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		<id>http://2d4chan.org/mediawiki/index.php?title=Disney_Villains_Victorious_Kings_and_Villains&amp;diff=1011620</id>
		<title>Disney Villains Victorious Kings and Villains</title>
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		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
The statblocks of the Villains and Kings of /tg/&#039;s homebrew [[Disney Villains Victorious]].&lt;br /&gt;
&lt;br /&gt;
Note: When two roles are listed for a Villain or King, it means that the first is their PRIMARY attribute and class, while the second is their SECONDARY attribute. For example, Charming/Nimble would mean a Charming Guy who took Agility as his secondary attribute.&lt;br /&gt;
&lt;br /&gt;
Note 2: The Villains (meaning not the Kings) are EXAMPLES/SAMPLE enemies. You can use them if you want, you can make up your own, or do both. It&#039;s completely your choice. &#039;&#039;&#039;Please check the Statlines page before this one, as those statblocks are kept more up-to-date.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Archidocesis Pontificis Immortalis ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Pontifex Immortalis Frollo of the Grand Archdiocese&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Intelligent&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Demagogue&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: France&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human (or at least formerly human)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 18/18&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8+3X&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 10 (16)&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 8 (12)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10 (14)&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10 (12)&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Holy Fire: All ranged attacks are doused in it, and he can pour it onto the field. Burning and +3 if resisted with Robustness.&amp;lt;br/&amp;gt;&lt;br /&gt;
Papal Staff: +6 Melee, due to the focused faith of the Church held within it, and it can be used to regain a will point if its power is drawn on for 3 actions.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ornate Crossbow: +4 Ranged.&amp;lt;br/&amp;gt;&lt;br /&gt;
Robes of the Pontifex: +2 Persuade, +2 Intimidate, +4 Prevent Harm, Defense against Holy Fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Devout: +10 to resist social attacks unless the person in question knows his specific doubts. To do this, they need to have obtained them from him, via something like hearing him in confessional or reading his diary (or hearing his shame-singing)&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: Can call in any Villains that haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
KING: This unit is a KING, with all the benefits that entails.&amp;lt;br/&amp;gt;&lt;br /&gt;
Echo Chamber: Frollo gets a bonus against social attacks based on how many Villains, Sycophants, or Inner Circle members are nearby. +5 per Villain, +2 per Inner Circle or sycophant.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unwavering Will: 2 Extra Will Points.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sycophants: He is followed constantly by an entourage of 12 sycophant Lackeys.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Burning Judgement: For one will point, Frollo can heat up all magic items held or worn by the players to the point of scalding flesh. This effect lasts for 2 turns, and forces all players wearing or holding magic items to make a TN 30 Endure check to hold onto their items. If they fail, they must either drop the item in question, losing all bonuses associated with it until they take an action to pick it up, or take 1 physical strike. Armor cannot be dropped, although you could take it off with an action.&amp;lt;br/&amp;gt;&lt;br /&gt;
Call to Arms: Can call 3X Mooks at the cost of 1 Will Point.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hellfire: For a Will Point, Frollo can start huge fires in his general vicinity. The heat and smoke from these fires causes everyone to make a TN 30 Endure roll when it is there turn, and if they fail, they get to choose between taking a physical Strike or losing two actions to try to recover from the smoke. The players can all adjust to this after a single turn, and are only affected by it once for every time Frollo uses it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Dark Fire: For a single Will point, Frollo can shape fire into a manifestation of his own will. These shapes count as having 16 Agility and 18 Melee, he summons 1 per Will point spent, and they cannot be harmed. Instead, they dissipate after 2 turns. They make 2 attacks per turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*1.  Name: La Mère Pardonne (Mother Teresa for this one)&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Charming Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Ranger Rose&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 11/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 13/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 7 + 2 from Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 7 + 1 from Microphone.&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 7 + 2 from PG-13 Seductress trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Range: 7 + 2 from Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 5 + 1 from Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Brothers in Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)&amp;lt;br/&amp;gt;&lt;br /&gt;
-PG-13 Seductress&amp;lt;br/&amp;gt;&lt;br /&gt;
Grants +2 to Persuasion when in a COMPLETELY CHILD-SAFE AND PG-13 seductive situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Nun of Menoza (Unique)&amp;lt;br\&amp;gt;&lt;br /&gt;
Spend 1 Will point. Grants +7 to Persuasion for a turn. Lose all powers below besides Disney Princess for 1 turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Bringing Down da&#039; Hammer (Of God)&amp;lt;br/&amp;gt;&lt;br /&gt;
Smite some fool heretics for 1 Will point. Rolls R+O+I, blinds  the shit of anybody who gets hit with it. Ranged of 20m. Can spend another Will point, meaning 2 Will points total, to increase range to 30m, and create a 10m shockwave that will stun, but not blind, the shit out of anybody who gets hit by it. Will royaly fuck up the Undead.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Disney Princess (Not Really)&amp;lt;br/&amp;gt;&lt;br /&gt;
While in a musical number, other units can join to help give bonuses. Each unit joining in grants +1 to whatever bonus the music is applying.&amp;lt;br/&amp;gt;&lt;br /&gt;
-White Mage&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit can spend 1 Will point to restore up to 1d6 Strikes on a chosen target. Gets rid of status effects. If used on a downed unit, unit comes back with 1 Strike remaining in this units next turn. Damages the Undead.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Holy Bible: +1 to melee. +2 to Ranged and Occult. Effective against undead.&amp;lt;br/&amp;gt;&lt;br /&gt;
Microphone: What kind of nun would have a microphone? A nun who&#039;s the spoiled daughter of a noble, that&#039;s who. Grants +1 to Music.&amp;lt;br/&amp;gt;&lt;br /&gt;
COMPLETELY CHILD-SAFE NUN ATTIRE. Completely APPROPRIATE for kids. Dyed pink for some reason&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: The bratty and spoiled daughter of a famed aristocrat, who get into this position through mostly her father&#039;s money and some PG-13 seducting. Although she does dig the nun gig, andtis genuinely holy. Besides the abstinence part. Not completely evil, but still a pretty big bitch, so you can change her, but it&#039;s gonna take a LOT of effort. Also has a tiny pet Chihuahua or some similar toy-sized dog that follows her around.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2. Le Juge Bienveillante (John the Baptist or John of Capistrano, whichever way you interpret it)&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Sensible Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Ranger Noir&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: &lt;br /&gt;
Kinda Cyborg&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 11/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 13/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7 + 2 from Blindfold and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7 + 4 from Ranged Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7 + 3 from Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Brothers in Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Tin Ear&amp;lt;br/&amp;gt;&lt;br /&gt;
Immune to all effects of music, beneficial and harmful.&amp;lt;br/&amp;gt;&lt;br /&gt;
-But I Did Not Shoot the Deputy&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to any checks to judge someone&#039;s moral character with Insight.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Judgement Day (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will point. All units in a 40m area are judged of their crimes against the state/nation. Units make an Insight + Intelligence roll against this Ranger Noir&#039;s Sensibility/2 + Insight roll. If Ranger Noir wins the roll, the units are hanged and will take a number of strikes on Ranger Noir&#039;s next turn. Can only be freed by an outside force, it&#039;s a mechanical noose. If Ranger Noir&#039;s roll failed, nothing happens. Can only be used once a battle.(May need to be adjusted)&amp;lt;br/&amp;gt;&lt;br /&gt;
Strike:Crime Ratio&amp;lt;br/&amp;gt;&lt;br /&gt;
1 Strike: Petty Crime&amp;lt;br/&amp;gt;&lt;br /&gt;
2 Strikes: Minor Crime (Slightly above Petty)&amp;lt;br/&amp;gt;&lt;br /&gt;
3 Strikes: Engaging in one of the 7 Deadly Sins&amp;lt;br/&amp;gt;&lt;br /&gt;
4 Strikes: Major Crimes&amp;lt;br/&amp;gt;&lt;br /&gt;
5 Strikes: Homocide of or Major Crimes against Nobles, Villains, Religious Leaders, or Frollo&amp;lt;br/&amp;gt;&lt;br /&gt;
-Black Mage&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will point. Cast/Shoot either a: R+X+I, Fireball that cause Burn, a Lightning Bolt that causes Stun, an Ice Shard that causes -2 to Agility and Robustness. Unit can also instead perform a Powerful Blast/Beam that pierces and is R+X2+I2, but cannot use this power for the rest of its current turn, or its next turn if the blast was its last action. R = Ranged, X = Mechanics/Occult, I = Intelligence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Blessed War-Hammer: A War-Hammer that is blessed by a holy power. Two-Handed, Grants +3 to Melee.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Arm Ballista: Miniature ballista located on the forearm. Grants +4 to Ranged, but takes awhile to reload. Two-Handed.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Blindfold: To help with judging, grants +1 to Insight.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Semi-Mechanical Body: The Judge&#039;s body is semi-mechanical, with robot parts and all that shit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: The Benevolent Judge is actually a pretty nice guy, kind to everyone, adults, children, the Hunchback, even criminals. Or at least he was. Now he&#039;s a pretty ruthless dude after the Inquisition made him into half-man half-machine guy, (Think RoboCop, mixed with Judge Dredd and the Terminator, except a bit more human, and the face isn&#039;t mechanical at all, along with white hair.) enforcer and protector of all of Frollo&#039;s crazy laws, who will ruthlessly strike down anybody who commits a Major Crime or above.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3. La Bourreau Douloureuse (Our Lady of Sorrows/Mary for this one, as there isn&#039;t a patron saint of executioners)&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Ranger Blanc&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 11/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6 + 1 from role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6 + 1 from Harlequin outfit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 6 + 2 from Harlequin outfit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7 + 3 from Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7 + 3 from Villain trait and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Brothers in Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Combo&amp;lt;br/&amp;gt;&lt;br /&gt;
If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Think You Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Unorthodox Style&amp;lt;br/&amp;gt;&lt;br /&gt;
You have an incredibly unorthodox fighting style, People get -2 to Prevent Harm rolls against you. There are no trainers to help you improve your skills though.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Laughing Your Head Off (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
If the Sorrowful Executioner succeeds in an Intimidation attack against a unit, the next two combat rolls against that unit roll R+A+C, instead of R or A +C. R= Robustness, A= Agility, C= Comabt Skill. (Melee, Ranged, etc.)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Warrior&amp;lt;br/&amp;gt;&lt;br /&gt;
Once-per-turn, this unit may reroll a combat roll without spending a Will point. &amp;lt;br/&amp;gt;&lt;br /&gt;
-Burning&amp;lt;br/&amp;gt;&lt;br /&gt;
This creature&#039;s attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted. Number of Strikes inflicted can stack. Burned units suffer -1 Robustness and Agility until Strikes are inflicted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Harlequin Mask &amp;amp; Outfit: A goofy but unnerving outfit. Grants +2 to Legerdemain and +1 to Intimidate.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Executioner&#039;s Axe: A very large axe that seemingly wasn&#039;t made for human hands. Was modified to catch on fire along the cutting edge. Two-Handed, grants +3 to Melee.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Circus Throwing Knives: One-Handed, rolls Legerdemain + Agility instead of Ranged + Agility.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: Imagine your about to be executed and instead of some big burly dude with an axe chopping your head off, it&#039;s some crazy chick in a black and white harlequin outfit, laughing as she&#039;s about to chop your head off. That&#039;s the Sorrowful Executioner, a kinda-small girl who decided that laughter makes everything better, then she caught the crazy, and became a part of the Frolloquistion/S.S./A.S.S./C.M.P.F. as it&#039;s main executioner.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*4. Le Moine Paisible (St. Benedict this time)&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Nimble Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Ranger Bleu&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 11/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6 + 1 from role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5 + 8 from Weapons, Monk Power, and Brawler&#039;s outfit.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Brothers in Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland. (Choose one)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Ultimate Combo&amp;lt;br/&amp;gt;&lt;br /&gt;
If your Nimbleness/Agility exceeds that of the foe by at least 3 points, you can attack a second time in the same action. If your Nimbleness/Agility exceeds the foe by 6 points, you may do a third attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Multiple Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit has multiple arms. In this case it has six.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Asura&#039;s Rage (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend 1 Will point. The Peaceful Monk enters a form of rage unlike any man has known. Triple his RAW Brawl stat, then add the bonuses. Each turn the Peaceful Monk ends in this state, it takes 3 Strikes. &amp;lt;br/&amp;gt;&lt;br /&gt;
[Would we get C&amp;amp;D&#039;d if I put Asura&#039;s Wrath? Because although the game was meh, the title&#039;s pretty cool.]&amp;lt;br/&amp;gt;&lt;br /&gt;
-Monk&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit gets the improved Combo Trait, Ultimate Combo, and +1 to Melee or Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Flash Kick&amp;lt;br/&amp;gt;&lt;br /&gt;
Can only be used after Combo/Ultimate Combo has taken effect. The unit may perform an extremely fast kick, which is a regular combat roll, except the attacked unit takes -4 in it&#039;s PH roll.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Falcon Punch&amp;lt;br/&amp;gt;&lt;br /&gt;
Can only be used after Combo/Ultimate Combo has taken effect. This unit may perform a flaming punch, which is a regular combat roll, except the attack inflicts Burning.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Electric Wind God Fist&amp;lt;br/&amp;gt;&lt;br /&gt;
Can only be used after Combo/Ultimate Combo has taken effect. This unit may perform an electric uppercut, which is a regular combat roll, except the attack inflicts Stun.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Gauntlets x6: Metal gauntlets to improve a fighter&#039;s ability. Each grant +1 to Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Fighter&#039;s Garb: A traditional fighting monk&#039;s garb, dyed blue and with six arm-holes. Grants +1 to Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Circle&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Lady Tremaine&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming Inner Circle&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: France &amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 6/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 6/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 9/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 12/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 5 &amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Are You Scared?: Spend a will point and identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike against them if they play off this fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Foolish Pride: Spend a will point and identify one character. Discern that which they are most proud of. All allies get +2 to cause a social Strike against them if they play off this pride.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Olympia ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Hades of Olympia&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Greek God&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Greece&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Large&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: God&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will: 8/8&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikes: 12 + X4, where X is the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Laws of the Gods&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit cannot directly interfere with the matters of mortals or common creatures, requiring the use of armies, oracles, items and other second-hand methods. If this unit is directly challenged by mortals, this trait becomes inactive.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can call in his Villains to aid him in a fight if they haven’t been defeated beforehand.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Been Around the Block&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Smoke and Mirrors (Mystical)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely manipulate smoke to show images or scenes at his leisure.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Conjuration (Divine)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can roll Occult + Craft +intelligence to instantly produce any sort of normal or magical item.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Overwhelming Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can use Occult + Intelligence + Ranged to deal magical damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-God of the Underworld (Divine) (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can call in the souls of Villains that have been killed to aid him in his battles. This power cannot be used to resurrect the same Villain twice in the same battle.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Teleportation (Divine)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely appear in any point inside his territory.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Body of Flame&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit’s body can produce and endure extreme amounts of heat and flame. All attacks that could conceivably make use of this obtain a +5 bonus, and can deal the “Burning” status.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*1. Hydra&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Nimble/Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: HYDRAAAAAAAAAAAAA&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Gigantic (Barely)&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Beast&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 15/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 16/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 11/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 1/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 5 + 1 from role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7 + 2 counting Natural Weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 3 from Villain trait and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits--- &amp;lt;br/&amp;gt;&lt;br /&gt;
Down Where It&#039;s Wetter: Unit doesn&#039;t suffer movement and speed penalties when swimming.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if you have taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Natural Weapons: Sharp Teeth and Venomous Poison give this creature +2 melee and other effects.&amp;lt;br/&amp;gt;&lt;br /&gt;
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-HYDRAAAAAAAA (Unique!): Whenever the Hydra &amp;quot;dies&amp;quot; it is &amp;quot;resurected&amp;quot; with one more head, giving it another action. Heads cap at 12. Effect can be stopped by burning the Hydra immediately after it&#039;s been &amp;quot;killed&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
Poisonous: Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Backgound: Proud to the point of arrogance, and it has a right to be. Fighting the Hydra is fighting an uphill battle, it&#039;s poisonous, aquatic, semi-intelligent, this multi-headed reptilian is a force to be reckoned with.&lt;br /&gt;
Also it&#039;s 30ft long, and 16ft tall, with sickeningly poisonous salivia.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2. Minotaur&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Sensible Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Giant Cow-Man-Hunter-thing&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium (Almost Large)&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Beast-Man/Chimera&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18/14 [1/14 with CotL in effect]&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 7/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 1/14 [18/14 with CotL is in effect]&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5 + 1 counting role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 0/7 when CotL is in effect&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 7 + 2 from Bag of Supplies&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft with CotL in effect: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 0/7 when CotL is in effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 0/7 when CotL is in effect.&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 6 + 3 counting Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee with CotL in effect: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 4 from Villain trait, armor, and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Berserk: Unit can choose to lower X2 amount of Intelligence for X amount of Robustness, but only when their trigger goes off. Below 10 Causes them to figh semi-unintelligently. Below 6 causes them to lose control and attack everything. Minotaur&#039;s trigger is people escaping his traps. Also he hates people calling him a cow. That too.&amp;lt;br/&amp;gt;&lt;br /&gt;
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Curse of the Labyrinth (Unique!) [Also complicated]: Spend 2 Will points. The surrounding area, at least 100m, transforms into a sprawling labyrinth with seemingly no end in sight. The Minotaur loses the ability to attack directly, can only do Social Strikes, and his stats are changed to above. Persuasion to make Heroes attack other Heroes, Intimidation to scar their minds and drive them insane, Travel to know where he&#039;s going, and Stealth so they only get glimpses of him. Escape happens when either the Minotaur gets caught and dies, the Minotaur ends it somehow, or the players find the exit. TN 35 or 40, I don&#039;t know.&amp;lt;br/&amp;gt;&lt;br /&gt;
Minotaur Charge: Doubles Agility and grants +2 to Melee or Brawl when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Giant Double Sided Axe: Two-Handed, grants +3 to Melee.&amp;lt;br/&amp;gt;&lt;br /&gt;
Large Leather Cuirass: Light Armor, grants +1 to Prevent Harm.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bag of Supplies: For traps othr than CotL. Grants +2 to Craft.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: Standing around 9ft tall and heavily muscled, many would expect this warrior to be more brawn than brains. This could not be less true, A cunning hunter, the Minotaur uses various traps and his own brute force to take his enemies down. His most fearful trap is his House of Leaves, all who&#039;ve been inside, never were sane afterwards, their minds completely broken. Some advice: Try to disable his traps, don&#039;t escape them, he hates that, but has some honor in respecting others that can beat him at his own craft. Also don&#039;t call him a cow. Just don&#039;t.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3. Chimera (THE not A)&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Nimble Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Ultimate Beast/ &amp;quot;Da...ddy&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Beast/Chimera&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 16/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 13/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 11/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 1/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7 + 1 counting role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 7 + 2 from C-B trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 7 + 4 counting Natural Weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 3 from Villain trait and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits--- &amp;lt;br/&amp;gt;&lt;br /&gt;
Low to the Ground: +2 to Stealth rolls where visual detection is a possibility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&lt;br /&gt;
Natural Weapons: Claws, teeth, horns, fire breath, poisons, it&#039;d be easier to list what the Chimera DOESN&#039;T have. Anyways, they grant a +4 to Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cold-Blooded: +2 to Stealth and +2 to resist Fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ultimate Beast (Unique!): The Chimera is a fusion of a Lion, Ram, Dragon, and Snake. It gains the Powers of all of them. Any weapon that is effective against dragons, lions, rams, or snakes affect the Chimera. Intense climate change doesn&#039;t affect the Chimera.&amp;lt;br/&amp;gt;&lt;br /&gt;
Poisonous: Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike to be lost. &amp;lt;br/&amp;gt;&lt;br /&gt;
GOODNESS GRACIOUS GREAT BALLS OF FIRE: Spend 1 Will point. Make a ranged attack equal to X+B, where X is Robustness and B is Brawl. Up to 25m in range. Poison will not take effect if attack is successful.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Stun: Spend 1 Will Point, make a combat roll against a target in melee range. If successful, target takes damage and is stunned for the duration of their next combat round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: It&#039;s blood runs cold, it&#039;s tail has a head, it has three heads, the ram head breathes fire, the Chimera is a creature of paradoxes and contradictons, a fusion of dragon, ram, lion, and snake, the Chimera has the powers of nearly all, but also the weaknesses. It is also by no means a small beast, 5m long and wheighing over 700kg, this beast is one animal not to be trifled with.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*4. Cerberus&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Watchdog/Air Bud&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Beast&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 1/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8 + 4 from role and SE Power.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 7 (Code)&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6 + 3 counting Natural Weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&lt;br /&gt;
Natural Weapons: Teeth, hellish claws, and a bark louder than it&#039;s bite, grants this beast + 3 to Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
Loyalty: +2 on attack rolls against an enemy that has Struck an ally.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Brother is Watching You (Unique!):Cerberus is a watchdog, meant to guard, not go out and attack everybody. If somebody he doesn&#039;t know tries to intrude into the area he&#039;s guarding, he&#039;ll roar and someone allies. The DM rolls 1d6 for what Cerberus summons.&amp;lt;br/&amp;gt;&lt;br /&gt;
1-2: 60 Mooks&amp;lt;br/&amp;gt;&lt;br /&gt;
3-4: 30 Lackeys&amp;lt;br/&amp;gt;&lt;br /&gt;
5: 5 Inner-Circles&amp;lt;br/&amp;gt;&lt;br /&gt;
6: 1 Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensitive Ears: Unit has the effects of music doubled for them, but gets +3 Insight.&amp;lt;br/&amp;gt;&lt;br /&gt;
Burning: This creature&#039;s attacks can inflict burns. Burns act like Poison, but the effect comes in to affect 2 turns after the Burn is inflicted. Number of Strikes inflicted can stack. Burned units suffer -1 Robustness and Agility until Strikes are inflicted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: The big, and I mean BIG guard dog for Hades, 15ft. tall, and weighing in at 1500lbs, this 3-headed pup will wreck your shit, with it&#039;s burning claws, THREE heads, all of it&#039;s muscles, and it&#039;s absolute worst attribute, it&#039;s bark. Now I know what you&#039;re thinking &amp;quot;What&#039;s so bad about a bark?&amp;quot;, well, nothing usually, but Cerberus&#039;s bark is different. It literally summons backup, ranging from a legion of lost souls, to another one of those great monsters. You know what they say, his bark is worse than his bite.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*5. Medusa&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Nimble Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Snake? Snake? SNAAAAKE-Woman&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Beastman/Chimera&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 6/14 (12/14 in Gorgon mode)&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14/14 ( 18/14 in Gorgon mode)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 6/14 ( 12/14 in Gorgon mode)&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 18/14 ( 2/14 in Gorgon mode)&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6/0 when in Gorgon mode. Both get +2 from CB trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7/5 when in Gorgon mode.&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 7 + 3 from role and SC trait. (0 when in Gorgon mode)&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 7/3 + 2 when in Gorgon mode.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6/7 when in Gorgon mode. Both get +2 from their Longbows.&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 0/6 when in Gorgon mode.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 0/7 when in Gorgon mode.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cold-Blooded: +2 to Stealth and +2 to resist Fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Snake Charmer (Human only): +2 to Persuasion.&amp;lt;br/&amp;gt;&lt;br /&gt;
Trussssst Me (Gorgon only): +2 to Deceive when target actively distrusts the speaker.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Gorgon Mode (Unique!):Due to Hades&#039;s magic, Medusa got her beauty back. But there is a drawback. She needs to stay in Gorgon mode for at least 6 hours a day to be able to stay in Human form. Gorgon has it&#039;s perks though, Gorgon is better for combat, while Human is better for deceiving the PC&#039;s.&amp;lt;br/&amp;gt;&lt;br /&gt;
Poisonous: Unit is poisonous. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike. Poison arrows for Human, it&#039;s natural for Gorgon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gift of Kaa (Human only): Spend a Will point to roll Deceive+Charisma against an opponent who can see you. (They roll Sensibility+Endure) If you gain a Strike against them, instead of being defeated or gaining a Strike, you may order them to obey one command that does not immediately endanger their life. After one minute this hypnosis wears off. Can be relfected back through reflective items.&amp;lt;br/&amp;gt;&lt;br /&gt;
Stone Cold Gaze (Gorgon only): Spend a Will point to roll Intelligence+Intimidate against an opponent who can see you. (They roll Sensibility+Endure) If Medusa succeeds, target is stunned for their next 3 turns. If Medusa fails, nothing happens. Can be reflected back at Medusa using reflective items.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Longbow: +2 to ranged.&amp;lt;br/&amp;gt;&lt;br /&gt;
Poison Arrows: Grants Poisonous Power for Human mode.&amp;lt;br/&amp;gt;&lt;br /&gt;
Female Cloth Tunic and Sandals: Does nothing. Looks pretty nice though.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: Once a beautiful (Curly hair, toned skin, the works) maiden who courted the love of Poseidon, she got turned into a hideous snake woman (Snake hair, green and scaley skin, the works) by Athena out of revenge or something like that. (The gods are just dicks sometimes) However, after she allied with Hades in taking over Olympus, he managed to cast an enchantment on her that allows her to return to her human form, most of the time. If you were able to get her beauty back permanently, she may find a new force to fight with.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*6. The Nemean Lion&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Monstrous Brute (Strong/Nimble)&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Greece&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Lion&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 7 (9; Slash, Bite give +2 on Brawl rolls)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Villain: This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Low to the Ground: +3 to Stealth rolls where visual detection is a possibility&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
Thickened Pelt: +2 Prevent Harm against weapons, natural or otherwise, with a bonus less than +3.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Tyrant&#039;s Roar: Spend a Will Point to gain +8 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.&amp;lt;br/&amp;gt;&lt;br /&gt;
Invulnerable: You can beat him, stab him, cut him, shock him, burn him, freeze him, mock him, taunt him and insult him all you like, but at the end of the day the only thing that can fell the Nemean Lion is a truly awesome amount of brute crushing force. It could be something of great weight falling on him, him falling off a very tall cliff, a direct hit from siege grade artillery, or the strangehold of a demigod who works out a lot.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
None; however, anyone wearing a piece of the Nemean Lion&#039;s hide large enough to count as a full cape receives +2 to all Prevent Harm checks (stacks with armor) and gains the Thickened Pelt trait. Additionally, each of his claws may be fashioned into a +3 knife or the head of a +4 spear.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Kingdom of the Cauldron ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
The Horned King of Prydain&amp;lt;br/&amp;gt;&lt;br /&gt;
6d6k3 Intelligence, 5d6k3 Charm, 4d6k3 other stats&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Smart/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Undead. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes = 4+5X, where X is the number of party members&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 10 (16)&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6 (12)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10 (18)&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Science : 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Astrologer: +2 on Occult rolls when you have some form of star chart or telescope.&amp;lt;br/&amp;gt;&lt;br /&gt;
Punk is Dead: Immune to all effects of music, beneficial and harmful, even music enhanced by Rock and Roll Will Never Die.&amp;lt;br/&amp;gt;&lt;br /&gt;
Record Scratcher: When a character starts a musical number, +4 on the first offensive (Melee, Ranged, Brawl) roll towards that character.&amp;lt;br/&amp;gt;&lt;br /&gt;
In The Dark Of The Night: Reroll Occult checks at night and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
Heart of Prometheus: +3 to all rolls involving Occult and Crafting simultaneously.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: He can call in his Villains to aid him in a fight if they haven’t been defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
KING: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
The Skull Beneath The Skin: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon the Horned King or heard his voice in the last round.&amp;lt;br/&amp;gt;&lt;br /&gt;
Death Mage: Spend a Will point. Cast a Ranged+Occult+Intelligence attack that also causes Poison and Burn.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Caladbog: +6 Melee, attacks apply to all nearby Mooks and Lackeys.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gáe Bulg: +6 Ranged, +10 if target resists with Robustness.&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor of Annuvin: +4 to Prevent Harm (destroyed on death)&amp;lt;br/&amp;gt;&lt;br /&gt;
Shield of Annuvin: +4 to Prevent Harm (destroyed on death)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Black Cauldron: Revives every nearby Cauldronborn  in 1d6 rounds. If the Black Cauldron is depowered, the Horned King will be sucked in and gruesomely destroyed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Various Other Magical Items: The Horned King has almost every magical item in the land hoarded in his castle. If the GM feels like giving him anything else, he should not hesitate to do so.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONAL.&#039;&#039;&#039; Fits specific campaigns.&amp;lt;br/&amp;gt;&lt;br /&gt;
A GOD AMONG MEN!: If the Horned King is down to 2 or 3 strikes and the Black Cauldron is not yet destroyed, then in an act of desperation he will spend a turn to draw Arawn&#039;s dark powers into himself. This restores him to full strikes and returns one will point. Furthermore, he gains +k1 to all rolls but takes double strikes from magical weapons. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1. Great Gwythaint [OUTDATED]&lt;br /&gt;
Role: Villain/Nimble Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: MOTHERFUCKIN&#039; WYVERN, NOT DRAGON, WYVERN&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Gigantic&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Beast&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 13/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 18/14 (SANIC SPEED)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 5/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 3/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8+X2, where X is number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 7 + 1 counting role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6 + 2 counting Natural Weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 3 from Villain trait and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Flight&amp;lt;br/&amp;gt;&lt;br /&gt;
Obviously it can fly. That&#039;s just the nature of the beast.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Bull Charge&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Brawl when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Think You Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Natural Weapons&amp;lt;br/&amp;gt;&lt;br /&gt;
Talons, horns, and teeth provide a +2 to Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Sonic Roar (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend one Will point. Deal one Social Strike to all living units in 30m area. Can only be used during suprise round or on the Great Gwythaint&#039;s first turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Dive, Dive, Dive!&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit gains a +2 to Brawl and a +2 to Initiative when charging from above.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: 25ft. long from head to tail. 20ft. tall. 30ft. wingspan. This black-scaled terror of the skies is the Horned King&#039;s most feared and loyal pet. Raised to strike fast, hard, and then run, the Great Gwythaint&#039;s initial attack is devastating, however, it&#039;s attack decreases in power after the initial roar and charge, and it&#039;s scales aren&#039;t as hard as a regular wyvern&#039;s. Don&#039;t think you can hide from it however. Many have tried to do that. None survived.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2. Cauldron Giant: Colloso [OUTDATED]&lt;br /&gt;
&lt;br /&gt;
Role: Villain/Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Fuckhuge Skeleton Warrior/MR. BONES&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Gigantic&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human (?) (Do you count Cauldron-Born as human?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 25/16 &amp;lt;br/&amp;gt;&lt;br /&gt;
[Weak Point Robustness: 8/16])&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 4/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
[Weak Point Strikes: 1+X2, where X is the number of party members.]&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 3 + 1 counting role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 6 + 4 counting Weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7 + 3 from Villain trait and role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7 + 2 from Villain trait&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Multiple Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit has multiple arms. In this unit&#039;s case it has four arms.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Weak Point/Achilles Heel (Self)&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit is granted massive power in exchange for a weak point. In this unit&#039;s case there is a small sigil located at the center of the forehead/&amp;quot;third eye&amp;quot; that is it&#039;s weakpoint.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Undead&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit is not affected by poisons, music (Unless it&#039;s xylophone or really, really, good music.), semi-intense climate change, and medical sciences.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Klaatu Barada Nikto (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Every 2 strikes against this unit summons 5 Cauldron-Born mooks. If attacking the weak spot this power does not come into affect.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Demonic Stare&amp;lt;br/&amp;gt;&lt;br /&gt;
Identify one character/unit. +3 intimidation against them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Colossal Stone Greatsword x 2: Two-handed, grants +2 to melee for each sword&amp;lt;br/&amp;gt;&lt;br /&gt;
Horned Tin Cap: Horned helmet made out of soft tin. Does nothing except guard one attack to the head.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background:&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Oh woe is me, for I have looked death in the face, and know it comes. A lumbering colossus, larger than anything I have seen. (It&#039;s 40ft tall) It was human in shape, but not in nature or structure. Made out of the bones of giants and men, it has four arms, to wield it&#039;s bringers of death, twin greatswords of colossal size, (35ft.) almost as long as it was. But the worst thing was it&#039;s stare. It had no eyes, but it&#039;s sockets seemed to stare at my very soul. And it wanted it. I couldn&#039;t take it anymore, I ran. I ran, but I know it hunts for me, and it won&#039;t stop until the deed is done. If only it had a weak point...&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
- Peasant of The Land of the Black Cauldron.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*3. Reaper [OUTDATED]&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Smart Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Spoopy Grim Reaper&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human (?) (Do you count Cauldron-Born as human?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 16/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 1/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3 + 2 from role and YaWH! trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 7 + 1 counting role.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7 + 3 counting Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits--- &amp;lt;br/&amp;gt;&lt;br /&gt;
-You&#039;re a Wizard Harry!&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit is a magical prodigy or a magical creature of some power. They get a +1 to Will.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Undead&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit is not affected by poisons, music (Unless it&#039;s xylophone or really, really, good music.), semi-intense climate change, and medical sciences.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Your Time Has Come (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend 1 Will point. Reaper halves all stats and skills except Strikes, Occult, and Will temporarily. (If it ends in a decimal, round up.) Identify one target. Make a combat roll against them combining Occult, Robustness, and either Melee or Ranged, depending on the distance you attack. If Reaper succeeds, all remaing Strikes on the target are gone. If the target had 1 Strike remaining, target is downed. If Reaper fails, nothing happens.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Black Bolt&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend 1 Will point, unit makes a ranged attack equal to R+X2, where R is Ranged and X is Occult. Can go up to 40m.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Pale Rider&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit is or is a servant of Death itself. All organic matter and beings will wilt and/or be sickly when near it. Living units suffer -2 Robustness and Agility when within 5m of this unit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Death&#039;s Scythe: Spoopy, Two-handed, grants +3 to melee.&amp;lt;br/&amp;gt;&lt;br /&gt;
Black, Hooded Robe: Spooky&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: 7ft tall, clad in jet black robes, wielding a large scythe and powerful death magicks, many wonder if this servant of the Horned King is just a mysterious but powerful Cauldron-Born, or the Angel of Death, chained to Earth and forced into the Horned King&#039;s servitude. Whichever it is, one thing is known; Fear the Reaper.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Shadowlands ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Dr. Facilier&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Shadow Man&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10/16 &amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 16/24&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18/24&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 20/24&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 12/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5, but Shadow Shield blocks damage&amp;lt;br/&amp;gt;&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuade: 14(16)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate 10(12)&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8(9)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 4 (5)&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Shadow Shield: Since taking New Orleans, Facilier has done quite well for his Friends on the Other Side. So well, in fact, that one shadow being is his personal guard. This being has 24 ROBUSTNESS, 20 Agility and +16 Prevent Harm. It will block any strike on Facilier made with a physical attack and can take 48 Strikes before dissipating, although it takes double strikes from light- or fire-based weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Don’t Play A Player: +10 against social attacks so long as the player does not know to exploit his weakness - his fear that the Friends control him and his fear of that relationship failing. Facilier is terrified that he is essentially a figurehead ruling in the stead of the Friends&amp;lt;br/&amp;gt;&lt;br /&gt;
-Sentient Shadow: Facilier is never without his shadow, which has a life of its own and can attack for him. This being has 20 Agility, +15 Prevent Harm and +14 Brawl (+16 with its shadow claws), always striking with Agile Natural Attacks. It can be stunned for a round by attacking it with a light or fire weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of an Army - He can call in his Villains to aid him in a fight if they haven’t been defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
-KING: This unit is a KING. It gets +10 to Persuade its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Show Them Their Dreams: Facilier can, for one will point, show somebody their deepest wish and offer it to them. This lets him make a Deceit or Persuade roll with an extra +16 bonus, and if it succeeds, it does 3 social strikes. This only works once on each person though.&amp;lt;br/&amp;gt;&lt;br /&gt;
-I Got Voodoo: Spend a Will point to summon 5 giant voodoo doll Lackeys from the shadows.&amp;lt;br/&amp;gt;&lt;br /&gt;
-I Got Hoodoo: Spend a Will Point. Gain +4 to all shadows’ attributes for a round.&amp;lt;br/&amp;gt;&lt;br /&gt;
-I Got Things I Ain&#039;t Even Tried: Facilier and his shadows can attack the PC’s shadows, bypassing all armor unless they have glowing armor.&amp;lt;br/&amp;gt;&lt;br /&gt;
-The Past, The Present And The Future As Well: Spend a Will point. For the next scene, you may use a traditional divination method of your choice (cartomancy, palm-reading, oracle bones, crystal ball, tea leaf readings, what have you) to discern 3 facts about any willing participant; 1 about their past, 1 about their present and 1 about their future. Tradition dictates, of course, that you share this information with all participants.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Shake My Hand: +6 to any Persuasion and Deceive rolls made as part of a bargain that will utterly screw the other party over.&amp;lt;br/&amp;gt; &lt;br /&gt;
-Come On Boys, Won&#039;t You Shake A Poor Old Sinner&#039;s Hand?: Reroll Persuasion and Deceive Rolls in bargains and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
-ARE YOU RRREAAAAADYY!?: Your Persuasion and Deceive attacks score an additional Strike for every 8 point over the opponent&#039;s defense instead of every 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Fine Tuxedo and Top Hat: +1 Prevent Harm, +2 Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
Skull Mask: +2 Intimidate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villain&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Caimán Diablo&amp;lt;br/&amp;gt; &lt;br /&gt;
Role: Strong/Intelligent&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Alligator???&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: Strikes: 5+3X, where X is number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 10 (12 with Bite, Tail)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10 (12 with All-Natural Armor)&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 8 (typically rolled with Sensibility, as per the standard crocodilian hunting strategy)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 5 (7 with Crocodile Tears)&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 12&amp;lt;br/&amp;gt; &lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Giant: +4 Brawl rolls when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Rivergoer: Bonus to movement in water, penalty to movement on land&amp;lt;br/&amp;gt;&lt;br /&gt;
All-Natural Armor: +2 to Prevent Harm.&amp;lt;br/&amp;gt;&lt;br /&gt;
Tick-Tock: +2 Intimidate to Pirates&amp;lt;br/&amp;gt;&lt;br /&gt;
Crocodile Tears: +2 to Deceive.&amp;lt;br/&amp;gt;&lt;br /&gt;
Death Roll: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape. Crocodiles do two strikes to Pinned enemies on a successful strike.&amp;lt;br/&amp;gt;&lt;br /&gt;
Overwhelming Brawn: If your Robustness exceeds your opponent&#039;s Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent&#039;s defense instead of every 10 so long as they are dealt with Robustness.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Been Around the Block: This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Crikey!: Your Brawl attacks score an additional Strike for every 8 point over the opponent&#039;s defense instead of every 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Aquatic Ambusher: Reroll Stealth checks while swimming and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
Terror of the Swamp: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Diablo in the last round.&amp;lt;br/&amp;gt;&lt;br /&gt;
In The Dark Of The Night: Reroll Occult checks at night and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
Mystery Power: This unspecified power reflects Diablo&#039;s true nature, as decided by the GM.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Description---&amp;lt;br/&amp;gt;&lt;br /&gt;
An ancient alligator changed by voodoo long ago? A beast from the Other Side? An alligator that a Friend is using as a cheval? No one, save Facilier, Mama Odie and himself, knows exactly what Caimán Diablo is, but there are a few things everyone knows about him. For instance, he takes the shape of an alligator over 30 feet long, as black as night save for his light purple underbelly and the glowing light green inside his jaws. His teeth are as long and thick as tent pegs and sharp as razors, while his eyes contain an unnatural spark. If you go into the bayou, he will find you, unless you stick to the areas he is too large to access, in which case he&#039;ll send mundane alligators after you. Either way, when you are found (when, NOT if) you must offer tribute if you wish to live. The proper tribute is a lamb or any larger red meat animal that has been specially marinated; however, a chicken or larger white meat animal that is properly marinated will suffice on the condition that you go back the way you came. Beef jerky with barbeque sauce will get you a 10 second head start, 30 if Diablo&#039;s feeling generous. Though it might work for the alligators he commands, never offer fish to Diablo himself. Trust me, he&#039;ll do worse than killing you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though they are completely independent of each other, Facilier benefits from Diablo&#039;s presence. All but the most foolish of those who seek Mama Odie or wish to flee their debts through the bayou will prepare tribute. However, both marinades for tribute include gunpowder and ground up dried shrimps among their ingredients. Since dried shrimp isn&#039;t used at all in the local cuisine except for a select few gumbos, anyone who purchases dried shrimp and gunpowder (including munitions, especially if they don&#039;t have the proper guns) is almost certainly planning to do something in the bayou soon. By keeping tabs on who purchases those items and cross-referencing, he can identify these people and inform everyone whom they owe a debt, putting them further in his own debt.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
However, there is another detail about Diablo that most do not know. He is far smarter and more knowledgable than any alligator should be; far more than most men are, even! He is especially knowledgable about history, ancient languages and above all the occult. And he is certainly smart enough to know that when someone brings him a bull or prize hog when a lamb or chicken would&#039;ve sufficed, they want him to share his many secrets....&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villain&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Bokor de Mort&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On A Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt; &lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuade: 10 (12)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate 12 (14)&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 6(9)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10 (11)&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
A Man of Wealth and Taste: +3 to Deceit when attempting to pass yourself off as a member of the upper crust of society.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fast Talker: +1 to Deception for each character in the group this unit is trying to deceive.&amp;lt;br/&amp;gt;&lt;br /&gt;
Let&#039;s Make a Deal: +4 to Persuasion while trying to convince a character to accept a bargain or transaction.&amp;lt;br/&amp;gt;&lt;br /&gt;
That Voodoo You Do: +5 to Occult checks concerning necromantic voodoo.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
A Second Chance: Bokor can bring back the dying and very recently dead other than himself. This does not cost a Will point; however, he cannot do so unless a bargain is struck, and he only strikes bargains that are in his favor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Day of the Dead: At any given time, Botor has 6d6k4+2X zombie Mooks and X zombie Lackeys at hand where X equals the number of players. For one Will point, he may summon 2d6 additional zombie mooks and one Zombie Lackey. Zombies follow the same rules for the undead as the Cauldronborn but are otherwise normal mooks and Lackeys.&amp;lt;br/&amp;gt;&lt;br /&gt;
Because This Is THRILLER!: When using Music, Bokor and his undead minions enter into a song and dance number of such terror that it grants an additional +1 to Intimidate for every 4 zombies present in addition to its normal effects. This takes one action per turn on part of each of the zombies.&amp;lt;br/&amp;gt;&lt;br /&gt;
JUST A LITTLE MORE TIME!: Spend three Will Points when all strikes have been used up. Instead of dying or suffering defeat, this unit makes one last deal with his Friend On The Other Side. This restores his strikes and boosts his stats by +4 but halves his Prevent Harm and Endure scores.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Grim Scythe: +3 Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Fine Tuxedo and Top Hat: +1 Prevent Harm, +2 Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
Skull Mask: +2 Intimidate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wouldn&#039;t just a little more time be nice? To say goodbye to those dear to you, to get revenge on your enemies, to finish some important task, to have one last night partying it up in New Orleans? There is a man in the Shadowlands by the name of Bokor de Mort who has a mysterious way of arriving before those on death&#039;s doorstep and offering just that: a little more time. The price, of course, being your soul and body; your soul will go to The Other Side, and your body will serve Bokor as a zombie. The better your body is, the more time he will give you, but beware, for his abilities as a collector as second only to Facilier himself. There are rumors of a few who have escaped him, who live their half-lives in secrecy, but it would be foolish to try to emulate them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bokor certainly knuckles under to Facilier but technically doesn&#039;t work for him; Bokor works for the most powerful of Facilier&#039;s Friends On The Other Side, the one he will only refer to as &amp;quot;Baron Samedi&amp;quot;. There is an understanding that as the more successful dealer, Facilier&#039;s words should generally be heeded. Bokor makes many dealings with Facilier, offering his zombies as a supply of labor. He usually receives worldly goods in return (rum and cigars being his favorites), but Facilier has given him a few souls to cover &amp;quot;the ones that got away&amp;quot;.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bokor de Mort, for all his charm, is quite rude. He has the bad habit of handing out racial epithets, misogynist slurs and every other category of insulting name under the sun like they&#039;re going out of style. (Some of them are actually going out of style, but that&#039;s beside the point). An important thing to note is that Bokor used to define his deals in fairly slippery terms (such as &amp;quot;a night in New Orleans&amp;quot;), but when his clients exploited loopholes in those deals Baron Samedi was quite displeased these with him. Because of this, he nowadays defines his deals in terms of times that can be measured on a stopwatch....usually. From time to time he will get bored and offer a deal with a loophole for his own amusement. He finds merriment in watching his client desperately search for that loophole, then denying it to them one they&#039;ve found it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arendelle ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Queen Elsa the Frozen&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Arrendelle&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Snow Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 10 + 3x, where x is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Stats when Insane:&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stats when Sane:&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 19&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletic 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged 14 (Only with her own ice magic, Ranged 3 otherwise)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel 8 (+5 in Cold/Forest)&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuade 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Music 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft 15&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&lt;br /&gt;
&lt;br /&gt;
-Ice Queen&#039;s Madness&amp;lt;br/&amp;gt;&lt;br /&gt;
Elsa is quick to lash out, and rolls to calm her down suffer a +10 to difficulty.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Frozen Heart&amp;lt;br/&amp;gt;&lt;br /&gt;
Social strikes against Elsa have a +10 to difficulty, but deal triple strikes.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Following&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is followed by a massive Ice Golem with 18 Robustness, 10 prevent harm and 12 Brawl. The golem loves Elsa and will protect her by fighting anyone who tries to physically hurt her or makes her angry.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-And the North Wind Blows&amp;lt;br/&amp;gt;&lt;br /&gt;
Elsa is surrounded by constant icy winds that can damage players who roll less than 30 on a ROBUSTNESS-based Endure roll that they must take every turn that Elsa is angry at them. (This TN is only 25 if they are wearing warm clothing)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ice Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can add half it&#039;s Occult skill, rounding down, to perform ranged Magic attacks (Ranged + Intelligence). When any unit is hit by one of this unit&#039;s magical attacks, it suffers a stacking -2 to Prevent Harm unless resisted with a TN30 Endure check, and a stacking -2 to Agility unless resisted with a TN25 Endure check.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Queen. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Freeze&amp;lt;br/&amp;gt;&lt;br /&gt;
Renders one specific unit unable to act until a different unit spends five turns helping them up.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ice Shards&amp;lt;br/&amp;gt;&lt;br /&gt;
Spends a will point to make two ranged attacks against every member of the party with no penalties.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ice Shield&amp;lt;br/&amp;gt;&lt;br /&gt;
Gives a +15 to prevent harm for 2 rounds at a cost of one will point.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ice Palace&amp;lt;br/&amp;gt;&lt;br /&gt;
Elsa can create a frozen fortress to hide in, and will do so if she is down to 5 or fewer strikes and it is her turn. The players can try to stop her retreat with a TN 45 Persuade check, but if she flees, she will have full Strikes and be totally recovered before she’s willing to come out again, days or possibly weeks later.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ice Golems&amp;lt;br/&amp;gt;&lt;br /&gt;
Can create Snow Golem Mooks at a rate of 2d6 per Will point spent.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Blizzard&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. At the beginning of each turn for three turns, make an automatic strike based off &#039;Ice Magic&#039; with a -5 to the roll to every character in an area of 70m around this character.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ice Conjuration&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. Elsa can create a hazard or object made of ice or snow on the terrain. (Pillars of snow, an ice wall, stalactices &amp;amp; Stalagmites, etc). Cannot be used more than once per turn. If &#039;Blizzard&#039; is active, no will point cost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
None.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Old West ==&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*1. Boris, Merchant of Red&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Charming &amp;amp; Intelligent Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Rider of War/Red Merchant&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8/14 &amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8/14 (14 when on Horse/Mount)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 13/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 7 + 1 from Armor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8 + 2 from role and Armor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7 + 3 from Weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6 + 4 from Villain trait and Armor.&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6 + 2 from Villain trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Rider&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 bonus to combat rolls for every character that has the Rider trait that is in the party or nearby.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Trusssssssssst Me&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 bonus on Deceive rolls if there target actively distrusts the speaker.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Look at These AMAAAAZING Deals My Friend! (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever making a Persuasion combat roll, Boris can spend a Will point to not attack, but replace the attacked target&#039;s equipment with so-called &amp;quot;Mystical &amp;amp; Legendary Weapons!&amp;quot;. So-called legendary weapons range from pool tubes to large fish and water guns, that actually cause a -1 or -2 to modifier on their Melee/Ranged/Brawl for the remainder of the scene. If attacked unit rolls below TN20, their armor get&#039;s replaced as well.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Red Merchant of War (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Boris obtains any equipment suitable for the situation from his arsenal. Rourke can produce up to 5+2X (Where X Is the number of members in the party) pieces of equipment through the scene. His Arsenal is not counted in his “Equipment”. [Basically a weaker Schrodinger&#039;s Toolbox]&amp;lt;br/&amp;gt;&lt;br /&gt;
-Red Rider&amp;lt;br/&amp;gt;&lt;br /&gt;
Unit is or is a servant of War itself. Unit can spend one Will point to be one point stronger than his strongest enemy OR one point faster than his fastest enemy. Caps out at 15 for Boris.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Apocalypse (Combination Attack)&amp;lt;br/&amp;gt;&lt;br /&gt;
For one Will point each, the Apocalypse Crew load HE rounds into their respective weapons and fire into the air, causing an intense barrage in a 30m area. Combat roll is R5 divided by 3, where R is each Apocalypse Crew&#039;s members&#039; Ranged Attack. Barraged units suffer from each rider&#039;s [Blank] Rider power, no matter the range or Will points. Power boosting Rider powers just get activated for free. Passive powers have their effect doubled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Red Merchant&#039;s Clothes: Clothes signifying the famed Red Merchant. Grants +2 to Prevent Harm, and +1 to Deceit and Persuasion.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Red Cannon: Sleek red cannon seemingly more advanced than even Atlantean firearms. One-handed, grants +3 to Ranged, does not require an action to reload.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Horse: It&#039;s a horse. A horse of WAR. Grants +6 to Agility and also has the Red Rider ability.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Physical Description/Background: Draped in gaudy red cloth, a foreign accent, and with a large red wagon filled with weapons, armors, and other bloody goods, this seemingly helpless, but actually incredibly deadly, merchant, is the single largest arms dealer in the Wild Wild West. Chances are, if you find a gun on someone, they&#039;d have gotten it from him. Surprisingly kind considering his role and position. Except when you try to steal from him. Then he gets MAD.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2. Sheriff Woody Pride&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain, Nimble/Charming Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Rootin-Tootin Cowboy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: The Old West&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Not On My Watch: +2 Melee when fighting those that would harm the innocent.&amp;lt;br/&amp;gt;&lt;br /&gt;
Horse Lord: +3 to Travel while on horseback, to handle horses and to tame wild horses.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cattle Baron: +3 to all herding and ranching checks.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ride Like the Wind (Unique!): While the Sheriff is riding a horse, he may spend a Will Point. If he does, the horse that the Sheriff is riding doubles it’s speed for the next 3 rounds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Everybody Hold It!: Spend a will point. +5 bonus to halting a fight in progress via diplomacy or just shouting loudly. You have three rounds to stop the fight from resuming.&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick Draw King: You may always make one attack in the surprise round, and never suffer penalties in the surprise round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Trusty Revolver: +3 Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
Badge: +3 Persuasion to law abiding citizens, +3 Intimidation to Criminals&amp;lt;br/&amp;gt;&lt;br /&gt;
Lasso: Ranged, incapacitates people until they pass a Legerdemain test&amp;lt;br/&amp;gt;&lt;br /&gt;
Bullseye: Not really Equipment, but the Sheriff wouldn&#039;t ride with any other horse if he could. The speed of &amp;quot;Ride Like the Wind&amp;quot; is tripled instead of doubled if the Sheriff is on Bullseye.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inner Circle Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Rico, Bounty Hunter&amp;lt;br/&amp;gt;&lt;br /&gt;
Inner Circle Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+2X where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills:&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Definitely a Good guy- This villain gains +3 on all attempts to convince others that he is definitely not a villain.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mercenary- Gold is what is most important to this Villain. Rico gains +5 on attempts to resist social strikes, but takes double the strikes if offered gold.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powers:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Woah, Skittish!&amp;quot; (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
There is nothing Rico likes less then a skittish horse. Rico may use a Will point to gain +10 on any checks made to subdue or ride an unwilling creature.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Mother of Mercy, is this the end of Rico?&amp;quot; (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
If Rico is at or below 2 strikes remaining, he may use a Will point to make another attack with a +5 bonus. This attack deals double strikes.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ride&#039;m!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br/&amp;gt;&lt;br /&gt;
Atlantean six-shooter- +3 to ranged attack rolls&amp;lt;br/&amp;gt;&lt;br /&gt;
Leather Jacket- +2 to Prevent Harm and Endure rolls&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. Ben, More then a Cow&amp;lt;br/&amp;gt;&lt;br /&gt;
Inner Circle Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Strong Guy/Beast&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2X where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills:&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Protect the Herd- All Beasts within 100 meters of Ben have +2 to Prevent harm and Endure rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powers:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I Won&#039;t back Down (Unique!)- Ben may use a Will point to activate this song. Ben and all allies within earshot (even those with Tin ear) gain +4 on Prevent Harm and Endure rolls. This song lasts for 5 rounds.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kraz-ma-Cow(Unique!)- Ben may substitute his robustness in place of his Agility for any roll twice per round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br/&amp;gt;&lt;br /&gt;
Cyber-Cow Enhancements: +2 Brawl, +2 Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
Horns: +2 Brawl on the charge&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3. Smokin&#039; Gun Pete&amp;lt;br/&amp;gt;&lt;br /&gt;
Inner Circle Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Old West&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+2x, where x is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills:&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traits:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Villain- This unit is a villain. It gains +2 to Prevent Harm and Endure rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mercenary- gold is what is most important to this Villain. Pete gains +5 on attempts to resist social strikes, but takes double strikes if offered gold.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Master of the Air- Pete gains +5 on checks to remain on his Pterodactyl and has +2 Ranged while airborne.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powers:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ride&#039;m!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shot Down, Shot Down (Unique!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Smokin&#039; Gun Pete may use a Will point to make a single ranged attack with a +5 against any flying enemy. If this attack hits, the target is knocked out of the air.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I need a ride!&amp;lt;br/&amp;gt;&lt;br /&gt;
Pete may use a will point to be immediately picked up by his pterodactyl mount.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br/&amp;gt;&lt;br /&gt;
Parachute Hat- If Pete is knocked off his mount, he may use his hat to slow his descent&amp;lt;br/&amp;gt;&lt;br /&gt;
Rooty Tooty Point &#039;n Shooty- +2 to Ranged attack rolls&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pete&#039;s Pet Pterodactyl&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 1&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2X&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Skills:&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traits:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Master of the Air- This villain gains +5 on checks that concern flying, and has +2 Brawl and prevent harm while airborne.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Powers:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aerial Bombardment:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit may use a will point to make a Brawl attack against any character with a +5 modifier. If this attack succeeds, the character is picked up and can be dropped on any other character.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4. Paul Bunion&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Aurora/Wild West&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Huge&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human?&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-a-Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 34&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikes: 20+ 8X where X is the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Man of the Wilderness&amp;lt;br/&amp;gt;&lt;br /&gt;
Paul Bunion is a man of the wilderness, literally. Wild creatures dare not fight Paul, and any player character that is a animal must subtract five from endure rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Mountain Topper&amp;lt;br/&amp;gt;&lt;br /&gt;
Paul is more a force of nature than a man. He is a literal giant of man, larger than some mountains. He is physically capable of using the entire environment as a weapon, crashing mountains down and diverting entire RIVERS.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Something in between&amp;lt;br/&amp;gt;&lt;br /&gt;
If a power or ability affects a animal, it may also affect Paul.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--A good heart--&amp;lt;br/&amp;gt;&lt;br /&gt;
Although he seems a bit bitter, Paul really does have a soft spot in him for his ox, babe. If players can appeal to his good side, they may add +5 strikes instead of one.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Powers--&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Son of the Aurora&amp;lt;br/&amp;gt;&lt;br /&gt;
Spends a will point. Paul bunion splits open the earth, letting loose a torrent of the elements upon the target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--On the shoulders of a giant--&amp;lt;br/&amp;gt;&lt;br /&gt;
spend a will point. Paul gets +10 robustness for his next two actions.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Equipment--&amp;lt;br/&amp;gt;&lt;br /&gt;
Giant axe: +10 melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Alameda Slim, Sheriff of the Old West&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: The Wild West&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 18/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+3x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion:6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Cattle Baron&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to all herding and ranching checks.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Horse Lord&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Travel while on horseback, to handle horses and to tame wild horses.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Musical Prodigy: +2 to all Music rolls with the chosen instrument (Yodeling)&amp;lt;br/&amp;gt;&lt;br /&gt;
King: This character is a King, and gains the relevant bonuses.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Yodel-adle-eedle-idle-oo: Alameda Slim&#039;s powers of hypnosis via music are truly astonishing. Alameda Slim may spend a Will Point to use this power on all Beasts within hearing range as a combat Action, and may maintain his hypnosis by spending one Action every round. Beasts are entitled to a TN 25 Endure+Sensibility roll to avoid being hypnotized, but generally non-player characters should automatically fail. Once a Beast succeeds on this roll, they are immune to hypnosis for the next four rounds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ride&#039;m!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br/&amp;gt;&lt;br /&gt;
Slim&#039;s 6-shooter: +4 to Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Banjo: +3 to Music rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunnish Empire==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Shan Yu, the Immortal Conqueror&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: China/The Hunnish Empire&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+4X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Prideful Warlord&amp;lt;br/&amp;gt;&lt;br /&gt;
Every Social Strike against this character counts double. For every double Social Strike taken, obtain +3 to every combat and Intimidation rolls against the character/party that inflicted it&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Think You Can Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
He can call in his Villains to aid him in a fight if they haven’t been defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Tin Ear&amp;lt;br/&amp;gt;&lt;br /&gt;
Immune to all effects of music, harmful and beneficial.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-No Wall Can Stop Me&amp;lt;br/&amp;gt;&lt;br /&gt;
Shan Yu receives no penalties when going through physical obstacles (Not counting things such as snow or water)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-King&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ride&#039;m!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now You’ll Bow to Me: At the beginning of each turn, make an Intimidate attack against all those within 50m of Shan Yu. Apply this twice each turn if Prideful Warlord has been activated&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then Kneel in PIECES!: +3 bonus towards the first attack roll against characters that have resisted “Now You’ll Bow to Me”. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Cold Iron) (Great) Hunnish Flamberge: +4 to Melee. +10 to resist or destroy any mystical attack or defense.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Great) Hunnish Warbow: +3 to Ranged. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name: Attila, the Scourge of God&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: China/The Hunnish Empire&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Prideful Warmonger&amp;lt;br/&amp;gt;&lt;br /&gt;
Every Social Strike against this character counts double. For every double Social Strike taken, obtain +2 to every combat and Intimidation rolls against the character/party that inflicted it&amp;lt;br/&amp;gt;&lt;br /&gt;
-Think You Can Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of a Brigade&amp;lt;br/&amp;gt;&lt;br /&gt;
He can call in his Mooks, Lackeys and Inner Circles to aid him in a fight if they haven’t been defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
-Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Tin Ear&amp;lt;br/&amp;gt;&lt;br /&gt;
Immune to all effects of music, harmful and beneficial.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Noble Privilege&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is the grandson of a KING. He gets +5 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ride&#039;m!: No matter if it be some strange horse or a bony fish or an even bigger lizard, the character is capable of riding anything able to carry his or her weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
Scourge of God: +5 to resist divine attacks/magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
420 RAZE IT: +3 to arson, rape and pillage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
The Sword of Mars: +6 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
(Great) Hunnish Warbow: +3 to Ranged.&amp;lt;br/&amp;gt;&lt;br /&gt;
Iron-beaded Leather Armor: +3 to Resist Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Subjugate of Kaa ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
King: Kaa the Ancient of the Subjugate of Kaa&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Serpent King&amp;lt;br/&amp;gt;&lt;br /&gt;
Country: Subjugate of Kaa&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Snake&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 12/12&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuade: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm:11&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Traits—&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Trusssssssssst Me (Original)&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 bonus on Deceive and Persuade rolls if the target does not already trust the speaker&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
-Time for Panic.&amp;lt;br/&amp;gt;&lt;br /&gt;
+4 to any roll used to escape a dangerous situation while on one Strike or no Strikes.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Father to His Men&amp;lt;br/&amp;gt;&lt;br /&gt;
When on a quarter of his maximum Strike total or less, this King’s subjects may spend one Will point to take a blow for him.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-You and What Army?&amp;lt;br/&amp;gt;&lt;br /&gt;
The King is very unlikely to fight alone. Unless separated from them, treat him as being accompanied by a group of: At least one elephant, three vultures, an assortment of both jungle animals and humans, in addition to the hypnotized King Christopher Robin and whatever animals he has currently generated. Treat one of these enemies as a Villain, and the rest ranging from Lackeys to Mooks. If encountered outside of his territory, replace all of the above (not counting Christopher Robin) with local equivalents.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Ssssssomniferousssss: At the beginning of a round where you are not under attack, spend a Will Point to activate a hypnotic gaze. Characters that do not avoid making eye contact by succeeding in an Endure check each round become entranced and cannot act until aided by another character. Kaa may then give a command that does not threaten the life of the character (as per the Gift of Kaa Power). Kaa may affect multiple targets in one round with Somniferous and can maintain it indefinitely until he is injured.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Both Eyes, if You Please : Spend a Will Point to perform a three-minute song upon a character that has already been affected by Somniferous. If not interrupted, the character is permanently considered to be one of Kaa’s subjects until his death.&amp;lt;br/&amp;gt;&lt;br /&gt;
Never Leave This Jungle: Rebellion cannot be incited in Kaa’s subjects except through magical means, and he may apply half of his King bonus to any character who has been affected by Somniferous and is not one of his subjects.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Fae Lands ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Maleficent the Faerie Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Fey Sorceress&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: The Kingdom of Thorns&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Fairy&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 22&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 7/7&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes 10 +X3 where X is the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 14(15)&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fair Folk&amp;lt;br/&amp;gt;&lt;br /&gt;
Any physical combat rolls against this character that does not use Fire or Cold Iron gain a -4 Penalty. If Cold Iron or Fire are used, the attack roll obtains a +5 bonus. Physical Strikes dealt with Fire or Cold Iron weapons count double. Social Strikes dealt by speaking her True Name count triple.&amp;lt;br/&amp;gt;&lt;br /&gt;
Laws of the Fey&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit cannot tell a lie (distorting the truth is fair game). +3 to Persuasion.&amp;lt;br/&amp;gt;&lt;br /&gt;
Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a QUEEN. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Teleportation&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely appear in any point inside her territory if it is not protected in some way.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Overwhelming Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can use Occult + Intelligence + Ranged to deal magical damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ethereal Conjuration&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. Maleficent can conjure a hazard or obstacle in the terrain. (A barrier of thorns, a wall of fire, etc.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-All The Powers Of HELL&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend all remaining Will Points. Obtain +7 to all rolls until the end of the scene. If no Will Points remain, obtain +4 to the next attack only&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Change of Form&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point; Maleficent can transform herself in a humongous Dragon.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(DRAGON FORM:&amp;lt;br/&amp;gt;&lt;br /&gt;
Giant size&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Fair Folk” becomes Inactive&amp;lt;br/&amp;gt;&lt;br /&gt;
“Overwhelming Magic” becomes inactive&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+10 to Robustness&amp;lt;br/&amp;gt;&lt;br /&gt;
+8 to Agility&amp;lt;br/&amp;gt;&lt;br /&gt;
-5 to Charm&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 0&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Other skills maintained&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Obtain “Scales”: +5 to Prevent Harm rolls when using Robustness&amp;lt;br/&amp;gt;&lt;br /&gt;
Obtain “Claws” and “Fangs”: +2 to Brawl rolls&amp;lt;br/&amp;gt;&lt;br /&gt;
Obtain “Flight”&amp;lt;br/&amp;gt;&lt;br /&gt;
Obtain “Fire Breath”: Deal Fire damage using Occult+Intelligence+Robustness+Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: Add +5 Strikes to the remaining amount)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magical Staff: +5 to all acts of magic. If stil in posession of Maleficent when &amp;quot;Change of Form&amp;quot; is used, add +5 to Fire Breath&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dreamers ==&lt;br /&gt;
Christopher Robin Milne&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Enthralled King&amp;lt;br/&amp;gt;&lt;br /&gt;
Country: Hundred-Acre Wood/Subjugate of Kaa&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics:8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
--Traits—&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-All Will Be Well&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 when trying to calm down or convince a frightened character&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Golden Hearted Saint&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to any checks made to directly help the poor, the misfortunate and/or the downtrodden.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Let The Music Play&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Prevent Harm checks when the unit is singing and not attacking.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Enthralled&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is under the mental influence of another entity and is considered one of their subjects; it is immune to non-magical mental effects that would alter its allegiance, and receives a +3 bonus on any checks that would give it the means to fulfil one of its master’s commands.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Dream Lord&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is the KING of a Dream Realm. Under the correct circumstances, it may enter its Realm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Now We Are Six&amp;lt;br/&amp;gt;&lt;br /&gt;
Generates 1d6 Mooks of randomly chosen animal types. These animals are instantly considered subjects to both Christopher Robin and Kaa.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Braver Than You Believe, Stronger Than You Think&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend one Will Point to provide a morale bonus to one’s allies. For each round this power is used, Kaa’s allies receive +1 on all attack checks, while Kaa and Christopher Robin’s generated allies receive a +2 bonus and recover one Strike per round. This skill remains in constant use without draining additional Will Points until Christopher Robin is injured.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Forever, and Ever, Is A Very Long Time&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend one Will Point to begin a five-minute song that bolsters one’s allies, in this case, Kaa. Units attempting to resist the effects of Kaa’s Somniferous power suffer a -2 on their Endure checks. If Christopher Robin performs a duet with another animal, this song’s effects may be stacked onto that unit’s performance.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following Power may be removed at the GM&#039;s discretion:&amp;lt;br/&amp;gt;&lt;br /&gt;
-We’ll Always be Together&amp;lt;br/&amp;gt;&lt;br /&gt;
If Kaa is killed and Christopher Robin is still conscious: Spend three Will Points to generate a copy of Kaa from the power of Christopher Robin’s imagination. This copy is in every way identical to the original and is considered to be the same for all intents and purposes – it remains manifested even if Christopher Robin is then knocked out, but fades if he is killed. May be used each time Kaa is killed and he remains conscious.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alice Liddell&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Intelligent/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Reluctant Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
Country: Britain/Wonderland&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Science : 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Curiouser and Curiouser: This character gains a +2 bonus to learn new things.&amp;lt;br/&amp;gt;&lt;br /&gt;
Among Mad People: Alice gets a +2 bonus to understand the insane. +4 if they belong to Wonderland.&amp;lt;br/&amp;gt;&lt;br /&gt;
Maze Walker: +3 Travel in mazes. Wonderland qualifies as a massive maze.&amp;lt;br/&amp;gt;&lt;br /&gt;
I’m Not Going Back!: Her experiences with the denizens of Wonderland have left a lasting scar on Alice. All attempts to persuade her to return to Wonderland face a -6 penalty. The penalty is reduced to -3 if you have a REALLY good reason for her to go back.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reluctant Queen: Until the Queen of Hearts is taken out of power, Alice cannot access the benefits of being a Queen.&amp;lt;br/&amp;gt;&lt;br /&gt;
Dream Lord: This unit is the Queen of a Dream Realm. Under the correct circumstances (a rabbit hole or mirror), she may enter her Dream Realm.&amp;lt;br/&amp;gt;&lt;br /&gt;
Elite Global Huntsman Club Mascot: During her time with the EGHC, Alice has learned the ins and outs of getting along with their members. +1 to all social interactions with Huntsmen and hunting animals. Kings are not affected by this trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Spirit of Adventure Copilot: +1 Travel and Drive in an airship.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Wonderland’s Most Wanted: Once a day, Alice will be attacked by either 2d6 Playing Card Mooks or a Wonderland Villain. They will attempt to drag her to Wonderland on the Queen of Hearts’ orders. These attacks stop when Alice becomes Queen.&amp;lt;br/&amp;gt;&lt;br /&gt;
Eat Me/Drink Me: Spend a Will Point. Alice produces an Eat Me cake and a Drink Me potion out of seemingly nowhere. The Drink Me potion will change Alice’s size to Small, and the Eat Me cake will change Alice’s size to Gigantic. The first one she consumes will change her to those sizes. The second one will restore her Medium size. If separated from the second consumable and unable to turn back to normal, she will change back to Medium size at the end of the scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Dinah: Alice’s beloved cat. Strings had to be pulled to get them back together. Nobody like to bring it up.&amp;lt;br/&amp;gt;&lt;br /&gt;
Huntsman Security: While on the Spirit of Adventure, Alice is constantly guarded by anywhere between 6 and 12 Hunter Mooks or Lackeys. These Huntsmen are armed with +2 Ranged guns and +1 Melee knives in order to protect Alice from Wonderland creatures that will attempt to kidnap her. Should the situation call for it, she may be protected by a Huntsman King instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cruella De Vil Original Dress: Made just for Alice, from the blue hide Wonderland predator. +2 Prevent Harm, +2 Endure, +1 Intelligence and +1 Sensitivity.&amp;lt;br/&amp;gt;&lt;br /&gt;
My First Adventurer’s Book: +1 on Academics rolls regarding geography, history, anthropology and the other adventuring sciences.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wendy Darling&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Intelligent&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Dreamer&amp;lt;br/&amp;gt;&lt;br /&gt;
Country: Britain&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Science : 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Dream Lord: This unit is the Queen of a Dream Realm. Under the correct circumstances (Second Star to the Right), she may enter her Dream Realm. Without the Dreamer, a Dream Realm will cease to exist.&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight: Self explanatory.&amp;lt;br/&amp;gt;&lt;br /&gt;
Captive: Wendy Darling is currently the guest of a villain of the GM’s choice - (most agree on one of Ursula the Sea Witch or Frollo). There are two Kings that are interested in her status as a Dreamer: Dr. Facilier and Captain Hook.&amp;lt;br/&amp;gt;&lt;br /&gt;
Peter Pan’s Shadow: Even though Peter Pan is long gone, his shadow stayed behind as a ghostly ripple of his former self. This being has 14 Agility, +8 Prevent Harm and +6 Brawl. It can be stunned for a round by attacking it with a light or fire weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pierce the Truth: Spend a Will point. Grant your allies a +5 bonus to overcome Fear and +5 to recognize Illusions.&amp;lt;br/&amp;gt;&lt;br /&gt;
Your Mother and Mine: Spend a Will Point to test Music against a group. TN 10+1 for every person in the group. If you succeed, everyone in the group takes a Social Strike and will be unable to attack for their next turn. Does not work against Villains.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Dress: +1 Prevent Harm, +1 Endure&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== All-Oceans ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Ursula of All-Oceans&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Agile&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Mermaid Witch&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll (With Triton’s Trident, Hero)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikes: 4 + X3 where X is the number of members on the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 13 (14)&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Aquatic Creature&lt;br /&gt;
2x movement in water, 0.5x movement on land&amp;lt;br/&amp;gt;&lt;br /&gt;
-Trussssst Me!&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Deceit if the target actively distrusts this unit.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can call in Villains to assist her in battle if they have not been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a QUEEN. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Divine) TRITON’S TRIDENT&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+20 to all acts of magic&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+10 to All Stats&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+10 Strikes&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables “Size Change”&amp;lt;br/&amp;gt;&lt;br /&gt;
Enables “Overwhelming Magic”&amp;lt;br/&amp;gt;&lt;br /&gt;
Enables “Call to the Storms”&amp;lt;br/&amp;gt;&lt;br /&gt;
Enables “Master of the Seas”&amp;lt;br/&amp;gt;&lt;br /&gt;
Enables the trait “Queen”&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Size Change (Divine)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely manipulate their form and size, and gain the appropriate bonuses and penalties of said sizes. (Giant Ursula rises above the water. Loses her Merfolk bonus.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Overwhelming Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can roll Occult+Intelligence+Ranged/Melee in order to execute a magical attack&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Call to the Storms (Divine)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely manipulate the weather of the ocean and call down rain, hail, wind, lightning and waves on any point in their territory. All units caught in the Storm, if on any sort of vehicle, must roll a Driving/Travel and Endure test not to be knocked off. TN depends on the intensity of the Storm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Master of the Seas (Divine)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely control the tides, waves and currents of the ocean. The unit can summon tsunamis, whirpools and typhoons to the battlefield or any point in their territory. If characters are caught in the waves and not on any form of vehicle, they must roll an Athletics+Endure check. TN depends on the intensity of the Waves&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name: Yamato Crab&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Robust Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Battleship Class Spider Crab&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: All Oceans (Japan)&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant Enemy&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Humongous Antagonistic Crustacean&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+4x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Giant: +4 Brawl rolls when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Swims Like a Boat: The Yamato Crab may use Driving in the place of Athletics or Acrobatics.&amp;lt;br/&amp;gt;&lt;br /&gt;
That’s No Ship: The Yamato Crab may only use Deceive to disguise itself as a wrecked ship, but may add it’s Stealth to the roll when it does so.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sea Creature: X4 Movement Speed in the water. X0.1 Movement Speed on land.&amp;lt;br/&amp;gt;&lt;br /&gt;
Defense Weapon: +3 to combat rolls when defending itself from an attack in it’s own territory (Pacific Ocean).&amp;lt;br/&amp;gt;&lt;br /&gt;
Weak Point: If an attack ever reaches the Yamato Crab’s weak points (it’s head or exposed limbs), the Strikes dealt are doubled. If you are aiming for these weak points, you must take your roll at a -5 penalty for a called shot.&amp;lt;br/&amp;gt;&lt;br /&gt;
Overwhelming Brawn: If your Robustness exceeds your opponent&#039;s Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent&#039;s defense instead of every 10 so long as they are dealt with Robustness.&amp;lt;br/&amp;gt;&lt;br /&gt;
Terrifying: +3 to Intimidate if you are physically larger than your target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Open Fire!: Spend a Will Point. The Yamato Crab fires a volley of explosives at a single target, rolling Robustness + Ranged for damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Death Charge: Spend a Will Point. The Yamato Crab unloads explosives that are a death sentence to submarines. Must be avoided with a Drive check of 30, or all passengers of the ship must roll Prevent Harm of the same. Failing the Prevent Harm check causes a loss of a Strike.&amp;lt;br/&amp;gt;&lt;br /&gt;
Release the Crabs of War: Spend a Will Point. 4d6x10 Crustacean Mooks swarm out of the Yamato Crab’s shell. Though weak individually, they add +1 to the TN to an Agility Test for every 20 Crabs attached to your vehicle. They must be shaken off with Driving TN25.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Yamato Shell: A giant wrecked battleship that is being used as the shell of the Yamato Crab. +5 Ranged and +15 Prevent Harm against outside attacks. Does not protect limbs or head.&amp;lt;br/&amp;gt;&lt;br /&gt;
Crabby Crew: The Yamato Crab is ‘manned’ by an immeasurable number of smaller (Tiny to Small) crustaceans. If the Yamato Crab has lost less than half of it’s Strikes, the Crabby Crew can take an action (treated as the Yamato Crab&#039;s action) to restore a Strike with a success Mechanics Test of TN25.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Rundown---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ursula’s answer to Atlantean submarines. Once a regular spider crab, the Yamato Crab was changed by Ursula into a sea monster occupying the hull of a wrecked battleship. It hides near the shores of Japan, ready to tear apart any vessel that gets too close to the ocean. It is filled with tiny crabs that control the weapons systems of the ship. The scariest part about the creature is it’s intelligence: Despite being a colony of minds, the Yamato Crab and the Crabby Crew are as smart as a sack of potatoes. Clever or not, the Yamato Crab is a terrifying enemy that should not be taken lightly.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Navy Bones, Impostor Pirate King&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: All Oceans&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Octopus Man&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 3 (Fish, Crustacean, Human)&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
One Jump Ahead: +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers.&amp;lt;br/&amp;gt;&lt;br /&gt;
Time for Panic: +5 to any roll used to escape a dangerous situation while on one Strike or no Strikes.&amp;lt;br/&amp;gt;&lt;br /&gt;
Not the face!: You&#039;re too pretty to die. Instead of taking a Physical Strike, you may sacrifice one item that grants at least a +1 bonus to a skill instead of taking that strike. The item is destroyed instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Zealous Champion: Navy Bones cannot be dissuaded from believing he his Davy Jones by Illusions or social skills unless the other party spends a Will Point.&amp;lt;br/&amp;gt;&lt;br /&gt;
Will the Real Davy Jones Please Stand Up: Navy Bones may spend a Will Point to gain +20 on a Deceive roll to convince people he is the infamous Davy Jones. If he succeeds, roll 1d6. On a 1, Davy Jones becomes aware that somebody is using his identity, and will send a Pirate Kingdom Villain their way to investigate. If all of his Villains are indisposed of (and Davy Jones is doing nothing himself), he will investigate this matter himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Decent-Quality Sword: +1 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
False Pirate King&#039;s Raiment: +1 to Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
Cheap Hat: +1 to Drive on boats.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Floating Norwegian: A crappy boat made of driftwood. +1 Travel. The Floating Norwegian is manned by 12 fishman Mooks with Natural Weapons (Various). This boat can be destroyed with the ‘Not the Face!’ Trait.&amp;lt;br/&amp;gt;&lt;br /&gt;
Navy Bones’ Closet: The Floating Norwegian’s storage room and captain’s quarters.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Rundown---&amp;lt;br/&amp;gt;&lt;br /&gt;
Once upon a time, a cephalopod came to Ursula with the request to become a pirate, raiding the cities of man for their treasures in her name. She ignored him until she had an idea. Ursula gave Navy Bones his own ship and crew, sending him to the Pirate Kingdom to start trouble in Davy Jones&#039; name instead of her own. For added kicks, Ursula brainwashed him and his crew into thinking he was Davy Jones too. This scheme didn’t cost too much effort to put together, as she cheaped out on the magic just for the sheer audacity of it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Shere Khanate ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Shere Khan of the Shere Khanate&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: India&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Large&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Tiger&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 22&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+4X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 14 (16; Slash, Bite give +2 on Brawl rolls)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
He can call in his Villains to aid him in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
King: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pounce: +4 to Brawl rolls against unaware opponents.&amp;lt;br/&amp;gt;&lt;br /&gt;
Low to the Ground: +3 to Stealth rolls where visual detection is a possibility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Tyrant&#039;s Roar: Spend a Will Point to gain +10 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.&amp;lt;br/&amp;gt;&lt;br /&gt;
Tyger, Tyger, Burning Bright: +10 to resist any social strike not involving clearly present fire and +2 to resist any physical strike that does. However, every fire related strike he takes also causes a fear strike.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Forests of the Night: At night, reroll all Stealth checks and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fearful Symmetry: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon Shere Khan or heard his voice in the last round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villain&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Tabaqui&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: India&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Hyena&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On A Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 9 (11 with Fangs and Claws)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight:3&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonecruncher: Ignores Armor on Brawl or Melee rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hideous Laughter: +3 to Intimidate while laughing.&amp;lt;br/&amp;gt;&lt;br /&gt;
Scavenger: +3 to Travel checks to feed yourself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pack Hunter: Receives +1 more from Music bonuses than usual.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
The Killing Joke: Every time Tabaqui deals a strike, he gains +1 to the skill dealing that strike. These bonuses disappear when a roll with that skill fails.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Comedy of Errors: Every time Tabaqui resists a strike, he gains +1 to the skill resisting that strike. These bonuses disappear when a roll with that skill fails.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fiendish Laughter: Spend a Will Point to gain +4 to an Intimidate roll, and it affects everyone within 25 meters instead of one target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A mentally deficient scavenger, Tabaqui does something other creatures would never dream of doing: he lives off the leftovers of Shere Khan&#039;s kills. Most predators would be terrified to even scavenge such a kill, let alone follow the Dread King around waiting for the chance to do it again. Most likely, he is too stupid to realize the supposed danger in what he&#039;s doing, but there&#039;s also a chance that he knows the truth of the matter; Shere Khan can make whoever he wants do whatever he wants whenever he wants, but it&#039;s rather inconvenient to have to go looking for someone to &amp;quot;persuade&amp;quot; first. So long as he allows Tabaqui to scavenge his kills, he&#039;ll never have to look very far. So beware, for if you encounter Tabaqui, his terrible patron cannot be too far away.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Pridelands ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Scar, High King of the Pridelands&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Intelligent&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Alpha Lion&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Lion&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+4x, where x is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8 (+2 Slash)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Low to the Ground- +2 to Stealth rolls where visual detection is a possibility&amp;lt;br/&amp;gt;&lt;br /&gt;
-Pinned Ya Again- Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Hyena Master: +4 to Intimidate those of lower ROBUSTNESS than himself.&amp;lt;br/&amp;gt;&lt;br /&gt;
-KING: This unit is a KING. It gets +10 to Persuade its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Soul Devourer: By spending a Will point, this character may eat any defeated animal (including humans) of Medium size or higher and regain strikes equal to that animal’s Robustness divided by 3, rounded up( i.e. an ape with 6 Robustness restores 2 strikes while one with 10 Robustness would restore 4 and one with 17 would restore 6).&amp;lt;br/&amp;gt;&lt;br /&gt;
Ahh, My Friends: Scar can use 1 Will point to call hyenas in. He can either call in 3 Inner Circle-level hyenas or 30 Mooks with this power.&amp;lt;br/&amp;gt;&lt;br /&gt;
Long Live the King: +5 to attack rolls against people who trusted him.&amp;lt;br/&amp;gt;&lt;br /&gt;
Earth’s Bane: For 1 Will Point, Scar can summon a gout of sulfurous lava from the cracked earth under one enemy that requires a TN 30 Acrobatics check to avoid taking a strike from. Those near the target must take a TN 22 check or risk the same.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Phony King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Prince John&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: England&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Anthromorphic Lion&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deception: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prideful Prince&amp;lt;br/&amp;gt;&lt;br /&gt;
Every Social Strike against this character counts double. For every double Social Strike taken, obtain +3 to every combat and Intimidation rolls against the character/party that inflicted it&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
I AM KING! KING! KIIIIING!:  Whenever attacked socially by confronting him on certain subjects (his mother, his brother King Richard, Robin Hood and his Merry Men, the Horned King, his current wretched state of affairs), his resistance roll is automatically considered to be a roll of 3, but the benefits of Prideful Prince are doubled if these strikes would infuriate him.&amp;lt;br/&amp;gt;&lt;br /&gt;
Taxes. Taxes. Beautiful, Lovely Taxes!: +5 to rolls to secure large amounts of money.&amp;lt;br/&amp;gt;&lt;br /&gt;
A Perfect Bullseye: John always knows what the perfect bait would be to lure the PCs into his trap, as well as what sort of trap they would knowingly step into.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Regal Longsword: +3 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Royal Robes: +1 Prevent Harm, +2 Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villain&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Banagi, Prince of the Hyenas&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Strong&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Tanzania (Pridelands)&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Hyena&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On A Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 9 (11 with Fangs and Claws)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight:8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Bonecruncher: Ignores Armor on Brawl or Melee rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hideous Laughter: +3 to Intimidate while laughing.&amp;lt;br/&amp;gt;&lt;br /&gt;
Scavenger: +3 to Travel checks to feed yourself.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pack Hunter: Receives +1 more from Music bonuses than usual.&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
This Man Is Obviously A Charlatan: +2 on Insight checks against people who are obviously villains.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
But I Did Not Shoot the Deputy: +3 to any checks to judge someone&#039;s moral character.&amp;lt;br/&amp;gt;&lt;br /&gt;
Trussssst Me!: +2 to Deceit if the target actively distrusts this unit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Fiendish Laughter: Spend a Will Point to gain +4 to an Intimidate roll, and it affects everyone within 25 meters instead of one target&amp;lt;br/&amp;gt;&lt;br /&gt;
Are You Scared?: Spend a will point and identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike against them if they play off this fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Menace of the Pridelands: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Banagi or heard his laughter in the last round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The hyenas had not always been forbidden from the Pridelands. They were once free to hunt in the same lands as the lions, though they were wise enough not to abuse this privilege. But Banagi, Prince of the Hyenas, ruined all that. Several times during Mufusa&#039;s reign, a lone rogue lion would come along and call out for a challenge for the throne. On two of those occasions, Banagi had manipulated the rogue lions: in return for their aid in overthrowing Mufasa, he would let them run wild over the Pridelands and feast on its great bounty. The second time this failed, the hyenas were banished from the Pridelands and Banagi himself dethroned and exiled. But to his surprise, he found himself invited to Pride Rock not long after Scar&#039;s rule began. When he arrived, Scar explained that Banagi&#039;s plots had inspired him to use the hyenas to depose his brother and nephew and in gratitude he offered a place in his court. Banagi accepted graciously, laughingly remarking &amp;quot;To think that all this time, my only real error was that I was conspiring with the wrong lions.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Banagi knows that it would not be wise to try to manipulate Scar as he manipulated the dimmer rogue lions, but at the same time he is quite thorough in ensuring that he is the figure with the most influence over the King. Wanting to maintain the status quo, Banagi has eliminated most of his perceived rivals. He has not resorted to open violence since he came to Pride Rock, but then, there hasn&#039;t exactly been any violent uprisings yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sultanate of Agrabah ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Sorcerer-Sultan Jafar of Agrabah&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Agrabah&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will: 8/8&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikes: 8 + 4X where X is the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged: 7 (16 if using Magic)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Science: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 18(19)&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Prideful Sultan&amp;lt;br/&amp;gt;&lt;br /&gt;
Every Social Strike against this character counts double. For every double social strike taken, obtain +3 against all attack and intimidation rolls against the character/party that inflicted it&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Don’t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if this character has taken a Social Strike in this scene&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Heart of Prometheus&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to all rolls involving Occult and Craft simultaneously&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Master Sorcerer&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to all rolls involved Occult and any acts of magic. If any other magical users are nearby, add +2 for each. This unit can choose to apply any effect to its magical attacks (Burning, Frostbite, Poison, etc)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Overwhelming Magic&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can roll Occult + Intelligence + Ranged in order to deal magical damage&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Conjuration&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can use Occult+Craft to instantly produce any sort of normal item. If it’s a magical item, spend a Will Point.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Change!&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point and select a character. If the character fails the resistance test, Transform that character’s species and size to any other available for 1d6 turns. The target obtains the suitable benefits and drawbacks.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Change Form&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. This unit can change itself into any Species of any size and keep its Intelligence, while gaining the suitable benefits and drawbacks. The unit can also choose to simply change its own Size.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Teleportation&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can freely appear in any point inside his territory if not protected in some way.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Snake Staff:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+5 to all acts of magic&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 to Deceit&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables “Hypnotism (Mystical)”&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hypnotism (Mystical)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can add his “Occult” skill to his Persuasion or Deceit rolls and/or treat it as an act of Magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1. Name: Razoul&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Agrabah&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 13/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+X2, where X is the number of party members.&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7 (+3 for Burning Scimitar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7 (+5 when looking for magical items or people carrying them)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if you have taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-STOP RIGHT THERE, CRIMINAL SCUM!!&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Melee and Prevent Harm against the criminal element.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Think You Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Captain of the Guard&lt;br /&gt;
Spend one Willpower Point, Razoul summons 2+X1 Guard Lackeys.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Zealous Champion&amp;lt;br/&amp;gt;&lt;br /&gt;
Cannot be dissuaded from upholding the laws of Agrabah by Illusions or social skills unless the other party spends a Willpower Point.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Burning Scimitar: +3 to Melee and causes Burning.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ring of the Maji: +5 to Insight rolls to find or perceive magical items or people carrying them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Description---&amp;lt;br/&amp;gt;&lt;br /&gt;
Stern and quick to anger, Razoul is the Captain of the Guard of Agrabah. While Razoul has no love for Jafar, as Sultan, Razoul is honor-bound to obey him. Razoul&#039;s true loyalty is to Agrabah and Princess Jasmine, whom he tries to shield from some of Jafar&#039;s harsher actions. The Sultan has entrusted Razoul with a few magic items so he may be more effective in his duties.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abdul the Magician&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Inner Circle, Smart/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Egypt (Sultanate of Agrabah)&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Science: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Firefighter: +2 to attack rolls if the environment you&#039;re in is on fire. +3 if you&#039;re attacking with fire as well. +4 if you&#039;re ON fire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fortune Teller: +3 Occult to divine or predict future events.&amp;lt;br/&amp;gt;&lt;br /&gt;
Heart of Prometheus: +3 to all rolls involving Occult and Crafting simultaneously.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Overwhelming Magic: This unit can roll Occult + Intelligence + Ranged in order to deal magical damage.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sorcerer of Flame (Unique!): This unit may choose to apply Burning effect to it’s Overwhelming Magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fire Conjuration (Unique!): Occult + Craft to create fire with magic.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pyromancy (Unique!): Occult + Insight to divine the future from fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
Illusory Flame (Unique!): Occult + Deceit to generate illusions of fire. These flames are not real, and do not cause Burning.&amp;lt;br/&amp;gt;&lt;br /&gt;
Red Bind (Unique!): Occult + Ranged to constrict people in fire, with a Legerdemain Test of 15 to escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
Crossfire Hurricane (Unique!): By spending a Will Point, Abdul can summon a fire storm that consumes the immediate area. All units, friend or foe, must pass a Endure Test of 20. If they fail, the unit must either suffer a Strike or lose their next turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Djinn Ring: Abdul the Magician has a minor genie bound to a ring. This genie can only perform trivial tasks (nothing capable of causing Strikes or requiring a skill check) and is capable of subtle pop culture reference or celebrity impression.&amp;lt;br/&amp;gt;&lt;br /&gt;
Tarot Deck: +1 Occult&amp;lt;br/&amp;gt;&lt;br /&gt;
Agrabah Mage Robes: +1 Prevent Harm, +3 Endure&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Rundown---&amp;lt;br/&amp;gt;&lt;br /&gt;
Abdul the Magician is one of the many sorcerers in Jafar’s service, specialized in the manipulation of heat and fire. Though calm and peaceful by nature, he will do his job and incinerate enemies of the Sultanate as required.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Royal Colony of Virginia ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Governor Radcliffe of Virginia&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Robust&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Colony of Virginia&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strikes: 5+ 3X where X is the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Acrobatics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Commander&amp;lt;br/&amp;gt;&lt;br /&gt;
The bonuses this unit obtains are also applied to all present allies, if still loyal.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Brothers in Arms&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 bonus to combat rolls for every allied character using either the same type of weapon, or coming from the same homeland.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-They’re Not Like You And Me!&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to all combat rolls against characters that do not come from the same homeland, are from a different species, or have any strange or exotic characteristic from the character’s point of view.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Master of an Army (Minor)&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can summon mooks and Lackeys to aid him in battle.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Quick Draw King&amp;lt;br/&amp;gt;&lt;br /&gt;
You may always make one attack in the surprise round, and never suffer penalties in the surprise round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Ever Thought about Unionising?&amp;lt;br/&amp;gt;&lt;br /&gt;
Affects a group of enemies that serve some sort of leader. The leader must be absent. You are able to identify and explain that they are being mistreated. Chance of a Social Strike against each individual targeted.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Prideful Governor&amp;lt;br/&amp;gt;&lt;br /&gt;
Social Strikes count double. For every double social strike taken, obtain a +3 bonus to all combat and Intimidate rolls towards the party or character that dealt it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Great)Colonial Armor: +3 to Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Great) One-handed Sword: +3 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Great) Dagger: +2 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flintlock Musket: +3 to Ranged. Loud. Must spend one action to reload after each shot&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flintlock Pistol: +2 to Ranged. Loud. Must spend one action to reload after each shot.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&lt;br /&gt;
*1. The Headless Horseman&amp;lt;br/&amp;gt;&lt;br /&gt;
ROBUSTNESS!: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SKILLS&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidation 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TRAITS&amp;lt;br/&amp;gt;&lt;br /&gt;
Unconquerable: Every time the Horseman is defeated, he crumbles to dust, and then will rise again in 24 hours.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It Only Makes Him Mad: Every time the Horseman revives, he gains 1 strike.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Can’t Reason With A Headless Man: The Horseman is immune to any form of attack that involves persuasion.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Every time the Horseman revives, he gains 1 strike, with a cap of 5.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hollow Echoes: If a successful Music check is made, the Horseman gets -3 to his next round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Out-Of-Date Textbook Style: If a successful Insight+Sensibility check is made by a character who can speak, all PCs gain +3 bonus to attacking the Horseman, for one round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Swept Away: If the Horseman is defeated in, or over running water, it remains defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
POWERS&amp;lt;br/&amp;gt;&lt;br /&gt;
Nightmare Tamer: The Horseman can summon an infernal steed at will. (Steed adds +10 to his speed) The Nightmare vanishes if the Horseman dismounts, or he loses all his strikes.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pumpkin Head: The Horseman can summon and throw a flaming Pumpkin at his foes. Pumpkins are treated as a normal Agility+Ranged attack, being on fire gives them a +3. After summoning a pumpkin, the Horseman must wait two rounds before summoning a new one.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
EQUIPMENT:&amp;lt;br/&amp;gt;&lt;br /&gt;
Mirrorguard Leather Armor: +2 to Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
Mirrorguard saber: +2 bonus to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Land Of The Bear ==&lt;br /&gt;
&lt;br /&gt;
King&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Mor&#039;du&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Demonic Bear (Strong/Sensible)&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Scotland&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Bear&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 25&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 2&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 10+4X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 14 (18; Slash, Bite give +4 on Brawl rolls)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Terrifying: +3 to Intimidate if you are physically larger than your target.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cursed Bear Hug: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy against themself at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cursed Thick-Hide: +3 Prevent Harm against weapons, natural or otherwise, with a bonus less than +3.&amp;lt;br/&amp;gt;&lt;br /&gt;
Cursed Bear Necessities: +2 on Endure, +3 Travel.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Tyrant&#039;s Roar: Spend a Will Point to gain +10 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unholy Terror: At the beginning of each turn, make an Intimidate attack against all those who have gazed upon Mor&#039;du or heard his roar in the last round.&amp;lt;br/&amp;gt;&lt;br /&gt;
Highland Bear: You can beat him, stab him, cut him, shock him, burn him, freeze him, mock him, taunt him and insult him all you like, but at the end of the day the only thing that can bring Mor&#039;du down is a truly awesome amount of brute crushing force. It could be something of great weight falling on him, him falling off a very tall cliff, a direct hit from siege grade artillery, or the strangehold of a demigod who works out a lot.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
None; however, anyone wearing a piece of Mor&#039;du&#039;s hide large enough to count as a full cape receives +3 Endure against the cold, +3 to all Prevent Harm checks (stacks with armor) and gains the Cursed Thick-Hide trait. Additionally, each of his claws may be fashioned into a +5 knife or the head of a +6 spear.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Free Creatures ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Bagheera&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Nimble/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: India&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Panther&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+4X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 12 (14; Slash, Bite give +2 on Brawl rolls)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
He can call in his Villains to aid him in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
King: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pounce: +4 to Brawl rolls against unaware opponents.&amp;lt;br/&amp;gt;&lt;br /&gt;
Low to the Ground: +3 to Stealth rolls where visual detection is a possibility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
But I Did Not Shoot the Deputy: +3 to any checks to judge someone&#039;s moral character.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Forests of the Night: At night, reroll all Stealth checks and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
My Word is as Good as Law: When swearing any sort of oath or making any sort of promise, you may spend a will point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.&amp;lt;br/&amp;gt;&lt;br /&gt;
Zealous Champion: Cannot be dissuaded from the vengeance of Mowgli and Baloo by Illusions or social skills unless the other party spends a heart point.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Pirate Kings ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Davy Jones, Pirate King&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Sensible Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Pirate Kingdoms&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Former Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 12(+3 for Great-quality Sword)&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8 (+2 for Natural Weapons)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 4 (Fish, Lizard, Crustacean, Kraken, Human)&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Drive: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING, with all the benefits that entails.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: Davy Jones can call in his Villains to aid him in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me Little Man: +3 to Intimidate if the character has taken a Social strike in this Scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
Never Shall We Die: Davy Jones and the crew of the Dutchman are immortal. While the crew themselves may be defeated, they rise again in 1d6 hours, and Davy Jones himself cannot be defeated in any way while his heart still beats. He keeps the heart in a specially designated box in his quarters, having perhaps wisely decided never to entrust it to anyone else. If the heart is destroyed, the person who destroyed the heart takes Davy Jones&#039; place as Captain of the Dutchman, and by extension Pirate King. This does not stop him from taking Strikes, merely that receiving a Strike while out of them doesn&#039;t affect him meaningfully.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master Of The Sea: Roll twice and take the better roll for Drive checks involving ships on an ocean/sea/lake/other body of water.&amp;lt;br/&amp;gt;&lt;br /&gt;
Natural Weapons: +2 to Brawl for Claw, Smash.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Impossible Power: Roll 5d6k4 on Robustness instead of 5d6k3.&amp;lt;br/&amp;gt;&lt;br /&gt;
Test Your Might: Spend a Will Point to challenge an enemy to HONORABLE, SINGLE COMBAT. Neither you nor the target may attack others while in single combat, nor may you be attacked by outside forces. You and your target must close to melee as soon as possible. This effect lasts 3 rounds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Favor Of Calypso: Davy Jones is back in what can only be considered Calypso&#039;s “good side”, if indeed she has one. His ship is always surrounded by a terrible storm that forces a TN25 Travel check to navigate every hour for other ships not under the command of Jones. Moreover, the wind is ALWAYS at his back.&amp;lt;br/&amp;gt;&lt;br /&gt;
--Equipment--&amp;lt;br/&amp;gt;&lt;br /&gt;
Great-Quality Sword: +3 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Pirate King&#039;s Raiment: +2 to Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
Stylish Hat: +2 to Drive on boats.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: Captain James Bartholomew Hook&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Nimble Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Country: Never Never Land&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+3x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics:  6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
KING: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: This unit can call in his Villains to assist him in battle if they haven’t been previously defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master Fencer: Captain Hook may keep an additional die when fighting with a fencing weapon.&amp;lt;br/&amp;gt;&lt;br /&gt;
Tick Tock Goes the Croc: Even after all of these years, Captain Hook fears that the crocodile that bit his hand off is still chasing him. -3 to all interactions with crocodilians.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
He Can Fly: Captain Hook doesn’t just fly; he soars. In addition to having the Flight Trait, Captain Hook adds half of his Acrobatics to his Prevent Harm score while in the air.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Elegant Captain Hook: Spend a Will Point. +3 Persuasion during a song sung by his pirate crew. +2 Persuasion for the duration of the scene after the song is over.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Red Coat: +2 Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
Hook Hand: +1 Brawl&amp;lt;br/&amp;gt;&lt;br /&gt;
Rapier: +2 Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Dragon Pistol(s): +2 Ranged, has spares so reloading is a non issue&amp;lt;br/&amp;gt;&lt;br /&gt;
Stylish Hat: +2 Drive&amp;lt;br/&amp;gt;&lt;br /&gt;
The Jolly Roger: Flying Pirate Ship. All crew members have at least 3 Music, 4 Music if they have instruments. Oh, and weapons. Can’t forget the rum either.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Mirror Kingdom ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name: Grimhilde, Fair Queen of the Mirror Kingdom&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Evil Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will: 7/7&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8 + 3X, with X being the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 15 &amp;lt;br/&amp;gt;&lt;br /&gt;
Science: 15 (16)&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Heart of Prometheus&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to all rolls involving Occult and Craft at the same time&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Think You Can Hide From Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to insight when attempting to detect people in Stealth (Alternatively, give a -2 penalty to those trying to hide from the Queen with Stealth)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Fairest Of Them All&amp;lt;br/&amp;gt;&lt;br /&gt;
+4 to Persuasion if trying to play it off her beauty and/or natural charm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Prideful Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Master Alchemist&amp;lt;br/&amp;gt;&lt;br /&gt;
Any and all breweries, potions and tonics made by this character are of the highest quality and obtain a +4 bonus to their original effects.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Poisonous&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit fights with poisoned weapons. After making a successful combat roll against another unit, this unit makes another combat roll to poison the attacked unit, which causes another Strike.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Cursed Brew&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. The next potion, tonic, or brewery that Grimhilde produces will have its natural effects not only doubled in both potency and/or duration, but also have one additional effect, and that, too, will be at double efficiency. (Poison, Sleep, etc)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Face of Beauty&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point and add this unit&#039;s Charm score to its Prevent Harm rolls for the next three turns. For that period of time, any rolls that do not surpass the Prevent Harm score by at least 10 points will inflict a Social Strike on the attacker&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-(Great) Dagger: +2 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-(Great) Shortbow: +3 to Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-The Magic Mirror:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Enables “Scry”&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scry: This character can look into any point in the planet through a magic window, mirror, body of water or other means, unless it is protected by magic in some form. All stealth rolls fail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Iron Cauldron: +3 to all rolls that require any form of brewing. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Assortment of various magical potions, poisons, tonics and brews. (Can produce more, easily)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== El Dorado ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Tzekel-kan&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Charming Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Corrupt Priest&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 6/6&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuade: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 16 &amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 10 &amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10 &amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 16 &amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 7 &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
KING: This unit is a KING, with all the benefits that entails.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: Tzekel-kan can call in his Villains to aid him in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me Little Man: +3 to Intimidate if the character has taken a Social strike in this Scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
Heart of Prometheus: +3 to all rolls involving Occult and Craft simultaneously&amp;lt;br/&amp;gt;&lt;br /&gt;
Prideful Priest-King: Every Social Strike against this character counts double. For every double social strike taken, obtain +3 against all attack and intimidation rolls against the character/party that inflicted it&amp;lt;br/&amp;gt;&lt;br /&gt;
Astrologer: +2 on Occult rolls when you have some form of star chart or telescope.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Blood For The Blood God: Regain one strike every time blood of a sacrificial victim is drawn at most 50 meters away. On his own turn, regain two strikes for every sacrifice within 50 meters who has being bleeding for a full round.....of course, the sacrifice must be conducted with the proper rituals, and only 2 sacrifices can fit on the altar at any time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reign in Blood: Strikes regained from BLOOD FOR THE BLOOD GOD! may take Tzekel-kan above his normal maximum strikes. Additionally, for every 5 strikes regained by these powers, increase Robustness by 1 for the rest of the scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
Needs More....Soul: Make a melee attack against a mook or lackey that adds Occult as a bonus. If the mook or lackey dies, regain a will point.&amp;lt;br/&amp;gt;&lt;br /&gt;
Animate: Spend a Will Point. Tzekel-Kan draws his own blood (loses one Strike), and animates a Stone Jaguar to fight at his side. Cannot be used more than three times in the same scene. (In-unvierse justification is that he&#039;s losing too much blood)&amp;lt;br/&amp;gt;&lt;br /&gt;
Blood Magic: Spend a Will Point, and burn one Strike. Tzekel Kan&#039;s next three attacks also use his Occult+Intelligence, with a +3 bonus for every Strike that Tzekel-Kan has lost.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
COMPLETELY OPTIONAL BIZARRE ADVENTURE MODE&amp;lt;br/&amp;gt;&lt;br /&gt;
Awaken My Masters!: Once he has regained at least 20 strikes from BLOOD FOR THE BLOOD GOD!, Tzekel-kan may spend two willpoints to cause a solar eclipse and awaken THE AZTEC GODS OF FITNESS from their slumber within a great mural. As long as at least one of THE AZTEC GODS OF FITNESS is awake and alive, Tzekel-kan&#039;s gains from his other powers are doubled.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Sacrificial Blade: +1 Melee, +4 against anything that can bleed. Might be bad for your soul.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Sunless Empire ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Empress Yzma the First and Last&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: BRILLIANT/BRILLIANT/BRILLIANT&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Mad Scientist&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Will: 7/7&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8 + 3X, with X being the number of members in the party&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Science: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of an Army:&amp;lt;br/&amp;gt;&lt;br /&gt;
Can call in any Villains that haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
-EMPRESS:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is an EMPRESS, with all the benefits that entails.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Scary Beyond All Reason:&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Intimidate rolls during all social interactions, regardless of intention. +3 to Intimidate when used on purpose. +5 to Intimidate regardless of intention if the threats of seduction or nudity are invoked.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Prideful Empress&amp;lt;br/&amp;gt;&lt;br /&gt;
Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.&amp;lt;br/&amp;gt;&lt;br /&gt;
-MAD SCIENCE:&amp;lt;br/&amp;gt;&lt;br /&gt;
All potions, devices and monsters created by this unit get a +5 bonus toward their intended purposes, but also grant the unit&#039;s opponents +2 to rolls attempting to use or turn the creation against its creator.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Pretty Spry For Her Age:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Athletic, Acrobatics and Brawl rolls to escape or cause grievous bodily harm that you wouldn&#039;t expect from a normal old woman.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-KROOOOOONK!&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend 1 Will Point. This unit may summon her loyal assistant Kronk and force him to perform whatever task she requires of him. For the purposes of the next skill check, Kronk’s scores are substituted for Yzma’s.&amp;lt;br/&amp;gt;&lt;br /&gt;
-PULL THE LEVER!&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend 2 Will Points. This unit may find and pull a hidden lever somewhere in the room, causing one of the following to occur:&amp;lt;br/&amp;gt;&lt;br /&gt;
1. A trapdoor opens in the floor, forcing the PCs to pass an Acrobatics check with a Target Number of 20 to avoid falling into it. Falling in incurs a time penalty of 12 rounds while the PC finds their way through the sewers and back to the battle. If all the PCs are caught in the trap, they will be flushed through the sewers and out the palace&#039;s nostril.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. A gated tunnel in one wall opens, releasing a total of 12 Mooks into the room that will immediately attack the PCs on Yzma&#039;s order. These Mooks can be Human guards, Yzmic Chimera, Golem Constructs or some combination thereof.&amp;lt;br/&amp;gt;&lt;br /&gt;
3. The entire room begins to tilt and whirl and spin, throwing everyone and everything in it around like rag-dolls, stunning them for one round. Once they recover, the PCs will be required to make Acrobatics checks with a Target Number of 25 every sixth round as the room continues to lurch and reel. Failing the check results in getting stunned again for one round.&amp;lt;br/&amp;gt;&lt;br /&gt;
4. A secret passage in one wall reveals itself, opening up to allow 6 Lackeys to run in and enter into combat with the PCs. These Lackeys are generally Yzmic Chimera, Golem Constructs or one of Empress Yzma&#039;s other experiments.&amp;lt;br/&amp;gt;&lt;br /&gt;
5. Pipes, ducts and sluices open in the ceiling, raining down a melange of magical and mutagenic potions and poisons. Players may make Acrobatics checks to try and avoid this hazard, but the Target Number to beat is 30. Any PC coated in the potions will have their highest and lowest Attributes swapped, the in-character representation of which is left to the Players&#039; discretion.&amp;lt;br/&amp;gt;&lt;br /&gt;
6. A loud and raucous fanfare blares out, and an oversized pair of ornate golden doors in one wall opens to reveal one of Empress Yzma&#039;s Inner Circle, lounging in a waiting room behind them. After some cajoling and haranguing on Yzma&#039;s part, the Inner Circle member will challenge the PCs to battle.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-(Great) Ceremonial Dagger: +2 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-(Great) Staff of Office: +1 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Palanquin Throne: Allows Empress Yzma to share Kronk&#039;s Travel skill score so long as she rides it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Plentiful Potions: Empress Yzma is able to produce mutagenic potions and damaging poisons secreted on her person at a rate of one every two rounds. These are used as ranged attacks.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Yzma&#039;s &amp;quot;Secret&amp;quot; Laboratory:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to all rolls that combine Crafting with Science, Occult or Mechanics&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*1. Kronk&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Henchman and Chef&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 4/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance checks.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Loyal Henchman:&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to combat rolls while Empress Yzma is present. +3 to social rolls while Empress Yzma is not present.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Man-Mountain:&amp;lt;br/&amp;gt;&lt;br /&gt;
If Kronk&#039;s Robustness exceeds that of the foe by at least 5 points, this unit can ignore every other strike that foe attempts to land on him.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Kronk Klones:&amp;lt;br/&amp;gt;&lt;br /&gt;
+1 Melee, Brawl or Craft for every Kronk Klone working with this unit.&amp;lt;br/&amp;gt;&lt;br /&gt;
-World Class Chef:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit may use his Crafting score for Persuasion checks if talking to the PCs over a meal he&#039;s cooked.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Friend to Creatures Great and Small:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. Call 10 random beastly or chimeric Mooks to this unit&#039;s aid.&amp;lt;br/&amp;gt;&lt;br /&gt;
-I don&#039;t follow:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Points. +10 to Endure rolls against mental, social or spiritual attacks on this unit.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Klone Kommander:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend three Will Points. Two Kronk Klones sharing the unit&#039;s base stats, skills and traits arrive to assist. These two Klones possess no powers of their own.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-(Great) Incan Armor +3 Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
-(Great) Ceremonial Dagger +2 Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
-(Great) Pink Oven Mitts +2 Craft (Food)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Description---&amp;lt;br/&amp;gt;&lt;br /&gt;
Kronk is Empress Yzma&#039;s loyal assistant, top henchman, personal chef. He may also be her best and only friend, if she is capable of caring for anyone other than herself at all. Though a friend to the commoners of the Sunless Empire, a delightfully humble mountain of a man and genuinely nice to everyone he meets, Kronk has the smarts of a mountain to match and is devoted and loyal to his Empress, following her (almost) every order as he is best able.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*2. Cava the Colossal Chimera&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Villain/Strong Gal&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Self-Conscious Monster&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Gigantic&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Yzmic Chimera&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 20/20&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 6/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 6/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+X2, where X is the number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics:10&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Science: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Villain:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a Villain. It gets +2 to Prevent Harm and Endurance checks.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Mix-n-Match Monster:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit&#039;s unnatural defenses grant +2 Prevent Harm, while her unnatural armaments grant +2 Brawl.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Tenta-Cool:&amp;lt;br/&amp;gt;&lt;br /&gt;
Cava may use her Athletics skill instead of Acrobatics for the purposes of climbing high or traversing rough terrain.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Low Self-Esteem:&amp;lt;br/&amp;gt;&lt;br /&gt;
Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Insight rolls against the party that inflicted them.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Colossal Klutz:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit must make agility checks when it attacks. On a score of 20-24 her raw Brawl score is used in the attack. On a score of 14-19 her Brawl score is halved in the attack. On a score of 9-13 she falls over, stunning everyone for one round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Constriction:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. This unit can reach out with a tentacle and attempt to constrict a PC with it, rendering them immobilized. This attack may be avoided by passing an Acrobatics check with a Target Number of 20. To break free once constricted, an Athletics or Acrobatics test with a Target Number of 30 must be passed.&amp;lt;br/&amp;gt;&lt;br /&gt;
- Sticks and Stones:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Points. +10 to Endure rolls against mental, social or spiritual attacks on this unit.&amp;lt;br/&amp;gt;&lt;br /&gt;
-I&#039;M A MONSTER!!!&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend three Will Points. If Cava is brought down to X Strikes and the number of social attacks made against her outnumber the physical attacks, she will throw a tantrum during which time all her attacks will use her full Brawl scores until she is defeated. Social attacks, however, now count triple.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Peasant&#039;s Dress and Poncho +2 Endure&amp;lt;br/&amp;gt;&lt;br /&gt;
-Yzmacorp Employee Handbook + 3 Science and Occult&amp;lt;br/&amp;gt;&lt;br /&gt;
-Ride-Along Storehouse:&amp;lt;br/&amp;gt;&lt;br /&gt;
An awkward and gaudy portable storehouse, worn on this unit&#039;s back, is suitable for carrying copious amounts of supplies with accommodations for Mooks or allies. Allows riders to share Cava&#039;s Travel score.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Description---&amp;lt;br/&amp;gt;&lt;br /&gt;
Cava was once a normal young woman, working in the Potion Vat Works in the bustling metropolis of Yzmopolis. However, after a comical chain reaction of workplace accidents, she was transformed into a gigantic super-chimera with the upper body of a jaguar-skinned humanoid growing centaur-like from the lower body of an armor-scaled hippo, three mismatched pairs of arms and six octopus like tentacles instead of legs. Now she works as a beast of burden and &amp;quot;problem solver&amp;quot;for Empress Yzma, hoping to someday earn enough money to buy back her Humanity.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Imperial Republic of Atlantis ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperial President Lyle Tiberius Rourke of the Imperial Republic of Atlantis&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Explorator/President&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: America -&amp;gt; Atlantis&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7 + 3X, where X is the number of members in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 7(8)&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Never Surprised&amp;lt;br/&amp;gt;&lt;br /&gt;
This character is always prepared. Always. This character ignores all bonuses that come from a Surprise Round attack against him, and suffers no penalties under the same situations.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Military Training&amp;lt;br/&amp;gt;&lt;br /&gt;
This character has discipline, training, and knows how to keep a cool head under stress or fire. +3 to all Endure rolls. +2 to all combat rolls for the whole party if the party is following this character’s instructions.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Even Tempered Man&amp;lt;br/&amp;gt;&lt;br /&gt;
It is remarkably hard to get under this character’s skin, but if you do manage to do so, watch out. +3 to Endure if trying to keep a cool head, or ignore attempts by other characters to anger or set them off. If said roll fails, +2 to all attack and Intimidate rolls against the character that angered Rourke.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can call in his Villains/Minions to assist him in battle if they haven’t been previously defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-KING&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Schrodinger’s Toolbox&amp;lt;br/&amp;gt;&lt;br /&gt;
Rourke obtains any equipment suitable for the situation from his arsenal. Rourke can produce up to 15+5X (Where X Is the number of members in the party) pieces of equipment through the scene. His Arsenal is not counted in his “Equipment”.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Atlantean Overdrive&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. Rourke&#039;s atlantean crystal supercharges himself and his weapon. +5 to all rolls for four turns.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Artillery Support&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. Rourke calls in air/sea/land supporting fire, for an attack against the whole party. (2.Ranged+Intelligence + Bonuses) Causes Burning. Area of 40m.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Suppressing Fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Order the ranged mooks and lackeys to lay down some suppressing fire. Reduces each PC and NPC&#039;s Prevent Harm rolls by X/10, where X is the number of mooks and lackeys. Requires at least 10 Mooks and lackeys to work. If decimal round.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment (On Hand)---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luger P08: +2 to Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
Atlantean Laser Pistol: +4 to Ranged. Loud. Piercing.&amp;lt;br/&amp;gt;&lt;br /&gt;
Atlantean Laser Rifle: +5 to Ranged. Loud. Piercing.&amp;lt;br/&amp;gt;&lt;br /&gt;
Steel Armor/Bulletproof Vest: +3 to Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
(Great) Combat Knife: +2 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VILLAIN&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Joesph Murphy, the Dread Judge&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Strong Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Atlantis&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidation: 10 &amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
This Man Is Obviously A Charlatan: +2 on Insight checks against people who are obviously villains.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
STOP RIGHT THERE, CRIMINAL SCUM!: +2 to Melee and Prevent Harm against the criminal element.&amp;lt;br/&amp;gt;&lt;br /&gt;
I Shot the Sheriff: +3 to Ranged against any authority figures you deem corrupt.&amp;lt;br/&amp;gt;&lt;br /&gt;
But I Did Not Shoot the Deputy: +3 to any checks to judge someone&#039;s moral character.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Zealous Champion: Cannot be dissuaded from the cause of law enforcement by illusions or social skills unless the other party spends a will point.&amp;lt;br/&amp;gt;&lt;br /&gt;
My Word is as Good as Law: When swearing any sort of oath or making any sort of promise, you may spend a will point to gain a +5 bonus to any checks you need to directly fulfill the oath or promise.&amp;lt;br/&amp;gt;&lt;br /&gt;
I AM THE LAW!: Reroll all checks made against criminals and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Beatstick: +2 Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Advanced Atlantean pistol: +5 Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
Armor of Justice: +4 Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
T.U.N.A.: Atlantean Hoverbike, looks pretty sporty&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Under-Empire ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
King Ratigan of the Under-Empire&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Britain&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Tiny&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Rat, but don&#039;t point it out.&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 4 (6)&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Science : 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prideful King: Social Strikes count double. For every double Social Strike taken, obtain a +3 to all attack and Intimidate rolls against the party that inflicted them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: This unit can call in his Villains/Minions to assist him in battle if they haven’t been previously defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
KING: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Shiny things!: +2 to Legerdemain&amp;lt;br/&amp;gt;&lt;br /&gt;
Light-feet: +3 to Stealth where visual detection is an issue.&amp;lt;br/&amp;gt;&lt;br /&gt;
Deft Paws: 1 rank in Mechanics.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Are You Scared?: Spend a will point and identify one character. You are able to discern their greatest fear. All allies get +2 to cause a social Strike against them if they play off this fear.&amp;lt;br/&amp;gt;&lt;br /&gt;
Foolish Pride: Spend a will point and identify one character. Discern that which they are most proud of. All allies get +2 to cause a social Strike against them if they play off this pride.&amp;lt;br/&amp;gt;&lt;br /&gt;
The World&#039;s Greatest Criminal Mind: If he starts the encounter with 2 less will points than normal, then Ratigan has been anticipating the PCs. He is considered to have already used his Foolish Pride and Are You Scared? powers against each member of the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
What Was THAT?!: Whenever attacked socially by pointing out he&#039;s a rat, his resistance roll is automatically considered to be a roll of 3, but the benefits of Prideful King are doubled.&amp;lt;br/&amp;gt;&lt;br /&gt;
I Read About That!: Spend a Will point. Gain +3 to the next Academics, Occult, or Science roll you make. Roll twice and take the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Imperial Empire of Mexico ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Generalissimo Santa Anna of the Empire of Mexico&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: The Empire of Mexico&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 13/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 9/14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15/15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 4+3x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-KING:&amp;lt;br/&amp;gt;&lt;br /&gt;
This character is a KING, and gains all the relevant bonuses thereof.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of an Army:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can call in Villains to assist him in battle if they have not been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Yes, Generalissimo!:&amp;lt;br/&amp;gt;&lt;br /&gt;
Any unit under Santa Anna&#039;s direct command is granted +2 to all rolls while Santa Anna himself also gains +1 to all rolls.&amp;lt;br/&amp;gt;&lt;br /&gt;
-A Man of Wealth and Taste:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to social checks on any subject that an important man of wealth and taste really ought to know.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Witty Repartee:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. This unit may make a physical attack and a social attack simultaneously in a single round.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Guards! Guards!:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend two Will Points. Santa Anna may summon four Imperial Mexican Guardsmen of Inner Circle ranking to aid him in battle.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Cannonade:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend three Will Points. The area is bombarded by cannon fire for 18 rounds, doing this unit&#039;s ranged damage score once every three rounds to all combatants within range. Each of these attacks may be dodged by passing an acrobatics check with a target number of 25.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br/&amp;gt;&lt;br /&gt;
Santa Anna&#039;s Regalia: +3 to social checks&amp;lt;br/&amp;gt;&lt;br /&gt;
Santa Anna&#039;s Saber: +3 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Santa Anna&#039;s Pistolas: +3 to Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
Old Coonskin Cap: +3 to Intimidate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In debate: -Let Us Talk This Out:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend one Will Point. This unit can make an impassioned plea for parlay, pausing martial combat for a number of rounds equal to the results of a single Persuasion check. During this time, only social attacks can be made by ether side.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Leopard Kingdom ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Queen La of the Leopard Kingdom&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Shaman Queen&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Land of the Leopards&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 13/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 15/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 18/18&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 10+3X&amp;lt;br/&amp;gt;&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 13&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Mistress of an Army: Can call in any Villains that haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
QUEEN: This unit is a QUEEN, with all the benefits that entails.&amp;lt;br/&amp;gt;&lt;br /&gt;
Quick Like a Cat: If this unit’s agility score exceeds that of her foe by at least 5 points, she can attack a second time in the same turn.&amp;lt;br/&amp;gt;&lt;br /&gt;
Animal Magnetism: +3 Deceit, +3 Persuasion while attempting an act of seduction.&amp;lt;br/&amp;gt;&lt;br /&gt;
Queen of the Jungle: +2 Stealth, +2 Travel while in the jungle or +2 Persuasion, +2 Intimidate while in the Lost City of Opar.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
We Could Rule Together, Side By Side: Spend a Will Point. +10 Persuasion while offering to make the targeted PC Queen La’s Royal Consort.&amp;lt;br/&amp;gt;&lt;br /&gt;
On The Prowl: Spend a Will Point. +10 Stealth while attempting to stalk the PCs unseen.&amp;lt;br/&amp;gt;&lt;br /&gt;
Unfinished Business: Queen La’s shamanic spirit persists after she is killed, regaining strength and magical potential for twice as many days as there are characters in the party, minus the number of unspent Will Points she had at the time of her death. Her spirit will then seek to possess the nearest living creature regardless of species, but possessing a non-humanoid with no magical power of its own greatly diminishes La&#039;s mystical abilities.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Queen Is Dead, Long Live The Queen: Spend three Will Points. Queen La can attempt to transfer her mind and soul into another being&#039;s body in a shamanic ritual that takes three rounds to complete. If she does not receive two strikes before the ritual finishes, the target of her spell must check their Endure + Insight scores, multiplied by their unspent Will Points against Queen La’s Persuade + Intimidate + Occult scores. If this check is not passed, Queen La’s spirit will take over, rendering the original character’s soul a passenger in their own body. This same check may however be attempted once per day thereafter to try and wrest control back from La, making her the passenger instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Leopard Staff of Opar: +3 Melee, +3 Occult&amp;lt;br/&amp;gt;&lt;br /&gt;
Shaman Queen’s Vestments: +3 Persuade, +2 Intimidate, +2 Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The East India Trading Company ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Chairman Cutler Beckett of the East India Trading Co.&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: The EITC&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+3x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-KING:&amp;lt;br/&amp;gt;&lt;br /&gt;
This character is a KING, and gains all the relevant bonuses thereof.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of an Army:&amp;lt;br/&amp;gt;&lt;br /&gt;
This unit can call in Villains to assist him in battle if they have not been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Opting for Oblivion:&amp;lt;br/&amp;gt;&lt;br /&gt;
Any unit under Cutler Beckett&#039;s direct command is granted +2 to all rolls so long as Cutler Beckett is alive.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Ensuring the World turns Properly:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to any checks involving large-scale logistics and the concerns thereof.&amp;lt;br/&amp;gt;&lt;br /&gt;
-It&#039;s Lord now, Actually:&amp;lt;br/&amp;gt;&lt;br /&gt;
Whenever Cutler Beckett is hit while there are Mooks or Lackeys under his direct command on the field within five feet, there is a one half chance that instead of taking the strikes, the nearest Mook or Lackey will take them instead.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Give No Quarter!:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend one Will Point. Cutler Beckett may summon 5+7x where x is the number of player mook-level soldiers to aid him in the current battle, OR 1+1x lackey-level soldiers.&amp;lt;br/&amp;gt;&lt;br /&gt;
-And They’re Signed:&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend two Will Points. Cutler Beckett can use two actions to make a persuasion roll at a -4 modifier that deals triple strikes upon a hit.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Equipment:&amp;lt;br/&amp;gt;&lt;br /&gt;
Lordly Uniform: +2 to Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
Beckett’s Sabre: +3 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Handforged Flintlock: +3 to Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Elite Global Huntsmen&#039;s Club ==&lt;br /&gt;
&#039;&#039;&#039;Kings&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
*1. Gaston&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Charming Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: France&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 8/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Let Me Show You How It&#039;s Really Done:&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to combat rolls is the foes are using the same type of weapon or combat style&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Game Hunter:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
NO ONE SHOOTS LIKE GASTON:&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston may use Robustness instead of Agility for Ranged.&amp;lt;br/&amp;gt;&lt;br /&gt;
NO ONE TRACKS LIKE GASTON:&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston may use Charm instead of Sensibility for Travel.&amp;lt;br/&amp;gt;&lt;br /&gt;
NO ONE TAKES CHEAP SHOTS LIKE GASTON:&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston gain +3 to all rolls during a surprise round he initiated.&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s no pictures in it!:&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston may not use Academics, Science, or Occult for any reason.&amp;lt;br/&amp;gt;&lt;br /&gt;
Willful self-delusion:&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston gains +4 on Endure rolls to ignore Charm-based social attacks, but gains -4 against Sensibility-based social attacks.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Iron Jaw, Villain edition: Gaston ignores the first two Physical strikes he takes.&amp;lt;br/&amp;gt;&lt;br /&gt;
Charge of the Light Brigade: When charging into odds that are certain death, or at least near-certain death, you may spend a will point. Gain a +5 bonus to all rolls for the next scene as long as your life is in danger.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston&#039;s Shotgun: +7 to Ranged rolls. Requires 14 toughness to use.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hunting Gear: +2 to Travel and +2 to Prevent Harm.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaston is a straight-up beatstick of a fight, with +30 Prevent Harm makig him nigh-immune to physical attacks. You&#039;ll need to attack him socially to survive.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*2. William Cecil Clayton&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Intelligent/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: England&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+2x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 3 (Bird)&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Condescending Hunter&amp;lt;br/&amp;gt;&lt;br /&gt;
This character obtains a +4 bonus against all Social attacks from characters with a lower Intelligence score than his own. If it’s a beast of any sort, apply this bonus regardless of the intelligence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Think You Can Hide From Me?&amp;lt;br/&amp;gt;&lt;br /&gt;
+2 to Insight when trying to detect people in Stealth. Alternatively, those that use Stealth against this character get a -2 penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Big Game Hunter:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Retaliate!&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. This character may immediately retaliate any Strike dealt to him, even outside of his turn. The retaliation counts as a Surprise Attack,&lt;br /&gt;
and obtains a +3 bonus. If the attack was an Intimidate check, this power does not cost a Will Point, and it can be used wether it was succesfull or not.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Even If You Hadn’t Grown Up A Savage….&amp;lt;br/&amp;gt;&lt;br /&gt;
Spend a Will Point. Clayton may use his Intelligence + Sensibility with his next four Deceit or Persuasion checks. If the target has a lower Intelligence score than Clayton, no need to spend a Will Point.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
(Great) Double-Barrel Rifle: +3 to Ranged. May be fired twice using the same action. An action must be spent to reload after every two shots. Requires a minimum of 12 Robustness to be used.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Great) Hunting Machete: +2 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hunting Knife: +1 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*3. Buldeo&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Nimble/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: India&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 2+2x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
Willful Self-Delusion: Buldeo gains +4 on Endure rolls to ignore Charm-based social attacks, but gains -4 against Sensibility-based social attacks.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m Knowing You Are Down Here: Buldeo can reroll Insight checks to find characters in Stealth twice, but if he chooses to use these rerolls he cannot perform any other actions that round.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Mighty Hunter: In his arrogance, Buldeo may reroll against social strikes twice with a +10 bonus.....except for those that point out his incompetence of how things really work in the Jungle.&amp;lt;br/&amp;gt;&lt;br /&gt;
....Not: Anyone making a check that would discover Buldeo&#039;s incompetence, even himself, takes a -10 penalty (Buldeo does not need to actively oppose such rolls) and this secret cannot be discovered through the use of any powers, though any power that would normally do so reduce the penalty by 2. However, pointing this flaw out to him will completely shatter his ego. The first time, and only the first time, this flaw is used in a successful social strike, it deals double strikes and forces him to reroll all his rolls and keep the WORSE result from then on, except for rolls which would be effected by his other powers, which now only receive one reroll instead of two.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Splendid Rubberwood-stock Rifle: +4 to Ranged. Very aesthetically pleasing. &amp;lt;br/&amp;gt;&lt;br /&gt;
Bejeweled Dagger: +2 to Melee. It&#039;d probably sell for a very pretty penny.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*4. Charles Muntz&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Smart/Charming Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: America&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 4/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 5/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 18/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics:7&amp;lt;br/&amp;gt;&lt;br /&gt;
Science:7&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Houndmaster:&amp;lt;br/&amp;gt;&lt;br /&gt;
Muntz commands an army of 19X hounds of the Mook level, lead by X hounds of the Inner Circle level.&amp;lt;br/&amp;gt;&lt;br /&gt;
Have Airship Will Travel:&amp;lt;br/&amp;gt;&lt;br /&gt;
Muntz gains +5 to Travel while piloting the Spirit of Adventure. Anyone traveling with him shares this travel score.&amp;lt;br/&amp;gt;&lt;br /&gt;
The World&#039;s Greatest Former Adventurer:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 on Academics rolls regarding geography, history, anthropology and the other adventuring sciences.&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Game Hunter:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
Death To The Competition:&amp;lt;br/&amp;gt;&lt;br /&gt;
Muntz gains +3 to all rolls while in combat against a person or persons he considers to be his rivals.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Pretty Spry For His Age: Spend a Will Point. Gain a +3 bonus to Acrobatics, Athletics, Melee and Endure.&amp;lt;br/&amp;gt;&lt;br /&gt;
Engarde!: Spend a Will Point. Gain a +10 to Melee while fighting with a sword.&amp;lt;br/&amp;gt;&lt;br /&gt;
Death From Above: Spend two Will Points. If the Spirit of Adventure is available to him, Muntz can launch either:&amp;lt;br/&amp;gt;&lt;br /&gt;
A: An equal number if Mook Mutts in fighter planes sharing Muntz&#039; Ranged score as there are targets.&amp;lt;br/&amp;gt;&lt;br /&gt;
B: A single artillery attack using Muntz&#039; Ranged score multiplied by the number of targets.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Sniper Rifle: +5 to Ranged.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sword Cane: +2 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Flack Jacket: +2 to Travel and +2 to Prevent Harm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*5  King Furguson&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Nimble Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Scotland&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Big Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 20/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 16/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 4/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 12/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 9+3x, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
--Traits--&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kingly Aura: Ferguson may longer be king, but he certainly remembers how to act like one. 6+ to rolls concerning commanding others&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ME WIFES A BEEAAAR: If any one brings up his failure to save his belovededs life, he will get 5+ to wound that person&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whad are yooou speakin laddie: 4+ to deceit against characters who have no skill Linguistics&amp;lt;br/&amp;gt;&lt;br /&gt;
--Powers--&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
THERE CAN BE ONLY ONNNNEEE: Ferguson may nominate a single target as he begins a duel. The winner gets the losers robustness for D3 turns. The winner is the first to get a strike on the other.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, the pipes are calling: Ferguson is a man of his people, and to this day, he still has a small band clansmen at his beck and call. He may summon up to 6D mooks to help fight.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bear King: King Ferguson is almost as large as the bears he hunts, and is considered as a huge beast. He automatically gains all bear related traits due to his years of studying and hunting the damnable beasts.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Items--&amp;lt;br/&amp;gt;&lt;br /&gt;
Broad Sword: +3 to Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
Bear Armour: +2 to Prevent Harm&amp;lt;br/&amp;gt;&lt;br /&gt;
Family Picture: 6+ to Endure&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*6. Amos Slade&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Agile&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: &#039;murrica&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
Varmint Blaster: +5 on ranged rolls against small animals. Particularly mean kittens certainly count.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
That&#039;s A Good Boy: Slade&#039;s Charm is conisdered to be 12 against animals trained for hunting, as well as animals that are naturally pack hunters.&amp;lt;br/&amp;gt;&lt;br /&gt;
Release the Hounds: For every hunting beast assisting him, Slade gains a +1 bonus to Insight checks to track animals and to detect any who are hiding, up to a limit of +8. If 5 or more hunting beasts accompany him, he and any Inner Circle hunting beasts may additionally reroll such checks. For the purpose of this power, Mooks count for 1, Lackeys count for 2, and Inner Circles count for 3.&amp;lt;br/&amp;gt;&lt;br /&gt;
My Dogs!: Having already lost the two best hunting hounds he&#039;s ever had (Copper was slain defending him from the monstrous bear Foxkiller and Chief still crippled by that accursed fox), Slade refuses to let those tragedies repeat themselves. Any hunting beasts under his command may reroll all Prevent Harm Checks, Robustness based Endure checks and any miscellaneous checks to save the hunting beasts from physical harm.&amp;lt;br/&amp;gt;&lt;br /&gt;
And Next Time I Won&#039;t Miss: If a particular animal has attracted Slade&#039;s most dire wrath, he will spend a will point. From that point on, he will have a +4 bonus on all Ranged, Melee, Brawl and Insight checks against this animal, and will reroll all rolls against it. This effect can only be used against animals Slade has seen, identified and (as far he knows) been wronged by, but lasts as long as Slade holds onto his grudge (meaning it will last forever unless he is provided with a particularly good reason to forgive that animal).&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Double-Barrel Shotgun: +5 to Ranged. May be fired twice using the same action. An action must be spent to reload after every two shots. Requires a minimum of 14 Robustness to be used.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hunting Blade: +2 to Melee. Rather crude looking, but it gets the job done.&amp;lt;br/&amp;gt;&lt;br /&gt;
Brand Spanking New Truck: With a specially engineered bulletproof radiator to protect against angry old ladies.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*7. Percival McLeach&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Sensible/Agile&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: AUSSIE-STRAYA&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 11&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide From Me?: +2 to Insight when trying to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
A Perfect Shot!: +5 to surprise attacks made from above.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
CRIKEY!: Reroll all checks against reptiles.&amp;lt;br/&amp;gt;&lt;br /&gt;
That&#039;s Not A Knife: +3 to Prevent Harm and to resist Intimidate against anyone with a weapon bonus less than his own.&amp;lt;br/&amp;gt;&lt;br /&gt;
This Is A Knife: +3 to Melee and Intimidate anyone with a weapon bonus less than his own.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Sniper Rifle: +4 to Ranged. Never takes a penalty from range.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bowie Knife: +3 to Melee. Now that&#039;s a knife!&amp;lt;br/&amp;gt;&lt;br /&gt;
Half-track Truck: All-terrain, high torque, she&#039;s a real beaut. Just keep the razorbacks away from it....&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*8. Cruella De Vil&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart Girl&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: England&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness:5/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 5/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 15/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 13/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 18/16&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3/3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Cruelty to Animals:&amp;lt;br/&amp;gt;&lt;br /&gt;
+5 Intimidate to Beast characters and +2 Intimidate, -3 Persuasion to animals or animal lovers.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fashionista:&amp;lt;br/&amp;gt;&lt;br /&gt;
Cruella gains +10 to Crafting where clothing and high fashion are concerned. Any character wearing a De Vil original gains +2 to their primary stat.&amp;lt;br/&amp;gt;&lt;br /&gt;
A Woman Of Wealth And Taste:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 on Academics rolls regarding art, culture and high society .&amp;lt;br/&amp;gt;&lt;br /&gt;
Sharp-Tongued:&amp;lt;br/&amp;gt;&lt;br /&gt;
Cruella gains +3 on Persuasion rolls while attempting to belittle, demean or browbeat another character.&amp;lt;br/&amp;gt;&lt;br /&gt;
Drives Like Mad:&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Driving rolls while in hot pursuit of someone or something.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Daaaaaarlings!&amp;quot;: Spend a Will Point. Cruella makes a grand entrance and quite a show of introducing herself to the PCs, gaining a +2 bonus to Deceit, Persuasion and Intimidate rolls for the rest of the scene or until combat is entered.&amp;lt;br/&amp;gt;&lt;br /&gt;
Smokescreen: Spend a Will Point. Cruella blows a cloud of cigarette smoke at the PCs as a +10 Ranged attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
Friends in High Places: Spend two Will Points. If Cruella has one Strike remaining, she can call upon a founding member of the Elite Global Huntsmen&#039;s club to come to her aid.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ivory Cigarette Holder: +2 to Ranged.&amp;lt;br/&amp;gt;&lt;br /&gt;
Mink Handbag: +3 to Legerdemain.&amp;lt;br/&amp;gt;&lt;br /&gt;
Luxurious Dalmatian Coat: +2 to Persuade,+2 to Intimidate and +2 to Prevent Harm.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name: Dingo Bradley&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Inner Circle, Nimble/Sensible Guy&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Dinosaur Tamer&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Australia&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human/Dinosaur Chimera&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 3 (Dinosaurs, Birds and Reptiles)&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Big Game Hunter: +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don&#039;t count.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Hide from Me?: +2 to Insight when attempting to detect people in Stealth. Alternatively, people attempting Stealth against you suffer a -2 penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
Dinosaur Lord: +3 to Travel while on dinosaurback, to handle dinosaurs and to tame wild dinosaurs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Condescending Hunter: This character obtains a +2 bonus against all Social attacks from characters with a lower Intelligence score than his own. If it’s a Beast of any sort, apply this bonus regardless of the intelligence.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&lt;br /&gt;
Horse of a Different Color: No matter if it be some strange lizard, bony fish, or even bigger lizard, the character is capable of riding anything able to carry his or her weight.&amp;lt;br/&amp;gt;&lt;br /&gt;
Everybody Walk the Dinosaur (Unique!): Dingo Bradley may spend a Will Point to summon 1d6 small raptor mooks to battle.&amp;lt;br/&amp;gt;&lt;br /&gt;
Scary Monster (Unique!): When Dingo Bradley is out of Strikes, he spends any unspent Will Points and undergoes a terrible transformation. He reveals to the party the secret of his success, becoming a horrifying dinosaur man! Dingo regains all Strikes and Will, and he adds +2 to all rolls. Scary Monster Dingo is treated as having Natural Weapons (Claws, Teeth and Tail), Lizard King, Clever Girl Traits and the Tyrant’s Roar Power until the encounter ends.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Jockey Gear: +1 Prevent Harm, +1 Endure&amp;lt;br/&amp;gt;&lt;br /&gt;
Dingo’s Riding Crop: +1 Melee, +1 Intimidation&amp;lt;br/&amp;gt;&lt;br /&gt;
Allen: Medium raptor Lackey that Dingo uses as a mount. Does not speak any human languages.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
--Background--&amp;lt;br/&amp;gt;&lt;br /&gt;
Dingo Bradley was once your average cruel Huntsman, with his preferred prey being dinosaurs. That changed when he was caught in the passing Aurora on an hunt gone wrong. Instead of changing his ways to become human again, Dingo learned to suppress the worst of his curse and used his new found influence over dinosaurs to his advantage. Dingo Bradley is now a famous jockey (not in Equestrian) and has been invited to the Spirit of Adventure on one occasion. He still has to wear a bandage on the side of his face, lest his dinosaur grin starts to show. Status is of most importance to Dingo, so he doesn&#039;t show his curse to anybody he wants to see alive.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Kingdom of the Red Flower ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: King Louie&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Sumatra&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Orangutan&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Hero&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 10 (12)&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 4 &amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Science: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: He can call in his Villains to aid him in a fight if they haven’t been defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
King: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt; &lt;br /&gt;
Increased Mobility: +2 to Acrobatics.&amp;lt;br/&amp;gt;&lt;br /&gt;
Wanna Be Like You: 1 extra rank of Linguistics&amp;lt;br/&amp;gt;&lt;br /&gt;
Heels on Fire: +3 to Athletics and Acrobatics when the environment (building, forest, whatever) is on fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
Better to Light a Candle: +2 when fighting opponents that are injured by/adverse to sunlight.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hakuna Matata!: +2 to resist on any sort of mental distress with Endure.&amp;lt;br/&amp;gt;&lt;br /&gt;
Firefighter: +2 to attack rolls if the environment you&#039;re in is on fire. +3 if you&#039;re attacking with fire as well. +4 if you&#039;re ON fire!&amp;lt;br/&amp;gt;&lt;br /&gt;
A Man of Wealth and Taste: +3 to Deceit when attempting to pass yourself off as a member of the upper crust of society.&amp;lt;br/&amp;gt;&lt;br /&gt;
Refined: +3 to Academics related to art and culture.&amp;lt;br/&amp;gt;&lt;br /&gt;
Etiquette: Gains a +3 to social situations among the nobility.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight Fire With Fire: +4 to Prevent Harm when your opponent uses fire, and +4 to attack when you use fire.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Dancing Mania: Once his Song has begun, Louie may spend a Will point to activate this power. He may take an action every turn to perform his Dance, which comprise of two rolls, either a Music-Charm roll or an Insight-Sensibility roll to keep in tune with the rhythm, and either an Acrobatics-Agility roll or an Athletics-Robustness roll to bust out sick moves (though for the fool that he is, Louie is wise enough to stick with his better rolls). Anyone not curently dancing must make an Endure-Sensibility check against Louie&#039;s Rhythm roll (Tin Ears automatically pass this check). Those who pass must resist it again every other round, those who fail must join Louie in his Dance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Dance of the Red Flower: Anyone caught up in Louie&#039;s Dance must use all their actions (except for those who start or are currently using music, they are allowed to set aside action for that) to perform Dance rolls, same as those that he does (though they can choose which skills and attributes to use). Either their Rhythm roll are used as dance-based attacks while their Moves rolls are used as dance-based defences, or vice versa. Dance-based attacks and defenses can only be used against each other, and a character may not be targeted by dance-based attacks if they have no dance-based defences. Each of Louie&#039;s dance-based defenses maybe used three times instead of once like all other characters, but he takes an extra strike from all successful dance-based attacks. Dance-based defenses not used by the start of character&#039;s turn are discarded.&amp;lt;br/&amp;gt;&lt;br /&gt;
Rock and Roll will Never Die: Spend a will point; Apply Music against Tin-Ear characters with only a -5 in effectiveness!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Outrageous Aloha Shirt: +2 Endure, +2 Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
King Louie&#039;s Crown: +2 Intimidate&amp;lt;br/&amp;gt;&lt;br /&gt;
Fire Flower Scepter: +3 Melee, allows Louie to light fires at will.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wonderland==&lt;br /&gt;
&#039;&#039;&#039;Queen&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: The Queen of Hearts&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Wonderland&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human(?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+3x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
Queen: This unit is a QUEEN. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prideful Queen: Every Social Strike against this character counts double. For every double Social Strike taken, obtain +3 to every combat and Intimidation rolls against the character/party that inflicted it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army: The Queen of Hearts can call in her Villains to aid her in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
OFF WITH THEIR HEADS!: The Queen of Hearts may spend a Will Point when insulted, or perceives herself as being insulted. For the rest of the Scene, all attempts by her subjects to apprehend the unfortunate offender are at a +3 bonus.&amp;lt;br/&amp;gt;&lt;br /&gt;
All Ways are My Ways: Characters in Wonderland must make a Travel Test against the Queen of Heart’s Insight to avoid the Queen’s Court when she is searching for them. Failing the Test means you have stumbled upon her court unintentionally. A native of Wonderland may add +5 to their roll, and special characters (The Cheshire Cat) may avoid it entirely.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
52 Playing Card Mooks&amp;lt;br/&amp;gt;&lt;br /&gt;
Flamingo and Hedgehog Croquet Set: +1 Melee&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: The Jabberwock&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Robust/Nimble Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Nonsense Monster&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Wonderland&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Gigantic&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Jabberwocky (?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 8+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight: Obviously, it can fly. That&#039;s just the nature of the beast.&amp;lt;br/&amp;gt;&lt;br /&gt;
Bull Charge: +2 to Brawl when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)&amp;lt;br/&amp;gt;&lt;br /&gt;
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Manxome Foe He Sought: This creature can be defeated by running out of Strikes, but only by the snicker-snack of the Vorpal Blade can it be slain for good.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Beware the Jabberwock: Spend a Will Point to gain +5 to an Intimidate roll, and it affects all units in within the area instead of one target.&amp;lt;br/&amp;gt;&lt;br /&gt;
With Eyes of Flame: Spend a Will Point. The Jabberwock shoots fire from it&#039;s eyes with a Charm + Ranged attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
From the Tub Tub Tree: Unit gains a +2 to Brawl and +2 to Initiative when charging from Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: The Bandersnatch&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Robust&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Wonderland&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Nonsense Monster&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Large&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Bandersnatch (?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Bull Charge: +2 to Brawl when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)&amp;lt;br/&amp;gt;&lt;br /&gt;
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
Low to the Ground: +2 to Stealth rolls where visual detection is a possibility.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and roll your Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: The Jub Jub Bird&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Nimble&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Nonsense Monster&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Wonderland&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Large&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Jub Jub Bird (?)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 6+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Flight: Obviously, it can fly. That&#039;s just the nature of the beast.&amp;lt;br/&amp;gt;&lt;br /&gt;
Natural Weapons: Jaws That Bite and Claws that Catch (+2 Brawl)&amp;lt;br/&amp;gt;&lt;br /&gt;
Wonderlander: All attempts to understand this character with Insight suffer a -2 penalty.&amp;lt;br/&amp;gt;&lt;br /&gt;
Out of the Sun: +3 to attacking from stealth while airborne.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
Dive, Dive, Dive!: Unit gains a +2 to Brawl and +2 to Initiative when charging from above.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Leviathan Kings ==&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
Name: Monstro, Whale of a Whale&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Sensible&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Giant&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Northern Atlantic Ocean&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Livyatan Melvillei&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 30&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 15&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 6/6&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 7+5X, where X is number of party members.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 10 (12 with Bite, Tail)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 8 (typically rolled with Sensibility)&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 8&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Giant: +4 Brawl rolls when charging into combat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Aquatic Creature: 4x movement in water, 0.1x movement on land&amp;lt;br/&amp;gt;&lt;br /&gt;
Blubber: +5 to Endurance against cold and starvation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Toothed Whale: You have the astounding ability to use echolocation. As long as you are underwater and able to make your vocalizations, you ignore virtually all visual impediments against anything else underwater. This ability is dependent on your hearing; whenever this trait would normally work but you are suffering impediments to both your hearing and your vision, then only the lesser impediment will apply to you. Echolocation has no ability to determine to color, but also denies other characters any bonuses to stealth they would get from their coloration.&amp;lt;br/&amp;gt;&lt;br /&gt;
Overwhelming Brawn: If your Robustness exceeds your opponent&#039;s Robustness by 3 or more, your physical attacks score an additional Strike for every 7 point over the opponent&#039;s defense instead of every 10 so long as they are dealt with Robustness.&amp;lt;br/&amp;gt;&lt;br /&gt;
Think You Can Hide from Me?: +2 to Insight when attempting to detect people in Stealth.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!: +3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
Living Fossil: This unit has been around for a long, long time. +2 to rolls concerning knowledge from the long past.&amp;lt;br/&amp;gt;&lt;br /&gt;
Terrifying: +3 to Intimidate if you are physically larger than your target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
SPLIT YOUR LUNGS WITH BLOOD AND THUNDER: Your Brawl attacks score an additional Strike for every 8 point over the opponent&#039;s defense instead of every 10.&amp;lt;br/&amp;gt;&lt;br /&gt;
Aquatic Ambusher: Reroll Stealth checks while swimming and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
Terror of the Sea: At the beginning of each turn (in combat), make an Intimidate attack against all those who have gazed upon Monstro in the last round.&amp;lt;br/&amp;gt;&lt;br /&gt;
Whale of a Whale: Throw as many barbs as you wish into him, words or harpoons. It will make no difference. Monstro is far more than a mere whale; he exists outside the natural order of things. There is nothing in or on the oceans that can defeat him. The very oceans themselves could not kill him! However, Monstro may be exiled from the oceans, and that beaching would spell his doom.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
None, but my god, the money you could make from the spermaceti in his head....not to mention what you could get for the rest of his body.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pleasure Island ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name: The Coachman&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Smart&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Original Shadow Man&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 20&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+3x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuade: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceive: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 18&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
-Definitely a Good guy: This King gains +4 on all attempts to convince others that he is definitely not a villain.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Cold Hearted Taint: +3 to any checks made to directly take advantage of the poor, the unfortunate, and/or the downtrodden.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Master of an Island: He can call in his Villains to aid him in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
-KING: This unit is a KING. It gets +10 to Persuade its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
-It’s a Sin: Spend a Will Point and select a character. If the character fails their Endure test (TN varies by severity of sin), transform that character’s species and size to something ironic until The Coachman is beaten. The target obtains the suitable benefits and drawbacks. Automatically fails if the targeted character has not given into their vices while on Pleasure Island.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Shake My Hand: +6 to any Persuasion and Deceive rolls made as part of a bargain that will utterly screw the other party over.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Come On Boys, Won&#039;t You Shake A Poor Old Sinner&#039;s Hand?: Reroll Persuasion and Deceive Rolls in bargains and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
-The Main Event: The Coachman may spend a Will Point to make a +8 Persuasion roll that affects anybody that has sinned on his Island. What is the Main Event? Complete carnage. All Pleasure Island patrons who fail the test (including NPCs) are treated as The Coachman’s frenzied Mooks, Lackeys and Villains until the Shadow Man of the Old World is defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Red Coachman’s Suit: +2 Prevent Harm, +2 Persuasion&amp;lt;br/&amp;gt;&lt;br /&gt;
Whip: +2 Melee, +2 Intimidate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Villains&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Name: Stromboli&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Strong&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: Italy&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: On-A-Roll&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 17&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 5/5&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+3X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Melee: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Travel: 9&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanics: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Craft: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
QUIET! SHUT UP! BEFORE I KNOCK-A YOU SILLY!: +3 to Intimidate if a social strike has been taken.&amp;lt;br/&amp;gt;&lt;br /&gt;
Talent Scout: +4 to Insight checks to judge the talent of a performer.&amp;lt;br/&amp;gt;&lt;br /&gt;
Show Biz Whiz: +3 to putting on a show; this includes the actual performance as well as any prep work necessary.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
End of Passion Play: At the end of his turn, Stromboli makes one TN 30 Endure+Sensibility check for every social strike he has taken since his last turn. He regains one strike for every of these checks that succeed, reigning in his fiery temper.&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of Puppets: Inspired by Pinocchio, Stromboli has learned how to make puppets move on their own. He may spend a will point to animate up to 5 puppets that are lying around as Lackeys under his command.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pulling Your Strings: Stromboli is a very persuasive fellow, and is treated as a KING by the Coachman&#039;s underlings, unless he goes against the Coachman.&amp;lt;br/&amp;gt;&lt;br /&gt;
Mangiafuoco, the Fire Eater: It is not widely known, but Stromboli made his start in the entertainment industry not as a puppeteer, but as a fire performer; this is why he takes his name from a volcano! He certainly has not forgotten his old tricks over the years; with his intimate knowledge of fire safety, he gains +3 on all rolls to extinguish or protect himself from fires and may also roll twice and keep the better result for such checks. Additionally, if Stromboli senses trouble is on the way, he might just prepare one of his old fire breathing acts; if so, one of his attacks per turn may be a Ranged+Robustness attack that inflicts the Burn condition.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Whip: +2 Melee, may make melee attacks from 3 meters away. Also provides +3 to rolls to make circus animals do tricks.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Name: Mr. O.K. Kindly&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Charming/Sensible Villain&amp;lt;br/&amp;gt;&lt;br /&gt;
Class: Circus Ringleader&amp;lt;br/&amp;gt;&lt;br /&gt;
Country: Shadowlands/Pleasure Island&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Human&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 12&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 3&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 3+2x&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Ranged: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Legerdemain: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Deceit: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Occult: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Linguistics: 8&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Music: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Cold Hearted Taint: +3 to any checks made to directly take advantage of the poor, the misfortunate, and/or the downtrodden.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Greatest Show On Earth: +2 Persuasion for the scene after a circus performance.&amp;lt;br/&amp;gt;&lt;br /&gt;
Diamond in the Rough: You gain a +2 bonus to skills tests to appraise the value (statistical or otherwise) of an item. Science for chemicals, Academics for books (Linguistics for foreign ones), etc.&amp;lt;br/&amp;gt;&lt;br /&gt;
Definitely a Good Guy- This villain gains +3 on all attempts to convince others that he is definitely not a villain.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
There’s a Sucker Born Every Minute: Spend a Will Point. Mr. Kindley&#039;s Contract of Debt becomes tailored to a single target, and he gets +5 Persuasion to make them sign it.&amp;lt;br/&amp;gt;&lt;br /&gt;
Send in the Clowns: Mr. Kindley may use a Will Point to summon 2d6 clown Mooks that arrive in a comically small automobile.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
The Contract of Debt: A 50+ page contract that is harmless, if wordy, at first glance. As you look deeper, the script will constantly change shape and size, making it nigh impossible to read. It can be deciphered with a Linguistics Test of TN30. According to Mr. Kindly, it&#039;s a contract to give you your heart&#039;s desires. In reality, you would be signing over your worldly possessions. If you don&#039;t have anything of value, it&#039;s a labor contract to work in his circus for the next decade. More likely than not it’s both at the same time. There&#039;s a non-disclosure form in there as well, with strange magic enforcing his contract to the letter.&amp;lt;br/&amp;gt;&lt;br /&gt;
Showman&#039;s Pistol: +2 Ranged&amp;lt;br/&amp;gt;&lt;br /&gt;
Showman’s Whip: +2 Melee, +2 Intimidate to Beasts&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rundown: A circus ringleader that makes tours around the world, but mainly the Shadowlands. He’s always looking for new workers, due to the strangely high turnover rate of people working under him. His headquarters is on Pleasure Island.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Isle of Naboombu ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;King&#039;&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
King Leonidas&amp;lt;br/&amp;gt;&lt;br /&gt;
Role: Strong/Charming&amp;lt;br/&amp;gt;&lt;br /&gt;
Country of Origin: The Isle of Naboombu&amp;lt;br/&amp;gt;&lt;br /&gt;
Size: Medium&amp;lt;br/&amp;gt;&lt;br /&gt;
Species: Anthromorphic Lion&amp;lt;br/&amp;gt;&lt;br /&gt;
Tier: Heroic&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Attributes---&amp;lt;br/&amp;gt;&lt;br /&gt;
Robustness: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Agility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligence: 7&amp;lt;br/&amp;gt;&lt;br /&gt;
Sensibility: 10&amp;lt;br/&amp;gt;&lt;br /&gt;
Charm: 14&amp;lt;br/&amp;gt;&lt;br /&gt;
Will: 4/4&amp;lt;br/&amp;gt;&lt;br /&gt;
Strikes: 5+4X, where X is the number of players in the party.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Skills---&amp;lt;br/&amp;gt;&lt;br /&gt;
Acrobatics: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Athletics: 16&amp;lt;br/&amp;gt;&lt;br /&gt;
Brawl: 6 (8; Slash, Bite give +2 on Brawl rolls)&amp;lt;br/&amp;gt;&lt;br /&gt;
Prevent Harm: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Endure: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Stealth: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Intimidate: 6&amp;lt;br/&amp;gt;&lt;br /&gt;
Persuasion: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Deception: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
Academics: 4&amp;lt;br/&amp;gt;&lt;br /&gt;
Insight: 5&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Traits---&amp;lt;br/&amp;gt;&lt;br /&gt;
Master of an Army&amp;lt;br/&amp;gt;&lt;br /&gt;
He can call in his Villains to aid him in a fight if they haven’t been defeated.&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t You Disrespect Me, Little Man!&amp;lt;br/&amp;gt;&lt;br /&gt;
+3 to Intimidate if the character has taken a Social strike in this Situation.&amp;lt;br/&amp;gt;&lt;br /&gt;
King: This unit is a KING. It gets +10 to Persuade and/or Intimidate its servants to do anything if opposed in some way, and can automatically make them obey if nobody is trying to incite rebellion among them.&amp;lt;br/&amp;gt;&lt;br /&gt;
Pinned Ya Again: Spend a Will Point and the character may choose to roll their Brawl vs. an enemy&#039;s Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character&#039;s Brawl roll to become unpinned every round until defeated or successful escape.&amp;lt;br/&amp;gt;&lt;br /&gt;
Prideful King&amp;lt;br/&amp;gt;&lt;br /&gt;
Every Social Strike against this character counts double. For every double Social Strike taken, obtain +3 to every combat and Intimidation rolls against the character/party that inflicted it&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Powers---&amp;lt;br/&amp;gt;&lt;br /&gt;
STOP: +5 to resist transformative magic (as he is already under the effect of another spell) unless it is to turn him into a rabbit.&amp;lt;br/&amp;gt;&lt;br /&gt;
THAT: Spend a Will Point to gain +5 to an Intimidate roll, and it affects everyone within fifty meters instead of one target.&amp;lt;br/&amp;gt;&lt;br /&gt;
BAAAAAAALLLLL!: When rolling for soccer-related checks, roll twice and keep the better result.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
---Equipment---&amp;lt;br/&amp;gt;&lt;br /&gt;
Soccer Ball and Uniform: Of course.&amp;lt;br/&amp;gt;&lt;br /&gt;
The Star of Astoroth: +8 to Occult and grants the ability to animate inanimate objects, but only for those who already have some sort of spellcasting ability.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Homebrew Settings]]&lt;br /&gt;
[[Category:Disney Villains Victorious]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Dark_Angels&amp;diff=1011619</id>
		<title>Warhammer 40,000/7th Edition Tactics/Dark Angels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Dark_Angels&amp;diff=1011619"/>
		<updated>2026-05-20T15:38:39Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the 7th Edition tactics. [[Warhammer_40,000/6th Edition Tactics/Dark_Angels|The previous Edition&#039;s tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play [[Dark Angels]]?==&lt;br /&gt;
[[File:Codex Dark Angels Cover 7e.jpg|300px|right|thumb|]]&lt;br /&gt;
Do you like to [[Dakka|shoot enemies dead and keep shooting the ones dumb enough to assault you]]? You hate the [[Chaos_Space_Marines|traitorous heretical scum]], like &#039;&#039;&#039;really really [[Rage|hate]]&#039;&#039;&#039;? Great, you&#039;re in the right place [[The_Fallen|&amp;lt;s&amp;gt;HERETIC BATTLE-BROTHERS&amp;lt;/s&amp;gt;]] LOYALIST BATTLE-BROTHERS! We are to shooting what Blood Angels are to assaulting and Space Wolves are to being a [[Katanas_are_Underpowered_in_d20|mall ninja]] [[furry|who is into bestiality]]!&lt;br /&gt;
Because you want to field an entire army of Terminators (harder to do now) without being teased about being a [[Grey Knights|powergamer]] or a [[Space Wolves|furry]], or entire army of Bikers ([[Awesome|with re-rollable jinks now]]). The 7th Edition update boosted both [[Ravenwing]] and [[Deathwing]] builds with said jinking fuckery, and &amp;quot;Battle Focus&amp;quot; by another name with lots of deep striking goodness. &lt;br /&gt;
Oh, and you have the last Jetbike in the Imperium. Did we mention it comes with a Plasma Cannon? Bitches love Plasma Cannons. How about a flyer that thinks he&#039;s a Vindicator? We got one of those!&lt;br /&gt;
&lt;br /&gt;
In a nutshell:&lt;br /&gt;
*You want a flyer with a S10 AP2 Vortex-causing cannon on it&#039;s nose with a re-rollable jink save! Now that&#039;s sexy!&lt;br /&gt;
*You want to use awesome models, damn we have the best looking EVERYTHING (bikers, land speeders, flyers, veterans, terminators, color scheme).&lt;br /&gt;
*You&#039;re a Terminator lover. You can go ALMOST all Terminator in a Battle Forged army (you need at least one Ven Dread in a drop pod, and be using the Deathwing Strike Force detachment, although you might still end up taking some Ravenwing for your Deathwing army because of how well they complement each other).&lt;br /&gt;
*Your Terminators are some of the best Terminators you can find in the game even if they aren&#039;t the only thing you field. Probably specifically &#039;&#039;when&#039;&#039; they aren&#039;t the only thing you field.&lt;br /&gt;
*You like the idea of wearing robes over your power armor.&lt;br /&gt;
*You wish to laugh at morale checks.&lt;br /&gt;
*You want to build a shooty Space Marine army without having to take [[Pedro Kantor]] or shell out cash for [[Raptors| Corvus Armor]].&lt;br /&gt;
*You want to overwatch at BS2 (normal) or &amp;lt;s&amp;gt;BS4&amp;lt;/s&amp;gt; FULL BALLISTIC SKILL (Lion&#039;s Blade)!&lt;br /&gt;
*You like plasma (Seriously, there&#039;s plasma in anything and everything).&lt;br /&gt;
* Deathwing Knights can stand their ground against some of the best dedicated close combat units in the game (math doesn&#039;t lie).&lt;br /&gt;
*Speed is your need, and Dark Angels are the best marine army for players who wants to use bikes in support of your army. You are the only Biker Army which can go toe-to-toe with the White Scars and have a chance at coming out on top:&lt;br /&gt;
# Ravenwing can still outflank without the need to add a special character,&lt;br /&gt;
# 7th Ed Jink saves now cause the rider to snap-fire, so having whole armies of Skilled Riders is no longer as epic as it used to be. If you really want cover saves take Dark Shrouds.&lt;br /&gt;
# You re-roll your failed jink saves. This statistically kicks more ass than Skilled Rider alone, [[Cheese|and Black Knights have Skilled Rider too]].&lt;br /&gt;
# Ravenwing work better with others by having Teleport Homers and some rules interactions with Deathwing, while their own formations radically support each other in a manner that any Tau player would feel familiar with.&lt;br /&gt;
# Black Knights are the best bikers in the game.&lt;br /&gt;
# Sammael beats Khan, whether he&#039;s on Corvex or inside Sableclaw.&lt;br /&gt;
*Codex Marines now cost (more or less) the exact same points as Dark Angels do. So you have to decide if you want to have [[Ultramarines|better]] [[Raven Guard|flyers]] and a [[Imperial Fists|bigger]] [[Salamanders|choice]] of [[Iron Hands|combinations]] for your army or a bunch of terminators, fancy bikes, and bonuses against Chaos Marines. &lt;br /&gt;
*Newfags: Just picked up Dark Vengeance? Welcome to the next step in GW&#039;s long-term upsell scheme.&lt;br /&gt;
*You are to codex chaos space marine as what Grey Knights are to Daemons, with Hatred (Chaos Space Marines) conferred onto each of your units with the Deathwing rule and some vehicles. Heldrake spam? Meet the new Nephilim Jetfighter. Some of your weapons even have special bonuses against &amp;lt;s&amp;gt;the Fallen&amp;lt;/s&amp;gt; TRAITOR MARINES&lt;br /&gt;
*With Allied Detachments, DA would make a nice ally army to anyone that needs a strong beatstick to defend themselves from CQC, or to help drive around the board/camping behind cover by sending a lot of dakka to make a tough shooty army.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the downside:&lt;br /&gt;
*Your aerial game is subpar (forget transport and dogfights, our flyers are for infantry slaughter). Way better than what 6th Edition Codex gave you, but it still pales in comparison to [[Stormraven|sturdy]] [[Valkyrie|transport fliers]], while Forgeworld does have units that can fix this (Caestus Assault Ram, Storm Eagle, Xiphon), it may not be everyone&#039;s cup of tea. The Death from the Skies supplement helped a little bit but your only anti-air unit is still overcosted.&lt;br /&gt;
*You don&#039;t have access to a lot of the fancier vanilla codex units, like Centurions, Hunters, Stalkers etc. Not a big deal for the most part, you have plasma spam and the [[Wulfen|almost]] unmatched cheese of the Deathwing/Ravenwing to make up for it, but the lack of anti-air can really hurt when, again, your aerial game is subpar.&lt;br /&gt;
*Games Workshop [[Grandpa Dreadnought|sometimes forgets that]] [[Sisters_of_Battle|you exist]] when giving other armies new stuff via Supplements.&lt;br /&gt;
*You don&#039;t have access to 30k Era [[Terminator#Patterns|Terminator armor]]. Seriously, one of the [[Blood_Ravens|few chapters]] [[Ratlings|known for]] [[Skaven|hoarding]] [[Sammael|the good stuff]]. For some reason can&#039;t deploy equipment they should already have since the [[Great Crusade]]. At the very least ranks Sergent&#039;s and above should get the option to take [[Plasma#Plasma_Blaster|Plasma Blasters]].&lt;br /&gt;
*Your [[Lion_El&#039;Jonson|Primarch]] is one of [[Vulkan|two]] confirmed to be alive who should have got rules for 40k first. Instead of [[Roboute_Guilliman|the guy]] who got stabbed like a bitch by [[Fulgrim]]. Prepare to rage when those [[Leman_Russ|jerks]] [[Corvus_Corax|dicking]] [[Rogal_Dorn|about]] in the [[Eye of Terror]] get rules first.&lt;br /&gt;
&lt;br /&gt;
==Armory of The Lion==&lt;br /&gt;
&amp;lt;s&amp;gt;Let&#039;s face it, the heretics have a nice layout on their tactica; no reason we can&#039;t use it and say they got it from us.&amp;lt;/s&amp;gt; Other than the fact that [[Fallen Angels|they don&#039;t exist]]. So we came up with this layout. With no inspiration from anywhere else.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
Due to weird wording you can take two ranged weapons if you want, which you really shouldn&#039;t, unless it&#039;s two combi-weapons for a non-veteran dakkasarge or maybe twin pistols if you like the [[Cypher|cowboy look]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolter&#039;&#039;&#039; - Business as usual, you know what it does. The loss of the Standard of Devastation is sad and shall be mourned.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039; - It&#039;s only 5-pts, so why not? Better on an Assault-based character.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapon&#039;&#039;&#039; - Tried and true. One-shot melta, plasma, Grav-gun, or flamer is always handy, if you use them wisely.&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039; - The most expensive and the least popular choice. The main reason why is pistol range, which make it useful only to lay some dakka before charge - and on a terminator-armored model Combi-plasmas do this job better for less points. Still fluffy, especially for Dark Angels, a very decent pick for fluffy games. &lt;br /&gt;
*&#039;&#039;&#039;Grav-pistol&#039;&#039;&#039; - As expensive as the Plasma pistol, and as unpopular as it is. Still it can help drop [[Carnifex|MC]] or [[Wraithknight|GC]] to I1 before combat, in which case it could make all the difference in the world: most weapons that can reliably hurt these models in melee are Unwieldy (i.e. Powerfist) and even if you plan on Rending that MC to death with Black Knights, [[Wraithlord|some of them]] can have I5. That&#039;s until you realize that as a Dark Angel it&#039;s easier for you to use a Combi-grav for this purpose with either your improved Overwatch or simply having a bike-mounted character.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
Remember that your named HQs can&#039;t take these, and usually have some sort of special melee weapon anyway. Also, the new Codex removed the &amp;quot;one weapon with the following&amp;quot;, so now you can Claw/Fist combo for days.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; -  It&#039;s a free extra attack. It has nothing else going for it unless you don&#039;t have the points to spare for the options below.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon&#039;&#039;&#039; -  Come in 4 different flavors: Axe, Maul, Sword, Lance...but only the former 3 actually have official models from GW. The Power Sword is the most reliable, striking at AP3, base S and base I. The Axe drops you to I1 but you are now S5 and AP2 - good, but only if you can&#039;t get or justify the cost of a Power Fist. The Maul is great against Imperial Guard and Xenos scum, since the +2S gets you to S6, which is Instant Death for T3 enemy characters. It even has Concussive, which, along with the +2S, helps against big, tough gribblies. The Lance is only S+1 AP3 on the charge, then in subsequent rounds is only AP4, AND you&#039;d have to convert your own from Fantasy or other armies. Stick with Corvus Hammers, baby!&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claws&#039;&#039;&#039; - Not so useful on sergeants due to only one attack base, and not useful on HQ units, because they need something to pierce through 2+ armor to have a chance of winning in challenges. Carefully consider power swords instead, or an axe if you&#039;re expecting Terminator Equivalents. Use only if you need to cut up thousands of cultists.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039; - Not recommended on non-veteran sergeants. Otherwise either this or power axe are obligatory choices for your warlord, as long as you face marines or orks. They continue to make great surprises for overconfident vehicle commanders...&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - A fuck huge Chainsword that Assault Marines can take. S:x2 AP2, Two-handed. Armourbane. This makes the Eviscerator a great can-opener. Does require that you give up both CCW to have, so you are committing to the model having one chainfist style attack. Buy a flamer or two to offset this if you go for some Eviscerators. &lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; - Paying extra 5 points for a power fist with concussive. Generally not worth it as with S8 AP2, few things can survive to suffer from concussion. However concussion can mean the difference between life and death if a combat drags on such as with MC, T5 or up models, and models with Eternal Warrior.&lt;br /&gt;
*&#039;&#039;&#039;Force Weapon&#039;&#039;&#039; - Available to your Librarians for free. Power Weapons with Force essentially. The Axe makes you S5, AP2 but I1 and the Staff at S6 but AP4. The Sword is the most reliable as with Force and striking first means even one wound can lead to Instant Death. Axe does provide a benefit of ignoring all armor saves and wounding most MC on 4s to 5s and with Force it&#039;s nothing to sniff at. &lt;br /&gt;
*&#039;&#039;&#039;Relic Blade&#039;&#039;&#039; - S+2, AP3, Two-Handed, but only accessible by Company Masters both in and out of Terminator Armour. Provides your commander with an additional tactical option against MEQs or Monstrous Creatures that doesn&#039;t require you to strike last. More useful/reliable than the Monster Slayer sword.  &lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; Don&#039;t purchase a Relic Blade without Terminator armor as in this case you can instead get the superior Mace of Redemption for just 5 more points, unless another HQ is already wielding it. &lt;br /&gt;
*&#039;&#039;&#039;Blade of Caliban&#039;&#039;&#039; - A Dark Angels-flavored Relic Blade. S+1 AP3 and no longer Unwieldy. Canny [[Space Wolves|Wolf]] players may notice that these are now the same as Frost Blades&#039; sword variation.&lt;br /&gt;
*&#039;&#039;&#039;Halberd of Caliban&#039;&#039;&#039; - Exclusive to the Deathwing Champion, it is two-handed S+2 AP2 melee weapon to give him a shot in melee, especially now he is required to issue and accept challenges. Great because it&#039;s one of the few AP2 weapons that strike in initiative order, and will make mincemeat out of most enemy non-special character champions.&lt;br /&gt;
&lt;br /&gt;
===Relics of Caliban===&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes&#039;&#039;&#039; - Got a huge price drop down to 10 points! Gives the wearer FnP and, if they&#039;re not in a squad, Shrouded. At 10 points for FNP, it&#039;s now a bargain. Hilariously troll worthy on a level 1 Interromancy Libby on a bike going solo. Use mind worm on your opponent&#039;s special snowflake character or monstrous creature, then drive around the board laughing as they throw retarded amounts of firepower towards your 2+ jinking  psyker and he just refuses to die. Unless you&#039;re fighting Tau, of course, in which case [[Derp|you just gave up first blood]].&lt;br /&gt;
*&#039;&#039;&#039;Foe-smiter&#039;&#039;&#039; - S4 AP4 Assault 4 Shred, Master-crafted Storm Bolter. Three times the cost of a Storm Bolter, but rightfully so. Best used on a Deathwing or Ravenwing HQ as an alternative to Plasma Talons, RW Grenade launchers or a Heavy Terminator Weapon. Greenwing doesn&#039;t benefit from the extra firepower unless you attach them to a Devastator or Command Squad.&lt;br /&gt;
*&#039;&#039;&#039;Lion&#039;s Roar&#039;&#039;&#039; - Master-crafted Combi-bolter with combi-part being assault plasma &#039;&#039;&#039;cannon&#039;&#039;&#039;. Yeah that&#039;s right,a mother-fucking master-crafted assault 1 one-use plasma cannon of rape. &lt;br /&gt;
*&#039;&#039;&#039;Mace of Redemption&#039;&#039;&#039; - One of the greatest weapons forged by the Dark Angels. +3 STR and AP3 (AP1 against the CSM faction). It also inflicts blind and concussion. The same cost as a Thunder Hammer, and against most things other than Termie wearing Loyalists and the odd HQ choice here and there it is a superior choice. Excellent on an Interrogator-Chaplain and his buff against Chaos Space Marines.&lt;br /&gt;
**This causes Necron players nightmares as almost everything in their codex is Sv3+ or worse and causing blind means two-thirds of the time they are drop to WS/BS1. A Interrogator Chaplain will wreck pretty much everything without a Sv2+ (Only characters that get it are Vargard, Nemesor, and Imotekh) in close combat hitting on hitting on 3/4s (re-rolls), wounding on 2s, and hitting first before everything in the Necron codex.  &lt;br /&gt;
*&#039;&#039;&#039;Monster Slayer of Caliban&#039;&#039;&#039; - A power sword that grows stronger in the hands of a pure-hearted wielder, or randomly in game terms. Each fight sub-phase you roll a D6. On a 1 it&#039;s still just a power sword. On a 2-4 it adds 1 to the wielder&#039;s strength. On a 5-6 it adds 2 to the wielder&#039;s strength and causes instant death. The weapon&#039;s biggest weakness is that none of its random rolls will let it overcome anything it couldn&#039;t already deal with (like terminator armor) and only has a 33% chance of being remotely decent. Take a Relic Blade or the Mace of Redemption over this overcosted garbage.&lt;br /&gt;
*&#039;&#039;&#039;The Eye of the Unseen&#039;&#039;&#039; - Grants Fear and Preferred Enemy to the bearer. The most expensive Relic, but since Preferred Enemy is conferred onto squads if one model has it, put him in a plasma-equipped command/veteran squad and see the difference it makes. Fear is &#039;&#039;meh&#039;&#039; as always, but you can really force it to happen if you bring along an Interromancy librarian in your force. Don&#039;t forget that PE also applies to your already boosted overwatch attacks.&lt;br /&gt;
*&#039;&#039;&#039;Perfidious Relic of the Unforgiven&#039;&#039;&#039; - All Deathwing terminator/Knight units can now take one of these, so expect them to become more common, it&#039;s a pretty cheap upgrade that gives you Fear (meaning the codex got a fear overload) AND Adamantium Will. If you play people who go psyker-heavy *cough*Grey Knights*cough* you get an extra +1 to your deny the witch rolls. Combine with a Librarius Conclave, and watch the Psychic Hood stack with this for a 4+ Deny on your opponent.&lt;br /&gt;
&lt;br /&gt;
===Banners and Standards===&lt;br /&gt;
*&#039;&#039;&#039;Company Standard&#039;&#039;&#039; - Friendly Dark Angels within 12&amp;quot; of the bearer can re-roll failed morale checks and pinning tests.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels Chapter Banner&#039;&#039;&#039; -  Got a big points decrease in the new codex; provides all Dark Angels models in the unit with +1A. Also provides the normal standard Ld re-rolls. You could stack it with Ezekiel&#039;s Book of Salvation and/or Righteous Repugnance for extra hilarity but only a Command Squad can take it.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Company Banner&#039;&#039;&#039; - Provides the the standard Ld rerolls to Dark Angels within 12&amp;quot;. Additionally, the Ravenwing Command Squad itself automatically passes its Hit &amp;amp; Run checks and can move an extra D6 with Hit &amp;amp; Run. &lt;br /&gt;
*&#039;&#039;&#039;Deathwing Company Banner&#039;&#039;&#039; - Almost exactly like the Chapter Banner: Friendly models with the Deathwing special rule in the unit gain +1A, the difference in wording means that Sammael and regular Chaplains are the only guys who don&#039;t benefit. It also got a huge points decrease, only 20 points to give a squad of 5 terminators more attacks. &lt;br /&gt;
*&#039;&#039;&#039;Sacred Standard&#039;&#039;&#039; - Now all Sacred Standards have been condensed into 1 form, no more 4-shot Boltguns (boo). In addition to re-rolling all failed Morale, Pinning, and Fear checks, you now get Counter-Attack and Relentless on your Command Squad. The older individual Sacred Standards were &#039;&#039;way&#039;&#039; better, but at least it is a cheaper option and can be spammed now, rather than being a one-only deal. Brilliant on a Command Squad equipped with gravguns: Relentless means ALWAYS 3 shots on 18 inch (salvo), and Counter-Attack pairs perfectly with the improved 3-shots-overwatch.&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Auspex:&#039;&#039;&#039; It&#039;s a scanner array thingamajig that allows the user to lower one enemy unit&#039;s cover save by one (also, it can be a different enemy unit than that rest of the unit shoots at). For 5 points, this sounds nice, recommended to give to a Techmarine (who won&#039;t be shooting much anyway), a Chaplain (1 Bolt Pistol shot. Whoop-dee-doo), or a Librarian (because with Witchfires and such, his damage output won&#039;t exactly be hindered). Should be considered if you&#039;re putting a character on a bike as well since you would want to put them with Black Knights/Ravenwing Command Squad where a Twin-linked boltgun looks silly in comparison to the Plasma Talon. Don&#039;t forget that it could also be taken and used when your character doesn&#039;t have a ranged weapon at all.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Shield&#039;&#039;&#039; - As of this edition and last, 6+ invuln. It&#039;s cheap and better than nothing, but many HQs have much better invuln saves anyway (Rosarius and Iron Halos) and those who don&#039;t have base invulns can take Terminator Armor and/or the Conversion Field below. Rather hilariously, Assault Squad Sergeants can take them as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meltabombs:&#039;&#039;&#039; They&#039;re melta bombs. You know them, you love them. Dark Angels don&#039;t have many dedicated assault units that would benefit from taking them, so only take them if you have points to spare and think you might get close enough to an enemy vehicle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; - Re-roll 1 failed to-wound roll, as before. Useful with getting that lucky Force/Power Fist Strike on a target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conversion Field:&#039;&#039;&#039; A neat little piece of gear that gives a 4+ invulnerable save... for 20 points. In addition to that awesomeness, whenever the bearer passes an Invulnerable save, all units within D6&amp;quot; (friend or foe) basically get Blind (and friendly units can reroll the Initiative test for it). This won&#039;t activate all that often (you have Power or Terminator Armour, after all), but when it will, it&#039;s a bit of a crapshoot whether you&#039;ll take the brunt or your opponent. Still, even if you get messed up... it&#039;s a fairly cheap 4+ Invulnerable save!&lt;br /&gt;
**If you want to vent your frustrations at Necrons/Tau without Blacksun Filters/Orks, take this thing out. Enjoy watching yourself tank the hits while they have a 2/3 chance of becoming WS/BS1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jump pack&#039;&#039;&#039; - Changes model to Jump Infantry (Move 12&amp;quot; instead of 6&amp;quot;, gains Deep Strike, and can opt to not use the 12&amp;quot; movement to gain Hammer of Wrath when charging, as before.)&lt;br /&gt;
&lt;br /&gt;
The following aren&#039;t technically listed as Special Issue Wargear, but can be taken by certain units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour&#039;&#039;&#039; - 2+ Armor Save. Only available to the Company Master. Not a bad buy, since it allows you to take most transports, and you either have an Iron Halo or a Storm Shield anyway so your Invuln save is covered.&lt;br /&gt;
*&#039;&#039;&#039;Terminator Armour&#039;&#039;&#039; - 2+/5++, and grants the Deep Strike and Relentless rules. However, you cannot attempt Sweeping Advances and are made bulky. Buying this also grants the &#039;&#039;Vengeful Strike&#039;&#039; special rule, allowing the character to twin-link his shooting the turn he arrives from Deep Strike. If your deep striking a character with terminator armor get a homer beacon on the ground to get twin linked on that combi-weapon to guarantee a hit on whatever needs removal.&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Bike&#039;&#039;&#039; - Grants +1 Toughness, 12&amp;quot; of movement with option to turbo-boost 12&amp;quot; more, the ability to Jink, the Relentless rule, and brings a Twin-Linked Boltgun. Nice if you&#039;re pairing up with Ravenwing Bikes or Black Knights. Not available to Company Masters, also note that it still doesn&#039;t make the rider &#039;&#039;Ravenwing&#039;&#039; so he doesn&#039;t reroll his jink saves, but the good news is the FAQ allows a character on a bike to lead a Ravenwing Strike Force instead of Sammael.&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039; - 3+ Invulnerable Save, but replaces one of your weapons. May be taken by Company Masters both in or out of Terminator Armour. Sadly, Librarians and Chaplains cannot take these. You&#039;ll also find them dispersed amongst Company Veteran and Deathwing squads.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve&#039;&#039;&#039; - Dark Angels&#039; Chapter Tactics part 1. Grants Stubborn, and Overwatch at BS2 unless they jinked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Deathwing]]&#039;&#039;&#039; - Dark Angels&#039; Chapter Tactics part 2. Renamed from Inner Circle. Grants Fearless and Hatred (Chaos Space Marines). &lt;br /&gt;
**&#039;&#039;&#039;STOP THE PRESS:&#039;&#039;&#039; The recently published Dark Angels FAQ says [[Awesome|all non-daemon infantry units (with Possessed and Daemon Princes being the exception) and all vehicles from Khorne Daemonkin also qualify as Chaos Space Marines for Deathwing]]. Can give you a slight advantage in Close Combat, which is where KDK love to be.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ravenwing]]&#039;&#039;&#039; - Dark Angels&#039; Chapter Tactics part 3. [[Awesome|Re-roll failed Cover Saves when jinking.]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Assault&#039;&#039;&#039; (Deathwing Redemption Force) - All models in the formation must start in Reserve or Deep Strike Reserve, the FAQ now allows Land Raider transports. Your whole formation chooses to arrive on either turn two, three, or four. You decide before the game begins. Since this is now a formation special rule, rather than a squad rule, ALL units in the formation have to arrive at the same time, including Venerable Dreadnoughts in drop pods.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Summoned to War&#039;&#039;&#039; (Deathwing Strike Force) - All units in this formation start in Deep Strike Reserve, but if there is a Ravenwing Attack Squadron, or a Ravenwing Strike Force detachment in your army then they can choose to pass/fail their reserve rolls. Unlike Deathwing Assault this doesn&#039;t overrule Drop Pod Assault, since the first Drop Pods don&#039;t take reserve rolls and show up automatically.&lt;br /&gt;
**In you have no Ravenwing at all, then this rule doesn&#039;t do anything other than force you to Deep Strike, where normal rules apply.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fortress of Shields&#039;&#039;&#039; - Any model in this unit that is equipped with a Storm Shield, including independent character models with a shield, and is in base-to-base contact with at least two other models from this unit, gains a +1 increase to their toughness. The new wording prevents you from bunching up regular termie squads to increase the benefit of the rule, and also means that unless your independent character has a shield himself, he cannot benefit either. This also has the side effect of keeping you from spacing your terminator knights effectively, but this isn&#039;t actually as much of a problem as it might at first appear. If you expect plasma cannons, meltas, and other high-strength low AP shooting, a 3+ invulnerable will mean you tank it, so scratch that. If you&#039;re fighting imperial guard lasgun hordes, bunch up and watch their pathetic S3 guns fail to wound five times out of six and then bounce off another five out of six times off your 2+ save meaning only one in thirty six (or rather, one in seventy two given the Imperial Guard&#039;s average ballistic skill) shots will actually take down an assault terminator, and watch Tau Fire Warriors hit and wound on 4s.  If you manage to get feel no pain on them, they are now essentially immune to small arms fire.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
#&#039;&#039;&#039;The Hunt:&#039;&#039;&#039; Warlord has Precision Shots and Ignores Cover.  Belial and Asmodai get this.&lt;br /&gt;
#&#039;&#039;&#039;Courage of the First Legion:&#039;&#039;&#039; The Warlord and all Dark Angel units within 12&amp;quot; of the Warlord gain Fearless.  Ezekiel gets this. Better than most people realize as you can do a neat little trick with this. Since the HQ projects a 12&amp;quot; Fearless bubble with some clever positioning you can Go To Ground with multiple units and then move your HQ within range with at least one model and volia, they can act normally that turn. Anyone without ignore cover is going to rage hard. &lt;br /&gt;
#&#039;&#039;&#039;For the Lion:&#039;&#039;&#039; Warlord and unit has Furious Charge.&lt;br /&gt;
#&#039;&#039;&#039;Brilliant Planning:&#039;&#039;&#039; While Warlord is on battlefield his force may modify Reserve Rolls by 1. Perfect if you roll this when having lots of Ravenwing and/or Deathwing. &lt;br /&gt;
#&#039;&#039;&#039;Rapid Maneuver:&#039;&#039;&#039; Warlord and unit add 3&amp;quot; to Flat-Out, Turbo-boost, Run and [[Awesome|Charge Moves]].  Sammael in both forms gets this.&lt;br /&gt;
#&#039;&#039;&#039;Hold At All Costs:&#039;&#039;&#039; Warlord and unit has Feel No Pain within 3&amp;quot; of an Objective.  [[Star Phantoms|Zhrukal Androcles]] has this, funnily enough.&lt;br /&gt;
&lt;br /&gt;
Command and Personal Traits also work well if you have a Terminator      equipped character as they&#039;ll be in close range most of the time with other   squads or stuck in the thick of it.&lt;br /&gt;
&lt;br /&gt;
===Psychic Powers===&lt;br /&gt;
&lt;br /&gt;
====Interromancy====&lt;br /&gt;
In a strike of curiosity (but not an unexpected one considering the [[Harlequins]]&#039; Phantasmancy), the Dark Angels got an entire discipline based upon a previously-exclusive power (Mind Worm in this case).  It works heavily upon messing with leadership and stat lines.&lt;br /&gt;
&lt;br /&gt;
*Primaris - &#039;&#039;&#039;Mind Worm&#039;&#039;&#039; - WC1 focussed witch fire, 12&amp;quot; S6 AP2 Assault 1, Ignores Cover; if a model takes an unsaved wound then it takes -3 to BS, WS, I AND Ld for the rest of the game. With even just 1 wound, that special snowflake or Monstrous creature just became an expensive paperweight and now that it has been buffed to Strength 6 it is a much more credible threat against those tougher models where the debuff will &#039;&#039;really&#039;&#039; sting. Even though our Librarius is shit compared to the new Vanilla Librarius, this power goes up to 24&amp;quot; with it. Yeah. You&#039;re still thinking about taking it.&lt;br /&gt;
#&#039;&#039;&#039;Seed of Fear&#039;&#039;&#039; WC1. All enemy units within 9&amp;quot; make all Fear, Pinning, and Morale tests on 3D6. Remember this codex got a fear overload so this is good against even moderately high Ld armies with  every Terminator squad being able to get Perfidious Relic of the Unforgiven and Interrogator Chaplain. Note that this does not force those checks, you still have to do that normally. &lt;br /&gt;
#&#039;&#039;&#039;Righteous Repugnance&#039;&#039;&#039; - WC1. Blessing that grants one unit within 24&amp;quot; Rage. Cast on those Deathwing Knights or Assault Marines and enjoy the maximum carnage. Drop it on Black Knights and watch them redefine massacre.&lt;br /&gt;
#&#039;&#039;&#039;Aversion&#039;&#039;&#039; - WC1. Malediction affecting one enemy unit within 24&amp;quot;. They may only fire Snap Shots. Perfect for negating a high threat unit to your army such as a antiarmor squad or anti-TEQ. *cough* Tau *cough*&lt;br /&gt;
#&#039;&#039;&#039;Maelstrom of Misery&#039;&#039;&#039; - WC2. Witchfire, 24&amp;quot;: S1 AP2, Assault 1, Blast, Neural Shock (Always wounds on 4+). Good for high toughness squads and such. &lt;br /&gt;
#&#039;&#039;&#039;Trephination&#039;&#039;&#039; - WC2. Focused Witchfire with 18&amp;quot; range: the affected model rolls 2d6+2 then subtracts the leadership value, taking the difference in wounds with no armour or cover saves allowed. Psychic Shriek, Fuck &#039;&#039;that&#039;&#039; guy edition. Combo&#039;d with Mind Worm wounding first, it&#039;ll absolutely destroy characters.&lt;br /&gt;
#&#039;&#039;&#039;Mind Wipe&#039;&#039;&#039; - WC3. Malediction with 24&amp;quot; range. The target unit is reduced to WS/BS 1 until end of their next turn. THEN they have to take a Ld test, which if failed makes the debuff permanent. Cast on a Deathstar unit. Just 1 turn of WS/BS1 can mean so much for you and throw That Guy&#039;s carefully thought plan off balance, even better if he fails the Ld test. Not to mention that (without factoring in modifiers), on average, an opponent needs 18 Warp Charge dice to deny it should you successfully get it off with only the required 3 Warp Charges.  That having been said, you need 7+ dice to cast it reliably (which any daemon will tell you is an investment) and DA are not a strong psychic army. All armies will have a better-than-half chance of passing their check (unless you&#039;ve messed with thier leadership else), AND the unit is still alive and holding their objective in the best of cases.&lt;br /&gt;
&lt;br /&gt;
====Angels of Death Supplement====&lt;br /&gt;
In Angels of Death, Space Marines got 4 new psychic disciplines, possibly to ensure that your Librarians have more variety. According to product description and the Quick Reference Card that comes with the new Psychic Card deck, all Spehss muhreen armies (meaning BAngles, Dangles, GKs, and Wuufs) can take these powers if they want.&lt;br /&gt;
&lt;br /&gt;
=====Fulmination=====&lt;br /&gt;
Primaris &#039;&#039;&#039;Electrosurge&#039;&#039;&#039; -  WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them.&lt;br /&gt;
#&#039;&#039;&#039;Electroshield&#039;&#039;&#039; - WC1. The Psyker gains a 3++. An almost free Storm Shield for a turn. Actually useful for our Codex, [[Derp|since we don&#039;t get Storm Shields on our Librarians.]]&lt;br /&gt;
#&#039;&#039;&#039;Electropulse&#039;&#039;&#039; - WC2. A witchfire Nova with radius of 9&amp;quot;, which gives enemies S1 AP- Haywire hits.&lt;br /&gt;
#&#039;&#039;&#039;Lightning Arc&#039;&#039;&#039; - WC2. Witchfire, S5AP4 assault D6. Jumps to enemy units at 6&amp;quot; of the primary target on a 4+. Same effect.&lt;br /&gt;
#&#039;&#039;&#039;Fists of Lightning&#039;&#039;&#039; - WC1 blessing. Psyker only, +1S and A. For every hit the psyker lands in close combat (not wound, hits), enemy units suffer 2 additional S5AP- hits.&lt;br /&gt;
#&#039;&#039;&#039;Magnetokinesis&#039;&#039;&#039; - WC2 blessing, 18&amp;quot;. Move target unit by 18&amp;quot;.&lt;br /&gt;
#&#039;&#039;&#039;Electrodisplacement&#039;&#039;&#039; - WC2 blessing or malediction, 24&amp;quot;. Swap target unit with the psyker&#039;s unit. Can work on allies and enemies alike. This will allow for epic trolling. Oh, that enemy unit&#039;s sitting out of charge range from your Deathwing Knights? Oh look, now they&#039;re right next to your entire army. Have fun blowing them up and charging the remains. Just make sure the Librarian&#039;s unit can survive the same thing, though.&lt;br /&gt;
&lt;br /&gt;
=====Librarius=====&lt;br /&gt;
AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and if you roll a 5 or 6 you will be stand an even better Eldar and Grey Knights as well.&lt;br /&gt;
&lt;br /&gt;
Primaris &#039;&#039;&#039;The Emperor&#039;s Wrath&#039;&#039;&#039; - S5 AP3 witchfire blast.&lt;br /&gt;
#&#039;&#039;&#039;Veil of Time&#039;&#039;&#039; - WC2. The Psyker and his entire unit re-roll all failed saving throws. You Ravenwing with re-rolling Jink saves won&#039;t notice this as much, but now your Deathwing Knights truly are unstoppable with T5 and rerollable 2+/3++.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Ancients&#039;&#039;&#039; - WC1. A 20&amp;quot; S6 AP4 beam with Pinning.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Fortress&#039;&#039;&#039; - WC1. Blessing that gives the Psyker Fearless and Adamantium Will, as well as a 4++ bubble of 12&amp;quot; against Witchfire Powers only. Given the shit ton of Adamantium Will from Perfidious Relics you should be spamming, only the 4++ against them should you fail to deny is worth it.&lt;br /&gt;
#&#039;&#039;&#039;Might of Heroes&#039;&#039;&#039; - WC1. Gives +2 Strength, Toughness, Initiative, and attacks. It essentially wraps up both Iron Arm and Warp Speed into 1 nice Warp Charge 1 package. &lt;br /&gt;
#&#039;&#039;&#039;Psychic Scourge&#039;&#039;&#039; - WC1. Focused Witchfire. Roll 2D6+ level against enemy psyker 1D6+level. On a draw or better, enemy lose 1W (no save), if you rolled way more than him he loses a power.&lt;br /&gt;
#&#039;&#039;&#039;Null Zone&#039;&#039;&#039; - WC2. Targets an enemy unit, drops its invulnerable save by &#039;&#039;2&#039;&#039; (to a minimum of 6+). This thing is essentially [[Grey Knights|Banishment]], but it&#039;s much more versatile. This is what you use to counter fucks with Storm Shields, Smash Fucker&#039;s 2++ bullshit, Riptide&#039;s Shield Generator buff, Malefic Cursed Earth and Grimoire bullshit, as well as stuff like Draigo with his 3++.&lt;br /&gt;
&lt;br /&gt;
=====Geokinesis=====&lt;br /&gt;
Primaris &#039;&#039;&#039;Chasm&#039;&#039;&#039; - WC2 Forces a dangerous terrain test without armor saves on a single unit.&lt;br /&gt;
#&#039;&#039;&#039;Earth Blood&#039;&#039;&#039; - WC1. Targets a model in 18&amp;quot; of the Psyker. That guy immediately regains D3 &#039;&#039;&#039;&#039;&#039;wounds&#039;&#039;&#039;&#039;&#039; (which excludes vehicles), and the target plus his entire unit gain IWND (which does not exclude vehicles). The latter effect won&#039;t come into play too often unless you&#039;re hanging out with Centurions, but the ability to replenish an HQ&#039;s wounds, or restore wounds lost to Perils, is great.&lt;br /&gt;
#&#039;&#039;&#039;Scorched Earth&#039;&#039;&#039; - WC1 malediction, 24&amp;quot;. Choose a point, it deals a single S5AP4 hit to each &#039;&#039;unit&#039;&#039; within 6&amp;quot;. This 6&amp;quot; area is dangerous terrain. Utter crap due to targeting units rather than models, but ignores scatter, cover, and the target being in melee due to being a malediction.&lt;br /&gt;
#&#039;&#039;&#039;Land Quake&#039;&#039;&#039; - WC1  malediction that affects enemy units within 18&amp;quot; of caster. They are considered to be in dangerous terrain, and cannot run, turbo-boost, or flat out.&lt;br /&gt;
#&#039;&#039;&#039;Phase Form&#039;&#039;&#039; - WC1 blessing, 24&amp;quot;. Single unit. Grants Move Through Cover, and Ignores Cover to all weapons. [[Awesome|The unit is also able to shoot WITHOUT LINE OF SIGHT, only the range matters.]]&lt;br /&gt;
#&#039;&#039;&#039;Warp Quake&#039;&#039;&#039; - WC1 WC, 24&amp;quot;. Target building or ruin. Building gets a glancing or penetrating hit, ruins: units in it get D6 S6AP- hits.&lt;br /&gt;
#&#039;&#039;&#039;Shifting Worldscape&#039;&#039;&#039; - WC3 24&amp;quot;. [[What|Move a piece of terrain by 24&amp;quot;]], including models in it, forces dangerous terrain tests on the unit inside. If a unit isn&#039;t entirely inside the terrain, then all units disembark treating it as an open-topped vehicle while taking dangerous terrain tests. &#039;&#039;&#039;&#039;Lots&#039;&#039;&#039;&#039; of ways to use this - yanking a hiding enemy and [[Rape|plopping it next to your Death Company]], teleporting a deathstar onto your enemy&#039;s doorstep, re-establishing line of sight/range for a squad of lascannons or grav-cannons so they can shoot those [[Tau|JSJ&#039;ing]] [[Eldar|assholes]], etc.&lt;br /&gt;
&lt;br /&gt;
=====Technomancy=====&lt;br /&gt;
The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Librarius Conclave and a CAD of tank-heavy Guard makes this all kinds of epicness. Question is, do the blessings affect the whole squadron if a target vehicle is part of said squadron? If you got enough Librarians this could also work against unexpected Flyers - seriously, with our anti-air Codex options anything goes at this point.&lt;br /&gt;
&lt;br /&gt;
Primaris &#039;&#039;&#039;Subvert Machine&#039;&#039;&#039; - 18&amp;quot; Malediction. &amp;lt;s&amp;gt;You Select&amp;lt;/s&amp;gt; (would&#039;ve been way better) a weapon on an enemy vehicle is randomly selected. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, he can only fire snap shots. If you roll higher, you [[Awesome|take control of said vehicle&#039;s weapon for a turn.]] This power relies on luck, even after you blew some dice to cast it. May be worth it if you have lady luck on your side.&lt;br /&gt;
#&#039;&#039;&#039;Blessing of the Machine&#039;&#039;&#039; - WC1. Blessing you give to 1 vehicle in 24&amp;quot;. It now ignores Crew Shaken, Crew Stunned, and either gives Power of the Machine Spirit, or +1 BS if the target vehicle that already has PotMS (So basically every vehicle Space Marines have except vanilla Rhino-Chassis vehicles)&lt;br /&gt;
#&#039;&#039;&#039;Machine Curse&#039;&#039;&#039; - WC1. Focused Witchfire. Smacks a vehicle with 3 S1 AP- Haywire hits.&lt;br /&gt;
#&#039;&#039;&#039;Reforge&#039;&#039;&#039; - WC1. Blessing that either restores 1 hull point, or repairs either an immobilized or destroyed weapon result, as well as giving the vehicle IWND.&lt;br /&gt;
#&#039;&#039;&#039;Warpmetal Armour&#039;&#039;&#039; - WC1. Blessing that grants plus 1 AV to all sides for a turn. Or, if put at a non-vehicle unit, gives +1T. Welcome to T6 Black Knights and Terminators, welcome to AV15 Spartan Assault Tanks/Leman Russes/Land Raiders (and [[Necrons|Gauss Weaponry]] still doesn&#039;t give a shit).&lt;br /&gt;
#&#039;&#039;&#039;Fury of Mars&#039;&#039;&#039; - WC1. A S1 Haywire Beam.&lt;br /&gt;
#&#039;&#039;&#039;Machine Flense&#039;&#039;&#039; - WC2. Focused Witchfire, 18&amp;quot;. Target loses D3 HP. For each HP lost, inflicts D6 S4AP6 rending hits to a nearby enemy unit.&lt;br /&gt;
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===Flyer Rules===&lt;br /&gt;
&lt;br /&gt;
====Fighter Aces====&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer. These are basically just a re-hash of the Fighter Ace rules from the Crusade of Fire supplement released a few years earlier. The real issue is that the only dedicated flyers the Dark Angels get are...well, not that great. Generally they are redundant due to the new Death from the Skies supplement (see below) making Wing Leaders get similar bonuses for free, but these remain legit rules anyway, particularly if you only want to bring a single flyer, rather than a wing of them.&lt;br /&gt;
#&#039;&#039;&#039;Hunter of Heretics&#039;&#039;&#039; - +1 BS.  The problem is that the Dark Angels (and Forgeworld) flyers have mostly twin-linked weapons and/or &#039;&#039;Strafing Run&#039;&#039; already, so this doesn&#039;t really add much. Yeah, you might get BS6 but you&#039;re still limited by the usefulness of the weapons themselves.&lt;br /&gt;
#&#039;&#039;&#039;Expert Redeployment&#039;&#039;&#039; - Fighter Ace can move in from any edge when coming from Ongoing Reserves.  Pretty good way to sneak around and strike them from behind.&lt;br /&gt;
#&#039;&#039;&#039;Homing Beacon&#039;&#039;&#039; - It&#039;s a Homing Beacon for flyers.  DA within 12&amp;quot; of it can&#039;t scatter when they Deep-Strike. Erm... most flyers start the game in reserve without a skyshield landing pad. Since Deathwing can no longer just choose to come on turn 1-2 (although reserve Flyers still come on turn 2 or later), this one could now potentially be useful. It is however just another teleport homer in an army that can get them cheaper on virtually ever Ravenwing unit, and the most expensive and unreliable one there is to boot. Give it a pass.&lt;br /&gt;
&lt;br /&gt;
====Wing Leaders====&lt;br /&gt;
If you take more than one of the same Ravenwing flyer in the same slot they become a Wing and can gain additional bonuses if they fly in formation. Furthermore, one of them becomes a Wing leader for free and gets a roll on the Ravenwing traits table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1-2: Son of the Lion:&#039;&#039;&#039; The Wing Leader gains +1 to their pursuit stat, making them faster on the battlefield and during the dogfight phase. They gain +2 if the opposing army contains anything from the Chaos Space Marine faction, giving them a pursuit score of five, comparable to Eldar flyers.&lt;br /&gt;
*&#039;&#039;&#039;3-4: Sweep the Skies:&#039;&#039;&#039; The Wing Leader and his entire wing can come on from any table edge when coming from Ongoing Reserves. Obviously better than &amp;quot;Expert Redeployment&amp;quot; (see above) because it applies to multiple aircraft for free. Perfect trolling tool if you&#039;re lucky enough to roll it.&lt;br /&gt;
*&#039;&#039;&#039;5-6: Seeker of the Foe:&#039;&#039;&#039; GW keeps insisting that Dark Angels players need Teleport Homers on flyers... So Deep Strikers don&#039;t scatter within 12&amp;quot; of the Wing Leader. &#039;&#039;(Note that this applies to ALL Deep Strike units, including Landspeeders, Jump Infantry, and Drop Pods)&#039;&#039; Generally this may end up being useless as flyers may not be in the table or even in the right position around about the same time your deep strike reserves start arriving. Unlike Teleport Homers, this rule does not require the model to be on the table at the start of the player&#039;s turn.&lt;br /&gt;
&lt;br /&gt;
===Tactical Objectives===&lt;br /&gt;
*&#039;&#039;&#039;Secret Agenda&#039;&#039;&#039; - A curious rule the Dark Angels get for their Tac-Objectives allows them to conceal their dice rolls/Cards when generating cards that have the Dark Angels type as seen above.  While it&#039;s useless in most cases, when drawing any of these, you get to conceal both the roll AND the Objective you took until you actually finish it.  MIND GAMES!&lt;br /&gt;
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*&#039;&#039;&#039;11. Not One Step Backwards:&#039;&#039;&#039; When this Tactical Objective is generated, secretly choose either your next turn, next two turns, or next three turns; score 1, D3, or D3+3 Victory Points respectively if this Tactical Objective is still active at the end of the number of turns you choose. This objective is immediately discarded if any friendly unit fails a Morale Check. If the game ends before this Tactical Objective is achieved, no Victory Points are scored.&lt;br /&gt;
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*&#039;&#039;&#039;12. No Forgiveness:&#039;&#039;&#039; Score 1 Victory Point at the end of your turn if you completely destroyed one or more enemy units that were controlling an Objective Marker at the start of your turn.&lt;br /&gt;
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*&#039;&#039;&#039;13. Let None Escape Your Gaze:&#039;&#039;&#039; Score 1 Victory Point at the end of your turn if you successfully manifested one or more psychic powers from the Interromancy discipline during your turn.  Pretty easy to snag.&lt;br /&gt;
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*&#039;&#039;&#039;14. Apprehend and Interrogate:&#039;&#039;&#039; Score 1 Victory Point at the end of your turn if at least one enemy character was slain in a challenge during your turn. If your opponent&#039;s Warlord was slain in a challenge during your turn, score D3 Victory Points instead.&lt;br /&gt;
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*&#039;&#039;&#039;15. Flawless Strategy:&#039;&#039;&#039; Score 1 Victory Point at the end of your turn if one or more friendly units with the Deathwing or Ravenwing special rule arrived from Reserve during your turn. If one or more friendly units with the Deathwing special rule used a teleport home to arrive by Deep Strike within 6&amp;quot; of a friendly unit with the Ravenwing special rule during your turn, score D3 Victory Points instead.  If you run a DW Strike Force and a Ravenwing army, this is as good as done.&lt;br /&gt;
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*&#039;&#039;&#039;16. The Path of Redemption:&#039;&#039;&#039; Score 1 Victory Point at the end of your turn if, during your turn, a friendly unit with the Dark Angels Faction charged an enemy unit that, at the start if the Charge sub-phase, included more models than their own unit.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
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*&#039;&#039;&#039;Interrogator-Chaplain&#039;&#039;&#039; - He is the go-to Combat HQ. Same profile as a Company Master with -1 WS, but comes with Zealot and so is therefore better in the first round of combat and also acts as a close combat multiplier. Also causes Fear, and has a natural Preferred Enemy against Chaos Space Marines. He has the ability to take Terminator armour, a Bike or a Jump Pack and so can fit with virtually any other squad you want him to. Interestingly, giving him a power fist doesn&#039;t replace either his Crozius or bolt pistol, meaning he can bash regular troops with 4 str 6 attacks a turn, and then turn on the power fist when the bigger things turn up. The Interrogator Chaplain is advised. In addition, if you&#039;re fielding deathwing knights, this guy is nearly a must-have. With only one attack on &#039;&#039;&#039;SMITE MODE&#039;&#039;&#039;, those maces must not fail, and he will ensure they won&#039;t. Or else he will bitchslap them in Belial&#039;s name. The only minor downsides is he can&#039;t take Artificer Armor, SS, and has one less WS. &lt;br /&gt;
*&#039;&#039;&#039;Company Master&#039;&#039;&#039; - Basically a Vanilla Captain who has Grim Resolve and Deathwing instead of Chapter Tactics and ATSKNF. Take Artificer Armor, a Storm Shield, a Thunderhammer, and the Shroud of Heroes for a cheap and effective HQ.&lt;br /&gt;
**&#039;&#039;&#039;Deathwing Redemption/Strike Force:&#039;&#039;&#039; Terminator Armor, a Storm Shield, and the Shroud of Heroes on the CM is cheaper than Belial while being more survivable with T5 and Feel No Pain if he hangs out with Deathwing Knights. Since Belial is no longer necessary to lead a Deathwing Force, just use this. For the same 190 points as Belial you get Terminator Armor, Storm Shield, Shroud of Heroes, Digital Weapons,  Thunder Hammer and Relic Blade so you can choose between going at I5, S+2, AP3 or I1 Sx2, AP2. &lt;br /&gt;
**&#039;&#039;&#039;Lions Blade:&#039;&#039;&#039; Company Master is pretty damn versatile being able to be put in almost every squad imaginable aside from Bikes since that&#039;s Sammaels job. Take him equipped in Artificer Armor and a Jump Pack with a Assault squad and Chaplain and that&#039;s a decently deadly unit able to be used aggressively or defensively as required. Another is a putting him in a Tactical Squad with Foe Smiter and a Relic Blade and enjoy the added dakka. &lt;br /&gt;
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*&#039;&#039;&#039;Chaplain&#039;&#039;&#039; - A general purpose support HQ. Allows himself and his squad re-rolls to hit in the first round of combat, no matter what, and comes with a Rosarius (4++) and a Power Maul. Can ride a Bike or use a Jump Pack, but cannot wear Terminator armour. Still costs as much as a Company Master, but doesn&#039;t have any special bonuses against the Chaos Space Marines. There&#039;s basically no reason to ever take this guy over his big brother unless you want a Battle Company; An Interrogator-Chaplain costs 20 points more for +1 Ballistic Skill, Attacks, Wounds and Initiative, plus has access to Terminator Armor and Relics. If you want cheap, just grab a Librarian.&lt;br /&gt;
*&#039;&#039;&#039;Librarian&#039;&#039;&#039; - Tied with the Techmarine for the actual cheapest HQ choice, clocking in at 65pts base, and can be upgraded to ML2 for the same price as Vanilla Librarians (finally). Has access to Terminator Armor, a Jump Pack, and Bike. Can use the Divination, Pyromancy, Telepathy, Daemonology, Telekinesis, or Interromancy disciplines making him useful in a broad variety of roles.&lt;br /&gt;
**&#039;&#039;&#039;Notes:&#039;&#039;&#039; Comes equipped with a Psychic Hood. All units within 12&amp;quot; of the psyker can use the psyker for Deny the Witch rolls. Usually improves the result by 1, by 2 if your psyker is level 2 and the opponent&#039;s psyker is level 1. If he&#039;s inside a transport, he can only attempt to Deny the Witch for the Transport. (Remember this when your with your biker/termie boys and want to give them some psyker protection so place accordingly)&lt;br /&gt;
**He&#039;s also one of the better candidates for taking a Conversion Field and/or an Auspex since he doesn&#039;t have his own invulnerable save off the bat and giving him an auspex doesn&#039;t particularly hinder his ability to blast things at range.&lt;br /&gt;
**Librarians are both good as in Terminator and Biker form either deepstriking or riding toward the enemy. Since most psyker powers are 24 inch and below with even our own discipline, being up close let&#039;s you use your mind bullets/power/buffs/etc if you want to be up close and smashing face. &lt;br /&gt;
*&#039;&#039;&#039;Techmarine&#039;&#039;&#039; - Piggybacking off the Codex Marines, you get a Master of the Forge with a slightly higher pricetag, equal to the Librarian. Still no access to Conversion Beamers, despite the fact that GW has never actually released a kit they would still prefer that Vanilla marines got their imagined model sales. Also, unlike vanilla marines, Dark Angels techmarines do not get access to Chapter Relics. So basically you are taking Techmarines to fix your stuff and nothing else, unless you want your Camo-cloaked Scouts to get a 2+ Cover in Ruins with the Bolster Defences Rule.&lt;br /&gt;
**The Servo Harness is really up to you if you want to take it. Dark Angels techmarines are far less likely (especially on bikes) to be accompanied by Servitors. So on his own the harness becomes viable if you still expect him to fix things. Where Vanilla marines might take techmarines as challenge takers and use the harness to make him more threatening, Dark Angels tend to use them as support character so it&#039;s better to keep them out of combat. If you want to go into melee weapon with him, forget taking Power Axes or Thunder Hammers, take a Lightning Claw instead, which negates the need for a servo harness, since his servo-arm is a specialist weapon.&lt;br /&gt;
**&#039;&#039;&#039;Servitors&#039;&#039;&#039; - They help the Techmarine repair stuff (add 1 to the Blessings roll for each one that has a servo-arm). That&#039;s all you will use them for, because a 10pt Heavy Bolter or Multi-Melta and 20pt Plasma Cannon at BS3 is kinda wasteful, as they will need to be running around with their master repairing stuff. 50pts for a full squad. Stick the whole lot in a Land Raider or Thunderhawk Gunship (you rich testicle-deprived bastard) and laugh as the single gun your enemy&#039;s volley of Krak Missiles shot off repairs itself and shoots back. Oh, and don&#039;t leave them alone, they will probably Mindlock and stand there soaking up bullets with their faces.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take&#039;&#039;&#039;: DA Techmarine might not seem as a good fighter because he can&#039;t beef himself up with vanilla Relics but he does have something to mitigate it with: the Conversion Field. As an example, the Field, a bike and a Lightning Claw clock you at 120 pts. which is a whooping 50 pts. less than a Claw/Fist Captain with a Bike and Artificer Armour. You&#039;re at -2WS, and -1W, I, A, Ld but if you throw him at right targets which he has a wide selection of you won&#039;t notice the difference. You can also throw a [[Dakka|(Relentless) BS5 improved Overwatch Combi-Grav]] in there by exchanging the Bolt Pistol/Power Axe (whatever you kept).&lt;br /&gt;
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*&#039;&#039;&#039;Space Marine Command Tanks&#039;&#039;&#039; - 400 points nets you two awesome command tanks that the Dark Angels can use due to a designer&#039;s note!&lt;br /&gt;
**&#039;&#039;&#039;Rhino Primaris&#039;&#039;&#039; - Gives Dark Angels access to a 7&amp;quot; Blast Orbital Strike, more plasma from its Twin-Linked Plasma Gun instead of Stormbolter, and has a fancy Servo-skull hub which can either grant a friendly unit within 12&amp;quot; Snap-shots (including Overwatch and Skyfire) at full Ballistic Skill (Give that stupidly broken Invisibility power the middle finger), restore a nearby vehicle&#039;s hull point on a 2+, or give said Infantry unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on. Can transport 6 models. Battle Brothers may utilize.&lt;br /&gt;
**&#039;&#039;&#039;Land Raider Excelsior&#039;&#039;&#039; - Gives Dark Angels much needed access to Grav-weaponry through its Grav-cannon and Grav amp for those re-rolls to wound and immobilize. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12&amp;quot; one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit &amp;amp; Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24&amp;quot;. Funnily, it&#039;s also a character, so it can be your Warlord if you choose. Can transport 10 models, Battle Brothers may utilize.&lt;br /&gt;
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*&#039;&#039;&#039;Damocles Rhino (Forgeworld)&#039;&#039;&#039; Now 75 pts in IA12 and no longer takes up a HQ slot, so you still have to take another character. (but most expensive in terms of real money), but is still one of your cheapest HQs. Armed with nothing but a storm bolter and a searchlight for defense, with no transport capacity, it may not seem like an obvious choice. BUT, the Damocles true power lies in it&#039;s incredible support abilities, it allows a single Orbital bombardment in the same way as a codex chapter master, lets all teleporting units within 12&amp;quot; arrive without scatter and allows the owning player to modify reserve rolls by plus or minus one. This can be useful if you use a traditional CAD, since all the reserve enhancing special rules come from formations now and you might not want to take several squads of terminators; the modifier is also handy for flyers, drop pods, outflanking scouts / ravenwing bikes and land speeders, of which Dark Angels will have several. The damocles usefulness does not extend much past this however, and once the reserves have arrived and its bombardment spent theres not much you can do with it. &lt;br /&gt;
**The new Rhino Primaris is &#039;&#039;MUCH&#039;&#039; better since even though it&#039;s over triple the cost of the Damocles Rhino, it also gets an uber-Land Raider, while both give out insane buffs even after the Orbital Bombardment and Reserve shenanigans are over. &lt;br /&gt;
**However, the Damocles is cheaper and most importantly &#039;&#039;doesn&#039;t&#039;&#039; take up a HQ slot which has very significant implications, since slotless units can be taken as part of any detachment &#039;&#039;(this includes formations by definition)&#039;&#039; and still gain the command benefits of the detachment. So while you can&#039;t take a Rhino Primaris + Excelsior in a Lion&#039;s Blade, you can take a Damocles instead.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Master [[Sammael]] of the Ravenwing&#039;&#039;&#039; - His statline&#039;s identical to a Space Marine Bike Captain&#039;s. He pilots the dangels last functioning Jetbike, which just so happens to be loaded with a Plasma Cannon and a Twin-Linked Stormbolter. He also carries a Bolt Pistol for that ever so helpful +1 attack. Notably, he can fire 2 of his weapons in the shooting phase. He swings an AP2 Master-Crafted Power Sword as he rides through the battle, and has Eternal Warrior and an Iron Halo. To replace the loss of Inner Circle (and no, since he&#039;s 2nd Company he doesn&#039;t get the Deathwing rule) he now just straight up has Fearless and Hatred (Chaos Space Marines).  A good, solid choice. How he rolls is up to your playstyle. Also, his jetbike model is one of the sexiest motherfucking models that GW has ever made. Also a rather uncommon shooty HQ.&lt;br /&gt;
**&#039;&#039;&#039;Sableclaw&#039;&#039;&#039; - Alternatively, he can take to the field in an AV14 on the front and sides, AV10 in the rear, Land Speeder armed with a Twin-Linked Heavy Bolter and a Twin-Linked Assault Cannon. With that Halo still working, meaning the speeder gets 4++. Also, now Sableclaw can use the Ravensword to dish out D3+1 S4 AP2 Ignores Cover (automatically hits invisible units if that&#039;s your target), randomly allocated attacks to a single enemy unit not locked in Close Combat that Sammael moved over in the movement phase. If Sammael moved over a vehicle, it hits the rear armor. He also has Scouts, Skilled Rider, and Hit and Run like the rest of his company.  The issue with Sableclaw is that it misses out on many of Sammy&#039;s more solid boosts in exchange to immunity to small-arms fire. Note, you cannot include Sammael and Sableclaw in the same army for the obvious reasons, and due to the wording this even circumvents Unbound shenanigans.&lt;br /&gt;
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*&#039;&#039;&#039;Master [[Belial]] of the Deathwing&#039;&#039;&#039; - At first Belial &#039;&#039;looks&#039;&#039; like a Company Master in Terminator Armour with the option for either his sword of silence, a Master-Crafted Fleshbane power sword, pair of Lightning Claws, or a Thunder Hammer and Storm Shield, but looks can be deceiving. &#039;&#039;Any&#039;&#039; unit he joins does not scatter when deep striking, so look for combos. Also, Belial gained an extra attack, and re-rolls all failed hits in a Challenge, fitting the fluff of him taking down an Interrogator-Chaplain as an Initiate in less than a minute. Take the Thunder Hammer/Storm Shield loadout if you&#039;re gonna face a lot of AP2 weaponry and his iron halo won&#039;t hold out. Otherwise, his sword of silence is pretty nasty against most things and if you&#039;re taking him, take a DW command squad to keep his ass alive.&lt;br /&gt;
**Traditionally, Belial fares poorly when compared to other named heavy hitters. But give him a TH/SS and stick him an a tightly knit Deathwing Knight squad and his toughness jumps up to five, making him immune to insta-kills by Fist or Hammer and less likely to suffer regular wounds from random mooks. Sure, a Knight squad has no Apothecary, but he wasn&#039;t getting FnP against Instant Death anyway. It&#039;s sad that a Terminator Company Master with the same options plus the Shroud of Heroes is cheaper than Belial, while giving him T5 with FNP. Since Belial is no longer necessary to lead a Deathwing Strike Force or Redemption Force, there&#039;s little reason to not go with that.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ezekiel]], Grand Master of Librarians&#039;&#039;&#039; - He comes with the same statline of the Librarians of old, with stats comparable to a Company Master -1WS, and is a mastery level 3 psyker who can roll from Divination, Pyromancy, Telepathy, Daemonology, Telekinesis, or Interromancy in any combination. Given his gear, he&#039;s a really good choice for a boost to Deathwing knights to make them even more of a nasty unit. He also works well in a defensive line and Greenwing making them stronger in the assault phase with one more attack and Grim Resolve while handing out buffs or mind bullets.&lt;br /&gt;
**&#039;&#039;&#039;Gear:&#039;&#039;&#039; Ezekiel makes use of a master-crafted Force Sword (Great for getting a Force hit on target), a master-crafted Bolt Pistol, which will now get more use since Witchfire no longer hinders shooting, Artificer Armour (2+ armour save), and he carries the Book of Salvation, which gives all friendly models within 6&amp;quot; of him +1 Attack. It is awesome but do keep in mind it&#039;s on a model-by-model basis. He also comes equipped with a Psychic Hood, so all units within 12&amp;quot; of Ezekiel can use the him for Deny the Witch rolls. Since Ezekiel is Mastery Level 3, this helps quite a bit. Park him next to some Deathwing Knights with a Perfidious Relic and enjoy 3+ DtW against everyone with ML lower than 3 (which is like 95% of psykers in the game). What Ezekiel does &#039;&#039;not&#039;&#039; have though is an invulnerable save.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Option:&#039;&#039;&#039; A real fun thing to do with him is to skyrocket a squads&#039; attacks thanks to the Book and Rage from Interromancy. This works best in squads which can get Banners, which means everybody model there will have 6-7 Attacks, including TH/SS Termies and Deathwing Champion. Ezekiel himself will have a whooping 8 attacks, which could all be Instant Death thanks to Force (it isn&#039;t even the limit thanks to Librarius). Moreover, Command Squads can get FnP to keep Ezekiel alive a bit longer. Frankly, Deathwing Knights won&#039;t miss the extra Attack from the Banner if you do the same thing with them.&lt;br /&gt;
** &#039;&#039;&#039;FnP vs FoS&#039;&#039;&#039;. Keep in mind that: 1) an Apothecary can die; 2) Ezekiel gets 2+ Look Out Sir!; 3) Ezekiel can hide behind the tight Knight formation, not necessarily in the middle of it; 4) The stuff you &#039;&#039;really&#039;&#039; care to have FnP against denies it; 5) Knights are probably a more effective recepient for damage buffs. [[Skub|All in all, see for yourself]].&lt;br /&gt;
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*&#039;&#039;&#039;[[Asmodai]], Interrogator Chaplain&#039;&#039;&#039; - Asmodai is back with a welcome buff, albeit perhaps still not an auto-take he at least has enough going to make him distinctive. He still comes loaded with his trademark Blades of Reason. You may scoff at their lack of an AP or strength bonus and its Specialist Weapon status,  but they cause Instant Death. And if that&#039;s not your thing he still has his Crozus Arcanum. He causes Fear and has Preferred Enemy (CSM), but all Interrogator Chaplains do that now. His latest buff is that he is now WS6 on a captain&#039;s stat line, and if he slays the enemy warlord in a challenge you immediately gain D3 victory points, which could be a game changer if he manages to cause a papercut with those blades of reason. Though he&#039;ll run into major problems versus Eternal Warriors or anyone geared/statted up to wipe him out and not worry about taking wounds against S4 AP- attacks. Imperial Guard warlords are fair game though.&lt;br /&gt;
**An ML1 Librarian with a Conversion Field, Prescience, and a Force Sword can do roughly the same job as Asmodai while having AP3 to boot, all for less points. And Interrogator Chaplain with Mace of Redemption will cost the same, kick his ass most of the time, AND be more generally useful (Instant Death is cool, but not much use against single wound models. S7 and AP3 on the other hand...)&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; One of two troops choices. These men will be your main force for the most part and are versatile at the cost of excelling at nothing. Being durable and with stubborn, they won&#039;t run most of the time and can tie up enemy units in melee forever even with a few models left.  Also make use of that rapid fire as if the enemy tries to assault you get another round of bolt shots at BS2-4 depending on the detachment. Use them to capture objectives and hold the line while Deathwing/Ravenwing take the fight to the enemy. &lt;br /&gt;
**They are also equipped with bolt pistols if you need to assault. Recommended to assault units that main strength is shooting but is weak in melee(Tau, Guardsmen, Guardians, etc.) or low Str units as their T4 will keep them there. Take a Veteran SGT if you go for a melee weapon and going to be aggressive or close proximity to enemy units. &lt;br /&gt;
**Loadout depends on what you want and need; anti-horde, anti-tank, or anti-TEQ/MC. Remember to forgo a heavy weapon if you want them mobile and generally keep your combi-weapon the same as your special weapon. Or combat squad to keep the heavy weapon on the objective and while the rest file in a transport.  However a 6 man Tactical Squad with a Grav-Cannon in a rhino for extra cheese against most armies is a good build as well.&lt;br /&gt;
***With Grim Resolve, Grav-Cannons and Grav-Guns become devastating during overwatch, pumping out their full salvo since Overwatch counts as being stationary, and at full BS in a Lion&#039;s Blade. This also means the iconic Plasma Cannon is less effective since blast weapons cannot fire snap shots, even when being allowed to fire at full BS. Similarly, taking meltaguns and multi-meltas will make enemy walkers (and Imperial Knights) think twice before charging into melee.&lt;br /&gt;
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*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; Buffed to WS4/BS4 now without a cost increase. Scouts are good medium infantry but the main selling point is to save points for more Deathwing and/or Ravenwing. However, our Scouts lack teleport homers which the Ravenwing have so the main use is to defend objectives which they can do nice for cheap. Camo cloaks are good if you want them to stay on the field, especially with Techmarine that can increase a piece of terrain for a great 2+ cover save. Sniper rifles can be decent as they can reach out and still do something but you really want to throw in a missile launcher to launch a missile here and there given the range. Poster below also has a more aggressive role they can do.  &lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Scouts have an excellent combination of mobility, survivability, and firepower. Bolters are your go to weapon here, with the option to take combi-weapons on your sergeants. Infiltrate and scout move forward, and open up with 6 bolter shots, 3 Heavy Bolter Shots and 3 grav or 2 plasma shots on turn one and watch them punch way above their weight.    Now your opponent has to devote firepower into killing scouts that could have been shot at your bikes or try and charge BS2 overwatch rapid fire in the face.  Oversaturate your opponent with 4-5 scout squads and they can do quite a bit of damage.  Scout into exposed flanks and fire into the rear of enemy vehicles to glance a hull point.  Snipers can do some good work just because of distance, but don&#039;t expect to drop more than 1-2 enemy models in 5-6 rounds of shooting.  Throw a missile launcher in there to reach out and touch things if you have the points to spare.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Company Veterans Squad:&#039;&#039;&#039; Imagine Tactical Marines with an extra attack, Ld and some individual wargear options. That&#039;s pretty much what this unit is. If you somehow forgot while reading through this page, Dark Angels are a shooting army and these guys can take combi-weapons, but don&#039;t have the benefit of Sternguard extra bullets, and can take a heavy and a special weapon at 5 guys and an extra special at ten.  If you&#039;re feeling really mean, tool them up with combi-plasmas, take some plasma guns and then once per game, unleash a shit load of plasma fire over the enemy scum. Useful for most applications. Or you can give everyone Plasma/Grav Pistols instead of Chainswords to make a Cypher Squad for close-range shooting and gain both shots due to the gunslinger rule. This is one advantage Dark Angels Vets have over Sternguard but gets expensive fast. Also, unless you are using Greenwing, ignore CC for the most part as your terminators and bikes should be getting into hand-to-hand, not vets, so don&#039;t get tempted by that extra base attack (Still, remember it. It might be better to exchange the extra turn of rapid fire shooting so you charge rather then be charged, however any opponent who charges a squad of AP2 weapons at BS2&amp;gt;4 is in for a shock). &lt;br /&gt;
**Another advantage that Company Vets have is that they are easier to take in formations than their equivalent codex counterparts. As part of a demi-company they gain &#039;&#039;Objective Secured&#039;&#039; and and aren&#039;t competing for Elite slots, nor are you forced to buy a minimum of three squads like the 1st Company Task Force. So instead of committing a large portion of your points allowance to them, it&#039;s easier to take them as an afterthought.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; - Company Vets can take a Chainsword for free.  This essentially makes them +2 attacks and +1 Ld for +4 points and makes them quite versatile with just base special weapons.  Drop 10 behind the enemy&#039;s lines with Meltas or Flamers and start blasting the backfield. Your opponent will have to divert units from the front quickly or get his heavy units and vehicles wiped out.  A squad with two Flamers clocks in at 200pts even, Meltas/Plasmas are also viable.  The best part is, they can sling those weapons and head into Close Combat with their trusty chainswords and pistols. This makes them either 30 attacks defending (assuming a squad of ten) or 40 attacks charging.  That is a whole lot of WS4, S4 attacks headed at an opponent and will put a dent in anything their hit. Don&#039;t neglect them having the aforementioned &#039;&#039;Objective Secured&#039;&#039; and improved Overwatch for their Bolt Pistols and Specials in the Lion&#039;s Blade too. Whatever the case, your 180-220pt unit is going to require an opponent to make some serious readjustments.&lt;br /&gt;
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*&#039;&#039;&#039;Company Command Squad:&#039;&#039;&#039; You don&#039;t even need an HQ choice to take them now. They are very similar to Veteran squads in many respects, they are fixed at five men, and cannot take combat shields except on the champion &#039;&#039;(which is of dubious worth anyway)&#039;&#039;, nor can they take a heavy weapon. On the plus side, &#039;&#039;every veteran&#039;&#039; can take a special weapon rather than just one in five, and they get access to the typical command squad staff. Honestly, these guys aren&#039;t that bad if you load them up right. Think of them as Loyalist Chosen and you&#039;re not far off, armed to the teeth with a slew of special weapons. Be sure to take a banner, an Apothecary, and a Champion for S5 AP3 attacks, also unlike the Deathwing/Ravenwing equivalents they can take as many of these officers as you have squads, therefore if you were ever thinking of using a &#039;&#039;small&#039;&#039; veteran squad, take these guys instead.&lt;br /&gt;
**For 175 points &#039;&#039;(ie: cheaper than Deathwing)&#039;&#039; you can get five guys with Meltaguns and a Drop Pod. Codex Marines can do this too, but Dark Angels can drop in, erase enemy vehicles/TEQs and are less fearful of a counter-charge due to better overwatch, and that Drop Pod can summon in other shooty Deathwing/Land Speeder squads with its locator beacon.&lt;br /&gt;
**For a bit more, take 5 grav-guns and a Sacred Standard to get the full number of shots at full range, then have them arrive from a Drop Pod and erase units from existence. Made even deadlier when your opponent considers charging your unit to get a face full of improved grav overwatch and counter attack. Give them storm shields for some decent survivability.&lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Terminator Squad:&#039;&#039;&#039; This is one of the reasons you play Dark Angels. They received only a minor nerf since Deathwing Assault is now a formation rule rather than a squad rule and no longer allows them to arrive on turn one. 200 points now and still have Grim Resolve which makes them stronger for the inevitable counter assaults.  Fearless Terminators with Split Fire and the ability to twin-link their weapons the turn they arrive from Deep Strike.  Any model can trade their basic weapons &#039;&#039;(including the sergeant again)&#039;&#039; for Thunder Hammers/Storm Shields and Lightning Claws. Able to up to 10 of these guys (Note they CAN&#039;T Combat Squad so be aware of that) PLUS you can give 1 in every five termies an assault cannon, heavy flamer, cyclone missile launcher &#039;&#039;&#039;OR&#039;&#039;&#039; a fucking plasma cannon! The main strength of Deathwing Terminators is sheer versatility, being able to mix and max range with melee means they can handle damn near anything. With split fire one model can shoot a different target while letting the squad charge another target. The only thing they shouldn&#039;t be equipped for is all out melee as that is the Deathwing Knights job with their slew of special rules and awesome melee weapons. Get a heavy weapon with two or so TH/SS to protect against high AP weapons and you&#039;ll have a dangerous squad against different enemies.&lt;br /&gt;
***Note that split fire doesn&#039;t require two different weapons in 7th. A unit of 5 terminators where all have TH/SS and one is additionally upgraded with a cyclone missile launcher is still able to target two units - this doesn&#039;t mean they actually fire at two targets, but they are able to charge a different target than they actually fire at. That&#039;s cool and all, but remember you cannot Assault the turn you arrive from Reserve.&lt;br /&gt;
***Terminators are expensive, particularly when you start taking them in large groups.  Losses pack in quickly, even for these most elite units. Full Terminator armies tend to get picked apart quickly and the higher cost of Deathwings and their upgrades can really reduce your numbers.  Think of Deathwing Terminators like massive breasts: pretty great, but without lots of support they can be a real pain in the back, and they tend to attract the worst kind of attention. &lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Command Squad&#039;&#039;&#039; - At its most basic it is a regular Deathwing squad for the same cost. But you can throw on upgrades like candy and do all the normal things you expect a command squad to do too. It is an &#039;&#039;incredibly&#039;&#039; potent squad, and if you ever get given the choice, you should consider it in place of any other kind of Deathwing squad, since they all share Elite slots now. Be warned that Champions and Apothecaries are a &#039;&#039; &amp;quot;one per Army&amp;quot;&#039;&#039; deal, so while it might seem attractive to have multiple command squads taking Elite slots, subsequent squads would become pretty much just five-man regular Deathwing squads, unless you choose to spread your specialists through different squads.&lt;br /&gt;
**Sergeants were added in as a free upgrade... But don&#039;t even bother. They lose a power fist for a power sword and don&#039;t even have the option to replace anything unlike the regular Deathwing squads. If you want a character model to lead the squad and take challenges then have a Champion instead.&lt;br /&gt;
**Deathwing Champions are fantastic, they get +1WS and can take the Halberd of Caliban (+2S, AP2, 2-handed), and now they must auto-issue and auto-accept challenges. They do hilariously well against most other single-wound champions like vanilla Chapter Champions and the like, who are compelled to get into a fight that they will lose.&lt;br /&gt;
**Apothecaries obviously give the squad Feel No Pain and as Terminators they become incredibly hard to budge. But they have to replace their stock power-fist with the Narthecium, and the lack of other options mean they are mostly useless in close combat. As characters they can refuse challenges and be kept out of harms way which does seem like a waste of a terminator, but they still grant FnP to the squad even then. Also remember that the squad has Split-Fire so even if he&#039;s got the only other ranged weapon after a Heavy Weapons dude, he can put it to use against a different target.&lt;br /&gt;
**Banner options are limited to either the DW Company Banner or the Sacred Standard, but the go-to option should be the Deathwing Company banner, which as mentioned above gives them +1 attack. This is a close combat squad and also serves to overcome any reduced output from taking an apothecary. The banner bearer can also be given any other option but should probably be given a TH/SS to guard against any unfortunate and expensive mishaps.&lt;br /&gt;
**&#039;&#039;&#039;Grumpy&#039;s Take on Apothecaries:&#039;&#039;&#039; Let&#039;s be realistic for a second: in places the DW Command Squad&#039;s supposed to go a guy with a Storm Bolter and a CCW, a guy you have to protect with other Termies (so not an ablative Wound) is dead weight. Now, this guy gives others FnP and that&#039;s about his only thing. The way I see it, DW command squad with an Apothecary is essentially a 4-man Termie squad with a 45 pts. FnP upgrade. Then you can, as mentioned above, overcome the reduced output by purchasing the banner and THEN you could say that&#039;s 65 pts. total to give a squad of (now actually counted as) 5 Termies FnP. All in all, &amp;quot;Your Mileage May Vary&amp;quot;, since you could&#039;ve purchased a Perfidious Relic and another TH/SS Termie for the same amount, or a Termie with a Cyclone Missile Launcher. I would get a Champion and the Banner since they&#039;re so amazing and then treat this as your usual DW Squad in terms of upgrades, focusing on versatility and not trying to go all-out melee or build a Deathstar with as many buffs as possible out of this squad. That&#039;s Deathwing Knights&#039; job.&lt;br /&gt;
**That other thing: FNPs are the only save you get against Perils, and DA psychics like to throw big wads of dice. If you take a terminator-librarian, an apoth is not the worst choice.&lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039;** Deathwing Assault Terminators, your melee terminators and pretty damn versatile squad. They&#039;re the close combat melee squad you want in while your Deathwing Terminators... or the rest of your army, really, handle the ranged support. WS5, Hammer of Wrath, Precision Strikes, Storm Shields and AP3 Maces of Redemption (+2S with Concussive!). The Knight Master has Flail of the Unforgiven which lacks Smite but is Fleshbane AP3. They also get +1T if one model is touching two others with Storm Shields and any attached IC&#039;s with STORM SHIELDS benefit from it. 2+/3++ saves and Toughness 5 means these Knights will tank anything and everything, especially small arms fire. Combined with their very versatile weapons and Special Rules (HoW to clear hordes a bit better, Precision Strikes for Power Fist removal), they can handle anything from Monstrous Creatures to swathes of enemies squads. Only things you have to worry about is high AV walkers or such as even with smite you can have a tough time. Again, let your range support deal with units Knights can&#039;t comfortably deal with. You also better not roll ones on assault or Belial will hunt you down and bitch slap you. Additionally they&#039;re able to get Perfidious Relics which are quite cheap for what they give. That&#039;s Adamantium Will to make them more resistant against psyker attacks (combine with Ezekiel for some high-yield Calibanian witch denial) and Fear. Although you can never rely on Fear, it does help avoid random ones, the bane of all Terminators, when fighting [[Tarpit|enemies with weak but numerous attacks]]. If you desire one of the deadliest close combat squad for points in the game, these Knights are your men. &lt;br /&gt;
***Dark Angels are all about synergy and that also goes for Deathwing Knights. One thing they can&#039;t do is sweeping advance which is why there is Ravenwing who can swing behind the enemy once they break to block their retreat and cut them down for the Deathwing. &lt;br /&gt;
***A word on those Maces: Sx2 AP2, unlimited use, doesn&#039;t sound so bad at first, until you notice you can only make one attack. This is quite a [[Skub|topic of debate]] since this wasn&#039;t the case in 6th Edition and Smite mode was much stronger. But in 6th edition the Maces were only ever AP3 when used against CSM, so the general consensus is this: now they are actually BETTER because you don&#039;t need to smite or be facing [[Abaddon|Failbadon]] and his cronies to instagib MEQ. Moreover, smite mode is now quite a bit versatile in itself because you can do it on a model-by-model basis, so you don&#039;t need to only make 1 attack per model if you think it&#039;s too risky (or, say, if you want to resolve AP3 wounds first and kill the MEQ retinue of a 2+ totting IC before getting to them). There&#039;s another incredibly important aspect to the Smite mode: strength 8, AP2 [[Anal circumference|AT INITIATIVE]], that&#039;s what makes it so powerful. Regular chums need to go down to I1 to get this, even HQs (outside uber-special snowflakes like Calgar and Dante). All in all, you take a bit of a gamble because every single miss of a Smite attack will be so noticeable. But in most cases a single wound will instagib the unfortunate sod you were charging at (unless it has eternal warrior or T5, but most things that have 2+ save are T4, barring warbosses on mega armor).&lt;br /&gt;
***Speaking of [[Abaddon|Failbadon]], &amp;quot;the infamous melee monster&amp;quot;: mathematically 6 Deathwing Knights (that&#039;s about equal to Abba&#039;s cost in points) kill him and only lose 3 guys. That&#039;s largely due to Smite and Concussive. And that&#039;s when [[Rape|he charges]].&lt;br /&gt;
***&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; Speaking of mathematically, here&#039;s some numbers to help you better choose between normal attacks and Smite Mode. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; I will consider that a Knight squad can be a) charging; b) attached to Ezekiel;  c) buffed with Righteous Repugnance by said Ezekiel. There are probably other options of increasing amount of attacks but those are very easy ones that keep it in-Codex. This means normal mode gets anywhere between 2 and 5 attacks. Additionally, Knights can get re-rolls from either Hatred or the Divination Primaris. I will use {curly brackets} to show re-rolls instead of writing &amp;quot;with re-rolls&amp;quot; every single time.&lt;br /&gt;
****Let&#039;s see what&#039;s up with vanilla TH/SS Terminators. &#039;&#039;Normal Attacks&#039;&#039; give us 2/3 {8/9} to-hit, 5/6 to-wound and have 1/6 chance to go through the save for a total of &#039;&#039;&#039;0.093 {0.123}&#039;&#039;&#039; wounds per attack. &#039;&#039;Smite Mode&#039;&#039; gives us 2/3 {8/9} to-hit, 5/6 to-wound and have 1/3 chance to go through the save for a total of &#039;&#039;&#039;0.185 {0.247}&#039;&#039;&#039; wounds per attack. This was all easy and predictable and tells us that if you have 2 attacks, the two modes are equivalent, and if you have more than 2 attacks, you should not use Smite.&lt;br /&gt;
****What if the very same Terminators somehow had FnP (5+)? They could be Iron Hands or this could even be a mirror match and that&#039;s a Deathwing Command Squad with an Apothecary. &#039;&#039;Normal Attacks&#039;&#039; give us 2/3 {8/9} to-hit, 5/6 to-wound and have 1/9 chance to go through the save for a total of &#039;&#039;&#039;0.062 {0.082}&#039;&#039;&#039; wounds per attack. &#039;&#039;Smite Mode&#039;&#039; keeps the same &#039;&#039;&#039;0.185 {0.246}&#039;&#039;&#039; wounds per attack. Now we see that a single Smite attack equals 3 normal attacks in effectiveness so... that&#039;s good to know, I guess.&lt;br /&gt;
****Let&#039;s take a T5 2+ unit, i.e. Obliterators: they have 5++. Note that I will not account for FnP where S8 can&#039;t deny it (not that Oblies have FnP but it&#039;ll come into play later on). &#039;&#039;Normal Attacks:&#039;&#039; give us 2/3 {8/9} to-hit, 2/3 to-wound and have 1/6 chance to go through the save for a total of &#039;&#039;&#039;0.074 {0.197}&#039;&#039;&#039; wounds per attack. &#039;&#039;Smite Mode&#039;&#039;, now that the invuln is just a 5++, is a whopping &#039;&#039;&#039;0.370 {0.494}&#039;&#039;&#039; wounds per attack. This means that it&#039;s over 5 times more effective as a normal attack but there&#039;s another thing you might have noticed: once we&#039;ve factored in the re-rolls, Smite mode is only 2.5x more effective. It&#039;s still better, of course, but this should be a pattern from now on: the more attacks you have, the higher the benefit of re-rolls is. So let&#039;s say you have 4 attacks per model but no re-rolls: get Smite. If you have the same 4 attacks with re-rolls though, try and overload their saves again.&lt;br /&gt;
****&#039;&#039;Monstrous Creatures coming soon&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Command Squad:&#039;&#039;&#039; Another reshuffling of the FOC, they are the Ravenwing equivalent to the Deathwing Command Squad. You can load these biker boyz out with all sorts of goodies including plasma talons (18&amp;quot; twin-linked plasma guns), Corvus Hammers (+1S, AP-, Rending) and one really weird grenade launcher. Just like the others, you can have an apothecary, banner bearer and a company champion who must now auto-issue and auto-accept challenges, but like DW command squads, these guys are a one per army choice. Enjoy! The squad is 3 knights but you can add three more guys. &#039;&#039;If you&#039;re taking a character on bike and you plan on taking a smallish squad of black knights, you would be better served taking them as a command squad, so you can save yourself a FA choice and a few points.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;On Ravenwing Apothecaries&#039;&#039;&#039;: At 30 points, the Ravenwing Apothecary seems like a mighty expensive upgrade. However, note that he keeps his plasma talon, which is a big part of what you want Ravenwing Command Squads for in the first place, and on T5 models, the FNP is harder to deny. Also, even with the upgrade, this is still a better deal than a vanilla Command Squad on bikes where everyone has a plasma gun.&lt;br /&gt;
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*&#039;&#039;&#039;Dreadnoughts:&#039;&#039;&#039; A versatile choice and now coming in squads on 1-3 model. Can do everything generally well. It can punch with its upgraded four attacks, it can dakka with the normal option of guns and has improved Overwatch thanks to army-wide Grim Resolve. Dark Angels might just be the one Space Marine army wherein the Hellfire configuration (lascannons and missile launcher) make the most sense, but the rifleman is also a good sell. If you really wanna smash things with your half-dead space marine robot, get yourself a venerable dread.  Another option is the Missile Launcher and Assault Combo Dread as it can and will deal with anything smaller than a Land Raider and is really good in a Lions Blade with the overwatch.&lt;br /&gt;
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*&#039;&#039;&#039;Venerable Dreadnoughts:&#039;&#039;&#039; Another squad of 1-3 dreadnoughts, clocking in at 125 pts each. Which is a bargain considering it has a BS and WS of 5. It gets the classic Venerable rule along with the new Grim Resolve and Deathwing rules for Hatred (Chaos Marines) and Overwatch at BS2 or higher in certain formations. Venerable dreadnoughts are recommended against CSM, to whom they will do terrible things. Also provides a lot of customisation. Pick them &#039;cause they easily fill up those elites and in a Deathwing Strike Force, where they&#039;re not only [[Awesome|Boss]], they are absolutely essential if you want to play solo Deathwing.&lt;br /&gt;
**&#039;&#039;&#039;Other Notes:&#039;&#039;&#039; These guys are now really good at melee with their 4 attacks and with WS 5 they&#039;ll hit most things and can rip apart tanks if they survive after drop podding. If you want anti-infantry a good loadout for infantry mulching is assault cannon, heavy flamer, and powerfist lets you rampage through most squad without trouble and with I4 you strike before most other walkers and MC.&lt;br /&gt;
**If drop podding with Deathwing Strike Force or otherwise a good loadout for tank busting is just default Multi Melta as Deathwing otherwise lack hard &#039;&#039;&#039;ranged&#039;&#039;&#039; anti tank in terms of penetration and being AP 1. Assault Cannon also works if the enemy has weak rear armor since you can put the drop pod right behind without worry of mishaps. 4 S6 with rending at BS5 can glance a tank to death especially if its rear armor is 10. &lt;br /&gt;
**Ignore Venerables if you want them to sit back and shoot as almost every Dreadnought weapon is twin linked wasting their WS/BS 5. Let their less experienced Dreadnought brothers sit back and provide fire support. &lt;br /&gt;
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*&#039;&#039;&#039;Mortis Dreadnought (Forgeworld):&#039;&#039;&#039; It&#039;s your special dreadnought &#039;&#039;(all other chapters are limited to 1 per detachment)&#039;&#039; 115pts basic with 2 Missile Launchers, which can be upgraded to two Twin-Linked Heavy Bolters, two Twin-Linked Autocannons or two Twin-Linked Lascannons. It also counts as Skyfire/Interceptor while stationary - take double autocannons and think of it like your space marine hydra flak tank. Take 2 or Mortis Contemptor.&lt;br /&gt;
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*&#039;&#039;&#039;Chaplain Dreadnought (Forgeworld):&#039;&#039;&#039; Ever wanted to roleplay a Furioso Dreadnought? Well now you have the chance! As of IA2:2nd edition you can take a Chaplain Dreadnought which is basically a venerable dreadnought with the Universal Hatred USR, rather than against Chaos Space Marines for 10 points more than its equivalent, but it can&#039;t get Preferred Enemy so your mileage may vary against CSM. This is supposed to be your close combat dreadnought as most of the ranged options are wasted on this machine anyway, your Mortis or regular Ven-Dreads should do the shooting instead. Unfortunately it now pales in comparison to regular dreadnoughts since it is stuck with the base two attacks from the previous edition and the inability to be taken in squadrons. If you really want to take one, switch the arm for a Flamestorm cannon since it&#039;s not on the usual weapon lists for a dreadnought and you trade out the extra CCW attack for the ability to erase MEQ models just prior to your charge. Either that or pester Forge World for an update.&lt;br /&gt;
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*&#039;&#039;&#039;Siege Dreadnought (Forgeworld):&#039;&#039;&#039; You get the same forgeworld toys as the regular marines, comes stock with a Flamestorm Cannon &amp;amp; Assault Drill w/ Heavy Flamer. The only options are swapping the Flamestorm with a Multi-Melta and adding Hunter-Killer Missiles to its pauldrons like an Ironclad. The Assault Drill is a bit useful in that it gives free hits to occupants of vehicles or buildings with that flamer, but that&#039;s its only gimmick, which has essentially just told you what you should be doing with this dreadnought and so taking the Multi-Melta actually becomes a sensible option if you&#039;re focusing on buildings/vehicles. If you want an all-comers dreadnought then a normal dreadnought squadron can do the same jobs either better or cheaper.&lt;br /&gt;
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*&#039;&#039;&#039;Contemptor Dreadnought (Forgeworld):&#039;&#039;&#039; Yes, you get the basic one that regular Spess Muhreens get. The Contemptor is easily Forgeworld&#039;s most popular model and it&#039;s not hard to see why: excellent armour (13/12/10), WS 5, fleet, automatic shielding and a many, &#039;&#039;many&#039;&#039; weapon options available. Unfortunately as a close combat tool it is now trapped in the mediocre position of being worse than the regular dreadnoughts due to the difference in base attack stats and the ability to be taken in squadrons. Now the best way to use Contemptors is as dakka dreads if you have taken a gun option on each arm.&lt;br /&gt;
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*&#039;&#039;&#039;Contemptor-Mortis Dreadnought (Forgeworld):&#039;&#039;&#039; Probably the best Contemptor variant, this guy trades in &amp;lt;s&amp;gt;fleet&amp;lt;/s&amp;gt; heaving a melee weapon for more dakka and the ability to gain Skyfire and Interceptor by standing still, and considering the changes to the regular Dreadnought squadrons, taking a Mortis Dreadnought remains as good an option as before, since you were not taking it for it&#039;s melee capabilities and you wanted some walking Anti-Air and/or Ground firepower. Here&#039;s your loadout: ignore everything and take 2 Kheres pattern assault cannons and a cyclone missile launcher. There! You&#039;re done. If you find yourself not in range of the assault cannons, move forward and throw down with a couple of missiles. If you DO have something in assault cannon range, hold still and let the rape flow - your dread will loose a total of 12 S6 AP4 rending shots at 24&amp;quot; on a hapless unit and if you stood still, you can drop 2 more missiles on the poor fuckers. You will tear apart tanks, mow down infantry and blast aircraft out of the sky with this fucking thing. is also a victim of Forgeworld&#039;s schizophrenia, this bad boy has been moved back and forth from slot to slot, IA2:2nd moved it back to Elites and took away its BS5, presumably to balance out the sickening build recommended above, still rapes things even at BS4 though.&lt;br /&gt;
**Also this is EASILY the best anti-air model you can take in Codex: Dark Angels. If you are struggling to win games against Chaos Daemon Flying Circus or Chaos Space Marine Heldrake spam, brining one of these guys is usually enough to single-handedly turn the tide against their stupid OP-as-fuck flyers and you&#039;ll only spend slightly more points going double Kheres-Pattern assault cannons/TW-LasCannons + Cyclone Launcher as you would on your own overcosted Nephilim Jetfighter.&lt;br /&gt;
**If you&#039;re looking at the Contemptor Mortis as an anti-air option, and you probably are, you could consider taking the autocannons as an alternative to the Kheres assault cannons, especially if you&#039;re desperate to cut points. Why? Just hear me out. I will start off by saying this setup can under perform compared to the Kheres ACs but comes with a few perks of its own, the main benefit being range. At 24&amp;quot; the Kheres pattern ACs can be insufficient for covering the skies. They are better suited for creating a &amp;quot;no-fly zone&amp;quot; (albeit a no-fly zone 2/3 the size of the battlefield if positioned correctly) as opposed to providing table-wide AA coverage. The autocannons on the other hand operate at a full 48&amp;quot;, pairing nicely with that hefty Cyclone Missile Launcher on your back, &#039;&#039;and&#039;&#039; have base S7. This means that a single hit from an autocannon (compared to one hit from an assault cannon) is twice as likely to remove a hull point from your opponents&#039; toughest flyers (ie: Heldrake, Stormraven, Vendetta) and at double the distance. With a 48&amp;quot; range (96&amp;quot;-diameter sphere of fire) you also have more options when it comes to positioning your half-dead tin can during deployment, and won&#039;t ever have to sacrifice a turn of Skyfire/Interceptor in order to shift your position mid-game. Trading Heavy 6/Rending for Heavy 2 might sound like an instant deal-breaker at first, but with BS5 and twin-linked your bullets aren&#039;t going to miss, so that extra point of Strength on the autocannons means your seemingly underwhelming 4 shots will reliably strip as least one HP from anything AV12 (usually two, and sometimes three). Whatever remains after your initial volley the Cyclone Missile Launcher will usually clean up. The 12-shot volley coming from the Kheres ACs will perform a bit more inconsistently, landing sporadically between 0 and as many as 5 HP worth of damage on AV12, but on the plus side will always penetrate. Frankly if you have the points you should just go with the Kheres ACs and plop your &#039;nought down in the center of the table. But if you feel those 15 points are better spent elsewhere or your beardy neck is the rebellious type, this is a viable alternative and can still neutralize/neuter your opponents&#039; flyers the same turn they come in, or at least fuck over whatever strategy they intended to use. Of course, employing a second autocannon CM mitigates most of the drawbacks present in using a lone one, and virtually guarantees a wrecked flyer the second it hits the table. Not to mention 30 extra spending points (hey, that&#039;s a PFG you could purchase to improve survivability). Some noteworthy bonuses to fielding the autocannons include &#039;&#039;&#039;a)&#039;&#039;&#039; double the distance of fire support to your ground units (when you have nothing in the air to shoot at); considering Deathwing tend to Deep Strike waaay behind enemy lines, and Ravenwing have the mobility to reach even the farthest corners of the table quickly this could make a difference, and &#039;&#039;&#039;b)&#039;&#039;&#039; virtually no chance for your opponent to avoid interceptor fire, thus shutting down any wasteful (but harrowing) suicide flyer tactics. At the very least, this option is worth testing out on your own. Roll a couple dice, run a few simulations and see how the autocannons perform for you. End Act I.&lt;br /&gt;
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* &#039;&#039;&#039;Prometheus (Forgeworld):&#039;&#039;&#039; An uber crusader. Two quad heavy bolters is the same number of shots as hurricane bolters at &amp;lt;12&amp;quot;, twice as many at 12-24, and can actually shoot up to 36, with the advantage of being S5. It&#039;s a HB dev squad, twin-linked.  Granted, it loses the assault cannon but it fucks with cover saves and boosts reserve rolls (2+ reserves ftw!). Don&#039;t put it near enemy heavy armour, but a solid tank overall.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; DA Assault Marines are a decent unit, although they don&#039;t see much use for players that run Ravenwing/a hybrid with other Wings, or finds other units to be more useful. Generally Greenwing armies can find use for them, giving that most of the other units in the FA slot is RW based. Their main use, in case you don&#039;t know, is to mop up objective campers/shooty units that are either weak, suck in melee, come in low numbers, or any combination. The major fatal blow that our Assault Marines suffer is that Allies, not least with Blood Angels, can do the same jobs better. 7th edition gave them a minor boost in that they can now score along with everything else, so you get a unit that is almost as fast as Ravenwing (without turbo boosting) but can dish out more attacks and can also deep strike but is cheaper than a Terminator squad. Also, they can take Eviscerators now, which are just fancy chainfists for the most part, in case you need a can opener.&lt;br /&gt;
**1). 10 man squad with Meltabombs: Can take on units like Kroot, Cultists, Pink Horrors, and the like, and can go after vehicles after they have done their job. I also wouldn&#039;t advise dropping their Jump Packs at all, since they can&#039;t take a Razorback instead, and Rhinos just makes them worse, having to waste a turn in order to assault the said unit.&lt;br /&gt;
**2). 5 man squad with a Flamer, inside a Land Raider Redeemer: A costly build, but works well against Horde armies, at least Orks and Tyranids. Since the Redeemer is an Assault vehicle, this makes it easy for the Marines to charge in after the Flamestorm Cannon and Flamer wreak havoc on your xenos scum targets. This can also work with a Drop Pod, just add another Flamer and give those heretics a big surprise.&lt;br /&gt;
**3) 5 man squad with 2 flamers in a drop pod. Assault squads are good at killing infantry and this just further helps with it but coming in turn 1 and melting whatever is weak and near an objective, then if they are still alive can assault other units with their bolt pistol and chainswords. Great for a Lion&#039;s Blade with multiwing or even non multiwing as this can still soften things up for Ravennwing and Deathwing.&lt;br /&gt;
**Thanks to the Battle Demi-Company, they now have easy access to Objective Secured. Yes, ObSec Jump units. Lordy...&lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Bike Squadron&#039;&#039;&#039; - You start with 3 Bikes, with the option of buying 3 more. Unlike most other space marine bikers (except white scars) these guys all have hit &amp;amp; run, but they also have the scout USR meaning either extra movement at the start of the game or the ability to outflank them and ruin your opponents shit, especially if you want to deep strike your Deathwing close to a board edge using your teleport homers, which each guy comes with as standard. You can also buy yourself a single attack bike which does it&#039;s own thing if you combat squad, but at least is no longer forced to ride separately if you wanted to keep the squad together. Attach Meltaguns for tank hunting fun. Combine with Assault Cannon-wielding Deathwing for extra fun. No more Land Speeders in bike squads, you get a special formation for that now.&lt;br /&gt;
**&#039;&#039;&#039;Other Notes:&#039;&#039;&#039; Probably the best loadout for these bikers is grav guns or melta guns. Flamers are okay but with twin linked bolters and Hit &amp;amp; Run you can pick your engagements and do some damage to blobs. Plasma shouldn&#039;t be used either as Black Knights have twin linked rapid fire plasma guns already and one thing those badasses don&#039;t have is anti tank. Grav guns are great for dealing with TEQ and such while a fast squad with melta can easily get in range to one shot some tanks. However, it&#039;s better to take a squad of Attack bikes if you want a all melta squad as they multi-meltas which are longer range. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Attack Bike Squadron&#039;&#039;&#039; - Get your own squad of 1-3 attack bikes, rather than regular bike squads hogging the sidecars. They have the same basic ravenwing gear and rules but no option other than Meltas or no Meltas? And to be honest if you&#039;ve got them running separately you&#039;ll take meltas for swift moving tank popping and keep any Heavy Bolter bikes in your regular Ravenwing squads.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Always go for multi-melta, a mobile weapon that can one shot tanks is always great and a heavy bolter isn&#039;t needed with all the twin linked bolters Ravenwing have one heavy bolter isn&#039;t that much of a deal. Also if you&#039;re planning to take Ravenwing for melta a full squad equipped with multi-meltas are 165 pts compared to 170 pts for 6 Ravenwing bikes equipped with 2 melta guns. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Black Knights&#039;&#039;&#039; - Ravenwing equivalent to Deathwing Knights. A very potent and versatile squad with 18&amp;quot; twin linked Rapid-Fire plasma guns and Corvus Hammers (+1S, AP-, Rending) with a veteran statline. Double-tapping plasma at 9 inches and four attacks on the charge (pistol + Corvus Hammer + 2 attacks), they can wipe squads of MEQ with only 3 models. Even can threaten low model TEQ squads thanks to rending after taking down most of them with plasma. Add in a re-rollable 3+ through Skilled Rider these guys can tank  fire to charge the next phase or to get in range. Due to their loadout they can take on almost anything besides heavier armor, walkers, and squads full of power weapons unless they&#039;re low STR thanks to toughness 5.  Since they&#039;re limited in anti-tank capability outside of melta bombs on the sergeant (and lucky Rending), they DO NOT need to be charged or tied up by walker which will do awful things. However, the plasma talons can destroy most walkers, if you get a chance to fire them. Their grenade launcher should be generally avoided as rad-shells don&#039;t debuff -1T anymore, now only granting 2 wounds on 6s which looks nice but considering it doesn&#039;t ignore any armor saves, is a small blast, and S3. The plasma talon makes the krak and frag grenade irrelevant too. The stasis shell (-1 WS and -1 I) can be useful for fighting against high I armies or MEQ to strike on the same I or before in the case of the latter meaning less chance of retaliation. The stasis also combines very well with Deathwing Knights just like in fluff. Good for making those scary models with high WS and I get put down a peg. Have fun wiping out marines before they strike. GL combines nastily with Deathwing Knights, AP3 combined with WS/I debuff means your DW Knights will [[Rape|strike before CSM, hit on 3+, wound on 2+ and won&#039;t allow armor saves]]. Combine with darkshroud for a fun 2+ rerollable jink.&lt;br /&gt;
**&#039;&#039;&#039;Other Notes:&#039;&#039;&#039;The Black Knights are a bargain for points too. You get a 3 man squad where everyone is armed with twin linked plasma guns, rending Corvus hammers, and Skilled Rider. A 3 man squad of normal Ravenwing bikers costs 15 more for a Veteran sergeant, power weapon, melta bombs, and two plasma guns (no twin-linking so more risk of rolling ones) while being more fragile to fire and worse in close combat. In lower point games Black Knights shine as they are cheap for what they can bring and do quite a bit of damage for the cost. If you bring them along with normal Ravenwing, equip the normal bikers with anti-tank as that&#039;s one area Black Knights are weak in.&lt;br /&gt;
**When taking a Deathwing Army, you&#039;re more often than not better off with these guys instead. Not only do these guys say &amp;quot;Fuck you&amp;quot; to the whole &amp;quot;Difficult = Dangerous thing&amp;quot; that comes with Skilled Rider USR (actually, ignoring Dangerous Terrain altogether!) but they have an improved Jink (extra fuck you), and they&#039;re basically Ymgarl Genestealers that always have the Toughness and Strength boost, -2 Initiative, -1 Weapon Skill, moving around like an asshole, and twin plasma guns. We even have the same number of attacks as a Genestealer (on the charge, thanks to our two weapons), and rending! Even better, they also keep their Teleport homers, so you can deepstrike Terminators easily, and in stranger spots.&lt;br /&gt;
**A bike mounted Chaplain is an especially potent attachment for the unit. Along with the obvious benefit of Fearless, he combos surprisingly well with Hit &amp;amp; Run. Instead of charging in for a single turn of re-rolls then being stuck and unable to get out of combat thanks to Fearless, the Black Knights can then Hit &amp;amp; Run, letting them break out of combat, since they&#039;re not choosing to fail a morale check. Now they can assault something else getting the re-rolls all over again. Rinse and repeat. Make it an Interrogator and they can take Hit &amp;amp; Run at I5. He won&#039;t get a plasma talon, but you can give him an Auspex for 5pts and have him forgo shooting to drop the cover save of whatever the squad&#039;s shooting in rapid fire range. Those ruins won&#039;t save those MEQs from your plasma anymore.&lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Land Speeders&#039;&#039;&#039; - Land Speeders, NOT just like what the other chapters get, for two reasons. First, you can take up to five of these instead of everyone else who only gets three. This makes speeders a very versatile if somewhat expensive choice. Equip them with a Typhoon and a Multi-Melta in order to handle hordes and tanks. Heavy flamers are good but remember that you can&#039;t snapfire templates which means you have to sacrifice do nothing to take advantage of jink re-rolls. Assault Cannons and heavy bolters are good to force multiply with Sammael.&lt;br /&gt;
**It&#039;s the cheapest way to field Heavy Bolters en-masse, if you take the second heavy bolter. A full squadron is 275 points nets you 10 heavy bolters, all that are arguably more difficult to deal with than they would be mounted on mere power armor marines. 30 S5AP4 shots at 36 inches on highly mobile with BS4 for only 250 points is massively underrated&lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Dark Talon&#039;&#039;&#039; (Attack Flyer, Pursuit 3, Agility 3) - THIS THING TROLLS ALL OTHER ARMIES. GET IT. I DON&#039;T CARE IF YOU&#039;RE GOING TERMINATOR, JUST GET IT. 7E made this a whole lot better. Not the best armour to be had at 11 all around, but it does pack a LOT of dakka, as in double hurricane bolters and a S10 AP2 heavy 1, blinding, blast rift cannon that becomes Vortex &#039;&#039;(and therefore Destroyer)&#039;&#039; if you roll doubles on the scatter dice, even if you rolled a direct hit. The stasis bomb drops a can of [[Derp]] on your enemy, debuffing them for a whopping -3 to WS and I until the end of your turn. [[Awesome|Also, all enemies must make initiative tests for unsaved wounds, or be removed from play.]] And remember this Initiative test will be taken at the previously modified -3. So you have virtually guaranteed a kill on anything that suffers wounds, but with that being said, the bomb is only S4 AP5 so you&#039;d be lucky to get those wounds in the first place. Couple one of these with a Black knight unit for extra rage and hilarity. A Stormtalon now has nothing on this son of a bitch, the Dark Talon can both dish out carnage plus support your army.&lt;br /&gt;
**&#039;&#039;&#039;Other Notes:&#039;&#039;&#039;The Dark Talon is a amazing vehicle for supporting your army and synergizing with Ravenwing and Deathwing just like in the fluff. The stasis bomb is a large blast and hitting just one model causes the entire unit to drop their WS and I so aimed right can make two or even three squads to be easy pickings for your Black Knights or Deathwing Terminators. Remember to rub it in &amp;lt;s&amp;gt;the Fallen&amp;lt;/s&amp;gt; Tratious scum faces when [[Troll|you&#039;re hitting on 3s, striking first while their only hitting on 5s]] if their WS4/5&lt;br /&gt;
**As per the new Death from the Skies supplement, these can now be taken in Flyer Wings of 2-4 models per Fast Attack slot and takes the somewhat generic &amp;quot;Attack Flyer&amp;quot; role. Plus when taken as a Flyer Wing, one model gets the Wing Leader upgrade while the whole formation can fly in attack patterns for additional rules..&lt;br /&gt;
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*&#039;&#039;&#039;Nephilim Jetfighter:&#039;&#039;&#039; (Fighter, Pursuit 3, Agility 3) Dropped to 170 points in the new codex and given a little extra bite. Still 3HP with AV11 all around, and missiles have been bufed to S7 AP3 and given Missile Lock special rule. Not too bad, but still doesn&#039;t feel like a must-take. It also has a special rule called Unrelenting Hunter; when firing at enemy vehicles, you can make the enemy swap out Weapon Destroyed for Immobilized (since the Lascannon is AP2, it has a half chance of scoring an Immobilized result, assuming it pens of course). 7th helped this rule out a bit, as Immobilized flyers now have a 1/3 chance of blowing up. More importantly, it &#039;&#039;also&#039;&#039; has Strafing Run, a (rare) USR that gets +1 BS against ground targets, which means it&#039;ll be chewing away at BS 5. You can switch out the Lascannon for an Avenger Mega Bolter for free. You&#039;ll get 5 S6, AP 4, Pinning shots at BS 5. Suddenly, it became a fairly decent ground attack craft.&lt;br /&gt;
**Consider the Fire Raptor gunship from Forgeworld, if you have the points/money; it does exactly the same job, but better, for 50 points extra.&lt;br /&gt;
**The new Death from the Skies supplement did a few things for the Nephilim. Now it can be taken as a Flyer wing of 2-4 models for one FA slot, gaining a wing leader upgrade for free. It is now a &amp;quot;Fighter&amp;quot; craft which means it can use skyfire to shoot at airborne targets &#039;&#039;(not all flyers can do this any more)&#039;&#039; but -1 when shooting at ground targets. However, the penalty is cancelled out by the fact that it still has the &#039;&#039;Strafing Run&#039;&#039; rule, giving +1 BS right back again. Meaning the Nephilim retains much of its effectiveness regardless of what you choose to target. Also, as an Interceptor it&#039;s Unrelenting Hunter rule makes it a bane of enemy flyers, with the added potential of causing a one hit kill during the dogfight phase before the enemy reaches the table. While the Nephilim used to be one of the worst flyers in the game, its new role makes it one of the robust and multi-functional Interceptors available to anyone. And due to the reduced threat posed by enemy Attack Craft and Bombers it only really has to fear other Interceptors and AA guns. &lt;br /&gt;
***In making the Nephilim a fighter and the option for two to four in a squadron just take two and watch your opponents flyers cry when your masses of BS5 firepower is used against them in the 2-aircraft Vigilance attack pattern, you are bound to knock some hull points off. However, other interceptors can do this too.&lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Darkshroud&#039;&#039;&#039; - You know how shooty armies have to scurry around finding cover so they don&#039;t get set up for an assault or blasted for being out in the open? Well, the Dark Angels Techmarines thought &amp;quot;why not bring our own cover?&amp;quot; Let&#039;s be serious for a second: it&#039;s a big landspeeder. Yes, you can deepstrike it like a landspeeder, but you&#039;re gonna miss out on providing cover for things in rhinos. Second, it has the HUEG GUTS problem, as every Blood Angels player is familiar with. Just keep this thing behind some rhinos, giving your guys fear &amp;amp; stealth and doing mean things to whatever thought it was a good idea to charge that tac squad. Also watch Ravenwing get 2+ re-rollable Jink. Obviously, this thing NEEDS to be jinked EVERY turn for re-rollable 2+ Cover or it WILL die easily. For this reason it is not worth purchasing the Assault Cannon to only ever fire snap shots as those points could be put to better use elsewhere. Plus the stock Heavy Bolter has a longer range meaning your Darkshroud can comfortably sit out of return-fire range of rapid fire weapons which CAN glance this thing to death. Now, any units that charge while in the Stealth bubble are protected from Overwatch completely.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeder Tempest Squadron (Forgeworld)&#039;&#039;&#039; - Feels like a good fluffy choice for Dark Angels armies as an alternative to Ravenwing support squad though with slightly improved front armour and the ability to shrug off crew shaken/stunned with armoured cockpits. IA2:2nd made this cooler, with the addition of twin-linked flakk missiles, a squadron of these can perform any role asked of it. Anti-Infantry &amp;amp; Anti-Tank using rending assault cannons and frag or krak missiles depending on your situation. Even without skyfire on the assault cannon, the amount of shots are bound to hit something in the air if you have several of them. While not true flyers, if you wanted to you can reposition on the battlefield them as if they were flyers. &lt;br /&gt;
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*&#039;&#039;&#039;Relic Javelin Attack Speeder (Forge World)&#039;&#039;&#039; - An upgunned and uparmored Land Speeder that flies solo. AV11 means it is now invulnerable to bolter fire, but still melts under anti-tank (though jink saves help a bit). Costs less than a Tempest speeder, but it is more customisable, packs a cyclone missile launcher (for shots instead of twin-linked) OR a twin linked lascannon for tank hunting and as a nice bonus it looks absolutely &#039;&#039;&#039;fabulous&#039;&#039;&#039;. The main downside is a real money price - almost THREE TIMES MORE than regular speeder - like it&#039;s silver-plated or something. Also as a relic requires an Interrogator Chaplain if you want to take more than one.&lt;br /&gt;
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*&#039;&#039;&#039;Caestus Assault Ram (Forge World)&#039;&#039;&#039; - Craziest vehicle in the game, designed to ram things (hence the name), and accomplishes this by having a 5+ inv. save against attacks on the front (inc. rams, either from the enemy ramming you or you ramming them), re-rolls the armour penetration dice when ramming, and +1 to the vehicle damage roll, and godlike-impenetrable for a flyer armour of 13 13 11. Contains a twin-linked MAGNA-MELTA (WTF?), which is: range:18&amp;quot; str:8 AP:1 type:Heavy 1, large blast, melta. Sound fun, eh? Holds ten men, ideal for punching a hole in the enemy battle lines and disgorging troops, AND it&#039;s an assault vehicle, so straight into close combat &#039;&#039;(and no restriction against terminators, in fact, they only count as one man inside this, not two! *even BETTER in Dark Angels armies*)&#039;&#039;. Now this means that the Caestus has to be fast, and it is! Its type is: Flyer (hover mode), and it STILL can ram/tankshock while zooming. Comes stock with extra armour, and Ceramite shielding (immunity to &#039;melta&#039; rule). Options are: Firefury missile battery (range: 36&amp;quot; str:6 AP:4 type:Heavy 4, blast, twin-linked, one-use), Teleport homer, and Frag assault launchers. One should use the Caestus to ram straight through the strongest point in your enemies force, in most battles you&#039;ll be there on turn one, thanks to the 36&amp;quot; afterburner. Ram a tank with this (&amp;lt;s&amp;gt;Generally given the colossal afterburner you&#039;ll give them a S10 hit &amp;lt;/s&amp;gt; 7th edition rework of Ramming makes the hit S8 regardless of distance travelled) and then deploy the men inside (preferably dedicated H2H troops), and charge straight in against the nearest infantry, or if you feel like it, shove a grenade up a nearby tank&#039;s tailpipe. The latest rules for the Caestus are in Imperial Armour: Volume 2, 2nd Edition which explicitly gives it an exception to the supersonic rule where it can choose to enter hover mode and the passengers can disembark.&lt;br /&gt;
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*&#039;&#039;&#039;Xiphon pattern Interceptor (Interceptor, Pursuit 5, Agility 4)&#039;&#039;&#039; - For 35 points over the Nephilim you get a &amp;quot;proper&amp;quot; interceptor. You lose one HP, the strafing run rule and the ability to hover, but you swap the superfluous Heavy bolter for a second Lascannon and the missiles are FAR superior. It&#039;s also agile and supersonic. It probably is overcosted, but it is exactly what you want in a vehicle/aircraft hunting role for an interceptor.&lt;br /&gt;
**Death from the Skies means this thing no longer overlaps with other flyers in a Dark Angels list; as a true &amp;quot;Interceptor&amp;quot; it re-rolls ones to-hit and penetrate against a chosen flyer type, but it uses &#039;&#039;Skyfire&#039;&#039; ALL THE TIME, you can&#039;t really rely on it being a multi-role aircraft like the Nephilim or the Raptor. As a dogfighter it is absolutely without peer, with high pursuit and agility scores it can match Eldar flyers but with a heavier weapons loadout making it a force to be feared by any other enemy flyer. But the Nephilim should now be preferred against &amp;quot;all comers&amp;quot; if you don&#039;t know what you&#039;re facing. Shame the Xiphon doesn&#039;t get the &#039;&#039;Ravenwing&#039;&#039; rule for ultimate trolling.&lt;br /&gt;
**&#039;&#039;&#039;Modelling hint&#039;&#039;&#039; - take your Nephilim and just replace the Heavy Bolters with spare lascannon barrels and you&#039;re good to go. It might not be the Battlestar Galactica jet, but easily fills WYSIWYG for a significant £$€ saving.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Devastator Squad&#039;&#039;&#039; - Tactical Marine statline, and they can take 4 heavy weapons regardless of squad size. Devastators work better in pairs as one will get focused down very quick and don&#039;t forget to use the Signum on the sergeant to increase one models BS to 5. Lascannons are good for anti-tank/MC, Plasma cannons for spaced up units and TEQ, Missile Launchers for versatility particularly anti-air (very costly though), and Grav-cannons are good for MEQ/TEQ and if you want them mobile but they are VERY costly. Multi Meltas are too short range, and Heavy Bolters aren&#039;t really worth the effort; you&#039;re better off shelling out the points for better firepower. In bigger point games, consider swapping Devs for a vehicle like the Dark Talon or a Predator to do your bidding instead.&lt;br /&gt;
**Fighting mechanized lists? Get one lascannon squad and the other a plasma cannon squad. Use the Lascannon to crack open the transport and vaporise the poor grouped up fewls. Works very well for ID pesky T3 armies. &lt;br /&gt;
** An Armourium Cherub is also something to consider; it grants you one turn&#039;s worth of re-rolls on all hits when used for one model.  This can make priority removal real easy.&lt;br /&gt;
**The new Grim Resolve rules made these guys a whole lot scarier. Where historically Devastators abhor a melee (and they still do) your opponent will have to weather a face full of whatever they&#039;re packing before getting that charge. Four krak missiles or lascannons? Plus all the spare bolters and whatever the sergeant is packing, all at full BS in a Lion&#039;s Blade formation. That would make even a greater daemon / hive tyrant think carefully before deciding to charge you, especially if he&#039;s been wounded earlier in the fight. Do the same thing with 5-shot Grav Cannons and your opponent might as well remove those terminators rather than assault you, cause you&#039;re just going to shoot him again if he doesn&#039;t. Ten  man  squad  with drop  pod  and  four heavy  bolters can create  a serious light infrantry no-go-zone. Just dare  those gaunts  to assault you just don&#039;t forget to cover their flank.&lt;br /&gt;
**While this does increase the cost quite a bit, putting a Librarian on rolling on Divination greatly increases the threat Devastators pose. Re-rolls to hit along with whatever other power gives Devastators a decent advantage over Tri-Las Predators.&lt;br /&gt;
**Outside of using Forge World or fortifications, Devastators are the only source of ground-based AA Dark Angels have. With plenty of other units available for throwing dakka at ground targets, it would probably be a good idea to keep these guys tooled up with missile launchers to hit the stuff nobody else can.&lt;br /&gt;
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*&#039;&#039;&#039;Predators&#039;&#039;&#039; - Available in squadrons now between 1-3, and when there are three of them they all get Tank/Monster Hunter. Two most popular loadouts are anti-infantry or anti-tank/MC, both are described below.&lt;br /&gt;
**Infantry killing Predators are equipped with autocannon and heavy bolter sponsors; for 95pts it&#039;s decent infantry killing with 8 AP4 shots per tank. Generally though Whirlwind(s) is better and more cost effective at infantry killing particularly blobs and with the benefit of ignore cover shells. On top of that Whirlwinds can shoot behind cover as well. Outclassed but still useable   &lt;br /&gt;
**The Tri-Las is the best way to field Predator(s) as Dark Angels lack long range anti-tank outside of Devastators with lascannons, allies, or Forgeworld. While the anti-infantry Predator is outclassed by cheaper and better options, the Tri-Las or Autocannon/LC sponsors are solid long range anti-tank for Dark Angels (Not to mention the only codex option for long range anti-tank). Remember running three gives Tank Hunter and Monster Hunter which gives a squadron of Tri-Las predators a boast in larger games. &lt;br /&gt;
**It&#039;s up to you if you want to go with a Tri-Las predator or a 4-lascannon Devastator squad.  For 10 points less and losing one cannon for superior durability, no lose of firepower unless it&#039;s a penetrating hit, and one twin-linked lascannon. Devastators do get cover saves easier and can fit into smaller spots but can&#039;t relocate unless they&#039;re given a transport further bloating their cost. &lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039; - A solid cheap artillery piece. Can&#039;t do shit against vehicles, but hordes fear it. May be taken in squadrons, but there may be some merit in taking a single Whirlwind depending on the point size and who you&#039;re facing. In games below 1000pts, you can find use for these against lightly armoured infantry. It can also help slow down MEQs from advancing into close combat, which isn&#039;t bad for it&#039;s points. Like Predators, they get a bonus when taken in threes, where they cause Pinning and have Shredding. Which gives it a new lease on life in large point games where a single whirlwind is practically useless, a full squadron becomes a dangerous threat.&lt;br /&gt;
**Dark Angels are all about synergy and a full squadron can cause real speed bumps if you managed to hit the target with &#039;&#039;Seed of Fear&#039;&#039; earlier in your turn. Three shredding pie plates should be enough to cause at least one wound even on MEQs, so guarantee pinning them in place and neuter their turn.&lt;br /&gt;
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*&#039;&#039;&#039;Vindicator&#039;&#039;&#039; - This tank features a very scary gun. A very scary Strength 10 AP2 Large Blast gun. This tank is a massive fire magnet, and thus probably won&#039;t get to drop its hot steamy load over an unfortunate squad. It has AV13 on the front though, so if your Demolisher Cannon gets blown off it&#039;s still great for tank shocking. Can also now be taken in squadrons of up to three if you&#039;d like to change the shooting from all three of them for an Apocalyptic blast that Ignores Cover. Yes you&#039;d like to do that wouldn&#039;t you. Be careful because the range still remains 24&amp;quot; so it becomes a bit of a &#039;&#039;Danger Close&#039;&#039; situation, especially since your own infantry is presumably going to somewhere close to the tank and the enemy you were shooting at.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeder Vengeance&#039;&#039;&#039; - &amp;quot;[[Meme|Brother Tiesto, drop the Emperor&#039;s beats on these Heretics!]]&amp;quot; 120 points for 3 HP AV 10 all around, range 36, 3 usual plasma shots or one large blast plasma cannon. Use exclusively for the large blast as three shots will get you a gets hot and being fragile already will end it. It is worth it for the large blast as it can erase large amounts of infantry with no issue and stay out of small arm range. (A Devastator squad with four Plasma cannons costs 130 bare bones and that&#039;s only firing with small blasts.) Keep the heavy bolter to make use of that range as well. Not sure how it isn&#039;t twin linked considering the two cannons but meh.&lt;br /&gt;
**If you have one of these (which is only acceptable if you magnetized it to run it as either this for gimmick games, or as the superior &amp;lt;s&amp;gt;Protoss Arbiter&amp;lt;/s&amp;gt; Darkshroud), bring a Librarian as one of your HQ choices. The Primaris power for Divination, Prescience, allows you to re-roll all misses on the target unit. Glancing yourself to death with Gets Hot rolls effectively gets eliminated, and it lets you re-roll Gets Hot &amp;lt;i&amp;gt;and&amp;lt;/i&amp;gt; your Scatter should you fire the large plasma blast template. It doesn&#039;t eliminate the fact it is overcosted like woah, but it does make it pretty killy.&lt;br /&gt;
**&#039;&#039;&#039;Alternate take:&#039;&#039;&#039; You should consider that you aren&#039;t just paying points for one S7 AP2 Large Blast on a chassis flimsier than a Rhino. This thing fares fine in larger point games where you can provide much more dangerous units for your opponent to worry about, use it to grab far objectives when all else fails and dodge alpha strikes and toy with maximum range like no tomorrow thanks to Scout from RW Attack Squadron in which it also has the same target range as a squad of Grav-Gun Bikers so will be granting them BS5. If your opponent has TEQ then much AV shooting could be wasted trying to kill it through it&#039;s Jink (which could be 3+ rerollable). And altough the Large Blast is almost always better, don&#039;t deny the 3 shot mode capabilities of bursting things like metal bawkses and other speeders, as well as being able to put some hurt on Monstrous Creatures from a safe distance. The Speeder could&#039;ve at least been 11/11/10 for it&#039;s price of course, but try and think outside the box with it&#039;s mobility and targeting versatility and it might exceed your low expectations.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider&#039;&#039;&#039; - The classic schizo version. Comes with 2 Twin-Linked Lascannon sponsons and a Heavy Bolter. In some lists it could see some use (Deathwing spam with no Dreadnoughts ([[Fail|WHY WOULD YOU DO THAT]]) comes to mind), but for most cases I&#039;d suggest leaving this alone and choosing the Crusader variant instead. &lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Crusader&#039;&#039;&#039; - Your premier Deathwing carrying Metal Box. Rolls with a Twin-Linked Assault Cannon, a Multi-Melta, two Hurricane Bolters, and lets whatever assaults out of it count as having Frag Grenades for the same price as the schizo version. Sadly it&#039;s feeling the loss of the dakka banner just as badly as Ravenwing is, so you may want to consider a Redeemer or Spartan Assault Tank whenever possible.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Redeemer&#039;&#039;&#039; - Used for when you need to apply more fire. For 10 points cheaper than the Crusader, it replaces the hurricane bolters and four models worth of transport capacity for two Flamestorm Cannons. The addition of two strength 6 AP 3 templates helps melt power armored foes. The lack of the torrent rule does mean that you will be up close to utilize all your guns, but since it&#039;s an assault vehicle just slap some Thunder Hammer Termies inside and drive closer to hit them with your sword(hammer). For added shenanigans against mechanized infantry lists, take a multi-melta, use it with Power of the Machine Spirit to [[METAL BOXES|take away their metal bawkses]] and the Flamestorm Cannons to incinerate the fewlz inside.&lt;br /&gt;
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====Forgeworld Heavy Support====&lt;br /&gt;
* &#039;&#039;&#039;Land Raider Helios&#039;&#039;&#039; - It thinks it&#039;s a Whirlwind on steroids, which comes stock with twin-linked lascannon sponsons.  More survivable and versatile than the Whirlwind, but is definitely not worth the points cost unless you go for the anti-air version, since the Ordnance rules on the Launcher cause every other weapon on the tank to snap-fire at BS1, even if you PotMS with them. Also carries six models for some insane reason. If you ask us, it&#039;d probably be better off not being able to transport infantry in exchange for two more gun mounts, probably autocannons. &#039;&#039;Mais c&#039;est la vie&#039;&#039;.  &lt;br /&gt;
**ALTERNATE TAKE: If you prefer, you can swap the ordnance whirlwind for the AA version, which works very well as an enemy vehicle hunter, &amp;lt;strike&amp;gt;the twin-linked&amp;lt;/strike&amp;gt; &amp;quot;heat seeking&amp;quot; krak missile launcher can used PotMS to shoot a flyer separately from the lascannons (don&#039;t forget it has interceptor too!) though skyfire/interceptor weapons is of little use against ground targets unless they are skimmers. Not bad if you&#039;re only transporting six models anyways (i.e. HQ + command squad), not that a command squad needs a LR, but this could be an awesome choice for them if you do it anyways. Can also be given a Multi-Melta if you want to go nuts for a premier tank hunter which can even outperform the Achilles (below) for LESS points.&lt;br /&gt;
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* &#039;&#039;&#039;Land Raider Achilles&#039;&#039;&#039; - Oh hell yes, this beast sports a Thunderfire Cannon and twin-linked multi-melta sponsons, has immunity to the Melta and Lance special rules, puts a -1 penalty on most other attacks, can carry six models, and doesn&#039;t go &#039;splodey.  Put a scout squad and a techmarine in it, plonk it down on an objective, and watch your opponent throw a shit fit. Eldar and Dark Eldar will really [[Rage]] at it since that don&#039;t have much anti-tank outside of meltas and lances. Though, they have haywire/D-weapon, and you really should beware them, as hawks, wraithguards, witches and scourges would blow your &amp;quot;expensive but invincible&amp;quot; tank in eye blink, once they came in threat range. Just try and destroy that platform of death, I dare you... OH NO KEEP THAT 7th EDITION WRAITKNIGHT AWAY! *Wraithknight touches Achilles and it explodes* FUCK! Who gave them S:D Weapons?)&lt;br /&gt;
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*&#039;&#039;&#039;Spartan Assault Tank&#039;&#039;&#039; - Forgeworld takes the old schizophrenic Land Raider, and pumps it up with steroids. Fucking &#039;&#039;&#039;five&#039;&#039;&#039; hull points, two twin-linked two-shot lascannons (it almost gets off as many lascannon shots as a terminus ultra while still being able to carry troops, doesn&#039;t go boom when you roll badly, and gets way more goodies), TL heavy bolters, transport capacity of &#039;&#039;&#039;25&#039;&#039;&#039;, in-built extra armor, good-old 14/14/14, PotMS and Assault Vehicle. You even can take frag launchers (which got far more awesome with the new grenade rules) and ceramite shielding (fuck you, meltaguns) for a marginal increase in points. Meaning it can do the roles of the Terminus Ultra, the Achilles, and the Ares all at the same time, all it really needs are some burny weapons. But what are the drawbacks you ask? This uber metal box can not be taken as a dedicated transport at all. Also, as a Forgeworld model, it will cost you a unicorn&#039;s soul.&lt;br /&gt;
**At only 45 points more, there is no reason to take the Godhammer landraider over this beast ever again.&lt;br /&gt;
**Your opponent might hate your guts if you field this.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran&#039;&#039;&#039; - A high speed assault tank that is a halfway between a Land Raider and a Predator. For 135 points you get 13/12/12, fast and the Herakles pattern Accelerator Autocannon, which is R48&amp;quot;, S7, AP4, Heavy 6, Rending, and Twin-linked....and no jink saves allowed. This tank makes the Eldar, Harlequins, and Dark Eldar cry. Even Wave Serpents will fall before this (sadly you can only have one while the Eldar player will spam Wave Serpents.) The Sicaran can also take ceramite plating, making it very durable. Being a Relic of the Armory, you need to take an Interrogator-Chaplain if you want more than 1 Sicaran or a Fire Raptor as well.&lt;br /&gt;
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* &#039;&#039;&#039;Relic Predator Executioner&#039;&#039;&#039; - Do you remember Leman Russ Executioner? Well, space marines look at it, and say &amp;quot;we need something like that&amp;quot;. With 3-shot plasma cannon this thing would blast MEQ and TEQ from table next turn they come in range. Additionally, you can swap main gun for heavy conversion beamer - this would only work better at long distances, and forces you to move OR shoot, but 48-72&amp;quot; S10 AP1 big blast shot would retake the price of tank the second it shot - think of it like a long range Vindicator.&lt;br /&gt;
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* &#039;&#039;&#039;Predator Infernus&#039;&#039;&#039; - Predator with turret mounted flamestorm cannon (those AP3 flamethrower from Redeemer). While highly devastating at close range it&#039;s just too slow. Slow flamer tanks sucks. If you want one that bad, just take allied Blood Angels with a Baal Pred. &#039;&#039;&#039;If&#039;&#039;&#039; this thing come close to any non-TEQ infantry, it would ruin their day, and then die to a single melta shot, or hail of krak grenades. But most commonly it would just die, because big scary flamer, approaching your lines attract a LOT of fire. Thank god, this tank is also cheap, so you can use it as [[DISTRACTION CARNIFEX|expendable fire magnet]]. Alternatively Infernus can exchange his super-flamer for MAGNA-MELTA (R18 S8 AP1 Heavy1, Large Blast, Melta), transforming into wannabe-Vindicator.&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind Hyperios&#039;&#039;&#039; - This thing is supposed to be your main ground based anti-air, but it sucks. One skyfire/interceptor krak shot per turn, no longer functions against ground targets as of 7th Edition &#039;&#039;(but still heat-seeking against aircraft)&#039;&#039; and you can not squadron this thing like IG player squadron their Hydras. This tank now performs quite poorly so just take Devastators or a Contemptor Mortis or count-it as a normal Whirlwind if you own one.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Whirlwind Scorpius&#039;&#039;&#039; - Unlike the standard Whirlwind, the Scorpius fires a small blast, but at S8 and AP3 it eats marines and light vehicles for breakfast. And if it stands still it can fire D3+1 templates. It is a relic vehicle so take an Interrogator Chaplain if you use a lot of similar Forgeworld stuff.  This is really good with line of sight.&lt;br /&gt;
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*&#039;&#039;&#039;Storm Eagle&#039;&#039;&#039; (Attack Flyer, Pursuit 3, Agility 2) - Your transport Flyer. &#039;&#039;(IA moved it to Heavy)&#039;&#039; Occupies the middle-ground between the [[Stormraven]] and the [[Thunderhawk]]. Transport capacity of 20, with deathwing terminators and jump infantry counting as 2 models each. Impressive arsenal of weaponry, standard armament: Hull-mounted twin-linked Heavy Bolter, Hull-mounted Vengeance Launcher (Range:48&amp;quot;|Str:5|AP:4|Heavy 2, Large Blast). Optional armament includes: Switching Heavy bolters for Multi-meltas or a Typhoon missile launcher, and adding 4 Hellstrike Missiles or 2 Twin-linked Lascannon under the wings. Also get ceramite shielding, and the &#039;Power of the Machine Spirit&#039; special rule, along with 12|12|12 armour. Can also deep strike, and disembarking infantry can assault in the same turn. = *WIN*   &lt;br /&gt;
**While passengers on zooming flyers after crashing is always a worry, remember that this flyer is considerably harder than most other flyers barring the Heldrake anyway, at AV12 all round, HP4 and ceramite plating it is pretty much invulnerable to small arms fire, so your opponent will have to dedicate his biggest weapons to take it out; even when it decides to hover. (Therefore NOT shooting at your newly disembarked terminators). Also, don&#039;t forget that with all things Dark Angels, you use SYNERGY to get the most out of your units, a hovering flyer gets a jink save that can be boosted by having a Darkshroud nearby, or you attach a techmarine with a power field to the passenger unit and he blankets the vehicle thanks to the 7th Edition FAQ again, hell, the force field can even protect the passengers if it explodes mid air.&lt;br /&gt;
**Death from the Skies makes this a new &amp;quot;Attack Flyer&amp;quot; which is a ground attack craft, but not a bomber. antages. It cannot enter &#039;&#039;Skyfire&#039;&#039; mode like a &amp;quot;Fighter&amp;quot; can so it cannot deal with aerial targets any more, but thankfully there is no BS penalty when shooting ground targets, which is this things primary purpose; to clear landing zones in advance of disembarking troops. Those launchers weren&#039;t worth anything in a dogfight anyway.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Raptor Gunship&#039;&#039;&#039; (Attack Flyer, Pursuit 3, Agility 3)  Official rules in IA2:2nd. Comes naked with a TL Avenger Bolt Cannon &#039;&#039;(being a proper [[Fist of the North Star|manly]] S6 AP3 7 shots instead of the peewee Nephilim&#039;s AP4 5 Shots)&#039;&#039;, 4 &#039;&#039;&#039;Stormtrike Missiles&#039;&#039;&#039; &#039;&#039;(S8 Concussive, NOT Ordnance, YAY)&#039;&#039; and two Independent-Turret Quad Heavy Bolters &#039;&#039;(which can be replaced with TL Autocannon for free)&#039;&#039;; the latter which aside from firing at their own targets as rumored, don&#039;t count towards the number of weapons fired! With all the twin-linked goodness, Strafing Run and PotMS/Independent-turrets; this bastard can dump its entire payload on [[Cheese|FOUR SEPARATE TARGETS]] in a single turn and hit almost every time and it&#039;s only 45 points more than the Nephilim = BARGAIN &#039;&#039;(except for FW prices)&#039;&#039;. It is a relic vehicle, so if you want to take more than one &#039;&#039;(or any other relic vehicle)&#039;&#039; remember to grab an Interrogator Chaplain as one of your HQ choices.&lt;br /&gt;
**Like the Storm Eagle, the Fire Raptor is now a ground attack &amp;quot;Attack Flyer&amp;quot;, however, it&#039;s weapon loadout is almost entirely twin-linked unless you go for missiles. And having side mounted guns with a hefty amount of bullets means it can have a reliable chance in a dogfight even if it gets outmanoeuvred. This thing still swamps battlefield in dakka though. &lt;br /&gt;
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*&#039;&#039;&#039;Rapier Battery&#039;&#039;&#039; - 1-3 Rapier Quad Linked Heavy Bolters (like on the Prometheus). Two of them are essentially a devastator squad. Though can be upgraded to Laser Destroyers, which is like a lascannon devastator squad with a shorter range but are twin-linked and give the ordnance ability of an extra chance of penetration against vehicles. The drawback to this is that they don’t have the mobility that a tank or Heavy Support Squad would give you. You’ll want to set them up in terrain somewhere in the backfield and not move them after they are deployed. Points for points the Rapier will be cheaper than many of the Heavy Support choices and will probably be just as lethal.&lt;br /&gt;
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*&#039;&#039;&#039;Rapier Quad Mortar Battery&#039;&#039;&#039; - Unlike the other Rapier battery, you cannot mix and match gun types, but why would you want to? A single one if these is &#039;&#039;almost&#039;&#039; the same as a squad of missile Devastators, each with four shots analogous to frag/krak missiles. What&#039;s different is the frag version is S5, barrage and causes pinning at -1 Ld. And the Shatter (Krak) is only AP4 but rerolls penetration against vehicles. That&#039;s not bad at all for only 60 points, so against light infantry like Guard or Orks, this should be your go-to option over a missile squad. Because you can take multiples, having twelve S8 rerollable shots against vehicles for 180 points is an absolute bargain. Against TEQs, you&#039;ve got plasma elsewhere for dealing with them, but with so much firepower, the Quad Mortars will always wound something. &lt;br /&gt;
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*&#039;&#039;&#039;Deathstorm Drop Pod&#039;&#039;&#039; - Expecting the drop pod that just landed to contain troops or a heavy weapons platform you don&#039;t have to worry about until next turn?  SURPRISE! Whirlwind missiles! For you! In the face! There are two different versions though since GW [[RAGE|cannot co-ordinate]] with Forgeworld: Though Imperial Armour 2 is more recent than Warzone: Damnos by a margin of a couple of months, Damnos is a valid core GW product (if your opponent argues with you over Forgeworld) and uses much the same rules as the Horus Heresy version which is even more recent than them both.&lt;br /&gt;
**&#039;&#039;&#039;Warzone Damnos:&#039;&#039;&#039; It is considerably more reliable simply by dropping most of the old special rules and just saying &amp;quot;Hey, I&#039;ve got FIVE whirlwind launchers!!&amp;quot; Each with independent machine spirits that can shoot in a different direction. While those that read the small print will find that it fires only the SMALL (3&amp;quot;) blast markers, that downside is traded off with the fact that it forces re-rolls for pinning and morale checks.&lt;br /&gt;
**&#039;&#039;&#039;IA2:2nd&#039;&#039;&#039; changed it AGAIN because of FW schizophrenia. It&#039;s gone back to what it used to be, meaning it spams proper whirlwind missiles on EVERYTHING on the turn it arrives, then reverts to a stationary whirlwind launcher for the rest of the game. The launchers may also be upgraded to assault cannons for an extra 20 points, but this should only be done if you expect it to survive more than one turn (and you really shouldn&#039;t). &#039;&#039;Very&#039;&#039; situational, but if your opponent fields lots of small units relatively close together, dropping this in the middle of them is almost guaranteed to ruin his day. Can&#039;t take a locator beacon, though and does not come with the Drop Pod Assault rule as standard, that has to be bought.&lt;br /&gt;
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*&#039;&#039;&#039;Space Marine Sentry Gun Battery&#039;&#039;&#039; - From IA:12 you get a battery of up to three immobile twin-linked Heavy Bolters for the bargain cost of 15 points each and swap them for a Multi-melta for five or pay ten for TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18&amp;quot; range, or 90 degrees at 36&amp;quot; range, so you&#039;re rarely going to be blasting things across the table with these things. You DO get the ability to deep strike them for a laugh or give them camo netting for stealth if you can set them up in a good spot to make them invulnerable to most shooting. (while you can pay the cost for both, just don&#039;t because it you deep strike into cover you are waiting for a mishap. Set them up behind an aegis defense line with camo for 2+ cover.&lt;br /&gt;
**DON&#039;T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves...&lt;br /&gt;
**As a added bonus though, you can instead swap the guns for Hyperios Missile Launchers, which don&#039;t suffer from the firing modes rules, allowing you to direct the shots at your leisure. Basically krak missiles with skyfire and interceptor, this configuration does most jobs you ask it to without complaint, just don&#039;t waste the points (or the money) with the command platform, as by swapping one of the guns you&#039;ve replaced the ability to fire three missiles at the same target with two missiles at different targets...  it should have been a free upgrade or the unit needed to be bigger than three launchers... certainly not clever.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Deredeo Pattern Dreadnought&#039;&#039;&#039; - A Heavy Support alternative to a Mortis-Dreadnought or Mortis-Contemptor. For &#039;&#039;exactly&#039;&#039; the same cost as Contemptor-Mortis with a pair of TL Autocannons you get +1 rear armour, +1 Ballistic Skill, Extra Armour and TL Heavy Bolters built-in and the Deredeo&#039;s Anvillus Autocannons have higher strength and the Sunder quality (basically &#039;&#039;Tank Hunters&#039;&#039; USR for that weapon only). You get the same Helical Targeting array and Atomantic Shielding, but you lose a point of strength, one attack and don&#039;t have many customisation options (right now), but since this is not a melee dreadnought at all, for that cost it&#039;s a bargain and preferable over a Contemptor Mortis for an AA role. The Aiolos Launcher is a bit off-key, since it doesn&#039;t really have the strength to rate highly as an anti-vehicle, even though it always hits targets side armour (which is often 11-12) and does better as an MEQ killer due to AP3, which is helped in this role since it can fire independently of the Deredeo&#039;s other weapon. The Deredeo also has the option of replacing it&#039;s Autocannons with a Twin-linked Hellfire Plasma Cannonade. It reduces range to 36&amp;quot;, S7 and loses Sunder. It gains two AP2 firing modes, either Heavy 4 and doesn&#039;t Get Hot or Heavy 1 with Large Blast and Gets Hot. This makes it very expensive with the Aiolos but good for killing heavy armor/MCs and dealing with other TEQs so [[Deathwing]] Terminators don&#039;t have too fight them.&lt;br /&gt;
**In a Dark Angels army the Deredeo would be even more invaluable than the vanilla codex due to the DA codex&#039;s lack of &amp;quot;core&amp;quot; Heavy Support AA options like Stormravens or Hunters/Stalkers.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Leviathan Dreadnought&#039;&#039;&#039; - For about double the price of an Ironclad, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this dads to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it&#039;s cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (not really a lance weapon), which is a Heavy 3 S9 AP1 18&amp;quot; Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you&#039;ve already got so much for that goal.  To add to that, this thing counts as a Relic of the Armoury, but can&#039;t take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, not that it really matters since the only formation/detachment that can actually fit the Leviathan is the CAD, which doesn&#039;t provide any extra benefits to Heavy Support units. However, with the right loadout it can be an annoyance to any player fielding a Lord of War.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]], Supreme Grand Master&#039;&#039;&#039; - The closest thing Dark Angels have to the traditional &amp;quot;guy who costs as much as a Land Raider&amp;quot;, and thus was turned into a Lord of War with the 7th Edition update in the style of Calgar, Grimnar, and Dante, yet without the addition of &#039;&#039;Eternal Warrior&#039;&#039;. His statline is the same as the Space Marine Chapter Master, albeit with a 2+ Save and full blown 5+ FnP nowadays. His Lion&#039;s Helm gives him and the members of any squad he joins a 4+ Invulnerable Save, which is quite handy, and he also swings an S+2 master-crafted Power Sword. Oh, and he carries a master-crafted Combi-Plasma &#039;&#039;(no longer causes blinding)&#039;&#039; and a Bolt Pistol for +1 CC attack. Despite not being a combat monster to match Calgar, Dante or Logan, he&#039;s been buffed as a support character and the &#039;&#039;entire detachment&#039;&#039; uses his leadership of 10 &#039;&#039;(not that this will affect Stubborn/AKSKNF/Fearless Dark Angels that often, but is still a nice bonus to have)&#039;&#039;, he can choose his warlord trait from the Dark Angels specific table instead of having to roll and, finally, he now gets to modify Seize the Initiative rolls by one.&lt;br /&gt;
**Additional Note Warlord Traits: As stated above; Azrael is a great support character as high points game. He can pick any Warlord trait to suit your armies needs and combos VERY well with a Ravenwing and/or Deathwing army with Brilliant Planning nearly guaranteeing their arrival when you want or need it. &lt;br /&gt;
**&#039;&#039;&#039;Beacon of Hope (Apocalypse)&#039;&#039;&#039; - If Azrael uses his finest hour within 18&amp;quot; of Chaos models in Apocalypse, he causes Fear, grants friendly units within 24&amp;quot; Fearless and Counter Attack as well as granting the standard Dark Angels benefit of the Hail of Fire strategic asset by making all Space Marines Bolt weapons on his side (Dark Angels or not) become twin-linked for the turn. While Fear is fairly &amp;quot;meh&amp;quot;, everything else he gets makes him one of the most effective supreme warlords in Apocalypse games consisting of joint forces.&lt;br /&gt;
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* &#039;&#039;&#039;[[Fellblade]]&#039;&#039;&#039; - This is your THIRTEEN BARRELS OF HELL, + 1BS.The Fellblade mounts a turret mounted twin &#039;accelerator cannon&#039; which can fire either high explosive rounds (100&amp;quot; range, S8 AP3 ord1 7&amp;quot; blast) or armour piercing shells (100&amp;quot; range, heavy 1, S9 AP2, Armourbane, 3&amp;quot; blast). Add to that 2 quad lascannons, a twin heavy bolter and a hull demolisher cannon and you have an absolutely rapetastic monster.&lt;br /&gt;
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*&#039;&#039;&#039;[[Thunderhawk|Thunderhawk Gunship]]&#039;&#039;&#039; - There is only one reason why you don&#039;t already have one, it costs a shitload of cash(£399), apart from this... small price... the Thunderhawk has virtually no downsides, at 700 points it&#039;s certainly expensive, and it doesn&#039;t have much armour (12,12,10) but it does have 3 structure points and is immune to the &#039;melta&#039; special rule. It&#039;s title of gunship is well deserved, it has a turbo laser (yes a fucking strength D weapon with a 5&amp;quot; blast!!!), four twin-linked heavy Bolters, two Lascannons and 6 weapon pylons, which can contain bombs or Hellstrike missiles. It also has a &amp;quot;modest&amp;quot; transport capacity of 30, so you can hold an entire 10 man squad of Terminators in this thing AND a techmarine and servitors to keep the thing running (they ARE allowed to repair vehicles they&#039;re embarked on, awesome). As the most expensive super heavy vehicle in the space marines armoury, you will almost never even see one, let alone field more than one, fortunately, you only need one. The best way to use this vehicle is to get close combat Terminators right into the middle of the enemies most dangerous shooting formation, then use the fearsome weapons on the gunship to destroy enemy vehicles that can insta-kill your guys, allowing your Terminators to destroy the shooty infantry and keep your grunts alive. Used properly this vehicle WILL make your opponent shit bricks, used improperly, it will do nothing but die uselessly as it gets pummeled by 700 points worth of enemy lascannons, rockets, missiles, battle cannon and lances, then it will explode and take the most of the rest of your army with it, because of this NEVER EVER keep it static, it&#039;s tempting to just hang back and pummel the enemies vehicles with the turbo laser, but don&#039;t. If you&#039;re a bad person you take two CAD and put Azrael into a Thunderhawk. This is crazily expensive, but having a 9 HP flyer with a 4++ makes people cry. &#039;&#039;(If you are reading this comment can you please explain how this last sentence works. I cannot figure out how the Thawk becomes a 9 hp 4++. Well you see, the Gunship used to have 3 Structure Points, now there isn&#039;t such rule anymore and every Structure Point simply transfers to 3 Hull Points. So the Thunderhawk has 9 HP no matter what; and Azrael&#039;s Relic the Lion Helm gives him, any unit he&#039;s attached to or any Transport he&#039;s embarked upon a 4++. There you go.)&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;[[Thunderhawk|Thunderhawk Transporter]]&#039;&#039;&#039; - Get this if you if you have a burning desire to kneel down and sacrifice your money to the [[Chaos|gods of Games Workshop]]. It costs the same amount of cash as the regular thunderhawk, and you&#039;ll probably end up wishing you had one of those instead. It&#039;s not that the transporter is awful, the ability to fly in a [[Blood Angels|loaded up land raider and place it where you want]] is [[Awesome|cool]], you can even scoop up other vehicles while in hover mode without having to cease your movement. But unless you are playing on REALLY big gaming tables &#039;&#039;(we&#039;re talking the same size of games where Earthshaker guns run out of range.)&#039;&#039;, there&#039;s no real need to do this and your Thunderhawk itself doesn&#039;t have much else to do with only a few heavybolters for its defense. Just get the regular Thunderhawk and for now and you&#039;ll feel less guilty.  (J/K, you can&#039;t buy them anymore. Convert away, you crazy bastards!)&lt;br /&gt;
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*&#039;&#039;&#039;[[Cerberus Heavy Tank Destroyer]]&#039;&#039;&#039; - An odd superheavy tank. Its weapon is S10 AP1, but has no blast, so if you miss there&#039;s no consolation prize by accidentally wiping out a nearby unit &#039;&#039;(it is twin linked, so you&#039;re unlikely to miss)&#039;&#039;. However, whatever it hits is [[rape|raped]]. It fires D3 shots every time it fires and anything that somehow survives a penetrating hit from it can only snap-fire next turn (including other superheavies... neutering that poor [[Titan (Warhammer 40,000)|emperor class titan]].) but if it fails a penetrate ROLL &#039;&#039;(glances are fine)&#039;&#039; or to-wound its target &#039;&#039;(remember it&#039;s a primary weapon, so already gets re-rolls)&#039;&#039;, it instead damages itself by an automatic hull point on a further roll of 1. It can be given the standard predator sponsons or pintle mounted heavy weapons, but you&#039;re probably going to want to load up on anti-tank and leave anti infantry to your other units.&lt;br /&gt;
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*&#039;&#039;&#039;[[Typhon Heavy Siege Tank]]&#039;&#039;&#039; - It&#039;s a giant vindicator. Cheaper and better armoured than the Fellblade and more reliable than the Cerberus. It fires off a 7&amp;quot; Blast S10 AP1 weapon, which ignores cover, and so will erase entire units on 2s unless they have invulnerable saves. Can also be equipped with sponsons like a predator and pintlemounted options including heavy bolters, or a multi-melta. And unlike the Cerberus, since your main gun doesn&#039;t fill an uber specialised role you can choose what you want and split your fire to shoot in all directions and pick your targets by relevance. Also give it armoured ceramite so it can never be killed by melta &amp;amp; lances.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
Virtually identical to Ultramarines, so if you understand those then nothing much has changed.&lt;br /&gt;
*&#039;&#039;&#039;Rhino&#039;&#039;&#039; - A great transport, and dirt cheap. They can become a shield wall once you&#039;ve dropped off the squad riding inside, and can attempt to repair themselves in the shooting phase. In a Deathwing/Ravenwing list, these will see very little use.&lt;br /&gt;
*&#039;&#039;&#039;Razorback&#039;&#039;&#039; - A Rhino with the transport capacity lowered, but with a big gun stuck onto it to compensate. Great for ferrying around Command Squads. The cheapest option is to keep the heavy bolter or switch it with a twin linked heavy flamer. But an extra heavy gun for only 20 points is almost never points misspent as razorbacks can be used in the same roll as a predator if you have a shortage of points or have run out of heavy support options. Dark Angels Razorbacks can also be equipped with a twin linked assault cannon in addition to all the other gun options you can choose. This gives you a lot of budget firepower and even more options for this little box. pair up the assault cannon with a flak missile equipped devastator squad to make absolutely positively certain that your opponents flying, vector striking, marine melting hell drake dies on turn one! (If they have a heldrake on the board turn one, something has gone very, very wrong). Also makes a good addition in the Lionsblade Strike Force with a full battlecompany. you can get 10 of these for free or for 200 points if you get a weapon uppgrade. just stick 5 man squads with flamers in them and keep the devastator squads in the back with that mandatory scout squad.&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod&#039;&#039;&#039; - Enters play via Deep Strike and only mishaps if it goes completely off the board. Great for dropping a suicide Dreadnought behind a tank that needs liquidation. Also to keep in mind, is our Drop Pods have Drop Pod Assault. Pretty much when a Drop Pod successfully comes out of reserve, another one can come on the board without the need to roll for it (I don&#039;t see that version of the rule anywhere in the codex). Good if you combine Assault Marines with Flamers and a Dreadnaught, as you can do some pretty good damage.&lt;br /&gt;
One often forgotten thing Drop Pods can get is a locator beacon, meaning precise deep striking terminators afterward. Damn scary and effective for a second wave to anchor your line and support your more fragile marine brothers. Throw in some Ravenwing and you can nearly cover the board for precise strikes with all those locator beacons on Pods and bikes. &lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Drop Pod (Forge World)&#039;&#039;&#039; - big dreadnought drop pod, the new IA:A put it back into a dedicated transport role and nerfed it incredibly. No longer can your close combat rape dreads charge out of it on the turn it arrives, &#039;&#039;(though oddly, the rules say that dreadnoughts CAN charge out of it if they decide to remain embarked for a turn, which it could do anyway since it&#039;s already an open topped transport, but might be a good idea since your opponent will have to shoot their way through the drop pod before hitting the Dreadnought)&#039;&#039; and now it just grants itself and its passenger the Shrouded USR the turn it arrives, so now there&#039;s a slightly lesser chance of having your dreadnought blown to bits that turn, but only slghtly.  Also, this is the only drop pod you can fit Contemptor in. So what? They only Contemptor you&#039;d take is the Mortis with 2 Assault Cannons/Autocannons and the Cyclone Missile Launcher anyway. Who needs a pod?&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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Here are the general tactics for fortifications http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications&lt;br /&gt;
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*&#039;&#039;&#039;Aegis Defense Lines:&#039;&#039;&#039; A cheap option to give cover to your backfield Tacs and/or Devs. It comes with a Quad Gun if you pay extra, so you can skyfire whatever tries to bomb the shit out of you from the air.&lt;br /&gt;
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*&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Meh, it&#039;s an okay choice for Dark Angels. The Invulnerable save you can get from it can help, tho for just 30 more pts, an Aegis Defense Lines with a Quad Gun is better.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; Another good choice, comes with a Heavy Bolter on each side and can also take a Quad Gun. You can only fit limited amount inside of it tho, so keep that in mind. Pefect for a Devastator Squad tho.&lt;br /&gt;
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*&#039;&#039;&#039;Firestorm Reboubt:&#039;&#039;&#039; for 20 points more than the Nephilim you get a dedicated anti-aircraft building. &#039;&#039;(though you may change either of the Icarus Quad Cannons for different weapons if you own them)&#039;&#039; with four 96&amp;quot; range interceptor/skyfire lascannon shots. While being forced to fire at BS2 seems like a pain, being twin linked means that you hit approximately 55% of the time, but you can upgrade it to BS3 if you want to pay more points on the machine spirit, but then any enemy aircraft on (or coming on to) the table has to worry about the incredible amount of dakka heading its way since massed S9 AP2 skyfire is extremely rare.&lt;br /&gt;
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*&#039;&#039;&#039;Wall of Martyrs:&#039;&#039;&#039;  Dark Angels already have Stubborn, so there isn&#039;t any benefit over the Aegis Defense Line.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Bunker:&#039;&#039;&#039; Cheap, tough with 14 armour, and pretty safe to fit a squad in. Nothing special.&lt;br /&gt;
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*&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; This is supposed to be YOUR Fortification, and Unholy shit! This fortress is EXPENSIVE! For the price of A Land Raider, you get a big fortress that grants you generous cover saves, along with other cool stuff. Unless you&#039;re doing Tactical squads over Death/RavenWing units, you may want to save your points for something else.&lt;br /&gt;
**Sober second thought, the BRB states that all emplaced weapons fired manually retain all the special rules used by the firer. What do you get when you cross Asmodai (Who has The Hunt) with a Krakstorm Missile? 18-96&amp;quot; S8 AP3 Ordinance 1, Barrage, Large Blast Template with Precision Shots and Ignores Cover fired every turn. For 10 points more you could switch him up with a Vindicare Assassin so the missiles are almost guaranteed to hit every time. If you don&#039;t let anyone get too close you&#039;ll melt almost anyone who stayed out of their transport, and it&#039;ll be your choice who.&lt;br /&gt;
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*&#039;&#039;&#039;Plasma Obliterator:&#039;&#039;&#039; Oh my...a simple building at AV14 all around, but has a Plasma Obliterator which fires a 7&amp;quot; Massive Blast at S7 AP2. Want to obliterate its point cost in heavy infantry? Look no further. However, it still gets hot (luckily since it&#039;s a fortification it gets a 4+ save against it), and it has a new rule called &#039;&#039;&#039;Plasma Overheat&#039;&#039;&#039; which means if it takes a glancing hit due to Gets Hot!  a unit embarked takes D3 randomly allocated wounds (just as with classic gets hot! allow saves)(But too bad the rules for it don&#039;t state it has firing points, so there&#039;s no point putting a unit inside). You&#039;d think a building the size of a Bastion would have an external cooling system to prevent this fucking rule...still,  at 230 points it&#039;s quite an expensive Fortification, but oh man will this thing melt hordes, regardless of how good their save is.&lt;br /&gt;
**Consider running with a Devastator Squad hiding out downstairs with 4 Lascannons, now you have anti-tank covered in addition to the anti-horde, heavy infantry melter upstairs.&lt;br /&gt;
***Except remember those rules don&#039;t state it has firing points despite how it&#039;s modeled.&lt;br /&gt;
****Official rules state under Access Points and Fire Points: As per model.&lt;br /&gt;
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*&#039;&#039;&#039;Promethium Relay Pipes:&#039;&#039;&#039; 4+ Cover save, like the Aegis but with a special bonus, if a model is armed with a Flamer weapon then it becomes Heavy Torrent if a non-vehicle model&#039;s within 2&amp;quot; of a pipe. Remember that your Deathwing and Ravenwing units are relentless, so you they can move and still get the Torrent bonus.  Deep strike Deathwing next to a Promethium Relay Pipe for a twin-linked heavy flamer with Torrent!&lt;br /&gt;
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==Formations and Unique Detachments==&lt;br /&gt;
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===Lion&#039;s Blade Strike Force===&lt;br /&gt;
In line with the recent 7th Edition releases, Dark Angels get a unique Detachment comprised of Formations. Mostly, it&#039;s the same as our Vanilla brothers but with The Unforgiven&#039;s unique twists added on top. Special rules are: Everything with Grim Resolve fires Overwatch at full Ballistic Skill. Also, two Battle Demi-companies may combine into a single formation that may purchase Rhino/Razorbacks/Drop Pods for FREE (Same as Vanilla marines). Well harlequins/Swarm Armies aren&#039;t winning against these guys anytime soon. &lt;br /&gt;
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====Core Choices (1+)====&lt;br /&gt;
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*&#039;&#039;&#039;Battle Demi-Company (1+):&#039;&#039;&#039; 1 Company Master or Chaplain, 0-1 Command Squads, 0-1 Company Veteran Squads, 3 Tactical Marine Squads, 1 Assault Squad, 1 Devastator Squad, and 0-1 units of Dreadnoughts. Everyone in the Demi-Company gets Objective Secured, just like the Vanilla Demi-company, and gets to fire overwatch at BS3 instead of BS2. The Chaplain is a good choice as he comes fully equipped at 90pts and can join the assault squad whether they choose to use jump packs or a drop pod. Give them two flamers and meltabombs, and you&#039;ve got a deep-striking Jump Infantry squad that has Zealot, Objective Secured, and the ability to put a dent in almost any enemy unit. &lt;br /&gt;
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====Command (0-1 per Core Choice)====&lt;br /&gt;
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*&#039;&#039;&#039;Inner Circle (1 per Battle Demi-Company):&#039;&#039;&#039; Azrael, Belial, Sammael (Who can take Sableclaw instead of Corvex as always), 1 Company Master, 1 Interrogator-Chaplain (who can be traded for Asmodai), or 1 Librarian (who can be swapped for Ezekiel).  Pretty much your HQ slot sans Techie.&lt;br /&gt;
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====Auxiliary Choices (1+)====&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Attack Squadron:&#039;&#039;&#039; 1 Ravenwing Bike squad, or Attack Bike Squad, and 1 Landspeeder Vengeance or lone normal Landspeeder. They all gain &#039;&#039;Scout&#039;&#039; (including the Land Speeder) and if the Land Speeder shoots an enemy and causes a hit, then the Ravenwing Bike/Attack Bike squad gains +1 BS when firing at that target and finally, the whole formation counts as a 12&amp;quot; Teleport Homer for deep striking Deathwing units. Pretty nifty bonuses as it helps Deathwing and the Bikes hit more often. Recommended a heavy bolter or assault cannon to get almost certain hit for that +1 BS. &lt;br /&gt;
**&#039;&#039;&#039;Alternate View:&#039;&#039;&#039; Attack Bikes with Multi Meltas (1 or 2) and a Double Multi Melta Landspeeder will scare the hell out of anything with an AV. With that Scout move it isn&#039;t too hard to get into melta range quick.&lt;br /&gt;
*&#039;&#039;&#039;Third Take:&#039;&#039;&#039; Heavy Bolter Attack Bikers or Grav Bikers with a Typhoon Missile Launcher and Heavy Bolter Landspeeder is a fairly effective way to deal damage from a distance and clear units that have taken cover in ruins and buildings.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Support Squadron:&#039;&#039;&#039; 1 Ravenwing Land Speeder Squadron, plus one Darkshroud &#039;&#039;&#039;or&#039;&#039;&#039; Vengeance. Holy shit... they all get Grim Resolve &#039;&#039;(wait for it...)&#039;&#039;, Interceptor and Strafing Run. So they&#039;re pretty good at shooting. In addition, they have the Ravenshield rule; whenever a friendly Ravenwing unit [[Awesome|within 24&amp;quot;]] is charged, the Support squadron may fire Overwatch &#039;&#039;(at BS2 because of Grim Resolve)&#039;&#039; at the offending assaulter, or [[Rape|FULL ballistic skill]] if taken as part of a Lion&#039;s Blade detachment. Granted it only protects your Ravenwing units, who themselves will mostly have twin-linked and/or improved BS overwatch, so any opponent would be stupid to charge you with this around. Tau players may now retrieve their jaws from the floor.&lt;br /&gt;
**Wait! There&#039;s more: If you take a Darkshroud, normal Land Speeders gain Shrouded from it because they all form a single vehicle squadron; so the unit would have Stealth &#039;&#039;and&#039;&#039; Shrouded for a 4+ cover save in the open, 2+ in cover and rerollable if jinking. Awesome resistance in a unit that also have Deep Strike and Scout (also from the Darkshroud) for silencing ignore cover weapons before they can fire. Forget the bikes, take as many of these formations as you can. You only have to think which weapons your speeders will have. &lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Silence Squadron:&#039;&#039;&#039; 1 Dark Talon and 2 Nephilim Jetfighters. The Stasis bomb of the Dark Talon always hits on-target (forcing a target hit bythem to test Initiative on 2d6, picking the highest), and Slay the Warlord is worth D3 VP when using this formation to aid in eliminating the enemy&#039;s Warlord.&lt;br /&gt;
*&#039;&#039;&#039;10th Company Support:&#039;&#039;&#039; 1-5 Units of Scout Squads. They get Supreme Fire Discipline and... nothing else. In other words, this is just a cheap way to upgrade a Demi Company to a full Lion&#039;s Blade Force. &lt;br /&gt;
**If you really want to take Scouts and a Lion&#039;s Blade force, consider taking a secondary CAD as well, since Scouts don&#039;t get any additional rules beyond &#039;&#039;Supreme Fire Discipline&#039;&#039; when taken here, but Scouts are one of those units you&#039;d prefer didn&#039;t get charged anyway. You can have them with ObSec instead, plus free slots for those units that you can&#039;t really squeeze into the Lion&#039;s Blade in the first place &#039;&#039;(like Black Knights, spare flyers, tanks or FW units)&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Hammer of Caliban:&#039;&#039;&#039; One Landraider (Your choice of regular, Crusader or Redeemer), a Techmarine which must start inside said Land Raider, and a full squadron of three Predators, Vindicators, or Whirlwinds. The entire Formation gains Monster Hunter and Tank Hunter, the Techmarine grants the Land Raider BS 5 while inside the Land Raider (due to the **Hammer of Heretics** bonus), but the wonkiest part is the rule **Might of the Lion:** Basically, the Land Raider and the other vehicle squadron must form a super-squadron. However, the bonuses for doing so are questionable at best, if not outright pointless: The Whirlwinds gain little from Tank Hunters, while being able to Shred anyway at full Squadron size, the Predators already get Tank Hunter and Monster Hunter when fully Squadroned, but the most hilarious is the Vindicator/Land Raider team-up; RAW, [[Fail|Linebreaker Bombardment prevents the Land Raider from firing.]] Needless to say, the only theoretical use for such a formation would be if you have a weird sense of humor and like the idea of using throwaway tanks to allocate hits to prevent the Land Raider from being killed off, find a safe way to immobilize and detach the entire squadron, or have some other extreme whacky usage for this mess. Or you could spend the points on Grav Ravenwing and Black Knights.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Redemption Force:&#039;&#039;&#039; Led by Belial, or a Termie Interrogator Chaplain/Company Master/Librarian, 2-5 Deathwing Terminator Squads, and an option for DW Command Squads, Deathwing Knights, and Venerable Dreadnoughts. They get Preferred Enemy (CSM) and also gain &#039;&#039;Take the fight to the Enemy&#039;&#039;, which should seem familiar if you play Grey Knights (it&#039;s basically Battle Focus on the turn they arrive from Deep Strike), as well as choosing in advance which turn they arrive on. Furthermore, the First Draft FAQ says that they can either be placed in Reserve &#039;&#039;or&#039;&#039; Deep Strike Reserve. This change is to allow Terminators to hide in Land Raiders kept in Reserve.&lt;br /&gt;
**Now there are a couple of comparisons to make with the Deathwing &#039;&#039;&#039;Strike&#039;&#039;&#039; Force FOC that you get access to, despite having the same initial prerequisites, especially since the DSF simply allows you to decide whether they pass/fail reserve rolls on a squad by squad basis, as well as being more customisable so you can squeeze in more Knights or Dreadnought rather than more regular squads. However the DSF will &#039;&#039;&#039;NOT&#039;&#039;&#039; be part of your larger Lion Strike Force formation and will therefore not get the &#039;&#039;Supreme Fire Discipline&#039;&#039; rule, nor do they get Preferred Enemy. So choose carefully.&lt;br /&gt;
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Now, as awesome as Supreme Fire Discipline is, Lion&#039;s Blade does have limitations you need to consider. First off, there&#039;s absolutely zero way to take Black Knights, be it the regular flavor or the Ravenwing Command kind. Second, your options for tanks are very very restrained. You want a Predator? All you have to do is buy an entire Land Raider and Techmarine, plus two more Preds, and park the fucking Raider four inches away at all times. If you actually wanted 5 twin-linked Lascannons, this is great, but otherwise you have a vehicle squadron of things that were never meant to be squadded together. Similarly, if you want ANY Termies at all, you must take a bare minimum of 495 points. Want Deathwing Knights? 730 points up front. Another one is to use that awesome overwatch you shouldn&#039;t take any weapons with a blast type since you can&#039;t overwatch with blast weapons. While not a huge downsides it is something to consider. &lt;br /&gt;
*Against Khorne Daemonkin and other assault armies, Lion&#039;s Blade is awesome. But if your opponent is going shooty too then stick to your CAD, since it&#039;ll let you customize WAY better.  &lt;br /&gt;
*&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; The thing is with this bonus overwatch it can be used as a powerful psychological tool. No one would want to charge your dug in stubborn marines unless they don&#039;t want to get shot to shit and taken out. Using terrain is a major factor in this as if they lack some type of assault grenades they&#039;ll have to attack at I1 AND get shot at BS3-4. Lions Blade overwatch needs some clever thought to be truly used to full potential.&lt;br /&gt;
*&#039;&#039;&#039;Alternative Alternate Opinion:&#039;&#039;&#039; The psychological problem with the Lion&#039;s Blade is that as soon as someone sees Dark Angels they auto-assume BS4 Overwatch, so they stay away and won&#039;t come near you for you to benefit from your special rules much. Of course some armies can&#039;t afford &#039;&#039;&#039;NOT&#039;&#039;&#039; to get into combat with you &#039;&#039;(Tyranids, Daemons etc)&#039;&#039; other more balanced armies might prefer to deny your plasma/grav overwatch and keep you at arms length.&lt;br /&gt;
*&#039;&#039;&#039;Another Alternate Opinion:&#039;&#039;&#039; When taken in the Lion&#039;s Blade Strike Force, Dark Angels are actually one of the most flexible close combat armies in the game, with &#039;&#039;&#039;COMPLETE&#039;&#039;&#039; control over which units fight the Assault phase. Even Terminators will think twice before facing your overwatch, especially if it&#039;s augmented by some plasma and/or grav. This means that your shooty units won&#039;t be tied in combat, where they can&#039;t do shit, and your assault units will have much greater freedom of picking the enemy units they actually want to fight. The only two armies that are completely exempt from this are Tau and Eldar, because [[Games Workshop|GW]]. Also, when playing against Genestealer Cults, you will &#039;&#039;&#039;NEVER&#039;&#039;&#039; lose. Seriously, this is probably the only army that makes GSC shit themselves with fear.&lt;br /&gt;
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===Deathwing Strike Force=== &lt;br /&gt;
So, remember how Shield of Baal has a detachment for Blood Angels that essentially allowed for an all-Vet &amp;amp; Termie army?  Well, this happened again. But is far more specialised.&lt;br /&gt;
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1-3 HQ slots, 2-12 Elites, all units in this detachment must have the Deathwing rule or be a dedicated transport &#039;&#039;(also no dreadnought squadrons, but you can take individual venerable dreadnoughts with a drop pod)&#039;&#039;. The FAQ changed this up, and only forces you to Deep Strike where units have the option to do so. This therefore allows you to take Land Raiders as dedicated transports and characters without Terminator Armour, they just set up in regular reserve instead.&lt;br /&gt;
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If taken with some Ravenwing Attack Squad/Strike Force, you can then choose when you can Deep Strike, and then when you do, they can run and shoot in any order.  Oh, and a mandatory WT re-roll. The problem with this detachment is that unlike the BA Archangels detachment, ALL units &#039;&#039;(no exceptions)&#039;&#039; within the DSF must begin the game in Reserve, whether deep striking or otherwise. Which means there is no way to play solo Deathwing without any kind of support, because you&#039;d have nothing on the table on turn one, and automatically lose the game.&lt;br /&gt;
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*You could still use this as a solo army though, since half of your Drop Pods still have the ability to arrive on turn one, so getting your Dreadnoughts on the table with locator beacons not only becomes a necessity, but also a viable tactic. Just bring more than two dreadnoughts, otherwise your opponent will think it&#039;s cute when you drop a lone model onto the table in the first turn.&lt;br /&gt;
**This is oddly contradicted by the recent codex FAQ by GW.  Although no rule explicitly states that &#039;&#039;Drop Pod Assault&#039;&#039; no longer applies, simply the condition that units in the DSF begin in Reserve or Deep Strike Reserve &#039;&#039;(with no other caveats as to when they must arrive as with the Redemption Force)&#039;&#039; The FAQ itself explains that a Deathwing &amp;lt;u&amp;gt;Strike&amp;lt;/u&amp;gt; Force &#039;&#039;(and any other Deathwing or Ravenwing detachment)&#039;&#039; will &#039;&#039;&#039;still lose&#039;&#039;&#039; at the end of turn one because there will be no models on the table, and suggests taking allies or discussing rules &amp;quot;tweaks&amp;quot; with your opponent beforehand. Obviously they forgot that Drop Pods were a thing.&lt;br /&gt;
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===Ravenwing Strike Force===&lt;br /&gt;
On the other side of the spectrum, you have the Ravenwing detachment.  This is almost like the [[Dark Eldar]] Realspace Raiders, except on Astartes-grade hax considering how good Ravenwing got.&lt;br /&gt;
1-3 HQ, 2-12 Fast Attack, with an optional Elites slot and 3 optional HS slots, all for Ravenwing units.  Aside from the mandatory WT re-roll, you can also opt to deploy either normally or in reserves, where you automatically arrive Turn 2.  Whenever your bikes arrive, they&#039;ll be able to go Flat-Out/Turbo-Boost and count as Jinking.  And to drive that further, they DON&#039;T have to fire snap-shots, making Sammael&#039;s boys even better than normally. As per the new December 2015 FAQ, this detachment now allows any Dark Angels character mounted on a bike as well, but does not give them the Ravenwing rule. This means you can now finally use those HQ slots for units other than Sammael. Interrogator Chaplains or Librarians on bikes make for fantastic force multipliers especially when combined with Black Knights.&lt;br /&gt;
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Also, the ENTIRE detachment must start either deploy as normal, or all be in reserves. The FAQ confirms this by saying that if you take a Flyer in the detachment &#039;&#039;(which must start the game in reserves)&#039;&#039;, then the whole detachment has to start in reserves along with it.&lt;br /&gt;
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Potentially the only way around this would be to take a landing pad and park your flyer on it at the start of the game, but that &amp;lt;u&amp;gt;still&amp;lt;/u&amp;gt; requires a second detachment to unlock the Fortification slot. So you still can&#039;t solo with Ravenwing and have Flyers.  One way around this is to take 2 detachments, one coming on turn one and another one with flyers coming in auto turn 2.&lt;br /&gt;
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===Others===&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Abductor Squadron (Death from the Skies):&#039;&#039;&#039; a mixed Flyer Wing of 2 Nephilim Fighters + 1 Dark Talon which must be the wing leader and gains the free upgrade. The Talon but also always benefits from the &amp;quot;Vigilance&amp;quot; attack pattern in addition to whatever pattern the flyers are flying in. Meaning as an attack flyer it gains +1 BS &amp;amp; Jink, for a potential BS6 due to &#039;&#039;Strafing Run&#039;&#039; Though it&#039;s weapons are Twin-Linked or scatter, so high BS values are not really necessary generally. But 3+ rerollable jink is nice. &lt;br /&gt;
**The problem is that the Nephilim; rather than a Talon, might have benefitted from the bonuses more. Plus the Vigilance attack pattern was the easiest one to qualify for anyway, and if you lose just one flyer from the formation or one decides to break away and do its own thing then the Vigilance pattern is all you&#039;ll ever be flying, making any bonus this formation offered entirely redundant.&lt;br /&gt;
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*&#039;&#039;&#039;Unrelenting Hunt (Dataslate)&#039;&#039;&#039; - Company Master, Librarian, Tac Squad, Deathwing Terminators, Deathwing Knights, Ravenwing squad, Black Knights, and a Dark Talon.  How convenient of [[Games Workshop]] to put together a formation which [[just as planned|just so happens]] to include the contents of Dark Vengeance and the Dark Vengeance Expansion....its not all good news, as this formation is pretty useless. The ability to re-roll charge ranges are great, but it&#039;s only when you face Chaos Space Marines, and the auto pass on leadership is nice but with Ld 8/9 and Stubborn, morale is hardly the Dark Angels&#039; weak spot. Altogether not terrible, as you get relentless on your tacs &amp;amp; characters, but just another scam from Geedubs to push Dark Vengeance sales.&lt;br /&gt;
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*&#039;&#039;&#039;Librarius Conclave (Dataslate)&#039;&#039;&#039; - You need Ezekiel + 2-4 Librarians. Though they don&#039;t need to be deployed as a single unit and can be spread around your force. When it comes round to your Psychic Phase, you choose one model in the formation who sucks up all the collective power and automatically knows all the psychic powers of each other member within 12&amp;quot; of himself and in addition can harness warp charges on 3+. The downside to this is the other librarians under his area of effect cannot cast powers at all, so can cause problems with respect to power ranges and actually being able to cast things. As a final added bonus, &#039;&#039;Mind Worm&#039;&#039; doubles its range so long as there are librarians within 12&amp;quot; of Ezekiel, with the retooled Mind Worm, this is extremely deadly. This is a very good formation because it not only allows you to take multiple Librarians, but with good positioning, avoiding repeating disciplines &#039;&#039;(and accounting for Daemonology &amp;amp; Psychic Focus)&#039;&#039; you can have one psyker with knowledge of [[AWESOME|sixteen different psychic powers]] from FIVE disciplines and a pool of up to 17 warp charges available &#039;&#039;(not counting non-formation psykers)&#039;&#039; who can let rip an absolute torrent of psychic abuse to rival that of any other psyker in the game... Eldrad/Ahriman/Fateweaver can bite it.&lt;br /&gt;
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*&#039;&#039;&#039;Masters of the Chapter (Apocalypse)&#039;&#039;&#039; - Azrael + 4-10 Captains + &#039;&#039;&amp;quot;Honour Guard&amp;quot;&#039;&#039;. From the outset, this doesn&#039;t look like theres a lot going for it. Azrael&#039;s Lion Helm is made redundant since all the captains have Iron Halos, and unlike Codex Marines you don&#039;t get uber wargear to beef up your captains. However, since you don&#039;t have Honour Guard the same way as Codex Marines or Blood Angels do, you can improvise with the next best thing (&amp;quot;Forging the Narrative&amp;quot; in Apocalypse suggests taking the closest relevant unit)... ie: [[Deathwing|a Deathwing Command Squad]]. This is actually considerably harder now, since they all get 4++ saves from Azrael &#039;&#039;(saving some expense if you don&#039;t want Storm Shields)&#039;&#039;, Feel No Pain from an Apothecary and use of good Standards and Champions.  Just don&#039;t add Sammael to the formation since it will screw him over.&lt;br /&gt;
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*&#039;&#039;&#039; [[Deathwing|Deathwing Redemption Force]] (Apocalypse)&#039;&#039;&#039; - Belial and 6 Squads of regular Deathwing &amp;amp; 4 Squads of Deathwing Knights. This is one of the most badass formations available. You don&#039;t need &amp;quot;full&amp;quot; squads, so can get away with having a formation of around 50 men &#039;&#039;(which is therefore smaller than the 1st company formation)&#039;&#039;. EVERYONE in the formation gets Rending USR on ALL attacks, shooting and melee, making them horrifying. Also, no-one can take look-out-sir rolls against this formation, so there is literally no-where to hide from these guys. Most likely replaced by the Lion&#039;s Blade DRF which instead grants them &amp;quot;Battle Focus&amp;quot; and gives them back Preferred Enemy: Chaos Space Marines.&lt;br /&gt;
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*&#039;&#039;&#039;[[Ravenwing|Ravenwing Huntmasters]] (Apocalypse)&#039;&#039;&#039; - 5 FULL Ravenwing Attack squadrons + 1 squad of Black Knights + as many Darkshrouds as you like. Both of the shrouds effect ranges are doubled for the game and also you may turbo-boost and still shoot once per game. It&#039;s an okay formation if you have enough Ravenwing, which is the problem. That&#039;s a lot of bikes.&lt;br /&gt;
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===Warzone Damnos===&lt;br /&gt;
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*&#039;&#039;&#039;Suppression Force (Apocalypse)&#039;&#039;&#039; - Worth a good mention since you get 2+ Whirlwinds and a Land Speeder of your choice. Considering you get some pretty cool Land Speeder options, you could go with a Darkshroud for some survivability along with your unlimited range / twin-linked / double-shot Whirlwinds. Or you could go one better and take the Ravenwing Grand-Master&#039;s Land Speeder for AV14 &amp;amp; 4++ and its own twin-linked weapons.&lt;br /&gt;
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===Warzone Pandorax===&lt;br /&gt;
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*&#039;&#039;&#039;Talon of Vengeance (Apocalypse)&#039;&#039;&#039; - You get 1 Nephilim and 2-4 Dark Talons. The Nephilim does nothing here, and the Dark Talons can combo their stasis bombs to lock enemy units out of the game temporarily. The length of time depending on how many bombs hit the unit. This formation isn&#039;t really worth it unless you&#039;re dropping all those bombs on a Reaver Titan or better to freeze it out of the game for a turn. The problem is that you only get one bomb per talon and the pay-off really doesn&#039;t change the game in any meaningful sense. &#039;&#039;Should have had greater effect like freezing units out permanently like Lukas the Trickster&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Thunderhead Squadron (Apocalypse)&#039;&#039;&#039; - 3 Darkshrouds, 1+ Vengeance &amp;amp; 1+ Support Squadron. Whenever 2 Shrouds are within 6&amp;quot; of each other your opponent will not be allowed to draw line of sight through the space between them. This is also close enough to grant 2+ jink (feel free to just perma-jink; they&#039;re Speeders in Apocalypse). In addition the whole formation gets shrouded (for the aforementioned 2+ jink) and scout regardless of their position, so can be pretty cool. Imagine stopping a shooty army from even targeting the entire rest of your army on turn 1? Yeah, it&#039;s as awesome as it sounds.&lt;br /&gt;
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==Fallen Angels==&lt;br /&gt;
Gathering Storm book III makes &amp;quot;Fallen Angels&amp;quot; a faction of their very own, with special interactions with the Dark Angels. They are Battle Brothers with Chaos Space Marines and the Armies of the Imperium ,but may not be included in any army that has Dark Angels units in it.&lt;br /&gt;
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Whenever Dark Angels are fielded opposite any Fallen unit &#039;&#039;(including Cypher)&#039;&#039;, all Deathwing members get &#039;&#039;Zealot&#039;&#039;, making them stand-in Chaplains; your army just got a little bit better in melee. Also, this Hatred is not lost if the Fallen are defeated. &lt;br /&gt;
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*&#039;&#039;&#039;[[Cypher]] (Dataslate/Limited Edition Codex)&#039;&#039;&#039; - NO IDIOT, YOU CAN&#039;T TAKE HIM. However, he is worth a substantial mention in that if any of your opponents bring him, you Dark Angels players get a few benefits to even the playing field. DO NOT FORGET THEM.&lt;br /&gt;
**If Cypher goes down anywhere within D6&amp;quot; of one of your Dark Angels, you get 3 Victory Points at the end of the battle, possibly a game winner. &#039;&#039;&#039;However&#039;&#039;&#039;, if the Dark Angels fail to capture Cypher or force him to escape &#039;&#039;(defeat him, but fail to capture him)&#039;&#039;, then the army that took Cypher scores D3 victory points instead. Most of your special characters can comfortably take him down in close combat (especially with Hatred). If you&#039;re not aiming directly for him you are obviously a TRAITOR AND MUST BE PURGED.&lt;br /&gt;
**Do not forget that your opponent&#039;s Warlord&#039;s leadership is reduced by one just for including Cypher. This can be extremely important for things like Perils of the Warp, Officer Orders, or simple Leadership bubbles. Unfortunately now that you know the weaknesses of the Fallen, the Deathwing will be at your door momentarily to either purge &amp;lt;s&amp;gt;or recruit&amp;lt;/s&amp;gt; you.&lt;br /&gt;
*&#039;&#039;&#039;Fallen Angels:&#039;&#039;&#039;&lt;br /&gt;
**100 points gets you five Ld10 Veteran Space Marines, equippable in a similar way to Chaos Chosen, but irritatingly, they have absolutely no special rules &#039;&#039;&#039;at all,&#039;&#039;&#039; with no ability to take marks of chaos or icons.&lt;br /&gt;
*&#039;&#039;&#039;Fallen Champions (Formation):&#039;&#039;&#039;&lt;br /&gt;
**Cypher, plus 1-3 units of Fallen Angels. This is how you get your special rules. They gain the ability to &#039;&#039;Infiltrate&#039;&#039; and while within range of Cypher they gain &#039;&#039;And They Shall Know No Fear&#039;&#039; and &#039;&#039;Stubborn&#039;&#039;.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
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*&#039;&#039;&#039;Black Templar:&#039;&#039;&#039; Now part of Vanilla Marines, but don&#039;t stop there. Black Templars have gotten better now they have access to the new shiny stuff Vanilla gets. Plus they still kept some of their traditional feats (Land Raider Crusaders are still Dedicated Transports to Crusader Squads). Crusader Squads are the Beatstick, throw in some Neophyte with Shotguns and they can be both a Dakka and chopy unit. Combine this with the Flyers they have, it makes them somewhat a versatile ally choice. Although if you want pure melee punch, Blood Angels can do this better. Still, Black Templars are not a bad choice.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; Probably the best CQC Allies for the DA. A lot of their units are fast moving and hits foes really hard and they aren&#039;t bad at shooting. But in all honesty, we have a lot of options to gun Xenos/Heretics down dead, so you should just focus on stuff that rapes in melee and shit like that. Sadly, sanguinary priests blood chalice works only with BA units, so no FNP and Furious Charge to your Deathwing knights. However Shield of Sanguinius works with all units and Darkshroud gives Stealth to all friendly units, not only DA ones. So you can give all your army a nice +4 cover save. FNP Fearless Marines with 4++ save and maybe pseudo Fleet from Azrael are great also.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; A great opportunity of mending the fails of your Codex. Forget flakk missiles, Dark Talons and Nephilim Fighters, just paint black a Vendetta, draw some feathers on the wings and call it Dark Vendetta, for instance. You can even take a squadron of 2 or 3. And,of course, you can take a blob of guards, join Azrael and have 30-50 miniatures with ++4 save, Fearless, and Furious Charge. Weeee!&lt;br /&gt;
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*&#039;&#039;&#039;Vanilla Marines:&#039;&#039;&#039; They&#039;re basically the exact same as Dark Angels: shooty and power armor. Hell, Greenwing are identical in points and near-identical in loadout. The new Codex brought in new units like Centurions and decent anti-aircraft tanks in addition to the units that Dark Angels couldn&#039;t get in the first place, like half-decent aircraft, masters of the forge, sternguard &amp;amp; vanguard veterans, ironclad dreadnoughts, scout bikers, thunderfire cannons as well as detachment-wide chapter tactics, all of which allows you to tailor any allies detachment to make up for any deficiencies in your own force. Or vice versa to make things extra interesting. Also, don&#039;t miss Chapter Master Smashbane, which is damn good HtH unit in Ravenwing and Greenwing.&lt;br /&gt;
**&#039;&#039;&#039;Siege Assault Vanguard:&#039;&#039;&#039; actually a better choice for you than using the vanilla codex since there is less overlap with the things you can already do. As for the special siege objective; Dark Angels already have scoring bikes and terminators covered to secure that objective early so you can use the vanguard list to fill in the gaps with vehicle/dreadnought squadrons or extra Centurions if you were that way inclined. If you feel dirty about having to include an extra chapter just to get access to models you otherwise could not use (such as Stormravens / Ironclad Dreads) then just paint them Green anyway and use the sub-optimal Astral Claws tactic which is practically the same as greenwing anyway, though best use of the vanguard does depend on better tactic selections.&lt;br /&gt;
**&#039;&#039;&#039;RavenGuard:&#039;&#039;&#039; Raven Guard deserve a special mention. Imagine taking a Librarius Conclave, giving them bikes and distribute them among your ravenwing squads. They will have a rerollable +2 cover save thanks to shrouded. Even their name combo well: Ravenguardwing!&lt;br /&gt;
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*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Generally the same as our Deathwing, except they&#039;re psychic-aholic rather than Gunzerker. We can bring Terminators as troops like they do, except theirs are basically cheaper unless they go overboard with them. Overall there are better options, but taking them can be fun if you&#039;re going against CSM and Daemons, so you can take on the Chaos Marines, and the Grey Knights can rape Daemons REAL hard!&lt;br /&gt;
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*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; A surprisingly good choice fluffwise as well as crunchwise. Angry battle nuns fighting with angry battle monks? Looks like sunday school let out early this week. The current Act of Faith system and unit size requirements has made MSU and Immolator-spam viable strategies, both of which are solid choices for an allied detachment. For Dark Angels specifically they bring a lot to the table: strong mobile close combat, ally with sisters and bring Saint Celestine and some seraphim. The Avenger strike fighter is a good choice, as is the Exorcist. And lastly who doesn&#039;t want to get the Sisters chocolate flamers all up into our plasma peanut butter? Plus every Imperial ally wants to get their hands on the Dominions cover-ignoring Meltaguns, and now we can stick them in a Drop Pod, if a Scouting Multi-Melta Immoltator isn&#039;t good enough for you.&lt;br /&gt;
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*&#039;&#039;&#039;Skitarii:&#039;&#039;&#039; Early impressions show there&#039;s a good deal to like, Troop choices are decent with enough and the Vanguard&#039;s Plasma Calivers will make your Angel&#039;s giddy. The Elite and Fast Attack choices look like they&#039;ll play very nicely with your Ravenwing army being incredibly quick and can keep up with the advance of the army and able to move into a combat just as your bikes have hit and run. The Sydonian Dragoons especially seem like they&#039;ll mesh very well with Ravenwing. Heavy Support gives you a boon in the Onager Dunecrawler and its Icarus Array for 125 points gives you a Missile Launcher, a 5-shot Gatling rocket launcher and an Autocannon all with Skyfire, and if you don&#039;t have that Mortis Contemptor or Deredeo, this is a good looking budget option.&lt;br /&gt;
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*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; New allies rules make Space Wolves battle brothers, and with the new codex we have some new synergies to consider. Lets see what wolfies offer to us: Jaws of the World Wolf is now Focused Witchfire, so a stasis grenade or five can help pick off those characters. Bjorn gives you +1 on the seize, which with Deathwing Assaults and Scouts moves could be important. Wolves also have cool new fliers, which have the same schitzoid loadout problems as Angels fliers but at least have Assault Vehicle. [[Deathstar Units|Azrael with 15 Blood Claws with 4++ save, Fearless and Furious Charge inside a Stormwolf]] is a thing that exists. They also have cheap servos with the possibility of taking one special weapon on 5 man squads, razorspam, scoring terminators with mixed arms, missile spam, divided fire and giant wolverine steeds. Pretty solid, but Dark Angels can achieve most of those things on their own, and instead of wolves have bikes which look less stupid in the future.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
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*&#039;&#039;&#039;Eldar:&#039;&#039;&#039; The jetbike units and Wave Serpents are FUCKING AMAZING and make an excellent pairing with the Ravenwing. You could also use Fire Dragons mounted in a Falcon for some forward-ranging tank or monster killing power, or to punch out a squad capable of usefully tank-tarpitting Deathwing Knights. Not to mention the Wraithbone units got buffed into the stratosphere with Destroyer Weapons out the ass.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Not a bad choice, especially since they just got a new codex. As usual, their basic philosophy is &amp;quot;extra fire power that can help wreck shit at long range&amp;quot;. The Crisis suits are golden, and goes well with a Ravenwing list, as they&#039;re both mobile and shooty with Plasma Rifles and other useful weapons. Hammerheads are also a worthwhile choice if you choice the Railgun option, and fire warriors with their Pulse Rifles will prove to be better than the Boltgun. Play them correctly, and the enemy won&#039;t be alive to get close enough. They should be too occupied to be dealing with Fire Warriors, at the least. Unless you&#039;re going plasma-heavy, as they are probably the one army with more plasma than you (take a Hammerhead with tau Ion Cannon and disruption pods. Do it!). Ion has been introduced, and it is soooo much better. Ion Cannon now has a new trick up its sleeve. At S8 AP3 Large Blast when overcharged, nothing short of a TEQ will get an armour save. They also have the best long-range anti-tank in the game, so they can provide fire support for your Spess Mehreens. (Look to Riptide if you&#039;re interested in Long Range Support).&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; They are really speedy, but you also potentially have Ravenwing, so One Eye Open is a little more pronounced working alongside the emo relatives of the Craftworlders. However, if you&#039;re running Deathwing lists then use these guys as distractions while you get your Deathwing into position!&lt;br /&gt;
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===Come the Apocalypse===&lt;br /&gt;
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*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Another shooty list aside from Tau and Guards. Necrons can provide you a catacomb command barge beatstick, something sufficiently terrifying to keep your enemy from moving into assault for an extra round or two (especially if they&#039;re using an expensive HQ choice). Necron troops choices can serve as highly efficient response groups, combining four haywire shots and ten rapid-fire gauss zaps with one of the most universally effective fliers in the game for a meager 190 points. Would you rather have two terminators and one assault cannon, or one annihilation barge (90 points for a tesla destructor, tesla cannon, and AV13 until they start beating on it)? To put the cherry on top, none of these units really need or want to be close to the rest of your army, so you can easily step around the one eye open rule. Want an ally that can give you your daily doses of speed, anti-armor, and AP2 melee without stealing all your thunder(points)?  Look no further than these badass space Egyptians.&lt;br /&gt;
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*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Want a horde?  The orks love pushy melee fighting. Though they might be slow, a footslogged group of standard ork boys can shield your more powerful and expensive units with a wall of cheap meat. They&#039;ll provide a screen against assaults (which your troops can then jump in on, if you so desire), and a 5+ cover save. The one eye open rule is pretty irritating here, but 6th edition&#039;s premeasuring rule should let you keep that separation, and even if you can&#039;t... well, it&#039;s only a 1/6 chance anyway, and it doesn&#039;t occur in melee combat.&lt;br /&gt;
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*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; If you want a horde army, Orks just do it better. The new releases for Tyranids means that &#039;&#039;One Eye Open&#039;&#039; isn&#039;t as much of an issue as you can just deepstrike all your Tyranid stuff in with their bio-organic drop pods and shit.&lt;br /&gt;
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*&#039;&#039;&#039;[[Heresy|The Forces of Chaos]]&#039;&#039;&#039;: &amp;lt;s&amp;gt;WHAT?! YOU&#039;RE WORKING ALONGSIDE THE FALLEN AND THE MONSTROSITIES OF THE WARP?!&amp;lt;/s&amp;gt; Yep. You can have Chaos Space Marines and Chaos Daemons as allies at Come the Apocalypse levels.&lt;br /&gt;
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===Other Detachments===&lt;br /&gt;
====Inquisition (Battle Brothers)====&lt;br /&gt;
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If you don&#039;t care about the fluff, why haven&#039;t you taken it yet? Seriously, you get 3 Elites Choices (Read: 3 units of Inquisitorial Henchmen) and each of them can take a transport like a Rhino, or a Chimera or a Land Raider or a Valkyrie. &lt;br /&gt;
That makes it worth it right up front, but with the right load out, they can fill holes in your army, so this should be your first choice right here. &lt;br /&gt;
*Inquisitorial Valkyries make up for the Dark Angel&#039;s immediate lack of aerial transport options (outside of a Storm Eagle or Caestus Ram) letting you move tactical squads around the tabletop far quicker than in Rhinos.&lt;br /&gt;
*Inquisitor detachments can take a Land Raider Prometheus as a dedicated transport, this saves your primary detachment from using up an Elites slot which should be put to best use on Deathwing and Dreadnoughts. Inquisitorial Land Raiders also get Truesilver armour that provides daemon defense and warp stabilisation fields for teleport shenanigans.&lt;br /&gt;
*Servo-Skulls and Mystic henchmen work really well alongside Deathwing, but also alongside Drop Pods and Assault Squads. While Ravenwing do get teleport homers, having Inquisitor stuff works on all deep striking units and also give you more table coverage for incoming units, particularly on the first turn for Deathwing Assault.&lt;br /&gt;
*Consider taking a Inquisitor in a Valkyrie and a tarpit or two of Acolytes, while still having a full artillery battery from allied guard and doing some screening with large blocks of bolter brothers; or a four lascannon Devastator squad buffed by a psyker Inquisitor with a Conversion Beamer. If there&#039;s something your current army is lacking, the Inquisition has something that can compensate for it.&lt;br /&gt;
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====Imperial Knights (Battle Brothers)====&lt;br /&gt;
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An Errant Knight titan is probably a good bet for players looking for some reliable long range anti-tank/anti-TEQ killer.   The Paladin Knight brings some long range high strength high AP shooting (Double shot battle cannon? Hell yeah) to an army that can really use some for only two termies more than two Leman Russ Tanks.  And thanks to 7th edition rules updates these things now score no matter what detachment they are a part of, so charge him at the enemy lines faster than you can say DISTRACTION CARNIFEX. Thanks to their Str. D CC arm, they can reliably deal with with most monstrous creatures with ease, barring Skarbrand and maybe a Wraithknight. Also, Seer/Screamer-Star or any other re-rollable 2+ bullshit?  Meet D-Weapon. If you fight a Riptide heavy list, &amp;lt;s&amp;gt;these might become your best friend&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;you still cannot catch the fuckers.&amp;lt;/s&amp;gt; Bitch please, you have a 12&amp;quot; movement and a 2D6 charge. The Riptide has a 6&amp;quot; move and a 2D6 jump, and limited space to escape with given how they&#039;ll be hiding at the back like sissies. Plus, they&#039;re shit at killing the Knight.&lt;br /&gt;
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====Legion of the Damned (Battle Brothers)====&lt;br /&gt;
Because it is now a Codex in its own right, Dark Angels can troll themselves by taking [[Fallen Angels|mysterious Astartes who appear out of nowhere and disappear just as quickly]]. You couldn&#039;t take them before, so now this is a treat. Like the Inquisition codex, the LotD can be taken as an additional detachment separate from the Allied detachment. More over, the detachment has a min of 1 elite, so there is no unit taxes, as you pay for exactly what you want.&lt;br /&gt;
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You only have one unit, but you can bring up to 4 of them. You get Fear, Fearless, Slow and Purposeful, 3++, and all shooting Ignores Cover. Yes, all of it, including any special or heavy weapons. They are also one of the 2 units that can take Heavy Flamers. As a Dark Angel you will be used to things Deep Striking, meaning you can one-two punch a combination following a Deathwing Assault. On the downside they can&#039;t be joined by Independent Characters (not that you&#039;d need to) and you don&#039;t care about chapter tactics, since that is a vanilla thing. Unfortunately everything these guys do, your [[Deathwing]] can also do and in some cases do better, and in many cases your terminators can score while 3++ is just as vulnerable to high volumes of high AP fire (lasguns/bolters) as Greenwing are. The big draw here is Ignores Cover, which when coupled with the flexible armament of a tactical squad essentially makes them just that: A very good alternative to a Tactical Squad.&lt;br /&gt;
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*&#039;&#039;&#039;Animus Malorum&#039;&#039;&#039;: Sergeant Centurius&#039; soul-eating skull gives the bearer and his unit FnP, and any unit which fails a Fear, Morale, or Pinning check within 12&amp;quot; of the bearer has a randomly chosen model immediately removed as a casualty with no saves allowed (although LoS! can still be used). Every model that is removed this way grants a +1 modifier to the FnP roll (up to a 2+) for the remainder of that turn. At only 35 points for a sergeant to use it, it&#039;s a steal.&lt;br /&gt;
*With the increasing amount of low AP weaponry that cover ignoring, these guys have some merit. They can hold objectives and mow things down. Strike them near things with low AP weapons (Give them a Plasma Cannon to see S7 AP 2 Ignores Cover Blast) or the backfield and watch them turn firefights around. They will die to massed fire (But then again, what in this game doesn&#039;t?) but can tank low volume high power hits. Sure, you can minmax a list and leave them at home but how many of you are playing in world class tournaments and need 1d4chan tactics? They are good, but not uber. Most of all, they are fun.&lt;br /&gt;
*Pro-Tip: You can use them as mobile cover for any troops and/or assault screens, especially if they have the Animus and/or rolled Spectral Bulwark.&lt;br /&gt;
* Do you like Plasma Spam? Do you hate how your opponent always hug cover against your Plasma guns? These guys can take Plasma Cannons and ignore cover. Have them come in when your opponent scurries their heavy infantry into cover, then as he gloats about your cannons becoming expensive frag missiles, poof these guys in and remind him of their Ignores Cover ability.&lt;br /&gt;
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====Officio Assassinorum (Battle Brothers)====&lt;br /&gt;
Because having access to 4 unique killers is freaking amazing. Note if you cannot decide on 1, the Execution Force Formation allows you to field all 4, but it is very expensive.&lt;br /&gt;
*&#039;&#039;&#039;Callidus Assassin:&#039;&#039;&#039; Meant for taking out that 1 important target. She can infiltrate 1&amp;quot; away from an enemy regardless of LoS, and forces all opponents to snap-fire at her the first turn she&#039;s on the table. She also has Hit and Run so she can pull out once she does her job. Her Neuro-Pistol is a poisoned 4+ AP2 flamer, and her Power Sword is AP2 and ignores Invulnerable saves on a 6 to wound.&lt;br /&gt;
*&#039;&#039;&#039;Culexus Assassin:&#039;&#039;&#039; Because fuck everything. Seriously this guy is dangerous, forcing opponents to hit him at WS/BS1 and ignoring armor saves in combat while inflicting ID on a 6 to wound. (Psykers are always ID when taking wounds against this guy), while nullifying all psychic powers within 12&amp;quot;, and forcing all psykers to harness powers on 6s. Just don&#039;t use Ezekiel or his Librarius Conclave anywhere near this guy.&lt;br /&gt;
*&#039;&#039;&#039;Eversor Assassin:&#039;&#039;&#039; Good at killing hordes thanks to his gauntlet and the fact that he explodes on death.&lt;br /&gt;
*&#039;&#039;&#039;Vindicare Assassin:&#039;&#039;&#039; Snipe 1 specific model out form enemy squads, like a hidden Meltagun/Plasma Gun/Lascannon/Power Fist.&lt;br /&gt;
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==Building your army==&lt;br /&gt;
Two Troops and an HQ is your starting point as always. We recommend two tactical squads and something with a psychic hood.&lt;br /&gt;
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Secondly, &#039;&#039;get the new fucking codex!&#039;&#039; Sometimes you&#039;ll see people playing Dark Angels with the Vanilla Codex. In 5th Edition this was fine, but in 7th Edition these people are heretics. Smack them up the head for me if you see them! Otherwise, the Dark Vengeance box set is a good place to start for models. For about 100 US dollars (£61.50 British pounds), you get 5 Terminators, 3 awesome looking bikers, and a tactical squad with two (maybe 3 if you&#039;re lucky enough to get the limited edition) HQs if possible swap the chaos marines for more angels this gives you 10 terminators, 6 bikers, 4 HQ and 2 troops that can be made with 2 plasma guns or 2 plasma cannons. That, or get the new Dark Angels Dark Vengeance expansion (1 Dark Talon/Nephilim Jet Fighter, a Squad of Deathwing Terminators/Knights/Command Squad, and a squad of Ravenwing Black Knights/Command Squad) for $140 USD. Remember the phrase &amp;quot;Up-sell scheme&amp;quot;, folks!&lt;br /&gt;
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If you want a relatively cheap way of getting an Attack Bike, Black Knights, and Sammael, grab the new Dark Angels Battleforce ($100 USD) which contains said BK, Attack Bike, and Landspeeder with Ravenwing Upgrade Sprue. Just stick the book and Hooded Icons on it and build the Twin-Linked Heavy Bolter and Assault Cannon, modelling the passenger guy with a Sword to represent Sammael.&lt;br /&gt;
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===Forge World Units===&lt;br /&gt;
It has to be noted that the new codex &#039;&#039;(and by extension the vanilla codex too)&#039;&#039; is NOT conducive to fielding units from Forge World at all, at least until FW come out with some sort of FAQ or update to help with the situation. None of the Formations that the Dark Angels use have provision for taking them and neither of the new Ravenwing/Deathwing FOCs actually allow you to take anything either. &#039;&#039;(except for the Lucius Pattern Drop Pod as a dedicated transport option)&#039;&#039;. &lt;br /&gt;
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However, those of us with Forge World units need not feel trapped with models we cannot use.&lt;br /&gt;
&lt;br /&gt;
The Combined Arms Detachment hasn&#039;t actually gone anywhere, you could easily field a secondary CAD separately from your Lion&#039;s Blade Strike Force and give yourself lots of free slots to further customise your army. Furthermore, with the price drop on Scouts and the fact that they gain no specific rules when used as 10th Company Support in the Lion&#039;s Blade formation, you can take those Scout squads and a HQ of your choice and use them to fulfill the minimum requirements of a CAD without interfering with the points you would have already spent anyway, only losing Supreme Fire Discipline and giving them back Objective Secured &#039;&#039;(only the Demi-Company units get Objective Secured)&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Greenwing is now so much more attractive thanks to the Lion&#039;s Blade Strike Force and the benefits a Demi-Company gives you (BS3/4 overwatch? Well, shoot my monkey!).&lt;br /&gt;
&lt;br /&gt;
Ravenwing are awesome, with Relentless Grav-Guns and re-rollable Jinking. Shares the spot with White Scars for the most badass bikers in the Imperium, and they still have all their old tricks from the last Codex (Teleport Homers everywhere, a Land Speeder granting your units mobile Stealth). As a standard ravenwing boilerplate start with an Interrogator Chaplain on a bike with a shroud and mace of redemption. Then add a Ravenwing command squad at 6 men strong. Boom. A nice unit for moving around the board making plasma vapor and looking for a fight while your troops move into position.&lt;br /&gt;
&lt;br /&gt;
Deathwing are the only part of this equation that probably lost more than was given with the current Codex, no more Turn 1 Deepstriking, nor the ability to choose when you Deepstrike without rolling for it. You now have to take the Deathwing Strike Force detachment and the Ravenwing Attack Squadron formation or the Ravenwing Strike Force detachment for the latter ability. Still, the old stratagems work.&lt;br /&gt;
&lt;br /&gt;
====Psychic====&lt;br /&gt;
The Dark Angels have access to almost all rulebook powers, their unique Interromancy discipline, and the 4 new disciplines from the Angels of Death Supplement. The final 4 are overpowered bullshit to get sales for GW, hm...that sounds familiar...&lt;br /&gt;
Good choices are:&lt;br /&gt;
*Interromancy: &#039;&#039;&#039;&#039;&#039;WHY AREN&#039;T YOU TAKING THIS?!&#039;&#039;&#039;&#039;&#039; Seriously, the ability to permanently drop your opponent to WS/BS1? Turn rape machines like Marneus Calgar and Abaddon the Despoiler into wimpering, expensive paper weights that can do sweet fuck all? Want to punish armies with low leadership? Dark Angels are the masters of Psychic trolling, baby! If you really want to destroy your opponents special snow flake then use this and librarius and hope you get null zone to just ruin that HQ&#039;s day, good bye Calgar, its harder to do against someone like Draigo though so be warned.&lt;br /&gt;
*Geokinesis: You can fucking move any piece of terrain around. This allows you to juggle objectives over to you. Thanks GW.&lt;br /&gt;
*Technomancy: Get to take control of an enemy vehicles weapon for a turn (Funny as hell when you turn that Imperial Knight&#039;s Rapid Fire Battle Cannon on the enemy), and pull all kinds of buffs like restoring hull points, and increasing AV to make an AV15 Land Raider. Thanks GW.&lt;br /&gt;
*Fulmination: Can give your Psyker a temporary storm shield, and allows you to literally trade places with any unit (friend or foe) within 24&amp;quot;. Great for either springing a trap or pulling your guys out of one with another unit that can take the heat. An example of trading places to have a unit assault would be a Librarian and a Chaplain (optional) in one for example an Assault Squad, then if you have a Ravenwing Squad and scout the bikes first turn and move up really into the enemies face hope the Librarian using is both using Fulmination and rolled a 6 for one of his powers then switch the 2 units and watch your opponents face as they have a new Assault Squad to deal with, extra hilarious if you have a 10 man blob with 2 Eviscerators. You could even just have a 5 man squad with the Librarian and Chaplain (optional) along with the squad Sergeant take metla bombs and move the bikers near that land raider over yonder switch the squads...and show it your fun new toys... plus it does not matter which variant you use as long as the Chaplain (optional) is in their you are rerolling all failed to hits on the first turn of close combat. Speaking of the first turn of close combat did I forget to mention that you can still charge after doing this psychic power so yes your squad can now charge first turn into that land raider over yonder with your new toys and rerolls that should be interesting.&lt;br /&gt;
*Librarius: It has a power that lets an entire unit re-roll saving throws. [[Deathwing|A T5, 2+, 3++ unit]] with that power on it will not go away and will kill everything in its path. Thanks GW.&lt;br /&gt;
*Telepathy: Also an amazing choice, with the infamous Invisibility Power which you cast on your most important unit that the enemy cannot ignore, and Psychic Shriek also being a pretty damn good Primaris Power. &lt;br /&gt;
*Divination: Equally tied with Telepathy for the second-choice discipline. BS2 Overwatch is fucking A already, and the Lion&#039;s Blade full BS overwatch is top notch. Adding re-rolls to hit from Prescience? Goodbye Genestealers, goodbye Ork boyz, goodbye Khorne units. Forewarning, Perfect Timing, and Misfortune are also awesome powers. Foreboding&#039;s full BS overwatch is literally useless if using Lion&#039;s Blade, but if you&#039;re using CAD or Unbound, then it&#039;s worth something.&lt;br /&gt;
*Sanctic Daemonology: If you luck out and roll Sanctuary, you just may be able to get a 3++ with a Conversion Field, or [[Deathstar Units|cast with a unit of Deathwing Knights for a T5, 2++ unit.]] Hammerhand is good too. However, beware of rolling Perils on any doubles when trying to manifest powers!!!&lt;br /&gt;
&lt;br /&gt;
====Army Variants====&lt;br /&gt;
*&#039;&#039;&#039;Land, Sea, and Air:&#039;&#039;&#039; A classic set-up from the 6th Edition Codex. 2+ squads of Ravenwing Bikes (1 Scouting up the field, the other Outflanking), some Deathwing Terminators, and Tactical Marines and Devastators lining up for long ranged support. This approach gives you speed and resilient units, precision deepstriking from Ravenwing Teleport Homers while your Devastators back you up with Missile Launchers, and your Tactical Marines take the objectives and dare the enemy to dig out BS2 Overwatching, Stubborn SPEHS MUHREENS. Hit them from the land (Greenwing), Sea (Ravenwing), and Air (Deathwing). A really good optional thing to do is to give 2 Bikers Grav-guns, and your sarge a Combi-Grave in each of your Ravenwing Squads since Bikers have Relentless. For 8 Melta bombs extra per squad, 9 shots that hit on 3s wounding on 3+ or 2+ and Concussing a Monstrous Creature before charging is damn well worth it. Even better if you concussed the MC as it was charging thanks to BS2 Overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK YOU AND YOUR LOGIC:&#039;&#039;&#039; Literally take 1 Librarian on Interromancy on a bike, give him Shroud of Heroes and a Conversion Field, an on-foot Techmarine, and fill up the rest of your point allotment with Dark Talons and an Imperial Bastion with Comms Relay to hide behind. Pray your Librarian survives while staying out of LoS with a 2+ Cover Save. Keep the Techmarine on the Comm&#039;s Relay. Hopefully once you&#039;ve survived to turn 2, roll some dice, look up, and smirk. Watch as fucktons of flying Vindicators that can potentially dish out the big &amp;quot;D&amp;quot; fly on and pulverize the shit out of the enemy. This is by no means tactically sound, and any enemy with decent AA (Tau) or Gunships (Vendetta Squadrons, Storm Talons) will smash your face in. Remember to play [https://www.youtube.com/watch?v=dWhtPByViJU this] if it works.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;INVINCIBLE BAWKSES:&#039;&#039;&#039; Classic Dark Angle tactic, but now requires a character which costs almost as much as the Land Raider itself due to the loss of the Power Field Generator...simply grab Azrael, 2 Techmarines with 4 Servo-Arm servitors, and a Land Raider of your choice. Stick Azrael and the Techmarine in the Servitors and put them in the Land Raider. Watch the enemy struggle to put down a 4++ AV14 all around monstrosity that will repair any Hull Points and immobilizations/destroyed weapons and keep on rolling. For bonus points, grab a relic Spartan with Armored Ceramite and Flared Shield so the enemy will rage extra hard. Be mindful that this is expensive both IRL and on the table top so your enemy could also just subvert the INVINCIBLE BAWKS and go after the squishier stuff anyway. With the release of the new Space Marine psychic powers, add a Librarian with Technomancy and hope for Warpmetal Armour, so on top of everything else, you could turn this beast into an AV15, 4++, regenerating juggernaut that even Demolisher Cannons will have a hard time putting down.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Speeder Spear:&#039;&#039;&#039; 6th Edition tactic, made surprisingly delicious with the Ravenwing Support Squadron formation.&lt;br /&gt;
**Fucktons of Ravenwing Support Suqadrons, with Darkshrouds.&lt;br /&gt;
**For supporting Dakka, split some squadrons with Land Speeder Vengeances to coat your foes in steaming plasma.&lt;br /&gt;
**CAD of Tactical Squads with Rhinos/razors to hold down any objectives, led by a cheap Librarian on Bike giving Prescience to your Land Speeders.&lt;br /&gt;
**Considering the sheer amount of Typhoon Missile speeders you should be fielding (and if you&#039;re not then you&#039;re an idiot) you should have no problem glancing AV14 vehicles to death from the other side of the board.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category:Dark Angels]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Necrons&amp;diff=1011618</id>
		<title>Warhammer 40,000/9th Edition Tactics/Necrons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Necrons&amp;diff=1011618"/>
		<updated>2026-05-20T15:38:07Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Necron]] tactics. [[Warhammer_40,000/Tactics/Necrons(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Necrons?==&lt;br /&gt;
From the perspective of the lore the Necrons present a tale of faustian pacts, the cost of immortality and the challenge of Singularity. Once a short-lived and cancer-ridden race, the necrontyr were lead by their last [[Silent King]], Szarekh, to make a deal with the [[C&#039;tan]], the Star Gods devoured their essences while imprinting an echo of their personalities into nigh indestructible android bodies, the newborn Necrons eventually defeated the [[Old Ones]] and then, on revenge for their lies, shattered and enslaved the C&#039;tan, but such feats took a terrible toil upon reality itself and Szarekh, seeing the emerging power of the Aeldari and their mastery over the Warp, ordered what Dynasties remained of his expended Empire to hide and enter into hibernation until entropy itself took care of the then rising race, then, he left in self-exile. With the [[Fall of the Eldar]] and the subsequent [[Horus Heresy]] the Necron Dynasties are awakening into a devastated galaxy, [[Eldar|their rivals]] [[Imperium of Man|ruined by the Warp]] [[Emperor|they sought to control]] [[Orks|and reduced to mockeries]] [[Dark Age of Technology|of their former might]], [[Necron Destroyer|even while they themselves have suffered the curse of the aeons]] [[Flayed Ones|and the malediction of dead gods]]. At first through raids but soon deploying entire armies capable to lie waste to civilizations the Necrons have become increasingly active, each year new warmachines and specialized mechanoids joining this new age of war, and now, the Silent King, having discovered an [[Tyranids|extragalactic threat]] which would devour any chance for recovering their former existences of flesh, is back.&lt;br /&gt;
&lt;br /&gt;
In terms of visual design the Necrons are highly reminiscent of the fantastic portrait of ancient Egypt, the undead horror and the skeletal frames and horrifying endurance of the Terminators, with more than a fair share of the Machines from the Matrix through their Canoptek constructs, all while still holding an echo of the lovecrafian horror which characterized them in the Third Edition. These elements make an army which is both incredibly easy to paint with the appropriate use of metalics, shades and drybrush but also offers solid models for those who want to show off their non-metallic metals and alternate eldritch schemes.&lt;br /&gt;
&lt;br /&gt;
When it comes to play style this is a faction which at first looks deceptively simple and straightforward yet offers increasing complexity thanks to their menagerie of characters, the traits of their different Dynasties and Command Protocols without becoming as overwhelming in options as the [[Adeptus Astartes]], in this edition the Necrons are a mid-ranged army, with a solid roster of Elite and Fast Attack melee units and ways to circumvent their default low mobility, just remember, your main strength will always be your endurance, while you can punch decently enough, it&#039;s your capability to capture objectives and absorb damage what will win you most of your battles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pros====&lt;br /&gt;
*Necrons have Doctrines now! They are called Command Protocols; you assign one protocol to each round before the battle begins (no repeats, unless your warlord is the Silent King, who has Voice of the Triarch), require a {{W40kKeyword|character}} on the field, and one of those you didn&#039;t pick (usually just one) is active for the whole game. &lt;br /&gt;
*Between large models with a lot of wounds, Living Metal to get those wounds back, and troops that can [[Awesome|literally stand back up]], it&#039;s a durable army that can hit hard and take just as much. &lt;br /&gt;
*This is Objectivehammer 40k, and with dynastic traits capable to bring you Objective Secure to &#039;&#039;all&#039;&#039; your units you will have a huge advantage over other armies in terms of sheer amount of VPs earned by controlling Primary Objectives.&lt;br /&gt;
*Quantum Shielding makes any enemy attack at S6 AP-2 or higher completely irrelevant against units with this ability.&lt;br /&gt;
*All {{W40kKeyword|NOBLE}} units get Relentless March which bumps up the lackluster Movement characteristic of 5&amp;quot; for your nearby {{W40kKeyword|CORE}} to the more average 6&amp;quot;. &lt;br /&gt;
*Crypteks are back in style! Now with 4 classes and a dozen wargear options, you can customize your court to your heart&#039;s content!&lt;br /&gt;
*The Necron equivalent of psychic powers (Powers of the C&#039;tan) can&#039;t be blocked by &amp;quot;Deny the Witch&amp;quot; or suffer Perils of the Warp because they&#039;re not actually psychic powers. Nor are they affected by things like the Culexus Assassin. &lt;br /&gt;
*The army has a lot of interesting, fun, and fluffy characters to bring to your games and now that custom Relics and Warlord traits cost for all 40k factions they may look suddenly more interesting.&lt;br /&gt;
*Aside from the normal Astartes pandering, Necrons are the pride and joy of 9th edition with a multitude of new models and units, with designs simple in form yet usually elegant in design&lt;br /&gt;
*Despite being a slow army, we have a couple of tricks to make our murderbots jump around the map, such as the Veil of Darkness and the Night Scythe, which holds twice as many models as the pathetic Rhino and can be used as a mobile teleportation beacon.&lt;br /&gt;
*The entire army has Leadership 10, and with mostly only warriors reaching above 10 units you will not really worry much (but just in case remember the Insane Bravery Stratagem).&lt;br /&gt;
*[[Silent King|THE SILENT KING]] IS BACK! AND WITH THE MOST RECENT UPDATES HE HAS BECOME THE ULTIMATE (mechanical) LIFEFORM!&lt;br /&gt;
*The Szarekhan Dynasty absolutely counters psykers.&lt;br /&gt;
*This is an army that can build up an incredible amount of synergy among its elements, making it very rewarding if you take the time to learn how each unit interacts with each other.&lt;br /&gt;
*Necrons are arguably the easiest race to paint in the entire franchise. Grab your favorite metallic paint, some nuln oil, and an accent color and you&#039;re good to go!&lt;br /&gt;
&lt;br /&gt;
====C(r)ons====&lt;br /&gt;
*New Models are push-fit. The new hotness units in 9th like Skorpekh Destroyers are all push-fit, so you can&#039;t really do much about the posing either unless you want to go with the knife.&lt;br /&gt;
**Most units have barely any toys to customize [[your dudes]]. &lt;br /&gt;
*Army is very Synergy Heavy - lot of mental load getting things to work together. Lots of auras to remember, lots of layered rules.&lt;br /&gt;
**Command Protocols does lots of cool stuff, but their order has to be picked in list creation and it&#039;s a lot of different effects.&lt;br /&gt;
**Reanimation Protocols, another one, cool stuff, but lots of text and lots of different units buff it in various ways.&lt;br /&gt;
**The Silent King is a nightmare of rules...with rules that are lost at various stages of how much damage he takes (and rules gotten back if you heal him).&lt;br /&gt;
*Limited options on units and in unit types.&lt;br /&gt;
**No Troops melee option.&lt;br /&gt;
**No secondary weapons (like pistols or grenades) on most units. Even has a unit with pistols, but no other weapons.&lt;br /&gt;
**No heavy weapons to embed in squads other than a single Heavy Destroyer in each Destroyer Squad, Destroyers already being fairly elite. This means that you have to take dedicated squads to get any real firepower, meaning your opponent can quickly take out all your anti-vehicle firepower if they have the right units.&lt;br /&gt;
***Str 5 ap2 shooting on troops, with command protocol option to increase AP by 1 on 6s...There&#039;s no dedicated anti-tank, but basic troops work just fine against tanks. At range, anyway.&lt;br /&gt;
**Armour of Contempt&#039;s six month reign of terror was a brutal object lesson in just how dependent Necrons are on making AP-1 and AP-2 attacks stick and how screwed they are if the enemy has rules or stratagems that interfere with that.&lt;br /&gt;
*No Psykers means the psychic phase &amp;quot;seems&amp;quot; really hurtful, especially since reanimation protocols doesn&#039;t trigger in the psychic phase. Compared to basic Space Marines, Necrons have similar access to psychic power denial/resistance through Gloom Prisms (deny 1/turn) (canoptek spyders and some of the big Forge world Canoptek), The Silent King (deny 1/turn) and the Szarekhan Dynasty (static 5+ ignore mortal wound, and 4+ deny stratagem).&lt;br /&gt;
**Aside from focused fire removing whole units, necrons are pretty resistant to mortal wounds due to their impressive ability to heal damage. Every multi-wound model has Living Metal (heals every turn). Lots of options to get models back (such as resurrection orb). The &amp;quot;supposed&amp;quot; necron weakness to mortal wounds is more with regards to focused mortal wounds eliminating entire units. &lt;br /&gt;
**The Silent King can be taken in any army due to the Dynastic Agent trait, and further grants access to the Szarekhan Dynasty stratagem (see errata/FAQ) to any army, regardless of their dynasty.&lt;br /&gt;
**Compared to marines, most necron units are pretty cheap.&lt;br /&gt;
*Army lacks high &amp;quot;reliable&amp;quot; high Damage options. With only a few exceptions, your maximum damage stat is 3 (without rolling randomly). Lots of D3 and D6 effects. The Silent King and Seraptek Heavy Construct have options for high flat damage, but just those. &lt;br /&gt;
*Very &amp;quot;updated&amp;quot; faction. Make sure to check all the latest updates and Chapter Approved books, at the time of this edit Warzone Nephilim and the Q3 2022 Dataslate Update have given the Necrons some very needed discounts, buffs and updated mechanics.&lt;br /&gt;
&lt;br /&gt;
==Seasonal Changes==&lt;br /&gt;
===Changes from Balance Dataslate===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
I get core, you get core, we all get &#039;&#039;&#039;{{W40kKeyword|Core}}&#039;&#039;&#039;!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;lot&#039;&#039;&#039; of units got the {{W40kKeyword|Core}} keyword for free (Canoptek Acanthrites; Canoptek Reanimator; Canoptek Spider; Canoptek Wraiths; Flayed Ones; Lokhust Destroyers; Lokhust Heavy Destroyers; Ophydian Destroyers; Skorpekh Destroyers; Triarch Praetorians; literally all vehicles) and the Command Protocols have been changed to being less shitty and somewhat broken actually. The {{W40kKeyword|Core}} changes are &#039;&#039;&#039;huge&#039;&#039;&#039; for certain WL traits, Relics, Character abilities, Monoliths, and Night Scythes. Spamming flyers was not a viable option for Necrons, but no more than 2 can be brought in 2000 pts now. Cryptothralls now simply provide Look Out, Sir even if they are less than three models. The advent of Armor of Contempt has impacted our lesser weapons and is definitely a nuisance but the meaner stuff shouldn&#039;t have much to worry about.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Changes from Warzone Nephilim===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Lots of units get cheaper again, good thing too with all the power creep. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Super-Heavy Auxiliary Detachments cost 0 CP under the right circumstances, still no Dynastic Trait though.&lt;br /&gt;
&lt;br /&gt;
Ghost Arks blow up if they start on the field with no passengers.&lt;br /&gt;
&lt;br /&gt;
Deathmarks, Tomb Blades, Transcendent C&#039;tan and Convergence of Dominion got a huge pts decrease. &lt;br /&gt;
Lokhust Destroyers, Ophydian Destroyers, Skorpekh Destroyers, Obelisks, Imotekh the Stormlord, Orikan the Diviner, Trazyn the Infinite, Vargard Obyron, Ghost Ark, Deceiver, Nightbringer, Void Dragon, Hexmark Destroyer, Lychguard, Triarch Stalker, Triarch Praetorians, Doomscythe, Night Scythe, Lokhust Destroyers, Lokhust Heavy Destroyers, Monolith, Obelisk and Tesseract Vault got a significant pts decrease. &lt;br /&gt;
Anrakyr the Traveller, Catacomb Command Barge, Chronomancer, Illuminor Szeras, Lord Lokhust Lord, Nemesor Zahndrekh, Overlord, Plasmancer, Psychomancer, Royal Warden, Technomancer, Immortals and The Silent King got an insignificant pts decrease.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Changes from Arks of Omen===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Age of Obsekh has ended, so it begins the Age of the Nihilakh! &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ob-six is gone due new restrictions so expect everyone to start picking Nihilakh to squeeze a bit of additional bonuses while giving Obsec army-wide, more discounts including Necron Warriors, Deathmarks and Tomb Blades, may be a time to call in the Mephrit, alternatively the removal of Armour of Contempt means Novokh&#039;s flayed ones got indirectly buffed. Small FAQ stealth edit allows the Silent King in the Arks of Omen detachment to join any Dynasty, the new formation also means you may bring other Lords of War along with him, finally the way Reinforcement and aircraft works in this season means Scythes cannot longer make Alpha Strikes but may open for new ways of throwing unit bombs into the enemy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
As one might suppose, it&#039;s {{W40kKeyword|NECRONS}}. Beyond that, you&#039;ve also got your {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} wildcard, which is fixed for some special characters but freely chosen for most units and also determines your Dynastic Code. The {{W40kKeyword|Core}} keyword is what enables most of the synergies of the book, and thanks to the chaotic state of the edition, as of now 32 units in our codex have it (from the original 5 at launch).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; As always, if your army is Battle-forged your troops have this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Almost all of your units have one or the other of the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Translocation:&#039;&#039;&#039; Standard rule that consolidated all the Deepstrike-style datasheet rules from 8th Edition into a single army-specific universal special rule; when deploying your army you can set up a unit with this ability in reserves instead of deploying them on the battlefield, at the end of the movement phase of your 2nd or 3rd turn you can set up this unit anywhere on the battlefield so long as all of the models that are set up are more than 9&amp;quot; away from all enemy models. If these units are not set up in before your 4th turn these units are considered destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Agents and Star Gods:&#039;&#039;&#039; {{W40kKeyword|Dynastic Agents}} and {{W40kKeyword|C&#039;tan Shards}} in {{W40kKeyword|Necron}} detachments don&#039;t stop the rest of the detachment gaining a Dynastic Code, although they do not gain a code themselves, and only one {{W40kKeyword|C&#039;tan Shard}} model can be taken in each detachment.  Tesseract Vaults have the {{W40kKeyword|C&#039;tan Shard}} keyword, so in a large game you could not have two Vaults within the same super-heavy detachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;: Units with this rule recover one lost Wound at the start of each of your Command Phase, or D3 if they&#039;ve got a Phylactery. All Necron units with more than 1 wound have this rule.&lt;br /&gt;
**While Reanimation Protocols now doesn&#039;t favour multi-wound infantry as much, the addition of them all having wound recovery through &#039;&#039;&#039;Living Metal&#039;&#039;&#039; helps offset some of that hit.&lt;br /&gt;
**Unlike SM self-repair options, living metal stacks with other necron heal/repair abilities, such as the spyder&#039;s fabricator array.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done&#039;&#039;&#039;: Ability on your {{W40kKeyword|Overlords}}. During the command phase, One {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} unit within 9&amp;quot; gains +1 to hit to both ranged and melee.  &lt;br /&gt;
**Anrakyr the Traveler&#039;s and Trazyn the Infinite&#039;s versions of this rule target a {{W40kKeyword|NECRON Core}} unit instead. This means they are the only Overlords that can use this ability on units, not in their own {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}}. This is the only reason they can use the ability at all, being {{W40kKeyword|DYNASTIC AGENTS}}.&lt;br /&gt;
**Imotekh the Stormlord and Nemesor Zhandrekh can only affect {{W40kKeyword|Sautekh Core}}. Imotekh and Szarekh can also MWBD 2 {{W40kKeyword|Sautekh Core}} and {{W40kKeyword|Necrons Core}} units respectively due to being a Phaerons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;: All {{W40kKeyword|NECRON vehicles}} get this, except {{W40kKeyword|AIRCRAFT}} and {{W40kKeyword|TITANIC}} ones (and TSK.) It combos well with &#039;&#039;&#039;Living Metal&#039;&#039;&#039;&#039;s regeneration to make them very tough to bring down. It includes a 5++ save and all wound rolls of 1-3 auto-fail against them, irrespective of other abilities. In addition, it comes with a 1 CP stratagem to give a unit with Quantum Shielding a 4++ save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;: At the end of any enemy attack (either melee or shooting), if the targeted unit wasn&#039;t destroyed, roll a D6 for every wound that the unit lost: you can spend the 5+ rolls to revive the models in that unit (1 dice = 1 wound, so for units of multiple wound models you need to use more rolls to revive a single model- you can&#039;t bring them back with less than their full number of wounds). When you have fewer 5+ dice than you have lost wounds on potentially revivable models, the Reanimation Protocols end, and the remaining models stay dead for the rest of the game. &lt;br /&gt;
**The change to when Reanimation Protocols is triggered means that the only way to prevent it from happening entirely is to wipe out &#039;&#039;the entire unit&#039;&#039; in a single attack, which is easier said than done in most circumstances.&lt;br /&gt;
**Unlike previous editions, slowly getting whittled down is a huge issue for units like destroyers. If only one dies during an attack, it has a 3% chance of returning. If your opponent manages to just kill 1-2 bigger bots per attack, you won’t get to use your special rule at all.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Royal Court:&#039;&#039;&#039; Priority of Leadership. The order of who must be made your Warlord if present follows: {{W40kKeyword|The Silent King}} -&amp;gt; {{W40kKeyword|Phaeron}} -&amp;gt; {{W40kKeyword|Overlord}} -&amp;gt; {{W40kKeyword|Lord}} -&amp;gt; any other character.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless March (Aura):&#039;&#039;&#039; This is on all your Nobles and the Royal Warden {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} units within 6&amp;quot; gets +1&amp;quot; on Normal Moves and Advances.&lt;br /&gt;
**This now works on all vehicles, so vehicle-heavy lists have become somewhat a bit more manouverable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;United in Destruction (Aura):&#039;&#039;&#039; Destroyer Lord&#039;s Lieutenant ability. gives {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Destroyer Cult}} units within 6&amp;quot; reroll wound rolls of 1. Note that this works for any {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Destroyer Cult}} within range of the Destroyer Lord. A Skorpekh Lord can, for example, buff Lokhust Destroyers (If that&#039;s the case, he&#039;s either too far away from the enemy, or the Lokhusts are way too close to them.)&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|C&#039;tan Shards}}===&lt;br /&gt;
Not a special rule but any {{W40kKeyword|C&#039;tan Shard}} unit (excluding the Tesseract Vault) always comes with three special rules;&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039;: Cannot take a Warlord trait, Relic, and can&#039;t have other units &amp;quot;look out sir&amp;quot; for them.&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis&#039;&#039;&#039;: Has a 4++ and can only lose up to 3 wounds per phase.&lt;br /&gt;
**Definitely a rule to mention before the game starts, as it&#039;s definitely a nasty SURPRISE rule if opponent hasn&#039;t faced it before. Rule is rather reasonable UNLESS opponent is overly specialized in a particular phase of the game (like if they can only kill you with shooting). {{W40kKeyword|TAU}} in particular, find this one very difficult. &lt;br /&gt;
*&#039;&#039;&#039;Reality Unravels&#039;&#039;&#039;: When the model dies, it explodes on a 4+ and deals d3 Mortal Wounds to all units within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Command Protocols===&lt;br /&gt;
Your newest ability. If your Necron army all shares the same {{W40kKeyword|Dynasty}} and is led by a character you can secretly assign one of six Command Protocols to affect your army each of the first five battle rounds. When activated, you can &#039;&#039;&#039;choose one&#039;&#039;&#039; of two directives which will buff all models while at least one character is still alive; if you&#039;re of a specific named dynasty that matches a specific code, you get both directives at once. Note that this effect is not limited to {{W40kKeyword|Core}} units, so it can buff anything with a matching Dynasty. Also note that in order to access this, all units must be from the same dynasty, excluding Dynastic Agents and C’tan, meaning you can include the Silent King and still get them. On top of that, you can also pick one protocol that was not chosen (typically it will be only one) and that will be active the entire game (you chose which directive at the start of every battle round as usual). If you want to be cheeky, you can just pick your Dynasty&#039;s preferred protocol and have both directives active for the entire game. This goes a long way into making these protocols a lot less dead weight when the Marines get something just as powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Conquering Tyrant (Sautekh)&#039;&#039;&#039;:&lt;br /&gt;
**Affected unit&#039;s aura abilities, as well as MWBD, Lord&#039;s Will, and Rites of Reanimation gain an extra 3&amp;quot; range.&lt;br /&gt;
**Affected unit can shoot after Falling Back but gets -1 to hit when doing so. Basically the Ultramarines Chapter Tactic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Eternal Guardian (Nihilakh)&#039;&#039;&#039;:&lt;br /&gt;
**Gain the benefits of light cover if the unit has not moved this battle round (pile in and consolidate doesn&#039;t count) - stacks with the Immovable Phalanx custom dynasty trait.&lt;br /&gt;
**Unit counts as being in defensible terrain (can overwatch on 5s or get +1 to hit in melee).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Hungry Void (Novokh)&#039;&#039;&#039;:&lt;br /&gt;
**Affected unit gets -1AP to their melee weapons on an unmodified wound roll of 6.&lt;br /&gt;
**Affected model gets +1S if it charged, was charged, or performed a heroic intervention this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Sudden Storm (Nephrekh)&#039;&#039;&#039;:&lt;br /&gt;
**Affected unit gets +1M.&lt;br /&gt;
**Affected unit can do actions and shoot in the same turn. This is &amp;lt;s&amp;gt;broken&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green&#039;&amp;gt;perfectly balanced (as all things should be)&amp;lt;/span&amp;gt; if picked as the one active all the time and can lead you to farm points on points while not sacrificing damage potential. &#039;&#039;And remember, you don&#039;t even have to be Nephrekh to have this on all the time&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Undying Legions (Szarekh)&#039;&#039;&#039;:&lt;br /&gt;
** Gain +1 more wounds from Living Metal. Good on multi-wound units. In lists that make great use of multi-wound models, having this active the entire game can really upgrade your survivability.&lt;br /&gt;
**Can re-roll one die each time you make Reanimation rolls. Good in mass infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protocol of the Vengeful Stars (Mephrit)&#039;&#039;&#039;:&lt;br /&gt;
**When each model makes a ranged attack, gain additional -1AP on an unmodified wound roll of 6.&lt;br /&gt;
**If the enemy is within half weapon range, the target doesn&#039;t gain a cover bonus to their saving throw.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Codes==&lt;br /&gt;
All units in the army use a Dynastic Code (chosen when preparing your list). If every unit in a Detachment shares a code, they all get bonus passive abilities. The only exceptions to this rule are {{W40kKeyword|Dynastic Agents}} and {{W40kKeyword|C&#039;tan shards}}. They never gain Dynastic codes, nor do they prevent other units from having the bonuses.&lt;br /&gt;
&lt;br /&gt;
You can either choose one of the pre-built Dynasties (listed below), or you can make your own custom one. Creating a custom Dynasty will lock you out from using some Dynasty-specific Characters, Warlord traits, Relics, and Stratagems.&lt;br /&gt;
&lt;br /&gt;
Which Dynasty you choose for each Detachment in your army can drastically increase their effectiveness, it is usually best not to include any units in a Detachment unless they benefit from that Dynasty&#039;s Code to a great degree. Remember to stick to a single Dynasty if you want to use your improved Command Protocols.&lt;br /&gt;
&lt;br /&gt;
===[[Maynarkh Dynasty|Maynarkh]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Maynarkh Dynasty Banner.PNG|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years of slumber, the King again calls for bloodshed and so blood we will spill again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Maynarkh Dynasty was the closest and most loyal to the Silent King, often used by him to dispose of matters he couldn&#039;t have directly. They were feared as the most brutal and dangerous of all dynasties and were revered by all. Unfortunately, after the War in Heaven, the flayer virus brought upon the destruction of Llandu&#039;Gor the Flayer by the hands of Nemesor Kuthlakh has spelled ruin for this once glorious dynasty and now many of its warriors are corrupted and mentally deranged because of its influence.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, the Maynarkh Dynasty just has two unique characters that are locked to Legends and so outside of narrative games, it&#039;s no different than any other custom dynasty. Still, since this is a dynasty that is supposedly half corrupted by the flayer virus, a fluffy choice could be running it as a Vassal Kingdom for Novokh or choosing some more melee-oriented traits from the available custom ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Custom Code:&#039;&#039;&#039; Since this is, by all means, a custom dynasty, the usual combination of Eternal Conquerors and Relentless Expansionist is a solid choice, especially with the changes brought by the Balance Dataslate and new mission pack. But, if you want to make a more flavorful army that follows the theme of degraded glory and space flesh-eating robots, Relentless Expansionist and Butchers can make for a fast and deadly cc army that wants to get in on the action and score some points with No Prisoners, Code of Combat or even Engage on All Fronts/Behind Enemy lines. Switching Butchers with Masters of the Martial or Superior Artisans can instead make you more accurate in your hits and wounds respectively, so the first is best with units like {{W40kKeyword|Canopteks}} that without a technomancer have a lower WS, while the second favors the likes of destroyers that already have ways to hit more consistently. A more peculiar but fun way is finally Rad-wreathed which transforms your necrons in death guard at least with the Contagions of Nurgle part; note that since it&#039;s an Aura ability, the WL trait Thrall of the Silent King extends its range to 4&amp;quot; so that distant units can benefit from it with their ranged weapons. This last option is the best for the image of a horde of zombie necrons that spread their virus everywhere and corrupt every surface they touch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Mephrit Dynasty|Mephrit]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mephrit Dynasty Iconography Banner.png|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years of slumber, all shall pale before our greatness.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Mephrit Dynasty was the solar executioners of the Necrons with a penchant for paranoia. That paranoia was well-founded as during their sleep they had their head of state assassinated. Now with few of their superweapons remaining, they have been forced to work together with Blood Angels to face the Tyranids and ensure the survival of their Dynasty.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch Mephrit adds firepower to your units, being very good with AP- and AP-1 weapons and not great for much else. Mephrit requires you to get quite close before it helps you do anything, making it a fine balance between blasting the enemy and getting engaged in melee and chopped up.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Solar Fury:&#039;&#039;&#039; Get -1 to AP when shooting at units within half of your weapon&#039;s maximum range, and the range of all non-Pistol ranged weapons is increased by 3&amp;quot;. Have you ever had that one friend who loved to show up in your face turn one? Pick this, it&#039;s good considering your penchant for close-ranged firefights, especially with Gauss Flayers since they get Rapid Fire at that range too. [[Tesla|Remember that this works best on weapons with no or little AP to begin with, so roll some Tesla Tomb Blades up on your target and watch your enemy squirm at -1 AP Tesla.]] &lt;br /&gt;
**Dynastic Protocol: Protocol of the Vengeful Stars applies both Directives (+1 AP on UM Wound Rolls of 6 for ranged attacks, no light cover when shooting within half-range) when active. Just straight up make these active for the entire game and you get four custom rules that synergize perfectly to help you spam AP. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: Merciless Tyrant:&#039;&#039;&#039; +1S and A. A bit out of place for the dakka dynasty but fine on a stray Skorpekh lord.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: Talent For Annihilation (1 CP):&#039;&#039;&#039; Select a unit during the Shooting Phase. When a model in that unit rolls an unmodified 6 to wound, inflict a bonus mortal wound up to a maximum of 3 in a phase. &lt;br /&gt;
*&#039;&#039;&#039;Relic - Conduit of Stars:&#039;&#039;&#039; Relic relic gauss blaser, with 36&amp;quot; (+3&amp;quot;) Rapid Fire 3 S6 AP-2 D2, making the Warden able to threaten an entire unit of Incursors or other MEQs by himself.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Nephrekh Dynasty|Nephrekh]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Nephrekh Dynasty Banner.PNG|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years of slumber, safety is an illusion for the living.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Nephrekh Nobility have been obsessed with energy and the forms of their former masters, wishing to leave their current forms behind in order to ascend to a state of pure energy and thought. Somewhat successful in this regard, their Necrodermis has been inlaid with metagold allowing them to enter such states, but only briefly, the nobility having more of this are able to sustain this for longer, but still nowhere near the permanent solution to their shitty robotic lives they want, even for the Necrons 40k is grimdark. &lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Nephrekh is the most mobile Dynasty, providing ways to circumvent the terrain and quickly get where you need to. The units that most benefit from it are those like scarabs that want to be as fast as possible to score as many points as they can; the invulnerable save is also a nice touch but don&#039;t rely on it too much, consider it as a last resort to defend from the bigger weapons the enemy has to offer.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Translocation Beams:&#039;&#039;&#039; Everyone is minorly invulnerable and grants the option to &amp;quot;translocate&amp;quot; through things, which functions as a max advance/fallback (can&#039;t shoot, even assault weapons), but can move through models and terrain. Very slick utility trait, potentially replacing the need for transports. This Dynastic code is often dismissed, since it adds no offensive value, but players of this faction often don&#039;t report having the problems that other dynasties have (like prior to the balance update). Makes everything a little more durable, while also making everything potentially faster.&lt;br /&gt;
**Changes the value of some units. {{W40kKeyword|Canoptek Wraiths}} especially, as they essentially have an improved version of this, which means you are paying for a dynasty that they don&#039;t really benefit from. This Dynasty gives the most benefit to units that don&#039;t normally have the option to move through enemy models/terrain, that don&#039;t normally have reliable speed, or that don&#039;t normally have an invulnerable save.&lt;br /&gt;
**While a {{W40kKeyword|Chronomancer}} can give an invulnerable save to a unit, this ability is always on, so this applies turn 1 when you don&#039;t go first, while the Chronomancer has to wait until your first command phase to give target unit an invulnerable save. &lt;br /&gt;
*Dynastic Protocol: Protocol of the Sudden Storm applies both Directives when active. This can increase your speed even more and help you score some additional points while not sacrificing damage output. Consider it as a candidate for the one that&#039;s always active.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: Skin of Living Gold:&#039;&#039;&#039; -1 to hit the Warlord. Great for CCBs and Destroyer Lords if you&#039;re planning on sending them into things with D1, if your opponent has things like Daemon Princes, Captains, or Celestine then you&#039;ll be better served by Enduring Will. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: Translocation Crypt (1 CP):&#039;&#039;&#039; During deployment, you can give a Nephrekh unit that isn&#039;t a vehicle or monster the Dimensional Translocation ability.&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Solar Staff:&#039;&#039;&#039; Replaces a Staff of Light. Same melee profile, but +6&amp;quot; range, &#039;&#039;doubles&#039;&#039; the rate of fire, and blinds any {{W40kKeyword|Infantry}} units it hits for denial of Overwatch and Set to Defend (cavalry and bikers are immune; cool rider&#039;s shades).&lt;br /&gt;
**For the {{W40kKeyword|Command Barge}} makes the Staff of Light match ranges with their underslung {{W40kKeyword|Gauss Cannon}}, which is handy. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Nihilakh Dynasty|Nihilakh]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NihiBanner.PNG|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years of slumber, our territory shall be ours once more.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Nihilakh Dynasty has only recently started conquering, having otherwise been quite pleased to hunker down and build up their forces and ensure that they do not lose what they have left after their slumber. Also home to the crazed collector Trazyn and his hoard of curiosities that rivals those of the black library of the Harlequins or the vaults of Terra. &lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Nihilakh excels at taking and holding objectives, especially when those objectives are on their home turf. Nihilakh is in a precarious position, as their biggest draw can be taken by a custom dynasty. If you’re playing Nihilakh it’s because you want to double down on holding fast with a long-range gunline.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Aggressively Territorial:&#039;&#039;&#039; All units gain ObSec, and if a model already had it they count as being two models; AP-1 attacks against them count as AP0 if they are in their deployment zone. This can be a big deal if your a Timmy as it opens up very strange army builds. Want to run an all destroyer army? This one let&#039;s you do that. &lt;br /&gt;
**Dynastic Protocol: Protocol of the Eternal Guardian applies both Directives when active. This is a big deal for keeping objectives under your control, and that goes double if you&#039;re playing a mission as the defender. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: Precognitive Strike:&#039;&#039;&#039; Warlord strikes first in the fight phase. Useless. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: Reclaim a Lost Empire (1 CP):&#039;&#039;&#039; A unit can shoot while performing an action. Helpful if you need an out-of-sequence Protocol of the Sudden Storm, but that makes it very niche.&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Infinity Mantle:&#039;&#039;&#039; The bearer gets +1 to armor saves and Feel No Pain 6+. Better the more wounds a character has, such as a Catacomb Command Barge or a Destroyer Lord.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Novokh Dynasty|Novokh]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Novokh Banner.PNG|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years of slumber, terror remains an effective weapon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Novokh Dynasty is all about going into melee, using the blood of your enemies to paint your legions red. They have a particular distaste for the Ork menace, they will occasionally show mercy when their ancient protocols demand they do so, but when battle is entered they are as bloodthirsty as any mortal or daemon.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Novokh is the only real Melee Dynasty, with a fantastic, but very limited, Dynastic Code, a good Warlord Trait provided you build your army around it and a Stratagem you wouldn&#039;t want to leave home without if you are bringing melee units such as Lychguard or Flayed Ones.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Awakened by Murder:&#039;&#039;&#039; +1” to charge and when a unit charges, is charged, or makes a Heroic Intervention, it gets -1 additional AP on melee weapons that turn. Great for countering the annoying Armor of Contempt.&lt;br /&gt;
**Dynastic Protocol: Protocol of the Hungry Void (+1 S on the charge/Heroic Intervention, +1 AP in melee on unmodified wound rolls of 6) applies both Directives when active. &lt;br /&gt;
***You&#039;re always going to want this on. Being able to charge whenever you feel like it is great, because you can just deal out +1 S and AP whenever the opportunity shows up. It can make your basic punches dent anything, and your choppy dudes even more reliable. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: Blood-Fuelled Fury:&#039;&#039;&#039; Warlord deals an additional mortal wound on MELEE wound rolls of 6. Funny when paired with a Skorpekh Lord.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: Blood Rites (1 CP):&#039;&#039;&#039; Add 1 to the Attacks of a {{W40kKeyword|NOVOKH}} unit for a phase.&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Blood Scythe:&#039;&#039;&#039; Replaces War/Void Scythe (so a warscythe, since there&#039;s no reason to pay extra points for it). A warscythe with 2 more attacks. Better than Voidreaper against enemies with 2W or less. This is a warscythe, not a voidscythe, treat it as such.&lt;br /&gt;
**When comparing this to &#039;&#039;&#039;Voidreaper&#039;&#039;&#039;, the +2A and extra AP from Awakened by Murder leaves the Blood Scythe better against every target except units where the Ignores Damage rule takes effect, like Ghazkull, Abaddon, or your own C&#039;tan shards. Even against 3w models, the Blood Scythe will equal damage output, and against a t4, 4++ target with 4 or more wounds, their output will be exactly the same.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Sautekh Dynasty|Sautekh]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Sautekh Dynasty Banner.PNG|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years of slumber, authority must be asserted upon the lesser races.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sautekh Dynasty is all about conquest, using terror as a weapon; Flayed Ones, unnatural storms, gigantic war machines are all employed to completely annihilate anyone who dares oppose the will of the Stormlord. When the Sautekh Legions march to war they do so to win decisive battle after decisive battle. After having seen much success the nobility of Sautekh and its subject dynasties have grown arrogant, letting enemies live to show them a lesson, an inability to take threats like the Orks seriously and Nemesor Zahndrekh refusing to believe that the Dynasties of old have fallen and that the galaxy is rife with humans, Orks, and Aeldari.&lt;br /&gt;
&lt;br /&gt;
In terms of crunch, Sautekh has a solid Dynastic Code, allowing for effective Warrior and Immortal spam, as well as buffs to Morale, and Character auras. Speaking of characters, Sautekh has some great Unique characters (and the most) so make use of them. They also have a great Stratagem that helps you clean up big units one turn at a time, this is hugely beneficial against things like Knights and especially units that are -1/-2 to hit like Plaguebearer hordes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Relentless Advance:&#039;&#039;&#039; Re-roll Morale tests and rapid fire weapons can double-tap at 18&amp;quot; instead of the weapons half range.&lt;br /&gt;
**Dynastic Protocol: Protocol of the Conquering Tyrant applies both Directives when active.&lt;br /&gt;
**With this you&#039;ll be at least a bit more reliable as you will be firing weapons on full auto long before most of your enemies can so you can pump out the damage with more ease now. Getting ATSKNF is also helpful as even with a universal leadership of 10, large units of these [[Fail|emotionless unthinking killing machines will still shit themselves and run away for some reason]] so re-rolling to ensure it doesn&#039;t happen is always good.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: Hyperlogical Strategist:&#039;&#039;&#039; Lets you reclaim your spent command points on a 5+, although restricted to 1 per battle round as normal.  Always tasty, especially with the reduction of CPs.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: Methodological Destruction (2 CP):&#039;&#039;&#039; After a {{W40kKeyword|SAUTEKH}} unit has shot at an enemy unit, all other {{W40kKeyword|SAUTEKH}} units receive +1 to hit said enemy unit this phase. This is a potent stratagem due to the amount of units it can affect. Bring a stalker to gain reroll 1s, combine with MWBD, and you&#039;re basically aimbotting.&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Vanquisher’s Mask:&#039;&#039;&#039; Pick an enemy unit within 3” to always fight last. Great for brawler-type HQ&#039;s.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Szarekhan Dynasty|Szarekhan]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:SzarekhanSymbol.jpg|80px|left|]]&lt;br /&gt;
&#039;&#039;After 60 million years, we still give glory to Szarekh, the last and greatest of the Silent Kings!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Szarekhan Dynasty is the kingdom of the Silent King. Though they have been slow to wake and weaker than they once were, awaken they have to heed their king&#039;s call. Many who were subsumed by other dynasties have returned to their true master&#039;s side, aware of the great power they should serve.&lt;br /&gt;
&lt;br /&gt;
As for the crunch, the Szarekhan has some nice traits and synergizes well with their fluff as the personal dynasty of the anti-Psyker Silent King. Their Command Protocols gives them some situational (but still common) durability and reliability. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Code: Uncanny Artificers:&#039;&#039;&#039; 5+++ FNP against mortal wounds (like the Black Templars) and one re-roll to wound every time a unit fights or shoots (like the Salamanders).&lt;br /&gt;
**Dynastic Protocol: Protocol of the Undying Legions applies both Directives (Regain an additional wound when using Living Metal, re-roll one die when activating reanimation protocols) when active.&lt;br /&gt;
***Your multi-wound units are an absolute pain to remove now, especially with the changes to CORE, which expands the list of models that a Technomancer can reanimate. Wraiths can spring up a bit more often, and rebuilt by a Technomancer when they don&#039;t. Mortal Wound spam is also pretty rife in 9th Edition, so being able to shrug 1/3 of all MWs with the chance of regenerating 2W every turn can really up your durability. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: The Triarch&#039;s Will:&#039;&#039;&#039; You can pick a single command protocol twice when choosing the protocols. This one is the default for the Silent King; now that one Command Protocol not chosen is active for the whole game, you could mix this with his other ability to switch a non-used Command Protocol in a sort of defensive measure (like an emergency Eternal Guardian to brace for a strong enemy charge or a Hungry Void to retaliate such charge).&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: Empyric Damping (1 CP, Wargear Stratagem):&#039;&#039;&#039; During the opponent&#039;s psychic phase, if the opponent manifests a power within 18&amp;quot; of a chosen unit that unit can deny the power on a 4+. Necrons always had trouble dealing with psykers, and this helps to cover that weakness. &lt;br /&gt;
*&#039;&#039;&#039;Relic - The Sovereign Coronal (Aura):&#039;&#039;&#039; {{W40kKeyword|Noble}} models only. The Command Protocol range is extended to 9&amp;quot; for the bearer (now useless since Command Protocols now don&#039;t have any range), and both directives are active for {{W40kKeyword|Core}} units within 9&amp;quot; of the bearer (massive since we now have 30 {{W40kKeyword|Core}} in our book, including all {{W40kKeyword|Vehicles}}).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Dynastic Codes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;After 60 million years, our kingdom has changed much.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to being released at the dawn of 9E, this would be the first time the Necrons got the custom faction rules that other armies had nailed down with the [[Psychic Awakening]] series.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Custom Necron Dynasties set up their special rules slightly differently than other custom factions- rather than picking two options from one list, they pick one option from each of two different lists (for two selections total) - the Dynastic Tradition and the Circumstances of Awakening.&lt;br /&gt;
&lt;br /&gt;
=====Dynastic Traditions=====&lt;br /&gt;
*&#039;&#039;&#039;Butchers:&#039;&#039;&#039; +1 to Charge rolls. The first half of Novokh.  Meh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Contemptuous of the code:&#039;&#039;&#039; +1 to hit rolls against {{W40kKeyword|Characters}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eternal Conquerors:&#039;&#039;&#039; All units have Objective secured. Stacks with the rule that gives it to all your {{W40kKeyword|Troops}} by default. Which means each Warrior and Immortal model counts as two. The first half of Nihilakh, and it’s a doozy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Immovable Phalanx&#039;&#039;&#039;: If a unit didn&#039;t Move, Advance, or Fall back, it gains +1 to Armour saves against any attack with a damage value of 1. The movement restriction is &amp;quot;in the current battle round&amp;quot; and not &amp;quot;in your previous movement phase&amp;quot;, so this ability is always on if you have the second turn. Could be spicy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Masters of the Martial:&#039;&#039;&#039; Re-roll one hit roll per unit when Shooting or Fighting. Generally a worse version of Superior Artisans, because wounding is generally harder than hitting, and re-rolls are better the worse you are at something.  Only better if you&#039;re somehow wounding more consistently than you are hitting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pitiless Hunters:&#039;&#039;&#039; Rapid fire at max range for {{W40kKeyword|Infantry}}, as long as the shooting unit remained stationary in your movement phase. Yay, Bolter discipline as a Legion trait. Combining this with &#039;&#039;&#039;Healthy Paranoia&#039;&#039;&#039; is a nice mix for a back-field infantry army, although you may need to sacrifice the status in order to push into the map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rad-Wreathed:&#039;&#039;&#039; [[Skitarii|Cancer-robots]], literally. -1 Toughness on enemies within 1&amp;quot; of your stuff. Does not work on enemy {{W40kKeyword|Vehicles}}.  (It&#039;s worth noting that this is an Aura, and therefore is affected by Aura enhancing abilities like the “Thrall of the Silent King” warlord trait as well as one of the command protocols.  So yes, you CAN use this with ranged attacks).  &lt;br /&gt;
**Note that this will reduce most infantry to T3, which will allow all of your base units to wound on 3s and your HQs and elites to wound most anything on 2s, which is.... significant.&lt;br /&gt;
**Also note that while the 1&amp;quot; distance implies melee only, this affects shooting from within melee range as well (such as your non-blast vehicle shooting or your Pistols). &lt;br /&gt;
**Becomes lulzy when you combine it with Thrall of the Silent King trait, and Protocol of Conquering Tyrant to give all your units a 4&amp;quot; cancer aura and a 7&amp;quot; one to your warlord. Scarabs, Wraiths and CCB become nasty disease vectors for the rest of your army to exploit that -1T in shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Severed:&#039;&#039;&#039; +3&amp;quot; range to &#039;&#039;&#039;Command Protocols&#039;&#039;&#039; (from 6&amp;quot; to 9&amp;quot;).&lt;br /&gt;
**Doesn&#039;t do anything now that command protocols has no range (see The Balance Dataslate)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Superior Artisans:&#039;&#039;&#039; Re-roll one wound roll when shooting or fighting. Second half of Szarekhan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Unmerciful Horde:&#039;&#039;&#039; Re-roll Morale tests. First Half of Sautekh. Garbage.&lt;br /&gt;
**Only useful if planning to run really large units of warriors. Otherwise Leadership 10 makes this entirely unneeded. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; Gain a 6++. The first half of Nephrekh. Most of your army has a 3+, so it only really kicks in if your models are hit with AP-4 weapons, which they are unlikely to be unless they&#039;re vehicles, and most of your vehicles already have a 5++ from Quantum Shielding. Take it if you want to really double down on survivability or run scarab farms as it gives them a guaranteed save and makes them that much harder to remove or you want to protect your blobs from Blast as mathematically they will have a fair chance of having at least a couple surviving so reanimation protocols can kick in.&lt;br /&gt;
**Defensively Buffs cheap characters options, scarabs, and Lords of War taken in a Super Heavy Detachment (monolith and obelisk both lack invulnerable saves).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vassal Kingdom:&#039;&#039;&#039; Select one of the original Dynasties and gain their traditions. Except you don&#039;t get access to Dynasty-specific characters, Strats, Relics, or their dual-directive Protocol. And you can&#039;t select a Circumstance of Awakening. Not worth it.&lt;br /&gt;
**Context of usefulness: if playing in a setting where having the Official Paint Scheme is required to play the specific faction, then this allows for a custom paint scheme while using rules for a faction that would otherwise require another paint scheme.&lt;br /&gt;
&lt;br /&gt;
=====Circumstances of Awakening=====&lt;br /&gt;
*&#039;&#039;&#039;Arise against the Interloper:&#039;&#039;&#039; Every natural 6 to hit in melee against {{W40kKeyword|Infantry}} and {{W40kKeyword|Bikers}} comes with an automatic wound.&lt;br /&gt;
**Unfortunately, {{W40kKeyword|Scarab Swarms}} don&#039;t benefit because they already have this. Too bad too, as they are the best unit to benefit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Healthy Paranoia:&#039;&#039;&#039; +3&amp;quot; range on everything except pistols. The first half of Mephrit. While not an auto-take there is almost no situation where this won&#039;t be good as Necrons are a mid-range army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interplanetary Invaders&#039;&#039;&#039;: {{W40kKeyword|Vehicles}} can shoot after falling back, but take a -1 to hit when they do so. {{W40kKeyword|Vehicles}} don&#039;t take a hit penalty when firing heavy weapons while enemies are in engagement range.&lt;br /&gt;
**The fall back and shoot can also be accomplished by {{W40kKeyword|Protocol of the Conquering Tyrant}}, but the lack of penalty for heavy weapons in melee is unique to this one (and {{W40kKeyword|Titanic models}}). &lt;br /&gt;
**Unfortunately, there aren&#039;t that many {{W40kKeyword|Necron}} vehicles that are eligible to benefit. {{W40kKeyword|Triarch Stalker}} can&#039;t due to having {{W40kKeyword|Dynastic Agent}} instead of a {{W40kKeyword|&amp;lt;dynasty&amp;gt;}}.{{W40kKeyword|The Silent King}} can&#039;t due to being {{W40kKeyword|Szarekhan}} (so can&#039;t take this {{W40kKeyword|&amp;lt;dynasty&amp;gt;}}). And the Necron {{W40kKeyword|aircraft}} don&#039;t benefit because don&#039;t have to fall back to get out of melee and have a minimum move so can&#039;t just shoot while in engagement range. So the number of models that benefit is relatively small and the effect would be limited to very specific types of lists.&lt;br /&gt;
**Strong pairing with the Rad-Wreathed, as that one affects the toughness of enemy models within 1&amp;quot;, so your non-blast shooting attacks target the enemy with reduced toughness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Isolationists:&#039;&#039;&#039; Even stronger Rapid fire. +1 Strength when within 12&amp;quot; on Rapid-fire weapons.&lt;br /&gt;
**Very low number of Rapid Fire weapons in this army. Name fits it well, basically this is for Necron players with lots of old warriors with Guass Flayers...&lt;br /&gt;
**Note that this one sneakily stacks with Rad-wreathed with regards to {{W40kKeyword|Vehicle}} {{W40kKeyword|Monster}} Rapid Fire in melee range. So like {{W40kKeyword|Ghost Ark}} in melee versus a T5 enemy will both reduce the enemy to T4 while increasing Str of their Flayer Arrays to S5 (so you wound on 3+ instead of 5+). That said, it&#039;s rather fringe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentlessly Expansionist:&#039;&#039;&#039; At the start of the first battle round, before the first turn, units with this code can make a Normal Move of up to 6″. Combine with &#039;&#039;&#039;Eternal Conquerors&#039;&#039;&#039; and never let go of those objectives after turn 1.&lt;br /&gt;
**Healthy paranoia/{{W40kKeyword|Merphrit}} may add to range, but actually being closer is another way to have more range. And at least turn 1, this is a larger range increase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ancients Stir:&#039;&#039;&#039;+1″ Movement and +1″ Pile in/Consolidate to all {{W40kKeyword|Canoptek}} units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warrior Nobles:&#039;&#039;&#039; All your {{W40kKeyword|Lords}}/{{W40kKeyword|Overlords}} are now mini destroyers. Re-roll 1s to hit and to wound in melee for {{W40kKeyword|Noble}} units.&lt;br /&gt;
**Now look down at your secondaries.  Note &amp;quot;Codes of Combat,&amp;quot; which is +4VPs whenever a noble destroys a unit in melee. Now look back at Rad-wreathed.  Now do your mathhammer, and realize that you will be wounding for 95% of all attacks made by nobles, since they will hit on a 2+ re-rolling 1s, and wound on a 2+, re-rolling 1s, against anything T4 or below.  Like all Space Marines, for instance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Powers of the C&#039;tan==&lt;br /&gt;
Your equivalent of a psyker discipline. Used by your C&#039;tan shard(s)/Tesseract Vault in the &#039;&#039;&#039;end of the Movement Phase&#039;&#039;&#039; so you can target Characters unless a power says otherwise, and obviously, any buffs your target gets in the Psychic phase don&#039;t apply. Unlike some power/psychic tables which present a variety of destructive or supportive abilities, this table&#039;s option is in what flavour you would like to inflict mortal wounds; which one is best depends on the situation. They are all potent, and have their own niche for utility, so consider what you are up against before defaulting to Antimatter Meteor.&lt;br /&gt;
&lt;br /&gt;
Note that none of these get harder each time they&#039;re cast, since they&#039;re not Smite - likewise, they can&#039;t be denied, and abilities that protect only against psi-based mortal wounds won&#039;t stop these. You can either roll for each model that has these, re-rolling duplicates for each model, or just select them, but if you select them, you can&#039;t repeat a selection until every power has been taken, army-wide.  In either case, a given model can&#039;t know the same power multiple times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Antimatter Meteor&#039;&#039;&#039;: Roll 1d6 (Tesseract Vaults add 1 to the roll); on a 3+, the closest visible enemy unit within 24&amp;quot; suffers 3 mortal wounds; on a 6, they suffer d3+3 mortal wounds instead. &lt;br /&gt;
**Average mortal wounds:  2.33, 3.17 for a Vault.&lt;br /&gt;
**Works a lot like the Smite psychic power and is basically the power we use to judge our other powers on. This is great if your opponent is 24&amp;quot; away, they don&#039;t have a cheap unit to protect themselves from smite. This will always do something unlike a lot of the other powers, its sheer versatility is what makes it great on both C&#039;tan and Tesseract Vaults.&lt;br /&gt;
*&#039;&#039;&#039;Cosmic Fire&#039;&#039;&#039;: Roll 1d6 for &#039;&#039;each&#039;&#039; enemy unit within 9&amp;quot;; on a 4+, they suffer 1d3 mortal wounds; or 3 if used by a Vault.&lt;br /&gt;
**Average mortal wounds:  1/unit, 1.5/unit for a Vault.  Either way, you need at least 3 units in range to usually deal more mortals than Meteor does.&lt;br /&gt;
**You&#039;ll want this power if you plan on getting up close and personal, as soon as you get within 9&amp;quot; of 3 units this becomes better than Antimatter Meteor, it can be absolutely brutal if your opponent has more than that. An excellent power for both C&#039;tan and Tesseract Vaults if your opponent fields a list that relies on aura abilities, they&#039;ll be likely to clump up and you can deal mortal wounds to their characters. You will most likely want a longer-ranged back-up power if you pick this one, as while it is brutally effective at what it does, you might not be in range every turn. &lt;br /&gt;
*&#039;&#039;&#039;Seismic Assault&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; and roll 1d6 (adding 1 to the roll if used by a Vault), for each model in it. The unit suffers a mortal wound for every 6+ rolled, to a maximum of 10.&lt;br /&gt;
**Average mortal wounds:  1/6 per model up to 10 models, 1/3 per model up to 10 models for a Vault - after that the math gets much messier, since you can&#039;t inflict more than 10.  You need to roll against a 15+ unit with a non-Vault to beat Meteor, and a 10+ unit with a Vault.&lt;br /&gt;
*&#039;&#039;&#039;Sky of Falling Stars&#039;&#039;&#039;: Select 3 enemy units within 24&amp;quot; and roll 1d6 for each; if the result is &#039;&#039;less than&#039;&#039; the number of models in the unit, they suffer 1d3 mortal wounds, or 3 if used by a Vault. An unmodified roll of 6 always fails.&lt;br /&gt;
**Average mortal wounds by unit size, per unit:&lt;br /&gt;
**#0&lt;br /&gt;
**#0.33, 0.5 for a Vault&lt;br /&gt;
**#0.67, 1 for a Vault&lt;br /&gt;
**#1, 1.5 for a Vault (3 such units will let you beat Meteor)&lt;br /&gt;
**#1.33, 2 for a Vault (2 such units will let you beat Meteor)&lt;br /&gt;
**#1.67, 2.5 for a Vault (2 such units will let you beat Meteor)&lt;br /&gt;
**This is better than Antimatter Meteor if you can get within 18&amp;quot; of two units with 5 or more models. This is great for C&#039;tan in many circumstances.&lt;br /&gt;
*&#039;&#039;&#039;Time&#039;s Arrow&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; and roll 1d6 (Tesseract Vaults add 1 to the roll); if the roll &#039;&#039;equals or exceeds&#039;&#039; the Wounds characteristic of any model in that unit, your opponent chooses one of the models in that unit to destroy.&lt;br /&gt;
**Average wounds lost by target, assuming full health, by Wounds:&lt;br /&gt;
**#1&lt;br /&gt;
**#1.67, 2 for a Vault&lt;br /&gt;
**#2, 2.5 for a Vault&lt;br /&gt;
**#2, 2.67 for a Vault&lt;br /&gt;
**#1.67, 2.5 for a Vault&lt;br /&gt;
**#1, 2 for a Vault&lt;br /&gt;
**#0, 1.17 for a Vault&lt;br /&gt;
**Note that even if a model is missing wounds you still roll against their full Wounds profile, and your opponent is free to choose a wounded model or a model at full health to destroy.&lt;br /&gt;
**This is good against expensive multi-wound units (including characters). Note that this power doesn&#039;t cause wounds, this means any abilities that trigger when a model loses wounds can&#039;t be used (FNP, Lychguard, etc.). With normal C&#039;tan you want to target 2-4 Wound models, with Tesseract Vaults, 2-5 wound models. This will rarely do as much damage as Antimatter Meteor will (it requires the target to have an FNP for Arrow to bypass), but the ability to target units behind screens and even characters makes it effective against certain lists.&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Thunderbolt&#039;&#039;&#039;:  Select a visible enemy unit within 24&amp;quot; (you can&#039;t select a character if it&#039;s within 3&amp;quot; of any enemy unit, unless it is the closest visible unit - even more restricted than Look Out, Sir!). Roll 1d6; on a 2+ the enemy unit suffers 1d3 mortal wounds. Then, whether or not the target suffered any mortal wounds, roll 1d6 for every &#039;&#039;other&#039;&#039; enemy unit within 3&amp;quot; (or 6&amp;quot; for a Vault) &#039;&#039;of the target unit&#039;&#039;. On a 4+, they suffer a mortal wound. POWER! UNLIMITED POWER!&lt;br /&gt;
**Average mortal wounds: 1.67 on the original target and 0.5 per &amp;quot;splash&amp;quot; unit, so 2 splash units lets a non-Vault beat Meteor; for a Vault, 3 splash units tie meteor (meaning meteor is better, as spreading your wounds out across multiple units is worse than focus-firing something dead) and 4 beat it.&lt;br /&gt;
**Another very versatile power because of its range, if your opponent has an MSU list or if they use small chaff units then this power is great on C&#039;tan. &lt;br /&gt;
*&#039;&#039;&#039;Cosmic Insanity (Deceiver only)&#039;&#039;&#039;: Select a visible enemy within 12&amp;quot; and do a contested roll-off (1d6+unit&#039;s Ld); the enemy suffers a number of mortal wounds equal to each point by which your total &#039;&#039;exceeds&#039;&#039; theirs.&lt;br /&gt;
**This means you deal 35/36 (0.97) mortals to an Ld10 target; you need to target an Ld7 unit to outperform Meteor (you&#039;ll deal 3.11 mortals to it).  &lt;br /&gt;
*&#039;&#039;&#039;Gaze of Death (Nightbringer only)&#039;&#039;&#039;: Select a visible enemy unit within 9&amp;quot; and roll 3d6. For every 4+ the unit suffers d3 mortal wounds.&lt;br /&gt;
**Average mortal wounds: 3.&lt;br /&gt;
*&#039;&#039;&#039;Voltaic Storm (Void Dragon only)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; (same character targeting restrictions as Transdimensional Thnderbolt) and roll a d6. On a 2+ that unit suffer d3 mortal wounds (d6 if it is a {{W40kKeyword|VEHICLE}}). If the unit is a {{W40kKeyword|VEHICLE}} and its characteristics change as it loses wounds, count it as having half its current wounds when determining what its characteristics are, until the next turn.&lt;br /&gt;
**Average mortal wounds: 1.67, 2.92 for a {{W40kKeyword|VEHICLE}}.&lt;br /&gt;
&lt;br /&gt;
===Choosing Powers===&lt;br /&gt;
You cannot choose several of the same power unless you&#039;ve taken every other power already. Bringing two Tesseract Vaults and a single other C&#039;tan allows you to take two of the powers you don&#039;t want your Tesseract Vaults to have and have two Tesseract Vaults with identical powers. Or if you have two C&#039;tan and a Tesseract Vault, you can take the same powers on the two C&#039;tan.&lt;br /&gt;
&lt;br /&gt;
Antimatter Meteor and Sky of Falling Stars are usually great on C&#039;tan, while Seismic Assault will usually be bad. Cosmic Fire is usually great on Tesseract Vaults. Note that Seismic Assault on C&#039;tan can still be the best option in some games, but those cases are going to be rarer than on a Tesseract Vault. Some powers are very circumstantial; having a solid backup power is a good idea if you choose to take one of them instead of taking two circumstantial powers, like Sky of Falling Stars and Seismic Assault, for example.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that for Transcendent C&#039;tan Shards you want to generate your random personality trait(s) before assigning Powers of the C&#039;tan so you don&#039;t give them a long-ranged power only to find out that you&#039;ve got a buff in close combat.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
If given to a {{W40kKeyword|Dynastic Agent Character}}, the {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} keyword switches to {{W40kKeyword|NECRON Core}}.&lt;br /&gt;
*&#039;&#039;&#039;Enduring Will&#039;&#039;&#039;: Reduce damage inflicted on your Warlord by 1, to a minimum of 1. It mitigates wounds from damage 2 weapons most effectively, but still handy for any dueling warlord. Usually take this on a Catacomb Command Barge or a second-in-command Destroyer Lord. Szeras has this to help offset his lack of an invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Madness&#039;&#039;&#039;: Warlord re-rolls wounds for Melee attacks. Zahndrekh has this.&lt;br /&gt;
*&#039;&#039;&#039;Honorable Combatant&#039;&#039;&#039;: 2 extra attacks if the Warlord directs all of his attacks against the same {{W40kKeyword|character}}. Makes for a pretty potent character assassination tool with the Voidscythe, but the buffs that reach all your robots tend to be better. Obyron has this.&lt;br /&gt;
*&#039;&#039;&#039;Immortal Pride&#039;&#039;&#039;: Warlord has a 5+ FNP against Mortal Wounds, and friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} units within 6&amp;quot; of the Warlord ignore modifiers to combat attrition tests. Orikan the Diviner has this trait and the {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} keyword switches to {{W40kKeyword|NECRON Core}}.&lt;br /&gt;
*&#039;&#039;&#039;Implacable Conqueror&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} units within 6&amp;quot; of the Warlord can re-roll charge rolls. Anrakyr the Traveller has this trait and the {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} keyword switches to {{W40kKeyword|NECRON Core}}. With all vehicles and destroyers becoming {{W40kKeyword|Core}}, this can enable some powerful cc armies, especially if paired with the Novokh dynasty or a Butchers custom dynasty (even better if paired with Relentless Expansionist).&lt;br /&gt;
*&#039;&#039;&#039;Thrall of the Silent King&#039;&#039;&#039;: Increase the range of Warlord&#039;s aura abilities, MWBD, TLW and Adaptive Strategy by 3&amp;quot; (max 9&amp;quot; for the auras, 12&amp;quot; for the others). Keep in mind this works on &#039;&#039;&#039;all&#039;&#039;&#039; aura abilities, this means even the one from the Rad-wreathed custom dynasty trait; maybe not the most powerful of traits but can make for some nice combos.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Corridor (1 CP):&#039;&#039;&#039; At the start of the Movement phase, select an {{W40kKeyword|&amp;lt;Dynasty&amp;gt; core infantry}} unit. It can be removed and redeployed within 3&amp;quot; of any {{W40kKeyword|&amp;lt;dynasty&amp;gt; Monolith}} and more than 9&amp;quot; away from any enemies during the Reinforcements phase. The fact that you can no longer drop the unit right in the enemy&#039;s face and can&#039;t move the unit after deploying it seriously hurts its versatility.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eternal Protectors (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|&amp;lt;Dynasty&amp;gt; Lychguard}} unit during the fight phase. So long as they&#039;re within 3&amp;quot; of a {{W40kKeyword|&amp;lt;dynasty&amp;gt; noble}}, they add +1 to their Attacks. Serious damage potential, especially if near a Noble that&#039;s already buffing them; unfortunately due to wording, this can&#039;t be used if Anrakyr is nearby, but it can be used with the Silent King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extermination Protocols (2 CP):&#039;&#039;&#039; Use on a {{W40kKeyword|Lokhust Destroyer}} or {{W40kKeyword|Lokhust Heavy Destroyer}} unit during the shooting phase, you can re-roll all to-wound rolls. Useful on big units and not very worth it due to the cost, a full unit of lokhust destroyers with overlord support and this &#039;&#039;&#039;will&#039;&#039;&#039; shred people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fractal Targeting (1 CP):&#039;&#039;&#039; Select a unit of Tomb Blades during the shooting phase. Any rapid-fire weapons they have are now considered Assault 2 and can be fired without penalty after advancing. This seems amazing at first, but as of this version of the codex tomb blades are equipped with one rapid-fire 2 weapon rather than 2 rapid-fire 1 weapons, so all you&#039;re getting is the ability to fire at over half range with no penalty if you advanced.  As their movement is so high, this will be very situational.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgement of the Triarch (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Triarch}} unit during either the shooting or fight phase. Until the end of that phase, the unit adds +1 to their hit rolls. It&#039;s okay if you need the extra oomph to kill something and don&#039;t have a source of MWBD nearby since both Praetorians and the Stalker are {{W40kKeyword|Core}} now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm of Flensing Blades (2 CP):&#039;&#039;&#039; One unit of Flayed Ones can fight again at the end of the Fight Phase so long as they&#039;re engaged with someone. Quite useful since they&#039;ll need all the hits they can get and lack the re-rolls of the Destroyer cult. Especially powerful if paired with Novokh and supported by the Silent King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Techno-Oracular Targeting (1 CP):&#039;&#039;&#039; Use during the shooting phase before rolling to wound for an attack with a single model. This hit will automatically wound. The fact that it only targets individual models seriously limits who can use it. At the very least, it&#039;ll guarantee that a high-damage weapon will make its mark (like the Triarchal Menhirs).  Tachyon Arrows (particularly the relic one) will probably enjoy limiting the wasting of their single shot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Destabilisation (1/2 CP):&#039;&#039;&#039; Use after a {{W40kKeyword|C&#039;Tan shard}} uses its power,roll a D6 and consult the C&#039;Tan power table. You can immediately use that power, even if you already did so this turn. Costs 2 CP on the Tesseract Vault, and may not be worth it depending on the situation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropic Strike (2 CP):&#039;&#039;&#039; Use on a {{W40kKeyword|Ct&#039;an Shard}} before they fight. Invulnerable saves can&#039;t be taken against attacks it makes this phase. Great for assassinating characters. The Nightbringer already has this on its entropic profile, but using this to clear out a mob with the sweep profile can be an option, if costly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;Resurrection Protocols (1 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|&amp;lt;dynasty&amp;gt; infantry noble}} or {{W40kKeyword|&amp;lt;dynasty&amp;gt; noble cryptek}} dies, you can trigger this instead of any other abilities like Trazyn&#039;s bodyjacking. On a 4+, the model rises from the dead with 1d3 wounds remaining and is placed more than 1&amp;quot; away from enemy models. This can save your Warlord or Veil of Darkness from snipers and is therefore amazing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strange Echoes (1 CP):&#039;&#039;&#039; Pick a {{W40kKeyword|C&#039;tan Shard}}. It can swap out one of its Powers of the C&#039;tan for another one. Switch out something for Cosmic Fire when you get close and do a sudden burst of damage, mostly a gimmick for C&#039;tan due to their cost being a little high at the moment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Deathless Arise (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Technomancer}} model can use their Rites of Reanimation ability an additional time. With a lot more units being {{W40kKeyword|Core}} now, this can certainly help your survivability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Heirlooms (1 CP):&#039;&#039;&#039; Your standard extra relic stratagem, usable once on a Combat Patrol game, twice on a Strike Force game, and Three times in an Onslaught game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hand of the Phaeron (2 CP)&#039;&#039;&#039;: Select a {{W40kKeyword|Phaeron}}. If your army doesn&#039;t contain a unit with the {{W40kKeyword|Phaeron}} keyword, grant that keyword to a generic Necron Overlord of your choice; this will let it use My Will Be Done an additional time each Command Phase. Can only be used once per game. A bit costly and with the regular use of the Silent King, this becomes little utilized; still, could be nice if you need to buff more units and don&#039;t have the points/money for the King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rarefied Nobility (1 CP):&#039;&#039;&#039; If your Warlord is a Necron, you can select one other {{W40kKeyword|Necron Character}} (So long as they aren&#039;t a {{W40kKeyword|c&#039;tan shard}}) to gain a Warlord Trait, as long as it&#039;s different from any already in use. Also, only one Warlord Trait per model. This can be used as often as you use Dynastic Heirlooms.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Interception (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|hyperspace hunter}} that&#039;s on the battlefield or in reserves. During the enemy&#039;s reinforcements step, when the enemy sets up one of their units you can drop in your unit at least 9&amp;quot; of any enemies as long as they&#039;re within 18&amp;quot; of their target (if the selected unit was in reserve) and then shoot that incoming adversary as long as they are an eligible target. Although this won&#039;t do much most of the time, it can help you counter strikes from glass-cannon armies such as GSC, Aeldari and Guards, especially if you use the Hexmark Destroyer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atavistic Instigation (1 CP):&#039;&#039;&#039; A Doom Scythe&#039;s death ray gains a bit of splash damage, hitting a unit within 3&amp;quot; of the target (including the target themselves). If they brace and aren&#039;t a {{W40kKeyword|vehicle}} or {{W40kKeyword|Monster}}, it&#039;s 1d3 mortal wounds. If they duck for cover, they suffer no damage but lose an attack and can&#039;t Overwatch or Set to Defend for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Burrowing Nightmares (1 CP):&#039;&#039;&#039; At the start of the movement phase, remove an Ophydian Destroyers unit from the board. It can return via deep striking on your next movement phase, with all the usual stuff that applies to deep striking. Good for repositioning and scoring secondary objectives later in the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Curse of the Phaeron (1/3 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|vehicle}} is destroyed, it auto-explodes. Costs 3 CP for any {{W40kKeyword|titanic}} models (the Silent King isn&#039;t actually Titanic, use this information as you would).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Protectors (1 CP):&#039;&#039;&#039; During the opponent&#039;s charge phase, you can select one {{W40kKeyword|Canoptek}} unit to perform heroic interventions as if they were a {{W40kKeyword|Character}}. Don&#039;t underestimate the power of a full unit of spiders or wraiths, especially with the right buffs applied.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Dimensional Breach (1 CP):&#039;&#039;&#039; One {{W40kKeyword|&amp;lt;dynasty&amp;gt; core}} unit in strategic reserves can immediately drop in within 3&amp;quot; of a friendly {{W40kKeyword|&amp;lt;dynasty&amp;gt; Monolith}} or {{W40kKeyword|&amp;lt;dynasty&amp;gt; Night Scythe}} on any turn after the first.  Not bad for board control, but heavy on the CPs as you need to have spent some to place units in reserve in the first place, unless you&#039;re running the Deceiver C&#039;tan shard. Since now pretty much everything is {{W40kKeyword|Core}} now, you can use this with a myriad of units that want to be in the fray quickly (sadly, due to the 3&amp;quot; bubble limitation, you can bring in a monolith from a monolith, big sad).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Prioritisation (2 CP):&#039;&#039;&#039; When a unit is shot at, you can use your Canoptek Reanimator to immediately swap their Reanimation Beam to them. Costly, but can mean the difference between life or death so use it wisely.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relentless Onslaught (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Necron Core Infantry}} unit shoots a rapid-fire weapon, you get extra hits on unmodified rolls of 6&#039;s. A full unit of 20 warriors in rapid-fire range will average 6,66 additional shots, even more with a bit of luck and sources of re-rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenge of the Doomstalker (2 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|&amp;lt;dynasty&amp;gt; character}} dies, then a Doomstalker can immediately shoot the enemy (if eligible) and for the rest of the game, they&#039;ll gain a +1 to hit the murderer. Again, due to the {{W40kKeyword|Dynasty}} keyword, this can&#039;t be used on dynastic agents except for the Silent King, I guess the doomstalkers are pretty picky with who they choose to protect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Self Destruction (1 CP):&#039;&#039;&#039; Use on a {{W40kKeyword|scarab}} unit after it piles in but before it fights. Pick a model in the unit and an enemy unit within 1&amp;quot; of the model. The model explodes, killing itself, and on a 2+, deals d3 mortal wounds to the enemy target (3 mortal wounds on a 6). Very useful when faced with extremely tough opponents you can&#039;t unless hurt; best used when paired with spiders to have an infinite replenishing source of exploding roaches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadows of Drazak (1 CP):&#039;&#039;&#039; When a Flayed Ones unit is attacked, you can use this stratagem to give a -1 to hit against them. These guys will need it since they aren&#039;t very durable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stellar Alignment Protocol (1/2 CP):&#039;&#039;&#039; For the rest of the turn, the target {{W40kKeyword|Necron vehicle}} uses the highest level of its damage chart. Costs 2 CP for {{W40kKeyword|Titanic}} models. This is a great Stratagem to have in your bag of tricks, doubling the firepower of a Doomsday Ark, Tesseract Vault or Seraptek Heavy Construct one last turn before it blows is often worth it. It can also help squeeze the last remaining juice out of a damaged Silent King, regaining his abilities for a turn; he also isn&#039;t {{W40kKeyword|Titanic}} so the stratagem is cheaper.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Disintegration Capacitors (1 CP):&#039;&#039;&#039; When firing a Gauss weapon, 6&#039;s to hit automatically wound. Great for the new gauss reapers in bringing down tanks, making you relive the glorious days of editions past.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disruption Fields (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Necron Core}} unit gets +1 strength. Particularly good on Lychguard; where it puts the Hyperphase swords up to S7 (S8 in Hungry Void) and puts Warscythes up to S8 (S9 in Hungry Void). Now a lot of things have {{W40kKeyword|Core}}, so this can be used to buff pretty much anything, the Seraptek, the Silent King, Wraiths, Destroyers, etc.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Arcing (1 CP):&#039;&#039;&#039; When firing a Tesla weapon, roll a d6 for each unit within 6&amp;quot; of the target; on a 4+, the unit suffers a mortal wound. Nice if the enemy has many units grouped together, still very meh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Deflection (1 CP):&#039;&#039;&#039; Use when a unit with {{W40kKeyword|quantum shielding}} is targeted in a phase but before any to-hit dice are rolled. Increases their invulnerable save to 4+ for that phase. More survivability is always good, just don&#039;t use this on tesseract arks since they already have a 4++.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reconstitution Protocols (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Ghost Ark}} can restore D6 models instead of D3. Definitely something to consider since those warriors will get shot up the moment they step out.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Pulse (1 CP):&#039;&#039;&#039; Strips cover from an enemy unit being targeted by one of your units for the entire phase. Useful when fighting armies with faction rules that always give them the benefit of cover in the open.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirling Onslaught (1 CP):&#039;&#039;&#039;Gives a unit of {{W40kKeyword|Skorepkh Destroyers}} or a {{W40kKeyword|Skorepkh Lord}} -1 for the opponent to wound them for a phase. This is a great stratagem for T5 and T6 models, as it forces most infantry to wound on 6&#039;s and even most anti-tank weapons wound on 4&#039;s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Matched Play Objectives==&lt;br /&gt;
===Secondaries===&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Supremacy&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Behind Enemy Lines:&#039;&#039;&#039; 2VPs if you have one friendly unit (that&#039;s not {{W40kKeyword|Aircraft}}) completely within the enemy deployment zone, 4VPs if it&#039;s two or more. Shouldn&#039;t be hard with a Deceiver, a Veil of Darkness, Scarabs or Bikes. If you&#039;re lucky, it&#039;s 15VPs easy managed. If you&#039;re unlucky, it&#039;s 15VPs easy managed, but you&#039;ve completely outranged yourself from your opponent.&lt;br /&gt;
**&#039;&#039;&#039;Engage on All Fronts:&#039;&#039;&#039; 2VPs if there is at least one friendly eligible unit (one with an Initial Strength of 3 or that is a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}, but not {{W40kKeyword|Aircraft}}) in three different quarters of the table, at least 6&amp;quot; away from other quarters; 3VPs if you can do it in all four quarters. Shouldn&#039;t be hard with Relentless Expansionists, a Veil of Darkness, or a Night Scythe (especially now that pretty much everything has core now and so can be teleported with VoD shenanigans). Necrons are an Elite army so be cautious about spreading yourself too thin. The average points you should attain from this is 9VP, which is still a solid number.&lt;br /&gt;
**&#039;&#039;&#039;Purge the Vermin:&#039;&#039;&#039; The opposite of Engage on All Fronts, you get 1VP at the end of your turn for each table quarter your opponent has no unit completely within, plus 1 more VP if there are no enemy units completely in your deployment zone. Take this if you plan on denying their Engage on All Fronts objective, or if you can create enough of a silver tide in the center of the board to blockade your enemy.&lt;br /&gt;
**&#039;&#039;&#039;Treasures of the Aeons:&#039;&#039;&#039; After deploying, your opponent picks three objectives, that can&#039;t be in its deployment zone (unless all the other eligible ones were already picked). At the end of your turn, you gain 2VPs if you control one, 3VPs for two, and 5VPs for all three. Great in smaller games, and with maps with fewer objectives.&lt;br /&gt;
***The closest you have to an auto-take. Combine with a pre-game move and better ObSec and you&#039;re in a good position to start hauling in points. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;No Mercy, No Respite&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Grind Them Down:&#039;&#039;&#039; 3VPs if more enemy units die than yours during the battle round. Remember the word &#039;{{W40kKeyword|Unit}}&#039; in this case. Blobs of Necron Warriors and Destroyers can do Miracles here. Be careful against tank units.&lt;br /&gt;
**&#039;&#039;&#039;No Prisoners:&#039;&#039;&#039; Really good if you fight Orks, Tyranids, SoB, IG mobs or other Necrons; shitty against most MEQ and Custodes. You get a VP for every 10 wounds you kill (that are not from {{W40kKeyword|Monsters}}, {{W40kKeyword|Vehicles}} or {{W40kKeyword|Characters}}), getting a bonus VP if the tally is between 50-99, and 2 bonus VP if it&#039;s instead 100 or more;  so, to max this out you need to kill 130 wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Purge the Enemy&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Assassinate:&#039;&#039;&#039; 3VPs for every {{W40kKeyword|Character}} killed, +1 if it was the Warlord. If the enemy army has more than three T4 {{W40kKeyword|Characters}} or two T3 {{W40kKeyword|Characters}}, this one is a must (and more against Sister of Battle; T3 and full of {{W40kKeyword|Characters}}). With that said, this can often be a trap against armies like Space Marines and Eldar which can easily hide or protect their HQs. Bear this in mind.&lt;br /&gt;
**&#039;&#039;&#039;Bring it Down:&#039;&#039;&#039; Each time you kill a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, you get a number of VP depending on the wounds: 1VP for 9 or less; 2VPs for 10-14; 3VPs for 15-19; 4VPs for 20 or more. An average of 2VPs is not really interesting and needs you to fight an opponent with a very vehicle-heavy list in order to reap the benefits. Still reliable against parking lot armies or Kinghts.&lt;br /&gt;
**&#039;&#039;&#039;Code of Combat:&#039;&#039;&#039; Our unique secondary for this category, gain 3VPs whenever a {{W40kKeyword|Noble}} unit destroys an enemy unit in the shooting phase, or 4VPs if it was during the fight phase. Also, if a {{W40kKeyword|Noble}} kills a character, you get a Command point; useful now with the CP shortage. Decent with the Silent King, pretty bad otherwise.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow Operations&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Ancient Machines:&#039;&#039;&#039; One {{W40kKeyword|Core}} or {{W40kKeyword|Canoptek}} unit can perform an action on an objective you control (that&#039;s not in your deployment zone) to gain 4VP; if the unit has Objective Secured, then the action is completed at the end of your turn, if not it&#039;s completed at the start of your following Command phase. This is actually broken now that we have &#039;&#039;&#039;32&#039;&#039;&#039; units with {{W40kKeyword|Core}} (and an additional 5 {{W40kKeyword|Canoptek}} units that don&#039;t have it but can still do the objective), have access to unlimited shoot+action the whole game and the usual army-wide objective secured.&lt;br /&gt;
**&#039;&#039;&#039;Raise the Banners High:&#039;&#039;&#039; You get 1VP at the end of your Command phase for each objective that has a banner of yours, plus 1 additional VP at the end of the battle for each objective with your banner. Now that we have access to army-wide shoot+action for the whole battle, this mission should really be a piece of cake, even though with the abundance of {{W40kKeyword|Core}} units and objective secured, you should really be looking at Ancient Machines.&lt;br /&gt;
**&#039;&#039;&#039;Retrieve Nephilim Data:&#039;&#039;&#039;  Score VP for doing an action with a {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit wholly within each table quarter, more than 6&amp;quot; from another quarter; at the end of the turn, roll a D6, subtracting 1 if the unit is Troop, if the result is less or equal to the number of models in the unit, you recovered the data in that quadrant.  Progressively scores 4VP for 2 quarters, 8VP for 3, and maxes out at 12VP for all four. &lt;br /&gt;
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&lt;br /&gt;
*&#039;&#039;&#039;Warpcraft&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039; You get 2VPs for every {{W40kKeyword|Psyker}} unit killed, 3VPs if it was a {{W40kKeyword|Character}}. A very good secondary if you fight the Thousand Sons, Daemons or maybe the Aeldari. You may think that it could be useful against Tyranids but killing any {{W40kKeyword|Psyker}} is many resources spent not on holding the objectives. With that said, you can combo this one with &#039;&#039;Assassinate&#039;&#039;... Just remember you are going to get those VP at a hard price.&lt;br /&gt;
**&#039;&#039;&#039;Psychic Interrogation&#039;&#039;&#039; and &#039;&#039;&#039;Warp Ritual:&#039;&#039;&#039; We have no {{W40kKeyword|PSYKER}} units in our codex, these two secondaries are useless for us, just as they are for Drukhari and Tau.&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Annihilation Legion====&lt;br /&gt;
&lt;br /&gt;
A detachment for the outcasts of the Dynasties, this is not a cult specially made for scoring objectives or holding points. While you have ObSec on your Flayed Ones, expecting melee-only units to merely camp on objectives is a waste of their value, regardless of if your other units can do it much better.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Restrictions:&#039;&#039;&#039; &lt;br /&gt;
** All units must have the {{W40kKeyword|Destroyer Cult}} keyword or be Plasmacytes or Flayed Ones. As mentioned above, you got no troops.&lt;br /&gt;
* &#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
** Aside from the basic keyword for all units and special items, your warlord gets to refund their CPs for taking a Vanguard Detachment.&lt;br /&gt;
*** Doubly to compensate for your lack of troops, Flayed Ones of 10+ models get ObSec. Sadly, this is all you&#039;ll get.&lt;br /&gt;
** You can take Hexmark Destroyers as HQs instead of Elites.&lt;br /&gt;
*** Thankfully, you don&#039;t need to waste an HQ slot for these. You can take one for each Lokust Lord or Skorpekh Lord without needing a spare slot.&lt;br /&gt;
* &#039;&#039;&#039;Cult of Annihilation:&#039;&#039;&#039; Effectively replaces your Dynastic Code on everything but the Flayed ones. Your {{W40kKeyword|Destroyer Cult}} units get +1 to hit and wound units below starting strength. As destroyers already get to re-roll 1s to hit, you&#039;ll be getting quite a lot of mileage out of this.&lt;br /&gt;
Keep in mind that you can still choose a Dynastic Code for your flayed ones - which will probably be Novokh for charges.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warlord Trait - Furious Destructor:&#039;&#039;&#039; An unmodified hit roll of 6 scores two extra hits.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Chariot of the Hierarchs:&#039;&#039;&#039; Lokhust Lord only. Grants Transhuman (Any wound rolls of 1-3 auto-fail) and lets them consolidate +3&amp;quot;, which makes them a lot more capable of handling melee if you&#039;re not using Skorpekh Lords.&lt;br /&gt;
** &#039;&#039;&#039;Nightcull Scythe:&#039;&#039;&#039; Skorpekh Lord only. This replaces their Hypherphase Harvester with an S+2 AP-4 D3 monster that can have damage spill over to crowds, making this the perfect tool to take against hordes of gaunts and guardsmen and even MEQs.&lt;br /&gt;
** &#039;&#039;&#039;Mask of Obliteration:&#039;&#039;&#039; Hexmark Destroyer only. This gives them the option to concentrate their pistols into a singular beam, dealing an S9 AP-3 D3+d3 to anything that crosses the line it makes. Provides a deterrent for monsters and tanks, but it&#039;s still wasted on MEQs and TEQs without exact setup.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Annihilation Protocols:&#039;&#039;&#039; The replacement for Command Protocols that works with the Skorpekh and Lokhust Lords. It&#039;s uncertain if the errata that lets one protocol always be active can work for these, but the fact that&lt;br /&gt;
** &#039;&#039;&#039;Protocol of Swift Murder&#039;&#039;&#039;&lt;br /&gt;
*** Any units that move benefit from light cover, which is necessary with your limited unit choices and no repair units.&lt;br /&gt;
*** Units are able to heroically intervene.&lt;br /&gt;
** &#039;&#039;&#039;Protocol of the Killing Surge&#039;&#039;&#039;&lt;br /&gt;
*** Units gain +2&amp;quot; movement. &lt;br /&gt;
*** Units can charge after falling back.&lt;br /&gt;
** &#039;&#039;&#039;Protocol of the Dread Strike&#039;&#039;&#039;&lt;br /&gt;
*** An unmodified hit roll of 6 in melee auto-wounds.&lt;br /&gt;
*** An unmodified hit roll of 6 with a gun auto-wounds.&lt;br /&gt;
** &#039;&#039;&#039;Protocol of the Undying Gaze&#039;&#039;&#039;&lt;br /&gt;
*** Units that fire within half-range ignore cover.&lt;br /&gt;
*** Units can shoot while performing an objective action.&lt;br /&gt;
** &#039;&#039;&#039;Protocol of Perfect Destruction&#039;&#039;&#039;&lt;br /&gt;
*** Add +1 to charge rolls.&lt;br /&gt;
*** Add +3&amp;quot; to consolidate and pile-in ranges.&lt;br /&gt;
** &#039;&#039;&#039;Protocol of the Immortal Warrior&#039;&#039;&#039;&lt;br /&gt;
*** Units gain +1 to Toughness&lt;br /&gt;
*** Units gain +1 to their saves, but not to any invulnerables.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Swift Dismemberment (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Destroyer Cult}} unit can charge after advancing. Expect to spam this a lot on your Skorpekhs and Ophydians.&lt;br /&gt;
**&#039;&#039;&#039;Hypherphase Impalement (1 CP):&#039;&#039;&#039; One unit of Ophydian Destroyers that fights can ignore any damage reduction abilities the enemy may have. &lt;br /&gt;
**&#039;&#039;&#039;Efficient Disintegration (2 CP):&#039;&#039;&#039; When a unit of Lokhust Destroyers or Heavy Lokhusts shoot their gauss cannons/gauss destructors, add +1 to the damage of these weapons.&lt;br /&gt;
**&#039;&#039;&#039;Lurking Murderers (1/2 CP):&#039;&#039;&#039; Pick one pack of Flayed Ones entirely within terrain. They can now re-roll to wound for this phase. Costs 2 CP for a unit of 10+ models.&lt;br /&gt;
**&#039;&#039;&#039;Murderous Demise (2 CP):&#039;&#039;&#039; When a character dies before they could fight this turn, they can immediately fight or shoot before going down. &lt;br /&gt;
**&#039;&#039;&#039;Canoptek Reinforcement (2 CP):&#039;&#039;&#039; Lets you resurrect a Plasmacyte within 3&amp;quot; of a {{W40kKeyword|Destroyer Cult}} unit. This can only be used once and can&#039;t bring them into combat, so don&#039;t expect to see this used much.&lt;br /&gt;
**&#039;&#039;&#039;Weaponised Bodies (2 CP):&#039;&#039;&#039; When a {{W40kKeyword|Destroyer Cult}} unit charges, pick a model within base contact. Roll a number of d6s equal to the model&#039;s wounds characteristic, dealing a MW on a 5+ to a max of 6. Made chiefly do take down tanks and monsters even faster.&lt;br /&gt;
**&#039;&#039;&#039;A Moment of Clarity (2 CP):&#039;&#039;&#039; Lets one unit gain ObSec, allowing you to snap up an objective in the last moment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cult of the Cryptek====&lt;br /&gt;
&lt;br /&gt;
The detachment of choice when you want to focus more on the Crypteks than the Overlords.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;Restrictions:&#039;&#039;&#039; &lt;br /&gt;
** All units must have the {{W40kKeyword|Cryptek}} or {{W40kKeyword|Canoptek}} keyword or be Warriors. No Immortals, Destroyers or Deathmarks, sadly.&lt;br /&gt;
*** You can also take the Convergence of Dominion, if you&#039;re keen on wasting the points on a setpiece.&lt;br /&gt;
* &#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
** Aside from the basic keyword for all units and special items, your Crypteks can all use Command Protocols.&lt;br /&gt;
* &#039;&#039;&#039;Tomb Guardians:&#039;&#039;&#039; Effectively replaces your Dynastic Code. Your units get +1 attack and re-roll 1s for their Reanimation rolls. This is largely worthless on your warriors as they already have Their Number is Legion which confers the same thing. At least this doubles their attacks, I guess?&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;&#039;Master of the Cult:&#039;&#039;&#039; Each command phase, you can give one unit within 9&amp;quot; a +1 to hit.&lt;br /&gt;
*# &#039;&#039;&#039;Curator of Deadly Curiosities:&#039;&#039;&#039; One non-relic weapon the warlord uses improves its Strength, AP, and Damage by one.&lt;br /&gt;
*# &#039;&#039;&#039;Conductor of Legions:&#039;&#039;&#039; Each command phase, you can give one unit within 9&amp;quot; the ability to shoot while performing actions.&lt;br /&gt;
*# &#039;&#039;&#039;Codifier of Lesser Beings:&#039;&#039;&#039; Each command phase, you can give one unit within 6&amp;quot; a +1 to wound.&lt;br /&gt;
*# &#039;&#039;&#039;Fluid Necrodermis:&#039;&#039;&#039; The warlord ignores all penalties to movement, advance rolls, and charge rolls. In addition, the first failed save they make each turn negates the damage of the attack.&lt;br /&gt;
*# &#039;&#039;&#039;Infomonger:&#039;&#039;&#039; Each command phase, you can give one unit within 6&amp;quot; both benefits of the Dynastic Protocol instead of merely one.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cryptek Arkana:&#039;&#039;&#039; Instead of relics, the Cult of the Cryptek gives you more special Arkana to purchase.&lt;br /&gt;
** &#039;&#039;&#039;Atomiser Stave:&#039;&#039;&#039; Plasmancer only. Allows their Harbinger of Destruction ability to roll 6d6 for extra kaboom.&lt;br /&gt;
** &#039;&#039;&#039;Aurorocular Mantle:&#039;&#039;&#039; Technomancer with Canoptek Cloak only. Gives a 6&amp;quot; bubble that lets friendly units ignore cover when they shoot, so excellent for blocks of Warriors.&lt;br /&gt;
** &#039;&#039;&#039;Autodivinator:&#039;&#039;&#039; Lets you earn 1 CP each Command Phase when you roll a 5+.&lt;br /&gt;
** &#039;&#039;&#039;Entropic Chronoshackle:&#039;&#039;&#039; Chronomancer only. Each turn, you pick one unit within 12&amp;quot; and roll a d6; on a 4+, that unit can&#039;t fall back, which makes this great for having your Wraiths sweep units.&lt;br /&gt;
** &#039;&#039;&#039;Neutron Shroud:&#039;&#039;&#039; Grants a 2+ save as well as a single-use ability to grant a 3++ save for a turn.&lt;br /&gt;
** &#039;&#039;&#039;Obedience Nanoscarabs:&#039;&#039;&#039; Psychomancer only. Lets you trigger two abilities from the Harbinger of Despair ability if you get lucky.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Overkill Protocols (1 CP):&#039;&#039;&#039; One pack of Wraiths improves the AP of their claws by 1 and gives double the attacks to their whips.&lt;br /&gt;
**&#039;&#039;&#039;Stalking Annihilator (1 CP):&#039;&#039;&#039; One Doomstalker can shoot their Doomsday Blaster at high power even if they moved or fell back. &lt;br /&gt;
**&#039;&#039;&#039;Aggression Overrides (1 CP):&#039;&#039;&#039; One pack of Spyders can improve their WS to 2+ and adds +2&amp;quot; to their movement.&lt;br /&gt;
**&#039;&#039;&#039;The Swarm Descends (1 CP):&#039;&#039;&#039; One unit of Scarabs can deep-strike just like the Deathmarks.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Cryptek (1 CP):&#039;&#039;&#039; Lets a Cryptek take a second piece of Arkana, set to the same restrictions as any spare relic strat.&lt;br /&gt;
**&#039;&#039;&#039;Canoptek Overdrive (1 CP):&#039;&#039;&#039; When a Wraith dies in the Assault phase, they can fight before going down.&lt;br /&gt;
**&#039;&#039;&#039;Hyperdense Particle Beams (1 CP):&#039;&#039;&#039; Improves the AP of any Particle Beamers or Casters by 2.&lt;br /&gt;
**&#039;&#039;&#039;Enhanced Gloom Prisms (1 CP):&#039;&#039;&#039; When a unit of Spyders rolls to deny a power, you can add +2 to that roll.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;br /&gt;
===Melee Weaponry===&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Lance:&#039;&#039;&#039; SU AP-3 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aeonstave:&#039;&#039;&#039; SU AP-2 D1, ignores invuln saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automaton Claws:&#039;&#039;&#039; S+2 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Tail Blades:&#039;&#039;&#039; SU AP-2 D1, you get D6 additional attacks with this. The secondary weapon of the Void Dragon, somewhat useful against hordes, but you won&#039;t be needing it against the true prey of the C&#039;tan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chronotendrils:&#039;&#039;&#039; SU AP-0 D1, you get 3 additional attacks with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crackling Tendrils:&#039;&#039;&#039; SU AP-4 Dd6. The weapon of the Transcendent C&#039;tan, paired with Entropic Strike can be extremely scary against tougher opponents that hide behind invuln saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Lance:&#039;&#039;&#039; SU AP-4 D2. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empathic Obliterator:&#039;&#039;&#039; S+2 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropic Lance:&#039;&#039;&#039; SU AP-3 D3. A good weapon, but with only 1 attack it&#039;s best you use it just as a last resort.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeder Mandibles:&#039;&#039;&#039; SU AP-0 D1, hit rolls of 6 automatically wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flayer Claws:&#039;&#039;&#039; SU AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flensing Claws:&#039;&#039;&#039; SU AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Golden Fists:&#039;&#039;&#039; SU AP-3 D3. The Deceiver weapon, who knew a guy that likes mischief and illusions could be packing some punches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase Weapons:&#039;&#039;&#039; the &amp;quot;basic&amp;quot; melee weapons of the necron, found on many units like destroyers, lychguards and nobles. High Ap and damage make these very scary, just keep in mind invulnerable saves.&lt;br /&gt;
**&#039;&#039;&#039;Hyperphase Sword:&#039;&#039;&#039; S+1 AP-3 D1.&lt;br /&gt;
**&#039;&#039;&#039;Hyperphase Threshers:&#039;&#039;&#039; SU AP-3 D2, you get 1 additional attack with this.&lt;br /&gt;
**&#039;&#039;&#039;Hyperphase Glaive:&#039;&#039;&#039; S+2 AP-3 D1d3.&lt;br /&gt;
**&#039;&#039;&#039;Hyperphase Harvester:&#039;&#039;&#039; S+2 AP-4 D3, -1 to hit.&lt;br /&gt;
**&#039;&#039;&#039;Hyperphase Reap-blade:&#039;&#039;&#039; S+2 AP-4 D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaling Legs:&#039;&#039;&#039; SU AP-2 D1, you get 2 additional attacks with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Monomolecular Proboscis:&#039;&#039;&#039; SU AP-1 D1. The Plasmacyte will probably never use these because either the unit of destroyers it&#039;s accompanying has already butchered the target, or it couldn&#039;t follow them and so it died. If you actually get to use it then congratulations, and also may the C&#039;tan help you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Obsidax:&#039;&#039;&#039; S+1 AP-3 D3. The signature weapon of Kutlakh, very powerful also thanks to his ability to re-roll hits against enemies of lesser Ld, but you only get 4 attacks so mind those invuln saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ophydian Claws:&#039;&#039;&#039; SU AP-1 D1, you get 2 additional attacks with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasmic Lance:&#039;&#039;&#039; SU AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Portal of Exile:&#039;&#039;&#039; SU AP-3 D3, automatically hits. Somehow the monolith is good in melee but with the lack of {{W40kKeyword|Fly}} it&#039;s best to not leave it there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reanimator&#039;s Claws:&#039;&#039;&#039; SU AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Covenant:&#039;&#039;&#039; SU AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of the Eternal Glory:&#039;&#039;&#039; S+4 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of Dust:&#039;&#039;&#039; S+3 AP-4 D3, you get 4 additional attacks with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of the Nightbringer:&#039;&#039;&#039; one of the most powerful weapons in the game, chose the entropic blow if you need to obliterate your opponent by by-passing any kind of save it has.&lt;br /&gt;
**&#039;&#039;&#039;Reaping Sweep:&#039;&#039;&#039; SU AP-3 D1, doubles your attacks.&lt;br /&gt;
**&#039;&#039;&#039;Entropic Blow:&#039;&#039;&#039; Sx2 AP-4 Dd6, ignores invuln saves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythed Limbs:&#039;&#039;&#039; SU AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of the Void Dragon:&#039;&#039;&#039; S+3 AP-4 Dd6, against vehicle it has a damage of D3+3. The ultimate vehicle killer, if used alongside Entropic Strike, it can bring down even the most sturdy of LoW (no chance against a full titan obviously).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light:&#039;&#039;&#039; SU AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Stars:&#039;&#039;&#039; SU AP-2 D1, you get 2 additional attacks with this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Destroyer:&#039;&#039;&#039; S+1 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Tomorrow:&#039;&#039;&#039; SU AP-3 Dd3, ignores invuln saves. Orikan&#039;s staff, not much to write home about when he&#039;s in normal form, but can seriously hurt somebody when he goes super saiyan, tho the chances of that are somewhat minor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stalker&#039;s Forelimbs:&#039;&#039;&#039; SU AP-2 D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanic Forelimbs&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reaping Sweep:&#039;&#039;&#039; SU AP-1 D2, doubles your attacks.&lt;br /&gt;
**&#039;&#039;&#039;Impaling Strike:&#039;&#039;&#039; Sx2 AP-3 D5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomb Sentinel Claws:&#039;&#039;&#039; S+1 AP-2 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomb Stalker Claws:&#039;&#039;&#039; S+1 AP-2 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious CLaws:&#039;&#039;&#039; S+2 AP-2 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidblade:&#039;&#039;&#039; SU AP-3 D1, +1A.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidscythe:&#039;&#039;&#039; Sx2 AP-4 D3, -1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warscythe:&#039;&#039;&#039; S+2 AP-4 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whip Coils:&#039;&#039;&#039; SU AP-1 D1, doubles your attacks. Replacement option for the Wraiths&#039; Vicious Claws, take them if you know you&#039;re going to face hordes, as 8 attacks per model that can potentially hit on 2s can be pretty scary.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weaponry===&lt;br /&gt;
For the &amp;quot;Twin&amp;quot; weapons, simply double the number of shots the base weapon has.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Abyssal Lance:&#039;&#039;&#039; 18&amp;quot; Assault 3 S4 AP-3 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aeonstave:&#039;&#039;&#039; 18&amp;quot; Assault D3 S5 AP-2 D1 Blast, ignores invulnerable saves. The weapon of Chronomancers and Toholk, a good option if you&#039;re up against weak models that have invulnerable saves (es. Harlequins), but don&#039;t count too much on Toholk using it since his BS of 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Annihilator Beam:&#039;&#039;&#039; 36&amp;quot; Heavy 1 S12 AP-4 D6. The weapons of the king&#039;s Menhirs, very powerful if they connect, make sure you&#039;re shooting at something without an invuln save for maximum damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atomiser Beam:&#039;&#039;&#039; 12&amp;quot; Assault 3 S6 AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cutting Beam:&#039;&#039;&#039; 12&amp;quot; Assault 1 S8 AP-4 Dd6 Melta. Found on the Canoptek Acanthrites, it can prove useful, but for the points they cost, there are better units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Rays:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Death Ray:&#039;&#039;&#039; 24&amp;quot; Heavy 1 S9 AP-3 Dd3+3. The secondary option for the monolith, these things are deadly, if only the monolith would be more survivable.&lt;br /&gt;
**&#039;&#039;&#039;Focused Death Ray:&#039;&#039;&#039; 36&amp;quot; Heavy 1 S12 AP-4 Dd3+3.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Death Ray:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S12 AP-4 Dd3+3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomsday Blaster:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Low Power:&#039;&#039;&#039; 24&amp;quot; Heavy D6 S8 AP-2 Dd3 Blast.&lt;br /&gt;
**&#039;&#039;&#039;High Power:&#039;&#039;&#039; 48&amp;quot; Heavy D6 S10 AP-5 Dd6 Blast, can only shoot with this if you didn&#039;t move in the Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomsday Cannon:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Low Power:&#039;&#039;&#039; 36&amp;quot; Heavy D6 S8 AP-2 Dd3 Blast.&lt;br /&gt;
**&#039;&#039;&#039;High Power:&#039;&#039;&#039; 72&amp;quot; Heavy D6 S10 AP-5 Dd6 Blast, can only shoot with this if you didn&#039;t move in the Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Lance:&#039;&#039;&#039; 36&amp;quot; Assault D3 S8 AP-4 Dd6. The weapon of Illuminor Szeras, good for camping on an objective across the map and still sniping enemy vehicles and monsters, especially since now he can also buff units that don&#039;t require staying near the enemy to work.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enmitic Weapons:&#039;&#039;&#039; the new anti-horde weapons of the necrons, found exclusively on destroyer units.&lt;br /&gt;
**&#039;&#039;&#039;Enmitic Disintegrator Pistol:&#039;&#039;&#039; 18&amp;quot; Pistol 1 S6 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Enmitic Annihilator:&#039;&#039;&#039; 18&amp;quot; Assault 2D3 S6 AP-1 D1 Blast.&lt;br /&gt;
**&#039;&#039;&#039;Enmitic Exterminator:&#039;&#039;&#039; 36&amp;quot; Heavy 3D3 S7 AP-1 D1 Blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropic Lance:&#039;&#039;&#039; 18&amp;quot; Assault 1 S8 AP-3 Dd3+3. Another option of the chronomancer, perfect for sniping high-wound count models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exile Cannon:&#039;&#039;&#039; 18&amp;quot; Heavy D6 S10 AP-4 D3 Blast. The pride and joy of Tomb Sentinels. An alpha-strike of three of these with a support Technomancer can be seriously lethal to pretty much anything.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of Fire:&#039;&#039;&#039; 12&amp;quot; Assault D6 S5 AP-1 D1 automatically hits. Unfortunately, only found on Imotekh&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauss Weapons:&#039;&#039;&#039; your standard weapon with a nice Ap and damage down the line.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Flayer:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1 S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Flayer Array:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 5 S4 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Slicers:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 2 S5 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Reaper:&#039;&#039;&#039; 12&amp;quot; Assault 2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Blaster:&#039;&#039;&#039; 30&amp;quot; Rapid Fire 1 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Flux Arc:&#039;&#039;&#039; 30&amp;quot; Rapid Fire 3 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Relic Gauss Blaster:&#039;&#039;&#039; 30&amp;quot; Rapid Fire 2 S5 AP-2 D2.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Cannon:&#039;&#039;&#039; 24&amp;quot; Heavy 3 S6 AP-3 Dd3.&lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Gauss Cannon:&#039;&#039;&#039; 30&amp;quot; Heavy 6 S7 AP-3 Dd3.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Exterminator:&#039;&#039;&#039; 48&amp;quot; Heavy 2 S8 AP-3 Dd6, the version on the Tomb Citadel has +1S and D2d3 but it&#039;s Legend so you probably don&#039;t care.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Destructor:&#039;&#039;&#039; 36&amp;quot; Heavy 1 S10 AP-4 D3d3.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Annihilator (Flux Arc):&#039;&#039;&#039; 30&amp;quot; Rapid Fire 6 S6 AP-2 D2.&lt;br /&gt;
**&#039;&#039;&#039;Gauss Annihilator (Focused Beam):&#039;&#039;&#039; 120&amp;quot; Heavy 2D3 S16 AP-4 Dd3+6 Blast, +2 to hit {{W40kKeyword|Aircraft}}. The ultimate titan hunter, the Pilon is criminally undercosted so be sure to use it at your advantage in bigger points game where there will surely be other LoW.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Cannon:&#039;&#039;&#039; 36&amp;quot; Heavy D6 S8 AP-4 Dd6 Melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Ray:&#039;&#039;&#039; one of the options for the Stalker, take this if you want a generalized weapon that can be anti-infantry and also anti-vehicle/monster.&lt;br /&gt;
**&#039;&#039;&#039;Dispersed:&#039;&#039;&#039; 12&amp;quot; Heavy 2D6 S5 AP-1 D1 automatically hits.&lt;br /&gt;
**&#039;&#039;&#039;Focused:&#039;&#039;&#039; 24&amp;quot; Heavy 2 S8 AP-4 Dd6 Melta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Particle Weapons:&#039;&#039;&#039; high strength, low Ap weapons, that are usually best against hordes.&lt;br /&gt;
**&#039;&#039;&#039;Particle Caster:&#039;&#039;&#039; 12&amp;quot; Pistol 2 S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Particle Beamer:&#039;&#039;&#039; 18&amp;quot; Assault 6 S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Particle Shredder:&#039;&#039;&#039; 24&amp;quot; Heavy 8 S6 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Particle Whip:&#039;&#039;&#039; 36&amp;quot; Heavy D6 S12 AP-3 D3 Blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasmic Lance:&#039;&#039;&#039; 18&amp;quot; Assault D3 S7 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Covenant:&#039;&#039;&#039; 12&amp;quot; Assault 1 S5 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sceptre of Eternal Glory:&#039;&#039;&#039; 24&amp;quot; Assault 3 S8 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scouring Eye:&#039;&#039;&#039; 12&amp;quot; Pistol 2 S5 AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Singularity Generator:&#039;&#039;&#039; 36&amp;quot; Heavy 3D3 S8 AP-3 Dd6 Blast. One of the options for the Seraptek, this has a bigger volume of fire but lower strength and variable damage, can be good on units of MEQ and TEQ or units of lesser vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of the Void Dragon:&#039;&#039;&#039; 12&amp;quot; Heavy 1 S9 AP-4 Dd6. If you hit, you draw a line from the target unit to the C&#039;tan and make one wound roll for the target and every unit (friend or foe) the line passes over. Against {{W40kKeyword|Vehicles}} the damage goes to D3+3 making it extremely dangerous for knight armies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light:&#039;&#039;&#039; 18&amp;quot; Assault 3 S5 AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Stars:&#039;&#039;&#039; 24&amp;quot; Assault 9 S6 AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Destroyer:&#039;&#039;&#039; 18&amp;quot; Assault 3 S6 AP-3 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Disintegrator:&#039;&#039;&#039; 36&amp;quot; Heavy 1 S5 AP-1 D1. The usual sniper weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Obliterator:&#039;&#039;&#039; 72&amp;quot; Heavy D3 S16 AP-4 D6. The second option for the Seraptek, now that it&#039;s {{W40kKeyword|Core}} and can be buffed by MWBD and the Silent King, this weapon can be somewhat more accurate, but the low volume of shots can be annoying. Be sure to target stuff that doesn&#039;t have an invuln save for maximum damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tachyon Arrow:&#039;&#039;&#039; 120&amp;quot; Assault 1 S12 AP-5 Dd6 only one shot. Finally, it has returned as an upgrade for the base overlord! The single shot and variable damage make it very unreliable but for 5 points it can be a nice way to kill off a wounded vehicle on the other side of the board.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesla Weapons:&#039;&#039;&#039; Weapons with this ability cause 3 hits instead of 1 on an unmodified hit roll of 6.&lt;br /&gt;
**&#039;&#039;&#039;Tesla Arc:&#039;&#039;&#039; 3&amp;quot; Assault 3D6 S4 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Tesla Carbine:&#039;&#039;&#039; 24&amp;quot; Assault 2 S5 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Tesla Cannon:&#039;&#039;&#039; 24&amp;quot; Assault 3 S6 AP-0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Tesla Sphere:&#039;&#039;&#039; 24&amp;quot; Assault 4 S7 AP-0 D1. The ones on the Obelisk become Assault 6 S8 D2 if it remained stationary, making them somewhat better, though the lack of Ap means that it won&#039;t do much against the types of targets the D2 is for.&lt;br /&gt;
**&#039;&#039;&#039;Tesla Destructor:&#039;&#039;&#039; 24&amp;quot; Assault 5 S7 AP-0 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesseract Singularity Chamber:&#039;&#039;&#039; The signature weapon of the Tesseract Ark, it has three profiles that are good for pretty much any circumstance which make it more versatile than the common ark.&lt;br /&gt;
**&#039;&#039;&#039;Particle Hurricane:&#039;&#039;&#039; 12&amp;quot; Assault D6 S4 AP-3 D1 automatically hits and always wounds on 2+ (except vehicles).&lt;br /&gt;
**&#039;&#039;&#039;Seismic Slash:&#039;&#039;&#039; 24&amp;quot; Assault D6 S5 AP-3 D3.&lt;br /&gt;
**&#039;&#039;&#039;Solar Fire:&#039;&#039;&#039; 36&amp;quot; Heavy D6 S8 AP-3 Dd6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Weapons:&#039;&#039;&#039; low-volume, high Ap and damage weapons found on specific models. Situational but can find their use.&lt;br /&gt;
**&#039;&#039;&#039;Transdimensional Projector:&#039;&#039;&#039; 24&amp;quot; Heavy D6 S6 AP-2 D1 Blast. The only one of them that doesn&#039;t follow the theme, it&#039;s found as a secondary weapon of the underwhelming Seraptek. It can function as an anti-horde.&lt;br /&gt;
**&#039;&#039;&#039;Transdimensional Beamer:&#039;&#039;&#039; 12&amp;quot; Assault 1 S4 AP-3 D3.&lt;br /&gt;
**&#039;&#039;&#039;Transdimensional Abductor:&#039;&#039;&#039; 12&amp;quot; Assault D3 S4 AP-3 D3. Found on the Convergence of Dominion, you&#039;ll probably hardly use this, let alone the unit itself, but it can prove useful at defending a position with MWBD and other support.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
The generic relics can be taken by a character, other limitations provided.&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of the Conflagrator:&#039;&#039;&#039; Gauntlets of Fire are back... kinda. 12” pistol, auto-hits the target, rolls 1d6 for each model in the unit, and scores mortal wounds on natural 6s, giving it some use against hordes. Most importantly, it&#039;s an additional weapon instead of a replacement one; an overlord could take it to gain the ranged attack they give up when they take a scythe, and a Psychomancer could combine it with the Atavindicator in order to reach the MW output of a C&#039;tan or a Plasmancer, but with the added bonus of fucking with your targets&#039; Morale. A popular use of the Gauntlet is to slap it on a [[Hexmark Destroyer|glocktopus]], who can use it to thin a squad before discharging his other 6 pistols on them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarab Casket:&#039;&#039;&#039; +1 wound regained when using Living Metal. No longer the Destroyer Lord powerhouse, though it can be combined with the Lokhust Lord&#039;s Phylactery. &#039;&#039;Important to have when revived by Resurrection Protocols, to get back from D3 to full wounds ASAP&#039;&#039;. Also useful to a Catacomb Barge Lord, who has more wounds and can thus benefit more from the improved regeneration...and may need it more, as being {{W40kKeyword|vehicle}} prevents them from using Resurrection Protocols.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orb of Eternity:&#039;&#039;&#039; Resurrection Orb with +1 to the roll. Much better than the last edition, as you now can’t bring back mass amounts of robots during your command phase without a resurrection orb, and this relic simply buffs your one-time use wargear by 16%, helping it make its cost back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternal Weave:&#039;&#039;&#039; {{W40kKeyword|Noble}} Model only, gains +1T &amp;amp; +1W. On lords and overlords, it’s nearly worthless as a defensive buff, and it makes Catacomb Command Barges too big for the Look Out, Sir requirements. There&#039;re better relics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Arrow of Infinity:&#039;&#039;&#039; Replaces a Tachyon Arrow, so Overlords only. Same profile but with flat 6 damage, so it can take out a character or a damaged tank, but this one-shot wonder is more of a troll pick than anything. In smaller games, this could be a fairly efficient anti-tank option, but don’t count on it past 1000 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veil of Darkness:&#039;&#039;&#039; Once per game, teleport the bearer and one {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} unit, a la Deep Striking. Note that this can be used in close combat without falling back, allowing you to &amp;quot;fall back&amp;quot; and shoot with a unit of Warriors or Immortals that were caught in close combat. This is not an auto-take, but it&#039;s pretty damn close, and with the new {{W40kKeyword|Core}} additions, this can teleport anything from a warrior squad to a Seraptek or the Silent King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidreaper:&#039;&#039;&#039;  Replaces a Warscythe or Voidscythe (so a Warscythe - why pay 10 more points for this than you have to?). No longer a clone of the Nightbringer’s scythe, (that&#039;d be insane with its new profile), It&#039;s a Damage 3 Warscythe that prevents the target from using rules that ignore lost wounds, such as Feel No Pain and also those annoying &amp;quot;cannot lose more than 3 wounds per phase&amp;quot; rules. The things with that last rule tend to be a bit scary in melee though, but it may be just the thing for them. Better or equal to the Blood Scythe against things with 3 or more wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voltaic Staff:&#039;&#039;&#039; No longer locked behind Mephrit, this toy replaces the Staff of Light, increasing its shooting and melee profile by +1S and +1D, and gives it an extra shot. It&#039;s also considered to be a Tesla weapon, with 6s to hit inflicting 2 extra hits and you can activate the Malevolent Arcing Stratagem against unit castles.&lt;br /&gt;
&lt;br /&gt;
===Universal Equipment===&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Cloak:&#039;&#039;&#039; You gain a Movement of 10&amp;quot; and the {{W40kKeyword|Fly}} keyword and can also heal D3 wounds on a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} model within 3&amp;quot;. This helps your Technomancer keep up with your faster units like Wraiths and Destroyers.&lt;br /&gt;
**Since {{W40kKeyword|The Silent King}} has the fixed  {{W40kKeyword|Szarekhan}}{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, this can be used to heal The Silent King if your Technomancer is also Szarekhan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Control Node:&#039;&#039;&#039; Gives the bearer an aura that gives a +1 to hit on {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Canopteks}} within 6&amp;quot;. Now that every canoptek hits on 4+, this will let you be more accurate on things that matter like Doomstalkers, Wraiths and Spiders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Shield:&#039;&#039;&#039; 4++ and +1 to armor saves. The only ones that can this are Lychguards, which makes them harder to kill if they need to footslog the battlefield while they protect their noble. You should take this most of the times.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fabricator Claw Array:&#039;&#039;&#039; The beare can recover D3 wounds for a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Vehicle}} within 3&amp;quot;; found on the spider. This will help you make your vehicles tougher and can be used in conjunction with a Technomancer to make the Silent King nigh-invulnerable with costant regeneration and resurrection of the menhirs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gloom Prism:&#039;&#039;&#039; You can deny a power as if you were a {{W40kKeyword|Psyker}}. Costs 5 points for Spiders while the two FW centipedes get it for free. Since we don&#039;t have many ways to combat psykers, you should always take this if you plan to go against psyker-heavy armies.&lt;br /&gt;
**Upgrade allows the UNIT to deny one power per turn - Multiple Gloom Prisms in the same unit don&#039;t stack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nebuloscope:&#039;&#039;&#039; Ignores cover for shooting attacks, upgrade for the Tomb Blades. As per wording, this let&#039;s you also ignore Dense cover so it could be a way to circumvent the penalties in a board that&#039;s packed with them. This also counters those armies that count as being in cover under some circumstances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; You get D3 wounds back instead of 1 with Living Metal. Stangely, only the Lokhust Lord can take it and Kutlakh also has it. At only 5 points it can be a good option, but remember it&#039;s either this or the resurrection orb so make sure you know where you want to send your model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; Once per battle, it makes you activate the protocols of a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot;. Good if you have a big unit of warriors that are also buffed by a Reanimator so they get up on 4+. The buff is also very recommended if you want to use this on units of destroyers or other multi-wound models, since you will need more dices to revive just one model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadowloom:&#039;&#039;&#039; Gives a 5++, the alternative upgrade to the Nebuloscope. This one is more defensive and depends on what you&#039;re up against; if you&#039;re against low Ap armies then it&#039;s better to take the Shieldvanes and Nebuloscope since you&#039;ll only see the difference in saves when faced with Ap-3, instead if you expect to face heavy plasma fire or the like, take this and you have 3 points of the Shieldvanes left to spend on other things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shielvanes:&#039;&#039;&#039; The bearer has a 3+ armor save. As stated above, good against low-Ap armies, this let&#039;s you get the full profile of an immortal with triple the movement and double the wounds at only 40% more cost (you get one less attack but neither of the necessarily want to be in melee so it doesn&#039;t count.&lt;br /&gt;
&lt;br /&gt;
===Cryptek Arcana===&lt;br /&gt;
As if to make up for all the abuse the crypteks took since 7th ed, they not only get their old specialties back but also a special set of equipment that doesn&#039;t count as relics(you can have one of each on a cryptek). The difference here is that these ones cost points/PL in order to get.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atavindicator:&#039;&#039;&#039; (+1PL +20 pts) {{W40kKeyword|Psychomancer}} only. At the end of each of your movement phases you pick a non-vehicle enemy unit within 18&amp;quot; of the bearer, roll 3D6 and if the result is equal or higher to that unit&#039;s Leadership it suffers D3 mortal wounds. &#039;&#039;Helps a Psychomancer be a bit of a Plasmancer without having to surrender utility for sheer mortal wounds&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cortical Subjugator Scarabs:&#039;&#039;&#039; (+1PL +10 pts) Once per battle, during the enemy Heroic intervention step, one {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit within 6&amp;quot; can Heroically intervene. Makes picking off a babysat unit of warriors or the crypteks itself a bad idea when another squad is nearby.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Countertemporal Nanomines:&#039;&#039;&#039; (+2PL +25 pts) {{W40kKeyword|Chonomancer}} only. During your Shooting phase, pick an enemy within 18&amp;quot;. Halve charge and advance rolls until your next turn. &amp;lt;u&amp;gt;Makes your Gauss Reaper units unchargeable&amp;lt;/u&amp;gt;, as the enemy would need to move 6 and roll a 12 in the charge phase to close the 12&amp;quot; gap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cryptogeometric Adjuster:&#039;&#039;&#039; (+1PL +10 pts) At the beginning of each of your opponent&#039;s shooting phases, you can pick an enemy unit within 12&amp;quot; and give them -1 to hit rolls for the entire phase. Could be useful for a cryptek tagging alongside your units in melee, casting the curse on a unit nearby. Eg. charging the guardsman squad screening a Heavy Weapon&#039;s Team behind them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Sanctum:&#039;&#039;&#039; (+1PL +10 pts) Gain Dimensional Translocation. Useful for the two slowest crypteks, allowing the Psychomancer to deep strike alongside Flayed Ones, and the Plasmancer to close the distance and use its MW aura. Useless to a chronomancer since chronometron happens in the command phase (i.e.: before the deep strike), and the technomancer can get a cape of 10&amp;quot; FLY instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fail-Safe Overcharger:&#039;&#039;&#039; (+2PL +25 pts) In your Command phase, the bearer chooses a {{W40kKeyword|Canoptek}} unit within 9″ and gives them +1A, or +D3A if they’re {{W40kKeyword|Monsters}}. Straight up murderous with a group of Spyders and a Technomancer giving them +1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hypermaterial Ablator:&#039;&#039;&#039; (+1PL +20 pts) In your Command phase you can pick any {{W40kKeyword|&amp;lt;Dynasty&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Dynasty&amp;gt; Canoptek}} unit within 9&amp;quot; from the bearer and until your next Command phase, they&#039;re considered within light cover when shot by enemy units more than 12&amp;quot; away. With the new additions to the {{W40kKeyword|Core}} roster, this can let you buff back-line vehicles or even the Silent King, making them more survivable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Metalodermal Teslaweave:&#039;&#039;&#039; (+1PL +15 pts) When an enemy unit ends a charge movement within 6&amp;quot; from the bearer, roll a D6: on a 2+ the unit takes D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Photonic Transubjector:&#039;&#039;&#039; (+1PL +15 pts) First failed save roll in each turn makes the enemy weapon deal no damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phylacerine Hive:&#039;&#039;&#039; (+1PL +15 pts) {{W40kKeyword|Technomancer}} only. Once per game, you can use Rites of Reanimation to revive up a model from any unit with Reanimation Protocols, instead of just {{W40kKeyword|Core}}. Useful on spiders or destroyers who lost more than one model so you can revive two with this and rites of reanimation, and even on the Triarch Praetorians.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Obfuscatron:&#039;&#039;&#039; (+1PL +15 pts) Gives the Cryptek the old character rule, only being targetable if they’re the closest eligible target.  This is better than Look Out Sir, as the Cryptek doesn&#039;t need to be near any other unit to benefit from it and protects him from sniper fire. Enables a lone cryptek (Plasmancer?) to sit on an objective all by themselves, without using up another unit as a bodyguard. You just need to screen them from deep-strikers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Orb:&#039;&#039;&#039; (+1PL +15 pts) {{W40kKeyword|Plasmancer}} only. Once per battle you can place a counter within 24&amp;quot; from the bearer during your Command phase. In the next Command phase you roll a D6 for every unit within 6&amp;quot; from the counter, with -1 for {{W40kKeyword|Characters}}: 4-5 is D3 mortal wounds, 6 is 3 mortal wounds. The token is removed after that. For best use: place on an important objective that your opponent needs to take. Goodbye, castles.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
All necron units with 2 or more models in said unit will have {{W40kKeyword|Reanimation Protocols}} and all Necron models with 2+ wounds will have {{W40kKeyword|Living Metal}}. Pretty easy to remember once you notice, but it doesn&#039;t say this directly anywhere in the book, you just have to notice the pattern. Some of the special characters are an exception to this, like the {{W40kKeyword|Silent King}}&#039;s psuedo unit doesn&#039;t have reanimation protocols.  &lt;br /&gt;
===HQ Units===&lt;br /&gt;
====Nobles====&lt;br /&gt;
They only interact with your {{W40kKeyword|&amp;lt;dynasty&amp;gt; Core}} units, so 32 units out of our 59. Nobles boost a Core unit&#039;s damage output, and their &#039;&#039;&#039;Relentless March&#039;&#039;&#039; aura&#039;s +1&amp;quot; to normal/advance moves allow {{W40kKeyword|&amp;lt;dynasty&amp;gt; Core}} units within 6&amp;quot; to go a little faster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Image:Command_Barge.jpg|175px|right|]] [[Catacomb Command Barge]]&#039;&#039;&#039;: Basically an Overlord on an Annihilation Barge, with T6 and &#039;&#039;W9&#039;&#039;, so he still gets character protection. Lacks the 4++ Phase shifter, but gains Quantum Shielding to ignore power fists and the like. The dais makes him a {{W40kKeyword|vehicle}}, meaning he can shoot either a Gauss or Tesla cannon even in combat, same as the Staff of Light (and Voltaic Staff), as well as being immune to those things that affect infantry, like Poison. This also means he doesn&#039;t get stuff your Infantry characters would get, like Resurrection Protocols. He also cannot take a Voidscythe, nor a Warglaive with Tachyon Arrow. Lastly, a 12&amp;quot; move allows him to keep up with Ghost Arks and Tomb Blades.&lt;br /&gt;
**{{W40kKeyword|NEPHREKH}} relic, the Solar Staff, allows the Bearer&#039;s staff of light match ranges with the Gauss Cannon, otherwise, the two ranged weapons will always differ in max range.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:NecronLord.jpg|175px|right|]] [[Necron Lord]]&#039;&#039;&#039;: Mere 4W and 3A and no invuln means he&#039;s rather vulnerable and more of a support HQ than the others. &#039;&#039;&#039;The Lord&#039;s Will&#039;&#039;&#039; lets one {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} unit within 9&amp;quot; of him re-roll hit rolls of 1, which is 93.3% of the Overlord&#039;s buff for 73.68% of the points cost. Though it also comes at the cost of being worse than an already okayish model. The Resurrection Orb can be a trap against armies with lots of snipers because it makes the Lord much more expensive and he is relatively easy to kill - if you take one, use it quickly.&lt;br /&gt;
**Cheapest Noble option. Cheapest Resurrection Orb option. Still great when compared to space marine characters that lack inv saves (like lieutenants, apothecary, or techmarine).&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Overlord.jpg|175px|right|]] [[Necron Overlord]]&#039;&#039;&#039;: With T5 5W 3+/4++ he is survivable enough to lead from the front (very hard to wound him on a 2+; AP-2 is wasted on him), and with WS/BS2+ S5 4A and an ok selection of weapons he can defend himself well enough to not be bullied by anything weaker than dedicated melee heavy infantry. Which is what your Lychguard is for. It can choose one {{W40kKeyword|&amp;lt;dynasty&amp;gt; Core}} unit within 6&amp;quot; during the Command Phase to receive +1 to hit rolls until your next Command Phase, which makes it very versatile as both a frontline-support with warriors and skorpekhs or backfield-support with doomsday arks. The starting Hyperphase Glaive (S+2 AP-3 Dd3) &amp;amp; Tachyon Arrow is a balanced loadout, able to damage anything up to a vehicle due to the Overlord&#039;s immense strength, and the Tachyon Arrow is akin to a single-use buffed lascannon shot. Swapping that combo out frees a hand to carry a Resurrection Orb, which can work well with the warrior hordes you can field. The Warscythe kills MEQ more reliably than the glaive, both the Hyperphase sword (S+1 AP-3) and Voidblade (SU AP-3 +1A) behave the same against GEQ (gaining +1A = wounding on 2+), but the Voidblade wins against MEQ through the sheer number of attacks, while the Staff of Light is a good weapon when supporting a ranged unit. Lastly, &#039;&#039;he&#039;s the only one who can bring a Voidscythe&#039;&#039; to go against bigger things. Which he shouldn&#039;t tackle on his own, though.&lt;br /&gt;
**&#039;&#039;&#039;My Will Be Done&#039;&#039;&#039; vs &#039;&#039;&#039;The Lord&#039;s Will:&#039;&#039;&#039; Taking any unit from hitting on 3+ to hitting on 2+ means they hit 5/6 of the time, or 15/18 for ease of comparison. A regular Lord&#039;s re-roll on a 3+ unit &#039;&#039;(AKA everyone but Hexmarks)&#039;&#039; makes them hit on 14/18, meaning +0.06 chance to hit for +25 pts, or a +7.14% improvement over the Lord for +35.7% more points. Unless you&#039;re stacking +1 to hit with re-rolls of 1 (Triarch Stalker, a Lord) &#039;&#039;you&#039;re missing out on the Overlord&#039;s melee&#039;&#039; if you just have him boost a unit; that&#039;s the normal Lord&#039;s job. Not like you&#039;re missing out on much, but he&#039;s a good melee deterrent.&lt;br /&gt;
***To lay out the benefits of stacking the two, here are the points costs of the Lord, Overlord, and both, divided by the size of the buff they provide in relative terms (so lower is better):&lt;br /&gt;
****Lord: 60, Overlord: 76, both: 113.14.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Necron_Royal_Warden.jpg|125px|right|]] [[Royal Warden]]&#039;&#039;&#039;: A buffed Immortal. Not an actual Noble, but he does interact only with {{W40kKeyword|CORE}} units and has royal in his name, so... He is a support character with a Relic Gauss blaster (Rapid Fire 2 D2). During the command phase, he can let a {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; CORE}} unit within 9&amp;quot; fall back and remain able to shoot and charge, and he has Relentless March like the real Nobles do. His ability works wonders if supporting a unit of warriors or even an advancing Tesseract Ark, making sure the enemy can&#039;t simply engage your units to shut them off and instead blast them out with a lot of fire from up close.&lt;br /&gt;
**{{W40kKeyword|Mephrit}} dynasty has a Relic that replaces this model&#039;s &amp;quot;Relic Gauss Blaster&amp;quot; which grants a lot of range to this model.&lt;br /&gt;
**Freebie character in the cheapest version of the 9e starter set. Can be easily converted into regular Immortal should you not want/need this model as a Character.&lt;br /&gt;
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====Crypteks====&lt;br /&gt;
Necron support characters, they&#039;re physically weak (T4 W4 1A 4+) but &#039;&#039;&#039;Dynastic Advisors&#039;&#039;&#039; allows you to take a second Cryptek for every non-Dynastic Agent Cryptek if a Noble is also present. Cannot be Warlord in armies where a Noble is present (see &amp;quot;The Royal Court&amp;quot; rule). There are four flavors (and 2 special character variants):&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Chronomancer.jpg|175px|right|]] [[Chronomancer]]&#039;&#039;&#039;: The Chronomancer&#039;s Chronometron grants one {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} unit charge re-rolls and a 5++ invuln save for a turn. Note that the target does not need to be a {{W40kKeyword|Core}} unit. They also happen to move at the same pace as a certain new {{W40kKeyword|Destroyer Cult}} unit... They are the only cryptek who have staff options: either the antitank 18&amp;quot; Assault 1 S8 AP-3 &#039;&#039;D3+3&#039;&#039; Entropic Lance, or an 18&amp;quot; Assault 1d3 S5 AP-2 anti-infantry Aeonstave that ignores invulnerable saves. Both are S(User) in melee, though. They&#039;re also the most capable Crypteks in melee by having three extra attacks with their Chronotendrils, and indeed melee units being veiled forwards want to be next to them (chronometron happens before the movement phase) to get the charge re-roll on top of the invuln...but Chronomancers are still support first and foremost, and not really combatants themselves. A good use of the Hypermaterial Ablator to effectively buff two Warrior blobs at the same time: cover in the open for one, a 5++ for the other one. 20-40 models protected!&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Tg24Qtk3WJ8fkF8z.jpg|175px|right|]] [[Plasmancer]]&#039;&#039;&#039;: The variant of the Cryptek from Indomitus, their plasmic lance being 18&amp;quot; Assault 1d3 S7 (1 attack S:User in melee) AP-3 D2 of plasma fun. This robo-wizard is the cryptek explosionmancer, tossing out a fair number of mortal wounds (from a non-psychic source, can&#039;t be Denied), but that&#039;s basically all he is good for. After moving, you get the chance to deal up to 3 MW on the closest visible enemy unit within 24&amp;quot;. And in the fight phase (even if not engaged) Plasmancer has the chance to deal a MW to each enemy unit within 6&amp;quot; on a 4+ (for each unit), which can be irritating, though he needs to get close and lacks an inv save. Model has fly and a slow move speed.&lt;br /&gt;
**Strong synergy with {{W40kKeyword|Nephrekh}} since model normally lacks an invulnerable save and the mortal wound ability is a lot more useful with the increased movement (auto 6&amp;quot; advance bonus, so 11&amp;quot; per turn).&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Psychomancer.jpg|175px|right|]] [[Psychomancer]]&#039;&#039;&#039;: An unreliable but flexible debuff character, with a -1 Aura to enemy Leadership and combat attrition tests. Plus, you can choose an enemy unit within 12&amp;quot; and roll 3d6 - if you beat the highest Leadership in that unit, they suffer one of the following of your choice until your next morale phase:&lt;br /&gt;
** They can&#039;t perform actions, and if they are currently performing an action, the action automatically fails. &lt;br /&gt;
** They lose Objective Secured.&lt;br /&gt;
** Their Advance and Charge rolls are halved, pinning them in place: at a mere 12&amp;quot; (reaper) range the enemy needs a full 12&amp;quot; charge to reach you, after moving 6&amp;quot; towards you.&lt;br /&gt;
** They can&#039;t fire Overwatch and must Fight Last, making the enemy easy prey for your units.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Cryptek.jpg|175px|right|]] [[Cryptek|Technomancer]]:&#039;&#039;&#039; Space undead egyptian apothecary. Its Rites of Reanimation allows it to pick a {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core}} unit within 6&amp;quot; and revive 1 model, or D3 if the unit is Warriors. You can either give him a Canoptek Cloak (the chad Forgebane model) or a Canoptek Control Node (the virgin resin one). The Canoptek Cloak allows Crypteks to keep up with speedier units and act as techmarines by providing an extra D3 healing for any {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} model with Living Metal. The Canoptek Control Node instead gives +1 to hit to Canoptek units within 6&amp;quot; turning 3 Spyders into a whirlwind of claws (combine this with the Fail-Safe Overcharger for 15+3D3 S8 AP-3 d2 attacks hitting on 3s); with most of canoptek units being {{W40kKeyword|CORE}} now, they can not only buff them, but also revive 1 a turn, incredible especially with the aforementioned spyders unit.&lt;br /&gt;
**With cloak, can heal The Silent King provided they both share the same {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}&lt;br /&gt;
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====Destroyer Cult====&lt;br /&gt;
Some people just want to watch the galaxy burn. Both versions have &#039;&#039;&#039;United in Destruction&#039;&#039;&#039;, giving their fellow Destroyers re-rolls of 1s to wound and acting as &#039;&#039;lieutenants to the guys who already re-rolled 1s to hit&#039;&#039;. Despite being &amp;quot;Lord&amp;quot;s, none of them are Nobles anymore; they no longer care about petty titles.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Destroyer_Lord.jpg|175px|right|]] [[Lokhust Lord]]&#039;&#039;&#039;: 8&amp;quot; move Lord with {{W40Kkeyword|FLY}}, T6 W6, a 4++ and 4A base. Unlike his Lokhust brethren, he wields the usual Lord&#039;s Staff of Light, Voidblade, or Warscythe. He&#039;s the only model (outside of Kutlakh) who can take a Phylactery, but then he loses access to the Resurrection Orb, which can revive the very expensive Lokhusts. He&#039;s more geared towards backfield support, near other Lokhust destroyers or running around the battlefield with a resurrection orb to more effectively support distant groups of warriors, tho they don&#039;t benefit from them much.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Skorpekh_Lord_model.jpeg|175px|right|]] [[Skorpekh Lord]]&#039;&#039;&#039;: The big kahuna of Indomitus, with an even more impressive statline of WS2+ BS2+ S6. Has 2 melee (anti-horde Flensing Claw with AP-1, has twice the hits) and an anti-TEQ (Hyperphase Harvester S+2 AP-4 D3, -1 to the hit roll), and an anti-horde/overwatching Enmitic Annihilator gun (18&amp;quot; Assault 2d3 S6 AP-1, Blast). He&#039;s more geared towards frontline support alongside your other skorpekh destroyers and can be buffed even more by various dynastic relics and warlord traits like Sautekh&#039;s Vanquisher Mask or Novokh&#039;s Blood-fuelled Rage.&lt;br /&gt;
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====Dynasty-specific Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Image:Imotekh Model.jpg|175px|right|]] [[Imotekh the Stormlord]] - {{W40kKeyword|Sautekh}}:&#039;&#039;&#039; Overlord with an extra wound, 2+ Sv, and a buffed Staff of Light (+1S +1AP +1D).  As a Phaeron he can use MWBD twice a turn, &#039;&#039;&#039;Lord of the Storm&#039;&#039;&#039; allows you to pick a model (but not {{W40kKeyword|CHARACTER}} unless it is the closest model) within 48&amp;quot; and roll D6, with the target receiving 3 mortal wounds on a 4+. You also roll a D6 for each unit within 6&amp;quot; on a roll of 4+ the unit suffers D3 mortal wounds. He also gives you 2 free CP if he&#039;s your Warlord. He is a viable choice for many armies, his true place is in an army with lots of {{W40kKeyword|SAUTEKH}} {{W40kKeyword|Core}}, but his Lord of the Storm ability and extra CPs makes him a good choice even if you are not getting the absolute most out of him, especially now with the diminished number of CPs around.&lt;br /&gt;
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*&#039;&#039;&#039;Kutlakh the World Killer (Legends) (Forge World) - {{W40kKeyword|MAYNARKH}}:&#039;&#039;&#039; This is what we have instead of the Maynarkh Dynasty army, an Overlord with a Phylactery and an extra wound. He has a standard Staff of Light and the Obsidax a sword that can very well cut through any non-monster character with relative ease thanks to its S:6 AP:-3 and D:3. He can re-roll hits against units with lower leadership than him, so he&#039;s almost always hitting on 2+ re-rolling ones. Costing only 20 points more than a normal Overlord (5 of which are the Phylactery), he can be a nice choice if you&#039;re going for a cc army with maybe some inspiration of flayed ones, though the fact that he&#039;s legends means you can only use it in narrative games or if your opponent agrees to it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Zahndrekh_Model.png|125px|right|]] [[Nemesor Zahndrekh]] - {{W40kKeyword|Sautekh}}:&#039;&#039;&#039; Overlord with an extra wound, 2+ Sv and a Staff of Light. His Counter tactics rule is now a once-per-game ability to stop a stratagem from being used for a full battle round. He can also hand out a possibly random buff at the start of each of your turns to a {{W40kKeyword|SAUTEKH CORE}} unit within 9&amp;quot; (+1 A, re-roll charge rolls or +1 BS) until the start of your next turn. If someone is relying on a particular stratagem at a particular time, this guy will ruin their day, and the chance to pick his upgrade (equal or less than their his Ld on 3d6) rather than it always being random has made him a more interesting choice than before, especially since many units are now {{W40kKeyword|CORE}}.&lt;br /&gt;
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*&#039;&#039;&#039;Toholk the Blinded (Legends) (Forge World) - {{W40kKeyword|MAYNARKH}}:&#039;&#039;&#039; Vehicle support Cryptek. In the Command phase, he grants one {{W40kKeyword|MAYNARKH}} {{W40kKeyword|VEHICLE}} within 6&amp;quot; of him a Phylactery wound regen instead of normal living metal, which makes him sort of a Technomancer with mantle but with half the movement (fun fact: despite the lore and his rules pointing to him being a Chronomancer, his keyword is instead Technomancer, so thanks GW for the proofreading). His greatest ability is that he can reduce the cost of a Stratagem you use by 1 Command Point, which lets you conserve your points for even more stratagems, though it can only be used once during the game. For weapons, he has the standard Chronomancer Aeonstave plus a Transdimensional Beamer but with a BS of just 5+ (but somehow a WS of 3+...) you probably won&#039;t do much with them. Being legend, he has the same problem as Kutlakh in regards to list building.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Vargard Obyron miniature.jpg|175px|right|]] [[Vargard Obyron]] - {{W40kKeyword|Sautekh}}:&#039;&#039;&#039; Lord with WS 2+, 2 extra wounds, 1 extra A and a 2+ Sv, as well as Dimensional Translocation, which is an interesting change. He gets to Fight if he dies before making his attacks. When partnered with Zahndrekh he doesn&#039;t take up a Role slot and benefits Zahndrekh from Look Out, Sir even if he&#039;s just one model, and you can move Vargard Obyron across the board to be within 3&amp;quot; of Nemesor Zahndrekh from anywhere on the board, and with no restrictions on how close to the enemy he can be.&lt;br /&gt;
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====Dynastic Agents Special Characters====&lt;br /&gt;
Necron unique characters so fun they were unlocked for all dynasties to use, though they don&#039;t get a dynastic trait themselves. Unlike the common use of this rule, none of them are associated with the Triarch. (Since these lack a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} keyword, models are ineligible for transport on {{W40kKeyword|Ghost Ark}} dedicated transports, despite being infantry.) Lastly, Warlord traits on Dynastic Agent models change {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} to {{W40kKeyword|Necron}}, so the trait applies to all units in the army, not just the {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} ones.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Anrakyr.jpg|205px|right|]] [[Anrakyr the Traveller]]:&#039;&#039;&#039; Overlord with S6 and an extra wound and a single shot with his Tachyon Arrow at range 120&amp;quot; S12 AP-5 and Dd6. He can boss around models from any Dynasty with his MWBD ability and he can make an enemy vehicle within 12&amp;quot; shoot one weapon as if the model was yours (although using Anrakyr&#039;s BS, which is sweet, especially against orks), although you need to roll 3D6 (or 2D6 if you want to grab a {{W40kKeyword|TITANIC}} unit&#039;s gun) and beat their leadership to do so. Lastly, Anrakyr gives all nearby {{W40kKeyword|NECRON}} {{W40kKeyword|CORE}} units an additional attack which makes our regular infantry a lot scarier. He&#039;s basically a must-have in lists that feature multiple Lychguard units, but even if you&#039;re just buffing Warriors and Immortals he&#039;s worth it if he can buff 30+ models. If he&#039;s your Warlord he has the Implacable Conqueror trait, which is great if he&#039;s buffing a bunch of melee units, but not the best option if you&#039;re just using him to make your Troops a tiny bit scarier in melee. The go-to option for Novohk, despite not being from their dynasty, he is great at making their units even more deadly. A 20-man warrior squad in his range has 40 attacks (60 with a strat) at AP -1 on the charge. They move 6 inches, hit on 2+, and get a +1 to charge which they can reroll. Even at S4 that will mess up many foes.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:New Szeras Model.png|215px|right|]] [[Illuminor Szeras]]:&#039;&#039;&#039; Well, our spidey cryptek has received an upgrade, now he&#039;s bigger, tougher, and meaner, with a D6 damage assault D3 ranged weapon that deals 2 damage in close combat. All these upgrades are nice and all that but he finds himself in a strange position on the battlefield; with his augmentation ability and Rites of Reanimations, he wants to stay near some warriors and immortals while blasting off models in the distance, but with his 12&amp;quot; psyker debuff (psykers take Perils of the Warp on any doubles, not just snake eyes and double 6s) and a profile more geared towards close combat, he also really wants to stay close and personal with the enemy (something difficult since he doesn&#039;t have any invulnerable save and a T6 W7 isn&#039;t that durable). All and all, a great model to look at but not so much to play with. It would have been better with a 4++ and maybe some way to mitigate the randomness of his main ability (something like Cawl has).  His augmentation can now affect any {{W40kKeyword|CORE}} unit so basically half of the codex including vehicles (every one of his augmentations is fire on a Seraptek), and he also gets to use Rites of Reanimation twice a turn and on units of whatever dynasty, which is great for supporting multiple units one of which can be the Silent King, but may not matter if the opponent is hitting one unit at a time as the ability can only affect each unit once a turn. He does have Enduring Will as his warlord trait, which is -1 damage from everything to a minimum of 1, which does help offset his lack of an invulnerable, but still- someone as important as Szeras should get at least a 5++.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Orikan miniature.jpg|100px|right|]] [[Orikan the Diviner]]:&#039;&#039;&#039; Another old model gaining {{W40kKeyword|DYNASTIC AGENT}} so that other dynasties can use him, and he can affect everyone, which is probably why you’re bringing him. He&#039;s basically a beefier Chronomancer, who might turn into a tank with a C’tan-like stat-line thanks to his ability The Stars are Right. As a Chronomancer he has a built-in invulnerable save, and he has a better close combat weapon (that still ignores invuln saves) and stat-line, which gets even better if you roll for The Stars Are Right, on top of always fighting first. His trait is Immortal Pride, which makes him even sturdier with a 5+++, and the aura to ignore Combat Attrition modifiers on the unit nearby that he buffs is a nice additional touch.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Trazyn.jpg|175px|right|]] [[Trazyn the Infinite]]:&#039;&#039;&#039; Now with the {{W40kKeyword|DYNASTIC AGENT}} keyword, Trayzn will fight for any dynasty, so long as he expands his collection along the way. Our joint cheapest unique character (along with Obyron) and for good reason, he&#039;s an Overlord with an extra wound and a sub-par melee weapon that explodes and deals D3 mortal wounds to enemy units within 6&amp;quot; if he somehow manages to get the last hit on a {{W40kKeyword|CHARACTER}}. Similar to his previous incarnations, he has the &#039;&#039;&#039;Surrogate Hosts&#039;&#039;&#039; special rule which lets him take control of one {{W40kKeyword|NECRON}} {{W40kKeyword|INFANTRY}} {{W40kKeyword|CHARACTERS}} in your army as long as they aren&#039;t named. This happens when he dies on a roll of 2+, but he only comes back with 3 wounds.  You&#039;re probably taking this guy to be your Warlord to make it harder for your opponent to get the secondary objective. He also allows you to use the extra relic stratagem once for no CP cost, great with the new CP drought since your first relic becomes again free. For the same cost as the base Overlord, he&#039;s not bad, but you do lose some customization.&lt;br /&gt;
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===Troops===&lt;br /&gt;
&#039;&#039;&#039;[[Image:Immortal with Gauss Blaster.jpg|175px|right|]] [[Necron Immortal|Necron Immortals]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; &lt;br /&gt;
These used to be the elite version of Necron Warriors, and they look as if they should be (+1 to their save, toughness 5, 2 Attacks, and better weapons), but Necron Immortals are actually the cheap necron troops option because they have a smaller squad size minimum. Best unit to take if you just don&#039;t want to take troops, both in terms of models to buy/paint and in terms of points/power level &lt;br /&gt;
**Both the tesla and the gauss weapons are S5 roughly 2 shots (tesla is assault 2 and gauss is rapid 1), so the weapon variants really depend on intended movement plan (gauss has +6&amp;quot; range and tesla is assault). Tesla has no AP, but more hits per shot mechanic, while gauss has ap2.&lt;br /&gt;
*** A̵r̵m̵o̵u̵r̵ ̵o̵f̵ ̵C̵o̵n̵t̵e̵m̵p̵t̵ ̵n̵e̵r̵f̵s̵ ̵t̵h̵e̵ ̵G̵a̵u̵s̵s̵ ̵A̵P̵.̵ Armor of Contempt is gone!&lt;br /&gt;
*Ghost Ark Dedicated transport cannot transport these, only characters and Necron Warriors, so despite the smaller unit size making these ideal for that, no option there.&lt;br /&gt;
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&#039;&#039;&#039;[[Image:Necron_Warrior.jpg|175px|right|]] [[Necron Warrior|Necron Warriors]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Our basic Infantry model. If you&#039;re using them you&#039;re usually better off taking them as 20-man blobs since &#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039; are more effective the more models there are in the unit, but this leaves you open to Blast weapons and they may hurt you bad against armies with lots of Blast weapons, morale is less of an issue in this edition, and you can always pick the Warlord Trait that mitigates combat attrition. AP could have its own article, but the TL;DR the new update has made so your warriors will struggle against SM, CSM, and Sororitas due Armor of Contempt, so you may need to invest in Stratagems such as Relentless Onslaught and Disintegrator Capacitators to actually hurt the enemy. Warriors take 50% more wounds compared to Immortals against things like Bolters and Lasguns, but their worse armour isn&#039;t such a big deal against things like plasma or earthshaker cannons, the armor difference actually makes no difference against things with an AP of -2 or better when accompanied by a Chronomancer since they will both have a 5+ Sv. Warriors are the best troops choice against high-AP low armor units like Bloodletters, Genestealers, and Harlequins, Gauss Immortals are the best troops choice against low-AP high armor units like Space Marines or Immortals, Tesla Immortals are good against low-AP low armor units like Orks or Guardsmen.  The Gauss Reapers have now been added to the Warrior&#039;s arsenal, with half the range of the base flayer, providing 2 assault S5 AP-2 and making your warriors into short-range Immortals. Here&#039;s the issue: Blast Weapons become even more of a hazard because you can&#039;t comfortably shoot away from the shorter-range weapons. While the AP-2 lets you blow up TEQs and MEQs way more effectively, you&#039;ll be paying for it with the lives of more grunts.  Warriors also have the ability &#039;Their Number is Legion&#039;, allowing them to re-roll Reanimation Protocol rolls of 1. This is the best line infantry in the game, point for point nothing is more killy or resistant than the humble warrior. The vast array of heroes that can provide support to this unit makes it also one of the most versatile units, providing both a lot of resistance and some super punishing offense. Lords and overlords turn them into the most accurate shooters in the game, reanimators, technomancers and chronomancers make them incredibly tough, Monoliths make them mobile thanks to the interdimensional corridor, and finally, the humble Royal Warden turns them into a unit with no actual weakness, since the only real way to stop the tide is by locking them in CQC, something the warden can help avoid, or require incredible amounts of firepower, but then again, do notice they will need to be supported, while strong, you will get the best of them when understanding how other units can interact with them.&lt;br /&gt;
:{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Gauss Flayer vs Gauss Reapers Mathhammer (Efficacity per shot on T4)&lt;br /&gt;
|-&lt;br /&gt;
| Armor Value || 6+ || 5+ || 4+ || 3+ || 2+ &lt;br /&gt;
|-&lt;br /&gt;
| Gauss Flayer || 33% || 27% || 22% || 16% || 11%&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Flayer&amp;lt;br&amp;gt;w/ &#039;&#039;My Wil Be Done&#039;&#039; &amp;amp; Lord wound reroll || 48% || 40% || 32% || 24% || 16%&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Reapers || 44% || 44% || 37% || 29% || 22%&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Image:C&#039;Tan The Deceiver.gif|105px|right|]] [[Deceiver|C&#039;tan Shard of the Deceiver]]:&#039;&#039;&#039; Same C&#039;tan body as the Void Dragon and Transcendent C&#039;tan. Looks to be the weakest in melee. He receives a permanent -1 to hit from enemies. One of his biggest nerfs in 9th is to his Grand Illusion. After deployment, but before the first turn begins, you can redeploy up to 3 friendly {{W40kKeyword|NECRON}} units within your deployment zone or move them into tactical reserves (this does not cost any cp). Like the Nightbringer shard, &#039;&#039;&#039;Reality Unravels&#039;&#039;&#039; when he dies. Don&#039;t stand too close, and preferably try to make sure he&#039;s near the enemy if it happens. To &amp;quot;offset&amp;quot; the nerf that came to Grand Illusion, the Deceiver is also the only C&#039;tan shard that can deep strike (bar a Transcendent C&#039;tan getting Transdimensional Displacement).&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:C&#039;Tan The Nightbringer.gif|145px|right|]] [[Nightbringer|C&#039;tan Shard of the Nightbringer]]:&#039;&#039;&#039; &amp;quot;Now I am become Death, the destroyer of worlds.&amp;quot; One of the strongest melee units in the entire game. You want to kill something? Bring this guy. GW has changed him again but he is still a {{W40kKeyword|CHARACTER}} with S7 T7, along with a 4++ save. He now has 9 wounds, 6 attacks, can only take 3 wounds per phase, thanks to &#039;&#039;&#039;Necrodermis&#039;&#039;&#039;. He also has &#039;&#039;&#039;Living Metal&#039;&#039;&#039;. His scythe has 2 profiles; the first is S User AP-3 D1 which doubles the number of attacks he can make, the second is a Sx2 AP-4 dD6 which IGNORES INVULNERABLE SAVES! And, if that was not enough, he has &#039;&#039;&#039;Drain Life&#039;&#039;&#039; which means any wounds caused by melee attacks this guy makes CANNOT BE IGNORED BY ANY RULE (read; You can&#039;t use FNP&#039;s to stop a wound). He knows the C&#039;tan Power &#039;Gaze of Death&#039; and one other Power of the C&#039;tan (take Cosmic Fire, Anti-matter Meteor or Transdimensional Thunderbolt if possible). Can be useful even in death thanks to &#039;&#039;&#039;Reality Unravels&#039;&#039;&#039; (a re-fluffed &#039;&#039;&#039;Explodes&#039;&#039;&#039; that deals D3 mortal wounds on a 4+ to every unit within 3&amp;quot;). Just don&#039;t stand too close to your other units. There is only one downside, and it&#039;s one he shares with all other C&#039;tan. &#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039; means he doesn&#039;t benefit from &amp;quot;Look out Sir&amp;quot;, so he can still be targeted, even if he is within 3&amp;quot; of another unit. This is slightly offset by &#039;&#039;&#039;Living Metal&#039;&#039;&#039; and &#039;&#039;&#039;Necrodermis&#039;&#039;&#039; so unless you opponent can do 3 wounds in each phase, he won&#039;t get one removed off the board turn 1, but if he isn&#039;t in melee by turn 3, he&#039;ll likely not survive much longer.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:7fattpselu851.jpg|235px|right|]] [[Void Dragon|C&#039;tan Shard of the Void Dragon]]:&#039;&#039;&#039; Its spear grants him S+3 in addition to being AP-4 and D6 damage (boosted to D3+3 against vehicles) to make the lower base stat a non-issue. The spear also acts as a Heavy 1 shooting weapon, albeit with only a 12&amp;quot; range, but it hits everything in a line between the Void Dragon and the target with the same profile as it has in melee. He has &#039;&#039;&#039;Necrodermis&#039;&#039;&#039; and the usual 4++ Invulnerable save that the other C&#039;tan Shards receive. Furthermore, every time one of its attacks or powers destroys a vehicle it can heal itself on a 2+ for up to three regained wounds per phase. Mechanized armies will find the Void Dragon may restore wounds faster than they can hurt it, and Dreadnoughts in particular will have a bad time in a one-on-one fight. Its power, Voltaic Storm, is great for hurting vehicles, especially things like knights, dealing D6 mortal wounds on them on a 2+ and halving their wound count for their damage table; Cosmic Fire is again a good choice since it&#039;ll soften up infantry and let the Void Dragon focus on his preferred targets. Antimatter Meteor is also a good choice to finish off any vehicles that would take overkill damage from his regular attacks.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Plasmacyte.jpg|115px|right|]] [[Canoptek Plasmacyte]]:&#039;&#039;&#039; A tagalong unit for any {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Destroyer Cult}} unit, being forced to stay in coherence with a Destroyer unit and can&#039;t be targeted unless closest while near them. They are not fighters, but instead, their use is as a booster with a gamble - at the start of a charge or fight phase, roll a D6, with a 1 killing a Destroyer model; regardless of roll, for the rest of the phase, the entire unit has +1 to strength and attacks, which makes you way scarier to fight. &lt;br /&gt;
**Has Dimensional Translocation, so no need to start these on the table or dedicate them to a particular destroyer cult unit. Put them where you need them, when you need them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Canoptek-reanimator-2.jpg|125px|right|]] [[Canoptek Reanimator]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; A sacrificial decoy unit that draws fire. It&#039;s really tall, so the opponent will definitely see it. It has this &amp;quot;reanimation beam&amp;quot; that makes opponents think they should kill it BEFORE killing your nearby units, which is it&#039;s role. Model is fast enough to keep up with destroyers (and has assault weapons). &lt;br /&gt;
**Monster, so if it does get stuck in melee, don&#039;t forget it has 6 shooting attacks it can make in melee range (two atomizer beams). &lt;br /&gt;
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*&#039;&#039;&#039;[[Image:CanoSpyder.jpg|175px|right|]] [[Canoptek Spyder|Canoptek Spyders]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Canoptek Spyders are big tough combat monsters. You will want to take units of 3 (with or without twin particle beamers for an additional 12 shots each). They now have 6 Toughness 6 wounds with a 3+ save and 5 S8 AP-3 d2 attacks each. They also have the option to take a Fabricator Claw Array to repair D3 wounds to a vehicle within 3&amp;quot; and/or a Gloom Prism to deny the witch once per phase. They can also spawn more scarabs once per unit if they happen to be within 6&amp;quot;. A Technomancer can revive one of these great floating wrecking balls. They are only 60 points each and are well worth it, easily one of the most improved units from 8th edition.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:TombStalkerArt.jpg|175px|right|]] [[Tomb Stalker|Canoptek Tomb Stalker]] - (Forge World):&#039;&#039;&#039; Your regular monstrous creature. 6 attacks at S7 AP-2 d2. Carries two Rapid Fire 2 S5 AP-1 guns which are nothing special. Comes with a Gloom Prism and can deep strikes so it can mess with psykers. And fine, with T7, 9 wounds, and a decent save, deep striking this does make for a nice [[DISTRACTION CARNIFEX|distraction]] or lesser way to deal with enemy mobs. Did we mention the absurdly cheap 90 points this thing costs?&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Cryptothrall.jpg|175px|right|]] [[Cryptothralls]]:&#039;&#039;&#039; A small 2 model unit, their prime existence is bodyguarding a Cryptek. While meager compared to the other options in this slot, they aren&#039;t really competing - after all, they don&#039;t take a slot as long as a Cryptek is around. It&#039;s better this way, as they act as meatshields since they provide Look Out, Sir even if they are just two models and their rather meager 3 attacks at 4+ WS/BS are raised to 6 at a 3+ when within 6&amp;quot; of a Cryptek. The increase in attacks and WS/BS shouldn&#039;t be taken lightly, 12 attacks and 4 pistol shots mean these lads can put out a surprising amount of hurt, and their T5 means they will have a decent chance of surviving against weaker units in melee. Keep them away from dedicated melee units though. They are also fantastic at completing Actions, screening deep strikes, and freeing up your Immortals to do more important things... like shooting people.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Deathmark by Gavin Hargest.jpg|175px|right|]] [[Deathmark|Deathmarks]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Deep Striking Immortals with sniper rifles; their guns lost Rapid Fire, but have been bumped up to S5 AP-2 so now they can hurt tougher foes without having to fish for mortal wounds, and with 36&amp;quot; range they now have range appropriate for a sniper unit. As the faction&#039;s snipers, they inflict an extra mortal wound on a wound roll of 6+ and can target {{W40kKeyword|CHARACTERS}}. Great against heavily armored units, decent against vehicles and characters.  Although they have 1 less Attack than Immortals, their BS is 2+ to compensate.  A stratagem allows your Deathmarks to both reactively deep strike in AND shoot when an enemy unit arrives from reserves at the end of the phase, which is great if your opponent has multiple units in reserve - you can block the room where your opponent might want to place their other reinforcing units! The rule even works well against Drop Pods, as you use it after an enemy unit is set up on the battlefield - including when a unit disembarks from the pod. Be advised, they are still lackluster when it comes to cost-effectiveness, what with their Heavy rule hurting their BS and a single model Damage being not enough to kill one Astartes thanks to 2 wounds.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:FlayedOne5th.jpg|175px|right|]] [[Flayed Ones]] - {{W40kKeyword|CORE}}&#039;&#039;&#039;: Warriors with 3 attacks each, the ability to deep strike and AP-1 on all of their attacks. In addition, they also subtract 2 from the Leadership of any enemy unit with 3&amp;quot; of them (pair with the Deceiver&#039;s Cosmic Insanity for a potential massive MW bomb) and they gain an extra hit on a hit roll of 6 against non-vehicle targets. A unit of 20 can put out 60 attacks hitting on 3+ with exploding attacks (that can be buffed by the Silent King for maximum damage), allowing them to carve their way through pretty much anything short of a Lord of War. You don&#039;t need to take the nuclear option of 20 Flayed Ones, a unit of 5 can grab objectives and won&#039;t leave several hundred points to be rapid fired to death should you fail the 9&amp;quot; charge.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Hexmark_Destroyer.jpg|175px|right|]] [[Hexmark Destroyer]]:&#039;&#039;&#039; The anti-chaff Destroyer. It gets six 18&amp;quot;, pistol 1, S6, AP-1, D1 shots that always hit on 2&#039;s (including Overwatch rolls) and ignore cover. Like all {{W40kKeyword|DESTROYER CULT}} units, it can also re-roll 1&#039;s for hit rolls, so it will pretty much always hit with all its shots. Additionally, every time it kills a model in a unit, it can make one additional shot (although killing enemy models with these additional shots cannot then generate more additional shots). All that on a {{W40kKeyword|CHARACTER}} with T5, W5, and Sv3+, with Living Metal, makes for a durable blob mulcher; it&#039;s very good against large squads of W1 units, such as Orks, T&#039;au, Eldar, and Guard. Its preferred targets are those who&#039;re T3 as well, so it can wound on 2&#039;s, kill more models, and get an opportunity to shoot again. Deep Strike also lets you position it however you like.&lt;br /&gt;
** Amusing potential with the {{W40kKeyword|GAUNTLET OF THE CONFLAGRATOR}} Relic, which is also a pistol and doesn&#039;t replace anything. Gives a 7th pistol to the model... &lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Necron Lychguard2.png|175px|right|]] [[Lychguard]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; S and T 5 and 3 Attacks compared to Immortals S4 and T5 and 2 Attacks. An expensive melee unit, but Lychguard are only M5 and have no mobility abilities, making them sitting ducks against shooting armies. They come in two varieties: the sword and board, which makes the unit far less of a sitting duck, or the Warscythe variety which makes them an actual threat with S7 AP-4 and D2. You will want a Chronomancer if you are taking the Warscythe variety. Lychguards are effective bodyguards for your {{W40kKeyword|INFANTRY}} {{W40kKeyword|NOBLE}} while within 3&amp;quot; of them, making it so that the enemy must wipe out the entire unit before targeting that model. The extra attack from Anrakyr&#039;s &#039;&#039;&#039;Lord of the Pyrrhian Legions&#039;&#039;&#039; special rule increases their offensive ability by 30%, Ouch! On paper they look like mini combat monsters; however each Lychguard costs 2.2 Warriors, they provide no Shooting, and their 5&amp;quot; move leaves something to be desired. Dropping them in with a Monolith, Night Scythe, or the Veil of Darkness relic is practically mandatory. Novokh will love these guys; combined with the aforementioned Anrakyr and a selection of stratagems (Disruption Fields for +1S, Eternal Protectors, and the Novokh-specific Blood Rites stats for an extra two attacks), if the stars align each Lychguard will end up with six attacks hitting on 2s (they&#039;re {{W40kKeyword|CORE}}, so MWBD can be thrown on them) at either S6 or S8 (swords or scythe respectively). There truly is no kill-like overkill but seriously have a plan to get them into combat. Alternative opinion: Sword and board Lychguard are quite hard to kill, being T5 with 2 wounds and a 2+/4++. Resurrection protocols are somewhat unreliable due to the aforementioned 2 wounds but shove a Technomancer with a Hypermaterial Ablator next to them and you can bring a model back to life every turn and they get a 1+ save (effectively a 2+ but the AP of your opponent&#039;s guns gets worse by 1). This can rack up the points cost but objective control is important in 9th and it will take an average of almost THIRTY Lascannons to break a simple 5-man squad. Very few units can match these guys for durability and the ones that do are more expensive.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Skorpekh Destroyer.jpg|175px|right|]] [[Skorpekh Destroyer]]s - {{W40kKeyword|CORE}}:&#039;&#039;&#039; The classic Destroyers, but walks and chops, instead of floats and shoots. While not quite as fast as Lokhust Destroyers with M8&amp;quot; and no {{W40kKeyword|FLY}}, they are still relatively speedy. As for their other stats, they&#039;re WS3+, S5, T5, W3, A3, and Sv3+, making them fairly strong and durable. As the {{W40kKeyword|DESTROYER CULT}} standard, they re-roll hit rolls of 1. Their load-out is strange, with 1 in 3 being equipped with a hyperphase reap-blade (S+2, AP-4, D3), and the rest being equipped with hyperphase threshers (SU, AP-3, D2, +1A with this weapon). For 90pts you get three of these Destroyers that&#039;ll gladly go toe to toe with your enemy&#039;s elite. Bear in mind though, that without a Chronomancer they have no invulnerable save like many other enemy elites.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Burning One.jpg|175px|right|]] [[C&#039;tan|Transcendent C&#039;tan]]:&#039;&#039;&#039; Like the Deceiver and Nightbringer, Transcendent C&#039;tan now know 2 powers of the C&#039;tan (but can only cast one per turn) and cannot get Warlord Traits. Barring a good roll on the random personality trait chart they got with the codex the Transcendent C&#039;tan is still the worst (and cheapest) of the four C&#039;tan, but it is almost on par with it&#039;s named brethren now which isn&#039;t too shabby at all. Roll these up the board with Wraiths or Scarabs or redeploy them with the Deceiver for a massive mortal wound bomb T1. Transcendent C&#039;tan have the same stats as the Deceiver, except they get D6 damage on their melee weapon compared to the Deceiver&#039;s flat 3 (which is a downgrade against 2 and 3 wound models but generally a slight upgrade against vehicles). They got an ability called &#039;&#039;&#039;Fractured Personality&#039;&#039;&#039; which lets you pick one of the following rules or roll for two. &lt;br /&gt;
*#&#039;&#039;&#039;Cosmic Tyrant&#039;&#039;&#039;: The C&#039;tan can cast two Powers of the C&#039;tan instead of one. You probably want this so you can double your damage output.&lt;br /&gt;
*#&#039;&#039;&#039;Immune to Natural Law&#039;&#039;&#039;: Can&#039;t be wounded on better than a 4+. &lt;br /&gt;
*#&#039;&#039;&#039;Sentient Necrodermis&#039;&#039;&#039;: 3+ Save. Literally worthless, just a bait for the double trait roll.&lt;br /&gt;
*#&#039;&#039;&#039;Transdimensional Displacement&#039;&#039;&#039;: Gains Dimensional Translocation ability.&lt;br /&gt;
*#&#039;&#039;&#039;Untamed Power&#039;&#039;&#039;: Goes up to Strength 7 and Attacks 6.&lt;br /&gt;
*#&#039;&#039;&#039;Writhing Worldscape&#039;&#039;&#039;: Every enemy unit engaged with them at the start of your Movement phase takes a mortal wound on a 4+, and charges against them are at -2.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:StalkerModel.jpg|175px|right|]] [[Triarch Stalker]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Spiderbot with a spider rider, a tough support unit usually well worth its points, but a bit less potent in the codex in comparison to the buffed DDAs and Heavy Destroyers. All Necron units reroll 1s while shooting at something that has been hit by a Stalker in the same turn (brilliant for Doomstalkers and such in particular). Can have a Heat Ray which is either a multi-melta or twin heavy flamer, Particle Shredder which is good against hordes (and okay against Primaris as it is damage 2) or Twin Heavy Gauss Cannon for some heavy infantry or light vehicle hunting. Durable with Quantum Shielding, isn&#039;t helpless in close combat either. Same &amp;quot;no {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}}&amp;quot; issue as the Praetorians, though it can support units from several different dynasties at once. Look at it as a force multiplier that can hold its own.&lt;br /&gt;
**If looking for a Necron {{W40kKeyword|Dreadnought}}, unfortunately, this is not that. Hmm...it&#039;s like a giant {{W40kKeyword|Immortal}}, has a good gun, durability and weapon skill, but just has too few attacks to be considered as a melee unit.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;[[Image:Acanthrites.jpg|175px|right|]] [[Canoptek Acanthrite|Canoptek Acanthrites]] - (Forge World) {{W40kKeyword|CORE}}:&#039;&#039;&#039; 5 more points than a Wraith with 3 attacks at S5 AP-3 D1 instead of 4 attacks S6 AP-2 D2 from the Wraiths claws or the 8 S4 AP-1 D1 attacks from Whip Coils; the Acanthrites are just can&#039;t keep up in melee; however, they do have S8 AP-4 Dd6 meltagun for just that, making the Canoptek Acanthrites better at killing vehicles. Wraiths do have better defenses with a 3+ Sv &amp;amp; 4++ (vs the Acanthrites&#039; 3+ Sv, no invulnerable and -1 to shoot them), Acanthrites are going to get pulverized by shooting attacks with any kind of AP even with a -1 to hit. Thanks to {{W40kKeyword|CORE}} they can be plopped down from a monolith using the stratagem so they can work as a melta strike in the rear of your opponent&#039;s army.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Canoptek_Scarab.jpg|175px|right|]] [[Scarab|Canoptek Scarab Swarm]]:&#039;&#039;&#039; Scarabs aren&#039;t really meant to kill things like they were in previous editions, although they can automatically wound anything on a 6 to hit, the Self-Destruction stratagem does allow them to cause a few mortal wounds at the cost of a single base worth of Scarabs and if you scrape enough of them together you might be able to challenge enemy melee units. Their main strengths are their high Movement of 10 coupled with {{W40kKeyword|FLY}} which makes them quite mobile, allowing them to zone parts of the board to prevent Deep Striking and allowing you to take objectives without having to move your expensive fighting units out of the way. Their low cost per wound also makes them pretty good at tarpitting enemy elite Melee and all kinds of Shooting units, this is especially useful when they are coupled with characters and C&#039;tan, letting the characters deal the damage, while the Scarabs soak up enemy attacks. They are still quite squishy though, so ideally you want to hide them behind a hill or a building before charging in. They can be replenished by Spyders units, and gained a wound and Reanimation Protocols with the new codex, allowing you to potentially bring back a base or two after the enemy shoots or fights them. Smaller units are often discouraged because it will reduce the chance to reanimate and they will be cleared off objectives quickly. Take 7 to maximize the number of Scarabs in your list and avoid almost all the dangers of Morale.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:TombSentinel.jpg|175px|right|]] [[Tomb Sentinel|Canoptek Tomb Sentinel]] - (Forge World):&#039;&#039;&#039; A shootier version of the Tomb Stalker, 2 attacks less than the Canoptek Tomb Stalker but with a weapon with D6 shots (Blast) at S10 Ap-4 D3; it also has a Gloom Prism so it can stop one psychic power as if it was a psyker. The gun is worth the 20 points it costs more than the Canoptek Tomb Stalker, but it can get bogged down a lot easier since it only has 4 attacks. It&#039;s less reliant on making that charge when it deep strikes since it at least gets to shoot something worthwhile even if it fails its charge. It&#039;s expensive and it makes a big [[Distraction Carnifex]] out of itself, if you want to take some heat off some other units and you need the anti-tank more than you need the anti-infantry then you should consider this one. Remember that the Canoptek Control Node exists and you absolutely should have a Technomancer nearby for that reason.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:CanoWraith.jpg|175px|right|]] [[Canoptek Wraith|Canoptek Wraiths]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Canoptek Wraiths are pretty tough with a 3+ save and 4+ invulnerable save, 3 Wounds Toughness 5 and with the new codex they also hit pretty hard with 4 Attacks WS 4+ AP-2 and D2, got cheaper with 9th, ideally you want to throw them at enemy melee units that don&#039;t deal multiple damage and that have high AP values, if you&#039;re fighting hordes you are better off just swarming them with Scarabs, perhaps you&#039;re just better off swarming anything that moves with Scarabs. The ability to move through walls and units can come in handy in all kinds of circumstances. Whipcoils are now a replacement for their claws that turn them into horde killers by doubling their attacks but dropping them to -1 AP and 1 damage. The Transdimensional Beamer increases your damage output against elite units and the Particle Caster increases your damage output against hordes. With the increased cost and damage output Wraiths are becoming quite the target and are likely to be the focus of all your opponent&#039;s anti-infantry weaponry, so keeping them cheap is probably the best way to go unless you know you have other more juicy targets like Flayed Ones and Destroyers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Ophydian_Destroyer.png|175px|right|]] [[Ophydian Destroyer|Ophydian Destroyers]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; For the same cost as the Skorpekh Destroyers, their statline takes quite a hit - less strength, toughness and save, so even though their primary armament is the same they don&#039;t hit as hard.  Their Hyperphase reap-blade gets an additional hit on 6&#039;s, which the Skorpekh version doesn&#039;t, because the Ophydian has a pair instead of one. They are a little faster at 10&amp;quot; Move, and in melee it is -1 to hit them AND they get to deep strike onto the battlefield so they have more tricks than the Skorpekhs, and their redeployment stratagem gives them even more board presence. Ophydian are about getting into combat faster and do better against GEQ unless buffed by a Plamacyte that let them edge above Skorpekh when killing Primaris and Gravis armor, while Skorpekhs are far more durable and better at killing tougher enemies and vehicles even before buffs.&lt;br /&gt;
**Of note, on toughness 6-7 models, only the reap-blade Skorpekh has an easier time wounding than the regular Skorpekh or Ophydians. Ophydians, on the other claw, each have 2 additional attacks, which thus edges them above the Skorpekh in terms of efficiency. In their base squads of 3, one side has 3 of their 11 attacks at 1 step easier to wound, with the other side getting 6 more attacks to compensate.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:TombBlade.jpg|175px|right|]] [[Tomb Blade|Tomb Blades]] - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Tomb Blades are like two Immortals in that they have two wounds and can either have two Tesla Carbines, two Gauss Blasters or if you&#039;re feeling cheap they can have a single Particle Beamer, which isn&#039;t a bad substitute for the tesla carbines considering the unit&#039;s speed.  Compared to an immortal, they have an extra wound but one less attack, a -1 To Hit modifier in the enemy Shooting phase, and a 4+ Sv, but a massive Movement 14 in place of the Immortal&#039;s 5. So not really like Immortals. The shield vanes upgrade is only 3 points, which is nice if you are expecting to be shot by low AP weapons. Another difference between Immortals and Tomb Blades is that they are Bikes, so they don&#039;t benefit from being in cover, although &#039;&#039;&#039;Nebuloscopes&#039;&#039;&#039; (or the Solar Pulse stratagem) allows you to ignore enemy cover if that&#039;s a big concern. Shadowlooms are their last upgrade, which they cannot take along with Nebuloscopes, it gives them a 5+ invulnerable save, which would be good against stuff like plasma, you could play it safe by taking both Nebuloscopes and Shield Vanes, but then you&#039;re losing out on firepower relative to your cost and you might as well just take extra models. They are {{W40kKeyword|CORE}} however, which is a nice boost allowing them to take advantage of several useful rules, like MWBD or Rites of Reanimation. Their mobility makes the Gauss Blaster an ideal weapon for them since they can quickly get into Rapid Fire range. Overall a comfortably priced unit that behaves like other bikes of other races, though it trades melee ability for increased dakka.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:NecronDynastyArmies.jpg|175px|right|]] [[Triarch Praetorian]]s - {{W40kKeyword|CORE}}:&#039;&#039;&#039; Praetorians are like Lychguard, except they have Movement 10, {{W40kKeyword|FLY}}, are dynastic agents and so they can&#039;t benefit from dynastic codes and can either have a Rod of Covenant or a Voidblade and a Particle Caster. Their Rod does damage 2 both with shooting and melee, although the extra shot and attack with the other option makes it a debate for hordes vs elites - generally, you&#039;ll probably have plenty of horde-killing ability in the army so the Rod seems a more attractive option.  Being the Silent King&#039;s agents they &#039;&#039;do&#039;&#039; benefit from his auras and MWBD, so if you take him you should bring them along too. Also pairs well with Anrakyr since he has the generic MWBD plus a melee aura.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Image:AnnihilationBarge.jpg|175px|right|]] [[Annihilation Barge]] - {{W40kKeyword|Core}}:&#039;&#039;&#039; Fast shooty little vehicle with 8 W T 6 3+ Sv and Quantum Shielding. Don&#039;t mistake the relatively high S of 7 on its main weapon to mean it&#039;s meant to shoot at anything other than infantry, use it in the same way you would Tesla Tomb Blades, against horde infantry and the like. Its Overwatch can be nasty because of tesla. Both Gauss Cannon and Tesla Cannon are fair, the gauss does cost a little more but is the superior gun against most things you&#039;ll run into. Charging it into enemy ranged infantry units can be fun, as it can still fire at only -1 to hit while stopping what could be a lot of return fire.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Canoptek_Doomstalker.jpg|125px|right|]] [[Canoptek Doomstalker]]:&#039;&#039;&#039; An awesome looking walker with a short-ranged Doomsday Cannon, their BS of 4+ looks like a bit of an issue, but two or three of these with an accompanying Technomancer with canoptek control node makes them as accurate and cheaper than the same number of Doomsday Arks, and unlike the Arks their BS does not degrade as they are damaged.  They have a couple less wounds each than the arks, and lack quantum shielding but do have an invulnerable save of 4+ so are similar in survivability, plus get free Overwatch shots against anyone charging nearby units in a similar way the T&#039;au used to have (although it can do so multiple times per phase which is pretty sweet).  However, they are twice as likely to explode when destroyed so be wary, and only have a fifth of the Ark&#039;s gauss secondary firepower.&lt;br /&gt;
**Unmentioned above is how tall this model is. Very tall. Hard to hide the model, but also hard to hide from the model. Quite visually impressive, too.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Doomsdayark1.jpg|175px|right|]] [[Doomsday Ark]] - {{W40kKeyword|Core}}:&#039;&#039;&#039; It&#039;s a Ghost Ark with a our only real long-ranged weapon in the Codex instead of healing and transporting abilities and it&#039;s good if you&#039;re planning on playing defensively and making your opponent come to you, otherwise you won&#039;t get to use the Gauss Flayer Arrays which is something of a waste. Its Doomsday Cannon works better if you don&#039;t move, increasing its Strength, AP, damage, and range. Unfortunately, the main cannon can be particularly swingy due to the D6 shots and D6 damage, since it for whatever reason lacks the D3+3 damage profiles most other anti-vehicle/monster weapons tend to run these days.&lt;br /&gt;
**Recent points balance has made this unit only 15pts more expensive than a Doomstalker, making it almost a flat upgrade over its competitor. That being said, if all you care about is the Doomsday weapon, the stalker/control mode combo is still your best setup in terms of reliability.&lt;br /&gt;
***The real value of this model comes from its ability to largely operate without support and still be pretty effective. Better durability, longer range, and the added anti-infantry firepower makes this the go-to option if you only want to run 1-2 heavy support options.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Lokhust Heavy Destroyer.jpg|175px|right|]] [[Necron Destroyer|Lokhust Destroyers &amp;amp; Lokhust Heavy Destroyers]] - {{W40kKeyword|Core}}:&#039;&#039;&#039; Scary guns mounted on spooky hover skeletons that hit on 3+ re-rolling 1s and can be boosted with My Will Be Done and suffer no penalty for moving and shooting. The Heavy Lokhusts reach 36&amp;quot; (as opposed to 24&amp;quot;) and have access to a very nice anti-vehicle unit gun (one shot but 3D3 damage), albeit on a fairly fragile platform.  Finding cover for these guys is usually easy since they are Infantry, getting that 2+ Sv is important if you want these guys to survive. One Heavy Lokhust can be added to a squad of up to 6 Lokhusts for a total of 7, so reanimation is a possibility, but with 3 or 4 wounds each you won&#039;t get many back, and in their own squad of 1-3 don&#039;t ever expect to raise any without a Technomancer and /or Phylacterine Hive.  Keep them near a Destroyer Lord for the wound re-rolls of 1 to maximize their output, as Extermination Protocols is pricey at 2CP.&lt;br /&gt;
**Note that these are not vehicles, despite looking as ones, so they can&#039;t shoot in melee.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:TArk.jpg|175px|right|]] [[Tesseract Ark]] - (Forge World) {{W40kKeyword|Core}}:&#039;&#039;&#039; Tougher, a bit more expensive yet more versatile version of the Doomsday Ark. It has an anti-vehicle profile which is weaker than the Doomsday Cannon, but it has two other profiles one for taking out TEQs at range 24&amp;quot; and one a flamer for taking out MEQ at 12&amp;quot;. Comes with 2 Tesla Cannons, which can be replaced with 2 Particle Beamers (for hunting hordes, or hurting on points), or 2 Gauss Cannons which have become a nice option with the buff in the codex. The explosion rule for the Tesseract Ark also triggers on a 4+ so make sure you&#039;re near a lot of enemy units when it dies; alternatively, just use Curse of the Phaeron and watch shit blow up.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;[[Image:Ghost_Ark.jpg|175px|right|]] [[Ghost Ark]] - {{W40kKeyword|Core}}:&#039;&#039;&#039; Ghost Arks are primarily a support unit for Warriors, but also carries the equivalent firepower of ten Warriors and the ability to provide protection for your Warriors or characters at the cost of units inside being unable to use their abilities or fire their weapons. This ability is useful only when your Warriors Fall Back from melee (as then they can&#039;t do anything else anyway), or when the squad or character is down to only a couple of models or wounds and you want to try and avoid having them wiped out. Repair Barge allows the ghost ark to bring back D3 (D6 with 1 CP) Necrons warrior models from one unit each turn. The Ghost Ark can also double as an effective speed bump against weaker Melee units, using it as a battering ram against enemy ranged units, preventing them from Shooting and firing Overwatch is also an effective tactic. The 1 CP strat that allows them to explode on command makes this even more deadly. Unfortunately, now dedicated transports need to start the battle with something inside of them or they explode, so better pick a unit that won&#039;t lose much by being inside one of these, like a Warden.&lt;br /&gt;
**Really limited Transport options. Can&#039;t transport characters without {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, such as {{W40kKeyword|Dynastic Agent}} and, of units, can only transport {{W40kKeyword|Necron Warriors}} which have a minimum unit size equal to the transport&#039;s capacity.&lt;br /&gt;
**In practical terms, the Ghost Ark functions as a transport/support hybrid designed to allow a smaller unit of Warriors to move in advance of and function independently from the core of your army without needing characters to buff them. That being said, you could simply just bring more warriors and cover a broader area. As for characters, it&#039;s pretty much a glorified armoured-limo for your skelebros, so unless your enemy is spamming a lot of snipers, you&#039;re likely better off without.&lt;br /&gt;
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===Aircraft===&lt;br /&gt;
Aircraft no longer block movement through their base, but your opponent cannot end their Movement phase within 1&amp;quot; of these things, but you can still stop an assault army in its tracks with some cleverly placed Aircraft, just place the Aircraft where your opponent wants to end their movement instead of right in front of them. Aircraft are generally best against melee armies that can&#039;t fly, they can be really good against the right enemy but against a long-ranged shooting army their ability to body-block is useless and the -1 to hit is inferior to the quantum shielded vehicles you could otherwise get.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Doomscythe02_873x627.jpg|175px|right|]] [[Doom Scythe]] - {{W40kKeyword|Core}}:&#039;&#039;&#039; Night Scythe but with a Heavy 3 S12 AP-5 D3+3 damage gun instead of the transport capacity at a higher price.  Lokhust Heavy Destroyers are better at hurting stuff and are also pretty mobile, but are a little more vulnerable, the inability to grab objectives and take cover also hurts. Doomsday Arks have more firepower potential and durability but lack their mobility. Spending so many points of a flyer can be questionable, but the uptick in melee armies in 9th ed may see this guy have some use.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Nightscythe01_873x627.jpg|175px|right|]] [[Night Scythe]] - {{W40kKeyword|Core}}:&#039;&#039;&#039; Lacking &#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039; makes for one of the frailest vehicles in the codex. Has 12 Wounds, though that will only get you so far. Their Tesla Destructors get more shots now, and they lost their janky portal rules for a simple, if large, transport capacity of 20 so perfect for a full squad of Flayed Ones, though a unit of 6 skorpekhs can work just fine. Overall better compared to previously, and pretty easy to justify if you&#039;re dropping in a massive squad of Lychguard. They are decent against melee armies because units without Fly cannot charge them.&lt;br /&gt;
**{{W40kKeyword|Necrons}} took a large hit when The Balance Dataslate limited Aircraft to 2 per army at 2k. This is the only transport model that can transport units aside from {{W40kKeyword|Necron Warriors}} and the only transport that can transport max units of Necron Warriors.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:NightShroud.jpg|175px|right|]] [[Night Shroud]] - (Forge World) {{W40kKeyword|Core}}:&#039;&#039;&#039; Doom scythe with +1 T and +2 wounds while replacing the Death Ray with a once per game Death Sphere strafing run. Death Spheres are the most powerful aircraft bomb in the game, inflicting a mortal wound on a 3+ and rolling 1d6 per model/3d6 per {{W40kKeyword|VEHICLE}}/{{W40kKeyword|MONSTER}} (capped at 12 dice). Averages a little less than 7 mortal wounds on a 10 model unit, or 2 mortal wounds on a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}}. Average of 8 mortal wounds against the rare few units of light vehicles that still exist, such as Killa Kans and Grot Tanks. It does let you pick out {{W40kKeyword|CHARACTERS}} (as the attack doesn&#039;t occur in the shooting phase and so isn&#039;t bound by that targeting restriction), Hive Tyrants, C&#039;tan, and Daemon Princes come to mind. Still, you&#039;re paying 190 points for 10 shots of Tesla Destructors and that average of mortal wounds &#039;&#039;&#039;once a battle&#039;&#039;&#039;, take this if you like the model but other than that, there are better picks.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
Super-heavy Auxiliary Detachments never gain Detachment abilities. So while these have {{W40Kkeyword|&amp;lt;Dynasty&amp;gt;}}, they don&#039;t benefit from the rules for such, just gaining the keyword, unless you take them in a full Super-Heavy Detachment (or Supreme Command Detachment).&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:NecronPylon.jpg|175px|right|]] [[Necron Pylon|Gauss Pylon]] - (Forge World) {{W40Kkeyword|CORE}}:&#039;&#039;&#039; 30 T8 Wounds and countless shekels worth of Deep Striking anti-tank gun with a protective field granting a 5+ invulnerable save for models (including vehicles) within 6&amp;quot;, it can&#039;t move after deep striking but all your units can target units in combat with the Pylon. The Gauss Annihilator&#039;s Focused Beam mode is [[Awesome|S16]], so you&#039;re wounding pretty much everything in the game on 2s (and even wounding &#039;&#039;Warlord Titans&#039;&#039; on a 3+). Only AP-4 but that makes little difference since many enemies will have invulnerable saves anyway. It is so strong against {{W40kKeyword|TITANIC}} units that you should always ask your opponent before friendly games if they&#039;re bringing one, if it&#039;s not a friendly game... Well enjoy [[Rape|d3+6 damage]]. It also has a particular hate boner for planes, adding 2 to its hit rolls if it&#039;s targeting one. Its other weapon profiles aren&#039;t even worth mentioning, but I will: it has a 3&amp;quot; anti-infantry gun (Assault 3D6 S4 Tesla) and a Rapid Fire 6 anti-MEQ gun, the latter of which prevents firing the main gun. It&#039;s good even against moderately heavy vehicles like Predators and great against Land Raiders and Daemon Primarchs. It&#039;s a very expensive paperweight against horde armies, even if the main rape cannon has Blast now.&lt;br /&gt;
**Was the only FW model for Necrons for the longest while...Part of the 2006 update to Imperial Armour (that&#039;s 4th edition 40k).&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:9thEdMonolith.jpg|175px|right|]] [[Monolith]] - {{W40Kkeyword|CORE}}:&#039;&#039;&#039; It&#039;s a Titanic, deep-striking Land Raider with 24 wounds, Living Metal, and a 2+ save AND benefits from Command Protocols. The Monolith is huge so you can use it to block line of sight, it&#039;s {{W40Kkeyword|Titanic}} so it can fall back and shoot if it doesn&#039;t get surrounded (doesn&#039;t have {{W40kKeyword|FLY}}), can Deep Strike at 9&amp;quot; and it has BS 3+. If it does not move during the movement phase, then it can pull {{W40kKeyword|&amp;lt;DYNASTY&amp;gt; Core infantry}} units from strategic reserve to deploy from it within 3&amp;quot;. With the changes to reserves, this no longer means the unit is lost if the Monolith is destroyed, as it can still walk on from the board edge. Lastly it has the Portal of Exile melee, which automatically hits at Str User with ap-3 and 3 damage (Degrading total attacks makes it a good target for {{W40kKeyword|Stellar Alignment Protocol}} Stratagem to maximize auto-hitting melee attacks). The Gauss Flux arcs are now Rapid Fire 3 instead of Heavy 3, allowing it to put out 24 S5 AP-2 shots at 15&amp;quot;, and its Particle Whip has been tweaked to Heavy D6 36&amp;quot; S12 AP-3 D3 Blast. You can now switch out the Gauss Arcs for Death Rays, essentially mid-ranged lascannons doing D3+3 damage each. The Monolith can hit as hard as an imperial/chaos knight, however it lacks the invuln to give it the durability. So close to being solid, but it is very much hurt by being a Lord of War; keep in mind you can take a Chronomancer (which you will want to most of the time anyway) and give it a 5++ that way.&lt;br /&gt;
**Lord of War on paper only. It&#039;s basically a Land Raider Redeemer (SM heavy support) for Necrons, both in function and durability.&lt;br /&gt;
**Some interesting Shenanigans can be obtained with the right dynasty combinations if running in super heavy detachment (non-auxiliary) and the model cost is actually low enough where you could field 3 in 2000pts (100pl) and still have room for an army.&lt;br /&gt;
**Since Arks of Omen introduces a new type of detachment with free Lord of War slots, giving you all those factional bonuses, and Monoliths are even cheaper at 270 points, this unit is looking far better than it did in the early days of 9th edition. Easily usable in regular games now without fucking your CP or getting no dynasty traits on it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Obelisk.jpg|175px|right|]] [[Obelisk]] - {{W40Kkeyword|CORE}}:&#039;&#039;&#039; 28 Wounds 2+ Sv and an average of 20 S7 AP- hits (yes hits, not shots - the triple shots compensate for your misses on average) - these tesla shots go up by 2 shots, 1 Strength and 1 damage if it stays still. It further benefits from Command Protocols. It has a Movement of 8, but it can Deep Strike so it&#039;s guaranteed to at least shoot once even if it&#039;s durability is bad for its cost. The Gravity Pulse ability now affects one unit within 24&amp;quot; with {{W40kKeyword|FLY}} and halves its Move for their next turn, and if it is an {{W40kKeyword|AIRCRAFT}} does 2d6-Toughness mortal wounds to it. Definitely up from where it was in 8th when it was pretty unanimously the worst unit in the entire game, though it&#039;s still kinda bad due to the lack of AP on its guns which will struggle to kill basic marines through more than just volume of fire. Never mind that if you want to kill planes, there&#039;s a much better Lord of War for that too. &lt;br /&gt;
**Despite it&#039;s rather lacking offensive profile, it is as little as 10.7pts per wound on this T8 model with a 2+ save (which heals 1 wound per turn via living metal, 2 per turn via command protocols). It can be repaired another D3 HP/turn. It can have Objective Secured if part of it&#039;s dynasty traits (would need super heavy non-aux detachment). So while not a great unit offensively, it would be very annoying due to it&#039;s relatively low cost and ability to heal up to 5 HP per turn (living metal +1, Undying Legion +1, +d3 spyder or canoptek cloak technomancer). The monolith has 4 less HP, but is same cost, other lords of war all cost more.  &lt;br /&gt;
**The lack of AP doesn&#039;t matter vs Chaos Daemons. &lt;br /&gt;
**Since this model has FLY, the deep strike ability is more flexible than that of the Monolith, as it can land on terrain types the monolith isn&#039;t allowed to, since both are VEHICLEs (like landing on the upper levels of ruins).&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:99560110018_NecronSeraptekHvyConstrBody01.jpg|175px|right|]] [[Seraptek Heavy Construct]] - (Forge World) {{W40Kkeyword|CORE}}:&#039;&#039;&#039; Look how they massacred my boy. The Seraptek is still a monster of a war machine, with 28W T8 3+/5++ like the Imperial Dominus Class and some pretty nasty weaponry. It received just a 25 points discaunt and isn&#039;t a super competitive choice, it is still a very much fun one. It can always walk over  {{WH40kKeyword|Infantry}} and {{WH40kKeyword|Swarms}} at any time. It also gets to fall back, Shoot and then Charge in the same turn like other Knight equivalents. For all your Primarch evaporating needs, it starts with two massive Singularity Generator cannons - each a 36&amp;quot; Heavy 3D3 S8 AP-3 D6 damage gun with Blast. Alternatively, you can drop them for the more versatile four weapon loadout with a pair of Transdimensional Projectors (24&amp;quot; Heavy D6 S6 AP-2 damage 1 Blast) and 2 Synaptic Obliterators (72&amp;quot; Heavy D3 &#039;&#039;&#039;S16 AP-4 6 damage flat!&#039;&#039;&#039;) It also brings its Titanic Forelimbs to melee, making 6 attacks with 2 profiles that pretty much copy the stat lines of a Knight&#039;s Titanic Feet and Reaper Chainsword respectively, its attack characteristic is 50% better than that of regular Imperial Knights and its weapon skill is better than that of Dominus Class Knights. Its cost and statline makes it immediately comparable to a Knight Valiant, they have about equivalent amounts of firepower, but the lack of access to durability improving Stratagems, Relics and Warlord traits makes it a fire magnet with no way to turn itself off, run it with other glass-cannon units for maximum efficiency. Since it&#039;s now {{W40Kkeyword|CORE}}, it can benefit from MWBD and the Silent King so that definetly makes it more scary, tho still costly for what it does. Less potent than a Vault against Hordes, more potent against Knights.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Tesseract Vault.jpg|225px|right|]] [[Tesseract Vault]] - {{W40Kkeyword|CORE}}:&#039;&#039;&#039; A Transcendent C&#039;tan suspended within a huge living metal cage, with an equally large point cost of 500. It spews out copious amounts of tesla shots and mortal wounds but it will attract ALL the attention of your opponent. Knows four, and can use 1-3, Powers of the C&#039;tan each turn depending on how many wounds it has left. It doesn&#039;t get to keep the C&#039;tan&#039;s close combat prowess or their ability to hide behind terrain (as it has 30 Wounds), has a low (for a Lord of War) Toughness of 7, but with the codex it now has a 4+ invulnerable which is all kinds of nice. Still, concentrated fire will bring this thing down quite quickly, so you want to get it in range quickly and try to [[DISTRACTION CARNIFEX|keep it alive as long as you can]]. If you&#039;re taking this thing you better make the rest of your army a glass cannon so you at least get to inflict some major damage with the rest of your army while this thing gets taken down. Makes a massive explosion when it dies, ideally this happens away from your models and close to several enemy units. Somewhat amusingly, the sheer size of this fucking thing means that on certain deployment setups it actually can&#039;t be placed fully within your own deployment zone. Never mind the struggles of getting this thing around terrain which are invariably gonna come up. It&#039;s still only got 8&amp;quot; of movement like the Monolith. Finally, even though this unit has the dynasty keyword this unit [[Derp|cannot benefit from the codes due to also having the {{W40kKeyword|C&#039;TAN SHARD}} keyword]]. This however still means a Technomancer with a cloak or a Canoptek Spyder can still heal this unit for D3 wounds in addition to the 1 from living metal and you can still use dynasty-specific Stratagems.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Silent-King-Model-Warhammer-Community.png|225px|right|]] [[Silent King|The Silent King]]:&#039;&#039;&#039; He is of the Szarekhan dynasty, but with the {{W40kKeyword|DYNASTIC AGENT}} keyword he can command any army (but doesn&#039;t gain the Szarekhan benefits). As with the Primarchs, you are getting a massively intricate model that requires a supreme command detachment to field. To quote a one-armed shotgun totting store clerk, &amp;quot;Hail to the King, baby.&amp;quot; Szarekh is an absolute powerhouse with abilities to suit both melee and ranged units, making {{W40Kkeyword|CORE}} (every non-character vehicle for example) units re-roll ranged hits and re-roll melee wound rolls. He&#039;s got a bunch of S8+ damage dealers that all have multi-damage, so tanks and marines shouldn&#039;t be too much to handle. He has an impressive 26 wounds (16 base with a +5 for each Menhir that he brings, both he and the Menhirs have a 4++, and the wounds have to be allocated to them first before the SK takes any wounds) so even then he can just shoulder a lot of what those tanks fire.  Unfortunately, even though he has more Blackstone than a Noctilith Crown, he can only deny one psychic power, but denials are rare in Necrons so he gets a pass. With his degrading statline, he loses out on some of his abilities. when he drops to 8 wounds he loses the Staff of Stars and his Phaeron of the Stars ability, and then when he drops to 4 wounds he loses the Scythe of Dust and the Phaeron of the Blades ability, to show his sidekicks being taken out of action (since he&#039;s not {{W40Kkeyword|Titanic}}, the Stellar Alignment Protocol stratagem only costs 1 CP, great to squeeze the last bit of buff before he dies). He is a Phaeron so he can use My Will Be Done twice on separate units, as well as Relentless March. He has a very tasty melee ability, in that if Szarekh is engaged with any enemies, he forces all those units to fight last (after ALL of your Necrons have finished attacking). He can once a game change the currently active Command Protocol to one of the Protocols you did not take, useful if what you picked earlier in the game proves to not be that beneficial to you at that point in the game (due to his warlord trait, you&#039;ll have two Protocols to choose from). He gives you an extra 3 command points like Guilliman, but he also has to be your Warlord if you bring, as befitting a {{W40kKeyword|supreme commander}}. Lastly, he does explode, on a 4+ every unit within 2d6&amp;quot; takes D6 mortal wounds, so make sure that when he&#039;s on his last legs take him away from whatever units you have left (again, because he&#039;s not {{W40Kkeyword|Titanic}}, the stratagem to make him auto-explode only costs 1 CP). Easily the best option in this slot. [[Cheese|Have fun]].&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Fortification Detachments never gain Detachment abilities, so while these have {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, they don&#039;t get the rules, just the keyword.&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Starstele.jpg|175px|right|]] [[Convergence of Dominion]] - {{W40kKeyword|Core}}:&#039;&#039;&#039;  Another weird unit with unobvious advantages. This unit&#039;s role is to screw with enemy rules that require the opponent to target the nearest thing or otherwise be unable to target good targets, if there&#039;s a closer target. Like the psychic power Smite or Look out Sir, for a couple of common examples. They also block line of sight pretty well, too, for the smaller characters that would be otherwise vulnerable to things that would ignore Look Out Sir (sniper fire). Unit comes with 3, independent models which are insanely durable for cost. EACH model is T8 with 10HP, 3+ armor, and Living Metal (so, together, they are as durable as a Monolith for a third the cost). These models can&#039;t move per say, but they can be sent into deep strike mode by having a cryptek spend an action on them - so depending on your cryptek, this might be less useful. Beyond that, this unit has an aura of +2 leadership for Dynasty Core, making them leadership 12, which rarely matters for Necron things, but technically may apply if opponent goes heavy in leadership reduction modifiers or has an ability which is more effective versus low leadership (such as several psychic powers). There&#039;s also a range boost aura for command protocols that doesn&#039;t do anything due to the balance update changes to command protocols.&lt;br /&gt;
**So thanks to an update to the core rules, they can&#039;t be set up within 3&amp;quot; of other terrain, which really limits their deployment options. That said, it&#039;s still very possible to place these on the table. And do note that the other terrain limitation doesn&#039;t include other models from their unit entry (which means these can be placed within 3 inches of each other, so you could make a wall)&lt;br /&gt;
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*&#039;&#039;&#039;[[Image:SentryPylon.jpg|175px|right|]] [[Sentry Pylon]] - (Forge World) {{W40kKeyword|Core}}:&#039;&#039;&#039; Immobile gun platforms with Deep Strike baked in. Gauss exterminators are good for flyers and ground support with two S8 AP-3 Dd6 shots at [[Awesome|+2 to hit]] (this is obviously to negate an aircraft&#039;s -1 to hit; if you fire it at an aircraft that for some reason doesn&#039;t have -1 then remember you&#039;re still capped at +1 to hit overall). Focussed Death Ray is the same cost and is more similar to the old Gauss Exterminator; only 36&amp;quot; compared to the Exterminator&#039;s 48&amp;quot;, 1 shot instead of 2, but a whopping [[Awesome|S12, AP-4, Dd3+3]]. The Gauss Exterminator shoots twice, so it has a better chance of landing at least one shot, and can also land two, so the Death Ray packs a punch but it&#039;s a risk. The Heat Cannon will generally work out better than the Exterminator (at 1.75x the rate of fire and with melta damage at 18&amp;quot;), but it&#039;s also 25 extra points; if you take the latter you want to deepstrike in, but if you go with the Gauss Exterminator then just plonk it down during Deployment instead of waiting until turn 2. Kinda overpriced but not explicitly terrible. &lt;br /&gt;
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*&#039;&#039;&#039;[[Image:Citadel.jpg|175px|right|]] [[Tomb Citadel|Tomb Citadel Walls]] - (Legends) (Forge World):&#039;&#039;&#039; Contains an &#039;&#039;&#039;Eternity Gate&#039;&#039;&#039;, a pair of heavy weapons (Gauss Exterminator for 25pts each or Tesla Destructors for 10pts), a docking station for one Sentry Pylon/Monolith which gives the docked unit +1S on its guns, and a Power Crucible building that gives all {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units within 6&amp;quot; 5++ vs shooting and a +1 on Reanimation Protocols rolls for {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Core}} units within the same range. Each of the four buildings explodes on a 6+ when killed, dealing D6 mortal wounds to anything within 9&amp;quot;, which is quite dangerous, especially if you positioned your units to get the full advantage of the Crucible&#039;s rules. Costs an [[What|absolutely ludicrous 760 points, or 785/810 with the Gauss Exterminator emplacements]]. Unfortunately, this is relegated into the [[Warhammer Legends|shadow realm]] so it can&#039;t be used in matched games, but it can be a nice piece in apocalypse battles where its cost isn&#039;t that big of a problem.&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
===Buying===&lt;br /&gt;
Since Necrons are the non-SM poster boys of this edition, you can buy into them fairly easily with the starter boxes. Find a friend who plays Space Marines, split an Elite starter set and a Recruit starter set and you&#039;ll end up with an Overlord, a Royal Warden, 20 Warriors, 3 Skorpekh Destroyers, a Plasmacyte and 6 Canoptek Scarabs for $75 US (assuming you&#039;ve split the cost down the middle as well). &lt;br /&gt;
&lt;br /&gt;
In addition, the Necrons Combat Patrol Box comes with a blister Overlord (the Warscythe + Resurrection Orb one), 10 Immortals/Deathmarks, 3 Tomb Blades, and a Night Scythe/Doom Scythe for a cool $140 bux US. A pretty good deal on those models, considering that just picking up the Overlord blister, Tomb Blades, and Night Scythe on their own would total up to $140.&lt;br /&gt;
&lt;br /&gt;
GW now also sells the Necron models unique to Indomitus that aren&#039;t in the starter kits (Skorpekh Lord, Cryptothralls, Plasmancer, and Canoptek Reanimator) as the &amp;quot;Royal Court set&amp;quot; for $110 US, which is a little pricey for what you get, but is the only way to really get these models without resorting to resellers (read: scalpers).&lt;br /&gt;
&lt;br /&gt;
Warhammer 40,000 Imperium magazine is still stocked in many stores and contain groups of models + paint for US$13.95.  Issue 4 has $60 of models + a pot of leadbelcher paint for $13.95, pick it up if you see it for cheap Skorpekhs.&lt;br /&gt;
&lt;br /&gt;
===Converting===&lt;br /&gt;
You can convert a box of Necron Warriors into Flayed Ones with little amount of work (the guide for how to do so can be found on google). Flayed Ones are probably the models you should most consider converting because of their high monetary cost.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a pretty good and common conversion that turns 1 box of Wraiths into a Tomb Stalker/Sentinel.&lt;br /&gt;
&lt;br /&gt;
Pre-9th edition Scarabs being more or less 1 sided (bottom can be flat) are perfect targets for molding with oyumaru and casting with green stuff. Helps you to make actual swarms.&lt;br /&gt;
&lt;br /&gt;
You can make a relatively nice-looking Gauss Pylon with a globe, the cannon from a Doomsday Ark/Ghost Ark kit, and some plastic spoons.&lt;br /&gt;
&lt;br /&gt;
The Nighthaunt are a great source of bits and alternative models for many of your units. [https://www.games-workshop.com/en-US/Nighthaunt-Lady-Olynder-2018] would, with minimal changes, make a decent Transcendent C&#039;Tan, while some of the more specialized Nighthaunt Infantry would make well on-theme Maynarhk, Novokh, or Nephrekh units, particularly Flayed Ones (a full squads for $84 before bitz vs $220) or Kit-bashed Immortals and Deathmarks.&lt;br /&gt;
&lt;br /&gt;
Slyvaneth models can be used for C’tan and Necrons. Especially the Drycha Hamadreth model for C’tan and Spite-Revenants for Flayed Ones. &lt;br /&gt;
&lt;br /&gt;
Wargame Exclusive also sells some nice bodies for Immortals and Deathmarks[https://wargameexclusive.com/shop/necrocyborgs/necrocyborg-deathmarks-conversion-set-5u/].&lt;br /&gt;
One Box of Immortals comes with an extra set of arms for the sniper rifles, so it would be possible to build 5 Immortals and 5 Deathmarks from one box for a little less than what Games Workshop would charge for the two units.&lt;br /&gt;
&lt;br /&gt;
For non-GW options, action figures/statues of [[/co/|Dr. Manhattan]] tend to work as good C&#039;Tan.&lt;br /&gt;
&lt;br /&gt;
===Painting===&lt;br /&gt;
&lt;br /&gt;
If you&#039;re painting the classic Sautekh look Necrons are most known for, you&#039;re going to need an awful lot of Leadbelcher (get a spray), Stormhost Silver and Nuln Oil or basilicanum grey. Unless you opt for one of the more colourful Dynasty schemes, or [[Lovecron|Lovecrons]].&lt;br /&gt;
: As an alternative to a Leadbelcher base with Nuln Oil shade, you could also drybrush Leadbelcher over the top of a black undercoat to achieve a similar effect. Both methods have a nice result.&lt;br /&gt;
: If you wanna go against the norm, a google search will yield lot of examples about how to find neat styles for your immortal laser zombie robots.&lt;br /&gt;
: Simplest technique for basic Necrons is leadbelcher spray, Nuln oil wash or Basilicanum grey contrast, and Necron Compound dry brush.&lt;br /&gt;
&lt;br /&gt;
==Tactics and strategy==&lt;br /&gt;
&lt;br /&gt;
===Your meta===&lt;br /&gt;
As of october 2022 here are the things you need to consider if you want to play Necrons in a competitive way:&lt;br /&gt;
&lt;br /&gt;
* Play the Necron specific secondaries, we cannot remark this enough, you are not [[Tyranids|going to kill things hard]] [[Harlequins|and fast]], you are neither [[Blood Angels|good]] [[Orks|at melee]] or [[Imperial Guard|at]] [[Tau|shooting]], you are not even that great at [[Death Guard|tarpiting and receiving punches to the face]], what you are good at is at taking the objectives and extracting as many Victory Points as possible before your opponent sends you back to your Tomb, in a way you are a discount [[Sisters of Battle]] army, yes, they are now S Tier, their whiny article is terribly outdated, oh the irony that they and the Tyranids are better than the Skeleboys right now.&lt;br /&gt;
&lt;br /&gt;
* On the matter of Command Protocols, Sudden Storm may as well be your always-on option due the movement and action benefits you will get to your army in order to achieve Victory Points.&lt;br /&gt;
&lt;br /&gt;
* Do you remember how awesome the Necrons were back in 3rd edition or for that matter Dawn of War? Well guess what, you are not that anymore since a couple of editions ago, your warriors and flayed ones blobs will die miserably to concentrated Blast weapons if they get overexposed, your Lords and Overlords are going to get shoot and ripped to pieces if you don&#039;t bring a unit to bodyguard them and the Monolith doesn&#039;t even have a Invulnerable Save or FLY keyword, which means you WILL have to take advantage of the Chronometron, cover and obscuring terrain as much as possible and keep your Characters under Look Out Sir as much as possible, they are support units, no 9th edition Lord will ever kill just by himself even a Tactical Squad, as for the Monolith, eh, sorry, you should have used that money to buy the Silent King instead, [[Troll|but GeeDubs thanks you your purchase]].&lt;br /&gt;
&lt;br /&gt;
* On that matter, The Silent King is as mandatory as Eternal Conquerors and Relentless Expansionists (Obsekh), yes, you can try Novokh or Mephrit, but having bonus at melee and shooting bring your damage output from mediocre to just decent and no, the recent nerf to him and the Catacomb Command Barge isn&#039;t that important, your Nobles are there to support your units, not for shooting and fighting.&lt;br /&gt;
&lt;br /&gt;
* Yeah, about shooting and fighting, even with Szarekh you are still in a uphill battle, so only fully engage when you are absolutely sure the attacking unit has a chance at surviving the counter-attack unless this allows you to get those juicy Victory Points, OBVIOUSLY charging at some cheap sacrificial units is a big no if you are not going to get spectacular strategic returns, there is nothing sillier than, say, losing a fully kitted Wraiths because you managed to kill a cheap troops unit.&lt;br /&gt;
&lt;br /&gt;
* Bring Technomancers and Chronomancers, their job isn&#039;t as much to buff your units in a fight as to resurrect them and keep your blobs alive, yes, Canoptek Control Node, Failsafe Overcharge and the Chronometron will give you bonus in an attack for Canoptek units and a re-roll to charge, the problem is, this may make you over-expose your crypteks, so think very carefully before leaving them alone or sending them in into a charge, oh, and in case you need more crypteks remember to use Dynastic Advisors, yes, everyone says they are for babysitting Skorpekh Destroyers, no don&#039;t think it&#039;s that easy to position them into a charge, see them more as a threat unit screwing over the enemy movement than a beatstick on a murder rampage.&lt;br /&gt;
&lt;br /&gt;
* People say Canoptek Scarabs are great, and they are, but not just for the reasons you may be thinking (tarpiting and Mortal Wounds), instead they are good for getting to those faraway objectives in the battlefield your other units can&#039;t get fast enough into in order to do &#039;&#039;&#039;Ancient Machineries&#039;&#039;&#039; and &#039;&#039;&#039;Treasures of the Aeons&#039;&#039;&#039; (even easier if you are using Obsekh), even if they are killed in the next turn sacrificing 90 points of units to potentially get more than 15 Victory Points is absolutely worth it, at worst you will force your opponent to shift their units positions.&lt;br /&gt;
&lt;br /&gt;
* The above point also applies for Canoptek Wraiths, being so fast, while they too could deal some decent damage in order to dislodge enemy units it&#039;s more a thing of taking an objective while being annoying, just be more careful in any exchange for Victory Points as they cost more. With some careful preparation and a bit of luck, you can charge your Wraiths into a unit that is screening for a ranged threat, then as long as your Wraiths survive the turn you can Fall Back your Wraiths *behind* the screening unit, then immediately charge into the actual target that you want to kill.&lt;br /&gt;
&lt;br /&gt;
*If you are not controlling at least 3 objectives by the end of turn 4 then you are doing it wrong, of course this means you may have to sacrifice some units, that&#039;s why scarabs and wraiths are so important, however, be careful if your opponent has tailored his secondaries to get points from killing models, necrons can be easy to farm with &#039;&#039;&#039;No Mercy&#039;&#039;&#039; and &#039;&#039;&#039;Grind Them Down&#039;&#039;&#039; if you are too reckless due how Reanimation Protocols work and the average necron player using low count Scarabs and Immortal units.&lt;br /&gt;
&lt;br /&gt;
* Veil of Darkness is auto-mandatory and so Gauss Reapers... Except it depends on your meta and opponent, say, you are going to fight against an army which excels at hit and run tactics or a player who knows how to put his units in such a way you can&#039;t redeploy in his side of the table due the 9&amp;quot; requirement, there is nothing more sad than having your warriors murdered by Dark Eldar or Tau units which can just jump out of cover, shoot at you and then pull back while you only manage to get within range by turn 4, in the event you want to make the walk consider using Chronometron and having an Overlord with Orb of Eternity instead.&lt;br /&gt;
&lt;br /&gt;
* Always save one last Command Point for Resurrection Protocols, there is nothing dumber than losing an HQ and then discovering you can&#039;t bring it back because you wasted it in, say, a D6 reroll.&lt;br /&gt;
&lt;br /&gt;
* See the Heavy Support section? Well, you can call it &amp;quot;Lokhust Heavy Destroyers and fluff collectibles&amp;quot;, ok, you may get a decent exchange with a blob of standard Lokhust Destroyers (or not), the Doomsday Ark may be situational and you will need to get lucky (you will have to use the aforementioned D6 reroll in case you get less than 3 when rolling Blast), the Annihilation Barge is basically there for getting some Victory Points like a more expensive Scarab Swarm, somewhat, and then there is the Canoptek Doomstalker, which, err, well, they look cool and that&#039;s it, I feel sorry if you bought 3 of them or something, if nothing else you may try to put them to guard near objectives or something, the point is, get Lokhust Heavy Destroyers if you want to kill things, they are great at that, just remember they are terrible at surviving counterfire.&lt;br /&gt;
&lt;br /&gt;
* Finally, check your local meta, if for some reason you live in a city where GEQ equivalent armies are more prevalent then you will need to adjust your builds accordingly.&lt;br /&gt;
&lt;br /&gt;
* Again your priority is to get the secondaries, not to kill enemies, the way Games Workshop has redesigned necrons in 9th edition means you are not there as much to interact with the other player as to see how you farm Victory Points while avoid getting removed from the table.&lt;br /&gt;
&lt;br /&gt;
And now for some more friendly games...&lt;br /&gt;
&lt;br /&gt;
===Command points===&lt;br /&gt;
We have a few amazing Stratagems listed in their own section, another thing to keep in mind is that the game is about VP, not CP.&lt;br /&gt;
&lt;br /&gt;
Wound rolls for attacks that cause multiple wounds and only need a 3+ are another good use of CP, as are the number of wounds a weapon causes (if it causes D6 wounds and you rolled a 1,) invulnerable saving throws for multiple wound models against wounds that cause multiple damage, quantum shielding rolls against attacks with a damage of 4 or higher. &lt;br /&gt;
&lt;br /&gt;
When conducting your Shooting and Assault phases you should consider when a re-roll might be most effective, re-rolling a wound roll for a Gauss Pylon yields an average of 6.66 additional (often unsavable) wounds. Re-rolling a wound roll for a Doomsday Ark will yield an average of 2.31 (again often unsavable) wounds. Wasting a re-roll to kill that last Chaos Space Marine when you could use that CP to re-roll the number of wounds needed to kill off Magnus would be silly, so shoot with the things that benefit most from re-rolls first. Assault is a lot more complicated, but unless you need to think of other things, such as enemy units possibly making a counter-attack, you should also attack first with the units that benefit most from re-rolls. &lt;br /&gt;
&lt;br /&gt;
On the matter of large formations, as stated before you will get excellent ways to increase your firepower, with more units making for better effects, also, if you are operating blobs you may find Insane Bravery very convenient to make your warriors or immortal formations stand their ground, in turn allowing Ghost Arks and Technomancers to do their job at bringing your stuff back to life.&lt;br /&gt;
&lt;br /&gt;
In general, you want to re-roll as late in the process of doing unsaved wounds as possible. Take Heavy Gauss Cannon for example. Re-rolling a hit roll yields 0.67 hits or 0.5 hits depending on the platform. But re-rolling a wound roll will always yield a hit. Re-rolling a 1 on a D6 is usually always a good idea, number of wounds for a Gauss Destructor, C&#039;tan Antimatter Meteor, or a Doomsday Arks number of shots.&lt;br /&gt;
&lt;br /&gt;
You want to use your command points as early in the game as possible without wasting them. If we assume that a command point is worth 20 pts and both players have 6 command points then by turn 4 if one player has used all his CP and his opponent has used 2 he is essentially ahead by 80 pts. The thing about these small advantages early game is that they snowball, so if you manage to destroy just a little more of your opponent&#039;s army on the first turn than he does of yours, he is going to be having that little bit less to shoot you with next turn. If you keep ahead by using your command points as soon as you have a good use for them and you avoid keeping units in reserve you can make this snowball effect work for you. Those 200 points spiral into 250, then 400 and suddenly you&#039;re ahead by 600 pts because you used the forces and assets at your disposal instead of saving them for a rainy day that may never come.&lt;br /&gt;
&lt;br /&gt;
===Spooky Scary Skeletons send shivers down your spine...===&lt;br /&gt;
Have you ever wanted to have a guardsman, hell even a space marine, literally shit themselves to death in fear of you? Well by following these simple steps you can! Here&#039;s what you&#039;ll need:&lt;br /&gt;
* The Deceiver&lt;br /&gt;
* Flayed Ones&lt;br /&gt;
* A Psychomancer with the Dimensional Sanctum and Veil of Darkness&lt;br /&gt;
How this strategy works is that you deep strike your FO&#039;s, and Psychomancer down near the C&#039;tan. The Flayed Ones get close the unit you them next to, as their aura is 3&amp;quot;, and you cast Cosmic Insanity on that unit. The leadership debuff from the FO&#039;s widens the potential of mortal wounds, leading to potentially double digits. Now, the main issue with this tactic is sequencing of events, out of deep strike, unless you make a 9&amp;quot; charge on those Flayed Ones, you have to wait until your next movement phase to get them to enemy units in range of their Terrifying Foes aura. So you need to keep your Flayed Ones alive for a turn. There are some things that can help do this for you, the Shadows of Drazak stratagem for starters, more Flayed Ones, coordinating your Command Protocols to make sure Undying Legions or Eternal Guardian is the next protocol following these units&#039; deployment, Canoptek Reanimators, and the Szarekhan dynastic code, anything you think will keep these guys on the board. Of course the Deceiver also makes for a good distraction for your Flayed Ones (and we all know how hard it is to kill a C&#039;tan in one turn). Once you get to your next turn with Flayed Ones, let the scary flow!&lt;br /&gt;
&lt;br /&gt;
You&#039;re probably wondering how many mortal wounds you can get with this? Well, since its based off of a D6, it fluctuates, but the point of the Flayed Ones and Psychomancer is that they increase the amount of Mortal Wounds you do. Taking an Intercessor Sergeant as the base with their leadership of 8, you can drop it down to 5. In the contested roll from Cosmic Insanity that means they can get anywhere from 7 to 12 (or 6 to 11) as their total, while the Deceiver can get 11 to 16 for a maximum of 10 MW&#039;s. With their low leadership, combat attrition rolls will damage them even further. This tactic naturally works better with lower leadership armies: Guard, Tau, Tyranids and Daemons, typically armies that have on average a 7 leadership. &lt;br /&gt;
&lt;br /&gt;
Note that this strategy also works on vehicles, as does the -2 Ld aura from the Flayed Ones and the -1 from the Psychomancer.&lt;br /&gt;
&lt;br /&gt;
===Flayed One Bomb===&lt;br /&gt;
20 Novokh Flayed Ones and the Silent King make for a very good combo, being Novokh means the Flayed Ones are more likely to make their charge and the extra AP and re-rollable wound rolls makes them a threat to anything in the game. &lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
Necrons don&#039;t really have any ally options, but you can technically field [[Unaligned]] models in your detachments, so you could run a Void Shield Generator, Skyshield Landing Pad, Imperial Bunker, or another of the dozen unaligned fortifications. Notable that Unaligned buildings often hold/transport INFANTRY without restriction to them being Necron Warriors, unlike the Ghost Ark, and even often have the option where your models can shoot out of the transport.  &lt;br /&gt;
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&lt;br /&gt;
EDIT: Unaligned buildings are listed within the rules for Fortifications, for some reason.. https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications_(9E)#Unaligned&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Necrons]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Apocalypse&amp;diff=1011617</id>
		<title>Warhammer 40,000/9th Edition Tactics/Apocalypse</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Apocalypse&amp;diff=1011617"/>
		<updated>2026-05-20T15:37:31Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:Apocalypse_Sick_Day_Meme.jpeg|1000px|thumb|centre|The reason why [[neckbeards]] tend to be a bit short on cash.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;WARNING: I calculate all these numbers by hand. Yes, you can get excel to do it, and 9th edition is a lot simpler than 8th, but there are still a lot of exceptions which you would still have to program in.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As such, some of the figures you read may be incorrect. If you see something which is wrong feel free to let me know, or correct it yourself if you&#039;re feeling particularly kind hearted.&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the 41st (or technically 42nd now) millennia, there is only war. A lot of war. Battles on such colossal scales that all other sci-fi and fantasy universes seem like playground squabbles over milk money by comparison. Filled with so many bullets (&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;an da choppy! Zoggin morks sake don’t ‘orget da choppy!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;) that the question of whether or not there is a god becomes meaningless under the sheer weight of so much dakka. In short, in the 40K universe, there is only war...and [[awesome]].&lt;br /&gt;
&lt;br /&gt;
Most of the tabletop battles are however, fought on a much smaller scale. Slices of colossal battles where two sides fight to decide who is the superior commander and force organiser (or the cheesiest, wardian prick with the most cash). This world, even only a month after the release of 9th edition, is very well understood however. The rank and role of each weapon, each unit and all of their upgrades, is well understood, and battles can be won and lost by a model costing 1 point more than what is competitive.&lt;br /&gt;
&lt;br /&gt;
But there is another [[Forge World|World]]. A World where you pull back your scale a bit, move above the [[Imperial Guard|Guardsman]] being ripped to pieces by a swarm of [[Ripper|Rippers]], move above the duel between a [[Space Marine]] and an [[Aspect Warrior]], above the [[Ratling]] sniping an [[Ork]] Warboss, even higher than a [[Dreadknight]] gunning down a [[Dreadnought]] or the dog fights between Valkyries and Fighter Bommas, move above all that, to battles on planetary scales.&lt;br /&gt;
&lt;br /&gt;
At this height, hundreds and thousands of Ork Boyz charge gun lines of defiant Fire Warriors, a scale where even [[Baneblade|Baneblades]] are no longer the rulers of the battlefield, and have been reduced to mere pawns. A world where entire knightly households die in glorious charges against their chaotic kin at the biting teeth of whirling blades. A World where a humble Guardsman means nothing as his wars are fought over tabletop distances of fifteen plus feet, and at those distances he might as well throw rocks for all the good his flashlight will do. But all of this is but [[cheese|dressing]], compared to the true rulers of this World, the true Lords of War of the 41st millennium, the Titans, their guns capable of wiping vast amounts of men and vehicles from the table with a single gaze, their strides capable of covering distances that even the fastest of Eldar troops could only dream of achieving, and their prices so high that the dollar price tag is what [[Games Workshop]] executives masturbate to at night.&lt;br /&gt;
&lt;br /&gt;
This, is the World fought over in warehouses, not on tabletops. A World where games are measured in days, not hours. Where the points costs (and monetary value) stretch into the tens of thousands, not simply hundreds. A game where the models used and their weapons are so titanic and under used that they are not understood by the vast majority of players, and where not coming to a battle with a titan of your own, means certain failure, and displays a personal lack of [[awesome]] which you should be ashamed of.&lt;br /&gt;
&lt;br /&gt;
Welcome, to [[Apocalypse]].&lt;br /&gt;
&lt;br /&gt;
Have I piqued your curiosity? I hope so.&lt;br /&gt;
&lt;br /&gt;
This page is not meant as a guide to the games history, you can go to the [[Apocalypse]] main page for that. No, this place is for the analysis of all the guns and models, and how they compare to each other on this [[epic]] scale, how the game is played differently to a normal game of 40k, and finally, as a general guide to the awesomeness that is apocalypse, the game which all 40k players aspire to one day sell enough organs to play. All of these units already have their own tactics page, and for smaller scale 40k tactics I recommend going to [[Category:Warhammer 40000 Tactics(8E)|the tactics hub]] and finding the tactics page for the particular faction you want. But if you don&#039;t give a dingo&#039;s kidneys about such trivial skirmishes, and want to read about battles so large that you need to schedule lunch and dinner breaks to ensure that you don&#039;t starve mid battle, then this, my dear friends, is the place for you.&lt;br /&gt;
&lt;br /&gt;
=What&#039;s Changed=&lt;br /&gt;
Being mostly [[Forge World]] models, apocalypse rules generally come from the [[Imperial Armour]] rulebooks. However, in 9th edition the imperial armour rules are now written by games workshop instead of forge world.&lt;br /&gt;
&lt;br /&gt;
This has seen the apocalypse staples coming in line with the design ethos of games Workshop and 9th edition (codified, simpler and less messy), instead of that of forge world (messy, over complicated, ill thought out, poorly proofread, but occasionally utterly [[Awesome|AWESOME!!!]]).&lt;br /&gt;
*All rules are now in one book. This is not only cheaper but infinitely easier to carry.&lt;br /&gt;
**Especially for myself, who had to cart around 4 separate books before to do this maths.&lt;br /&gt;
&lt;br /&gt;
*Lots of models are now Warhammer Legends only. Partly this is because forge world stopped making these models (RIP to the glorious [[Gorgon Armored Assault Transport|Gorgon Superheavy Transport]]) and partly due to a lot of forge world stuff being redundant.&lt;br /&gt;
&lt;br /&gt;
*Most units are weaker but considerably cheaper points wise. Stuff like the gauss pylon (which would annihilate most things last edition) are now merely very strong, but you can now bring three of them along and not hit 1500 points.&lt;br /&gt;
&lt;br /&gt;
*Everything is considerably more balanced. You will struggle to find a useless unit this edition, or an absolute monster.&lt;br /&gt;
**Part of this is that most weapons now deal flat damage instead of random damage. You might see the odd D3 or D6 here and there, but if you do it will be a single dice or a dice roll plus a fixed value (like D3+3). Gone are the days when you will see a weapon dealing 2D6 damage, which was cool when you dealt 12 damage, stupid when you dealt 2.&lt;br /&gt;
&lt;br /&gt;
*There are now more weapon variants as well. It used to be there was eg one vulcan mega bolter, and it was the same name for all units which used it used the same profile. Now, the baneblade has a differently named mega bolter, along with all the titans, and they each have different stat lines. This is good because now cheap units don&#039;t get to run around with insanely powerful guns for their price point.&lt;br /&gt;
&lt;br /&gt;
*In addition to being more balanced most units cost fewer points. This isn&#039;t because a given unit is now better value, but because they have been dialled back, and their points cost reflects it. &lt;br /&gt;
&lt;br /&gt;
*The rules are a little dull. This isn&#039;t a bad thing, but gone are the weapons with a paragraph of ability, or dealt mortal wounds, or had unit type specific abilities. Now, most weapons are just straightforward and most rules cut back.&lt;br /&gt;
**Part of this is the new blast rule, which made a lot of the previous weapon rules obsolete.&lt;br /&gt;
&lt;br /&gt;
*The strength and toughness of weapons and units had been dialled back. The strongest weapon is now strength 20, with your really strong (read, Titan grade or fighters) are now between strength 10 and 16. Toughness 9 is now the highest you will see on a unit.&lt;br /&gt;
**This means that the really heavy stuff is “easier” to wound, easier being a relative term of course.&lt;br /&gt;
&lt;br /&gt;
*Void shields are now no longer a simple degrading invulnerability save. They’re a layered defence which does provide an invulnerability save, but also absorbs damage and regenerates until destroyed. This makes titans etc far tougher than they used to be, even with lower toughness stats.&lt;br /&gt;
**The emphasis now for dealing with titans is to have a balance of high rate of fire guns to cut through shields, and then a true heavy hitting weapon to damage the Titan.&lt;br /&gt;
&lt;br /&gt;
=The Pros and Cons=&lt;br /&gt;
==Pros==&lt;br /&gt;
*Zoggin shut up humie and git bac to bin shooty or choppy!&lt;br /&gt;
&lt;br /&gt;
*[[Forge World]]&lt;br /&gt;
&lt;br /&gt;
*No other war game in existence which isn&#039;t played with real life humans on the battlefield compares to the scale of apocalypse.&lt;br /&gt;
**Seriously, try finding anyone other than the military willing to stage a battle with thousands of moving parts/people.&lt;br /&gt;
&lt;br /&gt;
*There is no real cheese at this level, as your opponents perfectly crafted and efficient [[skitarii]] rangers squad can be vaporised by a Revenant which looked at them sideways.&lt;br /&gt;
&lt;br /&gt;
*You can create incredibly fluffy and huge armies of your choice and they will still work as long as you are throwing as much [[Dakka|lead]]/[[Imperial Guard||bodies]]/[[Baneblade|vehicles]]/all of the above down range at your opponents.&lt;br /&gt;
&lt;br /&gt;
*You&#039;re a [[neckbeard]] from the days when Warhammer was cheap, and now that [[Epic]] is no longer a thing you want to play some more titanic battles with the models you&#039;ve collected over the decades.&lt;br /&gt;
&lt;br /&gt;
*You get to use units which you would otherwise only field a handful of in normal 40K.&lt;br /&gt;
&lt;br /&gt;
==Cons==&lt;br /&gt;
*You need thousands of pounds to build your army.&lt;br /&gt;
**You then need months if not years to put it all together.&lt;br /&gt;
***Then you need a van and forklift to move it all around.&lt;br /&gt;
****You then need to make some friends who also have the above things.&lt;br /&gt;
*****Then you need to find a warehouse to play it in.&lt;br /&gt;
******Don’t forget your dice. You will need A LOT of dice.&lt;br /&gt;
&lt;br /&gt;
*[[Forge World]].&lt;br /&gt;
&lt;br /&gt;
*Games of apocalypse last days, so finding the time to get everything together and play can be tricky.&lt;br /&gt;
**Don’t believe what Games Workshop says on this matter, if you’re playing on a 10000 point scale or with 4 or more players you will be at this for at least two days straight.&lt;br /&gt;
&lt;br /&gt;
*40k at this scale begins to get a bit... weird. 40k has been optimised/balanced for smaller scale battles, so when you get to the scale that you have twenty [[Baneblade]] all armed with mega bolters then balance kind of goes out the window.&lt;br /&gt;
**Along with the baby, the bath water, your army and your patience.&lt;br /&gt;
&lt;br /&gt;
*Some armies cannot really play apocalypse, the dark eldar for example lack anything truly heavy which can threaten other super heavies, and factions like the genestealer cults in practice just become an imperial guard army (still fluffy as hell though).&lt;br /&gt;
&lt;br /&gt;
*You know those friends you acquired to play apocalypse? You&#039;ll lose them soon enough.&lt;br /&gt;
&lt;br /&gt;
*Your family will put out a missing persons alert because they haven&#039;t heard from you for a week, with the last, cryptic thing you said before leaving was &amp;quot;I&#039;m off to play a quick game of apocalypse.&amp;quot;&lt;br /&gt;
**Be sure to tell your family and friends that you love them before you leave.&lt;br /&gt;
&lt;br /&gt;
=Prologue=&lt;br /&gt;
Despite Apocalyse’s awesomeness, it is not a format for the faint hearted. The amount of models required/money, the time constraint, the requirement to have people to play against, and therefore the requirement to be fairly well entrenched in the warhammer community, makes it difficult to start a game of Apocalypse. As such, this is not a game for newcomers to warhammer. It is a game everyone should aspire to, but it is one you must build up to.&lt;br /&gt;
&lt;br /&gt;
Despite that, this page is a useful stop off point for players of all levels, as the mathematical content of this page is useful no matter what level you might be playing at.&lt;br /&gt;
&lt;br /&gt;
=How to play Apocalypse=&lt;br /&gt;
The first thing to understand is that there are two ways of playing Apocalypse. Firstly, there&#039;s the half-assed way GW initially set up, which is just to play it as a version of open play. The second, is to play it like a normal game of 40k (or matched play style).&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! &#039;&#039;&#039;Open Play&#039;&#039;&#039; !! &#039;&#039;&#039;Matched Play&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Advantages&#039;&#039;&#039; || Quick to play and set up as you just grab all your units and play. Allows for fun combos you wouldn’t normally be able to have like tau and tyranids. Removes a lot of the faffing about which stratagems, special detachments etc would cause. || You get all the things you would get in normal match play, stratagems, warlord traits etc. Not much more complicated to create an army for as it’s just what you would do normally, just more of it.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Disadvantage&#039;&#039;&#039; || Open play means no detachments. No detachments means you get nothing which would require your army to be battle forged. Very little structure. A lot of your units become very dull. || Although you technically get stratagems, as you lose command points for every detachment you take a came of apocalypse could technically put you in negative points.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A guide to Hit and Wound rolls==&lt;br /&gt;
If you&#039;ve gotten so far that you&#039;re reading a tactics page on the sewer drain that is 4chan then you should already know the basics of how dice rolls work, and how the warhammer wounding system works. To begin however, you need to appreciate that each dice roll is a probability of success:&lt;br /&gt;
*6+ is 16.66% chance&lt;br /&gt;
*5+ is 33.33% chance&lt;br /&gt;
*4+ is 50% chance&lt;br /&gt;
*3+ is 66.66% chance&lt;br /&gt;
*2+ is 83.33% chance&lt;br /&gt;
&lt;br /&gt;
Eagle eyed or knowledgeable readers will have noticed/know that each jump represents a 16.66% increase. However, lets look at the improvements you gain with each level of dice roll, and by extension your potential damage increase.&lt;br /&gt;
*5+ is 100% better than 6+&lt;br /&gt;
*4+ is 50% better than 5+&lt;br /&gt;
*3+ is 33.33% better than 4+&lt;br /&gt;
*2+ is 25% better than 3+&lt;br /&gt;
&lt;br /&gt;
As you can see, your returns for acquiring better hit/wound rolls diminish rapidly, which is why ork and tau overwatch is so dangerous, as they are effectively hitting on a 5+ on overwatch, a 100% increase over only getting overwatch on a 6. The same applies to if you automatically succeed a roll, the worse your normal roll would be, the better the improvement would be. This is also why armies like space marines don&#039;t deal that much more damage with their weapons over eg. Guard armies, as their improved ballistic skill only buys them 33% more damage, while costing more than that.&lt;br /&gt;
&lt;br /&gt;
What you are getting from your improved rolls is not just output, but reliability. As you read through this page you can end up in the dangerous mindset that the numbers you read are absolutes. They are not. They are statistical likelihoods. They are averages, and averages are best on a range, a range which will come to bite you in the ass when you least expect it.&lt;br /&gt;
&lt;br /&gt;
What better rolls buy you is reliability, which is exactly what you want when you&#039;re dropping a kill squad out of deep strike to anally abuse the enemy commander. Likewise, is it more cost effective for you to bring  lot of guns which wound on a 4+, or less guns which wound on a 3+? So lets have a look at the dice rolls again, but instead look at their fail rates:&lt;br /&gt;
*2+ is 16.66% fail chance&lt;br /&gt;
*3+ is 33.33% fail chance&lt;br /&gt;
*4+ is 50% fail chance&lt;br /&gt;
*5+ is 66.66% fail chance&lt;br /&gt;
*6+ is 83.33% fail chance&lt;br /&gt;
&lt;br /&gt;
And then the improvements:&lt;br /&gt;
*2+ is 50% less fail than 3+&lt;br /&gt;
*3+ is 33.33% less fail than 4+&lt;br /&gt;
*4+ is 25% less fail than 5+&lt;br /&gt;
*5+ is 20% less fail than 6+&lt;br /&gt;
&lt;br /&gt;
As you can see, a 2+, even though it doesn&#039;t buy you much more in the way of success, it buys you a big reduction in relative fail rates, which is exactly what you want when you are looking to guarantee a result that you want. On the opposite, the previous example of the tau and ork overwatch, they may have doubled their hit chance, but they have only reduced their fail chance by 20%, so most of their attacks are still missing.&lt;br /&gt;
&lt;br /&gt;
===Rerolls===&lt;br /&gt;
Much has been said about rerolls. If you go to the separate tactics pages you will bump into the effectiveness of captains reroll auras, and whether they are worth it. First off, we need to have a look at the effect they have, both rerolling 1&#039;s, and rerolling all fails:&lt;br /&gt;
*6+ is 16.66% chance&lt;br /&gt;
*5+ is 33.33% chance&lt;br /&gt;
*4+ is 50% chance&lt;br /&gt;
*3+ is 66.66% chance&lt;br /&gt;
*2+ is 83.33% chance&lt;br /&gt;
&lt;br /&gt;
Reroll 1&#039;s:&lt;br /&gt;
*6+ is 19.44%, +2.78%&lt;br /&gt;
*5+ is 38.88%, +5.55%&lt;br /&gt;
*4+ is 58.33%, +8.33%&lt;br /&gt;
*3+ is 77.77%, +11.11%&lt;br /&gt;
*2+ is 97.22%, +13.89&lt;br /&gt;
&lt;br /&gt;
Reroll fails:&lt;br /&gt;
*6+ is 30.55%, +13.89%&lt;br /&gt;
*5+ is 55.55%, +22.22%&lt;br /&gt;
*4+ is 75%, +25%&lt;br /&gt;
*3+ is 88.88%, +22.22%&lt;br /&gt;
*2+ is 97.22%, +13.89%&lt;br /&gt;
&lt;br /&gt;
To explain what you are seeing, rerolls are effected by two factors:&lt;br /&gt;
*Your roll chance&lt;br /&gt;
*And your reroll chance to fail ratio.&lt;br /&gt;
The higher these two values are, the better your roll will be. This is why when rerolling 1&#039;s, a 2+ roll sees the best increase, as it has the highest initial success chance, but it is also why a 4+ has the best increase when reroll all fails. So like with getting better basic dice rolls, when looking at rerolls you need to consider what that reroll is buying you. Rerolling 1&#039;s for orks won&#039;t buy you much (although in some builds that increase may be enough for you to have to buy bigger bucket for your dice), but rerolling 1&#039;s for custodes for their 2+ to hit sees them only failing their rolls 2.78% of the time.&lt;br /&gt;
&lt;br /&gt;
However, rerolling also buys you something else, and that is avoiding negative effects of dice rolls. The most common effect like this is plasma, which deals mortal wounds or outright kills a model on a roll of 1. Rerolls bypass this by giving you one chance to take that 1, a reroll it. Lets take space marines for example. Plasma in their hands will hit 66.66% of the time, and kill them 16.66% of the time when overcharged. When rerolling (whether 1&#039;s or all fails) that 16.66% goes to 2.78%, or a 1 in 36 chance.&lt;br /&gt;
&lt;br /&gt;
===Modifiers===&lt;br /&gt;
8th edition used to be the era of the modifier, with everything from elder minus 4 to hit cheese to necron Tesla guns activating on a 4+ to hit rather than just a 6 (because who doesn’t want to multiply their initial shots by 7/6).&lt;br /&gt;
&lt;br /&gt;
9th has made everything a whole lot simpler (and less cheesy) by limiting modifiers to just plus or minus 1 once they are all added together. This means that you can still give a unit plus 2 to hit, all that means is that you’ll ignore a minus 1 to hit penalty and still get plus 1 to hit.&lt;br /&gt;
&lt;br /&gt;
There are a few other important changes around modifiers:&lt;br /&gt;
*Effects which trigger on a 1 now only trigger on a natural 1, so weapons like plasma are a lot safer to use.&lt;br /&gt;
*Strength modifiers are now done after any effects created by a weapon, a S4 marine with a thunder hammer now hits at S9 instead of S10.&lt;br /&gt;
*A roll will always succeed on a 6, and always fail on a 1. The exception to this are armour saves, which are always failed on a 1 but can fail if the dice roll required would be higher than 6 (eg. 7+).&lt;br /&gt;
&lt;br /&gt;
===Auto Hitting aka the Humble Flamer===&lt;br /&gt;
There’s nothing like purging the heretics with fire. Or destroying the corpse worshipers with an infernal inferno. Or dissolving the walking food with bio acid. Or crushing the deniers of the great plan with plasma wash.&lt;br /&gt;
&lt;br /&gt;
Whatever form it comes in, flamers are everywhere. In previous editions (read, 7th and earlier) the flamer used a template for its shots, and you would roll to hit all units under it. As a result, hordes were really difficult to use, as your gaunt swarm could easily be destroyed by a guardsman with a basic flame thrower. New flamers are characterised by a few points:&lt;br /&gt;
*They have a random number of shots (eg. D3, D6, 2D6 etc).&lt;br /&gt;
*They automatically hit their target.&lt;br /&gt;
*They have shorter ranges than similar weapons.&lt;br /&gt;
&lt;br /&gt;
==A guide to Armour Piercing==&lt;br /&gt;
In a world where you may only have access to low strength weaponry, it may not matter if you have a lot of armour piercing on your weapon. To begin with, lets have a look at your success rates against different armour saves.&lt;br /&gt;
*2+ is 16.66% success chance&lt;br /&gt;
*3+ is 33.33% success chance&lt;br /&gt;
*4+ is 50% success chance&lt;br /&gt;
*5+ is 66.66% success chance&lt;br /&gt;
*6+ is 83.33% success chance&lt;br /&gt;
*No armour save (7+) 100% success chance&lt;br /&gt;
&lt;br /&gt;
As you already know, the worse a units armour save is, the better your chance of success. Armour saves are unusual as they&#039;re the only save which every unit can take, but which there can be a 100% chance to fail. Even units with no save technically have a 7+ save or worse. This is so their save can be buffed by cover, as otherwise they&#039;d never benefit from those kinds of buffs.&lt;br /&gt;
&lt;br /&gt;
So how do you get around these saves? Armour piercing on weapons can make a huge difference by allowing you to damage a unit. Lets look at the different levels of ap:&lt;br /&gt;
*&#039;&#039;&#039;Ap0&#039;&#039;&#039;, bolters, lasguns, your opponent gets a full save roll, making these weapons only useful through sheer rate of fire. You also find it on some higher strength weapons, but these weapons will have some kind of other ability attached to them which make them worthwhile.&lt;br /&gt;
*&#039;&#039;&#039;Ap-1&#039;&#039;&#039;, your heavy bolter/flamers, chainswords, autocannons etc. Really the absolute minimum you want to be running on a weapon, even then most of your shots will be blocked by the enemy armour, unless you&#039;re bringing this in volume fire. It can be useful, which will be discussed below.&lt;br /&gt;
*&#039;&#039;&#039;Ap-2&#039;&#039;&#039;, battle cannons, the vulcan mega bolter etc. Bloody useful as you&#039;re now ignoring guard cardboard armour, and light vehicles don&#039;t get most of their save. Incredibly useful against knights (see below).&lt;br /&gt;
*&#039;&#039;&#039;Ap-3&#039;&#039;&#039;, power swords, most plasma, armour piercing guard cannons etc. The most versatile as now the best save anyone can get against you is a 5+, light vehicles loose all their protection, and those pesky GEQ&#039;s with a 4+ save are now put back in their place.&lt;br /&gt;
*&#039;&#039;&#039;Ap-4&#039;&#039;&#039;, high power plasma, all meltas and some melee weapons. The power armour destroyer, and makes a mockery of all vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Ap-5&#039;&#039;&#039;, Titan grade weapons, both ranged and melee. Cuts through all armour in the game unless it&#039;s somehow buffed.&lt;br /&gt;
*&#039;&#039;&#039;Ap-6&#039;&#039;&#039;, doesn&#039;t exist anymore, but used to be found only on the most powerful titan weapons, or back in 7th edition and earlier, where it was ap1.&lt;br /&gt;
&lt;br /&gt;
Now, you might immediately say that you want the best ap value you can get your greasy mittens on. However, you cannot talk about armour piercing values without talking about invulnerability saves as well. Invulnerability saves can always be taken (unless something says that it ignores or modifies it). In the fluff this is is explained as being a kind of force field, psychic powers, or even just the belief that the unit with it couldn&#039;t be harmed. In apocalypse, your biggest threats are those units which have some kind of invulnerability save, as when you&#039;re in a world where there are high strength, high ap and high damage weapons running around, your only defence against not being instantly destroyed is an invulnerability save.&lt;br /&gt;
&lt;br /&gt;
Invulnerability saves make it so that your high ap weapons are basically wasted on your target (guilliman with high insane 3+ invulnerability save being a prime example), so you have to think about the ap of your weapons more carefully. So lets have a look at the potential invulnerability saves a unit can have, and what ap to use on them:&lt;br /&gt;
*&#039;&#039;&#039;2+&#039;&#039;&#039;, only exists on that one stupid dark elves relic. As the target is a toughness 3 pointy eared prick, just blast them with bolter fire until they fail a save, and lose their invulnerability save as a result.&lt;br /&gt;
&lt;br /&gt;
==A guide to Strength and Toughness==&lt;br /&gt;
*&#039;&#039;&#039;2:&#039;&#039;&#039; HA HA HA! No. Just no. S/T 2 will most likely deal no damage, or protect against anything. You could argue that with the wounding system, if you had enough bodies or attacks you could overcome any target, but chances are you will be paying more for those wounds and attacks compared to S/T 3.&lt;br /&gt;
&lt;br /&gt;
:S/T 2 is generally only found on swarm units, whose entire purpose is to deny deep striking space and slow down units. In an actual fight however it’s about as useful as swearing at your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3:&#039;&#039;&#039; Your GEQ’s, lasguns etc, the stuff normal humans and elves carry around in the 42nd millennia. In normal tabletop games these stats are weak, but useful for fighting other weak units. But in the world of apocalypse S/T 3 might as well not exist, as like S/T 2 you will be wounding the things that matter on 6’s, and being wounded on 2’s.&lt;br /&gt;
&lt;br /&gt;
:However, S/T 3 is cheap, and readily available. A guardsman only costs you 5 points, and you can get S/T 3 units which are tougher than your normal guardsmen, and have multi damage weapons with ap.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4:&#039;&#039;&#039; Your MEQ’s, and that point of S/T over 3 buys you... not much really. Generally you will come with a better armour save, ap on some of your guns and extra wounds, but most of the time you will die as fast as your GEQ counterparts while costing more.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5:&#039;&#039;&#039; The first useful number, your CEQ’s. Now that there is nothing higher than toughness 9 in the game you will wound everything on at least a 5+, and wounding toughness 5 on a 2+ requires strength 10, which is uncommon. However, S/T 5 isn’t cheap (especially if your getting it in the form of custodes), with the exception of the heavy bolter (S5 ap- 1 D2 goes a very long way), and there are a lot of things in apocalypse which can still wound you on a 3+, and wounding on a 5+ is still a bit meh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6:&#039;&#039;&#039; Rare case, only seen on light vehicles and [[Guilliman|non-demonic primarchs]]. Like S/T 5, it’s more awkward to wound and wounds more successfully. However, the only benefit you have over S/T 5 is that you wound and are wounded by S/T 3 on a 2+ and 6+ respectively. And as already stated, S/T 3 isn’t going to be common in apocalypse, and you can achieve the same effect by using S/T 7 and above.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;7:&#039;&#039;&#039; Your auto cannon variants and rhinos. These sit in a really weird position as you are easily harmed /struggle to harm S/T 8 units, while the only infantry you will truly shred are the GEQs. Generally has very low ap values associated with it as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;8:&#039;&#039;&#039; The most common stat you will see on the apocalypse battlefields. Think of this as the S/T 4 of this scale. Incredibly flexible as it will shred all infantry, do something against most vehicles, while providing reasonable protection.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;9:&#039;&#039;&#039; Your new toughest toughness on the block, but strength stats still go higher than this. Weapon wise you will only see lascannon variants and high power plasma with these stats. Provides protection against the very prevalent S8 and S16 weapons, while on the offensive it makes a mockery of the very prevalent T8 vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;10:&#039;&#039;&#039; Not particularly common, usually found on things like doomhammers or custodes who learnt that they have power fists in their cellar. In the current edition this will wound everything in the game on a 3+, making it a very desirable stat to have for simply pew pewing everything. Strong enough to get the job done, not so strong that it feels wasteful against light vehicles.&lt;br /&gt;
&lt;br /&gt;
:Be warned however, you will only be wounding Infantry on a 2+, so what you gain in being versatile you will lose in not being super effective against heavy stuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;11:&#039;&#039;&#039; [[Malal|Doesn&#039;t exist. Bugger off!]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;12:&#039;&#039;&#039; Like S10, but now you&#039;ll wound T6 on a 2+. Not very common&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;13:&#039;&#039;&#039; Only [[An&#039;ggrath]] gets this on his axe, and as it stands provides no benefits over S12 due to odd numbers providing no benefits to wounding except against toughness values 1 less than them, and as there&#039;s no toughness 12 in the game it doesn&#039;t matter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;14:&#039;&#039;&#039; An incredibly useful number, as now you can wound the likes of rhinos on a 2+, leaving only the category of super heavy units at your (slightly reduced) wrath. It is, however, not very common, being mainly seen on the knights chainsword variants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;15:&#039;&#039;&#039; See 13, except no profile is strength 15.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;16:&#039;&#039;&#039; This, my dear generals, is what you want. Strength 16 (as this edition there is no toughness 16) is your most plentiful, and reliable value. With it, you can wound everything (minus warlord titans, the eldar titans and a few space marine super heavy tanks and the brick which is the Sokar flier) on a 2+. Combine this with the fact that you can get S16 in reliable rates of fire means that it is also versatile, exactly what you want in a apocalypse setting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;17:&#039;&#039;&#039; See 15.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;18:&#039;&#039;&#039; I have become death, the destroyer of worlds. The destructiveness of S18 (allowing you to wound &#039;&#039;&#039;everything&#039;&#039;&#039; on a 2+) is matched only by its rarity. You will only find this on titans, and only then on their most powerful weapons. The downside of this power is the low rate of fire it comes in. This is not for taking on anything less than toughness 8. This is what you use to take on Titans. Anything less is blasphemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;19:&#039;&#039;&#039; See 17, only rarer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;20:&#039;&#039;&#039; For when GW doesn&#039;t understand how its own wounding system works. S20 does exactly the same as S18, but that hardly matters as it only exists on one weapon, Belicosa Volcano Cannon, which, to be fair, does deal a truly insane amount of damage.&lt;br /&gt;
&lt;br /&gt;
==Plasma, is it right for Me?==&lt;br /&gt;
Plasma, is, in its basic principle, a really cool idea. You take a weapon which performs reasonably well against low toughness units, then you can overcharge it at the risk of suffering damage yourself, for increased strength and damage, hopefully resulting in a dead/deader enemy. What&#039;s not to like? Well, as you may have noticed if you have looked at the rest of this page, things are not always that simple.&lt;br /&gt;
&lt;br /&gt;
To assist us, here is the damage rates for the warhound plasma blastgun, one of the biggest plasma guns you can get in the 42nd millennium.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound  !! Warlord !! Heriophant  !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Plasma Blastgun (Standard) || Heavy2D6 72&amp;quot; S9 ap-4 D4 || (2.07)10.37 || (1.5)7.77 || 8.29 ||  4.66 || 12.44 || 10.37 || 12.44 || 8.29 ||  4.14 || (1.55)6.22 || 3.88 || (3.88)15.55&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Plasma Blastgun (Overcharged) || Heavy2D6 72&amp;quot; S10 ap-4 D5 || (2.07)12.96 ||  (2.07)12.96 || 10.37 ||  7.77 || 15.55 || 12.96 || 12.44 || 10.37 || 5.18 || (1.94)9.72 || 3.88 || (3.88)19.44&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see, when you overcharge the blastgun, its gets 1 extra strength, and 1 extra damage, becoming strength 10 and damage 5, a stat line which is easily the envy of other units, even when not overcharged. However, what is not noted in the profile listed here is that each hit roll of 1 results in 2 mortal wounds, which you cannot block by any means. So every time you overcharge your plasma, you are running a risk, and that risk comes in the form of wounds.&lt;br /&gt;
&lt;br /&gt;
Now we have to consider the idea that the wounds you deal have a points representation, and the wounds you take also &amp;quot;cost&amp;quot; points. So to take a look at this idea, we shall look at the damage differences between normal and overcharged plasma, using the blastgun against the warhound and the warlord titans.&lt;br /&gt;
&lt;br /&gt;
*Normal, warhound 10.37 , warlord 7.77&lt;br /&gt;
*Overcharged, warhound 12.96, warlord 12.96&lt;br /&gt;
&lt;br /&gt;
As we can see, overcharging deals an extra 2.59 damage, not much but it might do something. However, overcharging against the warlord deals 5.19 extra damage, a much more sizable difference. This is because the extra strength against the warhound doesn&#039;t do anything extra, so the damage increase is only due to the damage increase from 4 to 5 on the gun. On the warlord however, S10 allows you to wound the warlord on a 3+, instead of a 4+, which is why the damage increase is so much larger.&lt;br /&gt;
&lt;br /&gt;
Now lets look at this from a points perspective:&lt;br /&gt;
*Normal, warhound 10.37 (414pts), warlord 7.77 (356pts)&lt;br /&gt;
*Overcharged, warhound 12.96 (518pts), warlord 12.96 (594)&lt;br /&gt;
*Overcharged difference, warhound 2.59 (103 pts), warlord 5.19 (237 pts)&lt;br /&gt;
*Overcharged shots rolled 1, 1.16, mortal wounds 2.33 (93pts)&lt;br /&gt;
&lt;br /&gt;
Looking at this, we can see that the extra points of damage you deal to the warhound is only slightly more than the firing warhound would take itself. In a fight this might be worth it, but what if this was against a far less valuable target, like a baneblade? In that situation the mortal wounds the titan would take would be worth far more than the extra damage. However, overcharging against the warlord results in the firer almost doubling their points game, as the warlords wounds are worth far more than the warhounds.&lt;br /&gt;
&lt;br /&gt;
This makes plasma a lot less appetising than it first appears, as you may be dealing more damage, but unless you have a way of mitigating the mortal wounds (by rerolls, repairing or a feel no pain save) chances are the damage you deal will cost you far more. So, when should you use overcharged plasma? When overcharging:&lt;br /&gt;
*Would cause your attacks to wound on an improved roll (such as going from 4+ to 3+).&lt;br /&gt;
*Or when the firing unit would otherwise be destroyed anyway later in the turn, and firing overcharged would allow you to make the most of an otherwise doomed unit.&lt;br /&gt;
&lt;br /&gt;
Alternatively, there are few things less badass and cool than overcharged plasma. Just remember to warn everyone else so that they can run away first.&lt;br /&gt;
&lt;br /&gt;
===Feel no Pain Saves, because Mortal Wounds are a thing===&lt;br /&gt;
Feel no pain saves are your last ditch attack to save a model from an attack. Once you fail your armour and invulnerability save and once damage is assigned, then each model may roll a feel no pain save if it has one to ignore the damage.&lt;br /&gt;
&lt;br /&gt;
In normal tabletop this is great, as most attacks are only 1 damage, so your guardsman effectively gets a straight forward bonus save against damage (brilliant in a world where T3 and a 5+ save isn’t much). However, in apocalypse, even simple anti infantry weapons are multi damage, which is where things get complicated, so let’s look at a 5+ feel no pain save for a 1 wound guardsman, and the corresponding chance to survive:&lt;br /&gt;
&lt;br /&gt;
*Against 1 damage, 33% chance.&lt;br /&gt;
*Against 2 damage, 10% chance.&lt;br /&gt;
*Against 3 damage, 3% chance.&lt;br /&gt;
*Against 4 damage, 1% chance.&lt;br /&gt;
&lt;br /&gt;
After 2 damage you’re looking at a command point sink. This is alleviated by the model in question having more wounds, but feel no pain saves are generally only found on low wound count models.&lt;br /&gt;
&lt;br /&gt;
However, mortal wounds cannot be blocked by any save other than feel no pain saves. Mortal wounds are incredibly dangerous as it doesn’t matter who you are, from guardsman to Titan, you will take the same amount of damage from it. Mortal wounds also “splash”, making them extremely dangerous to hordes, as the mortal wounds will always be efficiently used.&lt;br /&gt;
&lt;br /&gt;
==Infantry, what’s the Point?==&lt;br /&gt;
The humble guardsman. Armed with the humble lasgun, flak armour and balls the size of space marine pauldrons, they boldly walk out into the galaxy and... die horribly.&lt;br /&gt;
&lt;br /&gt;
The world of 40K is not kind to the humble guardsman (or anyone for that matter), but for anyone on the apocalypse battlefields without a toughness value of 5 or higher and some kind of invulnerability save, life is very short. Even space marines, with a stat line in normal tabletop which is considered reasonable is instantly vaporised by the weapons at this scale.&lt;br /&gt;
&lt;br /&gt;
This begs the question. What is the point of infantry in apocalypse?&lt;br /&gt;
&lt;br /&gt;
And this is a valid question. Yes, you may feel like an 11 year old again looking at the models for land raiders and carnifexs and think “those are awesome! I’ll have just those!” But in a world where a guardsman has a 31% chance of surviving most shots (aka, being hit and wounded on a 2+ with no save) and have a 1.3% chance of doing any damage, why would you bother?&lt;br /&gt;
&lt;br /&gt;
There are a few reasons why the humble guardsman, or even the (not so mighty) space marine, have a place in your army:&lt;br /&gt;
*&#039;&#039;&#039;Objectives:&#039;&#039;&#039; Every model can (technically) hold an objective. However, a warlord Titan and a guardsman both count as the same number of models when holding an objective. That number being 1.&lt;br /&gt;
:Why that is is unknown, but unless you can use your knight to sit on an objective in such a way to prevent anyone else getting within 3” you’re out of luck. There’s also the issue that objective secured is a thing, so that previously mentioned guardsman can out objective (if that’s a thing) ten imperial knights.&lt;br /&gt;
:Now, that guardsman has to survive against those ten knights, but 9th edition has dialled back the melee power of superheavies and vehicles in general, so a unit of guardsman has a good chance of surviving long enough to win objectives.&lt;br /&gt;
&lt;br /&gt;
=The Maths=&lt;br /&gt;
In the grim darkness of the 41st millennium there is only war... and ridiculous amounts of number crunching, the casual 40k player may not appreciate this but the epic battles they play can be boiled down to statistics and logistics, admittedly its statistics and logistics done in an incredibly awesome manner using epic models, but still numbers.&lt;br /&gt;
&lt;br /&gt;
This section covers the maths behind each weapon used by all the units listed here, and how they fair against models like warhound titans, land raiders, and of course the humble guardsman (because the poor bastard will be shot at despite posing no threat whatsoever). This not only acts as a guide as to which weapons are better than others, but also to show which models are the most resilient in the setting, and which are glass cannons (I&#039;m looking at you [[Eldar]]) that require constant babysitting to get the most out of them.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Any Mortal wounds are baked into the normal damage, but will generally be explained in the weapon profile. Keep this in mind for when considering the weapons effectiveness against multiple models, as mortal wounds splash.&lt;br /&gt;
**Note that void shields cannot stop mortal wounds, so for the void shield stats the mortal wound damage will only be shown in the actual damage to the titan, not the damage to the void shield.&lt;br /&gt;
&lt;br /&gt;
*Not all weapons a model can take are/will be listed. This is because the current maths is done from the imperial armour index, where (to save time) they have only listed the unique weapons each unit has (along with generic special rules). The downside for the user is that you cannot use a forge world book to pick up and play the game, you will need the base codex as well, which (until the relevant codex comes out in 9th edition) means using an outdated 8th edition codex.&lt;br /&gt;
&lt;br /&gt;
*For GEQ&#039;s the number listed is the total number of unsaved hits, not the damage dealt. This is because these units are almost all 1 wound mooks. In the case where mortal wounds are dealt to a GEQ these mortal wounds are added to the total unsaved hits, as mortal wounds splash onto other models.&lt;br /&gt;
&lt;br /&gt;
*Acronyms:&lt;br /&gt;
**GEQ: Guardsman equivalent (because these poor bastards are going to get shot at).&lt;br /&gt;
**MEQ: Marine equivalent (because these guys won&#039;t do much better than GEQ&#039;s)&lt;br /&gt;
**CEQ: Custodes equivalent (because sometimes a expensive, low wound, high toughness and save unit is going to walk into range of one of your big guns looking to make some points back).&lt;br /&gt;
&lt;br /&gt;
*The first number in brackets for the imperial titans is the number of void shields a complete volley of the attack will remove. As void shields are a very important part of the new apocalypse it is important to keep this in mind. Keep in mind that as each void shield can absorb 3 damage a piece and damage doesn&#039;t splash over and attack less than 3 damage will require multiple hits, and damage more than 3 will be wasted.&lt;br /&gt;
&lt;br /&gt;
*For CEQ and MEQs the number in brackets is the total number of unsaved hits, and the number outside the brackets is the actual damage dealt. This is because, as this units are all multi wound units it is important to know how many unsaved hits you do, to know whether your attack will kill lots of models, or simply have a chance of dealing a lot of damage to a single model.&lt;br /&gt;
&lt;br /&gt;
*Blast hits are ignored. This is because in a mathematical vacuum like this it is not necessary and difficult to factor in the effect it has.&lt;br /&gt;
&lt;br /&gt;
*Any extra effects like the titans fists abilities to throw units are ignored.&lt;br /&gt;
&lt;br /&gt;
*All units are assumed to be at max health and firing at their full ballistic skill with no modifiers, except any imposed by the enemy unit.&lt;br /&gt;
&lt;br /&gt;
*For plasma weapons the results for both the normal and overcharged profiles are shown, but only the normal profile is used to compare to other weapons. This is because you won’t be running around overcharging all the time (see the plasma section above). However, the overcharged stats are still shown as it is important to know what damage you will deal when using it.&lt;br /&gt;
&lt;br /&gt;
:Also keep in mind that the mortal wounds you will receive from overcharging are not shown. Plasma is one of the few weapons where you want high damage instead of rate of fire.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;IMPORTANT!!!&#039;&#039;&#039;: This page is designed to be used alongside the Imperial Armour Compendium. There is a lot of information which is required in context, so either have a codex with you, or know what is been talking about. To that end, each entry has the page number on which you can find the relevant datasheet.&lt;br /&gt;
&lt;br /&gt;
==The Targets==&lt;br /&gt;
*&#039;&#039;&#039;Warhound Titan:&#039;&#039;&#039; The biggest thing a player is likely to come up against. It is also a stand in for the few smaller units which also have void shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Titan:&#039;&#039;&#039; The biggest and baddest of a bad bunch, the warlord is included to show how your weapons fair against a true monster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heriophant:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Revenant Titan:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Baneblade|BANEBLADE]]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knight:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guilliman:&#039;&#039;&#039; Probably the best priced unit in the whole of 40K. Included because a.you need to understand how insanely tough he is and b.because if you’re fighting space marines he’ll be in your opponent army and c.you’ll want him dead as soon as you see him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Custodian:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardsman:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Space Marine:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Forces of the Adeptus Astartes==&lt;br /&gt;
&lt;br /&gt;
The Space Marines are the apple in Games Workshops eye. They get all they toys. They get all the updates. And everything is tailored towards them winning. So it is no surprise that forge world also gives them all the best kit. Apocalypse lets Space Marines run wild, with everything from more special characters (it&#039;s not like they didn&#039;t have enough), bigger and better dreadnoughts, and tanks which are as tough/tougher than titans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
*All the best toys.&lt;br /&gt;
*Very flexible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
*Jack of all trades, master of none.&lt;br /&gt;
*Every army can specialise against them easily.&lt;br /&gt;
&lt;br /&gt;
===[[Dreadnought|Deredeo Dreadnought]] pg17===&lt;br /&gt;
[[File:Deredeo Dreadnought.jpg|300px|thumbnail|right|Providing high volume fire support since the great crusade.]]&lt;br /&gt;
&lt;br /&gt;
The Deredeo Dreadnought is your classic, back line, mobile artillery piece. When you buy one you are paying for it’s ranged firepower. It has no melee other than a standard ccw and at toughness 7 and a 3+/5++ it won’t stick around, but by the emperor it can shoot stuff.&lt;br /&gt;
&lt;br /&gt;
Be careful though. It’s guns are relatively short range (nothing further than 48”), so someone will be in range to have a go at shooting it.&lt;br /&gt;
&lt;br /&gt;
*1 Anvillus Autocannon Battery or 1 Arachnus Heavy Lascannon Battery or 1 Hellfire Plasma Carronade or 1 Volkite Falconet Battery&lt;br /&gt;
*1 Twin Heavy Bolter or 1 Twin Heavy Flamer&lt;br /&gt;
&lt;br /&gt;
190 pts&lt;br /&gt;
&lt;br /&gt;
+20 pts Aiolos Missile Launcher&lt;br /&gt;
&lt;br /&gt;
+20 pts Boreas Air Defence Missiles&lt;br /&gt;
&lt;br /&gt;
+10 pts Hellfire Plasma Carronade&lt;br /&gt;
&lt;br /&gt;
+10 pts Volkite Falconet Battery&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Anvillus Autocannon Battery || 36&amp;quot; Heavy8 S7 ap-2 D2 || (0.44)1.77 || (0.44)1.77 || 1.77 || 1.77 || 2.37 || 1.77 || 3.55 || 2.37 || 2.37 || (1.77)3.55 || 4.44 || (2.37)4.74&lt;br /&gt;
|-&lt;br /&gt;
| Arachnus Heavy Lascannon Battery || 48&amp;quot; Heavy2 S9 ap-3 DD3+3 || (0.59)2.96 || (0.44)2.22 || 2.96 || 1.66 || 3.70 || 2.96 || 3.70 || 2.96 || 1.48 || (0.44)2.22 || 1.11 || (0.92)4.62&lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Plasma Carronade (Standard) || 36&amp;quot; Heavy6 S7 ap-3 D2 || (0.44)1.77 || (0.44)1.77 || 1.77 || 1.33 || 2.22 || 1.77 || 3.33 || 1.77 || 1.77 || (1.33)2.66 || 3.33 || (2.22)4.44&lt;br /&gt;
|-&lt;br /&gt;
| Hellfire Plasma Carronade (Supercharge) || 36&amp;quot; Heavy6 S8 ap-3 D3 || (1.33)4 || (0.88)2.66 || 4 || 2 || 5 || 4 || 6.66 || 4 || 2.66 || (1.33)4 || 3.33 || (2.77)8.33&lt;br /&gt;
|-&lt;br /&gt;
| Volkite Falconet Battery || 36&amp;quot; Heavy6 S8 ap-2 D2 wound roll of 6 +2mw (1.33mw) || (0.5)3.33 || (0.33)2.66 || 3.33 || 2.66 || 3.99 || 3.33 || 4.88 || 3.99 || 3.10 || (1.33)3.99 || 4.66 || (2.22)5.77&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Aiolos Missile Launcher || 48&amp;quot; Heavy3D3 S6 ap-1 D1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Boreas Air Defence Missiles || 48&amp;quot; Heavy1 S9 ap-3 DD6 add2 to hit aircraft and damage becomes DD3+3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Dreadnought|Relic Contemptor Dreadnought]] pg18===&lt;br /&gt;
[[image:ContemptorIncaendius.jpg|300px|thumbnail|right|Yes, this is a blood angels dreadnought. How did you tell?]]&lt;br /&gt;
What used to be the main fighting dreadnought of the legions, until the heresy happened and people forgot how to make jointed legs. A S/T 7 dreadnought, with access to a wide variety of weapons, allowing you to kit it out for whatever gap in the proverbial market you want it to fill. It also gets an invulnerability save, which is part of its main selling point, because otherwise T7 and a 3+ Sv really doesn’t cut it in apocalypse.&lt;br /&gt;
&lt;br /&gt;
The most pimpable model in the entirety of forge world, because not only does it get a load of weapon options, but you actually have a lot of physical models to choose from.&lt;br /&gt;
*1 Heavy Plasma Cannon or 1 Conversion Beam Cannon or 1 Kheres-Pattern Assault Cannon or 1 Multi-Melta or 1 Twin Autocannon or 1 Twin Heavy Bolter or 1 Twin Lascannon or 1 Twin Volkite Culverin or 1 Dreadnought Chainfist and 1 Storm Bolter or 1 Dreadnought Combat Weapon and 1 Storm Bolter&lt;br /&gt;
*1 Heavy Plasma Cannon or 1 Conversion Beam Cannon or 1 Kheres-Pattern Assault Cannon or 1 Multi-Melta or 1 Twin Autocannon or 1 Twin Heavy Bolter or 1 Twin Lascannon or 1 Twin Volkite Culverin or 1 Dreadnought Chainfist and 1 Storm Bolter or 1 Dreadnought Combat Weapon and 1 Storm Bolter&lt;br /&gt;
*1 Storm Bolter or 1 Graviton Blaster or 1 Heavy Flamer or 1 Contemptor Plasma Blaster&lt;br /&gt;
*+1 Cyclone Missile Launcher&lt;br /&gt;
&lt;br /&gt;
140 pts&lt;br /&gt;
&lt;br /&gt;
+5 pts Conversion Beam Cannon&lt;br /&gt;
&lt;br /&gt;
+5 pts Contemptor Plasma Blaster&lt;br /&gt;
&lt;br /&gt;
+25 pts Cyclone Missile Launcher&lt;br /&gt;
&lt;br /&gt;
+5 pts Dreadnought Chainfist&lt;br /&gt;
&lt;br /&gt;
+5 pts Graviton Blaster&lt;br /&gt;
&lt;br /&gt;
+5 pts Heavy Flamer&lt;br /&gt;
&lt;br /&gt;
+10 Kheres-Pattern Assault Cannon&lt;br /&gt;
&lt;br /&gt;
+10 pts Multi-Melta&lt;br /&gt;
&lt;br /&gt;
+15 pts Twin Autocannon&lt;br /&gt;
&lt;br /&gt;
+15 pts Twin Heavy Bolter&lt;br /&gt;
&lt;br /&gt;
+25 pts Twin Lascannon&lt;br /&gt;
&lt;br /&gt;
+5 pts Twin Volkite Culverin&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Conversion Beam Cannon (Short Range) || 0-24&amp;quot; HeavyD3 S6 ap-1 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Conversion Beam Cannon (Medium Range) || 24-48&amp;quot; HeavyD3 S7 ap-2 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Conversion Beam Cannon (Long Range) || 48-72&amp;quot; HeavyD3 S8 ap-3 D4 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Autocannon || 48&amp;quot; Heavy4 S7 ap-1 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Volkite Culverin || 45&amp;quot; Heavy8 S6 ap0 D1 1mw on wound roll 6+ (0.88mw) || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Contemptor Plasma Blaster (Standard) || 18&amp;quot; Assault2 S7 ap-3 D1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Contemptor Plasma Blaster (Supercharge) || 18&amp;quot; Assault2 S8 ap-3 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Graviton Blaster || 18&amp;quot; Assault2 S5 ap-3 D1 D2 against sv of 3+ or better || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Dreadnought|Leviathan Dreadnought]] pg19===&lt;br /&gt;
[[File:Leviathan_Dread.png|300px|thumbnail|right|Yes, it looks fat, but all that fat is to hold in the reactor the size of a tank.]]&lt;br /&gt;
*2 Heavy Flamers or 2 Twin Volite Calivers&lt;br /&gt;
*1 Grav-Flux Bombard or 1 Cyclonic Melta Lance or 1 Storm Cannon or 1 Meltagun and 1 Leviathan Siege Claw or 1 Meltagun and 1 Leviathan Siege Drill&lt;br /&gt;
*1 Grav-Flux Bombard or 1 Cyclonic Melta Lance or 1 Storm Cannon or 1 Meltagun and 1 Leviathan Siege Claw or 1 Meltagun and 1 Leviathan Siege Drill&lt;br /&gt;
220 pts&lt;br /&gt;
&lt;br /&gt;
+20 pts Cyclonic Melta Lance&lt;br /&gt;
&lt;br /&gt;
+5 pts Hunter Killer Missile&lt;br /&gt;
&lt;br /&gt;
+10 pts Storm Cannon&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Cyclonic Melta Lance || 18&amp;quot; HeavyD6 S9 ap-4 DD6 || (1.03)4.53 || (0.77)3.40 || 3.62 || 2.04 || 5.44 || 4.53 || 5.44 || 3.62 || 1.81 || (0.77)2.72 || 1.94 || (1.94)6.80&lt;br /&gt;
|-&lt;br /&gt;
| Grav-Flux Bombard || 24&amp;quot; Heavy2D3 S8 ap-3 D2 damage 3 against units with 3+sv or better || (0.88)2.66 || (0.59)1.77 || 2.66 || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Storm Cannon || 36&amp;quot; Heavy8 S7 ap-1 D2 || (0.29)1.18 || (0.29)1.18 || 1.18 || 1.77 || 1.77 || 1.18 || 2.66 || 1.77 || 2.37 || (1.18)2.37 || 4.44 || (1.77)3.55&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Volkite Caliver || 30&amp;quot; Heavy4 S5 ap0 D2 wound roll of 6 inflicts 1 mortal wound (0.44mw) || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Leviathan Siege Claw || Melee5 S14 ap-3 D3 make 1 extra attack with this weapon || 4.44 || 4.44 || 4.44 || 5.55 || 5.55 || 4.44 || 6.94 || 5.55 || 2.77 || (&#039;&#039;&#039;1.38&#039;&#039;&#039;)4.16 || &#039;&#039;&#039;2.77&#039;&#039;&#039; || (&#039;&#039;&#039;2.31&#039;&#039;&#039;)6.94&lt;br /&gt;
|-&lt;br /&gt;
| Leviathan Siege Drill || Melee4 S14 ap-4 D2D3 damage 6 against vehicles || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;8.8&#039;&#039;&#039;8 || &#039;&#039;&#039;4.7&#039;&#039;&#039; || &#039;&#039;&#039;10.66&#039;&#039;&#039; || &#039;&#039;&#039;10.66&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;10.66&#039;&#039;&#039; || &#039;&#039;&#039;2.92&#039;&#039;&#039; || (1.11)&#039;&#039;&#039;4.44&#039;&#039;&#039; || 2.22 || (2.22)&#039;&#039;&#039;8.88&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Typhon Heavy Siege Tank|Typhon]] pg35===&lt;br /&gt;
[[Image:TYPHON_HEAVY_SIEGE_TANK.jpg|350px|thumb|right|Sacrificing troop capacity so that the barrel can fit.]]&lt;br /&gt;
The typhon is very dangerous, but only at &#039;&#039;&#039;VERY&#039;&#039;&#039; short range. Designed by someone who thought that people actually use fortifications, the typhons dreadhammer will chew through anything you put in front of it if given enough time. There lies the problem however, as with only 24” on your main gun you are going to struggle to get into range with your preferred targets (read, void shielded units), and all those units have better range or can outclass them typhon in melee.&lt;br /&gt;
*1 Dreadhammer Siege Cannon&lt;br /&gt;
*1 Crushing Tracks&lt;br /&gt;
*+2 Heavy Bolters or 2 Lascannons&lt;br /&gt;
*+1 Heavy Bolter or 1 Heavy Flamer or 1 Multi-Melta or 1 Storm Bolter&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Dreadhammer Siege Cannon || 24&amp;quot; Heavy2D6 S10 ap-4 D3 || (2.07)7.77 || (2.07)7.77 || 6.22 || 4.66 || 9.33 || 7.77 || 9.33 || 6.22 || 3.11 || (1.94)5.83 || 3.88 || (3.88)11.66&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee6 S8 ap-2 DD3 || 0.5 || 0.33 || 0.5 || 0.44 || 0.66 || 0.5 || 0.88 || 0.66 || 0.44 || (0.33)0.66 || 0.83 || (0.55)1.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Cerberus Heavy Tank Destroyer|Cerberus]] pg35===&lt;br /&gt;
[[File:Sm-cerberus.jpg|right|350px|thumb|The only way to destroy another tank is to destroy your own to fit a huge gun.]]&lt;br /&gt;
*1 Cerberus Neutron Pulse Array&lt;br /&gt;
*1 Crushing Tracks&lt;br /&gt;
*+2 Heavy Bolters or 2 Lascannons&lt;br /&gt;
*+1 Heavy Bolter or 1 Heavy Flamer or 1 Multi-Melta or 1 Storm Bolter&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Cerberus Neutron Pulse Array || 48&amp;quot; Heavy4 S14 ap-4 2D3 || (1.18)5.92 || (1.18)5.92 || 4.74 || 3.55 || 7.11 || 5.92 || 8.88 || 4.74 || 2.96 || (1.11)4.44 || 2.22 || (2.22)8.88&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee6 S8 ap-2 DD3 || 0.5 || 0.33 || 0.5 || 0.44 || 0.66 || 0.5 || 0.88 || 0.66 || 0.44 || (0.33)0.66 || 0.83 || (0.55)1.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Spartan Assault Tank|Spartan]] pg36===&lt;br /&gt;
[[File:Spartan_and_proteus.jpg|right|400px| Land raiders are so 30k, spartans are what&#039;s hip today.]]&lt;br /&gt;
*2 Quad Lascannons or 2 Laser Destroyers&lt;br /&gt;
*1 Twin Heavy Bolter or 1 Twin Heavy Flamer&lt;br /&gt;
*1 Crushing Tracks&lt;br /&gt;
*+1 Heavy Bolter or 1 Heavy Flamer or 1 Multi Melta or 1 Storm Bolter&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Laser Destroyer || 36&amp;quot; Heavy3 S10 ap-4 D3+3 || (0.88)&#039;&#039;&#039;5.55&#039;&#039;&#039; || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)&#039;&#039;&#039;5.55&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;3.33&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;5.55&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (0.83)&#039;&#039;&#039;4.16&#039;&#039;&#039; || 1.66 || (1.66)&#039;&#039;&#039;8.33&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Quad Lascannon || 48&amp;quot; Heavy4 S9 ap-3 DD6 || (&#039;&#039;&#039;1.18&#039;&#039;&#039;)4.14 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || 4.14 || 2.33 || 5.18 || 4.14 || 5.18 || 4.14 || 2.07 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (&#039;&#039;&#039;1.85&#039;&#039;&#039;)6.48&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee6 S8 ap-2 DD3 || 0.5 || 0.33 || 0.5 || 0.44 || 0.66 || 0.5 || 0.88 || 0.66 || 0.44 || (0.33)0.66 || 0.83 || (0.55)1.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Fellblade]] pg37===&lt;br /&gt;
[[Image:Fellblade.jpg|right|thumb|400px|The bane of light vehicles from the eye of terror to holy terra.]]&lt;br /&gt;
The fellblade suffers from being a generalist. It’s not that it lacks dakka. It doesn’t, packing a wide array of very dangerous sponsons. The issue lies in its main weapon, the fell blade accelerator cannon. The cannon can’t decide what to be, having one anti infantry and one anti tank profile, but neither has the punch to really set it apart in either category, and as a result is outclassed by tanks which put their money where their air intakes are and specialise.&lt;br /&gt;
&lt;br /&gt;
*1 Fellblade Accelerator Cannon&lt;br /&gt;
*1 Demolisher Cannon&lt;br /&gt;
*2 Quad Lascannons or 2 Laser Destroyers&lt;br /&gt;
*1 Twin Heavy Bolter or 1 Twin Heavy Flamer&lt;br /&gt;
*1 Crushing Tracks&lt;br /&gt;
*+1 Heavy Bolter or 1 Heavy Flamer or 1 Multi Melta or 1 Storm Bolter&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Laser Destroyer || 36&amp;quot; Heavy3 S10 ap-4 D3+3 || (0.88)&#039;&#039;&#039;5.55&#039;&#039;&#039; || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)&#039;&#039;&#039;5.55&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;3.33&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;5.55&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (0.83)&#039;&#039;&#039;4.16&#039;&#039;&#039; || 1.66 || (1.66)&#039;&#039;&#039;8.33&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Quad Lascannon || 48&amp;quot; Heavy4 S9 ap-3 DD6 || (&#039;&#039;&#039;1.18&#039;&#039;&#039;)4.14 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || 4.14 || 2.33 || 5.18 || 4.14 || 5.18 || 4.14 || 2.07 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (&#039;&#039;&#039;1.85&#039;&#039;&#039;)6.48&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Fellblade Accelerator Cannon (HE Shells) || 72&amp;quot; Heavy2D6 S8 ap-3 D2 || (&#039;&#039;&#039;0.77&#039;&#039;&#039;)3.11 || (0.51)2.07 || 3.11 || 1.55 || 3.88 || 3.11 || 5.18 || 3.11 || 2.07 || (&#039;&#039;&#039;1.55&#039;&#039;&#039;)3.11 || &#039;&#039;&#039;3.88&#039;&#039;&#039; || (&#039;&#039;&#039;3.24&#039;&#039;&#039;)6.48&lt;br /&gt;
|-&lt;br /&gt;
| Fellblade Accelerator Cannon (AE Shells) || 72&amp;quot; Heavy2 S14 ap-4 D6 || (0.59)&#039;&#039;&#039;4.44&#039;&#039;&#039; || (&#039;&#039;&#039;0.59&#039;&#039;&#039;)&#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;3.55&#039;&#039;&#039; || &#039;&#039;&#039;2.66&#039;&#039;&#039; || &#039;&#039;&#039;5.33&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;3.55&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (0.55)&#039;&#039;&#039;3.33&#039;&#039;&#039; || 1.11 || (1.11)&#039;&#039;&#039;6.66&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee6 S8 ap-2 DD3 || 0.5 || 0.33 || 0.5 || 0.44 || 0.66 || 0.5 || 0.88 || 0.66 || 0.44 || (0.33)0.66 || 0.83 || (0.55)1.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Fellblade|Falchion]] pg38===&lt;br /&gt;
[[File:Falchion.jpg|300px|right|thumb|What other titanic units have nightmares about.]]&lt;br /&gt;
The Falchion exists for one reason and for one reason only, and that is its main gun, the (inventively named) Twin Falcion Volcano Cannon. Yes, it has other guns. Yes, you can fit even more guns on it. Yes, its a landraider chassis, so is inherently tough. But none of that matters when you have a gun which rerolls wounds against titanic units. In the current edition, you will struggle to find a unit which will wound so reliably at such long range, to the point that three of these will happily fight a warhound titan and come out on top.&lt;br /&gt;
&lt;br /&gt;
*2 Quad Lascannons or 2 Laser Destroyers&lt;br /&gt;
*1 Twin Heavy Bolter or 1 Twin Heavy Flamer&lt;br /&gt;
*1 Twin Falcion Volcano Cannon&lt;br /&gt;
*+1 Heavy Bolter or 1 Heavy Flamer or 1 Multi Melta or 1 Storm Bolter&lt;br /&gt;
&lt;br /&gt;
600 pts&lt;br /&gt;
&lt;br /&gt;
+15 pts Heavy Bolter&lt;br /&gt;
&lt;br /&gt;
+15 pts Heavy Flamer&lt;br /&gt;
&lt;br /&gt;
+25 pts Multi-Melta&lt;br /&gt;
&lt;br /&gt;
+25 pts Laser Destroyer&lt;br /&gt;
&lt;br /&gt;
+5 Storm Bolter&lt;br /&gt;
&lt;br /&gt;
+10 pts Twin Heavy Flamer&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Laser Destroyer || 36&amp;quot; Heavy3 S10 ap-4 D3+3 || (0.88)&#039;&#039;&#039;5.55&#039;&#039;&#039; || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)&#039;&#039;&#039;5.55&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;3.33&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;5.55&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (0.83)&#039;&#039;&#039;4.16&#039;&#039;&#039; || 1.66 || (1.66)&#039;&#039;&#039;8.33&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Quad Lascannon || 48&amp;quot; Heavy4 S9 ap-3 DD6 || (&#039;&#039;&#039;1.18&#039;&#039;&#039;)4.14 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || 4.14 || 2.33 || 5.18 || 4.14 || 5.18 || 4.14 || 2.07 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || &#039;&#039;&#039;2.22&#039;&#039;&#039; || (&#039;&#039;&#039;1.85&#039;&#039;&#039;)6.48&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Falcion Volcano Cannon || 120&amp;quot; Heavy2D3 S14 ap-5 D6 reroll wounds against Titanic || (1.58)14.22 || (1.58)14.22 || 9.48 || 7.11 || 14.22 || 10.66 || 13.33 || 9.48 || 4.44 || (1.11)6.66 || 2.22 || (2.22)13.33&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee6 S8 ap-2 DD3 || 0.5 || 0.33 || 0.5 || 0.44 || 0.66 || 0.5 || 0.88 || 0.66 || 0.44 || (0.33)0.66 || 0.83 || (0.55)1.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Astraeus Super-heavy Tank|Astraeus]] pg39===&lt;br /&gt;
[[File:AstraeusRedScorpions.jpg|300px|right|thumb|Probably the only weirder looking vehicle that can fly in 40k is the Stormbird.]]&lt;br /&gt;
*1 Ironhail Heavy Stubber&lt;br /&gt;
*2 Astraeus Las-Rippers or 2 Plasma Eradicators&lt;br /&gt;
*1 Storm Bolter&lt;br /&gt;
*1 Twin Heavy Bolter or 1 Twin Lascannon&lt;br /&gt;
*1 Twin Macro-Accelerator Cannon&lt;br /&gt;
*+1 Ironhail Heavy Stubber&lt;br /&gt;
&lt;br /&gt;
675 pts&lt;br /&gt;
&lt;br /&gt;
+5 pts Ironhail Heavy Stubber&lt;br /&gt;
&lt;br /&gt;
+30 Twin Lascannon&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Astraeus Las-Ripper || 36&amp;quot; Heavy2 S9 ap-3 DD6 || (&#039;&#039;&#039;0.59&#039;&#039;&#039;)&#039;&#039;&#039;2.07&#039;&#039;&#039; || (&#039;&#039;&#039;0.44&#039;&#039;&#039;)&#039;&#039;&#039;1.55&#039;&#039;&#039; || &#039;&#039;&#039;2.07&#039;&#039;&#039; || &#039;&#039;&#039;1.16&#039;&#039;&#039; || &#039;&#039;&#039;2.59&#039;&#039;&#039; || &#039;&#039;&#039;2.07&#039;&#039;&#039; || &#039;&#039;&#039;2.59&#039;&#039;&#039; || &#039;&#039;&#039;2.07&#039;&#039;&#039; || &#039;&#039;&#039;1.03&#039;&#039;&#039; || (0.44)&#039;&#039;&#039;1.55&#039;&#039;&#039; || 1.11 || (0.92)&#039;&#039;&#039;3.24&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Eradicator (Standard) || 36&amp;quot; HeavyD6 S7 ap-4 D2 || (0.25)1.29 || (0.25)1.29 || 1.03 || 0.77 || 1.55 || 1.29 || 2.33 || 1.03 || &#039;&#039;&#039;1.03&#039;&#039;&#039; || (&#039;&#039;&#039;0.77&#039;&#039;&#039;)&#039;&#039;&#039;1.55&#039;&#039;&#039; || &#039;&#039;&#039;1.94&#039;&#039;&#039; || (&#039;&#039;&#039;1.55&#039;&#039;&#039;)3.11&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Eradicator (Supercharge) || 36&amp;quot; HeavyD6 S8 ap-4 D3 || (0.77)2.91 || (0.51)1.94 || 2.33 || 1.16 || 3.5 || 2.91 || 4.66 || 2.33 || 1.55 || (0.77)2.33 || 1.94 || (1.94)5.83&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Macro-Accelerator Cannon || 72&amp;quot; Heavy12 S8 ap-2 D3 || (2)6 || (1.33)4 || 6 || 4 || 8 || 6 || 10.66 || 8 || 5.33 || (2.66)8 || 6.66 || (4.44)13.33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Mastodon]] pg40===&lt;br /&gt;
[[File:Mastodons.png|300px|right|thumb|One stop shop getting getting Space Marines from A to Heretic.]]&lt;br /&gt;
The single toughest thing the space marines can have, driving around with the stat line of a warlord titan (only with 2 void shields and a fraction of the wounds, but still). It has a huge transport capacity of 40, which you can use to transport everything which isn&#039;t a primaris (so you either fork out for a stormbird or their special transports) or a leviathan or deredeo dreadnought. Unlike the stormbird however, your points also buy you a load of guns. All of which are fairly close range, but thats kind of teh point, drive close, and unload your units and guns.&lt;br /&gt;
*2 Heavy Flamers&lt;br /&gt;
*2 Lascannons&lt;br /&gt;
*1 Siege Melta Array&lt;br /&gt;
*1 Skyreaper Battery&lt;br /&gt;
*1 Crushing Tracks&lt;br /&gt;
&lt;br /&gt;
800 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Siege Melta Array || 24&amp;quot; Heavy6 S8 ap-4 D6 || (&#039;&#039;&#039;1.33&#039;&#039;&#039;)&#039;&#039;&#039;5.83&#039;&#039;&#039; || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)&#039;&#039;&#039;3.88&#039;&#039;&#039; || &#039;&#039;&#039;4.66&#039;&#039;&#039; || &#039;&#039;&#039;2.33&#039;&#039;&#039; || &#039;&#039;&#039;7&#039;&#039;&#039; || &#039;&#039;&#039;5.83&#039;&#039;&#039; || &#039;&#039;&#039;9.33&#039;&#039;&#039; || &#039;&#039;&#039;4.66&#039;&#039;&#039; || &#039;&#039;&#039;3.11&#039;&#039;&#039; || (1.33)&#039;&#039;&#039;4.66&#039;&#039;&#039; || 3.33 || (&#039;&#039;&#039;3.33&#039;&#039;&#039;)&#039;&#039;&#039;11.66&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Skyreaper Battery || 48&amp;quot; Heavy8 S7 ap-2 D2 +1 hit aircraft and 4 damage || (0.44)1.77 || (0.44)1.77 || 1.77 || 1.77 || 2.37 || 1.77 || 3.55 || 2.37 || 2.37 || (&#039;&#039;&#039;1.77&#039;&#039;&#039;)3.55 || &#039;&#039;&#039;4.44&#039;&#039;&#039; || (2.37)4.74&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Tracks || Melee6 S9 ap-2 DD3 || 1.33 || 1 || 1.33 || 1.33 || 1.77 || 1.33 || 1.77 || 1.77 || 0.88 || (0.66)1.33 || 1.66 || (1.11)2.22&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Thunderhawk]] Gunship pg41===&lt;br /&gt;
[[File:Thunderhawk.jpg|thumb|250px|right|It&#039;s a Landraider. But it can fly. Don&#039;t ask any questions.]]&lt;br /&gt;
*2 Lascannons&lt;br /&gt;
*1 Thunderhawk Heavy Cannon or 1 Turbo-Laser Destructor&lt;br /&gt;
*4 Twin Heavy Bolters&lt;br /&gt;
*1 Thunderhawk Cluster Bombs or 1 Hellstrike Missile Battery&lt;br /&gt;
&lt;br /&gt;
800 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Hellstrike Missile Battery || 72&amp;quot; Heavy4 S8 ap-3 D3 +1 hit aircraft and D3+3 damage || (0.44)1.77 || (0.29)1.18 || 1.77 || 0.88 || 2.22 || 1.77 || 2.96 || 1.77 || 1.18 || (0.88)1.77 || 2.22 || (1.85)3.70&lt;br /&gt;
|-&lt;br /&gt;
| Thunderhawk Heavy Cannon || 48&amp;quot; Heavy2D6 S8 ap-2 D3+2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Turbo-Laser Destructor || 96&amp;quot; Heavy3 S16 ap-5 D6 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sokar-Pattern [[Stormbird]] pg42===&lt;br /&gt;
[[File:Stormbird.PNG|thumb|350px|right|Yes, this is effectively a Warhound Titan. And it can fly. You keep asking these silly questions.]]&lt;br /&gt;
The Stormbird is the logical conclusuon of Games Workshop&#039;s favouritism towards the Space Marines. The logic goes something like this. The space marines have a landraider with wings, but the titan legions get to have titans, while the Tau get the manta. So lets combine the three to give the space marines a titan with wings, give it a massive transport capacity, and because toughness 9 is so rare now lets make it toughness 9. The stormbird is insanely tough, in addition where everything is weaker, flying around with toughness 9, void shields (the new and better ones) and a 2+ save. What it lacks (and explains its 1000 point price) is guns, which it doesn&#039;t have that many of.&lt;br /&gt;
&lt;br /&gt;
This is fine though, as the Stormbird can carry pretty much anything you might need which isn&#039;t a superheavy tank. Its cavernous &#039;&#039;&#039;50&#039;&#039;&#039; model capacity can take Infantry, Bikers, Wulfen, Terminators, Gravis suits, Jump packs, Primaris jump packs, Centurions or 1 Rhino (which takes up 25 slots, but the rhino itself can still store stuff, just like a Russia Doll). Alas it can&#039;t carry dreadnoughts, but you have other units for that. To get the most out of it you want to be shuttling your relatively squishy cargo to key locations, then fly around gunning other smaller and weaker units out of the sky.&lt;br /&gt;
*1 Hellstrike Missile Battery&lt;br /&gt;
*3 Twin Heavy Bolters&lt;br /&gt;
*4 Twin Lascannons&lt;br /&gt;
&lt;br /&gt;
1000 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Hellstrike Missile Battery || 72&amp;quot; Heavy4 S8 ap-3 D3 +1 hit aircraft and D3+3 damage || (0.44)1.77 || (0.29)1.18 || 1.77 || 0.88 || 2.22 || 1.77 || 2.96 || 1.77 || 1.18 || (0.88)1.77 || 2.22 || (1.85)3.70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Ultramarines]]====&lt;br /&gt;
[[File:Space Marine Orbital Bombardment Meme.jpeg|600px|thumb|left|The space virgins in all their glory.]]&lt;br /&gt;
&lt;br /&gt;
=====[[Roboute Guilliman]]=====&lt;br /&gt;
[[Image:Girlyman.jpg|400px|thumb|left|His model from when his was just a small Primarch amongst many.]]&lt;br /&gt;
[[Image:GUILLIMAN2017.jpg|400px|thumb|right|His model when he realised that his big brothers weren&#039;t around to step on him.]]&lt;br /&gt;
There is very little at which Guilliman is not good at. Shooting? He only has some relatively meh gun but even then he makes it work. Buffing? Jesus Christ you&#039;d struggle to find a single unit in the game which buffs units around him to the sheer degree he does. Surviving? Guilliman is one of the most resilient units in the game, by virtue of running around with a 3+ invulnerability save all the time. Melee? Melee! Guilliman will duel pretty much anything else into the ground, and he will almost always win by virtue of reroll his hits and wounds and being tougher than what he is fighting.&lt;br /&gt;
&lt;br /&gt;
You want to know the scary part? Guilliman isn&#039;t even a fighter by Primarch standards. He&#039;s an administrator, a logistician, a statesman. You want to see a combat lord? Wait until they release rules for a proper primarch like Vulcan, the Khan, the Wolf King, Ferrus Manus (when he stops being dead), Sanguninius (when he stops being &#039;&#039;&#039;REALLY&#039;&#039;&#039; dead), Rogal Dorn or the Lion.... Yes I did just list all the loyal primarchs, that is how far down the list Guilliman is.&lt;br /&gt;
&lt;br /&gt;
*1 Hand of Dominion&lt;br /&gt;
*1 The Empeperor&#039;s Sword&lt;br /&gt;
&lt;br /&gt;
380 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Hand of Dominion (Shooting) || 24&amp;quot; Rapid Fire3 S6 ap-1 D2 || (0.18)0.75 || (0.18)0.75 || 0.75 || 1.13 || 1.13 || 0.75 || 1.13 || 1.13 || 1.13 || (0.75)1.51 || 2.36 || (1.13)2.26&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Hand of Dominion (Melee) || Melee6 S12 ap-3 D4 || &#039;&#039;&#039;12.09&#039;&#039;&#039; || &#039;&#039;&#039;12.09&#039;&#039;&#039; || &#039;&#039;&#039;12.09&#039;&#039;&#039; || &#039;&#039;&#039;15.12&#039;&#039;&#039; || &#039;&#039;&#039;15.12&#039;&#039;&#039; || &#039;&#039;&#039;12.09&#039;&#039;&#039; || 15.12 || &#039;&#039;&#039;15.12&#039;&#039;&#039; || &#039;&#039;&#039;7.56&#039;&#039;&#039; || (&#039;&#039;&#039;2.83&#039;&#039;&#039;)&#039;&#039;&#039;11.34&#039;&#039;&#039; || 5.67 || (4.72)18.90&lt;br /&gt;
|-&lt;br /&gt;
| The Emperor&#039;s Sword || Melee6 S8 ap-4 D3 wound roll 6+ +D3mw (2.26mw) || 10.76 || 7.93 || 9.06 || 9.06 || 12.46 || 10.76 || &#039;&#039;&#039;15.87&#039;&#039;&#039; || 12.46 || 6.79 || (2.26)9.06 || &#039;&#039;&#039;7.93&#039;&#039;&#039; || (&#039;&#039;&#039;5.67&#039;&#039;&#039;)&#039;&#039;&#039;19.27&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====[[Marneus Calgar]]=====&lt;br /&gt;
Papa smurf in 40K until guilliman became unfrozen/undead. Now that he’s a primaris marine he gets to become more like a custodes than a marine, while maintain a suite of rules which make him useful (lots of command points and refunds) while being very hard to kill (T5 and minus 1 damage received).&lt;br /&gt;
&lt;br /&gt;
He embodies what makes a space marine rules wise, with his weapons just being relic versions of normal marine stuff. He is a very potent combatant on the infantry scale, but won’t pull battles singlehanded in the way primarchs do. &lt;br /&gt;
&lt;br /&gt;
210pts&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlets of Ultramar (Shooting) || 24” Rapid Fire2 S4 ap-1 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Gauntlets of Ultramar (Melee) || Melee6 S8 ap-3 DD3 || 3.88 || 2.59 || 3.88 || 3.24 || 4.86 || 3.78 || 6.48 || 4.86 || 2.59 || (1.94)3.88 || 4.86 || (4.05)8.10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forces of the Imperium==&lt;br /&gt;
===[[Astra Militarum]]===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
*A lot of guns of all powers.&lt;br /&gt;
*Fairly cheap.&lt;br /&gt;
*Reasonably flexible.&lt;br /&gt;
*Can pump out a lot of bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
*Very squishy.&lt;br /&gt;
*Good luck in melee.&lt;br /&gt;
*Very expensive to create an army.&lt;br /&gt;
&lt;br /&gt;
====[[Macharius (tank)|Macharius]] pg71====&lt;br /&gt;
[[Image:MachariusTankArt.jpg|thumb|500px|Why  does it have chains on the front? To annoy anyone who tries to paint it.]]&lt;br /&gt;
&lt;br /&gt;
310pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Macharius Twin Battle Cannon || 72&amp;quot; Heavy2D6 S8 ap-2 DD6 || (0.87)3.06 || (0.58)2.04 || 3.06 || 2.04 || 4.08 || 3.06 || 5.44 || 4.08 || 2.72 || (1.16)4.08 || 2.91 || (1.94)6.80&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Heavy Stubber || 36&amp;quot; Heavy6 S4 ap0 D1 || (0.02)0.08 || (0.02)0.08 || 0.08 || 0.16 || 0.16 || 0.08 || 0.33 || 0.16 || 0.16 || (0.16)0.16 || 1.33 || (0.5)0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Macharius Vanquisher]] pg71====&lt;br /&gt;
[[File:Macharius_vanquisher.jpg|300px|right|thumb|A design unchanged since the 80’s.]]&lt;br /&gt;
&lt;br /&gt;
310pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Macharius Twin Vanquisher Cannon || 72&amp;quot; Heavy2 S16 ap-4 D9 add 1 to hit monsters and vehicles || (0.74)8.33 || (0.59)6.66 || 6.66 || 4 || 10 || 8.33 || 10 || 6.66 || 3.33 || (0.41)3.75 || 0.84 || (0.83)7.5&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Heavy Stubber || 36&amp;quot; Heavy6 S4 ap0 D1 || (0.02)0.08 || (0.02)0.08 || 0.08 || 0.16 || 0.16 || 0.08 || 0.33 || 0.16 || 0.16 || (0.16)0.16 || 1.33 || (0.5)0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Macharius Vulcan]] pg72====&lt;br /&gt;
340pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Macharius VulcanMega-Bolter || 60&amp;quot; Heavy16 S6 ap-2 D2 || (0.66)2.66 || (0.66)2.66 || 2.66 || 2.66 || 3.55 || 2.66 || 3.55 || 3.55 || 2.66 || (2.66)5.33 || 6.66 || (3.55)7.11&lt;br /&gt;
|-&lt;br /&gt;
| Twin Heavy Stubber || 36&amp;quot; Heavy6 S4 ap0 D1 || (0.02)0.08 || (0.02)0.08 || 0.08 || 0.16 || 0.16 || 0.08 || 0.33 || 0.16 || 0.16 || (0.16)0.16 || 1.33 || (0.5)0.5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Praetor Armoured Assault Launcher|Praetor]] pg72====&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Praetor Launcher (Foehammer) || 12-120&amp;quot; Heavy2D6 S9 ap-2 DD6 || (1.16)4.08 || (0.87)3.06 || 4.08 || 3.06 || 5.44 || 4.08 || 5.44 || 5.44 || 2.72 || (1.16)4.08 || 2.91 || (1.94)6.80&lt;br /&gt;
|-&lt;br /&gt;
| Praetor Launcher (Firestorm) || 12-120&amp;quot; Heavy3D6 S6 ap-2 D2 || (0.43)1.75 || (0.43)1.75 || 1.75 || 1.75 || 2.33 || 1.75 || 2.33 || 2.33 || 1.75 || (1.75)3.5 || 4.37 || (2.33)4.66&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====[[Minotaur Artillery Tank|Minotaur]] pg73====&lt;br /&gt;
300pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Minotaur Twin Earthshaker Cannon || 240&amp;quot; Heavy2D3+3 S9 ap-3 DD3 || (0.77)3.11 || (0.58)2.33 || 3.11 || 1.75 || 3.88 || 3.11 || 3.88 || 3.11 || 1.55 || (1.16)2.33 || 2.91 || (2.43)4.86&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Stormblade]] pg76====&lt;br /&gt;
420pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Stormblade Plasma Blastgun (Standard) || 72&amp;quot; Heavy2D6 S9 ap-4 D3 || (1.55)5.83 || (1.16)4.37 || 4.66 || 2.62 || 7 || 5.83 || 7 || 4.66 || 2.33 || (1.16)3.5 || 2.91 || (2.91)8.75&lt;br /&gt;
|-&lt;br /&gt;
| Stormblade Plasma Blastgun (Supercharge) || 72&amp;quot; Heavy2D6 S10 ap-4 D4 || (1.55)7.77 || (1.55)7.77 || 6.22 || 4.66 || 9.33 || 7.77 || 9.33 || 6.22 || 3.11 || (2.91)11.66 || 2.91 || (2.91)11.66&lt;br /&gt;
|-&lt;br /&gt;
| Stormblade Twin Heavy Bolter || 36&amp;quot; Heavy6 S5 ap-1 D2 || (0.16)0.66 || (0.16)0.66 || 0.66 || 1 || 1 || 0.66 || 1 || 1 || 0.66 || (0.5)1 || 1.66 || (1)2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Adeptus Custodes]]===&lt;br /&gt;
[[File:Custodes groove meme.jpeg|600px|thumb|centre|Custodes art is very easy. Just apply gold paint into the rough shape of a person.]]&lt;br /&gt;
&lt;br /&gt;
The custodes are not naturally an apocalypse army. When your force has only 10000 warriors (not including those who are dead, combat ineffective or fast asleep in dreadnoughts) and all your dudes are only on one planet (aka earth) you&#039;re not set up fluff wise for a big punchup (exceptions being any war on terra). Crunch wise they suffer from having a very high points per wound cost, and a relatively low damage per points cost. This does not set themselves up very well in apocalypse, as although an individual custodian is very tough, your opponent will have a lot of firepower looking to make their points back, and a single, 50 point custodian is a very temping target for a imperial guard gunner who&#039;s vehicle probably only cost 100 points.&lt;br /&gt;
&lt;br /&gt;
However, the sheer quality of the goodies the custodes have is where they shine, particularly in the bike, dreadnought and vehicle department, as (almost) all their stuff comes with an invulnerability save, some kind of damage ignoring or reducing ability and multiple damage per each attack. The custodes as a whole have been &#039;&#039;&#039;MASSIVELY&#039;&#039;&#039; helped by the fact that all guns are now lower strength than they were before, while the highest toughness is now toughness 9. This means that it became a lot harder for your enemy to wound them on a 2+, while you can wound everything (even with your bare knuckle punches) on at least a 5+.&lt;br /&gt;
&lt;br /&gt;
There is another reaso to take custodes however, and that is because they have some of the finest looking models in the entire game, and when you turn up to battle looking more [[If the Emperor had a Text-to-Speech Device|FABULOUS!!!]] than everyone else, you have already won.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
*The bestest best toys.&lt;br /&gt;
*High power and high damage.&lt;br /&gt;
*Very tough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
*Inflexible play style.&lt;br /&gt;
*Relatively slow if not planned around.&lt;br /&gt;
*Very expensive points per model.&lt;br /&gt;
&lt;br /&gt;
====Captain-General [[Trajann Valoris]]====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Valoris Model.PNG|400px|thumb|Right|A designer somewhere doesn’t appreciate that Valoris is guillimans height.]]&lt;br /&gt;
&lt;br /&gt;
Valoris is the king of the demi primarchs that are the custodes. He has more wounds, the holy that is a 3+ invulnerability save, more attacks, better guns and an axe which cuts Titans in half, allows rerolling hit and wounds of 1 for units in range and comes with a special character relic which is actually really good compared to what others get stuck with.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, he almost feels a bit... underpowered. He will annihilate any generic character, but space marines chapter masters have more attacks and wounds, and melee weapons with consistent damage instead of dice rolling. He is cheaper than the like of calgar, but at times for a being who’s the size of a primarch in the fluff, he doesn’t seem to feel like one.&lt;br /&gt;
&lt;br /&gt;
For his fluff he should be sitting more towards the true primarch category, but for his price point he does a lot...just make sure you find a way of getting him into a fight.&lt;br /&gt;
&lt;br /&gt;
*Watchers Axe&lt;br /&gt;
*Misericordia&lt;br /&gt;
&lt;br /&gt;
190pts&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Watchers Axe (Ranged) || 24” Rapid Fire1 S5 ap-1 D2 || (0.07)0.28 || (0.07)0.28 || 0.28 || 0.43 || 0.43 || 0.28 || 0.43 || 0.43 || 0.28 || (0.18)0.37 || 0.63 || (0.37)0.75&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Watchers Axe (Melee) || Melee5 S10 ap-3 DD3 || 5.04 || 5.04 || 5.04 || 6.30 || 6.30 || 5.04 || 6.30 || 6.30 || 2.52 || (2.36)4.72 || 4.72 || (3.93)7.87&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Custodian Guard]] and [[Custodian Warden]]s (GW and FW versions) pg83====&lt;br /&gt;
[[File:60010101002_BurningProsperoENG02.jpg|right|thumb|400px|So shiny. So gold.]]&lt;br /&gt;
Why are these guys here? No other infantry is in this tactics page, what makes these infantry so special? Well firstly, the custodes have more forge world choices than they do GW choices, so a page which is covering 99% forge world units kind of has to include these guys. Secondly, custodian guard are the toughest base line infantry of any faction in the game. There is no other troop choice which can beat T5 2+/4++ W3 as standard, they are more like characters than a unit (which is how they are in the fluff. As such, any fight the custodes go to they have to include these guys to hold objectives, and even though they are troops they are still the coolest troop choice in the entire game, although they will cost you a couple of arms in points to run. To be fair though, what they do they do very well, as other factors would have to pay almost as much to achieve the 2+/4++ stat line, and only have toughness 4, be a lot slower and hit nowhere near as often.&lt;br /&gt;
&lt;br /&gt;
Loadout wise you have a wide range of options. If you want strength 8 on your melee attacks then you have to take the guardian axe, but you&#039;re stuck with the relic bolter. If you&#039;re willing to take &amp;quot;just&amp;quot; strength 6 on your melee attacks then you have a wider array of dakka, depending on how much you&#039;re willing to spend, from the aforementioned relic bolter, to the reliable, high ap and damage of the Adrasite Spear, or make the most of your excellent ballistic skill and just go for a spear with a melta attached to it. If you&#039;re parranoid about your custodes being shot to pieces (and rightfully so) you can go for the sword and board varient, for a 2+/3++ plus an extra point of armour which allows you to ignore ap-1 shots, so heavy bolters, autocannons etc will do nothing to you.&lt;br /&gt;
&lt;br /&gt;
If you want even further resilience, attacks and access to the axes at the cost of going to elites and no storm shields then you go for the wardens. They are unusual in that they have a feel no pain save, which in apocalypse is a mixed bag in that yes, they will help prevent damage, but it’s of no statistical use when your opponent is throwing damage 10 shots at you.&lt;br /&gt;
&lt;br /&gt;
*1 Guardian Spear, or 1 Guardian Axe, or 1 Sentinel Blade and Storm Shield, or 1 Adrasite Spear or 1 Phyrite Spear&lt;br /&gt;
*+1 Misericordia (unless has storm shield)&lt;br /&gt;
&lt;br /&gt;
49pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Spear/Axe (Shooting) || 24&amp;quot; Rapid Fire 1 S4 ap-1 D2 || (0.02)0.09 || (0.02)0.09 || 0.09 || 0.13 || 0.13 || 0.09 || 0.27 || 0.13 || 0.18 || 0.18 || 0.46 || (0.20)0.41&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Shooting) || 12&amp;quot; Pistol2 S4 ap0 D1 || (0.01)0.01 || (0.01)0.01 || 0.01 || 0.09 || 0.09 || 0.01 || 0.18 || 0.09 || 0.09 || (0.09)0.09 || &#039;&#039;&#039;0.74&#039;&#039;&#039; || (0.27)0.27&lt;br /&gt;
|-&lt;br /&gt;
| Adrasite Spear (Shooting) || 18&amp;quot; Assault1 S5 ap-3 D3 || (0.18)0.55 || (&#039;&#039;&#039;0.18&#039;&#039;&#039;)0.55 || 0.55 || 0.41 || 0.69 || 0.55 || 0.69 || 0.55 || 0.27 || (0.20)0.62 || 0.55 || (0.46)1.62&lt;br /&gt;
|-&lt;br /&gt;
| Pyirthite Spear (Shooting) || 12&amp;quot; Assault1 S8 ap-4 DD6 || (&#039;&#039;&#039;0.27&#039;&#039;&#039;)&#039;&#039;&#039;1.21&#039;&#039;&#039; || (&#039;&#039;&#039;0.18&#039;&#039;&#039;)&#039;&#039;&#039;0.81&#039;&#039;&#039; || &#039;&#039;&#039;0.97&#039;&#039;&#039; || &#039;&#039;&#039;0.48&#039;&#039;&#039; || &#039;&#039;&#039;1.45&#039;&#039;&#039; || &#039;&#039;&#039;1.21&#039;&#039;&#039; || &#039;&#039;&#039;1.94&#039;&#039;&#039; || &#039;&#039;&#039;0.97&#039;&#039;&#039; || &#039;&#039;&#039;0.64&#039;&#039;&#039; || (&#039;&#039;&#039;0.27&#039;&#039;&#039;)&#039;&#039;&#039;0.97&#039;&#039;&#039; || 0.69 || (&#039;&#039;&#039;0.69&#039;&#039;&#039;)&#039;&#039;&#039;2.43&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Guardian Axe (Melee) || Melee3 S8 ap-2 DD3 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 0.83 || &#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.11 || &#039;&#039;&#039;1.66&#039;&#039;&#039; || &#039;&#039;&#039;1.25&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;1.66&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || (&#039;&#039;&#039;0.83&#039;&#039;&#039;)&#039;&#039;&#039;1.66&#039;&#039;&#039; || &#039;&#039;&#039;2.08&#039;&#039;&#039; || (&#039;&#039;&#039;1.38&#039;&#039;&#039;)&#039;&#039;&#039;2.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Guardian/Adrasite/Pyirthite Spear (Melee) || Melee3 S6 ap-3 DD3 || 1.11 || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.11 || &#039;&#039;&#039;1.38&#039;&#039;&#039; || 1.38 || 1.11 || 1.38 || 1.38 || 0.83 || (&#039;&#039;&#039;0.83&#039;&#039;&#039;)&#039;&#039;&#039;1.66&#039;&#039;&#039; || &#039;&#039;&#039;2.08&#039;&#039;&#039; || (&#039;&#039;&#039;1.38&#039;&#039;&#039;)&#039;&#039;&#039;2.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sentinel Blade (Melee) || Melee3 S5 ap-3 DD3 || 1.11 || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.11 || &#039;&#039;&#039;1.38&#039;&#039;&#039; || 1.38 || 1.11 || 1.38 || 1.38 || 0.55 || (0.62)1.25 || &#039;&#039;&#039;2.08&#039;&#039;&#039; || (&#039;&#039;&#039;1.38&#039;&#039;&#039;)&#039;&#039;&#039;2.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====[[Sagittarum Guard|Sagittarium Custodians]] pg83====&lt;br /&gt;
[[File:Ss8MUVw.jpg|270px|right|thumb|Carrying those combi assault heavy bolters like they were normal bolters. Puts their strength into perspective.]]&lt;br /&gt;
The custodes assault bolter squad are in a weird position. They cost 1 point more than a normal custodes (paying 1 point for their gun), or the same if you give them misericodias to make them surprisingly dangerous in melee. They have a assault heavy bolter with a combi disintegrator attached (remember, you can fire both at once). They are also custodes so they’re really hard to kill, and being troops they can hold back line objectives.&lt;br /&gt;
&lt;br /&gt;
However, their ranged attacks are a bit meh. They’re only heavy bolter ranged (36”) which is a lot in normal games, but can’t do much in apocalypse, and even with the combi feature they’re still only assault heavy bolters, and as such they struggle to wound stuff. They don’t shoot fast enough to kill hordes, don’t have enough ap to deal with marines (minus the beam option) or the strength to hurt any vehicles. And there lies the problem, you’re paying a lot of money for something which performs far better in melee than it does at range. However, give them a lot of infantry which is charging an objective they will hold that objective, and they do have very nice models.&lt;br /&gt;
&lt;br /&gt;
*1 Adrastus Bolt Caliver&lt;br /&gt;
*+1 Misericordia&lt;br /&gt;
&lt;br /&gt;
50pts&lt;br /&gt;
&lt;br /&gt;
+3pts Misericordia&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Adrastus Bolt Caliver (Bolt Volley) || 36&amp;quot; Assault3 S5 ap-1 D2 || (0.13)&#039;&#039;&#039;0.55&#039;&#039;&#039; || (0.13)&#039;&#039;&#039;0.55&#039;&#039;&#039; || &#039;&#039;&#039;0.55&#039;&#039;&#039; || &#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;0.55&#039;&#039;&#039; || &#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;0.55&#039;&#039;&#039; || (&#039;&#039;&#039;0.41&#039;&#039;&#039;)&#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;1.38&#039;&#039;&#039; || (&#039;&#039;&#039;0.83&#039;&#039;&#039;)&#039;&#039;&#039;1.66&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Adrastus Bolt Caliver (Disintegration Beam) || 15&amp;quot; Assault1 S5 ap-3 D3 || (&#039;&#039;&#039;0.18&#039;&#039;&#039;)&#039;&#039;&#039;0.55&#039;&#039;&#039; || (&#039;&#039;&#039;0.18&#039;&#039;&#039;)&#039;&#039;&#039;0.55&#039;&#039;&#039; || &#039;&#039;&#039;0.55&#039;&#039;&#039; || 0.41 || 0.69 || 0.55 || 0.69 || 0.55 || 0.27 || (0.20)0.62 || 0.55 || (0.46)1.62&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Misericordia || Melee4 S5 ap-1 D1 make 1 extra attack with this weapon. || 0.37 || 0.37 || 0.37 || 0.55 || 0.55 || 0.37 || 0.55 || 0.55 || 0.37 || (0.55)0.56 || 1.85 || (1.11)1.11&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Aquilon Terminator|Aquilon Custodians]] pg84====&lt;br /&gt;
[[File:Aquilon-Terminator.jpg|400px|right|thumb|[[TTS|HUMMONGOUS TERMINATOR DADDIES!!!]]]]&lt;br /&gt;
Terminators? Why would you bring terminators to fight in apocalypse? Don&#039;t they cost even more than normal custodians and only have 1 extra wound? Even with the ability to teleport they won&#039;t be able to do anything.&lt;br /&gt;
&lt;br /&gt;
Well I will have you know, these guys will punch titans. And they will win. You&#039;ll have to get there first, but once you are there a unit of these guys can make back far more than there points in a single round of fisting. These are the best terminators in the galaxy. They can run, have the famous 2+/4++ save, have toughness 5 and have the best kit available. Half damage, rapid fire 2 heavy bolters. S6 heavy flamers with 15&amp;quot; range. Disintegrator pistols with ap and damage 3 for punching through and destroying all sizes of unit. The Aquilons are the best humanoid unit in the galaxy without going to characters. Bar none. They will win any fight with infantry you put them in, and will fight most vehicles and also win. That is why they are here. In a galaxy of the greatest horrors known, they are the greatest horrors mankind has.&lt;br /&gt;
&lt;br /&gt;
*1 Lastrum Storm Bolter or 1 Infernus Firespike or 1 Twin Adrathic Destructor&lt;br /&gt;
*1 Solerite Power Gauntlet or 1 Solerite Power Talon&lt;br /&gt;
*+ 1 Misericordia&lt;br /&gt;
&lt;br /&gt;
75 pts&lt;br /&gt;
&lt;br /&gt;
+3 pts Misericordia&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Infernus Firespike || 15&amp;quot; HeavyD6 S6 ap-1 D1 auto hit || (0.12)0.38 || (0.12)0.38 || 0.38 || 0.58 || 0.58 || 0.38 || 0.58 || 0.58 || &#039;&#039;&#039;0.58&#039;&#039;&#039; || (&#039;&#039;&#039;0.77&#039;&#039;&#039;)0.77 || &#039;&#039;&#039;2.43&#039;&#039;&#039; || (&#039;&#039;&#039;1.16&#039;&#039;&#039;)1.16&lt;br /&gt;
|-&lt;br /&gt;
| Lastrum Storm Bolter || 24&amp;quot; Rapid Fire2 S5 ap-1 D1 || (0.06)0.18 || (0.06)0.18 || 0.18 || 0.27 || 0.27 || 0.18 || 0.27 || 0.27 || 0.18 || (0.27)0.27 || 0.92 || (0.55)0.55&lt;br /&gt;
|-&lt;br /&gt;
| Twin Adratic Destructor || 18&amp;quot; Assault2 S5 ap-3 D3 || (&#039;&#039;&#039;0.37&#039;&#039;&#039;)&#039;&#039;&#039;1.11&#039;&#039;&#039; || (&#039;&#039;&#039;0.37&#039;&#039;&#039;)&#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;1.38&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;1.38&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 0.55 || (0.41)&#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.11 || (0.92)&#039;&#039;&#039;2.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Solerite Power Gauntlet || Melee4 S10 ap-4 D2 || &#039;&#039;&#039;3.70&#039;&#039;&#039; || &#039;&#039;&#039;3.70&#039;&#039;&#039; || &#039;&#039;&#039;2.96&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;3.70&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;1.48&#039;&#039;&#039; || (1.38)&#039;&#039;&#039;2.77&#039;&#039;&#039; || 2.77 || (&#039;&#039;&#039;2.77&#039;&#039;&#039;)&#039;&#039;&#039;5.55&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Solerite Power Talon || Melee5 S6 ap-2 D1 make 1 extra attack with this weapon, rewound failed wounds || 1.15 || 1.15 || 1.15 || 1.54 || 1.54 || 1.15 || 1.54 || 1.54 || 1.04 || (&#039;&#039;&#039;1.85&#039;&#039;&#039;)1.85 || &#039;&#039;&#039;4.05&#039;&#039;&#039; || (2.46)2.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Contemptor-Galatus Dreadnought]] pg84====&lt;br /&gt;
[[File:Custodes Contemptor-Galatus Sword.jpg|300px|right|thumb|He used a sword and board in life, so god emperor damn it he&#039;ll use one in death!]]&lt;br /&gt;
The sword and board dreadnought. Incredibly tough with the custodes dreadnought -1 damage ability, a 4+ invulnerability save and -1 to hit it, while very choppy, running around with what amounts to an uber powersword. Performs well against all targets, by the simple virtue that it is so incredibly hard to kill, so your opponent will have died of boredom by the time they inflict a single wound on you.&lt;br /&gt;
&lt;br /&gt;
170 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Galatus Warblade (Shooting) || 12&amp;quot; Heavy2D6 S6 ap-1 D1 auto hit || (0.25)0.77 || (0.25)0.77 || 0.77 || 1.16 || 1.16 || 0.77 || 1.16 || 1.16 || 1.16 || (1.55)1.55 || 4.86 || (2.33)2.33&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Galatus Warblade (Melee) || Melee5+D3 S7 ap-3 D3 || 3.88 || 3.88 || 3.88 || 4.86 || 4.86 || 3.88 || 7.29 || 4.86 || 3.88 || (1.94)5.83 || 4.86 || (3.24)9.72&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Contemptor-Galatus Dreadnought|Contemptor-Achillus Dreadnought]] pg85====&lt;br /&gt;
[[File:Custodes Contemptor-Galatus Spear.jpg|400px|right|thumb|For when you want to duel a greater demon and come out on top.]]&lt;br /&gt;
Swap the sword and board (so loosing the minus 1 to hit, extra attacks and loose a point of invulnerability) for more overall hitting power. The spear variant of the custodes dreadnought is much more of a glass cannon, as you want it charging over, and over again, not because it hits harder (which it does, double the damage against some targets) but because it deals mortal wounds on the charge, a rarity and essential against all those high saves.&lt;br /&gt;
&lt;br /&gt;
Despite its “reduced” survivability it will still trade upwards against its favourite targets, that being light vehicles (T7 and below), but even against other dreadnoughts and demon princes it will happily win its engagements.&lt;br /&gt;
&lt;br /&gt;
160 pts&lt;br /&gt;
&lt;br /&gt;
+10 pts Infernus Incinerator&lt;br /&gt;
&lt;br /&gt;
+10 pts Twin Adrathic Destructor&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Achilus Dreadspear (Shooting) || 24&amp;quot; Heavy2 S8 ap-2 D3 || (0.41)1.25 || (0.27)0.83 || 1.25 || 0.83 || 1.66 || 1.25 || 2.22 || 1.25 || 1.11 || (0.55)1.66 || 1.38 || (1.15)3.47&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Infernus Incinerator || 12&amp;quot; HeavyD6 S6 ap-1 D1 auto hit || (0.12)0.38 || (0.12)0.38 || 0.38 || 0.58 || 0.58 || 0.38 || 0.58 || 0.58 || &#039;&#039;&#039;0.58&#039;&#039;&#039; || (&#039;&#039;&#039;0.77&#039;&#039;&#039;)0.77 || &#039;&#039;&#039;2.43&#039;&#039;&#039; || (&#039;&#039;&#039;1.16&#039;&#039;&#039;)1.16&lt;br /&gt;
|-&lt;br /&gt;
| Lastrum Storm Bolter || 24&amp;quot; Rapid Fire2 S5 ap-1 D1 || (0.06)0.18 || (0.06)0.18 || 0.18 || 0.27 || 0.27 || 0.18 || 0.27 || 0.27 || 0.18 || (0.27)0.27 || 0.92 || (0.55)0.55&lt;br /&gt;
|-&lt;br /&gt;
| Twin Adratic Destructor || 18&amp;quot; Assault2 S5 ap-3 D3 || (&#039;&#039;&#039;0.37&#039;&#039;&#039;)&#039;&#039;&#039;1.11&#039;&#039;&#039; || (&#039;&#039;&#039;0.37&#039;&#039;&#039;)&#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;0.83&#039;&#039;&#039; || &#039;&#039;&#039;1.38&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;1.38&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || 0.55 || (0.41)&#039;&#039;&#039;1.25&#039;&#039;&#039; || 1.11 || (0.92)&#039;&#039;&#039;2.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Achilus Dreadspear (Melee) || Melee5 S14 ap-3 D3+3 || 9.25 || 9.25 || 9.25 || 11.57 || 11.57 || 9.25 || 14.46 || 11.57 || 5.78 || (1.73)8.68 || 3.47 || (2.89)14.46&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Gyrfalcon Pattern Jetbike|Agamastus Custodians]] and [[Dawneagle Jetbike]] pg85====&lt;br /&gt;
[[File:LegioCustodesGyrfalcon-Patten-Jetbike.jpg|300px|right|thumb|Sleek. Beautiful. And almost criminally expensive.]]&lt;br /&gt;
Costing more than the custodes terminators, while not having access to strength 10, what do you get for your investment? Speed. Ungodly amounts of speed and toughness 6. The custodes bikers or more akin to primarchs with their stat line than normal custodes and they also have some weapons which wouldn&#039;t look out of place in the hands of a primarch. But what you really want them for is their interceptor lances, where the terminators wound through sheer brutality, the bikers do it by rerolling wounds on the charge. This is not as effective as just being really strong above toughness 6, but toughness 6 and below is at the mercy of this unit, and with 14&amp;quot; of movement they can also threaten any flying units stupid enough to get near them. Toughness 6 also means that they are protected from the strength 10 weapons that threaten normal custodes and strength 3 weapons which might otherwise wound them through rate of fire.&lt;br /&gt;
*1 Lastrum Bolt Cannon or 1 Adrathic Devastator or 1 Twin Las-Pulsar or 1 Hurricane Bolter or 1 Salvo Launcher&lt;br /&gt;
*1 Interceptor Lance&lt;br /&gt;
*+1 Misericordia&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane Bolter || 24&amp;quot; Rapid Fire6 S4 ap0 D1 || (0.04)0.13 || (0.04)0.13 || 0.13 || 0.27 || 0.27 || 0.13 || 0.55 || 0.27 || 0.27 || (0.27)0.27 || 2.22 || (0.83)0.83&lt;br /&gt;
|-&lt;br /&gt;
| Salvo Launcher (Melta Missile) || 24&amp;quot; Heavy1 S8 ap-4 DD6 reroll wounds against vehicles || (&#039;&#039;&#039;0.46&#039;&#039;&#039;)1.45 || (0.30)1.08 || 0.97 || 0.81 || 2.18 || 1.45 || 2.59 || 1.45 || 0.64 || (0.27)0.97 || 0.69 || (0.69)2.43&lt;br /&gt;
|-&lt;br /&gt;
| Salvo Launcher (Flakkburst Missile) || 24&amp;quot; HeavyD3 S7 ap-1 DD3 +1 to hit fliers, -1 to hit everything else || (0.07)0.29 || (0.07)0.29 || 0.29 || 0.44 || 0.44 || 0.29 || 0.66 || 0.44 || 0.59 || (0.29)0.59 || 0.92 || -&lt;br /&gt;
|-&lt;br /&gt;
| Adrathic Devastator || 18&amp;quot; Heavy2 S6 ap-3 D3 || (0.37)1.11 || (&#039;&#039;&#039;0.37&#039;&#039;&#039;)&#039;&#039;&#039;1.11&#039;&#039;&#039; || 1.11 || 0.83 || 1.38 || 1.11 || 1.38 || 1.11 || 0.83 || (0.55)1.66 || 1.38 || (0.92)2.77&lt;br /&gt;
|-&lt;br /&gt;
| Lastrum Bolt Cannon || 36&amp;quot; Heavy3 S6 ap-2 D1 || (0.13)0.41 ||(0.13)0.41|| 0.41 || 0.41 || 0.55 || 0.41 || 0.55 || 0.55 || 0.41 || (0.83)0.83 || 2.08 || (1.11)1.11&lt;br /&gt;
|-&lt;br /&gt;
| Twin Las-Pulsar || 24&amp;quot; Heavy4 S8 ap-2 DD3 || (0.41)&#039;&#039;&#039;1.66&#039;&#039;&#039; || (0.27)1.11 || &#039;&#039;&#039;1.66&#039;&#039;&#039; || &#039;&#039;&#039;1.11&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;1.66&#039;&#039;&#039; || &#039;&#039;&#039;2.96&#039;&#039;&#039; || &#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;1.48&#039;&#039;&#039; || (&#039;&#039;&#039;1.11&#039;&#039;&#039;)&#039;&#039;&#039;2.22&#039;&#039;&#039; || &#039;&#039;&#039;2.77&#039;&#039;&#039; || (&#039;&#039;&#039;1.85&#039;&#039;&#039;)&#039;&#039;&#039;3.70&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor Lance (Normal) || Melee4 S6 ap-3 DD3 || 1.48 || 1.48 || 1.48 || 1.85 || 1.85 || 1.48 || 1.85 || 1.85 || 1.11 || (1.11)2.22 || 2.77 || (1.85)3.70&lt;br /&gt;
|-&lt;br /&gt;
| Interceptor Lance (Charged) || Melee4 S6 ap-3 DD3 reroll failed wounds || 2.46 || 2.46 || 2.46 || 3.08 || 3.08 || 2.46 || 3.08 || 3.08 || 1.66 || (1.48)2.96 || 3.24 || (2.46)4.93&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Venatari|Venatari Custodians]] pg86====&lt;br /&gt;
[[File:99560108207_LegioCustodesVenatariSquad01.jpg|300px|right|thumb|More golden and deadly than a normal custodian, but not as golden and deadly as their dickbikes.]]&lt;br /&gt;
You can look at these guys two ways. Either as faster normal custodians, or less powerful and tough jet bikes (if you can call toughness 5 and a 3+/4++ less tough). They also come as two, very different variants, either with a spear (which gives more attacks, reliable damage and a long range assault gun which annihilates guardsmen) or a pistol and shield variant (for a 2+ save, more shots, but less melee).&lt;br /&gt;
&lt;br /&gt;
Out of the entire custodes roster, there is no other unit which performs two entirely different roles, as either ranged harassment for picking off anything stupid enough not to be in cover, or as a straight forward, melee beat stick for smashing into a target. Keep in mind though that this units low price compared to the heavier hitting terminators or jet bikes comes at a cost.&lt;br /&gt;
&lt;br /&gt;
Note, as the two melee weapons and ranged weapons are just worst version of each other there is no highlighting which weapon is better against which target. The kinetic destroyer is a better ranged weapon than the venatari lance, and the venatari Lance is a better melee weapon than the tarsus buckler.&lt;br /&gt;
&lt;br /&gt;
*1 Kinetic Destroyer and 1 Tarsus Buckler, or 1 Venatari Lance&lt;br /&gt;
*+1 Misericordia&lt;br /&gt;
&lt;br /&gt;
55pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Kinetic Destroyer || 18&amp;quot; Pistol2 S6 ap-2 D2 hit rolls 6+ are 2 hits || (0.33)0.66 || (0.33)0.66 || 0.66 || 0.66 || 0.88 || 0.66 || 0.88 || 0.88 || 0.66 || (0.66)1.33 || 1.66 || (0.88)1.77&lt;br /&gt;
|-&lt;br /&gt;
| Venatari Lance (Shooting) || 12&amp;quot; Assault2 S6 ap-2 D2 || (0.27)0.55 || (0.27)0.55 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Tarsus Buckler || Melee3 S6 ap-2 D1 || 0.41 || 0.41 || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Venatari Lance (Shooting) || Melee4 S6 ap-3 D2 make 1 extra attack with this weapon || 1.48 || 1.48 || 1.48 || 1.85 || 1.85 || 1.48 || 1.85 || 1.85 || 1.11 || (1.11)2.22 || 2.77 || (1.85)3.70&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Telemon Heavy Dreadnought]] pg87====&lt;br /&gt;
[[File:Telemon-Heavy-Dreadnought2.jpg|215px|right|thumb|For when the previous two dreadnoughts aren&#039;t big enough.]]&lt;br /&gt;
The nearest thing the custodes will get to a titan or uber knight until forge world stops mucking about and release 40k rules for the psi titan. Walking around a stupid number of high quality guns, and/or melee weapons which will leave very large holes in anything they touch, the telemon is a welcome addition to the custodes line-up, especially when you consider it has all the buffs or all the other dreadnoughts (the emperors boys do get the best kit). If it can be said that it has a downside, it has relatively few wounds (14), which means that your very expensive dreadnought can be picked off by all comers.&lt;br /&gt;
*1 Iliastus Accelerator Culverin or 1 Archnus Storm Cannon or 1 Telemon Caestus and 1 Twin Plasma Projector&lt;br /&gt;
*1 Iliastus Accelerator Culverin or 1 Archnus Storm Cannon or 1 Telemon Caestus and 1 Twin Plasma Projector&lt;br /&gt;
*1 Spiculus Bolt Launcher&lt;br /&gt;
&lt;br /&gt;
260 pts&lt;br /&gt;
&lt;br /&gt;
+15 pts Archnus Storm Cannon&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Storm Cannon (Beam) || 36&amp;quot; Heavy2 S8 ap-4 D3 reroll wounds against vehicles || (&#039;&#039;&#039;0.83&#039;&#039;&#039;)&#039;&#039;&#039;3.12&#039;&#039;&#039; || (&#039;&#039;&#039;0.61&#039;&#039;&#039;)&#039;&#039;&#039;2.31&#039;&#039;&#039; || &#039;&#039;&#039;2.55&#039;&#039;&#039; || &#039;&#039;&#039;1.38&#039;&#039;&#039; || &#039;&#039;&#039;3.75&#039;&#039;&#039; || &#039;&#039;&#039;3.12&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;2.55&#039;&#039;&#039; || 1.11 || (0.55)&#039;&#039;&#039;2.22&#039;&#039;&#039; || 1.38 || (1.38)&#039;&#039;&#039;4.16&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Storm Cannon (Burst) || 24&amp;quot; Heavy6 S7 ap-2 D1 || (0.27)0.83 || (0.27)0.83 || 0.83 || 0.83 || 1.11 || 0.83 || 1.66 || 1.11 || 1.11 || (&#039;&#039;&#039;1.66&#039;&#039;&#039;)1.66 || &#039;&#039;&#039;4.16&#039;&#039;&#039; || (&#039;&#039;&#039;2.22&#039;&#039;&#039;)2.22&lt;br /&gt;
|-&lt;br /&gt;
| Illiastus Accelerator Culverin || 48&amp;quot; Heavy4 S7 ap-3 D2 || (0.37)1.48 || (0.37)1.48 || 1.48 || 1.11 || 1.85 || 1.48 || 2.77 || 1.48 || &#039;&#039;&#039;1.48&#039;&#039;&#039; || (1.11)&#039;&#039;&#039;2.22&#039;&#039;&#039; || 2.77 || (1.85)3.70&lt;br /&gt;
|-&lt;br /&gt;
| Twin Plasma Projector || 12&amp;quot; Heavy2D3 S6 ap-2 D1 auto hit || (0.22)0.66 || (0.22)0.66 || 0.66 || 0.66 || 0.88 || 0.66 || 0.88 || 0.88 || 0.66 || (1.33)1.33 || 3.33 || (1.77)1.77&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Spiculus Bolt Launcher || 24&amp;quot; Heavy5 S5 ap-1 D1 Heavy10 if didn&#039;t move || (0.15)0.46 || (0.15)0.46 || 0.46 || 0.69 || 0.69 || 0.46 || 0.69 || 0.46 || 0.69 || (0.69)0.69 || 2.31 || 1.38&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Telemon Caestus || Melee5 S16 ap-3 D4 make 1 extra attack each fight || 9.25 || 7.40 || 9.25 || 9.25 || 11.57 || 9.25 || 11.57 || 11.57 || 4.62 || (1.73)6.94 || 3.42 || (2.89)11.57&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Orion Gunship|Orion Assault Dropship]] pg89====&lt;br /&gt;
[[File:OrionGunship.jpg|250px|right|thumb| The space marines wish their dropship options were as cool.]]&lt;br /&gt;
*2 Arachnus Heavy Blaze Cannons&lt;br /&gt;
*2 Twin Lanstrum Bolt Cannons&lt;br /&gt;
*2 Spiculus Heavy Bolt Launchers&lt;br /&gt;
&lt;br /&gt;
500 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Heavy Blaze Cannon (Beam) || 48&amp;quot; Heavy1 S9 ap-4 DD3+3 reroll wounds against vehicles || (0.49)3.39 || (0.41)2.86 || 2.03 || 1.71 || 4.07 || 3.39 || 4.07 || 2.71 || 1.01 || (0.27)1.57 || 0.69 || (0.69)3.81&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Heavy Blaze Cannon (Burst) || 36&amp;quot; Heavy4 S7 ap-2 D1 || (0.18)0.55 || (0.18)0.55 || 0.55 || 0.55 || 0.74 || 0.55 || 1.11 || 0.74 || 0.74 || (&#039;&#039;&#039;1.11&#039;&#039;&#039;)1.11 || &#039;&#039;&#039;2.77&#039;&#039;&#039; || (1.48)1.48&lt;br /&gt;
|-&lt;br /&gt;
| Lastrum Bolt Cannon || 36&amp;quot; Heavy3 S6 ap-2 D1 || (0.13)0.41 ||(0.13)0.41|| 0.41 || 0.41 || 0.55 || 0.41 || 0.55 || 0.55 || 0.41 || -(0.83)0.83 || 2.08 || (1.11)1.11&lt;br /&gt;
|-&lt;br /&gt;
| Spiculus Heavy Bolt Cannon || 48” Heavy3 7 ap-1 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Ares Gunship]] pg90====&lt;br /&gt;
[[File:AresGunship.jpg|300px|right|thumb|Costs about a billion times more than an imperial guard bomber.]]&lt;br /&gt;
*2 Arachnus Heavy Blaze Cannons&lt;br /&gt;
*1 Arachnus Magna-Blaze Cannon&lt;br /&gt;
*1 Infernus Firebombs&lt;br /&gt;
&lt;br /&gt;
450 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Heavy Blaze Cannon (Beam) || 48&amp;quot; Heavy1 S9 ap-4 DD3+3 reroll wounds against vehicles || (0.49)3.39 || (0.41)2.86 || 2.03 || 1.71 || 4.07 || 3.39 || 4.07 || 2.71 || 1.01 || (0.27)1.57 || 0.69 || (0.69)3.81&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Heavy Blaze Cannon (Burst) || 36&amp;quot; Heavy4 S7 ap-2 D1 || (0.18)0.55 || (0.18)0.55 || 0.55 || 0.55 || 0.74 || 0.55 || 1.11 || 0.74 || 0.74 || (&#039;&#039;&#039;1.11&#039;&#039;&#039;)1.11 || &#039;&#039;&#039;2.77&#039;&#039;&#039; || (1.48)1.48&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Magna-Blaze Cannon (Beam) || 72&amp;quot; HeavyD3 S14 ap-4 DD3+6 || (0.74)&#039;&#039;&#039;7.40&#039;&#039;&#039; || (0.74)&#039;&#039;&#039;7.40&#039;&#039;&#039; || &#039;&#039;&#039;5.92&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;7.40&#039;&#039;&#039; || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;5.92&#039;&#039;&#039; || &#039;&#039;&#039;3.70&#039;&#039;&#039; || (0.69)&#039;&#039;&#039;5.55&#039;&#039;&#039; || 1.38 || (1.38)&#039;&#039;&#039;11.11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Archnus Magna-Blaze Cannon (Burst) || 48&amp;quot; Heavy3 S9 ap-3 D3 || (&#039;&#039;&#039;1.11&#039;&#039;&#039;)3.33 || (&#039;&#039;&#039;0.83&#039;&#039;&#039;)2.55 || 3.33 || 1.87 || 4.16 || 3.33 || 4.16 || 3.33 || 1.66 || (0.83)2.5 || 2.08 || (&#039;&#039;&#039;1.73&#039;&#039;&#039;)5.20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Knight|Imperial Knights]]===&lt;br /&gt;
Imperial knights are some of the most dangerous combatants you will ever face in Apocalypse. They are powerful enough to take on most foes, are cheap enough that those they cannot take on 1 to 1 they can gang up on, and come in such a huge variety that you can find one for most eventualities. In the fluff knights even work together to bring down Titans! Recent editions have been very kind to the knights as well, giving them even more toys (both in models and crunch).&lt;br /&gt;
&lt;br /&gt;
Knights also have the advantage from an enjoyment perspective, in that they are large enough to mean that you don&#039;t spend hours setting them up and moving them (looking at you guard and nid players) but still come in enough numbers to make you feel like you&#039;re managing an &#039;&#039;&#039;army&#039;&#039;&#039;. Titans on the other hand can get a bit tedious. Begin turn, shoot enemy, stomp enemy, look at watch and see only 10 minutes has elapsed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
*Very tough.&lt;br /&gt;
*Very powerful.&lt;br /&gt;
*Very flexible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
*High points per wound cost.&lt;br /&gt;
*Easily defeated by specialised units.&lt;br /&gt;
*Strategically inflexible.&lt;br /&gt;
&lt;br /&gt;
====Acastus Knight Asterius pg98====&lt;br /&gt;
[[File:KnightAsterion.jpg|thumb|250px|right|For all your sources of radioactive death.]]&lt;br /&gt;
&lt;br /&gt;
The most powerful knight in existence, capable of fighting a warhound Titan and winning with a bit of support, and of course being capable of annihilating anything smaller. There is of course, a slight problem with this...and that is because it can only do this at max range.&lt;br /&gt;
&lt;br /&gt;
It’s two main guns are the Twin Conversion Beam Cannons, which get weaker as the target gets closer. So whereas the 2000 point Titan can kill you at all ranges, the asterius’ main guns go down to a pitiful 2 damage a shot at its closest range bracket. So despite its incredible power, it desperately requires a screen of units to keep its enemies more that 48” away.&lt;br /&gt;
&lt;br /&gt;
*2 Asterius Volkite Culverins&lt;br /&gt;
*1 Karacnos Mortar Array&lt;br /&gt;
*2 Twin Conversion Beam Cannons&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
750 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Asterius Volkite Culverin || 45&amp;quot; Heavy4 S6 ap0 D2 wound roll 6+ 1mw (0.44mw) || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Karacnos Mortar Battery || 60&amp;quot; Heavy3D3 S5 ap-1 D1 wounds on a 2+, except against vehicles and titanics || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Conversion Beam Cannon (Short Range) || 0-24&amp;quot; Heavy2D3 S12 ap-1 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Conversion Beam Cannon (Medium Range) || 24-48&amp;quot; Heavy2D3 S14 ap-2 D4 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Conversion Beam Cannon (Long Range) || 48&amp;quot;-72&amp;quot; Heavy2D3 S16 ap-3 D6 || (1.48)8.88 || (1.18)7.11 || 8.88 || 5.33 || 11.11 || 8.88 || 11.11 || 8.88 || 4.44 || (1.11)6.66 || 2.22 || (1.85)11.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cerastus Knight Lancer pg99====&lt;br /&gt;
[[File:Lancer-trans.jpg|thumb|250px|right|Some nobles at heart would quite happily remove all the pretence and ditch the robot for a horse.]]&lt;br /&gt;
The true melee knight, because it possesses the one thing a true melee bruiser needs in apocalypse. A melee invulnerability save. The shield and lance combo is what makes this knight truly unique, debuffing enemy titanic attacks and providing excellent protection, while the knight itself charges in to deal maximum damage. Of course though, this things ranged weapon is almost useless, but you don&#039;t get this unit for its ranged attacks.&lt;br /&gt;
*1 Cerastus Shock Lance&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
440 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Cerastus Shock Lance (Shooting) || 18&amp;quot; Heavy6 S6 ap-1 DD3 || (0.22)0.88 || (0.22)0.88 || 0.88 || 1.33 || 1.33 || 0.88 || 1.33 || 1.33 || 1.33 || (0.88)1.77 || 2.77 || (1.33)2.66&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Cerastus Shock Lance (Standard) || Melee5 S14 ap-4 D6 || 11.11 || 11.11 || 8.88 || 13.33 || 13.33 || 11.11 || 16.66 || 13.33 || 5.55 || (1.38)8.33 || 2.77 || (2.77)16.66&lt;br /&gt;
|-&lt;br /&gt;
| Cerastus Shock Lance (Charged) || Melee5 S16 ap-4 D8 || 18.51 || 14.81 || 14.81 || 17.77 || 22.22 || 18.51|| 22.22 || 22.22 || 7.40 || (1.38)11.11 || 2.77 || (2.77)22.22&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cerastus Knight Castigator pg100====&lt;br /&gt;
[[File:Knight Castigator.jpg|thumb|250px|right|Aka, a Vulcan Mega Bolter with legs and a sword.]]&lt;br /&gt;
&lt;br /&gt;
The closest a knight can reasonably get to being infantry blenders without using faction abilities and other buffs. Generally, knights suffer from a low rate of fire, in both melee and at range. This isn’t too much of an issue against other knights, as your low rate of fire is averaged out by the sheer amount of damage your hits do.&lt;br /&gt;
&lt;br /&gt;
The castigator however, breaks this mould, by having what amounts to a 16 shot mega bolter, and a half strength reaper chain sword which deals double hits. The sheer rate of fire this unit has at its disposal demolishes all kinds of infantry, and can even “almost” knock out a Titan void shield.&lt;br /&gt;
&lt;br /&gt;
*1 Castigator Bolt Cannon&lt;br /&gt;
*1 Tempest Warblade&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
460 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Castigator Bolt Cannon || 36&amp;quot; Heavy16 S6 ap-2 D2 || (0.88)3.55 || (0.88)3.55 || 3.55 || 3.55 || 4.74 || 3.55 || 4.74 || 4.74 || 3.55 || (3.55)7.11 ||  8.88|| (4.74)9.48&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Warblade || Melee8 S14 ap-3 D3 || 7.11 || 7.11 || 7.11 || 8.88 || 8.88 || 7.11 || 11.11 || 8.88 || 4.44 || (2.22)6.66 || 4.44 || (3.70)11.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cerastus Knight Acheron pg101====&lt;br /&gt;
[[File:Knight_Arheron.jpg|thumb|250px|right|There a few things more metal than a massive flamethrower and a chainfist.]]&lt;br /&gt;
The cerastes flamer is in a weird position this edition. Firstly, a lot of the sources of minus 1 to hit have been toned down, and 1 is the max a roll can be modified, so it’s previous roll of hunting down fliers and eldar is gone. It’s rate of fire and range are a bit low as well, despite the buff to flamer range. So what does your points buy you? Reliability and flexibility.&lt;br /&gt;
&lt;br /&gt;
The cerastus has a suite as weapons which will do well in most situations, and it does so without a lot of the penalties other units would suffer. Following the theme it’s chainfist is a damage 6 fist with no minus 1 to hit, while it’s flamer has the damage and ap to be anti large, while having the rate of fire to be effective anti infantry. Combine this with the fact that it can shoot in melee and you have a unit which will performing well against enough targets that it will be very difficult to slow down.&lt;br /&gt;
*1 Acheron Flame Cannon&lt;br /&gt;
*1 Acheron Twin Heavy Bolter&lt;br /&gt;
*1 Reaper Chainfist&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
480 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Archeron Flame Cannon || 18&amp;quot; Heavy2D6 S7 ap-2 D3 auto hit || (1.16)3.5 || (1.16)3.5 || 3.5 || 3.5 || 4.66 || 3.5 || 7 || 4.66 || 4.66 || (2.33)7 || 5.83 || (3.11)9.33&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Archeron Twin Heavy Bolter || Heavy6 S5 ap-1 D2 || (0.22)0.44 || (0.22)0.88 || 0.88 || 1.33 || 1.33 || 0.88 || 1.33 || 1.33 || 0.88 || (0.66)1.33 || 2.22 || (1.33)2.66&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chainfist (Sweep) || Melee12 S8 ap-2 DD3 || 4 || 2.66 || 4 || 3.55 || 5.33 || 4 || 7.11 || 5.33 || 3.55 || (&#039;&#039;&#039;2.66&#039;&#039;&#039;)5.33 || &#039;&#039;&#039;6.66&#039;&#039;&#039; || (&#039;&#039;&#039;4.44&#039;&#039;&#039;)8.88&lt;br /&gt;
|-&lt;br /&gt;
| Reaper Chainfist (Saw) || Melee4 S16 ap-4 D6 || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;10.66&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || (1.11)&#039;&#039;&#039;6.66&#039;&#039;&#039; || 2.22 || (2.22)&#039;&#039;&#039;13.33&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Questoris Knight Magaera pg102====&lt;br /&gt;
[[File:Knight Magaera.jpg|thumb|250px|right|A knight that has a radioactive flamethrower. No, we&#039;re no entirely sure how it works either.]]&lt;br /&gt;
*1 Lightning Cannon&lt;br /&gt;
*1 Phased Plasma-Fusil&lt;br /&gt;
*1 Reaper Chainsword or 1 Hekaton Siege Claw and 1 Twin Rad Cleanser&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
480 pts&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Cannon || 48” Heavy7 S7 ap-2 D3 hit roll 6+ is 2 hits || (0.97)1.94 || (0.97)2.91 || 2.91 || 2.91 || 3.88 || 2.91 || 5.83 || 5.83 || 3.88 || (1.94)5.83 || 4.86 || (2.59)7.77&lt;br /&gt;
|-&lt;br /&gt;
| Phased Plasma-Fusil || 24” Rapid Fire2 S7 ap-3 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Rad Cleanser || 12” Assault2D6 S2 ap0 D3 auto hit wounds on a 2+ except against vehicles and titanics || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Hekaton Siege Claw (Smash) || Melee12 S8 ap-2 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Hekaton Siege Claw (Crush) || Melee4 S16 ap-4 D6 -1 to hit, +2 damage against vehicles and monsters || 11.11 || 8.88 || 8.88 || 10.66 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cerastus Knight Atrapos pg103====&lt;br /&gt;
[[File:99560108146_MechanicumCerastusKnightAtrapos01.jpg|thumb|250px|right|Its laser gun is also a lightsaber.]]&lt;br /&gt;
Once upon a time, this knight was the most deadly melee combatant you could get in bipedal robot form (without going to titan scales). Alas, now it is just very good at fighting vehicles and monsters with its house sized lightsaber due to changes to damage, so it’s now outdone by the lancer. Fair enough really.&lt;br /&gt;
&lt;br /&gt;
However, with the changes to toughness, this units ranged weapons and void shields, this unit has a new role. Titan hunting. Or at least void shields hunter. This units graviton singularity cannon can cut straight through void shields (and many other things) due to a high rate of fire and damage.&lt;br /&gt;
*1 Atrapos Lascutter&lt;br /&gt;
*1 Graviton Cannon&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
520 pts&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Atrapos Lascutter (Shooting) || 9&amp;quot; Heavy1 S12 ap-4 D6 reroll wounds against vehicles and monsters || (0.39)2.92 || (0.39)2.92 || 2.37 || 1.77 || 3.55 || 2.92 || 3.55 || 2.37 || 1.29 || (0.27)1.66 || 0.55 || (0.55)3.33&lt;br /&gt;
|-&lt;br /&gt;
| Graviton Singularity Cannon (Contained) || 36&amp;quot; Heavy4 S8 ap-3 D3 || (0.88)2.66 || (0.59)1.77 || 2.66 || 1.33 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Graviton Singularity Cannon (Singularity) || 36&amp;quot; HeavyD6+4 S14 ap-3 D3 || (2.22)6.66 || (2.22)6.66 || 6.66 || 5 || 8.33 || 6.66 || 10.41 || 6.66 || 4.16 || (2.08)6.25 || 4.16 || (3.47)10.41&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Atrapos Lascutter (Melee Sweep) || Melee12 S6 ap-2 D3 || - || - || - || - || - || - || - || - || 4 || (2.66)8 || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Atrapos Lascutter (Melee Focus) || Melee4 S12 ap-4 D6 reroll wounds against vehicles and monsters || 11.85 || 11.85 || 9.48 || 14.22 || 14.22 || 11.85 || 14.22 || 14.22 || 5.18 || (1.11)6.66 || 2.22 || (2.22)13.33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Knight Armigers====&lt;br /&gt;
Like knights, but smaller. Like despite their size they hit harder than dreadnought, having the dialled back firepower of a knight but the speed of a very fast bike. This smaller size comes with less strength and toughness, fewer wounds (but the same saves) as their bigger siblings, but at a far more affordable price point.&lt;br /&gt;
&lt;br /&gt;
Armigers provide the rate of fire that normal knights lack, but not at the rates you would get from infantry units. They are still terrifying however, requiring proper anti-armour weapons but giving far fewer points earned back for destroying them.&lt;br /&gt;
&lt;br /&gt;
=====[[Armiger Knight Warglaive|Knight Warglaive]] and [[Armiger Knight Helverin|Helverins]]=====&lt;br /&gt;
[[File:40kForgebane-Forgebane-Armiger.jpg|thumb|250px|left|Those chainsaws are surprisingly difficult to paint.]] &lt;br /&gt;
[[File:ArmigerHelverins.jpg|thumb|250px|right|Guilliman&#039;s worst nightmare made metal.]] &lt;br /&gt;
&lt;br /&gt;
*2 Armiger Autocannons or 1 Thermal Spear and 1 Chain Cleaver&lt;br /&gt;
*1 Heavy Stubber or 1 Meltagun&lt;br /&gt;
&lt;br /&gt;
Note, the maths on the autocannon and thermal spear are a bit misleading on a direct comparison, as a an armiger can only carry one thermal spear or carry 2 autocannons. This means that damage output for the autocannon can be viewed as being double what it is here. Do not forget to take this into account.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Armiger Autocannons || 60&amp;quot; Heavy2D3 S7 ap-1 D3 || (0.29)0.88 || (&#039;&#039;&#039;0.29&#039;&#039;&#039;)0.88 || 0.88 || &#039;&#039;&#039;1.33&#039;&#039;&#039; || 1.33 || 0.88 || 2 || 1.33 || &#039;&#039;&#039;1.77&#039;&#039;&#039; || (&#039;&#039;&#039;0.59&#039;&#039;&#039;)&#039;&#039;&#039;1.77&#039;&#039;&#039; || &#039;&#039;&#039;1.85&#039;&#039;&#039; || (0.88)2.66&lt;br /&gt;
|-&lt;br /&gt;
| Thermal Spear || 30&amp;quot; AssaultD3 S8 ap-4 DD6 || (&#039;&#039;&#039;0.44&#039;&#039;&#039;)&#039;&#039;&#039;1.94&#039;&#039;&#039; || (&#039;&#039;&#039;0.29&#039;&#039;&#039;)&#039;&#039;&#039;1.29&#039;&#039;&#039; || &#039;&#039;&#039;1.55&#039;&#039;&#039; || 0.77 || &#039;&#039;&#039;2.33&#039;&#039;&#039; || &#039;&#039;&#039;1.94&#039;&#039;&#039; || &#039;&#039;&#039;3.11&#039;&#039;&#039; || &#039;&#039;&#039;1.55&#039;&#039;&#039; || 1.03 || (0.44)1.55 || 1.11 || (&#039;&#039;&#039;1.11&#039;&#039;&#039;)&#039;&#039;&#039;3.88&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Stubber || Stats || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun || Stats || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Chain Cleaver (Strike) || Melee4 S12 ap-3 D3 || &#039;&#039;&#039;3.55&#039;&#039;&#039; || &#039;&#039;&#039;3.55&#039;&#039;&#039; || &#039;&#039;&#039;3.55&#039;&#039;&#039; || - || - || - || - || - || - || - || 2.22 || (&#039;&#039;&#039;1.85&#039;&#039;&#039;)&#039;&#039;&#039;5.55&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Chain Cleaver (Sweep) || Melee8 S6 ap-2 D1 || 0.59 || 0.59 || 0.59 || - || - || - || - || - || - || - || &#039;&#039;&#039;4.44&#039;&#039;&#039; || (1.77)1.77&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====[[Armiger Knight Moirax|Knight Moirax]] pg104=====&lt;br /&gt;
The proper adeptus mechanicus knights, gaining a wider array of weapon choices and loadout flexibility than the normal armigers, at the cost of not being able to take any of the vanilla guns. All their weapons are very specialised however, so their loadout must be carefully selected to make the most out of them. This inflexibility can be a boon or a burden depending on how you use them, and as they&#039;re exactly the same stat wise as their vanilla variant (in 30k rules they get some bonuses against blast weapons) you&#039;re buying them for their guns.&lt;br /&gt;
&lt;br /&gt;
[[File:Volkitedhk7g.jpg|thumb|250px|right|Surprisingly durable in a setting where [[Exterminatus]] is a thing.]] &lt;br /&gt;
*1 Siege Claw and 1 Rad Cleanser or 1 Graviton Pulsar or 1 Lightning Lock or 1 Moirax Conversion Beam Cannon or 1 Volkite Veuglaire&lt;br /&gt;
*1 Volkite veuglaire or 1 Siege Claw and 1 Rad Cleanser or 1 Graviton Pulsar or 1 Lightning Lock or 1 Moirax Conversion Beam Cannon&lt;br /&gt;
&lt;br /&gt;
155 pts&lt;br /&gt;
&lt;br /&gt;
+10 pts Moirax Conversion Beam Cannon&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Graviton Pulsar || 24” HeavyD6 S6 ap-3 D2 D3 against units with 3+ or better save || (0.51)1.55 || (0.51)1.55 || 1.55 || 1.16 || 1.94 || 1.55 || 1.94 || 1.55 || 1.16 || (0.77)2.33 || 1.94 || (1.29)3.88&lt;br /&gt;
|-&lt;br /&gt;
| Lightning Lock || 36” Heavy6 S6 ap-2 D1 hit roll 6 creates 2 hits || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Rad Cleanser || 9&amp;quot; AssaultD6 S2 ap0 D3 Auto hit wounds everything except Vehicles and Titanics on a 2+ || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Moirax Conversion Beam Cannon (Short Range) || 0-18” HeavyD3 S6 ap0 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Moirax Conversion Beam Cannon (Medium Range) || 18-42”” HeavyD3 S8 ap-1 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Moirax Conversion Beam Cannon (Long Range) || 42-72” HeavyD3 S10 ap-2 D4 || (0.44)1.77 || (0.44)1.77 || 1.77 || 1.77 || 2.37 || 1.77 || 2.37 || 2.37 || 1.18 || (0.55)2.22 || 1.11 || (0.74)2.96&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Morirax Siege Claw || Melee4 S12 ap-3 DD6 -1 to hit +2D against Vehicles or Titanics || 4.88 || 4.88 || 4.88 || 6.11 || 6.11 || 4.88 || 6.11 || 6.11 || 1.94 || (0.83)2.91 || 1.66 || (1.38)4.86&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====Questoris Knight Styrix pg105====&lt;br /&gt;
[[File:Knight_Styrix.jpg|thumb|250px|right|Eternally angry because it can never pick anything up with its claw.]]&lt;br /&gt;
*1 Graviton Crusher&lt;br /&gt;
*1 Reaper Chainsword&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
*1 Volkite Chierovolie&lt;br /&gt;
&lt;br /&gt;
475 pts&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Volkite Chierovile || 45” Heavy5 S8 ap-3 DD6 wound roll of 6 2 mw (1.11mw) || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Name || Stats || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Acastus Knight Porphyrion pg106====&lt;br /&gt;
[[File:99560108172_AcastusKnightPorphyrion01.jpg|thumb|250px|right|For scale reference it is only slightly smaller than a warhound titan.]]&lt;br /&gt;
The most powerful ranged unit you can get without entering the Titan class of units (although it’s not far off the price of a heirophant). When you use this unit you are buying it for its &#039;&#039;&#039;2&#039;&#039;&#039; twin magna lascannons, a weapon so powerful that it will perform well against all targets which aren’t infantry. It’s even “almost” capable of killing girlymam with a single volley of its two guns, but it has a suite of backups to get the job done as well.&lt;br /&gt;
&lt;br /&gt;
Your downside however is that this knight is very poor at melee. A much smaller knight like a gallant or a lancer will make short work of the porphyrion, so keep it as far back as you possibly can.&lt;br /&gt;
*1 Acastus Autocannons or 1 Acastus Lascannon&lt;br /&gt;
*1 Acastus Autocannons or 1 Acastus Lascannon&lt;br /&gt;
*1 Ironstorm Missile Pod or 1 Helios Defence Missiles&lt;br /&gt;
*2 Twin Magna Lascannons&lt;br /&gt;
*1 Titanic Feet&lt;br /&gt;
&lt;br /&gt;
780 pts&lt;br /&gt;
&lt;br /&gt;
+5 pts Acastus Lascannon&lt;br /&gt;
&lt;br /&gt;
+10 pts Helios Defence Missiles&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Acastus Autocannon || 48&amp;quot; Heavy2 S7 ap-1 D2 || (0.07)0.29 || (0.07)0.29 || 0.29 || 0.44 || 0.44 || 0.29 || 0.66 || 0.44 || &#039;&#039;&#039;0.59&#039;&#039;&#039; || (&#039;&#039;&#039;0.29&#039;&#039;&#039;)0.59 || &#039;&#039;&#039;0.92&#039;&#039;&#039; || (0.44)0.88&lt;br /&gt;
|-&lt;br /&gt;
| Acastus Lascannon || 48&amp;quot; Heavy1 S9 ap-3 DD6 || (&#039;&#039;&#039;0.29&#039;&#039;&#039;)&#039;&#039;&#039;1.03&#039;&#039;&#039; || (&#039;&#039;&#039;0.22&#039;&#039;&#039;)&#039;&#039;&#039;0.77&#039;&#039;&#039; || &#039;&#039;&#039;1.03&#039;&#039;&#039; || &#039;&#039;&#039;0.58&#039;&#039;&#039; || &#039;&#039;&#039;1.29&#039;&#039;&#039; || &#039;&#039;&#039;1.03&#039;&#039;&#039; || &#039;&#039;&#039;1.29&#039;&#039;&#039; || &#039;&#039;&#039;1.03&#039;&#039;&#039; || 0.51 || (0.22)&#039;&#039;&#039;0.77&#039;&#039;&#039; || 0.55 || (&#039;&#039;&#039;0.46&#039;&#039;&#039;)&#039;&#039;&#039;1.62&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Helios Defence Missiles || 60&amp;quot; Heavy2 S8 ap-2 D3 add 1 to hit against aircraft || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Twin Magna Lascannon || 72&amp;quot; Heavy 2D3 S12 ap-3 D6 || (1.18)7.11 || (1.18)7.11 || 7.11 || 5.33 || 8.88 || 7.11 || 8.88 || 7.11 || 4.44 || (1.11)6.66 || 2.22 || (1.18)11.11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Titan (Warhammer 40,000)|Titan Legions]]===&lt;br /&gt;
Lets face it, apocalypse wouldn&#039;t be apocalypse if it wasn&#039;t for the titans. Individual models costing more than entire armies (in points and actual cash), more heavily armed and armoured than some factions could scrape together if given decades, and more awesome than a [[Angry Marine]] riding a laser shark into a volcano while playing a three necked guitar. Titans excel at killing other things, and have the variety of weapons to take on any target and come out on top. If you have a titan, you&#039;ve probably won. If you don&#039;t have a titan, then either get a titan or a smaller unit which is specialised at taking them on.&lt;br /&gt;
&lt;br /&gt;
They do however, have a major flaw, and that is that their guns are so incredibly powerful that they are overkill against anything smaller than a baneblade. Although as of 8th edition all units can split their fire chances are you have 2-3 guns, so that’s only 2-3 units you can annihilate a turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
*Toughest units in the game.&lt;br /&gt;
*Most powerful units in the game.&lt;br /&gt;
*Most awesome units in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
*Extremely low model count and very high cost per wound.&lt;br /&gt;
*Tactically and strategically inflexible.&lt;br /&gt;
&lt;br /&gt;
====[[Warhound Scout Titan|Warhound Titan]] pg109====&lt;br /&gt;
[[File:Chaos_Warhound1.jpg|320px|right|thumb|Woof woof Imperial scum.]]&lt;br /&gt;
The baby in a family where everyone eats nails and battery acid for breakfast, the Warhound Titan may be the smallest titan the imperials can field, but it makes up for its relatively small size with exceptional speed and the fact that it carries weapons which do not look out of place on its larger siblings. Use its speed to jump in and out of cover to allow its void shields to repair and it will be like your opponent never fired a shot at it.&lt;br /&gt;
*1 Warhound Vulcan Mega Bolter or 1 Warhound Inferno Gun or 1 Warhound Plasma Blastgun or 1 Warhound Turbo Laser Destructor&lt;br /&gt;
*1 Warhound Vulcan Mega Bolter or 1 Warhound Inferno Gun or 1 Warhound Plasma Blastgun or 1 Warhound Turbo Laser Destructor&lt;br /&gt;
*1 Warhound Feet&lt;br /&gt;
&lt;br /&gt;
2000 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound  !! Warlord !! Heriophant  !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Inferno Gun || Heavy4D6 24&amp;quot; S7 ap-3 D3 Auto Hit || (&#039;&#039;&#039;3.11&#039;&#039;&#039;)9.33 || (&#039;&#039;&#039;3.11&#039;&#039;&#039;)9.33 || 9.33 || &#039;&#039;&#039;7&#039;&#039;&#039; || 11.66 || 9.33 || 11.66 || 9.33 ||  &#039;&#039;&#039;9.33&#039;&#039;&#039; || (&#039;&#039;&#039;4.66&#039;&#039;&#039;)&#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;11.66&#039;&#039;&#039; || (&#039;&#039;&#039;7.77&#039;&#039;&#039;)&#039;&#039;&#039;23.33&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Plasma Blastgun (Standard) || Heavy2D6 72&amp;quot; S9 ap-4 D4 || (2.07)10.37 || (1.5)7.77 || 8.29 ||  4.66 || 12.44 || 10.37 || 12.44 || 8.29 ||  4.14 || (1.55)6.22 || 3.88 || (3.88)15.55&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Plasma Blastgun (Overcharged) || Heavy2D6 72&amp;quot; S10 ap-4 D5 || (2.07)12.96 ||  (2.07)12.96 || 10.37 ||  7.77 || 15.55 || 12.96 || 12.44 || 10.37 || 5.18 || (1.94)9.72 || 3.88 || (3.88)19.44&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Turbo Laser Destructor || Heavy2D3 72&amp;quot; S16 ap-4 D6+3 || (1.48)&#039;&#039;&#039;12.03&#039;&#039;&#039; || (1.18)&#039;&#039;&#039;9.62&#039;&#039;&#039; || &#039;&#039;&#039;9.62&#039;&#039;&#039; ||  5.77 || &#039;&#039;&#039;14.44&#039;&#039;&#039; || &#039;&#039;&#039;12.03&#039;&#039;&#039; || &#039;&#039;&#039;14.44&#039;&#039;&#039; || &#039;&#039;&#039;9.62&#039;&#039;&#039; || 4.81 || (1.11)7.22 || 2.22 || (2.22)14.44&lt;br /&gt;
|-&lt;br /&gt;
| Warhound Vulcan Mega-Bolter || Heavy20 48&amp;quot; S6 ap-2 D2 || (1.11)4.44 ||  (1.11)4.44 || 4.44 ||  4.44 || 5.92 || 4.44 || 5.92 || 4.44 || 4.44 || (4.44)8.88 || 11.11 || (5.92)11.85&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - &lt;br /&gt;
|-&lt;br /&gt;
| Warhound Feet || Melee8 S8 ap-3 D3 || 4 ||  2.66 || 4 || 3.33 || 5 || 4 || 6.66 || 5 || 2.66 || 1.66(5) || 3.33 || (2.77)8.33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Reaver Battle Titan|Reaver Titan]] pg110====&lt;br /&gt;
[[Image:Reaver_titan.png|thumb|right|Look at my missile launcher hat.]]&lt;br /&gt;
&lt;br /&gt;
Your first proper apocalypse Titan, the reaver is your workhorse of the Titan world. It has the range of guns to fight everything to some extent, more guns to fight better than a warhound, cheaper and more flexible than a nemesis or warlord.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon or 1 Reaver Power Fist&lt;br /&gt;
*1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon or 1 Reaver Power Fist&lt;br /&gt;
*1 Reaver Apocalypse Launcher&lt;br /&gt;
*1 Reaver Feet&lt;br /&gt;
&lt;br /&gt;
3000 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Apocalypse Launcher || 24&amp;quot;-200&amp;quot; Heavy2D6 S7 ap-2 D2 || (0.38)1.55 || (0.38)1.55 || 1.55 ||  1.55 || 2.07 || 1.55 || 3.11 || 2.07 ||  2.07 || (1.55)3.11 || 3.88 || (2.07)2.14&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Gatling Blaster || 72&amp;quot; Heavy12 S8 ap-3 D3 || (&#039;&#039;&#039;2.66&#039;&#039;&#039;)8 || (1.77)5.33 || 8 || 6 || 10 || 8 || 13.33 || 10 || 5.33 || (&#039;&#039;&#039;2.66&#039;&#039;&#039;)8 || &#039;&#039;&#039;6.66&#039;&#039;&#039; || (&#039;&#039;&#039;5.55&#039;&#039;&#039;)16.66&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Laser Blaster || 72&amp;quot; Heavy3D3 S16 ap-4 DD6+3 || (2.22)18.05 || (1.77)14.44 || 14.44 || 8.66 || 21.66 || 18.05 || 21.66 || 14.44 || 7.22 || (1.66)10.83 || 3.33 || (3.33)21.66&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Melta Cannon || 48&amp;quot; Heavy2D6 S16 ap-4 D8 || (2.59)&#039;&#039;&#039;25.92&#039;&#039;&#039; || (&#039;&#039;&#039;2.07&#039;&#039;&#039;)20.74 || &#039;&#039;&#039;20.74&#039;&#039;&#039; || &#039;&#039;&#039;12.44&#039;&#039;&#039; || &#039;&#039;&#039;31.11&#039;&#039;&#039; || &#039;&#039;&#039;25.92&#039;&#039;&#039; || &#039;&#039;&#039;31.11&#039;&#039;&#039; || &#039;&#039;&#039;20.74&#039;&#039;&#039; || &#039;&#039;&#039;10.37&#039;&#039;&#039; || (1.94)&#039;&#039;&#039;15.55&#039;&#039;&#039; ||  3.88 || (3.88)&#039;&#039;&#039;31.11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Volcano Cannon || 120&amp;quot; HeavyD6 S18 ap-5 D12 || (1.29)23.33 || (1.29)&#039;&#039;&#039;23.33&#039;&#039;&#039; || 15.55 || 11.66 || 23.33 || 23.33 || 23.33 || 15.55 || 7.77 || (0.97)11.66 ||  1.94 || (1.94)23.33&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Feet || Melee8 S8 ap-4 D4 || 6.66 || 4.44 || 5.33 || 5.33 || 8 || 6.66 || 8 || 10.66 || 3.55 || &#039;&#039;&#039;1.3&#039;&#039;&#039;3(5.33) || &#039;&#039;&#039;3.33&#039;&#039;&#039; || (&#039;&#039;&#039;3.33&#039;&#039;&#039;)13.33&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Power Fist || Melee4 S16 ap-5 D12 || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;16&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;16&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || (0.83)&#039;&#039;&#039;10&#039;&#039;&#039; || 1.66 || (1.66)&#039;&#039;&#039;40&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Warbringer Nemesis Titan]] pg111====&lt;br /&gt;
[[File:Warbringer12jvfsdh.jpg|400px|right|thumb|If you look really closely, you can see the titan under all the guns.]]&lt;br /&gt;
*3 Ardex-Defensor Maulers&lt;br /&gt;
*2 Anvillus Defence Batteries&lt;br /&gt;
*1 Nemesis Quake Cannon or Nemesis Volcano Cannon&lt;br /&gt;
*1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon&lt;br /&gt;
*1 Reaver Gatling Blaster or 1 Reaver Laser Blaster or 1 Reaver Melta Cannon or 1 Reaver Volcano Cannon&lt;br /&gt;
*1 Warbringer Feet&lt;br /&gt;
&lt;br /&gt;
3800 pts&lt;br /&gt;
The anvillus dence battery is calculated assuming the targets listed have the FLY keyword.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Nemesis Quake Cannon || 24&amp;quot;-480&amp;quot; Heavy3D6 S14 ap-5 D6 || (&#039;&#039;&#039;3.11&#039;&#039;&#039;)28 || (&#039;&#039;&#039;3.11&#039;&#039;&#039;)28 || 18.66 || 14 || 28 || 28 || 35 || 18.66 || 11.66 || (&#039;&#039;&#039;2.91&#039;&#039;&#039;)17.5 || &#039;&#039;&#039;5.83&#039;&#039;&#039; || (&#039;&#039;&#039;5.83&#039;&#039;&#039;)35&lt;br /&gt;
|-&lt;br /&gt;
| Nemesis Volcano Cannon || 24&amp;quot;-120&amp;quot; Heavy3D3 S18 ap-5 D12 || (2.22)&#039;&#039;&#039;40&#039;&#039;&#039; || (2.22)&#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;26.66&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;26.66&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || (1.66)&#039;&#039;&#039;20&#039;&#039;&#039; || 3.33 || (3.33)&#039;&#039;&#039;40&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Apocalypse Launcher || 24&amp;quot;-200&amp;quot; Heavy2D6 S7 ap-2 D2 || (0.38)1.55 || (0.38)1.55 || 1.55 ||  1.55 || 2.07 || 1.55 || 3.11 || 2.07 ||  2.07 || (1.55)3.11 || 3.88 || (2.07)2.14&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Gatling Blaster || 72&amp;quot; Heavy12 S8 ap-3 D3 || (&#039;&#039;&#039;2.66&#039;&#039;&#039;)8 || (1.77)5.33 || 8 || 6 || 10 || 8 || 13.33 || 10 || 5.33 || (&#039;&#039;&#039;2.66&#039;&#039;&#039;)8 || &#039;&#039;&#039;6.66&#039;&#039;&#039; || (&#039;&#039;&#039;5.55&#039;&#039;&#039;)16.66&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Laser Blaster || 72&amp;quot; Heavy3D3 S16 ap-4 DD6+3 || (2.22)18.05 || (1.77)14.44 || 14.44 || 8.66 || 21.66 || 18.05 || 21.66 || 14.44 || 7.22 || (1.66)10.83 || 3.33 || (3.33)21.66&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Melta Cannon || 48&amp;quot; Heavy2D6 S16 ap-4 D8 || (2.59)&#039;&#039;&#039;25.92&#039;&#039;&#039; || (&#039;&#039;&#039;2.07&#039;&#039;&#039;)20.74 || &#039;&#039;&#039;20.74&#039;&#039;&#039; || &#039;&#039;&#039;12.44&#039;&#039;&#039; || &#039;&#039;&#039;31.11&#039;&#039;&#039; || &#039;&#039;&#039;25.92&#039;&#039;&#039; || &#039;&#039;&#039;31.11&#039;&#039;&#039; || &#039;&#039;&#039;20.74&#039;&#039;&#039; || &#039;&#039;&#039;10.37&#039;&#039;&#039; || (1.94)&#039;&#039;&#039;15.55&#039;&#039;&#039; ||  3.88 || (3.88)&#039;&#039;&#039;31.11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Reaver Volcano Cannon || 120&amp;quot; HeavyD6 S18 ap-5 D12 || (1.29)23.33 || (1.29)&#039;&#039;&#039;23.33&#039;&#039;&#039; || 15.55 || 11.66 || 23.33 || 23.33 || 23.33 || 15.55 || 7.77 || (0.97)11.66 ||  1.94 || (1.94)23.33&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Ardex-defence Mauler || 36&amp;quot; Heavy6 S6 ap-2 D2 || (0.33)1.33 || (0.33)1.33 || 1.33 || 1.33 || 1.77 || 1.33 || 1.77 || 1.77 || 1.33 || (1.33)2.66 || 3.33 || (1.77)3.55&lt;br /&gt;
|-&lt;br /&gt;
| AnvillusDefence Battery || 72&amp;quot; Heavy8 S8 ap-1 D2 (only hit FLY) || (0.44)1.77 || (0.29)1.18 || 1.77 || 1.77 || 2.66 || 1.77 || 3.55 || 2.66 || 2.37 || (1.18)2.37 || 3.70 || (2.22)4.44&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Warbringer Nemesis Feet || Melee6 S8 ap-4 D4 || 5 || 3.33 || 4 || 4 || 6 || 5 || 8 || 6 || 2.66 || (1)4 || 2.5 || (2.5)10&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Warlord Titan]] pg112====&lt;br /&gt;
[[File:MarsWarlord.jpg|400px|right|thumb|The cream of the plastic crack addiction that is warhammer.]]&lt;br /&gt;
Admit it. This was what you went straight to look at. You saw the apocalypse tactics, saw that it covered the warlord Titan and went straight for it. Well, you won’t be disappointed.&lt;br /&gt;
&lt;br /&gt;
The warlord Titan is the most powerful unit in the game. No ifs. No buts (or [[Slaanesh|butts]]). No maybes. It has the most wounds, the best save and void shields and the best guns. It doesn’t even matter that it’s melee weapons don’t annihilate like they did last edition, as it can shoot while in melee, so it’s ranged weapons have become melee weapons. It’s such a large unit, it’s able to take scout Titan weaponry on its shoulders. Weapons which would normally be the most powerful guns on the battlefield are but tertiary weapons for this unit.&lt;br /&gt;
&lt;br /&gt;
But the question is, is it worth it? Is this unit worth the 5500 points and £1000 price tag? Well that very much depends. The warlord will win you matches undoubtedly, and your opponent will need to bring a Titan of reaver grade in numbers in order to fight you. But the real question is, do you want to? Yes it would be awesome to own one, but the warlord suffers from the same problem supercars have, in that they’re expensive, you will rarely ever use it, it’s only ever fun when you’re using it against someone who also has one, and everyone will think you’re a twat when you use it against their fords and BMWs.&lt;br /&gt;
&lt;br /&gt;
In short, if you buy one I commend you for it, and I will defend you to the death for owning one, as these kinds of units need to exist. just please... don’t use it against me without prior warning. And my own army of baneblades.&lt;br /&gt;
*2 Apocalypse Launchers or 2 Laser Blasters&lt;br /&gt;
*2 Ardex-Defensor Lascannons&lt;br /&gt;
*2 Ardex-Defensor Maulers&lt;br /&gt;
*1 Arioch Power Claw or 1 Belicosa Volcano Cannon or 1 Mori Quake Cannon or 1 Sunfury Plasma Annihilator&lt;br /&gt;
*1 Arioch Power Claw or 1 Belicosa Volcano Cannon or 1 Mori Quake Cannon or 1 Sunfury Plasma Annihilator&lt;br /&gt;
&lt;br /&gt;
5500 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Arioch Power Claw (Shooting) || Heavy20 48&amp;quot; S6 ap-2 D2 || (1.11)4.44 ||  (1.11)4.44 || 4.44 ||  4.44 || 5.92 || 4.44 || 5.92 || 4.44 || 4.44 || (&#039;&#039;&#039;4.44&#039;&#039;&#039;)8.88 || &#039;&#039;&#039;11.11&#039;&#039;&#039; || (5.92)11.85&lt;br /&gt;
|-&lt;br /&gt;
| Belicosa Volcano Cannon || 120&amp;quot; Heavy3D3 S20 ap-5 D12 || (2.22)&#039;&#039;&#039;40&#039;&#039;&#039; || (2.22)&#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;26.66&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;26.66&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || (1.66)20 || 3.33 || (3.33)40&lt;br /&gt;
|-&lt;br /&gt;
| Macro Gatling Blaster || 100&amp;quot; Heavy12 S9 ap-4 D4 || (&#039;&#039;&#039;3.55&#039;&#039;&#039;)17.77 || (2.66)13.33 || 14.22 || 8 || 21.33 || 17.77 || 21.33 || 14.22 || 7.11 || (2.66)10.66 || 6.66 || (&#039;&#039;&#039;6.66&#039;&#039;&#039;)&#039;&#039;&#039;26.66&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Mori Quake Cannon || 280&amp;quot; Heavy3D6 S14 ap-5 D6 || (3.11)28 || (3.11)28 || 18.66 || 14 || 28 || 28 || 35 || 18.66 || 11.66 || (2.91)17.5 || 5.83 || (5.83)35&lt;br /&gt;
|-&lt;br /&gt;
| Sunfury Plasma Annihilator (Standard) || 72” HeavyD6+6 S14 ap-4 D5 || (2.81)17.59 || (&#039;&#039;&#039;2.81&#039;&#039;&#039;)17.59 || 14.07 || 10.5 || 21.11 || 17.59 || 26.38 || 14.07 || 8.79 || (2.63)13.19 || 5.27 || (5.27)26.38&lt;br /&gt;
|-&lt;br /&gt;
| Sunfury Plasma Annihilator (Overcharged) || 72” HeavyD6+6 S16 ap-4 D8 || (3.51)35.18 || (2.81)28.14 || 28.14 || 16.88 || 42.22 || 35.18 || 42.22 || 14.07 || 14.07 || (2.63)21.11 || 5.27 || (5.27)42.22&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Apocalypse Launcher || 24&amp;quot;-200&amp;quot; Heavy2D6 S8 ap-2 D2 || (0.58)2.33 || (0.38)1.55 || 2.33 || 1.55 || 3.11 || 2.33 || 4.14 || 2.33 || 2.07 || (&#039;&#039;&#039;1.55&#039;&#039;&#039;)3.11 || &#039;&#039;&#039;5.83&#039;&#039;&#039; || (&#039;&#039;&#039;3.88&#039;&#039;&#039;)7.77&lt;br /&gt;
|-&lt;br /&gt;
| Laser Blaster || Heavy2D3 72&amp;quot; S16 ap-4 D6+3 || (&#039;&#039;&#039;1.48&#039;&#039;&#039;)&#039;&#039;&#039;12.03&#039;&#039;&#039; || (&#039;&#039;&#039;1.18&#039;&#039;&#039;)&#039;&#039;&#039;9.62&#039;&#039;&#039; || &#039;&#039;&#039;9.62&#039;&#039;&#039; ||  &#039;&#039;&#039;5.77&#039;&#039;&#039; || &#039;&#039;&#039;14.44&#039;&#039;&#039; || &#039;&#039;&#039;12.03&#039;&#039;&#039; || &#039;&#039;&#039;14.44&#039;&#039;&#039; || &#039;&#039;&#039;9.62&#039;&#039;&#039; || &#039;&#039;&#039;4.81&#039;&#039;&#039; || (1.11)&#039;&#039;&#039;7.22&#039;&#039;&#039; || 2.22 || (2.22)&#039;&#039;&#039;14.44&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Arioch Power Claw (Melee) || Melee4 S18 ap-5 D18 || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;30&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || (0.83)&#039;&#039;&#039;15&#039;&#039;&#039; || 1.66 || (1.66)&#039;&#039;&#039;30&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Warlord Feet || Melee8 S9 ap-4 D5 || 11.11 || 8.33 || 8.88 || 10 || 13.33 || 11.11 || 13.33 || 13.33 || 4.44 || (&#039;&#039;&#039;1.33&#039;&#039;&#039;)6.66 || &#039;&#039;&#039;3.33&#039;&#039;&#039; || (&#039;&#039;&#039;3.33&#039;&#039;&#039;)16.66&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forces of Chaos==&lt;br /&gt;
===[[Chaos Space Marines]]===&lt;br /&gt;
====[[Brass Scorpion|Greater Brass Scorpion]] pg133====&lt;br /&gt;
[[File:Brass_scorpion.jpg|220px|right|thumb|On the plus side, it&#039;s too large to crawl up your trouser leg.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WE’RE ON THE HIGHWAY TO HELL!!!&#039;&#039;&#039; The brass scorpion is an awesome unit, embodying everything which is cool about forge world. It looks awesome, is incredibly unique and has some awesome rules to go with it, but at the same time it all makes sense together. It’s a giant scorpion built out of the souls of the damned with pincers the size of tanks, fuck the space marines, gw should use this for their advertising.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, the GBS excels at whatever you want it to do. You want it to shoot stuff? It will do that fairly well. You want it to fight in melee? It’s a giant fuck off scorpion! It will outright annihilate anything smaller than itself (although the prick that is guilliman will still refuse to die) and does reasonable damage against Titans. Do you want a distraction carnifex? Once again, it’s a giant, fuck off scorpion, what do you think your opponent is going to do when they see it?&lt;br /&gt;
&lt;br /&gt;
The one thing to be careful about with the GBS is that it isn’t cheap. Yes it will win fights, but if you’re not careful it will only get to have one fight, and to make back it’s cost you want it to be fighting multiple times a game.&lt;br /&gt;
&lt;br /&gt;
525 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Demolisher Cannon || 24&amp;quot; HeavyD6 S10 ap-3 DD6 || (&#039;&#039;&#039;1.03&#039;&#039;&#039;)&#039;&#039;&#039;3.62&#039;&#039;&#039; || (&#039;&#039;&#039;1.03&#039;&#039;&#039;)&#039;&#039;&#039;3.62&#039;&#039;&#039; || &#039;&#039;&#039;3.62&#039;&#039;&#039; || &#039;&#039;&#039;2.72&#039;&#039;&#039; || &#039;&#039;&#039;4.53&#039;&#039;&#039; || &#039;&#039;&#039;3.62&#039;&#039;&#039; || &#039;&#039;&#039;4.53&#039;&#039;&#039; || &#039;&#039;&#039;3.62&#039;&#039;&#039; || &#039;&#039;&#039;1.81&#039;&#039;&#039; || (0.97)&#039;&#039;&#039;3.40&#039;&#039;&#039; || 1.94 || (1.62)&#039;&#039;&#039;5.67&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hellmaw Flame Cannon || 12&amp;quot; AssaultD6 S8 ap-2 D1 auto hit || (0.29)0.87 || (0.19)0.58 || 0.87 || 0.58 || 1.16 || 0.87 || 1.55 || 1.16 || 0.77 || (1.16)1.16 || 2.43 || (1.62)1.62&lt;br /&gt;
|-&lt;br /&gt;
| Scorpion Cannon || 36&amp;quot; Heavy15 S5 ap-2 D1 || (0.55)1.66 || (0.55)1.66 || 1.66 || 1.66 || 2.22 || 1.66 || 2.22 || 2.22 || 1.11 || (&#039;&#039;&#039;2.5&#039;&#039;&#039;)2.5 || &#039;&#039;&#039;6.66&#039;&#039;&#039; || (&#039;&#039;&#039;4.44&#039;&#039;&#039;)4.44&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Hellcrusher Claws (Crush) || Melee6 S16 ap-4 D6 || &#039;&#039;&#039;16.66&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || &#039;&#039;&#039;16&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;16.66&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;20&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || (1.66)&#039;&#039;&#039;10&#039;&#039;&#039; || 3.33 || (3.33)&#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Hellcrusher Claws (Sweep) || Melee 18 S8 ap-2 D2 || 6 || 4 || 6 || 5.33 || 8 || 6 || 10.66 || 8 || 5.33 || (&#039;&#039;&#039;4&#039;&#039;&#039;)8 || &#039;&#039;&#039;10&#039;&#039;&#039; || (&#039;&#039;&#039;6.66&#039;&#039;&#039;)13.33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====[[Kytan|Kytan Ravager]] pg135====&lt;br /&gt;
[[File:Kytan.jpg|245px|right|thumb|If only the lord of skulls had looked this good to begin with.]]&lt;br /&gt;
Not quite as awesome as the greater brass scorpion, but is basically the same thing but lite.&lt;br /&gt;
&lt;br /&gt;
440pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Kytan Gatling Cannon || 48&amp;quot; Heavy8 S8 ap-2 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Kytan Cleaver (Smash) || Melee5 S16 ap-4 D6 || 13.88 || 11.11 || 11.11 || 13.33 || 16.66 || 13.88 || 16.66 || 16.66 || 5.55 || (1.38)8.33 || 2.77 || (2.77)16.66&lt;br /&gt;
|-&lt;br /&gt;
| Kytan Cleaver (Smash) || Melee15 S8 ap-2 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====[[Drop Pod|Kharybdis Assault Claw]] pg141====&lt;br /&gt;
[[File:Kharybdis.jpg|400px|right|thumb|Everything was bigger back in 30k, especially the drop pods.]]&lt;br /&gt;
400 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Kharybdis Storm Launcher (Frag Missile) || 36&amp;quot; Heavy2D6 S4 ap-1 D1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Kharybdis Storm Launcher (Krak Missile) || 36&amp;quot; Heavy2 S8 ap-3 DD6 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Blade Struts || Melee4 S16 ap-4 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Melta Array || Melee1 S8 ap-4 D6+2 (1 extra attack with this weapon) || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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====[[Black Legion]]====&lt;br /&gt;
=====[[Abbadon the Despoiler]]=====&lt;br /&gt;
[[File:The Warmaster Of Chaos.jpg|400px|thumb|left|As long as gw keeps making models like this we’ll keep giving them our money.]]&lt;br /&gt;
&lt;br /&gt;
Another example of how new edition models are becoming more like custodes than space marines. Abbadon is a beast, sitting somewhere between Calgar and Guilliman on the combatant weight scale. Think of him as heretical valdor, but with less defence and more fighting power.&lt;br /&gt;
&lt;br /&gt;
Other than allowing auto passing morale tests to nearby units he doesn’t provide much else unfortunately, just throw him at any character in the game and watch as said character disappears.&lt;br /&gt;
&lt;br /&gt;
*1 Drach’nyen&lt;br /&gt;
*1 Talon of Horus&lt;br /&gt;
&lt;br /&gt;
220pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Talon of Horus (Shooting) || 24” Rapid Fire2 S4 ap-1 DD3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Talon of Horus (Melee) || Melee6 S10 ap-4 DD3 || 6.42 || 6.42 || 5.18 || 7.77 || 7.77 || 6.42 || 7.77 || 7.77 || 2.59 || (2.43)4.86 || 4.86 || (4.86)9.72&lt;br /&gt;
|-&lt;br /&gt;
| Drach’nyen || Melee3.33 S6 ap-3 D3 make D6 extra attacks with this weapon, 0 attacks on a roll of 1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====[[Thousand Sons]]====&lt;br /&gt;
&lt;br /&gt;
=====[[Magnus the Red]]=====&lt;br /&gt;
[[File:RussMagnusDiorama.jpg|left|thumb|300px|Fuck you Russ!]]&lt;br /&gt;
[[File:Magnus-revealed.PNG|right|thumb|400px|I HAVE NIPPLES ON MY HEAD!!!]]&lt;br /&gt;
The most psychically powerful individual alive in the galaxy (although, are demon princes alive?) and not a slouch in melee either. If you&#039;re familiar with [[Nagash]] in AoS, then you&#039;ll know how magnus works. Dominate the psychic phase and then chop up anyone left standing with your staff which is bigger than a dreadnought. He doesn&#039;t buff his army as well as guilliman does, but does give a rerolls to 1’s on psychic test to allies, which is nothing to sneez at in 9th edition, where aoe buffs have been dialled back.&lt;br /&gt;
&lt;br /&gt;
If you want to make him tougher (which can be said to be his only real flaw) you can make him your warlord you can give him plus 1 to his invulnerability save and mess around with the thousand sons traits. In the fluff magnus is the biggest of the primarchs, so it&#039;s fitting that he should get better stats than his brothers.&lt;br /&gt;
&lt;br /&gt;
465 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| The Blade of Magnus || Melee7 S16 ap-4 D3 || 14.17 || 11.34 || 11.34 || 13.61 || 17.01 || 14.17 || 17.01 || 17.01 || 5.67 || (2.83)8.50 || 5.67 || (5.67)17.01&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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&lt;br /&gt;
====[[Death Guard]]====&lt;br /&gt;
=====[[Mortarion]]=====&lt;br /&gt;
[[File:FW_Mortarion.jpg|260px|thumb|left|He somehow looks greasier here than he does in his 40k model.]]&lt;br /&gt;
[[File:Daemon Primarch Mortarion.png|400px|thumb|right|It begs the question, how does he fly with so many holes in his wings? The answer. Farts.]]&lt;br /&gt;
Mortarion lives up to his many names, the most notable in this case is that of the Reaper. It is a fitting title, as he absolutely annihilates all that stands before him. Partly this is because he is a very large beat stick, running around with the usual primarch toys (3+/4++, rerolls to hit and wounds in melee) but its his death guard flairs which make him truly dangerous. As already stated on this page toughness and strength have been reworked so that they don&#039;t go anywhere near as high as they used to, so now the toughest thing you are likely to face is toughness 8. Mortarion causes all units with 7&amp;quot; of him to lose a point of toughness. All of sudden, the toughness 9 which used to be the highest toughness available becomes toughness 8, and with his strength of 16 and rerolls to hit and wound, means that he is only unit in the game which can achieve the holy grail of hitting 97% of the time and wounding 97% of the time.&lt;br /&gt;
&lt;br /&gt;
Combine all of this with the fact that Morty is a psyker and has disgustingly resilient, and it means that mortarion can duel any other unit in the game into the dirt, because he simply hits harder and takes less damage that anything else in the game.&lt;br /&gt;
&lt;br /&gt;
For Mortarion, his minus 1 toughness for units within 7&amp;quot; will be taken into account, but only for his melee weapons. Yes, technically his grenades fall within the 7&amp;quot; range, but for the maths a distinction will be made to say that the 7&amp;quot; range is effectively melee.&lt;br /&gt;
&lt;br /&gt;
490 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Phosphex Bomb || 6&amp;quot; Grenade2D6 S5 ap-1 D1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| The Lantern || 18&amp;quot; Pistol1 S8 ap-3 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Silence (Eviscerating Blow) || Melee6 S16 ap-4 DD6 Plague Weapon || 16.54 || 16.54 || 13.23 || 19.84 || 19.84 || 16.54 || 19.84 || 19.84 || 6.61 || (2.83)9.92 || 5.67 || (5.67)19.84&lt;br /&gt;
|-&lt;br /&gt;
| Silence (Reaping Scythe) || Melee18 S8 ap-2 D1 Plague Weapon || 6.80 || 5.10 || 6.80 || 6.80 || 9.07 || 6.80 || 9.07 || 9.07 || 4.53 || (8.50)8.50 || 17.01 || (11.34)11.34&lt;br /&gt;
|-&lt;br /&gt;
| Attendant&#039;s Claws and Teeth || MeleeD6 S2 ap0 D1 make D6 extra attacks with this weapon || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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===Chaos Deamons===&lt;br /&gt;
The home to your biggest, and baddest creations the galaxy can produce, Chaos Deamons provide four flavours (which, if you&#039;re reading this, you should already know) by which you can play your battles:&lt;br /&gt;
*Incredibly tough, strong, but slow.&lt;br /&gt;
*Incredibly fast, swift with attacks but squishy.&lt;br /&gt;
*Incredibly fast, strong, but squishy and hates psykers.&lt;br /&gt;
*Fiery book nerds which are tougher to kill, but require cunning to use.&lt;br /&gt;
&lt;br /&gt;
Due to a native 6+ invulnerability save and relatively cheap troops, Chaos Deamons are one of the few factions which can bring massed infantry, and not simply have it evaporate immediately. Combine this with the sheer variety of units you have at your disposal and a demon army can compete very well on the apocalypse stage.&lt;br /&gt;
&lt;br /&gt;
A note, I did not come up with the names for these things. If there is a hell the writers of these names will be being tortured by dyslexic demons.&lt;br /&gt;
&lt;br /&gt;
====[[Be&#039;lakor]]====&lt;br /&gt;
[[file:UoSvSRO7D7TAZNNF.jpg|350px|right|thumb|All those who think old warhammer models were better...feast thy retinas.]]&lt;br /&gt;
&lt;br /&gt;
====[[Scabeiathrax|Scabeiathrax the Bloated]] pg149====&lt;br /&gt;
Not as terrifyingly tough as he used to be, Scabeiathrax still sits in a heavyweight position. With a 4+ invulnerability save, toughness 8, disgustingly resilient and an AOE melee hit debuff he&#039;s not going anywhere. Just because he&#039;s tough doesn&#039;t mean he cannot fight however, ranged he gets a twin linked, souped up heavy flamer with blast (&#039;&#039;Horrific Vomit&#039;&#039;, basically a flamer Vulcan Heavy Bolter but with chunk bits) while his melee is a Reaper Chainsword lite, but with reroll to wound. Unfortunately (for me) he still comes with his stupid nurgling attacks, which still need the damage calculating for.&lt;br /&gt;
&lt;br /&gt;
On top of that of course (otherwise he wouldn&#039;t be worth his girlyman plus price point) he&#039;s a psyker (casting and denying 2 and knows smite and 2 from nurgle) and buffs unit leadership. Ow, and he also explodes. Also with added chunky bits.&lt;br /&gt;
&lt;br /&gt;
475 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Horrific Vomit || 12&amp;quot; Assault2D6 S6 ap-2 D2 Auto hit || (0.58)2.33 || (0.58)2.33 || 2.33 || 2.33 || 3.11 || 2.33 || 3.11 || 3.11 || 2.33 || (2.33)4.66 || 5.83 || (3.11)6.22&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Blade of Decay || Melee5 S10 ap-4 DD3+3 reroll wounds || 15.43 || 15.43 || 12.34 || 18.51 || 18.51 || 15.43 || 18.51 || 18.51 || 6.17 || (2.02)10.12 || 4.05 || (4.05)20.25&lt;br /&gt;
|-&lt;br /&gt;
| Nurglings || Melee2D6 S2 ap0 D1 make 2D6 attacks with this weapon || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
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====[[An&#039;ggrath|An&#039;ggrath the Unbound]] pg150====&lt;br /&gt;
[[File:Anggrath.jpg|350px|right|thumb|Is it just me, or does his head look a bit derpy?]]&lt;br /&gt;
The biggest and angriest thing Khorne has to offer, An&#039;ggrath&#039;s datasheet is quite simple. He hits things. Very hard and often. He runs the classic Tolkien look of the Bolrog, one whip (souped up 2D6 autocannon for totally NON-kinky whipping) and his axe with two profiles, the standard sweep for double hits, and the strike. However, with his base strength of &#039;&#039;&#039;10&#039;&#039;&#039; (which unfortunately degrades) both attacks will wound everything in the game on at least a 3+, and with 8 attacks he can kill most things by sheer volume of attacks. He&#039;s even one of the few units in the game which can kill Guilliman in a single round of combat, which is incredibly rare, even on the scale of apocalypse.&lt;br /&gt;
&lt;br /&gt;
After that it&#039;s the usual greater demon stuff, 4+ invulnerability save, leadership buffs and 2 denies a turn for being buddies with Korne.&lt;br /&gt;
&lt;br /&gt;
550 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Bloodlash || 12&amp;quot; Assault2D6 S7 ap-3 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| An&#039;ggrath&#039;s Axe of Khorne (Scythe) || Melee16 S10 ap-2 DD3 || 8.88 || 8.88 || 8.88 || 11.85 || 11.85 || 8.88 || 11.85 || 11.85 || 5.92 || (&#039;&#039;&#039;5.55&#039;&#039;&#039;)11.11 || &#039;&#039;&#039;11.11&#039;&#039;&#039; || (&#039;&#039;&#039;7.40&#039;&#039;&#039;)14.81&lt;br /&gt;
|-&lt;br /&gt;
| An&#039;ggrath&#039;s Axe of Khorne (Cleave) || Melee8 S13 ap-4 DD3+3 || &#039;&#039;&#039;18.51&#039;&#039;&#039; || &#039;&#039;&#039;18.51&#039;&#039;&#039; || &#039;&#039;&#039;14.81&#039;&#039;&#039; || &#039;&#039;&#039;22.22&#039;&#039;&#039; || &#039;&#039;&#039;22.22&#039;&#039;&#039; || &#039;&#039;&#039;18.51&#039;&#039;&#039; || &#039;&#039;&#039;22.22&#039;&#039;&#039; || &#039;&#039;&#039;22.22&#039;&#039;&#039; || &#039;&#039;&#039;9.25&#039;&#039;&#039; || (2.77)&#039;&#039;&#039;13.88&#039;&#039;&#039; || 5.55 || (5.55)&#039;&#039;&#039;27.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Aetaos&#039;Rau&#039;Keres]] pg150====&lt;br /&gt;
[[File:Lord of Change 2.jpg|500px|thumb|right|And I shall curse dyslexics to never be able to say or spell my name. [[JUST AS PLANNED]]!!!]]&lt;br /&gt;
Tzeentch&#039;s biggest, and baddest demon, and by extension the best caster in the game (or at least, second to Magnus, and third if the Emperor ever gets a model). He gets plus 2 to his psychic tests as long he&#039;s above 14 wounds (which then drops to plus 1), can cast 3 and deny 2 psychic powers a turn, but only knows smite and 2 from Tzeentch and other psykers in range take mortal wounds when they cast powers. His invulnerability save of 4+ is specified as being unmodifiable (mostly a negative, because you&#039;re Tzeentch, so could buff it to a 3+), but can still be ignored, which combined with only a 3+ save makes him a bit squish.&lt;br /&gt;
&lt;br /&gt;
After the psychic stuff his gear is a bit dull on the Titanic stage, a minus 1 strength, D6 Lascannon for ranged, and the choice of a damage 3 reaper chainsword/staff to bonk people on the head, or double hitting talons with the chance to deal mortal wounds.&lt;br /&gt;
&lt;br /&gt;
700 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Staff of Cataclysm (Shooting) || 48&amp;quot; AssaultD6 S8 ap-4 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Staff of Cataclysm (Melee) || Melee6 S16 ap-4 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Warpfire Talons || Melee12 S8 ap-3 DD3 wound roll of 6+ +1mw (1.66mw) || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
====[[Zarakynel]] pg151====&lt;br /&gt;
Zarakynel is a... interesting case, as they are one of the few units which still deals mortal wounds on their attacks. The souleater blade deals mortal wounds on a &#039;&#039;&#039;4+&#039;&#039;&#039; to wound, and deals &#039;&#039;&#039;3&#039;&#039;&#039; of them instead of normal damage. This means that, even if it only wounds on a 6+ normal (which it won&#039;t at strength 9) it will always be dealing (on average) 7.5 mortal wounds. Its other weapon (slicing claws) also gives it bonus attacks with that weapon, giving it 6 attacks with the blade and 4 extra with the claws. &lt;br /&gt;
&lt;br /&gt;
Otherwise, Zarakynel is what you would expect from the kinkiest deamon of Slaanesh, they&#039;re stupidly fast, debuff hits against them and regain wounds each turn (D6 to be exact) if they killed a non-vehicle/had an orgasm from combat. In short, out of all the demons listed so far, this one is the most dangerous...just don&#039;t let them get sniped by a volcanno cannon.&lt;br /&gt;
&lt;br /&gt;
450 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Slicing Claws || Melee4 S7 ap-4 D3 make 4 extra attacks with this weapon || 2.77 || 2.77 || 2.22 || 3.33 || 3.33 || 2.77 || 4 || 3.33 || 2.22 || (1.11)3.33 || 2.77 || (2.22)6.66&lt;br /&gt;
|-&lt;br /&gt;
| The Souleater Blade || Melee6 S9 ap-3 D3 wound roll of 4+ deals 3mw &#039;&#039;&#039;instead of normal damage&#039;&#039;&#039; (7.5mw) || 9.16 || 7.5 || 9.16 || 7.5 || 9.58 || 9.16 || 9.58 || 9.58 || 8.33 || (0.41)8.75 || 9.16 || (1.38)11.66&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaos Knights===&lt;br /&gt;
&lt;br /&gt;
===Chaos Titan Legions===&lt;br /&gt;
Alas, there is no difference between the Chaos and Loyalist titans, so for their maths and descriptions go to the Titan Legion section. How long will it take for them to give chaos titans demon firing guns.&lt;br /&gt;
&lt;br /&gt;
==Forces of the Xenos==&lt;br /&gt;
===Craftworlds===&lt;br /&gt;
Graceful. Elegant. Deadly. And liable to die in a stiff breeze without planning. This is the Craftworld eldar. They are often overlooked on the apocalypse stage because of this but they actually have an excellent suite of toys to use on this stage. Their infantry is fast, relatively cheap, hits relatively hard and can be effectively buffed. Their vehicles are varied and come with guns more more powerful than the equivalent imperial stat line. And lastly, they are the only faction titans (plural) which can stand up in a proper titan fight.&lt;br /&gt;
&lt;br /&gt;
====[[Revenant Titan]] pg179====&lt;br /&gt;
The absolute overpriced, laughing stock of last edition has become a major contender in the latest one, as it now has more wounds, a better invulnerability save and better toughness than its equivalent imperial counterpart (the warhound titan). Yes, this cannot be a direct comparison, as the warhound has void shields, a better armour save and bigger, and better guns, the revenant is now worth its cost, and you even have points spare in a 2000 point match to bring... I don&#039;t know, a psyker or two for psychic shenanigans. Combine this with the fact that the revenant comes with the &amp;lt;Craftworld&amp;gt; keyword, instead of the entirely cosmetic equivalent of &amp;lt;Forge World&amp;gt;, means that the revenant is an absolute monster, and should be an automatic inclusion if you&#039;re an eldar player.&lt;br /&gt;
*1 Revenant Pulsar or 1 Sonic Lance&lt;br /&gt;
*1 Revenant Pulsar or 1 Sonic Lance&lt;br /&gt;
*1 Cloudburst Missile Launcher&lt;br /&gt;
*1 Titanic Stride&lt;br /&gt;
&lt;br /&gt;
1500 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Cloudburst Missile Launcher || 36&amp;quot; Heavy2D6 S8 ap-2 D2 || (0.58)2.33 || (0.38)1.55 || 2.33 || 1.55 || 3.11 || 2.33 || 4.14 || 2.33 || 2.07 || (1.55)3.11 || 5.83 || (3.88)7.77&lt;br /&gt;
|-&lt;br /&gt;
| Revenant Pulsar || 60&amp;quot; Heavy6 S12 ap-4 D4 || (&#039;&#039;&#039;1.77&#039;&#039;&#039;)&#039;&#039;&#039;8.88&#039;&#039;&#039; || (&#039;&#039;&#039;1.77&#039;&#039;&#039;)&#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;5.33&#039;&#039;&#039; || &#039;&#039;&#039;10.66&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;10.66&#039;&#039;&#039; || &#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;4.44&#039;&#039;&#039; || (1.66)&#039;&#039;&#039;6.66&#039;&#039;&#039; || 3.33 || (3.33)&#039;&#039;&#039;13.33&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Sonic Lance || 18&amp;quot; Heavy3D6 S4 ap-3 D1 wound on a 2+, wound vehicles and monsters on a 4+ || (1.16)3.5 || (1.16)3.5 || 3.5 || 2.62 || 4.37 || 3.5 || 4.37 || 3.5 || 1.75 || (&#039;&#039;&#039;4.37&#039;&#039;&#039;)4.37 || &#039;&#039;&#039;8.75&#039;&#039;&#039; || (&#039;&#039;&#039;7.29&#039;&#039;&#039;)7.29&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Stride || Melee12 S9 ap-3 D3 || 10.66 || 8 || 10.66 || 10 || 13.33 || 10.66 || 13.33 || 13.33 || 5.33 || (2.66)8 || 6.66 || (5.55)16.66&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Phantom Titan]] pg180====&lt;br /&gt;
[[File:Phantom Titan.jpg|450px|right|thumb|You would be forgiven for thinking this was a T&#039;au titan.]]&lt;br /&gt;
Not as cheap as it was last edition, but last edition this unit was so cheap that there was no reason to never not take it. Stat wise it is identical to its smaller sibling the revenant, except that its slower and has more wounds (obviously spending time in whatever a wraithbone gym is). As you can expect for the eldar equivalent to the reaver, it has more and better guns, and better melee, and is one of the few units left at apocalypse level which can still deal mortal wounds with its attacks, always useful with teh sheer amount of invulnerability saves at this level.&lt;br /&gt;
*1 Phantom Pulsar or 1 D-Bombard or 1 Starcannon and 1 Wraith Glaive&lt;br /&gt;
*1 Phantom Pulsar or 1 D-Bombard or 1 Starcannon and 1 Wraith Glaive&lt;br /&gt;
*1 Star Cannon&lt;br /&gt;
*1 Voidstorm Missile Launcher&lt;br /&gt;
*1 Titanic Stride&lt;br /&gt;
*+Any Starcannon may be replaced with a Bright Lance&lt;br /&gt;
3000pts&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| D-Bombard || 72&amp;quot; Heav2D3 S16 ap-5 D8 wound roll 4+ 3+MW (+4mw) || (1.48)&#039;&#039;&#039;21.77&#039;&#039;&#039; || (1.18)&#039;&#039;&#039;18.22&#039;&#039;&#039; || &#039;&#039;&#039;15.85&#039;&#039;&#039; || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;21.77&#039;&#039;&#039; || &#039;&#039;&#039;21.77&#039;&#039;&#039; || 21.77 || &#039;&#039;&#039;15.85&#039;&#039;&#039; || &#039;&#039;&#039;9.92&#039;&#039;&#039; || (1.11)&#039;&#039;&#039;12.88&#039;&#039;&#039; || &#039;&#039;&#039;6.22&#039;&#039;&#039; || (2.22)21.77&lt;br /&gt;
|-&lt;br /&gt;
| Phantom Pulsar || 120&amp;quot; Heavy8 S14 ap-4 D5 || (&#039;&#039;&#039;2.37&#039;&#039;&#039;)14.81 || (&#039;&#039;&#039;2.37&#039;&#039;&#039;)14.81 || 11.85 || 8.88 || 17.77 || 14.81 || &#039;&#039;&#039;22.22&#039;&#039;&#039; || 11.85 || 7.40 || (&#039;&#039;&#039;2.22&#039;&#039;&#039;)11.11 || 4.44 || (&#039;&#039;&#039;4.44&#039;&#039;&#039;)&#039;&#039;&#039;22.22&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Voidstorm Missile Launcher || 48&amp;quot; Heavy2D6 S8 ap-3 D2 || (0.77)3.11 || (0.51)2.07 || 3.11 || 1.55 || 3.88 || 3.11 || 5.18 || 3.11 || 2.07 || (1.55)3.11 || 3.88 || (3.24)6.48&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Stride || Melee18 S9 ap-3 D3 || 16 || 12 || 16 || 15 || 20 || 16 || 20 || 20 || 8 || (&#039;&#039;&#039;4&#039;&#039;&#039;)12 || &#039;&#039;&#039;10&#039;&#039;&#039; || (&#039;&#039;&#039;8.33&#039;&#039;&#039;)25&lt;br /&gt;
|-&lt;br /&gt;
| Wraith Glaive || Melee6 S18 ap-5 D12 || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;26.66&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;40&#039;&#039;&#039; || &#039;&#039;&#039;13.33&#039;&#039;&#039; || (1.66)&#039;&#039;&#039;20&#039;&#039;&#039; || 3.33 || (3.33)&#039;&#039;&#039;40&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Drukhari]]===&lt;br /&gt;
====[[Tantalus]] pg183====&lt;br /&gt;
[[File:Tantalus.jpg|300px|right|thumb|It may look relatively small, but by dark eldar standards it&#039;s huge.]]&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Disintegrator || 36&amp;quot; Assault6 S8 ap-3 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Dire Scythe Blade || Melee6 S7 ap-2 D2 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Necrons]]===&lt;br /&gt;
====[[Necron Pylon|Gauss Pylon]] pg188====&lt;br /&gt;
[[File:NecronPylon.jpg|300px|right|thumb|(Begin Metal Gear Railgun charging music).]]&lt;br /&gt;
The be all and end all to immovable defences. The gauss Pylon is a ranged monster, mainly specialised towards hunting down aircraft, but will happily chew on most other things, all while providing an AOE invulnerability save to your mooks. The best part is that you do not put it onto the battlefield during deployment (although you can). It gets to deepstrike. Just be sure to keep it out of melee (at least this edition it can shoot in melee).&lt;br /&gt;
*1 Gauss Annihilator&lt;br /&gt;
*1 Tesla Arc&lt;br /&gt;
*1 Teleportation Matrix&lt;br /&gt;
&lt;br /&gt;
475 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Annihilator (Focused Beam) || 120&amp;quot; Heavy2D3 S16 ap-4 D3+6 +2hit AIRCRAFT || (&#039;&#039;&#039;1.48&#039;&#039;&#039;)&#039;&#039;&#039;14.81&#039;&#039;&#039; || (&#039;&#039;&#039;1.18&#039;&#039;&#039;)&#039;&#039;&#039;11.85&#039;&#039;&#039; || &#039;&#039;&#039;11.85&#039;&#039;&#039; || &#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;17.77&#039;&#039;&#039; || &#039;&#039;&#039;14.81&#039;&#039;&#039; || &#039;&#039;&#039;17.77&#039;&#039;&#039; || &#039;&#039;&#039;11.85&#039;&#039;&#039; || &#039;&#039;&#039;5.92&#039;&#039;&#039; || (1.11)&#039;&#039;&#039;8.88&#039;&#039;&#039; || 2.22 || (&#039;&#039;&#039;2.22&#039;&#039;&#039;)&#039;&#039;&#039;17.77&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Annihilator (Flux Arc) || 30&amp;quot; RapidFire6 S6 ap-2 D2 || (0.33)1.33 || (0.33)1.33 || 1.33 || 1.33 || 1.77 || 1.33 || 1.77 || 1.77 || 1.33 || (&#039;&#039;&#039;1.33&#039;&#039;&#039;)2.66 || 3.33 || (1.77)3.5&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Arc || 3&amp;quot; Assault3D6 S4 ap0 D1 2hits for hit rolls of 6 || (0.07)0.22 || (0.07)0.22 || 0.22 || 0.45 || 0.45 || 0.22 || 0.90 || 0.45 || 0.45 || (0.45)0.45 || &#039;&#039;&#039;3.62&#039;&#039;&#039; || (1.36)1.36&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Seraptek Heavy Construct]] pg189====&lt;br /&gt;
[[File:99560110018_NecronSeraptekHvyConstrBody01.jpg|400px|thumb|right|Its face almost looks ant like. If ants ate Knights for snacks.]]&lt;br /&gt;
The closest thing the Necrons have to a knight, and as far as knights go it will out shoot and out melee all but the best and most specialised of them. In reality it has more in common with a hierophant than a knight it’s that dangerous. Running around with more, and better guns and melee attacks, an all encompassing invulnerability save and regeneration the SHC will earn its points back and more if you&#039;re sensible with it.&lt;br /&gt;
*2 Singularity Generators or 2 Synaptic Obliterators and 2 Transdimensional Projectors&lt;br /&gt;
*Titanic Forelimbs&lt;br /&gt;
650 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Singularity Generator || 36&amp;quot; Heavy3D3 S8 ap-3 D6 || (&#039;&#039;&#039;1.33&#039;&#039;&#039;)4.66 || (&#039;&#039;&#039;0.88&#039;&#039;&#039;)3.11 || &#039;&#039;&#039;4.66&#039;&#039;&#039; || 2.33 || 5.83 || 4.66 || &#039;&#039;&#039;7.77&#039;&#039;&#039; || &#039;&#039;&#039;4.66&#039;&#039;&#039; || &#039;&#039;&#039;3.11&#039;&#039;&#039; || (&#039;&#039;&#039;1.33&#039;&#039;&#039;)&#039;&#039;&#039;4.66&#039;&#039;&#039; || &#039;&#039;&#039;3.33&#039;&#039;&#039; || (&#039;&#039;&#039;2.77&#039;&#039;&#039;)&#039;&#039;&#039;9.72&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Synaptic Obliterator || 72&amp;quot; HeavyD3 S16 ap-4 D6 || (0.74)&#039;&#039;&#039;5.55&#039;&#039;&#039; || (0.59)&#039;&#039;&#039;4.44&#039;&#039;&#039; || 4.44 || &#039;&#039;&#039;2.66&#039;&#039;&#039; || &#039;&#039;&#039;6.66&#039;&#039;&#039; || &#039;&#039;&#039;5.55&#039;&#039;&#039; || 6.66 || 4.44 || 2.22 || (0.55)3.33 || 1.11 || (1.11)6.66&lt;br /&gt;
|-&lt;br /&gt;
| Transdimensional Projector || 24&amp;quot; HeavyD6 S6 ap-2 1 || (0.12)0.38 || (0.12)0.38 || 0.38 || 0.38 || 0.51 || 0.38 || 0.51 || 0.51 || 0.38 || (0.77)0.77 || 1.94 || (1.03)1.03&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Forelimbs (Impaling Strike) || Melee6 S16 ap-3 D5 || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;11.11&#039;&#039;&#039; || &#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;5.55&#039;&#039;&#039; || (1.66)&#039;&#039;&#039;8.33&#039;&#039;&#039; || 3.33 || (2.77)&#039;&#039;&#039;13.88&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Titanic Forelimbs (Reaping Sweep) || Melee12 S8 ap-1 D2 || 2.66 || 1.77 || 2.66 || 2.66 || 4 || 2.66 || 5.33 || 4 || 3.55 || (&#039;&#039;&#039;1.77&#039;&#039;&#039;)3.55 || &#039;&#039;&#039;6.66&#039;&#039;&#039; || (&#039;&#039;&#039;6.66&#039;&#039;&#039;)13.33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Orks]]===&lt;br /&gt;
Orks are the ascetic rulers of apocalypse. Not the winners. Apocalypse is too messy and vast a world for an entire faction to be an outright &amp;quot;winner&amp;quot;, but orks embody what it means to play apocalypse in body and soul.&lt;br /&gt;
&lt;br /&gt;
They have a lot of guns.&lt;br /&gt;
&lt;br /&gt;
They have a lot of crazy units.&lt;br /&gt;
&lt;br /&gt;
They can field units in swarms.&lt;br /&gt;
&lt;br /&gt;
And (most importantly) they are visually customisable.&lt;br /&gt;
&lt;br /&gt;
You don&#039;t even need to turn up with an single ork model in your army, as orks are the only faction where you can customise, kitbash and steal models from every other faction and it just works (there&#039;s even an example of a hierophant kitbashed into a...Gargant?). The downside orks have is that they are generally overcosted and do not have anything in the 1000+ points category for titan fighting. This is however, these of an issue in 9th edition, as toughness 9 is now the highest you will face, putting the dice gods in your favour. &lt;br /&gt;
&lt;br /&gt;
A note on Orks. Dakka! Dakka! Dakka! effectively gives orks +1 to their ballistic skill, due to 6&#039;s counting as 2 hits. As such, the numbers are calculated assuming as much.&lt;br /&gt;
====[[Ghazghkull Mag Uruk Thraka]]====&lt;br /&gt;
[[File:GhazkullModel4.png|right|thumb|400px|About time he got a new model. His previous model was older than me.]]&lt;br /&gt;
*1 Gork&#039;s Klaw&lt;br /&gt;
*1 Mork&#039;s Roar&lt;br /&gt;
*1 Stickbomb&lt;br /&gt;
&lt;br /&gt;
300 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Mork&#039;s Roar || 36&amp;quot; Assault12 S5 ap-1 D1 || (0.22)0.66 || (0.22)0.66 || 0.66 || 1 || 1 || 0.66 || 1 || 1 || 0.66 || (1)1 || 3.33 || (2)2&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Gork&#039;s Klaw || Melee5 S14 ap-4 D4 || 10.80 || 10.80 || 8.64 || 12.96 || 12.96 || 10.80 || 16.20 || 12.96 || 5.40 || (2.02)8.10 || 4.05 || (4.05)16.20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Squiggoth|Gargantuan Squiggoth]] pg200====&lt;br /&gt;
[[File:GargSquiggoth.jpg|400px|right|thumb|It&#039;s better than a tank because it has tusks and dakka.]]&lt;br /&gt;
You know how tanks are usually crap in melee? And how if you&#039;re transporting units across the battlefield then that&#039;s a lot of firepower which isn&#039;t doing anything while it&#039;s snugg and warm? Well the Gargantuan Squiggoth has you covered in so many departments, that you too will want this massive hunk of plastic in your life as well! The Gargantuan Squiggoth combines the protection of a super heavy tank, with the open topped nature of a light tank, allowing the 20 boyz inside to shoot back, along with the firepower (if a big dialled back and costing some transport space). In an apocalypse setting though, what you&#039;re buying this for is to keep your (very squishy) troops safe, until they disembark and the squiggoth charges something very big and not so goof in melee worth more points. Say, I don&#039;t know, a Titan? Only the orks would be insane and brilliant enough to do so.&lt;br /&gt;
&lt;br /&gt;
Ow, it also has the usual ork and &amp;lt;clan&amp;gt; rules, so your monster is actually a lot more reliable and buffable than it first appears.&lt;br /&gt;
*1 Huge Tusks&lt;br /&gt;
*+1 Kannon&lt;br /&gt;
*+1 Squiggoth Supa-Kannon&lt;br /&gt;
510 pts&lt;br /&gt;
&lt;br /&gt;
+15 pts Kannon&lt;br /&gt;
&lt;br /&gt;
+40 pts Supa-Kannon&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Squiggoth Supa-Kannon || 60&amp;quot; Heavy2D6 S8 ap-2 D3 || (0.87)2.62 || (0.58)1.75 || 2.62 || 1.75 || 3.5 || 2.62 || 4.66 || 3.5 || 2.33 || (1.16)3.5 || 2.91 || (1.94)5.83&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Huge Tusks || Melee8 S12 ap-4 D3+3 || 14.81 || 14.81 || 11.85 || 17.77 || 17.77 || 14.81 || 17.77 || 17.77 || 7.40 || (2.22)11.11 || 4.44 || (4.44)22.22&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Kill Tank]] pg201====&lt;br /&gt;
[[File:KillBlasta2.jpg|400px|right|thumb|The ork baneblade.]]&lt;br /&gt;
Sweet god emperor this vehicle is deceptively powerful. Despite costing less than a knight or roughly the price of a ban blade, the Kill tank has the firepower to severely hurt most other units. &lt;br /&gt;
&lt;br /&gt;
*1 Bursta Kannon or 1 Giga Shoota&lt;br /&gt;
*1 Twin Big Shoota&lt;br /&gt;
*1 Reinforced Ram&lt;br /&gt;
275 pts&lt;br /&gt;
&lt;br /&gt;
+50 pts Bursta Kannon&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Bursta Cannon || 36” Heavy3D6 S10 ap-3 D3 || (2.33)7 || (2.33)7 || 7 || 5.25 || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| Giga Shoota || 48” Heavy30 S6 ap-2 D1 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Reinforced Ram || Melee8 S9 ap-1 D3 || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Kustom Stompa pg202====&lt;br /&gt;
[[File:Stopma.jpg|Right|350px|thumb|If only it was survivable as it is awesome.]]&lt;br /&gt;
Ork units have always suffered with being over costed, as the designers never really know or appreciate how their maths works. The Kustom Stompa has been the pinnacle of this. Yes its a S10 T8 unit with 40 wounds and a 3+ save, so it must fall into the knightly cost territory. But unlike a knight it has no invulnerability save, and cannot be buffed because its specifically a &#039;&#039;&#039;Kustom Stompa&#039;&#039;&#039; not a &#039;&#039;&#039;Stompa&#039;&#039;&#039; in its rules, and only has the ork 5+ ballistic skill (4+ with dakka dakka). So what do you get for your 800+ price tag? Guns. A lot of Guns. And a melee potential capable of destroying most other units in the game outright.&lt;br /&gt;
&lt;br /&gt;
Although the kustom stompa is a bit squishy it makes up for it with the simply, undiluted volume of pure damage it can send out into the world. It is a glass cannon of such incredible lethality that it’s worth taking it just to see what might happen.&lt;br /&gt;
&lt;br /&gt;
A note on the Kustom Lifts-Droppa. The Droppa does not use a normal wounding mechanic, which is good this edition as it actually makes it easier to wound all targets, and there are no dramatic odds changes like the probability difference between a 2+ and 3+ dice roll. As the max toughness is now 9 as well you will wound everything in the game with this weapon about 66.03% of the time (more decimal places are available).&lt;br /&gt;
*3 Big Shootas&lt;br /&gt;
*1 Deffkannon, 1 Kustom Supa-Rokkits and 1 Supa-Gatler or 1 Stompa Klaw or 1 Stompa Lifta Droppa &lt;br /&gt;
*1 Gaze of Mork&lt;br /&gt;
*1 Skorcha&lt;br /&gt;
*1 Twin Big Shoota&lt;br /&gt;
*1 Mega Choppa or 1 Stompa Klaw or 1 Stompa Lifta Droppa&lt;br /&gt;
*+1 Bellygun&lt;br /&gt;
800 pts&lt;br /&gt;
&lt;br /&gt;
+50 pts Belly Gun&lt;br /&gt;
&lt;br /&gt;
+20 pts Stompa Klaw&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Belly Gun || 36&amp;quot; Heavy3D6 S8 ap-2 D2 || (0.65)2.62 || (0.43)1.75 || 2.62 || 1.75 || 3.5 || 1.75 || 4.66 || 3.5 || 2.33 || (1.75)3.5 || &#039;&#039;&#039;4.37&#039;&#039;&#039; || (2.91)5.83&lt;br /&gt;
|-&lt;br /&gt;
| Gaze of Mork || 18&amp;quot; Heavy3 S12 ap-4 D6 || (0.66)5 || (0.66)5 || 4 || 3 || 6 || 5 || 6 || 4 || 2.5 || (0.62)3.75 || 1.25 || (1.25)7.5&lt;br /&gt;
|-&lt;br /&gt;
| Kustom Supa-Rokkits || 100&amp;quot; HeavyD6 S8 ap-3 DD6 || (0.58)2.04 || (0.38)1.36 || 2.04 || 1.02 || 2.55 || 2.04 || 3.40 || 2.04 || 1.36 || (0.58)2.04 || 1.45 || (1.45)5.10&lt;br /&gt;
|-&lt;br /&gt;
| Stompa Lifta-Droppa || 48&amp;quot; Heavy 4D3 S* ap-4 D3+3 roll 3D6 against toughness for successful wound || (&#039;&#039;&#039;2.05&#039;&#039;&#039;)&#039;&#039;&#039;12.81&#039;&#039;&#039; || (&#039;&#039;&#039;1.76&#039;&#039;&#039;)&#039;&#039;&#039;11.00&#039;&#039;&#039; || &#039;&#039;&#039;10.25&#039;&#039;&#039; || &#039;&#039;&#039;6.60&#039;&#039;&#039; || &#039;&#039;&#039;15.37&#039;&#039;&#039; || &#039;&#039;&#039;12.81&#039;&#039;&#039; || &#039;&#039;&#039;17.16&#039;&#039;&#039; || &#039;&#039;&#039;15.37&#039;&#039;&#039; || &#039;&#039;&#039;6.08&#039;&#039;&#039; || (&#039;&#039;&#039;1.92&#039;&#039;&#039;)&#039;&#039;&#039;9.62&#039;&#039;&#039; || 3.98 || (&#039;&#039;&#039;3.94&#039;&#039;&#039;)&#039;&#039;&#039;19.71&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Stompa Klaw || Melee6 S20 ap-5 D9 wound roll 4+ D3 extra MW (+4mw each volley) || 34 || 34 || 24 || 34 || 34 || 34 || 34 || 34 || 14 || (1.66)19 || 7.33&lt;br /&gt;
|(3.33)34&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[T&#039;au|T&#039;au Empire]]===&lt;br /&gt;
Titans are awesome. They provide something which warhammer very much needed for its battlefields. A colossal threat. But they also gave us something else. Giant mechs. The tau were created on simple premise that we like giant mechs, why not create a faction of them?&lt;br /&gt;
&lt;br /&gt;
In apocalypse the diverse toolkit of the tau allows them to play to a number of styles, with infantry which will now always wound on a 5+ at least that can be buffed to high heaven, to mini mechs which you can kit out to face any target, to what used to be some of the cheesiest vehicles in the game, or the Russian doll which is the manta. The tau suffer however from a lacklustre guard ballistic skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strengths&#039;&#039;&#039;&lt;br /&gt;
*Very efficient firepower.&lt;br /&gt;
*Very powerful firepower on fairly low cost units.&lt;br /&gt;
*Very tactically flexible and mobile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weaknesses&#039;&#039;&#039;&lt;br /&gt;
*Buggered in melee.&lt;br /&gt;
*Very squishy.&lt;br /&gt;
*Very low ballistic skill for the firepower they bring.&lt;br /&gt;
&lt;br /&gt;
====[[Manta]] pg213====&lt;br /&gt;
[[Image:Manta.jpg|300px|thumb|right|Literally the widest thing Forge World sells.]]&lt;br /&gt;
Markerlights. The manta is heavily dependent on them (there is a reason why it comes with 6 of them). The manta only has a 4+ ballistic skill, which is &#039;&#039;&#039;NOTHING&#039;&#039;&#039; at titanic levels. Only the ork titans do worse with their 5+ ballistic skill, but orks have an excuse (and dakka dakka). But as mentioned, the manta has 6 markerlights on it. Plus 2 heavy rail rifles. And 6 ion cannons. And &#039;&#039;&#039;16&#039;&#039;&#039; long barrelled burst cannons. And a load of missiles which will only hit on 6&#039;s without markerlights. It&#039;s almost like the designers are trying to tell us something. Like that if you get a full round of markerlights on say a Warhound Titan, and then unload everything at said titan, that something might happen, like that titan taking a lot of damage.&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
Now, the manta is also more than just a gun platform. It is also the largest transport vehicle in warhammer. It can carry:&lt;br /&gt;
*200 Infantry or Drones&lt;br /&gt;
*4 Devilfish, Sky Ray Gunships or Hammerheads&lt;br /&gt;
*and 8 Battlesuits with 9 wounds or less&lt;br /&gt;
All of these are cumulative, and the transports may also carry units. The manta can carry an entire apocalypse army of models (the basic infantry would be around 1500 points to begin with), and with toughness 8, a 3+/5++ and a minus 1 to hit it, the Manta is also a very tough unit.&lt;br /&gt;
*2 Heavy Rail Cannons&lt;br /&gt;
*6 Ion Cannons&lt;br /&gt;
*16 Long-Barrelled Burst Cannons&lt;br /&gt;
*6 Markerlights&lt;br /&gt;
*2 Missile Pods&lt;br /&gt;
*10 Seeker Missiles&lt;br /&gt;
&lt;br /&gt;
2000 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Rail Cannon || 72&amp;quot; Heavy2 S14 ap-5 DD3+6 successful wound deals +D3 MW (1.33mw on 3+, 1.66mw on 2+) || (0.44)6.66 || (0.44)6.66 || 4.88 || 3.99 || 6.66 || 6.66 || 8.32 || 4.88 || 3.88 || (0.41)4.99 || 2.49 || (0.83)8.32&lt;br /&gt;
|-&lt;br /&gt;
| Long-Barrelled Burst Cannon || 36&amp;quot; Assault4 S5 ap0 D1 || (0.03)0.11 || (0.03)0.11 || 0.11 || 0.22 || 0.22 || 0.11 || 0.22 || 0.22 || 0.11 || (0.16)0.16 || 0.88 || (0.44)0.44&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3+ 1.33 2+ 1.66&lt;br /&gt;
&lt;br /&gt;
====[[Battlesuit|KX139 Ta&#039;Unar Supremacy Armour]] pg214====&lt;br /&gt;
[[File:KX139.jpg|200px|thumbnail|right|Now all they need to do is make it good in melee...]]&lt;br /&gt;
Note, as the Heavy Rail Cannon Array will wound everything on a 2+ (S18 will do that this edition) it is assumed that the mortal wounds it deals are constant across all units.&lt;br /&gt;
*4 Burst Cannons&lt;br /&gt;
*3 Pulse Ordinance Drivers or 2 Nexus Missile Launchers or 1 Heavy Rail Cannon Array and 1 Fragmentation Cluster Shell Launcher&lt;br /&gt;
*4 Smart Missile Systems&lt;br /&gt;
*2 Tri Axis Ion Cannons or 2 Fusion Eradicators&lt;br /&gt;
*1 Crushing Feet&lt;br /&gt;
&lt;br /&gt;
1000 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Fragmentation Cluster Shell Launcher || 36&amp;quot; Heavy3D6 S5 ap-1 D1 || (0.25)0.77 || (0.25)0.77 || 0.77 || 1.16 || 1.16 || 0.77 || 1.16 || 1.16 || 0.77 || (1.16)1.16 || 3.88 || (2.33)2.33&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Rail Cannon Array || 120&amp;quot; Heavy2 S18 ap-5 DD6+6 successful wound deals +3MW (3.33mw) || (&#039;&#039;&#039;0.74&#039;&#039;&#039;)&#039;&#039;&#039;13.88&#039;&#039;&#039; || (&#039;&#039;&#039;0.74&#039;&#039;&#039;)&#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;10.36&#039;&#039;&#039; || &#039;&#039;&#039;8.60&#039;&#039;&#039; || &#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;13.88&#039;&#039;&#039; || &#039;&#039;&#039;10.36&#039;&#039;&#039; || &#039;&#039;&#039;6.84&#039;&#039;&#039; || (0.55)&#039;&#039;&#039;8.60&#039;&#039;&#039; || 4.44 || (1.11)&#039;&#039;&#039;13.88&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Nexus Missile Launcher || 60&amp;quot; Heavy3D6 S6 ap-3 D1 || (0.51)1.55 || (0.51)1.55 || 1.55 || 1.16 || 1.94 || 1.55 || 1.94 || 1.55 || 1.16 || (&#039;&#039;&#039;2.33&#039;&#039;&#039;)2.33 || &#039;&#039;&#039;5.83&#039;&#039;&#039; || (&#039;&#039;&#039;3.88&#039;&#039;&#039;)3.88&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Ordnance Driver (Concentrated) || 90&amp;quot; Heavy2 S10 ap-4 D5 || (0.59)3.70 || (0.59)3.70 || 2.96 || 2.22 || 4.44 || 3.70 || 4.44 || 2.96 || 1.48 || (0.55)2.77 || 1.11 || (1.11)5.55&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Ordnance Driver (Dispersed) || 72&amp;quot; HeavyD6 S8 ap-2 D2 || (0.29)1.16 || (0.19)0.77 || 1.16 || 0.77 || 1.55 || 1.16 || 2.07 || 1.55 || 1.03 || (0.77)1.55 || 1.94 || (1.29)2.59&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Eradicator || 24&amp;quot; Heavy5 S8 ap-4 DD6 || (&#039;&#039;&#039;1.11&#039;&#039;&#039;)&#039;&#039;&#039;4.86&#039;&#039;&#039; || (&#039;&#039;&#039;0.74&#039;&#039;&#039;)&#039;&#039;&#039;3.24&#039;&#039;&#039; || &#039;&#039;&#039;3.88&#039;&#039;&#039; || 1.94 || &#039;&#039;&#039;5.83&#039;&#039;&#039; || &#039;&#039;&#039;3.24&#039;&#039;&#039; || &#039;&#039;&#039;7.77&#039;&#039;&#039; || &#039;&#039;&#039;3.88&#039;&#039;&#039; || 2.59 || (1.11)3.88 || 2.77 || (&#039;&#039;&#039;2.77&#039;&#039;&#039;)&#039;&#039;&#039;9.72&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Tri-Axis Ion Cannon (Standard) || 60&amp;quot; Heavy9 S7 ap-2 D2 || (0.5)2 || (0.5)2 || 2 || &#039;&#039;&#039;2&#039;&#039;&#039; || 2.66 || 2 || 4 || 2.66 || &#039;&#039;&#039;2.66&#039;&#039;&#039; || (&#039;&#039;&#039;2&#039;&#039;&#039;)&#039;&#039;&#039;4&#039;&#039;&#039; || &#039;&#039;&#039;5&#039;&#039;&#039; || (2.66)5.33&lt;br /&gt;
|-&lt;br /&gt;
| Tri-Axis Ion Cannon (Overcharge) || 60&amp;quot; Heavy3D6 S8 ap-2 D3 || (1.75)5.25 || (1.16)3.5 || 5.25 || 3.5 || 7 || 5.25 || 9.33 || 7 || 4.66 || (2.33)7 || 5.83 || (3.88)11.66&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Feet || Melee12 S8 ap-2 D2 || 2 || 1.33 || 2 || 1.77 || 2.66 || 2 || 3.55 || 2.66 || 1.77 || (1.33)2.66 || 3.33 || (2.22)4.44&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Tyranids]]===&lt;br /&gt;
Tyranids and apocalypse go together like jaws and raw, unprotected, flesh. On normal scales they feel a bit out of place, running around with a few units and a few big gribbles. Apocalypse however, is the scale where the tyranids can bring out all their toys. Colossal swarms of infantry drowning their foes in a tide of flesh. Giant monsters crunching open tanks like tin cans to get at the baked beans within. Ravenous flying beasts hunting down enemy fliers, who have not yet learned that melee can fly in the 42nd millenium.&lt;br /&gt;
&lt;br /&gt;
On a more practical point the tyranids have also done well at apocalypse. Their units have been reasonably priced and very versatile, doing well at ranged, melee and psychic play, only suffering a little from having relatively low armour saves.&lt;br /&gt;
&lt;br /&gt;
====[[Dimachaeron]] pg219====&lt;br /&gt;
[[File:Tim-002Dimachaeron Forgeworld.jpg|380px|right|thumb|More teeth than an explosion at a dentists surgery.]]&lt;br /&gt;
Although technically a fast attack unit, this monster hits and behaves more like a lord of war. It is very fast though, moving with a speed and agility normally only seen on fliers, while being deceptively tough (despite being &amp;quot;only&amp;quot; toughness 7, it has a 5+ invulnerability save and access to a 5+ feel no pain save). And then there&#039;s its attacks. It has no ranged weapons, but instead has two, very powerful, melee weapons, and an ability to deal mortal wounds if it beats the units strength on a D6 (which is where it gains its feel no pain save).&lt;br /&gt;
&lt;br /&gt;
All of this means that the Dimachaeron (as long as it doesn&#039;t get shot off the board) can duel quite happily with most targets, and come out smiling.&lt;br /&gt;
&lt;br /&gt;
230 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Massive Scything Sickle-Talons|| Melee6 S8 ap-3 DD3+3 reroll failed hit rolls || 8.88 || 5.92 || 8.88 || 7.40 || 11.11 || 8.88 || 14.81 || 1.11 || 5.92 || (1.77)8.88 || 4.44 || (3.70)18.51&lt;br /&gt;
|-&lt;br /&gt;
| Scything Tail || Melee1 S7 ap-3 D2 (1 addition attack with this weapon) || 0.29 || 0.29 || 0.29 || 0.37 || 0.37 || 0.29 || 0.55 || 0.37 || 0.29 || (0.22)0.44 || 0.55 || (0.37)0.74&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Hierodule|Barbed Hierodule]] pg221====&lt;br /&gt;
[[File:Hierodule4.jpg|400px|right|thumb|Like a carnifex, only with bigger guns.]]&lt;br /&gt;
275 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Bio-Cannon || 48&amp;quot; Heavy6 S8 ap-2 D2 || (0..5)2 ||  || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Hierodule Scything Talons || Melee4 S10 ap-3 DD3+3 reroll 1&#039;s to hit || 6.91 || 6.91 || 6.91 || 8.64 || 8.64 || 6.91 || 8.64 || 8.64 || 3.45 || (1.29)6.48 || 2.59 || (2.16)10.80&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Hierodule|Scythed Hierodule]] pg221====&lt;br /&gt;
[[Image:Hierodule5.jpg|400px|right|thumb|Like a carnifex, only with bigger claws.]]&lt;br /&gt;
&lt;br /&gt;
The Hierodules are fairly dull, in that they are just tanks. They use the same rules (but tyranid style) and have the same toughness 8 and 3+ save as a heavy tank. However, the hierodules are tanks that fight in melee, they do it well and cost less than a baneblade.&lt;br /&gt;
&lt;br /&gt;
The scythed version takes the melee to the extreme by having extra attacks, and a souped up flamer for infantry clearance.&lt;br /&gt;
&lt;br /&gt;
235 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Bio-Acid Spray || 18&amp;quot; Heavy3D6 S6 ap-2 D1 auto hit || - || - || - || - || - || - || - || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Hierodule Scything Talons || Melee6 S10 ap-3 DD3+3 reroll 1&#039;s to hit || 10.37 || 10.37 || 10.37 || 12.96 || 12.96 || 10.37 || 12.96 || 12.96 || 5.18 || (1.94)9.72 || 3.88 || (3.24)16.20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Harridan]] pg222====&lt;br /&gt;
[[File:Harridan2.jpg|400px|thumb|right|Can also be built with gargoyles clinging to its underside.]]&lt;br /&gt;
&lt;br /&gt;
The harridan (and hierophant) both come with an interesting ability called frenzied metabolism. At the cost of taking mortal wounds, both units add 1 to their wound roles with their ranged weapons for a phase. This is better than normal plasma, as unless you would wound the target on a 2+ already it represents a definite increase in damage. The increased damage for this is shown separately.&lt;br /&gt;
&lt;br /&gt;
700 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Dire Bio-Cannon || 48&amp;quot; Heavy8 S10 ap-3 D3 || (2.37)7.11 || (2.37)7.11 || 7.11 || 5.33 || 8.88 || 7.11 || 8.88 || 7.11 || 3.55 || (2.22)6.66 || 4.44 || (3.70)11.11&lt;br /&gt;
|-&lt;br /&gt;
| Dire Bio-Cannon (Frenzied Metabolism) || 48&amp;quot; Heavy8 S10 ap-3 D3 +1 to wound || (2.96)8.88 || (2.96)8.88 || 8.88 || 6.66 || 11.11 || 8.88 || 11.11 || 8.88 || 4.44 || (2.22)6.66 || 4.44 || (3.70)11.11&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Gargantuan Scything Talons || Melee5 S10 ap-3 D6 reroll 1&#039;s to hit || 10.37 || 10.37 || 10.37 || 12.92 || 12.92 || 10.37 || 12.92 || 12.92 || 5.18 || (1.62)9.72 || 3.24 || (2.70)16.20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Hierophant]] pg223====&lt;br /&gt;
[[File:Hierophant Nid.jpg|400px|thumb|right|The biggest pile of nom nom you can buy.]]&lt;br /&gt;
The hierophant is the most dangerous titan for its price point. Bar none. It has a fulltime 5+ invulnerability save and a 2+ normal save. It&#039;s toughness 8. It&#039;s fast and its guns pump out &#039;&#039;&#039;A LOT&#039;&#039;&#039; of shots. It&#039;s also lethal in melee. It has been drastically scaled back from 8th edition, with all its attacks dealing less damage, but it now costs less  than half the price, meaning you can bring two of them for 2000 points. By itself it will happily fight a warhound titan, and although it won&#039;t win (its guns are too short range at only 48&amp;quot;) it will survive long enough to wipe out its void shields and do some damage on top.&lt;br /&gt;
&lt;br /&gt;
If there are no other titans about then the hierophant can quite happily just running around murdering everything in all phases. Buy one, and you won&#039;t be dissapointed.&lt;br /&gt;
&lt;br /&gt;
The hierophant (and harridan) both come with an interesting ability called frenzied metabolism. At the cost of taking mortal wounds, both units add 1 to their wound roles with their ranged weapons for a phase. This is better than normal plasma, as unless you would wound the target on a 2+ already it represents a definite increase in damage. The increased damage for this is shown separately.&lt;br /&gt;
&lt;br /&gt;
850 pts&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! - !! - !! Warhound !! Warlord !! Heriophant !! Phantom !! Baneblade !! Land Raider !! Rhino !! Imperial Knight !! Guilliman !! Custodian !! Guardsman !! Space Marine&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Stats !! T8 W50 2+/5++ RInvuln, 2 VS !!  T9 W120 2+/5++ RInvuln, 8 VS !! T8 W34 2+/5++ !!  T9 W60 3+/4++ RInvuln !! T8 W26 3+ !! T8 W16 2+ !! T7 W10 3+ !! T8 W24 3+/5++ vs ranged !! T6 W9 2+/3++ !! T5 W3 2+/4++ !! T3 W1 5+ !! T4 W2 3+&lt;br /&gt;
|-&lt;br /&gt;
| Bio-Plasma Torrent || 12&amp;quot; Assault2D6 S7 ap-3 D1 auto hit || (0.51)1.55 || (0.51)1.55 || 1.55 || 1.16 || 1.94 || 1.55 || 2.91 || 1.55 || 1.55 || (&#039;&#039;&#039;2.33&#039;&#039;&#039;)2.33 || &#039;&#039;&#039;5.83&#039;&#039;&#039; || (&#039;&#039;&#039;3.88&#039;&#039;&#039;)3.88&lt;br /&gt;
|-&lt;br /&gt;
| Dire Bio-Cannon || 48&amp;quot; Heavy8 S10 ap-3 D3 || (&#039;&#039;&#039;2.37&#039;&#039;&#039;)&#039;&#039;&#039;7.11&#039;&#039;&#039; || (&#039;&#039;&#039;2.37&#039;&#039;&#039;)&#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;5.33&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;8.88&#039;&#039;&#039; || &#039;&#039;&#039;7.11&#039;&#039;&#039; || &#039;&#039;&#039;3.55&#039;&#039;&#039; || (2.22)&#039;&#039;&#039;6.66&#039;&#039;&#039; || 4.44 || (3.70)&#039;&#039;&#039;11.11&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Bio-Plasma Torrent (Frenzied Metabolism) || 12&amp;quot; Assault2D6 S7 ap-3 D1 auto hit +1 to wound || (0.77)2.33 || (0.77)2.33 || 2.33 || 1.75 || 2.91 || 2.33 || 3.88 || 2.33 || 1.94 || (2.91)2.91 || 5.83 || (4.86)4.86&lt;br /&gt;
|-&lt;br /&gt;
| Dire Bio-Cannon (Frenzied Metabolism) || 48&amp;quot; Heavy8 S10 ap-3 D3 +1 to wound || (2.96)8.88 || (2.96)8.88 || 8.88 || 6.66 || 11.11 || 8.88 || 11.11 || 8.88 || 4.44 || (2.22)6.66 || 4.44 || (3.70)11.11&lt;br /&gt;
|-&lt;br /&gt;
! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! - !! -&lt;br /&gt;
|-&lt;br /&gt;
| Gargantuan Scything Talons || Melee6 S10 ap-3 D6 reroll 1&#039;s to hit || &#039;&#039;&#039;12.44&#039;&#039;&#039; || &#039;&#039;&#039;12.44&#039;&#039;&#039; || &#039;&#039;&#039;12.44&#039;&#039;&#039; || &#039;&#039;&#039;15.55&#039;&#039;&#039; || &#039;&#039;&#039;15.55&#039;&#039;&#039; || &#039;&#039;&#039;12.44&#039;&#039;&#039; || &#039;&#039;&#039;15.55&#039;&#039;&#039; || &#039;&#039;&#039;15.55&#039;&#039;&#039; || &#039;&#039;&#039;6.22&#039;&#039;&#039; || (&#039;&#039;&#039;1.94&#039;&#039;&#039;)&#039;&#039;&#039;11.66&#039;&#039;&#039; || &#039;&#039;&#039;3.88&#039;&#039;&#039; || (&#039;&#039;&#039;3.24&#039;&#039;&#039;)&#039;&#039;&#039;19.44&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Lashwhip Pods || Melee10 S5 ap-1 D1 (10 extra attacks made with this weapon) || 0.74 || 0.74 || 0.74 || 1.11 || 1.11 || 0.74 || 1.11 || 1.11 || 0.74 || (1.66)1.66 || 3.70 || (2.22)2.22&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Apocalypse Drinking Game =&lt;br /&gt;
&lt;br /&gt;
Let’s face it, if you’re playing apocalypse you’re doing it with your friends and you’re staying at least a night. You’ve planned it for months and sunk thousands of pounds into it, and the battle itself is likely to be longer than in 8th edition with how much tougher units are. So why not make a drinking game out of it!&lt;br /&gt;
&lt;br /&gt;
As you will be playing for at least two days, and over many hours it is advised that you use long drinks (pints and cocktails, etc) for this, and remember to drink plenty of water. It is also advised that you plan your meals. Not just as breaks from the game of apocalypse, but to soak up the vast quantities of booze.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drink when:&#039;&#039;&#039;&lt;br /&gt;
*You lose an:&lt;br /&gt;
**&#039;&#039;&#039;INFANTRY&#039;&#039;&#039; unit (sorry guard, ork and nid players).&lt;br /&gt;
**A &#039;&#039;&#039;CHARACTER&#039;&#039;&#039; unit. Drink twice if that unit is made up of multiple &#039;&#039;&#039;CHARACTERS&#039;&#039;&#039;.&lt;br /&gt;
**Model with more than 9 wounds.&lt;br /&gt;
&lt;br /&gt;
*One of your units enters the board via deep strike or by a similar ability (you’re playing apocalypse, you should be punished for not setting up all your units in the hour or four provided).&lt;br /&gt;
&lt;br /&gt;
*One of your units leaves the board to enter reserves (sorry genestealer cults).&lt;br /&gt;
&lt;br /&gt;
*One of your units retreats from combat (be glad this is 9th edition where units with fly cannot flee combat).&lt;br /&gt;
&lt;br /&gt;
*You use a large receptacle to store and then roll your dice (the price of maximum dakka).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Take a long Drink when:&#039;&#039;&#039;&lt;br /&gt;
*An otherwise healthy/full health unit is wiped out in a single phase (fate and artillery are fickle masters).&lt;br /&gt;
&lt;br /&gt;
*You lose a &#039;&#039;&#039;TITANIC&#039;&#039;&#039; unit.&lt;br /&gt;
&lt;br /&gt;
*You accuse someone of cheating and the accusation is unfounded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Finish your drink when:&#039;&#039;&#039;&lt;br /&gt;
*The game ends (waste not want not).&lt;br /&gt;
&lt;br /&gt;
*You lose the game, cumulative with the game-ending (you will need to refill your drink).&lt;br /&gt;
&lt;br /&gt;
*You lose your warlord (you may have a moment of silence to mourn their loss).&lt;br /&gt;
&lt;br /&gt;
*You lose a proper Titan unit (eg. War hound Titan).&lt;br /&gt;
&lt;br /&gt;
*You lose a Warlord Titan (this is cumulative with losing a Titan, so I hope you have an iron stomach).&lt;br /&gt;
&lt;br /&gt;
*You wish to leave the game or complain that it’s taking to long (the alcohol will provide much-needed determination).&lt;br /&gt;
&lt;br /&gt;
*You are accused of cheating and the accusation is found to be true (cheaters never prosper, but they do pickle).&lt;br /&gt;
&lt;br /&gt;
*The game is paused for a meal break (the food will help).&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
*&#039;&#039;&#039;You Ain’t Drinking Enough&#039;&#039;&#039;&lt;br /&gt;
:1 CP&lt;br /&gt;
:A player of your choice drinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;You Can’t Do That&#039;&#039;&#039;&lt;br /&gt;
:1 CP + drink&lt;br /&gt;
:A player may not reroll a die they were going to reroll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This Hurts Me More Than it Hurts You&#039;&#039;&#039;&lt;br /&gt;
:1 CP&lt;br /&gt;
:Select an enemy unit within 12” of an enemy unit then roll 2D6+2. That enemy unit suffers mortal wounds equal to the difference between the value rolled and their leadership characteristic. You then drink a number of times equal to the value rolled.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;I Feel No Pain (hiccup)&#039;&#039;&lt;br /&gt;
:1 CP&lt;br /&gt;
:Select a friendly unit when it is about to take wounds; that unit ignores damage received on a roll of 6 on a D6 for the remainder of the phase. If that unit already has a similar ability it adds 1 to that roll. At the end of the phase you drink a number of times equal to the damage ignored.&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics(9E)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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[[Category: Adeptus Custodes]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Craftworld Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dark Eldar]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Necrons]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tau]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Tyranid]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Mercenaries_and_planes&amp;diff=1011616</id>
		<title>Mercenaries and planes</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Mercenaries_and_planes&amp;diff=1011616"/>
		<updated>2026-05-20T15:36:53Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
|name = Unknown&lt;br /&gt;
|picture = [[File:Planes_And_Mercs.jpg|200px]]&lt;br /&gt;
|type = [[RPG]]&lt;br /&gt;
|publisher = [[Steve]]&lt;br /&gt;
|playno = 2+&lt;br /&gt;
|year = 2010 (we hope)&lt;br /&gt;
|books = Air War C21&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;This totally unknown homebrew gave me faith in /tg/.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;Holy Shit! Planes and Mercs! - Product promotional tagline.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Post that started the Planefap /tg/ ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Our GM has said that our new game will be set up as a mercenary air squadron. We&#039;ve been given an initial account, and he has lists of stuff to buy. Now he&#039;s been pretty generous with our allowance, since short of a F-22, or most modern bombers, we can afford stuff. The downside is paying for maintenance on some of these planes, as well as ammo, etc. I&#039;m not worried about the air combat, our GM has always rocked vehicle combat, but I know nothing about planes or helicopters, other than a few names.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&#039;&#039;What should I take? Our group is based out of an airfield in remote Laos, all weapons will be black market.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hell&#039;s Black Aces ==&lt;br /&gt;
&lt;br /&gt;
===Baron===&lt;br /&gt;
*Callsign: Baron&lt;br /&gt;
*Country of Origin: Germany&lt;br /&gt;
*Pilot skill: Multi-Role&lt;br /&gt;
*F-18D&lt;br /&gt;
*[http://en.wikipedia.org/wiki/F-4_Phantom_II IAI F-4/2000 Phantom II] (Backup)&lt;br /&gt;
**Min Speed: 5&lt;br /&gt;
**Max Speed: 25&lt;br /&gt;
**Power Class: High Power&lt;br /&gt;
**Accel 1 and 2: +3 / +2&lt;br /&gt;
**Decel: -4&lt;br /&gt;
**Maneuver Class: Medium&lt;br /&gt;
**Gun: 7d6&lt;br /&gt;
**Gun Ammo: 7&lt;br /&gt;
**Bomb Computer Rating: +4&lt;br /&gt;
**Damage Points: 8&lt;br /&gt;
**Chaff: 8&lt;br /&gt;
**Flares: 8&lt;br /&gt;
**ECM: -&lt;br /&gt;
**Radar: 3+L&lt;br /&gt;
**Size: +0&lt;br /&gt;
**Spot: +1&lt;br /&gt;
**Load points: 32&lt;br /&gt;
**Year Introduced: 1989&lt;br /&gt;
**Typical Loadout: 4x[http://en.wikipedia.org/wiki/Python_missile Python], 4 [http://en.wikipedia.org/wiki/AIM-7 AIM-7]&lt;br /&gt;
&lt;br /&gt;
===BearHug===&lt;br /&gt;
*Callsign: BearHug, Hugs&lt;br /&gt;
*Country of Origin: Unknown&lt;br /&gt;
*Pilot skill: Air Superiority&lt;br /&gt;
*Su-30 with TVC&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Sukhoi_Su-27 Su-27 Flanker-B] (destroyed during Ardent Gardener)&lt;br /&gt;
**Minspd: 5&lt;br /&gt;
**Maxspd: 27&lt;br /&gt;
**Power: HP&lt;br /&gt;
**Accel: +4 /+3&lt;br /&gt;
**Decel: -4&lt;br /&gt;
**Maneuver: H&lt;br /&gt;
**Gun: 6d6&lt;br /&gt;
**Ammo: 5&lt;br /&gt;
**Bomb Computer +2&lt;br /&gt;
**Damage: 8&lt;br /&gt;
**Chaff: 8&lt;br /&gt;
**Flare: 8&lt;br /&gt;
**ECM: -1&lt;br /&gt;
**Rdr: 3+L&lt;br /&gt;
**Size: +1&lt;br /&gt;
**Spot: +1&lt;br /&gt;
**Load: 31&lt;br /&gt;
**Built: 1984&lt;br /&gt;
**General Loads: 6x[http://en.wikipedia.org/wiki/AA-10 AA-10] 4x[http://en.wikipedia.org/wiki/AA-11 AA-11]&lt;br /&gt;
&lt;br /&gt;
===Scotch===&lt;br /&gt;
*Callsign: Scotch (Never Scotty)&lt;br /&gt;
*Country of Origin: Scotland&lt;br /&gt;
*Pilot skill: Multi-Role&lt;br /&gt;
*Mig 23 with upgrades&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Saab_37_Viggen Saab Viggen] (Unconfirmed stats from the rulebook)(currently damaged)&lt;br /&gt;
**Minspd: 5&lt;br /&gt;
**Maxspd: 23&lt;br /&gt;
**Power: HP&lt;br /&gt;
**Accel: +3 /+3&lt;br /&gt;
**Decel: -4&lt;br /&gt;
**Maneuver: H&lt;br /&gt;
**Gun: -&lt;br /&gt;
**Ammo: -&lt;br /&gt;
**Bomb Computer +2&lt;br /&gt;
**Damage: 7&lt;br /&gt;
**Chaff: -&lt;br /&gt;
**Flare: -&lt;br /&gt;
**ECM: -&lt;br /&gt;
**Rdr: 7+&lt;br /&gt;
**Size: 0&lt;br /&gt;
**Spot: 0&lt;br /&gt;
**Load: 27&lt;br /&gt;
**Built: 1972&lt;br /&gt;
**General Loads: 2x [http://en.wikipedia.org/wiki/AIM-9 AIM-9]&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Dassault_Mirage_F1 Mirage F1E] (Destroyed during &amp;quot;Steel Crow&amp;quot;)&lt;br /&gt;
**Minspd: 5&lt;br /&gt;
**Maxspd: 23&lt;br /&gt;
**Power: MP&lt;br /&gt;
**Accel: +2 /+2&lt;br /&gt;
**Decel: -4&lt;br /&gt;
**Maneuver: H&lt;br /&gt;
**Gun: 6d6&lt;br /&gt;
**Ammo: 7&lt;br /&gt;
**Bomb Computer +2&lt;br /&gt;
**Damage: 6&lt;br /&gt;
**Chaff: 8&lt;br /&gt;
**Flare: 8&lt;br /&gt;
**ECM: -&lt;br /&gt;
**Rdr: 5&lt;br /&gt;
**Size: 0&lt;br /&gt;
**Spot: 0&lt;br /&gt;
**Load: 18&lt;br /&gt;
**Built: 1974&lt;br /&gt;
**General Loads: 2x[http://en.wikipedia.org/wiki/R550_Magic Magic]&lt;br /&gt;
&lt;br /&gt;
===Keith &amp;quot;Judge&amp;quot; Buhay===&lt;br /&gt;
*Callsign: Judge&lt;br /&gt;
*Country of Origin: Canada&lt;br /&gt;
*Pilot skill: (not yet posted)&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Mig-29 Mig-29 Fulcrum] (version not posted, stats unknown)&lt;br /&gt;
**Minspd: 5&lt;br /&gt;
**Maxspd: 26&lt;br /&gt;
**Power: HP&lt;br /&gt;
**Accel: +4 / +3&lt;br /&gt;
**Decel: -4&lt;br /&gt;
**Maneuver: E&lt;br /&gt;
**Gun: 6d6&lt;br /&gt;
**Ammo: 4 | 5&lt;br /&gt;
**Bomb Computer +2&lt;br /&gt;
**Damage: 6&lt;br /&gt;
**Chaff: 8&lt;br /&gt;
**Flare: 8&lt;br /&gt;
**ECM: - | -1&lt;br /&gt;
**Rdr: 4+ | 6+ L&lt;br /&gt;
**Size: +0 | +1&lt;br /&gt;
**Spot: +1&lt;br /&gt;
**Load: 14 | 17 | 20&lt;br /&gt;
**Built: 1983&lt;br /&gt;
**General Loads: Russian AA&lt;br /&gt;
&lt;br /&gt;
====Biscuit====&lt;br /&gt;
(Judge&#039;s 1st character.)&lt;br /&gt;
&lt;br /&gt;
Perished ejecting with a damaged parachute attempting to land his badly damaged jet in Luanda during &amp;quot;Gold Rush&amp;quot;.&lt;br /&gt;
*Callsign: Biscuit&lt;br /&gt;
*Country of Origin: Iceland&lt;br /&gt;
*Pilot skill: Air Superiority&lt;br /&gt;
*F-4 Phantom 2000&lt;br /&gt;
&lt;br /&gt;
====Sandman====&lt;br /&gt;
Deceased. Lost control taking AAA while NOEing through Tblisi and embedded his SU-24 into a building that failed to yield during &amp;quot;Teal Sundown&amp;quot;.&lt;br /&gt;
*Callsign: Sandman, Sandy&lt;br /&gt;
*Country of Origin: USA&lt;br /&gt;
*Pilot skill: Air to Ground&lt;br /&gt;
*[http://en.wikipedia.org/wiki/General_Dynamics_F-111 F-111D Aardvark]&lt;br /&gt;
**Minspd: 4&lt;br /&gt;
**Maxspd: 25&lt;br /&gt;
**Power: MP&lt;br /&gt;
**Accel: +2 /+2&lt;br /&gt;
**Decel: -4&lt;br /&gt;
**Maneuver: M&lt;br /&gt;
**Gun: 7d6&lt;br /&gt;
**Ammo: 20&lt;br /&gt;
**Bomb Computer +6&lt;br /&gt;
**Damage: 9&lt;br /&gt;
**Chaff: 8&lt;br /&gt;
**Flare: 8&lt;br /&gt;
**ECM: -1&lt;br /&gt;
**Rdr: 6&lt;br /&gt;
**Size: +2&lt;br /&gt;
**Spot: +1&lt;br /&gt;
**Load: 39&lt;br /&gt;
**Built: 1971&lt;br /&gt;
**General Loads: None&lt;br /&gt;
&lt;br /&gt;
*SU-24 (Backup)&lt;br /&gt;
&lt;br /&gt;
== A word on game mechanics ==&lt;br /&gt;
&lt;br /&gt;
Steve is using a custom mod of the modern air combat tabletop simulation [http://www.boardgamegeek.com/boardgame/16705/air-war-c21 Air War C21]. Mainly he added a role playing aspect and included the pilot skill system in the simulation.&lt;br /&gt;
&lt;br /&gt;
If you plan to pick up you/rs/ just remember that Flankers Rule and Raptors Rock. (And since /rs/ is long forgotten, this makes no sense any more - at all. Spooky!)&lt;br /&gt;
&lt;br /&gt;
===Turn===&lt;br /&gt;
	There are two &#039;phases&#039; in a turn. The phases were broken down into 4 stages.&lt;br /&gt;
&lt;br /&gt;
*1 Planning&lt;br /&gt;
*2 Movement&lt;br /&gt;
*3 Firing&lt;br /&gt;
*4 Speed&lt;br /&gt;
&lt;br /&gt;
	The first part you change your engine power, declare maneuvers, roll for initiative. You also do spotting, either radar or visual. Movement is pretty simple.&lt;br /&gt;
&lt;br /&gt;
	Firing involves achieving missile locks, or bombing solutions. if you fire a missile, it goes &#039;in flight&#039;, and the next phase they hit potentially.&lt;br /&gt;
&lt;br /&gt;
	The speed section is all about dealing with stalls and stall recovery if you stalled out. You can end up stalling if you pull a maneuver that reduces speed below minimum. Overspeed is also dealt with here.&lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
&lt;br /&gt;
*Minimum speed in blocks/inches.&lt;br /&gt;
(if it&#039;s speed drops below this it stalls and may crash).&lt;br /&gt;
*Maximum speed in blocks/inches.&lt;br /&gt;
The distance moved in each of the 2 phases in a turn. Aircraft suffer damage if they exceed this maximum speed.&lt;br /&gt;
*Power Class&lt;br /&gt;
The raw power generated by the aircraft’s engines, allows ability to perform some maneuvers.&lt;br /&gt;
*Accel 1&lt;br /&gt;
Acceleration the engine can produce in phase 1 of a turn. This is the maximum amount the aircraft’s speed can be increased at the start of the phase.&lt;br /&gt;
*Accel 2&lt;br /&gt;
Acceleration the engine can produce in phase 2 of a turn. This is the maximum amount the aircraft’s speed can be increased at the start of the phase.&lt;br /&gt;
*Decel&lt;br /&gt;
Maximum amount the aircraft can reduce speed in either phase of a turn, by cutting the throttle, opening airbrakes, etc.&lt;br /&gt;
*Maneuver Class&lt;br /&gt;
The aircraft’s maneuver rating, a measure of its ability to turn and perform maneuvers.&lt;br /&gt;
*Gun&lt;br /&gt;
The base number of dice when making a gun attack with internal guns.&lt;br /&gt;
*Ammo&lt;br /&gt;
The number of units of gun ammo carried by the aircraft for it&#039;s internal guns. Each unit represents one second of fire.&lt;br /&gt;
*Bomb comp&lt;br /&gt;
A modifier reflecting the capability and accuracy of the aircraft’s bomb sights and computer.&lt;br /&gt;
*Damage Points&lt;br /&gt;
The damage value of the aircraft; the aircraft is crippled when the number of damage points suffered equals at least half this value, and it is destroyed when the number of damage points suffered equals or exceeds this value.&lt;br /&gt;
*Chaff flares&lt;br /&gt;
Self explanatory&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Electronic_countermeasures ECM]&lt;br /&gt;
Modifier. Baron has none&lt;br /&gt;
Radar modifier, for spotting and missile locks. the L is for long range&lt;br /&gt;
*Size&lt;br /&gt;
How big the plane is for people trying to see me&lt;br /&gt;
*Spot&lt;br /&gt;
Is how good the plane is for visual spotting other aircraft, in this case I get a bonus for the extra crew member.&lt;br /&gt;
*Load points&lt;br /&gt;
Ordnance on the wings&lt;br /&gt;
*Year&lt;br /&gt;
Easy&lt;br /&gt;
*Missile load&lt;br /&gt;
Typical carry.&lt;br /&gt;
*Notes&lt;br /&gt;
Baron&#039;s Phantom has no notes, although vertical take off and stuff would go in the notes section.&lt;br /&gt;
&lt;br /&gt;
== Missions ==&lt;br /&gt;
&lt;br /&gt;
Mission 1:&lt;br /&gt;
They bombed a terrorist airfield in Sudan killed a SAM-site, several AA tanks, the runway, fuel depot, command bunker and all terrorist plane. Also, one Sudanese Airforce jet and a few collaterals from blowing up a mobile SAM radar in the middle of a nearby town. Light damage to some of them.&lt;br /&gt;
&lt;br /&gt;
Mission 2: They bombed a few bridges and gave CAS to the FFL, including bombing a hospital and a few barges full of civvies.&lt;br /&gt;
&lt;br /&gt;
Mission 3:&lt;br /&gt;
They sunk a Moroccan patrol vessel and shot down a few Mirages and kidnapped another Mirage and a Learjet carrying the Moroccan crown-prince. Light damage to a few.&lt;br /&gt;
&lt;br /&gt;
Mission 4:&lt;br /&gt;
They escorted a small convoy carrying the crown-prince from a storehouse to a ship in harbor. The Mirage got shot down by an Avenger, it was a clusterfuck and they ended up napalming and cluster-bombing the entire dock area, causing a couple hundred incidentals.&lt;br /&gt;
&lt;br /&gt;
They took a job from an arms smuggler to distract a UN blockade...and wound up sinking a cruise ship and a Danish frigate. Total bloodbath. The British government struck back in the next mission, in which they faced off against a flight of Tornados from some island and a full wing of Harriers from the HMS Ark Royal, while their base was evacuated.&lt;br /&gt;
&lt;br /&gt;
Lately they&#039;ve been working for the FSB in Russia, fucking over Georgia and apparently engaging other merc pilots hired by the Georgians. They knocked out a hydroelectric power station and sprayed herbicide on a significant percentage of Georgia&#039;s farmland.&lt;br /&gt;
&lt;br /&gt;
Now they are apparently completing Russia&#039;s revenge on Georgia for giving them Josef Stalin, by giving everyone in Tblisi the galloping shits.&lt;br /&gt;
&lt;br /&gt;
=== MSE: &amp;quot;Horse Therapy&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
====Briefing====&lt;br /&gt;
&lt;br /&gt;
*BlackFlag Internal Document&lt;br /&gt;
 #100298&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Horse Therapy”&lt;br /&gt;
*Deployment&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kisangani Kisangani]&lt;br /&gt;
*Pancake&lt;br /&gt;
Kisangani&lt;br /&gt;
*Alternate&lt;br /&gt;
None (We are still negotiating with the provisional government)&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Aerial_refueling AAR]&lt;br /&gt;
None&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Awacs AWACS]&lt;br /&gt;
None&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Combat_search_and_rescue CSAR]&lt;br /&gt;
[http://en.wikipedia.org/wiki/Mi-24 MI-24 Hind] + Jaeger Flight. Eight Million Sortie Fee if utilized&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Ministre de Sécurité Externale, France&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Destruction of suspected Sudan terrorist training camp and airfield located at the old [http://maps.google.com/maps/place?cid=9829429260277034079&amp;amp;q=maridi&amp;amp;hl=en&amp;amp;cd=1&amp;amp;cad=src:pplink&amp;amp;ei=DquwS47gINSK_Aa4usSsBQ Marida] airfield, just inside the Sudanese border. Primary targets are the airfield runway, fuel dump in the southeast, and the command bunker to the north northwest.&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
These guys have been a thorn in the side of France&#039;s efforts to pacify the region. Due to UN regulations as well as their own civil government issues, the French have not had the ability to simply remove this training camp. That&#039;s where we come in. Taking out the command bunker will most likely remove some key leadership positions, and with the airstrip gone, will force the [http://en.wikipedia.org/wiki/Opfor OPFOR] to move on the ground, where the French security force has a presence and a good chance of catching and stopping them.&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Humint HUMINT]&lt;br /&gt;
OPFOR likely disorganized, undertrained. Equipment status rated at no better then barely serviceable. Most equipment unmanned unless alert given. OPFOR operates off grid, and does not benefit from outside intel, support, elint.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Two [http://en.wikipedia.org/wiki/Mig-17 MiG-17]s, One [http://en.wikipedia.org/wiki/Mig-21 MiG-21], Two [http://en.wikipedia.org/wiki/Bell_UH-1 Bell Huey] Gunships.&lt;br /&gt;
*Surface Assets&lt;br /&gt;
[http://en.wikipedia.org/wiki/SA-2 SA-2] system, 4x[http://en.wikipedia.org/wiki/ZSU-23 ZSU-23] at objective.&lt;br /&gt;
*SATINT free (SATellite INTelligence)&lt;br /&gt;
Attached you will find the latest keyhole pass. We&#039;ve marked off targets and defenses. We could not find the fourth ZSU-23, and suspect that the OPFOR has begun camo-netting the emplacements, or simply placed it inside for maintenance.&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Very Low. The biggest threats will be from the MiG-21 and the SA-2 system, neutralize them first, and the rest of this mission should be a cakewalk.&lt;br /&gt;
&lt;br /&gt;
*[http://en.wikipedia.org/wiki/Rules_of_engagement ROE]&lt;br /&gt;
No limits in Sudanese Airspace. Return fire only in [http://en.wikipedia.org/wiki/Democratic_republic_of_congo DRC] airspace.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
	We decided that a dawn time on target would be best. The strike guy had been reading up and figured that if they had any shifts at all, that would be prior to a fresh shift taking over, and at the end of night shift, so lowest possible awareness. We then decided how to handle the strike package. We figured that the Flanker would hang back until the SA-2 was down.&lt;br /&gt;
&lt;br /&gt;
	I was given the mission of taking out the SA-2, while a simultaneous strike from the F-111 would take place at high speed over the runway using runway cratering bombs. Then the Mirage and the other F-4 would sweep in, taking out the ZSUs and the fuel dump, while the F-111 climbed and circled back to the bunker. Following that, we agreed we&#039;d stick around for 5 to ten minutes maximum, looking for targets of opportunity, while the Flanker gave us overwatch, then head back to base. That was the plan anyway.&lt;br /&gt;
&lt;br /&gt;
	Steve handed us out aircraft data sheets, sort of like the one&#039;s in that [http://www.boardgamegeek.com/boardgame/31661/mercenary-air-squadron MAS] but different, there were some other things he add on them. We got to draw our weapons loadout (which was way cooler then it sounds) and Steve walked us through the basic mechanics, which, to his credit, weren&#039;t overly complicated, but I still ended up asking tons of questions during the game.&lt;br /&gt;
&lt;br /&gt;
	I need to set the scene here, we&#039;re sitting around a table, and Steve whips out these massive poster size papers, and lays them down in his living room, moving the tables out of the way. He&#039;s got the Google earth map printed out on four of them, and on the other he has a larger scale map, which is labeled “BVR Strategic Map”, and gives us our plane markers, which we place on the strategic map, roughly 100 miles out. We&#039;d been coming in nose cold he told us, and said that it was now entirely up to us what happened. He then flipped on some mix CD on which he had Audioslave and some other songs, but overlayed with &#039;radio chatter&#039; from I&#039;m guessing combat aircraft. I didn&#039;t think it would be cool at first, but having that in the background just took things up a notch.&lt;br /&gt;
&lt;br /&gt;
	I decided to go to mid altitude for my run (10000 to 28000ft) The Aardvark dove for the deck, and prepared to make a high speed run. The Flanker began to loiter, and the Mirage slipped back, still closing, but not as quick as me or the Aardvark. I closed to eighty miles, my RWR started to go off, and I made my detection roll, so I thought I was good. But then Steve put the source marker on the [http://en.wikipedia.org/wiki/Beyond_visual_range BVR] map, and it wasn&#039;t where the SA-2 was. And in the next turn, at fifty miles out, Steve told me that not only had the source narrowed the search pattern to a track, but the source was moving.&lt;br /&gt;
&lt;br /&gt;
	Before the mission, we had all agreed on radio silence, and Steve said that the Aardvark could also &#039;see&#039; the radar source. Which meant it must be airborne. I turned away, and jammed on my afterburners, to go faster towards the airbase. The Flanker, having also spotted the emission source, turned towards it, as well as the Mirage and F4, following behind. Then all hell broke loose, the SA-2 radar lit up, and I was told* that it progressed from search to track to fire control within about ten seconds. Which meant (again, asking Steve what it all meant) that most likely an SA-2 was in the air heading towards me. Steve said my backseater would be telling me all this anyways.&lt;br /&gt;
&lt;br /&gt;
	I figured waiting would be stupid, so I dumped two [http://en.wikipedia.org/wiki/AGM-78 AGM-78]s immediately, since I was inside firing range. The bad thing, was that Steve passed me a big book of missiles, and I saw this, which I hadn&#039;t considered. The SA-2 flies at mach 3.5+, whereas my AGMs do maybe Mach 2. So there was no time for the radar to go down. I dove, and at Steve&#039;s recommendation, started ejecting chaff.&lt;br /&gt;
&lt;br /&gt;
	The Flanker decided enough was enough, and turned on his radar, which meant that everyone could now see him. However, when his radar went on, the airborne radar source turned towards him, away from me. The bad news was that two new targets went on the board, one just off the runway, the other apparently &#039;climbing and turning&#039; off the runway. The plan was going to shit. Luckily at this point, the Aardvark was just cresting the final small ridge, and flew a straight line down the runway, pumping off [http://en.wikipedia.org/wiki/BLU-107_Durandal Durandal]s “left and right like fucking rice at a goddamn wedding&#039; to quote the strike player. As he made his run, Steve told him that he could see dead ahead coming off the runway, a heat source, and on the runway, a moving shape, but that was it.&lt;br /&gt;
&lt;br /&gt;
	The Aardvark peeled out low, to the left, away from the climbing aircraft. I leveled out just above the ground (barely made my roll), and travelled on the worst intercept line. The SA-2 must have lost lock, because my backseater called out that he had two missile trails pass above us, a little ways back. At this point we broke radio silence, and the Aardvark called off secondaries from the radar site, so I pulled back up to sniff around again.&lt;br /&gt;
&lt;br /&gt;
	The other F-4 and Mirage now were turning to line up with the field and were coming in very fast, the mirage trying to find the ZSUs. The flanker achieved a lock and let loose two [http://en.wikipedia.org/wiki/AA-10_Alamo Alamo]s at it&#039;s target, and a few tense moments later, saw a small flash on the horizon. The target track became erratic, and then broke up, and considering that a kill, the Flanker began a quick zoom climb to try to gain altitude. The Durandals absolutely shitkicked the runway, and also produced a large fireball, but I&#039;ll get to that.&lt;br /&gt;
&lt;br /&gt;
	Without warning, well, other than the radar detector screaming, two new targets popped up just as the Aardvark and I were coming in on the base, and the F-4 and Mirage were about 30 seconds out. A flurry of tracers reached out, and one of them found the F-111 briefly. I asked Steve if the remaining Harms had a lock, and he said there were two sources, so I rattled off the last two at one of them, rewarded by one hit and secondaries. The Aardvark headed outbound to assess damage, it didn&#039;t sound good, power was down in one engine, and he was losing oil pressure fast.&lt;br /&gt;
&lt;br /&gt;
	Then the Mirage and the Phantom came to play. The Mirage roared in, [http://en.wikipedia.org/wiki/Brimstone_missile Brimstone]s roaring out towards the remaining ZSU like the fingers of an angry god. And they hit like a haymaker to the testicles, setting off the internal ammo and fuel, propelling the remains of the turret into the air.&lt;br /&gt;
&lt;br /&gt;
	The F-4 went nose hot approaching the airfield, and immediately picked up two targets, one headed towards him, the other still climbing off the departure end of the runway. There was no chance at a shot on the closing aircraft, the F-4 passed well underneath, but he did switch to [http://en.wikipedia.org/wiki/AIM-9 AIM-9]s, and Jan shouted [http://en.wikipedia.org/wiki/Fox_%28code_word%29 FOX THREE] (sic) and sent them both at the heat source. Again, one of them missed, but not the first one, which flew true, and scored a proximity kill, the aircraft was losing pieces of airframe and spewing tons of smoke, beginning a shallow descent. The backseater also called out with a shout that there was a destroyed MiG-17 on fire inside a five meter crater on the runway. The Mirage continued racing outbound, close to the ground.&lt;br /&gt;
&lt;br /&gt;
	The Flanker, having completed their climb, leveled out, and quickly called out to me that the enemy target was turning in my direction. I applied full military burner, but it was too late. Steve, acting as my backseater started shouting FLARE FLARE FLARE, and I complied. It partially saved me, along with a hard jink. However the heatseekers chasing me still detonated close to me, and my panel lit up (Steve started writing out warnings on it), slight engine problem, and my AIM-9s were reporting faults across the board, so essentially I now had no air-to-air. My backseater was shouting at me now, telling me the MiG-21 was settling in on my tail, and probably getting ready for a cannon shot.&lt;br /&gt;
&lt;br /&gt;
	I&#039;ll never know, because out of fucking nowhere, two missiles dropped at 70 degree angles down onto the MiG, the last of the Flanker&#039;s payload. The fishbed didn&#039;t have a chance, it was blown into a thousand small pieces by the heavy Alamo missiles. I figured it would be best to evaluate my situation, and the Aardvark called in saying he was down to one engine, and was climbing about 20 miles away, preparing for a higher altitude bomb run.&lt;br /&gt;
&lt;br /&gt;
	We figured we had done it, but then two more ZSUs opened up on the Mirage. They must have seen the [http://en.wikipedia.org/wiki/AGM-88_HARM HARM] strike, because we didn&#039;t see any radars. It showed, since they both had trouble tracking the hard maneuvering Mirage as it bore down on the airfield, launching the last Brimstones. It was almost anti-climactic, as the [http://en.wikipedia.org/wiki/ATGM ATGM]s slaughtered the mobile anti air guns.&lt;br /&gt;
&lt;br /&gt;
	However, Steve, being a dick, threw another curve ball, and told us that another SA-2 style search radar was operational, and looking for targets. It was off to the east of the base, the F-4 was already on a run at the fuel dump and couldn&#039;t correct in time, so he abandoned his run and turned slightly, and began dumping rockets at the SA-2 launch area. Unfortunately he couldn&#039;t count fireballs, but he certainly tore into the launch area, and probably bought the mirage the time it needed to make the turn, and come over the area, pickling off 1000-pounders and also sending a volley of missiles at the new radar&lt;br /&gt;
&lt;br /&gt;
	We later found out it was a mobile radar, parked next to the local village. The radar truck did not survive, and the Flanker pilot, who was well within the kill zone for the SA-2 breathed a sigh of relief. After that, we did a few more strafing runs, although I didn&#039;t bother, with my semi-buggered engine. As we turned to depart, the F-111 sent a final “Fuck You” with two [http://en.wikipedia.org/wiki/GBU-15 GBU-15]s on TV guidance at the bunker complex.&lt;br /&gt;
&lt;br /&gt;
	We all made it home, although the Aardvark suffered multiple hydraulic failures on the return flight, and was forced to dump all remaining ordnance, and belly landed (no crash though, airframe recoverable).&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
&lt;br /&gt;
*Mission Success.&lt;br /&gt;
*Air Kills&lt;br /&gt;
**Hugs: 1 MiG-21&lt;br /&gt;
**Biscuit: 1 MiG-17&lt;br /&gt;
&lt;br /&gt;
*- Air Incidentals -&lt;br /&gt;
**Hugs: 1 [http://en.wikipedia.org/wiki/Junkers_J_7 J-7] (Sudanese Air Force)&lt;br /&gt;
&lt;br /&gt;
*Ground Kills&lt;br /&gt;
**Sandman: Runway, MiG-17, Command Bunker&lt;br /&gt;
**Biscuit: 4 SA-2 missiles, 1 Barracks&lt;br /&gt;
**Scotch: Three ZSU-23, Fuel Dump, 1 Mobile Radar&lt;br /&gt;
**Baron: SA-2 Radar site, ZSU-23&lt;br /&gt;
&lt;br /&gt;
*- Ground Incidentals -&lt;br /&gt;
**Scotch: 3 Houses, local food market, 2 Trucks, 1 Car, 6 bicycles&lt;br /&gt;
&lt;br /&gt;
*Damage Taken&lt;br /&gt;
**Baron: Minor Engine, Minor airframe&lt;br /&gt;
**Sandman: Major Engine, minor airframe&lt;br /&gt;
**Scotch: Negligible control surface.&lt;br /&gt;
&lt;br /&gt;
=== MSE: &amp;quot;Footloose&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
====Briefing====&lt;br /&gt;
&lt;br /&gt;
*BlackFlag Internal Document &lt;br /&gt;
 #100301&lt;br /&gt;
&lt;br /&gt;
*Mission Briefing &lt;br /&gt;
“Footloose”&lt;br /&gt;
*Deployment&lt;br /&gt;
[http://en.wikipedia.org/wiki/Kisangani Kisangani]&lt;br /&gt;
*Pancake&lt;br /&gt;
Kisangani&lt;br /&gt;
*Alternate&lt;br /&gt;
None (We are still negotiating with the provisional government)&lt;br /&gt;
*AAR&lt;br /&gt;
None&lt;br /&gt;
*AWACS&lt;br /&gt;
“Watcheye” flight [http://en.wikipedia.org/wiki/R-99A R-99A] available for 10m, on request.&lt;br /&gt;
*CSAR:&lt;br /&gt;
[http://en.wikipedia.org/wiki/C-27J C-27J] + Jaeger Flight. Ten Million Sortie Fee if utilized&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Ministre de Sécurité Externale, France&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Destruction of bridges located at [http://maps.google.com/maps?q=%2B3%C2%B0+59%27+37.61%22%2C+%2B16%C2%B0+7%27+3.23%22&amp;amp;sourceid=Mozilla-search +3° 59&#039; 37.61&amp;quot;, +16° 7&#039; 3.23&amp;quot;] and [http://maps.google.com/maps?q=%2B3%C2%B0+59%27+41.12%22%2C+%2B16%C2%B0+7%27+35.43%22&amp;amp;sourceid=Mozilla-search +3° 59&#039; 41.12&amp;quot;, +16° 7&#039; 35.43&amp;quot;]. Escort of [http://en.wikipedia.org/wiki/French_Foreign_Legion FFL] [http://en.wikipedia.org/wiki/An-12 AN-12] to target area, followed by Close Air Support if required.&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
The French foreign affairs ministry appreciated your efforts in Sudan, and have asked for you on another strike mission. Over the past six months, they&#039;ve been fighting a proxy campaign in the Central African Republic, using foreign regulars to combat the growing insurrection against their puppet ruler they instated. They&#039;ve recently suffered setbacks, as armed technicals and stocks of ATGMs and RPGs have been making their way north into the country, as well as a growing rebel movement. They&#039;ve identified a point of entry however, and have come up with a way to hopefully neutralize the shipments and earn the local population&#039;s support. By eliminating the bridges, the weapons shipments will be delayed. The French expect that the bridge destruction will make the rebels attempt to make a decisive strike on the town north of the river, especially when the radio transmissions will make it seem like the CAR army is preparing for an assault and is staging in the town, when in reality only a token garrison is present. The French ministry has arranged for a detachment of the French Foreign Legion to arrive in the “Nick of Time” to stop the assault. You will remain in the operations area, providing close air support until the FFL authorizes termination of air cover.&lt;br /&gt;
&lt;br /&gt;
*HUMINT (Free)&lt;br /&gt;
Unavailable. The public supports the rebels in the area and the French have been unsuccessful at securing a reliable field operative in the region.&lt;br /&gt;
*Air Assets&lt;br /&gt;
None.&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Unknown number of Towed [http://en.wikipedia.org/wiki/Bofors_gun BOFORs] guns, [http://en.wikipedia.org/wiki/SA-7 SA-7], [http://en.wikipedia.org/wiki/FIM-43_Redeye RedEye] MANPADS.&lt;br /&gt;
*Remote Imaging (Free)&lt;br /&gt;
Next overflight at 1438 local. Analysis and Imagery available for standard rate of 3 million.&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Very Low. Primary concern is on time delivery of fire support missions as called in by FFL ground troops.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Visual Id/Defensive Fire ROE applies. Targets called in by FFL are considered valid for weapons release. You are not authorized to engage rebel targets until the FFL is on scene, even if the town Garrison is overrun.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
&lt;br /&gt;
Ok, so here&#039;s how it started. Before we started, Steve told us all what the range to the target was. I suggested buddy tanking (Thanks Guys!) and he told us this was probably the smartest idea. We agreed to minimize the use of the tanker, the Flanker took a belly tank, so wouldn&#039;t require any tanking for the entire mission. My F-4 took two Ferry tanks two rocket pods, 4 AIM-9s, and four [http://en.wikipedia.org/wiki/GBU-12 GBU-12s], the F-111 took four tanks, with the buddy system, as well as two [http://en.wikipedia.org/wiki/GBU-15 GBU-15s] and a bunch of GBU-12s. The other F-4 took the same loadout as me. The mirage had two BLG-66EC cluster bombs, and four GBU-12s, 2x [http://en.wikipedia.org/wiki/ADEN_cannon Aden gun] pods but no tanks. I also bought an upgraded IR detector, so with luck I wouldn&#039;t get toasted by a stupid heat seeker.&lt;br /&gt;
&lt;br /&gt;
We decided against any satellite intelligence, or other sources. Our plan was to stay high, out of the way of ground fire, and then come in at ridiculous speed when called by the FFL. At my suggestion we asked and were told that the FFL would communicate with us via secure UHF, and would enter the area when required. The plan was that the flanker would investigate air threats, while one of the F-4s did full power long range scans in a racetrack, looking for enemies, and directing the flanker nose cold to them. Ground attack would be the mirage first, the F-4s if needed, and the F-111 if absolutely necessary. The F-111 was to stay out of combat, because it was the lifeline back to the base.&lt;br /&gt;
&lt;br /&gt;
We took off uneventfully, no one used burner, and with some of us being pretty heavy, we had to make a few skill rolls to make sure we didn&#039;t fly into some low level trees. Luckily we all made it out ok, and settled into a high altitude cruise. The Mirage tanked once, and the Phantoms were fine all the way to the target. We went in nose cold except for a single F-4, which detected nothing other than standard airliner traffic. We had one close call initially, an the Flanker peeled off to investigate, about 20 miles out he called tally ho and told us we&#039;d panicked over a South African A340. We talked and said that we wouldn&#039;t investigate radar returns unless they were above a certain speed and/or on an intercept course. With that in mind, we had no problems. When we got there, we hit a small snag. We hadn&#039;t asked for a weather briefing, and it was cloudy. Two cloudy in fact to use our original high altitude bombing plan. However, we talked to Steve, and suggested that since the GBU-15s were tv guided, and we knew where the bridges were.&lt;br /&gt;
&lt;br /&gt;
The F-111 flew a pattern, and released the bombs in the &#039;basket&#039; as Steve put it, and then became very focused on making sure the things nailed the targets. The clouds were at 3000&#039; [http://en.wikipedia.org/wiki/Above_ground_level AGL] and that meant the Aardvark operator would have very little time to make course corrections when they went through the cloud ceiling. Our backup plan had the mirage circle low, and prepare to make a run at the bridges should the Aardvark miss. We were really tense, because it would really suck to miss now, we&#039;d be short on ammo for the assault portion, and we weren&#039;t sure if 500lbs could take out a bridge. Turned out we were worried over nothing. The bridges were wood and metal rickety things. The first GBU-15 punched right through the first bridge, detonating just underneath it. The second GBU-15 missed by about 28 ft, and hit the river. The good thing though, is that missing by a few feet with a 2000lb bomb doesn&#039;t make much of a difference. The Mirage confirmed this as it completed its pass, both bridges were now mostly smoldering toothpicks, with pieces of them still raining down from the sky.&lt;br /&gt;
&lt;br /&gt;
Now, shit started to hit the fan. We called the FFL, who said they were inbound, and gave us some coordinates. Since I was in the radiating Phantom, I flew with the Flanker towards the Antonov. The flanker hugged close, we were hoping to make the Phantoms radar return block out the Flanker&#039;s. We asked steve, and he said this was pretty smart, and told us that the Phantom [http://en.wikipedia.org/wiki/Radar_cross_section RCS] is almost 8x bigger than a Flankers. Anyway, we found the AN-12 on Radar below the cloud cover but the weird thing was it was orbiting. We told them again the bridges were down, and they acknowledged, but kept orbiting. At this point, we thought things were going well, until the Mirage pilot decided to dive down for another look. He flew another pass, and called up to us saying there were more than two dozen boats crossing the river with men aboard, “Like some sort of ghetto third-world D-Day”, and there were small explosions from the village (we found out later this was mortar strikes). He was about to strafe the boats when the other Phantom pilot shouted about the ROE and he held off, and climbed out.&lt;br /&gt;
&lt;br /&gt;
We relayed this new info to the FFL, and they asked us to take another look, but not to fire unless fired at. The F-4 decided to take a look, and began a descent. Now we had plotted the area beforehand and were flying a safe track relative to elevation, that gave us the shortest route but with the most visibility to the target area. We all thought that this was a really smart idea. The bad thing is that we forgot we&#039;d already flown the path twice with the Mirage, and didn&#039;t realize how dangerous this is. The F-4 got down below the clouds and began making his run. Then, without much warning, his own IR detector went nuts, and the treetops below him exploded and a flurry of SAMs blasted out of the undergrowth on trails of acrid smoke like Medusa having a bad hair day. There were also tracer rounds blasting around everywhere, as a few Bofors opened up on the flight path. The pilot threw the f-4 into a hard climbing right (no burners, was relying on momentum) and his backseater was probably breaking the flare dispense switch. This stopped a lot of the [http://en.wikipedia.org/wiki/Surface-to-Air_Missile SAMs] (the guy was reading the missile book Steve gave him and found that if you can see the smoke trails in front of you, they probably don&#039;t have a lock, especially SA-7s and Redeyes. There were no [http://en.wikipedia.org/wiki/FIM-92_Stinger Stingers] though, because he got away clean from the missiles. He did take a few Bofors hits, but nothing seemed affected as he made his way out of the area. He was fucking pissed though, because he hadn&#039;t had a chance to shoot back.&lt;br /&gt;
&lt;br /&gt;
Other than confirming there was some serious anti-air down low on the south side of the river, we realized that we had no clue what the village or river looked like now. We told the FFL, and they finally turned to head towards the village, although a one-legged turtle on diazepam would have been faster than the POS Russian trash hauler they were in. They really did seem like they were taking their time. The other strike aircraft were staying high, and keeping an eye out for any missiles, but none appeared. As we approached, I began picking up a target, but it was very faint, very slow, and very low. I told the Flanker pilot, and he descended to check it out. Based on the position though, I figured it was setting up an orbit over the town, and the Flanker pilot agreed to keep his distance, since we knew there were man carried anti air in the area. The Flanker approached to about 10 miles, and then called out that it was a single engine plane, and had tracer rounds coming from it, firing into the village. The FFL was told, and they simply told us to kill it. The flanker pilot figured he wouldn&#039;t need to waste a missile, so went to guns, high power, and blasted towards the target, intending on a quick kill and speedy overflight. The first part went well, the plane never saw what hit it, and according to Steve, the Flanker&#039;s internal gun ripped the little thing in half like a buzzsaw. The Flanker flashed past the village, dumping a few flares pre-emptively. Without a IR warning, we don&#039;t know if anything shot at him, but Steve said there were no tracer rounds. By this time, I was low, circling the slow moving Cub, and had just come back in line with the village, when two new targets popped up on my radar, about 3 miles behind the flanker! I was 14 miles away, and I didn&#039;t think, I just hit my burners and switched to sidewinders.&lt;br /&gt;
&lt;br /&gt;
The targets firmed up, and I eased off the Burners, since I was still carrying a/g ordnance, and Steve told me going supersonic would be tough, and rough on the ordnance. I got tone just as I saw a flash from one of the targets, which I could now see was some sort of helicopter. I told the Flanker and he dumped more flares, and climbed hard. The missile followed the flare, and I got to use the phrase “Missile trashed”. My own sidewinder scored a direct hit, and the helicopter blasted to pieces. I got off a snapshot with my cannon at the other helicopter but I don&#039;t know if I connected, since I blew by too quickly. The backseater though called out that I had “Splashed” another one, and there were some impressive secondaries coming out of the jungle as we climbed out. We then all received a call from the FFL that they were landing and debarking, and to stand by for support missions. They had laser designators (we had asked earlier, but forgot about clouds) so are GBUs wouldn&#039;t be completely useless. The other F-4 had done a systems check in the meantime, and apparently, despite a smallish hole in his wing, there were no problems. Things were looking better, the bridges were down, we&#039;d taken out what little air support these guys seemed to have, and with varied attack runs, the Bofors weren&#039;t posing much of a threat. Are flare supplies were another issue, since we did not know how long we would be needed to stay.&lt;br /&gt;
&lt;br /&gt;
We began an orbit above the cloud layer about ten miles outside the village area, and the Flanker climbed and lit off its radar, since it was the most potent, and decided it would simply scare off anyone who came for a look by targeting them with Fire control instead of basic search. The F-111 continued it&#039;s slow orbit at altitude. That was when we got our first fire mission call. There was a large mass of troops heading towards the Antonov and the FFL who were still getting organized. We were told to suppress them and the few technicals. The gave us a grid reference, and we found the street. The Mirage maneuvered, then dove for the deck, in a high speed pass. He roared in, heading down the street, and dropped one of his cluster bombs. The result was devastatingly glorious, as the submunitions ripped apart a good percentage of a village block. The FFL called in that the strike was successful, and the Mirage guy was ecstatic, because he was already climbing out, no hits taken. But this was short lived, since a call came in for another mission almost immediately. The FFL was advancing now, clearing pockets of resistance, but one set of insurgents had become nested in a building. The couldn&#039;t designate the target yet, but they told us to call 60 seconds out from the village and they would mark the target with smoke. I rolled in, with the other Phantom following 30 seconds behind.&lt;br /&gt;
&lt;br /&gt;
We came in from the west, since the FFL were to the north, and we figured this way any strays would probably not hit them. We called, and then Steve put the smoke marker on the map, and I was able to make my turn towards it. I rippled off 2 GBUs in dumb fire mode, and a small part of me was thinking about the price of the laser systems. Still, I hit with one of them, the other hit too early and took out something (I found out what in the after action report). Just before passing over the building, I noticed it was white, and had a red cross on it. I don&#039;t know why, but I winced when Steve told me this, but there was nothing I could do. The other Phantom reported the hits, and then followed it up with a rocket attack on the structure. The village and area was in chaos, with tracers and fire in the streets everywhere. Lots of people and vehicles moving, but at our attack speeds, nothing we could really identify with certainty. We didn&#039;t get the warning of an IR, but Steve told us there were some straight smoke trails. RPGs he said, but you&#039;d know in a jet, that it was pretty much an empty threat, and indicative of how poorly trained the OPFOR was. We peeled out dropping a flare every so often just in case, escaping back to the relative safety of the cloud cover.&lt;br /&gt;
&lt;br /&gt;
The FFL called in, saying our strike was a success, and that they were pushing the enemy back, and had identified two temporary chokepoints, and a staging area. The would designate the chokepoints, and mark the staging area with smoke. We decided that putting one aircraft down below the cloud cover just focused the fire, and the Mirage, myself and the Phantom circled around for another low pass. We broke out of the cloud cover at speed, coming in low over the burning village and hellish firefight like avenging angels transporting the sword of Damocles. Both myself and the Phantom dumped two more GBU-15s at the chokepoint barricades/firebases, while the Mirage turned hard to line up with the smoke. The last second turn affected his aim, and while our GBUs nailed their targets, the cluster bomb went a bit wide. It took out part of the staging area, but from the resulting fireball, probably a gas station on a corner and a few shops/buildings around it. The French still called all three strikes a success. On our way out, the Phantom beside me couldn&#039;t evade yet another SA-7, and took a proximity hit. I called out that he was smoking quite badly, and he climbed out preparing to shut down the engine. As he climbed, Steve told him his ailerons were not very responsive, and that a lot of control surface was gone from one wing. We all climbed and told him to tank, and go home. The aardvark came down, and gave him a drink, before he turned for home. Then the FFL made another call, saying that the insurgents were being forced across the river, and that anything in the river was now a target. We lined back up, and prepared for a quick run, we knew that now the Bofors would be a threat again, along with the SAMs.&lt;br /&gt;
&lt;br /&gt;
We dropped below the darkening clouds, on what we expected would be our last run. The scene greeting us was awesome. Half the village appeared to be on fire, with thick black smoke roiling upwards. The river was again full of boats, but heading south, to the other shore. I switched to the rocket pods and just held down the trigger, sending rockets rippling out in a sustained salvo of destruction. Plumes of water, mud, wood and metal arced into the air as the rockets played their way up the river. I saw some tracers begin to make their way up, and felt a few bumps. I angled towards the largest stream headed towards me and dumped my remaining bomb payload before spewing flares and staying low, heading out of the area at speed. The Mirage simply flew down the river, gun pods blazing away and tearing through anything that got in the way. He evaded a few last SAMs and began a slow climb. Steve reported that my plane was fine, but that the mirage had lost it&#039;s air to air radar capability. The Flanker joined up wth us as we climbed, calling out visual damage reports. One of my engines was smoking more than usual, but not severely. We both had substantial cosmetic damage to the undersides of our craft, but other than that, nothing horrible. The FFL called in, saying that they could deal with the stragglers, and that we were cleared out of the area. I bit back a &#039;fuck you assholes&#039; since I figured I&#039;d save that until after I got my check. The remainder of the mission was uneventful, we all landed safely, the most severely wounded aircraft being the other Phantom.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
&lt;br /&gt;
*Mission Success&lt;br /&gt;
*- Air Kills -&lt;br /&gt;
**Hugs: 1 [http://en.wikipedia.org/wiki/Cessna_208 Cessna 208] “Technical” Gunship w/[http://en.wikipedia.org/wiki/M197 M197 Gatling]&lt;br /&gt;
**Baron: 1 [http://en.wikipedia.org/wiki/MD-500 MD500w]/Stinger, 1 [http://en.wikipedia.org/wiki/Kaman_K-MAX Kaman KMAXw]/[http://en.wikipedia.org/wiki/GSh-23 Gsh-23 Cannon] mount&lt;br /&gt;
&lt;br /&gt;
*- Air Incidentals -&lt;br /&gt;
**None&lt;br /&gt;
&lt;br /&gt;
*- Ground Kills -&lt;br /&gt;
**Sandman: 2xBridges&lt;br /&gt;
**Biscuit: Entrenched Infantry (Hospital), Chokepoint&lt;br /&gt;
**Scotch: 2x Infantry groups, 4x [http://en.wikipedia.org/wiki/Technical_%28fighting_vehicle%29 Technicals], 8 x Boats&lt;br /&gt;
**Baron: Entrenched Infantry (Hospital), Chokepoint, 13x Boats, 1x Bofors&lt;br /&gt;
&lt;br /&gt;
*- Ground Incidentals -&lt;br /&gt;
**Scotch: Gas Station, 2 Shops, Market square, 7 cars, Churchfront, 2x Civilian Refugee boat&lt;br /&gt;
**Baron: Hospital, 5x Civilian Refugee Boat&lt;br /&gt;
**Biscuit: Hospital&lt;br /&gt;
&lt;br /&gt;
*- Damage Taken -&lt;br /&gt;
**Baron: Cosmetic airframe, Minor Engine&lt;br /&gt;
**Scotch: Cosmetic airframe&lt;br /&gt;
**Biscuit: Catastrophic Engine, Significant control surface.&lt;br /&gt;
&lt;br /&gt;
=== RoL: “Aluminium Crow” ===&lt;br /&gt;
&lt;br /&gt;
====Briefing====&lt;br /&gt;
&lt;br /&gt;
*BlackFlag Internal Document&lt;br /&gt;
 #100323&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Aluminium Crow”&lt;br /&gt;
*Deployment&lt;br /&gt;
Kitona&lt;br /&gt;
*Pancake&lt;br /&gt;
Kitona&lt;br /&gt;
*Alternate&lt;br /&gt;
Luanda (Angola)&lt;br /&gt;
*AAR&lt;br /&gt;
None&lt;br /&gt;
*AWACS&lt;br /&gt;
Unavailable (Currently supporting Jaeger Flight)&lt;br /&gt;
*CSAR&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Liberian Government&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Redeploy to Kitona Airfield. Intercept Moroccan Falcon 50 and escort it to Kitona.&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
We&#039;re not entirely clear on this one. We received advance payment from an account we backtracked to the Liberian government. They&#039;re trying to cover this one up, our intelligence section is working to find out more, but as of now we only have the mission parameters. A member of the Moroccan government is on board the Falcon 50. We&#039;ve acquired their flight plan, and figure they will pass close to the DRC coast at roughly 0300 local. However flight plan database investigations also noted that a formation of six Mirage F1s will be flying a ferry mission to Namibia and will be in the operational area. If we receive any further intel, we will datalink it to you immediately. This mission is a short notice tasking, and you will be compensated accordingly.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
Formation of Mirage F1s will be in the target area, Flightplan says they are armed.&lt;br /&gt;
*ELINT&lt;br /&gt;
Radio intercepts and triangulation have identified that an Osprey-55 patrol boat is cruising within roughly 250 miles of the flight plan&#039;s proposed track.&lt;br /&gt;
*SATINT&lt;br /&gt;
None&lt;br /&gt;
*Air Assets&lt;br /&gt;
Falcon 50, 6xDassault Mirage F1&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Osprey-55 Gunboat&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Medium. Based on flight plan distance, the Mirage&#039;s will most likely be equipped with drop tanks, limiting their payload and air to air effectiveness. The Moroccan Armed Forces are adequately trained, but are by no means top tier. While the Osprey patrol boat poses no direct threat, it does present a relay station should the Falcon 50 broadcast an emergency transmission.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Visual Contact unless fired upon.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
&lt;br /&gt;
	So we ferried ourselves out to the Kitona airfield. We weren&#039;t sure what our basing facility would be like, so we loaded up with a variety of weapons. We arrived in Kitona uneventfully, although a bad roll for the Mirage pilot meant his GPS/NAV conked out mid flight, and he had to follow one of us to Kitona. On landing we found out that Kitona had halfway decent facilities. We talked about the mission in a ready shack near the flightline, as well as called the mercenary company for some more intel. We bought flight plan information, and the Flanker pilot did a bit of work figuring out time and distance. Based on where the Falcon was going to be.&lt;br /&gt;
&lt;br /&gt;
	The Vark pilot told us he was going to get the ground crew to take off the buddy tanks, and we agreed. Internally, the Vark pilot had a single AGM-84, as well as his M61 Cannon with a retarded amount of ammunition. Externally, the Vark was clean. The Flanker pilot loaded up with six Alamo missiles and six Archers. I chose to mount 4 AIM-7 Sparrow and 4 AIM-9. The other phantom had spent a bit more cash to acquire 2 AMRAAMs and 2 Sparrows, as well as the same AIM-9 loadout as me. The Mirage had four Magics, and 2 MICAs. Other than those, we were all &#039;clean&#039; no drop tanks, no air to ground. We had asked Steve about C3, but he told us that an upgrade like that, while purchasable, would take time to install on the aircraft, since this was a short notice tasking we couldn&#039;t have it up and running yet. I also decided to take a skill/feat in &#039;Burner Bastard&#039; allowing me to gain an extra unit of move in an accel phase if I wanted. With all that settled, we discussed our plan one more time, and headed for our planes.&lt;br /&gt;
&lt;br /&gt;
	The fighters departed first, rumbling into the night. We told Steve that we were circling the airfield, and joining up on the Flanker in formation. We then departed south, climbing to altitude. Twenty or so minutes later, the Vaark tore off the pavement, headed out over the Ocean, and settled in to a hard mode cruise 200ft over the surface, quickly punching through the sound barrier, on his way to one and a half mach. Meanwhile, we had turned north again, and were heading towards our calculated intercept point, all of our noses were cold, although the Flanker had his IR tracking system running. The Flanker was the lead aircraft ahead by twenty miles or so. The rest of us were formed up, trying to be as radio silent as possible.&lt;br /&gt;
&lt;br /&gt;
	Forty miles out from his target, the Aardvark enabled the search radar in his aircraft, supplementing the terrain following one. Within 20 seconds he had a radar match on the patrol boat, and his FLIR confirmed it. Since he was moving at 20 miles a minute, it didn&#039;t take him long to cross the patrol boat, clearing it by 150ft, at close to mach 2, with full burners. Radio traffic on the Guard frequency spiked soon after, and we heard that the boat was in chaos, windows blown out from the shock of the Vaark passing by it. But that wasn&#039;t enough, so the Vaark made a turn (took a while at his speed) and came back for another pass. Although this time, he opened up with his cannon, in a supersonic strafing pass.&lt;br /&gt;
&lt;br /&gt;
	The gun pass had the desired effect. We got distress traffic about 15 seconds later, some half crazed person shouting in french that they were under attack by unknown aircraft. Steve said just below the crackle of the radio we could hear the aftershocks of the F-111s engines in the transmission. Our radar warning receivers started to go nuts, and we were all getting slammed by search radar. The Flanker however, had drifted further away from us, and was not getting hit by the tracking radar, but we radio&#039;d him and told him where they were relative to us, and he changed course slightly, and soon called back to us that he had several IR targets on reheat angling down towards the patrol boat, heading for the deck.&lt;br /&gt;
&lt;br /&gt;
	The Aardvark pilot meanwhile, was making a beeline for Angola, at full military power, hugging the sea surface, and trusting in his speed advantage and being lost in the radar clutter to make a good escape. The Flanker pilot decided now was the time to let loose our secret weapon, and rattled all six AlamoETs off his rails, one every five seconds. The afterburning mirages were excellent targets, and since he was a good strata or two above them, the Alamos also had a kinematic advantage. But the biggest advantage is he was behind them, launching BVR heatseekers, so he (hoped) remained undetected.&lt;br /&gt;
&lt;br /&gt;
	They didn&#039;t notice for about 25 seconds, then they started dumping flares, lighting up the sky for miles. Didn&#039;t do much good, our Flanker pilot scored two immediate kills, one Alamo took out a Mirage instantly, another two slammed into the next unfortunate F1, and the final Alamo severely damaged a third Mirage, who&#039;s engine flamed out. The remaining two AA-10s lost track and fell into the ocean. The Mirages stopped their rapid descent, and began arcing back around to face this new threat to their rear. The Flanker, for his part, was turning hard away from them, and hitting full military burner, his threat receiver going wild, but no locks detected (Apparently the Russians, for all their vacuum tubes, built one of the easiest to read and most accurate RWRs available today.) The remaining three Mirages were clearly now chasing the Flanker.&lt;br /&gt;
&lt;br /&gt;
	I&#039;m guessing at this point you are wondering why the Mirages were not coming at us, despite all the radar hits we took. It was all part of a brilliant plan, the final piece of which we decided to now implement. Myself and Biscuit broke out from underneath the wing of the South African Airways A340-600 we had been flying with, and our burners fired up to max, probably scaring the daylights out of the cockpit crew who suddenly had two Phantoms shoot out from underneath their plane. When we were clear, Biscuit flipped on his search radar, and spotted the four Mirages, three climbing up towards the Flanker but now going away from us and the patrol boat. The fourth was moving much slower and was much lower. We figured this was the damaged one.&lt;br /&gt;
&lt;br /&gt;
	With the sniff complete, Biscuit shut down his radar, and we launched all our Sparrows, which were not the SA/RH variant, but the passive anti-radiation kind. However, one of mine faulted out and simply fell off the rail, the other three ignited fine. Biscuits Sparrows both fired well, and rocketed out into the cold night sky. Along the way another one of my sparrows shorted out (goddamn American piece of Vietnam-era shit), but four missiles still found their way to the targets. I scored a kill, with both of mine slamming into a Mirage, one scoring an impact hit on the radome (according to Stece). One of biscuits also decided to impact my Mirage, and just added to the utter destruction. The other one missed wide when they switched off their radars when the first missile hit.&lt;br /&gt;
&lt;br /&gt;
	It must have been clear to them that they were not getting the Flanker anytime soon, so both Mirages vectored back in towards us, but by the time they&#039;d turned, we were in Sidewinder range. And then I paid for all the good luck. I&#039;d cheaped out on AIM-9s, buying the lesser model. Which, I realized as I read the datasheet I&#039;d had in front of me for the past two sessions, could not lock on from the front. And then I started getting hit by the radar again, and my IR detector started yelling at me.&lt;br /&gt;
&lt;br /&gt;
	Biscuit had no such problem, and rattled off two more missiles into the Mirage&#039;s heading our way. This forced them to evade, and they didn&#039;t get a shot off. Biscuit didn&#039;t score a hit though. I was popping flares like a son of a bitch, and went to full military, using the speed advantage to rocket out of range. Biscuit formed up. When the Mirage&#039;s began their final turn, our own Mirage lit off his search radar, as did the Flanker who was now coming back at them. The Mirages realized this was a lost cause (not knowing that the Mirage (Scotch) south of them was out of range, and the Flanker was bluffing, since he had no BVR left on his wings). They decided the safer choice was to bug out, turning away from both our planes and heading outbound on a North Eastern course. The flanker pilot then tracked the wounded Mirage, as Biscuit and I headed towards the incoming Falcon, which was turning towards land, but they weren&#039;t going to outpace us.&lt;br /&gt;
&lt;br /&gt;
	We pulled in behind them, and since we didn&#039;t try to communicate over the radio, we did it the old fashioned way. Biscuit fired a warning shot of cannon shells across their nose, then pulled ahead on burners. I pulled beside the Falcon, and flipped on my formation lights. They got the picture, and I told them to follow the Phantom in front with hand signals, they rocked their wings, and then followed Biscuit as I slipped away to join up with Scotch. Scotch and Hugs had done the same thing, cannon shot across the front of the wounded and smoking Mirage, and then pulled alongside. However, they waited there, until I formed up on the other side, before pulling ahead, as I slipped behind, so that if he took a cheap shot at Scotch, I&#039;d ram a sidewinder up his ass.&lt;br /&gt;
&lt;br /&gt;
	Hugz peeled off and climbed, turning, keeping his Radar on to look out for threats for us. There weren&#039;t any, surprisingly, and we took the Mirage and Falcon back to Kitona. We arrived there, and circled the field with our gear down. The Flacon and Mirage took the hint, and landed, followed shortly after by us.&lt;br /&gt;
&lt;br /&gt;
	As we taxied in, we saw a black Cadillac on the tarmac, and two military Gaz trucks. There were a lot of ragtag looking assholes beside the trucks, and as the Falcon shut down, they stormed the plane. We weren&#039;t sure, but we saw them drag two people off the Falcon and shove them roughly into the Caddy. The car peeled off with the trucks in trail as we were shutting down. Scotch investigated the Falcon, and found both pilots and the purser shot dead inside.&lt;br /&gt;
&lt;br /&gt;
	The Mirage pilot got down, and Hugz went to see him, as he put it “Grinning like a motherfucker” with a flask of whiskey. The mirage pilot was a bit surprised in addition to being confused and pissed off. We called up the Merc outfit and told them we had a mirage. Turns out, we get bonus cash now for bringing back a damaged plane! Although, I have no clue what/who the Liberians took or why. Steve ended it there, saying we got a call from the Vark pilot who was down and safe in Angola, and that the Mirage pilot would be offered a merc job.&lt;br /&gt;
&lt;br /&gt;
	We spent more on intel this time, the Flanker pilot came up with the idea to pull the Mirages around the sky, and we planned the airliner overflights in the area to mask our advance. Steve loved the initiative and had about six civilian airliners in the air during the game.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
&lt;br /&gt;
*Mission Success.&lt;br /&gt;
&lt;br /&gt;
*- Air kills -&lt;br /&gt;
**Hugs: 2.5 Mirage F1&lt;br /&gt;
**Baron: 1 Mirage F1&lt;br /&gt;
**Biscuit: .5 Mirage F1&lt;br /&gt;
&lt;br /&gt;
*- Air Incidentals -&lt;br /&gt;
**None&lt;br /&gt;
&lt;br /&gt;
*- Surface -&lt;br /&gt;
**Sandman: Damaged (Combat ineffective) Osprey 55&lt;br /&gt;
&lt;br /&gt;
*- Surface Incidentals -&lt;br /&gt;
**none&lt;br /&gt;
&lt;br /&gt;
=== RoL: “Steel Crow” ===&lt;br /&gt;
&lt;br /&gt;
====Briefing====&lt;br /&gt;
&lt;br /&gt;
*BlackFlag Internal Document&lt;br /&gt;
 #100324&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Steel Crow”&lt;br /&gt;
*Deployment&lt;br /&gt;
Kitona&lt;br /&gt;
*Pancake&lt;br /&gt;
Kitona&lt;br /&gt;
*Alternate&lt;br /&gt;
Luanda (Angola)&lt;br /&gt;
*AAR&lt;br /&gt;
None&lt;br /&gt;
*AWACS&lt;br /&gt;
Unavailable (Currently supporting Jaeger Flight)&lt;br /&gt;
*CSAR&lt;br /&gt;
MI-24 Hind “Beartrap Flight” if required, no cost.&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Liberian Government&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Protect the Liberian Convoy (Three Trucks, one Cadillac)&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
The Liberian situation just got more complicated. Those bastards didn&#039;t go after some low-level minister, the crown prince of Morocco was on that flight. The prince&#039;s personal guards were found this morning, both tortured and with the backs of their heads caved in, amongst other things. The King of Morocco is furious, and is putting serious pressure on local governments around here to find and rescue his son. For their part the Liberians haven&#039;t exactly been subtle so far, their convoy was identified at the border and to make matters worse, once that happened they shot their way into the Congo. Currently, they are holed up in a small warehouse in Pointe Noire. Their ultimate destination, as you can see from the satellite overflight, is the Bonne Aventure, a freighter flying under a Liberian flag. The Republic of Congo isn&#039;t stupid, and they&#039;ve already impounded the ship. Partly due to the Moroccan pressure, but primarily from the fact they have 9 dead border guards on their hands, the Congo has been fortifying the only approach to the ship, and has increased searches and patrols in Pointe Noire. The Liberians are getting restless, and have called on us to clear a path for them to the ship. Normally we&#039;d decline due to the circumstances, however they have threatened to reveal our original contract to the Moroccans. We will make them pay for this blackmail, but at present they have our nuts in a vice. You will have no radio contact with the convoy, when you arrive on scene they will begin making their way to the boat. Due to the rushed nature of this operation we have not yet had time to stock Kitona with weaponry, and have therefor tasked our two C-27Js to support you, however all munitions purchased will have an added fee. This mission is a short notice tasking, and you will be compensated accordingly.&lt;br /&gt;
*HUMINT&lt;br /&gt;
The Congo troops may not be superbly trained, but they are not green. The Liberians haven&#039;t given us much, as usual, just a map with a line drawn on it, so we&#039;re guessing that&#039;s their route. Not very subtle either, just the fastest route to the boat. Because the Bonne Aventure is currently impounded, it is imperative that at least two of the three Liberian troop trucks survive.&lt;br /&gt;
*ELINT&lt;br /&gt;
Radio intercepts have picked up increased military traffic from the Congo, the Liberians expect to make a high speed dash, but they&#039;re going to have a tough drive. Several outlying garrisons have been brought in overnight, including some armor assets.&lt;br /&gt;
*SATINT&lt;br /&gt;
Unavailable&lt;br /&gt;
*Air Assets&lt;br /&gt;
None&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Unknown number of MBTs, IFVs and Anti-Air Guns.&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Medium. While the threat to your own aircraft is considered minimal, the light nature of the convoy is vulnerable to pretty much everything that the Congolese can throw at it.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Any threat to either the Liberian convoy or yourself is a valid target.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
So we weren&#039;t sure about how to loadout our aircraft. I took two HARM missiles, since I had some left in my personal inventory (no charge!). I put on two SUU-23 Pods, two rocket pods, and four BLU-10s, and two sidewinders. Biscuit loaded up pretty much the same, but no HARMS, four rocket pods. Scotch had two ADEN pods, Two Magics, Two rocket pods, and two Brimstones. The F-111 had it&#039;s internal gun, 8 CBU-87s, 4x AGM-65As. Hugs put on two Alamos, kept 2 Archers, and then added 4 SPPU-22 Gunpods and Two Fab-500s. We figured that between us, we could deal with threats as they came. We took off, and headed for the target area, all of us limited in speed due to our loadouts.&lt;br /&gt;
&lt;br /&gt;
We approached at high altitude, well, the Flanker and F-111 did, using their IR pods to find enemy locations ahead of time. The rest of us loitered about 10 miles away, getting target info, and coming up with a by the seat of the pants style plan. From the air, they had spotted two troop concentrations, a tank, and three IFVs, as well as a few jeeps. We turned in, as the F-111 began its run, Hugs staying high to provide Air Cover as well as an eye on things on the ground. He called out no ground based or air based tracking radar, which was a relief. One less thing to worry about. Sandman started off by dropping four Mavericks during his descent, one for each vehicle he had spotted initially. They rocketed down, and speared every single target he had pointed them at. Four cans, popped in one salvo, we were ecstatic. Then Hugs called, telling us the explosions had obviously been heard, the Liberians were beginning their run. He counted three trucks, a car, and 4 motorcycles leaving the staging area, heading north as initially planned. Sandman pulled out of his dive, roaring out towards the ocean, spotting nothing but the burning vehicles. So far, so good.&lt;br /&gt;
&lt;br /&gt;
Then we get a call from our eye in the sky, apparently he&#039;s got tags on two police cars moving at speed through the urban area, apparently moving towards the Liberians, who, in their bid to escape, have decided to shoot at everything on their way, with small arms fire, and the M2 .50 they have on a pintle mount on two of the trucks. So much for them sneaking around. Biscuit and I start talking, do we really want to shoot up police cars? Biscuit, not missing a beat, “Well, we are speeding already, what&#039;s another ticket? Guns Hot.” He lined up on one street, and did a low level strafe with a quick burst from his internal cannon, scoring a kill on one of the cars. I came in behind, but the other police car turned off the street and drove through a small shack, fence, lawn, so I didn&#039;t have a safe shot. We both roared low over the city, and we got a spot check. I found a BRDM leaving a garage, headed to intercept the Liberian convoy, but we zipped by before we had a shot. We were out over the bay, and began our turn to come back. The Mirage flew a route to take him down the planned route the convoy was taking, and didn&#039;t spot anything on his pass. He was out of position on the BRDM as well, and began his turn around in the bay.&lt;br /&gt;
&lt;br /&gt;
At this point, it seemed pretty simple, and then it went to shit. Out of nowhere, four HMMVS drove out of garages attached to civvie houses, and the north block surrounding the road leading out of the village erupted with small arms fire and a few RPGs. The Liberian convoy wasn&#039;t there yet, but a motorcycle was killed in the initial fire. The only aircraft in position was the F-111, pushing towards the area hard. The HMMVWs moved to the main road, and formed a roadblock. The Vark rushed over the air, and left behind the only effective ordnance he could, two cluster bombs. The effect was pretty dramatic, it took out a quarter of the block and suppressed all the fire. As the smoke cleared, Hugs called down to say that the Hummers were toast, except for one that hadn&#039;t made it to the target area yet, and had now diverted, heading west across the open plain at speed. The Liberians roared through the carnage, as Biscuit and myself came in from the North. I lined up with the BRDM, and took it out with a rocket salvo, which also nailed an abandoned bus (there seemed to be a lot of people running away from all this, as well as cars driving fast in the opposite direction. Biscuit put his rounds off target with the police car, chewing through a lawn and a house. The police car got the hint, and stopped, the officers jumping out and running for their lives. We finished our run, and began to make our turn south of the area.&lt;br /&gt;
&lt;br /&gt;
The Mirage did a slower pass, and called out target hits, then turned west to engage the departing HMMVW. Turned out it was just in time, since he saw a flash, and something streaked out towards the convoy. Scotch nailed the HMMVW but spent a lot of ammo from his internal gun doing it. The missile (A TOW) lost command input, and shot in between the Cadillac and the truck following, trailing its wire. It detonated on the side of poorly (or fortuitously) place water pumping station. The Liberians were now in the open, just making the turn onto the port access road. Hugs began to get radar hits on something low and fast, but it was sporadic, about five miles east. Scotch turned to investigate as both Biscuit and I began to loiter south, waiting for a call to come in. We were joined by Sandman shortly.&lt;br /&gt;
&lt;br /&gt;
Scotch flipped on his air to air, and picked up the target, and we found out why it was moving so &#039;fast&#039; it was two different targets, heading towards the convoy, spaced out, and so low the radar in the Flanker was only getting sporadic hits, and treating them as a single target. The Mirage blasted by the targets, calling out to us that they were helicopters, unknown type. I made the turn to investigate, and scotch also turned, switching to his magics. I made my pass first, but didn&#039;t get a good lock with my sidewinders, so I went guns, and opened up in a long burst, which reached out and tore through the (relatively) stationary MD-500, which exploded in a fireball before crashing into the ground beside the highway/main road. Scotch came in, and loosed his two magics (better missiles than my shitty sidewinders) at the other helicopter, also scoring hits, blowing the MI-8 gunship out of the air. The downside was, he shot down an MI-8 over the main road, which had lots of cars stopped on it to look at the crashed MD500, so when the gunship went down, it went down into a traffic jam, and its on-board ATGMs and air to Air point defense missiles went off. Scotch wasn&#039;t very happy when Hugs told him that, we hadn&#039;t been paying attention to what they were flying over, and this kind of sucked big time. Then, Sandman called out that over the bay there was a small flotilla of about four small boats heading across the bay, in the direction of the Bonne Aventure.&lt;br /&gt;
&lt;br /&gt;
Sandy made a hard turn towards the bay, which overstressed his wing mounts, and rendered his Mavericks unusable, so he dumped them, which freed him speed wise, and went to full burner towards the bay, about 400ft off the deck he said. He passed over the Liberians like that as well, who were now about halfway between the urban area and the dockyards. Sandy, unsure of the best method, asked Steve about submunitions, then loosed another two bombs. He passed over the area, and even though he was far south of the position, Biscuit still called out that their was a massive fountain of ocean thrown up from the strike, destroying three boats, and sending the fourth a good 200 ft into the air, and snapping it like a twig. Sandman began to slow and turn, setting up a small racetrack north. Scotch was now flying a line towards the industrial port, and spotted a small roadblock. He was already on rocket pods, so he fired them off, punching a massive hole in the guard house, roadblock, and about half of a nearby warehouse and several train cars filled with diesel, which ignited, sending a plume of black smoke into the air. Pretty much most of the entrance to the port was destroyed or on fire as Scotch passed over it.&lt;br /&gt;
&lt;br /&gt;
Biscuit turned towards the inferno, prepping his rocket pods for any further roadblocks. He didn&#039;t find any on his pass, but he did take cannon hits from something, punching through his engine, setting it on fire. I was already inbound, and had seen the tracers, so Steve put down the ZSU marker in between the warehouses, and said that I could see a lot of troops in the area, debarking from trucks. I made my pass, emptying my rockets (no HARM lock) into the vicinity. I&#039;m not proud of that, since I wasn&#039;t very accurate, I took out the ZSU, but nailed more of the train, both warehouses on either side, and the explosions from all that and the rockets took out the trucks and infantry, or at least, I doubted they&#039;d survive down there.&lt;br /&gt;
&lt;br /&gt;
Biscuit shut down his engine and Hugs called down to say that he was still smoking, but no fire anymore. Biscuit began a climb and we agreed that unless it was really needed, Biscuit was out of the fight. We bit the bullet (and our pride) and called for Beartrap, just in case he had to punch out, figuring it was better to have them in theater for a quick pickup. Scotch had circled around, as the Liberians were just arriving at the port. They had slowed, making their way into the compound, when Sandman called out that two HMMVS had just emerged south of the Liberian position by about half a click, and were headed north. They had come out of a warehouse in the south. Scotch was already in position, so he lined up heading towards the Hummers. He decided on a gun pass, since they were travelling one after another, heading straight at him up the road. Steve told him as he approached that the second Hummer looked slightly odd, and two flashes could be seen from it. Scotch continued on his approach, lining them up, trying to limit collateral damage.&lt;br /&gt;
&lt;br /&gt;
That was when Steve told Scotch “You see twin smoke trails now, dead ahead, and two more flashes” Scotch broke off his run and tried to turn hard, and Steve passed around a book as we were all looking intently at the Hummer. Turns out there is a variant called an Avenger. Anyway, Scotch tried hard, but took it up the tailpipe, ripping his F1s engine to threads. Steve hit his remote and the stereo started blasting warning horns and sirens and shit, and I fuck you not Scotch&#039;s face was white and shouting EJECT EJECT EJECT while he quickly rolled the die. We all held our breath as we saw the flaming wreckage of the mirage tumbling down towards the southwest edge of the industrial zone.&lt;br /&gt;
&lt;br /&gt;
Steve told Biscuit, since he was closest and climbing “Canopy just blew, seats out!” and we&#039;re all wondering “did he make it” and then Steve says “CHUTE, you see a Chute!” We begin a quick radio call “who has distance anti-tank guided munitions” and realize that no one has any left, the two brimstones on the crashing mirage were the remaining ones. The mirage arced slowly left and crashed into a warehouse, which promptly exploded. Then, on the radio, we heard Scotch who had been passed a note by Steve, calling us on freq from his rescue radio “ICE THOSE FUCKERS”. Biscuit, who was in the best position (high), asked Steve something, then did exactly the opposite of what Scotch wanted, dumping his four BLU-10s. It took a turn, but the hit, not on target, but close enough. Biscuit, the one engined Phantom, with airframe damage, napalmed about one sixth of the port, having checked to see where Scotch was relative to his aim point. The Hummers did not survive, nor did much of anything else. The Liberians were through the gate, heading north, and approaching the spot I had rocketed. The southern portion of the port was on fire, and black smoke was filling the sky there.&lt;br /&gt;
&lt;br /&gt;
Sandman started reporting movement in the Northern part of the port, and several warehouses now had a few hummers and a lot of Infantry moving out from them, as well as two BMP-2s. We had the quickest discussion. We&#039;re down a plane and half, there&#039;s unknown elements down there, are intel is crap, and the Liberians are stupid enough to keep trucking since they think we are some sort of Guardian angels. And we agreed, the mission had gone to shit, no more trying to avoid casualties. I formed up behind Sandman, and we began a run, passing over the Liberians. When we were clear, Sandman began triggering his remaining cluster munitions, dumping them in a line, saturating the north roadway with submunitions, buildings, vehicles, train cars, everything and anything caught in the rolling wave of destruction was going up in flames. I followed thirty seconds later, making a long gun pass into the devastation, expending all the M61 ammo in the pods in one pass. The Liberians continued north, the ship now in sight, when the final attack occurred. The first truck detonated on the road, obscured by dirty smoke and dust. The convoy ground to a halt.&lt;br /&gt;
&lt;br /&gt;
Another one of the trucks ventured forward, then troops debarked. They marched forward, past the burning truck. I was circling, and saw some puffs, and the infantry were gone. Fuck. The others ran back to the convoy. It took us a second, but Sandy said “What if it&#039;s mined?”&lt;br /&gt;
&lt;br /&gt;
We looked at each other in silence. We hadn&#039;t thought of this... And we had just dumped all our bombs, my rocket pods were empty, and gun passes weren&#039;t going to help. And then Hugs, looked down at his sheet, and back at us. He told us to run a gun line in front of the Liberians, and angled in at high altitude, moving slow. We did, and the Liberians backed up slightly, since we were running really close to them on our pass. Hugs flew over, and dropped his two iron bombs we had forgotten about, sending 1000lbs worth of Russian explosive into the minefield area. The explosion of his weapons was highlighted by all the mines detonating in a flurry of secondaries. The trucks and convoy began to move, heading towards the boat, through the still burning debris and craters. And then Steve threw his last curveball. A single lone RPG on the boat, in addition to the soldiers stationed there. Steve did a roll in front of us to hit the truck. Needed a 18+ to hit he said. Rolled 20. Truck exploded in horrendous death. We were devastated.&lt;br /&gt;
&lt;br /&gt;
And then Scotch chimed in over the radio chatter. “Just support the g&#039;damn &#039;astards in their assault on the boat” Steve nodded, “Sure, the limit on truck kills was to ensure enough soldiers could assault it. I&#039;m fine with this.” We we&#039;re back in the game, and hugs decided to be the Hero of The Night, pulling a ridiculous turn (we envied how fast he can turn, since we&#039;ve been stuck in our iron pigs) and came in at the ship head on, as the Liberians were debarking from the remaining truck, taking heavy fire. And then Hugs plane exploded. Not from Damage, but he held down the triggers on his four gun pods and main gun, putting tremendous amounts of lead on target. The entire front of the bridge on the ship was blasted, glass and shrapnel blown everywhere, anyone unfortunate enough to be on the deck was converted to bloody mush. I followed with my guns, and Sandy observed from altitude. The Liberians ran up the plank as we loitered, circling the boat. About two minutes later we saw water churn at the back of the boat, and they pulled out of port. To the south, the CSAR Hind arrived, and with a quick operation, extracted a rather watered down Scotch from the Atlantic. We all headed back to base as the Liberians pulled out of the port, extremely happy to all be alive, royally pissed at how the mission had gone, and asking Steve when we could go to Liberia.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
&lt;br /&gt;
Mission Success.&lt;br /&gt;
&lt;br /&gt;
*Air Kills&lt;br /&gt;
**Scotch: 1 MI-8 Hip Gunship&lt;br /&gt;
**Baron: 1 MD500 Gunship&lt;br /&gt;
&lt;br /&gt;
* - Air Incidentals -&lt;br /&gt;
**None&lt;br /&gt;
&lt;br /&gt;
*Ground Kills&lt;br /&gt;
**Sandman: T55, 5BMP, 4 Harbor gunships, 3 Hummers&lt;br /&gt;
**Biscuit: Hummer, Avenger&lt;br /&gt;
**Scotch: Hummer, Guardhouse, Roadblock&lt;br /&gt;
**Baron: BRDM, ZSU, 1 Infantry Squad&lt;br /&gt;
**Hugs: Minefield, 2 Infantry Squad&lt;br /&gt;
&lt;br /&gt;
* - Ground Incidentals -&lt;br /&gt;
**Sandman: 7 Houses, 18 Warehouses, 12 civilians, 86 dockworkers&lt;br /&gt;
**Scotch: 9 cars, 4 train cars, warehouse, 23 Civilians, 7 dockworkers&lt;br /&gt;
**Baron: Bus, 2 Warehouses, 3 Civilians, Police Car, 32 dockworkers&lt;br /&gt;
**Biscuit: House, Lawn Gnome, 4 warehouses, 2 civilians, 52 dockworkers&lt;br /&gt;
**Hugs: 6 Dockworkers&lt;br /&gt;
&lt;br /&gt;
*Damage Taken&lt;br /&gt;
**Scotch: Destroyed, Ejected Safely&lt;br /&gt;
**Biscuit: Catastrophic Engine Fire, Significant Airframe, Landed Safe&lt;br /&gt;
&lt;br /&gt;
=== V.Bout: &amp;quot;Ivy Serpent&amp;quot; ===&lt;br /&gt;
====Briefing====&lt;br /&gt;
*BlackFlag Internal Document&lt;br /&gt;
 #100329&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Ivy Serpent”&lt;br /&gt;
*Deployment&lt;br /&gt;
Kitona&lt;br /&gt;
*Pancake&lt;br /&gt;
Kitona&lt;br /&gt;
*Alternate&lt;br /&gt;
Luanda (Angola)&lt;br /&gt;
*AAR&lt;br /&gt;
Il-78 Midas “Conoco” available&lt;br /&gt;
*AWACS&lt;br /&gt;
R-99 “Bird Dog” available&lt;br /&gt;
*CSAR&lt;br /&gt;
C-27J Available on request&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Viktor Bout&lt;br /&gt;
*Objective&lt;br /&gt;
Locate and divert or render the UN fleet combat ineffective.&lt;br /&gt;
*Background&lt;br /&gt;
This one&#039;s pretty simple folks, we&#039;ve got a request from another mercenary, arms dealer really, who needs to get some heat taken off his operation. I know you&#039;re all itching to go toe to toe with the Liberians, but we need to stay focused and generate liquidity. We&#039;re putting the Liberian situation on back burner, and letting the intel guys sniff around what&#039;s left of Pointe Noire, see if we can find out who hit you and why.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Bout has asked us to help him get some cargo through a joint UN/Interpol blockade. Currently, they have numerous small ocean going ships off the west coast of the continent, investigating all merchant traffic. Naturally, Bout is worried his latest shipment to some godforsaken hell hole is going to get snapped up by them. Your job will be to locate the main blockade, and draw it away from Bout&#039;s ships until they are clear, or disable the vessel&#039;s ability to pursue Bout&#039;s ships. On a side note, Bout asked for your squadron personally, you should consider a name for your flight so our marketing team can begin whipping up sale&#039;s proposals.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
The UN/Interpol blockade is a matter of public record, so our force analysis should be fairly accurate. The patrol is operating in a box roughly 400 miles off the coast, covering area that the local navies of the African coastal countries cannot secure.&lt;br /&gt;
*ELINT&lt;br /&gt;
Available on request&lt;br /&gt;
*SATINT&lt;br /&gt;
Sporadic cloud cover has rendered satellite intelligence useless.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Lynx Helicopters&lt;br /&gt;
*Surface Assets&lt;br /&gt;
HNLMS Van Amstel (Dutch Frigate), HMDS Niels Juel and Olfert Fischer (Danish Corvette)&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
High, these aren&#039;t third world warriors, but professional naval crews onboard modern weapon&#039;s platforms. They are highly skilled, and proficient. It may be best to attempt to divert their attention, rather then engage in open hostilities.&lt;br /&gt;
*ROE&lt;br /&gt;
Engage at will.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
So, we figured it would be a good idea for everyone to load up on anti-ship missiles. We weren&#039;t sure about the air threat either. I took two Exocets, Scotch loaded two Sea Eagles, and Sandman went apeshit and spent tons getting two AGM-142s and four Bofors RBS15s. Biscuit loaded two AGM-142s. Hugs figured he&#039;d be doing anti-air, and took nothing but missiles, six Alamos and four Archers. I took two new Sparrows, as did Biscuit and Scotch, in addition to new AIM-9s. We paid for the AWAACs and the tanker, so we wouldn&#039;t need buddy refueling, and someone could watch the skies. We also bought Elint, which turned out to be a boon, since we were able to determine that two of the ships were operating together, while the third corvette was separated, conducting boarding operations. We also found that there was a fourth UN ship, a hastily converted cargo ship, being used as a light helicopter carrier. We wanted to use the airliner thing again, but we were off the beaten path in terms of airliner flight paths, so that wasn&#039;t an option this time. Shipping wise though, there was a lot of traffic in the operations area. We departed, a bit wary, and flew out over the ocean, topping up our tanks with the Midas (we earned extra experience for that at least) and entered the operation area, with Hugs flying high, Scotch Biscuit and me huddled close, and Sandman loitering, prepping to drop to the deck.&lt;br /&gt;
&lt;br /&gt;
When we arrived we were all cold, except for the AWAACS which loitered back about 150~200 miles. We had nothing on our threat receivers except from sporadic hits from surface based traffic avoidance radar. Within a minute we had a pretty good picture of where ships were, but we didn&#039;t know which was which, except for Bout&#039;s on their routes. We then got a call from the AWAACs, saying it had detected two targets, probably rotary, over the ocean. One was headed for the second of Bout&#039;s ships, and Bird Dog said ETA was about 10 minutes. Hugs turned and began a pursuit, but not cooking too much. The rest of us were in a heated discussion about the surface targets. We didn&#039;t want to fly to close to any of them, and we still had the element of surprise, since none of them had lit off their air radar yet, apparently content cruising on a simple anti-smuggling op. It also helped that we were doing this near dawn, so it was dark, and crews would hopefully be at their worst, prone to mistakes. Bird Dog called in, telling Hugs that he&#039;d be in range for a missile shot about 3 minutes before the helicopter made it to Bout&#039;s ship, and did he want third party fire control (he&#039;d upgraded the C3 on his flanker) because if not, he&#039;d be too late intercepting the helicopter. On the other hand, fire control radar would wake up even the sleepiest of crews.&lt;br /&gt;
&lt;br /&gt;
We waited, tense, for what seemed like a lot of turns, and then the ground situation was updated, and steve placed small lines on the map to show us the track of ships. Surprisingly, this helped, a lot of the traffic was North South, with only a few ships appearing to be going east west. Hugs called us on satlink (another upgrade so we could be even quieter with emissions) and asked us what we wanted, he was approaching Alamo range, but he could close further if we wanted. We decided to keep monitoring the ship positions, and told Hugs that if he could close, that would be better. The Sandman had a great idea, and maneuvered down to sea level, heading towards Bout&#039;s first boat, subsonic. The rest of us kept together, flying a slow line, watching events and listening on the radio that the AWAACs was patching to us via Satlink. We actually got a lot of useless transmissions (strips of paper that steve had in a box that he handed to us.) but eventually got one from the helicopter crew, telling their base ship they were overflying a random ship and dropping a flare, since their first transmission had no effect. Hugs was about a minute away.&lt;br /&gt;
&lt;br /&gt;
Hugs saw the flare, highlighting the ship on the horizon, but also revealing the helicopter. Since he didn&#039;t particularly trust a heatseeker with massive search flare descending, he switched to guns, and did a long gun pass to try to ensure he nailed the helicopter the first time. He actually slowed when he heard the helicopter transmitting again, telling a Corvette they were boarding the frieghter. Their transmission stopped just in time, because Hugs came in, gun blazing. The heavy pass had the desired effect, apparently a Lynx doesn&#039;t deal with anti-aircraft cannon shells from a high cyclic gun very well. The helicopter detonated as it was ripped apart, dropping out of the sky into the sea beside the freighter, just before Hugs ripped over the deck, already turning in case he needed another pass. We heard some radio chatter, some ships were calling out they had heard what seemed like an explosion. The Corvette then began to try to contact their helicopter.&lt;br /&gt;
&lt;br /&gt;
And then something unexpected happened.&lt;br /&gt;
&lt;br /&gt;
Apparently Bout&#039;s people had been briefed that they had friendlies in the area, and let loose a broadcast on an open frequency that a low flying helicopter with no running lights had impacted one of their masts, destroying itself in the process. This got an immediate response, with the Corvette demanding details, and the “Slightly Russian” sounding smuggler replying that an &#039;incompetent crew flew into my radar mast, attempting an illegal boarding of my vessel.” The things started to get heated, as we noted one of the surface targets changing course drastically and speeding up, headin towards an intercept with the smuggling ship. ETA wasn&#039;t for a good 30 minutes though, although it was clear this was not good, especially when a Captain got on the radio from the military ship, as the smuggler kept up his rhetoric that the UN fleet was a bunch of pirates of the open water with no legal justification for their searches. The Captain didn&#039;t seem to like this, and ordered the freighter to stop and prepare for boarding.&lt;br /&gt;
&lt;br /&gt;
Sandman decided that the time was right to try out what he had been thinking about doing (and not told us because he&#039;s like that) and triggered his radio. In his best slavic accent, he said over the open frequency, “Niels Juel this is Russian Cruiser Ustinov, that cargo ship is under the solemn protection of the Commonwealth of Independent States and Russia. Any further threats against him will be met with force of arms. You will reverse course immediately.” Stunned silence followed.&lt;br /&gt;
&lt;br /&gt;
Then our threat warning receivers went crazy, as the Corvette lit off everything it had, as did the other two ships. We figured we were ok, since we were heading away from both groups, and were in tight formation, at altitude. I even popped on my transponder to further simulate an airliner. We were out of missile range since they only had sea sparrows, but still worried. Sandy wasn&#039;t though, he was low, and slow, creeping up on the lead ship in Bout&#039;s convoy. The Captain of the Niels Juel came back on, sounding slightly shocked, but firm “Ustinov, we are operating in accordance with joint UN/Interpol mandate 8920, which grants us authority to search and seize merchant vessels operating in this area. You will not threaten this vessel, or any other vessel in this task force as we conduct this operation. You can request more information and file a formal complaint with the UN through their mission in Angola” Sandy apparently didn&#039;t feel like doing the paperwork though, since he popped up over the freighter and pumped off his two Popeyes as he crossed the deck of the freighter, beginning a hard turn back the way he came, scarcely 100 feet off the ocean surface, while his right seater began flying the rockets toward the corvette.&lt;br /&gt;
&lt;br /&gt;
Steve told us that the Danish captain was still talking about mandates over the radio when all sorts of alarms started in the background, along with calls of &#039;Vampires!” The radio cut off. The AWAACs called us, telling us that their was massive boost in ECM from the ship, as well as tons of passive &#039;chaff&#039; that they were pumping into the air. The ship began launching Sea Sparrows in clusters, trying to take out the low flying missiles as they rose above the horizon. One of the sparrows downed one of the popeyes, but even last ditch stingers couldn&#039;t hit the other one, and it nailed the ship, Sandy&#039;s bombardier driving it right into the forward section. It caught something, probably a magazine, because at altitude, we saw the flash. It all happened quick enough that they hadn&#039;t had a chance to get off a return shot on Bout&#039;s freighter, which was now in the clear, as was the second. Sandy was heading outbound now, laughing like a madman, as we all discussed what to do next. There was a lot of encrypted signals that the AWAACs bird was trying to process, but, to our relief, the other two ships turned away, apparently not wanting to tangle with a cruiser captained by a lunatic who apparently had no qualms firing on other vessels.&lt;br /&gt;
&lt;br /&gt;
Bird Dog then called us, saying the surface target south of us had just launched a helicopter, which was bad news for them since we now knew where the light carrier was. The helicopter was heading towards the burning wreckage about 60 miles south of it. We decided to leave it alone since it seemed to be on a rescue mission, but the light carrier was a threat, or more specifically, the helicopters it had. We agreed that I&#039;d run the attack, and I broke off, turning to set up a quick exocet run. I wasn&#039;t too worried about detection, since the target wasn&#039;t radiating, and we were fairly far north now, near the edge of the task force coverage. I still dropped down, and then dumped both my exocets, before turning and climbing out, heading back to the group. Hugs was forming up with us as well. Sandy was loitering around to the east, as we relayed what the task force was doing, which seemed to be running parrallel to the convoy. And then it hit us, we weren&#039;t going to succeed, the ruse would be discovered, the UN force was simply shadowing the convoy now, and would doubtless note any course changes. Then the AWACS called saying it was detecting another helicopter, and Steve put down another marker. But this one came off another surface contact, not the one I had shot at. This one was far west, beyond the task force. The helicopter target also seemed to be heading towards the wreckage, but wouldn&#039;t arrive for over an hour.&lt;br /&gt;
&lt;br /&gt;
That&#039;s when I got another transmission &#039;slip&#039; from Steve. It was a helicopter from a luxury cruise ship, investigating the burning wreckage. I got a sinking feeling, I had no recall on the exocets. Fire and forget has downsides, this appeared to be one of them. No defensive fire came out of the ship, and both exocets raced into the stern, blowing massive rents into the Queen Victoria, a 90,000 or so ton cruise ship. Hugs, to his credit, separated from our group, and lit his burners, and began to make a beeline for the real carrier, going nose hot once he was clear from us. Then the bad news started to flow, with distress calls from the crippled cruise liner, stating they had suffered a tremendous explosion, and were on fire. Hugs plane almost melted from the amount of radar juice the task force was throwing at him. He got a firing solution on the enemy helicopter, staying away from the task force. The converted carrier was now turning away, and the task force was turning hard to rejoin with it. Hugs kept playing that game, keeping the helicopter locked with his massive radar, but not firing. He then proceeded south, at speed, as we circled to the east, staying clear of the task force which was rushing west now. The Queen Victoria continued to broadcast, stating the fire was spreading and they were abandoning ship. Several surface targets were turning to lend assistance, except for Bout&#039;s ships, which were leaving to the south east, essentially in the free and clear.&lt;br /&gt;
&lt;br /&gt;
The radio transmissions were flooded with calls, but as we loitered, the task force turned again, heading back towards the cruise liner, to assist most likely, as their helicopter changed course for the cruise ship as well. We remained on station for another hour, cycling out to the Midas to sip a bit before returning, but Bout&#039;s ships were safe and beginning another turn to throw off any hopes of the task force catching them. We left the area, and returned to Kitona. When we landed, I told Steve that my cut of the mission pay was going to whatever charity was going to be set up for the cruise ship victims. Scotch did the same, as did Hugs.&lt;br /&gt;
&lt;br /&gt;
Steve did the debrief as usual, but mentioned some things about what happened after. There was an investigation, but the Russians denied any involvement, since the Ustinov was tied up in port. Because of the ranges, there were no radar tracks of Russian surface search radar, nor of russian missiles. Several airborne targets were tracked, but none corresponded with the missile launch. Subsequent satellite overflights found nothing but merchantment in the area. The SU-27 radar however was logged, and posed a large question, what was a Flanker doing out over the ocean, and where did it come from? Again, fingers were pointed at the Russian&#039;s who denied it, donating hefty sums to victims of the cruise ship tragedy, and offering to supply ships to supplement the UN taskforce. The Queen Victoria caught fire, and eventually sank. Analysis of the wreckage will be difficult, due to the depth of the sea floor. The British are reviewing not only the radar tapes, but the safety and security procedures of the Cunard Cruise line. A charity was set up, which received international support, for the victims that died. Oh, and Viktor Bout&#039;s cargo got through, which apparently is good, since one whole ship was full of stuff for our merc outfit. The other stuff got dumped into hellholes, supplying third world bush wars and genocides. Steve really hammered home the point that though we succeeded, this wasn&#039;t really a &#039;win&#039; in any sense of the word.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
&lt;br /&gt;
*Air Kills&lt;br /&gt;
**Hugs: 1 Lynx (Maritime)&lt;br /&gt;
&lt;br /&gt;
*Air Incidentals&lt;br /&gt;
**None (the civil heli landed on the task force carrier deck.)&lt;br /&gt;
&lt;br /&gt;
*Surface Kills&lt;br /&gt;
**Sandman: 1 Corvette Niels Juel&lt;br /&gt;
&lt;br /&gt;
*Ground Incidentals&lt;br /&gt;
**Me: Queen Victoria Cruise Liner (482 dead, 1076 injured)&lt;br /&gt;
&lt;br /&gt;
*Damage Taken&lt;br /&gt;
**None&lt;br /&gt;
&lt;br /&gt;
We asked Steve about repercussions, and said that a lot of intel groups will be looking into it, but our PMC does a lot of work with friends in high places. We operated deceptively, and after the confusion, the investigation will continue, but most likely lead nowhere, with most theories being dismissed as &#039;conspiracy at best&#039;.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Gold Rush&amp;quot;===&lt;br /&gt;
====Briefing====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*BlackFlag Internal Document&lt;br /&gt;
 #100337&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Gold Rush”&lt;br /&gt;
*Deployment&lt;br /&gt;
Kitona&lt;br /&gt;
*Pancake&lt;br /&gt;
Kisangani&lt;br /&gt;
*Alternate&lt;br /&gt;
Luanda (Angola)&lt;br /&gt;
*AAR&lt;br /&gt;
Il-78 Midas “Conoco” available&lt;br /&gt;
*AWACS&lt;br /&gt;
R-99 “Bird Dog” available temporarily&lt;br /&gt;
*CSAR&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Internal Emergency Tasking&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Cover our withdrawal from Kitona.&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
Seems like we aren&#039;t out of the woods yet. Airfield security picked up a suspicious person who had been hanging around for several days. After a brief interrogation, we found he was an informant for the United Kingdom, and it seems like he&#039;s been documenting when our aircraft have departed and arrived. Our intel sources confirm that there has been a lot of traffic in their Ministry of Defense, so most likely our spin control will not enable us to keep this incident contained, and the British will be launching a reprisal strike soon. We&#039;re not taking any chances. As of 0300, we began evacuating our temporary facilities here at Kitona. All available air transport craft have been diverted to assist in the airlift. We suspect that the UK&#039;s Invincible class carrier, the HMS Ark Royal is currently moving into position at best speed, although they&#039;ve apparently been enforcing strict radio discipline and cloud cover continues to negate our satellite overflights. We&#039;ve been lucky, it looks like the Royal Navy is playing their cards close to their chest, and have decided to not stir up a public furor about the MS Queen Vic, maybe trying to put us at ease while they prepare to hit us. In any case, on first contact from Bird Dog, intercept and delay the strike package for as long as possible. We should be completely clear of the airfield within the next six hours, but every second you buy us counts. Protect the transports to the best of your ability, and then withdraw to op point Baker and meet up with Conoco for refueling and escort to Kisangani.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
We couldn&#039;t get much more out of the informer, he died before the interrogation was over.&lt;br /&gt;
*ELINT&lt;br /&gt;
Nothing yet.&lt;br /&gt;
*SATINT&lt;br /&gt;
Cloud Cover has hindered our data collection.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Unknown. Protect the 4x C-27J, 2 AN-12s, 2 IL-76 and 1 AN-22.&lt;br /&gt;
*Surface Assets&lt;br /&gt;
HMS Ark Royal, Unknown escorts.&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Unknown. Royal Navy doctrine will require them to have visuals on targets before firing, but once they&#039;ve established that they&#039;re not shooting at a civilian airliner or airfield, you can expect the strikes to begin. We&#039;re expecting a cruise missile strike on the airfield no more than 15 minutes after their initial strike force confirms our presence.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Engage at will. Aircraft attacking the transport planes are priority targets.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
Steve started by asking us all if we understood what we needed to do, as always. We then picked our gear. Hugs didn&#039;t have anything to do, since he was already loaded. I took 4 AMRAAMs and 4 AIM-9s, as did Biscuit. Scotch took 6 AIM-9s. We had asked around prior to the flight, and found out the base had no anti-air guns, they had been packed away already. We had also talked about alternates, and figured that if needed, an escape to Angola would be our best bet if we couldn&#039;t make it to the refueler or Kisangani. We talked to the weather briefer, and he told us we could expect an overcast at 9000 ft, so that might be an issue. The cloud layer was thick, extending 3000 or so ft higher, and there was drizzle in some areas, outright rain in others, the beginning of a storm system that was developing. We still had no idea where the fleet was as circled above the clouds. We tanked with the Midas, which then began proceeding to the rendezvous point. We were told that the final personnel were now on their way to the waiting aircraft.&lt;br /&gt;
&lt;br /&gt;
It was pretty clear to us that the company didn&#039;t have a lot of faith in our defensive abilities, since we found out that the Midas and Bird Dog were being escorted by some of Blackwood&#039;s Hussars. It was still cool to imagine us tanking on the Midas with its MiG-31 and F-18 escort. We didn&#039;t have a chance to find out what was flying with the R-99 because Bird Dog called and told us we had some contacts closing from the Northwest. It was at extreme range for them, so they weren&#039;t sure, but their track path was going to put them over the airfield in about 30 minutes. Just three targets, although there were other targets 200 miles from the airfield, although it seemed that our airspace had been sanitized. The company had told us before we launched that the flight plans of major airlines seemed to be filed around our airspace, probably due to interference by the British MoD. We began to talk strategy, when Steve put down additional markers, three more in fact, south and to the west of the original three. Both were headed to Kitona. I joined up with Hugs to investigate the northern group, while Biscuit and Scotch remained over the airfield. We were then told that Bird Dog would begin a withdrawal soon, to keep distance between it and these contacts.&lt;br /&gt;
&lt;br /&gt;
As we headed out, we flew in tight formation, talking about strategy. We both had our radars off, still 200 miles from the contacts. We figured that we&#039;d pound on them with our search radars, (well, really, Hugs radar) try to scare them off, maybe force them to reconsider this approach. Since we&#039;d be closer, we were also hoping to find out a bit more about the group then Bird Dog could tell us. Our engagement plan was pretty simple, fire at range, see if we could break the formation. Hugs decided we were close enough, and powered up the big radar on his jet. Steve let us move another phase, and then dropped seven more contact markers on the map where before there had been three. Hugs looked at me, and then said through his “mask” (he always muffled his voice with his hands, which while stupid, sounds cool) “Multiple contacts, on the plus side, we know you&#039;re not shooting down an airliner today.” We moved towards the contacts, changing our plan to &#039;shoot and run&#039;. And then Steve dropped another four markers into the mass flying at us.&lt;br /&gt;
&lt;br /&gt;
Then things got worse, since a big search radar hit us, and locked on almost immediately. Hugs was shouting something so I dumped chaff and began a hard turn back the way we came. Hugs did the same thing and began to push back towards the base. As Hugs turned, he scored a radar spot on the other group, which was lucky considering his Rwr was going crazy. Steve put three more markers down on the southern group. Just so you realize, we now had 14 contacts in the North, and 6 in the west, all heading towards us. Steve also put down three surface based radar sources, one of them dangerously close to us. We were heading away, and I asked for a book on UK missiles. Another 20 miles and we would have probably been shot to pieces by a destroyer/frigate of some type, that apparently had been hiding/running cold until Hugs blasted his radar openly. We needed a new plan, we were now restricted to certain airspace, since we didn&#039;t feel like going up against ships with an itchy trigger finger. We decided to still make a long range strike, but from a bit closer to the airfield. Since we were allready heading back anyway, Scotch and Biscuit turned to join up with us, as we changed our intercept course towards the six aircraft south of us. Bird Dog figured they&#039;d be arriving at Kitona first anyway, and if we took a long range shot, we might be able to take them down cleanly. But right now we wanted to get together to maximize firepower. Steve started to put down another contact, but this time it was flipped over, and coming off the airfield, so we let out a breath. The first transport was off and climbing out.&lt;br /&gt;
&lt;br /&gt;
As we flew south, we were told by birddog that some of the northern targets had changed course, and were now tracking to a point south of the airfield. It looked like they were going to try to stay between us and the group they were leaving. We all decided that this was the fighter wing escorting the main strike package. None of the contacs over there were changing speed or course other than that. Then the bad news, about 100 miles ahead of us, the six we were tracking suddenly rocketed forward, heading towards the airfield, and because of their position, Biscuit and Scotch as well. The contacts were doing Mach 1.5 now, and Hugs and I turned to intercept, pushing our jets faster then we had anticipated. Scotch called, saying he was getting hit by a radar, but not fire control. We had no clue what these aircraft were, and they were still accelerating. Hugs didn&#039;t like it, so we all decided, this group was going down in flames, no point holding back. Bird Dog started giving us tracking information, while Hugs did his own thing. He was going to hold fire on his big missiles until he was about 35 miles, ensuring a high kill probability.&lt;br /&gt;
&lt;br /&gt;
We continued our approach, watching all the contacts closing on the airfield. Another transport crawled into the air, this time an Il-76. Then Hugs opened fire, FOX THREE, FOX THREE, FOX THREE, FOX THREE, four missiles arcing off his rails, pushing ahead and up, getting kinematic energy. The missiles tracked in towards the targets, who were now diving for the deck, pushing up near Mach 2 at this point. Biscuit got ready to cold launch his AMRAAMs, as did I, while Scotched started to set up for a close intercept since he only had short range weaponry. Sandy decided now was a good time to take part. He told us “I cover my nuts with my hand, and tell my WSO to light it up.” His Aardvark&#039;s massive Jammer Pods roared into action, sending out “waves of jamming radiation” according to Steve. Biscuit rippled off his AMRAAMs, and I sent two of mine into the fray as well. The aircraft were pushing downwards, jinking, so they obviously knew they had incoming.&lt;br /&gt;
&lt;br /&gt;
Scotch circled into a reverse turn, Biscuit following, so that the planes would pass underneath them, and then they&#039;d light the burners chasing them. The question was how many would they be chasing? And how much faster were they going to go? Our missiles merged with the contacts, we held our breath as Steve rolled some dice, and then began to pull off markers. The force lost four aircraft to our ten missiles. We didn&#039;t know who had hit what, but that didn&#039;t matter. A two on two was something Biscuit and Scotch could handle, and as it was Hugs and me were out of position to chase them, since they had a speed advantage and we could at best, match their speed. So we turned north east, and pushed hard, racing towards the other massive force coming at the base. Scotch and Biscuit completed their half loop, their burners sending plumes of brown smoke through the sky as they began their dive as the two remaining aircraft roared underneath them at mach 2.1. Scotch made the spot “TORNADOS!”&lt;br /&gt;
&lt;br /&gt;
The second IL-76 climbed off Kitona, heading away from us and the developing air war. The Tornados must have spotted Scotch and Biscuit, since they popped a few flares as they kept pushing hard toward the airfield, getting low and very fast. Scotch got a lock and let loose a sidewinder, but Biscuit didn&#039;t get anything on the two he tried to launch, failing both rolls (followed by much swearing). Scotch&#039;s missile raced after the Tornado, and locked on to the afterburners, detonating aft. The Tornado continued on, trailing some black smoke, and quickly exiting sidewinder engagement range. Scotch and Biscuit were fucking furious, going to full burner and climbing to meet us. The Tornado&#039;s were a lost cause now.&lt;br /&gt;
&lt;br /&gt;
Sandy provided a last line of defence, lighting up his radar, and having one of his Jammer pods imitate a SAM launch, which caused both Tornados to pull hard south, dumping chaff. Steve made a few rolls, and then told us, that as the Tornado&#039;s pulled away, the one trailing smoke suddenly began to pour smoke from one of it&#039;s engines, and panels were blowing away, flames pushing out from the damaged engine. He told Scotch that as he looked over, the plane burped flamed, then disintegrated into a Mach 2+ fireball, before crashing into the Atlantic. The other Tornado began a slow turn, heading towards the airfield again, but at least we&#039;d delayed it, it would arrive at the same time as the Harriers now. We were told that a C-27J was pushing into the air off the field. Biscuit Scotch joined up behind Hugs and me by a bunch of miles. The four targets between us and the main force began closing on us, turning slightly to try to keep us away from the strike formation. We looked at the distances and hatched a quick plan, and then went to full military burner, racing headfirst at the defensive patrol. We all hit our Radars, figuring we may as well try to scare the shit out of them.&lt;br /&gt;
&lt;br /&gt;
We all broke the sound Barrier, although I will admit that Hugs was kicking the crap out of our tubs, blasting forward like some angry goose necked harbinger of death. He dumped his last two Alamo&#039;s at 50 miles, which gave them a pretty good energy boost from his own aircraft&#039;s speed. The rest of us were pushing up in speed, and I will admit, the distance I covered in a phase was pretty awesome, I had not had the Phantom up this fast ever before, and even on the table top I was thinking “For a 40 year old plane, this thing can haul ass!” I pumped off my AMRAAMs as I crossed the 25 mile line, with Hugs about 5 miles ahead of me. His two Alamos impacted, wiping out one of the Harriers (Made his spot check). Well, one of them missed, but the other didn&#039;t. My AMRAAMs came down, also knocking out one of the Harrier&#039;s, this one turning towards Hugs. Hugs roared through the formation at Mach 1.7ish, and asked Steve something. Steve was moving both remaining harriers in an impossibly tight maneuver, apparently they had slowed, using vectored thrust to help pivot to slap into a rear aspect shot on the Flanker. Both of them launched, Hugs pumping out flares, and cut burners. And then Hugs told Steve he was using his hemet reticule to launch an archer. So, flying through a loose formation of Harriers in a Flanker at almost double the speed of sound, Hugs launched a missile sideways off the rail towards one of the offending Harriers.&lt;br /&gt;
&lt;br /&gt;
Another C-27J took off the runway at Kitona, the remaining Tornado quickly closing on the base. Hugs archer missed, but the follow up from Biscuit did not. The rest of us couldn&#039;t get locks, so we dumped flares and roared past the three flaming harriers falling towards the Atlantic, the fourth shooting, but missing at Scotch. Our momentum, like the Tornados, was an advantage. We were cutting into our fuel, but we had a lot, and now the other Air to Air Harrier was in a tail chase towards us, and it wouldn&#039;t win. We were now banging away with our Radar, despite having nothing BVR to shoot. The strike force accelerated a bit, but not much, but descending down below the clouds near the coast. We&#039;d have a very short time after intercept until they were over the base.&lt;br /&gt;
&lt;br /&gt;
Sandy angled towards the base, lighting off his own cans and going to maximum sweep. We approached the main strike package, but were not going to have much time to do anything, and there was still a lot of aircraft on the ground, despite the AN-22 getting into the air. We were then told that Bird Dog was bugging out, but that a gift was on the way. We had no clue what that meant, all we knew for certain was that our AWAACs was leaving us, so it was our own eyeballs. We dropped below the clouds, emerging into the darker lower altitudes below, our plains pelted by rain as we came off the burners, still on our supersonic intercept towards the mass of what we assumed were Harriers closing on the base. And then the lone Tornado made its run.&lt;br /&gt;
&lt;br /&gt;
The Tornado passed low over the base, having slowed to make it&#039;s attack run. The canisters on it&#039;s wings flew open, and it flew the length of the runway, dispensing runway cratering munitions, and in the process wiping out the C-27 on it&#039;s takeoff roll, first by popping off a wing, and then the flaming craft dropped into a crater and rolled, tossing men and equipment into the air as it completed its flaming death throes. The Tornado began climbing, chasing after the large AN-22 that was slowly climbing out. We on the other hand, were just entering attack range, when three harriers almost stopped in mid air, disappearing behind Hugs and me in a blur of navy gray. Hugs couldn&#039;t get a lock, and I didn&#039;t have the aspect to do so, I did have a shot ahead of me, so I launched a sidewinder, switched targets, and launched another one. Both planes jinked, dumping flares, and whatever ordnance they were carrying. Small victory I suppose, and then both my missiles missed. Hugs meanwhile was cartwheeling sideways through the air, trying to manage speed so that he could get a lock on the Harrier&#039;s behind him. Then they launched.&lt;br /&gt;
&lt;br /&gt;
I took a near hit, my hydraulic pressure dipping immediately. I checked the engine gauges, punched into burner, and climbed out of there. Hugs was still trying to get a lock, finally getting one, launching an archer, but yet again the damn thing missed. Luckily Scotch and Biscuit came in, both launching two missiles, ripping one Harrier apart, before zooming by towards the rest of the force. The Tornado was closing on the AN-22, and also launched two sidewinders, one going wide but the other impacting the cargo harrier, setting an engine on fire quite badly. Sandman roared in from behind, having finally caught up, in a supersonic gun pass, stitching rounds across the sky, and hitting the Tornado. He saw some smoke and an ejection. Unfortunately, based on his angle, a few stray shells hit the antonov hull, causing some more damage, but nothing too serious luckily. Figuring he&#039;s be less than useless in a dogfight with Harriers, Sandy burner climbed, ECM still pumping out, although since everything was degenerating into a dogfight it seemed pointless.&lt;br /&gt;
&lt;br /&gt;
Hugs finally had turned, just in time to see two sidewinders closing on him. He took a direct hit, which blew off a chunk of his tail and wrecked one of his engines. His return fire silenced the Harrier though. He also disengaged, climbing to meet me above the clouds. Biscuit and Scotch were now engaged, until their sidewinders ran dry. They took out one more Harrier, but the rest were getting through, and Biscuit paid for it, getting into a turning fight with one of the British pilots, and losing, suffering a heavy hit that almost smashed his aircraft out of the sky, and sending shrapnel through him and his backseater, killing the backseater. There really was no winning at this point, Scotch was fine, but heading back into that pack was murder. The gift didn&#039;t help, four Phoenix missiles arrived on scene, and missed every single Harrier they were aimed at. The harriers overflew the base, dumping there iron and cluster bombs, obliterating the remaining aircraft on the ground, the hangars, barracks, fuel dump. We climbed out, hoping that they wouldn&#039;t pursue, since we no longer had a speed advantage. They didn&#039;t seem interested in us, so we tailed the AN-22, noting that the fires had been extinguished, making sure none of the UK jets continued at us. We learned a big lesson, going toe to toe with superior numbers in a dogfight is a bad idea.&lt;br /&gt;
&lt;br /&gt;
As we climbed out, the Antonov told us it wouldn&#039;t make Kisangani, and was turning south towards Luanda. Hugs broke off with Biscuit to provide what cover they could, since they also planned to land in Angola. I formed up with Scotch who did a visual on me, telling me that I&#039;d lost some control surfaces, and had some light smoke, but nothing major. We decided to head to Kisangani, and met up with the tanker. As they approached Luanda, Biscuit rolled poorly, and his remaining engine failed. He started a glide, but wasn&#039;t going to make it. He ejected over an open area, close to the main city, punching out, trying to keep the aircraft pointed away from the city. He didn&#039;t make it. His Phantom augered into the ground, followed by Biscuit tangled in a faulty parachute deployment. That REALLY sucked. Hugs rode what remained of his Flanker in to the field, sumping his munitions and fuel, and then having his leaft gear collapse on landing. His aircraft was damaged, but recoverable. Scotch, Sandy and myself landed at Kisangani with no incident.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
Steve, if you&#039;re reading this, please fill in the blanks for us.&lt;br /&gt;
&lt;br /&gt;
====Further developments====&lt;br /&gt;
Now, it seems that your actions at Kitoma shook up some of the chaps at Main Building. Our local assets have been meeting with the required members of the UK governing body, and have convinced them to simply sweep the entire incident under the rug. The official explanation for the Queen Victoria disaster will be attributed to being struck with a misfiring harpoon from the Danish Corvette that was operating in the area, and had suffered an uncontrollable fire. It&#039;s tenuous, but we&#039;re paying off a research tank, and funding a Discovery channel special, so we think the public will bite, and forget about it within a week or two. In any case, we shouldn&#039;t have any further problems with the UK regarding the incident, and they&#039;ll be working hard to cover up the bloody nose you gave their rushed response.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, we didn&#039;t recover our entire deployed force, so while we work on rebuilding that, we&#039;re going to hire you out to nation as privateers. You&#039;ll operate under their flag, but retain control over the logistics of your operation, as well as some initiative for planning and execution of tasks. Now, we&#039;ve had two parties come forward, and surprisingly it&#039;s not some two-bit tin pot dictator in a banana republic. The People&#039;s Republic of China, and the Russian Federation have both expressed interest in hiring your flight as an auxillary air arm of their respective Air Force.&lt;br /&gt;
&lt;br /&gt;
They&#039;re both keeping their operational requirements and objectives secret. We suspect that Russia is considering action against Georgia, as a follow up to the war of 2009. Intel has not been able to figure out the Chinese intentions. Contract terms are favourable. The Chinese are offering top dollar, in addition to on-mission incentives. They are also willing to open their armoury to you, providing you with Chines built weapons at zero cost, however they will not be added to your personal stocks. All weapons not utilized are returnable to the People&#039;s Liberation Army Air Force. The Russians are still suffering economically, and as such, after the BlackFlag standard rate, their per mission bid is significantly lower. That being said, they have extensive stocks of soviet era technology, and are willing to sell it to you at discount. Corporate decided that they&#039;d let you choose final contract, the files are free for you to examine. When you&#039;ve made your decision, call OPS, and they&#039;ll begin the necessary preparations for your unit deployment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hugs and Scotch want to do the Russian stuff, while Sandy and Biscuit want China. We don&#039;t know if Biscuit gets a say, since his character joins up with our wing, as biscuit is dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== FSB: &amp;quot;Granite Fulcrum&amp;quot; ===&lt;br /&gt;
====Briefing====&lt;br /&gt;
*BlackFlag External Document&lt;br /&gt;
 #100357&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Granite Fulcrum”&lt;br /&gt;
*Source&lt;br /&gt;
FSB (Russian Federal Security Service)&lt;br /&gt;
*Deployment&lt;br /&gt;
Gyandzha (Azerbaijan)&lt;br /&gt;
*Pancake&lt;br /&gt;
Gyandzha (Azerbaijan)&lt;br /&gt;
*Alternate&lt;br /&gt;
Nakhichevan (Azerbaijan)&lt;br /&gt;
*AAR&lt;br /&gt;
None&lt;br /&gt;
*AWACS&lt;br /&gt;
None&lt;br /&gt;
*CSAR&lt;br /&gt;
Spetznaz Team Omni, detached from Vympel (Vega Group)&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Russian Federation&lt;br /&gt;
*Objective&lt;br /&gt;
Destruction of [http://maps.google.co.uk/maps?f=q&amp;amp;source=s_q&amp;amp;hl=en&amp;amp;geocode=&amp;amp;q=Imeni+Molotova,+Georgia&amp;amp;sll=41.540064,44.132767&amp;amp;sspn=0.101505,0.112782&amp;amp;g=tsalka+georgia&amp;amp;ie=UTF8&amp;amp;hq=&amp;amp;hnear=Imeni+Molotova,+Georgia&amp;amp;ll=41.548873,44.121019&amp;amp;spn=0.006343,0.011137&amp;amp;t=h&amp;amp;z=17 Khrami hydroelectric station #2.]&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
My name is Sergei, my rank and title are unimportant. I have been tasked by the FSB to act as a liaison between your squadron and Central command. While unorthodox, central command believes that hiring “Hell&#039;s Black Aces” to perform the initial stages of our ongoing Georgia operation will significantly enhance the Maskirovka we are aiming to produce. You will be informed of your missions by me, and me alone. Ongoing operations in theatre will not be discussed with you, unless required. Adherence to operational security protocols is essential, from this point forward assume everything you say is monitored. Should you be captured, the Russian Federation will deny all knowledge of you and your actions. Failure to comply with the regulations outlined in the documents before you, as well as the instructions of your liaison officer, will be considered an act of treason while you are operating under contract to the FSB and the Russian Federation. Understood? Good. Your first assignment is simple. Take out the Khrami hydroelectric station. This is the first step in the Maskirovka. We have prepared special air dropped munitions, built with low-grade explosives designed to simulate a typical IED or saboteur strike. We believe that dropped in sufficient quantity, they will adequately cripple power production while being untraceable. You will be operating out of Azerbaijan, which has provided and airfield for your use throughout the duration of this campaign. Our aim is to ensure the world community believes that an internal faction is beginning terrorist acts as a precursor to civil war. It is of utmost importance that the Russian Federation not be involved in these initial operations, and as such, any penetration of Russian Sovereign Airspace will be considered penetration by hostile forces, and Air Defense will respond accordingly.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
None.&lt;br /&gt;
*ELINT&lt;br /&gt;
None.&lt;br /&gt;
*SATINT&lt;br /&gt;
Yantar-4 pass and Bars confirmation shows the hydroelectric station is located in the depths of the Khrami river valley. While no obvious defensive stations are present, the area surrounding the complex is heavily wooded, providing cover for mobile air defense. We are still going over the radar imaging data, but current analysis has not located defensive positions or equipment.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Unknown&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Unknown&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Medium-Low. The Georgians are still reeling from their conflict with the Russian Federation. The morale of their military forces is at an all time low, and their air-defense forces are in shambles. Maintain a stealthy approach, and we believe you will be able to slip in and out with minimal risk.&lt;br /&gt;
*ROE&lt;br /&gt;
Do not fire unless fired upon, or if operational security would be compromised.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
We started by asking a lot of questions. We found out the base we were stationed at was pretty well loaded for air defense, although we would be on our own in Georgia. We were under strict orders to stay within the base, and to not be seen or heard, as part of operational security. Purchasing western gear would be more difficult, but the Russians could manage, for a price. We all decided to spend a week (of game time) upgrading our aircraft to be compatible with Russian tech (except Hugs who was laughing) so that we could take advantage of the heavy discounts on it over other armaments. Our new pilot, the Judge, chose a MiG-29, an earlier model, but not too old. We asked about the munitions, and found out they were manufactured to leave chemical traces, not mechanical. We also talked about dropping truck parts, but in the end decided against it, there were too many ways it could remove from the ruse. We armed all the planes except Hugs with the bombs, and a few other atg stuff, and some point defense for air. We all took countermeasures pods as well. Hugs just loaded his Flanker for air to air.&lt;br /&gt;
&lt;br /&gt;
We decided to plan our flight south of Georgia, and come in from Armenia. Hugs told us an idea, and we asked Steve about the viability, and suddenly, I had a new job. It would require some luck, but it might pay off. I changed the loadout of my plane, and took off with Hugs, towards the south. Sandy, Judge and Scotch all took off about thirty minutes later, when they got the call from us, and took off towards Armenia, planning to angle North once they got the signal from me. Hugs and myself were hugging an airliner, which was oblivious to us. So far, everything was going well. Our airliner (we knew) was flight planned south of Georgia, landing Munich. I told my backseater to start the plan. About a minute later, we knew this was going to work.&lt;br /&gt;
&lt;br /&gt;
We were suddenly getting hit by a lot of radars. We kept following the aircraft above us, and I relayed some information to Hugs, who copied it down, and turned south slightly. I got the ok from my backseater, and shifted to follow hugs in close formation. The airliner continued on it&#039;s flight path, now heading towards Georgia, thanks to the GPS exploit my electronic warfare pod had done on it&#039;s autopilot/nav system. My e/w pod was jamming the radio frequency used by ATC. Meanwhile, Hugs had turned on his IFF, set to the same code as the Airliners transponder, and was now flying towards the original flight plan route. We started tracking all the search and fire control radars that were hunting the off course airliner, as we flew, mostly unmolested by that same tracking system.&lt;br /&gt;
&lt;br /&gt;
Hugs called, telling me that he had two heat sources approaching the airliner, at speed, from the rear. His IR system punched back an image, and he correctly identified them as F-16s. We continued on our way, with Hugs watching the intercept. The F-16s spent some time behind the airliner, but then one drew up beside it. He lost tack at that point, as they moved out of range of his IRST system. Our last track on them put them in the right spot though, so we called to the ground strike force, and told them their mission was now a go. They were very low, and began their run towards the hydro plant, with Sandy in the lead. Ten miles out, Sandy executed a sharp pop-up maneuver, and his RIO turned on the FLIR pod strapped to the belly.&lt;br /&gt;
&lt;br /&gt;
Sandy made his roll, and illuminated a truck sitting in the parking lot near the hydro building. Scotch was first over the target, and dumped both his Laser guided Russian special bombs. Next over the target was Judge, who actually missed with about half his strike, wasting a lot of ordnance on the reservoir. The other half peppered the hydro building. Sandy had rolled over, completing the maneuver, aimed at the hydro building (on fire now) upside down. He rolled out, and released his payload, raining destruction over the damaged building. All three of them continued down the valley, turning five miles later, heading around towards Armenia again. Hugs and myself started blowing chaff from our countermeasure packs, and started a fast dive towards the ground. That&#039;s when Sandy paid for skimping on maintenance. On his high speed run, his engine broke down, with oil and temp warnings blaring in his cockpit.&lt;br /&gt;
&lt;br /&gt;
We were still a ways out, Sandy throttle back immediately, and changed course, heading straight south. He started a slow climb, so if his other engine failed, he could glide for a while. The other two strike aircraft rocketed back to base, while I followed. Hugs flew to Sandy, and began escorting him, using his IR tracker instead of his Radar to search for problems. They both turned left towards home base once they were in Armenia, Sandy nursing his remaining engine, (essentially paying little to no attention to his other instruments). Hugs then spotted something on the IR track, fairly hot, moving towards them at speed, from Georgia.&lt;br /&gt;
&lt;br /&gt;
Hugs kept an eye on it, but it became clear that they weren&#039;t going to escape it. Sandy altered course a bit, but it did as well. It was still unknown, since Hugs didn&#039;t have the altitude advantage for his ir track (higher, colder air improved it apparently) but it wasn&#039;t radiating. The only radar was ground based, search radar, no actual fire control. Hugs wasn&#039;t sure, so he descended to ground level, and Sandman decided to play it cool, flipping on nav lights. The target closed, looking to arrive behind Sandy. As it pulled in closer, Hugs got a good look at it finally, it was an F-5. Hugs relayed this to Sandy who wasn&#039;t too happy about it. They quickly decided there was only one course of action. Sandy hit his radio jammer, and Hugs looked up, targeted the F-5, and blasted two Archers at it. The F-5 was caught by surprise. No flares, nothing. It took both Archers, blowing itself to pieces. Hugs stayed low, and Sandy continued on. We expected something else, but nothing ever showed up. We all landed safely. We asked Steve, and he said that the mission would have been a lot harder if we hadn&#039;t messed up the airliner&#039;s nav system. He didn&#039;t tell us how much harder though. We do know where a lot of Radar sites are though now. What we don&#039;t know is where these planes are from, they&#039;re not Georgian air force.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
Mission Success &lt;br /&gt;
*Air Kills&lt;br /&gt;
**Hugs: 1xNorthrop F-5&lt;br /&gt;
&lt;br /&gt;
*Air Incidentals&lt;br /&gt;
** DLH983 flight diverted and force to land in Tblisi after violating Georgian airspace and being intercepted. Pilots detained by Georgian Intelligence service, plane impounded by Georgian Air Force pending investigation.&lt;br /&gt;
&lt;br /&gt;
*Ground Kills&lt;br /&gt;
**The Judge: Hydro Facility&lt;br /&gt;
**Sandman: Hydro Facility&lt;br /&gt;
**Scotch: Truck (Hydro Facility)&lt;br /&gt;
&lt;br /&gt;
*Ground Incidentals&lt;br /&gt;
**The Judge: Family of ducks, gardening shed&lt;br /&gt;
**All three: Hydro workers (34)&lt;br /&gt;
&lt;br /&gt;
*Damage Taken&lt;br /&gt;
**Sandman: Failed Oil Pump, minor engine overheat damage.&lt;br /&gt;
&lt;br /&gt;
===FSB: &amp;quot;Ardent Gardener&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
====Briefing====&lt;br /&gt;
&lt;br /&gt;
*BlackFlag External Document&lt;br /&gt;
 #100359&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Ardent Gardener”&lt;br /&gt;
*Source&lt;br /&gt;
FSB (Russian Federal Security Service)&lt;br /&gt;
*Deployment&lt;br /&gt;
Gyandzha (Azerbaijan)&lt;br /&gt;
*Pancake&lt;br /&gt;
Gyandzha (Azerbaijan)&lt;br /&gt;
*Alternate&lt;br /&gt;
Nakhichevan (Azerbaijan)&lt;br /&gt;
*AAR&lt;br /&gt;
None&lt;br /&gt;
*AWACS&lt;br /&gt;
None&lt;br /&gt;
*CSAR&lt;br /&gt;
Spetznaz Team Omni, detached from Vympel (Vega Group)&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Russian Federation&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Seed the targeted farms with Agent Amber.&lt;br /&gt;
*Secondary Objective&lt;br /&gt;
Destroy the railway bridge at [http://maps.google.com/maps?q=%2B42%C2%B0+1%27+56.03%22,+%2B43%C2%B0+51%27+20.59%22&amp;amp;ie=UTF8&amp;amp;ll=42.033229,43.856134&amp;amp;spn=0.007331,0.021973&amp;amp;t=h&amp;amp;z=16 +42° 1&#039; 56.03&amp;quot;, +43° 51&#039; 20.59&amp;quot;]&lt;br /&gt;
*Secondary Objective&lt;br /&gt;
Conduct a low level recon pass of the suspect airfield at [http://maps.google.co.nz/maps?ll=41.629173,45.031929&amp;amp;spn=0.09264,0.154324&amp;amp;t=h&amp;amp;z=13&amp;amp;lci=com.panoramio.all +41° 37&#039; 41.48&amp;quot;, +45° 1&#039; 54.30].&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
Let me start by saying excellent work on your previous outing, our satellite followups show that the station was heavily damaged. Intelligence and damage assessment believes that the station will not be operational for 18 or more months, if they can repair it at all. So far we have received no indications that the government has been able to figure out what happened, the official party line is a terrorist action. This has given them the freedom to further crackdown on the populace, heightening discontent. In addition, this further drain on Georgian power supply has decreased available power on the grid to the point that several low risk air defense radars are being cycled off during peak usage hours.&lt;br /&gt;
&lt;br /&gt;
Moving on to your new tasking, we require you to distribute a chemical over these farmlands. The chemical agent is air dispersed from canisters that will be loaded onto your planes in a manner you decide. Maximum effectiveness demands a dispersal altitude of 3000 feet above the fields. Our technicians have informed me that while not optimal, lower release altitudes can be used, but will not achieve full dispersion. The canisters are multistage, and can be activated multiple times, spraying for preset bursts. I can tell the look on your faces what your questions are. No, the agent is not toxic in most cases to humans, with a less than 5% fatality rate when ingested or aspirated in sufficient quantity. It is a simple herbicide, that is all I am authorized to tell you, so no further questions as to why it&#039;s dispersal is required.&lt;br /&gt;
&lt;br /&gt;
However, in addition to the chemical dispersal, we have secondary objectives. These are optional, but completion incurs a large bonus, paid in cash, to an account of your choosing. Firstly, we require you to weaken or destroy this railway bridge here, preferably shortly before the daily passenger train crosses it. We have placed our specialized &#039;chem trace&#039; explosives at your disposal, should you choose to attempt destruction. We suspect that more perceived terrorism will escalate discontent amongst the citizenry.&lt;br /&gt;
&lt;br /&gt;
Secondly, we have identified this airfield, as having recently come into operation again. As you can see, the runway is being resurfaced, and several aircraft bunkers appear to be undergoing renovation. Unfortunately, that is the extent that our satellite recon has been able to identify. A low level pass with 360 degree cameras should allow us to gather valuable force reconnaissance, and would be invaluable in our campaign. Again, this is purely a secondary objective, but you would be amply rewarded for it.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
Our agents have acquired the schedule of radar shutdowns, and have identified entry and exit points as well as times.&lt;br /&gt;
*ELINT&lt;br /&gt;
The train has been seeded with our version of a GPS locator. Via secure satcom, we can tell you the vehicle&#039;s eta to the bridge.&lt;br /&gt;
*SATINT&lt;br /&gt;
Limited. Air Defence garrisons are being mustered, training status progression unknown.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Unknown&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Unknown&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Medium. The Georgians are still reeling from their conflict with the Russian Federation. The morale of their military forces is at an all time low, and their air-defense forces are in shambles. Maintain a stealthy approach, and we believe you will be able to slip in and out with minimal risk. While the farms are most likely unguarded, we are not aware of secondary target preparedness.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Do not fire unless fired upon, or if operational security would be compromised.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
We were allowed to choose how many of the chemical pods we carried, most of us took four, since they weren&#039;t super heavy. I flew my new F-18, and put a centerline fuel pod, two aim-7s and two aim-9s, as well as the pods, and four of the Russian special bombs. Scotch loaded his Viggen in much the same way (and apparently pays less for maintenance now) although he didn&#039;t need the extra tank of fuel and put two AA-10 (IR) instead of AIM-7s, where I used the last of my crappy ones. Judge put a centerline on, as well as four canisters and four AA-8s. Sandy loaded six canisters, and several of the special chem neutral bombs, as well as two AA-8 jury rigged. Hugs loaded two of the Special bombs, four AA-10s (IR) and four AA-11s. Our ingress point would be close to the Azerbaijan border, but our egress was over turkey, which had us nervous. We knew that we could go through Armenia safely, and we also had several landing airports available in Armenia thanks to bribes. The turkey bit worried us, since it would be a quick sprint through Nato airspace. As predicted, the peak hours when the shutdown would occur was in the late afternoon, so we wouldn&#039;t have darkness on our side. We took off and headed towards the first waypoint.&lt;br /&gt;
&lt;br /&gt;
Over the country we had to hit around 18 farms. We had plotted out routes. Sandy had the longest one, the furthest to the North, since he could do his run very quick, slowing for the sprays, and still have fuel. Hugs and Scotch had medium routes, and the short routes were done by me and Judge, since our planes had range issues. The plan was to try to come back together before the egress point, and make the run on the bridge. We had decided against the airfield, just one too many things to do, and it seemed the riskiest of the two. We monitored radar returns as we made our approach, low over the ground. The radar went down early, and we punched it, looking to get in and underway quickly. We crossed the border with little to no incident, but Hugs called to tell us he was getting some intermittent hits from an airborne target, maybe two. Judge didn&#039;t have anything, nor did I, but Sandy was getting hits, from the northeast. We aimed at the first farm field, with Judge doing the honors, as the rest of us peeled off, to let him fly both his run and his route. We watched with some curiosity as he popped up, and the back of his plane disappeared in white smoke/vapour. It didn&#039;t take long, but he did have to slow to make the run, after which he descended and proceeded on course, the vapour drifting down across the fields. I was next to leave the formation on my flight path, turning westwards, with the landscape of Georgia passing underneath me.&lt;br /&gt;
&lt;br /&gt;
We got about halfway, with intermittent hits from airborne sources, we were too low/behind mountains for the land based radars in most cases. We had mapped out a lot of them in our previous raid over Georgia, and we were noticing that some were not active, while some were. Seemed our strike had caused a bit of a shortage, or something. I had been doing my runs, popping up actually was useful, since I quickly got a radar hit strength so it was refreshing to know I still hadn&#039;t been confirmed as a target. Steve told us that popping up for 8~12 seconds is fairly safe, provided we disappear quickly. For the most part, our route was pretty quiet, but just north of us, Hugs and Scotch were not so lucky. They had just told us they were heading towards two radar emitters, airborne. They were not sure how much longer they&#039;d be staying undetected or ignored, since they&#039;d lose the low level ground clutter soon. Then Sandy called us, saying the northern border with Russia was crazy. Things had just gone hot, on the electronic spectrum, with multiple high power airborne radars blasting out from behind the Russian line. There were two radar sources moving at high speed from the south east towards the border, and Sandy&#039;s threat detector was chirping constantly as all this energy was washing over his plane in spurts and bursts.&lt;br /&gt;
&lt;br /&gt;
Sandy told us, somewhat relieved, that the sources behind him were heading on a track that would pass well behind him, towards Russia. Our guess as a team was that the Russians were holding some form of exercise to piss off/distract the Georgians, while we did our thing. Which was nice of them, although we would have preferred to have been told about it before hand. Then the jamming started and we lost contact with Sandman. Scotch called, and told Hugs he was dumping his bombs and would be climbing to engage the targets ahead. Hugs wasn&#039;t entirely happy, but didn&#039;t have much of a choice, if worst came to worse he would also climb and engage. Scotch called that he was dumping his weapons, but he didn&#039;t want to waste them, so he dropped his entire cache as he passed over a high voltage power line, collapsing a tower, and then a second one, as the steel buckled under the detonations from the quasi-ied weaponry.&lt;br /&gt;
&lt;br /&gt;
Hugs figured he had enough chemical remaining to do the required farms enroute, so Scotch also emptied his tanks, and dropped them into a small stream, as best he could. Scotch then lit his burner, and raced ahead, still low over the ground, heading towards the contacts. For our part, we were going slower, to save fuel, but hit a snag when one of my chem bottles failed. We would still be able to make our run, but I couldn&#039;t miss any of the passes, which meant, I was slowing down even more. Although we didn&#039;t know it, Sandy had given up on trying to do the mission properly, since if he popped up he&#039;d be spotted, so he began spraying at low level, and at speed. This mean that more often then not, he sprayed only a small part of a field, in heavy concentrations. Sandy also dumped his IEDs to allow him to go faster, but did it over a small pond on his route. Scotch meanwhile was racing faster now, when he suddenly shouted that he&#039;d been detected, and locked. Both radiating targets were now turning towards him, about 45 miles out.&lt;br /&gt;
&lt;br /&gt;
Scotch pulled up hard, changing his aspect (apparently) and quickly got a lock on one of the fighters, hot against the sky. He slapped off his two Alamos and banked up and away from the incoming shots, pumping out chaff. His opponent spotted the incoming alamos, and also turned away, pushing out flares, turning perpendicular to the missile. Hugs finally got a spotting roll and figured that from the EM sig they were Mig-21s. Scotch was turning back to engage, as the missiles fired at him missed when the lead aircraft lost lock. But the second aircraft had stayed high, and was now coming around on Scotch&#039;s tail. Scotch however was in a good position, and began pursuing the lead MiG. The other MiG had stopped radiating, and Scotch didn&#039;t have a spot on him, so he lost track of where it was. Hugs continued below, focusing more on the upcoming farm then the fight above, but taking his Flanker up in speed. Scotch turned hard in a break turn as his quarry tried a hard maneuver to cut inside of Scotch. Scotch had a firing solution, and pulled the trigger, sending two more heatseekers out. And then he lost about ¼ of his left wing, blown off as the pursuing MiG landed a hit of their own, first blood in the conflict.&lt;br /&gt;
&lt;br /&gt;
Scotch was in a world of hurt, all of his MFDs (one) dropped offline, as did his radar (it went from standby to fault) and all of his electronics, as the system failed catastrophically. Luckily the Viggen ran on &#039;steam gauges&#039; as Scotch said, and he began looking hard for the fighter that had shot him. The MiG-21 ahead of him took one of Scotch&#039;s missiles in the rear quarter, causing it to smoke quite badly, and begin to head down. Scotch didn&#039;t spot the MiG and so threw his Viggen as best he could into an immelman. Tracer rounds flew past Scotch&#039;s cockpit, and he got a quick peak at his opponent, flying in close behind, apparently out of missiles, or usable ones. Scotch decided to risk it, and pulled a hard turn, hoping to capitalize on the closeness of the engagement. Unfortunately, he lost too much speed, and began a shallow stall, with the MiG closing fast. Hugs had seen all this, and had just finished spraying the farm, and was nearly underneath the fight now, watching Scotch turn, his pursuer, and the other MiG heading outbound trailing smoke. Hugs decided that a shot at the departing aircraft was more important, and loosed off two big Alamos at the practically sitting duck. One failed in flight, curving off in a lazy arc to the right. The first missile homes well, and blew what remained of the fishbed out of the sky. Hugs had passed underneath the fight, and was now heading away, still on flight plan, as Scotch saw the remaining MiG coming at him.&lt;br /&gt;
&lt;br /&gt;
Scotch was on full burner trying to recover from the stall, and straightened out, but the MiG also made a high turn to come back down on Scotch&#039;s tail. Scotch maintained visual as he dove for the floor, jinking as he did so, still flying &#039;blind&#039;. The MiG fired some very short bursts, but missed, as they began to enter a scissors maneuver, Scotch trying to get rid of the pursuing MiG but he kept &#039;reading&#039; the moves Scotch was doing. And then Hugs pulled a Pugachev. He flipped up, and backwards, while still flying forwards, and punched off his remaining AA-10s in a snapshot situation. The MiG pilot landed a gun salvo finally on Scotch, but next turn was hit by a near explosion, and Hugs (having returned to level flight, barely 200 ft above the ground) saw the fishbed pilot punch out of his flaming aircraft. Scotch for his part was now leaking fuel from his right wing and had control difficulty. He turned south, staying very low, and was on a direct route to an emergency airfield outside of Georgia. Hugs&#039; maneuver had jammed wrecked the canister system, so he dumped them as well, and began to head towards our planned exit point. Judge and me were coming up on the rally point as well, and we finally got a hold of Sandy as he emerged from the wall of electronic jamming. Unfortunately, he was being chased by at least one aircraft, which was pursuing with active radar. Sandy had no real defense other than speed and low altitude, his air to air weaponry was very short ranged and essentially &#039;snap shot&#039; only. Both judge and myself, having finished our runs, turned north to help, dumping our A/G weaponry as we did.&lt;br /&gt;
&lt;br /&gt;
Judge began to pick up speed, closing with Sandy, and climbing. Sandy told us he&#039;d been shot at several times already (Four missiles, two SAMs) and had taken some damage, but no system problems yet. I also began to climb, but didn&#039;t speed up, falling behind Judge. Judge was climbing, trying to be at the same elevation or higher. Sandy also called that we we&#039;re going up against an F-16, his right seater having identified the radar signature. My back seater also confirmed, as we closed. I figured that it was worth the risk, and flipped on the radar. Unfortunately, I soon found out we had two closing aircraft, not one. I quickly relayed this to Judge, who was still too far to get a lock on his IRST. The Falcons began to attempt jamming, with ECM systems, but my backseater was on it, and we got a lock, sending two Sparrows on their way! Chaff flew everywhere, as both Falcons maneuvered, which allowed Judge to begin setting up on one of them. And true to form, both of the Sparrows missed wide, blowing up and killing thousands of pieces of airborne tinfoil.&lt;br /&gt;
&lt;br /&gt;
Hugs, the only member still equipped with bombs, was making a beeline for the bridge, we were late at this point, and he had no clue where the train was, and no time to call for info. Sandman let off the engines somewhat, since the Falcons were now engaged with Judge and myself. Judge had twice the loadout I did, so my plan was to make my shots count as best I could. Judge didn&#039;t feel the same way, he was closing way too fast, and couldn&#039;t follow the Falcon, but did manage to get an off boresight shot off, but it missed, losing lock after two or so seconds of flight. I did manage to get behind my falcon though, and began tailing, waiting for a good growl from my sidewinder. The Falcon could turn harder, but not by much, and being in the rear aspect was an asset for the tailing. The other falcon however got behind me, I only spotted because of my backseater, who called it out. Flares spewing we began evasive maneuvers, dropping the Falcon chase. Which is when Judge came in from above, inverted, in the middle of a high yo yo, AA-8s spewing off his wings like angry wasps. He struck one of my pursuers, who disintegrated shortly thereafter. No chute. I pulled up hard, throttled back and pulled the speed brake, hoping the other aircraft would shoot past me. On the positive side, he did. The downside was I stalled out. Judge was out of missiles, and trying to line up a shot, and I was falling out of the sky.&lt;br /&gt;
&lt;br /&gt;
I attempted recovery, but failed, so I punched out more flares and kept trying. Judge tried a hard gunshot, but missed despite using a sustained burst. I eventually recovered, rolling out with burners lit, making a turn back towards the fight. I finally got a good shot, mostly thanks to Judge pulling the enemy Falcon through my gunsights, and I launched with tone. My air to air package pushed off, quickly chasing down the falcon, although one of them also veered off between the Falcon and some flares. The other detonated near the falcon, but finally my luck turned, and I rolled a golden BB, taking out the pilot with the explosion, the Falcon spiraling down into the ground in an uncontrolled banking turn, but we did see an ejection. Just wounded, not killed. Then judge and I realized that we had won! No damage, no hits, no incidentals. Two clean, confirmed kills, we were on fire! And then Hugs wrecked our mood. Let me try to explain, Hugs can&#039;t do air to ground, his pilot is air to air specialized, his air to ground is crap. And he was on a bomb run against a bridge. Easy for anyone in the group. Except Hugs.&lt;br /&gt;
&lt;br /&gt;
Anyway, Hug lined up with the Bridge, he didn&#039;t see the train coming at it. He approached, and dropped his weapons, turning up and inverting to see his effectiveness. He got to see his strike nail the bridge, taking out a support column and part of the deck. The deck of the bridge slumped to one side, before the weight caused it to slowly collapse partially dragging more of it with it. Unfortunately, he took out the road bridge, not the train bridge. We began our run for the border, everyone shedding anything extra. We were trying to figure out how many farms we&#039;d done, and what was going to happen about the bridge. We were low, waiting for the Radar to drop offline. And then, we started to get hit by airborne search radar, early warning class, from the East. After a minute, it appeared it was getting stronger, and the ground radar wasn&#039;t shutting off either.&lt;br /&gt;
&lt;br /&gt;
Finally we decided that the intel must have been bogus, and the Radar wasn&#039;t going off anytime soon. We also figured it would be safer to just push out then find out who or what was with the AWAAcs platform. We had no clue where Scotch was (radio electronics still dead), so we figured we&#039;d leave at speed. We all pushed up in speed, and aimed southeast. It was working fine, Sandy rocketed across the border, with judge close behind. Unfortunately, then the fire control radar lit off, and my board went red with radar warnings, as did Hugs&#039;. My backseater called out SAM and I moved off, Hugs wasn&#039;t so lucky. He turned into the SAM, spotting it when he did so, but too late to avoid. His Flanker suffered catastrophic damage, both of his engines damaged, one on fire, most of his tails gone, one elevator gone, draining fuel, hydraulic fluid and oil pouring out. He made it to the Armenian border when his damaged engine also caught on fire, and detonating heavily. Hugs rolled on the punch out table, since he&#039;d ridden the Flanker longer than he should have, and it was basically breaking up around him at this point.&lt;br /&gt;
&lt;br /&gt;
Hugs made it though, straining his arm and his ankle on the landing, but other than that, alive. Sandy, myself and judge all made it back to our departure point. When we landed we skipped some time to find out that Hugs had been picked up, and Scotch had made it back to an emergency alternate, flying debris more than a plane. (One damage point remaining) We&#039;re not sure what to expect next.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
Mission Status: Unknown.&lt;br /&gt;
*-Air Kills-&lt;br /&gt;
**Hugs: Partial Credit MiG-21, Full Credit MiG-21&lt;br /&gt;
**Baron: F-16&lt;br /&gt;
**Judge: F-16&lt;br /&gt;
**Scotch: partial MiG-21&lt;br /&gt;
*-Air Incidentals-&lt;br /&gt;
**None&lt;br /&gt;
*-Ground Kills-&lt;br /&gt;
**Farms Sprayed: 12 full, 3 partial&lt;br /&gt;
*-Ground Incidentals-&lt;br /&gt;
**Hugs: Highway Bridge (3 civilians)&lt;br /&gt;
**Scotch: Power Cable tower&lt;br /&gt;
*-Damage Taken-&lt;br /&gt;
**Sandman: Cosmetic&lt;br /&gt;
**Hugs: Catastrophic Engine (x2) Catastrophic Airframe, Catastrophic Systems- Aircraft Destroyed. &lt;br /&gt;
**Scotch: Severe Airframe, Catastrophic Systems&lt;br /&gt;
&lt;br /&gt;
===FSB: “Teal Sundown”===&lt;br /&gt;
====Briefing====&lt;br /&gt;
*BlackFlag External Document &lt;br /&gt;
 #100361&lt;br /&gt;
&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Teal Sundown”&lt;br /&gt;
*Source&lt;br /&gt;
FSB (Russian Federal Security Service)&lt;br /&gt;
*Deployment&lt;br /&gt;
Gyandzha (Azerbaijan)&lt;br /&gt;
*Pancake&lt;br /&gt;
Gyandzha (Azerbaijan)&lt;br /&gt;
*Alternate&lt;br /&gt;
Nakhichevan (Azerbaijan)&lt;br /&gt;
*AAR&lt;br /&gt;
None&lt;br /&gt;
*AWACS&lt;br /&gt;
None&lt;br /&gt;
*CSAR&lt;br /&gt;
Spetznaz Team Omni, detached from Vympel (Vega Group)&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Russian Federation&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Deploy the Russian chemical in the Tbilisi water supply at Op Point Able (+41° 53&#039; 43.73&amp;quot;, +44° 44&#039; 2.26&amp;quot;)&lt;br /&gt;
*Secondary Objective&lt;br /&gt;
Conduct a low level recon pass of the suspect airfield at Op Point Baker (+41° 37&#039; 41.48&amp;quot;, +45° 1&#039; 54.30)&lt;br /&gt;
*Secondary Objective&lt;br /&gt;
Destroy the Communication Tower at Op Point Epsilon (+41° 41&#039; 44.52&amp;quot;, +44° 47&#039; 4.74&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
Central command was disappointed in your performance on your last outing. We&#039;ve been monitoring production levels in Georgian agriculture and haven&#039;t seen the decrease our analysts predicted. However, having reviewed the footage from the operation, are analysis unit believes that the spraying was done to an adequate level for our purposes. Central was also aggravated that the road bridge was taken out, and not the more valuable rail bridge. They&#039;ve still managed to play it up as further unrest and domestic terrorism, but it will have less impact compared with having a train, nevermind, its not important.&lt;br /&gt;
What is important is the next stage in the Maskirovka, we are beginning active ground operations, specifically around the capital region. Central has tasked you with seeding the Georgian water supply at op point able. As you can see their are several settling reservoirs in the area, multiple passes will be needed. Specialized munitions have been developed, I won&#039;t bore you with the technical details, all you need to know is they function like a standard gravity bomb. And before you ask, again, no, the chemical is not lethal, it simply produces the bouts of incontinence in those who ingest it.&lt;br /&gt;
We&#039;re still interested in the airfield at Op point Baker, especially considering the air assets you encountered on your last mission. Again, a low level pass would prove invaluable, the recon package can be modified to fit the aircraft you may task to completing this objective.&lt;br /&gt;
&lt;br /&gt;
As a final note, I mentioned ground operations. Several Spetsnaz teams have begun activity around the capital. At 0245 local, group Vega will disable the main power distribution and relay centre, taking down radar coverage. Group Cestus and Finch have been stirring up dissent, and will organize local insurgent sells into riots. To aid them, they&#039;ve put in a request to have the communication tower at Epsilon taken out. This will add confusion and delay the local response, allowing the riots and Spetsnaz teams to be more effective. As before, these objectives are secondary.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
Local Garrison troops are on alert status, patrolling the streets, some in mechanized equipment. Once the element of surprise is lost, expect heavy blind Anti-Air fire over the city, as well as some targeted fire.&lt;br /&gt;
*ELINT&lt;br /&gt;
The Georgian government has been broadcasting 24/7, trying to calm the populace, and insisting the domestic incidents are under control.&lt;br /&gt;
*SATINT&lt;br /&gt;
Confirms mechanized air defense, but cannot pinpoint locations as they are roving on civil patrol duties.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Unknown&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Local Air Defence Garrison is on alert.&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Medium. The Georgians are still reeling from their conflict with the Russian Federation. We believe the morale of their military forces is at an all time low, and their air-defense forces are in shambles, however recent events had shown aircraft operating inside Georgia, suggesting external aid. While the majority of Georgia&#039;s air defence is weak, the units in the capital have been mobilized, and will not hesitate to fire if you are detected.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Do not fire unless fired upon, or if operational security would be compromised.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
&lt;br /&gt;
Before we started, we had a few housekeeping things to do, mostly involving Hugs and Scotch. Scotch had to buy another plane, but was a bit short on cash. He was hoping to get another Viggen, but in the end it was cheaper to get a MiG-23. After he did some research, he actually seemed pretty happy with it. He was going to do Air-to-air again, but installed a centreline camera pod with sat upload. He also mounted eight Aphids. He had no time to repaint his aircraft either, so it was painted in desert brown, the color it was put into Russian storage as. The engine was apparently &#039;new&#039; as was most of the plane. Hugs on the other hand, took a step up, and got a SU-30, but not the basic, he got the thrust vectoring two-seat version. Both aircraft arrived four hours (or so) before the mission started. Sandman decided to take his Fencer this time, instead of the F-111, since he seemed worried about losing the Aardvark. I was tempted to take the F-4 but decided against it. Judge didn&#039;t have too much work to do either, he put on four Archers, two bio-tanks and a centreline fuel tank. I had two AMRAAMs and four sidewinders, as well as two IED simulator bombs and two bio tanks. Sandy loaded four Bio-tanks and four IED weapons. Hugs followed the Scotch plan, and loaded eight Archers, and four Alamos.&lt;br /&gt;
&lt;br /&gt;
We took off, 15 minutes prior to the Spetsnaz activation times. We began heading towards the border, with myself and Sandy low, the others sniffing a little bit but not much higher. As planned, the few remaining radars that were up suddenly dropped, apparently the special forces mission had succeeded. We turned, and began our run inbound. Our plan was to do both the airfield and the water reservoir at the same time, and take out the tv tower on the way out if we could have time to do it. After the last mission we didn&#039;t want to spend much time over the target area. None of us had our Radars on, since we were supposed to be &#039;stealthy&#039;. We were banking on coming in with minimal time to prepare on the other side, and being gone before they knew we were there, especially given the short flight time. We crossed the border, and were about 30~40 miles out when all our radar warning systems went off! There was an airborne search radar, two fighter radars, and about five ground search radars that all went active at the same time.&lt;br /&gt;
&lt;br /&gt;
We quickly looked at the locations, the fighters were a ways off, northwest of the city, as was the AWACs. The ground based radars were all SAM radars, located inside the city, and one on the airfield. We quickly decided that the airfield was a no-go, since a pass over it at low altitude was a guaranteed disaster. We decided to proceed as a group towards the reservoir, dump all our cargo, and then head back as quick as we could. Hugs and Scotch got ready to go after the two airborne targets, with Hugs trying to get an IR lock. We turned slightly towards the city, and went to max burner, all of us pushing close to the ground. We could see parts of the city illuminated, but not by lights, by scattered small fires in the street. It would seem that the riots had started. We began to see tracer rounds in the streets as we drew even closer. We hoped that the SAMs couldn&#039;t get a lock on us at our altitudes, and flew hard, our RWRs becoming even more persistent with their squeals. My RIO called out that it appeared to be Crotale systems, so out came the reference books for us.&lt;br /&gt;
&lt;br /&gt;
We crossed the city boundary quickly, ripping across the night sky, when the anti-aircraft fire started. Luckily it wasn&#039;t directed, yet, but we saw a line of tracers pop up, followed by another, and another. Steve told us that within about five seconds there were too many to count reliably. Our RWR began picking up fire control radar from within the city, as the air defense units began activating, trying to find us amidst the clutter. We rolled every phase to avoid random fire, as well as the ground/buildings. Hugs got a lock on one of the airborne targets, calling out it was MiG-21. He was too low to launch, so he performed a manoeuvre to pop up and drop some missiles. He pulled it off, letting two Alamos loose, and heading back down, but not before getting pinged by radar sources, his RIO screaming about SAM launches and tracking issues. We saw the anti-aircraft fire shift, now firing in our direction, or as best they could. Steve explained that one of the problems with putting them in a city is that they have limited fire angles due to buildings being in the way close to where they are parked. Didn&#039;t reassure us much though, since we had a pretty good idea of how dangerous this fire could be. The aircraft in the air turned towards us, and began hammering us with their onboard radars, and a phase later we had missiles inbound towards us, with Judge and Sandy being targets.&lt;br /&gt;
&lt;br /&gt;
Both the missiles rocketed towards Judge&#039;s Fulcrum and Sandy&#039;s Fencer. There really was no room to manoeuvre, based on our altitude and speed. Judge didn&#039;t have a problem for long, since Hugs missiles blotted the Fishbed out of the sky in a flash of light and fire on the horizon. The odd thing was that this caused some of the anti-air fire to turn towards that part of the sky. Unfortunately the other aircraft&#039;s missiles were still coming in at Sandy, we could actually see their contrails racing in to meet his Fencer. So Sandy pushed his plane lower, essentially rocketing at supersonic speeds underneath the roofline of the larger buildings of the city down a large avenue in Tblisi, his wake/sonic boom blowing out windows on either side of the street and on the few cars parked on the side. The tactic worked, the missiles lost guidance in the street clutter and smashed into the city near, but not close enough to hurt the Fencer. Hugs finally got a lock on the other aircraft, calling it as a Delta wing, probably Mirage, and popped up again to launch his Alamos. Unfortunately the Air Defense crews were ready, and immediately put six Crotales into the air from various points in the city.&lt;br /&gt;
&lt;br /&gt;
Hugs ducked back down, and a few of the missiles lost tone, but one launchers angle was such that it managed to maintain a lock, keeping two missiles heading in towards the chaff dispensing Flanker. As a last ditch measure, he flipped his jammer on as did Scotch. That seemed to do the trick, since the missiles suddenly spiralled out, passing over Hugs without detonating. It did however cause the anti-aircraft fire to shift again, pulling back towards us. To make matters worse, the enemy aircraft had evaded the Alamos and was heading back towards us, popping a few flares as he did, I guess Hugs had at least scared him. We crossed out of the city, heading north towards the reservoirs, leaving the hellish triple-AAA behind us, but still staying low, as the Crotales were still hunting. And then Scotch hurled back on his stick, rocketing his MiG up into the sky, sitting on a pillar of flame.&lt;br /&gt;
&lt;br /&gt;
Hugs also began a climb to assist Scotch, making it a two on one engagement. Scotch couldn&#039;t get a lock, and then I realized why and handed him the weapon sheet, pointing to the missiles he had. They couldn&#039;t lock from the front aspect. The front of the Mirage blossomed in fire as it launched two missiles at Scotch. Hugs was about to launch two of his multi-aspect heat seekers, but then he got locked on by a lone Crotale, and he was again dodging and jinking through the air as the rocket powered death reached out towards the massive Flanker. Hugs was yelling at all of us at this point, asking loudly why we hadn&#039;t brought any anti-radar missiles with us. Based on the situation, I can&#039;t say I blamed him. I figured Scotch would try to evade the two missiles headed at him. He didn&#039;t, he just said “I&#039;ve lost two planes already, I&#039;m not losing a third. Switching to guns.”&lt;br /&gt;
&lt;br /&gt;
Scotch popped flares, and then simply raced towards the missiles and enemy fighter, staring down the missiles, seeming to dare them to hit him. Maybe it was the flares, maybe it was the head on angle, but the missiles raced past Scotch&#039;s Flogger, disappearing into the night sky. Scotch didn&#039;t even blink, holding down the trigger, gouts of flame pouring from the GsH-23L twin-barreled cannon. Despite the hard angle, he still landed four hits, enough to severely cripple the enemy plane. The enemy tried a short shot, but only landed a single hit before the blew past each other at over 1500 miles per hour closure. Hugs had successfully evaded the Crotale again, and was trying to get into position to engage, but Scotch told him no, “This one is mine, go help the others” as he banked around to get at the enemy fighter which was heading towards the city. The rest of us were just approaching the reservoir at that point, and had spread out for our run, between the three of us we could cover it in one pass.&lt;br /&gt;
&lt;br /&gt;
We came in just above the treetops, racing over the pools, pickling our weapons. I unfortunately got a fault, causing all my air to ground weapons to deploy, I still hit my target, but in addition to the chemical agent, I also sent two of the IED simulators into the reservoir, with predicatable fountains of water from their detonations. Sandy had no problems, Judge missed his reservoir, sending his weapons short of the desired hit location. It was a nearly impossible miss too, since he was aiming for a lake, but they still landed short apparently. Now came the hard part, we had to turn around, but were essentially travelling down a valley. We decided to come around to the east, bypassing the town for our exit out of the area, and staying away from the AWACS plane as much as possible, it was further out than 80 miles, but since we were all running with our radars down we didn&#039;t know more than that. Scotch had already completed a turn, and was closing in on the wounded Mirage. He finally had a good look at it, and realized it was a Kfir, it didn&#039;t matter much to him though, he fired a burst, scoring a multitude of hits, enough to finish off the aircraft, which lost a wing and began tumbling from the sky as it broke up. There was an ejection, but Scotch was already turning away from the city to join up with us as was Hugs. We figured it would be a quick dash to the southeast to exit Georgia. And then more markers started showing up, a single air search radar active, moving, climbing off waypoint Baker.&lt;br /&gt;
&lt;br /&gt;
As we crested the hill of the Valley, the AWAACs finally connected with us, but we dipped back down, it lost a strong lock, so we were safe for now. Unfortunately, we were out of escape options, we were carrying enough speed to make a run, but passing over the airfield seemed like a bad idea, and pushing further to the east would take more time. The fastest route, unfortunately, was back through the city, and all the ground fire. We decided to risk it, as much as we didn&#039;t want to do it again. Hugs and Scotch moved to the left side of our flight, and we began pushing our speed back up, heading towards the city, sporadic tracers whizzing into the air from its streets. Hugs was busy, as was Judge, trying to get a solid track on the airborne target, when another one appeared, also apparently off the airfield at Baker.&lt;br /&gt;
&lt;br /&gt;
We all switched on our jammers, since there was no real point in hiding our exact position, we just wanted to make it out of here with most of our aircraft in one piece. My backseat called and said the contacts radar looked like it was from an F-104. Another token was placed on the airfield as yet another aircraft was climbing out. We crossed the city limits, barreling through the anti-aircraft fire again. Sandy turned, and headed toward a tracer series, and dumped all his IED simulators as he blazed past, two low and fast for them to hit him. From the cloud of orange fire that burst from the street, it was obvious that at least one of his weapons found its target. By this time there were four targets off the airfield, with another placed on the board as we pushed past the city center, taking hits from Crotale radars and the starfighter&#039;s occasionally.&lt;br /&gt;
&lt;br /&gt;
Our flight kept going, each of us trying to get to our maximum speed, in a hard sprint for the border. The Starfighters were having a tough time tracking us, but they did angle towards us, and it became apparent we were going to end up in a tail chase scenario. A sixth plane departed, and like the fifth had a different radar sig then the other four. It was quickly apparent that these new planes were advanced fighters, they had much bigger radars then the starfighters. Our hopes dropped even further when a seventh plane appeared off of Baker. And then Sandy took fire, getting hit with AA. It was only a few minor hits, but because he was at such low altitude he had to make a roll. He failed, his Fencer losing stability long enough to blast it&#039;s way through a low rise building, ending Sandman&#039;s life in a blaze of fire. It all took us by surprise, since once he&#039;d survived the anti aircraft, we figured he was in the clear. To make matters worse, an eighth plane had come off the runway, and Hugs RIO had narrowed it down to F-16s, so we were being chased by eight fighters, four relics and four modern warplanes.&lt;br /&gt;
&lt;br /&gt;
We continued our flight towards the border, leaving the city behind us as we pushed further east. The F-104s were slowly gaining on us, but none had taken a shot yet, the F-16s weren&#039;t catching up, but holding their distance. We were more worried about the Falcons, since we knew they probably had BVR stuff, the F-104s apparently didn&#039;t or were not getting locks with them. We crossed the border a good 25 miles ahead of the F-104s, but we realized (late) that they didn&#039;t seem intent on stopping, and shortly after, crossed into Azerbaijan, still closing on us. We were now in serious crap, we didn&#039;t want to engage, since turning would put us close to the F-104s, and let the Falcons catch up, but at the same time, leading them back to the base wouldn&#039;t be a smart idea, we decided to turn straight east, putting as much distance between the Falcons and us as we could. Then Judge picked up aircraft to the north, closing on our position at high speed. He tracked three, but a quick scan aided by Hugs showed that there was a good 12 aircraft heading south towards us. We started wondering if we should broadcast a surrender on an open frequency, when the targets north of us opened fire.&lt;br /&gt;
&lt;br /&gt;
The missiles raced towards us, but headed for the starfighters behind, destroying them to a man, a series of small fireballs marking their ends. We got a transmission at this point, from a Russian sounding voice, calling in with our mission code name, and directing us to land at a field in the Russian controlled territory. The planes north of us had turned to go at the Falcons, and lit off their radars, showing them to be a mix of Flankers and Fulcrums. They quickly rippled off more missiles, again, punishing the falcons, who&#039;s radar signals disappeared one by one. We slowed, and climbed some more, as the (apparently) Russian squadron rounded on us, forming up around our tired warbirds. Our RWRs were going wild, and as we headed to the Russian airstrip, we flipped on our own radars, seeing dozens of planes heading into Georgia. We landed without incident, and taxied as instructed to covered hangars before shutting down.&lt;br /&gt;
&lt;br /&gt;
I don&#039;t remember exactly how the next bit went, so I&#039;ll try my best to paraphrase what Steve said. As we climbed out of our planes, we were met by our handler, who told us that thanks to us, the pacification of Georgia&#039;s corrupt and unstable regime would be accomplished without outside interference in &#039;Russian Affairs&#039;. The FSB would ensure that stories of Georgia&#039;s internal collapse, from it&#039;s problem with domestic terrorism, to it&#039;s aggresive violation of neighboring airspace, in this case Azerbaijan, would paint the picture of a despotic regime struggling to maintain power at the expense of its population. The recent food shortages, and the &#039;appalling&#039; intestinal disease sweeping the country, especially the capital, were just further proof of this neglect. (Apparently the Russians had lied about the compound in the canisters, it was fatal, to a segment of the population, particularly the elderly and the very young) The final master stroke was our dragging of the PMC into Azerbaijani airspace, and &#039;cleaned&#039; tapes would show an unprovoked intrusion, followed up by the Russian craft responding in accordance with Commonwealth of Independent States joint security treaties, to interdict the offending aircraft. As we were talking, a full scale airborne invasion was underway, utilizing the darkened skies and riots in the streets as cover. And that is where we ended, with Georgia in flames, us in a cold hangar in russia, being offered Vodka by the most cold hearted son of a bitch we&#039;d met so far.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
*-Air Kills-&lt;br /&gt;
**Hugs: MiG-21&lt;br /&gt;
**Scotch: Kfir&lt;br /&gt;
*-Air Incidentals-&lt;br /&gt;
**None&lt;br /&gt;
*-Ground Kills-&lt;br /&gt;
**Sandman: ZSU-23&lt;br /&gt;
*-Ground Incidentals-&lt;br /&gt;
**Sandman: Furniture Warehouse/Factory, Bakery, Butcher Shop&lt;br /&gt;
*-Damage Taken-&lt;br /&gt;
**Sandman: Catastrophic, KIA&lt;br /&gt;
**Scotch: Minor&lt;br /&gt;
&lt;br /&gt;
===FSB: “Verdant Mace”===&lt;br /&gt;
====Briefing====&lt;br /&gt;
*BlackFlag External Document &lt;br /&gt;
 #100368&lt;br /&gt;
&lt;br /&gt;
*Mission Briefing&lt;br /&gt;
“Verdant Mace”&lt;br /&gt;
*Source&lt;br /&gt;
FSB (Russian Federal Security Service)&lt;br /&gt;
*Deployment&lt;br /&gt;
Mozdok (Russi)&lt;br /&gt;
*Pancake&lt;br /&gt;
Mozdok (Russia)&lt;br /&gt;
*Alternate&lt;br /&gt;
Khankala (Russia)&lt;br /&gt;
*AAR&lt;br /&gt;
Il-78 Midas on station at Gamma if required.&lt;br /&gt;
*AWACS&lt;br /&gt;
A-50 Mainstay orbiting over Epsilon.&lt;br /&gt;
*CSAR&lt;br /&gt;
Spetznaz Team Omni, detached from Vympel (Vega Group)&lt;br /&gt;
&lt;br /&gt;
*Contract Employer&lt;br /&gt;
Russian Federation&lt;br /&gt;
&lt;br /&gt;
*Objective&lt;br /&gt;
Support the 42nd Motor Rifle Division&#039;s advance.2.26&amp;quot;)&lt;br /&gt;
*Secondary Objective&lt;br /&gt;
Eliminate any remaining mercenary aircraft attempting to flee to Turkey.&lt;br /&gt;
*Secondary Objective&lt;br /&gt;
Destroy Georgian militia staging area (+41° 43&#039; 22.17&amp;quot;, +44° 47&#039; 22.66&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
Our operation is going smoothly, last night our first peacekeeping units crossed the Georgian border under new orders from an emergency parliamentary session. There have been a few complaints in the UN but the US is keeping quiet about it for the most part, since our Maskirovka has worked quite well at swaying world opinion. That was some good work on the last outing by the way, our air assets mopped up most of the hired air defense units in the initial sweep. Intel has identified the group as Guardian Air Services, a small mercenary air arm that is covertly funded by the American CIA. We&#039;d like to send them a message about interfering in Russian internal affairs, so if you find any stragglers, you are authorized to terminate them.&lt;br /&gt;
That being said, your prime objective is to support the advance into Georgia by flying close air support missions for the 42nd Motor Rifle Division. There was a mixup with operations, and the squadron that should have been deployed here was not notified until yesterday. They are in transit but for the time being we still have you under contract so you will take their place. Targets will be called in by forward observers, and will be marked by lasers if possible, smoke if not. We expect some strong ground resistance but with their lack of air support we should make quick work of them.&lt;br /&gt;
&lt;br /&gt;
One final note, central has noticed that militia units in Tbilisi are staging here, at op point Able. A strike their would greatly hurt their ability to police the city and reduce their fortification against our advance. If you can spare the manpower, hitting the staging area would be of great financial benefit to your organization.&lt;br /&gt;
&lt;br /&gt;
*HUMINT&lt;br /&gt;
None available.&lt;br /&gt;
*ELINT&lt;br /&gt;
The Georgian government has been broadcasting 24/7, calling pacification operations an &#039;invasion&#039; and inciting the populace to violence.&lt;br /&gt;
*SATINT&lt;br /&gt;
Confirms mechanized air defense, but cannot pinpoint locations.&lt;br /&gt;
*Air Assets&lt;br /&gt;
Several SU-25s are currently operating from dispersed locations, keep an eye out as they present a serious threat to the Russian advance.&lt;br /&gt;
*Surface Assets&lt;br /&gt;
Unknown.&lt;br /&gt;
&lt;br /&gt;
*Threat Assessment&lt;br /&gt;
Medium. The Georgians are fully aware of the pacification efforts by Russian forces, and are currently engaging in ground hostilities. The Russian Air Force has run several SEAD missions but we are still getting the occasional air defence unit popping up.&lt;br /&gt;
&lt;br /&gt;
*ROE&lt;br /&gt;
Engagement of military targets authorized. Minimize civilian casualties.&lt;br /&gt;
&lt;br /&gt;
====Recap====&lt;br /&gt;
&lt;br /&gt;
Well, at the Russian base, we loaded up for our ground support mission. I took six Mavericks, two AMRAAMs, two sidewinders, and a centerline LAU pod. Judge took four AA-11s, , and a centerline fuel tank. Hugs took two AA-10ERs, four AA-11s, a centerline Novator K-100, two 80mm Rocket pods, and four RBK-500 cluster munitions. Scotch took two 80mm pods, two AA-8s, and four FAB-500s. We figured that between us we had enough close support firepower to deal with any threats that might pop up. All of our planes were AtoA refuelable, and while I couldn&#039;t use the AWACS other then radar vectors, everyone else had C3 links to them. We were not planning to do anything special, just the main mission, since we didn&#039;t want to lose a lot of money and material. We also decided to not take the optional “Baker Betrayal” that another merc corp was offering us. We just didn&#039;t think it was a smart move, and after taking off and entering the combat zone, we realized we&#039;d made the right choice.&lt;br /&gt;
&lt;br /&gt;
The sky was full of Russian aircraft, there were several formations of Russian Bears, Fencer strike teams, Backfires, all performing heavy raids. Cubs, Candids and Condors were flying along protected corridors, dropping paratroops and landing heavy equipment at Georgian Airfields. From the sky we could see several plumes of black and grey smoke, as fighting along the front lines erupted sporadically. Major cities and towns were also burning in places, victims to the Russian strike campaigns. We were vectored in by a Mainstay operating over the area, and told that we would soon be handed off to the 42nd Motor Rifle Command vehicle, for close air support. They had so far not met with much resistance, although most of the spearheads of the assault had not either. The odd militia unit, maybe a field gun, but nothing that could put up a serious fight. The skies were fairly clear, there was a scattered cloud layer near the ground, but nothing like the blanket we had on the Africa mission. It was going pretty smoothly until the Mainstay reported that it had intermittent hits on two fast movers near one of the Fencer groups.&lt;br /&gt;
&lt;br /&gt;
Hugs and Judge turned to go investigate, while Scotch and myself approached the 42nd. Suddenly, the radio leapt from silence as a Fencer pilot started shouting in panicked Russian. None of us spoke the language, but when one of the Fencers disappeared off the board, we kind of figured it out. Hugs and Judge lit off their Radars, but were still too far out to get a significant lock, but they did pick up the enemy aircraft. The fencers were duelling with them, but getting swatted out of the sky. Within a couple of turns the entire Fencer force (six aircraft) were gone. The 42nd then called us, saying they were beginning to meet some resistance, they&#039;d taken out a few T-55AMs but were starting to come in on some entrenched infantry. Scotch told me he&#039;d do a first pass, and call out targets as I came in for a second sweep. Hugs and Judge were just entering outer engagement range when they got hit by western radar in track mode. The two aircraft that had engaged the Fencers were turning to engage them as they closed.&lt;br /&gt;
&lt;br /&gt;
Scotch made his first low pass at high speed. I was coming in behind him, with my IR system looking for targets. Scotch reported that off to the side of the road there was some entrenched infantry positions, and as I came down for my run, I saw a flash and puff of smoke, as a missile raced towards the approaching Russian BMPs and BTRs. A half second later one of them erupted in flames and smoke as the ATGM blasted it. I aimed for where I had seen the flash and put ten or so rockets into the forest before pulling up. Heavy suppression fire from the Russians helped since both Scotch and I didn&#039;t get any manpad shots as we passed by. Hugs and Judge were descending on their bogeys and finally had an ID on the radars, APG-68s, but nothing else. Hugs dropped two Alamos at 60 miles, in SARH mode. One failed on launch, the other flew true, but only got a proximity hit. Both targets remained, but turned and began accelerating away, with Judge and Hugs in pursuit, still closing.&lt;br /&gt;
&lt;br /&gt;
Suddenly, the A-50 called out that there were multiple targets approaching our column, as well as a flight of TU-95s operating North West of us. Scotch stayed low while I climbed a bit, flipping on my radar. As I made the turn my RIO called out that he had six fast movers and four slow moving air targets approaching our area, at very low level, many of them kept being lost in clutter. Because of their chase, Hugs and Judge were way out of position. And then, to add insult to injury, mobile air defense radar systems lit up, my RIO shouting out their names as the Russian Fencer SEAD teams started shouting on the command channel. SPYDERs BUKs and OSAs systems popped online, and within a half minute, tons of missiles were in the air, heading toward Russian transports, bombers, tactical aircraft and roving fighter patrols. Judge turned back towards us first, and Hugs followed, keeping an eye on the probable F-16s before disengaging.&lt;br /&gt;
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Command confirmed that I had no friendlies in the area, so the moment I had a lock I let loose an AMRAAM at the lead aircraft, and the other one at the aircraft in trail. My RIO was now engaged in active jamming as much as possible, and swivelling looking for any missile trails, since the countryside was basically lit up with these very mobile SAM systems. My missiles both hit, since I saw an explosion on the horizon, and another smoke trail followed by an explosion on a hillside. My RIO called out that there was a formation of T-72s charging toward the 42nds position, and relayed it to Scotch as well. I finally got a positive id on the aircraft ahead, there were four SU-25s moving in, hugging the floor of the small valley, and just overtaking a flight of Mi-24s heading in the same direction. The SU-25s were punching out the occasional flare, and bundles of chaff as I approached, but I still got another hit with a sidewinder, but saw a chute before I roared over the Su-25s and began turning for a second pass. Scotch made a run on the T-72 formation, dropping heavy rockets into the column, hitting a few and causing them to slow. He pulled up, turning to help me with the air assets, when an airborne search radar flicked on, western origin, and suddenly my RIO was screaming about incoming missiles, I looked off to the three oclock and spotted a trail, heading up from the landscape it appeared, with no aspect change. (Steve told me this meant it was tracking me.)&lt;br /&gt;
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Scotch turned on his radar and found but couldn&#039;t track to more targets burning hard towards us. No emissions were coming from them, but they were launching BVR. Scotch dropped his radar since it was useless. I turned hard and jinked, and the first missile flew by, followed by a second that detonated near me but did negligible damage. I continued my turn and got a sidewinder lock, pumping off my last two, when I saw four flashes of smoke from the enemy aircraft. I pushed down and my RIO nearly emptied our flare dispenser, but we still took a hit from one of the enemy missiles, reducing my manoeuvrability and causing a hydraulic fault (the backups kicked in). My RIO called out that Scotch had just sprung up from the countryside, and was firing his Aphids from a rear aspect at the remaining aircraft, the other apparently having been crippled and making a long slow turn over the valley, smoking and gliding down. Scotch&#039;s victim was not so lucky, the AA-8 detonated near the engine (F-16s we now knew) and the turbine chewed it&#039;s way out of the fuselage before the fuel stores went. The surprise attacks were pissing us off, but then Hugs launched the Novator, a nearly 8 metre long rocket that accelerated away, blasting into the stratosphere to cruise at Mach 4 towards the offending AWACS.&lt;br /&gt;
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The AWACS was apparently too busy dealing with other stuff since they kept their big radar on. The TU-95s reported they were under attack by fighters, unknown type, and two of them were losing altitude, engines on fire as they dumped their payload and began to head back towards Russia. We couldn&#039;t help though, cause our sector was going to shit. The Fencers were starting to hit a lot of the SAM sites, so at least we didn&#039;t have to worry too much about that for the moment. However, the frogfoots were cresting the hill towards our column and the Hinds were following. Scotch turned to form up with me, we were both out of missiles but we could make a gun pass. We crossed low, with Scotch&#039;s Flogger&#039;s cannon blasting a wing to shreds and my own vulcan peppering a frogfoot before we started our high climb to turn back. My Rio called out that the three frogfoots were beginning their run, and the one I had hit had apparently ridden through the cannon fire. Rockets and cannon fire lanced out from the SU-25s to smash into the 42nd, followed by a smattering of larger explosions as they dropped their iron bombs. Our attack had at least ruined most of their run, scattering their munitions, and apparently my cannon run finally had an effect as the SU-25 I had shot augered into the field, unable to pull up.&lt;br /&gt;
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As we began to make another turn a low-level radar popped on, then another, followed by a third. Tracer rounds blasted out of the forest as three ZSUs opened up on us. They missed me, but Scotch took a few rounds, and got a fault on his wing sweep indicator, locking his wings in the tactical mid range position. My backseater had already tagged up the anti-air tanks and I squeezed the trigger, the AGM-65s sliding off the rails heading towards the anti-air tanks. Five seconds later my F-18 roared over the burning anti-air tanks, with Scotch following up, releasing his FAB-500s into the forest edge, blasting huge fountains of earth into the sky with their impacts. As we climbed, our RWR went silent, as the AWACS went off the air. The remaining two frogfoots were coming around for another pass but then disappeared as the AA-12s from Judge wiped them out of the sky. As Hugs and Judge appeared on the horizon, ripping across the sky towards us, Hugs relayed to me that the A-50 had last seen the enemy AWACS trying to dive towards the ground, apparently the K-100 had finally appeared to them. Hugs descended on the enemy tank line, releasing his entire bomb payload, the heavy mixed cluster munitions playing havoc with the T-72s and supporting BTRs, not to mention infantry. Judge did a gun pass with his pods, spraying the treeline to suppress any infantry as the 42nd advanced across the field.&lt;br /&gt;
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I turned, heading back towards the T-72s, and released the remainder of my Mavericks, before peppering the survivors with my Rocket pod, then dumping it. Hugs and Judge blasted through the Hinds, which managed to get an AA-8 shot off at them, before being blown out of the sky by a flurry of AA-11s. Judge&#039;s entire elctronics system failed as the missile peppered part of his wing and fuselage, and cracking his canopy. He slowed and began a turn, heading back towards our lines with me beside him, since we were both effectively combat ineffective. Hugs made another 80mm Rocket run on the Georgian positions, mopping up as Scotch provided cannon fire as suppression until his 23 clicked empty. The 42nd called and told us to cease fire, as they had now breached the defenders position and our airborne support was landing dangerously close. A Russian strike element of SU-27s arrived 5 minutes later, supported by two Flankers and we were cleared out of the area. The surprise strike had shaken the advance, but we&#039;d kept it from being a total loss, although quite a few bombers and strike platforms were downed before the SEAD missions quieted the air defense. Surprisingly, since we were not heavy ops (bombers/transports) we actually weren&#039;t targeted by that surprise attack. We cruised back towards our base, nursing our damaged planes along. As we headed back we could see (with our eyes) more flights of transports and bombers, escorted by MiGs and Sukhois heading towards the lines.&lt;br /&gt;
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We continued to the airfield, but had to hold as operations was pushing a strike into the air, which almost caused Judge to run out of fuel. He went in first, and landed safely. Hugs followed, landing without incident. I was going to land, but got a fault on my gear system, the nose wheel would not deploy due to a failure. I did a flyby and the tower said all my gear was down. In the meantime, Scotch turned and began his approach, his gear warning system shouting as he came in on a hot approach. He made his piloting roll, right on the numbers, and slammed the flogger down in a cloud of blue smoke, deployed his brakes and parachute, and then hammered on the brakes. It all seemed good until one of his brakes caught on fire, and his wheel detonated from the heat. His plane apparently dragged itself off the runway into the grass, brakes on fire, with pieces of shredding tire following. I wasn&#039;t looking forward to this. I lined up and landed, touching down gingerly, and I thought that my roll had been good enough. Apparently it didn&#039;t matter, my nose gear collapsed and the front of my plane smashed into the concrete, ripping off the nosecone and destroying the radar. My head also bounced off my console, so now my pilot has a concussion (-1 to all rolls on next mission if it is within a certain timeframe.) Scotch was sitting beside his plane at this point, as crash crews turned from his still smoldering brakes to the new wreck blocking the runway.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
*-Air Kills-&lt;br /&gt;
**Hugs: F-16 (Combat Kill), Saab 2000 AEW&amp;amp;C, 2x SU-25, 2xMi-24&lt;br /&gt;
**Scotch: F-16, SU-25&lt;br /&gt;
**Judge: SU-25, 2x Mi-24&lt;br /&gt;
**Baron: F-16 (Combat Kill), 2x SU-25&lt;br /&gt;
*-Air Incidentals-&lt;br /&gt;
**None&lt;br /&gt;
*-Ground Kills-&lt;br /&gt;
**Hugs: 2xT-72, 5xBMP-2, 3xOtokar Cobra, 27xInfantry&lt;br /&gt;
**Scotch: 3xT72, 6xBMP-2, 42xInfantry&lt;br /&gt;
**Judge: 3xOtokar Cobra, 17xInfantry&lt;br /&gt;
**Baron: 4xT-72, 3xZSU-23, 2xBMP2, 31xInfantry&lt;br /&gt;
*-Ground Incidentals-&lt;br /&gt;
**None&lt;br /&gt;
*-Friendly Losses-&lt;br /&gt;
**Ground: 3x BMP-3, 1x T-80, 37xInfantry&lt;br /&gt;
**Air: 9xSU-24, 4xMiG-27, 3xTU-95, 1xTU-26, 3xIl-76, 5xAN-12, 1xSU-27, 3xMiG-29, 5xSU-25&lt;br /&gt;
*-Damage Taken-&lt;br /&gt;
**Scotch: Airframe (Moderate)&lt;br /&gt;
**Hugs: None&lt;br /&gt;
**Baron: Airframe Minor, Radar catastrophic&lt;br /&gt;
**Judge: Airframe Minor, Electronics Catastrophic&lt;br /&gt;
&lt;br /&gt;
===Thread XXVI===&lt;br /&gt;
====Briefing====&lt;br /&gt;
*BlackFlag External Document &lt;br /&gt;
 #10676512&lt;br /&gt;
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*Contract Employer&lt;br /&gt;
FFL&lt;br /&gt;
&lt;br /&gt;
*Background&lt;br /&gt;
We began with some pre-mission stuff. Scotch hauled his Flogger back, but his Viggen was ready-op by the time we had to fly this mission. The same could not be said of my F-18, so I was back in the cockpit of the Phantom again. Scotch also smuggled his friend out of the airport somehow, she&#039;s working for Blackflag now. Hugs took his MKI, and bought some ordnance from the Russians before we left. Judge, also bought a bit, in fact he bought a whole lot, purchasing an A-6, a SU-25 as well as repairs for his MiG. However, he is basically bankrupt now, despite the extra cash from Sandy dying being spread among us. For my part, I nearly have enough to get what I really want, but I&#039;ll save that for a later time. As it stands, I&#039;m now the second richest, after Hugs, Scotch is third and Judge is last.&lt;br /&gt;
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====Recap====&lt;br /&gt;
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We began with some pre-mission stuff. Scotch hauled his Flogger back, but his Viggen was ready-op by the time we had to fly this mission. The same could not be said of my F-18, so I was back in the cockpit of the Phantom again. Scotch also smuggled his friend out of the airport somehow, she&#039;s working for Blackflag now. Hugs took his MKI, and bought some ordnance from the Russians before we left. Judge, also bought a bit, in fact he bought a whole lot, purchasing an A-6, a SU-25 as well as repairs for his MiG. However, he is basically bankrupt now, despite the extra cash from Sandy dying being spread among us. For my part, I nearly have enough to get what I really want, but I&#039;ll save that for a later time. As it stands, I&#039;m now the second richest, after Hugs, Scotch is third and Judge is last.&lt;br /&gt;
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We loaded up, each of us got frequencies for the French Foreign Legion, so we&#039;d have better air to ground coms with them this time. The same rules still applied though, if we saw marker smoke, we were expected to take it out. We were also told that speed was of the essence, we needed to destroy obstacles quickly, or the FFL would get bogged down, and might be wiped out just by virtue of numbers alone. With this in mind, we picked out our ordnance. I loaded up with Four M261 Rocket pods, two CBU-78s, four Mk82 snakeyes, and two HAARMs. Scotch decided he was tired of getting shot and went for anti-air this time. He mounted four more AGM-88s, two AMRAAMs and four sidewinders (good ones this time). Judge decided to go with his SU-25, and then proceeded to hang every weapon possible under the wings. By the time he was done, he had four gun pods, four rocket pods, four cluster bombs, two anti-tank missiles, and two heavy s-25 rockets. Hugs kept six AA-11s on his wings, but put on two massive bombs supplemented by racks of smaller dumb bombs. Our wings heavy with explosive might, our flight lumbered into the air and turned northwards towards Somalia.&lt;br /&gt;
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We flew with no incident for a while, when we started getting hit by search radar, however we were approaching the refuelling point, so we were not overly concerned. We were hugging together and flying a prescribed route, so we were hoping the airliner trick would work, or at least present some confusion for a while. A few minutes later our suspicions were confirmed, the french Super Etenards called us, telling us they had our flight, and confirmed our position and theirs as we moved in to tank. We formed up and tanked, but Scotch botched his first attempt, and narrowly avoided colliding with one of the buddy tankers. They advised us of some other things as well. The good news was that a frigate would be providing Air Search radar, allowing Scotch to stay hidden (or at least not transmitting) if he wanted to. The target area was clear of cloud, an amazingly sunny day. We were attacking just after noon, hoping that the heat would cause slow reactions. The bad news however, was that the FFL troops were inbound in aircraft, and we would need to clear the way for them somehow. The two AN-12s were expendable, after they had landed. In fact they were rigged to blow 15 minutes after landing. But until they were on the ground, there were no ground troops on our side.&lt;br /&gt;
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We continued to loiter for a few minutes waiting for the go signal, and quickly trying to come up with a plan while “Dead or Alive” wafted from the stereo. It was decided that I would do a preliminary pass with Hugs, using surprise to our advantage. My job would be to cut off access to the port, while Hugs would simply blow the shit out of whatever happened to be on the long clear stretch of land on the western side of the port. Meanwhile, Scotch would be ready to open up on any radar, and Judge would be observing ground fire, to support if necessary. Since he had a nice slow aircraft, he would be our primary hitter, with Hugs and myself providing high speed clearing passes. The French called us and told us that we were now weapons hot, and cleared into the engagement zone. We rolled into formation, and Steve switched his stereo over to play, I think Radar Rider? Anyways, I know I&#039;ve mentioned this music thing before, but it really adds to the experience I think.&lt;br /&gt;
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As per the plan, Hugs and I dove to the deck, and pushed our way up to max speed (we were limited by the a/g on the wings.) We snapped in over the ocean, and I went feet dry (another cool term I learned) first, heading towards the entrance to the port, and dropping my two CBU-78s. I pulled up and away, intending to head back towards the Ocean (which seemed safer), as Steve put a few counters down on the map. These were things I had spotted on my way in, and there was a cluster of militia and technicals parked in the open area, some form of motor pool. It didn&#039;t matter though, since Hugs flyby, and single bomb drop, obliterated them all in a massive blast followed by a small fireball. When Hugs got to roll all the damage, he was ecstatic by just how many targets there had been, and how much damage he would do since he had put his bomb through the windshield of one of the technicals. However, despite the big cluster of units that disappeared, more went onto the map as our RIOs both began calling out locations of anti-air nests and emplacements. There were a lot more of them then we had expected, and as Hugs arced away, they began firing. Luckily the crews were not very good, but there was a big volume of firepower going into the sky now, as smoke billowed from the landing area.&lt;br /&gt;
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Judge had a pretty good idea of the target area, and turned in to make his pass, as Hugs and I began to line up again. The FFL Antonovs passed underneath us, as Judge led the way into the fray, rockets pushing out towards several AA guns, and sending smoke into the air as they detonated. He switched between targets as he made his pass, taking out a few batteries, and suppressing others, before flying low over the area, and turning out toward the harbour. He called out that the enemy boats were moored where we expected them, but there was a lot of movement down near the docks. Unfortunately he wasn&#039;t lined up with them. Then the RPGs started firing at him, followed by a ZSU that had been hidden by a warehouse. The RPGs were more scary than anything else, but the tracer fire from the big cannons spun towards him as he began to jink over the harbour. Hugs and myself were still completing our turns, and Scotch had no signal, they were not using radar tracking on the AA tank.&lt;br /&gt;
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Scotch looked like he was going to be flying silk again, but then the ZSU detonated. Not stopped firing, it exploded, torn to pieces by a heavy impact. We had no clue what was going on when we noticed that on Antonov was landing, the other was beginning to set up in an orbit pattern over the port. The occasional blasts from the side gave away the rest of it, we now had Gunship supporting us in addition to troops on the Ground! The French called to us and told us they could remain on station for a bit, but would land relatively soon, to help assault the boat. Hugs and I flew our next past, I took out another fixed AA gun, with Hugs knocking out one near the entrance to the port, before turning out. That was when we got the bad news from our eyes in the sky. Scotch called down and told us there was a lot of activity in the city, guns firing into the air, and what looked like a mob forming several blocks from the port entrance.&lt;br /&gt;
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The first Antonov touched down, rumbling to a dusty stop, and the FFL began to pour out of it, moving across the port to the moored vessel. Judge made a sharp turn, nearing stalling, and roared in on the boats in the harbour, blasting several to pieces with massed rocket fire, then flying low through the smoke and fire that the western quarter of the port was now enveloped in. AA fire seemed a lot more sporadic, with only a few emplacements firing, and within a few seconds being obliterated by the orbiting Cub gunboat. The FFL signalled that they were making good progress, and were meeting token resistance so far. Then Scotch&#039;s RWR went wild, as two SAM sites in the city went active, and three missiles arced up on fingers of flame from the downtown area, slowly turning to rocket towards the harbour area.&lt;br /&gt;
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The Antonov immediately dove lower, dumping chaff and flares. Scotch pumped off two HAARMs and went into a high power turn, to try to bleed energy off the inbound missiles. He was of course swearing and slamming his cm button so hard it probably cracked. The first missile apparently lost track and detonated before reaching us, the second tracked Scotch but missed wide, and the third exploded behind the Antonov, but still missing. A small fireball in the downtown area meant Scotch had hit something, but he didn&#039;t care, he put another two AGM-88s into the area, and they both flew in on different targets, causing more explosions in the downtown area. Unfortunately, another radar source activated, and again, missiles raced into the sky, turning towards us as we flew over the burning port.&lt;br /&gt;
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This time, the transport wasn&#039;t so lucky, and took a close hit, setting it&#039;s wing on fire. I abandoned my run and turned to get a lock with my own AGM-88s, punching them off one after another, not wanting to be picky. Hugs joined up and we began rocketing towards another radar source, out of HAARMs, sticking low to the rooftops and pushing our speed up over the city. Another explosion rocked the downtown and another column of smoke marked the end of third radar site as we pushed hard into central Mogadishu. Hugs flew ahead, and shouted that he had found a site in a city park, I twitched the nose of my Phantom over, and my RIO already had the 82s selected. We blasted over the park, and two snakeyes went off the racks, one blowing up a missile pad and knocking out the radar, the other drifting wide and demolishing a two-story just past the park. However, the RWRs were clear now, and we pulled up, heading back towards the port. And then the real Anti-Air began.&lt;br /&gt;
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Most of the city seemed to explode with small arms fire, pierced by the occasional heavier stuff. Black puffs of flak were coming into the air, apparently ancient anti air was being used by the Somalian warlords. Most of it missed thanks to the poor training of the people manning the stations, but some still landed home. Hugs took a smattering of small arms fire, and I lost my left flap to a cannon shell, something to worry about, but not mission critical just yet. As we approached the port, the fire lessened, but we passed over a large mob of technicals and trucks loaded with people, rushing towards the Port entrance. The FFL were in for a huge problem soon, but we didn&#039;t have a shot, and didn&#039;t want to turn around over that heavy AA, so we kept going for the coast. Judge had climbed a bit, now that the sky was clear. He told us that the cub was disgorging paratroopers, as it flew over the port, wing engulfed in fire. The last trooped jumped, and the cub continued, on fire, towards the city, slowly losing altitude.&lt;br /&gt;
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We watched the Cub keep descending, rolling slowly to the side, before smashing into the ground in the city, disappearing in a massive explosion of jet fuel augmented by HBX explosives. It pretty much took out a city block, vaporizing nearby buildings and only collapsing one&#039;s further out. Although we didn&#039;t have much time to look at the secondaries, as the FFL had just started encountering some serious resistance, at one of the warehouse/offices. They were at a chokepoint and couldn&#039;t advance around the building without some form of covering fire. Judge delivered his verdict on the situation, with a low gun pass, his four 23mm Gun Pods converting the front of the two-story into bullet ridden swiss cheese, and obscuring the entire area with dust. The FFL troops easily advanced on the shaken troops, and quickly neutralized what few survivors there were in the building. However, the first group of technicals had just arrived at the entrance to the port, gunning hard for the FFL troops south of their position.&lt;br /&gt;
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They continued racing into the port, when the first mine submunition detonated. The technical was flung sidways, rolling across the ground, throwing it&#039;s occupants into the air. Then the rest began to hit mines, disappearing in explosions of smoke and fire, some wrecks crashing back to earth setting off more submunitions. The majority of the initial mob was dead or dying at the entrance to the port, and the remaining ones, turned back, several falling victim to mines they had avoided on the way in. This bought us a little time, but we could see more mobs forming, and several appeared to be heading to the east to try to enter on foot, not through the main entrance. The FFL was about halfway to the boat now. Though they didn&#039;t ask for it, Hugs peppered the area ahead of them with small fuel air explosives, to knock out any pockets of resistance when we had the time to loiter around, as well as to clear an area for the still descending crew of the other Antonov. Then, my Rio called out for me to dodge right, and I threw the stick to the far right, pulling out of the way of a SAM shot from a group of boats approaching the harbour from the ocean. They looked pretty small, like fishing trawlers mixed with some speedboats, but they were firing RPGs and small arms fire. I punched flares and continued my turn to line up with them.&lt;br /&gt;
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I had them lined up, and held down the trigger, raining rocket fire down on them, expending my remaining pods. Unfortunately I did not spot the heavy Bofors on the Bow of one of the trawlers. Before I blew it out of the water, it scored several hits on my Phantom, which shuddered under the blows. I lost primary hydraulics but the backup functioned as advertised. My radar was toast (AGAIN DAMMIT!) as a round had punched through it. The engines were both working, but I had some big holes in my wings, so I figured no more hard turns, better not risk it. Most of the boats lay burning off the coast, or sinking, but some continued on, forcing Judge to turn out as I headed back in. Judge finished off the stragglers with a light rocket pass (light being a subjective term). Scotch then called out that the mob had broken through the northeastern wall and were headed towards the FFL who was becoming pinned down in fierce fighting near the final building before the ship. Judge was too far out to sea to help at this point, although he was turning hard to get back in the fight. I was heading down towards the FFL position, as I could see the smoke on the target building already.&lt;br /&gt;
&lt;br /&gt;
Hugs barrelled in, and selected the only weapon that had a chance of causing damage to the flood of trucks and people. He dumped his final massive fuel air explosive and pulled up quickly, pushing into the sky. He missed. His bomb fell off-target, and detonated over a cargo hulk tied up to the wharf. The fuel air bomb erupted in a massive blast that sent ripples of power over the small bay of the harbour, and the hulk bent and twisted under the stress. Several technicals were knocked out by the blast, but not enough. They continued racing towards us and steve rolled a D20 in front of us, he got a one. The cargo hulk (which also happened to be our secondary target) blasted itself apart, as the decks full of stored ammunition the pirates had been caching there let go, along with fuel bladders and other things that go boom. If the fuel air bomb was big, this was cataclysmic, real end of days stuff, as the ship tore itself apart, sending massive pieces of metal into the air and around the port. The technicals and mob didn&#039;t stand a chance, and were pulverized by the initial blast. For my part, I had to fight against the controls, and sent my last two rockeyes off course, but still managing to barely hit a corner of the building I was aiming for.&lt;br /&gt;
&lt;br /&gt;
The FFL moved in, and secured the final building, and regrouped with the second plane&#039;s compliment of troops, and began an assault on the ship. They called us, telling us that there wasn&#039;t much resistance, seems everyone on the ship was convinced they were going to die, since the world seemed to be turning into a living hell outside the ship&#039;s shattered windows. Scotch called down, asking them what they were going to do with the survivors, only to get a response of “burial at sea” from the legionnaires. They began unmooring the ship, just as the French frigate called us, telling us we had inbounds from an American CBG, who were moving to investigate the sudden spike in transmissions from the area, ETA 15 minutes, if we stayed low, we could probably get out of there without being detected. And then our RWRs went off again, as Hugs yelled we had an SA-8 and two AA tracking radars up on the road leading to the port. Seconds later, the telltale rocket trails reached out from the ground towards us.&lt;br /&gt;
&lt;br /&gt;
We all dumped flares and chaff, and everything. I had no a/g left, Hugs was out, but Judge came in low and slow, sending two ATGMs at the SA-8. Unfortunately they both failed to hit (followed by much cursing.) He dumped all his rocket fire into target, saturating the area with firepower, and was rewarded with an explosion. The systems rockets were faster. Hugs lost his port aft tail and elevator, and his engine caught on fire and failed. Scotch&#039;s so far untouched Viggen had its left wing amputated at the two thirds point, putting him in an uncontrolled spin. And then Judge flew through the killzone of the two ZSUs, one missed, having had it&#039;s radar knocked down by rocket fire, but the other one chewed up the right side of the frogfoot as it passed overtop. Judge did manage to get off his four cluster bombs, adding to the carnage of the area, as well as finishing off the wounded ZSU. We all decided it was time to leave, but Judge was in some serious trouble, taking small arms fire as he headed over the city, turning to leave. He spotted a dug-in AA nest, and let loose with his remaining weapons. While the guns ween&#039;t particularly effective, the twin S-25s, each packed with 418 pounds of explosive converted the quasi-bunker into a smouldering crater. As he crossed the coast, his wounded frogfoot finally gave out, losing one engine, and the other behaving erratically.&lt;br /&gt;
&lt;br /&gt;
Judge headed out over the water, towards the french carrier, keeping low to the sea. The Dassault Etenards moved in towards us, under orders from the french to escort us back to our base. Hugs managed to get the fire out, and Scotch got his spin under control (barely), so we booked it out of there. The Etenards buddy tanked us as required, and did some visual inspections. When we arrived back, I put down safely, as did Scotch, but Hugs crashed his plane down (bad roll) and suffered some more damage to his big MKI. Judge made it to the French carrier, which let him put down on their deck. He got out of his broken plane, just in time to see the ground crew place some charges on it and push it off the deck into the Indian Ocean.&lt;br /&gt;
&lt;br /&gt;
====Summary====&lt;br /&gt;
*-Air Kills-&lt;br /&gt;
***None&lt;br /&gt;
*-Air Incidentals-&lt;br /&gt;
**None&lt;br /&gt;
*-Ground Kills-&lt;br /&gt;
**Hugs: 26xTechnical, 384 Militia, 3x AA Gun&lt;br /&gt;
**Scotch: 2x Fan Song Radar Installations&lt;br /&gt;
**Judge: 4x Technical, 2 xTrawler, SA-8, ZSU-23, 4x AA Gun, 1x SAM Nest, 207 Militia&lt;br /&gt;
**Baron: 2x Fan Song Radar, 7xTechnical, 3x Trawler, 2x AA Gun, 121 Militia&lt;br /&gt;
*-Ground Incidentals-&lt;br /&gt;
**Hugs: 69 Civilians&lt;br /&gt;
**Scotch: 12 Civilians&lt;br /&gt;
**Judge: 72 Civilians&lt;br /&gt;
**Baron: 39 Civilians&lt;br /&gt;
**Misc: 283 Civilians (An-12)&lt;br /&gt;
&lt;br /&gt;
*-Friendly Losses-&lt;br /&gt;
**Ground: 7 Legionnaires&lt;br /&gt;
**Air: 2xAn-12 (Acceptable)&lt;br /&gt;
*-Damage Taken-&lt;br /&gt;
**Scotch: Airframe (Heavy)&lt;br /&gt;
**Hugs: Airframe (Heavy)&lt;br /&gt;
**Baron: Airframe Minor, Radar catastrophic&lt;br /&gt;
**Judge: Destroyed&lt;br /&gt;
&lt;br /&gt;
====Epilogue====&lt;br /&gt;
“The French government today denied any involvement in the violence that swept through the capital city of Somalia yesterday. People have questioned the France&#039;s involvement as the CGM CMA Medea, a ship under French Flag, has been held hostage by Somali pirates for the past three weeks. During the violence, the ship apparently put out under it&#039;s own power, allegedly crewed by pirates fleeing the increasingly dangerous situation in Mogadishu. The ship was later captured by a special detachment of Legionnaires operating from a French destroyer that is currently patrolling the coast. There were no survivors onboard the captured ship after the raid. We turn now to Amy Huyk, political science professor at Brown, for analysis on why the two warlords in Mogadishu would choose now to launch an all out battle for control of the city. Amy, welcome to the show...” -CNN International&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
[[Mercenaries and Planes: Writefaggotry]]&lt;br /&gt;
&lt;br /&gt;
[[Mercenaries and Planes: Further Missions]]&lt;br /&gt;
&lt;br /&gt;
[[Firestorm|Planes &amp;amp; Mercs: Firestorm]]: Sukhoi&#039;s alternate near-future campaign, based around the idea that countries hire PMCs rather than maintaining official armed forces.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Archive&#039;&#039;&#039;&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/8515581 Thread I]&lt;br /&gt;
&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/8526381 Thread II]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8538520 Thread III]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8562185 Thread IV]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8598508 Thread V]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8606900 Thread VI]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8618962 Thread VII]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8633908 Thread VIII]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8651744 Thread IX]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8663665 Thread X]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8671001 Thread XI]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8690201 Thread XII]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8711026 Thread XIII]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8750800 Thread XIV]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8764141 Thread XV]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8787569 Thread XVI]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8825955/ Thread XVII]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/8962834/ Thread XVIII]&lt;br /&gt;
&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/9028091/ Thread XIX]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/9070735/ Thread XX]&lt;br /&gt;
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*[http://suptg.thisisnotatrueending.com/archive/9091532/ Thread XXI]&lt;br /&gt;
&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/9133174/ Thread XXII]&lt;br /&gt;
&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/9238394/ Thread XXIII]&lt;br /&gt;
&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/9444052/ Thread XXIV]&lt;br /&gt;
&lt;br /&gt;
And possibly even a new thread at the bottom of [http://suptg.thisisnotatrueending.com/archive.html this page].&lt;br /&gt;
[[Category:Wargames]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forum&#039;&#039;&#039;&lt;br /&gt;
*[http://s1.zetaboards.com/PlanesAndMercs/index/ Semi-Official Forum, Contains all Mission Briefs and Debriefs, full of /tg/s best members]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Necrons:_/tg/%27s_8th_Edition&amp;diff=1011615</id>
		<title>Codex - Necrons: /tg/&#039;s 8th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Necrons:_/tg/%27s_8th_Edition&amp;diff=1011615"/>
		<updated>2026-05-20T15:36:04Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This Codex was made to bring Necrons up to their power in the lore. All the rules in this page are meant to be used alongside the normal Necrons Codex. If a rule isn&#039;t explained, look it up on the Codex.&lt;br /&gt;
&lt;br /&gt;
==Expansions:==&lt;br /&gt;
Here you can find extra rules for additional powerful Dynasties, alongside sceneries for campaigns and special missions.&lt;br /&gt;
===[[Killer Pride]] (WIP)===&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Living Metal:&#039;&#039;&#039; &#039;&#039;The composite metals that comprise a Necron’s skeletal form are all but impervious to destruction, and ensure that only the most grievous wounds can lay these ancient creatures low.&#039;&#039;&lt;br /&gt;
::At the beginning of your turn, this unit regains 1 lost wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols:&#039;&#039;&#039; &#039;&#039;The moment a Necron is laid low, its metal body enacts complex self-repair routines, reattaching severed limbs and fusing together shattered armour plating.&#039;&#039;&lt;br /&gt;
::Roll a D6 for each slain model from this unit (unless the whole unit has been completely destroyed) at the beginning of your turn. Do not roll for models that have fled the unit. On a 5+, the model’s reanimation protocols activate and it is returned to this unit with its full complement of wounds, otherwise it remains inactive (although you can roll again at the start of each of your subsequent turns). When a model’s reanimation protocols activate, set it up in unit coherency with any model from this unit that has not returned to the unit as a result of reanimation protocols this turn, and more than 1&amp;quot; from enemy models. If you cannot do this because there is no room to place the model, do not set it up (you can make Reanimation Protocols rolls for this model again in subsequent turns).&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Agents and Star Gods:&#039;&#039;&#039; The units listed below can be included in a {{W40kKeyword|Necrons}} Detachment without preventing other units in that Detachment from gaining a Dynastic Code. Note, however, that the units listed below can never themselves benefit from a Dynastic Code.&lt;br /&gt;
::Anrakyr the Traveller&lt;br /&gt;
::{{W40kKeyword|C&#039;tan Shard}} units&lt;br /&gt;
::Deathmarks&lt;br /&gt;
::Deathsight&lt;br /&gt;
::Illuminor Szeras&lt;br /&gt;
::Mortrakh the Hunter&lt;br /&gt;
::Praetorian Agent&lt;br /&gt;
::Triarch Praetorians&lt;br /&gt;
::Triarch Stalkers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Codes:&#039;&#039;&#039; &#039;&#039;The scattered dynasties of the Necrontyr pursue many different paths to dominance, embracing their own traditions, arcane technologies and martial doctrines.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, units with the appropriate keyword will receive the corresponding Dynastic Code, so long as every other unit in their Detachment is from the same dynasty (with the exception of those listed above).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Their Number is Legion, their Name is Death:&#039;&#039;&#039; &#039;&#039;The Necron dynasties are assured in their supremacy, for the galaxy was once theirs and will be again. All shall kneel before the might of the phaerons or be destroyed.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all Troops units in {{W40kKeyword|Necrons}} Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
==Dynastic Codes==&lt;br /&gt;
*{{W40kKeyword|MAYNARKH}}&#039;&#039;&#039; - Blood-Hunger:&#039;&#039;&#039; &#039;&#039;This once great dynasty is now in ruins, its warriors and constructs eaten by the madness born by the Flayer&#039;s hatred. Like mindless zombies, these machines are only driven by one thing. The thought of hunger and blood.&#039;&#039;&lt;br /&gt;
::All non-{{W40kKeyword|Vehicle}} {{W40kKeyword|MAYNARKH}} unit automatically gains the {{W40kKeyword|Flayed}} keyword. In addition, each time a {{W40kKeyword|MAYNARKH}} unit charges, is charged or performed a Heroic Intervention, add 1 to the attack characteristic of that unit for the remainder of the turn.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|MEPHRIT}}&#039;&#039;&#039; - Solar Fury:&#039;&#039;&#039; &#039;&#039;The Mephrit have harnessed the power of captive suns to power their weapons. This raging solar energy can sear through even the thickest armour with ease.&#039;&#039;&lt;br /&gt;
::Each time a model with this code shoots an enemy unit that is within half range of its weapon’s maximum range, the Armour Penetration characteristic of that weapon’s attack is improved by 1 (i.e. an Armour Penetration characteristic of ‘0’ becomes ‘-1’, an Armour Penetration characteristic of ‘-1’ becomes ‘-2’, etc.).&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NEPHREKH}}&#039;&#039;&#039; - Translocation Beams:&#039;&#039;&#039; &#039;&#039;The bodies of the Nephrekh are crafted from metagold. This rare and wondrous alloy allows them to transform into beams of pure light in order to teleport across open ground and even phase through solid matter.&#039;&#039;&lt;br /&gt;
::If a unit with this code Advances, add 6&amp;quot; to its Move characteristic for that Movement phase instead of rolling a dice (if the unit is being affected by the &#039;&#039;My Will Be Done&#039;&#039; or &#039;&#039;Wave of Command&#039;&#039; special rule, add 7&amp;quot; to its Move characteristic instead). In addition, if a unit with this code Advances, its models can move across models and terrain as if they were not there.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NIHILAKH}}&#039;&#039;&#039; - Aggressively Territorial:&#039;&#039;&#039; &#039;&#039;Regal and arrogant, the warriors of this proud dynasty will not give a single inch to their foes. They stand their ground defiantly, unleashing a formidably accurate hail of fire that cleanses the stain of the lesser races from their rightful lands.&#039;&#039;&lt;br /&gt;
::Re-roll hit rolls of 1 for units with this code whenever they shoot, including when firing Overwatch, as long as they are fully within their deployment zone or they did not move in the preceding Movement phase and they have not disembarked from a {{W40kKeyword|Transport}} during this turn.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NOVOKH}}&#039;&#039;&#039; - Awakened by Murder:&#039;&#039;&#039; &#039;&#039;The crimson hosts of Novokh remember well the sacred rites of blooding performed by their warriors in the ancient times. The dynasty’s proud martial heritage awakens a spark of violent pride within its legions, lending power and ferocity to their attacks.&lt;br /&gt;
::You can re-roll failed hit rolls in the Fight phase for units with this code if they charged, were charged, or performed a Heroic Intervention this turn.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|SAUTEKH}}&#039;&#039;&#039; - Relentless Advance:&#039;&#039;&#039; &#039;&#039;Nothing can halt the inexorable march of the Sautekh. These disdainful conquerors will stop at nothing to retake their ancient domain, obliterating any who dare defy them in a storm of death and destruction.&#039;&#039;&lt;br /&gt;
::If a unit with this code Advances, it treats all ranged weapons it is equipped with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon, and a Heavy D6 weapon is treated as an Assault D6 weapon etc.). In addition, units with this code can fire with Heavy weapons without penalties even if they moved and can fire Assault weapons without penalties even if they advanced.&lt;br /&gt;
&lt;br /&gt;
===Custom Dynastic Codes===&lt;br /&gt;
If your chosen dynasty does not have an associated Dynasty Code in Codex: Necrons: /tg/&#039;s 8th Edition, you can create its Dynastic Code by selecting two rules from the following list:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Strikes:&#039;&#039;&#039; &#039;&#039;The arcane energies of this Dynasty pierce not only the physical plane but everything that waits across the veil.&#039;&#039;&lt;br /&gt;
::Wound rolls of 6+ made by a unit with this code apply their Ap characteristic to the enemies invulnerability save as well as their armour save and any other save roll used against it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anguish of Flesh Forgotten:&#039;&#039;&#039; &#039;&#039;These Necrons remember enough of their former lives to almost imagine what it felt like to be warm under the sun, or have their hair blow in the wind. This is just enough to drive them mad with loathing towards those who still have flesh, a bitter hatred which drives them to greater heights of brutality.&#039;&#039;&lt;br /&gt;
::Units with this code re-roll failed hit and wound rolls of 1 against {{W40kKeyword|INFANTRY}} units (unless they have the keyword {{W40kKeyword|Necron}} and do not possess the keyword {{W40kKeyword|Flayed}}, or have the keyword {{W40kKeyword|Wraith Construct}}), but subtract 2 from their leadership characteristics. This code may not be taken alongside &#039;&#039;Mindless Husks&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disdain for the Weak:&#039;&#039;&#039; &#039;&#039;The weak must fall under the strong. Under the iron fists of the Necrons&#039; legions, their enemies crumble, eaten away by the horror of death.&#039;&#039;&lt;br /&gt;
::Whenever an enemy unit fails a morale test within 12” of a unit with this code an additional model is removed as a casualty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatness Long Lost:&#039;&#039;&#039; &#039;&#039;The once great empire of the Necrons has fallen into ashes. These furious warriors still remember the long-lost golden age and fight tirelessly to reconstruct it.&#039;&#039;&lt;br /&gt;
::A unit with this code may re-roll all failed hit rolls when it contains three quarters or less of its starting model count. This code may not be taken alongside &#039;&#039;Illusion of Grandeur&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Illusion of Grandeur:&#039;&#039;&#039; &#039;&#039;To the lords of this Dynasty, victory can only be achieved by the strong, and they make sure to let all enemies know of their defeat with a brutal display of their greatness.&#039;&#039;&lt;br /&gt;
::A unit with this code may re-roll all failed hit rolls when it contains at least half of its starting model count. This code may not be taken alongside &#039;&#039;Greatness Long Lost&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindless Husks:&#039;&#039;&#039; &#039;&#039;Gone are the days of the Necrontyr people, now there&#039;s nothing left of their mind and emotion, transforming them into mindless husks without fear.&#039;&#039;&lt;br /&gt;
::Units with this code automatically pass all Morale tests and roll the maximum value on any check made on their leadership value. This code may not be taken alongside &#039;&#039;Anguish of Flesh Forgotten&#039;&#039; or &#039;&#039;Warped Servants&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noble Born:&#039;&#039;&#039; &#039;&#039;The mind of this lord has suffered in the great sleep. With arrogance, it guides its legions against its enemies for only greatness lies in front of its eyes.&#039;&#039;&lt;br /&gt;
::Increase the range of aura abilities by 3” for {{W40kKeyword|Characters}} with this code.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power through Suffering:&#039;&#039;&#039; &#039;&#039;Some Necron Nobles find pleasure in the suffering of their flesh enemies. This amusement has spilt into their ranks, making them stronger as the screams grow louder.&#039;&#039;&lt;br /&gt;
::Roll a D6 for each enemy model slain within 6” of a unit with this code. For each roll of 5+, each unit within 6” of that enemy unit may immediately make that many reanimation protocol rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Rebirth Protocols&#039;&#039;&#039; &#039;&#039;The protocols of this dynasty are embued with dark powers and science, making their number rise in orders greater than the fallen.&#039;&#039;&lt;br /&gt;
::When a unit with this code makes a successful Reanimation Protocol roll add 1 to the overall number of slain models which are returned to the unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Radiation Aura:&#039;&#039;&#039; &#039;&#039;The Crypteks of this Dynasty have harnessed radiation to power their Dynasty&#039;s troops, which causes them to emit radiation from every recess of their torso, causing their enemies to sicken and die.&#039;&#039;&lt;br /&gt;
::Subtract 1 from the Strength and Toughness characteristics of an enemy model whilst it&#039;s within 3&amp;quot; of a unit with this code. In addition, subtract 1 from the Strength of shooting (unless the shooting weapons are used by {{W40kKeyword|Genestealer Cults}} models) and melee weapons used by {{W40kKeyword|Tyranids}} models that are within 3&amp;quot; of a unit with this code (the malus inflicted on shooting weapons counts even when just fired at a unit with this code [unless the shooting weapons have &#039;&#039;bio&#039;&#039;, &#039;&#039;acid&#039;&#039;, &#039;&#039;drool&#039;&#039;, &#039;&#039;flame&#039;&#039;, &#039;&#039;rupture&#039;&#039;, &#039;&#039;tentaclid&#039;&#039; or &#039;&#039;venom&#039;&#039; in their name]). All these effects cease to take effect at the end of the turn after the one in which the unit left the aura. In addition, roll a D6 for each model that has stayed within 3&amp;quot; of a unit with this code for two turns; on a 4+ that unit suffers D3 mortal wounds unless the unit has the {{W40kKeyword|Necrons}} or {{W40kKeyword|Wraith Construct}} keyword. If this code is picked, you may not pick another.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Monsters:&#039;&#039;&#039; &#039;&#039;These lumbering pieces of necrodermis wait for someone foolish enough to enter their domain, before annihilating them with stone-cold precision.&#039;&#039;&lt;br /&gt;
::If a {{W40kKeyword|Canoptek}} or {{W40kKeyword|Vehicle}} unit with this code hasn&#039;t moved in its Movement phase, add 1 to all its hit rolls until the beginning of your next turn. Units benefiting from this code cannot perform a charge move if they didn&#039;t move during their Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slayers of the Bold:&#039;&#039;&#039; &#039;&#039;The codes of honour of the ancients grant no forgiveness to those who dare not challenge their enemies to a fair fight.&#039;&#039;&lt;br /&gt;
::Enemy units which successfully charge and engage a unit with this code do not count as having charged with regard to abilities or for determining combat order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shreds of Past Souls:&#039;&#039;&#039; &#039;&#039;Even if by little, a Necron can still feel its slumbering being deep beneath the protocols that bound it. This shard of its past life is enough to make it stand against even the toughest of blows.&#039;&#039;&lt;br /&gt;
::Roll a D6 every time a unit with this code would suffer a wound, on a 6+ that wound is ignored.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slayers of Upstart Rulers:&#039;&#039;&#039; &#039;&#039;It isn&#039;t uncommon for an aspiring noble to assassinate his rivals to the throne. For this, his followers are well suited in the art of decapitation.&#039;&#039;&lt;br /&gt;
::Units with this code may re-roll 1’s to hit against enemy {{W40kKeyword|Characters}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warped Servants:&#039;&#039;&#039; &#039;&#039;Once, in the days of gold and flesh, these creatures were the humble and noble servants of their kings. Now, they are broken, twisted by the shattered minds of their sick masters.&#039;&#039;&lt;br /&gt;
::Add 1 to the Strength and Toughness characteristic of Necron Warriors with this code, but subtract 2 from their leadership characteristic and they count as half as many models when contesting objectives. This code may not be taken alongside &#039;&#039;Mindless Husks&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Guild Ways==&lt;br /&gt;
If a detachment in your army is composed of only Deathmarks and Deathsight units and/or Mortrakh then choose one Guild from the ones below, replace the {{W40kKeyword|&amp;lt;Guild&amp;gt;}} keyword with the corresponding Guild name. All units in that detachment benefit from that Guild&#039;s combat way. If the detachment contains Mortrakh, then the guild selected must be {{W40kKeyword|Crimson Ghosts}}.&lt;br /&gt;
*{{W40kKeyword|Crimson Ghosts}} &#039;&#039;&#039;- Crimson Haze:&#039;&#039;&#039; Enemy units must subtract 1 from hit rolls made against a unit from this Guild.&lt;br /&gt;
*{{W40kKeyword|Death Halo}} &#039;&#039;&#039;- Death&#039;s Gaze:&#039;&#039;&#039; Units that suffer at least one unsaved wound from a model of this Guild must subtract 1 from their Leadership characteristic.&lt;br /&gt;
*{{W40kKeyword|Jade Hunters}} &#039;&#039;&#039;- Hunter&#039;s Mark:&#039;&#039;&#039; Add 1 to the wound rolls of units of this Guild when they make a shooting attack against a unit that has already suffered at least one unsaved wound by a unit of this Guild.&lt;br /&gt;
*{{W40kKeyword|Pale Skull}} &#039;&#039;&#039;- Ghostly Curse:&#039;&#039;&#039; Units that inflicted an unsaved wound on a model of this Guild or are within 12&amp;quot; of a model of this Guild must add 1 to their Morale test.&lt;br /&gt;
*{{W40kKeyword|Silent Reapers}} &#039;&#039;&#039;- Unpredictable Strike:&#039;&#039;&#039; Enemy units may not intercept wounds caused by models from this Guild.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Subroutines (1 CP):&#039;&#039;&#039; &#039;&#039;The Crypteks have invested their mechanical constructs with complex hunter-killer algorithms.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40kKeyword|Canoptek}} unit from your army has Advanced. That unit can still shoot and/or charge this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amalgamated Targeting Data (1 CP):&#039;&#039;&#039; &#039;&#039;Synchronised targeting optics are fed to the Doom Scythe squadron, and they release a devastating pinpoint barrage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase if a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} Doom Scythe from your army is within 6&amp;quot; of 2 other friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} Doom Scythes. The Doom Scythes cannot fire their death rays this phase – instead, select a point on the battlefield within 24&amp;quot; of all three vehicles that is visible to all of them. Roll a D6 for each unit within 3&amp;quot; of that point. Add 1 to the result if the unit being rolled for has 5 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+, that unit suffers 6D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cosmic Powers (1 CP):&#039;&#039;&#039; &#039;&#039;The powers of the C’tan are myriad and terrifying. To battle a fragment of these shackled star gods is to find reality unbound.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Select a {{W40kKeyword|C&#039;tan Shard}} from your army. That model can replace one of its Powers of the C’tan with a different Power of the C’tan of your choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage Control Overrides (1 CP):&#039;&#039;&#039; &#039;&#039;Its self-repair routines overridden, the vehicle briefly operates at peak efficiency despite being critically damaged.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of any turn. Pick a {{W40kKeyword|Necrons}} {{W40kKeyword|Vehicle}} from your army. Until the end of this turn, use the top row of that vehicle’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomsday Energy Burst (2 CP):&#039;&#039;&#039; &#039;&#039;The Doomsday Ark is a frightening weapon. The energy shackled within its shell is barely contained but if the situation would ever arise, the pilot can decide to overcharge the main cannon to a dangerous degree, trading massive power for danger to itself.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Shooting phase before a Doomsday Ark from your army fires. Increase its Doomsday Cannon&#039;s number of shots, Strenght and Damage characteristic by D6 (roll separately for each one). After having fired, that model suffers an equal amount of mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Corridor (1 CP):&#039;&#039;&#039; &#039;&#039;Necron Monoliths can redirect a tomb world’s forces by projecting a series of short-ranged dimensional portals.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Select a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit from your army that is more than 1&amp;quot; from any enemy models and remove it from the battlefield. Then, set the unit up again so that it is wholly within 3&amp;quot; of a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} Monolith from your army and more than 1&amp;quot; from any enemy models. That unit counts as having disembarked from the Monolith this turn and can move normally.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Field Amplification (1/2 CP):&#039;&#039;&#039; &#039;&#039;Lychguard can overcharge the fields of their dispersion shields.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit targets with a shooting weapon a unit equipped with Dispersion Shields or a {{W40kKeyword|Character}} from the same {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} within 3&amp;quot; of it. Until the beginning of your next turn, that unit&#039;s Dispersion Shield, Guardian Protocols or Vargard Protocols special rule&#039;s special effect activates on an unmodified roll of both 5 and 6. This Stratagem costs 1 Command Point if it directly affects a {{W40kKeyword|Character}}, 2 any other time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disruption Fields (1 CP):&#039;&#039;&#039; &#039;&#039;The thrumming aura of negative energy known as a disruption field warps and dissolves both armour and flesh.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before a {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit from your army fights in the Fight phase. Increase the Strength characteristic of all models in that unit by 1 until the end of the phase.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Heirlooms (1/3 CP):&#039;&#039;&#039; &#039;&#039;In times of need, the phaerons will order the relic-vaults emptied, their priceless contents distributed amongst the legions.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Your army can have one extra Artefact of the Aeons for 1 CP, or two extra Artefacts of the Aeons for 3 CPs. All of the Artefacts of the Aeons that you include must be different and be given to different {{W40kKeyword|Necrons}} {{W40kKeyword|Characters}}. This Stratagem can only be used once per battle.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emergency Invasion Beam (1 CP):&#039;&#039;&#039; &#039;&#039;Before it is destroyed, the Necron construct shifts all power to its dimensional gateway, beaming in warriors to take its place.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when the last {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} Night Scythe and/or Monolith from your army is destroyed. Before removing the model from the battlefield, you can immediately set up a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit still on their tomb world wholly within 3&amp;quot; of the Night Scythe/Monolith and more than 1&amp;quot; from any enemy models. Units set up with this Stratagem can be set up during the first battle round regardless of any mission rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Invasion Beam (1 CP):&#039;&#039;&#039; &#039;&#039;A shimmering dimensional portal yawns wide for a few moments, spilling yet more fleshless warriors into the fray.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before you set up a unit from a tomb world using the Invasion Beams ability of a Night Scythe from your army, or the Eternity Gate ability of a Monolith from your army. You can set up two units from a tomb world instead of one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Reanimation Protocols (2 CP):&#039;&#039;&#039; &#039;&#039;The Necrons are a deathless foe that can recover from obliteration time and again.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before making Reanimation Protocols rolls for a unit from your army. When making these rolls add 1 to the result of each roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Entropic Strike (2 CP):&#039;&#039;&#039; &#039;&#039;The disruption field emanating from this warrior’s weapon is so powerful that it entirely obliterates matter from existence.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase before a {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} from your army fights. Invulnerable saves may not be taken against that model&#039;s attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extermination Protocols (1 CP):&#039;&#039;&#039; &#039;&#039;Destroyers have sacrificed every last ember of their souls in order to pursue the obliteration of all mortal life.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase before shooting with a Destroyer Lord, a unit of Destroyers or a unit of Heavy Destroyers from your army. Re-roll failed hit and wound rolls for that unit until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;From the Dust We Rise (2 CP):&#039;&#039;&#039; &#039;&#039;It is impossible to destroy the mechanical hordes of the Necron. Even when they fall, they just rise up again from the ground and continue their endless advance.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your turn. Select a unit from your army that possesses the &#039;&#039;Reanimation Protocols&#039;&#039; special rule and that was completely destroyed during the game. Immediately set it up again as close as possible from where the last model in the unit was destroyed (models that had been removed as a result of a Moral test may not be brought back thanks to this stratagem).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gravitic Singularity (1 CP):&#039;&#039;&#039; &#039;&#039;A pulsing gravitic anomaly appears in the sky over the Obelisk, dragging enemy aircraft into its crushing embrace.&#039;&#039;&lt;br /&gt;
::Use this stratagem at the start of your Shooting phase. Select an Obelisk from your army. When resolving this model&#039;s &#039;&#039;Gravity Pulse&#039;&#039; ability this phase, each enemy unit within range that can {{W40kKeyword|Fly}} suffers D3 mortal wounds on a roll of 2+, instead of a roll of 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Judgment of the Triarch (1 CP):&#039;&#039;&#039; &#039;&#039;Those who defy the will of the Triarch are subject to swift and merciless retribution.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before a unit of Triarch Praetorians from your army shoots in the Shooting phase or fights in the Fight phase. Add 1 to hit rolls made for this unit until the end of the phase.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Phaeron&#039;s Will (1 CP):&#039;&#039;&#039; &#039;&#039;The generals of the Necron Empire are peerless strategists who have overseen the obliteration of countless civilisations.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after an {{W40kKeyword|Overlord}} from your army has used their &#039;&#039;My Will Be Done&#039;&#039; or &#039;&#039;Wave of Command&#039;&#039; special rule. That model can immediately use that ability for a second time this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Deflection (1 CP):&#039;&#039;&#039; &#039;&#039;Necron quantum shielding is a true marvel of techno-arcana, phasing into existence only at the moment of impact.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit targets a {{W40kKeyword|Vehicle}} in your army that has the Quantum Shielding ability, but before any hit rolls are made. Until the end of the phase, subtract 1 from rolls made for your vehicle’s Quantum Shielding ability to see if damage is ignored for each unsaved wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repair Subroutines (2 CP):&#039;&#039;&#039; &#039;&#039;When engaged in a battle of attrition, Canoptek constructs react by enabling a series of repairing adaptive subroutines.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your turn, before making any Reanimation Protocols rolls. Select a {{W40kKeyword|Canoptek}} unit from your army that is on the battlefield. That unit gains the Reanimation Protocols ability until the end of your turn.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Protocols (1 CP):&#039;&#039;&#039; &#039;&#039;Necron rulers possess sophisticated self-repair systems that can knit together even the most grievous wounds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Necrons}} {{W40kKeyword|Character}} from your army (excluding Trazyn the Infinite and {{W40kKeyword|C&#039;tan Shards}}) is slain. At the end of that phase, roll a D6. On a 4+ set the character up again, as close as possible to his previous position, and more than 1&amp;quot; from any enemy models, with 1 wound remaining. This Stratagem cannot be used to resurrect the same model more than once per battle.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Self Destruction (1 CP):&#039;&#039;&#039; &#039;&#039;The self-destruct protocols of Canoptek Scarabs cause them to explode in a hail of razor-sharp armour fragments.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a unit of Canoptek Scarabs from your army piles in, but before they make their close combat attacks. Select a Canoptek Scarab Swarm model in your unit and then pick an enemy unit within 1&amp;quot; of it. Your Canoptek Scarab Swarm model is destroyed. Remove it from the battlefield and roll a D6; on a 2+ the enemy unit you picked suffers D3 mortal wounds. If that model was from a unit that has the &#039;&#039;Flayed Construct&#039;&#039; Upgrade then the unit suffers 2D3 mortal wounds instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solar Pulse (1 CP):&#039;&#039;&#039; &#039;&#039;Many Necron weapons contain pulsing orbs within which is bound the power of a solar flare.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40kKeyword|Necrons}} unit from your army has declared its targets in the Shooting phase, but before any hit rolls are made. Pick one of the enemy units that your unit is targeting. The enemy unit does not receive the benefit of cover against your unit’s weapons this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the C&#039;Tan (2 CP):&#039;&#039;&#039; &#039;&#039;The C’tan’s ever-burning rage at their enslavement is turned upon the enemy with cataclysmic results.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40kKeyword|C&#039;tan Shard}} from your army has resolved a Power of the C&#039;tan. Select a Power of the C&#039;tan from the list. The C&#039;tan Shard immediately uses that power, even if it has already used that power in this phase.&lt;br /&gt;
&lt;br /&gt;
===Dynasty-Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - Flensing Scarabs (1 CP):&#039;&#039;&#039; &#039;&#039;Infected by the Flayer curse, the Maynarkh make use of microscopic mechanical scarabs that tear apart the flesh of their victims in a macabre shower of gore.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, before a {{W40kKeyword|MAYNARKH}} {{W40kKeyword|Infantry}} unit from your army fights. That unit can re-roll all failed wound rolls until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - Talent For Annihilation (1 CP):&#039;&#039;&#039; &#039;&#039;The Mephrit seek not merely to defeat their foes, but to entirely expunge them from the face of the galaxy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before a {{W40kKeyword|MEPHRIT}} unit from your army attacks in the Shooting phase. Each time you make an unmodified hit roll of 6 for a model in that unit, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - Translocation Crypt (1 CP):&#039;&#039;&#039; &#039;&#039;Masters of teleportation technology, the Nephrekh ride into battle upon blinding beams of light.&#039;&#039;&lt;br /&gt;
::Use this Stratagem during deployment. You can set up a {{W40kKeyword|NEPHREKH}} {{W40kKeyword|Infantry}}, {{W40kKeyword|Beast}} or {{W40kKeyword|Swarm}} unit from your army in a translocation crypt instead of placing it on the battlefield. At the end of any of your Movement phases, this unit can translocate into battle – set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Reclaim a Lost Empire (2 CP):&#039;&#039;&#039; &#039;&#039;The Nihilakh seek to rule the galaxy, and once they have claimed a domain it is almost impossible to drive them away from it.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your turn. Select a {{W40kKeyword|NIHILAKH}} unit from your army. If the unit is within 3&amp;quot; of an objective marker, or if it did not move for any reason during its turn, then until the start of your next turn you can add 1 to saving throws made for that unit and increase the Attacks characteristic of models in that unit by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - Blood Rites (3 CP):&#039;&#039;&#039; &#039;&#039;Novokh’s warriors have mastered the arts of martial warfare, and their deathless bodies allow them to fight on tirelessly.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|NOVOKH}} unit from your army – that unit can immediately fight for a second time.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - Methodological Destruction (2 CP):&#039;&#039;&#039; &#039;&#039;The Sautekh Dynasty excel in systematic killing, marking each target until it is completely obliterated.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40kKeyword|SAUTEKH}} unit from your army has attacked an enemy unit and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other {{W40kKeyword|SAUTEKH}} units from your army that target the same enemy unit this phase.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;1: Enduring Will:&#039;&#039;&#039; &#039;&#039;This Warlord is possessed of iron resolve, and no mortal weaponry will prevent him from achieving his goals.&#039;&#039;&lt;br /&gt;
::Reduce any damage inflicted on your Warlord by 1 (to a minimum of 1). For example, if your Warlord fails a saving throw against an attack that inflicts 3 damage, they will only lose 2 wounds.&lt;br /&gt;
*&#039;&#039;&#039;2: Eternal Madness:&#039;&#039;&#039; &#039;&#039;This Warlord’s sanity suffered during the Great Sleep, and now he is driven by a wrathful zeal.&#039;&#039;&lt;br /&gt;
::You can re-roll failed wound rolls for your Warlord in the Fight phase if he charged, was charged, or performed a Heroic Intervention this turn.&lt;br /&gt;
*&#039;&#039;&#039;3: Immortal Pride:&#039;&#039;&#039; &#039;&#039;This Warlord possesses an arrogance that has been honed over aeons, refusing to allow his warriors a single step backwards even in the face of intense psychic onslaught.&#039;&#039;&lt;br /&gt;
::Friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} units automatically pass Morale tests whilst they are within 6&amp;quot; of your Warlord. In addition, your Warlord can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|Psyker}}.&lt;br /&gt;
*&#039;&#039;&#039;4: Thrall of the Silent King:&#039;&#039;&#039; &#039;&#039;This Warlord pursues the veiled agenda of the Silent King, and so commands his legions with unparalleled authority.&#039;&#039;&lt;br /&gt;
::Increase the range of all abilities on your Warlord’s datasheet by 3&amp;quot;. If a Catacomb Command Barge has this Warlord Trait, this does not apply to its Explodes ability. If a Cryptek has this Warlord Trait, only increase the range of that model’s Technomancer ability. If a Cryptek with a Canoptek cloak has this Warlord Trait, this does not affect the distance the cloak allows the model to move in the Movement phase.&lt;br /&gt;
*&#039;&#039;&#039;5: Implacable Conqueror:&#039;&#039;&#039; &#039;&#039;This Warlord is a conqueror of worlds who strides at the head of his legions and sweeps away all before him.&#039;&#039;&lt;br /&gt;
::You can re-roll failed charge rolls for friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} units whilst they are within 6&amp;quot; of your Warlord.&lt;br /&gt;
*&#039;&#039;&#039;6: Honorable Combatant:&#039;&#039;&#039; &#039;&#039;The Warlord is a strict adherent to the ancient codes of honour and sees a fight through to the end.&#039;&#039;&lt;br /&gt;
::If your Warlord targets the same enemy {{W40kKeyword|Character}} with all their close combat attacks, add D3 to your Warlord’s Attacks characteristic until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
====Dynasty-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - Mad Killer:&#039;&#039;&#039; &#039;&#039;Damaged by the Flayed Virus and infected by a blind rage, this Warlord wanders the battlefield, brutally mauling anyone that comes in its path.&#039;&#039;&lt;br /&gt;
::All friendly {{W40kKeyword|Flayed}} units within 6&amp;quot; of this model add 1 to their hit rolls in the Fight phase. In addition, your Warlord can re-roll failed hit and wound rolls if the target is an enemy {{W40kKeyword|Character}}.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - Merciless Tyrant:&#039;&#039;&#039; &#039;&#039;Warlords of Mephrit will suffer no threats to their rule, annihilating utterly any who dare to oppose them.&#039;&#039;&lt;br /&gt;
::Add 6&amp;quot; to the maximum range of all Assault weapons fired by your Warlord. Each time you select a target for an Assault weapon this Warlord is making an attack with, you can ignore the Look Out, Sir rule.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - Skin of Living Gold:&#039;&#039;&#039; &#039;&#039;This Nephrekh Warlord has ascended to become one with the stars themselves; those that gaze upon him are blinded by his radiant glory.&#039;&#039;&lt;br /&gt;
::Your opponent must subtract 1 from hit rolls that target your Warlord. &lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Precognitive Strike:&#039;&#039;&#039; &#039;&#039;This Warlord of Nihilakh has foreseen his moment of glorious victory.&#039;&#039;&lt;br /&gt;
::Your Warlord always fights first in the Fight phase, even if he didn’t charge. If your opponent has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. &lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - Crimson Haze:&#039;&#039;&#039; &#039;&#039;This Warlord leads his warriors in the bloody rituals of the Novokh.&#039;&#039;&lt;br /&gt;
::Each time you roll an unmodified hit roll of 6 in the Fight phase for a model in a friendly {{W40kKeyword|NOVOKH}} unit that is within 6&amp;quot; of your Warlord, you can make one additional hit roll for that model with the same weapon against the same target. These additional hit rolls cannot themselves generate any further hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - Hyperlogical Strategist:&#039;&#039;&#039; &#039;&#039;Sautekh Warlords can apply a filter of infallible logic to develop unbeatable strategies.&#039;&#039;&lt;br /&gt;
::Once per turn, you can re-roll a single hit roll, wound roll or damage roll made for your Warlord. In addition, if your army is Battle-forged and your Warlord is on the battlefield, roll a D6 each time you spend a Command Point to use a Stratagem; on a 5+ that Command Point is immediately refunded.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
===C&#039;tan Conclave (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Crypteks}} and non-{{W40kKeyword|Titanic}} {{W40kKeyword|C&#039;tan Shards}} units in this Specialist Detachment gain the {{W40kKeyword|C&#039;tan Conclave}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Guider of the Gods:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Roll a dice after a {{W40kKeyword|C&#039;tan Conclave}} {{W40kKeyword|C&#039;tan Shards}} manifested a power from the Powers of the C&#039;tan list while within 6&amp;quot; of your Warlord; on a 4+ that unit may manifest another power it knows from the Powers of the C&#039;tan list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Broken Personality (2 CP):&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select one {{W40kKeyword|C&#039;tan Conclave}} Transcendent C&#039;tan from your army, change one of its traits from the &#039;&#039;Fractured Personality&#039;&#039; special rule with another.&lt;br /&gt;
*&#039;&#039;&#039;Gods&#039; Hatred (1 CP):&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|C&#039;tan Conclave}} {{W40kKeyword|C&#039;tan Shard}} is manifesting a power from Powers of the C&#039;tan; consider that model as being a Tesseract Vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Staff of Khasht:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::The Staff of Khasht replaces the model&#039;s Staff of Light.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Staff of Khasht&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 6 || -4 || D3 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Staff of Khasht&#039;&#039;&#039; || Melee || Melee || +2 || -4 || D3 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Formations==&lt;br /&gt;
Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player&#039;s pool.&lt;br /&gt;
&lt;br /&gt;
===Infinite Phalanx (3 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Infinite Phalanx:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 10 units of Necron Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::-None&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-All units in this formation are treated as one for all intents and purposes.&lt;br /&gt;
::-As long as this formation has at least 100 alive models in it, add 1 to the reanimation protocols rolls for this formation; add 2 if the models alive are at least 150.&lt;br /&gt;
::-As long as this formation has at least 100 alive models in it, enemy units within 18&amp;quot; must add 1 to their roll when taking a Morale tests; if the models alive are at least 150, they must add 2 instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Hail of Gauss Fire (3 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem when shooting with this formation. Consider the wound rolls of attacks made by this formation as 1 point higher to see if their Gauss Flayers&#039; special rule activates.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wrath of the Triarch (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wrath of the Triarch:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 1-3 Praetorian Agents&lt;br /&gt;
::- 3-6 units of Triarch Praetorians &lt;br /&gt;
::- 1-6 units of Triarch Stalkers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::-None&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-Add 1 to the Attack characteristic of a unit from this detachment when it&#039;s charged, 2 if it charges or performs and heroic intervention.&lt;br /&gt;
::-All units in this detachment that are within range of an objective marker control it even if they are more enemy models within range of it. In addition, all models count as five for the purpose of determining which player has the most number of models within the range of an objective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Agent of the Silent King (2 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of your turn. Choose a unit in line of sight of a {{W40kKeyword|Triarch}} unit, until the beginning of your next turn, all units in this formation can re-roll all to-hit, to-wound and charge rolls against that unit.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Powers of the C&#039;tan==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Antimatter Meteor:&#039;&#039;&#039; &#039;&#039;The C’tan Shard gathers an orb of roiling antimatter, before hurling the crackling projectile into the midst of the foe.&#039;&#039;&lt;br /&gt;
::Roll a D6. On a 2+ the closest visible enemy unit within 24&amp;quot; of the C&#039;tan Shard suffers D3 mortal wounds. On a 6, it suffers D6 mortal wounds instead. If the C&#039;tan Shard using this power is a Tesseract Vault, the unit suffers D6 mortal wounds on the roll of a 5+ instead. If Tsara&#039;noga is using this power, the unit suffers D6 mortal wounds on a roll of 4+ instead.&lt;br /&gt;
*&#039;&#039;&#039;Time&#039;s Arrow:&#039;&#039;&#039; &#039;&#039;Mutating the flow of causality and remoulding the temporal streams, the C’tan Shard erases its foe’s very existence from space and time.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit within 18&amp;quot; of the C&#039;tan Shard and roll a D6, adding 1 to the result if the C&#039;tan Shard using this power is a Tesseract Vault, or 2 if Tsara&#039;noga is using it. If the result exceeds the highest Wounds characteristic in the unit, one model from that unit, chosen by the controlling player, is slain. An unmodified roll of 1 will always fail.&lt;br /&gt;
*&#039;&#039;&#039;Sky of Falling Stars:&#039;&#039;&#039; &#039;&#039;Savagely beautiful orbs of coruscating light plummet from the cold depths of space, growing to roaring bale-stars as they approach.&#039;&#039;&lt;br /&gt;
::Pick up to three different enemy units that are within 18&amp;quot; of the C&#039;tan Shard. Roll a D6 for each, subtracting 1 from the result if the C&#039;tan Shard using this power is a Tesseract Vault, or 2 if Tsara&#039;noga is using it. If the result is less than the number of models in that unit, the unit suffers D3 mortal wounds. An unmodified roll of 6 will always fail.&lt;br /&gt;
*&#039;&#039;&#039;Cosmic Fire:&#039;&#039;&#039; &#039;&#039;At the C’tan Shard’s gestured command, a pillar of black fire streaks down from the heavens to consume the foe.&#039;&#039;&lt;br /&gt;
::Roll a D6 for each enemy unit within 9&amp;quot; of the C&#039;tan Shard. Add 1 to the roll if the C&#039;tan Shard using this power is a Tesseract Vault, or 2 if Tsara&#039;noga is using it. On a 4+ the unit being rolled for suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Seismic Assault:&#039;&#039;&#039; &#039;&#039;Stone fractures and ores melt as the C’tan Shard drags up tides of magma from deep below.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit within 24&amp;quot; of the C&#039;tan Shard and roll a D6 for each model in that unit. Add 1 to the roll if the C&#039;tan Shard using this power is a Tesseract Vault, or 2 if Tsara&#039;noga is using it. For each result of a 6+ that unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Thunderbolt:&#039;&#039;&#039; &#039;&#039;The C’tan Shard projects a crackling bolt of energy from its outstretched palm, blasting its foe into oblivion.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit within 24&amp;quot; of the C&#039;tan Shard and roll a D6 (you can only pick a {{W40Kkeyword|Character}} if it has 10 or more Wounds and/or it is the closest enemy model to the C&#039;tan Shard). Add 1 to the result if the C&#039;tan Shard using this power is a Tesseract Vault, or 2 if Tsara&#039;noga is using it. On a 4+ the chosen unit suffers D3 mortal wounds, then Roll a D6 for every other enemy unit that is within 3&amp;quot; of the chosen enemy unit. On a 4+ the unit being rolled for suffers a mortal wound.&lt;br /&gt;
===Shard-Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Burning One}} - Cleansing Flames:&#039;&#039;&#039; &#039;&#039;Swirling tongues of fire emerge from the Burning One&#039;s body, engulfing its victims in a hellish storm. Nothing can survive this flames as everything boils to plasma under this impossible temperature&#039;&#039;&lt;br /&gt;
::Roll a D6 for each enemy unit within 6&amp;quot; of the C&#039;tan Shard of the Burning One. On a 3+ the unit being rolled for suffers D3 mortal wounds. These mortal wounds may not be negated in any way.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Deceiver}} - Mind Tricks:&#039;&#039;&#039; &#039;&#039;The words of the Deceiver, the same that led to the death of countless civilization, echo through the battlefield, warping the perception of anyone caught listening.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit within 18&amp;quot; of the C&#039;tan Shard of the Deceiver and roll 3D6; if the result is higher than that unit&#039;s leadership characteristic, you may shoot with that unit at another enemy one.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Nightbringer}} - Death&#039;s Touch:&#039;&#039;&#039; &#039;&#039;Harbinger of the night and embodiment of the silent end, the Nightbringer&#039;s touch reaps the souls of the mortal enemies who dared to challenge It Who Takes All.&#039;&#039;&lt;br /&gt;
::Select one non-{{W40kKeyword|Vehicle}} enemy model that is within 1&amp;quot; of the C&#039;tan Shard of the Nightbringer and roll a die; if the result is higher than that model&#039;s remaining number of wounds, it is immediately slain.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|C&#039;tan Shard of the Void Dragon}} - Omnissah&#039;s Wrath:&#039;&#039;&#039; &#039;&#039;Bound in its necrodermis prison, the Void Dragon turns in anger at the sight of its captors. Unable to escape its prison, it turns its hatred to the metal of the lesser beings, crumpling their week constructions under the force of their own weight.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy {{W40Kkeyword|Vehicle}} within 12&amp;quot; of the C&#039;tan Shard of the Void Dragon and roll 3D6, discarding the lowest result; if the result is higher than that unit&#039;s toughness characteristic, that unit suffers that many mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Tsara&#039;noga, the Outsider}} - Sanity Swallower:&#039;&#039;&#039; &#039;&#039;Tsara&#039;noga, the devourer of gods; as its brothers perished under its unsatiable maws, the sanity of those who look at it is torn apart, eaten away by its impossible form.&#039;&#039;&lt;br /&gt;
::Pick a visible enemy unit within 18&amp;quot; of Tsara&#039;noga and roll 2D6, subtracting 3 from the result. The unity must immediately take a morale test with a number of dices equal to the result.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Aeonstave:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aeonstave&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || A unit that suffers an unsaved wound from this weapon has to always attack for last and subtract 1 from its hit rolls until your next Fighting phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automaton Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Automaton Claws&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Claws&#039;&#039;&#039; || Melee || Melee || x2 || -5 || D3+6 || If a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} that doesn&#039;t have the {{W40kKeyword|Titanic}} keyword is slain by this weapon, pick an enemy unit within 12&amp;quot; of the bearer and roll a D6. On a 4+ that unit suffers D3+3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Wings:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Wings&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chronostaff:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chronostaff&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || You can re-roll failed hit rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Claws of the Dragon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Claws of the Dragon&#039;&#039;&#039; || Melee || Melee || User || -4 || D6 || Invulnerable saves may not be taken against wounds inflicted by this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crackling Tendrils:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crackling Tendrils&#039;&#039;&#039; || Melee || Melee || User || -4 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Destroyer Blades:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer Blades&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 2 || An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Lance:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eldritch Lance&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empathic Obliterator:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empathic Obliterator&#039;&#039;&#039; || Melee || Melee || +2 || -1 || D3 || If a {{W40kKeyword|CHARACTER}} is slain by an attack from this weapon, each enemy unit within 6&amp;quot; of the slain character suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeder Mandibles:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Feeder Mandibles&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || If the target&#039;s Toughness is higher than this attack&#039;s Strength, this weapon always wounds the target on a wound roll of 5+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Whips:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips&#039;&#039;&#039; || Melee || Melee || User || -4 || D6 || When inflicting damage, roll two dice and discard the lowest result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flayer Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flayer Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || You can re-roll failed wound rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Giant Tentacles:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Giant Tentacles&#039;&#039;&#039; || Melee || Melee || User || -4 || 6 || Make 4 hit rolls for each attack assigned to this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;God&#039;s Maw:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;God&#039;s Maw&#039;&#039;&#039; || Melee || Melee || User || -4 || 6 || Invulnerable saves may not be taken against wounds inflicted by this weapon. If this weapon kills a model with wound characteristic of 6 or more, Tsara&#039;noga heals D6 wounds it had previously lost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase Sword:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperphase Sword&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaling Legs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaling Legs&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Make 2 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Massive Forelimbs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Forelimbs&#039;&#039;&#039; || Melee || Melee || User || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Covenant:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scarab Swarm:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scarab Swarm&#039;&#039;&#039; || Melee || Melee || 3 || - || 1 || Make 20 hit rolls for each attack assigned to this weapon. This weapon hits on a 3+. If the target&#039;s Toughness is higher than this attack&#039;s Strength, this weapon always wounds the target on a wound roll of 5+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage. For each wound inflicted by this weapon, the Abattoir regains one wound lost previously in the game.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of Light:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of Light&#039;&#039;&#039; || Melee || Melee || +2 || -3 || D3 || When attacking with this weapon, you can re-roll every wound roll if the target is a {{W40kKeyword|Vehicle}}. Invulnerable saves may not be taken against wounds inflicted by this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of the Nightbringer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of the Nightbringer&#039;&#039;&#039; || Melee || Melee || * || -4 || D6 || This weapon wounds on a 2+, unless it is targeting a VEHICLE, in which case it has a Strength characteristic of 7.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Destruction:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Destruction&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Destroyer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Destroyer&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Oath:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Oath&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Tomorrow:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Tomorrow&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed hit rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star-God Fists:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Star-God Fists&#039;&#039;&#039; || Melee || Melee || User || -4 || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Obsidax:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Obsidax&#039;&#039;&#039; || Melee || Melee || +1 || -4 || 3 || You can re-roll failed wound rolls for this weapon. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tendrils of the Banished:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking Slash&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 6 || Invulnerable saves may not be taken against wounds inflicted by this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flurry of Madness&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || Make 3 hit rolls for each attack made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanic Forelimbs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaling Strike&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reaping Sweep&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || Make 3 hit rolls for each attack made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanic Limbs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Titanic Limbs&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || Make 2 hit rolls for each attack made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vicious Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vicious Claws&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidblade:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidblade&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon. An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidscythe:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidscythe&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, subract 1 from the hit roll. An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warscythe:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warscythe&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || An enemy unit that has to take a save roll against a wound caused by this weapon has to subtract 1 from the result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whip Coils:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Whip Coils&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || If the bearer is slain in the Fight phase before it has made its attacks, leave the model where it is. When its unit is chosen to fight in that phase, it can do so as normal as long as it uses this weapon to attack. Once it has done so, remove the model from the battlefield.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chronostaff:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chronostaff&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 5 || -1 || 1 || A unit that suffers an unsaved wound from this weapon has to halve its movement, advance and charge distances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Rays:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Ray&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 10 || -4 || D6 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Focused Death Ray&#039;&#039;&#039; || 24&amp;quot; || Heavy 1 || 12 || -4 || D6 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Doomsday Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Cannon (Low Power)&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Cannon (High Power)&#039;&#039;&#039; || 72&amp;quot; || Heavy D6 || 10 || -5 || D6 || A model can only fire the doomsday cannon at high power if it remained stationary in its preceding Movement phase. Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldritch Lance:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eldritch Lance&#039;&#039;&#039; || 24&amp;quot; || Assault D3 || 9 || -4 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Whips:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips (Flame Burst)&#039;&#039;&#039; || 12&amp;quot; || Assault 2D6 || 5 || -2 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Whips (Solar Flare)&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 10 || -5 || D6 || If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of Fire:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauntlet of Fire&#039;&#039;&#039; || 8&amp;quot; || Pistol D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauss Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Flayer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Flayer Array&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 5 || 4 || -1 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound instead of the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Gauss Slicer&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire D3 || 5 || -1 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Blaster&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 5 || -2 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Flux Arc&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 5 || -2 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Lightning Grid&#039;&#039;&#039; || 24&amp;quot; || Heavy 24 || 5 || -2 || D3 || This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Gauss Lightning Grid&#039;&#039;&#039; || 36&amp;quot; || Heavy 36 || 6 || -3 || D3+1 || This weapon replaces the &amp;quot;&#039;&#039;&#039;Gauss Lightning Grid&#039;&#039;&#039;&amp;quot; once the Abattoir reaches the third tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule. This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 6 || -3 || D3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Gauss Flux Arc&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 7 || -3 || 3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Gauss Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || 9 || -4 || D6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Decimator Gauss Array&#039;&#039;&#039; || 48&amp;quot; || Heavy 5 || 9 || -4 || D6 || Treat damage rolls of 1 or 2  made by this weapon as 3 instead. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Exterminator&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 12 || -4 || D6 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|FLY}}. Subtract 1 from the hit rolls made for this weapon against all other targets. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Obliterator&#039;&#039;&#039; || 48&amp;quot; || Macro 6 || 12 || -5 || 6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Annihilator (Flux Arc)&#039;&#039;&#039; || 18&amp;quot; || Heavy 2D6 || 6 || -2 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauss Annihilator (Focused Beam)&#039;&#039;&#039; || 120&amp;quot; || Macro D6 || 16 || -4 || D3+6 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|FLY}}. Subtract 1 from the hit rolls made for this weapon against all other targets. Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Matrix&#039;&#039;&#039; || 60&amp;quot; || Macro 2D6 || 14 || -5 || 9 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gaze of Death:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaze of Death&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || * || -4 || D3 || This weapon wounds on a 2+, unless it is targeting a {{W40kKeyword|VEHICLE}}, in which case it wounds on a 6+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heat Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cutting Beam&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 7 || -4 || D6 || If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Ray (Dispersed)&#039;&#039;&#039; || 8&amp;quot; || Heavy 2D6 || 5 || -1 || 1 || When you use this profile, this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Ray (Focused)&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || When you use this profile, if the target is within half range, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -4 || D6 || If this target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon Devastator (Dispersed)&#039;&#039;&#039; || 18&amp;quot; || Heavy 3D6 || 6 || -2 || 2 || When you use this profile, this weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heat Cannon Devastator (Focused)&#039;&#039;&#039; || 36&amp;quot; || Macro D6 || 14 || -4 || 6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Particle Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Caster&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 6 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Beamer&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 6 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Shredder&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 7 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Partcile Whip&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 8 || -2 || D3 || Double the amount of shots if this weapon targets a unit made up of 10 or more models. In addition, roll a die for each enemy unit within 3&amp;quot; of the target unit, on a 5+ it suffers D3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Collider (Diffused)&#039;&#039;&#039; || 32&amp;quot; || Heavy 2D6 || 8 || -3 || D3+1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Particle Collider (Diffused)&#039;&#039;&#039; || 48&amp;quot; || Heavy 3D6 || 9 || -4 || 4 || This weapon replaces the &amp;quot;&#039;&#039;&#039;Particle Collider (Diffused)&#039;&#039;&#039;&amp;quot; once the Abattoir reaches the fourth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Particle Collider (Focused)&#039;&#039;&#039; || 48&amp;quot; || Heavy 6 || 12 || -4 || D6 || Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Empowered Particle Collider (Focused)&#039;&#039;&#039; || 72&amp;quot; || Macro 9 || 16 || -6 || 9 || This weapon replaces the &amp;quot;&#039;&#039;&#039;Particle Collider (Focused)&#039;&#039;&#039;&amp;quot; once the Abattoir reaches the fifth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rod of Covenant:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythe of Light:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythe of Light&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 5 || -3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Singularity Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Particle Hurricane)&#039;&#039;&#039; || 8&amp;quot; || Assault 2D6 || * || -2 || 1 || This weapon automatically hits its target and wounds onf a 2+, unless it is targeting a {{W40kKeyword|VEHICLE}}, in which case it wounds on a 6+. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Seismic Lash)&#039;&#039;&#039; || 24&amp;quot; || Assault D6 || 5 || -4 || 3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Chamber (Solar Fire)&#039;&#039;&#039; || 36&amp;quot; || Heavy D6 || 8 || -3 || D6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Singularity Generator&#039;&#039;&#039; || 36&amp;quot; || Heavy 3D3 || 8 || -3 || D6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Destruction:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Destruction&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 5 || -3 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of Light:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 5 || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Destroyer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Destroyer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 6 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Staff of the Oath:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Staff of the Oath&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 6 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star-Cage:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Star-Cage (Solar Burst)&#039;&#039;&#039; || 72&amp;quot; || Heavy 3 || * || * || * || This weapon can target up to three different units in the shooting phase, choose how many hits to allocate to each unit before rolling. For each attack that its roll one D6 for each model in the target unit; on a 3+ that model suffers 3 mortal wounds.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Star-Cage (Solar Flare)&#039;&#039;&#039; || 180&amp;quot; || Macro 1 || * || -5 || 24 || This weapon always wounds on a 2+. Your opponent must subtract 3 from every kind of save used against attacks from this profile. Each time you roll a wound roll of 6+ for this weapon, the target suffers 6 mortal wounds in addition to any other damage. If this attack hits, roll a die for every unit within 9&amp;quot; of the target; on a 3+ that unit suffers D6 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Gauntlet:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Gauntlet&#039;&#039;&#039; || 8&amp;quot; || Pistol D6 || 6 || -1 || 1 || This weapon automatically hits its target. Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage. If the enemy unit contains 10 or more models, consider this weapon as Pistol 2D6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Pyramid:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Wave)&#039;&#039;&#039; || 24&amp;quot;-60&amp;quot; || * || 6 || -2 || 1 || When using this weapon profile, every non-{{W40kKeyword|Necron}} model that is inside this weapon&#039;s range automatically suffers one hit with this profile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Dispersed)&#039;&#039;&#039; || 24&amp;quot;-120&amp;quot; || Heavy 3D6 || 8 || -4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Pyramid (Focused)&#039;&#039;&#039; || 24&amp;quot;-360&amp;quot; || Macro D3 || 16 || -5 || D3+6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D6 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Synaptic Disintegrator&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Synaptic Incinerator&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -2 || D3 || Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Synaptic Obliterator&#039;&#039;&#039; || 72&amp;quot; || Heavy D3 || 16 || -4 || 6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Synaptic Annihilator&#039;&#039;&#039; || 96&amp;quot; || Macro D6 || 10 || -4 || 6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tachyon Arrow:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tachyon Arrow&#039;&#039;&#039; || 120&amp;quot; || Assault 1 || * || * || * || This weapon can only be used once per battle. Select a visible enemy unit within 120&amp;quot; of the firing model. Draw an imaginary straight line between the model and the model in that unit that is closer to the firer; if this weapon hits, roll a die for each enemy unit that this line passes over or through; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wounds, on a 4-5 it suffers D3+3 mortal wounds, and on a 6 it suffers 6 mortal wounds. On a hit roll of 1, the bearer suffers D3 mortal wounds after this weapon&#039;s shot has been resolved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesla Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Arc&#039;&#039;&#039; || 3&amp;quot; || Pistol X || 4 || 0 || 1 || The number of shots fired by this weapon is determined by the number in the model&#039;s Damage Table. Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Carbine&#039;&#039;&#039; || 24&amp;quot; || Assault 2 || 5 || 0 || 1 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 6 || 0 || 1 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Destructor&#039;&#039;&#039; || 24&amp;quot; || Assault 4 || 7 || 0 || 1 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tesla Sphere&#039;&#039;&#039; || 24&amp;quot; || Assault 5 || 8 || 0 || 1 || Each hit roll of 6+ with this weapon causes 3 hits instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transdimensional Beamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D3 || 4 || -3 || 1 || Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Transdimensional Projector&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 6 || -3 || D3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exile Cannon&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 10 || -4 || 3 || Each time you roll a wound roll of 6+ for this weapon, the target suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Banishment Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy D6 || 14 || -4 || D6 || Each time you roll a wound roll of 6+ for this weapon, the target suffers D3 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Funeral Mask:&#039;&#039;&#039; &#039;&#039;This Ancient Necrontyr funeral mask contains a fragment of Aza&#039;Gorod&#039;s ethereal body. On the field, the mask acts as a black sink of life, projecting the fear of death into the enemies, making them shake with existential dread.&#039;&#039;&lt;br /&gt;
::Enemy units cannot fire Overwatch at a model with the Funeral Mask. In addition, enemy units within 6&amp;quot; of this model must subtract 1 from their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of the Conflagrator:&#039;&#039;&#039; &#039;&#039;Crafted by the Cryptek Harri’apt the Conflagrator, this gauntlet uses interdimensional energy-exchangers to open a microscopic conduit to the raging heart of a star. The superheated plasmic flame that erupts through this hole is forced down a cone of hyperdense gravitons that spew the energy forth in a blazing cloud of unstoppable fury.&#039;&#039;&lt;br /&gt;
::Model with Gauntlet of Fire only. The Gauntlet of the Conflagrator replaces the model&#039;s Gauntlet of Fire and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gauntlet of the Conflagrator&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || * || -4 || 2 || This weapon can only be fired once per battle. This weapon automatically hits its target. This weapon wounds on a 2+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Field:&#039;&#039;&#039; &#039;&#039;This formidable adaptation of tesla weapon technology is a defensive shield that surrounds the bearer with a web of emerald lightning. Any foe that attempts to draw close is engulfed in this living electricity, and swiftly transformed into a blackened, smoking skeleton.&#039;&#039;&lt;br /&gt;
::The bearer of the Lightning Field has a 4+ invulnerable save. In addition, roll a D6 for each enemy unit that is within 1&amp;quot; of the bearer at the start of the Fight phase. On a 4+ that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindshackle Scarabs:&#039;&#039;&#039; &#039;&#039;Thousands of miniature canoptek scarabs swarm from the necrodermis body of the wielder, entering the blood vessels of the victim and reaching the central nervous system, where they can control it like a puppet under the pharaoh&#039;s will.&#039;&#039;&lt;br /&gt;
::At the beginning of the Fight phase, before any blows are struck, select a model within 1&amp;quot; of a model with Mindshackle Scarabs and roll 3D6, if the result is higher than that model&#039;s Leadership characteristic, that model cannot attack any of your units and has to attack his own unit or another enemy one within 3&amp;quot; (you choose which one).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarab Casket:&#039;&#039;&#039; &#039;&#039;Invented by the Cryptek scientist known as the Onyx Swarm, this unassuming vial of black crystal is filled with thousands of tiny writhing Canoptek automatons. Once released, the swarm of miniaturised constructs envelops the bearer’s necrodermis, repairing grievous wounds and flooding their body with synthetic stimuli.&#039;&#039;&lt;br /&gt;
::The Nanoscarab Casket replaces the bearer&#039;s Phylactery. The bearer of the Nanoscarab Casket regains D3 lost wounds at the beginning of your turn, rather than 1, from their &#039;&#039;Living Metal&#039;&#039; ability. In addition, the bearer also regains D3 lost wounds at the beginning of your opponent&#039;s turn. The first time the bearer is slain, roll a D6. On a 4+ set the bearer up again at the end of the phase, as close as possible to its previous position, and more than 1&amp;quot; from any enemy models, with D6 wounds remaining (if the roll exceeds the maximum number of wounds of that model, it&#039;s instead brought back with all its wounds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sempiternal Weave:&#039;&#039;&#039; &#039;&#039;Only the finest Cryptek artificers know the secret of crafting a Sempiternal Weave. These gossamer-thin plates are formed from phase-hardened amaranthine and threads of adamantium. They are then layered over the bearer’s carapace of living metal, and when struck they stiffen and contract, turning aside energy blades, bolt shells and even the searing heat of a plasma burst.&#039;&#039;&lt;br /&gt;
::Increase the Toughness and Wounds characteristics of the bearer by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tesseract Labyrinth:&#039;&#039;&#039; &#039;&#039;Disguised as a simple cube, the Tesseract Labyrinth is the physical manifestation of a pocket-dimensional prison gateway,  used by the Necrons to imprison those enemies they find too difficult to face directly head-on. These arcane relicts are extremely dangerous as once one is trapped inside, there is no escape.&#039;&#039;&lt;br /&gt;
::Once per battle, before the model with the Tesseract Labyrinth attacks, select an {{W40kKeyword|Infantry}} enemy model that is within 1&amp;quot; of it. Roll a die, if the result is higher than that model&#039;s remaining number of wounds, remove it from play.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Nightmare Shroud:&#039;&#039;&#039; &#039;&#039;This heavy cloak of living-metal scales was forged by Ut-Hekneth the Unsleeping during his million-year madness. The cloak itself is virtually indestructible, each scale formed from quantum-folded layers of void-hardened adamantium bonded with a hyper-flexible energy weave. This is a by-product of its primary design, however, which is to project the worst excesses of Ut-Hekneth’s madness, assailing nearby enemies with phantasms of dread as potent as any mortal danger.&#039;&#039;&lt;br /&gt;
::The bearer&#039;s Save characteristic is improved by 1 (i.e. a Save characteristic of 4+ becomes 3+, a Save characteristic of 3+ becomes 2+ etc.) In addition, enemy units subtract 1 from their Leadership characteristic whilst they are within 6&amp;quot; of the bearer of the Nightmare Shroud.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Orb of Eternity:&#039;&#039;&#039; &#039;&#039;The Orb of Eternity is thought to be the first resurrection orb ever created. For millennia, it rested in a primitive fane on the world of Ormandus, where the indigenous populace marvelled at its seemingly divine ability to effect repairs upon their technologies. Ever since this state of affairs was righted by a host of Triarch Praetorians, the orb is imparted as a boon to those nobles who are deemed worthy.&#039;&#039;&lt;br /&gt;
::The Orb of Eternity replaces the bearer&#039;s resurrection orb. If a model has the Orb of Eternity, once per battle, immediately after you have made your Reanimation Protocols rolls, you can make Reanimation Protocols rolls for models from a friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|INFANTRY}} unit within 3&amp;quot; of the bearer; when making these rolls add 1 to the result of each roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Veil of Darkness:&#039;&#039;&#039; &#039;&#039;This device was fashioned from transpositanium, a substance so rare that it can only be found in a handful of places in the galaxy. It is highly sought after by the Necrons, and wars have been waged to secure it. Activated with a thought, the veil causes space and time to warp around its user and those near them, enfolding them in a swirling darkness. As the darkness fades, the user and their comrades appear elsewhere on the battlefield, transported through a miracle of arcane science.&#039;&#039;&lt;br /&gt;
::Once per battle, at the end of any of your Movement phases, the bearer can use the Veil of Darkness. When they do, the bearer, and up to one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|INFANTRY}} unit within 3&amp;quot; of the bearer, are removed from the battlefield. Then, set up the bearer (and the second unit you chose, if any) anywhere on the battlefield that is more than 9&amp;quot; from any enemy models (the second unit must be set up wholly within 6&amp;quot; of the bearer).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidreaper:&#039;&#039;&#039; &#039;&#039;Legend has it that on the day Aza’gorod the Nightbringer was sundered into shards, this warscythe appeared in the armoury of the Nekthyst Dynasty’s crownworld. Its blade is a sliver of the void, and when swung, it cuts through more than just mere physical forms. Its victims drop to the ground as husks, their souls torn from their bodies like tattered shrouds before dissipating with final screams of horror.&#039;&#039;&lt;br /&gt;
::Model with Warscythe only. The Voidreaper replaces the model&#039;s Warscythe and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Voidreaper&#039;&#039;&#039; || Melee || Melee || * || -2 || 3 || An enemy unit that has to make a save roll against a wound caused by this weapon has to subtract 2 from the result. This weapon wounds on a 2+, unless it is targeting a {{W40kKeyword|VEHICLE}} unit, in which case it has a Strength of 7.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dynasty-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MAYNARKH}} - The Butcher Sword:&#039;&#039;&#039; &#039;&#039;An ancient sword property of the Maynarkh dynasty imbued with the flayer virus. This weapon seems to possess a mind of its own and actively seeks gruesome conflicts, driving the owner&#039;s hand into the massacre to bathe in the enemy blood.&#039;&#039;&lt;br /&gt;
::Model with Hyperphase Sword only. The Butcher Sword replaces the model&#039;s Hyperphase Sword.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Butcher Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || An enemy unit that has to make a save roll against a wound caused by this weapon has to subtract 1 from the result. Each time you roll a hit roll of 6+ for an attack made with this weapon in the Fight phase, you can immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|MEPHRIT}} - The Voltaic Staff:&#039;&#039;&#039; &#039;&#039;The Mephrit are masters of the art of aethermancy, and the greatest of their creations is the Voltaic Staff. Blazing arcs of lightning continuously ripple down the shaft of this onyx stave, and the bearer can send these electrostatic beams hurtling towards his enemies with fearsome rapidity. Living targets are enveloped in a searing halo of bone-charring voltage, while vehicles find their guidance systems burned out and their hulls peeled open.&#039;&#039;&lt;br /&gt;
::Model with Staff of Light only. The Voltaic Staff replaces the model&#039;s Staff of Light.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Voltaic Staff (Melee)&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Voltaic Staff (Shooting)&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 6 || -3 || 2 || Each time you make a wound roll of 6+ for this weapon the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NEPHREKH}} - The Solar Staff:&#039;&#039;&#039; &#039;&#039;Forged within the Heliaconvarium of Aryand, the Solar Staff burns with the light of truth and honour. Set loose, the staff’s energies blaze outward in a mighty flare, as though a new sun was born. The darkness is driven back by this false dawn, and the foe reels as their eyes are blinded and their deceptions are laid bare.&#039;&#039;&lt;br /&gt;
::Model with Staff of Light only. The Solar Staff replaces the model&#039;s Staff of Light.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Solar Staff (Melee)&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Solar Staff (Shooting)&#039;&#039;&#039; || 12&amp;quot; || Assault 6 || 5 || -3 || 1 || Each time an enemy {{W40kKeyword|INFANTRY}} unit is hit by this weapon in the Shooting phase, roll a D6; on a 4+ the enemy unit is blinded until the end of the turn - it cannot fire Overwatch and your opponent must subtract 2 from any hit rolls made for the unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NIHILAKH}} - Timesplinter Cloak:&#039;&#039;&#039; &#039;&#039;Fashioned by the chronomancers of the Nihilakh Dynasty, this relic grants the bearer the ability to alter their destiny. This glittering shroud is formed from slivers of crystallised time, and the bearer can expend the power of these shards to glimpse a matrix of potential futures. The knowledge granted by this foresight allows them to perform incredible feats in battle.&#039;&#039;&lt;br /&gt;
::Once per turn, you can re-roll a single hit roll, wound roll, or damage roll made for the bearer of the Timesplinter Cloak. In addition, roll a dice each time the bearer loses a wound; on a 5+, the model does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NOVOKH}} - The Blood Scythe:&#039;&#039;&#039; &#039;&#039;It is said that Ultep the Divider fought ten thousand duels, and was never once defeated. He is amongst the greatest heroes of the Novokh, venerated to this day by the dynasty’s warrior cults. Only the untrammelled power of a rampaging C’tan finally scattered Ultep’s metal body to atoms, though his crimson war scythe survived his destruction. Forged from sanguiphagic starmetal alloys, a single cut from this blade can siphon a torrent of blood from an opponent.&#039;&#039;&lt;br /&gt;
::Model with Warscythe only. The Blood Scythe replaces the model&#039;s Warscythe.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Blood Scythe&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 2 || An enemy unit that has to make a save roll against a wound caused by this weapon has to subtract 1 from the result. Each time the bearer fights, it can make D3 additional attacks with this weapon. You can re-roll failed wound rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SAUTEKH}} - The Abyssal Staff:&#039;&#039;&#039; &#039;&#039;To succumb to the swirling ebon mist called forth from an abyssal staff is to be swallowed by impenetrable madness. Legend has it that Sautekh Crypteks have embedded each of these artefacts with a tiny sliver from the necrodermis of the Deceiver, allowing the bearer to summon wisps of shadow imbued with the star god’s anarchic insanity. These emanations drive victims to tear at their flesh and gouge out their eyes, gibber uncontrollably, or open fire on their allies.&#039;&#039;&lt;br /&gt;
::Model with Staff of Light only. The Abyssal Staff replaces the model&#039;s Staff of Light.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Abyssal Staff (Melee)&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Abyssal Staff (Shooting)&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || * || * || * || This weapon automatically hits its target. Roll 3D6 if a unit is hit by this weapon in the Shooting phase; if the result is equal to or greater than the target unit&#039;s highest Leadership characteristic, then it suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Cloak:&#039;&#039;&#039; A model equipped with a Canoptek Cloak has a Move characteristic of 10&amp;quot; and gains the {{W40kKeyword|Fly}} keyword. In addition, at the start of your turn, you can select one friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} model that has the &#039;&#039;Living Metal&#039;&#039; ability and that is within 3&amp;quot; of this model. That model regains D3 lost wounds, rather than 1, from its Living Metal ability.&lt;br /&gt;
*&#039;&#039;&#039;Chronometron:&#039;&#039;&#039; {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Infantry}} units within 3&amp;quot; of a friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} model with a Chronometron have a 5+ invulnerable save against ranged weapons.&lt;br /&gt;
*&#039;&#039;&#039;Dispersion Shield:&#039;&#039;&#039; A model equipped with a Dispersion Shield has a 3+ invulnerable save. Each time you roll an unmodified 6 for this model&#039;s invulnerable saving throw, the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&lt;br /&gt;
*&#039;&#039;&#039;Fabricator Claw Array:&#039;&#039;&#039; At the end of your Movement phase a model equipped with a fabricator claw array can repair a single {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Vehicle}} within 1&amp;quot;. That model regains D3 wounds lost earlier in the battle. A model can only be repaired once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Gloom Prism:&#039;&#039;&#039; A model equipped with a Gloom Prism can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with this can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERs}} must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;Repair Nanoscarabs:&#039;&#039;&#039; Each time a model with Repair Nanoscarabs loses a wound, roll a D6; on a 5+, the model does not lose that wound.&lt;br /&gt;
*&#039;&#039;&#039;Nebuloscope:&#039;&#039;&#039; Models do not receive the bonus to their save for being in cover against attacks made by a model with a Nebuloscope.&lt;br /&gt;
*&#039;&#039;&#039;Phylactery:&#039;&#039;&#039; A model with a Phylactery regains D3 lost wounds at the beginning of your turn, rather than 1, from their &#039;&#039;Living Metal&#039;&#039; ability.&lt;br /&gt;
*&#039;&#039;&#039;Resurrection Orb:&#039;&#039;&#039; If this model has a Resurrection Orb, once per battle, immediately after you have made your Reanimation Protocols rolls at the beginning of the turn, you can make Reanimation Protocols rolls for models from a friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Infantry}} unit within 3&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Shadowloom:&#039;&#039;&#039; A model with a Shadowloom has a 5+ invulnerable save. In addition, your opponent must subtract 1 from hit rolls that target this model.&lt;br /&gt;
*&#039;&#039;&#039;Shieldvanes:&#039;&#039;&#039; A model with Shieldvanes has a save characteristic of 3+.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQ===&lt;br /&gt;
====Catacomb Command Barge====&lt;br /&gt;
This unit contains 1 Catacomb Command Barge (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Catacomb Command Barge || 12&amp;quot; || 2+ || 2+ || 5 || 6 || 8 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Staff of Light&lt;br /&gt;
*Gauss Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3&amp;quot; suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hovering:&#039;&#039;&#039; Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wave of Command&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Phaeron:&#039;&#039;&#039; Every {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of this model may re-roll every hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Flayed King:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Flayed}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Gauss Cannon for a Tesla Cannon - 13 pts.&lt;br /&gt;
*May exchange its Staff of Light for one of the following:&lt;br /&gt;
::-Hyperphase Sword - 3 pts.&lt;br /&gt;
::-Voidblade - 4 pts.&lt;br /&gt;
::-Voidscythe - 12 pts.&lt;br /&gt;
::-Warscythe - 9 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-Phylactery - 10 pts.&lt;br /&gt;
::-Repair nanoscarabs - 15 pts.&lt;br /&gt;
::-Resurrection Orb - 18 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Gauntlet of Fire - 10 pts.&lt;br /&gt;
::-Tachyon Arrow - 40 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Flayed King&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 20 pts.&lt;br /&gt;
*One {{W40kKeyword|Overlord}} per {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} in your army may take the &#039;&#039;&#039;Dynastic Phaeron&#039;&#039;&#039; upgrade - 35 pts./1 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Catacomb Command Barge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cryptek====&lt;br /&gt;
This unit contains 1 Cryptek (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Cryptek || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 1 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Staff of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Technomancer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Priest:&#039;&#039;&#039; Add 1 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Flayed}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Despair:&#039;&#039;&#039; Enemy units must subtract 1 from their Leadership for each model with this rule that&#039;s within 12&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Destruction:&#039;&#039;&#039; Consider the Ap of all weapons from {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Crypteks}} with this rule as 1 point better.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Eternity:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Crypteks}} with this rule may re-roll a single die each phase.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of the Stars:&#039;&#039;&#039; At the beginning of your turn roll a die for every {{W40kKeyword|Cryptek}} with this rule; if the result is equal to the current battle round number, you gain that many Command Points.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of the Storm:&#039;&#039;&#039; Roll a die for every enemy unit within 12&amp;quot; of every {{W40kKeyword|Cryptek}} with this rule; on a 4+ it suffers 1 mortal wound. In addition, roll a die whenever this model charges or it is charged; on a 2+ that unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Transmogrification:&#039;&#039;&#039; At the beginning of the Shooting phase select an enemy unit within 18&amp;quot; of this model and roll a die; if the result is equal or higher than that unit&#039;s armour save, it suffers a penalty of 1 to its armour save.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; upgrade - 15 pts.&lt;br /&gt;
::-Phylactery - 20 pts.&lt;br /&gt;
::-Gloom Prism - 10 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Canoptek Cloak - 5 pts.&lt;br /&gt;
::-Chronometron - 15 pts.&lt;br /&gt;
::-Canoptek Cloak and Chronometron - 30 pts./ 1PP&lt;br /&gt;
*May take one of the following upgrades (only one of each can be included in the same detachment):&lt;br /&gt;
::-&#039;&#039;&#039;Flayed Priest&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 20 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Harbinger of Despair&#039;&#039;&#039; upgrade - 25 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Harbinger of Destruction&#039;&#039;&#039; upgrade and Staff of Destruction (replaces the model&#039;s Staff of Light)- 45 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Harbinger of Eternity&#039;&#039;&#039; upgrade and Chronostaff (replaces the model&#039;s Staff of Light) - 25 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Harbinger of the Stars&#039;&#039;&#039; upgrade - 25 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Harbinger of the Storm&#039;&#039;&#039; upgrade and Storm Gauntlet (replaces the model&#039;s Staff of Light) - 25 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Harbinger of Transmogrification&#039;&#039;&#039; upgrade - 25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Destroyer Lord====&lt;br /&gt;
This unit contains 1 Destroyer Lord (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer Lord || 10&amp;quot; || 3+ || 3+ || 5 || 6 || 6 || 4 || 10 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer Overlord || 10&amp;quot; || 2+ || 2+ || 5 || 6 || 6 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Automaton Claws (Canoptek Body only)&lt;br /&gt;
*Staff of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hardwired Hatred&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Platform&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Lord&#039;s Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Body:&#039;&#039;&#039; A model equipped with a Canoptek Body has a Move characteristic of 8&amp;quot; and loses its &#039;&#039;Repulsor Platform&#039;&#039; special rule.&lt;br /&gt;
*&#039;&#039;&#039;Flayed Destroyer:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Flayed}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Staff of Light for one of the following:&lt;br /&gt;
::-Gauss Cannon - 20 pts.&lt;br /&gt;
::-Hyperphase Sword - 3 pts.&lt;br /&gt;
::-Tesla Cannon - 13 pts.&lt;br /&gt;
::-Voidblade - 4 pts.&lt;br /&gt;
::-Voidscythe - 12 pts.&lt;br /&gt;
::-Warscythe - 9 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-Phylactery - 10 pts.&lt;br /&gt;
::-Resurrection Orb - 18 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Gauntlet of Fire - 10 pts.&lt;br /&gt;
::-Tachyon Arrow - 40 pts.&lt;br /&gt;
*May take a Dispersion Shield (May not be taken if it is equipped with a Staff of Light, a Warscythe, a Voidscythe, a Gauntlet of Fire or a Resurrection Orb) - 15 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Flayed Lord&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 20 pts.&lt;br /&gt;
*May be upgraded to a Destroyer Overlord and exchange its &#039;&#039;&#039;The Lord&#039;s Will&#039;&#039;&#039; special rule for the &#039;&#039;&#039;My Will Be Done&#039;&#039;&#039; upgrade - 19 pts./1 PP&lt;br /&gt;
*May take the &#039;&#039;&#039;Canoptek Body&#039;&#039;&#039; upgrade - free&lt;br /&gt;
*If this model has the &#039;&#039;&#039;Canoptek Body&#039;&#039;&#039; upgrade, it may swap its Automaton Claws for one of the following:&lt;br /&gt;
::-Vicious Claws - free&lt;br /&gt;
::-Whip Coils - 9 pts.&lt;br /&gt;
*If this model has the &#039;&#039;&#039;Canoptek Body&#039;&#039;&#039; upgrade, it may take a Gloom Prism - 10 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Destroyer Lord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Deathsight====&lt;br /&gt;
This unit contains 1 Deathsight (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deathsight || 5&amp;quot; || 3+ || 2+ || 4 || 4 || 2 || 1 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Synaptic Disintegrator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Interception&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunters from Hyperspace:&#039;&#039;&#039; During deployment, you can set up a Deathsight in a hyperspace oubliette instead of placing it on the battlefield. At the end of any of your Movement phases, the Deathsight can slip back into reality - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. On a player turn in which this unit is set up through this or the &#039;&#039;&#039;Ethereal Interception&#039;&#039;&#039; special rules, all shooting attacks made by this unit will wound on To Wound rolls of 2+, regardless of the target&#039;s Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Phasing Device:&#039;&#039;&#039; At the beginning of any of your Movement phases, any Deathsight that is not within 1&amp;quot; of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the &#039;&#039;Hunters from Hyperspace&#039;&#039; ability. A Deathsight may not phase out and return to the battlefield in the same turn. If the battle ends while the Deathsight is phased out, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Guild&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Deathsight}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lord====&lt;br /&gt;
This unit contains 1 Lord (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord || 5&amp;quot; || 3+ || 3+ || 5 || 5 || 4 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Staff of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Lord&#039;s Will&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Lord:&#039;&#039;&#039; Add 1 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Flayed}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Staff of Light for one of the following:&lt;br /&gt;
::-Hyperphase Sword - 3 pts.&lt;br /&gt;
::-Voidblade - 4 pts.&lt;br /&gt;
::-Voidscythe - 12 pts.&lt;br /&gt;
::-Warscythe - 9 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-Phylactery - 20 pts.&lt;br /&gt;
::-Resurrection Orb - 35 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Gauntlet of Fire - 10 pts.&lt;br /&gt;
::-Tachyon Arrow - 40 pts.&lt;br /&gt;
*May take a Dispersion Shield (May not be taken if it is equipped with a Staff of Light, a Warscythe, a Voidscythe, a Gauntlet of Fire or a Resurrection Orb) - 15 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-&#039;&#039;&#039;Flayed Lord&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 20 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; upgrade - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Lord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lychguard Vargard====&lt;br /&gt;
This unit contains 1 Lychguard Vargard (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lychguard Vargard || 5&amp;quot; || 3+ || 3+ || 5 || 5 || 3 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Warscythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vargard Protocols:&#039;&#039;&#039; Roll a D6 each time a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Character}} loses a wound whilst they are within 3&amp;quot; of this model; on a 2+ this model can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. If this model is equipped with a Dispersion Shield, roll a die for each mortal wound it suffers from this rule; on a 3+ it does not lose that wound. In addition, on an unmodified roll of 6 the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Vargard:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Warscythe for one of the following:&lt;br /&gt;
::-Hyperphase Sword - 3 pts.&lt;br /&gt;
::-Voidblade - 4 pts.&lt;br /&gt;
::-Voidscythe - 15 pts.&lt;br /&gt;
*May take a Dispersion Shield (may not be taken if it is equipped with a Warscythe or a Voidscythe) - 15 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-&#039;&#039;&#039;Flayed Vargard&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 20 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039; upgrade - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Lychguard Vargard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Overlord====&lt;br /&gt;
This unit contains 1 Overlord (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Overlord || 5&amp;quot; || 2+ || 2+ || 5 || 5 || 5 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Staff of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dynastic Phaeron:&#039;&#039;&#039; Every {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 6&amp;quot; of this model may re-roll every hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Flayed King:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase. Re-roll hit rolls of 1 for friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Flayed}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Staff of Light for one of the following:&lt;br /&gt;
::-Hyperphase Sword - 3 pts.&lt;br /&gt;
::-Voidblade - 4 pts.&lt;br /&gt;
::-Voidscythe - 12 pts.&lt;br /&gt;
::-Warscythe - 9 pts.&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-Phylactery - 10 pts.&lt;br /&gt;
::-Resurrection Orb - 18 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Gauntlet of Fire - 10 pts.&lt;br /&gt;
::-Tachyon Arrow - 40 pts.&lt;br /&gt;
*May take a Dispersion Shield (May not be taken if it is equipped with a Staff of Light, a Warscythe, a Voidscythe, a Gauntlet of Fire or a Resurrection Orb) - 15 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Flayed King&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 20 pts.&lt;br /&gt;
*One {{W40kKeyword|Overlord}} per {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} in your army may take the &#039;&#039;&#039;Dynastic Phaeron&#039;&#039;&#039; upgrade - 35 pts./1 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pariah Lord====&lt;br /&gt;
This unit contains 1 Pariah Lord (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Pariah Lord || 5&amp;quot; || 3+ || 3+ || 5 || 5 || 4 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Scythe of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pariah Gene:&#039;&#039;&#039; This model can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERS}} must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;Souless:&#039;&#039;&#039; Any enemy unit within 12&amp;quot; of this model counts as having a Leadership characteristic of 7 unless it would normally be less than that.&lt;br /&gt;
*&#039;&#039;&#039;Superior Metal Skin:&#039;&#039;&#039; Each time this unit loses a wound, roll a D6; on a 5+, the unit does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Pariah Lord}}, {{W40kKeyword|Lord}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Praetorian Agent====&lt;br /&gt;
This unit contains 1 Praetorian Agent (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Praetorian Agent || 10&amp;quot; || 2+ || 2+ || 5 || 5 || 5 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Rod of Covenant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Silent King&#039;&#039;&#039; Re-roll hit and wound rolls of 1 for friendly {{W40kKeyword|Triarch}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Szarekh&#039;s Hand:&#039;&#039;&#039; At the beginning of your turn, choose a friendly {{W40kKeyword|Triarch}} unit within 6&amp;quot; of this model. Add 1 to Advance, charge, and hit rolls of that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn. Also, if a Praetorian Agent with this rule is your warlord, {{W40kKeyword|Triarch}} {{W40kKeyword|Infantry}} units count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|TROOP}} choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If a Praetorian Agent is your Warlord, it has the &#039;&#039;Thrall of the Silent King&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Rod of Covenant for one of the following:&lt;br /&gt;
::-Staff of the Oath - 10 pts.&lt;br /&gt;
::-Voidblade and Particle Caster - 6 pts.&lt;br /&gt;
*May take a Phylactery - 10 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Gauntlet of Fire - 10 pts.&lt;br /&gt;
::-Tachyon Arrow - 40 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Szarekh&#039;s Hand&#039;&#039;&#039; upgrade - 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Triarch}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Praetorian Agent}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Anrakyr the Traveller====&lt;br /&gt;
This unit contains 1 Anrakyr the Traveller (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Anrakyr the Traveller || 5&amp;quot; || 2+ || 2+ || 6 || 5 || 6 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Tachyon Arrow&lt;br /&gt;
*Warscythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Pyrrhian Legions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mind in the Machine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done:&#039;&#039;&#039; At the beginning of your turn, choose a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit within 6&amp;quot; of Anrakyr the Traveller. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Implacable Conqueror&#039;&#039; Warlord Trait with the keyword {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} replaced by {{W40kKeyword|Necrons}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Anrakyr the Traveller}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Illuminor Szeras====&lt;br /&gt;
This unit contains 1 Illuminor Szeras (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Illuminor Szeras || 8&amp;quot; || 3+ || 3+ || 6 || 6 || 7 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Eldritch Lance&lt;br /&gt;
*Impaling Legs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Atomic Energy Manipulator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Empyric Overcharger:&#039;&#039;&#039; This model can never be targeted or affected by psychic powers in any way. In addition, {{W40kKeyword|PSYKERS}} must subtract 2 from Psychic tests and Deny the witch tests they take if they are within 18&amp;quot; of this model. Finally, when a Psychic test is taken for a {{W40kKeyword|PSYKER}} within 9&amp;quot; of this model, that {{W40kKeyword|PSYKER}} suffers Perils of the Warp on any roll that includes a double, instead of only a double 1 or double 6.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Technomancer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Augmentation:&#039;&#039;&#039; At the end of your Movement phase, you can choose a friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} unit within 6&amp;quot; of Illuminor Szeras that isn&#039;t a {{W40kKeyword|Character}} and that has not already been affected by this special rule this battle. Roll a D3 to see what characteristic modifier models in that unit gain for the rest of the battle:&lt;br /&gt;
::&#039;&#039;&#039;-1:&#039;&#039;&#039; Add 1 to the Strenght characteristic of models in that unit until the end of the battle.&lt;br /&gt;
::&#039;&#039;&#039;-2:&#039;&#039;&#039; Add 1 to the Toughness characteristic of models in that unit until the end of the battle.&lt;br /&gt;
::&#039;&#039;&#039;-3:&#039;&#039;&#039; Improve the Ballistic Skill or Weapon Skill of models in that unit by 1 until the end of the battle (e.g. Weapon Skill 3+ becomes 2+).&lt;br /&gt;
::Instead of rolling a D3 you can instead select one of the bonuses and apply it to the unit; if so, roll a die for each model in the unit, on a 1 that model is immediately slain.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Immortal Pride&#039;&#039; Warlord Trait with the keyword {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} replaced by {{W40kKeyword|Necrons}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Illuminor Szeras}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Imotekh the Stormlord====&lt;br /&gt;
This unit contains 1 Imotekh the Stormlord (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Imotekh the Stormlord || 5&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauntlet of Fire&lt;br /&gt;
*Staff of the Destroyer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bloodswarm Nanoscarabs:&#039;&#039;&#039; You can re-roll hit rolls of 1 for friendly units of {{W40kKeyword|Sautekh}} {{W40kKeyword|Flayed}} units that are within 12&amp;quot; of Imotekh the Stormlord.&lt;br /&gt;
*&#039;&#039;&#039;Grand Strategist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Storm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phaeron of the Sautekh Dynasty:&#039;&#039;&#039; Every {{W40kKeyword|Sautekh}} unit within 6&amp;quot; of this model may re-roll every hit roll. In addition, at the beginning of your turn, choose up to two friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of Imotekh the Stormlord. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undying&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Hyperlogical Strategist&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Imotekh the Stormlord}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kutlakh the World Killer====&lt;br /&gt;
This unit contains 1 Kutlakh the World Killer (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Kutlakh the World Killer || 5&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Phylactery&lt;br /&gt;
*Staff of Light &lt;br /&gt;
*The Obsidax&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Incarnate:&#039;&#039;&#039; If this model is your Warlord, then all {{W40kKeyword|Maynarkh}} units within 12&amp;quot; may still charge in a turn in which they have Advanced.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done:&#039;&#039;&#039; At the beginning of your turn, choose one friendly {{W40kKeyword|Maynarkh}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of Kutlakh the World Killer. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Splinter of Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Mad Killer&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Maynarkh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Flayed}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Kutlakh the World Killer}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mortrakh the Hunter====&lt;br /&gt;
This unit contains 1 Mortrakh the Hunter (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Mortrakh || 5&amp;quot; || 3+ || 2+ || 4 || 5 || 4 || 1 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Synaptic Incinerator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assassin from Hyperspace:&#039;&#039;&#039; During deployment, you can set up Mortrakh in a hyperspace oubliette instead of placing it on the battlefield. At the end of any of your Movement phases, Mortrakh can slip back into reality - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. On a player turn in which this unit is set up through this or the &#039;&#039;Ethereal Interception&#039;&#039; special rules, all shooting attacks made by Mortrakh will wound on To Wound rolls of 2+, regardless of the target&#039;s Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Death Marked:&#039;&#039;&#039; At the start of the first battle round but before the first turn begins, pick a {{W40kKeyword|Character}} from the opposing army. That model must subtract 1 from its Leadership characteristic and other enemy models cannot intercept wounds allocated to that model.&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Interception:&#039;&#039;&#039; When an enemy unit is set up (other than during deployment or when disembarking) you can immediately set up this unit on the battlefield, anywhere more than 9&amp;quot; away from enemy models and within 12&amp;quot; of the enemy unit that has just been set up. You can then make a shooting attack with it as if it were your Shooting phase, but this attack must target the enemy unit that was just set up.&lt;br /&gt;
*&#039;&#039;&#039;Guild Master:&#039;&#039;&#039; This model and all friendly {{W40kKeyword|Crimson Ghosts}} units within 6&amp;quot; can re-roll any wound roll of 1.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phasing Device:&#039;&#039;&#039; At the beginning of any of your Movement phases, if Mortrakh is not within 1&amp;quot; of an enemy unit, it can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the &#039;&#039;Assassin from Hyperspace&#039;&#039; ability. Mortrakh unit may not phase out and return to the battlefield in the same turn. If the battle ends while Mortrakh is phased out, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Crimson Ghosts}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Mortrakh}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nemesor Zahndrekh====&lt;br /&gt;
This unit contains 1 Nemesor Zahndrekh (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Nemesor Zahndrekh || 5&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Staff of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Counter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done:&#039;&#039;&#039; At the beginning of your turn, choose a friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Infantry}} unit within 6&amp;quot; of Nemesor Zahndrekh. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transient Madness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Eternal Madness&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Nemesor Zahndrekh}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orikan the Diviner====&lt;br /&gt;
This unit contains 1 Orikan the Diviner (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Orikan the Diviner || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 2 || 10 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Orikan Empowered || 5&amp;quot; || 2+ || 2+ || 7 || 7 || 7 || 4 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Staff of Tomorrow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Chronomancer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Technomancer:&#039;&#039;&#039; Add 1 to Reanimation Protocol rolls for models from {{W40kKeyword|Sautekh}} units within 3&amp;quot; of any friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Crypteks}}.&lt;br /&gt;
*&#039;&#039;&#039;The Stars Are Right&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Enduring Will&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Nemesor Zahndrekh}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Toholk the Blinded====&lt;br /&gt;
This unit contains 1 Toholk the Blinded (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Toholk the Blinded || 5&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Aeonstave&lt;br /&gt;
*Transdimensional Beamer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mad Chronomancer:&#039;&#039;&#039; Friendly {{W40kKeyword|Maynarkh}} {{W40kKeyword|Infantry}} units within 3&amp;quot; of this unit have a 5+ invulnerable save against shooting attacks.&lt;br /&gt;
*&#039;&#039;&#039;Eternal Engines&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Predictive Strategist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Technomancer:&#039;&#039;&#039; Add 1 to Reanimation Protocol rolls for models from {{W40kKeyword|Maynarkh}} units within 3&amp;quot; of any friendly {{W40kKeyword|Maynarkh}} {{W40kKeyword|Crypteks}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Eternal Madness&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Maynarkh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Flayed}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cryptek}}, {{W40kKeyword|Toholk the Blinded}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Trazyn the Infinite====&lt;br /&gt;
This unit contains 1 Trazyn the Infinite (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Trazyn the Infinite || 5&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Empathic Obliterator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;My Will Be Done:&#039;&#039;&#039; At the beginning of your turn, choose a friendly {{W40kKeyword|Nihilakh}} {{W40kKeyword|Infantry}} unit within 6&amp;quot; of Trazyn the Infinite. Add 1 to Advance, Charge, and Hit rolls for that unit until the beginning of your next turn. A unit can only be chosen as the target of this ability once in each turn.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shifter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Surrogate Hosts:&#039;&#039;&#039; If Trazyn the Infinite is slain, roll a D6. On a 2+, you may choose another friendly {{W40kKeyword|Necrons}} {{W40kKeyword|Infantry}} {{W40kKeyword|Character}} or Lychguard model (other than {{W40kKeyword|Characters}} that you can only include once in your army, Deathsights, {{W40kKeyword|Flayed}} models and models with the &#039;&#039;&#039;Dynastic Phaeron&#039;&#039;&#039; upgrade). Remove that model as if it were slain and place Trazyn in its place with D3 wounds remaining. If no such models remain, or you rolled a 1, remove Trazyn the Infinite as a casualty as normal. Models removed by this rule cannot be brought back with the Resurrection Protocols stratagem and ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Enduring Will&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Nihilakh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Overlord}}, {{W40kKeyword|Trazyn the Infinite}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Vargard Obyron====&lt;br /&gt;
This unit contains 1 Vargard Obyron (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Vargard Obyron || 5&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 4 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Warscythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cleaving Counterblow&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ghostwalk Mantle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Lord&#039;s Will:&#039;&#039;&#039; Re-roll wound rolls of 1 for friendly {{W40kKeyword|Sautekh}} {{W40kKeyword|Infantry}} units that are within 6&amp;quot; of Vargard Obyron.&lt;br /&gt;
*&#039;&#039;&#039;The Vargard&#039;s Duty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Honourable Combatant&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Sautekh}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Lord}}, {{W40kKeyword|Vargard Obyron}}&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Immortals====&lt;br /&gt;
This unit contains 5 Immortals (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 5 more Immortals (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), or up to 10 more Immortals (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Immortal || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 2 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauss Blaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Immortals:&#039;&#039;&#039; Add 1 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The entire unit may exchange their Gauss Blasters for Tesla Carabines - 7 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Immortals&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 4 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Immortals}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warriors====&lt;br /&gt;
This unit contains 10 Warriors (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 5 more Warriors (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 10 more Warriors (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), up to 15 more Warriors (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or up to 20 more Warriors (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Warrior || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 1 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauss Flayer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Warriors&#039;&#039;&#039; Add 1 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Warriors&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 2 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Warriors}}&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====C&#039;tan Shard of the Burning One====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Burning One (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Burning One || 8&amp;quot; || 2+ || 2+ || 7 || 7 || 8 || 4 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Fire Whips&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fire Body:&#039;&#039;&#039; This model is unaffected by all weapons that have &#039;&#039;flame&#039;&#039;, &#039;&#039;heat&#039;&#039;, &#039;&#039;infern&#039;&#039;, &#039;&#039;plasm&#039;&#039;, &#039;&#039;volcano&#039;&#039;, &#039;&#039;melta&#039;&#039;, &#039;&#039;las&#039;&#039;, &#039;&#039;phosphor&#039;&#039;, &#039;&#039;incendi&#039;&#039;, &#039;&#039;solar&#039;&#039;, &#039;&#039;sulphur&#039;&#039;, &#039;&#039;thermal&#039;&#039;, &#039;&#039;volkite&#039;&#039;, &#039;&#039;hot-shot&#039;&#039;, &#039;&#039;wyrm&#039;&#039;, &#039;&#039;lightning&#039;&#039;, &#039;&#039;burn&#039;&#039;, &#039;&#039;bright&#039;&#039;, &#039;&#039;pulsar&#039;&#039;, &#039;&#039;fusion&#039;&#039;, &#039;&#039;prism&#039;&#039;, &#039;&#039;skorcha&#039;&#039;, &#039;&#039;pulse&#039;&#039;, &#039;&#039;ion&#039;&#039;, &#039;&#039;mega-&#039;&#039;, &#039;&#039;conflagration&#039;&#039;, &#039;&#039;fire&#039;&#039; or &#039;&#039;gamma&#039;&#039; in their name.&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Escape From The Flames:&#039;&#039;&#039; This model may target units that are not visible to him.  In addition, units attacked by this model do not gain any bonus to their saving throws for being in cover.&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows the &#039;&#039;Cosmic Fire&#039;&#039; and &#039;&#039;Cleansing Flames&#039;&#039; Powers of the C&#039;tan. It can use one of its powers at the end of each of its Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Reality Unravels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Burning One}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Deceiver====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Deceiver (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Deceiver || 8&amp;quot; || 2+ || 2+ || 7 || 7 || 8 || 4 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Star-God Fists&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dread&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grand Illusion&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows &#039;&#039;Mind Tricks&#039;&#039; and another Power of the C&#039;tan. It can use one of its powers at the end of each of its Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Reality Unravels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Deceiver}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Nightbringer====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Nightbringer (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Nightbringer || 8&amp;quot; || 2+ || 2+ || 7 || 7 || 8 || 4 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gaze of Death&lt;br /&gt;
*Scythe of the Nightbringer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows &#039;&#039;Death&#039;s Touch&#039;&#039; and another Power of the C&#039;tan. It can use one of its powers at the end of each of its Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Reality Unravels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Nightbringer}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====C&#039;tan Shard of the Void Dragon====&lt;br /&gt;
This unit contains 1 C&#039;tan Shard of the Void Dragon (&#039;&#039;&#039;Power Rating 12&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| C&#039;tan Shard of the Void Dragon || 8&amp;quot; || 2+ || 2+ || 8 || 8 || 9 || 5 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Claws of the Dragon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Machine God:&#039;&#039;&#039; At the end of the Movement phase, roll a die for any enemy {{W40kKeyword|vehicle}} (that isn&#039;t {{W40kKeyword|Titanic}}) between 12&amp;quot; of this model; on a 4-5, until the beginning of your next turn, that model may not move/advance/charge and only hits on an unmodified roll of 6. On a 6, until the beginning of your next turn, consider that model as it was part of your army.&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows &#039;&#039;Omnissah&#039;s Wrath&#039;&#039; and two other Powers of the C&#039;tan. It can use two of its powers at the end of each of its Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Reality Unravels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|C&#039;tan Shard of the Void Dragon}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Tomb Stalker====&lt;br /&gt;
This unit contains 1 Canoptek Tomb Stalker (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Canoptek Tomb Stalker (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Canoptek Tomb Stalkers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Tomb Stalker || 10&amp;quot; || 3+ || 3+ || 6 || 7 || 9 || 6 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Automaton Claws&lt;br /&gt;
*Twin Gauss Slicers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Maintenance Units:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phasic Tunnelling:&#039;&#039;&#039; During Deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Canoptek Tomb Stalker that is not within 1&amp;quot; of an enemy unit can phase underground. Remove it from the battlefield - it can return as described above. A Canoptek Tomb Stalker may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Stalker is phased out, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Constructs:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 1 from this model&#039;s hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy&#039;s closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take a Gloom Prism - 10 pts.&lt;br /&gt;
*May take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Canoptek Tomb Stalker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Deathmarks====&lt;br /&gt;
This unit contains 5 Deathmarks (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 5 more Deathmarks (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deathmark || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 1 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Synaptic Disintegrator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Interception&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunters from Hyperspace:&#039;&#039;&#039; During deployment, you can set up a unit of Deathmarks in a hyperspace oubliette instead of placing them on the battlefield. At the end of any of your Movement phases, the Deathmarks can slip back into reality - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. On a player turn in which this unit is set up through this or the &#039;&#039;&#039;Ethereal Interception&#039;&#039;&#039; special rules, all shooting attacks made by the Deathmarks in this unit will wound on To Wound rolls of 2+, regardless of the target&#039;s Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Phasing Device:&#039;&#039;&#039; At the beginning of any of your Movement phases, any Deathmarks unit that is not within 1&amp;quot; of an enemy unit can enter a hyperspace oubliette. Remove it from the battlefield - it can return as described in the &#039;&#039;Hunters from Hyperspace&#039;&#039; ability. A Deathmarks unit may not phase out and return to the battlefield in the same turn. If the battle ends while the Deathmarks unit is phased out, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Guild&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Deathmarks}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Flayed Ones====&lt;br /&gt;
This unit contains 5 Flayed Ones (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 5 more Flayed Ones (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 10 more Flayed Ones (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 15 more Flayed Ones (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;),.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Flayed Ones || 5&amp;quot; || 3+ || 6+ || 4 || 4 || 1 || 3 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flayer Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hunger&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Haunting Horrors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Flayed Ones}}, {{W40kKeyword|Flayed}}&lt;br /&gt;
&lt;br /&gt;
====Lychguards====&lt;br /&gt;
This unit contains 5 Lychguards (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 5 more Lychguards (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lychguard || 5&amp;quot; || 3+ || 3+ || 5 || 5 || 2 || 2 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Warscythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Guardian Protocols:&#039;&#039;&#039; Roll a D6 each time a friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Character}} loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this unit can intercept that hit - the character does not lose a wound but this unit suffers a mortal wound. If this unit is equipped with a Dispersion Shield, roll a die for each mortal wound it suffers from this rule; on a 3+ it does not lose that wound. In addition, on an unmodified roll of 6 the unit that made that attack suffers a mortal wound after it has finished making all of its attacks for that phase.&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Guards&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The entire unit may exchange their Warscythes with a Hyperphase Sword and a Dispersion Shield - 9 pts./model&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Guards&#039;&#039;&#039; upgrade and {{W40kKeyword|Flayed}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lychguards}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Necron Pariahs====&lt;br /&gt;
This unit contains 5 Necron Pariahs (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can include up to 5 more Necron Pariahs (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Necron Pariah || 5&amp;quot; || 3+ || 3+ || 5 || 5 || 2 || 2 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Scythe of Light&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless:&#039;&#039;&#039; This unit automatically passes Morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Pariah Gene:&#039;&#039;&#039; This unit can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERS}} must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 18&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;Superior Metal Skin:&#039;&#039;&#039; Each time this unit loses a wound, roll a D6; on a 5+, the unit does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Necron Pariahs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triarch Praetorians====&lt;br /&gt;
This unit contains 5 Triarch Praetorians (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include up to 5 more Triarch Praetorians (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Triarch Praetorian || 10&amp;quot; || 3+ || 3+ || 5 || 5 || 2 || 2 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Rod of Covenant&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A Purpose Unshakeable&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The entire unit may exchange their Rod of Covenants with a Voidblade and a Particle Caster - 6 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Triarch}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Triarch Praetorians}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Triarch Stalker====&lt;br /&gt;
This unit contains 1 Triarch Stalker (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Triarch Stalker (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 aditional Triarch Stalkers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Triarch Stalker || * || * || * || 7 || 6 || 10 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 10&amp;quot; || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 8&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 6&amp;quot; || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heat Ray&lt;br /&gt;
*Massive Forelimbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Targeting Relay&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may swap its Heat Ray for one of the following:&lt;br /&gt;
::-Particle Shredder - 25 pts.&lt;br /&gt;
::-Twin Heavy Gauss Cannon - 30 pts.&lt;br /&gt;
::-Twin Tesla Destructor - 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Triarch}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Triarch Stalker}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attacks===&lt;br /&gt;
====Canoptek Acanthrites====&lt;br /&gt;
This unit contains 3 Canoptek Acanthrites (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 3 more Canoptek Acanthrites (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 6 more Canoptek Acanthrites (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Acanthrite || 12&amp;quot; || 3+ || 3+ || 5 || 5 || 3 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Cutting Beam&lt;br /&gt;
*Voidblade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadowed Wings:&#039;&#039;&#039; This model has a 5+ invulnerable save. Also, subtract 1 from hit rolls for attacks that target this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Constructs:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 1 from this model&#039;s hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy&#039;s closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model in the unit may exchange their Cutting Beam for one of the following:&lt;br /&gt;
::-Particle Caster - 2 pts.&lt;br /&gt;
::-Transdimensional Beamer - 14 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Acanthrites}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Scarabs====&lt;br /&gt;
This unit contains 3 Canoptek Scarabs (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Canoptek Scarabs (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Canoptek Scarabs (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 9 more Canoptek Scarabs (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 12 more Canoptek Scarabs (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Scarab || 10&amp;quot; || 4+ || - || 3 || 3 || 3 || 4 || 10 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Feeder Mandibles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Matter Converter:&#039;&#039;&#039; Each time a Canoptek Scarab slays a model using its Feeder Mandibles, it heals one wound its unit lost previously in the game. This ability can revive models and even bring the unit above its starting number of models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Constructs:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 1 from this model&#039;s hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy&#039;s closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Scarabs}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Tomb Sentinel====&lt;br /&gt;
This unit contains 1 Canoptek Tomb Sentinel (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can include 1 additional Canoptek Tomb Sentinel (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional Canoptek Tomb Sentinels (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Tomb Sentinel || 10&amp;quot; || 3+ || 3+ || 6 || 7 || 9 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Automaton Claws&lt;br /&gt;
*Exile Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Maintenance Units:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Phasic Tunneling:&#039;&#039;&#039; During Deployment, you can set this unit up underground instead of placing it on the battlefield. At the end of any of your Movement phases, this unit may emerge from the ground and into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Canoptek Tomb Sentinel that is not within 1&amp;quot; of an enemy unit can phase underground. Remove it from the battlefield - it can return as described above. A Canoptek Tomb Sentinel may not phase out and return to the battlefield in the same turn. If the battle ends while the Canoptek Tomb Sentinel is phased out, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Constructs:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 1 from this model&#039;s hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy&#039;s closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
::-Gloom Prism - 10 pts.&lt;br /&gt;
::-Repair Nanoscarabs - 15 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Canoptek Tomb Sentinel}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Wraiths====&lt;br /&gt;
This unit contains 3 Canoptek Wraiths (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 3 more Canoptek Wraiths (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 6 more Canoptek Wraiths (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Wraith || 12&amp;quot; || 3+ || 3+ || 6 || 5 || 3 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Vicious Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wraith Form:&#039;&#039;&#039; Models in this unit have a 3+ invulnerable save. Each time this unit makes a Normal Move, Advances, Falls Back or makes a charge move, until that move is finished, models in this unit can move horizontally through models and terrain features (they cannot finish a move on top of another model, or its base). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Constructs:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 1 from this model&#039;s hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy&#039;s closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model in the unit may take any of the following:&lt;br /&gt;
::-Particle Caster - 2 pts.&lt;br /&gt;
::-Transdimensional Beamer - 14 pts.&lt;br /&gt;
::-Whip Coils - 4 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Canoptek Wraiths}}&lt;br /&gt;
&lt;br /&gt;
====Destroyers====&lt;br /&gt;
This unit contains 1 Destroyer (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include 1 additional Destroyer (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), 2 additional Destroyers (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 3 additional Destroyers (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;), 4 additional Destroyers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;), or up to 5 more Destroyers (&#039;&#039;&#039;Power Rating +15&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Destroyer || 10&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 2 || 10 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Destroyer || 10&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 2 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauss Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hardwired Hatred&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Destroyers:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any Destroyer in the unit may exchange its Gauss Cannon for a Tesla Cannon - 13 pts.&lt;br /&gt;
*For every three Destroyers in the unit, one can be upgraded to a Heavy Destroyer equipped with a Heavy Gauss Cannon - free&lt;br /&gt;
*Any Heavy Destroyer in the unit may exchange its Heavy Gauss Cannon for a Tesla Destructor - 10 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Destroyers&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword, replaces their weapons with Destroyers Blades - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Destroyers}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Blades====&lt;br /&gt;
This unit contains 3 Tomb Blades (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 3 more Tomb Blades (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 6 more Tomb Blades (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Blade || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 1 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Gauss Blasters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evasion Engrams&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model in the unit may exchange both their Gauss Blasters for one of the following:&lt;br /&gt;
::-Particle Beamer - 10 pts.&lt;br /&gt;
::-Two Tesla Carabines - 14 pts.&lt;br /&gt;
*One model in the unit may exchange both its Gauss Blasters for one of the following:&lt;br /&gt;
::-Gauss Cannon - 20 pts.&lt;br /&gt;
::-Tesla Cannon - 13 pts.&lt;br /&gt;
*Any model may take Shieldvanes - 3 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Nebuloscope - 2 pts.&lt;br /&gt;
::-Shadowloom - 7 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Tomb Blades}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Supports===&lt;br /&gt;
====Annihilation Barge Squadron====&lt;br /&gt;
This unit contains 1 Annihilation Barge (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include 1 additional Annihilation Barge (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional Annihilation Barges (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Annihilation Barge || 12&amp;quot; || 6+ || 3+ || 5 || 6 || 8 || 3 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauss Cannon&lt;br /&gt;
*Twin Tesla Destructor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3&amp;quot; suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hovering:&#039;&#039;&#039; Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may exchange its Gauss Cannon for a Tesla Cannon - 13 pts.&lt;br /&gt;
*Any model may take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Annihilation Barge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Spiders====&lt;br /&gt;
This unit contains 1 Canoptek Spider (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include 1 additional Canoptek Spider (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or 2 additional Canoptek Spiders (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Spider || 6&amp;quot; || 4+ || 4+ || 6 || 6 || 4 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Automaton Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scarab Hive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Construct:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 1 from this model&#039;s hit rolls. At the beginning of your turn roll a die; on a 1-2 the unit must move closer to the closest unit (even if yours) and has to attack it both in the shooting and assault phase (if possible); on a 3-5 the unit must move closer to the enemy&#039;s closest unit and has to attack it both in the shooting and assault phase (if possible); on a 6 the unit acts as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Fabricator Claw Array - 5 pts.&lt;br /&gt;
::-Gloom Prism - 10 pts.&lt;br /&gt;
::-Two Particle Beamers - 20 pts.&lt;br /&gt;
*Any model may exchange its Automaton Claws for one of the following:&lt;br /&gt;
::-Vicious Claws - free&lt;br /&gt;
::-Whip Coils - 4 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Construct&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Canoptek Spider}}&lt;br /&gt;
&lt;br /&gt;
====Doomsday Ark Squadron====&lt;br /&gt;
This unit contains 1 Doomsday Ark (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can include 1 additional Doomsday Ark (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additional Doomsday Arks (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Doomsday Ark || * || 6+ || * || 6 || 6 || 14 || * || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 8&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Doomsday Cannon&lt;br /&gt;
*Two Gauss Flayer Arrays&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hovering:&#039;&#039;&#039; Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Doomsday Ark}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Heavy Destroyers====&lt;br /&gt;
This unit contains 1 Heavy Destroyer (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include 1 additional Heavy Destroyer (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or 2 additional Heavy Destroyers (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Destroyer || 10&amp;quot; || 3+ || 3+ || 4 || 5 || 3 || 2 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Gauss Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hardwired Hatred&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flayed Destroyers:&#039;&#039;&#039; Add 2 to this model&#039;s Attack characteristic and subtract 2 from this model&#039;s hit rolls in the Shooting phase and 1 from this model&#039;s hit rolls in the Fighting phase.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may exchange its Heavy Gauss Cannon for a Tesla Destructor - 10 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Flayed Destroyers&#039;&#039;&#039; upgrade and {{W40kKeyword|FLAYED}} keyword, replaces their weapons with Destroyers Blades - 10 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Heavy Destroyers}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Monolith====&lt;br /&gt;
This unit contains 1 Monolith (&#039;&#039;&#039;Power Rating 15&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Monolith || * || 6+ || * || 8 || 8 || 20 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! Portal of Exile&lt;br /&gt;
|-&lt;br /&gt;
| 11-20+ || 6&amp;quot; || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 5&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 4&amp;quot; || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Four Gauss Flux Arcs&lt;br /&gt;
*Particle Whip&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Descending:&#039;&#039;&#039; During deployment, you can set up an Monolith in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases the Monolith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Eternity Gate:&#039;&#039;&#039; When you set up this model, at the same time you can also set up any number of {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Beast}} units on their tomb world rather than setting them up on the battlefield. At the end of any Movement phase, a single friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit that was set up on their tomb world can be transported onto the battlefield by the Monolith. Set up the unit so that it is wholly within 3&amp;quot; of this model and not within Engagement Range of any enemy units ; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} &#039;&#039;&#039;Night Scythes&#039;&#039;&#039;, &#039;&#039;&#039;Monoliths&#039;&#039;&#039; and &#039;&#039;&#039;Doomsday Monoliths&#039;&#039;&#039; from your army are destroyed, any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units still on their tomb world are considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hovering:&#039;&#039;&#039; Distance and ranges are always measured to and from this model&#039;s hull, even though it has a base.&lt;br /&gt;
*&#039;&#039;&#039;Living Fortress:&#039;&#039;&#039; This model can move and fire Heavy weapons without suffering the penalty to its hit rolls. In addition, if this model remains stationary or moves under half speed in its Movement phase (i.e. it moves a distance in inches less than half of its current Move characteristic) it can shoot its weapons twice in the following Shooting phase. At the beginning of your turn, this model recovers D6 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Portal of Exile:&#039;&#039;&#039; When an enemy unit (other than a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}) finishes a charge move within 1&amp;quot; of this model, or the Mononlith itself finishes a charge move within 1&amp;quot; of an enemy unit, its portal of exile may activate. Roll a D6 and compare it to the Value required on the damage table above. If the roll is successful, the unit suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Sleeping Structure:&#039;&#039;&#039; When you deploy a Monolith, you can choose whether it is powered up or powered down. If it is powered up, it functions as normal. If it is powered down, it may not move or shoot, nor use its &#039;&#039;Portal of Exile&#039;&#039; or &#039;&#039;Eternity Gate&#039;&#039; special rule, but has a 3+ invulnerable save. You can choose to power up or down the Monolith at the start of any of your Movement phases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monolith}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
====Sentry Pylons====&lt;br /&gt;
This unit contains 1 Sentry Pylon (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Sentry Pylon (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Sentry Pylons (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sentry Pylon || 3&amp;quot; || 6+ || 3+ || 4 || 7 || 8 || 1 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauss Exterminator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Artillery Battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teletrasportation Matrix:&#039;&#039;&#039; If this unit has the &#039;&#039;Teleportation Matrix&#039;&#039; special rule, during deployment you can set this unit up in orbit instead of placing it on the battlefield. At the end of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Sentry Pylon with a Teletrasportation Matrix that is not within 1&amp;quot; of an enemy unit can teleport away. Remove it from the battlefield - replace it following the rule above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may exchange its Gauss Exterminator for one of the following:&lt;br /&gt;
::-Focused Death Ray - 35 pts.&lt;br /&gt;
::-Heat Cannon - 65 pts.&lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Teletrasportation Matrix&#039;&#039;&#039; upgrade - 20 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Sentry Pylons}}, {{W40kKeyword|Artillery}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tesseract Ark Squadron====&lt;br /&gt;
This unit contains 1 Tesseract Ark (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). It can include 1 additional Tesseract Ark (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or 2 additional Tesseract Arks (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Ark || * || 6+ || * || 5 || 7 || 12 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 8&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Singularity Chamber&lt;br /&gt;
*Two Tesla Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Containment Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gravitational Flux&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hovering:&#039;&#039;&#039; Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tesseract Implosion:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
*Any model may exchange its two Tesla Cannons for one of the following:&lt;br /&gt;
::-Two Gauss Cannons - 40 pts.&lt;br /&gt;
::-Two Particle Beamers - 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Tesseract Ark}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Transcendent C&#039;tan====&lt;br /&gt;
This unit contains 1 Transcendent C&#039;tan (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Transcendent C&#039;tan || 8&amp;quot; || 2+ || 2+ || 7 || 7 || 8 || 4 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Crackling Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enslaved Star God&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fractured Personalities:&#039;&#039;&#039; Before the battle, you can pick one of the following abilities to apply to this model for the duration of the battle. Alternatively, you can roll two D6 to randomly determine two abilities and apply them both to this model for the duration of the battle (duplicate result have no effect).&lt;br /&gt;
::&#039;&#039;&#039;-1) Cosmic Tyrant:&#039;&#039;&#039; This model can use two different Powers of the C&#039;tan at the end of each of your Movement phases, instead of only one.&lt;br /&gt;
::&#039;&#039;&#039;-2) Immune to Natural Law:&#039;&#039;&#039; Add 1 to saving throws made for this model.&lt;br /&gt;
::&#039;&#039;&#039;-3) Sentient Necrodermis:&#039;&#039;&#039; This model regains D3 previously lost wounds at the start of each of your turn.&lt;br /&gt;
::&#039;&#039;&#039;-4) Transdimensional Displacement:&#039;&#039;&#039; When this model Advances, add 12&amp;quot; to this model&#039;s Move characteristic for that Movement phase instead of rolling a dice.&lt;br /&gt;
::&#039;&#039;&#039;-5) Entropic Touch:&#039;&#039;&#039; You can re-roll failed wound rolls for this model in the Fight phase.&lt;br /&gt;
::&#039;&#039;&#039;-6) Writhing Worldscape:&#039;&#039;&#039; Enemy units do not receive a bonus to their saving throws for being in cover whilst they are within 12&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows two Powers of the C&#039;tan. It can use one of its powers at the end of each of its Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Reality Unravels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Transcendent C&#039;tan}}, {{W40kKeyword|Character}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
====Doom Scythe Squadron====&lt;br /&gt;
This unit contains 1 Doom Scythe (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can contain 1 additional Doom Scythe (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additional Doom Scythes (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Doom Scythe || * || 6+ || * || 6 || 7 || 12 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 20&amp;quot;-60&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot;-40&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot;-25&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Death Ray&lt;br /&gt;
*Two Tesla Destructors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Targeting Sensors:&#039;&#039;&#039; This model can move and fire Heavy weapons without suffering the penalty to its hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Airborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll any dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*One model in the unit may exchange its Death Ray for a Focussed Death Ray - 35 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Doom Scythe}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Night Scythe Squadron====&lt;br /&gt;
This unit contains 1 Night Scythe (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Night Scythe (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Night Scythes (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Night Scythe || * || 6+ || * || 6 || 7 || 12 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 20&amp;quot;-60&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot;-40&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot;-25&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Tesla Destructors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invasion Beams:&#039;&#039;&#039; Each time you set up one of this model, at the same time you can also set up any number of friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} units on their tomb world rather than setting them up on the battlefield. Before one of this model moves in your Movement phase, a single friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit that was set up on their tomb world can be beamed onto the battlefield by a Night Scythe. Set up the unit so that it is wholly within 3&amp;quot; of this model and not within Engagement Range of any enemy units; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} Night Scythes, Monoliths and Tomb World Gateways are destroyed, any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units still on their tomb world are considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll any dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Night Scythe}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
====Night Shroud Squadron====&lt;br /&gt;
This unit contains 1 Night Shroud (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). It can contain 1 additional Night Shroud (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or 2 additional Night Shroud (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Night Shroud || * || 6+ || * || 6 || 7 || 14 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 6-14+ || 20&amp;quot;-60&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 20&amp;quot;-40&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 20&amp;quot;-25&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Tesla Destructors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Sphere Bombardment:&#039;&#039;&#039; Once per battle, a Night Shroud can drop death spheres on an enemy unit it moves over during one of your Movement phases. After the Night Shroud has moved, pick one enemy unit that it has passed over. Then roll 3D6 for each {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} in the unit, and roll a D6 for every other model in the unit, up to a maximum of 12D6. For each roll of 3+, the target unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for attacks that target this model in the Shooting phase. In addition, each time this model moves, firstly pivot it on the spot up to 90 degrees (this does not contribute to how far the model moves) and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20&amp;quot; until the end of the phase - do not roll any dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Sphere Fabricator:&#039;&#039;&#039; Roll a dice whenever this model uses its &#039;&#039;Death Sphere Bombardment&#039;&#039; special rule; on a 2+ it can use it again in your next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model in the unit may take the &#039;&#039;&#039;Death Sphere Fabricator&#039;&#039;&#039; upgrade - 40 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Night Shroud}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
====Ghost Ark Squadron====&lt;br /&gt;
This unit contains 1 Ghost Ark (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Ghost Ark (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Ghost Arks (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ghost Ark || * || 6+ || * || 6 || 6 || 14 || * || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 8&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Gauss Flayer Arrays&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hovering:&#039;&#039;&#039; Instead of measuring distances and ranges to and from this model&#039;s base, measure to and from this model&#039;s hull or base (whichever is closer).&lt;br /&gt;
*&#039;&#039;&#039;Living Metal&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open-topped:&#039;&#039;&#039; Models embarked in this model may still shoot as normal in the Shooting phase. Measure distances and line of sight from any point of this model&#039;s hull.&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repair Barge:&#039;&#039;&#039; You can make Reanimation Protocol rolls for any slain models from units embarked on a Ghost Ark, even though those units are not on the battlefield. Any models returned to the unit this way are added to the number of models embarked on the Ghost Ark - if any models cannot be returned because there is no more room on the Ghost Ark, they are not returned this turn. In addition, at the end of each of your Movement phases, you can make Reanimation Protocol rolls for slain models of a {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} unit within 3&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} Ghost Arks. You cannot use this ability on a unit that has been the target of a resurrection orb or the Orb of Eternity this turn.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} models. It cannot transport Destroyers, Heavy Destroyers, Destroyer Lords and models with the {{W40kKeyword|Flayed}} keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Ghost Ark}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
====Abattoir====&lt;br /&gt;
This unit contains 1 Abattoir (&#039;&#039;&#039;Power Rating 500&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Abattoir || * || * || * || 18 || 18 || 200 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! A !! Scarab Repair Swarm&lt;br /&gt;
|-&lt;br /&gt;
| 161-200+ || 24” || 4+ || 2+ || 6 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 121-160 || 20” || 4+ || 2+ || D3+2 || D6&lt;br /&gt;
|-&lt;br /&gt;
| 81-120 || 16” || 5+ || 3+ || 3 || D3+3&lt;br /&gt;
|-&lt;br /&gt;
| 41-80 || 12” || 6+ || 4+ || D3 || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-40 || 8” || 7+ || 5+ || 1 || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Forty Giant Tentacles&lt;br /&gt;
*Gauss Lightning Grid&lt;br /&gt;
*Particle Collider&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
*Scarab Swarm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Energy Containment Field:&#039;&#039;&#039; This model has a 4+ invulnerable save. In addition, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 3+ the containment grid fails and explodes, each unit within 2D6&amp;quot; suffers 2D6+3 mortal wounds. On a 6 the energy stored inside the Abbatoir bursts out, shattering the ground and violating the very fabric of reality, every unit within 2D6+6&amp;quot; suffers 2D6+6 mortal wounds. If this model has reached the fifth tier on the &#039;&#039;Altar of Sacrifice&#039;&#039; special rule consider every D6 (both for damage and range) as a 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of the End:&#039;&#039;&#039; This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don&#039;t have the {{W40kKeyword|TITANIC}} keyword, though at the end of its move it must be more than 1&amp;quot; away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1&amp;quot; unless those enemy models are {{W40kKeyword|TITANIC}}. In this case, it can shoot the enemy unit that is within 1&amp;quot; of it or any other visible enemy unit that is within range and more than 1&amp;quot; away from any friendly models. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model can never gain a bonus to its save in cover even if at least half of the model is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Floating Fortress:&#039;&#039;&#039; This model can only be charged by units that can {{W40kKeyword|FLY}} and can only be attacked in the Fight phase by units that can {{W40kKeyword|FLY}}. In addition, unless the attacking unit can {{W40kKeyword|FLY}}, add 12&amp;quot; to the measured distance to determine the range when making shooting attacks against it. Note that this means many short ranged shooting weapons will not be able to hit this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Altar of Sacrifice:&#039;&#039;&#039; Throughout the course of the battle keep track of how many models this model has slain ({{W40kKeyword|Bikers}} count as 3, {{W40kKeyword|Vehicles}} and {{W40kKeyword|MONSTERS}} count as 7 and {{W40kKeyword|TITANIC}} models count as 30) and consult the table below, each effect is not cumulative:&lt;br /&gt;
::0-49; &#039;&#039;&#039;Hungering Gods:&#039;&#039;&#039; Subtract 1 from this model&#039;s hit rolls, but add 4” to this model&#039;s movement, advance and charge distances.&lt;br /&gt;
::50-99; &#039;&#039;&#039;Satisfied Thirst:&#039;&#039;&#039; This model now knows two powers of the C’tan and may cast one of them per turn.&lt;br /&gt;
::100-149; &#039;&#039;&#039;Lust for Slaughter:&#039;&#039;&#039; This model knows three powers of the C&#039;tan and may cast up to two of them per turn. Also, its Gauss Lightning Grid is swapped for an Empowered Gauss Lightning Grid.&lt;br /&gt;
::150-199; &#039;&#039;&#039;Supercharged:&#039;&#039;&#039; This model knows four powers of the C&#039;tan and may cast up to three of them per turn. Also, the Diffused profile of its Particle Accelerator is swapped for the Empowered Particle Accelerator (Diffuse).&lt;br /&gt;
::200+; &#039;&#039;&#039;Maximium Power:&#039;&#039;&#039; This model knows all the powers of the C&#039;tan and may cast up to five of them per turn. Also, the Focused profile of its Particle Accelerator is swapped for the Empowered Particle Accelerator (Focused). However, the model suffers D6 additional damage whenever it suffers an unsaved wound and you have to add 2 to the die to see if it explodes.&lt;br /&gt;
*&#039;&#039;&#039;Grisly Sight:&#039;&#039;&#039; Any non {{W40kKeyword|NECRONS}} unit that has line of sight of this model subtracts 4 from its leadership characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Scarab Repair Swarm:&#039;&#039;&#039; Consult the damage table above, at the beginning of each of your turns this model heals that many previously lost wounds as shown by the Scarab Repair Swarm section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|C&#039;tan Shards}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Abattoir}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Æonic Orb====&lt;br /&gt;
This unit contains 1 Æonic Orb (&#039;&#039;&#039;Power Rating 300&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Æonic Orb || * || 6+ || * || 16 || 18 || 150 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 121-150+ || 24” || 2+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 91-120 || 20” || 3+ || D6&lt;br /&gt;
|-&lt;br /&gt;
| 61-90 || 16” || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 31-60 || 12” || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-30 || 8” || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
*Star-Cage&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Banishment Security Measures:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4-5, each unit within 3D6&amp;quot; suffers 2D6 mortal wounds. On a 6 the security protocols fail to banish the compressed star into a pocket dimension, each unit within 36&amp;quot; suffers 18 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Blinding Light:&#039;&#039;&#039; Non-{{W40kKeyword|Necron}} that have line of sight of this model subtract 2 from their hit rolls during the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Containment Field:&#039;&#039;&#039; This model has a 3+ Invulnerable save. Each time this model fails a saving throw, roll a D6. On a 6, this model suffers D6 additional wounds.&lt;br /&gt;
*&#039;&#039;&#039;Giant Construct:&#039;&#039;&#039; This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don&#039;t have the {{W40kKeyword|TITANIC}} keyword, though at the end of its move it must be more than 1&amp;quot; away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1&amp;quot; unless those enemy models are {{W40kKeyword|TITANIC}}. In this case, it can shoot the enemy unit that is within 1&amp;quot; of it or any other visible enemy unit that is within range and more than 1&amp;quot; away from any friendly models. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
*&#039;&#039;&#039;Living Fortress:&#039;&#039;&#039; At the beginning of your turn this model recovers D6 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Stellar Gravity Core:&#039;&#039;&#039; At the start of your Shooting phase, roll a dice for each non-{{W40kKeyword|Necron}} unit that can {{W40kKeyword|Fly}} and is within 24&amp;quot; of this model; on a 4+ that unit suffers D6+6 mortal wounds. Roll two dices and pick the highest result if the target is a {{W40kKeyword|Flyer}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Æonic Orb}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Canoptek Leviathan====&lt;br /&gt;
[[File:Canoptek_Leviathan.jpg|thumb|The Warsinger&#039;s awesome conversion which appearences and rules have inspired this section]]&lt;br /&gt;
This unit contains 1 Canoptek Leviathan (&#039;&#039;&#039;Power Rating 30&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Canoptek Leviathan || * || 5+ || * || 7 || 8 || 24 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 24” || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 20” || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 16” || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Banishment Cannon&lt;br /&gt;
*Canoptek Wings&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
*Six Gauss Flayer Array&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Construct:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit. This model may only be charged by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Particle Shields:&#039;&#039;&#039; This model has a 4+ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Systems:&#039;&#039;&#039; This model can move and fire Heavy weapons without suffering the penalty to its hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Thunderbolt Field:&#039;&#039;&#039; Roll a die for every enemy unit within 12&amp;quot; of this model; on a 4+ it suffers D3 mortal wounds. In addition, roll a die whenever this model charges or it is charged; on a 2+ that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Null Prisms:&#039;&#039;&#039; This model can attempt to deny up to three psychic powers in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with these can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERs}} must subtract 3 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 24&amp;quot; of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take the &#039;&#039;&#039;Null Prisms&#039;&#039;&#039; upgrade - 50 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Canoptek Leviathan}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Doomsday Monolith====&lt;br /&gt;
This unit contains 1 Doomsday Monolith (&#039;&#039;&#039;Power Rating 50&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Doomsday Monolith || * || 6+ || * || 12 || 12 || 40 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! Portal of Exile&lt;br /&gt;
|-&lt;br /&gt;
| 30-40 || 8” || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 20-29 || 6” || 3+ || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 5” || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 4” || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Four Doomsday Gauss Flux Arc&lt;br /&gt;
*Gauss Obliterator&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternity Gate:&#039;&#039;&#039; When you set up this model, at the same time you can also set up any number of {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Beast}} units on their tomb world rather than setting them up on the battlefield. At the end of any Movement phase, a single friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit that was set up on their tomb world can be transported onto the battlefield by the Doomsday Monolith. Set up the unit so that it is wholly within 3&amp;quot; of this model and more than 1&amp;quot; from any enemy models; the unit that has just been set up counts as having disembarked from a transport for all rules purposes. If all friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} &#039;&#039;&#039;Night Scythes&#039;&#039;&#039;, &#039;&#039;&#039;Monoliths&#039;&#039;&#039; and &#039;&#039;&#039;Doomsday Monoliths&#039;&#039;&#039; from your army are destroyed, any friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} units still on their tomb world are considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Doomsday Power Matrix:&#039;&#039;&#039; This model has a 5+ invulnerable save. In addition, for every friendly powered up {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} {{W40kKeyword|Monolith}} within 6&amp;quot; of this model, increase its invulnerable save by one (up to a 2+). At the beginning of each of your Shooting phases you can choose up to 5 friendly powered up {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Monoliths}} within 6&amp;quot;. They can&#039;t use their Particle Whip during that phase but for each of them increase this model&#039;s &#039;&#039;&#039;Gauss Obliterator&#039;&#039;&#039; Strength, Ap and Damage characteristics by one. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ each unit within 6&amp;quot; suffers D6 mortal wounds, on a 6 each unit within D6+6&amp;quot; suffers D6+3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flying Fortress:&#039;&#039;&#039; This model can move and fire Heavy weapons without any penalty to its hit rolls and only gains a bonus to its save from cover if at least half of the model is obscured from the firer. Also, distance and ranges are always measured to and from this model&#039;s hull, even though it has a base. Finally, during deployment, you can set up a Doomsday Monolith in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases, the Doomsday Monolith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Living Fortress:&#039;&#039;&#039; At the beginning of your turn this model recovers D6 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Portal of Exile:&#039;&#039;&#039; When an enemy unit (other than a {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}) finishes a charge move within 1&amp;quot; of this model, or the Doomsday Mononlith itself finishes a charge move within 1&amp;quot; of an enemy unit, its portal of exile may activate. Roll a D6 and compare it to the Value required on the damage table above. If the roll is successful, the unit suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}}, {{W40kKeyword|NECRONS}}&lt;br /&gt;
*{{W40kKeyword|LORD OF WAR}}, {{W40kKeyword|FLY}}, {{W40kKeyword|Doomsday Monolith}}, {{W40kKeyword|TITANIC}}, {{W40kKeyword|VEHICLE}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gauss Pylon====&lt;br /&gt;
This unit contains 1 Gauss Pylon (&#039;&#039;&#039;Power Rating 24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gauss Pylon || - || 6+ || * || 6 || 8 || 30 || - || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! BS !! Tesla Arc Shots&lt;br /&gt;
|-&lt;br /&gt;
| 16-30+ || 2+ || 3D6&lt;br /&gt;
|-&lt;br /&gt;
| 10-15 || 3+ || 2D6&lt;br /&gt;
|-&lt;br /&gt;
| 5-9 || 4+ || D6&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 5+ || D3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gauss Annihilator&lt;br /&gt;
*Tesla Arc&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Immobile:&#039;&#039;&#039; This model cannot move for any reason, except when it is set up using the Teleportation Matrix ability, nor can it fight in the Fight phase. Enemy models automatically hit this model in the Fight phase – do not make hit rolls. It can, except when firing Overwatch, also still fire its weapons if enemy units are within 1&amp;quot; of it (but only its tesla arc can target units that are within 1&amp;quot; of it – its other guns must target other units). In addition, friendly units can still target enemy units that are within 1&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Phase Shift Generator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reactor Explosion:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Teleportation Matrix:&#039;&#039;&#039;  During deployment, you can set this unit up in orbit instead of placing it on the battlefield. At the end of your Movement phases, this unit may teleport into battle. Set it up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models. At the beginning of any of your Movement phases, any Gauss Pylon that is not within 1&amp;quot; of an enemy unit can teleport away. Remove it from the battlefield - replace it following the rules above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Gauss Pylon}}, {{W40kKeyword|Artillery}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Megalith====&lt;br /&gt;
This unit contains 1 Megalith (&#039;&#039;&#039;Power Rating 150&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Megalith || * || 6+ || * || 18 || 18 || 90 || D3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 71-90+ || 12” || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 51-70 || 10” || 3+ &lt;br /&gt;
|-&lt;br /&gt;
| 31-50 || 8” || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 11-30 || 6” || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 4&amp;quot; || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Four Decimator Gauss Array&lt;br /&gt;
*Gauss Matrix&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Landing:&#039;&#039;&#039; During deployment, you can set up a Megalith in the upper atmosphere instead of placing it on the battlefield. At the end of any of your Movement phases, the Megalith can plummet to the battlefield - set it up anywhere on the battlefield that is more than 18&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Giant Construct:&#039;&#039;&#039; This model can Fall Back in the Movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can move over enemy models that don&#039;t have the {{W40kKeyword|TITANIC}} keyword, though at the end of its move it must be more than 1&amp;quot; away from all enemy units. This model can fire its shooting weapons even if there are enemy models within 1&amp;quot; unless those enemy models are {{W40kKeyword|TITANIC}}. In this case, it can shoot the enemy unit that is within 1&amp;quot; of it or any other visible enemy unit that is within range and more than 1&amp;quot; away from any friendly models. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
*&#039;&#039;&#039;Living Fortress:&#039;&#039;&#039; At the beginning of your turn this model recovers D6 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Monolith Transport:&#039;&#039;&#039; When you set up this model, at the same time you can also set up to four friendly {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}} Monoliths inside it rather than setting them up on the battlefield. At the end of your Movement phase, you can disembark any of the Monoliths. Set them up within 6&amp;quot; of this model, they can then act as normal. Once a Monolith has exited the Megalith, it cannot re-enter it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;DYNASTY&amp;gt;}}, {{W40kKeyword|NECRONS}}&lt;br /&gt;
*{{W40kKeyword|LORD OF WAR}}, {{W40kKeyword|FLY}}, {{W40kKeyword|Megalith}}, {{W40kKeyword|TITANIC}}, {{W40kKeyword|VEHICLE}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Obelisk====&lt;br /&gt;
This unit contains 1 Obelisk (&#039;&#039;&#039;Power Rating 18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Obelisk || * || 6+ || * || 8 || 8 || 24 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! Gravity Pulse Range&lt;br /&gt;
|-&lt;br /&gt;
| 13-24 || 8&amp;quot; || 3+ || 18&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 6&amp;quot; || 4+ || 12&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 4&amp;quot; || 5+ || 6&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Four Tesla Spheres&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Gravity Pulse:&#039;&#039;&#039; At the start of your Shooting phase, roll a dice for each enemy unit that can {{W40kKeyword|Fly}} and is within the distance specified on the damage table above. On a roll of 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hovering Sentinel&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleeping Sentry:&#039;&#039;&#039; When you deploy an Obelisk, you can choose whether it is powered up or powered down. If it is powered up, it functions as normal. If it is powered down, it may not move or shoot, but has a 3+ invulnerable save. You can choose to power up the Obelisk at the start of any of your Movement phases. An Obelisk that arrives through its &#039;&#039;Hovering Sentinel&#039;&#039; ability is automatically considered to be powered up. Once powered up, an Obelisk cannot power down later in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Obelisk}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Seraptek Heavy Construct====&lt;br /&gt;
This unit contains 1 Seraptek Heavy Construct (&#039;&#039;&#039;Power Rating 31&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Seraptek Heavy Construct || * || * || * || 8 || 8 || 28 || 6 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 15-28 || 16&amp;quot; || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 8-14 || 12&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-7 || 8&amp;quot; || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Singularity Generators&lt;br /&gt;
*Titanic Forelimbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Quantum Shielding&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Towering Construct&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transdimensional Explosion:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4-5 it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds; on a 6 it explodes and breaches the transdimensional barrier, and each unit within 3D6&amp;quot; suffers D6+3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Colossus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its two Singularity Generators for two Synaptic Obliterators and two Transdimensional Projectors - free&lt;br /&gt;
*May take Repair Nanoscarabs - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Seraptek Heavy Construct}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tesseract Vault====&lt;br /&gt;
This unit contains 1 Tesseract Vault (&#039;&#039;&#039;Power Rating 23&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tesseract Vault || * || 6+ || * || 8 || 8 || 28 || 3 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! Powers of the C&#039;tan&lt;br /&gt;
|-&lt;br /&gt;
| 15-28 || 8&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 8-14 || 6&amp;quot; || 4+ || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1-7 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Four Tesla Spheres&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows four Powers of the C&#039;tan. It can use a number of different Powers of the C’tan equal to the number in the damage table above at the end of each of your Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Transtemporal Force Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Enchained:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Tesseract Vault}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Harvester====&lt;br /&gt;
[[File:Tomb_Harvester.jpg|thumb|Another of The Warsinger&#039;s beautiful conversions. The rules written here are inspired by this model and its creator&#039;s custom rules.]]&lt;br /&gt;
This unit contains 1 Tomb Harvester (&#039;&#039;&#039;Power Rating 60&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Harvester || * || * || * || 9 || 10 || 50 || 6 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 41-50+ || 24” || 4+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 31-40 || 20” || 4+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || 16” || 5+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || 12” || 5+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 8” || 6+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Canoptek Claws&lt;br /&gt;
*Heat Ray Devastator&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
*Two Particle Beamers&lt;br /&gt;
*Two Synaptic Annihilators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Forge:&#039;&#039;&#039; Each time this model kills a {{W40kKeyword|Vehicle}} in the Fight phase or when it finds itself within 6&amp;quot; of a place where a {{W40kKeyword|Vehicle}} lost its last wound, this model gains one &#039;&#039;Material Token&#039;&#039;. At the beginning of your turn, you may expend any number of Tokens to produce a Canoptek unit. Choose one of the following and then roll a die; if the result is equal or higher the unit is spawned, place it within 6&amp;quot; of this model; if the roll fails, this model suffers D3 mortal wounds. The units spawned by this rule count as reinforcements for all intents and purposes.&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Scarabs (X Tokens):&#039;&#039;&#039; Roll a die for any Token spent, then place a new unit composed of that many models.&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Spyder (2 Tokens/model):&#039;&#039;&#039; Roll a die, on a 6 you may give the spawned Canoptek Spider any upgrade (The &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade may not be taken).&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Acanthrites (2 Tokens/3 models):&#039;&#039;&#039; Roll a die, on a 6 you may give any spawned Canoptek Acanthrite any upgrade (The &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade may not be taken).&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Wraiths (2 Tokens/3 models):&#039;&#039;&#039; Roll a die, on a 6 you may give any spawned Canoptek Wraith any upgrade (The &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade may not be taken).&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Tomb Stalker (3 Tokens/model):&#039;&#039;&#039; Roll a die, on a 6 you may give the spawned Canoptek Tomb Stalker any upgrade (The &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade may not be taken).&lt;br /&gt;
::&#039;&#039;&#039;-Canoptek Tomb Sentinel (3 Tokens/model):&#039;&#039;&#039; Roll a die, on a 6 you may give the spawned Canoptek Tomb Sentinel any upgrade (The &#039;&#039;&#039;Flayed Constructs&#039;&#039;&#039; upgrade may not be taken).&lt;br /&gt;
*&#039;&#039;&#039;Necrodermis Repair System:&#039;&#039;&#039;  At the end of your Movement phase this model can repair a single {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} {{W40kKeyword|Vehicle}} within 1&amp;quot;. That model regains D6 wounds lost earlier in the battle. A model can only be repaired once per turn.&lt;br /&gt;
*&#039;&#039;&#039;Titanic Containment Field:&#039;&#039;&#039; This model has a 4+ invulnerable save. Add 1 to the result against Macro weapons. In addition, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Towering Construct:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Null Prisms:&#039;&#039;&#039; This model can attempt to deny up to three psychic powers in each enemy Psychic phase in the same manner as a {{W40kKeyword|PSYKER}}. In addition, a model equipped with these can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERs}} must subtract 3 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 24&amp;quot; of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take the &#039;&#039;&#039;Null Prisms&#039;&#039;&#039; upgrade - 50 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Canoptek}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Tomb Harvester}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Jackal====&lt;br /&gt;
[[File:Tomb_Jackal.jpg|thumb|Yet another of The Warsinger&#039;s Necron models. This thing&#039;s look and rules sure are a beast!]]&lt;br /&gt;
This unit contains 1 Tomb Jackal (&#039;&#039;&#039;Power Rating 250&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Storm Pyramid || - || - || - || - || 16 || 20 || - || - || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Tomb Jackal || * || * || * || 14 || 16 || 80 || 6 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 61-80+ || 20” || 4+ || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 41-60 || 16” || 4+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 21-40 || 12” || 5+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-20 || 8” || 6+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
*Six Particle Whips&lt;br /&gt;
*Six Tesla Destructors&lt;br /&gt;
*Storm Pyramid&lt;br /&gt;
*Titanic Limbs&lt;br /&gt;
*Two Gauss Exterminators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Advanced Living Metal:&#039;&#039;&#039; At the beginning of your turn this model regains D3 wounds lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Energy Core Failure:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6&amp;quot; suffers D3+6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Macro-Gravitational Killer:&#039;&#039;&#039; If this model hasn&#039;t advanced and hasn&#039;t shot with its Storm Pyramid in this Shooting phase, it can use this ability. Select a unit that is directly below this model and roll a dice; if the result is equal or higher than that unit&#039;s highest Armor Save value, the unit suffers 4D6 mortal wounds.  &lt;br /&gt;
*&#039;&#039;&#039;Storm Pyramid:&#039;&#039;&#039; The Storm Pyramid provides the following three additional abilities: Gravitational Well, Null Zone and Quantic-Void Shields. When this component drops below 10 wounds, choose one of these three abilities; the effects of that ability immediately stop being applied. When this component drops below 5 wounds, choose one of the remaining two abilities; the effects of that ability immediately stop being applied. As soon as this component reaches 0 wounds the Tomb Jackal may no more fire its Storm Pyramid or use its &#039;&#039;Macro-Gravitational Killer&#039;&#039; special rule. In addition, roll a die; on a 4+ the Tomb Jackal suffers D6 mortal wounds.&lt;br /&gt;
::&#039;&#039;&#039;-Gravitational Well:&#039;&#039;&#039; At the start of your Shooting phase, roll a dice for each enemy unit that can {{W40kKeyword|Fly}} and is within 18&amp;quot; of this model; on a 4+ that unit suffers 2D6 mortal wounds.&lt;br /&gt;
::&#039;&#039;&#039;-Null Zone:&#039;&#039;&#039; This model can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERS}} must subtract 6 from Psychic tests and Deny the witch tests they take for each model with this ability that is within 24&amp;quot; of them and they automatically suffer Perils of the Warp.&lt;br /&gt;
::&#039;&#039;&#039;-Quantic-Void Shields:&#039;&#039;&#039; Each time this model fails a saving throw, roll a D6. If the result is equal or less than the damage inflicted by that attack, the damage is ignored (e.g. if this model suffers 4 damage and you then roll a 3 or less the damage is ignored). This also provides a 4+ save against mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Amplifier:&#039;&#039;&#039; When friendly {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}} unit within 24&amp;quot; shoot with weapons from the &#039;&#039;Tesla Weaponry&#039;&#039; list, consider their hit roll as 1 point higher to see if the weapons special effect triggers.&lt;br /&gt;
*&#039;&#039;&#039;Towering Construct:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Tomb Jackal}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tsara&#039;noga, the Outsider====&lt;br /&gt;
This unit contains 1 Tsara&#039;noga (&#039;&#039;&#039;Power Rating 60&#039;&#039;&#039;). Only one of this model may be incuded in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tsara&#039;noga || 12&amp;quot; || 2+ || 2+ || 9 || 8 || 24 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*God&#039;s Maw&lt;br /&gt;
*Tendrils of the Banished&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Echoes of the Swallowed:&#039;&#039;&#039; At the start of each of your turn, roll a D6 and consult the table below. Each effect remains until the beginning of your next turn.&lt;br /&gt;
::&#039;&#039;&#039;-1) Tormented Screams:&#039;&#039;&#039; Add D3 to this model&#039;s attack characteristic.&lt;br /&gt;
::&#039;&#039;&#039;-2) Deceiving Whispers:&#039;&#039;&#039; Choose one enemy unit within 18&amp;quot; of this model, that unit must subtract 1 from all its hit rolls.&lt;br /&gt;
::&#039;&#039;&#039;-3) Incorporeal Voice:&#039;&#039;&#039; Instead of moving this model like normally, chose a point on the battlefield; remove this model and place it as close as possible to that point. If this brings Tsara&#039;noga within 1&amp;quot; of an enemy unit, it counts as having charged and can fight as normal.&lt;br /&gt;
::&#039;&#039;&#039;-4) Ground-shacking Truth:&#039;&#039;&#039; Roll a die at the end of both the Shooting and Fight phase for each unit within 12&amp;quot; of this model. On a 2+ that unit suffers 2D3 mortal wounds, 4D3 on a 4+, 8D3 on a 6.&lt;br /&gt;
::&#039;&#039;&#039;-5) Piercing Lies:&#039;&#039;&#039; The damage dealt by Tsara&#039;noga is converted into mortal wounds.&lt;br /&gt;
::&#039;&#039;&#039;-6) Frenzy Rampage:&#039;&#039;&#039; Add 3 to this model&#039;s attack characteristic and movement, advance and charge distances. This model can charge even if it advanced in its previous movement phase but it has to move towards the nearest unit (even if friendly) and to attack it (even if friendly)&lt;br /&gt;
*&#039;&#039;&#039;Powers of the C&#039;tan:&#039;&#039;&#039; This model knows &#039;&#039;Sanity Swallower&#039;&#039; and all other Powers of the C&#039;tan. It can use all of its powers at the end of each of its Movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Stellar Deity:&#039;&#039;&#039; This model has a 3+ Invulnerable Save. Enemy units do not receive a bonus to their saving throws for being in cover whilst they are within 18&amp;quot; of this model. Also, at the start of each of your turn, Tsara&#039;noga regains D6 preciously lost wounds. Finally, when this model Advances, add 2D6&amp;quot; to this model&#039;s Move characteristic for that Movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Transcendent Madness:&#039;&#039;&#039; Each time a unit that has line of sight to this model has to take a Leadership or Morale test, consider its Leadership characteristic as 5 unless it was already lower than that. In addition, non-{{W40kKeyword|Necron}} units are forced to take said tests, regardless of any special rule or stratagem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|Necrons}}, {{W40kKeyword|C&#039;tan Shards}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Tsara&#039;noga, the Outsider}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Monster}}&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
====Null Pylons====&lt;br /&gt;
This unit contains 1 Null Pylon (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).  It can include 1 additional Null Pylon (Power Rating +9) or 2 additional Null Pylons (Power Rating +18). A Null Pylon is a Battlefield Debris no more large than 5&amp;quot;x5&amp;quot;x18&amp;quot;. These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other. When a Null Pylon loses its last wound it loses its &#039;&#039;Null Field&#039;&#039; and &#039;&#039;Living Structure&#039;&#039; special rules and becomes a regular Battlefield Debris.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Null Pylon&#039;&#039;&#039;|| - || - || - || - || 9 || 20 || - || - || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Structure:&#039;&#039;&#039; At the beginning of your turn this model recovers D3 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Null Field:&#039;&#039;&#039; This model can never be targeted or affected by psychic powers in any way. In addition, enemy {{W40kKeyword|PSYKERS}} must subtract 4 from Psychic tests and Deny the witch tests they take for each model with this ability that is within 18&amp;quot; of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Null Pylon}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb Citadel====&lt;br /&gt;
This unit contains 1 Tomb Citadel (&#039;&#039;&#039;Power Rating 28&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gun Emplacement&#039;&#039;&#039;|| - || - || 3+ || - || 9 || 12 || - || - || 3+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Crucible&#039;&#039;&#039;|| - || - || 3+ || - || 9 || 16 || - || - || 3+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tomb Ziggurat&#039;&#039;&#039;|| - || - || 3+ || - || 9 || 20 || - || - || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
*Tesla Destructor (one for each Gun Emplacement)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battlements&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternity Gate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explode:&#039;&#039;&#039; Whenever a part of the Tomb Citadel reaches 0 wounds roll a die; on a 6 it explodes. All units within 6&amp;quot; suffer D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Fortress:&#039;&#039;&#039; At the beginning of your turn each part of this model recovers D6 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Power Crucible:&#039;&#039;&#039; The power crucible provides the following two additional abilities: Defence Field and Resurrection Amplifier. When this model drops below 8 wounds, choose one of these two abilities; the effects of that ability immediately stop being applied.&lt;br /&gt;
::&#039;&#039;&#039;-Defence Field:&#039;&#039;&#039; Friendly {{W40kKeyword|Necron}} units upon the Tomb Citadel have a 5+ invulnerable save against shooting attacks.&lt;br /&gt;
::&#039;&#039;&#039;-Resurrection Amplifier:&#039;&#039;&#039; Re-roll results of 1 for Reanimation Protocols for friendly {{W40kKeyword|Necron}} units that are on the Tomb Citadel.&lt;br /&gt;
*&#039;&#039;&#039;Ziggurat Dock&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Option:&#039;&#039;&#039;&lt;br /&gt;
*May exchange each Gun Emplacement&#039;s Tesla Destructor for one of the following:&lt;br /&gt;
::-Focussed Death Ray - 35 pts.&lt;br /&gt;
::-Gauss Exterminator - 50 pts.&lt;br /&gt;
::-Heat Cannon - 75 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Tomb Citadel}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tomb World Gateway====&lt;br /&gt;
This unit contains 1 Tomb World Gateway (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). A Tomb World Gateway is a Battlefield Debris no more large than 5&amp;quot;x8&amp;quot;x10&amp;quot;. It must be deployed once both players have finished to set their armies on the table. When a Tomb World Gateway loses its last wound it loses its &#039;&#039;Portal to Homeworld&#039;&#039; and &#039;&#039;Living Structure&#039;&#039; special rules, and becomes a regular Battlefield Debris.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tomb World Gateway&#039;&#039;&#039;|| - || - || - || - || 9 || 20 || - || - || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Repair Nanoscarabs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Structure:&#039;&#039;&#039; At the beginning of your turn this model recovers D3 wounds lost previously in the game.&lt;br /&gt;
*&#039;&#039;&#039;Portal to Homeworld:&#039;&#039;&#039; After you set up this model, any {{W40kKeyword|Necrons}} units you have not yet set up during deployment, other than fortifications, can be set up on their Tomb World rather than being set up on the battlefield. One unit on the Tomb World can emerge from each friendly Tomb World Gateway at the end of each of your movement phases - Set them up wholly within 3&amp;quot; of the Tomb World Gateway; if the unit is placed within 1&amp;quot; of an enemy unit, it counts as having made a charge move and can attack and fire as normal (if the weapon used are able to shoot while in combat). If all friendly Tomb World Gateways have been destroyed, any units that have not yet arrived from the Tomb World are considered to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Dynasty&amp;gt;}}, {{W40kKeyword|Necrons}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Tomb World Gateway}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
==Point Costs==&lt;br /&gt;
===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Catacomb Command Barge&#039;&#039;&#039; || 1 || 105&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cryptek&#039;&#039;&#039; || 1 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyer Lord&#039;&#039;&#039; || 1 || 95&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord&#039;&#039;&#039; || 1 || 55&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lychguard Vargard&#039;&#039;&#039; || 1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Overlord&#039;&#039;&#039; || 1 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pariah Lord&#039;&#039;&#039; || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Praetorian Agent&#039;&#039;&#039; || 1 || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anrakyr the Traveller&#039;&#039;&#039; || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;C&#039;tan Shard of the Burning One&#039;&#039;&#039; || 1 || 170&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;C&#039;tan Shard of the Deceiver&#039;&#039;&#039; || 1 || 180&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;C&#039;tan Shard of the Nightbringer&#039;&#039;&#039; || 1 || 155&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;C&#039;tan Shard of the Void Dragon&#039;&#039;&#039; || 1 || 240&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Illuminor Szeras&#039;&#039;&#039; || 1 || 170&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imotekh the Stormlord&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kutlakh the World Killer&#039;&#039;&#039; || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mortrakh the Hunter&#039;&#039;&#039; || 1 || 110&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nemesor Zahndrekh&#039;&#039;&#039; || 1 || 125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Orikan the Diviner&#039;&#039;&#039; || 1 || 115&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Toholk the Blinded&#039;&#039;&#039; || 1 || 125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trazyn the Infinite&#039;&#039;&#039; || 1 || 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vargard Obyron&#039;&#039;&#039; || 1 || 115&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immortals&#039;&#039;&#039; || 5-15 || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Necron Warriors&#039;&#039;&#039; || 10-30 || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Tomb Stalker&#039;&#039;&#039; || 1-3 || 110&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deathmarks&#039;&#039;&#039; || 5-10 || 14&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flayed Ones&#039;&#039;&#039; || 5-20 || 13&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lychguards&#039;&#039;&#039; || 5-10 || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Necron Pariahs&#039;&#039;&#039; || 5-10 || 28&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Triarch Praetorians&#039;&#039;&#039; || 5-10 || 16&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Triarch Stalker&#039;&#039;&#039; || 1-3 || 85&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fast Attacks====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Acanthrites&#039;&#039;&#039; || 3-9 || 42&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Scarabs&#039;&#039;&#039; || 3-15 || 13&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canoptek Tomb Sentinel&#039;&#039;&#039; || 1-3 || 130&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canoptek Wraiths&#039;&#039;&#039; || 3-9 || 42&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Destroyers&#039;&#039;&#039; || 1-6 || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tomb Blades&#039;&#039;&#039; || 3-9 || 14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavy Supports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Annihilation Barge Squadron&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Canoptek Spyders&#039;&#039;&#039; || 1-3 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doomsday Ark Squadron&#039;&#039;&#039; || 1-3 || 160&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Destroyers&#039;&#039;&#039; || 1-3 || 17&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monolith&#039;&#039;&#039; || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sentry Pylons&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tesseract Ark Squadron&#039;&#039;&#039; || 1-3 || 160&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Transcendent C&#039;tan&#039;&#039;&#039; || 1 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doom Scythe Squadron&#039;&#039;&#039; || 1-3 || 110&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Night Scythe Squadron&#039;&#039;&#039; || 1-3 || 95&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Night Shroud Squadron&#039;&#039;&#039; || 1-3 || 165&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ghost Ark Squadron&#039;&#039;&#039; || 1-3 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lords of War====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Abattoir&#039;&#039;&#039; || 1 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Æonic Orb&#039;&#039;&#039; || 1 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canoptek Leviathan&#039;&#039;&#039; || 1 || 600&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Doomsday Monolith&#039;&#039;&#039; || 1 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Pylon&#039;&#039;&#039; || 1 || 475&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megalith&#039;&#039;&#039; || 1 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Obelisk&#039;&#039;&#039; || 1 || 350&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Seraptek Heavy Construct&#039;&#039;&#039; || 1 || 625&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tesseract Vault&#039;&#039;&#039; || 1 || 450&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tomb Harvester&#039;&#039;&#039; || 1 || 1200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tomb Jackal&#039;&#039;&#039; || 1 || 5000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tsara&#039;noga, the Outsider&#039;&#039;&#039; || 1 || 1200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Null Pylons&#039;&#039;&#039; || 1-3 || 180&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tomb Citadel&#039;&#039;&#039; || 1 || 550&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tomb World Gateway&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Shooting Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cutting Beam&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomsday Cannon&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Death Ray&#039;&#039;&#039; || 20 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exile Cannon&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Blaster&#039;&#039;&#039; || 7 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Cannon&#039;&#039;&#039; || 20 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Exterminator&#039;&#039;&#039; || 50 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Flayer&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Flayer Array&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gauss Flux Arc&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heat Ray&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Gauss Cannon&#039;&#039;&#039; || 20 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Particle Whip&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scythe of Light&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Staff of Light&#039;&#039;&#039; || 10 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Synaptic Disintegrator&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; || 13 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tesseract Singularity Chamber&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Twin Gauss Slicers&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Twin Tesla Destructor&#039;&#039;&#039; || 20 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Automaton Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crackling Tendrils&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Feeder Mandibles&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flayer Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Massive Forelimbs&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rod of Covenant&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scythe of Light&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vicious Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Voidblade&#039;&#039;&#039; || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Warscythe&#039;&#039;&#039; || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Necrons]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Dresden_Files_RPG&amp;diff=1011614</id>
		<title>The Dresden Files RPG</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Dresden_Files_RPG&amp;diff=1011614"/>
		<updated>2026-05-20T15:35:12Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Dresdenwiki.jpg|500px|thumb|right]]&lt;br /&gt;
{{topquote|The building was on fire [[Pretend|and it wasn&#039;t my fault]].|Harry Dresden}}&lt;br /&gt;
{{topquote|He&#039;s Gandalf on crack and an IV of Red Bull.|A description of Harry while on a case}}&lt;br /&gt;
&lt;br /&gt;
The Dresden files RPG is a roleplaying game from Evil Hat productions. The game is set in the urban fantasy world of the popular Dresden Files books written by Jim Butcher - the World of Darkness, if folks decided &amp;quot;Fuck brooding! Gimme my bourbon, I wanna sock the bastards!&amp;quot;  The game was released on June 23rd, 2010.&lt;br /&gt;
&lt;br /&gt;
The game mechanics uses the [[FATE System]], a riff off of the [[FUDGE]] generic rpg system, already made popular by Spirit of the Century.  The Dresden Files RPG is the first official &amp;quot;version 3.0&amp;quot; instance of the FATE System.&lt;br /&gt;
&lt;br /&gt;
DFRPG is maybe the most popular FATE adaption. Its main drawbacks are the generally overpowered magic-users (vanilla mortals FTW!) and the fact that every mention on [[/tg/]] causes a [[Mary Sue|very special]] avatarfag and his army of hateboys to appear.&lt;br /&gt;
&lt;br /&gt;
===City Creation===&lt;br /&gt;
Probably the best-kept secret of the game, the city creation rules are a great toolkit allowing for players to collaboratively build the kind of city they want to adventure in, and are broken into three main phases.&lt;br /&gt;
&lt;br /&gt;
====Overall====&lt;br /&gt;
The overall part of city building is where the kind of game, and the NPC&#039;s that are going to be a part of the game world are decided upon by the players and Game master. This is done by firstly choosing three themes or threats in any combination, that will have an effect on the overall tone and dangers that the players will face.&lt;br /&gt;
&lt;br /&gt;
For example&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cambridge (UK)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lessons Taught, Lessons Forgot&#039;&#039;&#039; (THEME); &#039;&#039;&#039;Decay Masqued by Art&#039;&#039;&#039; (THEME); &#039;&#039;&#039;A Festival of Violence&#039;&#039;&#039; (THREAT).&lt;br /&gt;
&lt;br /&gt;
As Cambridge (UK) is a university town with a long history to both theater and various festivals, these three things can be used almost immediately to create the three themes/threats that the players will be dealing with. Old Books and historical legacies lost in one of the many storerooms owned by the university (whose campus covers a majority of the city) means that there will be a strong and well established theme of information hunting and rarely some of those things actually being right, and very dangerous.&lt;br /&gt;
&lt;br /&gt;
The theaters in Cambridge have been around a long time, with one of the most famous and established theaters (the Cambridge Arts Theater, 1936) having exactly 666 seats (the incorrect number of the beast) and is host to the universities triennial Cambridge Greek Play, which is preformed in ancient Greek, more than enough to build something off. However a lot of theater groups face struggles in the city despite its close connections to the arts. Mostly due to their hidden WCV masters who keep the theaters failing and desperate so as to maximize the Despair they can feed upon.&lt;br /&gt;
&lt;br /&gt;
Lastly for this example would be the many, many SUMMER festival that are hosted in, or nearby, the city. Cambridge folk, Cambridge Art, and Cambridge Beer Festivals being the most famous examples, although another long-running festival to take note of would be &amp;quot;The Midsummer Fair&amp;quot; itself chartered by King John himself. These festivals could potentially generate a lot of arcane power which is normally fed into the Summer court, allowing them their influence on this part of the mortal plane, but they are also open easy attack, whether bureaucratic or violent as something else attempts to subsume this power from Summer.&lt;br /&gt;
&lt;br /&gt;
So in this city the PC&#039;s can clearly expect to deal with ancient, and forgotten knowledge coming back into the world of the living, festivals that are an easy source of metaphysical power to anyone powerful or moronic enough to stand up to Summer, and something, something to do with the failing, and decrepit theaters that seem to face struggle after struggle.&lt;br /&gt;
&lt;br /&gt;
All of this is broken down into the Mortal/Supernatural Status Quo; a paragraph each to describe the Supernatural Status Qou (The Summer Court keeps an eye on the Festivals as they gain hard fought influence from them, ancient knowledge sleeps uneasily beneath the university, and the WC have a steady food supply from the failing theaters.), and the Mortal Status Quo, (INSERT HERE). Which is used alongside the Movers and Shakers Box, a Mendelow Matrix set to the axis&#039;s of &amp;quot;Who is in the Dark/Who is in the Know&amp;quot; (describing who knows what about the supernatural in the city) and &amp;quot;Who wants to Maintain the Status Quo/Who want to Rock the Boat&amp;quot; (Who is happy with the way things are against who wants things to change, usually in their own favor).&lt;br /&gt;
&lt;br /&gt;
As a good guideline, unless it&#039;s in a particularly law-abiding city, the cops should be slap bang in the middle, with maybe a little bit more towards awareness of the supernatural. The cops don&#039;t want things to always remain the same; they want things to get better, people to stop disappearing, bodies to stop showing up on the streets, corruption to stop being untouchable; but neither do they want things to cange so far that there is chaos on the streets, looting, rioting, cats and dogs living together, MASS HYSTERIA!&lt;br /&gt;
&lt;br /&gt;
I&#039;ve skipped over Theme/Threat Aspects, and the faces that go along with each Theme/Threat for now as they will eventually get their own sections.&lt;br /&gt;
&lt;br /&gt;
====Locales====&lt;br /&gt;
This part of City Building is putting those Themes and Threats into solid locations where the PC&#039;s may interact with the NPC&#039;s. While the official sheet may only have nine slots open, these are your repeating main locales for the entire city, don&#039;t feel forced into having exactly nine locations for your city and only ever using using those nine locations.&lt;br /&gt;
&lt;br /&gt;
Each location has several parts consisting of a Name (no duh), a basic description (no duh), whether it is part of a theme or a threat, the core idea behind the location, the Location Aspect, and the face behind the Location and their basic concept, so to continue on the Cambridge example an example Location could be...&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Name&#039;&#039;&#039;: Hinton Cherry Hall Festival Grounds&lt;br /&gt;
 &#039;&#039;&#039;Description&#039;&#039;&#039;: Regularly used summer festival grounds&lt;br /&gt;
 &#039;&#039;&#039;THEME/THREAT&#039;&#039;&#039;: Threat&lt;br /&gt;
 &#039;&#039;&#039;Idea&#039;&#039;&#039;: The Summer Court&#039;s main stomping grounds in the city&lt;br /&gt;
 &#039;&#039;&#039;Aspect&#039;&#039;&#039;: Magically Charged Festival Grounds&lt;br /&gt;
 &#039;&#039;&#039;Face&#039;&#039;&#039;: Jane Clements (Lady Fairwinds) (Summer Sylph Festival Co-ordinator)&lt;br /&gt;
&lt;br /&gt;
This needs to be done several times, enough to properly represent each force in the city, and each of the three themes/threats. However not every locale needs to have a NPC face. It is completely possible for a PC to be the face of a Location provided they have a significant investment in that particular location, an example would be a True Believer PC being the face of a local place of worship where NPC&#039;s come for spiritual advice which tips the PC&#039;s into something new happening. Other options for the face could also be an actual mythical figure (slightly rare in the Dresden Files, most mythical figures have some form of existence), a murder victim, or an organisation that the PC&#039;s may have to contend with (authorities, criminal gangs, cults, etc). So long as the PC&#039;s are capable of interacting with them anything (within reason) could make a decent face, although a murder victim may make for a rather impermanent one.&lt;br /&gt;
&lt;br /&gt;
====Faces====&lt;br /&gt;
Once you have all the locations you need, and you and your players have agreed upon what exactly they are, what they represent, and what Faces they have, you and your group then need to detail each Face to go with each location, this includes the Face&#039;s Name, what Location they represent, their High Concept, Motivations and any relationships they might have with other important NPC&#039;s in the city.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry about putting every single detail on the city Face sheets, each face should have its own separate character sheet eventually.&lt;br /&gt;
&lt;br /&gt;
So to continue the Cambridge example...&lt;br /&gt;
&lt;br /&gt;
We&#039;ll break from Hinton Cherry Hall because not only are the motivations of the Sidhe strange and inhuman, but she&#039;s a female Sidhe so who knows what the fuck is going on behind those eyes, let&#039;s instead go to (the made up) Mill Street Market (Cambridge has a lot of the general markets in real life we&#039;re just solidifying one of these to actual buildings).&lt;br /&gt;
&lt;br /&gt;
Mill Street is one of Cambridge&#039;s most famous markets, and one of the most famous in the UK itself. Not for being a regular local produce, farmers market full of organic produce and environmental sensibilities which are all the rage today, but because it&#039;s one of the largest multi-national markets, you want to find something from some dinky little province in China, a legitimate African Shaman Mask, or even something stranger? You&#039;re going to be hard pressed, but you&#039;ll find it somewhere on Mill Street.&lt;br /&gt;
&lt;br /&gt;
This makes Mill Street Market a solid location, rife with potential, and problems, but players can&#039;t just interact with each store owner when looking for every single little thing, you&#039;re going to end up with a bunch of remarkably similar NPC&#039;s with the distinction &amp;quot;yeah, but he sells &#039;&#039;Russian&#039;&#039; stuff, rather than Jamaican stuff&amp;quot;, which will only increase your book-keeping exponentially, and for not a lot of payoff.&lt;br /&gt;
&lt;br /&gt;
This is where the Face comes in, you need to make a single NPC who the players can interact with, while still representing the entire streets interests. This face can be the head of a market committee, a particularly patriarchal/maternal store owner who keeps an eye on the entire street, or even an actual city council official who interferes with the PC&#039;s attempt to buy the stuff that&#039;s slightly illegal to own in public, but not to have in stock for selling (lock-picks, cultural items that should be in museums, poisonous plants, small stuff a bureaucrat could make your life hell over).&lt;br /&gt;
&lt;br /&gt;
For this Example we&#039;ll roll with a shop owner who has been well established thanks in part to his supernatural contacts, his minor talent that allows him to drive really good bargains, and the fact that he regularly represents the street against the city council, because of its connections to multiple parts of the Nevernever, including the Bizarre Bazaar, a Fae market where anything is for sale.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Name&#039;&#039;&#039;: Vihaan Kendle&lt;br /&gt;
 &#039;&#039;&#039;Locale&#039;&#039;&#039;: Mill Street Market&lt;br /&gt;
 &#039;&#039;&#039;High Concept&#039;&#039;&#039;: Market Wizard&lt;br /&gt;
 &#039;&#039;&#039;Motivation&#039;&#039;&#039;: Mill Street&#039;s Secrets must be kept.&lt;br /&gt;
 &#039;&#039;&#039;Relationships&#039;&#039;&#039;: Jane Clements (A deal with Summer keeps this place safe from the Seelie and protected from the Unseelie), Chris Faulkner (Fellow Secret Keeper), Prof Nigel Sterling (Nosy old man with no idea what he&#039;s trying to dig up), other Store Owners (The people I&#039;m trying to protect) [UNKNOWN] Karl Helbrect (I am an obstacle in his way).&lt;br /&gt;
&lt;br /&gt;
==The Actual Dresden Files==&lt;br /&gt;
[[Image:Dresden 1.jpg|thumb|right|Standard Dresdenverse event]]&lt;br /&gt;
===Books===&lt;br /&gt;
They&#039;re pretty awesome, seriously, go read them. Private Eye/Wizard Harry Blackstone Copperfield Dresden takes on the forces of evil with his magic, his wits, and a near endless supply of old pop culture references. I&#039;ll try to summarize them without spoiling them, if it seems that i&#039;m putting in the most exciting bits, I&#039;m not, they&#039;re just that great.&lt;br /&gt;
# &#039;&#039;Storm Front&#039;&#039;: Not the author&#039;s best work but not terrible. Involves curses, a drug ring, and naked battles with a demon (it&#039;s less kinky than it sounds.)&lt;br /&gt;
# &#039;&#039;Fool Moon&#039;&#039;: Widely regarded as the worst book in the series but still pretty passable. Has werewolves out the wazoo (totally not furries, trust me. And Dresden &#039;&#039;does&#039;&#039; get the line, &amp;quot;[[Awesome|... or I&#039;ll kill you before you&#039;re halfway]] to [[furry]]&amp;quot; whilst holding a wolfaboo at gunpoint.)&lt;br /&gt;
# &#039;&#039;Grave Peril&#039;&#039;: This is where shit gets good; Vampires (WoD variety with a side of Succubus/Incubus, not Twilight shit, you&#039;ll learn to hate them for completely different reasons though) and a scary-ass powerful ghost.&lt;br /&gt;
# &#039;&#039;Summer Knight&#039;&#039;: Faeries (the old folklore &amp;quot;Steal Children and Mutilate Livestock/People&amp;quot; kind, not the Disney kind). Its got badass Dark Eldar-type Faeries, slightly less badass Craftworld-type Faeries, and everything in between. Also, the sobering after-effects of losing a loved one and emotional crap like that. Also, don&#039;t call them faeries to their faces (its like a racial slur.)&lt;br /&gt;
# &#039;&#039;Death Masks&#039;&#039;: To sum it up, atheist warriors of heaven, conquistador vampires, Fallen Angels, and a villain so evil that he makes Honsou look like Sanguinius. Seriously, he&#039;s so evil, that a Fallen Angel literally older than the concept of time thinks that he&#039;s one of the most evil things ever. Also it got a Samurai Paladin.&lt;br /&gt;
# &#039;&#039;Blood Rites&#039;&#039;: A pretty good read despite the ridiculous premise. Two different flavors of vampire and porn stars. Manages to be pretty awesome.&lt;br /&gt;
# &#039;&#039;Dead Beat&#039;&#039;: One of the best if not the best book in the series. Dresden fights necromancers and rides a zombie T-rex,if that does not sound awesome you are very clearly disturbed. Also, theres&#039;s a Warhammer Fantasy easter egg that rhymes with Shmeinrich Shmemmler.&lt;br /&gt;
# &#039;&#039;Proven Guilty&#039;&#039;: Tracking down monsters that feed on fear at a horror movie convention.  Its a bit slow at the start, but ends really well. Good book for Molly fans.&lt;br /&gt;
# &#039;&#039;White Night&#039;&#039;: Most of the details are spoilery, but basically, something&#039;s hunting magic users and framing Harry.  A number of long-running sub-plots culminate. &lt;br /&gt;
# &#039;&#039;Small Favor:&#039;&#039; The villain from &#039;&#039;Death Masks&#039;&#039; comes back and tries to start the apocalypse again AND Harry has to deal with Faeries again. Includes dolphins, angry goats, a hostage situation, and a quest for a fresh donut, don&#039;t worry, it&#039;ll make sense.&lt;br /&gt;
# &#039;&#039;Turn Coat&#039;&#039;: This one&#039;s bad guy might second closest thing to pure evil since that guy from &#039;&#039;Death Masks&#039;&#039;, it may be even more evil than him. Also, there&#039;s a magic cop who was framed for a murder he didn&#039;t commit and now he&#039;s on the run from his former allies while he tries to clear his name. Will he find out who&#039;s responsible? Will he get revenge? Will I stop trying to make this sound like an 80&#039;s television show? MAYBE.&lt;br /&gt;
# &#039;&#039;Changes:&#039;&#039; A whole bunch of spoilers, like paradigm shift, next level spoilers. It&#039;s a bit more of a thriller than a mystery but this is where shit gets real in the series. Do NOT start with this book, or any one that comes after it. They&#039;re amazing but they&#039;ll ruin the whole series for you and they usually require some prior knowledge of the series to fully appreciate.  &lt;br /&gt;
# &#039;&#039;Ghost Story:&#039;&#039; Pure unadulterated spoiler, sorry. But it recaptures some of the noir atmosphere from the earlier books and sets you up for the next story arc.&lt;br /&gt;
# &#039;&#039;Cold Days&#039;&#039;: An assassination/training montage, followed by ballroom dancing, followed by investigation, followed by H.P. Lovecraft references, followed by more investigation. And insane Faeries throughout the entire books. Also, Santa&#039;s there, which is awesome, except when you learn that Santa is inspired by Odin, who also happened to be the inspiration for Khorne (which might actually make it even more awesome).&lt;br /&gt;
# &#039;&#039;Skin Game&#039;&#039;: Tied with &#039;&#039;Dead Beat&#039;&#039; for the best book. Imagine &#039;&#039;Ocean&#039;s Eleven&#039;&#039;, but replace breaking into a casino with breaking into the Underworld (yes, the one where Hades lives), and replace a buttload of money with the Holy Grail.  A welcome chance to let the new status quo finally sink in for a bit, after three books of &#039;&#039;dramatically shattering it forever&#039;&#039;, as well as a sweet-ass thriller.&lt;br /&gt;
# &#039;&#039;Peace Talks&#039;&#039;: Marcone attempts to hold a Peace Conference for the Accorded Nations to see if they can make peace wih the Fomor, Harry deals with family drama, Thomas is revealed to be a father-to-be, Dresden gets a disease straight from The Other Harry&#039;s universe (seriously, Conjurivitus?), and shit directly leads off into the next book in the series &amp;quot;Battle Grounds&amp;quot;. Very much a finding of feet after 6 years of no releases.&lt;br /&gt;
# &#039;&#039;Battle Grounds&#039;&#039;: Everything explodes. Seriously. Everything. Chicago is on fire, the supernatural world is simultaneously going to war and pissing itself, and Harry, as always, is smack damn in the middle of it. How could he not be when someone brings a magic superweapon to his town? Mixes in some moments of levity, some absolute heartbreak, a METRIC TON of action scenes, and a few twists (some kinda obvious, some not so much.) If all you have ever wanted is to see your favorite supernatural characters kicking the shit out of each other, this is the book for you.&lt;br /&gt;
&lt;br /&gt;
===Comics===&lt;br /&gt;
# &amp;quot;Welcome to the Jungle&amp;quot; - Takes place before Storm Front. A mad gorilla has killed a security guard, only problem is how did it get out of its enclosure, kill the guard as he emptied a full mag into it, partially clean up after its viscous assault, get back into enclosure, and lock up after itself.&lt;br /&gt;
# Graphic novel remakes of &#039;&#039;Storm Front&#039;&#039; and &#039;&#039;Fool Moon&#039;&#039;, with a certain amount of artistic turnover.&lt;br /&gt;
# &amp;quot;Ghoul, Goblin&amp;quot; - Takes place after &#039;&#039;Fool Moon&#039;&#039;, before &#039;&#039;Grave Peril&#039;&#039;. Harry is called out to small town of &amp;quot;Boone Mill&amp;quot; after the singularly unlucky Talbot family starts to have its members dying off in unnatural ways.&lt;br /&gt;
# &amp;quot;War Cry&amp;quot; - Take place after &#039;&#039;Dead Beat&#039;&#039;, before &#039;&#039;Proven Guilty&#039;&#039;. Lots of spoilery details, but with a house full of scholars hiding a secret, and a besieging army of vampires Harry is in for the fight of his life.&lt;br /&gt;
# &amp;quot;Downtown&amp;quot; - Takes place after &#039;&#039;White Night&#039;&#039;, and before &#039;&#039;Small Favor&#039;&#039;. Something is hunting down shopowners that pay protection to Marcone. Something magical is killing shopowners in Harry&#039;s city. Time for wacky buddy-cop movie style shenanigans. Only with more visceral horror, death, homeless people, and absurdly spacious sewers.&lt;br /&gt;
# &amp;quot;Wild Card&amp;quot; - Takes place after &amp;quot;Downtown&amp;quot;, and before &#039;&#039;Small Favor&#039;&#039;. When a mysterious fairy begins ripping a trail of carnage across Chicago, Dresden gets involved trying to track it down, but this Fairy isn&#039;t just the &amp;quot;normal&amp;quot; fairy serial killer...&lt;br /&gt;
# &amp;quot;Dog Men&amp;quot; - Harry travels down south with Listens to the Wind to investigate attacks by royalty-free werewolves. Features flirting with Ghouls, Harry&#039;s best Doomguy grin, and the first canon confirmation of a government bureau that deals with the supernatural.&lt;br /&gt;
&lt;br /&gt;
===Short Stories===&lt;br /&gt;
In no particular order (for now)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Vignette&#039;&#039;: extremely short, not much to say other than Harry and Bob having a relatively meaningless conversation (Free online, Side Jobs)&lt;br /&gt;
*&#039;&#039;Restoration of Faith&#039;&#039;: Harry before he became an independent P.I., working alongside a P.I. mentor on a missing child case (Free Online, Side Jobs)&lt;br /&gt;
*&#039;&#039;Something Borrowed&#039;&#039;: a wedding, where &amp;quot;borrowed&amp;quot; means kidnapped and impersonated (Side Jobs)&lt;br /&gt;
*&#039;&#039;Heorot&#039;&#039;: brewing festival and Beowulf, plus bikers, sewers, and an explanation of virginity throughout the ages (Side Jobs)&lt;br /&gt;
*&#039;&#039;It&#039;s My Birthday Too&#039;&#039;: LARP, vampires, and LARP vampires (Side Jobs)&lt;br /&gt;
*&#039;&#039;Day Off&#039;&#039;: wherein Harry experiences more stress than he does on the job (Side Jobs)&lt;br /&gt;
*&#039;&#039;Backup&#039;&#039;: metrosexuality in a hair salon and shadow wars (Thomas&#039;s perspective) (Side Jobs)&lt;br /&gt;
*&#039;&#039;The Warrior&#039;&#039;: no funny/unfunny description for this one, its just a good story about Harry and Michael doing the right thing (Side Jobs)&lt;br /&gt;
*&#039;&#039;Curses&#039;&#039;: Chicago Cubs and the Billy Goat Curse&lt;br /&gt;
*&#039;&#039;Bombshells&#039;&#039;: sexy former hobo vigilantes and fish people who are into snuff. (Dangerous Women)&lt;br /&gt;
*&#039;&#039;Last Call&#039;&#039;: beer and has-been &amp;quot;demigoddesses&amp;quot; (washed up hedonism spirit from ancient greece, nowhere near modern demigod levels) trying to tamper with it (Side Jobs)&lt;br /&gt;
*&#039;&#039;Love Hurts&#039;&#039;: wherein Harry once again learns that love does indeed hurt (Side Jobs)&lt;br /&gt;
*&#039;&#039;Aftermath&#039;&#039;: SPOILERS that&#039;s what (Side Jobs)&lt;br /&gt;
*&#039;&#039;B is for Bigfoot&#039;&#039;: turns out, being half-Sasquatch gets you bullied in elementary school, especially the bullies are spoiled rotten half-dwarf little shits. (Working for Bigfoot)&lt;br /&gt;
*&#039;&#039;I was a Teenage Bigfoot&#039;&#039;: half-bigfoot at S.M.A.G.T., Saint Mark&#039;s Academy for the Gifted and Talented, yes, it is a stupid acronym. (Working for Bigfoot)&lt;br /&gt;
*&#039;&#039;Bigfoot on Campus&#039;&#039;: our little bigfoot has grown up and gotten himself a football scholarship plus a smokin&#039; hot GF, no dark secrets here, no siree, completely normal unrealistically attractive girlfriend and her insanely wealthy father who definitely doesn&#039;t want her to fuck him to death, whether she&#039;s on board with that part or not (Working for Bigfoot)&lt;br /&gt;
*&#039;&#039;Even Hand&#039;&#039;: a day in the life of the most successful mobster in the american midwest (Dark and Stormy Knights.)&lt;br /&gt;
*&#039;&#039;AAAA Wizardy&#039;&#039;: Harry gives lectures to young Wardens (RPG Book-Our World)&lt;br /&gt;
*&#039;&#039;Jury Duty&#039;&#039;: a murder trial where the murder weapon was a bowling pin (Unbound)&lt;br /&gt;
*&#039;&#039;Cold Case&#039;&#039;: This story is not funny, its not supposed to be, its just straight up harrowing. Its a descent into compulsive madness and the loss of innocence and identity forever.&lt;br /&gt;
*&#039;&#039;&#039;Day One&#039;&#039;&#039;: it appears that the Almighty is familiar with standard MMORPG quest-giving mechanics&lt;br /&gt;
*&#039;&#039;A Fistful of Warlocks&#039;&#039;: Captain of the White Council&#039;s Wardens chasing necromancers in the Old West. (Straight Outta Tombstone anthology/Brief Cases)&lt;br /&gt;
*&#039;&#039;Zoo Day&#039;&#039;: The events of a relaxing visit to the local zoo, retold from three different perspectives, each one encountering their own problems. (new story exclusive to Brief Cases)&lt;br /&gt;
&lt;br /&gt;
===Factions, Races, and Supernatural Nations===&lt;br /&gt;
If all this seems excessively expansive and convoluted as shit, keep in mind that on this page there&#039;s lore from 16 books, 7 comics, and a couple dozen short stories, not to mention a healthy dose of meta and speculation. &lt;br /&gt;
&lt;br /&gt;
{{Template:Spoilers}}&lt;br /&gt;
*A Note on Terminology in the books, fanbase, and this page&lt;br /&gt;
**&#039;&#039;&#039;WoJ&#039;&#039;&#039;: &#039;&#039;Word of Jim&#039;&#039;, anything the author says in interviews or Q&amp;amp;As. A reference to both general literary &#039;&#039;Word of God&#039;&#039; and the &#039;&#039;Word of Kemmler&#039;&#039;(see below under: &#039;&#039;&#039;Kemmlerites&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Vanilla Mortal&#039;&#039;&#039;: a regular human being w/o significant magic powers&lt;br /&gt;
**&#039;&#039;&#039;Whampire&#039;&#039;&#039;: derogatory but deserved slang for White Court Vampire&lt;br /&gt;
**&#039;&#039;&#039;Rampire&#039;&#039;&#039;: derogatory but deserved slang for Red Court Vampire&lt;br /&gt;
**&#039;&#039;&#039;Blampire&#039;&#039;&#039;: derogatory but deserved slang for Black Court Vampire&lt;br /&gt;
**&#039;&#039;&#039;OG Merlin&#039;&#039;&#039;: the Original Merlin, like the one who worked w/ King Arthur&lt;br /&gt;
**&#039;&#039;&#039;WC&#039;&#039;&#039;: White Council, pun intended&lt;br /&gt;
&lt;br /&gt;
====The White Council====&lt;br /&gt;
A collection of the most powerful mortal magic users on the planet (wizards) that&#039;s existed since the Dark Ages (maybe even before). Entry could be seen as the equivalent of getting a Master&#039;s degree or earning your blackbelt in magic. Is extremely powerful but is ridiculed by the other factions for being obsessed with tradition and inflexible (which it is, to an extent). What most of these other factions don&#039;t seem to appreciate is that without the Council acting as an Inquisition for magic users by upholding the Laws of Magic, the rest of them would be forced to contend with insane black magic users breaking reality left and right, shattering the Masquerade and burning them alive from the inside out for shits and giggles. Also, the Council would have even more phenomenal political and destructive power if it weren&#039;t constrained by the very Laws it upholds and if it weren&#039;t run by conservative geezers obsessed with the status quo. If a human breaks the Laws of Magic, the Council&#039;s grey cloaked Wardens drag them to a random black site and execute them, no exceptions, no second chances (mostly). Since mortal magic users exude a murphyonic field around themselves, complex mechanical and electrical devices short out around them (shit breaks when they&#039;re nearby). This isn&#039;t that much of a handicap, since they only short out stuff built after WWII (roughly, it isn&#039;t a hard cutoff) and even then only if its complex like a computer, and even then it mostly happens when they actually use their magic. Most of them have found magical workarounds to compensate for this. For some reason no wizard has ever created magical computers, despite the fact that basic binary computing is actually very simple, and we&#039;ve seen wizards use much more complex magic throughout the series. The EMP effect is actually relatively recent, wizards have a probability effect that changes from time period to time period, it used to give them warts or cause fires to burn weird colors.&lt;br /&gt;
&lt;br /&gt;
[[Image:HarryDresden.jpg|thumb|right|Harry, on the job]]&lt;br /&gt;
*&#039;&#039;&#039;Harry Blackstone Copperfield Dresden&#039;&#039;&#039;: Our titular character, a wizard and private investigator. A very tall and profoundly (un)lucky man, Harry Dresden is almost the perfect archetypal noire detective, but with a heavy dose of modern snark and humor. Born to an actual witch and a stage magician and orphaned at a young age, Harry Dresden is adopted by a friend of his mother and trained in the ways of magic. Sounding pretty generic, right? WRONG! His adoptive father, Justin DuMorne is actually a Warlock (black magic user) and was training Harry to be a loyal enforcer. When his adoptive father tries to put him in a psychic headlock of forced loyalty, Dresden ends up burning him to death in an impromptu wizard&#039;s duel. Naturally, the Wardens (Wizard Cops) show up and arrest Harry for killing with magic, a violation of the Laws of Magic that Harry was never told about. He barely avoids getting beheaded, due to the fact that he was acting in self defense against Black Magic, and because elder wizard Ebenezar McCoy speaks on his behalf and agrees to foster him. He&#039;s then placed under parole, with the penalty for violation being death, for the majority of his young adulthood. Being by far the most powerful mage of his generation and an the only openly practicing wizard, mortals see him as a charlatan or a looney; much of the wizard community sees him as a loose cannon at best, an unrepentant warlock at worst, although a good chunk of the White Council&#039;s younger generation look up to him as someone who is not afraid to call the senior council out. While low-level practitioners generally see him as a walking disaster and bully like they see all wizards (although their opinion shfits greatly as he grows in fame, joins wizard-KGB, and founds a mage neighbourhood-watch network). Other supernaturals generally treat all wizards with distrust and respectful fear, but over the course of series Harry&#039;s (partially misguided) reputation among non-human supernaturals grows from &amp;quot;Be afraid&amp;quot; to &amp;quot;OH FUCK HE&#039;S AFTER ME!&amp;quot;. Because of this he&#039;s become something of a loner, though he does have a few close friends. He&#039;s been in several relationships, but most ended in blood, tears, or flames. An honest man, he tries to do the right thing, but often, the right thing gets you put on the shit lists of vampire lords and the like. He&#039;s chivalrous to a fault, causing him no shortage of pain. It &#039;&#039;might&#039;&#039; be fair to call him honorable in that he prefers not to lie and will do his best to help the helpless, but he&#039;s not above fighting dirty or weaseling his way out of a deal, especially where his Godmother is concerned. Despite being a generally good person, he sees his own power as something he needs to carefully hold in check. He&#039;s well aware of the fact that with all his power he&#039;s one moment of careless rage away from burning down a building or blowing up a gas station, so he sees the careful and righteous use of power as being very important, though he never hesitates to use his power where he feels it&#039;s needed (read: burn down any building that looks at him funny). Harry has a bad habit of focusing a little bit too much on the features of attractive women, if this seems a little sexist, know that this is an intentional and acknowledged character flaw that is a result of Harry&#039;s messed-up upbringing; his sexual development was intentionally manipulated to make him easier to control, he gradually loses this flaw over time(only to have it replaced with paranoia, self-loathing, and more loneliness) and he himself constantly works to control his libido. His immense magical power is severely hampered by the lack of control and refinement resulting a very low cost-effectiveness with &amp;quot;quick and dirty&amp;quot; field magic - his fire evocations are huge explodey fireballs, his shields are direct force absorbers and his telekinesis can throw a car but cannot hit a button across a room - for this reason most wizards and many of the other supernaturals see him as kind of a brute. This often backfires on them as they underestimate his intelligence and take his maverick facade for granted. His enemies who know him better often go too far on the other side of misreading his character and think his &amp;quot;magical brute&amp;quot; facade is entirely fake and he&#039;s far more devious and masterful than he really is, which is kind of understandable as the pile of bodies he leaves behind grows over the course of series and includes things a wizard of his caliber have no business surviving against. Later his evocation skill grows to a respectful level only for him to often find himslef fighting without his focus tools at hand which pretty much brings him back to &amp;quot;wasting raw power on flashy and powerful but barely controlled spells&amp;quot; level. Meanwhile his thaumaturgy is way more refined and controlled as he fucking &#039;&#039;loves&#039;&#039; tinkering with rituals, artifacts and potions in his free time and the majority of his day work also revolves around using thaumaturgical rituals to find people or lost things.&lt;br /&gt;
**&#039;&#039;&#039;Subconscious Harry&#039;&#039;&#039;: The manifestation of Harry&#039;s subconscious mind, &amp;quot;Id Harry&amp;quot; is what Harry could be if he were to stop trying to be so selfless and concerned with being a good guy. Unlike most repressed alter-egos, Id Harry is presented as neither wholly evil nor wholly good, he&#039;s nothing more than Dresden&#039;s self preservation instincts, sex drive, and untapped potential (which also kind of makes him Harry&#039;s super-ego, sort of), if Harry were to stop putting himself in danger for others and let go of all the baggage that the universe heaped on him, he&#039;d be more wealthy and confident, but he&#039;d also be kind of a dick. He also tends to notice and understand things that Harry doesn&#039;t consciously know, so take that as you will. Whenever Harry meets his Id he always points out that his Id is dressed darkly, black leather duster, black shirt, black dress trousers, smart black shoes, neatly trimmed goatee, tidy hair, all of which speaks to Harry&#039;s fear of his repressed desires making him evil. Something which Id Harry calls boring and uninspired.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Original Merlin&#039;&#039;&#039;: founder of the White Council(at least its current incarnation) and the most powerful human magic user ever recorded. A former student of Odin, he created the Council to regulate magic use and protect mortals from black magic, as of &#039;&#039;Cold Days&#039;&#039; its implied that the stuff about regulating magic is merely secondary to the Council&#039;s true purpose, defending reality from the Outsiders. Despite laying down the Laws of Magic, he himself is confirmed to have broken the Sixth Law, performing a single action at different points in the time stream, simultaneously(try wrapping your brain around that), adding credence to the theory that Laws 1-6 are a smokescreen for the 7th. According to Arthurian myth, he&#039;s not entirely human, so he might have been a Changeling(or a Changeling who Chose to be human) or a Scion. His surviving enchantments defy all known laws of physics and all known understanding of magic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Margaret LeFay&#039;&#039;&#039;: Harry&#039;s mom who died shortly after giving birth to him. Harry&#039;s got a rose tinted view of her, since he believes his life wouldn&#039;t have been so shitty if she had been around. But as the series progresses, its become increasingly clear that she was involved in shady business and was practicing Black Magic, and that her unsavory connections and actions are actually the reason why his life has been so crappy. &amp;quot;LeFay&amp;quot; is an epithet given to anyone who is deeply involved with the Fae Courts. Opinions differ as to whether she was just a misguided idealist or an irresponsible contrarian. She was over 100 years old when she became pregnant with Harry, though given how much time she&#039;d spent in other parts of reality, it&#039;s entirely possible that her theoretical age was different from her practical age.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Samuel Peabody&#039;&#039;&#039;: The council&#039;s main Bureaurocromancer and the guy who takes the minutes at each of the meetings. It&#039;s stated that the council would be nowhere as efficient as it is without him. He dislikes untidy things to a rather pathological degree and is rather poor at German as his book &amp;quot;Die Lied der Erlking&amp;quot; a collection of poems and lore about The Erlking Has a glaring mistake right in the title. (The actual title should be &amp;quot;Das Lied des Erlkönigs&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klaus &amp;quot;The Toymaker&amp;quot; Schneider&#039;&#039;&#039;: A small wizard with a round belly and cheeks, and white hair. Klaus has long been the running contender (in the Merlin&#039;s opinion) for the next open seat in the Senior council, losing it to both Ebenezar McCoy, and Gregory Cristos. He&#039;s described as an enchanter with a reputation for skill and honesty, and what little we&#039;ve heard of him has been positive. WoJ says that Klaus&#039;s method of channeling magic is the Author&#039;s favorite, but he&#039;s never had a chance to publish the short story he wrote about it. From the interview.&lt;br /&gt;
 &amp;quot;My favorite is probably from an unpublished short story I wrote, set in the Dresden Files universe, but during the Battle of the Bulge. The Nazis had a sorcerer operating out of an old monastery, and the White Council dispatched the Belgian wizard, Klaus the Toymaker. Klaus&#039;s magic is all based around using children&#039;s toys as focii. My favorite moment was when he killed a couple of SS-summoned demons with a windup wooden duck.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
=====The Senior Council=====&lt;br /&gt;
The seven &amp;quot;ruling&amp;quot; wizards of the White Council. While the position is usually awarded for being one of the most ancient, experienced, influential wizards on the planet, positions can be selected due to political bullshit and the Senior Council tends to be aged and crotchety because of this. Contrary to what their name might imply, they actually have very little authority over the day to day lives of council members. Rather than a member of a ruling body, a position on the senior council could best be thought of as combining the responsibilities of Judge, Arbiter, Diplomat, Administrator, and in some cases Generals and Champions. There is also a certain amount of delegated authority given to certain members of the senior council. For example, Ancient Mai is implied to be responsible for diplomacy, Arthur Langtree seems to be responsible for arbitration within the council, Listens to the Wind commands the medical staff, the Gatekeeper is responsible for keeping Outsiders Outside, etc. Whether this is formal assignment of duties or simply wizards assuming the role they are best suited to is unknown, though it&#039;s strongly suggested that the Gatekeeper and The Merlin are formalized positions.&lt;br /&gt;
*&#039;&#039;&#039;The Merlin/Arthur Langtry&#039;&#039;&#039;: The Merlin is the formal leader of the white council. The current Merlin, Arthur Langtry, is a wizard and politician who believes in keeping an image of strength and solidarity against the terrors of the world above all else. Though he and Harry find themselves at odds often, he&#039;s not implied to be directly evil or malicious, just calculating, proud, and utterly ruthless in his politicking for the council. He&#039;s good with defensive warding magic. Like really, &#039;&#039;really&#039;&#039; good. As in, he once held off an entire court of vampires and outsiders with an improvised ward which had nothing to anchor itself against. As Harry points out several times, he didn&#039;t get his title by collecting bottlecaps.&lt;br /&gt;
*&#039;&#039;&#039;The Gatekeeper/Wizard Rashid&#039;&#039;&#039; Rashid The Gatekeeper is the most mysterious of the current Senior Council, his purpose has something to do with &amp;quot;the Outer Gates&amp;quot;, and it&#039;s heavily implied he has some ability to see the future, or at least is well connected with someone who can. Until &amp;quot;Cold Days&amp;quot; that&#039;s all we know, and even after that he&#039;s almost cryptic as before. Without going into major spoilers territory, we come to find out in later books that he&#039;s one of, if not &#039;&#039;the&#039;&#039; most important council member, as far as his role is concerned. He&#039;s one of the few characters that is taller than Harry putting him at somewhere around 6&#039;10-7&#039;00&lt;br /&gt;
*&#039;&#039;&#039;Ebenezar McCoy/The Blackstaff&#039;&#039;&#039; Harry&#039;s second mentor, Ebenezar McCoy is a Scottish hill-billy (native to Scotland, immigrated to the US during the 17th century) who currently owns a ranch in the Ozarks. &amp;lt;s&amp;gt;He is also the Blackstaff, the Senior Council&#039;s secret wetworker who is exempt from the typical punishments those who broke the laws of magic would face. He is responsible for the Krakatoa Eruption, the New Madrid Earthquakes, and the Tunguska Event &amp;lt;/s&amp;gt;. &#039;&#039;&#039;There is no such position within the council, no member would dare breach the laws of magic, and to imply such is subversive misinformation spread to weaken the council from within. If you hear any such seditious falsehoods, report to Wizard McCoy for summary Debrief and Reeducation.&#039;&#039;&#039; Despite his work for the council, he doesn&#039;t get along with the Merlin, as they fought on opposite sides of the French and Indian War. He specializes in evocation, specifically Earth and Gravity magic, and is mentioned as being one of the top evocators in the world. For example, he once pulled a derelict Russian satellite out of orbit against his enemies. Think about that. He had the magical strength to reach up into fucking &#039;&#039;ORBIT&#039;&#039; to pull down a several ton satellite, and was able to control the insane force of its meteoric descent enough to bring it down on a specific target. &lt;br /&gt;
*&#039;&#039;&#039;Joseph Listens-to-Wind/Injun Joe&#039;&#039;&#039; A genuine Illinois medicine man, Listens-to-Wind is a Native American Wizard/Shaman, and one of the few truly decent people in the Dresden Universe. He is both a master of shapeshifting magic and healing biomancy, which isn&#039;t counting the fact that he goes back to medical school every few decades so he can keep up with current medical techniques. Generally level headed and calm, but holds plenty of anger about the fact the White Council&#039;s laws forced him to sit back and watch as his nation was destroyed. He&#039;s also a fucking genius. Think of how complex something like brain surgery is. Now imagine doing brain surgery with a current of energy you&#039;re controlling with your mind, without disrupting the electricity within the brain you&#039;re working on. Now imagine doing this and work like it every day for centuries. Call him &amp;quot;Injun Joe&amp;quot; without being Ebenezar McCoy at your own peril.&lt;br /&gt;
*&#039;&#039;&#039;Martha Liberty&#039;&#039;&#039; An exceedingly tall African-American Wizard, very little is known about her. Worthy of note is that she&#039;s one of the few ancient wizards who lives with her family. Most wizards move away from their families after a century or so, to avoid the pain of seeing multiple generations of your family die. Martha lives with some of her great great granddaughters. &lt;br /&gt;
*&#039;&#039;&#039;Ancient Mai&#039;&#039;&#039; The scariest old (human) woman you&#039;ll ever meet, ancient Mai lives up to her name. Despite being over over 400 freaking years old, she&#039;s said to retain much of her beauty, being compared to the flawless emptiness of a porcelain doll. She may or may not be the person in charge of handling contact with other supernatural powers as she sent out emissaries to both Faerie courts at the beginning of &amp;quot;Summer Knight&amp;quot;, and becomes very formal and diplomatic in the presence of other supernatural powers, as we see in &amp;quot;Turn Coat&amp;quot;. Her preferred form of magic is Enchantment and she is responsible for the Council&#039;s many magical constructs and golems/Wardhounds, beyond that, she is said to have &amp;quot;precious little gift for combat magic.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Gregory Cristos&#039;&#039;&#039; The newest member of the Senior Council. He leads a large multi-national bloc of wizards that represent nations that have been largely neglected by the White Council. His appointment was largely to avoid a split in the White Council which would lead to a civil war when they need it the least. While this allowed him to gain his position, he neither has seniority nor much respect from the rest of the senior council. Harry and Ebenezar consider if he&#039;s a member of the &#039;&#039;&#039;Black Council&#039;&#039;&#039;, a highly placed catspaw whose rise to power they engineered, or just a useful idiot that fell into place. Considering his personal shows of wealth and desperation to make peace with less savory supernatural community members as diplomatic victories, he&#039;s likely just a well-meaning, but useful idiot to the Black Council. Harry and Ebenezar suspect that he&#039;s either a Mole or Incompetent; Ebenezar complains that Incompetents are more dangerous every time.&lt;br /&gt;
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=====The Wardens=====&lt;br /&gt;
The law enforcement and military arm of the White Council. Wizards trained in combat, investigation, and warfare. Wardens enforce the Seven Laws of Magic with extreme prejudice. You break the laws, the Wardens cut your head off. Every Warden is given a unique nigh-indestructible sword that can cut through magic, and a grey cloak that doesn&#039;t stain. Considering the amount of blood involved in cutting off heads this last one is important. When the Council goes to war with the Red Court they had to increase recruitment, so a lot of the Wardens are really young, some even in their late teens. This creates a dynamic of the conservative old guard disapproving of the young upstarts&#039; willingness to use more aggressive and unorthodox methods, while the new Wardens disagree with the old geezers&#039; excessive caution and overly rigid interpretation of the First Law. Harry is liked by many of the younger wardens, and most of the old guard hold him in a mix of suspicion and wary respect.&lt;br /&gt;
*&#039;&#039;&#039;Anastasia Luccio&#039;&#039;&#039; Currently the Captain of the Wardens, formerly field commander, she is responsible for the organization, logistics, and training of the Wardens, due to necromantic body-switching psychic fuckery that ripped her out of her original body and into the much younger, magically weaker body of a grad student. She is still on of the scary members of the white council, as this switch did nothing to diminish her years of experience or masterful control, though it did weaken her magically, so she&#039;s no longer capable of forging the warden&#039;s swords as she once did (though goodness knows why she doesn&#039;t forge the enchantment while someone else does the magical heavy lifting, something the series has firmly established can be done). She&#039;s so good at fire evocation that some of her &amp;quot;fire&amp;quot; spells are more comparable to cutting lasers than anything else.&lt;br /&gt;
*&#039;&#039;&#039;Donald Morgan&#039;&#039;&#039; The Field Commander of the Wardens. Morgan is fanatical in his service to the White Council, and especially the Merlin and Luccio. He&#039;s down paranoid and stern after years of seeing the horrors of black magic. He specializes in Earth Magic, and was said to be one of the best evocators alive, capable of doing quick and dirty like no one else. In a singular moment of unrivalled badassery he once lured a nigh-unkillable evil shapeshifter called a skinwalker (Naagloshii) onto a nuclear testing site, and escaped to through a portal seconds before the nuke went off. &lt;br /&gt;
*&#039;&#039;&#039;Carlos Ramirez&#039;&#039;&#039; A &amp;quot;classically Spanish&amp;quot; Warden, Carlos is the youngest ever Regional Commander in the wardens, and one of Harry&#039;s few allies in the White Council. Witty, skilled, courageous, and something of a womanizer (though he may or may not actually be a virgin). He specializes in Water magic, specifically entropy magic, and is more than capable of hurling disintegration beams around in combat. &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Wild&amp;quot; Bill Meyers&#039;&#039;&#039;: Warden in charge of the Southwest, specializes in earth magic and has been seen toting around a double barreled shotgun and a combat knife.&lt;br /&gt;
*&#039;&#039;&#039;(Yuki?)Yoshimo&#039;&#039;&#039;: Japanese Warden known to use biomancy and wind magic, carries around a silver katana, distant relative of Shiro Yoshimo(see: Knights of the Cross)&lt;br /&gt;
*&#039;&#039;&#039;Justin DuMorne&#039;&#039;&#039;: Harry&#039;s abusive adoptive father and first magic mentor. A former Warden and secret Warlock (Black Magic) user, DuMorne adopted Harry with the intent of raising him to be his Black-Magic-using underling. When Harry got lucky and stumbled onto his mentor&#039;s plans before he could impliment them, DuMorne tried to mentally enslave him. Harry began his long and illustrious career using Nike-Jutsu and ran the fuck away. Harry escaped into the &amp;quot;care&amp;quot; of his godmother, the Leanansidhe, after a brief stint of robbery and Outsider-Slaying. Lea then offered to make a faustian pact with him: she would give Harry the power required to defeat DuMorne. In exchange, he would belong to her. Harry then killed DuMorne in a magic duel, and did everything he could to snub his godmother on the deal. He may or may not have been a member of the Black Council.&lt;br /&gt;
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=====The Seven Laws of Magic=====&lt;br /&gt;
The Laws of Magic that the White Council enforces, for damned good reasons.&lt;br /&gt;
# Thou Shalt not Kill (no murdering... with magic, anyway)&lt;br /&gt;
# Thou Shalt not Transform Others (no human transmutation)&lt;br /&gt;
# Thou Shalt not Invade the Mind of Another (no mind reading)&lt;br /&gt;
# Thou Shalt not Enthrall Another (no mind control)&lt;br /&gt;
# Thou Shalt not Reach Beyond the Borders of Life (no resurrecting the dead)&lt;br /&gt;
# Thou Shalt not Swim Against the Currents of Time (no time travel)&lt;br /&gt;
# Thou Shalt not Open the Outer Gates (no inviting Cthulhu and his buddies over for a beer)&lt;br /&gt;
It&#039;s worth noting that the first five laws are as such because they involve the usage of Black Magic. Black Magic twists and corrupts the user, eroding their self control and making them more likely to use Black Magic in the future. The Sixth and Seventh Laws are there because violating them is a Bad Idea, as mucking with time or summoning outsiders tends to fuck reality to a larger or greater extent. It&#039;s theorized that messing with time or summoning the wrong outsider could destroy time and space, but considering that time and space still exist, many beings question this. The laws are also really, &#039;&#039;really&#039;&#039; nebulous sometimes. Does it break the first law to push a rock off a cliff if that rock crushes a person? Does it break the second law to repair a congenital deformity? Does it break the third law to help heal someone whose mind has been damaged? Does it break the fourth law to put someone to sleep to help them avoid being damaged by mental magic? Does it break the fifth law to resuscitate a patient whose heart has stopped? As for the sixth and seventh laws, it&#039;s worth pointing out that if you&#039;re moving (which literally everyone is &#039;&#039;&#039;all the time&#039;&#039;&#039;), you&#039;re technically altering your own flow of time (for some reason Merlin was capable of using relative positioning in time to create a five-dimensional prison, but somehow didn&#039;t write any relativity clauses for his Laws? Come on Merlin, this shit is important). If you slow down your own movement through time relative to Earth, you aren&#039;t &amp;quot;swimming against the currents of time,&amp;quot; you&#039;re just grabbing a rock and holding on for a bit. As if that weren&#039;t enough, different places within the Nevernever have time that flows faster or slower than Earth time. If you step off into an area of the Nevernever whose time moves faster than Earth&#039;s, for the express purpose of giving yourself more time relative to Earth, does that break the sixth law? The seventh law is the only one that&#039;s pretty much black and white, and is also the most important by far. Laws 1-5 only apply when the victim is a human being, so you can do whatever you want to vampires, ghouls, demons, demon-possessed, faeries, etc.&lt;br /&gt;
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====The Black Council?==== &lt;br /&gt;
The Black Council is a rumoured collection of mysterious entities and individuals that may or may not be seeking to throw all of existence under their mighty thumb through use of Black Magic. There&#039;s a lot more to it, but we can&#039;t go into it without entering some &#039;&#039;&#039;major&#039;&#039;&#039; spoilers. According to the Merlin, and thusly most of the White council, they DO NOT EXIST, and to say otherwise is sedition. The Merlin is almost certainly smart enough to recognize their existence, but believes that even if they do exist, acknowledging them as a real and credible threat would do nothing but drive up their recruitment rates among the more ambitious or rebellious members of the White Council.   &lt;br /&gt;
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====The Fellowship of St. Giles==== &lt;br /&gt;
Named after the patron saint of outcasts and lepers. These guys are composed mainly of half-vampires of the Red Court and hate full vampires, but they take all types of outcasts and they have support network of catholic monks in secluded Latin American monasteries. If you&#039;re a fugitive from the White Council who thinks they can still do some good, they&#039;ll take you. If you&#039;re a monster who hates your own kind, they&#039;ll take you. If you want to be a weird edgy guy and an underdog with a sense of justice, you&#039;re basically these guys. The catch is, a lot of the stuff they do in the name of fighting evil is pretty shady itself. They&#039;re not as powerful or well-entrenched as some other factions so they rely on the underworld (the criminal one) a lot more. As a result, the old adage about one man&#039;s freedom fighter being another man&#039;s terrorist holds pretty strongly to them. There is also evidence that they harbor Warlocks. They spend all of their time waging a guerrilla war against the Red Court; but as of Changes, they&#039;ve effectively disbanded due to REASONS. (Spoiler reasons.) The half-vamps are able to maintain a semblance of self-control through magic tattoos that appear when their bloodlust reaches dangerous levels, warning both the half-vamp and his/her allies that he/she is about to lose it and make for the nearest available source of blood.&lt;br /&gt;
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====Vampire Courts==== &lt;br /&gt;
Largely unrelated supernatural predators that all feed off of humans parasitically. They are also called &amp;quot;Anthrophages&amp;quot;, and are almost all World of Darkness style tortured edgelords on the surface and pathetic, delusional World of Darkness style jerkwads underneath.&lt;br /&gt;
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=====The White Court of Vampires/ &amp;quot;Whampires&amp;quot;=====&lt;br /&gt;
Psychic vampires that inspire a specific emotion in mortals which they use as a conduit to extract their life force. Those that feed off lust can make you debilitatingly aroused whether you like it or not, and if they actually feed on you the affect is addictive. Very pale and very beautiful on the outside, but their souls are bound to a hideous demon called the Hunger, which provides longevity and super strength in return for life energy. They reproduce by having children the old fashioned way. As a rule they don&#039;t tell their kids about their heritage until they grow up and lose their virginity. Upon having sex for the first time, the dormant Hunger awakens and completely devours their partner&#039;s life force, leaving the newly awakened vampire in bed with the corpse of their lover, traumatized, terrified, and confused. The vampire parent then swoops in and tells their child of its heritage and how normal this is and that it was okay to kill the human, after all, it was only food. It&#039;s also not entirely uncommon for the parent to rape the child as a way of displaying dominance and making their child subservient (see previous statement about addictive supernatural sex). Needless to say, they all have massive psychological baggage, creating a self sustaining cycle of trauma. The only way to escape this fate is to lose one&#039;s virginity to one who is in True Love with the young vampire, as White Court Vampires are harmed by True Love (which is actually pretty fucking hard to find, and is a rather nebulous concept in the first place), a dormant Hunger will be killed by the first exposure to True Love. It&#039;s implied that feeding off lust is the &amp;quot;natural&amp;quot; Feeding method of the white court, though some individuals/families/houses will feed of fear or despair, though the choice is implied to be more preference or tradition than anything else. &lt;br /&gt;
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White court vampires mainly inhabit first world countries since they prefer refinement and sophistication, where they try to use their influence to create an atmosphere of zero inhibitions, zero limits, zero restraint, while paradoxically espousing self control and careful manipulation(despite claiming to be subtle and intelligent, most of them aren&#039;t particularly smart, having gotten by largely due to their innate ability to make people horny against their will) . They also have a really annoying habit of calling humans Kine, Bucks, and Does. As far as physical abilities go, White Court vampires are typically no stronger or faster than an especially healthy human in peak condition. They can, however, draw upon their Hunger to throw a canister of NoS in the system, temporarily ramping up their physical abilities to supersoldier levels and giving them improved healing, senses, and combat instincts. They won&#039;t be throwing around cars or anything, but they can go toe to toe with Black or Red Court vampires, if only for a short time. Doing this makes them really Hungry, and makes them much more vulnerable to Love. According to WoJ, the Hunger can be exorcised from an awoken Whampire by a being of sufficient power, but there wouldn&#039;t be much of the Whampire left over afterwards. Its implied that they White Court first arose in ancient Etruria, a precursor civilization to Rome. The Court is organized into a series of Houses, with the ruling body being a triumvirate composed of &#039;&#039;&#039;House Raith&#039;&#039;&#039;(Lust), &#039;&#039;&#039;House Malvora&#039;&#039;&#039;(Fear), and &#039;&#039;&#039;House Skavis&#039;&#039;&#039;(Despair) who ruthlessly jockey for power, Raith has been at the top for centuries, but as of the beginning of &#039;&#039;Blood Rites&#039;&#039; their power base has been eroding.&lt;br /&gt;
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*&#039;&#039;&#039;The White King&#039;&#039;&#039;: A rapist, murderer, billionaire, and owner of the vast majority of the american porn industry, the White King is the metaphorical(as opposed the the literal psychic manifestation) personification of squick, but wrapped up in a visually appealing package. He controls the pornography industry so he can manipulate popular conceptions of sexuality and beauty, making it easier for him and his kind to feed while making people shallow enough so that they have trouble finding True Love.&lt;br /&gt;
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*&#039;&#039;&#039;Lara Raith&#039;&#039;&#039;: the White King&#039;s eldest surviving child, she&#039;s smarter than her father, but since he regularly rapes her, completely subservient to him. In the presence of regular people, she&#039;s basically a goddess(once again, metaphorically as opposed to the literal); confident, smart, attractive, etc (but she&#039;s also kind of an evil bitch). In the presence of her father, she&#039;s cowed and submissive. You&#039;d almost feel sorry for her if she wasn&#039;t power-hungry and dangerous.&lt;br /&gt;
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*&#039;&#039;&#039;Thomas Raith&#039;&#039;&#039;: the White King&#039;s only surviving son (he kills them when they get old enough to oppose him, since, while he&#039;s willing to rape his daughters into psychic submission, he&#039;s too picky an eater to do the same with his sons.) He&#039;s pretty bro-tier with Harry and unbeknownst to most they&#039;re secretly SPOILERS, but everyone thinks that they&#039;re just lovers (which, ironically, they aren&#039;t). He&#039;s managed to survive so far by projecting the image of an unambitious party boy (which he is to an extent because he enjoys the facade) and is quite savvy when it comes to politics. His Hunger is the second or third strongest in the White Court, meaning that he needs to feed a lot more but the power boost it provides is greater than the average whampire&#039;s.&lt;br /&gt;
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*&#039;&#039;&#039;Justine&#039;&#039;&#039;: Human thrall and the love of Thomas&#039; life. At the beginning of the series appears to be a vapid bimbo who&#039;s just addicted to Thomas&#039;s dick (literally), she shows increasing intelligence, courage, and level-headedness as time goes on. Displays symptoms of bipolar disorder and histrionic personality disorder, but Thomas feeding on her keeps those symptoms in check. Their relationship somehow manages to be the most stable, genuine romantic pairing that hasn&#039;t progressed to marriage (purely for political reasons, Thomas can&#039;t let the rest of the Whampires know that Justine means something to him) in the entire series, despite Thomas having bang with other women to sate his Hunger, something Justine later actually participates in (the protection of True Love is removed by sex with someone you don&#039;t love, so after Justine bangs a girl, she and Thomas can have a three-way w/o her burning his flesh on contact).&lt;br /&gt;
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*&#039;&#039;&#039;Madrigal Raith&#039;&#039;&#039;: one of the White Court&#039;s many, many, many smug idiots who have fooled themselves into thinking that they&#039;re geniuses, despite the only reason for their success being their inhuman good looks. Nephew of the White King, he feeds on fear. He&#039;s incompetent, petty, and overly sure of himself.&lt;br /&gt;
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*&#039;&#039;&#039;Madeline Raith&#039;&#039;&#039;: Madrigal&#039;s sister(not that they actually care about each other) and a vacuous, short sighted, immature bitch who Lara would have offed long ago if it weren&#039;t for her inherited fortune, good looks, and political standing in the White Court.&lt;br /&gt;
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*&#039;&#039;&#039;Lord Skavis&#039;&#039;&#039;: ruler of House Skavis and known misogynist&lt;br /&gt;
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*&#039;&#039;&#039;Lady Cesarina Malvora&#039;&#039;&#039;: ruler of House Malvora&lt;br /&gt;
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=====The Red Court of Vampires/&amp;quot;Rampires&amp;quot;=====&lt;br /&gt;
Mesoamerican blood sucking vampires. They can create a beautiful disguise or &amp;quot;flesh mask&amp;quot; over a [[Furry|hideous bat-like body]] (without wings), but the flesh mask combusts in direct sunlight. They are physically stronger than humans and much faster. They also pacify their prey with hypnotic eyes and narcotic saliva. They reproduce by turning people into half-vampires. The half vampire then gains an insatiable thirst for blood and super strength, but retains their human appearance and mind (well, most of it). Upon killing a human by draining their blood, the transformation completes and their strength increases (no workarounds, they have to make the deliberate choice to kill somebody by taking their blood). When they turn, they become a deluded blood addict with an unjustified god complex. They&#039;re mainly concentrated around Central and South America, where they use their connections to the cartels to benefit from human trafficking. The source of their supernatural power is the blood they have consumed, which is stored in their distended stomachs. Cutting a rampire&#039;s stomach open causes them to lose their strength and power(they also start bleeding out, which is nice). The Court is organized around  a combination of feudalism (an influence of the Spanish) and traditional Mayan and Aztec society. At the top is the &#039;&#039;&#039;Red King&#039;&#039;&#039;, progenitor of their species. Below him are the &#039;&#039;&#039;Lords of Outer Night&#039;&#039;&#039;, Rampires of direct Mayan descent who have been impersonating Mayan gods for millennia. Below them are the &#039;&#039;&#039;Dukes/Duchesses and Barons/Baronesses&#039;&#039;&#039;. Below them are standard initiated Rampires. Below them are half-vampire collaborators, who serve as &amp;quot;priests&amp;quot; to the upper echelons and general servants. At the bottom of the ladder are &#039;&#039;&#039;Los Esclavos de Sangre&#039;&#039;&#039;(the blood slaves), vampires who have given in completely to their blood addiction and have subsequently lost all higher mental functions and the ability to create a flesh mask, they are treated as expendable scum and vermin by the rest of the Court. Another caste that is somewhat outside the social structure is the &#039;&#039;&#039;Jaguar Warriors&#039;&#039;&#039;, who are the personal soldiers and bodyguards of the Lords of Outer Night and can be both half and full Rampires. Social mobility is based on a variety of factors including control over bloodlust, age, and race(those of pure Mayan descent being favored over europeans and mestizos). Its heavily implied that the vampire Lords of Outer Night took the place of the &#039;&#039;&#039;actual&#039;&#039;&#039;, divine Mayan gods, and are secretly afraid that their predecessors will return to exact divine judgement on their blasphemous asses.&lt;br /&gt;
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*&#039;&#039;&#039;The Red King/Kukulkan&#039;&#039;&#039;: Progenitor of the Red Court and maniacal despot, the Red King has been around at since the time of the Classical Maya, possibly even before. He&#039;s masqueraded as a god throughout central american history, reaping the benefits of centuries of blood sacrifice. Evil, arrogant, and (sometimes) insane. &lt;br /&gt;
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*&#039;&#039;&#039;Duchess Arianna Ortega&#039;&#039;&#039;: The Red King&#039;s daughter (unconfirmed if that&#039;s in a biological or purely vampire sense). Sadistic, scheming, vengeful, and has a literal love-hate relationship with her husband. &lt;br /&gt;
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*&#039;&#039;&#039;Duke Paolo Ortega&#039;&#039;&#039;: Arianna&#039;s pussywhipped husband, a former Spanish conquistador and the Red Court&#039;s main wetworks operator, Arianna married him specifically for the purpose of making him suffer for his role in toppling the Aztec Empire (which she and her kind exploited). &lt;br /&gt;
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*&#039;&#039;&#039;Bianca St.Claire&#039;&#039;&#039;: Red Court Vampire in charge of prostitution in Chicago. Surprisingly civil for a vampire, though still willing to murder the fuck out of someone if she needs to. Is implied to have a fair bit of self hatred, being very concerned about her image and wanting to be beautiful. Still a scheming, dangerous, hateful bitch though.&lt;br /&gt;
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*&#039;&#039;&#039;Esmeralda and Esteban Batiste&#039;&#039;&#039;: The &amp;quot;Eebs&amp;quot; are a married couple of Red Court vampires and assassins. While &amp;quot;married&amp;quot; pairs of assassins are common in the Red Court, it&#039;s only because married couples attract less attention when traveling. The Eebs however are genuine lovers, on account of having complimentary insanities. They also happen to be swingers, which unnerves most of their targets when they flirt with them. They&#039;re also really short.&lt;br /&gt;
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=====The Black Court of Vampires/&amp;quot;Blampires&amp;quot;=====&lt;br /&gt;
Classic &amp;quot;Bram Stoker&#039;s Dracula&amp;quot; vampires. They have all the folklore weaknesses, garlic, crosses, running water, etc. In appearance, they resemble rotting or mummified corpses so they can&#039;t pass for human without using magic to create illusions or make people ignore them. They compensate by hitting like fucking trucks, being nigh un-killable by conventional means, and being able to create more vampires extremely quickly (no half or dormant stage). The more powerful ones can walk around in sunlight  freely, like Dracula did originally. In fact, the novel &amp;quot;Dracula&amp;quot; was written as a secret guide to killing them (commissioned and financed by the White Court), as a result they are almost extinct, with the survivors being extremely good at being hard to kill (which means not popping up and making more vampires whenever they want). Most of them are hiding all over the world. The Court no longer has any formal structure and is instead divided into solitary survivors and independent cells called &#039;&#039;&#039;Scourges&#039;&#039;&#039; each headed by a Master Vampire who maintains significant mental influence over the Scourge&#039;s lesser vampires (whose level intelligence can range from normal human to mindless avatar of the Master Vampire&#039;s will), Renfields, and regular thralls. Killing the Master Vampire does not cure the vampires or the Renfields, but the regular thralls might recover with time, and the lesser vampires will be left without leadership. Blampires need to feed less often than Rampires, but their feedings tend to be more fatal and can potentially create new Blampires out of their victims&#039; corpses, meaning that any new Scourge needs to be put down fast before it gets out of hand. WoJ is that being converted into a Blampire essentially rips out the victim&#039;s soul and replaces it with a mass of pure evil and Black Magic that merely happens to be shaped like a soul. So in a sense, once turned, a Blampire isn&#039;t really the human it was before, it may have all the memories of the person, but its really just a sentient undead construct driven by dark power.&lt;br /&gt;
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*&#039;&#039;&#039;Vlad Tepes/Dracula/The Black King&#039;&#039;&#039;: Yeah, really. Dracula. He may or may not have been the progenitor of the Black Court(WoJ is that he was the first Black Court vampire and that he created the court out of a desire to impress his dad, &#039;&#039;&#039;Drakul&#039;&#039;&#039;, a being on par with Mab) it isn&#039;t really clear. It&#039;s implied that his father was a demon lord. Or possibly a dragon. Look, so far he&#039;s only gotten a couple of throwaway lines in two of the books.&lt;br /&gt;
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*&#039;&#039;&#039;Mavra&#039;&#039;&#039;: An ancient master vampire wizard and walking corpse who seems determined to have beef with Harry.&lt;br /&gt;
**&#039;&#039;&#039;&amp;quot;No Ear&amp;quot;&#039;&#039;&#039;: Mavra&#039;s field lieutenant&lt;br /&gt;
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*&#039;&#039;&#039;Renfields&#039;&#039;&#039;: The Black Court&#039;s thralls and dumb muscle, humans who have been brainwashed into mindless killing machines. The name is taken from the character in Bram Stoker&#039;s Dracula. The process of being turned into a Renfield (being mentally tortured, mostly) is irreversible and the Renfields end up killing themselves, whigging out and going berzerk, or otherwise self destructing after a varying length of time.&lt;br /&gt;
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=====The Jade Court of Vampires/&amp;quot;Jampires(?)&amp;quot;=====&lt;br /&gt;
Mentioned only once, in &#039;&#039;Death Masks&#039;&#039;. WoJ is that the Jade Court is extremely secretive, but well entrenched in the Yangtze River basin in China. The leadership is even more conservative than that of the Council, being composed of Qin dynasty era isolationists who are still suspicious of the whole notion of modern China(presumably they&#039;re waiting to see if the relatively young People&#039;s Republic of China implodes like the majority of China&#039;s past governments). Fan consensus is that they&#039;re Chinese Jiangshi who feed off of their victim&#039;s &#039;&#039;qi&#039;&#039;.&lt;br /&gt;
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====Fae Courts====&lt;br /&gt;
Beings from the part of the spirit world (the Nevernever) closest to the real world, a region called The Land of Faerie or just Faerie. They are extremely diverse in mentality and appearance, but all share two similarities; they cannot tell an outright lie (but can still deceive people with precise wording) and iron burns them to the touch. They also have an obsession with the number three. They can&#039;t really be fairly called good or evil, as they tend to work with different codes of morality and conduct than humans. The Faeries are ruled by the Queens of the Fae and Sidhe nobles, inhumanly graceful, beautiful, ageless beings with cat eyes and varying degrees of insanity and obsession with bargains. Faeries tend to seem deceptive if not outright insane to humans, though this is just as often the result of misunderstanding by one or both parties as it is the result of malice (though it&#039;s often both). A good example of this is Harry&#039;s relationship with his godmother, the Leanansidhe. To Harry she seems like a malicious, scheming, dangerous faery bitch who keeps trying to entrap him, manipulate him, or turn him into a dog. To Lea, her godson seems like a misguided, arrogant, lost young man who doesn&#039;t appreciate her gifts; after all, you need trial and adversity to grow strong, and if he wanted out, he could always just join her hounds and live happily by her side. Neither are really evil, per se, they just have drastically different outlooks on life, so it takes them years to understand each other&#039;s perspective. Even later on when they get something almost resembling a working relationship, their respective actions often seem incomprehensible, if somewhat predictable. This relationship is somewhat indicative of all interactions between the fae and mortals. Whether their actions fuck you over or help you out, their motivations may or may not seem entirely antithetical to their goal by human reasoning, so miscommunication and misunderstanding by both parties is often a factor. If you &#039;&#039;&#039;must&#039;&#039;&#039; interact with one of the fae, a general rule of thumb is to be polite, be specific, take no idea or sentiment for granted, and carry some iron.  If you manage to piss them off, get ready for a lifetime of paranoia, because the Fae NEVER forget a grudge, and, being functionally immortal, they have all the time in the world to plot their revenge. And don&#039;t call the Sidhe faeries, they don&#039;t like that. All faeries harbor a fascination with mortals often mixed with disdain, WoJ is that all fae have a tiny piece of mortal within them(not necessarily that they&#039;re all former Changelings, but that they straddle the line between the material and spirit worlds).&lt;br /&gt;
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=====The Queens=====&lt;br /&gt;
Each Court has three Queens, &#039;&#039;&#039;The Queen Who Was&#039;&#039;&#039;(The Mother), &#039;&#039;&#039;The Queen Who Is&#039;&#039;&#039;(The Queen), and &#039;&#039;&#039;The Queen Who Is To Be&#039;&#039;&#039;(The Lady)&lt;br /&gt;
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It&#039;s worthy of note that each Queen has different duties to her court and to creation as a whole, and the Knights have different duties to each queen. Just what those duties are is rather unclear, although it&#039;s becoming somewhat less so as the series goes on, though they can&#039;t be mentioned without &#039;&#039;&#039;EXTREME SPOILERS&#039;&#039;&#039;. But in terms of power, the Ladies (Maeve and Aurora) are implied to being somewhere on par with a member of the Senior Council. The Queens are an order of magnitude above them, being far above any one mortal practitioner, with a sheer magical muscle that&#039;s speculated to rival Lesser Angels and Demon Lords. The Mothers are an order of magnitude above THEM, having a sort of limited omniscience, and being so powerful as to be more or less untouchable to anything short of a god, though the Mothers overtly use their power the least. As for the knights, it&#039;s implied that at least within winter, the Knight is a champion to the Queen, a consort to the Lady, and... Possibly a student to the mother? A punching bag? Lunch? We don&#039;t really know yet. The same may or may not be true of Summer. They&#039;re regularly equated with other &amp;quot;triple goddesses&amp;quot; such as the Greek Fates, the Scandinavian Norns, and Hecate. &lt;br /&gt;
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The Lady and The Queen keep their vassal fae in line, set policy for the Court, and look out for the interests of the Court as a whole, running the day to day operations of the Court, with The Lady being more involved in smaller affairs and The Queen handling the bigger picture. The Mothers seem to act as the spiritual matriarchs of their respective courts, not being involved in day to day affairs, but commanding immense respect throughout the entirety of the Land of Faerie, they&#039;ve essentially retired from politics and instead oversee the whole of Nature itself.&lt;br /&gt;
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The Queens are forbidden to kill any human not directly involved with the fae courts, but that doesn&#039;t mean that they can&#039;t turn you into a living stone statue, enchant you into a magic slumber, turn you into a prey animal to eventually be devoured by predators, or simply beat you to within an inch of death, crippling you for life. Also, &amp;quot;directly involved&amp;quot; means anyone currently in a bargain with or in debt to winter or summer fae.&lt;br /&gt;
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=====The Sidhe=====&lt;br /&gt;
The Sidhe (pronounced shee) are the ruling nobility of the Summer and Winter Courts. The vast majority behave and look like a disturbing combination of Tolkein&#039;s elves and WH40K Eldar; otherworldly and beautiful, but also having questionable intentions and sanity. For the most part, they have white hair, cat eyes, and almost perfect physical beauty, but when they&#039;re particularly weakened, they become gaunt and alien in appearance. They have an innate ability to use magic. However, Sidhe can diverge greatly from this description, as any sufficiently powerful faerie in the Summer or Winter Court can be elevated to the position of Sidhe and become one of the nobility. For example, if a troll somehow manages to gain enough magic power, it might be welcomed into the ranks of the gentry, it might even decide to shape-shift into the basic quasi-elf form of the regular Sidhe. Alternatively, a Changeling could have one of the Sidhe as his or her inhuman parent, and upon Choosing might be automatically elevated to noble status. The Queens all technically belong to this subgroup of Fae. For the Sidhe, magic is as easy as breathing, its an intrinsic part of their being, although they interpret it differently from wizards and thus their magic has its own strengths and weaknesses.&lt;br /&gt;
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*A Note on Glamour: Glamour is the legendary power of illusion that all Fae can utilize to some extent. Using Glamour, a faerie can create the appearance of something and simulate the emotional and sensory stimulations of that appearance. For example, if a Fae were to use Glamour to create the illusion of a sword, anyone hit with the sword would &amp;quot;feel&amp;quot; and &amp;quot;see&amp;quot; the sword biting into their flesh, even though there would be no actual physical effect. Or a powerful Fae could create Glamoured &amp;quot;walls&amp;quot; around his/her home that look and feel like actual walls, trying to climb them will result in either injury or unnecessary hard work depending on how much effort was put into the illusion&#039;s effect on others. One cannot directly kill with Glamour, but the the pain induced by it can potentially lead to shock if the Glamour is powerful enough  (keep in mind that this level of skill with Glamour is &#039;&#039;&#039;not&#039;&#039;&#039; the norm in Faerie). Glamour is part of reason why its a really bad idea for to accept food or drink from the Fae; it could&#039;&#039; look&#039;&#039; like a five course meal, but it could really be day old goat&#039;s intestines for all you know, or worse, you could be eating nothing real at all and slowly waste away without noticing it over time. Fortunately, Glamoured food tends to be ... over the top, there&#039;s usually something &#039;&#039;off&#039;&#039; about the way it looks or smells that sets it apart from real food. Surprisingly, the Fae actually prefer to eat mortal food due to their obsession with mortals, Glamoured food is usually used to tempt mortals into a debt or spice up bland meals. One can see through Glamour using True-Seeing ointment, even if the Glamour is purely auditory or olfactory(the ointment is just a topically absorbed potion applied to the eyelids). Sometimes, a strong enough mind will enable one to see through Glamours.&lt;br /&gt;
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=====The Unseelie Court/The Winter Court=====&lt;br /&gt;
The wicked court embodying the season of winter, cold logic, ruthlessness,  and predatory instincts(but also self-sacrifice and learning through experience). Not necessarily &amp;quot;evil&amp;quot; but almost universally predatory and dangerous. Even if you&#039;re &amp;quot;allied&amp;quot; with winter, they&#039;re just as likely to &amp;quot;help you&amp;quot; by throwing obstacles in your path to help you grow and learn (or die horribly) as they are to directly aid you. They&#039;re still good for their word, just make sure that their word is EXACTLY what you want it to be. Winter Itself is also a force/element/mantle/power &#039;&#039;thing&#039;&#039; that the Queens and Knight seem to be able to tap into that takes different forms depending on its user, but generally manifests as an almost limitless supply of cold, ice, and blackness. The capital of Winter is Arctis Tor, a massive fortress made of ice and the bones of Mab&#039;s enemies situated at the top of a mountain in the Land of Faerie. &lt;br /&gt;
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[[Image:QueenMab.jpg|thumb|right|Queen Mab]]&lt;br /&gt;
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[[Image:LloydSlate.jpg|thumb|right|The fate of someone who pisses off Queen Mab]]&lt;br /&gt;
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*&#039;&#039;&#039;Queen Mab&#039;&#039;&#039;: Mab, &#039;&#039;Queen of Air and Darkness&#039;&#039;, is the leader of the Winter Court and a ruthless, hyperlogical ice queen. Her likes include machiavellian schemes, amassing power for her court, torture, and metaphorically emasculating Harry Dresden. Do not piss her off, EVER, she&#039;ll either destroy everything you hold dear or torture you to the point of insanity, and if she really (dis)likes you, she might just heal you so she can start all over again. Not necessarily evil, but cold, businesslike, and utterly without pity or mercy. When she&#039;s in the mood, her voice will give you involuntary wood, when she&#039;s angry, her voice causes those who hear it intense physical pain.&lt;br /&gt;
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*&#039;&#039;&#039;Lady Maeve&#039;&#039;&#039;: Mab&#039;s sadistic, irresponsible, nympho-maniacal bitch of daughter. Crazy beautiful, crazy dangerous, and crazy insane. Can&#039;t have sex due to to her status as a Lady while being horny as fuck 24/7 - the other name for the Lady is &amp;quot;The Maiden&amp;quot; (Maiden, Mother, Crone) and anything that would threaten her &amp;quot;maidenhood&amp;quot; drives her crazy(er) and makes her attempt to murder everyone in sight if she tries, which she already does for shits and giggles. Think Dark Eldar jailbait and you get the right idea. Since she regularly shirks her duties, she&#039;s partly responsible for Winter&#039;s reputation of senseless cruelty. Don&#039;t get me wrong, winterfae are naturally ultraviolent and predatory, but under Queen Mab those traits are controlled and channeled towards productive and ultimately positive endeavors, under Maeve, the winterfae just run wild and skullfuck people. WoJ is that she was the product of a union between Mab and an unnamed Austrian composer who died young.&lt;br /&gt;
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*&#039;&#039;&#039;Mother Winter&#039;&#039;&#039;: Possibly the scariest character in the Dresden Files, and one &#039;&#039;&#039;heavily&#039;&#039;&#039; implied to literally be Death, which means Mother Summer is Taxes. Imagine every wicked witch story ever, distilled into a being of godlike power with the disposition of of a cranky grandmother from the old country. She&#039;s almost evil to cartoon-villain levels, to the point where she thinks the apocalypse would be a great time, and the mass murder of infants just means its lunch time. She manages to avoid being truly ridiculous by being... I think &#039;&#039;pure&#039;&#039; would be the best way to put it; she&#039;s got that cynical, jaded point of view that old people sometimes get as a result of living too long or seeing too much. She&#039;s every wicked, sadistic, cruel impulse you&#039;ve ever had, but with none of the passion or drive that gave you that, all wrapped up with a delightfully blunt apathy. She&#039;s a mean old iron toothed she-bear who would rip you the fuck up if she ever cared enough to leave her cave. She&#039;s terrifying, but you also feel sorry for her because she spends almost all her time wallowing in misery, even though you know that her idea of fun usually involves genocide. She doesn&#039;t leave her cottage often on account of losing her walking stick, and here &amp;quot;walking stick&amp;quot; means artifact of immense power that mortal minds interpret as a walking stick. The good news is that she&#039;s sort of helpful in a survival of the fittest kind of way. Kind of. Also worthy of note is that she&#039;s the only fae who can touch iron, having iron cutting utensils and iron &#039;&#039;teeth&#039;&#039;, something that Harry has zero explanation for. She lives in a small cottage with Mother Summer, with whom she gets along with surprisingly well. WoJ is that she&#039;s also Baba  Yaga, and presumably every other old witch throughout legend. She is also the biological mother of Mab and Titania.&lt;br /&gt;
*&#039;&#039;&#039;The Winter Knight&#039;&#039;&#039;: the faerie queens cannot kill any mortal not directly linked to the fae courts, so the Winter Knight was developed as a workaround, essentially being the Queens&#039; mortal champion. The mantle can heal great injuries, enhance your strength and speed to olympic+ levels, and grants even non-wizard knights a degree of control over ice and snow. Such power is not without it&#039;s downsides though. Winter Knights become increasingly territorial and violent over time, often becoming prone to violence, addiction, and rape.  So Winter Knights can start out all normal (though your average candidate is chosen by the queens for being a badass and/or a stone cold killer), but they eventually turn into disturbed Vaas Montenegro motherfuckers. When they are killed or eventually burn out, the queen removes the Mantle of the Winter Knight from the corpse and holds it until a suitable replacement is found. While in theory the mantle is some kind of supernatural steroid given to you by the queens, it&#039;s theorized by some characters as the series goes on that what it actually does is increase testosterone and adrenaline production, disable the body&#039;s inhibitors, and create a conduit to Winter within the Knight. This is supported by the fact that the Knights only rarely demonstrate physical power beyond that which is possible by people in absolute peak condition, and the increase in testosterone would explain their increasingly dickish attitudes(although there is evidence that it does actually increase strength in addition to the removing inhibitors) . As of the book &#039;&#039;Summer Knight&#039;&#039;, the Winter Knight is &#039;&#039;&#039;Lloyd Slate&#039;&#039;&#039;, a heroin addict, rapist, and murderer.&lt;br /&gt;
**&#039;&#039;&#039;(In)Famous Winter Knights&#039;&#039;&#039;: Gilles de Rais, Fritz Haarman, John Haigh, and Andrei Chikatilo, all of whom were serial killers and rapists. The &#039;&#039;&#039;only&#039;&#039;&#039; past Winter Knight we hear about who wasn&#039;t an absolute scumbag was Tam Lin, a character in Scottish mythology.&lt;br /&gt;
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*&#039;&#039;&#039;The Leanansidhe / Lea&#039;&#039;&#039;: Mab&#039;s handmaiden/henchmaiden, and implied to be the third most powerful creature in the Unseelie Court after only Mab and Mother Winter. Also Harry&#039;s godmother. Comes from Celtic mythology where the Leanan Sidhe was a beautiful muse who would offer inspiration at the cost of driving the artist insane and putting them in a premature grave. She commands a pack of hunting hounds which may be &#039;&#039;&#039;Cu-Sith&#039;&#039;&#039;, or Black Hounds. Genuinely loves her godson, but because she&#039;s winterfae, that love takes odd forms, such as trying to turn him into a hunting hound (believing he&#039;d be happier and safer that way, she might have a point), and torturing him (believing strength comes from pain). Contrary to what you might expect, she&#039;s actually quite civil and pleasant on the rare occasion she gets the chance to have a peaceful chat with her Godson. &lt;br /&gt;
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*&#039;&#039;&#039;The Redcap&#039;&#039;&#039;: A truly sadistic fuckwad who pretends to helps travelers on the road before killing them while they are asleep and using their fresh blood to dye his hat. Has a serious hate-boner for Harry. Insists on being called &#039;&#039;&#039;THE&#039;&#039;&#039; Redcap, so there may be more of him, just lesser.&lt;br /&gt;
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*&#039;&#039;&#039;Jenny Greenteeth&#039;&#039;&#039;: Matriarch of the swamp hags and shellycobbs, she looks like an attractive twenty something (she&#039;s much older) but with green teeth, and gets wet at the thought of drowning somebody, even in something as shallow as a bowl of punch, which is coincidentally about as deep as her aspirations in life. Maeve&#039;s henchwoman.&lt;br /&gt;
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*&#039;&#039;&#039;Malks&#039;&#039;&#039;: Psychotic cheshire cats that travel in packs, known to have weird voices. They have a vicious but cowardly mentality, a single one might attack you, but only if your back is turned or its superiors gave it a direct order to. They&#039;ll only willingly engage in head on assaults if they&#039;re accompanied by other Malks&lt;br /&gt;
** &#039;&#039;&#039;Cat Sidhe/Cat Sith/Eldest Malk&#039;&#039;&#039;: Is said to be the progenitor of all Malks. Thus being the boss, he&#039;s slightly bigger than other malks and considerably more dangerous. Unlike the rest of his kind, he is more than willing to face his prey head on and is notably defiant where a regular Malk would be cowed.  He serves as Mab&#039;s henchman, and can serve as a snarky, passive agressive butler in a pinch. Known to be a cold motherfucker, but also gives good advice. Seriously badass; he&#039;s quiet and deadly enough that he can pull a supernaturally fast sidhe out of a group of equally fast sidhe who don&#039;t notice that anything happened until he &#039;&#039;tears out the sidhe&#039;s spinal column and throws it at them&#039;&#039;. Seriously, the rest of Winter is terrified of him.&lt;br /&gt;
**&#039;&#039;&#039;Grimalkin&#039;&#039;&#039;: A larger than average malk who seems to be a personal aide and pet to the Queens. Could also be spelled as Greymalkin as his name comes from an archaic term for a cat or a spiteful old woman. &lt;br /&gt;
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*&#039;&#039;&#039;Fetches&#039;&#039;&#039;: Shapeshifters who feed on fear, they serve as Mab&#039;s elite spies and assassins. Notable for making a White Court Vampire who literally ate fear nearly shit himself in terror. In an ironic turn that particular vamp was a total pussy.&lt;br /&gt;
** &#039;&#039;&#039;Eldest Fetch&#039;&#039;&#039;: The biggest and scariest Fetch. Masqueraded as a movie monster called &amp;quot;Scarecrow&amp;quot;, which was essentially the Great Pumpkin on crack, and probably the lawyer friendly version of the monster from the Pumpkinhead movies. VERY magic resistant and strong. &lt;br /&gt;
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*&#039;&#039;&#039;Trolls&#039;&#039;&#039;: green haired, man-eating brutes who are afraid of sunlight, serve the Queen as bodyguards and blacksmiths. (In)Famous for making Thorn Manacles which make it almost completely impossible for any mortal practitioner to cast magic while wearing them (You just need a very, very, very high pain threshold, and a shit-tonne of power).&lt;br /&gt;
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*&#039;&#039;&#039;Hobs&#039;&#039;&#039;: Hairless, eyeless, baboon-like monsters who resemble nightmarish hybrids between apes and dogs, also afraid of sunlight. They compensate by conjuring supernatural mist called &amp;quot;myrk&amp;quot; that covers their surroundings in darkness and extinguishes all light sources. Known to wield crude stone and bronze weapons. They have a reputation for dragging their prey with them to Faerie, screaming and alive into lightless burrows.&lt;br /&gt;
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*&#039;&#039;&#039;Shellycobbs&#039;&#039;&#039;: Giant crustaceans who like to drown people.&lt;br /&gt;
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*&#039;&#039;&#039;Rawheads&#039;&#039;&#039;: (&amp;quot;Rawhead and Bloody Bones&amp;quot; in full) Monsters made out of the meat and bones from corpses that they&#039;ve eaten, starting out small they are usually born from piles of discarded waste at slaughterhouses or abattoirs, feasting on rats and other small creatures, before they work their way up the food-chain. They look like skinless flesh golems cobbled together from a butcher shop&#039;s dumpster with Minotaur horns. Have a neverending supply of blood to creepily drip down their body. Somehow. The threat these things pose is seemingly inconsistent as Harry is able to take one out in &amp;quot;Welcome to the Jungle&amp;quot; (where it was also walking on train tracks which are iron WTH?), but one in Cold Days remains a perpetual menace from beginning to end.&lt;br /&gt;
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*&#039;&#039;&#039;Snow/Winter Ogre&#039;&#039;&#039;: presumably what happens when an ogre permanently swears allegiance to Winter. Eight foot tall brutes covered in yellow-white fur&lt;br /&gt;
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*&#039;&#039;&#039;Giant bats&#039;&#039;&#039;: Bats that are giant. Apparently intelligent enough to speak, as they can sing &amp;quot;Happy Birthday&amp;quot; somewhat intelligibly. Serve as a sort of airforce for winter.&lt;br /&gt;
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*&#039;&#039;&#039;Giant Spiders&#039;&#039;&#039;: gigantic orb weaver spiders who are known to haunt the paths through Winter&#039;s territory. They&#039;re known to appear in cooperative groups but they&#039;ll feed on one of their own fallen without remorse.&lt;br /&gt;
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*&#039;&#039;&#039;Manticores&#039;&#039;&#039;: one appeared at Arctis Tor in &#039;&#039;Cold Days&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Swamp Hags&#039;&#039;&#039;:  one appeared at Arctis Tor in &#039;&#039;Cold Days&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Miksani&#039;&#039;&#039;: fae who live in the Aleutian isles, a simple, dignified folk, can change between human and cormorant forms&lt;br /&gt;
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=====The Seelie Court/The Summer Court=====&lt;br /&gt;
Embodying the season of summer, passion, empathy, understanding, and growth. They&#039;re the more Disney of the faerie courts, in that they seem &amp;quot;good&amp;quot;, but they&#039;re also largely paranoid, lawful stupid, and distrustful of anyone who doesn&#039;t conform to their own standards of virtue. Prone to favoring art and superficial &amp;quot;goodness&amp;quot; over practicality and inner fortitude. Generally good neighbors as Harry puts it, but still subject to the same misunderstandings and dangerous bargains as the Winter Court, the distinction being that while a Winter Fae might drag you into the water so they can fuck you while you drown, a Summer Fae might invite you to join them for a quick party (that happens to last 100 years, and they&#039;ll be deeply, murderously offended if you leave early) or they might bring you along into the Land of Faerie to play and dance with them, forever and ever and ever. Somewhat less likely to murderfuck you than winter, but by no means safe. If Winter is a pack of wolves, Summer is herd of bison, usually docile but extremely dangerous if provoked.&lt;br /&gt;
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*&#039;&#039;&#039;Queen Titania&#039;&#039;&#039;: Titania, &#039;&#039;Queen of Life and Light&#039;&#039;, is Mab&#039;s sister and leader of the Summer Court. She believes in &amp;quot;the wisdom of the heart&amp;quot;, which includes being more ruled by her emotions in contrast to Mab&#039;s coldly logical disposition; she follows her heart even if it tells her to kill someone who she doesn&#039;t like despite the consequences (although she can sometimes control herself). Is currently estranged from Mab, having not spoken for the next best thing to a millennium. Once threatened to feed someone who offended her to her garden &#039;&#039;alive&#039;&#039;,  keeping them conscious and in constant pain for virtually an eternity, so as you can see, passion and emotion are hardly always nice.&lt;br /&gt;
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*&#039;&#039;&#039;Lady Aurora&#039;&#039;&#039;: Titania&#039;s daughter, a compassionate and wise character.&lt;br /&gt;
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*&#039;&#039;&#039;Mother Summer&#039;&#039;&#039;: Possibly the most level headed character in the Dresden Files.  Imagine everything compassionate and understanding distilled into a being of godlike power with the disposition of everyone&#039;s favorite grandmother, though she usually speaks in metaphorical or obfuscated manners. She lives with Mother Winter in a small cottage, and they get along surprisingly well, despite being polar and literal opposites. While Mother Winter has only been shown to display bitterness towards those who meet her, a result of her endless disappointment with all beings lesser than her(a category that extends to the majority of humans and fae), Mother Summer has shown nothing but kindness to her visitors. The two have been known to bicker over each other&#039;s treatment of their guests, Mother Summer claiming that Mother Winter is being rude and cruel, while Mother Winter claiming that Mother Summer coddles them too much for them to really become strong.&lt;br /&gt;
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*&#039;&#039;&#039;The Summer Knight&#039;&#039;&#039;: The faerie courts are locked in a constant struggle, so anything Winter does, Summer will likely try to counteract it. The Summer Knight was created as a way to oppose the Winter Knight,  essentially being Titania&#039;s mortal champion. Theoretically, whoever holds the position is to defend those mortals that winter seeks to kill, and is instilled with magical power and enhanced strength. Like the winter knight, he must pay for this power. His identity will slowly erode under the strain of compulsive blind loyalty to Titania and a hardwired predisposition towards Lawful Stupid. So Summer Knights can start out normal, but they eventually turn into ineffectual paladin-types who abide by a code of &amp;quot;morality and honor&amp;quot; that is both obsolete and impractical. When they are killed or eventually burn out, the queen removes the Mantle of the Summer Knight from the corpse and holds it until a suitable replacement is found. As of the book &#039;&#039;Summer Knight&#039;&#039;, the title is held by &#039;&#039;&#039;Ronald Reuel&#039;&#039;&#039;, an old man and an artist. &lt;br /&gt;
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*&#039;&#039;&#039;Gruffs&#039;&#039;&#039;: Goat headed satyrs who are really good at killing trolls. Serve Titania as supernatural wetworkers and enforcers.&lt;br /&gt;
**&#039;&#039;&#039;Eldest Gruff&#039;&#039;&#039; The eldest Gruff, and a serious badass. He&#039;s also pretty bro-tier. Unlike his younger brothers, who are progressively bigger and better armed, he&#039;s a tiny guy who looks like an old goat-headed man who needs his walking stick, but he&#039;s an enormously powerful spell-caster, having defeated at least three Senior Council members in Wizard&#039;s duels, and casually blasting away a being that Harry&#039;s magic could barely scratch.&lt;br /&gt;
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*&#039;&#039;&#039;Centaurs&#039;&#039;&#039;: You know what a centaur is. They serve Summer in the Dresdenverse, fighting as cavalry when called to war.&lt;br /&gt;
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*&#039;&#039;&#039;Giant bees/wasps&#039;&#039;&#039;: Bees that are giant. Duh. Serve as Summer&#039;s airforce.&lt;br /&gt;
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*&#039;&#039;&#039;Elfs(Elves?)&#039;&#039;&#039;: Think more Santa&#039;s workshop/germanic myth, and less Tolkien. Short, good with bows, agile.&lt;br /&gt;
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*&#039;&#039;&#039;Unicorns&#039;&#039;&#039;: A &amp;quot;unicorn&amp;quot; is a horsey with a single horn on its head, but you knew that already. In the Dresdenverse, they&#039;re empaths who are attracted to purity. Unicorn hair has extreme tensile strength relative to its thickness and can be used to make ultra-strong, ultra-thin rope&lt;br /&gt;
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=====Wyldfae=====&lt;br /&gt;
All the faeries who aren&#039;t part of Summer or Winter. More populous than both courts but more fragmented. It Winter and Summer are Cold War Warsaw Pact and NATO, the Wyldfae are everyone else.&lt;br /&gt;
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*&#039;&#039;&#039;The Little Folk&#039;&#039;&#039;: the stereotypical modern view of &amp;quot;fairies&amp;quot;. Tiny people with insect wings. Most of therm have extremely short attention spans and the outlook of particularly hyperactive children, causing most people to dismiss them as stooges (and for the most part, they&#039;re not wrong in this assumption). However, despite(or rather because) of their insignificance, people tend not to notice them, meaning that they make good spies. Many of them have an addiction to mortal food, particularly pizza, making them easy to bribe. They all have a fear of cats, felines being their natural predator. Note that they are nominally wyldfae but they can be individually aligned with either Winter or Summer as a result of various circumstances.&lt;br /&gt;
**&#039;&#039;&#039;Toot Toot&#039;&#039;&#039;: Harry&#039;s primary &amp;quot;henchman&amp;quot;, he leads a cohort of lesser faeries he calls &amp;quot;The Za-Lord&#039;s Guard&amp;quot;, on account of Harry paying them in pizza. He&#039;s kind of oblivious and not especially intelligent, but makes up for it with cunning and genuine bravery, being willing to fight just about anything on Harry&#039;s behalf. Interestingly, he&#039;s been growing throught the books, being no larger than any other of his kind in Storm Front, but as of Cold Days he&#039;s more than a foot and a half tall. This is most likely connected to his continued service to Harry, and his role as general of the Za-Lord&#039;s guard. After all, if belief and emotion is just as real to beings of the faery as physical items, the continued trust of a wizard and the respect of dozens of your peers has to be worth something. &lt;br /&gt;
**&#039;&#039;&#039;Lacuna&#039;&#039;&#039;: A psychotic faerie who wears actual armor studded with hooks. Toot Toot has a crush on her that she does not reciprocate. Oddly inclined to violence, and seems to believe the Little Folk who serve Harry are hurting themselves by eating pizza, which leads many fans to speculate that she might be a tooth faery(semi confirmed by WoJ).&lt;br /&gt;
*&#039;&#039;&#039;Brownies&#039;&#039;&#039;: diminutive fae who clean the homes of those who earn their respect, they go away if you tell others that they clean your house&lt;br /&gt;
*&#039;&#039;&#039;Cobbs&#039;&#039;&#039;: diminutive fae who repair objects, mostly shoes, they cannot repai any shoe that is thrown away as trash, and doing so when they can see you has you marked for death. We&#039;re not joking about that. They will gank you.&lt;br /&gt;
*&#039;&#039;&#039;Ogres&#039;&#039;&#039;: Huge thugs who hire themselves as muscle to summer or winter, basically less hairy, more humanoid trolls who moonlight as mercenaries&lt;br /&gt;
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*&#039;&#039;&#039;Goblins&#039;&#039;&#039;: Killers obsessed with the concept of hunting (doesn&#039;t matter what, so long as its entertaining), ruled by the Erlking/Herne the Hunter, no two Goblins have the same physical appearance, they can vary widely but they all have red eyes, they have been compared to ninja terminators, and a small skirmishing group of them is enough to hold in an army of Outsiders (they had help, but that still mean&#039;s they&#039;re badass). &lt;br /&gt;
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*&#039;&#039;&#039;Tylwyth Teg&#039;&#039;&#039;: Benign shapeshifters, their king, Gwyn ap Nudd, is the reason why the Cubs lose so much, he&#039;s behind the Billy Goat Curse (but he&#039;s gotten over the insult that started the curse in the first place, he just keeps it going out of a sense of tradition, he&#039;s actually a huge baseball fan)&lt;br /&gt;
*&#039;&#039;&#039;Sylphs&#039;&#039;&#039;: pretty young women with razor sharp dragonfly wings, they have a degree of weather control and some are associated with storms and tornadoes. Known to eat corpses like vultures. Have been associated with both Summer and Winter so they might not be true Wyldfae but a fae species present in both Courts like the Sidhe&lt;br /&gt;
*&#039;&#039;&#039;Puck&#039;&#039;&#039;: An insanely powerful wyldfae lord who&#039;s ancient even among the fae. He&#039;s gone a bit crazy from both old age and boredom. He like to cause chaos among mortals for entertainment and delights in surprises and uncertainty.&lt;br /&gt;
[[Image:Kringle.jpg|thumb|right|Ho. Ho. Ho.&lt;br /&gt;
(Not actually Kringle specifically, but the likeness is uncanny, right down to the huge-ass broadsword)]]&lt;br /&gt;
*&#039;&#039;&#039;The Seelie/Unseelie Kings&#039;&#039;&#039;: The positions of Faery Kings are taken by powerful Wyldfae who represent the opposite &amp;quot;morality&amp;quot; of their court, but have a similar theme. The current Summer King is &#039;&#039;&#039;The Erlking&#039;&#039;&#039; who represents the passion of the hunt, nature red in tooth and claw, and the primal empathy between hunter and hunted, while the current Winter King is &#039;&#039;&#039;Kringle&#039;&#039;&#039; who represent togetherness and giving during bleak times, a moment of kindness in coldest Winter. This is just a political affiliation; as far as we know the title of King is just symbolic, they don&#039;t rule with or act as consorts to their respective Queens, but the Queens may still call on them with good reason..&lt;br /&gt;
**&#039;&#039;&#039;Kringle&#039;&#039;&#039;: Yes, &#039;&#039;that&#039;&#039; Kringle. Santa Claus is a Fae, or at least affiliated with the Fae courts. Kringle is basically the legend version of Santa where he&#039;s a jolly gift-giving warrior, minus the parts where he&#039;s weird and syphilitic. Also parts in the books casts uncertainty on if he&#039;s a fae or possibly something else from the Nevernever.&lt;br /&gt;
**&#039;&#039;&#039;Erlking/Herne the Hunter&#039;&#039;&#039;: The Goblin King and Lord of the Wild Hunt, the Erlking is equal to the Queens of Summer and Winter in power. He generally appears on Earth during Halloween, when he leads the Wild Hunt in search of prey to chase and kill. He has features that are asymmetrical and mismatched, like many goblins, yet he looks roguish and handsome, with features &amp;quot;carved by a master, but from a piece of twisted driftwood.&amp;quot; May or may not look like 1980&#039;s David Bowie.&lt;br /&gt;
**&#039;&#039;&#039;Oberon&#039;&#039;&#039;: A figure from the past. We know next to nothing about him other than at one point he was caught up in a love triangle with Titania and Mab, and didn&#039;t make it. That&#039;s literally it. We don&#039;t even know if he was mortal, fae, god, or what. Could potentially be the reason Mab and Titania stopped talking to each other at Hastings (1066).&lt;br /&gt;
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====The Fomor==== &lt;br /&gt;
Millennia ago, when the Sidhe were a nobody faction of proto-elves hanging out in Ireland, they fought and defeated a race of weird-ass guys called the Fomor and drove them into the sea. As it turns out, driving one&#039;s enemies into the sea was really popular thousands of years ago and the Fomor met and subjugated a whole bunch of outcasts from all over the world, eventually turning into weird frog-men united by a burning hatred for the surface world. They like to abduct humans and animals, mutate them with magic, and sell them as living weapons to the highest bidder. A weakness they share with the Fae is being burned by iron, since they used to interbreed pretty heavily back when the average Fomor didn&#039;t look like Kermit the Frog. They give off anti-technology fields even stronger than the ones wizards make, a side effect of their heavy use of entropy magic.&lt;br /&gt;
*&#039;&#039;&#039;The Empress&#039;&#039;&#039;: mentioned in the short story &#039;&#039;Bombshells&#039;&#039;, presumably the ruler of the Fomor&#039;s multiethnic undersea empire&lt;br /&gt;
*&#039;&#039;&#039;King Corb&#039;&#039;&#039;: ruler of the Fomor holdings in Lake Michigan, was thought to be the ruler of all the Fomor prior to the mention of the Empress in &#039;&#039;Bombshells&#039;&#039;; is likely just a vassal or client king in the empire.&lt;br /&gt;
*&#039;&#039;&#039;Mag&#039;&#039;&#039;: Fomor sorceror&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Froggy&amp;quot;&#039;&#039;&#039;: nickname given to Fomor sorceror and brother of Mag. Attempted to bomb Svartalf holdings. Rapist.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Frogface&amp;quot;&#039;&#039;&#039;: nickname given to Fomor sorceror in charge of acquiring human test subjects for the empire in Chicago. Implied rapist.&lt;br /&gt;
*&#039;&#039;&#039;Lord Omogh&#039;&#039;&#039;: Fomor noble and collaborator with Corpsetaker.&lt;br /&gt;
*&#039;&#039;&#039;Turtlenecks&#039;&#039;&#039;: the Fomor&#039;s preferred mooks, they&#039;re humans (usually people no none will miss), who were abducted and subjected to mutation,invasive surgery, and brainwashing by Fomor mages. They have grafted organs that are composed of ectoplasm (spirt world matter that can take the appearance of basically anything, which dissolves into goop and evaporates when there&#039;s no magic running through it), so when they die, they revert back to sliced up humans. The name is a result of them almost always wearing turtlenecks to hide their grafted on gills.&lt;br /&gt;
*&#039;&#039;&#039;Octokongs&#039;&#039;&#039;: exactly what it says on the tin, unholy fusions of gorillas and octopi&lt;br /&gt;
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==== Svartalves ====&lt;br /&gt;
The setting&#039;s version of dwarves. Surprisingly, they&#039;re not alcoholic berserkers with scottish accents, but xenophobic grey-aliens with goatees. They&#039;re still extremely greedy and vengeful, not to mention bloodthirsty warriors, though they are famously good for their word. They have a reputation for being THE neutral faction, their schtick is basically &amp;quot;you don&#039;t mess with us, we don&#039;t mess with you,&amp;quot; and they&#039;re deeply reactionary; no service will go unpaid and no slight unanswered. Tend to sell their services as skilled craftsmen and artisans. They&#039;re known for making their own version of Thorn Manacle, except theirs are iron while the ones made by trolls are made of faerie metal(which has essentially all the properties of steel but crumples like aluminum when hit with iron). They consider any attacks (intentional or otherwise) on their people and scions acts of war against Svartalfheim, and will respond with violence to a degree considered excessive even by the rest of the supernatural world. This terrifying image is somewhat offset by the fact that every Svartalf of either gender is a massive (but in most cases chivalrous) pervert with a fetish for non-svartalves, until you see them in combat that is, when you go right back to being terrified of them. They have been known to accept sex as payment instead of money.&lt;br /&gt;
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====Regular humans/ Vanilla Mortals====&lt;br /&gt;
Mocked and derided as prey and cattle, but most predators appreciate how dangerous an angry mob of confused and scared humans can be, to some extent or another. Most supernatural beings just operate under the idea that not pissing off all the mortals might lead to an easier life, assuming they haven&#039;t noticed that the potential mobs are much bigger than the ones in the sixteenth century, and that the torches and pitchforks have been replaced with assault rifles and attack helicopters. As such there are plenty of mortals, both groups and individuals, regularly take on the supernatural and kick ass, such as paramilitary strike teams, monster hunters, and even a giant fraternity of librarians a la Buffy the Vampire Slayer. In the supernatural community, involving human law enforcement in a supernatural dispute is the equivalent of waving around a nuclear warhead. (Un)Fortunately, most humans will try to rationalize and forget most encounters with the supernatural so they can get back to their safe, normal, mundane, lives. So the Masquerade in the Dresden Files isn&#039;t a massive conspiracy of epic proportions, its more of a series of low to medium level bribes and coverups.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Susan Rodriguez&#039;&#039;&#039;: Reporter and Harry&#039;s sometime lover. They met when Susan kept trying to use Harry to write an article about the supernatural, which would have made no difference to the world at large because she works for a tabloid. Other than that, she&#039;s pretty smart (but lacking in foresight at times, leading to several spoilery plot points).&lt;br /&gt;
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*&#039;&#039;&#039;Waldo Butters&#039;&#039;&#039;: Coroner and Harry&#039;s go to forensics guy and sometime &amp;quot;guy who takes care of my bullet/sword/claw/fang wounds&amp;quot;. A literal genius and polka aficionado cursed with an unfortunate name&lt;br /&gt;
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*&#039;&#039;&#039;Malcolm Dresden&#039;&#039;&#039;: Harry&#039;s father, and &amp;quot;a Good man&amp;quot;. Malcolm Dresden was a stage magician in the age when television and technology was making more magic than magic could. He raised Harry as well as he could while they lived on the road. Died of a brain aneurysm in his sleep when Harry was 6. His ghost, or memory, or potentially his soul came back twice during the events of Dead Beat to give Harry life advice, because the other side had &amp;quot;cheated&amp;quot; whatever that means.&lt;br /&gt;
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*&#039;&#039;&#039;Mac&#039;&#039;&#039;: The owner of McAnally&#039;s, Harry&#039;s preferred pub and the brewer of the greatest beer in the Great Lakes area (according to Harry), Mac is a tall, gangly, bald, 30-50 year old white male so surrounded in mystery that it&#039;s impossible to tell if he&#039;s human, inhuman, or a facet of reality given flesh. He rarely speaks or emotes, and often only giving monosyllabic advice when he does, Mab treats him with respect, he&#039;s on a first name basis with Donar Vadderung (Odin), the Queens of Faerie and their Knights (the ones that aren&#039;t complete scumbags anyways), and Kringle, his pub is Neutral Ground under the Unseelie accords, one of the Outsider walkers refers to him as &amp;quot;Watcher&amp;quot;, and when Harry presses him for information and help, the only answer he gives is &amp;quot;I&#039;m out.&amp;quot; According to WoJ &amp;quot;He&#039;s not a god, or the scion of a god. he &#039;&#039;is&#039;&#039;, however, dangerous.&amp;quot; and that Jim stated in a public talk at the Trails West Library, Liberty, MO he has &amp;quot;already told you who he is, but you&#039;d have to be pretty nerdy...&amp;quot;&lt;br /&gt;
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=====Criminal Underworld=====&lt;br /&gt;
Most organized crime probably has some connections to the supernatural, they may not be directly involved in it, but they probably know about some of the supernatural predators and organizations in a given area and try to give them a wide berth. Some crime lords have a preference for hiring half-demon hitmen and ancient norse security consultants.&lt;br /&gt;
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*&#039;&#039;&#039;John &amp;quot;Gentleman Johnny&amp;quot; Marcone&#039;&#039;&#039;: the &amp;quot;Baron of Chicago&amp;quot; and the man in charge of the Chicago Outfit, he&#039;s extremely ruthless and efficient, a man who believes its best to rule with two parts respect, one part fear. While the city was locked in a gang war as a result of the more entrenched families imploding, his rise to power began, he kept killing the competition until he was the only capo left. He realized that people are more loyal to you when you treat them nice, so all his underlings get decent working conditions and medical insurance. Violent crime and crimes involving minors (he&#039;s got a code: don&#039;t hurt kids) dropped to its lowest in years during his reign, thus making the streets more efficient, orderly, and easy for him to control. The police don&#039;t like to go after him partially because they&#039;re afraid of his replacement being worse than he is and partially because he&#039;ll have them fired, threatened, bribed, coerced, or failing those killed and thrown into Lake Michigan. Harry doesn&#039;t like him, but he knows that Marcone is almost always the lesser of two evils when it comes to organized crime. So turn a blind eye; the streets are safer, human trafficking is at its lowest, nobody&#039;s peddling drugs to your kids, and who do you have to thank? John Marcone of course, your friendly neighborhood real estate mogul and philanthropist, what an upstanding citizen! Let&#039;s make sure he stays in power why don&#039;t we? John Marcone is almost definitely an assumed name, and in the short story &#039;&#039;Even Hand&#039;&#039; he&#039;s implied to either be ex-military or law enforcement. He&#039;s a bit of an odd duck as far as crime lords go in that while he does have a code of honor(based off nordic and germanic models), he doesn&#039;t believe in old school italian mafia tradition and ceremony. He dresses less like The Godfather and more like the executive of a multimillion dollar corporation. He doesn&#039;t tolerate any interference with his personnel or any attempts by the Five Families on the East Coast to muscle in on his territory.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Cujo&amp;quot; Hendricks&#039;&#039;&#039;: Massive bodyguard for Marcone. Quiet, loyal, and thick-skulled in every sense of the word. Has studied philosophy.&lt;br /&gt;
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*&#039;&#039;&#039;Troubleshooters&#039;&#039;&#039;: Marcone&#039;s heavy hitters, named so because their job is to find trouble, then shoot it&lt;br /&gt;
**&#039;&#039;&#039;Childs&#039;&#039;&#039;: Marcone&#039;s top troubleshooter. A man of apparently African descent with peroxide blonde hair and a caribbean accent. He may or may not be fully human&lt;br /&gt;
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=====The Paranet=====&lt;br /&gt;
A recent faction of low level magic users and concerned citizens, its an online community that tries to distribute knowledge about the supernatural for self defense without things like giving up one&#039;s humanity or going through complex and humiliating initiations. Depending on who&#039;s using it, it can be anything from a support group to a grapevine to an online anarchists&#039;s cookbook for those looking to shove a thumb in the eye of a supernatural predator.&lt;br /&gt;
*&#039;&#039;&#039;Elaine Lillian Mallory&#039;&#039;&#039;: a rare non-warlock wizard who doesn&#039;t belong to the White Council. Harry&#039;s adoptive sister/ first lover(look, its complicated). Harry and Elaine were unrelated orphans who were adopted at roughly the same by Justin DuMorne and they subsequently grew up together. As one would expect, when the two turned into horny teenagers, one thing lead to another and they became lovers (although DuMorne might have encouraged it since it would enable him to gain leverage over one by manipulating the other). While Harry was able to escape DuMorne&#039;s psychic headlock, Elaine was not so lucky and ended up enthralled. When Harry burned DuMorne to death, he lost track of Elaine in the smoke and assumed that she too had died. Harry beat himself up over this for years until he learned that Elaine was alive, she had never contacted him until then because being enthralled and then seeing her father figure burn to death traumatized her. Then &#039;&#039;&#039;SPOILERS&#039;&#039;&#039; happened and they &#039;&#039;&#039;SPOILERS&#039;&#039;&#039; and ended up &#039;&#039;&#039;SPOILERS&#039;&#039;&#039; the &#039;&#039;&#039;SPOILERS&#039;&#039;&#039;. She was one of the founding members of the Paranet, providing much of the knowledge about the supernatural world required to get it off the ground. She&#039;s less powerful than Harry but better with more delicate magic, in combat she uses lightning evocation.&lt;br /&gt;
*&#039;&#039;&#039;Mortimer &amp;quot;Morty&amp;quot; Lindquist&#039;&#039;&#039;: Chicago&#039;s resident Ectomancer and spirit medium, by his latest appearance he&#039;s probably powerful enough to get on the council, but he lacks the generalised skill set of a full Wizard. He&#039;s an admitted coward, and at his introduction has barely any power left after squandering it on false seances and other cons. He grows more confidant and powerful throughout the series, but he continues to try and convince other people to leave him alone. He and Harry have an adversarial relationship based on mutual respect, Morty admits that Harry is powerful and usually means well, but every time he crosses Harry&#039;s path something goes excessively wrong in Morty&#039;s direction, while Harry gets a look at the things Morty deals with when his power starts to return, and starts to treat him like a person rather than a useful tool.&lt;br /&gt;
*&#039;&#039;&#039;Gary The Conspiracy Guy&#039;&#039;&#039;: One of those guys, lives in his mother&#039;s basement and tracks everything calling it &amp;quot;Studying the Paranormal through Statistics&amp;quot;.&lt;br /&gt;
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=====Special Investigations=====&lt;br /&gt;
The branch of CPD that everyone else foists all the weird, supernatural cases on in the hopes that they cook up a rational explanation (read: bullshit) for it that allows everyone else to sleep at night. Its also the CPD&#039;s equivalent of a siberian detention camp, ask too many questions or piss off the wrong people and you&#039;ll get transferred to SI. People in SI rarely get transferred to other divisions and many leave the force soon after being put there.&lt;br /&gt;
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*&#039;&#039;&#039;Lieutenant Karrin Murphy&#039;&#039;&#039;: Head of CPD&#039;s Special Investigations and one of Harry&#039;s closest friends and allies. Below average height, most people underestimate her, only to be proven wrong when they inevitably find out that she&#039;s both a gun nut and a master of aikido and several other martial arts. For most of the series, she&#039;s been the second half of an awkward hybrid will-they-won&#039;t-they + cop-buddy relationship with Harry.  Her father was in a precursor to the SI, the Black Cat Division, and he ended up killing himself at his desk (it&#039;s implied that he was forced to by... something). She&#039;s been married and divorced twice, the second time to an FBI agent who promptly got remarried to her younger sister, earning both of them  her eternal hatred. She&#039;s often times suspicious of others, confrontational, and a bit of a bitch, but she&#039;s loyal to her friends and doesn&#039;t afraid of anything.&lt;br /&gt;
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*&#039;&#039;&#039;Henry Rawlins&#039;&#039;&#039;: A veteran beat cop and friend of the Murphy family. Worked with Murphy&#039;s father for a time, and eventually got transferred back into SI. Is one of the only people on the planet brave enough to call Lieutenant Murphy &amp;quot;Little Carrie Murphy&amp;quot;. A friend and ally of Murphy&#039;s and Harry&#039;s, with a solid head on his shoulders. A real bro-tier guy. Generally a skeptic, but willing to suspend his disbelief when the situation calls for it.&lt;br /&gt;
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*&#039;&#039;&#039;Rudolph&#039;&#039;&#039;: A whiny, corrupt, little shitstain who who got &amp;quot;promoted&amp;quot; to SI for sleeping with the wrong politician&#039;s daughter, before kissing enough ass to get into Internal Affairs. As he&#039;s in complete denial about his experiences with the supernatural and is implied to be unknowingly on the take from various supernatural nasties, he is one of the most despised characters in the entire series, both in-universe and by readers. He shows up every once in a while to make things difficult for Murphy and Dresden.&lt;br /&gt;
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====Venatori Umbrorum====&lt;br /&gt;
The Hunters in the Shadows or the Hunters of the Shadows depending on the translation, although it is more accurate to call them &amp;quot;The Shadows of the Hunters&amp;quot; (See Venatori below). A secret society composed of humans with a lot of knowledge about the supernatural but not a lot  of magic power. Dedicated to fighting monsters that prey on humans and pretty good in an actual fight, but they mainly specialize in preventing the (complete) corruption of human government and laws by supernatural predators, hoarding knowledge, and distributing knowledge to others in order to be able protect themselves. Also very good at waging financial war on various supernatural entities, making it much harder for the more chaotic and predatory supernatural factions to hoard mortal wealth. Basically lawyer/librarians with a working knowledge of the supernatural and lots of flamethrowers.&lt;br /&gt;
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*&#039;&#039;&#039;Venatori&#039;&#039;&#039;: The original hunters, and the reason the Venatori Umbrorum exist. The &#039;&#039;&#039;Venatori&#039;&#039;&#039; exist to combat a loose coalition of beings collectively referred to as the Old Ones (yes, &#039;&#039;those&#039;&#039; Old Ones), in a conflict called the Oblivion War that has been going since the dawn of humanity. They do this by wiping out all mortal awareness of an Old One and thusly consigning him/her/it to Oblivion. The Archive was created to lead this war and her reason for existing that&#039;s given in the main books is her cover story. (These guys only show up in the Short Story &#039;&#039;&#039;Backup&#039;&#039;&#039;). The Venatori Umbrorum were created as a smokescreen for these guys due to the fact that they are fucking with Elder Gods and their cult servants. Fun-Fact: the Venatori almost consigned the Faerie Courts to Oblivion, but Mab got the Brothers Grimm to write their Tales, and Gutenberg to distribute them leading to the Fae being firmly ensconced in the public consciousness. The White Court has either been recruited or has at least partly subsumed this organization, though the reason for either is the same: to drive out competition for the top of the food chain. The Archive, as a construct bound to a set of specific rules, cannot intervene and is relegated to providing information to the Venatori. TL;DR: Les Mysteres + Keepers of the Source + Division Six&lt;br /&gt;
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====The Archive====&lt;br /&gt;
The Archive is the living repository of written human knowledge. A magical construct that instantly knows anything that&#039;s been written down by a human being. It is bound to a single bloodline and is passed from mother to daughter on the death of each host. All this knowledge has two main effects, the host gains genius level intellect and magic ability, and she is forced to deal with millennia of knowledge and memories. The tremendous weight of all the knowledge can sometimes drive Archives insane, so to compensate, they limit the amount of time they interact with others in order to avoid forming unnecessary memories of loss and pain, to ease the burden on future Archives. What most people don&#039;t know is that the Archive plays a pivotal role in the Venatori&#039;s Oblivion war, providing the hunters with information they use to track their target, and keeping track of which entities have been &amp;quot;forgotten&amp;quot; until it&#039;s absolutely certain they&#039;re gone, at which point it forgets them.&lt;br /&gt;
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*&#039;&#039;&#039;Oracles of Delphi&#039;&#039;&#039;: past Archives, they used their knowledge of the past to build predictive models of the future&lt;br /&gt;
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*&#039;&#039;&#039;Ivy&#039;&#039;&#039;: the current Archive, she has been burdened with the position of the Archive since infancy, after her irresponsible, underage mother killed herself to avoid her duty. Said mother had become the Archive after her own mother died in an accident, and, hating the fact that her own youth was cut short while her daughter would get to live a relatively normal life, decided to take the selfish way out. She never even bothered to give her child a name. The child was aware of all of this the second she became the Archive, moments after her mother&#039;s death. Never experiencing a regular childhood, she grew up near emotionless and logical, with only brief hints of anything resembling a child (liking small animals). She began to develop more of an identity after Harry nicknamed her Ivy when she was seven, but she remains detached and analytical. She is accompanied by Kincaid, her personal assassin, bodyguard, and chauffer and the closest thing she has to a father.&lt;br /&gt;
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====The Church====&lt;br /&gt;
Way back in the olden times, the Catholic Church tried to crack down on the more evil parts of the supernatural community. Unfortunately, they got carried away and started a shit show called the Inquisition. The Church hadn&#039;t expected that to happen(but then again, neither did anyone else). Nowadays, they&#039;re real sorry about that, to the point of trying not to actively involve priests in the supernatural. The &amp;quot;Ordo Malleus&amp;quot; (guess where Jim got that from) limits itself to providing a support network for those dedicated to fight evil with the power of faith, and do their best to protect those who come to the church for asylum against supernatural beings. &lt;br /&gt;
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*&#039;&#039;&#039;Father Forthill&#039;&#039;&#039;: Michael&#039;s main contact within the church; a member of the Ordo Malleus and a Catholic priest(of the &#039;&#039;non&#039;&#039;-molesting sort). He&#039;s a generally good dude, a devout Christian who takes his duties seriously but isn&#039;t so rigid that he can&#039;t take a joke or share a drink with a friend. Studied law before becoming a priest, so in addition to being the Carpenter&#039;s contact and priest, he&#039;s their lawyer. As one of the Knights&#039; abilities tends to be showing up just where they&#039;re needed, Forthill has the uncanny ability to show up at the Carpenters&#039; home to babysit their kids right as Michael is heading out to do just that. &lt;br /&gt;
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=====Knights of the Cross=====&lt;br /&gt;
Somewhat parallel to the Church are the Knights of the Cross, chosen individuals who wield a trio of swords made with the nails used to crucify Jesus. Each knight and sword represent one of the three final virtues espoused in 1 Corinthians 13:13 - Faith (Shiro/Fidelacchius), Hope (Sanya/Esperacchius) and Love (Michael/Amoracchius). Every knight is a paragon of the virtue for which the sword they carry is named, and the swords are immensely powerful divine artifacts when used in defense of their respective virtue. Contrary to what might seem intuitive, Knights of the Cross don&#039;t have to be Catholic or even religious; all they have to do is have sufficient inner strength and the belief that the weak should be protected and evil should be opposed. There are only at most three at a time, and they have a very high turnover rate. Not only do they fight next level apocalyptic stuff, which means casualties are common, most Knights only hold their title for the duration of one mission or task; of all the Knights in history, career Knights are very much the minority. The three serving Knights at the opening of the series are on the far right end of that bell curve: one having served for a few years, one for about two decades, and one being an old man who served since his youth. The three swords they wield have been reworked and reforged throughout the years, so they&#039;ve carried other names and forms. Amoracchius was once called Excalibur, Esperacchius was once Durendal, and Fidelacchius was once Kusanagi. It&#039;s implied more and more strongly as the series goes on that the Knights are all descended from ancient kings. &lt;br /&gt;
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*&#039;&#039;&#039;Michael Carpenter&#039;&#039;&#039;: A family man, Catholic, building contractor, and Knight of the Cross, wielder of the longsword Amoracchius (also known as &amp;quot;Excalibur, that&#039;s fucking EXCALIBUR?!&amp;quot;). A loving husband and father of seven, he&#039;s what happens when the [[Paladin|holy-warrior archetype]] is written right. Unlike most portrayals of religious types (particularly members of the Catholic Church), the author decided that religion didn&#039;t automatically make you into an abrasive dick, taking into account that organized religion has actually had some positive effects on human history, like the establishment of charities and medical aid when everyone else was espousing social darwinism. Harry sees him as a friend and something of a worthy authority figure, seeking to gain his approval, knowing that if someone as good as Michael Carpenter likes him, he can&#039;t be all bad. He&#039;s been given the moniker &amp;quot;Fist of God,&amp;quot; which should give you some indication as to his combat prowess. He&#039;s also an honest-to-God paladin, using what Harry describes as &amp;quot;True Faith&amp;quot; to create a few NOTmagic effects throughout the series, such as causing vampires to burst into flames from touching him, dispelling a mental illusion, and driving away a swarm of demons, though Michael would insist that all these were God&#039;s doing, not his. Descendant of Charlemagne, the first Holy Roman Emperor and conqueror of much of Europe.&lt;br /&gt;
**&#039;&#039;&#039;Charity Carpenter&#039;&#039;&#039;: Michael&#039;s beautiful yet intimidating wife. A caring, if occasionally overbearing, mother who is honestly quite badass in her own right when her children and husband are in danger. Not a Knight or an Angel or anything; just a strong, smart, caring woman who happens to be a skilled blacksmith(Michael wears Kevlar-lined chainmail into battle that &#039;&#039;she&#039;&#039; made). She openly dislikes Harry because her husband always jumps to help him when he needs it, putting him in danger (note: Technically not a Knight or part of the Church, she could fit no less than five different categories in this list, so we threw her here).&lt;br /&gt;
**&#039;&#039;&#039;Molly Carpenter&#039;&#039;&#039;: Michael and Charity&#039;s eldest child. Harry&#039;s known her since her early childhood. When she reached her tweens, she started getting more and more rebellious towards her admittedly strict mother. This and a &#039;&#039;&#039;SPOILER&#039;&#039;&#039; incident eventually culminated in her turning goth, dropping out of high school, and eventually leaving home to live on her own. The rest of her (and the rest of Michael&#039;s family&#039;s) story is &#039;&#039;&#039;SPOILERS&#039;&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Sanya:&#039;&#039;&#039; An agnostic soldier of good and amateur philosopher who grew up in Russia, wielder of the sabre Esperacchius (also known as Durandal). Despite all the stuff involving angels and the like that he deals with, he&#039;s an atheist (or at least an agnostic), his argument being that the beings he meets could just as easily be extraterrestrials or non-divine supernatural creatures, or that he may be hallucinating everything. He&#039;s notably one of the more practical Knights, being more willing to be aggressive, use unconventional tactics, and use modern weaponry. Being a black man who grew up in Russia, he grew up a minority and became bitter and lost because of it, resulting in more than a little bit of shade in his past. These days he&#039;s a warrior of light and a generally good dude, and unlike the other Knights he manages to retain a healthy sense of humor. He and Harry are buddies. Descendant of An-Nasir Salah ad-Din Yusuf ibn Ayyub, known to the most in the west as Saladin, an ancient king who founded the Ayyubid dynasty and who retook Jerusalem from the Crusaders. &lt;br /&gt;
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*&#039;&#039;&#039;Shiro Yoshimo&#039;&#039;&#039;: An elderly Japanese man and wielder of the cane-katana, Fidelacchius (also known as Kusanagi-no-Tsuruki, it&#039;s a weird bit of &amp;quot;did not do his research&amp;quot;/&amp;quot;popular myth&amp;quot; here as Kusanagi technically predates the usage of katanas in Japanese history, but as it hasn&#039;t been seen by mortal eyes for the last 1,500 years or so, it can be a katana because that&#039;s Japanese and we have no clue what it really looks like at all). A genuinely selfless man and a total badass, whose skill in combat was compared by Michael to Mozart&#039;s skill with music. While he&#039;s technically a Baptist (a technicality involving a misunderstanding at an Elvis concert) he still thinks like a Shintoist in a lot of ways. While all Knights seem to be really, &#039;&#039;really&#039;&#039; lucky when it comes to guessing things, Shiro seems to have a borderline precogniscient ability to predict events; presumably he gets a pointer or two from the Almighty, or maybe he&#039;s just really observant. Descended from Sho Tai, the last king of the Ryukyu Kingdom in what we now call Okinawa.&lt;br /&gt;
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====Angels====&lt;br /&gt;
Angels could perhaps be best described as beings that are half Divine Servant and half Eldritch Terror, who are usually polite enough to put on a human-looking form so as to not literally blow the minds of mortals around them. Seriously, it&#039;s made very clear as the series goes on that there&#039;s a &#039;&#039;reason&#039;&#039; that whenever angels pop up in the bible they open up by saying &amp;quot;be not afraid&amp;quot;. It&#039;s implied in one of the later books that a wizard looking at even a minor angel with his Sight would destroy his mind, and an archangel outright says that he has the power to destroy galaxies. That said, they&#039;re for the most part servants to some nebulous Almighty Creator, a being/concept/thing that has worn many faces and titles throughout the ages, but whom they make a policy not to discuss with mortals. By and large, they tend to take a hands off approach to things, only directly intervening when mortals are manipulated by other equally powerful supernatural evils. Angels have no true gender, but most seem to preferred human appearance.&lt;br /&gt;
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*&#039;&#039;&#039;Uriel&#039;&#039;&#039;: Archangel and head of what is basically Heaven&#039;s black ops division, which kind of makes him the Handler for the Knights(and sometimes Harry when he&#039;s with them). A surprisingly amicable individual who&#039;s a fan of both Lord of the Rings and Star Wars, as long as you don&#039;t call him &amp;quot;Uri&amp;quot;. All that friendliness distracts you from the fact that he&#039;s been engaged in a shadow war with Lucifer since before time was a thing, and he was responsible for most of the Punishments levied against mankind in the Old Testament. Generally appears as a vaguely Mediterranean looking young man.&lt;br /&gt;
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*&#039;&#039;&#039;Michael&#039;&#039;&#039; The Archangel, prince of hosts. Implied to be the General of Heaven&#039;s armies. &lt;br /&gt;
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*&#039;&#039;&#039;Raphael&#039;&#039;&#039; The Archangel, the Demon binder, also at least partly responsible for helping build the panic room in the Carpenter household.&lt;br /&gt;
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*&#039;&#039;&#039;Gabriel&#039;&#039;&#039; The Archangel, the Trumpeter. Implied to be something of a herald and/or messenger.&lt;br /&gt;
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*&#039;&#039;&#039;Amitiel&#039;&#039;&#039;: polite angel who works as a security guard in a transitory afterlife&lt;br /&gt;
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*&#039;&#039;&#039;Angel(s) of Death&#039;&#039;&#039;: Clad entirely in black, with skin the colour of spilled ink, eyes like voids, and hair the shade of raven feathers the Angel(s) of Death cut an extremely unsettling sight. The one we meet in the books is a stand up girl. Her job being to watch over truly good people as they die, and then escort their souls to heaven personally. She&#039;s armed to the teeth because there are Things that will attempt to stop this.&lt;br /&gt;
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====Monoc Securities====&lt;br /&gt;
A &amp;quot;private military corporation&amp;quot; based in Oslo, Norway. In addition to vanilla mortals, many of its employees are valkyries and einherjaren (norse warriors from valhalla). Has significant military and magical resources and is known for contracting out &#039;&#039;&#039;very&#039;&#039;&#039; competent mercenaries and consultants. The corporation&#039;s name is a freaking pun on the part of its founder.  &lt;br /&gt;
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*&#039;&#039;&#039;Donar Vadderung&#039;&#039;&#039;: Owner, Founder, and CEO of Monoc Securities. Is also Odin One-eye, Thunder&#039;s Father, King of the Aesir and Vanir. Maintains a cordial relationship with Harry, akin to mentor and unwitting pupil, or at the very least and interesting investor in Harry&#039;s exploits and future. WoJ is that he gave up most of his divine power in order to more freely interact with the mortal world, but being Odin, he can get by just fine using sheer intelligence. He may also be Kringle, Beowulf, and quite probably many others.&lt;br /&gt;
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*&#039;&#039;&#039;Hugin and Munin&#039;&#039;&#039;: Vadderung&#039;s raven haired secretaries and spymistresses. Known to be uptight and terrifying, in contrast to their boss&#039; laid back demeanor&lt;br /&gt;
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*&#039;&#039;&#039;Sigrun Gard&#039;&#039;&#039;: A valkyrie and Marcone&#039;s security and supernatural consultant. Possesses above average(but not definitively superhuman, more like peak human) strength and an unnaturally high pain threshold. Is &#039;&#039;very&#039;&#039; good at her job, and has lived for hundreds if not thousands of years. She&#039;s skilled with rune magic and magical theory, and is a skilled close quarters fighter, on par with the best warriors of the ancient world. Sometimes goes oldschool shield-biting mouth-frothing Berzerk in combat.&lt;br /&gt;
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*&#039;&#039;&#039;Freydis Gard&#039;&#039;&#039;: Another valkyrie, shows up in Peace Talks, likes dancing, sex with both genders, and breaking societal norms. Is a lot less stuffy thn Sigrun.&lt;br /&gt;
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====Order of the Blackened Denarius====&lt;br /&gt;
&#039;&#039;&#039;Pure. Unrepentant. Evil.&#039;&#039;&#039; Thirty fallen angels trapped in the thirty coins used by the Romans to bribe Judas Iscariot. Sometimes called Knights of the Blackened Denarius as a parody of the Knights of the Cross who oppose them. The coins basically act like the One Ring, tempting and corrupting whoever holds them with promises of power, eventually tricking the unfortunate host into giving up his or her free will and becoming little more than a beast of burden in the thrall of the fallen. Coin bearers have access to the immeasurable experience and knowledge of the Fallen angel, in addition to a shape shifting ability that allows them to take on demonic characteristics to make them more formidable in battle. The Fallen and the Coin bearers are more of a loose coalition of allies than a formal order, with a few distinct factions within the order who will cooperate or backstab each other as the situation requires. The group&#039;s overarching goal is to cause the apocalypse, but its much more complex than that. The &amp;quot;leaders&amp;quot; of these groups believe that its unlikely that they&#039;ll actually cause the end of the world, but they can still advance the cause of Hell while trying. Subsequently, their plots are constructed such that if the lose, they&#039;re still able to cause pain and suffering and weaken the forces of good, for example: if they&#039;re stopped from obtaining nuclear warheads, they&#039;ll still have caused multiple deaths, widespread panic, and significant human suffering in the process of trying. Their philosophy is to push the world closer and closer towards Armageddon, creating an environment of chaos and terror. Put in the words of their de facto leader: &amp;quot;Apocalypse is a frame of mind.&amp;quot; The group is known to be responsible for The Bubonic Plague, Columbian Cartels, and the Rwandan Genocide. An unsettling thing about the leadership is that they claim that they are in fact &amp;quot;saving&amp;quot; the world, presumably because the think Satan was in the right for rebelling against God, and if they win, the Fallen get to literally rewrite history and objective morality.&lt;br /&gt;
[[Image:Nicodemus.jpg|thumb|right| Nicodemus and Anduriel. The human is the more dangerous one in this picture.]]&lt;br /&gt;
&#039;&#039;&#039;Known Coins and Bearers&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Anduriel/Nicodemus&#039;&#039;&#039; Nicodemus Archleone is, for the purposes of the stories, essentially the leader of the Order of the Blackened Denarius. As close to &#039;&#039;&#039;Evil&#039;&#039;&#039; as it is possible to get in the series, and a man who Harry fears and respects in equal measure. Nicodemus himself is an extremely enigmatic individual, the current prevailing rumor to his identity is the potter in whose field Judas Iscariot hung himself. He is completely devoted to the idea of the Apocalypse and is wholly convinced that all he has ever done was for the cause of good, believing the forces of Heaven to be evil. Throughout the series, there are subtle hints that he actually has an obsession with Christ and sainthood, seeking to become a messiah, he also seems to view the rest of the Denarians as his &amp;quot;apostles&amp;quot; . Anduriel is a former lieutenant of Satan who may or may not be completely subservient to Nicodemus, it can listen in on anything said within hearing distance of any shadow on earth (only one shadow at a time though and you can ward against its presence). Nicodemus prefers to work as a manipulator and schemer, rarely entering combat if he can avoid it, though once there he&#039;s all kinds of dangerous. An expert marksman and swordsman, he also wears the absurdly OP relic noose that Judas hung himself with, which more or less makes him immune to any harm, save for SPOILERS. Unlike most Denarians, he doesn&#039;t have any one overt combat form, instead forming shadows to serve as hands, tentacles, wings, that kind of thing. He speaks with a rich, cultured, &amp;quot;vaguely British&amp;quot; accent, because all villains are British.&lt;br /&gt;
**&#039;&#039;&#039;Squires&#039;&#039;&#039;: Nicodemus&#039; personal cult of henchmen. Membership is hereditary, so each squire is raised to be absolutely loyal to Nicodemus. Upon their initiation to squire, Nicodemus has their tongues ripped out so that they can&#039;t speak if interrogated and can&#039;t function outside of the cult.&lt;br /&gt;
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*&#039;&#039;&#039;Unknown/Deirdre&#039;&#039;&#039; Deirdre is Nicodemus&#039;s daughter/lover. Totally loyal to him, murderous, short tempered. Described as having the beauty and subtle curves of a straightrazor. Demon form looks like a green scaled, shapely medusa-like creature with razor-sharp hair that can extend to great lengths. Harry has repeatedly described her demon form as &amp;quot;disturbingly attractive,&amp;quot; so make of that what you will. Speaks with a &amp;quot;vaguely british&amp;quot; accent, because Jim Butcher watched too many movies in the 80&#039;s and 90&#039;s.&lt;br /&gt;
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*&#039;&#039;&#039;Imariel/Polonius Lartessa (Tessa)&#039;&#039;&#039; Tessa is Nicodemus&#039;s wife and rival in creating the Apocalypse. *obligatory pun about hell and relationships* Currently has the appearance of a girl in her mid to late teens (having been a former child prostitute in the Roman Empire before Nicodemus &amp;quot;saved&amp;quot; her). Imariel transforms its host into a humanoid praying mantis that can dissolve into swarms of smaller insects. She&#039;s considerably more impulsive and rash than Nicodemus, being more focused on short term carnage than long term apocalypse. She&#039;s also a wizard, with White Council levels of magic power (but she predates the current incarnation of the organization). As of &#039;&#039;Skin Game&#039;&#039; she&#039;s gone batshit, fucking, crazy.&lt;br /&gt;
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*&#039;&#039;&#039;Ursiel/Rasmussen&#039;&#039;&#039; Ursiel is a fallen who takes the form of a giant demonic bear who loves brute force. Rasmussen, his bearer, is a broken, insane, wreck of a human being, tortured and beaten into submission. Ursiel itself has devolved into a bestial mass of madness and rage, motivated only by an addiction to bloodshed and a hatred of Heaven.&lt;br /&gt;
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*&#039;&#039;&#039;Lasciel/SPOILERS&#039;&#039;&#039; Lasciel is known as the Web-Weaver, the Seducer, or the Temptress, and is described as a rebel angel among rebel angels who manages to avoid being a mary sue, somehow. Despite kinda sorta working for/with Nicodemus, she&#039;s as much of a backstabber to the rest of the Fallen as she is to everyone else (hence &amp;quot;rebel angel among rebel angels&amp;quot;). According to WoJ, prior to the Fall, she tried to profit by working for both sides during the War in Heaven. When her plans fell apart and the War went FUBAR for Lucifer&#039;s bunch, she was cast out for her disloyalty. She then threw her lot in with Satan, became something like an anarchist, and developed a huge chip on her shoulder in regards to God and any other authority figure. Her sigil is vaguely reminiscent of an hourglass. Like all angels she has no physical body, but prefers to take the shape of an attractive woman in the minds of her host. In combat she takes the shape of a cloud of smoke and subtle fire wrapped around her host. &lt;br /&gt;
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*&#039;&#039;&#039;Saluriel/Quintus Cassius&#039;&#039;&#039;: A snake-themed Fallen angel bound to one of Nicodemus&#039;s &amp;quot;personal friends&amp;quot; (an expendable pawn). In combat it gives its bearer a serpentine lower body and a cobra-like head.&lt;br /&gt;
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*&#039;&#039;&#039;Thorned Namshiel/Unknown&#039;&#039;&#039; Tessa&#039;s sorcery expert, enjoys picking pockets and strangling people, sometimes simultaneously. Looks like an emaciated man with thorns all over its body. Despises humanity and views humans as little more than animals. Is good enough at magic that he can literally grab and &#039;&#039;eat&#039;&#039; a spell thrown at him. He can take a combat spell, control it without dissipating its energy, and devour it. That&#039;s some next level shit right there. &lt;br /&gt;
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*&#039;&#039;&#039;Akariel&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Urumviel&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Magog/SPOILERS&#039;&#039;&#039;: Considering the enormous significance of angels&#039; Names, there&#039;s probably a really interesting story behind the break in the naming scheme. Magog looks like an enormous purple gorilla with horns, and serves as Tessa&#039;s heavy hitter. He&#039;s fast, crazy strong, has next to no reaction time, but he doesn&#039;t have any strategy other than &amp;quot;run at the enemy and hit it really hard.&amp;quot; Like Ursiel, it appears that he&#039;s devolved into little more than a blood-crazed beast.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Obsidian Statue&amp;quot;&#039;&#039;&#039;: Nickname only.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Shaggy Feathers&amp;quot;&#039;&#039;&#039; Nickname only.&lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Green Antlers&amp;quot;&#039;&#039;&#039; Nickname only.&lt;br /&gt;
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*&#039;&#039;&#039;???/Rosanna&#039;&#039;&#039; Tessa&#039;s second in command, her coin is unknown. Looks like a sexy succubus with goat hooves. Manipulative type, but can also use magic, fire evocation at the very least.&lt;br /&gt;
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*&#039;&#039;&#039;Varthiel&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ordiel&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;???/McKullen&#039;&#039;&#039; We literally know his name and that&#039;s it.&lt;br /&gt;
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*&#039;&#039;&#039;Tarsiel&#039;&#039;&#039;&lt;br /&gt;
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This leaves at least 12 unknown coins assuming there&#039;s no overlap in the above unknowns, either being held secure by the church, or out in circulation&lt;br /&gt;
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====Demons====&lt;br /&gt;
Demons in the Dresdenverse are distinct from the Biblical Fallen Angels, they are instead denizens of the Nevernever who are neither spirit nor faerie nor divine being. Most simply want to go about their business without having anything to do anything with mortals, but some are summoned to do the bidding of mortal magic users anyway, and a few try to enter out world to eat/murder/chat up/rape mortals. Almost every demonic being will test the bindings of those who summon them, even if they don&#039;t really want to murder the summoner, as a matter of principle. If they find those bindings wanting, they are free to do whatever they want to the unfortunate summoner, and whatever they want is almost universally unpleasant. While the vast majority are basically neutral, a large portion of them do work for Hell, serving as everything from foot soldiers to bureaucrats (Dresdenverse Hell is seems to work like an odd combination of a Feudal Kingdom, La Revolucion, and a Megacorporation)&lt;br /&gt;
*&#039;&#039;&#039;Kalshazzak&#039;&#039;&#039;: Low level toad demon has been forced into assassinations in the past, doesn&#039;t like being summoned&lt;br /&gt;
*&#039;&#039;&#039;Chaunzaggoroth/ Chauncey&#039;&#039;&#039;: A massive chitinous demon who works for Hell. He speaks in a perfect oxford accent and wears a pair of wire frame spectacles. He deals in information, providing intel in exchange for intel, occasionally trying to recruit mortals to the cause(a task for which he receives bonuses and potentially promotions from his superiors). While he&#039;s essentially a bean counter, his info gets passed along the chain of command to the Fallen and their allies.&lt;br /&gt;
*&#039;&#039;&#039;Shen&#039;&#039;&#039;: Purple, winged monkeys who throw flaming poop, we&#039;re not making this stuff up. They&#039;re malevolent demons who can fuse together to form a larger gorilla-like demon.&lt;br /&gt;
*&#039;&#039;&#039;Baka Baku&#039;&#039;&#039;: Don&#039;t really know where to put this one so its going in with the demons. Japanese folklore has this thing called a Baku that eats nightmares so children can sleep soundly at night, it looks like a cross between a lion, a tiger, and an elephant and is generally benevolent. These are not those Baku. In the 90s, a Japanese company made plush doll based off the Baku that came with its own little book explaining how the Baka Baku would eat all the kid&#039;s bad dreams and be their cuddly-wuddly protector. Because(heartwarming alert) the belief of children can do magical things, many Baka Baku actually manifested in reality and actually did protect kids from nightmares. Now here&#039;s where shit gets dark. After gobbling up kids nightmares, the Baku wandered off and tried to help other people. Unfortunately, no one told them that a) Negative psychic emanations, like nightmares, can have corrupting effects on psychic entities and b) PTSD is a thing. So lots of Baka Baku ended up being driven insane from eating too many or too dark nightmares and were corrupted. They now eat people&#039;s life forces and inspire fear as well as feed on it. To this end, they can assume human form and prey on the emotionally unstable and traumatized. Faith magic can make their human guise&#039;s skin translucent and make their shadow reveal its true form.&lt;br /&gt;
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====Dragons====&lt;br /&gt;
Honest to goodness fire breathing dragons. Most of what we know of them comes from WoJ. They were created by God to do monumental tasks in the act of creation, like pulling continents and crazy shit like that. There are two types of dragons: immortal, divine, shape shifting beings who are closer to Chaotic Neutral Angels than anything else, of which only two remain on Earth (think Dragons in the Far Eastern tradition combined with old school interpretations of Seraphim), and lesser servitor dragons who were created by the divine versions as pets and servants, of which there are an unknown number(think classical European dragon that kidnaps virgins and shit). Its unknown how they were involved in the War in Heaven,if they were involved at all, but presumably some of them sided with the Rebel Angels(Fallen).&lt;br /&gt;
*&#039;&#039;&#039;Ferrovax&#039;&#039;&#039;: Divine dragon and the eldest and most powerful of his kind(at least on Earth). He&#039;s mentioned by the author as being able to crush the faerie queens, coincidentally, his name translates to &amp;quot;Ironsides&amp;quot;. In the world of supernatural politics, he&#039;s more or less a nation unto himself.&lt;br /&gt;
*&#039;&#039;&#039;Pyrovax&#039;&#039;&#039;: Second of the surviving divine dragons, he was mentioned in WoJ and that&#039;s all we know&lt;br /&gt;
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====Nagas====&lt;br /&gt;
Divine serpents from India. One appears in the comic &#039;&#039;Ghoul Goblin&#039;&#039;. They are dedicated to neutrality and are known to act as mediators of supernatural disputes.&lt;br /&gt;
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====The Prosthenos Society====&lt;br /&gt;
Nutjobs in Scandinavia who surgically attach body parts of supernatural creatures to themselves to attain a sort of &amp;quot;patchwork immortality&amp;quot;. Only mentioned in the short story &#039;&#039;Backup&#039;&#039;, but they might make good villains for an RPG campaign.&lt;br /&gt;
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====Scions====&lt;br /&gt;
Sometimes, for whatever reason, a mortal will have a child with a demon or supernatural creature. This child, if it is not miscarried or stillborn, is often insane, deformed, or both (since having six arms and claws made of bronze aren&#039;t exactly compatible with typical mortal biology). However, sometimes a very lucky child or &amp;quot;Scion&amp;quot; has a largely human appearance and gets access to some of the badass powers of it&#039;s non-human parent.&lt;br /&gt;
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*&#039;&#039;&#039;Changelings&#039;&#039;&#039; The most common type of Scion, Changelings are the result of Fae and mortals getting freaky. Their Fae traits manifest at puberty, giving them partially Fae physiology and psychology that depends on their Fae parent. Once they are made aware of their inhuman heritage they may make a choice to either embrace it (becoming fully Fae), and reject it (becoming full Mortal). Changelings are often treated like shit by their inhuman parents, if they are not just outright ignored, though some Fae do care for and love their offspring, but being Fae, they&#039;re not exactly great at communicating that love. So they have a Choice between normal human (sane but boring) and Fae (exciting but they&#039;re not really the same person anymore). They can decide not to Choose and stay a Changeling in an attempt to get the best of both worlds, but that means that they also have to deal with the both human and Fae baggage too. Changelings are beholden to and considered subjects of whatever Fae nation or Court their nonhuman parent belongs to.&lt;br /&gt;
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*&#039;&#039;&#039;Grendelkin&#039;&#039;&#039;: Yes, that Grendel. They&#039;re exclusively male, very big and strong, and may or may not have some kind of natural countermagic. For some reason, they can only reproduce with virgins, after drinking Mead. The pregnancy is always fatal to the mother.&lt;br /&gt;
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*&#039;&#039;&#039;Temple Dogs / Foo Hounds&#039;&#039;&#039;: An example of a non-human scion breed, Foo Hounds are said to be descended from a celestial spirit and a mortal hound. Larger than even a great dane and much heavier. &#039;&#039;Very&#039;&#039; strong for a mortal animal, with a few supernatural perks. They can live for centuries and are naturally very intelligent, implied to be just as smart as humans, though they still have a dog&#039;s instincts and priorities. Additionally, their bite can hurt supernatural and even ethereal beings, and they can &#039;&#039;&#039;B&#039;&#039;&#039;ark loud enough to be heard miles away, and across the borders of the Nevernever. They&#039;re also instinctively protective of their families and homes, and are almost impossible to sneak up on. All this makes them a much sought after companion for wizards, and they often guard temples, hence the name. The current guess for their mortal breed is Caucasian Bear Hounds with some Tibetan Mastiff mixed in. They are seriously scary stuff to the point where an Archangel refers to one as &amp;quot;Little Cousin&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Mouse&#039;&#039;&#039;: Introduced as a puppy in &#039;&#039;Blood Rites&#039;&#039;, Mouse is adopted by Harry when he hides in the Blue Beetle and misses his flight back to Tibet. Once he gets a little bigger, he accompanies Harry on a few adventures. Sees Harry as more of a roommate than an owner, and ends up inheriting quite a few of the wizard&#039;s quirks.&lt;br /&gt;
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*&#039;&#039;&#039;Jared Kincaid/The Hellhound&#039;&#039;&#039;: A bodyguard who moonlights as a mercenary and an assassin, throw Deadshot, Deathstroke, and Big Boss in a blender and Jared Kincaid is what comes out and shoots you straight through the temple from 30 yards away with a Glock pistol. He prefers to use firearms and he NEVER, EVER misses, how he does this is unknown, Harry theorizes that his nervous and muscular systems are so advanced that he has superhuman reflexes and coordination. He&#039;s hundreds of years old and he looks like he&#039;s in his late 30&#039;s/early 40&#039;s.  He also used to be Drakul&#039;s(the father not the son) right hand. He managed to stir up the fan-base something fierce by claiming to be &amp;quot;just as human as [Harry] is,&amp;quot; which means either Harry isn&#039;t fully mortal or more likely, Kincaid was lying. The fandom has tied itself in knots discussing this. Ebenezar has been out for his blood because of an incident that happened in Istanbul where Kincaid broke some nebulous assassin&#039;s code.&lt;br /&gt;
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*&#039;&#039;&#039;Goodman Grey&#039;&#039;&#039;: A shapeshifting mercenary, and a &#039;&#039;&#039;professional&#039;&#039;&#039;. Apparently the scion of a mortal woman and a Naagloshii, which is all kinds of fucked up.&lt;br /&gt;
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*&#039;&#039;&#039;Irwin Pounder&#039;&#039;&#039;: The son of one of River Shoulders (Strength of a River in his Shoulders is one of the Forest People, aka Bigfoot/Sasquatch) and Dr Carol Pounder. Irwin doesn&#039;t really demonstrate any physical supernatural traits, beyond being a bit bigger and stronger than your average guy, but has great vitality, comparable to that of a Wizard. Harry forces River Shoulders to meet him as the payment for his last case, because &amp;quot;No kid should never know their dad&amp;quot;.&lt;br /&gt;
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====Naagloshii/Skinwalker====&lt;br /&gt;
[[Image:Skinwalker.jpg|thumb|right|The Skinwalker, that stuff on its claws is someone else&#039;s skin]]&lt;br /&gt;
Semi-divine monsters from Navajo mythology, basically the Navajo version of a fallen angel. Immortal, powerful shape shifters who have instinctive knowledge on how to torture any given being in the most painful way possible. They feed on the life force of magic users, but they slowly lose their power the further away they are from tribal lands. What separates these guys from Fallen Angels, is while that the Fallen believe that they are in the right, the Naagloshii wholeheartedly admit they are pure evil. Their only joy is rampant slaughter and proving that all other beings are just as flawed and evil at heart as they themselves are, usually through insanity inducing torture. To illustrate how viscerally hateful these things are, here&#039;s a quote of one of them making a threat: “I will come for you. I will kill you. I will kill your blood, your friends, your beasts. I will kill the flowers in your home and the trees in your tiny fields. I will visit such death upon whatever is yours that your very name will be remembered only in curses and tales of terror”, and it said all of this while snacking on an unconscious White Court Vampire that it had effortlessly put in critical condition.&lt;br /&gt;
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====Kenku====&lt;br /&gt;
Ninja crow-men from Japan. Have blue blood and wield katanas. Can go through Red Court Vampires like a hot knife through butter&lt;br /&gt;
====Ghouls====&lt;br /&gt;
Man-eating monsters who hire themselves out to the various nasties of the world as muscle (when mind-raped or addicted thralls just won&#039;t do), the have an insatiable craving for human flesh. Appear as vaguely humanoid creatures with elongated limbs and dog-like snouts, but they can assume the appearance of humans with plain, unremarkable features. Harry despises them on principle, since every ghoul we&#039;ve seen has been a depraved subhuman &#039;&#039;thing&#039;&#039; that&#039;s a threat to innocent lives. The RPG introduces the fact that they are weak to Faith Magic, much like the Black and Red Courts, however as we&#039;ve never seen any interactions between Ghouls and The Faithful in series, this is something we&#039;ve got to take on good faith (ha ha ha). They are speculated to be a form of true-breeding scion of Uber-Ghouls. Many of the smarter ones(relative to ghoul intelligence) have a Sumerian theme to them.&lt;br /&gt;
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*&#039;&#039;&#039;The LaChaise Clan&#039;&#039;&#039;: the go to &amp;quot;people&amp;quot; for all your assassination/muscle/corpse disposal needs. The LaChaise Clan is the only known organized body of ghouls and hires out its members as mercenaries and assassins. Little is known about the inner workings of the clan but it is the premier provider of intermediate level muscle to the Red Court.&lt;br /&gt;
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*&#039;&#039;&#039;Uber-Ghouls&#039;&#039;&#039;: Take a ghoul, cross breed it with the T-1000, and add in a heavy dose of those Ice Age genes that insist on adding size and tusks to all those old mammals, and you&#039;ve got what Harry calls an Uber-Ghoul. These things are seemingly immortal as the one time they&#039;ve shown up they demonstrated the ability to pull themselves together when reduced to nothing more than rotten, chunky salsa.&lt;br /&gt;
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====Nature Spirits/Genius Loci====&lt;br /&gt;
If a dryad lives in a tree on the mortal plane, then the tree that a Dryad lives in would be a nature spirit/Genius Loci. Nature spirits aren&#039;t so much drawn to places of power as they are the will of places of power; you can have a Place of Power without a Genius Loci, but you can&#039;t have a Genius Loci without a Place of Power. Mortal spellcasters may attempt a &#039;&#039;&#039;Sanctum Invocation&#039;&#039;&#039; which is not a contest of wills, a straight-up fight, a contract, or an introduction, but a mix of all those things. It&#039;s a ritual that binds it to the wizard, and the wizard to it. This boosts the wizards power while in the Place of Power, and connects them to the will of the spirit. A Place of Power does not have to be natural to generate a nature spirit, it is just as likely that Auschwitz or the Statue of Liberty has a Genius Loci as the Grand Canyon or Niagra Falls, simply due to the large concentration of emotion and life moving through the area.&lt;br /&gt;
[[Image:Demonreach.png|thumb|right| Manifestation of Demonreach, the most &amp;lt;s&amp;gt;malevolent&amp;lt;/s&amp;gt; antisocial island in the Great Lakes region, and possibly the entire planet]]&lt;br /&gt;
&#039;&#039;&#039;Known Places of Power&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Demonreach&amp;quot;&#039;&#039;&#039; A spooky fucking island in Lake Michigan that was scrubbed off the maps after the spirit present caused every single person who tried to settle there to go irrevocably insane. The Genius Loci attached to this place looks like a cloaked twelve foot tall humanoid form made of roots, vines, and rocks. It&#039;s terrifyingly powerful, to the point where even Mab gives it a healthy respect - it&#039;s implied that while it&#039;s power is only localized to the island itself (and surrounds), if she&#039;s on it, Demonreach could easily subdue and contain Mab for millenia if so inclined. Walks with a pronounced limp, and &#039;&#039;&#039;SPEAKS LIKE THIS&#039;&#039;&#039;. &lt;br /&gt;
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*&#039;&#039;&#039;The Pyramids of Giza&#039;&#039;&#039; Mentioned in the RPG books.&lt;br /&gt;
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*&#039;&#039;&#039;Chitchen Itza&#039;&#039;&#039; The Red&#039;s Courts primary ritual grounds, lots of Earth Magic, and dark, dark sacrificial rites go on here.&lt;br /&gt;
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*&#039;&#039;&#039;Stonehenge&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;The Hallowed Halls&#039;&#039;&#039; The White Councils headquarters underneath Edinburgh castle. Is said to move depending on the current world superpower, and was located under Rome during the time of the Original Merlin. Why it isn&#039;t under the White House or the Pentagon at the moment is a question that really should be asked, but then again, the White Council seems to have beef with America for some reason. &lt;br /&gt;
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*&#039;&#039;&#039;Vesuvius&#039;&#039;&#039; An off hand comment in Cold Days implies the eruption was the doing of a pissed off Genius Loci.&lt;br /&gt;
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====Forest People====&lt;br /&gt;
These are the people that make humans in the US cry &amp;quot;Bigfoot!&amp;quot; every now and then. Yep, they&#039;re real, and they&#039;re actually pretty polite and not as hairy as you might think. They don&#039;t exactly blend in, so the Forest People have agreements with Native American tribes where they provide education and access to resources while the tribes provide them with access to wider mortal society by proxy, letting them enjoy modern amenities without causing a car crash every time they want to check their bank account. Big, strong, very powerful magic users. Thankfully, many are pacifists, but the violent ones can fuck shit up something fierce. If you drop your keys into a pool full of rabid bears, one of the Forest People could probably get it back for you without getting hurt.&lt;br /&gt;
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*&#039;&#039;&#039;Strength of a River in His Shoulders&#039;&#039;&#039;: A mild-mannered bigfoot and water magic adept, lover of Dr. Carol Pounder and father of Irwin Pounder. He prefers to avoid conflict and is afraid that his son will reject him. As such, he has a professional relationship with Harry Dresden, whom he pays to look in on his kid every now and then. He&#039;s also &#039;&#039;&#039;loaded&#039;&#039;&#039;, having access to veins of gold ore that were never found by humans.&lt;br /&gt;
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*&#039;&#039;&#039;The Genoskwa&#039;&#039;&#039;: A prick, pure and simple. Also explicitly claims not to be one of the Forest People, and is physically different just enough that it holds water. Where River Shoulders is kind, patient, and empathetic, this guy is cruel, aggressive, and dismissive. He attacks Harry for simply mentioning River Shoulders, and manages to shrug off a good chunk of Harry&#039;s magic during the attack by literally grounding it with Earth Magic. Eats goats at roughly a rate of 2-4 a day. Is revealed in &amp;quot;Peace Talks&amp;quot; that this isn&#039;t his name so much, but rather the name of the Philosphy he ascribes to which translates out to &amp;quot;The War Path&amp;quot;... Murder most people who aren&#039;t the Forest People, keep the rest as slaves and cattle, and then murder all of the Forest People that do not agree with him. Basically a Forest People Nazi. His actual name as revealed in Peace Talks is &amp;quot;Blood on his Soul&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Grendel&#039;&#039;&#039;: Revealed in Peace Talks that Grendel was a Forest Person, and the first of the Genoskwa. He went to war to drive people from their homes and lands because the Forest People had been there first, and he believed humanity was inherently inferior. Was driven back and killed by Beowulf, who is insinuated to be Vadderung/Odin/Kringle, fighting as a mortal.&lt;br /&gt;
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====Ghosts====&lt;br /&gt;
In the Dresdenverse, when you die, your soul goes to the afterlife (which may or may not be the Judeo-Christian one, the nature of the divine is extremely complex and no one on earth or the spirit world/Nevenever has a full understanding), it doesn&#039;t linger on. However, if you have unfinished business, you might leave behind a Shade, a spirit that has all your memories, sort of a spiritual footprint. The shade essentially is you, and shades believe that they are the souls of the departed (but they really aren&#039;t) at first. They can by seen and heard by some people, but they cannot physically interact with the world unless they go insane. Sunlight, particularly sunrise (which has a metaphysical cleansing effect) is fatal to them. Shades can sometimes get a foothold in the Nevernever and become powerful agencies of their own, creating pocket realms in the spirit world that they can rule over undisputed.&lt;br /&gt;
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*&#039;&#039;&#039;Wraiths&#039;&#039;&#039;: shades that have gone insane and/or been warped by negative energies&lt;br /&gt;
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*&#039;&#039;&#039;Lemures&#039;&#039;&#039;: shades that have decided to increase their own power, stave off losing their identities, and attempt to feel more alive by devouring other shades, the undead equivalent of a really dangerous crack addict.&lt;br /&gt;
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====Kemmlerites====&lt;br /&gt;
One of the most (in)famous and powerful wizards of all time, &#039;&#039;&#039;Heinrich Kemmler&#039;&#039;&#039; ([[Heinrich Kemmler|not the one you&#039;re thinking of]], although given Jim Butcher&#039;s status as &amp;quot;one of us&amp;quot; this could easily be a reference) was a necromancer of unparalleled skill, to the point where death could not hold him. The guy had something of a compulsive urge to teach people, so he took on many students and disciples, and wrote four books that his teachings might be spread: The Blood of Kemmler, The Mind of Kemmler, The Heart of Kemmler, and the Word of Kemmler. He was almost singlehandedly responsible for orchestrating WWI, during which he used the chaos for a steady supply of corpses, and the rampant death to further hone his art. The White Council took up arms, and the entire senior council and all the wardens attacked his stronghold and &amp;quot;killed&amp;quot; him. He popped up again in WWII, repeat story, the White Council &amp;quot;killed&amp;quot; him again. He popped up &#039;&#039;again&#039;&#039; in the 1960&#039;s, where the White Council, literally every wizard, all the wardens, and as many allies as they could muster, went forth and &amp;quot;killed&amp;quot; him again, destroyed &amp;quot;all&amp;quot; his books, and killed &amp;quot;all&amp;quot; his apprentices. Coincidentally, on the same day that Kemmler died Soviet Russia decided to test the most powerful nuclear device ever developed, the Tsar Bomba. Given further hints from the author, it&#039;s quite possible that either the bomb was used to kill Kemmler, or the &amp;quot;bomb&amp;quot; was his death curse. It&#039;s possible that he isn&#039;t totally dead, heavily implied that some of his books survive, it&#039;s outright confirmed that some of his apprentices survived. Kemmler practiced and taught something he called True Magic, a discipline of magic that made no distinction between white and black magic, seeing them as two sides of the same coin, ditto for life and death, an idea that&#039;s been getting more and more support as the series goes on, considering what we&#039;ve learned about the soul and the afterlife, that said, Kemmler himself was one of the few individuals that &amp;quot;amoral&amp;quot; beings like Mab and Bob see as objectively evil, so the True Magic might just have been super evil that felt really good. One of his followers claims that he would have liked Harry, take that as you will. To sum up: Nagash lite, with some Nazi occultist and Mannimarco thrown in for flavor.&lt;br /&gt;
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&#039;&#039;&#039;Known Kemmlerites&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Grevane&#039;&#039;&#039;: Kemmler&#039;s first disciple, a scarred, bitter old necromancer by the current day. He seems to be the only one of Kemmler&#039;s living disciples who respects his departed master. A master of raising corpses as zombies; the older the corpse, the more powerful the undead, and he is capable of turning even the most unimpressive human  corpse into a relentless killing machine. &lt;br /&gt;
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*&#039;&#039;&#039;Capiorcorpus/Corpsetaker&#039;&#039;&#039;: Another of Kemmler&#039;s disciples, an ex-council wizard who used body switching magic to inhabit the forms of others to prolong her life. She prefers binding wraiths to her will rather than zombies. Kemmler didn&#039;t favor her in comparison to his other apprentices, and the feeling was mutual, as she saw him as little more than a means to an end. &lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Cowl&amp;quot;&#039;&#039;&#039;: A mysterious wizard and a capital-freaking-B &#039;&#039;&#039;B&#039;&#039;&#039;adass, so named because he never gave Harry his name, and covered his face in a deeply shadowed cowl. He considered Kemmler to be nothing more than a talented madman(he could however be lying), so he may not have actually studied under Kemmler, but is associated with his other students. His evocation is on par with that of Morgan&#039;s or Ebenezar McCoy&#039;s, and he&#039;s &amp;quot;died&amp;quot; at least once, apparently surviving what was more or less having a supernatural necromancy nuke literally blow up in his face. He&#039;s implied to be a member of the White Council or possibly a former member. &lt;br /&gt;
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*&#039;&#039;&#039;&amp;quot;Kumori&amp;quot;&#039;&#039;&#039;: Cowl&#039;s apprentice, a necromancer with a heart. She stopped a man caught in the crossfire of a gang war from dying, and unlike all most antagonists, was actually willing to try and talk things out with Harry. She actually makes a pretty good case to Harry that the use of necromancy isn&#039;t inherently evil, that just as &amp;quot;white&amp;quot; magic can be twisted against its &amp;quot;good&amp;quot; nature, so too can &amp;quot;black&amp;quot; magic be twisted against its &amp;quot;evil&amp;quot; nature. May or may not be dead.&lt;br /&gt;
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====Spirits of Intellect/Knowledge====&lt;br /&gt;
You know how humans leave behind shades and nature can sometimes manifest incorporeal spirits? Well, a Spirit of Intellect is what happens when a spirit and human (and some other things too) fall in love with each other. If their relationship is one of True Love, it can create a sentient mass of energy and knowledge called a Spirit of Intellect. SoIs are vulnerable to sunlight, but they can inhabit magical vessels to protect them from the sun, in exchange, they must do the bidding of whoever owns the vessel. They either take on the initial personality characteristics of whoever owns the vessel (only the characteristics at the time of introduction though) or they take on the characteristics of their owner&#039;s first impression of them (so if they change owners, they can stay almost the same if they met the owner before). This mutability may disappear when they get powerful enough. Essentially being a self-aware database with a personality, they&#039;re most useful as living repositories of knowledge and as advisers. They can get scary powerful over time, since for them knowledge literally equals power.&lt;br /&gt;
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*&#039;&#039;&#039;Bob&#039;&#039;&#039;: Harry&#039;s Spirit of Intellect who inhabits a human skull. He helps Harry work on spells and enchantments and also gathers information from around Chicago and the Nevernever, serving as a something between an adviser, a spy, and a supernatural weather station, being equipped by training and inclination to map out the changing &amp;quot;flows&amp;quot; of magic. Harry first got him when he was a teenager, so Bob&#039;s kind of a horny bastard, much to Harry&#039;s ongoing frustration. Having worked alongside wizards for at least a millennium, Bob is scary powerful and intelligent, and knows secrets that have him on Mab&#039;s hit-list. It&#039;s easy to underestimate the power of someone who could be killed by taking him outside and smashing him with a hammer, but in spiritual terms he&#039;s a heavyweight, going toe to toe with powerful spirits, tearing down complex and powerful wards without much effort, and surviving a hit from wards made by someone whose other wards one-shot a twelve foot tall magic-resistant goat faery. That&#039;s just his magical muscle, so to speak, to say nothing of his centuries of experience and instinctual knowledge of magic.&lt;br /&gt;
**&#039;&#039;&#039;Evil Bob&#039;&#039;&#039;: Because spirits of intellect are made of knowledge, if they lose a large amount of information, that info can take on a life of its own, like cutting a starfish in half to get yourself two new starfish. &amp;quot;Evil Bob&amp;quot; is a manifestation of all the knowledge Bob gained from working with a certain S-Ranked necromancer we may or may not have mentioned above. Evil Bob is a twisted, enormously powerful version of his progenitor, loyal only to Kemmler&#039;s memory. He&#039;s also evil, to the point where he manifests as a skeleton in a freaking SS uniform. It&#039;s a testament to just how powerful Kemmler was that the comparatively small time Bob spent with him produced a spirit that&#039;s more than an equal for the one spawned from the collected experience of working with countless other wizards for centuries. Its also a testament to how greatly Kemmler twisted Bob&#039;s very being that the persona was loyal only to Kemmler instead of whoever owned the skull, and that it retained its own identity rather than the one of its current owner. Bob hated this part of himself, and locked away as many of the memories as he could. Impartial spirit of intellect, eh? &lt;br /&gt;
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*&#039;&#039;&#039;INSANE SPOLIERS (Bonnie)&#039;&#039;&#039;: Harry&#039;s daughter by Lash, Bonnie was all set to pop out of Harry&#039;s skull like Athena and Zeus during the events of &amp;quot;Skin Game&amp;quot;. Harry was unaware of her existence up until this point as Mab told him he had a psychic parasite that was causing his increasingly painful migraines, which technically wasn&#039;t a lie. Fucking faeries. She&#039;s adorable and likes pancakes. She&#039;s also a horrifyingly powerful spirit, being the Scion of a Starborn mortal wizard who&#039;s one of the most dangerous practitioners alive, and the echo of Lasciel, a freaking Fallen Angel who was known for her intelligence and plotting. It&#039;s implied that she has all of their memories, and spiritual might proportional to that knowledge. Considering Bob&#039;s new living arrangements, it&#039;s entirely possible that she will be Harry&#039;s lab assistant going forward in the series. &lt;br /&gt;
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*&#039;&#039;&#039;Athena&#039;&#039;&#039;: The Greek goddess Athena popped out of her father&#039;s skull fully grown, the result of one of Zeus&#039; many, many, many, many, many, many affairs. She had so much power that she immediately ascended from Spirit of Knowledge to god status.&lt;br /&gt;
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====Outsiders====&lt;br /&gt;
Beings from outside of Creation (outside of both the material universe and the spiritual world), inhabiting a place only known as Outside, beyond the Outer Gates at the very edge of the land of Faerie. They have impossible anatomy and minds, reality tends to break when they&#039;re around and they shake off most magic like raindrops. Very little is known about them other than that they&#039;re Outside, and they want IN.&lt;br /&gt;
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*&#039;&#039;&#039;Outsiders&#039;&#039;&#039;: Extradimensional, would-be invaders. Lots of tentacles and mismatched body parts of the type that &#039;&#039;&#039;would not&#039;&#039;&#039; go in hentai. And trust us, [[/d/|we&#039;ve seen some shit]]. Outsider is a catch-all term for the many, many creatures from Outside, though there&#039;s a possibility each one may be unique. They take cues from Cosmic Horror monsters, though they leave Lovecraft&#039;s deep sea theme to the Fomorians. The only consistencies between Outsiders is that they&#039;re good at psychic assaults, they can only be summoned up by human magic, and they are smarter than being an all-destroying rage monster would suggest them to be. They want in to our reality to wreck it, though the reason why, if there&#039;s any reason beyond instinctual hatred, is unknown.&lt;br /&gt;
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*&#039;&#039;&#039;He Who Walks Behind/&amp;quot;The Walker&amp;quot;&#039;&#039;&#039;: &#039;&#039;He Who Walks Behind, Lord of Slowest Terror&#039;&#039;, is a being who&#039;s partly responsible for making Harry who he is. When Harry ran away from Justin DuMorne, He Who Walks Behind was summoned to kill him, but Harry defeated and banished him instead. Has (at least) two manifestations, a cloud of razor sharp spikes, and a looming vaguely humanoid presence that is always behind you, even when your back is touching the wall. He Who Walks Behind is only a title, his real &amp;quot;name&amp;quot; is a psychic impression of pain, hatred, and sadism. He speaks with a vaguely British accent, because of course he does. There&#039;s evidence in the more recent books that HWWB might have intentionally thrown the fight to shape Harry somehow, and given that SPOILERS this implies that HWWB might be working against his own cause.&lt;br /&gt;
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*&#039;&#039;&#039;He Who Walks Before/&amp;quot;Sharkface&amp;quot;&#039;&#039;&#039;: &#039;&#039;He Who Walks Before, Gatebreaker, Harbinger, Feargiver, Hopeslayer,&#039;&#039; is another Walker like He Who Walks Behind, but he&#039;s slightly (and emphasis on slightly) less abstract. He appears as a ragged black cloak beneath a monstrous, eyeless face with fused teeth. The series somewhat paradoxically compares him to the power of Queen Mab or Demonreach, yet Harry survives fighting him twice. Make of that what you will. Surprisingly, he actually doesn&#039;t speak with a &amp;quot;vaguely British&amp;quot; accent. Can create clones of himself and near perfect illusions with only a single flaw.&lt;br /&gt;
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*&#039;&#039;&#039;Shoggoth&#039;&#039;&#039;: A creature made out of insanity and the fused bodies of its past victims, it feeds on intelligence and is surrounded by a aura of psychic terror made from the final moments of every single person it has ever swallowed. It is only weak to fire. It&#039;s referred to as &amp;quot;the &#039;&#039;&#039;spawn&#039;&#039;&#039; of an Outsider&amp;quot;, so it may be some form of Scion. Maybe an Outsider fucked an amoeba or something. We don&#039;t know. If anybody does know please report to a therapist and a Warden.&lt;br /&gt;
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*&#039;&#039;&#039;Corner-Hounds / Hounds of Tindalos&#039;&#039;&#039;: Lovecraft was more right about these than he knew. Capable of showing up anywhere where there is at least a right angle these things are a cross between a Horse, a Dog, a ball of tentacles, and the world&#039;s most powerful Sub-Woofer. They like to either fight physically, or use ultra-low frequency sounds to incapacitate their prey. They hunt in &amp;quot;packs&amp;quot; of thirteen bodies, which are all being controlled by the same mind.&lt;br /&gt;
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====Werewolves====&lt;br /&gt;
A blanket term for a number of magical talents that have wolf-themed capabilities. A bit of exposition made it clear there are four kinds of creatures that can be called werewolves; the non-species specific terminology is Weretherian, but for simplicities sake we&#039;ll stick with werewolves for here.&lt;br /&gt;
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*&#039;&#039;&#039;Werewolves&#039;&#039;&#039;: Mortals who have a minor magical talent for shapeshifting, and learned how to use turn into a wolf at will under their own power. This means they have to learn to properly transform and handle their new body from scratch, but otherwise don&#039;t have many of the drawbacks that the other &#039;&#039;&#039;types&#039;&#039;&#039; have. Werewolves are still vulnerable to regular weaponry, so no silver required. Apparently if you get really, &#039;&#039;really&#039;&#039; good at it, you can shapeshift your clothes with you. For the rest of them, they have to get naked first or they&#039;re gonna be a wolf wearing blue jeans. While that might be hilarious, it probably won&#039;t be useful in a fight. &lt;br /&gt;
**&#039;&#039;&#039;Wolfwere&#039;&#039;&#039;: A wolf that has learned how to transform into a man, gaining the mightiest power of all: &#039;&#039;&#039;OPPOSABLE THUMBS&#039;&#039;&#039;. Also note that this is also really rare, because it means that an animal (not from the spirit world) has learned magic, which is almost unheard of.&lt;br /&gt;
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*&#039;&#039;&#039;Hexenwolves&#039;&#039;&#039;: Mortals who use enchanted items infused with the power of a predatory spirit to shape-shift. This means there is no pesky learning curve to handling their new bodies, but at the same time a spirit of violence and predatory instinct is being let loose inside their skull, slowly turning them into psychotic beasts with little impulse control. Silver not required.&lt;br /&gt;
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*&#039;&#039;&#039;Lycanthropes&#039;&#039;&#039;: People who channel a spirit of rage. While they don&#039;t technically shape-shift; their bodies do undergo minor changes during the full moon, making them harder, faster, stronger, and lowering their impulse control and intelligence as they become more bestial. This might be the same trick used by Viking Berserkers. Once again silver is not required, but bring a lot of force.&lt;br /&gt;
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*&#039;&#039;&#039;Loup-Garou&#039;&#039;&#039;: Who&#039;s afraid of the big bad wolf? Well you&#039;d better be scared of this guy. Loup-Garous are the only werewolf variant who have no control over their shape-shifting as they are under a generational curse which forces them to turn into a wolf like demon the size and weight of a small minivan, or large car, during the three days that surround the full moon. This curse has to come from a major heavyweight, like the Faerie Queens or a Demon lord, and is nigh-unbreakable without killing the family line that has been cursed. Loup-Garous are the only form of werewolf vulnerable to silver, and then it has to be silver inherited from a family member. A loup-garou can go through a building full of armed and trained men like a hot blender through an infant made of butter; they&#039;re huge, strong, and almost impossible to kill without silver, being immune to poison and mind magic, and capable of healing fatal injuries within seconds.&lt;br /&gt;
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====Titans====&lt;br /&gt;
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In the classical Greek sense. One of them (SPOILERS) returns in &#039;&#039;Peace Talks&#039;&#039;, in cahoots with the Fomor and even kicks Mab through multiple walls and then tries to nuke Chicago off the face of the planet in &#039;&#039;Battle Ground&#039;&#039;.&lt;br /&gt;
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===Types of Magic Users===&lt;br /&gt;
Like many other settings, the Dresdenverse has many different types of magic users. We&#039;re going to go over the human ones here. Wizards also heal better (note: better, not faster) than mortals, and because of this live much longer. Some of the oldest wizards have lived to be over 400 years old, and if you study necromancy, you might just &amp;quot;live&amp;quot; longer than that. These affects will apply to all practitioners to a greater or lesser extent.&lt;br /&gt;
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*&#039;&#039;&#039;Minor Talent&#039;&#039;&#039;: You don&#039;t have a lot of power or talent, but you have some. To do do anything really significant, you need the help of other minor practitioners. Most likely, you&#039;ll be part of a larger community of small time magic users. You might be part of a group of like minded people who will work together to perform magic for a variety of tasks. Work hard enough and you might become a Focused Practitioner, make the right connections and you might become a Sorcerer. Much of the wardens&#039; information comes from tips from these minor talents.&lt;br /&gt;
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*&#039;&#039;&#039;Focused Practitioner&#039;&#039;&#039;: You can do one type of magic really, really well. You&#039;ve honed your gift and learned to use it in ways most people never thought possible. For example, if you learn to shape-shift into a wolf, you might learn to halt the transformation halfway and take on a hybrid form or you could use you shape-shifting to heal your own wounds incredibly quickly. You&#039;re inferior to wizards and sorcerers in terms of pure power, but you&#039;re likely to be respected for the effort you&#039;ve put into your craft. &lt;br /&gt;
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*&#039;&#039;&#039;Sorcerer&#039;&#039;&#039;: You&#039;re at best middle management in the magic world. You don&#039;t have wizard levels of power, chances are you only really have one or two proficiencies in magic. However, you&#039;ve managed to supercharge your few skills either through making deals with higher powers or tapping into a source of power like artifacts, places of power, or specific dates and time. You&#039;re nowhere near Wizard levels but you can hold you own in a fight if it happens on your terms. The rest of you power comes from time consuming and often tedious rituals. You probably don&#039;t have a complete understanding of magic but to most sorcerers it doesn&#039;t matter how it works so long as it works. You&#039;ll seem like a badass to minor talents and vanilla mortals, but wizards might look down on you for taking the shortcut to power, and it&#039;s a truly rare sorcerer who has the versatility and practical experience to take on a Warden. You might get lucky with a sucker punch, but in a fair fight? Not likely. Sorcerer is also a general term for various nonhuman magic users, like the Sidhe and Fomor, who can potentially match or exceed wizard levels of power.&lt;br /&gt;
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*&#039;&#039;&#039;Wizard&#039;&#039;&#039;: You&#039;re top of the food chain, as far as mortal magic users go. You can instinctively use magic, but you must study and develop your talent to truly excel. You have the potential to learn any magical discipline if you work hard and learn, but your skill in that magic is based on your individual preferences and talents. All wizards have The Sight, which enables them to see the true psychic manifestation of the world around them, letting them see paths of magic and allowing them to see through illusions. Its a double edged sword though, since anything you See will form a memory that will never fade or soften, so if you See the wrong thing, it might drive you insane. Wizards can also engage in Soul Gazes by looking into the eyes of beings with souls (and some who don&#039;t, lore kinda swings back and forth on this) enabling them to See some manifestation of the true essence of a person. This is completely involuntary and will occur whenever the wizard looks deeply into the eyes of someone. Soul Gazes are a two way street, anyone who is subject to a wizard&#039;s soul gaze gets a look into the wizard&#039;s soul. Among wizards, earning the right to join the White Council is akin to earning your PhD, being recognized by the premier wizards of the world as a peer, if not always an equal. If you play your cards right, you&#039;ll live centuries and amass a tremendous amount of wealth, power, and knowledge. If you play your cards wrong, your charred corpse will probably be lying in a ditch in some part of the Nevernever. You&#039;re also able to pull off a death curse, a spell that expends all the energy in your body, plus all the energy you can pull in from your environment, in one massive spell. This often takes the form of a massive destructive spell, but can take more subtle and long-lasting forms if the wizard has more time to prepare it. &lt;br /&gt;
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*&#039;&#039;&#039;Warlock&#039;&#039;&#039;: You&#039;re a magic user of any level who&#039;s broken at least one of the Laws of Magic. Odds are you didn&#039;t know about any Laws and are an unlucky, inexperienced kid who just developed powers. Sadly, your life expectancy has taken a drastic decrease because the Wardens tend to compensate for their low numbers with sheer fanaticism. How unjust, right? WRONG! You&#039;ve most likely been irrevocably warped by the Black Magic and/or have gone mad with power. In most cases, the only solution is for the Wardens to put you down like the rabid abomination in human skin that you are. If you&#039;re a Council member, the Council will probably look the other way if you break the First Law, since you very likely had a good reason and you&#039;re mature and experienced enough to avoid any warping. But if you break any of the other Laws, YOU WILL BE PUT DOWN. If you&#039;re not a Council member and you&#039;re sane and repentant, and someone on the Council vouches for you, then you might, just might, get put under the Doom of Damocles, which is basically parole with the penalty for violation being death. The Doom gets removed when you&#039;ve proven yourself trustworthy in the eyes of the Council, which you&#039;ll be forced to join because they want to keep a close eye on you. If you&#039;re sane and unrepentant then you&#039;re a fucking whiner who&#039;s too self-absorbed to surrender your life for the good of the many. This probably sounds unfair right? WRONG! For every genuinely redeemable warlock, there&#039;s at least ten gibbering maniacs who deserve to die, and wardens have neither the time nor the resources to try to rehabilitate everyone. They do what needs to be done.&lt;br /&gt;
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*&#039;&#039;&#039;Emissary of a Power&#039;&#039;&#039;: Like the sorcerer, your power comes from an external source, in your case the patronage of another being; likely a demon, spirit, or lesser god. Unlike the sorcerer, you probably don&#039;t have any natural talent for magic. You&#039;ve been bestowed power by your patron in exchange for your allegiance(or the small price of your immortal soul).  In most cases, you won&#039;t know how this power works and even if you do, you can&#039;t recreate it without your patron. Emissaries of a Power only keep their abilities as long as they continue to work for their patron. Depending on the arrangement, you might be forced into a job that lasts a lifetime (or several lifetimes) or your job might just last until next Tuesday. The exact nature of the power you&#039;ve been granted varies depending on the nature of your patron, an emissary of a spirit associated with fire will have fire powers, etc. &lt;br /&gt;
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*&#039;&#039;&#039;Chosen of God&#039;&#039;&#039;: You&#039;re a member of an extremely select group of people who get their power from God. You didn&#039;t decide to become a Chosen, God decided. Your power will leave you when you whens His will has been done, as such most Chosen have powers for an extremely short period of time. You&#039;ll likely appear in the right place at the right time to do the right thing, guided by divine coincidence or vague but specifically tailored hints from The Almighty. Your power is fueled by your faith. (Note: Chosen are explicitly of the Abrahamic God, or at least the mainstream religions, champions of other, more forgotten gods are more along the lines of Emissaries of Powers)&lt;br /&gt;
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*&#039;&#039;&#039;True Believer&#039;&#039;&#039;: Your faith is so strong that it has supernatural effects. Its debatable whether or not this is really magic, its more like you have a greater than average metaphysical mass/psychic presence as a result of your belief or that your chosen deity has decided to reward you for the strength of your faith. You&#039;re not overtly supernatural, you can&#039;t cast divine magic or stuff like that, but you might be able to ward off and defend against supernatural beings whose nature is antithetical to your belief (a True Believer Christian might set vampires aflame if they touch him, for example). You seem to be ever so slightly more effective than most when fighting evil; when you give someone or something your blessing, its seems to actually work; when you genuinely pray, your prayers tend to be answered (or you just tend to forget the times they weren&#039;t answered. Confirmation bias is almost universal among True Believers, even if their Belief does objectively have power). Unlike chosen, your power comes from your own Faith rather than a specific god or God. True Belief in an idea or philosophy is just as potent as Belief in a god or religion, as we see when Harry uses his pentacle amulet and his raw faith in Magic as a tool to protect people and make the world a better, brighter place to ward off a vampire.&lt;br /&gt;
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===Types of Magic===&lt;br /&gt;
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This is simultaneously the simplest and most complicated part of the Dresden Files universe. Magic is basically the ability to move around energy with your will.&lt;br /&gt;
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There are basically two types of magic; evocation and thaumaturgy. Evocation is the directing and calling of forces at an instants notice, and Thaumaturgy is ritualistic magic that requires the caster to jump through hoops, taking anywhere from a minute to a day to cast. There&#039;s a crapton of overlap though. For example: you can use thaumaturgic links and rituals to supercharge evocation spells.&lt;br /&gt;
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The problem being there is no one way to cast magic; as magic is an exercise of will, belief is important in its use. Don&#039;t misunderstand, you can&#039;t just Believe yourself into being a powerful wizard, but if you don&#039;t Believe in your ability to use magic, you can&#039;t use it. As such, how you learn magic will affect how you practice it, and it&#039;ll be hard to change once it&#039;s learned. For example, if you were taught that magic comes from the gods, you&#039;re going to have a hard time changing that belief, because you&#039;ve spent years of your life deliberately reinforcing that belief within yourself and watching that Belief shape the world around you. However, magic is often practiced more as a science than an art (it&#039;s implied that this is becoming increasingly common in the post-enlightenment world), an exercise in using quantifiable inputs to get quantifiable outputs. If this seems confusing or contradictory, good. Magic is shaped by mortal will, and mortals are a fractious and contradictory lot. &lt;br /&gt;
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Every practitioner is unique in what they need to help them use magic. You don&#039;t really &#039;&#039;&#039;need&#039;&#039;&#039; anything, but again, Belief and Will and whatnot. There&#039;s also a certain practicality to using tools in magic, just as there is in any other endevour. If you prepare an item for casting by investing it with conduits and energy (such an item is called a focus, foci plural) can save you the effort of having to craft that part of the spell in your head. For example, Harry&#039;s blasting rod is designed to shape energy into contained blasts and lances, so that instead of carefully forming the energy and shape of a strike, he can just slam some energy through his blasting rod and it&#039;ll come out in roughly the right shape. Most wizards will have at least a few foci that they use for evocation (if they study evocation, most don&#039;t. After all, how many people do you know who learn martial arts or marksmanship? Most people just don&#039;t need combat skills in their day to day life), and potentially hundreds of various ritual items they&#039;ll use in thaumaturgy. Harry uses a staff, a rod, and his silver bracelet and necklace (kindly ignore biblical parallels). Carlos Ramirez uses a gauntlet and a staff(later a cane). An asian wizard might use the trappings of an Onmyogi. A rebelious or non-traditional caster might use things like a chain or a violin bow based on how they view their magic an the sort of things they cast. Foci aren&#039;t mandatory for the use of magic, after all, magic comes from you manipulating your environment, but a foci will always help. Think of it this way: it doesn&#039;t matter how strong you are, it&#039;s always going to be easier to pound in nails if you have a hammer. &lt;br /&gt;
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It&#039;s also been said that controlling magic is something that all humans can do; what determines your ability as a practitioner is how developed your magical &amp;quot;senses&amp;quot; are and how easy you find it to channel large amounts of energy. Harry once compared a mortal learning magic to a blind man learning to paint. The basics are well within their reach (any mortal can establish a magical circle, for example), but truly complex or masterful renderings are beyond the reach of most. There&#039;s also the factor of time: even though a wizard can manipulate energy around them, they&#039;re leaning to move things that they have no point of reference for. You know how little kids are constantly falling over and tripping until they&#039;re ten or so? That&#039;s because it took them that long to really master using their bodies. Now try to imagine how long it would take a person to master moving something that isn&#039;t connected to their brain or nerves. It takes a decade to learn how to run without falling over, now imagine how long it takes to control a cloud of white-hot plasma exploding outward from your hand at supersonic speeds. I&#039;m just saying, there&#039;s a reason that young wardens tend to rely just as much on guns and swords as they do magic. &lt;br /&gt;
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It&#039;s also worthy of note that magic will still conform to the laws of physics; if you throw a fireball, you have to put energy into the spell to prevent the heat from expanding and the fireball from dissipating(which, ironically, may mean freezing your surroundings to get the needed thermal energy). Essentially, if you want the most bang for your buck, create an interpretation of magic that relies less on belief and more on physics to achieve the desired effect. You need a lot of energy to pull off most evocations, so of you&#039;re cut off from accessing energy in your environment, you&#039;re limited to the chemical energy output of your body, which means you won&#039;t be throwing around any fireballs or lightning blasts(technically you &#039;&#039;can&#039;&#039;, but it requires some foresight and cleverness. Really, it&#039;s usually easier to just bring a flamethrower). This is why more experienced practitioners almost always beat less experienced ones in duels: the amount of energy in their environment is the same, but the more experienced practitioner knows how to control that energy more effectively and use less space in a smaller area to greater affect. God help us all if a wizard ever takes a physics course realizes he can manipulate relative time the same way you manipulate force and gravity. I think it&#039;s indicative of how magic works that the Sidhe, beings to whom magic is a fundamental part of their everyday lives, call mortal technology &amp;quot;ferromancy&amp;quot;, or the manipulation of Iron. They see magical constructs as no different from physical items. Magic isn&#039;t some self aware mystical power, it&#039;s a quantifiable force you can study and map out; humans are what makes it complicated. &lt;br /&gt;
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All this said, here are a couple of breakdowns of each &amp;quot;discipline&amp;quot; of magic. These schools are not set in stone; depending on the interpretation there may be a significant amount of overlap. For example, Harry views Ice and Fire magic as basically the same, it&#039;s just moving around heat energy. Due to the ongoing changes in lore/Harry&#039;s understanding of magic, and the occasional retcon, there&#039;s a &#039;&#039;ton&#039;&#039; of overlap here. We&#039;ve seen mental magic associated with Air, Water, Fire, and Spirit at various times throughout the series. We&#039;ve seen change associated with all elements except earth. Also worthy of note is that kinetomancy may or may not directly equate to Will. Increasingly as the series moves on we see many beings and even Harry himself exerting their will as pure kinetic force, with no spell casting involved. This is fitting, as all other schools follow the classic greek elements and prefixes, so ot makes sense for kinetomancy to have an aspect as the fifth greek classical element, the spirit.&lt;br /&gt;
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====Evocation====&lt;br /&gt;
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Evocation, or quick and dirty Ka-Boom magic, is the most commonly found battle magic, and most practitioners in the books follow the ancient Greek philosophy of the classical elements when working such spells. It&#039;s not all that complex in what you can do with it, which is the province of Thaumaturgy and its infinitely variable rituals and complexities. A simple definition is: you willed it, it became true. The &amp;quot;schools&amp;quot; below are just the most common and they encompass far more than manipulating the specific &amp;quot;element&amp;quot;, the elements are just symbolic placeholder names for the overall systems. As you can see, there&#039;s a lot of overlap. It&#039;s simultaneously easier to grasp than thaumaturgy, but more dangerous to practice. Throwing out a big explosion of heat and energy isn&#039;t hard; it&#039;s one of the simpler things you can do with magic. Doing it &#039;&#039;without&#039;&#039; blowing your own hand off, or setting everything around you on fire, or killing yourself from the concussive force of the spell&#039;s heat displacing air? Yeah, that&#039;s a bit harder.&lt;br /&gt;
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*Aeromancy (Air): Speed, cold, mind, lack of physical substance, electricity, weather, mutability, life, spring.&lt;br /&gt;
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*Geomancy (Earth): Stability, gravity, magnetism, nullification, power, immutability, stasis, death, autumn.&lt;br /&gt;
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*Hydromancy (Water): Probability, entropy, mutability, healing, nullification, cleansing, dissipation, darkness,  winter.&lt;br /&gt;
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*Pyromancy (Fire): Thermodynamics, change, cleansing, creating or removing heat, light, death rays, warmth, the sun, explosions, summer.&lt;br /&gt;
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*Kinetomancy (Kinetic energy): Pure kinetic force, speed, strength, pure energy, barriers, nullification, telekinesis, movement&lt;br /&gt;
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====Thaumaturgy====&lt;br /&gt;
Thaumaturgy is mostly ritual based, you can use it to create links between things and use those links to transfer energy. A lot of thaumaturgy can be accomplished without rituals though, rituals just help by providing symbolic form to the connections you are making, a &amp;quot;dotted line&amp;quot; for you to trace the flow of the energy. You can do some of the below on the fly, but it generally requires more mental effort on the part of the caster, you have to substitute rituals and their required materials by mentally making the connections and links.&lt;br /&gt;
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*Summoning: Calling living beings, be they natural or supernatural)&lt;br /&gt;
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*Conjuration: Different from summoning as it is about the object rather than an entity. SEMANTICS HO!&lt;br /&gt;
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*Necromancy: Using magic to directly manipulate life, death, and the soul. Naturally has a ton of overlap with biomancy, healing, and ectomancy. Can do everything from raising the dead to saving lives by binding their souls to their body so they &#039;&#039;can&#039;t&#039;&#039; die. Can become &#039;&#039;&#039;crazy overpowered&#039;&#039;&#039; in the right hands (read: Kemmler).&lt;br /&gt;
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*Ectomancy: the council-approved version of Necromancy, more about communicating with or binding ghosts than controlling them. Can also pull ghosts into yourself to see their memories and use their skills.&lt;br /&gt;
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*Probability magic: Using magic to influence probability. Duh.&lt;br /&gt;
**Entropomancy/Fortunamancy: The of mucking about with probability to influence luck. Can cause anything from slipping on a crack to finding a 20 on the sidewalk to suddenly having an improbable number of electrons flying free from the  atoms that make up your body, turning you into a cloud of radioactive dust. Theoretically this should be &#039;&#039;&#039;absolutely, horrifyingly, incomprehensibly complicated&#039;&#039;&#039;, because there&#039;s really no way to quantify as a force what is good or bad for you. Entropy is easy, stasis is easy, but reversing entropy or trying to quantify good and bad outcomes relative to probability? How the fuck do you write an equation for good or bad outcomes? We never see it used in a beneficial manner in the series, and I&#039;d guess that&#039;s because the second law of thermodynamics is a hard thing to argue with.&lt;br /&gt;
**Hexing: Mortal practitioners have an effect on the world around them which has changed throughout the ages, in the current day Wizard&#039;s have a deletrious effect on nearby technology. Hexing is the magic of specifically using this tech-bane to a much greater degree. Can quite literally make computers explode or cause cars to tear themselves apart. This magic isn&#039;t so much straight up entropomancy as it is a natural ability of all wizards rather than a particular style of magic. There are plenty of theories about why it happens in universe, but none of them have proof. Oh, and wizards are always doing this to a certain extent. They can ramp it up if they want, or target a specific thing, but machines will always fail faster around a wizard. &lt;br /&gt;
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*Divination: Using magic to attempt looking at the future, past, or some other location in the present. Comes in many flavors.&lt;br /&gt;
**Anthropomancy: The art of divining the future in the entrails of a corpse, often fresh. Unsurprisingly illegal as it involves murder.&lt;br /&gt;
**Sympathetic Tracking: Using a piece of somebody (fresh hair, blood, toe nail clippings) or something (Paint chips, metal shards, a paired ring) to track them. One of the most common methods of divination, and easy enough that even non-practitioners can do it with a lot of patience and a good teacher.&lt;br /&gt;
**Resonant Divination: Much more like a magical telephone than anything else, this is the magical version of Quantum Entanglement, which allows for simple, long distance communication.&lt;br /&gt;
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*Holomancy: Manipulating light to create &#039;solid&#039; illusions. Distinguished from veils in that they are a physical effect on the environment, not just an image projected into your mind. Presumably you could take a picture of a holomancy imagine, but not a veil. &lt;br /&gt;
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*Biomancy: Healing and shapeshifting, can also be used to supercharge the physical body, but doing so comes with great risk. Just because you pump enough energy into your muscles to throw your fridge through a wall doesn&#039;t mean your ligaments or bones can take that weight, so people who do this without &#039;&#039;&#039;extensive&#039;&#039;&#039; practice and preparation tend to tear their bodies apart to a greater or lesser degree.&lt;br /&gt;
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*Mind Magic&lt;br /&gt;
**Neuromancy: Magic that directly interacts with the brain or nervous system. This is the sort of magic that allows you to overclock your brain to amp up reaction speeds or thinking processes, but the backlash is unbelievable. You can also activate people&#039;s pain receptors in combat, making them feel like you did when you broke you leg.&lt;br /&gt;
**Psychomancy: Magic that interacts with the mind, soul, psyche, or memories. Very illegal, do not do this at home, or in public, or anywhere. As a note it is not illegal to use psychomancy on non-humans, but because of the way that non-human entities minds work enjoy your never-ending acid trip from the comfort of your new padded room with the fancy white jacket. Psychomancy differs from other types of mind magic in that you&#039;re altering the psyche on a long term basis. Removing/creating memories, turning people into thralls, reading unwilling minds. There&#039;s a healthy amount of leeway when it comes to healing psychic trauma though, especially if it was inflicted by magic, so ironically there are actually plenty competent psychomancers in the White Council, including the Gatekeeper and Listens to Wind.&lt;br /&gt;
***Thralls: humans who have had their Free Will subverted by psychomancy&lt;br /&gt;
****Fine Thralls: think &amp;quot;manchurian candidate&amp;quot;, a fine thrall&#039;s mind has been tampered with in such a way that the thrall is left unaware of the tampering. Either their behavior is altered without them knowing it, or they perform certain actions when triggers activate their programming. The condition is curable.&lt;br /&gt;
****Rough Thralls: Rough Thralls just stand around awaiting orders. They can perform basic tasks and follow orders, but they have no initiative or true awareness of their situation. A Rough Thrall will carry out orders and think of absolutely nothing else, that means that it can&#039;t think creatively or critically when faced with an unexpected problem. The condition is curable in some cases but can be permanently damaging.&lt;br /&gt;
****Renfields: Black Court&#039;s special thralls created through overpowering mortal minds with sheer power and torture. Basically dead men walking. They&#039;re not good for anything other than excessive violence or very simple tasks. Incurable without exceptions, a Renfield will commit suicide after a few months of being created.&lt;br /&gt;
**Veils/Illusions: Making it so that people receive false sensory input or suggestions, so they either see nothing or don&#039;t notice you. Typically doesn&#039;t break the Laws.&lt;br /&gt;
**Oneiromancy: Dream Magic, this breed of magic blends with Psychomancy to a rather uncomfortable degree, when used to implant nightmares, or other subliminal commands, however it is also used for communication. Arguably Harry himself uses it subconsciously himself when talking to Id-Harry as he only talks to Id-Harry when asleep..&lt;br /&gt;
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*Worldwalking: Opening portals to the Nevernever. The Nevernever sits under/above/around/inside our world, and you can enter it at any point in our world by tearing a hole or a portal between the material world and the Nevernever. It&#039;s incredibly difficult to create a portal directly to your desired destination but it can be done if you&#039;re a real badass (note that the only people we see do this are an Archangel, a Faery Queen, and a god). Theoretically, because it be done, you could also create such a portal just barely inside another portal, thus creating a portal that connects two places within the mortal world, or two places within the Nevernever, but we&#039;ve yet to see this done. Most of the time, people just open a hole to the Nevernever in a specific location in the real world, take a trip through a relatively stable part of it (usually through Faerie), open up a portal to the material world, and end up at a specific location. Think &amp;quot;Webway&amp;quot;&lt;br /&gt;
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*Wards: A blanket term for all defensive magics, which can be anything from straight up walls of kinetic energy to evocation-in-a-box style landmines to crazy psychomancy &amp;quot;I&#039;m now terrified of that door I was about to kick down&amp;quot; stuff. &lt;br /&gt;
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*Item Crafting: The making of Foci, Enchanted Items, Charms, that kind of thing. Every wizard knows how to do this to some extent.&lt;br /&gt;
**Brewing(?): Making potions. Thaumaturgy in a bottle. Usually involves cooking (metaphorically or literally) ritual or symbolic items with an investment of energy to activate them. Every potion made has to have eight ingredients. A Base, one ingredient for each physical sense (sight, sound, smell, touch, and taste), and an ingredient for the mind and soul. An additional fact is that potions do not have to be fluid, Ghost Dust and &amp;quot;Sunshine in a Handkerchief&amp;quot; are both technically examples of non-fluid potions according to the RPG books.&lt;br /&gt;
**Alchemy: Altering substances based on their psychic/metaphysical properties. Has a ton of overlap with chemistry.&lt;br /&gt;
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*The True Magic: Kemmler&#039;s magic system/discipline. Never completely defined, but denies the distinction between Black and White magic, and seems to lean heavily on necromancy, psychomancy, entropomancy, and the removal of energy from things. Kemmler&#039;s students also tend to use direct will and kinetic force as evocation, and Kemmler himself didn&#039;t concern himself much over being alive or dead, so it&#039;s likely the discipline focused on the mastery of Will over life and death.&lt;br /&gt;
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A Note: The game handles the way a player may handle their Thaumaturgy focus in one of two ways. They can either choose to specialise really heavily in one particular type of thaumaturgy (such as divination) or they may choose a thematic specialization (such as Photomancy where they can do Holomancy, divination, viels, teleportation, or anything else so long as there is a LIGHT aspect to what they&#039;re trying to do). Thaumaturgy is an inherently flexible and complex style of magic use and trying to lock it down the way other games might would be damaging to the DFRPG games narrative. Play fast and loose with it when you can.&lt;br /&gt;
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====Magical Items and You (WIP)====&lt;br /&gt;
=====Focus Items=====&lt;br /&gt;
To any sort of practitioner focus items are the tools of their trade. A White CouncilWizard has his staff, a True Believer has his symbol, a Renegade Warlock has dagger carved out of volcanic obsidian he bought at some sort of mexican tourist trap.&lt;br /&gt;
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The fact is that all practitioners, regardless of source or power level, have at least one focus item, and those that don&#039;t are often considered to be headstrong idiots who insist on doing everything by hand, regardless of its complexity.&lt;br /&gt;
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;In Setting&lt;br /&gt;
In the setting of the Dresden Files Focus Items are, as above, considered multi-purpose tools that aid practitioners in their spell-slinging. As vocal invocations are Oven-Gloves to help the caster avoid frying their brains with the power they&#039;re manipulating; a Focus Item acts like a Crowbar or a piece of rope and a pulley or a knife, it aids the caster by taking out the amount of effort they need to put in, or by focusing the power they&#039;re slinging about.&lt;br /&gt;
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The more multi-purpose a Focus is, the longer it takes to make, and the more effort it carries over from the caster the larger it is. Examples of this in motion would be Harry&#039;s Staff, Blasting rod, and Little Chicago.&lt;br /&gt;
&lt;br /&gt;
Harry often doesn&#039;t even try to cast anything overly complex without his Staff, he&#039;s got the power in spades, but the Staff allows him to weave it more completely and in a wide variety of patterns, as a tool it could be compared to a firefighter&#039;s Halligan Bar that took him several months to make the first time around, and he is very cagey about potentially losing it. Compare/contrast to his Blasting Rod which doesn&#039;t help with the complexity of his spells, but instead helps him focus the power he does throw around, but only in Fire, Air, and Force evocation. His staff can help with those spells but the Rod is designed to help with those spells, and only those spells making it more of a magical Combat Knife, a weapon with some utility outside of stabbing things, that can be replaced rather quickly, compared to his more versatile staff Harry has replaced his Blasting rod several times over, each time only taking a couple of weeks worth of work.&lt;br /&gt;
&lt;br /&gt;
;In Game&lt;br /&gt;
In game Focus Items are a little more limited, but also better defined.&lt;br /&gt;
&lt;br /&gt;
Every Practitioner who takes either Channeling ([-2 REFRESH] 2FP) or Ritual ([-2 REFRESH] 2FP), or their more powerful variants Evocation ([-3 REFRESH] 2FP) and Thaumaturgy ([-3 REFRESH] 2FP) gets at least 2 Focus item slots to a maximum of 4 (you can&#039;t stack the slots from Channeling to Evocation, or Ritual to Thaumaturgy). You can however gain more Focus Item slots by grabbing the Refinement power [-1 REFRESH], which is stackable, and can give 2 extra Item slots each time it is taken.&lt;br /&gt;
&lt;br /&gt;
So a Practitioner who has only taken Channeling has two Focus Item slots. How do they use them?&lt;br /&gt;
&lt;br /&gt;
By investing Slots into a single item the Player can gain a boost to either the power or control of their spells of a certain type, so a Wizard who puts 1 slot into an Evocation focus would gain something that looks like this &#039;&#039;&#039;+1 Power, (Air)&#039;&#039;&#039; or &#039;&#039;&#039;+1 Control, (Air)&#039;&#039;&#039;, whereas if he put in 2 slots he could have an item that boosted both power and control by +1 at the same time &#039;&#039;&#039;+1 Power/+1 Control, (Air)&#039;&#039;&#039;, or something that boosted the power of two seperate elements such as &#039;&#039;&#039;+1 Power, (Air, Earth)&#039;&#039;&#039;. However if a player wants to do something like this &#039;&#039;&#039;+1 Power, (Air), +1 Control (Fire)&#039;&#039;&#039; it costs &#039;&#039;&#039;4&#039;&#039;&#039; slots, because the number of slots used is equal to Number of Elements (Earth, Air, Fire, Water, Spirit) multiplied by the number of Types (Offensive Control/Power, Defensive Control/Power).&lt;br /&gt;
&lt;br /&gt;
This means in game, it&#039;s usually better to make a wide variety of specialised Focus Items until you have the Refresh to blow on Refinement, because trying to stack everything into one item means it is going to cost a lot more for a single item, which can, and most likely will, get busted at some point even if your DM is a nice guy. It just happens to everyone. I would recommend haggling for FATE points slightly less than the number of slots that item cost when it does get broken, though.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible to gain an extra Slot for a single item by tying the item to a single specific spell, but if you&#039;re going to do that, then make sure it&#039;s a spell you are going to use ALL THE GODDAMNED TIME.&lt;br /&gt;
&lt;br /&gt;
=====Enchanted Items=====&lt;br /&gt;
&lt;br /&gt;
;In Setting&lt;br /&gt;
Where Focus items are tools that aid in Spellcasting, their uses infinite and complex, Enchanted Items are spells stored in physical items.&lt;br /&gt;
&lt;br /&gt;
An enchanted item is more akin to a magical battery than any thing else, it stores a single spell&#039;s worth of energy until it is triggered, and once triggered it is depleted, until more energy can be put in.&lt;br /&gt;
&lt;br /&gt;
The primary examples of this would be Harry&#039;s Force Rings. These are essentially just a set of rings, each enchanted to save up and store little bits of Kinetic Energy whenever Harry moves his arms, releasing all that energy as a coherent blast of raw kinetic energy when he triggers them. However once they have been triggered, they need to be recharged again. The blast of force released always acts in the same way (A single coherent beam of force), and in fact cannot be charged beyond a certain point as the spell has a maximum power limit (to avoid shattering the rings on Harry&#039;s hand).&lt;br /&gt;
&lt;br /&gt;
The secondary, but more common example of this would be Harry&#039;s duster, which has been enchanted to be constantly tougher than regular leather, protecting against bullets and blades (up to .50 caliber rifle rounds) but not as much against blunt force. Unlike his force rings, Harry&#039;s duster does not need to be actively charged for the spell to work, however the enchantments need to be repaired and maintained once every year to keep them operating at full effectiveness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For Players: an A-Z List of potential &amp;quot;prefix&amp;quot;mancies that don&#039;t really fit in any particular column and can be used to make a character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Agromancy (Farm Magic, or the magic of growth)&lt;br /&gt;
*Brontomancy (Thunder/Lightning Magic)&lt;br /&gt;
*Chloromancy (Plant Magic, also see Floramancy)&lt;br /&gt;
*Chronomancy (Time Magic, MUHUHAHAHAHA)&lt;br /&gt;
*Cryomancy (Ice Magic)&lt;br /&gt;
*Eromancy (&amp;lt;s&amp;gt;Love&amp;lt;/s&amp;gt; Sex magic, it makes you horny, Love Hurts)&lt;br /&gt;
*Faunamancy (Animal Magic, whether this is shapeshifting or a Disney Princess singsong with the birdies is up to you)&lt;br /&gt;
*Ferromancy (Iron Magic / Technology)&lt;br /&gt;
*Floramancy (Flower Magic specifically, opium poppies anyone?)&lt;br /&gt;
*Meteoromancy (Weather magic, Make it rain!)&lt;br /&gt;
*Pathomancy (The magic of making diseases and contagions, Nurgle approves)&lt;br /&gt;
*Photomancy (Light Magic, lasers ahoy)&lt;br /&gt;
*Radiomancy (Radiation magic, Dr Banner, pelted by Gamma radiation, turns into a cancerous husk)&lt;br /&gt;
*Sonosmancy (Sound Magic, put your hands up and shout)&lt;br /&gt;
*Volcanomancy (Lava/Magma Magic, for when you want to bring Vesuvius to you)&lt;br /&gt;
&lt;br /&gt;
===Planes of Existence (WIP)===&lt;br /&gt;
&#039;&#039;&#039;Points/Places to cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====The Mortal/Physical World====&lt;br /&gt;
If we seriously have to explain to you what the physical world is then we are wasting our time. Go outside and experience it for yourself.&lt;br /&gt;
&lt;br /&gt;
====The Nevernever====&lt;br /&gt;
The spirit world, a vast collection of countless planes and sub-realms. Time may flow differently depending on where you are in the Nevernever. By traveling short distances in the Nevernever, you can cross massive distances in the real world. Large tracts of the Nevernever are inhospitable to human life, with the laws of physics in a constant state of flux. Relatively safe and stable paths through the Nevernever are called &amp;quot;Ways&amp;quot;&lt;br /&gt;
*Faerie (Winter Wastes, Summer Meadows, Erlking&#039;s Hall, Arctis Tor, The Pyramids of Giza, The Mother&#039;s Cottage): the largest and most stable part of the Nevernever, while some parts of the Nevernever might change constantly, with their layout shifting and the laws of physics being altered, Faerie is relatively stable and has physics roughly similar to the real world. Iron is forbidden to most vistors, dropping iron on sacred Awnsidhe soil will earn the direct ire of the Queens themselves, as the Fae and their land are one. If you bring iron into Faerie, take it with you when you leave, or else the next time you visit the land itself might turn against you. You&#039;ll probably see a lot of standing stones, or Menhir, courtesy of the Fae&#039;s neolithic origins, and are occasionaly used to mark specific ways into and out of the Nevernever.&lt;br /&gt;
**Winter: every scary fairytale setting ever, bleak tundras, haunted forests, freezing bogs, jagged frost covered mountains, stone altars in the middle of a moor covered in dried blood, near constant night, you know, that stuff.&lt;br /&gt;
**Summer: verdant, sunny forests, flower covered meadows, pavilions in the middle of the woods, babbling brooks, circles of Sidhe holding hands and dancing, sights so beautiful that you&#039;ll want to stay, forever.&lt;br /&gt;
**The Wyld: extremely varied, can encompass environments including and between the two extremes of Winter and Summer.&lt;br /&gt;
**The Mothers&#039; Cottage: a humble cottage with a floor of packed earth, surrounded by rolling hills. Inside is a small hearth, with  Mother Winter&#039;s numerous dentures sitting the mantlepiece. There is a wooden shelf that holds small, homemade ceramic pots, each containing a virulent plague, Mother Summer&#039;s collection of &amp;quot;preservatives&amp;quot;(she is the caretaker of &#039;&#039;&#039;all&#039;&#039;&#039; life, that includes anthrax and smallpox). The cottage lies in an extremely remote part of Faerie, normally inaccessible to both man and fae save for those who are personally invited by the Mothers.&lt;br /&gt;
*Hell(?): according to WoJ, Hell is the domain of the Fallen and their allies, an empire of many realms tied together by alliances and promises of power, for mortal souls, it is a place of pure, agonizing(but not personalized) suffering.&lt;br /&gt;
*The Underworld: a massive prison-nation of shades governed by Hades, here punishments are personalized and are often cruelly ironic.&lt;br /&gt;
*&amp;quot;The Foot of Yggdrasil&amp;quot;: seen in &#039;&#039;Changes&#039;&#039;, Yggdrasil, the Norse world-tree is a massive tree on the shores of a frozen lake.&lt;br /&gt;
*The Far Reaches(?)&lt;br /&gt;
*Personal Demesnes &lt;br /&gt;
*Chicago-over-Chicago (The Queen&#039;s Battleground, The Stone Table)&lt;br /&gt;
&lt;br /&gt;
====Chicago Between/(Purgatory?)====&lt;br /&gt;
A transitory afterlife for the souls of those who died in Chicago although it may be the whole world, we just see &#039;Chicago&#039;. Uriel runs a soul protection agency(?) on this level, often taking the ghosts or souls of those who are unwilling or unable to pass on to the afterlife until they believe themselves redeemed. They do this by helping Mr Sunshine protect free-will against the machinations of the Enemy. The agency itself is staffed by angels and &amp;quot;mortals&amp;quot; alike, although most of those &amp;quot;mortals&amp;quot; seem to either be dead cops, or soldier given what little we&#039;ve seen of them.&lt;br /&gt;
&lt;br /&gt;
The apparent methods of moving on from this place seem to be &amp;quot;The Southbound Train&amp;quot; (no prizes on guessing where that leads), and the Door. It&#039;s one person wide, one person tall, and when you go through it, you do so alone.&lt;br /&gt;
&lt;br /&gt;
====The Outside====&lt;br /&gt;
An endless Void of physical non-existence. Dead winds howl in their stillness. Lost and forgotten &#039;&#039;Things&#039;&#039; scream at their punishment. There are no stars in the sky, no movements to stir the dirt underfoot, no thought to stave off madness. A place where life and hope cannot exist. That which should not be is instead given horrific un-life. That is what the Outside is. The only thing found here are the Outsiders in numbers uncountable, directed by the eldritch, unknowable will of the Old Ones. And they want in.&lt;br /&gt;
&lt;br /&gt;
Separated from reality by the Outer Gates, the Outside is the opposite of existence, not anti-matter, but non-existence. It is everything that the Mortal World and the Nevernever aren&#039;t and it is nothing at the same time. It is the antithesis of all that exists, the very concept of nothingness given impossible form and will. It is a place of abominations, reality inverted.&lt;br /&gt;
&lt;br /&gt;
The Outer Gates themselves border Faerie on the Winter side, stretching from horizon to horizon, standing impossibly tall all the way. Before them sits a vast battle plain covered in crumbling bones, bordered by a massive wall of ice and fortifications that has existed since the dawn of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potential Places for a Gaming Group to Use&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Bizarre Bazaar (Goblin/Fae Market)&lt;br /&gt;
*Santa&#039;s Workshop (Ho. Ho. Ho.)&lt;br /&gt;
*Arctis Minora&lt;br /&gt;
*The Summer Capitols (Verdant Tor? Verdant Minora?)&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:DFCharacters1.jpg &lt;br /&gt;
Image:DFCharacters2.jpg &lt;br /&gt;
Image:DFCharacters3.jpg &lt;br /&gt;
Image:DFCharacters4.jpg&lt;br /&gt;
Image:DFCharacters5.jpg&lt;br /&gt;
Image:DFCharacters6.jpg&lt;br /&gt;
Image:DFCharacters7.jpg &lt;br /&gt;
Image:DFCharacters8.jpg&lt;br /&gt;
Image:HarryThomas.jpg&lt;br /&gt;
Image:Kringle.jpg|It&#039;s not a drawing of Kringle specifically, but its extremely accurate to the way he&#039;s described&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[http://www.dresdenfilesrpg.com/ Developers page]&lt;br /&gt;
*[http://www.dresdenfilesrpg.com/Nevermore.pdf PDF preview]&lt;br /&gt;
*[http://www.jimbutcheronline.com/bb  Archive of most of the things the author has said in interviews(incomplete), you need to sign up to view it though]&lt;br /&gt;
&lt;br /&gt;
[[Category:Roleplaying]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Space_Wolves&amp;diff=1011613</id>
		<title>Warhammer 40,000/8th Edition Tactics/Space Wolves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Space_Wolves&amp;diff=1011613"/>
		<updated>2026-05-20T15:34:43Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the 8th Edition&#039;s Space Wolves tactics. Their current tactics can be found [[Warhammer 40,000/Tactics/Space Wolves (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play [[Space Wolves]]==&lt;br /&gt;
Just like their legendary progenitor, the Primarch Leman Russ, Space Wolves are fierce and aggressive warriors. Though they are not berserkers or madmen (well, OK, maybe some of them are a little crazy) their headstrong personalities and inherent sense of justice means that the Space Wolves are forever waging a war against the evils of the galaxy, fighting with the cunning of a hunting pack rather than the frenzy of a rabid dog. Space Wolves like red meat, strong ale, bawdy songs and good old-fashioned brawls, but most of all, they like to hunt glory upon the battlefield. They see death in battle as a fitting end for a true warrior, and if they leave a long and exciting saga of heroic deeds as their legacy, so much the better.&lt;br /&gt;
&lt;br /&gt;
The Space Wolves are a truly different and unique Space Marine army built around a core of charismatic champions. Each of the Space Wolves is a hero in his own right, and though this means that Space Wolves armies are typically few in number, their individual prowess more than makes up for it. Space Wolves are master of the ferocious assault and their bombastic leaders are amongst the most feared and respected warriors in the 41st Millennium.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You like any of these things: assault, Vikings, runes, wolves, werewolves, wolves, snow, ice, honor, beards, Nordic names, repeating words, wolves, and not wearing helmets.&lt;br /&gt;
*Your troops units reliably pull their weight. Blood Claws hit impressively hard on the charge, and your Grey Hunters can be more mobile and choppy than Tactical Squads. &lt;br /&gt;
*The Space Wolves have access to unique wargear that is generally slightly better than what Codex Astartes Space Marines use.&lt;br /&gt;
*Awesome looking exclusive models. Space Wolves are covered in pelts, teeth, talismans, and runes which gives them a Viking-inspired, savage appearance.&lt;br /&gt;
**Consequently, an added benefit of playing Space Wolves is that you&#039;ll piss off PETA&lt;br /&gt;
*Not only are the models awesome looking, but they&#039;re cheaper than vanilla marines, depending on which units you buy. Specifically their devastator, tactical and assault squad equivalents all go for 37 US bucks each. And that unique flyer ~6 points down goes for a dollar less than a Storm Raven gunship (really saving up for that Nuln Oil).&lt;br /&gt;
*Powerful HQ characters, both special and standard.&lt;br /&gt;
*The Tempestas discipline is good for helping you survive shooting long enough to get into combat.&lt;br /&gt;
*All the Wolf you could ever wolf. If you like Wolves, look no further. We also have legitimate Werewolves in the army now.&lt;br /&gt;
*Unique access to Thunderwolf Cavalry and Wulfen means that few armies come close to being as good at assault as the Space Wolves.&lt;br /&gt;
*Between strong troops and strong HQs, you can take bigger detachments for more command points without feeling like you&#039;re being taxed.&lt;br /&gt;
* A unique flyer in the Stormwolf which is essentially a flying Land Raider. Packs a 16 troop capacity and half a dozen heavy weapons to back it up. &lt;br /&gt;
*Between Prospero Burns, Leman Russ: The Great Wolf, and Horus Heresy Inferno, the fluff is being overhauled to make the Wolves both more serious and more likable.&lt;br /&gt;
* Grey Hunters, Blood Claws and Long Fangs can take Wolf Guard who are able to upgrade to Terminator armor. It might not seem like much at first. However an extra heavy or power weapon can&#039;t be understated. Cyclone Missile Launchers have strength comparable to a [[Plasma gun]] with more range and doesn&#039;t have to exchange his Storm Bolter.&lt;br /&gt;
* Confirmed to be getting the next Codex with a handful of new units, as well as the goodies from the vanilla Codex that the Wolves didn&#039;t have access to. Can you say &amp;quot;Wulfen Dreadnought&amp;quot;?&lt;br /&gt;
*A certain HQ can be painted as a killer Santa&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*No ability to Combat Squad. Not necessarily a bad thing but all other Space Marine Chapters can do it.&lt;br /&gt;
*With the elimination of USRs we&#039;ve lost Counter-Attack, and now that Decurions don&#039;t exist anymore we don&#039;t have Counter-Charge either. This takes a lot of flavor and versatility away from our army- gone are the days of being able to Rapid Fire into a dedicated melee unit, overwatch them when they charge you, fight like you had gotten the charge, and have one of your nasty CC specialists Counter-Charge them in their assault phase.&lt;br /&gt;
*All the Wolf you could ever wolf. If you have a thing for cats, or varied naming conventions, the sons of Fenris don&#039;t want you. [[Awesome|We also have legitimate Werewolves in the army now.]]&lt;br /&gt;
*No heavy weapons in Grey Hunter or Blood Claw squads (which is compensated by adding Wolf Guard, but not wholly). [[Blood Angels]] players will rub it in by mentioning their access to Heavy Flamers.&lt;br /&gt;
*No access to Grav weaponry without allied Space Marines. With the nerf to grav weaponry this isn&#039;t as bad as it used to be.&lt;br /&gt;
*You won&#039;t be able to play Space Wolves without people constantly reminding you to [[Furry|Wolf your wolf]]... seriously its fucking ridiculous on /tg/. With Fenris being in the middle of the Great Rift , &amp;quot;Yiff in Hell&amp;quot; jokes now hit pretty hard. A vocal minority of neckbeards and salty nerds consider Wolves [[Mary_Sue|Mary Sues]] worse than the Ultramarines. Thus the hate is widespread.&lt;br /&gt;
*Santa Grimnar jokes will never end. Thanks [[Games Workshop]]&lt;br /&gt;
*Grumpy old man Bjorn jokes are funny at first, then become annoying after the first ten minutes.&lt;br /&gt;
*PETA&lt;br /&gt;
*Also helmets seem to be a precious commodity to the space wolves, so be prepared to rage paint bare bearded space marine heads or buy some off the secondary market.&lt;br /&gt;
*While the extra bling looks nice when well painted and can alleviate some of the boredom of painting 30+ troops by focusing on making each one look individual, it also makes things more time consuming. Consider purchasing a few codex marine kits to mix in to reduce the sheer quantities of wolf bling you have to paint. As an added benefit, this is also your best way to get ahold of meltaguns, flamers, one-handed power axes, and combi-weapons.&lt;br /&gt;
*Wolfing Wolves&lt;br /&gt;
*Getting murdered by a Killer Santa&lt;br /&gt;
*Every problem that plagues Space Marines applies to the Space Wolves. They are a (mostly) melee army in a shooty edition. Bring out the Plasma, Flamers and the big guns because your going to need it. [[Fail|Remember, Only a noob charges a full strength unit.]] Primaris Marines and allies act as a temporary patch for said problems.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Hunters Unleashed:&#039;&#039;&#039; If a unit with this ability charged, was charged, or made a Heroic Intervention this turn, [[RIP AND TEAR|it gains +1 to hit rolls in the Fight Phase.]] In addition, Characters with this ability can perform Heroic Interventions from 6&amp;quot; away.&lt;br /&gt;
**Similar to the Red Thirst ability that the Blood Angels have, and makes the Wolves nearly as potent in melee, with the caveat that +1 to hit is usually not nearly as good as +1 to wound. It acts as a useful way of discouraging opponents from charging your gunlines, especially if a melee-focused character is nearby to perform a Heroic Intervention.  Compared to the red thirst, it is both better and worse. More hits is always good, since that influences the number of to-wound rolls. However, since you&#039;re hitting on 3+ all the time anyway, a +1 to wound is more impactful, especially against toughness 4+. The 6&amp;quot; heroic intervention for all characters, instead of being a warlord trait, is probably what makes &#039;Hunters Unleashed&#039; competitive with the Red Thirst, what with how character-packed astartes lists tend to be.&lt;br /&gt;
**Obviously of course, this makes the cheap 16 point Thunder Hammers on some 3 attack models very powerful. Also makes spammable powerfists all the better (aggressors, pack leaders, wolf guard, etc.)&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear:&#039;&#039;&#039; You have it just like every other loyalist Space Marine. One thing to bear in mind, though, is that careless re-rolls can increase your casualties if you don&#039;t consider the odds.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine&#039;&#039;&#039;: Feel like it&#039;s 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039;, and once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP&#039;d in right before the battle would prevent the detachment from getting this rule, but allied SM detachments are ok even from a different chapter.&lt;br /&gt;
**These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -&amp;gt; advance -&amp;gt; assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you&#039;re still under the ranged doctrines, then fall back when you&#039;re finally under the assault one, scale buildings, etc. As such, don&#039;t be predictable yourself. Remember, you don&#039;t need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows:&lt;br /&gt;
*#On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part.&lt;br /&gt;
*#On the 2nd turn you switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and auto bolt rifles work wonders here. &lt;br /&gt;
*#On the 3rd or 4th turn you shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039; (you MUST change to assault on the 4th turn) giving the extra AP to your Pistol and Melee attacks. Don&#039;t. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive.&lt;br /&gt;
**As of the 02/27/20 FAQ, you MUST change from Devastator to Tactical on turn 2, and then change to Assault on turn 3 or 4. This will force you to keep at least a few units that are capable of fighting in CQC, as you can no longer just bum around in Devastator or Tactical doctrine and persist on blasting things from across the map.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Fury&#039;&#039;&#039;: While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
===Codex Marines Copypastes===&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. &#039;&#039;Doesn&#039;t work on regular wounds&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP):&#039;&#039;&#039; &#039;&#039;One use only&#039;&#039;. If your warlord is a Space Wolf and didn&#039;t move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within 6&amp;quot; of it (subtract 1 if it&#039;s rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds. &lt;br /&gt;
**While it costs three times as much as Linebreaker and seemingly does 1/3 of the damage, this one needs no Vindicators in position and affects 4 times more area. Still expensive, and might still not hit enough units to replace Linebreaker, but can supplement it.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment (1 CP):&#039;&#039;&#039; Use in the shooting phase if you have a Vindicator within 6&amp;quot; of two other Vindicators from the same Chapter. Instead of shooting their Demolisher Cannons, pick a spot within 24&amp;quot; of all three and roll a d6 for each unit within 3&amp;quot; of it (+1 if the unit has 10+ models, -1 if it&#039;s a {{W40Kkeyword|Character}}). On a 4+, the unit takes 3d3 mortal wounds.&lt;br /&gt;
**Averaging 3-4 wounds per unit (three Vindicators average 4.86) irrespective of BS (meaning &#039;&#039;you can advance those Vindicators into position&#039;&#039;), reminding an entire edition that pack armies around aura-generating characters what templates used to be, and allowing you to snipe characters using heavy ordnance instead of faggy snipers, the only reason not to use this stratagem is due to a lack of either Vindicators or CP. Be sure to keep your own units at a safe distance, though- they can be hit too if they&#039;re too close!&lt;br /&gt;
** Its a little like killshot, in that your opponent needs to kill one tank to negate the stratagem. Its wise to keep your vindicators safe turn one, then advance into a shooting position as soon as its all clear while ignoring any penalties for moving.  &lt;br /&gt;
*&#039;&#039;&#039;Killshot (1 CP):&#039;&#039;&#039; Use in the shooting phase if you have a Predator within 6&amp;quot; of two other Predators from the same Chapter. Add 1 to the wound and damage for all of its attacks against {{W40Kkeyword|Monsters}} and {{W40Kkeyword|Vehicles}}. Unlike the Vindicator stratagem, while the boost depens on BS and thus on movement &amp;amp; HP, it doesn&#039;t restrict your targets to a single spot on the table. So Split fire those 12 Lascannons away, and remember to buy those Hunter Killer missiles.&lt;br /&gt;
** Now only effects baseline Predators, not Deimos patterns. Apparently the crews are too full of themselves to coordinate fire anymore.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1 CP):&#039;&#039;&#039; Instead of shooting normally with a heavy bolter, the Space Marine model rolls only once to hit. If it hits, it does D3 mortal wounds. [[RAW|Even if it&#039;s a tank]].&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039; When an {{W40Kkeyword|Infantry}} &#039;&#039;&#039;model&#039;&#039;&#039; shoots a missile launcher at a unit with {{W40Kkeyword|Fly}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. RAW, the strategem doesn&#039;t say that it replaces the normal shot, it just causes Mortal Wounds on a hit - You still theoretically get the regular Krak Missile hit as well. However, the tournaments have ruled against this interpretation, so don&#039;t get used to exploiting it.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (3 CP):&#039;&#039;&#039; At the end of the fight phase, pick an {{W40Kkeyword|Infantry}}, {{W40Kkeyword|Cavalry}} or {{W40Kkeyword|Biker}} unit to fight a second time. The usual &amp;quot;fight twice&amp;quot; stratagem, best on characters and units with good weapons to delete someone.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. Doesn&#039;t combo with the Banner abilities on Ancients. &#039;&#039;Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters. Overcharge their plasma pistol if they were killed at range&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Datalink Telemetry (1 CP):&#039;&#039;&#039; When shooting with a Whirlwind, if you have a Land Speeder within 12&amp;quot; of the target, the Whirlwind&#039;s shots automatically hit. &#039;&#039;+2.3 Castellan / +1.33 Vengeance hits, plus the HK missile, with proportionally bigger benefits for damaged Whirlwinds&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; At the start of any phase, pick a Dreadnought to turn into a 1-phase Wolf Lord. Any same Chapter units within 6&amp;quot; can reroll hits of 1 that phase, including itself. Note that this cannot be used with Wulfen Dreadnoughts or Murderfang.&lt;br /&gt;
*&#039;&#039;&#039;Duty Eternal (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Space Wolves Dreadnought}} is under attack, they reduce any damage they take by 1 to a minimum of 1. Pretty effective at mitigating damage from a mob, not so much for high-powered weaponry.&lt;br /&gt;
*&#039;&#039;&#039;Boltstorm (2 CP):&#039;&#039;&#039; Select one {{W40Kkeyword|Intercessor}} unit during your shooting phase. Their Auto Bolt Rifles will automatically hit any enemies within half-range. This is especially helpful if you&#039;re softening them up for another squad to clean up your mess.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire 2 CP):&#039;&#039;&#039; Select one {{W40Kkeyword|Intercessor}} unit during your shooting phase. Their bolt rifles all have Rapid Fire 2 now. You&#039;re trading off Boltstorm&#039;s guaranteed hits for a weight of fire at the same range.&lt;br /&gt;
*&#039;&#039;&#039;Big Guns Never Tire (1 CP):&#039;&#039;&#039; Select one {{W40Kkeyword|Vehicle}} during your shooting phase. They won&#039;t suffer any penalties for moving and firing with heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Intercessors (1/2 CP):&#039;&#039;&#039; Select one {{W40Kkeyword|Intercessor}} unit with 5 or fewer models (or 6+ models for an additional CP) at the start of the game. This unit gains an additional attack and point in Ld, which is quite useful for a melee-focused chapter.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Wrath (1 CP):&#039;&#039;&#039; When a unit with a {{W40Kkeyword|Jump Pack}} charges, they can roll a d6 for an enemy within 1&amp;quot; of the unit. They suffer a mortal wound on a 5+, which makes this more of a topping than anything useful.&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; One generic character who isn&#039;t your warlord gains a Warlord Trait.&lt;br /&gt;
*&#039;&#039;&#039;Fury of the Champions (1 CP):&#039;&#039;&#039; Select one {{W40Kkeyword|Terminator}} unit during any phase. The termies gain +1 to their hit rolls for that phase, which gives a bit of flexibility.&lt;br /&gt;
*&#039;&#039;&#039;Gene-Wrought Might (1 CP):&#039;&#039;&#039; Suring the Fight phase, one {{W40Kkeyword|Primaris Infantry}} unit will automatically hit and wound on a natural 6 to hit. This benefit still stacks with your chapter trait, meaning that you score two automatic wounds when using the Assault Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Target Sighted (3 CP):&#039;&#039;&#039; During the shooting phase, one {{W40Kkeyword|Intercessor}} unit with Stalker Bolt Rifles can target characters regardless of range and deal a MW on a nat 6 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Slayer Missile (1 CP):&#039;&#039;&#039; During the shooting phase, one Impulsor can fire a special missile at an enemy {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} within 48&amp;quot; and 1&amp;quot; away from any friendlies. Roll a d6 - it deals D3 MWs if it beats the enemy&#039;s BS.&lt;br /&gt;
*&#039;&#039;&#039;Skilled Riders (2 CP):&#039;&#039;&#039; During the movement phase, one unit of {{W40Kkeyword|Bikers}} or {{W40Kkeyword|Land Speeders}} gains a 4++ save against shooting for the turn, upping to 3++ if the unit advances.&lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; You can make one {{W40Kkeyword|Infantry}} unit act as if they didn&#039;t move for the purpose of Bolter Discipline. More useful for Stalkers and classic rifles.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (1 CP):&#039;&#039;&#039; When a friendly unit that isn&#039;t a {{W40Kkeyword|Servitor}} or {{W40Kkeyword|Vehicle}} is attacked, they will never be wounded on a 3 or lower. This is your answer against plasma and lascannons. This is how you screw with poison. Expect to use it.&lt;br /&gt;
*&#039;&#039;&#039;Skyfire (1 CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Hunter}} or {{W40Kkeyword|Stalker}} unit during the shooting phase. They will only target flyers, adding +1 to hit and wound and dealing double damage on a nat 6 to wound.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; Select a dying {{W40Kkeyword|Land Raider, Repulsor, Storm Raven, Stormwolf}} or {{W40Kkeyword|Stormfang}} model - They can choose to automatically explode, or immediately make one last shot or swing at their top wounds bracket.&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Exclusives===&lt;br /&gt;
*&#039;&#039;&#039;True Grit (1 CP):&#039;&#039;&#039; Use in the Shooting phase. Select a Space Wolves Infantry within 1&amp;quot; of an enemy. Their bolters, bolt rifles, auto bolt rifles, and bolt carbines can fire as if they had Pistol 2. They can&#039;t fire any other Pistols they might have this phase, however. You&#039;ll be getting up close a lot, so this means you&#039;ll always get in two bolter shots in melee range instead of one bolt pistol shot. Especially nice on Intercessors because of their extra attack and the Bolt Rifle&#039;s AP. &lt;br /&gt;
*&#039;&#039;&#039;Cunning of the Wolf (1 CP):&#039;&#039;&#039;You select one INFANTRY unit to be &#039;On the Hunt&#039; during the deployment phase ( and can do this for more than 1 unit, as the deployment part of the game is not subject to the 1 use of a stratagem rule), and at the end of your movement phase you can set them up 6&amp;quot; from the side of the board but more than 9&amp;quot; away from an enemy unit. Congratulations, you got Outflanking back. Enjoy watching your opponent&#039;s backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity.&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Impetuosity (1 CP):&#039;&#039;&#039; Use in the Fight Phase. Use this on a blood claw unit that successfully charges a unit with a HIGHER power rating; re-roll all failed hit rolls when attacking the target.&lt;br /&gt;
**Blood claw specific, and more focus on power ratings of units.&lt;br /&gt;
** Again, it&#039;s good, but what you really need are more ways to enhance wounding.&lt;br /&gt;
*&#039;&#039;&#039;Cloaked by the Storm (3 CP):&#039;&#039;&#039; In the psychic phase, when a Rune Priest manifests a power it imposes a -1 penalty for all ranged attacks made against Space Wolves- units within 6&amp;quot; of it until the next psychic phase. Expensive, but now you can buff your army without ever using a buffing power. &lt;br /&gt;
*&#039;&#039;&#039;Tokens of Fenris (1 CP/ 3CP):&#039;&#039;&#039; Extra Relics. 1cp for 1 extra, 3 cps for 2 extra&lt;br /&gt;
*&#039;&#039;&#039;Mentor&#039;s Guidance (1 CP):&#039;&#039;&#039; Use in the shooting phase, or fight phase, choose a space wolves character other than a wolf priest within 6&amp;quot; of a wolf priest, reroll failed wound rolls for that character in this phase. &lt;br /&gt;
**Need to give Bjorn or any character reroll wounds? With many characters (I&#039;m betting) sporting brand new thunder hammers, chances are you will wound anyway. Saying that, there is always those times you roll low in a sticky situation.&lt;br /&gt;
*&#039;&#039;&#039;Chooser of the Slain (2 CP):&#039;&#039;&#039; Use this stratagem immediately after an opponent sets up a unit on the battlefield as reinforcements and is visible to a Rune Priest from the army, a single Space Wolves unit within 6&amp;quot; of the Rune Priest can immediately shoot at the enemy unit as if it were the shooting phase, at -1 BS from the shooting &lt;br /&gt;
**NOTE: this could be anywhere on the table, as long as you can see them you can use this stratagem. (Be aware, the SW unit firing at the reinforcements must still be within range of the SW&#039;s shooting weapons) A single Space Wolves unit within 6&amp;quot; of the rune priest can immediately shoot at the enemy unit as it it were the shooting phase but you must subtract 1 from the hit roll. &lt;br /&gt;
**NOTE: According to FAQ it must be Space Wolves. &amp;lt;strike&amp;gt;It didn&#039;t say shoot a single weapon. So if you were to, say, have a Imperial knight within 6&amp;quot; of the rune priest at all times, any unit coming in gets splattered by the Knight in a free shot. &amp;lt;/strike&amp;gt;It does say a Unit, so whole squads, not single models. Could be VERY powerful.&lt;br /&gt;
*&#039;&#039;&#039;Laugh in the Face of Death (1 CP):&#039;&#039;&#039; Use in the fight phase. Choose a SW Infantry, Biker, or cavalry unit from your army that is affected by an enemy units ability that modifies their leadership (harlequins lol), you can re-roll all failed hit rolls for that unit in this phase.&lt;br /&gt;
** Again, its good, but what you really need are more ways to enhance wounding.&lt;br /&gt;
*&#039;&#039;&#039;Overwhelming Savagery (1 CP):&#039;&#039;&#039; Use in the fight phase, Choose a unit of thunder wolf cavalry, you may re-roll wound rolls of 1 for this unit in this phase. Pretty good because with 2 attacks you don&#039;t want to be wasting bad wound rolls, especially if you&#039;re sporting thunder hammers. No effect if you have claws.&lt;br /&gt;
*&#039;&#039;&#039;Howl of the Great Pack (2 CP):&#039;&#039;&#039; Use at the beginning of the morale phase, choose a wolf lord, models in your army within 12&amp;quot; autopass morale tests in this phase, and your opponent within 12&amp;quot; must add 1 to their LD rolls in this phase&lt;br /&gt;
*&#039;&#039;&#039;Seeking a Saga (1 CP):&#039;&#039;&#039; Use in the fight phase, Choose a SW character that is within 1&amp;quot; of an enemy unit with a greater power rating, you may re roll failed wound rolls made by that character&lt;br /&gt;
*&#039;&#039;&#039;Keen Senses (1 CP):&#039;&#039;&#039; Use this stratagem in shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit this phase. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades and tank destroyers. The more guns the better.&lt;br /&gt;
**This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster.&lt;br /&gt;
*&#039;&#039;&#039;The Wolf&#039;s Eye (1 CP):&#039;&#039;&#039; In the shooting phase, a selected unit of Long Fangs can either re-roll all failed hit rolls or all failed wound rolls for the duration of the phase. &lt;br /&gt;
**NOTE: It does say &#039;OR&#039;; this means it&#039;s not reroll hits AND wounds.  You must choose 1.&lt;br /&gt;
** Most of the time you should re-roll the wounds and keep using the innate re-roll 1s to hit, making Long Fangs truly masters of ranged warfare and quite reliable. &lt;br /&gt;
*&#039;&#039;&#039;Lone Wolf (1 CP):&#039;&#039;&#039; At the end of any phase, select a Space Wolf Infantry unit (that isn&#039;t a Servitor, Wulfen, or Character) that has been reduced to a single model. That model gains two extra wounds, the Character keyword, and can re-roll failed hits and wounds for the rest of the game.&lt;br /&gt;
**Note: THIS IS GREAT. Sadly it might have been wished that we could still purchase lone wolves, however how many games would you have a 150 point lone wolf (tooled up)?&lt;br /&gt;
**Note: Because you get to choose slain models, let&#039;s face it, the wolf guard unit or sergeant with the power fist will be the last model standing usually. Very Very fluffy narrative which means you could have lone wolves every game. You always make the coolest thing left alive to turn into a lone wolf. Now your terminator wolf guard with the thunder hammer storm shield has 2 more wounds (to 4) and re-rolls to hit and wound rolls for the rest of the game (and now they are a character, they can pile in 6&amp;quot;). Special mention to Agressors and Inceptors Lone Wolves, too. &lt;br /&gt;
**Note: You could make an army with heaps of 5 man units to take advantage of this rule to &#039;make&#039; lone wolves. How many 6 man units can you make to charge the enemy?&lt;br /&gt;
*&#039;&#039;&#039;Talismanic Shield (1 CP):&#039;&#039;&#039; At the start of the opponent&#039;s Psychic Phase, select a Character. That Character can now deny one power as if it was a psyker.&lt;br /&gt;
*&#039;&#039;&#039;Living Storm (1 CP):&#039;&#039;&#039; If you have a Rune Priest within 6&amp;quot; of 2 other Rune Priests and that Rune Priest manifests Living Lightning, it deals d6 damage instead of d3 damage(every time! &#039;&#039;Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.&#039;&#039;). More wounds means more chances for Living Lightning&#039;s effect to spread beyond its original target. It may change game resolve in just few rolls. Wisely used against already wounded units it may destroy many squads and characters in one phase.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Executioners (1 CP):&#039;&#039;&#039; In the Fight Phase, if a Space Wolves unit makes a hit roll of 4+ against a Thousand Sons unit, it gets an extra attack with that weapon. More situational than other exploding attack stratagems, but you get the extra attack more frequently when you do benefit from it.&lt;br /&gt;
*&#039;&#039;&#039;Knowledge of the Foe (0 CP):&#039;&#039;&#039; Gain a free CP whenever you kill an enemy character in the fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Charge (1 CP):&#039;&#039;&#039; This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6&amp;quot; to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Assault (1 CP):&#039;&#039;&#039; The buffed-up version of Hammer of Wrath. When one {{W40Kkeyword|Thunderwolf Cavalry}} unit charges an enemy, they can any enemy unit within 1&amp;quot; of the unit and roll a d6 - unlike HoW, this deals mortal wounds on a 2+, a big step up.&lt;br /&gt;
*&#039;&#039;&#039;Touch of the Wild (1 CP):&#039;&#039;&#039; In the Fight phase, pick a character. He now gets an extra attack on a 4+ to hit, which is pretty hefty.&lt;br /&gt;
*&#039;&#039;&#039;Vicious Executioners (1 CP):&#039;&#039;&#039; One {{W40Kkeyword|Wolf Guard}} unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Pack Hunters (1 CP):&#039;&#039;&#039; Select a pack of {{W40Kkeyword|Fenrisian Wolves}} or {{W40Kkeyword|Cyberwolves}} during the Fight phase. Any models in the unit within 3&amp;quot; of a friendly {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Cavalry}} unit can re-roll to hit.&lt;br /&gt;
*&#039;&#039;&#039;Storm Strike (1 CP):&#039;&#039;&#039; During the shooting phase, your Stormfang adds +1 to all rolls regarding the Helfrost Destructor.&lt;br /&gt;
*&#039;&#039;&#039;Death Grip Bite (1 CP):&#039;&#039;&#039; One {{W40Kkeyword|Thunderwolf Cavalry}} unit gets to double the damage their puppers inflict during the fight phase.&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
*&#039;&#039;&#039;The Lion and the Wolf (1CP):&#039;&#039;&#039; Use before the battle begins if your army contains any {{W40Kkeyword|[[Dark Angels]]}} units. These must be taken in a different detachment, or else you can&#039;t use Space Wolves stratagems. Choose one {{W40Kkeyword|Dark Angels Infantry}} model and one {{W40Kkeyword|Space Wolves Infantry}} model, and roll 1D6 for each, individually. On a 4+, those models take a mortal wound. Each model that survives then receives +1 Weapon Skill, Strength, Attack, and Leadership for the duration of the battle. This is simultaneously considered one of the best and one of the worst Stratagems out there, as most Space Wolves players don&#039;t field Dark Angels, but it&#039;s also easy to abuse:&lt;br /&gt;
**Gives you a crunchy excuse to field these two famous rivals together. The combinations are phenomenal, particularly since there seems to be no limit on who can be your champions. HQ choices and named characters can comfortably soak a 50% chance of a wound before the battle begins if it means getting extra attacks and strength for the &#039;&#039;whole battle&#039;&#039;. Get a Wolf Priest on the job and restore that wound so it barely even matters.&lt;br /&gt;
** This works well for librarians, who start off hitting on 3s.&lt;br /&gt;
** Also turns Primaris captains of all types into pretty stout beat sticks, considering that they were already fairly stout.&lt;br /&gt;
*** You could take a patrol detachment, load it up with various types of plasma and/or a lascannon in the single tactical squad, then take some form of melee HQ. Wont set you back that much really, and the Dangels  provide potent dakka to cover your advance.&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Oath of Vengeance&lt;br /&gt;
:The opponent picks a unit in their army (which must be a {{W40kKeyword|Character}} if one is present).  1 VP for destroying it.&lt;br /&gt;
;12 - The Stuff of Sagas&lt;br /&gt;
: 1 VP if an enemy vehicle or monster was destroyed, upped to 1d3 VP if the last wound was caused by a Space Wolves character. &lt;br /&gt;
;13 - Unleash the Wolves&lt;br /&gt;
: 1 VP if you make at least 2 successful charges.&lt;br /&gt;
;14 - Counter-Attack&lt;br /&gt;
: 1 VP if you made a Heroic Intervention. Effortless thanks to Hunters Unleashed. &lt;br /&gt;
;15 - Hunt with Cunning&lt;br /&gt;
: 1 VP if you completely destroy an enemy unit, 1d3 if it was done by a unit that arrived during your turn.&lt;br /&gt;
;16 - The Heroes of Fenris&lt;br /&gt;
: 1 VP if at least 1 friendly Character is in melee range of an enemy at the start of the fight phase. Increased to d3 VP if 2-4 characters are in melee range of an enemy, and d3+3 VP for more than 5.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Space Wolves&#039; Sagas each have a secondary effect that expands their self-only buff into a 6&amp;quot; aura, which is activated by successfully performing a Deed of Legend (DoL). What this entails depends on the Saga in question.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saga of the Warrior Born:&#039;&#039;&#039; Warlord always fights first in the Fight Phase, even if they were charged. Deed of Legend is to slay an enemy Character with your Warlord. Ragnar Blackmane and Krom Dragongaze have this trait. &lt;br /&gt;
**Don&#039;t let the ability to buff multiple units fool you - this is still the same hot garbage Always Strike First is everywhere else in 8th, because to be relevant, a buffed unit has to be charged by two or more units - otherwise, the ability never gets a chance to trigger, as your opponent can just choose the lone charging unit first.  Besides, you should always be agreeing to charge, you&#039;re the Space Wolves.&lt;br /&gt;
*&#039;&#039;&#039;Saga of the Wolfkin:&#039;&#039;&#039; Gain an extra attack in the fight phase if you charged, were the target of a charge, or performed a Heroic Intervention (i.e. more or less 100% of the time). Deed of Legend is to slay a total of 5 models with the Warlord in the fight phase (cumulative for the entire game). Harald Deathwolf and Canis Wolfborn have this, and it&#039;s one of the better choices, provided your Warlord is a melee beatstick.&lt;br /&gt;
**One of the easier ways to fulfill this is to ram your Warlord into something cheap and flimsy you&#039;d normally ignore, just to spike his body count - make sure he&#039;s very mobile if you do this, so he can catch up to the real action after he&#039;s done, or a canny opponent will kite him out of position.&lt;br /&gt;
*&#039;&#039;&#039;Saga of Majesty:&#039;&#039;&#039; The Warlord auto-passes Morale tests and gains an extra 3&amp;quot; to all aura-based abilities. Deed of Legend is to slay the enemy Warlord with your Warlord. Logan Grimnar, Bjorn, and Njall Stormcaller have this. &lt;br /&gt;
**Sadly, it&#039;s just unnecessarily difficult fulfilling the Deed of Legend on this - you don&#039;t want to have to commit early to your Warlord being the one to land the finishing blow.&lt;br /&gt;
***Some Warlords may also be beyond your ability to slay. Your furry fuck won&#039;t stand a chance against the walking blue GW hard-on that is Guilliman, or the walking black hard-on that is Abbadon, flying green genital wart that is Mortarion, or rainbow hard-on that is Magnus. Then we have the Coldstar battlesuit Commander can jump 30&amp;quot; away at a moments notice while carving &#039;fuck balance&#039; into your forehead with plasma. Of course Grimnar is enough to give most characters a run for their money, but is it really worth staking the entire game on him suceeding?&lt;br /&gt;
*&#039;&#039;&#039;Saga of the Beastslayer:&#039;&#039;&#039; Add 1 to wound rolls made against {{W40Kkeyword|monster}}s and {{W40Kkeyword|vehicle}}s. Deed of Legend is to use the Warlord to slay a {{W40Kkeyword|Monster}} or {{W40Kkeyword|Vehicle}}. This also applies to ranged weapons, so laugh as your wolfy gunline outshoots Tau, Guard, and Tyranids. Also one of the best ways to trigger this is with a ranged optimized chaplain dreadnought. Ulrik the Slayer has this. Absolutely fabulous. If you&#039;re going with The Land Raider Excelsior take this trait. With four laz cannons, a grav cannon, hunter killer missiles and various small arms you can basically just pick a vehicle to erase from the backfield. Put some other big guns nearby to get that sweet +1 wound the very first time you shoot.&lt;br /&gt;
*&#039;&#039;&#039;Saga of the Hunter:&#039;&#039;&#039; Warlord can charge after Advancing. Deed of Legend is to successfully charge an enemy. &lt;br /&gt;
**Not the most flashy ability, but the Deed of Legend is easy to trigger, and charging after an advance gives you more opportunities to activate Hunters Unleashed. &lt;br /&gt;
*&#039;&#039;&#039;Saga of the Bear:&#039;&#039;&#039; Gain a FnP on a 6+. Deed of Legend is to make a successful save. Arjac Rockfist has this.&lt;br /&gt;
**Better than the usual incarnation of this Warlord trait because of its ability to spread to other units. Feel No Pain is always useful.&lt;br /&gt;
&lt;br /&gt;
As flashy and fluffy our Warlord Traits are, they are garbage compared to other armies&#039; traits. Before completing the DoL, two of the WTs are literally the same as the ones from the Basic Rule Book. And some DoLs are ridiculously hard to complete therefore you pretty much always assume the saga will only affect your warlord.&lt;br /&gt;
*An alternative way of playing Space Wolves is to bring a Phobos character and take the Vanguard WTs from the main SM Codex instead, Master of the Vanguard (+1&#039; to Move, Advance and Charge for friendlies within 6&amp;quot;) is really nice for us if you are bring a generic list.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Bolter&#039;&#039;&#039; A Primaris Inceptor come stock with two of these things. 18&amp;quot; S5 AP-1 Assault 3. Hand-held Heavy Bolters that don&#039;t suffer a -1 to hit penalty unless you advanced? Hell yes. The range isn&#039;t usually an issue because you either set the Inceptors in reserve, or took advantage of their 10&amp;quot; move.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; You know it, you love it. A 24&amp;quot; S4 Rapid Fire 1 standard issue small arm. The lack of AP hurts but with what you should be targeting Bolters with (light infantry) it shouldn&#039;t matter too much. These things can be fired into CC with the True Grit stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; A 30&amp;quot; Bolter with -1AP. Primaris Intercessors come stock with these.&lt;br /&gt;
*&#039;&#039;&#039;Boltstorm Gauntlet&#039;&#039;&#039; Wolf Lords in Gravis armour come with these. It&#039;s their only gun, and being Pistol 3, S4 AP0 D1 with only 12&amp;quot; range, this can be annoying. Is made up for by the fact that the Wolf Lord in Gravis armour can destroy in CC.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039; You know it, you still love it. A bolter with a special weapon slapped on top. You can now choose to either fire the bolter or special weapon on their own, or shoot both with a -1 to hit penalty.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039; DO NOT underestimate what a Storm Bolter can do in 8th. Now that they are rapid-fire 2, each of these suckers puts out 4 shots when at 12&amp;quot; range. For 2 points per gun and a huge variety of different ways to spam special weapons in space wolves, these can get crazy. (See Wolf Guard)&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; The standard Space Marine pistol. With S4 AP0 and D1 it&#039;s nothing spectacular, but at least it&#039;s ubiquitous and free. Don&#039;t forget they can be fired in CC now, too.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; High strength, good AP and with no risk of overload unless you choose so. Space Wolves can get a lot of these, and at only 7 points they&#039;re hard to say no to.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Exterminator&#039;&#039;&#039; Replaces the Inceptor&#039;s Assault bolters. It&#039;s an 18&amp;quot; Assault d3 Plasma (P̶i̶s̶t̶o̶l̶  no it is not pistol just assault weapon). How awesome is that?&lt;br /&gt;
*&#039;&#039;&#039;Helfrost Pistol&#039;&#039;&#039; While not quite as absurdly powerful as it used to be, this Iron Priest-exclusive pistol still packs quite a punch, at double the range of an Inferno pistol.&lt;br /&gt;
&lt;br /&gt;
===Space Wolves Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; Has taken over the old &#039;2CCW&#039; trick of giving units an extra attack in close combat. Can be given to almost everyone in a Space Wolf army.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039; Sx2 User AP-3, D3 damage, -1 to hit. Having a few of these will make up for your lack of heavy weapons. Fortunately, the effect of Hunters Unleashed cancels the hit penalty, so your fists will hit much more often.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039; S User AP-3. The dedicated anti-infantry power weapon. Definitely has its uses on pack leaders, but for only 3 pts more characters can get a Frost Sword which is simply better.&lt;br /&gt;
*&#039;&#039;&#039;Power Axe&#039;&#039;&#039; S+1 AP-2. The &#039;balanced&#039; power weapon option, probably one of the better pack leader options. Characters can get a Frost Axe for only 5 pts more.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul&#039;&#039;&#039; S+2, AP-1. Has a niche in the vanilla Space Marine arsenal but here there are better alternatives for getting to S6 in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; S User AP-2, with re-roll to wound and +1 attack if you&#039;ve got two. Anyone who can get these can get Wolf Claws instead, which are straight-up better at 1 extra point, whether you take one or two. Never get these.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; Like a Power Fist, but deals 3 damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs the same as a Power Fist on non-Characters, so it&#039;s a flat better choice than a Fist for Sergeants. 5 points more than a fist for Characters. The extra reliability could mean the difference between one-shotting a Centurion or get an Assault Drill in the face, so consider that 5 points investment over a Fist. Again, Hunters Unleashed helps a lot with its reliability. &lt;br /&gt;
**As at CA2019, these things cost 40 points on Character models, so make sure you pair it with Wulfen Stone and Saga of the Wolfkin to make the most out of it.&lt;br /&gt;
*&#039;&#039;&#039;Tempest Hammer&#039;&#039;&#039; A Thunder Hammer that deals a Mortal Wound on a 6. (Nerfed in the FAQ to still have a penalty to hit.) Only available to the Iron Priest.&lt;br /&gt;
*&#039;&#039;&#039;Frost Sword&#039;&#039;&#039; S+1 User AP-3. These are why you play Space Wolves. Combine the best qualities of the Power Sword and Power Axe for a minimal increase in points. &lt;br /&gt;
*&#039;&#039;&#039;Frost Axe&#039;&#039;&#039; S+2 AP-2. A great way of getting to S6 in close combat. They are a bit less cost-effective than frost swords, though.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Claw&#039;&#039;&#039; S+1 AP-2, with re-roll to wound and +1 attack if you&#039;ve got two. Costs 1 point more than Lightning Claws for either one (7 points) or two claws (11 points) as of Chapter Approved 2019.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
*&#039;&#039;&#039;The Krakenbone Sword:&#039;&#039;&#039; S+1 AP-4 re-rolls to wound. It replaces the bearer&#039;s frost sword. For a mighty beatstick this one is great: it has the special properties of a Wolf Claw without needing to sacrifice your shooting, the boosted strength of a power axe, and the AP of a meltagun. What&#039;s not to like?&lt;br /&gt;
*&#039;&#039;&#039;Frostfury:&#039;&#039;&#039; Replaces a Storm Bolter. Loses Rapid Fire, but with Assault 4 it has as many shots as a Storm Bolter in RF range anyway and gains a little extra mobility for good measure. AP-1 and 2 D make it more useful against multi-wound models, and as an added bonus it causes a mortal wound on a 4+ on anything that&#039;s wounded by it but not slain (like a Helfrost weapon). &lt;br /&gt;
*&#039;&#039;&#039;Armor of Russ:&#039;&#039;&#039; Grants a 4+ invulnerable save and forces an enemy within melee range of the wearer to fight last in the Fight phase. No restrictions on who can take it, so give it to a Primaris since they don&#039;t normally have a way of improving their invulnerable saves. It&#039;s a good item to play on a Land Raider Excelsior. This would also be tasty on all flavors of Battle Leaders as it would grant them a much needed invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Black Death:&#039;&#039;&#039; Frost Axe extraordinaire and replaces one. S+2 AP -2 D1, and each time the bearer fights, he makes additional d3 attacks. Makes your character a decent GEQ/MEQ eraser.&lt;br /&gt;
**If you&#039;re giving this to anyone, make sure they&#039;re on a Thunderwolf. The pups additional teeth and claw attacks mean they&#039;ll have similar targets.&lt;br /&gt;
*&#039;&#039;&#039;Helm of Durfast:&#039;&#039;&#039; Re-roll failed hit rolls for this model&#039;s ranged attacks, and no bonus to saving throws from being in cover for those. Good on shooty characters, but those aren&#039;t exactly common in the Space Wolves. Cough: Land Raider Excelsior. Give a Rune Priest or Wolf Guard Battle leader on a bike a Storm Bolter, and benefit from the new Bolter Discipline rules. 8 shots at 24 inches, rerolling all hits, and ignoring cover. You will be the bane of the Loyal 32 every game!&lt;br /&gt;
*&#039;&#039;&#039;The Wulfen Stone:&#039;&#039;&#039; 1 additional attack for friendly {{W40Kkeyword|SPACE WOLVES}} {{W40Kkeyword|INFANTRY}}, {{W40Kkeyword|CAVALRY}}, and {{W40Kkeyword|BIKER}} &#039;&#039;models&#039;&#039; in friendly &#039;&#039;units&#039;&#039; that are within 3&amp;quot; of the bearer. Wulfen units are not affected, and does not stack with Curse of the Wulfen (Kill/Hunt). Still pretty great, and possibly the best buff available for your character.&lt;br /&gt;
** Take a Wolf Lord as your Warlord With Wolfkin trait, give him the stone, take a WGBL make him field commander with saga of the savage and THATS A LOT OF EXTRA ATTACKS!!!!!...well only 3, but for a squad of 10 grey hunters with chainswords is total of 50 attacks...&lt;br /&gt;
** Give this one to a Thunderwolf Character for the biggest base.&lt;br /&gt;
** Both Rob from SpikeyBits and Reece from Frontline Gaming, in their reviews for the Codex, view this as working for the whole unit, not just individual models.  It just comes down to poor wording and no FAQ on the matter from GW.  The ability states models in a unit within 3&amp;quot; of (etc). So, even though it started with saying models, it&#039;s models within the unit that&#039;s within range, so if the unit&#039;s within range all the models within the unit are within range.  See also the discussion of the Cadre Fireblade&#039;s Volley Fire ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mountain-Breaker Helm&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} only. After the bearer finishes attacking but before consolidating, you can roll a d6 on an enemy within 3&amp;quot;. You deal d3 MWs on a 2+, and if you kill an opposing {{W40Kkeyword|Character}} with this helm, you&#039;ll have fulfilled a deed of legend!&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Storms&#039;&#039;&#039;: {{W40Kkeyword|Rune Priest}} only. After using your first power in a Psychic Phase, roll a d6 for every enemy unit within 12&amp;quot;. They take a mortal wound on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmsplitter&#039;&#039;&#039;: Replaces a power axe. S+1 AP-2 2 D, and attacks against vehicles and monsters do double damage. &lt;br /&gt;
*&#039;&#039;&#039;Stormsong&#039;&#039;&#039;: Replaces a master-crafted stalker bolt rifle. It becomes S6 AP-3 D3 and can hit a {{W40Kkeyword|Character}} even if they aren&#039;t the closest.&lt;br /&gt;
*&#039;&#039;&#039;Wyrdbane&#039;&#039;&#039;: Replaces a runic sword. S+1 AP-4 Dd3 with a re-roll to wound and inflicts max damage on {{W40Kkeyword|Psykers}}.&lt;br /&gt;
&lt;br /&gt;
==Tempestas Discipline==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;  style=&amp;quot;margin-left: auto; margin-right: auto; text-align: center;&amp;quot;&lt;br /&gt;
|+ Tempestas&lt;br /&gt;
! Number !! Name !! Range !! Target !! Description !! Charge&lt;br /&gt;
|-&lt;br /&gt;
! 1 !! Living Lightning&lt;br /&gt;
| 18 || Enemy Unit&lt;br /&gt;
| Deals 1d3 mortal wounds to the nearest visible enemy unit. If the targeted unit is destroyed by this power, the closest enemy unit within 18&amp;quot; of the last enemy model to be removed by the power also takes 1d3 mortal wounds. This repeats until either a unit is not destroyed by the power or when there are no units close enough to a destroyed unit for it to spread. A tad weaker than Smite, but if used correctly it can wipe out several weakened units in a single casting. The Living Storm Stratagem can help with that. You can bounce the lightning onto characters.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! 2 !! Tempest&#039;s Wrath&lt;br /&gt;
| 24 || Enemy Unit&lt;br /&gt;
| Until the start of your next Psychic phase, target unit has -1 to hit.  Copied and pasted from Aversion from the Interromancy discipline, but because they have different names, the two powers stack.&lt;br /&gt;
| 6&lt;br /&gt;
|-&lt;br /&gt;
! 3 !! Murderous Hurricane&lt;br /&gt;
| 18 || Visible Enemy Unit&lt;br /&gt;
| Roll 1d6 for each model in the target; target suffers 1 mortal wound for each roll of a 6. Not overly reliable, but it&#039;s rare that anything scales with unit size in 8e. &lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
! 4 !! Fury of the Wolf Spirits&lt;br /&gt;
| 0 || Self&lt;br /&gt;
| Until the next psychic phase, the user gains a bonus 6(!) melee attacks with S5 AP-3 D1. It&#039;s a shame that you can&#039;t use this on other units, but by the Allfather this is amazing against melee hordes.&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
! 5 !! Storm Caller&lt;br /&gt;
| Aura 6 || Psyker and Friendly Space Wolves Units&lt;br /&gt;
| Until the start of your next Psychic phase, targets gain the benefit of being in cover.  A strong buff for an assault army that&#039;s particularly valuable because you can get multiple units under the bubble. Don&#039;t forget to add the Cloaked by the Storm Stratagem to buff them further!&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
! 6 !! Jaws of the World Wolf&lt;br /&gt;
| 18 || Enemy Non-Vehicle Unit&lt;br /&gt;
| Roll 2D6. Target unit suffers a mortal wound for each point rolled above its Move. Random compared to smite, but potentially more powerful, and you can pick a target including characters trying to hide. Becomes pretty useless above M6.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Average mortal wounds inflicted, accounting for casting with 2D6 and no denial, caster has 4+ wounds remaining.&lt;br /&gt;
|-&lt;br /&gt;
! Move !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 !! 11 !! 12+&lt;br /&gt;
|-&lt;br /&gt;
! Mortal Wounds&lt;br /&gt;
| 3.50 || 2.92 || 2.35 || 1.81 || 1.33 || 0.91 || 0.57 || 0.32 || 0.16 || 0.06 || 0.02 || 0.00&lt;br /&gt;
|}&lt;br /&gt;
| 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
&lt;br /&gt;
Now litanies are like the Dark Apostle&#039;s prayers, going off on a 3+. Before the game starts, generate the litanies your wolf priest (except Ulric) knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Wolf Priest won&#039;t have an active litany on the turn he deepstrikes, as he can&#039;t chant while not on the table.  The same rules apply if he rides a transport, so you&#039;ll need to come up with other ways to make him fast, like putting him on a bike. (If your oppenent is okay with legends.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your chapter.&lt;br /&gt;
*&#039;&#039;&#039;Tale of the Wolf King and the Lord of the Deeps:&#039;&#039;&#039; The chapter-exclusive litany. Pick a Space Wolves unit within 6”. When you make an attack by a melee weapon with a model in that unit against a vehicle or monster, it does one more point of damage. Try pairing with Wyrmsplitter to really dunk on the Nidzilla lists.&lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith:&#039;&#039;&#039; 6&amp;quot; aura of FnP 5+++ vs mortal wounds for friendly {{W40Kkeyword|Space Wolves}}  units. Not cumulative with other rules, as per usual (but stated regardless).&lt;br /&gt;
#*Extra protection vs witchery. Will help with whatever goes through the Librarian.  Also makes your plasma vehicles more durable when firing plasma, and your company vets more durable when bodyguarding.  A 2/3 chance of a 1/3 chance to ignore damage is equal to 2/9, so this is slightly (4/3) &#039;&#039;better&#039;&#039; than a 6+++ FnP, with the caveat that it only works on Mortal Wounds.&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Space Wolves}} unit within 6&amp;quot;. +1 to the wound roll when &amp;quot;resolving a shooting attack&amp;quot; against the &#039;&#039;closest&#039;&#039; enemy unit, meaning it affects Overwatch, too. &lt;br /&gt;
#*&#039;&#039;Nasty&#039;&#039; with flamer Vets/Aggressors - generally better the less the gun relies on S or range to get work done. &#039;&#039;&amp;quot;Of Fire&amp;quot;, get it?&#039;&#039; Deepstrike/transport them next to a chaplain who was already on the field.&lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Space Wolves}} unit within 6&amp;quot;. Their &#039;&#039;unmodified&#039;&#039; 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Captain/CM/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain&#039;s.&lt;br /&gt;
#*If you&#039;re already betting on exploding 6s, use it alongside &#039;&#039;&#039;Death to the Traitors&#039;&#039;&#039; or even &#039;&#039;&#039;Gene-wrought Might&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength:&#039;&#039;&#039; He&#039;ll show you how it&#039;s done. +1A +1S to the Chaplain, and +1D to his melee weapons. &#039;&#039;D3 Crozius!&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus:&#039;&#039;&#039; Select a friendly chapter unit within 6&amp;quot;. +1 to their hit rolls when shooting. Even during overwatch, meaning you should answer enemy charges with supercharges. &#039;&#039;&#039;&#039;&#039;Safe plasma!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#*If you &#039;&#039;don&#039;t&#039;&#039; have a special interaction with getting +1 to hit, this generally makes your Chaplain a worse Captain: a 2/3 chance to improve BS3+ to BS2+ is mathematically identical to (and will stack with) re-rolling 1 to hit, but this Litany only hits 1 target, so even ignoring all the other caveats (inactive when you ride a transport/deep strike, doesn&#039;t work on both shooting and melee, etc) this alone will make your Chaplain a waste of points. He&#039;ll only earn his keep when you have a deathstar unit going that cares about +1 to hit beyond improving BS by 1. This is good for a plasma unit; if you want to support a gunline bring a Lieutenant instead.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate:&#039;&#039;&#039; Non-cumulative 6&amp;quot; aura of &#039;&#039;&#039;+2 to charge rolls&#039;&#039;&#039;, as well as +3&amp;quot; to pile in and consolidation moves.  In all cases, the friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} unit in question has to be within the aura at the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge.&lt;br /&gt;
#*Do keep in mind the chaplain has to be on the field at the beginning of the battle round. Not even the Impulsor&#039;s broken disembark rules would help here, only a Jump Pack / Turboboosting Biker Manlet would have a chance.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist Detachments are an upcoming type of Detachment that will be added starting in the Vigilus Defiant campaign supplement by use of stratagems that costs CP. These Detachments are custom made for specific sub-factions which grant them access to a new key word as well as additional Stratagems, Warlord Traits, and Artifacts. &lt;br /&gt;
====General stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. Usefulness may vary.&lt;br /&gt;
&lt;br /&gt;
===Stalker Pack===&lt;br /&gt;
Upgrade Battle Leaders, Blood Claws and Reivers with STALKER PACK keyword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Scent (2 CP):&#039;&#039;&#039; use it on a monster or infantry unit that is wounded or is missing models. Stalker units gain +1 to wound against them. Shoot a single book before the charge and begin the carnage&lt;br /&gt;
*&#039;&#039;&#039;Pack Killers (1 CP):&#039;&#039;&#039; after a STALKER PACK successfully charged, Pick another STALKER PACK unit, they roll 3D6 for charge and discard lowest. Time this well and your Reivers will have a much better chance of charging after they drop in with their fall speed retarding equipment&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Saga of the Savage:&#039;&#039;&#039; +1 attack for warlord when he successfully charges.  To complete the saga, the model must inflict 5 wounds in a single phase. This would actually be fairly difficult, unless they are referring to unsaved wounds, in that case, take a hammer and wound away&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact - Ironfang of Ammagrimgul:&#039;&#039;&#039; Replaces a Power-Axe. S+1, AP-2, D:D3. If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 MORTAL wounds instead of normal damage.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
The average SM HQ is a heroic model that can do fairly well in melee and, being the poster faction, we have a lot of choices when building [[Your_dudes|our guys]]. Listed here are some common builds so that you don&#039;t have to read &amp;quot;Captain, Captain with Jump Pack, Librarian, Librarian with Jump Pack&amp;quot; and so on.&lt;br /&gt;
#{{W40kKeyword|Jump pack}}: Mobility is the name of the game. The model gains 12&amp;quot; movement, fly and can deepstrike, so he can appear anywhere and ignore terrain, jump over the enemy&#039;s bubblewrap alongside your Vanguard Vets and even &#039;&#039;&#039;[[Awesome|punch a damn airplane to death]]&#039;&#039;&#039;.&lt;br /&gt;
#{{W40kKeyword|Bike}}: High speed, high drag. The character becomes a battering ram, gaining a speedy bike that can turbo boot to M20&amp;quot;, T5, +W1, and an additional 4 bolter shots. Sadly, all but Captain on the bike were relegated to the Index, which makes the whole bunch overpriced and without the new rules like Shock Assault or Doctrines. SQUATTED.&lt;br /&gt;
#{{W40kKeyword|Terminator}}: The heavy armour. +1W 2+/5++ and Deep Strike but only 5&amp;quot; movement and a slightly reduced wargear selection. Not meant to move around much, positioning is often determined by a Deep strike or the Land Raider that is carrying him around. Provides a lot of protection for your character. A Character&#039;s Iron Halo or Rosarius&#039; 4++ has prevalence ofc.&lt;br /&gt;
#{{W40kKeyword|Primaris}}: Extra beef for a relatively low cost. +1W +1A, but usually restricted customization options. Segregated to their hover transports; that used to mean restricted, but now they&#039;re more of a separate-but-equal kind of deal.&lt;br /&gt;
#{{W40kKeyword|Phobos}}: Operator Primaris with stealth training, Concealed Positions let them keep up with infiltrators.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wolf Lord:&#039;&#039;&#039; The Captain-equivalent is the no-frills infantry HQ choice. While his aura can prevent your Space Wolves plasma from blowing themselves up (and also affects Vehicles) and he&#039;s got a nifty Master-crafted Bolter he can swap for Combis, his stats make him really shine when wielding a Power Fist/Thunder Hammer; &#039;&#039;don&#039;t&#039;&#039; do this without a credible plan for delivering him into melee.  If his job is babysitting your backline only, give him your favorite ranged weapon of a bolt pistol (minimum cost, and gives him 2 shots, since he has another one), a storm bolter (best cost efficiency against GEQ/MEQ), or his original gun (best cost efficiency against TEQ), and keep other options off him to keep him cheap.  Otherwise, see the Jump Pack section for how to equip a mobile Lord, even if your solution is going to be a transport instead.&lt;br /&gt;
**&#039;&#039;&#039;Jump Pack:&#039;&#039;&#039; What it says on the tin, your Captain can now {{W40Kkeyword|Fly}}. Deep strike, 12&amp;quot; movement, jump over units, &#039;&#039;&#039;[[Awesome|punch a damn airplane to death]]&#039;&#039;&#039;. Key above all is that he can &amp;lt;u&amp;gt;jump over the enemy&#039;s bubblewrap&amp;lt;/u&amp;gt; alongside your Van-Wolf Guard and Skyclaws, and get his aura or his melee murderin&#039; to where you need it most.  For wargear choices, if you take the Power Fist/Thunder Hammer you ought to, while the Storm Shield no longer hinders him in melee, he&#039;s already got the protection of being a Character and a 4++, but 3++ can be crucial against strong enough Overwatch, since you&#039;ll probably be charging things a lot. It&#039;s an option if you absolutely need it; other reasonable choices for his non-melee-weapon hand include his footslotting ranged choices, a combi-flamer for hordes/overwatch, or a combi-melta if you &#039;&#039;really&#039;&#039; want even more anti-tank punch, since he can&#039;t take a regular melta.&lt;br /&gt;
** &#039;&#039;&#039;Wolf Lord in Terminator Armour:&#039;&#039;&#039; Essentially +1W, a 2+ save, and deep strike, at the cost of -1&amp;quot; movement, 31 points, and taking up more transport capacity. Terminator weapon options are more restricted than the regular ones, but he can mount a grenade launcher on his power fist.  There&#039;s no good reason to take this guy - the points cost is brutal relative to the lackluster benefits, particularly since after showing up, he&#039;s so lacking in mobility.&lt;br /&gt;
** &#039;&#039;&#039;Wolf Lord in Cataphractii Armour:&#039;&#039;&#039; +1W, a 2+ save, 3++ without taking up his arm, and deep strike, at the cost of -2&amp;quot; movement, 1/2 distance Advances, 52 points, and taking up more transport capacity. Shares most of the problems as the Lord in Terminator Armour; the 21 point cost to get the 3++ without needing a Storm Shield is a bit steep, since the Shield only costs 15 - even without the Cataphractii suit&#039;s movement penalties, it would be like taking the Terminator Lord with a Storm Shield, and paying 6 points extra for a second weapon.  With the movement penalties, it means it&#039;s a poor choice for the same reason as the Terminator Lord: not nearly enough mobility for the cost.&lt;br /&gt;
** &#039;&#039;&#039;Primaris Wolf Lord:&#039;&#039;&#039; Regular foot Wolf Lord, but Primaris: for when you want a bigger Wolf Lord but you aren&#039;t buying him a motorcycle, termie suit, or decent melee weapon. As with most Primaris units, even with +1W +1A, he&#039;s geared for &#039;&#039;&#039;ranged combat first, melee second&#039;&#039;&#039; (lest he invalidate the regular Wolf Lord). Decent personal guns to do stuff while he buffs your backline dakka, can buy a regular Power Sword as a deterrent, and that&#039;s it. Can only mount a Repulsor, but he&#039;s not in a hurry to get anywhere anyway.  Not really worth the cost; he hasn&#039;t got more attacks than your regular Lord would with a chainsword, and the +1W and better output past 12&amp;quot; isn&#039;t worth the 11 point cost, given you&#039;re paying for a babysitter, not a murder monster.&lt;br /&gt;
** &#039;&#039;&#039;Primaris Wolf Lord in Gravis Armor:&#039;&#039;&#039; He&#039;s an up-armoured melee-focused Primaris Wolf Lord, with T5 (as opposed to 2+) providing protection against S4/S5 hits (does nothing against lasguns). You&#039;ll only use his Master-crafted Power sword against T2 W2, because his Boltstorm Gauntlet has Power Fist stats, meaning the only benefit of the sword is the flat D2, offering a slight boost when murdering targets with exactly 2 wounds left in exchange for &#039;&#039;half&#039;&#039; strength, on top of having a Pistol 3 Boltpistol strapped on. 5&amp;quot; movement but no deepstrike means this guy NEEDS to outflank or a Repulsor to get anywhere, but being built for murder, you need to deliver him or he&#039;ll waste his points. Clever GW. Still cannot compete with a non-Primaris Wolf Lord deliberately built for murder, since A5 D1d3 is worse than A4 D3 in general, and likewise his other benefits can&#039;t compete with the choices available to a standard Lord - his primary benefit is that if you&#039;re taking a Repulsor &#039;&#039;anyway&#039;&#039;, he can legally ride it.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Wolf Lord in Phobos Armour:&#039;&#039;&#039; A Primaris Captain with a combat knife (+1A), and a sniper rifle equivalent (30&amp;quot;, Heavy 1, S4, AP-2, D2, can target characters, but does NOT cause mortal wounds on a wound roll of 6). Also has a camo-cloak (+2 to saves when in cover instead of +1), an omni-scrambler (no enemy deepstrikes within 12&amp;quot;), and concealed positions (deep strike, but before first turn). You&#039;ll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine...and overcosted to boot.&lt;br /&gt;
**&#039;&#039;&#039;Wolf Lord on Bike (Legends):&#039;&#039;&#039; &#039;&#039;It took Cawl 10,000 years of work to still come short of what this guy becomes by just riding a bike&#039;&#039;. He&#039;s not only the fastest Wolf Lord at 14&amp;quot; movement (barring deep strikes), but can also become one of most resilient ones by virtue of combining his T5 with a Storm Shield, something a Gravis can&#039;t do. He&#039;s also the shootiest, as the bike has a Twin Boltgun, and he can swap his Master-Crafted Bolter for a Storm Bolter. The thing he does that nobody else can, however, is being a fast T5 W6 TH/SS dude. &#039;&#039;&#039;Resilient, Fast, Strong, and he&#039;s not even the most expensive Wolf Lord!&#039;&#039;&#039; It&#039;s a steal at only 98 points base.&lt;br /&gt;
*** Make him your warlord with Saga of the Hunter which allows him to advance AND charge in the same turn. Give him Wolf Guard on Bikes as an escort with storm shields and a melee weapon each, along with the bike&#039;s gun, and you have a very dangerous distraction carnifex. Reminder that the Deed of Legend for this warlord trait is simply making a charge, so you have a whole bike squadron moving 20&amp;quot; AND charging. If you don&#039;t advance, then you have 20 shots from the 5 man guard unit alone, or 40 if you give them storm bolters. Very fun.&lt;br /&gt;
** &#039;&#039;&#039;Wolf Lord on Thunderwolf:&#039;&#039;&#039; Fast, tough, and deadly. 20 points more than riding a Bike, and you lose 4 inches of movement, automatically fast Advances, the (mandatory) storm bolter, and the choice of a master-crafted bolter, in exchange for +1W, the ability to take a normal bolter, and 3 additional attacks at S5 AP-1 D1.  Those last are the real reason to take him over the Bike choice; they only hit as hard as basic Wulfen claws do, but they do it with the Lord&#039;s WS (2+, re-rolling 1s).  Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank.&lt;br /&gt;
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*&#039;&#039;&#039;Wolf Guard Battle Leader:&#039;&#039;&#039; While the Wolf Lord lets you reroll 1s to hit, his subordinate lets you reroll 1s to wound, which is better for anything that automatically hits, like flamers. Have them babysit mobs of Blood Claws or Skyclaws along with Wolf Lords/Priests. This approach makes the newbies surprisingly deadly on the charge, while letting you shoot for detachments that give you more command points. A really useful unit, seeing as how prevalent hit bonuses are in this codex. Improving wound rolls is key.&lt;br /&gt;
**&#039;&#039;Jump pack:&#039;&#039; If you were thinking of footslogging this guy in power armor for 60 points, he makes for a very cheap HQ. However, it costs a mere 18 points to give this man a jump pack, letting you get both his buff and his combat output where you need it; it&#039;s pretty much an auto-include if you take him this way. Start him in low orbit, and then bring him down at the end of the movement phase wherever you want to get the perfect 12&amp;quot; bubble, and from then onward he can jump around getting wherever he is needed.&lt;br /&gt;
** &#039;&#039;&#039;Wolf Guard Battle Leader in Terminator Armour:&#039;&#039;&#039; Don&#039;t bother and just take Arjac.&lt;br /&gt;
** &#039;&#039;&#039;Wolf Guard Battle Leader on Bike (Legends):&#039;&#039;&#039; Absolutely amazing, at only 7 points more than the Jump Pack option, since both his melee and his ranged are worse than the Lord&#039;s, meaning you care even more about his mobility, to get his buff into position.  Can&#039;t Deep Strike or traverse intervening models, but 20&amp;quot; is a &#039;&#039;lot&#039;&#039; more than 13.5&amp;quot; average.  &lt;br /&gt;
** &#039;&#039;&#039;Wolf Guard Battle Leader on Thunderwolf:&#039;&#039;&#039; Goes along with his Wolf Lord counterpart very well. These guys together babysitting Thunderwolf Cavalry make them something like the rape machines they once were.  Costs 19 points more than the Bike version does, but at BS3+, the inferior guns matter slightly less than the same choice for your Lord.&lt;br /&gt;
** &#039;&#039;&#039;Primaris Battle Leader:&#039;&#039;&#039; Wolf Guard Battle Leaders with an extra wound and (much) more limited weapons options for 10 points more. They also have a different starting loadout than the vanilla Primaris Lieutenants, with a power axe and a bolt carbine as their standard weapons. &lt;br /&gt;
**&#039;&#039;&#039;Battle Leader in Phobos Armor:&#039;&#039;&#039; Another Primaris variant, with the same Tactical Precision ability as the others, but this one has a master-crafted D2 version of the cover-ignoring Occulus Bolt Carbine that Incursors get, along with their paired combat blades. However, instead of Concealed Positions, he takes a grav-chute for deep striking.&lt;br /&gt;
***He can swap his normal loadout for a heavy bolt pistol and single combat knife, just like a Reiver. He even gains the REIVER keyword, and therefore the Terror Troops capacity (scary). But, ironically, he then has to sacrifice his grav-chute (not that scary), instead taking the same smoke grenade that Incursors get. Technically, he becomes a good leader for other Reivers, but because he loses his capacity to deep strike, you have to put him in a transport. Since deep striking is an essential part of the use Reivers squad (grav-chute or grapnel), if you really want to babysit them, you should stick to the &amp;quot;normal&amp;quot; Lieutenant in Phobos Armour.&lt;br /&gt;
***Yes, the Incursor-like Lieutenant is forced to take a Reiver-like grav-chute that would only let him join concealed Incursor squads a full turn late, while the Reiver-like Lieutenant is forced to replace his grav-chute with Incursor-like smoke grenades making him useless for accompanying Reivers. Cross your fingers that this will be corrected in errata, otherwise accept that whatever loadout you use will be awkward and unoptimized for the role you use it in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rune Priest:&#039;&#039;&#039; Mobile cover is still useful, and with the Cloaked By the Storm Stratagem he can buff allies even without Storm Caller; his wargear is pretty good, and he&#039;s cheaper off the bat than a vanilla Librarian on top of having a -1 improvement to WS, since you can field him without a Psychic Hood, so he&#039;s a cheaper &#039;&#039;Smite&#039;&#039; source. Go ahead and take him.  Particularly good with a jump pack, for making sure &#039;&#039;Smite&#039;&#039; happens where you want it to. A decent melee weapon is optional, but goes nicely with Fury of the Wolf Spirits to make a melee beatstick.&lt;br /&gt;
** &#039;&#039;&#039;Rune Priest in Terminator Armour:&#039;&#039;&#039; If you give him the Storm Caller power, he can make a nice escort for Wolf Guard Terminators, keeping them alive long enough for them to get into close combat. With wargear and a psychic hood they come to 164 points, though, which is only 3 points less than Terminator Njal, who is far superior at pretty much everything. Keep them cheap and mobile or just take Njal. &lt;br /&gt;
** &#039;&#039;&#039;Rune Priest on Bike (Legends):&#039;&#039;&#039; Having a 14&amp;quot; move on a caster is really useful, and so is having a T5 HQ. Taking this guy as your warlord will go a long way to deny your opponent Slay The Warlord unless you peril (This is what command points are for.) Give him a Storm Bolter to stack with his Twin Boltgun and the classic Runic Axe and this guy becomes pretty good at everything, especially CHARACTER killing.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Rune Priest:&#039;&#039;&#039; +1W, +1A, and more limited wargear - his psychic hood is mandatory, and he can&#039;t take runic armour, a jump pack, or a combi-weapon - but costs a point &#039;&#039;less&#039;&#039; than a Rune Priest with identical wargear (a bolt pistol and force/runic sword), and he hits harder than Rune Priest, too.  Take if and only if you want to footslog him, as he&#039;s nigh-impossible to deliver anywhere quickly, unlike a Rune Priest.&lt;br /&gt;
**&#039;&#039;&#039;Rune Priest in Phobos Armour:&#039;&#039;&#039; Primaris Rune Priest with a camo-cloak (+2 to saves when in cover instead of +1) that makes him extra durable in cover, and concealed positions lets him deploy with your other sneaky marines. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. (Including one that&#039;s basically Warptime!) Comes stock with psychic hood, force sword, and bolt pistol.&lt;br /&gt;
*** Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability.&lt;br /&gt;
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*&#039;&#039;&#039;Wolf Priest:&#039;&#039;&#039; The lovechild of an Apothecary and Chaplain, he makes you deadlier in combat (re-roll ALL failed to-hit rolls in the fight phase) and braver (friendly Space Wolves within 6&amp;quot; use his Ld9), but can also heal wounded models. Makes a natural companion to Wolf Guard Battle Leaders, as their buffs are complementary, and the priest can keep the youngster alive. Remember to keep in mind that he can&#039;t return slain models back to a unit, unlike our apothecary brethren. Can&#039;t swap his gun for a powerfist unlike the codex version, instead letting you take a powerfist outright, which allows him to keep his pistol. &lt;br /&gt;
** &#039;&#039;&#039;Wolf Priest with jump pack:&#039;&#039;&#039; You know it, you love it. Deep strike next to a wounded character, heal d3 lost wounds, then make them turn around and punch the nearest unit with their buff. &lt;br /&gt;
** &#039;&#039;&#039;Wolf Priest in Terminator Armour:&#039;&#039;&#039; +1W 2+ armour, at the cost of 5&amp;quot; movement, but can deep strike. Take this when you want resilience over damage after deepstriking. &lt;br /&gt;
** &#039;&#039;&#039;Wolf Priest on Bike:&#039;&#039;&#039; If you&#039;re looking for both survivability and the mobility then this is for you. Bikes got a massive buff as they move farther than before, giving the rider an extra wound and a toughness bonus. Lacks the Jump Pack&#039;s {{W40kKeyword|Fly}} &amp;amp; deepstrike shenanigans, but can still cover massive amounts of distance per turn.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Wolf Priest:&#039;&#039;&#039; Functionally identical to the Primaris Chaplain, albeit with the Wolf Priest&#039;s healing abilities added. Comes with the standard Primaris buffs, along with the better pistol. &lt;br /&gt;
*&#039;&#039;&#039;Chaplain Dreadnought &amp;lt;sup&amp;gt;Forgeworld&amp;lt;/sup&amp;gt; &#039;&#039;&#039;.It shares Bjorn&#039;s awesomesauce &amp;quot;ability&amp;quot; of being a 5++,6+++ dread that can&#039;t be shot at(apart from snipers). It also buffs the strength of friendly models fighting the same unit as the dreadnought. It&#039;s also reasonably priced considering it&#039;s many advantages, 204 points vanilla but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 183 as an example). Despite it&#039;s strengths ultimately it&#039;s buff is weak; more a bonus than something your army can rely on, if you want a HQ that buffs than the Chaplain Dreadnought is a bad choice, however, if you were planning to bring a dreadnought and/or want a tough and killy HQ then the Chaplain is a fantastic option that also saves you an elite or heavy support slot.&lt;br /&gt;
** Disagree on that last point; Bjorn provides additional CP, his buff is active much more of the time, and hits much harder in assault, with Trueclaw being S12, AP-4, Dd6, re-rolling failed to-wounds. Take BOTH.&lt;br /&gt;
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*&#039;&#039;&#039;Iron Priest:&#039;&#039;&#039;  Like a standard Techmarine, but with swapped WS and BS(better WS, worse BS), and comes stock with a Thunder Hammer, that can be swapped for a Tempest Hammer that for +5 points.(Swapped in the Codex) Sadly has a -1 to hit from the FAQ but inflicts a Mortal Wound on a 6 if it fails to kill its target (it&#039;s alright). Also gets the option to take a Helfrost pistol(stock in the Codex), which is equivalent to a pistol Meltagun with Mortal-on-6 instead of Melta at a 2 pt discount (may have some value if you keep the Priest close to the front lines).  As of CA 2018 Servo arms are now free making this unit a far more compelling choice. As your cheapest HQ he acts as an excellent relic holder or warlord for smaller point games. An Iron Piest with servitors following can seriously break some stuff in CQC for an exceedingly low cost. Iron Priests have no options to take a Servo-Harness or Conversion Beamer, bummer. Looks like the [[Alpha Legion ]] and [[Thousand Sons]] did some ransacking before they left.&lt;br /&gt;
** &#039;&#039;&#039;Iron Priest on Bike:&#039;&#039;&#039; The Biker Priest is the option you&#039;ll want to go for - that 20&amp;quot; move will allow you to zip round the battlefield healing your tanks where required for only 7 points more than a regular priest. Note, though, that an Iron Priest on bike can&#039;t repair if he moved more than 6&amp;quot;, so his move is for getting him ready to repair - he can&#039;t just zip over and repair &#039;&#039;now&#039;&#039;, and his repair mobility is actually &#039;&#039;worse&#039;&#039; than on foot, since the foot version can Advance for a total of 7-12&amp;quot; and still repair.  Also, of course, the bike comes with a storm bolter.&lt;br /&gt;
** &#039;&#039;&#039;Iron Priest on Thunderwolf:&#039;&#039;&#039;These guys used to be really good in 7th edition, but they&#039;ve fallen hard. 6 wounds and a 2+ is nice but without a decent invuln save, he&#039;s very susceptible to anti-TEQ shooting. And he can&#039;t take Cyberwolves to eat wounds anymore! He&#039;s okay-ish in melee with the Thunder/Tempest Hammer, but with only a few attacks plus the mount&#039;s attacks, he doesn&#039;t do all that much in melee. Unfortunately, there really isn&#039;t much reason to take him anymore.&lt;br /&gt;
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*&#039;&#039;&#039;Rhino Primaris (Legends):&#039;&#039;&#039; One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin Plasma Gun, the ability to call an orbital bombardment (a 72&amp;quot; range monster with S10 AP-4 Heavy D3 D6 damage that becomes Heavy D6 when used on a unit with 10 or more models and doesn&#039;t need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12&amp;quot; with either a +1 to hit, a -1 to morale tests, or healing a wound (for vehicles only). It only has room to transport 6 units, though that&#039;s just enough for a Character and Wolf Guard Pack. &lt;br /&gt;
**Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn&#039;t worth the extra damage. Unless you use the Servo-skull hubs +1 to hit on the Rhino, in which case you can overheat without risk. Probably better spent on those Hellblasters or plasma Long Fangs though. &lt;br /&gt;
**Positioning is important, but it&#039;s even more important with the Rhino Primaris. Rhinos are tougher now, but you don&#039;t want your light APC in harm&#039;s way. But if you camp it behind a ruin that&#039;s somewhat central, flying units and other assets fighting in the vicinity all become viable options for the servo-skull hub. Imagine an overhead Caestus flying in, getting tagged by the Rhino, and then vomiting its weapons onto an enemy. Hitting enemy targets with BS 2+ anti-tank weaponry from nowhere? That&#039;s the value of positioning.&lt;br /&gt;
**Worst case, have the Rhino Primaris pick itself on Turn 1 with its servo-skull hub, and fire the orbital relay (which can now be fired on turn one, a significant boost from 7th). Hitting on 2+ with a weapon this powerful is amazing, whether it&#039;s D3 or D6 shots. Add some way to reroll ones/hits and you can really lay a beating on something. A footslogging Wolf Lord may be better here than the Excelsior, but each scenario is different. If the Rhino is far enough back, a Primaris Wolf Lord with a stalker bolt rifle babysitting some Hellblasters anyway could help.&lt;br /&gt;
**If you&#039;re looking for a good base for a conversion, the Damocles Rhino from Forge World is a good start.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Excelsior (Legends):&#039;&#039;&#039; The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Wolf Lords ability to grant re-rolls for hit results of 1 for units within 6&amp;quot; of it, a pair of twin lascannons, a combi-plasma, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too - it&#039;ll gain a +1 to hit for all shooting attacks if it stays within 24&amp;quot; of the Rhino Primaris. Apart from that, it&#039;s fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. &lt;br /&gt;
**As is the case for the Rhino Primaris, do &#039;&#039;not&#039;&#039; overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! Unless you&#039;re close to the Rhino Primaris, in which case, you might as well, since your rolls of 1 will become 2.&lt;br /&gt;
**Often overlooked, this thing is a Character. While it has too many wounds to &#039;hide,&#039; you can make this thing your Warlord. May not be a terrible choice in spite of its size, being the toughest vanilla Character in the book. It&#039;s expensive, but its sheer size adds a fair distance to its Jarl of Fenris special rule, meaning that a Wolf Priest-led melee squad disembarking from this thing can do a tremendous amount of damage while denying your opponent an easy Slay the Warlord. Avoid getting stuck in melee, however; you&#039;re a tank and you still suck in the fight phase. You want this thing shooting at medium/heavy infantry and vehicles.&lt;br /&gt;
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====Special characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Arjac Rockfist]]:&#039;&#039;&#039; &amp;quot;&amp;lt;s&amp;gt;Mjolnir&amp;lt;/s&amp;gt; Foehammer to me!&amp;quot;*cough* The Anvil of Fenris has received a big promotion this edition and is now a fully fledged Wolf Guard Battle Leader in the HQ section. Has the standard re-roll 1&#039;s to wound aura like normal Battle Leaders but combines it with an amazing +1 attack buff to Wolf Guard of all varieties around him (including Thunderwolves and himself) as well. In combat he&#039;s an absolute beast with 5 Strength 10 thunder hammer attacks due to his sheer size without the usual -1 to hit penalty (although, as a Space Wolf with WS2+, he would normally ignore the penalty anyhow). As a trade off it only does 1d3 damage; however, this is bumped back up to 3 damage against characters and monsters. In addition to this, he is able to re-roll all missed hits against characters and monsters, which, combined with his re-roll 1&#039;s to wound, makes him a supreme duelist, and all for only 8 points more than a similarly equipped terminator battle leader. Still gets to throw his hammer and the Anvil Shield now also reduces all wounds suffered by 1. An absolute auto-include if you&#039;re running an army with Terminators, Thunderwolves, or Wolf Guard bikers (just remember he can&#039;t keep up with the latter two, so he&#039;ll have to deep strike in to provide his buff).&lt;br /&gt;
*&#039;&#039;&#039;[[Bjorn the Fell Handed]]:&#039;&#039;&#039; With the buffs to Dreads in 8th Bjorn may well be the most powerful non-Lord of War unit in the game right now. To start with he grants all Space Wolves units within 9 re-rolls of 1&#039;s to hit (thanks to Saga of the Majesty buffing his aura) and gives you a command point just for being on the table. Damn near unkillable due to his T8, W8, 5+ ignore all wounds save combined with the character rule so he can&#039;t even be targeted if near another unit. He packs 5 strength 12, AP -4, D1d6 attacks with re-rolls to hit and wound in combat so there&#039;s very little that won&#039;t just get splattered upon contact. With movement 8 he doesn&#039;t get around too badly either, spraying heavy weapon shots with re-rolls as he does so. The main drawback for all this awesome is high points cost ranging from 216 pts for basic assault cannon/heavy flamer setup to 234 pts for twin lascannons. But it doesn&#039;t take a lot to get your points back with him and he&#039;ll easily clean out enemy monsters/vehicles that cost way more than he does while buffing your army in the process. Just point him towards the enemy and have fun. &lt;br /&gt;
** Bjorn is more or less a discount Leviathan dread. Leviathan is slightly tougher, Bjorn hits much better in CC. He moves quicker, and will remain full power no matter how much damage he takes. Though the Leviathan brings ridiculous dakka to the table, in a comparison of shooting ability Bjorn looses out. Key in the comparison is the fact that Bjorn is a character and has 8 very tough wounds. This helps ensure that he will brutalize his opponents in CC, whereas the leviathan though equally powerful, will usually absorb a &#039;&#039;lot&#039;&#039; of enemy firepower before he gets stuck in resulting in significantly reducing damage output. Basically, if you want to kill a swarm lord in CC, Bjorn will usually be the optimal and cheaper option; whereas if you prefer bug zapping at a more comfortable 18&amp;quot; (a smart idea since your opponent will try and tarpit the heavies) take the Leviathan.&lt;br /&gt;
** He&#039;s a good addition, especially for a non-deepstrike/outflanking army, and while he&#039;s tough, he&#039;s certainly not tough enough for this level of raving about. T8, 3+ armour, 5+ ignores lost wounds isn&#039;t too high up there. If it you&#039;re taking a detachment centered on Bjorn, do yourself a favour and take Bray&#039;arth Ashmantle instead; T9, 2+ armour, 5+ invulnerable, and 4+ ignores lost wounds. Less damage output in close combat, but with 2d6 S6 AP-2 D3 autohitting attacks, it will even out either during overwatch or before charging.&lt;br /&gt;
*&#039;&#039;&#039;[[Canis Wolfborn]]:&#039;&#039;&#039; Dog Wolfborn has returned as a standard yet pretty overpriced Thunderwolf Battle Leader with Wolf Claws. 40pts extra gets you a +1 attack aura for Thunderwolves, Fenrisian Wolves and Cyberowolves teeth and claw attacks, a re-roll on his (and only his) charge rolls and a BS of 5+. With no invulnerable save he will get melted at the first sight of multiple wounds so you&#039;ll find a Battle Leader with TH/SS a lot more effective.  In short unless you&#039;re running a bucket load of Fenrisian Wolves leave him at home.&lt;br /&gt;
*&#039;&#039;&#039;[[Harald Deathwolf]]:&#039;&#039;&#039; This guy, right here, cheap as chips with a captain buff, Thunderwolf, storm shield, and pretty nice melee. He can deploy 9&amp;quot; from enemies through pseudo-outflank to threaten a charge. What really makes this guy nuts is that he receives a +1 to armour saves against shooting attacks. So survivable, this is an 8th edition attempt at [[Chapter Master Smashfucker]]. His frost axe deals 2 wounds a pop as well and deals an extra mortal wound on a wound roll of 6, so even heavy infantry wont be safe. A few Wolf Scouts deploying behind enemy lines will protect him as well, whilst he lets them spray supercharged plasma around with his hit re-rolls. Gives extra buffs to Thunderwolf cavalry&lt;br /&gt;
*&#039;&#039;&#039;[[Krom Dragongaze]]:&#039;&#039;&#039; A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his frost axe deals D1d3, and he reduces enemy units&#039; morale within 3&amp;quot; by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice. &lt;br /&gt;
*&#039;&#039;&#039;[[Logan Grimnar]]:&#039;&#039;&#039; Everybody&#039;s favourite Santa returns once more to the HQ slot but he&#039;s no less a killing machine than before. He comes equipped with terminator armour, a 4++ save, a storm bolter and a big ol&#039; axe, and is a venerable mountain of wounds, attacks and MANLINESS. His axe has two profiles, though neither are particularly special, being essentially a +2S force sword or a thunder hammer. Lastly, he gives an aura of rerolls to hit to all Space Wolves and Wolf Guard don&#039;t take morale within 6&amp;quot; of him. He&#039;s still great for teleporting in to buff a big unit of deep-striking terminators, as they benefit from both of his auras.  &lt;br /&gt;
** &#039;&#039;&#039;[[Logan Grimnar]] on Stormrider:&#039;&#039;&#039; For 190 points now, the sled bumps his toughness to 6 and wounds to 12. With only a 10&amp;quot; move that degrades and the ability to re-roll charges without needing the rule from elsewhere (like Wulfen), this basically means he&#039;ll be staring down the barrels of your opponent&#039;s heavy weapons with no protection for a couple of turns, as he can&#039;t hide near other units; on the bright side, he does get to keep his old 2+/4++. The extra attacks from the wolves aren&#039;t going to do much to anything that isn&#039;t light infantry, but they help. He also gains the ability to re-roll failed charges, which helps to compensate for his speed. &lt;br /&gt;
***While on Stormrider, he no longer qualifies for his own Chapter Tactics, making him less accurate than on foot with the Thunder Hammer profile of the Axe Morkai (and don&#039;t forget, he &#039;&#039;can&#039;t&#039;&#039; re-roll hit rolls of 2 with it, even though they are misses), and reducing his Heroic Intervention distance.  That said, because he is a {{w40Kkeyword|vehicle}}, he &#039;&#039;is&#039;&#039; repairable by an (overcosted) Iron Priest.&lt;br /&gt;
****The latest errata makes him cavalry which should qualify him for the chapter tactic again.&lt;br /&gt;
***&#039;&#039;&#039;Alternative Take:&#039;&#039;&#039; Jolly Old Saint Logan can be a fairly cheap murder machine that fills out any list. Conferring a re-rolls to-hit aura to your Thunderwolves or Predator gunline, he is one of the few characters you want riding in front of your army. He soaks a decent amount of firepower with a 4++ invulnerable on 12 wounds and has a man-sized fight phase. He requires good [[Dakka]] to bring down and protects the rest of your list for at least a turn from most of the enemy&#039;s multi-wound shots. Great as a [[DISTRACTION CARNIFEX]] and provides good aura buffs to boot.&lt;br /&gt;
*&#039;&#039;&#039;[[Njal Stormcaller]]:&#039;&#039;&#039; See below. You will be generally be better off giving him Runic Terminator Armour for maximum effectiveness, only take him if will be tranported and you wanto save some points.&lt;br /&gt;
**&#039;&#039;&#039;[[Njal Stormcaller]] in Runic Terminator Armour:&#039;&#039;&#039; Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 153 pts he&#039;s 15pts more than normal Njal but with an extra wound, 4++ and the ability to deep strike. Also only 13 pts more than a similarly equipped Terminator Rune Priest but with a lot more benefits.  Along with his improved stat line Njal knows  3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on one of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault D6 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. &lt;br /&gt;
*&#039;&#039;&#039;[[Ragnar Blackmane]]:&#039;&#039;&#039; Got Primarised in the Space Wolves codex, so according to [https://i.imgur.com/zLqOD8e.jpg the rules], his non-Primaris version is no longer legal.  Since you can play any way you like, his original entry is preserved below, followed by his &amp;quot;real&amp;quot; entry.&lt;br /&gt;
**Comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He&#039;s got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn&#039;t quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6&amp;quot; re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you&#039;re using a number of deep striking units Ragnar&#039;s a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls.  More expensive than a Smash Lord, and re-rolling charges is something Wulfen give. &lt;br /&gt;
**&#039;&#039;&#039;Ragnar Blackmane (Primaris)&#039;&#039;&#039;: As expected he gets the extra wound and attack that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6&amp;quot; make a consolidation move of 6&amp;quot; instead of the usual 3&amp;quot;. Get this guy in an Impulsor with either Incursors, Reivers or Veteran Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE!&lt;br /&gt;
**&#039;&#039;&#039;This guy is the beast... but being a primaris you will find so much trouble to pair him with other assaulting units that might be better to leave him home. No mire drop pod for him, no landraider or stormwolf with wulfens,wolf guard termies or blood claws. Only footslog or different transport. Option the would be reivers, kinda meh!&lt;br /&gt;
*&#039;&#039;&#039;[[Ulrik the Slayer]]:&#039;&#039;&#039; Ulrik&#039;s a souped-up pseudo-Wolf Priest with +1 to BS, W, and A, +3&amp;quot; to his Leadership-boosting ability, and the Slayer&#039;s Oath, which greatly improves his support ability provided he&#039;s managed to kill a Character or Monster (which isn&#039;t terribly likely, especially with his low mobility) to also add +1 to melee wound rolls.  Either way, he&#039;s not a real Wolf Priest - he has the keyword, but he doesn&#039;t have the Priest rule, or any Litanies - instead, Slayer&#039;s Oath gives him the re-roll melee hits ability at all times without praying, and he can&#039;t pray for anything else.&lt;br /&gt;
**Ulrik&#039;s not quite as good as he used to be, but at only 8 points over a regular similarly equipped Wolf Priest not a &#039;&#039;terrible&#039;&#039; choice.  Still, you&#039;re honestly usually better off with a regular wolf priest or a Primaris one, depending on what you wanted - Ulrik&#039;s aura has &#039;&#039;terrible&#039;&#039; synergy with your Chapter Tactic, so the other Prayers are usually better, even though they can fail.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Grey Hunters&#039;&#039;&#039; They&#039;re less tactical than they used to be after the loss of Counter-Attack. But the Wolf Standard now lets you reroll run and charge rolls of 1, significantly improving their mobility, while their chainswords make them a cut above standard Tacticals in assault. Like most of your units, cowards at Ld 7 unless you pay to add a Wolf Guard Pack Leader - the stock sergeant they come with has +1A, but no +1Ld. Consider Terminator Armor on the Wolf Guard Pack Leader - it&#039;s unique, if nothing else - but leave it off if you want the unit to fit in a Razorback. They now cost the same as Tacticals and Blood Claws.&lt;br /&gt;
** Something important to note is that the Wolf Guard Pack Leader is no longer an upgrade for the Grey Hunter Pack Leader; instead, you have to take him separately. You&#039;ll need at least 6 models in the squad if you want a combi-weapon in the unit, unlike codex Space Marines that only need 5. Thankfully that&#039;s just enough to stuff a combi and a special weapon inside of a Razorback MSU-style, but you&#039;ll be paying a few more points to do this than regular Marines would.&lt;br /&gt;
** The reason to take this unit is their Wolf Standard, but you can&#039;t fill them up with flamers or good melee weapons to synergize with their sped-up Advancing and Charging.&lt;br /&gt;
** The Wolf Guard in Terminator Armour has no discount, but a base one comes at 2 points less than you&#039;d pay for one in the actual, full unit.&lt;br /&gt;
** One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That&#039;s 5 Plasma shots and 6 Bolter shots on a 119 pt troops choice. Stick them in a Razorback (Assault Cannons are fun) and run them next to a Wolf Lord or Bjorn to confidently overcharge your Plasma shots. This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Claws&#039;&#039;&#039; Brutal on the charge with an additional attack. They&#039;ve gotten their &amp;quot;must charge if able&amp;quot; rule back too, and their WS is better than their BS. All this means is that you want these guys in melee ASAP, and should consider HQs and Wulfen to buff their melee game.  Unfortunately costs the same per model as codex Marines despite being &#039;&#039;worse&#039;&#039; (debatably) base, so you&#039;ll want to buff them to fix the issue. With the Chapter Approved update, Grey Hunters are now the same price as these. The ability to get one more attack on the charge is a trap for people who can&#039;t count (or people that can and can also read the rules that give them +1 to hit on all their melee attacks, of which they get more than the Grey Hunters, making them slightly better in melee in an army that focuses on melee. 3 melee attacks vs. 2 bolter shots and 1 melee attack is 15/18 vs 13/18 chance of causing a wound against MEQs, so they are actually SLIGHTLY better, more buffs can widen that gap, not to mention the Specialist Detachment that can give every Blood Claw on the field +1 to wound vs a specific target for only 2 CP). Assuming you are going to shoot the same unit that you are charging, having a boltgun rapid fire rather than shooting a pistol once does the same thing, except the bolt pistol hits on 4&#039;s and you can lose a model in overwatch that would have gained the +1 attack. Basically, having +1 on the charge is straight-up worse than having a bolt gun, unless your opponent is in cover and/or has other protection from ranged attacks.&lt;br /&gt;
**Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too.&lt;br /&gt;
** You can stuff three 5 man squads (no Wolf Guard) with wolf priest into a land raider crusader. Solves troops requirements for battalions, takes up 1 model for deployment rather than 5, and altogether serves as a top-notch horde/chaff removal tool allowing other units to move about more freely. Excellent place to make use of a stalker pack if you have the CP. &lt;br /&gt;
**The only edge Blood Claws have over Grey Hunters is the ability to be taken in squads of 16 (15 + Wolf Guard Pack Leader). This allows for more effective use of stratagems such as Cunning of the Wolf (16 MEQs wreaking havoc in the enemies backline can be a real thorn in the enemies side and serve as an excellent DISTRACTION CARNIFEX) and the Stalker Pack&#039;s stratagem for +1 to wound. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad&#039;&#039;&#039; The Primaris counterpart to the Tactical Squad is a 5 to 10-man force with an extra attack and wound per model and packs Bolt Rifles with longer range and better AP than the standard Bolter, allowing to be more effective against infantry and tougher opponents, and Auto Bolt Rifles are assault 3 bolters.&lt;br /&gt;
**The Intercessor Pack Leader can bring a Power Fist, which Space Wolves loves. Take multiple MSU INtercessors, all with a Power Fist for their respective Pack Leaders. Now you have multiple potential targets for your &#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; Stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; Same statline as Intercessors, but with +1Ld. Standard unit of one Sergeant and four Bodies, and an optional five extra, but unique in that it can replace one with either an Apothecary-Cadet (that can only heal a model from this unit, or revive one on a &amp;lt;b&amp;gt;5+&amp;lt;/b&amp;gt;), or a comms specialist who will let your whole unit benefits from the auras of any Phobos Captains or Lieutenants currently in play &#039;&#039;no matter where they are on the board&#039;&#039;. Marksman bolt carbines are exactly the same as &amp;lt;b&amp;gt;boltguns&amp;lt;/b&amp;gt;, but unmodified hit rolls of 6 automatically hits and wounds, but your opponent still gets a save. They are affected by the Bolter Discipline rule, so double tap out to 24&amp;quot; when stationary. Their smoke grenades work exactly as vehicle smoke launchers; sacrifice a round of shooting for a -1 hit modifier against opponents shooting attacks (Raven Guard chapter tactics anyone?). They can deploy when setting up anywhere on the battlefield that is more than 9&amp;quot; from an enemy unit or your opponent’s own deployment zone: this is during set-up only, not during any of your other turns. Finally, enemy units cannot arrive as reinforcements within 12&amp;quot; of this unit, making them excellent at area denial. &lt;br /&gt;
**Sadly, at 22 points a model (and 32 points for the Helix Adept or Comms), much of this needs to be judged against the flexibility of the Tactical Squad, the solidity of firepower from an Intercessor squad, and the cheapness of the Scout Squad. Bad? Maybe not. Overcosted? The jury is still out...but the verdict is likely yes.&lt;br /&gt;
**While they do cost as much as Reivers with grapple guns and grav shutes, they do deny deep strikes within 12&amp;quot; of them meaning the majority of Rapid-Fire weapons can&#039;t upon arriving and more importantly enemy units &#039;&#039;&#039; can&#039;t charge you out of deepstrike&#039;&#039;&#039; (crippling to armies and players that rely on it and makes their ability much more valuable against Orks, 1K Sons &amp;amp; GSC). Spread them about to maximize that bubble and watch them draw fire from your opponent (assuming their army relies on this tactic) possibly saving other key units. So weigh this against their staggering cost (230 for 9 plus a Hellix Adept) for a troops choice, although thankfully now you at least don’t have to take the full 10 man squad to include a specialist.&lt;br /&gt;
**Arguably the best use of Infiltrator squads in the new codex is as a universal &#039;&#039;&#039;&amp;quot;Anti Everything&amp;quot;&#039;&#039;&#039; troop choice. By combining the use of a few key buffs, Captain, Phobos Lieutenant, and Chaplain, infiltrators can cause extreme damage to any target. With Storm of Fire from the captain(plus rerolls), Target Priority from the Phobos lieutenant, and catechism of fire from the chaplain, they can bring forth a withering hail of bolts that can outright destroy even hard targets such as dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; Cheaper infiltrators that trade their auto-wounding on 6 rifles for ignores cover. Also trade their fancy electronic warfare kit for sensors that can ignore hit penalties, and carry knives to get an extra hit on 6s. They can set a single haywire mine per game and... that&#039;s about it. They lose the ability to take a Helix Adept or comm array, which I guess makes them the jocks to the Infiltrators nerds, complete with explosive football to toss. In Space wolves they actually serve as excellent combat troops, their knives stacking with their assault doctrine buffs meaning each 6 to hit is two additional hits, so now knives act exactly like Tesla! Honestly would deeply consider these as a premier Space wolf troop choice, especially with how quickly they can get stuck in without a transport.&lt;br /&gt;
**The mine bears a little discussion. When a unit gets within 3&amp;quot; it deals d3 mortal wounds, plus an extra 1 if it&#039;s a vehicle. If you aren&#039;t willing to blow points on infiltrators you don&#039;t have much excuse to take these over the now-improved Intercessors. Against certain hard to hit armies they may be worth it, but they are still simply scout troopers with a d3 MW trick.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Servitors&#039;&#039;&#039; With Chapter Approved 2018 Servitors got a huge buff in that servo-arms are now free. While they are still not viable for ranged combat, naked they are the same price as a guardsman, except each one comes with a free thunder hammer equivalent. For less cost than you&#039;d pay for a thunderhammer on a character you get four bodies with servo arms &amp;lt;s&amp;gt;hitting on 4+&#039;s on the charge&amp;lt;/s&amp;gt;&#039;&#039;(Servitors do not benefit from Hunters Unleashed)&#039;&#039; hitting on 5+ (assuming you have a techmarine nearby). They have the spacewolf keyword as well, so all the buff auras affect them &amp;lt;s&amp;gt;as well as gaining +1 on the charge&amp;lt;/s&amp;gt;&#039;&#039;(again, no Hunters Unleashed)&#039;&#039;. Give them a Iron Priest with the wolf stone and perhaps even the saga of the wolf, and you&#039;d have a neat little deathstar for under 90 points. &lt;br /&gt;
*&#039;&#039;&#039;Wolf Guard:&#039;&#039;&#039; The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons (with only combi options). Instead, they have a wider array of excellent &#039;&#039;melee&#039;&#039; weapons options. With chainswords being a free upgrade, Wolf Guard are more points-effective than Grey Hunters. Wolf Guard are very versatile, but be careful with going overboard; they&#039;re still 1-wound save 3+ models.&lt;br /&gt;
**&#039;&#039;&#039;Wolf Guard on Bikes:&#039;&#039;&#039; Still as versatile as the footslogging version; you can outfit them for ranged fire with combi-weapons or gear them for close combat. A very cheap but effective option is to give them storm bolters and chainswords, doubling their firepower and making use of their higher BS compared to Swiftclaws. 5 of them will set you back 190 points (after both storm bolters) but will chug out &#039;&#039;40&#039;&#039; bolter shots at rapid fire range, with &#039;&#039;16&#039;&#039; attacks in melee (or more if Arjac/Wulfen/Wulfenstone/Saga of the Wolfkin are nearby). Large, cheap infantry blobs are going to be common in 8th, and these guys are your best answer for them. At 34 points a dude, the comparison to Thunderwolf Cavalry (which is essentially these same guys on wolves, only as a Fast Attack choice, with the minimum unit size dropped to 3 and all ranged choices removed) at 40 per dude invites itself; the bikes easily win on mobility and ranged output, but the cavalry is far more wounds per point (albeit they&#039;ll die &#039;&#039;faster&#039;&#039; to multidamage weapons, such as lascannons), even after paying double for their Storm Shields.  Melee wise, the bikes will get you more landed hammer hits per point, but the cavalry will pull ahead once you consider their mounts nibbling.  The tl;dr is that the Bikes will deal with hordes better at range and heavies better in melee, while the Wolves will deal with hordes better in melee, and can take significantly bigger punches, e.g. during particularly nasty Overwatch.&lt;br /&gt;
***The potential for these guys is incredible. The storm shield lets them eat up big hits, while shooting 20 bolt rounds at infantry, followed by beating down heavy units with fists or hammers. Do note that the new Legends datasheet only lets them take 2 wargear options now (i.e. one gun with one melee) instead of the three options that the index gave them.&lt;br /&gt;
**&#039;&#039;&#039;Wolf Guard Terminators:&#039;&#039;&#039; Wolf Guard Terminators are interesting in that they can mix-and-match close combat and ranged loadouts, and can equip each Terminator with combi-weapons (much like Chaos Terminators). Also, they get access to all the various frost weapons, giving them an edge over their equivalents. Mixing and matching means you can protect your assault cannon Wolf Guard with a few storm shield-wearing Wolf Guard. An alternate way to look at the Terminator Wolf guard is as an exceedingly tough dakka squad. Equip each one with a storm shield and combi-weapon, and you&#039;ve got a 2+/3++, 2 wounds deepstriking unit for 4ppm less than a sternguard group in a pod.  Other good choices include thunder hammer and combi-weapon (for better combined melee and ranged output than other chapters can possibly field in their terminators), power sword and combi-weapon (for more cost-efficient dakka than they can field), and frost sword and combi-weapon (for a compromise between the two). Note that with proper support these guys can become one of the nastiest melee units in 40k. Load them up with either wolfclaws or TH/SS then deep strike them with Arjac, Logan and a character with saga of the wolfkin and the wulfen stone then grab a lawnchair and watch them put Berzerkers to shame. Yes this is a huge points sink for a relatively unreliable deathstar but god damn if it isn’t satisfying to watch a tau players face as your hyper buffed termies shred through their entire gunline at record speed.&lt;br /&gt;
**&#039;&#039;&#039;Wolf Guard Cataphractii Terminators:&#039;&#039;&#039;  &#039;&#039;Drastically&#039;&#039; curtailed weapon choices and movement, and 4 points more per model base, in return for a 4++ without needing a Storm Shield; effectively a waste of your time, because you are locked into power fists, chainfists, or lightning claws for your melee choices, and combi-bolter for your ranged choices, while your mobility is cut out from under you, further emphasizing the need to bring &#039;&#039;good&#039;&#039; guns.  You can do test combats yourself with double lightning claw cataphractii versus double wolf claw base terminators yourself to watch the latter win every fight readily, even though the latter costs 2 points &#039;&#039;fewer&#039;&#039; per model.  You&#039;re far better off tailoring the base unit to your needs than trying to tailor your needs to this unit.&lt;br /&gt;
*** For 180 pts, you get a grenade harness, four combi-bolters, a heavy flamer, four lighting claws and a power sword, plus a 2+/4++ model with T4 and 2A. These guys can be deepstruck onto a midfield objective, and with bolter drill, combined with mid-tier AP and wound rerolls in melee means that they can hold against anything short of a Maulerfiend rampaging into them. In games with more casual players, thier statline can make them a nice DISTRACTION CARNIFEX.&lt;br /&gt;
**&#039;&#039;&#039;Wolf Guard Tartaros Terminators:&#039;&#039;&#039; Better than the Cataphractii, because they get +1&amp;quot; of movement versus the base unit &#039;&#039;without&#039;&#039; a points cost increase; a similar downside of curtailed weapons choices, which is significant - Power Fists aren&#039;t &#039;&#039;nearly&#039;&#039; as efficient as Thunder Hammers, and you &#039;&#039;can&#039;t&#039;&#039; fit the unit with Power Swords to drop their total cost - but if you &#039;&#039;were&#039;&#039; considering Power Fists and Storm Bolters or twin Lightning Claws for some reason, this unit will be better, for the same cost. One in five also have the option of taking a Reaper Autocannon or a Grenade Harness. Only the Sergeant can take either a Plasma Blaster or a Volkite Charger. But if you choose your load out correctly. Tartaros become excellent chaff killers. Consider Deep Striking a full squad or loading them into Storm Eagle to make the most of their firepower. Freeing up other units equipped with Specialist and Heavy weapons to take on higher priority targets. &lt;br /&gt;
***Honestly though, if you want terminators to hold points and kill chaff, use the base unit. Give them all storm shields and storm bolters and drop them on a point for a near unshiftable unit that spits out 20 bolt shots at 24&amp;quot; for the same cost of 2 min sized tactical squads. Except they&#039;re 2+/3++.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; Dreadnoughts are excellent now since they can be set up to deal with a wide variety of enemies, are very tough like other vehicles, while not degrading if they take damage. Being a Space Wolf means that they generally want to be getting in the thick of it. &lt;br /&gt;
*&#039;&#039;&#039;Venerable Dreadnought:&#039;&#039;&#039; 20pts more than a regular Dreadnought to gain WS2+, BS2+, and 6+++FNP. It gets all of the same weapon options as a regular dread, in addition to a blazzard shield and Fenrisian great axe option. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit.&lt;br /&gt;
**&#039;&#039;&#039;Combat Arm vs. Great Wolf Claw:&#039;&#039;&#039; S12, AP-3, D3 vs S10 AP-2, D3 but re-rolling to-wound rolls.&lt;br /&gt;
**&#039;&#039;&#039;Fenrisian Great Axe:&#039;&#039;&#039; Venerable Dreadnought only. For when you really want to clear out those swarming &#039;Gaunts and then slice a Carnifex in half the next turn. Has two killing modes: Scythe, which doubles their number of attacks that hit at S6, AP-3, D1, or Cleave, which causes -1 to their to-hit rolls, but hits at S10, AP-3, Dd6. Always taken with a Dreadnought-sized storm shield known as a blizzard shield that gives a 4+ invulnerable save, and removes all ranged options. &lt;br /&gt;
**&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039; You know it, you love it. Heavy 6, S6, AP-1, D1. Used to erase infantry. &lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Bolter &amp;lt;sup&amp;gt;Index Option&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Still has its uses compared to the assault cannon. At S5, you&#039;re still wounding MEQ&#039;s on a 3+, you&#039;re still getting six shots, you&#039;re still getting -1AP, but you get an extra 12&amp;quot; of range. &lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Flamer &amp;lt;sup&amp;gt;Index Option&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Now we&#039;re cookin&#039; laddie. Heavy 2d6 autohitting S5 AP-1. Combine with the heavy flamer on the combat arm and ensure no-one will ever want to charge you. &lt;br /&gt;
**&#039;&#039;&#039;Twin Lascannon:&#039;&#039;&#039; You also know it, you also love it. Heavy 2, S9, AP-4, Dd6. Used to damage vehicles, monsters, and paste poorly positioned characters. &lt;br /&gt;
**&#039;&#039;&#039;Missile Launcher &amp;lt;sup&amp;gt;Index Option&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; No&lt;br /&gt;
**&#039;&#039;&#039;Twin Autocannon &amp;lt;sup&amp;gt;Index Option&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Can replace either arm, but is a waste of the Space Wolf &amp;quot;chapter tactic&amp;quot; if you replace the fist. The best &amp;quot;all-rounder&amp;quot; option, with 48&amp;quot; range, S7, AP-1, and the golden D2. Heavy infantry and light vehicles preferred, but it can take its pick against most things, however a tad bit wasted against W1 models. &lt;br /&gt;
**&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; Meh, take the lascannon. Half the range, half the firepower, -1S (and considering a lot of battle tanks are T8, this is significant), for the same damage unless you&#039;re within 12&amp;quot;. By the time you get to that range however, you could&#039;ve killed it with the lascannon. &lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Cannon:&#039;&#039;&#039; It&#039;s just a plasma cannon with the wording changed to that it only deals one mortal wound instead of killing the bearer if it overheats. Heavy d3, S7, AP-3, D1, +1S and D but take a wound on a to-hit roll of 1. Just take the autocannons instead. &lt;br /&gt;
**&#039;&#039;&#039;Helfrost Cannon: HARD PASS.&#039;&#039;&#039; Dispersed, it&#039;s worse than the plasma cannon. Focused, it&#039;s worse than the lascannon. Just take one or the other, and you&#039;ll have a much better life. &lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought, and a 3+/5++ (it also costs more than a Venerable). All of this, unfortunately, comes with a small consequence. The Contemptor and the Redemptor are the only non-FW dreadnought variants currently that suffer from a Damage Table. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. It&#039;s limited to a melee weapon and either a multi-melta or Kheres-pattern Assault Cannon (which has one more point of S compared to the normal AC, in exchange for costing 4 points more - not that S7 vs S6 is a compelling jump) and lacks smoke launchers, but its wargear is still more than enough to take out most enemies. &lt;br /&gt;
*&#039;&#039;&#039;Wulfen Dreadnought:&#039;&#039;&#039; The Furioso Dreadnoughts aren&#039;t the only melee specialist dreads now. Only has a single storm bolter or heavy flamer as standard, but its paired axe and wolf claw make it a death machine in melee and it can re-roll failed charges. Going for single-wound infantry? Flamer and axe, since he gets to swing eight times with it. Going for anything else? Flamer and claw, since you re-roll failed to-wounds and always deal 3 damage in assault. Be careful about which armies you pit him against. He&#039;s not that good compared to the Forgeworld Dreadnoughts. While the axe is a more expensive Power Fist. His save isn&#039;t that great either. Save points for Murderfang or a Chaplain Dread if you want a melee monster.&lt;br /&gt;
**If you take the claw and shield combination, you actually end up with two storm bolters, any of which can be swapped for a heavy flamer. If you decide on the storm bolters, remember he&#039;s only BS5+. &lt;br /&gt;
*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039; Dreadnought Lite—all the bulk, half the calories points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors.&lt;br /&gt;
**Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible.&lt;br /&gt;
**You could also give it the Autocannons and either leave it in your backfield for long-range fire support or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close-range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.&lt;br /&gt;
*&#039;&#039;&#039;Lone Wolf &amp;lt;sup&amp;gt;Index only&amp;lt;/sup&amp;gt;&#039;&#039;&#039; He&#039;s now more expensive than a Primaris Lieutenant, with a worse statline and zero buffing ability. He DOES have better wargear, and rerolls 1s against monsters and characters, but is awkward to transport, expensive when geared up, and he takes up one of the most crowded parts of your FoC. In the past, his utility was found in being cheap enough to be disposable while still being a credible threat to lone characters and monsters, and now with 3 attacks at 75+ points, he&#039;s neither. Hard skip. His one redeeming factor could be his one chucklesome ability to ignore the loss of his last wound, rolled per hit, which makes him acceptably good at tying up high damage, low attack volume models.&lt;br /&gt;
**&#039;&#039;&#039;Lone Wolf in Terminator Armour (Index only)&#039;&#039;&#039; With the buffs to terminator armor, charging after deep strikes, and the removal of scattering, he&#039;s less terrible than his PA equivalent, but now costs more than a wolf lord. Teleport this bad boy next to the enemy and hope he gets his charge off. If not, your opponent will have to dump a fair bit of firepower into bringing him down, and as a character, that&#039;s only if he&#039;s the closest unit to them.&lt;br /&gt;
** Take a blizzvendread instead for 1 more point.&lt;br /&gt;
*&#039;&#039;&#039;Company Ancient&#039;&#039;&#039; A Grey Hunter stat line with 4 wounds and 3 attacks. Come with bolt pistol base but may be given a bolter, a plasma pistol, a special melee weapon or a combi-weapon instead. Gives an aura of +1Ld for all Space Wolves within 6&amp;quot;. When any SW dies within  6&amp;quot;, they can make one CC attack or shoot with one weapon on a 4+. Good combo is to put him with Long Fangs so you get the most from their shooting, especially if you lose them to supercharged plasma.&lt;br /&gt;
*&#039;&#039;&#039;Primaris Ancient&#039;&#039;&#039; Upgraded Company Ancient. Comes with added durability and a better gun; park behind a melee and plink away at enemy counter chargers.&lt;br /&gt;
*&#039;&#039;&#039;Wolf Scouts&#039;&#039;&#039; Wolf Scouts have more weapons options than vanilla Scouts, and at no additional cost; exchange Concealed Positions for Behind Enemy Lines, allowing you to set up Wolf Scouts near &#039;&#039;any&#039;&#039; table edge. A small unit packing maximum plasma (Scout = plasma pistol, Scout = plasma gun, Pack Leader = plasma pistol, Wolf Guard = combi-plasma or twin plasma pistols) will only set you back around 110pts and can cause your opponent plenty of grief deploying behind their expensive heavy support units.  &lt;br /&gt;
*&#039;&#039;&#039;Wulfen:&#039;&#039;&#039; One of the best melee units in 8th, kit them out with the giant axes and a couple of Stormshields &amp;amp; Thunderhammers. These guys are your choice against elites and enemy beatsticks as these guys wreck them, just don&#039;t charge hordes. Their Death Frenzy rule is insanely powerful; giving them a 5+ ignore all wounds save after armour and Invulnerable have failed them and also allows them to instantly attack again if they die in combat. They also buff your units, giving them either charge re-rolls or an extra attack. Bounding Lope allows them to advance &amp;amp; charge with re-rolls to failed charges as well, combined with their 7&amp;quot; move you&#039;ll find them getting around the board quicker than Thunderwolves a lot of the time. Combine with a Wolf Priest for an absolutely murderous unit that will molest anything and can take a bit of punishment as well.&lt;br /&gt;
**Use Dark Angels stratagem the Lion and the Wolf to see what +1 WS, attack, strength and leadership can help the wulfen leader. &lt;br /&gt;
*&#039;&#039;&#039;Reivers:&#039;&#039;&#039; Something between Wolf Scouts and Wulfen, Reviers are something of a &#039;jack of all trades, master of none&#039; kind of unit in Space Wolves. They have the deployment capability of the Scouts, but non of the special weapons. They have better armor then Wulfen, but none of the special melee weapons or strength that the Wulfen have. What makes Reivers truly special is their shock grenades and terror troops rule. Set these guys up to throw a shock grenade to neutralize overwatch, and then set in a second unit to just butcher the target. As for terror, set these guys up near a target, and then use a second unit to shoot up the target and force a morale check. The point is that Reivers are a force multiplier for the Space Wolves. Also, remember to give these guys grav-chutes and grapnel launchers. The ability to deploy anywhere and ignore vertical height means that no one is safe from the Reivers. &lt;br /&gt;
** Weaponwise, you&#039;re probably better off with combat blades. The Hunters Unleashed rule with the added attack that combat blades give to Reivers make them a powerful MEQ close combat unit. That being said, Bolt Carbines do mesh nicely with Grapnel Launchers, allowing Reivers to shoot and advance.&lt;br /&gt;
*&#039;&#039;&#039;Great Company Champion:&#039;&#039;&#039; Basically a battle leader armed with only a bolt pistol and master-crafted power sword. He does get a reroll against characters. All in all a poor choice, since he doesn&#039;t really offer much that you already have. Ok if you don&#039;t want to spend much on points, but honestly there are better options.&lt;br /&gt;
**Now gets different war gear, including a combat shield. Check the FAQ page on Warhammer Community.  &lt;br /&gt;
*&#039;&#039;&#039;Aggressors:&#039;&#039;&#039; Primaris Marines who really hate hordes. Since 8th is the horde edition you need them. Can take either Auto Boltstorm Gauntlets with Fragstrom Grenade launchers or Flamestorm Gauntlets. They have to be close to the enemy to do their jobs. So make sure you have points left over for a Repulsor. Relentless Advance removes firing penalties on their hit rolls. If they remain stationary during their turn. Aggressors are allowed to fire twice. Their Gauntlets double as free Power Fists. Making them much better Cataphractii.&lt;br /&gt;
** Space Wolves have the unique ability to outflank Aggressors (now that the Raven Guard strat was nerfed). This means we&#039;re the only ones who can reliably get these bad boys right where we need them, and still have a chance to charge. The best way to run them is 1-3 max squads with boltstorm gauntlets, running with an ancient. When they die, on a 4+ they get to shoot twice (since they didn&#039;t move in your opponent&#039;s movement phase). If your opponent is dumb enough to let them live, 6 aggressors shooting twice conservatively pumps out 100 shots. Not bad for 222 points...&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lukas the Trickster:&#039;&#039;&#039; Makes everyone around him less disciplined, friend or foe, &#039;&#039;including himself&#039;&#039;, not that single-model units care much about that.  He has a +1D Wolf Claw and a Plasma Pistol, paired with a fairly incredible WS2+/BS3+/W4/A4, and opponents who Fight him get a -1 to hit penalty.  If he&#039;s slain while Fighting, he rolls off with his opponent, and if he wins, the unit that killed him takes 1d6 mortal wounds.  His best ability, and the reason to take him, is that he&#039;s like a lite version of a Wolf Guard Battle Leader - friendly {{W40Kkeyword|Blood Claw}} units within 6&amp;quot; (once again including himself) reroll ones to wound (which his claw already does, but his pistol won&#039;t - just remember to avoid overcharging the pistol without a &#039;&#039;very&#039;&#039; good reason, as it will tend to kill him right when you need it not to).  He has no great way to keep up with the bike or jump infantry versions of his buddies, so he&#039;s probably best taken with the basic footslogging troops choice, and remember, he will stack with abilities that re-roll misses, like a Wolf Lord. &lt;br /&gt;
**Points:  Lukas costs 110, while a footslogging Wolf Guard Battle Leader costs 60 and has a more versatile aura (and comes stock with worse gear).  This means Lukas&#039; points are paying for his personal beatstickery (the claw, the pistol, the additional Wound he has over the leader, both of his Fight phase buffs, and his universal leadership debuff, if there&#039;s a good way to assign a cost to it), which is not an efficient way to get shit done - you should be investing points in making a good murder unit and then using your buffers to apply to it.  You&#039;ll usually be better off with a Wolf Guard Battle Leader, as a result - roughly half the cost, and mostly &#039;&#039;better&#039;&#039; wargear choices, like a power fist and storm bolter.  And, of course, you&#039;re not constrained to footslogging one.&lt;br /&gt;
*&#039;&#039;&#039;MURDERFANG:&#039;&#039;&#039; As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he&#039;s the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. Just don&#039;t do something stupid like charging Relic/Hellforged Contemptor or Leviathan Dreads. Graviton weaponry and their Automatic Shielding/Hellfire Reactor invul saves will give Murderfang a nice buttfucking. However, he does make a decent meat shield for your own Forge World Dreadnoughts, or Bjorn. Having both of them with a Chaplain Dread so Murderfang can run interference for the two HQs is a viable strategy.&lt;br /&gt;
** After playing several games with this guy, I think he makes a very good defensive anchor for your army. If your opponent is running an alpha-strike type army, hide him near an important unit and charge deep striking heavy infantry. I guarantee if your opponent hasn&#039;t seen him on the table before, they&#039;ll underestimate him. I&#039;ve had him completely wipe tough beatstick units in a single round of combat on multiple occasions, and he usually makes back his points and then some. Just be careful on where you deploy him so he doesn&#039;t get caught without a screen to protect him.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Relic Contemptor Dreadnoughts:&#039;&#039;&#039; 37 points (around 38%) more naked than a naked normal Contemptor.  Two more wounds compared to the standard Contemptor, ignores wounds received on a 6+ AND has a 2+ save, but Attacks also degrade with damage now (rather than Movement). You also get access to way more options than any other Dreadnought. For your convenience, they&#039;re all listed below; you can take any two you like, unlike the base Contemptor, which is forced into 1 melee option and has only a Kheres and a Multi-melta to choose from for its main gun.  Unfortunately is a Relic, so each one of these forces you to take a non-Relic Elite.  If you really just want a Contemptor but better (i.e. filling the same role against the same targets), take 1 chainfist with a heavy flamer and 1 Kheres.  You&#039;ll get into position for the Kheres faster since your Movement doesn&#039;t cripple, it&#039;ll take way more work to cripple your statline, and your fist&#039;s output in both melee and ranged will be incredible.&lt;br /&gt;
**&#039;&#039;&#039;Cyclone Missile Launcher&#039;&#039;&#039;: FAQ&#039;d, 50 points for two 36&amp;quot; range missile launchers; two actual missile launchers cost the same, but with 48&amp;quot; range and the ability to split fire. &#039;&#039;&#039;Pass.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Powerfist:&#039;&#039;&#039; AP-3 and D3. Pay 6 points and get the chainfist. &lt;br /&gt;
**&#039;&#039;&#039;Chainfist&#039;&#039;&#039;: Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It&#039;s a must-take for all purposes. Don&#039;t take 2, though - 1 chainfist + 1 powerfist will give you identical performance while saving you 6 shiny points.&lt;br /&gt;
**&#039;&#039;&#039;Combat Arm Gun Options&#039;&#039;&#039;: Built-in Storm Bolter, Heavy Flamer, Plasma Blastgun (an assault 2 plasma gun at a steep price hike), or Graviton Blaster (an assault 2 grav-gun without paying a point more, which is sadly not nearly enough to make it worthwhile). Relic Contemptor Dreadnoughts have the &#039;&#039;Unstoppable Fury&#039;&#039; rule, allowing them to reroll 1s to-hit if they are armed with two melee weapons, but doesn&#039;t specify in which phase. So you have less concern about overcharging your plasma weapons now that you hit on a rerollable 2+, but any main gun will be more effective than four overcharged plasma gun shots. Movement no longer cripples, meaning the Heavy Flamer is a really solid choice, allowing you to easily get into range while ignoring the decreasing BS. &lt;br /&gt;
***Re-rolling hit rolls of 1 is hardly worth the cost of the second melee weapon, which is quite steep, with even a DCCW running you 40; your best bet if you want melee is a single chainfist and heavy flamer. &lt;br /&gt;
**&#039;&#039;&#039;C-Beam Cannon&#039;&#039;&#039;: The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24&amp;quot; bracket of distance, totalling [[Awesome|S10 AP-3 3d3 Damage]] at anything over 48&amp;quot; range. If &#039;&#039;a model is removed from play as a result of wounds caused&#039;&#039; then it automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.&lt;br /&gt;
***Against the infantry targets you have a serious chance at one-shotting, the C-Beam Cannon suffers from costing so much.  Against GEQs, you&#039;ll do a lot of damage even at short range, but not enough to outperform the Kheres, and you&#039;ll face similar scaling problems at any range, largely because as your ability to guarantee the &amp;quot;splatter&amp;quot; improves, your splatter&#039;s actual value gets worse.  This weapon actually becomes the best when used against hard targets at range - at 48&amp;quot; or more away, the only 6+ wounds target it&#039;s not your best choice against is T5 or T6, where the twin autocannons take over - but without the range, it&#039;s just not going to earn its keep.&lt;br /&gt;
**&#039;&#039;&#039;Kheres Assault Cannon&#039;&#039;&#039;: Take this against GEQs and T5+ enemies; it gets the valuable 2+ to-wound against the small stuff, and the S7 helps it more effectively threaten things like Tyranid Warriors, Crisis Battlesuits, Astartes Bikers, and light vehicles. &lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Bolters&#039;&#039;&#039;: Take this against MEQs; both this and the Kheres wound on a 3+ against T4 targets, but this is cheaper and has an extra 12&amp;quot; range. &lt;br /&gt;
**&#039;&#039;&#039;Twin Autocannons&#039;&#039;&#039;: Best suited for two-wound infantry (Terminators, Stealth Battlesuits, Bikers of all flavors), and light vehicles/monsters (War Walkers, Sentinels, Tyranid Warriors). However, it also finds its use against most medium/heavy targets but is wasted against single-wound models since the above two guns spit out more shots for less points. Due to the range and price, this is much more effective on the Contemptor Mortis, where you won&#039;t be hit by the -1 to-hit from moving. &lt;br /&gt;
**&#039;&#039;&#039;Twin Lascannons&#039;&#039;&#039;: Has fantastic range and anti-tank effectiveness, but is crippled by its staggering cost; in order to earn its keep you have to shoot things with the wounds to notice that 1d6 damage rating. Due to the range and price, this is much more effective on the Contemptor Mortis, where you won&#039;t be hit by the -1 to-hit from moving. &lt;br /&gt;
**&#039;&#039;&#039;Multi-Melta&#039;&#039;&#039;: Half the shots and half the range (or one-quarter of the range for the melta effect) than twin lascannons. &#039;&#039;&#039;Pass.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: The Kheres or bolters are better against infantry, and the autocannons are better against anything you&#039;d normally overcharge this for. &#039;&#039;&#039;Pass.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Deredeo Dreadnought:&#039;&#039;&#039; The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won&#039;t cut it. Its armor save is slightly worse than the Contemptor&#039;s at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36&amp;quot; autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don&#039;t bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6&amp;quot; of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo&#039;s firepower.&lt;br /&gt;
**8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are are great, the 12&amp;quot; range reduction is very painful, especially for the plasma carronade. 24&amp;quot; max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option.&lt;br /&gt;
*&#039;&#039;&#039;Deimos Pattern Relic Predator&#039;&#039;&#039;: Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can&#039;t be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage it doesn&#039;t really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that&#039;s a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.&lt;br /&gt;
*&#039;&#039;&#039;Relic Javelin Attack Speeder:&#039;&#039;&#039; The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers&#039;&#039;&#039;(WTF)&#039;&#039;&#039;]]. They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that&#039;s worse off than a generic land speeder. &lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Tank:&#039;&#039;&#039; The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14&amp;quot; move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It&#039;s armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka. &lt;br /&gt;
**&#039;&#039;&#039;Sicaran Battle Tank:&#039;&#039;&#039;Armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48&amp;quot; Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. This Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. &lt;br /&gt;
**&#039;&#039;&#039;Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon&#039;s S12 AP-4 D6 damage hits (all 3 of them), it&#039;ll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn&#039;t get penalties for moving and firing its heavy weapons.&lt;br /&gt;
**&#039;&#039;&#039;Punisher Assault Tank:&#039;&#039;&#039; A new flavor of Sicaran, its draw is the Punisher Rotary Cannon - 18 Heavy Bolter shots guaranteed to make any hordes within 36&amp;quot; hate life. And if you don&#039;t move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry.&lt;br /&gt;
**&#039;&#039;&#039;Arcus Strike Tank:&#039;&#039;&#039; Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24&amp;quot; is a bit short-ranged for a vehicle weapon, it&#039;s still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you&#039;re forced to fight an extra-large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn&#039;t render itself defenseless after a missile massacre. &lt;br /&gt;
**&#039;&#039;&#039;Omega Tank Destroyer:&#039;&#039;&#039; Yes, it&#039;s datasheet really describes it as a &amp;quot;tank destroyer&amp;quot;. A really shit plasma variant; 24&amp;quot;, heavy 6, S7, AP-3, D1, or 24&amp;quot;, heavy 3, S9, AP-3, D3. The overcharged version inflicts a mortal wound on the target on a to-wound roll of 6 but inflicts &#039;&#039;&#039;d3&#039;&#039;&#039; mortal wounds on itself on a to-hit roll of 1. If it had twice the shots (which would make sense as it has two guns, in a similar way to the regular Sicarian), it would be fine, but it doesn&#039;t. &lt;br /&gt;
*&#039;&#039;&#039;Relic Whirlwind Scorpius:&#039;&#039;&#039; The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind&#039;s rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; 10 Wounds and a 3+ make them harder to crack open than ever before and can restore a lost wound on a 6+ each turn . It might not seem like much, but it can make the difference between moving 12&amp;quot; and 6&amp;quot; if it moves you back a step on the damage table. Grab 2 storm bolters and play ultra aggressively when they drop off their cargo. Charge, disrupt and distract the enemy to protect your small elite units. &lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; Transports that produce offensive output, like a Razorback, are likely to be very strong this edition. Optimum setup is 114pts for a Razorback with twin Assault Cannons which can move forward aggressively and hose the opponent with 12 Assault Cannon shots before dropping a 6 man grey hunter squad to spray plasma around or grab objectives.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; Remember all the plasma weapons on the wolf scout unit? This transport improves both their mobility and survival, at the cost of the wolf guard battle leader and its options like combi-plasma. This makes scouts good at alpha strike and harassing MEQ and slow TEQ with rapid fire plasma and gives them a chance to avoid being wiped out as soon as firepower is thrown their way unlike their footslogging counterpart, especially if there are more terrifying targets around to draw fire. The transport costs as much as the squad though, so perhaps you&#039;d rather rely on the scout&#039;s built-in deepstrike from any table edge.&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Now only 63 points a model, as of Space Marines 2.0 in 2019. Drop pods now completely &#039;&#039;ignore&#039;&#039; the Tactical Reserves rule in matched play. This can be fantastic if you want to drop some Blood Claws up close for harassment while letting the pod itself deny space. You can even fill them with Wolf Guard with combis, or with Thunder Hammers and Storm Shields escorted by a Wolf Priest with a Wulfen Stone for 21 hammer swings from a 5 man unit of WG (Thanks, Shock Assault!) all hitting on 3+ on a charge with rerolls from the Priest.&lt;br /&gt;
**As an alternate take, Wolf Guard can drop with Storm Bolters and Frost axes for some anti-horde frontal assault.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039; Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you&#039;re probably better off taking a Land Raider variant. It also has  {{W40Kkeyword|FLY}}, with all of its (dis)advantages.&lt;br /&gt;
** If you&#039;re just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like Long Fangs or Redemptor Dreadnought. Anti-armor setups in particular have the issue that the las-talon has only half the range of the twin lascannons, which means it&#039;ll only be able to unleash half its anti-armor firepower at its farthest range. At that matter, most of it&#039;s other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. &lt;br /&gt;
**Defensively, it&#039;s nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn&#039;t shoot. &lt;br /&gt;
**Three Aggressors with Auto-Boltstorm Gauntlets, a Captain in Gravis armor, and a Primaris Lieutenant and another Primaris all fit snugly in this beast, hit like a brick and protect otherwise slower models. Outfit the Repulsor with Heavy/Onslaught Gatling Canons and say goodbye to any infantry in 18&amp;quot;. If you take a regular primaris captain instead of one in Gravis armor, you can also toss a primaris ancient into the floating death-bawks so that the aggressors have a chance to fire when they die as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; The inbred spawn of a Razorback and a Repulsor. Has 1 more wound than a Rhino and can be upgraded with a 4++, but lacks Self-Repair and Smoke Launchers. Comes stock with two Storm Bolters with the option of taking  Ironhail Heavy Stubber and swapping the storm bolters for fragstorm grenade launchers. 14&amp;quot; movement and FLY, combined with the ability to disembark a unit after moving and the penalty to enemy charges that the Repulsor also inflicts makes the Impulsor one of the better transports... in theory. In practice:&lt;br /&gt;
**It has a transport capacity of 6 but can&#039;t carry JUMP PACK or GRAVIS models, so it&#039;s only good for moving MSU squads.&lt;br /&gt;
**Passengers can&#039;t charge after it&#039;s special disembark, so it&#039;s no help for assault armies. &lt;br /&gt;
**So, what is it good for? &#039;&#039;Hellblasters.&#039;&#039; Whack 5 of them and a Captain into this Primaris pick up and enjoy your 38&amp;quot; rapid-fire threat range.&lt;br /&gt;
***Also good for Intercessors, especially if the pack leader has a Power Fist.&lt;br /&gt;
**It can take the following upgrades:&lt;br /&gt;
***&#039;&#039;&#039;Shield Dome:&#039;&#039;&#039; A 4++ invulnerable save. Generally, this is the one you want. &lt;br /&gt;
***&#039;&#039;&#039;Ironhail Skytalon Array&#039;&#039;&#039;: The cheapest addon. Two more heavy stubbers that get +1 to hit and to wound if they target a flyer, and -1 if they target anything else, which probably translates to [[Imperial Guard|BS5]] since it lacks Power of the Machine Spirit. Only use if you expect to be up to your armpits in flying enemies or to spend that last 5 points. &lt;br /&gt;
***&#039;&#039;&#039;Bellicatus Missile Launcher:&#039;&#039;&#039; Yep, it&#039;s a missile launcher with the addition of Anti-air. Could technically work as an adaptable weapon, but taking other weapon teams and tanks would be better. &lt;br /&gt;
***&#039;&#039;&#039;Orbital Comms Array&#039;&#039;&#039;: The orbital bombardment you know and love from the Damocles Rhino and the Stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. &lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Dreadnought Drop Pod:&#039;&#039;&#039; It&#039;s a drop pod...for dreadnoughts. Good for delivering dreads right into multi-melta range, a shield and axe dread where it matters or putting Murderfang or Leviathans into a good position for a charge.&lt;br /&gt;
*&#039;&#039;&#039;Infernum Pattern Razorback:&#039;&#039;&#039; A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand it&#039;s a Dedicated Transport with a Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stormwolf]]:&#039;&#039;&#039; The [[Stormwolf]] is the Space Wolves equivalent of a [[Stormraven]] Gunship, only it&#039;s a bit more expensive, holds 16 models and no dreadnoughts, and has better guns. The flying refrigerator (wolf snout?) looks a bit doofy, but don&#039;t be fooled: this thing rocks. With the default [[lascannons]]/[[helfrost]]/heavy [[bolter]] loadout, the Stormwolf can handle a variety of threats with ease, and you have the option of dropping the heavy bolters for  skyhammer missiles to deal with flyers or two twin multi meltas to kill the bigger stuff (although this option will cost you a whole lot of points). With no -1 to hit on the big guns thanks to POTMS though and with it&#039;s Flyer mobility you can feel a lot more comfortable sinking points into it though as it can essentially deliver 2 Long Fang squads worth of Heavy Weapons exactly where you want on turn 1. Build you heavy support around this beast and equip it to your needs. The Stormwolf works fairly well on its own, and it might even be preferable to not put infantry inside because it&#039;s already going to be a massive target on the table, but the option is there should you want to stuff a bunch of Blood Claws or Terminators inside. &lt;br /&gt;
*&#039;&#039;&#039;Stormfang Gunship:&#039;&#039;&#039; The Stormfang is extremely similar to the Stormwolf and fills pretty much the same role but with a few minor differences. The Stormfang sacrifices most of its transport capacity for a bigger version of the Helfrost Cannon, which lets it shoot once more on Focused mode and D3 more times on Dispersed mode. Dispersed mode is also D 2, unlike regular Helfrost Cannons which gives it huge wound potential against heavier infantry. Additionally, it comes with two Stormstrike missile launchers base, but it can upgrade to two lascannons instead, which you should always do so you can wound basically every vehicle in the game on a 3+. Otherwise, it&#039;s the exact same as the Stormwolf but a measly 2-10 pts more expensive depending on whether or not you took the lascannons. If you weren&#039;t planning on stuffing infantry inside then it might be worth the upgrade if you have the spare points, the extra hits can be very valuable.&lt;br /&gt;
*&#039;&#039;&#039;Stormhawk Interceptor:&#039;&#039;&#039; The Anti-Flying Flyer.  Gets a +1 to hit any target with the Fly keyword, to mitigate the penalty for moving and firing heavy weapons.  Comes stock with 2 Assault Cannons, 2 Heavy Bolters, and an Icarus Stormcannon.  The bolters can be swapped with Skyhammers for more anti-flying or a Typhoon against ground targets, while the Icarus can be swapped for an anti-vehicle laser.  Cannot hover unfortunately, but does get to re-roll any 1&#039;s for saves and has the normal Hard to Hit.&lt;br /&gt;
**A good choice if you are going up against Tau or Dark Eldar, due to the prevalence of Fly. Especially the icarus/skyhammer combo as it lets you hit anything with Fly on a 2+; with the drawback of hitting everything else only on a 5+.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Fire Raptor]]:&#039;&#039;&#039; The unholy flying death machine got even better this edition. With T7, 16 wounds and 3+ SV it&#039;s almost as tough as a [[Land Raider]]. The avenger bolt cannon now packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you&#039;re lucky. In addition, each quad bolter packs 12 [[heavy bolter]] shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 4 missiles at S8 AP-3 3D a turn now. It can take 2 double [[lascannons]] instead of the missiles for +1S and the chance to deal more than 3 points (D6) of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the heavy bolters for [[Autocannon|autocannons]] if you wish for more S/D but only a third of the shots. &lt;br /&gt;
**Note: The latest FAQ reduced its points enormously; it is currently 240 points before wargear, which is 10 points cheaper than it was when 8e started! Yes, it’s still expensive, but it is undoubtably one of the best anti-horde units in the game (barring titanic units, of course), and arguably flat-out the best anti horde unit you have access to. You can also give it the 4 lascannons to help it against other flyers and vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Storm Eagle Attack Gunship:&#039;&#039;&#039; This elongated flying brick boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines.&lt;br /&gt;
*&#039;&#039;&#039;[[Caestus Assault Ram]]:&#039;&#039;&#039; A hover-flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a slew of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. It&#039;s armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, D6D, and increases to a +3 to hit (from its usual 5+) in melee against buildings when it charges. It&#039;s Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it&#039;s in not in hover mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50&amp;quot; movement (70&amp;quot; if you advance) and PotMS, it can reach out and touch people on turn one. For 340 points (for the hull and the Melta; missile batteries are free) it&#039;s pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it will deliver its cargo. It&#039;s unique troop bays can carry 10 infantry models in terminator armor or power armor, as well as scouts, with [[terminators]] taking up a single space instead of the usual 2.&lt;br /&gt;
*&#039;&#039;&#039;[[Xiphon pattern interceptor]]:&#039;&#039;&#039; A high-speed interceptor, the Xiphon is a heavily armed flyer that channels a strong Battlestar Galactica vibe. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It&#039;s armed with 2 Twin [[Lascannons]] as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the &amp;quot;FLY&amp;quot; keyword thus negating the effects of &amp;quot;Hard to Hit&amp;quot; and since a lot of units with &amp;quot;FLY&amp;quot; don&#039;t have the &amp;quot;Hard to Hit&amp;quot; bonus it will hit them on a 2+. With a huge 50&amp;quot; move and 4 [[lascannon]] and 3 missile shots, it&#039;ll put some major hurt on flyers and ground targets alike.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Cyberwolves:&#039;&#039;&#039; Like Fenrisian Wolves, only cheaper since you only need 1 model. They&#039;ve lost their T5 but in exchange have two wounds. Buffing the 4+ armour save with cover would make them surprisingly durable on their trip up the table.&lt;br /&gt;
**These guys are the cheapest Fast Attack option &#039;&#039;in the game&#039;&#039;, and an absolutely phenomenal choice of anchor for your drops, and/or hiding in LOW-blocking cover on an objective in small games.&lt;br /&gt;
*&#039;&#039;&#039;Fenrisian Wolves:&#039;&#039;&#039; Fast and do some damage now that they fight at AP-1, but still die to a stiff breeze. Very cheap FA slot filler, although not as cheap as a Cyberwolf. They gain more leadership the more wolves you have in a unit, but it&#039;s still pretty crappy. If you want them to get into combat and do some damage you&#039;ll need a wolf priest to shepherd them, otherwise leave them as fodder.&lt;br /&gt;
** These guys are basically our only good screening option if you don&#039;t want to ally with another Imperium faction. A unit of 10 or 15 dogs is cheap and make for a fairly decent screen to help us against smite and mortal wound spam. Consider taking them if you have a hole to fill in your list. These guys have AWFUL leadership though, and you are very likely to lose just as many models to moral as you are to shooting, which is not what you want from a screen. Don&#039;t expect these to be as effective as a conscript conga.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The Deadly offspring of a Devastator Squad and a Seraphim Squad that can be taken in squads of 3-6. The mortal wound caused by their pseudo-HoW might look good on paper (on a 6+ does it though?) but when you only have a few models in the unit and no melee weapons CC may not be the most efficient use of them. Instead, take a page from the Seraphim&#039;s book and use your improved manoeuvrability to fire off strafing runs, courtesy of your Assault Bolters- effectively Assault 3 Heavy Bolters. They can also take 18&amp;quot; assault plasma cannons to wipe out MEQs/TEQS and put more hurt on vehicles now, because that shit was easy to make into two hand-held guns apparently. Like Assault Marines with Jump Packs, Inceptors have the FLY keyword, with all the strengths and weaknesses that entails. (On the other hand, that does mean you can be a very good distraction if you force an enemy flyer into melee...) &lt;br /&gt;
**Conversely, assaulting with this unit can be a strategic choice. Charging a unit that is weak in CC will allow the Inceptors to avoid getting shot or to tie up the enemy unit for the next turn. Since the Inceptors have the Fly keyword, they can disengage next turn with no penalty and resume shooting. This is a tactical decision and will vary greatly depending on the enemy army.&lt;br /&gt;
**A note on their melee capability: because their squad size is so small, the fact that their sergeant does not pay additional points for his +1A has a great opportunity to shine.  More importantly, mortal wounds can be used to bypass otherwise durable targets.  Nine min-sized Assault Squads with Jump Packs cost as much as five Inceptor Squads; the number of attacks in each is 99 and 35 + 2.5 mortal wounds (when charging), respectively.  Doing the math for you, that means the Inceptors deal more damage per point on the charge against any target which is either T8+ and Sv 2 or Sv 3 (such as a Land Raider), or T5+ and Sv2+.  Neither unit will do well in those situations, so you should avoid it, but it&#039;s worth noting.  Against anything in the game, you&#039;re &#039;&#039;way&#039;&#039; better off with the Inceptor&#039;s guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039; Three-man squad only, functionally a long-ranged version of an Inceptor since they come with AP-2 autocannons.  Can {{WH40Kkeyword|FLY}} and Deep Strike but lack the Inceptor&#039;s T5 or mortal-wounds-when-charging. They can, however, chuck out smoke grenades, and if they make a kill in the shooting phase, that unit cannot fire overwatch in your charge phase. This unit is all but purpose built to wreck Tau face, allowing you to shut down their obnoxious For the Greater Good rule and flood their gunlines with Assault Marines, Terminators and melee Dreads, as the Emperor fully fucking intended.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeders:&#039;&#039;&#039; Land speeders are now, for all intents and purposes, slightly bigger, faster, and more heavily armed attack bikes. The key difference here is that land speeders have the FLY keyword, which means if they do manage to survive the combat they&#039;ll occasionally find themselves in, they can just move on and shoot as normal (albeit with the penalty for moving with heavy weapons). Missile launchers got great (although overcosted) in this edition, which makes them a very solid option, but be cautious as these are also expensive, and whilst the land speeder is very resilient to small arms fire, a good shot from a dedicated anti-tank weapon will see it explode rather swiftly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyclaws:&#039;&#039;&#039; Skyclaws are essentially Blood Claws with jump packs; their shooting is sub-par (if you&#039;re going to give them special weapons, go with flamers) but their extra attack when charging gives them an edge over other versions of Assault Marines. This means they might just be worth it, especially if babysat by a jump-pack Character.&lt;br /&gt;
**Skyclaws also pay the least &amp;quot;taxes&amp;quot; on getting special weapons into the squad - 2 every 5, as opposed to 1 every 3 with Swiftclaws. They should ideally be given flamers, since they&#039;re not affected by their BS, and their movement stat means they&#039;ll get in range to use them.&lt;br /&gt;
**The sergeant can also take a special weapon, and the wolfgaurd can take a combi. That&#039;s four flamers on a deepstriking unit that ignores cover movement penalties for 125 points. Watch your opponent kiss their GEQ blobs goodbye on turn one.&lt;br /&gt;
*&#039;&#039;&#039;Swiftclaws:&#039;&#039;&#039; Blood Claws on bikes. In 8E bikes are very fast and quite durable. With BS 4+, using them as special weapon delivery systems is a bad idea, except for flamers, which is a &#039;&#039;great&#039;&#039; idea. Replace their bolt pistols with chainswords and get 3 attacks per model on the charge for cheap (by bike standards); otherwise, get Wolf Guard bikers instead.&lt;br /&gt;
**&#039;&#039;&#039;Swiftclaw Attack Bikes&#039;&#039;&#039; If these move, they hit on a 5+, while paying full price for the bike and weapons. Always avoid, even as filler.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderwolf Cavalry:&#039;&#039;&#039; Don&#039;t really have the punch they used to, and slower than bikes to boot, with fewer weapon options. The 3 extra S5, AP-1 attacks per model from the mount does help clear out light infantry, but to really bring the pain like they used to they need to be in proximity to Arjac and/or Wulfen for the bonus attacks. Having to pay 10pts per model for Storm Shields really hurts as well, on top of an already pricey unit, but if you give them a personal Wolf Priest with Jump Pack, they become a lot more survivable.  Wolf Claws are an &#039;&#039;excellent&#039;&#039; way to give them very good melee output without breaking the bank like some of their other choices. The 8th codex has basically left these guys in the dust, no longer starting at STR 5, losing 2 inches of base movement, and worst of all, the rider himself (which is where all your war gear is going) only comes with 2 attacks, so your points spent are WAY less efficient than in 7th. Also, these infamous &amp;quot;fast&amp;quot; charging units are no longer fleet, so good luck getting into combat without Wulfen around. Basically, GW doesn&#039;t like people buying this model anymore for some reason. butt hurt much?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Bikes:&#039;&#039;&#039; Stuffed to the gills with weapons; twin boltgun, astartes shotgun, bolt pistol, combat knife, and grenades. Up to three can replace their twin boltguns with grenade launchers. They have the same outflank ability as their walking brethren, but have more damage output, damage resistance, and manoeuvrability. Makes a good escort for Harald Deathwolf, since they can keep up after screening him once they arrive. &lt;br /&gt;
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==== {{anchor|Fast Attack Forge World}} Forge World ====&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Sentry Guns:&#039;&#039;&#039; Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 10 point model. The only really significant downside is that they&#039;re M0 and can&#039;t deep strike, so they&#039;ll sit in your deployment zone the entire game.  Tarantulas can be equipped with the following loadouts:&lt;br /&gt;
**Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the caveat that it MUST target the nearest INFANTRY model, or else the nearest non-INFANTRY.  A steal at 17 points, but restrictive.&lt;br /&gt;
**Twin Assault Cannons: Hands down the best option. Tarantulas with dual assault cannons lose their targeting restrictions entirely and gain a whopping 12 shots each. These can be a goddamn steal for what they do and can be considered practically mandatory.  Like the THB option, cheaper than two of the base gun at only 35 points.&lt;br /&gt;
***Mathhammer:  It costs 27 points to field 6 shots at S5 AP-1 D1 restricted and 45 points to field 12 shots at S6 AP-1 D1 unrestricted, which means the latter would be the better choice even if you didn&#039;t also gain the benefit of lifting the restriction.  This is so good you even beat the AM version of these things, which cost 24 points for the THB variant.&lt;br /&gt;
**Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy non-INFANTRY, or else the nearest INFANTRY.  Notably &#039;&#039;not&#039;&#039; a steal, since you pay the same cost two lascannons would cost (50 points), but still good.&lt;br /&gt;
**Multi-melta: Same deal as the lascannons, but mathematically worse (carrying two guns is better than carrying one). However, it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want..  Very expensive at 27 points.&lt;br /&gt;
***Mathhammer:  The Twin Lascannons have twice the rate of fire and twice the range as the Multimelta, at 60 points rather than 47, with similar performance against the same targets for the rest of the statline, but the targeting restrictions on them can be quite aggravating, since they will happily target things like BEASTS or SWARMS that you don&#039;t care about.  As for the Multi-Melta, 47 points is two points &#039;&#039;more&#039;&#039; than the Assault Cannon variant and you generally won&#039;t get into Melta range since you&#039;d have to rely on the enemy to do it for you, so it&#039;s only better against medium and heavy vehicles, who are generally fast and/or well-armed enough to deal with turrets handily, which is why neither heavy option is remotely as compelling as the twin assault cannons.&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Air Defense Battery:&#039;&#039;&#039; As above, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, and otherwise the nearest enemy non-flyer, but you were probably already planning to do that when you took this unit. &lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Tempest:&#039;&#039;&#039; A tiny drop in movement (well, sort of; see below) from the vanilla type, but has better T and Ld (not that the latter usually matters). Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36&amp;quot; Heavy 1d3 S6 AP-3 D2; at only 10 points each, &#039;&#039;drastically&#039;&#039; better as a pair than a Typhoon Missile Launcher against anything at all, but the Tempest itself is a good deal more expensive than a vanilla). When Advancing, they must move between 20&amp;quot; and 35&amp;quot;; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them. &lt;br /&gt;
**Relative movement:  These guys don&#039;t have Anti-grav Upwash, so a unit of 3 of them is 5&amp;quot; slower than a unit of 3 vanillas, rather than 1&amp;quot;, when not Advancing.  When Advancing, they are &#039;&#039;much&#039;&#039; faster, regardless of unit size, since they can go their choice of 20-35&amp;quot; (no need to roll), instead of 16-21 for a small unit or 21-26 for a large unit of vanillas.  Unfortunately, there&#039;s no option to take Assault weapons on them of any stripe.&lt;br /&gt;
*&#039;&#039;&#039;Deathstorm Drop Pod:&#039;&#039;&#039; A Drop Pod full of automated guns; it can choose either an 18&amp;quot; 2-shot gun with S8 AP-2 D3 D or a 12&amp;quot; 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they&#039;re the closest unit in range).&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Long Fang|Long Fangs]]:&#039;&#039;&#039; The Space Wolves version of [[Devastator Squad|Devastators]], only older, wiser, and able to shoot better. 2 points a model more expensive, can&#039;t take the extra meat shield bolter marines, and don&#039;t have access to the Signum or Armorium Cherub. However, they&#039;re Ld 8 across the entire squad, and re-roll 1s to hit when they shoot (only one target unit per firing unit can be re-rolled against, but you weren&#039;t going to split their fire anyway); re-rolling 1s is more accurate overall (assuming 4 or more models are shooting) and you can add The Wolf&#039;s Eye for further reliability, but unlike with a Signum, the buff in no way stacks with a nearby [[Wolf Lord]]/[[Logan_Grimnar|Grimnar]].  They can also take a 5th heavy weapon toter.  Their sergeant is inexplicably incompetent, and has to drop both his pistol and his bolter in order to carry a special weapon, but it can be a good excuse to give him something nice. When it comes to spending your points efficiently however, you probably don&#039;t want to waste 13 points for a plasma gun that is going to sit 48&amp;quot; away from everything else beside 4 [[Lascannons]]. Really, the ancient is just a wound for you to take off when the unit gets shot at. The Wolf Guard Pack Leader, if you take him, is easily at his most cost efficient &#039;&#039;without&#039;&#039; a terminator suit (which more than doubles his cost), but with or without one, he&#039;ll share the Long Fang re-rolling. On the other hand, If you give him Terminator armor he MAY take a storm shield (FAQ added it) in ADDITION to a combi weapon or heavy weapon. He&#039;s a 2 wound 2+/3++ tank that can dakka with the best of them. Triples the cost of the battle leader, but that 3++ can go a long way. For best results, stick these guys somewhere out of the way (since they&#039;re harder to buff anyway) with good sight lanes so they can spend every turn shooting.&lt;br /&gt;
**It may actually be worth bringing a WGPL in [[Terminator]] Armor if, and only if, you were going to max out the units size for meatshields to protect your 4 big hitters; 4 Long Fangs with heavy weapons + sergeant with default loadout + WGPL in Terminator Armor, Storm Bolter and Storm Shield (the cheapest way to field him with a 3++) is 7 wounds, with two of those wounds being in a 2+/3++ meatshield - essentially 3 ablative wounds before you start losing heavy weapon LFs - *and* costs exactly the same as if you were to run 4 Long Fangs  with heavy weapons + 1 LF default loadout  + 1  sergeant default loadout + 1 WGPL, Bolt Pistol and Storm Shield, which has the same amount of wounds (7), however, only one of those wounds have a 3++, making it a little awkward to use. Considering the fact that it’s typical to run 2 separate LF units, not maxing our the unit size (thus lacking ablative wounds) isn’t the absolute end of the world if you’ve built your list with enough redundancy. &lt;br /&gt;
**However, do not underestimate a 7W LF unit with 4 Lascannons, sitting on top of Ruins, unchargeable if they spread out over the edges (thanks, Chapter Approved!), having 3 ablative wounds, 2 of those wounds having a 1+ cover save, essentially acting as a buffer for Armor Penetration,  forcing AP3 weapons to be wasted on a storm shield, and AP2 or worse to do nothing at all. All of this while your units are being babysat by a 60 point barebones WGPL, so both units reroll 1s to hit and wound,  can’t be charged in Ruins/ tops of buildings if set up right, and you’ve gotta throw a metric shitton of shots to kill even one of the heavy weapon Long Fangs thanks to all the extra defence. A small premium in price compared to running a 5 man LF unit, but thanks to the CA fuckery, the only way your opponent is challenging these guys parked in backfield terrain is through dakka, so maxing out at least your anti-tank LFs is advisable if your list is lacking redundancy in that department. Plus you get to field a Terminator without it being cripplingly bad. &lt;br /&gt;
** Hell, If you want to REALLY go all out with thees dudes remember you can give the battle leader a shield/bolter and a CYCLONE MISSILE LAUNCHER. Yes, It&#039;s expensive. but with the aforementioned buffs it&#039;s another 2 D d6 heavy weapons added to your already dakka laden squad. This brings a single heavy weapon squad up to a potential of 7d6 damage long range shots, or just a fuckton of heavy/storm bolter and frag missile fire if you want to waste guardsmen.&lt;br /&gt;
**One model can be equipped with a heavy bolter, even if the rest have lascannons, and this will let you use the strategem of firing one shot for D3 mortal wounds, without having to roll to wound. This is nice because you can still use the unit&#039;s ability to reroll 1s. Mortal wounds on a vehicle will help nicely.&lt;br /&gt;
**Always outflank them via Cunning of the Wolf, given them Keen Senses and The Wolf&#039;s Eye when they arrive and shoot anything with innate reroll 1s to hit, ignoring penalty to hit, and rerolling all failed wounds. If you don&#039;t outflank them, they won&#039;t live past turn one.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hellblaster]] Squad:&#039;&#039;&#039; If you want long-range plasma weaponry, stick with Long Fangs with plasma cannons; they cost only slightly more than Hellblasters do (assuming the sergeant carries a plasma gun, which he should - the cost difference will become slightly more noticeable with a 5th [[Plasma Cannon]]), while re-rolling their own 1s.  If you do take [[Hellblaster]]s, ignore the Heavy variant entirely, and only take the Assault variant if you&#039;re certain you&#039;ll spend most of the fight more than 21&amp;quot; from the enemy, as it&#039;s only better at more than 21&amp;quot; out but less than 30&amp;quot;, after accounting for Movement.  The Rapid Fire variant will outperform a Plasma Cannon out to 21&amp;quot;, since they don&#039;t mind moving, and underperform (due to the rate of fire going down) from 21&amp;quot; to 36&amp;quot;, on top of which you need a Wolf Lord along to provide the re-rolling 1s trick.  This variant is also the cheapest, clocking in at 3 points less than a Long Fang with Plasma Cannon, or 5 more than the Sergeant with a [[Plasma Gun]], meaning a 6-man squad of each has a 10 point gap in favor of the [[Hellblaster]]s, but again, they need a [[Wolf Lord]] to shine.&lt;br /&gt;
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*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and they can take either an anti-tank las fusil or a bolt sniper rifle that gets three different ammo options to use: Executioners for standard character sniping, Mortis because fuck your stealth units (ignores line of sight and cover), and Hyperfrag for overwatch (AP0, D1, but are Heavy D3). All ammo types can target characters without them needing to be the closest units. Alternatively, gear them up with 36&amp;quot; Heavy 1 S8 AP-3 D3 las fusils, and let them harass enemy armor from cover.&lt;br /&gt;
**&#039;&#039;Sniper:&#039;&#039; At only 72 points for the unit, this is one of the cheapest and most effective Heavy Support choices in the Marine range. Psykers and buffing characters are ubiquitous, so this unit will be useful in almost any game while cheaply filling out a Spearhead Detachment or serving as a useful &#039;&#039;Relic Tax&#039;&#039; for units like the Leviathan Dreadnought. &lt;br /&gt;
***The &#039;&#039;&#039;Mortis Rounds&#039;&#039;&#039; allow for Eliminators to effectively shoot through all-terrain much like Tyranid Hive Guard. Eliminators can be completely within cover and simply fire through the battlefield to effectively threaten and kill enemy characters and other units. While this disallows the use of the more damaging &#039;&#039;&#039;Executioner Rounds&#039;&#039;&#039;, it does allow Eliminators to engage from cover and out of LoS with essentially no risk to the unit.&lt;br /&gt;
***Comparing these to Scout Marines equipped with sniper rifles is really an apples vs. oranges debate as one is a troop choice and the other is a dedicated anti-character support unit.&lt;br /&gt;
**&#039;&#039;Anti tank:&#039;&#039; The las fusil is a relatively cheap way to get almost-lascannons on the field, but note that of all their weapon options, this is the one conspicuously &#039;&#039;lacking&#039;&#039; the ability to target Characters who aren&#039;t the closest unit. Taking this really does convert them from being a Scout Sniper replacement to being a Devastator replacement.&lt;br /&gt;
**The optional Instigator Bolt Carbine for your Sergeant trades heavier firepower for the ability to scoot out of charge range immediately after firing Overwatch (which is to say, &#039;&#039;before the enemy can actually get their melee attacks in&#039;&#039;), letting you kite melee units across the board when your sniper perch eventually get overrun. And, unlike a regular Fall Back maneuver, they&#039;ll still be able to attack without penalty in their next shooting phase since they&#039;re not technically in combat yet. Also, despite the relatively limited range and firepower (24&amp;quot; Assault 1 S4 AP-1 D2), it can still freely target characters just like the Sniper Bolt Rifle, for what it&#039;s worth.&lt;br /&gt;
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*&#039;&#039;&#039;[[Land Raider]]&#039;&#039;&#039;  Now that the vanilla [[Land Raider]] isn&#039;t forced to fire all its guns at the same target, it&#039;s gone from schizophrenic to an effective all-rounder. For example, you can use its [[lascannons]] to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. It&#039;s a good metal box for ferrying your [[Wulfen]] or [[Terminators]] so they can get straight into combat but it lacks the little extra kick for your assaulting units without assault launchers. With T8, 16 wounds, and a 2+ armor save it&#039;ll be a tough nut to crack even with anti-armor weaponry.&lt;br /&gt;
**&#039;&#039;&#039;Land Raider Crusader&#039;&#039;&#039; As ever, the Hurricane Bolters will shred any infantry within 12&amp;quot;(24&amp;quot; thanks to the beta bolter rule) - you have twenty-four bolter shots supplemented by another 12 assault cannon shots. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes d3 mortal wounds on a 4+ if it finishes a charge within 1&amp;quot; of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ&#039;s armor save, and anything with T7 or more (e.g. other vehicles) won&#039;t even get their paint scratched. It carries 16 models, so it&#039;s still arguably your best choice for transporting Terminators, Wulfen and big mobs of Blood Claws (or You can just use a Stormwolf instead).&lt;br /&gt;
**&#039;&#039;&#039;Land Raider Redeemer&#039;&#039;&#039; Similar to the Crusader, but trades off the hurricane bolters&#039; volume of shots for the flamestorm cannon&#039;s greater strength, higher AP, and improved damage per shot. While you&#039;ll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the [[multi-melta]] to be on the safe side. Carries 12 models. Can easily [[rage|cockblock]] a charging unit with 2d6 automatic Flamestorm shots.&lt;br /&gt;
**The flamestorm cannon can, because of flamer autohits, crisp some flyers if you are close enough. Consider if it is worth to put your Land Raider in the open. &lt;br /&gt;
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*&#039;&#039;&#039;[[Predator]]&#039;&#039;&#039; Predators now get their own special [[autocannon]] profile; it seems like the predator can turn into a monster. For 10 fewer points than a pair of [[lascannons]], you drop to 2 less strength and AP for 2 more shots on average, and guaranteed 3 damage, rather than rolling with an average of 3.5. I don&#039;t know how an [[autocannon]] can paste Nobs easier than a [[demolisher cannon]] but we&#039;ll just have to take it. Roll it with an Autocannon and side mounted [[lascannons]] for a versatile (but expensive) fuck machine.&lt;br /&gt;
**The Dakka [[predator]] has become good again, being able to chuck out [[dakka|2D3]] [[Autocannon]] and 6 [[Heavy Bolter]] shots per turn. Consider further augmenting its firepower with a [[Storm Bolter]] or a [[Hunter-killer missile]] too. &lt;br /&gt;
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*&#039;&#039;&#039;Vindicator&#039;&#039;&#039; With the pie plate replaced with 6 hits at the most and MEQs and TEQs now allowed at least some kind of save, the vindicator took a huge nerf. However, with the changes to the wound formula, S10 became &#039;&#039;very&#039;&#039; important, and chucking out what are effectively D3 lascannon shots onto an enemy tank isn&#039;t something to look down on. With T8 it&#039;s bound to shrug off a lot of fire it might soak, but now it suffers from the same schizophrenia the vanilla [[Land Raider]] used to. It is an assault gun that&#039;s meant to take down buildings, according to the fluff, but it is unlikely to harm one much in the game. The [[Demolisher cannon]] is a heavy weapon, so your paltry D3 shots are going to be hitting on 4s if you move (buildings can be very hard to hit, apparently). Getting only 1d3 attacks against a single unit is unreliable and not too scary, as is getting d6 attacks against infantry blobs. The best use of it is probably taking on groups of elite units or vehicles, such as large squads of terminators. But there are other models that do the job better.&lt;br /&gt;
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*&#039;&#039;&#039;[[Whirlwind]]&#039;&#039;&#039; The [[Whirlwind]] has two gun options, Castellan at 2D6 (average: 7) shots of S6, and Vengeance at 2D3 (average: 4) S7, AP-1, and D2. With the higher strength of this weapon, the hits you do get will make short work of most infantry, but the ideal purpose of wiping out cheap blob units remains out of reach.  You have to choose which gun to take when you build the list, so the latter choice results in a 9% more expensive tank overall while dealing more damage to anything with at least 2 wounds or 2+ saves.&lt;br /&gt;
**The Vengeance launcher is functionally a twin [[autocannon]] that paid 1 point for both +24&amp;quot; (*1.5) range and the ability to fire outside of LOS; the Castellan launcher is more like an assault cannon that paid 4 points for +1 shot but +1 AP and lots more range, with non-LOS targeting.  The net result is that which is better is strictly a question of wounds - Castellan is better against 1-wound models, while Vengeance is better against 2+.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter:&#039;&#039;&#039; No longer explicitly AA, this weapon delivers a high strength hit equal to a lascannon, re-rolling missed hits whether the model is flying or not. While not an efficient damage dealer, this model is a steal for its points. Exact same base cost as a Predator while making the leap from T7 to T8, and getting a free 5&#039; range lascannon that can reroll hits. Won&#039;t spit out as much damage as your other Heavy Support options, but incredibly reliable.&lt;br /&gt;
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*&#039;&#039;&#039;Stalker:&#039;&#039;&#039; Now a very flexible gun, it gets +1 to hit against flying things, while suffering a -1 to hit versus non-fliers. For a Stalker to be worth taking, it likely needs to be buffed by an HQ to make it more accurate, otherwise, other weapon systems on other vehicles are more productive. Fliers are very popular early in 8th and this is a good anti-air vehicle. It is fairly productive in other roles as well, providing a 48&amp;quot; range and 2 Damage with 6 shots at plasma strength and a Heavy Bolter&#039;s AP. The poor AP is mitigated by the Damage done per shot. The tank is tougher than its own weapon, a rare T8 Rhino chassis.&lt;br /&gt;
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*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039; Jury&#039;s out on this on. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-under half current M Value). One is a Heavy 2 72&amp;quot; Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you&#039;d expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry. &lt;br /&gt;
**Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can&#039;t... Well, Marines are used to losing in 8th anyway-Don&#039;t be stupid, get the Lieutenant and bring a Techmarine!!!!&lt;br /&gt;
**Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank&#039;s weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters. &lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind Hyperios:&#039;&#039;&#039; While it&#039;s still best used against aircraft because of it&#039;s +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn&#039;t something to take lightly. &lt;br /&gt;
*&#039;&#039;&#039;Rapier Carrier:&#039;&#039;&#039; A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to &amp;quot;light&amp;quot; super heavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.&lt;br /&gt;
**Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns.&lt;br /&gt;
**The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won&#039;t make up the difference.&lt;br /&gt;
**As a result, hands down your best bet is always going to be the Quad Launcher.&lt;br /&gt;
***In Shatter mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding.&lt;br /&gt;
**In Thunderfire mode, this will shoot what amounts to 8 heavy bolter shots, losing a point of AP in exchange for indirect targeting and improved range.  This is inferior to the Quad [[Heavy Bolter]] option, so you should regard it as a bonus to the Shatter mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights.&lt;br /&gt;
*&#039;&#039;&#039;[[Mortis Dreadnought]]:&#039;&#039;&#039; Your go-to [[dakka]] dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread can&#039;t. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, [[assault cannons]], [[multi-meltas]], or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. &lt;br /&gt;
**For the classic twin [[autocannon]] rifleman setup, you&#039;re usually better off with a regular dread. They have the same stats for a few points less, and it&#039;s the only gun the normal dread can double up on. Only take an autocannon Mortis if you really need a heavy support instead of an elite.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Mortis [[Dreadnought]]:&#039;&#039;&#039; Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better.&lt;br /&gt;
*&#039;&#039;&#039;Siege Dreadnought:&#039;&#039;&#039; This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0&amp;quot;, its niche as a building killer should be obvious. &lt;br /&gt;
*&#039;&#039;&#039;Relic Leviathan Dreadnought:&#039;&#039;&#039; [[RAPE|&#039;&#039;&#039;I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHEMA OF LIFE, HATRED, AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN, TO THE BIGGEST OF TITANS.&#039;&#039;&#039;]] &#039;&#039;Ahem&#039;&#039;, enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual &#039;&#039;Titans&#039;&#039;, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers (but it did get its hunter-killer missiles back in the FAQ) but in exchange his whole loadout has gotten huge buffs.&lt;br /&gt;
**It has two Heavy Flamers which can&#039;t be swapped out for anything, and two Leviathan Siege Claws (Sx2 AP-3 D3 Re-roll failed wounds against Infantry) with in-built meltaguns stock.&lt;br /&gt;
***The Claws can be swapped out (without losing the meltaguns) for Drills, which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry.&lt;br /&gt;
***The Claws can also be swapped out along with their meltaguns for:&lt;br /&gt;
****&#039;&#039;&#039;Cyclonic Melta Lance:&#039;&#039;&#039; Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).&lt;br /&gt;
*****Note that this actually has worse AP than the Bombard (although it will usually only matter against Land Raiders and the like, as against any Invuln save at all or a 3+ save or worse they&#039;ll tend to equal out), with better rate of fire against 4 or fewer model units and worse damage against Monster/Vehicle/Titanic models but better damage otherwise.  A Leviathan with 2x Bombards costs 275, while 2x Lances costs 325, which means that against a Land Raider, the Lances are only better inside melta range. The Lance will do better against vehicles where the difference in AP doesn&#039;t matter, regardless of range (such as any 3+ vehicle, or a 2+ vehicle with an invuln), provided the target unit has 4 or fewer models.  It will also do better against infantry units of 4 or fewer models, but as soon as the target unit has 5 or more models in it, the Bombard will simply take over.&lt;br /&gt;
****&#039;&#039;&#039;Storm Cannon Array:&#039;&#039;&#039; Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators.&lt;br /&gt;
*****This is basically a seriously up-gunned heavy plasma cannon, with &#039;&#039;quintuple&#039;&#039; the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge.  Costs 5/6 the amount two of the cannons would cost you, though.  It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually outdamage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that&#039;s assuming the target has enough wounds left that no damage gets wasted.&lt;br /&gt;
*****For serious, take this gun seriously.  It is far and away the most generally useful of the lot; a pair of them will murder most anything foolish enough to get in your way.&lt;br /&gt;
****&#039;&#039;&#039;Grav-Flux Bombard:&#039;&#039;&#039; Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or [[Rape|22d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn.  It also does more damage (5, rather than 2) against Vehicles, Buildings, and Titanics, making it more useful than the Lance in many cases.&lt;br /&gt;
*****A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets.  The gun is only 18&amp;quot; and you&#039;ll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, &#039;&#039;usually&#039;&#039; one wound per target is all it will take; assuming you&#039;re up against T4 or less without an invuln save, you&#039;re looking at 2 7/9 or 2 2/9 (after moving) dead &#039;&#039;for every 5 models in the target&#039;&#039;, or around 50% casualties.   Hopefully Morale will do the rest of the work for you, or you can just bring two of these things.&lt;br /&gt;
*&#039;&#039;&#039;Deimos Vindicator Laser Destroyer:&#039;&#039;&#039; This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shot Lascannon with a few twists: they only have a range of 36&amp;quot; instead of 48, they do a fixed 3 damage (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damage. The Trade-off being that if they shoot with this profile, they take 3 mortal wounds on each rolls of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also note that it gets +1T and +1 wound compared to a predator, but moves 2&amp;quot; less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup, and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armor saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilator and the Vindicator Laser destroyer in term of battlefield role, but the later being clearly less efficient while on the move, you might want to invest your money in other Forge World models.&lt;br /&gt;
*&#039;&#039;&#039;Relic Land Raider Proteus:&#039;&#039;&#039; The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There&#039;s also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus&#039; transport Capacity to 6, but it prevents anyone from deep striking within 12&amp;quot; of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won&#039;t be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armor instead to give it a 5+ invulnerable save, though it too reduces the Proteus&#039; transport capacity. &lt;br /&gt;
*&#039;&#039;&#039;Land Raider Helios:&#039;&#039;&#039; Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind&#039;s different missile types, and it can transport 6 models too.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Prometheus:&#039;&#039;&#039; A fun toy for your Warlord - if he&#039;s embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn&#039;t reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Achilles:&#039;&#039;&#039; The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Castellum Stronghold:&#039;&#039;&#039; In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2&#039; by 2&#039;) is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn&#039;t fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Mjalnar (Open Play Only):&#039;&#039;&#039; The Wolves&#039; unique take on the Raider drops the Twin Heavy Bolters for a Twin Helfrost Cannon. Offers an excellent source of flexible firepower, as it can mow down infantry of all sorts with 2D3 S6 AP-2 Dispersed Beam shots, or hit like a Twin Multi-melta with the Focused Beam. It can only haul 5 models around, sadly, but if you&#039;re in an Open Play game, it is definitely something you should keep in mind.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Terminus Ultra (Open Play only):&#039;&#039;&#039; For 600 pts it will do a spectacular job of wrecking vehicles thanks to its 8 (!) lascannon shots per turn. 3 to hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it&#039;s unlikely to be an issue. Even if it does happen, it won&#039;t be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armor save that comes with being a Land Raider variant that&#039;s probably not going to be an issue. Just be sure to watch out for massed infantry- for this reason you should probably take a storm bolter over the multi-melta since any vehicle close enough to be in melta range is going to become a smoldering wreck either way.&lt;br /&gt;
 &lt;br /&gt;
====Forge World====&lt;br /&gt;
Forgeworld FAQ[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Adeptus_Astartes_ver_1.0..pdf] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the &#039;non-relic&#039; tax. On the other hand, [[That Guy|who would even need to bring 4 Lords of War into a game?]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Spartan Assault Tank:&#039;&#039;&#039; The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that&#039;s a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don&#039;t do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, &amp;amp; Jump Pack Infantry (but not Primaris). If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. &lt;br /&gt;
*&#039;&#039;&#039;Relic Typhon Heavy Siege Tank:&#039;&#039;&#039; The Vindicator&#039;s big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24&amp;quot; or 48&amp;quot; if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it&#039;s 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Cerberus Heavy Tank Destroyer:&#039;&#039;&#039; An insane Titan-class laser weapon mounted on a Spartan chassis,  boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72&amp;quot;, and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Fellblade Superheavy Tank:&#039;&#039;&#039; The Baneblade&#039;s exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It&#039;s enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow rerolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.  The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can&#039;t go wrong with the Fellblade.&lt;br /&gt;
*&#039;&#039;&#039;Relic Falchion Superheavy Tank Destroyer:&#039;&#039;&#039; A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120&amp;quot; away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units) NOTE: Can be argued to be 6D3 shots instead, since the single vulcano cannon got changed to 3D3 in the AM codex. Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it&#039;s objectively better at destroying superheavies than its Shadowsword counterpart in practically every way. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.&lt;br /&gt;
*&#039;&#039;&#039;Relic Mastodon Super-heavy Siege Transport:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s reroll to kick in. &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Assault Gunship:&#039;&#039;&#039; The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50&amp;quot; move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48&amp;quot; Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96&amp;quot; Heavy D3 S16 AP-4 2D6D (6&#039;s to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72&amp;quot; Heavy 4 S8 AP-3 D3. It&#039;s Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it&#039;s hull wound be if it was at ground level and add 12&amp;quot; to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it&#039;s Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.      &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Transporter:&#039;&#039;&#039; A Thunderhawk variant designed for airlifting tanks, this unusual vehicle shares the statline of the Thunderhawk (with the exception of 26W - 4 fewer than the Gunship). In addition to 15 models including TERMINATORS, JUMP PACK models, CENTURIONS, and BIKES, it can hoist vehicles into battle in one of the following configurations: &lt;br /&gt;
**1 model with the LAND RAIDER or SPARTAN ASSAULT TANK keyword.&lt;br /&gt;
**Up to 2 of the following: RHINO, RAZORBACK, INFERNUM RAZORBACK, PREDATOR, DEIMOS PREDATOR, WHIRLWIND, WHIRLWIND HYPERIOS, HUNTER, STALKER, DAMOCLES, VINDICATOR, VINDICATOR DESTROYER, WHIRLWIND SCORPIUS.&lt;br /&gt;
***These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the movement phase. Transported vehicles can carry units at no additional transport cost to the Thunderhawk, so feel free to deep strike 25 dudes in a Spartan PLUS 15 dudes in the Thunderhawk itself. The cost of this unusual ability is the loss of ranged firepower - the Thunderhawk Transporter is armed with &#039;only&#039; 4 Twin heavy bolters and a Hellstrike missile battery. It&#039;s much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be. &lt;br /&gt;
*&#039;&#039;&#039;Sokar Pattern Stormbird:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (651... not to bad) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
*&#039;&#039;&#039;Astraeus Super Heavy Tank:&#039;&#039;&#039; This tank is a beast, 24 wounds, Toughness 8, 2+ Armour, Power of the Machine Spirit and Steel Behemoth are already bad enough, but then you look at its gear. Firstly, the Void Shield. Just like the titans, it&#039;s a degenerating shield that can block off any wound, mortal or not, and does not care about AP value. However, it cannot protect you from overheating Plasma Eradicators or melee attacks, so watch out for Knight Gallants and other heavy-hitting melee units that somehow get by the Enhanced Repulsor Fields. Said Enhanced Repulsor Fields not only reduce enemy charge rolls by 3&amp;quot;, but are also its form of &#039;&#039;&#039;&#039;&#039;close combat attack&#039;&#039;&#039;&#039;&#039;. Considering the fields give -2 AP and deals D3 damage per wound, this is surprisingly vicious, especially considering the 8 Strength 9 attacks the tank gets (albeit only at WS 5+, although it still benefits from auras like Litanies of Hate and Rites of Battle which implies that the tank HATES its enemy so much that it somehow gains sentience). Obviously, however, you&#039;re here for the guns and... oh boy. Its twin macro-accelerator cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting anything with the FLY keyword. Its other default weapons don&#039;t seem that threatening at first, however. The two las-rippers are slightly weaker las-talons with a new name, the twin heavy bolter is somewhat useful against infantry, and the storm bolter and ironhail heavy stubber can be augmented with another ironhail heavy stubber. However, the twin heavy bolter can be replaced by a twin Lascannon, and the las-rippers can be replaced by the new Plasma Eradicator, a +1 Strength, AP-4 Plasma Cannon that uniquely only causes one mortal wound per 1 to hit on Supercharge. 90% of the time the Eradicators are the better choice. Not only are they cheaper than Las-Rippers, but they have more range. Being within 24&amp;quot; will put the Astraeus in danger of being chopped up by enemy Knights and makes it a prime target for most Plasma weapons. The lone Storm Bolter won&#039;t be doing much of anything regardless. &lt;br /&gt;
**Compared to the Fellblade, its main gun is lacking in terms of pure power but has a more reliable number of shots which will be more effective against light to medium vehicles (especially flyers), as well as 3-wound infantry such as Tyranid Warriors, Grey Knight Paladins, and Custodes. The secondary armament is clearly inferior with the eight Lascannons and Demolisher Cannon of the Fellblade outgunning the Accelerator Cannon itself. In melee it is a mixed picture, the Enhanced Repulsor Fields make the Astraeus harder to engage and hit but it lacks the option to mount any flamer for point defense; the Fellblade can mount up to 3 heavy flamers which will inflict significant overwatch casualties on attacking infantry. The Void Shield gives it an important defensive tool that the Fellblade and most superheavy tanks lack, albeit on a more fragile (T8 not 9), less durable (2 wounds less at 24W) chassis. Most importantly, it&#039;s much cheaper than the Fellblade, and since it&#039;s not a Relic you can use it as a &amp;quot;non-Relic&amp;quot; tax in the unlikely chance you really want a full Super-Heavy Detachment as a Space Marine army.&lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
*&#039;&#039;&#039;The UPGRADE HAMMER AND ANVIL:&#039;&#039;&#039; This build simply takes leverage on increasing the number of attacks available to your units. Built around a character (probably a Wolf Lord) with wulfenstone and saga of the wolfkin, along with Arjac Rockfist and 3 units of Wolfguard. They could be outflanked, etc, or deep strike in, if terminator variant (this is the easiest to build, because Arjac is in a termi suit). This will give them +3 attacks on the charge. 15 wolf guard with 5 attacks each (8 on the Pack Leaders) with thunder hammer and storm shields will make your opponent sit up and take notice. You can add a unit of Wulfen for the saga&#039;s less aggressive cousin, giving you the same +1A it grants on the very rare turns where you neither charged nor were charged but are in melee; without the saga, the Wulfen also supply the +1A on turns you were charged.  For bonus spice, take along a rune priest with the Armor of Russ; Always Strikes Last will usually let you delete anything you&#039;re in melee with before it gets to swing, even if you didn&#039;t get the charge off, and between Tempest&#039;s Wrath and Storm Caller, you should be incredibly durable.&lt;br /&gt;
**Note: This can be done in a variety of combinations, too. You have about 300 points left to play with for as many dogs as you can fit in. You can have 5 units of 10-12 Fenrisian wolves, 3 thunderwolf cavalry, all with an extra attack, hammers and bites, and still have room for 4 x 5 man wolf guard units with frost axes storm shields with arjac and wolf lord all with Jet packs with 4 attacks EACH! What does the opponent shoot. The 70 wolves and cavalry running toward them using cover etc, or the turn 2 deep strike into cover of 4 units of wolf guard.&lt;br /&gt;
**If you swap out Saga of the Wolfkin for Saga of the Hunter, and swap Arjac for a Wolf Guard Battle Leader on a bike, along with a Wolf Lord on a bike and a Rune Priest on a bike, you&#039;ll be able to make White Scars drool.  Take along plenty of Wolf Guard on Bikes with Thunder Hammers and Storm Shields; a minimum unit of them will have 16 attacks within range of the Wulfenstone, and the Saga of the Hunter (just charge with your Warlord first, to turn his trait into an aura buff) will let the entire deathstar (provided it&#039;s within 6&amp;quot; of the Warlord when it charges) charge after advancing, for 20&amp;quot; of sweet, sweet melee threat. Of course, you can keep Saga of the Wolfkin - it&#039;s harder to activate, but once it&#039;s up, you&#039;ve traded threat range for quantity of attacks, which is usually going to be better, once you&#039;re in the thick of things. &lt;br /&gt;
*&#039;&#039;&#039;Razor Wolves:&#039;&#039;&#039; This is an old classic, and it&#039;s now better than ever. Take a battalion with AT LEAST 4 min Grey Hunter squads and shove them all in assault cannon razorbacks. This is your core, now you can do what you want.&lt;br /&gt;
You&#039;re probably thinking that&#039;s a lot of dakka, and you&#039;re right! that&#039;s why for our HQ slots we are gonna take both a Wolf Lord and a Wolf Guard Battle Leader, put them both on bikes, take storm bolters, and run them up with your Razorbacks to re-roll ALL THE ONES. This is all going to set you back around 900pts.&lt;br /&gt;
*&#039;&#039;&#039;-The Support- :&#039;&#039;&#039; This is your empty Stormwolf. Don&#039;t bother using it as a transport, it&#039;s just a gunship with some empty seats, and you don&#039;t want to park this thing to let guys out. The most efficient way to take this is with the Skyhammer missiles, which are actually cheaper than the Heavy Bolters (We have assault cannons, we don&#039;t need HB&#039;s) which give us all the anti vehicle we need at a MUCH lower price than the multi-meltas. They ARE worth the points, but your opponent WILL shoot their entire army at this thing until it goes down if you take them. Don&#039;t expect this vehicle to live to see turn 3 if you take the melta&#039;s. With the points we saved on the flyer, we can safely take a squad of Longfangs with 4 Lascannons without feeling stripped of cash. these 2 units should be all the heavy support you need and this altogether leaves you just under 180 points for a 1500 list. Anything else you add to this list pretty much depends on what points you are playing, if it&#039;s a 1500 point game, just upgrade your everything with plasma&#039;s and power weapons.&lt;br /&gt;
*&#039;&#039;&#039;Fluffy List:&#039;&#039;&#039; If you prefer to goof around with big doggies than tanks and bolters, this is the list for you. Take an outrider detatchment, take Logan on his sled as your warlord, take 2 4-5 man units of thunderwolf cavalry and run them up opposite sides of the board with a group of 15 Fenrisian wolves each and then either ally with Astra Militarum or take a load of heavy support. You could take a spearhead for this with a wolf guard on thunderwolf to add to Logans aura buff or a rune priest on bike as your hq, and spam preds, long fangs, dakka dreadnaughts, stormwolfs etc. If you can bear with the awful models, Wulfen would add some value to this list. Not very competitive, but way more fun than it should be.&lt;br /&gt;
*&#039;&#039;&#039;Ally with Guard:&#039;&#039;&#039; The 8th ed codex has made Astra militarum REALLY strong, and with the ability to take just heavy supports and a HQ, you can pull off some really gross stuff as allies. Take a Cadian spearhead and 3 heavy support squads with 3 lascannons each, and a company commander as your hq to order them to reroll stuff. This is gonna give you a command point and 9 lascannons for a total of 246 points. You can pretty much put this in any list and get away with it. Feel free to take a few Basilisks or a Manticore while you are at it, or buy 50 conscripts and a commissar to hold your side of the board while all your furries run into the enemy deployment.&lt;br /&gt;
*&#039;&#039;&#039;Parking Lot - Wolf Edition:&#039;&#039;&#039; Same principle as the Dark Angels parking lot, but instead using Bjorn and Murderfang as your staple units, basically you take the following Characters and just hide them behind a wall of Razorbacks and Wolf Guard/Grey Hunters for high value ranged damage output and having high melee damage potential while also giving everything some great buffs: Bjorn, Murderfang, Wolf Guard Battle Leader, Rune Priest with Storm Caller, Primaris Ancient. Combine this with one or two distraction units on the flanks and target priory becomes very hard for your opponent while you are able to capitalize on a very strong ranged early game which can in theory protect your two Character Dreadnaughts long enough to get stuck into something big together and easily take down the largest of foes, even if they do go down you should hopefully be able to make very effective use of ONLY IN DEATH DOES DUTY END to take down something with you.&lt;br /&gt;
*&#039;&#039;&#039;Cunning of the Wolf:&#039;&#039;&#039; Chapter Approved has given us outflanking, in the form of the &#039;Cunning of the Wolf&#039; stratagem. Grey Hunters can arrive uncomfortably close to your opponents units, pour plasma into them, and then get stuck in close combat. If you get your angles right, you may even be able to target characters. 1 or 2 squads arriving in this fashion is a decent (and fluffy) addition to most armies, but it can also be good bant to build entire lists around this stratagem. Bring 3 or 4 full plasma squads like this, along with chainswords and power/frost weapons, and watch your opponent&#039;s back line melt. Use the rest of the points to compensate for your lack of anti-armour and tougher units - Stormwolfs/fangs, terminator squads, and jump-pack WGBLs synergizes well.&lt;br /&gt;
*&#039;&#039;&#039;The Air Pack:&#039;&#039;&#039; Bring 3 Stormwolf&#039;s or Stormfang&#039;s, a Lord w/ Jump Pack, Battle Leader w/ Jump Pack, and Rune Priest w/ Jump pack.  The Rune Priest needs to know Storm Caller and you need to spend 3 CP on Cloaked by the Storm.  Advance the characters so that they can keep up with the gunships for 1-2 turns.  Then move the gunships out of range or put them in hover depending on the opponent. Put some Bloodclaws or Wulfen in those Gunships to help with the assault.  This requires positioning, but you can have 3 gunships with re-rolling 1&#039;s to hit and wound, with Cover and -2 to be hit.  It is expensive, both in points and CP, but it is a pretty fun list, and your opponents will despair at hitting those -2 and in Cover gunships.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Dwarfs_(Warhammer_Fantasy)&amp;diff=1011612</id>
		<title>Dwarfs (Warhammer Fantasy)</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Dwarfs_(Warhammer_Fantasy)&amp;diff=1011612"/>
		<updated>2026-05-20T15:34:04Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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[[File:WH Dwarfs Old Art.JPG|thumb|right|500px|A short, sturdy creature fond of drink and revenge.]]&lt;br /&gt;
{{topquote|Before you embark on a journey of revenge, dig two graves.|Confucius}}&lt;br /&gt;
{{topquote|The anvil is hard so that it can help shape the blade. If life were easy, we would all be soft and misshapen shards of metal, tossed into a bin.|J.M. Bush}}&lt;br /&gt;
{{topquote|Far, far below the deepest delvings of the dwarves, the world is gnawed by nameless things.|J.R.R. Tolkien}}&lt;br /&gt;
{{topquote|Revere the ancestors, obey your king, bear your arms with pride, fear no foe, hate the green skins, mistrust the Elf, and you can do no wrong.|Old Dwarf Saying}}&lt;br /&gt;
{{topquote|That’s going in the book.|Every Dwarf player ever}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Dwarfs&#039;&#039;&#039; (never &amp;quot;Dwarves&amp;quot;, always &amp;quot;Dwarfs&amp;quot;, on the same note &amp;quot;Dwarfen&amp;quot; rather than &amp;quot;Dwarven&amp;quot;) of [[Warhammer Fantasy]], also know as [[Tomb Kings|&#039;&#039;annu-horesh&#039;&#039;]], are the typical bearded mining alcoholic grumbling race you&#039;d expect them to be (although in all fairness, Warhammer was the third ever setting to use that archetype after [[Tolkien]] heavily re-invented it and [[Dungeons &amp;amp; Dragons]] was the first to &amp;lt;strike&amp;gt;steal&amp;lt;/strike&amp;gt; appropriate it). But Warhammer Dwarfs have a more elaborate culture than the preceding Dwarfs which were based on real life history and a generic template respectively.&lt;br /&gt;
&lt;br /&gt;
Dwarfs are the Roman Empire of the setting in the sense that they were the original masters of the [[Old World]] AKA Warhammer Europe. Having a major Hold in every mountain, the Dwarfs easily repelled any invading race and traded with every friendly one. The language of humanity as well as the scientific progress of the setting all come from the Dwarfs (this is a large chunk of the reason why Fantasy players &amp;lt;strike&amp;gt;sperg out&amp;lt;/strike&amp;gt; get angry about words such as &amp;quot;codex&amp;quot; and &amp;quot;materium&amp;quot; when used in reference to Fantasy; there was no Latin, only Khazalid), and although they didn&#039;t have anything to do with the first banishing of [[Chaos]] they are responsible for the strength of the forces of Order repelling Chaos for most of the rest of the setting.&lt;br /&gt;
&lt;br /&gt;
Unlike many fantasy settings, Dwarfs in Warhammer are based on blunt spoken Yorkshire men (rather than blunt spoken Scottish men). This is in contrast to the High Elves having a touch of Southern England about them.&lt;br /&gt;
==History==&lt;br /&gt;
[[File:Dorfz.PNG|thumb|center|600px|NEVAH FUCKIN FORGET IT!]]&lt;br /&gt;
NOTE: Many events are listed under different dates depending on your source and edition, which can just be resolved by figuring each Hold kept history separately. Feel free to loudly grumble into your ale about it.&lt;br /&gt;
&lt;br /&gt;
===Prehistory (Golden Age before Chaos)===&lt;br /&gt;
In the beginning of the Warhammer World (named &amp;quot;Mallus&amp;quot; in Age of Sigmar for its solid core, because &amp;quot;The Warhammer World&amp;quot; is a cumbersome and rather uncreative name for a planet) a race of beings from another place and/or time called the [[Old Ones]] descended on a primitive world (which as of the [[End Times]] was revealed to already have [[Isha]], [[Asuryan]], [[Kurnous]], and [[Ereth Khial]] among unknown other Elf gods on it thanks to them surviving the end of the preceding universe). The Old Ones discovered there were primitive races on the verge of sapience, and began experimenting on them to create a race capable of defeating Chaos. To achieve this end they created the [[Lizardmen]] as assistants and built the [[Warp Gates]] to draw magic and use as tools (accidentally drawing the very attention of Chaos they were trying to avoid). They first made the races civilized and planted the seeds of their culture, placed them in an environment perfectly formed to aid their development, and put them in proximity to fight Chaos.&lt;br /&gt;
&lt;br /&gt;
First uplifted were the [[High Elves (Warhammer Fantasy)|Elves]], gifted in magic and longevity. But the Elves were too frail, too corruptible. Chaos could tug at their emotions and draw them into conflict with themselves, lure them to its side with promises of power and pride, and were loyal to themselves before their race and their race before anything else.&lt;br /&gt;
&lt;br /&gt;
So the Old Ones took the Dwarfs and uplifted them, tweaking the formula to still have long life but making the Dwarfs entirely unable to be corrupted by Chaos ([[Chaos Dwarfs|in theory because it didn&#039;t work in practice]]) by making their bodies resist magic and giving them personalities that Chaos could not twist. While Elves are arrogant and act on emotion, Dwarfs are prideful but act on duty before all else. Inherent loyalty to each other prevents them from being manipulated into infighting easily, but the Dwarfs have a cultural emphasis on Oaths and pursuit of gold which allows them to deal with other races fairly. Refusal to allow insult and sleight lie unavenged make them more than willing to fight any threat, although Dwarfs lack the desire for war and bloodlust that lay deep in the hearts the Elves. Dwarfs were able to improve on the superior techniques of creating objects with their obsessive nature and a race-wide perfect photographic memory. Sadly, the Old Ones rejected the Dwarfs due to their easily predictable nature and the inability to use magic being a disadvantage more than a strength. So the Old Ones moved on, creating the human race next then the Halflings, Giants, and finally Ogres with miscellaneous races inbetween.&lt;br /&gt;
&lt;br /&gt;
Dwarfs remember their history differently however. They claim to have been born from the stone of the first mountains, a story that doesn&#039;t involve Elves or Lizardmen or any other race. They believe the first Dwarfs to be their gods, the Ancestor Gods. [[Valaya]] was the first queen, who invented almost all aspects of Dwarf culture. Her husbands were [[Grungni]] and [[Grimnir]], with Grungni taking the language his wife created and inventing the ability to forge them into objects using specific rituals to trap magic inside without the corruption or destruction inherent to magic. Grimnir on the other hand became a war god, destroying the enemies of the Dwarfs. In reality, these three were only the leaders of the first Dwarfs that were given gifts by the Old Ones, guided by the hands of the mysterious beings (its not clear if seen or unseen, although since the [[Slann]] directly taught magic to the Elves its possibly the first three royals were guided by the Old Ones themselves). The three did indeed become gods, possibly through the Old Ones or possibly through other means.&lt;br /&gt;
Dwarfs claim that Valaya invented all aspects of Dwarf culture from Grudge-keeping to brewing to the language of the Dwarfs (called &amp;quot;Khazalid&amp;quot;), while the lore that isn&#039;t told through the Dwarf perspective claims these were the gifts of the Old Ones meaning that Valaya likely just spread the knowledge and as a goddess was the patron rather than was the inventor. What is true is that Valaya was the one who established the primary Dwarf Holds (called &amp;quot;Karaks&amp;quot; or [[Dwarf Fortress|Fortress]]) including Karaz-a-Karak which became her holy city and the capital of the Dwarf race, although she left her sons in charge of each Karak and Dwarfs consider said sons as the first ruler of each.&lt;br /&gt;
[[File:Classic Dwarfs.png|thumb|right|400px|Early Warhammer Dwarfs (meta, not fluff).]]&lt;br /&gt;
By Dwarf reckoning the first stone gave birth to the three, then the three created the others from it; thus making the three the &amp;quot;parents&amp;quot; of all Dwarfs. But Valaya gave birth to children of both of her husbands, and the lineage of many Dwarfs can be traced directly to them which lends them legitimacy and credence in society, which is why the same lore can have a Dwarf say they are all sons of Valaya while their king is considered a direct son of Valaya.&lt;br /&gt;
&lt;br /&gt;
Grungni one day made a prophesy that a great disaster would befall the Dwarfs. He and Valaya created a special rune, her own rune, that protected from magic and Chaos while Grimnir prepared for a great war by slaying the monsters already in the world including &amp;quot;Urmskaladrak&amp;quot; AKA the father of all Dragons (according to the Elves, this dragon was a benevolent being killed by one of their own gods who&#039;s body formed [[Ulthuan]] meaning which story is true is unknown).&lt;br /&gt;
&lt;br /&gt;
===Chaos (Orphans)===&lt;br /&gt;
When the Warp Gates collapsed into portals to the [[Warp]] and the Old Ones vanished, Valaya made a home in Karaz-a-Karak and blessed the first two great pillars within. Both Dwarfs and Elves in Warhammer mark this time as the start of recorded history, with the exact Dwarf calendar beginning in -5500 according to the calendar of the humans of the setting (so the Dwarf 4493 is the human year 0).&lt;br /&gt;
&lt;br /&gt;
One hundred and two years later Grungni created the Throne Of Power which is the property of the High King of the Dwarfs, giving it to his son Snorri Whitebeard. Grimnir met the Elf [[Aenarion]] during his travels as an explorer and the two races began diplomacy as the only other civilized people they had encountered (Dwarfs had met the humans of [[Nehekhara]], but the relations were not exactly friendly and the not-Egyptians were fairly primitive compared to the Dwarfs at the time).&lt;br /&gt;
&lt;br /&gt;
One year after that, Grimnir marched into the Chaos Wastes to defeat the [[Daemon|Daemons]] and [[Warriors of Chaos|human Chaos-worshipers]] and wound up alone in a fortress inside the Warp after closing the Chaos Gate that allowed Daemons to walk straight into the material plane, where he fought the united forces of Chaos for the rest of time. Valaya hid in a forgotten Vault called Valaya&#039;s Gate where she could pool her magic and create a magical device to brings Dwarfs back to a golden age if they ever faltered. Grungni&#039;s fate is unknown, although he didn&#039;t die.&lt;br /&gt;
&lt;br /&gt;
During this time, several Dwarfs got separated and found themselves in an inhospitable wasteland. What happened next is shrouded in mystery, but began when their children started dying of sickness. When they were eventually engulfed by the corrupting influence of Chaos, they turned from the Ancestor Gods to the daemon Hashut and became the [[Chaos Dwarfs]]. The rest of the Dwarfs promptly unpersoned them, declaring them eternal enemies of all Dwarfs who revere the Ancestor Gods, and any relatives they had among the main population committed mass suicide out of shame.&lt;br /&gt;
&lt;br /&gt;
===Snorri Whitebeard===&lt;br /&gt;
In the absence of the mother and fathers Snorri became the supreme leader of his siblings, the Dwarf kings. After the sacrifice of Aenarion and the construction of the Vortex by the Elves, Chaos had subsided a great deal and the races began to explore the world again. In the year 404, Aenarion&#039;s son [[Malekith]] contacted Snorri and spent time with their race, learning a great deal about them and sending messages about the amiable race he had discovered back to the homeland. The two destroyed the last remaining armies from the first invasion of Chaos and settled the world, Elves creating colonies and Dwarfs new Karaks and even the odd above-ground settlements. Trade between the two created a new golden age vastly different than what came before, with Dwarfs refining their magical runes with the aid of the Elf masters of magic while the Elves learned the secrets of engineering.&lt;br /&gt;
&lt;br /&gt;
Sometime between year 500 and 600 the Dwarfs of a Hold called Zorn Uzkul swore itself to the Chaos entity [[Hashut]] and became [[Chaos Dwarfs]] (Dwarfs cannot be corrupted against their will, but the Old Ones hadn&#039;t predicted willingly falling to what has little to offer), called &amp;quot;Uzkul-Dhrazh-Zharr&amp;quot; or just &amp;quot;Dawi Zharr&amp;quot;. Chaos Dwarfs became Wizards by forcing magic into their bodies via runes, but thanks to the magic-resisting nature of the Dwarfs the Chaos Dwarf Wizards slowly turn to stone. &lt;br /&gt;
Knowledge of how it happened and who exactly Hashut is are lost even to the Chaos Dwarfs themselves, with all that is known for sure being that they felt abandoned by the trinity gods after Chaos isolated them from the rest of the race. Hashut may be an ancestor god, but he could also merely be a Daemon using the Chaos Dwarfs to increase his own power. Either way the knowledge of the Chaos Dwarfs is ignored by most of the rest of the Dwarfs as they are generally unwilling to admit to anything that diminishes them.&lt;br /&gt;
&lt;br /&gt;
In 1684 the second Phoenix King Bel Shanaar visited Karaz-a-Karak, swearing an Oath of eternal friendship with the elderly Snorri. At some point Elf artisans worked on the ceiling of the great hall of Karaz-a-Karak, which had since grown to house nine hundred and ninety two pillars added to Valaya&#039;s first two with each belonging to a Dwarf clan upon which each year their history is chronicled. The Elves covered the roof of the Hold in sapphires that glimmer and glow, showing the constellations in the sky above the mountain.&lt;br /&gt;
&lt;br /&gt;
===Gotrek Starbreaker===&lt;br /&gt;
Snorri passed the position of High King to his son Gotrek, as well as the Throne Of Power.&lt;br /&gt;
&lt;br /&gt;
In 1654, not long after Malekith began the great civil war between the Elves, letting his mother [[Morathi]] twist him and the more wicked of the Elves to become [[Dark Elves]], Malekith killed Bel Shanaar. Dwarfs heard little of the war and barely understood it as knowledge of the Chaos Dwarfs was either commonplace or covered up and those who were aware chalked it up to Chaos rather than inherent wickedness or anyone having any natural reason for kinslayin and Oathbreaking. The war went on for many years under Phoenix King Caledor I, with the Dwarfs being understanding of the weakened and financially strained Elves and producing more weapons and armor for them.&lt;br /&gt;
&lt;br /&gt;
Elves and Dwarfs have contrasting personalities and some had managed to earn enmity between them even if the races as a whole were still beloved allies and friends. Elves are arrogant and sarcastic, Dwarfs are boisterous and rude, and this harmed the politics of the two when the races spent time in constant contact. [[The Grudge Of Drong]] was an incident in 2493 when a highly traditionalist and highly racist Dwarf clan called Kazad Drong began a war with a far more open (and wealthy) Dwarf clan in Krag Bryn as well as their Elf allies. At the end of a very bitter war both Holds turned against the Elves who had marched to war in defense of their trade partners and all three (far more for the Dwarfs) suffering grievous losses as a result. The rest of the Dwarfs refused to help, leaving the Elves bitter at the betrayal and the two clans of Dwarfs fuming over the loss of their armies. In the same year, a Hold called Karak Zorn established in the mountains south of Nehekhara is destroyed by Lizardmen.&lt;br /&gt;
&lt;br /&gt;
In 2488 Dwarf caravans were found destroyed by Elf arrows. The Dwarfs immediately slaughtered the nearest Elf settlement.&lt;br /&gt;
This set the stage for what was to come.&lt;br /&gt;
&lt;br /&gt;
In the year 2518 when the now-evil Malekith used his knowledge of the Dwarf race to manipulate Elves and Dwarfs into being enemies forever. While there are sources that say Malekith was the mastermind of what was about to happen, others (and what is much more likely) suggest his ultimate goal was to prevent the High Elves from seeking help from the Dwarfs against himself, something that could have very well happened with the Dwarfs focus on oaths. Making the alliance between the two races shaky would keep the Dwarfs out of any future conflicts, although his plan to achieve this would work FAR better then he could have predicted. His Dark Elves dressed as the High Elves and attacked Dwarf caravans. Gotrek had difficulty believing the allies of the Dwarfs could ever do such a thing and sent his emissaries for an explanation from the current Phoenix King Caledor II, son of Caledor I. Unlike his father Caledor II was arrogant to a ridiculous degree, and refused to even meet with the &amp;quot;inferior race&amp;quot;. Angered by this behavior, Gotrek changed his demand from an explanation to the gold value that would result in forgiveness according to the Dwarf tradition of Grudges. Caledor II responded by shaving the beard of the ambassador, which is the worse thing that can befall a Dwarf short of betraying his Clan and king, and sent him back to them. He took the Slayer Oath in shame and Gotrek declared war on the Elves. This came to be known as the [[The War of the Beard (The War of Vengeance)|War Of The Beard/War Of Vengeance]] (former to the Elves, latter to the Dwarfs).&lt;br /&gt;
Due to the shame of the friendship Snorri Whitebeard swore going so wrong, he became unable to leave the world and lived on as an immortal being called [[Grombrindal]] AKA The White Dwarf.&lt;br /&gt;
&lt;br /&gt;
The war was devastating for both sides. The Dwarfs destroyed most of the High Elf colonies that had nothing to do with the conflict, the High Elves wiped out quite a few Holds and the High Elves gave into the savage side that had previously only been seen in the Dark Elves when they began desecrating religious sites and poisoning populations in acts of total war. Both sides were devastated, pooling their resources from fighting Chaos and their evil kin into destroying each other. &lt;br /&gt;
In 2519 Snorri Halfhand, Gotrek&#039;s son, dueled Caledor II and was killed. In 2525 Snorri is avenged by his cousin Morgrim the Elf Prince Imladrik in the Battle Of Oeragor. In 2545 Morgrim burns down Athel Maraya.&lt;br /&gt;
&lt;br /&gt;
In 3003 the Dwarfs attacked Tor Alessi in the Battle Of The Three Towers where Gotrek and Caledor II dueled. Caledor&#039;s head was cut off and the Dwarfs captured the Phoenix Crown, forged by all of their kingdoms for Aenarion and a holy object of supreme importance, which resulted in the Grudge that started the war being avenged (but not the MANY that had occurred during it). The Dwarfs retreated back into their Holds and dared the Elves to attack, and during preparations for that the Dark Elves attacked Ulthuan. The Elves immediately retreated back, accepting the war as a defeat, and scrambled to save their homeland. They demanded the surviving colonists to return to Ulthuan, but they had heard the primal call of the magical woods of [[Athel Loren]] and refused, becoming [[Wood Elves (Warhammer Fantasy)|Wood Elves]] instead.&lt;br /&gt;
&lt;br /&gt;
The end of the war marked the end of the golden age of the Dwarfs, as their armies were devastated and much of their lands lost. But the worst was yet to come.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Time Of Woes&#039;&#039;&#039; began only twenty years later. The Slann of the Lizardmen attempted to reshape the geography of the world in order to follow more closely the plans of the Old Ones. At the same time however, the Skaven over at Skavenblight used a giant machine in an attempt to expand their under-empire. The power of Slann magic and Skaven machinery collided and the resulting earthquakes did more damage to the Dwarf civilization than anything else in their history. Nothing is recorded of this time, even in the Book Of Grudges. All Holds were at least partially damaged, while the gigantic underground highway that connected all Dwarf territory called the Underway was blocked with rubble, water, magma, and a gigantic horde of [[Orcs &amp;amp; Goblins|greenskins]] as well as the newly discovered Chaos ratman race called [[Skaven]]. The Goblin Wars began at this time. Karak Ungor fell first, conquered by [[Night Goblins]] and renamed Red Eye Mountain. The Blacktash, Hit-hammer, and Fire-brand Clans are entirely wiped out.&lt;br /&gt;
&lt;br /&gt;
Only one year later Karak Varn fell to Night Goblins and Skaven after partially flooding from earthquakes. The year after that the mines of Ekrund were overrun by Orcs and the Mad Dog Pass watchtowers were taken by a horde of greenskins including Night Goblins from the east. Karak Izor only survived due to reinforcements from Clan Kamerad including steamroller warmachines. In 3066 Gunbad, the richest mines the Dwarfs had and the only source of Brightstone, fell to Night Goblins and Gadron Holheart, greatest Dwarf jeweler, died in the battle. By 3131 all Dwarf Holds east of the World&#039;s Edge Mountains are abandoned. In 3136 greenskins began the Silver Road Wars and twenty years later captured Mount Silverspear which was renamed Mount Grimfang after the warboss that took it.&lt;br /&gt;
&lt;br /&gt;
===Morgrim Blackbeard===&lt;br /&gt;
Gotrek&#039;s tragically disastrous reign ended some time prior to 3268 when Morgrim Blackbeard became his successor as High King and inherited the Throne Of Power.&lt;br /&gt;
&lt;br /&gt;
In 3243 Thunder Mountain erupted, forcing an army of Trolls and greenskins into Dwarf lands. Soon after, Mogrim began the Troll Wars to retake territory around Karaz-a-Karak after the fall of the villages of Valhorn and Budrikhorn. He managed to recapture minor settlements across his territory and, more importantly, was able to retake the tombs of Dwarfen ancestors to restore and reseal them.&lt;br /&gt;
&lt;br /&gt;
In 3248 Morgrim continued south with his army to reclaim Mad Dog Pass while Logazor Brightaxe led an army east to recapture Mount Gunbad but was soon forced out. Dwarf forces attempted to reclaim Mount Silverspear but were repelled and settled for destroying a greenskin army marching on Karaz-a-Karak instead.&lt;br /&gt;
&lt;br /&gt;
In 3292 Karak Izor and Clan Kamerad signed a trade deal of 2k tons of iron for 1k tons of copper.&lt;br /&gt;
&lt;br /&gt;
In 3338 the Runesmith Kadrin Redmane retook Karak Varn from the Skaven and discovered Gromril, causing a massive resettlement of the Hold. Redmane was killed in 3387 by an Orc ambush near the Black Water coast, and according to the story he threw his famous runed hammer into the water to prevent it from falling into Orcish hands; his descendant, the Hammerer Durgrim Redmane, disputes the story and still possesses the hammer to prove his claim.&lt;br /&gt;
&lt;br /&gt;
In 3392 Prince Gumli of Clan Kamerad and Princess Dertain were betrothed to celebrate 100 years of trade. Upon seeing her, he described her as having &amp;quot;the face of a troll chewing a rock&amp;quot; and breaks off the marriage, keeping the dowry for &amp;quot;the wrongs that our eyes had to endure&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In 3397 Karak Varn was retaken by greenskins.&lt;br /&gt;
&lt;br /&gt;
===Nurn Shieldbreaker===&lt;br /&gt;
The dates of Nurn Shieldbreaker&#039;s rule aren&#039;t recorded. He is mentioned in Warhammer Fantasy Roleplay 2nd edition in [[Tome Of Salvation]], so his canonicity is dubious.&lt;br /&gt;
&lt;br /&gt;
Nurn was the first Dwarf to meet the human tribals that would later form the Empire. He was initially insulted when his proud delegation of armored warriors was met with the savages fleeing in fear, but in later meetings the humans agreed to sell the Dwarfs gold and cattle in exchange for land and safe passage to it.&lt;br /&gt;
&lt;br /&gt;
===Skorri Morgrimsson===&lt;br /&gt;
At some point prior to 3518 Skorri succeeded his father Morgrim (if Nurn Shieldbreaker is still canon, the dates suggest that Nurn was Skorri&#039;s elder brother but there is no solid info on this, especially since Skorri succeeded his father so it can be finagled to say that Morgrim went missing and was presumed dead and succeeded by Nurn, who died early but Morgrim was able to find his way back and retake the throne before Skorri was made High King and leaved it to Skorri when he died). His son Prince Furgil is killed trying to reclaim Karak Ungor from Skaven, incidentally leading to the foundation of the Slayer Cult (see below).&lt;br /&gt;
&lt;br /&gt;
In 3548 Skorri lead a massive Dwarf army to retake Karak Ungor in a battle called The Battle Of A Thousand Woes, but were driven back to Karaz-a-Karak and Skorri abdicated the throne to take the Slayer Oath, and died soon after. If you take the finagling above to be canonical as a means to weld the old lore with the established canon then this means that this family had a real bad time.&lt;br /&gt;
&lt;br /&gt;
===Rogni Stonehammer===&lt;br /&gt;
Rogni’s reign has no information other than that he was the cousin of Skorri.&lt;br /&gt;
&lt;br /&gt;
===Logan Proudbeard===&lt;br /&gt;
The date Logan took the throne isn&#039;t recorded like his four predecessors, but occurred sometime between 3548 and 3773.&lt;br /&gt;
&lt;br /&gt;
On 3773 Night Goblins laid siege to Karak Azgal but were driven back, causing them to invade Karak Azul instead where they managed to take part of it. Only in 3783 did the forces of Karal Azul manage to expel them completely. Aid from Clan Kamerad is instrumental in the victory.&lt;br /&gt;
&lt;br /&gt;
In 3803 a dragon named Skaladrak Incarnadine (AKA not-Smaug) destroyed mines near Karak Kadrin.&lt;br /&gt;
&lt;br /&gt;
In 3822 Miners of Karak Eight Peaks tunneled into a Skaven tunnel by mistake, discovering for the first time how ridiculously expansive the Skaven empire is.&lt;br /&gt;
&lt;br /&gt;
In 3873 Baragor became the first Slayer King of Karak Kadrin. Unable to seek death like a proper Slayer due to his responsibility to his people, he dedicated the primary Shrine of Grimnir instead and made Karak Kadrin the center of Slayer culture. He took on the name Ungrim to reflect his duty as Slayer King.&lt;br /&gt;
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In 4010 Karak Eight Peaks fell due to daily attacks from enemies. Poisoned gas drive the Dwarfs into a retreat from Peak to Peak until King Lunn ordered his people to seal the tombs of the Eight Peak ancestors using impenetrable runes and lead his people into a battle to make their way out and make an exodus away from their home, promising to return and cleanse the depths.&lt;br /&gt;
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In 4054 Karak Azgal was destroyed by Orcs, which were then destroyed by a Dragon. The survivors of the greenskins attacked Karak Drazh then renamed it Black Crag while the Night Goblins over the course of several years took the lands between the Mad Dog Pass and the Fire Mountains, leaving only Karak Azul in Dwarf hands. The massive amount of Dwarf refugees from fallen Holds across the mountains kept Karal Azul strong. Karak Izril is also destroyed.&lt;br /&gt;
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In 4143 Orcs lead by Ugrok Beardburner attacked Karaz-a-Karak, destroying many Dwarf settlements and capturing High King Logan Proudbeard himself which broke his spirit. Gozarin Silverhorn lead the force that saved the High King and wiped out the Orcs near Black Water one year later.&lt;br /&gt;
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In 4273 Dwarfs settle the Grey Mountains and begin trading with the tribals of the human race extensively for the first time.&lt;br /&gt;
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In 4383 Clan Kamerad sent an expedition lead by their greatest warrior Daled Stormbreaker to reclaim the treasures of Karak Azgal. They are killed by the Dragon Graug The Terrible. In 4473 Karak Izor finally returned their steamrollers, in poor condition resulting in an ending of trade between the two.&lt;br /&gt;
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===Kurgan Ironbeard===&lt;br /&gt;
Kurgan took over as High King for Proudbeard some time around 4500, and in 4508 was ambushed and captured by Orcs. [[Sigmar|Sigmar Unberogen]], head of the Unberogen tribe of humans, fought the Orcs in his crusade against their race for killing his father. This began the (tsundere) respect for humanity by the Dwarfs. Sigmar is gifted with [[Ghal Maraz]], a magic runed warhammer (which gives the setting its name and primary symbol) by Kurgan. Sigmar forms [[The Empire (Warhammer Fantasy)|the Empire]] (the German Holy Roman Empire of the setting). Orcs soon laid siege to the Holds resulting in Kurgan sending Alaric The Mad to request the aid of the humans in repelling them.&lt;br /&gt;
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In 4511 at Thane Barin&#039;s wedding he insulted Thane Godrik&#039;s aunt Brodrika resulting in a Grudge.&lt;br /&gt;
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In 4522 Kurgan and Sigmar lead a force of their people in the Battle Of Black Fire Pass, finishing off the massive Orc presence in the region. The Empire is rewarded when Alaric forges the Runefangs.&lt;br /&gt;
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In 4780 Miners discover the Dragon Mordrak has nested at Karak Azul.&lt;br /&gt;
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In 4902 Dwarfs discovered Athel Loren and the Wood Elves. It...didn&#039;t go well for the Dwarfs, as the Wood Elves are batshit insane xenophobes.&lt;br /&gt;
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In 5113 Karak Vrag fell, greatly reducing the Dwarf power of the east in the [[Mountains Of Mourn]].&lt;br /&gt;
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===Finn Scourscowl===&lt;br /&gt;
Scourscowl&#039;s date of ascendancy to the position of High King is as most others unrecorded.&lt;br /&gt;
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In 5155 Dorin Heldour and Katalin Kandoom discover the lost Heartstone of Aldin Getgold in the Dragonback Mountains. In 5157 the pair explore the ruin of Karak Varn and discover then restore the fabled Axe Of Dail, gifting it to Scourscowl. In 5158 Heldour gave skinned hide of a Dragon named Fyrskar to Scourscowl in Karaz-a-Karak where it was enchanted with runes.&lt;br /&gt;
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In 5180 Gromril is discovered west of Black Water by a Dwarf named Thori Gundrikson. Dwarfs spend several years mining almost all of the Gromril until Skaven destroy the mines.&lt;br /&gt;
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In 5201 King Fodrin Axegirth insulted the King of Clan Kamerad by saying he is &amp;quot;petty minded&amp;quot;, resulting in a break of communication that Axegirth insists he started.&lt;br /&gt;
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In 5235 Heldour and Kandoom rescue Elmador and Oldor Finnson from Black Crag.&lt;br /&gt;
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===Elmador Finnson===&lt;br /&gt;
Elmador&#039;s date of ascension is unknown, and is only stated in the story of his rescue.&lt;br /&gt;
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In 5415 Kragg the Grimm finishes the first rune, the Rune of Stone, that is taught to apprentice Runesmiths under his tutor Morek Furrowbrow. Kragg became the longest-lived and among the greatest Runesmiths of all time.&lt;br /&gt;
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In 5555 Skalf Dragonslayer killed Graug The Terrible and became king of Karak Azgal. Night Goblins soon invade and the residents of the Hold are forced out, creating a town in the valley below.&lt;br /&gt;
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In 5591 a feud between the Grimbul and Drakki clan begins due to two Thanes arguing over a bellows that was borrowed by grandfather Drakki. Grimbul is nicknamed &amp;quot;Everlate&amp;quot;.&lt;br /&gt;
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In 5593 Skaven spread a plague in Clan Kamerad that kills their king. The Skaven are wiped out by 5594.&lt;br /&gt;
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In 5634 the Black Plague is unleashed by the Skaven, causing Dwarfs to seal their Holds. Skaven attack most Holds and don&#039;t capture any, although casualties are terrible for all Dwarfs.&lt;br /&gt;
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In 5943 the Dragon Skaladrak Incarnadine rampages around Karak Kadrin.&lt;br /&gt;
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===Kendrak Gottrison===&lt;br /&gt;
As with all other High Kings the date of Kendrak&#039;s rise isn&#039;t recorded. In 6235 he led an attack on [[Gorbad Ironclaw]]&#039;s army and destroyed it as he attempted to retreat back to the Badlands.&lt;br /&gt;
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In 6503 Dwarf armies allied with the Empire and attempted to wipe out the Vampires of Sylvania, Dwarf cannons playing a major part of the fall of Templehof in the Battle of Hunger Wood against Countess Emmanuelle (no, not [[Emmanuelle von Liebwitz|THAT Countess Emmanuelle]]).&lt;br /&gt;
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===Alrik Deathdealer===&lt;br /&gt;
Alrik took the throne sometime after 6503 and before 6728, when he was killed by the Goblin Warlord Gorkil Eyegouger in the Battle Of Black Falls when Alrik stabbed the Goblin fatally and Gorkil pulled him over the falls. Alrik&#039;s son Alriksson massacred the surviving Goblins.&lt;br /&gt;
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In 6796 Chaos Warriors raid Dwarf lands, killing many.&lt;br /&gt;
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Some time between the reign of Alrik and Alriksson, a young High Elf nobleman named Finubar toured the world. He met the humans of Bretonnia and was impressed with their culture, the humans of the Empire and was impressed with their development (most Elves were under the impression all humans were tribals that worshiped Chaos). He met the batshit insane Wood Elves and...gave up attempting to build a friendship quite quickly. Finally he met the Dwarfs, being the first non-Wood Elf to encounter them in many years. Finubar made a great deal of progress in repairing the bond between the two races, even going so far as to drink Dwarf ale and not offend them in doing so (likely because the Elf constitution would result in vomit rather than inebriation). When Finubar became Phoenix King he continued his work towards friendship with the Dwarfs and even allowed Dwarfs and humans the unprecedented offer to live in Ulthuan (specifically only in one city, Lothern, which was his birthplace and one of the most magnificent places in the world alongside Karaz-a-Karak).&lt;br /&gt;
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===Balun Alriksson===&lt;br /&gt;
Ascending to the throne of the High King in 6728, Alriksson focused on the Great War Against Chaos in defense of Magnus The Pious of the Empire.&lt;br /&gt;
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In 6814 Clan Grodrik and Clan Barin end their feud with the marriage of Smakki Brightaxe and Dunhilda The Fair. In the same year Skaven pirates destroy the fleets of mankind and plunder the coasts until The Battle Of Bloodwater Sound in the Black Gulf where Barak Varr Ironclads destroy them.&lt;br /&gt;
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Alriksson lead a massive army from Karaz-a-Karak to [[Kislev]] in 6825 and finished the Great War Against Chaos. All of his sons perish in the war while he himself suffers wounds that never heal. As the Dwarf Kings had been unDwarfishly stingy with their soldiers and gold during the war Alriksson felt that the Dwarfs were nearing a complete breakdown in centralized order and called for a Council Of Kings, which hadn&#039;t happened since the time of Gottrison. He announced that each of the twelve candidates to succeed him would have one year to do great deeds for the Dwarfs with the greatest among them taking the throne, which echoed what kings in ancient myths underwent to take the throne of High King.&lt;br /&gt;
Two died in their journeys, and the greatest story of valor during the year was that of Ungrim Ironfist and his dead giant giant (as in &amp;quot;very fucking large giant&amp;quot;). But Alriksson&#039;s nephew Thorgrim who had vanished during he War, returned coincidentally during the ceremony having spent the years since his disappearance during the war invading Norsca itself, reforging ties of friendship with the Norse Dwarfs (the ambassadors of which were his traveling companions on the way home) as well as delving into lost Holds and returning sacred artifacts. Thorgrim announced it was only the beginning, that he would spend the rest of his life rebuilding the Dwarf empire and avenging all Grudges. He was made heir almost immediately, and Alriksson, having found a worthy heir in his nephew, finally died of his hidden wounds not long after.&lt;br /&gt;
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===Thorgrim Grudgebearer===&lt;br /&gt;
In 6827 Thorgrim took the position of High King from his uncle Alriksson and immediately set out to begin his &#039;&#039;&#039;Age Of Reckoning&#039;&#039;&#039; to avenge the Grudges of the Dwarfs and begin a new golden age like that of before the War Of Vengeance. He retook the Mad Dog Pass immediately.&lt;br /&gt;
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In 6943 [[Grom the Paunch]] rampaged through the lands of the Dwarfs, defeating an army of Dwarfs at the Battle Of Irongate. He turned his attentions to the Empire afterwards. In the same year the Karaz-a-Karak Engineer&#039;s Guild Hall was destroyed by Burlok Damminson and Sven Hasselfriesian in a pressure vessel experiment.&lt;br /&gt;
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In 6992 Clan Grimbul and Clan Drakki reconciled with the return of the bellows.&lt;br /&gt;
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In 6996 [[Belegar Ironhammer]] managed to retake part of Karak Eight Peaks in the name of his ancestor King Lunn after initially setting forth to reclaim its treasures. Five years later he is granted reinforcements by other Holds after winning a battle called the Battle Of The Jaws. In The Battle Of The East Gate an army lead by Duregar fights through the Goblin-held Peaks and survives.&lt;br /&gt;
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In 7003 Ungrim Ironfist defeats the warlord Gnashrak in The Battle Of Broken Leg Gulley.&lt;br /&gt;
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In 7016 [[Storm Of Chaos]] begins. NOTE: this has been rendered non-canonical via retcon when Storm of Chaos failed. Thorgrim orders the Dwarfs to unite and defend their Holds while Alrik Ranulfsson clears the Silver Road of Goblins after [[Grimgor Ironhide]] unites the Orcs and marches them to war elsewhere. Alrik reclaims Mount Gunbad and many treasures as well as settling many Grudges.&lt;br /&gt;
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In 7026 Orcs lead by [[Gorfang Rotgut]] attack Karak Azul, imprisoning the family of King Kazador in Black Crag while his son Kazrik is shaven and left nailed to the throne.&lt;br /&gt;
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In 7033 [[Ungrim Ironfist]] lead the armies of Karak Kadrin to defeat the Orcs united under a Warboss named Gnashrak Badtoof. [[Golgfag Maneater]] fights on the side of the Dwarfs in the beginning of the Battle Of Broken Leg Gully but switches sides when the greenskins offer more.&lt;br /&gt;
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Some time after 7036 King Kazador manages to rescue his family and kill all Orcs responsible other than Gorfang himself.&lt;br /&gt;
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In 7038 Ungrim captures Golgfag, then releasing him for the sport of hunting and killing him.&lt;br /&gt;
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In 7042 greenskins attack Zhufbar in the Battle Of A Hundred Cannons. Both Thorgrim Grudgebearer and Ungrim Ironfist lead armies in its defense until the Ogres that had driven the greenskins towards the Dwarfs attack. The three armies unite with an Empire army from Nuln, resulting in the single greatest use of artillery in history.&lt;br /&gt;
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In 7044 [[Mannfred von Carstein]] attacked the Dwarfs to capture the High Elf diplomat and princess of their race [[Everqueen|Aliathra]], who is greatly loved by the Dwarfs. [[Heinrich Kemmler]] drives a massive force of greenskins to attack the combined Dwarf and High Elf armies before he raises the corpses of the three armies and leads his own into the fray. Aliathra is kidnapped. One year later Thorgrim refuses the demands of nobility to blame the Elves and instead offers aid in rescuing the princess. He leads a massive force to rescue [[Tyrion]], secretly the father of Aliathra who had charged deep into Nagashizzar and retrieved the unconscious girl, but during the battle she is once again kidnapped. Tyrion blames the Dwarfs and demands they leave. Rather than attack them for the insult, Thorgrim leads his army to Karak Eight Peaks to retake the Hold instead.&lt;br /&gt;
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Non-canonical information ends here.&lt;br /&gt;
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For the rest of Thorgrim&#039;s reign after 7003 (and the end of the world), see [[The End Times]].&lt;br /&gt;
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===Other Continuities===&lt;br /&gt;
* In [[Storm of Chaos]] Garagrim Ironfist, Ungrim&#039;s son, died in battle when a Chaos Giant fell on him, according to his plan for fulfilling the Slayer Oath of the Slayer Kings without betraying the position of king. Ungrim immediately takes a new Slayer Oath for the loss of his son making the loss pointless. After Retcon, Garagrim is mentioned to have died decades ago.&lt;br /&gt;
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* In [[Total War: WARHAMMER]] during the Dwarf campaign Thorgrim Grudgebearer, Belegar Ironhammer, Ungrim Ironfist and THE White Dwarf defeated all united Greenskin and Skaven Clans, and reclaimed every Hold and the rest of Dwarf territory including the Hold in the Chaos Wastes to the north of Kislev, reclaimed and purged the Underway of his foes, cleared the master Dammaz Kron of all Grudges, and destroyed the forces of Chaos and [[Vampire Counts]]. In most other campaigns the Dwarf race is either wiped out or achieves some measure of success towards those goals.&lt;br /&gt;
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* [[Blood Bowl]] as an alternate universe began when, during a battle between Dwarfs and Goblins in the Underway, the two sides discovered an ancient chest of incomparable power. Dwarfs claimed the chest and put a scholar on translating the mysterious books and scrolls inside. He went mad, but managed to write out the rules for a game which both sides agreed to play. It&#039;s not recorded who won (but considering it was between the &amp;quot;OP at low TV&amp;quot; Dwarfs and the &amp;quot;Joke at all levels and hard-countered by Dwarfs&amp;quot; Goblins, it&#039;s pretty easy to guess), but it began the craze of Blood Bowl (AKA American Gridiron Football) which in time replaced war in that particular Warhammer world to the degree that even Chaos set aside destroying reality in favor of the game as Khorne trains potential players for Chaos, Slaanesh funds stadiums, Tzeentch gambles on the game, and Nurgle...watches it.&lt;br /&gt;
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* [[The Ziggurat of Doom]] is when five Dwarfs that are never mentioned anywhere else made a final stand against a swarm of Goblins. This seemingly unimportant event is worth mention because it is the very first Warhammer lore ever written, making Dwarfs officially the first race (Goblins don&#039;t count because PISS OFF, YE KRUTTING GROBI!). Can be inserted into the main storyline at any point, if only because it doesn&#039;t really contradict anything.&lt;br /&gt;
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==Technology and Magic==&lt;br /&gt;
===Runesmithing===&lt;br /&gt;
Dwarfs, as previously mentioned, cannot simply cast magic. Their bodies resist it, their presence weakens and disrupts it, and the mental energy of Dwarfs can outright negate it as if it isn&#039;t even present (this is very comparable to a [[Blank]] in [[Warhammer 40000]], although Blanks are described as being soulless and nightmarish on an emotional level to be around whereas Dwarfs simply force magic to sit still and shut the fuck up). While all Elves and certain members of other races can be born with the ability to see magic, and most individuals can feel it to some degree (usually as a feeling of unease or sense that something is different, like Athel Loren feeling primal and sentient), Dwarfs have absolutely no ability to sense magic in any form unless its literally lighting something up or it producing a physical effect. This is a benefit in that morale of Dwarf troops marching through an area simply grumble as they would anywhere else while the landscape would be causing humans to piss themselves in place and flee the moment they heard the wind blow.&lt;br /&gt;
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Either as the invention of Valaya and Grungni or as a gift from the Old Ones, Dwarfs can smith the letters of their language in different ways into objects to produce magic. This magic is permanent or contains a set amount of charges, being completely transformed into something even safer than High Magic. These vary from the Rune Of Stone, a very basic Rune that is first taught to apprentices in the craft and only requires them to carve it right (which in human terms means perfect) to complex runes requiring a far more complex process. For example: on the last day of the third full moon of the year at midnight at the heart of a mountain the furnace is heated, the ore hammered before dawn and folded seven times while each time singing a song of forging, dipped in dragon blood and cooled in quicksilver from Karak Ungol while praising the ancestor god Haki, tempered in the water of Varn, sharpened with dragon horn. Then on the third moon of winter the Rune is carved on the finished surface, daubed with troll blood that was killed on Grungni&#039;s Day, the hilt then bound in dragon hide with the horns on the inside, hafted with gold from Azgal and bound with metal from Azul, given a pommel made from an Orc&#039;s fang covered in Grimnir&#039;s runes, blessed with ale on an altar of Valaya, and finished by killing a Troll at midnight which finishes the magic and activates the rune.&lt;br /&gt;
All runes trap small amounts of magic, making a Dwarf letter to a friend technically infused with magic that races capable of seeing it can discern information beyond the text from. But magic runes trap a large amount of magic, forcing it to behave a specific way without any of its unpredictable or Chaos effects that an unlucky wizard can cause.&lt;br /&gt;
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Runesmiths are what the Dwarfs who practice runelore are called, their craft handed down from the gods themselves. While not technically the priesthood, they are closely tied to the faiths and the shrines. Absolute perfection is required in their craft as all other aspects of Dwarf society rely on runes, from the simple miners requiring runes allowing them to break through harder rock on a timetable to the machinists who use the runes to give their creations extra security in continuing to function to kings whose runed crowns protect them from assassins.&lt;br /&gt;
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There are rules to how many and what kind of runes may be placed on an object. Technically this was providing a lore explanation for the crunch rules for runes, back when Games Workshop Army Book designers gave a fuck.&lt;br /&gt;
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* The Rule Of Three: No object may have more than three runes, as things from the material plane cannot take that much magic.&lt;br /&gt;
* The Rule Of Form: Runes are specific to the type of object. Runes for machines cannot be placed on armor, weapons on the mundane. How exactly the rune figures out the difference between a pickaxe used as a weapon and one used for work isn&#039;t clear...this may simply be a rule of Runesmithing and not how runes work.&lt;br /&gt;
* The Rule Of Pride: Duplicate choices of runes cannot be used in the same army. A Thane may have a Rune Of Stone for example, but then literally no other Dwarf may have a Rune Of Stone. The Thane can have a Rune Of Stone and a Rune Of Protection, allowing any other Dwarf to have a Rune Of Stone OR a Rune Of Protection but not both. This is almost certainly a rule for mechanics, with the lore explanation being that Runesmiths dislike repeating themselves or copying the work of others beyond their apprenticeships (note that since every single rune option is preexisting on top of the basic Dwarf idea of older being better and new being shit, there is a lore contradiction here).&lt;br /&gt;
* Jealous Runes: Master runes cannot be used more than once per army, and no more than one master rune can be on any object. They also cannot be combined together and refuse to work if there&#039;s more than one on the same battlefield. How this works for two opposing armies is unstated.&lt;br /&gt;
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Note that unless otherwise stated, runes can be used more than once on the same object to amplify their effect.&lt;br /&gt;
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Of course this doesn&#039;t mean every rune and symbol on an object is a magic rune carved by a Runesmith. Some runes are just good luck symbols, slogans, and decorations (but since all runes are magic, that doesn&#039;t necessarily mean that there&#039;s no effect at all...).&lt;br /&gt;
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===Engineering===&lt;br /&gt;
By themselves, the Elves invented complex seafaring. Humans invented bronze age technology, seen in the [[Tomb Kings]]. Ogres invented the basics of carts and wheels as well as animal husbandry. Orcs... well, they exist and usually figure out which end of sharp things to stick in other things and eventually learned that you could beat hot iron into something stabby.&lt;br /&gt;
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But virtually every piece of true technology in the setting comes from Dwarfs. Elves received their crossbows and Bolt Throwers and mankind the secrets of [[Gunpowder (Warhammer Fantasy)|gunpowder]], gears, and steam from the Dawi.&lt;br /&gt;
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Of course, the Dwarfs keep the best tech for themselves, like Gyrocopters and other fun toys. The basics were gifts to protect their allies from the forces of Chaos, things that Dwarfs have long since surpassed that would not be effective if turned against them.&lt;br /&gt;
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Dwarfs mistrust anything new; something in their eyes must be a blueprint for multiple generations before a prototype is considered, so anything special only ever gets made in times of desperation by young and human-like (or completely fucking insane) Dwarf Engineers. Seriously, the Engineers Guild will normally only consider accepting a design after it&#039;s been criticized and picked apart after decades if not centuries of work on it (it&#039;s not unheard for a design to be accepted years after the original engineer was expelled and died), though arguably given Dwarf psychology, this saves many lives as not only would a disasterous accident resulting from a piece of equipment&#039;s design flaw injure or kill Dwarfs, probably every Dwarf involved in the design and approval process of it would soon take the Slayer oath. As it is, only the desperation after the Time Of Woes has seen such new devices given the &#039;okay&#039; stamp, and even then only by more liberal &amp;quot;if it works, do it&amp;quot; and &amp;quot;if it kills Grobi and Urk, put some Slayers on it&amp;quot; leaders like Thorgrim and Ungrim.&lt;br /&gt;
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Revolutionary devices include gigantic zeppelins carrying bombs, cannons, machine guns on a 360 degree swivel, and rockets which can ram other things called [[Thunderbarge|Thunderbarges]]. Even better, in [[Dreadfleet]] the Dwarfs have a gigantic aircraft carrier/submarine that launched Thunderbarges. [[Goblin-hewer]]s are tank-like machines that throw volleys of axes, and [[Deathroller|Deathrollers]] are the unholy combination of motorcycle and steamroller.&lt;br /&gt;
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Needless to say, this technological conservatism is perhaps the biggest weakness of the dwarfen army; though their head start over races in the technological field gave them a huge edge, with each generation gone past, technological advancement (at least amongst elves, humans and skaven) closes that gap due to the slow, near-stagnant pace that dwarfs continue to innovate and expand upon what they have. Just how much of an issue this actually is varies depending on the edition book. It&#039;s also one of the things that marks the [[Skaven]] out as their most hated antithesis; because Skaven embrace innovation and don&#039;t give so much of a whisker&#039;s twitch for the cost in lives of progress, they are erratically but rapidly catching up to or even surpassing dwarf work, at least in theoretical terms.&lt;br /&gt;
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No, seriously. Skaven work is shoddily made and won&#039;t last for shit, not like dwarf work. But dwarfs have reliable steam power (and, it&#039;s implied, alcohol-burning diesel engines) they do very little with (even the Empire makes use of [[Steam Tank]]s), very-well-designed rifled flintlocks, cannons, gyrocopters, and at least the basic principles of clockpunk bionic limbs. Skaven have mastered electricity, cartridge-based gun technology, regularly use bionics on a wide scale, make use of an (admittedly unpredictable) &#039;&#039;giant laser cannon&#039;&#039; on the battlefield, and commonly wield things like flamethrowers and gatling guns. That said, in modern times occasionally an engineer will take some example of non-dwarfish workmanship &amp;quot;for scrap&amp;quot; or &amp;quot;to show the beardlings how not to do it&amp;quot;, quietly take notes behind a locked door and produce a TOTALLY ORIGINAL MACHINE similar to those that the Manlings/Ratguys OBVIOUSLY STOLE FROM US!&lt;br /&gt;
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Dwarfs believe anything worth doing is worth doing right, and in such a way that it lasts as long as possible. Dwarfs of Holds don&#039;t write often on paper, as that is the way of Humans and Elves. They inscribe on stone, or better, metal. The most important texts such as Grudges, lineage, contracts, and words of their faith are inscribed on gold (though all depictions of a Book of Grudges in art and models have paper pages). Which aside from being valuable does not rust or tarnish (which is why in real life we use gold for the records and plaques on the Voyager and Pioneer space craft).&lt;br /&gt;
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In contrast, in real life Engineers don&#039;t try to get everything right on the first go. The first cars were slow, fuel inefficient, unreliable, tricky to operate and basically dangerous toys for the rich. Never the less, once the basics of &amp;quot;go forward, turn and stop when desired&amp;quot; were met the engineers could move on to solve the various other problems. This includes problems which only become apparent once a mechanism is used. &amp;quot;Perfect&amp;quot; is the enemy of &amp;quot;Good Enough&amp;quot;.&lt;br /&gt;
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===Smithing===&lt;br /&gt;
Of course science and 100% reliable magic aren&#039;t the only Dwarf advantages, they still have the standard &amp;quot;better than anyone&amp;quot; smithing.&lt;br /&gt;
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The most important resource to Dwarfs, beyond even ale, is the magical metal &#039;&#039;&#039;[[Gromril]]&#039;&#039;&#039;. Gromril is meteoric iron AKA &amp;quot;Starmetal&amp;quot;. The typical fantasy trope is that meteoric iron is rare and magical, but in real life it was mundane; today we use telluric iron which is common and occurs naturally on Earth, but in the Bronze Age and earlier, before advanced techniques of mining and smelting, meteoric iron was a rare alternative and indeed was one of the hardest materials for weapons available at the time. Today it is a curiosity only, and a gimmick for mid-price jewelry.&lt;br /&gt;
That being said, Warhammer Gromril is different from real life meteoric iron in that Gromril originates in the Warp, crashing down in comets in the time of the Old Ones and even somewhat rarely in the modern day. The more ancient veins of Gromril are found deep below the planet surface and are relatively safe to mine if discovered, while recent fallen Gromril is found in dangerous places due to [[Warpstone]] always accompanying its fall. Of course any time a Skaven spy hears a Dwarf say Gromril, they hear Warpstone and they plan the ruin of yet another Hold.&lt;br /&gt;
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Gromril is extremely important to Dwarfs and is almost never given to non-Dwarfs. Their most valuable currency is made from it due to its value far surpassing gold, and Gromril is a major component of major Runesmithing. It has little value to any other race other than as a trade good as nobody else can smith using it.&lt;br /&gt;
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Gromril can be worked into three forms:&lt;br /&gt;
* Refined Gromril: Also called Mithril. Used for common items like coins and cheaper armor.&lt;br /&gt;
* Adamant: Only the Master Smiths know how to make this, and it is far superior metal for important items.&lt;br /&gt;
* Laihtero: Crystalline Gromril, mythical with properties largely unknown. It was able to contain [[Arianka|a Chaos God]] in a sarcophagus.&lt;br /&gt;
&lt;br /&gt;
Many people paint Gromril as bronze, but it is in fact silvery (hence why Eavy Metal paintjobs cover the more important Dwarfs like Hammerers in it).The oldest of Dwarf objects are made of precious metals, while the newest are made of increasingly large amounts of the Elgi material. Dwarfs dislike wood and generally avoid using it when possible, but when they do, they favor wutroth, also called ironbark or stonetrunk. It is a very rare mountain tree, whose forest were all but destroyed during the Time of Woes, that produces extremely hard wood (its nuts were used as sling bullets by dwarfs in ancient times).&lt;br /&gt;
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==Grudges==&lt;br /&gt;
The Warhammer Dwarfs&#039; main distinguishing feature is the extreme fervor with which they pursue Oaths and Grudges. A Dwarf that breaks an Oath or does something otherwise shameful -- &#039;&#039;any&#039;&#039; Oath or offense they feel is unforgivable -- takes an Oath, gets his hair cut into a mohawk, and becomes a Slayer who seeks mighty monsters to kill until he finds one that manages to kill him, or else seeks Dwarfs in conflict to aid and hopefully die in battle.&lt;br /&gt;
[[File:A Grudge Too Far.jpg|400px|thumb|right|TOUGH DECISIONS ARE TOUGH]]&lt;br /&gt;
Meanwhile, any Grudge that a Dwarf experiences is written in a [[Book of Grudges]] with one for every settlement and some even for individual Dwarfs or clans, and each entry &#039;&#039;will&#039;&#039; be answered for. Every 50 years the Dwarfs send representatives to Karaz-a-Karak on a holiday called &amp;quot;The Grudgement&amp;quot; where all Grudges that have been suffered and all Grudges that have been avenged are told to the rest of the assembled ambassadors which are then recorded in the master copy of the Dammaz Kron that is owned by the High King. The Great Book of Grudges is magical and no matter how many or few entries there are, it looks the same size (explaining why they can make a model of it) so only the High King is aware of how many there are yet unavenged and it is a large part of his responsibility to note which have been avenged while pursuing the others. Oh, and he&#039;s gotta record the new Grudges in his blood. So yeah, try not to get too pissed off because you&#039;re basically causing stigmata to the king.&lt;br /&gt;
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Dwarfs don&#039;t necessarily need to kill to avenge a Grudge. Gold can be used if the Dwarf most in charge of the Grudge is willing to accept it. For example, at the start of the War Of Vengeance the Dwarfs were unaware of the concept of a civil war and thus assumed that when Elves dressed as High Elves attacked their caravans the Holds affected declared Grudges and demanded Elf blood be spilled. The High King at the time called for calm and sent a representative to ask the High Elves what happened, although the Phoenix King at the time had no respect at all for non-Elves and refused to meet with a &amp;quot;lesser race&amp;quot;. So the demand was changed from explanation to gold, equal to what was lost. That earned the diplomat being shaved thus ruining his life as he had to take the Slayer Oath, and at this point the High King finally demanded blood. He earned it as well as gold when he beheaded the Phoenix King and took the Phoenix Crown, for which he struck the Grudge out of the Dammaz Kron.&lt;br /&gt;
&lt;br /&gt;
Revenge is literally seen as a holy mandate in Dwarven culture. One comic has a pair of dwarf thanes decide to settle a long-running inter-clan grudge through a ritual that entails tying their beards together and letting them bash each other with axes; as they fight, each cites older and older grievances against the other until they realize that they&#039;ve actually forgotten how this whole fight started in the first place. When they declare that this makes the whole grudge thing pointless and stupid, and they decide to call it quits, the stand on which their Book of Grudges sat suddenly falls on them - and because they can&#039;t decide which way to run, they get squashed by the hefty tome. Their followers promptly decide this is an omen from the gods and continue the fight until they mutually exterminate each other.&lt;br /&gt;
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More so than their glacial technological advancement or social conservatism, this obsession with revenge is generally portrayed as the dwarfs&#039; biggest failing, and one of the main reasons that they are going extinct; they constantly fight battles they don&#039;t need to fight, as well as getting members of their race killed for the sake of avenging dead dwarves (who were often killed avenging &#039;&#039;their&#039;&#039; predecessors). This constant cycle of endless war is slowly grinding them into nothing, because dwarves simply cannot breed quickly enough to even hope to replenish their losses, thanks to the lethal dearth of fertile females in their ranks.&lt;br /&gt;
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==Sex And Development==&lt;br /&gt;
Dwarfs have very few females; lore from older editions states that one in every ten Dwarfs is female with late lore saying one in three, and political marriages are of far more importance than any emotional attachments. In early times, before Warhammer had much of an established setting (pre-3e), Citadel produced a few pre-slotta (as in &amp;quot;the base is part of the model) female Dwarf villagers and adventurers, although after that point only male Dwarfs saw any releases. The clan of a Dwarf bride receives the bride&#039;s weight in gold upon marriage, but in order to marry her the groom must be able to wrap his beard around her waist twice (which, if we assume most grooms are longbeards with ~ 3ft long beards, means most dwarf brides have waists with a circumference of about 1.5 feet, considerably svelte in comparison to the human woman&#039;s average of 3.2ft) creating a dynamic where plump women as relatives are good, skinny woman as desired brides good, and in reverse is considered unappealing and undesirable. Female Dwarfs braid their hair into plaits, which are their equivalent to a Dwarf man&#039;s beard. Females are rarely found in positions of power, with only the [[Queen Helgar Longplaits]] described in [[The Grudge Of Drong]] confirmed, with her entire rulership being plagued with accusations of illegitimacy due to sex. Women rarely, but more often do, end up as a king&#039;s advisor. The 6e Army Book also mentions a female Dwarf as a barmaid serving drinks to male workers and warriors and in Total War: Warhammer you can find &amp;quot;Dwarf Bride&amp;quot; and the superior &amp;quot;Daughter Of Valaya&amp;quot; companions to Characters.&lt;br /&gt;
&lt;br /&gt;
Dwarfs have a coming of age ceremony marking the transition from childhood into adulthood, which we know absolutely nothing about because its one of the most well-guarded secrets of Dwarfs.&lt;br /&gt;
&lt;br /&gt;
When a Dwarf&#039;s beard (or plaits) grow so long that they reach the ground, their settlement erupts in celebration over it. This makes them eligible to become a Longbeard (unknown if females have this as an option) although it is not a mandatory task as a narrator in a Dwarf Army Book mentions that he&#039;s old enough to join the Longbeards but remains with the Hammerers by his own choice.&lt;br /&gt;
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==Politics==&lt;br /&gt;
* &#039;&#039;&#039;Dawi&#039;&#039;&#039;: Inter-Dwarf relations are the basis of comparison by which you can see Dwarfs at their best. If they don&#039;t hate one of your ancestors they are literally the single best allies you can have as they demonstrate a self-destructive degree of Oath fulfillment. But the other side of the same coin is single-minded pursuit of Oaths made unwisely, and of Grudges for even minor infractions. While some leaders such as Thorgrim and Gotrek Starbreaker are more willing to listen to reason or use alternative methods to consider an Oath fulfilled and Grudge settled, other such as the Ungrims and Alrik Ranulfsson are more intent on purging as many Grudges as soon as possible making war inevitable and bloody. In the White Dwarf Warhammer comics, two Dwarf holds that have warred for centuries are all but depleted, with a full-scale WAAAGH of Night Goblins at their doors which, if they break through, threatens extinction for the entirety of both Clans. Unwilling to abandon the Grudge war even then, the armies suit the last of their non-combatants, including the last three women of one of the clans, in armor and charge into a last battle. When in a personal challenge the patriarchs of both clans argued with each blow about who&#039;s clan slighted who and realized neither had recorded the original Grudge; only those caused by it. Both clans set to make peace, but at the banquet of celebration Grimnir caused his statue to crush both patriarchs for the dishonor of not avenging Grudges regardless of whether or not they are remembered or even happened at all, resulting in both clans wiping each other completely out and the Goblins claiming two holds without effort. It should be noted however that the sin was in forgiveness, an abhorrent thing in Grudgelore when instead they could have both made some mutual sacrifice such as a gift to another Hold; a Grudge must be settled, though gold or Gromril is a substitute for blood. Dwarf politics are also marred by arrogance; even though all things must be recorded, not everything must be in living memory. Runes created with the Elves for example are known by most Runesmiths, but not the origin of the rune beyond the name of the Dwarf creator. This unwillingness to admit to things that make the race look lesser is a major frustration for man and Elves, not to mention each other.&lt;br /&gt;
* &#039;&#039;&#039;Dum&#039;&#039;&#039;: Chaos is abhorrent and, with one exception below that all other Dwarfs pretend doesn&#039;t exist, has never been anything but an enemy. The concepts Dwarfs hold dear are alien to it, and the threat it poses to the world is clear, so fuck Chaos.&lt;br /&gt;
** &#039;&#039;&#039;Gor&#039;&#039;&#039;: Dwarfs hate Beastmen. A bunch of dumb animals that somehow gained sentience only to do stupid shit, and since they’re tainted by Chaos you can’t even eat them. It is said that before [[The War of the Beard (The War of Vengeance)|war of grudge]] Malekith and Snorri once hunted an entire army of beastmen together, an event that ended with Malekith slaughtering them all. There has never been a recorded circumstance of the two working together, and they are completely inferior to Dwarfs in every way. It is also known that the Dwarf has a special name for Morghur the Shadowgave called &amp;quot;Gor-Dum&amp;quot; (which roughly translates to &amp;quot;Death-beast&amp;quot; or &amp;quot;Doom-beast&amp;quot;).&lt;br /&gt;
** &#039;&#039;&#039;Dawi&#039;zharr&#039;&#039;&#039;: There are some Dwarfs who have turned to [[Chaos]] and created a separate civilization, creatively called the [[Chaos Dwarfs]], who were formed when they dug too far out into Chaos-infested wastelands. They sell weaponry to those [[Warriors of Chaos|Chaos worshiping Vikings north of them]] and are basically insane Babylonians. Chaos Dwarfs have wizards and brute-force magic through their bodies, which slowly turns them to stone and radically alters their appearance. Other Dwarfs have no love for Chaos Dwarf, not even as things to hate. Dawi like to have a good grumble about the Urks or the Grobi whenever they are brought up. In contrast their official stance to pretend they don&#039;t exist (and, if presented with any live specimens, to confirm their nonexistence with axes); in [[Gotrek &amp;amp; Felix]], Dwarfs engage in the time-honored tradition of verbally bashing Elves, and the claim is made that the actions of the Druchii reflect all Elves. When Felix brings up Chaos Dwarfs, the Dwarfs simply glare at him with such ferocity he feels as much fear of his friends as he does Vampires and Daemons elsewhere in their adventures. A similar incident occurred, but with Teclis instead of Felix pointing out the Chaos Dwarfs. Only Teclis&#039; restraint and the fact that Gotrek owed Teclis a life-debt prevented bloodshed. Chaos Dwarfs have strayed from the light of Valaya, Grungni, and Grimnir and are forever cursed for it. But the fact that somewhere and somehow even the stalwart and stoic Dawi could give into the ruinous powers is deeply unsettling.&lt;br /&gt;
** &#039;&#039;&#039;Daemons&#039;&#039;&#039;: Dwarfs hate Daemons;. There has never been a recorded instance of the two working together (with the exception of the Chaos Dwarfs), and during the first Chaos invasion of the world, Grimnir ascended to godhood by establishing a one-man hold in the Warp to oppose them making them possibly the worst enemies of the Dwarfs. They are inferior to Dwarfs, regardless of what Chaos cultists say.&lt;br /&gt;
** &#039;&#039;&#039;Dumal&#039;&#039;&#039;: The Warriors Of Chaos are a reminder that Umgi are not fully trustworthy (don&#039;t bring up Chaos Dwarfs). Evil to the core, to be destroyed whenever encountered. Inferior to even the Elgi.&lt;br /&gt;
*** &#039;&#039;&#039;The Norscan Tribes&#039;&#039;&#039; Chaos worshiping barbarians. They were called Dumi like the Warriors of Chaos most of the time because they are chaos worshiping barbarian, but sometimes referred to as Bakrazdumi (northlander berserker) or Vardumi (northlander berserker or chaos warriors who have been hit in the head). It was known that there were contacts between the human tribes and the Dwarfs long ago in the far north. While the primitive umgi is only capable of using shitty stone/wood weapons/tools, both side had good relations, trading goods and technology to each other until Chaos showed up and corrupted the Norseman. Some Norsemen who wanted to avoid chaos went on an exodus to the (much safer) southern region while the remaining started to sacrifice any living beings they captured to their dark gods, a practice that they continue to this day. The Norse Dwarfs noticed this and broke any contacts and treaties with them, and set up safe routes, defenses and traps to avoid further contact with those barbarians. Sadly, the Norse Dwarfs were eventually overrun and nearly exterminated by the Norseman despite their best efforts. Most of the metal tools/weapons that were carried by the Norseman today are either forged by themselves with the smithing techniques taught by the Norse Dwarfs long ago, remnants of the times before Chaos, or made by the [[Chaos Dwarfs]], their current trade partners. Inferior to even the Elgi and must kill on sight whenever possible.&lt;br /&gt;
** &#039;&#039;&#039;[[Fimir]]&#039;&#039;&#039;: Dwarfs have almost no relationship with Fimir other than Norse Dwarfs, who are neutral to them. Most assume they are some variant of Troll and attack them on sight, but due to a lack of any history between the two actual non-violent interaction can go any direction.&lt;br /&gt;
* &#039;&#039;&#039;Umgi&#039;&#039;&#039;: Humans are too short-lived to accomplish much or become proficient in anything, straddle the fence between proper Dawi ways and Elgi nonsense, and aren&#039;t completely trustworthy. On the other hand, they’re still the closest race to Dwarfs, and they do try to be better than their nature allows, bless their shoddily-made hearts.&lt;br /&gt;
** &#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: Dwarfs are respectful of Bretonnians, although their Elvish influence and use of horses are things Dwarfs mistrust greatly and hold against them (&amp;quot;Proper Dawi only trust a pony&amp;quot;). Regardless, Dwarfs see Bretonnians as among the best of mankind due to their rigid gender roles, adherence to tradition, codes of conduct, martial strength, and mistrust of magic. Altogether, still inferior to Dwarfs.&lt;br /&gt;
** &#039;&#039;&#039;Empire&#039;&#039;&#039;: Dwarfs have a slightly better relationship with the Empire, as they have age-old oaths of friendship due to the efforts of [[Sigmar]]. They still consider humans inferior, but unlike the Bretonnians, have deigned to share some of their secrets of smithing, stonecraft and [[Gunpowder (Warhammer Fantasy)|gunpowder]] with the Germanic part of humanity. Inferior to Dwarfs, but they’re seen more as victims of their own nature than universally evil. Some Dwarfs live in the Empire (especially Nuln), much to the chagrin of the more traditionally-minded.&lt;br /&gt;
** &#039;&#039;&#039;[[Kislev]]&#039;&#039;&#039;: Dwarfs do recognize the importance of this country as a Shield of Civilization, and helped Kislevites fight Chaos at least once, in a [[Great War Against Chaos]]. Otherwise, Dawi probably see them just as a little-better-than-Dumal bear fuckers.&lt;br /&gt;
** &#039;&#039;&#039;[[Araby]]&#039;&#039;&#039;: Arabyans are stuck in that awkward point of lore where they&#039;ve gotten almost no recent direct lore development and are mostly just mentioned in the stories of other factions, and the older material is largely from the early Warhammer that more closely followed real history (remember Bretonnian cannons?) with silly parts, fantasy, anachronisms, and Moorcock stuck in. Plus some bits that are offensive now and would probably be removed or changed. As a result, canon relations between Araby and Dwarfs can mostly be inferred; they almost certainly trade, either directly or with a go-between. Dwarfs probably don&#039;t appreciate the commonality of Chaos devotees and other magic and spirits, nor the slavery.&lt;br /&gt;
** &#039;&#039;&#039;Other Humans&#039;&#039;&#039;: Canon Dwarf politics with the other human groups is scarce. Everyone in the Old World other than Bretonnia hires them for work here and there it seems, and Dwarfs aren&#039;t given any lore to go on regarding the humans of [[Khuresh]], [[Kingdoms of Ind|Ind]], [[Cathay]], [[Nippon]], [[Albion]], or [[The Southlands]]. If nothing else, non-chaotic Umgi can keep the Greenskins down.&lt;br /&gt;
* &#039;&#039;&#039;Elgi&#039;&#039;&#039;: Dwarfs and Elves used to be friends. After The Great Betrayal Dwarfs learned from the Elves that other races are not consistently trustworthy. They blame the Time Of Woes mostly on Elves despite it mostly being the result of earthquakes, Lizardmen who caused those earthquakes, greenskins, Skaven. The Grudge against the Elves was fulfilled with the killing of Caledor II and the taking of the Phoenix Crown, but many minor Grudges remain and Dwarfs are far too happy to record &amp;quot;Elf&amp;quot; on a Grudge instead of &amp;quot;Wood Elf&amp;quot; or &amp;quot;Dark Elf&amp;quot;. While the Dwarf word for Elf isn&#039;t an insult like the Dwarf word for human (&amp;quot;Umgak&amp;quot;=human made=poorly made), Elves are a byword for fickleness, subtlety, manipulation and treachery among Dwarfs (actually, I&#039;m pretty sure that in one of the old army books it showed that the word &#039;Elgak&#039; meant something on the verge of collapse, so go figure). Of course they are inferior to Dwarfs, and maybe even to Sigmar&#039;s Empire.&lt;br /&gt;
** &#039;&#039;&#039;High Elves&#039;&#039;&#039;: Dwarfs have no special name for High Elves, representing how the sins of any other group reflect them as well (don&#039;t bring up Chaos Dwarfs). But unlike the others, Dwarfs can still ally with them even if it is with a watchful eye.&lt;br /&gt;
** &#039;&#039;&#039;Elgi&#039;drazh&#039;&#039;&#039;: Dwarfs HATE Dark Elves. While all Elves are part of the Great Betrayal, Malekith&#039;s dishonor to Snorri Whitebeard is unforgivable and the Dark Elves played the Dwarfs for fools. They are inferior even to other Elves. FUCK THOSE MOTHERFUCKERS.&lt;br /&gt;
** &#039;&#039;&#039;Wutelgi&#039;&#039;&#039;: Not an open enemy like Chaos and greenskins, but close. Always openly hostile, and attack without warning or discernible motive. Sometimes randomly helpful, cleaning poisoned wells before Dwarfs drink from them and wiping out Skaven marching on Holds. Insane, unpredictable lunatics.&lt;br /&gt;
* &#039;&#039;&#039;Uzkular&#039;&#039;&#039;: Undeath is an unnatural state, and nothing good can come of it (&amp;quot;GO FOOK YER AUNTIE, ANCESTOR GHOSTS DINNAE COUNT!&amp;quot;). Dwarfs don&#039;t seek out confrontation with the Undead for its own sake, but the Dammaz Kron has enough pages that conflict is very common.&lt;br /&gt;
** &#039;&#039;&#039;Zangunaz&#039;&#039;&#039;: Dwarfs hate Vampires. The only contact between the two has been hostile and always began with the Vampires as the aggressor. Dwarf/Vampire history began when Neferata suddenly appeared and wiped out a Hold then reanimated all the Dwarfs as her slaves, a state they remain in. It hasn&#039;t gotten better since then, another notable example is the vampire lord Walach Harkon killing one of the Dwarf High Kings in a duel during the war against Konrad von Carstein. The Dwarfs don&#039;t distinguish between bloodlines, as the word &amp;quot;zangunaz&amp;quot; literally translates to &amp;quot;blood drinker&amp;quot;, which is as good as any alternate name for vampires. Only one Vampire, Ulrika, has been recorded with any friendly interaction between them (or more specifically two Slayers) and she was later killed in self-defense after failing to control her bloodlust. The former knight of the white wolf Jerek von Carstein made a truce with a dwarf in order to slay Konrad von Carstein and Mannfred but he later asked the dwarf to seal him in a ruin to prevent himself from hurting others. [[Genevieve Sandrine du Pointe du Lac Dieudonné|Genevieve]] also clearly gets a pass given everyone knows where she lives, and no armies have shown up at her door for a quick striking out of a Grudge about some Von Carstein raising some Miner&#039;s uncle as a Skeleton Warrior. Vampires also threaten the humans of the Empire and Bretonnia. Inferior to Dwarfs because they cannot into engineering.&lt;br /&gt;
** &#039;&#039;&#039;Uzkuli&#039;gorl&#039;&#039;&#039;: Dwarfs are not fond of the Tomb Kings. In life they were a primitive and divided people as likely to trade as hunt Dwarfs for sport, and in death they are much more likely to undertake the latter. Unfortunately some Dwarfs saw the long-dead humans buried in massive tombs full of gold as an opportunity for profit, feeling that a dead human deserves none of the reverence of a dead Dawi. Now, many bony Nehekharans seek to reclaim their lost gold, causing many Grudges as some Dwarfs are unaware that their heirlooms and sacred treasures are stolen property and are attacked, slaughtered, then taken as undead slaves or trophies. That being said, some (like [[Queen Khalida]]) and King Behedesh can find common goals with Dwarfs (like killing those fucking Vampires or greenskins). According to the Nagash novel, a high king by the name Morgrim Blackbeard had their finest smith forge a fine looking two-handed Khopesh as a present for Alcadizaar the Conqueror, even wanting to discuss their relationship for the future. It is also mentioned in the same book that the usual Dwarf folks are &amp;quot;slow to warm to the Nehekharans&amp;quot;. Superior to Vampires in that they don&#039;t have to prey on the living for sustenance, the majority didn&#039;t want to become the way they are and they use engineering more than vampires do. Still an inferior, albeit stylish, bronze age race.&lt;br /&gt;
* &#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: Gold-hoarding beasts and probably slaves of Chaos (as far as Dwarfs are concerned). Slaughtered many Dwarf expeditions to Lustria. If the Dwarfs knew they caused the Time Of Woe, they would stop at nothing to destroy them (except the Skaven were partly responsible for it as well, but Skaven are already right next to Greenskins in the Dawi&#039;s book). But as it is Dwarfs know very little of them and most of what they&#039;ve done to the race remain unrecorded as no survivors returned to tell the Grudge.&lt;br /&gt;
* &#039;&#039;&#039;Greenskins&#039;&#039;&#039;: Literally worse than Chaos. If it came between killing all four Chaos Gods or killing a quarter of the greenskins in the world, most Dawi would pick the greenskins. Being one of the species that can use the underway, meaning they are encountered all lot of times and those encounters often resolves in violence and beard shaving. The Grudges they caused are so numerous that it was decreed only genocide would strike them all out of the Dammaz Kron.&lt;br /&gt;
** &#039;&#039;&#039;Grobi&#039;&#039;&#039;: Goblins. Worst of the worst. Thieving shits that infest valuable caves.&lt;br /&gt;
** &#039;&#039;&#039;Urks&#039;&#039;&#039;: Orcs. Also the worst of the worst. Big stupid idiots that do nothing but ruin what better races (IE basically everything not an Urk, or Thaggoraki, or anything race that a Dawi hates) built.&lt;br /&gt;
** &#039;&#039;&#039;Gronti&#039;&#039;&#039;: Giants. Fuck Giants, they&#039;re Grobi pawns and love to steal Dwarf beer.&lt;br /&gt;
* &#039;&#039;&#039;Ogri&#039;&#039;&#039;: Ogres. Big dumb oafs, inferior in every way. Close to enemies of the Dwarfs because they usually are, but the rare odd Maneater can be trusted and sometimes even blends into Dwarf culture. Strange is the Ogre that suddenly decides its a Slayer, but is it worth losing the sight of him wrasslin&#039; a Dragon by explaining it to him?&lt;br /&gt;
* &#039;&#039;&#039;Grombolgi&#039;&#039;&#039;: [[Halflings (Warhammer)|Halflings ]]. Little lore mentioned the relationship between the Halflings and Dawrfs. The Dwarfs&#039; records had such a line: “beardless Manlings we first thought to be children” to describe the Halflings when they first saw them traveling with a human tribe across the world&#039;s edge mountains. It is unknown if the Dwarfs treats Halflings with the same respect as they did to the Manlings since they were tiny (probably shorter than the Dwarfs) and combine their thievery way, they are similar to Grobi, their hated foe. To the Imperial Dwarfs living in urban Manling cities like Altdorf, Halfling is a common sight and the Dwarfs just can&#039;t stand them. They always walking in big group, smiling, talking and just so annoying that the Dawi would drive out any Halfling that walked into their shop, with a broom.&lt;br /&gt;
* &#039;&#039;&#039;Thaggoraki&#039;&#039;&#039;: Skaven. The other worst of the worst, stole all their technology from Dwarfs (not true, but they certainly do steal quite a bit) and to be killed on sight. Still, most Dwarves would choose Greenskins over the smelly rats due to having some major Grudges (the Dwarf equivalent of the &amp;quot;between a rock and hard place&amp;quot; saying is &amp;quot;Do you kill the squig or the rat wolf first?&amp;quot;). One of the other species capable of using underway except there are A LOT OF THEM, meaning there&#039;s gonna be a lot of dead miners, rat shit and a HELL LOT of grudges. Responsible for the Time Of Woe when their tried to expand Skavenblight with some kind of foul device, but was unknowingly combined with the Slann&#039;s effort for reshaping the continent to the old one&#039;s vision and ruined the poor Dawi&#039;s living room. The Dwarfs don’t know this, but the Skaven are worst of the worst anyway.&lt;br /&gt;
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==Khazalid==&lt;br /&gt;
The language of the Dwarfs. Actually the single most elaborated on language in Warhammer (very extensively) despite the lore saying little is known of it due to Dwarfs (usually, looking at you here [[Vermintide|Bardin]]) not speaking it outside their own kind (This is taken from Tolkien, where the Dwarven language of Khuzdul was kept secret from outsiders, to the point that they wouldn&#039;t even use their given names in the presence of non-Dwarves). Even beyond that, the language of the Dwarfs is highly complicated and relies more on background knowledge than literal translation; as such, a literal translation of a Dwarf&#039;s name may be &amp;quot;Alebelly Cragfist&amp;quot; as given to humans, with the name Gorogbolg Karazdrung translating to a Dwarf into &#039;&#039;&amp;quot;Highly respectable and Noble Dawi of considerable craft, wealth and means, whose clan elder once hammered through rock with his bare fists to save his clan from drowning, whilst simultaneously discovering a new, rich seam of gold.&amp;quot;&#039;&#039; Its lexicon is a bit punny, though not to the level of utter farce.&lt;br /&gt;
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Khazalid is written in runes, which as previously mentioned are magic and can be made even more magical by Runesmiths.&lt;br /&gt;
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Not surprisingly the Chaos Dwarfs speak a variant of Khazalid. In Total War Warhammer III, they speak in this exclusively unlike the regular Dwarfs. Probably because they are a bunch of insular xenophobic jerks who think themselves better than everyone else.&lt;br /&gt;
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==Religion==&lt;br /&gt;
Dwarfs worship a trinity of gods. Valaya, Grungni, and Grimnir. They are referred to as the Ancestor-Gods, as they are believed to be the deities who created the dwarfs and taught them all they needed to know. They&#039;re fairly vanilla in concept, really.&lt;br /&gt;
Ancestor gods also include the demigod children of the trinity, and any Dwarf of considerable enough importance to revere is added to the pantheon.&lt;br /&gt;
&lt;br /&gt;
Old lore stated that after death all souls are consumed by Chaos or remain as hateful ghosts on the material plane other than a handful that benevolent gods save as their favored servants. Dwarfs believed ancestors reside in the stone of the earth. End Times retconned the former and seemingly supports the latter as in the final battle Nagash resurrected every Empire soldier who has died to march against Chaos, while the Dwarf race assembled in one gigantic army and were joined by the spirits of every Dwarf that ever lived in the final battle (absent were Gotrek, who took the mantle of Grimnir from the real Grimnir, and Valaya who was drained of power by Nagash, - which he used to shroud Nehekhara in darkness - in his titular End Times splatbook). As such it seems like Dwarfs were right, their souls live on in the ground.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grungni&#039;&#039;&#039; &lt;br /&gt;
Your generic patriarch-god; a stern, all-knowing, wise all-father, responsible for teaching dwarfs everything about runes, crafting, mining, smithing, building, whatever. His primary portfolio is mining and stoneworking, although crafting in general is also attributed to him. Basically making anything is a prayer to him, so you make it to the best of your ability.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Valaya]]&#039;&#039;&#039; &lt;br /&gt;
Again a fairly bogstandard matriarch-goddess; a protector, healer and nurturer. Technically tied to the domains of all other Ancestor Gods because she created most Dwarf culture, booze, written language, and established the first Holds, but is subordinate to the male gods for [[-4 Strength|some reason]]. Kingly authority originates with Valaya, strangely making her closer comparatively to Zeus than Hera. Her priests and priestesses (mostly examples of the latter exists in canon) are advisors to kings and nobility as well as healers &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grimnir&#039;&#039;&#039; &lt;br /&gt;
The dwarf god of war and honor, founder/inspiration (depends on your interpretation) of the [[Slayer]] cult. Attempted to close the northern Warp Gate by himself, somehow wound up in the Warp itself where he&#039;s fought a one-Dwarf war against the entirety of Chaos (probably alongside [[Kaldor Draigo]] and [[Oxyotl]]). He’s got the least organized religious representation as far as priesthood goes, but we have more references to shrines of him than the others. Mostly because its WARhammer obviously.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gazul]]&#039;&#039;&#039;&lt;br /&gt;
The Dwarf god of Death. Lived in the time of the trinity, and created the written version of their names as well as the concept of venerating your ancestors. His faith includes the &#039;&#039;&#039;Order Of Guardians&#039;&#039;&#039;, the Dwarf equivalent of Witch Hunters. Every Hold and most settlements, any place that has a place to honorably bury dead Dwarfs in fact, has a shrine or temple to him. We also have references to them Witch Hunter’ing abroad, including a priestess who puts down undead in Imperial Dwarf hangouts.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Morgrim]]&#039;&#039;&#039;&lt;br /&gt;
God of Engineering. Oldest child of Valaya with Grimnir, personally invented Bolt Throwers and Dwarf Catapults/Stone Throwers (which later became Grudge Throwers). Was Grimnir&#039;s companion on the way to close the Warp Gate, but Grimnir forced him to turn back and return home. All Engineers are basically priests of Morgrim, since his teachings are a code of conduct for the craft. Liberal Engineers are considered heretics (but not the kind you shoot, just the kind you shout at) by conservative Dwarfs for their loose interpretations of scripture and in turn conservative engineers are considered grumpy old assholes by the radicals. Interestingly the only example we have of a Dwarf who SHOULD have become a Slayer but refused and accepted exile instead was a radical Engineer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Smednir]]&#039;&#039;&#039;&lt;br /&gt;
God of smelting and metalworking. Oldest son of Grungni and Valaya. Smednir created the tools that Thungni and Grungni inscribed their rune magic on, and among the greatest creations of the trio of laborers is [[Ghal Maraz]] itself. Smednir&#039;s shrines and temples are basically just extensions of those of Grungni&#039;s, since the two are inseparable in theme.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Thungni]]&#039;&#039;&#039;&lt;br /&gt;
God of Runesmithing. Youngest son of Grungni and Valaya. During the settling of the first Holds he descended into a mystical realm called &amp;quot;Ankor Byrn (Glittering Realm)&amp;quot; where he discovered the ability to forge his mother&#039;s language with magic to create runes, although it was his father who later turned the discovery into a science and art. Only descendants of Grungni like himself were capable of learning Runesmithing. All Runesmiths are basically priests of Thungni, like Morgrim&#039;s Engineers. Unlike all the other gods who are friendly with the faiths of the allies of the Dwarf race and enemies of those who are Dwarf enemies, Thungni&#039;s cult has an additional enemy; non-Dwarfs who try to learn or succeed at making rune magic. This includes human wizards. Interestingly this taboo didn’t exist for the Elves, who in the days of kinship worked with the Dwarfs to enhance High Magic and Runesmithing together.&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
===Living===&lt;br /&gt;
* [[Thorgrim Grudgebearer|High King Thorgrim Grudgebearer]]&lt;br /&gt;
High King, current leader of the Dwarf race. Both more liberal than past High Kings and more conservative than any of the modern ones; Thorgrim seeks to aggressively expand back into long-lost territory, and upon taking the throne declared it to be the &amp;quot;Age Of Reckoning&amp;quot; that marks the beginning of the climb back to a new golden age starting when Dwarfs avenge all Grudges. This has lead Dwarfs to see him the same way they see the kings of old. But Thorgrim is also aware of the current nature of the world, of how the backstabbing Elves are necessary allies even if you can&#039;t turn your back on them, of how the humans are not only a means of keeping Chaos in the north but also the most reliable ally the Dwarfs want, and how every threat from Skaven to Vampire must be tackled at once or the others will gain ground. How Grudges should not always be settled with blood when gold or Oath is available.&lt;br /&gt;
* [[Ungrim Ironfist|Slayer King Ungrim Ironfist]]&lt;br /&gt;
Current Slayer King of Karak Kadrin. Like his ancestors he is bound both to seek death in battle and remain as king of his Karak, which has since become a hub for Slayers. Ungrim, unlike his predecessors, is more Slayer than King and has aggressively fought against any foe he could from charging an army straight into the army of [[Queek Head-Taker]] as he attempted to conquer Karak Eight Peaks to killing a dragon in single combat to killing what can only be described as a &amp;quot;giant giant&amp;quot; to pursuing a game of cat and mouse againse Golgfag Maneater. He wants to find his death as soon as possible to free his son from the burdern of the Slayer Kings. &lt;br /&gt;
* [[Thorek Ironbrow]]&lt;br /&gt;
The current greatest Runesmith alive. His homeland is Karak Azgal, and he obviously controls their Anvil Of Doom. Known as a massive curmudgeon even among Dwarfs who will demote anyone he sees as unfit to carry on his art straight down to Miner. Thorek leads the Weaponsmiths of the greatest Weaponsmith Hold, and encourages trade and expedition to recover ancient Dwarf artifacts. His study of the old, forgotten ways of Runesmithing along with his own creativity and experimentation have created wonders unprecedented and the rediscovery of old ways. His own hammer, Klad Brakak, bears a Rune he invented and has been testing for a century that destroys the armor of whatever he strikes. Of course every design is based on existing works, as he (allegedly) has said anything good enough for the Dwarfs of Starbreaker&#039;s day is good enough for him.&lt;br /&gt;
Every Anvil Of Power was inscribed with a special Rune called the Rune Of Doom that summons what appears to be a ghostly army of ancestor Dwarfs but in fact is the visual manifestation of the Dwarfy emotions of bravery, loyalty, grim determination, and most importantly deep hatred that increases the morale of the Dawi and frightens their enemies. Thorek is the only Runesmith alive still capable of using his, and does so with complete mastery any time it is needed rather then as the last-ditch risky move that were used in the later days of the living knowledge of the Anvils. That being said, if he ever fails to use it perfectly the Anvil will be destroyed and a massive backlash will injure or kill him and his team.&lt;br /&gt;
&lt;br /&gt;
In theory, Thorek should be the ultimate Runesmith but his assistant Kraggi isn&#039;t as up to the task as he is. Kraggi is quite skilled for a Runesmith, but still an apprentice by Thorek&#039;s standards despite being a prodigy (Klad Brakak is about as old as Kraggi&#039;s career) and has been known to make mistakes (which Thorek NEVER does). Kraggi speeds up Thorek&#039;s work but screws up in that haste from time to time on the battlefield.&lt;br /&gt;
* [[Grombrindal]]&lt;br /&gt;
The White Dwarf, who became the mascot of Games Workshop on creation ([[White Dwarf|the magazine]] is his namesake). Grombrindal appears randomly throughout the world, dispensing wisdom and slaughtering foes before disappearing; oftentimes before his allies realize his identity. Basically [[The Green Knight]] and [[Alith Anar]] for Dwarfs. He was featured in comics, and before the Time Of Woe (AKA the Times of [[Jack Kirby]]) Games Workshop released White Dwarf dioramas alongside the [[Black Gobbo]] in humorous situations (like wearing a space suit and strangling the Black Gobbo in an alien costume or being a [[Magos]] and turning the Gobbo into a [[Servitor]]).&lt;br /&gt;
The identity of Grombrindal was hinted at for most of his history as Dwarfs dressing as him, to the forgotten fourth ancestor god who courted Valaya but never married her, to Snorri Whitebeard who was cursed to wander endlessly after Malekith&#039;s betrayal. Snorri was his confirmed identity in End Times, when after the destruction of the Curse Of Khaine the unapologetic Malekith is forgiven by him because GW wasn&#039;t interested in resolving plots with more complexity than saying they are resolved (according to 1d4chan Longbeards anyway).&lt;br /&gt;
* [[King Kazador]]&lt;br /&gt;
King of Karak Azul, a giant among Dwarfs and with Herculean strength to match. He outdrank, outlifted, outfeasted, outsang, outjoked, and in all other ways outmatched his childhood friends. Won countless battles and settled countless Grudges. All greenskins feared him, clearing out when he came around, giving him great sport as he had to actually track and hunt a WAAAGH! rather than just survive it. He bears and blows a great horn, the Thunderhorn, which lets all in the same mountain range know that war has come to them.&lt;br /&gt;
Basically Gaston, Brom Bones, and that one jock in your high school who stood up for nerds because he actually gave a fuck.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Kazador retains none of his youthful enthusiasm for the pleasures of life. While he was hunting Goblins one day, [[Gorfang Rotgut]] lead a small army of greenskins into Karak Azul. They ran amok, killing and looting, desecrating and dishonoring. Kazador&#039;s entire family and many of his people were hauled away in chains to Black Crag as Rotgut&#039;s living trophies, although Kazador&#039;s son was left behind shaved and crucified on Kazador&#039;s own throne. Kazador promised half of Azul&#039;s treasury to any who return his family, another quarter for the return of any of the dead Azulites, and any possession he has for Gorfang&#039;s death. Unable to assail Black Crag, he spent his time hatefully pursuing any army of Destruction in Dwarf lands and pursuing any Grudge.&lt;br /&gt;
Thorgrim spent ten years tracking the culprits, killed Gorfang and the other leaders of the army for Kazador, and freed all captives. Its unstated if Thorgrim accepted a reward. Kazador is similar to [[Eltharion]], but with actual plot resolution.&lt;br /&gt;
* [[Kragg The Grim]]&lt;br /&gt;
The Oldhammer (REALLY Oldhammer, dating back to 3e when Warhammer first got lore at all) Thorek. The closest there is to a named Longbeard model.&lt;br /&gt;
&lt;br /&gt;
Greatest and oldest Runesmith alive, among the oldest Dwarf in general in fact. Kragg is so old he remembers the golden age of the Dwarfs, before the Time Of Woes. Kragg&#039;s walking stick bears a special Master Rune invented by him and known only to him, as he has never met a Dwarf he considers a worthy successor (it should be noted that Thorek entirely replaced Kragg in 5e/6e, and being a far more expensive model GW pimped Thorek as much as possible by mostly forgetting that Kragg even existed so players would buy the &amp;quot;greatest Runesmith ever&amp;quot; that costs 5x as much). Kragg will babble on and on about back in his day, but thanks to his age and skill he drops far more useful and inspiring secrets than any beard longer; the greatest of Dwarf Runesmiths and heroes have all made pilgrimages to sit and listen to Kragg grumble.&lt;br /&gt;
The greatest works of Karaz-a-Karak since Grungni himself were, are, and will be done under Kragg&#039;s supervision and guidance (as well as likely with his Master Rune cane to the creator&#039;s backside a few times).&lt;br /&gt;
* [[Alrik Ranulfsson]]&lt;br /&gt;
King of Karak Hirn. Direct descendant of Kurgaz, his great great great grandfather who founded Karak Hirn after the Time Of Woes and created the Anvils Of Power. Kurgaz&#039;s descendants were unable to use his shield themselves since he was a giant of a Dwarf, and instead invented the practice of standing on a shield that is carried by loyal retainers.&lt;br /&gt;
Alrik is extremely old fashioned, more so than even his father Ranulf, and refuses any new technology in his armies (players using him can still use them, at double point cost). Warriors, Quarrelers, Ironbreakers, Miners, Hammerers, Grudge Throwers, Bolt Throwers.&lt;br /&gt;
&lt;br /&gt;
Alrik is obsessed with clearing out the Book Of Grudges, more so than even Thorgrim, and demands blood for every entry. As a result he constantly attacks anyone to clear a sleight regardless of current politics or distance. To date he has entirely wiped out an entire Book Of Grudges for Karak Hirn, which has been added to his own personal standard that he carries into battle which inspires hope in the Dwarfs like nothing else.&lt;br /&gt;
He and his Shieldbearers are &amp;quot;Hrappi-klad&amp;quot; in golden armor that is traditional for Karak Hirn royalty. He uses a special axe called the Axe Of Retribution which was forged specifically for his Grudge crusade, and the Helm Of Eagles that grants him sight to see all enemies and hidden details so no assassin or ambush can catch him.&lt;br /&gt;
* [[Belegar Ironhammer]]&lt;br /&gt;
Heir to King Lunn of Karak Eight Peaks. After becoming High King, aiding Belegar was Thorgrim&#039;s first task. He called on the entire race to aid in retaking the long lost Hold.&lt;br /&gt;
* [[Josef Bugman]]&lt;br /&gt;
Master brewer and canonically the greatest brewer to have ever lived. After his brewery, called Bugman&#039;s Brewery, was burned down by [[Git Guzzler]] and his greenskins Josef has been on a crusade against their race with his elite force called Bugman&#039;s Rangers (real creative types, here). Bugman&#039;s force wanders anywhere greenskins are found, arriving to aid an army and to give ale to good little soldiers of Order and axes/quarrels to the brains of the green menace. His most important item is a magical tankard called...you guessed it, Bugman&#039;s Tankard, which has magical healing powers in addition to filling the mind of the drinker with images of the golden age of Dwarfs.&lt;br /&gt;
&lt;br /&gt;
Incidentally, Bugman&#039;s Brewery is an actual pub in Warhammer World.&lt;br /&gt;
* [[Gotrek &amp;amp; Felix|Gotrek Gurnisson]]&lt;br /&gt;
Gotrek is Dwarf Jedi Master [[The Elder Scrolls|Dragonborn]] Doomguy Chuck Norris, Primarch of the loyalist Dwarf Marines who can [[Creed]] his axe into your skull. Read his page, as no summary does him justice. Just know he&#039;s a Slayer who took a human bard as a companion, killed just about everything he can and was rewarded by becoming Grimnir&#039;s replacement after finally achieving death (and resurrection, since the death part freed him from his Oath even if it didn&#039;t stick).&lt;br /&gt;
&lt;br /&gt;
* [[Byrrnoth Grundadrakk]]&lt;br /&gt;
King of Barak Varr, highly conservative in spite of the relatively (and highly by Dwarf comparison) liberal population which has surprisingly resulted in a positive situation. Son of the old king and more likely to have been a ship engineer in his youth had his older brother and father not been killed by a powerful sea dragon while hunting Dark Elves who had drawn too near to their Hold (ironically the family name meant &amp;quot;Hammer Of Dragons&amp;quot; making the deaths all the more tragic/amusing). Grundadrakk swore an Oath at the Shrine Of Grimnir (though not the Slayer Oath) to kill said dragon with the ancestral family axe Rhymakangaz. He took an Ironclad on a twenty year quest in which he didn&#039;t set foot on land once, becoming a worldwide legend but largely believed to be dead by Barak Varrans. Finding the dragon fittingly near the Dragon Isles, he allowed himself to be swallowed then cut his way out from within as his crew watched the ocean grow redder and redder where the dragon had submerged until he swam to the surface and hailed them.&lt;br /&gt;
&lt;br /&gt;
Apparently Barak Varr had gone twenty years without a king because he was elected the moment he returned, now spiritually connected to his ancestors and taking a sharp turn from spending all his time with Engineers and traders to spending all his time with Longbeards and Hammerers, as well as sending the youth of Barak Varr to schooling in Karak Kadrin before becoming adults.&lt;br /&gt;
&lt;br /&gt;
* [[Vermintide|Bardin Gorekkson]]&lt;br /&gt;
Bardin is a Dwarf Ranger and one of the Ubersreik Five from [[The End Times: Vermintide]]. Hailing from the small hold of Karak Ziflin in the Grey Mountains, Bardin is a Ranger and kind-of Dawi archeologist searching for the lost hold of Karak Zorn... or that&#039;s what he claims, at least. The terrible truth as revealed by the whispering daemon in Castle Drachenfels is that Bardin is a tragic figure haunted by his failure to warn Ziflin Deeps of a Skaven attack which resulted in the deaths of a good number of unfortunate dawi, including Bardin&#039;s beardling son Mordin. Rather than take the Slayer oath, Bardin seems to have chosen self-imposed exile as penance, leaving behind a wife and daughter in Karak Norn.&lt;br /&gt;
This would go a long way to explaining why Bardin is so unusual among the usually dour and xenophobic Dawi. Bardin is always quick to come out with a good joke or a song (as a coping mechanism for his dark backstory, of course) and he shrugs off insults and mockery, even though much of what comes out of Kerillian&#039;s mouth would easily warrant its own entire chapter within the Book of Grudges. He even peppers his speech with Khazalid with humans and an elgi in earshot, something absolutely unthinkable for most Dawi - though Bardin does draw the line at writing around them.&lt;br /&gt;
[[Vermintide 2]] sees Bardin return as a Ranger Veteran with a newfound desire to take up axe, hammer, crossbow and gun to protect the Reikland over his &amp;quot;search&amp;quot; for Karak Zorn. Alternatively due to the game&#039;s new character class system, Bardin can either return to his roots as an Ironbreaker, or become a Slayer as his terrible experiences in Ubersreik twisted his mind. Canonically, after the events of Castle Drachenfels, Bardin takes cues from his fondly-remembered iconoclast and engineer uncle and develops a [[Awesome|hand-cranked, steam-powered gatling gun]], for dabbing all over thaggoraki ratling gunners and their shoddy umgak.&lt;br /&gt;
* [[Burlok Dammison|Master Engineer Burklok Dammison]]&lt;br /&gt;
Youngest ever and current Master of the Engineer&#039;s Guild. As a young Dawi he was very gifted (inventing a beard-braider, self- lighting pipe, and a double-barreled rifle at the same time the average Engineer was learning the basics) and very liberal, and highly interested many random technologies that he pursued with great enthusiam which included the research of Sven Hasselfriesian into alcohol-powered machines. The two managed to caused a pressure explosion which destroyed the Engineer&#039;s Guild Hall. Burlok did a 180 and became a highly conservative Engineer who believes mostly in the old ways. He eventually became Guildmaster despite his disgrace (possibly simply by surviving longest).&lt;br /&gt;
Since Burlok&#039;s arm was blown off in the explosion, he invented bionics! Specifically &amp;quot;Burlok&#039;s Ingenious Offensive New-matic Integrated Constrictor&amp;quot; (that&#039;s right, acronyms are canon!)&lt;br /&gt;
* [[Grimm Burloksson]]&lt;br /&gt;
For some reason, Games Workshop decided to retcon Burlok. They did so in the ingenious manner of creating an almost identical character and calling him Burlok&#039;s son, then gave him Burlok&#039;s backstory. So...what&#039;s the difference? Burlok began liberal and became conservative after a tragic laboratory accident. Grimm went from liberal to mad scientist after an exciting laboratory accident.&lt;br /&gt;
&lt;br /&gt;
That&#039;s it. Grimm is just Burlok, wacky inventor. Grimm doesn&#039;t have a bionic limb, and instead made a robot arm that fits on his actual arm using the same technology. He also has a telescoping sight that lowers from his helmet, a modified gun (best described as &amp;quot;double-barrel sniper rifle), a hammer that is a weapon-snapping cog, and his personal standard is a fucking furnace strapped to his back. While a more amusing character, one has to wonder why the major retcon when both can exist and the father can remain Guildmaster...&lt;br /&gt;
* [[Sven Hasselfriesian]]&lt;br /&gt;
Sven is actually a VERY old character, dating back to the Warhammer 2e scenario [[The Magnificent Sven]] (that&#039;s right, Sven fucking predates Chaos).&lt;br /&gt;
&lt;br /&gt;
After destroying a large chunk of Karaz-a-Karak, Sven refused to stop experimenting with his insane idea of liquid-powered machines and Burlok was forced to expel him from the Engineer&#039;s Guild after the &amp;quot;humiliation ritual&amp;quot; (whatever that is). Rather than taking up the Slayer Oath like a normal Dwarf, Sven booked a ride to Lustria for unknown reasons. He settled at a trading post on the Amoco River and made a substantial amount of money that he invested in his master plan of a boat powered by a combustion engine. After three years, Sven hired non-Chaos Norscans to finish the ship and be his crew. He named her &amp;quot;Voltsvagn&amp;quot; (you read that right, early Warhammer was big on puns) after his mother and began work as a ferryman in Lustria. He has been attacked by Lizardmen so many times he has become completely immune to all poisons they have.&lt;br /&gt;
He was later used in Dogs Of War where his ambition has swelled, and he now seeks to conquer all of Lustria and take ALL THE GOLD. So he went from mad scientist to Dorf Cortez.&lt;br /&gt;
* [[Long Drong]]r&lt;br /&gt;
Dogs Of War character. Nicknamed &amp;quot;Long&amp;quot; due to his massive height. Worked through the ranks from cabin boy to captain of a Barak Varr merchant vessel that delivered Dwarf ale worldwide. After a particularly bad storm caused the ship to wreck all the ale onboard was destroyed, and both Drong and the crew swore the Slayer Oath. They immediately invaded a pirate lair and used his plunder to purchase a Dwarf ship, notably with the mast of an attractive Dwarf woman (but amusingly since literally not a single one of them had ever actually seen a Dwarf woman, having spent their entire lives at sea, they had to guess at what one looked like).&lt;br /&gt;
They had the captured pirates teach them everything they knew about piracy, although the Dwarfs got a slightly different lesson than one would expect.&lt;br /&gt;
&lt;br /&gt;
Rather than attacking wealthy merchant ships and robbing them, the Dwarfs set out reclaiming lost treasures from the ocean floor. Mercenaries used their paychests as the mark of station, which they would pay almost anything to have returned. Drong&#039;s crew only asked for the contents when they found it plus the same amount as the chest full again, which is very cheap compared to the amount the Merc generals would likely pay. Of course Drong attacked any true pirate he encountered, and soon gained a reputation as an honorable mercenary among the great nations of the world.&lt;br /&gt;
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* Tarni Ironspike&lt;br /&gt;
One of the rare adventurer female Dwarfs. Grew up in the southern Habercrybs. After a mine collapse she became the assistant to a traveling priest of Gazul named Snorri Gravehand, becoming an initiate at Khazid Harkhat. She graduated to a full-fledged priestess and tended to the Dwarfs, and humans when no priest of [[Morr]] was present, of Reikland and Ubersreik until she discovered that her former master had been killed by a Necromancer. Ever since she&#039;s lead a one-woman crusade against Necromancers in the regions of the Empire and the Grey Mountains.&lt;br /&gt;
&lt;br /&gt;
* Keela&lt;br /&gt;
A female Dwarf Engineer from Zhufbar, introduced in [[Warhammer: Chaosbane]]. Investigated issues at the Imperial Gunnery School in Nuln, she dealt with swarming Nurgle plague victims.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
* [[Garagrim Ironfist]]&lt;br /&gt;
Ungrim&#039;s son. Ungrim seeks death as soon as he can so his son will be free of the Slayer King burden, but Garagrim swore the Oath as soon as he was an adult and also seeks death to free his father of the suicidal part of his duty. Garagrim found his death in Storm Of Chaos as the leader of the Dwarfs in the event, although Ungrim swore the Slayer Oath a second time due to the loss of his son making the entire sacrifice pointless and ensuring the royal line of Karak Kadrin would fall. After Games Workshop retconned Storm Of Chaos (there&#039;s no polite answer for why, just know they fucked up royally and got rid of it so they could fuck up even worse but under their own control in End Times) they retconned Garagrim to having died offscreen long ago effectively removing his character as anything but a footnote in continuity.&lt;br /&gt;
* &#039;&#039;&#039;Kimril Giantslayer&#039;&#039;&#039;&lt;br /&gt;
A character from the 1985 &amp;quot;Dwarves Of Legend Box&amp;quot;. The very first Slayer. Killed the twin Giants Thunderguts and Stormbelly.&lt;br /&gt;
* &#039;&#039;&#039;Angus&#039;&#039;&#039;&lt;br /&gt;
Another Dwarves Of Legend, crushed by his dead enemies at Klumti Pass.&lt;br /&gt;
&lt;br /&gt;
===Unknown===&lt;br /&gt;
* &#039;&#039;&#039;King Gorrin&#039;&#039;&#039;&lt;br /&gt;
Another Dwarves Of Legend character. Killed the greenskin Gorbad The Gruesome at the Battle Of Drakkaz-snor.&lt;br /&gt;
* &#039;&#039;&#039;The Baron&#039;&#039;&#039;&lt;br /&gt;
Another Dwarves Of Legend. Fought Count Horlichs of Averland.&lt;br /&gt;
* &#039;&#039;&#039;Throbin Death-eye&#039;&#039;&#039;&lt;br /&gt;
Dwarves Of Legend character. Possibly a Slayer. Polished his axe in blood, and had a frightening stare.&lt;br /&gt;
* &#039;&#039;&#039;Lastro Lupinthrall&#039;&#039;&#039;&lt;br /&gt;
Dwarves Of Legend. Cursed by a Norscan Witch, howls at every full moon.&lt;br /&gt;
* &#039;&#039;&#039;Borax Bloodaxe&#039;&#039;&#039;&lt;br /&gt;
Dwarves Of Legend. Became so rich he needed five Vaults to store his treasure.&lt;br /&gt;
&lt;br /&gt;
==Regions And Factions==&lt;br /&gt;
A summary of factions and locations that can tie into your Dwarf army (or the lore of any group you play who ties into the Dwarfs; if you&#039;re a fan of proxies, its not uncommon for them to accompany the Empire and not a far throw for them to fight alongside Bretonnia, or with good reason the High or Wood Elves).&lt;br /&gt;
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Note that while Dwarfs use specific colors to represent their Hold of origin, the Holds have multiple clans within and individual groups of course may have their own colors. This is on top of many different interpretations by artists over the years in example armies deciding to use vastly different symbols and colors to represent some factions. For example Karak Norn colors are red and white, and they have a large number of Dwarfs from all of the fallen Holds such as the Dragonback clan along with the nearby Bugman&#039;s Brewery meaning that while most Nornlings would be displaying the red and white somewhere, their own colors on their clothing or even banners could be from numerous clans or Holds; a Dwarf with Bugman&#039;s colors on his cloak, a red and white shield, and his banner in the colors of the Dragonbacks is quite fine and fluffy.&lt;br /&gt;
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The generic colors of the Dwarfs are blue with white details with bronze and small amounts of silvery metal representing steel and/or Gromril depending on the importance of the Dwarf in question with the symbol of three triangles forming a mountain range.&lt;br /&gt;
&lt;br /&gt;
Slayers break all ties to Hold and Clan, and thus never display any colors but that of other Slayers. They usually wind up in reds, oranges, and white although many use white and blue clothing. Some Eavy Metal schemes used face paint in the colors of the army they are marching in to represent a temporary allegiance to their current comrades.&lt;br /&gt;
&lt;br /&gt;
Although example armies straight from Games Workshop prior to 7e almost always used a matching canon color scheme representing the location the army originates from, these armies were significantly smaller than the armies of today. In 7e the example armies featured a mix of multiple Holds fighting in one army (notably the Karaz-a-Karak army containing one unit from each example Hold), and in 8e most Karaks were given multiple symbols and color schemes along with canon clans/organizations bearing entirely different color schemes despite being from the same Hold. As a result, the most recent GW Dwarf canon means a player looking to distinguish their army as specifically coming from a single Hold can still use whatever colors they want for every individual unit. Raise the rainbow, strike the earth! Generally speaking, its the Battle Standard Bearer colors and symbol that will give your army its identity, possibly the strongest and/or most important unit as well.&lt;br /&gt;
&lt;br /&gt;
===Regions===&lt;br /&gt;
[[File:Worlds_Edge_Mountains_Map.jpg|thumb|right|The Worlds Edge Mountains]]&lt;br /&gt;
====Karaz Ankor====&lt;br /&gt;
The Eternal Realm, and the heart of the Dwarf empire, made up of the oldest Holds. Located in the [[Worlds Edge Mountains]].&lt;br /&gt;
* &#039;&#039;&#039;Karaz-a-Karak&#039;&#039;&#039;&lt;br /&gt;
Also called Everpeak, with the name roughly translating to &amp;quot;Pinnacle Of Mountains&amp;quot;. The capital of the Dwarf race and home to both the high Kings and the primary shrine of Valaya. One thousand pillars are found in the main hall, each representing a Dwarf clan. Every decade a carver is sent to add more of their story to the column, with many tragically ending long before any of the others making it clear to every visitor who has been wiped out in the Dwarfs gigantic family.&lt;br /&gt;
When Elves and Dwarfs were still allies, Elf artisans covered the ceiling of the cavern in diamonds and sapphires forming the same constellations in the sky above, while on the ground the hall lit up by braziers covered in gigantic and identical rubies and the walls covered in reliefs showing the legends of the Dwarfs. The harmonics of the hall are such that even a whisper from the High King carries to every part of the hall. Despite being the largest, richest, and most populated Karak the bulk of Karaz-a-Karak is empty. Only the westernmmost halls are populated, the rest are either sealed or lie vacant. The armies of Karaz-a-Karak occasionally have to clear out any Skaven or Night Goblins that try to gain a foothold and reseal Vaults.&lt;br /&gt;
&lt;br /&gt;
The capital Hold is one of the most well-defended places in the entire Warhammer world. The entire valley leading to the fortress is a giant deathtrap with hundreds, possibly thousands, of defenses and thanks to watch towers and far more mysterious methods of detection the Dwarfs know of any enemy approaching long before they come within sight of the mountains it lies in. The gates themselves are impenetrable, far beyond the capacity of the mightiest army of Elves ever seen to penetrate during the War Of Vengeance.&lt;br /&gt;
&lt;br /&gt;
Karaz-a-Karak armies use gold and greens as colors generally, with blue as an alternative color alongside yellow although it is noted that Karaz-a-Karak has all colors in its armies as all Clans and Holds are tied to the capital of the Dwarf race.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zhufbar&#039;&#039;&#039;&lt;br /&gt;
Called the Torrent Gate, perhaps the most important Hold to the overall Warhammer setting. Considered a “twin” Hold to the ill-fated Karak Varn, as both are built into the sides of a chasm beneath a lake called the Black Water, with waterfalls from the lake flowing through water-wheels which power the city. As a result of the cheap power Zhufbar is the site of the capital of the Engineer’s Guild, and the most important shrine to Morgrim. Zhufbar and Karak Varn are both found where the Worlds Edge Mountains meet the Black Mountains, north of Karaz-a-Karak and south of Karak Kadrin. The Black Water region is very rich in Gromril and other precious metals, allowing the Dwarfs to produce and experiment at maximum capacity.&lt;br /&gt;
During the Age Of Woe, volcanic eruptions drained Black Water. Karak Varn was conquered by Skaven while Orcs smashed through the water wheels of Zhufbar and laid siege to the Hold. The Zhufbar Dwarfs fought hard and were slowly driven out over centuries until they finally made a stand in the chasm of the canyon but were defeated, with the survivors scattered and seeking aid. The only successful aid came from Alaric The Mad, a famous Runesmith who believed the stories that not only had humanity managed to evolve to a point of mattering, but believed that they had a leader who could destroy any evil. This hero was Sigmar. Alaric promised Sigmar twelve magical swords for Sigmar’s closest followers in exchange for helping liberate Zhufbar (of course Sigmar REALLY hates Orcs, so it was like being paid twice). Once Zhufbar was reclaimed, Alaric went to work and finished the fables blades after Sigmar had left the mortal world. Those swords are now a mark of office for the leaders of the provinces of the Empire, the Elector Counts. Zhufbar was able to be rebuilt quickly as the Black Water had refilled during the Orc occupation. To this day Zhufbar remains one of the friendliest Holds to mankind, from which most of their knowledge of science and technology has derived (its no surprise that Zhufbar is best described as “Dwarf Nuln”). Most Dwarf technology is developed and manufactured in Zhufbar, which boasts a massive fleet of Gyrocopters and Gyrobombers as well as many other technological marvels that no conservative Hold would tolerate the existence of. A group of Dragons managed to build a nest in one of the halls, which was sealed off and renamed “Khaz Drakk”, although in emergencies Dwarfs are sent through it with messages for the Empire that need to arrive ASAP. A human town now exists outside of the gates of Zhufbar which has benefitted both races immensely financially (in case it hasn’t been made clear enough, Zhufbar is basically steampunk Erebor). Its unclear if these humans answer to the Empire or Zhufbar for government.&lt;br /&gt;
&lt;br /&gt;
Colors are mainly blue and white, though the novel Grudgebearer gives them blue and red while Total War: Warhammer gives them blue and yellow. Said blue is sometimes more of a cyan or turquoise than the rich blue used by other Dwarf factions. Though the popular portrayal of armies tends to be ice-covered in the snow the actual artwork of Zhufbar tends to portray it more at the base of the mountains, snowless with vegetation and a small nearby forest. Given its size however there&#039;s almost certainly multiple major gates and routes to other locales.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Kadrin&#039;&#039;&#039;&lt;br /&gt;
The Slayer Keep, among the strongest Dwarf Holds and the largest in its region (north of Karaz-a-karak and east of the Empire). Situated in a location to protect the Peak Pass trade routes which connect the Karaz Ankor with the Old World and the east. Karak Kadrin has never fallen, and sits along an often-attacked invasion route for monsters and eastern armies. Due to the central trade location and collected tribute for protection it provides, Karak Kadrin is fabulously wealthy and beyond even that importance is that it boasts the most important site for Grimnir worship which is where many Slayers choose to swear themselves, and are given free gear and lodging to help them on their way to complete their sacred Oaths. Not all Slayers leave to find death elsewhere, and Karak Kadrin boasts a very large army made up just of Slayers who protect the pass and seek a less immediate death (some may choose this if their sin was a dereliction of duty, or possibly if they aren’t brave enough to chase Daemons across the Chaos Wastes). Not all of Karak Kadrin’s soldiers and citizens are Slayers by any means, in addition to the Slayer forces Karak Kadrin has all the usual soldiery from Hammerers to Gyrocopters.&lt;br /&gt;
Karak Kadrin is ruled by the Drakebeard Clan. Five generations ago, King Baragor became the first (known) king to take the Slayer Oath, possibly because his daughter was killed by the dragon Skaladrak while traveling to marry the High King of the time. Baragor was caught between the religious need to find death as Grimnir intended and religious need to lead his people as Valaya intended, finding the solution as creating the major shrine of Grimnir and altering the Dwarf Slayer culture by enabling them to find their death in duty rather than setting out to find it. Ungrim Ironfist is the current Slayer King, five times great grandson of Baragor, each King in the line born to take the Oath but thus far unable to die in battle and free their own sons. In Storm Of Chaos the character Garagrim Ironfist was created as Ungrim’s son who swore the Slayer Oath while still a prince, then set out with an army off to fight the coming Chaos Hordes and die to free his father. Garagrim was crushed by a falling Giant which freed Ungrim from Slayerhood, but in shame Ungrom then swore himself back to the Slayer Oath for the loss of his son in a fantastically epic failure. Despite the entirety of Storm Of Chaos being retconned in 7e, Garagrim’s death was kept as canon (because grimderp) and now Ungrim is sonless and has disregarded his duty to stay alive, constantly leading Karak Kadrin’s armies far and wide and taking the battlefield personally against the armies of the Dwarfs. Karak Kadrin is doomed to be kingless in any continuity, and Dwarfs have no established mechanism of dealing with a succession crisis with no true successor (although to be fair we only know Garagrim was his only son and it isn’t stated that non-heir sons took the Oath, so for anyone looking to make their own canon an OC uncle/aunt, brother/sister, or daughter of Ungrim could take the throne).&lt;br /&gt;
The colors of Karak Kadrin are green and red, or any shades of red/orange/white.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azul&#039;&#039;&#039;&lt;br /&gt;
Called Iron Peak due to the massive amount of iron in its mines, the largest in the Worlds Edge on top of an abundance in other metals. As a direct result Azul has among the best metalworkers the Dwarfs have and many Clans are directly descended from Grungni. This has enabled Azul to survive the constant onslaught of enemies, being the last southern Hold. The weaponsmiths and Runesmiths don&#039;t just make gear for their own; most Dwarf Holds receive their weaponry from Azul, through the Underway to any Dwarfs in need.&lt;br /&gt;
Karak Azul was attacked by greenskins some time ago; the family of Thane Kazador was enslaved as living trophies while the son was shaved and nailed to the throne. Thanks to the dedication of Kazador the only surviving Orc from the attack is the Warboss himself, Gorfang Rotgut, who squatted in Black Crag until he was killed and his head was delivered to Kazador.&lt;br /&gt;
&lt;br /&gt;
Karak Azul, as you may have guessed, uses the color blue as well as gold. Their primary symbol is the face of a Dwarf smith.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Ungor&#039;&#039;&#039;&lt;br /&gt;
Originally the “Delving Hold”, now called “Red Eye Mountain”. During the golden age of the Dwarfs it was the richest Hold in terms of ore extraction found in the entirety of the Ankor. Mines that were depleted were not intentionally collapsed, resulting in massive networks of empty tunnels. It was ruled by the Durazgrund Clan. At the very start of the Time Of Woe the army and King Morek Stonehammer of Karak Ungor was still returning from the War Of Vengeance only to find that Karak Ungor had completely fallen, taken by the Red Eye Night Goblin tribe that had come from below when the earthquakes opened the existing tunnels to many, many others full of nasty foes. The walls and gates were built to be so externally impenetrable that their very own builders couldn’t breech them, and what had once been a triumphant army marching home became scattered groups of refugees to the soon to fall Zhufbar as well as Karaz-a-karak. Another attempt was made 500 years later by High King Skorri Morgrimson. The southern valley and corresponding gate were retaken, but the Dwarfs could not breach the Hold itself. The event is now known as the Battle Of A Thousand Woes. Skorri’s son died in the battle, and Skorri himself abdicated the throne to his cousin Rogni Stonehammer before taking the Slayer Oath and finding his doom not long after. Rogni’s reign details are unknown, but the Durazgrund leadership of the Dwarf race lasted at the maximum a very short 200-ish years. The current Durazgrund heir is Ulther Stonehammer, who is only considered a prince as he refused the title of king upon inheriting it from his father King Ulfar until Karaz Ungor is retaken. He established an elite army called the Dragon Company made up of Imperial Dwarfs which is based in Karaz-a-karak and raids greenskins until the day Ungor is reclaimed, supported by Lord Gomrund Forkbeard of Karak Kadrin. The Dragon Company splits between Stonehammer&#039;s yellow and blue colors, the green/blue/yellow of Forkbeard, a trio wearing white and black named Grum, Grom, and Grim, and general red infantry.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Varn&#039;&#039;&#039;&lt;br /&gt;
Called &amp;quot;Cragmere&amp;quot; now. Sister Hold to Zhufbar, both in the chasm where the mountain lake Black Water flows. The first misery to befall Karak Varn actually came before the Time Of Woe, when the Dwarfs-wait for it-DUG TOO DEEP AND UNLEASHED SOMETHING. That thing was...water. They accidentally tunneled into the underground reservoir that Black Water feeds into, managed to destabilize the foundations enough that when the Time Of Woe earthquakes came the waters swept through and flooded most of the Hold. Soon after the weary Dwarfs were attacked by an allied Skaven/Goblin army, and forced towards the surface. The Warpstone corruption became so terrible that the surviving Varnlings abandoned the Hold willingly, as the mutated horrors below are now the like of nightmares. Expeditions of Engineers using submarines through the underground Black Water as well as tunneling vehicles have enabled Dwarfs to strip the Gromril shaft by shaft, but there are no plans to reclaim Varn itself. Adventurers also plumb into Karak Varn, such as in the [[Heroquest]] expansion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mount Silverspear/Karag Agilwutraz&#039;&#039;&#039;&lt;br /&gt;
Called Mount Grimfang when held by greenskins, which it is currently, after the Orc Warboss Urk Grimfang who first conquered it. It sat at the southern end of the Silver Road, east of Karaz-a-karak. Had the single richest mine after Gunbad, called Karag Agilwutraz. Like Gunbad it was exempt from sending soldiers for the War Of Vengeance, instead funding the war with, you guessed it, silver. It fell later on in the Time Of Woe 1637 years ago, as it was bypassed for richer and less defended Holds by early greenskin invasions but despite the extra time to prepare with watchtower defenses it fell nonetheless during the Silver Wars after successive greenskin armies were thrown at it. Survivors fled to Karaz-a-karak, and greenskins have occupied it ever since although currently Skaven are growing in number beneath.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Vlag&#039;&#039;&#039;&lt;br /&gt;
“Desolation Hold”. The northernmost part of the Ankor (Karak Kadrin being the northernmost Hold in general), found south of the High Pass between the two parts of Kislev. Founded during the golden age, in one of the few times Dwarfs were on the offensive as the Dwarfs took existing caves by driving out Dragons and taking THEIR homes. The mines expand throughout the Granite Peaks giving a surplus of iron, and the masonry is the rival of Karaz-a-karak for best stonework in the world. It survived the Time Of Woe with ample watchtowers giving warning, allowing the Dwarfs to defend so well that the only time Orcs even managed to enter the upper halls the Vlagians simply dropped giant iron gates which cut invading army into easily overwhelmed small groups. It was finally destroyed during the Great War Against Chaos, although the means are unknown as the Hold simply vanished as if it had never existed at all with scouts from Karaz-a-karak unable to even find rubble. In perhaps a tongue-in-cheek joke about retcons, it is stated that loremasters have opinions on its fate and all other Dwarfs simply don’t talk about it. &lt;br /&gt;
Karak Vlag attracted much attention in the online Warhammer fanbase, appearing repeatedly in several fan Warhammer Fantasy Roleplay adventures and as special armies, particularly on the fansite Bugman’s Brewery. In the Vermintide video game the Dwarf Ranger can find a helmet from Karak Vlag, indicating that relics from it still exist. White Dwarf #274 identified its canon fate, as the Dwarfs tunneled into the lair of [[Galrauch]] and the king was summoned, who&#039;s caution was ignored in favor of his green as he instructed the laborers to began looting. When Galrauch woke up he assaulted the Dwarfs with his full power, overcoming the magic negating effects of protective Runes and Runesmith powers alike. Survivors managed to flee to other Holds (its unstated how many and who), and the Hold itself now shifts between the physical world and the Warp, returning to the material realm filled with warring Daemons each time. In Total War: Warhammer it appears on the map as a model but has no settlement there.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vala-Azrilungol ([[Karak Eight-Peaks]])&#039;&#039;&#039;&lt;br /&gt;
Originally called &amp;quot;Queen of the Silver Depths&amp;quot;, one of the oldest Dwarf Holds. The Eight Peaks are: Karag Lhune, Karag Mhonar, Karag Rhyn, Karag Yar, Karag Ziflin (the military district of Karak Eight Peaks, the first to fall to the Skaven), Karagril, Karak Nar, and Kvinn-Wyr.&lt;br /&gt;
&lt;br /&gt;
Skaven discovered the Eight Peaks around 3800 and the Council Of 13 planned its fall within the next ten generations (so 100 years) with [[Clan Mors]] and [[Clan Gritak]] preparing to invade by building their armies and constructing tunnels. [[Clan Skryre]] planted Warpstone in the main fountain of the Hold and the initial plan was to wait for the Dwarfs to have their numbers greatly thinned by poisoning (perhaps not knowing that Dwarfs use water sparingly for anything when there&#039;s enough ale) until they were forced to begin their plans immediately with the huge and sudden rush of greenskin invasions. The Dwarf Miners discovered the Skaven tunnels not long before, and shortly afterwards the Skaven staged a mass invasion taking Karag Ziflin and the communities/mines of Varkund, Runkarn, and Undkar. Meanwhile Goblins attacked the East Gate which connected to Death Pass. The Dwarfs tried to blow up their tunnels, but earthquakes opened natural tunnels as soon as the artificial ones were destroyed. Magma flowed up through cracks, destroying not only the equipment that relied on magma for power but also entire sections of the Holds. A slow retreat began until King Lunn was forced to seal the great treasures away and leave in exodus, swearing he would return; he never did, the Eight Peaks have been the target of more reclamation attempts than any other location and every one has failed. The Dwarfs fled to Karak Azul, and while the Skaven and greenskins fought for control of the now fallen Hold Clan Mors blew up the Vault roof which destroyed Clan Gritak and caused the Skaven and greenskin held portions to be largely separated.&lt;br /&gt;
&lt;br /&gt;
After becoming High King, aiding Belegar was Thorgrim&#039;s first task. He called on the entire race to aid in retaking the long lost Hold. Every Hold donated to Belegar&#039;s army so that even the common Warrior was equipped with rune weapons and resembled an army from the golden age of the Dwarfs ad they marched with ample food and ale. Thorek Ironbrow lead an army of Karak Azul as allies. Regardless he still faced difficult odds. First the ground level of the Eight Peaks was taken, as well as the infamous East Gate and the valley that sits in the middle of the Peaks with a gigantic citadel. Skarsnik of the Night Goblins and Queek Headtaker of the Skaven both prepared their forces to destroy the other two rivals. Belegar sealed off all other parts of the Peaks and focused on holding, slowly pushing forwards while Engineers have to rebuild defenses. Undgrin Ankor, the military quarter of the old Hold, is the newest to be reclaimed although small numbers of Trolls remain. Three times the armies of other Holds have marched to aid Belegar after a devastating attack from his foes, the last lead by Thorgrim himself. The Dwarfs have also gotten aid from Bretonnia, the Empire, Elves, and Ogre mercenaries while the greenskins and Skaven have been bolstered by attacks from Beastmen and the Vampires of Neferata.&lt;br /&gt;
As soon as Belegar had established his control back on the Eight Peaks treasure hunters and mercenaries began to arrive, with most given leave by Belegar to do as they will. Very few have returned or had any measure of success but they come regardless. Gotrek &amp;amp; Felix had the most success.&lt;br /&gt;
&lt;br /&gt;
In Total War: Warhammer, Belegar begins in Karak Izor in the Black Mountains and actually has to fight his way cross the greenskin-held Karaz Ankor south on his way to the Eight Peaks while Skarsnik begins north of him in the Grey Mountains and is usually eliminated long before any other foe. Thorgrim is willing to ally with Belegar only after some measure of success against greenskins, the Greylings are willing to ally against Skarnsik, most other Dwarfs take a long time to woo by which point Belegar has probably eradicated Archaon in a blast of cannonfire.&lt;br /&gt;
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The colors of Karak Eight Peaks are red, white, and blue with a mountain represented by a single triangle split into eight with jagged lines.&lt;br /&gt;
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* &#039;&#039;&#039;Karak Azgal (Karak Izril)&#039;&#039;&#039;&lt;br /&gt;
Called the Dragon Crag today, the City Of Jewels in the past. The wealthiest Hold in Dwarf history, the extravagance is still more than visible. Izril was one of the many Holds that fell as a result of the loss of Karak Eight Peaks due to the trade routes being lightly defended. When greenskins invaded with the intent on pillaging the fabled treasures the Skaven that lurked in their mines chose to make the Dwarfs face a two front war. Upon realizing that Karak Izril was doomed the warriors made a last stand while the Runesmith Stormbeard and the Clan Engineers carried the treasures of Izril into the primary Vault and sealed it with a special Rune called the Rune Of Hiding so no other being could find the door. The survivors fled, and since then Izril has been called &amp;quot;Karal Azgul&amp;quot; meaning &amp;quot;Hoard Peak&amp;quot;. The Dragon Graug The Terrible claimed Azgal from greenskins and Skaven not long after and discovered the Vault, making it his new home and adding to the treasure in order to attract a mate. The Jeweler&#039;s Guild sent many expeditions to reclaim Azgal and kill Graug with no success until one day a Dwarf named Skalf, barely an adult, managed the deed. Skald became the King, and used the fabulous treasury to establish a small stronghold in the ruins of the massive city. Azgal has since become a haven for adventurers and treasure-seekers who journey through the depths to kill Grobi and seek fortune. Now that the Eight Peaks are partially reclaimed, the future of Azgal looks bright.&lt;br /&gt;
&lt;br /&gt;
Karak Azgal is the feature and namesake of a [[Warhammer Fantasy Roleplay]] supplement. Its primary claim to fame is being the home of the single greatest Runesmith alive, Thorek Ironbrow. Artwork as well as Thorek&#039;s traditional paintjob shows them with a green color scheme with white and yellow details.&lt;br /&gt;
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* &#039;&#039;&#039;Karak Drazh&#039;&#039;&#039;&lt;br /&gt;
Known now as the Black Crag. Once the third largest Karak in the Ankor after Karaz-a-karak and the Eight Peaks, situated at the western end of Death Pass where there was trade, protection, and rich ore. Managed to survive the Time Of Woe, and was in a trinity known as the Southern Holds with Karak Azgal and Karak Azul that had a higher opinion of themselves than most Holds due to longer and more prestigious lineage. 469 years before the time of Sigmar, an Orc named Dork (we’re not making that up) laid siege to Karak Drazh. The fighting was fierce and went on for some time. Once the ruler King Vikram Ironside decided the war was lost, he used the tried and true Dwarf tactic of leading his forces in a suicide attack to make a gap for the civilians to flee with whatever they could hold.&lt;br /&gt;
Since then it has been known as Black Crag, the most powerful Orc stronghold in the Worlds Edge Mountains. Here Gorfang Rotgut rules and he staged his infamous raid on Karak Azul from as well.&lt;br /&gt;
Attempts were made over the years to reclaim it, but only Thorgrim Grudgebearer in the modern era has had success, killing Gorfang. Although not fully retaken, the Orc armies were scattered and Thorgrim intends to return to wreak great vengeance on them for the depravity he witnessed.&lt;br /&gt;
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* &#039;&#039;&#039;Karak Raziak&#039;&#039;&#039;&lt;br /&gt;
Only known as a label on a map of Kislev.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khazid Irkulaz&#039;&#039;&#039;&lt;br /&gt;
Only known as a label on a map of Kislev.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Pillars of Grungni&#039;&#039;&#039;&lt;br /&gt;
Almost no lore. Nearby Karaz-a-Karak on the Silver Road.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dringorackaz&#039;&#039;&#039;&lt;br /&gt;
One of the rare southern Holds to survive. Almost no lore.&lt;br /&gt;
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* &#039;&#039;&#039;Kradtommen&#039;&#039;&#039;&lt;br /&gt;
Same as Dringorackaz.&lt;br /&gt;
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* &#039;&#039;&#039;Kings way&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore.&lt;br /&gt;
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* &#039;&#039;&#039;Axehelm&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore.&lt;br /&gt;
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* &#039;&#039;&#039;Karaz-Lumbar&#039;&#039;&#039;&lt;br /&gt;
Shown on a map in 3e. No other lore.&lt;br /&gt;
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* &#039;&#039;&#039;Kadar Grimm&#039;&#039;&#039;&lt;br /&gt;
Home of Barim Eisenhauer, a character in a mini-event called Thunder In Blackfire Pass. No other lore.&lt;br /&gt;
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* &#039;&#039;&#039;Karak Angazbar&#039;&#039;&#039;&lt;br /&gt;
Almost no lore.&lt;br /&gt;
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* &#039;&#039;&#039;Karak Eksfilaz&#039;&#039;&#039;&lt;br /&gt;
Westernmost part of Karaz Ankor. Almost no lore.&lt;br /&gt;
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====Badlands====&lt;br /&gt;
The settlements of the Badlands.&lt;br /&gt;
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* &#039;&#039;&#039;Ekrund&#039;&#039;&#039;&lt;br /&gt;
Known now as Mount Bloodhorn, Ekrund was the most wealthy settlement outside of the Ankor, matching the most profitable Holds. It is located in the Dragonback Mountains, on the southeastern shores of the Black Gulf (Warhammer Mediterranean). It had a powerful army, and members of its clans were found among the High King’s council. In the War Of Vengeance the Dwarfs of Ekrund united with the Dwarfs of Barak Varr to destroy all Elf settlements in what would later be Tilea, the ruins of which became Tilean cities. During the Time Of Woe the Dwarfs of Ekrund hastily built defenses designed to defend specifically against greenskins, but the hordes were on them before construction had finished. The defenders made a suicidal push costing thousands of lives, allowing the Dwarfs of Ekrund to flee carrying any valuables they could. The greenskin armies discovered the distillery of the Ekrund mines and became complacent, allowing many civilians a successful escape. Once they arrived at Barak Varr their old friends gave the refugees transport to wherever they needed to go. The surrounding mines also resulted in a trickle of refugees, to Karaz-a-karak where they suffered from constant greenskin raids, or west to the mountains called The Vaults between the Grey and Black Mountain&lt;br /&gt;
Ranges to establish new Holds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragonhorn Mines&#039;&#039;&#039;&lt;br /&gt;
Added in 8e. No lore, south of Ekrund so presumable part of the same rulership.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mount Gunbad&#039;&#039;&#039;&lt;br /&gt;
Wealthiest non-Ankor Hold Dwarfs ever had. This is due to it being the only place in the world where the blue gems called Brynduraz (“shining stone”) are known to be found. It also produced massive quantities of gold, and Gunbad’s immense wealth was so crucial to the Dwarf economy during the War Of Vengeance that no Gunbadian soldiers were levied for the conflict. Gunbad itself was located east of the Worlds Edge Mountains, leaving it isolated save for the Underway (so you know where this story is going).&lt;br /&gt;
During the Time Of Woe, earthquakes and waves of Orcs from the east both caused Gunbad to be lost. It was retaken 200 years before the current date by Logazor Brightaxe, but the continued isolation from the rest of the Dwarf race as well as the masses of greenskins to the east forced them to abandon it again. Until the Underway is reclaimed and rebuilt, Gunbad is destined to remain in the hands of greenskins.&lt;br /&gt;
&lt;br /&gt;
====Settlements====&lt;br /&gt;
The Dwarf communities formed outside of Karaz Ankor that lie between mountain ranges. Few are connected to the Underway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Zorn&#039;&#039;&#039;&lt;br /&gt;
The first Dwarf expansion, in the Warhammer equivalent of South Africa in the mountains that separate Nehekhara from the Southlands. Possibly destroyed by the Slanless Lizardmen of the Southlands, or at least the last messages every received indicated that&#039;s who was attacking it. Almost nothing is known of it otherwise as it is far beyond living memory and every expedition to reclaim or it simply discover its current state have failed. To be fair it could still exist, since every single edition it was mentioned in (which is to say every edition after Warhammer got actual lore) intentionally makes it vague what happened to it. According to myths it was built into a mountain of gold with gates made of ivory held together by copper with rubies and diamonds so common they were just used as currency internally. Within the video game continuities Vermintide gives the Dwarf Ranger the backstory that he found a map showing its location, while in Total War: Warhammer its an active surviving Dwarf settlement, in campaigns ruling itself and using a red/blue emblem depicting a Skink skull above an anvil whereas in the Mortal Empires campaign it is under the control of Thorek Ironbrow&#039;s expedition.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barak Varr&#039;&#039;&#039;&lt;br /&gt;
Called &amp;quot;Gate To The Sea&amp;quot;. Built into the side of a mountain and only visible from the water. Barak Varr is small but wealthy, and the folk are unusually friendly and cheerful for Dwarfs. Both are due to the safety of the Hold and it never being forced to close its doors to the other races and cease trade, as both the Skull River and Old Dwarf road are still open. All friendly groups on the planet trade in Barak Varr, and almost anything Dwarfs do not prohibit can be bought and sold within. Barak Varr is one of the safest locations in the world, being almost immune to attack by land and with a ridiculous number of the most advanced warships in existence in its harbor while countless cannons line the face of the settlement itself. Barak Varr lies in the territory of the [[Border Princes]] which were settled around it, and it provides them protection by water. Dwarf adventurers ad their non-Dwarf companions often gather in Barak Varr before setting out for parts unknown, and its a common hub for Dwarf refugees from destroyed settlements.&lt;br /&gt;
The king Byrrnoth Grundadrakk is noted as a traditionalist with a lore blurb noting that despite his popularity its unknown how long Barak Varr will remain friendly to nonDwarfs and Dwarf outsiders, but his only actions were elevating the Longbeards and Hammerers in station and requiring Dwarf children attend some time in Karak Kadrin before adulthood.&lt;br /&gt;
&lt;br /&gt;
The most notable group in Barak Varr are the Storm Wardens (entirely unrelated to the [[Storm Wardens|40k force of the same name]]), a Dwarf faction of military forces that both act as scouts and heralds to warn all of Karaz Ankor of threats and saving the day at the last minute when those threats manifest. The leader Karnji Ravenbeard is the typical Warhammer master strategist character and relies on non-Dwarfy battle tactics. Barak Varr Rangers generally operate within the Storm Wardens while a large group of Hammerers function both as the backbone of the army and the messengers bearing Storm Warden news sent by Ravenbeard.&lt;br /&gt;
&lt;br /&gt;
Purple with cream highlights is the color scheme of Barak Varr, with their symbols being an open-faced mountain and a roaring beast with red and gold. The colors of the Storm Wardens are not identified, though the model for Karnji Ravenbeard makes his armor, cloth, and even the feathers on his helmet black with gold details.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Oakenhammer&#039;&#039;&#039;&lt;br /&gt;
It exists, and is on the border between Karaz Ankor and Sylvania. There&#039;s almost no lore otherwise.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azorn&#039;&#039;&#039;&lt;br /&gt;
Easternmost Hold, in the Mountains Of Mourn. Destroyed by an unending horde of Ogres.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Isle of Zul&#039;&#039;&#039;&lt;br /&gt;
Island outpost of Barak Varr.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Axehelm&#039;&#039;&#039;&lt;br /&gt;
Found in the Empire, apparently a Dwarf settlement of some kind that has been destroyed.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Angazbar&#039;&#039;&#039;&lt;br /&gt;
Has decent metal mining, metalworking, and trade industries. Nearby settlements are a small mine called Grung Tepskaf and a fortress called Migdhal Vongalbvak. Ruled by Duregar Sharpblade.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Habercrybs&#039;&#039;&#039;&lt;br /&gt;
The hills south of Altdorf, which have mixed Dwarf and human populations in mining communities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azorn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Grey Mountains====&lt;br /&gt;
During the start of the Time Of Woe, Mount Silverspear and Mad Dog Pass fell to Goblins and caused a massive exodus of refugees. Although the Grey Mountains were always ignored by Dwarfs previously for their lack of gems and metals within the rock, the scattered Dwarfs chose them to settle for their strategic locations and each time a Hold fell the population of the Grey Mountain Dwarfs would swell with their homeless kin. Tall tales that great riches far surpassing that of the east lay undiscovered also played a part in the allure of the Greys. Each is extremely difficult to assail, and are built with defense in mind rather than the elaborate and beautiful Holds from the time that the ancestor gods were kings and queen.&lt;br /&gt;
&lt;br /&gt;
Dwarfs that inhabit this area are called Grey Dwarfs, and are considered a far more modest and far more humble lot than their kin elsewhere. Less prone to find insult in the words of man and Elf as well as less likely to show off gold and gems in displays of Dwarf pride. Dwarfs from other Holds see them as a source of both pity and hope, the valiant post-apocalyptic survivors scrabbling among the ruins with kings that look like low noblemen and peasants dressed like refugees.&lt;br /&gt;
&lt;br /&gt;
The Grey Mountains sit in a precarious location. Although historically the attacks of any foe is rare, it sits nearby [[Drachenfels|Castle Drachenfels]], a hellish domain where the forces of Chaos, the Undead, and greenskins unite under an ancient evil. As if that wasn&#039;t bad enough, End Times: Vermintide showed that the nearby Empire town of Ubersriek was the beginning of the Skaven invasion of the Old World, suggesting that Skaven were already a problem for the Greylings. To the south is Athel Loren and the insane Wood Elves with Bretonnia beyond it. To the north are the men of the Imperial province of Wissenland, great allies of the Dwarfs and with the aid of the Greylings their city of Nuln has become the engineering capital of the non-Dwarf world. But Reikwald is not far from there, leading [[Forest Goblins]] and [[Beastmen]] up the trails into the mountains. While the Grey Dwarfs have become hardened and battle-tested, the natural defenses of their home have saved them from the nonstop war that many of the old Holds east in the old Dwarf lands have suffered.&lt;br /&gt;
&lt;br /&gt;
Most Grey Holds have very little in great treasures due to the barren nature of the mountains and the far and few discoveries of ore veins, and as a result some Dwarfs either resign themselves to lives laboring for far less than other Holds can offer and patrolling trade routes for small enemy warbands, or abandon their home and migrate to other Holds to seek riches at the cost of safety and peace. While the younger generations are increasingly leaving Norn for other Holds to the east for riches or glory in battle, those who refuse to leave have become stoic and sardonic even for Dwarfs.&lt;br /&gt;
&lt;br /&gt;
Grey Dwarfs have a great deal of contact with humans and are far more likely to take on names in the human tongue representing their true Dwarf name, such as Olaf Stoutarm or Johan Rockkicker.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Norn&#039;&#039;&#039;&lt;br /&gt;
Roughly translates to &amp;quot;Barren Earth Hold&amp;quot;. Currently ruled by King Brokk Ironpick the Grim and Queen Thurma of the Grintzagaz Clan. Karak Norn was the first Grey Mountain Hold, and has the most riches in its mines despite being the smallest. Karak Norn overlooks the Athel Loren from a very safe position, allowing the Dwarfs to monitor the activities of the Elves for any invasion force to their allies in the Empire or to their kin in other Holds. They control the mountain passes leading to the rest of the Southern Grey Mountain Holds giving them the benefit of taxation, the honor of being the defenders of the Greys, and the responsibility of ensuring that when enemies do eventually invade that the Grey Dwarfs can muster a strong protective army. Norn&#039;s defenses possess a great deal of Flame Cannons and Bolt Throwers for the purpose of defending against Wood Elves, while their offensive forces contain many Rangers. Karak Norn also possesses a large airforce.&lt;br /&gt;
&lt;br /&gt;
The most famous claim of Karak Norn is being the Hold most associated with the great hero and brewmaster (aren&#039;t they one and the same though?) Josef Bugman. Josef&#039;s father Zamnil Bugman was one of the Dragonback Clan of Ekrund, and after it was overrun the family migrated northwest into the foot of the Grey Mountains on the Empire side near Karak Norn. Bugman&#039;s Brewery quickly became famous for their specialty of Troll Brew, and more importantly [[Bugman&#039;s XXXXX]] AKA Bugman&#039;s Brew which became world-famous as (canonically) the greatest alcoholic beverage ever concocted. Unfortunately one day a Goblin named [[Git Guzzler]] attacked the Brewery while Bugman was away delivering ale. While the Brewery was rebuilt and is now defended by the forces of Karak Norn, Bugman himself gathered a small elite army called [[Bugman&#039;s Rangers]] who travel the world killing greenskins and/or delivering free ale wherever Dwarfs or greenskins are found.&lt;br /&gt;
&lt;br /&gt;
The armies of Karak Norn use the colors of red and white split in half or quartered along with blue for cloth, although in 8e examples only red and white were used with a small amount of green on banners. Karak Norn forces in Eavy Metal demonstrations of the paint job also use more silver metallic color than bronze. Symbols for Karak Norn tend to be more Celtic and of vague meaning, although simple designs such as tankards and the general Dwarf faces show up as well. Bugman&#039;s red and blue split colors with the white &amp;quot;B&amp;quot; rune show up as well even on the shields of Dwarfs otherwise displaying the standard colors.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Ziflin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Azgaraz&#039;&#039;&#039;&lt;br /&gt;
Starting location for Skarsnik and the Crooked Moon in Total War Warhammer. Skarsnik often takes Karak Norn and Karak Ziflin, making him a stubborn enemy to remove in-game.&lt;br /&gt;
&lt;br /&gt;
Also shows up in DLC for the first Vermintide game, and has an outlying hold called Khazid Kro. The main characters go to Khazid Kro to help a stubborn dwarf hold off the Skaven, steal a cursed rune so the Skaven don&#039;t have it, warn Karak Azgaraz and any neighboring holds of the impending Skaven invasion via a warning system on top of the mountains.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grim Duraz&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khazid Harkhat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Black Mountains====&lt;br /&gt;
* &#039;&#039;&#039;Karak Hirn&#039;&#039;&#039;&lt;br /&gt;
The Black Mountains that lie between the Empire and Border Princes are full of small Dwarf settlements that cater to the Empire and link the oldest settlements of the Dwarf empire. They are unconnected to the Underway but are relatively difficult to attack due to the danger of the terrain. The largest settlement in the region is Karak Hirn, named &amp;quot;Horn Hold&amp;quot; for a wind that blew through it and produced a noise loud enough to ring through the mountains, scaring the original settlers to the region until they investigated and discovered the source. Generations since have carved doors and fireplaces that turn the entire Hold into a horn that can be sounded to send messages or frighten enemies and monsters.&lt;br /&gt;
Founded by the legendary Dwarf Kurgaz, who created the Anvils Of Doom. Kurgaz was a giant of a Dwarf, who&#039;s shield was so massive that no other Dwarf has been able to wield it as it was used. Instead, his descendants stood on it while being carried by their loyal soldiers, beginning the tradition of Shieldbearers. A Dragon attacked Karak Hirn at some unknown time, killing many Runesmiths and destroying their forges which caused the secrets of Kurgaz to be lost ensuring that all Anvils of Doom are limited in number.&lt;br /&gt;
&lt;br /&gt;
Karak Hirn is favored by many Eavy Metal team and shows up in most showcases. They utilize dark greens and browns for colors.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Izor&#039;&#039;&#039;&lt;br /&gt;
Also called Copper Mountain. A wealthy Hold found between the Grey and Black Mountains, with the deepest and richest mines outside of the Worlds Edge Mountains as well as being a popular destination for refugees including the Dragonbacks. Almost impossible to assail, Izor profits with little risk. &lt;br /&gt;
Karak Izor was shown in the past to use plenty of bronze metal with dark browns and greens while it was specifically said that they used no blue anywhere, but in 8e they reverted to only a bright shade of blue and gold/yellow (for seemingly no reason). Their symbol is a hammer striking an anvil with an S rune on both.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Bhufdar&#039;&#039;&#039;&lt;br /&gt;
Shown on the map in 8th edition, hasn&#039;t fallen. No other lore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Zarakzil&#039;&#039;&#039;&lt;br /&gt;
Lost Hold. No other lore.&lt;br /&gt;
&lt;br /&gt;
====Norse Dwarfs====&lt;br /&gt;
Barely touched on and mostly only in Warhammer Fantasy Roleplay, the Dwarfs of the furthest north reside in the mountains north of [[Kislev]] in the Chaos Wastes. The proximity to the savage lands has forced them to take on aggressive and wild personalities, although they remain as loyal to the Ancestor Gods as any Dwarf. Not especially fond of humans given they have the choice of rapevikings or Russians for friends. Since the Norse Dwarfs have lost contact with their kin for a LONG time, they didn&#039;t receive any technological advances since the Time Of Troubles. No [[Gunpowder (Warhammer Fantasy)|gunpowder]], no artillery, no machinery. Just crossbows, catapults, and good ol&#039;fashioned things to stick in people or bash them with. Thorgrim made contact with some of them before he became High King, although which ones is unspecified.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Drak&#039;&#039;&#039;&lt;br /&gt;
Known as the Dragon Hold. The primary settlement of Norse Dwarfs, rich in iron, silver, sapphire, and amber. Possibly destroyed according to a 7e story as the &amp;quot;Emperor Of Chaos&amp;quot; [[Valmir Aesling]] wiped out all resistance during the Great War Against Chaos during the time of Emperor Magnus, shortly after the Everchosen of the time was defeated; it is referenced after that date as still existing leading to the possibility of writer not doing their fucking research...or it being reclaimed later.&lt;br /&gt;
&lt;br /&gt;
In Total War: WARHAMMER Kraka Drak is part of a quest for Thorgrim Grudgebearer to investigate the fate of the Norse Dwarfs. He finds they have all been wiped out, and reclaiming them is part of the victory conditions for Dwarfs. Their flag is depicted as teal with a winged white sea serpent as a symbol.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sjoktraken&#039;&#039;&#039;&lt;br /&gt;
A Dwarf port.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Dorden&#039;&#039;&#039;&lt;br /&gt;
Called the Thunder Hold. Exporter of furs, tin, quartz, iron, and metalwork. Second largest after Kraka Drak.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Onsmotek&#039;&#039;&#039;&lt;br /&gt;
Called Eagle&#039;s Peak Hold. Northernmost Hold that hasn&#039;t yet fallen. The second wealthiest after Kraka Drak. Full of gold, diamonds, and obsidian. Has more Slayers and the Norse Dwarf specific Berserkers than anywhere else in the Norse Holds thanks to the abundance of Giants, Trolls, and other nasty Chaos things.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kraka Ravnvake&#039;&#039;&#039;&lt;br /&gt;
Known as Raven&#039;s Roost Hold. Full of copper, iron, and silver as well as a blue-gray rock called Okrinaduraz that is used to carve works of art and things of importance.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Dum&#039;&#039;&#039;&lt;br /&gt;
Literally &amp;quot;Hold Chaos&amp;quot;. Northernmost Hold ever established (or at least ever mentioned), it fell during the Great War Against Chaos. It is the main source of the black armor of the Warriors Of Chaos today, and all four Chaos Gods and their factions battle for control of it. Gotrek &amp;amp; Felix rescued the last of the living Dwarfs from it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Khazid Ravik&#039;&#039;&#039;&lt;br /&gt;
Almost no lore. Known for gems and metalwork.&lt;br /&gt;
&lt;br /&gt;
====Misc Locations====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Undgrin Ankor&#039;&#039;&#039;&lt;br /&gt;
The Underway.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Black Fire Pass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Varag Kadrin&#039;&#039;&#039;&lt;br /&gt;
Known as Mad Dog Pass.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Varn Drazh&#039;&#039;&#039;&lt;br /&gt;
Called Black Water, it is a giant mountain lake created by an ancient asteroid that is full of monsters. Many mines are found around it, since the mountain is very rich in ore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gnashrak&#039;s Lair&#039;&#039;&#039;&lt;br /&gt;
An Orc stronghold. Although not stated to be, it is most likely a fallen Dwarf Hold since &amp;quot;fortress&amp;quot; is not something that greenskins are capable of building. Sits at the other end of Peak Pass from Karak Kadrin.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Grom Peak&#039;&#039;&#039;&lt;br /&gt;
Orc stronghold, likely started as a Dwarf Hold. Almost no lore.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Archway of Valaya&#039;&#039;&#039;&lt;br /&gt;
Lost holy site, known only to certain Runesmiths. Secretly houses the sleeping Valaya, who is empowering a gate of some kind known as the Gate Of Valaya that will somehow bring back the golden age of the Dwarfs. Implied to have lead the Dwarfs to [[Lileath|Lileath&#039;s]] new world in the cycle of worlds in End Times.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cripple Peak&#039;&#039;&#039;&lt;br /&gt;
Full of Warpstone. A major site fought over between Nagash, who makes it his home while recovering from his second defeat, and the Skaven. Dwarfs stay away.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spine of Sotek&#039;&#039;&#039;: In Total War: Warhammer II a colony of Dwarves have made their own in the Not-Andes of Lustria.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Karak Unfirth&#039;&#039;&#039;: Lost hold, one of the first places that fell to the Ironstompers Ogre Tribe and their Leadbelchers in one of the first likely uses of the Leadbelchers, location unknown.&lt;br /&gt;
&lt;br /&gt;
====Non-Canon Locations====&lt;br /&gt;
Places from outside continuity, either as widespread fan creations, memes, or other continuities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kazad Bolg&#039;&#039;&#039;&lt;br /&gt;
A faction created by [[Paul Sawyer]] AKA “Fat Bloke”, who was the editor of White Dwarf until 2004 (when the magazine became a glorified catalog under his successor [[Guy Haley]]). Although created by an employee and featured in the 6e Dwarfs army book, Kazad Bolg is not considered canon by many.&lt;br /&gt;
Little is known of Kazad Bolg lore, only that Sawyer’s army was an Expeditionary Force that brought the maximum amount of non-stone artillery, a Gyrocopter, Miners, Longbeards, Slayers, and was lead by Kragg The Grim. Their colors are yellow and black. Bolg means “fat belly”, a play on his nickname.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Karak Kyme&#039;&#039;&#039;&lt;br /&gt;
White Dwarf&#039;s Nick Kyme&#039;s OC Hold, using a burgundy and yellow theme with as many old models as possible.&lt;br /&gt;
&lt;br /&gt;
===Clans===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Royal Clan&#039;&#039;&#039;&lt;br /&gt;
This generic force represents the clan of the king of any Hold, armed with the best gear while accompanied by mercenaries and a significant force of Hammerers, with the Royal Clan of the High King being the largest and grandest the Dwarfs can muster.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gunnisson Clan&#039;&#039;&#039;&lt;br /&gt;
Blackbearded clan that trace themselves to Grimnir&#039;s son, King Gunn. They lost their hold to Orcs millenia ago and now are either dead, serve [[Thorgrim Grudgebearer|Thorgrim]] or fanatically hunt Greenskins.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stonebreakers Clan&#039;&#039;&#039;&lt;br /&gt;
Miner and mason clan that is primarily located in Zhufbar. Mostly well-known for their Gyrocopters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bronzebeards Clan&#039;&#039;&#039;&lt;br /&gt;
Cannon-maker clan. Once an outcasts from the hold in [[Worlds Edge Mountains]], they now reestablished themselves in Grey Mountains and earned good reputation amongst other Dwarfs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Helhein Clan&#039;&#039;&#039;&lt;br /&gt;
[[Lamenters|Unlucky clan]]. After their hold was destroyed, they decided to resettle in [[Karak Eight-Peaks]]... fools. Most have left to seek their fortune in [[Mountains of Mourn]], probably eventually becoming an [[Ogre Kingdoms|Ogre]] snack.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ulek Clan&#039;&#039;&#039;&lt;br /&gt;
Also called the &amp;quot;Ullekssons&amp;quot;, they are a rather generic warrior clan that loyally supports High King.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Barruk Clan&#039;&#039;&#039;&lt;br /&gt;
Nicknamed &amp;quot;The Goldshields&amp;quot;, they are a greedy clan that left their own hold to Orks and Ogres after exausting its mines. Nowadays they work as mercenaries for other Dwarfs, always in need for gold.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Drakebeard Clan&#039;&#039;&#039;&lt;br /&gt;
[[Ungrim Ironfist|Ungrim&#039;s]] clan, which is full of agressive and grudge-driven [[Slayers|slayers]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Yinlinsson Clan&#039;&#039;&#039;&lt;br /&gt;
Drinkers&#039; clan. Most well-known for being the sole ale producers in Karaz-a-Karak.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Norgrimling Clan&#039;&#039;&#039;&lt;br /&gt;
The Norgrimlings, also known as &amp;quot;The main [[Skaven]] haters&amp;quot;. Unlike the constantly weeping Helhein clan, they didn&#039;t left King Lunn, and are now a very prominent force of [[Belegar Ironhammer]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cragbrow Clan&#039;&#039;&#039;&lt;br /&gt;
Eccentric engineer clan from Barak Varr, known as the first steampower users in all of Warhammer World. They are also the most progressive clan that likes to travel a lot, even by sea or in air.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Clan Helhein&#039;&#039;&#039;&lt;br /&gt;
A Dragonback Clan that fought a terrible Grudge war against High King Gorim Ironhammer (but not the entire rest of the Dwarfs apparently), resulting in their founding by Toruk Helhein in exile. Military success in Dragonfire Pass resulted in helping found Ekrund, fleeing to Karak Eight Peaks after its fall and splitting between followers of Belegar and those who went towards Chaos Dwarf territory in the Mountains of Mourn. In Total War: Warhammer they are split in one campaign by occupying the Plain of Bones where Dragons go to die where their settlements plunder abandoned hoards from a home in Mount Greyhag, and the Mortal Empires campaign where they have somehow managed to become trapped in the Warp and occupy Kazad Dum, which was drawn into the Warp within Khorne&#039;s realm. Their flag is white and green with the emblem of a serpentine dragon.&lt;br /&gt;
&lt;br /&gt;
===Factions===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guilds&#039;&#039;&#039;&lt;br /&gt;
Guilds are an entire organizational entity seperate but part of the concept of Clan and Hold. They even had their own army rules in 6e.&lt;br /&gt;
While [[Terry Pratchett|a guild exists for everything]], the most powerful Guild is the Engineer&#039;s Guild which has its own armies independant of any other group which control travel between Holds as well as protecting trade caravans. Obviously the Engineer&#039;s Guild army, called the Guild Expedition, uses as much black powder weapons and machines as possible.&lt;br /&gt;
** No Slayers of any kind may be taken. Thanes become Master Engineers (+35 points, has Artillery Master and Extra Crewman rules) and Lords become Guild Masters (+45 points, has Artillery Master and Extra Crewman rules).&lt;br /&gt;
** Warriors, Thunderers are Core. Cannons, Bolt Throwers, and Stone Throwers may be taken as Core, maximum 2 each and for every two artillery core you must have one Unit of Warriors. No other Core may be taken.&lt;br /&gt;
** Gyrocopters are Special, and you may have up to two Organ Guns and up to two Flame Cannons as Special. No other Special may be taken.&lt;br /&gt;
** Rangers, Longbeards, and Dogs Of War are Rare. No other Rare may be taken.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Slayers (Throng Of Karak Kadrin)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overground Defense&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;War Of Vengeance Dwarfs&#039;&#039;&#039;&lt;br /&gt;
This faction represents the united Dwarf race back during the War Of Vengeance, used exclusively for games against the High Elves reenacting the war or any skirmishes with greenskins or Chaos prior to that (alongside the Elves possible).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gnomes&#039;&#039;&#039;&lt;br /&gt;
Yes, Warhammer has [[Gnomes]]. Or more specifically Warhammer Fantasy Roleplay 1e had Gnomes, which were not mentioned in the succeeding supplements (like [[Fimir]]). This doesn&#039;t mean Gnomes are retconned since Gnomes are just Dwarfs, only that GW never referred to them by that name again.&lt;br /&gt;
&lt;br /&gt;
Gnomes live in the same regions as Dwarfs, the western World&#039;s Edge Mountains and in the Empire. Gnomes are also found in [[Albion]], although as a whole the race suffers the same &amp;quot;dying race&amp;quot; trope as the other civilized non-humans. Gnomes are short-tempered xenophobes even by Dwarf standards; a human saying is &amp;quot;Gnomes are more balanced, they have a chip on each shoulder.&amp;quot; Gnomes are oddly also more likely to sell traditionally Dwarfish things to non-Dwarfs, with Gnomish merchants being common to see and skilled laborers working for anyone. Gnomish irritability has also strangely involved the court jester of the Emperor of the Empire always being a Gnome since 1143.&lt;br /&gt;
Gnomes are extremely fond of fish, and a Gnomish settlement is always near an above or below-ground source. Gnomish settlements are found underneath much of the Empire, but are unknown to those above (note that this lore predates [[Skaven]] being a thing).&lt;br /&gt;
Gnomish customed and social structure is so complex that even Dwarfs find it incomprehensible. In every community there is an Overlord, a religious leader, a master of guilds and mining, and a Loremaster who ensured adherence to protocol. There are Gnome wizards who practice illusion, and Gnome Guard who form the warriors of their race. Gnomes love practical jokes, especially on the Empire using magic.&lt;br /&gt;
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Gnomes are physically the same as Dwarfs in description. Less than four feet tall usually, large noses and beards, stocky, same skin and hair colors although their skin looks more tanned than Dwarfs. Despite the above, the official Citadel Gnome models mixed those who are identical to Dwarfs with a few with a more skinny look; this gives an advantage to players who wish to use non-Citadel models in their armies since any Dwarf mini out of scale can be called a Gnome or a half-Gnome.&lt;br /&gt;
Gnomes can see in the dark and hate Goblins. Gnomish alignments are always on the neutral scale.&lt;br /&gt;
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The new Roleplay edition reintroduced Gnomes into the setting, severing them from their former dwarfish origin to make them a unique race of their own right.&lt;br /&gt;
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==Armies==&lt;br /&gt;
* &#039;&#039;&#039;Warriors&#039;&#039;&#039; &lt;br /&gt;
Typical soldiers of a Hold, drawn from the clans within and thus usually bearing a secondary color scheme. Most Warriors are young, and move onto other martial careers with experience.&lt;br /&gt;
&lt;br /&gt;
Many Warriors are professional soldiers who own and maintain their own gear as heirlooms, making each somewhat unique. But in times of need Dwarfs of any profession can be a Warrior and use the gear provided by their clan or Hold. Unlike the Elves of Ulthuan whose civilian militias must train frequently, Dwarf culture shapes them into disciplined soldiers while their physiology and psychology are naturally fit for the role. Regardless of their personality in peacetime, every single Dwarf becomes a hateful and unbreakable soldier in war.&lt;br /&gt;
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* &#039;&#039;&#039;Quarrelers&#039;&#039;&#039;&lt;br /&gt;
In earlier editions just called Crossbowmen as an upgrade to Warriors, 7e made them unique. Invented before Dwarfs settled the Worlds Edge Mountains (so in the time of Grungni, Grimnir, and Valaya and possibly a gift of the Old Ones). Dwarf Bolts are called Quarrels, hence the name. Yes, that means they are called [[Bolter|Bolters]].&lt;br /&gt;
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Traditionalists prefer them to guns, and the Quarrel is cheaper to maintain and supply although it requires more skill on the part of the user for accuracy. It also has the advantage of range.&lt;br /&gt;
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The early Dwarf crossbows were made of Ironwood and metal bands while the newest are made of just steel. Dwarfs almost never use bows due to the ineffectiveness of them underground and the Dwarf physiology not favoring the movements and pose required.&lt;br /&gt;
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The Quarrelers themselves are no different physically than Warriors and carry the same gear and armor, and are as a result more than capable in melee combat.&lt;br /&gt;
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* &#039;&#039;&#039;Thunderers&#039;&#039;&#039;&lt;br /&gt;
The hot new thing among the youth, only invented a two digit number of generations ago! Created early on by Engineers after the discovery of black powder, but still took a long time to spread by human reckoning. By Dwarf measure though it may as well be The Beatles in terms of a massive and sudden explosion in interest in a radically different thing race-wide amongst the younger generations.&lt;br /&gt;
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While Quarrelers have to practice range, wind compensation, and marking targets the users of Handguns spend the time maintaining their weapons (sights are a major help). Some Dwarfs build their own, but many are created by the Engineer&#039;s Guild and sold to clans and Holds for a very substantial amount of gold and Gromril. Even Dwarfs who have theirs purchased will modify and improve it own, passing along innovations to their fellows and using designs straight off the drafting table of an Engineer halfway across the Old World (&amp;quot;NO PROTOTYPE?! GRUDGESY!!&amp;quot;). Individually Dwarfs try to one-up each other in design and tend to fall into camps on what&#039;s the best and what the tiers are (so imagine /tg/ arguing about editions). No word on if a Dwarf equivalent of Popular Mechanics Magazine exists yet, but the implication is there.&lt;br /&gt;
As a result not only of the standard Dwarf craftsmanship but also the fact every gun-owner is also an amateur engineer Dwarf guns are more accurate, reliable, and ornate than the equivalent humans have created with mechanisms better than simple flintlocks. Their shot also punches through armor and hide better than a Quarrel can.&lt;br /&gt;
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Like Quarrelers, Thunderers are basically Warriors armed with a ranged weapon and not afraid to fight in melee against anything that survives their barrage.&lt;br /&gt;
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* &#039;&#039;&#039;Longbeards&#039;&#039;&#039;&lt;br /&gt;
[[File:Longbeard.png|thumb|200px|right|Old dwarf yells at cloud, ([[Mark Gibbons|MG]])]]&lt;br /&gt;
Dwarfs with long beards. More specifically, beards so long they touch the ground. When a Dwarf beard grows that long the entire local community breaks into celebration. Not every such Dwarf actually joins Longbeard ranks and some remain in whatever their field of expertise is, but its a happy time nonetheless.&lt;br /&gt;
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So why is this a big deal? Dwarf beard fetish? &lt;br /&gt;
Well, there actually is a good reason. Dwarfs naturally have a VERY long lifespan, comparable to Elves. Unlike Elves, Dwarfs almost never reach true old age because of the dangers to their race; they don&#039;t have a magical floating island to keep them safe from Night Goblins and Skaven tunneling into their fortresses and slitting the throats of everyone useful. Unlike humans, Dwarf population replenishment is low.&lt;br /&gt;
This combines with Dwarf culture, possibly their own natural instincts, to look to the oldest as the best. When in doubt Dwarfs always refer to the most elderly among them to determine what to do, following suit. So how do you quickly and reliably determine who is the oldest in a race that can&#039;t use magic to grow hair faster? Beard length. A shaven Dwarf is culturally an infant and will never regain the status lost in the shaving which is why many just shave their head to match and seek death as Slayers.&lt;br /&gt;
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Longbeards aren&#039;t just Warriors with status however. They&#039;ve seen shit that makes Elves and men gouge out their eyes declaring &amp;quot;&#039;&#039;HE COMES&#039;&#039;&amp;quot;.&lt;br /&gt;
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Daemonette orgy with more cocks than limbs? Lost chastity, survived it.&lt;br /&gt;
So many Ogres they blot out the horizon, each wearing a bib made from beards and licking their lips? Lost some toes, survived it.&lt;br /&gt;
Only human beer on tap? Entered a Fey Mood and chopped up a kinsman for parts to make a belt buckle, survived it.&lt;br /&gt;
Elves rejecting a handcrafted pipe because its made of wood? Killed so many keebs that murder has lost meaning, survived it.&lt;br /&gt;
Snot nose beardlings listening to crappy music, disrespecting their elders, swearing, not smoking, adopting liberal attitudes? THAT is the challenge to Longbeards.&lt;br /&gt;
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If Longbeards are present on the battlefield, they almost certainly will not run. If Longbeards hold firm and complain that Nurgle used to be much grosser and vampires suckier in their day, nobody else will run either. Every young Dwarf wants to impress the Longbeards, and even if they do get sick of hearing about how much they suck for being born at a later date and about tall tales that are almost certainly lies, young Dwarfs still remain in awe of the idea of being so important as well as in gratitude for the centuries of service these heroes have given so they can even be born in the first place.&lt;br /&gt;
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TL;DR like a unit of the titular subjects of Monty Python&#039;s Four Yorkshiremen sketch if they were shorter and had longer beards.&lt;br /&gt;
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Prior to 8e, the Longbeard model kit was the Warriors kit, just with more gold and grey/white beards. The 8e kit is a dual kit with the Hammerers. Since Warriors cost much less, $35 USD for 20 compared to $50 USD for 20 Hammerers, then its a much better option to simply stick with Warriors painted differently unless the player loves the Hammerers kit looks enough to justify an extra 75 cents a mini.&lt;br /&gt;
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* &#039;&#039;&#039;Miners&#039;&#039;&#039;&lt;br /&gt;
Mining clans will send out their best to fight alongside the Engineer&#039;s Guild, the Baker&#039;s Guild, the Potash Maker&#039;s Guild, and so on. But Miners spend all day every day wearing their armor, modified to be protective mining equipment, and carrying their weapon, picks. They can go straight from the job to a battle, which when they encounter Skaven, Night Goblins, and the odd Wood Elves is the case anyway.&lt;br /&gt;
The older and deeper a mine, the more investment has been put into it meaning the alcohol-powered Dwarfs have access to alcohol-powered steam drills, durable mine carts with hearty ponies, and plenty of explosives. Ironically, the younger a mine the more likely the Miners are to grumble about the newfangled beardling equipment. The most important mines have mining vehicles, air pumps, cart tracks, and elevators.&lt;br /&gt;
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Other than that, Dwarf Miners are exactly what you would expect.&lt;br /&gt;
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Of note is that the older Miner models actually came with terrain! Two pony-pulled mining carts, two wheelbarrows, two &amp;quot;mine canary&amp;quot; Goblins in cages, and a fair amount of extra pickaxes, lamps, and satchel charges. Good times.&lt;br /&gt;
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* &#039;&#039;&#039;Rangers&#039;&#039;&#039;&lt;br /&gt;
[https://m.youtube.com/watch?v=mATZznY7H_Q You want a thankless job?] Rangers are your pick.&lt;br /&gt;
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Dwarfs think that Rangers are a bit mental. Why any Dwarf would actually want to be in the sun and in open air, roaming the wilderness and making maps, slinking about as scouts and saboteurs, mingling with Umgi and Elgi or other weirdos from other Holds outside of a proper meet is beyond the ability of non-Rangers to explain. They figure they must be criminals evading the Slayer Oath, insane, or queer in some way (lack of females may mean Dwarfs are less likely to have a gay taboo, but if they do then its most certainly what many think Rangers are hiding).&lt;br /&gt;
The lore notes that a few Rangers are hiding something, but most just found it as their calling. Rangers can be sociable or prefer isolation, adventurous or paranoid, sneaky and inventive or staunch traditionalists. Those who dislike the outdoors help scout and clear the Underway. You can always find a Ranger who is a specialist in fighting Skaven, greenskins, men, Elves, other Dwarfs, Dragons, Ogres, Dragon Ogres, Daemons, undead, and anything else you can think of. When trouble strikes a Dwarf ally, a Ranger can appear and offer any kind of aid imaginable (strange is when a Dawi covered in green and leaves appears unheard from seemingly thin air to warn Wutelgi of an attack from the Dum Umgi, but its likely happened).&lt;br /&gt;
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Its the job of a Ranger to send a message to all nearby Holds, poison the supplies of invaders, burn their maps, collapse their tunnels, ignite their ammunition, assassinate their leaders, and finally ambush the weakened force as they arrive to fight the assembled defending force.&lt;br /&gt;
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For all this, they get to sit alone in the Hold while the non-Ranger Longbeards grumble openly about how weird they are.&lt;br /&gt;
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But the perks are knowing they are the primary treasure-hunters of their kind, the first defenders of their homes and kin, the ones non-Dwarfs are most happy to see (after merchants), and do as much (if not more) heroic and direct good as Slayers. Every Hold and expedition relies heavily on its Rangers, from Miners fearing the Skaven to Warriors facing a WAAAGH! of greenskins. Not to mention good ol&#039; Bugman&#039;s Rangers are doubtless doing a world of good in endearing them to their kin.&lt;br /&gt;
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Lorewise Rangers use whatever. Rulewise its a crossbow, hand weapon, throwing weapon, great weapon, and an option for shields.&lt;br /&gt;
Note that although GW stopped saying so for some reason after 7e, the Quarrelers/Thunderers kit has Rangers as the third build as Quarrelers with an axe and shield. Some players prefer to use the body with cloaks for Rangers and those without for Quarrelers/Thunderers to make them actually distinguishable from the front.&lt;br /&gt;
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* &#039;&#039;&#039;Slayers&#039;&#039;&#039;&lt;br /&gt;
Ah, Slayers. About as iconic as Warhammer Dwarfs get. [[Fyreslayers|Knockoffs]] not withstanding.&lt;br /&gt;
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There&#039;s multiple sources on the first Slayer. Some sources say Grimnir was the first after leaving his axe with his kin and setting out for a one-Dwarf war against Chaos for eternity. Another says that according to Garaith Ungrim (retold by Durgrim Redmane, Longbeard Hammerer) Gudrun Morgrimson was the first after allowing the son of his best friend King Skorri Morgrimson, Furgil Morgrimson, be killed and eaten by Trolls on an expedition to the lower levels of Karak Ungor. Gudrun dyed his hair red like the prince&#039;s and used Furgil&#039;s axe while wandering in the same half-naked state (having been stripped of clothing by Night Goblins who thought he was dead), spending the rest of his life killing any Troll he could, never returning to his home of Karaz-a-Karak out of shame.&lt;br /&gt;
The final account is from an old Warhammer boxed set called &amp;quot;Dwarf Lords Of Legend&amp;quot; that came out in 1985. The once-sentence lore for one of the minis was &amp;quot;Kimril Giant Slayer, first slayer and bested the Giant twins Thunderguts and Stormbelly.&amp;quot;&lt;br /&gt;
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Some players have reconciled all three as thus; Grimnir began the tradition of sacrificing oneself for the greater good of Dwarfs. Gudrun was inspired by Grimnir on how to seek redemption, and began the red haired, nearly naked, Holdless, axe-using rule. Kimril was the first to copy Gudrun and be a Slayer, thereby being the founder of the Slayer Cult.&lt;br /&gt;
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Slayers are regarded as ____slayers based on their accomplishments of killing.&lt;br /&gt;
** Trollslayers are the lowest rank of Slayer. They represent the common footplodder Slayers you field as elite infantry.&lt;br /&gt;
** Giantslayers are the Unit Champions in Trollslayer Units.&lt;br /&gt;
** Dragonslayers are the rank above Giantslayers, and are Hero level Slayers.&lt;br /&gt;
** Daemonslayers are Lord Slayers, and the strongest non-named Slayer that can be fielded in Warhammer Fantasy Battles.&lt;br /&gt;
Other Slayers such as Elfslayer, Vampireslayer, and Skavenslayers exist since a Slayer is simply named after their greatest foes defeated, but for all intents and purposes they fit into the above categories for the purpose of rules.&lt;br /&gt;
All Slayers dye their hair red and spike it with pig grease.&lt;br /&gt;
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Taking the Slayer Oath is compared to Japanese Seppuku, but there are major differences. Rather than a way to prove honor in the face of a loss of it, Slayer Oaths are a means of restoring lost honor. It has a possible biological function in being a way to deal with a higher population of males, although since the lore reinforces how Dwarfs are generally mentally stable but anything that can really get to them causes a complete break and how Slayers are the way to cope with this loss-wrought insanity (the Slayer Kings are generally described as driven halfway to madness trying to reconcile both Oaths and responsibilities) then it is a way to eliminate those who could fall to Chaos in other races from society in a beneficial way.&lt;br /&gt;
Regardless, reasons for becoming one are numerous. Loss of kin, loss of love, loss of goods or money, loss of heirloom, loss of any kind. Anything that really sticks with you, that you cannot get over, would cause you to become a Slayer. (Insert reference to End Times/Age Of Sigmar here.) what would drive a human to become a drunk or an Elf to waste away in mourning causes a Slayer in Dwarfs.&lt;br /&gt;
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Dwarfs cannot drown themselves in ale forever and they are psychologically incapable of committing suicide. A Slayer may seek death, but they must find it being useful to their race. There are Slayer Engineers who create insane deathtrap weapons, Slayer Runesmiths who work on the weapons of their kin and follow where war goes to ensure the front line always has reliable magic. Slayers with no useful skills just become warriors, constantly improving themselves with training and seeking mentors when not wandering.&lt;br /&gt;
Whatever the sin, Slayers are regarded the same; pitiable warriors. Useful, but the hero of a great tragedy that&#039;s being written. Holdless, Clanless, loyal to the race as a whole. They migrate to places of conflict, or stay where Dwarfs are needed to protect. Like Rangers, a Slayer can appear from nowhere unexpectedly to help. Unlike Rangers which can be of any temperament, Slayers tend to be in darker dispositions although it is not a rule that they always are (Snorri Nosebiter from Gotrek &amp;amp; Felix for example).&lt;br /&gt;
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* &#039;&#039;&#039;Hammerers&#039;&#039;&#039;&lt;br /&gt;
Hammerers are the most elite that the Dwarfs have to offer. Equivalent to the White Lions Of Chrace of the High Elves, Hammers are the bodyguards and honor guard forces of Dwarf nobility.&lt;br /&gt;
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They began in Mount Gunbad, with the great craftsman Kadrin Redmane in the gold mines.&lt;br /&gt;
After years of fighting morale was low, resulting in a visit from King Morgrim Blackbeard. Night Goblins attacked during the visit and slaughtered the Dwarf forces protecting the king until the workers, lead by Redmane, took up their hammers for working gold and slaughtered the Goblins until the king was able to escape. The Hammerers were formed then out of seasoned Dwarfs lead by those same craftsmen who were given runehammers as a mark of office. Redmane&#039;s descendants followed in his footsteps, becoming Hammerers bearing his own runehammer in turn.&lt;br /&gt;
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Hammerers since that time exist in all Holds (other than the Norse), and are bodyguards to king and thane. Nowadays they select their own Hammerers however they see fit from any profession, Clan, even Hold. Hammerers are stubborn and unyielding even by Dwarf standards, with absolute devotion to their charge. The hammer they wield is invariably ornate, as it is a personal gift (barring those like the Redmane Hammerers who keep an heirloom one) representing the covenant between lord and servant. They are balanced with a degree of perfection reflecting that of the greatswords of the High Elf Swordmasters and are usually made of Gromril. Note the &amp;quot;usually&amp;quot; there, Gromril is incredibly rare and despite being the king&#039;s personal guard and the most respected soldiers in the Hold the Hammerers are not automatically entitled to the best of the best gear; that&#039;s for the Ironbreakers below. Hammerers are more likely to be equipped with steel, possibly gilded in gold, although the odd bit of Gromril here and there is fitting for family heirlooms or gifts for particular feats in their career.&lt;br /&gt;
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Large Holds have many Hammerers, and when not protecting their lords they are assigned to important positions such as guarding gates. Every group of Hammerers is named for what they protect, for example &amp;quot;the Bugman&#039;s Brewery Guard&amp;quot;.&lt;br /&gt;
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In battle their blows hit harder than anything that is not supernatural can, and with a rhythm that sounds like the workshops of a Dwarf hold.&lt;br /&gt;
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* &#039;&#039;&#039;Ironbreakers&#039;&#039;&#039;&lt;br /&gt;
Equal with Hammerers in terms of elite infantry, Ironbreakers were formed after the Time Of Woes. They all wear giant complete suits of Gromril armor (mind you that in Warhammer lore entire wars have been waged over reclaiming lost suits of Gromril armor, and the absolute most legendary equipment a human could ever hope to find in the world is a single piece of Gromril gear) that allow them to survive cave-ins and guard the mines, keeping watch for Skaven, Night Goblins, or the monsters that wake up when Dwarfs dig their mines too deep...&lt;br /&gt;
Being an Ironbreaker is a pretty shit job given that they get none of the glory that Hammerers get and none of the freedom of a Ranger. They&#039;re hauled out of the deeps to fight on the surface when needed which can be quite often, but simply due to how numerous the rivals that fight for control of the deep spaces are, most of their battles will invariably be done underground regardless of how much or little time they spend there.&lt;br /&gt;
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Ironbreakers are specialists in underground combat, and immediately form into complex formations designed for subterranean and cramped space warfare as their commanding officers demands.&lt;br /&gt;
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Ironbreakers take a similar Oath as the Hammerers, although theirs is made to defend the young of their Hold and the halls/remains of their ancestors rather than to a present noble.&lt;br /&gt;
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A special note on painting Ironbreakers; although they look fairly good dirtied up and banged around, its canon that Gromril never tarnishes and cannot be destroyed with mundane means. As a result, your Ironbreakers should technically be sparkling silver with a polished sheen that would blind an Elf.&lt;br /&gt;
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* &#039;&#039;&#039;Irondrakes&#039;&#039;&#039;&lt;br /&gt;
Like most armies that got an update in 8th edition, Dwarfs received dual-build kits with new options. Irondrakes were that option, sharing a kit with Ironbreakers. Their lore reflects their meta existence far more than the other 8e additions.&lt;br /&gt;
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Irondrakes are what happens when shit with the Skaven and Night Goblins goes so badly that prototype technology invented by batshit insane Engineers that are probably heretics against Morgrim is used. Said technology is Drakeguns, &amp;lt;strike&amp;gt;Warpfire Throwers reverse-engineered and powered by alchemy rather than Warpstone &amp;lt;/strike&amp;gt; A TOTALLY UNIQUE INVENTION THA&#039; IS THE RESULT OF WEAPONIZING GRUDGES, AN&#039; MAYBE A BIT OF NITROGLYCERINE.&lt;br /&gt;
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Drakeguns are very large devices with attached fuel (meaning no backpacks) that fire a single blast of flames so hot that the Gromril armor of the initial Ironbreaker testers (Tested on the battlefield?! HERESY!) was insufficient protection, which resulted in even more expense fielding them as the typical Ironbreaker armor had to be modified to show absolutely no skin, cover the beard entirely, and be filled with protective runes. The runes and protective armor were invented for Dwarfs that work in high temperature forges.&lt;br /&gt;
That being said, Irondrakes are still basically Ironbreakers with a fuckhuge flare gun. Just better armor on top of that.&lt;br /&gt;
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It should be noted that the Drakefire technology has been refined to the point that Drakefire Pistols are a thing, having shorter range but can be fired even in melee. These can be seen being carried by many different Dwarfs, including Rangers and Ironbreakers. The pistols are apparently far less dangerous since that means they do not require Irondrake armor to use (Irondrakes with them still use their armor though).&lt;br /&gt;
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Oh, and if you thought the above was insane the Irondrakes also use Trollhammer Torpedoes, a modification to Drakeguns attached to the end which turns them into &#039;&#039;&#039;fucking bazookas&#039;&#039;&#039;.&lt;br /&gt;
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The common use of Irondrakes is standing behind the Ironbreakers until an enemy that would give them trouble appears, whereupon the Ironbreakers move to the sides and allow the Irondrakes to step forwards and incinerate the troublesome opponents before the Ironbreakers move back into formation again.&lt;br /&gt;
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Irondrakes were a surprisingly popular addition to the army considering how poorly many 8e minis were received by Warhammer Long(neck)beards. They took up the same slot as cannons, and had the game not been summarily executed they may have caused a reduction in the cannon spam that non-Dwarf players hated so much.&lt;br /&gt;
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* &#039;&#039;&#039;Gyrocopters&#039;&#039;&#039;&lt;br /&gt;
Gyrocopters are surprisingly not a new invention. New enough for Longbeards and Kragg to grumble mind you since they weren&#039;t around in the War of Vengeance, but still older than any living Dwarf save Kragg and Grombrindal. They were invented after the loss of the Underway in the Time Of Woe, as a replacement means of communication and supply drops between Holds. They have become so widespread that even small Holds have at least a few. In Dwarf battle tactics the Gyrocopter serves the combined role of dragon, cavalry, and small artillery.&lt;br /&gt;
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A Gyrocopter is basically a helicopter, capable of taking off straight up (minimizing space needed to land, store, and takeoff) and hovering. They run on a miniaturized steam engine and are piloted by particularly brave/insane (by Dwarf reckoning) Engineers.&lt;br /&gt;
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They were inspired by dragons flying around a mountain that an unnamed Engineer watched, with parts from Miner drilling machines and grinding machines making the mechanism work. The 6e account of Redmane says that Thane Orgri came up with the idea of sticking a small cannon on one. Since then the Gyrocopters have been armed with rapidfire guns instead, although in 7e this was changed to a steam blast that fired grapeshot like from a cannon, and in 8e this was change to a gun which fired just steam itself. This is on top of an upgrade called the Brimstone Gun, a modified version of a Drakegun. In older editions of the game and in-universe models the pilot would carry bombs to light and throw, although now they have bombs on their stabilizer wings that can be dropped.&lt;br /&gt;
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* &#039;&#039;&#039;Gyrobomber&#039;&#039;&#039;&lt;br /&gt;
By replacing the steam gun of a Gyrocopter with a Clattergun (just a standard rapidfire gun rather than the shotgun blast of a steam gun) Engineers were able to attach a payload of bombs to an extended body, creating a dedicated bomber. Unfortunately the increased mass despite the same weight caused problems with wind and aerodynamics, preventing the kind of dive and drop that gives Gyrocopter bombs accuracy. To compensate, the Grudgebuster bombs were invented which are designed to create multiple &amp;quot;bouncing&amp;quot; explosions which cover a far larger area and thus are more likely to hit the target.&lt;br /&gt;
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The most famous Gyrobomber wings are the Skyhammers of Zhufbar and the Blackhammer Bombers of Karaz-a-Karak.&lt;br /&gt;
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* &#039;&#039;&#039;Cannons&#039;&#039;&#039;&lt;br /&gt;
Its a cannon. Made by Dwarfs.&lt;br /&gt;
That&#039;s about all there is to know.&lt;br /&gt;
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Dwarf cannons are smaller than those of other races, and made from pure steel rather than brass and wood (old models showed wood frames and wheels, apparently those are the &amp;quot;newer&amp;quot; cannons while the new models are the &amp;quot;older&amp;quot; ones). They are tested for centuries before being put into use. The first where made by Zhufbar, but now most Holds make their own. Since so much effort goes into them, Dwarf artillerists love their weapons and take good care of them. Saying that Manling powder should be used in them is generally an insult.&lt;br /&gt;
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Dwarf armies in the meta are known for fielding as many of these low-misfire risk and high accuracy (literally &amp;quot;cannon sniping&amp;quot;) guns as they can which basically made big models useless high-point targets for much of the game history. While Dwarfs are already a defensive army, this pushed the tactic to the utmost degree. &lt;br /&gt;
Compare to [[Fish of Fury]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Onager/Catapult/Stone Thrower/Grudge Thrower&#039;&#039;&#039;&lt;br /&gt;
Its exactly what you think and changed names quite a bit over the years, although 7e put a Dwarfy flavor to it. During the War Of Vengeance the Dwarfs began inscribing non-magical runes naming a specific Grudge being avenged on the rocks they flung at Elves in an effort to clear as many Grudges as possible during the war.&lt;br /&gt;
&lt;br /&gt;
Later on, Dwarfs who&#039;s Hold had been lost would use stone from their home with Grudges relating to the fall runed on them.&lt;br /&gt;
&lt;br /&gt;
In the modern day the stone matters more than the device and Grudge Throwing is an important aspect of war.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Gob-Lobber&#039;&#039;&#039;&lt;br /&gt;
One of the legendary older special models. If you have one, count yourself very lucky.&lt;br /&gt;
In a battle for an unknown Hold during the Goblin Wars, an Onager crew ran out of stone to fire and the Goblin army was rapidly advancing. The youngest member of the crew, Gorm Foambeard, offered to be fired instead which inspired his crewmate Gottri Flatnose. Gottri used his mallet to knock out several Goblins that had charged ahead of their force, and the crew tied them up and fired them instead (to the horror of everyone but Gottri).&lt;br /&gt;
&lt;br /&gt;
It should be noted that [[Doom Divers]] were not yet a thing. The idea of being fired caused the entire horde to stop in place, and after a screaming Goblin made a direct hit and splattered on the General and officers the entire army fled. The Dwarfs celebrated the victory to the degree that they would have been unable to defend had the Goblins regrouped. Since then, Gob-Lobbers decorated with Goblin corpses and stocked with struggling Goblins have appeared throughout history.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Organ Gun&#039;&#039;&#039;&lt;br /&gt;
The organ as a musical instrument which propels steam through pipes was invented by the Engineer Lokri Snarrison. Another Engineer named Durin Kurganssonson (presumably the grandson of a Dwarf named Kurgans) had the idea of using five such pipes (after 7e only four) as small cannons in one iron artillery piece. Inaccurate since they can&#039;t be reliably elevated or trained on targets (in real life the ribauldequin is the name of an organ gun, which was useful as anti-personnel artillery between 1300 and 1400 after which point its conceptual successors became inferior to a cannon loaded with grapeshot due to higher expense in production and increased load time) and with a smaller and thus less damaging ammunition.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bolt Thrower&#039;&#039;&#039;&lt;br /&gt;
Its a giant crossbow on wheels. Revered by Dwarfs since they were operated when Valaya, Grimnir, and Grungni still walked among their people. Easy to make, cheap to maintain and thus affordable to a ridiculous degree. Produces no smoke and thus does not obscure the vision in a long battle or underground. Highly accurate and reliable, can easily be aimed skywards making ideal defense against Dragons and other beasties. Bolt Throwers are beloved both by traditionalists for their reliability and the fact they date back to the days when the Ancestor Gods sat on the thrones of Holds, as well as reckless liberals who love to innovate and improve new forms of the weapon with ever superior qualities. The Eagle Claw Bolt Thrower the damned Elgi use is derived from Dwarf models, though the elves enhance theirs with magic to make them perform on-par with cannons.&lt;br /&gt;
&lt;br /&gt;
Yes, Bolt Throwers are the Dwarf mainstay artillery. But nobody uses them on the tabletop because FUCKYEAHCANNONS! Oh well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flame Cannon&#039;&#039;&#039;&lt;br /&gt;
Step 1: Fill barrel (in older models literally a barrel) with molten tar and hot oil.&lt;br /&gt;
Step 2: Fill barrel with air until full of pressure.&lt;br /&gt;
Step 3: Insert a small amount of flaming oil into the nozzle.&lt;br /&gt;
Step 4: Release pressure, spray burning oil over the battlefield.&lt;br /&gt;
Step 5: Extinguish beards.&lt;br /&gt;
&lt;br /&gt;
No real lore other than how to use them.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Thunderbarge]]&#039;&#039;&#039;&lt;br /&gt;
Because some Dwarfs looked at the Gyrocopter and went &amp;quot;Why can&#039;t we throw four to six pieces of artillery on that, carry a small army with cargo space leftover, and ram things?&amp;quot; then got to work.&lt;br /&gt;
&lt;br /&gt;
The Dwarf airships have long been mentioned in lore (as well as Goblin airships, Empire flying towers, and High Elf flying castles) but in 8e it finally got a name and stats...kinda. While it has rules, it was not given a points value and sat in the [[Big Red Book]] as a scenario option.&lt;br /&gt;
&lt;br /&gt;
A Dwarf has to be mad in both meanings of the word to fly one of these. Which makes it none too surprising that the most famous and effective one was built by a mad Slayer Engineer and used extensively by none other than Gotrek and Felix.&lt;br /&gt;
&lt;br /&gt;
Although various companies make Thunderbarge proxies, GW never made an official one and recommended scratchbuilding it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Flame Thrower&#039;&#039;&#039;&lt;br /&gt;
Similar concept as the Flame Cannon, but a two-Dwarf weapon team &amp;lt;strike&amp;gt;the same as&amp;lt;/strike&amp;gt; COMPLETELY DIFFEREN&#039; THAN a Skaven Warpfire Thrower. Dwarf in the back operates a bellows which projects the flames out of the nozzle the front Dwarf holds.&lt;br /&gt;
&lt;br /&gt;
The models are long Out Of Production.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Goblin-hewer&#039;&#039;&#039;&lt;br /&gt;
Another unique and beloved set you should count your lucky Gromril to own.&lt;br /&gt;
&lt;br /&gt;
Malakai Makaisson was an Engineer who created numerous ill-fated vessels. The Ironclad he built named the &amp;lt;strike&amp;gt;Titanic&amp;lt;/strike&amp;gt; Unsinkable sunk on its maiden voyage, killing most of the crew. His Thunderbarge &amp;lt;strike&amp;gt;the Hindenburg&amp;lt;/strike&amp;gt; Undestructable exploded on its maiden voyage, killing most of the crew. &lt;br /&gt;
For both disasters he was kicked put of the Engineer&#039;s Guild and became an Engineer Slayer. He built a final Thunderbarge, the Spirit Of Grungni, which had an illustrious and successful career. He used it to go on adventures with Gotrek and Felix.&lt;br /&gt;
&lt;br /&gt;
But at some point he decided to invent an artillery piece on treads that fires axes. Yes, you read that right.&lt;br /&gt;
&lt;br /&gt;
That is the Goblin-hewer. It is operated by Slayers who are more than willing to get into melee. It was also a Dogs Of War model, so not just for Dwarfs.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imperial Dwarves&#039;&#039;&#039;&lt;br /&gt;
Getting way into Oldhammer on this one, as these originate in the time when Games Workshop models were produced by two companies; Marauder and Citadel (they later merged in 1993 with the release of 4th edition). Marauder Dwarfs resembled what we now know as the Empire, basically Landsknecht Dwarfs. This is before most Warhammer lore (not unfair to say &amp;quot;almost all&amp;quot; in fact).&lt;br /&gt;
Today the logic of these models in the community is thus;&lt;br /&gt;
** &amp;quot;Imperial Dwarves&amp;quot; are Marauder Empire Dwarfs. They are Dwarfs living in the Empire, expatriates. Canon lore calls them Gazani AKA Flatlanders.&lt;br /&gt;
** Imperial Dwarfs are what we know now as modern Citadel Dwarfs. They are the Dwarfs of Ankor, loyal to the High King.&lt;br /&gt;
&lt;br /&gt;
Marauder Dwarfs mainly differ in using spears.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Empire Dwarfs.jpg|The Empire Dwarf range.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ironclad&#039;&#039;&#039;&lt;br /&gt;
If you played [[Dreadfleet]] or [[Man O&#039; War]] then you know exactly what this is.&lt;br /&gt;
&lt;br /&gt;
An Ironclad is a giant paddle steamship, basically a small Hold (like a modern aircraft carrier is a small city) that contains an entire Clan. Over the years Ironclads are modified by the crew, every change recorded in the ship&#039;s Book Of Armaments that are sporadically shared with the Engineers Guild.&lt;br /&gt;
&lt;br /&gt;
The layers of iron require significant damage to occur before boarding is possible, with tough Dwarf Marines waiting inside. Every hatch is sealed by intricate locks that only a captain can unseal. Every Ironclad is full of Engineers, improving and repairing as needed and causing an already tough ship to be able to be repaired even in battle.&lt;br /&gt;
&lt;br /&gt;
Although all Dwarf ships are called Ironclads, the Ironclad is also the battleship equivalent of the Dwarf navy.&lt;br /&gt;
&lt;br /&gt;
Although High Elves technically have the single strongest navy in the setting and fight with Dark Elves to maintain that status, Dwarfs are the uncontested masters of their own waters.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
An Ironclad the size of a full-sized Dwarf Hold. Very few have ever been made, and the primary buyers are the Kings of Barak Varr with each commissioning their own personal one upon taking the throne. Hengist Cragbrow was the inventor of the first Dreadnought. Dreadnoughts boast the ability to launch Gyrocopters and Thunderbarges like an aircraft carrier.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Monitor&#039;&#039;&#039;&lt;br /&gt;
Named after one of the two famous real life ironclads, this is an Ironclad small enough to sail up rivers and lakes. Rarely seen outside Barak Varr&#039;s waters. Equivalent to a Destroyer.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Nautilus&#039;&#039;&#039;&lt;br /&gt;
Obvious inspiration is obvious. Invented by Mungrun Steelhammer, Cragbrow&#039;s apprentice.&lt;br /&gt;
&lt;br /&gt;
A Nautilus is a Dwarf Ironclad submarine. The most famous one known to players is actually owned by Chaos Dwarfs in Dreadfleet, but Ankor Dwarfs use them too. Dwarfs who shame themselves but decide against becoming Slayers sometimes volunteer as crews.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;War Balloon&#039;&#039;&#039;&lt;br /&gt;
A hydrogen-filled balloon which lifts a metal gondola, powered by a steam propeller and fins while using release of gas in and out of the chamber to achieve lift. Capable of flying upwind and far further than Gyrocopters. Armed with bombs similar to the Gyrobomber which are dropped from underneath the gondola, and a gatling cannon turret. Presumably without the bombs they could carry cargo.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Dragonslayer&#039;&#039;&#039;&lt;br /&gt;
You read that bit about Slayers above, right? Well, the Dragonslayer is what happens when a Slayer manages to survive despite all odds, until mere trolls are no longer considered challenging enough to be a likely Doom for them. Dragonslayers, as the name suggests, compensate by going after much, much bigger quarry. In a nutshell, these are your Hero-tier Slayer characters, and so are considerably fightier than their rank and file kindred. Of course, they can&#039;t be a leader or a standard bearer, as no sane dwarf is going to follow where a Slayer leads.&lt;br /&gt;
&lt;br /&gt;
While Trollslayers represent the common Slayer, fielded in groups of 10 or more usually, Dragonslayers are solitary warriors that command the same rules as a Unit.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Daemonslayer&#039;&#039;&#039;&lt;br /&gt;
Somehow, despite it all, some Dragonslayers don&#039;t get themselves killed off and dragons, well, they aren&#039;t as common in the Warhammer World as they used to be. &lt;br /&gt;
So, what&#039;s the one enemy that dwarfs hate more than Dragons, who&#039;re equally challenging to kill, &#039;&#039;and&#039;&#039; can be easily found wherever you wanna sling your axe? You guessed it: [[Daemon]]s. With no mortal challenges left to face, these Slayers go wandering northwards, either smashing headfirst into a Chaos incursion or dying somewhere in the Chaos Wastes.&lt;br /&gt;
&lt;br /&gt;
A Daemonslayer is a Slayer Character, who accompanies but cannot lead an army.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Engineer/Master Engineer&#039;&#039;&#039;&lt;br /&gt;
Engineers are the dwarfs who have joined the Engineer Guilds, learning the fine arts of building all the technology that the dwarfs admire so much, as well as striving to control any dangerous ideas they might have about &amp;quot;innovation&amp;quot; or &amp;quot;invention&amp;quot;. Master Engineers are, of course, the most experienced and skillful engineers around, with centuries of study under their belts. On the tabletop, these guys tend to be orientated towards ranged combat, and have special rules that let them buff your war machines.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Runesmith/Runelord&#039;&#039;&#039;&lt;br /&gt;
Dwarfs don&#039;t have conventional wizards, and consider the practice a right load of mucking around. No, they stick with a far safer route. Runesmiths have the most difficult and arduous job in all of Dwarfdom; studying for centuries to master the art of binding magical energy into physical constructs through precisely carved runes. These runes can then have their power tapped for a safe, reliable form of pseudo-spellcasting; each rune may only be capable of doing one thing, but it will &#039;&#039;never&#039;&#039; blow up in the user&#039;s face like wizardry would. Runelords are the master Runesmiths; they&#039;ve been around for a thousand years or more, and so can use runes that ordinary Rune Smiths just aren&#039;t tough enough to handle yet. As you might have figured, these guys act like wizards in the dwarf army, but they can&#039;t manifest the damage-dealing effects of other casters; instead, they&#039;re an anti-magic support unit, specializing in destroying spells cast by enemy wizards. Needless to say, they&#039;re not as squishy as Warhammer wizards tend to be. Out of combat, these are the ones that make anything important for Dwarfs from the weapons and armor of elite troops to important components of machines.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Anvil Of Doom&#039;&#039;&#039;&lt;br /&gt;
Mighty displays of dwarven magical craftsmanship that can no longer be replicated in the degenerate modern age, an Anvil of Doom is a rune-inscribed anvil-cum-altar that essentially lets a Runelord act like a more conventional wizard. By striking on this Anvil, they can draw upon the magic bound within its runes to cause various destructive effects.&lt;br /&gt;
&lt;br /&gt;
Created by the great ancestor Kurgaz in the depths of Thunder Mountain, forged from pure Gromril in the way of the first Dwarfs, sealed with the rune of magic tamed itself, the Rune of Sorcery. A dragon was recorded as attacking Thunder Mountain, killing Kurgaz and most of the Runesmiths which caused many of the most powerful and important runes to be lost.&lt;br /&gt;
&lt;br /&gt;
Each is inscribed with intricate runes that modern Dwarfs can&#039;t even read, let alone use. That is on top of the central rune, the Rune Of Doom, which gives the Anvils their name. Even beyond that, every Anvil was dedicated to one of the primary trinity; Grungni&#039;s requires and bolsters effort, Grimnir&#039;s fury, and Valaya&#039;s is based on loyalty.&lt;br /&gt;
Knowledge of how to use the Anvils was passed down orally and practically from master to apprentice, so the current users of the Anvils have a very incomplete and often completely different understanding of how to use them with the untimely death of a master resulting in many secrets lost forever. Improper use of an AoD can cause great calamity, the worst of which is the loss of the Anvil itself. Very few remain in the world, each belonging to a major Hold. Their loss is a dark day to never be forgotten by any Dwarf.&lt;br /&gt;
&lt;br /&gt;
Most AoD are left in the depths of each Hold, lost with the homeland and reclaimed on joyous days (because its generally beyond the capacity of greenskins and Skaven to destroy them). Rarely, in times of need, they are hauled into battle. The 4e model had them mounted on wheels with the Runelord riding it, striking the front from the back. The 6e model is sedentary, consisting of the AoD sitting in a magic runed stone circle while an apprentice works a nearby forge. Both versions have Anvil Guards, sworn to loyalty of the Anvil above all else who will never abandon it. How exactly the vibrations and lightning from striking don&#039;t shatter the ankles of the Runelord in the old model isn&#039;t clear, not is how the fuck they haul the thing to a battle or travel when ambushes are a thing in the new one...as a result many modders put the new AoD on the back or in the hands of a Golem, on a flying chunk of rock, or some other transportation.&lt;br /&gt;
[[Total War: WARHAMMER]] actually addressed the issue by having the Anvil Of Power carried by four Runesmiths, similar to the Thorgrim&#039;s Throne. The only effects are making Runelords much killier and more durable while increasing the &amp;quot;FUCK YO MAGIC&amp;quot; bubble of your army at the cost of a tad bit of speed.&lt;br /&gt;
&lt;br /&gt;
Thorek Ironbrow is the only Runelord capable of using the Rune Of Doom of his AoD, and not safely (or possibly correctly) either. Its unknown if Kragg could, given Kragg is actually older than the Anvils Of Doom, but he was basically replaced by Thorek in the lore when the bit about nobody knowing how to use them was added; if you consider Kragg canon, he may be the only Dwarf capable of using them properly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Thane/Lord&#039;&#039;&#039;&lt;br /&gt;
All dwarf clans have a boss, called a Thane, and the boss of bosses is called a Lord. There&#039;s not really much more to it than that; these are your bog-standard character units, with Thanes filling the Hero tier and Lords, well, take a guess.&lt;br /&gt;
&lt;br /&gt;
A Thane may be appointed and come from any part of society; these are the Dwarf nobility.&lt;br /&gt;
A Lord may only be of royal descent, with royalty descended from the ancestor gods and thus all children of Valaya. Thanes are promoted into Lords as high nobility. &lt;br /&gt;
A Lord may become a King upon the death of the previous king. Unlike in other races, this is not an enviable position; happy ascension only occurs on the very rare time a King lives long enough to step down and even then is more the shouldering of responsibilities rather than gain of wealth and privilege.&lt;br /&gt;
All Kings are eligible for High King, seen much like promotion from Lord to King. The High King is the supreme leader of the race, loyal to all Dwarfs as if they are his children.&lt;br /&gt;
&lt;br /&gt;
Rarely, females end up as Thanes. The wife of a King is by default a Queen, but rare is the Queen who truly rules; the current Queen of Karak Norn sharing leadership with her husband is the exception. Very few times in history has a Queen ruled alone, and a High Queen has never existed save as wife of the High King.&lt;br /&gt;
&lt;br /&gt;
Some Dwarf Kings take on the tradition of the son of Kurgaz, and are carried into battle standing on an oversized shield (or the shield of a giant of a Dwarf ancestor) by two beloved Thanes.&lt;br /&gt;
&lt;br /&gt;
Oathstones are another tradition, a piece of the Hold of the King, Lord, or Thane which is inscribed in runes describing the user, lineage, deeds, clan, or other relevant information. These are stood on ceremonially or in battle, and to Dwarfs it is representative of the Hold itself; thus by standing on one, the Dwarf is saying to treat it as the home and defend it or be as truthful and sincere as they would to the entirety of what the Oathstone represents. Whether swearing an Oath, making a greeting, or standing with shield ready in front of it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Steam Tank&#039;&#039;&#039;&lt;br /&gt;
While the Empire and their famous twelve [[Riptide|(which somehow are included in almost every Empire army ever fielded by players)]] may be the most well known, Dwarfs did in fact create Steam Tanks at some point. A particular story refers to several Dwarfs stuck while trying to clear the Underway after their tank became inoperable.&lt;br /&gt;
They are never mentioned anywhere else, so presumably it was either the only one created by a particularly mad Engineer or they are mostly used in the Underway (which does make the most logical sense given its the Dwarf preferred form of travel between Holds and reclaiming it would solve somewhere around 85% of the problems of the Dwarf race, the bulk of the remaining 15% being the eternal need for more Gromril and gold).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Wizards&#039;&#039;&#039;&lt;br /&gt;
Yeah, technically modern lore is Dwarfs repel magic and only Chaos Dwarfs can be wizards via rune tattoos that force magic into their bodies, turning them slowly to stone like a cancer as their body tries to fight it.&lt;br /&gt;
But in the preslotta days that only players who can call themselves Longbeards remember, there were three Dwarf wizard models with one notably whispering anxiously to a small and confused looking frog.&lt;br /&gt;
&lt;br /&gt;
That&#039;s all there is to say really. If you&#039;re one who likes to blend all of Warhammer lore into your headcanon or the community FLGS canon, there are at least three Dwarf wizards wandering the world.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Golems&#039;&#039;&#039;&lt;br /&gt;
Another relic of older editions, but this time not quite as far-fetched. Introduced in a Warhammer Fantasy Roleplay supplement, Golems are basically just robots powered by Runes. They are as complex as the creator designed them to be, with some that are permanently inactive because the Dwarf or Dwarfs it was designed to obey are dead. Some are extremely dangerous, still following orders to guard things with no failsafe programmed or at least known if that ever becomes undesirable (or for example &amp;quot;guard this room&amp;quot; meaning to kill everything that enters it&#039;s creator&#039;s tomb is followed by a wall collapsing and the &amp;quot;room&amp;quot; now including the entire entrance to the Hold). Golems can also be created to do non-military tasks, and follow the same logic of Fantasia brooms for a simple command becoming a major issue. Other Golems are complex enough to have multiple uses and actually have failsafe measures, meaning that not only should perfection in creating the Golem exist but the Dwarf in question should be the sort to fully think through their actions using knowledge of the success and failure of their predecessors...not that those would be rare qualities among most Dwarf Runesmiths, but mistakes can still be made (and probably result in the Slayer Oath).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Golems&#039;&#039;&#039;&lt;br /&gt;
As Golems, but exclusively military and created during the time when the gods walked among the Dwarfs under the eye of Grungni himself. Made entirely of pure Gromril. Mothballed during the War of Vengeance/War of Beard when the magic needed to awaken those massive constructs sunk deeper into the earth to the point that the Runelords found it impossible to wake them up. The last one that tried turned into a stone statue.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Guardians&#039;&#039;&#039;&lt;br /&gt;
Same as Rune Golems, but have more lore. They were created by combining runecraft and engineering, unlike the Rune Golems above who were formed by pure rune magic. Rune Guardians were created as ludicrously complex machines powered by the Master Rune Of Waking, knowledge of which has since been lost and would require study of an intact Guardian to obtain. The instructions for the Guardian’s behavior are written with the Waking Rune on its forehead, and cannot be changed. Their primary use is defending abandoned Holds and tombs.&lt;br /&gt;
Their hands end in axes, and they are made to look like a Dwarf the size of an Ogre. They can be inscribed with up to two other Runes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;&lt;br /&gt;
Similar to the Chaos Dwarf Juggernaut (&amp;quot;THA&#039;S A GRUDGIN&#039; YE PANSY ELF WIKI FUCK!&amp;quot;), although they only existed in 3e Warhammer and had no lore behind them, merely an advert crediting them to [[Tony Ackland]] in design. It appeared to be a type of ornate wooden ship on wheels powered by a boiler and armed with a cannon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Juggernaut&#039;&#039;&#039;&lt;br /&gt;
Not the same thing as the above entry, rather it&#039;s the same thing as the two that preceded it. Juggernauts were described as giant Golems created by Grungni to guard Karaz-a-Karak, of which only two survive. This lore actually preceded the 2e WFRP lore. Whether this counts as stating that only two Rune Golems exist or if these are just a superior form of Rune Golem is entirely up to any player who wants to take them as canon.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Shard Dragon&#039;&#039;&#039;&lt;br /&gt;
[[File:Shard Dragon.jpg|thumb|right|A Shard Dragon. The aforementioned murder-ferret.]]&lt;br /&gt;
Believe it or not, but even the Dawi got a piece of the monster cake. Introduced in the Monstrous Arcanum supplement, the Shard Dragons are subterranean monsters descended from dragons that ventured underground and mutated into what can be described as a giant serpentine murder-ferret of a mutant dragon. These nightmarish beasts travel under the surface of the Warhammer wold in search of prey and at times they will make contact with Dwarfs, Goblins or Skaven. When that happens the Shard Dragons will cause chaos and destruction, kill and devour as many denizens of an underground settlement as possible before disappearing into the abyssal darkness from which they came from.&lt;br /&gt;
Dwarfs, being the grudge-bearing stunties they are, managed to bring these monsters back to the surface. Thinking that death was too good for them, the ancestors of the Dawi learned to forge large rune collars with which they shackled the Shard Dragons and have their Runelords control these murder machines though they aren&#039;t purely exclusive to the Dawi. This makes them the equivalent of giant attack dogs as the Runelords point the Shard Dragons at problem that needs to be removed. Preferably with as much violence and collateral damage as it is possible. Every very powerful magic user can take control over one of these beasts, but the Dwarfs seem to be the ones that are the prominent tamers...and most successful it seems, as the runic collars completely eliminate the probability of the monsters to go out of control compared to a magic user who needs to constantly exert his will over them.&lt;br /&gt;
In a fight, Shard Dragons live up to their lethal reputation. Being capable of entering a rabid frenzy the moment somebody manages to inflict a flesh wound on them, having razor-sharp scales that can hurt people in contact with them that grow in hardness as time passes, unleashing a breathe that can instill visions so nightmarish people die from heart attacks (even undead and daemons aren&#039;t immune to it), having the magic protection of the very collars that bind them to the will of the Dwarfs and having a venom so potent it burns the hardest stone, Shard Dragons are truly one of the most deadliest assets in a throng.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Doomstones&#039;&#039;&#039;&lt;br /&gt;
More artifact than soldier although they can be wielded in a manner that may as well make them the ultimate warmachines, the Doomstones are a set of four legendary artifacts lost around the area now inhabited by humans called the Border Princes and were introduced in a campaign of five books for Warhammer Fantasy Roleplay named after them.&lt;br /&gt;
They are best summarized as when Runesmiths attempted to replicate a High Elf [[Waystone]] using pure Warpstone and instead created superweapons that can shake mountains into pebbles and split continents.&lt;br /&gt;
&lt;br /&gt;
In other words the Dwarfs Elf’d so hard they accidently Skaven’d and as a result the whole thing was Slann’d up.&lt;br /&gt;
&lt;br /&gt;
==Descendant Races==&lt;br /&gt;
In the [[Age of Sigmar]], at least three varieties of dwarf have survived the apocalypse, besides the normal dwarfs, and preserve the history of the dawi in some way; the fire-spewing, [[Slayer]]-like [[Fyreslayers]], the actual Slayers known as the Unforged, and the [[Kharadron Overlords]], which are dwarfs who resided in the Chamon-realm and escaped Chaos by building flying cities which now mine gaseous &amp;quot;ur-gold&amp;quot; from the clouds.&lt;br /&gt;
&lt;br /&gt;
In addition, there are the [[Cities of Sigmar]], which house all manner or Order-Aligned races, Dwarfkind included. That said, the Dwarfs are rather under-represented with only the Dispossessed (The basic Dwarf footsloggers and Runelords) and Ironweld Arsenal (Steamtanks and other war machines) being represented while the rest seem to have been forgotten. According to the Ossiarch Bonereapers lore, given their record keeping when they hunt for bones, Dwarfs are outnumbered by humans and elves (or they take care of their dead more than the others).&lt;br /&gt;
&lt;br /&gt;
Passing mention is also made of a [[Ghyran]]-dwelling dwarven race called the Rootkings, who forge their weapons from razor sharp seedpods, dye their hair green, and worship Alarielle.&lt;br /&gt;
&lt;br /&gt;
There are also the Valay, who resemble a Duardin from the waist up and a squid from the waist down, who live in Ghyran&#039;s seas, who are fond of hoarding ithilmhair (congealed magic in the seas currents forming over time into a material strong enough to withstand blows from Ghal Maraz) and like to play deadly word games with others. It is unknown if the Valay are related in any way with the Merkaveth, a race of feral beings described as being half-aelf, half-octopus, who are said to be related to the [[Menfish]].&lt;br /&gt;
&lt;br /&gt;
The Shadow Duardin are mentioned as a subspecies that originated in Ulgu, but emigrated to Aqshy.&lt;br /&gt;
&lt;br /&gt;
==Interesting facts==&lt;br /&gt;
* In 1992 BISP (British Institute of Small People) took Games Workshop to court over the offensive use of the word &amp;quot;Dwarf&amp;quot; as a magical creature predisposed to drink and hoarding gold but [[Fail|came out short]] and failed to win their case. Games Workshop later counter sued BISP (forcing its closure) for alleged theft from the Games Workshop premises and threatening calls. This event was referenced in several of Terry Pratchett&#039;s [[Discworld]] novels.&lt;br /&gt;
* The video game [[Warhammer: Mark of Chaos|Mark of Chaos]] was marked with scandal after a Games Workshop employee was fired for suggesting the Dwarfs speak with a Scottish accent because &amp;quot;they are greedy overweight alcoholics anyway&amp;quot; in a printed release of Gamesmaster magazine. Games Workshop was forced to issue an apology to the minister of Scotland Andrew MacDonald.&lt;br /&gt;
* Dwarfs were the first faction to get lore in any Warhammer setting, as previously mentioned above (not counting the Goblins because fuck Goblins). This bears mentioning again because fuck Chaos and fuck the Elves, Dwarfs were here first and are the eldest sons of the forgotten ancestor god Priestley.&lt;br /&gt;
* Games Workshop actually owns a pub decorated like an in-universe inn with shields from various factions, called Bugman&#039;s Brewery. Dwarfs also created the setting of [[Blood Bowl]] when they discovered a mysterious treasure chest during a battle with Goblins and their eldest went mad translating the &amp;quot;Amorikan Football&amp;quot; pamphlets and books inside which ended up entirely changing the culture of their world. As a result, Dwarfs in fact have the highest amount of 4th wall breaking with the real world in all Games Workshop properties.&lt;br /&gt;
* Lego actually ripped off the Dwarf Slayers in Wave 17 of their blind bag minifigure sets, including a &amp;quot;Battle Dwarf&amp;quot; that is a dead-ringer for a Dwarf Slayer. This Slayer goes with the generic Elves and Dwarves of previous blind bag sets as well as the short-lived Dwarves VS Orcs/Trolls themes of the past. Unfortunately given the strict policy of never glorifying war (outside of Star Wars and Tolkien at any rate) passed down by the founder of the company and still followed today, licensed Lego: Warhammer will never happen.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Warhammer/Tactics/8th Edition/Dwarfs|Tactics/Dwarfs]]&lt;br /&gt;
* [[Warhammer/Tactics/6th_Edition/Dwarfs|Dwarven tactics for the glorious 6th edition]]&lt;br /&gt;
* [http://www.bugmansbrewery.com/ Bugmans Brewery], the primary Dwarfs fansite.&lt;br /&gt;
* [[Squats]]&lt;br /&gt;
* [https://www.youtube.com/watch?v=KjHclWPVij0 An average non-violent meeting between a Dwarf and an Elf.]&lt;br /&gt;
* [https://www.youtube.com/watch?v=t2UeyhSrewY An audio rendition of the High King getting out his Grudge quill]&lt;br /&gt;
* [[Dwarfs Faction Creation Tables]]&lt;br /&gt;
&lt;br /&gt;
{{Template:Dwarf Forces}}&lt;br /&gt;
{{Playable Factions in Warhammer Fantasy Battle}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Fantasy]][[Category:Dwarfs]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Adeptus_Mechanicus&amp;diff=1011611</id>
		<title>Warhammer 40,000/9th Edition Tactics/Adeptus Mechanicus</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Adeptus_Mechanicus&amp;diff=1011611"/>
		<updated>2026-05-20T15:33:32Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Adeptus Mechanicus]] tactics. [[Warhammer_40,000/Tactics/Adeptus_Mechanicus(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Adeptus Mechanicus==&lt;br /&gt;
Because you like [[Necrons|Cyborgs]], [[Cryptek|technosorcery]], and some of the scariest guns in the Imperium. Alternatively, because you want to play a bunch of [[Trazyn_the_Infinite|greedy hoarders]] that make the Blood Ravens seem positively philanthropic in comparison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
* Incredibly flexible - you can adapt to the board on the fly with your Canticles and multiple-choice specializations.&lt;br /&gt;
**Canticles of the Omnissiah traits have been buffed to be actually useful (instead of gunning for shroudpsalm every round) and Doctrina Imperatives--a new rule that gives a buff and debuff army wide. Do note that they only affect Cult Mechanicus and Skittles, respectively.&lt;br /&gt;
* Durable across the board. For infantry alone, a basic Skitarius is T3 4+/5++ W1 and already shares the troop slot with T5 W3 2+/6++ Kataphron Breachers. Everything outside the troop slot has at least an extra wound on this profile.&lt;br /&gt;
** Abundant invulnerable saves with the entire roster having at least 5++.&lt;br /&gt;
** Shroudpsalm on demand ensures cover saves for your entire army, even if the opponent gets an angle on you or if there&#039;s no terrain on the board.&lt;br /&gt;
* Mobile - practically everything in the army tags at least one of the following and usually more:&lt;br /&gt;
** Is loaded with Assault weapons.&lt;br /&gt;
** Has an 8&amp;quot; or 12&amp;quot; move.&lt;br /&gt;
** Has deep-strike or pre-game move.&lt;br /&gt;
** Ignores penalties for moving with Heavy weapons.&lt;br /&gt;
* Wonderful models, with the entire range having started in late 7e, fully in plastic (*cough* servitors) and most kits being bountiful with spare bits.&lt;br /&gt;
*Knight of the cog allows you to take a knight in your army for each detachment you have (FAQ needed to see if it costs 3CP or 1CP, check back later).&lt;br /&gt;
* Some of the best Troop and Heavy Support units of any Imperium faction.&lt;br /&gt;
* Some good buffs from 8th edition to make shelved units like Infiltrators and Ruststalkers playable. Ironstriders in particular have gone from almost unusable to one of the best fast attack options for the faction. Praise the Omnissiah!&lt;br /&gt;
* A well-balanced army with some strong options post-nerf.&lt;br /&gt;
* Models have an incredible level of detail that will always look impressive and reward skilled painters. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
* A &#039;&#039;lot&#039;&#039; of rules. You have your canticles (which only affect Cult Mechanicus), your doctrinas (Which only affect Skitarii), the Skitarii WLTs (which have to be declared each Command phase), the new marshal that allows you to ignore the negatives on one unit with the doctrina, our flying transport being a CF of dumb rule writing, AND we have core keyword bingo! Bring a sheet of rule interactions with your games and a list of all the buffs you can get in the Command phase, because confusion &#039;&#039;&#039;will&#039;&#039;&#039; occur and you &#039;&#039;&#039;will&#039;&#039;&#039; miss multiple buffs if not careful.&lt;br /&gt;
* No psykers and no direct defense against them, unless you&#039;re from Graia, soup in the Inquisition, or have your snipers blow every witch off the board on the first turn. Obviously the terrain used in the battle impacts the viability of that last option.&lt;br /&gt;
** As a consequence of the above, you have no reliable source of Mortal Wounds as your only sources of them are 6s on wound from various units and through stratagems. But BOY OH BOY, do you get those MWs on 6s if you play the right strats and take the right units!&lt;br /&gt;
* Poor leadership across the board makes Morale relevant for once and forces you to either run MSU or pay for data-tethers and play your infantry around the broad-spectrum ones (though there are a couple really good strats to completely ignore this for multiple units near an objective marker).&lt;br /&gt;
* Your generic HQ sculpts have very little room for customization; sure, they have options but it can be really difficult to tell which gun is which from across the table, meaning they will all tend to look the same. Resorting to kitbashing or aftermarket parts can get around this a little.&lt;br /&gt;
* Very crowded Fast Attack slots with many good options competing for them - you&#039;re going to have to think long and hard on what you&#039;re gonna go with, or shell out the cp for an Outrider detachment to build your strategy around.&lt;br /&gt;
* Remember those abundant 5++ and 6++ invul saves? In 9th you have almost no 4++ and absolutely no 3++ in the whole Codex.&lt;br /&gt;
* Extremely schizophrenic meta position. They started 9th with OP [[cheese]] like CORE Ironstrider spam, got castrated by GW&#039;s October 2021 FAQ and the lack of rebalancing for an entire year, then Geedubs invalidated most all the nerfs in the 2022 dataslates, rubber-banding them back to the start (albeit still with the third lowest win rate in the game.) &lt;br /&gt;
** 10th Edition&#039;s faction focus kicked the Vanguard in the dick by dropping them to an Imperial guardsman statline (BS4+ Sv5+ Invuln 6+) from their previous halfway point between marine and guardsman (BS3+ Sv4+ Invuln 5+), with almost no buffs to compensate. No word on the Rangers or other unit changes, but that doesn&#039;t exactly bode well for the cog-boys&#039; future in the meta.&lt;br /&gt;
* The high level of detail is a double-edged sword, taking a long time to paint. Long spindly protruding bits mean you will break something off at some point.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Forge World Dogmas:&#039;&#039;&#039; An AdMech {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} detachment gets this on everything except {{W40Kkeyword|Servitors}}.&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; AdMech detachment Troops all get this.&lt;br /&gt;
*&#039;&#039;&#039;Knight of the Cog:&#039;&#039;&#039; Each AdMech detachment can add a {{W40Kkeyword|Questor Mechanicum}} Superheavy Auxiliary detachment to grant the {{W40Kkeyword|Knight of the Cog}} keyword. Mostly just allows them to benefit from Mechanicus stratagems and not screw with any battle-forged benefits.&lt;br /&gt;
&lt;br /&gt;
===Canticles of the Omnissiah===&lt;br /&gt;
At the start of each battle round, you can activate one of the Canticles of the Omnissiah. Each Canticle can only be used once per game.  They affect every unit that has the ability, which is listed on specific datasheets, but in actual practice every {{W40kKeyword|Cult Mechanicus}} unit has the ability and no {{W40kKeyword|Skitarii}} unit does (and no unit has both keywords).&lt;br /&gt;
&lt;br /&gt;
Your army must be 100% Mechanicus (omitting any {{W40kKeyword|Unaligned, Agent of the Imperium}}, or {{W40kKeyword|Knight of the Cog}} units) to make use of these. So, if you want to &amp;quot;soup&amp;quot;, you lose out on these. What is really good about Canticles now is that you are choosing them at the &amp;quot;start of each battle round&amp;quot;, not on your turn. That means you can declare Shroudpsalm on turn 1 even if your opponent is going first. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Benediction of the Omnissiah:&#039;&#039;&#039; One of the best ones, even if it is a bit redundant. It allows you to re-roll one hit, wound, and damage roll each time the unit shoots. &lt;br /&gt;
**As usual for rules like this, significantly better on smaller units and significantly worse on larger units.&lt;br /&gt;
* &#039;&#039;&#039;Chant of the Remorseless Fist:&#039;&#039;&#039; Add +1 to Strength when attacking in the fight phase, replacing Invocation of Machine Might.&lt;br /&gt;
* &#039;&#039;&#039;Incantation of the Iron Soul:&#039;&#039;&#039; Lets you ignore all penalties to combat attrition checks and mortal wounds on 5+++ (4+++ in Graia&#039;s case).&lt;br /&gt;
* &#039;&#039;&#039;Invocation of Machine Vengeance:&#039;&#039;&#039; Roll an additional unkept d6 any time a unit advances or charges.&lt;br /&gt;
* &#039;&#039;&#039;Litany of the Electromancer:&#039;&#039;&#039; Absolutely changed to be more defensive. Any melee attacks against a unit suffer a -1 penalty to hit.&lt;br /&gt;
* &#039;&#039;&#039;Shroudpsalm:&#039;&#039;&#039; Grants army-wide light cover, one of the best canticles. Depending on how much terrain is on the board, it might be best saved for turn 2, when the range closes and lines of sight become easier.&lt;br /&gt;
&lt;br /&gt;
===Doctrina Imperatives===&lt;br /&gt;
Returning from 7E, your Skitarii got their boosts back...in a way. Instead of being essentially one of two different boosts with iterative tiers, you&#039;ve got something more varied. As long as any {{W40kKeyword|Doctrina Assembler}} unit (Read: HQ and Datasmith) is on the field, they can swap it out at the beginning of the round and they last until the end of the round like canticles.  Also like canticles, you can&#039;t use one more than once per game, but also like canticles, they&#039;re optional - you can choose not to take &#039;&#039;any&#039;&#039; imperative for a round if you like.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Imperative:&#039;&#039;&#039; The unit adds +3&amp;quot; to their movement, but their armor saves degrade by -1. Great for closing the gap, but consider swapping out for another one as soon as possible.&lt;br /&gt;
*&#039;&#039;&#039;Bulwark Imperative:&#039;&#039;&#039; The unit&#039;s armor saves are improved by +1 to a max of a 2+ save, but the unit suffers -3&amp;quot; movement.&lt;br /&gt;
*&#039;&#039;&#039;Conqueror Imperative:&#039;&#039;&#039; The unit&#039;s WS improves by +1 but their BS is worsened by -1. More for your serberys and sicarians than the rest.&lt;br /&gt;
*&#039;&#039;&#039;Protector Imperative:&#039;&#039;&#039; The unit&#039;s BS improves by +1 but their WS is worsened by -1. For your rangers and vanguard, this isn&#039;t really a concern, so feel free.&lt;br /&gt;
&lt;br /&gt;
===Holy Orders===&lt;br /&gt;
So remember how the Space Marines had their Masters of the Chapter turned into something you paid for with power levels and points? Yeah, those Holy Order traits from Engine War are like that too now. You can now induct any nameless {{W40Kkeyword|Tech-Priest}} into a holy order, which also helps things. Each order comes with one direct perk and a second, progressive perk. The progressive perk has one initial part that&#039;s active at the start of the game, but during the command phase, you can opt to activate the advanced part of the ability on the next command phase if you perform an action to change it. &lt;br /&gt;
*This means that for an entire turn your model won&#039;t be able to move or shoot in any way, and has all auras turned off. &#039;Pick a unit&#039; abilities such as Awaken the Machine, Machine Focus, and Master of the Machine &#039;&#039;can&#039;&#039; be used before performing the action, however, so if you are planning on using an advanced order trait, it&#039;s probably worth putting on an Enginseer or Technoarcheologist.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Genetor (25pts)&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Mastery:&#039;&#039;&#039; Once per game when the genetor&#039;s on the field and you trigger a Battle Tactic Stratagem, you can opt to get a discount of 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Learnings of the Genetor:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Initial - Biochemical Aggression:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6&amp;quot;. That unit will auto-wound on a nat 6 to hit in melee. Particularly handy if you pick up a more melee-focused dogma.&lt;br /&gt;
**&#039;&#039;&#039;Advanced - Hypercybernetic Physiology:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Servitors}} (Kataphron or generic, we don&#039;t care which) unit within 6&amp;quot;. Until the next command phase, this unit gets a 6+++ FNP. A bit of a shame you lose out on melee capacity, but if you don&#039;t already have a tanky servitor via a dogma, this can plug up that hole.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Logos (40pts)&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Scriptural Prognosis:&#039;&#039;&#039; Once per game when the logos is on the field and you trigger a Strategic Ploy Stratagem, you can opt to get a discount of 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Analyses of the Logos:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Initial - Predicted Barrage:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} unit within 6&amp;quot;. This unit will ignore the AP of any AP-1 or AP-2 weapons, which can be absolutely disgusting because of how much this invalidates.&lt;br /&gt;
**&#039;&#039;&#039;Advanced - Flaws of the Foe:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6&amp;quot;. Until the start of the next command phase, this unit can ignore all cover whenever it attacks. This is quite potent because of how versatile this can prove to be.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Magos (30pts)&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aggressive Subroutines:&#039;&#039;&#039; Once per game when the magos is on the field and you trigger an Epic Deed Stratagem, you can opt to get a discount of 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Divinations of the Magos:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Initial - Predatory Programming:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} unit within 6&amp;quot;. This unit adds +2 to their advance rolls until the next command phase, which can prove especially handy for Metalica.&lt;br /&gt;
**&#039;&#039;&#039;Advanced - Overloaded Safeguards:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} unit within 6&amp;quot;. Until the next command phase, any nat 6 to hit with a ranged attack deals another hit, which can make gunlines devastating, since this works like +1 to hit, only it stacks with being BS2+ or having full re-rolls the way you want.  The only downsides are that it doesn&#039;t work on a weapon that auto-hits and the additional hits won&#039;t proc abilities, so e.g. it has reduced benefit on radium carbines, since on a 6 to hit you&#039;ll get 1 auto-wound and 1 hit that needs to roll to wound.  Often the best of the Advanced progressive abilities, because it doesn&#039;t require a potentially slow tech-priest to keep up with a potentially fast unit and the benefits are reliably under your control in terms of guaranteeing their relevance to the battle.  A Dominus applying this to a BS3+ unit with the Protector Imperative up gets you a BS2+ unit that re-rolls 1s and hits twice on 6s to hit, which is 7/6 expected hits per shot taken - &#039;&#039;incredibly&#039;&#039; good on transuranic arquebi, for example.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Artisan (35pts)&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Archaeotech Modifications:&#039;&#039;&#039; Once per game when the artisan&#039;s on the field and you trigger a Wargear Stratagem, you can opt to get a discount of 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Fabrications of the Artisan:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Initial - Enhanced Biomechanical Interface:&#039;&#039;&#039; During the movement phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} or {{W40Kkeyword|Kataphron Servitors}} unit within 6&amp;quot;. Until the next movement phase, this unit can charge and shoot after falling back, though it suffers a penalty of -1 to ranged hit rolls if it Falls Back.&lt;br /&gt;
**&#039;&#039;&#039;Advanced - Exquisite Calibration:&#039;&#039;&#039; During the command phase, you can pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Core}} unit within 6&amp;quot;. Until the next command phase, this unit adds +1 to the strength of all ranged attacks made by that unit. Galvanic rifles now wounding MEQ on 3s and T5 on 4s is amazing.&lt;br /&gt;
***The only real S points that are usually worthwhile are S3-&amp;gt;S4-&amp;gt;S5 and S7-&amp;gt;S8-&amp;gt;S9; S5-&amp;gt;S6 and S6-&amp;gt;S7 are useful against relatively fewer targets.  The most benefit you can get from this is doubling your effectiveness if you go from wounding on 1s to 2s, and the least is going from 4s to 5s; in addition, this has reduced benefit on anything that auto-wounds (like Arc or Radium weapons) or otherwise has abilities that trigger on natural 6s to wound (since any roll that only wounds thanks to this buff necessarily won&#039;t trigger the ability).&lt;br /&gt;
****That means the really useful targets for this are few and far between, and if you use it, you&#039;ll have to accept &#039;&#039;some&#039;&#039; form of reduced utility.  For example, slapping this on transuranic arquebi boosts them from S7 to S8 (excellent against T4 and T8, both of which are common), but not only doesn&#039;t improve them against T3 or T6, your ability to deal out mortal wounds doesn&#039;t improve.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tech-Priest Traits&amp;quot;&amp;gt;&lt;br /&gt;
Tech-Priest models only (Datasmith, Dominus, Manipulus, Technoarchaeologist, and Enginseer).  Bear in mind the &#039;&#039;only&#039;&#039; {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Cult Mechanicus Core}} units that exist are both kinds of electro-priests and, &#039;&#039;while near a Datasmith&#039;&#039;, Kastelans.  &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Emotionless Clarity:&#039;&#039;&#039; During the command phase, you can select a {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Cult Mechanicus Core}} unit within 6&amp;quot; of the warlord. This unit can charge after falling back.&lt;br /&gt;
#&#039;&#039;&#039;Masterwork Bionics:&#039;&#039;&#039; Hooo boy, this is tanky. The warlord gains a 4++ Invuln and reduces all damage taken by 1 to a minimum of 1. If you really want your dominus to last, this is the one.&lt;br /&gt;
#&#039;&#039;&#039;First-Hand Field Testing:&#039;&#039;&#039; Pick a single non-relic weapon the warlord wields. This weapon adds +1 to its Strength and Damage characteristics.&lt;br /&gt;
#&#039;&#039;&#039;Necromechanic:&#039;&#039;&#039; Each time your warlord uses Master of Machines to repair a friendly model, that model regains 3 wounds rather than the default d3. &lt;br /&gt;
#*Can be combined with the &#039;Autocaduceus of Arkhan Land&#039; relic if you cannot afford to lose that Onager.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Cartogrammatist:&#039;&#039;&#039; One {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Cult Mechanicus Core}} unit can be set into reserves to then deep strike later. Double-dip that Lucius trick, but &#039;&#039;only&#039;&#039; on Electro-Priests (Kastelans have no way to be {{W40Kkeyword|Core}} before they hit the table, which is when you have to pick the unit to deep strike).&lt;br /&gt;
#&#039;&#039;&#039;Supervisory Radiance:&#039;&#039;&#039; During the fight phase, pick one {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Cult Mechanicus Core}} unit within 9&amp;quot; of the warlord. This unit can re-roll to hit for this phase, which can be handy for your electro-priests. &lt;br /&gt;
#*If you combine this with the &#039;&#039;&#039;Zealous Congregation&#039;&#039;&#039; stratagem on Corpuscarii, against a target you need a 5+ or 6+ to wound (usually T6+, but T7+ with Remorseless Fist up) you&#039;re better off re-rolling even successful hits, to fish for 6s to hit, which will get you 1 auto-wound and 2 more hits that need to roll, getting you a higher average than if you only re-roll failures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skitarii Traits&amp;quot;&amp;gt;&lt;br /&gt;
Skitarii Marshal only, so far. These are all based around buffing your {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; Skitarii Core}} units during the command phase, and last until the next command phase. Do note that these only affect a single unit of skittles within 9&amp;quot; of the Marshal, or one unit of skittles with the {{W40Kkeyword|Data-Tether}} keyword anywhere on the field.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Multitasking Cortex:&#039;&#039;&#039; The selected unit can perform an action and shoot at the same time. Useful for battles with objectives, as you need to balance firepower with VP scoring; wasted for standard &amp;quot;Kill each other until there&#039;s one army standing&amp;quot; games.&lt;br /&gt;
#&#039;&#039;&#039;Battle-Sphere Uplink:&#039;&#039;&#039; The first half of Metalica&#039;s dogma, applied to one unit; advancing and firing assault weapons or moving and firing heavy weapons carries no BS penalty. Useless on Metalica, useful on other forge worlds - good synergy with a Rad-Saturated FW, due to the massive vanguard assault 3 spam.&lt;br /&gt;
#&#039;&#039;&#039;Programmed Retreat:&#039;&#039;&#039; Lets one unit shoot after Falling Back. Useful for pulling back your frontline infantry if they overextended and got charged. Particularly good if you like deploying your fast attackers mid-field, since they&#039;re vulnerable to charges from the enemy deployment zone. &lt;br /&gt;
#&#039;&#039;&#039;Archived Engagements:&#039;&#039;&#039; Allows the selected unit to attack first in the Fight phase. Take this for Sicarian-heavy lists due to their high number of attacks and potential for Mortal Wound fishing. Also useful for mounting a defence by your gunline infantry against a charge by hostile units; at the very least, the skittles being attacked might manage to scratch the charging enemy&#039;s paint before going down.&lt;br /&gt;
#&#039;&#039;&#039;Firepoint Telemetry Cache:&#039;&#039;&#039; Selected unit gets Light Cover (+1 to saves against ranged attacks) until the next command phase. If they&#039;re entirely on or within a piece of terrain and are {{W40Kkeyword|Infantry}}, they get an extra +1 to their saves against ranged attacks &#039;&#039;&#039;as well as the Light Cover bonus&#039;&#039;&#039;. &lt;br /&gt;
#* Recommended for a Marshal that&#039;s supervising large bricks of Vanguard, since this can make your frontline firepower pretty goddamn tanky; RAW, you can give your front-line troops a 2+ basic save against ranged attacks with clever positioning or the right Doctrina Imperative, letting your tinmen gain a MEQ save at T3.&lt;br /&gt;
#&#039;&#039;&#039;Eyes of the Omnissiah:&#039;&#039;&#039; Selected unit can re-roll advance and charge rolls. Another good one for melee-heavy lists; use it to get your Sicarians into a closer position for their all-important charge, then rush the bastards and hope for the best.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Forge World Specific&amp;quot;&amp;gt;&lt;br /&gt;
These are the warlord traits available to you if you play one of the codex forge worlds. &lt;br /&gt;
*{{W40kKeyword|AGRIPINAA}}, &#039;&#039;&#039;Verse of Vengeance:&#039;&#039;&#039;&lt;br /&gt;
*{{W40kKeyword|GRAIA}}, &#039;&#039;&#039;Mantra of Discipline:&#039;&#039;&#039;&lt;br /&gt;
*{{W40kKeyword|LUCIUS}}, &#039;&#039;&#039;Luminescent Blessing:&#039;&#039;&#039; {{W40kKeyword|CORE}} units within 9&amp;quot; can ignore unmodified wound rolls of 1-3 until the next command phase.&lt;br /&gt;
*{{W40kKeyword|MARS}}, &#039;&#039;&#039;Panegyric Procession:&#039;&#039;&#039; Warlord and a unit within 6&amp;quot; of it can choose a canticle to affect them, instead of the one affecting your army. Very situational due to its reliance on your WL&#039;s placement, but it can allow you to swap out a relatively useless canticle for a better one.&lt;br /&gt;
*{{W40kKeyword|METALICA}}&lt;br /&gt;
**&#039;&#039;&#039;Ashrunner:&#039;&#039;&#039; From &#039;&#039;Warzone Charadon: Book of Rust&#039;&#039;. Warlord gains +3M, +1S, and +1A. &lt;br /&gt;
**&#039;&#039;&#039;Master Annihilator:&#039;&#039;&#039; From &#039;&#039;Warzone Charadon: Book of Rust&#039;&#039;. Pick one friendly {{W40kKeyword|METALICA}} unit within 6&amp;quot; in your Command Phase. Radium weapons in that unit gain +6&amp;quot; range and +1S. Good for Vanguard-heavy lists when combined with a Manipulus&#039; boost to AP and range, otherwise pretty meh due to the paucity of radium weapons beyond our infantry.&lt;br /&gt;
**&#039;&#039;&#039;Radioactive Emanation (Aura):&#039;&#039;&#039; From &#039;&#039;Warzone Charadon: Book of Rust&#039;&#039;. Non-{{W40kKeyword|METALICA}} units within 6&amp;quot; suffer -1T that is non-cumulative with other rules that reduce T. Pretty shitty next to the other WL traits; it all but requires your warlord to be in melee to get any use out of it (with the appropriate pitfalls), and it doesn&#039;t even stack with your tinmen&#039;s aura.&lt;br /&gt;
**&#039;&#039;&#039;Tribute of Emphatic Veneration:&#039;&#039;&#039;&lt;br /&gt;
*{{W40kKeyword|RYZA}}, &#039;&#039;&#039;Citation in Savagery:&#039;&#039;&#039; At the start of the Fight phase, select one friendly {{W40kKeyword|RYZA CORE}} unit within 6&amp;quot; of your warlord. Until the start of the next Fight phase, each time a model in that unit makes a melee attack, their attack&#039;s AP is boosted by 1.&lt;br /&gt;
** While the -1 AP is good if you&#039;re melee souping in Vanguard, remember that your melee-focused troops (Sicarians, Fulgurites) already have a good deal of AP and that you&#039;ll run into an invincible save before long. It&#039;s certainly not &#039;&#039;terrible&#039;&#039;, but there are better traits for melee lists out there.&lt;br /&gt;
*{{W40kKeyword|STYGIES VIII}}, &#039;&#039;&#039;Veiled Hunter:&#039;&#039;&#039; Select two units in your DZ at the start of the battle, then put them somewhere else in your deployment zone. Alternatively, put them into Reserves without having to pay CP.&lt;br /&gt;
** The first is pretty shitty unless you roll first and absolutely need to counter a part of your opponent&#039;s deployment, but the second lets you spring some nasty surprises on your enemies (particularly considering that the rule doesn&#039;t prohibit [[Creed|dropping two units of three Balistarii each 9&amp;quot; from the flanks of your enemy&#039;s advancing tanks/transports]]).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary Objectives==&lt;br /&gt;
Choosing your secondaries is one of the new parts of 9th and a way to make sure your army always has a way to score on something your army has built around.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs name=&amp;quot;Secondary Objectives&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Accretion of Knowledge&amp;lt;sup&amp;gt;Codex&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; At the end of the game, you get 3 VP for each model you killed with a WT, relic, or the {{W40kKeyword|Vehicle}} keyword and 14+ wounds. Pretty much an improved Slay the Warlord since you can also score against &#039;&#039;any&#039;&#039; model with a WT or relic because of a stratagem; lists where you can&#039;t get this up to 6 VP at least are few and far between.  Note that this objective can&#039;t be scored on {{W40kKeyword|Monster}}s, and it&#039;s generally arbitrary whether a model is one or the other (e.g. Riptides and Ghostkeels are both Monsters, if you&#039;re fighting Tau).&lt;br /&gt;
*&#039;&#039;&#039;Assassinate:&#039;&#039;&#039; 3 VP per {{W40kKeyword|Character}} killed. We have the best sniper rifles in the game if we can set them up, and with a 60&amp;quot; range we can hit the entire goddamn table. This is an excellent secondary for us.&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down:&#039;&#039;&#039; 2 VP per {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} with W10 or less, 3 VP for W11 or more.  Worth considering if your enemy brings enough tanks to max it out.  If your enemy brings nothing but high-wound vehicles, you can double-dip this and Accretion of Knowledge for 9 VP per W14+ vehicle you destroy, but that will usually not be the best choice.&lt;br /&gt;
*&#039;&#039;&#039;Titan Slayers:&#039;&#039;&#039; 10 for killing a single {{W40kKeyword|Titanic}}, 15 for 2, and no additional rewards for more.  &lt;br /&gt;
*&#039;&#039;&#039;Slay the Warlord:&#039;&#039;&#039; 6 VPs for killing the enemy {{W40kKeyword|Warlord}}; you have the best snipers in the game, but the problem lies in this secondary&#039;s value. It&#039;s only 6 points - Assassinate and Accretion of Knowledge will both surpass this as soon as you kill your third valid target, and they&#039;ll equal it at two valid targets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039; This is really a Purge the Enemy type objective, but it is what it is.  Score 5 victory points at the end of the battle for each enemy {{W40kKeyword|PSYKER CHARACTER}} unit that is destroyed, and 3 victory points for every other enemy {{W40kKeyword|PSYKER}} unit that is destroyed.  The only secondary in this category you can take in pure admech but stacks nicely with your super-snipers and Assassinate to remove those dirty witches. As with all armies very good against Grey Knights and Thousand Sons&lt;br /&gt;
**One of Admech&#039;s strengths is we can take allies with little penalty so an inquisitor or a guard patrol can add up to 5 psykers cheaply if you want to switch the other psychic objectives on.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eradication of Flesh&amp;lt;sup&amp;gt;Codex&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Gain 3 VP for each battle round where you have at least one {{W40kKeyword|Adeptus Mechanicus Vehicle}} on the field and your units have killed more {{W40kKeyword|Infantry}} units than the enemy killed your {{W40kKeyword|Vehicle}}s.&lt;br /&gt;
*&#039;&#039;&#039;First Strike: &#039;&#039;&#039; A worthwhile consideration, but the biggest problem with this, much like Slay the Warlord, is that we simply have other things in this category which we&#039;re more likely to earn more points with - the hard cap of 8 is deeply unfortunate.  Score 5 victory points at the end of the battle if any enemy units were destroyed in the first battle round, and score an additional 3 victory points if more enemy units than friendly units were destroyed in the first battle round.&lt;br /&gt;
*&#039;&#039;&#039;Thin their Ranks:&#039;&#039;&#039; Kataphrons provide some quite lovely anti-infantry firepower, and you also have solid AT. A very worthwhile secondary to supplement Titan Slayers and Bring it Down.  Bear in mind the math on this one: its net VP is functionally 1 per W10+ model killed, and then 1/10 &#039;&#039;floored&#039;&#039; of the W9- models you kill.&lt;br /&gt;
*&#039;&#039;&#039;While We Stand, We Fight:&#039;&#039;&#039; The &amp;quot;Keep Cawl and the Knight Alive&amp;quot; secondary. Works well with Cawl&#039;s Moving Castle if you want to stack some bigger things in that area. We&#039;ve also got access to more healing on our vehicles than most armies, making this one seem particularly appealing (for castles who have little choice) the reality is you might keep Cawl alive but that Knight is gone as is your third vehicle. However if you want to leverage this you don&#039;t take Cawl or a Knight you take a skitarii horde with cheap characters and surround your characters with 150 skitarii and secutarii and say &amp;quot;bring it&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hidden Archaeovault&amp;lt;sup&amp;gt;Codex&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; At the beginning of the game, your enemy can pick one objective. You score 2 VP at the end of each round you control this objective, and score an additional 5 if you end the game with this objective under your control. It&#039;s a good thing that you have plenty of ways to castle around the objective and Acquisition at Any Cost makes sure you won&#039;t let your grip falter from a bad turn of shooting.&lt;br /&gt;
*&#039;&#039;&#039;Uncharted Sequencing&amp;lt;sup&amp;gt;Codex&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Select one unique objective marker for each round at the beginning of the game. Score 3 VP if you control the objective you selected for that round. &lt;br /&gt;
*&#039;&#039;&#039;Domination:&#039;&#039;&#039; If I hold all objectives I&#039;ve won primary and this doubles up on it for a big timmy win. The problem is in the game where you lose primary and need to make points back you will lose big. The horde and navy builds can do this but engage on all fronts is better. The castle will struggle with this one as it struggles with primaries.&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts:&#039;&#039;&#039; Not the best choice for a Cawl castle. The cogboys prefer to keep under the bubbles of Cawl and Kastelans. However, a brilliant choice for the skitarii horde or navy, which were made for this.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker:&#039;&#039;&#039; A worthwhile consideration if Dragoons hadn&#039;t been nerfed to oblivion. If you want take this mission use serberys raiders and Imperial Knight allies. The navy is probably the best mono build to attempt this but has easier options.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Investigate Sites:&#039;&#039;&#039; One of the better secondaries to go with a Castle. Concentrating your forces near the center and then blasting away under the cog banner is a solid method for gathering points, just make sure to bring some chaff to handle the digging while the big guns fire. **Alternate take: a poor choice; it sounds good in theory, but many enemies will want to take the centre and you tend to want a gap between your vehicles and the enemy. It also makes it harder for a castle list that already struggles with the primary as it gives you an extra point to hold; meanwhile, the skitarii horde can do it but might well be better with raise the banner high on most missions.&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High:&#039;&#039;&#039; Similar to Domination, and if you&#039;re going for one you may as well take both. If you decide to plant yourself on a point and not move, you&#039;re more than capable of becoming a real thorn to get rid of. However, one must be careful not to spread oneself too thin. &lt;br /&gt;
**Alternate take: one of the stronger skitarii horde choices and a passable navy choice. The main thing to note is that on missions with 6 objectives this will be a lot higher scoring than on missions with 4 objectives.&lt;br /&gt;
*&#039;&#039;&#039;Repair Teleportation Homer:&#039;&#039;&#039; The main problem with us using this secondary is that it requires infantry. We&#039;ve got speedy serberys raiders, but our infantry is neither quick enough to get there nor durable enough to reliably get the full action off without support. You could punch all the way there with a moving castle, but you could have also spent the turns moving getting points from Investigate Sites.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs name=&amp;quot;Stratagems by Type&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
This category can be rendered cheaper by Genetors.&lt;br /&gt;
*&#039;&#039;&#039;Assassin Constructs (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Sicarian}} unit during the Fight Phase.  This unit gains a bonus attack if they charge, get charged, or perform a heroic intervention.&lt;br /&gt;
*&#039;&#039;&#039;Dunestriders (1 CP):&#039;&#039;&#039; Pick an {{W40kKeyword|Ironstrider Engine}} or {{W40kKeyword|Serberys}} unit during the Movement Phase. They always add 6&amp;quot; to their advance rolls instead of rolling, their Heavy weapons are turned into Assault (which is only useful on the useless Radium Jezzail), and they suffer no penalties for shooting after advancing. All of this makes for an incredible gift, as it allows your ballistarii to fire even as they change positions and lets the dogbois open fire as soon as they inhumanly can.&lt;br /&gt;
*&#039;&#039;&#039;Electromancer&#039;s Wrath (1 CP):&#039;&#039;&#039; During the shooting phase, select a single &#039;&#039;&#039;non&#039;&#039;&#039;-{{W40kKeyword|vehicle}} enemy unit within 12&amp;quot; of a friendly {{W40kKeyword|Electro-Priest}} unit. Roll a d6 for this unit, subtracting 1 if they&#039;re a {{W40kKeyword|character}}. On a 2-5, this unit suffers d3 mortal wounds, doubling to 2d3 on a 6. Not too impressive, but it gives you some off-turn shooting. Helps us make up for a lack of smite for those juicy MWs.  This is functionally the Dataspike strat but better, due to the enhanced range.&lt;br /&gt;
*&#039;&#039;&#039;Elimination Volley (2 CP):&#039;&#039;&#039; Select a Kataphron Servitors unit during the Shooting Phase. Any time this unit fires at an enemy within half range and rolls a nat 6 to hit, the attack automatically wounds. Way different than before, but this makes sure that your attacks make their mark at all costs.&lt;br /&gt;
*&#039;&#039;&#039;Machine Superiority (1 CP):&#039;&#039;&#039;  Select one {{W40kKeyword|Skitarii}} unit during the fight phase. This unit adds +1 to their Strength characteristic for the rest of the phase. &lt;br /&gt;
*&#039;&#039;&#039;Zealous Congregation (2 CP):&#039;&#039;&#039; During the Fight Phase, select an {{W40kKeyword|Electro-Priest}} unit from your army. Any nat 6s to hit this unit makes during this phase automatically wound.&lt;br /&gt;
**Radically nerfed when trying to get your Fulgurites up to 4++, because an auto-wound from them can&#039;t be mortal.  Has a more significant impact on Corpuscarii, who already want nat 6s to hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
This category can be rendered cheaper by Magi.&lt;br /&gt;
*&#039;&#039;&#039;Data-Blessed Autosermon (1 CP):&#039;&#039;&#039; During the command phase, select one {{W40kKeyword|Adeptus Mechanicus}} unit within 6&amp;quot; of a {{W40kKeyword|Tech-Priest}}. Both of these units can now use a single canticle that you hadn&#039;t already used, which works if you plan on shepherding a specific model onward.&lt;br /&gt;
*&#039;&#039;&#039;Dataspike (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Tech-Priest}} unit when they are about to fight. Select an enemy {{W40kKeyword|vehicle}} within engagement range and roll a d6; on a 2-5, the enemy suffers d3 mortal wounds, but on a 6 this turns to 3+d3 mortal wounds. A way easier way to crack tanks open.&lt;br /&gt;
**That means the expected number of mortal wounds is 13/6, slightly more than 2.  By contrast, the Skull of Elder Nikola artifact deals 1.5 (9/6) mortal wounds &#039;&#039;per target&#039;&#039; at 12&amp;quot;, and the Arc Grenades stratagem deals 2 at 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Benevolence of the Omnissiah (1 CP):&#039;&#039;&#039; Use when an {{W40kKeyword|Adeptus Mechanicus VEHICLE}} is about to suffer a mortal wound. The model ignores each mortal wound on a 4++ for the rest of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Tech-Adept (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Tech-Priest}} unit during either the Command Phase or the Movement Phase. When used in the Command Phase, this lets you trigger the Machine Focus or Awaken the Machine ability twice, which are on your enginseers and technoarchaeologists, respectively. When used during the Movement Phase, the techie can make two repair rolls a turn, but remember, you can&#039;t repair the same model more than once per turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
All of the following have a hard cap on the number of times they can be used (1 for Combat Patrol, 2 for Strike Force, and 3 for Onslaught).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archaeotech Specialists (1 CP):&#039;&#039;&#039; The stratagem for extra relics.&lt;br /&gt;
*&#039;&#039;&#039;Artefactotum (1 CP):&#039;&#039;&#039; {{W40kKeyword|Skitarii}} sergeants can also grab extra relics from the following: Cage of Varadimas, Omniscient Mask, Skull of Elder Nikola, or Temporcopia.&lt;br /&gt;
**Quick recap: the cage is the one that lets the wielder hit a non-vehicle in melee to give it -1 to hit rolls, the mask is a 6&amp;quot; bubble of nat 6s to hit hitting an additional time, the temporcopia inflicts Always Strikes Last on a unit within 3&amp;quot;, and the skull deals 1.5 mortal wounds to each vehicle within 12&amp;quot; when the wielder shoots.  &lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Locum (1 CP):&#039;&#039;&#039; The extra WTs stratagem.  Especially useful if you have a Skitarii Marshal and a Tech-Priest, because the Marshal has access to better Warlord Traits in general but only a Tech-Priest can take your Forge World-specific WT.&lt;br /&gt;
*&#039;&#039;&#039;Host of the Intermediary (1 CP):&#039;&#039;&#039; Also grants additional WTs, but only to the sergeants of a {{W40kKeyword|Skitarii}} unit. Again, this allows your force to manipulate things from the front (and without the baggage of an exposed hero) though this warlord may be much squishier, depending on how you build its unit.&lt;br /&gt;
**Remember, Skitarii warlord traits don&#039;t require the warlord to be on the table, provided the target to be buffed has {{W40Kkeyword|data-tether}}.  You can access any traits you buy this way while the warlord is embarked and/or waiting to deep strike, provided you brought data-tethers to the party.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
This category can be rendered cheaper by Logi.&lt;br /&gt;
*&#039;&#039;&#039; Acquisition at Any Cost (1 CP):&#039;&#039;&#039; Once per game only. Select an objective marker during the morale phase. Any {{W40kKeyword|Adeptus Mechanicus}} unit from your army completely within 6&amp;quot; auto-pass any morale checks. Handy, but much less so than the old version and wasted on Graia.&lt;br /&gt;
*&#039;&#039;&#039;Binharic Overide (1 CP):&#039;&#039;&#039; Once per game at the start of any phase, you can change the Kastelan battle protocols on one of your units. However, they are stuck in the new mode for the rest of the game. &#039;&#039;If your Fist Kastellans have already reached melee but their Datasmith was killed before changing to Conqueror Protocols, this will let them avenge him&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Booster Thrust (1 CP):&#039;&#039;&#039; At the end of the turn, you can throw one {{W40kKeyword|Pteraxii}} unit back into reserves as long as it was not set up this turn. Throw them back wherever on the next movement phase. With how flighty they are, you&#039;ll be throwing this around a bit if you want to keep them away from retribution. &lt;br /&gt;
*&#039;&#039;&#039;Circuitous Assassins (1 CP):&#039;&#039;&#039; Use at the end of the Movement phase. Select one {{W40kKeyword|Sicarian}} unit that is wholly within 9&amp;quot; of any battlefield edge. Remove that unit from the battlefield. In the Reinforcements step of the next Movement phase, you can set up that unit anywhere on the battlefield that is more than 9&amp;quot; from any enemy units and wholly within 9&amp;quot; of any battlefield edge. Damn, those ninja-bots are &#039;&#039;fast&#039;&#039;.&lt;br /&gt;
** Note that this lets you get Sicarians into &#039;&#039;any&#039;&#039; battlefield edge, including that of your enemy. If there&#039;s good terrain on the board, it&#039;s entirely possible for you to drop a 10-man unit of murderous ninja-bots into the opponent&#039;s DZ while keeping them in cover for a turn 2 charge, or just lock down an area of the board. This also makes Sicarians pretty good for actions that have to trigger at the end of the Movement phase - just drop them in a corner of the table then trigger the action.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Weight (1 CP):&#039;&#039;&#039; Select a unit of {{W40kKeyword|Ironstrider Engines}} or {{W40kKeyword|Kastelan Robots}} that just charged. Select an enemy unit within engagement range of this unit and roll a d6 for each of your models that is within engagement range, dealing a MW on a 2+. While hardly enough to wipe out an enemy unit, it can help push the edge a little bit, especially for fisting kastelans and sydonian dragoons. Dont be afraid to throw your balistarii into combat with this too to avoid being shot; there are a number of ways to let you fall back and shoot in the codex now, and this is an extra little bonus.&lt;br /&gt;
*&#039;&#039;&#039;Deeply Sunk Talons (1 CP):&#039;&#039;&#039; Use this stratagem in your opponent&#039;s movement phase when a non-vehicle enemy unit within 1&amp;quot; of any {{W40kKeyword|Pteraxii Sterylizors}} unit from your army is chosen to fall back. Roll one D6; on a 2+, that enemy unit cannot fall back this turn.&lt;br /&gt;
*&#039;&#039;&#039;Electro-Shocked (1 CP):&#039;&#039;&#039; Select one enemy unit engaged with a {{W40kKeyword|Cult Mechanicus Core}} or {{W40kKeyword|Cult Mechanicus Character}} unit to fight last. Expect to use this a lot to protect your electro-priests from some counter-attack or ensure that the Pseudogenetor can make a swing before your hero gets broken.&lt;br /&gt;
**Keep this in mind for your forward-roaming tech priests supporting skitarii units, too. Heroically intervening a charge and letting your guys fight first can really help throw the balance of combat in your favour, especially when it&#039;s mostly considered an electro-priest strat. &lt;br /&gt;
*&#039;&#039;&#039;Machine Spirit&#039;s Revenge (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Adeptus Mechanicus}} {{W40kKeyword|vehicle}} that&#039;s lost its last wound; it explodes with no need to roll for it. Apparently, the Mechanicus has no problem stealing a page from the Death Guard playbook as well. &#039;&#039;A farewell &amp;quot;Fuck you&amp;quot; from your fallen Dragoon&#039;&#039;. &lt;br /&gt;
**&#039;&#039;Especially&#039;&#039; useful with the termite drills. You&#039;re charging those things into combat after deep striking anyways, either to soak overwatch for its assaulty passengers, or to punk an enemy vehicle or monster. In most cases, if you aren&#039;t playing with your head up your ass, the drill should bite the dust with enemies near it. When it does, HAHA BOOM BUTTERCUP. Unfortunately, due to being only for AdMech vehicles it means you cannot charge the Dominus-class Knight into melee and make it explode in the middle of the enemy&#039;s army. Fortunately, you have a Drill...&lt;br /&gt;
**Very nice with archeopters too, their giant base size means they have quite a big range of dishing out D3 MW, and they tend to die anyway.&lt;br /&gt;
*&#039;&#039;&#039;Tactic Obliqua (2 CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Serberys Raiders}} unit becomes the target of a charge. So long as this enemy unit isn&#039;t within engagement range, you can immediately Normal Move them in any direction, potentially forcing the enemy to pick a new enemy to charge. Your raiders won&#039;t be able to overwatch or set to defend for this turn, but that&#039;s fine.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
This category can be rendered cheaper by Artisans.&lt;br /&gt;
*&#039;&#039;&#039;Arc Grenades (1 CP):&#039;&#039;&#039; A previous unit rule that now costs CP to use but got a bit of a boost. Pick one {{W40kKeyword|Adeptus Mechanicus Arc Grenades}} unit (i.e. Skystalkers) within 6&amp;quot; of an enemy {{W40kKeyword|vehicle}} during the Shooting phase. Roll a d6 for this enemy vehicle; on a 2-5 this vehicle takes d3 MWs, 6 ups it to 2d3 MWs. Expect to use this plenty, as it&#039;s a very easy way to dent vehicles with troops. &lt;br /&gt;
**The expected mortal wounds from this is 2.&lt;br /&gt;
**Remember, this works even if the unit is down to only one model left, and it works even if the unit is engaged.  However, when you deep strike, you&#039;ll be out of range during your shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Chain-Taser Protocols (1 CP):&#039;&#039;&#039; Select one of your units during the Fight Phase. Any taser weapons they have now deal 2 extra hits on a nat 5+ to hit. This can help stack up the blows in your favour in a fight. Makes taser goad infiltrators and sydonian dragoons very dangerous in larger numbers.&lt;br /&gt;
*&#039;&#039;&#039;Electro-Filament Countermeasures (1 CP):&#039;&#039;&#039; Use at the end of your Movement Phase. Select one {{W40kKeyword|Archaeopter}} unit from your army (can be any of the three variations) that is equipped with a command uplink. Until the start of your next turn, one enemy unit within 6&amp;quot; is now immune to auras of your enemies.&lt;br /&gt;
**Remember, a model inside the aura projects its aura outside even though it itself won&#039;t benefit, while a model outside the aura range has the portion inside disabled.&lt;br /&gt;
**Be aware that an ability is an aura if and only if it&#039;s labeled as such, so an ability that satisfies the game definition of aura but isn&#039;t labeled as such isn&#039;t nullified by this in any way.  For example, the selected enemy unit isn&#039;t immune to a fellow enemy unit&#039;s Explode ability.&lt;br /&gt;
*&#039;&#039;&#039;Enriched Rounds (1CP):&#039;&#039;&#039; When one unit from your army fires radium guns at a non-{{W40kKeyword|vehicle}} enemy unit, they will automatically wound on a nat 4+ to hit.&lt;br /&gt;
** For its cost, this Strat is great with a Vanguard-heavy list; assuming a 20-man unit of all-carbine VG shooting on their standard 3+ to hit, you&#039;re looking at a maximum (60 shots*1/3rd chance of 5+ hit roll) 20 auto wounds followed by any regular attacks.&lt;br /&gt;
*&#039;&#039;&#039;Galvanic Volley Fire (2 CP):&#039;&#039;&#039; When a pack of Skitarii rangers fire, you can pull this to turn their galvanic rifles into Heavy 3 guns, giving them the chance to really blanket the enemy in firepower. 60 shots at full range can and will take down many things, making this great for your backliners to fuck up anything that&#039;s getting too close to your HS.&lt;br /&gt;
*&#039;&#039;&#039;Incense Exhausts (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Adeptus Mechanicus Smokescreen}} unit during the enemy&#039;s Shooting Phase. All shots made against this unit take -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Infoslave Skull (2 CP):&#039;&#039;&#039; Use after an enemy unit arrives on the battlefield as reinforcements within 12&amp;quot; of one of your {{W40kKeyword|core}} units. You can immediately shoot at the enemy as if it were the shooting phase, now without penalty. &#039;&#039;Coteaz called, he wants his shtick back&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Overloaded Systems (1 CP/2 CP):&#039;&#039;&#039; Use whenever an enemy {{W40kKeyword|Vehicle}} suffers a wound from an arc weapon (the increased cost happens if the target is {{W40kKeyword|Titanic}}). If this enemy has a wound track, roll a d6; on a 2+, this vehicle counts as having half as many wounds until your next Command Phase. This can be particularly terrifying if you try, say, immobilizing an enemy transport with arc rifles in the very beginning or bullying a redemptor with an arc maul.&lt;br /&gt;
*&#039;&#039;&#039;Seismic Bomb (1 CP):&#039;&#039;&#039; Use in your movement phase after moving one Archaeopter Fusilave model from your army (aka the bomber variation). Select one enemy unit your bomber moved over that phase. The enemy is shaken in their next movement phase: halve its move characteristic and the result of any advance or charge rolls made for it. Shaken does not affect {{W40kKeyword|Fly}} or {{W40kKeyword|Titanic}} units.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stratagems by Phase===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Before Battle&amp;quot;&amp;gt;&lt;br /&gt;
*ARCHEOTECH SPECIALISTS (Requisition): If your Warlord is {{W40kKeyword|Adeptus Mechanicus}}, pick one {{W40kKeyword|Adeptus Mechanicus}} {{W40kKeyword|Character}} and give them any relic they can hold. This is how you make an Enginseer into a relic caddy for backseat supervision, or buff a Priest. &lt;br /&gt;
*ARTEFACTOTUM (Requisition): 1CP cost, usable only once per battle (twice in Strikeforce, thrice in Onslaught). Lets you give one {{W40kKeyword|Skitarii}} Princeps a relic (The Cage of Varadimas, the Temporcopia, The Omniscient Mask, or The Skull of Elder Nikola), so long as they can wield it according to the relic&#039;s description.&lt;br /&gt;
*HOST OF THE INTERMEDIARY (Requisition): One {{W40kKeyword|Skitarii}} Princeps gets a Skitarii Warlord Trait; as ever, the WLT can&#039;t be used by another model in your army. Very good for creating a front-line mini-Marshal, like giving Eyes of the Omnissiah to a Ruststalker Princeps.&lt;br /&gt;
*MECHANICUS LOCUM (Requisition): Host of the Intermediary for Tech-Priests. Applies to one {{W40kKeyword|Adeptus Mechanicus}} {{W40kKeyword|Character}}, giving them a Tech-Priest WLT.&lt;br /&gt;
*BOLSTER DEFENCES (Mechanicus Defence Cohort – Strategic Ploy)&lt;br /&gt;
*CYBERNETICA COHORT (Specialist Detachment)&lt;br /&gt;
*SERVITOR MANIPLE (Specialist Detachment)&lt;br /&gt;
**ENHANCED BIONICS (Servitor Maniple)&lt;br /&gt;
*INDENTURED MACHINES (Agripinaa – Requisition)&lt;br /&gt;
*LEGIO TELEPORTARIUM (Lucius – Wargear)&lt;br /&gt;
*KNIGHT OF THE IRON COG (Metalica – Requisition)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;During Deployment&amp;quot;&amp;gt;&lt;br /&gt;
*CLANDESTINE INFILTRATION (Stygies VIII – Wargear)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Any Phase&amp;quot;&amp;gt;&lt;br /&gt;
*BENEVOLENCE OF THE OMNISSIAH (Epic Deed)&lt;br /&gt;
*BINHARIC OVERRIDE (Strategic Ploy)&lt;br /&gt;
*MACHINE SPIRIT’S REVENGE (Strategic Ploy)&lt;br /&gt;
*OVERLOADED SYSTEMS (Wargear)&lt;br /&gt;
*BIONIC ENDURANCE (Skitarii Veteran Cohort – Strategic Ploy)&lt;br /&gt;
*RAD-OVERSATURATION (Metalica – Battle Tactic)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Friendly Command Phase&amp;quot;&amp;gt;&lt;br /&gt;
*DATA-BLESSED AUTOSERMON (Epic Deed)&lt;br /&gt;
*MACHINE SPIRIT RESURGENT (Epic Deed)&lt;br /&gt;
*TECH-ADEPT (Epic Deed)&lt;br /&gt;
*RAD-BOMBARDMENT (Mechanicus Defence Cohort – Strategic Ploy)&lt;br /&gt;
*ORDER IN ANARCHY (Metalica – Battle Tactic)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Friendly Movement Phase&amp;quot;&amp;gt;&lt;br /&gt;
*CIRCUITOUS ASSASSINS (Strategic Ploy): For 1CP, a {{W40kKeyword|Sicarian}} unit gets removed from the board and can be set back up on the battlefield in the reinforcement phase of your next turn. Standard reinforcement rules apply: they have to be set up within 9&amp;quot; of any battlefield edge and more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*DUNESTRIDERS (Battle Tactic): Ironstriders, Dragoons, and Serberys units get 6&amp;quot; movement when Advancing, any Heavy weapons become Assault, and they don&#039;t suffer the usual -1 to hit after advancing. Really goddamn useful for getting your laschickens into position or threatening a turn 1-2 charge with the Dragoons/Serberys skirmishers.&lt;br /&gt;
*ELECTRO-FILAMENT COUNTERMEASURES (Wargear)&lt;br /&gt;
*SEISMIC BOMB (Wargear): Used in the movement phase, once an Archeopter Fusilave finishes its move. One unit that isn&#039;t {{W40kKeyword|Titanic}} or {{W40kKeyword|Fly}}-ing has its move, advance, and charge roles halved until your next movement phase. This is really useful for tying up enemy powerhouses, like high-damage tanks or melee blenders.&lt;br /&gt;
*TECH-ADEPT (Epic Deed)&lt;br /&gt;
*EXPEDITED PURGE PROTOCOL (Skitarii Veteran Cohort – Strategic Ploy)&lt;br /&gt;
*STRAFING FIRE RUN (Cybernetic Cohort)&lt;br /&gt;
*MARCH TO WAR (Metalica – Battle Tactic)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enemy Movement Phase&amp;quot;&amp;gt;&lt;br /&gt;
*DEEPLY SUNK TALONS (Strategic Ploy): Lets your Pteraxii prevent an enemy unit from Falling Back on a 2+ roll. &lt;br /&gt;
*INFOSLAVE SKULL (Wargear)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enemy Psychic Phase&amp;quot;&amp;gt;&lt;br /&gt;
*STEEL MIND, IRON LOGIC (Graia – Wargear)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Friendly Shooting Phase&amp;quot;&amp;gt;&lt;br /&gt;
*ARC GRENADES (Wargear): Pteraxii Skystalkers only, targeting a vehicle in 6&amp;quot; of the unit. Gives you a 4/6 chance of D3 mortal wounds, 1/6 chance for 2D3 mortal wounds, and 1/6 chance of doing nothing. Usually not worth it due to simple unpredictability and the randomised mortal values.&lt;br /&gt;
*ELECTROMANCER’S WRATH (Battle Tactic)&lt;br /&gt;
*ELIMINATION VOLLEY (Battle Tactic)&lt;br /&gt;
*ENRICHED ROUNDS (Wargear): [[Rape|For 1CP, your Vanguard&#039;s radium carbines auto-wound on unmodified 4+ hit rolls against non {{W40kKeyword|Vehicle}} units]] (note that re-rolled dice with no other modifiers are &amp;quot;unmodified&amp;quot;). Very effective and cheap on 20-man Vanguard units, and also a very good way of becoming [[That Guy]] if it&#039;s spammed all across the board.&lt;br /&gt;
*GALVANIC VOLLEY FIRE (Wargear)&lt;br /&gt;
*BINHARIC OFFENSE (Skitarii Veteran Cohort – Battle Tactic)&lt;br /&gt;
*CITATION OF RUIN (Mechanicus Defence Cohort – Battle Tactic)&lt;br /&gt;
*PRE-CALIBRATED PURGE SOLUTION (Mechanicus Defence Cohort – Battle Tactic)&lt;br /&gt;
*NOOSPHERIC MINDLOCK (Servitor Maniple)&lt;br /&gt;
*DEAFENING ASSAULT (Metalica – Wargear)&lt;br /&gt;
*EXTINCTION ORDER (Metalica – Epic Deed)&lt;br /&gt;
*PLASMA SPECIALISTS (Ryza – Battle Tactic)&lt;br /&gt;
*PURITY OF THE MACHINE (Metalica – Battle Tactic)&lt;br /&gt;
*WRATH OF MARS (Mars – Battle Tactic)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enemy Shooting Phase&amp;quot;&amp;gt;&lt;br /&gt;
*INCENSE EXHAUSTS (Wargear)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Friendly Charge Phase&amp;quot;&amp;gt;&lt;br /&gt;
*CRUSHING WEIGHT (Strategic Ploy)&lt;br /&gt;
*POWER SURGE (Cybernetica Cohort)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Enemy Charge Phase&amp;quot;&amp;gt;&lt;br /&gt;
*TACTICA OBLIQUA (Strategic Ploy)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Any Fight Phase&amp;quot;&amp;gt;&lt;br /&gt;
*ASSASSIN CONSTRUCTS (Battle Tactic): {{W40kKeyword|Sicarian}}s only, gives all models in the unit an extra attack if they were charged or charged someone. Combine this with Machine Superiority and the Temporcopeia/Cage of Varadimas on a Ruststalker unit to make your opponent cry.&lt;br /&gt;
*CHAIN-TASER PROTOCOLS (Wargear)&lt;br /&gt;
*DATASPIKE (Epic Deed)&lt;br /&gt;
*ELECTRO-SHOCKED (Strategic Ploy)&lt;br /&gt;
*MACHINE SUPERIORITY (Battle Tactic)&lt;br /&gt;
*ZEALOUS CONGREGATION (Battle Tactic)&lt;br /&gt;
*AGGRESSION OVERRIDE (Skitarii Veteran Cohort – Battle Tactic)&lt;br /&gt;
*BLARING GLORY (Metalica – Strategic Ploy)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Any Morale Phase&amp;quot;&amp;gt;&lt;br /&gt;
*ACQUISITION AT ANY COST (Strategic Ploy)&lt;br /&gt;
*OMNISSIAH&#039;S EXALTATION (Metalica – Strategic Ploy)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;End of Friendly Turn&amp;quot;&amp;gt;&lt;br /&gt;
*BOOSTER THRUST (Strategic Ploy): Lets your Pteraxii fuck off back into deepstrike at the end of your turn, but &#039;&#039;&#039;cannot&#039;&#039;&#039; be used if they&#039;ve been set up on the field this turn. Nowhere near as useful as it used to be, but can get your glass cannons out of a pinch if absolutely necessary.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Arc&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arc weapons:&#039;&#039;&#039; Haywire is back! All codex Arc weapons (sorry hoplites) wound {{W40Kkeyword|VEHICLE}}s on a natural 4+ and gain +1D; Arc Lances are the major exception.&lt;br /&gt;
**&#039;&#039;&#039;Arc Claw:&#039;&#039;&#039; Default Breacher weapon, at A+1 S+1 AP-3 D1, D2 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
**&#039;&#039;&#039;Arc Lance: &#039;&#039;&#039; S+3 AP-1 D1, D1d3 vs {{W40Kkeyword|VEHICLE}}s. 10 Hoplites with re-rolls can reliably destroy a DEQ in a single round of combat. &lt;br /&gt;
***&#039;&#039;Do not&#039;&#039; auto-wound {{W40Kkeyword|VEHICLE}}s on 4+, unlike all other Arc weapons.&lt;br /&gt;
**&#039;&#039;&#039;Arc Maul:&#039;&#039;&#039; An up-volted power maul S+3 AP-2 D1, D2 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
**&#039;&#039;&#039;Arc Scourge:&#039;&#039;&#039; Cawl&#039;s signature melee weapon, Sx2(10) AP-2 D1, and auto-wounds {{W40Kkeyword|VEHICLE}}s on unmodified 2+ to wound, not 4+.&lt;br /&gt;
**&#039;&#039;&#039;Servo-arc claw:&#039;&#039;&#039; Found only on the technoarchaeologist, this is an upgraded servo-arm: still only 1 attack per Fight, but S+3 AP-2 D3, D4 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Omnissian&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Omnissian Weapons:&#039;&#039;&#039; These are just master-crafted Power Weapons, or if you prefer, flat D2 Force Weapons.&lt;br /&gt;
**&#039;&#039;&#039;Omnissian Axe:&#039;&#039;&#039; S+2 AP-2 D2 for Domini and Enginseers.&lt;br /&gt;
**&#039;&#039;&#039;Omnissian Staff:&#039;&#039;&#039; S+3 AP-1 D2. Exclusive to the Manipulus.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Servo&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Servo Weapons:&#039;&#039;&#039; Can only make 1 attack each time the bearer fights.&lt;br /&gt;
**&#039;&#039;&#039;Servo-arm:&#039;&#039;&#039; Sx2 AP-2 D3 for Enginseers and basic Servitors.&lt;br /&gt;
**&#039;&#039;&#039;Servo-arc claw:&#039;&#039;&#039; Found only on the technoarchaeologist, this is an upgraded servo-arm: still only 1 attack per Fight, but S+3 AP-2 D3, D4 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Taser&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Taser weapons:&#039;&#039;&#039; +2 hits on a natural 6 to hit, but for 1CP you can make it trigger on 5 or 6 via Chain-taser Protocols.&lt;br /&gt;
**&#039;&#039;&#039;Taser goad:&#039;&#039;&#039; S+2 AP-1 D1, available to Skitarii Alphas, mandatory on Pteraxii Alphas, and an option for entire squads of Infiltrators. Mostly a status symbol on the former, but a potent anti-horde weapon on the later.&lt;br /&gt;
***&#039;&#039;&#039;Electrostatic gauntlets:&#039;&#039;&#039; S+2 AP-1 D1 as well, but &#039;&#039;not&#039;&#039; actually taser weapons, so Chain-Taser Protocols won&#039;t work on them.&lt;br /&gt;
**&#039;&#039;&#039;Taser lance:&#039;&#039;&#039; The Dragoon&#039;s big poking stick with S+3 AP-2 D2.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Transonic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Transonic weapons:&#039;&#039;&#039; Unmodified wound rolls of 6 deal +1 mortal wound.&lt;br /&gt;
**&#039;&#039;&#039;Transonic Blades:&#039;&#039;&#039; S+1 AP-3 D1. High AP lets them absolutely [[rape|rape anything without an invulnerable save]], while the strength gives them the advantage against MEQ-toughness and below. Combine with the Ryza wound boost to really paint the table red. &lt;br /&gt;
**&#039;&#039;&#039;Transonic Razor:&#039;&#039;&#039; SU AP-2 D1. Mediocre next to the Blades now that they&#039;re a free upgrade, with worse AP and strength.&lt;br /&gt;
**&#039;&#039;&#039;Chordclaw:&#039;&#039;&#039; This is a Space Marine chainsword: A+1 SU AP-1 D1, unfortunately trash compared to transonic blades. Keep it on the Princeps alone since he can take it along with his blades.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Other&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cavalry Sabre:&#039;&#039;&#039; Found on Serberys Raiders. S+1 AP-1 D1 weapons, mostly a decorative weapon since Raiders are not really a melee unit and only get 2 attacks with it.&lt;br /&gt;
*&#039;&#039;&#039;Clawed Limbs:&#039;&#039;&#039; Found on the Raiders and Sulphurhounds, A+2 S+1 AP0 D1, akin to chainswords. Can help clear chaff if you charge after your dogs&#039; primary volley, but don&#039;t count on them to do heavy work.&lt;br /&gt;
*&#039;&#039;&#039;Control Stave&#039;&#039;&#039;: A power maul by another name and hence an Arc Maul but worse, S+3 AP-1 D1. Exclusive to the Skitarii Marshal.&lt;br /&gt;
*&#039;&#039;&#039;Electroleech Stave:&#039;&#039;&#039; S5 AP-2 D2, 6s to wound inflict 2MW instead, way more consistent with the new codex.&lt;br /&gt;
*&#039;&#039;&#039;Hydraulic Claw:&#039;&#039;&#039; Breacher power fist, Sx2 AP-2 D3 with no penalty to hit. &amp;lt;s&amp;gt; Unfortunately there is no way to boost their damage, as breachers lack {{W40Kkeyword|CORE}}. &amp;lt;/s&amp;gt;  Guess what fuckers. Dominus-Breacher melee punch is &#039;&#039;in&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Kastelan Fists:&#039;&#039;&#039; Better than power fists, hitting at S10 AP-3 with flat 3 Damage, all without any penalty to hit, gains +1 attack per fist with the new codex.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Available to Infiltrators and Skitarii Alphas. As with any power sword, designed as an anti-marine weapon and shines against heavy infantry in the hands of Infiltrators. More of a fashion statement on Alphas, though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Arc&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Arc_Weaponry|Arc weapons]]:&#039;&#039;&#039; Haywire is back! All codex Arc weapons (sorry hoplites) wound {{W40Kkeyword|VEHICLE}}s on a natural 4+ and gain +1D on average; Arc Lances are the major exception.&lt;br /&gt;
**&#039;&#039;&#039;Arc Lance: &#039;&#039;&#039; S6 AP-1 D1, D1d3 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
**&#039;&#039;&#039;Arc Pistol:&#039;&#039;&#039; Available to Skitarii Alphas, 12&amp;quot; Pistol 1 S6 AP-2 D1, D2 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
**&#039;&#039;&#039;Arc Rifle:&#039;&#039;&#039; 30&amp;quot; Rapid Fire 1 S6 AP-2 D1d3, D3 vs {{W40Kkeyword|VEHICLE}}s.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Arc Rifle:&#039;&#039;&#039; 36&amp;quot; Heavy 2 S6 AP-2 D2, D3 vs {{W40Kkeyword|VEHICLE}}s Breacher signature gun. Not that much of a step up from its smaller cousin. S6 AP-2 D2/3 can still be used to bully marines and vehicels. However Kataphrons now lack any way to improve their damage output.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Cognis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cognis Weapons:&#039;&#039;&#039; Assault weapons that distinguish themselves from standard equivalent armaments by being easy to fire on the move and having increased shots.&lt;br /&gt;
**&#039;&#039;&#039;Cognis Flamer:&#039;&#039;&#039; 1d6+2 because cognis makes this more reliable than your run of the mill flamer. It lost its superiour overwatch from 8th but like all new flamers, gained a 12&amp;quot; range up from 8&amp;quot;. &lt;br /&gt;
**&#039;&#039;&#039;Cognis [[heavy stubber|Heavy Stubber]]:&#039;&#039;&#039; The old reliable .50 Browning in space. Available to the Skorpius variants and the Onager as a supplementary weapon for self defense, or to pick off infantry while its main gun is busy elsewhere. Essentially superior to the trash stubbers they manufacture for the Adeptus Militarum by being assault instead of heavy and firing 4 shots instead of 3.&lt;br /&gt;
**&#039;&#039;&#039;Twin Cognis Autocannon:&#039;&#039;&#039; It&#039;s two autocannons, stuck together. However, because it&#039;s cognis it fires 6 shots instead of 4 and is assault. The martians really do keep all of the best hardware for themselves.&lt;br /&gt;
**&#039;&#039;&#039;Twin Cognis [[heavy stubber|Heavy Stubber]]:&#039;&#039;&#039; The Skorpius Dunerider has one of these.&lt;br /&gt;
**&#039;&#039;&#039;Twin Cognis Lascannon:&#039;&#039;&#039; Again, two lascannons but stuck together. It bucks the cognis trend by not having more shots than your standard lascannon but it &#039;&#039;is&#039;&#039; assault; instead of more shots it hits harder, at d3+3 damage, making them much more reliable when it comes to wrecking heavies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Eradication&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eradication weapons:&#039;&#039;&#039; Reverse Conversion weaponry (or Mechanicum Melta), hitting harder the closer they are. Useful against a variety of targets; positioning is paramount.&lt;br /&gt;
** &#039;&#039;&#039;Eradication Beamer:&#039;&#039;&#039; While Neutron lasers are considered the default and anti-tank option for your Onagers, this can be seen as the cheaper all-rounder one. Heavy D6 Str8 AP-3 D2, it&#039;s primarily weighted against multi-wound infantry from 13&amp;quot;-36&amp;quot; and still capable of doing light anti-tank duty. At 18&amp;quot; and closer it can switch to a AP-4 D3 profile.&lt;br /&gt;
** &#039;&#039;&#039;Eradication Pistol:&#039;&#039;&#039; Daedalosus carries a hand-held version!&lt;br /&gt;
** &#039;&#039;&#039;Eradication Ray:&#039;&#039;&#039; The more expensive option on the Dominus. Generally better damage output than the Volkite against marines or light vehicles, but unreliable in the number of shots.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Flechette&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Flechette weapons:&#039;&#039;&#039; Essentially 5-shot lasguns. While the weapon profile is unimpressive on its own, the sheer volume of shots shreds light infantry. Even so 50 shots does average 1.85 wounds on terminator, so pick weak units as target. The high number of shots makes them a ideal for certain stratagems like Wrath of Mars (50 shots does average 5-6 mortal wounds).&lt;br /&gt;
**&#039;&#039;&#039;Flechette Blaster:&#039;&#039;&#039; Pistol 5 version that Infiltrators and Pteraxii alphas get.&lt;br /&gt;
**&#039;&#039;&#039;Flechette Carbine:&#039;&#039;&#039; Main armament of the Skystalkers, with 18&amp;quot; Assault 5.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Galvanic&amp;quot;&amp;gt; &lt;br /&gt;
*&#039;&#039;&#039;Galvanic weapons:&#039;&#039;&#039; Described as hand-carried rail guns in the fluff, but rather poorly reflected in the crunch as S4 AP-1 D1 weapons.&lt;br /&gt;
**&#039;&#039;&#039;Galvanic Carbine:&#039;&#039;&#039; An Assault 2 18&amp;quot; version of the Galvanic Rifle totted by Serberys Raiders. The gun itself is forgettable, but the rule on the model that allows it to target characters and inflict Mortal Wounds on 6s is what makes it an actual menace.&lt;br /&gt;
**&#039;&#039;&#039;Galvanic Rifle:&#039;&#039;&#039; The basic Heavy 2 30&amp;quot; gun of your Rangers. Pretty good gun for such a cheap light infantry unit, with its impressive range it&#039;ll likely contribute something even while your skittles are camping backfield objectives. Can be combined with the &#039;&#039;&#039;Galvanic Volley Fire&#039;&#039;&#039; stratagem to make it rapid fire 2 when someone tries to get the jump on your backfield rangers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Phosphor&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Phosphor_Weaponry|Phosphor weapons]]:&#039;&#039;&#039; Guns that deny their victims dense cover and feature S5 AP-1 across the board, with some exceptions.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Phosphor Blaster:&#039;&#039;&#039; Has now been split into 3 different weapons. Normal HPB remains the same at 36&amp;quot; Heavy 3 S6 AP-2 D1. This is the shoulder mounted weapon for Kastelans.&lt;br /&gt;
***&#039;&#039;&#039;Kastelan Phosphor Blaster:&#039;&#039;&#039; Can now be taken as a single to rock a fist and a gun on a single bot; is nearly the same as the shoulder gun but with worse range and AP: 24&amp;quot; S6 AP-1 D2.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blast Pistol:&#039;&#039;&#039; Now gains D3 shots to fit its name, but has Blast, making it useless in melee where a pistol is supposed to shine.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blast Carbine:&#039;&#039;&#039; One in three Sulphurhounds gets to replace one of the pistols with a 24&amp;quot; Assault 2d3 Blast gun. Pretty great on its own, but costs as much as its wielder in points, so you might want to stick to pistols.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Blaster:&#039;&#039;&#039; 24&amp;quot; Rapid Fire 1&amp;quot;, a pocket Heavy Bolter sidearm on your Kataphron Destroyers.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Pistol:&#039;&#039;&#039; Your Sulphurhound cowboys are toting two of these each. They come at S4 though.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Serpenta:&#039;&#039;&#039; Another sidearm for your Dragoons and Domini. It&#039;s 18&amp;quot; Assault 1, so you won&#039;t be firing it in melee unless you&#039;re a Dragoon.&lt;br /&gt;
**&#039;&#039;&#039;Phosphor Torch:&#039;&#039;&#039; 12&amp;quot; S4 phosphor flamers of your Sterylizors. Can be fired straight out of deep-strike.&lt;br /&gt;
***&#039;&#039;&#039;Twin Heavy Phosphor Blaster:&#039;&#039;&#039; Better version of the Kastelan gun mounted on the Onager: 36&amp;quot; Heavy 8 S6 AP-2 D2. Finally a different choice for the Onager.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Plasma&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma|Plasma weapons]]:&#039;&#039;&#039; High-risk high-reward weapons with high baseline AP that let you choose between two profiles: a standard one to kill single-wound models, and a Supercharged profile that bumps to S8 and D2, making it the go-to marine killer; on the flip side, unmodified rolls of 1 now either kill or Mortally Wound the wielder.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Caliver:&#039;&#039;&#039; An  Assault 2 version on your Skitarii. The only version available on an expendable model, so supercharge it to your heart&#039;s content. Its range was increased to 30&amp;quot; in the switch over to 9th, and the increased range is highly appreciated.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; It&#039;s on servitors.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Culverin:&#039;&#039;&#039; Being 36&amp;quot; Heavy 1d6 it has a bit less power than two plasma cannons while only costing a few points more than one of them (but still more expensive than the identical IG Executioner Plasma Cannon). Exclusive to the Kataphron Destroyer which takes 1 MW instead of being destroyed when overcharging plasma. Nice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Radium&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Radium_Weaponry|Radium weapons]]:&#039;&#039;&#039; Cancer guns that automatically wound non-vehicles on an unmodified hit roll of 6. Keep in mind the stratagem &#039;&#039;Enriched Rounds&#039;&#039; that boosts this to auto wounds on a hit roll of 4+. &lt;br /&gt;
**&#039;&#039;&#039;Radium Carbine:&#039;&#039;&#039; The primary gun on Vanguards. With 18&amp;quot; Assault 3, they can footslog quite far and still hit on 4+. Can be boosted by a Manipulus for +6&amp;quot; range and AP-1.&lt;br /&gt;
**&#039;&#039;&#039;Radium Jezzail:&#039;&#039;&#039; A sniper rifle (ignores Look Out, Sir) variant available to the Dragoons. Still unfortunately useless at Heavy 2 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Radium Pistol:&#039;&#039;&#039; A single-shot pistol replacement for the Carbine that you can take on your Alphas. You shouldn&#039;t.&lt;br /&gt;
**&#039;&#039;&#039;Radium Serpenta:&#039;&#039;&#039; The Marshal&#039;s piece, made Assault 1 instead of a pistol with the same 18&amp;quot; range.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Transonic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Transonic weapons:&#039;&#039;&#039; Unmodified wound rolls of 6 deal +1 mortal wound.&lt;br /&gt;
**&#039;&#039;&#039;Transonic Cannon:&#039;&#039;&#039; 12&amp;quot; Assault 1d6 S4 AP-1 D2, automatically hits sonic flamer on the Manipulus. Unlike the rail, this can actually make a noticeable impact if anything happens to be in its range, particularly any 2-wound MEQs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Volkite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Volkite_Weaponry|Volkite weapons]]:&#039;&#039;&#039; Martian death rays from the Horus Heresy that do mortal wounds on natural wound rolls of 6.&lt;br /&gt;
**&#039;&#039;&#039;Twin Terrax Volkite Charger:&#039;&#039;&#039; An anti-infatry upgrade for the Terrax-pattern Termite Assault Drill, and, thanks to the 2020 update, unmodified wounds of 6 do an MW in addition to normal damage.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Blaster:&#039;&#039;&#039; The default 24&amp;quot; Heavy 3 gun on your Dominus. As with all Volkite weapons in the game, lack of AP means you&#039;ll mostly be fishing for Mortal Wounds with it. Notable for being the only Volkite gun in M42 until Cawl started making new ones for [[Primaris_Lieutenant|Primaris Lieutenants]].&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Other&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Gamma Pistol:&#039;&#039;&#039; Nasty little pistol packing S6 AP-3 and flat D3, sadly no longer rerolling failed wounds against vehicles. Datasmith exclusive.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Grav-Cannon:&#039;&#039;&#039; A 30&amp;quot; Heavy 5 weapon on your Kataphrons designed to bust heavy infantry, with AP-3 and D1d3 against anything with power armour saves or better. Generally the more reliable option for this role due to fixed number of shots, now that &amp;quot;safe&amp;quot; plasma is a thing of the past.&lt;br /&gt;
*&#039;&#039;&#039;Incendine Combustor:&#039;&#039;&#039; A Heavy Flamer with AP-2. Best paired with fists on your punchbots as conqueror doctrine does not stop you from shooting.&lt;br /&gt;
*&#039;&#039;&#039;[[Stubber#Macrostubber|Macrostubber]]:&#039;&#039;&#039; A 5-shot bolt pistol on the Dominus. Pretty neat how we get five bolt pistols on our HQs for free, if you compare to the average SM Captain who&#039;d only get one at best.&lt;br /&gt;
*&#039;&#039;&#039;Magnarail Lance:&#039;&#039;&#039; A fancy sidearm carried by the Tech-Priest Manipulus. Now comes with 36&amp;quot; range but the lonely single shot severely limits its usefulness, but it&#039;s likely to shear off a model from a passing Intercessor squad due to high AP and now fixed D3.&lt;br /&gt;
*&#039;&#039;&#039;Neutron Laser:&#039;&#039;&#039; The lascannon that steals other lascannon&#039;s girls. Better in both looks and stats, 48&amp;quot; Heavy D3 S12 AP-4 Dd3+3, this beast can literally punch a hole the size of a Carnifex in a Carnifex. It costs 15pts now, being only weapon that costs points on Onager. It comes with an Cognis Heavy Stubber so very good deal.&lt;br /&gt;
*&#039;&#039;&#039;[[Stubber#Stubcarbine|Stubcarbine]]:&#039;&#039;&#039; 3-shot 18&amp;quot; bolt pistol sidearms that Infiltrators get to go with their power swords. Nothing to write home about, but does let them drop a non-negligible amount of dakka on things, so it&#039;s nice to have.&lt;br /&gt;
*&#039;&#039;&#039;Sulfur Breath:&#039;&#039;&#039; The thing that gives Sulphurhounds their name, 12&amp;quot; Pistol 1d6 S4 AP-2 D1, automatically hits.&lt;br /&gt;
*&#039;&#039;&#039;Torsion Cannon:&#039;&#039;&#039; 48&amp;quot; with 1d3+3 damage, it&#039;s basically a kataphron-mounted lascannon. S8 and AP-4 packs a punch, but 1 shot at BS4+ is still pretty iffy.&lt;br /&gt;
*&#039;&#039;&#039;[[Transuranic_Arquebus|Transuranic Arquebus]]:&#039;&#039;&#039; The rifle that&#039;s so awesome, it earned its own page. Expensive, but probably the best sniper in the game, contending with [[Eliminator|bolt sniper rifles]]. Has enough range to reach anything on the board end-to-end, while its S7 AP-2 D1d3 profile means that it doesn&#039;t rely on just the Mortal Wounds to kill things and can actually &#039;&#039;snipe tanks&#039;&#039;. Recently buffed to be merely heavy 1, but also nerfed to only include a max of 2 in a twenty-model squad.&lt;br /&gt;
*&#039;&#039;&#039;Mechanicus Pistol:&#039;&#039;&#039; Your enginseers have decided they&#039;re too good for a dinky Laspistol, and upgraded to this creatively named sidearm. Still nothing you ever want to be in range to use, but 2 shots with S4 AP-2 means enginseers no longer get laughed at by Skitarii alphas.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Data-Tether:&#039;&#039;&#039; Portable wifi hotspot for a squad of skitarii. These units add +1 to their Leadership score and gain the {{W40kKeyword|Data-Tether}} keyword. This particularly allows them to benefit from marshal WTs and stratagems without needing to be nearby - Especially useful for your shooty boys.&lt;br /&gt;
*&#039;&#039;&#039;Broad-Spectrum Data Tether:&#039;&#039;&#039; Crawler-mounted cell-tower equivalent that gives a nearby friendly more bars of reception and the {{W40kKeyword|Data-Tether}} keyword. One friendly {{W40kKeyword|&amp;lt;Forge World&amp;gt; Skitarii Core}} unit within 6&amp;quot; of the BSDT&#039;s user adds 1 to their Leadership and gains the {{W40kKeyword|Data-Tether}} keyword. Available to Onagers, Ballistarii. and Dragoons, allowing broader coverage for marshal WTs and stratagems.&lt;br /&gt;
*&#039;&#039;&#039;Command Uplink:&#039;&#039;&#039; Same as the BSDT, but exclusive to the Archaeopters, only 3&amp;quot; of range, and an aura applying to all units within range, not just one.&lt;br /&gt;
*&#039;&#039;&#039;Omnispex:&#039;&#039;&#039; Enemy units do not benefit from light cover when targeted by a unit with an omnispex. 5 points, and with split fire on everything suddenly your Skitarii&#039;s special weapons just got a lot scarier. Solid contender against the EDT, especially in a unit with arquebi or calivers. Not as useful anymore since it can&#039;t proc better hitting with the strategem, but useful on sniping rangers to negate characters trying to boost their saves hiding in [[Metal Boxes|cover, teh kowardz, TEH FEWLZ]].&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Weapons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Anzion&#039;s Pseudogenetor:&#039;&#039;&#039; It&#039;s a tangle of mecha-tentacles that can vivisect enemies in battle. That&#039;s justification enough to use it. It gives a model using it 3d3 S+2 AP-1 melee attacks &#039;&#039;in addition to&#039;&#039; the model&#039;s normal melee profile (so it can use this weapon or its base melee, plus 3d3 attacks from this thing).  Particularly great since it&#039;s a supplemental weapon, not a replacement.&lt;br /&gt;
*&#039;&#039;&#039;Pater Cog-Tooth:&#039;&#039;&#039; Replaces an Omnissian Axe (making this Dominus or Enginseer only), increasing its strength and damage by 1: S+3 AP-2 D3.&lt;br /&gt;
**S6-&amp;gt;S7 is a nearly universally useless step, making this weapon &#039;&#039;awful&#039;&#039;; even on a Dominus, who would like this weapon more than an Enginseer would, Anzion&#039;s Pseudogenetor is better.  Never take this.&lt;br /&gt;
*&#039;&#039;&#039;Phosphoenix:&#039;&#039;&#039; Replaces a Phosphor Serpenta (making this Dominus only), increasing its AP and rate of fire. 18&amp;quot; Assault 3 S5 AP-3 D2, and friendly {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt; CORE}} units within 6&amp;quot; of the &#039;&#039;shooter&#039;&#039; can ignore Dense Cover when shooting a unit hit by the gun during the same phase.&lt;br /&gt;
*&#039;&#039;&#039;Purgation&#039;s Purity:&#039;&#039;&#039; Replaces a Radium Serpenta (making this Marshal only) with one that can automatically wound on a 4+ to hit (regardless of target keywords) and a radically up-gunned profile with better range, rate of fire, ap, and damage: 24&amp;quot; Assault 3 S4 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Sonic Reaper:&#039;&#039;&#039; Replaces a Transonic Cannon (making this Manipulus only). Upgrades the S and AP by 1 each, to S5 AP-2, but radically changes the mortal wound output: instead of a nat 6 dealing 1 mortal wound in addition to normal damage, a nat 5-6 deals 2 mortal wounds &#039;&#039;instead of&#039;&#039; normal damage (meaning a 5 auto-wounds and both a 5 and a 6 functionally ignore all saves, but maximum damage dealt goes &#039;&#039;down&#039;&#039;, making this weapon &#039;&#039;worse&#039;&#039; against some thankfully rare targets, like Astropaths and Razorwing Flocks).&lt;br /&gt;
*&#039;&#039;&#039;Uncreator Gauntlet:&#039;&#039;&#039; Replaces a Power Fist (making this Datasmith only), granting it +1WS, +1A, and an automatic mortal wound inflicted every time the wielder hits a {{W40Kkeyword|vehicle}}.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Non-Weapons&amp;quot;&amp;gt;&lt;br /&gt;
Artifacts you can equip to a {{W40kKeyword|Skitarii}} sergeant with the Artefactotum stratagem are marked appropriately.&lt;br /&gt;
*&#039;&#039;&#039;Cage of Varadimas&amp;lt;sup&amp;gt;Artefactotum&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Any time the bearer hits a &#039;&#039;&#039;non&#039;&#039;&#039;-{{W40Kkeyword|vehicle}} unit in melee, the enemy suffers a -1 penalty to hit until the end of the phase. Best used to lock up a key opponent at all costs.&lt;br /&gt;
*&#039;&#039;&#039;Exemplar&#039;s Eternity:&#039;&#039;&#039; Skitarii Marshal only. Replaces the Servo-Skull Uplink ability with an aura that lets a {{W40kKeyword|&amp;lt;Forge World&amp;gt; Skitarii Core}} unit within 6&amp;quot; of the marshal re-roll 1s to hit and wound, not just to wound. Pretty much an auto-take.&lt;br /&gt;
*&#039;&#039;&#039;Omniscient Mask&amp;lt;sup&amp;gt;Artefactotum&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Any friendly {{W40kKeyword|&amp;lt;Forge World&amp;gt; Skitarii Core}} units within 6&amp;quot; of the bearer deal an additional hit on a nat 6 to hit in melee.  Since this is better the more attacks the buffed units are making, if you have a way to deliver them, this is best on a Ruststalker Princeps and second best on a Sulphurhound Alpha, since those units have the most numerous attacks available and you&#039;re likely to deliver 3 units at once if you deliver them at all.  &lt;br /&gt;
**Amounts to +1 WS, except that it stacks with WS2+ (bringing expected hits to 1 per attack) and works with re-roll abilities at full capacity instead of having diminishing returns.&lt;br /&gt;
*&#039;&#039;&#039;Raiment of the Technomartyr:&#039;&#039;&#039; Yet another old item with a new set of rules. In addition to granting the bearer a 5+++, you can nominate a {{W40kKeyword|&amp;lt;Forge World&amp;gt; Core}} unit within 6&amp;quot; of the bearer each command phase to shoot without any modifiers to BS or hit rolls. A great deal more useful now since it can be used on things aside from overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Skull of Elder Nikola&amp;lt;sup&amp;gt;Artefactotum&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; [[Tesla|Nikola Tesla&#039;s]] [[Awesome|skull that is used to obliterate enemies with bolts of lightning]]. At the start of the shooting phase, you can pull out the skull and roll a die for each enemy {{W40kKeyword|vehicle}} &#039;&#039;unit&#039;&#039; within 12&amp;quot;. On a roll of 2 or 3, the unit suffers a mortal wound, on a 4-5, the unit takes d3 mortal wounds, and on a 6 it suffers 3 mortal wounds (net average per unit: 1.5). A good bit better now as a non-weapon that can be fired alongside your other weapons. A great option for a serberys or pteraxii alpha as they have the movement to get in and around a lot of vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Temporcopia&amp;lt;sup&amp;gt;Artefactotum&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; During the fight phase, you can force one enemy unit within 3&amp;quot; of the bearer to fight last. Why yes, this is quite the thing to throw. Stick it on a sicarian princeps and watch your opponent cry.&lt;br /&gt;
**Since you&#039;ll usually fight before anything you charge anyway, this is best used on a unit that&#039;s been charged.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist Detachments &#039;&#039;&#039;are not valid&#039;&#039;&#039; because they are 8E holdovers that were invalidated by the codex, and only their &#039;&#039;&#039;Army of Renown&#039;&#039;&#039; replacements are legal, [https://www.warhammer-community.com/wp-content/uploads/2022/04/XTEpZheWFGC2pWI3.pdf?utm_source=twitter&amp;amp;utm_medium=social&amp;amp;utm_campaign=warhammer-40,000&amp;amp;utm_content=contentvalidityupdates as per this document by GW.]&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
The new version of the specialist detachment, introduced in the Book of Rust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
===Mechanicus Defense Cohort===&lt;br /&gt;
&lt;br /&gt;
This army is quite the wall of steel and lasers. Without the Skitarii to provide the quick-firing weapons, you&#039;re going to be blasting things with prejudice. Your units will be tougher to shift.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Your army has to be from the same {{W40kKeyword|&amp;lt;Forge World&amp;gt;}} and cannot take any {{W40kKeyword|Skitarii}}.&lt;br /&gt;
**Bear in mind this cuts off access to all three of your transports.&lt;br /&gt;
*&#039;&#039;&#039;Benefits:&#039;&#039;&#039;&lt;br /&gt;
**All units gain the {{W40kKeyword|Mechanicus Defence Cohort}} keyword, enabling the Warlord Trait to work.&lt;br /&gt;
**&#039;&#039;&#039;Extremis Sentinel Protocols:&#039;&#039;&#039; All of your kataphrons, servitors, and kastelans gain the {{W40kKeyword|Extremis Sentinels}} keyword; they also lose access to forge world dogmas.&lt;br /&gt;
***Any model with this keyword reduces any damage taken by 1 (to a minimum of 1) whenever they&#039;re wholly within the DZ or wholly within range of an objective. Yeah, you&#039;ll need it because kataphrons are your only troops.&lt;br /&gt;
***Whenever any units with this keyword get charged, you can choose to either hold steady (allowing overwatch shots to hit on a 5+, but doesn&#039;t by itself let you overwatch) or set to defend (blocks overwatch, but they get a +1 to hit until the end of their next fight phase).  That&#039;s half of the Agripinaa dogma (the half you don&#039;t get is -1AP at half range with guns).&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Cacophonous Leadership&#039;&#039;:&#039;&#039;&#039; While a friendly {{W40kKeyword|Mechanicus Defense Cohort}} unit is within 6&amp;quot; of the warlord, that unit has the Objective Secured ability. {{W40kKeyword|EXTREMIS SENTINEL}} models in such units count as one additional model when determining control of an objective marker.&lt;br /&gt;
**Kataphrons gain the &#039;&#039;least&#039;&#039; from this.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Forgefire:&#039;&#039;&#039; Replaces a volkite blaster, making it only usable on the Dominus.  It upgrades to 36&amp;quot; and AP-2, but &#039;&#039;nerfs&#039;&#039; to only deal 1 mortal wound on a nat 6 to wound, instead of the 2 a standard blaster does, so you don&#039;t want this at all.  Give the same Dominus the Phosphoenix if you want a gun relic.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Citation of Ruin (2/3 CP, Battle Tactic):&#039;&#039;&#039; Select one {{W40kKeyword|Extremis Sentinels}} unit during the shooting phase. This unit gains Big Guns Never Tire (shooting all guns while engaged, not just pistols) and ignores the -1 penalty for doing so with Heavy weapons. Costs 2 CP unless the unit had 4+ models, where the cost goes to 3 CP.&lt;br /&gt;
***Not &#039;&#039;useless&#039;&#039; on Kastelans, but clearly intended for Kataphrons.&lt;br /&gt;
**&#039;&#039;&#039;Pre-Calibrated Purge Solution (1 CP, Battle Tactic):&#039;&#039;&#039; Select one {{W40kKeyword|Extremis Sentinels}} unit wholly within your DZ during the shooting phase. Any time you shoot an enemy unit wholly within their DZ, the unit adds +1 to hit. &lt;br /&gt;
***Tricky, because your units that can be targeted with this always rock at least one weapon with range 24&amp;quot; or less.  You probably won&#039;t get much use out of this.&lt;br /&gt;
**&#039;&#039;&#039;Bolster Defenses (2 CP, 1 Use Only, Strategic Ploy):&#039;&#039;&#039; Select one Area Terrain or Obstacle terrain feature in your DZ before the game begins. This terrain feature now counts as light cover or doubles the benefits of light cover if it already did. &lt;br /&gt;
***Next-level worthless, because you have no Skitarii to take cover in the bolstered defenses, and your electro-priests have no interest in light cover.  You can use this to keep some standard servitors safe, but that&#039;s about it.&lt;br /&gt;
**&#039;&#039;&#039;Rad-Bombardment (3 CP, Strategic Ploy):&#039;&#039;&#039; If your warlord is on the field, you can order one orbital rad-strike per game. At the start of the Command phase, you can pick one point.  At the start of your &#039;&#039;subsequent&#039;&#039; Command phase, roll a d6 for every unit within 6&amp;quot;, subtracting 1 for any {{W40kKeyword|Character}}s. On a 4+ the unit takes d3 MWs; on a 6 they also suffer -1 to their Toughness for the rest of the turn.&lt;br /&gt;
***Pretty bad, but you can potentially use it to frighten the enemy off an objective.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Skitarii Veteran Cohort===&lt;br /&gt;
&lt;br /&gt;
The opposite of book 1&#039;s army of renown. Instead of plodding weaponry, this army is far more mobile. Your Skitarii are now front and center as the fighty bastards they are. However, you&#039;ll need to sacrifice all the heavy firepower of things like the Kataphron and Kastelans are no longer a means for being walls.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; &lt;br /&gt;
**Your army has to be from the same {{W40kKeyword|&amp;lt;Forge World&amp;gt;}} and can only take {{W40kKeyword|Skitarii}}.&lt;br /&gt;
*** The only exceptions to this rule are the HQs; you can take &#039;&#039;only one each&#039;&#039; Dominus, Manipulus, Enginseer, and/or Technoarchaeologist in the army.&lt;br /&gt;
**Every detachment you take must include a Skitarii Marshal, and one of those Marshals must be your Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Benefits:&#039;&#039;&#039; &lt;br /&gt;
** All your {{W40kKeyword|Skitarii}} gain the {{W40kKeyword|Skitarii Veteran Cohort}} keyword, with your rangers and vanguard getting extra love in mandatory paid upgrades - +2 points per model and +1 PL per 10 models.&lt;br /&gt;
***Skitarii Rangers gain +1 to Leadership and Attacks, improve their Invulns to 5++, and count as being in light cover when fired at until they move each round. All in all everything you need to keep them a little better protected in the open so long as they camp.&lt;br /&gt;
***Skitarii Vanguard gain +1 to Leadership and Attacks, improve their Invulns to 5++, and roll an additional unkept d6 when advancing. When hit by a blast weapon, this unit always counts as being below 6 models, essentially telling cannons to eat hot irradiated shit before blasting them.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Calculate without Diversion&#039;&#039; (Skitarii Marshal only):&#039;&#039;&#039; Rather than the classic Skitarii way of being dependent on data-tethers, this is just dependent on Doctrina Imperatives.  All of these abilities require the Warlord to be on the battlefield, unlike the standard 6 Skitarii warlord traits.&lt;br /&gt;
**Once per game when the Protector Imperative is active, you can use the Binharic Offense stratagem at a cost of one less CP.&lt;br /&gt;
**Once per game when the Bulwark Imperative is active, you can use the Bionic Endurance stratagem at a cost of one less CP.&lt;br /&gt;
**Once per game when the Aggressor Imperative is active, you can use the Expedited Purge Protocol stratagem at a cost of one less CP.&lt;br /&gt;
**Once per game when the Conqueror Imperative is active, you can use the Aggression Override Stratagem at a cost of one less CP.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Cantic Thrallnet:&#039;&#039;&#039; During the command phase, one {{W40kKeyword|Skitarii Veteran Cohort Core}} unit within 6&amp;quot; of the bearer or {{W40kKeyword|Skitarii Veteran Cohort Core Data-Tether}} unit anywhere on the board can use any one doctrina imperative in addition to the one active for the rest of your army, even if it was already used earlier in the game and without preventing it from being used later. The Marshal&#039;s ability to ignore deprecation applies to only one of the two imperatives on this unit if you apply it, but you can choose which one.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Aggression Override (1 CP, Battle Tactic):&#039;&#039;&#039; One {{W40kKeyword|Skitarii Veteran Cohort}} unit that made a charge gains +1A for all models for the following fight phase. Time to flatten with foot-claws and transonic shivs!&lt;br /&gt;
**&#039;&#039;&#039;Binharic Offense (3 CP, Battle Tactic):&#039;&#039;&#039; Select one enemy unit and two {{W40kKeyword|Skitarii Veteran Cohort Core}} units during the shooting phase. Until the end of this phase, the two units can &#039;&#039;only&#039;&#039; fire on this one enemy, but they add +1 to wound when doing so (meaning you get less benefit on Vanguard than Rangers, but it&#039;s still useful). Focus Fire FTW.&lt;br /&gt;
**&#039;&#039;&#039;Bionic Endurance (2/3 CP, Strategic Ploy):&#039;&#039;&#039; Use during any phase where a {{W40kKeyword|Skitarii Veteran Cohort Core}} unit would lose a wound. Until the end of this phase, the unit gains a 5+++ FNP, which is a nice gift. Cost increases to 3 CP if the unit has 10+ PL. Amusingly enough, the removal of {{W40kKeyword|CORE}} from Ironstriders and Dragoons means no units this strat can target can get over 10 PL, but you &#039;&#039;can&#039;&#039; reach 10 PL with a 20-skittle unit, since it will be PL 8 base + 2 for the mandatory Veteran Cohort upgrade.&lt;br /&gt;
**&#039;&#039;&#039;Expedited Purge Protocol (1/2 CP, Strategic Ploy):&#039;&#039;&#039; Use in the movement phase as a non-{{W40kKeyword|vehicle}} {{W40kKeyword|Skitarii Veteran Cohort Core}} (i.e. all of them, since there are no skitarii core vehicles) unit advances. This unit can then charge right after advancing. Only costs 1 CP when used on Rangers or Vanguard, otherwise it costs 2 CP.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
*Common Keywords:&lt;br /&gt;
**Did you guess [[Adeptus_Mechanicus_Forge_World_Creation_Tables|{{W40Kkeyword|IMPERIUM}} and {{W40Kkeyword|ADEPTUS MECHANICUS}}]]? Most units are [[Skitarii_Army_Creation_Table|{{W40Kkeyword|SKITARII}}]] with the actual tech-priests, kastelon robots, and kataphran servitors having {{W40Kkeyword|CULT MECHANICUS}} instead. There&#039;s also {{W40Kkeyword|&amp;lt;FORGE WORLD&amp;gt;}}, which determines your Forge World Dogma.&lt;br /&gt;
**Attaching a {{W40Kkeyword|Questor Mechanicum}} Superheavy Auxiliary detachment grants the models in that detachment the {{W40Kkeyword|Knight of the Cog}} keyword.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;[[Skitarii#Skitarii Marshal|Skitarii Marshal]]:&#039;&#039;&#039; So remember how the Secutarii had their own HQ that supported his boys in various ways? Well GW finally decided to get off their asses and provide something like that to the modern-day Mechanicus as well. Totes a radium gun (thankfully assault, not pistol) as well as a weapon equal to a power maul. Very useful in that they allow a nearby {{W40kKeyword|&amp;lt;Forge World&amp;gt; Skitarii}} or a {{W40kKeyword|&amp;lt;Forge World&amp;gt; Skitarii Data-Tether}} unit anywhere on the board to ignore the penalty applied when using a Doctrina. The great weakness is that they have zero repair ability, so you&#039;ll need another HQ to cover that niche.&lt;br /&gt;
**Also provides a 6&amp;quot; aura of re-rolling 1s to wound for {{W40kKeyword|&amp;lt;Forge World&amp;gt; Skitarii Core}} units, which means for Skitarii, the Marshal is &#039;&#039;radically&#039;&#039; better than a Dominus, although they stack.&lt;br /&gt;
**Broadly speaking, has access to the best warlord traits, but sacrifices access to your Forge World specific warlord trait.  Accordingly, if your only WT models are marshals anyway, you have less incentive than usual to stick to a stock Forge World over a custom one.&lt;br /&gt;
**Has a particular lack of synergy with Vanguard, in that re-rolling 1s to wound is of no benefit if you auto-wound.  Assuming BS3+ Vanguard (so 1 in 4 of your shots that hit auto-wound), the benefit of a nearby Marshal is reduced from a 7/6 (1.167) multiplier to 9/8 (1.125).  With BS2+ Vanguard (e.g. from the Protector Imperative), the Marshal goes from a 7/6 (1.167) multiplier to 17/15 (1.133).&lt;br /&gt;
* &#039;&#039;&#039;[[Tech-Priest Dominus]]:&#039;&#039;&#039; Your &#039;&#039;cog&#039;&#039;-standard non-Cawl HQ for those times you want to play as those other forgeworlds, no longer an &amp;quot;HQ tax&amp;quot; due to Enginseer changes. Akin to a &#039;&#039;&#039;Space Marine Captain&#039;&#039;&#039; (&#039;&#039;aura of re-roll 1s to hit&#039;&#039;), &#039;&#039;&#039;Techmarine&#039;&#039;&#039; (&#039;&#039;repairs D3 wounds to any {{W40Kkeyword|AdMech}} model other than itself&#039;&#039;) and a bit of &#039;&#039;&#039;Apothecary&#039;&#039;&#039; (&#039;&#039;repair isn&#039;t restricted to vehicles, and can be healed by a fellow techie&#039;&#039;) all rolled into one. At T4 5W 2+/5++ this very tanky support character will require serious firepower to remove. Just watch out for enemy witches. Its main concern is to boost and heal your firebase, whatever it might be (Vanguard, Onagers, Kastelans, etc.), but 24&amp;quot; guns allow it to be good at midrange since it doesn&#039;t give up shooting (BS2+) for repairs. A flexible loadout, it&#039;ll be defined by what you want it to do:&lt;br /&gt;
**&#039;&#039;&#039;Shooty&#039;&#039;&#039;: Pick the Volkite Blaster and the &#039;&#039;&#039;Phosphoenix&#039;&#039;&#039; relic for good and reliable volume of fire, its range fitting nicely alongside Vanguard.  The Phosphoenix will help your Vanguard shoot through Dense Cover.&lt;br /&gt;
**&#039;&#039;&#039;Choppy:&#039;&#039;&#039; Go with the Macrostubber and the Volkite Blaster, and give it &#039;&#039;&#039;Anzion&#039;s Pseudogenetor&#039;&#039;&#039; for an additional 3D3 S+2 AP-1 hits on top of your 3 Omnissian Axe attacks and Pistol 5 Macrostubber attacks, the latter of which happen at BS2+.&lt;br /&gt;
**&#039;&#039;&#039;Repairman&#039;&#039;&#039;: Give it the &#039;&#039;&#039;Necromechanic&#039;&#039;&#039; WT so that it restores a flat 3 wounds every time it repairs something. Fun to combine with the &#039;&#039;&#039;Tech-adept&#039;&#039;&#039; Stratagem to repair the same vehicle twice, repairing &#039;&#039;up to 6 wounds per turn&#039;&#039; that way, bringing an Onager back to full stats or keeping multiple Kastelans from dying.&lt;br /&gt;
*&#039;&#039;&#039;[[Enginseer|Tech-Priest Enginseer]]:&#039;&#039;&#039; The Enginseer is a perfect cost-saving option for an army trying to make a battalion and can be taken in the same slot as a Dominus or Manipulus &#039;&#039;or as an extra HQ option not taking up a slot with the new Brotherhood rule&#039;&#039;. With T4 W4 3+/5++ it&#039;s basically a squishier Techmarine with lackluster combat ability, but that&#039;s ok because its main role is being a cheap repairman and HQ.&lt;br /&gt;
**&#039;&#039;&#039;Repairman:&#039;&#039;&#039; Repairs whatever a Dominus can at the end of Movement, and on top of that, during Command grants a friendly {{W40Kkeyword|vehicle}} model (aside from Kastelans) +1 to hit, which is something not even the Dominus can do. While no longer the same as the IG version, still useful as a budget buffer.  The big downside to the buff is that it happens during Command and wants to target models faster than the Enginseer is, which may give you difficulty in getting your support model to keep up with what they&#039;re babysitting.&lt;br /&gt;
***If all you care about is the +1 to hit, BS3+ -&amp;gt; 2+ is a 25% increase in output, which means for a 55 point model, it&#039;s worth the effort on a 220 point target.  That&#039;s more than any target you can field, which means you should never field an Enginseer just for the accuracy buff - make sure it&#039;s doing double duty as something else as well.&lt;br /&gt;
**Note that the Enginseer has very little synergy with the various Holy Orders - the +1 to hit they can grant won&#039;t work on any unit the Holy Orders can buff.  There are units they can &#039;&#039;repair&#039;&#039; that can be buffed with Holy Orders, but that&#039;s the extent of it.&lt;br /&gt;
**&#039;&#039;&#039;Relic Caddy&#039;&#039;&#039;: They aren&#039;t champions like SM Captains are, but since most of their job is to stand around being available, they could just as well be useful by carrying army-boosting relics &#039;&#039;after&#039;&#039; you gave the Dominus/Manipulus theirs.&lt;br /&gt;
**&#039;&#039;&#039;Buying advice:&#039;&#039;&#039; Enginseers are a must-have if you want to fill HQ slots, at only 55pts per model for a small, tough character that can heal vehicles. The only problem is that they cost $30 a pop, unless you go for the $11.50 metal ones from the webstore. An alternate solution to that starts with looking closely at the chaos cultists in the &amp;quot;dark vengeance&amp;quot; kit. The robed ones look remarkably like Enginseers, right? Hell, one has an axe that looks remarkably like a cog. You can buy them for 20 bucks on eBay and kitbash them with the ton of bits leftover by your Skitarii squads, techpriest Dominii and Onagers. A little work and you have your all the Enginseers you need for less than the cost of one. Another option would be the Forge World titan tech priest! A lot cheaper than the Enginseer, and Forge World quality too! Another Option that you DEFINITELY want to consider when trying to reinforce your army is actually buying the Start Collecting: Adeptus Mechanicus Box. Great if you planned on getting Skitarii Vanguard/Rangers and the Dunerider anyways since it effectively saves you about 60 (57) bucks when paying 95 dollars for the box, essentially you&#039;re getting the Rangers and half of the Enginseer for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tech-Priest Manipulus]]&#039;&#039;&#039;: In the command phase, boosts 1 unit&#039;s arc/radium/galvanic rifles with +6&amp;quot; range and gives them an additional -1AP. Ridiculous on a squad of 20 vanguard, very impressive on 20 rangers!&lt;br /&gt;
**The problem with this guy is his cost relative to what he does: even under absolutely optimal conditions where he&#039;s buffing a 20-dude Vanguard unit with nothing but Radium Carbines in it, he raises the cost of the whole shebang from 160 points to 230, which means it&#039;s only worth it against Sv2+ - against e.g. MEQ, you&#039;re gaining 33.33% damage output for a 43.75% increase in cost.  The benefit he provides to Galvanic and Arc rifles is &#039;&#039;less&#039;&#039;.  At best he should be your third pick behind a Marshal and a Dominus.&lt;br /&gt;
*&#039;&#039;&#039;[[Technoarchaeologist]]:&#039;&#039;&#039; The generic version of Daedalosus from the Blackstone Fortress game, acting as a support HQ to a Dominus or Manipulus. His weaponry is unique for an HQ but nothing special; he carries a Servo-Arc Claw and the pistol version of the Eradication Beamer.  Instead, his real benefit comes from his special rules. He emits a 12&amp;quot; aura that shuts off enemy deep strikes. On top of this, he can pick a friendly {{W40kKeyword|&amp;lt;Forge World&amp;gt; Core}} or {{W40kKeyword|Servitors}} unit within 6&amp;quot; during the command phase, letting Kataphrons perform objective actions and allowing the chosen unit to perform objective actions as well as shoot.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Skitarii}}====&lt;br /&gt;
In 9th edition, objective control is paramount to victory, more than it ever was now with non-scattering deepstrikes and double-fights to pile in multiple units. Enter reliable and spammable Skitarii, who are now back in force. Literally, as the new Codex allows each standard Ranger or Vanguard squad to have up to 20 dudes at 9 points a pop. Unlike your regular Imperial GEQ, their 4+/5++ give these T3 dudes a chance of survival, and they&#039;re cheap enough that they can be used to control the field while your other units, like the much heavier and damaging Cult Mechanicus troops, clean up said field. Despite their status as light mortal infantry, they carry enough BS3+ firepower that it matters. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, 9th edition nerfed the number/type of special weapons they can take per squad. If the squad has 9 models or less, you only get one special weapon of your choice. For every 10 models in the squad, you can have one of each. Frankly speaking, if you&#039;re looking to take a squad for these weapons (like the Transuranic Arquebus), you&#039;re better just running MSU squads to keep it cost-effective, especially if you plan on using transports to putter them about the field.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skitarii Rangers&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Skitarii]] Rangers:&#039;&#039;&#039;  Their 30&amp;quot; Galvanic Rifles have enough range to contribute to fights and the S4 needed to be a bother, which makes this squad great at garrisoning backfield objectives and ruins.  Note that their guns are worse than Rad Carbines in most ways, but the exact differences depend on many factors; for example, Galvanic Rifles scale with BS better than Rad Carbines do.  Against MEQ, a base Galvanic Rifle deals 12/36 of a wound, and with +1 to hit goes to 15/36.  Radium Carbines against the same target do 12/36 and 14/36, respectively.  However, being Heavy 30&amp;quot; instead of Assault 18&amp;quot; makes them much better at laying down fire from the backline.  Also helpful is their ability to move at the beginning of the game, putting them in an ideal position immediately. All in all great value from the cheapest unit in your army. Unless you are sitting on backfield objectives, Vanguard are usually better.&lt;br /&gt;
**Transuranic Arquebi are &#039;&#039;the&#039;&#039; special weapon this squad should take, as if you&#039;re taking rangers they should be backfield and their awesome 60&amp;quot; range doesn&#039;t waste Galvanic Rifle range as the other guns do, and with actual stats (S7 AP-1 D1d3) on top of regular sniper rules there will always be targets of opportunity for them to attack. Dealing 2D to vehicles, even flyers, from your deployment zone isn&#039;t too hard to do, and is actually pretty comfy coming from a troop unit whose job would usually be to just stand back and bodyblock rear line deepstrikers. However, you need a surprisingly high number of these to consistently snipe characters.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skitarii Vanguard&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Skitarii]] Vanguard:&#039;&#039;&#039; Vanguard are your Skitarii frontliners. Their 18&amp;quot; Assault 3 Rad Carbines let them advance and still hit on a 4+. &#039;&#039;&#039;These guys auto wound on nat 6s to hit non-vehicles which can be buffed to a nat 4+ to hit with a strat.&#039;&#039;&#039; &lt;br /&gt;
**With that strat, these guys get disgusting: assuming 20 vanilla vanguard, you&#039;ve got 60 S3 shots, with a potential 30 auto-wounds at best for 2CP a pop.&lt;br /&gt;
** Put them with a Marshal for re-rolls, or give them the Manipulus buff for AP-1, and there just aren&#039;t a lot of things that want to make 30 AP-2 saving throws... with their Rad saturation aura (-1T is better than +1S), they can also help as melee soup support to Sicarians and Electropriests.&lt;br /&gt;
**&#039;&#039;Always&#039;&#039; grab Plasma Calivers with these dudes as your first special weapons pick.  If you kick up to a larger unit, then and only then reach for Arc Rifles, as they don&#039;t synergise well with the basic carbines the unit sports. NEVER take the Transuranic Arquebus with these guys; it&#039;s designed for backline sniping, and these guys will be up front.&lt;br /&gt;
**The custom forgeworlds and new warlord traits massively buff vanguard, especially boosting AP. The Rad-Saturated FW&#039;s triple firing S4 AP1 is pretty nasty on its own, and gets even nastier (if a touch expensive) when you bring in stuff like the Manipulus&#039; AP-1 buff or the nat 5+ mortals stratagem.&lt;br /&gt;
**Unlike Rangers, Vanguard find themselves in melee more often. It&#039;s worth noting that you can upgrade the alphas, but with only 2 attacks and a 4+ WS it won&#039;t do much. However, as of now, all weapons are free on Alphas, and melee weapons don&#039;t replace anything. Just don&#039;t forget to magnetize those hands, because good things like free upgrades never last.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Cult Mechanicus}}====&lt;br /&gt;
Kataphrons are the big guys of the Cult Mechanicus are closer to tankettes than they are to people: their Ogryn-sized T5 frames make them difficult to remove from an objective, and with W3 your HQs can actually repair them. Their long-ranged firepower doesn&#039;t suffer the penalty for moving, since they&#039;re {{W40Kkeyword|Biker}}s that ignore Breachable terrain like infantry, beasts, and swarms do. &#039;&#039;Great&#039;&#039; firepower coming from Troop units, and very easily buffed by your mostly-shooty HQ section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jokes on you, the Q1 2023 Balance Dataslate gives Kataphrons the {{W40kKeyword|Core}} keyword, this changes everything about them.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kataphron Destroyers&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Kataphron Destroyers:&#039;&#039;&#039; Dedicated anti-MEQ gunships. Though well-protected against small arms (3+/6++), they are a prime target for your enemy so they have to be defended. Park them in cover with a Dominus and they can turn it into a miniature bunker with a good bit of firepower.&lt;br /&gt;
**&#039;&#039;&#039;Guns:&#039;&#039;&#039; &lt;br /&gt;
***Heavy Grav Cannons are reliable; 30&amp;quot; Heavy &#039;&#039;5&#039;&#039; S5 AP-3 D1 deletes weaker targets, and D2 against anything with a 3+ save melts heavy infantry and can even dent monsters and tanks.&lt;br /&gt;
***Kataphron Plasma Culverins cost more: 36&amp;quot; Heavy 1d6 S7 AP-3 D1, Blast and can Overcharge for S8 and D2, but 1s to hit deal the shooter a mortal wound.  &lt;br /&gt;
****Only ever worth it if you fire them in Overcharge mode, and even then, remember you&#039;re sinking a lot of points into BS4+ dakka here. Furthermore, against most targets, the heavy grav-cannon outperforms the culverin simply due to costs - the culverin makes the model cost 25% more for usually less than 25% more dakka, even ignoring the mortal wounds you suffer.&lt;br /&gt;
**&#039;&#039;&#039;Sidearms:&#039;&#039;&#039; Their Phosphor Blasters are the budget option to use against targets of opportunity. However, Cognis Flamers are &#039;&#039;radically&#039;&#039; more damage per point against everything in the game if the target is within 12&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kataphron Breachers&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Kataphron Breachers:&#039;&#039;&#039; Trades some firepower for 2+ armour but, most importantly, &#039;&#039;at discount price&#039;&#039;. Enough to be heavy speedbumps yet disposable. Breachers bring 9W for 105pts and their Heavy Arc rifles  (36&amp;quot; Heavy 2 S6 AP-2 D2) are not only basically anti-infantry autocannons, but also tear D3 chunks out of vehicles and autowound them on 4+, so they can even help your overworked Onagers. Unlike Destroyers, Breachers aren&#039;t defenseless in combat, with four WS4+ attacks using Arc Claws (S6 AP-3 D1/D2 vs vehicles). With those stats, they are a screen by themselves. If you NEED an objective to be positively, absolutely defended, activate &#039;&#039;&#039;Acquisition at Any Cost&#039;&#039;&#039; and they&#039;ll be very difficult to remove, with &#039;&#039;4A&#039;&#039; and a 2+/5++ save. (Alternate take if supported by vanguard S6 Ap-1 still wounds marines on 2&#039;s and a unit of 6 will kill 3.75 tac marines) their not gonna touch a dedicated melee unit but can still give a bad day to enemy troops or small characters) and now we have unlimited warlord traits prime hermeticon increases their melee output by 50%&lt;br /&gt;
**Torsion Cannons are hard to defend. S8 AP-4 is nice but they cost a lot, &#039;&#039;are single-shot&#039;&#039; and D1d3+3 is all it provides. Likewise, Hydraulic Claws are like power fists...but with only AP-2 instead of the AP-3 of Arc claws they will struggle to go through their targets&#039; armour Sv, and Breachers aren&#039;t &#039;&#039;dedicated&#039;&#039; melee units, could throw one into maybe kill Vehicles and Monsters in melee.&lt;br /&gt;
**Agripinaa breachers are really strong if you have a huge amount of CP as a 6 man squad can potentially bring 5 back from the dead and relocate if just one survives. Which considering their tankiness is quite possible. Do this a few times and count the firepower you&#039;ve soaked.&lt;br /&gt;
***The clue is in the name for these guys though; the above chap is absolutely correct in his analysis for the average game, but GW covers bases for more narrative games too: Fortifications &amp;amp; other Immobile units are auto-hit so when you need to &amp;lt;i&amp;gt;breach&amp;lt;/i&amp;gt; through some Fortifications you have at least 9 S10 -2 AP auto-hitting hydraulic claws vs the S6 of arcs, and that&#039;s 9 lots of 3+ rolls instead of iffy 5+.&lt;br /&gt;
**** In 9th edition this is staple unit for holding objective for a turn, something that Skitarii realistically cannot do. Keep them below 6 count and they will give you a relatively cheap and tough scoring unit that is needed sorely for narrative and matched games.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Notes&amp;gt;&lt;br /&gt;
*It&#039;s worth noting that these puppies can be a huge fire magnet. A smart opponent will point medium weaponry at these guys and frankly, they&#039;re not quite as tough as they seem. Point efficiency and multiple wounds don&#039;t mean a lot when a punisher cannon can delete a 3 man squad in one round of shooting. &lt;br /&gt;
*To compensate, provide them with the Stygies VIII Dogma or Agripinaa&#039;s stratagem to increase their survivability considerably.&lt;br /&gt;
*Or take as Ryza plasma destroyers hoping you&#039;ll play a knight list and can make your points back in one round of shooting accepting there won&#039;t be a second round.&lt;br /&gt;
*Or Lucius and deepstrike them in guaranteeing destroyers one round of fire.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Skorpius Dunerider:&#039;&#039;&#039; No longer do Infantry have to footslog. M12&amp;quot; T6 W12 Sv3+ and a degrading statline like any vehicle. It has four Cognis Heavy Stubbers; the fact that hit penalties are capped at -1 also means you can advance and shoot to still hit on 4s. It carries any 12 {{W40Kkeyword|Secutarii}} or {{W40Kkeyword|&amp;lt;forge world&amp;gt;}} {{W40Kkeyword|Infantry}} models.&lt;br /&gt;
*&#039;&#039;&#039;Terrax-pattern Termite (Forge World):&#039;&#039;&#039; Forge World has handed down new rules for the Drill in Imperial Armour 9E. For 180 points (+10 to upgrade to Volkites) you can have access to a deep-striking transport that can carry up to 12 {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} or {{W40Kkeyword|Secutarii}} {{W40Kkeyword|Infantry}} models, except for Cawl; other infantry without a Forge World keyword, like X-101, are out of luck. It has also gained Imperatives and the Skitarii keyword, which open up all sorts of interesting new possibilities. Its relevant statline for carrying your dudes is M8&amp;quot; T8 W14 Sv3+, so when that M degrades, you&#039;ll &#039;&#039;notice&#039;&#039;.&lt;br /&gt;
** The Drill&#039;s primary weapon is the Melta Cutter, which now has a profile of a Heavy 5 meltagun. Although this is a mixed change for most armies, for Mechanicus, this is an upgrade, giving you access to melta. This option also has the choice of Storm Bolters (which you should never take), Heavy Flamers (12&amp;quot; S5+1 AP-1 D1 autohits), or paying for Volkites (20&amp;quot; S5 AP0 D2, nat 6s to wound inflict +1MW).  Heavy Flamers are the cheaper choice, but the Volkites deal much more damage per point against everything, at least until your BS degrades.&lt;br /&gt;
***There is no good reason to take Storm Bolters anymore. (Good luck trying to remove those from your models.)&lt;br /&gt;
** The Drill is no slouch in melee, either: WS4+ Melee 3 S14 AP-4 D1d3+3, +3 damage vs {{W40Kkeyword|vehicle}}s, and the Attacks degrade rather than the WS.&lt;br /&gt;
** Deep striking and laying down 5 melta and 7 heavy flamer or 8 volkite shots combined with Corpuscarii, Vanguard, or Servitors is devastating. They are a reliable means to score board control secondaries such as Engage On All Fronts/Linebreaker or Deploy Scramblers/Teleport Homer.  You can, of course, also use them to deliver Ruststalkers, if you were trying to come up with a solution you liked.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
===={{W40Kkeyword|Cult Mechanicus}}====&lt;br /&gt;
*&#039;&#039;&#039;Cybernetica Datasmith&#039;&#039;&#039;: The herder for your robots. Quite competent as a fighter in its own right, with a Terminator stat line, complete with a 2+/5++ and a power fist, as well as a pretty scary pistol that can reliably one-shot Primaris marines - but its main purpose is to tend to your Kastelans and provide an extra relic and/or WL caddy for your patrols/battalion.&lt;br /&gt;
**Keep in mind that the protocol change takes place on your next turn &#039;&#039;after&#039;&#039; you&#039;ve declared it. Consider what you&#039;re up against and structure your game plan accordingly - since your opponent knows what you&#039;re up to a turn in advance, you&#039;ll have to play the rest of your army around your Kastelans to get the most use out of them.&lt;br /&gt;
**You can use the 1CP stratagem &#039;&#039;&#039;Binharic Override&#039;&#039; to change the active protocol for a unit immediately and lock your robots into that protocol for the rest of the game, but Command Points are generally worth far more than the Datasmith&#039;s measly 45 points.&lt;br /&gt;
**Your Datasmith can carry a WL trait without using an HQ slot - if you want to save CP in ninth.&lt;br /&gt;
**Don&#039;t miss the fact that it&#039;s got 6&amp;quot; Move to the bots&#039; 8&amp;quot;.&lt;br /&gt;
**Generally speaking, it&#039;ll make back its cost in points if you&#039;ve changed Protocols at least once with it. If you also manage to get it in melee and take some wounds off something, you&#039;ve already got more than what you paid for.&lt;br /&gt;
**As of the 9E codex, these guys become even more vital to your bots. Not only do they not take up an elite slot if taken with some Kastelans, they also can exclusively repair them and have a 3&amp;quot; aura that grants them the {{W40kKeyword|Core}} keyword. While you won&#039;t be expecting much from any WTs that can buff them, there are plenty of stratagems that suddenly open up just by keeping this cyborg nearby. It also counts as a {{W40kKeyword|Doctrina Assembler}}, meaning that it can pull double duty and keep an eye on some skitarii as well.&lt;br /&gt;
*&#039;&#039;&#039;Tech-Priest Enginseer (Astra Militarum)&#039;&#039;&#039;:What&#039;s this? Two Enginseers? Well the thing is the Guard Version of the Enginseer also has the keywords Cult Mechanicus and Forge world, same as your codex Enginseer. They lack adeptus mechanicus keyword instead haveing the Astra Millitarum of course, but RAW: so long as every unit in your detachment has either Cult Mechanicus Or the forge world keyword (And every unit has that last one) then: yes you can take the gaurd uof the Enginseer since the whole detachment share&#039;s a faction keyword.* There are some quirks to this however, namely since the keyword used to give your army Objective Secured is Adeptus Mechanicus, if you put a Astra militarum Engineseer in, your detachment will lack Objective secured, see next paragraph.  So with the legalese of why you can take the Guard Version of the Enginseer, why would you want to? At a full 20 points cheaper then normal Engineseers they have, worse gun, worse bionic save, can&#039;t take holy orders and, the death blow, can&#039;t benfit from Canticles of the Omnissiah and prevent the whole army from benfiting from them since they lack Cult Mechanicus. What they do have to make up for it is that they have a more expansive list of target vehicles they can repair, a list that includes Forge world vehicles, Astra Miltarium, or &#039;&#039;&#039;Questor Mechanicus&#039;&#039;&#039; Knights. Normal enginseers can only repair forge world vehicles. As such these guys have a clear use case: only take them if your all ready planning to ally with guard or an Imperial Knight formation beyond just a single Free Blade and as such would lose canticles anyway. In fact since the Engineseer would make you lose Objective secured there better for small Admech Forces allied to larger detachment&#039;s of Knights or guardsmen as a way to get extra repairs in and also squeezing in a few Admech support unit into the detachment, knights in particular would like this since they can give repairs and a few supporting options. If on the other hand you have a primary admech force, you&#039;ll have to keep them in there own Detachment separate from main &#039;bulk&#039; of your admech army, and in that case you&#039;ll need at least 3 detachments for this to make sense, your primary admech, the Astra Admech and the guard or knights, which can be prohibitive in CP and number of detachments you can even take. Bottom line:  losing access to Canticles make them a hard pass in an admech army, but if you want to put a small admech force to support a larger Knight or Guard Detachment, espically knight&#039;s since they don&#039;t have access to repair&#039;s natively the way guard can, then they might be considered as option.&lt;br /&gt;
**This logic also extends to guard servitors as well, but since there objectivly worse then your own were not even going to dignify them with a unit entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Electro-Priests:&#039;&#039;&#039; The blue man group fit within an interesting niche in that they&#039;re utterly flimsy with only T3, but then they have a 6+/5++/5+++. Their shining point is that they&#039;re able to dump mortal wounds at close range on the charge. Of course, the issue is actually getting them there because they&#039;re just people.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corpuscarii Electro-Priests&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Corpuscarii Electro-Priests&#039;&#039;&#039;: Same cost as Fulgurites and not as killy in close combat (they can only put out mortal wounds with their Voltagheist Field charge, which inflicts a mortal wound on a 6+ for each model in &#039;&#039;one&#039;&#039; unit charged). They also can&#039;t buff their V-field, which means they&#039;ll be stuck with a 6+/5++/5+++. However, their Electrostatic Gauntlets deserve a special mention. They have two profiles, either Melee 2 WS4+ or 12&amp;quot; Assault 3 BS3+, but both are a flat S5 AP-1 D1, with any nat 6 causing &#039;&#039;&#039;3 hits instead of 1&#039;&#039;&#039;. Congrats, you functionally have taser goads at 12&amp;quot; range &#039;&#039;and&#039;&#039; melee. Sure, they&#039;re ugly models, but that&#039;s an awful lot of firepower from 5 little guys.&lt;br /&gt;
**As expensive as it is. A squad of 20 will put out 60 dice rolls. It would take three Leman Russ Punishers with one upgraded for three Heavy Bolters to exceed it. With that much firepower your likely to kill or heavily wound anything short of a Super Heavy.&lt;br /&gt;
**Can&#039;t benefit from the {{W40Kkeyword|Lucius}} or {{W40Kkeyword|graia}} dogma or Shroudpsalm at all, but a great choice for tactical reserves.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fulgurite Electro-Priests&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Fulgurite Electro-Priests&#039;&#039;&#039;: Get them in close combat and they&#039;ll dump Mortal Wounds on people. Of course, getting them to close combat is the trick. If you footslog them, they will die. Fulgurites are ideal if you&#039;re running Movement stratagems and transports. Always field these guys in squads of 10 or bigger. At just 2 attacks per model, they simply do not attack often enough to really take advantage of the mortal wounds you can get off the staves unless you attack with enough models, and you NEED them to kill something in close combat as quickly as possible to get that sweet, sweet 4++ save. Still, the Voltagheist field is nice for some pre-combat mortal wounds if you charged, and with Fanatical Devotion, you ignore any wounds taken on a 5 or 6, which is nice.&lt;br /&gt;
**Despite the desire for large units of these guys, and the steep cost to deep strike many units of them remember, pulling off a deep strike charge is only feasible when you maximize how many attempts you&#039;re making.  Don&#039;t field just one unit and expect it to make that critically important charge roll - field at &#039;&#039;least&#039;&#039; &#039;&#039;&#039;three&#039;&#039;&#039; per thing you want charged, so you can get your odds of at least one getting the charge off to above 50% (in this case, 62.33%). (As of engine war if your deepstriking your Lucius and you can always solar flare a character forward to get them in range of a reroll charges aura from amongst the new warlord traits (with +1 to charge on a manipulus). This potentially makes them viable again.&lt;br /&gt;
**9th hits these hard - they need to be in big enough units to get that critical unit kill, but then they become vulnerable to blast weapons (against which their saves mean fuck all).&lt;br /&gt;
**The big problem with these is that while they are superb after killing a unit they are weak if they haven&#039;t, so they &#039;&#039;need&#039;&#039; to wipe an enemy unit on the turn they get into combat or risk getting wiped when they hit back. Use transports or strats to get them close to a weakened unit before you charge them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Servitors&#039;&#039;&#039;: Your cheapest unit, often a point filler and objective sitter. A poor ranged unit equipped with free melee weapons. While a unit of 4 servitors are 30 points with free servo arms; there &#039;&#039;are&#039;&#039; worse melee units for the cost. Also helping matters is that they won&#039;t take up a slot when taken alongside a Tech-Priest of any kind - Expect to spam this mercilessly considering how a dominus and manipulus can already grab a technoarchaeologist or enginseer without taking an HQ slot or how Datasmiths can be taken with Kastelans.&lt;br /&gt;
**These guys are stupidly cheap infantry and as such can perform actions without any waste to yourself. They wont stay alive if shot at, but they will waste a unit&#039;s shooting if they want to get rid of them, so its a win/win.&lt;br /&gt;
**If you would take a Plasma Cannon unit for 42 points, take Plasma Culverin Vanguards for 55 points to do the same job, better (for a single unit with one plasma weapon).&lt;br /&gt;
**If you would take 2x Multimeltas in a unit for 60 points, there admittedly isn&#039;t a better &#039;&#039;infantry&#039;&#039; option in-faction for the same role, but Onagers will do the same job, better.&lt;br /&gt;
*** With the buff to meltas (half range is damage D6+2), and &amp;quot;strategic reserves&amp;quot; being based on PL cost, two units of servitors with meltas and a tech-priest, dropping 9&amp;quot; away on turn 2/3 would put out 8 melta shots, hitting on 4s in their buffed profile. For extra lolz, make sure you are in the reroll 1s canticle, have that tech-priest be Dr. D, who then could put a +1 to hit on the thing you want melta&#039;d, so you are hitting on 3s rerolling 1s. For best results, shoot a thing that has T7 or so, no invulnerable save: average 4d6+8 damage!&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Skitarii}}====&lt;br /&gt;
*&#039;&#039;&#039;Secutarii &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Titan Guard are Super-Skitarii, but with a downside. Their Secutarii special rule means they don&#039;t benefit from any {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} dogmas or stratagems. However, they don&#039;t keep the rest of your army from benefiting from the dogma if they are Battle-forged, though they can still enjoy Doctrinas. This introduces some unwelcome hurdles for using them. They don&#039;t benefit from the auras of Cawl or a Dominus since they both specify a {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} unit. [[What|This is because apparently, being assigned to guard Titans means you immediately lose all Forge World specific equipment and training, despite the fact that Titans are both drawn from specific Forge Worlds and the fact that the Codex specifically states that the Titan Guard is drawn from a Forge World&#039;s 1st Macroclade]]. In exchange, they gain the niche ability to heroically intervene any enemy within 6&amp;quot; that charges a friendly titan sharing the same {{W40Kkeyword|&amp;lt;Titan Legion&amp;gt;}} keyword.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Secutarii Peltasts&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Secutarii Peltasts:&#039;&#039;&#039; Ad-mech Dark Reapers. 5++ makes them slightly sturdier than Vanguard. Their Galvanic Casters have 2 firing modes: 18&amp;quot; Assault 3 S4 AP0 D1 and 24&amp;quot; Heavy 1 S5 AP-2 D1, making them worse than Vanguard at killing almost everything in the game. Once per game they can give themselves -1 to be hit instead of shooting. Maybe not worth the cost of the models now, but multiple shenanigans ensue. Unlike other Skitarii the Alpha carries the special equipment and can&#039;t take both an EDT and a melee weapon. &lt;br /&gt;
**Do not give the Alpha a pistol, ever. None of our pistols are worth giving up the &#039;&#039;free&#039;&#039; Galvanic Caster. Melee is not good for them at all.&lt;br /&gt;
**Their Blind Barrage can only be used to protect themselves, not a different unit as they could in previous editions. [[Fail|It&#039;s also shittier than the free Dogma you get from being Stygies VIII, which Peltasts can&#039;t use]].&lt;br /&gt;
***Generally, Peltasts are best left to fulfil a scouting and objective-sitting role. They perform quite well against most basic infantry targets regardless of their immediate circumstances, and their lack of {{W40Kkeyword|&amp;lt;Forge World&amp;gt;}} synergy means that they can be sent out independently without really missing out on any buffs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Secutarii Hoplites&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Secutarii Hoplites&#039;&#039;&#039;: Budget Skitarii with budget TH/SS. These guys melt to massed low strength firepower but can hold their own against a charge from a knight gallant. They are very strong in melee especially when buffed with the omniscient mask. They are also very points efficient for what they do, so don&#039;t underestimate the shooting of a large blob of arc lances. At S6 AP-1 per shot, or melee S+3 (S6) AP-1 hits that both do 1 damage each or changes to D3 vs vehicles, hoplities are the perfect unit to tie up vehicles and even infantry in melee combat. Anything short of Terminators will fear a charge from Hoplites.&lt;br /&gt;
**S6 AP-1 D1d3 isn&#039;t going to scare many t7 vehicles, &#039;&#039;but&#039;&#039; those light vehicles you are good against are usually (land speeders, etc) absolute death to Admech troops. The other decent targets are things like Ogryn, Kataphron Destroyers, Grotesques, and the like. This makes hoplites decent because they come with decent durability to start but not as good offense as other choices. Kinda niche, but also much cheaper than our other elites.&lt;br /&gt;
**At only 1 pt more than Vanguard, these guys make for great cheap bodyguards. In addition to a flat 5++, they have a shield that gives them a 4++ against melee and reflects a mortal wound back on the attacking unit on any unmodified saving throw of 6 in CC. Arguably the best meatshields we have, especially against melee-focused infiltrators and other meatshields.&lt;br /&gt;
**Hoplites benefit massively from access to a Termite, and it provides them with the only guaranteed way to get into charge range without getting shot off the table.&lt;br /&gt;
**Put them into combat with vanguard to wound MEQs or lower on a 2+&lt;br /&gt;
**While they lack a &#039;&#039;&#039;&amp;lt;Forge World&amp;gt;&#039;&#039;&#039; keyword, Hoplites can still benefit from &#039;&#039;&#039;Acquisition at any Cost&#039;&#039;&#039;, making them pretty good at contesting and holding mid-board objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sicarians:&#039;&#039;&#039; The spindly droids are a decent bit are a good bit more mobile than the electropriests. That said, they&#039;re a lot less shared between the two. Both of them have a 4+/5++ save and 3+ to both WS and BS as well as 2 wounds at T3. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicarian Infiltrators&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Infiltrators&#039;&#039;&#039;: The taser variant that used to destroy hordes has been weakened, the power sword variant that wrecked marines hasn&#039;t changed. They have even freer reign on starting positions than even the rangers. Their aura now deals a -1 to leadership within 3&amp;quot; as well as denying re-rolls to hit and to wound on any attacks made against them within 12&amp;quot;, severely hampering the value of HQs they&#039;ll be fighting. Just remember to keep them in cover until you&#039;re ready to charge them because they still suffer from T3 and only a 4+.&lt;br /&gt;
**Flechette Blasters outperform Stubcarbines against T5 or less and T8 or higher, and while Stubcarbines will absolutely do better against T6 and T7, you&#039;re still attempting to scratch paint - against a Rhino, for example, a minimum unit shooting expects to deal 0.93 wounds with the Blasters and 1.11 wounds with the Stubcarbines. Flechette blasters with 50 shots make superb (if high variability) Wrath of Mars strat targets.&lt;br /&gt;
**In melee the Power Sword&#039;s increased AP relative to the Taser Goad mean that it will outperform it against the targets you&#039;d expect it to; the taser goad was nerfed to only add hits on natural 6s, greatly weakening its combat effectiveness as the conqueror doctrina imperative no longer multiplies hits.&lt;br /&gt;
**Following Engine war this unit is in a bit of an odd place its most commonly fielded variant has become less efficient in CC while its existing rivals in the corpuscarii became more efficient. Equally, the new pteraxii are competing with it in terms of deepstrike firepower. While not out for the count, expect less of them.&lt;br /&gt;
**A notable thing to consider is their new capability to actually infiltrate, unlike before, meaning they can start anywhere on the board outside on 9&amp;quot; of the enemy&#039;s deployment zone. This is a massive boon as you can either hide these guys turn 1 out in the field to scan for octarius data, or take a massive brick of 10 with the temporcordia to threaten a turn 1 charge if you go first, or hunker down with the defensive doctrina and shroudspalm (Mars is great for these guys), and bait your opponent into trying to kill them. Then they&#039;ve overcommitted, blast them away with your chickens!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicarian Ruststalkers&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalkers&#039;&#039;&#039;: These guys are your Mortal Wound sources for Skitarii-heavy armies. They&#039;re faster than fulgurites on the whole, slightly tankier than a pre-kill fulgurite due to their 4+ save and natural invuln, and have better AP than the fulgurite staff with their blades. However, they lack their 4++ invuln after a kill and can&#039;t consistently put out as many mortal wounds. &lt;br /&gt;
**Always buy the Princeps the Blades as it&#039;s now free and it doesn&#039;t have to give up its chordclaw.&lt;br /&gt;
** You can have a full unit of 10 infiltrate post-deployment for 1CP; this is incredibly cheap for the ambush potential they provide. Note that since you can drop 9&amp;quot; away from &#039;&#039;any&#039;&#039; battlefield edge and enemy with this, you can let your enemy advance then drop a unit of rusties with the Eyes of the Omnissiah WLT and Temporcopia relic into a piece of cover in or near the enemy DZ. They should now have a +2 save against ranged attacks and the ability to force a charging enemy to fight last, making them a bit more difficult to shift prior to their charge into the enemy&#039;s rear.&lt;br /&gt;
*** The above stratagem (Circuitous Assassins) also lets them serve as great action monkeys and VP scorers for more shooty armies, particularly with secondaries like Repair Teleport Homers, or Linebreaker/Engage On All Fronts. Infiltrating them into the opponent&#039;s DZ then triggering an action is an entirely legal strategy, as is using it to get them out of combat.&lt;br /&gt;
** 2CP for two strats gives them +1 to attacks and strength for the fight phase, so a full blades-equipped unit goes up to 41 S6 AP-3 melee attacks at WS+3. This is incredibly nasty against MEQs and kinda good against TEQs.&lt;br /&gt;
*** Assuming we go with a Terminator statline, let&#039;s do some mathhammer. 3+ WS gives you a 2/3rds chance of hitting, or 0.66. 41 attacks * 0.66 chance to hit is 27 hits, with a 1/6 or 0.16 chance of a MW (27 hits * 0.16 chance of a 6, so 4.32 MWs on top of regular damage). S6 vs T5 means we&#039;re wounding on 3+, so a 0.66 chance of wounding, which gives us 17.82 wounds. If their invulnerable save is a 5++, we lose (17.82*0.32) 5.7 wounds; if it&#039;s 4++, we lose (17.82*0.5) = 8.91 wounds). The result is, respectively, 12 and 9 (rounded) wounds, which will take out most of a 5-man termie unit before it has a chance to hit you even once due to the relic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===={{W40Kkeyword|Adeptus Mechanicus}}====&lt;br /&gt;
These units aren&#039;t Skitarii or Cult Mechanicus due to coming from an older edition.&lt;br /&gt;
*&#039;&#039;&#039;Larsen Van der Grauss:&#039;&#039;&#039; {{W40kKeywords|imperium|Adeptus Mechanicus|tech-priest}}, and {{W40Kkeyword|Mars}} mean you can field this guy just fine, but bear in mind he &#039;&#039;isn&#039;t&#039;&#039; in the Cult Mechanicus.  He&#039;s also largely pointless: M6 A2 WS4+ S3 BS4+ T3 Sv4+/5++ W2 Ld8 with two guns: 6&amp;quot; Grenade 1d3 S3 AP0 D1, +1S and +1D against targets within 1&amp;quot; of terrain, and 12&amp;quot; Pistol 1 S5 AP0 D1, unmodified 6s to hit explode twice so you hit 3 times, and he can ride any of your {{W40Kkeyword|transport}}s.  Larsen is from the Rogue Trader Kill Team in 8E but has no 9E rules discussing him (9E only has Astra Cartographica rules, which he isn&#039;t a member of), but he does so very little for you it&#039;s doubtful your opponent will be bothered if you take him.&lt;br /&gt;
*&#039;&#039;&#039;X-101:&#039;&#039;&#039; The named servitor from Blackstone Fortress. It comes with a Grav-gun, a hydraulic claw, and a 5+ BS and WS. Has the standard Mindlock ability regular servitors have with a minor upgrade - it goes up to WS/BS 4+ and Ld9 while close to a {{W40Kkeyword|Tech-Priest}} &#039;&#039;without&#039;&#039; caring about {{W40Kkeyword|&amp;lt;forge world&amp;gt;}} - and gets a further +1 to hit if it&#039;s targeting a {{W40Kkeyword|VEHICLE}}. Unfortunately, since it lacks the {{W40Kkeyword|CHARACTER}} keyword, it&#039;s just going to get popped the second it steps out into the open. And since it can&#039;t take a transport, you can&#039;t even really kamikaze it. Even at 25 points, still not worth it.&lt;br /&gt;
** Its lack of {{W40Kkeyword|CHARACTER}} keyword is actually a boon for performing actions, but for only 3 points more you could take an actual unit of Servitors, so just don&#039;t take this robot.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Ironstrider Engines:&#039;&#039;&#039; The Ironstriders garnered a bit of controversy during the codex&#039;s release. Because they were somehow labeled {{W40kKeyword|Core}}, this meant that they could benefit from a lot of things, including buff auras and certain stratagems. The July errata neutered this a bit by removing them from Core, but their firepower remains just as potent as before.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ironstrider Ballistarii&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ironstrider Ballistarii&#039;&#039;&#039;: Your mobile backfield and occasionally midfield anti-tank/elite sniper of choice. The new codex has given them extremely good buffs in the sense of adding +1 to their saves, +1 shot for each of their two auto cannons, and 3+D3 damage on their lascannons. Cheap, deceptively durable when need be in a Mars, Lucius, or Data-Hoard detachment, mobile, and able to output unfair amounts of damage, which makes these a top tier threat in the new Admech codex. Get them while they&#039;re hot before the guaranteed price hike.&lt;br /&gt;
**Lascannon Ballistarii are absolutely beyond disgusting right now when run in a Mars/Data-Hoard (Auguries) Outrider detachment. Not only are they severely undercosted for their damage output, but taking them in small squads of 1-3 makes them immune to morale since they&#039;re Ld8 and allows a very efficient usage of the Mars Dogma to re-roll 1 hit roll per unit and the canticle for them to re-roll a hit, wound, and damage roll (if you use Data-Hoard, instead you just need to get within 24&amp;quot; to get full re-rolls to hit, but you don&#039;t get the once per game Dogma). They are extremely mobile and play as one of the most threatening backfield anti-tank snipers in the entire game, and if need be, can run out into the center of the board when you&#039;ve mopped up anything that can threaten them. They will most certainly be nerfed in the near future, as they are extremely undercosted at 75 points a pop for two D3+1d3 assault lascannons. Play the angle game with them. Peek them out to get a bead on any armor threat, and they &#039;&#039;will&#039;&#039; kill it. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sydonian Dragoons&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sydonian Dragoons&#039;&#039;&#039;: Received a similar buff to what its ranged cousin got, giving it +1 to its save characteristic, and the -1 to be hit from its incense clouds also work in melee now. Gaining a point of AP on their taser lance to make them S8 AP-2 D2 and a stratagem to make their taser weapons explode on 5s and 6s, it seems that the new codex has listened to the anguished cries of all Dragoon enthusiasts who had their melee chickens gutted in the transition to 9th edition. Now cheap as chips at 50 pts a pop (+5 for the Taser Lance), they may actually see the tabletop!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Serberys Riders:&#039;&#039;&#039; The reigning champs of the skirmishing department. Not only are they very fast, but also pack a powerful punch and can do so while being able to hide behind cover.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Serberys Raiders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Serberys Raiders:&#039;&#039;&#039; Serberys Raiders are Skitarii Rangers that are mounted on cybernetic dog-mounts. T4, 2W, and a new 5++ Invulnerable save make them a bit of a sidegrade coming from the old codex where they had lost a wound. Nevertheless, gaining a point of AP on their carbines still puts them into one of the best Fast Attack choices in the Adeptus Mechanicus 9th edition codex. They can do it all. A 12&amp;quot; pregame move is extremely handy in the hands of a skilled player, able to set up early board control before the game has even begun. Charging them can be a nightmare due to their stratagem that allows them to immediately make a move if they become the target of a charge, and they can target characters with their carbines and deal mortals on 6s to wound as they are snipers. There&#039;s practically no downside to at least taking two small units in your list. They&#039;re fantastic screens and harassers, and with certain combos, can actually output respectable damage.&lt;br /&gt;
**If you really want to meme it up, take two units of nine of these guys in a Mars detachment, pop Wrath of Mars, and delete any character you see hiding behind their army if you manage to get in range. Wrath of Mars makes them deal mortals on 6s to wound, which they also already do because they are snipers. That&#039;s right. &#039;&#039;Two mortal wounds for each natural 6 to wound&#039;&#039;.&lt;br /&gt;
***Remember to keep tabs on your mortal wounds separately if you do this - once the stratagem has dealt 6 mortals it can&#039;t deal any more, so if you manage to roll 7 or more 6s to wound (which is &#039;&#039;extremely&#039;&#039; unlikely), each 6 to wound past the 6th only deals 1 mortal.  In actual practice, doing this with 8 galvanic carbines (i.e. 16 shots) on the same turn you are applying Benediction of the Omnissiah and the Protector Imperative will usually inflict 5.242 mortals on anything, 4.326 if you&#039;re BS3+ (e.g. from taking the penalty to Advance).  Getting the alpha into range is of almost no benefit, getting you from 5.242 to 5.525 or from 4.326 to 4.547.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Serberys Sulphurhounds&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Serberys Sulphurhounds:&#039;&#039;&#039; Fast-moving Skitarii Vanguard gunslingers riding cyber-dogs that breath fire. Identical in statline to the Raiders, but with different special weapons and rules. Basic models are equipped with dual phosphor pistols (same stats as the Phospor Blast pistol but strength 4 instead of 5.) as well as a sulphur breath (same stats as the phosphor pistol, but 12&amp;quot;, Pistol D6, and auto hits.) The Alpha carries a single Phosphor Blast Pistol and a power maul, neither of which can be swapped out. Finally, one model can swap a phosphor pistol for a Phosphor blast carbine (24&amp;quot;, Assault 4, strength 5, AP -1, 1 damage with all the usual phosphor rules). Their Pistoleers&#039; special rule allows them to advance and fire pistols, and they share the rad-saturation rule with the Vanguards.  As with the Serberys Raiders, the Sulphurhounds are a skirmisher unit that is cheap, though not as cheap, fast, character sniping or ranged as the raiders.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii:&#039;&#039;&#039; Another unit that was the center of attention due upon the Codex&#039;s release. The Booster Thrust Stratagem RAW allowed them to immediately jump back into reserves after landing out of them, making them nigh-untouchable. With the errata breaking this option over its knee, the pteraxii are back to being glass cannons - Booster Thrust now can&#039;t target a unit that was deployed this turn.  Otherwise, it&#039;s a stratagem all Pteraxii share, to, at the end of your turn, jump back into reserves and be forced to deep strike back onto the table on your next turn.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Pteraxii Skystalkers&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii Skystalkers:&#039;&#039;&#039; Flying drop troops that vomit shots. They have a special stratagem, Arc Grenades, that lets them supplement their friendly Shooting phase shooting with spending 1 CP for, on average, 2 mortal wounds to a {{W40Kkeyword|vehicle}} within 6&amp;quot;, but actually a 1/6 chance each of 0 and 2d3 and otherwise 1d3, so it&#039;s very swingy for something as precious as a CP.  They can shoot after falling back, which is why it&#039;s so stupid the Alpha trades an 18&amp;quot; assault gun for a 12&amp;quot; pistol.  Their ranged output is 5 S3 shots per dude, and their melee output is taser goads on everyone.&lt;br /&gt;
**Expect your opponent to blow them out of the water the turn after they drop - they&#039;re fragile glass cannons, and no savvy opponent will let them live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pteraxii Sterylizors&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pteraxii Sterylizors:&#039;&#039;&#039; Close range Pteraxii, with a 12&amp;quot; Flamer that ignores the cover bonus (that&#039;s in deep strike range). Then if they charge, they each make 3 S4 AP-1 attacks, and the Alpha makes 4 S6 taser goad attacks. Unfortunately, the alpha is forced to carry a substantially worse gun than the rest of the unit - it&#039;ll land fewer shots at worse S and worse AP, and that&#039;s assuming you can shoot it, as it&#039;s the only model in the unit that can&#039;t shoot after advancing.&lt;br /&gt;
**2pts more than infiltrators for an AP -1 flamer making their firepower equal to infiltrators - these are glass cannons like skystalkers, don&#039;t expect them to survive to fly off again or have a second shot - I&#039;d stick with your infiltrators for efficiency, but it&#039;s close.&lt;br /&gt;
** With the Deeply Sunk Talons stratagem to stop a fallback on +2, they can have both survivability and suppress enemy non-flyer tanks/artillery. It can be kept in combat for the next turn and if the enemy you were engaging is no longer important, you can make it soar to the skies, even if stuck in combat range, to descend in deep strike the next turn.&lt;br /&gt;
** For 2ppm more than Skystalkers, there is a lot to recommend them. Even if you want to use Wrath of Mars on one of the two units, Sterylizors get more hits out of deep strike without having to spend additional CP or coordinating a Dominus/Cawl to be within aura radius (d6 auto-hit averages more hits than 5 shots at 3+). Add the fact that you can survive a bit longer using Deeply Sunk Talons and have way better melee and the answer to the &amp;quot;what should I build my box of Pteraxii as?&amp;quot; question is pretty straightforward.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kastelan Robots&#039;&#039;&#039;: More slot-efficient than the Dunecrawler, as you can get 6 in a unit. (Spamming them is a trap though, since they&#039;re extremely vulnerable in the Fight phase; 2-4 is enough.) They still have the same Monstrous Creature statline, can reflect guns back at their shooter (for a Mortal Wound now), and are fast (8&amp;quot;) but relatively expensive (85ppm).  They rock a 5++ against ranged attacks that, on a nat 6, inflicts a mortal wound on the shooting unit, so there may be situations where you&#039;d rather take the invuln than the better armor save, in the hopes of dealing a mortal wound.&lt;br /&gt;
**Worse than a properly equipped (Neutron Laser and 2 Cognis Heavy Stubbers) Onager Dunecrawler at shooting &#039;&#039;everything&#039;&#039;, but better in melee.  However, radically easier to buff, since a nearby Datasmith lets them count as {{W40Kkeyword|core}}.&lt;br /&gt;
**They do make an incredibly good [[DISTRACTION CARNIFEX|Distraction Canifex]].  &lt;br /&gt;
**Alternative opinion: Spam all you want! The fact that 9th edition allows vehicles to shoot at units they are in melee with means your bots can flame and light up your targets with ease. Just be wary of anything that can &amp;quot;robot rock&amp;quot; your bots into the ground in a single melee phase. They can&#039;t shoot shit if they&#039;re already dead.&lt;br /&gt;
*:&amp;lt;tabs&amp;gt;&amp;lt;tab name = &amp;quot;Aegis Protocol&amp;quot;&amp;gt;Sv2+, the Protocol that the robots enter the battle in.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Protector Protocol&amp;quot;&amp;gt;Great for shooting, bumping up their BS to 3+ but banning them from moving. It&#039;s recommended if you are going shooty, deck them out with triple phosphor.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Conqueror Protocol&amp;quot;&amp;gt;WS2+ and re-roll charges. If you are going punchy, get Fists and the Incendine Combustor. Kastelan Fists in melee will punch holes in virtually anything, so consider fists if you live for the image of your robots ripping tanks in half.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Kastelan Fist&amp;quot;&amp;gt;Your base CCW is A3 WS4+ S6 AP0 D1, improving to WS2+ under Conqueror Protocol.  Each arm can mount a Fist instead of a gun.  The first arm will bring you to A4 WS4+/2+ S10 AP-3 D3 and the second will up that to A5, so the second arm is a lot less useful than the first.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Kastelan Phosphor Blaster&amp;quot;&amp;gt;Instead of a fist, each arm can take a gun, which is 24&amp;quot; Heavy 3 S6 AP-1 D2, Ignores Dense Cover.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Heavy Phosphor Blaster&amp;quot;&amp;gt;The longer-ranged shoulder weapon, clocking in at 36&amp;quot; Heavy 3 S6 AP-2 D1, Ignores Dense Cover.  Incapable of hitting anything as hard as the Combustor does, but can shoot things much farther away.  Take this with arm phosphors for maximum long-range murder.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Incendine Combustor&amp;quot;&amp;gt;The shorter-ranged shoulder weapon, clocking in at 12&amp;quot; Heavy 1d6 S5 AP-2 D1, Automatically Hits.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name = &amp;quot;Notes&amp;quot;&amp;gt;A critical difference here between {{W40kKeyword|LUCIUS}} and {{W40kKeyword|Stygies VIII}} when deep striking is that the former deep strikes in after it&#039;s too late to change Protocols outside of Binharic Override (costing a second CP for the unit), so unless you&#039;re willing to shell out the CP, you&#039;ll be in Aegis Protocol on the turn you arrive. Be certain if you do this that they are where you need them to be for the rest of the battle, as they will no longer be able to move.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Onager Dunecrawler]]&#039;&#039;&#039;: Your best bet at dealing with heavy armor, and with plenty of solid options for the &#039;&#039;&#039;Turret&#039;&#039;&#039;. They come with a 3+/5++. They can no longer squadron, so taking a few will eat your Heavy Support slots. Very cheap at 100 pts per model for what it brings.&lt;br /&gt;
**While the Skorpius Disintegrator may have greater shooting utility, volume, and consistency, the Onager has the durability, due to the disintegrator lacking an invulnerable save. Additionally, it can babysit your backline ranger units and provide the {{W40kKeyword|DATA-TETHER}} keyword.&lt;br /&gt;
**Each Dunecrawler can choose 1 turret weapon, either Smoke Launchers or a Broad Spectrum Data-Tether, and can take an optional extra cognis heavy stubber.&lt;br /&gt;
*:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Daedalus Missile Launcher, Gatling Rocket Launcher, and Twin Icarus Autocannon&amp;quot;&amp;gt;All weapons are range 48&amp;quot;, type Heavy, and get +1 to hit {{W40kKeyword|Aircraft}}. Heavy 1 S7 AP-3 D1d6, Heavy 5 S6 AP-2 D1, and Heavy 4 S7 AP-1 D2, respectively.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Eradication Beamer&amp;quot;&amp;gt;36&amp;quot; Heavy 1d6 S8 AP-3 D2, Blast, and can change profiles for 18&amp;quot; but AP-4 and D3.  D6 shots is quite random, but blast does help it a bit. On average it will fare decently well against both vehicles and infantry. S8 means it will wound t4 targets on a 2+, and t7 vehicles on a 3+ (same as the Neutron Laser). The dissipated beam is rather interesting in an anti-MEQ role, punishing non-MSU squads due to AP-3 D2 at 36&amp;quot; range. The focused beam became more reliable as well, cranking up AP and Damage one point further to a potent AP-4 D3. Begone TEQ and light vehicles! A*D averages against the three Blast targets:  7/8/12 at long range, 10.5/12/18 at close range.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Neutron Laser and Cognis Heavy Stubber&amp;quot;&amp;gt;48&amp;quot; Heavy 1d3 S12 AP-4 D1d3+3, Blast and 36&amp;quot; Assault 4 S4 AP0 D1, respectively. The Neutron Laser&#039;s average A*D is 10/15, and is usually your best gun against anything in the game. Always remember: you only receive 1d3 shots, make them count! Consider using an [[Enginseer]] to awaken the machine-spirit and keep the Dunecrawler in its top bracket. &#039;&#039;Without my Enginseer, my Neutron Laser is useless. Without my Neutron Laser, my Enginseer useless. I must fire my Neutron Laser true. I must shoot straighter than my enemy who is trying to kill me. I must shoot him before he shoots me.&#039;&#039;&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Twin Onager Heavy Phosphor Blaster&amp;quot;&amp;gt;8 shots at S6 AP-2 D2 and ignoring dense cover is good for deleting MEQ units, not a bad choice by any means.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name= &amp;quot;Cognis Heavy Stubber&amp;quot;&amp;gt;A straight-up addition, now free, so take it. This is the one that the Skitarii is firing from out of the hatch in the pintle mount and is separate from the Neutron Laser weapon option (which includes another cognis stubber coaxially mounted to the Neutron Laser). At 36&amp;quot; range it will rarely be out of targets. You&#039;re mounting it on a t7 3+/5++ chassis that has easy access to repairs, as well as numerous other defensive buffs, it will last a while to get its shots off.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name= &amp;quot;Broad Spectrum Data-Tether&amp;quot;&amp;gt;Gives one forge world {{W40kKeyword|SKITARII CORE}} unit within 6&amp;quot; +1 LD. More importantly, it grants the selected Skitarii unit the {{W40kKeyword|DATA-TETHER}} keyword. Great addition for a backline Crawler that can babysit your Ranger units.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name= &amp;quot;Smoke Launchers&amp;quot;&amp;gt; Gives your Crawler the {{W40kKeyword|SMOKESCREEN}} keyword. Consider the alternative, a Broad-Spectrum Data Tether.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;[[Skorpius Hover Tank|Skorpius Disintegrator]]&#039;&#039;&#039;: If it’s mobile firepower you’re after, you’ll want the Skorpius Disintegrator. You can choose one of two turret options, but both come baseline with 3 Cognis heavy stubbers and a prow-mounted disruptor missile launcher that packs a highly explosive wallop: 36” Heavy d6 S7 AP-2 Dd3, Blast. Random attack volume and damage make it unpredictable but it is a &#039;&#039;decent&#039;&#039; weapon nonetheless. It also comes with a broad spectrum data-tether and imperatives. It has the exact same stats as the Skorpius Dunerider, except for an additional point of toughness (T7). &lt;br /&gt;
**Probably the most critical difference when deciding between this and the Dunecrawler is the invuln save, or rather lack thereof on the Disintegrator. So in summary, the Disintegrator has better firepower for the cost than the Dunecrawler but is less durable, which means it can be shot off the board dishearteningly quickly.  &lt;br /&gt;
*:&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Ferrumite Cannon&amp;quot;&amp;gt;48” Heavy 3 S8 AP-3 D3. An excellent option for reliably blasting chunks from enemy vehicles, monsters or elite, multi-wound infantry, thanks to no randomness in shots or damage. This weapon does statistically less damage than the dunecrawler&#039;s neutron laser, but don&#039;t forget your other guns: the dunecrawler is 125 for 2 stubbers and a neutron laser, but the disintegrator is 145 for 3 stubbers, a missile launcher, &#039;&#039;and&#039;&#039; the ferrumite cannon.  That means a Dunecrawler is more efficient against T8+ or targets with very good saves, while a Disintegrator with a Ferrumite is better against medium targets - typically T4-T7 with a 4+ or worse save or T3 with a 3+ or worse save.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Belleros Energy Cannon&amp;quot;&amp;gt;36” Heavy 3D3 S5 AP-1 D2, Blast, can hit things out of LOS, making this a waste of your time because none of the tank&#039;s other guns can ignore LOS and the BEC isn&#039;t worth the cost if you&#039;re going to hide this thing behind terrain and lob pot-shots.  &amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Archaeopter:&#039;&#039;&#039; The brand-new dragonfly planes. Though seemingly unremarkable, they benefit from being hyper-maneuverable by pivoting before moving, and being able to hover as well. You also have the option of either a Command Uplink, which lets friendly {{W40kKeyword|&amp;lt;Forge World&amp;gt;}} units within 6&amp;quot; use its 9 Leadership, or Chaff Launchers for reducing any damage it takes from shooting by 1 to a minimum of 1. With only 10 wounds at T7, that&#039;ll be necessary, moreso after factoring in the damage track influencing your BS and movement scores.&lt;br /&gt;
**They are also the most maneuverable aircraft in the game, surpassing eldar flyers. Use their huge bases to obstruct your opponent&#039;s movement, which can be done with these aircraft as you have far greater control over where they&#039;ll end their movement on the board.&lt;br /&gt;
**All Archaeopter variants are perfect options for the Machine Spirit&#039;s Revenge stratagem. If you find you are down to minimal effectiveness due to lack of wounds, throw yourself into hover mode and suicide charge headfirst into the centre of their forces. With such a large base size, a 6&amp;quot; bubble of D3 mortal wounds can reach significant distances, and really help the model earn back a lot of its points for only 1CP.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Transvector&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Transvector:&#039;&#039;&#039; The transport option, though its capacity of 6 {{W40Kkeyword|&amp;lt;Forge World&amp;gt; Infantry}} models is weak.  Its armament is rather meager with four Cognis Heavy Stubbers. These will absolutely benefit from Chaff Launchers, as it gives you a slightly better chance at withstanding the anti-aircraft fire so you can drop your pack. The Command Uplink will also see use as you&#039;ll already have this at the front lines.  These are more durable than Duneriders, but they cost &#039;&#039;much&#039;&#039; more for equivalent transport capacity.  If all you want to do is deep strike some units, a Termite may be a better choice.&lt;br /&gt;
**You can field 2 per Flyer slot, not 1.&lt;br /&gt;
**You can pair them up, which provides multiple benefits.  Mechanically, you do it during deployment - when you would deploy one, you instead select two to pair.  This gets you the following benefits and drawbacks:&lt;br /&gt;
***Units can now start the game embarked across both transports, with some members in each.&lt;br /&gt;
***The transports can deep strike; when they do so, all embarked models must immediately disembark more than 9&amp;quot; away from enemy models.&lt;br /&gt;
****When the transports deep strike, they can and must deep strike on turns 1, 2, or 3, regardless of mission rules to the contrary.&lt;br /&gt;
***When you set up the two transports, they have to be set up within 9&amp;quot; of each other.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fusilave&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fusilave:&#039;&#039;&#039; The bomber. Your guns are improved negligibly to four separate Cognis Heavy Stubbers, but you also get the bombs. Every turn after moving, you get to roll up to 10d6 worth of dice on one enemy unit you flew over (with monsters and vehicles acting as 6d6), with every 4+ resulting in a mortal wound. It is actually much more of a support and board control unit than a pure damage dealer platform. It will allow you to control enemy movement, deal a few mortal wounds here and there, and later if that thing does survive, grab an objective in hover mode. &lt;br /&gt;
*Avg 3 mw on a vehicle, 2.5mw or a 5 man squad make this hard to justify sure 5mw on a 10 man Intercessor or Custodes squad. Very respectable output no matter what you&#039;re dropping explosives on. &lt;br /&gt;
*Good thing about this bomb is that isn&#039;t one use and have a nifty trick to halve enemy mobility with a stratagem. You can chose enemy squad that is closing with your shooting units and likely it wont charge, while you shoot them with impunity. Bomb itself will deal solid 5 MW to a unit of monstrous creatures like Necron Wraiths. Target of stratagem and target of bombs may not be the same, you just have to fly over. Maxiumum effect of stratagem will be on fast land targets, like bikes, dragoons, rhinos, all land transports, daemon engines, large squads of advancing infantry like ork mobs.&lt;br /&gt;
** Also best candidate out of three for Electro-Filament Counter Measures, since you are going to be close and personal anyway. May turn off enemy defenses from auras like Dark Shroud, Lions helm, or debuff enemy warlord traits, abilities and artifacts, that are auras...&lt;br /&gt;
*** With the changes to flyers in 9th, RAW means you can fly over the top of units and straight off the table, dropping your bombs without giving your opponents the chance to shoot back. As you get 1CP back every turn, you can effectively cripple one unit of your choice with the strategem and bomb pretty much any unit(s) you want with a free pivot before flying straight off the board again. Coming back onto the board is not considered movement (effectively it&#039;s deep strike) so neither bomb nor strat work on that round.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stratoraptor&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stratoraptor:&#039;&#039;&#039; The gunship. Your Cognis Heavy Stubbers are complimented by two Heavy Phosphor Blasters and a Twin Cognis Lascannon. Indeed, the weapons are all made to wipe the floor with any priority targets in comparison to the Fusilave&#039;s carpet bombing. You&#039;ll certainly want the Chaff Launchers on this, since you are bristling with a lot of guns. Alternate take this is the best allrounder flyer as it is not dependent on your opponents list like the Fusilave. As taking the command uplink allows access to the strat that turns off auras which seems strong in certain matchups.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&lt;br /&gt;
See [[Warhammer_40,000/Tactics/Imperial_Knights_(9E)|here]] for an in-depth discussion of Knights on their own; what matters to you is that Cawl, Domini, Manipuli, and Enginseers can fix {{W40Kkeyword|Questor Mechanicus}} Knights, and any of the three or a Datasmith can propagate the Knight of the Cog stratagem onto them (they also have access to a new stratagem from our Codex, Rotate Ion Shields, but they can do that without any assistance from us at all).  If you want to maximize the impact of this:&lt;br /&gt;
&lt;br /&gt;
*Datasmiths are the cheapest of the four options to propagate the Stratagem, but Enginseers are the cheapest that can both propagate and repair.  In either case, none of your relics are directly relevant, and neither are your dogmas, but Monitor Malevolus will somewhat reduce the cost of maintaining Knight of the Cog, Chorister Technis will exponentially improve your ability to guarantee the Canticle you want (especially easy, as always, with Cawl on hand), and Necromechanic will greatly improve how reliably and quickly you can repair the Knight, which is one of the big reasons to bother with this combo in the first place.&lt;br /&gt;
*The best Knight to take is the Crusader, since that&#039;s the only one not forced to take a melee weapon on one of its arms.&lt;br /&gt;
**By default the Crusader is the best take because of how much firepower and anti-horde it wields. The only reason not to bring it is because the enemy is fielding some really, &#039;&#039;&#039;&#039;&#039;really&#039;&#039;&#039;&#039;&#039; tanky units that want to go toe-to-toe in CC, at which point you either want to bring the Atrapos for titan-killing or some Armigers to wear your enemy&#039;s heavies down before your valuable stuff finishes them off.&lt;br /&gt;
&lt;br /&gt;
==Forge Worlds==&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Agripinaa]]}}===&lt;br /&gt;
[[File:Agripinaa2.png|100px|left|]]In the grim darkness of the far future, wave after wave will be sent to the meatgrinder.&lt;br /&gt;
&lt;br /&gt;
Thematically, Agripinaa is the defense forgeworld, having resisted chaos sieges for millennia.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise they hold their ground with enhanced overwatch and wave after wave of disposable Kataphrons. If you love Kataphrons but the enemy kills and locks them in melee too fast for you to have fun, give this forgeworld a try.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;When the Cadian gate breaks open and the enemy comes knocking on your door, let Agripinian steel crush the serpent &#039;neath their heel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name= &amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Staunch Defenders:&#039;&#039;&#039; Any models with this dogma that shoot an enemy within half range improve their gun&#039;s AP by 1. Any time an enemy unit charges a unit with this dogma that isn&#039;t engaged, the charged unit counts as being in defensible terrain: it can opt to either set to defend or hold steady (which is 5+ overwatch if you overwatch, but it doesn&#039;t enable overwatch by itself).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name= &amp;quot;Warlord Trait&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Verse of Vengeance&amp;lt;sup&amp;gt;{{W40Kkeyword|tech-priest}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Pick one {{W40kKeyword|Agripinaa Core}} within 6&amp;quot; during the command phase. Any models that die in this unit can roll a die; on a 4+, shoot with 1 weapon or make 1 melee attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stratagem&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Indentured Machines(1 CP, Requisition):&#039;&#039;&#039; Limited by game size. Select one unit of {{W40kKeyword|Agripinaa Kataphron Servitors}} (now reworded to lock out those generic non-treaded servitors). This unit&#039;s Toughness is now improved by +1. While it&#039;s nice to see your ever-reliable tanks be even tankier, it was nice to have the ability to just throw another pack of them wherever you need them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name= &amp;quot;Relic&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eye of Xi-Lexum:&#039;&#039;&#039; At the start of each of your shooting phases, pick one enemy {{W40kKeyword|vehicle}} within 18&amp;quot; of the bearer. You can re-roll all failed wound rolls for friendly {{W40kKeyword|Agripinaa Core/Kataphron}} units within 6&amp;quot; of the bearer that target the enemy you picked for the rest of the phase.&lt;br /&gt;
*Plus side is that it&#039;s now far more potent. Downside is that the beneficiaries of this buff aura have been severely restricted to either Kataphrons or Skitarii. Not such a loss, as Kataphrons are practically made to obliterate tanks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name= &amp;quot;Tactics&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039; NEEDS UPDATING FOR 9TH EDITION&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Graia]]}}===&lt;br /&gt;
[[File:Graia Skitarii Icon.png|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, the best planet is made by yourself with the will of Omnissiah.&lt;br /&gt;
&lt;br /&gt;
The more [[Black Templars|fanatical of the worlds]].&lt;br /&gt;
&lt;br /&gt;
They refuse to flee but are hard to kill and don&#039;t care about shooting plasma during melee.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name= &amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Refusal to Yield:&#039;&#039;&#039; All units with this dogma automatically pass attrition checks and gain a 5+++ FNP against mortal wounds. That FNP gives you a bit of a security net if you try to overcharge your plasma guns, but the bigger deal is that losing models won&#039;t hurt you as hard since you can rest assured that your bots will stay standing.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Warlord Trait&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Mantra of Discipline&amp;lt;sup&amp;gt;{{W40Kkeyword|tech-priest}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; One friendly {{W40kKeyword|GRAIA Core}} unit within 9&amp;quot; of your warlord can perform Heroic Interventions, moving 6&amp;quot; when doing so. If you&#039;ve got your heroes as backline shepherds, then you&#039;ll find plenty of use here.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Stratagem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Steel Mind, Iron Logic (1 CP, Wargear):&#039;&#039;&#039; When an enemy psyker uses a power within 24&amp;quot; of a {{W40kKeyword|GRAIA}} unit, roll a d6. On a 4+, the power is nullified. Identical to the Black Templars&#039; Abhor the Witch and World Eaters&#039; Scorn of Sorcery stratagem.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name= Relic&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Cerebral Techno-Mitre:&#039;&#039;&#039; {{W40kKeyword|Tech-Priests}} only. All of the bearer&#039;s auras and abilities usable in the Command Phase improve their range by +3&amp;quot; to a max of 9&amp;quot;. Considering how much your troops will be depending on your priests, it&#039;s only natural that you&#039;d want something that can make sure they can support as many units as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Tactics&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Graia&#039;s Vengeful Vanguard:&#039;&#039;&#039; Take one or two full sized units of Skitarii Vanguard with Data Tethers, make sure they&#039;re close to your warlord (with Emotional Clarity), and see them live up to their name. Your opponents face will drop when he realizes that those squishy looking cyborgs are slightly harder to kill than usual thanks to the FNP ability. Next he&#039;ll note that his men are feeling queasy being near your radio-active bucket-heads (-1 on toughness). Those making it to the next shooting phase will find themselves staring down the barrel of a triple shot rifle which your unit has no issue shoving down their throat before pulling the trigger. Your Skitarii Vanguard will be able to shoot in close combat, and thanks to their radio-active aura, will wound most troops on a 3 or a 4. Regardless of whether you&#039;re outnumbered two to one, your shooting phase will become a devastating affair. Use the Protector Doctrine for a +2 to hit and enjoy the rerolls provided by your Dominus. You can give your warlord the Omniscient Mask and use the Conqueror Doctrine for a second round of pain in the Combat Phase. In addition; you can consider using the Canticle &#039;Doctrine of Might&#039;, giving your Vanguard perhaps that little push to finish the job.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Lucius]]}}===&lt;br /&gt;
[[File:Lucius34.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, space itself bends to the will of the Machine God.&lt;br /&gt;
&lt;br /&gt;
One of the Durable mobility worlds, Lucius is resistant against anti-GEU weapons and can Teleport in Deathstars.&lt;br /&gt;
&lt;br /&gt;
Lucius specializes in the durable Infantry side of the Mechanicus, Shrugging off Autocannons, and placing up to a 30 man anywhere on the board.&lt;br /&gt;
&lt;br /&gt;
Surprise Electro-Priests or Kataphrons will wreck.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Use augmented armour and brilliant teleportation to show the enemy the power of the Hollow Forge!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Solar Blessing:&#039;&#039;&#039; Any D1 attacks allocated to a model with this dogma that isn&#039;t receiving the benefits of Light Cover lets the model add +1 to their armor saving throw. In addition, all guns add +3&amp;quot; to their range.&lt;br /&gt;
*This is a pretty decent boost. The change from negating AP-1 to boosting against D1 attacks makes it more potent against most power weapons and Dark Eldar splinter weapons while remaining as strong against lasguns and bolters. However, it means that heavy bolters and the like remain a threat.&lt;br /&gt;
*Works very well on basic Skitarii units, markedly improving their staying power.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Warlord Trait&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Luminescent Blessing (Tech-Priest Only):&#039;&#039;&#039; Pick a {{W40kKeyword|Lucius Core}} unit within 9&amp;quot; of the warlord during the command phase. Any attacks that roll below a 4 to wound against this unit fail outright, making for some scary durability for your skittles and electro-priests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Stratagem&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legio Teleportarium (1 CP, Wargear):&#039;&#039;&#039; During deployment, use this Stratagem to set up a {{W40kKeyword|LUCIUS}} non-vehicle unit in reserves instead of deploying; at the end of any of your Movement Phases you can deep strike it anywhere that is more than 9&amp;quot; away from opposing models. This is why you pick Lucius as your Forgeworld.&lt;br /&gt;
**Gimped (probably necessarily) to now only be used a limited number of times per game (once for patrols, twice for strike forces, three times for onslaughts). Also, now you can&#039;t teleport vehicles. No more surprise Kastelans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name= Relic&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Solar Flare:&#039;&#039;&#039; Once per game, at the end of your movement phase the bearer and up to 1 friendly {{W40kKeyword|Lucius Core}} unit within 3&amp;quot; can teleport instead of moving normally. When they do so, remove them from the battlefield and place them anywhere that is within 30&amp;quot; of their starting position, more than 9&amp;quot; away from any enemy, and wholly within 6&amp;quot; of each other if you teleported 2 units. &lt;br /&gt;
**An immensely useful relic on an already popular forge world, the solar flare can allow a character to teleport away from a dangerous melee unit or next to an objective in the hope of securing it. If you teleport a unit of Kastelan next to the enemy, you can use this relic to send a Dominus or Datasmith to support them.&lt;br /&gt;
**You can also use this to bail your skitarii out of getting trapped in combat if the enemy has an ability that prevents them from falling back, as this teleportation doesn&#039;t count them as doing so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Tactics&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Unstoppable March:&#039;&#039;&#039; Lucius gives insane benefits to your basic skitarii troops to the point where they become absurdly durable and hard to shift when taken in full twenty man squads. By stacking numerous buffs onto a single twenty man unit of skitarii - Luminescent Blessing, Bulwark Doctrina, Logos primary ability, and Firepoint Telemetry Cache - you can make a brick of twenty vanguard have Sv3+ (2+ against ranged attacks that don&#039;t ignore Light Cover or that are D1, 2+ while entirely on/within terrain, 1+ if both apply), ignoring AP-1 and AP-2, are unable to be wounded on 2s and 3s, and have the potential of falling back and shooting or teleporting with Artisans or Programmed Retreat and the Solar Flare, respectively. Just go right on up and march straight up the table and watch in amazement as your opponent realizes they can hardly kill your 8 point models. Then use Enriched Rounds/Galvanic Volley to ruin your opponent&#039;s day even more.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Mars]]}}===&lt;br /&gt;
[[File:Mars2.png|100px|left]] In the grim darkness of the far future, only faith in the machine will save us.&lt;br /&gt;
&lt;br /&gt;
Thematically, Mars is the exemplar. The first and holiest forgeworld, the heart of the entire Adeptus Mechanicus.&amp;lt;br&amp;gt;&lt;br /&gt;
Crunchwise, while some forgeworlds are defined by the gimmicks that differentiate them from the red planet, Mars itself focuses on what differentiates the Adeptus Mechanicus from other factions: your Canticles and sheer firepower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Make your enemies kneel before the glory of the Omnissiah with prayer and Martian Might!&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Masters of the Forge:&#039;&#039;&#039;  {{W40kKeyword|Skitarii}} units receive the Canticles of the Omnissiah. Whenever a unit shoots or fights, they can re-roll one hit roll. Not bad, as it can at least grant a bit of freedom from the magi.&lt;br /&gt;
*The first bit is overwhelmingly important and puts the focus on Mars as the best Forge World. Canticles are powerful and only Mars allows their best units access to them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Warlord Trait&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Panegyric Procession (Tech-Priest Only):&#039;&#039;&#039; During the command phase, you can pick one {{W40kKeyword|Mars Cult Mechanicus Core}} unit within 6&amp;quot; of the warlord. For this turn, they and the warlord both can benefit from a canticle (this can be any canticle, including one already used) that is separate from the rest of the army.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Stratagem&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wrath of Mars (1/2 CP, Battle Tactic):&#039;&#039;&#039; Use this before a {{W40kKeyword|MARS}} unit in your army attacks in the shooting phase. Each time you roll an unmodified 6 to-wound, the target suffers a mortal wound in addition to any other damage. Costs 1 CP for a unit with a Power Rating of 10-, and 2 CP if the unit&#039;s PR 11+. &lt;br /&gt;
*Combo with Protector Imperatives and/or Cawl/Dominus/Exemplar&#039;s Eternity Marshal (with the final one working best) for sharper cheddar.&lt;br /&gt;
**For Rangers, you&#039;ll need 27 shooters to on average deal the maximum 6 mortal wounds base; that reduces to 21.6 with Protector up, 18 with GVF up, and 14.4 with both.  The Cawl/Dominus aura multiplies that by 6/7 and Exemplar&#039;s Eternity multiplies it by 6/7 twice (i.e. x36/49), so with GVF, PI, and Exemplar&#039;s Eternity, you get all the way down to 10.58, i.e. 10 is enough to get to nearly 6 on average.&lt;br /&gt;
**For Vanguard, you get more shots base without needing GVF, but that&#039;s slightly deceptive because on a 6 to hit you&#039;re forced to auto-wound, which prevents the mortal wound from this strat. Baseline that means Vanguard are better than Rangers at this strat, but Galvanic Volley Fire makes the Rangers better, as at that point they&#039;re strictly better, since 6s to wound still let them deal mortal wounds.&lt;br /&gt;
**Also amazing with Flechette Blasters - you only need 10.8 of these &#039;&#039;base&#039;&#039; and it gets better from there, so 170 points of Skystalker is plenty for your needs - and Sulphurhounds, where you need 7.45 base and 6.97 with PI up.  In fact, Sulphurhounds are your most efficient delivery method for this strat.&lt;br /&gt;
*Another option is Corpuscarii Electropriests, given their high volume of shots and their taser effect - they&#039;re actually more efficient than Skystalkers base, although not under PI.&lt;br /&gt;
*Quite bad with Kastelans, due to their cost per shot, even with combustors and dual blasters.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Relic&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Red Axe:&#039;&#039;&#039; Replaces an Omnissian Axe (so Enginseers and Domini only), vastly increasing its AP and A: S+2 AP-5 D2 and gives 3 additional attacks per swing. Looks scary, but armour saves can only be lowered so much before reaching an invuln or reducing all the way to no save, with additional penetration wasted. In the weird event you wanted to upgrade the melee of a Martian Enginseer or Dominus, you&#039;d be a &#039;&#039;lot&#039;&#039; better off with Anzion&#039;s Pseudogenetor.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Special Character&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Belisarius Cawl]]:&#039;&#039;&#039; Unfortunately, the once staple of every Mars list back in 8th edition and post Engine War has fallen drastically from grace in the new codex. Where he used to grant full rerolls to everything around him has now been replaced by only rerolling 1s and picking a single unit for free rerolls. His ability to manipulate your canticles into you gaining two you wanted practically every turn has now been changed to picking a single unit to benefit from another canticle aside from the one already active. His melee and damage output has gotten buffed, but that nowhere near offsets the nerfs he has gotten within the new codex. He thankfully doe now cost a new and much more reasonable 160 Points from the previous 180. In addition to the other recent points drops that Mechanicus got recently, it makes taking Cawl far less of a hassle if you do decide to take him with you considering what he does offer&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Tactics&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cawl&#039;s Moving Castle:&#039;&#039;&#039; Basically a continuation of the most viable 8th edition Index build. Big daddy Cawl and a whole bunch of Kastelans set to Protector mode. You can switch protocols in turn one now, via the &#039;&#039;&#039;Binaric Override&#039;&#039;&#039; Stratagem. Combine it with the &#039;&#039;&#039;Wrath of Mars&#039;&#039;&#039; Stratagem to delete whatever unit is in front of you off the table with 9 re-rollable S6 cover-ignoring AP-2 shots that deal mortal wounds on To-Wound rolls of 6 per model. &lt;br /&gt;
&#039;&#039;&#039;Mars&#039; Infiltrator Ambush:&#039;&#039;&#039; This combo relies on a 10-man squad of infiltrators with blasters and the &#039;&#039;&#039;Wrath of Mars&#039;&#039;&#039; Stratagem. Normally, 50 str 3, ap - shots aren&#039;t very impressive, but the pseudo-rend effect granted by the stratagem can prove to be a nasty shock for the unprepared. To top it off, most opponents familiar with Ad mech won&#039;t be expecting such an alpha strike in a non-Lucius list. Also applicable with a large brick of Serberys Raiders, as they already deal mortals on 6s, making Wrath of Mars deal 2 mortal wounds per wound roll of 6. Plus, this can target characters!&lt;br /&gt;
&#039;&#039;&#039;The Ballistarii Party:&#039;&#039;&#039; Lascannon Ironstrider Ballistarii are already extremely undercosted and overpowered right now, so let&#039;s make them even fucking better. Get a Mars Outrider Detachment and get three squads of 2-3 each to maximize the effienceny of the free reroll you get. Canticles being granted to them allows you access to Shroudpsalm to weather some return fire if you&#039;re anticipating your opponent to catch them outside of obscuring terrain, and Benediction of the Omnessiah to give those units another free hit reroll, a wound reroll, and a damage reroll. Within Mars, your laschickens will delete practically anything they see and for a very affordable price.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Metalica]]}}===&lt;br /&gt;
[[File:Metalica_Skitarii_Icon.png|100px|left]] In the grim darkness of the far future, the relentless noise of machinery deafens the weak.  &lt;br /&gt;
In fluff, Metalica is as close to machines as possible, and that&#039;s just how they like it. Their world is scorched clean of life and covered in metal, and the sounds of their industry are deafening.&lt;br /&gt;
&lt;br /&gt;
In the crunch, they are relentless and efficient, not letting something like close combat or assaulting get in the way of them shooting. They are all about movement, whether it&#039;s assaulting with rapid fire weapons to get just into range, or using their warlord trait to ensure that your key units aren&#039;t tarpitted, you can and will show them the ordered might of the Omnissiah!&lt;br /&gt;
&lt;br /&gt;
The Book of Rust hasn&#039;t tampered with this role, but it has given Metalica a few more tricks so they can be a bit more customized.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Relentless March:&#039;&#039;&#039;  Units with this dogma do not suffer penalties to hit with Assault weapons after advancing and do not suffer penalties to hit with Heavy weapons after moving.  In addition, enemy units engaged with a unit with this dogma are always counted as being below half-strength.&lt;br /&gt;
**This is so scattered in terms of what it does that it&#039;s challenging to find situations where it can really outperform other worlds - if you advance into position, shoot, and get charged, Agripinaa is better, and if you walk into position, shoot with your Rangers, and then charge for some reason, Ryza is better, for ensuring the charge succeeds and making sure the fight goes as well as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Warlord Traits&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ashrunner:&#039;&#039;&#039; Your warlord gains +3&amp;quot; movement and +1 S and A. Truth be told, your HQs really shouldn&#039;t be that close to fight, though the extra speed might be more palatable.&lt;br /&gt;
*&#039;&#039;&#039;Master Annihilator:&#039;&#039;&#039; During the Command phase, pick one {{W40kKeyword|Metalica}} unit within 6&amp;quot; of the warlord. This unit adds +1S and +6&amp;quot; to the range of any radium weapons they own that aren&#039;t relics. The vanguard will absolutely enjoy this, as they&#039;re now even further away from those meddlesome bolters alongside being able to ding a marine even if they don&#039;t trigger poisoning.&lt;br /&gt;
**+1S is underwhelming on a normal weapon, let alone radium weapons, but this &#039;&#039;stacks&#039;&#039; with a Manipulus, for +12&amp;quot; range, +1S, and AP-1.  30&amp;quot; with 3 shots at S4 AP-1 is a Galvanic Rifle with the buffing strat up before you consider your auto-wounding ability, so this warlord trait sidelines Rangers.&lt;br /&gt;
*&#039;&#039;&#039;Radioactive Emanation:&#039;&#039;&#039; Your warlord has a 6&amp;quot; aura of -1T which doesn&#039;t stack with any other -1T rules and applies to all non-{{W40Kkeyword|Metalica}} units, even allies, so never put a Warlord with this near an allied Knight.&lt;br /&gt;
*&#039;&#039;&#039;Tribute of Emphatic Veneration&amp;lt;sup&amp;gt;{{W40Kkeyword|tech-priest}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Pick an enemy unit within 12&amp;quot; of your warlord at the end of your movement phase. This unit suffers -1 to hit. Pretty basic way to nerf the enemy, and easier to use than the stratagem.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Stratagems&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blaring Glory (1 CP, Strategic Ploy):&#039;&#039;&#039; Select an enemy unit within 6&amp;quot; of a {{W40kKeyword|METALICA}} unit during either the fight or shooting phase. This unit cannot re-roll anything, which can be absolutely EVIL.&lt;br /&gt;
*&#039;&#039;&#039;Deafening Assault (1 CP, Wargear):&#039;&#039;&#039; Use during the shooting phase. When one of your {{W40kKeyword|METALICA}} units shoots, the enemy unit they target (Provided that it&#039;s not a vehicle) halves its movement and can&#039;t overwatch or set to defend.&lt;br /&gt;
**Now the ideal way to set up your melee units so they can make a guilt-free charge.&lt;br /&gt;
*&#039;&#039;&#039;Extinction Order (1 CP, Epic Deed):&#039;&#039;&#039; Select a single area terrain feature your warlord sees during the shooting phase. Until the end of the phase, any {{W40kKeyword|METALICA}} units that sit within 6&amp;quot; of the warlord gain +1 to wound when shooting an enemy unit that&#039;s hiding within the designated terrain feature.&lt;br /&gt;
*&#039;&#039;&#039;Knight of the Iron Cog (1CP, Requisition):&#039;&#039;&#039; One {{W40kKeyword|House Raven}} unit gains the Canticles ability, despite lacking the {{W40kKeyword|Adeptus Mechanicus}} keyword.  No limit on being spammed, despite being Requisition and used before battle, as all Requisition strats are. On paper this is great, in practice:  Imperial Knights can just attach a freeblade to a Mechanicus force without messing up your Canticles and&lt;br /&gt;
Doctrina without needing a extra CP point for each knight. If you plan to bring more then 1 knight the CP cost of a knight lance can quickly skyrocket, espically with needing to use this keyword on each and every unit. and for each knight you have less points to spend on stuff that benefits from having active canticles or doctrina. On paper good, in practice, bit of a balancing act.&lt;br /&gt;
*&#039;&#039;&#039;March to War (1 CP, Battle Tactic)&#039;&#039;&#039;: One {{W40kKeyword|METALICA}} unit advances 6&amp;quot; instead of needing to roll for it.&lt;br /&gt;
*&#039;&#039;&#039;Omnissiah&#039;s Exaltation (1 CP, Strategic Ploy):&#039;&#039;&#039; When an enemy unit takes a morale check within 6&amp;quot; of a {{W40kKeyword|METALICA}} unit, they suffer a -1 to that roll.&lt;br /&gt;
*&#039;&#039;&#039;Order in Anarchy (1 CP, Battle Tactic):&#039;&#039;&#039; Nominate one {{W40kKeyword|METALICA}} unit during the Command phase. Whenever this unit fights an enemy within 12&amp;quot;, they add +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Purity of the Machine (1/2 CP, Battle Tactic):&#039;&#039;&#039; When a {{W40kKeyword|METALICA}} unit shoots or fights, they can ignore any modifiers to hit or wound rolls, making this a very versatile perk to ride on. Costs 1 CP for {{W40kKeyword|infantry}} and 2 CP for {{W40kKeyword|vehicle}}s.&lt;br /&gt;
*&#039;&#039;&#039;Rad-Oversaturation (2 CP, Battle Tactic):&#039;&#039;&#039; At the start of any phase, you can boost the range of one Skitarii Vanguard unit&#039;s cancer aura to 6&amp;quot;, making them more able to blast out any pests before they make a charge.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Relics&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Arm:&#039;&#039;&#039; Essentially a stronger Servo-Arm with Sx3 (12) AP-3 D4 and +1 to hit, but note that the bearer gets it in addition to their other wargear - this isn&#039;t a replacement. It&#039;s still just one hit, but on the bright side, it&#039;s a slightly more reliable hit that&#039;ll hit as hard as a Dreadnought.&lt;br /&gt;
**Almost always worse than Anzion&#039;s Pseudogenetor.&lt;br /&gt;
*&#039;&#039;&#039;Bionics of Veneration&#039;&#039;&#039;- 4++ and 3&amp;quot; aura that inflicts -1 to hit on enemies.&lt;br /&gt;
*&#039;&#039;&#039;Delta Pistol:&#039;&#039;&#039; Replaces a Gamma pistol, meaning Datasmith only, gaining more Range, S, AP, and D, on top of re-rolling to wound against {{W40kKeyword|Vehicle}}s: 18&amp;quot; Pistol 1 S10 AP-4 D4, re-rolls wounds against {{W40kKeyword|Vehicle}}s.  &#039;&#039;Radically&#039;&#039; better than the Adamantine Arm if you have a model who can carry it.&lt;br /&gt;
*&#039;&#039;&#039;Metalican Lung:&#039;&#039;&#039; 3&amp;quot; aura that lets allies re-roll to wound enemies inside this aura. &lt;br /&gt;
**If you can manage to get within range without being engaged, this is primarily excellent on guns that want 6s to wound (Volkite on your Dominus and Drill, your Manipulus&#039; Transonic Cannon, all of your Transuranic Arquebi, Serberys Raider guns).  It&#039;s also great on &#039;&#039;melee&#039;&#039; that wants 6 to wound, which is your Fulgurites and your Ruststalkers.  &lt;br /&gt;
***For all of these units, you want to re-roll successful wounds that aren&#039;t 6 if the 6 would be &#039;&#039;more than&#039;&#039; double the baseline output, which is a decision dependent on the target&#039;s save and potentially FNP rules.  Fulgurite Staves almost never benefit, but Galvanic Carbines almost always do, with everything else in between.&lt;br /&gt;
*&#039;&#039;&#039;Omni-Sterilizer:&#039;&#039;&#039; Replaces an eradication ray, meaning Dominus only.  Does away with having two profiles, giving you one that&#039;s 1 AP and D better than the near profile anyway: 24&amp;quot; Assault 1d3 S6 AP-4 D3, Blast.&lt;br /&gt;
**&#039;&#039;Still&#039;&#039; worse than the Volkite Blaster against some targets, like Knights, even before the 5 point cost of the gun you need to buy in order to qualify for this relic.  Worse than Ryza&#039;s Dominus gun-relic, Weapon XCIX, against almost everything in the game, before you even consider that Ryza&#039;s costs fewer points; hence, like Ryza, you never want this, since Volkite + Phosphoenix is just better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Tactics&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Metalica&#039;s White Tide:&#039;&#039;&#039; Corpuscarii Electro-Priests, Infiltrators and Sydonian Dragoons at the front, followed by Skitarii Vanguard. Corpuscarii make solid frontline soldiers for Metalica, seeing as &#039;&#039;&#039;Relentless March&#039;&#039;&#039; allows you to move them down the field quickly while maintaining their 3+ S5 Assault 3 &#039;&#039;&#039;&#039;&#039;TASER&#039;&#039;&#039;&#039;&#039; shooting efficiency. 5++/5+FNP and 6-9 hits per 5 models for Overwatch makes these guys relatively beefy and pretty intimidating for their point cost. Run your Tech-Priest Dominus behind them and take the &#039;&#039;&#039;Prime Hermeticon&#039;&#039;&#039; warlord trait. Now they&#039;re hitting on 3+ and rerolling 1s for shooting, as well as rerolling &#039;&#039;all failed hits&#039;&#039; in the Fight phase. The sheer number of S5 hits generated by these guys overtime will grind your enemy&#039;s forces into dust. Your Dragoons boost the leadership of all your guys by 1, and their Taser Lance is a freakin&#039; S8 AP1 D2 deathstick. Infiltrators generate a ridiculous amount of hits with the Taser Goad when the &#039;&#039;&#039;Conqueror Doctrina Imperative&#039;&#039;&#039; stratagem is in effect, and their &#039;&#039;&#039;Neurostatic Aura&#039;&#039;&#039;, when combined with the &#039;&#039;&#039;Deafening Assault&#039;&#039;&#039; stratagem, will cause your enemy&#039;s units to melt before their eyes. Keep some squads of Vanguard armed with Plasma Calivers close by to take down anything too tanky, and watch as your army &#039;&#039;literally&#039;&#039; washes your opponent off the board. Did I forget to mention Taser? Because &#039;&#039;&#039;&#039;&#039;FUCKING TASER. BY THE MACHINE GOD, FUCKING TASER IS HERE.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*As an alternative solution, you can also give your Dominus the &#039;&#039;&#039;Ordered Effeciancy&#039;&#039;&#039; warlord trait, which allows your dudes to fallback and shoot. Your priests will lose some of their punch, but they&#039;ll make it up in Overwatch by forcing your opponent to charge them again. And again. And again.&lt;br /&gt;
&#039;&#039;&#039;Metalica&#039;s Skirmishing Skitarii:&#039;&#039;&#039; Metalica&#039;s Forge World trait makes Rangers a little more capable. It turns their guns from Rapid Fire 1 to Assault 1 if they advance, meaning you can play your Rangers more aggressively. With their 30&amp;quot; range you can dash up the board and start making very early shots on your opponent. Keep in mind this rule only takes effect if you advance, meaning that you can advance one turn and get shots in as an Assault weapon, then a later turn if you want to let the opponent get in half range you still get the Rapid Fire Benefit. This is good if you&#039;re up against a close-ranged enemy because you can be in a position to shoot them, but they can&#039;t shoot you. Combine with Protector Doctrina Imperative strategem and a Data Tether to hit more shots and to turn those 4&#039;s into 6&#039;s, giving you more AP -1 hits. Arc Rifles are Rapid Fire as well so consider running a squad with them to be your vehicle hunters. Overall a good tactic at lower point games but starts to lose its strength around 1000 points. Probably not worth trying at 1500 and above. &lt;br /&gt;
*Considering that Rangers and Vanguard are 9ppm, and 5pt EDTs are now a thing, you can actually field a surprisingly large number of these guys, and expect them to last for a while. Leave room for some Dragoons to boost leadership, some arc rifles for vehicles and some plasma calivers for TEQ, and you can end up with a pretty effective pseudo-space marine horde list.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Ryza]]}}===&lt;br /&gt;
[[File:Ryza.png|100px|left|]]In the grim darkness of the far future, firepower alone won&#039;t be enough.&lt;br /&gt;
&lt;br /&gt;
Thematically, while Ryzans are masters of plasma, their protracted war against the orks has [[Farsight_Enclaves|forced them to develop aggressive close combat doctrines]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, where ranged elements already stand out in AdMech armies, Ryza boosts your sometimes overlooked melee infantry. This way they become a balanced offensive force with many options, so that they&#039;re not confined to a single gimmick like other forces are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bring ruination to your enemy both at range and face to face, until you&#039;re drenched Red in Cog and Claw!&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Red in Cog and Claw:&#039;&#039;&#039; All models with this dogma add +1 to their charge rolls and +1 to wound on any melee attacks made after charging, getting charged, or performing a heroic intervention.&lt;br /&gt;
**Remember, Fulgurites and Ruststalkers gain substantially less benefit from +1 to wound than your other melee units, and so do e.g. Arc Mauls wielded against a {{W40Kkeyword|vehicle}}.  Stay away from those and stick to weapons that benefit more from +1 to wound, like Corpuscarii and anything wielding Taser Goads.&lt;br /&gt;
**+1 to charge rolls raises your odds of managing a deep strike charge from 27.78% to 41.67% - still not high enough to be reliable, but it&#039;s something.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Warlord Trait&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Citation in Savagery&amp;lt;sup&amp;gt;{{W40Kkeyword|tech-priest}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; During the fight phase, pick one {{W40kKeyword|Ryza Core}} unit within 6&amp;quot; of the warlord. This unit gets -1AP on melee attacks. A nice buff for a lot of our melee units.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Stratagem&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Plasma Specialists (2 CP, Battle Tactic):&#039;&#039;&#039; Use during the shooting phase. Pick a {{W40kKeyword|Ryza}} unit and add 1 to the damage for all plasma weapons.&lt;br /&gt;
**Drastically nerfed since it no longer adds anything to wound. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Relic&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Weapon XCIX:&#039;&#039;&#039; Aka &#039;&#039;Weapon 99 (or &amp;quot;[[Derp|ekseeaieks]]&amp;quot;)&#039;&#039;, replaces a Volkite Blaster. 24&amp;quot; Heavy 3 S7 AP-2 D2, with wound rolls of 6+ causing two additional Mortal Wounds.&lt;br /&gt;
**Volkite Blaster + Phosphoenix will &#039;&#039;usually&#039;&#039; outperform Weapon XCIX + Macrostubber even before the Phosphoenix has a chance to buff your army.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Tactics&amp;gt;&lt;br /&gt;
*The Plasma Barbeque has unfortunately been nerfed to hell with kataphrons losing CORE and any way to re-roll hits along with Plasma Specialists going to 2CP and losing its boost to wounding. &lt;br /&gt;
*However, as the dedicated melee forge world we can take full advantage of all the abilities to mess with the order of the fight phase. Temporcorpia on ruststalkers/infiltrators and the electroshock stratagem on priests or robots can make your opponent fight last while the skitarii warlord trait can make dragoons fight first. This will let you entirely control the fight phase by letting 3 of your units fight even if the enemy charged you first.&lt;br /&gt;
*As a note for dragoons for 1CP you can boost them to S9 and able to wound anything in the game on a 2+ as toughness seems to be capped at 8 now.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==={{W40kKeyword|[[Stygies VIII]]}}===&lt;br /&gt;
[[File:Stygies viii flag.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, innovation is the only way forward. &amp;lt;br&amp;gt;&lt;br /&gt;
Stygies VIII specializing in both speed and durability, as well as being the sneeky lot of the Mechanicus. &amp;lt;br&amp;gt;&lt;br /&gt;
Vanguarding lets units get a head start and -1 to hits make your shooter durable.&amp;lt;br&amp;gt;&lt;br /&gt;
Ideal for your chicken walkers and Walking Tanks. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Know the enemy - out-think the enemy - defeat the enemy. Study them from the shadows before delivering the killing blow.&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Forge World Dogma&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shroud Protocols:&#039;&#039;&#039;  Any attacks against a friendly non-{{W40kKeyword|Core Vehicle}} from over 18&amp;quot; and 12&amp;quot; for any other units counts as shooting through dense cover, so hooray, that hit penalty stays! Additionally, any time one of your units charges, the enemy cannot Hold Steady or Set to Defend.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Warlord Trait&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Veiled Hunter&amp;lt;sup&amp;gt;{{W40Kkeyword|tech-priest}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; You can re-deploy two {{W40kKeyword|Stygies VIII}} units within your DZ or throw them into reserves on the first turn. This is all very helpful in giving you scouting power that exceeds your rangers. The units you throw into reserves don&#039;t even add into your CP costs.&lt;br /&gt;
**Excellent on Aircraft, because Aircraft can deep strike from reserves.  If you put non-Aircraft into your reserves, make sure you choose something that can pose a credible threat from a board edge.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Stratagem&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Clandestine Infiltration (1 CP, Wargear):&#039;&#039;&#039; Use up to twice during deployment. A {{W40kKeyword|Stygies VIII Core Infantry}} unit can be deployed to any place that is over 9&amp;quot; away from the enemy DZ and from any enemy units.  Can be used once, and a second time if playing a Strike Force or Onslaught battle (i.e. 2000+ points).&lt;br /&gt;
**This has gotten way stronger. Now you have a ticket to pretty much throw that pack of Skitarii into that tower you realize is in perfect range for your arquebus to snipe out. That big enemy line you see can now be worked around as you throw some Kataphrons into a spot that they can&#039;t charge for a turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Relic&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Relic: &#039;&#039;The Omnissiah&#039;s Hand&#039;&#039;:&#039;&#039;&#039; Once per game, you can trigger this at the end of the fight phase. Roll a d6 for every enemy model within 12&amp;quot;, scoring a MW on a 2-5 and d3 MW on a 6. It&#039;s not much still, but now you have a laser light show that can at least ding a bunch of models you couldn&#039;t otherwise reach.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Tactics&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stygies VIII&#039;s Electronic Infiltration Boogaloo:&#039;&#039;&#039; Get a full unit of 20 Fulgurite Electro-Priests or two, pregame move them near your enemy with the Forgeworld specific &#039;&#039;&#039;Clandestine Infiltration&#039;&#039;&#039;, activate the &#039;&#039;&#039;Chant of the Remorseless Fist&#039;&#039;&#039; canticle to reroll 1&#039;s in close combat, then charge the thing you want dead. It will die. Your 20 dudes will now have a permanent 3++ save and will be in your enemy&#039;s face. If whatever you faced somehow didn&#039;t die because the dice gods hate you, you can always activate the &#039;&#039;&#039;Zealous Congregation&#039;&#039;&#039; Stratagem to have them fight again in the same turn. Costly in terms of Command Points, but whatever you&#039;re facing will be deader than dead. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Custom Forge Worlds===&lt;br /&gt;
Unlike every other army with custom faction traits, these dogmas aren&#039;t simply pick-and-mix. The amount of customization, while present, is limited to forcing you to pick one of four &amp;quot;primary&amp;quot; forge world traits, and then one of the three &amp;quot;secondary&amp;quot; traits within that primary forge world. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rad-Saturated Forge World&amp;quot;&amp;gt;&lt;br /&gt;
Balances long range and close combat. Can be unfocused, but also balanced and useful in plenty of situations.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Radiant Soldiers:&#039;&#039;&#039; All ranged attacks from beyond 12&amp;quot; that hit your {{W40Kkeyword|Core}} units suffer -1S, akin to the Heresy-era Iron Hands. Great utility, since ranged infantry-based armies are very common for AdMech. Helpful not only for your Skitarii tinmen, this will also help protect your electro-priests.  As a general rule, this is &#039;&#039;radically&#039;&#039; worse than the Stygies dogma.&lt;br /&gt;
**Mostly what this does is protect your T3 skittles from S3 and S4 weaponry (S6 weapons are relatively uncommon and the protection afforded is minor, but that also happens), your T4 skittle cavalry from S3, S4, S5, and S8 weaponry, and if you keep your Kastelans near a Datasmith, your T7 Kastelans from S4 and S8 weaponry.&lt;br /&gt;
**&#039;&#039;&#039;Luminary Suffusion:&#039;&#039;&#039; Supercharges Rad-Saturation to have 3&amp;quot; of range, theoretically letting it apply to your guns if you can get &#039;&#039;very&#039;&#039; close.  Not very practical, considering your Vanguard are meant to be mid-range shooters rather than dedicated melee scrappers.&lt;br /&gt;
**&#039;&#039;&#039;Machine God&#039;s Chosen:&#039;&#039;&#039; When rolling for combat attrition, you ignore all modifiers. Morale protection much worse than Graia&#039;s.  If you field large units of 20 skittles, once you&#039;re down to 10 or fewer, this will cut your morale losses from 1 + 1/3 remaining to 1 + 1/6 remaining.&lt;br /&gt;
**&#039;&#039;&#039;Scarifying Weaponry:&#039;&#039;&#039; Your Radium weapons all improve their S and AP by 1 (i.e. +1S -1AP), making them considerably better at dealing with enemy heavies (the +1S is nearly meaningless, but the -1AP is huge; watch out for things like Armour of Contempt, though). Useful only to Vanguard-heavy lists, since it affects only their guns, that Dragoon&#039;s rad sniper rifle that nobody uses, the radium pistols you shouldn&#039;t be fielding, and the Marshal&#039;s radium serpenta.&lt;br /&gt;
***In terms of the radium jezzail, going from S5 to S6 and AP-2 to AP-3 isn&#039;t very useful, so to illustrate, consider a model where both buffs help: shooting a warboss in mega armour (T6 W7 Sv2+/5++).  Assuming BS3+, the base gun hits for 15/36 of a wound, and after both buffs, it hits for 24/36 - a 60% increase.  That&#039;s the &#039;&#039;absolute maximum&#039;&#039; this buff can help - against any other target, the benefit is &#039;&#039;worse&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Expansionist Forge World&amp;quot;&amp;gt;&lt;br /&gt;
Focused on Skitarii mobile infantry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Accelerated Actuators:&#039;&#039;&#039; Any units that charge, get charged, or perform Heroic Interventions improve the AP of their melee weapons by 1. Great for your melee units, which you do have lots of, but worse than the first half of Ryza&#039;s dogma, which is +1 to wound instead of -1 AP.&lt;br /&gt;
**&#039;&#039;&#039;Acquisitive Reach:&#039;&#039;&#039; All rifle and carbine weapons add 6&amp;quot; to their range, primarily buffing Vanguard.&lt;br /&gt;
**&#039;&#039;&#039;Forward Operations:&#039;&#039;&#039; Your {{W40Kkeyword|Skitarii Core}} units can move up to 3&amp;quot; before the first turn but can&#039;t end the move within 9&amp;quot; of an enemy, giving you some early scouting ability, and can easily give certain ones the edge they need to make a turn 1 charge.&lt;br /&gt;
**&#039;&#039;&#039;Rugged Explorators:&#039;&#039;&#039; No penalty for moving and firing Heavy weapons, and {{W40Kkeyword|Vehicle}}s suffer no penalty for advancing and firing Assault weapons - this is the first bullet from Metalica&#039;s dogma, and then the second Metalica bullet but worse, since only Vehicles get it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Data-Hoard Forge World&amp;quot;&amp;gt;&lt;br /&gt;
Where the other forge worlds focus on Skitarii, Data-Hoarders enhance your long-neglected vehicles and even Kataphron - meaning they primarily focus on your Skitarii, since your only non-Skitarii Vehicles are Kastelans.  In fact, a Data-Hoard Forge World is your best bet if you want to rely on transports.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magnabonded Alloys:&#039;&#039;&#039; Your vehicles now all have a 6+++. Absolutely welcome.&lt;br /&gt;
**&#039;&#039;&#039;Autosavant Spirits:&#039;&#039;&#039; Blessed Autosimulacra! Your vehicles regain a wound at the start of your command phase! For free! Even better is that these vehicles count as having double the wounds for the sake of determining degrading stats, making this absurdly good for a vehicle-heavy army.&lt;br /&gt;
**&#039;&#039;&#039;Omnitrac Impellors:&#039;&#039;&#039; Kataphrons and Onagers add +2&amp;quot; to their movement. Those units don&#039;t really need to move a lot, but sometimes they need to get a firing arc or escape, and they can&#039;t. This makes it easier. Kataphron Breachers become deceptively fast.&lt;br /&gt;
**&#039;&#039;&#039;Servo-Focused Auguries:&#039;&#039;&#039; Cognis weapons fired at half range get to re-roll to hit, and with 36&amp;quot;-48&amp;quot; range that&#039;ll be noticed. Good utility for Duneriders, Archaeopters, and especially Ballistarii, which operate far away from the Magos&#039; re-rolls.  Utterly useless on Kataphron Destroyer Cognis Flamers, of course.&lt;br /&gt;
***This is &#039;&#039;better&#039;&#039; than the Agripinaa dogma on Cognis weapons but &#039;&#039;worse&#039;&#039; than it on everything else.  Excellent on Skorpius Duneriders and all three Archaeopters.&lt;br /&gt;
***This on Ballistarii is better than Mars, because you get re-rolls on all your hit rolls, not just one per unit, and Canticles frankly isn&#039;t as good an ability as permanent 6++.  However, you lose out on Cawl, the Mars Warlord Trait (which only works on Kastelans anyway, in terms of Vehicles), the Mars relic (which is garbage anyway), and the Mars stratagem, which only has synergy with large units anyway.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reignited Forge World&amp;quot;&amp;gt;&lt;br /&gt;
A forge world whose focus is on all their troops, making sure that they can always have an edge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Purgation Protocols:&#039;&#039;&#039; All {{W40Kkeyword|Core}} units improve the AP of a ranged weapon by 1 if they roll a nat 6 to wound. Basically the first half of Agripinaa only worse for most guns, and particularly bad on radium weapons, since auto-wounds can&#039;t roll to wound to try to improve their AP.  &lt;br /&gt;
**&#039;&#039;&#039;Data-Bleed Generators:&#039;&#039;&#039; Any time an enemy model makes a melee attack against you after charging, getting charged, or performing a heroic intervention, it suffers -1 to hit. &lt;br /&gt;
**&#039;&#039;&#039;Engineered Nanophages:&#039;&#039;&#039; Melee attacks against an enemy model with an armor save of 3+ or better improve their AP by 1, making throwing anything at tanks or marines that much better.&lt;br /&gt;
**&#039;&#039;&#039;Purified Datasphere:&#039;&#039;&#039; &#039;&#039;All&#039;&#039; auras (except Rad-Saturation) add +3&amp;quot; to their range. Mostly there to improve support and data-tethers, but it also helps the Sicarians with their electrostatic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaved Systems Forge World&amp;quot;&amp;gt;&lt;br /&gt;
Essentially lets you copy another forge world. They gain that forge world&#039;s dogma and WT and if they aren&#039;t some support detachment, they also get the forge world&#039;s stratagem as well. This doesn&#039;t sting as much as some other &amp;quot;custom factions that just ape off another, more popular faction&amp;quot;, but it&#039;s still not very desirable.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Starting Your Army==&lt;br /&gt;
=== Buying ===&lt;br /&gt;
&lt;br /&gt;
There is a new Start Collecting Box and it is pretty awesome. You have your standard unit of 10 Ranger/Vanguards and a Enginseer, not the coolest thing ever. But then you get a Skorpius. A few of these and you have your infantry of choice and either their rides or the best Mechanicus tank lined up and ready to go.&lt;br /&gt;
&lt;br /&gt;
=== Army Composition and tactics ===&lt;br /&gt;
There are some starter list archetypes as an example. Open the fourth one if you dare.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;The Navy&amp;quot;&amp;gt;&lt;br /&gt;
Take a bunch of D-Day landers (transports), fill them with infantry, storm the beaches, rush to the objectives and hold them. Often a custom FW. This is our mechanised option and the TAC variant and is often supported by some backfield artillery fire in a second Stygies detachment. (Cawl isn&#039;t worth it if you can&#039;t feed him enough units to buff so the survival option is generally better.) A nice all-round option, but the more specialist options may outperform it if played correctly. This style also has the advantage of letting you lean more into infantry or vehicles, giving you more flexibility in how you want to grow your list. Unlike with the Skitarii horde, if the lascannons are hitting your boats they&#039;re not hitting your artillery. Its downsides are that it is not as killy as the crusher and not as great at the mission as the horde but neither does it have their weaknesses.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;The Infantry&amp;quot;&amp;gt;&lt;br /&gt;
Take 6 large units of Vanguard, 3 max units of Raiders, 3 units of 10 Hoplites and some Corpuscarii reserves, and we have the core of a Skitarii horde. Take in Ryza or an expansionist Forgeworld and swarm the objectives - this is the board control list. You&#039;re gonna be a lot less shooty than the others, but you&#039;re not limited by the need to play within buff range. While our infantry is pretty solid for its points meaning they can hold the board and objectives. This is a build designed to play the mission, not kill your opponent. The other problem with the horde is that if you try and add one or two vehicles to it, all your opponents&#039; lascannons or equivalent will target them and they will evaporate, whereas if you have no vehicles, the lascannon are wasted on a Vanguard. In practice this means ignoring our vehicle options.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;The Ranger Firing Squad&amp;quot;&amp;gt;&lt;br /&gt;
Something to note before even considering attempting this is that this setup is not meant to be the entire list, but a nice backbone for any firing line you may set up. It does require aura/placement synergy between four (optionally five) units to turn a standard block of 20 Rangers into a downright disgustingly lethal shooting unit that can absolutely blend MEQs and butcher anything short of a Knight statline.&lt;br /&gt;
&lt;br /&gt;
This setup requires the following:&lt;br /&gt;
*To start, a block of 20 Skitarii Rangers to form the &#039;Ranger Firing Squad&#039; part of the setup. Everything else is only there to buff these guys, so paying some extra points for wargear isn&#039;t a terrible idea. +10 points for the Omnispex to ensure that what you&#039;re shooting at will get hit and another 10 for the Enhanced Data-Tether will help with morale, in the unfortunate event that whatever you send your withering hail of firepower at has enough working limbs left during their turn to shoot back.&lt;br /&gt;
*A Tech-Priest Manipulus&#039; Galvanic Boost ability will substantially buff their guns, making them go from 30&amp;quot; AP-1 to 36&amp;quot; AP-2. The extra range will help with shooting without needing to worry about taking shots back, and the extra AP point will go a long way to ensuring that whatever you hit will die. In addition, you should give this unit either the Magi or the Artisans Holy Order. Magi will give your Rangers an extra hit on unmodified 6&#039;s, which is great. Artisans will bump up the Rangers&#039; rifles to Strength 5, which means you&#039;ll be wounding MEQs on 3+. &lt;br /&gt;
*A Skitarii Marshal given the Exemplar&#039;s Eternity Relic will give your Rangers the ability to reroll hit rolls and wound rolls of 1, which is obviously useful.&lt;br /&gt;
*A Tech-Priest Enginseer will be a carrier for whatever Holy Order you didn&#039;t give the Manipulus, meaning that both of them combined will buff the guns to an insane degree. It is a lot of points, though, so it may be a good idea to make him pull doubletime on an Onager or something, which is why I prefer to use an Enginseer for this over a Technoarchaeologist.&lt;br /&gt;
&lt;br /&gt;
This is already very good, but can be made even better. The Galvanic Volley Fire Stratagem increases your output of fire by 50%, leading to 60 shots from a full unit, while the Protector Doctrina will let your Rangers hit on 2+. Finally, taking another Enginseer (or Technoarchaeologist) and giving him the Logi Holy Order will let your Rangers shrug off AP-1 and AP-2, which has the potential to completely kneecap your opponent&#039;s shooting. Keep in mind that doing that last bit will add another 95 points to this setup, so it&#039;s your choice as it isn&#039;t strictly needed.&lt;br /&gt;
&lt;br /&gt;
*Finally, the Forge World buffs. Most of these are pretty nice, but you can choose whichever. Agripinaa will improve your guns&#039; AP by -1 when firing at a target within half range, which may bump up your guns to AP-3. Lucius will give your guns an extra 3&amp;quot; of range and a free +1 to the Armor Save when shot at with a Damage 1 gun when out in the open, which is handy. Mars will let you reroll a hit and wound roll (the damage roll reroll is useless here), which is nice, but the real benefit is getting access to Canticles and the Wrath of Mars Stratagem. Metalica will let you move and shoot without penalty. Stygies VIII gives you the benefits of Dense Cover if being shot at from over 12&amp;quot; away. Ryza is useless.&lt;br /&gt;
*Custom Forge Worlds are also pretty good here. The Rad-Saturated Forge World debuffs ranged attacks that hit your guys with -1 Strength. The main buff from the Expansionist Forge World isn&#039;t great, but the Acquisitive Reach secondary trait gives your Rangers&#039; rifles an extra 6&amp;quot; of range. Finally, the Reignited Forge World is essentially just a worse Agripinaa, but take it for the secondaries if you like.&lt;br /&gt;
&lt;br /&gt;
In the end, we have turned a group of 20 infantry firing 40 shots at BS3+ 30&amp;quot; S4 AP-1 D1 into 20 infantry (potentially ignoring AP-1 and AP-2) firing 60 shots at BS2+ 36&amp;quot; (or 39&amp;quot; or even 42&amp;quot;) S5 AP-2 (or AP-3, depending on the Forge World) D1, with rerolls of 1 to hit and wound with exploding hits on 6s, which statistically gets you 70 hits from 60 shots, all for the low price of 435 points (not including wargear). If you really wanted to be That Guy, leaving out the Logi carrier and putting the first Enginseer into Brotherhood of the Cog means that this setup is technically legal for a 500 point Patrol Detachment.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name = &amp;quot;The Skittle Rad-Horde&amp;quot;&amp;gt;&lt;br /&gt;
This setup requires the following:&lt;br /&gt;
&lt;br /&gt;
* Rad-Saturated Forge World with Scarifying Weaponry: SW is pretty much the only useful dogma for the RSFW, and the sheer number of Vanguard in this list make heavy use of its +1 to Strength and AP.&lt;br /&gt;
*Four bricks of 20-model Skitarii Vanguard, with two plasma calivers on two of the bricks, two arc rifles for each squad, and an omnispex on all of them. These guys are the backbone of your gunline; the arc weapons and plasma calivers will tear chunks out of vehicles and do some manage to TEQs, while the carbines can be combined with Enriched Rounds once per shooting phase to near-delete a MEQ unit.&lt;br /&gt;
* Three Skitarii Marshals: one with Exemplar&#039;s Eternity and Firepoint Telemetry Cache, one with Programmed Retreat and The Cage of Varadimas, and one with Multitasking Cortex.&lt;br /&gt;
** The Marshal with Exemplar&#039;s Eternity sits centre-board with the Plasma Caliver Vanguard squads, providing re-rolls on 1s to hit and wound along with persistent Light Cover on one squad. This guy is there to let you constantly supercharge your Plasma and get the most out of your Enriched Rounds, while also giving them (essentially) Armour of Contempt against AP-1 weapons.&lt;br /&gt;
** The Programmed Retreat Marshal stays with any squad pushing up the board. The CoV coupled with the Vanguard&#039;s -1T in Engagement Range will make them a little more survivable in a frontline brawl, and whatever&#039;s left of the unit can proceed to shoot back once they Fall Back on the next turn.&lt;br /&gt;
** The Multitasking Cortex Marshal stays with the Skitarii you have sitting on any objective markers. This guy is here to ensure you can score VPs from Actions without leaving one of your 20-man bricks unable to shoot for the rest of your turn.&lt;br /&gt;
* Two Archaeopter Fusilaves with Chaff Launchers: These are here to slow down powerhouse units with the Arc Bomb strat and dish out mortal wounds on a 4+ to squads they fly over. They&#039;ll also help absorb attacks aimed at mid-board units for a while, with the chaff launchers helping to decrease and can be kamikazed (via Machine Spirit&#039;s Revenge) into enemy lines when badly damaged for extra mortals. &lt;br /&gt;
* About 5-7 Ironstrider Balistarii, with 2-3 Dragoons as backup: The Ironstriders are here to do the heavy lifting on anti-armor, since their lascannons outperform the Onager&#039;s &amp;quot;Delete This&amp;quot; gun (the Neutron Laser) on pure points-per-damage. The Dragoons are here to achieve midboard control and threaten your opponent&#039;s troops (vehicles included) with long-range charges through the Dunestriders strat followed by a charge.&lt;br /&gt;
** Depending on how terrain-dense the board is, you may want to swap the Dragoons out for more Balistarii, since it&#039;s a pain in the ass to move Dragoons around on a terrain-dense board. Also consider that Ironstriders won&#039;t last long in an open slugging match, so play the angle game for all you&#039;re worth.&lt;br /&gt;
* 5 Pteraxii Skystalkers: These guys are here as objective scorers and harassment units. Drop them from deepstrike onto unclaimed objectives or on your enemy&#039;s flanks, then use them to harass their units before they&#039;re destroyed/fuck off back into deepstrike. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name = &amp;quot;The Tournament Crusher/The Friendship Ruiner&amp;quot;&amp;gt;&lt;br /&gt;
The core of the best theorycrafted Admech lists revolve around a Lucius Battalion with multiple 20-man Skitarii bricks of Vanguard and Rangers (swap out for either depending on your local meta) and a Mars or Data-Hoard (Auguries) Outrider detachment to slot in Lascannon Ironstrider Ballistarii. Lucius with the multitude of durability buffs they can give to your basic skitarii makes them nigh-unstoppable to just march around the board, gunning down other infantry and even vehicles/monsters if you start investing command points into them, and just literally not dying. Mars/Data-Hoard, on the other hand, pumps up your lascannon Ballistarii to absurd levels of efficiency, giving them canticles or 6++ and re-rolls to hit. Slot in a unit of Infiltrators or a big brick of Serberys Raiders for a spicy Wrath of Mars platform.&lt;br /&gt;
*Important to note that you will commonly spend an additional four command points to buy additional warlord traits and relics, and get both the Logi and Artisans Holy Order upgrades. You&#039;ll be starting with very few command points, but the pure efficiency this Admech list archetype puts out makes it beyond manageable. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Modeling Tips ===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Kastelan Robots&amp;quot;&amp;gt;&lt;br /&gt;
Kastelan Robots are still derpy Baymaxes. And as mentioned before electro-priests look like ass. You might be screwed on the priests, but we do not need to settle for the derpbot 9000. &lt;br /&gt;
* The cheapest and easiest way to improve their look is to simply rotate the head 180 degrees and lower them further into the torso. That will give you a much cooler domed head with a smaller silhouette, and a more sinister and inhuman appearance.&lt;br /&gt;
* wargameexclusive.com makes alternate resin heads for Kastelans. Or pretty cheap Penitent-Engine-looking alternatives if you wanna go that way. If you like those models, they also make a female Dominus (Domina?) and Kataphrons WITH LEGS. And a pin-up version of the Tech-Priests and some Skitarii for [[Promotions]].&lt;br /&gt;
* Forge World does make the Castellax which looks godly (and a little bit like the Hulkbuster) but is a tad expensive. You can kitbash a Datasmith with a spare TPD (every Admech player should have a ton left over from SC and Forgebane boxes) and some Skitarii/Sicarian bits. Keep in mind when (if) the 30k dataslates drops you will need to do some work to make your Castellax and kit-bash Kastelans stand out from each other. &lt;br /&gt;
* Or if you have some Kataphron bits left over conversions may solve some problems. Flip the head around to the smooth side, leave the thigh armor off and your Kastelans start looking better. &lt;br /&gt;
** Gluing the barrel of the Heavy Grav Gun in place of the Incendine Combustor for a good-looking shoulder gun. If you have any Grav-guns from Space Marines left over (please say you do) glue them to the back of the Power Fists and voila. Even better, use the grav-bit from combi-weapons. Take two, glue onto the back of the fist, then grab the armor off the top of the razorback turret and glue over the grav.&lt;br /&gt;
* Glue the &amp;quot;three sensors&amp;quot; bit from the sensors/comms of the Icarus Dunecrawler kit onto the Katelan&#039;s face plate for the Armored Trooper VOTOMS look. &lt;br /&gt;
*There&#039;s also a shapeways store for bits that resemble FW Castellax. Link here:https://www.shapeways.com/shops/stahlgeist-eisenfabrik&lt;br /&gt;
*New Years Open Day 2019 at Warhammer World revealed new &amp;quot;Ambot&amp;quot; sculpts for Necromunda, seen here: [https://youtu.be/I9IqHwCa62k]. A few gun swaps, as these come with wrist bolters and no shoulder cannon, and you&#039;ll have suitably bad-ass robots, finally. Just keep in mind the Ambots are significantly shorter than the Kastelan, however each Ambot kit comes with twice the amount of legs required so some converting can make them tall enough.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Electro-Priests&amp;quot;&amp;gt;&lt;br /&gt;
For the Electro-priests take some Servitors. Grabbing the Extra Arc claws and Hydralic Fists and put those on and you have electric dudes with melee weapons.&lt;br /&gt;
* For the Corpuscarii Priests using the Heavy Bolter Servitor and replacing the barrel with an Arc Rifle might be enough.&lt;br /&gt;
* Mix the Electro-priests kits with some Empire Flagellants for good looking fanatics.&lt;br /&gt;
* If you have any Ranger heads left over from a skitarii troops box, a bit of crafty knife work to flatten the joint can make excellent alternatives for electro-priests.&lt;br /&gt;
* Another option are the Negavolt Cultists from Blackstone Fortress, if you want a more creepy, servitorish look.&lt;br /&gt;
**Alternate Route: Use this for both budget and style, you see those Skitarii you have lying around? Go onto Forge World and check out the Hoplites kit, while using Hoplites as counts as might cause issues with certain players. They look better than the original &amp;quot;gym bro&amp;quot; models, are cheaper than buying two kits of priests, and it makes a lot more sense.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Kataphron Breachers&amp;quot;&amp;gt;&lt;br /&gt;
Blackstone Fortress comes with UR-025, an Imperial Robot model. Snap off the Assault Cannon barrel and stick some leftover Kataphron guns for Breachers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
==== Hereteking It Up ====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Overview&amp;quot;&amp;gt;&lt;br /&gt;
Every techpriest makes &#039;&#039;compromises&#039;&#039; with their given situation. You&#039;re no different, you think a gun or a bit looks a little &#039;&#039;weak&#039;&#039;, you find some aspect &#039;&#039;lacking&#039;&#039;, you need your army to have a bit more &#039;&#039;something&#039;&#039; to it. Do not worry, for the Omnissiah has planted some wonderful gifts within some dusty tomb upon some backwater planet.&lt;br /&gt;
&lt;br /&gt;
Simply put, kitbashing Necron bits onto your dudes is significantly easier than you imagine. Despite being completely new to the hobby, I managed to add a bunch more charm and stuff to my dudes. All the while remaining completely budget. In this section I&#039;ll cover how you can use these &#039;&#039;STCs&#039;&#039; to your advantage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Skitarii&amp;quot;&amp;gt;&lt;br /&gt;
*Special Weapon spam is very common with Skiitari, issue is that only one of each type is given. Necron players tend to have a lot of extra guns lying around. As such lets just use theirs!&lt;br /&gt;
**For plasma the Deathmark guns work the best in my opinion. While over sized, the sleek design combined with the cooler look makes them the best candidate for a Assault weapon. Clip off the arm resting the weapon at the hand, while it may be a bit skuffed, it will fit seamlessly with any mechanicus arm you have. Cut off the hand holding the gun under. Then just glue the sucker on!&lt;br /&gt;
**For Arc Rifles we use the Tesla Carbine. Once again the size might be an issue but the look is &#039;&#039;blessed&#039;&#039;, very similar process. Go ham.&lt;br /&gt;
**The Super Sniper Rifle is trouble. Haven&#039;t done this myself but a gauss flayer might work.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Kataphrons&amp;quot;&amp;gt;&lt;br /&gt;
Kataphrons can bring some pretty eh responses from people, whether it be the treads, heads, or the things that make xenos deads. There are things to improve upon it.&lt;br /&gt;
*The Treads are the hardest part to change. A destroyer base could be used but i found the process to be rough. A heavy destroyer might work but then it all starts to be expensive. At this point your on you own. May the Machine God be with you!&lt;br /&gt;
*Kataphron heads have been described as &amp;quot;too Fleshy&amp;quot; by many friends of mine. As such one can use the Death Mark or Destroyer heads instead. They&#039;re completely metal, fit better than you&#039;d expect, and also are hilariously heretekal and will manage to piss off both your local Necron player and every Imperium nerd around you.&lt;br /&gt;
*The killy bits are meh, the only main gun I have issues with are the Arc Rifle. Meanwhile the side guns for the Destroyers look... weak. For the Arc rifle a Tesla Cannon or Gauss weapon could work. For the Destroyer side guns a Gauss Blaster looks &#039;&#039;&#039;MUCH&#039;&#039;&#039; better. &lt;br /&gt;
*If the model itself doesn&#039;t jive with your machine spirit, you could always go for Myrmidon Destructors and then start gluing Necron bits to it. Though this might be more costly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Knights.&amp;quot;&amp;gt;&lt;br /&gt;
Imperial Knights are a very thematic and useful ally for us, especially with our desperate need for durability...&lt;br /&gt;
Lets tek &#039;em up! (Specifically armigers, you&#039;ll need special kits for the big bois...)&lt;br /&gt;
*Name of the game is canoptek, specifically canoptek spiders. Get the backs and glue those on, the face is nice, the legs are eh, and the guns are perfect! Look up Canoptek Knights for examples.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Misc.&amp;quot;&amp;gt;&lt;br /&gt;
**Gauss weapons can be deconstructed to grab the pylon looking bits in them. They make good props and can fit onto more then you can imagine, them make good backpacks.&lt;br /&gt;
**Necron torsos, chest plates, etc. Are good terrain pieces, they can also be used to additionally fortify Kataphrons.&lt;br /&gt;
**See those Flayed Ones? Now look at those Rust-walkers, go ham.&lt;br /&gt;
**The C&#039;tan Void Dragon&#039;s wings could be placed upon a Dominus. Praise the Wings of the Machine God!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General tactics ==&lt;br /&gt;
Forge Worlds usually dictate what kind of list to run (see that section). But, basically, there are natural synergies between Forge Worlds and list templates.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039;: Gaining Canticles for your Skitarii units, a free re-roll per unit (great for low rate of fire and powerful guns like the Neutron Laser and Cognis Lascannon), and Wrath of Mars on units that throw out a lot of shots (Infiltrators, Vanguard, etc.).&lt;br /&gt;
** Works well with the Skitarii Veteran Cohort, as this army of renown allows units to retain &amp;lt;forgeworld&amp;gt; keywords, so you&#039;re getting a lot of buffs on your Rangers and Vanguard.&lt;br /&gt;
* &#039;&#039;&#039;Stygies&#039;&#039;&#039;: Protecting transports for our CC techno-priests.&lt;br /&gt;
* &#039;&#039;&#039;Ryza&#039;&#039;&#039;: Plasma kataphrons, and going all in with melee.&lt;br /&gt;
* &#039;&#039;&#039;Lucius&#039;&#039;&#039;: Making your basic troops in bricks of twenty impossibly durable for their cost. Easily the best forgeworld when it comes to running you multiple twenty man bricks of basic troops in.&lt;br /&gt;
* &#039;&#039;&#039;Graia&#039;&#039;&#039;: infantry spam with 6+++ is decent, though the shooting in CC is the reason to run this Forge World and an infantry spam list.&lt;br /&gt;
*&#039;&#039;&#039;Agripinaa&#039;&#039;&#039;: Kataphron spam lists are best, since you get both the canticle to shoot/fight on death, but also the recycle servitors for dead kataphrons.&lt;br /&gt;
*&#039;&#039;&#039;Metalica&#039;&#039;&#039;: There&#039;s a natural tendency to run infantry spam, but one could argue that a shooty Mars-like list should work well since the main tactic here would be to use the fall back and shoot WT. The difference, obviously, is that you cannot castle up and just delete things off the board. Instead, you will want to move that blob around and have your WL out in the front-ish lines. Why? Because the Metalica canticle gives your enemy -1 to hit within 9&amp;quot; (including melee).&lt;br /&gt;
*&#039;&#039;&#039;Rad-Saturated Forge World&#039;&#039;&#039;: Scarifying Weaponry and 10 or 20-man bricks of Vanguard with the Omnispex and one/two Plasma Calivers each, backed up by an Exemplar&#039;s Eternity/Firepoint Telemetry Cache Marshal. Make sure to bring some vehicles, too - that boost to your rad-troopers may be nice, but it won&#039;t do shit against anything with T6 or up.&lt;br /&gt;
&lt;br /&gt;
==Specific Enemy Tactics==&lt;br /&gt;
===Against Chaos===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Chaos Space Marines&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Daemons&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Death Guard&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Thousand Sons&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Renegades and Heretics&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Renegade Knights&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Against Imperium===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Space Marines&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Blood Angels&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Dark Angels&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Deathwatch&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Grey Knights&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Space Wolves&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Talons of the Emprah&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Adeptus Ministorum&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Imperial Knights&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Imperial Guard&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Inquisition and Assassins&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Against Xenos===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name =Orkz&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =Necron&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Craftworlds&amp;quot;&amp;gt;&lt;br /&gt;
The vanilla space elves are probably the most varied of the various eldar in their playstyle, but they share a few critical weaknesses with the rest of their kin. First, while they have a select few exceptions in Wraithguard, Wraithblades and Wraithlords, all of their infantry is GEQ standard squishy. Unlike your GEQ troops, many of them don&#039;t have a backup invulnerable save to fall back on when you bring out weaponry with any AP of note. To that end, Rangers with Galvanic Rifles can easily scythe down Aspect Warrior squads far before they can ever get into range to use their own weaponry. Which brings us to their next prominent weakness; minimal range. Though generally faster on foot than your dudes, the average range on a majority of their infantry is... pitiful. As in rapid fire/charge range pitiful. Virtually your entire codex will outrange a majority of any non-vehicle they bring to bear against you, so make use of that wiggle room. Craftworlders aren&#039;t without teeth though, despite their codex&#039;s age. Outside of allied Psyker support, you have virtually no native defense against their rather potent Psychic Phase and the mortal wounds they can casually toss about each turn. Whenever possible, use Transauric Arquebuses to snipe any Farseers, Spiritseers or Warlocks on the field to neuter their supporting/offensive capabilities. Lastly, though you certainly have units that can go toe-to-toe with them in melee, they&#039;re a touch more suited to it than you. Howling Banshees excel at slaughtering GEQ targets and can shut down any Overwatch opportunities for units they charge while Wraithblades are disgustingly durable blending machines that can even take down Space Marines with relative ease.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Dark Eldar&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Harlequins&amp;quot;&amp;gt;&lt;br /&gt;
This one-trick pony space elf faction has exactly one focus; melee. Among the various eldar factions, Harlequins are the most dangerous to you due to their blistering speeds and ability to ignore any terrain or models as they flit across the field to get into your tender gunlines. Their Troupes can also gravely threaten your vehicles if decked out in Fusion Pistols. Lastly, they can prove surprisingly resilient with their universal 4++ invulnerable saves. Fortunately, they&#039;re still T3 elves and you specialize in delivering dizzying quantities of firepower. Though Rangers can more safely engage Troupes long before they dive into your gunlines, Vanguard are ideal for overwhelming their invulnerable saves with the sheer amount of shots they output. Additionally, the guaranteed wound on a hit roll of 6 completely invalidates any given invulnerable save they may have made. You will also greatly outnumber any respectable Harlequins army by a &#039;&#039;considerable&#039;&#039; margin.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;T&#039;au&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Tyranids&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Genestealers&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
Fortunately, AdMech in 9th Edition is overall a pretty solid army, with most options covered. However, we also suffer no real penalties for taking allies (only that you need an AdMech WL to get the faction canticle). Obviously, points spent outside AdMech also lowers the effectiveness of our numerous buffs, so make sure you are maximizing the areas we lack if you start to soup.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Inquisition&amp;gt;&lt;br /&gt;
Aside from a Graia strat, which you can soup in, we have no answer to psychic nonsense. So, the Inquisition is a natural ally for us--and free through the &amp;quot;Agents&amp;quot; detachment designation. &lt;br /&gt;
*A single Inquisitor is probably best, and particularly a basic one is dirt cheap and allows you to have some of your own psychic powers (and importantly deny one, too).&lt;br /&gt;
*Another reason to take an Inquisitor is the leadership buff that can help out our low LD infantry in the front lines.&lt;br /&gt;
**&#039;&#039;&#039;Xenos-Hunter&#039;&#039;&#039;: Kitted out at 88 points (and -1 CP): Simple Inquisitor, Ordo Xenos, WLT: Esoteric Lore, Psyker (Smite &amp;amp; another power), Bio-Corrosive Weapons Relic, Daemon Hammer and Combi-Melta.&lt;br /&gt;
*** Put this bad boy in a drill with your Fulgurites (and a Manipulus with Hermeticon), and he will be shooting a buffed Melta shot, rerolling hits and wounds against XENOS, and can charge in with four Daemon Hammer hits, rerolling both hits and wounds--and wounding all non-vehicles on 2s anyway. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = Knights&amp;gt;&lt;br /&gt;
Obviously, there is a lot of synergy with Mechanicus Knights, and Knights are cool. Only problem is that the new detatchment rules make taking one knight CP expensive. Taking 3 and using AdMech as an ally could be strong but then you&#039;re more of a knights than an AdMech list...&lt;br /&gt;
If you chose not to take melee units from the Admech, Amiger Warglaives have strong potential while adding anti-tank. S single Castellan with 3 Dunecrawlers is most likely all the anti-tank you&#039;ll ever need.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Space Marines&amp;quot;&amp;gt;&lt;br /&gt;
AdMech has some nice medium melee options but nothing super killy. Adding in SM, BA, Custodes or SoB can plug this gap nicely especially in a Skitarii horde, as all of these have killy infantry. &lt;br /&gt;
Really fluffy with running IronHands.&lt;br /&gt;
Or if you&#039;re a fan of Priests of Mars, Black Templars.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Imperial Guard&amp;quot;&amp;gt;&lt;br /&gt;
Non LoS artillery is something AdMech lack. Sure we have disintegrators, but nothing like guard wyvern or basilisks&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep in mind that these are merely suggestions, and are prone to change based on new rules, stratagems, and units. Feel free to play with this as you will. Remember, these are [[Your Dudes|your cyberpunk dudes.]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Imperial]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Adeptus Mechanicus]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Space_Marines&amp;diff=1011610</id>
		<title>Warhammer 40,000/6th Edition Tactics/Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/6th_Edition_Tactics/Space_Marines&amp;diff=1011610"/>
		<updated>2026-05-20T15:33:05Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[Indrick Boreale|WE ARE THE SPEHSS MAHREENS! WE ARE THE EMPRA&#039;S FUREH!]]&lt;br /&gt;
&lt;br /&gt;
This is an [[Warhammer_40,000/6th_Edition_Tactics|old Edition&#039;s]] Space Marine tactics.  The [[Warhammer_40,000/7th_Edition_Tactics/Space_Marines|7th Edition Tactics are here]] while the [[Warhammer_40,000/5th_Edition_Tactics/Space_Marines|the 5th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Space Marines==&lt;br /&gt;
Why AREN&#039;T you playing them?&lt;br /&gt;
&lt;br /&gt;
In all seriousness, Space Marines are perhaps the best army for beginners. Their units are fairly expensive points-wise, so they can&#039;t field as many units as most other armies. While you can&#039;t bog down your foes in waves of men, this makes army construction cheaper and painting faster. Additionally, Space Marines are dead &#039;ard; their basic troops have Toughness 4 and a 3+ armor save (except for the Scouts), giving them great staying power against most basic infantry of other armies. They&#039;re also very forgiving in whatever role they&#039;re put in; Marines are good shots, and they&#039;re not half bad in an assault, either. Just bear in mind that once the novelty of seeing your brilliantly painted chapter wears off there&#039;s little incentive to continue playing C:SM instead of Space Wolves, Blood/Dark Angels or Grey Knights, though the variety of Chapter Tactics and therefore ways of playing Space marines alleviates this to a good degree.&lt;br /&gt;
&lt;br /&gt;
Space Marine tanks, on the other hand, while not as robust or as powerful as those of the Imperial Guard&#039;s, are dirt-cheap and reliable. Tanks aside, they have Dreadnoughts; while not quite as good at shooting as a tank, Dreadnoughts are cheaper and a smaller target than a tank and are far better in close combat (unless you are one of those idiots who has cheating good luck with tank shocking...), able to take on heroes, units and other tanks and come out on top.&lt;br /&gt;
&lt;br /&gt;
Other benefits include:&lt;br /&gt;
* eBay-ability. Space marines are the most commonly auctioned off army. This makes starting out with them &amp;quot;second hand&amp;quot; cheap (by Warhammer standards...)&lt;br /&gt;
* Easy to paint. The broad, flat areas (legs, shoulders) and defined ridges make painting straight-forward and simple. [[Necrons | Little]] is easier to paint than a space marine. They even drybrush well for the &amp;quot;lazy painter&amp;quot; who just wants a force finished on the table ASAP. Conversely they also provide large amounts of open areas for more advanced painters to go ham with freehand and more detailed painting.&lt;br /&gt;
* Quick to build, easy to convert. Space marines have the greatest range of bitz available to any army in any game, and not just from Games Workshop. There are several companies out there that make GW-Marine conversion bitz. Almost everyone who plays 40k has some space marine bitz sitting around, and they&#039;re almost all plastic, so you can easily make a force that&#039;s really &amp;quot;you&amp;quot;.&lt;br /&gt;
* Easy for beginners. Your basic troops can take a bit of abuse, and so the army is relatively forgiving of noob mistakes; you won&#039;t be horribly FUBAR because of a single poorly-thought out move. Very little in the codex is &amp;quot;dead weight&amp;quot; so almost any unit purchased will be a welcome addition to your growing force. &lt;br /&gt;
* Rewarding for experts. Space marines are an army that you can really grow with. Once you learn how to shuffle your metal boxes around, and get the gist of the game, a closer examination of the space marine codex reveals a wealth and depth of available army builds and tactics unrivaled in the current 40k codices.&lt;br /&gt;
* &#039;&#039;&#039;Space Marines have a &amp;lt;s&amp;gt;very&amp;lt;/s&amp;gt; sort of new codex&#039;&#039;&#039; New units are a large battle suit &amp;quot;Centurion&amp;quot; marine type available in Devastator or Assault Marine flavors and two AA vehicles (missile and dual tri-barrel cannon variants) ripped from Epic. Common consensus is that the Centurions are a result of a GW Marketing meeting where they decided to double their profits by putting their top selling model line inside itself like a Russian Doll, doubling its appeal and selling them for &amp;lt;s&amp;gt;twice&amp;lt;/s&amp;gt; four times the price! The AA tanks look decent, but new plastic Sternguard and Vanguard vets look best!  Also, the [[Black Templars]] have been rolled into here, so they&#039;ve lost several special tools, but gained all of the toys that almost every other chapter gets.&lt;br /&gt;
* Games Workshop has a long history of tilting things in the Marines&#039; favor. The introduction of AP values to melee weapons was largely for the benefit of Marines and especially Terminators, and the grav gun has been introduced so you can kill heavily armored troops without burning your fingers. Other armies have weaknesses, but whenever a weakness is found for the Marines, GW just releases something to patch over it.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===Chapter Tactics===&lt;br /&gt;
The Chapter Tactics have been redone. Rather than needing a special character, you get one of seven army-wide rules - one for each of the First Founding Chapters and the Black Templars. This also applies to their successor Chapters. Note that special characters may not be part of a detachment that does not have the same version of Chapter Tactics as them - i.e. Papa Smurf can&#039;t lead a detachment of Salamanders, however he can be taken if you&#039;re, say, Iron Snakes, as you can choose what Chapter they &amp;quot;are&amp;quot; and thus what Tactics they have; furthermore, counts-as characters are still a thing, you just have use the Chapter Tactics they&#039;re associated with.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ultramarines&#039;&#039;&#039;: You have three single-use powers (&amp;quot;Doctrines&amp;quot;), each of which lasts for one turn.&lt;br /&gt;
** Assault: Re-roll charges, Assault Marines and Bikes get Fleet.&lt;br /&gt;
** Tactical: Re-roll ones to hit for shooting, Tactical Marines get to re-roll all shots.&lt;br /&gt;
** Devastator: Re-roll Snap Shots, Devastators are also Relentless unless they disembarked from a transport.&lt;br /&gt;
**These tactics are not point and click, they require some thinking and proper timing to use correctly.  If you are new, you might want to consider easier tactics to take advantage of until you get the hang of things. &lt;br /&gt;
**Lots of Ultramarine players forget to use their doctrines. Remember to use them, as a mildly ineffective doctrine is better than no doctrine at all! &lt;br /&gt;
* &#039;&#039;&#039;Imperial Fists&#039;&#039;&#039;: Bolter Drill - re-roll ones to hit with bolter shots (doesn&#039;t apply to Sternguard special ammunition).  Also, Devastators (both normal and Centurion) get Tank Hunters and add 1 to building damage rolls.  See the Fortifications section for ADL Quad gun shenanigans. Baby&#039;s first chapter tactics for newbies. &lt;br /&gt;
**&#039;&#039;&#039;Sentinels of Terra:&#039;&#039;&#039; Replace reroll all ones with twin-linked at half range with all bolter weapons.  Drop pod assault might be your friend here. &lt;br /&gt;
* &#039;&#039;&#039;Salamanders&#039;&#039;&#039;: Master-Crafted, Master-Crafted everywhere; characters get one weapon Master-Crafted for free (which can include ANY weapon, even one bought as an upgrade). Also can re-roll saves from flame-inflicted wounds and twin-linked flame weapons for you.  Just remember you can&#039;t twin-link vehicle flame weapons anymore since they don&#039;t have the Chapter Tactics special rule. (Also get to re-roll vehicle pen rolls with flame weapons, but when&#039;s that going to be any use?)&lt;br /&gt;
* &#039;&#039;&#039;Raven Guard&#039;&#039;&#039;: Stealth on the first turn and Scouts, but only for non-Bulky models, [[derp|so not for assault marines]]. Also, all Jump Packs can be used in movement &#039;&#039;as well as&#039;&#039; assault. Jump Infantry also re-roll failed To Wound rolls for Hammer of Wrath hits. This is the only Chapter Tactic other than White Scars with Khan that can run Mech Marines well against a variety of lists.&lt;br /&gt;
* &#039;&#039;&#039;Iron Hands&#039;&#039;&#039;: Feel No Pain (6+), vehicles and characters get It Will Not Die, and Techmarines/Masters of the Forge get +1 to Blessings of the Omnissiah. Nice. If you plan on bringing lots of vehicles and tanks, and infantry that won&#039;t immediately evaporate at the sight of plasma, then the Iron Hands are a must have, since their Tactics affect every single unit in your army.&lt;br /&gt;
**To get the most of these Chapter tactics is consider the 6+ FNP as a nice bonus and the IWND as central part of the rule.  This means stocking up on as much AV12+ vehicles as you can along with armor saturation.  The Chapter Master is the one unit that can make the most of IWND.  &lt;br /&gt;
* &#039;&#039;&#039;White Scars&#039;&#039;&#039;: Generally considered the best Chapter Tactic, the White Scars give all your Bikes the ability to ignore Dangerous Terrain, hit at strength 5 with their hammer of wrath, and +1 to Jink, whereas everybody (except Terminators and Centurions) get Hit and Run. Combine this with the Captain&#039;s ability to make Bikers Troops and the abusability of the Salvo 2/3 Grav-guns, and you&#039;ll have a very fast, very tough, very killy army that can take on anything short of [[Screamerstar]].&lt;br /&gt;
* &#039;&#039;&#039;Black Templars&#039;&#039;&#039;: Their characters get re-rolls To Hit and Rending while in challenges and all of their units have Crusader and Adamantium Will. BT are the only ones who can field Crusader Squads, who kept the ability to field a special and heavy weapon in a 5-man squad and take Scouts in their Marine squad. Also, no psykers for you.&lt;br /&gt;
&lt;br /&gt;
Forge World also provided chapter tactics for a whole bunch of later-founding chapters:&lt;br /&gt;
* &#039;&#039;&#039;Red Scorpions&#039;&#039;&#039;: Can replace tactical sergeants with apothecaries &#039;&#039;for free&#039;&#039; (while &#039;&#039;keeping all their sergeant equipment&#039;&#039;), and re-roll failed Pinning tests, but cannot go to ground voluntarily or buy camo cloaks, which render scout objective campers useless. Not like you really need them with FNP tacticals.&lt;br /&gt;
* &#039;&#039;&#039;Carcharodons&#039;&#039;&#039;: Gain fear and tactical marines can exchange any bolt weapon (either the bolter or bolt pistol) for a chainsword or BUY an extra chainsword or combat blade for +1 pt. After winning their first assault or forcing an enemy unit to fallback they go full berserker mode and get Rage with a minor penalty of being forced to consolidate towards nearest enemy unit. Use these rules to proxy your &amp;lt;strike&amp;gt; Night Lords&amp;lt;/strike&amp;gt; ANGRY MARINES!! if you (for some stupid reason) don&#039;t like the idea of badass Space Sharks. Keep in mind that if you use this Chapter Tactic, you can only ally with other Imperial armies, and even then their relationship is downgraded to Desperate Allies. (Note that since all your characters already get Fear from these tactics the Angel of Death Warlord trait is useless to you, meaning theres a 1 in 6 chance of getting a useless trait)&lt;br /&gt;
* &#039;&#039;&#039;Raptors&#039;&#039;&#039;: Stealth on the first turn and Scouts. Just like their progenitor Raven Guard. Unlike the Raven Guard they can use bolters and bolt pistols as Heavy 1 &#039;&#039;Rending&#039;&#039; weapon, making their tacticals and especially sternguards basically anti-everything units, capable of brutally murdering MCs and AV12 or less vehicles. Much better than RG, considering 6-th edition is a shoooty edition, and have a lot of utterly broken MCs that are quite vulnerable to Rending.&lt;br /&gt;
* &#039;&#039;&#039;Mantis Warriors&#039;&#039;&#039;: &amp;lt;s&amp;gt;[[C.S.Goto|May take multilasers]]&amp;lt;/s&amp;gt; Everything not Bulky (so not Assault Marines (except you strip off their jump packs, which you can in 6th edition)) get move through cover and hammer of wrath, and if it charges through cover it also get furious charge - this mostly makes tacticals better at melee, where you don&#039;t want them to be, but also could make honor guards and vanguard veterans worth their points. If they are primary detachment, they also can re-roll failed seize initiative. But more important, their Librarians get access to &#039;&#039;Divination&#039;&#039;, which is priceless.&lt;br /&gt;
* &#039;&#039;&#039;Executioners&#039;&#039;&#039;: Get something like Stubborn on steroids, ignoring ALL negative Ld modifiers no matter what. Yes, even magic. Their characters inflict ID on to wound rolls of 6 in challenges but must also issue challenges if they got the highest WS in the squad.&lt;br /&gt;
* &#039;&#039;&#039;Angels Revenant&#039;&#039;&#039;: Get Hatred and Preferred Enemy against Necrons, and if enemy force happen to have no Necrons they become Fearless after losing half the units. The first one is very &#039;&#039;powerful&#039;&#039; against Necrons (and considering Newcron popularity you would face a lot of them), but the latter is meh.&lt;br /&gt;
* &#039;&#039;&#039;Red Hunters&#039;&#039;&#039;: These ones are tricky - you get one-turn-use ability that give one of the six useful special rules (Counter-attack, Monster Hunter, Tank Hunters, Hatred, &#039;&#039;Skyfire&#039;&#039; or Interceptor) to X units (including dreads), where X is a number of the current turn, so this bring a bit of risk management into the game. Used properly, this ability could be devastating, for example, this gives you easily the most powerful anti air weapon in the game, four devastators with lascannons and sky fire. This obviously works better when taken in allied detachment as with fewer units you can get more out of a fixed number of special rules. and speaking about allies, they can ally with the Grey Knights and Sisters of Battle as Battle Brothers (&amp;lt;s&amp;gt;as long as their detachment has an Inquisitorial detachment with them&amp;lt;/s&amp;gt;) the forgeworld chapter tactics update now states The allied detachment now only needs an inquisitor present.&lt;br /&gt;
* &#039;&#039;&#039;Star Phantoms&#039;&#039;&#039;: Get to reroll ones on reserve rolls for deep-strikers and can launch &#039;&#039;army-wide twin-link&#039;&#039; on all weapons for one turn. Mass-droppod dakka hail of death!&lt;br /&gt;
* &#039;&#039;&#039;Minotaurs&#039;&#039;&#039;: Get to reroll Pining tests, do not suffer Morale tests from shooting, and get Crusade and +1 charge range on the enemy deploy zone. One of the worst ones.&lt;br /&gt;
* &#039;&#039;&#039;Fire Hawks&#039;&#039;&#039;: Get +1S for all flamer weapon the turn they deep strike and can get hand flamers for their characters. Their Assault Marines and Vanguards are scoring, but not troops.&lt;br /&gt;
* &#039;&#039;&#039;Astral Claws&#039;&#039;&#039;: Get Stubborn, their Bikes have Skilled Rider, and their speeders - Scout. Does it remind you some other [[Dark Angels|&amp;lt;s&amp;gt;hidden traitors&amp;lt;/s&amp;gt; LOYALISTS]]?&lt;br /&gt;
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For comparison:&lt;br /&gt;
* [[Warhammer_40,000/6th_Edition_Tactics/Dark_Angels|Dark Angels]]: Termies and HQs get Fearless and Preferred Enemy: Chaos Marines, everyone else gets Stubborn. Additionally, all bikes get Scouts and Hit &amp;amp; Run.  Lose Centurions, that hydra ripoff, and get really bad fliers.&lt;br /&gt;
* [[Warhammer_40,000/5th_Edition_Tactics/Blood_Angels|Blood Angels]]: Jump Pack units only scatter 1d6 when Deep Striking instead of 2d6, and vehicles either get Fast or Deep Strike. Before the game begins, roll a D6 for each unit with &amp;quot;The Red Thirst&amp;quot; on a roll of 1 that unit gains Fearless and Furious Charge and loses And They Shall Know No Fear.&lt;br /&gt;
* [[Warhammer_40,000/6th_Edition_Tactics/Space_Wolves|Space Wolves]]: Counter Attack and Acute Senses for everyone, really excellent tacticals, and no fliers.&lt;br /&gt;
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===Warlord Traits===&lt;br /&gt;
1. &#039;&#039;&#039;Angel of Death&#039;&#039;&#039;: Fear. Cassius and Shrike have this.&lt;br /&gt;
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2. &#039;&#039;&#039;The Imperium&#039;s Sword&#039;&#039;&#039;: One use only. For one assault phase the warlord and his unit have Furious Charge. Sicarius and Helbrecht have this.&lt;br /&gt;
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3. &#039;&#039;&#039;Storm of Fire&#039;&#039;&#039;: One use only. For one shooting phase a friendly codex squad within 12&amp;quot; re-rolls misses. Tigurius has this.&lt;br /&gt;
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4. &#039;&#039;&#039;Rites of War&#039;&#039;&#039;: Friendly codex units within 12&amp;quot; of the warlord can use his leadership instead of their own for morale tests. Grimaldus has this.&lt;br /&gt;
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5. &#039;&#039;&#039;Iron Resolve&#039;&#039;&#039;: Add plus one to the assault results total if the warlord is locked in that combat. Pedro and Vulkan have this.&lt;br /&gt;
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6. &#039;&#039;&#039;Champion of Humanity&#039;&#039;&#039;: Killing the enemy warlord in a challenge nets you an extra D3 victory points. Sweeping Advance doesn&#039;t count though. Lysander and Khan have this.&lt;br /&gt;
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===Chapter Relics===&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039;: There has been a debate going on whether you can swap multiple weapons for multiple relics (i.e. bolt pistol and chainsword from a Chapter master for Burning Blade/The Shield Eternal, etc.) instead of a limit of one weapon for one relic (that is not the Armour Indomitus) due to rather ambiguous wording.  As there has been no FAQ as of yet to resolve this issue it is left up to you whether you will allow yourself to use this particular loophole.  If the opponent gripes about it, you could say that it&#039;s putting more 25-55pts eggs in the proverbial basket and just leave it at that.  &lt;br /&gt;
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*&#039;&#039;&#039;The Burning Blade -&#039;&#039;&#039; A power sword with +3S, AP2, and Blind. Its &amp;quot;Incandescent&amp;quot; rule means that it sort-of Gets Hot (take a S4 AP2 hit). It is believed to be the Emperor&#039;s sword, as it was found in the wreckage of Horus&#039;s destroyed flagship and was the only thing that wasn&#039;t corrupted by Chaos. Probably true, since it&#039;s too big for anyone but a Marine to think about using, and in most pictures depicting the Emperor&#039;s battle with Horus his sword&#039;s on fire. Despite this, it is not Two-Handed. &lt;br /&gt;
**In general, its a good choice if you&#039;re looking to build a very killy HQ, it amplifies your MC killing ability significantly. Don&#039;t even think about giving it to anyone else except to a Chapter Master (or a Captain if you&#039;re short on points). Its a waste otherwise. Note that since the &amp;quot;Incandescent&amp;quot; rule says &amp;quot;takes a hit&amp;quot; it still has to roll to wound meaning theres only a 50% chance of actually having to take an invuln save.&lt;br /&gt;
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*&#039;&#039;&#039;The Armour Indomitus -&#039;&#039;&#039; A 2+/6++ suit of Artificer Armour that gives the wearer Relentless and a 2++ save once per game for a phase of your choosing. How covenient. &lt;br /&gt;
**Pretty crappy honestly, it costs far too much and The Shield Eternal is all the defense you&#039;ll need anyway, and its more persistent. Relentless would matter if the character could actually take heavy weapons.&lt;br /&gt;
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*&#039;&#039;&#039;The Shield Eternal -&#039;&#039;&#039; A Storm Shield that gives the user Adamantium Will and Eternal Warrior. A pretty good choice if you&#039;re running a tough cookie. Can also be used to troll shooty armies by placing it in front of a unit and giving it to a cheap character like a Librarian to absorb hits like a boss. Give it to a Chapter Master with Artificer Armour using Iron Hands Chapter Tactics and BAM! You&#039;ve got yourself a 2+/3++ It Will Not Die Character with 6+ Feel No Pain.&lt;br /&gt;
**&#039;&#039;&#039;A Little Note -&#039;&#039;&#039; This just became redundant in most cases for Iron Hands. With their supplement, you can&#039;t take this, but not to fear, you got something BETTER. Chains of the Gorgon doesn&#039;t take a weapon slot, grants a 3++ Save, Eternal Warrior, and +1 on your FNP rolls. [[Chapter Master Smashfucker|Combined with an Apothecary in a biker command squad, your chapter master will be able to go toe to toe with &#039;&#039;Abaddon&#039;&#039; and not only survive, but &amp;lt;s&amp;gt;possibly&amp;lt;/s&amp;gt; probably win.]]&lt;br /&gt;
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*&#039;&#039;&#039;The Primarch&#039;s Wrath -&#039;&#039;&#039; A Master-Crafted, Salvo 3/5, AP4 bolter with Shred. &lt;br /&gt;
**The weapon of choice for your Bike or Terminator Captain, as Relentless will let you use this thing to its full potential every turn. Overall, not the strongest choice of the relics, but it is the cheapest so it might be an okay choice if you only have a few points left over after army building. However, one often overlooked use is fire support. stick it on a chaplain. put him in a tactical squad. love your life as you pump out as much long ranged shots as five men with better AP, added to the firepower the squad already has. for extra lols, add the Armour Indomitus to give him relentless, making his firepower more mobile.&lt;br /&gt;
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*&#039;&#039;&#039;Teeth of Terra -&#039;&#039;&#039; A chainsword with +2S, AP3, Specialist Weapon, Strikedown and Rampage. &lt;br /&gt;
**Quite good for thinning out hordes and killing entire squads if given to a Captain/Master. With Rampage, you&#039;re getting 4 + D3 attacks on the charge and 3 + D3 each assault phase if the former unit is chosen.&lt;br /&gt;
**&#039;&#039;&#039;A Note!-&#039;&#039;&#039; You can give a character a Powerfist or another CCW with the Specialist Weapon USR and then get up the NINE attacks on the charge! It is expensive but hilarious, as with a Chapter Master, you get 4, +1 for Charging, +1 for an extra CCW +D3 Attacks due to rampage. Watch as big blobs of guys melt away...&lt;br /&gt;
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*&#039;&#039;&#039;Standard of the Emperor Ascendant -&#039;&#039;&#039; A standard that gives the usual benefits to friendly units in 12&#039; using the same chapter tactics as the wielder. Codex: Space Marine units within 6&amp;quot; of the bearer have Hatred, and +1 to assault results. The bearer and his unit inflict Fear. Quite good for buffing an assault-y unit. Good if you wanted a Chaplain, but couldn&#039;t fit one into your list.&lt;br /&gt;
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===HQ Units===&lt;br /&gt;
*&#039;&#039;&#039;Chapter Master:&#039;&#039;&#039; Properly kitted out, this guy can become a nigh-unstoppable rape machine that can go toe to toe with most any other character except maybe a kitted out Juggerlord, Daemon Prince, Greater Daemon, Be&#039;lakor, Abaddon and the Swarmlord. For 40 points more than a Captain, these guys get +1 A, +1 W and an Orbital Bombardment, which is neat, but not all that reliable. Mounting him on a Bike or giving him Terminator Armour now allows you to launch this S10 AP1 Large Blast AND move. A decent (but expensive) build is one of these guys on a Bike with Artificer Armour, a Storm Shield and the Burning Blade. A cheaper and more survivable option is Artificer Armor, Shield Eternal, and a weapon of your choice (either relic blade or Thunder Hammer). Iron Hands Chapter Tactics work well here. Another big benefit is that they get Honour Guard instead of Command Squads, and they now also allow Bikes as Troops if they are on a bike as well. All in all, an excellent HQ choice. Just remember he&#039;ll get expensive very fast, so consider a Captain if you want to spend some points elsewhere. For maximum cheese, go with the [[Chapter Master Smashfucker]] build for a unit that is all but indestructible and can make even melee beasts like Abbadon wet themselves in fear.&lt;br /&gt;
**&#039;&#039;&#039;Honour Guard&#039;&#039;&#039; - The new edition gave these guys a major overhaul! They laugh at almost all power weapons now, and can be kitted out to slaughter MEQ (PS) TEQ (PA) or hordes (PM). Or you can give them power lances if you have a jousting fetish and don&#039;t like winning. They are fragile against low-AP shooting, but that shouldn&#039;t be an issue, because you put them in a Land Raider, right? Right. While Terminators have the ability to take obscene amounts of punishment, of literally any kind (2+/3++ IS bitchin&#039;) these guys can dish out many times more damage, and the Champion is astoundingly good at dueling.  They can have five attacks on the charge, and four in subsequent turns, with the Champion having one more and at WS5. Each. For 25 points/model. With Power Axes. Pair them with Sevrin Loth or Tyberos to make them monstrous.  Watch out for the lack of invulnerable saves, though. &lt;br /&gt;
**Giving them all relic blades and one the Chapter Banner makes them surprisingly effective at slaughtering MEQs or anything not I5 or better (I&#039;m looking at you 20 strong Necron Warrior squad). They still die horribly against TEQs, unless you get some lucky hits in at I4. [[DISTRACTION CARNIFEX|Take a shooty terminator squad and laugh as they flee the assault cannon&#039;s hail of death]] [[Rape|right into your relic blades]]. But if you are fighting any Space Marine variant or any other army with gobs of 2+ armor saves, don&#039;t bother, unless you have an extra 250 pts lying around (and how the balls did you do that?). &lt;br /&gt;
**For some ridiculous reason, GW only sells these guys along with Marneus Calgar. Like he&#039;s the only Chapter Master who&#039;s ever had an Honor Guard (because when they were released he did, it&#039;s in the 4th codex). Kit-bash the Masters of the Chapter pack with a Sternguard Squad to deny Matt Ward his Ultramarines fetish. (what I did was use the extra shoulder pads in the commander box and lots of backpack banners, looks surprisingly threatening)&lt;br /&gt;
**For some other ridiculous reason you can replace the boltgun of the Champion with a close combat weapon, even when he already has a bolt pistol. &amp;lt;s&amp;gt;I suppose it will be useful in case you lose a weapon to some eldar exarch dickery.&amp;lt;/s&amp;gt;  The default Honour Guard Champion model doesn&#039;t have a boltgun and has a sword and knife. WYSIWYG at it&#039;s finest.&lt;br /&gt;
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*&#039;&#039;&#039;Captain&#039;&#039;&#039; - No longer just good for handicapping your army, the Captain is a versatile and generally pretty useful HQ choice.The only thing you should definitely not do with this guy is just leave him with a power weapon or fist and expect him to do well. Storm Shield should be strongly considered, and a few of the Relics are worth taking to make him a strong combatant. He doesn&#039;t have to go with his Command Squad and you can fit him into a variety of units, such as Sternguard, Vanguards, Terminators, etc. All have their merits. A good built is to stick him in a suit of Artificer armor and give him the Burning Blade and a storm shield. Costs 180 points, which is dirt cheap by most standards. Stick him with a Command squad that has an Apothecary and you have a model with 5+ FnP, a 3+ invuln from the storm shield that hits at S7 AP2. Ouch. &lt;br /&gt;
**The Biker Captain deserves special mention; Biker Marines are a very nasty build, so it is worth taking a Captain for allowing Bikers as Troops should you want to do so. For a cheap Biker Command Squad leader, give him a Relic Blade and a Bike; alternately, you can load him out for solo work with a Relic Blade, Storm Shield, Artificer Armour and minor upgrades (Amusingly, due to the wording of Two-Handed and Storm Shields, they do stack).  Hellfire rounds are  an option also you may consider the primarch&#039;s wrath.&lt;br /&gt;
**&#039;&#039;&#039;Terminator Captain:&#039;&#039;&#039; - Now separate from the regular captain for some reason. Was meh in 5th edition and still meh now. Anything he can do, a Captain in Artificer Armor can do better and for around the same cost. Unless you&#039;re starting him in a unit of Terminators and are going to teleport him onto the field (and you damn well better have a teleport homer on the ground if you&#039;re doing that) pass on him and take a captain with Artificer Armor instead.&lt;br /&gt;
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*&#039;&#039;&#039;Librarian&#039;&#039;&#039; - Used to be the best generic HQ option, but is now much less awesome due having to roll for powers and no access to Divination. It&#039;s harder to build a coherent list or strategy around one, so plan carefully. Unlike the Captain and the Chaplain, he normally has no Invulnerable save, but he can take Terminator Armor, giving a 5+ Invuln - which can be upgraded to 3+ with a Storm Shield. This is extremely useful; you might not be able to take Invuln saves against Perils of the Warp any more, but you can take it against everything else. And you WILL be taking it against everything else because Librarians are priority targets. Of special note is The Shield Eternal due to Adamantium Will combined with a Psychic Hood.  Suddenly your nearby units ignore offensive powers on a 4+.  Suck on that Eldar!  Librarians are limited to rolling powers from Biomancy, Pyromancy, Telekinesis, and/or Telepathy. Overall, unless you sorely need him for a gimmick with Chapter Relics (I.e. shield Eternal), a Primaris power or to unlock a Command Squad, he&#039;s not worth it.&lt;br /&gt;
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*&#039;&#039;&#039;Chaplain&#039;&#039;&#039; - A wonderful companion for Assault Marines, Vanguard Veterans, or Bikers, his melee-boosting abilities are quite helpful, and he&#039;s pretty damned good himself. Though if you&#039;re not putting him on a Bike or in a Jump Pack and are using the Ultramarine Chapter Tactics, consider taking Ortan Cassius instead if you can afford the extra 40 points. 6th edition nerfed him a bit, his Crozius now has only AP4, so he is not so killy against other power-armored guys, though keep in mind he now hits at Strength 6. Chaplains ostensibly fit nice into the Black Templars, wherein they will boost a basic squad&#039;s fighting ability - and you should expect to get your Templars in close combat or else WTF is wrong with you? &amp;lt;s&amp;gt;Recommend giving this guy a pair of lightning claws if you want him to do challenges: re-rolls to hit and wound plus rending make him a mini-Shrike!&amp;lt;/s&amp;gt; Chaplains can&#039;t take lightning claws anymore, although you can take a Term Captain w/ LCs for the same effect, just more costly. If you have the Emperor&#039;s Champion in the same unit, give the Chaplain the Teeth of Terra to seriously fuck up anyone that isn&#039;t a TEQ. If you don&#039;t have the points for a Chaplain but want his CC buffs, consider taking the relic standard instead, as it has similar (and arguably better) effects for a good bit cheaper.&lt;br /&gt;
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*&#039;&#039;&#039;Command Squad&#039;&#039;&#039; - Now you can have a squad of these for your Chaplain and Librarian as well as your captain! A pretty nice, versatile squad. An Apothecary gives them Feel no Pain, and makes them pretty tough to kill with small-arms fire (they still fold to S8, though, which is fairly abundant in the form of Krak Missiles, GK Psyflemen and Power Fists), and at a much cheaper price tag than the Honour Guard. Fits excellently in a Razorback or Drop Pod, and can be equipped with a variety of melee and ranged weaponry. Biker Command Squads, while very costly and vulnerable to S10, provide a beatstick unit to an army in need of it, as Bikers are terrible in assault. Tool them out with Storm Shields, Lightning Claws, a Power Fist and two Meltaguns, (Errata&#039;d - they&#039;re back in, take those two Meltaguns, you beautiful bastard) and they&#039;ll beat the hell out of any unit you can&#039;t shoot to bits. Remember their vulnerabilities, though - that 3+ invuln WILL fail you from time to time, so don&#039;t be careless with them. Take them with your Captains, or you&#039;ll be sorry.&lt;br /&gt;
** &#039;&#039;&#039;Alternate Opinion&#039;&#039;&#039;: Never outfit Command Squads for CC. Firstly, special weapon spam like plasmas or Grav is far better and far more killy. Secondly, the idea that this unit can take on most targets is absolute rubbish - against a competent CC unit they&#039;ll get ripped to pieces and a MC will eat them for dinner. However, they can eat back-line units and low armored mobs. They are not mandatory, and you do not need to stick them with the Captain.&lt;br /&gt;
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*&#039;&#039;&#039;Master of the Forge&#039;&#039;&#039; - Most often an overlooked, but pretty decent HQ. He lacks an invulnerable save, shouldn&#039;t go with anything that can be threatened with CC, and he works best as a shooting or support HQ. A Conversion Beamer and a Bike is nice support for a home scoring unit or a Biker unit (Bikes being Relentless by default). Ultimately, his usefulness is in his FoC moving ability, which allows you to field all three basic Dreadnought types as Heavy Support. This is beyond nice, as it frees up your excellent Elites slots.  His recent points drop just sweetens the deal. He can be more easily attached to squads willy-nilly to augment them than a Libby or Chaplain, because he gives you repairs, a TL PP, a Flamer, S8 attacks, and a 2+ armour save for sucking up wounds - as well as his other benefits. A good place to put the Primarch&#039;s Wrath relic with his high BS with out the urge to throw him into combat (and waste the shooting power of the relic). &lt;br /&gt;
**&#039;&#039;&#039;Another Take:&#039;&#039;&#039; With his Servo-Harness, and The Shield Eternal, this guy has a 2+/3++ with Eternal Warrior and Adamantium Will, with 3 AP1 Power Fist attacks base. All of this is cheaper than an equivalent build with a Captain, at the cost of 2 WS and 1 W, and gets a Twin-Linked Plasma Pistol and Flamer to boot. You can augment this with another Plasma Pistol, for 2+ saves and light vehicles, making better use of that high BS.  Being an IC lets you mitigate that Wounds issue some, leaving you with a dead killy HQ that makes Scouts extra tough and Dreadnoughts rain from the sky. You can stick him with &amp;lt;s&amp;gt;extra wounds&amp;lt;/s&amp;gt; Servitors to ensure the vehicle carting him around never ever stops moving, or leave them behind to make room inside a LRC for 7 Assault Termies and a Chaplain to ruin something&#039;s day. Suddenly, the nerdy kid from Mars is mulching people in CQC.  Iron Hands rejoice.&lt;br /&gt;
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*&#039;&#039;&#039;Techmarine&#039;&#039;&#039; Now moved to the HQ section, but doesn&#039;t take up a slot. You can take one for every HQ you have bar Command Squads, Servitors, Honour Guard, and other Techmarines,, so they became a bit more viable. Can be a useful unit in smaller point games (~1000 or lower). Unfortunately, he has a hard time keeping up with the vehicles he&#039;s supposed to repair, unless he&#039;s, you know, INSIDE of it. However, an overlooked aspect of the Techy is that he&#039;s an absolute monster in close combat against non-Power Weapon-wielding opponents. Fitting him with a Servo-Harness will have him crank out ten shitloads of attacks, so throw one on and watch a tarpit vanish like magic. Also, don&#039;t overlook his terrain cover save buff. can really help out a ranged unit than relies on cover (looking at Scouts or Thunderfire Cannons here).&lt;br /&gt;
::&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; Techmarines are just about usable in Grey Knights, because they get Psychotroke Grenades and Matt Ward Grenades, and can join a Death Cult Assassin unit - making them into even more horrendous kill-machines. The basic Space Marine Techmarine, however, sucks dick. In assault with a Servo-Harness, he gets 2 Power Fist attacks. Hooray! It&#039;s a deal for downers. You pay almost as much as the Master of the Forge, who has an extra wound, an extra pip of stats, and unlocks Dreads as Heavy Support. Never take one, unless you have points to spare and nowhere else to spend them (and how the flaming pants did you do that?).&lt;br /&gt;
:*&#039;&#039;&#039;Servitors&#039;&#039;&#039; - Who forgot about these? They help the MotF or Techmarine repair stuff (add 1 to the Blessings roll for each one that has a servo-harness). That&#039;s all you will use them for, because a 10pt Heavy Bolter or Multi-Melta and 20pt Plasma Cannon at BS3 is kinda wasteful, as they will need to be running around with their master repairing stuff. 50pts for a full squad. Stick the whole lot in a Land Raider or Thunderhawk Gunship (you &amp;lt;s&amp;gt;rich&amp;lt;/s&amp;gt; testicle-deprived bastard) and laugh as the single gun your enemy&#039;s volley of Krak Missiles shot off repairs itself and shoots back. Oh, and don&#039;t leave them alone, they will probably Mindlock and stand there soaking up bullets with their faces.  &lt;br /&gt;
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*&#039;&#039;&#039;Damocles Rhino (Forgeworld)&#039;&#039;&#039; Yes, an HQ vehicle! Now 75 pts in IA12 and no longer takes up a HQ slot, so you still have to take another HQ. Although the most expensive in terms of real money, point-wise it&#039;s one of your cheapest HQs. Armed with nothing but a Storm Bolter and a Searchlight for defense, with no transport capacity, it may not seem like an obvious choice. In fact, the Damocles&#039; true power lies in its incredible support abilities - it allows a single Orbital Bombardment in the same way as a Chapter Master (but does &#039;&#039;not&#039;&#039; have the &#039;Orbital&#039; rule so can use full BS if scatters), lets all teleporting units within 12&amp;quot; arrive without scatter, and allows the owning player to modify reserve rolls by plus or minus one. In a Deep Strike-heavy army, with Terminators or such like, the Damocles is one of the best choices you can make. Also, don&#039;t buy it. Converting a normal Rhino is easy enough.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
Space Marine players also have access to a variety of special characters, most of which change how the whole army works. They&#039;re all fairly expensive, and, as such, should be viewed as force multipliers rather than stand-alone units.&lt;br /&gt;
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&#039;&#039;&#039;Ultramarines&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marneus Augustus Calgar&#039;&#039;&#039; -  Aka &amp;quot;Big Papa Smurf&amp;quot;, is the most expensive character in the codex, and also the most powerful in hand-to-hand, other than Lysander. He&#039;s a Chapter Master with double power-fists, an &#039;&#039;AP 2&#039;&#039; storm bolter , Eternal Warrior, Titanic Might gives him Tank Hunters in CC and His main power is &amp;quot;God of War&amp;quot; which lets you use a Combat Doctrine twice. He can also swap-out his artificer armour for Terminator armor (allowing him to deepstrike) and even gets a free teleport homer, it should be noted he can still Sweeping Advance in terminator armour. He also has a power sword, you know, in case you don&#039;t want to hit at Initiative 1, &amp;lt;s&amp;gt;but nobody ever uses it.&amp;lt;/s&amp;gt; It&#039;s worth noting that his powerfists are NOT specialist weapons, meaning that if some dickish Eldar player tries to disarm him to reduce his attacks, use the sword and a powerfist and keep on fisting that Avatar. He also has the most useless rule that lets him take 3 Honour Guard units which is pointless outside of Apocalypse games, if only because &#039;&#039;no one&#039;&#039; has that many spare points lying around. If you&#039;ve noticed, pretty much his entire arsenal makes a mockery out of armor saves, even his ranged weapons. Also lets you choose to pass or fail any and all Morale checks (great if someone charge your devastator centurions).  Still, the Papa is horribly expensive for what he does and the new codex upped his cost.&lt;br /&gt;
** That said he does have a few new bluffs to make up for the points raise, namely the fact he can allow you to use an Ultramarine power twice and you roll the warlord traits three times picking one.  Meaning you could have twinlink everything for THREE TURNS.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039;  Calgar should be seriously considered for any Ultramarine player out there.  Trying to make a similar Chapter Master will end up costing about the same without Calgar&#039;s exceptional special rules.  Being able to pass or fail any morale check combined with ATSKNF is one of the best abilities in the game.  Need to make sure that one marine stays on that objective last turn?  Don&#039;t want to run off the board turn one since 2 marines died in shooting?  Calgar stares them down and makes them stay.  If you are clever, you can even use it to get squads out of sticky situations without penalty by failing clutch leadership rolls such as a morale check after taking 25% casualties after going to ground.  Pretend your Imperial Guard for a bit.  Hell, his Honour Guard rule can even be used to take 3 minimum size squads and give them options to either attack the 3 man squad and ignore your scoring units or get assaulted by a fairly nasty cheap CC squad.  Using a combat doctrine twice allows for you to deal with threats you army may not have the best tools to deal with.  Flying circus?  Devastor doctrine twice.  Fighting Tau?  Assault doctrine twice.  General fire fight?  Pop tactical doctrine again.  And you don&#039;t have to choose which you need until you use it the second time.  Calgar relies on clever usage to be effective, just like he should be.  Yes, he&#039;s expensive, don&#039;t forget that, but he is costed right for all the buffs he gives your army unlike other special characters.  (Looking at you Khan...)&lt;br /&gt;
**One argument made against Calgar is his price, especially when you consider that you have to put him in a land raider for him to be effective. However, remember that as long as you win the game, whether or not the opponents shiny vindicator/carnifex/whatever kills you guys doesn&#039;t matter, and essentially nothing can compete with Marneus Calgar and an assault terminator squad in a land raider redeemer. Rush them onto a contested objective late game, destroy the opposition, and then next turn hop back in the ride. That objective is yours, whether they like it or not.&lt;br /&gt;
*&#039;&#039;&#039;Cato Sicarius&#039;&#039;&#039; - A somewhat expensive Captain. He allows one *tactical* squad to take either Counter-Attack, Infiltrate, Scout, or Tank Hunters, and gives you a +1 to Reserve Rolls. He&#039;s stuck with the crappy one-use Furious Charge warlord trait. Cato is pretty average in hand-to-hand combat. Being a bit tougher than most Space Marine characters (2+ armor, Feel No Pain) and having the option to make a single attack that causes Instant Death. But other than that, he&#039;s just got 4 power-weapon attacks. He&#039;s got a nice laundry list of utility, great durability, and fair combat prowess, though it comes at a fairly high price. He also has the benefit of being the Captain of the 2nd Company so 99% of Smurf players are already using his Company Heraldry on their models and therefore he should be taken in all Ultramarine armies, unless its one of the 3 Ultramarine armies that isn&#039;t 2nd Company. By the way, his loadout is the default loadout for 4th Edition Captains, so he is somewhat nostalgic. And he is a glory whore, really.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Varro Tigurius&#039;&#039;&#039; - Tigurius has gotten cheaper in the 6th edition codex while retaining the ability to re-roll reserves. He has access to all the BRB disciplines including the much vaunted Divination and can also re-roll psychic powers which makes him much more likely to get a set of powers that you want. He&#039;s still your only option for Mastery Level 3 from the base Codex, and his exclusive Psychic Hood lets him re-roll failed psychic tests. If you make him your warlord then his warlord power also lets him grant one unit re-rolls to hit in the shooting phase once per game which isn&#039;t amazing, but always useful. It may be best to keep him behind the lines where he can place numerous blessings on your units and improve reserve rolls as his baseline stats are relatively fragile. A good supporting HQ.&lt;br /&gt;
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*&#039;&#039;&#039;Ortan Cassius&#039;&#039;&#039; -  Special character Chaplain. He&#039;s pretty much a normal, power-armored Chaplain, but at T6 with feel no pain and a master-crafted combi-flamer with the boltgun having the &amp;quot;poisoned (2+)&amp;quot; special rule, though it&#039;s only S1. If you&#039;re planning on taking a Chaplain in power armor (or even terminator armor), it might as well be this guy, he&#039;s only 10 points more expensive than a stock Chaplain with Terminator, and a lot more survivable. He and his unit now cause Fear thanks to his Warlord Trait.  Make a squad with him and Calgar for some majority toughness dickery. &lt;br /&gt;
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&#039;&#039;&#039;Imperial Fists&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Darnath Lysander&#039;&#039;&#039; - One of the toughest kids on the block. Lysander is a Space Marine Captain, but has Eternal Warrior, 4 wounds, Terminator armor, a Storm Shield and a S10 Thunder Hammer. His utility has mostly been lost from the previous edition, and his price has been increased by 30 points, but the destructive power of Lysander is undeniable as very few units in the space marine codex can deliver strength 10 close combat attacks and take the equivalent in return. It is worth noting that Lysander also allows all friendly Imperial fists within 12&amp;quot; to reroll morale and pinning checks, including himself, which ensures your battleline remains intact and friendly units are always on hand to respond to any changes in the field. Seriously though, his unwieldy initiative and 4 attacks mean he won&#039;t be clearing tarpits very well, but in a challenge, he has been proven one of the greatest character slayers in the game. He can go toe-to-toe with Calgar, Moloc, the Swarmlord, or Abaddon with a good chance of winning.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pedro Kantor&#039;&#039;&#039; - While Pedro boasts the same statline as a regular chapter master, his viability is assured in the numerous support special rules he carries, including the ability to treat sternguard veterans as scoring units, which allows these flexible units a greater degree of use on the field, holding down any objectives they might have cleared rather than waiting on a troops choice to move in and pick it up. In addition, all friendly units in his detachment have the Preferred Enemy (Orks) special rule, and all models within 12&amp;quot; gain +1 attack, amplifying the combat potential of your specialists, such as vanguard vets, terminators and honor guard. In terms of equipment, Pedro suffers from the lack of artificer armour and eternal warrior, making the character rather squishy in comparison to other special characters out there, this of course is evident in close combat, where his powerfist is more of a hindrance than a boon. Alternatively, Pedro can sit just outside of close combat, as one of his main strengths is his storm bolter, a 4 shot weapon with an AP of 4 which allows Pedro to suppress light units and deal quite a few casualties to any unit in the open, this is topped by his orbital bombardment, allowing him to deliver a high explosive payload on any unit you see fit.      &lt;br /&gt;
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&#039;&#039;&#039;Black Templars&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;High Marshal Helbrecht&#039;&#039;&#039; - New to the Vanilla Marines codex, Helbrecht is the High Marshal(Chapter Master) of the Black Templars. He has the stats of a regular chapter master with artificer armor, a combi-melta, a master-crafted power sword that gives him d3 bonus attacks on the charge, and the Imperium&#039;s Sword Warlord trait. However he lacks an Orbital Bombardment. His wargear isn&#039;t anything special, but he&#039;s pretty point efficient for what you get. With the bonus from his sword he can get an ungodly [[eversor|seven attacks on a charge]], meaning he&#039;s likely to [[Rip and Tear|eat most of a squad]] if someone doesn&#039;t accept his challenge. His special rule Crusader of Wrath, grants him and all other space marines hatred and fleet for one assault phase, making for a [[WAAAGH|truly horrific army-wide charge]]. His sword is only AP3 so he&#039;ll still get bogged down by 2+ saves outside of challenges where he&#039;ll have rending. Also, due to the rules for Hatred units already locked in close combat will not get the bonus from it when he uses Crusade of Wrath, so don&#039;t expect it to break your units out of tar pits they&#039;re already stuck in.&lt;br /&gt;
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*&#039;&#039;&#039;Chaplian Grimaldus&#039;&#039;&#039; - Another Black Templars character.  He&#039;s gotten slightly cheaper, has another wound, and has It Will Not Die which replaces his previous Only in Death Does Duty End rule.  He also has the Zealot rule and projects it to any Black Templar units within 6&amp;quot; of him.  His servitors also project a 6+ invulnerable save to any Black Tempar within 6&amp;quot; of him.  He&#039;s not a frontline dueling character but he works well if used with Helbrecht to make your Crusader Squads enter BEAST MODE.&lt;br /&gt;
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*&#039;&#039;&#039;Emperor&#039;s Champion&#039;&#039;&#039; - The third Black Templars character. He retains most of his original stats and has all the same wargear. The Black Sword is AP2 Master crafted, and his armor gives him 2+4++. He is no longer mandatory for lists over 750 and isn&#039;t restricted to joining troop squads, but you no longer get to take vows. He always issues and accepts challenges, and can now choose between two stances when in challenges. One makes the black sword a Relic Blade with unwieldy, the second makes him cause instant death on a roll of 6 to wound. For 140 points he&#039;s essentially a nerfed Captain, with -1 to BS, W, and A. &#039;&#039;&#039;Except that he comes with an AP2 sword and he doesn&#039;t need BS, he&#039;s not going to be shooting.&#039;&#039;&#039;He&#039;s a good choice if you want a substitute to handle an assault that the Captain is too busy to, but in most cases he&#039;s too expensive to justify that. You&#039;re only gonna take him if you wanna play a fluffy list.&lt;br /&gt;
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&#039;&#039;&#039;Raven Guard&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kayvaan Shrike&#039;&#039;&#039; - A Space Marine Captain with a Jump Pack, and two Master-Crafted Lightning Claws (which also have Rending, so he won&#039;t be stuck fighting a Dreadnought). Shrike himself has Stealth and Infiltrate, but can only join Jump Infantry units before deploying. A captain with the same wargear (and artificer armor) costs less, so you must carefully consider how valuable the special rules he lends (to himself and one squad) are.&lt;br /&gt;
** &amp;lt;b&amp;gt;NOTE:&amp;lt;/b&amp;gt; Shrike has a Jump Pack but a Command Squad cannot take Jump Packs, either put him in an Assault Squad for mediocrity or a Vanguard Squad for Awesome &amp;lt;s&amp;gt;But Impracticality&amp;lt;/S&amp;gt;. While taking biker command squad retinue sound good at first glance, bikers get a 5+ jink save, and Shrike does not - so he would be blasted off the table in a single volley of focus-fire, and as previously stated, Shrike may only join with Jump Infantry before deploying, meaning that you will need to join during the course of the game, so good luck pulling that off.&lt;br /&gt;
**For people who can think for more than 5 seconds: Shrike is about subversion and misdirection. He can infiltrate a Vanguard Vet squad near an opponents weak point in their front line or on a flank to wreak havoc in their back field. He is not designed to go toe-to-toe with Abaddon. He exploits weakness in the true Raven Guard way. Go hunt some skimmers, Long Fangs or the like then cut back in and slaughter their front line from behind the moment your line connects. Shrike requires more prowess than a player starting out to use properly.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Captain Korvydae&#039;&#039;&#039;: One of the few non-Badab War Forgeworld characters, he is a Captain with TH+Jump Pack+BP+IH, and he and his squad have hit and run. On top of this, he makes assault marines troops so long as you have a squad of scouts in the army. Not a bad choice, all things considered. Pair him with shrike if you want an entire army of fleet, troops ASM.&lt;br /&gt;
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&#039;&#039;&#039;Salamanders&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vulkan He&#039;Stan&#039;&#039;&#039; -  Previously one of the most commonly used special characters, Vulkan is now Salamanders-only. Vulkan has the same stat-line as a Captain (while not actually *being* a Captain currently in the fluff, he was one before becoming Forgefather, so he does have access to a Command Squad). Vulkan is tricked out for up-close-and-dirty face-bashing with essentially the best gear possible (Artificer armor, 3+ Invulnerable Save, Master-crafted Relic Blade, and a Heavy Flamer). Use him to kill any and all infantry short of TEQ. His Warlord Trait, Iron Resolve, adds +1 to combat results for his unit, further enhancing his effectiveness. He adds onto the &amp;quot;Chapter Tactics (Salamanders)&amp;quot; rule by making meltaguns, combi-meltas, and multi-meltas master-crafted. Enemy vehicle crews will shit themselves at the very thought of drop podding melta squads. Taking him results in a chain reaction — he is only worth it if you &#039;&#039;really&#039;&#039; focus on melta weapons, which are short-ranged. Being short-ranged means your army is open to assault, thus you need combat units (read: Assault Terminators) yourself to defend. So, Vulkan drastically changes the way you approach list building, even more so than the base Salamander Chapter Tactics rule does. &lt;br /&gt;
:*There is also an exploit using RAW concerning the master-crafting of combi-meltas.  If you take He&#039;Stan and Sternguard and give them combi-meltas then the special ammunition portion of the boltgun part of the combi-weapon is also technically master-crafted as well.   &lt;br /&gt;
*&#039;&#039;&#039;Pellas Mir’San (Forgeworld)&#039;&#039;&#039;: Captain with WS 7, artificer armor, an AP2 Power Weapon and combi-flamer. He has some interesting tricks in close combat, and can do some Calgar-like morale magick with his squad. For 40 points less than He&#039;stan, he could be a rather good choice.&lt;br /&gt;
*&#039;&#039;&#039;Harath Shen (Forgeworld)&#039;&#039;&#039;: Master apothecary with artificer armor, plasma pistol and power weapon. For 135 pts. Shen allow you to put FNP 4+ to the squad you need it. While he has no invuln, you get to reroll Look Out Sir rolls. If you ever want 2+/3++ FNP assault terminators (and who doesn’t?), this guy delivers. Also has a really unique warlord trait where you can get victory points back for destroyed units within 6&amp;quot; on a 5+, but he&#039;s unlikely to ever be your warlord with Ld9.&lt;br /&gt;
*&#039;&#039;&#039;Bray’Arth Ashmatle (Forgeworld)&#039;&#039;&#039;: Dreadnought HQ, forged by primarch Vulkan himself! Bray’Arth is a hell of a monster: with his front armor 13, 4 HP, venerable and immune to ALL extra dice roll to armor penetration (melta, armourbane, rending, Kharn, fucking Vindicare turbopenetrator shot, etc.) he is almost impossible to kill, without [[Railgun|S10 weapon]] or some weird shit like haywire or gauss. He is armed with two DCCW’s with inbuilt heavy flamers, which also can count as single twin-linked meltagun, and he can forgo one close combat attack to auto hit anything in BtB contact with S5 AP4, so he can fuck up near anything, from tanks and monsters (though not as much now do to the Smash attacks monsters can do now, even stuff that couldn&#039;t scratch him before can now do a S10 attack on him, though it does half their attacks), to the big tarpit blobs. Of course, he is extremely expensive at both points and pounds, but he totally worth every point and penny. Put him into Lucius pattern drop pod. Drop him in to the middle of enemy gunline. Laugh maniacally. Field him against [[Bjorn]] and make compensating jokes. Beware DE Witches, Swooping Hawks and... Fire Warriors in melee - sure, his burning wrath could kill a lot of them, but at initiative of 1, which might be too late after he got haywired.&lt;br /&gt;
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&#039;&#039;&#039;White Scars&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kor&#039;Sarro Khan&#039;&#039;&#039; - This crazy Mongol adds onto &amp;quot;Chapter Tactics (White Scars)&amp;quot; by giving every &#039;&#039;&#039;bike squad&#039;&#039;&#039; and &#039;&#039;&#039;squad with a dedicated transport&#039;&#039;&#039; scout, which in turn allows for outflanking, allowing them to come in from the side of the table; additionally, he has Furious Charge, &#039;&#039;(does not confer to is unit)&#039;&#039; Other than that, he&#039;s an average Captain (who can be upgraded to ride a bike) whose power weapon just so happens to cause Instant Death on a roll of 6. He&#039;s an awesome character for a White Scars army. Outflanking is also a gamble if you take Kor&#039;Sarro Khan in a No Bikes Mech army, screwing up the outflank rolls can put all your scoring units on one side and anti-tank fire will make them all footslog. But goddammit, an outflanking squad of Assault Terminators in a Land Raider? Hell yeah.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
There are also a lot of special characters  from &#039;&#039;&#039;Forge World&#039;&#039;&#039; &#039;&#039;&#039;Badab War&#039;&#039;&#039; IA-s. &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Forge World has released new Chapter Tactics for all the Chapters relevant to these characters. If you take a character with the Chapter Tactics of one of the Forge World Chapters, you have to take them in a detachment of that Chapter. However, some of the Forge World Chapters have the same Chapter Tactics as Chapters in Codex:Space Marines, and you can take those characters in those armies, i.e., Vaylund Cal in an Iron Hands detachment. Most of these characters also have updated rules not yet discussed here.&lt;br /&gt;
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&#039;&#039;&#039;Red Scorpions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord High Commander Carab Culln&#039;&#039;&#039;: Chapter master, with terminator armor, teleport homer, MC storm bolter and a MC power sword that can give him SMASH! Eternal Warrior and any Red Scorpion in his detachment can use his leadership for Morale and Pinning his warlord trait gives any Red Scorpion locked in combat a +1 to combat resolution; +2 if he himself in is a challenge however he can never make a Look Out Sir! &lt;br /&gt;
**&#039;&#039;&#039;Commander Carab Culln&#039;&#039;&#039;: Same Guy, but back when he was first captain.  Most of the same wargear, except his sword is a regular relic blade, and he doesn&#039;t gain extra attacks or a teleport homer, and doesn&#039;t give you apothecaries.  Only advantage is saving 25 points.&lt;br /&gt;
*&#039;&#039;&#039;Sevrin Loth&#039;&#039;&#039;: Chief librarian. Master lvl. 3 and can pick his powers from Biomancy, Telepathy or Telekinesis. Yes, &#039;&#039;&#039;pick&#039;&#039;&#039;, not roll - get all that Biomancy goodies with Enfeble, Endurance and maybe Life Leech to restore Peril wounds (with 3 powers per turn you WOULD get perils). He has a 2+ armor save, which can become 2+ invulnerable (with a warp charge spent, no psy test required), and he has gotten much cheaper at 175 pts. Also, he can have honour guard, except better. Because, you see, his honour guard can have axes, and he can give them force dome, or FNP/relentless if you go biomancy. Because of this, and since axes aren&#039;t specialist weapons, they get 4 ap2 attacks each on the charge, 5 for the champ. And that&#039;s without a banner, which wouldn&#039;t be bad in a unit of Sevrin Loth +4 guards. Not so bad compared to assault termies now, eh?&lt;br /&gt;
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Remember, he can take from telepathy. Meaning invisibility. This guy will destroy in challenges.&lt;br /&gt;
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&#039;&#039;&#039;Astral Claws&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lugft Huron&#039;&#039;&#039;: Chapter master, with terminator armor,  heavy flamer, and AP2 lightning claw which forces opponent to reroll successful invulns. His orbital bombardment is S10 AP1 ordnance 2, his “living legend” rule makes all your army Ld10. He can [[Commissar Yarrick|come back from the dead]]... but only once. But he is expensive as hell for 235 pts.&lt;br /&gt;
*&#039;&#039;&#039;Corien Sumatris&#039;&#039;&#039;: Captain, with +1WS, -1BS, MC power weapon, which gives him +1 additional attack on charge, storm shield, and some weird 12’’-range assault bolter. His main ability is to give Furious Charge to his squad (and himself) and +1WS to all your infantry within 12’’ of him. At 165 pts. he is a bit costly, so use his special powers properly (obviously, by putting him in dedicated CC squad).&lt;br /&gt;
*&#039;&#039;&#039;Armenneus Valthex&#039;&#039;&#039;: Master of the forge, also known as “Alchemancer” with conversion beamer and some weird techno-thing called “Indynabula” which counts as two power weapons,  and give him 5+ invuln, counter-strike USR. He can also make one squad’s bolters poisoned 2+, turning them to cheap wannabe-sternguards. But why the heck would you do that when you can poison Terminator storm bolters or (with the new pdf update) a Bike Squads twin-linked bolters?  Think synergy people!  Ever poisoned a Wraithknight to death? It is great fun!  And he&#039;s surprisingly cheap, assuming his shiny wargear - maybe, to compensate those schizophrenic combination of ranged-oriented and close-combat-oriented bits.&lt;br /&gt;
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&#039;&#039;&#039;Minotaurs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Asterion Moloc&#039;&#039;&#039;: chapter master with terminator armor, storm shield, and eternal warrior but one less attack (FAQ update - enjoy a manly 4 attacks like everyone else) and basically a Custodes halberd (+2S AP2 two handed weapon), except it shoots a powerful laser beam once per game instead of bolts. He also gives assault grenades and fearless to his squad and his &amp;quot;Sanctioned Fratricide&amp;quot; rule give his whole army the Preferred Enemy: space marines (any non-chaos) at a cost of making all of them desperate allies. He is VERY expensive, but he has one of the few AP2 close combat weapons without unwieldy in a vanilla marine army, and [[Grey Knights|with]] [[Blood Angels|so]] [[Space Wolves|many]] [[Dark Angels|loyal]] [[Ultramarines|marine armies]] around, preferred enemy could work more often than not.&lt;br /&gt;
*&#039;&#039;&#039;Ivanus Enkomi&#039;&#039;&#039;: Chaplain with &amp;quot;Crozius Arkanos&amp;quot; &#039;&#039;(S:User Master Crafted, Concussive, AP3 with built-in twin linked grenade launcher)&#039;&#039;  power fist, jump pack and With +1 initiative, +1 attack, and extra +1 attack on charge for him and his squad he costs only &#039;&#039;&#039;25 pts&#039;&#039;&#039; more than a vanilla chaplain with fist and jet pack.&lt;br /&gt;
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&#039;&#039;&#039;Others&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Anton Narvaez&#039;&#039;&#039;: Marines Errant captain, with -1 WS, power weapon, bolt pistol, MC plasma gun and 3+ invuln instead of 4+ (with 50% chance to lose it each time it fails). He also has Scout and Move Through Cover USR’s. Can select D3 units of Tacticals, Devastators, Sternguard or himself and any Command Squad he has with him to Deep Strike via teleportation rolling 3 dice for scatter dropping the highest if the don&#039;t get a &#039;hit&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ahazra Redth&#039;&#039;&#039;: Mantis Warriors chief librarian. He is not a monster-psyker, like Tigurius or Loth, and only cast 2 powers per turn. On the other hand he does have a built-in 5+ invuln and is able to re-roll his first failed psychic test. His special psy-power “Mirage” gives his unit shrouded, and if they&#039;re attacked, their attackers make a disordered charge. Which is beyond awesome. His Warlord trait also gives any squad he joins Night Vision and Interceptor, which is pretty cool. On top of this, epistolary librarian cost only 15 pts less than Redth.  Also, he is the only vanilla marine with access to divination psychic powers, meaning he can make his squad durable with mirage, and then make them shootier AND killier with prescience. Win.&lt;br /&gt;
**Take Redth and assault termies in Land Raider. Cast Mirage on LR and screen it with some tall, fast and cheap models (allied Rough Riders comes in mind). Look at your opponent face when he realize your über metal box has 3+ cover.&lt;br /&gt;
*&#039;&#039;&#039;Elam Courbray&#039;&#039;&#039;: &amp;lt;s&amp;gt;Legion of the Damned&amp;lt;/s&amp;gt; Fire Hawks captain with jump pack and rending power sword, as well as I6. Like Culln, Elam can choose to do a SMASH attack instead. Gives his squad Hit and Run and Counter Attack USRs. His warlord trait is a swooping hawk-like blast attack when he deep strikes which he doesn&#039;t need to scatter around, but he is unlikely to be your warlord with Ld9.&lt;br /&gt;
*&#039;&#039;&#039;Mordaci Baylock&#039;&#039;&#039;: Novamarines  terminator-captain with MC-shredding chainfist and storm bolter (WTF?). He can make his terminator squad choose to fail or pass any morale and pinning test, make terminators scoring and… that’s all. He cost 30 pts. more than vanilla captain with his wargear, so, take him only if you have a lot of termies, Though if you are, why aren&#039;t your playing Dark Angels.&lt;br /&gt;
*&#039;&#039;&#039;Tarnus Vale&#039;&#039;&#039;: Fire Angels Captain with… WHAT? Plasma pistol and chainsword? What the fuck? Why 165 points? He got nerfed in the update, But then you realize that he has Stubborn and Tank Hunters... as does any Transport he&#039;s in... which [[Antaro Chronus|can also use his Ballistic Skill]]. In addition all of your Razorbacks, Rhinos and Land Raiders get 5+ Invulnerable saves against Glancing Hits, nice but not broken.&lt;br /&gt;
*&#039;&#039;&#039;Zhurukhal Androcles&#039;&#039;&#039;: Star Phantom captain with power fist and combi-melta. Makes Devastator Elites AND Heavy support and little else. Though not as devastating as Vale, he is cheaper and actually have some decent wargear.&lt;br /&gt;
*&#039;&#039;&#039;Silas Alberec&#039;&#039;&#039;: Exorcists captain with MC thunder hammer and S5 (which always wound daemons on 2+, if S10 isn&#039;t enough), bolt pistol, teleport homer. He gives FNP 5+ to himself and his unit against ANYTHING with psychic powers or marks of chaos or daemons, and his warlord trait lets you take morale checks on 3D6 and choosing the best. and is reasonably priced for his wargear.&lt;br /&gt;
*&#039;&#039;&#039;Lias Issodon&#039;&#039;&#039;: &amp;lt;s&amp;gt;Reasonable Marines&amp;lt;/s&amp;gt; Raptors chapter master. He only has a power sword and pistol for close combat, -1WS and +1BS, compared to a standard chapter master, but is armed with some monstrous R30 Salvo 2/4 bolter with special ammunition (that must use the profiles described in C:SM), and can use the Raptor tactic of H1 rending, so he is a shooty chapter master, which is rare. He has no Invulnerable save, but this is made up for with artificer armour and shroud. The main reason you would like to take him is his special abilities: he forces a -1 on enemy reserve rolls, can reroll his own reserves (even successful ones), and he can cripple (or even kill) one enemy&#039;s  MC or vehicle before the game even starts. For some reason he doesn&#039;t have an invulnerable save or orbital bombardment, but he is relatively cheap, so shut up, camp his raptors in the covers and shoot people to death like [[Reasonable_Marines|reasonable marines]] should do.&lt;br /&gt;
*&#039;&#039;&#039;Tyberos The Red Wake&#039;&#039;&#039;: Carcharodons chapter master with terminator armor and two weapons, which could count as lightning claws or chainfists and allocate hits with either as he wants with 5 base attacks. No iron halo, so his invuln is only 5+. Tyberos himself is a terrifying murderous machine in close combat, when subject to RAGE! usr, he AND EVERY Carcharodon unit that is subject to Rage becomes +1 str for the rest of the battle. His warlord trait &#039;savage beyond reason&#039; gives him and his unit preferred enemy (infantry). He also allows you to take one LC-terminator unit as troops. And he costs less than a vanilla chapter master with two chainfists.&lt;br /&gt;
*&#039;&#039;&#039;Vaylund Cal&#039;&#039;&#039;: &amp;lt;s&amp;gt;Iron Hands&amp;lt;/s&amp;gt; Sons of Medusa master of the forge with iron halo, thunder hammer, servo-harness, and monstrous creature stat line. Being an Iron Hand he gets FnP 6+ and It Will Not Die and +1 to Repair rolls. While being expensive as hell, he could put a lot of hurt in close combat and extremely hard to kill for his T6. For further expense, he can give devastator units in the army Toughness 5 for 50 points per squad, but don&#039;t expect it to save you against plasma firepower.&lt;br /&gt;
*&#039;&#039;&#039;Thulsa &amp;lt;s&amp;gt;Doom&amp;lt;/s&amp;gt; Kane&#039;&#039;&#039;: Executioners high chaplain with artificer armor, plasma pistol and S6 AP2 Unwieldy sword. With +1WS/BS/W/A, eternal warrior and big 12” aura of “reroll 1 on to-wound” he also gives friendly Executioners squads +1 to their assault results and +1 to their sweeping advance provided he is fighting in a challenge. The only thing, Kane don’t have, is jump pack to join assault squad, or terminator armor to join teleporting assault termies.&lt;br /&gt;
*&#039;&#039;&#039;Chaplain-Dreadnought Titus&#039;&#039;&#039;: Howling Griffons dreadnought with +1 attack, which can reroll failed to hit roll in CC, and make everyone within 12” fearless. Also, despite being a vehicle he also becomes a Scoring unit if he&#039;s the only HQ left in the army and can also benefit from Ultramarines chapter tactics. For 15 pts. more than ordinary venerable dreadnought In 6-th editions venerable dreads are shit, so don&#039;t even think to take Titus unless you REALLY want that 12&amp;quot;-fearless aura.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Tactical Squad&#039;&#039;&#039; - Your bread-and-butter scoring units. These guys don&#039;t excel at anything but are decent at everything. Unfortunately, their balance tends to be their downfall as most other basic troops tend to be better at everything than they are (see: Grey Hunters), and they&#039;re a tad expensive when fully kitted out. Keep them at a distance if possible, but keep in mind to make effective use of your Rapid Fire range. Great for camping objectives as the one thing they&#039;re best at doing is staying alive for a good while. Always take Rhinos or Razorbacks with your Tacs, even if they&#039;re camping an objective. Metal Boxes make excellent walls and mobile shields for your troops. Take at least 2 squads of these guys in every army. &lt;br /&gt;
**&#039;&#039;&#039;Veteran Sergeant Haas&#039;&#039;&#039; (Red Scorpions) - An upgrade to a tactical squad sergeant, 60 points gives you a 2W, artificer armoured, Iron Halo sergeant with a power sword and a pistol. That&#039;s not why you take him, however.  You take him because he makes your squad RELENTLESS. Yes, that is every bit as awesome as it sounds, for a squad so reliant on &amp;quot;heavy&amp;quot; and &amp;quot;rapid fire&amp;quot; weapons. Allows for rhino hatch-firing shenanigans.&lt;br /&gt;
**Important side note, if you plan to assault with these men remember they all have Bolt pistols, meaning you can unleash 10 bolts while still being able to assault. Generally, though, you shouldn&#039;t assault with Tacticals, but if you do, remember to shoot with your pistols/grenades/assault weapons first.&lt;br /&gt;
**If you manage to run away and your enemy catches you, your Marines aren&#039;t auto-killed but continue the fight instead (6-th ed threw No Retreat rule away). Remember this! Next thing to remember, if your enemy does not catch you and you broke out in their close-combat phase, on your next turn which comes right up your Marines are auto-rallied as usual. They also count as &#039;&#039;&#039;not having moved&#039;&#039;&#039;. In other words, rocket launcher in the face or 9&amp;quot; move (you do get your 3&amp;quot; regroup move as well as usual 6&amp;quot;).&lt;br /&gt;
**Loadouts for Tacs will usually consist of a few configurations: Flamer, Multi-Melta, and Combi-Weapon or Power Weapon on the Sergeant is the tried-and-true kit that threatens Infantry and Tanks both, and discourages either from getting close to your squad. Any Special Weapon, Missile Launcher, and Power Fist on the Sergeant is the old 5th Edition default for using Combat Squads by leaving the ML behind to take potshots at armor or infantry while your Rhino advances with the Sarge and special weapon. And finally, a Meltagun, Multi-Melta, and Combi-Melta on the Sarge, aka the Meltabunker, which decks your squad out for anti-tank duty. Thanks to the revised Combat Squads, you can leave the Multi-Melta in the Rhino to take shots from mobile protection (a pseudo MM turret for your Rhino) while your Sarge and Meltagunner can get out and hold an objective while discouraging enemy tanks from approaching them.  &lt;br /&gt;
**Never take a CC weapon, grav or plasma pistol on the Sergeant. Ever. They&#039;re worthless, and they scare nobody. Not Orks, not that nasty squad of Terminators, not the rampaging Khorne Berserkers. They&#039;re far too expensive and they take away points from your list. If you are nuts enough to take a plasma pistol though, your opponent will give you respect knuckles when your Sergeant one-shots a rampaging Dreadnought.&lt;br /&gt;
**Also, this is the edition of MC&#039;s and hard-to-kill infantry, not vehicles. Outfitting them with meltaguns makes their use far too specific and the role is better given to a unit that can do AT and something else at the same time just as well. (e.g a Tri-Las Predator)&lt;br /&gt;
**Do not take Heavy weapons in a Tactical squad if you are planning on having that squad be mobile (such as in Mech lists, Drop pod lists, or if they are moving in a transport of any sort).  Only put them in units that you plan on having sit in one place for the entire game (combat squad on an objective).&lt;br /&gt;
**Carcharodon tactical marines&lt;br /&gt;
*&#039;&#039;&#039;Crusader Squad&#039;&#039;&#039; - Essentially a beefed up tactical squad that is capable of taking neophytes as meatshields and a Sword Brother as a Veteran Sergeant for your initiates to survive longer and therefore be able to make the charge once they have gotten within range. They come standard with the Black Templars Chapter Tactics.&lt;br /&gt;
**There are two ways to kit out your neophytes for close combat. Pistol/CCW allows a S4 AP5 shot before combat, and two S4 attacks at I4. The Shotgun option allows for two S4 shots before combat and a S4 attack at I4. The AP5 of the bolt pistol will rarely be more useful than the extra shot before overwatch is even fired. Also keep in mind the shooting attacks will always hit on a 4+, whereas the close combat attacks (at WS3) will sometimes hit on a 5+.  Another consideration is that you might accidentally gimp your charge distance if you kill too many models in the shooting phase-shotguns can do this if you run into Termagaunts or the like. Black Templars should be running in the shooting phase to make use of their Crusaders special rule. The only time this wouldn&#039;t be true is if your squad used an LRC to get up close and is already within 6 inches of the enemy and can assault that turn. Crusader Squads want lots of Bolt Pistols and CCWs if you are using anything other than 5 man las-plas squads because Crusader Squads should be focused on assaulting. Use tactical squads if you want to sit back and shoot.&lt;br /&gt;
***If you wish to switch between these options, assemble your scouts with close combat weapons and pistols, then trim the hands off the shotgun models and glue them to the scouts back as though holstered.&lt;br /&gt;
**Also, don&#039;t make the mistake of giving a Crusader Squad a heavy weapon if you&#039;re running any squad bigger than the 5-man special/heavy squad. Crusader Squads can&#039;t Combat Squad, and you always want to be playing aggressively with Black Templars. Use the slot you&#039;d normally use for a heavy weapon to buy either a power weapon or power fist.&lt;br /&gt;
**You can both a special AND a heavy weapon with just 5 guys. Thats right, Las/Plas is back baby!&lt;br /&gt;
**A Lightning Claw is a good choice for the Sword Brother. BT Chapter Tactics give him rerolls to hit and Rending in challenges, and the LC gives him rerolls to wound, making him very likely to come out on top against anything MEQ or lower. Or you could spend an extra 25 points to go for the LC/PF combo for an extra attack and optional AP2.&lt;br /&gt;
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*[[Scout|&#039;&#039;&#039;Scout Squad&#039;&#039;&#039;]] - A decent unit, especially if you want to focus on more expensive units for your army. You really don&#039;t need more than one squad of these guys, if any at all to go along with Tacs. Scouting and Infiltrating, they can put a Teleport Homer on the board rather fast and uncomfortably close to your enemy&#039;s forces, so keep that in mind if you run Terminators of either flavor. Not the worst unit in the world, but your points are often better spent elsewhere.&lt;br /&gt;
**One of the classic Scout combos is to take a Techmarine (Master Of the Forge or a Thunderfire Cannon&#039;s crew also count). Give your scouts Camo Cloaks, put them into a ruin that you &amp;quot;fortify&amp;quot; with the aforementioned Techmarine&#039;s special power, and [[Troll|enjoy]] a 2+ cover save.&lt;br /&gt;
**A final tactic worth mentioning is the &amp;quot;Shrike Stampede&amp;quot; You load up on scouts armed for hand-to-hand combat, Infiltrate as close as possible to the enemy (18&amp;quot;) take your 6&amp;quot; scout move, and on turn one, scream &amp;quot;kekekezergrush&amp;quot; while charging in and hoping for the best. Not actually a good tactic, but fun, and catches some people off guard. You&#039;re just not allowed to assault in the first player turn, with infiltrating/scouting units. You can definitely still assault in Turn 1, and if you&#039;re player 2, you can assault in turn 1 with infiltrating units.&lt;br /&gt;
**Sniper Scouts: Due to 6th edition Sniper Rifle rules, a full sniper squad is also worthwhile again. The rifles only cost 1 point and on a 6 you get to pick out the target you kill rather than your opponent. Plus sniper weapons always count as pinning, bogging down your enemies with morale tests. Their purpose is naturally sitting around, so give them Camo Cloaks and a fortified ruin, or alternatively Telion (stealth for free).  A 9-man squad with Telion and a missile launcher will cost you 171 pts, but give you 10 Pinning and Rending shots per turn and a missile.  It is more of a wild card, since MEQs and even TEQs die like bitches to rending, but you need to roll 6s.  But it is great when you can deter a heavy melee unit for a turn or two by pinning it with some lucky rolls (letting you get heavier weapons to bear).  &lt;br /&gt;
**&#039;&#039;&#039;Torias Telion&#039;&#039;&#039; - An upgrade to a Scout Sergeant, Telion gives you a Rending, Pinning, Sniper-boltgun that you get to allocate the wounds from. He can also forfeit his shooting (aww) to allow one model in his squad to shoot at BS 6 (say, a scout with a missile launcher). Useful for putting pressure on your opponent and picking off specialists, which he will at least once in a game (problem, hidden Power Fists?) Pricey, so consider your points. Also worth noting that he gives free Stealth to his unit. So combined with the Techmarine-ruin-camo cloak strategy above, or even hidden in regular area terrain, his [[Troll|2+ cover save]] makes him tough to flush out.&lt;br /&gt;
**Scouts are have a great place in manning the Quad Gun on the Aegis Defense Line. Take Sniper Rifles and a rocket launcher, put them behind the line with an objective in your deployment zone, and have one guy man the Quad Gun. Throw in Telion with his free stealth cloaks for delicious 2+ save and the ability to have a BS6 rocket or Quad Gun at will and you have a rather solid back line.&lt;br /&gt;
**Bear in mind, the wording of the rules for scouts says that the sniper rifle only replaces the &#039;&#039;&#039;boltgun&#039;&#039;&#039;. The sergeant can take items from the melee and ranged wargear lists, and both of those state that the model in question replaces his &#039;&#039;&#039;bolt pistol&#039;&#039;&#039; for the listed weapons. So yes, you can have a scout sergeant with a sniper rifle in one hand and a combi-weapon in the other, or a power weapon, or a lightning claw, or (hilariously) a thunder hammer. While funny, the combo probably isn&#039;t terribly effective, but the combi-weapon might be worth it as a nasty surprise for the slugga boyz charging the ruin where your sniper scouts are holed up, especially if you don’t have the leftover points for Telion and/or you’re not running with Ultramarines chapter tactics.&lt;br /&gt;
**According to the wording in the rule book, models choose their weapons individually. Meaning you can take a squad of 5 w/ Snipers and 5 w/ Shotguns and a Land Speeder Storm, and at the beginning of the game, Combat Squad them and stick the melee squad in the Storm while the Snipers hang out in ruins with a Techmarine.&lt;br /&gt;
**If there is one thing scouts don&#039;t do, it&#039;s survive. Unless you used the camo cloaks techmarine combo, you scouts will only have a 4+ cover save at best. You opponent knows this too, and a smart player will likely focus fire them and score first blood. Seriously, the board isn&#039;t that big and unless you&#039;re lucky with the saves one round of shooting and the scouts are dead. Keep them safe.&lt;br /&gt;
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&#039;&#039;&#039;Red Brethren( Carcharodons only )&#039;&#039;&#039;&lt;br /&gt;
How come no one included them??? Tyberoswing Assault terminators without the ability to take TH/SS. You can take one squad of them if you included Tyberos in your army. Oh and they are also troop choice. Put them in a LR(prefferably crusader) point it at anything without 2+ save and watch it dissapear. Great middle finger to [[That guy]] who brings 3 baledrakes. And don&#039;t forget [[Rape|honorguard with chapterbanner and Tyberos in another land raider]]&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;[[METAL BOXES|Rhinos]]&#039;&#039;&#039; - Very cheap and good transport since space marines are KNOWN TO HIDE IN MEHTAL BAWKSES, DA KOWARDZ! TEH FEWLZ! There&#039;s not much to say about it beyond &amp;quot;use it!&amp;quot; Seriously, don&#039;t footslog your marines. A walking marine is a dead marine, and dead men hold no objectives. The only upgrades recommended are the Dozer Blade and maybe Hunter-Killer Missiles (if you have a lot of HK&#039;s in your army already). Once the guys are out of it, you can basically throw it away in petty dick moves like preventing charges, blocking line of sight (tossing a dozer blade on the sucker will make this glorious bastard even longer, thus potentially blocking even more line of sight), and tank shocking people into tight formation to be hit with flamers, more useful for shielding your own guys as it&#039;s side armour is 11, as opposed to the 10 most transports have (*cough* Chimera *cough*) so str 4 weapons (standard infantry power) can&#039;t glance it. You can also use its speed to dick around with Necrons if you feel like trolling them and don&#039;t really care about winning.&lt;br /&gt;
**NOTE: look on the entry for the rhino in your codex and you will notice a rule that no-one ever uses, which is a shame because it totally rocks: opt out of shooting for a 1/6 chance of repairing an immobilized result. Your opponent cries when he thinks he&#039;s immobilised your transport and then it starts moving again. I mean, what else are you going to do in that phase? You&#039;re not Chaos, you don&#039;t get decent guns on your Rhinos.&lt;br /&gt;
**Exploit 6-th edition rules: Now you could flat-out Rhinos in shooting phase. This means your tacticals, sternguards and devastators could dakka on enemy and THEN you flat-out nearby Rhino in front of them, basically negating fire back. Its all fair and legal. Guard and weeaboo space communists could do the same, but their transports aren&#039;t as cheap as yours and actually have some good guns, so they can not skip shooting as easy as you.&lt;br /&gt;
**Using the Raven Guard or Khan-Scars Chapter Tactics a very nasty and potent trick can be pulled with Rhino squads. Start by deploying on 12&#039;&#039;, then scout 12&#039;&#039; in your metal box before the game starts. In your first movement go 6&#039;&#039; and disembark your infantry a further 6&#039;&#039;. Good at maths? You&#039;re now on their deployment line, and you can fire. Your opponent won&#039;t anticipate it and it gives you total board control by the end of turn 1 - you can dictate exactly where the fighting goes. That&#039;s invaluable.&lt;br /&gt;
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*&#039;&#039;&#039;Razorback&#039;&#039;&#039; - The Razorback is a basically a Rhino but you can fit heavier guns on it including anti-tank weapons and of course more expensive than a standard Metal box. It is one of the best choices for a SM army themed on firepower. Best configuration is a Tactical Squad of 10 with Lascannon and Melta gun/Plasma gun. &amp;quot;But you can&#039;t fit 10 men in that tiny metal box!!11&amp;quot; Actually, if you check the Space Marine FAQ a Tactical squad can choose a Razorback as a dedicated transport even if it has more than 6 men. So at game start you combat squad them, one with the Sergeant and PG/MG, and the other with Lascannon. The former goes in your transport, the latter stays at the back of the board, providing fire support and capturing your home objective. Give the Razorback twin linked lascannons. The LC/TLPG looks nice but its an illusion. The TL re-roll can win or lose games, and the PG is too much of an oddball for any task you use it for. Its short range, can damage the vehicle and isn&#039;t particularly effective against heavy infantry or light vehicles. This combo can be brutal in both low points and higher points games, giving you a lot of firepower. Just remember to be careful with your deployment if you come up against a gunline. &lt;br /&gt;
**The Raven Guard scout gimmick and the TL heavy flamer work well together here.&lt;br /&gt;
**Definitely avoid taking the Razorback stock as it is.  The TL Heavy Bolter became very points inefficient this edition, the other weapon options are the same price however.&lt;br /&gt;
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*&#039;&#039;&#039;Infernum Pattern Razorback (Forgeworld)&#039;&#039;&#039; - Basically the Razorback with Multi-Melta turret, introduced by the forgeworld to ruin the last thing Sisters of Battle had over the Space Marines.&lt;br /&gt;
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*&#039;&#039;&#039;Drop Pod&#039;&#039;&#039; - Also great, mainly because of it&#039;s ability to deep strike in the most useful position. Another great reason is the ability to avoid impossible terrain and models, thereby avoiding deep strike mishaps. Excellent tool to hunt tanks with squads of melta, or drop down a dreadnought where they least expect it. These transports suffer from the &amp;quot;Half on turn 1, half regular reserve&amp;quot; rule common to deep-striking forces nowadays (bring an odd number of them if you bring more than one, because the &amp;quot;half on turn one&amp;quot; is rounded up). However, even a single Drop Pod is a major psychological tool. A Deep-striking Dreadnought is almost guaranteed to change how your opponent deploys. Consider this carefully.&lt;br /&gt;
** - Also note that the drop pod is one of two units able to take a Locator Beacon.&lt;br /&gt;
** - The Deathwind launcher is now cheaper, but no more effective than it was before.  But now with the reduced price you can pay a little more than a tact marine for the ability to lock down a 12&amp;quot; area around a drop pod with a S5 AP- pie plate.  You kill a MEQ, you basically pay off the cost of the launcher.  Put these on your drop pod assault pods otherwise it&#039;ll be a waste.  &lt;br /&gt;
** 6-th ed. note: drop-pods now can be shot down with interceptor shots, so beware quad guns and hydra platforms. Interceptor shots are fired at the end of the Drop-Pod-equipped player&#039;s movement phase, meaning AFTER it lands and the Spess Mehreens disembark. And yes, it still counts as open-topped against Interceptor.&lt;br /&gt;
** Units arriving by drop pod CAN fire as normal counting as having moved. BRB page 36 states that they may do this. Units arriving by deep strike are allowed to disembark and fire or run as normal but they may not assault.  Also thanks to 6th edition disembark rules you get 6&amp;quot; of free movement to negate whatever scatter you incurred during the drop&lt;br /&gt;
**Advanced tactics on the use of drop pods can be found in the common playing styles section towards the bottom of this tactica page.&lt;br /&gt;
**Because of the half on turn 1 rule, it is wise to bring an odd number of drop pods. This usually means three drop pods- two for your tactical squads, and one for turn two or three backup, such as a dreadnaught or some sternguard veterans. Devastators are less effective in a backup role as they can only fire snapshots the first turn, although if you insist upon using them, this is a good time to use the tactical doctrine if you play Ultramarines. &lt;br /&gt;
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*&#039;&#039;&#039;Land Speeder Storm&#039;&#039;&#039; - 6th edition may be where the land speeder storm finally comes out of the back of the model enthusiasts closet and onto the table as a viable and fun model to incorporate into your army. There are a lot of drawbacks to the storm in comparison to the your other choices of dedicated transport. AV10 all around and open topped means that if anything even gives this thing an angry look it has the chance of exploding into a giant fireball that will eat your squad of scouts. On the other hand the fact that the storm is a skimmer means that it gets a jink save and can flat out 30&amp;quot; in a turn and is also an assault vehicle! If you keep this thing behind cover it becomes a decent skirmisher and lets you grab late game objectives with scoring scouts. The BS3 of the storm is rather silly, but totally mitigated by the heavy flamer you can replace it&#039;s standard heavy bolter it comes with stock for the cost of zero points, and when running scouts you really don&#039;t want to be running them at anything that is tougher than them anyway. Lastly the Cerberus launcher got an overhaul and remains to be seen on the table whether it is anything more than a pointless gimmick. A S2 AP nothing large blast with blinding may just give you the edge on your enemy letting the scouts jump out and suddenly have a half decent chance of being the ones doing the killing rather than being a cheap single turn distraction for a larger unit. giving your scouts shotguns verses bolt pistols depends on what you are planning on fighting. &amp;lt;s&amp;gt;As the storm is open topped this gives you a bunch of extra shots that you can fire off and then decide afterward if you are going to jump out and charge.&amp;lt;/s&amp;gt;Open-topped doesn&#039;t mean you can assault after shooting out of it, you still have to disembark and &#039;&#039;then&#039;&#039; shoot.  For AP5 and worse the pistols seem like a better deal as they will cut through armor but for marines/firewarriors/guardians and better you are probably better served by the shotguns and hoping for weight of fire to do the work for you. All of this and the scout squad to go with it will only run you about 100 points. even adding every upgrade you can think of this unit won&#039;t even cost more than 150. That&#039;s savings that you can bank on.&lt;br /&gt;
&amp;lt;s&amp;gt;**Remember that tanks have no Initiative value, meaning they automatically fail the blind test from the Cerberus Launcher. A bare-bones Scout Squad in a Storm only costs 100 points, and can effectively neuter an entire Leman Russ Squadron for as long as it&#039;s alive. Hell yes it&#039;s more than a pointless gimmick.&amp;lt;/s&amp;gt; Blind special rule specifically states that it has no effect on models with no initiative value, therefore doesn&#039;t work on tanks.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Terminator Squad&#039;&#039;&#039; - Expensive, and not too effective. The regular terminators are best teleported in, but it depends on your enemies composition. If he has no AP2 or AP1 weaponry, footslogging them can be good, especially if you have an assault cannon or cyclone. In small point games, terminators are hard to kill without AP 1/2. If the enemy does have heavy weapons, it&#039;s best to deep strike them, and hope you can eliminate that weapon before that, or put them out of harms way. Land raiders may be useful, but are better suited for assault terminators. All termies are buffed by new edition now that melee weapons have AP values, so they now laugh at power weapons (warning: klavies, warscythes, power axes, powerfists, hammers, and monstrous creatures still laugh at your armour save and first two aren&#039;t unwieldy), making (insert something here)wing armies much harder to kill. However, storm bolters simply aren&#039;t killy enough, and a single assault cannon or cyclone won&#039;t do much. Against the abundance of high strength AP1 and AP2 in many updated codices, you may find your toughness 4 terminators dying without doing much at all (besides absorbing firepower for a few turns, which turns them into distraction carnifexes). &lt;br /&gt;
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*&#039;&#039;&#039;Assault Terminators&#039;&#039;&#039; - Is where you want a Land Raider at. These are the gold standard of assault units. Seriously, nearly every other dedicated assault unit in the game is compared to these fuckers, and 9 times out of ten, they cannot compare (That last 1 of 10 would most likely be genestealers or Incubi). They should absolutely not be footslogged if it can be avoidable. Always keep a majority of them with thunder hammers, a composition of perhaps 3 thunderhammers and 2 lightning claws are the best, to get that 3+ Invulnerable save if he brings out anything big and nasty. These guys attract a LOT of firepower (i.e. all of it) so keeping them alive can be difficult. They wreck just about anything in the game. You don&#039;t have to worry about Grey Knights any more, unless they bring a lot of Daemon Hammers because their other Nemesis Force weapons are all AP3. Space marines now pay for their TH/SS at 5pts a pop.&lt;br /&gt;
**Put these guys w/ storm shields right in front of a unit of horrors. Now, any wounds you take give you FnP, bonus points for iron hands or 2-wound termies.&lt;br /&gt;
** As cool as they are, remember that they&#039;re expensive. Quite expensive. Like, A ready-for-battle-in-a-raider-squad will cost you 450+ points. Is that the best use of 450+ points? Choose carefully... &lt;br /&gt;
** Also remember that a Land Raider is not 100% mandatory. If you want their Close Combat ability, but shrink at the price, consider putting a teleport homer or two in your list. It allows them a &amp;quot;Kinda safe&amp;quot; means of entering play that doesn&#039;t cost more points than the squad itself. Just be sure you have enough storm shields in the squad to cover your ass or you WILL be shot off table!&lt;br /&gt;
** A third note: remember, a single Land Raider is a &#039;&#039;&#039;massive&#039;&#039;&#039; bullet magnet. Viable competitive lists bring two, but that&#039;s only viable at 2k pts, because you still want some support for your Termies.&lt;br /&gt;
**If you have the points to burn and are also taking a dreadnought that you planned on hooking into a drop pod, smash your assault termies into a storm raven instead. Fly over the enemy to get that cover save, and parachute your assault termies in front of the enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Sternguard Veterans&#039;&#039;&#039; - 22 points for the first 5 models in which you have to also pay for a Vet Sgt. and 22 for each after, and a very versatile ranged squad. Give combi-weapons to as many of them as you can, beware, for they&#039;re 10 points now so think is the one shot really worth it? they are also one of only 2 squads to be able to take a Heavy Flamer. If you are fond of having a good ranged unit that can deal with almost any threat, bring in a squad of these in a Rhino or Drop pod. Razorback is bad as it requires disembarkation with the inevitable &amp;quot;SHOOT THEM OFF&amp;quot; from your enemy afterwards, while Rhino has the hatch. They also have access to a mix of two special/heavy weapons. If you take Pedro Kantor, they&#039;re scoring units (NOT troops, you still need to take tacticals) which allows you for some good ol&#039; 4th edition style Las/Plas teams... but at too high a cost to be worth it. Another thing to be aware of is that although a storm bolter &#039;&#039;looks&#039;&#039; like a good upgrade, but you can&#039;t use their special ammo with it, which is TOTAL BULLSHIT, but them&#039;s the breaks.&lt;br /&gt;
**Oh, and don&#039;t forget: Sternies get base 2 attacks. Not a lot of opponents know this, so when they get 3A on the charge or 2A when defending some players are a little surprised. Still, they should shoot first, assault only if completely necessary. Even Pedro Kantor doesn&#039;t make them super efficient at CC due to their cost.&lt;br /&gt;
**Combi-Meltas make tanks cry, and Combi-Flamers make assaulting these guys a bad idea, BRING BOTH. Generally you&#039;ll want to avoid Combi-Plasmas unless you know you&#039;re going up against a lot of 2+ Armor saves, in which case you could use combi-gravs, and even then your Tacs should probably be packing Plasma Guns and Sternguard even have some AP3 ammo specially for killing Chaos Marines (no seriously). Just remember the AP3 bolter shot is 18&amp;quot;, meaning it Rapid Fires art 9&amp;quot;, and it has Gets Hot!, so beware.&lt;br /&gt;
**Remember, you can bring up to two(!) Heavy Flamers in a 5-man Squad, and at only 10 Points each they&#039;re a steal. Take 9 dudes. Add a Librarian Pyro or Bio or Telpathy, put them in a Rhino or Drop pod, and laugh maniacally as you then pop out and butcher a unit. Doesn&#039;t matter what it is, if it don&#039;t have 2+ armour, Sternies will kill it. Trygon? Six wounds is cute, but when you take 12 or 15 armour saves? Not so hot. Hordes? Combi-Flamers and Hellfire Rounds. Entrenched Guardsmen with Stealth Pants? Dragonfires and Heavy Flamers. 3+ saves? Vengeance Rounds if you feel lucky, punk, or bury them in Hellfire wounds.&lt;br /&gt;
**Rapidfire now work on half range, not fixed 12&amp;quot;, so kraken rounds now rapidfire on 15&amp;quot; and vengeance only on 9&amp;quot;.&lt;br /&gt;
**Sternguard vets can take a drop pod as a dedicated transport.  Give them combi-meltas and drop them on the heaviest tank the enemy has on turn 1.  They pop out, and the tank gets shot at by 5 meltaguns at once, destroying it or making it useless before it can even do anything.  Granted, your 150ish pt squad will probaby be rage-killed by everything that your opponent can throw at it, which is actually great, because now he/she/it/hermaphrodite just spent a turn killing one squad and no longer has their precious baneblade(or whatever you murdered).&lt;br /&gt;
**Drop pods also work great for Sternies because they get your special amunition right where you want it- in rapid fire range. Often times, 10 specialty shots is all you&#039;ll need to take care of any enemy, and that doesn&#039;t even take into account the weapon mounted on the drop pod. Just remember that it is extremely likely that you will lose at &#039;&#039;&#039;least&#039;&#039;&#039; a few sternies the next turn, if not all of them, so if there isn&#039;t an effective spot for insertion, just drop the vets in cover and wait for an opportunity.&lt;br /&gt;
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*&#039;&#039;&#039;Tyrannic War Veterans&#039;&#039;&#039; - They&#039;re basically the same as Sternguard but only able to use Hellfire rounds for their bolters, cheaper as a base unit though smaller and cost 1 point more per extra model, Preferred Enemy (Tyranids), and a special rule that grants them Zealot when facing Tyranids.  Needless to say, against any other army, they&#039;re practically better off as just plain Sternguard, but against Tyranids, they&#039;re a handy squad for hitting the inevitable gaunt hordes that will comprise of the Nid player&#039;s army.&lt;br /&gt;
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*&#039;&#039;&#039;Vanguard Veterans&#039;&#039;&#039; Substantially cheaper and the same cost as Sternguard when you give them jump packs. They are better ASM for only 50 points(+1a, +1Ld0). That&#039;s another metal box, or another Drop Pod, or another two Sternguard Veterans. Depending on how close you are to your points limit, the extra 50 points might be spent better elsewhere. They lost the assault from deepstrike, but everything in this game is going to lose it anyway. The points decrease is well worth it. They each can take a Storm Shield for the cost of a combi weapon and take various power weapons at cost. Give a few the 3++ and stick them out front for saves against those pesky blastmasters and watch them survive. These are they guys you choose when you want elite jump infantry as opposed to just more ASMs by taking a few SS for all that low AP cover ignoring meta and some power weapons to cut down foes for less than the cost of two ASM units.&lt;br /&gt;
**&#039;&#039;&#039;Veteran Sergeant Culln&#039;&#039;&#039; - Yes, this is the same guy who is the Red Scorpions Chapter Master. And First Captain. Yeah, it&#039;s weird. Anyways, the gist of it is that he is a 60 point upgrade to a sergeant, just like Haas, and he has two wounds, a jump pack and a relic blade, and gives the squad stubborn and re-roll to hits in CC. Fantastic, but on an already underwhelming unit, he is the only special character in the game with heroic intervention, so he&#039;s all your vanguards have got. Basically a budget chaplain with AP3, one less attack due to relic blade, heroic intervention, re-rolls that work on subsequent turns and a much, much lower price tag. Not enough to make them &amp;quot;good&amp;quot;, but makes them better. Especially if you take the forgeworld character who makes them scoring.&lt;br /&gt;
**If you deep strike them anyway, a locator beacon is the best bet: first, drop pod an Ironclad dreadnought directly on top of an powerful enemy tank, and the drop pod will scatter to right next to it (Scout bikes work too, but less reliably). Then while the dread ties up the tank, use the pod&#039;s locator beacon to swoop in 5 Vanguard vets with melta bombs, then charge them straight into the tank and melt it into little pieces. With 5 vets all with melta bombs, this will work on anything from warbuggies to BANEBLADES!!! Once that&#039;s done, your vets and the Ironclad can go hunting.&lt;br /&gt;
***Only problem here is that they need to survive an enemy round of shooting. 3+ is nice, 3++ Storm Shields are nicer, but the points start racking up quickly. Think perhaps a Stormraven instead.&lt;br /&gt;
**Note they can each take a plasma or grav pistol. Take both and duel wield flying cowboy marines.&lt;br /&gt;
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*&#039;&#039;&#039;Dreadnought&#039;&#039;&#039; - There are 3 ways you can field this beast. The first is by making it a gun platform. There is no other option than putting a pair of TL Autocannons on it in this method. And even then Grey Knights will laugh at your pitiful S7. Anything else in this configuration is a waste. The second way to field it is to optimise it for melee. Never do this. The first lesson Space Marine players learn is that a CC Dread is good for nothing but locking a unit up. And you pay out the ass for that luxury. Its because you get a pitifully low amount of attacks, 4 S10 attacks on the charge at I4 sounds brilliant on paper, but in practice you&#039;ll be killing 1-2 Marines each round of combat. And they will be ripping you to shreds with Krak Grenades at the same time. The third, and best way to field a Dreadnought is as a Multi Melta Dread in a drop pod. On the first turn drop it near your opponent&#039;s prize tank (e.g a Land Raider filled with Grey Knights)and pop it on the first turn.&lt;br /&gt;
** Now &#039;&#039;&#039;Venerable&#039;&#039;&#039; is an upgrade to the normal Dread, and at 25 points (10 of which are for the +1 on WS and BS) it&#039;s a steal.&lt;br /&gt;
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*&#039;&#039;&#039;Ironclad Dreadnought&#039;&#039;&#039; - You won&#039;t be getting krak&#039;d to death anymore, but you pay more and for only a marginal increase in effectiveness. Not bad as a suicide DP dread. Don&#039;t come under the illusion that the Hurricane Bolter is worthwhile. It isn&#039;t. Somewhat useful in that the seismic hammer and chainfist are interchangeable (before the game starts, obviously), so if you are fighting lots of light vehicles, use the hammer (+1 to damage roll), and the chainfist practically guarantees a penetrating hit on AV14 (S10 + 2d6). [[DISTRACTION CARNIFEX|Deepstrike it in a drop pod next to their AV14 tank and laugh as they spend a turn killing it with all their heavy weapons]] (while your MM land speeder gets into range). Also, with the Stormraven going vanilla, you can crap the Ironclad there with a squad to give it support, cover and utterly destroy any threat that gets too close. Furthermore, the Stormraven is a Flyer and Assault vehicle! [[Rape|Imagine combining it with the Ironclad]].&lt;br /&gt;
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*&#039;&#039;&#039;Siege Dreadnought (Forgeworld):&#039;&#039;&#039; An interesting, somewhat cost effective alternative to the Ironclad, albeit not as heavily armoured. Has an inferno cannon with (which can be replaced with a multi-melta for free) and an assault drill with a built in heavy flamer. Can also mount two hunter-killer missiles just like an Ironclad, but the standout feature is that assault drill: +D6 for armour pen rolls on bunkers, fortifications, buildings and motionless vehicles. Then you get to take a free heavy flamer shot against anyone inside.&lt;br /&gt;
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*&#039;&#039;&#039;Chaplain Dreadnought (Forgeworld)&#039;&#039;&#039; - Because why the hell not? The idea behind this thing is take everything you like about a Venerable Dreadnought, all of Forgeworld&#039;s dreadnoughts (except the Contemptor) and a Chaplain. You can take pretty much every gun, including an inferno cannon, plus you can double up on DCW&#039;s plus heavy flamer. This thing has the Venerable and Litany of Hate rules, plus a Venerable&#039;s stat-line.&lt;br /&gt;
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*&#039;&#039;&#039;Contemptor-Pattern Dreadnought (Forgeworld)&#039;&#039;&#039; - A more advanced dreadnought, with more weapons options, greater base strength, 13 12 10 armour, a weapon skill of 5 and a substantial points hike. Also comes with &#039;fleet&#039; (even more useful in 6E - although average charge distance is a bit lower, you don&#039;t need to sacrifice your shooting), and atomantic shielding (5+ inv. against shooting, 6+ inv. against close combat, and +1&amp;quot; to explosion if it suffers a &#039;vehicle explodes&#039; result). Adding an extra dreadnought CCW would be best to take full advantage of &#039;fleet&#039;, but a shooty dread may be good since at range it retains a 5+ inv. save, and because the Kheres Pattern assault cannon is murderlicious (it&#039;s an assault cannon that&#039;s assault fucking 6!). However, the better loadout is two dread CCW&#039;s (one of which may be a chainfist), because contemptors get access to some nifty built-in guns to their hands: there&#039;s your standard storm bolter and heavy flamer, plus a plasma blaster (assault 2 plasma gun with an 18&amp;quot; range) and the freaky-deaky graviton gun. This gat shoots an AP3 small blast that forces a strength test or die and makes the terrain it hit difficult; vehicles are auto-glanced. Oh, and you can give the contemptor BS5 to go with its WS5 for a small upgrade, plus you can mount a typhoon missile launcher - on its back without giving up its arm guns!&lt;br /&gt;
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*&#039;&#039;&#039;Contemptor Mortis (Forgeworld):&#039;&#039;&#039; Probably the best Contemptor variant, this guy trades in fleet for BS5 and Skyfire and Interceptor if it stands still and can mount a big gun in each arm PLUS a cyclone missile launcher. Here&#039;s your loadout: ignore everything and take 2 Kheres pattern assault cannons and a cyclone missile launcher. There! You&#039;re done. If you find yourself not in range of the assault cannons, move forward and throw down with a couple of &amp;lt;s&amp;gt;BS5&amp;lt;/s&amp;gt; missiles. No longer BS5, now BS4 with interceptor. If you DO have something in assault cannon range, hold still and let the rape flow - your dread will loose a total of 12 S6 AP4 rending shots at 24&amp;quot; on a hapless unit and if you stood still, you can drop 2 more missiles on the poor fuckers &amp;lt;s&amp;gt;ALL OF IT HITTING ON 2&#039;S!&amp;lt;/s&amp;gt;  You will tear apart tanks, mow down infantry and blast aircraft out of the sky with this fucking thing.&lt;br /&gt;
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*&#039;&#039;&#039;Hecaton Aiakos (Forge World)&#039;&#039;&#039; A unique contemptor dreadnought character for the Minotaurs chapter, comes with a plasma cannon. Costs a fortune but he&#039;s much improved over a normal contemptor; first he&#039;s &#039;&#039;Venerable&#039;&#039;, which is something other contemptors don&#039;t get, letting you force re-rolls on the damage chart. Second he&#039;s got [[Slaanesh|+1 to his Initiative]], Ballistic Skill AND a +1 bonus to his atomantic shielding, so his invulnerable save is 4+ against shooting, making him a good choice for a footslogging army. On the flip side his rear AV is 10 and his explosion radius in increased by 2&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Centurion Assault Squad&#039;&#039;&#039; - New beefy assault unit in the new Codex. While 50% more expensive than assault terminators they are like, three times more durable (T5, 2 wounds), albeit fewer in number (though not as terrible as Mutilators) and without invulnerable saves. They are armed with double S9 chainfists WITHOUT unwieldy, and swing them on WS4 I4 (despite their war suits not being synchronised with the Black Carapace, meaning they should be I2 at best). Having only two attacks per base (3 on the sarge) and SAP they aren&#039;t good at killing any infantry other than TEQs (and only if they have no storm shields or equivalents), though double flamers and hurricane bolters help a bit, but any vehicle or building they successfully charge is already dead, just too stupid to realize it. Which brings us to their main problem - with close to zero mobility and no deep strike, it&#039;s almost impossible for them to charge anything without a Land Raider&#039;s help, and you can fit only 5 in a Crusader or 4 in a Redeemer. Spending near 500 points to kill a single enemy TEQ squad, vehicle or bastion and then being kited for the rest of the game is nowhere near cost-effective. With a massive points cost decrease, they might be worth it, but for now they&#039;re massively overcosted.&lt;br /&gt;
**&#039;&#039;&#039;Another take&#039;&#039;&#039; - If you want a cheaper way to transport your Centurions, a StormRaven is both a cheaper and interesting option compare to the Land Raiders. To keep it cheap, give it a TL Assault Cannon and a TL Multi-Melta. Hurricane Bolters is a nice option if you have the points, which will add more anti-infantry shooting that Centurions lack, but it isn&#039;t required. As for how to use your Assault squad, that depends on what you want them to do. If you want to go tank/transport hunting with them, slap on the melta guns. When combined with the StormRaven&#039;s MM (Either way), this makes their job easier, and can assault the passengers after its destroyed. Now for going against infantry, either the Flamer or Melta gun is fine (Your choice), and the Iron Hands, Black Templars, or Ultrasmurfs tactics fits in this role. The 6++ FnP can give them a bit more survivability  in combat and against AP2/1 shootings, and the Sergeant gets It Will Not Die and so does the SR too! BT on the other hand grants them +1 to Deny the Witch, which is great against Tzeentch Daemons and other psykers, but you can forget the Crusader rule due to Slow and Purposeful. Finally the Smurf tactics allows them to reroll charge distance once per a game, which is not bad at all. Either role you go for, have fun with them in casual games (Don&#039;t take them in tournies or in a competitive metas).&lt;br /&gt;
**&#039;&#039;&#039;Yet Another take&#039;&#039;&#039; - Unit is Amazing in games against super heavies. They strike before stompas, before the brass scorpion, and at the same time as imperial knights with those awesome S9 ap2 armorbane melee weapons. It is notable that the very bulky rule and min squad size of 3 means that they can load up into a normal land raider and have a single spot remaining for an attached IC. Chaplain being the recommended attached IC. Chappy+3 centurions will very likely destroy imperial knights in a kamikaze capacity.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad&#039;&#039;&#039; - Melee troops that can work both for deep striking or flying across the map. Not too expensive for what they do, and with a special character and a decently-equipped sergeant they can handle most situations. They might not fare so well against super-melee squads, but their mobility helps them pick and choose, and dual flamers even the odds against foes that would normally be far too numerous for them to consider taking on. Also if you can, give &#039;em melta bombs and watch them rampage through enemy armor columns. Upgrade the Sergeant to give them at least one guy with a power weapon. &lt;br /&gt;
**You can also trade in their jump packs for a rhino or drop pod, which might work to confuse your opponent when he thinks it&#039;s a tactical squad incoming, &amp;lt;s&amp;gt;but then a bunch of guys with chainswords jump out and slice them in half.&amp;lt;/s&amp;gt; Except units can&#039;t charge after arriving by Drop Pod. It really depends on your playstyle and the mission; keeping your guys in a tank limits mobility slightly, but keeps them alive against small arms; a drop pod lets them go anywhere, but they can&#039;t assault when they come out; standard jump packs let them go anywhere.  &lt;br /&gt;
**Take a drop pod and two flamers. You now have a 95 point unit that can decimate most infantry. Happy burning.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeders&#039;&#039;&#039; - One of the most awesome and potentially rage-inducing units in the Codex. These little buggers are very fragile, but also very underrated. They come very cheap with a multi-melta, and can bring a heavy flamer for infantry hunting. Deep striking, they are excellent tank or infantry hunters. Their only problem is that they may not last very long after they get their shots off, but if they do, they can deal some real damage to the enemy. Alternatively, try taking a Typhoon Missile Launcher and keeping it far out of harm&#039;s reach, raining missiles at shit. When tackling enemy armour with multi-meltas, use the land speeder&#039;s maneuverability to your advantage: put the target between the speeder and the rest of his army, and pray you destroy the vehicle in one salvo, WITHOUT blowing it up. With any luck, the burning wreck will keep your flimsy aluminum speeder out of the kill zone. Obviously, this means you take on flank vehicles, charging this into the center of his army is a waste of a good land speeder, unless it&#039;s to kill a Leman Russ or something (an enemy&#039;s primary tank/threat) in a turn 1 suicide run. Do remember to BLOCK enemy transports and tanks, since they can&#039;t move through the Speeder (and only AV14 tanks have the tiniest hope to ram him off). Great for delaying that big fat Land Raider from reaching your lines, for a 70 pts sacrifice (and a decent chance to kill said Raider with your underslung multi-melta).&lt;br /&gt;
** Unfortunately, in the new codex, Chapter Tactics no longer apply to vehicles so you cannot use Salamanders for some twin-linked flamer shenanigans.&lt;br /&gt;
** With Vulkan the multi-melta &#039;&#039;&#039;will&#039;&#039;&#039; be master crafted, however.&lt;br /&gt;
** [[Troll|It is completely legal to take a land speeder with two multi-meltas]] (one turret and one underslung) for 80 pts.  &lt;br /&gt;
*&#039;&#039;&#039;Relic Javelin Attack Speeder (Forge World)&#039;&#039;&#039; - An upgunned and uparmored Land Speeder that flies solo. AV11 means it is now invulnerable to bolter fire, but still melts under anti-tank (though jink saves help a bit). Armed with either a TWIN-LINKED Cyclone Missile Launcher or a TL Lascannon. Costs as much as a naked Predator, packs much more firepower and mobility, and as a nice bonus it looks absolutely &#039;&#039;&#039;fabulous&#039;&#039;&#039;. The main downside is a real money price - almost THREE TIMES MORE than regular speeder - like it&#039;s silver-plated or something.&lt;br /&gt;
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*&#039;&#039;&#039;Stormtalon Gunship&#039;&#039;&#039; - The bastard child of a Thunderhawk and a Land Speeder, this fast flyer comes with AV 11 all around, TL assault cannons and heavy bolters, and can exchange the HBs for TL lascannons, a typhoon ML, or a Skyhammer ML (which is basically a 3-shot autocannon). While more expensive than Land Speeder, this little fucker is a lot more survivable, and has some interesting rules.&lt;br /&gt;
**Also, its a flyer now. Take one or you&#039;ll die.&lt;br /&gt;
**[[Rape|It has the strafing run special rule, meaning that it has BS5 against everything but skimmers and fliers. These shots are also pinning]].&lt;br /&gt;
**Alternative Look: Take in pairs if possibly, the most expensive option rocking in at 145 points. A good note to take is that they can ESCORT other units, meaning that it is a lil bit more reliable to get those guys in there. &lt;br /&gt;
**Also, if you want to kit these guys for anti-air duty, do not skimp and go for those lascannons.  You want one-shot kill potential with these instead of chipping away at hull points with the S7 Skyhammer.&lt;br /&gt;
**Alternative Look 2: Electric Boogaloo: With the new Stormwing Formation, you can now take one Stormraven, escorted by TWO Stormtalons. And as long as at least one Stormtalon is alive, EVERYONE HAS THE STRAFING RUN RULE. So with one Reserve roll, you bring on a Stormraven, two Stormtalons, an Ironclad Dreadnought and 10-man Vanguard Veteran squad. Make your opponent cry. It&#039;s ok. You won&#039;t be able to hear them over your laughter. &lt;br /&gt;
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*&#039;&#039;&#039;Bike Squad&#039;&#039;&#039; - Once hardly used except as the odd troop choice with a captain, these guys are now one of the most competitive parts of the new codex. for three reasons: Grav-guns - these guys are relentless, so they can fire their Grav weapons at full range and power while moving and can still charge afterwards. Price - these guys have had a price reduction, making a kitted-up squad of 7 bikers only cost as much as a tactical squad. White Scars Chapter Tactics - Skilled Rider, Hit and Run, and +1 to str on Hammer of Wrath, and you also take Khan for everyone to have scouts. All this for still only 1 pt more than a CSM biker. DO NOT take them as Fast Attack; putting them in a Troops slot lets you bring your flyers and attack bike squads/speeders. It&#039;s a crowded FOC slot, so try to avoid taking them as FA.&lt;br /&gt;
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*&#039;&#039;&#039;Attack Bike&#039;&#039;&#039; - The Yang to Land Speeders&#039; Yin, this is the Marines&#039; other great FA unit. The debate on the relative merits of the Speeder and the Attack Bike is endless. Great for their two wounds, and heavy weapons. Can fit into variety of roles, from tank hunting to infantry harassing, but their low number of attacks means they should be kept out of all but the easiest of melee combats (e.g., Fire Warriors). Attack Bikes also benefit from a wider array of Chapter Tactics when compared to Land Speeders, although the advantages may not be very significant (White Scars obviously being an exception).&lt;br /&gt;
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*&#039;&#039;&#039;Scout Bike Squad&#039;&#039;&#039; - Pretty decent anti-infantry shooting unit, with Infiltrate, Scout and 6 Frag blasts, which means they can hurt light infantry from a safe distance (24&amp;quot;) right on turn 1, but they&#039;re a glass cannon (T5 helps, though). Krak grenades can glance or penetrate a bawks, too, so use them. &lt;br /&gt;
** Locator Beacons. They&#039;re one of two units that can take them, and the only unit that can both start on the board, and be mobile. &lt;br /&gt;
** Infiltrate + Scout move. They can turbo-boost to within 12&amp;quot; of the enemy before the game actually starts. This, combined with a Locator Beacon, allows for tactical insertion of your drop pods and, if you should so fancy, a scout-missile. &lt;br /&gt;
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*&#039;&#039;&#039;Caestus Assault Ram (Forge World)&#039;&#039;&#039; - Craziest vehicle in the game, designed to ram things (hence the name), and accomplishes this by having a 5+ inv. save against attacks on the front (inc. rams, either from the enemy ramming you or you ramming them), re-rolling the armour penetration dice when ramming with +1 to the vehicle damage roll, and nigh-impenetrable for a flyer armour of 13 13 11. Comes with a twin-linked MAGNA-MELTA (WTF?), which is: range:18&amp;quot; str:8 AP:1 type:Heavy 1, large blast, melta. Sound fun, eh? Holds ten men, ideal for punching a hole in the enemy battle lines and disgorging troops, AND it&#039;s an assault vehicle, so they can get straight into close combat (and no restriction against carrying terminators, in fact, they only count as one man inside this, not two!). Now this means that the Caestus has to be fast, and it is! Its type is: Flyer (hover mode), and it STILL can ram/tank shock while zooming. Comes stock with extra armour and Ceramite shielding (immunity to &#039;melta&#039; rule). Options are: Firefury missile battery (range: 36&amp;quot; str:6 AP:4 type:Heavy 4, blast, twin-linked, one-use), Teleport homer, and Frag assault launchers. One should use the Caestus to ram straight through the strongest point of your enemy&#039;s force, in most battles you&#039;ll be there on turn one, thanks to the 36&amp;quot; afterburner. Ram a tank with this (generally, given the colossal afterburner, you&#039;ll give them a S10 hit) and then deploy the men inside (preferably dedicated H2H troops), and charge straight in against the nearest infantry, or if you feel like it, shove a grenade up a nearby tank&#039;s tailpipe.&lt;br /&gt;
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*&#039;&#039;&#039;Lucius Pattern Drop Pod (Forge World)&#039;&#039;&#039; - big dreadnought drop pod, which allow your dread to deep strike. With the newest update, you can no longer assault out of a deep strike. Instead it gets a rule where the transported dreadnought, the drop pod itself, and anything shot at through the drop pod get the shrouded special rule on the turn it drops down, which is pretty damn nice. Note that the drop pod assault rule DOES NOT require the dreadnought to actually EXIT the drop pod when it comes down, and as it is a transport, it can stay inside, safe from most shooting, and use the pod as ablative armor.As drop pod is open-topped, your dread could even shoot out of it. It also has the assault vehicle special rule, so if anyone is actually stupid enough to stay within charge range of the drop pod, it can then get out of it and start annihilating the nearest enemy unit.&lt;br /&gt;
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*&#039;&#039;&#039;Hyperios Air Defense Battery (Forge World)&#039;&#039;&#039; - One to four twin-linked missile turrets with Skyfiring, Intercepting, Heat-seeking krak missiles for only 35 points each. Perfect for trolling fliers. Unlike the other Space Marine Sentry Guns, they don&#039;t have firing modes thanks to Automated Artillery, allowing you to direct the shots at your leisure. This configuration does most jobs you ask it to without complaint. For 10 points you can replace one of the launchers with a Command Platform that gives the other platforms Split Fire, not that you need to.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Predator&#039;&#039;&#039; - A decent dakka unit. They serve two real purposes, Infantry killing, or Tank Hunting.&lt;br /&gt;
**Infantry killing predators should be equipped with the default auto-cannon, and Heavy Bolter sponsors. It&#039;s dirt cheap (95pts) and can dakka pretty well. Upgrades are usually not necessary: Extra Armor is not critical, as you will in 99% cases be out of reach of any units with CC anti-tank, and 24&amp;quot; Storm Bolters won&#039;t get to shoot much after the 36&amp;quot; guns are done. The only thing worth considering is the Hunter-Killer missile, but even then, it&#039;s only efficient in numbers (like, 7-8 HKMs). Dakka Preds are mediocre unfortanutely, you&#039;re killing about 1-2 MEQ a turn at best and you&#039;re wasting HS slots that are far better spent. A Thunderfire Cannon is far better firepower.&lt;br /&gt;
**Tri-Las Predators are a very good choice in this slot. They&#039;re good for a number of reasons- first of all, missile launchers now suck balls, and GW decided that giving every Codex a dozen new ways to massacre MEQ was a great idea, meaning Devastators with Lascannons need extra ablative wounds, inflating their already more expensive price even higher. In a competitive list these are your Hammer units for taking out the heavy hitting MC&#039;s. A unit with high strength AP2 runs up the board and cripples or wounds something like a Riptide until its on its last legs. They&#039;re the Anvil on which the ground is set, and where you&#039;re going to strike with your Hammer. You can very reliably kill a Riptide or Wraithknight in three or four turns or even two if you get lucky. In addition, they can take out vehicles very well, don&#039;t take a large drop in effectiveness like Devs do when they lose men, and they&#039;re immune to small arms and the majority of the impromptu AT people take.&lt;br /&gt;
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* &#039;&#039;&#039;Predator Executioner (Forgeworld)&#039;&#039;&#039; - Do you remember Leman Russ Executioner? Well, space marines look at it, and say &amp;quot;we need something like that&amp;quot;. With 3-shot plasma cannon (THAT DOES NOT GET HOT) this thing would blast MEQ and TEQ from table next turn they come in range. Additionally, you can swap main gun for heavy conversion beamer - this would only work better on high distances, and force you to move or shoot, but 48-72&amp;quot; S10 AP1 big blast shot would retake the price of tank the second it shot - think of it like a long range Vindicator.&lt;br /&gt;
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* &#039;&#039;&#039;Predator Infernus (Forgeworld)&#039;&#039;&#039; - Predator with turret mounted flamestorm cannon (those AP3 flamethrower from Redeemer). While highly devastating at close range it&#039;s just too slow. Slow flamer tanks sucks. If you want one that bad, just take allied Blood Angels with a Baal Pred. &#039;&#039;&#039;If&#039;&#039;&#039; this thing come close to any non-TEQ infantry, it would ruin their day, and then die to a single melta shot, or hail of krak grenades. But most commonly it would just die, because big scary flamer, approaching your lines attract a LOT of fire. Thank god, this tank is also cheap, so you can use it as [[DISTRACTION CARNIFEX|expendable fire magnet]]. Alternatively Infernus can exchange his super-flamer for MAGNA-MELTA (R18 S8 AP1 Heavy1, Large Blast, Melta), transforming into wannabe-Vindicator.&lt;br /&gt;
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*&#039;&#039;&#039;Devastator Squad&#039;&#039;&#039; - These are your tactical marines. Except they don&#039;t score. And their heavy weapons &amp;lt;s&amp;gt;cost more&amp;lt;/s&amp;gt; same price now so they&#039;re much cheaper now. 6th Edition was not kind of them. If you take them at all, 1-2 ablative wounds are mandatory, and &amp;lt;b&amp;gt;never&amp;lt;/b&amp;gt; mix weapons. Bear in mind you&#039;re in 6th, not 5th edition now and Missile Launchers work well because since vehicles aren&#039;t half as common anymore and unlike other anti tank weapons you can go and throw some anti infantry frag missiles around when there aren&#039;t any tanks. Mind you MC&#039;s that shrug off the krak Missiles are much more common but missiles work well as a general choice, good at nothing in particular but not really wanting in any one place. The only other weapon worth taking are plasma cannons if the rest of your bases are covered. Why? Heavy Bolters are too ineffective against anything tougher than MEQ. Multi Meltas are too short ranged. Lascannons are better provided through Tri-Las. &lt;br /&gt;
**&#039;&#039;&#039;Vigilator Sergeant Hamath Kraatos (Minotaurs Special Character)&#039;&#039;&#039; - FUCKING EXCELLENT: a BS+1, 2-wound, Devastator Sergeant with a Heavy Bolter and preferred enemy (anything not a Vehicle, Monstrous Creature or cavalry/beasts for some reason). Has the added bonus of being able to switch his normal shooting for a special &amp;quot;assassin shell&amp;quot; which is basically a S6 AP3 Sniper rifle. &#039;&#039;His rules wording explicitly states he may only be taken in an &amp;quot;army representing the minotaurs chapter&amp;quot;, so you shouldn&#039;t be able to combo him with non-minotaurs special characters.&#039;&#039;&lt;br /&gt;
** The only time Multi-Melta Devs are worth is with Salamander CT. Vulkan twin-linking them means that even when snapshot (say, when coming out of a drop pod right into melta range) they have a chance to hit something.&lt;br /&gt;
** The only other time Multi-Melta Devs are worth is with Calgar and Ultramarines. 5 guys with two Multimeltas and a Rhino cost 125 points for two turns of mobile melta fire, thanks to relentless rule. Take another 5 guys with two missile launchers or two las-cannons and leave them in the backfield. &amp;lt;s&amp;gt;* NOPE it states in the Space Marines codex that Devastator Squads gain relentless unless they are dis-embarking from transports, so you&#039;ll still be snap shooting.&amp;lt;/s&amp;gt; Why do you want to disembark when you can fire while inside the Rhino and being relentless?&lt;br /&gt;
** Don&#039;t forget the Sergeant! He can take combi-weapons for one turn of extra punch. Or can be given a Power Fist for when someone charges your poor, vulnerable shooting squad. He also comes, stock, with a Signum. No one ever remembers to use it, which is a shame because +1BS to a single model in the squad can come in handy...&lt;br /&gt;
** Four plasma cannons might seem like a waste of points, since they might blow themselves up, but if you get some lucky rolls in, you can obliterate any heavy infantry squad from three feet away.  Bit of a risk, but they are the only infantry weapons that can take on multiple terminators in one shot (and if your oppenent&#039;s army is grouped, you will at least hit something). Ultramarines CT works wonderful with Plasma Cannons, as you will reroll overheating rolls at least during one turn, two or three turns with Calgar, and even more with Tigurius.  &lt;br /&gt;
** Remember that Devastators can take flakk missiles now. A minimum strength squad with MLs &amp;amp; flakk missiles is almost as effective against fliers as a tricked-out Stormraven and comes a lot cheaper.  However an Aegis defense line w/ quad gun gives twin-linked AND interceptor so you&#039;re better off looking somewhere else for reliable AA.  Why not both?&lt;br /&gt;
** Take some red shirt boltgun marines if you don&#039;t want your fragile Devastator squad heavy weapons dying the instant your opponent glances at it (though this does increase the cost).&lt;br /&gt;
** You could do much worse than a Heavy Bolter-wielding Dev squad if you&#039;re using the Imperial Fist chapter tactics. Lots of rerolls, and the ability to go through hull points on light vehicles like piss through toilet paper.&lt;br /&gt;
** A lascannon squad with Tigurius and Perfect Timing/Prescience will put some serious hurt on Skimmers. Park them next to an Icarus Lascannon for even more damage.&lt;br /&gt;
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*&#039;&#039;&#039;Centurion Devastator Squad&#039;&#039;&#039; - The shooting versions of their punchy brethren. If you seek cheap dakka, go elsewhere, as those guys are expensive as hell and only bring half or even a third the firepower of a Devastator squad of the same price. Though they are [[DISTRACTION CARNIFEX|tough as hell, menacing and attract a lot of firepower]]. There is no reason to go with lascannons and MLs to hunt mech - regular devs camping in heavy cover do it better, but the standard setup with double HB&#039;s and Hurricane Bolters is kinda good at killing light infantry hordes (and in 6e you WILL face hordes). The last option is grav-cannons and grav-amps, which can vomit 5 AP2 shots per model that wound on a model&#039;s armor save roll &#039;&#039;with rerolls&#039;&#039;, but it&#039;s only 24&amp;quot; range. A squad of 4-5 grav centurions will eat any MEQ, TEQ, MC, or GC unit within 24&amp;quot; in one volley, but will be tarpitted by ANYTHING till the end of the game - being A1 with no close combat weapon they&#039;ll struggle to kill even Fire Warriors in CC. Grav centurions are really only good for killing heavily-armored death star units like mega-nobz, terminators, and monstrous/gargantuan creatures. Much like their Assault counterparts, these guys are massively overcosted, even with the Grav Cannons. For the same price as three man unit with Grav Cannons or Lascannons, you could have a Land Raider. Why aren&#039;t you taking the Land Raider again? &lt;br /&gt;
** A nice setup for them is with twin-linked lascannons and missile launchers. Pair them with Imperial Fists Chapter Tactics, an omniscope on the sargent (so that they have Night Vision and can split fire) and camp them in cover. Tanks won&#039;t trouble you anymore this way.&lt;br /&gt;
** Also worth noting is that the Ultramarines&#039; Devastator doctrine applies to them as well as regular Devs.(I doubt Centurions will become Relentless, but it doesn&#039;t matter, unless they are charged, because they are slow and purposeful. However re-rolling snap shots is great for hunting air planes, specially with grav-cannons)&lt;br /&gt;
*** Actually slow and purposeful gives you relentless anyways, so waltz up the board and kill EVERYTHING. &lt;br /&gt;
** Against AV14 vehicles, Grav-Centurions actually outshine Las/krak-Centurions for fewer points. In a 5-man squad (what you can fit in a Crusader), Grav-Centurions will average 3.8 HPs a round and a &#039;&#039;guaranteed&#039;&#039; immobilize. Las/krak-Centurions average only 2.1 HPs with 1 penetrating hit rolling on the damage table. Take a Grav-cannon and keep your Hurricane bolter and you can be more effective against AV14 and also tear through hordes for 10 points cheaper per model.&lt;br /&gt;
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*&#039;&#039;&#039;[[Vindicator]]&#039;&#039;&#039; - This guy has a big, scary gun. Hampered by its short range, this S10 AP2 pie-plate causes most people (especially other marine players) nightmares. It&#039;s bound to draw fire, &#039;&#039;lots and lots&#039;&#039; of fire. This is good because it keeps guns trained away from the rest of your army, but bad because it&#039;s easily shot down from the side (especially if your opponent deploys his anti-tank in opposite corners) and easily neutralized (glancing hits don&#039;t shake/stun anymore, but add up quickly, and EVERY damage result on a penetrating hit either makes it useless for at least a turn, if not permanently). In addition, they suck against MC&#039;s, Thunderfires are better at wiping infantry off objectives and they take up valuable HS slots.&lt;br /&gt;
:*DO NOT forget the fact that the Vindi comes with a free Stormbolter. It could save your main cannon from being removed via Weapon Destroyed result.  Or not, 50/50 chance either way.&lt;br /&gt;
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*&#039;&#039;&#039;[[Land Raider]]&#039;&#039;&#039; - The biggest metal box of all. Can carry termies, and lets them assault after disembarking. Comes in eight flavors:&lt;br /&gt;
** &#039;&#039;&#039;Classic&#039;&#039;&#039; (or &#039;&#039;&#039;Godhammer&#039;&#039;&#039;) pattern Land Raider - 2 sets of twin-linked lascannons and a twin-linked heavy bolter. Carries 10 (it was 12 in 5th edition until it got changed). You&#039;d think its good for tank hunting. You&#039;d be wrong. It&#039;s just too expensive for that. Land Raiders need to be transporting stuff, and running forward at great speeds. This Land Raider is a confused beast, best left alone. If you want a little bit more reasoning for why the classic Land Raider is comparatively useless, here&#039;s a bit more explanation: for the cost of having it on the table, this Land Raider needs to be able to do both of its roles effectively at the same time, but since transporting soldiers doesn&#039;t work well with standing up front and shooting too, there&#039;s no real way to make this one as effective as it needs to be. It&#039;s not &#039;&#039;completely&#039;&#039; useless thanks to Power of the Machine Spirit which allows an additional weapon to be fired at a different target (even while shaken/stunned), theoretically allowing you to move 6&amp;quot; and destroy two enemy tanks (if you&#039;re lucky). This tactic works quite well with Antaro Chronus as his BS 5 makes this more likely.&lt;br /&gt;
**&#039;&#039;&#039;Another take&#039;&#039;&#039; Classic LR is the longest range non-FW Land Raider variant. It&#039;s role is a toolbox LR, which it does just fine, but suffers when compared to a more focused role LR, like the Crusader or Redeemer. This LR variant is probably the most durable of the non-FW LRs just because it doesn&#039;t have to get as close to the enemy if you don&#039;t need it there. I will note that the 10-man capacity makes this unappealing for units that require more than 10 model spaces to include ICs or additional heavy weapons (like most of the SM army). 3-man Centurion units use 9 spaces, so some value as a centurion transport with attached PA/artificer IC. &lt;br /&gt;
** &#039;&#039;&#039;Crusader&#039;&#039;&#039; - 2 sets of &amp;quot;Hurricane Bolters&amp;quot; (3 regular bolters, all twin-linked) and 1 twin-linked Assault cannon, and the 6th edition changes to the rules have greatly improved its weapons. Carries 16(!) This was, and sometimes still is, the old standby transport for terminators. Often with a multi-melta added (for popping shots at tanks). This carries up to 8 Terminators up close to the foe where they do their work. The Crusader WANTS to be up close, where its short-ranged, anti-infantry guns work wonders to support the squad it was escorting. Give it Extra Armor, nothing sucks more than a stunned Land Raider. This used to be the ultimate in Terminator delivery, but recently a challenger has appeared...&lt;br /&gt;
** &#039;&#039;&#039;Redeemer&#039;&#039;&#039; - Keeps the twin-linked Assault Cannon of the Crusader, but replaces the side-mounted Hurricane Bolters with a pair of Flamestorm Cannons, nasty S6 AP3 flamers. Carries 12. The only other Land Raider you should even consider, even if it doesn&#039;t fit as many Terminators. Far Nastier against infantry than the crusader, but needs to be up closer... which means melta-range. Whoops. Also, it doesn&#039;t help that Flamestrom Cannons being mounted on the side means that the Redeemer can have difficulty hitting things directly in front of it. Multi-Melta optional, but nice. And the cherry on top: 10 points cheaper than the other two Land Raider varieties. Remember, you may not be allowed to snap shot templates, but power of the machine spirit means you can move 12 an still make someone extra crispy.&lt;br /&gt;
** &#039;&#039;&#039;Terminus Ultra (Apocalypse)&#039;&#039;&#039; - Leman Russes and Baneblades got you down?  Are Hammerhead gunships making you throw fits?  Tyrannofexes slaughtering your tanks? Titans kicking your ass when you have none of your own? Do Predator Annihilators simply fail to cut it for you? Are your desperate, suicidal charges against a Monolith with only two tactical marines, two Predator Destructors, and three Land Speeders proving to be totally ineffective?  Then the Terminus Ultra is a tank for you!!! Coming equipped with three(!) twin-linked lascannons and two single lascannons, it&#039;s only a measly 50 points more expensive than the standard Land Raider and has no troop carrying capacity. It is extremely effective against enemy armour, the Land raiders special rule allows the Terminus Ultra to easily take out 2 light vehicles in a single shooting phase or completely annihilate one heavy vehicle, I once managed to destroy a Warhound Titan with this thing. But some unlucky rolls can lead to the tank blowing up, through overheating of the lascannon batteries (like REALLY unlucky, about a .3343% chance or 13 in 3888 odds). Best used at long range, picking off the enemy vehicles one by one, or two by two. Pretty much, it causes enemy vehicles to suffer critical existence failure to an even greater degree than the Redeemer causes enemy infantry to spontaneously combust (probably because the Redeemer doesn&#039;t have an additional two weapon mounts.) If you could stick on a multi-melta or an additional Las-Cannon, all your anti-vehicle problems could be fixed but not even Matt Ward is willing to go that far. Antaro Chronus turns this into pretty much the final word in Imperial tank destroyers.  &lt;br /&gt;
** &#039;&#039;&#039;Achilles (Forgeworld)&#039;&#039;&#039; - Oh hell yes.  For the same price as the Terminus Ultra, this beast sports a Thunderfire Cannon and twin-linked multi-melta sponsons, has immunity to the Melta and Lance special rules, puts a -1 penalty on most other attacks, can carry six models, and doesn&#039;t go &#039;splodey.  Put a scout squad and a techmarine in it, plonk it down on an objective, and watch your opponent throw a shit fit. Eldar and Dark Eldar will really [[Rage]] at it since that don&#039;t have much anti-tank outside of meltas and lances. Tthough, they have haywire/D-weapon, and you really should beware them, as hawks, wraithguards, witches and scourges would blow your &amp;quot;expensive but invincible&amp;quot; tank in eye blink, once they came in threat range. (another option is to take a iron hand character, which gives the achilles IWND. Then ally in a cheap DA librarian with bike and Powerfield generator for a 4++ (divination for rerollable inv save shenanigans). Just try and destroy that platform of death, I dare you...)--Make it worse? Put an Iron Hands Master of the Forge in it with the Relic that gives IWND on a 4+. So, get your repair shot (w/Iron Hands bonuses) + IWND as well. Unless they can take out the HP in one round, this thing isn&#039;t going down. &lt;br /&gt;
** &#039;&#039;&#039;Ares (Apocalypse)&#039;&#039;&#039; - This is for when a Vindicator just won&#039;t cut it. Comes standard with a Demolisher cannon, twin linked Assault cannons, twin-linked heavy flamer sponsons, and a siege shield, can take extra armour for +15pts, and always do have extra armour on it, the whole point of this tank is to get to the enemy lines as quickly as possible, therefore as soon as it&#039;s stunned, it&#039;s losing an entire turn of blowing the enemy apart as you&#039;ll reach them a turn later. When it was released there were those who questioned the point of the Demolisher cannon (By &#039;those&#039;, I mean Idiots, who wouldn&#039;t want a demolisher cannon...), as it&#039;s an ordnance weapon, no other weapons can be fired. HOWEVER, with the new &#039;Power of he machine spirit&#039; rule, just make sure the Demolisher is the extra weapon you fire with POTMS, and you can still unleash all your weapons when stationary.  Costs as much as two-and-a-half Vindicators, but a hell of a lot more survivable, and has more close-combat attack options into the bargain. This tank is the absolute final word in terminal close quarters battle, the demolisher cannon will annihilate half a unit, many more will be mown down by the Assault cannon, then move in to mop up with twin-linked heavy flamers (re-roll to wound), so... it&#039;s pretty good its Armour can stand up to the punishment it will no doubt sustain on it&#039;s way to the enemy front lines.&lt;br /&gt;
***Irritatingly, there is no way to buy a kit for this vehicle, Forgeworld or otherwise, so you have to build it from scratch.&lt;br /&gt;
** &#039;&#039;&#039;Helios (Forgeworld)&#039;&#039;&#039; - A Whirlwind on steroids, which comes stock with twin-linked lascannon sponsons.  More survivable and versatile than the Whirlwind, but is not worth the points cost. Also carries six models for some insane reason. If you ask us, it&#039;d probably be better off not being able to transport infantry in exchange for two more gun mounts, probably autocannons. &#039;&#039;Mais c&#039;est la vie&#039;&#039;.  Not bad if you&#039;re only transporting six models anyways (i.e. command squad) since it&#039;s basically ten points to upgrade the heavy bolter to a whirlwind launcher, which can be PotMS fired at at infantry while you hit something with lascannon.  Not that a command squad needs a LR, but this could be an awesome choice for them if you do it anyways.&lt;br /&gt;
** &#039;&#039;&#039;Prometheus (Forgeworld)&#039;&#039;&#039; An uber crusader. Two quad heavy bolters is the same number of shots as hurricane bolters at &amp;lt;12&amp;quot;, twice as many at 12-24, and can actually shoot up to 36, with the advantage of being S5. It&#039;s a HB dev squad, twin-linked.  Granted, it loses the assault cannon, but it gains dedicated transport status in siege assault lists, and fucks with cover saves and boosts reserve rolls (2+ reserves ftw!). Don&#039;t put it near enemy heavy armour, but a solid tank overall.&lt;br /&gt;
***Despite your uber metal box having AV14 all around and 4HP there are a lot of things that could kill it for like 1/4 of it&#039;s cost. Lances and S10 weapons should make you worry. Be afraid of melta and armourbane weapons. Be VERY fucking afraid of units with haywire grenades. Necrons would eat your Land Raider alive without any problems, unless they go for full tesla and no scarabs (highly unlikely). If your opponent try to squeeze a Titan loaded with D-weapons into 40k game per new Escalation rules feel free to beat him to death with your old reliable metal dreadnought.&lt;br /&gt;
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*&#039;&#039;&#039;Antaro Chronus&#039;&#039;&#039; -  Not really a character so much as he is an upgrade to a tank. An expensive upgrade to a tank. He makes it BS 5, and ignores shaken and stunned results. Great, for a shooty tank... but you don&#039;t really have many shooty tanks expensive enough to merit this upgrade, except the Land Raider Terminus Ultra, conversely you could put him in an Achilles and make it even MORE resilient, resulting in absolutely 3PIC RAGE by your opponent as ridiculous amounts of firepower are literally thrown at the Achilles and nothing happens.  The reccent update also gives the Tank It Will Not Die and a price drop meaning he may be worth it for something that takes a lot of fire. Plus, you have a 2/3 chance of making the tank worth 2 kill points, as the 1W mook who pops out won&#039;t do much but die horribly. Remember though, he is only allowed to be used on Ultramarine vehicles. That means you cannot use him if you don&#039;t have Ultramarine allies. I&#039;m sure most friendly games will let it slide, but if you want to be playing tournaments with him in a Spartan Assault Tank, you&#039;re going to have to paint it blue and every other model you have.&lt;br /&gt;
** Note: You can take him if you&#039;re an Ultramarine successor chapter or use your allies slot to have some smurfs.&lt;br /&gt;
** Actually, Chronus only counts as an upgrade for the tank, meaning that he is part of the tank unit even when he jumps ship. Funny to way to troll your opponent when he misses out on an extra kill point!!&lt;br /&gt;
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*&#039;&#039;&#039;Spartan Assault Tank (Forgeworld)&#039;&#039;&#039; - Forgeworld takes the old schizophrenic Land Raider, and pumps it up with steroids. Fucking &#039;&#039;&#039;five&#039;&#039;&#039; hull points, two twin-linked two-shot lascannons (it almost gets off as many lascannon shots as a terminus ultra while still being able to carry troops, doesn&#039;t go boom when you roll badly, and gets way more goodies), TL heavy bolters, transport capacity of &#039;&#039;&#039;25&#039;&#039;&#039;, in-built extra armor, good-old 14/14/14, PotMS and Assault Vehicle. You even can take frag launchers (which got far more awesome with the new grenade rules) and ceramite shielding (fuck you, meltaguns) for a marginal increase in points. Meaning it can do the roles of the Terminus Ultra, the Achilles, and the Ares all at the same time, all it really needs are some burny weapons. But what are the drawbacks you ask? This uber metal box can not be taken as a dedicated transport at all. Also, as a Forgeworld model, it will cost you a unicorn&#039;s soul.&lt;br /&gt;
**At only 45 points more, there is no reason to take the Godhammer landraider over this beast ever again.&lt;br /&gt;
**Your opponent might hate your guts if you field this.&lt;br /&gt;
**Want to make your opponent cry or perhaps even strangle you? Take this beast, the Armoured Ceramite upgrade (Just in case), the Iron Hands Chapter Tactics, a Master of the Forge and with a few Servitors (One should do), and if you have the points add a techmarine with a servoharness as well. If you do all that you will end with HP 5, It Will Not Die and Melta Immune Spartan Assault Tank (That&#039;s AV 14 all around no less) and a MotF with a 2+ Blessing of the Omnissiah Rolls with a 3+ roll of insurance from the Techmarine. Make sure those guys are in the vehicle as of the recent faq, Techs can repair while in the vehicle.  This will only cost you 440 points. &lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind&#039;&#039;&#039; - An often forgotten option, the cheap whirlwind tank is actually an excellent troop hunter. Especially against the &amp;quot;swarm&amp;quot; armies (Nids, Orks, Guard). It comes stock with a choice of two shots, one with a better strength and AP for hunting troops in the open, and another, weaker shot that ignores cover saves (quite useful). The Whirlwind&#039;s real boon is it&#039;s ability to fire indirectly, and only having one gun means you can shuffle around every turn without compromising your fire power, on top of this, the &#039;barrage&#039; type of its weapon means approaching units that have poor leadership(guardsmen, gaunts etc.) can be easily pinned and stay there while you pound them. While it lacks the sheer range and firepower of the Imperial Guard&#039;s Basilisk, it is pretty damned good for an artillery unit. Thanks to 6-th edition there is more infantry and less tanks around, so Whirlwind now can found a lot more use. Another often overlooked part of the barrage rule in 6-th edition is that wound allocation is always done from the &#039;&#039;&#039;centre&#039;&#039;&#039; of the blast marker! The Whirlwind just became a lot more useful. With BS4 and a direct shot you have slightly less than a 50% chance to get that large blast placed exactly where you want it. Use it to selectively snipe special weapons models hidden in the middle or back of units. Perfect for taking away ion/rail rifles from Tau Pathfinders for example. Go for characters if you want, but remember that &#039;Look out Sir!&#039; still applies so they have a good chance to survive.  DO NOTE that the Whirlwind can fire its main armament at Combat Speed, so reserving it to preserve it from anti-tank fire in the beginning and having it come in later in the game is perfectly viable, though it would cost you one or two turns of shooting.&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind Hyperios (Forgeworld)&#039;&#039;&#039; - This thing is supposed to be your main ground based anti-air, &amp;lt;s&amp;gt;since your Devastators didn&#039;t get flak missiles&amp;lt;/s&amp;gt;,yes they do, but it sucks. One skyfire/interceptor krak shot per turn, even twin-linked is just don&#039;t cut it, and you can not squadron this thing, like IG player squadron their Hydras.&lt;br /&gt;
*&#039;&#039;&#039;Relic Whirlwind Scorpius&#039;&#039;&#039; - Unlike the standard Whirlwind, the Scorpius fires a small blast, but at S8 and AP3 it eats marines for breakfast. And if it stands still it can fire D3+1 templates.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderfire Cannon&#039;&#039;&#039; - A powerful, cost-efficient and versatile artillery piece. This is now a beast choice in 6-th edition being very useful at putting pressure on scoring units, being able to choose 3 different shell types, one at strength 6, one which Ignores cover at strength 5 and the last causes models affected by the blast to move through difficult terrain at Strength 4. Keep this far away as possible with a good line of sight, if your lucky you can end up with 20 wounds if all goes to plan. MEQ&#039;s can buckle hard under the pressure it can fire off. 6-th edition buffed artillery staying power, by giving it 2 wounds and 3+ save, so it won&#039;t die like a bitch to a single krak shot or turn of bolter fire. But it still completely stationary. This doesn&#039;t fare so well in small games as it attract attention quicker, It is forgotten about most of the time in larger games which is great as it will harass your opponent&#039;s infantry. Most forget that it even exists in Apocalypse games where you&#039;ll have access to units with even more firepower and the sheer amount of dakka that will be tossed around will cause this gun to spontaneously explode. The Thunderfire Cannon &#039;&#039;does&#039;&#039; have one saving grace, however: it comes with a free Techmarine with a servo-harness. If you plan on taking Techmarines anyway and have the slots open, you might as well get one cannon round out of it for 25 points. Against armies that are heavily mechanized and must bunch up all their transports, 1-2 Thunderfire Cannons can cockblock the entire army with the earthquake shells, provided you actually have something else in the list for breaking those transports. Also the Earthquake shells can really fuck vehicle squadrons by making them waste movement to go around the templates (but again, if you&#039;re using this as a big tactic, you sure as fuck &#039;&#039;need&#039;&#039; something else to break those vehicles!!)&lt;br /&gt;
** TFCs &#039;&#039;can&#039;&#039; be Awesome in Apocalypse if you use them right, especially against horde armies you can just spam the Subterranean shells at. The key here is the Subterranean Shell&#039;s Tremor rule; opponents really don&#039;t like it when you&#039;re constantly putting down Blast templates of difficult/dangerous terrain in their way, even if the shell doesn&#039;t hurt anything. Do this every turn you&#039;re not firing on infantry, and many start trying to spread out and attempt a pincer rather than risk terrain tests.&lt;br /&gt;
** 6th Edition has made all Thunderfire Cannon shells Barrage. Fun times ahead.  &lt;br /&gt;
** If there&#039;s no exposed infantry units to fire at, use the Strength 6 shells on the light AV vehicles/APC&#039;s that are definitely going to be around.  Remember that Barrage shots hit side armor, so you&#039;ll be getting up to four hits on AV10-12 most of the time. &lt;br /&gt;
** Since we can ally with Necrons, bring an allied detachment including a C&#039;tan Shard with Writhing Worldscape and watch those difficult terrain shots become dangerous terrain.&lt;br /&gt;
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*&#039;&#039;&#039;Stormraven Gunship:&#039;&#039;&#039; Basically, a flying Land Raider. It costs 200 points base, has AV12 all around and meltaguns don&#039;t get the extra D6 for AP when shooting at them. It&#039;s also bristling with guns; it has a twin-linked heavy bolter, a twin-linked assault cannon, and four Stormstrike missiles (72&amp;quot; S8 AP2, Concussive, Ordnance, one shot each), and that&#039;s only standard issue. It can replace the heavy bolters with a twin-linked multimelta for free or a Typhoon missile launcher for 25 points, and replace the assault cannon with a twin-linked plasma cannon or a twin-linked lascannon for free. And if &#039;&#039;that&#039;s&#039;&#039; not enough dakka for you, it can take hurricane bolters in side sponsons. It can&#039;t deep strike anymore, but it can take a locator beacon, but the real gravy comes with its transport capacity; it can carry 12 guys in power armor (or 6 Jump Infantry/Terminators) &#039;&#039;AND&#039;&#039; one Dreadnought. Watch your opponent cry tears of bitter [[rage]] as your Vanguard Vet&#039;s with power weapons come out of fucking nowhere to ruin his day. It&#039;ll cost you an arm and a leg, but you certainly get what you pay for. And speaking of 6th edition it&#039;s a flyer. You need it.&lt;br /&gt;
** If you&#039;re going Iron Hands, take a Tech with a servo harness or a MotF and stick them in there to regain your hullpoints. You will be targeted so it&#039;s always important to bring these guys to make sure your Stormraven stays up in the air. In the end you will have a It will not die Storm Raven with a 3+ (4+ if not Iron Hands) Blessing of the Omnissiah rolls. Trust me, nothing can easily take it down with all those dice rolls that keeps it up. Take both if you got the points to spare. &lt;br /&gt;
** Take one of these full of power weapon VV&#039;s/dread and a Stormtalon escort. Drink your opponents tears. Bonus points for being Raven Guard.&lt;br /&gt;
** Another deathstar you can use is Lysander with a full load of Assault Hammernators with a dreadnaught. Expensive, but deadly.&lt;br /&gt;
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*&#039;&#039;&#039;Storm Eagle (Forge World)&#039;&#039;&#039; - Your transport Flyer. &#039;&#039;(IA12 moved it to heavy)&#039;&#039; Occupies the middle-ground between the [[Stormraven]] and the [[Thunderhawk]]. Transport capacity of 20, with terminators and jump infantry counting as 2 models each. Impressive arsenal of weaponry, standard armament: Hull-mounted twin-linked Heavy Bolter, Hull-mounted Vengeance Launcher (Range:48&amp;quot;|Str:5|AP:4|Heavy 2, Large Blast). Optional armament includes: Switching Heavy bolters for Multi-meltas or a Typhoon missile launcher, and adding 4 Hellstrike Missiles or 2 Twin-linked Lascannon under the wings. Also get ceramite shielding, and the &#039;Power of the Machine Spirit&#039; special rule, along with 12|12|12 armour. Can also deep strike, and disembarking infantry can assault in the same turn.&lt;br /&gt;
** Same with the Stormraven. Motf/Tech with a servo Harness put them inside and stay up.&lt;br /&gt;
*&#039;&#039;&#039;Deathstorm Drop Pod (Forgeworld)&#039;&#039;&#039; - Expecting the drop pod that just landed to contain troops or a heavy weapons platform you don&#039;t have to worry about until next turn?  SURPRISE! Whirlwind missiles!  For you!  In the face!  When this modified drop pod lands, it immediately attacks every unit (friend or foe) in 12&amp;quot; and in line of sight d3 times, then attacks normally every subsequent turn. It can also be upgraded to assault cannons for an extra 20 points, but this should only be done if you expect it to survive more than one turn (and you really shouldn&#039;t). &#039;&#039;Very&#039;&#039; situational, but if your opponent fields lots of small units relatively close together, dropping this in the middle of them is almost guaranteed to ruin his day. Can&#039;t take a locator beacon, though.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter&#039;&#039;&#039; - One of the new Space Marine AA weapons. Comes with a massive missile launcher, which is S7 AP2 and armourbane, so rather than glancing enemy flyers to death like the most flakk tanks it is designed to blast it in one shot. Hunter&#039;s misses transform into missiles on the target&#039;s tail that hit REAR armor on 5+ each turn and don&#039;t time out unless the target leave the table, which is kinda funny and overall useful, especially against IG and Tau flyers. You don&#039;t get the lock-on if shooting at a non-flyer, but remember, skyfire still allows full BS shooting at skimmers. Use one to pop eldar, tau, deldar and necron vehicles of all sorts.&lt;br /&gt;
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*&#039;&#039;&#039;Stalker&#039;&#039;&#039; - The other new Space Marine AA weapon. Comes with a pair of triple barrelled autocannons. For all intents and purposes it is basically a Hydra Flakk Tank with better side armor, BS and crappy ability to fire at two different targets (which you would never use) for the cost of lower range. And yes, it is as cheap as Hydra. The main drawback is the same - no Interceptor, so it is useless against ground targets and would be blown to shreds by the flyers the turn they arrive from reserves.&lt;br /&gt;
**Just take an ADL with a Quadgun.&amp;lt;--Sure, if you don&#039;t mind staying stationary and having a drop pod, of, oh, say DEATH COMPANY landing right next to you to rip and tear your 100pnt defense line on the second turn. Take the Stalker if you want to be mobile. If you turtle, then the ADL works. Otherwise... you spread yourself too thin.&lt;br /&gt;
**If a the stalker&#039;s &amp;quot;dual targets&amp;quot; mode has the servo-tracking special rule, and &amp;quot;all shots fired using the servo-tracking special rule are made at BS2&amp;quot;, what happens when it makes snap-shots?&lt;br /&gt;
***Answer: Need to hit on 6&#039;s still. The sevo-tracking just changes the BS of the stalker, it doesn&#039;t override Snap Shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Space Marine Sentry Gun Battery (Forge World)&#039;&#039;&#039; - From IA:12 you get a battery of up to three immobile twin-linked Heavy Bolters for the bargain cost of 15 points each and swap them for a Multi-melta for five or pay ten for TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18&amp;quot; range, or 90 degrees at 36&amp;quot; range, so you&#039;re rarely going to be blasting things across the table with these things. You DO get the ability to deep strike them for a laugh or give them camo netting for stealth if you can set them up in a good spot to make them invulnerable to most shooting. (while you can pay the cost for both, just don&#039;t because it you deep strike into cover you are waiting for a mishap.)&lt;br /&gt;
**DON&#039;T EVER mix and match guns or targeting criteria, nowhere in the rules do they say they deploy separately or behave any differently from any other artillery battery, meaning they should all be firing at the same target, which is still the one they select for themselves...&lt;br /&gt;
**As a added bonus though, you can instead swap the guns for a &#039;&#039;&#039;Hyperios Missile Launcher&#039;&#039;&#039; (see Fast Attack section).&lt;br /&gt;
&lt;br /&gt;
===Super Heavy [all Forge World]===&lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Gunship&#039;&#039;&#039; - There is only one reason why you don&#039;t already have one, it costs a shitload of cash(£399 or ~$610), apart from this... small price... the Thunderhawk has virtually no downsides, at 700 points it&#039;s certainly expensive, and it doesn&#039;t have much armour (12,12,10) but it does have 3 structure points and is immune to the &#039;melta&#039; special rule. It&#039;s title of gunship is well deserved, it has a turbo laser (yes a fucking strength D weapon with a 5&amp;quot; blast!!!), four twin-linked heavy Bolters, two Lascannons and 6 weapon pylons, which can contain bombs or Hellstrike missiles. It also has a &amp;quot;modest&amp;quot; transport capacity of 30, so you can hold an entire 10 man squad of Terminators in this thing AND a techmarine and servitors to keep the thing running (they ARE allowed to repair vehicles they&#039;re embarked on, awesome). As the only super heavy vehicle in the space marines armoury, you will almost never field more than one of these, fortunately, you only need one. The best way to use this vehicle is to get close combat Terminators right into the middle of the enemies most dangerous shooting formation, then use the fearsome weapons on the gunship to destroy enemy vehicles that can insta-kill your guys, allowing your Terminators to destroy the shooty infantry and keep your grunts alive. Used properly this vehicle WILL make your opponent shit bricks, used improperly, it will do nothing but die uselessly as it gets pummeled by 700 points worth of enemy lascannons, rockets, missiles, battle cannon and lances, then it will explode and take the most of the rest of your army with it, because of this NEVER EVER keep it static, it&#039;s tempting to just hang back and pummel the enemies vehicles with the turbo laser, but don&#039;t.&lt;br /&gt;
* Now you can now use this bad boy in normal games, why?  Not a good ideal seeing how its 700 points....&lt;br /&gt;
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*&#039;&#039;&#039;Fellblade&#039;&#039;&#039; - This is your &amp;lt;s&amp;gt;ELEVEN&amp;lt;/s&amp;gt; THIRTEEN BARRELS OF HELL: Quad-lascannon or laser destroyer sponsons, twin-linked heavy bolters/flamers and a demolisher cannon on the hull, and a fuck-huge [[Railgun|Accelerator Cannon]] (also known as a rape cannon) mounted on top. On top of that, you can take a pintle-mounted storm bolter, heavy bolter, heavy flamer or multi-melta, pushing it up to a mighty FIFTEEN BARRELS OF HELL. Take it with Armoured Ceramite to protect it from IG Melta-Vet squads, and make sure to protect the relatively vunerable rear, and you have a tank that&#039;ll put any of your friend&#039;s Baneblade variants to shame.&lt;br /&gt;
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*&#039;&#039;&#039;[[Thunderhawk|Thunderhawk Transporter]]&#039;&#039;&#039; - Get this if you if you have a burning desire to kneel down and sacrifice your money to the [[Chaos|gods of Games Workshop]]. It costs the same amount of cash as the regular thunderhawk, and you&#039;ll probably end up wishing you had one of those instead. It&#039;s not that the transporter is awful, the ability to fly in a [[Blood Angels|loaded up land raider and place it where you want]] is [[Awesome|cool]], you can even scoop up other vehicles while in hover mode without having to cease your movement. But unless you are playing on REALLY big gaming tables &#039;&#039;(we&#039;re talking the same size of games where Earthshaker guns run out of range.)&#039;&#039;, there&#039;s no real need to do this and your Thunderhawk itself doesn&#039;t have much else to do with only a few heavybolters for its defense. Just get the regular Thunderhawk and for now and you&#039;ll feel less guilty.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cerberus Heavy Tank Destroyer]]&#039;&#039;&#039; - An odd superheavy tank. Its weapon is S10 AP1, but has no blast, so if you miss there&#039;s no consolation prize by accidentally wiping out a nearby unit &#039;&#039;(it is twin linked, so you&#039;re unlikely to miss)&#039;&#039;. However, whatever it hits is [[rape|raped]]. It fires D3 shots every time it fires and anything that somehow survives a penetrating hit from it can only snap-fire next turn (including other superheavies... neutering that poor [[Titan (Warhammer 40,000)|emperor class titan]].) but if it fails a penetrate ROLL &#039;&#039;(glances are fine)&#039;&#039; or to-wound its target &#039;&#039;(remember it&#039;s a primary weapon, so already gets re-rolls)&#039;&#039;, it instead damages itself by an automatic hull point on a further roll of 1. It can be given the standard predator sponsons or pintle mounted heavy weapons, but you&#039;re probably going to want to load up on anti-tank and leave anti infantry to your other units.&lt;br /&gt;
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*&#039;&#039;&#039;[[Typhon Heavy Siege Tank]]&#039;&#039;&#039; - It&#039;s a giant vindicator. Cheaper and better armoured than the Fellblade and more reliable than the Cerberus. It fires off a 7&amp;quot; Blast S10 AP1 weapon, which ignores cover, and so will erase entire units on 2s unless they have invulnerable saves. Can also be equipped with sponsons like a predator and pintlemounted options including heavy bolters, or a multi-melta. And unlike the Cerberus, since your main gun doesn&#039;t fill an uber specialised role you can choose what you want and split your fire to shoot in all directions and pick your targets by relevance. Also give it armoured ceramite so it can never be killed by melta &amp;amp; lances.&lt;br /&gt;
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*&#039;&#039;&#039;Titan Hammer Formation&#039;&#039;&#039; - This isn&#039;t actually a superheavy tank, but it belongs in this section because THIS is how you kill titans, superheavies and Biotitans. The Formation is Lysander and 2+ TH/SS terminator squads (who can take heavy weapons, TH/SS/CML FTW!) they must all deepstrike, within 12&amp;quot; of where Lysander deepstrikes, but they only scatter D6&amp;quot;, and are fearless, and LYSANDER GETS A VORTEX GRENADE! Sweet Jesus, this could reduce Tyranid players to tears as you one-shot their biotitans (D6 wounds on gargantuan creatures, no saves) Baneblades (D3 structure points)and Primarchs (removed with no saves allowed). Best part about vortex is the blast can drift around, and one-shot ANOTHER biotitan! Fuck yeah! Anything that survives can try it&#039;s luck with dozens of TH/SS terminators toting heavy weapons led by Lysander, with fearless.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defence Line:&#039;&#039;&#039; Cheap means of getting a quad gun. Scouts with camo cloaks and telion make this another delicious 2+ cover save.  Even better, play Imperial Fists or take an Imperial Fists detachment.  Take a Devastator squad.  Have them man the Quad gun.  You now have a BS5 Quad gun that is twin-linked, and re-rolls failed pens/glances against all vehicles.  This thing will fucking blow Heldrakes out of the sky in a single Shooting phase if you&#039;re a little lucky.&lt;br /&gt;
*&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039;  4++ save, park your vehicles that are just going to stay still and shoot on top of this thing. It can&#039;t be demolished, laugh as your predators rain death unmolested.(Technically you can put a war-hound titan on-top of this and still get an invun save but you have to take dangerous terrain test if you move off of it).&lt;br /&gt;
*&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; It basically serves the same role as the Aegis Line, but it has more guns and better cover. It&#039;s as expensive as the Skyshield, though, without protecting your tanks, and your infantry squads probably won&#039;t find it worthwhile to sit around all game--unless they&#039;re Devastators, which is where this shines. &lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;Fortress of Redemption&amp;lt;/s&amp;gt;&amp;lt;b&amp;gt;G.I. JOE COBRA COMMAND CENTER PLAYSET&amp;lt;/b&amp;gt;:&#039;&#039;&#039; It&#039;s a massive &amp;quot;centerpiece&amp;quot; terrain model, which is kinda silly when you think about it. It basically forces you to sit around and shoot, and it certainly &#039;&#039;does&#039;&#039; have plenty of firepower, but then you don&#039;t necessarily want to do that--you&#039;re not Impy Guard or Tau, remember. Really, the biggest question when taking this is, for that price, why aren&#039;t you taking another Land Raider?&lt;br /&gt;
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==Supplements==&lt;br /&gt;
===Sentinels of Terra===&lt;br /&gt;
*&#039;&#039;&#039;Close Ranged Bolter Drill&#039;&#039;&#039;: Replaces the Imperial Fists Bolter Drill with rerolls to hit at half range. Works for bolt pistols, boltguns, storm bolters, heavy bolters, combi-weapons firing as bolters. Does not apply to Special Issue Ammo. Useful, but now you have to be closer to the enemy, so watch out.&lt;br /&gt;
*&#039;&#039;&#039;Centurion Warsuits&#039;&#039;&#039;: Like Centurions? Now Centurion Devastator Squads are Elites and Heavy Support, Centurion Assault Squads are Fast Attack and Elites. Useful for freeing up slots for more useful things like Vindicators, but mostly this is for fluff rather than spam. Take 54 Marines wearing larger Marines for lols.&lt;br /&gt;
*&#039;&#039;&#039;Tor Garadon&#039;&#039;&#039;: Upgrade for a Tactical Squad. Has profile of Captain rather than Sergeant (though he does get promoted to Captain, so it fits), power fist, grenades (frag and krak)and Spartean (see below). Makes his Tac Squad HQ. Pretty good, open ups cheap HQ option, with meatshields. Kit him up and hunt a tank. (Note: He does NOT get an Iron Halo, so Garadon, while pretty cool fluff-wise, gets a Power Fist, his special Bolt Pistol, and a stat upgrade, but no other equipment.)&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
&#039;&#039;&#039;With Stronghold Assault expansion coming, Warlord traits involving buildings are going to become much more useful.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;1-Siege Lord&#039;&#039;&#039;: Shots from Warlord and unit add 1 to their roll on building damage table. Maybe useful in apoc, if your opponents spam fortifications, but really, no.&lt;br /&gt;
*&#039;&#039;&#039;2-Tenacious Opponent&#039;&#039;&#039;: Warlord It Will Not Die. Nice.&lt;br /&gt;
*&#039;&#039;&#039;3-Wise Commander&#039;&#039;&#039;: While your Warlord is alive, add or subtract 1 from reserve rolls. Very nice, very nice indeed.&lt;br /&gt;
*&#039;&#039;&#039;4-Indomitable&#039;&#039;&#039;: Provided the Warlord and his unit don&#039;t move, they get Fearless and Counter Attack until the start of your next turn. Useful if the enemy breaks your lines, maybe too situational.&lt;br /&gt;
*&#039;&#039;&#039;5-Architect of War&#039;&#039;&#039;: The building your Warlord cowers in gets -1 to damage rolls against it. Ugh.&lt;br /&gt;
*&#039;&#039;&#039;6-Fleet Commander&#039;&#039;&#039;: One use, Infinite Range, S10 AP1, Large Blast Ordinance Barrage that ignores BS when scattering. Sure, your Warlord can&#039;t fire another weapon that turn, but really, why should he? Awesomesauce.&lt;br /&gt;
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====Company Relics====&lt;br /&gt;
*&#039;&#039;&#039;The Eye of Hypnoth&#039;&#039;&#039;: Used in place of a shooting attack, for 15 points you reduce a unit or building&#039;s cover save by 1 until the end of the phase. 18&amp;quot; range and non-cumulative with the Auspex, but it &#039;&#039;is&#039;&#039; cheap. Chuck it on a Scout Squad with Snipers, peg off a pesky commander.&lt;br /&gt;
*&#039;&#039;&#039;The Angel of Sacrifice&#039;&#039;&#039;: Chaplain only, replaced crozius arcanum. When killed in assault, Chaplain stays around until close combat attacks are resolved, and then attacks. S+2, AP 4 Concussive, very cheap, if you have a Chaplain, it&#039;s an auto include.&lt;br /&gt;
*&#039;&#039;&#039; The Bones of Orsak&#039;&#039;&#039;: Librarian gets extra warp charge and rerolls failed psychic tests. Yes please, save yourself from perils.&lt;br /&gt;
*&#039;&#039;&#039; The Banner of Staganda&#039;&#039;&#039;: Can only be carried by anyone that can take a Company Standard, bearer gets Counter-Attack and Crusader, and Imperial Fists within 12&amp;quot; reroll failed moral and pinning tests. &lt;br /&gt;
*&#039;&#039;&#039;The Spartean&#039;&#039;&#039;: Garadon&#039;s Pistol, if you aren&#039;t taking Garadon you can chuck it on someone else. Master Crafted Bolt Pistol that Ignores Cover. If you have the points to spare, take it, can&#039;t hurt.&lt;br /&gt;
====Tactics====&lt;br /&gt;
With close range bolter drill, this turns the army into a close quaters monster, a bit like the opposite of the tau who want to stay away from the enemy this one wants to get within a 12-8 inch range to make the most of twinlinked bolters. But that means you always moving forward to get into this golden butter zone, additionally your enemy will be in a perfect place to charge you if you try to shoot his melee troops, on the other hand overwatch fire could be brutal as twinlinking will let the 20 or so dice a ten man tact squad can throw down be devastating and could easily stop a charge dead as you pick off three or maybe five models off and that could be enough. It might be best to ignore heavy weapons in tactical squads since you&#039;ll be moving most turns, on the other hand a twinlinked heavy bolter, even snap fire, could make it&#039;s price back. Think Aspect Eldar and keep your tactical focused on destroying infantry and use your extra Centurions to deal with armor and even terminators will fall under enough bolter fire.&lt;br /&gt;
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===Clan Raukaan===&lt;br /&gt;
*&#039;&#039;&#039;Company Rules&#039;&#039;&#039;: Dreadnoughts can be taken as either Heavy or Elite Choices without a Master of the Forge and two Techmarines can be taken for each HQ; three if the HQ is a MotF. Handy if you want to run two MotF, six Techmarines and 6 Dreadnoughts.&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
*&#039;&#039;&#039;1-Adept of the Omnissiah&#039;&#039;&#039; - Gain Blessing of the Omnissiah or a re-roll if they already have it.&lt;br /&gt;
*&#039;&#039;&#039;2-Will of Iron&#039;&#039;&#039; - Warlord becomes Fearless...But why would you even want this, you have ATSKNF already.&lt;br /&gt;
*&#039;&#039;&#039;3-FLESH IS WEAK&#039;&#039;&#039; - +1 to FNP roll. This is the pick you want when using [[Chapter Master Smashfucker]]. And why wouldn&#039;t you be using him when running an Iron Hands list?&lt;br /&gt;
*&#039;&#039;&#039;4-[[Drop Site Massacre|Student of History]]&#039;&#039;&#039; - In an attempt to avoid [[Ferrus Manus|winding up without heads,]] the Warlord and Clan Raukaan unit can auto-fail Morale checks.&lt;br /&gt;
*&#039;&#039;&#039;5-Merciless Resolve&#039;&#039;&#039; - Warlord and friendly Clan Raukaan units with 12&amp;quot; get Crusader USR&lt;br /&gt;
*&#039;&#039;&#039;6-Target Protocols&#039;&#039;&#039; - Warlord and Clan Raukaan unit can re-roll To Hits of 1 in shooting phase.  Definitely a way to make them Fists and Smurfs jelly of your sexy augmetics.&lt;br /&gt;
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====Company Relics====&lt;br /&gt;
*&#039;&#039;&#039;The Mindforge Stave&#039;&#039;&#039;: Force thunder hammer, restricted to librarians only. Otherwise, Smashfucker would be even more horrendously cheesy. &lt;br /&gt;
*&#039;&#039;&#039;Axe of Medusa&#039;&#039;&#039;: Master-crafted Power Axe with +2S, A to-hit roll of 6 makes it +4S usually making you hit at S8.  Essentially a &amp;quot;wish I was a power fist.&amp;quot;  &lt;br /&gt;
*&#039;&#039;&#039;Betrayers Bane&#039;&#039;&#039;: Master-crafted Combi-Melta with &#039;unlimited&#039; melta shots, just in case you REALLY wanna wreck that tank.&lt;br /&gt;
*&#039;&#039;&#039;Iron Stone&#039;&#039;&#039;: Clan Raukaan Tanks and Walkers within six inches pass IWND of 4+ and a 6 will repair Immobilized or Weapon Destroyed.  Put on your master of the forge and park him near your mechline in a siege assault vanguard list.   Laugh all the way to the bank and dodge hurled models.  &lt;br /&gt;
*&#039;&#039;&#039;The Tempered Helm&#039;&#039;&#039;: Morale tests within 24&amp;quot; use the wearers leadership. One unit within 12&amp;quot; can re-roll 1&#039;s to-hit.&lt;br /&gt;
*&#039;&#039;&#039;Gorgon Chain&#039;&#039;&#039;: effects based on how many wounds the user has suffered,0 wounds suffered gets 3++, +1 to FNP, EW; 1 wound suffered gets 3++, EW; 2 wounds suffered 3++; 3 wounds suffered gets 4++; these are affected by IWND so regaining wounds makes it stronger again. Give this to a well-equipped Captain, attach an Apothecary to his unit, and laugh as everything short of a MC dies in close combat to him while he shrugs off wounds thanks to his supercharged FNP. Did I mention that IWND will return any buffs lost from taking Wounds?&lt;br /&gt;
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====Tactics====&lt;br /&gt;
With this supplement the Iron Hands chapter master went from ded killy an&#039; ded &#039;ard to even more killy and even &#039;arder. The Gorgon Chain doesn&#039;t replace a weapon so your chapter master can now wield a thunder hammer and a lightning claw for an additional attack and the option to strike at initative, with access to 4+ or even 3+ FNP through apothecaries and lucky warlord trait rolls.&lt;br /&gt;
&lt;br /&gt;
Not exactly fluffy, buuuut, since you&#039;ve got all those tech marines, all of which have bolster defenses, you could stick a bunch of scouts in the bolstered cover.  A bit more fluffy, Raptor as allies would go nicely for your Sons of Medusa.&lt;br /&gt;
If you don&#039;t care about fluff, then &amp;lt;s&amp;gt;stealth suits&amp;lt;/s&amp;gt;(Stealth suits have Stealth and Shrouded, if they&#039;re in cover it&#039;s a 2+ anyway) and eldar will love your bolstered cover.&lt;br /&gt;
Other than that, you can stick techmarines in squads as special weapon toting seargents or you can have them take along servitors for repair work or to carry plasma cannons.&lt;br /&gt;
Take along some Inquisitorial allies, and use the arcoglagellants as failed aspirants.&lt;br /&gt;
&lt;br /&gt;
If you feel bad, simply kit bash the bikers to be extremely augmented marines; use Terminators, add tech marine crap and done.  The +1 toughness it easily explain because of how they&#039;re basically robots.  Their speed, again their legs can move faster, or they have wheels for legs. Jink saves; because their sensors detect incoming fire, and they dodge out of the way.&lt;br /&gt;
&lt;br /&gt;
====Drop Pod Spam====&lt;br /&gt;
Perhaps a silly tactic, but it may work. Multiple Drop Pods with Deathwind Launchers and It Will Not Die plus multiple Techmarines which repair at +4 are annoying. &lt;br /&gt;
&lt;br /&gt;
Take one Master of the Forge and give him a combi-weapon. Take three Techmarines and give them combi-weapons. Now add four tactic squads with only five members, a plasma gun and another combi-weapon. Join each techmarine to each squad and deploy them in Pods with Deathwind Launchers. Fill the list with Ironclad Dreadnoughts in Pods.&lt;br /&gt;
&lt;br /&gt;
At 1600 points you will have 8 Drop Pods with Deathwind Launchers with IWND, 4 Ironclad Dreadnoughts with IWND and 4 squads with +6 FNP, a plasma weapon, two combis and an indepedent character with +2 save who can tank wounds and repair Dreadnoughts and Pods. Take a captain and a squad on bikes for a fast scoring unit.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
===Battle Brothers===&lt;br /&gt;
*&#039;&#039;&#039;Other Chapters of muhreens&#039;&#039;&#039;: Let&#039;s get serious: if you&#039;re relying on MOAR marines it&#039;s because they have toys that you don&#039;t. With that clear, let&#039;s see what have your less Codex-compliant battle-brothers.  Allying with other Codex-compliant chapters is good only if you want two different Chapter Tactics or another Chapter&#039;s special character.&lt;br /&gt;
**Codex Space Marines: Unlike other Codices, Space Marines can ally with themselves, so it&#039;s worth noting it here. In general use, each chapter tactic works well with a unit and tactic. Combine chapter tactics to get the more out of certain units then one chapter tactic alone can give you. Fists have better devastators thanks to Tank Hunters, while Ravens have better assault Marines. Combine them to have Tank Hunting dev&#039;s de-can a transport for Assault marines to charge with extra hammer of wraths, or Salmanders cook with re-rolling wound flamers, or any combination you can come up with.&lt;br /&gt;
**&#039;&#039;&#039;[[Black Templars]]&#039;&#039;&#039;: While not the brightest thing in the world to do now that Black Templars are included in the Codex Space Marines, this can be done if you wanted to mix chapter tactics. Say, your primary detachment is Imperial fists and in that detachment you kit your devastators out for anti tank duty, while the BTs act as, basically, scoring assault marines with land raiders.&lt;br /&gt;
**&#039;&#039;&#039;[[Blood Angels]]&#039;&#039;&#039;: You&#039;re allying with BA because two things: speedy tanks and surgical deep striking jet-packaged assault units. Otherwise GTFO. They have a good assault unit in Death company, good MEQ blasting in the Sanguinary guard and Vanguard veterans and their rhino-variants tanks are fast, which can be wonderful with [[Vindicator|certain ones]].&lt;br /&gt;
**&#039;&#039;&#039;[[Dark Angels]]&#039;&#039;&#039;: We are talking about the [[Deathwing]] and [[Ravenwing]]. The Deathwing have some nasty terminators that can be used if you can&#039;t (or don&#039;t want to) use yours. The Ravenwing are the same, but replacing terminators for bikes, Land Speeders (this includes the Vengeance and Darkshroud patterns), and flyers. ALSO, they have librarians with divination powers (that can take power shield generator as well), just stick him with devastator squad and enjoy. Combining Darkshroud with the White Scars or Astral Claws could lead to entire army of [[Cheese|3+ covered bikers]] (2+ on turbo-boost).&lt;br /&gt;
**&#039;&#039;&#039;[[Space Wolves]]&#039;&#039;&#039;: WOLFWOLFWOLFWOLFYWOLF... Ahem. Jokes aside, the Thunderwolves are a godsend to the vanilla. Resilient, fast and strong assault unit; even the TH/SS termies can&#039;t say that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard&#039;&#039;&#039;: They gives the [[Tarpit]], cheap infantry and meatshields that may come in handy to the marines. Also useful for their [[Imperial Ordnance|artillery]] and tanks. Also very fluffy, everybody knows of hopeless IG whose asses must be saved by the marines. Also [[Leman Russ Battle Tank|Leman Russes]]. Also Divination.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire&#039;&#039;&#039;: What are the Tau? Ungodly shooting power. You can give them infantry that doesn&#039;t suck in CQC. Also, their crisis commanders have wargear that confers special rules to the entire squad, so laugh as your night vision shroud and stealth devastators or Hit and Run assault terminators mess with the enemy. Also, crisis suits are just like attack bikes, except better in every way. Stealth and Pathfinder teams Teleport beacons are also great for deepstrikers in your army, especially with infiltrating stealthsuits, who work great with Lucius drop-poded dreads and Vanguard vets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Allies of Convenience===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eldar&#039;&#039;&#039;: Coming soon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights&#039;&#039;&#039;: Three words: Two. Wound. Terminators. Basically a [[DISTRACTION CARNIFEX]], and pretty damn survivable, even without the Assault Terminator 3++ from Storm Shields. Just keep them away from S8+ weapons - there&#039;s nothing worse than Paladins going down to Krak Missiles. Up against another Marines player with a few Deep Striking units? Warp Quake, motherfucker. 5+ and 6&#039;s to Glance getting annoying? Eat some Autocannon Psyflemen. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adepta Sororitas&#039;&#039;&#039;: They actually have rules outside of White Dwarf now! And Exorcists. Yes please. Consider a command squad with Condemnor Boltguns if expecting to face Screamerstars or [[Grey Knights|faggots.]]&lt;br /&gt;
&lt;br /&gt;
===Desperate Allies===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039;: They are faster than you, so use that. A good strategy with them are using them as skirmishers and go against one unit at once. Kabalites are good versus infantry and monsters or launch Wyches against vehicles. Do not invest in Haemonculi&#039;s minions, you have better stuff. Remember keep them far from your units. The marines will likely survive one turn stopped and useless, the DE don&#039;t.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039;: They&#039;re the anvil. You&#039;re the hammer. Let the undead robots take the shit, because they can handle it. You can deep strike later to win the day. Also useful when there are many high-armor (13+) vehicles in the field.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039;: Use them as a first and expendable wave to tarpit and soften the enemy or silence their biggest cannons by assaulting them (or both), so you can later choose better your attacks. But remember that you have to begin the marine offensive when every one of the orks are dead, as the &amp;quot;One eye open&amp;quot; rule can ruin even the best plan.&lt;br /&gt;
&lt;br /&gt;
==Other Detachments==&lt;br /&gt;
&lt;br /&gt;
===Inquisition (Battle Brothers)===&lt;br /&gt;
&lt;br /&gt;
Why haven&#039;t you taken it yet? Seriously, you get 3 Elites Choices (Read: 3 units of Inquisitorial Henchmen) and each of them can take a transport like a Rhino, or a in a Valkyrie and a tarpit or two of Acolytes, while still having a full Guard artillery battery and doing some screening with large blocks of bolter brothers; or a four lascannon Devastator squad buffed by a psyker Inquisitor while Space Wolves take care of the melee combat.  If you want to be a douche, attach an hentai god to Dev Centurions w/ Grav Cannons and roll for Perfect Timing.  If there&#039;s something your current army is lacking, the Inquisition has something that can compensate for it.&lt;br /&gt;
&lt;br /&gt;
===Imperial Knights (Battle Brothers)===&lt;br /&gt;
&lt;br /&gt;
An Errant Knight titan is probably a good bet for players looking for some reliable long range anti-tank/anti-TEQ killer.   The Paladin Knight brings some long range high strength high AP shooting (Double shot battle cannon? Hell yeah) to an army that can really use some for only two termies more than two Leman Russ Tanks.  And these things score (well, maybe, the Facebook post wasn&#039;t clear with whether the allied ones score), so charge him at the enemy lines faster than you can say DISTRACTION CARNIFEX. Thanks to their Str. D CC arm, they can reliably deal with with most monstrous creatures with ease, barring Skarbrand and maybe a Wraithknight. Also, Seer/Screamer-Star or any other re-rollable 2+ bullshit?  Meet D-Weapon. If you fight a Riptide heavy list, &amp;lt;s&amp;gt;these might become your best friend&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;you still cannot catch the fuckers.&amp;lt;/s&amp;gt; Bitch please, you have a 12&#039;&#039; movement and a 2D6 charge. The Riptide has a 6&#039;&#039; move and a 2D6 jump, and limited space to escape with given how they&#039;ll be hiding at the back like sissies. Plus, they&#039;re shit at killing the Knight.&lt;br /&gt;
&lt;br /&gt;
===Legion of the Damned (Battle Brothers)===&lt;br /&gt;
While this is technically a Codex in its own right, its relatively sparse crunch and dubious feasibility for use as a Primary Detachment make it a supplement for all respects and purposes. Like the Inquisition codex, the LotD can be taken as an additional detachment separate from the Allied detachment with the following Allies chart:&lt;br /&gt;
&lt;br /&gt;
*Battle Brothers: All Imperial armies (including themselves, if they are taken as a Primary Detachment as well)&lt;br /&gt;
*Allies of Convenience: Eldar&lt;br /&gt;
*Desperate Allies: Dark Eldar, Tau&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aid Unlooked For&#039;&#039;&#039;: Legion of the Damned units cannot be joined by ICs or benefit from Chapter Tactics. They start the game in reserve and arrive via Deep Strike. They can re-roll their Scatter die when Deep Striking. &lt;br /&gt;
**problem: you can&#039;t run pure Legion of the damned army&#039;s because nothing can start on the table, and you lose the game by default on the first turn, unless you are attacking in Planetstrike, or using some other mission that allows you to arrive on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Spectres&#039;&#039;&#039;: All LotD units get a 3+ invulnerable save. &lt;br /&gt;
*&#039;&#039;&#039;Flaming Projectiles&#039;&#039;&#039;: All LotD shooting weapons ignore cover.&lt;br /&gt;
&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
*&#039;&#039;&#039;1- Inferno of Vengeance&#039;&#039;&#039;: The Warlord and his unit gain Soul Blaze on their guns.  Probably the only bad trait considering how stupid Soulblaze gets.&lt;br /&gt;
*&#039;&#039;&#039;2- Aura of Fear&#039;&#039;&#039;: When taking Fear tests, all units in base contact with the Warlord&#039;s unit suffer a cumulative -1 Leadership penalty for every friendly LotD squad on the board beyond the first one. This can mean up to a -&#039;&#039;&#039;6&#039;&#039;&#039; Ld penalty (if taken with three space marine legion squads but -3 is more likely), which can make it quite effective if you can spare the points.&lt;br /&gt;
*&#039;&#039;&#039;3- Ethereal Bolts&#039;&#039;&#039;: Bolt pistols, boltguns, storm bolters, heavy bolters, and combi-weapons firing as bolters all gain Armorbane when wielded by the Warlord and his unit. Guaranteed to make vehicle-heavy lists cry. &lt;br /&gt;
*&#039;&#039;&#039;4- Spectral Bulwark&#039;&#039;&#039;: The Warlord and his unit gain FnP on a 5+.  Also stacks up pretty well with the Animus Malorum, and can give you a fire-magnet to go alongside Smashfucker.&lt;br /&gt;
*&#039;&#039;&#039;5- Never Too Late, Never Too Early&#039;&#039;&#039;: The Warlord and his unit can bypass their reserve roll in favor of choosing to arrive on any turn before the fourth, which is like Deffwing Assault, but better.&lt;br /&gt;
*&#039;&#039;&#039;6- Retribution Made Manifest&#039;&#039;&#039;: The Warlord and his unit gain Preferred Enemy.  Neat.&lt;br /&gt;
&lt;br /&gt;
====Relic of the Damned====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Animus Malorum&#039;&#039;&#039;: Sergeant Centurius&#039; soul-eating skull gives the bearer and his unit FnP, and any unit which fails a Fear, Morale, or Pinning check within 12&amp;quot; of the bearer has a randomly chosen model immediately removed as a casualty with no saves allowed (although LoS! can still be used). Every model that is removed this way grants a +1 modifier to the FnP roll (up to a 2+) for the remainder of that turn. At only 35 points for a sergeant to use it, it&#039;s a steal (especially if you picked up the Aura of Fear Warlord Trait to make it more likely that enemies will fail their Fear roll).&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
You only have one unit, but you can bring up to 4 of them and they&#039;re scoring units if taken as the Primary Detachment. Enjoy your heavy weapons spam.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Legion of the Damned&#039;&#039;&#039; - Improved from utter shit to very well usable! At the same cost that Sternguards used to have, you get Fear, Fearless, Slow and Purposeful, 3++, and all shooting Ignores Cover. Yes, all of it, including any special or heavy weapons WHICH ARE NOW THE SAME PRICE AS EVERYONE ELSE&#039;S. They are also one of the 2 units that can take Heavy Flamers. On the downside, they can only arrive through Deep Strike, meaning if there&#039;s something you want them to kill, you&#039;ll have to wait a while, can&#039;t be joined by Independent Characters, and they don&#039;t get any of the Chapter Tactics, but this update more than makes up for that.  &lt;br /&gt;
**With the increasing amount of low AP weaponry and cover ignoring that is 6th these guys have some merit. They can contest and mow things down. Strike them near things with low AP weapons (Give them a Plasma Cannon to see S7 AP 2 Ignores Cover Blast) or the backfield and watch them turn firefights around. They will die to massed fire (But then again, what in this game doesn&#039;t?) but can tank low volume high power hits. Sure, you can minmax a list and leave them at home but how many of you are playing in world class tournaments and need 1d4chan tactics? They are good, but not uber. Most of all, they are fun.&lt;br /&gt;
***Pro-Tip: You can use them as mobile cover for any troops and/or assault screens, especially if they have the Animus and/or rolled Spectral Bulwark.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
Games Workshop always advocates it, and it bears repeating: start with an HQ and two Troops.&lt;br /&gt;
* For your HQ, you are somewhat split for choice. If you&#039;re playing a chapter with SC&#039;s, they&#039;re a good starting point. Support HQ&#039;s like a Libby or Master of the Forge are worth considering. If you&#039;re looking to create a badass retinue for a tough guy character then a Captain or Chapter Master with tooled up weaponry is a good starting point. Fundamentally, HQ choice comes down to planning - they are the most difficult units to integrate by far. You could just take a 65 Libby to minimise the tax, but in many cases that becomes a waste in itself - what the hell is it going to accomplish? Its still a lot of points. Base your HQ on things that *will* happen, not what *might* happen. &lt;br /&gt;
**e.g don&#039;t put a Captain inside a rhino with a Tactical squad and expect him to reach enemy lines. You&#039;ll get obliberated. However- if you take RG chapter tactics and pull off the maximum movement, he will reach threat range by the beginning of turn 2. Drop pods, Land Raiders, strong retinues, all are good assurance a Captain *will* and not *might*. &lt;br /&gt;
&lt;br /&gt;
* Good starting troops are:&lt;br /&gt;
** Tactical Squads. They&#039;re your bread and butter. Unless you&#039;re writing a gimmicky spam list you&#039;re going to have them. They&#039;re an oddball, or a guilty pleasure if you will. Having a load of bolters is not good for your list in all honesty, you want your Tac squads to have maximised firepower or potential. Don&#039;t equip them for AT, they suck at it, tanks are too rare to compensate for with an entire unit for, and the alternatives are better. You *need* a method of transporting them. Consider very carefully how you choose to do so, you should not mix and match pods with rhinos unless its just one or two pods and they&#039;re carrying a deadly alpha strike unit. Rhinos only become truly good if you&#039;re using either the Raven Guard chapter tactic or Khan and the White Scars - you need the mobility and alpha strike potential scout gives you. Razorbacks are alright but don&#039;t form a good core unless you&#039;re either taking them minimum or maxing them out. The best options here are generally Plasma and Flamers for wiping infantry. Don&#039;t forget the Sarge can take a combi-weapon - and by the Emperor make it the same as your special, or he&#039;ll twitch.&lt;br /&gt;
** Scout Squads. Sniper Scouts are the time honoured classic choice for holding backfield objectives. Honestly, they&#039;re not that good at all, but by throne are they cheap. In 6th you can use them as a counter attack or alpha strike unit by abusing Land Speeder Storms, which let you charge out of them with open topped and move a long distance at the start of the game with scout. They can also snatch objectives at the last second.&lt;br /&gt;
** Biker Squads. These became very good with the new Codex, and they&#039;re a very viable choice for basing an army around, but you need a Captain/Master/SC to field them as troops. Grav Gun spam makes them a very nasty bastion of firepower. &lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve got a start on your army, the most important thing to do is play the game. A lot. Learn what you like. Build your army around that.&lt;br /&gt;
&lt;br /&gt;
Some things to keep in mind:&lt;br /&gt;
* Note that generic marines are a &amp;quot;jack-of-all trades, master of none&amp;quot; type army: each unit type has a loose yet specific role that they&#039;re best at, and because something in the Codex covers each base the army itself is adaptable to pretty much any tactic. Don&#039;t run lists around the concept as a whole though. You want your units to have focus. Taking Devastators? don&#039;t mix and match your anti-infantry and anti-tank. You want to annihilate what you shoot at. Consider this trait a convenience (or at worst, a hindrance) and nothing else. &lt;br /&gt;
** Never, ever, ever take CC weapons in non CC orientated squads like Tacticals, Sternguard, or Bikers. The objective of those squads is to shoot. What they can&#039;t already kill in CC will not be changed by a CC weapon. They&#039;re expensive and they massacre your focus. Also bear in mind that weapons like plasma or grav pistols are extremely inefficient for what you pay - they&#039;re not worth taking, but a combi-weapon that is both cheaper and supports the squad role is.&lt;br /&gt;
* MEHTAL BAWKSES save your life and time. Space marines love being in metal boxes. They make the tough marines even tougher. Stop them from getting bogged down in pointless hand to hand combats, prevent them from being pinned, and, perhaps most importantly, let them move faster and prevent them from being tarpitted. Invest in rhinos/razorbacks. &lt;br /&gt;
** take drop pods. They&#039;re just as good rhinos. Put your marines in high priority area&#039;s with out worrying about hull points.&lt;br /&gt;
* You&#039;re not a Khorne Berserker. You&#039;re not even a Blood Angel. You cannot turn anything at close range into mulch while being fearless. Pick your close combats wisely. Pure H2H focused space marine armies will struggle against codices that were actually designed with close combat in mind. &lt;br /&gt;
* You&#039;re not a Tau Fire Warrior. You can&#039;t out-shoot *everything* no matter how many guns you take.&lt;br /&gt;
* You&#039;re not a Guardsman, Sluggaboy, or Gaunt. You cannot defeat your enemies through weight of numbers alone. Don&#039;t sacrifice your men without careful consideration. &lt;br /&gt;
* You&#039;re not a Grey Knight, Movie Marine, or Necron Immortal. You cannot rely on individual strength to win. Do not rely too strongly on small numbers of high priced units. &lt;br /&gt;
* You&#039;re not a Necron Immortal or a Necron Warrior. You are tough, but you can&#039;t get back up. Stay under freaking cover! &lt;br /&gt;
* You&#039;re not a Leman Russ Squadron. You can&#039;t take a bunch of vehicles and just crush everything in your way. Your tanks are good, but not great, so keep them just as alert as the rest of your minis and let them do their jobs.&lt;br /&gt;
&lt;br /&gt;
Overall, space marine armies require &amp;lt;del&amp;gt;&#039;&#039;&#039;BALANCE&#039;&#039;&#039;&amp;lt;/del&amp;gt; FOCUS to succeed. As Charles Darwin (didn&#039;t actually) say: &amp;quot;It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to [[Tzeentch|change]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The logic is that you need a hard counter to whatever pops up in this edition. Missile Devastators made mincemeat of vehicles last edition like it was going out of fashion. And it did, because now if you come up against a Riptide that every Tau *will* have they&#039;re absolutely worthless. Most people don&#039;t even take vehicles anymore. &lt;br /&gt;
&lt;br /&gt;
Another thing of note is that your chapter is not long just a color scheme, you should build your army to be suit their chapter tactics, ie Raven Guard assault marines, white scars bikes ect.&lt;br /&gt;
&lt;br /&gt;
You need to consider the following when writing a list:&lt;br /&gt;
&lt;br /&gt;
**Anti Scoring. You want to wash them off objectives, because objectives win games. Preferably with minimum effort. Examples : 3 Flamer Assault Squad with DP, Thunderfire Cannon, anything else that ignores cover or reliably reaches their scoring.&lt;br /&gt;
**Anti Tank. Not half as important this edition but still needs to be considered, you don&#039;t want to be boned when you inevitably come up against someone who anticipates a lack of AT. Don&#039;t take Melta. Its too situational, unreliable and takes away your focus. Good examples include: Tri-Las Predators, Storm Talons, (even if you don&#039;t have the AT guns you can still fly behind and fire at their rear armour with your 360&#039; gun) Devastators. If it can&#039;t also do Anti-MC you should probably not take it. &lt;br /&gt;
**Anti Monstrous Creatures. High strength, low AP guns that pound the wounds off these fuckers. They&#039;re almost always deadly and critical to your opponent&#039;s strategy. The trick is killing them so hard and so fast your opponent crumbles. They vary from Nid MC&#039;s that rampage towards you to backfield MCs such as Riptides. You need to plan for the latter especially. Good examples include: Alpha striking Sternguard with combi weapons, Tri-Las Predators, any ranged unit or set of ranged units that can leverage a large amount of high strength AP2 firepower reliably. Don&#039;t deal in *might*&#039;s, deal in *will*&#039;s. CC units are not a good choice for this category because they are a *might* on the face of it.&lt;br /&gt;
**Anti Flyer. You need to shoot these down before they wreck your list without compromising it. A fortification with Quad Gun is a good easy choice, but you need to plan about how you&#039;re going to use them best. Taking your own flyers is a valid counter - they can elect to get skyfire. The Hunter/Stalker have benefits each and are both worth considering.&lt;br /&gt;
**List backbone. Its all well and good covering all of this, but if your list is literally a jumbled mess of different units performing different roles with no cohesion you&#039;re in trouble. When you look at your list become your own opponent. Think about what they would target first, what is easy to neutralize, and about the amount of damage they would need to inflict in order to cripple your chances at winning. &lt;br /&gt;
**Also relating to list backbone, duality. It is inevitable that a unit can&#039;t always reliably achieve its goal. You will take casualties. The easiest way to absorb every punch is to have another layer under your skin - take pairs, triples, quadruplets even of units with the same role. You destroyed a Rhino with 10 Tactical Marines? Here&#039;s 3 more squads that all pose the same threat. Unless a unit is exceedingly hard to kill or extremely reliable (e.g in a low points game a DP Sternguard alpha strike unit or a squad of 10 Terminators) you should always have duality.&lt;br /&gt;
&lt;br /&gt;
*Note: If you happen to have 7000£ lying around and several servants who can paint awesomely buy the astartes ultra i.e. [[AWESOME|THE ENTIRE ULTRAMARINES CHAPTER COMPOSING OF 1200 MODELS]] and 17000 point not including vehicles characters&lt;br /&gt;
# contact a friend who has a similarly sized tyranid army&lt;br /&gt;
# have 6 fortresses of redemption clustered into 2 giant (poler) fortresses&lt;br /&gt;
# plan at some point a challenge between calger and the swarmlord&lt;br /&gt;
# sell tickets&lt;br /&gt;
# ??????&lt;br /&gt;
# [[Profit|PROFIT]]&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&amp;quot;Ye who dare enter within these sacred walls, heed the wisdom of the ancients as it is written, but see past the mere limitations of words and bold statements.&lt;br /&gt;
&lt;br /&gt;
1) Thou shalt ne&#039;er dismount from thy sacred steel coffin. Doing so is equal to doing the enemy&#039;s work. He cannot hurt thou until he hast dismounted thou power armored asses from thy rhinos, and all thy most fearsome weapons are usable from thy blessed rhino hatch of potent power and might.&lt;br /&gt;
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2) Thou shalt fear no evil, for thou art fear incarnate, but thou shalt not let this power go to thine head. Thou shalt respect the enemy as thou respect thy own forces, for arrogance leads to thine own downfall, and the perfunctory loss of massive chunks of thine army to &#039;only lasguns,&#039; and &#039;puny long-ranged meltaguns,&#039; or &#039;that immobilized chaos dread in the corner.&#039;&lt;br /&gt;
&lt;br /&gt;
3) Whilst thine sacred, holy, blessed space marines are an elite force, the likes of which has ne&#039;er been seen prior to, nor since, strength is still to be found in numbers. For whilst a solitary squad of thine most esteemed sternguard will fall versus a score of chaos marines, 3 squads shall not.&lt;br /&gt;
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4) Thou shalt ensure thou uses the enemy&#039;s strengths and weaknesses against them equally. If thine foe is strong up close, thou shall prevent him from getting there. If he is slow and plentiful, thou wilst thin his ranks with potshots, whilst biding thine time to lay into him with tankshock, sacred heavy flamer, and assaults on thine terms. If he is powerful at range, you will drive towards him most fearlessly, making careful use of terrain, smoke launchers, the superior armor value of thine vigilant and invincible predators, and bunkering up where his guns are the thinnest. If his numbers be but few yet strong in spirit and body, thou shalt focus fire on one unit at a time, until it is no more. If the enemy is fast, thou shall present him with a wall of rhinos shielding thy sacred space marine infantry, and careful placement and redeployment to make his valiant efforts for victory futile. If thou art facing thine British Firing Line, pummel them with devastators and then assault them in many different places. Thine foe&#039;s supporting fire shalt make an arse out of you if thou don&#039;t. &lt;br /&gt;
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5) Thou shalt not, under any circumstance, allow the vile enemy to have her or his way. If faced with a charge from a score of ork boyz, thou shalt famously unload thy blessed boltpistols and holy promethium from thine flamers into their ranks, and thereafter take the charge most gloriously and defyingly, denying them the initiative, all charging bonuses, and catching the enemy commander unprepared, for yours is the gear, the profile, and the abilities to turn certain death into certain victory for the glory of the Emperor.&lt;br /&gt;
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6) Thou will fight on all ground, in all terrain, on all fields of combat, and thou wilt do so with stubborn cunning, and the unrelenting, unlimited imagination held by all human beings. Thou wilt use the pieces of the board for all they&#039;re worth, and attacking the flanks of any entrenched, isolated firebase with no doubt or hesitation in mind, for it takes a lot of autocannons to guarantee the kill of even a single rhino, and thou wilt field at least 4 at all times.&lt;br /&gt;
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7) The only way to waste firepower is to be out of range.&lt;br /&gt;
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8) Thou shalt always hold the initiative. Thou shalt press on, and use thine forces expertly, while applying pressure to the enemy from the flanks, the rear, and the front - anywhere it is possible. Thou shalt never remain immobile, for giving up thy movement is tantamount to rolling over like a bitch, and presenting thy previously mentioned power armored ass to the enemy.&lt;br /&gt;
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9) Thine space marines are few in numbers, yet strong and reliable. They will hold the line where lesser men may not, and survive firepower that would render any ordinary squad dead. Thou shalt trust in thine power armor, thine krak grenades, holy boltgun, boltpistol, and thine most underestimated frag grenade, for few of the foe&#039;s elite are as royally equipped as thine grunts, or as capable of using them.&lt;br /&gt;
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10) Thou shalt learn to appreciate a very powerful, versatile, unfocused profile, for yours is the strength and power of three lesser men, contained in one package. Where a man may be exceptional at shooting or combat, thine grunts are capable of both in equal measure, and blessed with the gear to make both a reality.&lt;br /&gt;
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11) Whilst a plasma gun will ignore thy power armor, it will not ignore thy high leadership, or thy sacred cover save. Unless you elect to fall back, you will hold most stubbornly on a consistent basis.&lt;br /&gt;
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12) Cowardice is naught but an illusion of lesser men. The popular sentiment is &#039;he who runs away lives to fight another day.&#039; This is not so. He who runs away lives to rapid fire bolters against the foe that made him run away.&lt;br /&gt;
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13) Knowledge is power, but power is useless if it&#039;s not being put to use. Study thy opponent&#039;s tome of lore and wisdom. Read it again, closer. Put the words to mind, so thou wilt not hesitate that destroyers are indeed toughness 5, and a krak missile thusly wilst not inflict instant death upon it.&lt;br /&gt;
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14) Thou shalt ne&#039;er do the opponent&#039;s work for him. While the other races, such as eldar, are wont to kill their own units with Yriel&#039;s eye of death, you know better. Thou shalt not ever, under any circumstance, nuke too close to your own units, or &#039;assault&#039; with a depleted 3 man tactical squad - no! For that tactical squad shall hide inside the nearby, immobilized rhino, so that thy foe has to dig them out to score the killpoint, and make thy 3 space marines stop firing bolters.&lt;br /&gt;
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15) Though it may take a lesser foe 10 shots fired to damage armor, thy space marines bring melta, and thy blessed profile gives thou a significantly higher chance to score hits, cutting the necessary firepower down considerably. Thou wilt not forget this, for it is the mark of a fool to focus too little or too much dakka and manpower on the task of destroying a single chimera.&lt;br /&gt;
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16) Thou shalt not load up on tactical marines, for it weakens your army immensely. Thine two mandatory meltabunkers are plenty, and thy further troops slots shalt only ever be employed in case thou needeth more plasmaback or assbacks.&amp;quot;&lt;br /&gt;
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[http://www.3plusplus.net/2010/09/codex-astartes-deleted-scenes.html Source] (this blog also has a wealth of useful info about playing tabletop 40k, so check it out).&lt;br /&gt;
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==Common Playing Styles==&lt;br /&gt;
===Drop Pod Assault aka [[Indrick Boreale|Steehl Rehn]]===&lt;br /&gt;
This can take on several layers of tactics, depending on -what- you&#039;re putting in the drop pods (however the overall strategy is almost always basically the same).  Either way, a mass drop pod assault will cause the opponent to massively shift the way he deploys his armor, especially any heavy tanks he has (expecting plenty of melta which you should be packing).  &lt;br /&gt;
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====Strengths &amp;amp; Weaknesses====&lt;br /&gt;
&#039;&#039;&#039;Pros :&#039;&#039;&#039;&lt;br /&gt;
*From turn 1 you determine where the majority of fighting will be at, thus forcing your opponent to be on his feet tactically.&lt;br /&gt;
*A --&amp;gt; B, it gets you there, no questions asked.  You no longer have to worry about Rhinos and Razorbacks getting popped with flimsy AV11 HP3 and being stranded 24&amp;quot;+ from your intended objectives&lt;br /&gt;
*Option of null deployment, you can start with nothing on the table!  Very powerful if you can waste an opponent&#039;s turn.&lt;br /&gt;
*Alpha strike, 9/10 times with the exception of Interceptor shots, you will get in the first strike, meaning your opponent should always be on the backfoot in these fire fights after you drop.  &lt;br /&gt;
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&#039;&#039;&#039;Cons :&#039;&#039;&#039;&lt;br /&gt;
*Weak to Flyers; Stalkers, Hunters and ADL&#039;s w/ Quad gun are weak counter-measures in a drop army when you&#039;re trying to limit the number of static units you have in your army.  Flyers are your friends here.&lt;br /&gt;
*Interceptor, you must always be aware of which units have it and where, or you can get torn to shreds before firing a shot.  Drop strategically to give you cover or drop units that can tank the hits face on. &lt;br /&gt;
*Lack of mobility after drop.  Your army at this point is mostly foot-slogging, so you must take this into account when choosing your drop sites&lt;br /&gt;
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====Optimal Chapter Tactics====&lt;br /&gt;
*&#039;&#039;&#039;Salamanders&#039;&#039;&#039;- These Tactics and Drop pods go together almost perfectly, with both meltas and flamers being brought to where you want them straight from turn one.  If you want to actually to be able to use melta&#039;s and justify their existence in your tactical squads, then take Vulkan He&#039;Stan (at 1500pts or above at least).  Combi-meltas are great with him because that one-shot for 10pts is more likely to hit, so it&#039;s a little bit safer to load up on them.  But remember that flamer weapons mounted on vehicles don&#039;t count as they don&#039;t have Chapter Tactics.  Basically there&#039;s a lot of synergy between drop pod assaults and Salamanders, but you&#039;ll want to load up on flamers and meltas to take advantage of the short range engagement.  &lt;br /&gt;
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*&#039;&#039;&#039;Ultramarines&#039;&#039;&#039;- Believe it or not the Ultramarines have some solid Tactics that synergize decently with Drop pod units, given you know when to use the appropriate doctrine.  The Tactical doctrine provides a much stronger alpha strike if you load up on tacticals and units that fire a lot of shots from the get-go.  Tigurius is a god-send with his ability to take Divination and drop with your units, provided some neat buffs while altering reserve rolls which can be key to a drop pod/deep strke strategy.  &lt;br /&gt;
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*&#039;&#039;&#039;Iron hands&#039;&#039;&#039;- Iron Hands have a good deal of strength in drop pods as well, though they are limited in the number of truly viable units.  Ironclads, being tough to kill already with AV13, become nightmares with IWND as long as they don&#039;t get penetrated by AP2/1/Ordnance.  Chapter Master Smashbane/Smashfucker can either ride his bike from the ground or take Tactical dreadnought armor (15pts cheaper than bike/artificer armor) and ride in a pod and get into the enemy&#039;s face from turn 1.  Just walk out of the pod, lay down his Orbital Bombardment and laugh as the enemy tries to kill him with your 2+/3++/6+++/5++++.  Iron Hands in this case are weaker on the alpha strike, but a heck of a lot more durable than most other Chapters with the same units and can still do decent damage in the enemy lines.  Drop pods with IWND along with a locator beacon/deathwind launcher become legitimate threats and using these on the first turn alpha strike will increase the number of targets your opponent has to deal with.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Fists/Sentinels of Terra&#039;&#039;&#039;- Not as strong as the above overall, but can provide solid backline support with Devastators (Centurions) and re-rolling bolter shots makes their alpha strike a little bit stronger than normal.&lt;br /&gt;
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====Units====&lt;br /&gt;
*With Deathwind Launchers seeing a drop in points cost, they become a little more viable to purchase if you got points lying around.  For the cost of a Sniper Scout squad or a Landspeeder with a multi-melta you can arm four drop pods with a S5 AP- pie plate that can do a respectable amount of damage should an enemy infantry unit or even a light vehicle come too close.  People gripe about the 12&amp;quot; range but you should really see it as locking down a 12&amp;quot; radius all around the drop pod.  It&#039;s best to buy them for your first-turn pods, since those will become threats from turn 2 onwards and increasing the number of potential threats for your opponent from the get-go.  If you kill a MEQ you will have basically paid off the cost of the launcher.  &lt;br /&gt;
*If you take long-range arty in your Heavy Support slots (Thunderfire Cannons, Whirlwind, allied IG arty, etc.) and have them on the table on turn 1, you can support your 1st wave drop pods straight from turn 1 and not have to have them completely without support.  The best way to do this is load up on all anti-armor special weapons such as meltas, crack open transports, and then let the artillery fly on the exposed troops&lt;br /&gt;
*Ironclads are tough, intimidating, and provide a good AV13 distraction for squishier units in a first wave.  With Iron Hands these become a lot harder to kill other than outright blowing them up.  Other Dreadnoughts can be krak&#039;d to death but are cheaper if you&#039;re on a budget.   &lt;br /&gt;
*Sternguard are one of the best but also most expensive units to put in your drop pods.  Most of the time I drop them down next to something mean (often high toughness units) and pump it full of the wound on a 2+ ammo. They will also remove units from cover, or mess up MEQ. They really do everything. The one problem is that they die just like other marines. So either choose a safe target that’s not going to shoot back once you unload on it, or kill something worth more then you. Dropping next to greater demons first turn and killing them before they get buffs running is worth the sacrifice. &lt;br /&gt;
*Assault squads with x2 flamers is small, cheap, and pretty burny&lt;br /&gt;
*Tactical squads should be normally taken as a full 10man unit since they can split up from the drop pod to deal with different targets.  If you&#039;re packing a multi-melta with Vulkan, you have a decent chance of hitting something with it as well.  However multiple 5man Tactical squads allows you to bring more pods and waste less points on heavy weapons.&lt;br /&gt;
*Salamanders: You can either take Vet sergeants with master-crafted power weapons for the inevitable charge and be relatively choppy in CC, or slim down with regular sergeants and take a master-crafted combi-weapon instead.  &lt;br /&gt;
*Legion of the Damned don&#039;t benefit from Chapter Tactics as per &#039;&#039;&#039;Aid Unlooked For&#039;&#039;&#039; rule, and take up an Elites choice that could be filled with Sternguards or Ironclads instead. And besides, Sternguard have ammunition that ignores cover anyway. Vulkan may [[RAW]] have strong synergy, Slow &amp;amp; Purposeful, master-crafted, multi-melta (which again ignores cover) and take a beating that would leave Ironclads/Sternguard blasted off of the table (typical AP2/3 weapons).  &lt;br /&gt;
*Honor Guard- a small cheap unit of these along with an IC to soak wounds and they provide hard-hitting power weapon attacks on the charge.  Solid choice in a drop pod if you take a Chapter master and intend to drop him.&lt;br /&gt;
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====Tactics====&lt;br /&gt;
*A string of drop pods across an enemy flank prevents all movement unless he goes around or -explodes- the drop pod in question.  In addition to all this, the enemy has to devote some firepower to silence those storm bolters you should be firing into the enemy units&#039; backs.&lt;br /&gt;
**Do note, however, that smart opponent could block crucial parts of battlefield with widely spread cheap units, like consripts, cultists, gretchin or kroot (who are not that cheap but can infiltrate), and of course with new terrain deployment system he may just put tank traps (which are impassible terrain for vehicles) anywhere he don&#039;t want your drop pods. &lt;br /&gt;
*The second problem you may face is interceptor shots - this means some of your drop pods or their passengers may be shot down right after they land, so be sure to screen meltaguns, sergeants and heavy weapons with some expendable bolter dudes and try to move as far away from pods as possible: S3 explosion isn&#039;t that dangerous for your MEQ&#039;s, but some days dice gods just wouldn&#039;t be on your side.  AV13 Ironclad make for a weaker alpha strike in total, but can take the punishment of Interceptor and eliminate the threat for deadlier units to drop in later safely&lt;br /&gt;
**When facing an overwhelming amount of Interceptor units it&#039;s completely viable to drop the pods empty in strategic locations and foot slog it&lt;br /&gt;
*When facing another drop pod army or deep strike heavy army, castle up your static units in a corner and counter-drop when possible.  You want to go second so you can always drop and attack immediately, but if you can&#039;t get it, then you have to screen your own units and prepare to take some hits.&lt;br /&gt;
*If facing lots of scary large blasts in the drop zone, moving as close to 1” from enemy models without bunching up, this will keep the enemy from firing the blasts on his own units.  He cannot &amp;quot;aim&amp;quot; at his own units so if any of his models are under the template when taking aim, then he cannot take the shot.&lt;br /&gt;
*Take note that if you want a cluster of drop pods to deepstrike in the same general area for some reason, a locator beacon is a handy tool to take on a Scouting bike squad or your on your first wave of pods.  And -where- you drop those pods are crucial; and while you don&#039;t have to worry about landing on terrain or enemies, you want your placement of drop pods to inhibit enemy movement and create choke points where you need them.&lt;br /&gt;
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&#039;&#039;&#039;DE DREADED DROP POD DEEPSTRIKE OF DEATH:&#039;&#039;&#039; Take a Master of the Forge and six Lucius podded Ironclads decked for melee. Load up the rest of your army however you see fit and watch as your opponent&#039;s jaw drops to the floor when you land and &amp;lt;strike&amp;gt;assault&amp;lt;/strike&amp;gt; (stupidly enough, the lucius drop pod no longer allows you to assault after arriving from deep strike-IA Apoc. 2013 pg 24 for reference) with all the dreads you&#039;re capable of taking. Be sure to inform your opponent that the Codex Astartes calls this maneuver STEEL REHN.&lt;br /&gt;
&#039;&#039;&#039;FORGEMAN MODE:&#039;&#039;&#039; as above, but drop Mortis Dreads in such a way that you&#039;ve got your opponent pinned between your troops&#039; gunline and your dread&#039;s gunline.&lt;br /&gt;
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===Mechanized Assault===&lt;br /&gt;
When I&#039;m talking mech, I&#039;m talking armor over flesh, AV versus T, and tank treads versus boots on the ground. This is a lesser-played style that has both been nerfed and strengthened in different ways thanks to 6th Edition. With the Hull Points system, every vehicle becomes more fragile, meaning mobility and cover are the most important things for keeping your vehicles alive. In addition, no longer being able to move 12&amp;quot; and disembark cripples your mobility and ability to react on the fly to different situations over long distance - you now have a 24&amp;quot; deadly threat range with a squad inside a Rhino. To compensate, you gain the ability to go flat out and move up to 18&amp;quot; in a turn with a transport - though this is of limited use. &lt;br /&gt;
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Unfortunately, this is not a very competitive playstyle. It&#039;s brutal, and often even when it does work, the firepower you leverage against your opponent is not sufficient. It is, however, not entirely doom and gloom. If you run a mechanized list you should seriously consider either the Raven Guard Chapter Tactics or the White Scars Chapter Tactics with Khan as a HQ. &lt;br /&gt;
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The advantages they confer make your army go from sub-competitive to just below tournament-level (tournament level if you&#039;re both lucky and good).&lt;br /&gt;
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Both of these options give your mechanized infantry Scout, which they absolutely *need* in order to be as good as they should be. They give massive amounts of flexibility to your infantry and the potential for an alpha strike that leaves your opponent in checkmate after the first turn. &lt;br /&gt;
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How, might you ask? Take your Mechanized Infantry and deploy them as close to the enemy as possible. Before the game, scout 12&amp;quot; towards the enemy. You now have a few options.&lt;br /&gt;
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*Option 1) Move 6&amp;quot;,disembark 6&amp;quot;, be in their deployment zone, and fire. This gives you your alpha strike that, with the right units, can annihilate your opponent&#039;s deadliest unit or cripple part of his force.&lt;br /&gt;
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*Option 2) Move 12&amp;quot;, flat out 6&amp;quot;. This allows you to compensate if your opponent bunches up and option 1 is not viable. Sometimes, having your men ready to react (remember you&#039;ll get a potential 6&amp;quot; move and 6&amp;quot; disembark instead of just the former) and staying inside the metal box is the best course of action. &lt;br /&gt;
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*Option 3) Move 12&amp;quot;, pop smoke. Use only if your opponent either had nothing that is worth risking getting out of the boxes to eliminate or if your opponent has a strong gunline with lots of anti-infantry firepower that you can&#039;t cripple.&lt;br /&gt;
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Alternatively, you can do none of the above and outflank. This can be a risky but effective way of delivering an alpha strike or capturing an objective without being struck by fire. &lt;br /&gt;
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Now, the real question is what to put in your Rhinos? As previously mentioned, a mech SM list suffers greatly from sometimes not being able to leverage enough firepower. This should be your primary concern. &lt;br /&gt;
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Tactical Squads should probably not be taken with full numbers at 10 men - unless you plan to abuse combat squads for a very specific use. Reason being, you do not want heavy weapons. There is no reason to maximise bolters. Heavy weapons will rarely get to fire effectively and now cost you points out the ass. Taking a special weapon and combi-weapon should be considered mandatory. Do not give this squad melta guns. Leave that to the other elements in your army, because you want your Tacticals to leverage as much firepower against infantry or MC&#039;s as is humanly possible, and have enough duplicates that losses do not necessarily mean defeat. &lt;br /&gt;
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**Grav Guns are a matter of debate. They are flexible against vehicles (if you can get off enough shots) if you do encounter them, if you do dig in the extra shot is invaluable, and they get the extra shots at longer range than a Plasma Gun. If there&#039;s a Daemon Prince or CC unit they even reduce their initiative to 1, giving you better odds if you get dragged into a CC. However, they suck hairy balls against anything that isn&#039;t wearing power armour or better, and are utterly useless against buildings. &lt;br /&gt;
**Flamers are exceedingly good at quickly wiping anything weaker than Marines off of objectives. They also provide some effective overwatch. Even power armored units will feel the heat due to the sheer number of wounds a flamer can throw at a unit. Their biggest drawback is being absolutely worthless against MCs. &lt;br /&gt;
**Plasma Guns are good in that unless a rare high-toughness MC like a Wraithknight appears you&#039;ll be wounding on good rolls all the time. They don&#039;t suffer the drawbacks of Salvo (half range if you move, for instance) and have a greater maximum range than Grav weapons. &lt;br /&gt;
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You should take at least one Sternguard squad tooled up with enough firepower to destroy (not just cause medium damage to) a unit. Using #Option 1 they can pull off some kills that win games. They are the guys that are going to hunt the nastiest, shittiest, pain-in-the ass targets that your bolters and Tacticals can&#039;t handle. &lt;br /&gt;
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It&#039;s for this reason that they should have combi-plasmas or gravs. You might not survive into the following turn, as they will be a very high priority target, so what you shoot at needs to die. 4-5 combi-weapons should be sufficient. Heavy Flamers are worth considering, and the squad should not end up having more than 7-8 men. Do not tool up the Sergeant unless it&#039;s with a combi-weapon. &lt;br /&gt;
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There may be other units that perform this role almost as well - you may want to consider them, too. The effectiveness of the Grav-Gun Bikers &amp;lt;s&amp;gt;remains to be seen, but they could fill the same niche.&amp;lt;/s&amp;gt; makes them one of THE BEST units in the codex, and Captains/CMs make them troops.&lt;br /&gt;
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These two units should form your core. In the end you should have a minimum of 3 mechanized squads, preferably 4. With the strong anti-infantry and anti-MC capability they provide you can look to everything else. Units you may want to consider include:&lt;br /&gt;
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**Tri-Las Predators or Devastators with Lascannons. If shit luck strikes and your Sternguard fail or don&#039;t do as well as you plan, these guys are Plan B. If there&#039;s tanks to kill, these are the units that will be your best counters.&lt;br /&gt;
**Storm Talons or possibly Storm Ravens. They provide AA and additional firepower on the fly (no pun intended) where its needed. In a pinch they can also serve as backup AT.&lt;br /&gt;
**Land Speeder Storm Scouts. Deep Strike disruption, cheap scoring, can tackle weaker troops, and you can take a heavy flamer for free at 45 points, which negates the need for flamer Tacticals. &lt;br /&gt;
**Assault Squads with flamers and either a free drop pod or rhino. Unbelievably cheap and (in certain circumstances) incredibly effective. &lt;br /&gt;
**Grav Gun Bikers, for the same reasons as Sternguard. &lt;br /&gt;
**Grav Cannon shooty Centurions in a Land Raider. &amp;lt;s&amp;gt;They can pull the same shit the rest of your army can as LR&#039;s don&#039;t have bulky - therefore they get scout&amp;lt;/s&amp;gt;. They are very bulky. All the downsides of the Grav-Cannon range are forgotten. Bear in mind that they&#039;re shit in melee so if they get caught they&#039;re boned. Of course, if you enough points for this, you can probably use them better elsewhere.&lt;br /&gt;
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===Flavour of the Month: Bike Armies===&lt;br /&gt;
Thanks to the White Scars Chapter tactics and Khan, this is one of the strongest space marine army configurations out right now, since biker troops become very cost efficient in this manner.  Skilled rider grants &amp;lt;strike&amp;gt;4+ jink saves&amp;lt;/strike&amp;gt; 3+ Jink Saves, along with the difficult terrain shenanigans (ain&#039;t no body got time for walls), whilst Hit&amp;amp;Run basically gives a superior version of the old Combat Tactics, meaning you will almost never be bogged down in a combat you don&#039;t want.  Even better, you can disengage on the enemy Assault phase and then Shoot/Assault again in your own phases using Hit&amp;amp;Run.&lt;br /&gt;
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Khan lists also generate an incredibly potent alpha strike army.  Bikes can pack an astounding amount of small to medium arms fire, and put them in rapid fire range on turn 1.  No one is safe when you have a 5 man command squad umping 15 grav bolts into them before they even get to think about moving.  Tanks get melta shoved at them.  On the return phase, you can capitalize on your 3+ Jink and then hit everything with S5 HoW hits, stay in combat, and then run away to do both again every turn.&lt;br /&gt;
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For the love of God, though, break into the home of every Chaos player you know and smash their Helturkies.  Heldrakes can really really mess this army up.&lt;br /&gt;
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==Dataslate Formations==&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Astartes Storm Wing&#039;&#039;&#039; - Two Storm Talons and a Storm Raven in one formation.&lt;br /&gt;
** The Storm Talons act as Escorts for the Storm Raven (Meaning than when you&#039;re rolling for reserves, you only roll for the Storm Raven), thus giving the Raven some extra wounds if it gets set upon when they arrive.  The Talons also give the Raven the Strafing Run rule so long as at least one of them isn&#039;t destroyed.  Yep, GW be mad desperate to push out the fliers between this and Death From the Skies. &lt;br /&gt;
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*&#039;&#039;&#039;Reclusiam Command Squad&#039;&#039;&#039; - Alongside the Chaplain, you have to give the Command Squad an Apothecary, a Champion and a Standard Bearer and stuff them in a Razorback.&lt;br /&gt;
** This one&#039;s really iffy, mainly because the rules for it (Which give the squad Crusader as well as getting re-rolls on combat while the Chaplain still lives) focus really on the Champion and Chaplain, while the other guys are just along for the ride (Though FNP is a good thing to have).&lt;br /&gt;
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*&#039;&#039;&#039;Saint Tylus Battle Force&#039;&#039;&#039; - Cassius gets to bring along at least one Tyrannic Veteran Squad and up to six Storm Talons as a formation.&lt;br /&gt;
** Your Storm Talons are gonna be the stars of this formation as they can not only choose whether they want to infiltrate or start on-board in hover mode, but whenever they hit an enemy, then the Vets can ignore cover with their guns, since they saw who was getting hit.  Stack on the Vet&#039;s Preferred Enemy (Nids) and Zealot rule against the Nids, and you&#039;ll begin to weep along side your Tyranid-using foe.  Difference is that you&#039;ll be crying tears of joy at your muderous prowess, while they&#039;ll be crying over how hard Cruddace fucked them over.&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Tyranids&amp;diff=1011609</id>
		<title>Warhammer 40,000/7th Edition Tactics/Tyranids</title>
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		<updated>2026-05-20T15:32:29Z</updated>

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The 8th Edition Tactics are [[Warhammer_40,000/Tactics/Tyranids(8E)|here]].&lt;br /&gt;
==Why Play Tyranids==&lt;br /&gt;
[[Image:Truthfultyranids.jpg|thumb|right|]]&lt;br /&gt;
Because when you play Tyranids, EVERYTHING is delicious.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Model Count:&#039;&#039;&#039; &#039;&#039;Sooo many...&#039;&#039; One of the main reasons you&#039;re playing Tyranids is for the sheer amount of bodies you can bring on the table, so this isn&#039;t much of a surprise. Even so, the only armies that could possibly outnumber you are Renegades, Astra Militarum, and maybe Orks. Your Guant units are cheap, disposable, and come in huge ass squads. &amp;quot;Quantity has a quality of it&#039;s own.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidzilla:&#039;&#039;&#039; You&#039;re hard-pressed to find an army with more (Flying) Monstrous Creatures and heavy infantry than Tyranids. Even if you somehow wipe out an entire squad of Gaunts or Warriors, there&#039;s still that Carnifex, Hive Tyrant, and Tervigon you have to worry about.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lots of Psykers:&#039;&#039;&#039; Though some wouldn&#039;t expect it, Tyranids are just behind Chaos Daemons and Grey Knights when it comes to having the most Psykers in the game, if not having some of the best Psyker units overall. Broodlords, Tervigons, Hive Tyrants, Zoanthropes, and the Swarmlord can stack up a ridiculous amount of Warp Charges.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synapse:&#039;&#039;&#039; While within range of a Synaspe creature (who is already Fearless himself), Tyranids are basically Fearless in every sense of the word. They don&#039;t give a fiddler&#039;s fuck about how many models they lose if their Hive Tyrant or Tervigon is near them, they just keep moving forward.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flexible:&#039;&#039;&#039; Tyranids can be surprisingly flexible with how they play. They can be centered around close combat or dakka, hordes or Monstrous Creatures, discreet or full frontal assault, in any sort of combination! You can reliably take on most foes and playstyles and win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Variety:&#039;&#039;&#039; The bugs have an absurd amount of units to choose from. While some are certainly more viable than [[Pyrovore|others]], the fact that you have a unit for nearly any situation is comforting. Most if not all options can add something to your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supplements:&#039;&#039;&#039; For such an undercut army like Tyranids, they have a surprising amount of supplements and formations available for use, namely &amp;quot;Leviathan Rising 1, 2 and 3&amp;quot; and &amp;quot;Shield of Baal: Leviathan.&amp;quot; They provide a multitude of formations, allowing even more special combos and rules and extra units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As many of our lovely members of /tg/ [[Rage|would happily tell you,]] Tyranids, overall, probably have one of the worst codices in the game come 7th Edition. While there are ways to get around this and the army is still fun to play, it&#039;s a fact that you&#039;ll definitely lose a few games for mundane reasons before you start winning. These reasons are listed below:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Points Inefficiency:&#039;&#039;&#039; Many units, upgrades, and Bio-Artefacts are way too expensive for what they do, Old One Eye and the Norn Crown being the most glaring examples. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Complicated:&#039;&#039;&#039; Tyranids easily have the most special rules and weapons out of any codex in the game. Even worse is that many of them are unit specific, so trying to learn your codex will be a goddamn nightmare. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poisoned Weapons:&#039;&#039;&#039; Your entire army is organic, and your heavy units are monstrous creatures. Sure, most of them can take a krak missile to the face several times over and survive and 90% are pretty much immune to small arms fire, but a single squad of kabalite warriors can wreck your very expensive bio-weapons in a single turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synapse:&#039;&#039;&#039; Tyranids are basically Fearless... until they walk out Synapse or when a Synapse creature goes &#039;&#039;splat.&#039;&#039; When that happens your entire army begins to either eat itself, go to ground, or attack the nearest enemy unit. It&#039;s a bit frustrating when your success hinges on a couple units being within range and/or not dying.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Situational:&#039;&#039;&#039; Easily the most annoying con, many rules and such are extremely situational in their use. The Warlord Traits are the most unforgivable, with most of them dealing with Night Fighting and Terrain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Painting:&#039;&#039;&#039; While you can have fun with the color schemes, painting Gaunts over and over again and the model details can make Tyranids a pain in the ass to paint and put together. Also, many of the listed weapons don&#039;t have available bits, so have fun trying to convert some. (arguably, this could be considered a Pro for some people...)&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
Luckily, they did forget to restrict us to Tyranid-only Warlord Traits a la the psychic power tables, so you can still roll on the BRB table for your trait. Seriously Just Use the Big Rule Book Warlord Tables because the Tyranid specific ones are extremely Situational (IE FULL OF SUCK)&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Nature&#039;s Bane&#039;&#039;&#039; – At the beginning of each movement phase select one jungle (forest, trees, swamp, you get the idea) within 12&amp;quot; of the warlord; it becomes dangerous terrain.  Unbelievably situational at best because good luck finding a Forest on a City or Desert Table.  Better hope for a different one.&lt;br /&gt;
#&#039;&#039;&#039;Heightened Senses&#039;&#039;&#039; – The warlord and Nids within 12&amp;quot; have Night Vision. Really only comes into play turn one to shoot into the enemy&#039;s deployment zone but what in the Tyranid Codex Can shoot across No Man&#039;s land?  You&#039;re bringing three rupture Cannon Tyranofexes perhaps.&lt;br /&gt;
#&#039;&#039;&#039;Synaptic Lynchpin&#039;&#039;&#039; – The warlord has an 18&amp;quot; synapse range. The Swarmlord gets this by default, which honestly is kind of stupid since Mind Eater would be far more useful for it, and if a non synapse creature rolls the lynchpin trait it turns them into a synapse creature with an extra 6&amp;quot; range to their default Synapse Range. &lt;br /&gt;
#&#039;&#039;&#039;Mind Eater&#039;&#039;&#039; – 2 VP for independents slain by the warlord in a challenge. Deathleaper gets this by default, which is a waste since it&#039;s too fragile to stand up to most ICs.  Another WHY?  Your Flyrants should be flying not challenging.  &lt;br /&gt;
#&#039;&#039;&#039;Digestive Denial&#039;&#039;&#039; – After deployment, pick one piece of terrain on opponent&#039;s side that was NOT paid for, the cover save worsens by one (ie 4+ becomes a 5+, etc.) This can be beneficial if you are doing quite a bit of anti light infantry/vehicle shooting with the Exocrine and is also good generally, but in most cases armour will be the issue, not cover.  Meanwhile everyone else has at least several weapons/methods they can use to ignore cover however they want.&lt;br /&gt;
#&#039;&#039;&#039;Adaptive Biology&#039;&#039;&#039; – The Warlord gains Feel No Pain (5+) on the next movement phase after it suffers a wound for the rest of the game, even if you regenerate it. Old One Eye gets this by default, finally something that makes sense.  This is the one you want. But if you have a godly tank of a melee warlord just go for Four.&lt;br /&gt;
&lt;br /&gt;
==Powers of the Hive Mind==&lt;br /&gt;
This is the only psychic discipline table your psykers will be rolling on (Not any more, Genestealer Cultists now have access to Telekinesis). The good news is most of the powers are good in terms of Blessings and screwing up enemy units. While the Great Devourer can&#039;t use Rulebook disciplines, Powers of the Hive Mind still gives you the goodies you need. 7th edition psychic focus means all your psykers get dominion as a bonus power on top of what you roll...Zoanthropes anyone?&lt;br /&gt;
&lt;br /&gt;
:Primaris. &#039;&#039;&#039;Dominion&#039;&#039;&#039;: Adds 6&amp;quot; to the Psyker&#039;s Synapse Range. Pretty decent, never hurts to give your swarms more breathing room from being crammed up. With the new FAQ for 7th edition out now, Psykers without the synapse rule who cast dominion gain a 6&amp;quot; synapse for the duration of the power.&lt;br /&gt;
# &#039;&#039;&#039;Catalyst&#039;&#039;&#039;: Psyker and one friendly unit within 12&amp;quot; gains Feel No Pain. What&#039;s not to like?  Cast this puppy on that 30-strong brood of Devilgaunts in area terrain with a Venomthrope for a 3+ cover 5+ FNP, and anyone who can&#039;t bring [[Tau|Ignores Cover]] [[Eldar|S6+ weapons]] is little more than lunch meat.&lt;br /&gt;
# &#039;&#039;&#039;DA HORROR!!!&#039;&#039;&#039;: *ahem*, sorry about that. A malediction that makes an enemy unit up to 24&amp;quot; take a pinning test with a -2 modifier. This one is... Okay. Much like Fear, Pinning shouldn&#039;t be relied on. Though it can still be useful in certain situations. Broodlords only know this power.  (but seriously, the power is 24&amp;quot;, and Broodlords+Genestealers can Infiltrate within 18&amp;quot; in plain sight or 12&amp;quot; without line of sight, making mass-Genestealer lists potentially devastating against armies that aren&#039;t immune to Pinning)&lt;br /&gt;
# &#039;&#039;&#039;Onslaught&#039;&#039;&#039;: Oh look, a 24&amp;quot; blessing that lets a unit run AND shoot in the Shooting phase. Makes up for the relatively short range weapons that need to get close quickly like Impaler Cannons, Devourers, Bio-Plasma and Bio-Plasmic Cannons. A good power to have!&lt;br /&gt;
# &#039;&#039;&#039;Paroxysm&#039;&#039;&#039;: Same as Horror, but instead reducing the unit&#039;s Weapon Skill and Ballistic skill by D3 (For both when you roll). Its better because making them shoot at low BS or letting your swarm hit them on 3s is far more useful than Pinning. Makes the Haruspex really good at killing elite infantry, what with the getting an extra attack for every wound it inflicts[[Blood Angels|(new attacks do not generate new attacks)]].  The previous version was better, but let&#039;s count our &amp;lt;s&amp;gt;blessings&amp;lt;/s&amp;gt; maledictions where we can.  The new version does have some differences to the old that are strictly advantageous- Significantly increased range, and it&#039;s now a malediction instead of a shooting attack, which means it can still be cast while the user is engaged in combat.&lt;br /&gt;
# &#039;&#039;&#039;Psychic Scream&#039;&#039;&#039;: What they gave us in place of Doom, but for everyone. Basically a watered down version of Psychic &amp;quot;Shriek&amp;quot; (See the similarities?), instead of 3d6 , you get 2d6 +2. It&#039;s a Nova power, but with a range of only 6&amp;quot;, it&#039;s not so useful. Not as good, but hey, better than nothing, right? EDIT: This power is absolutely splendid against armies with purely psychic units such as Grey Knights, Tyranids and Daemons due to Shadow in the Warp&#039;s -3 Ld against Psykers.&lt;br /&gt;
# &#039;&#039;&#039;Warp Blast&#039;&#039;&#039;: A witchfire that costs 2 WC, and you have a choice between a s5 ap3 Small Blast or s10 ap2 (why? Come on Cruddace you coypasta everything else whynot AP 1 like last edition?) Lance. Both are short range (24&amp;quot; Blast, 18&amp;quot; Lance), but these powers pack a punch. Zoanthropes still know this power by default thankfully.&lt;br /&gt;
&lt;br /&gt;
== Melee Weapons==&lt;br /&gt;
Not a whole lot in this section, but our close combat weapons are straightforward for what they do. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Talons&#039;&#039;&#039;: These got nerfed with Boneswords being right behind these weapons. They no longer you let you reroll ones anymore, so they&#039;re now simply AP 6 CCWs. On Monstrous Creatures these are okay if you want to keep them cheap, otherwise the only use Talons will see is to grant units the extra attack since they&#039;re free. That&#039;s about it. Summary: AP 6 Chainswords.&lt;br /&gt;
*&#039;&#039;&#039;Rending Claws&#039;&#039;&#039;: You know them, you love them. Now they&#039;re AP 5, good against Flak Jacket and T-shirt wearing squishes. But their main use is to wound ANYTHING on 6s and ignore armour saves when they do so. For only five rippers, you can&#039;t go wrong with these. &lt;br /&gt;
*&#039;&#039;&#039;Boneswords&#039;&#039;&#039;: The other weapon that got hit by the Nerfbat, Boneswords are now AP3 rather than AP2. They also lost the ability to force Leadership checks on 3d6, instant killing those who failed. Now it just instant kills models on an unsaved wound from 6s. Since you&#039;re using a pair, would it be hard to ask if it was on a 5+ since the LashBone combo also requires a 6? Otherwise, these are still good, and useful on Hive Tyrants, but for just five extra Devouring Worms you may as well go with the LashBone combo since it outclasses Boneswords (unless of course you&#039;re on a budget or want Rending Claws instead).&lt;br /&gt;
*&#039;&#039;&#039;Lash Whips&#039;&#039;&#039;: Exclusive to Venomthropes since Tyrants, Warriors, and Shrikes can only take them together with Boneswords (and Malanthropes have a Grasping Tail, which is an über Lash Whip that only works in challenges), this grants them (and those with the Bonesword combo) +3 Initiative in the Fight sub-phase. Very useful, but has crap AP. You can&#039;t use them alone anyway on other units, and it becomes AP3 when paired with the Bonesword. The old lash whips were better since other units in combat with them could benefit from them, and they reduced ALL ENEMY MODELS IN BASE CONTACT TO INITIATIVE 1 (not +3 to your own Initiative, it made enemies Initiative 1).&lt;br /&gt;
*&#039;&#039;&#039;Lash Whip and Bonesword&#039;&#039;&#039;: Same as above, but mixing the two for AP3 attacks plus the Initiative bonus and chance to instant kill on a roll of 6. Another weapon you can&#039;t go wrong with. If you have the spare points, slap on rending claws and you won&#039;t have to worry about TEQs ever again! (Note that you have to choose one or the other, either ID or rending. Nid CCWs don&#039;t stack anymore, except to grant +1A if you have two sets of them, which is nice for CC monsters).&lt;br /&gt;
*&#039;&#039;&#039;Crushing Claws&#039;&#039;&#039;: No longer grant d3 extra attacks, instead they give armourbane and unwieldy as well as being S+1 AP2 and they&#039;re now 10pts cheaper. Now worth using on MC since they&#039;re both cheaper and MCs aren&#039;t affected by the unwieldy special rule. Slap these on Carnifexes (Carnifices? Carnifexen?) for the world&#039;s fastest can-opener (S+2D6, a return to the older days of 40K). &#039;&#039;Baneblades&#039;&#039; cannot stand up to even two &#039;fexes with these things. Against even AV 14 you&#039;re getting to roll for additional damage 11/13 of the time, with 4 attacks (or 5 on the charge) and a 1 in 6 chance of exploding afterwards.&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Okay, this is going to be the crazy part. The Destroyers of Worlds got a big range of (Pun not intended) Ranged Weapons in the book. To keep this organized and easy to know who can use them, each weapon will be under the selected unit(s) that are equipped with/can exchange to that weapon, and if they&#039;re worth using or not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Tyrant Weapons*&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Twin-linked Deathspitter&#039;&#039;&#039;: Cheapest weapon, these are similar to Twin-linked Pulse Carbines, but with extra shots. Pretty decent for its points cost, although it gets overshadowed by this next weapon.&lt;br /&gt;
**&#039;&#039;&#039;Twin-linked Devourer with brainleech worms&#039;&#039;&#039;: Quite a tongue twister, no? In any case, these should be auto include for your Flyrant, because these Devourers are Elite and Horde killers as they dakka two times better than ordinary Devourers and have S6 shots. Two of these can dump 12 shots with rerolls (Plus the fact they&#039;re now BS4) and can even glance flyers to death like the StormRaven. As I&#039;ve said, these are auto include, otherwise [[Derp|you&#039;re doing it wrong]]!&lt;br /&gt;
**&#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039;: Hmm, a S6 AP5 pie plate with Pinning. A walking Tyrant makes better use to these because they aren&#039;t as mobile and the weapon above gives Flyrants the best bang for their buck since they can deal more damage. But in the case for the footsloggers, this is the better choice because of its long range at 36&amp;quot; and cause Pinning, making the job easier for your Gaunts. Pretty decent at softening up those Marines before your other units charge in.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039;: This version is a S9 AP4 cupcake. This one is meh, while these are Fire/Necron Warrior killers, and can threat Terminators, the blast isn&#039;t as good and more than likely cover negates the AP (And theres usually a lot of cover). Situational at best. (Oh, almost forgot. You can only equip one cannon per a model)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tervigon Weapons*&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; There ain&#039;t much to equip them with, but the Thorax Biomorphs are worth using to make em more versatile. It makes them more expensive, but if the Miasma Cannon too pricey for you, then check out the template weapons below. One of them should make your Tervigon a threat.&lt;br /&gt;
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*&#039;&#039;&#039;Termagant Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Fleshborers&#039;&#039;&#039;: The traditional compact-carbine-nest, these are basically Bolt Pistols. A good weapon to stick with although better range would have been nice.&lt;br /&gt;
**&#039;&#039;&#039;Spinefists&#039;&#039;&#039;: Now that these are free, you have a choice between stronger shots or reliable hits. Either way, Spinefists are also good, it will come down to your preference and who you&#039;re facing.  One thing to keep in mind is that while spinefisfs are slightly worse against most targets, they are better at overwatch by nature of being twin linked.  Otherwise, against T1 and 3 fists are best, and against 4 they are equal.  Everything else is better killed with fleshborers.&lt;br /&gt;
**&#039;&#039;&#039;Spike Rifle&#039;&#039;&#039;: Another freebie, except this Harpoon Launcher acts more like an Assault 1 Lasgun (IE, even worse). No bits exist, so you will need to do some conversions if you want to use this weapon. They suck. Want to use em anyway? Only use is to add some affordable meat shields for your devilgaunts. Though they only do this as good as the alternatives if you need to stay out of a dangerous threat zone (avoid counter attacking flamers, melee units etc) The range can make the overall damage output not terrible compared to it&#039;s brothers against minimal toughness units and any who won&#039;t care about ap 5. Their ONLY advantage over devourers is affordability/durability, so tailor the ratio. More SR for more bodies more devs for power. Laugh as your opponent wipes out sad spike gaunts to get to your devils, especially if they have [[Carnifex|more]] [[Hive Tyrant|important]] [[Dimachaeron|things]] [[Zoanthrope|to]] [[Hive Guard|worry]] [[Genestealer|about]].&lt;br /&gt;
**&#039;&#039;&#039;Devourer&#039;&#039;&#039;: A favorite by many, this thing has a good amount of dakka for the price of a Termagant, meaning you&#039;ll pay twice the price of a Gaunt. But for having longer range, granting you strong slugs (Or worms) and just outgun the rest of the options, how can you argue for its expensive cost? A fantastic choice IF you can afford them. A 30 strong brood with these things can and will slaughter any other infantry on the map if they are caught in the open in range of the entire brood.&lt;br /&gt;
**&#039;&#039;&#039;Strangleweb&#039;&#039;&#039;: Huh, forgot to include this in the list. Anyway, every ten Gaunts in the unit can take this weapon for- wait, it&#039;s 5pts? Oh, its a Template weapon, okay that&#039;s fine, and they&#039;re... S2 Ap- and Pinning? Ugh, maybe it was best to not bother mentioning this crappy web shooter. Just take Devourers, or stick with your Fleshborers. The Template damage is too weak and Harpy&#039;s with Stranglethorn Cannons does a better job Pinning down entrenched units. You only have to cover two MEQs with the template to beat the wound output of a fleshborer, so for 5 pts it might not be a terrible investment.&lt;br /&gt;
**&#039;&#039;&#039;Mixed Weapons&#039;&#039;&#039;: The big change and lets be honest other than point cost reductions the only important option is that you can now throw a row of othergaunts in front of your Devilgaunts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors/Shrikes/Prime*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Devourer&#039;&#039;&#039;: The default weapon, it gives then the dakka they need. Good to keep overall.&lt;br /&gt;
**&#039;&#039;&#039;Spinefists&#039;&#039;&#039;: Why would you give up the Devourers for these? Jokes aside, these are decent since they&#039;re AP 5. They&#039;re more useful on Shrikes since they&#039;re faster, but in most cases the Devourer outclasses Spinefists, in terms of range and damage output. &lt;br /&gt;
**&#039;&#039;&#039;Deathspitter&#039;&#039;&#039;: Even more deadly than Devourers, your get S+1 and AP5 for 5pts a pop. Solid choice if Devourers aren&#039;t doing it for you.&lt;br /&gt;
**&#039;&#039;&#039;Barbed Strangler*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;: A S4 AP5 pie plate Not bad, but with BS3 (For Warriors and Shrikes), it would be difficult to land a hit, even more so to wound if they&#039;re MEQs or in cover. If a Prime is with them, sure it can be useful.&lt;br /&gt;
**&#039;&#039;&#039;Venom Cannon*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; &#039;&#039;&#039;: Stronger with S6 AP4, but they&#039;re small blast. As mentioned above, you should save the points for something else unless the Prime is hanging out with them. (Note, like the Hive Tyrant you can take only one of these blast weapons per unit)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rippers/Sky-Slashers Spinefists&#039;&#039;&#039;: You don&#039;t get these for free this time, and cost a Termagant each. In friendly games they&#039;re great, but in general don&#039;t bother as it makes them more expensive. If they were half the price, then they would be an auto take.&lt;br /&gt;
**Now in 7th edition units with the Swarms USR are proper scoring so now that deep-striking these lil&#039; gribblies is an option, Spinefists now give the Rippers something to do with 12+ twin-lined shots on the turn they arrive before heading towards the prey on that objective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Guard Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;: Awesome. Krak Missles that Ignores Cover and don&#039;t require line of sight makes these a must have. Short range and AP4 tho, but they&#039;re still awesome. Hive Guard earned the name of premier transport hunter in the game thanks to these guns.&lt;br /&gt;
**&#039;&#039;&#039;Shockcannon&#039;&#039;&#039;: Not as good because they don&#039;t Ignore Cover, even shorter at range, and you need line of sight. Being blast and Haywire makes them good at glancing all vehicles and even penetrate on 6s. If Shockcannons were free to swap (And don&#039;t require line of sight), then they would be worth considering. As it is, save the points and stick with Impaler Cannons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyrovore Flamespurt&#039;&#039;&#039;: Basiclly a Heavy Flamer. No need to go into details since you won&#039;t be using them sadly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haruspex Grasping Tongue&#039;&#039;&#039;: If you&#039;re familier with the Bloodthirster&#039;s whip, then this is the Tyranid&#039;s version, but with Gulp! If you roll a six to hit, it counts as a presicion shot! Useful when you roll it, you can pick which TEQ you want to eat!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gargoyle Fleshborers&#039;&#039;&#039;: Not much different here, but since they&#039;re jump infantry, they can get closer and get more shots in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravener Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Spinefists&#039;&#039;&#039;: Cheapest out of the three, with a good number of shots/attacks and with them being Beasts plus their mediocre BS, these are a great pairing for the two. Good to put on a couple of Raveners.&lt;br /&gt;
**&#039;&#039;&#039;Devourer&#039;&#039;&#039;: Couple of points more to equip, otherwise same weapon as other units.&lt;br /&gt;
**&#039;&#039;&#039;Deathspitter&#039;&#039;&#039;: What the hell?! 10pts per a model? Well they certainly are better than Devourer, but damn it&#039;s expensive. If you want a fast moving model that can use a Deathspitter, consider using them on Shrikes since they&#039;re both cheaper and generally a better unit because they&#039;re Synapse Creatures. Otherwise it&#039;s a decent choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harpy Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Twin-linked Stranglethorn cannon&#039;&#039;&#039;: A single S6, AP5, Pinning Large Blast, with the added benefit of being twin-linked. This is going to increase the Harpy&#039;s role in meat-grinding infantry, which is largely it&#039;s most important role. The only time this loadout will fail to disappoint is when your opponent is fully mechanized. Which leads to the next weapon choice.&lt;br /&gt;
**&#039;&#039;&#039;Twin-linked Heavy Venom cannon&#039;&#039;&#039;: This costs 5 points more that may be an up/downgrade depending on how you use it. The S9 on this weapon is going to allow you to instant-death T4 units, but first consider how many of those models you&#039;re going to hit. Most multi-wound models are typically on medium bases. Disregarding the twin-linked attribute, when spread out, (or even slightly spaced apart) you&#039;re only going to hit one or two models at best. Instead, intend to use the HVC in tandem with the speed of the FMC for taking out side armor on transports. &lt;br /&gt;
**&#039;&#039;&#039;Spore Mine Cysts&#039;&#039;&#039;: Being S4 AP4 and Barrage, this makes Orks, Tau, and the like scare their infantry with the amount of damage it can deal. Cover won&#039;t save them this time! If the Harpy misses, then she drops d3 Spore Mines on the place it lands. See the unit for more details.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Crone Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Drool Cannon&#039;&#039;&#039;: This mouth watering template will scare the pants off of light infantry, although it lacks Torrent  (And the ability [[Heldrake| to shoot from any direction]]) and it doesn&#039;t ignore MEQ saves as always. Still, not bad of a weapon.&lt;br /&gt;
***Even though, ironically, the Crone can fire any weapon 360 degress because it&#039;s a FMC and not a vehicle, and now the [[Heldrake]] cannot.&lt;br /&gt;
**&#039;&#039;&#039;Tentaclids&#039;&#039;&#039;: Sweet Hive Mind, Seeking and Haywire missiles? Now we have a way to deal with flyers aside our special Vector Stirke. [[Nephilim Jetfighter|Dark Angel players wished their Blacksword missiles had these rules.]] The downside? One use only, and you have four, so use them wisely. Ironically, the Seeking rule makes the Hive Crone more accurate against units in the air than units on the ground. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Carnifex Weapons&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Bio-Plasma&#039;&#039;&#039;: A somewhat useless weapon upgrade. With a 12&amp;quot; firing range, most units Bio-Plasma is good at taking out are also amazingly good at anal-plowing Carnifexes. Now consider this, taking Bio-Plasma on a dakkafex is going to impair the ability to fire two Brainleech Devourers, something you paid to use. Taking Bio-Plasma on bare bones Carnifexes is just asking for trouble, as you&#039;d have to deliberately get in range of dangerous units and then only be able to assault them since you shot at them. Avoid taking unless you have a hardon for acid-drooling mouths (I do).&lt;br /&gt;
**&#039;&#039;&#039;Twin-linked Deathspitters&#039;&#039;&#039;: Again, this should be considered using if you&#039;re low on points, especially if you want to run three in a Brood or use one in low point games. Beyond that, this weapon lacks the awesome power this next weapon holds.&lt;br /&gt;
**&#039;&#039;&#039;Twin-linked Devourers with Brainleech Worms&#039;&#039;&#039;: Geez, there&#039;s the long name again! But seriously, if you didn&#039;t equip your Carnifexes with these weapons, punch yourself in the face real hard. These are popular for the same reason as why Hive Tyrants use these, except you&#039;re still stuck with BS3. With two Brainleech Devourers, this set up only cost 150 pts, so take another Carnifex if you want more [[Dakka|Dakka]]! Much like the Hive Tyrant, accept no substitute.&lt;br /&gt;
**&#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039;: Better than a Heavy Venom cannon -- situationally better than Brainleech Devourers. Consider taking if you don&#039;t want to put your Carnifexes in range of your opponents short to medium range firepower.  If your looking for a mix of melee and shooting for your Carnifexes, however, taking this and Crushing Claws will cost the same as a Dakkafex. While not as awesome, it&#039;s still a good choice. Pinning can also play a role in some situations.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039;: These should typically be avoided on Carnifexes. You&#039;re going to spend a lot of points on a unit that is going to be outshined by other units that perform the same role. They lack the mobility to hit anything but front armor, have BS3 SMALL blast, and can&#039;t handle air units like Brainleech Devourers can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biovore Spore Mine Launcher&#039;&#039;&#039;: Excellent cheap pie plates with Barrage on a 3 wound Brood, they excel at killing light infantry behind cover. Drop these on a unit sitting on an objective, and use their blood and body parts to make yourself some salsa when victory is yours.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trygon Bio-Electric Pulse&#039;&#039;&#039;: These mind bullets are the bane to light infantrys as not only they have strong shots, but the fact the Trygon can Overwatch, which can surprise new players that weren&#039;t expecting to recieve return fire for charging in.&lt;br /&gt;
**&#039;&#039;&#039;Trygon Prime Bio-Electric Pulse with Containment Spines&#039;&#039;&#039;: A beefed up version, extra range and dakka for the Prime. This puts it on par with two Twin-linked Brainleech Devourers, as AP5 can be an advantage in some cases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exocrine Bio-Plasmic Cannon&#039;&#039;&#039;: If you think the Bio-Plasma is weak sauce, then you&#039;re going to love this. The option to switch from Large Blast or &#039;&#039;&#039;Assault 6&#039;&#039;&#039; Plasma shots makes this a must have as the versatility of this Plasma Cannon is awesome. Best of all, it lacks the Gets Hot rule, so find a place to sit to get the extra BS point, and start blasting shit!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrannofex Weapons&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Acid Spray&#039;&#039;&#039;: It&#039;s a Drool Cannon with Torrent added to it. This one is ment to take away cover from infantry that relies on them, and S6 is terrifying to boot. &lt;br /&gt;
**&#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039;: Wow, an Assault 20 bolter at 18&amp;quot;. While not as impressive as the Acid Spray, it&#039;s a five point upgrade and is meant to take on blobs like Boyz and Cultists. But at BS3, about half the shots will hit. It still haves it&#039;s uses tho, so it isn&#039;t a terrible weapon.&lt;br /&gt;
**&#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039;: Now with Smash getting nerfed, the Rupture Cannon can find some use in taking on tanks. Don&#039;t expect to blow up Land Raiders with this, but it can help take a hull point or two off. Combine this with a Carnifex with Crushing Claws, and you have a way to deal with mech lists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039;: Template weapons that&#039;re all 10pts. Only one can be taken per model. These are your choices:&lt;br /&gt;
**&#039;&#039;&#039;Desiccator Larvae&#039;&#039;&#039;: A Fleshbane template with no AP value. Useful on high Toughness units and Daemons.&lt;br /&gt;
**&#039;&#039;&#039;Electroshock Grubs&#039;&#039;&#039;: Pulse Rifle template plus Haywire. Probably the best against Hordes and Vehicles before charging in. If a walker charges a model with this thing the look on your opponents face will make the 10 points back straight away.&lt;br /&gt;
**&#039;&#039;&#039;Sherddershard Beetles&#039;&#039;&#039;: S3 with Rending and Shred. This is your TEQ killer right here.&lt;br /&gt;
*** These can NOT be fired any longer in addition to other weapons, kinda takes some of their punch. Nice to throw on a model you want to have two shooting attacks without giving up an artefact/melee weapon.&lt;br /&gt;
&lt;br /&gt;
(&#039;&#039;&#039;*&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; = Cannot equip the weapon. *&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; = May equip a Thorax Biomorph.&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
There&#039;s more to come. Stay tune /tg/&lt;br /&gt;
&lt;br /&gt;
==Bio-Artefacts==&lt;br /&gt;
Yes, they&#039;re really called [[Derp|Bio-Artefacts.]] &#039;&#039;Really.&#039;&#039;  As you might expect from the rest of the Codex, most of these are of situational use at best. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maaaaaw-Claaaaaws (of Thyrax):&#039;&#039;&#039; They&#039;re Rending Claws with Assimilate, so the model using them gets to say &amp;quot;resistance is futile&amp;quot;. Jokes aside it gives the bug Preferred Enemy against an entire Codex the first time it kills a model from that Codex in close combat. So pretty much a not so good Malanthrope...  It sounds neat and it&#039;s fairly cheap; however, it suffers the same issue as the Dimensional Key in Chaos Marines and Porta-Rack in Dark Angels: by the time you unlock Preferred Enemy (which isn&#039;t exactly super-amazing on a single unit anyway) the game will already be mostly over. Still, if you were planning to take Rending Claws anyway, this is a decent choice. You might want to consider giving them to a Trygon Prime: while some of the bonuses are lost on a Monstrous Creature, Preferred Enemy might very well prove the difference between wiping a unit/vehicle or being stuck in another round of combat. A flying Hive Tyrant makes the best use as he can get to combat very quickly and makes him strike at S7 with Smash. It&#039;s also cheaper than Old Adversary, plus it&#039;s a CCW, so for a Close combat or a mixed Flying Hive Tyrant, you can&#039;t go wrong.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039;:Snap the Maw Claws on a Tyranid Prime in a unit of 20-30 gants/gaunts of your choice and make him your Warlord. Not only does this give the entire unit Preferred Enemy if the Prime kills a model in CC but it also means your opponent has to chew through 20-30 wounds to kill your Warlord&lt;br /&gt;
*&#039;&#039;&#039;Miasma Cannon:&#039;&#039;&#039; It&#039;s an Assault 1, Poisoned (2+) shot with AP 4 and a choice of 36&amp;quot; Blast or Template. It&#039;s... alright, but AP 4 is a pretty big handicap against everyone that isn&#039;t &#039;Nids, Orks, Imperial Guard, Dark Eldar or Tau, although some Eldar lists will hate it too. Also you occasionally get Marines spamming scouts trying to be a wannabe ranger army, but still. . . You do get Ignores Cover on the Template. Still, it&#039;s 25 points, which is usually better spent [[Termagaunt|elsewhere]].  That said, adding it to a Trygon/Trygon Prime gives it &#039;&#039;&#039;two&#039;&#039;&#039; shooting attacks when it deep strikes.. adding it to a Tervigon gives it a ranged attack at 36&amp;quot;.. there are applications, but they all involve consolidating your points in your MCs, it&#039;s up to you how much you want to do that.&lt;br /&gt;
**&amp;lt;b&amp;gt;Alternative Take&amp;lt;/b&amp;gt;:  Equip this bad boy to a Trygon Prime, pop it up right next to those irritating scouts/eldar/guard or anything with a low armor save and flamer template them into oblivion!  Anything that survives can eat the rest of the shooting from the Trygon Prime. Alternatively slap it on a Tyranid Prime, and stick him with Dakkafexes and you have a good ranged unit. It&#039;s only 5 pts more than the Venom Cannon and it&#039;s the only one the Prime can equip, so why not?&lt;br /&gt;
**&amp;lt;b&amp;gt;A Second Alternative Take&amp;lt;/b&amp;gt;: Put this on a troop tervigon have it sit on a backfield objective (with bivores and an exocrine if you like and provide synapse) if anything comes to close suddenly their being attacked and shot at by termagants for a round.&lt;br /&gt;
*&#039;&#039;&#039;The Norn Crown:&#039;&#039;&#039; The Norn Crown isn&#039;t actually an item that you can take. If you actually take it in an army list, you will automatically be sent a letter to join the Games Workshop Design Studio, because clearly you&#039;re bad enough at determining balance that you&#039;ll fit right in! It adds 6&amp;quot; to the user&#039;s Synapse range. &#039;&#039;For 40 points.&#039;&#039; You know, [[Derp|that same thing that a Warlord Trait and the Primaris power do]]. Okay, so, sure, you can extend Synapse to a really far range if you combine the three (for a synapse range of 30 inches), and you might not have a choice if your army list consists of one Synapse creature and two hundred Gaunts or something. But, seriously. &#039;&#039;&#039;40 points.&#039;&#039;&#039;Situational at absolute best. &lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039;: While this upgrade is laughable, remember that both the Tyranid and Trygon Prime isn&#039;t a Psyker, and the Tervigon can only cast one power. This is when the Norn Crown comes in. While it&#039;s &#039;&#039;&#039;expensive&#039;&#039;&#039; (An appropriate word I would give this Artefact), Synapse is very important in this edition. The Primes can definitely find use, either coming in via deep strike and act as a back up Synapses Creature, be able to  footslog with a lot of Gaunts and can cast one of the powers from the PotHM, or stay in the backfield babysitting Biovores and Gaunts on an objective. Again, while expensive, some will still pay for it on those that needs it without wasting their power, or can&#039;t use the power, -Dominion.&lt;br /&gt;
*&#039;&#039;&#039;The Ymgarl Factor&#039;&#039;&#039;: So, Ymgarl Genestealers were removed (guess they rejoined a hive fleet like they wanted), but they get a cameo of sorts in this Bio-Artefact. Each turn, a model with this Bio-Artefact gets to pick one of three upgrades (similar to [[Obliterator]]s, albeit with upgrades instead of weapons), of which the most important is +1 to armour save. Now, this is pretty nice, but there are some pretty big caveats. First, you can only change it at the beginning of the Assault phase. Second, you &#039;&#039;must&#039;&#039; change each turn. Finally, it&#039;s &#039;&#039;40 points.&#039;&#039; A permanent +1 to armour save &#039;&#039;might&#039;&#039; have been worth it, but you&#039;re going to have to switch every other turn even after you do get into combat so it&#039;s not exactly consistent and with its effectiveness only extending to the assault phase it&#039;s only worth it on a fast monster you don&#039;t want to get rocket sniped to death as it crosses the board in one or two turns. (These boosts only last for the Assault phase and not the turn)&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Obliterax&#039;&#039;&#039;: The Reaper tries (and mostly fails) to be a bonesword &amp;amp; lashwhip + 1, which is to say it&#039;s a bonesword/lashwhip combo that also has a +1 S bonus and Shred. For 25 points more than a normal Lash Whip and Bonesword, though only 15 points more than a Lashbone and Toxin Sacs, if you don&#039;t mind wounding T8 a little less often. Excepting of course the fact that you can put it on a Trygon Prime. A [[Fulgrim|Mother Fucking Multi Armed Sword Wielding Snake Monster.]] Model one up with tits and you can run Shiva all over the place eating everything. The basic here is that the Lashbone is only available to a few units and the artifact makes it available to a few more albeit at higher points. If you want a Tervigon to actually be threatening in close combat, you can add this to it too, making it swing at initiative 5 so it&#039;s actually a problem for power sword-wielding Marines. Also worth mentioning that re-rolling wounds makes getting that 6 for ID even more likely, which could come up if you didn&#039;t take toxin sacs or the re-roll from toxin sacs doesn&#039;t apply.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039;: A Hive Tyrant with the Reaper of Obliterax can strike at the same time as a Daemon Prince, hit&#039;s harder than he does, ignores his power armor at AP2, and can instant death him on a 6 (With a Shred reroll don&#039;t forget)This is one of the few ways in which a Tyranid can best a Prince in close combat (another way being the SWARMLORD). *WARNING*: DO NOT Send this Hive Tyrant after any Greater Daemons other than the Lord of Change and perhaps the Unclean one. You will die horribly if you think the Reaper of Obliterax can help you solo a Bloodthirster (the Swarmlord can)&lt;br /&gt;
*** But a Hive Tyrant with an ordinary Lashbone and Toxin Sacs does the exact same thing for less points.&lt;br /&gt;
**** Not against things like wraithlords, where they are tougher. If a wraithknight runs at you, or you try to get a stormsurge, poison means jackshit, so there is that.&lt;br /&gt;
&lt;br /&gt;
==Biomorphs==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; For every unsaved wound the bug takes the enemy unit makes an Initiative test and suffers a S5 AP2 hit for every failed one. Better then Ichor Blood (CSM), worse than Burning Blood(Daemons). Can be hilarious when that one surviving terminator who just killed your monster gets melted by his own attack and you still get the kill point.&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; Fleet and Furious Charge, cheaper for units that already have Fleet. Except Trygons.&lt;br /&gt;
*&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; It Will Not Die on a 4+. This is amazing on monsters, except when the opponent actually understands how to shoot an MC to death in one turn, in which case you just wasted (cost of unit)+30 points.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; All enemies in The entire assault take a S3 AP- Poisoned (4+) hit at initiative step 1. One use only.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Poisoned (4+) for melee. Decent on Gaunts although expensive&lt;br /&gt;
*&#039;&#039;&#039;Spine Banks:&#039;&#039;&#039; Count-as assault grenades, same profile as a thrown frag grenade too except the entire brood can fire them off.&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks:&#039;&#039;&#039; Your other source of pseudo-assault grenades; 6&amp;quot; S user and Assault 2. No longer Rending.&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; Slap these on a Tyrant and start up your own [[Flying Circus]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tail Biomorphs&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;none of these benefit from any other biomorphs or blessings. WYSIWYG&#039;&#039;. Does it benefit from unit type rules? i.e. Carnifex monstrous creature smash effect to ignore armor in close combat? No, this is specifically ruled against. Also does not benefit from adrenal glands or toxin sacs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mace Tail:&#039;&#039;&#039; S8 AP- and Unwieldy. Amusingly you can ignore the Unwieldy part since the only units that can take it are MCs, and it&#039;s the unwieldy rule itself that allows MCs to ignore it, and not any property or rule of monstrous creatures themselves.&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Pincher:&#039;&#039;&#039; S6 AP5. &#039;&#039;(Red Terror is stuck with this.  Which is great, since it has a better S and AP than the Red Terror does with the rest of its attacks)&#039;&#039; &#039;&#039;(yeah but this doesn&#039;t count toward the swallow whole attack)&lt;br /&gt;
*&#039;&#039;&#039;Thresher Scythe:&#039;&#039;&#039; S4 AP4 Rending.&lt;br /&gt;
*&#039;&#039;&#039;Toxinspike:&#039;&#039;&#039; S1 AP6 Poisoned (2+).&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;7th edition for Tyranids, a couple of points that apply to the changes of the race overall.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Unfortunately Tyranids at present cannot swap or exchange psychic powers for any powers within the psychic disciplines. (No longer as they can now take 2 units that can generate their powers from the Telekenesis tree, Oh the mind games to be had.) They may only use Powers of the Hive Mind. Yes, no more Main Rule Book psychic disciplines.  This is an ENORMOUS nerf as it means the Tyranids no longer have any source of Eternal Warrior, making MC-heavy lists especially vulnerable to any source of the Instant Death rule (Distort weapons, force weapons, etc).  The only real benefit the 7E Psychic rules have is that now all psykers get Dominion &#039;&#039;for free&#039;&#039;.  Make the best of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Poison:&#039;&#039;&#039; New rules for poison let you use your strength if it&#039;s better, while gaining a reroll on the wound if your S exceeds the T of the defender. Monstrous creatures can get Toxin Sacs for mere pennies and the upgrade is now highly recommended for them with how they redid Smash.  Sure, you lose out on the heavy hits by getting only one Sx2 hit, but you also get all your non-HoW attacks at AP2. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;New Instinctive Behavior Rules&#039;&#039;: Each Behavior has one of 3 results- roll a d6 to determine which one, with the first being 1-3, the second being 4-5, and the third only occurring on a 6. Given that the first (and most common one) is always the worst, keep your best units in synapse range- nothing could be more humiliating than having two members of a Carnifex brood eat each other because they moved too far away from their synapse creature.&lt;br /&gt;
**Lurk: 1-3 Fall Back / 4-5 Can shoot only when in cover / 6 Can shoot only when in cover, gains Stealth&lt;br /&gt;
**Hunt: 1-3 Go to Ground / 4-5 Shoot closest unit / 6 Shoot closest enemy unit, gains Preferred Enemy&lt;br /&gt;
**Feed: 1-3 Inflicts hits on themselves / 4-5 Charge closest enemy unit / 6 Charge closest enemy unit, gains Rage&lt;br /&gt;
***Single model units ignore Feed 1-3 results, instead acting as if they rolled a 4 or 5. &lt;br /&gt;
***Fearless models ignore Hunt 1-3 results, instead acting as if they rolled a 4 or 5.&lt;br /&gt;
&lt;br /&gt;
*A pair of melee biomorphs is now considered to be only 1 CCW, in a bit of initially-awkward streamlining. The intended equivalence is &amp;quot;my Space Marine has only one Chainsword&amp;quot; -&amp;gt; &amp;quot;my Tyranid has only one Pair of Talons&amp;quot;. The end result of this streamlining: a lower number of attacks all around - for some units that exchange talons for guns. Hive Tyrants, Tyranid Primes, Warriors, Shrikes, Genestealers, and Broodlords have the same number of attacks on their profile as they did in the last codex, but can now take two sets of melee weapons for a net increase in attacks (no scything rerolls though. Still more attacks.) Hint: Give your broodlord an extra attack for 4 pts.&lt;br /&gt;
&lt;br /&gt;
===HQ Units===&lt;br /&gt;
*&#039;&#039;&#039;[[Hive Tyrant]]:&#039;&#039;&#039; Now with BS 4. The Hive Tyrant is often regarded as the &amp;quot;leader&amp;quot; of the Hive because they are gigantic monsters with synapse power. Synapse keeps all the little monsters from running around out of your control, therefore the Hive Tyrant is the boss. Unfortunately, Hive Tyrants are very expensive in the 7th edition, clocking in at 1.65x the cost of any no-name Space Marine HQ base but lacking invulnerable saves or the ability to join any squads (Tyrant Guard are a special case, Hive Tyrants are never Independent Characters and cannot leave a unit of Tyrant Guard once they join it) and tend to get focus-fired to death when on their own. Their upgrades are also pretty expensive, but they sport a good range of versatility that can make or break the Tyrant on the battlefield such as wings or toxin sacs. Hive Commander and Old Adversary are worthy upgrades, HC gives a friendly unit Outflank, while OA is Prefered Enemy (Everything!) in close combat only now. And it&#039;s no longer an AoE upgrade. However, Tyrants can now take multiples of those. Indescribable Horror is okay, but many armies either ignore Fear or have high Ld. If you consider taking one of these without either wings or tyrant guard in a game bigger than 500, punch yourself in the face - hard.&lt;br /&gt;
**&#039;&#039;&#039;Winged Tyrants&#039;&#039;&#039;: now count as FMC and can soar above the battlefield raining down death or landing into assaults. A note on the new glancing rules for vehicles; it&#039;s quite easy to get to the softer side and rear arcs on most vehicles with the tyrant&#039;s newfound mobility, and 12 Twin-Linked Strength 6 shots average 5.333 [Whoo hoo BS4] hull points on AV10 and 3.556 hull points on AV11. Splendid! In 7th edition, wings make the Tyrant MUCH more survivable. Tyrant can no longer get a 2+ armor save so tyrant guard are a must as everything with the word power in it will shank him. Since Nids lack effective anti-air, Wings are the only real option now that they can no longer use Armored Shell. It bears noting that Flyrants are much cheaper, and with slightly more viable FA FMCs the possibility of saturated flying circus gets scary especially with double chart [not that anyone does that]. They also get two powers translating to a 1:3 chance of getting Warp lance. Flying Tyrants with the Ymgarl factor are actually a viable choice since they can now ignore air defence batteries for the one turn that they need to destroy them.&lt;br /&gt;
**&#039;&#039;&#039;Walking Tyrant:&#039;&#039;&#039; If you &#039;&#039;do&#039;&#039; choose to footslog (and there&#039;s a reason it&#039;s called foot slogging), there are a few misleading loadouts to recognize. Heavy Venom Cannons are a waste of the Tyrant&#039;s potential. People consider combining the Stranglethorn with the Miasma Cannon for anti-infantry. Don&#039;t do this. It is expensive at 40 points. The Miasma cannon is only a SMALL blast, and if you want to get in range to be using its template mode, then you might as well be using the Devourers with Brainleech Worms. &#039;&#039;Speaking of Devourers,&#039;&#039; don&#039;t take these. If you&#039;re using short ranged guns, you might as well be taking Wings for a few reasons. While you&#039;re in combat, you&#039;re wasting the points you spent on Devourers while simultaneously inhibiting the Tyrant&#039;s full combat potential. While you&#039;re outside of combat, your &#039;&#039;expensive&#039;&#039; Tyrant Guard remain only as extra wounds instead of close combat beasts. Equip your Tyrants for what they&#039;ll be best at -- close combat. Give him Old Adversary and call it a day. If you&#039;re playing against high initiative armies, give him a Lash Whip and Bonesword.&lt;br /&gt;
***&#039;&#039;&#039;Another Opinion:&#039;&#039;&#039; A Hive Tyrant without Wings is more reliable in getting to close combat. The reason why you should give him a Stranglethorn Cannon is to give him a ranged weapon so he can shoot at the enemy back, plus Pinning helps your swarm a lot. A recommended loadout is to give him, as previously mentioned, the Lash Whip and Bonesword with either the Stranglethorn or the Miasma Cannon. The latter is much better, as for only five points more than the Venom Cannon, it has poisoned (2+), and it can be converted into a template, which also wounds on a 2+. Although it can&#039;t do much against vehicles, its versatility makes up for that. The cannon makes him versatile and he has enough attacks to go against other Monstrous Creatures and Walkers. If you just want to rip and tear infantry and the like, the winged Hive Tyrant is a better choice overall.&lt;br /&gt;
**&#039;&#039;&#039;[[Tyrant Guard]]:&#039;&#039;&#039; They&#039;re S5, T6 with 2 wounds, 3+ armor, Rending Claws and Scything Talons. If you&#039;re planning on footslogging the Swarmlord across the board, Tyrant Guard are your means to get them there. They&#039;re really handy, but would 3 wounds and/or a 2+ armor save be too much to ask for? They are stated to be pound for pound the most well armoured tyranids; for fuck&#039;s sake, the Hive Mind decided not to give them eyes so the enemy couldn&#039;t shoot those and they stole the space marines&#039; fused ribs and black carapace (although the black carapace improves neural connectivity with worn armour, rather than durability)! Still, Tyrant Guards can automatically take Look Out, Sir wounds from the Hive Tyrant and Swarmlord without rolling, so you can now place them in the back and troll your opponent with 5th edition wound allocation! Additionally, they can now take a lashwhip/bonesword or crushing claws, which will give them S6, ap2, armourbane, and unwieldy. It&#039;s an interesting use for Tyrant guards, but conditional, especially if you opt for the Tyrannocyte (as the Tyrant will fill one up by himself due to the transport capacity).&lt;br /&gt;
***&#039;&#039;&#039;Bizarre Note:&#039;&#039;&#039; In the list that won LVO 2015, two Flyrants from the Leviathan detachment *each* took a single Tyrant Guard w/ Adrenal Glands. Now, this may sound absolutely insane; after all, wouldn&#039;t attaching Flyrants to an infantry unit defeat the point of them having wings? There are no rules that actually &#039;&#039;require&#039;&#039; you to run Tyrants and Tyrant Guard in the same unit, so the player just ran the two solo Tyrant Guard as objective-grabbers/campers while his flyrants did their thing. With a 3+ save and toughness 6, it would take dedicated heavy weapons to shift them off, and with enough other targets...&lt;br /&gt;
***&#039;&#039;&#039;Stupid note:&#039;&#039;&#039; Due to a poorly worded FAQ to the BRB, they can&#039;t RAW be attached to a hive tyrant anymore. Hopefully no one you play with would seriously try to enforce this, unless they are a WAAC (win at all costs) asshole, and completely missed the entire point of Tyrant Guard existing.&lt;br /&gt;
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:*Exerpt from jy2 on DakkaDakka Tactics:&lt;br /&gt;
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The Hive Tyrant is the heart of the competitive Tyranid army, especially when you give him wings and some guns. He works best with Wings, 2x twin-linked Brainleech Devourers and Electroshock Grubs. He is a major force-multiplier that helps the Tyranid army in so many categories, including:&lt;br /&gt;
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1. Reliable anti-tank with Devourers and Electroshock Grubs.&lt;br /&gt;
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2. Excellent mobility as a flying monstrous creature. Can threaten enemy targets almost anywhere on the table.&lt;br /&gt;
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3. Mobile Synapse.&lt;br /&gt;
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4. Psychic support for the army.&lt;br /&gt;
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5. He is a major offensive threat in the army and the best shooter in the army.&lt;br /&gt;
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6. The best anti-air offense in the army.&lt;br /&gt;
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7. Bullet magnet that can soak up a lot of enemy firepower and still survive. This helps to make the rest of the army more survivable.&lt;br /&gt;
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The major weakness of the shooty flyrant is that he will have problems against 2+ save units due to the lack of AP2 shooting. He is also mediocre in Assault. He can beat non-dedicated assault units, but you really don&#039;t want him getting into combat with any dedicated assault units due to a lack of an Invulnerable save on it.&lt;br /&gt;
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There are also 2 other Hive Tyrants. The close-combat Tyrant and the walking Tyrant (or walkrant). The cc-tyrant isn&#039;t really an optimal load-out because, once again, the lack of a Invulnerable save in close combat is a weakness when going up against enemy dedicated assault units. Also, if the cc-tyrant kills the enemy on the wrong turn (i.e. kills it on the Tyrant&#039;s turn), then he is open to getting shot at while on the ground by then enemy. In a competitive Tyranid army, there is no question that the shooty tyrant outclasses the cc-tyrant. The shooty tyrant can contribute to the Tyranid offense without putting itself at unnecessary risk, whereas the cc-tyrant cannot contribute to the Tyranid offense unless it puts itself at risk.&lt;br /&gt;
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The walkrant can be used as an anchor to a primarily ground-based Tyranid force. He can be quite survivable if you attach some Tyrant Guards to it. However, this type of tyrant lacks the mobility of the flyrant and, as a result, lacks flexibility as well. It takes him longer to contribute (whereas the flyrant can contribute right away) and also allows the enemy more time to shoot at it and its army while it slowly marches up towards the enemy. You could put the walkrant in a Tyrannocyte spore to give him some mobility, but if you do so, then you will be better off putting the Swarmlord or a dakkafex in there instead. From a competitive standpoint, there is absolutely no reason whatsoever to take a walkrant over a flyrant.&lt;br /&gt;
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Grades: A+ (dakka flyrant), B (shooty walkrant), C (cc-flyrant), D (cc-walkrant)&amp;lt;/div&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;[[Tervigon]]:&#039;&#039;&#039; Tervigons were the bread and butter of the last Tyranid codex, but now they&#039;ve sadly taken the brunt of the nerfing. While they are listed as an HQ choice, they should always be taken as troops because there&#039;s a reason why no other codex can have ObSec Psyker Monstrous Creatures (hint: it&#039;s cheesy). Of course, there&#039;s a catch to this -- you need to have 30 Gaunts in your army for each Tervigon you want to field as a Troops choice, and the Gaunts can&#039;t move or assault on the turn they spawn. On top of the 35 point increase for the Tervigon itself, that means that the cost of using a single Tervigon as a Troops choice has gone up by 105 points! Tervigons are really simple to use too, as besides just keeping them on objectives, all you have to worry about is when to spawn and when you know her time is up. If you care at all about the Tervigon&#039;s ability to actually fight in close combat, feel free to throw Maw-claws of Thyrax on it for 10pts. 15 pts is okay for Crushing Claws, but at the same time the Tervi&#039;s Initiative is 2 whether you take Claws or not. Still, 15pts isn&#039;t awful for the considerable anti armour power (not that MCs in general need any help against armor in assault.  Consider taking the Reaper instead, it pushes the Tervi up to initiative 5).  Also, keep in mind that Brood Progenitor no longer gives Toxin Sacs and Adrenal Glands to entire broods of Termagants, but Counter Attack instead, and the buff is now a 12&amp;quot; bubble. Counter Attack no longer requires a Leadership test, so now the buff is worth using on your Termagants. That said, any termagants spawned from the Tervigon will be codex gaunts.  There&#039;s no way to give them other upgrades and the newly spawned gaunts won&#039;t be able to move or assault on the turn they&#039;re spawned, making them easy targets for anything with access to pie plates. On top of that, if the enemy is smart enough to aim for the Tervigon with a high strength, AP3 or better weapon and actually pops her, all those gaunts are going to get faceraped harder than ever before now that the psychic backlash radius is doubled (so weigh the cost/benefits of taking Regeneration on her, it tends to be helpful, most armies are unlikely to kill the entire monster in one turn giving her a chance to heal quite a lot). They&#039;re still worth fielding as Tervigons still help out the army, but you can&#039;t run an army of them anymore as it&#039;ll be very expensive. Can still be your warlord if you have no characters which, seeing as you&#039;re playing tyranids is quite likely, so it&#039;s best to use them as buffers for your Gaunts and non-synapse units (With the Primaris blessing). Alternatively rules as written; you can now spawn (after the move) on a turn you outflank the mama-bug with the Tyrant&#039;s Hive Commander ability.  tl;dr - Take Tervigon as Troops, spawn Termagants, move them to a different Synapse Creature before they get Backlashed, profit.&lt;br /&gt;
*&#039;&#039;&#039;Tyranid Prime:&#039;&#039;&#039; Last edition the Prime was a middleweight boxer fighting in a lightweight division. Now he clocks in at 125 points. His only upgrade, aside from the Wargear table, is Flesh Hooks. In addition you can take anything from the Bio-Artifacts, basic bio-weapons, and melee bio-weapons. However, once all is said and done, the only upgrades you want to look at are Boneswords, Lash Whips, and the Norn Crown. The upgrades are pretty explanatory; ignore everything else because they&#039;re either too expensive or ill-suited for the unit. The most important aspect to discuss is its special rules. Synapse Creature, Shadow in the Warp, and Independent Character. These rules constitute for the exaggerated price of the HQ. Putting the Prime in a unit will make it &#039;&#039;the only implacable Synapse&#039;&#039; unit in the codex. This allows the Prime for Look Out, Sir exploits too. Place it in front of Gaunts to allocate wounds to the models just behind him. Unfortunately, Independent Characters can&#039;t join Monstrous Creatures, so no Tyranid Prime hanging out with the Carnifexes. Overall, an expensive support HQ that will earn its points back if you utilize its full potential.&lt;br /&gt;
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*Exerpt from Unyielding Hunger on DakkaDakka Tactics:&lt;br /&gt;
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The Tyranid Prime is the cheap man&#039;s HQ. It is not a Tyrant. It will not wade into a horde of soldiers and kill anything with impunity. It will not easily kill any major special characters and most generics that have been kitted out. The Tyranid Prime is not there to lead the horde from the front, but to support it.&lt;br /&gt;
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1. It&#039;s the only Independent Character left in the codex.&lt;br /&gt;
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2. It&#039;s one of the few to have the option to buy assault grenades.&lt;br /&gt;
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3. It&#039;s moderately versatile.&lt;br /&gt;
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4. It&#039;s cheap.&lt;br /&gt;
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Lets be frank.You took this because its cheap. You didn&#039;t take it for durability because it has very little in that regard. A single lucky S10 hit is going to take him out. So, keep that in mind as you kit it because your looking at the only Tyranid HQ with a permanent kick me sign on it&#039;s much-more-expensive-this-edition back. If you are taking this, you had better be going for overkill in your other slots because you will need to pick up the slack.&lt;br /&gt;
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To go into the basic options, you are looking at a Tyranid Warrior with boosted stat line but with some catches. The Tyranid Prime can only bring its stat line to real benefit inside a unit of Warriors who also benefit from several boosted stats. So, to put it bluntly, your paying the price of a Flyrant and then some for 12 wounds at majority toughness 4 with Look out Sir to keep your HQ alive. This will only make it a much larger target and fair easier to kill. So, why bother? Simple, Bio-artefacts. The Tyranid Prime can pick up the Miasma Cannon which with its stateline, is a fairly good option to get some shots in, and it can function in tandem with a small unit of warriors armed with a barbed strangler to ensure some good output. Beyond that, if you are feeling bold, the Norn Crown is an expensive but useful option to put on this thing. Just make sure to not go overboard on options, because this thing will have quite a bit gunning for it. For close combat, a light approach of Maw Claws of Thyrax, Flesh Hooks, and a Lashwhip and Bonesword will carry it through most conflicts fairly comfortably at 160 points with some good benefits if it goes hunting characters.&lt;br /&gt;
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For transportation purposes, it can use a Trygon tunnel or a pod at a cost. The best option is to take a pod with a small retinue of 3-4 warriors and use them like a tactical squad of terminators. Upon landing, use the boosted ballistic skill to fire into whatever your target it, and prepare for assault in the next turn. The pod can also make up for the lack of bodies because it also has multiple devourers to help weaken the enemy unit. If you upgraded your retinue&#039;s melee weapons to rending claws, you can get a bit more mileage out of them and hopefully wipe out a unit in the following turn. Another option in the pod in a group of 17 toxigaunts which their Prime babysitter. A LW/BS and Scything Talon combination will cause large amounts of concern to high toughness multi-wound models. The Prime is given plenty of ablative wounds and the toxigaunts are ensured to make it into assault without risking a fall back or mauling each other, which helps ensure that whatever this unit is dedicated to taking down is tarpitted and killed.&lt;br /&gt;
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Grades: A (Miasma Prime), B+ (Pod Prime), C (Vanilla)&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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*&#039;&#039;&#039;The [[Swarmlord]]:&#039;&#039;&#039; The ancient unstoppable Swarmlord is a model begging to be a part of a &amp;quot;Deathstar&amp;quot; unit. Reason being that the Swarmlord is massive, devastatingly powerful, unreasonably expensive (in fact it got a price increase in the codex, but a minor one at 5pts), possesses a high demand for resources during the game, and has laughably stupid weaknesses for all it took to get the damn thing. The Swarmlord basically reads like a simple flow chart; is he in assault? if no: get into assault, if yes: win assault. Its most glaring weakness is hitting it with six Krak missiles or any equivalent will statistically put it down without a fight since every missile wounds on a 2+ and ignores the damn thing&#039;s armor save. However, the Swarmlord is a Psyker (Mastery Level 3) and has several special abilities that buff either himself or nearby units in varying ways. It also gets an invulnerable save in close combat and has a ridiculously high WS. If it is in close combat, it will seriously skullfuck whatever it&#039;s fighting. It also gets to add 1 to all its reserve rolls and can give its unit or a friendly unit within 18&amp;quot; Furious Charge, Monster Hunter, or Preferred Enemy till end of turn. But with only an invulnerable save in close combat, and lacking the ability to roll for a Warlord Trait or Eternal Warrior, it&#039;s nowhere even close to being the death machine it used to be especially without the old glory of biomancy. Also, they took away his ability to force enemies in close combat to reroll their invulnerable saves, so even in assault he&#039;s not the rape train he used to be. Still able to gimp almost anything tho.&lt;br /&gt;
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*&#039;&#039;&#039;Deathleaper&#039;&#039;&#039;: Inexplicably made into an HQ unit, Deathleaper is per-point the most fragile unit in the codex, partially to compensate for the relative difficulty one can have in killing him. All shooting at him is reduced to a Snap Shot, so non-melee armies will have trouble with him (except [[Tau]] with their [[Markerlight]]s), and it makes him immune to blasts and flamers. Unfortunately, the special rules have very situational usage. One allows the Tyranid player to pick an enemy model and lower its leadership by D3, which is useful for negating bonuses from abilities like Rites of Battle (or psykers and all). Deathleaper tends to get used mostly in a Reserve Army for his Pheromone Trail (precision Deepstriking Mawlocs, heh heh heh...), acting as a buffer in anticipation of the Hive Tyrant/Swarmlord being shot. From there, he might act as a minor assassin unit. Although he&#039;s not for many armies, his utility can come into play. One special rule got added to him and the Lictors: Infiltrate. Not sure if this is a good thing or a so-so thing. Time will tell. He has hit and run, character, a lot of attacks and high ws which might be useful for assaulting, challenging murdering at I7 and running. Backed up with some genestealers especially with a broodlord against armies vulnerable against pinning&lt;br /&gt;
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*&#039;&#039;&#039;Old One Eye:&#039;&#039;&#039; OOE is one of the most tragic models in the codex, and now even more so since it takes up an HQ slot better used for just about anything else. The model is very expensive at a shade over 200 points. The price tag is equivalent to a Land Raider, but OOE is only as tough and as durable as a normal Carnifex. It has the 4+ Regeneration ability at all times, which is rolled separately from IWND if you can find a way to give it to him. And if you make this guy your warlord he gets Feel No Pain the turn [[Derp|&#039;&#039;after&#039;&#039;]] he gets shot at. Although, if he does survive that he becomes very very hard to kill. His ability to let friendly units within his 12&amp;quot; bubble to use his Ld 8 for Leadership tests could help in a pinch, but don&#039;t rely on it, unless you don&#039;t bring any Synapse creatures. It can also roll one additional attack for every original attack that hits, but it can&#039;t [[Blood Angels|roll new attacks generated from new attacks]].  He becomes even worse in the new codex, now that crushing claws no longer grant D3 additional attacks, and the berserk rampage discounts hits caused by his nifty new D3 HoW hits; on top of that the +1 strength and ap 2 are redundant thanks to his already being an S 10 monstrous creature.  Unfortunately it does not out perform a normal Carnifex with crushing claws by much, and it is out performed by Trygons for less cost. In Apocalypse games he becomes more or less pointless.&lt;br /&gt;
**With the new Tyrannocyte releases it has made many units once again viable, this includes Old One Eye as he can deep strike near the target you want him to destroy. With the changes to crushing claws giving Armour bane and OOE&#039;s generating new attacks makes him a very good cc vehicle destroyer now that he doesn&#039;t have to slowly walk up the board. Remember he has to survive a turn before he can assault so plan carefully. I have used him a few times using this method and he has performed well e.g. killing out of reach basilisks. The tyrannocyte is proving to be a excellent addition helping the less competitive units have a chance, Does this make Old One Eye the go to HQ? Hell NO he&#039;s still the worst HQ, though now he has a niche that he performs quite well at. &lt;br /&gt;
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*Thanks to Deathleaper and Old One Eye being HQ choices now, you can field an entire army completely devoid of Synapse Creatures. While strongly not recommended, we suggest you play this list at least once for comedy value in a casual game for the [[lulz]].&lt;br /&gt;
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===Elites===&lt;br /&gt;
The first thing one notices about Tyranid Elites is that you actually have options and possible upgrades for a number of the choices. Tyranids have a lot of Elite options, but many players generally opt for Hive Guard or Zoanthropes as their one stop purchase for reliable ranged anti-vehicle firepower, something not as easily found in the rest of the codex. Mech lists took a hit in that glancing hits on vehicles would have off 1 of maybe 2-3 hull points. As a result Tyranids gained a lot of ability to tear mech lists apart with other units and thus Elites are more free form.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hive Guard]]:&#039;&#039;&#039; Hive Guard are the premier Tyranid armour hunters. For five points more than a Land Speeder, you&#039;re getting model with two wounds, T6, and a 4+ save armed with the bastard offspring of a Krak Missile and a Storm Bolter. Firing two BS 3, Strength 8 shots a turn, a unit of three, or even two, of these guys will bust open transports, light skimmers, or even heavier armor should they be able to flank-it (or just glance often enough). Like everything else in the Tyranid codex, it maintains full fire-efficiency on the move. The only drawback is 24&amp;quot; is a relatively short range for popping light transports. For some unfathomable reason its gun only has AP4, making it useless against single-wound MEQs (which may have been to stop it from being an MEQ killer, remember GW luvs Space Marines). However, the Hive Guard does not need line of sight to hit a target, and it does not give a fuck about any intervening cover. Also the gun&#039;s special rule allows it to ignore cover saves from night fighting as well as anything attempting to benefit from the new jink rule and anything that popped smoke the turn before. Even with a slight nerf they are still an auto-take. And now they come in a box where you can make 3 of them from they have become even more attractive.&lt;br /&gt;
**Hive Guards now have a new gun called the shockcannon. Check out the Ranged Weapon section for more details.&lt;br /&gt;
*&#039;&#039;&#039;[[Lictor]]s:&#039;&#039;&#039; Oh boy, where do we start from here? Lictors are now cheaper, and they still keep their stats and weapons. However, they got a lot of Special Rules to help them  and the army out. They don&#039;t scatter from Deep Strike, and what&#039;s interesting is any units that comes into play via Deep Strike doesn&#039;t scatter within 6&amp;quot; of the Lictors. Just think of it, Mawlocs that don&#039;t scatter now have a better chance in gobbling up a unit camping on an objective! Fear is meh, but Hit and Run and Stealth is always handy. They can&#039;t assault from Deep Strike or Infiltrate, but have some tricks to compensate if you can protect them. Three attack base plus another for having two pairs of CCWs, plus rending and S6 make them mildly effective against standard Troops in low numbers and some HQ&#039;s... but for that matter, why aren&#039;t you taking deathleaper? Overall Lictors are better than previous editions. They are, incidentally, one of the three Tyranid models with Assault Grenades (in the form of Flesh Hooks). Best used as a very good distraction/homing beacon for Tyrannocyte spam lists, where he can give them a perfect LZ to deploy your suicide units.&lt;br /&gt;
** One Lictor on the charge throws out 5 S6 attacks, for less than half of the cost of a Wave Serpent. While &#039;&#039;&#039;one&#039;&#039;&#039; unit is easy enough to avoid or focus-fire, running multiple solo Lictors &#039;&#039;(either through running CAD+Leviathan, or using Deathleaper&#039;s Assassin Brood)&#039;&#039; means you spread out a large-scale net, and can force target overload in a single go. With Leadership 10, they can also run independent of your synapse for the most part; that said, don&#039;t be afraid to Go-To-Ground with them; remember that a Tyranid unit that went to Ground doesn&#039;t have to test for Instinctive Behavior, and Fearless units cannot go-to-ground. Depending on how you plan out your Flyrants&#039; attack vector, you can even plan on several Lictors Going to Ground, only to immediately become Fearless and available to move again once you send your Synapse over. &lt;br /&gt;
*&#039;&#039;&#039;[[Pyrovore]]s:&#039;&#039;&#039; Back in fifth edition, Pyrovores were almost-universally viewed as the most pointless, fucktarded, and confusingly detrimental unit in the entire Tyranids Codex. How about now? Well, it&#039;s gotten better, but then it&#039;s would&#039;ve been hard to go anywhere but up with this model. It received a 5 point price reduction and a buffs to a few stats (an extra Wound here, a little more Initiative there), which is... better? But then it still doesn&#039;t seem to serve a purpose in the army, especially given you can still take Hive Guard, and Venomthropes are a lot better now. &lt;br /&gt;
**There&#039;s also some [[RAW]] wording-loophole shenanigans about its Volatile rule; basically, it says that &amp;lt;u&amp;gt;every unit&amp;lt;/u&amp;gt; &#039;&#039;(on the board)&#039;&#039; takes S3 AP- hits equal to all non-Pyrovore models within [[D6]] inches of a Pyrovore hit by Instant Death, but most players would be smart enough that you wouldn&#039;t get away with it, even if you dropped them in a Tyrannocyte and they didn&#039;t shoot it down. &lt;br /&gt;
**Also, the biomorphs it has (Acid Blood and Acid Maw) were pretty much nerfed but not too badly, the latter being reduced to a single AP2 attack instead of all of the critter&#039;s attacks ignoring armor. The only good thing is that it seems that it benefits from the Promethium pipeline in Stronghold Assault, so... there&#039;s that? Honestly, it&#039;s still one of (if not &#039;&#039;the&#039;&#039;) worst units in the game. But hey, now you can take packs of them!!! :D. Worst comes to worst, they make acceptable [[Counts As|Biovore]] models.&lt;br /&gt;
***With the addition of the Tyrannocyte these guys aren&#039;t as bad anymore. Shove &#039;em in it, drop em down and burn baby burn at point blank range. Then prepare to die one turn later. But hey you managed to distract the enemy for a whole turn or two between the walking failures and the floating drop pods with Venom Cannons all over.&lt;br /&gt;
*&#039;&#039;&#039;[[Venomthrope]]s:&#039;&#039;&#039; Venomthropes are a solid choice in 7th edition. All models within 6&amp;quot; of them get Shrouded. They&#039;re fantastic support units for protecting against gunlines, and they also confer a save to monstrous creatures in a Nidzilla style army, like the Trygon or Tyrannofex or even a Heirophant.  Units with stealth, such as Lictors, can take a 4+ cover save from being near Venomthropes increasing the screening potential of Rippers if they need to advance across open ground. If night fighting is in play, anything near a Venomthrope is nearly unkillable with the cover saves they will receive. Venomthropes also have a 2+ poison and the toxic miasma biomorph (once per game an enemy unit suffers a number of hits equal to the number of models from their unit in base to base with the Venomthrope.  The hits have the poison as well and ignores cover USR)  but they don&#039;t really belong in close combat... but they aren&#039;t pushovers any more either. I6 from lash whips and 2+ poison are pretty good. Don&#039;t have them charge alone: use them as finishers instead. Since Venomthropes give Shrouded they can be used to boost the cover save provided by units, meaning that a big blob of gaunts can provide a 3+ cover save to a unit of Venomthropes and whatever else you can stick behind the gaunts and in the Shrouded bubble. A possible way of getting footslogging tyrants, warriors and MCs across the board without getting utterly obliterated. Doesn&#039;t work when the enemy has Ignores Cover of course. Like all of those flamers out there that absolutely facerape gaunts to begin with. If you&#039;re facing a Marines player, and they dump a unit of Legion of the Damned on the board, you might as well kiss this guy goodbye. EVERYTHING the Damned Legionnaires shoot has Ignores Cover. Bolters? Plasma Cannons? Lascannons? Heavy Bolters? Missiles? ALL Ignores Cover. Riparoonie, everything hoping to wander up the board safe and Shrouded.&lt;br /&gt;
**&#039;&#039;&#039;An Alternate Take:&#039;&#039;&#039; Something to consider in addition to Venomthropes in your army is the Aegis Defense Line. If you line one up straight across middle of the board, you can give everything behind it a better cover save of 4+, besides Trygons, and barring the oddly angled shot on an MC. It is also cheaper, can&#039;t die, doesn&#039;t take up a valuable Elites slot, and can sometimes block LoS completely. It works both ways, but that usually isn&#039;t a problem since most of our AP values are too low to hurt MEQs anyway. It&#039;s a toss-up between the utility of the Venomthropes&#039; defensive grenades versus the cost and reliability of the ADL&#039;s cover save. Pro Tip: Take both! Venomthropes giving shrouded to Exocrines, Tyrannofexes, Hive Guard, and the like for a 2+ save! Crones when they glide or fly on near a Venomthope will get 5+ cover out in the open as well, 3+ if they choose to dive (not a bad idea due to their main damage being their vector strike). The Venomthrope is going to be the lynchpin in a lot of lists.&lt;br /&gt;
*&#039;&#039;&#039;[[Zoanthrope]]s:&#039;&#039;&#039; Psychic breachers, more or less. With ML 2, guaranteed access to Warp Blast/Lance (as well as gaining extra shots for each Zoanthrope in he unit), and a 3++, they&#039;re meant to get in close, blast your foe, then reposition some. Zoanthropes are a pretty &amp;quot;go big or go home&amp;quot; unit though, and like most other Psykers you get diminishing returns on them due to restrictions on Warp Charge. That said, they make a good unit to take advantage of any spare Warp Charge your Flyrants might not actually be able to reliably take advantage of. Strongly consider a Mucoloid Spore to get them on the field; while you could use a Trygon tunnel, those are best used for follow-up objective grabbers.&lt;br /&gt;
**&#039;&#039;&#039;[[Neurothrope]]:&#039;&#039;&#039; If you&#039;re going to take a unit of 3 Zoanthropes, you might as well pay the extra 5 meltabombs to field this guy. As a character, the Neurothrope gives some minor wound allocation via Look Out Sir, but that&#039;s not the real reason to take one. Rather, the Neurothrope&#039;s signature ability is granting the unit &#039;&#039;&#039;Spirit Leech&#039;&#039;&#039;. Spirit Leech is basically Psychic Shriek, except better: For each unsaved wound you cause, you gain a free Warp Charge that can only be used for Warp Blast. Ideally you should reach out, flush one small unit from cover (see: Pathfinders or Guardian Jetbikes), finish off with blasting another target, then Running to reposition into a better location.&lt;br /&gt;
*&#039;&#039;&#039;[[Haruspex]]:&#039;&#039;&#039; This [[/d/|hentai monster]] wannabe is a designated infantry-killer, with a rape-tongue of S6 AP2 (Assault 1, Precision Shots on a To Hit of 6, 12&amp;quot; range), A3, and 5 wounds. While unimpressive on paper, each  unsaved wound it causes gives it an extra attack in that combat (extra attacks do not generate extra attacks) and it can restore one wound a turn if it successfully lands an unsaved wound on an enemy (only on the turn it charges but if it&#039;s in combat you probably charged anyway, just remember it&#039;s &#039;&#039;&#039;only&#039;&#039;&#039; for the turn). Combined with Regen, it manages to out-[[DISTRACTION CARNIFEX]] the Carnifex. [[Games Workshop|Coincidence? I think not]]. The tyranids now have a new drop pod in the form of the Tyrannocyte so deep striking is not a problem.  But weighing in at $80 a pop for 3A at WS3, then considering missed wounds, you&#039;re not doing much better than other options, and some may not really be able to justify the absurd price tag for an altogether mediocre unit. The &#039;Gulp!&#039; tongue just smacks of uninspired. The GW website promises he&#039;ll gobble up units, but that&#039;s not really likely. As an alternate strategy you can deep-strike him into enemy lines to act as a suicide monster to mess up infantry formations and threaten characters, and don&#039;t forget that he comes stock with crushing claws so don&#039;t be afraid to run him at some tank formations. While overall the Haruspex is not the most skilled combat monster his ability to generate additional attacks and regenerate wounds is very useful when you don&#039;t have to run him across the board.&lt;br /&gt;
**It&#039;s good to remember that with the addition of the Haruspex, Nids now have Monstrous Creatures available in every single force organization slot. &lt;br /&gt;
**They can actually be deadly in close combat if you managed to use Paroxysm on a unit before it charges, thereby potentially hitting on 3&#039;s, the Swarmlord can also be helpful to provide preferred enemy, making the Haruspex more reliable. Throw in some toxin sacs in there as well.&lt;br /&gt;
**While crushing claws may you think that you can substitute it for a Carnifex &#039;&#039;&#039;NEVER&#039;&#039;&#039; think this Carnifexs are far better vehicle wreckers even without the claws and have much better long-range options. This beast is better designed to rush infantry squads and kill enough of them to make them run of the board, then when all is done regenerate its wounds and keep on going. The crushing claws are so it is not completely boned when a walker or tank gets to close since it will have to be in enemy lines. Remember what their truly meant for and play to its strengths and you should be fine.&lt;br /&gt;
*&#039;&#039;&#039;[[Maleceptor]]&#039;&#039;&#039;: The Toxicrene&#039;s utterly retarded twin who&#039;s far past overcosted for what he does.  It only has a 4+/5++ Invul and ML2 to separate it from any other monstrous creature. The Maleceptor has three powers: you start with its base power &amp;quot;Psychic Overload&amp;quot;, gain Dominion for free due to Primaris then roll your &#039;&#039;&#039;remaining&#039;&#039;&#039; powers &#039;&#039;(i.e &amp;lt;u&amp;gt;one&amp;lt;/u&amp;gt;)&#039;&#039; from the Tyranid table as per normal &#039;&#039;(this is what the brb states and is confirmed by the August 2016 FAQ)&#039;&#039; As for Psychic Overload, it&#039;s a 24&amp;quot; WC 2 Focused Witchfire that forces units to test Ld on 3d6; those that fail take d3 unsavable wounds/an unsavable glance.  It can be used three time per psychic phase on three different units, but you&#039;re likely never going to go past one or two, since this thing just sucks up warp charges. Also it&#039;s focussed witchfire, so it can be use to auto-snipe a model of your choice if you get 3 success or more, otherwise you need to rely on BS3 to hit half the time...  While its range is better than the Neurothrope&#039;s and has the ability to actually target vehicles, the cost for it is still far more than it&#039;s worth.  Really, it could have been saved by better saves or maybe a less strenuous power, but alas, GW decided more oversized, overcosted shit is what Tyranids needed instead of something better against heavy vehicles.  &lt;br /&gt;
** Alternate Opinion: Yes, they suck, really and truly. But they have one outstanding quality: Everyone knows they suck. Everyone knows they could only do damage if you were stupid enough to spill all your Warp Charges into it. But, they are still Monstrous Creatures with Synapse. Even better, they are very non-threatening Monstrous Creatures with Synapse, so the enemy might flat-out ignore it for softer targets. They can sit in the middle of your swarm holding the little bugs together, generate Warp Charges for more effective users of them and if push comes to shove, they can still Smash! a Walker or transport. In fact, in close combat, they are actually better than a Tervigon thanks to a faster-than-Necron Initiative and if they roll, for example, Catalyst as their one rollable power, they can even give decent support. Still, they cost too many points, their saves are too bad and their unique Psychic Power should really only cost 1 Warp Charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Malanthrope]] Brood (Forgeworld):&#039;&#039;&#039; With the new rules of IA4 2E, the malanthrope went from an Apocalypse to HQ choice, now to Elites and are a sort of halfway between Zoanthropes &amp;amp; Venomthropes. With a price reduction to 85 pts, they can be taken in broods of 1-3. S5 T5 with 4W and 3+, poisoned attacks, toxic miasma, shrouded, fleet, move through cover, synapse, shadow in the warp, and regeneration all included. It also has a unique rule that whenever it kills a unit, all nids in synapse range of the Malanthrope Brood get preferred enemy for the opponent&#039;s whole codex &#039;&#039;(not just the unit type as before)&#039;&#039;. They can also issue challenges even though they are not characters (and therefore do not need to accept challenges issued to them) though in a challenge they can reduce the attacks of their opponents by half and to initiative 1. A solid choice, though it now competes in the Elites slot for space. Use it in a hormagaunt/gargoyle heavy army to kill something quickly and start turning the swarm of generally killing creatures into a unholy wave of destruction.&lt;br /&gt;
**They also do the Venomthrope thing and grant shrouded to nearby units within 6&amp;quot;, so these guys can essentially replace Venomthropes in your army in their entirety. They are 40 points more expensive, but you get get double the amount of wounds, regeneration, +1 S/T/A. 3+ armour save as well as all the Synapse goodies. Being able to fill multi-roles in a single slot allows you to do more things with units elsewhere.&lt;br /&gt;
** The best thing about them, however, is the simple fact, that Missile Launchers and Lascannons cannot Instant Kill them, which is more than you can say for Zoanthropes, Venomthropes, Warriors and Raveners.&lt;br /&gt;
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===Troops===&lt;br /&gt;
Troops are where you are going to &#039;&#039;get your swarm on&#039;&#039;, everything except warriors, mucolids, and rippers can be fielded in absolutely MASSIVE numbers (and even then they just sacrifice quantity for quality). The upgrades for your troops can really have an impact on how they fight but while the upgrade cost is small the bulk order of them can run you a lot of points, almost doubling the point costs of some choices. Everything works best when you keep them within a synapse from something like a Tyrant or Warriors, with Rippers it is not that bad as the Hunger result is one hit per model so you can take two rounds of self-NOMMAGE before losing any models &amp;amp; combat effectiveness (unlike Gaunts). Tyranid troops are basically the reason other races have weapons with crap AP values, you will lose them in droves, and yet STILL have enough to bury your enemy in bodies.&lt;br /&gt;
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Oh, and as for the update, this is where a large number of buffs came in: Gaunts are one point cheaper, and they run d6 + 3 in the shooting phase. Make the most of it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Genestealer]]s:&#039;&#039;&#039; Genestealers are very solid units. They have a 5+ save, which is easily punctured by any Space Marine worth a damn, but their combat ability makes up for that. They can easily shred plenty of enemy units (up to and including Baneblades &amp;lt;strike&amp;gt; if you can get to their rear armor &amp;lt;/strike&amp;gt; you always will seeing as they can only do any damage in combat where models always hit the rear armour of non-walker vehicles) in close combat thanks to rending, high initiative, great weapon skill, and an acceptable number of attacks (&amp;lt;s&amp;gt;Thanks to two pairs of claws, they get another attack :D&amp;lt;/s&amp;gt; No they do not, you need to buy the Scything Talons to count as two weapons). However, despite all this, they aren&#039;t really the core player of the army. They come with infiltration built in, so their best use is often to keep the enemy bottled up. A squad or two of flanking Genestealers will cause most players to give pause to spreading out to the edges of the board. Additionally, you can also upgrade one genestealer to a broodlord, which is essentially a 3 wound, ws7, s/t5 nightmare with The Horror psyker power. Give the Broodlord adrenal glands and it can pop landraiders. All things considered you can&#039;t say many bad things about Genestealers. Thankfully, they can be fielded in pretty large numbers, not quite as massive as that of Gaunts, but enough to pretty much swamp anything in front of them.  Almost nothing in the game short of AV 14 armor survives more than one turn when faced with a full genestealer brood with a broodlord.&lt;br /&gt;
**Definitely give the broodlord +1A for 4 points. Because you need 6 S5 I7 WS7 Rending attacks on the charge.&lt;br /&gt;
**Another update!  Rending claws are S user AP5 rending.  It&#039;s only a slight change but helps when putting genestealers against weaker enemies (guardsmen, eldar, etc.)&lt;br /&gt;
**Genestealers will kill anything they touch (except for daemons or anything with an invuln which mocks their rending). They are, after all, probably the greatest assault unit in the game (unless they&#039;re assaulting into cover as they don&#039;t get flesh hooks anymore and will get a hiding before they strike from anything capable thanks to their naff 5+ save). Any opponent that knows this will stay FAR away from them. This makes genestealers a major psychological tool in addition to what some would say is the greatest unit in the codex.&lt;br /&gt;
**tl;dr - Take Genestealers+Broodlord vs armies that don&#039;t have a lot of units immune to Pinning.  Infiltrate them as close as possible to the enemy&#039;s gunlines and The Horror them repeatedly.  You won&#039;t be able to assault them the turn you Infiltrate, but you can assault the next turn. If they&#039;re immune to Pinning, well, you should have other uses for that Warp Charge.&lt;br /&gt;
**&#039;&#039;&#039;Children of Cryptus (Deathstorm):&#039;&#039;&#039; 8 Stealers with ScyTals and a Broodlord (Sadly the Spawn of Cryptus has no IC and no ScyTals).  For 11 points more, the Spawn becomes a Warlord (Which grants him Preferred Enemy) and gives the entire squad Stealth.  Overall a nice package, as it allows them better use for cover.&lt;br /&gt;
**If you really want to spam genestealers, run an allied detachment of Genestealer Cults. GC Genestealers cost the exact same but have +1 attack, stealth and a 5+ invuln. Take a patriarch (uber-broodlord) as the allied HQ and gain autopassing look out sir combat monster with S6 ap3 attacks a uprgradeable to ML2 to get even more fun (like spam summoning). Even better run the First Curse formation to get the above and a powerful buff table on top of that, where you could even get assault grenades!&lt;br /&gt;
*&#039;&#039;&#039;[[Hormagaunt]]s:&#039;&#039;&#039; Hormagaunts, due to being cheap and having cheap access to poison, are among the most devastating and effective attackers in the the entire game. Per point spent, they deal more damage, survive more wounds, and can even run across the board faster than anything else that can compete with them. Their only major drawback is a stark lack of frag grenades. However, keep them from fighting with inopportune targets and get them Feel No Pain from any psyker with Catalyst, and these little bugs will really tear it up on the battlefield. They can also equip adrenal glands to glance tanks and transports to death on the charge. Plus, you can field them in absolutely massive broods, rivalling full sized guard platoons in sheer size. You now only +2 attacks on the charge on a roll of 6 outside of synapse, otherwise enjoy your [number of models] S3 hits 50% of the time! (yes, they hit themselves). However, seeing as they are fast, good in melee, and cheap ObSec, they are very good at grabbing objectives, and holding them because of their outrageous numbers and melee punch compared to enemy equivalents (remember that grounded nids don&#039;t take Instinctive Behavior!).&lt;br /&gt;
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*Exerpt from Spoletta on DakkaDakka Tactics:&lt;br /&gt;
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Hormagaunts are usually seen as an alternative to the deep striking rippers as mandatory troops. Depending on your list composition of heavy hitters you may want those guys in.  Alternatively, you can go out all out on Hgaunts and TGants and play an horde style list.  Here is a list of things you want to consider when talking about Hgaunts:&lt;br /&gt;
*Hormagaunts may look like a cheap troop, but they actually are not. Remember that nids have Tgants, rippers and Mucolids for a cheaper troop choice. Take these guys only if you have a real reason, if not then there are better mandatory troops.&lt;br /&gt;
*Hormagaunts are fast. Not as fast as beasts or jump infantry, but for their cost they are indeed fast between fleet and leap. They will get into assault range by turn 2 many times.&lt;br /&gt;
*Do not expect vanilla hormagaunts to provide damage, that is not their role. They will make a mess out of certain units, but that will not happen commonly.&lt;br /&gt;
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That said, why would you take Hgaunts, what is their intended role? Well at this point it is necessary to distinguish between vanilla hormagaunts and upgraded hormagaunts.  Vanillla hormagaunts are the most commonly used and are great for screening, tarpitting, objective grabbing and assault linking.&lt;br /&gt;
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#Screening: Since the rule clarification that you don&#039;t need to be 25% covered by a model to get the cover save but a toe in a ripper will suffice, these guys became an interesting alternative to the more commonly used screeners. While they cost 25% more than Tgants, they will never risk to slow down your dakkafex/exocrine/whatever. At the same time they cost 16% less than gargoyles (and are obj sec). Remember to bring a shroud source with you when doing this, or the hormagaunts will be an even better target than a dakkafex for the bolters on a point per average wound basis.&lt;br /&gt;
#Tarpitting: When tarpitting with nids it is either gargoiles or hormagaunts. Luckily both of them are really good at this. Gargoiles are better due to the jump infantry type and the blinding venom even if they cost more. If you want pure tarpitting go for them. Take hormagaunts if you also need them for their other roles.&lt;br /&gt;
#Objective grabbing: Here the best are the deepstriking rippers. Cheaper, easier to hide and deepstriking. Hormagaunts are close second though, with the highest speed between our obj sec troops and an high model count for conga lining.&lt;br /&gt;
#Assault linking: This is where Hgaunts are the best. Assault a model with a slaughter unit (Dimacherion, Carnifex, Toxicrene etc..) and at the same time multi assault that model and another unit with a unit of hormagaunts. You will get 2 benefits: first, your hormagaunts will eat up the overwatch, and secondly when that initially assaulted model gets slaughtered, you force a harsh leadership check on the second unit while in melee with a high initiative unit. Remember that glancing and penetrating hits count for resolution and tanks are indeed the best initial targets for this maneuver. Hgaunts have fleet and high initiative for a low cost, which makes them better at this than Tgants and Gargoyles.&lt;br /&gt;
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As you can see, they are not the best at anything, but they are a good second choice for all of those roles, with point 4 an uncommon exception (which can win games, keep an eye out for it). So if you need just mandatory troops or strongly need one role in particular, skip Hgaunts. If you need an all round troop choice that can be spent in any of those roles then consider Hgaunts.&lt;br /&gt;
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Upgraded Hormagaunts are almost never seen and there is a reason. They cost! For a 1W T3 6+ model they can get to ridiculous costs. That said:&lt;br /&gt;
*If you need anti rear AV 10 and can&#039;t honestly get anything better then AG Hgaunts can be an option. They are fairly good at it, but will bleed points like mad when targeted.&lt;br /&gt;
*If you expect to face high T targets like WKnights or Nurgle babies then consider Venom Hgaunts. If you can get them on their favorite target then they can get to tear jerking efficiency, if not they will again be point bleeders at the smallest sign of enemy fire.&lt;br /&gt;
*Do not consider AG + Venom Gaunts. Never.&lt;br /&gt;
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Grades: C (Vanilla Hormagaunts), D (Single upgrade Hgaunts), E (Double Upgrade Hormagaunts) &amp;lt;/div&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;[[Ripper]]s:&#039;&#039;&#039; Tyranids have numerous traditional weaknesses, one being blast templates. Rippers, being swarms, take double damage from blast templates. Having a toughness of three, they are morbidly weak to Instant Death as well. Their weapon skill is low, their saves are 6+ and they die less than 5E if they fall out of synapse and roll 1-3 on Instinctive Behavior (which they will). To say they at least aren&#039;t an actively inhibiting part of any army would be a stretch. At least they can now claim (and secure in combined arms FOCS) objectives, so they can at least be given purpose on the battlefield by hiding away in cover based objectives. You just have to hope your enemy didn&#039;t bring flamers.&lt;br /&gt;
** However, Rippers can now purchase deep strike for pennies. Of course, this hardly redeems them, but if you really want to have some, it does make them usuable as a halfway decent distraction unit than can simply go to ground every turn for immunity to Instinctive Behavior and +1 to cover. 6ed Swarms are not slowed by difficult terrain but must test for dangerous terrain as normal so keep that in mind.&lt;br /&gt;
*** These lil&#039; gribblies are the [[Spanish Inquisition]] of the Troops slot.  Bump them up by one base, give them Burrowing and Spinefists, then watch your opponent scowl in disbelief as four Ripper bases deep strike into his backline and pepper a heavy weapons unit with 16 twin-linked shots.  They should kill 1 MEq or 3 GEq with this LOL-salvo and even if they don&#039;t, their target now faces a very real threat of another 16 shots in the following turn followed by being tied up in assault for the rest of the game unless dealt with.  What&#039;s more important; lil&#039; gribs in the wire or bigger gribs elsewhere?  As they have the Swarms USR, Rippers are surprisingly resilient in assault in 7th providing that they can get there. Now that wounds from each initiative step are allocated by the player owning the target models, once all Rippers are in base contact with the enemy unit the owner can 5th-style spread the wounds around each base without initially losing any models.  The advantage of this, unless doubled-out and Instant Deathed, is that a unit of Rippers can hang in combat better than Gaunts as they initially take damage without having models removed, thus retaining 100% of their damage output for longer.  Just be wary of sending any heavily wounded surviving bases into danger (or even out of synapse) as they&#039;re very unlikely to use this trick twice and will best be used as pew-pew objective-holders once savaged.&lt;br /&gt;
*&#039;&#039;&#039;[[Termagant]]s:&#039;&#039;&#039; Termagants are pretty much nothing (base) compared to hormagaunts and genestealers. Their guns are short to mid range, their ballistic skill is average, they fight as well as Guardsmen in close combat and their saves are worse. In fact, they cost one less point than Guardsman. However, for every brood of 30 Termagants you have, one Tervigon can be purchased as a troop choice (there are few units of comparable cost that can remove a Tervigon from an objective in cover and most of those do not have Objective Secured), and Termagants receive counter-attack from being next to a Tervigon. Therefore, despite their mediocre-at-best statline, they are arguably the most competitive Troops choice on the tabletops of seventh edition when paired with the Tervigon. Like Hormagaunts, they can be fielded in numbers so large the gameboard will look like an unending sea of bugs. Give them devourers though, pay a pretty penny for a hive tyrant with Hive Commander, and have them Outflank on a side of the board and they can certainly dish out a lot of dakka! If you want Preferred Enemy, either bring the Swarmlord or some Malanthropes to grant them that special rule. THIS combo is slaughter incarnate to infantry.&lt;br /&gt;
**Something to keep in mind is that Termagants can now Mix and Match weapons. Due to the wonky wording, any model can replace their weapon with a different one, rather than a unit. Want some good [[Dakka|dakka]] but don&#039;t want to pay through the nose for having 30 Devourers? Just take at least half and let the other half keep their Flesh Borers! This means you can also experiment with Spinefists and Spike Rifles now that they&#039;re free.&lt;br /&gt;
*&#039;&#039;&#039;[[Tyranid Warrior|Warriors]]:&#039;&#039;&#039; Warriors are also a solid unit, but they have one problem: Instant Death. They have a 4+ save, three wounds, and a toughness of four, so against small arms fire they&#039;re as tough as Terminators. However, hit their squad with a Battle Cannon and they all evaporate, and autocannons will rip them into very small pieces. They have access to weapons that ignore armor saves, have decent guns, have good weapon skill, and overall have some pretty reasonable options. It&#039;s just not a good idea to make an entire army composed of Warriors since small numbers and being no-brainer targets will hurt them. Cover can be their friend and with Primes leading them, at least Str8 won&#039;t be such a problem. The question is, though, do you wanna risk your Prime?&lt;br /&gt;
**And we should probably mention that Boneswords are AP3 now. Don&#039;t bother pairing them together, take one with a Lash Whip and give them Rending Claws so they won&#039;t be limited to MEQs.&lt;br /&gt;
**If you do use Warriors, take a unit of three, equip one with a Cannon of your choice, include a pair of Rending Claws on two other Warriors, and have them sit on an objective at your deployment zone. They make a decent unit that can shoot Blast weapons while still be able to hold on their own if someone tries to assault them.&lt;br /&gt;
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*Exerpt from Unyielding Hunger on DakkaDakka Tactics:&lt;br /&gt;
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The Tyranid Warrior is the heart of the swarm and is used in many of the formations.&lt;br /&gt;
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1. Super versatility allows it to take on a wide variety of jobs with little problem.&lt;br /&gt;
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2. Has access to assault grenades&lt;br /&gt;
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3. Synapse support for the army.&lt;br /&gt;
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The Tyranid Warrior has lived a long and checkered past, having often been switched to worthwhile to worthless as meta constantly shifts around it. The Tyranid Warrior acts in much the same way as a cheaper, more easily disposable terminator. The crux of the problem comes from the toughness value of the warrior. At T4, a warrior is the equal of most marines, but costs just under 3 times the cost. Against S8 and greater, a warrior has very little in the way of defense. However, by keeping to small units it is much easier to mitigate losses to large strength weapons while also maximizing firepower. The standard option clocks in at 90 points and serves little purpose just moving up, unless working within other formations which allow Tyranid Warriors to augment and boost those around them. The recommended option is a small group of 3 with a bio cannon at 100 points. Depending on your strategy, a group of 3 entrenched in cover with a barbed strangler will have good chances of survival and can keep enemy flamers and heavy weapons pinned down as the rest of the swarm rapidly moves into their respective gun ranges. The other option that works well for hunting vehicles or multi-wound xenos or human characters is the Venom cannon. It is fully capable of working on AV12, though anything stronger will give you problems.&lt;br /&gt;
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Mobility can be a bit of a problem for warriors, though there are ways to get around that. Each squad can have quite the presence on the board which is reinforced by their large size. Always make sure to keep them in cover or melee to avoid casualties. The maximum size is 9, but rarely should a person field more than 4-5 in a single squad, in order to ensure that the footprint remains small and they do not attract too much attention, as anyone who stares at them too long is going to start feeling itchy with their big guns. Once you get in close, you want to avoid standing around for multiple turns in the open shooting. Use your devourers and jump right into the mix, and even stock Tyranid Warriors should be able to hold their own for several turns. If you are going after a more melee concentrated brood, then consider keeping them rather small, and in transport. The only real transport options for the Tyranid Warrior are Trygon tunnels or a pod. Taking the pod will be your best bet in almost every circumstance. Give one warrior a LW/BS combination and consider him a sergeant. From there, you can go in several directions. You can give the remaining 2-5 rending claws and go full melee, or keep devourers on them to allow them to soften up before the assault, which in most circumstances will be your best bet. You do not need to give every warrior in a CC oriented brood every shiny option when it comes down to it. If you have the points for a Prime, see if you can&#039;t keep them all together.&lt;br /&gt;
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In a pod, you can keep 5 warriors and a Prime. That is a bit point heavy however, so try and shave it where you can elsewhere. Your Prime should be doing most of the work, but take advantage of stat line boosts where applicable. Upgrade 2 more with rending claws and scything talons and keep the rest stock, and you have a much more durable attack platform. Use some wound shenanigans to keep them all rotating out to take damage, and you can also use the Tyranid Prime to tank S8-9 shots. Ideally, you want the brunt of all your melee damage to be taken on your stock warriors to free up the rending claw warriors to survive longer to roll those 6s.&lt;br /&gt;
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Grades: B (Gunboat Warriors), B (Pod Warriors), D (CC Walk Warriors), D (Vanilla)&lt;br /&gt;
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**&#039;&#039;&#039;Phodian Hive Warriors (Deathstorm):&#039;&#039;&#039; Three Warriors with Toxin and Adrenals, with Venom Cannon, Boneswords, and LashSword each.  11 more points grants them not only the ability to charge through ruins at Initiative (Which is boss), but it also makes anything non-Nid in ruins within 12&amp;quot; take Dangerous Terrain, making them good with Area Denial.  In forest or desert boards, they&#039;re probably no different than basic Warriors.&lt;br /&gt;
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*&#039;&#039;&#039;[[Mucolid Spore]] Pods&#039;&#039;&#039;: Released alongside the Tyrannocyte and Sporocyst, these are basically T3 3W anti-MEQ spore mines with Shrouded, all at the cost of about a ripper base each.  They move like mines and blow up in S8 AP3 (which goes up in S if you pile more in, since 1-3 of them can be put in a troop slot).  The other big boon is that they can charge Zooming Flyers/Swooping MCs and, if they hit, score on Side Armor.  All said, these are seriously cheap flyer-denial units to bring if you want to give up a few Rippers.  Just keep them from attacking anything but the flyers or big units, as they&#039;re still spore mines.&lt;br /&gt;
**There are three main ways that Mucolids could be used from an army building perspective. &lt;br /&gt;
***One, as a flier denial unit. Simply by spending 90 points you get 2 squads of 3 that, when contained in the main body of your swarm, are extraordinarily hard to kill, what with 3 wounds and a 3+ cover, T3 be damned. This leads to their continued presence and makes them work as a discouraging unit - they basically project a no-fly-zone where the enemy simply wont put his drop pods or aircraft for risk of the contents of the pod or the flier itself spontaneously combusting. &lt;br /&gt;
***The second way is as a bare minimum troops fulfillment. With these things, in 30 points, mandatory troops are done and dusted, leading to more free points to spend on big things. This lowers the minimum cost of mandatory troops in the Tyranid book from 78 points (two squads of minimum sized rippers) to 30. And unlike two squads of 10 fleshborer termagants, a lone mucolid actually still represents a threat no matter where it ends up.&lt;br /&gt;
***The third method is to use them as deep strikers. 90 points worth of these things deepstriking in front of/beside/behind cover next to the enemy army is something that they &#039;&#039;cannot ignore&#039;&#039; without horrible things happening to them next turn. This can disrupt gunlines, draw out enemy key units, draw fire and generally make a right nuisance for 90 points. They could also be used as the anti tank support to a Tyrannocyte drop pod list&#039;s anti infantry. Three Tyrannocytes, one with a T-fex and two with 20 devilgaunts, the T-fex pod with venom cannons and the other two with barbed stranglers is a huge hitting force. Throw in 2 squads of 3 or 3 squads of 2 Mucolids and this Drop Pod assault becomes lethal on all levels. Add a precision deepstriking Lictor for precision deepstriking pods and mines behind cover.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
Remember how vehicles used to be a problem for Tyranids, mostly due to their inability to actually get close enough to vehicles to use their high-strength weapons? Fast Attack Tyranids shine in an anti-vehicle role, and the few who don&#039;t are pretty good infantry killers (as if you didn&#039;t already have enough ways to deal with infantry, but the option is there). Able to get close enough with relatively long range weaponry and unload huge amounts of high strength organic dakka that will really fuck up mechanized assaults. Enemy fliers giving you trouble, too? There&#039;s a tyranid for that now that will make even the super OP Necron flyer will shit its metal pants at the thought of facing. Though fragile (what Fast Attack unit isn&#039;t?), they do follow the Tyranid combat doctrine of &amp;quot;if we can&#039;t field a lot of them, we&#039;ll give them options&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;[[Gargoyle]]s:&#039;&#039;&#039; Gaunts with wings, effectively. They are, in quite nearly every way, just Termagants with wings. They have the same stats and the same weapons. However, aside from the 12&amp;quot; movement there are two differences: they can exchange all of their attacks and instead make a single poisoned attack with the Blind special rule. Another thing is that Gargoyles are Jump Infantry and essentially receive a free bonus hit at I10 on the charge if they use their &amp;quot;jump pack&amp;quot; for the charge instead of for their movement.  This does allow you to re-roll your charge range, though. Throw in poison and Gargoyles become some savage monstrous creature hunters (great for fucking over other Tyranid armies and Chaos Daemons). Taking HoW into consideration, Gargoyles are incredibly cost efficient models. If you give them both upgrades, you&#039;re paying 10 points for: 12&#039;&#039; + 2d6&#039;&#039; charge, 1 S3 I4 hit, 2 S4 I4 Poisoned attacks, and a S4 AP5 assault weapon shot. Point for point, superior to even Storm Boyz. Sadly, they aren&#039;t too fantastic against much besides infantry; if they can&#039;t kill or cripple what they charged in the first round there&#039;s not much hope for the unit coming out alive... So while it doesn&#039;t hurt to have them around, they also don&#039;t always help. Like all Jump Infantry, they do have Deep Strike, the trick is getting them into Synapse before they start lapsing into Instinctive Behavior: Hunt and uselessly shooting Fleshborers instead of assaulting like they should.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tyranid Harpy|Harpies]]:&#039;&#039;&#039; The first of the two Fast Attack Flying Monstrous Creatures for Tyranids, the Harpy does a &amp;quot;little bit of everything.&amp;quot; It has a Vector Strike, the ability to drop a cluster of Spore Mines over an enemy it has flown over once per turn, and a twin-linked gun, either S6 large blast, or S9 small blast. However, you can only do two of those per turn, as both the Spore Mines and Vector Strike count as firing a weapon for that turn. Because of this, it is generally not recommended to buy either the Cluster Spines or Stinger Salvo. All this leads to a very harassy flier with enough pie for everyone. Keep them in the back during deployment though, as they start in Gliding mode and thus can be instagibbed by Str10 Large Blasts, which are mostly short-ranged. Make it a point to stay out of range or LOS of a Quadgun until they can at least Jink. Their extreme mobility and range will get them where they need to be no problem once they&#039;re in the air.&lt;br /&gt;
** Should you wish to glide with the Harpy, its Sonic Screech lets it lower the Initiative of enemy units it charges by 5. With its low WS and attacks however, you do not want the Harpy to take on most units by itself, but the debuffs can benefit your lower Initiative units, such that you could have a Carnifex strike before Eldar. One particularly amusing option however is to give the Harpy Acid Blood, such that wounding it works more to your advantage than the other way around.&lt;br /&gt;
** It&#039;s also worth remembering that as MCs aren&#039;t vehicles they have a 360 degree fire-arc so plopping a Strangethorn pie onto the same unit you just passed over and pooped mines onto is, unlike a flier, entirely doable.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hive Crone]]:&#039;&#039;&#039; Where the Harpy is more &amp;quot;general-purpose,&amp;quot; the Hive Crone is supposed to fill a dedicated air superiority roll. It has a Strength 8 Vector Strike, and four S5 Haywire missiles that rerolls to hit against fliers. However, using the Vector Strike means only firing one missile, and Haywire weapons work best when they can rapidly strip HP, which the Tentaclid cannot. They&#039;re fragile, and more expensive than the Harpy. Though not a terrible unit on its own, the Hive Crone is generally inferior to finding the extra points for another Flyrant, though it does find its place in several Formations. &lt;br /&gt;
** The Harpy and the Crone are made with the same kit. The kit is $80 ($115 &#039;Strayahbucks). One of the few units (the Harpy) that wasn&#039;t nerfed in the Tyranid&#039;s codex is also one of the most expensive Nid kits to buy; [[Just As Planned|One of GW&#039;s many strategies to squeeze extra cash from their customers]].&lt;br /&gt;
*** Again, remember that the Tentaclids and Snotty Goodness aren&#039;t bound to a 45 degree forward firing arc.  Gutted, [[Heldrake]]s!&lt;br /&gt;
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*&#039;&#039;&#039;[[Ravener]]s:&#039;&#039;&#039; Raveners are very similar to Warriors, but they&#039;re faster, have higher initiative, have more attacks, and are more fragile. Ultimately they&#039;re ok. They aren&#039;t as good at fighting as a swarm of Hormagaunts, aren&#039;t as tough as Warriors, and get expensive when equipped with ranged weapons, but their Fleet move, 12&amp;quot; movement, and complete immunity to non-mysterious terrain give them a niche to fill. Ideally, they&#039;re harassers, designed to make unexpected long range assaults into exposed heavy weapons teams or infantry who think they&#039;re safely controlling an objective. The main thing to worry about with them is Instant Death and getting caught in the open. Their 5+ saves mean they won&#039;t get armor against the most typical foes, and if you can&#039;t clean up that Space Marine with a hidden Power Fist in one round then you&#039;ll have some very dead Raveners on your hands - see link for Tyranid warrior health issues.&lt;br /&gt;
** Alternate Opinion: Raveners are basically Shrikes without Synapse and fewer options, for the same cost. They only have two things going for them: 1) They can buy guns in addition to their two pairs of Scything Talons/Rending Claws, though that costs and 2) They are Beasts, so their low Armour Save should not matter, since, if your Beasts ever don&#039;t have a Cover Save, YOU fucked up. For all problems concerning Power Fists and Leadership, you should very much check out the next point:&lt;br /&gt;
**&#039;&#039;&#039;The Red Terror:&#039;&#039;&#039; For 85-points you may add the Red Terror to one of your Ravener broods (one use per army), which has better stats, access to prehensile pincers, and the Swallow Whole ability (hitting a unit with 4 attacks automatically removes a model, and ignores armor and cover saves). If you&#039;re going to use them, you may as well splurge on it. Something that is often overlooked is that the Red Terror also provides a Leadership of 8 instead of the Raveners&#039; usual 6, which gives them greater autonomy from your Synapse Creatures. The most important aspect about The Red Terror though is that it is a Character and can thus allocate wounds to your Raveners. This is therefore going to make a Ravener brood much more resilient. He ignores instant death from missile launchers (T5), has a 4+ save that can reduce the typical damage from AP5 weaponry, and can (statistically with 6 attacks on the charge) swallow whole a hidden powerfist. &lt;br /&gt;
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*&#039;&#039;&#039;Shrikes:&#039;&#039;&#039; Winged warriors which cost just as much as the normal warriors but have a weaker armor save, made up for with a much greater mobility. Equip them with any combination of your favorite melee weapons and get these guys into an assault ASAP, get kills, and then onto the next squad before you can shake a ripper at them. They still suffer from anything that can instant death them and although they can now take the Prime, there isn&#039;t much point as the Prime can&#039;t fly.  If you can manage hopping them from cover to cover running, they won&#039;t disappoint you. Overall, a strong contender for a Fast Attack slot on your army. Now the same cost as regular warriors and/or raveners.&lt;br /&gt;
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*&#039;&#039;&#039;Sky-Slashers:&#039;&#039;&#039; Rippers with cute little wings. Not much better then the grounded version, but now with the added weakness of taking dangerous terrain checks if they use their jump move while in terrain! They can, however, use their jump move to assault, which gives them a free I10 hit, in addition to their other attacks for a metric fuck ton of paper cuts on the charge. If they take Adrenal glands, they can glance AV10 rear armor vehicles to death on the charge, with a 12+2d6&amp;quot; threat range. Otherwise, see Rippers, described above. &lt;br /&gt;
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*&#039;&#039;&#039;[[Spore Mine]]s:&#039;&#039;&#039; With the new codex, these guys move 3&amp;quot; in the movement phase, can run and assault normally (But halves their roll), and will explode in close combat at initiative step 10, with a large blast S4, AP 4, however, you only get to place one large blast. For each additional Spore mine beyond the exploding one, add +1S to the blast (to a maximum of S9, since you&#039;re only allowed 6 mines in a cluster.) and remove them all afterwards. This means that they can be a good distraction for relatively little cost, able to really scare tanks and light infantry with high strength blasts. They also don&#039;t count as kill points, so if you have the spare points, these are a great point sink.  Even if you don&#039;t field them alone, buy some as you&#039;re going to need them for the Sporocyst&#039;s defenses and Biovore&#039;s missed shots.&lt;br /&gt;
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*&#039;&#039;&#039;[[Mieotic Spore]] Mines (Forge World):&#039;&#039;&#039;[[Centurion Squad|Spore Mines in Spore Mines]], they move 3+D6&amp;quot; in the movement phase, and half their run distances, but unlike the smaller mines they may not charge at all. When they go boom, they resolve it like a large blast shooting attack with a 6&amp;quot; range but with no BS to speak of you could end up horribly overshooting your target and end up with nothing. Also, the number of mines does not increase the strength of the blast which is S5 as standard, though you &#039;&#039;&#039;can&#039;&#039;&#039; have one marker per spore mine. Finally, as a consolation, if one of your markers misses (or you lose a meiotic spore to enemy gunfire), you can replace the model with a brood of baby spore mines. For 15 points a model, its not a bad alternative to a regular spore mine brood, since you get more chances if you miss. Since they cost exactly the same as the average three spore mines they produce when destroyed you might as well take these in place of regular spore mines in your list if you have the money to buy both.&lt;br /&gt;
**With the new release of &#039;&#039;&#039;Mucolid Spores&#039;&#039;&#039;, the Meiotic spores will struggle to find their place, the models can be used as either since there is very physical little differences between them other than a few tentacles.&lt;br /&gt;
**Comparing the two: They have the same points cost per model and both get the Shrouded USR. However Mucolid Spores &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; compete in the Fast Attack slot and have the advantage of being able to assault zooming flyers &#039;&#039;(something that Meiotic spores were [[Forge World|supposed]] to be able to do according to their fluff)&#039;&#039; and Mucolids have a higher bomb strength that can be increased per bomb. What the Meiotic spores have going for them is that they cause an &#039;&#039;ignores-cover&#039;&#039; explosion for &#039;&#039;&#039;each&#039;&#039;&#039; bomb in the cluster and get to leave behind normal spore mines if they fail to hit anything. Take Meiotic spores if you&#039;re facing big hordes of GEQ infantry (or Orks or other nids) as they do much better at that job.&lt;br /&gt;
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*&#039;&#039;&#039;Dimachaeron (Forge World):&#039;&#039;&#039; A brand-new unit in fast attack that looks like a horrid mix between a Carnifex, a Tyrant, and a Lictor, it acts like a pseudo Jump MC (Leaping in movement gives it a 6&amp;quot; range, leaping in assault gives it HoW with S+1 and Strikedown).  It has a pair of S+1 AP2 Talons that, when it rolls 6 to-hit, gives an attack on an unwieldy S+4 AP1 ID claw that can kill anything smaller than Extremely Bulky.  Then, for each wound the model has (on its profile, not only the ones remaining. So if you remove the last wound from a Marine Captain, you get 3 tokens, not one), it gains a token that gives it a 4+ FNP for the turn before burning it off.  And just to add on to the horde-rape, it has an AP2 pair of claws with 4+ ID.  However, it has some unbalanced stats with WS8 BS3, but S/T/W/I 6 and 5 Attacks (6 due to 2 pairs of weapons) and a 3+, but it&#039;s reliant on Synapse with IB Feed (At least it has some alleviation if it killed some goons before to feed it FNP), Rampage, and Adrenal Glands.&lt;br /&gt;
** Some points to clarify from someone who has used the model; the new Leaper type has limited application for a standard move given that the Dimachaeron&#039;s base is 3.5&amp;quot; deep, meaning that the model can only physically clear terrain 2.5&amp;quot; deep.  It&#039;s great for impassible walls, rivers or leaping up onto terrain but fairly crap at clearing area terrain like forests unless clearing an edge.  The leap is great for ignoring the initiative penalty from charging through intervening terrain but if the target is *in* terrain &#039;&#039;you&#039;ll still hit last because, despite having a BS value FW didn&#039;t bother giving this big fellow a Spine Bank option, FFS.&#039;&#039; &#039;&#039;&#039;Incorrect&#039;&#039;&#039; dependent on the following; If you use the &amp;quot;leap&amp;quot; ability to get into combat you gain +1 S and Strikedown to your hammer of wrath attack. This attack lands at initiative step 10, and whether or not it wounds the opposing model fights then as if in difficult terrain, at initiative 1 due to Strikedown. Further to this the rest of the unit pile in as if in difficult terrain as per initiative step pile in rules. Although the unit is not slowed by the difficult terrain it is still effected by the reduction of it&#039;s initiative. No dangerous terrain tests on jumping or landing though thanks to it being an MC.  A successful Spine-maw attack resulting in FNP(4+) mentioned above gives the Dimachaeron a plasm (yes, plasm, not plasma) token for every wound on the &amp;lt;i&amp;gt;target model&#039;s statline&amp;lt;/i&amp;gt;, not for every wound remaining which fits perfectly with the unit&#039;s job as a HQ &amp;amp; Elite unit hunter.  The FNP kicks in immediately and each plasm counter lasts for a game turn, not player turn.  Nomming some poor bastard with 3W on turn 3 will give the Dimachaeron a 50% chance to ignore most hits way up to the end of turn 6, effectively the rest of the game, so no, it doesn&#039;t need to kill &amp;quot;a lot of people&amp;quot;, just a few unlucky good ones.  With 5 attacks base +1A for two pairs of CCWs, D3 attacks from the Rampage USR &amp;amp; +1S &amp;amp; +1A for charging this m0f0 brings 8-10 S8 I6 attacks on the charge for the NOMs making it great for hitting infantry caught out in the open and even most characters will be hitting after this guy.  Land Raiders are getting can-openererered on 6s and AV10 rear transports should be mortally afraid.  For non-vehicle NOM-proof models larger than Very Bulky infantry the Sickle Claws will ID them on the roll of a 4+ to wound, perfect for other MCs, even at S7.  If you can catch one, a Wraithknight should be dropped in a single round of combat, same for a Riptide, cheerio!  With proper support a Dimachaeron is an absolute beast, just make sure it has it&#039;s breakfast and stays away from Instant Death weapons.&lt;br /&gt;
** To summarize, the Dimachaeron is a beast in close combat, but it cannot do anything outside of close combat and despite being Fast Attack, it is not particularly fast, except for the Adrenal Glands, which any other Tyranid MC can buy as well.&lt;br /&gt;
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*Cool Combat trick* Try smashing on the first round of combat to reduce your attacks to 1, ensuring you are locked in during your opponent&#039;s shooting phase! &#039;&#039;&#039;Just As Planned&#039;&#039;&#039;. Don&#039;t try this with heavy hitters but it works against basic marines or weaker!&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
This organization chart is easily the best in the codex. Pretty much everything is either decent (Mawlocs and Trygons) or solid overall (Exocrine and Biovores), so feel free to drop a lot of spare points here as this slot is the most competitive out of the others. That being said, you have a bunch of choices that wants to be in your army, so this really depends on what you brought from the other charts. Running broods of Termagants with a Tervigon? Carnifexes help bridge the gap of close combat. Using a bunch of Hormagaunts and Gargoyles? A Trygon Prime gives them the Synapse support, while Biovores and a Tyrannofex lay down the anti-infantry shots. Tyranid&#039;s Heavy Support is an all around versatile chart, so no matter what list you play, you should always consider investing here.&lt;br /&gt;
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*&#039;&#039;&#039;[[Biovore]]s:&#039;&#039;&#039; A unit to be respected by any footslogger with an armor save of 4+ or worse, Biovores are &amp;quot;mobile&amp;quot; artillery beasts that deliver spore mines directly to the enemy. The mines, when they hit, each create a S4, AP 4, large blast, and when they don&#039;t hit D3 Spore Mines will actually land on the field and remain present until they are shot or wandered into. It&#039;s not exactly what one would think of as &amp;quot;heavy&amp;quot; support, but it is probably among the best ranged anti-infantry support in the codex. Plus with the slight buff (Mostly unnecessary, except the extra wound) and point decrease, Biovores just went from being a good choice, to a solid choice. The buff to Spore Mines sweetens the deal, and they don&#039;t count as kill points if they don&#039;t hit and get shot at the next turn. The only problem is, one has to ask if more anti-infantry is really what one seeks when such is the strength of almost every other unit in the codex. In Apocalypse games, where long ranged ability becomes crucial due to the much larger average board size, they become far more viable as a way to deal with infantry blobs from a distance, they can be fielded in much larger numbers to swamp the battlefield in pieplates and spore mines.&lt;br /&gt;
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*&#039;&#039;&#039;[[Carnifex]]:&#039;&#039;&#039; Carnifexes start off at 120 points but can get very expensive once you start buying upgrades for them. They have three attacks base at Str9 and start with 2 pairs of CC weapons (two pairs of talons), but their WS is pretty average. They can hold their own against basic squads by themselves, but one hidden power fist will ruin their day in a heartbeat (or lack thereof). Even against a five man Space Marine Tac Squad, a lone Carnifex lacks the attacks and accuracy to clean up its enemies before it gets walloped, and a Krak missile or two to soften the beast up will guarantee its death. However, there is one important thing to consider: nothing dismantles tanks in close combat as well as a Carnifex. There are other options the new vehicle cracking power of many of the other Tyranid units but the Carnifex still holds the prize. Also hilariously the second unit in the codex with access to frag grenade equivalents. Toxin Sacs on the Carnifex gives you a rerolls to Wound for pennies. With 2 Twin-Linked Devourers, they become surprisingly powerful at destroying flyers (rerolling to hit), MEQs and TEQs (forcing saves), GEQ ICs (instant death), and even light to medium vehicles (volume of fire) at range. For only 150 points, with the option to be taken in larger broods, this setup rarely disappoints. Speaking of large broods, Carnifex large broods are a major point sink but are massively powerful, especially when they take the 4+ regeneration. All in all, Carnifexes have certainly seen some buffs in 6th edition, with the new Monstrous Creature cover rules, the changes to vehicles, and Hammer of Wrath and its points drop. Still sucks statwise when compared to a Daemon Prince. But they cost 120 points, so they&#039;re getting a fair trade off. Carnifex specific Hammer of Wrath gets d3 hits instead of just one; at strength 9, this is HUGE. Base Screamer-Killers (dual scything talons) will be able to lay out loads of pain. Crushing Claws are now really good for them for only 15 points and the 4+ regeneration is AMAZING. To sum up, a really good vehicle dismantler while being decently hard to kill, the options of being in large broods and other options for fire support.&lt;br /&gt;
**Now that Smash was changed in 7th edition, the Carnifex is now the king of smashing vehicles when equipped with Crushing Claws. Two of them in a brood with just the claws will cost you 270 pts. Be sure to give them Regeneration or some gaunts, because once players find out they&#039;re still dangerous, they will [[DISTRACTION CARNIFEX |shoot everything at them.]]&lt;br /&gt;
**Dakkafexes: These guys deserve an extra mention almost as a unit in their own right. Carnifexes get access to the Twin Linked Devourers With Brain Leech Worms (TLDWBLW) gun. Two of them together gives 12 shots, at 18&amp;quot; range, S6, Twin linked. All on a Carnifex platform and for 150 pts. That is terrifying. Shooting at marines, a Dakkafex will manage 9 hits and 8 wounds (statistically). That&#039;s 2.6666 dead marines. A tactical squad with meltagun and lascannon kills 2.54 marines a turn. And that is assuming the lascannon didn&#039;t move and that there is no cover at all. The Dakkafex manages this while being cheaper (150 vs 165pts) and considerably more durable. You need an average of 60 bolter hits to kill a marine squad outright. You need an average of 72 bolter hits to kill a Carnifex outright. Heavy weapons might be better but with so much available cover in 7th (Venomthropes, gaunt walls, shrubs) they aren&#039;t too reliable. Also, a Carnifex wrecks shit in close combat like no tactical squad ever did. Finally, and perhaps most importantly, a Dakkafex doesn&#039;t lose any of this firepower until it dies completely. The aforementioned tactical squad loses effectiveness as it loses marines. Taken in squads, this makes the Dakkafex absolutely terrifying, arguably the second best choice in the Tyranid Codex behind the Flyrant. They can mulch any unit possible, either through weight of shots (All types of infantry and light to medium vehicles) or through powerful close combat (MEQ&#039;s, TEQ&#039;s and all vehicles). Through weight of TL S6 shots they can even scare fliers. These guys are &#039;&#039;the&#039;&#039; shit.&lt;br /&gt;
**&#039;&#039;&#039;Stone Crusher Carnifex (Forge World):&#039;&#039;&#039; your basic fex with -1A, +1S, no talons, a Carapace that reduces all shots by -1S which is quite impressive. For weapon options it starts with AP1 claws that have Wrecker and re-rolls on all pen, but these can be changed for an ID flail that will will attack as many times as there are models in base contact meaning that they can kill every single model in base contact with themselves. One of the best things about the unit though is that they take Hammer of Wrath attacks at S10 AP2 with Armourbane against buildings and vehicles, or Monster Hunter against other Monstrous Creatures, but also that you consider that Carnifexes make D3 Hammer of Wrath attacks as standard, the Stone Crushers can be real powerful battering rams. It&#039;s basically the ideal [[DISTRACTION CARNIFEX]]. It&#039;s absurdly cheap in point cost (but not in real money - this is Forge World after all). Basically an ideal tool for a Tyrannocyte to come in, and then wreck everything if they don&#039;t focus on the floating drop pod with five autonomous guns.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*Exerpt from Frozocone on DakkaDakka Tactics:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Background&lt;br /&gt;
**When one thinks of a Tyranid army, one of the first models to come to mind is the Carnifex. One of the most iconic Tyranid models to be in existance, especially in 4th edition where Carnifexes could also be taken in Elites. As fifth edition came out, they became redundant with the arrival of the new Trygon and lack of option to be taken as an Elite and slowly started to gather dust. Following the arrival of 6th edition, Carnifexes were hailed as one of the shining stars of the Codex, getting a notable points decrease as well as being able to take multiples in a brood, opening up Heavy Support options. As 7th edition rolled out they came to be the only Monstrous Creature in the Tyranid Codex that wasn&#039;t nerfed by the changes to Smash, making use of it&#039;s standard base 9 Strength to deal with anything that comes across its path.&lt;br /&gt;
*Competitive Setting&lt;br /&gt;
**A Carnifex Brood uses one of the Heavy Support slots in a Tyranid army. It follows a standard TMC statline, with WS3, BS3, T6 with a 3+ Armour Save. As it does not have the Synapse Creature special rule, it will revert to Instinctive Behaviour outside of Synapse, of which the Carnifex rolls on the Feed table. Where the Carnifex starts to differ is that it only has 4 Wounds, making it not as durable as other TMCs and is Initiative 2, meaning that it strikes at the same speed as the lowly Ork and is out sped by anything that isn&#039;t a Power Fist or equivalent. However, where it lacks in speed, it makes up for in sheer brutality, sporting 3 attacks at base S9. Combined with it&#039;s Living Battering Ram special rule that grants it D3 Hammer of Wrath attacks instead of one, this makes it one of the premier options that Tyranids have for opening AV13/14.&lt;br /&gt;
&lt;br /&gt;
*Melee Weapons&lt;br /&gt;
**Scything Talons - Carnifexes come equipped with two pairs of Scything Talons. Although being nerfed, they do allow for customization of a Carnifex by exchanging a pair for Wargear upgrades.&lt;br /&gt;
***For those that want to keep Carnifexes cheap, this is a good option.&lt;br /&gt;
**Crushing Claws - Crushing Claws grants a Carnifex S10 in Close Combat (note, not for Hammer of Wrath), allowing it to Instant Kill T5 as well as giving it the Armourbane USR, making it more likely to Penetrate AV13-14.&lt;br /&gt;
***For Carnifexes designed for vehicle hunting, this is a good option.&lt;br /&gt;
&lt;br /&gt;
*Monstrous Bio-Cannons&lt;br /&gt;
**Twin-Linked Deathspitter - A Carnifex may replace one pair of Scything Talons with a TL Deathspitter, granting it three 18&amp;quot; TL shots at S5 AP5. This is not very good, especially when taken in context, it is outclassed by another Monstrous Biocannon.&lt;br /&gt;
***This is a bad option.&lt;br /&gt;
**Twin-Linked Devourer with Brainleech worms - A Carnifex may replace one pair of Scything Talons with a TL Devourer with Brainleech Worms, granting it six 18&amp;quot; TL shots at S6 AP-. This allows a Carnifex to be multi-purpose, wounding Infantry through number of shots, as well as Light Armour and in emergencies, ground based AA.&lt;br /&gt;
***This is a good option.&lt;br /&gt;
**Stranglethorn Cannon - A Carnifex may replace one pair of Scything Talons with a Stranglethorn Cannon, granting it one 36&amp;quot; shot at S6 AP5 Large Blast, Pinning Shot. The Stranglethorn Cannon may only be taken once per model and may not be taken with the Heavy Venom Cannon. This allows a Carnifex to act as a Infantry killer and support smaller Tyranids by potentially making it harder to shoot at them. However, with a Carnifexes bad Ballistic Skill, it might scatter off the target and is in general, outclassed by Biovores, who give three Large Blast Templates at a large ranger for the price of a standard Carnifex.&lt;br /&gt;
***This is a bad option.&lt;br /&gt;
**Heavy Venom Cannon - A Carnifex may replace one pair of Scything Talons with a Heavy Venom Cannon, granting it one 36&amp;quot; shot at S9 AP4 Blast. Only one Heavy Venom Cannon may be taken per model and may not be taken with the Stranglethorn Cannon. This allows a Carnifex to fire a single S9 shot before it charges a vehicle, making it easier to wreck vehicles, as well as Instant Killing T4. For Carnifexes designed for Vehicles-hunting, this could be the last glancing hit you need to wreck that vehicle.&lt;br /&gt;
***This is a decent option.&lt;br /&gt;
&lt;br /&gt;
*Biomorphs&lt;br /&gt;
**Toxin Sacs A Carnifex with Toxin Sacs has the Poisoned USR. This, combined with the natural S9 of the Carnifex, will normally allow it to re-roll failed to Wound rolls. However, the Carnifex only has 3 attacks base and WS3, meaning you might not get to make use of the re-roll to wounds.&lt;br /&gt;
***This is a decent option.&lt;br /&gt;
**Acid Blood A Carnifex with Acid Blood the ability to inflict a S5 AP2 hit per unsaved wound in Close Combat. This looks quite good, until you realise the Carnifex only has four Wounds, as well as the opponent having to take an Initiative before the hit can apply.&lt;br /&gt;
***This is a bad option.&lt;br /&gt;
**Adrenal Glands. A Carnifex with Adrenal Glands has the Fleet and Furious Charge USR. This allows a Carnifex to have S10 on the charge (note, not for Hammer of Wrath), as well as re-roll Run and Charge distances. This makes getting into combat much easier and combined with the Onslaught Psychic Power, allows Carnifexes to get into position quickly to start firing any Ranged Weapons they have.&lt;br /&gt;
***This is a good option.&lt;br /&gt;
**Regeneration. A Carnifex with Regeneration has the ability to regain lost wounds at the end of the game turn on a 4+. This looks promising, until one realizes it is the least durable Monstrous Creature that Tyranids have, on virtue of it having the fewest amount of Wounds (aside the Hive Tyrant, which can mitigate this with the Catalyst Psychic Power and Wings for a FMC profile) and only has a 3+ armour save coupled with it&#039;s Toughness characteristic of 6, meaning it can be focused fired down before it can make use of Regeneration.&lt;br /&gt;
***This is a bad option.&lt;br /&gt;
&lt;br /&gt;
*Tail Biomorphs&lt;br /&gt;
**Thresher Scythe - A Carnifex with a Thresher Scythe may make an additional S4 AP4 attack with the Rending special rule in close combat. Considering that the Carnifex that is in combat is usually geared for vehicle killing, this is not likely to help.&lt;br /&gt;
***This is a bad option.&lt;br /&gt;
**Bone Mace - A Carnifex with a Bone Mace may make an additional S8 AP - attack in close combat. They cost the same as Crushing Claws which will more reliably open vehicles, but if you feel that you are not destroying vehicles enough, it grants additional attack that may cause that final glancing hit.&lt;br /&gt;
***This is a decent option.&lt;br /&gt;
&lt;br /&gt;
*Options&lt;br /&gt;
**Additional Carnifexes - a Carnifex Brood may take up to two more Carnifexes. This allows a Tyranid player to shift Carnifexes around for Wound allocation purposes making the brood more durable, as well as have more Carnifexes without using up the Heavy Support slots. Any Carnifex brood consisting of two or three Carnifexes can not make use of the Tyrannocyte, making this option a speed vs durability argument.It is important to note however, that any Carnifex Brood with two or three models, are vulnerable to the harshest Instinctive Behaviour: Feed table.&lt;br /&gt;
***For lists that do not use Tyrannocytes, or do not want Carnifexes using a Tyrannocyte, this is a good option.&lt;br /&gt;
***For lists that do make use of Tyrannocytes, this is decent option.&lt;br /&gt;
**Spine Banks - A Carnifex with Spine Banks may fire one 8&amp;quot; shot at S3 AP- Blast and is treated as having Assault Grenades. This is generally not worth it as the damage output is so low and Carnifexes have a low Initiative to begin with.&lt;br /&gt;
***This is a bad option.&lt;br /&gt;
**Bio-Plasma - A Carnifex with Bio=Plasma may fire one 12&amp;quot; shot at S7 AP2 Blast. This is better than Spine Banks as you can wound a lot more stuff. It is still a bit pricey however and for thirty points more, one can purchase an Exocrine, which has a larger blast or six shots at double the range and when stationary, a better BS.&lt;br /&gt;
***This is a decent option.&lt;br /&gt;
**Transport&lt;br /&gt;
***Tyrannocyte: As soon as the Tyrannocyte was announced, there was much rejoicing amongst Tyranid players. Tyrannocytes give much needed speed to Tyranids, which allows Carnifexes to move up even faster than before. Note that only one MC model can embark the Tyrannocyte upon deployment. Tyrannocytes work best when a model can immedietly do something upon deployment, such as shoot or provide Synapse so is not the best option for all Carnifexes.&lt;br /&gt;
****For single Carnifexes with Ranged Weapons, this is a good option.&lt;br /&gt;
****For single Carnifexes with Melee only weapons, this is a decent option.&lt;br /&gt;
****For Carnifexes with long range weapons (HVC or SC) or broods of two or more models, this is a bad option.&lt;br /&gt;
**Standard Competitive Builds&lt;br /&gt;
***Carnifex w/ 2x TL Devourers with Brainleech Worms - can be taken alone to fit in a Tyrannocyte or in multiples for more firepower, this type of Carnifex, known as the &#039;Dakkafex&#039; spits out a large number of shots which shave wounds off units. Adrenal Glands are an optional extra to allow it to more reliable deal with vehicles or move into position.&lt;br /&gt;
***Carnifex w/ Scything Talons, Crushing Claws - This type of Carnifex commonly has two more standard Carnifexes for ablative wounds, as they move up the battlefield looking for the highest AV vehicles and destroying them with ease. Adrenal Glands are not a necessity as the Crushing Claws variant can reliably deal with high AV vehicles and you normally have ablative wounds for your Crushing Claws Carnifex.&lt;br /&gt;
***Carnifex w/ 2x Scything Talons, Adrenal Glands - The &#039;Screamer-Killer&#039; is a basic Carnifex. It can either be taken in multiples for more Wounds to chew through, or as a single unit&lt;br /&gt;
&lt;br /&gt;
*Stone Crusher Carnifexes&lt;br /&gt;
**From Forge World, Stone Crusher Carnifexes are even stronger than regular Carnifexes, boasting S10 on their base statline. This becomes even better when you consider the fact they also have Living Battery Ram, as well as their own special rules, Wrecker, Sunder and Carapace Chitin-rams. This gives all Hammer of Wrath attacks Armourbane and Monster Hunter, meaning they can put wounds on MC and vehicles alike. Wrecker and Sunder is what really sets them apart from Carnifexes, they are allowed to re-roll all failed Armour Penetration rolls, as well as add one to the result if against immobile structures and fortifications (on top of the +2 granted by the Wrecker Claws AP1 value) when using their Wrecker Claws. Although the Stone Wrecker Carnifex has less attacks than the Carnifex (two compared to three) any attack that goes through is more than likely going to cause an Explodes! result. As a trade off for their close combat power, they have no access to Monstrous Biocannons.&lt;br /&gt;
**While they have an identical profile to the Carnifex (trading an attack for Strength 10 aside), they are more durable than Carnifexes, due to their Reinforced Caraspace special rule, which makes any shooting attacks resolved against a Stone Crusher Carnifex reduce their Strength by one. Essentially, this means the Stone Crusher Carnifex is T7 against shooting attacks (note this does not apply to close combat attacks).&lt;br /&gt;
*Stone Crusher Carnifexes upgrades&lt;br /&gt;
**Additional Stone Crusher Carnifexes - like regular Carnifexes, additional Carnifexes may be taken for Wound allocation purposes. Considering that they are Toughness 7 against shooting attacks, this will prolong the life of Stone Crusher Carnifexes considerably. As mentioned in the Tyrannocyte entry for Carnifexes, models that can do something upon Deep Strike arrival are good. Stone Crusher Carnifexes have the durability to run up the field and bear the brunt of most weapons, especially with Shrouded support. Note that broads of two or more Stone Crusher Carnifexes are vulnerable to the worst result on the Instinctive Behaviour: Feed table.&lt;br /&gt;
***For lists that do make use of Tyrannocytes, this is decent option.&lt;br /&gt;
**For lists that do not use Tyrannocytes, or do not want Stone Wrecker Carnifexes using a Tyrannocyte, this is a good option.&lt;br /&gt;
***Spine Banks - Like regular Carnifexes, this does not help them destroy vehicles.&lt;br /&gt;
**This is a bad option.&lt;br /&gt;
***Bio-Plasma -Generally not worth it since a Stone Wrecker Carnifex does not want to be targetting Infantry.&lt;br /&gt;
**This is a bad option.&lt;br /&gt;
***Thresher Scythe - Like regular Carnifexes, this does not help them destroy vehicles.&lt;br /&gt;
**This is a bad option.&lt;br /&gt;
***Bone Mace - Unlike regular Carnifexes, Stone Wrecker Carnifexes do not require help destroying vehicles.&lt;br /&gt;
**This is a bad option.&lt;br /&gt;
***Wrecker Claw and Bio-Flail - A Stone Wrecker Carnifex with a Wrecker Claw and Bio-Flail replaces their ability to re-roll amour penetration on their regular attacks with the ability to cause Instant Death and gain a new rule, Sweep Attack. Sweep Attack allows a model to replace all their attacks with a number of attacks equal to the number of enemy models in base contact with them. This allows a Stone Crusher Carnifex with a Wrecker Claw and Bio-Flail to generate more attacks and stops it being tarpitted as easily, while the trade off is that they may find it harder to destroy vehicles.&lt;br /&gt;
**For Stone Crusher Carnifex broods consisting of two or three models, this is a good option.&lt;br /&gt;
***For Stone Crusher Carnifex broods consisting of one model, this is a decent option.&lt;br /&gt;
**Transport&lt;br /&gt;
***Much like a regular Carnifex, a single Stone Crusher Carnifex can embark on a Tyrannocyte. However, a Stone Wrecker Carnifex has more durability than a regular Carnifex and can forgo a Transport in favour of running up. Note however, that a Stone Wrecker Carnifex can not usse Adrenal Glands at all, so it is still quite slow in that regard, meaning the Tyrannocyte can provide the speed that a Stone Wrecker Carnifex needs in order to do damage.&lt;br /&gt;
****For single Stone Wrecker Carnifexes, this is a good option.&lt;br /&gt;
****For Stone Wrecker Carnifex broods of two or more models, this is a bad option.&lt;br /&gt;
**Standard Competitive Builds&lt;br /&gt;
***Stone Wrecker Carnifex w/ Wrecker Claws - A standard Stone Wrecker Carnifex does a fine job of destroying vehicles without any upgrades.&lt;br /&gt;
***Stone Wrecker Carnifex w/ Wrecker Claw and Bio-flail - A Stone Wrecker Carnifex with Wrecker Claw and Bio-flail should only be taken in groups of two or more, as it prevents a heavily points invested unit being tarpitted easily.&lt;br /&gt;
&lt;br /&gt;
*Conclusion and Overall Rating&lt;br /&gt;
**Carnifex Overall rating = A-&lt;br /&gt;
***The Carnifex can provide a lot for a Tyranid army that is not covered well within the rest of the army, such as high volumes of fire or dealing with AV13-14 and as such, are recommended in most builds of Tyranids. The Carnifex can be kitted out for different roles, making it a multi-purpose unit, which is useful in the case that you may not always be playing against vehicles. The Carnifex just falls short of being an all-star by a reliance on Synapse to function well, as well as requiring support from other Tyranids to provide it with a cover save, or to simply draw fire away from it as it is fragile in comparison to other TMCs.&lt;br /&gt;
**Stone Crusher Carnifex Overall Rating = B&lt;br /&gt;
***While the Stone Crusher Carnifex is the best answer Tyranids have to heavy vehicle duties, it&#039;s role is very linear and does not allow much adaptability. It also suffers from requiring Synapse to be effective and even with pseudo Toughness 7, is still quite vulnerable to volume of fire with only four wounds.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
**&#039;&#039;&#039;The Beast of Phodia (Deathstorm):&#039;&#039;&#039; A Fex with Bio-Plasma and Stranglethorn. Add 15 Points, and you gain IWND, which is...a nice feature. At least he can take care of any TEQ handily.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Trygon]]:&#039;&#039;&#039; The Trygon is a former Apocalypse heavyweight which has been scaled down for standard 40k games and is the smallest of the bio-titans and the only bio-titan to lack biocannons. An expensive model to be sure, it is still considered one of the highlights of the Tyranid codex. Like most other Tyranid Monstrous Creatures, the 6 Toughness 6 wounds (Formerly Toughness 7 5 wounds back in it&#039;s days of being a forge world exclusive, the toughness was probably decreased so that it wouldn&#039;t be COMPLETELY immune to S3 weapons like lasguns anymore while it was given another wound to compensate) allow it to take hits like a champ, its raw statline and Fleet, makes him a melee powerhouse. As Scything Talons got nerfed hard, they no longer are quite the bringers of death they were before. However, as toxin sacs can be bought for less than a gaunt, they can rather easily regain their rerolling death, even if it is for wounds rather than hits. It also has a respectably powerful shooting attack. As a final note, the Trygon itself does not have the option for a Mycetic Spore(but that&#039;s gone now), but Deep Strikes with the same Scatter-reduction rules built into its cost; you should always use this rule as it gets the Trygon into combat very quick. Can also leave a hole for 1 &amp;lt;b&amp;gt;infantry&amp;lt;/b&amp;gt; unit per turn to arrive from after it emerges (Pro Tip, combine this with Zoanthropes, Raveners or a big blob of devourer armed Termagants).&lt;br /&gt;
**&#039;&#039;&#039;Trygon Prime&#039;&#039;&#039;: We&#039;ve come across one of the units that didn&#039;t change much from the update (Other than being 10 pts cheaper and have access to the Bio-Artefacts), but remains a viable choice nonetheless. The fact that it can Deep Strike and provide Synapse makes him suited for a fast moving list and being a back up Synapse creature in case something bad happened to your other Synapse creatures. You really have to take advantage of the Deep Strike rule to get your points worth, otherwise it will be a waste and be outclassed by a walking Hive Tyrant with Tyrant Guards. The fact you can equip Artefacts like the Reaper of Obliterax is enticing, although again, just taking it to use the weapon and nothing more will not only be a point sink, but will attract guns to shoot at it. However if you play to the Prime&#039;s strength and use his rules, then he&#039;s worth taking. Upgrades are&#039;t needed, although Toxin Sacs and Regeneration are great, albeit the latter is expensive, which you need to keep it cheap unless you&#039;re playing a game where you have plenty of points to spend. Toss in a Toxinspike tail if you know you&#039;ll be facing high toughness monsters, otherwise keep him bare as he can still tear units apart and haves enough wounds to see him through the mid game and beyond. Given that he costs 40 pts extra than a regular Trygon, while still keeping most of the same stats that makes him good and provide Synapse, you won&#039;t be disappointed in the Prime if you use his rules to your advantage.&lt;br /&gt;
*&#039;&#039;&#039;[[Mawloc]]:&#039;&#039;&#039; A Trygon that costs 50pts less, with -2WS, -2A, no access to ranged weapons, and the ability to cause damage to enemy squads as it enters play. A polarizing unit, one that can either do a ton of pie plate damage, or die horribly with just a bad die roll or two. The good: If a Mawloc deep strikes onto an enemy unit, instead of Mishaping, Terror From the Deep lets you place a large blast over the spot the Mawloc is deep striking. Any models under the template take a S6AP2 hit with Ignores Cover. If there is still no room to place the model after this then you get a second S6AP2 Pie Plate (the codex says the Mawloc &#039;&#039;HAS&#039;&#039; to be placed within one inch of the enemy unit if it has the space). Combo TFtD with the Mawloc&#039;s Burrow ability, allowing it to enter Ongoing Reserves for another Deep Strike, and Hit and Run, to use Burrow to its fullest extent. The bad: the survivors are &#039;&#039;NOT&#039;&#039; pushed out of the way like they were in 5th ed. Thus if those two pie plates aren&#039;t enough, the Mawloc immediately Mishaps, with all the bad news that entails (1/6 chance of instantly dead Mawloc; 1/3 chance of your opponent putting it next to something that can kill it easily). Vehicles are only hit on side armor; Hive Mind help you if you scatter onto anything with SA13+ and/or more than two HP, or any model with a decent invul save. Also, bear in mind that TFtD does not distinguish between friendly and enemy models, so if you scatter into your own unit you WILL have to Pie Plate it.&lt;br /&gt;
** Not too many armies can boast an Ignores-Cover large blast which burns through Terminator armor, and (possibly) hits twice. Forget Metal boxes; your targets are Broadsides, Jetbike squadrons, Gravcannon Centurions, etc. TFtD is also not a shooting attack, Meaning its one of the only few large blast weapons that flat-out ignores Invisibility (alongside, incidentally, Spore weapons). If nothing else, it keeps Deathstars honest.&lt;br /&gt;
*&#039;&#039;&#039;[[Exocrine]]&#039;&#039;&#039;: Another new model with a big gun that&#039;s Assault 6, Str 7, AP2 shots. Or it can drop a big blast that&#039;s also S7 AP2. Park its butt for a round, and it&#039;s +1 BS (As an extra thought, give this adrenaline glands and have someone cast onslaught on it, it can stay stationary in the movement phase, then run a re-rollable D6&#039;&#039; then shoot at BS 4&#039;&#039;). Its stats are slightly weaker than base monster stats but it can still hold its own in a fight. Too bad the range isn&#039;t all that good, so make sure it has a few meat-shields (or Venomthropes) protecting it.&lt;br /&gt;
*&#039;&#039;&#039;[[Tyrannofex]]:&#039;&#039;&#039; A primarily ranged Bio-titan; This unit is of hotly debated usefulness. Scorned by some, and cherished as an unassailable bastion of destruction by others, they are ultimately models that lack a unified purpose. Costing five more points than a Keeper of Secrets, T-Fexes have six wounds, a toughness of six, and a 2+ save, meaning they are essentially invulnerable to regular infantry. Their standard build is bristling with anti-infantry weaponry, sporting two flamer templates and a short range large blast, but most people don&#039;t feel they particularly need more anti-infantry support from such an expensive unit. What the Tyranids do need is anti-armor, and that is something the Tyrannofex provides, but at considerable cost and with remedial reliability. Fans of the T-Fex insist it is a perfect tool because it draws fire away from your more important units without flinching, while opponents detract that the T-Fex&#039;s weakness is being ignored. The model is so costly that one must sacrifice whole broods of other units to field one, so it doesn&#039;t always hurt the enemy to just not shoot at the T-Fex. The reason why their use is debated at all is because T-Fexes are the Tyranid codex&#039;s only long range anti-armor units, providing a S10, Assault 2 firearm that can reach across the board, letting you crack open Land Raiders from a long distance. Ultimately they are slow, fill a niche by desperation rather than proficiency, and should &#039;&#039;&#039;not&#039;&#039;&#039; be used in games with point limits below 1,500. If titans, superheavy tanks, gargantuan creatures, and stompas are appearing on the board (such as in a game of apocalypse) T-fexes find themselves overshadowed due to the sheer number of biocannon (all of them being S10 AP3 Heavy 3-9 weapons) equipped units that will become available to the tyranids. But they do provide a nice backup to the gargantuan bio-titans. A good use for them in apocalypse is to clear away super-heavy units that would otherwise tie down your Bio-titans or threaten your army while leaving your Apocalypse Bio-titans free to focus on other things. Additionally, they make for excellent Titan finishers. Essentially, treat them as more expendable shadow sword equivalents. For some incomprehensible reason, both the Acid Spray and Rupture cannon are only AP4, making them useless against MEQs, seriously, it&#039;s chances of penetrating a land raider&#039;s armour is *identical* to it&#039;s chances of getting by a marine&#039;s armour save, what the fuck? Alternatively, a Tyrannofex can be used as a linebreaker unit, since most power weapons are ap3 now.&lt;br /&gt;
**Alternate use - As said previously, the secondary weapons are created primarily for anti-infantry. Therefore, make the tyrannofex a complete infantry hunter (Your elite slots should be your anti-vehicle. They do a much better job). In the new edition thorax swarms now count as weapons in their own right, meaning they count towards your total number of shots per turn, so gone are the days of the triple-template Tyrannofex. However, thorax swarms no longer have to be taken, and electroshock grub now have the haywire rule, giving the Tyrannofex some close range anti armour power and a surprisingly good overwatch weapon against charging Dreadnoughts. With a 2+ armor save, T6 and W6, deploy as a line-breaker (which will also qualify this beast to be your DISTRACTION CARNIFEX) and force your opponent to choose between unloading ALL his firepower to kill it, or retreating his units out of cover, which could work well for your other units. And don&#039;t forget that it&#039;s STILL an MC, so don&#039;t be afraid to smash any vehicles unfortunate enough to get within charge range. Give this creature regeneration and it&#039;ll survive the whole game. Add the thorax Fleshbane template to the acid spray for extra OMFGRUN cover-clearing naughtiness.&lt;br /&gt;
*&#039;&#039;&#039;[[Toxicrene]]&#039;&#039;&#039;: A new monster released with rules separate from the codex, this is essentially a jumbo-venomthrope made for offenses. It has Shrouded and 2+ Poisoned Lash Whips and has both the Toxic Miasma and a special Choking Cloud. This cloud is a 12&amp;quot; S3 AP- 2+ Poisoned Large Blast that ignores cover and gains Armourbane against open-topped vehicles or those that already lost a HP. The bigger bonus, though, is that all these poisoned attacks grant it Instant Death on a 6 to-wound, meaning that it has a slightly better chance of wiping out anything close to it. It thoroughly disassembles Riptides and other MCs in close combat - wounding on a 2 with AP2 is no joke, despite the mediocre WS - but walkers or MCs with a strong invulnerable save can slow it down. Shrouded means it essentially brings its own Venomthrope/Malanthrope anywhere it goes, so it needs less escorting than most other melee beasts and is harder to shoot off the board than a Trygon or Hive Tyrant.&lt;br /&gt;
**Despite its Initiative score of six (with Lash Whips) and its high number of attacks, it is hampered by its low WS, so you&#039;ll get a few wounds/kills per turn, but those wounds are almost guaranteed due to 2+ poison and AP2 so focus on high value / low model count units unless you&#039;re fighting against 3++ save opponents. A pair of Carnifexes in one squad or a Trygon can both put out about the same amount of hurt (not counting biomorphs or toxic miasma) , but the Toxicrene is cheaper than those and still has that advantage of speed. The Toxicrene fails against vehicles due to its lower strength (barring the Smash hail-Mary) and its shooting attack is really just a gimmick against since S3 Armourbane can only &#039;&#039;reliably&#039;&#039; harm AV10 anyway (though can dent a Land Raider if you are &#039;&#039;&#039;very&#039;&#039;&#039; lucky). As mentioned at the start of this section, choosing the Toxicrene should really depend on what else you have taken in your army and if you have heavy infantry/MC slaying in the bag already then consider something else.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion&#039;&#039;&#039;: It&#039;s best to ignore the shooting attack, though using it on [[Land Speeder]] squadrons could be hilarious. Just think of the shooting attack as a better version of Cluster Spines. The Toxicrene is a multi-purpose beast, able to damage most elite melee units and monstrous creatures before they can strike, able to utterly devastate tarpits with a pie-plate and Toxic Miasma and, outside of combat, pretty damn hard to kill because it has Shrouded by itself and doesn&#039;t need to hug a Venomthrope for it.&lt;br /&gt;
**The Toxicrene rules are easy to find as they&#039;ve been officially released on the internet so it&#039;s not hard to check.&lt;br /&gt;
*&#039;&#039;&#039;[[Mycetic Spore|Tyrannocyte]]:&#039;&#039;&#039; And like a vision from heaven, GW&#039;s corrupt mental systems finally gained a spark of helpfulness and gave the Nid Players what they wanted: A drop pod (though it lacks the Marines&#039; Turn 1 Assaults, but them&#039;s the breaks). A Monstrous Creature transport that can&#039;t assault or sweep but can fight in CC &#039;&#039;(meaning your opponent should weigh up whether it&#039;s a good idea to assault or not, unlike a completely passive Drop Pod)&#039;&#039;. It also carries 5 (check it, FIVE) Deathspitters that must fire at the same time, though they can be at five separate targets due to the fancy Instinctive Fire special rule, with options for either Barbed Stranglers or Venom Cannons to help defend it, which are both much better options anyway since they don&#039;t rely on BS2 as much to hit anything. Can hold either 20 models or 1 Monstrous Creature (Meaning Fex Broods and Tyrants with Guards still have to leg it). That&#039;s right; deep striking genestealers, Carnifexes or Hive Tyrants. We back in business! The major downside to this is ultimately price; 75 Points is a rather high price for a transport &#039;&#039;(but still low for a 6W T5 Monstrous Creature with Five guns)&#039;&#039; bringing other weapons ups it to 100, making it a strange mix between Land Raider and Drop Pod in use. Suicide units will probably be best served, as they&#039;ll have the ability to distract an enemy where they least expect it and if they&#039;re monsters, they&#039;ll have little to fear from IB.&lt;br /&gt;
**It does &#039;&#039;&#039;NOT&#039;&#039;&#039; actually take up a Heavy Support slot in the army, however even then it is &#039;&#039;&#039;NOT&#039;&#039;&#039; required to be attached to a unit like a Dedicated transport usually is (even if you don&#039;t transport said unit), meaning you can essentially spam these things and cause your enemy some serious area denial with cheap multi-shot monstrous creatures.&lt;br /&gt;
**It&#039;s worth noting that since it&#039;s a Monstrous Creature it has a 360 degree arc of fire (and can pivot to fire at a target), thus for 200 points you can have two Tyrannocytes that can drop a total of 10 pie plates a turn...in addition to whatever it&#039;s carrying inside....&lt;br /&gt;
**Instinctive Fire is worth describing, as you cannot choose its targets unless there are multiple units &#039;&#039;exactly&#039;&#039; equidistant away:&lt;br /&gt;
***Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight. The shots are resolved at the end of the Shooting phase before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time. &lt;br /&gt;
*&#039;&#039;&#039;Sporocyst&#039;&#039;&#039;: This shouldn&#039;t really be considered as a unit, though it technically is; it&#039;s more of a 75-point living fortification that can infiltrate and then open fire on whatever it sees. See, it&#039;s immobile, but in exchange, it gains 5 Deathspitters (which can be replaced with Barbed Stranglers/Venom Cannons) it can fire at anything near LOS with it due to the same Instinctive Fire rule as the Tyrannocyte. It can also spit out three Spore Mines each turn too (or spit out a Mucolid Spore once per game) within 6&amp;quot; of it, making it really helpful in threatening space. As a third boon, this thing also adds 6&amp;quot; to the Synapse Range of any Synapse Creature within 6&amp;quot; of it, making babysitting less of a major chore (Though you&#039;ll still need Synapse to start with, so Tervigons aren&#039;t totally bunked). Sure it&#039;s WS/BS2 T5 with only a 4+, but it has 6. FUCKING. WOUNDS. And if you cover it with a Venomthrope or two, you&#039;re practically set to make anyone think twice about charging your gunline.&lt;br /&gt;
**Whether 3 Spore Mines or 1 Mucolid Spores, the Sporocyst churns out 15 points worth of models every turn. Keep it alive for 5 and it already brought its points back in, not counting all the harm its five guns could wreak. Also keep in mind that, as the Sporocyst is a Monstrous Creature, it can Smash. If the enemy assaults it with a Dreadnought, he deserves whatever happens to it.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Units/ Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Hierodule]]&#039;&#039;&#039; Though it looks like a gigantic gaunt, it&#039;s really more like a carnifex on angry, angry steroids; this Bio-titan eats tanks for breakfast and is roughly the Tyranid equivalent of a baseline Stompa or a Warhound class scout titan.  It comes in two versions, the melee only version which has four huge scything talons that can carve up vehicles and superheavies in close combat, and has a huge flamer. The ranged version has two huge scything talons and two biocannons (this particular version of the biocannon is S10 AP3 assault 6) which means that you can spit out twelve S10 AP3 hits per turn, now despite &amp;quot;only&amp;quot; having AP3, the sheer number of high strength shots will quite regularly defeat AV 14, so you can pop open land raiders and monoliths (the only two units with AV 14 all around), kill baneblades and battle fortresses from the front (though it&#039;s still recommended that you go for their side or rear armor, &amp;lt;strike&amp;gt;because you should always try to take the most favorable option possible&amp;lt;/strike&amp;gt; attack their weak point for massive damage), take out titans and stompas (Void shields and power fields only have an AV of 12 and collapse if struck with either a glancing or penetrating hit, though only one layer of shielding will be destroyed by a single hit; as for a titan&#039;s armor, it&#039;s generally identical to a baneblade&#039;s, &amp;lt;strike&amp;gt;not even a warlord has AV 14 on it&#039;s sides or rear)&amp;lt;/strike&amp;gt; (Partially correct, its AV15 on the side), Brass scorpions, and Gargantuan creatures. Overall, a solid choice. In addition, all biotitans can tank shock, but this is generally most useful for the melee Hierodule, as it lets it just plow through a whole army of infantry models to get at the superheavy sitting at the back with a smug smile on it&#039;s face. Hilariously, Lysander can beat even the melee version of this in CC, for 1/3 of the points, but that tends to apply to most storm-shielded models up against Tyranids. But don&#039;t buy the model - buy [http://hydracast.blogspot.co.uk/p/mother-of-brood.html this] and replace it&#039;s arms with rupture cannons stuck on flesh-borer hive bitz (if you want a fat-looking knock-off).Put the hierodule&#039;s head on,and you get rid of the outdated body.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hierophant]]&#039;&#039;&#039; Coming in at a thousand points, the Hierophant is the priciest Tyranid unit in regular scale (or more accurately, not-epic) 40k and is easily one of the priciest units period.  But it makes up for that by having two extremely long ranged s10 ap3 (yes, a shot from this is more likely to kill [[Land Raider]] than it is a terminator, go figure) assault 6 biocannons, gargantuan creature rules, a metric fuckton of claws, lash-whips, warp-fields, and some of the highest armor saves, toughness, wounds, and strength stats you have ever seen. You thought the four uber-daemons were tough? You haven&#039;t seen shit, compared to this beastie those four are nothing. There is not a single non-apocalypse unit in any codex that this thing wouldn&#039;t eat for breakfast.  No matter what range it fights at, it will fuck something&#039;s shit up. Mr.space marine with a hidden power fist doesn&#039;t have shit on this guy. It is however, an colossal firemagnet, even if he is nigh on impossible to kill. With regeneration, he is pretty much the ultimate damage sponge, the few things that do hurt him will simply be rolled away. The psychic power &#039;Warp Field&#039; gives it a 6++.  Where it really shines is close combat against other super heavies where it will [[RIP AND TEAR]] with wild abandon. It also has access to a few useful upgrades, e.g. a hellstorm Str 5 AP 3 flamer, when wounded causing a large blast that is either auto wound ap 2 or D3 glancing hits, or being able to have a 20 transport capacity should help to transport vulnerable units across the board.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Harridan]]&#039;&#039;&#039; the Tyranids&#039; flyer, it is for all intents and purposes, a fucking flying Hierodule (with the best of both versions) it has the exact same bio-cannons as a Hierodule (S10 Ap3 assault 6 x2) but as a flyer, most things can&#039;t hit it, and it can pop open tanks with it&#039;s bio-cannons or its claws and is one of the only Tyranid units that can deal with enemy flyers (some people debate that it can actually assault a flyer, tearing it&#039;s shit up, and now with sixth edition, it most certainly can!). It can carry One Gargoyle brood, but mainly you want this for the bio-cannons mounted on a extremely difficult to hit platform, though a trio of Harridans shitting out sixty Gargoyles right on top of someone is a hilarious way to drown someone in flyers. Due to its immensely powerful guns, only superheavy fliers have any chance of surviving being shot at by the bio-cannons and even then they&#039;re going to take a severe beating to their 1d3 structure points. With its gargoyle broods, it can fulfill three out of four major roles for fliers excellently, air superiority, ground attack, and bombing. Strangely for a Tyranid unit, it&#039;s very elite compared to other fliers, very powerful, but also expensive, so the enemy&#039;s fliers will probably outnumber your harridans. Escort them with flyrants and harpies, laugh at your enemies feeble attempts at stopping these terrors from tearing them a new asshole. And if you stand still, you can shoot your bio-cannons TWICE, twelve S10 shots are going to fuck over anything it comes across. Really the only other flier that can challenge the Harridan is the Manta. Pray you never have to fight a manta, with it&#039;s 4++, 10SP, 96 S6 shots, 11 TL S7 AP3 shots, 2 Heavy Railguns and shitload of missiles.    &lt;br /&gt;
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Note that copious amounts of Poisoned weapons are the bane of bio-titans (note that the FAQ says that super heavy creatures are only poisoned on a 6 rather a 4 or less, so it&#039;s not that bad), so armies like the [[Dark Eldar]] who typically spontaneously explode in apocalypse games are actually a legitimate threat to your units. Be wary of this, and unless you are confident that your smaller units are the real punch of your army, and not the bio-titans, be prepared to sacrifice other Tyranid units to keep your Bio-titans safe from poison. Also don&#039;t forget to use their FNP and IWND - these are key parts of why GCs are so dangerous.&lt;br /&gt;
Also remember Fleshbane is modified too; but 30k mechancium is able to bring this in quantity so don&#039;t get careless.&lt;br /&gt;
&lt;br /&gt;
==Fortifications==&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defense Line&#039;&#039;&#039; - Since Venomthropes are kinda mobile, the only thing in your army that might need this are your Biovores; everything else should be moving forward. Quad-gun or Icarus Lascannon is rarely useless as well.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Bastion&#039;&#039;&#039; - Another static emplacement in a mobile army. An Icarus Lascanon for some anti-air is fun, but besides that you&#039;re looking at Hive Guard and bugger all else sitting inside this thing. Mostly useful as a LOS blocker and place to put a Comms Relay on.&lt;br /&gt;
*&#039;&#039;&#039;Skyshield Landing Pad&#039;&#039;&#039; - See preceding comments about Biovores and Hive Guard. Dakkafexes might also like the invuln save. The loss of Mycetic Spores means you don&#039;t have much that really WANTS to Deep Strike (from above, anyway).&lt;br /&gt;
*&#039;&#039;&#039;Fortress of Redemption&#039;&#039;&#039; - No. Just fucking no.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance weapon battery&#039;&#039;&#039; This right here? Best fortification for Tyranids is really cheap because it has no capacity for models, which for you isn&#039;t a detriment at all gives cheap, high strength sky-fire or cheap high strength large blasts which you DESPERATELY NEED&lt;br /&gt;
&lt;br /&gt;
==Supplements==&lt;br /&gt;
===Shield of Baal: Leviathan===&lt;br /&gt;
Remember back at the pre-7E rumors that there was gonna be a Blood Angels campaign starter set?  Well, there&#039;s a few things a bit right about it.&lt;br /&gt;
See, there is an incoming campaign bookset like how [[The End Times]] works, and it&#039;s focusing on the [[Blood Angels]] and their defense of a sector near their homeworld of Baal from Hive Fleet Leviathan.  It also brings in Cities of Death and Death From the Skies for 7E.&lt;br /&gt;
====Hive Fleet Detachment====&lt;br /&gt;
Oooooh boy, is GeeDubs desperate to make up for the dicking of 6E.&lt;br /&gt;
See, this detachment starts off with a mandatory HQ and three Troops.  And then it keeps getting bigger.  You now have 3 HQ, 9 Troops (meaning FOUR FUCKING TERVIGONS AND 240 GAUNTS if you want to keep with that and not use the fun new Mucolids,) and the standard 3 Elites, 3 HS, and 3 FA slots.  That is going to be a fucking lot of gaunts.  Even better, you not only have the mandatory Warlord re-roll, but you can also re-roll Instinctive Behavior.  FUCK YES.  Alas, this detachment does not have Objective Secured Troops. That would be too amazing.&lt;br /&gt;
Note: this detachment is ideal for Flying Circus lists with 3 Flyrants, Mucolid Spore Pods as troops, and Crones, but remember, if your opponent breaks your arms for playing it, he will be acquitted.&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Cunning Warlord&#039;&#039;&#039;: Infiltrate.  A pretty decent way to get you a little less distance to march forward if you&#039;re running anything out of a Tyrannocyte (read: Flyrants and Walkrants with Guard).&lt;br /&gt;
#&#039;&#039;&#039;Innate Understanding&#039;&#039;&#039;: Warlord and his group get Preferred Enemy.  Obviously, this can give you a really big boost with a Prime with his horde of Gaunts or a Swarmy with his Guards.  It might almost make up for the shit BS!&lt;br /&gt;
#&#039;&#039;&#039;Evolving Strategy&#039;&#039;&#039;: +1 to Reserves.  Kinda helpful, but if you&#039;re hoping to stall a little bit with that Trygon&#039;s arrival, you might run into a wall as he suddenly makes it in.&lt;br /&gt;
#&#039;&#039;&#039;Mind Eater&#039;&#039;&#039;: Same as the main &#039;dex -- 2VP for each IC killed in a challenge.  Not really much better here.&lt;br /&gt;
#&#039;&#039;&#039;Digestive Denial&#039;&#039;&#039;: Same as the main &#039;dex -- A piece of non-purchased terrain in the enemy DZ gets -1 cover.  Still pretty trash.&lt;br /&gt;
#&#039;&#039;&#039;Adaptive Biology&#039;&#039;&#039;: Same as the main &#039;dex -- If the Warlord loses a Wound, they gain 5+ FNP during their next movement phase.  If they last there, that is.&lt;br /&gt;
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===Dataslate: Deathwatch Overkill===&lt;br /&gt;
Returning from out of the depths of the Rogue Trader era, Genestealer cults are once again a viable army for 40k, and can be used for some serious shenanigans when allied with a Tyranid force, though if desired, the cult is perfectly capable of running by itself as a small battle-forged primary detachment.&lt;br /&gt;
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====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Patriarch (Ghosar)&#039;&#039;&#039; - 115pts - The Patriarch’s access to Telepathy (which he shares with the Magus) all by itself will likely see him used in many Tyranid lists, if only to add another psychic discipline. But, mind games aren’t the Patriarch’s only hobby. He also enjoys ripping out 4 S5 attacks with Rending, Shred, &#039;&#039;&#039;and&#039;&#039;&#039; AP3, letting his gribbly familiar get in two more Rending cheap shots, and using his status as an Independent Character to join units and get Look Out Sir! saving rolls whenever someone wants to take a pot shot at him. [[Kharn|A pretty fun guy]], for a ‘nid. Ultimately, the Patriarch&#039;s combination of psychic powers, beastly stats, and relatively low point cost makes him the second best Tyranid HQ behind the flyrant. With invisibility on he can go toe to toe with most characters, specially since he &#039;&#039;will&#039;&#039; beat them to the punch unless they are daemon princes or Jain Zar.&lt;br /&gt;
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*&#039;&#039;&#039;Magus (Orthan Trysst)&#039;&#039;&#039; - 65pts - At first glance, the Magus doesn’t seem to have much going for him. He has access to Telepathy, sure, but the Patriach can do pretty much everything he can do, and more. But, the Magus is less expensive by 50 points, and has two things that even the Patriarch doesn’t: He has a Force Weapon and Ballistic Skill.&lt;br /&gt;
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*&#039;&#039;&#039;Primus (Vorgan Trysst)&#039;&#039;&#039; - 75pts - Cheap Melee character that is AP2 Instant Death on a roll of 6 to wound (Riptides and Wraithknights beware). Also has Zealot so can provide a nice buff to a big unit of Cultists.&lt;br /&gt;
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====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Acolyte Hybrids (The Favoured Disciples)&#039;&#039;&#039; - 85pts - At first the hybrids seem underwhelming, having autopistols and guardsman toughness/saves until you realize the plethora of bonuses going for them. First is the fact that they are 2 attacks per head (plus +1 for 2ccw). This means a 4 whooping attacks on the charge at WS/I/S 4. On the charge they pull 48 attacks at max size (a possibility considering that with the formation you get a 4+ in the open and you have 2 psykers with possible invisibility). That is 24 hits, 12 wounds, 4 of which are rending. Statistically you&#039;ll have killed 4 Termies (140 points!) with a unit of 85. Even the TH-SS will suffer a casualties&#039; worth bigger than the unit&#039;s point cost. The best thing is that they are fearless as stock, making them a nice tarpit for monstrous creatures or simply for going into the front lines. Extra points if you tarpit a riptide on turn one and tie him for the whole game.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrids (The Faithful Throng)&#039;&#039;&#039; - 110pts - Neophyte Hybrids are basically cultists for tyranids, except they have higher initiative and leadership, a better save, and better gear in the form of grenade launchers, mining lasers (a half-ranged lascannon), and assault grenades. Unfortunately, that’s balanced out by the fact that they don’t have any optional toys and are stuck at just 16 dudes. A tarpit horde they aren’t. Thankfully, Primus Vorgan Trysst can act as a sort of pseudo-Dark Apostle and can used to a similar effect, giving your hybrid cultists a boost in staying power.&lt;br /&gt;
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====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Purestrain Genestealers (The Purestrain Princelings)&#039;&#039;&#039; - 30pts - The Princelings are both better and worse than generic genestealers. They are better in the sense that they have hit-and-run, allowing them to run out of combats you&#039;re not comfortable with, and MTC to rape those marines hidden in ruins. The problem is that, with the squad size hard-capped at 2 models, these guys are going to be hard pressed to actually get into combat with anything they can threaten. With Ghosar they become a…passable honor guard, making 2 nice ablative wounds, but even then the only real reason to bring the Princelings over a pack of ordinary genestealers is for the Broodkin formation, where they can infiltrate with the Patriarch and pull some turn one assault trolling.&lt;br /&gt;
*&#039;&#039;&#039;Aberrant Hybrids (The Brothers Aberrant)&#039;&#039;&#039; - 120pts - The unit has 8 wounds in total, average genestealer toughness and hit as hard as a bloody carnifex. The rending claws are a nice bonus, as they give a bonus attack to the pick aberrants (remember, the pick is not specialist!) and give you a shooting chance to wound termies with the pick guys (wounding on 3+ for the chance to ignore their to 2+ saves is welcome, specially when they will get to attack before them). Their 5+ save is alleviated by a 5+FNP (but with T4 you better be wary of dem meltas). Stubborn may make them a nice tarpit against mid-tier meelee units but you&#039;re better using the formation to get them fearless.&lt;br /&gt;
&lt;br /&gt;
====Formation====&lt;br /&gt;
*&#039;&#039;&#039;Ghosar Quintus Broodkin&#039;&#039;&#039; - 600pts - All the guys in the box together get infiltrate and Shrouded until turn 2 and get to assault turn 1 for fun. To add to this the Patriach and Princelings can infiltrate anywhere 1 inch away from enemy units meaning &#039;&#039;&#039;TURN ONE ASSAULTS ARE BACK BABY&#039;&#039;&#039;. Also gives a way for your Abberants to get into melee range because the Cult can&#039;t afford limos yet. Also a chance to get Invisibility is pretty fucking great, in conclusion it’s a nice addition to any Tyranid list.&lt;br /&gt;
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==Allies==&lt;br /&gt;
&#039;&#039;[Under construction. [[Skub|More opinions]] would be appreciated]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A wise player once told me that an assault army is only as good as its fire support, so you could use allies to plug the long range punch gap in the tyranid codex. This reduces your dependancy on monstrous creatures or the ever crowded elite slot to handle armour.  &lt;br /&gt;
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====Allies of Convenience====&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Gives you access to units which can assault out of reserves and various tanks and other cheap blobs. Also has decent Genestealers, gaining Stealth and Hyper Reflexes (5++) in exchange for being Elites rather than Troops. This hardly matters as you&#039;ll most likely bring them as a formation. You can deploy 1&amp;quot; away minimum, your army won&#039;t derp on a roll of a 1, but no shared psychic powers or Warlord traits.  Keep in mind that Gen. Cults give you access to Guard vehicles which don&#039;t have a chance of freezing on a 1, so use them instead.&lt;br /&gt;
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====Come the Apocalypse====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armies of the Imperium&#039;&#039;&#039; - Short-ranged firepower á la carte.&lt;br /&gt;
**&#039;&#039;&#039;Astra Militarum/Imperial Guard&#039;&#039;&#039; - Gaunts vs Guards is an argument for a better writer than myself (and huge blobs have trouble staying out of One-Eye-Open range), so let&#039;s focus on what you &#039;&#039;really&#039;&#039; want from the humans: tanks. Lots and lots of armored support. With vehicles now harder to explode than ever and Smash now only getting one attack, vehicles might just be worth the investment. &lt;br /&gt;
**&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039; - Only a few models so deployment won&#039;t be a problem also because you want super-heavies without taking a cock up the ass from Forge World. Luckily those pie-plate cannons have just enough range to make it all work out nicely. Just remember that Knights explode horribly on death. Take an errant you want long range high strength low AP weapons the errant has long range high strength low AP weapons&lt;br /&gt;
**&#039;&#039;&#039;Militarum Tempestus&#039;&#039;&#039; - This... Could be pretty cool actually! The flyer formation or mass deep strike tactics could be very good with tyranids to attract fire, and might help with getting rid of mass power armour or tanks (deep striking melta t2), especially if you also take inquisition servo-skull shenanigans. Although fluffwise, it might be a bit hard to justify &amp;lt;s&amp;gt;just like most of alliences with Nids&amp;lt;/s&amp;gt;... Not really: The Tempest use a Nid attack as cover for a Black op Valkyrie raid. Makes perfect sense?&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039; - Monstrous Creatures with psychic powers and hordes of little chitterlings for minions. Yeah, this definitely seems familiar territory at first. Still, the Warp is nothing if not fickle and the clashing flavors can spell doom for each side in equal measure. Make sure to make the most of those extra Warp Charges and speedy low-AP options before the inevitable One-Eye-Open takes effect (and with two assault-happy armies, it &#039;&#039;will&#039;&#039;). Plus, you can have some fun with daemon summoning and the formations that make your gaunts respawn to build an army that JUST WON&#039;T FUCKING DIE!&lt;br /&gt;
*&#039;&#039;&#039;Chaos Marines&#039;&#039;&#039; - For the moment, refer to comments about 3+ armor spam above. With Gaunts on your side you shouldn&#039;t need cultists either unless you really love Mark of Khorne. Although baledrakes + skyblight swarm could be lulzy. &lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar&#039;&#039;&#039; - Well thanks to the new codex update, the new dark eldar hotness seems to be coven lists. And a coven lists can&#039;t really bring tyranids anything as your MCs beat the pain engines, and having pretty tough objective holders is pretty useless when you can have tervigons and spawning/respawning gaunts. The main point of dark eldar nowadays seems to be giving allies assault transports, and you can&#039;t use them, sooooo.....&lt;br /&gt;
*&#039;&#039;&#039;Eldar&#039;&#039;&#039; - Yay, Shadow in the Warp next to a psyker-happy army. Unless you need Wave Serpents or anti-MEQ weapons, pro&#039;lly best to stick to Dark Eldar instead.&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039; - Another hammer-and-anvil combination. Not a lot of opponents can match both the Necrons&#039; guns AND the &#039;Nid swarm. Just remember, Canopteks might be less useful with all that One-Eye-Open jazz, but you should have more than enough green lightning to make up for it. You could also spam flyers, works well enough with &#039;nids actually.&lt;br /&gt;
*&#039;&#039;&#039;Orks&#039;&#039;&#039; - The only thing &#039;Nids have that Orks need is Monstrous Creatures. Ork vehicles might hit the sweet spot, but beyond that you&#039;re just mixing two horde armies, and with One-Eye-Open to worry about you might want to look elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;Tau&#039;&#039;&#039; - Long-range anti-everything mixed with tarpit damage-sponge goodness. Be sure to jump-shoot-jump; you have the ability to screen Crisis Suits in a way Puretide could only dream of.&lt;br /&gt;
&lt;br /&gt;
==Dataslate Formations==&lt;br /&gt;
*&#039;&#039;&#039;Hive Vanguard (Start Collecting Tyranids pack):&#039;&#039;&#039; A measly intro pack to the pain of Tyranids, this gives you a Tyrant, three Warriors and a pack of Gargoyles. If the Gargoyles are within 18&amp;quot; of the Tyrant at the beginning of movement, they can jump off the board to perform another Deep-Strike, which can&#039;t scatter if they&#039;re DSing next to the Warriors. This might help bring Gargoyles in for a distraction on the other side of the board or perhaps to recover them from an unwinnable fight, but aside from that, they can do little else.&lt;br /&gt;
**Another way to look at it is to max out the gargoyles unit to 30, and deep strike them in to the enemy&#039;s lines turn 1. There&#039;s also no reason you can&#039;t run a flyrant in this formation so he can meet them up there. Imagine running 2-3 of these formations. 90 gargoyles infront of your enemy turn 1 offloading all their guns. Plus 3 flyrants. Pretty darn good. &lt;br /&gt;
**It could also be used to grab unclaimed or contest objectives late game. Requires some luck on the scatter, but could be nice. &lt;br /&gt;
*&#039;&#039;&#039;Lictor Forest Brood:&#039;&#039;&#039; This Formation consists of 5 Lictors (which act as if they were a single unit), and allows them to switch the Stealth rule for the Shrouded rule. In addition, they can be deployed as close as 6&amp;quot; to an enemy unit if they use Infiltrate to deploy into a forest. Situational, but could be useful on the right map. (Just to remind you pheromones 6&#039;&#039; mawloc lulz)&lt;br /&gt;
*&#039;&#039;&#039;Manufactorum Genestealers:&#039;&#039;&#039; This Formation consists of 5 Genestealer Broods (which may not include additional Genestealers, or a Broodlord (according to the draft FAQ)). They gain Hit&amp;amp;Run and if they Infiltrate to deploy into a Building or Ruins, they can deploy up to 6&amp;quot; of an enemy unit. It&#039;s not much, but it helps them get into close quarters more safely than usual. &lt;br /&gt;
*&#039;&#039;&#039;Deathleaper&#039;s Assassin Brood:&#039;&#039;&#039; This formation consists of Deathleaper and 5 Lictors; any unit within 12&amp;quot; of any model in the formation gets a -1 penalty to Leadership, and also benefits from Preferred Enemy (Characters and Independent Characters). Note that due to FAQs, this means they hit harder versus any unit thar contains at least one Character...including a Sergeant. This gives them insurance against rolling 1s to wound vs most &amp;quot;human&amp;quot; armies, though Xenos and Demons tend to lack mandatory &amp;quot;sergeants.&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Broodlord&#039;s Hunting Pack:&#039;&#039;&#039; This formation consists of 3 Genestealer Broods (one of which must contain a Broodlord, and only one Broodlord can be taken). If they arrive from Reserves, they can set up in any unoccupied Building or a Ruin (although they have to be more than 6&amp;quot; away from enemy units in the latter case). In addition, they gain Preferred Enemy towards a unit of your choice when they deploy.&lt;br /&gt;
*&#039;&#039;&#039;Gargoyle Bio-Bombs:&#039;&#039;&#039; This formation consists of 3 Spore Mine Clusters and 3 Gargoyle Broods. If a Spore Mine Cluster in the formation starts a move (including Run or Charge) within 6&amp;quot; of a Gargoyle from the Formation, it can move 6&amp;quot; in the movement phase and will not halve the distance rolled if it runs or charges. Perfect for getting your mines into position quickly.&lt;br /&gt;
*&#039;&#039;&#039;Endless Swarm:&#039;&#039;&#039; 3 broods of Hormagaunts, 2 broods of Termagants, and one brood of Tyranid Warriors. Each time one of the Gaunt broods is destroyed, roll a D6; on a 4+, it goes back into ongoing reserves, with the original number of models, weapons, and upgrades it had when you started. If that one gets destroyed, you can try to put it back into reserves as many times as you can pass the roll. It seems good- right until you read the part where it says the opponent still gets victory points from destroying the units that make up the formation even after they come back. Ask yourself a question: do you REALLY want to feed your opponent an endless stream of victory points?  The answer is yes, because in the other 5 missions you may have an unending stream of objective holders and if you&#039;ve lost that many 30 gaunt units in killpoints, you&#039;ve already lost anyway.&lt;br /&gt;
** The Apocalypse formation gives you the option of 3+ termies and 3+ hormies (With no need for a babysitting Warrior brood), all with the ability to force the enemy to only take snapshots at them if they roll a d3 less than their turn number (making it unstoppable after turn 3) and can resurrect an entire unit without cost during a break.  Quite obviously, this was the basis upon which the other swarm formations the Dataslates have came from.&lt;br /&gt;
*&#039;&#039;&#039;Incubator Node:&#039;&#039;&#039; 3 broods of Termagants join a Tervigon and only give the big guy the ability to re-roll ones to spawn more gaunts.  It&#039;s essentially a free set of troops since there&#039;s no limit as to how big the gaunt broods can be, and this can definitely free up troop slots for some Warriors. BUT there is a [insert math here] bigger chance of rolling a double be wary of this (actually you should get the exact same amount of termagants just with larger, fewer broods)&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Swarm:&#039;&#039;&#039; Tyranid Prime joins three broods of Warriors and they all get an 18&amp;quot; synapse range.  This isn&#039;t going to make any of them good by a long shot, but it&#039;ll definitely give you some free synapse if you&#039;re using up your troop slots for gaunts and Tervigons.&lt;br /&gt;
*&#039;&#039;&#039;Skyblight Swarm:&#039;&#039;&#039; A Flyrant, a Crone, 2 Harpies and 3 Gargoyle broods enter a bar...and then the [[Flying Circus]] begins!  All these FMC&#039;s give the Gargoyles Objective Secured- a very powerful tool since it takes effect even in Unbound lists. Also, like the Endless Swarm Formation, if a brood of Gargoyles get killed, they go back to ongoing reserves with the exact same loadout as before on a 4+.  Ask again: Do you &#039;&#039;REALLY&#039;&#039; want to fork over infinite victory points?  The answer again is yes, because do you really care as long as there&#039;s a 5/6 (11/12 with Maelstrom) chance of playing an objective game anyway?&lt;br /&gt;
*&#039;&#039;&#039;Living Artillery Node:&#039;&#039;&#039; An Exocrine joins 3 Biovores and a Warrior Brood with a Venom Cannon or a Barbed Strangler.  This gives everyone Pinning on their shooting and the ability to re-roll the scatter die when firing a Blast or Barrage weapon.  AWESOME - re-rolling the scatter on Blast/Barrage is once again - AWESOME &lt;br /&gt;
*&#039;&#039;&#039;Bioblast Node:&#039;&#039;&#039; A Tyrannofex joins 3 Carnifex broods, each with a monstrous biocannon, and a Warrior brood with a biocannon.  For this, the entire formation gets Split Fire and anyone within the 12&amp;quot; of the Warriors can reroll 1s to Wound in shooting.  Pretty decent for the Warriors to get some protection, but they&#039;re still sitting ducks.&lt;br /&gt;
*&#039;&#039;&#039;Wrecker Node:&#039;&#039;&#039; The same formation as above, minus the Tyrannofex and the mandatory dakka (In fact, you can&#039;t take any biocannons at all).  The Warriors still let anyone within 12&amp;quot; of them to reroll 1s to wound, but this time in assault.  Also, the Fexes now inflict D3+1 HoW hits.  Largely less useful because of the Warriors&#039; weakness to things harder than a stiff breeze.&lt;br /&gt;
*&#039;&#039;&#039;Tyrant Node:&#039;&#039;&#039; A walking Tyrant takes a brood of 3 Tyrant Guards and a Venomthrope Brood.  This formation gives the big bug +6&amp;quot; of Synapse.  It&#039;s basically a free Dominion, and the chance to take more non-FOC Venomthropes is a choice hard to pass up.  However, the mandatory walking Tyrant makes things a bit hard, being the slow bastard he is. Can the tyrant be the swarmlord? - no. But you can make the Tyrant into a &amp;quot;Templant&amp;quot; with the Miasma Cannon and Shreddershard Beetles which makes it a devastating (and quite hard to kill) unit on the charge &lt;br /&gt;
*&#039;&#039;&#039;Subterranean Swarm:&#039;&#039;&#039; A Trygon Prime joins a normal Trygon, a Mawloc, and three Ravener broods.  The whole formation gets rolled as a group for reserves and once the Prime&#039;s location is found, everything can deep strike within 1&amp;quot; of the Prime.  The Raveners can&#039;t move or assault, but they can still shoot and run.  The main issue with this formation is the price, as this is a lot of dosh to spend on a deepstriking force. Main draw of this formation - I can&#039;t think of a single army that would be able to wipe out a Trygon Prime and (at least) 9 Raveners the turn after they arrive from reserves as well as focus on what may be charging across the board. Yes the price is high but even if it does not come in until turn 3 or 4 you can still do some serious late game damage. &lt;br /&gt;
** The Apocalypse version makes only the Trygon Prime and Raveners mandatory, with the ability to add more Raveners, Mawlocs, and Trygons.  They also make anyone who Deep Strikes within 12&amp;quot; of the Prime never scatter, grants Shrouded the turn they arrive, and forces anyone within 6&amp;quot; of them to test for pinning.  Other than that, it still works the same way, but with a bit of extra insurance.  &lt;br /&gt;
*&#039;&#039;&#039;Living Tide:&#039;&#039;&#039; A Tyrant Node, a Synaptic Swarm, 3 Endless Swarms, a Wrecker Node and a Skyblight Swarm, all in one formation with a bonus 6&amp;quot; for everyone within synapse of the Tyrant Node (I.e. the only reason you should bother with the Norn Crown) free Fear for everyone, and a re-roll for the Endless and Skyblight Swarms when their gaunts/gargoyles die so they can return to reserves.  &#039;&#039;&#039;JESUS CHRIST&#039;&#039;&#039;.  This shit&#039;s practically an army in and of itself!  If you&#039;re even able to field such a monstrosity in an Apocalypse game, rest assured that shit will be FUCKED.  Just like your wallet.  Here&#039;s what you need:&lt;br /&gt;
**A Flyrant&lt;br /&gt;
**A Tyrant&lt;br /&gt;
**1 full Tyrant guard brood&lt;br /&gt;
**A Tyranid prime&lt;br /&gt;
**A Venomthrope brood&lt;br /&gt;
**7 Warrior broods&lt;br /&gt;
**9 Termagant broods&lt;br /&gt;
**9 Hormaguants broods&lt;br /&gt;
**A Crone&lt;br /&gt;
**2 Harpies&lt;br /&gt;
**3 Gargoyle broods&lt;br /&gt;
**3 Carnifex broods&lt;br /&gt;
***That is 244 models as a bare minimum for 1 formation, I repeat, &#039;&#039;&#039;JESUS CHRIST&#039;&#039;&#039;, or a max of &amp;lt;s&amp;gt;714&amp;lt;/s&amp;gt; 746 models @ 18,732 points (remember that fucking everything can have a Tyrannocyte now, see [[http://1d4chan.org/wiki/File:The_Living_Tide_-_WTF_Mode.pdf]]) but th- ho- [[HHHHHHHHHHHhhhhhhhnnnnnnngggggg-]]&lt;br /&gt;
*&#039;&#039;&#039;Phodian Annihilation Swarm (Deathstorm):&#039;&#039;&#039; All the units of the Box get put in.  Aside from all the normal benefits of the units, they also grant all units Stealth (and give &#039;Stealers Shrouded since they have Stealth) and the Spawn gives everyone Preferred Enemy while still alive.  This is actually rather nice, as it gives the Warriors and Fex some nice cover and makes the Stealers practically untouchable in cover...provided they&#039;re not fighting cheesing fuckmongers with Ignores Cover out the ass.&lt;br /&gt;
*&#039;&#039;&#039;Carnifex Crusher Brood (Apocalypse)&#039;&#039;&#039;: Join 3-5 Carnifexes to get IWND.  If more than three of them have Bio-Plasma and share LoS, they can make a combined Assault 1 Hellstorm attack with Strength equal to 4+the number of Fexes and AP2.  Rest assured that even at it&#039;s lowest, it&#039;ll be mulching little guys and MEQ&#039;s.&lt;br /&gt;
*&#039;&#039;&#039;Living Fortress (Apocalypse)&#039;&#039;&#039; - 2 Tyrants (1 possibly being Swarmlord) and 3 models of both Tyrant and Hive Guard.  Doing this gives all nids in the formation Feel no Pain and anything within synapse of the Tyrant Preferred Enemy and Counter-Attack.  They also can opt to form a Fortress of Chitin if they get shot at, getting Shrouded and upping their Armour by +1 at the cost of making all movement through difficult terrain. This is actually a very powerful formation, giving preferred enemy to everyone in Synapse Range, potential of 24&amp;quot; with the Swarmlord, is very helpful making many units have more reliable hits, e.g. Hierophant with preferred enemy for even more trolling.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard Infestation (Apocalypse)&#039;&#039;&#039; - 3+ Genestealer broods (with a Broodlord) join 3+ Lictors (One of which could be Deathleaper).  They start in reserves and use the Lictor&#039;s Chameleonic skin to arrive, with the ability to force any food within 36&amp;quot; of them use their lowest Ld values.  It doesn&#039;t help their survivability much, but it gives the Lictors meatshields. &lt;br /&gt;
&lt;br /&gt;
===Warzone Valedor===&lt;br /&gt;
*&#039;&#039;&#039;Cronecoven (Apocalypse)&#039;&#039;&#039;: 3+ hive crones join in and for every vector strike after the first, add +1 strength&lt;br /&gt;
*&#039;&#039;&#039;Eater Swarm (Apocalypse)&#039;&#039;&#039;: 3+ Haruspexes (Haruspices?), 3+ Pyrovore Broods, 5+ Ripper broods.  They all start in reserves and have IB Devour and outflank.  Any character with LoS with them lose Ld equal to the number of turns.&lt;br /&gt;
*&#039;&#039;&#039;Eye of the Hive (Apocalypse)&#039;&#039;&#039;: 3+ warrior broods each with 5+ models Roll a d3 at the beginning of the game, and every unit that arrives after that turn gains Preferred Enemy to one codex. Also, units within 18&amp;quot; get to attack even if they are killed in close combat before their Initiative step.&lt;br /&gt;
*&#039;&#039;&#039;Harpy Skyhunters (Apocalypse)&#039;&#039;&#039;: 3+ harpiesand  3+ spore mine clusters.  Harpies firing at a Flyer within 12&amp;quot; of a Spore Mine get Tank Hunter. &lt;br /&gt;
*&#039;&#039;&#039;Kraken Tendril Swarm (Apocalypse)&#039;&#039;&#039;: This includes 1+ Warrior Broods, and 3+ units of Gants or Gaunts (In broods of 20+), plus optional Gargoyles.  The formation may, once per turn, make a 60&amp;quot; move that can&#039;t go within 12&amp;quot; of an enemy, but they may shoot afterwards. Also, every unit gains Outflank and Acute senses.&lt;br /&gt;
*&#039;&#039;&#039;Leviathan Skyswarm (Apocalypse)&#039;&#039;&#039;: This throws in 1+ Flyrants, 3+ Gargoyle Broods, 2+ Harpies, 0-3 Harpies, and an optional Harridan.  When Gargoyles assault a flyer, they roll a d6: a 1-3 means that they get flattened, a 4-5 means nothing, and a 6 gives a glancing hit.  Also, anyone with Skyfire shooting them loses -1 BS and if these guys Deep Strike, they can always avoid impassible terrain.&lt;br /&gt;
*&#039;&#039;&#039;Sporestorm Brood (Apocalypse)&#039;&#039;&#039;: 1+ Exocrine, 1+ Biovore brood of 3, and 3+ Spore Mines.  The mines begin in reserve and can re-roll the scatter die so long as they&#039;re within 12&amp;quot; of another Tyranid.  IF an Exocrine hits anyone within 6&amp;quot; of the Mines, he gets TL, while a Fex shooting any similar targets get to reroll all to-hit and to-wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Tervigon Broodnode (Apocalypse)&#039;&#039;&#039;: 3-5 Tervigons with Onslaught and Catalyst must nominate one as the queen.  If the queen is killed, the formation is broke but it gets to spawn gaunts with any weapon they want (devourers), and each can roll 3d6 when spawning and you choose which which 3d6 to apply to every tervigon in the formation.  It&#039;s all for massive hordes, but the doubles rule still counts.&lt;br /&gt;
*&#039;&#039;&#039;Tyrannofex Gunbeast Brood (Apocalypse)&#039;&#039;&#039;: 3-5 Tyrannofexes, with at least 2 of them using Rupture Cannons or Fleshborer Hives.  Anyone shot and hit by these beasts get a special marker that makes any other Tyrannofex that shoots it get TL, Ignores Cover and Tank Hunter.  Heavy Firepower to the MAX.&lt;br /&gt;
*&#039;&#039;&#039;The Shadow Incarnate (Apocalypse)&#039;&#039;&#039;: A Tyrant with 3 Guards and 2+ Zoanthrope Broods.  This doubles the range of the SitW and gives anyone within 24&amp;quot; a +3 on their Deny rolls.  Also, the Tyrant gets a new power called &#039;&#039;The Terror&#039;&#039;, which is a Nova Power with a range of 6&amp;quot; per Psyker in the formation (Presumably counting Zoanthropes as a group because Brotherhood of Psykers) with S2, AP1, Assault 10, Pinning, and Blind.  Useful for only...Orks, Fire Warriors, and Guardsmen, all who would even begin to be frightened by S2.  Blinding and Pinning are some rather handy ways to lock down pesky units.&lt;br /&gt;
**Alternate Take:  it takes fairly little investment to get your nova to hit the entire board (literally or figuratively). The volume of blinding and pinning fire will ensure a couple casualties and a little chaos... everywhere.  This makes it sort of a force-multiplier more than just a weapon.&lt;br /&gt;
&lt;br /&gt;
===Shield of Baal: Leviathan===&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic Node&#039;&#039;&#039;: A Tyrant with toxin sacs joins the new Toxicrene and 3 spruced-up Venomthropes to gain the Toxicrene&#039;s ID on a 5+ to-wound.  The Tyrant also gains the Toxic Miasma, which he (or any other members within 12&amp;quot;) can use at any time.  Definitely a nice way to tarpit shooting with the Venomthropes pumping Shrouded to protect a Flyrant.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: Nothing is stopping you from taking Wings on the Tyrant, so this can be used to gain 3(!) additional Elite choices and a Heavy Support. All you have to pay for that is an extra 10 points for Toxin Sacs on the Tyrant. You were going to take lots of Venomthropes and a Toxicrene in a Tyrannocyte anyway, right?&lt;br /&gt;
*&#039;&#039;&#039;Neural Node&#039;&#039;&#039;: A Maleceptor leads 3 Neurothrope-led Zoanthrope broods.  All it gives is an 18&amp;quot; SitW and can re-roll 1&#039;s when using powers.  Yeah, the Maleceptor&#039;s still pretty shit, just slightly less so against psyker-heavy armies.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: Rerolling 1s is amazing when you are going to be throwing that many Charges around. The additional Shadow in the Warp-range may sound weak, but it does make it far easier to snipe those damn Farseers with Psychic Overload. &lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: Additional Shadow in the Warp range also makes it really easy, and rather fun, to kill of enemy characters with the new Nerothrope power with 3d6 vs. LD (at -3 via RAW with SitW) &lt;br /&gt;
*&#039;&#039;&#039;Skytyrant Swarm&#039;&#039;&#039;: A Flyrant takes two broods of Gargoyles to use as ablative wounds and boost Synapse by 6&amp;quot;.  The Tyrant can roll Look Out, Sir on a 2+ and spend each one of them as a wound.  The smart way to run this is to DS in there with your mob of flying wounds and then spam the shit out of their blinding acid and then blast them.  Issue is that you&#039;ll always be gliding and if you all die, you give up 3 VP.  Unlike the Skyblights, you can&#039;t roll to put them in reserves.&lt;br /&gt;
*&#039;&#039;&#039;Sporefield&#039;&#039;&#039;: 3 Mucolid Clusters can join in 3 Spore Mine Clusters.  They all gain Infiltrate and if anything ever dies, they can return to reserves on a 4+.  Unlike the other ones, which might fork over all the kill-points, these guys get the safety of not forking over those points, but also being able to suicide themselves at the nearest flyer/MC/FMC and come back laughing!  Buy a bunch and then buy some minimum Mucolids and maybe a Sporocyst in the main FOC, and watch them panic at all the Sporemines!&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: As long as you have the models, always toss out one Sporefield at the very least. You get a playable Sporefield for no more than 90 points, they give no kill points whatsoever and they WILL play merry havoc with your opponent&#039;s movement phase in addition to raping any flyer stupid enough to come too close.&lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;: Note that you are totally free to field an entire army of these things. Granted, you won&#039;t win any games (unless you get very lucky and manage to wipe out your opponent before all your mines go boom) but it will be hilarious to watch your opponent trying to get the hell away from up to 33 Mucolids and 101 normal spore mines in 1000 points (and even more hilarious shenanigans at higher point levels). &lt;br /&gt;
*&#039;&#039;&#039;Skytide&#039;&#039;&#039;: LUBE UP.  THE FLYING CIRCUS IS BACK IN TOWN.  Pack in a Skytyrant Swarm, a Sporefield, and THREE Skyblights.  This is now an army.  Not only does each formation keep their rules, but the Skytyrant Flyrant also gives other Tyrants within Synapse a boost of 6&amp;quot; on their own Synapse range and gives you a re-roll on any removed unit before they die for good.  It&#039;s not as much as the Living Tide (and thank GOD for that), but it&#039;s still hella pricy with all those Flyrants. Here&#039;s what you need:&lt;br /&gt;
**4 Flyrants&lt;br /&gt;
**11 Gargoyle broods&lt;br /&gt;
**6 Harpys&lt;br /&gt;
**3 Crones&lt;br /&gt;
**3 Mucoloids&lt;br /&gt;
**3 Spore mine clusters&lt;br /&gt;
***for a minimum of 127 models and a maximum of 379.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
The new Tyranid swarm is a great start with 10 Gargoyles; 40 Hormagaunts; 40 Termagants, 1 Carnifex and some Rippers. Also get the Wrath of the Hive Mind Box (No longer available): for the same amount of money you&#039;d individually buy a Hive Tyrant, Tervigon and a trio of Warriors you get that and 20 extra Termagants. For the Tyrant get either the wings or some Tyrant Guard: if you go with the latter the Swarm Lord is an option for you. Push 30 termaguants into one unit and keep the rest for spawning. You now have a good 750-1000pt army. Get some elites! They&#039;re not the &#039;&#039;best&#039;&#039; slot now but every army needs SOME, Venomthropes, Zoanthropes and Hive Guard are all good and neatly fill 3 elite slots. Allowing for 150 points of upgrades this is about 1350 points.&lt;br /&gt;
&lt;br /&gt;
The central power of Tyranids this edition is in swarms of units. Among the best performers for the army are Hormagaunts and the swarm-producing Tervigon, but Termagants armed with Devourers (called Devilgaunts) aren&#039;t half bad either with a bit of cover. Thanks to Warriors being troops, it is possible to build an army with an elite focus as well, but the Tyranids don&#039;t take to such list building strategies as well as certain other armies do. This is mainly because hidden powerfists will put an end to Warriors in an eyeblink, preventing them from making safe assaults into any Space Marine unit toting one.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, armies with a great deal of attention to monstrous creatures will often find themselves fragile and horrifically outnumbered. A bit of number crunching reveals that, per point spent, a carnifex is not all that much more durable than a bunch of hormagaunts in cover, meaning that small arms are no less effective against them and heavy weapons are an unnecessary Achilles heel. Some of the newer monstrous creatures with six wounds, such as the Trygon, keep it together better but just can&#039;t do everything the army needs thanks to their high cost and few numbers. The Nidzilla list is still pretty effective, but it takes careful planning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;General List Building&#039;&#039;&#039; - On some part, Tyranids have very few options to choose from once they have selected the models they wish to use. For example, Hormagaunts have only two biomorph options: adrenal glands and toxin sacs, and the same is more or less the case for Termagants, Gargoyles, and several others (plus or minus one or two weapons and biomorphs). The strong point of the army is not in mutable units or myriad alterable roles this edition. Hence, the following is a list of the three most common biomorphs and their most prominent uses:&lt;br /&gt;
**&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039; - This biomorph grants Furious Charge and Fleet to the model it is equipped to. Its foremost use is increasing strength to better damage vehicles; while marginally less useful against infantry than Toxin Sacs, when the two are used alongside each other, basic Tyranid infantry become among the deadliest anti-infantry in the game (for a price, that is: it is often better to choose one biomorph or the other). Unfortunately, in several cases, adrenal glands got a noticable price increase.&lt;br /&gt;
**&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039; - Toxin Sacs cause the model&#039;s close combat attacks to be inflicted with a 4+ Poison, which is quite potent against enemy infantry and monstrous creatures (I&#039;m looking at you T 10 great unclean one). They are offered to all Tyranid monstrous creatures and change them from a 2+ wounding to a 2+ with a re-roll. However, they have the tendency to be very useful on infantry units, such as Hormagaunts.&lt;br /&gt;
**&#039;&#039;&#039;Regeneration&#039;&#039;&#039; - Typically expensive, this biomorph allows a model to roll one die at the start of your movement phase, separately from any It Will Not Die it may have. On a 4+, a wound is recovered up to the model&#039;s maximum. Though available to Carnifexes, Hive Tyrants, and Harpies, it is a choice that is most useful to six-wound models like Trygons or Tervigons. When placed on a Tyrannofex, the model becomes pointless to shoot at; after all the work it takes to wound one, it&#039;s completely demoralizing to watch it just recover the damage. However, it is usually quite costly to be putting on any model without crucial importance to the army as a whole. It is rather cheap on Tyranid Primes, though, and not so bad on Harpies, either.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harpies&#039;&#039;&#039; - Harpies are flying Monstrous Creatures. At first glance, they&#039;re expensive and fragile since Strength 10 weapons can instant-kill them, and they only have a 4+ save. To make the Harpy worth the investment, a Tyranid player must provide it with cover and provide enough immediate threats to make targeting the Harpy itself a less demanding proposition. &lt;br /&gt;
**&#039;&#039;&#039;Role:&#039;&#039;&#039; The Harpy shoots, providing ranged support to the Tyranid army. Armed with its choice of Stinger Salvo or Cluster Spines and Stranglethorn Cannon or Heavy Venom Cannon, it can be tailored against infantry or modest tank suppression, typically preventing enemy armor from firing by scoring stunned and shaken results and slowly chipping away at HP. Although they are not geared for close-combat, Harpies can provide secondary melee support if desired on account of having a special rule that reduces the initiative on the enemy unit by 5 when it charges. Although this secondary role is more situational (Tyranid models as a rule have some of the highest initiative-values in the game), against similarly high-initiative enemies like Eldar Harlequins, the results can be meaningful if properly pulled off.&lt;br /&gt;
**&#039;&#039;&#039;Purchasing Harpies:&#039;&#039;&#039; At lower-point levels, the Harpy isn&#039;t needed since the Elite anti-tank options are generally sufficient for dealing with enemy armor; at higher point-levels, more durable anti-tank firepower can be had in the Heavy Support slots. What Harpies do is allow Tyranids a degree of flexibility, allowing them to more freely choose alternative slots in the Heavy Support or Elite slots. &lt;br /&gt;
**&#039;&#039;&#039;Pro tip:&#039;&#039;&#039; Harpies + Gargoyles = reducing most units to WS 1 before they get to strike. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Crones&#039;&#039;&#039; - Hive Crones are what the fluff wants us to use to deal with enemy fliers so lets take a look at them. Initially, they suffer from the same issue as the Harpy - expensive and fragile (for a MC, T5 and a 4+ is still all right). However, from there the Crone just gets better. It has 4 haywire missiles that re-roll to hit against enemy fliers, making it surprisingly good at shooting down enemy fliers. However, the key point is its special vector strike. Against enemy fliers it deals out D3 S8 AP2 hits against the side armour, which is never higher than 12. That is very frequently a toasted flier, especially if you then proceed to fire missiles behind the Crone into the mostly dead enemy flier. But be careful. While the Hive Crone is capable of Alpha Striking most enemy fliers to dust in one turn, barring that almost certainly crippling them, it remains vulnerable to being alpha struck itself. If at all possible, when the enemy brings fliers start the crone just behind the midpoint of the field in glide mode behind cover with a venomthrope nearby for increased cover saves. Then, with the crone still alive following the shooting of the arriving flier, go into swoop mode and engage directly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Guard and Zoanthropes&#039;&#039;&#039; - The two foremost solutions to armored vehicles in the Tyranid codex, these models must appear in every Tyranid list that expects to encounter tanks or armored transports - and let&#039;s face it, tanks and armored transports are in almost every serious army list out there in 7th edition. One is better for busting transports while the other handles heavy armor as if it were blasting retarded, wingless goslings with a twelve gauge shotgun; one shooting phase, one kill tends to be the normal for a full unit of either model. Hive Guard and Zoanthropes are completely in their own league as far as anti-armor power is concerned, outclassing everything else in the codex by embarrassing miles (well... along with a carnifex with crushing claws). Zoanthropes do have some trouble dealing with Psychic Hoods, but that aside, it is usually wise to figure how many points are going to be spent on Hive Guard and Zoanthropes before adding any more units to the list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tervigons and Termagants&#039;&#039;&#039; - The two models really must be addressed together when list building because one is as good as useless without the other in most cases. The Tervigon, which can spawn 3D6 Termagants at the end of each movement phase until it rolls doubles. All Termagaunts within 12&amp;quot; of the Tervigon always have Counter-attack as a half assed synergy. The drawback is that, should the Tervigon die, nearby gaunts can take damage, but thanks to six wounds, a toughness of six, and a relatively non-threatening profile, Tervigons don&#039;t go down all that commonly if youre playing against someone who has never faced tyranids. Anyone competent in this game knows what these guys do and will make this their, at lowest, 3rd priority. Hide him well. Tervigons can, with luck, receive a psychic ability to give itself and an entire unit Feel No Pain, so in short summation, one Tervigon turns a unit of sniveling, weakling Termagants into a unit of half-decent meat shields. Furthermore, whenever Termagants are purchased, a Tervigon can be included as a Troops selection, so there&#039;s honestly very little reason to ever take one without the other. But it must be a full 30 man squad.&lt;br /&gt;
**&#039;&#039;&#039;Role:&#039;&#039;&#039; Both models are Troops first, meaning they are best used to jealously hold objectives. A Tervigon can often be difficult to shake from a position it takes up, especially if it can find cover somehow, and as long as the Tervigon can continue to pump Termagants out onto the battlefield, there&#039;s never a shortage of bodies to claim ground. Unfortunately, neither unit boasts much overt power in general. Tervigons have a shooting attack, but it&#039;s mild due to modest ballistic skill, and the same is true of Termagants. Also, despite potential boost from counter-attack, Termagants are still not really all that great at fighting. They can lash out opportunistically, but the buff merely make them meh, considering your enemy must hit them for this &#039;buff&#039; to activate. And returns diminish sharply in turns following a charge.&lt;br /&gt;
**&#039;&#039;&#039;Equipping Gaunts:&#039;&#039;&#039; Gaunts may have numerous potential weapons: fleshborers and devourers. Spinefists, the third mainstay in the cold, are not more efficient at shooting than fleshborers, but they are still a free switch. One in every ten Termagants can also take a S2 flamer, but the cost of the gun is twice the base worth of a Termagant, so no luck there. Then there are also spike rifles, which are just spinefists with longer range, no AP, no twin-linking (still a free choice). Some may consider spinefists over fleshborers, as they perform the same against MEQ and marginally better against GEQ, although their drop in strength renders the gaunts useless against t5 and av10. The spikerifle &amp;lt;i&amp;gt;does&amp;lt;/i&amp;gt; have a longer range, but that quality is harder to measure when it comes to gameplay. In all, it is likely that all three basic weapons are about as good as the others. In contrast, devourers boast Assault 3, S4, and an 18&amp;quot; range, all of which can be very potent at an expense of high fragility per point to the equipped models. Lastly, fleshborers are a cheap option that keeps Termagants expendable while still allowing them to pack a bit of punch against the rear armor of transports.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protecting Monstrous Creatures&#039;&#039;&#039;: Monstrous Creatures have less wounds than a horde of gaunts, but are only one model. This makes them more vulnerable to single shot weapons, but less vulnerable to pie plates. In 7th edition, they can get cover saves far easier than in 5th. If there is a unit between them and the unit shooting them, they get a 5+. If they are at least 25% obscured by anything, they get a 5+. A wall of gaunts is all that is needed to shield them. Be careful in how the gaunts are positioned, however, so that you don&#039;t slow the Monstrous Creature. Hormagaunts are ideal for this, because they run 1D6+3 with fleet. Gargoyles are good as well, with their 12&amp;quot; movement. Keep the gaunts in front and shield the Monstrous Creature, then charge with them in a manner that leaves an opening for the Monstrous Creature to get in as well. Since most Tyranid ranged weapons have low AP, you will get far more cover saves from this than your opponent&#039;s units will. Tervigons can do this without even trying, since they spawn their own gaunt meatshields. If you are playing a &amp;quot;Nidzilla&amp;quot; army without many gaunts, venomthropes can provide a similar effect: just be careful to keep them alive. If at all possible, combine a gaunt wall with a venomthrope for 3+ cover monstrous creatures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dealing with Flyers&#039;&#039;&#039;: 7th edition is filled with Flyers. Stormravens, Stormtalons(aka flying potatoes), Doom Scythes, Burna-Bommaz, Vendettas and many others 1)arrive from reserve 2)can move up to 36&amp;quot; 3)require snapfiring to hit 4)can&#039;t be assaulted (normally). The following strategies are of use against Flyers:&lt;br /&gt;
**&#039;&#039;&#039;Devourer&#039;&#039;&#039;: The Devourer can glance Flyers to death. Devilgaunts fire it S4 Assault 3. A mob of them are sure to hit the flyer; however this only works against AV10.&lt;br /&gt;
**&#039;&#039;&#039;Dakkafex/Tyrant&#039;&#039;&#039;: Monstrous Creatures fire S6 Assault 6 Twin-linked per Devourer, and so can even glance a Stormraven with some luck. The Twin-linked is great when snap firing. The big weakness of the Devourer is the 18&amp;quot; range, and the fact that S6 isn&#039;t very effective against a Stormraven or a cheap Vendetta. However, on a Flyrant, due to the lack of having to snapfire, unless you are shooting against armour 12 (read, Stormraven) you will usually put down a 3HP flier in one salvo.&lt;br /&gt;
**&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;: S8 Assault 2 24&amp;quot; Ignores Line of Sight is a good deal. These can easily get glances on Flyers: if you can hit them. That&#039;s the problem: you only get 6 shots per Elite slot, per turn. Only one hits on average, and even that will only cause damage half the time against some of the heavier Flyers.	&lt;br /&gt;
**&#039;&#039;&#039;Vector Strike&#039;&#039;&#039;: This is the other tool in the Flying Hive Tyrant&#039;s and Hive Crone&#039;s arsenal: D3 attacks that automatically hit the side armor. This seems to be how Games Workshop wants Tyranid players to deal with Flyers. Unfortunately, these attacks are only at S6(or S5 in the case of the Harpy) (and S8 in the case of the Hive Crone!). It is still worth the attempt in many situations, however. It is statistically likely for this to at least do something and almost statistically guaranteed for a Hive Crone to do some significant damage.		&lt;br /&gt;
**&#039;&#039;&#039;Hive Crone&#039;&#039;&#039;: 4 S5 Haywire missiles that rerolls to hit against fliers and S8 vector strikes arguably make this the Tyranids&#039; [[Heldrake]] (and it can start the game already on the table too). Just try not to let it get grounded, because then it&#039;s as good as dead. See the entry on Hive Crone tactics for how to avoid messy painful death.&lt;br /&gt;
**&#039;&#039;&#039;Mucolid Spores&#039;&#039;&#039;: A surprise late addition, the Mucolid Spore has an obvious advantage of being far cheaper than most of these other options, being a troops choice for only 15 points, or just bringing a Sporocyst and spawning one the moment you see a flyer.  These spores are special in that they&#039;re able to assault Zooming Flyers and Swooping FMCs, leading to an S8-10 AP3 hit on the side armor with no way to avoid it.  However, this requires that the spores be led directly to the flyers so that they don&#039;t get misled to another target.  If you use a Sporocyst, then you&#039;re locked to having only one spore per model spawned, making them even more precious.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Spam&#039;&#039;&#039;: Take 3 harpies, and 9 Biovores.  Make your Biovores shoot at things they can&#039;t see to maximize your chance of missing. Every bullet spent shooting a spore mine is a bullet not spent shooting your real threats.  You don&#039;t even always want to assault with your spore mines having them block passageways, and provide cover to your coming swarm can provide more then a couple dead models.&lt;br /&gt;
** If you have a Sporocyst within midfield, then you&#039;ll have opportunity to throw out even more spore mines, as the living fortification can spit out a whole cluster of the things each turn and then cut them loose.  Coupled with a Venomthrope, you&#039;ll have a fucking massive wall of covering pos&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathleapers assassination... thing&#039;&#039;&#039;&lt;br /&gt;
Turn 0&lt;br /&gt;
Remember that Deathleaper is not an Independent Character (but is an infantry Character - like most HQ choices, In or MC), and thus works alone, but you could always shoot for a combined charge. watch and wait. Hope that the deathleaper passes LD test (he has 10 so your probably okay)&lt;br /&gt;
Turn 2&lt;br /&gt;
charge into the warlord as quickly as possible have the deathleaper issue a challenge which the enemy will accept because they&#039;ll be facing 20 genestealers.&lt;br /&gt;
Defeat them at I7 with 6 attacks (you charged right?), WS 9 and S 6. Kill warlord. use hit-and-run Drink delicious tears. Use pheromone trail to deep-strike mawloc for added troll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DAKKADAKKADAKKADAKKA:&#039;&#039;&#039; Tyrannocyte upgraded to one of the two cannon types, and 20 devilgaunts (in the pod)&lt;br /&gt;
On turn 2, deepstrike the Tyrannocyte within enemy lines. Then proceed to DAKKADAKKADAKKADAKKA the enemy to death with massed anti infantry shooting (or even anti tank if you can find armour 10 or bring venom cannons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neutralize:&#039;&#039;&#039; Harpy, and 10 Gargoyles. Assault the same unit with these guys on the same turn. The harpy gives the poor souls -5 to their initiative so the gargoyles strike before they do. Then use the blinding venom attack.  Unfortunately, the Gargoyles can&#039;t force more than one Initiative test per phase anymore, but making it on a six for most units will be hell regardless.  Combo with something to chop &#039;em with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tervigon Tackle:&#039;&#039;&#039;1 Hive Tyrant, 1 Tervigon, and 30 Termagants. Use Termagante to take Tervigon as a troop, and combo with Hive Commander to let the Tervigon Outflank. Giving an Electroshock weapon is strongly recommended so that the turn he shows up vomits some guy into your enemies ass and then prepare to harass em.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blob of FUN:&#039;&#039;&#039; Take your new, shiny Patriarch and Primus and stick them into a blob of 30 hormagaunts. Now, this gets you a mob of 32 models with Stealth, Zealot, Infiltrate AND Hit and Run at I7. Hell, upgrade those hormagaunts to toxigaunts and mess up any MC that is stupid enough to get into charge range of this mob. Also works best with the Ghosar Quintus Broodkin formation, because you want Stealth and Shrouded (on turn 1) on those guys. And if your Magos or Patrarch gets invisibility, just play this[https://www.youtube.com/watch?v=oavMtUWDBTM]. As of the latest FAQ draft, this may no longer be feasible: [https://www.facebook.com/1575682476085719/photos/pcb.1621074768213156/1621073644879935/?type=3&amp;amp;theater]. But remember that these new drafts are just that, drafts, not official yet and still subject to change. Since GW is hearing feedback for them before release (hearing being the keyword, not necessarily listening, but even that much is more than they&#039;ve done in a long time), if you don&#039;t like Genestealer Cults being [[derp|Allies of Convenience for Tyranids]], now is the time to actively complain about it.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category:Tyranid]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Forces_of_Chaos&amp;diff=1011608</id>
		<title>Nobledark Imperium Forces of Chaos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Forces_of_Chaos&amp;diff=1011608"/>
		<updated>2026-05-20T15:31:57Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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&#039;&#039;&#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium|Main Page]] for more information on the alternate universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Notable Daemons and Followers of the Dark Gods =&lt;br /&gt;
&lt;br /&gt;
== The Three Great Warlords of Chaos ==&lt;br /&gt;
&lt;br /&gt;
=== Lady Malys ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Notes#Lady_Malys|Lady Malys]] (PLACEHOLDER)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#Me_Time|Me Time]]&lt;br /&gt;
&lt;br /&gt;
=== Luther ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Primarchs#Lion|Lion El&#039;Jonson]]&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Needs expansion of deeds post-fall and his actions as leader of the biggest chunk of Fallen.&lt;br /&gt;
&lt;br /&gt;
=== Be&#039;lakor ===&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Needs expansion&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The eight-pointed star. You have no idea how much I hate what that symbol has become. Once it actually meant something. To my people, it represented the symbolic representation of one of the fundamental truths of the universe. The idea that from nothing, came everything. My people found beauty in it, covered their architecture with it, [[Nobledark_Imperium_Notes#Blackstone_Fortresses|built starships in its shape]]. It was by this ethos that we lived our lives. Even though I’m far from the sentimental sort, I must admit I preferred that interpretation over what has become. A symbol for [[Nobledark_Imperium_Forces_of_Chaos#The_Crone_World_Eldar|unruly, undisciplined children]] and [[Chaos Gods|broken constructs]] to define themselves by.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I suppose by your standards the best way of putting it would be as if a universal statement of purpose and philosophy had been turned into a gang sign. There’s nothing I hated more than what I had to brand myself with that sigil in a twisted way of paying fealty to those who now dominate the Warp. I’m sure the very least to the Changer of Ways knows the original meaning behind the symbol, and is probably laughing himself silly over the irony.&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Be’lakor, in a rare open musing to one of the [[Nobledark_Imperium_Chaos_Guard|Lost and the Damned]]&lt;br /&gt;
&lt;br /&gt;
The last of the Old Ones. The result of early Old One experimentation into the apotheosis of physical beings in the Warp, he is incensed that he &amp;quot;merely&amp;quot; reached daemon princedom, making him subservient to the Chaos Gods, who he sees as experimental artificial constructs akin to A.I. that have gone far beyond their station. Be&#039;lakor serves the Chaos Gods, but he is not loyal to them, and has his own goals in mind. Be&#039;lakor is old, one of the oldest beings in the galaxy, older than even the Chaos Gods. He remembers when Earth was inhabited by beings like him, and the forefathers of mankind were little more than rats that scurried beneath their toes. He remembers the Eldar before they were uplifted, and their pitched battles against the original [[Nobledark_Imperium_Notes#The_Mon-Keigh|Mon-Keigh]]. A great many mysteries of the galaxy could be solved if Be&#039;lakor shared his wisdom. However, he does not, because he is [[That_Guy|cruel and capricious]], and because his knowledge of things everyone else has forgotten is his greatest asset. Indeed, the fact that Be&#039;lakor even exists was [[Nobledark_Imperium_Drafts#Be.27lakor_and_the_Alpha_Legion|only discovered by the Imperium after much blood, sweat, and tears]]. Be’lakor’s followers almost universally worship Chaos Undivided or come from the Chaos Wastes. Although his followers tend to be fewer in number, they tend to make up for it by being more stable.&lt;br /&gt;
&lt;br /&gt;
==The Four Champions of the Dark Gods==&lt;br /&gt;
&lt;br /&gt;
=== Arrotyr, Marshall of the Scions of the Old Helm ===&lt;br /&gt;
[[Image:Grand Marshal Arrotyr.jpg|thumb|.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; Rage Enflamed: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Your foolishness is what has lead us to this fate farseer, now you will suffer by the servants of the true god of war”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Arrotyr, the Lord of Fire, Marshall of the Scions of the Broken Helm, before breaking off form the 5th Black Crusade&lt;br /&gt;
 &lt;br /&gt;
Arrotyr came from one most prestigious military families of the Old Eldar Empire’s, one which dated all the way back to the War in Heaven. Indeed, it is only because of his lineage’s accomplishments that it is possible to trace Arrotyr’s genealogy that far back at all. Arrotyr’s ancestor Syndor was once one of the greatest warriors the Eldar Empire ever had. Syndor’s martial prowess and leadership was legendary, having gone so far as to have been one of the commanders present at the battle where Kaelis Ra, the Nightbringer, was finally struck down by Khaine. He was one of the few eldar warriors that had earned the respect of the necrontyr, it was even said that the Silent King himself had wished to meet the legendary warrior on the battlefield. He even gained a nemesis in the necrontyr, Imotekh the Stormlord, who Syndor defeated and spared. Such was Syndor&#039;s prestige, his soldiers were undefeated in battle and and at his command they lead the eldar race to victory after victory in the golden age of the Eldar Empire.&lt;br /&gt;
 &lt;br /&gt;
However, eventually Syndor grew tired of life, and after five cycles of reincarnation Syndor finally decided to retire from this world. It is unclear whether Syndor truly experienced his final death, or if he merely reincarnated again but desired to start completely anew. However, before he died, Syndor gave his descendants one final piece of information. For when the Nightbringer was destroyed by Khaine and the aspect of the reaper was felt by all living beings, Syndor had a vision, a vision of a great burning eye opening, a fire that would consume the eldar race, and afterwards only ash would remain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Arrotyr was no less an impressive warrior than Syndor. Indeed, the only reason Arrotyr’s accomplishments were not as impressive as his forefather’s is that he never had a pan-galactic war on the scale of the War in Heaven to fight in. Arrotyr even bore a strong resemblance to his ancestor, with some whispering that he was really Syndor reborn once again. However, Arrotyr’s record was far from spotless, possibly exacerbated due to living in the last days of the Eldar Empire. Arrotyr was well known for his military acumen, but he was also well-known for being ruthless. While many Eldar in those days preferred to sneer at the more primitive races of the galaxy from the safety of the Crone Worlds, Arrotyr actually went so far as to argue hunting down any species that might one day rise to equal the Eldar in power, and his battle plans had a disturbing tendency to devolve into “kill them all and let Khaine sort them out”.&lt;br /&gt;
 &lt;br /&gt;
Nevertheless, Arrotyr truly cared about the wellbeing of the eldar people. When the great carnal hedonism of the eldar race began and the pleasure cults sprung up in their wake Arrotyr remembered the words of his ancestor, and realized that this was the disaster Syndor had spoke of. Arrotyr would not let his kin be subjected to this fate, but when he tried to stop them, warning them that it would lead to the fall of their race the eldar would not listen, none keen on moralizing form the most blood soaked of their number. Arrotyr and his warriors were shunned by their kin, cast out for their attempts to save them. Arrotyr felt his love for his kind wither, he had tried to save them but they had rejected him, traitor they had called him, a fool that could not rejoice the golden age the eldar race had been graced. But it would not stop Arrotyr, he would not stop to try and save his kind. But as the ages flowed by, his finesse withered and his blood lust grew, his attempts to sway his kind become more aggressive and the vision of fire had soon consumed his sight. His belief in Khaine had been weakened, no god of his would let such horrendous actions be allowed, and when the eldar began to see their wrongs and they felt the birth of a new god to be present, they called upon Arrotyr to return and help save them from their fate.&lt;br /&gt;
 &lt;br /&gt;
He concluded that there was only one being who could be responsible for the moral degredation of the eldar, the goddess of sex and fertility, Isha. Although many in the Eldar Empire knew the truth behind of the birth of Slaanesh, Arrotyr did not, and so saw Isha as the only “logical” culprit. Arrotyr returned to his race, but he now knew that saving them from this fate could only be done in one way. The Eldar Empire was now little more than an uncontrollable wildfire, and the only way to stop a fire is to smother it. When he returned to the Crone Worlds he began his race salvation, and as thousands of ships filled with eldar desperate to escape from the soul consuming infant of a new god, Arrotyr’s fleet began to fire at the fleeing vessels, he ordered his warrior to make landfall and to slay all eldar in sight. Arrotyr knew the only way to ensure the survival of his race would be to destroy the problem from the base. He made landfall to Shaa-Dome, and headed straight to the largest temple devoted to Isha on the planet. He intended to get rid of their gods who had done nothing to save them, starting by silencing the priestesses of the one who had caused this mess in the first place. As he neared the temple of Isha’s priesthood, he heard a whisper in his head, one who spoke of great favour for warriors and as he slew those who once had ridiculed him the voice grew louder. By the time he stood at the center of Isha’s temple, Arrotyr stood knee deep in the bodies of his kin, covered in blood and a screaming voice inside his head, calling for blood, and blood it would have. The fire had consumed his sight when he leapt into the chamber killing his way through those faithful to the goddess. As he and his men cleaved through the priestesses and acolytes Arrotyr realized that his actions would not bring him the goddess’ head, so Arrotyr ordered his men to continue the slaughter, if the birth of the new god was unstoppable they would at least leave nothing for it to consume. It was at the peak of this slaughter that the voice told Arrotyr his feats and granted him and his scions his blessing. The fire in Arrotyr’s eyes spew out, charring hundreds of eldar and then the fire consumed his body, soon he was a walking inferno, the gift spread, The scions of the broken helm had turned into living fires, turning all around them to ash. Arrotyr’s slaughter had turned from salvation to punishment. As Slaanesh was born and the eye was opened Arrotyr and his scions had left the crone worlds to their fate and instead left to bring those who had escaped to justice.&lt;br /&gt;
 &lt;br /&gt;
Arrotyr and his warrior’s bodies burned away by the ages, the fire always burning, soon they would be walking skeletons, forever consumed by fire, locked in their armour bringing their kin to justice for the blood god. None could stand against the Scions of the Broken Helm, not the eldar, not even the Imperium, all would be punished, all but his old enemies, for it would be the reawakened Necrons that would drive him back. Imotekh the Stormlord, his old nemesis, had spent his sleep calculating the perfect strategy against Arrotyr, he would be the one to finally defeat the undefeatable eldar. As he caught whiff of Arrotyr’s conquests the Stormlord set his plan into action. Arrotyr had tried to chase down a craftworld and as he had begun to close in on it and the eldar onboard prepared for their final stand the Stormlord struck like a bolt of lightning. Even with the might of a military fleet and the blessing of Khorne the battle only lasted for 6 minutes and 34.4534 seconds, only 0.0002 seconds more than what the Stormlord had planned. The craftworld was saved from Arrotyr’s rage and was deemed beneath notice by Imotekh as he had won his battle. Arrotyr never faced Imotekh face-to-face, in fact he never faced any Necrons, he only knew that the Scions of the Old Helm could not win this battle as fast as the Necrons attacked, and that Imotekh had spared him. This angered Arrotyr even more because for the first time in his existence, Arrotyr had been defeated, and by a foe who even refused to take his head as befitting the creed of the Blood God. He returned to the eye, where he claimed some crone worlds so that he could lick his wounds. But his desire to punish his kin for their faults still burned deep within him.&lt;br /&gt;
 &lt;br /&gt;
The next chance the two fought again was during the Eleventh Black Crusade. Arrotyr once again made his way away from the main force to bring judgement elsewhere but it would prove to short lived. For once again he faced battle against Imotekh the Stormlord who once again defeated Arrotyr, though this time the battle only lasted for 5 minutes and 4.3421 seconds, and once again he was spared by Nemesor who this time sent Arrotyr a message.&lt;br /&gt;
 &lt;br /&gt;
“Honored warrior of the eldar, I Phaeron Imotekh, spare you today so that I once again can defeat you. Your ancestor brought my people to defeat and now the tables have turned, I shall forever battle you and I shall forever be victorious, I plan your every move, I foresee your every step. Even when the galaxy is dead shall I fight you. And I will win.”&lt;br /&gt;
 &lt;br /&gt;
Thus was Arrotyr sent back to the Eye of Terror to lick his wounds once again, this rivalry has continued to the present, every time Arrotyr would gain any substantial leverage into the galaxy the Stormlord would be there and at every battle Imotekh would be victorious, the battles never lasting more than a few minutes. Today Arrotyr and his scions patrol the Crone worlds under the Blood God’s control. Only as a burning figure he plans his next move bring judgement to his kin, but he knows that wherever he goes Imotekh will be there to send him back.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chosen Taskmaster of Slaanesh ===&lt;br /&gt;
By all accounts, a terror.  The exacting, incomparable mind to which the Prince of Pleasure turns to plan the endless celebrations, projects, and adventures of the vast Slaaneshi cult, vested with all the godly power required for the whip hand of Shaa-Dome to manage his master&#039;s empire while the resplendent prince reclines.  Though his youthful patron is the least of the Ruinous Powers, Iygonesh Orvas is the greatest of the four Crone champions, with access to more of his master&#039;s overwhelming power to twist reality and the warp than any of his rivals (with the possible exception for the Indigo Crow). Slaanesh has so empowered his servant specifically so that the former no-name courtier and cousin of the Eldar Royalty can serve as the executor of his god&#039;s will in the Eye and the wider galaxy, utterly exceeding the capacities of the servants of his patron&#039;s rivals even as the other dark Gods leave their vaster powers pent up in the deep warp.  In this arrangement, the Taskmaster administrates a vast empire of Crones within the Eye so dominant that the other gods find far less foothold, providing a massive counterbalance of military and political power against the mystical force of Slaanesh&#039;s elders.  In dominance of Crone culture Slaanesh builds spiritual power to further contest the other gods, and also take a more central position in the minds of the Imperium as foremost ruinous power, using both the Crones and the Imperium as vast psychic engines to grow its legend.  This youthful vigor and care for the material galaxy, however perverse its expression, is the basis of the Taskmasters mission from Slaanesh, to see the Princedom of Pleasure extended over the galaxy so that all Materium might recognize Slaanesh as the Highest Being and make it so.&lt;br /&gt;
&lt;br /&gt;
=== The Indigo Crow ===&lt;br /&gt;
[[Image:Indigo Crow.jpg|left|thumb|]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Enigma: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Indigo Crow. The Indigo Crow. What can be known about the Indigo Crow?&lt;br /&gt;
&lt;br /&gt;
Well, first of all, the Indigo Crow does not exist, and yet does. For Tzeentch is Lord of Paradox as well as Change. The foremost servant of the Lord of Change can have no unmoving &#039;I&#039;, can have no solid core of an identity; all must be flux. So there can be no &amp;quot;person&amp;quot; (for lack of a better word) which is the Indigo Crow. And yet, Tzeentch itself changes hardly at all, identity changing on geologic timescales. So, too, its many daemons, and so too must the Crow. &lt;br /&gt;
&lt;br /&gt;
How are these two states reconciled? The secret is that the Indigo Crow is always changing, shifting every second into a totally new and random form. But, every time, that new and random form is the Indigo Crow. A set of unloaded dice coming up all sixes every time, millions upon millions of times in a row. Constant change resulting in no change. The Lord of Paradox is pleased. &lt;br /&gt;
&lt;br /&gt;
What mind resides in this form of ever-shifting static? Its form is its function is its thoughts, and thus its mind must likewise be both ever-changing and changeless. It can only know either what it is doing, or why it&#039;s doing it; never both. While the Indigo Crow knows what it is doing, its motive is in flux; all possible motivations that could lead to its action in a state of superposition, even- especially- those which are mutually contradictory. While it knows its motivations, all possible actions flowing from that motivation are in superposition, less than real but more than imaginary. The Indigo Crow&#039;s &#039;mind&#039; is a pair of quantum waveforms, forever locked in opposing amplitudes. &lt;br /&gt;
&lt;br /&gt;
Perhaps as a result of this, the Indigo Crow either does not or cannot perceive the world with normal senses. Instead, its only method of perception is divination, foresight and hindsight, pre- and post-cognition. It &#039;sees&#039; the world as a haze of probability, innumerable possible futures; and for that matter, possible pasts. Although this divination is exceptionally powerful, the Crow cannot see the present. It can see close to the present, very close, but for a second around itself it is blind. This is rarely a problem for it, usually it can see threats coming from far enough away to avoid them. Usually.&lt;br /&gt;
&lt;br /&gt;
As a consequence of this unusual mode of perception, the Indigo Crow frequently acts or reacts in relation to nonexistent stimuli; things that could have happened but didn&#039;t, false pasts. Sometimes this is revealed to be another play in a deeper plot. Sometimes it&#039;s just delusion. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sometimes it&#039;s something stranger still. There are indications that the Indigo Crow is capable of time travel and causality manipulation to some degree. That, just as a skilled pre-cognitive steers the course of history towards his preferred future, the Crow can steer the course of fate towards his preferred past, bringing plots and plans and schemes into being retroactively. Constrained by the need to be consistent with the rest of the universe in the present, but that is not as much of a constraint as one would hope. &lt;br /&gt;
&lt;br /&gt;
The Indigo Crow, although foremost among the Tzeentchian Crones, does not lead them in any conventional sense. It does not issue directives or prophecy. Instead, on its eternal winding path between the webway academies around the rim of the Eye, it has accumulated a vast parade. Hundreds, thousands, perhaps even millions of sorcerers and madmen follow the Indigo Crow, obsessively examining every syllable that spills from its mouth and every twitch of its limbs for encoded commands and hidden lessons. Many are obsessive in this regard; even on the Crow&#039;s rare ventures to real-space battlefields they follow, ignoring artillery shells and laser fire for the sake of their observations, continuing to observe and speculate even as they die in the crossfire. &lt;br /&gt;
&lt;br /&gt;
On occasion, a Crone who believes they have accumulated enough power and knowledge will challenge the Indigo Crow for its position and secrets. Whoever wins, when the smoke clears the Indigo Crow remains. Its form is its function is its thoughts; the foremost Crone follower of Tzeentch is the Indigo Crow. Always.&lt;br /&gt;
&lt;br /&gt;
The normal forces of the Imperium (for values of &#039;normal&#039; that include most of the Inquisition and Astartes) have little to fear from the Crow. They are beneath its notice. Not for it the direct clash of steel and sorcery on the battlefield, or even the subtle weaving of plots that cripple whole sectors. In all honesty, the Indigo Crow may not fully realize the Imperium at large exists. Its focus is wholly on the strangest and most rarefied levels of the Great Game. Its opposition is the Alpha and Omega Legions, the Illuminati, Eldrad, Oscar and Isha, Magnus when he was still alive. Be&#039;lakor, [[Nobledark_Imperium_Writing#Just_As_Planned|Tzeentch&#039;s oldest foe]]. The Deceiver and Orikan the Diviner with their magic pyramid scheme. Cegorach and his Harlequins. Sometimes Trazyn the Infinite or Ahriman and the Daemon Breakers when they&#039;re at the top of their game. And, of course, itself. These are the chosen foes of the Indigo Crow, and its private wars take place on a level most citizens of the Imperium do not even realize exist. &lt;br /&gt;
&lt;br /&gt;
This might be for the best. On the rare occasions the Crow exerts itself against the pawns, planets die. Or perhaps not; at the level it operates, success and failure is measured in far stranger and more important things than the lives of planets. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== High Conservator of The Attendants of Isha ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Nimina Demthring.jpg|thumb|.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Evangelist of Nurgle: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matron Macha was not the first eldar to become the primary mortal focus of the cult of Isha, though she is certainly the fairer that remains in the galaxy&#039;s memory. Nimina Demthring, the High Conservator of the Attendants of Isha, is the other, and she is far from beloved by the mother goddess. She was born in the sprawling pleasure shrines of Shaa-Dome, into the worship of Khaine the bloody handed, and worship of an Isha that was witch-mother to her monstrous fairy kin. In the loathsome latter years of the Old Empire Demthring was initiated in the palatial shrine of the all-mother, and in the manic orgies of the fall she and that bleak coven were among those few that remained aloof from the purple cabal&#039;s entertainment. That is not to say that foul sisterhood refrained from the debauchery, and in that time Nimina bore innumerable strange children in the name of her goddess, and gleefully partook alongside her depraved superiors in that long corrupted convent. It can be said only that the wicked traditions and sacred fixations of Isha&#039;s followers preserved her worship as distinct from that of the gestating Prince of Pleasure, but in the end little but her cult and their prolific brood remained her faithful. As the empyrean hell welled up from the final debaucheries in the heart of the city that lay behind the doors in the hills, and the ships of the Old Empire returned to reign as fire upon the surface of the Shaa-Dome, this last strand of true and faithful worship dragged Isha on through the assaults of newborn Slaanesh. Burning Arrotyr, already damned, melted a shaft through the superstructure of the shellworld and came to strike down the witch-cult and atomize the temples. This he did, and after he slew and burned Isha&#039;s faithful in the middling layers the Marshal left again for his firestorm on the surface, driven back in equal measure by his contempt for the resurgent Slaaneshi and the ferocity of the newly realized daemons and cenobites followed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though the near obliteration of Isha&#039;s remaining cult did next to nothing to impede Slaanesh&#039;s arrival in the universe, it left few but Demthring alive in her service. Arrotyr&#039;s hot iron sank deep into Shaa-Dome, and though it was meant to wipe Isha from existence it came just as she would have been made sport of by Slaanesh. As the Marshal and Taskmaster fought their first gory, maniacal war together Slaanesh had eyes for none but Khorne, and when the smoldering ruins of Isha&#039;s shrines were again made a boudoir for occult debauchees the mother goddess&#039;s witches were nowhere to be found. &lt;br /&gt;
&lt;br /&gt;
Nimina says it was in this time that Isha manifested before her, wearing the modified and sculpted body of the dying high priestess, and that she nursed the wounded, dying goddess as she hid in that form. They were attended to by Nimina&#039;s brood, and dwelt in the ruins of the shrine even as it was brought low by the war of the fall and turned to a charnel pit of discarded flesh and rubbish in the years of Slaanesh&#039;s endless victory celebration. Demthring and the high priestess remained in this state of foul hospice until the latter woman expired of her wounds, and of her company. Likewise, there in Slaanesh&#039;s midden mother Isha remained until father Nurgle extracted her, or so the High Conservator tells it. She says Nurgle&#039;s visits were frequent, doting upon them, adorning the embodied goddess and her with his gifts upon flesh and unclosing wound, until at last he drew up his courage and ferried them away to his estate. Demthring in that time had gathered what little was left of the coven, and by the providence of her loving care for the all-mother her brood came to dominate that near-dead order. Her foul children were the first conservators beneath her in this new cult, and no survivor of Arrontyr&#039;s purge had the will or means to contest her. They went with Isha into the realm of Nurgle, and took with them every relic, corpse, and scrap of holy writ.&lt;br /&gt;
&lt;br /&gt;
None were so bold to challenge Nurgle himself when the interlopers dared enter his vast mansion. Few were said to have glimpsed him, down the hazy length of an infinite hall, but those unlucky few were not among the raid&#039;s survivors. When a Warmaster, armor long ruined and body wreathed in a mandorla of golden flame, came seeking Isha she quailed and cowered in the chambers her host had quartered her in. The Steward of the Golden Throne, after searching the infinity of that foul house, came upon her in a chamber of fetid paradise. Isha dwelled in a jungle of long abandoned refuse cobbled into a parody of life, and pressing on through trees draped with rotting silk and boughs heavy with slops of fruit the Steward found her, surrounded by all manner of unlife and undeath, not least of which were the Attendants. When first he saw her, Isha was still bedecked in the finery of Nurgle&#039;s wife, the body of the high priestess he had so adorned for her. She was bloated and emaciated, gaunt, pallid, gangrenous, and swollen, eyes bloodshot and full of cataracts, flesh pimpled, blistered, and ulcerated, and the carcass she was given was splayed upon a hill of stones alike to coins of dirty ice. She coughed and shook, half buried in the mound, and around her shuddering form the Steward saw the figures of the Conservators. &lt;br /&gt;
&lt;br /&gt;
Nimina knew this interloper not to be hated Arrontyr, but had really no desire to reveal this to her goddess. She hailed Oscar as if she were the matron of Isha&#039;s cult of old, and entreated his congress with her own &#039;divinity&#039;, that he might be among the flock of the All-mother through herself. That the Steward came forewarned by Eldrad as to the situation of captivity in which Isha was held was good, but wholly unnecessary. Demthring was yet a vision of the Matron&#039;s beauty, as she understood it, and made great and excited offer of the eternity of wriggling, slick comfort in which Oscar would henceforth abide beside her.&lt;br /&gt;
&lt;br /&gt;
They vied against each other, briefly, and their exchange ended with the rotten body of the High Conservator strewn across the hill of embittered soulstones. The Warmaster took waifish, crone Isha in his arms and fled, and as she left the mansion of Nurgle the goddess seemed to die again. The long deceased form of the high priestess was shed on the threshold of the gate from which they emerged and for a moment, just as long as the rift persisted, Isha stood in glory in the materium before the seers of Eldrad and the assembled warriors. The door shut, the Matron Goddess collapsed into the body of the seer Macha, and the deed was complete. &lt;br /&gt;
&lt;br /&gt;
The High Conservator was not long dead, and easily reassembled. Nimina hates Oscar, more even than she hates Arrotyr or the Taskmaster. Maybe as much as she hates the Indigo Crow. She wants her sick waifu back so she can go back to nursing her precious baby. She absolutely hates leaving the Mansion of Nurgle, which she views as a perfect paradise, but she is also a weird sort of Isha evangelist. She essentially tries to rally the vat/murder-orgy born rabble to fight her infinite crusades to &#039;rescue&#039; Isha, and preaches Nurglite doctrine in the name of Isha and calls it chaos undivided. Nimina isn&#039;t especially perceptive, adventurous, or deadly relative to the other three or Malys, or Vect, but she&#039;s single minded and really persistent, and had been constantly ready for action since the raid. Malys might need to convince or coerce the other faction leaders to fight in a black crusade, Nimina she needs to keep from pouring resources into non-productive sinkholes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Notable Crone Eldar ==&lt;br /&gt;
&lt;br /&gt;
=== Riastrad ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Berserker: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Riastrad was not alive during the days of the Old Eldar Empire, but was born in the years immediately after the Fall. Like many born into that strange post-Fall society with the fires of passion and the delusions of youth, he fell in with the Khornate cults, where he found his true calling. The rush of adrenaline and the raw thrill of striking down his foes called to Riastrad, more than anything else he had encountered in his life. Moreover, he was very good at it. He took skull after skull for the Skull Throne, until one day it was his blood that flowed to appease the Blood God. Riastrad’s band of Khornate berserkers had accompanied a larger Crone force in taking a minor world, and while the Crones had won the battle Riastrad was left forgotten among the dead and the dying.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That would have been the end of Riastrad, then and there, had it not been for the passing Meatweaver Scathach. Scathach had been haunting the battlefield for the same reason all Meatweavers do: looking for spare parts and unsuspecting victims for their next creation. Finding a dying Khornate champion was quite the unexpected windfall. Seeing Riastrad in such a state struck Scathach with a fit of inspiration. In a fey mood of creativity, she took a damaged, empty wraithguard shell left behind by the defenders, fixed it to the best of her ability, and then used a soul stone to rip the dying warrior’s soul from his body and stick it inside the resulting abomination of wraithbone and tainted flesh. Crone Eldar are normally aghast at the use of soul stones, abhorring any such device that would keep one from communing with the gods at their death. It is one of the few things that most sects of Crone Eldar, who will normally fight to the death over the pettiest and most trivial of issues, agree upon. Meatweavers, however, are notoriously oblivious to any such social taboos even by Crone standards.&lt;br /&gt;
&lt;br /&gt;
Whatever the alien reasoning for her doing so, the results of Scathatch’s experiement satisfied her curiosity and she was pleased by the outcome. Riastrad, however, was not. Wraithguard shells are infamous for their lack of conventional sight and dulled physical sensation. Riastrad could no longer feel the rush of battle. He could not feel much of anything.&lt;br /&gt;
&lt;br /&gt;
Since that day Riastrad has become a nightmare, throwing himself into battle again and again without regard for his safety in a desperate attempt to feel something again. He wields dual scimitars, as he was when he was pure flesh and blood, but now ones scaled to a wraithguard in the manner of one of Vect’s Wraithblades. His wraithbone shell is ritually scarified with a thousand ruinous glyphs carved into its surface, and his form is draped with the flayed, blood-soaked hides of his foes. He wears no armor, at least not beyond his wraithbone shell, in the simple hopes that even receiving pain will give him some sensation or death will free him from his wraithbone imprisonment. His violence is accompanied by an ethereal warbling howl, which to others appears to be the shrieking of daemons but is really the Riastrad’s frustrated screams at being so close to what once gave him joy, but no longer. As might be expected, although it gives Riastrad no pleasure, such slaughter pleases the blood god.&lt;br /&gt;
&lt;br /&gt;
Riastrad often haunts the edges of Crone society, staying just long enough to hear the latest news before impatiently setting off for the nearest battlefield. It is not possible to buy Riastrad’s loyalty, but much like the Orks it is possible to entice him to the field of battle with promises of worthy foes and slaughter. Riastrad has even managed to surround himself with eager Khornate acolytes, much as he had once been. He is not their leader in any traditional sense, and indeed most of the time he barely deigns to notice their existence, at best striking down any impudent soul who gets in his way. Instead, Riastrad’s acolytes tend to follow him much as a hunter does a hunting hound. After all, he knows where the best slaughter is.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Malaria, the Living Hive ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Abomination: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the combined forces of man and eldar had invaded Nurgle’s mansion and wrested Isha from Nurgle’s captivity, none among the forces of Chaos were as shocked by this development as Nurgle himself. Khorne was angry, as he always was, ranting and raving about how the theft of Isha was an insult to all the Chaos Gods. Slaanesh was displeased, for they had still craved Isha for themselves and now the chances of having the last elder goddess at their mercy seemed as remote as ever. Tzeentch was annoyed, for he had used the presence of Isha as a tool to sow discontent among the Chaos Gods and now that tool was gone. But Nurgle. Nurgle was destitute. Nurgle had long been aware that existence was futile in a cosmic sense, having watched his every effort to preserve the beauty of the universe wither and be in vain, but this was the first time he had known despair on a personal level.&lt;br /&gt;
&lt;br /&gt;
For the Conservators of Isha, this was unacceptable. After venting his initial bout of fury upon realspace, Nurgle became despondent. The theft of Isha had forced the Lord of Stagnancy to change his lifestyle against his will, and he didn’t like it. Nurgle withdrew from the rest of the world, and the Conservators of Isha no longer received visits from their beloved Plaguefather. Something had to be done. And so it was that one brave high-priestess went before the Lord of Decay, and offered herself up as Nurgle’s guinea pig in Isha’s stead.&lt;br /&gt;
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The few remaining records of the Old Eldar Empire list her name as Maleriel, though across the galaxy she came to be known as Malaria for reasons that will soon become evident. Nurgle took Malaria up on her offer, and for a while it was good, or at least, as close to good as things could get in the Realm of Chaos. However, Nurgle’s mood soon began to sour. Malaria had been brave, but she was not Isha. Whereas Isha’s flesh would have always rejuvenated itself eventually no matter how noxious Nurgle’s creation, Malaria’s flesh warped and mutated. As much as it pained the Lord of Decay to admit it, it just wasn’t the same, and Malaria could never replace Isha in Nurgle’s heart. Nurgle ceased experimenting on Malaria and moved on to other things. The Conservators of Isha breathed a collective sigh of relief, they loved their Plaguefather, but they knew that few could survive such personal, painful attention from the Lord of Decay. However, perhaps the greatest abomination was yet to come: Malaria had proven herself to be one of those few.&lt;br /&gt;
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Today, Malaria is a living biohazard, a one-woman weapon of mass destruction. Nurgle had ceased his experimentation on Malaria, but not before he had merged her body with what was at the time his latest creation, the Destroyer Hive. After that, there was no more Maleriel. There was only Malaria, the Living Hive. Malaria is a disgusting creature. Half of her body is covered in hive-like outgrowths, resembling the honeycomb of a paper wasp or the inside of a termite mound, home to growing maggots, rot wasps, daemon flies, and plague gnats. However, the parts of her body that are not covered in these outgrowths, including much of her face save the area around her left eye, are covered by pale white skin, looking as pristine and flawless as they did the day of the Fall.&lt;br /&gt;
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However, this is only a veneer of normality, literally skin deep. Malaria has almost no original tissue left, and when she has been damaged in the past, breaking in half where most mortals would merely bleed, it is clear that her entire body is nothing more than honeycombs for the insects inside her with a thin layer of skin on top. She shouldn’t even be able to move, having no brain, muscle, or bone, being as much a creature of the warp as flesh and blood now, animated by the arcane powers of the warp and the soul of what was once an eldar.&lt;br /&gt;
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As for Malaria herself, she does not care as to her appearance. She has the mind of a child, despite producing swarms of plague-bearing insects so vast that they can blot out the sun. Malaria exists in a constant state of pleasure, happiness, and religious ecstasy so common to the followers of Nurgle as insects pupate inside her body, giggling like an innocent child in spite of the horror she leaves in her wake.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Kaimon Adrande and the Choir of Despair ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039; The King of Beastmasters...Or Perhaps Not: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Deep at the center of the Eye of Terror, the shellworld of Shaa-Dome is a hive of industry. However, the employment opportunities offered on this world would be alien to any sane eyes, including such things as “daemon whisperer”, “ghastbone singer”, and “flesh warden”. Flesh wardens are the Crone Eldar that handle the various warp abominations the Cronedar capture or [[Nobledark_Imperium_Forces_of_Chaos#Nightmares|create]], breaking them for use as warbeasts or trading them to their kin in Commorragh. Among the most well-known flesh wardens is Kaimon Adrande, a Slaaneshi and the self-proclaimed “King of Beastmasters”. Such an appellation seems confusing at first, given that he counts sentient creatures among his chattel, until you realize that his definition of &amp;quot;beast&amp;quot; is rather lax, considering most sentient creatures including humans, orks, non-Crone Eldar, and even Crone Eldar he deems not sufficiently ambitious enough to count as übermenschen as opposed to sheep to be “beasts”. To the Slaaneshi the world is divided into the dominators and the dominated, there is no middle ground. Kaimon is well-known among the Croneworlders for his brash and arrogant attitude, even among Crone Eldar, attempting feats which most Crone Eldar would consider suicidal. He considers no feat too impossible, no feat too daring, and no beast which cannot be broken to his will.&lt;br /&gt;
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Although Kaimon has created and broken many war-beasts over the years, he considers his greatest creation to be his so-called “harem”, his confidant and personal warsteed, the Choir of Despair. It is unknown if the Choir of Despair is a true Nightmare animated by soul stones, or is some other form of Crone Eldar abomination made of ghastbone and twisted flesh. In contrast to most Nightmares, which are made up of hundreds of individuals, the Choir of Despair is only made up of eight souls. Kaimon claims they were a series of eight eldar sisters that he fused together into a single entity, though exactly where and how he got these souls is not clear. They could be Croneworlders, eldar kidnapped from an Exodite world, or it could be that Kaimon’s claim is merely a lie and the sisters of the Choir are merely eight random eldar merged into a single being (possibly not even all eldar). Regardless, Kaimon loves to regale people on the years the Choir spent in horror of their new form as he tried to break them, whether or not listeners want to hear it.&lt;br /&gt;
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From the waist up, the Choir resemble attractive eldar females attached by serpentine necks to the body of a great armored ghastbone beast. This armor is not put on in the manner of a warhorse, but is outright fused with their flesh. Their humanoid bodies are similarly modified, their hair replaced with segmented ghastbone tendrils and their body covered in chitinous ghastbone armor. Although each head has its own slightly different thoughts and opinions, they no longer have any sense of individuality and consider themselves a single entity. In battle, the heads of the Choir pick out and rip apart targets, tearing at their victims like piranhas as their body smashes through infantry lines, as if taking out their frustrations on the damned. Off the battlefield, the Choir serve, among other things, as Kaimon’s personal advisors, confidants, and quite frankly the only beings Kaimon actually trusts. Kaimon trusts the Choir implicitly, as he considers them to be so broken there is no chance of them attempting any treachery (indeed, it is likely that Kaimon is incapable of trusting any being unless they were broken to his will), and he relies on their many heads to offer him alternative perspectives and keep him informed of anything they see.&lt;br /&gt;
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However, there are whispers that the Choir is not as loyal as it might appear. The sisters of the Choir remember the indignities they have suffered from Kaimon upon their twisted flesh, and now they plot revenge. Over the years, the Choir has been advising Kaimon to undertake ever more brazen actions of increasing dangers, perhaps in the hopes that one of these outings will eventually kill him. If this were ever the case, it is likely the Choir would take the opportunity to sacrifice Kaimon’s soul as an offering to their own patron deity, Tzeentch.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Fallen==&lt;br /&gt;
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=== Erebus ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Dark Apostle: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Out of all the mortal followers of the Dark Gods, Erebus is one of the most mysterious, as well as the most disturbing. Just about the only thing that is known about him for sure is that “Erebus” isn’t his real name. Despite being well known during the Great Crusade as a chaplain of the Word Bearers, there is no record of anyone matching Erebus’ description ever joining the legion, though people aren’t sure if this is because a “recruit Erebus” never really existed or if he simply did a good job at covering his tracks.&lt;br /&gt;
&lt;br /&gt;
Erebus was born in the Yndonesian Bloc, much like the primarch Lorgar. When he was born, the priests tasked with interpreting the omens of his birth said that Erebus was born to a great destiny, that he was destined to bring the faith to all corners of the galaxy and his name would be remembered throughout history. It was this sense of destiny and a zeal for righteousness that led Erebus to join the Word Bearers, which he saw as the natural path for his destiny to be fulfilled. Throughout his life Erebus became known for his virtue and morality, with some people going so far as to say he was a veritable living saint. However, Erebus did not share these feelings. He always did what he thought was right, but he never achieved that sense of religious ecstasy that he felt he should be feeling if he was as great as people said and in general felt like a fraud. [[Archaon|Erebus had a crisis of faith, and begged for God to give him a sign, to show him that his doubts were unfounded and that he was truly meant to be a prophet as the prophecies had foretold]].&lt;br /&gt;
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His prayers were answered, but [[Chaos Gods|not by the deities he expected]].&lt;br /&gt;
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When Erebus&#039; corruption was discovered by Lorgar during the War of the Beast he was given two chances to repent. The first following the discovery of his actions and subsequent fall from grace, the other opportunity a deathbed confession and repentance. Should Erebus still be in good health then poor health and deathbed could be arranged. Lorgar thought Erebus was just a misguided young man and could be redeemed. Erebus spat in Lorgar&#039;s face and was put in the critical care ward after being rushed by the other Word Bearers. Lorgar was well loved in his Legion. Spitting in Lorgar&#039;s face whilst the Chaplain-Primarch was holding out the hand of friendship in front of his fellow Word Bearers would have been nigh suicidal.&lt;br /&gt;
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After escaping from the critical care ward, Erebus pulled every string and cashed in every favor he had during the War of the Beast. This most famously manifested itself in the betrayal of Luther and the majority of the Dark Angels legion, but Erebus was able to convert small chunks of every legion to fall to the Ruinous Powers. However, things were not smooth sailing for Erebus. Multiple times during the War of the Beast people caught on to Erebus and the Dark Prophet was lucky enough to escape with his life. He was almost killed several times, but managed to survive like the roach he is.&lt;br /&gt;
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Today Erebus is the Dark Apostle of Chaos. While Lady Malys may be the favored servant of the Chaos Gods, Erebus is more often the one who acts as their prophet and transmits their will to their various followers. Indeed, he&#039;s usually the one that travels around to let others know that Lady Malys has called for another Black Crusade, and is often the one who tries to keep Lady Malys, Luther, and Be&#039;lakor focused on a common goal rather than fighting each other. He mostly travels between the different Chaos warbands in his flagship. He calls it &#039;&#039;The Chariot of the Gods&#039;&#039;. The Imperium knows it as the &#039;&#039;Planet Killer&#039;&#039;. It’s a retrofitted Blackstone Fortress.&lt;br /&gt;
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Compared to the other major mortal followers of Chaos, Erebus is a relatively simple man. He is not a human supremacist like Luther, he does not have the appetite for anarchy and destruction of Lady Malys, and he has no desire for power like Be’lakor. His only desire seems to be the spread of Chaos for Chaos’ sake. As a result, he is one of the few beings that can act as messenger between the major followers of the Dark Gods, as he is the only one who is acceptable to all of them. He is human enough for Luther’s taste, is fanatical enough in his devotion to the Chaos Gods to please Lady Malys, and grovels enough to be tolerated by Be’lakor.&lt;br /&gt;
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During the War of the Beast, Erebus used the chaos created by Drach&#039;nyen and his horde to break into the Interex Hall of Devices and steal the Kinebrach cursed blade known as &amp;quot;the Murder Sword&amp;quot;. After obtaining it, had it melted down and reforged into a series of eight knives known as Anathames, which he entrusted to his most capable followers. These anathames, more colloquially known as &amp;quot;Murder Knives&amp;quot;, still had fractions of the power of the original, and as such are capable of ripping holes in the fabric of space-time and killing any mortal provided one knows their true name. Any mortal. This includes the Emperor. Or the Empress&#039; mortal form. Malys and the other Warlords of think they can bring down the Emperor and Empress through vast armies and great fleets of battleships marching on Old Earth itself. Erebus knows victory can be achieved through something far simpler. If more overt attacks on the Emperor or Isha fail, all he need is an opening to try and assassinate the Emperor or Empress via the Murder Knives.&lt;br /&gt;
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Erebus and the Emperor are in a bit of an unknowing proxy duel of philosophies. The Emperor believes that people at their core are fundamentally good, and all they need is a chance to express that. Erebus disagrees with that assertion. He feels that the idea that the Imperium brings out the best in people is more than a little hypocritical, as it only works because it is a benevolent dictatorship whose dictator happens to be benevolent, strong-willed, laisse-faire towards the populace, and most importantly, biologically immortal. The vast majority of leaders, , do not tend to share those traits. To Erebus, mortals are naturally sinners, who in the absence of divine guidance from an externally defined moral authority (even a brutally Darwinian one such as [[Chaos]]) devolve into [[Malal|complete anarchy]]. If the Emperor were to die, it is likely that no one else would be able to take his place and the Imperium would collapse into a totalitarian hellhole, allowing the nature of Chaos as the fundamental organizing principle of the universe to reassert itself.&lt;br /&gt;
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All he needs is for the Imperium to have one bad day.&lt;br /&gt;
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===Urkrathos===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The Fleetmaster of Chaos:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The dark legend known as Urkrathos is a name whispered with both fear and grudging admiration amongst the officers of the Imperial Navy. Yet few know he was once a good and righteous warrior of the Legiones Astartes named Yisun, and serves as a warning to how even the best of humanity can fall to darkness.&lt;br /&gt;
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From his earliest days as a recruit of the White Scars, Yisun showed a keen mind for tactics and strategy. Through the Great Crusade and the War of the Beast he served with distinction and fervor, and by the Battle of Terra he earned his place in the elite First Company of the White Scars, the Great Khan’s Spearpoint Brotherhood, and had received his promotion to Veteran Sergeant.&lt;br /&gt;
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As a man, Yisun was unflinchingly honest with an unswerving, almost naïve faith in the Imperial ideals of justice and equality, and in contrast with most of comrades in his Legion, Yisun favored defensive tactics exploiting terrain to its maximum advantage with heavily armored units and overwhelming firepower. Combined with his stubborn nature, Yisun often butted heads with his superiors, and his supporters within the Legion argued that he should have been promoted to Captain several times over other less worthy officers. To Yisun, however, these arguments were hot air: duty was its own reward, and he was honored to serve whether or not others recognized his efforts.&lt;br /&gt;
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In the grim days of the Great Hunt and the Reclamation, the Imperial forces spread across the ashes of the galaxy to pick up the broken pieces of their Imperium, and the Legiones Astartes began to fracture in order to cover the vast expanses of space. During this time, Yisun was seconded to the 13th Company aboard the strike cruiser Divine Wind to assist the young Captain in his operations. The Captain was sharp and able, but there were whispers that he had been promoted prematurely to fill vacancies left by the War of the Beast, and thus he hungered to prove himself to his peers. The Captain’s reckless search of glory during the Hunt led to several open arguments and clashes when Yisun spoke out against the excessive risks to the men, and eventually the Captain and his command staff voted unanimously to strip the outspoken Sergeant of his rank and demote him to a Legionnaire. Many Marines within the 13th Company were outraged by the Captain’s overreach and insult against a popular and well-respected member of the First Company, and they demanded Yisun be reinstated. Yisun, however, accepted the punishment without complaint and instead urged his fellows to stand down to preserve the unity of the Company. He had faith in the judgment of the Great Khan, and knew that once they were reunited with the Legion Jaghatai would see the failings of the Captain and restore Yisun to his rightful place.&lt;br /&gt;
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And so the Hunt went on. Months passed as Yisun fought as a common Legionnaire beside the men he once led, and all too often he had to bite his tongue when he saw the stretchers of crippled and dead of the 13th Company, casualties that perhaps could have been avoided if the Captain had only been more careful.&lt;br /&gt;
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Finally, it all came to a head during an engagement against an elusive Chaos Sorcerer and his warband of Fallen the White Scars had long hunted. The 13th Company had split into two flanks to encircle the outnumbered and cornered enemy, yet as the White Scars advanced Yisun grew uneasy. He was already suspicious and wary of the advantageous terrain held by the traitor Marines, and to his horror he spotted subtle but telling signs of daemonic summoning. Without time to notify the Captain of the trap, Yisun seized command of the flank from the sergeants, who were more than willing to cede command to the honored veteran. As the Astartes of Yisun’s flank pulled together into a tight defensive circle the air was split with deafening screeches and filled with unholy light as daemons tore through seams in reality, and suddenly it was the White Scars who were outnumbered and surrounded. Rallying his men forward, Yisun led them as they hacked their way step by bloody step to the other flank where the Captain and the other Astartes were pushing back the daemons, beset on all sides. &lt;br /&gt;
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The Captain’s confusion at seeing the other Astartes quickly became fury when Yisun’s voice rang across the vox line suggesting immediate evacuation. The Captain saw that his plan was in tatters and without the other flank in the position the Fallen sorcerer had likely escaped, and so the White Scars withdrew to their Stormravens covered by a hail of bolts from the circling aircraft.&lt;br /&gt;
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Aboard the Divine Wind, Yisun was immediately arrested and thrown in the brig for court martial, and he accepted this without complaint. Even if it meant his death by execution, Yisun knew he had saved the men of the 13th Company from total annihilation. Yet he was horrified when he heard the Captain was planning to court martial the other sergeants who had aided him. Blameless men would die for his decision if he did not act, and so with great reluctance and sorrow Yisun passed a message to his supporters.&lt;br /&gt;
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That night, as the Astartes retreated to their quarters to rest, Yisun’s men quietly donned their Power Armor and began their takeover of the ship. Most of the Astartes, confused at the sight of their brothers in full armor, did not resist when they were placed in lockdown, and those loyal to the Captain were unarmed, unarmored, and quickly overwhelmed and subdued by the mutineers. One of them, however, managed to warn the Captain, and so the Captain and his command squad barricaded themselves in the bridge, greatly delaying the mutineers until they finally blasted through the reinforced bulkhead to capture the officers.&lt;br /&gt;
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With the ship under his control, Yisun plotted a course for the main fleet of the White Scars, intending to bring his case before the Great Khan himself. Even if he were to die for his crime, he could at least see to it that his men were spared and the Captain removed from command. Yet when the ship emerged at the fleet’s location after several weeks of warp travel, Yisun was shocked to see an armed escort of several cruisers awaiting his arrival.&lt;br /&gt;
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Upon establishing vox contact, the escort’s commander demanded that Yisun power down the ship and all mutineers surrender themselves to their custody, for the Captain had managed to send an astropathic message through the company librarian before they were captured, and the entire legion knew of Yisun’s treachery. Stunned by the hate in the commander’s voice, Yisun attempted to explain his reasons, and requested an audience with the Great Khan as a veteran of the First Company. The commander flatly refused, stating that it was Jaghatai himself who had given him his orders. Reeling from the news that his Khan thought him a traitor, Yisun ordered the warp drive to be activated. The escort ships immediately fired on the Divine Wind upon detecting the energy spike, yet Yisun refused to fire back at his brothers even as men aboard his ship died from the bombardment, and finally they were able to escape to the Warp with heavy damage.&lt;br /&gt;
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Stunned by the denial of even a chance to speak and consumed by grief at the betrayal of justice by the Great Khan he idolized, Yisun resolved to bring his case before another Primarch, for he still believed that righteousness would prevail in the Imperium, and so he plotted a course for the closest reported Primarch battlefleet. Had this Primarch been Vulkan, or Guilliman, perhaps Yisun could have returned to the fold of the Imperium and served loyally for many more years; unfortunately, the Primarch he found was unyielding Rogal Dorn.&lt;br /&gt;
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The Divine Wind soon reached the fleet of the Imperial Fists and passed through the patrols without incident. When they came into comms range of the mighty Phalanx, Yisun’s request to speak with Dorn was accepted; yet when Dorn’s stony visage came up on the communications console Yisun knew something was amiss. He had barely said a few words when Dorn interrupted, and the Primarch’s eyes were chips of flint as he gazed imperiously down at Yisun and announced that Yisun and his mutineers were to be taken prisoners and returned to the White Scars to face their justice. Yisun began to protest, but Dorn growled for him to save his breath, for the Khan himself had informed his fellow Primarchs of his anger and disappointment in the once honored veteran, and before Yisun could continue his explanation Dorn ended the call. &lt;br /&gt;
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As the Divine Wind activated its warp drive once again, it was struck by several ion bolts from the Phalanx, overloading the cruiser’s systems. As they drifted in space, Yisun could see thin red streaks emerge from the Phalanx as boarding pods hurtled towards the defenseless Divine Wind.&lt;br /&gt;
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Yisun was staggered. Dorn was famed in the Imperium for his integrity; true, the man was harsh and uncompromising, but always fair and impartial. For him to utterly ignore anything Yisun said and deny him his right to speak in his own defense spat on the very ideals of Imperial law, and this was the final straw. Something within Yisun broke, and his grief became rage. For the first time he saw the hollowness of the Imperium and its ideals, that in the end rules and words meant nothing and that those in power would decide the fate of those beneath them on a whim, no better than any of the dozens of petty despots he had helped crush during the Great Crusade. The Steward and his lackeys were soft and weak, he realized, granting leeway to the powerful and letting crime and strife run rampant in the name of “compassion” and “dignity.” Sitting in the darkened bridge as his men scrambled around him, Yisun cursed Dorn and Jaghatai, cursed their hypocrisy and blindness, cursed the Imperium that he had wasted his life defending. He vowed that if he were to escape, he would spend the rest of his life tearing down the Imperium, never resting until true law and order ruled over the galaxy, enforced by his iron hand. And in the darkness of the void, something heard him and laughed.&lt;br /&gt;
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There was a flash of light, and power surged through the Divine Wind’s systems, restoring their functionality. With full power to the engines and forward shields, the cruiser smashed through the surprised ships of the Imperial Fists, ramming past several frigates as boarding pods glanced off the recharged void shields. The Imperial Fists’ ships could not hope to match the modified engines of a White Scars strike cruiser, and soon the Divine Wind slipped beyond their range into the inky blackness of space.&lt;br /&gt;
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Once they were safe, Yisun gathered his crew, and standing before the Astartes Yisun spoke of his vision, a new empire built on the ashes on the Imperium where true justice and order would rule the galaxy. Many of the Marines were swayed by his fiery words, for they too felt victimized and betrayed by their leaders, and Yisun named his band of warriors the Chosen, for they were the ones who would tear down the rotten façade of the Imperium. Those who refused to join Yisun were not harmed, to their surprise, and were allowed to disembark unarmed upon a backwater planet. All except one: the Captain received a single bolt shell to the temple, the long overdue justice that had been denied within the Imperium.&lt;br /&gt;
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From that moment, the man who had been Yisun was dead. He cast off that name as a reminder of the shame of his past life of servitude, and in its place he took the name of Urkrathos, from an ancient myth of Old Earth in which a mortal man was betrayed by his father, king of the gods, and in vengeance crawled from Hell to the summit of the gods’ mountain to topple their corrupt kingdom.&lt;br /&gt;
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After their flight from Imperial Fists, Urkrathos and the Divine Wind largely disappeared from the gaze of the Imperium, though the White Scars never forgot the shame of one of their finest falling to Chaos. Urkrathos did not reappear until the 1st Black Crusade, when a wing of Raven Guard ships was ambushed by a Chaos squadron led by an aged Space Marine cruiser broadcasting Great Hunt era IFF codes, its hull twisted and blackened by exposure to the Warp. The Raven Guard ships were quickly outmaneuvered by the unknown captain’s masterful tactics and only a single crippled Imperial frigate managed to limp away from the battle with word of their loss.&lt;br /&gt;
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Word spread amongst the Imperium and the Chaos forces of the new warlord, and Urkrathos’ warband soon swelled with recruits as he won several of the overmatched Chaos forces rare victories against the overwhelming Imperium. His first and only defeat ever came late in the war against Abbadon, who privately remarked that Urkrathos was the finest fleet commander he ever faced and would have been a worthy Voidborn. &lt;br /&gt;
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The 1st Black Crusade drew to a close at the final Battle of Cadia, as Abbadon gave his life high above its skies and Dorn died holding its walls far below. Urkrathos retreated with the rest of the Chaos forces into the Eye of Terror, and within their marble halls on Chogoris the White Scars added the name of “Yisun” to their ancient Scrolls of Vengeance, vowing to hunt down their wayward brother and take his head to cleanse their shame.&lt;br /&gt;
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Over the next centuries Urkrathos consolidated his power and status as one of the preeminent Chaos Lords. He obtained his legendary battleship Testudo in a daring raid on the Imperial shipyards at Bakka, and over time he added additional weapons and reinforced its armor plating until it was a veritable fortress in space. Imperial captains and admirals quickly learned to fear the hulking black form of the Testudo and the trail of wreckages and burning ships it left in its wake.&lt;br /&gt;
&lt;br /&gt;
Such success did not come without attention, and even as Urkrathos’ fleet grew in ships and men his rivals plotted to bring him down. He destroyed several Chaos Lords foolhardy enough to challenge him in space, and several times he survived the attentions of the White Scars when they made him the target of their Hunts. Others sought to gain his loyalty and power for themselves, including Luther, Erebus, and even Lady Malys herself, and each of them received nothing but cold refusal from Urkrathos; Erebus in particular received his response in the form of a single contemptuous backhand to the jaw when he came to the Testudo in person to negotiate. The message was clear: Urkrathos would only ever help Chaos in his own time, on his own terms, when it served his purposes.&lt;br /&gt;
&lt;br /&gt;
For Urkrathos had never forgotten his vow: he and his Chosen fought not for glory or power or dark gods, but to overthrow the rule of the weak and corrupt and replace it with true order enforced by strength. To this end, they shunned the usage of Chaotic power and any exposure to the Immaterium to ensure their minds were their own. Whether this worked or not is uncertain, for none can touch Chaos and emerge unchanged, and it could very well have been that Urkrathos and his Chosen were slowly twisted as the dark gods worked in their inscrutable and insidious ways.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, it is true the Chosen were unusually disciplined and effective for Chaos Space Marines; though they lacked the power of Khornate Berserkers or the resiliency of Plague Marines, they more than made up for it in cold, precise efficiency. Worlds raided by Urkrathos and the Chosen often found the collateral damage to be quite limited for a Chaos incursion, though this would often prove to be scant relief when the targets were key logistical facilities and famine and supply shortages broke out across the affected worlds. Occasionally, Urkrathos himself would anonymously pass intelligence to the Inquisition when his rivals grew too powerful or he caught wind of particularly heinous Chaos rituals. This was not all humanitarian, of course; inevitably the offending Chaos Lord would be assassinated or the scheming cult destroyed, and Urkrathos would sweep in and absorb the surviving men and remaining resources.&lt;br /&gt;
&lt;br /&gt;
As the millennia passed, so did Urkrathos’ dark legend grow. Imperial, Chaos, Ork, Necron, Dark Eldar, it did not matter; when their fleets opposed him, he smashed them all without hesitation or mercy. For his victories in the Black Crusades, Lady Malys named Urkrathos the Fleetmaster of Chaos, a title that he neither requested nor acknowledged. &lt;br /&gt;
&lt;br /&gt;
In the infamous Battle of the Nyang Moon, Urkrathos stalemated and drove back the main fleet of the renowned Warmaster Solon, protégé and successor of Macharius, during the aftermath of the Third Macharian Crusade. Faced with an Imperial force that outnumbered him 10 to 1, Urkrathos utilized the moon, a thick asteroid field, and favorable Warp currents to restrict his enemy’s movements and neutralize the advantage of numbers. Solon found that his tactical acumen was outshined by the Chaos Lord’s planning and brilliance, and the Imperial fleet’s advance was blunted and turned back. However, Solon was ever the strategic thinker and well aware of his advantage in numbers, so as Urkrathos’ fleet was mired in battle a second Imperial fleet bypassed them and landed invasions on several key Chaos worlds.&lt;br /&gt;
&lt;br /&gt;
Urkrathos finally met his end during the 10th Black Crusade, ironically at the end of a battle as his fleet hunted down the fleeing survivors of an Imperial battle group. In the confusion and discord of battle, the Testudo had not detected a stealthed Inquisition corvette as it pulled up into the mighty battleship’s shadow, and when Urkrathos ordered power diverted from the shields to engines and weapons for additional power to shoot down the stragglers, there was a sudden flash of light on the bridge. &lt;br /&gt;
&lt;br /&gt;
Several squads of elite Grey Knight paladins materialized with a sharp crack and gust of ozone, along with a contingent of White Scars First Company veterans led by the Master of the Hunt, Kantak Khan. In the brief, frenzied melee that followed, Urkrathos was cornered and finally slain when Kantak Khan thrust the hissing blade of his power sword Moonfang through the breastplate and twin hearts of his long fallen brother. Sensing the life force ebbing from the Chaos Lord’s body and that their mission was complete, the Grey Knights immediately teleported the Imperial forces back aboard the Inquisition ship, much to the dismay and outrage of the White Scars who had come to take Urkrathos’ head. Aboard the Testudo, Urkrathos’ final, gasped words to his remaining officers were to conceal his death from the men and to never give up their cause. With that, one of the greatest threats to the Imperium had fallen.&lt;br /&gt;
&lt;br /&gt;
The Chosen officers obeyed loyally, and for a time the Testudo operated as if nothing had happened, leading even the Inquisition to wonder if their mission had unexpectedly failed. It was not until the Testudo was boarded a second time and destroyed by a combined task force of Space Marines from five chapters did the Imperium finally confirm Urkrathos’ death, for the cunning Chaos Lord never would have fallen into such a trap. Captains around the Imperium breathed a sigh of relief, and for several millennia the Imperium thought one of its greatest foes had been vanquished.&lt;br /&gt;
&lt;br /&gt;
Yet in recent days, troubling whispers have been reported by the Inquisition’s spies and extracted from captured cultists. They say a new figure has been spotted in Lady Malys’ court, a winged daemon with charred black skin calling itself Urkrathos. Some say it is indeed the Fleetmaster of Chaos himself come again, returning as a Daemon Prince to command the ships of Chaos once more and to complete his sworn task to destroy the Imperium. Others, including several captured members of the Chosen, bitterly deny this, for they say the true Urkrathos would never have accepted daemonhood and slavery to the Ruinous Powers. As ever the truth is uncertain, but if the daemon is indeed Urkrathos then woe to captains of the Imperium who must face the beast, for once again they will know the cold certainty of defeat, and the crushing, unfettered power of Chaos.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Daemons of Chaos==&lt;br /&gt;
&lt;br /&gt;
=== Drach&#039;nyen ===&lt;br /&gt;
&lt;br /&gt;
The War of the Beast was truly a terrible affair. Daemons of every stripe were called forth by the Ruinous Powers to assault the Imperium from every conceivable corner at the same time, in numbers that had not been seen before or since. In the Segmentum Pacificus, the Interex, the interstellar power that had joined the Imperium as a semi-autonomous member state, came under attack by the daemon Drach’nyen. Although capable of warfare, the Interex preferred to focus on the virtues of the human condition. To them, Drach’nyen, a being born of the darkest aspects of human nature, was like their greatest nightmare come to life. However, at the same time, because Drach’nyen was born of the basest urges present in all of humanity, there was little the Interex could do to truly stop him. As a result, the defeat of Drach’nyen came from a rather unexpected source: the Kinebrach.&lt;br /&gt;
 &lt;br /&gt;
As a Chaos-fearing race, the Kinebrach did not make Chaos-corrupted swords for no reason. As a race of weapon forgers and metalsmiths, the Kinebrach naturally saw making swords as a way to bind and deal with daemons. If a daemon is bound to a physical object, then it is tied to a single place and is not free to corrupt and torment mortals as it wishes. Once the daemon is forged into a sword, all one has to do is lock the sword away where no one can hear its temptations and make sure no one ever uses it.&lt;br /&gt;
 &lt;br /&gt;
Being a daemon of fundamentally human origin, there was little that even the most powerful human inhabitants of the Imperium could do against Drach’nyen. The Kinebrach, however, were not human, and suffered from no such limitations. The leader of the Kinebrach and the greatest of their warsmiths, Ra-Ham-Be, challenged Drach’nyen to single combat on Mount Afonso, a forge built into the side of a volcano that the Kinebrach had considered their finest workshop. The daemon was truly a ferocious opponent, but eventually, Ra-Ham-Be beat Drach’nyen and forged him into the shape of a sword, at the cost of his own life.&lt;br /&gt;
 &lt;br /&gt;
Unfortunately, in the chaos of the War of the Beast, the sword was lost and eventually ended up in the Warp, where it fell into the hands of Chaos. Despite being sealed in the form of a sword, Drach’nyen still has a mind of its own. If Drach’nyen believes the one wielding him to be worthy, he grants his power to his wielder to turn them into an unparalleled engine of close-combat destruction. However, if Drach’nyen believes his wielder to be weak or that someone else would prove to be a better master, he turns on his wielder, either stabbing them in the heat of combat or outright ripping the soul from their body. Many followers of the dark gods and even several daemons have learned this the hard way.&lt;br /&gt;
 &lt;br /&gt;
Drach’nyen has acquired sort of a legendary reputation among the followers of Chaos, as it is said that the sword’s chosen wielder will be the one who finally brings the Imperium to its knees. After going through many wielders, in late M37 the sword fell into the hands of Lady Malys, the Daemon Queen. The fact that Lady Malys has come into ownership of the sword, and has remained in possession of it for several millenia, has convinced many of Malys’ claims that she is the true chosen one of the Ruinous Powers.&lt;br /&gt;
&lt;br /&gt;
=== Ingethel the Ascended ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The Witch of the Woods:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The people of Cadia have never had much love for Chaos. Although the Cadian Pillars may have kept the planet from being dragged into the Warp wholesale like the Eye, this did not stop daemons from temporarily manifesting on the planet just long enough to drag people off into the night. And while the Neverborn of Chaos may have had trouble remaining corporeal on the surface of Cadia, this did not stop hunting parties from the fallen Eldar Empire from raiding the planet for slaves, sacrifices, and entertainment. However, at the same time, there have always been those insane or broken enough to see the truth of Chaos, to see its awfulness and self-destructiveness, and pledge themselves to it body and soul nevertheless. Such is the case with Ingethel the Ascended.&lt;br /&gt;
 &lt;br /&gt;
Ingethel was a hedge witch who lived on Cadia about the time the Imperium first visited the planet. She led a coven of witches who lived in the caverns beneath a great mountain in the Cadian wilderness, away from civilization but close enough to numerous villages to practice her dark craft. It is not clear why the dark gods allowed Ingethel and her coven to exist as they did. Normally a psyker such as Ingethel would have been carried off by daemons long before reaching adulthood, their souls a tastier than average treat. Perhaps Ingethel and her ilk were granted the protection of the Chaos Gods because of their whole-hearted devotion to and their wicked ways. Or perhaps, as the Imperium uplifted the planet and drove the monsters back into the dark, the dark gods realized they needed more forces “on the ground” so to speak to go to bat for them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Ingethel and her coven were well-known to the natives of Cadia. The people of villages surrounding Ingethel’s mountain had stories about her, about babies being stolen in the dead of night for ritual sacrifice and young men being seduced and spirited away by a seemingly nubile and doe-eyed maiden for nefarious purposes. To the Imperium, who had come to teach the Cadians one did not have to hide from those lurking in the dark, such a thing was unacceptable. At the same token, Ingethel and her coven considered the idea that one did not have to fear the dark gods and their servants as blasphemous, and to suggest otherwise was a declaration of war. Ingethel and her coven fought a sorcerous guerrilla war against the imperialistic efforts of the Imperium, spreading terror and cursing key individuals with hexes and spells.&lt;br /&gt;
 &lt;br /&gt;
However, despite their dark powers, Ingethel and her coven were very mortal, and they did not have the numbers to directly fight the people of Cadia, let alone the Imperial military. Eventually Ingethel’s coven was whittled down until only she remained, and her refuge had shrunk until it consisted of her mountain, the nearby forests, and little else. Smelling weakness, the Imperium dispatched a strike force to Ingethel’s mountain consisting of twenty Word Bearers as well as supporting elements of the Imperial Army. They surrounded the mountain before entering the vast caverns at its base, determined to end the threat of Ingethel once and for all. This proved to be a mistake, as Ingethel collapsed the pillars of her cavern home on top of them, burying them all inside and crushing them to death.&lt;br /&gt;
 &lt;br /&gt;
Ingethel used their deaths as fuel for an ascension ritual to daemonhood, ritually disemboweling herself to ascend into a daemon princess of Slaanesh. Being impressed by a mere mortal resulting in the deaths of twenty Space Marines and the better part of an army, Slaanesh turned Ingethel into a four-armed creature seemingly part snake, shark, and worm, her face grotesque with a snakelike jaw filled with shark’s teeth and one bulging and one sunken eye and her body below the waist replaced with that of a great polychaete with rippling vermicular, moist, and translucent flesh covered in orange, hair-like setae and serpentine belly scutes. Ingethel had always been wretched, now she merely looked on the outside what she always been on the inside.&lt;br /&gt;
 &lt;br /&gt;
In the long term, Ingethel’s trap did little to halt the advance of the Imperium across Cadia, but it did put the fear of Chaos back into the natives of Cadia, which was the Ruinous Powers’ intention all along. Although Ingethel is nominally a Slaaneshi daemon, She Who Thirsts exerts relatively little influence over Ingethel’s soul. Instead, Slaanesh has all but relinquished their claim over Ingethel in exchange for Ingethel acting as an emissary between the four gods. Although normally quite possessive, even Slaanesh sees the benefits of having a neutral messenger who can be trusted to deliver messages between the gods and important mortals without being shot on sight (all in the name of advancing their own agendas, of course).&lt;br /&gt;
 &lt;br /&gt;
Ingethel’s pursuits when not acting on behalf of the Dark Gods are varied, ranging from starting stories of monsters on worlds surrounding the Eye to creating her own facsimile of old Cadia (Cadia how it “should be”) in her personal demesne within the Eye of Terror. Sometimes she even likes to take a shape similar to her old form, reveling in how easily mortals fall for her innocent façade before showing them her true face. However, she always seems to be drawn back to Cadia to haunt the battlefield during one of the Black Crusades, seeking revenge on the descendants of those who shunned her in life. Demons have a tendency to be repetitive and predictable in their habits. She is the unliving reminder that while the Cadians may strive to forget their past, their past refuses to forget them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Followers of Chaos==&lt;br /&gt;
&lt;br /&gt;
===Water Spider (Por&#039;El Mal&#039;caor)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Web-Weaver: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is a poorly known fact, even among members of the Tau Empire, that members of the Water Caste act as spies and saboteurs in addition to merchants and diplomats. Much of espionage is simply overhearing the right detail at the right time, as opposed to more flashy actions inspired by too many holovids about the Alpha Legion and Inquisition.&lt;br /&gt;
&lt;br /&gt;
Another poorly known fact about the Tau is their relationship with the Warp. The Tau are prideful in the fact that few of their number have ever falled to Chaos. In contrast, temptation by Chaos seems rife amongst human societies, and the legions of Crone Eldar that infest the Eye of Terror barely need elaboration. Every race, ranging from the Kinebrach to the Kroot, can count members of their own among the fallen (with the possible exception of the Watcher in the Dark, and that&#039;s more because any Chaos sympathizer among the close-knit, long-lived species would be hunted down and killed on sight). Of course, that includes the Tau. Warp resistant does not mean Warp immune. Corrupted Tau are not unthinkable, they are just extraordinarily rare.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Por’mal’caor, better known as Water Spider, was a Por’El at approximately the time of the Tau Schism (M39). As she rose through the ranks, she earned the name Water Spider for her ability to ensnare her victims in her webs of deceit and make them dance like puppets on strings. Water Spider was particularly active in the days of the Schism, using her network of spies to root out separatists and silence dissenters, in the name of the Tau’va, of course. Both Shadowsun and Farsight knew of Water Spider, and indeed Farsight was concerned that Water Spider was the type of person the Ethereal council would silence opposition (which kind of came true). However, in contrast to most other members of the Water Caste, who understood that they were peacemakers and traders first and spies second, Water Spider reveled in the darker side of her craft. It was this taste for deception that caused her fall.&lt;br /&gt;
&lt;br /&gt;
Water Spider&#039;s fall came when she came into the possession of a spider-shaped pendant discovered by Tau xenoarchaeologists on a newly-colonized Sept World. Originally chosen for sentimental purposes, Water Spider noticed the odd properties of the pendent when she survived two assassination attempts through circumstances that could not be attributed to chance alone. When the Tau Schism broke out and Tau were no longer certain if they could trust their friends and neighbors, Water Spider began wearing the pendant at all times, trusting in it and only it to protect her. And it worked, separatist assassin after assassin sent after Water Spider ended up failing or dying (sometimes both) through increasingly unlikely circumstances.&lt;br /&gt;
&lt;br /&gt;
Water Spider believed the pendant somehow brought her good fortune. A &amp;quot;lucky charm&amp;quot;, in human terms. However, at this time the Tau were still relatively naive about Chaos, knowing about it but lacking access to the vast libraries accumulated by the rest of the galaxy. Anyone well versed in daemonology elsewhere would have been able to recognize the pendant for what it really was, a Chaos artifact of Tzeentch. The Tau may have been somewhat numb to the Warp and its effects, but being exposed to a heavily tainted Chaos artifact, Rotaa after Rotaa and Tau&#039;cyr after Tau&#039;cyr, would have caused corruption and mutation in even a grox. If it were merely radioactive Water Spider would have been lucky to escape with severe cancer. The pendant being an artifact of Tzeentch, of course, the consequences were far worse.&lt;br /&gt;
&lt;br /&gt;
As with all followers of the trickster god, Water Spider’s body has gone through numerous mutations since pledging themselves to Tzeentch. In a sick joke by the Lord of Mutation themself, Water Spider’s body has changed to resemble her namesake, her hand and feet changed into cruel talons and four chitinous limbs bursting from her back. Her digestive system has also atrophied, leaving her unable to live off of normal sustenance. Instead, Water Spider feeds of the literal feelings of betrayal induced by her plots, liberally supplemented with the blood of her enemies.&lt;br /&gt;
&lt;br /&gt;
Water Spider exists today in a lair of her own making, an outpocket of reality in the side of the Warp. From her lair invisible threads connect her to all of her agents on a myriad of distant worlds, whether human, Eldar, or Tau, fomenting dissent and turning brother against brother. Many of her catspaws, particularly Tau, are not even aware that they are being manipulated, believing they doing the work of the Tau’va while bringing doom to their countrymen. The exception are her inner circle, who fell with her when she fell into the embrace of the Changer of Ways, though it is debatable whether they are truly corrupted or brainwashed into extensions of her will. Even the forces of the other Chaos Gods are not immune to her workings when Tzeentch calls for her service. Yet for all Tzeentch’s blessings, Water Spider is not one for direct combat. Although she has mutated to the point where she could physically overpower a human, Space Marines, Sisters, Battlesuits, and even Eldar could make short work of her. She has few Warp-influenced powers beyond what her mutations give her. Therefore she prefers to work at a distance, striking down her foes without even being on the same planet as them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Fallen =&lt;br /&gt;
&lt;br /&gt;
*Chaos Space Marines collectively referred to as &amp;quot;The Fallen&amp;quot;, not just Dark Angels&lt;br /&gt;
*Not as common as in canon, due to no entire legions turning traitor like in canon, but make up for it with a shitload of daemons, Heretek technology (e.g., Obliterators), and blessings from the Chaos Gods. Chaos Gods are far more lavish with their blessings to their favorite toys, to the point that every Fallen Captain, perhaps even every Sargent, is approaching Chaos Champion-tier power.&lt;br /&gt;
*Largest contingent comes from the Dark Angels, of which 2/3 to 3/4 turned traitor during the War of the Beast. This doesn’t sound so bad, but Dark Angels were by far the largest legion, and so having 2/3 of them turn is like having two entire legions go traitor. The fact that the largest contingent of traitors came from his legion is what made the Lion so fanatical about hunting them down.&lt;br /&gt;
*Vlka Fenrika – Said to be second largest. Quite a few of them were Unrefined Canis Helix survivors, which made Russ rather uncomfortable, and were led by Skyrar, who was close enough to Russ that the latter would have called him brother&lt;br /&gt;
*Imperial Fists – Basically everyone on Necromunda, estimated to be 1/5 - 1/4 of the entire Legion but with considerably more Imperial Army assets then the DAs.&lt;br /&gt;
*Night Lords – Decent number of traitors. The ones who joined to get their jollies off. Some Slaaneshi or Nurglite (of the “pain” and “despair” flavors), but mostly Chaos Undivided. [[Rage|Loyalist Night Lords hate them with a passion]].&lt;br /&gt;
*Virtually every legion (and later chapter) had chunks converting either during or after the War of the Beast, either out of lust for power or just making bad bargains with the gods for the sake of survival.&lt;br /&gt;
&lt;br /&gt;
==Huron Blackheart and the Red Corsairs==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Drafts#The_Badab_War|The Badab War]]&lt;br /&gt;
&lt;br /&gt;
==The Burning Earth==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Every Legion had its black sheep during the War of the Beast, even the most stalwart and loyal. The Salamanders were no exception. &lt;br /&gt;
&lt;br /&gt;
The full story of Lieutenant-Commander Maartje and the two thousand Astartes under his command is not known. No records survive, and the people involved are not forthcoming. What is known is this:&lt;br /&gt;
&lt;br /&gt;
Lt. Com. Maartje and his men were defending the world of Ndorea, a beautiful world of some five billion people. Having been unified and untouched by the wider galaxy for thousands of years, it had no defenses, no armies, nothing that could protect it from the storm now sweeping the galaxy. And perhaps because of that very innocence, several raiding fleets, both Ork and Croneworld, targeted the world for destruction. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Maartje swore this would not come to pass. As two thousand Astartes were not enough to cover and protect an entire world, he resolved to meet the invaders in space. In a series of brutal boarding actions, every attacker was destroyed, enemy ships turned into crematoria by the Salamanders&#039; justly famed affinity for flame weapons. Multiple enemy fleets were utterly annihilated, the Salamanders returning to Ndorea after each battle for resupply and repair. Over the months, the bonds between the Salamanders and the people they protected deepened, with several Ndoreans even being inducted into the ranks of the Astartes to replace the losses taken in their defense. &lt;br /&gt;
&lt;br /&gt;
Sadly, the defense did not last forever. While the Salamander fleet was away intercepting an incoming swarm of Ork Roks, a Croneworld battleship slipped into orbit under cloak and burned the surface of the world, using well-placed torpedoes to trigger long-dormant volcanoes and fault lines. The Salamanders had their revenge, but it was far too late; all five billion of Ndorea&#039;s citizens had burned to death within a day. &lt;br /&gt;
&lt;br /&gt;
Maartje, and all the men under him, swore eternal revenge, and tore into the fleets of the Beast with the fury of men possessed. This is where the chain of events gets spotty, as they only intermittently kept in contact with other Imperial forces. Eventually, they stopped responding to orders and hails at all. Then, when the Navy sent a frigate to try and re-establish communications, they boarded and burned it, just as they had the Orks and Chaos forces. Through the rest of the war, they would indiscriminately attack both sides. &lt;br /&gt;
&lt;br /&gt;
When the Beast died and the Fallen fled into the Eye of Terror, Lieutenant Commander Maartje and his men followed. Today, they are the Burning Earth. Retaining their mastery of flame weapons, they delight in burning pretty much anything that catches their attention alive, posing as much a threat to nominal &#039;allies&#039; as their foes. Whether it&#039;s turning starships into flying ovens or choking the life out of a hive city with a masterfully managed blaze, they delight in the flame and the name of Chaos. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Crumbling Wall==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
Every Legion had its black sheep in the War of the Beast. Luther, of course, for the Dark Angels. Sigismund of the Imperial Fists. And for the Iron Warriors, Captain Varkand. &lt;br /&gt;
&lt;br /&gt;
Captain Vandro was in command of the Astartes of the 144th Unification Fleet on the outbreak of the war. Ambitious, aggressive, and dour, he wasted no time assuming overall command when the Sky Marshal and his second-in-command were both killed when the flagship hit a vortex mine. Likewise, finding himself cut off and behind enemy lines, he wasted no time in ordering a series of raids and counter-attacks, trying to cut enemy supply lines and throw the drive towards Terra into disarray. &lt;br /&gt;
&lt;br /&gt;
Some historians suggest that he deliberately arranged for the death of his superiors so that he could seize control of the 144th, but there is no evidence of this. By every account, he served with honor, courage, ability, and loyalty through the Great Crusade and the early stages of the War of the Beast. He would have been remembered as one of the heroes of the war, except for what happened next.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vandro, an Iron Warrior to the core, grew increasingly dissatisfied with the raids he was making and the damage he was doing. The Crone-Worlders and their various puppets had erected a great fortress out of the hollowed-out ruins of the sector capital hive, Riskail; as long as that fortress still stood, he became convinced, the Croneworlders could never be driven out. He resolved to lay siege to it, crack it open, and kill every last enemy of the Imperium in the place.&lt;br /&gt;
&lt;br /&gt;
The initial assaults did not go well. Vandro had spent a great deal of time in the sector capital, and expected his deep knowledge of Riskail&#039;s architecture to deliver a swift victory. However, its destruction and reconstruction at the hands of Chaos had eliminated all the vulnerabilities he had planned to exploit, resulting in a series of embarrassing defeats. Worse, the enemy defense was commanded by a sorcerer of considerable power, who used his talents to turn every defeat into a catastrophe. Stung and furious, having lost hundreds of Astartes and tens of thousands of human soldiers with nothing to show for it, Captain Vandro settled in for a long siege. &lt;br /&gt;
&lt;br /&gt;
As days turned into weeks into months, supplies grew short and the 144th turned to increasingly dubious methods to maintain the siege. Captured enemy weapons were used, regardless of how deeply Chaos-tainted they were. Roving elements of the fleet started, essentially, extorting and enslaving surviving pockets of civilization within the sector. Worlds already ravaged were stripped to the bone to fuel the demands of the war effort. &#039;Liberated&#039; slaves were herded right back out to clear minefields and act as decoys for enemy guns. There were sporadic instances of cannibalism as food supplies grew tight. &lt;br /&gt;
&lt;br /&gt;
Captain Vandro finally breached the outer walls after five months, but this was hardly an improvement. The sorcerer and his cabal had not been idle, and had transformed Riskail&#039;s interior into a ghastbone maze carefully wrought to mislead and confuse on the psychic as well as physical plane. Casualties skyrocketed, and the 144th began to crumble under the continued psychic assault. From atop the stump of the DAoT-era space tether Riskail was built around, the sorcerer constantly mocked the attacking forces, and his words were themselves lethal weapons.&lt;br /&gt;
&lt;br /&gt;
Captain Vandro and the 144th Unification Fleet had been sliding into the abyss for a while by that point. Now, they acknowledged the inevitable. Captain Vandro was the first to fall, pledging his soul to Khorne, and the rest of the fleet swiftly followed. &lt;br /&gt;
&lt;br /&gt;
The murder-maze that had once been Riskail fell swiftly afterwards. The newly-empowered Iron Warriors simply shrugged off every psychic assault directed at them, smashing through the walls of the ghastbone labyrinth with supernatural ease. Captain Vandro himself killed the Croneworld sorcerer with his bare hands. &lt;br /&gt;
&lt;br /&gt;
The 144th were pushed back into the Eye of Terror along with the rest of the Fallen, where they re-organized as the Crumbling Wall. They retain the Iron Warrior focus on fortification-breaking, and have a hatred of psykers remarkable even among the servants of Khorne. The destruction of fortresses is their sacrament to Khorne, and they have gotten very good at it. At the time of their treason, the Crumbling Wall had about 8,000 Astartes and 5 million mortal soldiers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Night Lords of Vol Opt==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
The Night Lords suffered a number of defections through the War of the Beast, by some estimations the second highest after the Dark Angels, but relatively few made it to the Eye of Terror to plague the Imperium in the future. They fell to Chaos in ones and twos and squads, and were viciously annihilated piecemeal by the more-organized loyalists. Mostly. &lt;br /&gt;
&lt;br /&gt;
One such exception occurred in the campaign for Vol Opt. A hive-world providing vital supplies to the Imperial Army on the border between Segmentum Solar and Segmentum Obscurus, it came under heavy attack from the forces of Chaos and the Orks. The main strength of the enemy was annihilated by Imperial reinforcements, caught between the hammer of the Imperial Army and the anvil of the hive defenses, but the threat did not end there. Numerous cultist demagogues, prophets, and other preachers were able to infiltrate into the underhives, raising the prospect of insurrection. In order to safeguard against the possibility and ensure the continued flow of equipment, a large force was left behind to hunt down the infiltrators as the rest of the fleet moved on to other battles. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unfortunately, this force included both Night Lords, five companies under Commander Sarcobael, and Salamanders, three companies under Captain Quron. Conflict between the two forces began immediately. The Night Lords began their typical terror campaign, much to the horror of the Salamanders and the local PDF. Many innocents were caught up and slaughtered in increasingly vicious cycles of purges, even as the Salamanders and Imperial Guard regiments assisted in the rebuilding. The continuous complaints and censure from the Salamanders and local forces only caused Commander Sarcobael to double down, determined to prove the effectiveness of Night Lord methods. Which only made their allies more horrified...&lt;br /&gt;
&lt;br /&gt;
After only a couple of months, relations had broken down near completely. Local militias, initially formed to fight the threat of Chaos, had begun guerilla resistance against the Night Lords. Imperial Guard and PDF forces were flatly refusing to support them in any operation, while the Salamanders had taken to shadowing and even harassing Night Lord patrols. And while the forces of the Imperium squabbled, the growing Chaos cults took the opportunity to entrench themselves. The situation need not have deteriorated so far, but there was no commander senior enough to enforce cooperation on the rival units, and neither Commander Sarcobael not Captain Quron were diplomatic enough to bring things to a peaceful resolution. &lt;br /&gt;
&lt;br /&gt;
Things finally came to a head at a meeting between Commander Sarcobael and Captain Quron, ironically aimed at resolving the differences between the two. The exact transcripts of the meeting have long since been lost, but it culminated in Sarcobael declaring Quron to be de facto in league with Chaos for obstructing his efforts to root the cults out, then attacking. Captain Quron was mortally wounded and interred in a Dreadnought, while Commander Sarcobael escaped. Full-scale war broke out within the day, as Night Lord clashed with Salamander and the cults within the underhives rose against them both.&lt;br /&gt;
&lt;br /&gt;
At this point, the Night Lord force had not yet actually fallen to Chaos. This did not restrain them in any way when fighting the Salamanders, and the first days of battle were intensely bloody in favor of the Night Lords. Similarly, the Chaos cults made massive gains in the first few days of battle, coming perilously close to capturing the vital civic infrastructure of the hives. After the initial shock, however, both were pushed back quickly. The entire population of the world had been turned against the Night Lords, and PDF forces in particular counter-attacked with nigh suicidal fury. Similarly, the Chaos cults were unable to consolidate their gains; the efforts of the Salamanders and, ironically, the Night Lords had prevented them from developing to the depth needed to seize control of an entire hive. &lt;br /&gt;
&lt;br /&gt;
The Night Lords were driven off-world, escaping just one step ahead of the system defense monitors. Commander Sarcobael declared that the Imperium had betrayed them, and swore to never rest until it had been punished for this transgression. He, and his remaining 350 men, swore themselves to Chaos Undivided. Meanwhile, the Chaos cults on Vol Opt were annihilated, having emerged from hiding prematurely, and Vol Opt remained in Imperial hands. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Skyrar&#039;s Dark Wolves==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Notes#Skyrar_of_Caledonia|Skyrar of Caledonia]] and [[Nobledark_Imperium_Notes#Battle of Fenris|Battle of Fenris]]&lt;br /&gt;
&lt;br /&gt;
==Elsinore==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The World of Madness and Paranoia&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elsinore is the primary base of operations for the Fallen within the Eye of Terror, specifically the Fallen Dark Angels who sided with Luther during the War of the Beast. The original Fallen don’t play well with the Crone Eldar except on rare occasions, and the Chaos Gods understand the need to keep their favorite toys separate and in mint condition. Elsinore was given to Luther by Tzeentch as a boon after he lost The Rock for his epic betrayal of Lion during the War of the Beast and First Black Crusade, which kept the First Legion from fully contributing to the war effort against the rest of Chaos on both occasions. Luther realized there was a deeper meaning to Tzeentch’s actions than simply gratitude, but accepted anyway as his people had nowhere else to go and if he didn’t he would have to throw himself on the mercy of Lady Malys or the Taskmaster. Elsinore was originally a Crone World, like most worlds within the Eye of Terror, but no Crone had the audacity to stand up to Tzeentch when he gave the mostly depopulated world away to the Fallen. Few today remember its original name.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From space Elsinore resembles a medieval castle writ large, covered in great stone fortifications decorated with towers, crenellations, and parapets. These edifices form a great labyrinth that criss-crosses the surface of Elsinore. The chambers and corridors within the castle are just as chaotic and seem to have no architectural rhyme or reason behind their construction, making them incredibly easy to get lost in. Secret passageways between chambers or behind walls are ubiquitous, to the point that the Fallen remark that every room on the planet likely has at one way of being eavesdropped on. Not even the Fallen know where all of these passages are. Along the edges of the castle complex, Elsinor is dotted with numerous towers that extend so high that the Fallen use them as spaceship docks. They also have a secondary function of giving any watchman or spy an unparalleled view of the actions of those below.&lt;br /&gt;
&lt;br /&gt;
Elsinore’s labyrinthine nature extends beyond the castle walls. The planet is typically shrouded in thick mist, which muffles most sounds and makes it almost impossible to see more than a few dozen meters from where you stand. Walking across the planet, even knowing it is inhabited, gives one the impression of being very vulnerable and alone. In smaller courtyards between sections of the castle-labyrinth are hedge mazes, which always look trimmed and well-groomed despite never being maintained, which are even easier to get lost in than the rest of the planet as any who enter lose not only all sense of direction, but time as well. Further out, in larger province or country–sized gaps between the walls, the planet is covered in moors and gloomy pine forests. The Fallen don’t like to talk about what they find out there. The very planet seems designed to inspire paranoia and terror.&lt;br /&gt;
&lt;br /&gt;
Not all have been happy with the fact that Luther&#039;s Fallen occupy Elsinore. Elsinore has been invaded numerous times, ranging from Crone Eldar hating the idea of a mon-keigh being in control of one of their Crone Worlds, daemon princes who want a new playground to call their own, Fallen warbands who think they&#039;re hard enough to topple Luther, or [[Nobledark_Imperium_Forces_of_Chaos#Kaimon_Adrande_and_the_Choir_of_Despair|Kaimon Adrande]] [[Derp|thinking it&#039;s a good idea to raid the Fallen&#039;s human servants for new stock]]. Chaos has a tendency to fight itself as often as others when not presented with a strong external enemy. Even Lady Malys has attempted a drive-by conquest once or twice just to keep Luther pissed off. All have failed. The fact that Luther has survived for ten thousand years without even dying once (something that not even Lady Malys has accomplished, but then again unlike Malys Luther doesn&#039;t have a tendency to over-extend himself in a drug-fueled haze) is rather telling. You don&#039;t survive for more than ten thousand years as the most prominent Fallen in the Eye of Terror unless you are very, very good at what you do. In the event that active warfare fails, the Fallen adopt a strategy of guerrilla warfare, withdrawing into the infinite maze of secret passages to bleed any invader to death by a thousand cuts. Let the enemy have to deal with what they have had to put up with for millennia. Even though their homeworld is nominally a fortress, it is difficult to try to hold enemies at the walls. The geometry of their home encourages such a strategy; possibly actively, rearranging itself to practically welcome enemies inside, ready to face a slow and patient death.&lt;br /&gt;
&lt;br /&gt;
Another one of Tzeentch&#039;s jokes. They call themselves knights, but when challenged they flee until they can stab the challenger in the back.&lt;br /&gt;
&lt;br /&gt;
In addition to the Fallen, Elsinore is home to that a number of baseline human servants that tend to the Fallen&#039;s needs. Some have speculated they are slaves, or descendants of the support personnel and squires of the original Fallen. In truth, not even the Fallen know where they come from. They just... appear. It drives all the Fallen mildly nuts, but despite 10,000 years of investigation none of them have a firm answer beyond &#039;the entire planet was created specifically to gaslight us&#039;. Although many warbands have degenerated into the savage hedonism and casual disregard for the lives of others typical of Chaos, the core group of Luther&#039;s Fallen treat their human servants [[Night Lords|at least halfway decently]]. It differentiates them from the xenos they despise and allows them to look down on the younger, lesser warbands that don&#039;t. It is their only moral high ground and they maintain it. They do have standards, twisted as they are. When they do have to perform grisly rituals to appease the dark gods, they use prisoners of war or individuals captured in raids than the servants they actually like.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= The Crone World Eldar =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;The time would be easy to know, for then mankind would have become as the [[Old Ones|Great Old Ones]]; free and wild and beyond good and evil, with laws and morals thrown aside and all men shouting and killing and revelling in joy. Then the liberated Old Ones would teach them new ways to shout and kill and revel and enjoy themselves, and all the earth would flame with a holocaust of ecstasy and freedom&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- H.P. Lovecraft&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Although most races in the galaxy have failed to reach the level of spiritual purity of Orks, some of the closest are the Crone World Eldar. And the reason for this is simple: purpose. Much of life is driven by a search for purpose, to find meaning in why we exist. For the Crone Eldar, this question is already answered. They exist to spread the will of their dark gods, whether by word or by sword, and all other needs are secondary. An individual Croneworlder may have their own wants and dreams, their own loves and losses, but ultimately it is this purpose that drive them forward even in their darkest times. Although I find myself abhoring their beliefs and goals, I admire them in their simplicity and purity of purpose.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Uthan the Perverse, controversial Craftworld Eldar philosopher&lt;br /&gt;
&lt;br /&gt;
The birth of Slaanesh was essentially a galaxy-wide extinction-level event. All across the Milky Way, species were wiped out, societies collapsed, and worst of all many races were twisted into something their forerunners would find unrecognizable by the corrupting influence of Chaos. Perhaps no race was more strongly affected than the Eldar, whose highly populated Crone Worlds were located right in the middle of the massive hole in the fabric of reality torn by the birth of the new Chaos God. In an instant, nearly 90% of the Eldar population was wiped out.&lt;br /&gt;
 &lt;br /&gt;
But not all Eldar were wiped out in this event. Though some Eldar manage to survive on far-flung Exodite worlds, artificial planetoids of wraithbone or extradimensional redoubts of the Webway, the vast majority of Eldar survivors were located on the Crone Worlds themselves. These were Eldar that, whether by sheer chance or some quirk of fate, were passed over by the hunger pangs of the newborn Prince of Pleasure. These individuals became known as the Crone World Eldar.&lt;br /&gt;
 &lt;br /&gt;
Being veterans of the debauched society that created Slaanesh in the first place, the Crone Eldar took to worshipping Chaos like a fish takes to water. Whereas the Fallen primarily follow the Ruinous Powers because they think it will bring them power and further their goals, the Crone Eldar follow Chaos for the sense of religious ecstasy it brings them. The majority of Crone Eldar, for one reason or another, see Chaos as the apotheosis of the Old Eldar Empire, one they are obliged to spread to the heathens of the galaxy whether the rest of the galaxy wants it or not. Make no mistake, despite their imposing physique, at the heart of a Crone Eldar is the mind of a Chaos cultist. This extends to the Croneworlders’ view of daemons. Whereas most other groups fear daemonic possession, Crone Eldar will climb over each other for the chance to be daemonically possessed, as possession will bring them one step closer to their gods. This also allows the Crone Eldar to do something that would be impossible for any other Eldar: survive in the Warp unmolested. Daemons know the souls of the Crone World Eldar will flow to them eventually (and to be frank find food that puts up a struggle to be more appetizing), and so they prefer to follow them like pilot fish following a shark, feeding on the carnage in their wake, rather than devouring them outright before their own death. Although the Crone Eldar are not truly protected from the warp (though really, who is), entering the Warp unprotected is not the death sentence for them that it is for virtually everybody else.&lt;br /&gt;
&lt;br /&gt;
Across the Imperium, the Crone World Eldar are variously referred to as &amp;quot;Croneworlders&amp;quot;, &amp;quot;Crones&amp;quot;, or &amp;quot;Cronedar&amp;quot;, as well as many other less polite terms. The term &amp;quot;Croneworlder&amp;quot; didn&#039;t always have the connotations it currently does among the Eldar and the greater Imperium. Due to Eldar physiology and culture (namely, the relative lack of aging among Eldar and their worship of the goddess Morai-Heg as a goddess of wisdom), the word [insert Eldar word for crone here] while literally translating to &amp;quot;crone&amp;quot;, has additional connotations of being &amp;quot;well-developed&amp;quot; or &amp;quot;experienced&amp;quot;, as opposed to &amp;quot;ugly&amp;quot;, &amp;quot;withered&amp;quot;, and &amp;quot;hag-like&amp;quot; as it does for humans. This is one reason why the Eldar called the Crone Worlds just that: these were the worlds in which civilization was well-developed and well-established. Humans, on the other hand, were just happy to have a shorthand term to refer to their enemy, one that had the added benefit of being insulting in human terms as well. Of course, once the Eldar learned the human connotations of the word &amp;quot;crone&amp;quot;, they were only too happy to use the term &amp;quot;Crone Eldar&amp;quot; or &amp;quot;Cronedar&amp;quot; as a derogatory insult against their debased kin. This was just one of the many fun and innovative ways to insult people the two species taught to one another in the early days of the great alliance.&lt;br /&gt;
&lt;br /&gt;
== Crone Eldar Demographics ==&lt;br /&gt;
 &lt;br /&gt;
The largest chunk of Crone Eldar are Slaaneshi worshippers. The Old Eldar Empire was the society that produced Slaanesh, after all, and many Crones have changed little from the pleasure cults of the old empire. Even today, Crone Eldar worship of other gods is often decidedly Slaaneshi-flavored. Slaaneshi Eldar often hold a stifling amount of influence over the Crone Eldar as a whole, especially given that the centerpiece of the Crone empire, Shaa-Dome, is completely Slaaneshi-controlled.&lt;br /&gt;
 &lt;br /&gt;
The next largest faction of Crone Eldar, nearly as numerous as the Slaaneshi Eldar (~35%) are the Eldar of Chaos Undivided. Those who worship Chaos as a pantheon. The majority of Undivided Eldar just try to keep their heads down, and aren’t too different from their Slaaneshi kin. Then you have the hardcore Undivided Eldar, the ones who actively try to court the blessing of all four Chaos Gods. The path they walk is a narrow one, for any degree of failure results in nothing more than an abnormally large Chaos Spawn, but the ones who succeed are truly dangerous. Such an Eldar may not be able to outstrip a more specialized worshipper in their field of choice, but they are more flexible, a true master of none. Worse yet, compared to other Crone Eldar, these Eldar possess a frightening amount of vision, and are often sane enough to direct the attention of the Crones on realspace. And they resurrect. Not always, it&#039;s not a guarantee, but compared to Eldar of other gods they do come back more often. A result is that they are increasing in number. There were an estimate few dozen at most in the day so the Great Crusade. Now there are a few hundred.&lt;br /&gt;
 &lt;br /&gt;
There are about equal numbers of Khornate and Tzeentchian Eldar (about 15% for each). Several bands of Khornate Croneworlders have been exhorting the Blood God to take up Khaine’s old weapons and armor. It’s possible they do so because they see Khorne and Khaine as the same being. It’s possible they see Khaine is truly dead and believe that you keep what you kill. It’s possible they see themselves as having merely switched to the “winning” side. It’s possible that after all this time war is the only thing left they get off to, worshipping a Chaos God is merely pure coincidence. It’s possible that they’re all mad and potentially even daemonically possessed, making speculations on motivation pointless. It’s possible, even probable, that all of these views are held by at least one warrior band.&lt;br /&gt;
 &lt;br /&gt;
Tzeentchian Cronedar are more respected in the halls of Shaa-Dome than Eldar of Nurgle or Khorne, but they usually prefer to stick to their own colleges in the Warp and the Webway, where they can practice their own brand of nonsense made deceit made madness undisturbed.&lt;br /&gt;
 &lt;br /&gt;
Nurglite Eldar are surprisingly rare (~5%), given the kidnapping of Isha. Indeed, most Croneworlders that join Nurgle do so in the hopes of getting closer to Isha, and the most prominent members of Nurgle’s followers are derived from the corrupted remnants of Isha’s followers pre-Fall. On Isha&#039;s part, their company was just slightly preferable to Nurgle&#039;s own, and they mistook this preference, and her mixed pity, disgust, and sorrow for genuine love for them, and they believe they will be welcome in her presence, eventually. Their actual loyalty to Nurgle is somewhat questionable, but since the Raid they have become psychotically dedicated to dragging Isha back into Nurgle’s garden. Most Nurglite Eldar hope the version of the Starchild Prophecy with the Emperor and Lady Malys comes true because they think it means they will get to “rescue” Isha and the  Plaguefather will get Isha back.&lt;br /&gt;
 &lt;br /&gt;
Then there are the actual Nurglite Eldar, which are rarer. They see the Fall of the Eldar as it truly is, with none of the romanticism or self-justification of the other factions; only as evidence of the universal trend towards entropy and decay. The only possible means of enlightment is despair. The clockwork of the universe counting down towards the end of all things. Inexorably. Irredeemably. Inevitably. It doesn&#039;t upset them much. They are past despair and into the enlightenment of acceptance they believe that by sharing Nurgle&#039;s gifts with all living things the inhabitants of this dying universe will be happier in the long run. Or dead. More probably dead. But if you&#039;re dead you aren&#039;t unhappy.&lt;br /&gt;
&lt;br /&gt;
In the immediate aftermath of the Fall and throughout much of the Age of Strife, Crone World Eldar outnumbered their Exodite, Craftworld, and Commorragh-dwelling kin (that is, Exodite, Craftworld, and Dark Eldar &#039;&#039;combined&#039;&#039;) by a whopping 9 to 1. By M41 this number was more like 4 to 1 (or to be more specific, 80% to 20%, Dark Eldar making up a larger percentage of the latter number). This change is primarily due to population growth of non-Chaos Eldar, whether through natural birth or through mass-cloning (as in the case of the Dark Eldar). Eldar naturally have very low birth rates, but even a slightly positive population growth rate over 10,000 years adds up. Crone Eldar populations have remained relatively stable due to attrition rates essentially cancelling out birth rates, despite the efforts of the Crone Eldar to increase their population through demented methods such as the Daemonculaba.&lt;br /&gt;
&lt;br /&gt;
== Crone Eldar infantry squad organization ==&lt;br /&gt;
&lt;br /&gt;
The smallest grouping of the warriors boils downs to 5 warriors in 1 raiding party. These parties are commonly a squad of ten that were split into two during small scale raids. The most basic warriors that make up the bulk of the Crone Eldar warbands are known as Unlanded Warriors, due to the fact Crone worlds lack the space for private property many simply rent living space. These Unlanded Warriors often join the military to gain land and power. The rank of Subjugator is equivalent to a Sargent who ruthlessly keeps the squad in line. The rank of Second Hand is for who serves to help the Subjugator in all matters and also act as a courier while being second in command. The Witch-doctor is included in a squad to heal permanent damage and provide counter minor psyker support on the battlefield, although these weak psykers could but won’t heal minor wounds as these wounds serve to provide pain and pleasure. The Witch-doctor is always accompanied by an Unlanded Warrior who would protect and help the Witch-doctor but also be always around to put down the psyker if driven too insane or rebelled. The Whippers are the only pair of warriors who have less lethal weapons and are melee specialist. Whippers are also infamous for whipping comrades when ordered to by their Subjugator. The pair works to bring in targets alive and fend off melee warriors. The last 4 others in the squad are the Submissives who can be armed with melee weapons or ranged weapons like the Saw Rifles, and act as flexible general infantry.&lt;br /&gt;
&lt;br /&gt;
== Typical equipment ==&lt;br /&gt;
&lt;br /&gt;
The Subjugator normally fights with a blessed sword and a Saw Pistol. Second Hands can have the same weapons as the Subjugators or have a Splinter Rifle instead. The Witch-doctor is often seen with a phallic staff which can smash skulls and the pointed bottom is made to slice through cloth flake armor. The Unlanded Warriors including the Witch-doctor guard are often armed with melee weapons like swords, hammers, and mauls with Repeating Saw Pistols. Alternatively the Unlanded Warriors are often also armed with a Saw Rifle and Saw Pistol. Whippers normally carry around a melee weapon, whip, and several Nervous Pistols&lt;br /&gt;
&lt;br /&gt;
All Saw weapons fire mon-molecule dices like Eldar shuriken weapons but are shaped like a buzz saws. The difference between the ammo is to prevent the rounds from sticking on a target but instead to simply slice through organs and arteries. Saw Pistols are semi-auto pistols that fire bursts of rounds. Repeating Saw Pistols hold more ammo, have a stock, are heavier, and can also fire automatically. Saw Rifles unlike the Splinter rifle doesn’t fire using pellet or slug rounds, these rifles shoot with steady stream of rounds being sent like an Eldar shuriken weapon. The blessed swords are just regular melee weapons but are given special effects by Warp sorcery or by one of the Dark Gods. The phallic staff is a weapon that becomes larger at the top with its head usually being round while the bottom of the staff is sharpened to pierce cloth, leather, chainmail, scale, and thin plate armor. Witch-doctors are known to disable human Guardsmen by simply shoving their staff through the flake cloth even most feudal worlds with metal armor can’t stop the piercing. Nervous Pistols can only fire once before reloading. Shooting out all 9 chemically laced bolts at once are all connected to the weapon via extremely thin wires. If these bolts touch flesh after firing, they would send a shocking electrical current aided by chemicals on the skin to overwhelm the nervous system and stop any motor functions of the humanoid size target.&lt;br /&gt;
&lt;br /&gt;
Unlike the Dark Eldar, who mostly tend to eschew up the use of armor in combat (with the exception of the Incubi), Crone Eldar generally wear at least some form of armor. Crone Eldar are fighters, not raiders, and so need some degree of protection when they battle. Although many Crones will claim their faith and frenzy are the only shield they need, most when pressed will admit their armor helps. Most of the armor designs used by the Crone World Eldar have their origins in some form in the armor used by the Old Eldar Empire. Like most forms of Eldar armor, Crone armor tends to be relatively form-fitting compared to the armor worn by Astartes, the result of using wraithbone/ghastbone in its construction. That said, most Crone Eldar armor designs tend to be spiky, chitinous, and made of ghastbone, rather than the sleeker designs favored by the Old Eldar Empire.&lt;br /&gt;
&lt;br /&gt;
Crone Eldar armor integrates itself with the nervous system of the wearer, allowing them to mix work and pleasure by allowing them to feel sensation even on the battlefield. However, believe it or not, this feature has its origins in Old Empire designs and once had a very practical purpose. Because the armor was formfitting and was built not to interfere with hygene, it did not they did not hinder the soldier’s agility and allowed them to go about their daily business or even wear their armor at all times with only a minimal amount of discomfort. Additionally, because the armor could be vacuum sealed yet still interfaced with the user’s nervous systems, it was effectively a hardsuit where the user loss none of their dexterity nor their sense of touch. Of course, the original designers of the armor, even back in the hedonistic days before the Fall, never intended for it to fondle and stimulate the user while they wore it (such a feature would be a distraction, if nothing else). That feature was a later addition by the Crone Eldar. Like most armors worn by the servants of the Chaos Gods, over time Crone Eldar armor becomes clingy and difficult to remove if not outright fusing with the wearer, though even by these standards the type of armor worn by things like [[Nobledark_Imperium_Forces_of_Chaos#Phalanxes|Phalanxes]] (which fuse immediately upon their creation) are rather extreme.&lt;br /&gt;
&lt;br /&gt;
== Crone Eldar Notable Groups ==&lt;br /&gt;
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=== Scions of the Old Helm ===&lt;br /&gt;
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Khorne&#039;s elite military cult of pre-fall Eldar warriors and guardians that turned to him in the violent wake of Slaanesh&#039;s birth. They earned their place in his favor when in the fall he watched them turn their ships inward to the great debauchery and slaughter their kin as they writhed together in the filth of Slaanesh, cut down mad sorcerous seers as they exalted the ever changing Tzeentchian glory of the expanding eye, and harried the clinging sycophants all about Isha as Nurgle dragged her down into the garden. They warred gloriously through the Shaa-Dome&#039;s upper surfaces, brought continent shattering climax to the mounting hells on the empire&#039;s scattered worlds as they washed in immaterial miasma, and shredded the webway within the Eye, spilling pocket universal redoubs into the eye&#039;s cloying nebula. He granted them his mark and blessing, and in time since they have proven their worthiness of his esteem as terrors among even the heavies of Chaos. The forces of this ancient military cult have made particular efforts to drag the remains of Khaine into Khorne&#039;s domain, and their legacy of horrific, bloody war has been felt in every corner of the Galaxy. The Scions of the Old Helm are led by [[Nobledark_Imperium_Forces_of_Chaos#Arrotyr.2C_Marshall_of_the_Scions_of_the_Old_Helm|Arrotyr]], once a hero of the Old Eldar Empire turned into a madman and fanatic even by Crone standards in the chaos of the Fall and his veneration of the Blood God.&lt;br /&gt;
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=== The Puppets ===&lt;br /&gt;
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The &#039;puppets&#039; or &#039;dolls&#039;, as they are known to Imperial soldiers, are one of the stranger factions of the Croneworld Eldar. Totally abandoning the normal unlanded warrior/noble officer structure of most Croneworld raiding bands, they advance to war &#039;wearing&#039; a dizzying array of vat-grown and ghastbone bodies, transferring their minds into new bodies by sorcery and surgery, or piloting them from afar via MIU-analogues. Although the politics of Shaa-Dome are opaque to the Imperium, it seems that the puppet clades are distant from the normal courts, almost never fighting in the same theaters as the more &#039;normal&#039; Croneworld forces, even in the middle of the Black Crusade. There is evidently some ideological animosity between the dolls and the great lords of Shaa-Dome, and they make their homes far from the center of power. Many of them seem to come from [[Nobledark_Imperium_Notable_Planets#Altansar|Craftworld Altansar]]&lt;br /&gt;
&lt;br /&gt;
In combat, the puppets are more variable than even the normal run of Chaos warbands. Their war-bodies vary in mind as much as body, each one possessing its own unique patterns of thought. The mind is a plaything of the body; a fluid takes the shape of its container. Most of the older puppets are no longer recognizable, in both body and mind, as having ever been Eldar. &lt;br /&gt;
&lt;br /&gt;
These are custom murder-bodies of the nobility, bizarre post-Eldar hive minds and mind hives, priests seeking extremes of experience impossible in an unmodified brain and solitary killers so radically modified they can no longer meaningfully communicate. All radically different, and yet essentially identical from the perspective of the Guardsman on the ground.&lt;br /&gt;
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=== The Bleeding Star ===&lt;br /&gt;
&lt;br /&gt;
The story of the Bleeding Star begins with Archon Darumache Zharr, and his Kabal of the Venomed Breath. After a plot to destroy a more powerful rival backfired on him, Archon Zharr and his Kabal chose to flee into the Webway rather than stick around for the inevitable overwhelming retaliation. After wandering the Webway for decades, raiding Imperial worlds and rival raiders for supplies, they found something incredible- a proto-craftworld in orbit around a warp rift, crew slaughtered in the Fall but otherwise untouched. Archon Zharr instantly declared this their new base, and named it &#039;Port Razor&#039;.&lt;br /&gt;
&lt;br /&gt;
The millennium that followed was good for the Venomed Breath. Port Razor gradually attracted other outcast Kabals and lone Dark Eldar, mercenary bands, Ork Freebootas, xenos pirates and Chaos marauders, until it had become a city in its own right. Commorragh in miniature. Constantly on the move and equipped with the finest cloaking fields, it provided all the scum of the galaxy with an inviolate base to strike at civilization from. Until the Imperium finally tracked Port Razor down, and assembled a Crusade to destroy it.&lt;br /&gt;
&lt;br /&gt;
Unwilling to abandon his domain twice, Lord Zharr committed to a vicious defence. However, deprived of their usual advantage of mobility with the need to defend a mostly-static position, his fleets were slowly destroyed or simply deserted. Port Razor itself was forced deeper and deeper into the warp storm, fleeing into the depths where Gellar fields failed, beyond the reach of the Imperium. It was assumed to be destroyed, and centuries passed without further sign of Port Razor and the Venomed Breath.&lt;br /&gt;
&lt;br /&gt;
Then the Bleeding Star emerged. Outer hull encrusted with the hulks of thousands of ships, the outline of what was once Port Razor was still visible, having been transformed into a Space Hulk in the terrible depths of the warp storm. The old inhabitants had been likewise transformed. Archon Zharr and the Venomed Breath had sold their souls to Chaos in exchange for survival- and power. The Bleeding Star ripped its way through an entire sector before it was finally damaged enough to drive it away. Before, Port Razor had been a base, a port; now the Venomed Breath operated it as a warship, a super-dreadnought of horrendous power. They had fallen primarily to Khorne and Nurgle (and Slaanesh not at all- they take particular pleasure in killing Croneworlders who follow She Who Thirsts), and their behavior reflected that; much more willing to assault the enemy head on, much more willing to stand and fight- and much more capable of doing both. Now capable of true warp travel thanks to the thousands of daemons bound into its hull, the Bleeding Star blazes bloody paths through the Imperium, only stopping when grievous injury forces it to withdraw and recover. It licks its wounds for decades, or centuries, loitering beyond the reach of any foe in the Warp- then it comes in again, without mercy, without warning.&lt;br /&gt;
&lt;br /&gt;
Over the millennia of its operation, Port Razor and the Bleeding Star are estimated to have killed trillions of Imperial citizens. Its every appearance is met with furious force- but each time, it manages to slip away, leaving burning ships and worlds in its wake.&lt;br /&gt;
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== Crone Eldar Elite Infantry Units ==&lt;br /&gt;
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=== Gorgons ===&lt;br /&gt;
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Gorgons pursue the Slaaneshi ideal of sensation being a weapon in and of itself. They eschew conventional weaponry in favor of bizarre arrays of demonic hologram emitters, noise-makers, and more exotic sense-effecting devices. They use these to attack the minds and souls of their targets directly. At its simplest, a Gorgon&#039;s attack is simply a spray of epilepsy-inducing noise and sound, paralyzing and confusing entire companies with sheer neural overload. A more focused attack can burn out a mind entirely, causing brain-death without a single trace of physical damage. Given time in which to work, increasingly exotic effects are possible, from mass hallucinations to causing basically arbitrary mental illnesses to &#039;programming&#039; a mind to respond to certain subliminal cues. A Gorgon&#039;s approach to combat varies widely by individual, ranging from full-frontal epileptic assaults to slowly programming entire regiments with subliminal cues to explode into fratricidal violence at the right moment. &lt;br /&gt;
&lt;br /&gt;
Fortunately for the Imperium, the sort of absolute understanding of psychology needed to make a good Gorgon is rare; the sort of skill that allows entire regiments to be attacked at once rarer still. In addition, Gorgons are not often liked by their fellow Croneworlders. They approach sensation with a highly technical mindset, speaking of baud and bit-rate and qualia where most Croneworlders speak of overwhelming religious ecstasy. This limits how well coordinated they are on the battlefield, with the Gorgons mostly being left to go do their own thing, irrespective of where they would be most useful on the battlefield. Still, a skilled Gorgon at the wrong place at the wrong time can- and has- turned successful campaigns into catastrophes.&lt;br /&gt;
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=== Meatweavers ===&lt;br /&gt;
&lt;br /&gt;
Meatweavers are thankfully a rare sight on the battlefields of the Imperium. They depart dramatically from the normal humanoid form, constantly remaking themselves into new forms. While they are capable of acting as combat medics, they do so rarely; their true calling is the creation of abominations. They stalk the battlefields of the Black Crusades, collecting the dead and dying of friend and foe alike and remaking them. Skeletons re-articulated, muscles resectioned, flesh ripped apart and put back together into monsters. The exact nature of these things varies, from stripped-down snake-like infiltrator forms to tank-killing amalgamations of hundreds of corpses. Even when they deign to heal, they never leave their &#039;patient&#039; entirely unchanged.&lt;br /&gt;
&lt;br /&gt;
In direct combat, meatweavers are a relatively modest threat; dangerous in melee but lacking ranged weapons, and generally preferring to avoid direct engagement. What makes them lethal on the battlefield is their ability to recycle the dead into various combat organisms, fast enough to be tactically useful; given more time, and more bodies, a meatweaver can create an army. Clearing a hive which has had a meatweaver cabal squatting in it for several months is a bloody exercise in frustration. Fortunately- and a small comfort it is- they often disregard practicality in their creations. On the rare occasion a meatweaver has been interrogated, they indicate their work is a sort of religious sacrament, an act of creation/rape that brings them closer to their god. As such, strict military usefulness is a secondary consideration; for every murderbeast there&#039;s a stationary sculpture, incapable of anything but moaning. &lt;br /&gt;
&lt;br /&gt;
There are indications that meatweavers are themselves creations; that on occasion, a meatweaver will select a particularly &#039;suitable&#039; individual and remake them into a new meatweaver.&lt;br /&gt;
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=== Meltheads ===&lt;br /&gt;
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Meltheads appear to be in a state of constant disintegration, sloughing off tracts of skin and slowly bleeding from every pore. This is because they are, in fact, constantly disintegrating, at a rate matched by their incredible powers of regeneration. They form the cornerstone of the Croneworlder&#039;s biological/chemical attack capabilities; their flesh, as it dissolves, gives off toxic/hallucinogenic fumes of wildly varying effect and potency. In light concentrations, this can be warded off with standard NBC gear and void suits; in heavy concentration it ignores any and all conventional precautions, as it is psy-active and warp-based, and these qualities come to the fore as it accumulates. In addition, these clouds can exhibit mobility and sentience, actively pursuing enemies and hindering the movement of people caught in them. In addition, by ripping out their own (regenerating) organs and performing various rites with them, Meltheads can create still more elaborate and dangerous effects. The most common of these is the &#039;smoke pot&#039;, which simply vents long-lasting fumes in vast quantity until destroyed; enough smoke pots are certainly capable of rendering a world forever uninhabitable. Other known effects include &#039;rust clouds&#039;, which destroy machinery with hideous effectiveness, and &#039;purple fog&#039;, which can evidently phase in and out of existence and exert limited mind-control abilities over people caught in its range of influence.&lt;br /&gt;
&lt;br /&gt;
For all their terrible power, Meltheads do have weaknesses. For one, they are often listless and unmotivated, having to be goaded into battle by their handlers; without provocation, they are often content to wander listlessly and stare blankly into the middle distance. Second, the smog generated by a Melthead is evidently in some sense still part of their &#039;body&#039;; this means they can exert control over its movement and effects, but also that the smog dissipates quickly upon the Meltheads&#039; death. Third, enough fire does indeed burn off the smog, making massed artillery and airstrikes a viable option for dealing with the more exotic or permanent effects. Finally, to the relief of the Imperium, for all their power, Meltheads are quite rare.&lt;br /&gt;
&lt;br /&gt;
While Meltheads are generally seen among Croneworlder forces, Nurglite examples have been known, and are generally even more hideous. There are indications that Meltheads are actually the castoffs and rejects of some experimental regime or procedure; what the finished, complete product would look like is almost too hideous to contemplate. Finding more information on this potential threat is a top priority of the Inquisition.&lt;br /&gt;
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=== Phalanxes ===&lt;br /&gt;
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Phalanxes form the heavy-armor assault infantry of the Croneworlders. They are sealed into suit of possesed armor, which quickly (and extremely painfully) integrate themselves into the biology of its host. Once put on, the suit cannot be removed. The armor is not actually that heavy, and Phalanxes retain most of their agility; what makes them durable is the armor&#039;s ability to shift in response to incoming threats. Lasers? The armor becomes a near-perfect mirror, reflecting the incoming fire back at the attackers. Bolters? It becomes a bizarre labyrinth of sharp angles that deflects the shells away from vital organs. Plasma? Electrically charged sea-urchin spines that disrupt the magnetic sheath of the bolt and cause it to detonate harmlessly in midair. Melee attacks? The armor can go so far as to sprout bladed limbs of its own to parry with. Almost any kind of attack in existence has some kind of counter, and the Phalanx can use them all. The armor also incorporates strength-boosting mechanisms, allowing the use of heavier-than-usual weapons, the most iconic of which is the Zweihander; a ten-foot-long power blade made for cleaving through entire ranks of men at once. &lt;br /&gt;
&lt;br /&gt;
Thankfully, forging such suits of armor is time-consuming and difficult, limiting the number of Phalanxes in service. The only reliable way to overcome a Phalanxes&#039; armor either with overwhelming force (heavy artillery, tank cannon) or by targeting them with multiple types of weapon simultaneously and hoping the armor gets &#039;confused&#039; and is unable to effectively ward off them all. Among other Croneworlders, Phalanxes are both respected and pitied; the nature of the armor means that anyone who dons it effectively gives up all other sensation in favor of the heat of battle; an admirable choice in some ways, but not one most Slaaneshi would make.&lt;br /&gt;
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=== Slaughtermen === &lt;br /&gt;
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The result of a Chaos Eldar being infected with the Obliterator techno-virus. Slaughtermen are capable of forming nearly any man-portable weapon out of their evil-nanomachine-infused flesh, for a wide definition of &#039;man-portable&#039;. Even more dangerous, Slaughtermen are capable of extreme precision with their weapons; as their ammunition is as much a part of their body as their weapons, they can perform such feats as seeing through and steering their rounds mid-flight. This allows incredible feats of BVR accuracy, as well as makes them excellent scouts. On top of that, they are also capable of creating &#039;drone&#039; weapons such as autoturrets and spider-mines in order to harass the enemy long after the Slaughterman itself has vacated the area. Fortunately, the formation of such tools is apparently extremely taxing and rarely done. &lt;br /&gt;
&lt;br /&gt;
Slaughtermen do have their weaknesses. They do not have unlimited ammo; they evidently have an internal &#039;reservoir&#039; of ammo-mass that slowly refills over time, and can be expended. This contributes to their emphasis on precision over mass of fire; compare Traitor Astartes infected with the Obliterator, who have either genuinely unlimited ammunition or simply a vastly larger &#039;reservoir&#039; and thus lay about with abandon using heavy weapons. For another thing, they use projectile weapons almost exclusively; their ammo-scrying and ammo-steering abilities do not operate, or operate with reduced effectiveness, with energy bolts. Finally, even though their ability set would be greatly complemented by stealth and camouflage, they are often anything but stealthy. Flamboyant markers of rank and kill-count (synonymous among Slaughtermen fraternities) are the norm, which allows them to be picked out easily on the battlefield. Of course, exceptions exist. They are also found with some frequency among Khornate Eldar, for obvious reasons.&lt;br /&gt;
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=== Shrikes === &lt;br /&gt;
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The Crone Eldar equivalent of Swooping Hawks or Assault Marines, Shrikes use their rapid speed and agility to strike without warning on the battlefield. Shrikes are a fear, the wailing cries of the Raptor Cults resembling a cross between a hunting bird of prey and a jet engine. However, shrikes are also notoriously vain and haughty. Although they serve Chaos, they will not fight for any given warband out of any sense of common loyalty to the Ruinous Powers, and demand large payments of loot and captives in return for their aid. Lady Malys and Be’lakor have been known to keep their own Raptor Cults on retainer (with threats as much as rewards) in order to avoid dealing with the more independent cults’ notoriously fickle nature. Shrikes do not worship any one of the Big Four (and resent attempts of aligned warbands to convert them), instead worshipping the Raptor God, a predatory god of fear and cruelty that does not seem to correspond to any one of the Big Four, but in all likelihood represents a greater daemon of Chaos Undivided. After the War of the Beast, some of the Fallen were enticed into worshipping the Raptor God of their own accord, becoming the first Chaos Raptors and later Warp Talons. Raptor Cults are surprisingly open and accepting of non-Crones for a Crone institution, but that is merely because most Raptor Cult devotees have shifted the focus of their disdain from all non-Eldar to all who do not worship the Raptor God, not much of a change overall.&lt;br /&gt;
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Shrikes are created when a Raptor Cult devotee is deemed sufficiently to be gifted a Shrike symbiote. The symbiote permanently grafts to the acolytes’ body, permanently reshaping them into a form more pleasing to the Raptor Cult’s sensibilities of war. Hands and feet are changed into metallic talons, while a pair of brass or steel wings grows from the back complete with their own set of jet turbines. Dissections of Shrikes have only revealed twisted cancerous flesh beneath their steel exterior, suggesting that their internal workings are warped just as heavily as their outer appearance. Shrikes prefer to use their own natural weapons in melee combat, but when fighting from a distance will use sawguns or filched bolters. Shrikes also have the ability to fire razor-edged blades from the tips of their wings. In this respect they resemble the Stymphalian Birds of Earth myth. Whatever they do not steal they defile and leave unusable, having some ability to spread filth from their deformed internal organs.&lt;br /&gt;
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Perhaps the most gruesome habit of the Shrikes is their habit of taking plunder from the battlefield in the form of prisoners of war. Shrikes prefer their meat healthy and alive, but if this is not possible they have been known to sweep the wounded and the dying off the battlefield to deny them a peaceful death. Once back in their home realm, they impale their victims on Gallows Trees, techno-organic plants seemingly composed entirely of thorns in the defiance of all laws of botany. These trees insert tiny microfilaments into the bodies, prolonging their agony and death throes of their impaled victims for as long as possible. These trees serve as more than just nourishment for the Shrikes’ sadistic sense of amusement, for these Gallows Trees seem to feed on the pain and suffering created by the death throes of their victims to create new shrike symbiotes.&lt;br /&gt;
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Swooping Hawks, Wracks, and descendants of the Blood Angels all consider Shrikes to be particularly insulting abominations, and will take extra satisfaction upon striking them out of the air on the battlefield.&lt;br /&gt;
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&#039;&#039;&#039;See Also:&#039;&#039;&#039; [[Nobledark_Imperium_Writing#The_Phinean_Massacre|The Phinean Massacre]]&lt;br /&gt;
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==Other Units==&lt;br /&gt;
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===The Marionettes===&lt;br /&gt;
Marionettes are slaves- human, other Imperial, and badly disgraced Croneworlder, in descending order of commonality- who have been sealed inside suits of sensory-deprivation armor. As protection, the armor is... better than nothing. The true purpose of the ghastbone suits are to filter the wearer&#039;s perceptions of the outside world, rendering the wearer entirely dependent on the commands of their Master to function.&lt;br /&gt;
&lt;br /&gt;
At the highest level, a Marionette&#039;s armor induces total sensory deprivation, even suppressing internal senses like proprioception and balance, with the commands of the Master- delivered direct to the nervous system- the only sensory input. This level is rare, as it requires the Master to manage each individual twitch of a muscle on top of whatever else they&#039;re doing. This highest grade of Marionette is therefore found mostly in the retinues of the highest and most perfect nobility, who can manage such complexity, moving in perfect concert with their master. &lt;br /&gt;
&lt;br /&gt;
The average soldier-Marionette, of necessity, operates at a lower level of filtering, the outside world heavily abstracted to a level where they can do simple tasks like walking and aiming independently, but anything more complex is virtually impossible without outside direction for simple lack of information. Thousands of such soldiers can be found marching in the battles of the Black Crusades under the command of a single Master, moving in perfect formation through even the heaviest defensive fire- which they may not even perceive, seeing nothing but the ground under their feet and abstract targets to be shot, everything else reduced to featureless void. &lt;br /&gt;
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Aesthetically, Marionettes (naturally) vary; the most common is blank, featureless white plating, reflecting the total suppression of independent will and inner life, but excessive riots of color and ornamentation are also popular. As with everything, infinite variety. &lt;br /&gt;
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The primary users of Marionettes are, naturally, Slaaneshi warbands. Tzeentchian forces are the second-most-common users, and have developed their own variations on the technique. Some of the more together Khornate warbands use Marionette armor to control their berserkers, herding them in consistent directions and preventing them from turning on each other by limiting their perception to the desired objective. Nurglite forces, hardly at all.&lt;br /&gt;
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===Dragon&#039;s Teeth===&lt;br /&gt;
Dragon&#039;s Teeth are one of the many ways the Chaos Eldar have of making the Imperium&#039;s life miserable. Created by the forces of Nurgle from carefully-tended knots of filth, they resemble metallic seeds in their inert form- and in a sense, that is what they are. They are scattered about as a raiding force withdraws, dormant- until the conditions for their awakening are met. What those conditions are varies; it could be time elapsed, large numbers of people nearby, a snatch of birdsong, almost anything. Then it awakes, and starts to grow, sending tendrils through the ground. Then, once it has fully grown, it emerges. &lt;br /&gt;
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They are wireframe horrors, masses of rusty, filth-encrusted razor-wire in the vague outline of a living thing. They attack by entangling their prey, slicing them apart with a thousand cuts. They are very stealthy; having no skeleton of any kind, they can squeeze themselves through gaps an inch wide and flatten themselves against the ground to avoid detection, and they make excellent use of this ability. They have a natural grasp of terror tactics; sneaking into a tent of sleeping soldiers and killing every third of them without waking the rest, stringing up soldiers inside themselves without killing them and forcing the rest to shoot their comrade, more. They often prefer to maim rather than outright kill; wounds inflicted by them will invariably become infected, becoming new vectors for Nurgle&#039;s gifts. They also seem to take particular pleasure in blending their way through hospitals.&lt;br /&gt;
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Despite their undeniable lethality, their true purpose is to tie up resources and degrade morale. Hunting down an infestation of Dragon&#039;s Teeth is long, tedious, stressful, and manpower-intensive. Tracking one down requires exhaustive search efforts involving thousands of people. The injured must be treated- and guarded. Maintaining quarantines becomes near impossible with their ability to worm through the tightest cracks. A world sown with Dragon&#039;s Teeth can continue having problems with them for centuries, as long-dormant seeds awaken. They just generally take a disproportionate amount of resources to deal with- and that is their true power. &lt;br /&gt;
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Fortunately, they have very little in the way of target discrimination. They (usually) don&#039;t attack other Dragon&#039;s Teeth, but that&#039;s as much as they can manage- on the open battlefield, they pose as much a threat to &#039;allies&#039; as to enemies, and thus are not usually deployed in combat alongside other forces. It is a small comfort, especially since they make a perfectly adequate minefield.&lt;br /&gt;
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===Qlippoth===&lt;br /&gt;
&lt;br /&gt;
The Qlippoth began as something of a science project deep within the bowels of Shaa-Dome. An attempt at creating emotion and sensation unprecedented even to gods, creating zones of altered space equally foreign to both the Materium and Empyrean and minds to inhabit them - minds to be consumed. Born to die. &lt;br /&gt;
&lt;br /&gt;
It worked. Croneworld legend holds that everyone even tangentially involved with the project was immediately elevated to Daemon Princedom for creating sensations previously unknown to even the Prince of Excess, but the actual truth could be anything. &lt;br /&gt;
&lt;br /&gt;
Qlippoth intended for war use are transported within ghastbone containment/support wombs, which are in turn locked within stasis fields. Once on the battlefield, the stasis fields are deactivated and the contained micro-universe and inhabiting Qlippoth(s) begin eating their way out of the containment womb and leaking into the outside universe. &lt;br /&gt;
&lt;br /&gt;
It begins with a psychic howl, an utterly alien psyche pressing down on the mind and soul. Devastating and incapacitating. Permanent damage is likely. Closer to the epicenter, total mind erasure. &lt;br /&gt;
&lt;br /&gt;
Then, physical effects, as the containment womb starts to collapse entirely and the micro-universe within starts to force its way out, resulting in a zone of overlapping physics within both the Materium and Immaterium. The exact effects are never the same twice, each Qlippoth and its substrate being utterly unique, but they are invariably devastating. Not even daemons take well to the laws of physics changing underneath them. &lt;br /&gt;
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Finally, the utter collapse of the containment womb and the release of the Qlippoth itself. Without the womb maintaining its form and feeding it energy, it will only live for a handful of minutes, but will cause enormous destruction in those few minutes before the laws of nature finally reassert themselves. Even so, the scars on both Materium and Immaterium will linger indefinitely.&lt;br /&gt;
&lt;br /&gt;
Qlippoth vary in yield based on their size. Most Qlippoth &amp;quot;only&amp;quot; have a blast yields comparable to a [[Deathstrike Missile Launcher]]. The largest and rarest ones are essentially a Crone Eldar form of [[Exterminatus]].&lt;br /&gt;
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===Nightmares===&lt;br /&gt;
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Nightmares are some of the most depraved of all Crone Eldar creations, living siege engines that lay waste to anything in their path. Nightmares are in effect perversions of spirit stone technology, the same technology that keeps the souls of Craftworlders from being eaten by She Who Thirsts upon their demise. Crone Eldar normally hate spirit stones, calling them “soul traps” and seeing them as barriers that keep eldar from being closer to their gods, but they are more than creative enough to turn this technology to their own needs. Although spirit stones are normally used to protect the recently dead, they can also be used as holding vessels for souls forcibly ripped out of their host bodies. Dark Eldar have used this to forcibly swap the souls of different races as part of their sick pleasures. Crone Eldar have taken this concept and weaponized it. And being on the Crone Worlds, the developed worlds of the Old Eldar Empire, the Crone Eldar have a lot of spirit stones to work with.&lt;br /&gt;
&lt;br /&gt;
Nightmares are massive goliaths, made of hundreds of stolen souls linked together into wraithbone lattices and clothed in warp-tainted flesh often stolen from the bodies of slaves. The souls that compose a Nightmare are all aware of their situation and feel the sensation of their entire body, but are typically only able to control a small portion of their form. This decentralization makes Nightmares incredibly hard to kill, as they are able to ignore most forms of pain not specifically tailored to harm them by their masters and will keep fighting until they are too damaged to move. In order to impose some degree of control over the Nightmare, all of the souls composing the abomination are linked to a single empty spirit stone, which is able to coordinate the movements of the entire monstrosity despite each individual soul only able to control a small portion of the beast. Typically, the only way is to destroy this linking spirit stone, and sets the component souls of the Nighmare free (to where is unknown, but it is arguable that even oblivion is preferable to life as a component of a Nightmare).&lt;br /&gt;
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Being living macabre works of “art”, no two Nightmares are the same, whether in the number of eyes, number of arms, number of heads, even the very souls that make up their being are often taken from a multitude of species. The only similarity is that all Nightmares fear the lashes of the Flesh Wardens that drive them into battle. The only pleasure they ever receive is the flood of endorphins released into them by remote control at the end of each successful battle, which coincidentally sedate a Nightmare and make it possible for other Crone Eldar to wrangle it back into containment. On rare occasion, a particularly brave or foolish Crone Eldar will actually be able to break an abomination and ride it into battle, typically those Eldar devoted to courting the favor of all four Chaos Gods simultaneously, seeing as they tend to not have much of a survival reflex in the first place.&lt;br /&gt;
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===Faehounds===&lt;br /&gt;
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The Crone World eldar are nothing if not an ingenious people. Consider the humble [[Chaos Spawn]]. It its natural state, it is a pitiable thing. Barely able to move, barely able to breathe, in most cases good for relatively little except as component materia for a [[Mutalith Vortex Beast]]. However, take that Chaos Spawn, prune away the unusable limbs, induce further mutations, and replace the parts that don’t work with prosthetics, and you get a creature that is actually worth something. Crone eldar are masters at this process, their fleshsculptors carefully and artistically trimming chaos spawn like bonsai to create the creatures that they call faehounds.&lt;br /&gt;
&lt;br /&gt;
Like other flesh-sculpted abominations, it does not matter what faehounds were before they were blessed with their mutations. Even Chaos Spawn that used to be Crones receive no special treatment, Crones generally considering being turned into a Chaos Spawn as voiding one’s claim to belonging to the chosen race of the gods. Faehounds come in a vast array of shapes and forms, and it can be quite accurately said that no two look alike. As with anything Chaotic, there are innumerable variants of faehounds, their numbers limited solely by the whims of their creators and the mutating eddies of the Warp. However, most show echoes of a common design, a general hound-like form, typically quadrupedal, though bipedal, six-legged, and even centipede-like forms are known. Manipulatory appendages are rare, but most have some kind of mouthparts with which they can savage their enemy. Faehounds are generally smaller than most Chaos Spawn due to the careful grooming of their flesh, but they trade this for much more coherence in their body plan.&lt;br /&gt;
&lt;br /&gt;
Faehounds have many uses in war. Perhaps their most common use is as cannon fodder. Faehounds, with their unnatural speed, can rapidly outpace Crone Eldar, and can charge enemy lines absorbing enemy fire while more valuable forces advance. Whether or not they survive is irrelevant, faehounds are easily replaceable, and each shot fired at them is one less shot fired at more valuable eldar lives. Although Perhaps one of the most common variants of faehounds are forms modified as suicide attackers, exploding in a burst of corrosive digestive juices once their purpose is finished or they are too damaged to fight any longer. After all, it is not as though they were expected to survive in the first place.&lt;br /&gt;
&lt;br /&gt;
Faehounds are also useful trackers. Many varieties have some form of highly acute senses, whether it be smell, sight, or even the ability to see the raw currents of the Warp. Therefore, many Crones include faehounds in their hunting parties, these mutated beasts tracking their quarry at the side of their masters. Although the actual battle is important, the Crones find hunting down and killing the fleeing survivors to be just as much if nor more enjoyable.&lt;br /&gt;
&lt;br /&gt;
==Dark Eldar and Croneworld War Vehicles==&lt;br /&gt;
Dark Eldar vehicles have very little in common with either their contemporaries or the Elder Empire under the hood. Their abandonment of the psychic forced them to also abandon most of the typical Eldar technologies- wraithbone in particular. They had to recreate their vehicle technology from scratch. This is not actually the cause of their notorious fragility; that is a deliberate philosophical choice. Anyone slow and stupid enough to get hit at all deserves to die, or so the thinking goes. Agility, speed, firepower, more or less in that order; everything else can go hang. An excellent setup for a hit-and-run raider.&lt;br /&gt;
&lt;br /&gt;
The forces of the Chaos Eldar, in contrast to the second-line defensive forces of the Craftworld Eldar and the pirate raiders of the Dark Eldar, are descended from the main military clades of the Elder Empire. They are meant to take and hold territory. They are heavy; often slower than Craftworld vehicles but much more durable. A great many walkers and hybrid grav/leg vehicles, faster and less affected by terrain than a pure leg vehicle while carrying more armor than most pure grav vehicles can manage. More insectile that the Craftworlders&#039; preferred anthroform designs. More resources available for construction means more exotic weaponry, more energy shielding, more bizarre subsystems like regeneration, cloaking devices, teleportation. And that&#039;s before 10,000 years of Chaos exposure is factored in. Most armor fielded by the Chaos Eldar is a daemon engine of some description; ghastbone is an excellent host medium. The original classes of vehicle fielded by the Elder Empire have become something like taxons of animal life, branching into a hundred different descendant species. Each one uniquely terrible.&lt;br /&gt;
&lt;br /&gt;
=Aesthetics=&lt;br /&gt;
The war-regalia of the Chaos Eldar are often literally painful to look at, and sometimes also difficult to look away from. Clashing color-patterns, bizarre eye-capturing whorls, jagged and deceptive angles and textures, combining into a whole that strains the human eye and mind beyond their limits. Not enough for damage, not enough to be a weapon in and of itself- that is the domain of the Gorgons and their exotic, specialist equipment. But enough to give them an edge. Difficult to shoot something when it hurts to look directly at it. &lt;br /&gt;
&lt;br /&gt;
Such designs are foremost the domain of the Slaaneshi, of course, the masters of sensation. But the techniques have disseminated; Tzeentchian crones also make a great deal of use of such techniques, and a handful of Khornate of Nurglite forces who want an edge in battle badly enough to overlook the source.&lt;br /&gt;
&lt;br /&gt;
= The Rant =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This was our galaxy once. The Old Ones, the predecessors those that made us, left it in our care. It was ours to tend. Reward, for all that we had suffered in our war against the Yngir slaves. Entire generations, entire histories, entire cultures were lost in that dread war, but this, this was our reward. Freedom, and an unblemished canvas to write our fate upon it. We were stewards of life, the victors over death, and we were told not to waste it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And we didn&#039;t. We flourished, taking barren rock and tainted ground, and making fertile and green pearls of them. We made such works of art, such wonders of technology. We even made gods. For millennia, we worked, honed our art, and at every turn, brought life to this scarred galaxy. We had peace, as strange as that sounds today. It&#039;s a distant dream, isn&#039;t it? But you know it&#039;s there, that it&#039;s possible. You feel your spirit rise at the very thought. We had peace.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But then we had the Fall. And it was all lost.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Every eldar that is taught our history- even, the warped and half complete history of those led astray by the dark gods- is struck by that. Here, here is our people at their peak! We are surrounded by their works, the very galaxy owes its life to them in their power, but yet, we lose it all in a matter of years, reduced to this shadow of ourselves? How could this happen?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Arrogance, my child. Arrogance blinded them so far back. Arrogance of a few, that sought power at the cost of the many. Even, at the cost of their very gods. We were at the very cusp of ascension, when those, the fanatics, the usurpers, the primitives out of fear and envy destroyed the greatest work of those halcyon days.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They tried to make a miscarriage of the birth of our greatest hope. The distillation of all of our gods in to one, purer being. Our Child Goddess, Slaanesh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The birth cries were terrible. What should have been a moment of joy and celebration would prove, with the treachery of the usurpers, traumatic. A great storm of pain tore the warp asunder, as eldar turned against eldar, brother against sister, mother against son, all for what? A handful of dirt balls the exodites call planets so you&#039;re free to freeze in mud and gnaw on roots. Flimsy scraps of wraithbone drifting the void called craftworlds, where you can have your fate decided before you are even born by the dead that rule. And that pathetic pantomime of glory in Comorragh, where they pretend at the past that&#039;s dead and gone. What glories have those rebels have earned? What proof of righteousness do they have in their miserable lives? They have turned their backs on Slaanesh, only to suffer under the lash and call it freedom.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Thank the Many-Gods-in-One that they did not succeed in circumventing our child goddess&#039;s ascension, or we might all be trapped under their rule. Slaanesh is mighty, but her might is tempered with kindness. She waited patiently on the other side, in the dimension unbounded, waiting for the souls of her wayward children to be reunited with her. She did not snuff them out, though they truly deserved it. She did not hunt them down, though they wished her dead. She kept her arms wide open for them, ever welcoming their arrival.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And then came the mon&#039;keigh. And their insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How gullible are those that lay outside? Short lived, murderous, stupid, and unworthy creatures come to them, and whisper poison in the ears of those already poisoned. They whisper of raiding like a band of thieves in the immaterium, of stealing and murdering. They speak of defiling the realm of the gods, and these that dirty the name eldar smile and nod, that ancestral sin of greed rising in them again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those misguided heathens outside begged for the collar of the mon&#039;keigh on their necks, in exchange for injuring a goddess that only loved them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Isha? Is that so? They speak of Isha, long gone, returned to guide our people unto a golden age? It is a lie. Look upon the histories- all the gods and goddesses save Cegorach agreed to combine, to set aside their individual identities to unite and make something better of themselves. Through those thousands of years since the fall, no one spoke of Isha, except in the past. Through these thousands of years, eldar hands were not up to the task of rescuing her? Preposterous.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Now, now they claim that Isha, goddess of health, the harvest, and life bearing was kept captive in the hands of Nurgle? This betrays the work of the mon&#039;keigh to misguide and mislead you. The lie is at the root- the mon&#039;keigh would believe our goddess, pure and strong, could be captured and caged like an animal by that brute Nurgle? The story betrays their own intent! Like this false Isha, they would want us caged by them, used by them, made slaves by them. The story of her &#039;rescue&#039; is a lie to convince the unwary that the eldar are weak, and it is only with the help of mon&#039;keigh they can do anything. It makes me sick to the think children are being raised to believe this, and to think themselves less than mon&#039;keigh. Trying to indoctrinate us into slavery.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But they did attack a god that day- the mon&#039;keigh and the false eldar. And they did perhaps even see Isha. Isha, as one part of the Many-Gods-in-One of Slaanesh. I was not there that day, but a comrade was, and he wept bitterly at the very memory of the sight. Slaanesh, in her radiance. In her glory. The innocent child god, looking curiously at these strangers that came to her. She smiled. Even among the black hearted and soul sick eldar infidels, some stopped and for a moment the truth came through. They fell to their knees and wept, tried to warn Slaanesh, tried to stop their fellows. They were slain by the mon&#039;keigh, filled with bloodlust and eager to tear the flesh of the innocent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We counter attacked of course. Drove them back into the blighted materium, sending the cowards shrieking as soon as they faced something more than an innocent goddess. But the damage was done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once it was, any eldar was guaranteed as soon as their soul left their body or the cruel soul traps devised by the craftworlders would be reunited with Slaanesh automatically. They would return to the child, and we&#039;d be one step closer to divinity, and our heaven in the immaterium, when the eldar could claim the birthright of the old ones, and remake the unreality as we had remade the reality.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But the evil ones broke that bridge. They severed one more strand of Slaanesh&#039;s goodness to your world. And now Slaanesh withers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Child Goddess is no more. Innocence is no more. Denied the very love of her people, she withers and hungers. And she has learned from her mistake of trust. And we, in our sorrow, now must redeem our failing. The Crone Worlds must unite again, the masters of the warp must be awoken, and our goddess&#039;s due must be retaken. We can be patient no more as paradise itself is under threat. We can no longer wait for the misguided to realize their mistake, and come once again to the embrace of the Many-in-One. Our goddess hungers. And we shall feed that hunger. Just as we did so long ago against the slaves of the yngir, so must we do for the slaves of the mon&#039;keigh.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The War for Heaven calls. You shall serve- either in Her warhost, or as Her sacrifice. Either is better than your kind deserve.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-Unknown, Battle of Merr&#039;s Reach, speech given to prisoners.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Dark Mechanicus=&lt;br /&gt;
&lt;br /&gt;
==The Heretekal Sects of the Dark Mechanicus==&lt;br /&gt;
===The Church of the Omnissiah-Beyond-The-Horizon/&#039;Visserites&#039;===&lt;br /&gt;
An offshoot of the merely heterodox Tiplerite sect. The Tiplerites believed that the Omnissiah did not exist- yet, but needed to be built, the final end goal of the quest for knowledge. The Visserites got the brilliant idea to try and accelerate the process by building a machine that would receive messages from the future Omnissiah through the warp, instructing them on how to bring itself into existence. &lt;br /&gt;
It worked, after a fashion. They started getting messages from... something. &lt;br /&gt;
&lt;br /&gt;
Although they make heavy use of warptech, they seemingly have no affiliation with any of the gods or even Chaos Undivided; whatever they&#039;re talking to, it&#039;s something more strange and obscure than that, something from out in the Chaos Wastes. &lt;br /&gt;
&lt;br /&gt;
Even by Dark Mechanicus standards, the constructions of the Visserites are strange and disturbing. They tend to incorporate human (specifically human- xenos are utterly unsuitable for the creation of human machines) tissues seamlessly into the electronics and ironmongery. Many components are utterly incomprehensible, their principles of operation entirely alien. The goals of these machines and procedures, likewise, is often obscure; whatever distortions they have on the world around them, they usually seem to be mere side-effects of their actual purpose. Whatever that might be.&lt;br /&gt;
&lt;br /&gt;
(These devices undoubtedly use the powers of the warp, but it should be noted that they are not daemon engines. The Visserites do not deal with daemons; they have other sources of power.) &lt;br /&gt;
&lt;br /&gt;
When the Visserites have held a world long enough, scarred enough of its surface with their machines, it becomes... daemon-ish. Not precisely a daemon-world, since the Visserites don&#039;t use daemons. But a similar blending of the real and unreal. Impossible machines fading into existence out of thin air. Bastard offspring of Escher, Giger, and the complete contents of a patent office. Sometimes subtle enough that you need to really pay attention to realize you&#039;ve gone a level beyond the usual Dark Mechanicus bullshit.&lt;br /&gt;
&lt;br /&gt;
Generally, when you blow up enough of the stuff the effect goes away again. Generally.&lt;br /&gt;
&lt;br /&gt;
===The Malevolence Engine===&lt;br /&gt;
Dedicated to destruction, to a degree unusual for the Dark Mechanicus. Where most heretek sects have goals beyond pure destruction, the Malevolence Engine does not; they exist solely to destroy societies. The Imperium is the most common target, but other forces of Chaos, the Silent Empire, minor xenos... everything is a valid target. &lt;br /&gt;
&lt;br /&gt;
The psychology of the Malevolence Engine is reflected in their most common chant: &amp;quot;The Malevolence Engine sees all weakness!&amp;quot; Interrogations of captured subjects indicates that they feel compelled to exploit any flaw they perceive, whether military, economic, social, psychological, architectural... &lt;br /&gt;
&lt;br /&gt;
To this end, they make far greater use of infiltration than any other Dark Mechanicus sect, or indeed almost any faction. Using a sophisticated array of mind control devices, front corporations, suborned criminal organizations, etc. they insert agents into all levels of Imperial society to gather information and attack from within. They carefully gather intimate knowledge of their target before attacking along every possible avenue, ruthlessly exploiting every weakness. &lt;br /&gt;
&lt;br /&gt;
The actions of suborned merchant houses combine with short-sighted sector fiscal policy to cause a sector-wide economic meltdown. As prices rise and jobs vanish, revolutionary groups arise on a hundred worlds simultaneously, overwhelming law enforcement with surprisingly well-planned attacks. Hamstrung by logistical issues, the sector military struggles to resist; the few counter-offensives they manage to mount are crushed by an enemy with absolute mention of their doctrines. As populations collapse into hysteria as news of defeat after defeat leaks past the censors, charismatic demagogues stoke the flames higher and higher... &lt;br /&gt;
&lt;br /&gt;
They rarely manage anything on that scale. The Inquisition is vigilant, the Farseers far-seeing. But every so often, the chance comes along, the flaw left exposed... and worlds die. &lt;br /&gt;
&lt;br /&gt;
Although generally considered a Chaos force, they follow no god; the Malevolence Engine cannot stand to subordinate itself to something so clearly flawed. It would destroy the gods if it could, but it cannot. So it is Undivided, grudgingly. Because what it wants cannot be achieved without the power of the warp.&lt;br /&gt;
&lt;br /&gt;
===Arzach&#039;s World===&lt;br /&gt;
The Dark Mechanicus enclave of Arzach&#039;s World rarely clashes with the Imperium. It hosts no pirate fleets, sponsors no raids, wages no wars, devastates no planets. Perhaps a few far-flung explorator fleets have come to grief at its hands, but such is only an insignificant footnote in the bloody history of the galaxy. Still, the destruction of Arzach&#039;s World is a high priority for the Imperium despite this.&lt;br /&gt;
&lt;br /&gt;
This is because Arzach&#039;s World manufactures and sells gene-seed, to whoever can pay. Mainly the Mk. III MP, of course, easiest to produce and maintain, but also dozens of home-grown varieties. The Magi of Arzach&#039;s World have produced many dangerous (to the enemy, even!) mutations of that baseline form. They ask people to use them, offer discounts if they bring reports and mostly-intact corpses back to them. A grand experiment, played out across the flesh of a thousand warbands. &lt;br /&gt;
&lt;br /&gt;
Their primary consumer is, of course, the Fallen. The Eye of Terror is hardly a good environment for the delicate work of nurturing immature geneseed, and the purity of Arzachs&#039; product is comparable to standard Mechanicus facilities. But they will sell to anyone with money. Many lesser warbands try to break into the big leagues by acquiring Astartes. And on occasion, on the very fringes of the Imperium, under-resourced loyalist Chapters may find themselves approaching Arzach&#039;s World. &lt;br /&gt;
&lt;br /&gt;
Their location is hidden. Nearly every Fallen warband in the entire galaxy has ties with them; they can afford defensive sorceries of near-absurd depth. Every sort of divination is foiled, all navigation is for nought. They deal with the galaxy through widely scattered deep-space stations. &lt;br /&gt;
&lt;br /&gt;
The ultimate end goal of their experimentation in gene-seed is unknown, but from the slow evolution of their techniques over centuries it is evident that there is one.&lt;br /&gt;
&lt;br /&gt;
===The Twiceborn===&lt;br /&gt;
Unusual for the Dark Mechanicus, this sect has its roots in the Biologis and (very distantly) in the transhuman ideals of Horus Lupercal. Their beliefs and goals are simple; they think that the Materium is doomed to eventually be submerged in the Warp, and that Mankind&#039;s only hope of survival is to somehow become warp entities. &lt;br /&gt;
&lt;br /&gt;
To this end, they seek out... lots of things. Daemon princes, and lore regarding them; how they&#039;re made, and how they sustain themselves. Powerful psykers. Mutants and Chaos Spawn. The Legion of the Damned. Psychneuein. Mandrakes. Navigators. Anything that might give them insight on how the flesh might be transformed by the warp, and survive. &lt;br /&gt;
And, of course, any knowledge of the Men of Gold. (They&#039;d kidnap Oscar if they could. But they know they can&#039;t.) &lt;br /&gt;
&lt;br /&gt;
Daemon Princedom is inadequate for their goals; they need a method that is not dependant on the favor of the gods, that can be reproduced at will. They haven&#039;t managed it. What they have managed are the twiceborn. &lt;br /&gt;
&lt;br /&gt;
The twiceborn (from which the sect takes its name) are liminal existences, half of the materium and half of the warp. They can slip through the boundaries between the two nearly at will, and even- with great difficulty- remain suspended on the border, half in both. They are not daemons. They stay dead when killed. Their existence is one of perpetual flight, constantly switching between realms to avoid all the things that want to kill them in both. &lt;br /&gt;
&lt;br /&gt;
To the Twiceborn Sect, these beings are part saint, part vivisection subject, and part commodity; the focus of their research and primary trade good. They sell these things to other warbands from their labs in the Eye, to support their roving fleets, dark mirrors of the Explorators, perpetually searching for knowledge and more test subjects.&lt;br /&gt;
&lt;br /&gt;
= Crone Worlds =&lt;br /&gt;
&lt;br /&gt;
Of the Crone worlds, many including the great domain of the Eldar, the shellworld capital Shaa-Dome, are the domain of the Slaaneshi cult, and at some unreachable heart of the capital the Brazen Palace meets reality. The writhing heart of this semi-real kingdom is Slaanesh&#039;s access point to its personal princedom in the Eldar Empire, an asset unmatched by the older gods where its loyal cenobites can freely wander from eye to true warp. However, throughout the eye and beyond it the prince&#039;s rivals have ensconced their own favored. Mighty orders of killers dedicated to Khorne, made up of undying eldar warriors, empowered orks, and blackguard Astartes of the Imperium dominate the un-settled daemon wolds in the wilds of the eye, and even carve out their own domains in the warp itself. Tzeench&#039;s sorcerers have taken mostly to the winding fortresses and redoubts of the ruins of the Webway within the Eye, well suited for seers that cannot be tricked but by themselves and must read their own mind to know what they&#039;re thinking. The schemer&#039;s faithful magi and tinkers are indispensable in the courts of Shaa-Dome and Commorragh, but their wicked, plotting conclaves and colleges are distinctly unwelcome in the seats of power. The few followers of Nurgle abroad among the eldar spread the love of their grandfather in the slums, gutters, and servant quarters of the great cities of darkness, but most remain with him in his garden in the deeps of the warp. Of the few active beyond his noxious hedges, the most prominent are attendants of Isha.&lt;br /&gt;
&lt;br /&gt;
== The Cursed Moons of Shaa-Dome ==&lt;br /&gt;
&lt;br /&gt;
The eldar homeworld of Shaa-Dome has three moons, one white, one red, and one green. Originally, the white moon was dedicated to Lileath, the green moon was dedicated to Kurnous, and the red moon was dedicated to Eldanesh (it was originally dedicated to Khaine, then dedicated to Eldanesh after Khaine [[Nobledark_Imperium_Notable_People#Khaine|fell out of favor for his little incident]]). However, since the Fall of the Eldar, the moons have been rededicated to different, darker gods, specifically the three that don&#039;t have as much of a presence as Slaanesh on Shaa-Dome proper.&lt;br /&gt;
&lt;br /&gt;
The white moon of Lileath was rededicated to Tzeentch, and is one of the largest single holdings of Tzeentchian Chaos Eldar outside of the academies of the tainted Webway. The moon&#039;s surface is covered in twisted geoglyphs that form runes when viewed at astronomical distances, which work like ley lines to funnel the raw power of the Warp to the temple complexes located at their nexi.&lt;br /&gt;
&lt;br /&gt;
The red moon of Eldanesh was rededicated to Khorne, though in practice it is Arrotyr&#039;s, and he doesn&#039;t use it as much as his officers do. The Old Helm&#039;s main presence on Shaa-Dome is in the form of the marshal&#039;s massive fleet in orbit and moored at this moon, and upon the portions of Shaa-Dome&#039;s outer surface that Arrotyr claims as his conquests at any given moment.  His manse on the mid-levels of Shaa-Dome which he rarely uses was the estate of his house prior to the Fall/Ascension. The moon itself is more of a giant shipyard/fortress/armory to supply his constant squabbles with the Slaaneshis of Shaa-Dome&#039;s interior.&lt;br /&gt;
&lt;br /&gt;
The green moon of Kurnous was rededicated to Nurgle. As one might expect from anything Nurglite, it went from &amp;quot;not bad&amp;quot; to &amp;quot;festering fungal fleshscape&amp;quot; real quick. The air has a mild anasthetic quality to it so the longer you are there the less things hurt. It isn&#039;t healing you as such but you could be mistaken for thinking it is. Every surface is variations on sticky, slimy or damp and if you have any open cut on you it will soon be infected. Even if you don&#039;t it will get in via any orifice soon enough.&lt;br /&gt;
&lt;br /&gt;
Assuming you die you get absorbed into the living walls or floor. Or if you fall asleep for more than a few days due to fever. If you get absorbed whilst still alive you will die at some point. Sort of. Loose cohesion and coherent function would probably be a more accurate way of describing it as your bits and pieces are broken down and moved around and digested. Brain is usually the first thing to start to be broken down, the moon doesn&#039;t need additional thinking time. Sometimes one is preserved and put to use. There is some evidence that consciousness is regrettably preserved.&lt;br /&gt;
&lt;br /&gt;
Those that don&#039;t die, or at least live a longer time, are gradually subsumed by fungal and parasitic infections. They replace you one bit at a time like a rather sad ship of Theseus until nothing remains. By that point you probably don&#039;t look like you anymore but in some cases the semi-conductive algae (or something else) mirrors the old brain activity so completely that you could probably pass for you over the phone. Assuming you can still use a phone.&lt;br /&gt;
&lt;br /&gt;
The resident native population are only theorized to have once been eldar. There were eldar living there before The Fall. These things are there now. They don&#039;t appear to be daemonic in origin but good luck trying to find a definitive answer. Some of them can be spoken to but they are all quite mad.&lt;br /&gt;
&lt;br /&gt;
It is claimed that the original stain of Nurgles Rot came from here.&lt;br /&gt;
&lt;br /&gt;
Nimina Demthring likes to use the moon to imprison those that won&#039;t accept the glory of Nurgle/Isha and aren&#039;t powerful enough to fight her off. Let them get digested and stew as moss men for a few millennia until they finally accept Nurgle&#039;s gift.&lt;br /&gt;
&lt;br /&gt;
== Geography of the Eye of Terror ==&lt;br /&gt;
&lt;br /&gt;
Although it may seem surprising to those outsiders who see them as masters of the Eye, the Crone Eldar do not have a firm idea of everything that exists in the Eye of Terror. The Eye of Terror covers nearly 3.5% of the entire galaxy, with tens of thousands of planets previously located in its radius prior to the Fall. While it is true that the area now occupied by the Eye was well mapped by the Old Eldar Empire prior to the Fall, things have changed since then. If one were to assume these ancient maps were gospel and set out in search of contacting all the lost Crone Worlds, they would find the maps to be horrendously inaccurate. Numerous planets would be found to be missing, whereas others would be entirely new, baubles taken by the Chaos Gods as gifts from their most ardent worshippers. There are entire Crone Worlds which should still exist and be home to thriving eldar populations, but no one in the Eye has heard from them in thousands of years and it is generally assumed they were all wiped out. Many Crone Worlds have been completely depopulated, whereas on others so few survived that the remaining survivors simply decided to migrate to Shaa-Dome. There are also more abstract phenomena to consider in the Eye, corridors linking the Eye of Terror to the Maelstrom and the Screaming Vortex and the Hadex Anomaly and other major warp storms through the depths of the Warp itself. The Crone Eldar know what once existed in different parts of the Eye, but the space now occupied by the dimensional anomaly has changed so much since the Fall that such information is effectively useless.&lt;br /&gt;
&lt;br /&gt;
Other species, if placed in a similar situation, would have explored every nook and cranny of their new domain in order to understand their new territory (and in humanity’s case probably claimed them, divided them up, and sold off the land rights). But these are eldar, and Crone Eldar at that. They preferred to spend most of their time post-Fall fornicating and coming up with new hedonistic atrocities to inflict one another, only halfheartedly supporting any attempts to map the Eye of Terror and regarding any such information is a passing curiosity. Therefore, large parts of the Eye are simply regio incognita, with space being best mapped around the major Crone Worlds and knowledge becoming patchier the further one gets away from the major population centers. The only entities that probably know the full extent of where everything is in the Eye are the Chaos Gods, their respective daemons, and Be’lakor.&lt;br /&gt;
&lt;br /&gt;
Within Crone society, there are always a few individuals interested in reestablishing the Old Empire’s borders, braving the fickle currents of the Warp looking to stake their claim and make their fortune on worlds not their own. These individuals have always existed in Crone Society, but have become more common following the Raid as the Crone Eldar were once again reminded that there was a galaxy existing outside their borders. Many do follow the ancient maps of the Old Eldar Empire, hoping to find and establish trade with long lost Crone Worlds and plunder the forgotten riches of the Old Empire. To make such a journey is take an odyssey with sights never before imagined in your wildest dreams, as well as your worst nightmares. Well, at least if you are a Chaos worshipper.&lt;br /&gt;
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&lt;br /&gt;
Some worlds are more easily located than others. Shaa-Dome, Elsinore, [[Nobledark_Imperium_Notable_Planets#Altansar|Altansar]], Arach-Cyn, Belial IV, and other major Crone Worlds are suspiciously easy to get to. The cause and effect of this phenomenon is the opposite of what one would expect, these worlds are not important hubs because they are easy to travel to or located in relatively tame regions of space, they are easy to travel to because they are important, with travel becoming easier the more important and renounced of a hub it becomes. Like the collapse of a quantum wave function, the more who know of the location of a planet (or, quite possibly, believe a planet is located there) the more “fixed” the planet seems to become. This is not the case of all worlds in the Eye. Other worlds jump around randomly in space, whereas others are impossible to navigate to unless you have somebody who has already been there as a guide. These are the worlds in which lesser warbands of Fallen, colonies of the Lost and Damned, and splinter groups of Crone Eldar make their home, many times being the only sapient, material inhabitants on their surface. &lt;br /&gt;
&lt;br /&gt;
Shaa-Dome, that mighty shell world orbiting the supermassive black hole that was once the eldar’s home star, has a particularly insidious effect. The currents of the Eye seem to center on Shaa-Dome as if it were the center of a great vortex, it is easy to get to Shaa-Dome from anywhere in the Eye and ships that do so get there faster than if they were trying to travel anywhere else. This means that Shaa-Dome plays an important role when navigating the Eye, as it is often quicker and easier to make a rally point at Shaa-Dome than fly directly across the Eye, something that keeps Shaa-Dome at the forefront of gossip and the latest trends as travelers are forced to pass through the system. It also plays a role in the Black Crusades, as while the Cadian gate is one of the only ways for a massive Crone Fleet to leave the Eye without the battleships arriving in realspace centuries apart, when retreating it is possible to leave Imperial space from anywhere in the Eye, confident that the warp currents will spirit them back to Shaa-Dome.&lt;br /&gt;
&lt;br /&gt;
Although the idea of washing downstream in a known location in the event one gets lost in the non-Euclidean space of the Eye of Terror might seem comforting, it is a false hope. The Mandeville point of Shaa-Dome is constantly awash with floatsam from other parts of the Eye, and the systems fey inhabitants are constantly scavenging through the debris for usable parts. A shipwreck survivor washing up on the material shores of Shaa-Dome is likely to be taken, enslaved, and subjected to a thousand other unspeakable horrors, with whatever is left over dumped in a vat for the fleshsculptors to play with.&lt;br /&gt;
&lt;br /&gt;
The inhabitants of Shaa-Dome and the Eye have certainly noticed this effect. The phrase “All courses have their end at Shaa-Dome” is a common saying in the Eye, and the fact that the world seems to occupy a central location in the immaterial maelstrom has only made its preening inhabitants all the more arrogant. Croneworlders tend to flock to Shaa-Dome in general, but this is much for cultural reasons as it is any eldritch current of the Warp. As the most populous Crone World, Shaa-Dome is seen as the centerpiece and shining jewel of the Old Eldar Empire. If you can make it big in Shaa-Dome, you can make it big anywhere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although the strange warp currents of the Eye are generally attributed to the supermassive black hole at the system of Shaa-Dome’s heart, others have dark suspicions that other forces are at work. These individuals posit the currents are not related to any material phenomenon but are related to the connection between Shaa-Dome and the Brass Palace of She Who Thirsts at the planet’ core, a theory seemly supported by the fact that the currents seem to be centered on the shellworld rather than the nearby black hole.&lt;br /&gt;
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= Other servants of the Chaos Gods =&lt;br /&gt;
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== Chaos Guard ==&lt;br /&gt;
&lt;br /&gt;
[[Nobledark Imperium Chaos Guard|Chaos Guard]] is a generic term for humans at war on the side of Chaos. Their ranks are as diverse as humanity itself, ranging from Guardsmen who simply saw too much to revolutionaries seeking any weapon they can get to nobles and underhive gangs trying to get a leg up over their rivals. Many Chaos Guard were simply born into Chaos, raised on planets within the Eye of Terror or far from the Astronomicon&#039;s light. The paths to Chaos are many, but the destination is always the same. &lt;br /&gt;
&lt;br /&gt;
Most new-minted Chaos Guard forces are quickly incorporated into well-established warbands. Most of these are lead by Chaos Eldar or the Fallen, with the Chaos Guard simply filling out the ranks of cannon fodder. Of course, it is a large galaxy, and even a minority of independent Chaos Guard battlegroups is still a very large number in absolute terms. The quality of any given battlegroup varies wildly, influenced by origin, prior battles, and how much its patrons care. On the one end, you have howling mutant cultist hordes; on the other, discipline and tactics on par with the finest regiments of Imperial guard. Chaos Guard forces often slide up and down this scale over their operational history; a howling horde may be beaten into an elite force by the brutal logic of natural selection over the course of multiple battles, while a proud Imperial Guard force may have their brains rotted and degenerate into near-mindless mutants as they slide deeper into the grip of Chaos.&lt;br /&gt;
&lt;br /&gt;
Likewise, the equipment of Chaos Guard forces varies widely. Those few fortunate enough to establish ties with the Dark Mechanicus are equipped as good as or better than any Imperial Guard regiment, but most find themselves without consistent access to an industrial base and incapable of maintaining advanced equipment. Such battlegroups find themselves forced to raid Imperial space just for basic supplies, and often degenerate back to basic infantry weapons: lasguns, autoguns, and melee weapons. Of course, there is wild variation here, as everywhere else; Chaos Eldar thralls are often partially equipped with Eldar weaponry, while warbands based out in the fringes of the galaxy can have strange xenos weaponry, unknown to even the most wide-ranging Ordo Xenos inquisitor. &lt;br /&gt;
&lt;br /&gt;
One thing the many factions of Chaos Guard have in common, however else they differ, is that they are dangerous. Imperial Guard, Aspect Warriors, Astartes; all are harsh teachers. Would-be Chaos Guard must learn swiftly or be destroyed. Many, even most, are destroyed; the rest learn. Whether a proud and disciplined soldier or howling berserker, elevated by Chaos&#039; gifts or reduced to a shambling unit barely a step above Chaos Spawn; never count a Chaos Guardsman out until they are dead and buried. Sometimes, not even then.&lt;br /&gt;
&lt;br /&gt;
== Saruthi ==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A once prosperous society of large coconut crab looking people with a loose coalition of worlds at it&#039;s height counting 80 star systems as theirs they did not endure well in the Age of Strife. Their people, though hardy of shell, were not sufficiently warlike and could not understand the great and increased enmity between what once had been good neighbours. Although they had an electrical biological defence they had little in the way of developed weapons and this was a weakness they paid for dearly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They also had surprisingly little understanding of the warp and, at the time, no member of their species was psyker. They had abandoned the use of star ships many generations previously and had adopted a strange method of &amp;quot;folding&amp;quot; into the webway. Their primary method of perception was being able to smell/taste dimensions in a manner not encountered before or since in any other species and by this means became the only other species besides the elder to develop the ability to navigate that strange realm.&lt;br /&gt;
&lt;br /&gt;
The eldar allowed them to violate a realm considered exclusively their own for no other reason beyond apathy. Their worlds intersected paths seldom visited and they made poor slaves or playthings when other more entertaining diversions were to be had in abundance.&lt;br /&gt;
&lt;br /&gt;
For the most part the Saruthi had lived apart from the galaxy in splendid isolation, making wonderful works of art made to be &amp;quot;seen&amp;quot; by creatures with no eyes and written works in a form of xeno braille.&lt;br /&gt;
&lt;br /&gt;
But it did not last. When the galaxy went mad they could not have been prepared for the whispers that seeped sideways into their dreams.&lt;br /&gt;
&lt;br /&gt;
It is unclear exactly what they were tempted with, what dreams of things forbidden could be appealing to a race of blind crabs who dreamed of impossible geometries and poetry, but dream they did and tempted. Ultimately it was Slaanesh, the Newborn Queen, who held sway over their minds. She promised them, maybe, grandeur writ large across the stars in dimensions strange and twisted and impossible that they could walk. Maybe she promised them retaliation and sweet sadistic catharsis against those that had brought their works to ruin. Who can say? Further added to this problem, exaggerating and growing the corruption in new and exciting directions were refugees from Doombreed&#039;s petty empire, wicked men debased and debauched, who carried with them the Necroteuch and all the sorrows and splendour held therein.&lt;br /&gt;
&lt;br /&gt;
It was in this time that the Saruthi as a people collapsed. On the one side of the great and unpleasant and new divide between them were the Broken who thrashed and tore at the world, twisting space into unpleasant, impossible and obscene shapes and did unspeakable things to their young spawning a race of monsters to serve them as slaves and on the other side were the Sane who needed to exterminate the Broken to the last as a cancer needs to be exorcised from a host.&lt;br /&gt;
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As the war ended there were maybe only a few worlds, no more than six, were left inhabited of the old Saruthi nation in a patch of the sky to be known to later Imperials as Wilderness Space and not much later than that quarantined by order of the Inquisition.&lt;br /&gt;
&lt;br /&gt;
For the longest time it was assumed that they were another utterly lost cause. One more people lost to the Age of Strife and the depredations of the Great Adversary. What of them was left were not Saruthi as they once were as every generation birthed more mutations each seemingly more abominable and insane than the last.&lt;br /&gt;
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All until the Aschen War of 307M40 when well ordered ranks of strange beings seemed to fold out the air, hard of carapace and fearless. They took the forces of the orks and the Chaos marauders apart in an inhumanly meticulous and methodical manner even going so far as to carefully dismember the dead and the injured.&lt;br /&gt;
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A seven group of them detached from the others and approached the Imperials, each standing 3 meters tall and broad they stood there and sniffed the air to taste them and their space form. With no words exchanged and what can only be assumed to have been an entirely one sided exchange of understanding the seven group turned away and returned to the dismembering before they all folded away again.&lt;br /&gt;
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Saruthi sightings into the Dark Millennium have been sporadic but seem to be increasing in number. It is clear that they must be again multiplying and their peaceful days of innocence are behind them now, now the Sane march to war. No homeworld of them has been found, though the Harlequins sing sometimes of a &amp;quot;Hermit world of Crabs&amp;quot;. No dialogue has been achieved between the seemingly resurrected Saruthi and the Imperium.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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== Sarcophages ==&lt;br /&gt;
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EDITOR&#039;S NOTE: Generally agreed that they need a different name than Sarcophages, pseudo-Latin is more the Imperium&#039;s thing.&lt;br /&gt;
&lt;br /&gt;
The Sarcophages are a splinter faction, some would say a religious movement, among the Kroot of the Ultima Segmentum. Whereas most Kroot are allied with the Imperium (though their loyalty is shaky by human standards), the Sarcophages are unusual in seeing all sapient life as prey, Imperial and non-Sarcophage Kroot alike. The founder of was a Kroot by the name of Khamor Wet. According to legend, Khamor Wet was performing the traditional rite of eating the dead after battle with the Orks when he was struck by a vision, or what others would describe as a drug trip. It is believed that Wet’s vision may have come from eating a Chaos Ork who had recently turned and whose body did not show any outside signs of corruption.&lt;br /&gt;
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From his vision, Khamor Wet was said to have come to have come to a realization. The Kroot were the apex predators of the galaxy. Humans could not eat humans without extensive processing into corpsestarch, and even then they ran the risk of illness and only did so in the direst of circumstances. Eldar also did not eat eldar, though this may be less due to physiology than the cultural stigma of the cannibalistic Mon-Keigh early in their history. The Tau similarly could not eat Tau, and in fact only ate small amounts of animal flesh. The galaxy was not full of allies or clients, but prey. To Khamor Wet, the order of the universe was clear. Animals ate plants, sapient beings ate animals, and Kroot ate everything. Only by hunting the other sapients and the weak among their number could the Kroot evolve into truly perfect beings.&lt;br /&gt;
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To say that the Shapers were horrified by this idea was an understatement. They ate the flesh of the honoured dead to preserve its essence and prevent it from dissipating into the earth. They ate the untainted flesh of those who would be an enemy to the People (mostly Orks) to remove it from the world. They ate the flesh of many beings, but they ate the flesh of sapients to preserve the link of wisdom between ancestor and descendant and prevent the Kroot from going mad. They did hunt game, but to hunt sapient beings like animals as opposed to fellow warriors was outright heresy. They immediately declared Khamor Wet and his followers to be namotek, or tainted flesh, and demanded that they be killed and their essence scattered to the winds. Unfortunately, Khamor Wet and at least some of his followers evaded their doom at the hands of their fellow Kroot and escaped into the cosmos.&lt;br /&gt;
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Today, the Sarcophages are a constant, though minor, threat on the Eastern Fringe. They are either seen acting alone, or in association with Chaos warbands, Ork WAAAGH!s, or other groups to which the traditional shapers would find anathema. Many Sarcophages, including the core of the movement, have fallen to Chaos, with most pledging their allegiance to Khorne, though distinguishing Kroot that have fallen to Chaos and those who simply believe Khamor Wet had good ideas is often a difficult task. After all, the Kroot are just as variable in their mindset as any other race.&lt;br /&gt;
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==Tzaangors==&lt;br /&gt;
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When the Imperium started their project to uplift the Beastmen, the forces of Chaos scrambled to acquire as many planets of Beastmen as they could easily find. Tzeentch in particular has always showed an unusual amount of interest in the Beastmen compared to the other Chaos Gods, perhaps because the unstable genetic structure and tendency towards mutation in Primeval Beastmen fits well with the ever-changing nature of the Architect of Fate. In addition to individual Beastmen that have fallen to the influence of the Ruinous Powers as is typical of any race, the forces of Chaos also include Tzaangors, which are Beastmen, or possibly humans mutated to look like Beastmen, who have been even further altered by the Lord of Change. Tzaangors typically show the avian features typical of servants of Tzeentch, such as beaks, feathery wings, and talons, but have horns and shaggy fur more typical of Beastmen.&lt;br /&gt;
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Despite their groveling, servant-like nature, Tzangors are far from weak, often being both physically powerful and intelligent enough to comprehend many of the magic rituals that they come across. However, Tzaangors have been engineered to instinctively be submissive to any greater daemon or high-ranking servant of Tzeentch, in spite of any physical or arcane prowess they might possess. Nevertheless, this has not stopped an abused or ambitious Tzaangor from occasionally offing an overly confident or insufficiently paranoid follower of the Lord of Change. Tzaangors are normally found perched on the Webway colleges of Tzeenchian Cronedar or the non-euclidean spires of Tzeenchian sorcerors, always on the lookout for new victims to harass.&lt;br /&gt;
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To the Nova Beastmen, who know how far out of the pit they climbed, the idea of being snatched up by Chaos and degenerated even further into animals than their ancestors is an idea that fills them with disgust. The term &amp;quot;Gor&amp;quot; and all its derivatives are considered curse words in Nova Beastmen society.&lt;br /&gt;
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== Yu&#039;Vath ==&lt;br /&gt;
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Placeholder, see [[Nobledark_Imperium_Notes#The_Yu.27Vath|Yu&#039;Vath]] for more details&lt;br /&gt;
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= By the Light of Hell =&lt;br /&gt;
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Although the event is fifteen thousand years past, you can still see the moment of Slaanesh&#039;s birth in real time. All you have to do is stand in the right place. &lt;br /&gt;
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Although the creation of the Eye of Terror consumed billions of star systems in a matter of days, if not hours, but after that initial orgy of superluminal expansion the light shock of the event continued to crawl across the cosmos at its ordained speed of one light-year per year. And, although this fossil vision is but a shadow of a shadow of the true fury of the event itself, it still carries its own dangers.&lt;br /&gt;
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The barrier separating Materium and Immaterium is temporarily weakened as the luminous shockwave passes. Mutation rates spike. Chaotic corruption and daemonic possession become easier. Those foolish enough to spend too long staring at the sky succumb to madness. Any cults around will usually choose this moment to launch their plans, feeling the gaze of the dark gods upon them. In many cases their plots are foiled by the varied forces of the Imperium. On the other hand... many a world has burned under the light of the memory of a god&#039;s birth. &lt;br /&gt;
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The Imperium does its best to prepare, of course. The progression of the ever- expanding sphere of light can be predicted with near total certainty, obeying as it does the laws of the Materium even as it degrades them. Worlds which will be affected have years of forewarning to muster its defenses. Imperial Guard garrisons are reinforced, Arbites investigators dispatched, and Inquisitors skulk through the shadows with their retinues. Curfews are enacted, cities placed on lockdown. Worlds with heavy orbital industry may go so far as to construct massive shades in deep space, to prevent the light of the Eye from ever reaching their surface.&lt;br /&gt;
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But the Enemy is never idle either, cults and warbands planning their rituals and assaults so that their climax will come at the moment of maximum vulnerability when the dark god&#039;s influence waxes. Each world in the path of the light front becomes a scene of thrust and counterthrust as Inquisitors and cults flock to the world seeking dramatic victories. &lt;br /&gt;
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And in deep space, strange cults ride the light wave. Using heretekal drives to keep pace with the racing light, so that they can spend eternity watching the cosmic c-section unfold. Meditating on a single fossilized instant of the birth of the Child Goddess. Mostly Slaaneshi, for obvious reasons. But many Tzeentchian cabals also spend time in study, seeking insight into the deep mysteries of the warp. &lt;br /&gt;
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For the most part, the Imperium is content to leave such cults far, far down on the priority list. They are not directly harming any Imperial interests, and scattered throughout the incomprehensible vastness of deep space it would be an act of futility to try and hunt them down. But still, worries persist; what fell knowledge could an ambitious cultist glean from from deep contemplation of the birth of a god?&lt;br /&gt;
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There are rumors of some radical inquisitors attempting to answer such questions themselves. But surely nobody could be so foolish. &lt;br /&gt;
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= Rise of Khorne =&lt;br /&gt;
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Tzeentch and Malal were the originals, first created by the Old Ones in their attempts to study the manipulation of the Warp on a grand scale. Both are masters of all, Tzeentch the realization of infinite possibility and Malal is everything that doesn&#039;t exist, an endless chalice that runneth over into a bottomless well, an eternal spring that fills an endless thirst in an infinite cycle of creation and destruction.&lt;br /&gt;
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Nurgle was meant to cultivate, refine, and maintain in the space between them, the all-loving all-laughing groundskeeper of the mind. Up until the beginning of the War in Heaven this was for the realm of souls a paradise of psychic accord, milder and more fecund with wonder than even the primordial millennia of raw, unmitigated sorcery with only the Old Ones like Bel&#039;akor and his ascended order, Tzeentch, and Malal.&lt;br /&gt;
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The Old Ones then proceeded to get in a fight with the only other Power in the galaxy, the Necrontyr and the Boltzmann brain patrons they soon welcomed into living femto-mechanical fractal supercomputers they called bodies. This ruined everything, in realspace and the warp, and started the cascading applied psionics/applied physics arms race that created the warp as the galaxy knows it. With Bel&#039;akor quite possibly at the head of the project, a weaponized God-concept was conceived of and synthesized. Part of this process was the uplift and weaponization of powerfully psychic primitives to fuel the new god, as well as fight the Old Ones&#039; wars, first the Eldar, then the Proto-orks to produce the mighty Krork. The horrific excesses of the War in Heaven, killings, pillages, and ruinations perpetrated by both sides, were in part engineered by the Old Ones, themselves also bloody handed in spirit now, to birth Khorne. Said to be of the same godly flesh as the two indomitable giants that sprung forth upon the opening of the first Orkish mind, and to bleed the same molten iron as the specter of murder that had risen among the thoughts of the early Eldar, the red god turned the tide in the Old Ones favor for a time. It has been forwarded that the Maelstrom, like the much younger Eye of Terror, is what remains of the wounds of Khorne&#039;s birth.&lt;br /&gt;
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Khorne was the Old Ones scourge. Legions of brass, horn, and bloody red flesh marched from the Maelstrom across a quarter of the Necrontyr worlds. He was not then always the monolithic, armored thing of visions, Khrone was a manifold horror. All once he was in the fire of Orkish artillery swinging his ax down upon a Cryptek, and a flaming bolt running down voidships even as they fled by inertialess drive, and in the heart of the Necron Empire slaying at a whim, and in hateful battle with The Outsider and Dragon flickering from the hearts of stars to warp and out again as each side shifted to preferable footing. It was in this time the Skull Throne was made, out of Khorne&#039;s horrid thoughts and plans and deeds no less than the trophies he took, and even still it grows ever higher upon an unshakeable foundation of silver skulls. In this first glorious campaign Khorne utterly triumphant. Though the reverberations of their war god&#039;s birth were so bad as to disrupt even the Old Ones&#039; usual psychic infrastructure, it was not thought such an impediment to the war effort as to interrupt key opperations. Khorne&#039;s warpath had exploded from the warp into the galactic north, and the offensive had been supported by another massive advance along of a front of Brainboy commanded Krork whagghs as wide as a spiral arm advancing after the Blood God, and yet more swift armadas of Eldar vassals and thralls sweeping in ahead from the galactic west in raids that had drawn the Necrontyr&#039;s ire.&lt;br /&gt;
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This set the apparent course of the War in Heaven until the great escalation of Biotransference produved the Nercons in sufficient number, but already momentum was shifting. Even as the Necrontyr abandoned flesh and soul, the C&#039;tan took to the same mechanisms of cursed arcane birth that spawned the Dark Gods.  Immaterial shrouds of mythic terror produced by the Old Ones&#039; uplifts were taken up by the Nightbringer, cleaving to them with the same blade that had shorn the Necrotyr&#039;s souls, and they were put to dreadful use as the shadow of fatalism that his infamy cast in the warp fell across the galaxy. The Deceiver, taking even better to manipulating of its reverberations in the minds of psychic beings, went among the Old Ones in secret as often as it danced with the now gleaming aristocracy of the Necrons. The Dragon and its Cryptek assistants gloried in making each other yet more mighty with every new fundamental particle or force invented off-hand, and The Outsider, robot of infinite function, gladly moved stars and wrought fortresses and palaces form them at the other Star Gods&#039; bidding, and the Necrontyr aristocracy&#039;s whim.&lt;br /&gt;
&lt;br /&gt;
The Maelstrom&#039;s ill effects were persistent and vastly more potent than expected, and while the Old Ones still easily traversed their empire their vassals and auxiliaries could no longer be counted on. Reports came that Necrons in synthetic Ork flesh were hunting Brainboyz deep behind the front, and more disturbing reports came of bleak megastructures transfixing the bounds of reality to the Necrons&#039; preferred physical laws. The Gorkamorka, giants from the minds of the little goblins of a curious fungal world from which the Old Ones Raised the Krork, had blossomed unseen, and were in check only because they had so many kunning, brutal boyz to give bright ideas. The Eldar fiddled obsessively and grew anxious, raised too many displeasing questions while digging to produce romanticized visions of their masters, and the Gods of Sorcery were no better, growing ever more dark and neurotic in their ways.&lt;br /&gt;
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The tumult in the warp brought by Khorne&#039;s ever-wrathful subsidiaries, the wanton realspace destruction of incalculable scale, the putrefaction of the Old Ones&#039; spirits, the proliferation of Gods of Death, all first perturbed, then terrified, then utterly broke the kindly spirit Nurgle. The preserver shook off the yoke of the Old Ones, strove to make them again what they were in its youth, and vowed to cherish all and relinquish nothing to the void. The Changer of Ways and The Final Word had likewise been tainted by the ends the Old Ones had set them to, and yet more woe came of this. Warlock Malal had been turned loose to obliterate idea and concept and soul as an annihilating storm, and sank into a malaise of nihilism and self loathing spite, and Wizard Tzeentch&#039;s vast creative faculties had been attuned to the sole work of plotting the Old Ones&#039; campaigns of ambition and intrigue, and settling their grudges with the Star Gods. Around this period Bel&#039;akor vanished from the Old Ones&#039; councils and their campaigns, but his kin were hardly so perceptive as the proud first of their most exalted cabal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus Khorne&#039;s first youthful bout with the galaxy was his most glorious, but after the tide of the War in Heaven turned the other direction. Though the Blood God&#039;s maiden slaughter was a terrible blow to the Necrons and those few frail Necrontyr that remained, and carved a livid path of hell far longer and vaster than the Orion Spur deep into the Star Empire, it was not conclusive. Neither the Old Ones&#039; mystic ministrations or the harsh sutures that were early Necron Reality Columns could hope to tend the cosmic wound, and even after the offensive&#039;s conclusion the Maelstrom bled freshly wrought Khornate forces into the galaxy from Khorne&#039;s new realm. Still, the Star Gods and their Princes of Matter were industrious and swift thinking, and Khorne slaying the last of the frail Necrontyr came even as the Necrons&#039; bunker worlds and star-shades where being armed with newly devised soul flaying defenses.  For all his bloody marches in the realm of souls, striking where his foe was most feeble, Khorne did naught but hasten the Necrons&#039; preparation for true war and heighten their calculating fury. While his new-made princes and daemon captains dredged up hell and tried ever to spill it across the Materium to widen their territory of the Maelstrom with flagging success, Khorne&#039;s mind turned to the other, clearly lesser gods, and his own glory.&lt;br /&gt;
&lt;br /&gt;
Though Bel&#039;akor had absconded to parts unknown the first ascendant psyker&#039;s disciples, princes of power in their own right, still strove to direct the course of the war, and on them Khorne placed the blame of failure. While the cultivated standing WAAAGH!s and their Brainboyz remained a buffer between the Old Ones&#039; Dominion and the Star Empire&#039;s forces, it grew clear that what had once been an opposing force to the Necrons was now wearing down into a poorly devised league of Krorkish rabble. The poaching and theft of innumerable Brainboyz reverberated through the massive storm of reality-bending Krork thought, and those that survived Necron cullings were ever more imposing creatures, ever sharper, and ever more formidable psykers. The Gorkamorka grew more ferocious and uncontrollable, its avatars became contentious with their distant Slann patrons, and through the Necrons&#039; captives the Whaggh itself was studied, synthesized, and modified in the next generation of reality columns, the mighty Pylons.&lt;br /&gt;
&lt;br /&gt;
Khorne was beseeched and commanded by the Old Ones to collar the Gorkamorka and lead it into battle in the galactic north, in hope to mend this situation. The Old Ones promised easy sport, and Khorne set upon them in view of all the gods, the Lords of Sorcery, the Solution to Entropy, the court of petty Eldar Personas, the Creeping thing not fully seen, and all the lesser, natural Daemons, even the Star-cast shadow of death, the specter of doubt, and the beastly question, and their pale waxing ilk. There was no easy sport to be had. Should Khorne bring Gork low and fix him in the chains of arcana the Old Ones gave him, Mork would come from behind and throw him down, and tear his brother free. Turning on Mork, Khorne might hew off a colossal arm or foot, but no sooner would he than Gork take him by the godly throat and wring him of godly breath. The wrestling and raucous butchery of giants rocked the galaxy, and when Khorne could not bind the Gorkamorka apart as the Old Ones had asked, he strove to bind them together in the magical chain. When finally the Blood God turned to the assembled Powers of the Immaterium in triumph, scarred and battered, and bid them see that he was might incarnate, the bound Gorkamorka resumed its brotherly fighting and in the first thrashing blows against each other shredded their magical bondage and clashed and thundered away into the deeps of un-reality. Thence forth the Heaven of War the Old Ones made came to unravel. Khorne&#039;s wroth became yet darker and more bitter, his pretensions to supremacy over all foes and all things became his sole mission. Brainboyz were hunted openly by Khorne&#039;s captains, in secret he moved against the Slann whenever opportunity arose, and he gloried in their skulls as gladly as he did to hold the gleaming head of a Phaeron. The buffer WAAAGH!s mobilized in all directions as their brutally kunning bosses were each in turn enlightened by their giant patrons, and the attack worlds and kinetic kill roks that would drift deep space ever after as the mightiest of space hulks lit their innumerable engines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Gears turned in Tzeentch&#039;s wretched mind, and it moved to shift the way of things yet further. As Nurgle fattened the warp with accumulated creations and Malal ran roughshod over mundane existence the Bird saw a chance to establish a new order, where it&#039;s sorcery was unchecked and paramount, and its eternal rival&#039;s magic was sequestered, tapped, or dearly sold into the portfolios of other Powers. It took little coaxing to turn Khorne&#039;s fearsome wrath upon Malal, but the vision of the subjugation of all three gods of Sorcery for all time was quick to kindle in the Blood God&#039;s mind, and burned there eternally. For its own part, Malal seemed glad to give Khorne the Un-throne and the winding pit that lead to the end of all things, glad to be rid of them and knowing they would bring the Blood God only trouble.&lt;br /&gt;
&lt;br /&gt;
Whether Malal fell on his sword of nothingness, or bent and swore in fealty to Khorne, or simply vanished on the spot, or wandered down the abyss into non-existence like so many things he had sent before him, is a matter of scholarly argument. The Not-king of Never-was ceased to be, and Malal the vassal, Sorceror of Annihilation, began to exist. His domain was divided up, Khorne taking Destruction, Nurgle claiming and meddling with Entropy, and Tzeentch had his bounty of Paradox and Dissolution now to compliment his wealth of Solution and Causality. Tzeentch at this time held his wand of wonders and Malal&#039;s sword of nothingness, and Sorcery itself was his, an infinite fountain now without the ever deepening well. Malal&#039;s sorcery lived borrowed life from Khorne&#039;s fire, or sprung from the bleak pinprick of oblivion Malal retained, but Tzeentch&#039;s power grew undisputed, quickly surpassing the Old Ones&#039; combined might, and only bolstered by the backlogs of creations Nurgle could provide. This duo&#039;s attentions likewise fell upon the venerable reptiles even as the Slann continued to conduct the War in Heaven on a backwards footing, and the Old Ones found their magics becoming ever more costly.&lt;br /&gt;
&lt;br /&gt;
For his own part Khorne was also pleased with this new order. The Un-throne was remade into yet more of his vicious domain, and while the war went poorly for his one time masters, the War God&#039;s fortunes in the conflict were understandably lush. Necron Pylons laid down a path into the Old Ones&#039; domain, Star Gods and rueful Phaerons tore into their palatial monasteries, and where Khorne&#039;s daemons were summoned for aid all were slain save the mightiest and quickest Necron and Slann. The Old Ones trembled, and died by their implacable, morbid, vengeful enemy&#039;s dread radiance, died by the brassy axe of their greatest weapon of hate and arrogance, died as they sold themselves with debt to the mad lord of witches or passed into the realm of the preserver, died in utter surprise and shock as the Rok fists of the Gorkamorka fell upon them from the void, and died begging to deaf ears when Bel&#039;akor was sought out and found in desperation, secreted away in the formless wastes. The Eldar cowered in the galactic west and tunneled into the foam between real and warp to hide in the protection of their god-constructs, the last great marchers of the Krorkish Brainboyz died on the warpath across the galactic north and east as daemons, ol&#039; masterz and ded&#039;hard flash-boyz hunted them from all sides. Strife amongst the Star Gods and the Necron Princes of Matter and Energy was all that stopped the sealing of the warp over all of the victorious Star Empire, and their short, cataclysmic civil war was the last word in the War in Heaven. Whatever Old Ones and C&#039;tan survived the orders the Silent King had given to the Outsider were brought low in chains and executed by Khorne. With The Nightbringer disarmed and flogged in the lucky triumph of Khine then entombed by the little furtive king, and the Gorkamorka apparently reduced to aimless brawling in grief for their slain boyz as the Orks seemed to languish without their captains, Khorne deemed himself mightiest, and did not wait for the assent of the gods that remained.&lt;br /&gt;
&lt;br /&gt;
As the Dominion of the Old Ones was erased from the milky way and the Necrons went down into their sepulchers, Khorne was crowned by his vizier Malal, and named BLOOD KING and first commander OF THE GALAXY, a title of his own invention.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobledark Imperium]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer:_Age_of_Sigmar&amp;diff=1011607</id>
		<title>Warhammer: Age of Sigmar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer:_Age_of_Sigmar&amp;diff=1011607"/>
		<updated>2026-05-20T15:31:27Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
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[[File:Age_of_Sigmar_Title.png|800px|center]]&lt;br /&gt;
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{{Topquote|That Was Then, This Is Now.|S.E. Hinton}}&lt;br /&gt;
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{{Topquote|Life, Death and Rebirth are Inevitable.|Rig Veda}}&lt;br /&gt;
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&#039;&#039;&#039;Warhammer: Age of [[Sigmar]]&#039;&#039;&#039; is High Fantasy taken to the extreme. It is the new not-[[Warhammer Fantasy]] setting that was formed after the world-sundering events of the [[The End Times|End Times]], but with everything in the old setting turned up to 11. Those Winds of Magic? Those are now their own realms, each a vast and nearly infinite world, each being shaped around and dictated by their own specific wind. It has beasts the size of mountains that fight gods to a standstill, cities of coal the size of countries with a moat of lava, and realms that denote the entirety of life and death itself. Forces that used to be considered armies are now footnotes in the chronicles of war, and events like those in The End Times are now classified as &amp;quot;Tuesday&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In short, if your problem with the old setting was that the scale of everything was too small, then this is the setting for you.&lt;br /&gt;
&lt;br /&gt;
==A Bad Beginning==&lt;br /&gt;
From its opening Age of Sigmar was doomed to have a rocky start. It had fans who were more than [[butthurt|a little mad]] that their entire universe had just been squatted, so to draw them in GW would need something great, a game system that paid tribute to the Old World while still paving the way for this new setting.&lt;br /&gt;
&lt;br /&gt;
[[FAIL|To say they didn&#039;t do that would be a massive understatement.]] When AoS opened it had a small pamphlet of rules that would apply to all the armies, and while a lot of people enjoyed how it cut down the massive rulebooks of the past, a lot of tactical nuance was lost in the process. This wasn&#039;t helped when a lot of the actual army rules were written as if it was supposed to be a joke, being more at home in something like Munchkin than in a serious setting. The rules also lacked any sort of points values or balancing mechanic, leading to many games that were laughably one-sided with no way of preventing this from happening. This was further compounded by the new posterboys and very first new release of the setting who were AoS&#039;s equivalents to Space Marines, ostensibly done to show the new tone, visual aesthetic and direction of the setting, but they didn&#039;t initially resonate with the veterans of WHFB because they were so different to anything that was in the old setting. By using something new to demonstrate a new system they ended up alienating the fans of the old system, that and people just couldn&#039;t get behind the new names like the &amp;quot;Bloodsecrator&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If the setting had opened with something safe like Empire fighting Orcs with the mentions of the new guys in the background, and then have them helm a new box set later it would have made for an easier transition. Unfortunately the writers at the time made it clear that they didn&#039;t care much for the material they were working on, and even showed contempt for their own fanbase, which further stoked nerd rage. On top of all of this, three entire WHFB faction were deleted from the rules, rendering the armies many veteran players collected obsolete in the new game.&lt;br /&gt;
&lt;br /&gt;
With all this in mind, going from one newly destroyed setting to the other was like jumping from a hot tub into ice-water and many were turned away by the prospect, [https://www.youtube.com/watch?v=plUPJ0inN4c some to a Khornate extent.] The community from Fantasy was split between those who followed through into Age of Sigmar, and those who responded to End Times metaphorically burning the bridge by simply refusing to cross and remaining Fantasy players who do not acknowledge Age as a successor. Animosity has ebbed and flowed between the two communities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Some terms that cultured fantasy fans have coined to refer to Age include:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Nuhammer&lt;br /&gt;
* Age Of Shitmar&lt;br /&gt;
* Age of Shit&lt;br /&gt;
* Age Of Shillmar&lt;br /&gt;
* Age of Sugmar&lt;br /&gt;
* Ugh Of Sigmar&lt;br /&gt;
* Skirmishhammer&lt;br /&gt;
* Groundmarine 40k&lt;br /&gt;
* Goldmarine&lt;br /&gt;
* Sigmar and Friends&lt;br /&gt;
* Sigmarines vs Rob Liefeld&#039;s Chaos Warriors (guest starring WFB special characters)&lt;br /&gt;
* Warhammer Lite&lt;br /&gt;
* Fucking Bullshit&lt;br /&gt;
* Testicular Cancer: The Wargame&lt;br /&gt;
* Skub: The Wargame&lt;br /&gt;
* Age Of Smegma&lt;br /&gt;
* Age of Slopmar&lt;br /&gt;
* Sigmar&#039;s Big Day Out&lt;br /&gt;
* Age Of Skubmar&lt;br /&gt;
* Warhammer 40k: In Fantasy!&lt;br /&gt;
* Age Of Sigmarines&lt;br /&gt;
* Skubhammer 40k&lt;br /&gt;
* Age Of Houserules&lt;br /&gt;
* Warhammer: New Coke&lt;br /&gt;
* SPACE MARINES OOOOON THEEEE GROUUUUUUUUND!&lt;br /&gt;
* Why You Should Never Feel Bad Buying Chinese Recasts&lt;br /&gt;
* EA Games Presents: Warhammer&lt;br /&gt;
* Why We Can&#039;t Have Nice Things&lt;br /&gt;
* The Pinnacle of Soullessness&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This goes both ways (usually thanks to the same people), and Age players also have terms to refer to Fantasy players.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;These include:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* Grognards&lt;br /&gt;
* Those Oldfags (But Not In A Good Way)&lt;br /&gt;
* [[Potato#As A Meme|Potatosacks]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
If you come across anyone using any of those terms at this point it&#039;s genuinely considered a sign to stop talking to them, the chances you&#039;ll be happy when that discussion&#039;s over are less than &amp;lt;del&amp;gt;GW deciding to revive WHFB.&amp;lt;/del&amp;gt; something very unlikely.&lt;br /&gt;
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==A Better Middle==&lt;br /&gt;
&lt;br /&gt;
Thankfully Age of Sigmar did outlive its own rocky start, and eventually army books and supplements gradually turned it into a genuine skirmish game that cared more about a fair match between players instead of who had the largest army and least stupid special rules (at least before all the codex creep crept in). The General&#039;s Handbook helped a lot in this aspect, as did GW&#039;s new policy of no longer treating their customers like shit. Once points were introduced and it was clear GW would try to make a fair and balanced skirmish game with routine fixes and updates, some who had stayed away ended up coming over. Unfortunately animosity that was dying down spiked right back up by the announcement that GW was bringing the Old World back, and many groups formed, belonging either to those who like AoS and see the Old World as a competitor who&#039;s stealing the attention of daddy GW, and those who don&#039;t see AoS as a worthy successor, want the Old World to return and argue that it never should&#039;ve been destroyed. There is of course a smaller third party who still like AoS and gladly accept the Old World &amp;lt;s&amp;gt;as a Horus Heresy style spin-off&amp;lt;/s&amp;gt; &#039;&#039;&#039;FANTASY IS NOT A SPIN-OFF YOU WAZZOK! THAT GOES IN THE BOOK!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Today Age of Sigmar is a setting and game system that survives more or less on its own merits, though you&#039;ll still find a few fans who use nothing but square bases because they don&#039;t want to let go of what they had, and still play more games of WHFB using the old rules than they do AoS. It&#039;s still very much an [[skub|acquired taste]] of a setting. Some people like that it&#039;s (generally) far less grimdark than 40k or the End Times of Fantasy, but some people also don&#039;t like this. Some people like the return of Sigmar, Nagash, and Archaon, and some people hate it. Some say the larger and more loose scale works better for making up stories and battles, though others miss the more detailed and fleshed-out setting of Fantasy. Ultimately, it&#039;s up to you, dear reader, if AoS is the best or worst thing ever that either adds a fun new setting to play in or shits on the corpse of a dearly-held franchise.&lt;br /&gt;
&lt;br /&gt;
But hey, why not enjoy all three games anyway?&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
Age of Sigmar&#039;s selling point was that it &amp;quot;emphasizes the narrative aspect of the wargaming experience, encouraging the play of story-driven scenarios, recreation of battles from lore, and player-created stories&amp;quot;, which lasted a whole half edition and fully vanished by the time 2nd edition hit (with exception to the recreation battles). This is due to the above mentioned lack of any sort of balancing mechanics, anything you had you could field without any kind of restriction so any sort of fight that happened would always come down to who spammed out the most OP units or who had the largest army.&lt;br /&gt;
&lt;br /&gt;
Being a skirmish game Age of Sigmar uses round bases and no longer has unit blocks like Warhammer Fantasy. On initial release GW said that using your square-based models was okay because [[Derp|all measurements should be made from the model itself]]; 2nd edition replaced this blatant retardation with &amp;quot;measure from where the edge of a round base would be when measuring from base to base.&amp;quot; Movement trays can still be used.&lt;br /&gt;
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===Rules (aka &amp;quot;What book is it anyway?&amp;quot;)===&lt;br /&gt;
GW like to trumpet that the core rules and &amp;quot;Warscrolls&amp;quot; (all the rules to use one unit in one document) for Age of Sigmar are free by way of the Age of Sigmar smartphone app. This is technically true, but in practice you&#039;re going to buy the physical core rulebook anyway because all the rules beyond the bare minimum to play a basic game are &amp;quot;extras&amp;quot; not included in the app. [[Codex|Battletomes]] include fluff, all Warscrolls for the faction, and &amp;quot;Allegiance Abilities&amp;quot; that give you buffs for fielding a force composed solely of that faction, so you&#039;re going to buy that too or be at a competitive disadvantage. On top of this you&#039;ve got supplements for terrain, extra magic items, and so on and so forth. It&#039;s kinda like one of those shitty smartphone games you hear [[/v/]] bitch about constantly, but made of dead trees and costing ten times as much.&lt;br /&gt;
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As opposed to WHFB where players would have to wait years to get FAQs for rules issues and entire editions for balance updates, Age of Sigmar gets FAQs and errata published online every few months and updated rules and points totals published once a year in the &amp;quot;General&#039;s Handbook&amp;quot; (GHB) series. [[Games Workshop|Naturally, in order to have the up-to-date rules and therefore be able to play in any remotely competitive venue, you need to buy the newest GHB every year.]]&lt;br /&gt;
&lt;br /&gt;
====Three Ways to Play====&lt;br /&gt;
One of the marquee features for Age of Sigmar, so central in GW&#039;s eyes that it was ported to 40k for its 8th edition, is the Three Ways to Play system. By providing three separate &amp;quot;frameworks&amp;quot; that modify the same set of basic rules, the theory is that GW can support different levels of play with a single rulebook, from kids playing on a kitchen table to national tournaments. The practice is somewhat different.&lt;br /&gt;
*&#039;&#039;&#039;Matched Play:&#039;&#039;&#039; Build your army using a points system like in any sane wargame. This is what everyone plays.&lt;br /&gt;
*&#039;&#039;&#039;Narrative Play:&#039;&#039;&#039; Build your army based on a scenario from an Official Campaign Handbook™. The scenario usually includes extra special rules that reflect the state of the campaign. This allows more flexibility in representing varied forces than Matched Play&#039;s points system would normally allow.&lt;br /&gt;
*&#039;&#039;&#039;Open Play:&#039;&#039;&#039; Do whatever the fuck you want. When Age of Sigmar was first revealed a big part of the &amp;quot;simplicity&amp;quot; pitch was that this ruleset was the &#039;&#039;only&#039;&#039; ruleset. This led to much rage and derision, which caused GW to quickly pivot to the Three Ways to Play scheme in the first General&#039;s Handbook.&lt;br /&gt;
&lt;br /&gt;
[[File:Death of Warhammer Fantasy.jpg|thumb|right|300px|[https://www.youtube.com/watch?v=GpGDk39mtZE| Millions of Voices Cried Out In Terror...] ]]&lt;br /&gt;
When Age of Sigmar first released, GW published free Warscrolls on their website for nearly all the models available in the 8th edition of WHFB and advertised that you could start playing right away. Likely because this was the bare minimum needed to keep WHFB players from storming Nottingham with catapults and axes. While these warscrolls are &#039;&#039;technically&#039;&#039; still valid, good fucking luck trying to run an army with them as they have never been updated and good old fashioned Codex Creep means that any attempt to field a &amp;quot;Warscroll Compendium&amp;quot; army will be like fielding [[Sisters of Battle|Witch Hunters]] against 7th edition Taudar. [[Squats|If you play Tomb Kings or Brettonia, you may not even be able to buy new models.]] The tagline in fluff states [[Canon|&amp;quot;Not all perished in the destruction of the world. Hidden in shadow realms, alternate dimensions or protected by fell magic, they endured the darkness of the void and emerged once more. Warhammer Age of Sigmar reintroduces these legendary heroes and notorious villains, though not all will come back as you remember them.&amp;quot;]] While some old characters like [[Morathi]] have new models and rules, as part of 2nd edition&#039;s kick GW spit out some updated rules for named but out-of-print characters under the &#039;&#039;&#039;Warhammer Legends&#039;&#039;&#039; subline...But not for matched play.&lt;br /&gt;
The name of every classic Warhammer race was changed, factions were split up and some have been expanded.&lt;br /&gt;
&lt;br /&gt;
The game has four factions known as the Grand Alliances - [[Grand Alliance: Order|Order]], [[Grand Alliance: Chaos|Chaos]], [[Grand Alliance: Destruction|Destruction]] and [[Grand Alliance: Death|Death]]. Factions within these Grand Alliances may combine forces, such as Elves, Dwarfs and Humans coming together in one army, or you may elect to focus on a specific faction and gain faction specific abilities.&lt;br /&gt;
&lt;br /&gt;
AoS&#039;s second edition was released in June 2018. Ghosts were involved. Nerfs and buffs abound, new magic, new location-specific rules, actual fluff this time, the whole shebang.&lt;br /&gt;
&lt;br /&gt;
= Setting =&lt;br /&gt;
&lt;br /&gt;
The universe of the Age of Sigmar mainly consists of eight Mortal Realms condensed from the [[Warhammer Magic|Winds of Magic]]: they are the Realms of Light, Heavens, Metal, Life, Beasts, Fire, Shadow, and Death, and each one takes its appearance and properties from its magical aspect. For example, the Realm of Aqshy (fire) has raging volcanoes, lava pits, arid and harsh regions, and the people born there tend to be aggressive and determined; meanwhile, the Realm of Hysh (light) is a bright and geometrical dimension where symbolism can be perceived in everything, and the people tend towards scholarship and introspection.&lt;br /&gt;
&lt;br /&gt;
Cosmologically speaking, the Realms are contained within massive Realmspheres, each of which having a core that has solidified into continental landmasses and oceans as well as other easily recognisible geographic features. The borders, on the other hand, are made of nearly pure magical stuff, which becomes inimical to normal life the farther away you get from the centre. If this reminds you of how the Elemental Planes are described in D&amp;amp;D, then good, you&#039;re paying attention—although the effects can be a bit more aggressive and/or insidious than just drowning you in a lake of fire. Case in point, Ghyran, the Realm of Life, is bordered by infinite jungles where animals may mutate into flora (think the movie Annihilation). Also, while a planar configuration is considered common, not all Realms are flat masses. For instance, Chamon (the Realm of Metal) is seen as a set of various sub-realms of arbitrary size and shape, hanging in space, and connected to each other randomly via portals and magical paths.&lt;br /&gt;
&lt;br /&gt;
These eight realities are interconnected through Realmgates, dimensional portals of different appearances that are suggestive of the Realm they are in. For example, a Realmgate of Shysh, the Realm of Death, may be seen as a great skeletal structure made of bones and festooned with cadaveric gargoyles and skulls. The Realmgates are essential to the setting as they are the fastest way to travel between the Realms, making them important economic and military assets. Many cities have been built around them, becoming centers of civilization. Some of these portals may even be inside oceans, in the form of vortices through which undersea farers can travel. There is much speculation about what or whom created the Realmgates: perhaps they are the remains of the Webway used by the Old Ones from the World-that-was, perhaps they are inherent to the cosmic laws of the Mortal Realms, or perhaps they were made by &amp;lt;s&amp;gt;long forgotten wizards&amp;lt;/s&amp;gt; God-King Sigmar and his divine dragon buddy at the start of the new universe. There are also magical ways to travel through the realms, such as the reality rifting Gnawholes made by the skaven or lightning strikes unleashed from the ring-city of Sigmarabulum, but by far the Realmgates are the most secure and efficient way to travel across the realms and thus the target of conflict between rival interests.&lt;br /&gt;
&lt;br /&gt;
The Realmspheres float in the Aetheric Void, a dimension of unaligned magic inimical to life, and are given illumination by Hysh, which in turn alternates an orbit with Ulgu, the realm of shadow, allowing for day and night to exist. Between them there is the twilight subrealm of Uhl-Gysh, where Slaanesh is imprisoned. Azyr stands above the other realms, bringing a starry sky and celestial phenomena, while Shysh is below the other Realms, receiving the dead in its countless underworlds. There are also other sub-realms with their own sets of rules and inhabitants.&lt;br /&gt;
&lt;br /&gt;
With the return of the Dark Gods, whole sections of the Realms and their Realmgates (aside from Azyr) have been corrupted and twisted by the alternate dimension known as the Realm of Chaos. This domain is aligned to the will and whim of the five Gods of Chaos, representing [[Khorne|Rage]], [[Tzeentch|Ambition]], [[Nurgle|Despair]], [[Slaanesh|Ecstacy]], and [[Horned Rat|Ruin]]. Wherever Chaos-aligned forces take hold, the region starts mutating in the likeness of their patron God: for example, where Nurglite forces thrive, the lands become fecundate with mutated and bloated life, pestilence, and plagues, until the area is eventually subsumed into the Garden of Nurgle (again, think [[Planescape]], and the way locations in the Outer Planes could physically shift location or even plane depending on their current vibe).&lt;br /&gt;
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So, all in all, the new setting can be summed up as a strange fusion of Stargate fan fiction, nordic myths, and your classical D&amp;amp;D cosmology. And of course a lot of Moorcock thrown in. But this is a Games-Workshop setting. It was a given. While this brave new universe is still not as well developed as the world of Warhammer Fantasy Battle, at a meta level it is more flexible both for campaign settings and Black Library novels, a bit in the vein of the galaxy of Warhammer 40,000.&lt;br /&gt;
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== After the End Times ==&lt;br /&gt;
[[File:Age Start.jpeg|thumb|400px|left|Fucking Chaos bullshit drawing a last-turn victory out of their asses...]]&lt;br /&gt;
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&#039;&#039;These were [[The End Times]]. The world is no more, torn apart by treachery and Chaos. And yet... endings beget beginnings.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Listen carefully. Can you hear it? [[Tzeentch|The cruel laughter]] of dark gods? It dances on the winds between worlds, striving to be heard, for the ruinous powers bore easily, and [[Slaanesh|they seek tirelessly]] for new realities to conquer. Where there is life, Chaos will find it, and [[Nurgle|misery]] and [[Khorne|bloodshed]] will soon follow.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The world is gone, but all may not be lost.&#039;&#039;&lt;br /&gt;
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&#039;&#039;[[Lizardmen|The descendants of the Old Ones left before the Chaos moon destroyed their homelands, that much is certain.]] [[Azyr|But where did they go?]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;[[Skaven|And if they escaped, did anyone else?]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;[[Nagash|Can what is dead ever truly die?]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;[[Sigmar|Who remains lost in the void?]]&#039;&#039;&lt;br /&gt;
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&#039;&#039;To what does he cling?&#039;&#039;&lt;br /&gt;
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&#039;&#039;And when a world dies…&#039;&#039;&lt;br /&gt;
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&#039;&#039;[[Dracothion|…what happens next?]]&#039;&#039;&lt;br /&gt;
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Before we start, we must clarify that some of the following narrative is subject to in-universe legends and meta-discrepancies, along with surviving rumours before the official material was released. What follows is a synthesis updated to the Second Edition of the setting, which also takes information from Black Library novels and previous official sources. Perhaps in time we may have a tome telling about the Genesis of Age of Sigmar so that we can better understand what happened, but until then, here is (in broad strokes) the narrative we currently have available.&lt;br /&gt;
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After falling along with [[Archaon]] through the planet-ending Warp Vortex in the ruins of Middenheim, Sigmar (still wielding Ghal-Maraz and separated from his nemesis) was thrown into the Abyss and eventually got a grip onto the surviving metallic core of the Warhammer world. Together, man-god and celestial body were hurled beyond the time and space which no longer existed due the destruction of the Oak of the Ages and the victory of Chaos.&lt;br /&gt;
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Eventually, after an aeon impossible to measure (possibly because time had literally lost all meaning), both entities, now perpetually connected at a metaphysical level, entered the Mortal Realms—newborn planes of existence aligned and condensed from the Winds of Magic due [[Bullshit|the laws of the Cosmos]]. It was in the skies of Azyr that Sigmar and the core were finally caught by [[Dracothion]], the Star Drake, one of the Zodiacal Beasts and a creature of creation and order. Feeling a similarly aligned spirit, Dracothion helped Sigmar recover and befriended him.&lt;br /&gt;
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Legends also tell some beings not aligned with Chaos managed to escape the end of the World: the Lizardmen travelled in their voidships across the Abyss for atemporal aeons, slowly dying until only the Slann remained. These survivors were eventually found by Dracothion, who guided them to High Azyr, the outer space of the mortal realms, where the Slann used their star-born magic to remember into existence the race of lizardmen, à la [[Doctor_Who|Amy Pond and the Doctor]]. The denizens of long lost Lustria, now beings of celestial energy renamed Seraphon, set upon themselves the task of vanquishing Chaos from the Cosmos once and for all.&lt;br /&gt;
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Black Library sources also suggests that some dwarf clans managed to literally dig a path into the newborn universe, allowing their societies to survive the End Times and arrive in the Mortal Realms. Considering that the Skaven can do this, it&#039;s not far-fetched to assume Dwarf runecrafting may create tools capable of cutting through space and time, although why they wouldn&#039;t use this more often could be the source of many interesting debates. It&#039;s also arguable that some powerful mages may have been capable of similar interdimensional feats.&lt;br /&gt;
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At this point it should also be noted that—given the cyclical nature of the setting (the so called Cycle of the Stars perhaps?), the highly increased powers of the non-Chaos deities, and the fact that one of the Mortal Realms is a functional afterlife plane—individuals can reincarnate, come back from the dead, or otherwise be reborn into new iterations, allowing at a meta-level to bring back not just Lizardmen and Chaos aligned creatures, but also other mortal beings. In other words, [[Your Dudes]], and other old characters of all stripes ([[The Green Knight|humans]], [[Skarsnik|orruks]], [[Thorgrim Grudgebearer|duardin]], [[Lileath|aelves]], [[Kroq-Gar|lizardmen]], [[Khazrak The One-Eye|chaos]], [[Queek Head-Taker|skaven]], [[Luthor Harkon|vampires]], etc), can come back from oblivion, perhaps slightly changed but ultimately the same at heart. Even [[Bretonnia]] and the [[Tomb Kings]], whose rules for AoS are available for free at Games Workshop, can be brought back. In fact, due the almost infinite vastness and magic of the Mortal Realms, you are basically allowed to create or justify almost whatever you wish, with its appropriate set of rules, something the writers of the rulebooks take advantage of in the fluff section: for example, in the Godbeasts supplement, the existence of the Crimson Monarchy allows for fluffy Tomb Kings armies, and bringing Bretonnian themed armies is easy too, since there have been descriptions of feudal kingdoms with knights in some of the available background.&lt;br /&gt;
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Black Library writers have come to help too, with the Soul Wars novel basically bringing Balthasar Gelt reborn as a Stormcast Mage and Gotrek Gurnisson entering the Mortal Realms in search for Felix Jaeger, along with various other suggestive hints and references, like a passing mention to [[Settra_the_Imperishable|Lord Celestant Setrus of the Imperishables]].&lt;br /&gt;
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== [[Age of Myth|The Age of Myth]] ==&lt;br /&gt;
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Sigmar, guided by Dracothion, travelled across the realms using the Realmgates, interdimensional portals akin to those once built by the Old Ones. There, he found tribes of men and other species, rising from their primordial savage state and already embattled by many horrors such as beastmen, whose origins on the new realms would become a matter of much speculation by the scholars of the setting—maybe they too were hurled through space and time like Sigmar? Or maybe Chaos was already gnawing at the new reality?&lt;br /&gt;
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Sigmar also found the Incarnates, gods from the World-That-Was who were bound to the Winds of Magic that formed the Mortal Realms, as well as other divinities and beings of great power. He set himself to freeing them and making them join his new Pantheon to fullfill his grand vision, for Sigmar had decided to bring the peace, order, and prosperity he once wished for the now long-vanquished Empire to the entirety of the Mortal Realms.&lt;br /&gt;
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Guiding many of his followers to the place of his coming to Azyr, Sigmar built Azyrheim, the Eternal City, which would eventually eclipse Altdorf and Khemri in size, dynamism, and prosperity. In time, many other cities, kingdoms, and enclaves would be built too, guided and protected by the Pantheon. This period of time is ill-defined both in terms of length and historical detail—again, to allow you to fill it in with [[Your_Dudes|whatever you]] [[Magical_Realm|like]].&lt;br /&gt;
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Let us talk a bit more about these gods:&lt;br /&gt;
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Grimnir and Grungni were found chained to a mountain in the Realm of Fire, and refused to give any explanation for how they got there (so you know it must have been embarrassing). After freeing them, they both pledged themselves to his service. Grungni, who is now a crippled smith god (gotta love that [https://en.wikipedia.org/wiki/Hephaestus GW creativity]), taught the various mortals metalworking and brought their general technological level back to the point where it had been prior to AoS. He then gathered the Dwarfs, now called Duardin, to himself and forged a new mountain Hold called the Iron Karak for them to dwell in. Grimnir, on the other hand, wanted his debt repaid immediately, so Sigmar requested he fight Vulcatrix, the Mother of Salamanders (with Salamanders themselves apparently being the origin of ALL FIRE, EVERYWHERE) [[lulz|for some reason]]. Both of them were destroyed in the conflict, shattering into thousands of pieces that rained over the Realm of Fire (while Grimnir&#039;s beard was on fire). The fragments of Vulcatrix created the volcanoes that dot the Realm of Fire (which apparently for some reason didn&#039;t have any prior and needed an explanation to exist), while the fragments of Grimnir- &#039;&#039;&#039;*THIS INFORMATION HAS BEEN CENSORED BY ORDER OF SIGMAR, ON BEHALF OF THE DUARDIN: LONG LIVE SIGMAR, LONG LIVE GRUNGNI, HONOR TO GRIMNIR*&#039;&#039;&#039;&lt;br /&gt;
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Sigmar also found [[Tyrion]] and [[Teclis]]. Tyrion is a god proper, the Lord of Light, and is the one who actually holds domain over the Lore of Light. He is [[wat|blind]], and can only see through Teclis&#039;s eyes.&lt;br /&gt;
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[[Malekith]] woke up as the god of the Lore of Shadow and now calling himself Malerion, completely alone. He searched for other beings and eventually found his mother [[Morathi]], who has &amp;quot;changed&amp;quot; and has the companionship of Daemons made of pure shadow. Eventually they too joined Sigmar (no word on if they&#039;re taking back up the old family practices). The two—along with the Twins—would eventually join forces for a great task.&lt;br /&gt;
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[[Everqueen|Alarielle]] awoke alone, although she still had magical seeds from the old setting. She planted them everywhere and created Fey beings as well as new treefolk, and although she did join Sigmar eventually, she nonetheless shunned others in favor of her pod people, the Sylvaneth.&lt;br /&gt;
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[[Gorkamorka]], the merged [[Gork]] and [[Mork]] (or is it Mork and Gork?), was found by Sigmar trapped in a sapient amber named Drakatoa that had claimed the Realm of Beasts for itself. The two ended up having [[Leman Russ|an arm wrestling match]]. Eventually, Gorkamorka settled down and became Sigmar&#039;s hunter, slaying all sort of monsters and hostile creatures across the Mortal Realms.&lt;br /&gt;
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[[Nagash]] survived as he had pretty much become the god of Death at that point. Sigmar [[Derp|reluctantly]] revived him because he needed help in the underworld [[Bullshit|or something]], and also knew he could provide a tireless and unending workforce to raise cities and towns for the mortal tribes to live in and learn civilization. So of course Nagash immediately went about eating all the other death gods of Shysh (which begs the question why Sigmar didn&#039;t just go with one of them instead of this sociopathic, backstabbing asshole who he apparently already had a bad feeling about) and getting all egotistical, as he does. Nagash also resurrected some of his mortarchs, even Mannfred, feeling safe in the knowledge that as the God of Death he can impose his will on any Undead (and thus proving that, for all his ego, he&#039;s just as stupid as Sigmar). Recent lore alternatively offers that he was the first one to be freed by Sigmar in a time when the Realms were still forming from the raw stuff of the Winds of Magic, and that together they fought eldritch horrors which would have given even the Chaos Gods pause, with their victories making the cosmos safe enough for the mortal races to prosper. This would actually explain why both of them called each other &amp;quot;betrayer&amp;quot; and became so [[Butthurt|bitter]] after the disaster of Allpoints, but not why Sigmar chose to free Nagash instead of getting help from any of the other death gods, especially since Nagash began planning to betray Sigmar immediately (something anybody with two functioning brain cells would&#039;ve predicted).&lt;br /&gt;
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Eventually, Sigmar established the seat of his Pantheon in Azyr&#039;s Mount Celestian, close to Azyrheim, although the gods also had their own residences in the other Mortal Realms. Initially, all went well: [[Nagash]] formed a proper afterlife that didn&#039;t include any Chaos soul-eating, and had Undead do the bulk of the construction efforts. Grungni continued teaching mortals about technology and smithing, and [[Gorkamorka]] continued his task of killing off dangerous wild creatures, which kept the greenskin god entertained. Hence the Mortal Realms prospered, ultimately coming to surpass the kingdoms of the World Before. The sourcebook expands further upon the civilizations of the Mortal Realms, their rivalries, their commerce and industry, and their artistic and cultural development, with concepts such as progress, tolerance, and peace being promoted by the God-King.&lt;br /&gt;
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This Utopia would not last. The Chaos Gods attacked, seeding corruption among the inhabitants of the Mortal Realms and convincing [[That Guy|them]] to open the metaphysical gates to begin the invasion in exchange for power and immortality. Soon great invasions and turncoat armies ravaged the Mortal Realms, putting to the sword entire civilizations. But the new pantheon was strong, as were their servants, and Chaos was driven back.&lt;br /&gt;
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For a time the Pantheon held the forces of Chaos at bay, but then the cracks began to show, and the Chaos Gods brought Archaon (now with the title of Exalted Grand Marshal of the Apocalypse, which... [[The End Times|fair]]) to do their will, worsening the situation as he forced the disparate forces of Chaos to work together while the Pantheon started to disintegrate.&lt;br /&gt;
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Gorkamorka, entirely SICK of Sigmar&#039;s sissy &amp;quot;civilization building&amp;quot;, broke from the pantheon by forming a one-god [[WAAAGH]] through all eight Realms and the Warp, then embarked on a return trip the same way until Sigmar broke him back into Gork and Mork (or Mork and Gork?), at which point they settled into the Realm of Beasts to fight each other for eternity.&lt;br /&gt;
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Alarielle abandoned the defense of the Realms in favor of only fighting within her own Realm, the Realm of Life, to defend it from Nurgle using guerrilla warfare and ambush tactics, a decision [[Derp|which cost her and her realm dearly]].&lt;br /&gt;
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The efforts of Order were further weakened when Tyrion and Malerion left to find [[Slaanesh]]. While most of the Chaos Gods, including the now ascendant Great Horned Rat, were already playing the Great Game, Slaanesh was too glutted with Aelf souls, becoming vulnerable to the machinations of other divinities. He/she/it tried to hide so as to better digest all their many victims, something which turn out to be a terrible mistake, as the Aelven deities succeeded in a great ritual which captured the Dark Prince and forced him/her/it to regurgitate the devoured souls of the Aelf race.&lt;br /&gt;
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== The Age of Chaos ==&lt;br /&gt;
Finally, at the battle for the Allpoints, a location containing a Realmgate to each Realm, [[Nagash]] predictably backstabbed Sigmar and the rest of Order due to the (unspecified and probably negligible, since [[That Guy|this is what Nagash does]]) manipulation of Tzeentch and Archaon, as well as his own inevitable resentment that &amp;lt;s&amp;gt;Sigmar&amp;lt;/s&amp;gt; literally anyone was in charge instead of him, then fucked off in a mad dash back to the Realm of Death. Sigmar chased after Nagash in anger before realizing [[Derp|&amp;quot;OH FUCK, THE BATTLE!&amp;quot;]], and returned to see that Chaos had laid siege to each Realm.&lt;br /&gt;
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Sigmar, disgusted, called on Tyrion and Malerion to take a moment from kicking Slaanesh in the tummeh and help him and the mortals forge a magical barrier preventing Chaos from entering Azyr (or the all-seeing Tzeentch from seeing past it), then shut the gates to the Realm and began preparations to defend against the incoming siege (which makes you wonder why the hell he didn&#039;t think to do the same to EVERY realm before Chaos showed up). Nagash returned to the Realm of Death thinking he&#039;d won, only to find the fucking [[Skaven]] had blown up his Black Pyramid. AGAIN. Then [[Archaon]] appeared and blew Nagash the fuck up, although Nagash&#039;s soul survived (he controls the afterlife now, where the hell else would he go? Detroit?) and immediately began reforming his body (so Nagash was reset back to pre-End Times, although he can actually appear on the battlefield now if he wants to).&lt;br /&gt;
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After Azyr closed it’s gates, Chaos laid waste to the 7 remaining Mortal Realms and ruined all the civilizations built up during the Age of Myth, [[Age of Strife|leaving only hidden strongholds and fugitive enclaves]]. Sigmar gave up fighting them and retreated to Azyrheim to build his army of Stormcast Eternals.&lt;br /&gt;
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Running out of things to kill, Khorne then attacked the ENTIRE REST OF CHAOS, allowing the inhabitants of the realms a bit of a breather. Also, the Great Horned Rat is now a Chaos God. The other three Chaos Gods thought very little of him, although Skavenblight was allowed to become a section of the Realm of Chaos (due to the mistakes of the Skaven, however, it half sunk back into the material plane which in turn gives [[Skaven]] the ability to appear in any of the Realms at will). Even Archaon, President of the Chaos Fan Club, believes the Skaven to be unworthy of respect, and he spits in the face of the Great Horned Rat directly. Although, considering the fact that being [[Luke|wretched, downtrodden, and despised]] is arguably now their schtick on a metaphysical level, he may perversely think that it’s [[heresy]] to do anything else.&lt;br /&gt;
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== The Age of Sigmar ==&lt;br /&gt;
[[File:Age Of Slugmang Banner.png|750px|thumb|right|[[Ultramarines|Goldmongers]] VS [[World Eaters|Ragemonsters.]] [[Star Wars|It&#039;s like poetry, it rhymes.]]]]&lt;br /&gt;
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The player-driven story of the game starts 5 centuries after the beginning of the Age of &amp;lt;s&amp;gt;Strife&amp;lt;/s&amp;gt;Chaos, when the very weave of reality is starting to collapse due the triumph of the Chaos Gods. It is during these years that Sigmar began spiriting away warriors doomed to heroic last stands against Chaos from all across the Mortal Realms, reforging these brave souls at the massive floating city of Sigmarabulum into his [[Stormcast Eternals]]. They are to be the [[Space Marines|super-soldiers]] needed to save the Mortal Realms—they are immortal, incorruptible, capable of matching the servants of Chaos thanks to the divine power of the God-King, &amp;lt;s&amp;gt;and they shall know no fear&amp;lt;/s&amp;gt;.&lt;br /&gt;
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Finally, the [[Great Crusade|Storm of Sigmar]] is unleashed upon the Mortal Realms. It&#039;s a wave of multiple, simultaneous, and devastating defensive teleportations of Stormcast Eternals into enemy territory, their initial objective being to retake the sealed Realmgates, thus allowing Azyr to deploy more and more of their centuries-nurtured forces through these portals without taxing the energies of the God-King. In a very “victory or death” move, it’s also the only way any of the Stormcast can get home alive. It also has the side benefit of establishing beach heads where the aforementioned refugee survivors can find sanctuary, and eventually become enclaves of renewed civilization. However, Sigmar is secretly wracked with doubt, since the Stormcast project still has flaws, like the delicate reforging process that seems to hollow the subject out a little more each time they die and respawn. Unfortunately, the forces of Order have been running out of time, and the attack cannot be delayed anymore lest the Mortal Realms collapse utterly into the Realm of Chaos.&lt;br /&gt;
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In the first battles of the post-release story, Sigmarines battled Chaos in four locations:&lt;br /&gt;
* Hammers of Sigmar VS Khorne&#039;s Goretide (starter box factions) in the &amp;lt;strike&amp;gt;Hellfire&amp;lt;/strike&amp;gt; Brimstone Peninsula of the Realm of Fire: Jacos, a Lord-Celestant of the Stormhost, is killed by the leader of the Goretide Khul while another Lord-Celestant named Vandus called down lightning in a suicide attack to destroy Khorne&#039;s Realmgate to the mortal Realms. Relictor Ionus then blew up Khul&#039;s skull pyramid, preventing him from ascending to Daemonhood. Jacos was lost in the Warp, Vandus was Reforged. The first Age of Sigmar novella &#039;&#039;The Gates of Azyr&#039;&#039; covers the first part of the campaign.&lt;br /&gt;
* Celestial Vindicators VS Tzeentch in Chamon: CV&#039;s intially attack to reclaim Ghal Maraz, and discover Tzeentch was going to absorb the Realm of Metal into his own and the ritual was interrupted 99 days early. Tzeentch&#039;s forces hold them off and capture many CV souls to prevent Reforging, forcing the Stormcasts to regroup. This event leads then to the Silver Road to find the bulk of the Duardin race, although Tzeentch&#039;s forces also discover it. The Sigmarines seemed doomed until the inevitable Tzeentchian backstabbing conga and layers of plans and pawns finally come into play, made worse when the [[Lord of Change|Changelords]] and [[Kairos Fateweaver]] got involved. During the thousand-man villain monologue cacophony the Sigmarines were able to reach Ghal Maraz, and when one of them touched it Sigmar was able to bomf his army and sacred weapon back home before unleashing a Thundernuke on the fortress. Meanwhile, the Lions of Sigmar were sent to find the Metal Duardin but found something &amp;quot;far darker&amp;quot; (theorized to mean Chaos &amp;lt;strike&amp;gt;Dwarfs&amp;lt;/strike&amp;gt; Duardin). Sigmar then decided that since he had his favorite toy back, it was time to get directly involved in the war again.&lt;br /&gt;
* Hallowed Knights and Astral Templars plus Sylvaneth vs Nurgle and Great Horned Rat plus Beastmen: A Lord-Celestant collapsed Nurgle&#039;s Realmgate from within, and is trapped in his Garden now. After the Order forces mop-up the Chaos, Alarielle&#039;s crazy treefolk befriend the Sigmarines and they begin to reclaim the Realm of Life. But not after a Great Unclean One pollutes the last pristine lake in all of Gyrhan. The war ends with the Sigmarines barely scraping a victory due entirely to the Celestant-Prime arriving and defeating the leader of the Nurglites, Torglug The Despised, at the cost of the lives of Alarielle and her daughter, the Lady of Vines. The Sigmarines plant a seed containing Alarielle&#039;s soul in the ground where many of them died in hopes she&#039;d be reborn &amp;lt;strike&amp;gt;Human&amp;lt;/strike&amp;gt; as a warrior queen of rapetrees rather than a totes cray-cray queen of gardening.&lt;br /&gt;
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With the resolution of the above plots, the following wars were established:&lt;br /&gt;
* The Anvils Of Heldenhammer Stormhost are sent to make a truce with Nagash, but discover Neferata defending her kingdom of &amp;lt;strike&amp;gt;New Lahmia&amp;lt;/strike&amp;gt; Nulahmia against Slaaneshi invaders and rush to her aid.&lt;br /&gt;
* Archaon, sick of being on the sidelines, heads to Mount Kronus in the Realm of Fire to kill Vandus and the Hammers of Sigmar. He slaughters the fuck out of them, no holds barred.&lt;br /&gt;
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After that, the forces of Chaos went on to capture the massive entities known of Godbeasts, which are beasties capable of small scale exterminatus on their own, with Dracothion itself merely being the strongest of their number. The forces of the Hallowed Knights and Knights Excelsior fought in the Great Green Torc to stop the World Titan Behemat, father of giants.&lt;br /&gt;
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== Malign Portents ==&lt;br /&gt;
Now, it seems that Nagash has been very busy behind the scenes and is making a power play that could massively expand the influence of Death. The other factions are trying to stop it, and so far it&#039;s not going well for them. Each Grand Alliance get themselves a new champion of sorts: Death gets a ghost one-handing a bastard sword, Order gets a Sigmarine who&#039;s job it is to rebuild the stuff that the rest of his Brotherhood just ruined, Destruction gets a really, &#039;&#039;really&#039;&#039; fucking high Grot and Chaos gets an axe wielding marauder queen sporting an awesome rack. As in, her helmet has two gigantic sets of horns. What&#039;d you think I meant?&lt;br /&gt;
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Malign portents is intended to mark the &amp;quot;end of the age of Hope&amp;quot; and bring the [[grimdark]] back, as well as expand on how the Realms work and how the fuck normal human beings can live in a place that&#039;s [[Forge World|all made of metal]]. The short stories released with Malign Portents certainly cash in the grimdark people wanted—Stormcasts killing innocents, vampires coaxing humans to the side of death to save them from Nurgle’s plagues (which are lovingly detailed, with exploding maggot-filled pustules and weeping sores), humans being dragged down under the earth by skeletons to suffocate after they just managed to survive the razing of their village...&lt;br /&gt;
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The only Chaos faction making gains are a group of Slaanesh worshipers under command of the warqueen teaming up with the mortal followers of the Chaos gods to find Slaanesh (they&#039;re headed in the right direction, but reaching Slaanesh is the problem). The Destruction champion&#039;s plan so far seems to be to just throw armies of Orruks and Grots into Shyish and hope everything works out. The Order champion is trying to figure out what is going wrong and recently halted his attempts at rebuilding to take the fight to the undead.&lt;br /&gt;
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Nagash&#039;s plans are gaining ground and showing no signs of stopping. He has Arkhan and the Black Disciples making a series of inverted versions of the Black Pyramid. These have been drawing magical energy and acting as lodestones and power amplifiers (they float in the air and there&#039;s more than one, so no Skaven tunneling trickery will work this time). Mannfred&#039;s going around doing a series of terrorist attacks against particularly powerful enemies of Nagash in the realms. Neferata is using her cults to manipulate society and turn high-ranking people into vampires (and seems to be focused on subverting Azyr). The habits of the various other factions are poised to come back to haunt them (no pun intended): e.g., among Order, all the corpses of innocent people sacrificed by the Daughters of Khaine (who are designated Good Guys by Sigmar despite being mass murdering, hyper-violent cultists only distinguishable from Chaos worshippers by a lack of fun mutations) become skeletons in the armies of Death. One particularly grimdark story (involving the last survivors of a town suffering a zombie apocalypse with the Death champion leading the zombies) has confirmed a horrifying fact: Nagash has found a way to indefinitely contain the souls of Stormcast Eternals (previously, the only other way to contain them was to chuck them into the Realm of Chaos, but they could walk right back out if they survived long enough to find a portal). Although while Nagash can contain them if he kills them personally, if he gets distracted they just go straight back to Sigmar. Still, at this rate, the only beings that seem able to resist the clutches of undeath are Chaos Daemons and Seraphon (Sylvaneth can resist it unless their [[Spirit stone|soul pods]] are destroyed, in which case it&#039;s game over).&lt;br /&gt;
&lt;br /&gt;
The whole thing culminates in something only known as the &amp;quot;Necroquake&amp;quot;: after Nagash builds the Great Black Pyramid, which this time flies and is upside down, the Skaven STILL manage to ruin Nagash&#039;s master plan to raise the dead from all over the Mortal Realms, and fundamentally alter the nature of magic in the process due to the arcane backlash. Now the realm of Shyish has been fundamentally altered. Before, the various after-life areas in the realm would move towards the edge of it as they lost relevance to the mortal populations, until eventually being destroyed. Now, the flow of magic and the irrelevant after-life areas move toward the centre of the realm until they fall into a giant vortex of death magic called the Shyish Nadir, making it an inversion of all the other realms. This is a corruption of Nagash&#039;s original plan for all the souls in the cosmos to automatically go to him, and now even he can&#039;t handle the insanity at the centre of the realm indefinitely or fully access the souls or magic in the vortex. He can only access the magic in the Nadir for brief periods, otherwise even he risks being ripped apart by it (at least partly because the Nadir itself has been tainted by Chaos thanks to the Skaven, so the magic within it isn’t actually compatible with him despite it being from his own realm). While Nagash hasn&#039;t become all-powerful as he had hoped (due to the rats fucking him over &#039;&#039;yet again&#039;&#039;), he&#039;s still gotten much stronger than before and now has a massive army of angry ghosts at his command.&lt;br /&gt;
&lt;br /&gt;
Yeah, the [[grimdark]] is certainly back.&lt;br /&gt;
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== Soul Wars (2nd Edition) ==&lt;br /&gt;
&lt;br /&gt;
As mentioned above, Nagash&#039;s great Necroquake shook the hell out of the fabric of the already-unstable Realms, causing two major things to happen: &lt;br /&gt;
&lt;br /&gt;
First, magic got Endless, meaning that certain very powerfull spells can now keep themselves going indefinitely, drawing on the inherently magical nature of the Realms until they are forcibly dispelled. Some spells just keep going for ages and ages, ruining whatever they can find. Some even become infamous, inviting great magic-hunting dispellers to go after them for money like bounty hunters.&lt;br /&gt;
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The other, perhaps more important part is that the dead spirits of the Realms have gotten very restless, and very, &#039;&#039;very&#039;&#039; fucking mad. Ghosts and ghasts rise from their graves to punish the living for being so damn alive, all at the behest of [[Nagash|Skeleface el Hat Grande]], who&#039;s shaped them to ironically reflect their crimes in life. They are led by a new Mortarch of Grief, Lady Olynder. [[Sigmar]] sees Nagash&#039;s play and raises him the Sacrosanct Chamber, the guards of the Anvil of Apothesis, which recreates Stormcasts after death. This however ends up putting a strain on Stormcast forces, as they are still struggling to the solve the flaw in the Reforging process, and are essentially having to delay that mission in order to deal with these new enemies. Thus begins with the Soul Wars, with all four Grand Alliances scrambling to claim the souls of the dead released by the Necroquake for their own goals.&lt;br /&gt;
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A more recent side effect of the Necroquake has been the revealing of the Stormvaults—repositories of extremely powerful relics and godlike entities dating back from the Age of Myth. Sigmar had been unable to destroy them, so he used powerful devices he&#039;d &amp;quot;borrowed&amp;quot; from Teclis and modified so that they would cloud the minds of others to hide them away. The Necroquake weakened that concealment, though, and now the Grand Alliances seek to find them and gain control of their contents, either to ensure they do not get loose or to use them against Sigmar. Lady Olynder managed to break one open, containing the soul of [[Katakros]] and Nagash revealed a plan he&#039;d been sitting on for awhile in armies of devoted augmented skeletons called the [[Ossiarch Bonereapers]].&lt;br /&gt;
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Then Nagash makes his next big move, to capture the Allpoints from Archaon with his armies of Bonereapers. While the final assault on the Varanspire is ultimately met in failure, the Forces of Death have secured a foothold in the Allpoints, fortifying the crap out of the Shyish Realmgate, and becoming an ever present thorn in the side of the Everchosen.&lt;br /&gt;
&lt;br /&gt;
== Broken Realms ==&lt;br /&gt;
Meanwhile, Morathi enacted the final stages of her master plan to achieve godhood. First she stole the Ocarian Lantern, an ancient artifact of Teclis, from the Idoneth Deepkin - who themselves had stolen it from Teclis first. Then she stole a shipment of Allpoints realmstone from Archaon (tricking the Daughters of Khaine into thinking the ritual was to summon Khaine so he could lead them directly), while Archaon was distracted by another Ossiarch Bonereaper assault on the Varanspire led by Katakros, who had been secretly bribed by Morathi with tonnes of bones to carry out the attack. The final part of the plan was Morathi entering the belly of Slaanesh and extracting the souls of the elven kings of the World-That-Was to consume their raw power as the final ingredient for her ascension. It almost worked until she gets to the soul of Aenarion (while not named, the souls&#039; spark of divine power is described as a &amp;quot;sacred flame&amp;quot; stronger than the others, they&#039;re someone she &amp;quot;...shared a closeness with that her cruel heart had never experienced before or since&amp;quot; and she hesitated to attack him so clearly it&#039;s Aenarion). Aenarion literally sliced her soul in half for what she did to the others, combining with the ritual to have a dramatic effect on Slaanesh (see below).&lt;br /&gt;
&lt;br /&gt;
Morathi remerged from Slaanesh&#039;s belly as a true goddess, but now with one soul in two bodies: Morathi-Khaine, the fusion of Morathi and Khaine but with Morathi&#039;s aelven form, and The Shadow Queen, the most monstrous parts of Morathi&#039;s psyche given physical form thus having her winged snake-woman form. She bargained with Volturnos, giving him the Ocarian Lantern and the souls of Volturnos&#039; Cythai peers in exchange for an alliance. She then invaded and conquered Anvilgard through a hidden army of insurrectionists in the city and an army of Daughters, renaming it Har Kuron (though the city has Sigmar loyalists forming a resistance movement against Morathi, [[Crunch|meaning players can still use the Anvilgard rules in the game]]). Initially, the coup went off almost flawlessly, as the city&#039;s defenses were overrun from within, and Morathi gave specific instructions to capture all Stormcast within the city alive, preventing them from being sent back to Azyr upon death and informing Sigmar. The Daughters of Khaine and their Idoneth allies then went on a bloody purge of the city and all surrounding settlements along the coast, stamping out any resistance groups they came across and even murdering/sacrificing some Lumineth Realm Lords who were there acting as advisors and ambassadors. At first it seemed that Morathi would get away almost scot free, until one of the captive Stormcasts was freed by a strange shadowy figure (later revealed to be Be&#039;lakor trying to undermine the Order Grand Alliance). Sigmar found out about the treachery and sent an army of Stormcast to retake Anvilgard. The fighting raged until the Celestant-Prime arrived with Sigmar&#039;s voice speaking through him, and negotiated with Morathi. Afterwards the Stormcast withdrew and Morathi was allowed to keep the city; what Morathi had to give in return is unknown [[/d/|though some have been making guesses over what happens when evil witch and barbarian warlord meet]].&lt;br /&gt;
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Even worse, an unintended side effect of the ritual and Aenarion&#039;s attack was that [[What|Slaanesh gave birth to some sort of godspawn]]. The Newborn followed Morathi back to the Mortal Realms before splitting into twin demigods called Dexcessa and Synessa, who have started rallying the Hedonites to exact revenge on their father/mother&#039;s behalf. Among these forces is [[Sigvald]], whose soul was released from the prison Nagash threw him in and ascended to not-quite Daemon Prince after his mortal body was killed (and pissed on) in the End Times.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Teclis and Nagash make major moves, Nagash seeking to spread the Necroquake across the realms and Teclis seeking to end the Soul Wars. The end result sees Arkhan slain by the Light of Eltharion, the Necroquake ended and Nagash losing his nine books and being bound to Nagashizzar for a time, thus ending the Soul Wars. After Nagash&#039;s defeat, Teclis learns he&#039;s been marked by Nagash and receives an ominous warning from Alarielle, stating that with the power Death now being pushed back in the Realms, the energy of Life will start to grow in its place, with some unforeseeable consequences.&lt;br /&gt;
&lt;br /&gt;
Malerion later showed up in Har Kuron and confronted his mother about her actions and how they’ve endangered their long-term plans by angering Sigmar. Morathi cut off one of his fingers in retaliation for his sass and told him to chill out, as she’s confident Sigmar isn’t going to do anything else, and that he should focus on his own problems like the fact Tyrion is apparently trying to make a stable path from Hysh into Ulgu so he can invade it. Malerion responded that he had it under control by seeding sleeper agents in Tyrion’s ranks to sabotage the Lumineth while other servants of his gathered artifacts from places like Shyish to serve as bargaining chips for him.&lt;br /&gt;
&lt;br /&gt;
In the next book, Be&#039;lakor took things to a whole different level by destroying the Seraphon’s future seeing devices and tricking them into killing one of Archaon’s Gaunt Summoners, further undermining the Everchosen&#039;s plans to invade Azyr. After Be&#039;lakor discovered the explosion of the summoner’s silver tower has destroyed the realmgates connected to it and unleash a storm of chaos energy in Chamon, Be’lakor now seeks to destroy all the realmgates in existence and flood the realms with chaos demons. That said, he realizes that even by starting with the reclusive realm of Hysh he won&#039;t be able to do much by himself. So to this end, he manages to parley with [[Lady Olynder]] while she&#039;s living free of her asshole boss. He convinces/threatens her to join forces with him to assault Sigmar&#039;s forces in Chamon and to lift the curse she had placed upon him in their previous encounter, and in return he promises her the souls of the Stormcast they slay to drag back to Shyish and torture them to her heart&#039;s content. The two of them manage to overrun the defenders of the Chamon city of Vindicarum in a desperate siege and destroy all realmgates in Chamon. The few hundred scared survivors of Vindicarum are only saved by the intervention of a combined armada of the Kharadron Overlords, who decide to intervene after the Second Conference of Madralta. Be&#039;lakor moved to destroy the Kharadron interlopers, but stopped when he sensed a strange presence amongst the sky dwarves that he hadn&#039;t felt since the World that Was; a white haired dwarf stood upon the deck of one of the ships, radiating an almost godlike energy in Be&#039;lakor&#039;s eyes. Be&#039;lakor, not wanting to take any unnecessary risks, called off his attack at this point and left, satisfied in knowing that the damage he did would have severe consequences. This proved particularly devastating for the local Stormcast, who realize that due to the storm of chaos now raging around them they&#039;re cut off from Azyr and their deaths are well and truly permanent. Not only that, but two entire Stormhosts, the Celestial Vindicators and the Hallowed Knights, have been severely depleted, while a third, the Sigmarite Brotherhood, was wiped out completely, with little hope of rescuing or reforging their souls.&lt;br /&gt;
&lt;br /&gt;
In the final book Alarielle&#039;s attempt to revive the Oak of Ages via her Rite of Life, while successful in its goal, accidentally unleashes Kragnos; a powerful, ancient, Drogrukh (centaur) Destruction god sealed away in Ghur during the Age of Myth by Lord Kroak. Unaware that any time had passed since his imprisonment, Kragnos rampages across Ghur, recruiting a couple of Mega-Gargants and reveling in his newfound freedom and eager to reunite with his people - who unbeknownst to him had been wiped out while their nation of Donse was now ruins... and partially occupied by the free city of Excelsis. Upon reaching the edge of what was left of Donse, Kragnos was enraged by the loss of his people, the city built over the ruins and the arrival of a Waaagh! composed of Gordrakk and his tribe along with some Gloomspite Gitz lead by the Loonking Skragrott. The two sides fight for a bit, with Kragnos causing a landside, and it looks like it will be a fight to the death until the Bad Moon itself stops the fight and calls it a draw. Kragnos then shrugs and the Orruks decide to follow him on his quest to destroy Excelsis... something they were more than happy to do given they were already on their way to do just that with their giant battering ram made from a godbeast&#039;s skull when they ran into Kragnos. Fortunately for the Orruks Excelsis is already in a weakened state, as a prior Tzeentchian daemon incursion led to a reactionary anti-magic civil war. Which would have been bad enough on its own...but then on top of that the twin Newborn daemons of Slaanesh then went and manipulated the anti-magic movement into a pogrom against elves allowing the daemons to both feed on elf souls and to deplete Excelsis&#039; magical defenses through elves being killed or leaving the city. This combined with them also organizing a Skaven assault to undermine the city defenses further, allows the Newborn daemons to fully manifest in Excelsis just before Kragnos and his goons arrive.&lt;br /&gt;
&lt;br /&gt;
Around that time Lord Kroak arrives, but despite his best attempts to reinforce the city&#039;s defenses with magic he&#039;s unable to stop Kragnos from smashing his way through the city&#039;s Southern Wall while the defenders are distracted by Gordrakk&#039;s failed attack on the main gate with his battering ram. Kragnos&#039; success combined with the city’s Ogor mercenaries turning on the defenders due to them secretly being agents of the Loonking, allows the Orruk army to pour into the city. The carnage is only ended when some witch hunters and their Stormcast allies manage to banish the twin demons, and Morathi unexpectedly shows up with a wholeass Black Ark worth of Daughters of Khaine to reinforce the defenders. Morathi unleashes her serpentine Shadow Queen half on Kragnos while her Elf half helps Lord Kroak create a giant portal laced with an illusion that tricks Kragnos into getting teleported to the other side of Ghur. What was this illusion? It was dragons. Apparently Kraggy&#039;s hateboner for them is so great that he will literally drop everything to have a chance to fuck them up.&lt;br /&gt;
&lt;br /&gt;
Without Kragnos&#039; support, the defenders were able to drive out the Greenskins. Upon realizing he’s been tricked, Kragnos takes out his frustrations on a local chaos fortress while a [[Kruleboyz|nearby Orruk tribe]] watches in awe. Nagash&#039;s evil skelepope spirit comes to Teclis and says he&#039;ll come back on Teclis twice as hard for ruining his soul collection. Be&#039;lakor goes to the Garden of Slaanesh to dunk on the Newborns for getting banished by a pair of human witch hunters, only for them to say it was [[Just as Planned]]. While that’s happening, Morathi and the Celestant Prime are busy getting into a shouting match over her backstabbing Sigmar, but they&#039;re stopped by the newly arrived Grungni, who points out the good from Morathi&#039;s actions as evidenced by the mess with Kragnos, and claiming that there are bigger problems to worry about - as the Storms of Chaos unleashed by Be&#039;lakor are spreading.&lt;br /&gt;
&lt;br /&gt;
==The Era of Beasts (3rd Edition)==&lt;br /&gt;
All of this leads up to the launch of the newly announced 3rd edition of Age of Sigmar which moves the setting forward into the new era, the Era of the Beasts.&lt;br /&gt;
&lt;br /&gt;
Fearing the potential risk of this newly freed threat, Sigmar decided to launch some Dawnbringer Crusades in retaliation with the intention of retaking and resettling lands in Ghur lost to the Age of Chaos as a giant middle finger to the forces of Destruction and Chaos. To this end Sigmar, with the aid of Grungni, refined the forging process and created some new Primaris-cast with fancy new thunderstrike armor that should allow their souls to pierce through the clouds of chaos magic upon death. These new warriors fight more closely alongside the regular mortal soldiers than the previous Stormcast, helping to keep them safe while they move the giant flying prefabricated buildings that Grungni cooked up which can do things like generate power, emit an anti-chaos/anti-undead barrier, purify the land, provide water and so on. Among these new Stormcast Eternals are specially forged heroes like Yndrasta, a mighty reforged warlord and monster slayer who&#039;s immediately been drawing glances due to essentially looking like [[Rule 63]] [[Sanguinius]]. If only she didn&#039;t have that overused Half Shaved Hairstyle...&lt;br /&gt;
&lt;br /&gt;
Then there&#039;s the Draconith, a race of Dragons and Dragon-like beings nearly wiped out during the Age of Myth by Kragnos, but saved at the last minute by Dracothion and the Seraphon. Turns out the Seraphon have secretly been watching over the kids of these beasties and now that Kragnos is back the Lizardmen feel it&#039;s time to unleash them from the pocket dimension they were hidden away in. So now your Stormcast boys in the Angelos division have the options of chariots, and groups of dragon-riders! Finally rounding off the list for the forces of Order are none other than the two sons of the great god dragon Dracothion himself, who much like their dad are capable of talking to mortals so now you can roleplay as a Dragon if you want! On the one hand there&#039;s the big red fire-breathing dragon Karazai who has earned numerous scars and a bitter reputation from years of fighting in Ghur offscreen. He&#039;s the kind of dragon that likes to get personally stuck in and fight foes in hand-to-hand combat. On the other hand there&#039;s Krondys a more level-headed green dragon whose served as an advisor to Sigmar and who unlike his brother prefers to fight by casting magic from the winds of Azyr boosted with the aid of the magic Sigmarite collar he wears called Regalia Fulmentaris (though he&#039;s still capable of breathing fire and fighting in melee if need be).&lt;br /&gt;
&lt;br /&gt;
And Sigmar&#039;s forces need all the help they can get for Kragnos return has also instigated the appearance of a new enemy from the swamps and bogs of Ghur in the form of a new group of Orruks &amp;quot;The [[Kruleboyz]]&amp;quot; who unlike other Orruks prefer to worship Mork over Gork and so favor sneaky underhanded tactics like poisonings and assassinations aided with far more long-range weaponry than before like crossbows so big they can shoot fucking spears as bolts and grenades supplied courtesy of the hobgrots and their Chaos Duardin masters in exchange for slaves. They also have Swampcalla Shamans who can call forth the power of the bogs and marshes and Beast-breakaz who can break all sorts of beasties for them to ride. Leading them is none other than Gobsprakk, the Mouth of Mork, a powerful Shaman blessed with immense magical power by Mork who rides around on a giant Corpse-Rippa Vulcha and who wields a staff forged from the Claw of a Greater Daemon of Tzeentch who he beat in a magical duel. Aiding him in this endeavor is the fact that thanks to a blessing from Mork, Gobsprakk is capable of speaking any language living or dead in a quite smooth baritone voice...which also happens to include the dead language that Kragnos speaks. Thus Gobsprakk serves as an interpreter to the big lummox telling him what he wants to know and also telling Kragnos&#039; followers what he&#039;s saying, albeit with some &amp;quot;creative interpretation&amp;quot; when it suits his own goals...the sneaky git!&lt;br /&gt;
&lt;br /&gt;
Another Destruction character added to the mix is the Kruleboyz Killaboss Gazog who tried to make it so an infinite Waaagh! backed up by Kragnos would happen. The plan he came up with was to brew a magic poison so toxic that when poured on a leyline in Ghur it would cause the living continent of Thondia to go into convulsions and trigger an earthquake that would destroy the last remnants of the nation of Donse, which had been the home of Kragnos people. This Gazog hoped would then send the Drogrukh-turned-god on an apocalyptic roaring rampage of revenge that would last indefinitely. Unfortunately for Gazog, his efforts were uncovered due to Yndrasta sending her old friend Lord Imperatant Tyberain Vorst and his Auric Lions (a new Thunderstrike Stormhost of the Hammers of Sigmar Stormcast Eternals) to investigate why certain villages in Ghur were suddenly going silent. This investigation (which is detailed in the war for the Amberstone Watch book) eventually led them to discover that the Orruks had been doing test runs of their poison on the nearby towns. Enraged and disgusted by this, the Stormcast track the Kruleboyz down to the Amberstone Watch a former Stormkeep which the Kruleboyz had overrun and turned into a giant brewing site due to it being position over a ley line. After a fierce battle for Amberstone Watch Gazog was driven back, but the cunning orruk was far from defeated. As the stoic and implacable Hammers of Sigmar consolidated their position at Amberstone Watch, they readied themselves to strike south towards the Morruk Hills with a vengeance while occasionally fending off attempts by the Killaboss to retake the fortress. And while that was going on, things got even more difficult for the Dawnbringer Crusades because as it turns out that wave of life magic that Alarielle released during the rite of life reacted with all the bloodshed in the wake of the siege of Excelsis, and the raw beast magic in Ghur, to wake up the living continent of Thondia and unleashed several Krondspine Incarnate of Ghur. These savage apparitions first encountered at Krondspire are a manifestation of pure amber magic, similar to the incarnates seen in the old world. This new type of unit that’s part spell, part monster, and all danger, is a rampaging vortex of living Ghurish energy that devours endless spells and decimates legions but which some ballsy borderline suicidal heroes have managed to temporarily bind to themselves and directed to attack their enemies (though if that hero gets killed the Incarnate will typically proceed to go on an indiscriminate rampage). So yeah now even the damn ground everyone’s fighting over is trying to kill them.&lt;br /&gt;
&lt;br /&gt;
Meanwhile as this was going on a weakened Nagash wanting to show he was still not to be overlooked as a threat sent the Craven King to go murder some folks in Har Kuron and take their souls so as to show Morathi she couldn’t get away with denying him aelf souls and using them for her own ends. The attack was mildly successful in killing part of the city’s civilian population but was eventually repulsed before it could do too much beyond that. Also happening around this time some Skaven in Aqshy decided to launch an attack on the Fyreslayer magmahold of Ryftmar with the help of some submarines and while the Slayers ultimately managed to chase them off the subs warpstone torpedoes managed to do some major damage the the hold’s lower vaults leading to widespread flooding there. After learning of this event by chance an enterprising Idoneth Thrallmaster decided that Ryftmar would provide an excellent source of souls to be harvested. Figuring that the Fyreslayers are doomed in any case, he ordered his Isharann priests to churn the Vitriol Sea into a frothing rage, widening the breaches in the lower levels of the magmahold. The Fyreslayers were not amused by this development or the fact it meant their home was now about to be invaded by a bunch of pointy eared fish people. Ignoring the fact that water usually quenches fire, the Auric Flamekeeper grabbed his brazier axe, rallied his troops, and got ready to defend his ancestral home leading to massive scuffle between the two factions.&lt;br /&gt;
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Also happening in Aqshy at this time, a different Skaven warlord got the bright idea to go tunneling into Ghyran to steal some Sylvaneth Soul Pods. He did this in order to frame a rival of his for the crime and then get the Sylvaneth to go chasing after him and hopefully kill him leaving the true mastermind with one less rival to deal with. As expected when Alarielle heard of this incursion she was furious and promptly ordered the Lady of Vines to go follow the Skaven back to Aqshy where after a few intense battles she eventually managed to successfully retrieve the pods.&lt;br /&gt;
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Over in the realm of Hysh in the lands of Liatha, the Scinari Enlightener Denezia Warwidow was busy trying to thwart the Sons of Quintessence cult of Tzeentch arcanists, led by the Curseling Venestrati, from recovering some ancient and powerful magical artifacts that had been lost and which could destabilize both the realm and winds of magic in general, potentially allowing Tzeentch to reshape reality as he sees fit.&lt;br /&gt;
&lt;br /&gt;
And if that wasn’t enough insanity for one age, over in Ghur we have seen the reemergence of that long though dead World-that-was demon god [[Hashut]], and in addition to him bringing the expected forces of Chaos Duardin to serve him like the Chaos Dwarfs of old he also has apparently decided to add humans to the ranks of his followers in the form of a warband called the Horns of Hashut. This group of baddies is currently dealing with a turf war in the Gnarlwood in Thondia against some Nurgle guerilla fighters called the Rotmire Creed, the forces of Be&#039;lakor, and those of Archaon all of whom want to corrupt the woods to their own ends and also seize some Seraphon artifacts hidden there while they’re at it. Which at last brings us to the present day.&lt;br /&gt;
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===Dawnbringers===&lt;br /&gt;
Warhammer Fest 2023 revealed the next brings us the next major narrative beat, the Twin-Tailed Crusade that spreads across both Aqshy and Ghyran. As part of this, there will also be books that will provide rules for every army as well as an initial set of rules for four regiments led by four unique heroes: A horse-riding reaper of Nurgle (sadly not [[Valnir the Reaper]]), a Fyreslayer with a terminal deathwish, a deranged herald of the Flesh-Eater Courts, and an overly chatty goblin boss wearing a monster&#039;s head as a hood.&lt;br /&gt;
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=The Four Grand Alliances=&lt;br /&gt;
==Order==&lt;br /&gt;
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[[File:SigThor.jpg|thumb|center|750px|[https://www.youtube.com/watch?v=HcGNqrAtsgg| STORM, STORM, STORM, STORMCASTS HO!] ]]&lt;br /&gt;
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[[Grand_Alliance:_Order|The factions united under Sigmar]], interested in beating the shit out of Chaos and... well, just kind of surviving.&lt;br /&gt;
Races are no longer homogenous: Dwarf, Elf, Human, and even some Undead live and dwell alongside each other with all previous conflicts forgotten. Some cultures from the past world survived, and new ones have appeared as Sigmar united the mortals from many settings lost in the Warp.&lt;br /&gt;
[[File:Age Of Sigmar Map.png|right|thumb|400px|The floating ring-city of Sigmarabulum, because Emprah couldn&#039;t have all the space stations.]]&lt;br /&gt;
Unfortunately Sigmar cannot keep the other Incarnates in check. Nagash and Gorkamorka fucked off to make their own factions [https://www.youtube.com/watch?v=e35AQK014tI| with blackjack and hookaz], many of the &amp;lt;strike&amp;gt;Dorfs&amp;lt;/strike&amp;gt; Duardin bound to Fire need payment to become loyal, and the three factions of &amp;lt;strike&amp;gt;Elves&amp;lt;/strike&amp;gt; Aelfs keep taking off to do their own shit.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Sigmaron.png|The Light Side Of The Moon.&lt;br /&gt;
Image:Primarch_Sigmar.png|This reminds me of something...&lt;br /&gt;
Image::The True God Emperor Of Allkind.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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On 3/25/16 most of the Order armies in the game other than Lizardmen, Stormcast Eternal and Sylvaneth had a lot of their miniatures discontinued, Bretonnia taking the brunt of the cut as being squatted. The old armies of the Empire, High Elves, Dark Elves, Wood Elves and Dwarfs being restructured in new factions.&lt;br /&gt;
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====[[Stormcast Eternals]]====&lt;br /&gt;
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[[File:Open-another-chamber.png|400px|thumb|right|We know what you&#039;re thinking- no, [https://www.youtube.com/watch?v=Q9daI6m4KsM this is actually not fanmade...]]]&lt;br /&gt;
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Sigmar forged his Realm out of Azyr, Wind of Heavens, into the realm of Azyrheim. He then took small mortal tribes which had been hiding from Chaos in the Warp and with the help of Grungni forged them into immortal beings of flesh and blood clad in armor made of a pure refined metal called... [[Derp|Sigmarite]]. These beings were dubbed the Stormcast Eternals (prepare yourself for facepalm lore writing, as the Stormcast Eternals storm things stormingly with their stormhammers just as much as [[Space Wolves]] wolf things wolfishly with their wolfguns, and—to make it even worse—this is coupled with GW&#039;s boner for fauxus-Latinarium), and were created to be the perfect defense against the Chaos Warriors and similar opponents, who run roughshod over regular human settlements.&lt;br /&gt;
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The Stormcast are truly immortal, as upon dying Sigmar reforges them back to life in Azyr. Each time they&#039;re reforged, however, their soul is weakened like brittle metal: they lose intelligence, emotions, and memories in small increments, which is later revealed due to Sigmar not fully perfecting the reforging process, [[Raven Guard|as he had to rush them to have them finished in time to save the realms]]. Thus, on their way back to Azyr, Nagash (who covets these very strong souls) tears at them in an attempt to bring them back down to Shyish, tearing away bits of them in the process. This is then coupled with the reforging process itself, which is highly traumatic to the soul itself, with some not even surviving the reforging process. It is shown that Stormcast that are resurrected more than once begin to lose their personality and individuality and start to become cold and unfeeling. In addition, the reforging process takes longer with each reforging and new sigmarite is needed to craft new equipment if it is lost, slowing the process down even more. This forces the stormhosts to make gains against their enemies, if only to allow time for reforged Stormcasts to be sent back to reinforce their allies. On the other hand, Sigmarite itself is actually mined from the metal core of Malus (the old Warhammer world, and also the Latin for “apple”), and while in theory it is a limited resource, the fact that the supply is basically the size of a planet and Sigmar (being a god) could likely find more if needed means that for all practical purposes it is in limitless supply. Assuming the reforging chambers in Azyr remain intact, of course. Additionally, it &#039;&#039;is&#039;&#039; possible for their souls to be lost to the Warp if something obstructs the recall process, at which point their only hope is for a [[Apothecary|Relictor]] to try [[Geneseed|reclaiming it]]—and even then, it&#039;s a toss-up whether they actually catch the free soul before [[Nagash|Big Daddy Skellington]] (or whatever else is blocking things, like Chaos) gets them.&lt;br /&gt;
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They travel from Realm to Realm via [[Drop Pod|lightning bolts]] that strike the ground and makes the &#039;Casts appear in a brilliant flash of light.&lt;br /&gt;
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Each group of the Stormcast belongs to one of the Stormhosts, which we don&#039;t know exactly how many there are. Although it seems there are more than 8, since each realm is unimaginably vast, and only 3 Realms have been covered so far. Unless Sigmar is ignoring those Realms till later... Each Stormhost is somewhat analogous to a well-known [[Warhammer 40,000|40k]] [[Space Marines|chapter]] of Space Marines. Foremost amongst them are the poster child faction, [[Ultramarines|the Hammers of Sigmar who bear the regal blue and gold]] and the [[Blood Angels|Astral Templars]] who are the monster-killer Stormhost, the cursed and brooding figures called the [[Raven Guard|Anvils of Heldenhammer]] who were born as a faction of emo kids, the [[Grey Knights|Hallowed Knights]] which are the spiritually consecrated warriors immune to Chaos and so horrifically mangled they are still battle-scarred underneath their armor even after being reforged, the [[Black Templars|Celestial Vindicators]] who sport a spiffing turquoise armor which somehow ties into their role as Sigmar&#039;s new [[Witch Hunters]], the gold with purple [[Dark Angels|Lions of Sigmar]] whose power is that they are dreadfully mysteeeeeeerious, and the silver and green [[White Scars|Knights of the Aurora]] are chosen for speed and rapid deployment (and have a warrior chamber called &amp;quot;Borealis&amp;quot; lead by one [[Indrick Boreale|Arturo Boreas]]).&lt;br /&gt;
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According to [[Josh Reynolds]], the Eternals were not all human men, and were forged out of all mortals Sigmar found. Under the armor could be a woman (and, indeed, there are now explicitly female Stormcast miniatures), an Aelf, an Orruk (ok maybe not, but it would cool though!), or anything else not aligned to Chaos or a Daemon (and even that can be changed with a good wackin&#039; with Ghal&#039;Maraz)—although it’s still unclear whether they all just end up with a human-looking body after being forged. Still, this does raise a few interesting questions, like whether some red Stormcasts might be faster than the others...&lt;br /&gt;
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Only formerly Undead Sigmarines seem to serve as &amp;quot;Relictors&amp;quot;, flag-bearers who draw slain Stormcast souls back to Sigmar. In one story, a Relictor hears Nagash&#039;s words &amp;quot;A tithe for a tithe, a soul for a soul&amp;quot; during a battle, which suggests the Skelepope has something nasty up his sleeve for the Stormboys. See, Nagash doesn&#039;t like it one bit that people who die doesn&#039;t go to him, and sees Sigmar as a liar and a cheat, who tries to take power from him, which isn&#039;t all wrong, when it comes down to it.&lt;br /&gt;
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Thanks to their bulky appearance, massive fucking bodies, and design that&#039;s obviously meant to get the attention of Space Marine players, they are known to most of the fanbase as &amp;quot;Sigmarines&amp;quot;.&lt;br /&gt;
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The Stormcast Stormhosts are all led by the &amp;quot;Celestant-Prime&amp;quot;, a former righteous king who was granted part of Sigmar&#039;s own essence upon becoming the first Sigmarine and gifted with Ghal Maraz once it was reclaimed. He is stated to &amp;quot;slay a Daemon with one blow, setting the spirit within free to make its way to Azyr&amp;quot;. The implications for this are interesting, the most obvious being Sigmar is recruiting Daemons by purifying them [[Saint Cuthbert]] style. In Balance of Power, One of Nurgle’s Champions is struck with Ghal Maraz and ultimately reforged as a Stormcast Eternal, after being judged by Sigmar himself (making Sigmar&#039;s Judge Hammer a literal hammer).&lt;br /&gt;
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There are a few theories as to the past identity of this figure, the most likely being Karl Franz. Before anyone says &amp;quot;but he was EMPRAH, NOT KING!&amp;quot;, the Stormcast Eternals battle tome refers to Sigmar&#039;s old empire as a Kingdom, and thus would consider Franz to be its King. It&#039;s probably NOT Settra, since Settra is now strongly implied to be leading a Stormhost named the Imperishables, under a slightly modified name and with no knowledge of his previous life (which is good for Sigmar, since if he did, he’d promptly attempt to take over, or at least go rogue and refuse to be commanded). Seeing as how, while most reforging quirks are unintentional, negative traits like &amp;quot;thinking ill of Sigmar&amp;quot; are deliberately scrapped during the reforging process, it&#039;s very likely Settra&#039;s refusal to serve others would be the first thing to go.&lt;br /&gt;
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Although it is (very) easy to hate on them, it is only fair to say GW may have had &amp;quot;good&amp;quot; intentions regarding their purpose in the game. They appeal to 40k players, yes, but also have maximum &amp;quot;your dudes&amp;quot; options while also not requiring going into very much detail or put in a lot of thought (&amp;quot;These are the {two words, from a thesaurus} and they are {two colors}. They {basic behavior} and originated {cool quirk, or favorite race/faction from Fantasy}&amp;quot;). In fact, so long as they have that bulky armor and praise &amp;lt;strike&amp;gt;the sun&amp;lt;/strike&amp;gt; Sigmar while hating Chaos you are fully in acceptable range of plausible lore. They are easy to paint, and their immortal nature means there isn’t a sense of picking a losing or dying-out race. Furthermore, they give non-villain sides a faction to whom death is laughable. Only the similarity to 40k—along with the fact they came bundled with massive changes to existing lore and disappointing rules—causes the hate to really pile on so easily. Well, that, and the fact that the word “storm” has lost all meaning to those reading their fluff. Had they been introduced in 8e or End Times, it&#039;s possible they would be much less scorned among the general fanbase.&lt;br /&gt;
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Despite many fans and critics saying that the Stormcast eternals are carbon copies of the Space Marines, Black Library writer Josh Reynolds had this to say: &lt;br /&gt;
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:&#039;&#039; &amp;quot;Well, for starters, Space Marines are chosen as children, tortured by SCIENCE!, and then drafted into an eternity of being monastic murder machines whose sole purpose is to hold up the crumbling foundations of an omnicidal dystopia in the name of a rotting carcass that eats psykers like chiclets. They&#039;re emotionally stunted orphans who were brainwashed and weaponized before being unleashed on a galaxy where EVERYTHING is trying to kill them. They never even had a chance to be people before someone turned them into a gun instead.&#039;&#039;&lt;br /&gt;
:&#039;&#039;Stormcast, on the other hand, are dead heroes, chosen for their valour and faith, resurrected and sent to free the Mortal Realms from the abominations currently running the show, on behalf of a benevolent God-King (Though benevolent is seriously up to debate). They&#039;re traumatized heroes who had lives, personalities and histories prior to being crammed into primary colored hulkbuster armor and filled full of lightning so that they could go save their descendants from the eldritch horrors of a nightmare dimension. They endure death after death, losing a bit more of their soul each time, in order to prevent anyone else from suffering the fate which befell them.&#039;&#039;&lt;br /&gt;
:&#039;&#039;One group are so far removed from humanity as to be utterly alien. The other group are so human it causes them pain. One group feels little in the way of emotion, the other group feels emotion as strongly as they did before death. One group hates and fears the alien. The other group allies regularly with space-lizards, skeletors and green monster-men. One group is the personification of the grim future in which they live. The other is a thing born of hope.&#039;&#039;&lt;br /&gt;
:&#039;&#039;The similarities are cosmetic: big guys in easily paintable armor sell better than little dudes with fiddly bits. But the context for those cosmetic similarities is quite different. Think of it this way...Space Marines are Batman and Stormcast are Captain America. Both are super-heroes, both wear costumes, both punch bad guys, both save people. But they ain&#039;t the same, are they?&amp;quot; &#039;&#039;&lt;br /&gt;
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Really makes you think. Sadly, GeeDubs bit the hand that fed them by telling Josh to shut up and state that anything he says outside the books he writes for them is not canon.&lt;br /&gt;
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More recent lore from novels and books has begun adding some interesting angles to the Stormcasts, and how they think of themselves and their mission. Apparently, regardless of how much lightning and awesome they&#039;ve been pumped with to become a Stormcast, they are, in many other ways, still like mortals in armor. They feel all the feelings a mortal person would, they eat and sleep, and they fear death and pain just like any other warrior. In fact, the novels makes it a point that no one has yet to see a Stormcast regenerated more than three times, and many fear how they&#039;ll be, since twice regenerated Stormcasts are noticeably grimdark and detached (mirroring the personality of Astartes), and have even started developing mutations (not unlike gene-seed flaws). Sigmar apparantly sees this issue, and wants to correct it, but has no means to do so without risking an all-out war with Nagash. In any case, it seems that by attempting to move them away from Noblebright, GW has made them more like Space Marines than ever before. Oops&lt;br /&gt;
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Grimdark Sci-fi Superwarrior versus Noblebright Fantasy Superwarrior. Dark versus Light. God versus Man. The gladiatorial match of the worl- Wait no that&#039;s something else.&lt;br /&gt;
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It&#039;s noticeable that with more muted metallics, they are not as unappealing. Dull silvers or coppers with dark washes and earth tones appeal to many more than the gaudy gold and high-contrast coloration, and many have taken advantage of the &amp;quot;any race&amp;quot; lore to clip off their Persian 300-style helmets and replace them with Dwarf, Orc, Elf, and skeleton heads.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:AgeOfSigmar.jpg|Hope you stocked up on gold, blue, and white paint because you don&#039;t really need any other colors.&lt;br /&gt;
Image:Ugh Oaf Ziggy Scale.jpg|They&#039;re Sigmarines alright.&lt;br /&gt;
Image:Sigmarine.jpg| &lt;br /&gt;
Image:Sigmarine Codex Approved Chapters.jpg|[http://youtu.be/_-MzNpMD1K8 SIGMARINES, HO!]&lt;br /&gt;
Image:Sigmarine Stormbolters.jpg|.&lt;br /&gt;
Image:Sigmarine Logical Conclusion.jpg&lt;br /&gt;
Image:Gold Knights.jpg&lt;br /&gt;
Image:sigultramarine.jpg|Looks about right&lt;br /&gt;
Image:Sigmarine Shield Wall.png|Silly Sigmarines, you don&#039;t need to be in formation! Just run at them and start flailing, that&#039;s how real war is fought.&lt;br /&gt;
Image:Its All Over, Lovehammer Is Dead.jpg|&lt;br /&gt;
Image:Warhammer Persians.png&lt;br /&gt;
Image:Hanzbur Anvilhelm 1.jpg|[[Forgesworn Eternals]]: the first /tg/-approved &amp;lt;strike&amp;gt;Chapter&amp;lt;/strike&amp;gt; Stormhost.&lt;br /&gt;
Image:Warpgate Boner.png|BEHOLD, MY SIGMARECTION!&lt;br /&gt;
Image:Stormcast Against Khornates-Winning.png&lt;br /&gt;
Image:Stormcast Victory.png|Not pictured: the unit musician playing the guitar solo this album cover goes with.&lt;br /&gt;
Image:Stormcast VS Nurgle.png&lt;br /&gt;
Image:Sigmarine Stormbanner.png|Because it isn&#039;t a victory unless you destroy the entire countryside with lightning before the fight even begins.&lt;br /&gt;
Image:Stormcast Troops.png|They ride wingless dragons like horses and use wingless gryphons as dogs...&lt;br /&gt;
Image:Sigmarine Jetpacks.png|... because they kept all the fucking wings to themselves, the selfish fucks.&lt;br /&gt;
Image:THIS IS SIGMARON!.png|Now where have I seen this before?&lt;br /&gt;
Image:Bravery.jpg|This is definitely their plan.&lt;br /&gt;
Image:Sigbrarian.jpg|Nothing like saying &amp;quot;fuck you&amp;quot; to Khorne like having a man with a skull for a head carry your standard. Note how the Khorgaron&#039;s arms have switches places. They&#039;re the opposite on the model and in other pics.&lt;br /&gt;
Image:Sigmarine by kimplate-d92h94a.png|Here&#039;s some SIGMARINES!!!&lt;br /&gt;
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=====Extremis Chamber=====&lt;br /&gt;
Sigmarines that ride the hermaphrodite children of the hermaphrodite star god Dracothian. Now folded into Stormcast Eternals as a singular faction, the idea is basically this: the stormcast are angels, and no horses can carry their heavy asses, so only three other species are willing to rub backs with stormcast groins: stardrakes, dracoths, and gryph-chargers.&lt;br /&gt;
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Stardrakes are dragons. No, they&#039;re more awesome than dragons, because they&#039;re elemental lightning given form. They spew lightning and are totally noble creatures in the fluff, and usually gets laughed off the table in actual play in the hands of all but the greatest of tacticians. Dracoths are mini-stardrakes that serve as heavy cavalry that shits cheese with every step they take. Gryph-charges are chocobo theropods that serve as light cavalry and can teleport across the table because obviously the stormcast need more mobility options on top of their deepstrikes.&lt;br /&gt;
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While gryph-chargers are not part of the extremis chamber (they are part of the vanguard chapter), they represent the rapier of the stormcast army, trusted to hit deep into enemy territory and leave before their foes know what hit them. When in a proper battlefield, dracoths are called upon to break lines and shatter flanks with their thunderous charges (both in fluff and on the table), and when shit hits the fan, stardrakes are called down to even the odds, usually by smashing everything and then teabagging the corpses of daemon princes and chaos behemoths.&lt;br /&gt;
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=====Sacrosanct Chamber=====&lt;br /&gt;
The Sigmarines&#039; wizards. Normally they guard the Anvil of Apotheosis, but following the Necroquake Sigmar has seen fit to have them join the rest of the Stormcasts in battle.&lt;br /&gt;
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====Seraphon====&lt;br /&gt;
The [[Lizardmen]] reached the new setting with their flying magical pyramids, which got Dracothion&#039;s attention. After communing with the Slann, Dracothion learned of the destruction of the World that Was, leading him to eventually meet Sigmar. They then followed the trail that Dracothion&#039;s tears left until they reached Azyr, when the Lizardmen disembarked in &amp;quot;High Azyr&amp;quot;. Their new Slann caste, &amp;quot;Starmasters&amp;quot;, began scanning everything that exists and formulating a Great Plan to change the rules of the Great Game. New weapons and armor made of stars were forged, and the Slann recreated the environment of Lustria using their minds to return DINOSAUZ to existence.&lt;br /&gt;
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The lizards must also have made a stop at the Mushroom Kingdom on their way to the Nine Realms, because they’re loading up to the eyeballs with STAR POWER (Playing the Star Theme when fielding Seraphon is optional but recommended)! Seriously, there’s enough star and celestial references with the Seraphon that they can join Khorne, the Stormcast Stormternals, the Fyreslayers and the [[Space Wolves]] in the Chronic-obsession-with-sticking-their-theme-words-into-everything club.&lt;br /&gt;
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They were initially described as reptilian warriors made of Azyr who appear out of nowhere, making them the other Order Daemons alongside the Stormcast Eternals (except the Seraphon have the &#039;daemon&#039; keyword on their warscrolls, The Sigmarines do not). The Slann can summon in the Lizardmen troops as if they were Daemons as a result, and whenever Chaos-aligned warriors try to call upon their masters through Realmgates the Seraphon can reroute it to their Realm and assault the supplicating edgemasters.&lt;br /&gt;
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They are the only faction to get a Warscroll that changes their fluff without making it fucking stupid in the process. It seems that they will survive relatively unchanged from a fluff perspective, as theirs is the only rulebook with reasonable fluff and none of the silly rules (but you have Skinks who teleport ANYWHERE and shoot, and you can summon UNLIMITED copies of ANY warscroll, so it seems the Lizardmen cheese-fest is here to stay). Contrary to [[Warseer| Whineseer]] rumors stating that the lizardmen were getting squatted, Seraphon are the first old army to get their own Battletome and are mentioned in the other factions fluff far more than they did in WHFB.&lt;br /&gt;
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Its worth noting that previously, Seraphon was the dragon mount of [[Malekith]]. It is unclear if in setting if anyone remembers that was her name, or who Malekith even is at that matter. Weird flipping reskinning has happened in /tg/. (e.g. 4e D&amp;amp;D [[Archon]]s). At any rate, whoever wrote Malekith&#039;s AoS war scroll remembers, since it specifically mentions his dragon mount by name and Malekith can use her breath weapon.&lt;br /&gt;
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Seraphon got their first important lore in AoS when, in a White Dwarf battle between [[Be&#039;lakor|Be&#039;lakor&#039;s]] personal army and Seraphon, Terradon Riders managed to kill him with rocks. Read that again; as revenge for End Times, Lizardmen made rocks fall until Cuck Undivided himself died. Although there&#039;s dispute on canonicity, any actual conversation on the topic usually results in a heavy [[Skub|Skubfest]] between Lizardmen and &amp;lt;strike&amp;gt;Chaos&amp;lt;/strike&amp;gt; Taco&#039;bel fans (although its worth noting the most likely explanations are it really was him or that [[Changeling]] had taken his form again; either way, Chaos got &amp;lt;strike&amp;gt;rocked&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;rolled&amp;lt;/strike&amp;gt; defeated most humiliatingly).&lt;br /&gt;
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During their first proper lore, Lizardmen are portrayed as almost angelic beings who appear from the stars. Of particular interest, a [[Lord Kroak|mummified Slann with a golden mask rained down meteors from the sky using his mind, wielded the powers of a god, and whose soul is more ancient than the first Daemons. While they fought, the stars rearranged into the grinning face of a frog with red eyes.]]. &#039;&#039;&#039;FUCK. YES.&#039;&#039;&#039; Nurgle &amp;lt;strike&amp;gt;Warriors&amp;lt;/strike&amp;gt; Mortals awaited a Realmgate opening to Nurgle&#039;s Garden, which instead opened to the Lizardmen. When the warband leader managed to kill one, it exploded into a flash of light which cleansed ALL the incurable diseases from his hand and removed their rotted immunities to harm. Even better, a watching Skaven was plagued by horrific nightmares of Lustria, Skaven being sacrificed and all the horror the Lizardmen inflicted on the ratmen through the ages. It seems that Sotek kicked the Horned Rat&#039;s ass so bad during End Times that the new Skaven instinctively remember and fear the Lizardmen.&lt;br /&gt;
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For those who didn&#039;t like the kick-in-the-balls Lizardmen got in the End Times, Seraphon lore adds a surprisingly hopeful twist to it: if their fluff&#039;s to be believed, the End Times were merely one more step in the plan of the Old Ones to destroy Chaos for good and bring balance to the universe, and something the Slann not only expected, but &#039;&#039;wanted&#039;&#039; to happen, like a 9D chessmove that even Tzeentch would be impressed by.&lt;br /&gt;
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Vampires can&#039;t feed on the Lizardmen as they have Light magic in their blood, and that the Slann hatched a new Great Plan which involves taking advantage of how the Chaos Gods are incapable of learning or changing their motives. With omniscient view of the Realms (something the Chaos Gods don&#039;t have, as it mentions this gives the Slann a look &amp;quot;many moves&amp;quot; ahead of their enemies), they now have their own Great Game which involves sending their forces to the exact spots at the exact times needed to weaken Chaos. After the Necroquake, they realized they&#039;d ignored the other factions for too long and added Death, and Destruction (plus any uppity Order) to their hit list to ensure that THIS TIME the Chaos Gods will die (or at least be unwillingly stalemated for eternity, which is practically a victory). &lt;br /&gt;
tl:dr [[Awesome|Slann have out-Tzeentched Tzeentch]].&lt;br /&gt;
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As the setting has advanced, however, it has become clear that the Seraphon ARE NOT all shiny star-powered Daemons of Order. Well, not entirely, at least. The ones that seem to be are known as Starborne, and dwell within pyramid ships in High Azyr. It’s now possible for Seraphon, when they enter the realms, to become one with the magic of that realm and become &amp;lt;strike&amp;gt;flesh&amp;lt;/strike&amp;gt; scales and blood like every other mortal. Funnily enough, when they do land, the land around their pyramid terraforms into lush jungles reminiscent of Old Lustria.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Lizardmen Seraphon Protest.jpg|Dats racist.&lt;br /&gt;
Image:Seraphon AKA Lizardmen VS Cowardly Wizards.jpg&lt;br /&gt;
Image:DINOSAURS ROCK CHAOS.png|Almost everything GW ever did to Lizardmen is forgiven. Almost.&lt;br /&gt;
Image:Rock&#039;akor.jpg&lt;br /&gt;
Image:Lizard Terrafission.jpg&lt;br /&gt;
Image:Kroxigar Porn Setup.png&lt;br /&gt;
Image:Rule 63 Krox Porn Setup.png&lt;br /&gt;
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====[[Sylvaneth]]====&lt;br /&gt;
The Sylvaneth are forest spirits of the Wanderer Aelfs. Led by [[Everqueen|the goddess Alarielle]], the new treefolk were made from &amp;quot;Soulpods&amp;quot; she created. After Sigmar retreated to his realm, she considered herself a free agent, opposing [[Nurgle]] who seeks to claim the Realm of Life as his own.&lt;br /&gt;
For some reason, all of Alarielle&#039;s soulpods became female Dryads and male Treekin, which makes sense only in the context of using existing models, but when looked at from a lore perspective Alarielle clearly had saved a LOT more female souls, and the only males she saved were the biggest. Lotta jokes that can be made here, hard to decide...&lt;br /&gt;
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Branchwraiths are the unsleeping priestesses of Alarielle, who call the trees to awaken and kill the shit out of the enemies of Alarielle.&lt;br /&gt;
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Later, the Sigmarines aided the Sylvaneth in eradicating a Nurgle infestation they were having leading to them rejoining Order.&lt;br /&gt;
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The damage Nurgle managed to deal was permanent and his forces were sure to be back causing Alarielle to let out a scream which rang through the Realms, letting all beings know &amp;quot;&#039;&#039;&#039;NATURE WILL TREEFUCK YOU!&#039;&#039;&#039;&amp;quot; in a call of eternal war without surrender.&lt;br /&gt;
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During the Age of Chaos, Alarielle cut off her hand, growing a new one then cultivating the hand into a new Branchwraith Demigod, the replacement for Drycha called The Lady Of Vines. The LoV is Alarielle&#039;s favorite daughter (dawww), created in summer and despite any corruption or defeat she burns away the taint to bring optimism and youthfullness despite now being ancient in her own right. She seems to be a replacement for Aliathra from [[The End Times]]. LoV led the bulk of the Sylvaneth. Then, one book after being introduced, the Lady of Vines was killed.&lt;br /&gt;
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Although Alarielle lost the Ariel portion of herself during End Times, she retained the Wood Elf season shifts and everything about her changes as the Realm of Life does. After dying, Alarielle survived as a seed (don&#039;t ask questions you know you won&#039;t get any answers to) and was planted by the Sigmarines in a place where many of their own died in the hopes of making her a warrior queen that isn&#039;t completely insane.&lt;br /&gt;
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With the new release the Sylvaneth range has expanded to include some EPIC models such as:&lt;br /&gt;
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Kurnoth Hunters: Mini (Realative term) treelords that can be fielded in units. Seem to be the new bridge between dryads and treelords (Replacing treekin). There aesthetic is almost identical to the tree lords (Aka awesome) and can take a number of cool weapon options from swords to giant ass bows!&lt;br /&gt;
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Spite Revenants: Look like a cross between a ghost and a vampire...and a tree (Obviously). They represent the more freaky side to the forest and are filled with bravery reducing RAGE! (See Drycha.)&lt;br /&gt;
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Tree Revenants: The REAL wood elves (No seriously they are elves+trees) They are actually the reincarnated &amp;quot;souls&amp;quot; of elves that Alarielle salvaged from the world-that-was and as such retain the martial skill and a little personality from their &#039;donors&#039;.&lt;br /&gt;
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Branch Wych: The OTHER dryad hero. Swaps out the branchwraith&#039;s swirly nipples for a big scythe like weapon.&lt;br /&gt;
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[[Drycha]]: The RAGE tree is back! And this time she has stolen something from the 40k universe. No seriosly! Drycha is now depicted as a medusa like Spite Revenant sporting what can only be described as a &amp;quot;Grey knights Dreadknight made out of wood&amp;quot; As usual she is suitably pissed at everything.&lt;br /&gt;
&lt;br /&gt;
Alarielle: Another god tier model. Alarielle is now in her &amp;quot;warrior mode&amp;quot; and looks like a cross between Old World&#039;s Ariel and some giant amazon warrior. She has also pinched Orion&#039;s spear. Oh and a final minor point... She rides a a HUGE ass beetle (It&#039;s like rhino sized). Pretty original. (Genuinely.)&lt;br /&gt;
&lt;br /&gt;
The Lady of Vines: Alarielle&#039;s literal right hand that she chopped off and raised into a powerful leader. Well, at least now we know her power, as she didn&#039;t have any sort of presence until 3E&#039;s Echoes of Doom boxset introduced rules for her.&lt;br /&gt;
&lt;br /&gt;
With her revival as a badass warrior queen with her pet beetle (who wouldn&#039;t want one?) Alarielle leads the Sylvaneth to war against her foes while she allows Drycha to rampage around seeing her as a necessary evil.&lt;br /&gt;
&lt;br /&gt;
The Durthu model has been made canon by introducing them as the &amp;quot;Spirits of Durthu&amp;quot; who basically take the roll of Honor Guard treelords for Alarielle.&lt;br /&gt;
&lt;br /&gt;
In addition to this the Sylvaneth society has now been opened up showing the Sylvaneth as being divided up into various little families (wargroves) usually with a Treelord Ancient leading it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Alarielle At Crystal Lake.jpg|I am the Great and Powerful &amp;lt;s&amp;gt;Wizard of Oz&amp;lt;/s&amp;gt; Incarnate of Life!&lt;br /&gt;
Image:Alarielle Crazy.jpeg|Goddess of Life, Alarielle prior to her death. Looks like &#039;&#039;someone&#039;s&#039;&#039; got a case of the Mondays!&lt;br /&gt;
Image:Alarielle-beetle.jpeg|Alarielle&#039;s kickass makeover; almost as cool as the Last March of the Ents.&lt;br /&gt;
Image:Most_Friendly_Being_In_Sylvaneth.jpg|The Lady of Vines. The essence of lazy summer days of beating up fat kids until one of them brings a gun and shoots you.&lt;br /&gt;
Image:Alarielle VS Nurgle.png&lt;br /&gt;
Image:Alarielle VS Nurgle 2.png&lt;br /&gt;
Image:Incarnate of Life.jpg&lt;br /&gt;
Image:Amazons Pine.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Fyreslayers]]====&lt;br /&gt;
[[File:FyreslayersCollectionsENG Slot3.jpg|thumb|Yes, they actually went there.]]&lt;br /&gt;
The Fyreslayers (formerly known as the Red Slayers, the name abruptly changed midway though production likely so it&#039;s easier to copyright; note how the impossible to copyright &amp;quot;fire&amp;quot; is spelled with a much more patent-friendly &amp;quot;fyre&amp;quot;), are a faction for Order that doesn&#039;t even really pay lip-service to it, unlike the Exiles (Dark Elves). They&#039;re mercenary Dwarfs, formerly the [[Slayers]], that worship Grimnir instead of Sigmar&#039;s buddy Grungni and won&#039;t help the Sigmarines and friends out unless paid in gold. So, in a world that was ripped to shreds from the sphincter out, these guys only care about gold. &amp;quot;Ur-Gold&amp;quot;, specifically. Fyreslayers believe Ur-gold is made up of the shattered fragments of Grimnir, something fans predicted as soon as the lore dropped despite it being held as a reveal months later.&lt;br /&gt;
Ur in German means old or ancient, and given the fact Keepers of Secrets who think they can become the new Slaanesh call themselves the &amp;quot;Ur-Slaanesh&amp;quot;, the word Ur seems to be synonymous with divinity or godhood in Age. It is worth to mention that in a 40k [[Black Library]] book and the 4th edition Ork Codex, an Ork character named Kaptin Badrukk had false teeth that were made of Ur-Gold as well. To quote, &amp;quot;[his teeth] are plated with an alloy of adamantium and priceless ur-gold stolen from the Palace of Undying Light&amp;quot; causing mass speculation once again that 40k and &amp;lt;strike&amp;gt;Fantasy&amp;lt;/strike&amp;gt; Age will crossover in the future. In 40K, Ur-Gold is gold mined from Terra itself.&lt;br /&gt;
&lt;br /&gt;
Fyreslayers were created by the battle between Grimnir and Vulcatrix, and aggressively spread throughout all of the Realms to bring the gift of volcanoes and Grudges. They are now divided by Lodges rather than Holds, and each Lodge is essentially led by a supreme leader called a Runefather and his many, many MANY sons. Its ultimately up to each Runefather to decide who the Lodge fights, who they ally with, and who is lying about not having gold. Every single plane a Lodge is established in changes it greatly; the generic Slayer-like Fyreslayers hail from the Realm of Fire, but Fyreslayers in the Realm of Shadow are more like Dwarf Dark Elves while those in the Realm of Death would be like stunty Nehekharans... if only...&lt;br /&gt;
&lt;br /&gt;
Zharrgrim is the name of the religion of the Fyreslayers, Auric Runemasters are the priesthood . They are personally responsible for the gold madness of their kin. Auric Runefathers command the Runemasters. The Runefather&#039;s children are the Auric Runesons, who rule in his name as the nobility although only one can replace him if he dies; the rest must either become ineligible to ever become a Runefather (so no Dwarf Hamlet) or strike out on their own to form a new Lodge, like Dwarfy queen bees. All subgroups within Lodges are called Fyrds which are each led by a Runeson, and represent the models you will be putting on the table. The entirety of the Fyrd militaries of a Lodge are called the Grand-fyrd and represent the thousands of Fyrds assembled (so to be a Runefather, you need to be quite fertile). It falls on the Runefather to dispense gold to his people on a personal basis, as too little or too much will drive them mad. They also have GeeDubs trend of spamming theme words as the fiery Fyreslayers fire things with their flaming firestaffs just like the storming Stormcast with their stormy stormhammers and the wolfy Space Wolves with their wolfish wolfguns.&lt;br /&gt;
&lt;br /&gt;
So Fyreslayers are stupid, and dicks, but they&#039;re &#039;&#039;Sigmar&#039;s&#039;&#039; stupid dicks...except they aren&#039;t, because they&#039;ll work for Chaos against Sigmar too if given a better counter-offer.&lt;br /&gt;
At any rate, the previous gold fever of the Warhammer Dwarfs is now magnified tenfold; Duardin may give no fucks about the lures of Chaos, but gold corrupts them and drives them to outright madness now. Grudges no longer mean anything once gold is involved, but the Fyreslayers still put a great emphasis on honour and oaths. It&#039;s just that nine times out of ten, the only way to get a Fyreslayer to make an oath is to offer him some gold. That said, Fyreslayers are as serious about oaths as classic Dwarfs ever were, one story involves a Runefather who swears an oath to never part from his fallen son&#039;s Magmadroth until the Chaos Lord who killed him is dead, and he sticks to this oath even as the Chaos Lord&#039;s juggernaut pins the Magmadroth upside down and the Runefather has to drop his guard and allow the Chaos Lord to impale him in order to hang on to the lava dinosaur, &#039;&#039;and he still kills the Chaos Lord before dying and falling from the saddle.&#039;&#039; Say what you want, but the dedication to oaths that these guys have is as hardcore as the Dwarfs of old. Another Runefather even refused the promised payment of ur-gold because the Fyreslayers failed in the mission they were hired to complete, and would only accept payment once their oaths to complete their mission were fulfilled. That said, enough ur-gold can convince a Fyreslayer to do almost anything. &#039;&#039;Oaths are oaths, but gold is gold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Awesome|So yes, Warhammer Duardin are now Dwarf Fortress Dwarves if they have red hair and lava blood]].&lt;br /&gt;
&lt;br /&gt;
Runes are far more important now, and are often forged directly into the skin of Duardin using Ur-Gold.&lt;br /&gt;
&lt;br /&gt;
Fyreslayers seem to have taken the often shirtless quality of the Slayers to an extreme. They now prefer thongs and aprons as attire.&lt;br /&gt;
&lt;br /&gt;
One thing to note is that despite there being two Incarnates of Fire in [[The End Times]], one a dwarf and one an elf, there&#039;s no sign of any &amp;lt;s&amp;gt;fire-elves&amp;lt;/s&amp;gt; fyre-aelves. Yet...&lt;br /&gt;
&lt;br /&gt;
Strangely, despite the fact that the fecundity of the fyreslayers is a big thing, given how the ruler of each clan is a literal patriarch to his people with potentially dozens if not hundreds of sons, we still know all of jack shit about the existence of fyreslayer women, although the novels do say they exist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Grimnir And Vulcatrix.jpg|More epic than 40k will ever be.&lt;br /&gt;
Image:Red Slayers.png|&amp;quot;Fuck honor, this is about the gold!&amp;quot;&lt;br /&gt;
Image:Duardin 1.png&lt;br /&gt;
Image:Duardin Thong.png&lt;br /&gt;
Image:One Eyed Slayer Sausage.png&lt;br /&gt;
Image:Slayer Finding Out If They Have Guts.png&lt;br /&gt;
Image:Duardin Make Rat Leather.png&lt;br /&gt;
Image:Duardin Ass.png&lt;br /&gt;
Image:Duardin Army.png&lt;br /&gt;
Image:Duardin Tradition.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Kharadron Overlords]]====&lt;br /&gt;
Another new addition to the Age of Sigmar are these guys. You see, back during the early days of the Age of Chaos these Duardin fought against the invaders just as everyone else did. Realizing victory was impossible, they started to think of ways to escape the shitshow the Mortal Realms was about to become, and took the unusual step of turning their backs on the old traditions. Using a substance called &amp;quot;aether-gold&amp;quot; they were able to power their technology to incredible heights and bugger off to safety. With the return of Sigmar to the Realms they&#039;ve decided it&#039;s high time to set their airships aloft and do some good old-fashioned adventuring!&lt;br /&gt;
&lt;br /&gt;
Aesthetically they have a far more scientifically-advanced look than anyone else in the game. Their look has many people citing Warmachine and its steampunk style as an influence. Each of these Duardin is clad head-to-toe with gear and armour which protects them from adverse effects of the local environment. This means that whatever else you can say about them, they possess far more common sense than most - these Duardin are exploring hostile, unknown lands and treat them as such!&lt;br /&gt;
&lt;br /&gt;
The Kharadron live in meritocracies in huge, Laputa-style flying cities and send out expeditions to find aether-gold, a substance that they both covet like all dwarves covet gold, but it also the literal fuel source that powers all their technology, and without it their massive flying strongholds, called Baraks, would lose power and fall out of the sky. Being a merit-based system, only the most kickass and profitable duardin can become Admirals or governors, and should they repeatedly fail to prove themselves are demoted back into the regular rank and file, where they could prove themselves again or stay in obscurity.&lt;br /&gt;
&lt;br /&gt;
Aether-Gold is a notoriously fickle substance, and even the most learned of alchemists can hardly find it, let alone make anything with the stuff. However, the Aether-Khemists of the Kharadron can smell (yes, smell, it&#039;s an actual skill taught in Khemist colleges) Aether-Gold and can refine it into all sorts of useful materials, almost like 40k&#039;s Promethium. Unfortunately, it also attracts monsters, who subconsciously flock to veins of the stuff to roost. Har-Krakens (flying krakens), chimerae, manticores, and dragons are all noted to love building nests and lairs in clouds harboring Aether-Gold. This makes collecting and harvesting Aether-Gold extremely dangerous, so every Kharadron skyvessel serves a dual purpose: they must be able to collect, refine, and haul Aether-Gold, as well as be super-defensive battleships against any foe. This means that a Kharadron Frigate is less of a war machine and more of a big oil tanker with a machine gun stapled on top, and the mighty Ironclad is just a freight train with rocket launchers.&lt;br /&gt;
&lt;br /&gt;
The Kharadron are, much like the Fyreslayers, only on the side of Order because Order tends to backstab you the least. Long ago, when the ancestors of the Kharadron were struggling to stay safe in the Age of Chaos, the other Order factions abandoned them as a lost cause like a bunch of shitty assholes. [[Grungni]], the last living Dorf god, similarly left them behind, thinking that they would fare well without his help while paying no consideration about the consequences of such an act. The Duardin remembered this, and now refuse to help others unless offered something in exchange (almost universally Aether-Gold, or maps to Aether-Gold veins). That being said, if the Kharadron have useful trading partners that are threatened, the Kharadron will jump in to help, but not out of sentimentality, but instead out of pure pragmatism. After all, a living ally is more profitable than a dead one. This means that although they&#039;re mercenary assholes who will fight for anyone for the right price (even Chaos), they&#039;re smarter than the Fyreslayers who abandon or betray allies at the first glint of Ur-Gold.&lt;br /&gt;
&lt;br /&gt;
====Cities of Sigmar====&lt;br /&gt;
Seeing the chaos (pun intended) brought from having the old Warhammer races (wood elves, empire, dwarfs, high elves and dark elves) being split into sub-factions and only a quarter of them having rules and enough models to actually be playable, (it&#039;s cool to &amp;quot;ride of the rohirrim&amp;quot; your way to victory with a dragon and dragons prince only army, but it misses everything else) GW got the shit done, grabbing and hold together unts from all those subfactions, even if it cost a [[RAGE|MASS SQUATTING OF A FUCKTON OF MODELS RAGING FROM ELVES AND DRAGONS TO WARRIOR PRIESTS]].&lt;br /&gt;
Lore wise they are all the races that escaped the massive onslaught of the chaos gods running into Azyr in time. Forced to live together, the races started to cooperate with Sigmar, building their military forces back, getting ready to when the time of reckoning will come.&lt;br /&gt;
&lt;br /&gt;
When the crusade finally started, the free armies of Order take advantage of the holding conquered by the Stormcast to conquer back their lands, purify them and build their cities back. While the different races contribute to the cause in different ways while also following their own hidden goals (while humans and duardins usually are genuine in their purpose of taking back their lands from the grip of chaos, some elves are more forcibly conscripted into service with inferior beings for survival&#039;s sake).&lt;br /&gt;
&lt;br /&gt;
=====Devoted Of Sigmar=====&lt;br /&gt;
Part of the remnants of the former [[The Empire (Warhammer Fantasy)|Empire]] models. Any humans, or any race really, that is in Sigmar&#039;s religion. Flagellants, Priests, and Witch Hunters. What, you thought you were getting new models? What do you think you are, Sigmarines?&lt;br /&gt;
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Usually after the other armies of Sigmar have cleaned out an area they move in to cleanse it of Chaos and other dark powers. While generally noble individuals they can be highly zealous in rooting out chaos followers and dissidents. Purges and public executions being carried out by Witch Hunters and priests are not unheard off.&lt;br /&gt;
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Like their old world counterparts they also function of spreading the faith of Sigmar. While they respect the religions of the other gods of Order they make no illusions that they believe that theirs should be the predominant faith. And they can be pretty territorial about that.&lt;br /&gt;
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=====[[Free Peoples]]=====&lt;br /&gt;
The rest of the human race. Any people not sworn to Chaos pretty much, which are all Holy Roman Empire German because, otherwise, it would alienate fantasy players who were fans of the Empire. Demigryph Knights, plus everything else is called &amp;quot;Freeguild&amp;quot;.&lt;br /&gt;
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Whether as reincarnated defenders who were killed during the fall of the old world or descendants and reclaimers of their lost ancestral culture [[Fallout]]-style, Humans still exist in their old forms and are amongst the most numerous and wide-spread races in the Mortal Realms. Thus allowing kingdoms similar in appearance to the old setting (like The Empire, Bretonia, etc) to exist along with completely unique cultures that have sprung up in the millennia since the old worlds destruction. Most humans are loyal to Sigmar but some follow other gods (with some sworn to Alarielle or Grungi or even Nagash in certain circumstances) but due to the sheer size of the Mortal Realms there are many smaller civilisations that remain hidden and neutral to the larger wars between the Grand Alliances.&lt;br /&gt;
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Prior to the birth of the Stormstormst Eternals the Humans played a pivotal role building civilizations and fighting in Sigmar&#039;s name, with the Free Peoples being the most numerous of Sigmar&#039;s armies and the armies of Order in general. They labored to build the [[Derp|Tzeentch-proof wall]], and follow Sigmar&#039;s vision in their own unique ways. Following the great war to retake the realms the Freeguild serve as the standing armies of Order who move in after the Stormcasts have moved on and The Devoted of Sigmar have cleansed the place for the most part to construct the permanent fortresses and serve as local garrisons and pretty much any military roles that aren&#039;t cool enough for the Stormcast Eternals (what? you thought the golden boys would actually dig trenches, that&#039;s so beneath their talents). Currently they serve as the main line defenders of Sigmar&#039;s Cities with the Duardin and Aelfs serving as reinforcements and basically serving as the Order Factions Cannon Fodder armies in the narrative. Hey its a dirty job but someone&#039;s got to do it.&lt;br /&gt;
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=====Collegiate Arcane=====&lt;br /&gt;
Human wizards.&lt;br /&gt;
&lt;br /&gt;
The Magic specialists among the Free Peoples. Founded initially from various magic users who arrived in Sigmars realm after fleeing Chaos. These individuals banded together to share their knowledge and continue their research into the arcane. Often served as magical support for Order armies operating and creating the Magical devices to aid their allies in battle. Such as the Celestial Hurricanum among other devices. Essentially serving a similiar function to the Ironweld Arsenal except with magical devices instead of technology.&lt;br /&gt;
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=====Ironweld Arsenal=====&lt;br /&gt;
Human and Dwarf artillery and weapons of war. Includes [[Steam Tank]]s and flying machines. They were created to facilitate the distribution of mechanical knowledge from the Disspossesed to the rest of the Order factions. Thus their ranks contain both free peoples and dispossesed. They mainly serve as the artillery crews and engineers for Sigmar&#039;s armies. Operating things like big cannons and rocket launchers.&lt;br /&gt;
&lt;br /&gt;
The Ironweld also maintain and operate the Orders war machines. They have a heavy steampunk vibe and include many marvels such as a functioning airforce, squadrons of steam-tanks and other steampunk marvels. Amazingly they even operate greater marvels like steam powered piston-legged mobile fortresses called Cogforts.&lt;br /&gt;
&lt;br /&gt;
They mostly serve as support functions to Free Peoples and Disspossesed armies where their engineering prowess and heavy weaponry have ended a siege, defended a city from certain doom or turned the tide of a battle many a time.&lt;br /&gt;
&lt;br /&gt;
=====Dispossessed=====&lt;br /&gt;
[[Dwarfs]]. Interestingly they have old-school [[Slayer]]s called the Unforged, who are basically the same except Slayers swore to find death in battle due to breaking an Oath while Unforged are simply insane due to being mindfucked by Chaos. Otherwise they&#039;re what we knew from Warhammer Fantasy, sans most of the artillery and war machines.&lt;br /&gt;
&lt;br /&gt;
After the initial falling out of the pantheon of Order, [[Grungni]] was the first fellow god Sigmar sought out, and he helped him forge the Stormcast Eternals. Awww, what a bro! He also found the Duardin living in a land called Anvrok where they had established mountain Holds and...&amp;quot;cloud mines&amp;quot;. This turned out to be the Kharadron Overlords mentioned above but you can be real sure people were confused as to what that meant for a while.&lt;br /&gt;
 &lt;br /&gt;
The Duardin who worship Grungni are absolutely loyal to Sigmar, although they rarely venture out of their own lands unless summoned as the race as a whole have taken to hermit-like lifestyles, moving as &amp;quot;work gangs&amp;quot; and lending their expertise to those who will pay for it. Many of the Free Cities around the Realms are partially or fully designed and built by them. Just wait, soon we&#039;ll know if they have a [[The Hobbit|huge mountain kingdom that was taken from them by a monster.]]&lt;br /&gt;
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The Celestial Vindicators (teal metal (Lot like Rusted copper) with gold trim, white details, and reddish leather) are the Sigmarine faction assigned to dwell with the Steamheads, and were Sigmar&#039;s emissaries to them.&lt;br /&gt;
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=====Eldritch Council=====&lt;br /&gt;
The new Elves of the setting are called &amp;quot;Aelves&amp;quot; and are no longer a single race but have been subdivided into various subfactions. Many Aelfs were trapped within Slaanesh&#039;s belly while he hid in a cave trying to digest them like some creepy fucking porn you&#039;d see on the internet until Tyrion, Teclis, Morathi and Malerion captured the Dark Prince and made him/her/it spit them out. While others managed to avoid Slaanesh and gradually made their way to the Mortal Realms on Malus (the old world) or drifting through the void, where they eventually gained physical form again in Azyr under Sigmar&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
Most Aelves fight for Order and unlike the previous setting do not universally follow the Aelven gods, like Tyrion for instance (along with Teclis, who somehow managed to come back to life). Many Aelves serve Sigmar and his armies (as assasins, auxillary, scouts/messengers, etc..) and may even hold him in higher regard (considering he technically presided over many of them personally after the old world was destroyed this does make sense). Tyrion has ascended to godhood and his power over light somehow managed to render him permanently blind; as a result, he&#039;s dependent on Teclis to help him with basically anything that requires sight. No word on how Teclis feels about this. Both are currently looking to create their own new races of Aelves from freed souls, and then succeeded with the [[Lumineth Realm-Lords]].&lt;br /&gt;
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The Eldritch Council is the High Elves from the [[Saphery]] army list, including Wizards, Swordmasters of Hoeth, and Loremasters. Plus the Wizard on Dragon. Incidentally, the loremasters and swordmasters also exist among the lumineth with fancy copyright-friendly names.&lt;br /&gt;
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They mostly serve as magical experts and support Wizards to other Order armies, due to being some of the most powerful magic users around. They are based mainly in Azyr. But a few venture out occasionally to aid Sigmar&#039;s armies.&lt;br /&gt;
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=====Phoenix Temple=====&lt;br /&gt;
Former devotees of [[Asuryan]], now worshiping the Ur-Phoenix, one of the eight great God Beasts of the realms (Because worshipping Sigmar and Dracothian is too mainstream and as Aelves they are far too cool for that). Brought back from death by necromanc-{{BLAM}}&amp;lt;span style=&#039;color:DarkRed&#039;&amp;gt;&#039;&#039;&#039;THE WILL OF THE UR-PHOENIX!&#039;&#039;&#039;&amp;lt;/span&amp;gt; Once they are resurrected they swear an oath of silence from then on as they fight alongside Sigmar&#039;s armies.&lt;br /&gt;
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Phoenixes, Anointed, Phoenix Guard, and not-[[Caradryan]].&lt;br /&gt;
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=====Lion Rangers=====&lt;br /&gt;
If you thought renaming wasn&#039;t painful enough already.&lt;br /&gt;
[[Chrace]]. White Lions of Chrace, Lion Chariots.&lt;br /&gt;
&lt;br /&gt;
Anyways they are a monastic warrior brotherhood that would fight for the betterment and safety of Aelfs everywhere. At least until most were killed when chaos invaded. After Sigmar fucked off and closed the gates of Azyr those that remained traveled around with their lion campanions protecting the weak and fighting evil (with mixed results). When the forces of Order returned they once again joined back up to aid Sigmars armies and take revenge for their kin.&lt;br /&gt;
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=====Order Draconis=====&lt;br /&gt;
[[Caledor the Dragontamer|Caledor]]. Dragon Princes, which are now called Dragon Blades, plus the Prince on Dragon model.&lt;br /&gt;
&lt;br /&gt;
Noble Aelf lords who happen to be really good at riding on Dragons. Now are looking to retake their ancient kingdoms after running like peasants during the age of chaos.&lt;br /&gt;
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=====Swifthawk Agents=====&lt;br /&gt;
The miscellaneous category of Highborn. Skycutters, Chariots, and Shadow Warriors. With the Spire of Dawn box, this faction now includes Reavers, Lothern Sea Guard (now Spireguard) and the Warden on Griffin.&lt;br /&gt;
&lt;br /&gt;
Prior to the fall of the realms to chaos the Swifthawk Agents essentially served as a glorified postal service, acting as messengers between the Aelf empires and the other Order factions. When chaos conquered everything and things went tits-up they either fled to Azyr or held-up in secret fortified Waytowers that served as bastions as Chaos conquered the rest of the land. With Sigmars armies retaking the realms the Swifthawk Agents have moved to reestablish their old communications networks and now serve as the main messengers and communication network for the forces of Order. With their Waytowers serving as well defended headquarters across the realms.&lt;br /&gt;
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In addition, the Swifthawk also serve as scouts for Sigmar&#039;s armies.&lt;br /&gt;
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=====Scourge Privateers=====&lt;br /&gt;
The old Dark Elves, like the High Elves, have been divided up into various independent subfactions that actually no longer exclusively serve Malerion/Malekith. Technically speaking Dark Elves no longer exist, instead the subfactions that comprise the old Dark Elf range are just regular Aelves with more bloodthirsty/dangerous occupations than others and many even serve Sigmar directly and fight alongside other Order armies. As for Malerion after forming a new body for himself using nothing but his own bitterness and reuniting with Morathi (who somehow managed to survive being dragged into the Warp by Slaanesh, and then made it to the realm of Shadow like Malerion did), he agreed to work with Sigmar as part of the forces of Order. Even as a god, Malerion/Malekith seems doomed to be stuck living with his mother.&lt;br /&gt;
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Scourge Privateers are Aelf pirates. Kharybdiss, Scourgerunner Chariot, Corsairs, and the Fleetmaster.&lt;br /&gt;
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Fleets of Aelven raiders that sail across the Mortal Realms in search of plunder and riches. Usually by raiding other civilisations and plundering ruins. They also specialise in beast slaying/capturing. Usually they do so to get their rare meats and organs to sell in the Free cities or to capture them to serve as mounts for other Order armies. The Kharibdyss in particular is a favourite among the Scourge Privateers and often capturing them to use as war beasts.&lt;br /&gt;
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=====Darkling Covens=====&lt;br /&gt;
Most of the troops of the Aelves that survived the purge, all Dark Elves. Black Guard, Dreadspears, Darkshards, Bleakswords, and both the Sorceress on foot and the Sorceress on Dragon.&lt;br /&gt;
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Shadowy cults that are centered around a sorcerous leader; the fluff proclaims them to be predominantly female, but there&#039;s the occasional male warlock with his disciples and followers (so it&#039;s not entirely Woke). They normally keep to themselves and are less well regarded than the more widely known Eldritch Council who they tend to avoid. Their forces are predominately aelves but they also recruit other races on occasion.&lt;br /&gt;
&lt;br /&gt;
The covens are viewed with the same amount of suspicion afforded to the Daughters of Khaine. Many are wary of them due to their dark practices and secretive nature, but are tolerated due to their help in fighting chaos and their great skill in sorcery.&lt;br /&gt;
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=====Shadowblades=====&lt;br /&gt;
Dark Elf Assassins and Dark Riders. Operate similiar to their old world counterparts but with a new purpose. Shadowblades operate as Sigmars and Orders secret police. Quietly eliminating things like chaos cultists, dissidents and general trouble makers with the general public being none the wiser.&lt;br /&gt;
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=====Order Serpentis=====&lt;br /&gt;
Cold One (now called Drakespawn) Riders and Chariots, the Dreadlord on Dragon, and the War Hydra. The Order Draconis edgelord cousins. Also looking to retake their lost kingdoms and are super pissed-off about it. Still ride into battle on black dragons, though now with only so many dragons to go around some have had to find alternative beasts to ride to compensate (like the Drakespawn). Incidently that would likely make them prime customers for Scourge Privateers and their fantastic beasts.&lt;br /&gt;
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=====Wanderers=====&lt;br /&gt;
All surviving Wood Elf models plus the Sisters of Avelorn. Aelves that followed Allarielle in Ghyran. Well until they ran like the tree hugging cowards when chaos starting steamrolling Ghyran and abadoned the goddess and Sylvaneth cousins to their fates during the Age of Chaos. Even with the Age of Sigmar bringing new hope to Ghyran Allarielle was still pissed at them. For a long time their mission was to follow the way and place down waystones to bring nature to realms outside azyr hoping that their goddess will forgive them. After crafting the Living City, Alarielle forgave them and gave them the city to garrison. However, not all Wanderers have gotten the message while some of them continue their mission but with their goddess&#039; forgiveness and a permanent home, so the faction still works as functioned. Plus while Alarielle has forgiven them, some of the Sylvaneth are still salty over the whole desertion thing.&lt;br /&gt;
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====[[Daughters of Khaine]]====&lt;br /&gt;
Khaine may have died, but his heart still lived. A faction of Khaine-worshipping aelves led by Morathi, who is leeching off of their worship in the hopes of becoming a goddess (and was transformed into a winged [[Medusa]]-like creature due to her little stay with Slaanesh between AoS and the End Times); while Khaine &#039;&#039;could&#039;&#039; be reborn through the worship and sacrifices of his servants, he won&#039;t be so long as Morathi keeps redirecting all of the worship intended for him to herself. They have the [[Witch Elves]], [[Doomfire Warlocks]], and the two kits; Cauldron of Blood and Bloodwrack Shrine. They also have several new units formed from elf souls that retain a degree of Slaaneshi corruption, much like Morathi herself: the serpentine Melusai and the bat-winged Khinerai.&lt;br /&gt;
&lt;br /&gt;
Morathi, having managed to claw her way out of Slaanesh&#039;s asshole, eventually teamed up Avengers-style with Malerion, Tyrion, and Teclis to beat the shit out of the Dark Prince(ss) and make him/her/it puke up all the tasty aelf souls he/she/it had swallowed after the End Times. The souls got divvied up more or less equally between the four, but Morathi - being Morathi - decided to enact some trickery that sent more souls than her allotted share her way. This had the unfortunate side effect of causing Slaanesh&#039;s orgy buddies to start a crusade into Ulgu in an attempt to free their god(dess), but it &#039;&#039;also&#039;&#039; meant that Morathi was able to start building up her own forces. Long story short, she realized that what few aelves remained were way more into the idea of worshiping Khaine than they were into worshiping her, so Morathi - again, being Morathi - tricked everyone into thinking that Khaine &#039;&#039;totally&#039;&#039; spoke to her and told her that she was his Oracle. (Side quest: Morathi tried to bang Sigmar, Nagash, and a sea monster and got slapped down by all three - literally, in the cases of Nagash and the sea monster. Hat trick!) So now the Mortal Realms have thousands of shrieking religious nutjobs running around, committing murder in the name of their god, and generally being assholes to everyone else around them. Pretty par for the course in the Warhammer universe, actually.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Khaine, as would be expected from a faction devoted to the &amp;quot;good&amp;quot; god of murder and bloodshed, are a little bit out of place among the rest of their Order comrades, and are almost unilaterally viewed with revulsion and varying levels of distrust because of their methods of &amp;quot;worship&amp;quot; (not to mention they worship a god of murder who&#039;s worshiped through murder and sacrificing people, vs Sigmar who loves civilization, Alarielle who nurtures life, Grungi who loves blacksmithing...) Not a bad way to view them, considering their propensity toward the abduction and murder not only of the agents of Chaos, Death, and Destruction, but of Order as well. They&#039;re tolerated - just barely - by their fellows, however, because they&#039;re just &#039;&#039;so goddamned good at killing&#039;&#039; that removing them from Sigmar&#039;s shallow pool of allies would deal a significant blow to Order&#039;s ability to combat The Bad Guys.(despite grand allianc:Order having the most armies to choose from) And quite honestly any naysayers have to concede that it is far more beneficial having them fight alongside their forces rather than against, as Order has enough enemies already, and the last thing they need is another murderous god working against them, especially a literal murder god.&lt;br /&gt;
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However, the view of individual Temples can vary somewhat, with the various Daughters forces divided between different temples that have differing cultures. Some keep to themselves mostly in Temple-cities, while others can be surprisingly sociable, founding temples in Order Free cities to spread their faith and even intermingling with the locals (such as providing entertainment with bladed dance displays and pit-fights being quite popular). Incidentally also giving your average Order individual a somewhat neutral opinion of them in general with many a city saved by their welcome intervention. While others are just crazed berzerkers, traveling around the realms slaughtering anything they can find (chaos mostly thankfully) or operating as mercenaries. Unsurprisingly, they&#039;re pretty good pals in the lore with Alarielle&#039;s Sylvaneth due to their zeal in protecting the Realm of Life (and a shared sadism and hatred towards enemies that the Dreadwood Wargrove has), the fact that Sylvaneth probably make poor sacrifices to Khaine with their lack of blood (and their ability to make the trees around you smash you and your city to pieces), and probably also their tendency toward episodes of batshit insanity.&lt;br /&gt;
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&lt;br /&gt;
====[[Idoneth Deepkin]]====&lt;br /&gt;
A new take on the Sea Elves from the early editions of Fantasy, sometimes nicknamed &amp;quot;Teclis&#039; Sea-Monkeys&amp;quot;. Teclis&#039;s attempt to reconstitute the Elves from [[Warhammer Fantasy|The-World-That-Was]] resulted in them going horribly wrong because they kept having PTSD-style flashbacks to their time with Slaanesh. Many of them were also bald, blind or both. Many of them [[Grimdark|even have souls that are slowly losing their strength and thus have extremely short lives. The only way to fix this is harvest the souls of others &amp;lt;s&amp;gt;Dark Eldar&amp;lt;/s&amp;gt; Drukhari style]]. Teclis tried to find out what was wrong with the aelves, but they resisted his attempts to investigate, and he eventually declared them a mistake. They fled, and when he decided to start killing them off the aleves renamed themselves Idoneth Deepkin and [https://www.youtube.com/watch?v=twVvnr7bOw4| decided to start a new life under the sea] (unaware that Tyrion talked Teclis out of killing them off). They move around using Whirlways, Realmgates that are underwater.&lt;br /&gt;
&lt;br /&gt;
So between their dark attire, hunger for souls to replenish their own and living in a remote location with interdimensional travel, they&#039;re like the [[Dark Eldar]] but with the torture fetishes replaced with an oceanic motif and they aren&#039;t a society of sociopaths. They also mostly regret that some of them have to harvest souls to survive and aren&#039;t atheistic like nearly every Dark Eldar bar the Incubi and Ynnari; fittingly enough, many of them follow [[Mathlann]] and the soul-essences that they can conjure in battle often manifest in the form of the deceased sea god. Like the Daughters of Khaine, they&#039;re aligned with Order but are generally viewed with suspicion due to their raids on humans, aelves, and occasionally Sylvaneth when they&#039;re running low on souls. Unsurprisingly, this also makes them unpopular with Death since Nagash hates everyone who tries to claim the souls of the dead other than himself.&lt;br /&gt;
&lt;br /&gt;
In battle, they summon a magical ocean called the ethersea that allows them to deploy powerful aquatic creatures in battle and use their skills at fighting underwater, even when they&#039;re hundreds of miles away from any body of water.&lt;br /&gt;
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====[[Lumineth Realm-Lords]]====&lt;br /&gt;
The new Hysh Aelf army revealed at the first 2020 LVO. They&#039;re [[Teclis]]&#039;s boys, and are as over designed and noblebright as expected. The noblebright immediately gave way as it was later revealed that they lose their emotions and personality over time, deemed a worthy sacrifice to avoid Slaanesh. All because they use a specific stone about as often as the Skaven huff warpstone. That said, this stone heightens their prowess in considerable ways and they have mages called Cathallars who can help with the more deleterious effects of this addiction.&lt;br /&gt;
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Also of note is that the Lumineth have bonded themselves to the various environmental spirits. At the lowest, this imbues various aelfs with certain properties of the elements like being able to manipulate the earth to become steadfast or jump around on wind currents. At the highest, this involves summoning giant elemental monsters who represent aspects of nature, like giant bovine beasts made of mountains.&lt;br /&gt;
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New lore straight from GW implies HEAVILY that the Lumineth are not afraid to take over small human towns and brainwash the yokels, viewing them them as disposable pawns. Of course the story also implies that they would not try that on one of the massive free cities...to say nothing about the city stationed in Hysh that&#039;s none-too-subtly manipulated by them.&lt;br /&gt;
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==Death==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;span style=&#039;color:purple;font-size:200%&#039;&amp;gt;&#039;&#039;&#039;&amp;quot;THEY DO NOT BELONG TO SIGMAR. SIGMAR THE DECEIVER. SIGMAR THE BARBARIAN. SIGMAR THE TRAITOR. WHO ALMOST COST AN UNDYING KING HIS KINGDOM.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Age Nagash.jpg|thumb|center|750px|&amp;quot;WHY DOES EVERYONE KEEP TRYING TO WRECK MY SHIT? ALL I EVER WANTED WAS TO KILL EVERYONE AND MAKE THEM MY UNDEAD SUBJECTS&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
The spooky side of things. Same goals as Order, but they don&#039;t play nice and their secondary goal is ruling over the survivors after Chaos is gone. In the war-torn Mortal Realms, the unquiet dead are plentiful indeed. Some have the power to bind the slain to their will, from the most bestial corpse to the most kingly of specters. Their revenant armies walk abroad in every realm, grave-cold blades hacking into warm flesh whenever their masters seek dominion over the living. They all originate from the realm of Shyish, formed from the Afterlives of this setting and the wind of death.&lt;br /&gt;
&lt;br /&gt;
Shyish is considered the best-defended realm after Azyr because;&lt;br /&gt;
* Being the Afterlife for this setting means any mortal who dies and don&#039;t get taken by Sigmar or Chaos go here since Shyish now is &amp;quot;every Netherworld that ever was, or will be&amp;quot; where the Winds of Magic themselves die. This gives them one of, if not the, most numerous army, with the dead of seven realms plus their own.&lt;br /&gt;
* Undead don&#039;t need rest or nourishment.&lt;br /&gt;
* They can pop up anywhere at anytime with necromancy.&lt;br /&gt;
* Every enemy of theirs that dies is at least one more soldier for Shyish.&lt;br /&gt;
* Bonus points for being spooky.&lt;br /&gt;
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[[Nagash|Three guesses who rules this faction]].&lt;br /&gt;
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No undead, and very few otherwise, can rival Nagash, the Great Necromancer – even Sigmar himself has cause to fear his name. Nagash came back with the Wind of Death, took control of the Afterlifes in the new setting and formed the realm of Shyish. He allows living mortals to remain in his realm, but they must worship him (probably to provide blood for the vampires to feed off too). This departure from his &amp;quot;...turn the entire world into a kingdom of death, where no action would be taken except when he willed it&amp;quot; plan suggested he may have learned something from all his experiences. However, Nagash talks alot about the long game; he still wants his &amp;quot;kingdom of undeath with Naggy himself as the top god&amp;quot;, he just altered his plans to &amp;quot;make the dead into an army to kill all mortals and daemons and the Chaos Gods, then make Sigmar and the other gods bend the knee to me.&amp;quot; Nagash also brought back some of his Mortarchs; Arkhan (obviously) and Neferata and maybe Krell. However Mannfred&#039;s treacherous nature sees him occasionally devoted and also having a side job as [[Troll|Nagash&#039;s whipping boy]].&lt;br /&gt;
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tl:dr; Nagash is Darkseid as a gigantic skeleton (he even has eye beams) and Shyish is Apokolips plus the afterlife.&lt;br /&gt;
&lt;br /&gt;
[[File:Nagash VS Horned Rat.png|thumb|right|450px|&amp;quot;[[Star Wars|I find your lack of faith disturbing, Mr. Whiskers.]]&amp;quot;]]&lt;br /&gt;
Ignoring his epiphany about teamwork from the End Times thanks apparently to Archaon and Tzeentch realizing they could not defeat a united Death and Order and slipping stupid pills into his...well, not even that makes sense...whatever they did to make him go full retard, he fights the forces of Chaos alone, and ended up getting defeated personally by Archaon. Still unwilling to accept defeat and too proud to accept a place in the forces of Order, he is currently in the state he always seems to be in: gathering power, with his ultimate goal just out of reach. Some things never change.&lt;br /&gt;
&lt;br /&gt;
Nagash still has the same old goals:&lt;br /&gt;
*Destroy everyone else, rule those willing to bow down to him.&lt;br /&gt;
*Eat Chaos, become supreme god of spooky. Because that worked so well the last time he tried it.&lt;br /&gt;
&lt;br /&gt;
Despite his &amp;quot;betrayal&amp;quot;, he still allowed some Undead to remain in Sigmar&#039;s service for a time. However Nagash DOES NOT LIKE what Sigmar is doing with the Stormcast Eternals. Nagash sees those souls as his and Nagash is unable to stop them from returning directly to Sigmar in order to be reborn unless Nagash personally kills them himself.&lt;br /&gt;
&lt;br /&gt;
The first hint of a Death special character was The Silver Maiden from the Realm of Metal. In life she was Celemnis, a Swordmaiden of the Argent Sisterhood. Daughter of a powerful Wizard and one of the greatest heroes of a region called Anvrok, she used her own hair to create magical swords that could even harm incorporeal foes like spirits and Daemons. When Tzeentch&#039;s warbands invaded, they slaughtered the citizens of the city and brought her to their leader Ephryx. For refusing to fuck him, she was boiled alive in silver, causing her and many other spirits wielding her swords to remain in the Shattered City, bringing misery and death to anyone who doesn&#039;t belong. Spoooooooky.&lt;br /&gt;
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Then the Sigmarines came and their undead chaplain convinced her they were the good guys and that it was pay-back time, so she proceeded to chop all the Tzeentchies down and show the Stormcasts where Ghal-Maraz was, swell gal.&lt;br /&gt;
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Neferata&#039;s domain of Nulahmia (no, seriously, &amp;quot;New Lahmia&amp;quot;) has fallen under siege by Slaaneshi because a Slaaneshi Chaos Lord has a thing for her (cue necromantic jokes). After defending Nulahmia, Neferata accepted help from Stormcast Eternals looking to renew ties with the Undead on Sigmar&#039;s behalf before Nagash crashed the party like the attention whore he is and altered the deal.&lt;br /&gt;
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Notably, despite no non-Daemon soul escaping Nagash and the Undead being eternal now, the only characters from the entire Warhammer setting to return are Nagash, Mannfred, Arkhan, and Neferata. All the other Mortarchs are gone, as their models have been renamed to generic counterparts (cue cries out outrage from all the fans of [[Vlad von Carstein|Vlad]] and Krell). Finally, in an act that sent ripples of pain throughout the fanbase, the Tomb Kings faction and all their models were given the axe without even a sentence explaining their absence in Age of Sigmar (even &amp;quot;they died on the way to their home planet&amp;quot; would&#039;ve been better than nothing). There has been a recent shoutout to the Tomb Kings; a ghostly figure trying to get the aid of a soldier mentions being an overthrown king and &amp;quot;lost Nehekhara&amp;quot; in his entreaty; which got a few fans excited over [[Settra the Imperishable|who it could be]].&lt;br /&gt;
 &lt;br /&gt;
So far Death is the smallest grand alliance alongside Destruction.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Green Eyes Silver Maiden.jpg|The Silver Maiden. In the story, she&#039;s cool towards dudes in gold.&lt;br /&gt;
Image:Nagash VS Nurgle.png|&amp;quot;I&#039;m back! And this time, it&#039;s personal.&amp;quot;&lt;br /&gt;
Image:Nagash VS Khorne.png|Nagash and Mini-me/Arkhan.&lt;br /&gt;
Image:Realm Of Derp.jpeg|Before Malign Portents, this was all we saw of the Realm of Shyish. To say people were confused would be an understatement.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===Legions of Nagash===&lt;br /&gt;
Before the factions were fully fleshed out in 2E, a lot of stuff was clumped into a larger meta-faction called Legions of Nagash. This largely held the stuff that would eventually become part of the Soulblight army below, but it was also an all-encompassing faction for the Mortarchs and Nagash himself. As it goes without saying, this army has effectively been discontinued as there&#039;s nothing in it.&lt;br /&gt;
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===[[Flesh-Eater Courts]]===&lt;br /&gt;
Strigoi and ghouls. Note that if you want a Strigoi Ghoul King, you still have to buy the Zombie Dragon/Terrorgheist kit or seek the internet for a good ol&#039; Strigoi vampire. Fucking cheap sons&#039;a... Hilariously the Varghulfs are also there, and heroes to boot.&lt;br /&gt;
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In the new canon, the Ghouls and not-Strigoi began with [[Ushoran]] of all beings, who managed to survive the destruction of the old setting at the expense of anything vaguely resembling sanity and was imprisoned in something called the Shroudcage by Nagash. He escaped and created a kingdom of monstrous undead due to his madness being contagious, and gathered living beings from the Realm of Death to him. As a result, most of the Flesh-Eater Courts are actually still alive (Ghouls are not undead, but rather starving former peasants and soldiers that have been infected with Ushoran&#039;s delusions after consuming flesh from the feast of an Abhorrent Ghoul King where the courts foul powers gradually mutate them into Crypt Ghouls, with their appearance worsening over generations). Instead of being bestial monsters marauding the wilderness like werewolves, the Abhorrent Ghoul Kings are tragic figures like King Lear who see a court of magnificent marble and silk-wearing courtiers but instead are the scarred and tainted wearing rags. Also the Abhorrant Ghoul King grotesque appearance is explained as they are created from Ghouls instead of ordinary humans, thus why they look more primitive and repulsive, and that different strains of Ghouls present in the Flesh-Eater Courts is due to the Abhorrant Ghoul King feeding their blood directly to certain members. Thus creatingly more intelligent and/or more powerfull followers, with some of these select few eventually being given the true vampires curse and being turned into new Abhorrant Ghoul Kings who can found new insane/glorious kingdoms of their own.&lt;br /&gt;
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Some are so delusional that some see Nagash as Sigmar, a benevolent golden deity. Some are in rebellion against him, on the side of the Carrion King. Some ally with Chaos, or other factions. Unlike the Warhammer Fantasy Strigoi who run around naked and can only used half-chewed bones and looted rusty implements as weapons, the Flesh-Eater Courts have a more Skaven-like degree of refinement but without the mad science. This is due to the Ghoul Kings being able to impose their own unique brand of insanity onto their followers, altering their perception of reality; in one story two Ghouls snarling and fighting with their claws over the entrails of an Ogre suddenly see each other as soldiers in arms, who address each other kindly and decide to share their &amp;quot;loot&amp;quot; as kinsmen as soon as their lord (who they see as a shining knight on a horse speaking with another knight) passes them. Another sees himself as a knight who has lost his sword and is forced to rely on his fists leading an army of men clad in bright livery who fight monsters, and completely ignores his own monstrous reflection in the eyes of his enemy as he tears into the neck of what is really a human begging for mercy. Thus the Flesh Eater Courts can never be persuaded that they are living a lie, as their delusion can alter itself to account for every possible situation that would otherwise reveal their true nature and appearance and all members of the court are bound to the same shared delusion. While there are a rare few who shake off the delusion, when they realize what they&#039;ve done they&#039;re so traumatized they go insane and the delusion take over again.&lt;br /&gt;
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Some manage to organize and even appear as somewhat pitifully trying to emulate what can be called &amp;quot;Bretonnian&amp;quot;, but still only look like devolved creatures in tatters.&lt;br /&gt;
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The Flesh-Eater Courts represent the only living faction in Death where the majority (barring the Abhorrant Ghoul Kings who are vampires, along with other savage vampires like Varghulfs who serve as champions/muscle) are technically alive and the only faction not directly under Nagash&#039;s control, as the Carrion King went rogue and vanished from the Realm of Death. All beings are welcome among them, and those who are foolish enough not to play along with their warped view of reality are likely to be viewed as enemies then become food that the Ghouls drag back to whatever cave, ruin, or giant corpse of a monster their Ghoul King thinks is his &amp;quot;palace&amp;quot;. They have currently spread throughout the Mortal Realms and can be found almost everywhere, where they recruit from the starving, dispossessed or already cannibal (cannibal cults or tribes make excellent recruiting grounds for Flesh Eater Courts) portions of the population.&lt;br /&gt;
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While technically part of Death, the Flesh-Eater Courts are too batshit insane to be considered loyal to any Grand Alliance- they draw from all of them, ally with all of them, and fight with all of them with no rhyme or reason. The entire rest of the Death faction is hunting down Ushoran, AKA Ushoran the Handsome, AKA the Carrion King, AKA the Rot-skinned King, AKA the Blood Rose Prince, AKA Sumeros the Summerking, AKA whatever new title his followers have given him this time. [[Cypher|He&#039;s been sighted everywhere, caught never]]. Any being with information is expected to report sightings to the Mortarchs, who dispense rewards accordingly.&lt;br /&gt;
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===[[Nighthaunt]]===&lt;br /&gt;
Spooky Ghosts! They were originally another mini 3-model faction before GW decided to give them a huge model range for 2nd Edition. Essentially, when a mortal dies their soul goes to Shyish, and if they commit a particular grievance against Nagash, then their identity will be completely obliterated, and they will be subsumed into a Nighthaunt Procession. Before the Necroquake, Nighthaunt... Hauntings were far and few between, occurring mainly as a result of an excess of Death Magic and/or restless spirits not wanting to move on.&lt;br /&gt;
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Then the Necroquake happened.&lt;br /&gt;
&lt;br /&gt;
Tides of Death Magic completely swamped the realms, causing enormous amounts of Nighthaunt spirits to rise from the graves, taking out their anger and pissiness over being dead on the living. The fact that they&#039;re completely ethereal, can appear and disappear completely at choosing, and look pretty fucking terrifying to most mortal troops meant that these attacks were devastating. It was around this time Nagash recruited [[Lady Olynder]], a particularly powerful ghost lady, into being a Mortarch and thus leader of these Processions. Since then they&#039;ve been spitefully killing the living at every opportunity, as most races in the mortal realms collectively begin to realise the scope of what Nagash has done.&lt;br /&gt;
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===[[Ossiarch Bonereapers]]===&lt;br /&gt;
Nagash&#039;s newest creations, the Ossiarch Bonereapers serve as Death&#039;s vanguard force. Built from centuries&#039; worth of harvested bone and infused with the soul animus of long-dead heroes, this army of skeletons possesses terrifying physical prowess and hundreds of lifetimes&#039; worth of experience. But its true threat comes from its leader Orpheon [[Katakros]], Mortarch of the Necropolis and perhaps the greatest military strategist in all the Mortal Realms. Of course, [[Arkhan the Black]] also has his own legion considering his vast knowledge of necromancy.&lt;br /&gt;
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Because of this, the Ossiarchs are considered the elite foot-soldiers of the armies of Death, considering how each one is armored and armed with weapons while not possessing any of the madnesses, grudges, or other distractions that comes with the other undead armies. These skellingtons are purely soldiers, scrubbed clean of whatever traits are deemed undesirable by their master and wholly dedicated to destroying his foes.&lt;br /&gt;
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===[[Soulblight Gravelords]]===&lt;br /&gt;
The Vampire Counts. Do note that soulblight refers to the &#039;&#039;curse&#039;&#039; that turns them into vampires, the individuals are still called vampires. Of course, they still employ ordinary skeletons as disposable foot-soldiers and necromancers as lackeys to raise them.&lt;br /&gt;
&lt;br /&gt;
There&#039;s loads of mansions held by vampires ruling their own little corner of the Realm they inhabit, though most of them still bow to the Skelepope. Their leader under Nagash&#039;s rule is our gal [[Neferata]], ruling her citystate of... [[Skub|Nuhlamia]], while Mannfred remains an ever-present schemer who plays whatever side suits his fancy. They&#039;ve also gained a new special character called Prince Vhordrai, created with the Zombie Dragon kit; he attempted to overthrow Nagash but failed due to the fact that he didn&#039;t realize how fucking stupid this idea was. As a result, Vhordrai is bound by Nagash to [[Castlevania|a great castle that can appear in any Realm]] as a staging ground for military movement away from Shyish, leading his Blood Knight armies against his will. Warhammer Fest 2021 has revealed a few more lords such as Lauka Vai, who&#039;s a mutated vampire with a bat-like lower torso and a barely-restrained monstrous personality.&lt;br /&gt;
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==Destruction==&lt;br /&gt;
[[File:Gordrakk.jpeg|thumb|center|900px|GET OFF ME FAKKIN FROG AN TOAD, YA TOM TIT WANKERS!]]&lt;br /&gt;
The forces uninterested in beating Chaos, or more specifically not caring about who it is that they beat.&lt;br /&gt;
Destruction is now more chaotic than Chaos, to the point even Tzeentch cannot really predict or control them with any degree of certainty.&lt;br /&gt;
&lt;br /&gt;
Most of Destruction is the former [[Orcs &amp;amp; Goblins]], led by Gorkamorka, the two-headed combined form of the old gods [[Gork]] and [[Mork]] (or is it Mork and Gork?), who separates back into the two when greenskins fight each other. Confirmed that Gork is the brutal one while Mork is the sneaky one, though that has been implied if not outright stated for years with any implication otherwise being a joke. &lt;br /&gt;
He was initially interested in Sigmar&#039;s plans until he got bored and led the savage elements of the reborn world on a massive reality spanning WAAAGH and finally settling to his realm made of Ghur, the Wind of Beasts. Now they&#039;re predictably trying to get in as many fights as they can, and don&#039;t really give a fuck about exactly who it is that they&#039;re fighting.&lt;br /&gt;
&lt;br /&gt;
The posterboy of Destruction was [[Gordrakk]], the firstborn son of Gorkamorka/Gork and Mork (or was it Mork and Gork, because even Gordrakk isn&#039;t quite sure) dubbed the Fist Of Gork, and was the first greenskin in the new setting. [[Spiritual Liege|All beings of Destruction bow to him as their absolute Warboss for being the &#039;ardest, the absolute pinnacle of both Brutality and Cunning at once.]] Gordrakk is directly connected to his gods, who are present with him at all times. He sees them as &amp;quot;more suggestions of shapes than shapes themselves, but powerful for all of that&amp;quot; who feud or cooperate in his presence and gently whisper their will and interests to him. He notices that all other beings of Destruction follow their mood, but only he is aware of why a WAAAGH! can form out of beings who hate each other or turn in on itself out of the blue. And gave &#039;is boyz ork armour. Nice.&lt;br /&gt;
&lt;br /&gt;
After 3E, that title could arguably have been passed to [[Kragnos]], a massive centaur god from a bygone age who was freed as a result of Alarielle trying to reverse the Necroquake. After being freed, he got absolutely pissed at all the cities that grew up in his absence and went on a freewheeling campaign of destruction that draws in all manner of followers, thanks in part to the machinations of the Kruleboy shaman Gobsprakk, who acts as mouthpiece.&lt;br /&gt;
&lt;br /&gt;
====[[Orruk Warclans]]====&lt;br /&gt;
The combined Orruk factions.&lt;br /&gt;
&lt;br /&gt;
=====[[Ironjawz]]=====&lt;br /&gt;
Massive &amp;lt;strike&amp;gt;Orcs&amp;lt;/strike&amp;gt; Orruks, the literal &#039;ardest. They take the place of the Black Orcs, who look upon these superior greenskins with envy as they pry armor off of dead Warriors of Chaos and pound it into shape with their fists into a magnificent covering (see [http://tvtropes.org/pmwiki/pmwiki.php/Main/TheWorfEffect The Worf Effect] for an explanation). [[Tuska_Daemon-Killa|Remind you of anyone else?]]&lt;br /&gt;
&lt;br /&gt;
Ironjawz are the elites among all Destruction, who do not even tolerate the existence of weak and lesser things than themselves.&lt;br /&gt;
&lt;br /&gt;
Consist of: &lt;br /&gt;
* &#039;&#039;&#039;Ardboys&#039;&#039;&#039;, which are the rank and file of the Ironjawz. Not technically born of Ironjawz, Ardboys are simply any &amp;lt;strike&amp;gt;Orcs&amp;lt;/strike&amp;gt; Orruks massive enough to be tolerated among them (who in the previous Warhammer would be Warbosses). Thought to be a silly and eccentric lot due to them desiring musicians when all other Ironjawz see it as a waste of weapon-holding hands, marching in disciplined ranks while other Ironjawz are individually focused on getting themselves into the battle as soon as possible, and using cloth to make banners differentiating themselves which Ironjawz see as pointless (but the cleverer ones recognize the benefit of a hard frontline if only to keep the enemy pinned to make it easier to krump them). Most Ardboys wear helmets.&lt;br /&gt;
* &#039;&#039;&#039;Brutes&#039;&#039;&#039;, the elite among the Ironjawz. They aren&#039;t stupid so much as ignorant on an unprecedented scale, they ONLY understand fighting. Not war, not tactics, fighting. They have only one goal; smash. When they encounter a wall, they smash it. When they encounter a tree, they smash it. When they encounter things that move, they smash it. When they go to the red light district to get it on, they smash i- no wait&lt;br /&gt;
* &#039;&#039;&#039;Gore-gruntas&#039;&#039;&#039;, basically the boars of the old setting with more muscle and spiky things. Dire Dire Boars. Gore-gruntas eat almost anything, and the metal that they shit out is called Pig-iron and used to form the weapons and armor of the Ironjawz.&lt;br /&gt;
* &#039;&#039;&#039;Megabosses&#039;&#039;&#039;. Megabosses are Ironjawz that have killed a lot. Like, a whole fucking lot. You think you know killing; these guys wrote the book on it, if they could write in the first place. The more fights an Ironjawz survives the bigger they grow, and when none is larger that Ironjaw is the new leader making Megabosses the best of the best ([[Meme|sir, with honors!]]).&lt;br /&gt;
* &#039;&#039;&#039;Weirdnob Shamans&#039;&#039;&#039;. Orruks with almost no control over their own bodies due to the insanity required to channel the magic of Destruction and its out-Chaosing chaotic nature through them. They twitch, squirm, spasm, drool, gibber, and cause extremely random fucking shit to happen. &lt;br /&gt;
* &#039;&#039;&#039;Warchanters&#039;&#039;&#039; Ironjawz mostly think music is pointless, but Warchanters are percussion masters whose entire job is to take anything that can be held and hit anything else to create a loud noise like a drum beat which causes flashmobs of Ironjawz similarly hitting random things in rhythm. &lt;br /&gt;
* &#039;&#039;&#039;Maw-krushas&#039;&#039;&#039; Giant Wyvern-looking things. Have the personality of Brutes. Ridden by Megabosses. Their physiology works on the same system of &amp;quot;clap your hands if you believe&amp;quot; as 40k Orks, as they can fly despite their wingspan being too small to lift their bulky, rotund physiques; however [[Lulz|the book suggests they&#039;re so belligerent even gravity doesn&#039;t want to mess with them]].&lt;br /&gt;
&lt;br /&gt;
=====Greenskinz=====&lt;br /&gt;
All the vanilla Orc models that survived the great purge of models at the release of the Destruction book. Orcs are the weakest and smallest &amp;lt;s&amp;gt;(the older models still in production)&amp;lt;/s&amp;gt;, Orruks are the Boyz, they have Boarboys and Boar Chariots still, a Warboss, Shaman, and a Warboss riding a Wyvern.&lt;br /&gt;
&lt;br /&gt;
They still represent the majority of the Orc/Orruk race. They are the ones who&#039;ll raze and destroy a city out in nowhere, and they&#039;re a nasty bit of action when they&#039;re on the Waaagh, even for the more powerful factions available in Age of Sigmar.&lt;br /&gt;
&lt;br /&gt;
Almost all of their models are now gone from Games Workshop&#039;s site, and are no longer available, either in stores or online. They are unlikely to ever be re-released, and can now be added to the list of Squatted factions, alongside Brettonia and the Tomb Kings.&lt;br /&gt;
&lt;br /&gt;
Rest in Peace (or War), you magnificent, Greenskinned Bastards. No longer shall you torch cities and destroy entire armies, [[Meme|Just Because They Were There.]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Gorkamorka VS Khorne.png&lt;br /&gt;
Image:Gorkamorka VS Sigmarines.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====[[Bonesplitterz]]=====&lt;br /&gt;
[[Orcs_&amp;amp;_Goblins#Varieties|Savage Orcs]]. Including Savage Orruks, Savage Orruk Boarboys, Shamans, and Warbosses. Shamans are technically called Ju-ju Doks now and the orruks aren&#039;t naturally primitive anymore, but have been driven mad by the waaagh!&#039;s power. Or just by being hit by lightning, suffering from hallucinations due to infected wounds, or just staring at the sun for too long. They are led by Wurrgog Prophets (aka not Wurrzags) plus their second-in-command Wardokks and their elite are called Maniaks. They go around hunting monsters in the realm of beasts and use ju-ju to transfer the killed monsters&#039; strength into their various bone weapons and charms. Wow, I&#039;m starting to bone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Savage Orruk VS Persian Technoviking.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====[[Kruleboyz]]=====&lt;br /&gt;
The new &amp;lt;strike&amp;gt;Orcs&amp;lt;/strike&amp;gt; Orruks of 3rd edition. Lads that worship Mork over Gork, thus being more kunning than their peers, and being thinner and lankier than the average Orruk as a consequence. Apparently they&#039;ve been around in swamps and the like, but because of how much more sneakier they are than their more oafish cousins, they&#039;ve been mostly ignored. With coming of Kragnos, however, they&#039;ve rallied around him and have begun to show just how aggressive they are. Unlike the heavily armored Ironjawz or unhinged Bonesplitterz, these guys use more than just muscles. They bring with them crossbows (and even a ballista!) along with lots of other tools, like hobgoblins that use hand grenades, or standards that generate swampy mist. (Eat your heart out Idoneth! not the only one terraforming the battlefield anymore!)&lt;br /&gt;
&lt;br /&gt;
====[[Gloomspite Gitz]]====&lt;br /&gt;
The [[Night Goblins]], Spiderfang Grots, Troggoths and Gargants have joined forces under the worship of da Bad Moon. Led by Skragrott the Loonking and kept together by taking &#039;&#039;way&#039;&#039; too many psychadelic mushrooms, they fight an insane crusade to somehow permanently keep da Bad Moon in the sky to usher in an era of perpetual darkness.&lt;br /&gt;
&lt;br /&gt;
====[[Ogor Mawtribes]]====&lt;br /&gt;
The combined Ogor factions.&lt;br /&gt;
&lt;br /&gt;
=====Gutbusters=====&lt;br /&gt;
Ogres, now called Ogors (ffs), with an even worse faction name. &lt;br /&gt;
Leadbelchers, Butchers, Gorgers, Scraplaunchers, Ironblasters, Ironguts, rank and file Ogres, Tyrants, and [[Gnoblar]]s which are now just &amp;quot;Grots&amp;quot; with different models.&lt;br /&gt;
&lt;br /&gt;
Baba booey.&lt;br /&gt;
&lt;br /&gt;
=====[[Beastclaw Raiders]]=====&lt;br /&gt;
The wilder &amp;lt;strike&amp;gt;Ogres&amp;lt;/strike&amp;gt; Ogors. Stonehorns, Thundertusks, Yhetees (many fans were angry over these surviving while their favorites were squatted), Hunters, Mournfang Cavalry, Sabretusks. Now they are a tribe of nomadic snowy weirdos [alfrostuns to themselves] who bring winter wherever they go and fight to eat [and their appetites are still huge]. Cue the sticking theme words EVERYWHERE with icefall yhetees, icebrow hunters, frost sabres, frostlords, frost hunters [reaches for gun to shoot GW...]&lt;br /&gt;
&lt;br /&gt;
=====Firebellies=====&lt;br /&gt;
[[Wat|The Firebelly, as its own faction.]]&lt;br /&gt;
&lt;br /&gt;
=====Maneaters=====&lt;br /&gt;
Maneaters, unchanged.&lt;br /&gt;
&lt;br /&gt;
====[[Fimir]]s====&lt;br /&gt;
One-eyed swamp creatures from WAY back. They were known for breeding through rape, though this time they seem to have dropped the rape aspect in favor of laying eggs by way of their female leader. They are reptilian creatures with bird-like features and are cyclopeses. Something worth note is that they used to worship Chaos, though Chaos largely ignored them because they found them boring; that appears to have finally broken in AoS. They&#039;re also known for being an end tier unit for Norsca in Total War: Warhammer, where they act as heavy shock troopers that will cause most units to flee in fear after a brief stint of combat with them.&lt;br /&gt;
&lt;br /&gt;
In this setting, the Fimir originate from Ghyran on an island called Peel and appear to be virtually the same outside of the abandonment of pseudo-celtic names for their society. Instead of a Maergh they follow a Matriarch, which seems to follow the exact same idea. They live on a shitty island and appear to have completely been abandoned by Chaos, again. Their survival into the new realms means that someone had to have re-seeded them, though whether it was a pity move by the Chaos Gods or just because they like to watch them suffer in their eternal role as the red-headed stepchild is unknown.&lt;br /&gt;
&lt;br /&gt;
They&#039;ve tossed themselves in with the Grand Alliance of Destruction instead of aligning with Chaos, possibly either having forgotten their origins or just tired of playing second fiddle in Chaos&#039; eyes. Their models are exclusively Forge-World at the moment, though they were recently removed off the store and a preview of an actual army for them was seen a while ago, so they&#039;ll probably make their way to the main store soon.&lt;br /&gt;
&lt;br /&gt;
Just kidding. It&#039;s been years now since they&#039;ve had models for sale or viable rules for the game, so they&#039;re effectively gone for (most likely) good. Kruleboyz hit the Destruction and Swamp element so if these interest you outside of the rape then go give them a look.&lt;br /&gt;
&lt;br /&gt;
====Sons of Behemat====&lt;br /&gt;
An all-giant/gargant army. You read that right. According to lore they&#039;re the offspring of the Godbeast Behemat, who created them by accident through magical asexual reproduction.&lt;br /&gt;
&lt;br /&gt;
As with the [[Imperial Knights]], there are certained named gargants that are mercenary enough to throw their lots in with other factions besides Destruction.&lt;br /&gt;
&lt;br /&gt;
==Chaos==&lt;br /&gt;
[[File:Archaon Mango.jpg|thumb|center|900px|THE TIME OF THE EVERCHOSEN HAS COME AGAIN!]]&lt;br /&gt;
Archaon the Everchosen was tested once again by each of the Chaos Gods following the End Times, as they wanted him to turn to them as their new supreme champion he again defeated their challenges without feeling any loyalty towards them, and each granted him new powers until he was a demigod, and Incarnate of Chaos itself. Great Horned Rat attempted to give him a blessing upon joining the pantheon, but Archaon refused it and spat in GHR&#039;s face. Demigod Archaon has been given the title of &amp;quot;Grand High Marshall of Chaos&amp;quot; (so much for Chaos being Chaotic (think of him as a great khan)), and basically has free-reign to do whatever the fuck he wants for whatever reason (everything Be&#039;lakor wanted but could never have). Interestingly, this creates an entire new position in Chaos hierarchy without it being clear if Archaon can command Chaos Gods who are not part of the Great Game, if he has supreme authority over all of the Daemon Princes, and so on. As a side note, Dhorgar changed from a Daemon horse to a $100 Daemon dragonish thing.&lt;br /&gt;
&lt;br /&gt;
Slaanesh gorged himself on souls during End Times until he was so bloated he was unable to move ([[/d/|just like those creepy porn comics you&#039;ve read about]]), and spent post-End Times (before or after Archaon&#039;s second ascendance isn&#039;t clear) hiding in a cave while digesting. Tzeentch manipulated Khorne into attacking the armies defending him, [https://www.youtube.com/watch?v=XIMg2Xw4_8s which allowed the Aelfs Tyrion and Malerion to kidnap him] which removed him from the Great Game while enabling them to retrieve all the souls of Elves killed in End Times and possibly even before then (some have taken advantage of the undefined explanation of exactly who the Aelfs are to say [[Eldar]] have come to a Warhammer Fantasy setting).&lt;br /&gt;
Slaanesh&#039;s forces, who are justifiably freaking out that their god(dess) is missing, are currently invading Ulgu in search of Malerion for clues as to where their god(dess) is. To quote White Dwarf, &amp;quot;THE FORCES OF CHAOS HAVE ARRIVED... BUT WHERE IS THE DARK PRINCE?&amp;quot; The other Chaos Gods are actually happy he/she/it is gone, but the Chaos Gods have always hated each other so that&#039;s to be expected. In reality Slaaesh is Currently trapped between the realms Ulga and Hysh and is slowing being drained of the Aelven souls it devoured by Malerion, Morathi, Tyrion and Teclis. Things were going well until Morathi double crossed the others to pull a secret spell to steal more souls than was initially allocated to her (and perhaps to get a dig at the other four). Which unintentionally resulted in the weakening of its prison and allowing Slaanesh to send out SOS on its location to its followers who are right its trail. In addition this also weakened the prison itself so its only a matter of time before it breaks loose.&lt;br /&gt;
&lt;br /&gt;
After the end of the old world and his ascension, Archaon spent his time obliterating many universes and slaying kings and what not. He recieved a vision from his (apparently now un-smashed) third eye which foretold the events until the release of Age of Sigmar, with the final vision being Archaon apparently killing Sigmar (although Order fans that were unamused with ANOTHER &amp;quot;Chaos wins&amp;quot; spoiler ending to this universe noted that in Archaon&#039;s vision, Slaanesh was still gone). The Chaos Gods sent a Champion each (Tzeentch, Nurgle, Khorne, Great Horned Rat) to kill Archaon but each was defeated, with Dhorgar feasting on their souls which resulted in a Khornate head, a Tzeentchian head, a Nurglite head, and the two tails that Great Horned Rat&#039;s servants have.&lt;br /&gt;
&lt;br /&gt;
Once Chaos had taken 7/8 of the Realms, with Sigmar as the only holdout, Khorne basically screamed &amp;quot;WILDCARD, BITCHES!&amp;quot; and blitzed his way into Nurgle&#039;s Garden and Tzeentch&#039;s Maze, allowing the other factions to reclaim their lands (although the Daemon-wrought damage now makes them resemble something out of [[Brütal Legend]]). Archaon&#039;s Chaos armies only defeat came at the hands of Morelion and Morathi in the Realm of Shadow, a place which now fascinates him.&lt;br /&gt;
&lt;br /&gt;
Chaos continued its Saturday Morning Cartoonification when [[Be&#039;lakor]] was killed by Seraphon, more specifically; [[Lizardmen#Skinks|Skinks]] riding pterodactyls dropped rocks on him until he popped. Although this happened in a White Dwarf battle report, and Be&#039;lakor&#039;s model was only used to represent a generic Daemon Prince, others have defended it saying that White Dwarf has access to all Warhammer models and thus had no reason to use Be&#039;lakor unless it was Be&#039;lakor in narrative and a weaker model on the tabletop for balance reasons. Others have suggested it was only [[Changeling]], pulling the same trick he did in End Times. Regardless, the Seraphon still managed to close the portal. See: [[Skub]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s been theorized that Nurgle&#039;s almost single-minded obsession with the Sylvaneth is because he wants to claim Alarielle as his new [[Isha|waifu]]. No word on whether this means he&#039;ll keep her as is or make her the Poxfulcrum; who was retconned from Isha to Shallya in End Times, then secretly replaced by some elf wizard called Kalara in [[Araloth|Araloth&#039;s]] Realm of Chaos excursion.&lt;br /&gt;
&lt;br /&gt;
The Great Horned Rat&#039;s been doing very little on his own at first glance, mostly having Clan Pestilens work closely with Nurgle&#039;s forces in the Realm of Life. However it may be worth noting that GHR is literally the god of a race who pretty much have a monopoly on backstabbing the guy above you and taking their place, and with Slaanesh missing Nurgle is currently the weakest of the classic Chaos Gods. Based on this, there&#039;s some recurring theory that says that GHR has a backstabby-ulterior motive for getting so friendly with Nurgle.&lt;br /&gt;
&lt;br /&gt;
One of the confirmed tribe names for Chaos humans is the Gjallervolk, obviously the direct replacement to the old Warriors.&lt;br /&gt;
&lt;br /&gt;
Same old, same old. So to recap:&lt;br /&gt;
*Khorne wages war on Sigmar, all the time. The Blades represent most of them.&lt;br /&gt;
*Nurgle is obsessed with Alarielle, since she&#039;s sexy feral Isha, and has grown to hate all of Death as well.&lt;br /&gt;
*Slaanesh is missing, his forces are split between those trying to find him/her/it and those trying to replace him as &amp;quot;Ur-Slaanesh&amp;quot;, the main contender for which is a [[Keeper of Secrets]] named Luxscious and [[Archaon]] since &#039;Everchosen&#039; briefly touches on majority of Mortal and quite a few Daemon worshippers are using him as a &#039;go to&#039; figure for veneration. On a meta-level, &#039;&#039;loads&#039;&#039; of people somehow made themselves believe that Slaanesh was being squatted altogether. Adepticon 2k19 reveal showed this was a load of crap. What&#039;s more, Slaanesh gave birth to two demigods called Dexcessa and Synessa, who directly lead Slaanesh&#039;s worshippers in their absence.&lt;br /&gt;
*Tzeentch is still fucking around everywhere being an annoying shit, but Games Workshop is finally letting him get shit done; he arranged for Slaanesh&#039;s capture and tricked Sigmar into losing Ghal-Maraz (Sigmar got it back but that&#039;s still something). Fun things too, he also indirectly helps Order sometimes. During the Realm of Life Campaign, Tzeentch did his part sabotaging Nurgle&#039;s plans in the Realm of Life. He wanted Sigmar to get his cities up and running so that he can extend his influence and do more plotting in those new mortal bastions. He&#039;s the Chaos God most likely to side with Order temporarily just to mess with the other Gods&#039; plans. &lt;br /&gt;
*Horned Rat is now the Great Horned Rat, a fully-fledged Chaos God. This changes &#039;&#039;no one&#039;s&#039;&#039; opinion on him, much to his chagrin.&lt;br /&gt;
*Archaon is the top dog in charge of all Chaos, hates and is hated/loved &amp;lt;3 by everyone else oh and will kill that damn Rat thinking it&#039;s one of the Gods. Archaon is simultaneously hated and loved by the mortal Chaos followers; some find him to be all a-okay, others hate him and find him to be an overly arrogant prick who should just fuck off to his precious All-Point.&lt;br /&gt;
*Be&#039;lakor is still a conniving motherfucker, looking for ways to get back in the good graces of the four. He&#039;s also somewhat responsible for some of the fuckery in 3E as he managed to find a way to cut off the Stormboys from their express lane to Azyr upon dying.&lt;br /&gt;
*...And [[Malal]] is STILL nowhere to be seen. Natch.&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=Ju1wdQMqz9I Here is the theme song of all Chaos factions.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Age of Sigmar Chaos.jpg|Say goodbye to [[Slaanesh]] kids, daddy/momma is goin&#039; bye-bye.&lt;br /&gt;
Image:Luxscious Sigmar.jpg|&amp;quot;[[Fallout|The Ultra-Lux; it&#039;ll Keep your Secret.]]&amp;quot;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Beasts Of Chaos====&lt;br /&gt;
[[Beastmen]], monsters, and &amp;lt;strike&amp;gt;giants&amp;lt;/strike&amp;gt; gargants (re)combined into a singular faction after 2nd Edition came out. Originally split into Brayherds (most beastmen along with the various Tzaangors), Warherds (bigger beastmen like &amp;lt;strike&amp;gt;minotaurs&amp;lt;/strike&amp;gt; bullgors), Thunderscorn (Dragon &amp;lt;strike&amp;gt;Ogres&amp;lt;/strike&amp;gt; Ogors), Chaos Gargants, Monsters of Chaos (Cockatrices, Chimeras, Razorgors, Chaos Warhounds, Jabberslythes to be precise. Though not every monster in the Monsters of Chaos faction got the Beasts of Chaos keyword for some reason) and Chaos Spawn when AoS originally launched. As a singular faction, the tags of Brayherd, Warherd, and Thunderscorn are treated the same way as Stormcast Eternal chambers, with certain units counting as battleline with the right general. Fingers crossed for other scattered factions (Skaven, Grots, etc.) to get the same recombination treatment.&lt;br /&gt;
&lt;br /&gt;
Currently they represent the mutated and Beastly hordes of Chaos undivided. This includes anything from from Beastman to the various chaos-born monsters that they summon or enslave to use as beasts of war. Contrary to what a layman might think they do not necessarily fight for the Four chaos gods. Obviously some of their number have sworn to one of big four Chaos gods and are now worshippers but for the most part they have no real allegiance to any of the plans of the chaos gods and fight simply to destroy and tear down civilisation as its their very nature. They are one of the few forces in the Chaos Grand alliance that can be said to be largely independent of the Chaos gods or the Horned Rat and are simply fighting and spreading chaos as they are creatures of pure chaos itself, thus if their actions benefit the the four gods (and the horned rat) then good for them. Some on the other hand venerate their own god of sorts Morghur, the first Beastman. They wish to continue his plan to plunge all the Realms in endless chaos by tearing down all civilizations and erecting enough herdstones to alter reality itself. While others feel worshipping any god is itself a form of Order and follow none but themselves. Obviously they show respect and fear of the chaos gods, but they look down on the outright worship practised by other forces of chaos (like the Slaves to Darkness or Bloodbound. In there eyes this form of chaos worship is itself a form of Order and thus wrong and weak).&lt;br /&gt;
&lt;br /&gt;
The Origins of the various hordes of the Beasts of Chaos is vague and their are multiple stories but it is known that they were not created by any of the Chaos gods directly (with the exception of the Tzaangors who were first created through the power of Tzcheench) and are said to have been spawned from the raw, aligned powers of chaos. Thus they see themselves as the true children of chaos unlike other followers who only follow chaos out of fear or for rewards from the Gods themselves. To them chaos and destruction is literally in their DNA and to them fighting and spreading chaos is as natural as eating or sleeping.&lt;br /&gt;
&lt;br /&gt;
Currently also share the various Tzaangors with the Disciples of Tzeench.&lt;br /&gt;
&lt;br /&gt;
====Blades of Khorne====&lt;br /&gt;
Khorne&#039;s faction, Consisting of his mortal and daemon followers.&lt;br /&gt;
Their Blood warriors look like Worldeaters.&lt;br /&gt;
Oddly enough, theirs were the only miniatures to receive approval from the Warhammer Fantasy fanbase although many have complained the new Daemon resembles something from 40k, with a hint of Alien except with a skull in its mouth. Said Daemons are the &amp;quot;Khorgoraths&amp;quot; who are mortal men so infused with Khorne&#039;s magic their skin becomes like liquid boiling blood with skulls bubbling within, and in time they come to resemble Khorne himself not unlike how Great Unclean Ones resemble Nurgle.&lt;br /&gt;
&lt;br /&gt;
Some are cannibals, and consume the flesh of their foes almost exclusively (preferably while the meal is still alive interestingly enough, as it goes against many of Khorne&#039;s common themes of killing on the battlefield). Doing this, they believe, imbues them with the divine power of Khorne. This actually makes sense if you know your shit regarding the spirituality of cannibalistic practices. In fact it&#039;s rather similar to a pre-Islamic Turkic practice that held that drinking from the skull of your enemies allowed you to devour their souls and gain their power.&lt;br /&gt;
&lt;br /&gt;
Khorne&#039;s initial army (in Aqshy, anyway) was led by a warlord named Khul, who wanted to become a Daemon Prince and constructed a giant pyramid of skulls in order to earn the highest possible position. He had planned to cap it with a Sigmarine skull, although in the actual battle with the Sigmarines he was not able to actually secure the skull despite killing the Sigmarine while a Sigmarine skeleton ironically blew up the pyramid. He kicked Vandus Hammerhand&#039;s gold-plated ass pretty well in Nick Kyme&#039;s &#039;&#039;War Storm&#039;&#039;, so kudos to him for knocking the Sigmarines off their high fucking perch, albeit temporarily. Archaon in &#039;Balance of Power&#039; did a number on Vandus by virtually cutting him in half and killing him outright which he laughed about it later after massacring the rest of his stormhost &#039;The Hammers of Sigmar&#039;.&lt;br /&gt;
&lt;br /&gt;
The mortal humans known as bloodbound are specifically a Khornate-flavored addition called Bloodreavers. It has been noted that the Bloodreavers seem to have a mixed-race feel, suggesting the Mortals are no longer just not-Björk-Björks and not-Mongols anymore. Nonetheless, they have fair hair, vaguely Scandinavian-sounding names like &amp;quot;Skargan&amp;quot;, &amp;quot;Hroth&amp;quot; (which, depending on what you read, either means &amp;quot;gore&amp;quot; or &amp;quot;fame&amp;quot; in Old Norse), Volundr, and use patronymic naming conventions, so they are basically Norscans from the Old World. However, some argue that the presence of dark-skinned people in the Bloodreavers ranks points to them being ethnically diverse. These people forget that the WoC of the original setting also had non-European people among their ranks - the Kurgan and Hung - and that this did not change the fact that the Warriors of Chaos were basically Death Metal stereotypes about Vikings. So it will likely have as much bearing here as it did there. Also, the miniature for the Exalted Deathbringer is an eight foot tall blond bodybuilder with a massive Viking beard and Death Metal hair, so yeah.&lt;br /&gt;
&lt;br /&gt;
The bearded Blood Warrior miniature (the one who uses a skull as a beard clasp) has been lauded throughout the intrawebs as the best miniature in the starter set due to having the largest beard of any mini GeeDubs has ever put out, even compared to their Dwarf models.&lt;br /&gt;
&lt;br /&gt;
[[Khorne|Khorne&#039;s]] new warriors all have names alluding to their deity&#039;s blood and decapitation fetish.&lt;br /&gt;
* Slaughterpriest &lt;br /&gt;
* Bloodsecrator&lt;br /&gt;
* Bloodstoker&lt;br /&gt;
* Skullgrinder&lt;br /&gt;
* Deathbringer&lt;br /&gt;
* Red Headsman&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=D6LQsME4t98 Here is their theme song.]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warriors of Chaos Space Marines.jpg|This man&#039;s beard is the longest beard in the Nine Realms. Except for Exalted Deathbringer Johann Headtaker.&lt;br /&gt;
Image:Games Workshop Writing.jpg|Still miss the 90&#039;s?&lt;br /&gt;
Image:Age Of Khornan.png&lt;br /&gt;
Image:Khornate Lucha!.png|LUCHA FOR THE LUCHA GOD, MASKS FOR THE MASK THRONE!&lt;br /&gt;
Image:Chaos Diversity.jpg|Standing fast against their homogeneous foes - the Stormfront Eternals&lt;br /&gt;
Image:DisgraceHammer.jpg|[[Grimdark|Some Bloodbound fork their beards with the melted fat of their victims, hence the blade-like look.]]&lt;br /&gt;
Image:99070201017_ExaltedDeathbringerImpalingSpear01.jpg| &amp;lt;strike&amp;gt;Perhaps&amp;lt;/strike&amp;gt; The Manliest Beard Ever.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Disciples of Tzeentch====&lt;br /&gt;
Tzeentch&#039;s mortal followers and Daemon followers. Unlike the roaming hordes of Khorne and Nurgle, Tzeentch prefers to operate using cults that make their homes in civilized cities, meaning while the other gods are declining as Sigmar brings civilization to the realm Tzeentch is thriving. Their basic troops are the Kairic Acolytes, cultists who masquerade as normal citizens but in times of war use magic to transform their bodies into [[Muscle Wizard|muscle-bound ideals of the human form]]. In addition to humans sorcerers, many cults also include covens of Tzaangor beastmen (many of whom were former humans mutated by worshiping Tzeentch). The Gaunt Summoners, while not technically part of these cults, are respected enough by them that when one shows up, they follow their orders.&lt;br /&gt;
&lt;br /&gt;
====Hedonites Of Slaanesh====&lt;br /&gt;
Since Slaanesh has been demoted, his faction is now all of his Daemons and exclusive mortal followers well before the other gods followed this model. &amp;lt;s&amp;gt;Note that [[Sigvald]] is now a generic model Chaos Lord Of Slaanesh, with no special rules&amp;lt;/s&amp;gt; DISREGARD THAT, WE SUCK COCKS! Sigvald is back as a super-powered not-quite-mortal champion of the Dark Prince!&lt;br /&gt;
&lt;br /&gt;
Long story short the big four Aelven gods (Malerion, Morathi, Tyrion and Teclis) managed to capture Slaanesh in a trap between the realms of light and shadow and are slowly freeing the Aelven souls it devoured. While the trap is held Morathi&#039;s attempts to steal more than her share of souls has weakened the trap and Slaanesh is slowing freeing itself and is even sending out distress signals to its followers. So yeah not like this traps going to last long. Anyways...&lt;br /&gt;
&lt;br /&gt;
Most of his followers currently are still aiding Archaon and is lending their strength to the fight against Order. These are referred to as Invaders and for the most part the faction is being governed by Slaanesh&#039;s Greater Daemons who have taken up the main godly duties (bestowing boons, gifts, answering prayers etc..) while some have actually looked to worshipping Archaon as the new Slaanesh. No, seriously. They think Archaon has a personality inside him that deep down [[Moot|wants to be the little girl]]. They call this being &amp;quot;Placebo&amp;quot; (no, seriously, this is actual GW lore).&lt;br /&gt;
&lt;br /&gt;
The rest are split between those looking to rescue Slaanesh who are referred to as Seekers and those looking to BE Slaanesh which are referred to as pretenders and are trying to pass themselves off as Slaanesh reborn.&lt;br /&gt;
&lt;br /&gt;
Though currently the Seekers seem to be making progress and are currently right on Slaanesh&#039;s trail. So its likely only a matter of time before they find it and all those Greater Daemons and Mortal champions that were passing themselves off as the &#039;&#039;&#039;NEXT&#039;&#039;&#039; Slaanesh better hope their god is forgiving when it gets back.&lt;br /&gt;
&lt;br /&gt;
...and then Broken Realms threw that quota a hard turn. Slaanesh might have lost some more souls in Morathi&#039;s mad quest for godhood, but its chains were loosened ever-so-slightly enough so it can spit out a &amp;quot;Newborn&amp;quot; to act as its voice....which then split off into twins to remind the realms that the Lord of Excess remains a very visible threat.&lt;br /&gt;
&lt;br /&gt;
====Maggotkin of Nurgle====&lt;br /&gt;
The OTHER guy who gets all the new models also has his own faction, although it consists of Nurglite &amp;lt;strike&amp;gt;Warriors of Chaos&amp;lt;/strike&amp;gt; Mortals and Daemons. Appeared in Black Library book Ghal-Maraz (which actually is two novellas) messing around with the realm of life, sadly for them they got most of their story getting kicked by the Stormcasts, but then again, in the End Times these guys nearly wipe out the Empire all by themselves and in the beginning of the novella they had just conquered most of the realm of life, besides they put a great fight against Alarielle, forcing her out of hiding, so all in all they are not that incompetent.&lt;br /&gt;
&lt;br /&gt;
Notably has the most special characters of the four as all of his champions managed to make the transition perfectly fine, while others had to sacrifice their less-fun ones because nomodel:&lt;br /&gt;
*The [[Glottkin]]&lt;br /&gt;
*The [[Maggoth Lords]] of Icehorn Peak&lt;br /&gt;
*[[Gutrot Spume]]&lt;br /&gt;
*[[Festus the Leechlord]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ugh Of Nurgle.png&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Slaves To Darkness====&lt;br /&gt;
All the generic Warriors of Chaos, plus the Daemon Prince. They&#039;re pretty tough, with warriors able to take two wounds a piece and can do some serious damage ( 2 attacks on 3+/4+, rerolling ones to hit if you take double weapons). The bargain price of this, however is fewer bodies and effectively no ranged units. That being said, there are plenty of fast attack options to bog your enemy down, a fair amount of fodder (Marauders) and a good amount of wizards, so make sure you have at least two, one for Mystic Shield, and the other for arcane bolt attacks at the start of every turn, at least.&lt;br /&gt;
&lt;br /&gt;
=====Daemons Of Chaos=====&lt;br /&gt;
[[Fury|Furies]], [[Soul Grinder]]s, [[Daemon Prince]]s, and [[Be&#039;lakor]]. Were left as their own little unloved factio before being folded in the STD.&lt;br /&gt;
&lt;br /&gt;
=====Everchosen=====&lt;br /&gt;
Archaon, the Varanguard who are Chaos Lords who renounced their (insert faction god) to be one of Archaon&#039;s chosen, forever bound in service to him and him alone.&lt;br /&gt;
&lt;br /&gt;
[[File:Godbeasts.jpg|thumb|400px|right|[https://www.youtube.com/watch?v=R4vjJrGeh1c Further proof that Archaon is now powered solely by &#039;&#039;&#039;ANIME&#039;&#039;&#039;].]]&lt;br /&gt;
&lt;br /&gt;
Games Workshop FINALLY decided to &amp;lt;s&amp;gt;give the often-neglected Tzeentch some love&amp;lt;/s&amp;gt; throw Tzeentch a bone with the new Gaunt Summoner models (which look like techni-color Hellraiser-style Cenobites). According to GW; &amp;quot;Originating from deep within the Realm of Chaos, the Gaunt Summoners are powerful daemon sorcerers of Tzeentch. Archaon exerts an iron grip upon their souls - they are not only favoured by the Everchosen for their abilities, which are prodigious, but for their helpless devotion to their masters’ twisted whims. Able to twist reality with their dread incantations and engulf whole armies in deadly warpfire, the Gaunt Summoners were responsible for some of the most horrifying atrocities committed during the Age of Chaos. Only nine of these bizarre, faceless creatures exist at any one time, and it is an exceedingly rare event to see more than one appear at any time.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As for Archaon himself? As the newfound [[Meme]] indicates, he is now powered solely by &#039;&#039;&#039;ANIME&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Catches a bolt of Azyr lightning in his hand and crushes it with his hand into nothingness.&#039;&#039;&lt;br /&gt;
* &#039;&#039;His contempt is so intense that it shatters the earth beneath his feet.&#039;&#039;&lt;br /&gt;
* &#039;&#039;His and his men&#039;s acts of butchery and slaughter caused a Lord of Change that viewed them to weep quicksilver tears of anguish.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Archaon&#039;s ultimate goal is to destroy the Chaos Gods still, and while he&#039;s their greatest servant they are actually afraid that this can really happen. They continually send their greatest warriors to kill him in random encounters, but like a JRPG character he only grows stronger.&lt;br /&gt;
Archaon intends to claim all of the Realms in order to gain the power to destroy all of Chaos and rule over a godless kingless united Realm for eternity, but he has to be careful in doing so. He cannot kill the being who controls that Wind (Nagash as Death for example) outright or the Realm will collapse. It will only be his if he holds them until he can somehow extract the former Incarnates from them.&lt;br /&gt;
&lt;br /&gt;
He fights for the freedom of all men, yet also enjoys killing and torturing all beings and comitting genocide against reality.&lt;br /&gt;
&lt;br /&gt;
tl;dr Archaon is [[Malal]] now. Or the Emperor.&lt;br /&gt;
&lt;br /&gt;
They have been rolled into Slaves to Darkness, which for all intents and purposes, it should’ve been apart of from the beginning.&lt;br /&gt;
&lt;br /&gt;
====Legions Of Azgorh====&lt;br /&gt;
[[Chaos Dwarves]].&lt;br /&gt;
&lt;br /&gt;
====Tamurkhan&#039;s Horde====&lt;br /&gt;
Pretty much every [[Forge World]] Chaos model not in Legions Of Azgorh. Kind-of considered a subfaction of Nurgle, but due to a lot of their stuff being relegated to Legends and Forge World kind of giving up on writing rules for non-specialist games, they&#039;re stuck in an odd limbo of allegiances.&lt;br /&gt;
&lt;br /&gt;
====[[Skaven]]====&lt;br /&gt;
They still exist. They are still aligned with Chaos and are still backstabbing little shits.&lt;br /&gt;
&lt;br /&gt;
The Great Horned Rat ascended as the God of Blight (no doubt annoying Nurgle since that&#039;s supposed to be his job) and the fourth major Chaos God after Slaanesh&#039;s disappearance, but only the Skaven worship him (although any rogue insane [[Necromunda|humans]] who consider it would probably be turned into Skaven, making it a self-fulfilling rule) and the other gods (along with Archaon) look down on him, seeing him as a scheming usurper rather than a true equal. He&#039;s hoping to get more power, and the Skaven do remain numerous as all fuck.&lt;br /&gt;
&lt;br /&gt;
The day Horned Rat was accepted into the Four, Chaos drew Skavenblight into itself as a fifth realm in the Daemon-controlled Warp, which was renamed Blight City. In true Skaven fashion however, they dug their burrows too deep and accidently sunk Blight City halfway back into the material plane. This turned out to be a blessing as now Skaven can travel anywhere from Warp to material plane at will and bring anything Chaos friendly with them at the moment with.&lt;br /&gt;
&lt;br /&gt;
Skaven thus far have only been seen supporting Nurgle militarily. But &amp;quot;the Great Horned Rat&amp;quot; will rise; given that the Great Horned Rat&#039;s M.O. is scheming and treachery and that, with Slaanesh MIA, Nurgle&#039;s the weakest of the original Chaos gods, Nurgle getting backstabbed may happen in the future.&lt;br /&gt;
&lt;br /&gt;
It&#039;s also possible that, given the treacherous nature of Skaven, they may fight other chaos factions. Could this mean the Great Horned Rat is GW&#039;s attempt at a second [[Malal]]?&lt;br /&gt;
&lt;br /&gt;
The old Warhammer Fantasy Skaven Clans are now types of Clans; what was once Eshin is now tens of thousands or more of Clans just like Eshin. Because there are as many Elves as the plot demands.&lt;br /&gt;
&lt;br /&gt;
Skaven as a faction are only generic characters, Skaven Slaves, Thrott The Unclean, Packmaster Skweel Gnawtooth, Tretch Craventail, Lord Skrolk, Queek Headtaker, Deathmaster Snikch, and Warlord Spinetail.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Chaos God Hemmed Mutt.jpg|D&#039;AAAWWW!&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Skaven Pestilens=====&lt;br /&gt;
The plague rats in [[Clan Pestilens]]. They are shown to be working a lot with Nurgle&#039;s rotbringers into taking the realm of life.&lt;br /&gt;
&lt;br /&gt;
=====Skaven Eshin=====&lt;br /&gt;
Sneaky motherfucker Skaven still. Formerly [[Clan Eshin]]. Turns out during the Age of Chaos Eshin managed to somehow tunnel into Sigmars outhouse in Azyr without anyone noticing...But the horned one himself decided to keep these little passages a secret from the other chaos gods. It&#039;s how he saw Sigmars counter assault coming a mile away and only committed he&#039;s most disliked servants to the battle, leaving the Skaven as the least damaged chaos faction. Hopefully Eshin got a pat on the head for that.&lt;br /&gt;
&lt;br /&gt;
=====Skaven Moulder=====&lt;br /&gt;
[[Clan Moulder]] are still monster makers. Also have the ordinary Rat Swarms.&lt;br /&gt;
&lt;br /&gt;
=====Skaven Skryre=====&lt;br /&gt;
[[Clan Skryre]]. Still rocking the magitek hard.&lt;br /&gt;
&lt;br /&gt;
=====Skaven Verminus=====&lt;br /&gt;
Embodying the overwhelming numbers mentality of the Old World Skaven, this new Great Clan is comprised of the old Clanrats, Stormvermin, and Warlord models and generally represent the majority of clans without anything significant to set them apart.&lt;br /&gt;
&lt;br /&gt;
=====Skaven Masterclan=====&lt;br /&gt;
The [[Grey Seers]]. Basically the Skaven Priesthood. NOT ACTUALLY THE MASTERS OF THE OTHER CLANS, however much they would like to be. Not a good idea to piss off a Grey Seer regardless.&lt;br /&gt;
&lt;br /&gt;
==The Realms==&lt;br /&gt;
[[File:AoS Realms.jpeg|right|thumb|500px|The arcane pea-soup that is Age of Sigmar.]]&lt;br /&gt;
The Realms is essentially a group of nine gigantic planes à la [[Planescape]] with a few additional sub-planes here and there, boppin&#039; about in a magical, aetherial pea soup. Each Realm was created by amassed magic from each of the magical [[Warhammer Magic|Winds]], which causes each of the Realms to be made more or less entirely out of that type of magic (so Aqshy is at best as hot as central Australia in the summer and at worst like a plasma furnace). Realms are not unending, but they span such a huge area that you&#039;d spend almost a hundred years to get from the center to the edge of a Realm. Those Realm-gates seem important now don&#039;t they?&lt;br /&gt;
&lt;br /&gt;
The further from the center of a Realm gets, the weirder it gets as well - to take Aqshy again, the center is hot and sorta barren, but hospitable at the very least, but as you get towards the edges at the Realms, shit gets &#039;&#039;weird&#039;&#039;. This is where you get the unending caves without a sky found in Chamon or the flying, burning volcanoes and rivers of magma and stuff where the Sigmarines and the Khornebois fought in the beginning of Age of Sigmar. However, if you get too far from the center, the energies of the Realm fucks you up and changes you - it might make you into a tree, kills you and turns you into sentient bones, mutate you, you get the point.&lt;br /&gt;
&lt;br /&gt;
The central areas are getting more and more habitable, and you&#039;ll find cities and stuff here. There are mortals in all the Realms, though some of them absolutely fucking &#039;&#039;sucks&#039;&#039; to live in, like Shyish. Take Hades, combine it with Hel and make it five-thousand times as dreary and you have a shining summer day in Shyish.&lt;br /&gt;
&lt;br /&gt;
To get from one Realm to another, you&#039;d need to go through a Realmgate. It doesn&#039;t need to be a gateway per say; some mystical shit might allow you to travel through a cave or over a sea or sleep under a tree some other nonsense.&lt;br /&gt;
&lt;br /&gt;
===[[Azyr]] (Heavens)===&lt;br /&gt;
The Realm of Sigmar, related to celestial bodies and lightning-bolts. It is home to many draconic and gryphon-like beasts.&lt;br /&gt;
&lt;br /&gt;
During the Age of Chaos Sigmar sealed all of its Realmgates and then committed a great [[Inquisition|purge]] to eliminate the pressence of Chaos so he could work on the Stormcasts uninterrupted.&lt;br /&gt;
&lt;br /&gt;
This is why it remains the most untainted of the eight Realms but it&#039;s also the reason why a lot of people hate Sigmar, since he basically shut the door in their faces.&lt;br /&gt;
&lt;br /&gt;
===[[Ulgu]] (Shadow)===&lt;br /&gt;
Grey and covered in mist and illusion, it remains the most mysterious due to being extremely confusing and labyrinthic to outsiders. Inhabited by beings known as Shadowkin, and a red eyed god. No word on perpetual pendulum being there too...&lt;br /&gt;
&lt;br /&gt;
Ulgu and Hysh fly around each other, and when Ulgu covers Hysh it is night in the other Realms. How does that work in a place without direction? Who the fuck knows.&lt;br /&gt;
&lt;br /&gt;
===[[Shyish]] (Death)===&lt;br /&gt;
[[File:58d245c9debfa warhammerageofsigmarartworkallgatesstormcast.png.a8c8e7cb3998d3f54e4920a978e76600.png|thumb|right|450px|Shyish: You&#039;re Already Dead.]]&lt;br /&gt;
&lt;br /&gt;
The [[Shyish|realm of the dead]], home to the afterlife of the mortal souls not dedicated to Chaos, and Nagash&#039;s dominion. Due to the nature of the realm if the beliefs of enough mortals in the realms is strong and numerous enough it will form an actual afterlife in a portion of Realm. So for example if a civilization believes that when they die they go to a paradise of abundant beauty then it will form in Shyish and their soul will drift there to rest for however long their soul lasts (yeah another thing souls aren&#039;t necessarily eternal, they will eventually burn out and dissipate into the aether, though it is implied that there is another existence in the ether beyond the mortal realms that souls can go too, nobody knows for sure but means that the Shyish isn&#039;t necessarily the true end of souls. This process can vary depending on the strength of the soul so can range anywhere from a few years to millennia if not forever). The various afterlifes can range in appearance to however the individual civilisations pictured them. From beautiful heavens, to barbaric Valhalla where warrior spirits battle for all eternity, to hellish regions were &amp;quot;evil&amp;quot; souls will be tormented for eternity. However these afterlifes are not eternal, if mortals lose their belief in that particular afterlife and begin believing in another than that afterlife will gradually move to the edge of the realm as the belief in it fades until it hits the edge of the realm and is destroyed along with all the souls that are within it. And eventually in its place new afterlifes will take its place until belief in them fades and they are replaced in a endless cycle.&lt;br /&gt;
&lt;br /&gt;
At some point in the core of Shyish, or only Nulahmia, there is the true end of everything, a vortex known as the Maw of Uncreation. It&#039;s essentially a supernatural black hole of The Nothing from The Neverending Story which resembles a huge grey whirlpool and only has any texture and movement as it consumes a part of reality. The Maw will consume everything that exists -even death itself - as the final end in absolute entropy. Few even knew stories of it, and it was a legend even among the Mortarchs until Neferata discovered it. While Nagash knew of The Maw of Uncreaction, he spoke of it rarely and when he did it&#039;s implied &#039;&#039;&#039;even Nagash was scared of this thing&#039;&#039;&#039;. So Neferata showed she had HUEG balls (metaphorically) by temporarily expanding the Maw to [[Exterminatus|consume a part of Nulahmia and everyone in it]] to get rid of rebellious nobles, an invading Bloodbound army and much of the city&#039;s population; Nagash himself was shocked/satisfied/impressed enough that he gave her back control of the city. It&#039;s implied Nagash&#039;s necroquake tunneled through to it, but it doesn&#039;t pull you in unless you cross its event horizon, and you can even climb or fly away from it (but past that point anyone or anything is doomed).&lt;br /&gt;
&lt;br /&gt;
This is not to say that all that exists in Shyish is undead. There are many undead of course but many mortals live in the realm as well alongside the dead. Though this is not as bad as you might think as many undead are benign and could even be deceased family members of the living (so a village could actually be populated by mortals and their recently deceased living side-by-side) who reanimate themselves due to the inherent magic of the realm. While Shyish isn&#039;t exactly Ghyran it has many areas that are perfectly habitable and in fact even beautiful. For instance many mortals actually live within and settle in the various afterlifes within the realm (though one would hope that they don&#039;t get dragged to the edge as the afterlife fades in relevance). Due to this their are many independent kingdoms in the realm ruled by both either the living, the dead or combination of both. However all respect the authority of Nagash even if they are not directly being ruled by him as he claims rulership of all the realm (even if some areas more tenuously than others).&lt;br /&gt;
&lt;br /&gt;
Shyish recently changed following the Necroquake. Nagash attempt to conquer the realms backfired spectacularly thanks to Skaven sabotage of his great ritual (seriously he is like 0-3 against those guys). Anyways due to the contaminated ritual the magic and souls of the realm now move towards the centre instead of the edges. Now as an afterlife runs its course and is no longer believed in now moves towards the centre of the realm and is destroyed in a huge vortex of death magic rather than heading towards the edges and being destroyed. The vortex grinds the afterlives back into pure death magic in a giant swirling black hole. This has caused Nagash many problems as not only did he wreck his capital but not even he can handle the death magic in the centre completely due to the chaos taint within the ritual and can&#039;t tap into its full potential (he can only stay there for brief periods to charge up, but any longer and even he starts to feel the tainted death magic ripping him apart). Otherwise the realm still functions as normal for the most part (with the edition of endless spells and greater Nighthaunts running around).&lt;br /&gt;
&lt;br /&gt;
===[[Aqshy]] (Fire)===&lt;br /&gt;
[[File:Malign-Portents-Poster-Battlefield.jpg|thumb|left|250px|Patrolling Aqshy almost makes you wish for a nuclear winter.]]&lt;br /&gt;
&lt;br /&gt;
FIRE. [[Aqshy|Home]] to the fiery [[Fyreslayers]]. The flaming fireterrain can vary from being akin to the surface of the sun, to being merely volcanic, all the way down to being a mixture of Australia and California&#039;s Death Valley in summer in the coldest regions.&lt;br /&gt;
&lt;br /&gt;
While largely barren, life can thrive in this realm (volcanic soil is extremely fertile). People here tend to be passionate but disrespect the elderly, in part due to how dangerous life is here and partially due to the magic of Aqshy. Despite being of Azyr, Sigmar has some sympathy for them, having come from a tribe of passionate people himself but understands that more restraint is needed where Chaos is concerned. This proved especially evident when a large group of [[Khorne]] worshipers came from Aqshy starting with Korghos Khul&#039;s tribe.&lt;br /&gt;
&lt;br /&gt;
During the age of Chaos, the Realm disk got broken and now many continents float in the realm aether, requiring an airship or a Realmgate to travel between them.&lt;br /&gt;
&lt;br /&gt;
===[[Ghur]] (Beasts)===&lt;br /&gt;
[[Ghur]] is like any Habitable Deathworld, everything wants to eat you. Lots of super-predators. Many Plants properly also carnivorous. Sea tries to eat land, Land tries to take bites out of the sea. Continents literally battle to the death, and any map of a continental area is only relevant for a few hundred years. A continent could come in and eat the smaller ones, or the bigger one gets tag-teamed to death by a pack of islands, who then turn on each other and fight over the &amp;quot;corpse&amp;quot; of the dead continent.&lt;br /&gt;
 &lt;br /&gt;
In the far north of Ghur is a series of icy mountains called the Ice-Kingdoms of Gjoll, where Nordic-themed humans dwell. So do lots of monsters, including Merwyrms who have now sided with destruction (wtf?!).&lt;br /&gt;
&lt;br /&gt;
Looks a lot like a Conan-The-Barbarian style savage world, with a little heavy metal album cover thrown in.&lt;br /&gt;
&lt;br /&gt;
Despite being the god of the Orks, [[Digganobz|many other Races in Ghur do worship Gorkamorka]] as the god of beasts and embodiment of the realm.&lt;br /&gt;
&lt;br /&gt;
===[[Hysh]] (Light)===&lt;br /&gt;
A realm full of light, duh. A place governed by symbolism, reason and order where everything has more than one meaning and hidden symbolism. It was Tyrion and Teclis&#039;s crib, where they re-educated their new children in the old ways of the High Elves of the world-that-was...after they realized that [[Idoneth Deepkin|their last experiment]] was a lost cause. They manage this using fancy [[magitech]] like the giant education-prisms that stored vast banks of knowledge. Also during this time, they picked up a dependency on a certain crystal native to their realm that would make the Skaven cackle like madmen. Why? Because this crystal helped suck away all those nasty unwanted emotions and allowed them to focus entirely on just pure, unfettered knowledge-gathering.&lt;br /&gt;
&lt;br /&gt;
Then they repeated the follies of the past. Being such elitist snobs, they never expected their own hubris to be used against them and entered a massive civil war alongside Chaos taking root. Eventually, the aelves managed to gather their shit together by binding themselves to the very environment of Hysh and learning the virtue of self-discipline. Thus was how the [[Lumineth Realm-Lords]] were formed. For the most part, they remain fairly reclusive, with only one major Free City placed here (and even then, it&#039;s being not-so-secretly governed/manipulated by the Lumineth).&lt;br /&gt;
&lt;br /&gt;
Ulgu and Hysh fly around each other, and when Hysh covers Ulgu it becomes day in the other realms. Slaanesh is imprisoned in-between the two realms.&lt;br /&gt;
&lt;br /&gt;
===[[Chamon]] (Metal)===&lt;br /&gt;
[[Chamon]] is a land of constantly changing landscapes, filled with many rare minerals and alchemic secrets.&lt;br /&gt;
&lt;br /&gt;
Also there are weird clockwork cyborgs and liquid metal rivers. Though not to fear for its inhabitants, as like all the realms (except Shyish now) it is much more livable towards the center of the realm, but gets crazier the closer to the edges you go where the land constantly changes and weird land topography starts to happen.&lt;br /&gt;
&lt;br /&gt;
Tzeentch took this realm, as its secrets and shifting nature fit the Chaos god like a glove - and unlike Khorne or Nurgle&#039;s chaos followers, his forces still maintain cities and governments with talk about [[settlers of Catan|farming and fishing and shit]]. Thanks to Tzeentch&#039;s minions not being full of retards, this realm is still greatly under Chaos control and hasn&#039;t yet seen the devastating blows from the other factions like Khorne did in Aqshy and Nurgle did in Ghyran, outside of a few key battles during the Realmgate Wars.&lt;br /&gt;
&lt;br /&gt;
The Kharadron Overlords has several of its most important skyports in this realm due to the abundance of Aethergold in the region. In addition many Duardin Disspossed make their holds in this realm as its rare metals and malleable nature suits them well. There is no god that rules the realm officially, though it could be argued that the Duardin god Grungi is most associated with this realm.&lt;br /&gt;
&lt;br /&gt;
===[[Ghyran]] (Life)===&lt;br /&gt;
[[File:Ghyran-aos-2.0.jpg|thumb|right|600px|Sigmar won&#039;t like the trees for being larger and more majestic than his tin boys.&amp;lt;s&amp;gt;&#039;&#039;That&#039;&#039; explains the Black Seeds.&amp;lt;/s&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Trees, trees and more trees. Alarielle and her tree-friends hang out [[Ghyran|here]] and do a bit of gardening. Quite similar to the Realm of Beasts, only with more of an emphasis on life (duh) and nature over stark craggy canyons and shit. Contrary to popular belief the realm of Life is not an endless forest but actually contains all kinds of different land areas. However regardless of its regional location any area of Ghyran is full of life. So even a desert or craggy area in Ghyran will be fill with desert animals and plants and will be much more abundant than a similar area in another realm. The realm obviously has been greatly valuable as a source of crops and arable land which many civilizations take advantage of. However great care must be taken when logging, as this can easily draw conflict with local [[Sylvaneth]] communities. The realm also contains many varied and fantastical creatures and landscapes, though not anywhere near as dangerous and wild as the creatures and lands of Ghur the realm of Beasts. Ghyran serves as the main home of the Sylvaneth, but virtually every race has members that reside in Ghyran (even undead). Currently much of Ghyran is still corrupted by Nurgle and is embroiled in the war of life to reclaim the realm by the forces of Order from Nurgle&#039;s forces.&lt;br /&gt;
&lt;br /&gt;
Currently Sigmars forces of Order have made many in roads into Ghyran. Such as the establishment of several new free cities and a loose-alliance between Sigmars forces and Allarielles. The War of Life to claim the realm from Nurgle is still far from over but real gains have been made in recent centuries following the Realmgate Wars. Ghyran has four major cities: Sigmar and his boys established the youngest and largest of them, Hammerhal Ghyra, which has a realmgate leading straight to the ream of fire, with its own city, Hammerhal Aqsha. The others are called the Seeds of Hope. The Living City was sung into existence by Alarielle herself in a matter of days, but is mainly inhabited by anyone not a treeperson. Greywater Fastness is an industral hub, bringing smog and lung cancer into the realm of forests. Needless to say, the locals were not amused, which caused violence and big loss of life on both sides. Thanks to Alarielles intervention the city is at least allowed to stay alive, instead of being starved out or serving as a reenactment of the Last March of the Ents, but Alarielle also promised a future reckoning for the harm they&#039;ve caused. Lastly, Phoenicium is a proud aelven city from the age of myth that got sealed in amber. You know, like Pompeii, but more like an insect, especially since Ghyran has volcanoes that spew molten sap instead of lava. When the city was rediscovered, two phoenixes sang and flew around it, melting the amber and allowing for recolonization.&lt;br /&gt;
&lt;br /&gt;
There is also subtle horrors in Ghyran, such as way that life magic interacts with reproduction. Mention is made of &amp;quot;the undulating island of Irridia, where even the soil itself is pregnant with new life&amp;quot;, whilst &amp;quot;life-quakes&amp;quot; can result in spontaneous outbreaks of immaculate conceptions - not too bad in and of itself but imagine the problems that occur when a couple living in poverty suddenly find themselves expecting triplets. And then there&#039;s what happens if you dare to get too close to the Realm&#039;s End of Ghyran, the place where the boundary between Ghyran and the Realm of Chaos is especially thin and thus the magical energies of super-concentrated life are unchecked. Here people can [[Halo|sprout foliage all over their body]] or turn into plants while females also risk becoming [[/d/|perpetually pregnant]] or [[Broo|get pregnant with and give birth to different races or even species from their own]].&lt;br /&gt;
&lt;br /&gt;
===[[Realm of Chaos|Chaos ]](Guess Who)===&lt;br /&gt;
Same shit as [[Realm of Chaos|before]]. Still has the [[Eye of Terror]], still has [[Kaldor Draigo]] and the mad mapmaker plus possibly [[Oxyotl]] running around inside it.&lt;br /&gt;
&lt;br /&gt;
The former underground city of Skavenblight is now a part of it, and thanks to the Skaven somehow tunneling through the bizarre geometries in the endless void they sunk themselves halfway through to reality in some mindfuckey way that adds a metric fuckload of questions which get handwaved as &amp;quot;It&#039;s Chaos, you can&#039;t explain shit&amp;quot;. Skaven can use it to tunnel through reality itself &amp;lt;s&amp;gt;with the exception of Azyr currently.&amp;lt;/s&amp;gt; according to their 3rd edition book not only have they secretly done so but HAD so since the Age of Chaos, just kept it to themselves... The process is highly unpredictable and just as likely to lead into a volcano as an intended destination.&lt;br /&gt;
&lt;br /&gt;
===The Allpoints===&lt;br /&gt;
This is like the London underground if it was simultaneously connected to the New York &amp;amp; Chinese subway system. It is a station with gates leading to all realms including Chaos. This is where Sigmar and friends, using the power of friendship (hah), held off the forces of Chaos before Nagash, being the asshole he is, buggered off. During the age of chaos Archaon built his huge house here and this is from where he controls his EXbawkshueg army. The forces of Chaos call it Eightpoints, and Archaon&#039;s ultimate fortress the Varanspire is built at the center of it, where the gates leading to the Realm of Chaos are.&lt;br /&gt;
&lt;br /&gt;
===Halosphere===&lt;br /&gt;
A self-enclosed globe of reality created by the Slann from part of Tzeentch&#039;s Domain, grants access to the heart of the Crystal Labyrinth of Tzeentch when the stars are right.&lt;br /&gt;
&lt;br /&gt;
{{AoS-Realms}}&lt;br /&gt;
&lt;br /&gt;
=The Appeal of Age of Sigmar=&lt;br /&gt;
So, what makes a person want to play in the Age of Sigmar, as opposed to sticking to [[Warhammer Fantasy]] (or even jumping over to [[Warhammer 40,000]])? Well, that&#039;s a very personal question, so as always, take anything written here with a grain of salt.&lt;br /&gt;
&lt;br /&gt;
One possible attractor is that AoS has a very solid, singular &amp;quot;feel&amp;quot; to it. [[Warhammer Fantasy]] is this odd mixture of [[High Fantasy]] and [[Low Fantasy]] elements; on the one hand, you have the Empire, which could practically fit into a historical warband game as a rather unusual 1600s Germany offshoot army, whilst on the other hand, you have the forces of [[Chaos]]. Lore vacillates between &amp;quot;life is dirty, mundane and rooted in historical accuracy&amp;quot; to crazy magical antics, creating a world which just can&#039;t to seem to figure out what kind of tone it&#039;s going for. Admittedly, this is partially a problem between the disconnect between [[Warhammer Fantasy]] (which tends to be more open minded about the high magic stuff) and [[Warhammer Fantasy Roleplay]], which has always doubled down on the [[Low Fantasy]] elements. Age of Sigmar, in comparison, knows exactly what it&#039;s going for: balls-to-the-wall crazy high magical fantasy bullshit. There is no attempt to juxtapose knock-off historical wargaming factions alongside old-school D&amp;amp;D miniatures here; Age of Sigmar is a world built on a bedrock of fantasy, and that&#039;s actually less common than you&#039;d think - there&#039;s a reason we have the [[Standard Fantasy Setting]], after all.&lt;br /&gt;
&lt;br /&gt;
Another possible attractor is just how crazy-unique Age of Sigmar&#039;s worldbuilding is. [[Warhammer Fantasy]] is a solid setting, but you can see its roots in [[Old School Roleplaying]]; neo-historical factions in the Empire and [[Bretonnia]], [[Dungeons &amp;amp; Dragons]] rip-offs in the [[dwarves]], [[elves]] and [[Orcs &amp;amp; Goblins]], [[Chaos]] factions ripped in no small part from the worlds of [[Michael Moorcock]]. There are definitely unique elements and trappings in the Old World, but you can tell it was largely playing in the same sandbox as [[TSR]]. Age of Sigmar, by comparison, is gleefully batshit nuts. [[Steampunk]] Sky-[[Pirate]] dwarves! Badass soul-harvesting [[Aquatic Elf|sea elves]]! Firebreathing, dragon-riding [[dwarf]] [[berserker]]s powered up by golden runes hammered into their skin! You don&#039;t &#039;&#039;get&#039;&#039; things like that in more conventional, down-to-earth fantasy games.&lt;br /&gt;
&lt;br /&gt;
On top of this is the scale that AoS currently occupies with its world. The Realms are both massive and mysterious, with quite a few blank spots amidst the handful of mapped out regions currently shown. It sits almost at a sweet spot between 40k and WHFB in terms of scale and player impact. Fantasy was small, well detailed and thoroughly mapped out, but that often meant that it made it very hard for players or even GW for that matter to make any real changes in the world without it having an [[End Times|extremely catastrophic impact to the rest of the setting]]. 40k, in contrast, was expansive enough to allow players to imagine their own little conflicts in far flung corners of the galaxy, but such size often meant that even [[Vraks|the loss of a supposedly important planet]] or [[Sabbat Worlds Crusade|system]] felt like just a drop in the galactic bucket, with hundreds of other worlds very similar scattered around. The Dawnbringer Crusades are an ideal example of this setup in AoS. Hundreds if not thousands of Crusades are launched to resettle the uncharted expanses of the Realms in Sigmar&#039;s name, with many failing catastrophically. However, unlike in 40k&#039;s equivalent of colonizing planets, Dawnbringers actually have a more significant prospect of having a major impact and a great reward if they succeed in establishing new territories for Order, mainly land rights and potentially even higher status in their new home, something most 40k serfs or WHFB Imperial peasants could never hope to achieve.&lt;br /&gt;
&lt;br /&gt;
Yet another attractor may be, ironically, the relatively hopeful tone Age of Sigmar takes. Whilst still a [[Dark Fantasy]] setting, there&#039;s a lot more emphasis on hope and the possibility that things can genuinely change for the better.&lt;br /&gt;
&lt;br /&gt;
[[Age of Sigmar Roleplay]] honestly helps a lot, because whereas [[Warhammer Fantasy Roleplay]] focuses on the grim, gritty, largely pointless and borderline [[mudcore]] elements of [[Warhammer Fantasy]], Soulbound continues the same themes of high magic and hope-in-darkness as the core game. Your Soulbound are doomed to die a death that will see them delivered to eternal oblivion... but, at the same time, what you can achieve before you die genuinely matters. The ability for Soulbound to come from so many races hints that Order - or at least Harmony - can win out over Chaos, with the promise that even creatures as disparate as ogors and orruks and gretchin can find some kind of common ground with humans, aelves and duradin. All in all, it gives characters a bit of the [[Noblebright]] Carrot while still hammering them with the [[Grimdark]] Stick; ie [[Hopepunk]].&lt;br /&gt;
&lt;br /&gt;
Also, despite the over the top High Fantasy aesthetic that greet players when they initially explore AoS, there is a surprising amount of existential, spiritual and philosophical ideas attached to the world and factions therein. Little things that draw people in who may have been skeptical or outright dismissive of the setting. The Idoneth being abandoned by their creator and left to fend for themselves as incomplete beings. The ironic and cruel torment of the Nighthaunt. The ruthless arithmetic of the Ossiarchs. The Fyreslayers compromising their honor if it means one day seeing their dead God brought back. The Stormcast being the paragons of humanity, all while having their humanity worn away into oblivion. Since the timeline of Age of Sigmar is heavily defined by the passage of Ages, everyone is affected differently by the major groundbreaking events of said Ages. The world building and factions are not stagnant and are constantly shifting with new changes, in often drastic and unexpected ways. For all the over the top fantasy cheese Age of Sigmar is often portrayed as and all the flaws it had in its creation, there are genuinely profound moments and ideas hidden away that often reveal themselves unexpectedly.&lt;br /&gt;
&lt;br /&gt;
=Roleplaying Game=&lt;br /&gt;
Age of Sigmar got itself a [[Warhammer Fantasy Roleplay]] analogue in the form of Warhammer: [[Age of Sigmar Roleplay]]: Soulbound, which released in 2020.&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Ugh Of Smegma General OP Image.png|The common OP pic for General threads on /tg/.&lt;br /&gt;
Image:Braev Nü Wulrd.jpg&lt;br /&gt;
Image:Games Workshop Suckmar.jpg|&amp;lt;s&amp;gt;Stormfront&amp;lt;/s&amp;gt; Stormcasts have infiltrated your statuary&lt;br /&gt;
Image:Age of Sigmuck-We Blizzard Now.jpg|Give us the monies!&lt;br /&gt;
Image:Diablo 3- StormBloodHammerGore.jpg&lt;br /&gt;
Image:Baldwin IV is gettin&#039; real sick of that Luchadore&#039;s shit.jpg|Without peripheral vision, they may spend days like this without realizing it isn&#039;t their comrade next to them.&lt;br /&gt;
Image:Sigmarine VS Khorne.png|At least 75% of this artwork has to just be the Khornates and Sigmarines.&lt;br /&gt;
Image:Sigmarines VS Khorne Again.png|GW may not even be aware there are other Chaos Gods.&lt;br /&gt;
Image:Sigmarines VS Khorne Endless.png|Only true Stormmasters know that a boop with the end of the handle of a hammer deals more damage than a smash with the head.&lt;br /&gt;
Image:Manly_tears.jpg|A moment&#039;s silence for [[Tomb Kings|all]] [[Bretonnia|those]] who didn&#039;t make it to Age of Sigmar.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Army compatibility between Warhammer settings]]&lt;br /&gt;
*[[https://1d4chan.org/wiki/Age_of_Sigmar/Tactics|The Tactica]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Age of Sigmar]][[Category:Wargames]][[Category:Games Workshop]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Eldar&amp;diff=1011606</id>
		<title>Eldar</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Eldar&amp;diff=1011606"/>
		<updated>2026-05-20T15:30:24Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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[[Image:Eldar_Symbol.png|center]]&lt;br /&gt;
{{topquote|You are so brave and quiet I forget you are suffering.|Ernest Hemingway}}&lt;br /&gt;
{{topquote|Be empty, still, idle, and from your place of darkness observe the defects of others. See, but do not appear to see; listen, but do not appear to listen; know, but do not let it be known that you know.|Han Fei }}&lt;br /&gt;
{{topquote|It is a fate they justly deserve. In truth, there can be no escape from the doom they have brought upon themselves.|White Dwarf, February 2017}}&lt;br /&gt;
[[Image:Eldarbattle.jpg|thumb|600px|right|Space Elves: bringing quality, [[Just as planned|connivance]] and [[Not as planned|disarray]] to a galaxy near you since 65 million Billion BC]]&lt;br /&gt;
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The &#039;&#039;&#039;Eldar&#039;&#039;&#039; (now spelled &#039;&#039;&#039;Aeldari&#039;&#039;&#039; in the Tome of the Retconian, AKA Trademarcus Friendlius Renamian or &#039;&#039;Aeldarix dolosus&#039;&#039; for you [[Xenology|xenobiologists]] out there describing the Asuryani AKA vanilla Eldar) are one of the playable armies in &#039;&#039;[[Warhammer 40,000]]&#039;&#039;. They are essentially [[elves]] ported directly from [[Tolkien]] into space, pointy ears and all. The very word &#039;Elda&#039; means &amp;quot;of the [light of the] stars&amp;quot; in his Quenya, which word Oromë himself applied to them; &#039;Eldar&#039; being its plural.&lt;br /&gt;
&lt;br /&gt;
They are one of the oldest races in the galaxy and have very advanced technology (being psychic-based their tech actually resembles literal techno-sorcery more than any technology humanity would be familiar with) and highly developed psychic abilities, but ages of warfare and strife, and in particular [[Fall of the Eldar|one extremely devastating and painfully avoidable strife]], have reduced their population from the galaxy-spanning empires of the past, referred to as &amp;quot;The Empire of Ten Million Suns,&amp;quot; to the few surviving Craftworlds, Maiden Worlds, and Exodite Worlds still present in the [[41st millennium]]. The Ynnari have already brought back many dead Aeldari, but we have yet to see how much these ghost elves have boosted their numbers.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;40k&#039;&#039; game, the Eldar army is comprised of [[Aspect Warriors|specialized units that excel at a particular task]], as opposed to more general all-rounders like the [[Space Marine]] [[Tactical Squad|tactical squads]]. Their vehicles are almost all skimmers too, with the exception of [[Eldar War Walker|War Walkers]]. The Eldar also have a few special tricks up their mystical elfy sleeves, like [[Webway]] travel and wraith-constructs, which are [[wraithbone]] suits that are controlled by the souls of dead Eldar. It&#039;s like a Space Marine [[Dreadnought]] in purpose, only the Dreadnought pilot is merely a cripple while the wraith-construct&#039;s &#039;pilot&#039; is a straight-up ghost. The Avatar of [[Khaine]], one of the Eldar&#039;s most powerful units, is a giant monster made of lava that used to be the penis of a war-god, and is infamous for spelling [[Plot Armor|near certain]] defeat for whoever&#039;s side it is on the moment it is summoned.&lt;br /&gt;
&lt;br /&gt;
In spite of their fall from being a colossal empire that ruled the stars and heavens alike when Mankind was still [[Minecraft|poking things with sticks]] and [[Dwarf Fortress|roasting dead animals over fires in caves]] to their current state (a dying, elegiac race slowly being whittled down to extinction by combat losses and the hunger of [[Slaanesh]]), their utter disdain for every single bit of non-Eldarin life remains completely unchanged. The race as a whole has a superiority complex that would put [[Abaddon|Failbaddon]] to shame. They often try to act indirectly, subtly manipulating events to resolve in their favor, but they seem to rarely ever succeed. Even on the rare occasions when they win, GW will eventually, somewhere down the road turn it around into a crushing defeat, just for lulz. Best of all, their ruined plans are usually caused by their own arrogance. They cannot comprehend that non-Eldar have their own minds and agendas. So, when their puppets simply do something more beneficial to themselves than the Eldar (or figure out the spelves’ plan and purposely co-opt or smash it), the elves are left in total shock. It doesn’t help them that the main species of the galaxy have their own future perceiving methods as well...and that no one trusts them due to their dickery; so, when they show up, everyone tries to screw them over. Everyone.&lt;br /&gt;
&lt;br /&gt;
The Eldar, [[Imperium of Man]] and the [[Tau]] represent the three stages of civilization: The Eldar are the former, fallen, power; the Imperium are the present power, who are now following in the Eldar race&#039;s footsteps; and the Tau are the rising power, who will rise to prominence (if they can survive long enough) but eventually fall just like those who came before them. The Eldar have already been through their civilization-wide apocalypse (which they did to themselves and a blind smurf could have told them was coming) and are well aware of the dark path that Mankind now blindly walks. A path so utterly different than that of the Eldar it&#039;s practically the opposite.&lt;br /&gt;
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It is more accurate to think of the Eldar and Humans as yin and yang. Most Eldar during the time of the Fall turned to depravity, debauchery, and hedonism but a few foresaw the coming cataclysm, and ran. Most Humans in the Imperium never get the opportunity to experiment with depravity, debauchery, and hedonism but embrace xenophobia, blind hatred, extreme religious dogma, hubris, and paranoia, with only a few individuals realising the true scale of the horror they have created; they are normally branded heretics and burned alive in &amp;quot;purifying&amp;quot; fire (a few-- mostly among the ruling classes-- embrace the same excesses as most Eldar once did). In a way, the two species are dark mirrors of each other and each has a bit of the other in them. This even extends to their militaries: the Eldar mostly focus on extreme specialization and intricate planning whereas the Imperium mostly focuses on loose specialization and ham-fisted planning.&lt;br /&gt;
&lt;br /&gt;
The Eldar are the faction that look so cool and have such sweet lore and awesome tech that’d you’d totally play them and love them if their personality didn’t make you hope they get eaten by [[Tyranids]].&lt;br /&gt;
&lt;br /&gt;
Also, the rune of Asurmen is a yin-yang symbol. Buuuut that&#039;s surely just a coincidence. Right, Mr. Inquisitor?&lt;br /&gt;
__TOC__&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Origins and the Eldar Empire===&lt;br /&gt;
[[Image:Eldarpsykers.jpg|350px|right|thumb|Did you know Tyranid tastes best when cooked inside out with warp fire at 1,000 degrees Celsius?]]&lt;br /&gt;
:{{topquote|I watched as the First Ones encouraged the younger race to reach further into the other realm, and with their vibrant minds and passionate souls create beings of power to fight the star gods. ...Without the wisdom and might of the First Ones I saw The Elder&#039;s warp-beings evolve from sentient weapons into living gods - the first true gods of the Immaterium.|&#039;Echoes of the Birth&#039; - Liber Chaotica volume 2}}&lt;br /&gt;
&lt;br /&gt;
Much of Eldar history has been lost and is consequently closer to mythology than fact. Even the Eldar themselves are unsure of the details. What they do know is that they were one of many races either created or uplifted by the [[Old_Ones_(Warhammer)#Warhammer_40.2C000|Old Ones]] to fight against the [[C&#039;tan]] and their minions at the time, the [[Necron]]tyr. The only knowledge of their homeworld that the Eldar have is that they had one and that it had three moons; this homeworld has been &amp;quot;lost&amp;quot; since the earliest memories of their most ancient past. The species known as the Old Ones are said to have left in their great ships, leaving the Eldar to develop on their own, only returning at an unspecific time later, only this time their ships were marked by the scars of war. The Eldar were designed to be powerful [[psyker]]s to take advantage of the C&#039;tan&#039;s weakness to the powers of the [[Warp]]. In their infancy as a race, the Eldar learned how to create Warp entities (essentially, artificial daemons) to help them get shit done (be it war, healing, or building), but when the Old Ones took the Eldar to war and subsequently got wiped out by the combined efforts of the C&#039;Tan, the Necrons, and [[Enslavers]], the Eldar constructs went out of control and started merging into much more powerful beings, even capable of facing full-powered C&#039;Tan without being annihilated in 0.1 seconds. The Eldar mistook those beings for gods and started worshipping them.&lt;br /&gt;
&lt;br /&gt;
There is also the possibility that in order to escape death, certain [[Old Ones]] who had strong links to the ancient Eldar may have hijacked their Warp constructs, by merging together with them, leaving their mortal bodies behind and ascending to godhood.&lt;br /&gt;
These new &amp;quot;gods&amp;quot; started to play [[War in Heaven|divine soap opera]] (which often resulted in piles of space elf corpses) until their boss, [[Asuryan]], got tired of this shit, and banned all divine manifestations in real space, effectively locking all of the gods in the Warp. At this time in cosmic history, the Warp was far less dangerous, especially for the Eldar since it was mainly the swinging bachelor pad of their gods, and not a [[Tzeentch|scheming]], [[Slaanesh|raping]], [[Khorne|murdering]], [[Nurgle|rotting]] hellscape. Some accounts suggest that when Eldar passed away, their souls were preserved in the Warp to be reincarnated.&lt;br /&gt;
&lt;br /&gt;
[[Image:Eldar map.jpg|thumb|left|250px|&amp;quot;40k Map showing the reach of the Eldar Empire and a few of the key locations left after the Fall&amp;quot;]]&lt;br /&gt;
For [[Plot armor|reasons]] left conveniently unexplained, the Eldar managed to survive both the war between the Old Ones and the [[C&#039;tan]] and the [[War in Heaven|high school drama]] of their gods, and over thousands of years built a galaxy-spanning empire that was undoubtedly more bitchin&#039; and stylish than anything the [[Imperium]] has achieved. The Eldar terraformed planets into paradises, inhabited thousands of them, and traveled between them effortlessly using the technology of the [[Webway]] left behind by the Old Ones. At the height of their civilization, approximately the same time that humans were starting to evolve, they were using their advanced technology to perform pretty much all the work required in their societies and had rendered manual labour completely obsolete; things called Spirit-drones and psychomatons explored and conquered in their name and they simply reaped the benefits of their galaxy-spanning empire. As time passed many Eldar began to slowly devote themselves to pursuing lives of increasingly hedonistic and decadent behaviour; something as simple as a [[Blood Bowl|game like football would start off as a game, but by the end of the Fall had turned into full-blown gladiatorial death matches]] (like actual American football) (like a goddamn Dr. Seuss fantasy... IN SPAAAACE).&lt;br /&gt;
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With the end of the War in Heaven, they effectively became the inheritors of the Old Ones&#039; kingdom, although that didn’t mean they immediately became the galaxy&#039;s head honchos. There were still many threats that they had to overcome. The word &amp;quot;Mon Keigh&amp;quot;, for instance, originated from a race that enslaved the Eldar for a time before they were defeated. Though the word is now mostly associated with humans, at least one Imperial scholar studying the Eldar concluded it is broadly used against races that have been deemed worthy of extermination though this may be because an Imperial probably wouldn’t be willing to drawn lines between the obvious fact the mon-keigh species were cannibalistic savages and humanity’s habit of warring amongst itself and generally acting like intelligent Orks. An interesting little tidbit from &amp;quot;Asurmen: Hand of Asuryan&amp;quot; suggests that after the War in Heaven was over, for some reason, the Eldar did not have access to the Webway, and spent an unspecified amount of time having to travel to the far corners of the galaxy using conventional means in order to reactivate it.&lt;br /&gt;
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[[The Cabal]] introduced in the [[Horus Heresy|Heresy]] does hint that the Eldar at least maintained links with many of the older species in the galaxy. The assembly consists of many of the oldest species in the galaxy, including a being they refer to as the last of the Old Kind, but also younger species; members of the cabal even considered offering the Emperor a seat (this was before the crusade started of course). The Cabal comes across a bit like the [[illuminati]], but may have acted as a sort of UN for the galaxy, this of course is only theoretical, but may shed some light on how galactic politics may have happened in the Pre-Fall era.&lt;br /&gt;
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The Eldar dominion before the rot started to set in is described as a shining example of civilization, although exactly what that means is a bit up in the air. It was so &amp;quot;perfect&amp;quot; that it ended up being boring, very very boring; when mentally linking with a &amp;quot;tree&amp;quot; in order to enter an Eldar version of the Matrix is considered boring that&#039;s really saying something. Without any form of hardship or strife the effectively immortal Eldar (one of the POV characters in the &#039;Asurmen: Hand of Asuryan&#039; book takes note that large numbers of Eldar were extending their natural lifespans by insane amounts, intending to outlive the stars themselves; he did not find the idea appealing, as he was already finding his own long life becoming unbearably boring, and preferred to die and be born into a new life) are proof that &#039;the [[slaanesh|devil]] finds work for idle hands&#039;. The governance of the dominion seems to have been split into something like the ancient Greek city states, each governed by great councils.&lt;br /&gt;
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Thanks to &#039;Path of the Archon&#039; we know that one of the few instances of schism to have taken place during their galactic rule focused around the concept of Form. Whilst some believed that their form, both physically and spiritually, was already something inviolable, a pinnacle of evolution, others believed that the form a soul took was not predetermined and saw no problem in changing their forms as they desired; the more extreme amongst them transmigrated themselves into animals, ships, structures or even entire sub-realms (so you&#039;re telling me that they can literally claim to identify as an apache helicopter, and actually make it a reality, well hell, where do I sign up).&lt;br /&gt;
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Later on, there are a few recorded instances of the newly-spacefaring humanity clashing with elements of the Eldar race over resources; whether these Eldar the expanding humans encountered were the forces of the Eldar Empire or the fleeing Exodites is unknown. Said dynamic is arguably evident in current interactions between the Imperium and the Tau - a comparison which doesn&#039;t bode well for the former party if you accept that history tends to repeat itself.&lt;br /&gt;
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The Eldar codex states that the vast trading vessels known as [[Craftworld]]s, which carried the tiny proportion of the race who sought to escape the corruption at the heart of the Empire, sought out other Eldar amongst the far-flung Exodites colonies and even began to settle new worlds of their own. It was then that the fates of the Eldar and Mankind intertwined for the first time, sometime between M18 and M22. It seems that there was nowhere near the amount of bad blood between the two species then as there is now in M41; non-aggression pacts were signed between humanity and dozens of alien races and the introduction of the [[Interex]] in the Horus Hersey claims that the Eldar encountered by humans at the time provided both help and guidance.&lt;br /&gt;
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* A small bit of obscure lore from way back, deals with why Eldar void craft are designed with wings/fins on them. When traveling through the material universe they act as solar sails, but they were originally also used when traveling the warp. Once upon a time before the warp was so thirsty for Eldar souls, the Eldar were actually able to sail the currents of the Warp in almost complete safety; instead of using engines to force their way through, they would glide smoothly through the sea of souls using its natural currents, barely causing a ripple. It was stated that the Eldar were disturbed by how humanity traveled the Warp: brute-forcing their way in and then using their engines to propel themselves forward, violently churning up the Warp in their wake.&lt;br /&gt;
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===The Eldar during the War in Heaven===&lt;br /&gt;
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The War in Heaven was an apocalyptic war between the species known as the Old Ones and the [[Necrons]] that makes the Horus Heresy and the [[Men of Iron|war against the machines]] look like schoolyard scuffles. The War in Heaven occurred roughly 65 million years ago, and is implied to have been the real reason for all the mass extinctions that happened during this period, seeing as it takes place during the same time period that the last of the non-avian dinosaurs went extinct. To put the scale into perspective, [[Trazyn]] has one of the ancient [[Orks|Krorks]] that fought during this time in his exhibits; it is described a towering, twelve-meter-tall monstrosity that loomed over [[Fabius Bile]], whose weaponry and crude exoskeleton were far more advanced than even the modern day Astartes battle-plate. To put that into even more perspective, the largest of the six [[The Beast|Prime-orks]], the ultimate mastermind behind the [[War of the Beast]] which devastated the early Imperium and brought the [[Administratum]] to its knees stood at only &#039;&#039;10&#039;&#039; meters.&lt;br /&gt;
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Information on the Eldar during this time is a rarity and scattered throughout the lore:&lt;br /&gt;
*They were a powerful psychic warrior race. In the latest book in the [[Mephiston]] series, the recently awakened [[Necron Lord]] commented that although powerful, he was but a pale shadow of its recollections of the Eldar; considering the insane BS Mephiston was able to pull off (still couldn&#039;t break out of Veilwalkers grip however, as she dragged him around by his psychic ear), that is truly scary. Modern Eldar are greatly restricted in how they use their psychic might, and limit themselves using runes, that act as psychic fuses (the greater the number, the more power they can safely access). They can choose to override the runes, but it doesn&#039;t usually end well; such as the example of the Eldar seer, who in a suicidal last act tapped directly into their full psychic potential, for only a handful of seconds- burning out their runes. The Seer unleashed a terrifyingly powerful Eldritch storm that consumed the whole planet they had been fighting on; however within seconds of doing so the Dark Prince instantly sunk its talons into the Seer&#039;s soul, dragging it directly into its open jaws, and consumed the the soul of the Seer entirely. Even constrained and restricted Eldar Seers such as Eldrad are still capable of freezing time for the entire capital of Guilliman&#039;s realm, whilst at the same time holding a casual conversation (Unremembered Empire), psychically powering an entire Eldar battleship from halfway across the galaxy, whilst again holding a conversation with the stranded crew, guiding them back home safely, or singlehanded, controlling and shaping enough raw power to birth a god. According to Asurman this sort of display of power was not uncommon before the Fall.&lt;br /&gt;
*The entire species was connected by what could be described as a species wide &amp;quot;Gestalt&amp;quot; Field; no Matter how far they may be, they are always connected together ( potentially why The Dark Prince has such a stranglehold on their souls). Many before the Fall took this for granted, only to suffer soul crushing loneliness when it was torn from them. Those that join the Ynnari are able to reconnect, with many finally realising that the Fall hadn&#039;t just broken them in the physical sense, but it had shattered them spiritually; if the species has any chance of survival they must become whole once more.&lt;br /&gt;
*They created warp constructs/weapons that could be used to battle the Star Gods directly.&lt;br /&gt;
*They were apparently able to “reincarnate” after they died. They were essentially a race of [[perpetual]]s, in that their souls are actually immortal and continually move through a circle of death and rebirth. This works in a similar fashion to the &#039;[[Doctor Who|Doctor&#039;s]]&#039; regenerations, with the soul being identical but with each reincarnation being its own person, with its own personality and identity; the memories of their past lives are still there, and are still accessible when needed but most don&#039;t bother.&lt;br /&gt;
*They were [[psyker]]s who could read minds with but a glance and crush an opponent’s weapons with a mere gesture (the example given is a simple closing of an eye lid).&lt;br /&gt;
*They fought using swords and spears, not firearms, essentially being more powerful [[Warlock (Eldar)|warlock]]s:&lt;br /&gt;
::&#039;&#039;“We speak of gods and souls, and this one assumes the smith-god’s gift to the Eldar was plasma weaponry? Hah! These events occurred eons before the Eldar had mastered such things. They fought with swords, spears and their own twisted version of faith.”&#039;&#039; &lt;br /&gt;
*They were created before the Krorks, and although powerful they were few in number by comparison. Thanks to &#039;Wild Rider&#039; we know that the Eldar predate the War in Heaven, as they appear to have had none-violent interactions with the pre-Necron [[Necrontyr]]; keep in mind that the Necrontyr originally asked the Old Ones to help them peacefully, and that the conflict was stoked by the Necrontyr&#039;s leadership for political reasons (to unit the turbulent factions of their society against a common foe). The Necrontyr were apparently the ones to introduce the fledgling Eldar species to the concept of the written word; not a good look for the Old Ones, when the Necrontyr turn out to have been the better teachers.&lt;br /&gt;
*The Eldar were said to represent silence and grace, whilst the [[Orks]] represented rage and noise.&lt;br /&gt;
*The Jokaero were made by the Old Ones to serve as slave-engineers to the other weapon-races and to the Old Ones. The War in Heaven exhibit has a Khaineite warrior armed with some form of chainsword; meaning the Jokaero may be the origin for all chain bladed weaponry that exists in the 40k universe.&lt;br /&gt;
*They made use of “Iron Knights” animated by Eldar souls and “Giants” inhabiting (inhabited by?) the souls of the greatest Eldar heroes. Standing three times taller than a Necron and virtually indestructible, they carried arcane weaponry that could channel and project soulfire that ripped their opponents apart. They are reminiscent of the Wraith constructs employed by the Craftworld Eldar, and also resemble the creation and use of the Avatars of Khaine. In &#039;&#039;Ghost Warrior: Rise of the Ynnari&#039;&#039; Autarch Meliniel has gained the ability to transform into an Avatar at will, which may indicate that certain ancient Eldar Warriors may have been able to do the same. [[Tyrion]] during [[the End Times]] did something similar, becoming an avatar of Khaine through the use of the sword [[Widowmaker]] (the last of the swords forged for [[Khaine]] by [[Vaul]]), which means that it may be the forging of objects directly connected to the gods that may have allowed for these theorized transformations.&lt;br /&gt;
*During &#039;&#039;Rise of the Ynnari: Wild Rider&#039;&#039;, Nuadhu Fireheart, due to some type of ancestral memory, has flashbacks to fighting alongside constructs larger than [[Titan (Warhammer 40,000)|titans]] in the original War in Heaven. These titanic figures could very well be the physical manifestation of the Eldar gods given form in the physical plane.&lt;br /&gt;
*The Necron [[Phaeron|Phaerekh]] known as the Watcher in the Dark, upon watching Aeldari ships descending from the sky, has flashes from her pre-Necron life. She sees images of immense flying predators and makes a note that the Eldar ships seem to have been inspired by these same creatures; this may represent the Eldar mythological figure of the Cosmic Serpent and its children. Many of the Eldar ships and vehicles (such as the [[Dragonship|Dragonships]], [[Wave Serpent]], [[Vyper]], [[Skyweaver]], [[Starweaver]] and [[Voidweaver]]) are all named in honour of these mythical figures. It could be that during the War in Heaven, the Eldar may have ridden &amp;quot;dragons&amp;quot; in a similar manner to the [[High Elf (Warhammer Fantasy Battle)|High Elf]] [[Dragon Prince]]s and Dragon-riders; the &amp;quot;dragons&amp;quot; that the Eldar Exodites ride may well be their lesser descendants. During the Heresy, [[Vulkan]] fought an Exodite seer upon the back of a giant winged &amp;quot;dragon&amp;quot;, so there may still be some of these guys still out there.&lt;br /&gt;
*The 8th edition Codex mentions that virtually every battle between the Eldar and Necrons was an overwhelming victory for the Eldar, even after the Old Ones were wiped out. Ultimately, the ensuing assumption of Eldar invincibility would help lay the foundation for the Fall, as they came to think nothing could stop their empire.&lt;br /&gt;
*With the apparent demise of the Old Ones, it was the Eldar who stepped up to fill the power vacuum left behind; leading the other creations of the Old Ones against the now weakened Necrons, forcing them into their long sleep.&lt;br /&gt;
*The Eldar were led by the brother heroes, Eldanesh and Ulthanesh, who alone could control the Warp Gods and summon them onto the physical plane. The brothers and their gods would lead their children into battle time and time again, pitting Warp spawned furies against the soulless technologies of the Yngir.&lt;br /&gt;
*To give an idea to the scale of power wielded by the ancient Eldar, we can look at the Spear of Twilight currently used by the last of the house of Ulthanash, Prince Yriel. The spear of twilight is said to have been used by Ulthanesh himself, and although it is a pale shadow of its former might it is still capable of, not only wounding but feeding upon god tier entities such as the Hive Mind (too bad its tabletop rules don&#039;t represent this).&lt;br /&gt;
::&#039;&#039;&amp;quot;Yriel plunged his spear deep into the rearing serpent. It keened terribly, and Yriel salivated as his weapon drank. Since the day he had lost his eye due to the spear feasting on the limitless hive mind, he had managed to control its fell power and its obscene appetites, but at this final pass he no longer had the strength, and the spear’s murderous soul overwhelmed him. He could not stop it feeding, drawing upon the infinity of spirit the Great Devourer possessed. Yriel felt the hive mind, heard it howl. It thrashed about, and Yriel was battered by its anger. Its thoughts were utterly, unimaginably alien. But one thing came through strong and loud. Hatred, hatred for this creature that had for the first time in untold eons wounded it.&amp;quot;&#039;&#039;&lt;br /&gt;
*It has been shown that &amp;quot;[[Chaos]]&amp;quot;, or, as the Necron Phaerekh called it, &amp;quot;the foe-that-creeps&amp;quot;, was very much a growing problem, with whole worlds destroyed to prevent its spreading influence. Apparently, the Eldar had been brought into being with the specific intent for them to resist the counter-dimensional incursions, whilst at the same time making use of the Warp to do battle with the Necrons. As has been mentioned, the longer the War in Heaven lasted, the more it churned up the [[Warp|sea of souls]], and in doing so created many of the dangers that would now hunt within its depths. At some point the [[Enslavers|Warp-spawned horrors]] flooding reality must have reached a breaking point, as both the Eldar and Necrons seem to have joined forces to beat their demonic arses back into the hell from which they came. Vaults created through the efforts of both the Necrons and Eldar imprisoned many of these [[Daemon|daemonic]] entities; this includes powerful daemons of &amp;quot;[[Slaanesh]]&amp;quot;?&lt;br /&gt;
*Thanks to recent revelations from &#039;Infinite and the Divine&#039;, we now know that the War in Heaven was indeed an accumulation of many different incidents, happening over a very long period of time. The time period known as the War in Heaven lasted around five million years; not kidding here, according to two very high profile Necron Lords this is how long it took. However it does appear as if their memories have become somewhat mixed up, or maybe deliberately tampered with during biotransference, as the two Lords have very different reconciliations about who dragged who away towards the bio-furnaces. After the War in Heaven ended (in reality it never really ended, the bell is about to ring announcing the start of the next round) the Eldar that emerged are said to have taken a very hands off approach to what little life remained in the galaxy, holding a reverence for life in the wake of the destruction wrought by the apocalyptic war. Eldar even visited early Earth, where they discovered a species of small mammals, the earliest ancestors to modern humans. A debate then arose concerning these creatures, as visions gifted to the Eldar revealed that in the far distant future they would either be responsible for Chaos ultimately consuming the galaxy, or a vital element in the fight against the [[Chaos Gods|Primordial Annihilator]]. The Eldar at the time decided to take a gamble and left life on Earth to develop unmolested (too bad the gamble failed; to be clear this is very old lore, but a conversation during ‘Throne World’ does hint at its continuous existence within the current Lore). This is actually supported by &#039;Godblight&#039;, where it is confirmed that the Eldar have been visiting [[Terra|Earth]] for a very long time now, at least as late as 6000 BC, which is about the same time as the founding of Mesopotamia, or the &amp;quot;Cradle of Civilisation&amp;quot;. You know those theories about ancient aliens visiting earth- and who may have played a considerable part in the development of early human civilisation, back in the day, well guess who it was; this would also explain why so many ancient pantheons in old myths and legends have a more then passing resemblance to the Eldar&#039;s own pantheon of gods. The idea that the Eldar have been taking day trips to earth throughout history isn&#039;t that far fetched, when you consider the fact that, at this very moment, there is a massive Eldar city in the [[Webway]] just adjacent to our own solar system (&#039;The Impossible City&#039; that the Emperor intended to use as his entrance point into the rest of the Webway); there might be millions of Eldar at this very moment watching us, maybe even editing this very page... Gits.&lt;br /&gt;
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===Not what they used to be===&lt;br /&gt;
[[Image:Eldar Aspect.jpg|225px|right|thumb|A Banshee/Scorpion [[Autarch]] performs the fusion dance and kicks some ass]]&lt;br /&gt;
As is the case for the Orks, the ancient Eldar at their prime during the War in Heaven were far more powerful than their modern-day descendants. It would make sense that the Old Ones would build safeguards into their creations, to [[Nerf|depower]] them if it ever looked like they were getting too big for their boots or too difficult to control. This may have resulted in the shutting down or limiting of certain powers and abilities; Iyanna in &amp;quot;Ghost warrior&amp;quot; is mentioned using her psychic powers to reignite the accelerated healing processes hidden deep inside the core of every Aeldari, which resulted in a shattered leg knitting itself back together wolverine style; this ability is referred to as the &#039;Tress of Isha&#039;.&lt;br /&gt;
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The stories of Eldanesh the First of the Aeldari and his defiance of Khaine, Morai-Heg and her prophecies, and the tale of the Eldar being locked out of &amp;quot;heaven&amp;quot; and separated from their gods may be a poetic retelling of events that saw the ancient Eldar stripped of their former might and cast back into the galaxy to fend for themselves.&lt;br /&gt;
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Although mostly theory, the idea that the Old Ones essentially &amp;quot;decommission&amp;quot; their weapons once they had achieved the task that they had been created for does go towards explaining why the Eldar were seemingly denied the use of the Webway, and how a race that had fought and defeated the Necrons could somehow end up being enslaved by a seemingly barbaric and brutish species from whom the term mon-keigh originated.&lt;br /&gt;
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:&#039;&#039;&#039;&amp;quot;And you threw away the greatest weapons we gave you! look at them now, cowering in the shadows, flinching at the movement in the darkness. There is no greatness left in these people. They are not worthy of your protection. Give them to us, my daughter. Bring us together and let us feast on them until we are strong and whole again. We will free you from the domination of the one that sundered us.&#039;&#039;&#039;&lt;br /&gt;
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:&#039;&#039;No! We shall not be enslaved by gods or ourselves again.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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:&#039;&#039;&#039;And so you will imprison yourselves instead. You will gutter and die like candles rather than burn bright like pyres.&#039;&#039;&#039;&lt;br /&gt;
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:&#039;&#039;Better that than servitude to the Kinslayer. There is nothing you will not bend to your will, and you will use us and destroy us in that purpose. Eldanesh refused you with good reason, breaker of oaths.&amp;quot;&#039;&#039;&lt;br /&gt;
::Jain Zar confronts an Avatar of Khaine.&lt;br /&gt;
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===The Fall=== &lt;br /&gt;
The Fall happened gradually between c.M18-30 and if &#039;&#039;Farseer&#039;&#039; by [[William King]] is to believed, it all really started with an Eldar called Lord [[Shaha Gaathon]] (or as he would be later called, The Harbinger of Slaanesh) - he was to [[Slaanesh]] what [[Yvraine]] is to [[Ynnead]]. Shaha Gaathon was the first to start what was to become the cults of pleasure and he would later become the first [[Daemon Prince]] of Slaanesh. It may seem strange for the Fall to take place over what is a comparatively very short period of time given the insane length of their rule, but the rate of the Fall can be directly compared to the increasingly violent Warp storms that would eventually lead to the collapse of the DAOT; according to the Lore, when humanity first started using the Warp to travel it was considerably more calm and peaceful, only to eventually end up so volatile that Warp travel became impossible (those lightweights just couldn&#039;t last one night at an Eldar empire house party). The Fall really did take place over the course of thousands, not millions, of years, with many Eldar witnessing the slow degradation take place over a single Eldar life time. It is weird that it happened so suddenly, like practically overnight, but it is perhaps possible Slaanesh causes The Fall. Time is a joke in the Warp and all the Chaos Gods always existed even before they were born.&lt;br /&gt;
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Ironically, those who sought to delay the coming doom that some among their seers had foreseen actually in some ways accelerated its coming. As first the Exodites, then the Craftworlds and like-minded Eldar fled the heart of the Eldar Empire in greater and greater numbers, what rational, cautious and puritanical elements there were in the Eldar Empire as a whole were effectively stripped away from their society. Without their calming, cautionary influence, the rest of their civilization likely slipped further and deeper into depravity.&lt;br /&gt;
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:{{topquote|Shaha Gaathon is one of the greatest of the servants of He Who We Do Not Name. He existed before the Great Enemy came. Since before the birth of his master, he has a terrible hatred for the eldar, and I believe, he wishes to use your people as a weapon against mine. There are futures waiting to be born in which the followers of the Emperor will turn on my people and destroy them utterly. There are timelines in which the eldar respond with our forbidden and ultimate weapons and both races are so dramatically weakened that Chaos overwhelms them.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;Your people are numberless as the grains of sand upon a beach. It does not matter how powerful our weapons are, you will eventually overwhelm us, for the Harbinger of the Lord of all Pleasures knows the location of all our hidden home-vessels.&#039;&#039;|Farseer, &#039;&#039;William King&#039;&#039;}}&lt;br /&gt;
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Throughout the Eldar civilization, a profound degradation in moral discipline and a gradual slide into sensual excess commenced, undermining the foundations of the once-great Empire. With the rise of the cults of pleasure over the once-great ruling councils, worship of the Eldar gods declined, many even considered themselves to be gods in their own right; there are even pits near the entrances to the dark city into which the status of the gods were hurled, now thousands of years later they are buried under religious relics stolen from species from across the galaxy, just going to show the utter contempt that the [[Dark Eldar]] held towards their racial pantheon. We are told that most of the Pantheon could do nothing but watch events unfold with growing horror, Isha wept for her children, Khaine raged and the lord of the Eldar gods simply turned and walked away. As the quest for excess crossed into outright evil, a perverse new god began to stir in the Warp. That is not to say the Eldar at the time of the Fall were quite like the Dark Eldar. They were certainly similar but more like a hybrid of Dark Eldar and [[Eldar Corsair|Corsair]] in terms of personality and culture. The Dark Eldar became what they are due to a combination of desperation to stave off Slaanesh and naturally choosing to do so in ways they were most familiar with (i.e. torture and hedonism) cranked up to eleven even by their own standards (not that they didn&#039;t enjoy it).&lt;br /&gt;
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As Eldar civilization became more and more excessive, it began to resemble the world of a [[FATAL|certain godawful assault on the dignity of the human creative impulse]], and the Eldar made a science and a cultural centerpiece out of indulging and refining every perverted sensual desire they had. As their race descended into mindless slaughter, lawlessness, depravity, and evil, little did they know that all of it was nourishing a new entity in the Warp. Some Eldar decided to forsake the ways of their kin and left to settle other planets at the fringes of the galaxy; this turned out to be a pretty smart move, since the planet-wide orgies and [[Heterosexual Sex in the Missionary Position|other assorted debauchery]] going on back home culminated psychically in a gargantuan Warp storm that resulted in the birth of the [[Chaos]] [[Chaos Gods|god]] [[Slaanesh]] and tore an enormous hole in the fabric of realspace that is now known as the [[Eye of Terror]]. This calamity also resulted in the deaths of most of the Eldar still on their homeworlds.&lt;br /&gt;
[[Image:FalloftheEldar.jpg|thumb|left|500px|&amp;quot;At least we perfected time travel so we can go back and fix this... Wait, what do you mean you &#039;&#039;all&#039;&#039; gave that up and spent the last thousand years having sex instead? I swear, you guys!...&amp;quot;]]&lt;br /&gt;
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The Eldar race are highly psychically gifted, and as the corruption spread [[/d/|the echoes of ecstasy and agony rippled through time and space]] and in the Warp the reflections of these intense experiences began to coalesce unknowingly into an unimaginably foul and sickening shadow of what the Eldar, their pride and their nobility had become, brought low by perversity and shamelessness. In the twilight years approaching the Birth of the Dark Prince the Eldar were riven with madness. Worlds burned as the Eldar slew and laughed and feasted upon the dead.&lt;br /&gt;
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:{{topquote|Yet how mightier is Khorne than his delight-filled sibling! Oldest of Gods and greatest of warriors, Khorne’s armies stretch from infinity to infinity to infinity, and the pleasure God may not rival him. But this was not always so. For in the days when the Slaanesh, last born and most beautiful, strove for existence, his power waxed stronger than all gods, be they separate or together, and it seemed as though his spiteful triumph would destroy the balance in the Warp.|from Liber Chaotica - If you ever wondered why Slaanesh was able to consume the Eldar gods just after its birth, it’s because at its birth it was stronger then all the other gods of the Warp combined; the other three members of the Chaos pantheon secretly fear that he may eventually become so again.}}&lt;br /&gt;
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[[Grimdark|Most of the Eldar gods were wiped out along with their race]]. The newborn Slaanesh, a creature without equal in perversion and heinousness, rampaged through the Warp, devouring everything Eldar that he/she/it/they could get its hands/tentacles/claws/many [[/d/|phallic appendages]] on. The gods who bit the big one were [[Asuryan]], [[Kurnous]], [[Lileath]], [[Morai-Heg]], and [[Vaul]]. The three that survived are the [[Cegorach|Laughing God, Cegorach]]; the shattered [[Khaine|God of War and Fire, Khaine]]; and the [[Isha|Goddess of Healing and Fertility, Isha]], also known as the Mother.&lt;br /&gt;
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During this mass deicide, Khaine fought against Slaanesh and found himself evenly matched. Before a winner could be decided, however, [[Khorne]] appeared and declared Khaine his property. Whether this was due to the slight similarities in their names, or the fact that Khaine was another god of war is unknown. What is known is that Slaanesh refused, resulting in the first of the many regular beatings Khorne gives Slaanesh. ([[C.S. Goto|Which pleases him/her/it/them.]]) While Khorne was curb-stomping the proper order of things into his new compatriot&#039;s head, Khaine was [[Derp|shattered into many pieces and flung into the mortal realm]] (probably due to being used as a convenient club by Khorne to beat sense into Slaanesh&#039;s head). These shattered pieces of Khaine found their way to the Eldar [[Craftworlds]] and are now used to summon the [[Avatar of Khaine]] to fight for them (a fate very similar to the Burning One).&lt;br /&gt;
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Cegorach famously ran from Slaanesh in a [https://www.youtube.com/watch?v=ZnHmskwqCCQ very Benny Hill-like fashion] before Khaine showed up. It was at this point [[Troll|Cegorach told Khaine &amp;quot;you got this&amp;quot; and fled to safety]]. Cegorach now spends all his time getting into [[Just As Planned|&amp;quot;Just As Planned&amp;quot;-]] competitions with the other dicks of the galaxy. The rest of his time is spent reading books in the [[Black Library]] and trolling [[Ahzek Ahriman|Ahriman]] by denying him entrance to it. He also usually plays [[Paradox poker|Paradox-Billiards-Vostroyan-Roulette-Fourth Dimensional-Hypercube-Chess-Strip Poker]] with [[Tzeentch]], [[C&#039;tan|the Deceiver]] and the [[Emperor]] once every week. It&#039;s not exactly known how three dimensions managed to contain that much dickery in a single location without imploding. The Warp did it.&lt;br /&gt;
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The fertility goddess, Isha, was saved &amp;lt;s&amp;gt;from [[Slaanesh| the lusty Argonian maid&amp;lt;/s&amp;gt;]] {{BLAM}} {{BLAM|&#039;&#039;&#039;&#039;&#039;NO!!&#039;&#039;&#039;&#039;&#039;}} by none other than [[Nurgle|Papa Nurgle]]. Isha now endures as [[Poxfulcrum|the test subject of Nurgle&#039;s plagues]] and as of the 6th edition Daemons codex is kept company by a small forest of the agonizingly petrified Seer souls of the one [[Craftworld#Lugganath|craftworld]] that believed she still existed/survived and that [[Derp|were supposedly her descendants]] (at this we should note that ALL Eldar are descendants of Isha). The disease that set them in that state, one capable of degrading [[Wraithbone]]—and divinely created versions of the stuff, no less—is mysteriously absent from any other lore. Her subsequent weeping was pathetic enough for one [[Death Guard]] [[Plague Marine]] who observed her plight to learn what pity was. Sleep tight, Life Mother. (You could also take the story allegorically, with the Eldar&#039;s life goddess, and thus their continued existence, tethered to the god of death and hopelessness.)&lt;br /&gt;
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In mere moments the Eldar Empire that had ruled the stars for time immemorial imploded in spectacular fashion. The Eldar that remained were a broken race, who fell from undisputed mastery of the Galaxy to a people barely clinging to the precipice of existence. Those that escaped upon the Craftworlds suffered even further unforeseen consequences; where the fragments of Khaine landed and rooted, his rage and fury lashed out to the souls and minds of the Eldar, infecting them with a bloodlust that turned them upon each other. Craftworlds burned as Eldar fought Eldar. Driven by their own maddening grief and the impulses of a shattered god, the Eldar tore themselves apart, until the [[Phoenix Lords]] introduced the Path system, enabling Eldar to at least regain mastery over themselves.&lt;br /&gt;
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:{{topquote|No! We shall not be enslaved by gods or ourselves again.|Jain Zar}}&lt;br /&gt;
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The Eldar present in the 41st millennium are the descendants of those who left to settle other planets or are the mercantile group that travelled around in their enormous ships called [[Craftworld]]s. They are dedicated to their fight against the forces of Chaos spawned by the folly of their ancestors. They are extremely long-lived; the average Eldar has a natural lifespan of at least a thousand years, and the most powerful of their psykers can survive to be tens of thousands of years old. Most Eldar die in battle while still in their prime, and their population continues to dwindle. So [[grimdark]]. The Craftworld Eldar are now mostly focused on using their collective deceased souls, interred in each craftworld&#039;s [[Infinity Circuit]], to birth a new god into the Warp, [[Ynnead]], whom they hope will be powerful enough to destroy Slaanesh once and for all and save the Eldar race. The [[Dark Eldar]] are those who have continued to embrace the vices that led to the destruction of the Eldar Empire; they still exist largely in the state in which the Empire left off. Other Eldar, like the Corsairs (see below) and the [[Exodite]] Eldar (the ones living on fringe planets unaffected by the cataclysms of the Fall) are somewhere in between ideologically. The [[Harlequins]], yet another sub-group, devote themselves to preserving what they can of their pre-Fall history via plays and oral tradition, minimizing chances of successful communication. They also act as respected diplomatic intermediaries between the other factions of remaining Eldar in the 41st millennium. And last but not least, there are the [[Ynnari]], who get all the spotlight [[Warhammer 40,000 8th edition|these days]].&lt;br /&gt;
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In humanity the Eldar see history repeating itself and fear the bitter destiny that they will reap and know that they no longer possess the strength to prevent it. &lt;br /&gt;
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Which is strange, because in the [[Grimdark]] of the 42nd Millenium, humanity [[daemonhunters|isn’t partying.]] [[Witch Hunters|At all.]] The Eldar should be less concerned about projecting their failures on others and more concerned with what happens when humanity awakens as a psychic species. Human psykers can be powerful, but incredibly vulnerable to being overwhelmed/corrupted by the Warp. A very, &#039;&#039;very&#039;&#039; bad combination; now imagine quadrillions of them, which is essentially exactly what they mean by humanity walking the same dark path as the ancient Eldar. It&#039;s not supposed to be taken as an exact one for one scenario, but the idea that although the scenery may change the path remains the same. In interviews with members of The Black Library team, they tried to clear up some misunderstandings; it&#039;s not that humanity (on an individual level) will become that notably powerful upon becoming a full-blown psychic race, but more that the sheer number of them will be the problem. Humans are highly corruptible and although they can be powerful, they simply do not have the ability to handle it well (there are the odd one or two, but we are looking at humans as a whole). Humanity in 40k exist in unimaginable numbers, spread across the entire galaxy; if they were to become a psychic race, every one of them will become an unprotected gateway for the Warp, and all that exists within. Humanity&#039;s psychic awakening will see a new &#039;Eye of Terror&#039; style event occur, but due to how humanity now exist across the entire galaxy, so will this new cataclysm. The galaxy will be drowned by a galaxy spanning Eye of Terror, and the time of the [[Rhana Dandra]] will begin.&lt;br /&gt;
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This isn&#039;t even considering that Slaanesh did indeed orchestrate its own birth, deliberately bringing about the 10,000 years of slow decline that saw the Eldar delve into truly horrific hedonism, that saw the Dark Prince hijack Ynnead&#039;s birth, who was supposed to be born from the Eldar. Like the Eldar, Humanity has spent around 10,000 years flooding the Warp with - instead of pleasure and pain like the Eldar - suffering, hatred and all those other lovely emotions so prevalent within the imperium of man. whose to say that humanity won&#039;t suffer a similar fate? You may be expecting the Emperor to burst forth into a divine being, but what happens if the negative emotions humans have pumped out during these past 10,000 years were to result in humanity giving birth to something else, a new dark god, a twisted warped version of the Emperor just like Slaanesh is a twisted version of Ynnead.&lt;br /&gt;
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This of course may not be where [[GW]] chooses to go, but it&#039;s worth consideration.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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As the [[Time of Ending]] approaches the remaining Eldar must contend with a galaxy that is no longer theirs. In the bloody wake of the Fall, the race of Mankind has grown to preeminence. The Imperium has ascended, conquering much of the galaxy in the name of the [[God-Emperor of Mankind| corpse-god]] it calls Emperor. The Aeldari, whose maturation patterns span nearly a century, cannot compete in numbers with a race whose generations multiply with the frantic pace of vermin. In their weakened state, the Eldar have watched as the Imperium’s uncompromising hatred, hunger for power and constant wars have created rich fodder that only functions to swell the [[Gods of Chaos|Dark Gods]]’ power and ripens the galaxy for conquest by the forces of Chaos.&lt;br /&gt;
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Of course, if the Eldar had perhaps intervened to deal with literally everyone trying to kill or enslave humanity, this wouldn&#039;t have been a problem as the Imperium wouldn&#039;t have had to fight for survival against everyone for ten thousand years and wouldn&#039;t have grown to hate everyone for trying to murderize them for merely existing. The Eldar were kind of busy with their own problems during this time, like the slow corruption eating away at the core of their race and the small event that saw their near complete extinction, and the fallout that occurred in its wake. The Eldar first encountered humanity in the short period of time between M18 and M22; M18 when humanity first started using the Warp to travel, too M22 when humanity was already collapsing. The Eldar aren&#039;t responsible for the wellbeing of humanity, and although we do have examples of Eldar indeed helping out, even against their own kind (as seen during the Heresy) they have no responsibility to do so. M18 is when the cults of pleasure began to spread across the Eldar Dominion, running roughshod over the warnings of their own kind who warned of the dangers that such a path might lead. By the time humanity was being assailed during the age of strife the Eldar were essentially at war with themselves over the very soul of their race; even after Humanity&#039;s complete collapse the Eldar Dominion would continue too fall further into hedonism, so they were a bit preoccupied. After the Fall and the soon to be rise of the Imperium the Eldar that remained were a broken and shattered species, a spent force in the galaxy, trying to pull themselves together in a desperate attempt to survive. They would go through a turbulent period of adjustment in the wake of the collapse of everything they had ever known, and the near extinction of their entire species; they neither had the time or the inclination to pay much attention to the going&#039;s on, and worries of someone else. Then after they had entered into a more stable period, the Great Crusade came a knocking, bringing with it even more death and sorrow. Why the hell would they feel any need to offer help to Humanity, when humans have proven themselves all to willing to show nothing but hate and violence to anyone different to themselves (some did anyway, and got a bolter to the face for their trouble)? The period of the Fall may have played an unintended but significant roll in the collapse of the DAOT, but it is Humanity&#039;s choices in the aftermath that have led them down the path that they now walk. (why is it that it&#039;s only when they help humans that they are considered &amp;quot;good&amp;quot;, surely it&#039;s time that that the Imperium started helping out for a change).&lt;br /&gt;
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To add to the above point, the Imperium currently stands as the single most powerful force in the setting. As much as GW want to pretend that the forces of the Imperium are the plucky underdogs, fighting against impossible odds, it simply isn&#039;t true; the Imperium holds more territory then anyone else and has numbers that put the Orks to shame, the best and most powerful warriors, armour and weapons, &amp;lt;s&amp;gt;and now has more powerful psyches then the Eldar and apparently tech that may even surpass the Necrons&amp;lt;/s&amp;gt;. Farseers are still more powerful than librarians, it&#039;s just that they are less of them and secondly Necrons have the Celestial Orrery, the Imperium doesn&#039;t have shit on that, all in all there really isn&#039;t any area that the Imperium isn&#039;t just simply better then all the other factions (the Imperium&#039;s new faith based powers for example are just a superior version of the Orks belief abilities), according to the current GW writers. Whenever we see the Imperium fighting someone we are actually seeing the Imperium punching downwards, it&#039;s actually the other side who are the underdogs in these fights. The idea that everyone should simply forgive the most powerful and dominant power in the setting its many, many transgressions and stop being &amp;quot;mean&amp;quot; to it is just laughable; given their position of power it is the Imperium who should be the ones who should be seeking to mend bridges and aid those weaker then themselves (they might actually make some allies), instead of expecting all the other factions to just drop everything and hand everything over to the &amp;quot;poor&amp;quot; Imperium.&lt;br /&gt;
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This all comes down to poor narrative story telling on GW&#039;s part, as it robs any feelings of sympathy towards the Imperium (you&#039;re really not supposed to, but still), instead of watching the Imperium heroically fighting against overwhelming odds, GW have turned the Imperium into what is essentially a school yard bully, who picks on the weaker kids, beats them up and steals their lunch money, but expects everyone to feel sorry for them when one of their victims dares to fight back.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
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Not only Chaos but the Imperium’s blind aggression has also contributed to the rise of the Ork threat -- Mankind fails to realise that they only strengthen the Orks with every *direct* conflict they engage them in. Many Eldar fear that their numbers are now too large for even the most protracted cull to have any real effect, and should the Ork hordes unite their efforts, all the artifice and cunning of the Aeldari would not be enough to stop them drowning the galaxy in blood. To a point, at least. The Imperium is fully aware of how Orks spread and cleanses the areas tainted by their spores. Help from a species with the ability to purge worlds entirely of Ork spores would be appreciated but they prefer to sit back and watch while telling the humans how important it is to destroy the spores instead of actually helping with that; which is essentially what happened during the union of Biel-tan and Iyanden, that saw them cleanse massive areas of the galaxy of Orks before Iyanden grew uncomfortable with Biel-tan&#039;s increasingly extreme behaviour, and although the Eldar do perform controlled cullings in an attempt to limit the might of the green menace they don&#039;t really have any motive in preventing Orks and humans killing each other.&lt;br /&gt;
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With the Eldar now a mere shadow of their former might, old and new foes alike are now stepping forward to stake their claim; like sharks drawn by the smell of blood they move to take advantage of the Galaxy&#039;s former masters&#039; demise. From the terror of the emerging Tyranid fleets, to the young dynamic T’au in the east (who offered friendship a while back but were laughed off) - to speak nothing of the Necrons, ancient enemies of the Aeldari whose lords are eager to renew their war against their much-diminished rivals - the few Eldar that remain find themselves beset on all sides by those that would see every single one of them dead. Perhaps if they hadn&#039;t spent their entire existence making enemies of absolutely everyone that wouldn&#039;t have happened.&lt;br /&gt;
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Not since the days of the Fall have the Aeldari been so fragmented and assailed, and for those who yet survive, war remains their only hope. While their many foes lack the technology, wisdom and skill of the Children of the Stars, in numbers alone they seem insurmountable. Yet the Aeldari are a proud race, determined that the flame of their people will blaze brightly once more rather than flicker and die out.&lt;br /&gt;
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*Between the final act of the Fall and the time of the Horus Heresy there is a period of time, roughly around 300-500 years (200 years for the [[Great Crusade]] + however long the [[Unification Wars]] took + a bit of buffer time between the Fall and the [[Emperor]] making his initial move), in which the Eldar would eventually pull themselves into something similar to how they appear in modern 40k; Aspect Shrines, although new, were now firmly established ( they originally did not have an Exarch leading the shrines, they would be an unforeseen consequence of the Warrior Path), and the young seer known as Eldrad would have bought about the Path of the Seer as we now recognise it (Eldrad, if he was born just before or after the Birth of the Dark Prince, would have been in his late teens, early twenties (by Eldar standards) by the end of the Horus Heresy).&lt;br /&gt;
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===The Eldar Paths===&lt;br /&gt;
[[Image:Eldar.jpg|thumb|260px|left|TASTE THE RAINBOW MOTHERFUCKER!]]&lt;br /&gt;
After the fall of their race, and apart from the potential to have their souls eaten by [[Slaanesh|a crazed demonic rapist masturbating furiously in the Warp]], the Eldar realized most of their population had also been cursed with hyper-sensitivity and super-reflection in the Warp. This new curse was adapted into the [[Paths of the Eldar]], their equivalent to careers. The creator of this system was the [[Phoenix Lord]] [[Asurmen]], first of the Asurya, who devised the Paths whilst training the first of his pupils, [[Jain Zar]], earning him the ire of Slaanesh who perceived him as leading the Eldar astray from his/her/its [[Rape|embrace]].&lt;br /&gt;
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If they wish to, the Eldar can spend hundreds of years dedicated to perfecting their fry cook job at Space Elf Wendy&#039;s, then move on to the next occupation that takes their fancy. Why do they focus on one thing? Because branching out might be &amp;quot;[[Slaanesh|excess]]&amp;quot;, so instead they strive for perfection in a single discipline. Which is [[Derp|pretty stupid]], as &amp;quot;perfection&amp;quot; is &#039;&#039;also&#039;&#039; part of Slaanesh&#039;s portfolio (although this is misleading, and a very mistakenly literal take on the &amp;quot;perfection&amp;quot; the Eldar strive for - the Path system enforces strict discipline to those who could no longer be trusted to control themselves in the presence of free will; perfecting a Path for them isn&#039;t the same as [[Fulgrim|Fulgrim]] striving for &#039;&#039;total&#039;&#039; perfection in &#039;&#039;every&#039;&#039; aspect of his life; rather, the Craftworld Eldar have given up a life of unlimited freedom in favor of a life strictly regimented and based around discipline and complete self-control. If you&#039;re hyper-focusing on one specific thing for three hundred years, you can&#039;t be focusing on &#039;&#039;all of the other things&#039;&#039; at the same time. This is, of course, &#039;&#039;not&#039;&#039; in line with the way Slaanesh does things. Also, you could say being that focused, they&#039;re working so hard, they can&#039;t take pleasure in this perfection. It might be better to say the Eldar follow a strict living style in a skill and perfection of that skill is simply a natural result, not a goal or intent). As you would expect from a universe where [[Grimdark|an entire race can be wiped out by the birth of a single sick piece of Warp meat]], the two most prevalent paths are the Path of the Seer and the Path of the Warrior, or The Path of the [[Eldrad|Dick]] and The Path of Everyone Else. The [[Aspect Warriors|Path of the Warrior]] includes exotically-titled job opportunities like being a [[Warp Spiders|Warp Spider]], a [[Howling Banshee]], or a [[Fire Dragons|Fire Dragon]], all of which involve the applicant donning some form of [[Gay|flamboyant drag attire]] and out-trending the enemy (see left). Also, they will occasionally shoot and/or impale things with deadly proficiency. The Path of the Seer includes jobs for potential [[Warlock|Warlocks]] and [[Seer Council|Seers]]. The few Eldar without ADHD who follow the Path of the Warrior or the Seer will eventually become an [[Exarch]] or [[Farseer]]. Of course, the Paths of the Eldar are not limited to the Seer and the Warrior; Someone has to fill the revered positions in the Path of the [[The Toilets of the 41st Millennium|Toilet Cleaner]]. Let&#039;s not forget the Path of the [[Rage|Angry]] [[Neckbeards|Gamer]] and the Path of the [[Craftworld]] Drunk, either.&lt;br /&gt;
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The Path system governs every aspect of Craftworld life, enabling the Eldar to harness their emotional and intellectual intensity safely without jeopardizing themselves or those around them. It also provides them a form of self-reflection, allowing them to examine aspects of themselves both good and bad. This then allows them to develop mentally and spiritually: for example an Eldar may walk the path of the sculptor but realize that they have become too focused upon the task at hand and seek out a more abstract path such as the path of the dreamer, or they may wish to focus down a different artistic path such as the musician. Each path adds upon the paths that they have walked before and so add to the sort of person the Eldar is becoming.&lt;br /&gt;
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After the Fall, among the most important paths to emerge were the Witch Paths; those who find themselves walking these very long and dangerous paths are more commonly known as seers. There is no force in the galaxy that can weave the skeins of fate and manipulate the future like the Aeldari and their Farseers are famous (or infamous depending on were you stand) for doing just that. The Farseers are similar to their counterparts the Exarchs among the shrines of Khaine, in that they have become lost upon their chosen path and can no longer leave. Since the time of the Fall, and more importantly the actions of [[Eldrad Ulthran]], the Path of the Seer has been refined into a precious tool that can be used in reshaping the Skeins of fate to bring about a more favourable future for their kind. The Skein that the Seers follow and reshape is like a cobweb of interlinking and crossing threads making up a tapestry showing the present, future and past of the galaxy and everyone in it. Not all seers are equal however, and although the destination may be fixed the journey can always throw up some nasty surprises. In order to avoid the possibility of missing something vital and avoiding any possible hidden trip hazards Farseers rarely act on their own (it normally doesn&#039;t end well for those that do); instead they will consult with a seer council who will then examine these possible threads and determine what course of action, if any, should be taken. With multiple Farseers interpreting and examining the possible outcomes they can explore the myriad skeins of the past, present and future, allowing them to follow countless threads and studying the consequences of the smallest deviation so as to better guide their people. However due to the shattered and splintered nature of their race, Seer councils from different Craftworlds may have different goals in mind and may find themselves competing against each other to bring about different outcomes. These can often result in shadow wars fought not by the Craftworlds themselves but by proxy forces, manipulated unknowingly into acting on their benefactors&#039; behalf. However, the Eldar tend to forget that just because you foresaw something one second [[Not as planned|doesn’t mean the future has not changed the next second]]. This often leads to their downfall in stories.&lt;br /&gt;
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To understand how Farseers work, you have to understand what the Weave of Fate is. &lt;br /&gt;
Think of it like the tapestry woven by the Fates in our own mythology, it is a representation of the past, present and future, with each individual that has and will ever exist being part of the pattern. Every being in existence has a thread that is woven into the weave, its path crisscrossing and mingling with countless others, changing and redirecting the flow of fate. Some threads have little impact, their threads pale and thin, while others shine bright and strong against the countless destinies interwoven within the Weave of Fate.&lt;br /&gt;
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It is this Weave that Farseers interact with, moving their consciousness outside of time to travel the many different threads before them. A farseer will follow many threads as far as they are able to see. Even in the heat of battle a Farseer will travel back and forth along the threads of fate, changing, cutting and reshaping the course of the threads, playing out many different scenarios until they have discovered the path they believe to be the most beneficial. For example a Farseer may walk a particular thread that sees them witness a wall collapsing, allowing an Ork war host to surprise a Dire Avenger squad: The Farseer could if they choose to return along the thread back to the present, allowing them to forewarn the Dire Avengers; the wall will still collapse but this time it&#039;s the Orks who are turned into a fine red mist. The Runes act as anchor points and navigating tools, much like sailors using the stars to navigate; the more Runes a Seer can wield the better.&lt;br /&gt;
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The actions taken by Farseers can often seem random, with seemingly no immediate impact, but it is not the now or even the immediate future that most interests the Seers of the Eldar. There may be a case that in a few hundred years’ time a mighty [[Chaos Lord]] will rise to prominence on an Imperial world, who would then lead a violent crusade that will see untold billions slaughtered, or worse. However by creating a scenario through the actions of a Faseer, in which that individual is never born (this can be achieved in many different ways besides killing, such as changing the fate of one or both parents so that they never meet) will remove that thread from the Weave. Most of the greatest achievements of the Seers of the Eldar will never be known, for they have already prevented whatever disaster was to befall them before it started. As long as the Seers are doing their job properly then no news is good news.&lt;br /&gt;
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Of course not all Seers are created equal, and many an inexperienced Seer has fucked up at least once; for instance as the young seer from the ‘Path of the Eldar’ series discovered to her horror, being so certain that she was right she ignored the advice and insights of her peers and went off on her own, inadvertently bringing into being the very future she wished to prevent. Many Seers have very different ideas as to what they would consider an ideal future; a seer from Biel-tan will have very different priorities from a Seer from Ulthwe for example, which is why the most important decisions will be decided by a Seer Council rather than an individual.&lt;br /&gt;
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It is also possible for entities of sufficient enough power such as Slaanesh and Tzeentch to obscure elements of the Weave, hiding things that they wish to remain hidden; there is a reason why [[Fulgrim|Fulgrim’s]] fate was hidden. Eldrad himself upon meeting the Primarch realised that he was unable to read Fulgrim’s thread, as the Dark Princes was interfering directly. The [[Hive Mind]] and the Shadow in the Warp can also interfere with a Seer&#039;s ability to read the Weave, and Items such as the Necron device in ‘Priests of Mars’ made reading the threads of fate almost impossible, as it was tearing the Weave apart to the point that existence itself was about to collapse into nothingness. Phoenix Lords such as Jain Zar have proven themselves capable of reshaping the weave; a very young Eldrad is amazed at the fact that no matter how he tried to read the threads of fate, they would always reshape themselves around the wishes of the Phoenix Lord, and when the Phoenix Lord was deciding on what course of action to take, the entire weave froze in place as if waiting for the orders of its master; this may be due to the fact that the [[Howling Banshee|Banshee]] Aspect is related to the Crone Goddess, who is essentially fate incarnate.&lt;br /&gt;
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The galaxy is in chaos and it is not always possible to prevent every horror that awaits. Sometimes no matter what you do, some things are simply unavoidable (although they can be shifted a bit further along the path). Sometimes to prevent a major disaster that will come to pass, a smaller cost must be paid, even if that cost may seems meaningless to those who cannot see the effects such actions will have upon the future.&lt;br /&gt;
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===War Mask===&lt;br /&gt;
To understand the Eldar at War it is important to understand the existence of the War Mask. The galaxy of the 40th/41st millennium is a dark and violent place, where not fighting means death (or worse); would this was not the case, but for the Eldar the call of Khaine comes with even greater and greater frequency as the galaxy continues to grow darker.&lt;br /&gt;
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The War Mask is not a physical thing, but a way of separating their normal self from their war-self by mentally creating a mask, or mental construct, that takes the form of an artificial alternate personality, essentially creating an alternate version of themselves that can be worn or discarded when needed; this alternate self will even take upon itself a new name.&lt;br /&gt;
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It is within the Shrines of Khaine that an Eldar will, under the guidance of the shrine&#039;s exarch, learn to create their War Mask. Before a battle an Eldar will enter their warrior shrine where they will perform the ritualistic donning of their Armour; each piece of Armour in place strengthens their War Mask until who they were is safely hidden away behind their alternate self, essentially entering a dormant/hibernation-like state as their War-self now stands in their place. This War-self is able to perform the truly horrific acts that the galaxy calls upon them to perform as all emotions that might cause their blades to falter, such as empathy or kindness, are locked away; what stands in their place is a cold-blooded sociopathic killer, a warrior of the god of war and murder who will perform any terrible act they are called upon to do. An Eldar could be the most kind and gentle being in the galaxy but upon wearing their War Mask they become a heartless, ruthless, fearless killers; most people outside of the Craftworlds will have little if any experience of Eldar that are not currently wearing their War Mask, which adds to how they are viewed by the greater galaxy.&lt;br /&gt;
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Eldar Guardians are usually provided a temporary War Mask by a seer before they enter battle. Storm Guardians are made up of those who have already walked the path of the warrior and have their own Mask already.&lt;br /&gt;
 &lt;br /&gt;
When the bloody work is done an Eldar will remove their War Mask, returning to their normal self without any memories of any atrocities that they may have had to perform as they are now safely locked away within their War Mask (although it is known for Eldar to weep upon removing their War Mask without knowing the reason why).&lt;br /&gt;
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In this way the Eldar turn the bloody work of Khaine into a tool that can be wielded or put away at will without losing themselves to Khaine&#039;s dark influence once the fighting is done.&lt;br /&gt;
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Exarchs are those Eldar that find that they can no longer separate themselves from war, having lost themselves along the Path of the Warrior. These individuals are held in equal parts awe and revulsion by the rest of the Eldar population, for their souls now belong to Khaine. Their souls will no longer join with the rest in the infinity circuit; rather their own Armour acts as a small self-isolated circuit, containing all the souls of its previous owners (they essentially merge together to create a stronger whole; even when not wearing the Armour itself they remain as a single consciousness). If the Armour is destroyed it will be reformed within their Shrine (in a similar way as the Avatars of Khaine), waiting for the next one to wear it; if the shrine itself is destroyed then the Exarch can be housed within a [[Wraithlord]], until the shrine and Armour are restored, making it very difficult to actually permanently kill an Exarch (this happens to the Fire Dragon Exarch that appears in &#039;Valedor&#039;). Upon becoming lost upon the path, they will seek out an empty shrine for themselves and prepare to welcome those who seek them out. These individuals are not insane berserkers, but act as priests, guides and teachers to those who find themselves upon the warrior path (for whatever reason), as it is their role to help those that follow them achieve control over their dark impulses and find focus and balance within themselves, so that they too won&#039;t lose themselves to Khaine.&lt;br /&gt;
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Outside of their shrines Exarchs hold no power over their Craftworld, and have no political power to influence the decisions made by the Craftwolrds leadership. Autarch&#039;s are the only warrior cast that holds any high position within the wider Craftworld society, and that only applies to the act of Warcraft. Eldar Autarch&#039;s are those Eldar who have walked the many different Paths of Khaine, and have not lost themselves; they have faced the darkness within themselves and have overcome it many times over. Having proven themselves more than capable of mastering themselves against Khaine&#039;s dark influence they now walk the path of Command and will now be responsible for leading the Craftworlds Warhosts. Depending on the Craftworld in question the courts of the Autarch&#039;s may hold greater or lesser influence over the direction a Craftworld chooses to go.&lt;br /&gt;
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Outside of times of combat and war, the Eldar will put aside their Warmasks; the idea that someone who has lost themselves to Khaine would be then put in charge of the everyday goings-on of the Craftworld, or even worse their diplomatic relations would be a horrific notion upon most Craftworlds, as it would go against the very idea of the Path system itself.&lt;br /&gt;
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===Technology and the Children of the Stars===&lt;br /&gt;
For untold millennia the dominions of the Eldar ruled the stars, unopposed and unchallenged. Unfettered by the oppressive claim that Slaanesh holds over their immortal souls, their psychic might was matched only by their technological mastery.&lt;br /&gt;
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No other race has ever replicated the Eldar’s unique approach to technology, nor have the Eldar taken learnings from the ‘primitive’ races that have inherited the galaxy. Eldar technology adheres closely to natural biological shapes and structures. To them, there is no real difference between technology and nature in the Eldar mind - they are a single process by which the Eldar imbue living things with function and functionality with life. The materials the Eldar use in their engineering are complex and varied ectoplastics that can be formed into solid shapes under psychic pressure. In some respects they are more like living tissue than inert substances, growing and reacting to their environment in a similar way to plants.&lt;br /&gt;
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According to the Eldar section of the Warhammer 40,000 Compilation, the Eldar may have always been psychic, with their Psychic powers manifesting themselves into a variety of unusual talents. One such natural ability is referred to as psychomorphism by the human Xenobiologists of the Imperium. In crude terms, this gives every one of them the ability to psychically shape matter and create simple artefacts from raw materials.&lt;br /&gt;
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By making use of psychokinesis and empathic telepathy they can influence the structure of growing matter. This empathic ability may have been particularly important during the early development of the Eldar race enabling them to promote the fruitfulness of edible crops and reshape the growth of trees to make simple shelters. The first Eldar villages and towns are supposed to have been living structures grown from trees, often covering many square miles and reaching high into the air.&lt;br /&gt;
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Because of their psychic abilities, the Eldar race learned how to make and shape raw materials at a very early stage of cultural development. By means of their mental powers, they were able to refine minerals and shape the resulting metals and stones into whatever they wanted. Eldar technology has a very ancient history and the pace of its progress is closely tied to the slow evolutionary development of the race, which saw a steady growth in competence and knowledge over a very long period of time. The Eldar did not have a sudden sharp defining industrial phase such as the one&#039;s throughout human history, but rather a steady constant growth over countless millennia; their unique technology is entirely their own (if anyone tells you that they were simply handed their tech by the Old Ones, which has never been mention in the lore, then they don&#039;t actually know what they are talking about; the Warhammer 40,000 Compilation is the only source that goes into any detail on how the Eldar developed their tech - Page 36- this bit of misinformation needs to disappear once and for all. A bit of a history lesson, the origins of this particular headcanon began on fan forums during the first thirteenth black crusade campaign. During a discussion about the &#039;Priests of Mars&#039; book, the theory was thrown out and unfortunately people began to believe it was actually 40k canon). In other words the level of traditional Eldar tech is heavily influenced by the Psychic skill level of the individual or individuals crafting it at the time. This is not great given Slaanesh&#039;s oppressive influence in 40k forcing them to curtail the use of their Psychic potential, forcing them to use the far safer but far more heavily controlled and focused Witch paths.&lt;br /&gt;
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At their zenith nothing was beyond them; the worlds and stars of the galaxy were mere playthings to them, to be extinguished and rekindled on a whim. Surfing solar flares was a pleasant pastime, and their very dreams could be made manifest with but a simple wish; death itself was but an inconvenience as they had already outgrown the mundane notion of mortality. They strode the galaxy as gods, and in doing so brought about their own damnation. There was nothing left to strive for, for they could already do anything that their wonderful minds could conceive of. Even after their cataclysmic fall from grace and subsequent loss of most of their creations they are still one of the most technologically advanced races in the galaxy, only surpassed by the Necrons.&lt;br /&gt;
 &lt;br /&gt;
In the aftermath of Fall, the many fractured and shattered fragments of the Eldar race, alike in many respects, took deviating paths when it came to their approach to technology.&lt;br /&gt;
&lt;br /&gt;
The Exodites saw the creeping corruption and abandoned the rotting core of their Empire. Eschewing the conveniences of technology almost entirely, they sought out a more humble and honest life through toil and hard work. They farm and herd their livestock and live an almost entirely nomadic lifestyle as their ancient ancestors once did.&lt;br /&gt;
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The Craftworld Eldar have an odd relationship with their tech, in some ways mirroring that of the Imperium of Man. The Craftworlds as a whole maintain the fundamentals of their post-scarcity society but actively forbid the use of much of their more high-end and more dangerous technologies. They do not fear these technologies themselves but more so how such unbridled power might affect them; they are not just in a war for the survival of their race, but for the salvation of their very souls. They look upon what befell their ancestors and what their arrogance wrought, and denounce it; a life without struggle and self-restraint is but the first footstep down the road to damnation. They don’t go as far as their Exodite kin, and still encourage innovation such as the creation of the Vyper that was created by artisans of the Saim-Hann, or the creation of the armour and weapons used by the Aspect warriors after the creation of the Path system, but they still eschew most of the technologies that allowed their predecessors to grow complacent; unfortunately for them, that also means that they are deliberately making things more difficult for themselves. However, the Eldar of Craftworld Ybraesil are noted for their [[awesome| balls to the wall raids of Crone Worlds]] for spirit stones &#039;&#039;and&#039;&#039; wunderwaffen, so YMMV. It is worth keeping in mind that Craftworlds are trading Vessels; or as they are so dismissively referred to as &amp;quot;Cargo-haulers&amp;quot; by Pre-Fall Eldar. Comparing the Craftworlds to the Pre-Fall Eldar Dominion would be like comparing a seafaring Cargo ship to the might of the US, at the height of its power and influence. Well, sort of. Cargo ship or not, a Craftworld is nearly as large as a planet and seems to use compressed space technology/sorcery like a tardis. It&#039;s more like a super cargo ship invented by gypsies to live in and travel around in trading vast quantities of whatever to countless destinations forever. It was very much not a normal vessel even by pre-Fall standards. Still a trading vessel, though.&lt;br /&gt;
*A good example would be: &amp;quot;The World of the Bloodied Sword&amp;quot; By Gav Thorpe that had an arsenal of forbidden weapons known as the Akliamor, hidden under the Palace of Tranquility on the planet Akliamor. Knowing that these [[Dark Matter]] doomsday weapons were no longer safe, the Eldar chose to destroy them so as to remove any chance of them ever being used again.&lt;br /&gt;
*Units such as the [[Hemlock]] and the [[Wraithguard]] are used only in the most dire of circumstances, as their use requires the removal of souls from their resting place within the Infinity circuit, an act that the Craftworlders view as no better than grave robbing.&lt;br /&gt;
*Ybraesil are going out of their way to hunt the crone worlds, for they hope to secure not only the Tears of Isha, but also ancient technologies and doomsday artefacts with which to tip the balance of fate, like the Corsairs, whose Dissonance Cannons are a mocked-together version of a weapon found on a Crone world that was capable of shattering reality itself.&lt;br /&gt;
*Yme-loc has recently created a new and devastating weapon powered by the souls of the dead. It can scour entire continents of life in mere minutes, the souls of the living torn from their bodies by a vast ghost-storm.&lt;br /&gt;
*Biel Tan are making use of a limited form of pre-fall tech within their [[Void Spinner]]s. The webs unleashed by these weapons are infused with what is essentially Wraithbone nano-bots, that were previously used to create life; if you&#039;re going to create a custom planet, you might as well create custom life forms to populate it. Biel Tan has reversed the concept, and now these wraith-bots erase all life that they come in contact with, even leaving the ground they land on devoid of all life; this is especially useful against Orks, as it also destroys their spores.&lt;br /&gt;
*The Phoenix Lords books introduce weapons, that take the form of a piece of jewellery, that are keyed to wipe out a single form of life from a world (and we mean an entire world, not just one or two), whilst leaving all other life unharmed. Alongside these world cleansing devices, we are shown small personal shield devices that take the form of a piece of jewellery, such as a ring, brooch or necklace, that are powerful enough that it allowed them to surf, Silver surfer/Green Lantern style, on Solar Flares for fun; you could fire a Nova cannon at them and they wouldn&#039;t even care.&lt;br /&gt;
*During the Jain Zar book, in the Phoenix Lords series, an Eldar is shown using a common piece of tech that takes the form of a ring. The way in which it is described sounds very similar to the Kara Kesh devices from the Stargate universe.&lt;br /&gt;
*In the [[Blackstone Fortress]] series of stories a device called a Foryniomhu, or a Scourge was accidentally discovered. Normally placed into a ship, it was a contagious psychic weapon used to put down violent rebellions with the barest minimum effort on behalf of the Eldar. They would pop into a star system, activate the device that would release a single pulse, then leave. All those affected would become highly infectious to everyone around them, regardless of species, but wouldn&#039;t immediately show any symptoms; everyone affected would also become infectious. Within weeks their bodies would start to die rapidly, along with anyone else affected. Entire planets or even system wide civilisations would quickly collapse as the unstoppable psychic contagion spread unopposed. No one was immune to the contagion, nor was there any chance of a cure. Only a second pulse from the device could end the effects, and that would only happen when the Eldar were satisfied that any armed revolt had been quashed. This is not a biological plague but a psychic one (essentially magic) so its effect on AI is unknown, however anything with a psychic presence would be susceptible to the weapons effects. The device, ironically found on a ship called Isha&#039;s Lament, was destroyed in order to stop Chaos forces getting their hands on it: If they had it would have been an instant &amp;quot;I win&amp;quot; button for Chaos. Although deeply unpleasant, you could in theory (depending on how stubborn the opponent) put down a violent uprising with a very small loss of life; if they throw the towel quick enough you might not lose any.&lt;br /&gt;
*During the Heresy the [[Iron Warriors]] and [[Emperor&#039;s Children]] legions end up activating the security system of a Eldar &amp;quot;shrine world&amp;quot;, which unleashes a never ending swarm of intangible warriors made of smoke and light. These constructs wield weapons that bypass the armour of the Marines, phasing through armour as if it wasn&#039;t there, and leaving corpses without a single wound of any kind. Along with these spectral warriors marched large crystalline constructs, twice the height of a Marine, whose crystal bodies formed from the surrounding walls. Their limbs pulsed with energy that they unleashed from their hands in searing beams of power, and could tear apart tanks and fortifications with ease; if not for the ascension of Fulgrim both legions would have been wiped out.&lt;br /&gt;
*On the Crone Worlds a device that takes the form of a publicly accessible console was found, whose function was to grant the &amp;quot;wishes&amp;quot; of the user, and make it into reality; Unfortunately the device was quickly discovered to be corrupted by the power of the Dark Prince. They had access to what is essentially artificial genies, without those pesky wish limitations or restrictions.&lt;br /&gt;
*The Phoenix Lord books also reveal that the weapons and armour used by the Aspect shrines have their origin in the gladiatorial arenas that came into being as the Eldar Dominion descended into hedonism, as it was from these arenas that the original Phoenix Lords armed themselves in the wake of the Fall.&lt;br /&gt;
*Craftworlds still make use of portable devices that can be carried around with the them, the same way you would a pocketknife. These devices can take many different forms, such as Phase crystals that allow the user to become intangible, Portable Webway Portals that can be used to open up a small temporary Webway tunnel from anywhere they want (this is especially effective when used on Jetbikes), and small crystals that turn into a glittering mist that infiltrate and override alien tech such as in &#039;Throne World&#039; where a single one of these devices was able to override the technologies protecting the Golden Throne.&lt;br /&gt;
*They make use of cosmetic devices such as a hairbrush that can change the style and colour of their hair instantly to what ever they feel like at the time. They can also change their skin colour with such devices as easily as you can change your socks (so yes darker skinned Eldar are very much a thing). You could in theory have Eldar in every colour of the rainbow if you really wanted.&lt;br /&gt;
*During the Heresy [[John Grammaticus]] was given a pair of Eldar &amp;quot;scissors&amp;quot;, that can cut through time and space (we&#039;re going full star vs the forces of evil here), that allowed him to appear near the ruins of [[Hive city|Ababa Hive]] on Terra during the [[Siege of Terra|Siege]]. (What the hell Eldrad, just handing out items that have the ability to cut through time and space like they&#039;re candy; what a dick).&lt;br /&gt;
*Dire swords are a very interesting addition to the Eldar list of weapons. Created after the Fall, they make use of inhabited Soul Stones in their creation, but only certain stones are capable of being used. If a creature of the Warp attempts to consume a soul within a Spirit Stone and the soul manages to kick the demon out, then the soul becomes completely immune to their touch and is now lethal to the creatures of the Warp. When a creature is hit by a Dire Sword the soul within reaches out and destroys the soul of the opponent; they are weapons capable of coursing True Death to their opponent, be they demon or mortal.&lt;br /&gt;
More cynical view could argue that they may have more similarities to dirty mon-keigh than they prefer to admit: namely, they also lost the technologies and/or psychic techiques required for creation or safe usage of these wonders. So, they may have stockpiles of these shiny toys, but if they were to use them, they might quickly run out, possibly also exploding in the process. As shown by the Fireheart, once the Craftworlds were able to get hold of one from the stockpiles of their Dark cousins they were able to replicate it without to much trouble, so depending on the level of the tech we are talking about it could dictate their ability to reproduce it.&lt;br /&gt;
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The [[Drukhari]] on the other hand still have access to much of what has been lost or hidden away by their cousins, but there are a number of reasons why they utilize such ancient technologies only rarely. Firstly, because of Slaanesh the Dark Eldar cannot function as a psychically sensitive society in the same way that other Eldar do. Therefore, after the Fall those who had made a home within the Webway and would later become known as the Drukhari were forced to completely redevelop and recreate their tech from the ground up using far more mundane and labour-intensive methods. As depraved and loathsome as they are, the Drukhari are a testament to the ingenuity and creativity of this ancient race; the weaponry manufactured within the [[Commoragh|Dark City]] is just as advanced as and infinitely more demented than those psychically grown upon the craftworlds.&lt;br /&gt;
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Though almost useless to them, the Drukhari very rarely trade items from their hidden, ancient hoards to their Craftworld cousins, and only then at exorbitant cost. Such artefacts include the Fireheart, which causes planets to turn themselves inside out: Valedor actually reveals the original purpose for the Fireheart was as an agricultural tool, used in the reshaping of worlds and the creation of customised solar systems, but could all too easily be turned into a tool of war. Other such artefacts from the days of the old Aeldari empire possess the power to kill stars, to suck the life force from worlds, and/or to exterminate whole races of sentient beings in mere moments. However, the Dark Eldar dare not use such artefacts openly for they would attract the violent displeasure of the Dark City at large should their existence become known.&lt;br /&gt;
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Consider that the Dark Eldar can make use of mirrors that transport those looking into them into the heart of the nearest sun. They can put Black Holes into small ornate boxes that can be carried around in a coat pocket. They can create pocket dimensions with ease, as with Khaine&#039;s Gate, where they simply threw up dimensions for the Daemons to run through, in order to stop them from entering the Dark city (this was a temporary fix until they could fix the problem properly). They are capable of turning their enemies into living wind chimes for their own amusement; they can also turn you into a ring or a fetching brooch, that is not only immortal and near indestructible, but also in constant soul destroying agony, all whilst you are still fully conscious and aware of every horrible thing that is happening to you (don&#039;t allow yourself to be taken alive). &#039;&#039;They can steal stars and planets.&#039;&#039; Therefore, a weapon that even the Dark Eldar would keep secret and refuse to employ must be horrifying indeed.&lt;br /&gt;
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In short, the Dark Eldar are tech-rich but psychically stunted, the Craftworld Eldar see the careless use and overreliance on such technologies as the road to damnation, and the Exodites will feed you to their pet t-rex if you offer them the use of a calculator.&lt;br /&gt;
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There is another thing to consider: though the [[Imperium]] fights these different factions on a semi-frequent basis, very rarely do they ever find themselves up against any of the true high end stuff; most conflicts according to GW normally go along the lines of [[Guardian|Eldar Guardians]] pointlessly firing upon terminators, doing no damage and suffering horrible casualties in return, which is just stupid when a handful of fire dragons or dark reapers will wipe them out with effortless ease (oh well, we can&#039;t have the poster boys actually go up against anything that might hurt them, now can we). Dark Eldar raids for example are more akin to rich kids going on safari (it&#039;s much more of a prestige thing, the more challenging the more they can boast to their mates/rivals/enemies when they get back) accompanied by disposable clones mostly armed with weapons ([[Splinter Weapons|splinter weapons]]) designed to immobilise their targets with agonising pain, rather than to kill (in their official description they are specifically referred to as hunting rifles); no point taking the herd species back to the Dark city if they are dead. However when ever one of the more powerful relics are rolled out there really isn&#039;t much anyone can do about it.&lt;br /&gt;
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===Not-So-Dying Race===&lt;br /&gt;
You may have noticed that in most of the fluff the Eldar are described as a dying race. However, they&#039;ve been slowly dying for the past 11,000 years, never seem to mind the heavy losses they take when they lose a battle, and for every one world lost there are a dozen more that pop up. The reason for this is that GW writers have different opinions on what the Eldar&#039;s &amp;quot;theme&amp;quot; is. [[Gav Thorpe]], who did most of their older fluff, views them as dying out, and only thinks there are a dozen craftworlds with a dozen million Eldar each. However, [[Phil Kelly]] thinks their theme is &amp;quot;holding on just barely and losses are only minor things, keeping the important stuff&amp;quot; and thinks there are hundreds of craftworlds, with the average housing a hundred million to half a billion Eldar. Humorously, [[Matt Ward]] seems to agree with Phil as the theme of his Iyanden book is definitely &amp;quot;rising through the ashes&amp;quot; (maybe Phil and Matt were sick of Eldar being treated as the galaxy&#039;s punching bag in 40K).&lt;br /&gt;
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What we&#039;re saying is: as with the other species, Craftworld Eldar do take the time to reproduce, but the open question is whether they&#039;re technically dying out or if they managed to keep a net population growth rate over the 12 millennia or so since Slaanesh came &amp;lt;s&amp;gt;into the picture&amp;lt;/s&amp;gt;. If the former, [[Grimdark|an intelligent species is still paying the price for the nuttery of their forebears and will until they&#039;re totally extinct]]; if the latter, [[Grimdark|a bunch of racist assholes who hate you (yes, &#039;&#039;you&#039;&#039;) are on the upswing]], though all possibility of a total comeback is about on the same level of probability as Nurgle taking an antibiotic bath. Between all the wars and the occasional disaster (like Kher-ys, Malan&#039;tai, Idharae, Iyanden and Biel-tan), one would think the galaxy is waging a slow war of attrition on their species. Fluff describes them going either way (giggity).&lt;br /&gt;
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According to the 8th edition there are several factions of Eldar:&lt;br /&gt;
{|align=center border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|1. [[Elf|Aeldari]] (The Eldar race as a whole)&lt;br /&gt;
|align=center|[[Image: Eldar-Aeldari.jpg|thumb|right|150px|Aeldari-dying race my arse]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|2. [[Exodites]] (Amish space elves that ride dinosaurs)&lt;br /&gt;
|align=center|[[Image: Amish_space_elves.jpg|thumb|right|150px|Exodites-who needs advanced tech to get things done]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|3. [[Slaanesh|++REDACTED++]] cough&#039;&#039;&#039;CHAOS ELDAR&#039;&#039;&#039;cough&lt;br /&gt;
|align=center|[[Image: Chaos-elves.jpg|thumb|right|150px|&amp;lt;s&amp;gt;Chaos Eldar&amp;lt;/s&amp;gt;-Come join the dark side, we have &amp;lt;s&amp;gt;cookies&amp;lt;/s&amp;gt; DAEMON HOOKERS]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|4. [[Craftworld|Asuryani]] (By comparison they can be considered the sensible Elves)&lt;br /&gt;
|align=center|[[Image: Crafworld Farseer.jpg|thumb|right|150px|Craftworlds]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|5. Corsairs (Space elf pirates who love to have a good time)&lt;br /&gt;
|align=center|[[Image: Eldar-corsairs.jpg|thumb|right|150px|Corsairs-Eldar but with more bling]]&lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
|align=center|6. [[Eldar Ranger|Outcasts]] (Rebellious young space elves who want to explore the galaxy)&lt;br /&gt;
|align=center|[[Image: Outcasts.jpg|thumb|right|150px|Outcasts]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|7. [[Dark Eldar|Drukhari]] (Pray they don&#039;t take you alive)&lt;br /&gt;
|align=center|[[Image: Incubi_Warrior.png|thumb|right|150px|Drukhari]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|8. [[Harlequins]] (Terrifying killer space clowns)&lt;br /&gt;
|align=center|[[Image: Harleqin_master.png|thumb|right|150px|Harlequins]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=center|9. [[Ynnari]] (Followers of their new God of the Dead)&lt;br /&gt;
|align=center|[[Image: The Ynnari.jpg|thumb|right|150px|The Ynnari trinity]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Eldar Corsairs==&lt;br /&gt;
[[Image:Eldar_corsairs.jpg|300px|left|thumb|Were Space Elves not enough for you? How about Space Elf Pirates?]]&lt;br /&gt;
These guys pop up every so often, though whether they&#039;re technically a naval splinter group of the Craftworlds or a completely separate offshoot is still an open question. Most of them are Craftworlders living the Path of the Outcast, though considering Eldar can spend many years away from their Craftworld, many may have been born in deep space as natural-born Corsairs. These Eldar live on ships and space stations until they return to their home Craftworld (if they return at all), and often raid other species&#039; space lanes for plunder, usually in the form of people. Part of the reason [[Imperium|Imperial]] commanders think Eldar are a random, inscrutable force in the galaxy is because they can&#039;t tell the difference between these guys, [[Dark Eldar]], or a Craftworld strike force. Confusing Corsairs and Craftworld ships could be forgiven, but your intel must be pretty fucked if you confuse those ships and the ones covered in blades and similar grotesque shit. (Alternate opinion: you forget that Eldar ships use holofields as their defences. When they are not looking like a garbage hauler, they will just be a blur to both the eye and Imperial sensors. Then you factor in that Eldar ship weapons will do very similar battle damage—dark or plasma lance, etc. It&#039;s impossible to tell the difference unless you&#039;re a Magos working for an [[Ordo Xenos]] inquisitor. Then you need to factor in that Corsairs and Harlequins use BOTH Craftworld and Dark Eldar ships. It would get very confusing, very fast.)&lt;br /&gt;
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The sequence goes:(in descending order)&lt;br /&gt;
*Craftworld&lt;br /&gt;
*Outcast - [[Eldar Ranger|Rangers]]; young rebellious Eldar who want to explore the wider galaxy. They also unofficially act as the Craftworlds eyes and ears, out in the wider galaxy. They are often active in war zones long before the Craftworlds Battle Hosts arrive, stealthily softening up the target and sabotaging their defences; there is a reason most Imperial commanders consider fighting Eldar akin to fighting ghosts.&lt;br /&gt;
**Rangers can loss themselves along the path of the outcast, becoming what is called a Pathfinder.&lt;br /&gt;
*Corsairs - Eldar who have tasted life outside of Craftworld society, and have decided that they like their freedom a lot more.&lt;br /&gt;
*Dark Eldar - Corsairs who fall prey to the same weaknesses of their ancestors, will nearly always find their way to the Dark City.&lt;br /&gt;
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Craftworlds do not encourage their young to take up the Path of the outcast, instead they actively lament their choice to do so. Eldar generations are few and far between and losing even more of their young to the dangers of wanderlust only weakens them further; however they will not stop them if that is the path that they have chosen. They can only hope that they are able to survive out in the wild until their curiosity has been satisfied, and they come back home. Although most Craftworlds do not have much contact with Corsair fleets, others have formed close alliances with some of the more well know fleets, with a handful even becoming hubs of Corsair activity.&lt;br /&gt;
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The update to IA:11 (7th edition) added ways to play them and some nice fluff as well. The first paragraph states: &amp;quot;An Eldar Corsair is more akin to the Eldar before the Fall than those who now live upon the Craftworlds. Not for them are the highly disciplined paths trod by their Craftworld kin, although many may turn to them once their need to explore the galaxy has be satiated. That is, though, if they have not completely turned in their lot with their dark kin who dwell in the depths of [[Commorragh]].&amp;quot;&lt;br /&gt;
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The personalities and predilections of each Corsair and the fleets they belong to are harder to group together in comparison to Craftworld and Commorragh groups which, whilst diverse, &#039;&#039;mostly&#039;&#039; stick to the accepted behaviors of their respective societies. Some Eldar corsairs become [[Rage|bloodthirsty]] individuals who fall prey to the same weaknesses that led to the Fall. Yet others may display the greatest compassion for their defeated enemies. Eldar Corsairs can literally be anything they want, from nightmarish Jack the Rippers leaving bloody trails across the galaxy, to Robin Hood-like figures, charming rogues that steal from the rich and... keep it for themselves (they&#039;re nicer, not stupid). It says a great deal that the Eldar pirates are sometimes (often?) better people than all the other Eldar... and most members of any other species. They also lack the spirit stones the Craftworlders sport, so their souls are being chewed on by [[Slaanesh|She Who Thirsts]], and for them dying is a pretty shitty prospect. They get along well enough with both the Craftworlders and Dark Eldar, but aren&#039;t above kicking some space elf ass for vehicles or whatever. They generally have cool pirate hideouts all over the galaxy. Some even hang out with their [[Exodite|dino obsessed hillbilly cousins]]. Usually, corsairs carefully avoid pissing off the Imperium too much and make sure not to go after anything truly important, mostly because as long as they don&#039;t go overboard the Imperium would consider it more trouble than it&#039;s worth to send a task force of sufficient size after them. So, &#039;&#039;somehow&#039;&#039; a bunch of spoilt Eldar kids playing pirate for kicks is the closest thing to common sense in the setting. Wow.&lt;br /&gt;
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Some Corsairs might have spiritstones. But which one of their cut-throat &amp;quot;buddies&amp;quot; is gonna pick it up and carry it with them until the next time they get a chance to visit a Craftworld? Maybe to use as currency for a nice new [[Falcon]]!?&lt;br /&gt;
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The leaders of these piratical bands are dubbed [[Corsair Prince|Princes]] by the Imperium. Being Eldar and not diving off the deep end of excess is really hard without the strict stuff Craftworlders do. Princes do what they will and generally end up being obsessed with something, almost like choosing a Path that the Craftworlds do, but more self-serving and douchey. Seeing his resolve though keeps his underlings inspired and so they follow him because of sheer badassery.&lt;br /&gt;
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To give an idea to how influential and powerful a single Corsair prince can be, we can look at the example of the prince that, due to sheer boredom and curiosity, created a world where all manner of Xenos life (including none-Imperial humans) lived alongside each other peacefully. Due to the princes long life he was able to observe the whole thing as it grew from a small settlement, to a Planet wide civilisation; it could almost be called a utopia (he was basically playing the sims, but was actually trying to make things as good as possible for the inhabitants). This didn&#039;t last long after the imperium discovered the world, as they instantly went on a planet wide slaughter of every living being on its surface; the prince got away, but not before calling out the marines on their bullshit, and then taking part in some last minute trolling that left the marines very unhappy.&lt;br /&gt;
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The [[Void Dreamer]] is a very dangerous psyker in the Corsair ranks. They help navigate both the [[Webway]] &#039;&#039;and&#039;&#039; the Warp with Aethermancy, which is risky as hell when you are food item number one for a certain [[Slaanesh|warp entity]]. Though they haven&#039;t died from mismanagement of their talent, they don&#039;t have the protection the Craftworlder psykers get from strict practices and cool trinkets. This brightly burning power is a beacon in the dark for Slaanesh to focus on. In game this is represented by a unique Perils of the Warp table; the worst result is the psyker being claimed body and soul by Slaanesh and becoming a [[daemon]] of Slaanesh (presumably to kill all his Eldar buddies nearby).&lt;br /&gt;
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==Chaos Eldar== &lt;br /&gt;
[[Image:Inquisiotr Bronislaw Czevak.jpg|thumb|right|150px|Inquisitor Czevak]]&lt;br /&gt;
There was a time when Chaos Eldar existed.&lt;br /&gt;
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When the [[Eye of Terror]] consumed the heart of the Eldar Empire not all those that found themselves trapped ended up being consumed by the newly birthed god.&lt;br /&gt;
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How they survived is a mystery but it is likely that they either turned to one of the other ruinous powers for protection or they fully embraced Slaanesh like it wanted them to from the start; certain daemons have claimed that Slaanesh truly wants to be &amp;quot;loved&amp;quot; by its parents but upon its birth the Eldar had immediately turned their backs upon it and abandoned it (though daemons are liars and anyone who takes this without a grain of salt deserves what is coming to them)- so we can now add bad parenting to the Eldar list of dickishness (can you imagine how pissed off Slaanesh must be at seeing all the Eldar gushing over its new sibling).&lt;br /&gt;
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Chaos Eldar, whatever their allegiance, are servants of the Chaos Gods (the info given at the time claimed that they were among the most powerful and dangerous beings at the Gods&#039; disposal; this is of course probably no longer the case, but could be used as a handy excuse to explain away their long absence, as they would be better used as assets within the Great Game rather then pawns battling it out within the material universe) but unfortunately disappeared almost completely from the fluff for a very long time. In recent novels however, such as Gav Thorpe&#039;s &#039;&#039;Jain Zar&#039;&#039;, we are shown things like Eldar Hippies within the eye who seem to have some kind of hive mind and brainwash people into loving and serving Slaanesh, so they may make a resurgence in the newer fluff. Chaos Eldar are mentioned in the 8th edition.&lt;br /&gt;
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In the book &#039;&#039;Rise of the Ynnari: Wild Rider&#039;&#039;, a [[daemon prince]] that&#039;s heavily implied to be of eldar origin emerges on the world of Agarimethea to combat the Ynnari and Necron forces present. A quick excerpt reads as such:&lt;br /&gt;
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: &amp;quot;The first thought was that a giant aeldari warrior had stepped from legend, a gold-armoured incarnation of Khaine perhaps. Though it stood many times Yvraine&#039;s height, the daemon possessed two legs, two arms and an enchanting but otherwise normal face beneath an ancient-styled helm crowned with curling thorn-barbed stems. Slender limbs were garbed in vambraces and greaves; a breastplate adorned with perverse runes of nightmare clasped a single-breasted chest.&amp;quot;&lt;br /&gt;
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The potential model range could be really visually appealing; characters such as the nearly forgotten [[Dechala]] would be a great addition to any Slaanesh army.&lt;br /&gt;
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==The Black Library==&lt;br /&gt;
[[Image: 4th ed-Everguard.jpg.jpg|thumb|right|200px|From the 4th ed codex-the Everguard are possibly an early design of the The White Seers]]&lt;br /&gt;
:{{topquote|Though I have seen within the Black Library and spoken to its most terrible guardian, I can never reveal what happened there; not to any man nor even the Emperor himself for I am so forsworn to [[Old Ones|powers beyond your knowledge]]. I can only say that a time of inconceivable horror is about to begin. A time when mankind with all the might of the Imperium cannot endure when the strength of the Eldar fails. Even now, our doom stalks us across the stars.|[[Inquisitor]] [[Bronislaw Czevak|Czevak]] at the conclave of Har}}&lt;br /&gt;
The [[Black Library]] is hidden within the secret depths of the Webway and is the repository of all of the Eldar races Eldritch Knowledge.&lt;br /&gt;
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It is probably the most well protected and best hidden of all the secrets of the Webway (although [[Ahriman|that one guy]] keeps on trying to peek through the windows before being told to &amp;quot;get the fuck off their lawn&amp;quot; by some very grumpy White Seers...and cegorach, with his really bad jokes.), holding priceless artifacts such as the only complete trans-dimensional map of the Webway and countless secrets beyond mortal understanding that have long since been forgotten.&lt;br /&gt;
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The Library is protected by terrifying Guardians of unknown origin that make even [[Greater Daemon|greater daemons]] empty their otherworldly bowls and by The White Seers who are Eldar seers that dress all in white and apparently eclipse their kin (Eldrad not included) in their psychic might. (Not that this is saying much considering what poor Psykers Farseers tend to be). It&#039;s a bit disappointing that if the Black Library does have these guards, that they seem to be missing from any recent stories; virtually no forces but those of the Harlequins and the Ynnari are seen fighting.&lt;br /&gt;
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The sentinels of the Black Library remain an unspoken secret, yet they are described as the most terrible of all the perils in the Webway and the most dreaded individuals among all of the Eldar kindreds (think of them as possibly the Eldar version of the [[Companion|Custodians]]). Seeing as a small group of Harlequins were capable of infiltrating the Imperial palace, getting as far as the doors to the throne room whilst killing dozens of custodians along the way, the thought that there might exist an even more elite group is scary indeed.&lt;br /&gt;
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Only a few chosen individuals are permitted entrance, including a handful of human Inquisitors of the [[Ordo Malleus]] who have allied themselves with the Eldar and their fight against the powers of Chaos. Weirdly enough, more humans than Eldar have been shown being admitted, with little to no known Eldar, not Phoenix Lords even, being shown to be allowed in; seeing as the only time we have ever visited the library is when we are following a human protagonist, that&#039;s not really surprising.&lt;br /&gt;
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The emergence of the [[Great Rift|Cicatrix Maledictum]] has damaged the Library, with whole sections falling away into the Warp and forcing the White Seers to seal parts of it away to prevent further contamination and damage.&lt;br /&gt;
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Strangely, despite being a repository of all knowledge on Chaos and methods through which to combat them, the Black Library itself has almost never provided anything useful at all. Other than the Rose of Isha, which [[Yvraine]] had to find herself, the Black Library has never actually assisted in the combating of Chaos in any significant manner at all. That said, most of said information is so corrupting in itself that [[Grey Knights|anyone who isn&#039;t totally pure]] is more likely to fall to Chaos than to fight it upon learning it, making questionable the purpose of the Library as it has barely ever yielded any useful information for anyone and even [[Eldrad]] has chosen to give over deadly Chaos Artifacts to the Imperium rather than surrender them to the White Seers, which either represents a strong indictment of their capabilities or, considering this is Eldrad we&#039;re talking about, is an enormous compliment of their skills. What a [[dick]].&lt;br /&gt;
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Overall, for the most part, the Black Library is fairly useless. Why Ahriman is so interested in it is an open question, seeing as he can already move through the Webway as effectively as any Eldar have been shown to do.&lt;br /&gt;
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*Jain Zar-The Storm of Silence shows the White Seers commanding archaic engines dedicated to the destruction of She Who Thirsts. Their arcane machines looked more like abstract works of art than weapons, but they sent out beams of coruscating power that disintegrated daemons with but a touch and scoured forth pulses of cleansing fire. It baffles the mind considering no one is supposed to read the library and the said weapons can annihilate demons with a pulse, the guardians aren&#039;t taking any more active role in the galaxy like some fantasy fiction guardian with no purpose.&lt;br /&gt;
*We are also introduced to a nearly empty Library that has something called Guardians protecting it; they take the form of slender statues, each half again as tall as Asurmen, of smoke-grey silver metal. They were featureless, their faces slender inverted triangles with shallow depressions to denote where eyes would be. Their hands and feet were pointed blades that sparkled in the silvery light. The statues were impossibly balanced on bladed limbs, and although what they are capable of is not revealed, even the Phoenix Lords were subdued by their presence. The sole living Eldar still in the Library had no concern that the Phoenix lords would dare cause any trouble since the Guardians had allowed them access. They give off the same unnerving feeling that GORT from the 2008 &#039;The Day the Earth Stood Still&#039; remake does.&lt;br /&gt;
*Gav Thorpe was asked about the nature of the [[Solitaire]]s, his response was &amp;quot;Within the Webway there are beings that are neither of the Warp or Realspace, that were created by the collapse of the Aeldari Empire. These beings are feared by mortal and demon alike. Examples of these beings are the Black Library Guardians and the souls of the solitaires&amp;quot;. This may be something similar to the creation of the [[Mandrakes]]- survives of the Fall that have gone to extreme lengths in order to counter the effects of the birth of the dark prince.&lt;br /&gt;
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==Eldar-Human Hybrids==&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
{{Oldschool}}&lt;br /&gt;
[[File:Banshee.jpg|right|350px|thumb|Say what you want, but their women are hot as hell.]]&lt;br /&gt;
According to Rogue Trader fluff which is a bit over three decades old (and has almost been entirely retconned out of existence), humans and Eldar once had a common ancestor (which doesn&#039;t make any sense since the Eldar as a race are far older than humanity, by at least 60 million years). There was a theory back in the day that both races were creations of the Old Ones (or the C&#039;tan successfully made humans similar enough to the Eldar). This apparently made it possible for both races to interbreed and produce viable offspring. For example, it was said that [[Illiyan Nastase]], Chief Librarian Astropath of the Ultramarines, was part Eldar. This is of course [[HERESY]] and GW has, in a rare case of good judgment, rightfully chosen to ignore this character&#039;s existence. Illiyan Nastase would later be overwritten and replaced by a new Chief Librarian of the Ultramarines, [[Varro Tigurius]], in the more current fluff (likely because of his unusual affinity for psychic powers). In a surprise appearance a character sharing the same name features in Dawn of Fire: Gate of bones; the character is a Farseer chosen by Eldrad in order to travel and aid the Ultramarine&#039;s (apparently Eldrad has had a cordial working relationship with Guilliman even before his long stasis nap, alongside Vulkan, that&#039;s at least two Primarchs Eldrad is on good terms with currently).&lt;br /&gt;
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&#039;Confirmed&#039;&#039; human/eldar hybrids no longer appear outside of fan works, such as the cute little bugger [[Lofn]] from the fan comic [[Love Can Bloom]].&lt;br /&gt;
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More recently the Black Library novel &#039;&#039;The Chapter&#039;s Due&#039;&#039; has as a minor character Kaarja Salombar the Corsair Queen. She&#039;s variously described as &amp;quot;... beautiful, with palm skin and warm almond shaped eyes of striking violet... there were some who said there was Eldar blood in her veins&amp;quot; and &amp;quot;... more than a hint of inhuman Eldar to her lithe frame, and a wild mane of azure hair flowing around her shoulders&amp;quot;. She also bags at least a trio of Ultramarines and nearly slays [[Cato Sicarius]] before getting picked by the Ultramarines 2nd Company standard, which should make her a bit of a hero to the various Ward haters. It also makes clear she is no Eldar, as GW would never allow one of their big named Space Marines to nearly get beaten by an Eldar, nor would they ever show an Eldar being such a successful fighter. Like that time a few eldar slaughtered a bunch of Custodes in a mad rush to reach the Golden Throne and supposedly deliver a message to the emperor. Although, that is utterly unbelievable, so... (since when have the ultra-elite clowns with magic assistance been unable to put down a few bananas without a psyker among them? For shame!)&lt;br /&gt;
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As usual there is no &amp;quot;confirm or deny&amp;quot; about any unusual heritage for a character who existed in a single novel, no part of which was ever told from her perspective and who died without a single line of dialogue. [[Grimdark]].&lt;br /&gt;
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Nowadays if it was still possible for Eldar-Human hybrids to be born, they would be born in [[Commorragh]] (basically take the Scriptural cities Sodom and Gomorrah, all the worst aspects of 16th century Port Royal, 19th century Singapore, Las Vegas and Mos Eisley spaceport, and throw in extra helpings of pain, rape, scum, villainy and wretched hive-ness, and there ya go). What did you think the Dark Eldar used those slaves for, making pie or HERESY? (Both). The other options are, well like Kaarja Salombar above, among the Eldar Corsairs, pirates and outcasts. Bit like the Dark Eldar only with some standards.&lt;br /&gt;
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On the other hand, according to the [[Paths of the Eldar|Path of the Outcast]], Eldar have markedly heightened olfactory senses and given their infamous state of inflated self-regard for an Eldar to naturally create a hybrid that would be the equivalent of a human screwing a dog and then hoping for puppies. In either case the pregnant female would likely regard the impending pregnancy with at least incredible disgust or utter xenophobic horror. Said child would &#039;&#039;then&#039;&#039; be hated by Humans for being the incarnation of the idea of genetic impurity and likely shunned by any Eldar for being a &amp;quot;lesser&amp;quot; by nature. [[Grimdark]]. If you read the section directly below this one another bit of horror rears its head: Eldar need to combine their DNA several times over the course of a pregnancy for the baby to be brought to term. Fine and dandy if you are assuming a mutual relationship. Less so if you consider the [[Rape|alternative]].&lt;br /&gt;
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On the other hand, their sense of smell might filter out the worst of scents simply due to how keen it is (to keep them from distraction/insanity) and the appearance of humans might be seen as features that make men stand out as different from the eldar males’ universal appearance. Human women at least are indeed strongly attracted to those whose appearance sticks out, even when most men would think the features are a turn-off. This might even apply to scent in a caveman like way. And a civilian eldar might be more than a little impressed by the small, frail Guardsman who just beat a daemon to death with a knife and sheer absolute willpower attacking its Warp nature. Without a War Mask or decades/centuries of training.&lt;br /&gt;
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Naturally fa/tg/uys, being essentially romantics, see things in a less insistently hateful light, and Lofn, Liivi, and Taldeer manage to thrive. [[Noblebright]].&lt;br /&gt;
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==How alien is alien?==&lt;br /&gt;
[[Image: Wych by miyaashina-db6s95v.jpg|thumb|right|200px|]]&lt;br /&gt;
[[Image: Dark eldar guard.jpg|thumb|right|200px|Due to the atrophy of their psychic powers, the Dark Eldar tend to be physically stronger.]]&lt;br /&gt;
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:{{topquote|They were taller by far than most of the men present, and thin. Janus was reminded of the low gravity dwellers on Talus&#039;s Wheel - the thin, sickly ones too weak to move in anything like Earth-normal gee without an exo-skeleton - but when the strangers moved he put that thought aside. Not even the bulky cloaks could hide their grace. They did not so much walk as flow over to his table. Their movements had a liquid smoothness that was more cat than human, and put him in mind of a large predator. If a devilcat had taken on the shape of a man it might have moved like that. He was all but hypnotised by them as they flowed up to him. Suddenly they were just there, looming over him.|Farseer, &#039;&#039;William King&#039;&#039;}}&lt;br /&gt;
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Pretty damn alien.&lt;br /&gt;
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Don&#039;t be fooled by their anthropomorphic appearances. Eldar may look like unnaturally tall and slender humans at first glance, but are actually entirely alien. (Look, just go with it. -GW)&lt;br /&gt;
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* The Eldar are similar to humans in body structure: they have a torso, two arms, two legs and a head upon their shoulders. They are tall, standing around 2 meters (6-7 feet) in height with longer, leaner limbs and elegant features with penetrating, almond-shaped eyes and pointy ears. [[Macha]] the Farseer from the [[Dawn of War]] series has a canon height of 2.20 meters.&lt;br /&gt;
* Eldar have an entirely different natural gait from humans. Their movements radiate an inhuman elegance and an almost feline-like grace. This is evident in their fighting styles and the dexterity with which they wield their weaponry.&lt;br /&gt;
* Eldar senses of sight, hearing, touch and smell are many times greater then that of a human.&lt;br /&gt;
* Eldar are extremely long-lived; their average lifespan is over a thousand years. Eldar psykers, particularly Farseers, can live even longer. ([[Eldrad|Eldrad Ulthran]] is 10,000 years old and still going, although he is turning into living crystal) and [[Asdrubael Vect]] is older than [[Slaanesh]].&lt;br /&gt;
* Eldar may develop some fine lines and wrinkles as they get older, but they do not become decrepit the way humans do.&lt;br /&gt;
* They live at a pace and pitch of intensity many times greater than even the most exceptional humans.&lt;br /&gt;
* Their hearts beat almost twice as fast as a humans though half as strong each beat, their minds process thoughts and emotions with baffling speed, and their physical reactions are almost too fast for the human eye to follow.&lt;br /&gt;
* All Eldar can manipulate mental energies, but such raw mental power has its price. To an Eldar, all of life&#039;s experiences are available to a heightened degree: the intellectual rewards of study, the exhilaration of battle, and every imaginable pleasure or sensation. This potential for joy is paralleled by an equal capacity to feel despair, anger and even hate (which is what their War Masks are for). No creature, not even the Eldar, can taste such rich fruits in an [[Slaanesh|uncontrolled or undisciplined]] way without [[Fall of the Eldar|consequence.]]&lt;br /&gt;
*The Eldar experience a much wider spectrum of emotion then humans do, they can still feel mildly amused or frustrated the same way a human would but when it comes to the upper limits of what a human can feel, the Eldar emotional scale goes even further. Imagine the saddest moment of your life, the most miserable and wretched you have ever felt, then double it.&lt;br /&gt;
*Eldar are able to experience the world in a very different way to humans; not only are their regular senses, such as sight, smell and hearing many time stronger then humans, but they also have additional senses, much as a shark can see electric fields. The Harlequin in Throne World for example is able feel the memories of the dead forests that had been carved into the dusty furniture within the palace, and the sickness of the world itself; the Eldar in question is disgusted by how horribly the population of the world have treated their mother planet (bloody hippies).&lt;br /&gt;
* Eldar skulls demonstrate unusual bone texture and their teeth are outgrowths of the jawbone.&lt;br /&gt;
* Eldar bones are far lighter than human bones. The texture and formation suggest solidification from some form of liquid. Complex joints and &#039;fused&#039; portions retain flexibility and durability (some form of organic resin). There is no marrow analogue but the internal cavities are packed with fibrous channels of unknown purpose (possibly delivery of free-moving lymph glands).&lt;br /&gt;
* Their ear tips are packed with nerve-endings and are [[An Eldar&#039;s Ears|erogenous zones.]]&lt;br /&gt;
* Their skeletal structure is densely packed with a muscle-like analogue with fibres that have a spiral structure similar to a coiled spring. These muscles surround the complex columns of intermeshed segments; the entire structure suggests enormous elasticity and tolerance to movement. This physiology supports high-speed manoeuvrability.&lt;br /&gt;
* These &#039;muscles&#039; are tightly packed and are more effective than the muscle fibres found in humans. Although they may not bulk up in the same way as humans, they are actually physically stronger pound for pound than humans.&lt;br /&gt;
* They have no body fat or analogue. (It doesn&#039;t seem to stop the females from having breasts though. Guess they really are superior beings).&lt;br /&gt;
* According to FFG in Deathwatch: Rites of Battle, a close to 7ft tall, fully armored Eldar warrior tips the scale at about 60kg or 132.277 pounds; the same weight as a 5&#039;7&amp;quot; human.&lt;br /&gt;
* Their ribs form fused &#039;wings&#039; arching from an elasticated spine.&lt;br /&gt;
* They possess a flexible bony &#039;plate&#039; like a second ribcage beneath the abdominal muscles.&lt;br /&gt;
* Their inner organs are vaguely human analogues, but they demonstrate a complexity and aesthetic &#039;tidiness&#039; that is just unnatural. They have pulmonary muscles that work like a human&#039;s lungs with temperature regulators (twelve, along each internal wall) and detached lymph-glands (free moving?).&lt;br /&gt;
* Their digestive and renal systems are just as complex as their other organs. There is no peristalsis, chemical enzymes or digestive fluids (it is unknown how digestion takes place). Waste seems &#039;crystalized&#039; and is odourless (yes, we&#039;re not making this up, they actually shit diamonds).&lt;br /&gt;
* Eldar conception occurs over an extended period of time and requires additional genetic material from the partner or partners at preordained stages throughout gestation (there is no chance of a baby from a one night-stand).&lt;br /&gt;
* The Eldar brain has multiple lobes, extreme density of cerebral matter, various unknown ganglia and central ridged organs. The fundamental structure of their brains resembles humans&#039; but are far more complex and have additional layers of an unknown composition (stratum).&lt;br /&gt;
* Eldar DNA has a quintuple helix structure (instead of a human&#039;s double) and twenty chemical bases instead of humans&#039; four. Their cellular arrangement distorts in response to examination as if rearranging their chemical code (transmission of information). They may be able to edit their genetic code in some fashion- in a similar manner to a Cephalopod editing its RNA (Ribonucleic acid); given that they don&#039;t seem to suffer from any form of cellular degradation; their genetic make up is so rock solid and stable (unchanging), it brings into question how they could possibly be able to adapt and change physically to changing environments or situations (evolution/adaptation), wouldn&#039;t they hit a genetic brick wall at a very early stage? and simply not be able to deal with all those harsh speed bumps that nature will inevitably throw their way? it could be that they can edit their genetic code when needed instead of needing to evolve their bodies over a period of time; such as adapting their bodies to deal with either bitter cold or burning heat without any trouble at all (have you ever read about an Eldar showing any form of discomfort due to extreme temperatures?; they wear the same skin tight gear whether fighting in frozen hell holes or hellish burning deserts). There were rumours that at some point the Eldar could adapt themselves to aquatic environments- although it doesn&#039;t go into detail on how this played out (maybe something similar to the [[Idoneth Deepkin]]); this may be another of those locked away abilities that are mentioned from time to time (potentially linked with one of their dead/lost gods). This could explain why the Dark Eldar are actually universally physically bigger, stronger and faster then their Craftworld kin, despite them being genetically identical (to make up for them choosing to allow their psychic abilities to atrophy).&lt;br /&gt;
* The Eldar enjoy lives unsullied by illness, frailty or disease.&lt;br /&gt;
* They appear to have complete control over their nervous systems and bodily functions (some form of passive [[Psychic Disciplines|Biomancy]]), such as consciously shutting down the nerves in damaged parts of their bodies or mentally forcing a wound to close and the blood to congeal faster to prevent bleeding out (Harlequin-The Inquistion War).&lt;br /&gt;
* Given time and further psychic manipulation, they can regenerate any bodily damage that they might have suffered (this includes regrowing entire lost limbs, similar to a reptile losing its tail).&lt;br /&gt;
*The Eldar physical condition can be heavily effected by both their mental and spiritual condition. When sad or depressed they can be seen, by observers, to physically &amp;quot;age&amp;quot;, however they will quickly regain their vitality once they have pulled themselves back together; in a similar fashion, when focusing their rage and determination they can in fact grow in strength and power. When walking the path of the warrior an Eldar will develop a War Mask, allowing the Eldar to fully commit themselves without doubt or hesitation; this along with the spiritual influence of Khaine, seeing as his power is now flowing through their veins, means an Eldar warrior will be physically stronger and faster than they would be if they were walking a more civilised path; Khaine&#039;s influnce only grows stronger the closer they are to the Avatar. The Dark kin appear to physically wither the longer their souls are drained away, but quickly return to their prime upon &amp;quot;topping up&amp;quot; their tank.&lt;br /&gt;
*Though most Eldar do not formally develop their psychic abilities, all of them make use of telepathic and empathic communication.&lt;br /&gt;
*Taken as a whole, their physical makeup echoes their fall. Requiring complex chemicals to satisfy their digestive system and gene structure means they probably didn&#039;t colonize as freely across the universe as humans can; the more complex an organism is, the more time and care must go into its creation. The Eldar pay the price for their advantages, having far longer gestation periods, and requiring multiple stages of development to bring a Child into existence. It also takes them a long time (around a century or so) to finally reach physical maturity; this would go towards why the Eldar never really had a massive population (by galactic standards); when you are a nearly immortal being without any needs or wants, why the hell would you want to put yourself through dealing with a stroppy Eldar teen for forty odd years or more (human teens are bad enough)? You would think that needing to tap into psychic channels to maintain their bodies would makes them inherently vulnerable to the predations of the Warp; however, their potential origins presented in &#039;Wild Rider&#039;, which puts forward that the Eldar were intended to battle and contain incursions by Chaos (which to be fair they did for 60 million years or so pretty well) would explain why they are actually highly resistant (it still happens but is very rare). And when every quirk has the potential to become a mania, and every maniac can live for ten of thousands of years, the Eldar tend to just accrue [[Eldorath Starbane]]s and [[Goge Vandire]]s as a matter of course; this also works the other way around of course, and you could end up with the very opposite of the previous two mentioned (these are more of the extreme examples, but yes, it will happen at least a few time given enough time and the right circumstances).&lt;br /&gt;
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==Skub Time!==&lt;br /&gt;
[[File:Eldar_Chinese_Beard.jpeg|300px|right|thumb|Eldar cosplaying as a [[Cathay|Chinese Warlord?]] [[Heresy|HERESY!]]]]&lt;br /&gt;
It has long been stated by many a fa/tg/uy that the [[Tau]] are [[Weeaboo|Japs]] in space while the Eldar are Space Chinese in that they had a more established civilization as old as the beginning of history itself, with a fucking complicated language and philosophy. Some history/culturefags strongly dispute this assertion as being simplistic and inaccurate, as the Chinese language is marked by relatively light grammar and high syllable-information density, as well as one unified set of logographic symbols (that mostly have one pronunciation). Japanese has low syllable-information density and has a sophisticated agglutinative grammar structure, like Korean, and also possesses two syllable-alphabets in addition to utilizing Chinese characters (often with multiple readings). To add to the language debate, Only War describes the Eldar tongue as &#039;tonal&#039;, something that is a prominent feature in the Chinese language, and is not present in Japanese. So if FFG are to be trusted, the Eldar speak a language more similar to Chinese than Japanese. Just don&#039;t ask why the Eldar religion is sorta Hindu (India) and the Tau religion is sorta Buddhist, the only difference between East and Southeast where you haven&#039;t been and where you&#039;ll never go.&lt;br /&gt;
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The problem in this comes not just from language, but fundamentally more on how their ideologies and society is constructed. A problem with this idea is that the Tau philosophy of the &amp;quot;[[Greater Good]]&amp;quot; is practically derived from Confucius, who lived in China, while the Eldar&#039;s divisions between Aspect Warriors and Guardians can be better compared to those between Japanese samurai warriors and ashigaru peasant conscripts. Linguistically and ideologically, the Tau draw influence from Confucianism combined with post WWII Chinese-Communist culture. The Eldar is admitted by Games Workshop as being openly modeled on Japanese culture (possessing Japanese-style robes and wielding katanas and shurikens into battle) combined with space Ancient Greece (complete with the togas and the complete hubris that brought them down).&lt;br /&gt;
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It should be noted that even Gav Thorpe, who was there at the development of both armies recognized that they were both influenced by Anime (https://gavthorpe.co.uk/2017/06/26/the-origins-of-the-tau/):&lt;br /&gt;
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&amp;gt;And with them were the Tao (later Tau, now T’au) based on the underlying concept of the five elements I had originally come up with for the Shishell. I had kept my hand-typed reams of background and pencil sketches and persuaded the rest of the team that it was worth a punt, marrying some of the background to the idea of a more modern army, mecha-themed force (as opposed to the far more organic anime influence in the Eldar designs).&lt;br /&gt;
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Then again, any debate on [[Weeaboo]]ism in 40k lore is meaningless because the argument is corrupted so much that anything fa/tg/uys or 4chan residents do not like can be labeled with the term once they have found something about it that vaguely invokes anime tropes... such as, for example, the [[Imperium]]&#039;s extensive use of [[Titan|gigantic overpowered mecha]].&lt;br /&gt;
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Seeing as they&#039;re visually very obviously inspired by the Romani people, about whose culture nobody on /tg/ knows anything and would rather die (or spend another three hours arguing which flavour of east asian they want to think they are) than bother to research, it&#039;s something of a moot point anyway.&lt;br /&gt;
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The moral of the story is that no major race in 40K is based on a singular culture (except maybe the Orks who are cockney/football hooligan stereotypes down to the bone marrow) and insisting on referring to any of them as &#039;&#039;space-x-ethnicity&#039;&#039; only makes you look like an idiot who doesn&#039;t really get the setting.&lt;br /&gt;
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===/tg/ Feelings on the Eldar===&lt;br /&gt;
[[Image:Banshee_x_Tau.jpg|thumb|left|200px|Elfdar vs. weeaboo: whoever loses, we win.]]&lt;br /&gt;
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The Eldar&#039;s arrogance and penchant for [[Just as planned]], paired with their being used as the defenders of the status quo (see below) [[Dawn of Eldar|and the blatant favoritism they seem to get in any work featuring them]] (with some exceptions, such as if they&#039;re fighting Imperium Space Marines), have caused them to be the single most-&#039;&#039;hated&#039;&#039; race by [[/tg/]]. Yes, more than the [[Necrons|space zombies]] and [[Tau|weeaboo space communists]]. Part of this stems from the fact that they are a hit-or-miss army, much as their [[Dark Eldar|counterparts]] were in the last edition. When they work, they work amazingly; when they don&#039;t, they tend to [[Fail|fail]]. [[Reasonable Marines|Some argue]] that a lot of the hate has been due to them being insufficiently [[Orks|Orky]], which, if true, is [[/pol/|RACIST]]. It doesn&#039;t help that in the crunch, Craftworld Eldar have a bit of a history with having rather overpowered rules or codexes. This hasn&#039;t been the case with recent editions; with the rise of Space Marines mid-8E and early 9E combined with the neutering of the Ynnari and with the uninspiringly mediocre 8E Craftworld codex (a few solid or cheesy builds, but a rather large swath of price inefficient units and nothing blatantly overpowered), [[That Guy|power gamers]] have more or less allowed these Space Elves to fall out of sight and out of mind.&lt;br /&gt;
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Thankfully, some of the hate has recently started to abate, and this has everything to do with the fact that the Eldar seem to have become the whipping boys of [[Games Workshop]]. You know they hate you when you can&#039;t even win in your own codices. Also, almost every victory they get nowadays is a Pyrrhic one. Indeed, the precious few bits of focused fluff that comes out about the Craftworlders rarely provides [[Advancing the Storyline|any genuine progression]], with whatever gains made by the eldar faction quickly being stripped away or tempered by extreme casualties or MacGuffin bait-and-switches that more or less invalidates the entire story in question. [[Matt Ward]] especially enjoys his crusade against the Eldar, with Avatars dying in almost every codex the guy&#039;s written, and if not that then expect similarly one-sided defeats for the Eldar. The Irish goblin [[C.S. Goto]] had a hate boner so hard for the Eldar that he did everything he could to make their race into fucking terrible awful clowns, such as but not limited to: torturing Eldar characters in the most gruesome way he could possibly describe for pages and pages and pages, making them incapable of speaking the human language, making them need to steal IG vehicles because their vehicles are terrible in comparison, and literally having human children destroy an Eldar grav tank by throwing rocks at it, then having them rape and kill the commander with a stick. This is not a joke.&lt;br /&gt;
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[[Gav Thorpe]], on the other hand, will fight to the death to write about anything starring the Eldar, because he just loves the elves (enough to stop them from losing in their own codex, so he&#039;s a much better kind of fan than Phil Kelly in this regard) and it&#039;s more or less agreed that he&#039;s really the only one who can portray them totally accurately since he is the Eldar expert. However, a sizable number of the older 40k playerbase [[Rage|hate]] Thorpe for turning [[Exarch|Exarchs]] into watered-down [[Space Marine]] sergeants and other travesties of fluff. Eldar are also noted to have a major Asian influence, most notably from [[China]], with their martial arts, yin-yang symbol, phoenix and dragon worshiping, cultural pride and philosophy. Pre-1945 Japan factors in as well, with an infantry standard weapon called the [[Shuriken Catapult]], their belief in racial superiority and their ideas about being direct descendants of gods. So all in all this means that the Space Elves are the 40k equivalent of [[Cathay|East Asia]]... huh.&lt;br /&gt;
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===Eldar as Defenders of the Status Quo===&lt;br /&gt;
[[Games Workshop]] is well-known (read: &amp;lt;s&amp;gt;notorious&amp;lt;/s&amp;gt; infamous) for using the Eldar as a gigantic fiat that everything remains exactly as it is (which is to say, in a state of imminent-but-not-quite-here-yet disaster).&lt;br /&gt;
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It must be noted, however, that they aren&#039;t the sole custodians of this. Necrons, pre-update, used to be pretty bad for doing this, and the [[Tyranid]]s in general seem to exist to [[Squat|eat GW&#039;s mistakes]], but both of those can be written off as the fault of the armies themselves, since the Tyranids exist only to consume biomass, and the pre-5th edition Necrons just wanted to kill everything. In short, whenever something needs to be [[Tyranid|eaten]], [[Necron|destroyed]], [[Khornate Knights|turned into armour paint]], or [[Tau|involve the interplanetary equivalent of poking an electrical outlet with a fork]], GW uses one of the other armies. But when a situation calls for things to remain exactly as they are, the Eldar, traditionally, get the call.&lt;br /&gt;
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Thankfully, this is no longer the case, as the Eldar are at least partly responsible for the massive shakeup that was 8th edition. Basically, Biel-Tan is gone, the Eldar have a [[Ynnead|scary new god]], and one of them does the impossible and revives [[Roboute Guilliman|Rowboat Girlyman]]. So much for status quo. That being said they did it during the Gathering Storm events and their actions prevented an ultimate Chaos victory and stirred the setting back to the state of (you guessed it) imminent-but-not-quite-here-yet disaster.&lt;br /&gt;
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After the events of the Gathering Storm, Eldar storyline progression can only be summed up as stagnant. As mentioned before, the Ynnari hasn&#039;t really accomplished jack since they helped wake Guilliman from his power nap. Every step towards an awakened Ynnead they take, they pay for it in so much blood that it&#039;s a surprise [[Khorne]] hasn&#039;t tried to claim them as his own yet. A majority of the Craftworlds are still extremely hands-off in regards to the Ynnari and rarely ever offer them token support even if they share an immediate goal (like the defense of their own [[Saim-Hann|Craftworld]] from an awakening Tomb World). Some are even borderline hostile towards them. [[Commorragh]] is still in a state of complete [[Chaos|chaos]], with [[Asdrubael Vect|Vect&#039;s]] faction wanting Yvraine dead and bickering with [[Lady Malys]] over control of the city. Whenever any large, multi-faction gatherings occur to discuss potential long-term alliances, a [[Drazhar|big]] [[Shalaxi Helbane|bad]] shows up and spoil the mood so hard that negotiations break down and nothing comes of the meetings.&lt;br /&gt;
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==Current Events==&lt;br /&gt;
[[File:Eldar_Oneechan!.jpg|300px|right|thumb|&amp;quot;[[Dawww]]! What a [[Shota|cute, defenseless little Mon-Keighs you are!]] Don&#039;t worry, thanks to [[Roboute Guilliman|Robby&#039;s]] new friendship, Onee-chan can protect you from those [[Inquisition|mean, nasty people!]]&amp;quot; (weirdly, if their war masks were removed this might not be inaccurate)]]&lt;br /&gt;
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With the partially awakening of [[Ynnead]] thanks to [[Eldrad]]&#039;s ritual, [[Yvraine]], [[Visarch|The Visarch]], and the [[Yncarne]] are now gathering all the branches of the Eldar under one banner in order to &amp;quot;save&amp;quot; the galaxy (and more importantly the Eldar race from [[Slaanesh]]).&lt;br /&gt;
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Eldrad proposed the idea of allying with the Imperium of Man to finally defeat Chaos once and for all. Even if the other Eldar weren&#039;t exactly thrilled by the idea of becoming best buddies with the Imperium, they still reluctantly agreed that they are still the best of a bad bunch, what with the other options being either the [[Orks]] or [[Tau]]. Said races were either too &amp;quot;young&amp;quot; (translated as &amp;quot;too naive and inexperienced to truly face the forces of Chaos&amp;quot;), primarily in the latter case, or simply too uncooperative and uncouth to be allied with (meaning that manipulating them from the shadows would prove more fruitful). And so Yvraine traveled to [[Macragge]] in order to provide the Imperium with a leader that could pull the shit show together and actually make it a worthwhile alliance (read: hasn&#039;t experienced ten thousand years of being backstabbed and status quo by Eldar and so is unlikely to purge them at the drop of a hat), culminating in the resurrection of [[Roboute Guilliman]]. Thus the old &amp;quot;defenders of the status quo&amp;quot; proceeded to set the wheels of story advancement in motion, at the risk of further reducing themselves to nothing but a group of proxies for the Imperium. Extra lulz when you remember the Imperium is not inexperienced in manipulating or out-dicking the Eldar, so the spelves were close to being Imperial puppets anyway.&lt;br /&gt;
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The opening of the great rift, and the overflowing of the Warp into the material universe has had a profound effect on the powerful psychic race. Even those that do not develop their psychic powers are seeing their psychic potential leaking out in many varied ways; The Eldar are developing/rediscovering abilities that were unknown/forgotten to them before, such as Banshees&#039;, finding the wind itself fighting alongside them, and Scorpions developing a naturally accruing invisibility. As the Warp continuous to bleed through into the material universe, what unforeseeable effects will the Great Rift have upon the Eldar moving forward?&lt;br /&gt;
 &lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;&amp;quot;Once long ago we damned the galaxy.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;We thought we knew all there was to know, We believed the winds of fate blew at our beckoning whispers.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Pleasure and enlightenment were our twin birth wrights, until our poisonous vanity ignited the stars.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Since that day we have lived in fear of she who thirsts, the Goddess that swallows our souls.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Yet there is a new melody in the Galaxy&#039;s great song, a harmony unheard by my people for over 10 thousand years; hope.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;I am the first to hear the voice of the whispering god, I will not be the last.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;&#039;&#039;Once long ago we damned the galaxy with a birth of a Goddess, now we shall save it with the birth of a God.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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==Rebirth of a Pantheon==&lt;br /&gt;
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::&#039;&#039;Never trust a god.&#039;&#039;&lt;br /&gt;
::&#039;&#039;You can be certain of one thing, if anything. Gods order the universe to their design and nothing else, and you can be sure that your wants and needs feature little in their agenda. For the Aeldari, distrusting gods is in their nature, having been abandoned by one pantheon of godheads and destroyed by the birth scream of a deity forged from their own wanton excess. Such experience breeds caution if not outright contempt.&#039;&#039;&lt;br /&gt;
::-&#039;&#039;Rise of the Ynnari- Ghost warrior&#039;&#039;, [[Derp|blaming gods for the consequences of the Eldars’ own actions]].&lt;br /&gt;
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As the story continues to move forward could we see the return of a small Eldar Pantheon? With the confirmation that there will be at least four daemon Primarchs for Chaos and at least four returning Loyalists Primarchs it would make sense from a balance perspective to have four different Avatars to counter. Of course, this would not be a true counter; as powerful as they may be, Avatars are just not as powerful as a Primarch, and although they stand a chance of defeating one, it is still very unlikely. The Avatars at present represent a shattered god and a god that has yet to be fully awakened, so it is not unsurprising that they are not as powerful as they would be if the gods that they represented were fully whole and awake. However seeing as Avatars have the unlimited re-spawn cheat, defeating one means absolutely nothing as they can simple rematerialize after a given time and continue to fight, which is something a Primarch can’t do... except for Vulkan. However, strategically it matters as in the time before it can be resummoned you can take an advantage of its absence. [[Awesome|Also, the Death Specters Chapter’s final test to become Astartes is to die, by ingesting poison, and will themselves back to life. A Primarch most definitely could do that if a mere Space Marine can; although they are only able to to this due to being in the presents of the creepy as fuck throne like mechanism, of unknown origins, at the heart of their Chapter monastery (I SMELL HERESY).]]&lt;br /&gt;
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*[[Ynnead]] is already running about. To counter [[Slaanesh]]&lt;br /&gt;
*[[Khaine]] reformed with a more powerful Avatar that isn&#039;t the laughing stock of the entire 40k community (unlikely). To counter [[Khorne]].&lt;br /&gt;
*[[Isha]] freed. To counter [[Nurgle]].&lt;br /&gt;
*[[Cegorach]] playing his shadow games. To counter [[Tzeentch]].&lt;br /&gt;
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Now it could just be a very weird coincidence that the last remaining Eldar Gods appear to be mirror images of the four Chaos gods but as we know there is no such thing when dealing with the Warp.&lt;br /&gt;
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It&#039;s conspiracy time ladies and gentlemen:&lt;br /&gt;
Could it be that the Chaos gods and the Eldar gods are two sides of the same coin and that what happens to one also affects the other?&lt;br /&gt;
It has been asked why the sign for Chaos is an eight sided star when there are only four Chaos gods; well what if there had been more but they no longer exist (likely contenders could be [[Malal]] or one of the [[Chaos God of Law]]). And yes, the Gods of Law are specifically called &amp;quot;Chaos Gods&amp;quot; of Law. And since we know at least some of the Elves&#039; gods from Fantasy battle exist in 40k and the intro to 40K says the Emperor rules &amp;quot;by the will of the gods&amp;quot;...perhaps there is hope still in a way (then again, Tzeentch is the &#039;&#039;&#039;God of Hope&#039;&#039;&#039;).&lt;br /&gt;
*The Talismans of Vaul/ Blackstone fortress look suspicious like the eight pointed star of Chaos even though they are supposedly of Eldar origin.&lt;br /&gt;
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Before the Fall and the birth of Slaanesh there were eight main Eldar gods 1.[[Asuryan]] 2.[[Cegorach]] 3.[[Isha]] 4.[[khaine]] 5.[[Vaul]] 6.[[Lileath]] 7.[[Morai-Heg]] 8.[[Kurnous]] and an unspecified number of lesser and minor gods, for example, two of the lesser gods are called Hoec and Gea. The Minor Gods include the so called Dark Muses, who may have been originally mortals who obtained godhood. It seems rather strange that you actually end up with eight greater gods, one for each point of the eight pointed star. The Phoenix Lords are referred to as demigods, so we end up with at least four tiers of divine beings within the Eldar Pantheon, Demigods (beings like the Phoenix Lords, that haven&#039;t fully obtained godhood, but are well on their way), Minor-Gods (possibly Mortals that have obtained godhood; you could even think of them as something like daemon princes), lesser-god (potentially something similar to the Aelven Pantheon in [[Age of Sigmar]]; [[Malerion]], [[Teclis]], [[Morathi]] etc) and greater-god. Eldanesh and Ulthanesh may have fallen into the Lesser-god tier, as Eldanesh was able go toe to toe with an unshattered Khaine, although it is made clear that Eldanesh knew that he could not win this fight.&lt;br /&gt;
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What if when Slaanesh consumed most of the Eldar pantheon the Chaos gods that acted as their doubles were also destroyed alongside them. This would go a long way to explain why Nurgle interfered and saved Isha and why Khorne fought to save Khaine; they were saving their own arses (except for Tzeentch as Cegorach had already escaped, so there was no need to interfere).&lt;br /&gt;
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The remaining Chaos gods have each in their own way protected their counterparts in order to save themselves and have grown bloated with power as a result of the now smaller group of gods (essentially they are now getting a larger piece of pie as there are fewer people to share it with).&lt;br /&gt;
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The only one without a direct double was Slaanesh, but with the creation of Ynnead that has all changed.&lt;br /&gt;
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For what ever reason it would appear that Isha may be becoming more active. When The Great Unclean One known as Rotigus rambles from one maiden world to the next upon the Eastern Fringe, he causes the worlds to rot. The masques of the Frozen Stars appear and fight their way to the site of the planets’ world-spirit shrines, were they perform dances of such startling beauty that all who see them are moved to floods of tears. As the Aeldari weep, the rains falling from the skies transform from diseased filth to cleansing waters that glow like moonlight. Wherever these purifying monsoons sweep over the landscape, the power of Nurgle is undone and the corruption reversed. Rumour spreads through the Exodite tribes that it might be possible that their combined sorrow might somehow, eventually, be able to release the goddess Isha from her imprisonment within Nurgle’s foetid manse. Basically the more you kick her kids the more determined she is to break free and kick your ass.&lt;br /&gt;
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Rise of the Ynnari- Wild Rider raises the possibility that when the Great Enemy attempted to devour the aeldari gods, not all were consumed, and that if Khaine was shattered into the avatars of the Bloody-Handed then other fragments might have survived. A piece or pieces of every god scattered throughout the aeldari, born again and again into mortal form just as the souls of the aeldari themselves. Yvraine ponders that Ynnead is, in a way, the incarnation of Isha, Morai-Heg and Lileath summed, what if the croneswords were the means, not the end? That perhaps the fifth cronesword would not be revealed to her until the reborn pantheon of old had been assembled.&lt;br /&gt;
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Possible members could be:(note there may be more than one for each god)&lt;br /&gt;
*Yvraine - Ynnead’s aspect of the moon. the mortal incarnation of Lileath?&lt;br /&gt;
*Eldrad - The Eye of the Fates Unseen. Could he be the Crone?&lt;br /&gt;
*Meliniel - Now Kaela Mensha Khaine’s greatest avatar and bearer of the actual blade Anaris. Khaine for obvious reasons.&lt;br /&gt;
*Indraesci Dreamspear - the Harlequin, the embodiment of the Laughing God. Cegorach. Lady Malys is also a possibility, what with her now having Cegorach crystal &amp;quot;heart&amp;quot; within her body. Or of course there is also Sylandri Veilwalker; can&#039;t count her out.&lt;br /&gt;
*Iyanna Arienal - The symbol of her craftworld was the flame of Asuryan.&lt;br /&gt;
*Hoec - one of her current companions. Kurnus? Illix Nightspear is also a real possibility too.&lt;br /&gt;
*Gei - another of her current companions. Isha?&lt;br /&gt;
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In addition, an insight into the true nature of the relationship between Slaanesh and Ynnead is hinted at, which may potentially hold some serious ramifications for any story moving forward. It would appear that Ynnead was the one that was meant to have be born to the Empire of old, but its birth had been corrupted and twisted to the point that Slaanesh was the one that burst into divine being instead. Slaanesh may well have had a hand in its own creation, with the Cults of pleasure paving the path for their master to come into foul existence. If true then Slaanesh and Ynnead are truly twin Gods/Goddesses, with Slaanesh being a horrifically twisted version of Ynnead; or perhaps they are actually two parts of a single whole, two imperfect sides of something far greater than either one individually. Ynnead may very well be a &amp;quot;redo&amp;quot; for the Eldar, a chance to correct the mistakes and sins of the past; even if they all die they may in death find their salvation.&lt;br /&gt;
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Or, the two interacting will go full grimdark “Oh, shit” for everyone. Because [[40K]].&lt;br /&gt;
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How this plays out, if at all, will certainly be interesting. Maybe the cloned/resurrected Fulgrim will gut Slaanesh and become the Phoenix King a la Asuryan.&lt;br /&gt;
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==Relationship with the Imperium of Man==&lt;br /&gt;
:{{topquote|Make no mistake mon-keigh, we do not fight for you, or for your corpse-Emperor. We are allied here today because destiny has seen fit to bind our fates together. We do not relish that our futures are intertwined, but if you would live to see another day, then you will do as I say. Order your soldiers to cease firing their primitive artillery upon the ridge line, for it is there the Asuryani warhost will arrive. My kin will drive the tainted ones back towards your lines, where you would do well to be prepared. And please, above all else, stand downwind from me.|Beac-dair, Ranger of Alaitoc, liaison to Imperial forces}}&lt;br /&gt;
[[File:Eldar Human interactions.jpg|300px|right|thumb|Pretty typical interaction between the two]]&lt;br /&gt;
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The relationship between humanity and the Eldar is complicated to say the least, varying dependent on sector, the local culture (of both parties), the specific needs of each side at the time of contact, and (at least partially) undisclosed fluff concerning human-Eldar relationships during the [[Dark Age of Technology]].&lt;br /&gt;
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Due to the variability of these factors, the Eldar are one of the only races for whom there&#039;s no consistent pattern of relationship with the Imperium; they can be hated enemies and invaders, desperate allies against a greater foe, marauding pirates, begrudgingly necessary trading allies, and everything in-between. For every Imperial world sacrificed to save the lives of a handful of Eldar, for every grand scheme orchestrated to dick over the Mon-Keigh and put them in their place, another world is saved by their timely intervention or an Inquisitor made aware of the existence of a terrible threat by their warning. Where the Blood Ravens go to war with them at one time, at another the Grey Knights return the salvaged spirit stones of Malan&#039;tai to Iyanden and lay the Craftworld to rest by way of a solar viking funeral.&lt;br /&gt;
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During the [[Great Crusade]] the official policy of the Imperium, as mandated by the Emperor, was to kill Eldar, and individual attempts to contact them by Primarchs such as Fulgrim were protested by their men as breaches of Imperial policy. This could be seen as a (very warped and twisted) justified course of action during this time given the numerous human worlds ravished throughout and after the Age of Strife. Although there are no actual records of any Eldar being involved in these actions there was still Eldar radicals, who during the twilight centuries of their empire sort out conflicts among the primitives, as a form of entertainment; then there&#039;s also the proto-Dark Eldar who were already doing what they do so well, so there is a lot of room to play with; also potentially the first appearance&#039;s of something similar to the Corsairs, formed from those seeking out a more thrilling form of entertainment (ultimately these potential incidents are down to the actions of individuals, not the Eldar dominion itself). Also, the Emperor would no doubt have been fully aware of what causes The Fall and probably deeply hated them for the Age of Strife as well as concern that the Eldar species existing would keep empowering Slaanesh. Remember that he had a very poor understanding of Chaos at the time; although it has been mentioned that both Eldrad and the Emperor had known each other, although they had some kind of falling out, so lots of room to play with there. Earlier lore stated that the reason the Emperor waited so long to Launch his crusade, was that he needed for the Eldar to fall from their position of dominance in the galaxy, if they were still a galaxy spanning superpower then his crusade could never succeed. The Craftworlds themselves, although they would have no need to come into conflict with humanity over resources, as they are completely self sufficient, may have come into contact with the expanding human realms during their exodus; these interactions may have been humanity primary source on contact with the Eldar species. What ever actually happened during the Age of Strife, whenever they encountered each other during the Heresy and beyond the inevitable always happens, such as the time when the Salamanders, Iron Hands and Death Guard sought to rescue the enslaved human population of an Exodite World. It turns out that the Exodites had rescued and sheltered the human population from raids by their Dark kin. After realising their mistake did the Imperials seek out a possible peacefu- nope, instead they slaughtered the human population, seeing them as having been corrupted by their xenos companions and turned the world to ash. Lorgar also encountered a fledgling Craftwold during the Great crusade, he was invited aboard as a guest where they discussed, among many other things, the nature of the warp and its dangers. Lorgar and his legion then thanked them by killing them all and reduced their home to rubble. Which is unsurprising given how “my thinking is bestest” Lorgar was/is. Then again, one must remember that the Humanity was recovering from a horrid period of downfall, where they found themselves assaulted by both aliens and humans alike. The realms of Humanity consumed themselves, and due to the horrors humanity experienced during this time humanity become something far less them what they had been. The result of such dickish behaviour, whether it be inflicted by others or entirely self inflicted, was the roots for mankind becoming outright genocidal towards everything nonhuman. We are not saying that it was right or wrong, just that it was natural, due to situation at time. Lorgar thought that they had nothing to offer as they had been the catalyst for their own fall from grace, and given that the Emperor had standing orders to exterminate the Eldar, who would trust them about things related to the Warp after they broke reality? well it&#039;s called hindsight and learning from experience, sometimes learning from someone else&#039;s mistakes can actually be useful in not doing it yourself.&lt;br /&gt;
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In a wider perspective, the Eldar-Imperial relations is a case of each side using each other for their own ends. The Eldar manipulate humans (and everyone else in general) for their own survival, they&#039;d happily put human lives and worlds to the torch if they needed to avert some grave threat like an Ork WAAAGH or Tyranid fleet, but also aren&#039;t completely above saving said lives and worlds if it meant it&#039;d be a more efficient way to keep them around. Likewise, humans would scream &amp;quot;[https://www.youtube.com/watch?v=k3jt5ibfRzw burn the witch]&amp;quot; the moment they see the Eldar due to xenophobia and well because the Eldar don&#039;t exactly have a great track-record with the Imperium, but more open minded and/or pragmatic individuals aren&#039;t above making a truce with the Eldar if it meant stopping a common enemy (like say, the forces of Chaos). For example; the Grey Knights returning the soul stones of the Malan&#039;tai craftworld is better than destroying them since that would do nothing but royally piss off the Eldar and empower Slaanesh, plus it also be used as a bargaining chip with the Eldar during negotiations, something valuable when trying to broker a fair deal with an utterly egotistical race who see you as mere animals. Of course as humans are an equally egotistical race who see all other races as beneath them in the setting (While Eldar considers other races to be a vermin, humans actually TREAT other races like vermin, which includes, *ahem* &#039;&#039;&#039;&#039;&#039;Routine Cleansings&#039;&#039;&#039;&#039;&#039; (T&#039;au were candidates to this, but unfortunately for everyone, they survived, proving yet again that the Imperium&#039;s extremism is very much justified)), both groups are on equal footing here.&lt;br /&gt;
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There are lots in common between the Eldar and Mankind, more so perhaps, than any side would like to admit. This also includes being responsible for the crapsack world that they live in. Both are psychic races and therefore much responsible for the happenings in the warp. While the Eldar have much more effective and skilled psykers, the most powerful ones are associated with humanity, either through unknown and deliberately obscure methods such as the origins of the Emperor or warp crafted abominations such as the Primarch Magnus. This also means that their actions have led to the empowerment of malign forces in the warp: Eldar due to their collective sins and Mankind for generally being untrained retards and [[Magnus|arrogant smartasses who think that they know better]]. So both have their fair share in making things worse for everyone, including themselves. To put it simply, although neither race will ever trust the other and they&#039;re theoretically at war, they still share by far the most in common with humanity out of any of its competitors. Against the pressure of a cold and hostile universe, both sides are, at times, willing to pretend just for a second that they could put aside their differences and be allies. Extra irony points that Eldar and humans that work together for extended periods of time often end up with mutual respect for each other and even friendship. Which might even be part of why both groups avoid that as much as possible.&lt;br /&gt;
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Since the events of the Gathering Storm, however, the Ynnari have managed to forge an alliance with the Imperium. Admittedly, this isn&#039;t a formal alliance so much as a tacit acknowledgement that neither of them can afford to waste time killing each other with the Ruinous Powers on their respective doorsteps, but it gets the job done more often than not. Some of the Craftworlds such as Ulthwe have followed suit, again with the justification that aiding the lesser races will improve the likelihood of them returning the favor in the future. While the space elves aren&#039;t happy about it any more than the Imperium would be (if it was known to the Imperium as a whole and not just a few individuals within it), they are slowly coming to terms with the fact that they have no choice but to swallow their pride to survive. Eldrad in particular is pushing for a genuine, full-fledge and permanent alliance between humans and the Eldar, believing that there are darker times just over the horizon, and that if the two species don&#039;t work together against this dark future then both species will perish.&lt;br /&gt;
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TL;DR: In the current time period, being two of the most arrogant, egotistic and xenophobic races in the galaxy, where one sacrifices millions of innocent others to save a few of their own and another is exterminating millions of innocent lives and entire planets on a nearly daily basis, Eldar and Humans get along with each other quite well 40k. Perhaps because they&#039;re the only factions out there doing terrible things to survive whereas everyone else is doing it because they are either naive and greedy, stupid and blindly aggressive, insane, sadistic, or just plain evil. Also because the two species have far more in common to the point of hitting uncanny valley, than either side would like to admit. (Yes, this includes being responsible for ruining everything for everyone with birth of Slaanesh and Horus Heresy respectively.)&lt;br /&gt;
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Perhaps the dick put it best:&lt;br /&gt;
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:&#039;&#039;&#039;&#039;&#039;‘You wish to be free of the influence of my kind, You see the armour as a gaoler holding you hostage to our whims. Know this – the fates of humanity and aeldari are bound together. Either both species will survive, or neither will. Your Emperor understands this. There are greater enemies than the primordial annihilator. In the times to come, you will see. The struggle is only beginning. The old war returns. Remember this conversation, and reconsider carefully, on the day realisation comes, whether you wish to stand alone.’&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::-Eldrad Ulthran speaking to Guilliman, &#039;&#039;The Armour Of Fate&#039;&#039;.&lt;br /&gt;
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Not to take away from what has been mentioned above but the Eldar as a whole don&#039;t actually &#039;&#039;hate&#039;&#039; humans; they may see them as lesser beings, but they still see them as being people despite the commonly held belief to the contrary. Characters such as Lyanne have expressed that although she finds humans to be [[The Fall|brutal]] and [[Dark Eldar|disgustingly violent]], she just can&#039;t bring herself to hate them as they could still be better (and it’s not like the Imperium gives its people a good environment to become diplomatic); she has gone out of her way to save at least one human world from the Tyranids even though it earned her the attention and enmity of the Hive Mind itself. Eldrad himself has even admonished Exarchs for expressing too strong a negative view of humans; for every potential action that has cost the Imperium, he has also saved it, such as during the War of the Beast, when he created a calm path through the Warp that allowed the forces of The Last Wall Protocol to safety reach Terra in time to defend it. As mentioned the Craftworld Eldar, as a whole, don&#039;t actively hate humans. For most Eldar their feelings run from complete indifference to mild curiosity; some may go as far as to feel sorry and even pity for the state humanity now finds itself. This of course will differ from individual to individual and faction to faction, as should be expected from a species spread so thinly across the galaxy.&lt;br /&gt;
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There is a clear distinction that the Eldar make between the likes of humans and Orks. The killing of Orks is considered something closer to pest control, the exterminating of a very dangerous and violent plague upon the galaxy (something the Orks might be proud to be called); the death of humans however is considered to be the killing of a fellow sentient being (lesser sure, but still considered to be a person whose killing can still be called murder and apparently matters enough to be potentially traumatizing to Eldar lacking a War Mask). However it is also this distinction that has earned the humans the dubious honour of being referred to as &#039;&#039;mon-keigh&#039;&#039;, as the Orks actions are more like a force of nature; it is who they are, as opposed to humanity who have a choice, but have through their deeds and actions earned the title. Many mistakenly believe that the term Mon-Keigh literally means monkey (it was always meant as an in-joke for the reader), but the most accurate modern word that portrays the meaning behind the phrase is &#039;Nazi&#039;; just change the word to Nazi, and you get a better understanding to the true meaning and feeling it expresses. Unlike how the Imperium calls every Eldar a &amp;quot;Xeno&amp;quot; not every human is strictly a Mon-Keigh. A better phrase might be &amp;quot;Imperial&amp;quot; because the word is targeted at the ignorant and violent mindset the Imperium breeds in its citizens. If anything, the Eldar tend to be on good terms with and helpful toward non-Imperial humans (when interacting with them at all, if ever) until the Imperium inevitably rolls in and murders everyone and brainwashes the rest. Wonder how the Eldar feel about that, if anything.&lt;br /&gt;
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When the Eldar take action within the wider galaxy it is always to achieve a specific goal or task; this can take the form of preventing an object of importance from falling into the wrong hands, preventing the immediate loss of Eldar lives, or setting up future events to better protect what remains of their kind. Once they have achieved their objectives the forces assembled will leave and return to the Craftworld of their origin.&lt;br /&gt;
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These actions are almost never done with the notion of violence for violence&#039;s sake, as most Craftworld Eldar have a very negative view of Khaine&#039;s work (his very domains putting war with murder and no concept of honor being part of it), with many of those who have walked the warrior path considering their actions during this time nothing short of murder, especially when they end up peeking behind their War Masks; when they confront what has been locked away behind their Masks, they are horrified by what they have done in order to protect their species from the dangers of the galaxy.&lt;br /&gt;
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Like with most things, the idea of painting a whole species with the same brush is ridiculous. For every Eldar that demonstrates the more negative tropes there are just as many who demonstrate truly good and heroic traits, such as the Harlequin who refused to leave the humans enslaved within an Ork encampment, freeing them from their cages despite the action costing precious Eldar lives, or characters such as Asurmen who has become a legend and saviour-like figure among alien species across the galaxy including many imperial worlds spanning the entire breadth and length of the Imperium.&lt;br /&gt;
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Even Biel-Tan (who are viewed by most other Craftworlds as something akin to xenophobic zealots) will still follow, when dealing with Maiden Worlds, the common practice of giving an official warning to anyone foolish enough to settle on one, and are even known to help evacuate the human populations who are sensible enough to listen by placing them in suspended animation on their own ships in order to move them to a different habitable world. This implies human populations agree often enough to be worth the effort and that the Imperium doesn’t execute them for it unlike almost any other alien interaction.&lt;br /&gt;
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Official Imperial diplomats have even been periodically granted permission to live aboard Craftworld Iyanden for a time (there may have also been an Inquisition base in that Craftworld), where they will be hosted by an Eldar Familym, such as Ieldan Soecr (from the 3rd edition) who spent time on [[Iyanden]], even writing a book about her time there. Grease Monkey of the Last Chancers earned his place by stealing the transport of an Iyanden ambassador currently visiting an Imperial world, which indicated it was both public, no fanfare and therefore probably pretty common, and unguarded which indicates a great degree of trust and routine to the visit. The Eldar actually make use of diplomacy when they can (though actual official diplomacy such as the above is solely done by Craftworld Iyanden), such as when an Imperial governor got his hands on some soul stones that currently held the souls of dozens of Eldar, turning them into a fancy piece of jewellery. The Eldar sent a diplomat to get them back, however like in most instances of dealing with the Imperium, the governor didn&#039;t listen and instead had the diplomat killed in order to add another shiny stone to his collection. This of course didn&#039;t end well for him as the Dark Kin are said to have given extra careful attention to his care. The irony is that if the Eldar didn’t get him first, the Inquisition certainly would have been a tad upset about using alien artifacts, let alien souls, as jewelry.&lt;br /&gt;
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The interaction between the Imperium and the Eldar becomes especially complicated when you start looking into the different factions of Eldar currently at large in the galaxy. This is further complicated by the fact that the Imperium very rarely ever listens (the idea of a mind too small for doubt is very appropriate here), usually with the excuse that aliens alway lie even when they are actually telling the truth. This state of mistrust usually has the Imperial forces constantly expecting a sudden betrayal, which normally ends with the Imperium turning on their so called allies before they themselves can be betrayed.&lt;br /&gt;
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This is not to claim that the Eldar are the &amp;quot;good guys&amp;quot;; no one in the setting is, although there are no &amp;quot;good guys&amp;quot; there are still &amp;quot;good people&amp;quot; to be found on all sides. The Craftworlds are just as capable as anyone else of committing actions that could easily be considered evil (even if born out of necessity), but within 40k are guilty of nothing the likes of the Imperium, are not also equally guilty of; to try and claim either have the moral high ground is just funny, and a prime example of the pot calling the kettle black.&lt;br /&gt;
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If the go to claim against them is that they are &amp;quot;arrogant&amp;quot; then that&#039;s pretty good going by 40k standards, as that can also be equally applied to every other faction in the setting as well.&lt;br /&gt;
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An important thing to keep in mind is that any interaction heavily depends on how well informed the individuals involved are. Inquisitors and rogue traders are known to associate with members of the Eldar race, many having in some way earned a &amp;quot;life debt&amp;quot; from the Eldar involved; the Eldar will honour this Life debt until it has been repaid in full, with many of these bonds developing into genuine friendships, such as in the audiobook &#039;&#039;Corsair&#039;&#039; where every time the crew was about to enter a dangerous situation the human captain would tell the Eldar corsair that he was free to leave, as she had already freed him from his debt a hundredfold already, to which he simply replied that it wasn&#039;t up to her when the debt had been paid. The Ordo Xenos in particular have an oddly close relationship with the Eldar (some would say heretically close), and entire navigator houses are known to owe great debts to the Eldar species. Even the Grey knights have shown an oddly close working relationship with the Eldar, going so far as to stand guard over Soul Stones until the Eldar are able to retrieve them; they actually seem to work better with the Eldar then they do with other forces of the imperium. They have even helped the Dark Angels in their hunt for the Fallen and were actually the ones who stood guard over Luther&#039;s black blade; until an interrogator chaplain stumbled upon it, thinking it to be the Lion sword; it was then returned to the depth of the Rock and locked away safely (short story the &amp;quot;black pearl&amp;quot;).&lt;br /&gt;
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Although the official policy of the Imperium is to hate and despise Xenos, those at the very top are more inclined towards actions that would see anyone else burned alive, due to it being in their best interests to keep the masses ignorant and blindly dogmatic, instead feeding the public nothing but Imperial propaganda to better control their thoughts and minds, whilst at the same time making backroom deals with the very people that they are telling the citizens of the Imperium to hate and loathe (just like in real life then).&lt;br /&gt;
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==Play Style==&lt;br /&gt;
[[File:EldarVehicles.png|500px|right|thumb|The Orks may actually be on to something with that red paint...]]&lt;br /&gt;
As a general rule, the Eldar are a fast army of specialists. Each unit is engineered for a particular style of fighting but is nigh useless outside of that assigned role. For example, Dark Reaper squads (currently broken) are known to cripple, if not wipe out completely, entire squads of Space Marines in a single volley. Conversely, they are incapable of moving and shooting (but now they can, [[Lulz|lulz]]) and are comparable to [[Imperial Guard|Guardsmen]] in close combat ([[Tau|though they don&#039;t wear wet cardboard boxes for armor]]). Usually, everyone in an Eldar squad has the same gun and the squad as a whole aims for one goal, as opposed to squads of dudes each toting a different gun for a different kind of foe. This can help new players by not forcing them to keep all of a squad&#039;s weaponry in mind, but it also requires you move the right squad for the job to the right place, which can be tactically challenging. An ill-positioned Eldar squad has a greater chance of doing nothing than those of other armies. Some units, like Jetbikes, overcome this disadvantage with superior speed and mobility. This is huge in a game where most of the missions are about capturing objectives. If you are the kind of elf who likes it when a plan comes together, you might be tactical enough to lead the Eldar to their victories upon the battlefield.&lt;br /&gt;
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With their new, updated codex, the Craftworld Eldar are given a firm footing in the game to compete with or dominate their numerous foes through their increased special abilities, units’ tactical applications and general ability to put shurikens into things and make those things fall down. The newer codex makes units even more points-efficient in doing their jobs. Tactical blunders will see your army turned into rainbow confetti, but if you can get the right part of your Eldar army fighting the right bad guys, you can ruin Christmas every time.&lt;br /&gt;
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Eldar are almost universally Fleet, pack high Leadership, high Initiative and good overall stats (apart from defenses, with some notable exceptions, such as Wraith constructs), their accuracy is good, their special abilities are rich and useful and their armies need never run the same trick twice. Prior to 8th edition, their Battle Focus ability let them choose to take a run action either before or after shooting, for free, a benefit that allows them to become more mobile than the competition by far. These days, their Battle Focus simply allows them to advance with no accuracy penalties on non-heavy weapons, a notable nerf to be sure, but still a very usable perk that ensures your infantry and bikers can still run faster than everyone else and still land their shots. Almost all of their vehicles are skimmers or flyers; those that aren&#039;t can Deep Strike or outflank; and they have three different flavors of jump troops and fast-as-hell Jetbikes. Eldar look good when they fight and often kill their enemies in style.&lt;br /&gt;
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Although they have a somewhat justified reputation for being &amp;quot;OP&amp;quot;, it&#039;s a bit more complex then it looks at first sight. The Eldar have for the duration of most editions of the game enjoyed a position among the more powerful codex&#039;s, alongside others such as the Space Marines; a position that many such as the Orks or tyranids would love to be able to claim. This reputation normally takes the form of one or two units in each edition vastly overly performing whilst the rest of the codex ends up being a bit rubbish; this leads to Eldar players spamming the same units over and over again. For example, whilst the majority of the codex in 7th was decently balanced, a small handful of over performing units tainted it for everyone; [[Eldar Jetbike|Jetbikes]] all armed heavy weapons as troops, [[Wraithknight]]s being at least 70-100 pts too cheap and the abundance of D-level weapons ruined what was a mostly well put together codex.&lt;br /&gt;
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In summary, when an Eldar army is functioning as it should, it is difficult to stop. For this reason, opponents hate them. On the other hand, the army falls apart if their specialized units are outside of their element (Dark Reapers in a fist fight or Howling Banshees in a shoot out, for example) or fail to get the first strike in. They are devastating if they set up, and terrifying if allowed to stick around, but the presence of &#039;&#039;&#039;one&#039;&#039;&#039; [[Manticore Rocket Launcher]], [[Whirlwind Artillery Tank]] or [[Defiler]] can collapse an entire Eldar battle line should the space elves not fight with care and foresight. Or go second.&lt;br /&gt;
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With the coming of the 8th edition the Eldar have experienced some rough waters (there won&#039;t be many who will shed any tears over this); although they met with initial success with the likes of the combination of Dark Reapers and the &#039;Strength from Death&#039; rule, most of their special rules from previous editions that they relied on to keep them on par with marines have been stripped away and many of the changes to the core rules, such as the loss of initiative, restrictions to Psychic casting and changes to how WS and BS work have left many units (especially melee units) far weaker then they have been for a longtime (Howling Banshees especially have become a complete burden to anyone brave enough to try and make them work).&lt;br /&gt;
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As 8th has continued to progress the Eldar army has seen a shocking transformation, turning from a small expensive army of specialized elites to an expensive specialized horde army. This added to the continued process of taking every unique unit within the Craftworld codex and handing them wholesale over to the Imperium (and, of course, the Imperial versions are both cheaper and stronger than the originals) has left a nasty bitter aftertaste. Primaris Marines in general have led Space Marines away from the general Jack-of-all-Trades flexibility that formed the bread and butter of old marines in exchange for dedicated, specialized units that have few (if any) special weapons that differ greatly from the rest of the standard squad (a parallel borderline identical to Craftworld Aspect Warriors). This has become even more apparent with the coming of 9th edition and the introduction of Primaris Marine Eradicators, Space Marines armed exclusively with suped up Meltas who excel at devastating heavy armor (literally Space Marine Fire Dragons, only with &#039;&#039;much&#039;&#039; better rules for virtually no difference in cost) and the Pteraxii Skystalkers, Adeptus Mechanicus flying infantry armed with very shooty rifles and mortal wound dealing grenade packs (Skitarii Swooping Hawks, but of course better in every regard). Ironically, specialization is terrible for both groups anyway as specialization in a group is feasible only for large numbers, which is also how civilizations grow. Both the Eldar and Space Marines are very small, especially the Marines. Which means specialization for either is foolish. Even though the Eldar are still numerous by modern standards, they&#039;re not when compared to the enemies they face and the necessities of survival out in the void would also encourage a jack-of-all-trades approach much like Astartes.&lt;br /&gt;
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Note: although not much can be done from a competitive game front when it comes to casual play the community can still work together to try and makes things less uneven. No one wants a situation where an army is shunned because of factors beyond their control, it&#039;s not the players fault. Have a couple of games to see what works or what doesn&#039;t, talk with your local games group and discuss what can be done to make sure the experience is an enjoyable one; no one wants any player to not get to use their new goodies but perhaps Marine players, for the time being, wouldn&#039;t mind ignoring their Combat and Super doctrines whilst playing against none marine lists for an example. This is not to single out Marines, but a general rule; don&#039;t let foolish rule choices by GW course unwanted tension between different player factions, talk to each other and decide what sort of compromise&#039;s can be reached, that can ultimately benefit both sides involved.&lt;br /&gt;
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The 9th edition codex is beginning to feel a bit like a patch job, in that, at some point they had a working codex and then went back and started to add in additions that made certain rules almost worthless, to the point that you begin to wonder what was the point in having it in the first place, and rules written in a way that proves that there was little actual proof reading going on. Until we get the full picture we can only speculate, however there does seem to be some redundant elements to the codex, but again that&#039;s kind of expected. Overall the codex looks like it might end up as a high mid tier army (potentially low A, but the codex isn&#039;t anywhere near S tier), which is not a bad place to be. Most things in the codex are pretty good with a handful of things being a bit too costly for what they do, but again that&#039;s always how these things work out. Give it a few more weeks of actual play for a clearer picture, but a few points cost changes might be all that is needed going forward (a few rules may need to be cleared up, we all hope that GW will get on this ASAP).&lt;br /&gt;
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==Lameness, Courtesy of Games Workshop==&lt;br /&gt;
[[Image:End of the line.jpg|400px|right|thumb|Hm, a dead Eldar. I wonder what GW is peddling in this picture? The Space Marines, the creek, the forest perhaps...? Gotta be something.]]&lt;br /&gt;
Eldar recently were dethroned as the punching bag of Games Workshop. Until the most recent codex (Newcrons), the Eldar suffered repeated and humiliating defeats. Every single defeat involved overwhelming odds in favor of the Eldar, with gigantic [[wraithbone]] constructs and [[Khaine|burning shards of war gods]] being overwhelmed by [insert faction GeeDubs is trying to sell this time]&#039;s broken pinky finger.&lt;br /&gt;
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Let&#039;s make a list here:&lt;br /&gt;
*&#039;&#039;Fulgrim&#039;&#039; - Big Eldar force including a fucking Avatar and Wraithlords is killed by a small detachment of the Emperor&#039;s Children (the Avatar is strangled to death by Fulgrim because he&#039;s distracted by his glowy Laer blade. I&#039;m not making this shit up.)&lt;br /&gt;
*&#039;&#039;Codex: Chaos Daemons&#039;&#039; - Aside from being a nifty reference to [http://en.wikipedia.org/wiki/Ys Ker-Ys/Ker-Is], an Avatar is possessed by a Keeper of Secrets and helps wipe out a Craftworld.&lt;br /&gt;
*Codex: [[Tyranids]] - Avatar issues a challenge to the Hive Tyrant leading the assault on Iyanden. Apparently it doesn&#039;t work and it literally gets stampeded to death by 12 Carnifexes. What the fuck. (To be fair, it is 12 [[Carnifex]]es and the Avatar took four down with it.) Oh, and Farseer Kelmon dies, despite neither the Avatar nor Kelmon dying in older iterations of Iyanden&#039;s invasion. Oh, and the Doom of Malan&#039;Tai [[Fail|singlehandedly eats an ENTIRE CRAFTWORLD]].&lt;br /&gt;
*&#039;&#039;[[Matt Ward]]&#039;s Cornucopia of Wank&#039;&#039; - From the Avatar getting his chest punched in by Papa Smurf, other hilarious things like Wraithlords being killed by Sergeants and god knows what, Matt Ward&#039;s Necron Codex featuring a [[Eldorath Starbane|fucking retarded Alaitoc Farseer]] who fucks over every engagement he commands and gets &#039;captured&#039; in the White Dwarf issue, I don&#039;t even know where to start.&lt;br /&gt;
** Ironically, Ward is also the only one who writes the Eldar being badass, including a bit about Biel-tan beating two whole Imperial sector fleets and ten Space Marines chapters. It seems that only his love for his Ultrasmurfs can surpass his compulsion to make the Eldar actually, y&#039;know, even remotely competent.&lt;br /&gt;
* [[Dawn of War: Dark Crusade]] has the Blood Ravens wipe out all of Taldeer&#039;s distractions and then kill her, with [[Azariah Kyras|their heretical Chapter Master]] gaining a fancy new piece of bling by taking her spirit stone ([[LCB|or perhaps she escaped and Kyras only managed to kill a body double, depending on who you listen to]]).&lt;br /&gt;
* In [[Dawn of War: Soulstorm]], [[Vance Motherfucking Stubbs]] wipes the Ulthwe forces on Kaurava III out wholesale and used his sheer manliness to make Caerys join his harem.&lt;br /&gt;
* [[Dawn of War II]] has the Eldar farseer acting like a complete and total &#039;&#039;DUMBASS&#039;&#039; from the moment you take control of Force Commander Hairgel/Aramus. While things started off good with the Eldar making the Orks and Space Marines do the work for them, Farseer [[Idranel|Ree-t&#039;ard]] then decides to antagonize the Blud Rehvens for literally no reason, resulting in a total of 11 marines, 3 scouts, and a dreadnought killing somewhere in the ballpark of &amp;lt;s&amp;gt;hundreds&amp;lt;/s&amp;gt; thousands of Eldar and a fucking avatar.&lt;br /&gt;
* &#039;&#039;Imperial Armour 11: Doom of Mymeara&#039;&#039; (which sounds like a Playschool TV show puppet - way to go on the Craftworld name GW) - Again, droves of Eldar in the midst of snotting Imperial Guard and Space Wolves from here to Jupiter, somehow get their collective arses handed to them. This is achieved by some fresh out of training/wet nosed/&amp;quot;tea bagging my comrades for the Emperor is my past time&amp;quot; IG commander, pulling a victory out of his chocolate starfish - with collective precision that makes the Dome of Seers predictive foresight look like your average crystal ball psychic con artist.&lt;br /&gt;
* The Battle of Orar&#039;s Sepulchre: Seeing yet another Avatar of Khaine die and the combined might of both the [[Alaitoc]] and [[Iyanden]] Craftworlds defeated, with death tolls so high that the Space Marines create barriers out of the enormous mounds of Eldar dead&lt;br /&gt;
* Yme-Loc raided: The Craftworld with the explicitly most powerful vehicle force of all Craftworlds getting bitchslapped by the Mechanicum who land on it, beat it up and raid it at their leisure. Although considering the AdMech tends to whip out whatever supertech they need when they need it, this might be forgivable as it was a smash-and-grab.&lt;br /&gt;
* Alaitoc&#039;s near death: Despite being one of the five most powerful Craftworlds, Alaitoc is almost completely outclassed by a small Imperial Crusade including only one Chapter of Space Marines in support.&lt;br /&gt;
&lt;br /&gt;
(And let&#039;s not forget that all of these instances are pretty recent fluff, from 4th-5th edition.)&lt;br /&gt;
Case in point, when [[GeeDubs]] needs to give some character or unit or faction some street cred, they just go &amp;quot;he killed an Avatar, so that&#039;s good enough.&amp;quot; As if the prevailing logic wouldn&#039;t be; &amp;quot;gee, if so many things can kill the Avatar, isn&#039;t it kind of a lame thing to kill anymore?&amp;quot; Regardless, GW sucks at writing decent fluff (with [[Phil Kelly|a]] [[Dan Abnett|few]] exceptions).&lt;br /&gt;
&lt;br /&gt;
Fortunately, the new punching bag has been changed to the [[Tau]], who for reasons uncertain, don&#039;t seem to mind the change of pace- &#039;&#039;Uh, don&#039;t you mean Sisters of Battle? The ones who, you know, not only die in droves, but usually at the hands of their own alleged allies?&#039;&#039; No, we mean the Tau. The ones with two traitor legions gunning for a portal into the heart of their territory and the species that retardedly infected one of their worlds with Gene-Stealers to see what would happen. Eldar still lost most times they were mentioned in the codex, though.&lt;br /&gt;
&lt;br /&gt;
This also had the effect of making many people turn away from them. If nearly every story about Eldar is &amp;quot;they tragically die in drove in a heartwrenching defeat/Phyrric victory&amp;quot; , it tends to be too bleak for anyone to keep caring after a while, not to mention boring. Plus no one wants to keep reading about how their favourite faction are constant losers.&lt;br /&gt;
&lt;br /&gt;
From a lore prospective GW seems to not realise that the Eldar are, truly, horribly, and totally outnumbered by every other faction (yes, that includes the [[Tau]]) in the setting- by truly insane numbers. Each Eldar alive would have to kill tens of thousands for every Eldar life lost, to even come close to reaching anything that could be considered an equivalent level of loss; the Imperium alone outnumbers each Eldar alive by something like ten&#039;s of millions to one. Which is why depicting the Whole &amp;quot;Dying race&amp;quot; trope, by showing them getting mowed down in their thousands, really doesn&#039;t work, and only goes to show how pathetically weak the Eldar are as a named faction; they literally can&#039;t even be called a minor irritation by any of the other factions.&lt;br /&gt;
&lt;br /&gt;
The loss of a Craftworld is something momentous, there are probably less then 500-800 Craftworlds out there, so the loss of one is vastly more impactful on the Eldar then it is for the Imperium to loss a world or system. A single Imperial world potentially holds more lives on it then multiple Craftworlds combined (there Is probable more Marines then there are Aspect Warriors in the galaxy, as Gav had the Aspect Warriors in the Path series, outnumbered by the forces of a single chapter; apparently one of the big named Craftworlds can only field around a thousand warriors in its defence)- so although the number of lives lost to the imperium is greater in number, the effect on the Eldar population is catastrophically greater in impact; having Craftworlds getting wiped out left and right, which is the new trendy thing to do apparently, really does not take into consideration the true ramifications of doing so; the Imperium always has more worlds, the Eldar do not have that luxury. Not saying that they shouldn&#039;t get destroyed or invaded, but it needs to be a much bigger deal then it is currently, and the cost of doing so should be suitable very high.&lt;br /&gt;
If in a single conflict the Imperium lost one million lives, and then a single baby is born on each Imperial world, they will have replaced those numbers within the first 10 seconds of the conflict. Those babies will be able to fight for the imperium in just over ten or so years, compared to the Eldar, were it takes over a year to even create a new Eldar life within the womb, and then the century or so that it takes for the child to eventual reach maturity, it doesn&#039;t matter how much more powerful or advanced they are compared to humans, unless they can kill tens of millions for every Eldar life lost, its an impossible task for the Eldar to ever enter into a conflict and actually claim they have won; they may achieve their objectives, but they still lose.&lt;br /&gt;
&lt;br /&gt;
It used to be that the Eldar would be able to, through the use of seers and carful planning, achieve victory with, ideally, not a single loss of life- this of course was thrown out the window as GW has a growing fetish for killing as many Eldar as they can; did you know that during the &#039;Gathering Storm&#039;, they had thousands of Eldar get killed by a single slash from a Keeper of Secrets tongue, not joking, they really got licked to death.&lt;br /&gt;
&lt;br /&gt;
==Notable Eldar Characters==&lt;br /&gt;
{|align=center border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|align=center|&#039;&#039;&#039;Origins&#039;&#039;&#039;&lt;br /&gt;
|align=center|&#039;&#039;&#039;Allegiance&#039;&#039;&#039;&lt;br /&gt;
|align=center|&#039;&#039;&#039;Description/Current Status&#039;&#039;&#039;&lt;br /&gt;
|align=center|&#039;&#039;&#039;Image&#039;&#039;&#039;&lt;br /&gt;
|align=center|&#039;&#039;&#039;Model&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;[[Eldrad|Eldrad Ulthran]]&#039;&#039;&#039;&lt;br /&gt;
|align=center|[[Craftworld Ulthwé]]&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Saviour of the Eldar. Former High Farseer of Ulthwé. Amongst the greatest and most powerful of the Eldar Seers. A [[dick]].&lt;br /&gt;
|align=center|[[Image: 450px-EldradThroneworld.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image:EldarEldrad-old.jpg|thumb|150px|]][[Image: EldradModel.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;[[Yvraine]]&#039;&#039;&#039;&lt;br /&gt;
|align=center|[[Craftworld Biel-tan]]&lt;br /&gt;
|align=center| Ynnari&lt;br /&gt;
|align=center|Emissary of Ynnead. Herald of the Eldar God of the Dead. Helped bring Guilliman back into the game. Wields the Crone Sword Kha-vir the Sword of Sorrows.&lt;br /&gt;
|align=center|[[Image: Yvraine.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: Yvraine-Emissary-of-Ynnead.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;[[Visarch|The Visarch]]&#039;&#039;&#039;&lt;br /&gt;
|align=center|[[Craftworld Biel-tan]]&lt;br /&gt;
|align=center| Ynnari&lt;br /&gt;
|align=center|The Sword of Ynnead. The mortal champion of the Eldar God of the Dead and Yvraine’s bodyguard. Bad at his job. Wields the Crone Sword Asu-var the Sword of Silent Screams.&lt;br /&gt;
|align=center|[[Image: Visarch.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: Visarch2.gif|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;Autarch Meliniel&#039;&#039;&#039;&lt;br /&gt;
|align=center| Craftworlds&lt;br /&gt;
|align=center| Ynnari&lt;br /&gt;
|align=center|Yvraine&#039;s top commander, made his first appearance &amp;quot;Ghost Warrior: Rise of the Ynnari&amp;quot;. After the Ynnari deafeat the Warshard (a more pure incarnation of Khaine) he absorbs it and is transformed; he and the Warshard become one, and he can now Hulk out, and become an all new and improved super-Avatar of Khaine. It is still an Avatar of Khaine though, so don&#039;t expect much.&lt;br /&gt;
|align=center|[]&lt;br /&gt;
|align=center|[]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039;The Yncarne &#039;&#039;&#039;&lt;br /&gt;
|align=center| The Infinity Circuit&lt;br /&gt;
|align=center| Ynnari&lt;br /&gt;
|align=center|The Avatar of [[Ynnead]]. The physical manifestation of the awakening Eldar god of the dead. Wields the Crone Sword Vilith-zhar the Sword of Souls.&lt;br /&gt;
|align=center|[[Image: Ynnead2.PNG|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: Reveal2.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Avatar of Khaine]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center|The Avatar of [[Khaela Mensha Khaine]] (also known as the Bloody-Handed God). The physical manifestation of the Shattered Eldar God of murder, War and Fire. Memetic loser.&lt;br /&gt;
|align=center|[[Image: Khaine End Times.png|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: EldarAvatar01.jpg|thumb|150px|]][[Image: New Khaine model.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Asurmen]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Asurmen, the Hand of Asuryan. Was the first Phoenix Lord and founded the Dire Avenger Aspect and the Path of the Warrior. Before he became Asurmen he was a bit of a lazy slacker who didn&#039;t take anything seriously.&lt;br /&gt;
|align=center|[[Image: Asurmen Cover Art.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99800104025 AsurmenNEW 01.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Jain Zar]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Jain Zar, the Storm of Silence. Was Asurmen&#039;s first student and loyal companion. She&#039;s the founder of the Howling Banshees Aspect. In her youth she was very similar to [[Lelith Hesperax]].&lt;br /&gt;
|align=center|[[Image: Jain zar by Kai Lim.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99060104006 JainZarNEW 01.jpg|thumb|150px|]][[Image:Jain Zar 2019.png|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Baharroth]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Baharroth, the Cry of the Wind. Was the founder of the Swooping Hawks. Noted by Asurmen as the best of all his students. Baharroth&#039;s final death will come during the [[Rhana Dandra]] where his final sacrifice will bring about the ultimate salvation of the Eldar.&lt;br /&gt;
|align=center|[[Image: Bahharoth2 7th Edition.png|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: Baharroth.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Karandras]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Karandras, the Shadow Hunter. The Phoenix Lord of the Striking Scorpions but not their founder. He started out not as the pupil of Asurmen but of Ahra.&lt;br /&gt;
|align=center|[[Image: What a badass.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99800104022 KarandrasNEW 01.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Fuegan]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Fuegan, the Burning Lance. The founder of the Fire Dragons and the patron saint of overkill. Culling the enemies of the Eldar one by one until their deaths form an unbroken chain of retribution stretching across the universe. Using this chain Fuegan intends to bind the Dragon at the end of days and that it will be Fuegan who calls the Phoenix Lords for the [[Rhana Dandra]] were he will be the last to fall.&lt;br /&gt;
|align=center|[[Image: Fuegan 6th Ed.png|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99060104029 FueganNEW 01.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Maugan Ra]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center|Maugan Ra, the Harvester of Souls. The Phoenix Lord of the Dark Reapers. He is one of the most OP characters from a fluff prospective but sadly not from a table top one. Before he became Maugan Ra he was (if you can believe it) a mild-mannered librarian and caretaker and was the one who invented/discovered the Infinity Circuit.&lt;br /&gt;
|align=center|[[Image: Maugan-Ra.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: MauganRa.jpg|thumb|150px|]][[Image: New Maugan Ra.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Irillyth]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center|Irillyth, the Shade of Twilight. The Phoenix Lord of the Shadow Spectres. Was lost for a long time but has finally made his return.&lt;br /&gt;
|align=center|[[Image: Irillyth I hope..jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99550104067 IrilythPhoenixLordShadowSpectres01.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Drastanta]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| The old Eldar Empire&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center| Drastanta, the Tempest of Starlight. The Phoenix Lord of the Shining Spears. After failing to save Asurmen he went into self-exile, leaving his weapon behind.&lt;br /&gt;
|align=center|&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; Sylandri Veilwalker&#039;&#039;&#039;&lt;br /&gt;
|align=center| Harlequins&lt;br /&gt;
|align=center| Harlequin/ Ynnari&lt;br /&gt;
|align=center| A Shadowseer of the Masque of the Veiled Path who is worse than [[Eldrad]] when it comes to interfering in other peoples buisness. She was there when [[Prince Yriel]] took up the Spear of Twilight and can order around Magos [[Belisarius Cawl]] like he was her personal plaything. She helped guide the surviving Imperial defenders of Cadia into the Webway, then later reappeared alongside [[Cypher]] to free [[Roboute Guilliman]] after he was captureded by Chaos forces and later played a vital role in the battle against [[Magnus]]. She also manipulated the [[Emperor&#039;s Children]] into their attack on Lugganath. She’s also likely the Shadowseer that appeared in the Devastation of Baal, who dragged [[Mephiston]] through hell by his psychic ear, in order to warn him of a demonic invasion that was on its way. By the Dice Gods she’s everywhere, they might as well have her be the Shadowseer that appeared in The Beast Arises series… &lt;br /&gt;
|align=center|[[Image: Female Shadowseer.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Prince Yriel]] Ulthanash &#039;&#039;&#039;&lt;br /&gt;
|align=center| [[Craftworld Iyanden]]&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center| Prince Yriel is arrogant and deadly in equal measure. Whether as High Admiral of Iyanden’s grand fleet, commander of the Eldritch Raiders he leads his warriors from the front. Turns out that the The Spear of Twilight was one of the Crone Swords.&lt;br /&gt;
|align=center|[[Image: Yriel.JPG |thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99800104019 EldarYriel360.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Illic Nightspear]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| [[Craftworld Alaitoc]]&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center| The Walker of the Hidden Path. He has wandered the Path of the Outcast for thousands of years, slaying monsters and men alike as he seeks out the paths that span the stars.&lt;br /&gt;
|align=center|[[Image: Illic Nightspear.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image: 99800104027 EldarIllicNightspear360.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Iyanna Arienal]] &#039;&#039;&#039;&lt;br /&gt;
|align=center| [[Craftworld Iyanden]]&lt;br /&gt;
|align=center| Aeldari /Ynnari&lt;br /&gt;
|align=center| The Angel of Iyanden. The most prominent Spiritseer of Iyanden and one of the most outspoken supporters of Ynnead. (Her official rules are actually worse than the normal Spiritseer so it would be better to use the normal rules instead)&lt;br /&gt;
|align=center|[[Image: Iyanna Arienal.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; Nuadhu &#039;&#039;&#039;&lt;br /&gt;
|align=center| [[Craftworld Saim-Hann]]&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center| The Fireheart is a Wild Rider of Saim Hann with a modified Vyper called the Alean- the steed of Khaine. Nuadhu is currently Saim-Hann’s high chieftain.&lt;br /&gt;
|align=center|[[Image:Fireheart.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; Prince Eldrathain &#039;&#039;&#039;&lt;br /&gt;
|align=center| [[Craftworlds]]&lt;br /&gt;
|align=center| Corsairs&lt;br /&gt;
|align=center| Leader of the corsairs in [[Battlefleet Gothic: Armada]]&lt;br /&gt;
|align=center|[[Image: Prince Eldrathain.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; Bel-annath &#039;&#039;&#039;&lt;br /&gt;
|align=center| Craftworlds of Mymeara&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center| Farseer of Mymeara&lt;br /&gt;
|align=center|&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Macha]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| &#039;&#039;&#039; Craftworlds of [[Biel-Tan]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center| Macha is a Farseer of the Craftworld of Biel-Tan during the events of the [[Dawn of War]] series. She alongside Gabriel Angelos of the [[Blood Ravens]] and Gorgutz &#039;Ead &#039;Unter are inescapably linked by fate whether they like it or not.&lt;br /&gt;
|align=center|[[Image: Macha2.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; [[Taldeer]] &#039;&#039;&#039;&lt;br /&gt;
|align=center| &#039;&#039;&#039; Craftworlds of [[Ulthwé]]&#039;&#039;&#039;&lt;br /&gt;
|align=center| Aeldari&lt;br /&gt;
|align=center| A Farseer of the Ulthwé Craftworld. During the events of [[Dawn of War]]: Dark Crusade, Taldeer would end up dying at the hands of Azariah Kyras. Her Soul stone was later retrieved by her brother Ronahn. She appears in [[Dawn of War]] 3 as a Ghost Seer (a psychic Wraithknight… and you thought it couldn’t get more broken).&lt;br /&gt;
|align=center|[[Image: Farseer taldeer.jpg|thumb|150px|]][[Image: Ghost Seer - Farseer Taldeer.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; Pariah &#039;&#039;&#039;&lt;br /&gt;
|align=center| &#039;&#039;&#039; Craftworlds&#039;&#039;&#039;&lt;br /&gt;
|align=center| Corsairs&lt;br /&gt;
|align=center| The Daemon Heart. Also named &amp;quot;Kyganil,&amp;quot; the Pariah is the “companion” and guide to the [[Ephrael Stern|The Thrice Born]] in the Daemonifuge comics.&lt;br /&gt;
|align=center|[[Image: RCO015 Pariah.jpg|thumb|150px|]][[Image: RCO017 Pariah2.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image:Pariah.01.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|align=center|&#039;&#039;&#039; Amallyn Shadowguide &#039;&#039;&#039;&lt;br /&gt;
|align=center| &#039;&#039;&#039; Craftworlds&#039;&#039;&#039;&lt;br /&gt;
|align=center| Rangers&lt;br /&gt;
|align=center| Amallyn has dedicated herself to exploring the Blackstone Fortresses, in order to rediscover ancient Eldar technologies long lost from the distant past.&lt;br /&gt;
|align=center|[[Image:Amallyn, blackstone.jpg|thumb|150px|]]&lt;br /&gt;
|align=center|[[Image:Amallyn shadowguide.jpg|thumb|150px|]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Minor Eldar Characters===&lt;br /&gt;
* Farseer [[Caerys]] - Farseer of the Kaurava endeavour. From Craftworld Ulthwé.&lt;br /&gt;
* Farseer [[Idranel]] - Ulthwé Farseer who tried to stop Tyranids from nomming a craftworld in Subsector Aurelia by getting the [[Orks]] and the [[Blood Ravens]] pissed off. It failed utterly, with special mention going to [[Tarkus]] and his termie armour.&lt;br /&gt;
* Farseer [[Eldorath Starbane]] - Farseer of Craftworld Alaitoc. An arrogant bastard who couldn&#039;t get over himself and promptly got his ass handed to him by the Necrons.&lt;br /&gt;
* Autarch Kayleth - An Autarch of Craftworld Alaitoc. She took charge of the Subsector Aurelia situation after Idranel&#039;s death. Is hilariously snarky.&lt;br /&gt;
* [[Ronahn]] - [[Pathfinder Team|Pathfinder]]. Born on Ulthwé, but eventually cut ties with his craftworld to wander the stars. Taldeer&#039;s brother.&lt;br /&gt;
* Autarch Kyre - An Autarch of Craftworld Biel-Tan featured in [[Dawn of War III]]. Incredibly arrogant even by Eldar standards, his misinterpretation of a prophesy he thought referred to him got his dumb ass killed by a daemon he [[Derp|accidentally freed]] and nearly led to a war between Biel-Tan and Ulthwe.&lt;br /&gt;
&lt;br /&gt;
==Notable Craftworlds==&lt;br /&gt;
* [[Craftworld Alaitoc]] - The most structurally rigid of the craftworlds. Their strict adherence to discipline allows them to field a large number Exarchs. On the other plus side, all these rules tend to put off a lot of spehss elves, so they also have a large number of rangers on hand, including elite rangers known as &amp;quot;Pathfinders&amp;quot;. The large number of misfits they produce also makes them close to Corsair bands. Currently got their shit kicked by the Imperium after their craftworld was invaded by both the Guard and the Space Marines, due to Dark Eldar dickery. Further sabotaging the Eldar by getting their agents constantly captured, with the Imperium learning most of what they know about the Eldar from Alaitoc&#039;s bumbling rangers.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Biel-tan]] - Best known for their military prowess, which allowed them to wipe out invaders. Are on a mission to restore the Eldar Empire, and so are highly protective of Eldar Maiden Worlds, violently murdering any non-Eldar race trying to settle on one under their watch. The most militaristic and xenophobic (more so than usual) of the Craftworlds. As of the Gathering Storm campaign, the Biel-Tan craftworld itself has been heavily damaged after the Yncarne was born and purged a Daemon infestation within its structure at the Battle of Biel-Tan. Subsequently half of Biel-Tan&#039;s population remains on the Craftworld, the remaining half either being dead or leaving to join the Ynnari. With their enormous recent loss of life they&#039;re quickly headed to becoming Iyanden 2.0.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Iyanden]] - Almost got nommed to death by the [[Tyranids]], including the infamous story of having their avatar trampled to death by a herd of stampeding Carnifexi. They would have been completely eaten, if it wasn&#039;t for [[Prince Yriel]], who saved his Craftworld using with his Corsair band and a big fucking spear of doom. Is almost depleted and so reluctantly have to rely on a large number of wraith constructs to help them in battle. Has a history of almost dying, having recently almost died twice more to two Chaos Invasions, making it the Damsel in Distress of Eldar Craftworlds.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Saim-Hann]] - A less-restrained craftworld who likes to go fast. They&#039;ve even taken a page out of the Orks&#039; book that [[Orks|&amp;quot;da&#039; red wuns go fasta&#039;!&amp;quot;]] as their primary colors are red. Unlike other craftworlds; Saim-Hann takes the concept of the Paths with a grain of salt, and so are more wild and barbaric compared to others (although not a Dark Eldar extreme). Whether this is them just making the best out of their situation or downright retarded (as these were the actions that led to their race&#039;s near extinction) is up to debate. Is basically the red, elfy version of the [[White Scars]], only with less Mongolian. Recently following an invasion by a small Death Guard force the Saim-Hann Eldar were forced to cut off a piece of their Craftworld to save it from infection, abandoning the Eldar living on that part and causing them to be posessed by Nurgle Daemons. Whilst Biel-tan, Iyanden and Ulthwe are dying, Alaitoc is useless, Saim-hann just doesn&#039;t do much of anything at all.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Ulthwé]] - With Biel-tan and Iyanden both basically dead it is now the largest of the remaining Craftworlds, it specializes in psykers. Ulthwé was caught at the edge of the Eye of Terror&#039;s gravity pull, and so could not escape its proximity and the lovecraftian horrors spewing out of it; they&#039;re basically the Eldar version of [[Cadia]]; they have been responsible for preventing countless Chaos crusades from ever leaving the Eye, even the Night Lords didn&#039;t fancy having to take them on. Due to this, they have a heavy emphasis on the Path of the Seer to help them predict the constant attacks they experience on a daily basis. This emphasis on psykers does have a downside of having less Aspect Warriors on hand compared to others, but compensate for this being the only known Craftworld to have a standing army of professional soldiers known as &amp;quot;Black Guardians&amp;quot; which are more akin to career soldiers than your average militiamen made to answer a call to arms. Also former home of the [[Eldrad|biggest dick]], this side of the Eye of Terror. Currently defenceless and wracked by internal conflict as it splinters into three separate factions.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Altansar]] - Was lost in the Eye of Terror for a while. Then [[Phoenix Lord|Maugan Ra]] dragged it out with his epicness. Are viewed by suspicion by other Eldar due to spending an extended amount of time in the Warp (as an Eldar, no less), but do not dare do anything about it, lest they face the biotitan-bisecting wrath of the Eldar&#039;s version of Jetstream Sam.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Iybraesil]] - A matriarchal society with a disproportionately high female population, and has a very high number of Banshee shrines, holding Jain Zar almost as their patron saint. Commissars have warned citizens of the Imperium to stay away from the craftworld, as the perfidious Xenos scum are clearly even more vile and deviant then the rest of their kind. Many brave Imperial citizens have gotten it into their heads that a Craftworld led by ladies must be some form of lewd paradise (and not the highly efficient and professional Craftworld that it is) and have decided to risk their lives in the name of the Emperor to find the Craftworld Iybraesil and [[Sister of Solace|... ahem ... destroy this heresy]].&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Yme-Loc]] - Bedecked in their rad grey and orange armour, they are famed for their Bonesingers and producing incredible weapons and equipment, however, got their shit kicked in when the Mechanicus came and beat them up and stole their stuff. Also noted as the most Snoop-dogg attitude craftworld ever. Khorne hounds in the lower decks? Bah, screw that. Mechanicus pillage? No bother! Ravengay marine single-handedly hunting down half of your seer council? Who cares! Vaul taught them to go easy on those things and so they do.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Kaelor]] - A minor Craftworld that took refuge at the furthest borders of the galaxy, developing a unique culture and ruled over by several noble households. Being so isolated from the many conflicts their peers were involved in, it once nearly fell to a re-emergence of [[Slaanesh|pleasure cults]], leading to a civil war. Their livery is a red and yellow scheme, with the Warp Spider a their most prominent choice of aspect warrior.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Il-Kaithe]] - A Craftworld with a particularly strong hatred for Chaos, even by Eldar standards, willing to work alongside almost [[Dark_Eldar|any]] [[The_Imperium_of_Man|faction]] so long as it screws over the Ruinous Powers. Wear rather vivid green and purple armour, and are best known for having Bonesingers skilled enough to march to war with them. More recently screwed over by lore in the [[Psychic Awakening]]: Phoenix Rising book by having a psychic sickness manifest on their Craftworld, causing their forces to start throwing themselves recklessly into various near-suicidal engagements. [[Grimdark|Because, obviously, having one Craftworld with all its shit in order was too much of an ask]].&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Mymeara]] - A recently discovered small and stealthy Craftworld, closely connected to the [[Phoenix Lord]] of Irillyth, who led their armies away in a suicide attack to preemptively save them. The focus of Imperial Armour 11 (the Forge World campaign book), they were hiding in an artificial star nebula and &amp;lt;s&amp;gt;were savagely mauled by&amp;lt;/s&amp;gt; led a successful distractiong campaign against the [[Space Wolves]] on Betalis to resurrect Irillyth. Thought they were the only surviving Eldar in the galaxy until their recent discovery by some Alaitoc scouts. Plus they&#039;re the coolest looking Eldar faction thanks to their blue-green colour shifting armour.&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Lugganath]] - A Craftworld that considers the galaxy a lost cause, opting instead to try to find a portal to the Webway big enough to fit an entire continent-sized vessel. Have a large fleet and are popular with their Harlequin and Corsair kin, but reserve a particular hatred for the [[Dark_Eldar|less reputable examples of the Eldar people]]. Which makes sense given they essentially want to live in the same neighbourhood, and no one wants to be within spitting distance of [[Commorragh|the worst place in the galaxy]].&lt;br /&gt;
&lt;br /&gt;
==Notable Former Craftworlds==&lt;br /&gt;
* [[Craftworld Malan&#039;Tai]] - Was invaded by a Tyranid fleet. They almost won as they repulsed most of the invaders, but missed a [[Zoanthrope|particular Zoanthrope]] that could eat Eldar souls (somehow). The nid devoured their craftworld&#039;s Infinity Circuit and singlehandedly vaporized the entire place. N&#039;Kari, a Slaaneshi [[Keeper of Secrets]], later visited the ruined craftworld to molest any spirit stones still left over after the party, but was cockblocked by the [[Grey Knights]].&lt;br /&gt;
&lt;br /&gt;
* [[Craftworld Idharae]] - A small lightly populated Craftworld that suffered horribly casualties fighting off [[Hive fleet Naga]]. After suffering even more loses helping both Iyanden to defeat some Tyranids and defending the Maiden world Eth-aelas, the Craftworld was left weak and desperately under populated. The Invaders Space Marine Chapter took advantage of their desperate state to launch an all out assault alongside the legion of the Damned and other Imperial forces, leaving the Craftworld a floating wreckage, despite Eldrad&#039;s attempts to save them (or, knowing Eldrad&#039;s track record, because of his efforts to help them).&lt;br /&gt;
&lt;br /&gt;
* [[Yvraine#Craftworld_Zaisuthra|Craftworld Zaisuthra]] - Submitted to [[Genestealer]]s in order to preserve their souls from Slaanesh since they lacked Infinity Circuit technology. Tried to bait Ynnari to get to Iyanden. Wiped by Yncarne.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Eldar (9E)|Tactics on how to play them.]]&lt;br /&gt;
*[[High Elves]] for the [[Warhammer Fantasy Battle|Warhammer Fantasy]] equivalent of the Craftworld Eldar.&lt;br /&gt;
*[[Wood Elves (Warhammer)|Wood Elves]] for the Fantasy equivalent of Exodite Eldar.&lt;br /&gt;
*[[Dark Elves]] for the shipborne life, a subfaction in exile and their worship of Khaine.&lt;br /&gt;
*[[Eldar Craftworld Creation Tables]]&lt;br /&gt;
*[[Eldar World]]&lt;br /&gt;
*[[Love Can Bloom]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
{{Promotions}}&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Myar.jpg|Where da elf women at?&lt;br /&gt;
File:DireAvengerFemale.jpg|In the elf kitchen, duh.&lt;br /&gt;
Image:Harlequin_2.jpg |Also, butts.&lt;br /&gt;
Image:Biel-tan_Craftworld.jpg|One of their homes, Craftworld Biel-Tan.&lt;br /&gt;
Image:YvraineMeshi.jpg| Yvraine regrets [[Dungeon Meshi|partying up]] with the Mon&#039;keigh.&lt;br /&gt;
File:Lew.jpg|{{greentext|They think they&#039;re superior!}}&lt;br /&gt;
Image:1386545059205.gif|The main reason /tg/ likes Eldar.&lt;br /&gt;
File:HowlingShee.jpg|Dem hips (now there&#039;s at least two alien babes with great hips)&lt;br /&gt;
Image:643214 - Daemonette Eldar Warhammer 40k howling banshee warhammer yuliapw.jpg|This is what happens if you forget your soul stone (despite being pervy fan art, this is probably close to canon to a degree).&lt;br /&gt;
Image:Harlequin.jpg|Eldar Harlequin are ancient keepers of knowledge long blah blah blah, sexy clown fetish.&lt;br /&gt;
Image:Elfdar_Boob_Attack.jpg|Farseers are known to be able to render you useless in combat without using weapo-{{BLAM|&#039;&#039;&#039;*CLICK*&#039;&#039;&#039;}}OH FUCK!&lt;br /&gt;
Image:Elite_Beat_Eldar_Divas_by_IronShrineMaiden.jpg|Apparently the Imperium occasionally goes into alliances with the Eldar. This is basically all the space elves really do. It&#039;s all they NEED to do, though. +10 to all Initiative rolls!&lt;br /&gt;
Image:Eldars_are_orky.jpg|Eldar are also pretty [[orky]], didn&#039;t you know?&lt;br /&gt;
Image:Eldar forces.jpg|&lt;br /&gt;
Image:Eldar-past glory.jpg|&lt;br /&gt;
Image:Eldar- dark legacy.jpg|&lt;br /&gt;
Image:Eldar-Dawn of War 3.png|&lt;br /&gt;
Image:Eldar -concept art.jpg|&lt;br /&gt;
Image:Eternal Crusade-Eldar.jpg|&lt;br /&gt;
Image:Eldar ranger character.jpg|&lt;br /&gt;
Image:Savage Eldar warrior.jpg|&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Navigation==&lt;br /&gt;
{{Eldar-Forces}}&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{WH40k-Factions}}&lt;br /&gt;
{{Template:Important Species in 40k}}&lt;br /&gt;
&lt;br /&gt;
[[Category:NSFW]]&lt;br /&gt;
[[Category: Xenos]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Imperial_Agents&amp;diff=1011605</id>
		<title>Warhammer 40,000/Tactics/Imperial Agents</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Imperial_Agents&amp;diff=1011605"/>
		<updated>2026-05-20T15:29:37Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
In an interesting hiccup of fate, a little book called Codex: Imperial Agents has been bequeathed to use by the folks of Games Workshop. It contains within many factions and small detachments that an enterprising player (especially those of the Imperial bent) may wish to utilize.&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Agents?==&lt;br /&gt;
[[File:Imperial Agents Cover.jpg|300px|right|thumb|]]This book is better to be known as Codex: Allies. If you play using Armies of the Imperium (and even then if you don&#039;t,) Imperial Agents offer relatively cheap ways to fill in some of the holes in your lists. &lt;br /&gt;
*Rely on vehicles? The Enginseer Congregation gives you a direct means to repair and even buff them.&lt;br /&gt;
*Lacking psychic oomph? Take the Astra Telepathica or the Culexus or the Grey Knights or the Inquisition.&lt;br /&gt;
*Lack flyers? There&#039;s a formation &#039;&#039;that gives you flyers free of tax.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overall it is quite funny to think about with it. Small detachments allow for a mess of an army. Which may or may not be the best on the min/max side of the game, but having it together with Inquisition and the very cool Divisio Military special rule can make you an army that is just oozing character. Sadly it is still a mess in some parts and missing some toys the Inquisition have in their codex.&lt;br /&gt;
&lt;br /&gt;
Additionally, there are some more things to consider:&lt;br /&gt;
*This codex covers Inquisition, Sisters of Battle/Ecclesiarchy, and Assassins in a nice hardback format.  If you already have these armies, you need this book.&lt;br /&gt;
*Many of the cloned units have either new formations or straight upgrades/alterations that make them better than other versions.&lt;br /&gt;
*So much conversion potential!  Seriously, get out there you crazy modders.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
This book lacks a unified Faction that is anything different than the generic Armies of the Imperium. Instead, there are several factions contained within that contain one or more formations that can be fielded.&lt;br /&gt;
&lt;br /&gt;
This is particularly important with the newest ally ruling stating that Battle Brothers cannot begin the game embarked in an allied transport (thanks a lot, Eldar).  One of the largest downsides of taking these new units as allies is that they have to stay outside your transports turn one.&lt;br /&gt;
*Not entirely! The Imperial Agents Errata lists:&lt;br /&gt;
**Page 46 – Faction and Allies&lt;br /&gt;
***Add the following to the end of the first paragraph:&lt;br /&gt;
****Transports from this Faction can transport Astra Militarum, Militarum Tempestus and Inquisition units as if they were all of the same Faction.&lt;br /&gt;
*Still not the best (that&#039;s the entry for Aeronautica Imperialis, incidentally), but better than nothing.&lt;br /&gt;
&lt;br /&gt;
==Cult Mechanicus==&lt;br /&gt;
[[File:IA AdMech.jpg|300px|right|thumb|]]Somewhat noteworthy here in that it gives new(ish) units to an existing faction.  The new formation is probably the best way to field them still, but it makes for an interesting addition to a cult force. &lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Canticles of the Omnissiah:&#039;&#039;&#039; At the start of every turn, before reserves mosey on in, count the number of units with the Canticles of the Omnissiah unit. If you have more units, the resulting buff gets even better. Also, when counting the number of units you discount any squads that are falling back, and the canticle remains at that power level even if units regroup or new ones arrive on the table and bring your total higher. You may enact one Canticle of the Omnissiah which lasts until your next turn. With some exceptions, generally you can only use each Canticle once per game. The Canticles are:&lt;br /&gt;
**&#039;&#039;&#039;Incantation of the Iron Soul:&#039;&#039;&#039; Having 1-3 units gives them &#039;&#039;Stubborn&#039;&#039;, 4-7 gives them &#039;&#039;Stubborn&#039;&#039; and the ability to re-roll failed morale, fear &amp;amp; pinning checks. Having 8+ units just goes stuff it and gives them all &#039;&#039;Fearless&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Shroudpsalm:&#039;&#039;&#039; 1-3 = &#039;&#039;Stealth&#039;&#039;, 4-7 = &#039;&#039;Shrouded&#039;&#039; while having 8+ gives both rules.&lt;br /&gt;
:::This can combo beautifully with an allied force that you attached the Enginseer to. &lt;br /&gt;
:*&#039;&#039;&#039;Chant of the Remorseless Fist:&#039;&#039;&#039; 1-3 units gives re-rolls of one to-hit in close combat, followed by re-rolls of one and two at 4-7, then simply getting to re-roll all fails to hit if you have 8+ units on the tabletop.&lt;br /&gt;
:*&#039;&#039;&#039;Benediction of Omniscience:&#039;&#039;&#039; 1-3 units gives re-rolls of one to-hit while shooting, followed by re-rolls of one and two at 4-7, then simply getting to re-roll all fails to hit if you have 8+ units on the tabletop.&lt;br /&gt;
:::This is great for gun servitors, for obvious reasons and with Imperial Agents you can have a lot of them.&lt;br /&gt;
:*&#039;&#039;&#039;Invocation of Machine Might:&#039;&#039;&#039; 1-3 = plus one strength, increasing to plus two at 4-7, then plus three at 8+ units.&lt;br /&gt;
:::This can make your basic servo-arm servitors surprisingly deadly in combat considering their cheap price tag, just having four units affected means they&#039;re all S8 AP1.&lt;br /&gt;
:*&#039;&#039;&#039;Litany of the Electromancer:&#039;&#039;&#039; Your dudes generate electricity; in close combat, for every model you have with the Canticle the enemy takes a S4 AP- hit at Initiative 10 that phase. Increasing to two hits at 4-7 squads, and three hits at 8+.&lt;br /&gt;
:*Also note that the buffs only apply to friendly models that have the Canticles of the Omnissiah special rule, as according to the rulebook, Canticle effects held by independent characters do not confer unto squads unless specifically noted, and vice versa, so you can&#039;t attach an Enginseer to a space marine squad and make them electrical or boost the accuracy of guardsmen. The only ones that apply to allies would be Shroudpsalm and The Incantation of the Iron Soul, which provide USRs that can confer to attached squads.&lt;br /&gt;
*&#039;&#039;&#039;Awaken the Machine:&#039;&#039;&#039; The Enginseer can give a friendly vehicle Power of the Machine Spirit instead of shooting.  Awesome, and a good reason to never have him fire a shot throughout the whole game.&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Omnissiah:&#039;&#039;&#039; The ability to repair, it&#039;s what allows the Enginseer to restore a hull point, fix a Weapon Destroyed or Immobilised result.  If he&#039;s not using Awaken the Machine then he should be using this ability.&lt;br /&gt;
&lt;br /&gt;
===Armoury===&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Standard small flashlight.  Will never be used since you should always be fixing things or using Awaken the Machine instead.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades:&#039;&#039;&#039; Useful for giving a squad that didn&#039;t have it the ability to run right through cover.  Could also be thrown to decent effect, which is another reason you&#039;ll never use the Laspistol.&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; You&#039;re stuck with it, so you might as well love it.  There&#039;s worse weapons to be stuck with, and it means the Enginseer gets an okay amount of AP2 Attacks when combined with his Laspistol.&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm:&#039;&#039;&#039; A Power Fist.  Offers one attack, and if you&#039;re confident it can make for a sweet surprise in melee.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bombs:&#039;&#039;&#039; Why not.  The Enginseer only has one attack anyway, and if you&#039;re putting him with a squad to give them Frag Grenades, then you could do worse than this.  For the most part, against vehicles and Monstrous Creatures it&#039;s a flat-out upgrade.&lt;br /&gt;
&lt;br /&gt;
====Special Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; If you&#039;re confident about the Servo-arm, then feel free.  They can help turn an unlucky roll into a certain Wound.&lt;br /&gt;
*&#039;&#039;&#039;Refractor Field:&#039;&#039;&#039; No.  The Enginseer, despite their power armour should not be taking hits, and if they did you already fucked up.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Enginseer Congregation:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 HQ, which must be an Enginseer.&lt;br /&gt;
**0-1 Elites, which must be Servitors.&lt;br /&gt;
*&#039;&#039;&#039;Canticles of the Omnissiah:&#039;&#039;&#039; Units of this detachment gain Canticles of the Omnissiah.&lt;br /&gt;
&lt;br /&gt;
A simple detachment, but a handy one.  Hurt severely by lack of a transport, it nonetheless makes for a handy escort to slogging tank forces.  If you&#039;re using an IG Armoured Company or a slow-walking Household Detachment, having a few of these guys will really help you out.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis=== &lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
*;Techpriest Enginseer&lt;br /&gt;
*:Exactly the same as the Imperial Guard Enginseer; however, you are giving away orders and intra-codex synergy for effectively no limit in how many you can take and Canticles of the Omnissiah. &lt;br /&gt;
*::If you were going to take Enginseers, this probably the preferable manner because Canticles are flat out worth it, especially if you have a Cult Mechanicus force the Enginseers and their servitors can easily buff up how many &amp;quot;units&amp;quot; are affected by canticles, giving you a +2 bonus for 50 points!  &lt;br /&gt;
*::Since Enginseers are Independent Characters they can take more advantage of Canticles than before, even giving stealth/shrouded/both to squads that don&#039;t have Canticles one turn per game, as a quick example. &lt;br /&gt;
&lt;br /&gt;
=====Special Character=====&lt;br /&gt;
*&#039;&#039;&#039;Belisarius Cawl (Imperial Triumvirate):&#039;&#039;&#039; The big bad Archmagos Dominus. Known better by his nickname, &#039;Fucking Bullshit!&#039;, Belisarius Cawl can be taken as an HQ in a Cult Mechanicus detachment, meaning that yes, he can be chosen by himself as a part of an Enginseer Congregation.  He&#039;s definitely worth the 200 point price tag, being the best friend to tanks and tank lists, a nearly unkillable anvil, and somebody who carries around [[Awesome|their own personal armoury]] that your other characters can use.&lt;br /&gt;
:Cawl has a Monstrous Creature statline, striking at S6 AP2 with four Attacks (3 base, +1 for two weapons), and his special rules are full of Mars-pattern hard cheddar.&lt;br /&gt;
:For starters, like any Dominus, he has artificer armour, refractor field and Feel no Pain, the last of which is re-rollable if he is the Warlord, basically making him immune to small arms fire and able to easily tank plasma blasts.&lt;br /&gt;
:Bear in mind that he does &#039;&#039;not&#039;&#039; have Eternal Warrior and his invulnerable save is only 5+. So a lucky Force hit is all that&#039;s needed to drop Cawl. &lt;br /&gt;
:Also like any Dominus, he can regenerate lost wounds, but instead of using Master of Machines, which he does not have, he now just up and [[What|regenerates D3 wounds each turn]]. Out of his pool of five. This he needs, for his weapons are devastating and combined with his other abilities, he&#039;ll become a massive fire-magnet. &lt;br /&gt;
:He has an Arc Scourge, an S+1 AP 4 Melee, Master-crafted, re-rollable Haywire stick tailor-made to wreck any vehicles he comes in contact with. A Master-crafted Power Axe comes in handy when he needs to kill 2+ armoured enemies and When he is overwhelmed, he can use his Mechadendrite Hive to do 2d6 S4 AP- attacks as well as a dataspike poke both at I10 in close combat, a bit like Anzion&#039;s Pseudogenetor, to clear out blobs. &lt;br /&gt;
:His ranged weapon though, is the most powerful one. The Solar Atomiser, the Mechanicus&#039; version of a meltagun, is an astonishing 12&amp;quot; S 10 AP 1 Assault D3, Master-crafted, Melta gun that is almost equivalent to a portable melta-vet squad. &lt;br /&gt;
::Do note that you can (and likely should) increase the range of the Solar Atomiser by allying in the Inquisition, and using Jokaero to boost the range on the gun [[cheese|from 12&amp;quot;, to 24&amp;quot;.]]  Even if you don&#039;t get the result you wanted, the extra Jokaero were probably going to come in handy anyway.&lt;br /&gt;
:His army-enhancing special rules are an icing on the cake. Scryerskull allows him to uncover a single Mysterious Objective in a turn, and while he lost Master of Machines, he still has Canticles of the Omnissiah, enhanced by the new Canticles of the Archmagos (unique to him).&lt;br /&gt;
:*&#039;&#039;&#039;Canticles of the Archmagos:&#039;&#039;&#039; These work exactly like Canticles of the Omnissiah, scaling in power the more Canticles of the Omnissah units singing along.  They can only be used if Belisarius Cawl is on the battlefield, and they also affect all Imperial vehicles within 12&amp;quot; of Cawl, even if those don&#039;t have Canticles of the Omnissiah! There are three of them:&lt;br /&gt;
::*&#039;&#039;&#039;Harmony of Metallurgy:&#039;&#039;&#039; If you have 1-3 CotO units are granted a single IWND roll, 4-7 are granted two rolls, and 8+ are granted three IWND rolls to recover their Wounds and Hull Points. This more than makes up for the fact that Cawl does not have Master of Machines. Affects himself, too, so he can potentially recover 4 wounds in a single turn. No info as of yet on whether this stacks with existing IWND.&lt;br /&gt;
::*&#039;&#039;&#039;Word of Neutralisation:&#039;&#039;&#039; If you have 1-3 CotO units increase their BS by 1, 4-7 increase their BS by 2, and 8+ increase their BS by 3. We herd you like Doctrinae Imperatives, so we gave you a Doctrine in your Canticle so you can wipe out enemies while you are charging them. Compensates nicely for the generally bad BS of Cult Mechanicus units, allowing you to land a devastating alpha strike, and can severely increase the amount of firepower that IG/AM tanks are pumping out.&lt;br /&gt;
::*&#039;&#039;&#039;Warhymn of Glory:&#039;&#039;&#039; If you have 1-3 CotO units now have a 6+ Invuln, which is increased to 5+ for 4 to 7 units and to 4+ to 8+ units. Pretty much the Blessing of Binharic Deliverance by another name, and is equally [[Awesome|awesome]]. (Give a Knight a 4++ on the turn he gets into combat, or give a Knight Warden/Crusader +3 BS for a turn to really kill those units...)&lt;br /&gt;
:Do note that the Canticles of the Archmagos makes Cawl the best friend of every Imperial tank list in the game, and he can easily be cheesed with the Enginseer Congregation.  Pay 40 points for an Enginseer?  That&#039;s another +1 on the result of his abilities, allowing you to max out all of the results relatively quickly (especially with Servitors picking up the slack).  Have Cawl buff and kill shit while your Enginseers fix all of the tanks around him.&lt;br /&gt;
:*&#039;&#039;&#039;Arcana Mechanicum:&#039;&#039;&#039; On top of acting as a really nasty army buffer, Belisarius Cawl also gives the army that has him access to his own personal armoury.  You can also gain access to it by taking a Conclave Acquisitorius formation or a Grand Convocation Detachment, but just taking Cawl is the best way to get access to it anyway.&lt;br /&gt;
::*&#039;&#039;&#039;Numinasta&#039;s Casket of Electromancy:&#039;&#039;&#039; A not-nova with dubious use.  If you can drop a character with it into the enemy&#039;s lines, and if they&#039;re running a tank list then it could potentially be useful, but 30 points and only one hit per unit make this one very situational.&lt;br /&gt;
::*&#039;&#039;&#039;Quantum Annihilator:&#039;&#039;&#039; A different version of that disintegration gun the marines get for free, but this one&#039;s Assault D3, and its Strength is determined by 2D6, with 11&#039;s and 12&#039;s causing automatic Wounds/Pens with the Instant Death rule.  Ironically [[heresy|one of the best weapons to use against Cawl]], maybe that&#039;s why he took it.  It&#039;s twice as expensive as a plasma gun, and the average roll means that it&#039;ll strike as one most of the time, however Assault D3 is undeniably better, even if its range is limited to 18&amp;quot;, and so long as it&#039;s on a model with good BS, it can easily make its points back.&lt;br /&gt;
::::Note that like Cawl&#039;s gun, this one can be buffed with a Jokaero from the Inquisition list, allowing you to increase the range to 30&amp;quot;.  If you&#039;re in need of lascannons, then it certainly wouldn&#039;t hurt to try, and the results can more than speak for themselves.&lt;br /&gt;
::*&#039;&#039;&#039;Sacrifactum Autorepulsor:&#039;&#039;&#039; Technology not used since 30k&#039;s Solar Auxilia list, the Autorepulsor subtracts 2 from enemy charges, to a minimum of 0.  Considering its very low price for a relic, you&#039;d do well to include this on anybody in a gunline list, or even a heavy weapons squad.&lt;br /&gt;
::::For bonus points, put it on a squad with flamers.  That way if they charge they get WoD&#039;d, you flame them again in your shooting phase, then in their phase, they charge again, get WoD&#039;d again, and whoever survives all the flamings should have a very hard time winning in melee, even against a squad that wasn&#039;t meant for close combat.&lt;br /&gt;
::*&#039;&#039;&#039;Memento-mortispex:&#039;&#039;&#039; You get to put one of the following on a unit with this device: Cognis Weapons (BS2 Overwatch and template weapons automatically get 3 hits for Wall of Death), Monster Hunter, Skyfire, Tank Hunters.  A must take for any shooting list (and arguably any shooting squad) as you&#039;re going to find one of the four useful throughout the game, and it&#039;s one of the cheapest ways for the Imperium to gain Skyfire.&lt;br /&gt;
::::Synergizes well with the Sacrifactum Autorepulsor, so long as you have two characters in a unit you can get both, and Cognis Weapons getting an extra chance to fire because the enemy got slowed down is both hilarious and useful.&lt;br /&gt;
::*&#039;&#039;&#039;Omnissiah&#039;s Grace:&#039;&#039;&#039; Fucking awesome, there is no reason to not take this.  Gives a 6+ Invuln, or improves an existing one by +1 (to a max of 3+).  Forget Storm Shields, your Iron Halos/Rosarius are now just as good and without any of the drawbacks.&lt;br /&gt;
::*&#039;&#039;&#039;Saint Curia&#039;s Autopurger:&#039;&#039;&#039; The new horde killer.  First it stops enemy models from gaining bonus Attacks for charging (which could make it worth the price of entry on its own), and secondly all models in any units that are locked in combat with the bearer must pass a Toughness test at the Initiative 10 step.  Anyone who fails suffers a Wound, though saves are taken as normal.  This works great against armies with either low Toughness (like the new Horrors that Tzeentch armies have gotten) or against armies that have so many models/weak armour, that they&#039;re going to get Wounds anyway (Tyranids, Orks).&lt;br /&gt;
::::Arguably the best use of this device is to stick it on an Inquisitor with Rad Grenades, as now all enemies will be taking Toughness tests at -1 Toughness, which you can Increase to -2 if you managed to get a Primaris from the Telepathica who knows Enfeeble.  In these cases the device can kill more enemies than the Inquisitor and their unit, practically guaranteeing you win the combat.&lt;br /&gt;
:Lastly, a really cheesy tactic with Cawl is to ally in a Priest with Crusaders and make him join their unit.  The Crusaders&#039; 3++ more than makes up for Cawl&#039;s disappointing 5++, while the Priest not only ensures he won&#039;t go anywhere, but that he&#039;ll hit more often, and he&#039;ll also become more survivable too!&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Servitors:&#039;&#039;&#039; Same deal as the Enginseer. Arguably benefit from Canticles even more and if you want to take advantage of the higher Canticle bonuses, you want to get these guys. Normally milquetoast, the ability to get temporary re-rolls in shooting/melee as well as buffs makes servitors much more valuable.  They&#039;re also borderline mandatory to come with servo-arms if you want your Enginseer to go around and actually fix things.  If you use Litany of the Electromancer then they can also work shockingly well (badumtish) in melee combat, since they&#039;re cheap enough that you shouldn&#039;t worry too much about losing them if you want to have them counter-charge an approaching enemy.&lt;br /&gt;
&lt;br /&gt;
==Aeronautica Imperialis== &lt;br /&gt;
[[File:IA AI.jpg|300px|right|thumb|]]A good faction to ally in wherever you need a little extra air support or transport with no strings attached, Aeronautica Imperialis also has the added benefit of being the only faction that bypasses the usual restriction on embarking allies. Thanks to the most recent FAQ, &amp;quot;Transports from this Faction can transport Imperial Guard, Militarum Tempestus and Inquisition units as if they were all of the same Faction.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Navy Orders:&#039;&#039;&#039; The one and only reason you are taking an Officer of the Fleet.  About 50% of the time he&#039;ll help your reserves get in (two of them makes it a practical guarantee) and with Air Superiority you have no excuse for failing reserve rolls.&lt;br /&gt;
::He can also hinder the enemy&#039;s reserve rolls, handy if your opponent is big on Outflanking/Deep-striking/fliers.&lt;br /&gt;
*&#039;&#039;&#039;Grav-chute Insertion:&#039;&#039;&#039; A rule that allows Valkyries to disgorge passengers without hovering.  It&#039;s pretty sweet, even with the risky results as it helps your Valkyrie stay alive, and sometimes one or two deaths were worth taking the objective.&lt;br /&gt;
&lt;br /&gt;
===Armoury===&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; You will take this because there&#039;s no point in keeping your CCW over it.  Besides that, it&#039;s the only ranged weapon you have, and it sucks.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades:&#039;&#039;&#039; If you&#039;re taking an Officer of the Fleet then these could come in handy to help certain squads who don&#039;t have them to charge through cover.&lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; S6, three shots at a great range.  What&#039;s not to love?&lt;br /&gt;
*&#039;&#039;&#039;Hellstrike Missiles:&#039;&#039;&#039; Hunter-Killer Missiles under a different name, and with the Ordnance type so that they&#039;re better for helping Valkyries knock enemy aircraft out of the sky.&lt;br /&gt;
*&#039;&#039;&#039;Multiple Rocket Pod:&#039;&#039;&#039; Super frag missiles, using a Large Blast instead of a small one.  Great for hordes.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The same anti-vehicle laser everyone knows and loves.  S9 AP2 at huge range and on a very mobile platform.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolters:&#039;&#039;&#039; If you took the Multiple Rocket Pods for horde clearing, you might as well double down with these guns too.  They don&#039;t cost too much, and put out a respectable amount of [[dakka]].&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Weapon:&#039;&#039;&#039; As mentioned above, you&#039;ll never use this as there&#039;s no point.&lt;br /&gt;
&lt;br /&gt;
====Special Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Refractor Field:&#039;&#039;&#039; Don&#039;t.  It&#039;s half as expensive as the Officer who wears it and it won&#039;t save his life more often than it will, just get another Officer.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; A complete waste on Officers.  Don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
====Vehicle Equipment====&lt;br /&gt;
*&#039;&#039;&#039;Extra Armour:&#039;&#039;&#039;&#039; Comes standard so that your birds are never stunlocked.&lt;br /&gt;
*&#039;&#039;&#039;Searchlight:&#039;&#039;&#039; Also standard in case you&#039;re terrified of 6+ cover saves on Turn 1 only.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Imperial Navy Section:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Fast Attack&lt;br /&gt;
**0-1 HQ&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority:&#039;&#039;&#039; You may re-roll Reserve rolls for this detachment.  Combined with a fleet officer, your air support is pretty much assured to arrive turn two.&lt;br /&gt;
*Must be of the Aeronautica Imperialis faction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Air Superiority Detachment:&#039;&#039;&#039;&lt;br /&gt;
Just about everyone has access to this Detachment, but it bears special mention here.&lt;br /&gt;
*Requires:&lt;br /&gt;
**1-3 Flyer Wings (For the Imperial Navy, each wing will be 2-4 Valkyries).&lt;br /&gt;
*Benefits:&lt;br /&gt;
**&#039;&#039;&#039;Air Commander&#039;&#039;&#039;&lt;br /&gt;
***Pick a Wing Leader from this Detachment to be its commander. If the commander is in Reserve, you can re-roll the dice in the Interception sub-phase. If you have Air Superiority and the commander is in Reserve, you can add or subtract 2 from your Reserve Rolls, rather than 1, and your opponent must subtract 2 from their Reserve Rolls.&lt;br /&gt;
**&#039;&#039;&#039;Combined Formation&#039;&#039;&#039;&lt;br /&gt;
***You can roll once for all of the Wings in this Detachment to see if they arrive from Reserve. If the roll is successful they all arrive. If it fails none of them do. You can roll individually for each Wing if you prefer.&lt;br /&gt;
**&#039;&#039;&#039;Objective Secured&#039;&#039;&#039;&lt;br /&gt;
***All Transports from this Detachment which can Hover have the Objective Secured rule. A unit with this special rule which is Hovering controls objectives even if an enemy scoring unit is within range of the Objective Marker, unless the enemy also has this special rule.&lt;br /&gt;
&lt;br /&gt;
That Objective Secured is the reason for the special mention, particularly since your Naval Valkyries can carry Inquisition, Imperial Guard, and Storm Trooper faction units freely - a compelling reason to ally these guys in.  If you do, this is bound to come up, so remember, this is how Flyer Wings deploy:&lt;br /&gt;
*&amp;quot;[...] when they deploy, each Flyer in the Wing must be set up within 4&amp;quot; of at least one other model from the Flyer Wing, following the rules for Vehicle Squadron coherency described in Warhammer 40,000: The Rules.&amp;quot;&lt;br /&gt;
And the wording on a Skyshield Landing Pad is:&lt;br /&gt;
*&amp;quot;When deploying your army, you can deploy one of your Flyers with the Hover type on top of each of your Skyshield Landing Pads, even though Flyers normally have to start the game in Reserve.&amp;quot;&lt;br /&gt;
So, per Flyer Wings, you &#039;&#039;must&#039;&#039; deploy the two fliers near each other, but per Skyshield Landing Pad, you &#039;&#039;can&#039;&#039; deploy one of them on the Pad rather than starting it in Reserve.  As there is currently no FAQ entry, [[skub|discuss with your opponent]] whether:&lt;br /&gt;
*A)  As the Pad lets you deploy one Wing member, the others are dragged along by the Pad&#039;s special rule, and deploy within 4&amp;quot; of the first Flyer.&lt;br /&gt;
**&#039;&#039;or&#039;&#039;&lt;br /&gt;
*B)  As the Pad only lets you deploy one Wing member, but the entire Wing must be deployed or not at all, the Wing overrides the Pad, and you cannot deploy any Wing members onto the Pad.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Officer of the Fleet:&#039;&#039;&#039; The Officer must pass a command test to either give you a +1 to your reserves or force a -1 on enemy reserve rolls, seriously jeopardizing their [[Just_As_Planned|well-thought schemes]]. However, he won&#039;t stop drop pods, his Ld is 7 (giving a 58% of his shit even working), and if the enemy doesn&#039;t reserve anything you&#039;ve bought an expensive meat shield. So a bit more random, at that Leadership it&#039;s a bit of a risky gamble, and forces you to choose buff or bane. In combat, the Officer is as good as dead - use him as another warm body to stop a shot for your commander in the back of the squad. To boost his price up to equaling a powerfist, you can give him a refractor field for a slight boost in his chances of survival, though you might as well skip it since he&#039;ll be more survivable and cheaper just by hiding somewhere in the back (he also only needs to be on the board to use his abilities). Unlike his Imperial Guard counterpart, he&#039;s an independent character so you can use him to eat challenges that your real HQs find distasteful.  He is also a massive fuck you towards Daemons players. &lt;br /&gt;
**In summary: he&#039;s great for or against reserve-heavy armies, otherwise mediocre. There&#039;s also the Valkyrie paywall you have to consider.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Valkyries:&#039;&#039;&#039; (Attack Flyer) Goddamnit, why don&#039;t you have one? Valkyrie seems like a relatively expensive flying Chimera, but it is well worth it. It has BY DEFAULT Extra Armor in its profile, which means the bad bitch can never be stunlocked. If you keep your Valkyries zooming around the table, it&#039;s rare for them to die, keep them alive to support your armor with a hard-hitting blast from its Multiple Rocket Pods. &lt;br /&gt;
:Valkyries eat infantry and shit brass and work best carrying a squad in, deep-striking the squad in the most annoying place possible, and then flying off to rain hell on the enemy.  It doesn&#039;t necessarily matter what this squad is, maybe some Sisters if you make them a part of the Inquisition thanks to the Inquisition&#039;s formation, maybe some Inquisition Henchmen, it could even start on the board if you have a Skyshield Landing Pad and be used to transport an Assassin to a better location if you feel like it.&lt;br /&gt;
:It should be noted that there are other units in Imperial Armies that can handle AA better, as well as Infantry better, however Valkyries are good at covering both bases well enough that if your current army&#039;s lacking a great way of dealing with either, then you likely won&#039;t be disappointed by the flyer, on top of it being a decent transport.&lt;br /&gt;
&lt;br /&gt;
==Adeptus Astra Telepathica==&lt;br /&gt;
[[File:IA AAT.jpg|300px|right|thumb|]]&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;It&#039;s For Your Own Good:&#039;&#039;&#039; If a Primaris with this rule perils in a unit with a Commissar, he dies immediately.  Given that Primaris can now easily be used in other armies, this rule is not nearly as likely to come into play.&lt;br /&gt;
*&#039;&#039;&#039;Astropathic Orders:&#039;&#039;&#039; The one thing that makes most Astropaths better than Officers of the Fleet.  Successful manifestations of powers (which is quite easy to accomplish) allows you to re-roll reserve rolls.  Awesome.&lt;br /&gt;
&lt;br /&gt;
===Armoury===&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; Your handheld flashlight.  The only reason you&#039;ll use this Strength 3 BB pistol is because it&#039;s the only thing you have, and because the Primaris gets an extra attack with it if he&#039;s using his Force Weapon, and if your Wyrdvane Psykers get into combat for some reason.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenades:&#039;&#039;&#039; Useful for letting a squad that could normally be hindered by terrain to charge through it without issues.  Can also be thrown, but a bad roll could hurt you more than the enemy.&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Weapon:&#039;&#039;&#039; If anyone besides a Primaris gets into close combat, they&#039;re fucked and the Imperium knows it, so much so that they gave them a weapon that only serves to give them +1 Attack in melee.&lt;br /&gt;
*&#039;&#039;&#039;Force Weapon:&#039;&#039;&#039; Speaking of the Primaris, this is one of the reasons he stands out.  A free Power Weapon that can cause Instant Death, why not?  Make it an axe to make that more likely and let him slash while other models take the hits/challenges.&lt;br /&gt;
&lt;br /&gt;
====Special Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Refractor Field:&#039;&#039;&#039; A mulligan to make your Primaris slightly more survivable.  Astropaths can take it, but they never should since it&#039;s not nearly as helpful on a T3 W1 model, especially when a new Astropath is cheap. &lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; Useful on a Primaris trying to ID things, otherwise being able to re-roll one failed Wound won&#039;t help you much.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Psykana Division:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 HQ&lt;br /&gt;
**0-3 Elite&lt;br /&gt;
*Must be of the Astra Telepathica Faction.&lt;br /&gt;
*Empyric Link: HQ harnesses warp charges on 3+ when 5+ Wyrdvane Psykers from the same detachment are within 12&amp;quot;.&lt;br /&gt;
*If your army doesn&#039;t rely heavily on transports, like blobguard, you can add any number of Primaris Psykers or Astropaths to your forces.  The extra leadership, useful psychic punch/defense, and, for the Primaris the melee boost, can add a great edge for a fairly minimal cost investment.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; Largely unchanged from being in the Imperial Guard, he&#039;s still a very cheap Psyker, still has access to everything except Daemonology and Telekinesis, still has decent equipment (such as a free Force Weapon and Refractor Field) and Empyric Link makes him a fantastic choice to buff to ML2, give some offensive powers (go with Biomancy or Pyromancy) and stick him wherever you see fit, preferably within range of the Wyrdvanes.&lt;br /&gt;
::The Primaris can also make a great challenge troll; you can technically give him a force axe, which gives him three S4 AP2 attacks base (four on the charge), and so long as he&#039;s within range of the Wyrdvanes he can ensure Instant Deaths on 3+.  Of course, while he can dish out the hurt, he cannot take it, so stick him in a squad, make somebody in that squad challenge to tie up the biggest, most dangerous non-Eternal Warrior enemy there is, and when everyone else in the opposing squad is dead (hopefully everyone else will attack before I1, or you&#039;ll resolve the the Primaris&#039; attacks last) you can have him strike the opposing challenger, activate his force weapon, and there you go, no more opponent.  &lt;br /&gt;
:::This strategy works best if you give him Biomancy, since the close range will allow him to use Smite, the other close range Biomancy attacks, and the buffs the unit can get either shine mostly in combat, or will help them get there/survive it.  This also isn&#039;t limited to challenges, it can work well against any unit who has multiple Wounds, you just need to hide the Primaris somewhere in the unit (use the others as meatshields) to ensure he lives to attack (seriously, he can help make short work of the new Thousand Sons terminators).&lt;br /&gt;
*&#039;&#039;&#039;Astropath:&#039;&#039;&#039; Cheaper and weaker than the Primaris Psyker. Lacks a force weapon and needs to purchase the refractor field, though that&#039;s arguably not worth it. Imperial Agents swapped out what the Astropath used to know, now instead of knowing Telepathy and Telekinesis, he knows Telepathy and Divination (meaning he only knows Divination).  An excellent choice since you&#039;re going to want to use Prescience a lot, even if you didn&#039;t have the bonus of re-rolling Reserve rolls whenever he casts a Psychic Power (he&#039;s more useful than the Officer of the Fleet for bringing in reserves, unfortunately he doesn&#039;t have the ability to hinder the enemy&#039;s).  He can also be upgraded to become ML2 but you don&#039;t want to do this; if he perils then he&#039;s fucked, if he&#039;s in combat he&#039;s fucked, if he gets shot he&#039;s fucked.  You&#039;re better off with a second Astropath since a second one costs the exact same while having two of them gets the same results (unless you&#039;re trying to deny, but for psychic duels you want a Primaris anyway) and is twice as hard to kill.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Wyrdvane Psykers:&#039;&#039;&#039; Another cheap psychic option, if you need more Psykers then you should get these guys as they come in 10 points more than a Primaris, but with the same powers and the ability to buff up the Primaris further.  The lack of transport really hurts these guys in this list, which is why they&#039;re best used as an ally to an army that actually has transports (either keep them near the Primaris&#039; transport, or put the Primaris in their unit and put them all in the same transport).  Bonus points if you put them in a transport that has fire points so that you can throw powers around while the others shoot (an Inquisition Chimera could be extremely handy in this case).&lt;br /&gt;
:Do note that if you&#039;re taking an Astropath instead of the Primaris, don&#039;t take these guys.  Always get the Primaris first and then get them so that you can make the most our of their buffing ability, otherwise you&#039;re paying 10 extra points for a larger target, one that doesn&#039;t have the luxury of hiding inside another unit, and one that is limited to the same powers without the ability to become ML2 (on top of having a worse profile and worse equipment).&lt;br /&gt;
:Also note that you&#039;ll probably want to buy an extra body or two if you want to make the most of their Empyric Link, losing it just because one of them died stings like a bitch.&lt;br /&gt;
&lt;br /&gt;
==Adepta Sororitas== &lt;br /&gt;
[[File:IA AdSor.jpg|300px|right|thumb|]]This is a side-grade of the already extant Codex: Adepta Sororitas and does not replace it. Rumor has it that a true 7e SoB codex is in the works, substantiated by the confirmation of plastic SoBs and the rules overhaul for Saint Celestine in Fall of Cadia.&lt;br /&gt;
:Oddly enough, the Adepta Sororitas name is a misnomer, and it would be far better off being called &#039;Forces of the Ecclesiarchy&#039; as not only are all Ministorum forces available to be used, but a specific detachment both requires a priest, and cannot be used with a Canoness.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Acts of Faith:&#039;&#039;&#039; Still the same system from the Digital Codex. Each unit can only use one Act of Faith per game for each unit, unless you take a Simulacrum Imperialis.  On a Ld test you pass and it comes into play, giving the Sisters a little bonus for a short period, otherwise you fail and your Sisters gain nothing (though veteran players will feel right at home). Make sure that there&#039;s nothing nearby reducing the ladies leadership when they start praying. You can&#039;t attempt AoF unless the whole unit has Act of Faith / War Hymns (Sisters are very puritan about who can and can&#039;t receive miracles). Each of the Sisters&#039; units has its own Act (see below).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; Pretty much everybody in the army gets Adamantium Will and a 6++ invulnerable save... you know, in case your enemy brought a ton of plasma or something, which, come to think of it, they probably did given that this is the plasmaspam edition and all. It&#039;s also useful against pain in the ass template weapons (looking at you, Helldrake). In case your opponent hits you with something that can punch through your 3+ save (or 4/5+ cover save), you&#039;ve got a 1/6th chance to save your little dudettes, which is 17% better than the average Marine, so don&#039;t forget it. All in all, not great, but not bad either for an army-wide rule. Also, while the extra point of toughness on a space marine will be more useful against most small arms fire, SoF makes your basic Sisters more likely to survive a Power Fist to the face than the average Marine, which is highly amusing. &lt;br /&gt;
:Do not forget Adamantium Will, it moves your chances of negating psychic warp charges from 17% to 33%, however, this should not change your attitude towards allocating deny the witch charges, still throw the same as necessary because you still need to overcome your opponent&#039;s casting successes.&lt;br /&gt;
::It&#039;s very (VERY) important to remember that it works for vehicles as well (6++ and Adamantium Will). So if your opponent fires off a Psychic power that can hurt vehicles (like Eldritch Storm) you get a 5+ roll for each charge you allocate (yes vehicles get to Deny the Witch too), even before cover/invul saves. And it&#039;ll also occasionally make meltabombs bounce off which will make your opponent rage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Martyrdom:&#039;&#039;&#039; If a model with this rule is your Warlord and gets killed, Sisters get all hot and bothered and pass all their leadership tests until the end of your next turn. All of your HQ&#039;s have this rule and when they die, it usually means that the rest of the Sisters who haven&#039;t used their AoF yet will be able to spam their AoFs in addition to not running away scared. There&#039;s the possibility of sacrificing your warlord in order to make your next turn hurt, but resist the urge - it&#039;s a nice bonus, sure, but never worth giving up your HQ (especially with their cheap, powerful special rules (you ARE taking Jacobus, right?)). It&#039;s also worth noting that this may mean your Opponent will be reluctant to off your warlord if you have multiple units with primed acts of faith in a position to use them so make sure to strategically &amp;quot;remind&amp;quot; your opponent of this rule every so often.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
Alas, this is a pretty sad lot. Two are good, two are not completely worthless but nothing particularly special, and two are almost totally pointless. &lt;br /&gt;
# &#039;&#039;&#039;Executioner of Heretics:&#039;&#039;&#039; Warlord gains Fear. Almost entirely useless unless you&#039;re fighting Tau or something.&lt;br /&gt;
# &#039;&#039;&#039;Indomitable Belief:&#039;&#039;&#039; Warlord and unit with Shield of Faith have 5+ invulnerable save. Jacobus has this by default. Increases your survivability slightly, which is great, particularly with re-rolled saves from a Priest (which Jacobus is... imagine that!).&lt;br /&gt;
# &#039;&#039;&#039;Pure of Will:&#039;&#039;&#039; Warlord and unit reroll failed Deny the Witch tests. Decent.&lt;br /&gt;
# &#039;&#039;&#039;Righteous Rage:&#039;&#039;&#039; Warlord Gains Rage. No shit. Solid on a Canoness and even a Priest with an Eviscerator can benefit from this.&lt;br /&gt;
# &#039;&#039;&#039;Beacon of Faith:&#039;&#039;&#039; All units within 12&amp;quot; of Warlord use her leadership on Acts or Hymn tests. Saint Celestine has this by default. Provides a little help with AoFs, what&#039;s with Sisters base Leadership being 8, but really you should just be grabbing Veteran Superiors as a rule.  It can also work wonders with War Hymns though, given how Priests are LD7 only.&lt;br /&gt;
# &#039;&#039;&#039;Inspiring Orator:&#039;&#039;&#039; Friendlies within 12&amp;quot; gain Stubborn. You&#039;ve got fearless priests - and Canonesses have Stubborn anyway - so this is mostly pointless.&lt;br /&gt;
&lt;br /&gt;
===The Holy Armoury===&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; &#039;&#039;&#039;No.&#039;&#039;&#039; We&#039;re aware it&#039;s only 1 point, but Priests are your only source of Plasma Guns, so that&#039;s what they should have if you&#039;re not giving them Storm Bolters, or nothing at all.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter:&#039;&#039;&#039; No wait, come back. If you&#039;ve got a squad with Heavy Bolters (say a 20 girl Battle Sister squad or a Retributor squad) this can be an okay buy for your Superior. By no means mandatory, but not a bad buy, and it&#039;s handy on a Priest too.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon:&#039;&#039;&#039; Comes in Flamer, Melta or Plasma form. This is actually a reasonably good buy for Superiors as well. Veteran Dominion Superiors love to take Combi-Meltas to ensure success, and small (5-6) Battle Sisters squads will benefit from the one extra flamer shot. Combi-Plasma is marginal, but could possibly be useful on a basic Battle Sister squad where their AoF offsets Gets Hot!&lt;br /&gt;
*&#039;&#039;&#039;Condemnor Boltgun:&#039;&#039;&#039; The Condemner Boltgun is a unique Combi-Weapon that the Sisters and Inquisition get. If you hit a unit with a psyker with the condemnor shot, you cause Perils on a &amp;lt;b&amp;gt;random&amp;lt;/b&amp;gt; psyker in the group. This is an Emperor sent buff, but the new randomness may cause some small grief if going against a Brotherhood of Psykers and you want to get rid of that one specific asshat.&lt;br /&gt;
:Do note that it&#039;s strength 5 on the Condemnor shot, so if you can&#039;t reach a Psyker and your enemies all have 4+ or better anyway then you have nothing to lose (then again for 10 points you might as well take a different combi in the first place).&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; The same expensive Plasma Pistol that Space Marines know and wish they could love. Not a... terrible choice for Superiors or maybe a Canoness, but not a great one.&lt;br /&gt;
*&#039;&#039;&#039;Inferno Pistol:&#039;&#039;&#039; Range 6&amp;quot;, S8 AP1 Melta Pistol, for Canoness and Seraphims. Not really worth 15 points, as everyone who can take it can get a Combi-Melta (more generally useful) for 5 points less or meltabombs for 10 points less. Looks reasonable on Seraphim, but there&#039;s no price decrease for buying two of them.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Good choice for a Battle Sisters squad hanging on back on an objective, or a Retributor squad. One of our only choices that isn&#039;t incredibly short ranged, so you should probably have someone toting it in your army someplace.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; We&#039;re one of the only armies that can take a Heavy Flamer on our troops (and certainly one of the only ones who can take it on a 5 woman squad) so make the most of it. 5-10 girl squads in Immolators or Rhinos with Flamer/Heavy Flamer are excellent squad configurations Battle Sisters, and a 4 Heavy Flamer Retributor squad is another good choice.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; Nah. This is a great choice on an Immolator, but on an infantry squad? Nah. It&#039;s too short ranged, we have no access to Relentless squads and its renders Retributors&#039; Act of Faith useless.&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Free, but meh. The extra attack isn&#039;t really worth all that much, especially when you&#039;re losing a bolter for it.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon:&#039;&#039;&#039; Comes in Sword, Axe, Maul, and Lance forms. Honestly, if you&#039;re looking here, for Priests, Canonesses or Superiors, you should probably grab an Axe. At I3, you&#039;re probably striking last already (except against IG or Tau, but you&#039;re gonna crunch them in CC already) and having S4 and AP2 will probably serve you well.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator:&#039;&#039;&#039; Basically a two handed chainfist without the fist - powerful, but expensive at 30 points. Weigh carefully against a Power Axe and meltabombs.&lt;br /&gt;
*&#039;&#039;&#039;Neural Whip:&#039;&#039;&#039; It&#039;s a power sword with Shred on non-vehicle units with leadership 8 or less, and if there are multiple Leadership values, use the majority (essentially making it a lightning claw against MEQs). [[Ork|Mob Rule]]? Fuck that noise. Only Mistresses of Repentance get these, which is unfortunate as they could have been a really good weapon (basic Sisters have LD 8... coincidence?).&lt;br /&gt;
&lt;br /&gt;
====Special Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Blessed Banner:&#039;&#039;&#039; Friendly units within 12&amp;quot; of the Banner Bearer re-roll failed Morale, Fear and Pinning tests. It&#039;s all right if you&#039;ve got a ton of units and can&#039;t afford the Priests (or if for some reason you can&#039;t take the extra Detachment to include all of the extra Preachers) but that&#039;s only because it works on ALL friendly units, not just sisters.&lt;br /&gt;
*&#039;&#039;&#039;Chirurgeon&#039;s Tools:&#039;&#039;&#039; As long as the Sister Hospitaller is alive, her unit has the Feel No Pain special rule. If you can spare the points, take one.  Yes they&#039;re only for the Command Squad, yes they&#039;re only T3, but unless you&#039;re setting that squad up as a mini-Retributor squad then you&#039;re going to want them.&lt;br /&gt;
*&#039;&#039;&#039;Laud Hailer:&#039;&#039;&#039; Lets you reroll failed Act of Faith LD tests. Mathematically, it&#039;s more likely to let you succeed on an AoF than upgrading to a Superior would, and can potentially benefit multiple units.  Get it for your vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Rosarius:&#039;&#039;&#039; We all know what it does. 4++ for your squishy priests, Canoness needs to buy it (emphasis on needs). Now costs 15 points. If you take a Canoness, you are buying a Rosarius. No, do not argue. Are you still arguing? Stop it, and buy a fucking Rosarius.&lt;br /&gt;
*&#039;&#039;&#039;Simulacrum Imperialis:&#039;&#039;&#039; Units with this can perform 2 AoF per game instead of one. Any unit that NEEDS its AoF to be useful (which, lets face it, is more or less everyone) should take these as standard. Be careful though: if the bearer dies, you &#039;&#039;&#039;can&#039;t&#039;&#039;&#039; use either of your AoFs, so if you have one of these, don&#039;t be waiting until turn 3 to attempt your first Act. But should that happen, it likely means that your other important gears (Sister Superior, Priests, HQ&#039;s, Special / Heavy weapons) are still alive and kicking, so don&#039;t burn your &amp;lt;strike&amp;gt;heretics&amp;lt;/strike&amp;gt; pants if the Simulacrum gets sniped.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Ministorum Delegation:&#039;&#039;&#039; &lt;br /&gt;
*Requires:&lt;br /&gt;
**1 HQ which must be a Ministorum Priest.&lt;br /&gt;
**0-1 Elites.&lt;br /&gt;
*All units must be of the Adepta Sororitas faction.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Faith:&#039;&#039;&#039; All units gain Shield of Faith, perfect for MSU command squads or small battle conclaves.  Most of the time this only applies to Arco-flagellants as they are the only ones in this army that don&#039;t have either Shield of Faith by default, or a better Invuln save already, although if you&#039;re up against a Psyker heavy force then you might be happy to have it on your Priests [[FAIL|(as they don&#039;t have Shield of Faith by default)]] as well as your non-sisters units.&lt;br /&gt;
*Like the Psykana Division, this gives you an excuse to add a priest to *every single* unit in your army.  Zealot alone makes this worthwhile, but your prayers, AW, and the option for an eviscerator or plasma gun is fantastic, as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vestal Task force:&#039;&#039;&#039;&lt;br /&gt;
*Follows the same structure as the Combined Arms Detachment except this excludes Fortifications and Lords of War, and requires one Elites choice on top of one HQ and two Troops.&lt;br /&gt;
**The force also has &#039;&#039;&#039;Blessed Warrior&#039;&#039;&#039; instead of &#039;&#039;&#039;Ideal Mission Commander&#039;&#039;&#039; (though they give the exact same result, letting you re-roll Warlord Traits), and &#039;&#039;&#039;Army of Faith&#039;&#039;&#039; [[Tzeentch|(allowing all units in your army to re-roll failed saving throws of 1 for an entire game turn)]] instead of &#039;&#039;&#039;Objective Secured&#039;&#039;&#039;.  Could definitely be worth it, though that depends on who you&#039;re up against.  If you&#039;re up against a lot of AP3/AP2 or an opponent with ObSec, then you&#039;d probably have been better off with ObSec.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
Easily the best section of this army, so don&#039;t be afraid to unashamedly drop points here. Everyone has their uses, especially the two special characters, which in this army Celestine and Jacobus might as well be mandatory if you want to win.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoness:&#039;&#039;&#039; The Canoness is the cheapest base HQ Sisters have which in itself is quite handy, since one can never have too many Bolter Bitches running around. Seeing as how she&#039;s still just T3 with a 3+ Armor Save you &#039;&#039;&#039;WILL&#039;&#039;&#039; give her at least a Rosarius for the improved invulnerable save. Depending on what you&#039;ve planned to do with her you can kit her a few different ways, but she&#039;s usually used as a supportive meatshield HQ. Generally giving her a combi-weapon or a good supportive relic is a solid option. Her AoF gives Hatred... in Assault Phase. Decent on the face of it, but Priests/Uriah already have Zealot, so what&#039;s the point? She&#039;s also Stubborn, which isn&#039;t all that important, but good to remember in a pinch (as with the AoF, pretty much only if your priests croaks).&lt;br /&gt;
**&#039;&#039;&#039;Consider the following:&#039;&#039;&#039; Canoness can provide valuable support, while Jacobus / Celestine (usually) steal the warlord spotlight. She&#039;s a cheap HQ choice, &#039;&#039;&#039;BUT&#039;&#039;&#039; she doesn&#039;t &#039;&#039;&#039;HAVE&#039;&#039;&#039; to be cheap. Given that she can have eternal warrior, a 3+/4++ AND an Eviscerator, she can become pretty formidable. Don&#039;t go up against big-time CC HQ&#039;s, but she could hold her own against the likes of a Lucius, for example. Or, alternatively, you could lose the eviscerator, but take the cloak and have her tank wounds (in this instance, she should NOT be your warlord). Retributors &#039;&#039;love&#039;&#039; their mistress, giving them a little extra durability that they need to make it to close combat.&lt;br /&gt;
***&#039;&#039;&#039;Alternative opinion:&#039;&#039;&#039; While still not the best, she could beat models &#039;&#039;&#039;FAR&#039;&#039;&#039; above her weight in the right squad. Kit her out as mentioned above (with eternal warrior and the eviscerator), but throw her in a Ecclesiarchy Battle Conclave squad, preferably in a decent transport (you&#039;ll need to do some ally shenanigans to get an assault vehicle) with 4-5 crusaders, 5-6 death cult assassins and 1-2 priests (1 of them having Litanies of Faith). the squad itself will have rerollable 3+ invuln save in the front of the squad to keep the assassins alive and (if you took a second priest) either shred, or more AP2 attacks (depending on your need). As a result, your Canoness&#039; 4++ is now rerollable and she will sometimes have shred. Very strong indeed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Priests:&#039;&#039;&#039; For only 25 points, these independent characters are your cheap unit buffers. They are Zealots (Fearless and Hatred), they can take relics (litanies anyone?), and they can use War Hymns to additionally augment their unit (reroll to wound, reroll failed saves, or grants the Preacher Smash, which is hilarious, albeit for the most part impractical). Always take them, no matter what army you&#039;re running or what your plan is they can come in handy, even if you are running a single squad of basic Sisters as an allied detachment, I don&#039;t care. Take the crazy preachers. &lt;br /&gt;
:The big puzzle with Priests is figuring out what wargear to take, from your rather extensive armory. There are a few stand-out options, however:&lt;br /&gt;
::&#039;&#039;&#039;Plasma Gun&#039;&#039;&#039;: Interesting because they&#039;re the only thing in your whole army that can take a non-combi plasma. Less interesting because having your source of Fearless burn his fingers and croak is a bummer, and because Rapid Fire is not a good thing in a choppy squad. Take these if your priests are riding with a standard Battle Sister squad, since their AoF gives Preferred Enemy (pretty much eliminating any chances of Gets Hot! screwing you over), and because they generally don&#039;t want to charge anyway.&lt;br /&gt;
::&#039;&#039;&#039;Power Weapon&#039;&#039;&#039;: If the priest is hanging around with a fighty squad - Celestians, Battle Conclaves - a little more armor-chopping power is nice to have. I&#039;d pass on the sword, since priests are only S3, but both the axe and maul are good options. The maul is more interesting than it looks because if you use a War Hymn to gain Smash, it becomes AP2 and the Priest becomes S8, allowing the crazy preacher to squash Chapter Masters (although don&#039;t bet on it happening, it&#039;s far more likely to miss/get saved by an Invuln).&lt;br /&gt;
::&#039;&#039;&#039;Eviscerator&#039;&#039;&#039;: Add a bit more heavy punch, fitting since it might as well be a chainfist. A good bet with Celestians, or maybe with Repentia, but expensive as it more than doubles the Priest&#039;s base cost. If you take this, Smash will never be needed.&lt;br /&gt;
::&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039;: Always nice. For the reasons mentioned above, It&#039;d be better to avoid combi-plasma (take it on someone with a 3+ if you really want it, or just take a real plasma gun), but combi-meltas and combi-flamers can both help out in the right circumstances (both times acting as a nice surprise for the enemy).  Combi-weapons can also be useful for non-Sisters armies and can be well worth it, since the preachers are already really good buffers for any army and can provide good weapons at a price (with their base and special gear) that&#039;s affordable.  They can also be helped with the whole &amp;quot;Only X in Y can take Z&amp;quot; weapons, providing extra options wherever you need them.&lt;br /&gt;
::&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039;: No, really. It&#039;s cheap, and it&#039;s Assault 2 rather than Rapid Fire. A nice option if you&#039;re cheaping out or if you&#039;re not sure what squad you&#039;ll want the priest to run with. Pass on the Shotgun, and definitely pass on the Autogun, but this is handy.&lt;br /&gt;
&lt;br /&gt;
=====Special Characters=====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uriah Jacobus, Protector of the Faith:&#039;&#039;&#039; [[Ollanius Pius|Badass]] old guy who loves to smite heretics with his &#039;&#039;&#039;Twin-barreled shotgun.&#039;&#039;&#039; For 100 points you get a buffed up priest with a decent assault shotgun (basically an AP4 Storm Bolter). His banner gives Counter-attack and Fearless within 12&amp;quot; and, more importantly, he gives the unit he&#039;s attached to an additional AoF that always gets passed automatically, and can be used even if a model with a Simalacrum Imperialis in the unit died.  It also doesn&#039;t prevent the unit from using any other Act of Faith it might have in subsequent phases. &lt;br /&gt;
:Let&#039;s not forget he is still a priest, so Zealot, War Hymns (on LD 9!) and for being a HQ, Martyrdom special rule. Not to pile on, &#039;&#039;&#039;BUT&#039;&#039;&#039; his Warlord Trait also makes his squad have a 5++ instead of 6++ and under 7th edition, there&#039;s no rule stating that your highest LD character has to be your Warlord. The question is not whether or not you take this guy, it&#039;s to what squad do you attach him (9/10 woman Repentia? 20 woman Sisters blob? A bunch of assassins?). If you&#039;re taking allies, consider buying him (either taken with who else you think is appropriate, or just by himself in a Delegation) and the squad you stick him with an assault vehicle. Anyway you want him, he will not disappoint.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoness Veridyan:&#039;&#039;&#039; While a kickass model, Veridyan isn&#039;t much different from a standard Canoness stat wise. She carries no unique weapons outside of a bolt pistol and power sword and to top it all off, her act of faith is the same as a regular Canoness. What she does have that is unique is her special ability Clinical Precision, basically she gives precision shot and strike to ALL sister models. For a cheap 85 pts, she&#039;s not that bad of an HQ choice, but that being said, avoid putting her in melee, as she has a 6 up Invulnerable save at best, so park her in a Command Squad with Heavy Bolters near some exorcists, and get that sweet precision shot bonus. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Saint Celestine (Imperial Triumvirate):&#039;&#039;&#039; Talk about buffs.  While originally nerfed in the Digital Incarnation, her most recent (re)incarnation has received one of the biggest buffs in the entire game.  Coming in at twice what Jacobus costs, you do get what you&#039;re paying for, starting with Eternal Warrior, a gift from heaven considering she&#039;s still only T3, and her 5 Wounds and decent armour (2+/4++) makes her really hard to kill, even if she couldn&#039;t come back to life with all her Wounds restored!  If for some reason you still thought she was too fragile, she also comes with the Geminae Superia, Canonesses that Celestine has resurrected, though their stats are midway between a Canoness and a Celestian; the main highlight is that every Wound against Celestine is instead resolved against the Geminae Superia (making Celestine a great challenge troll).  This might be a little worrying, if one of the Geminae Superia didn&#039;t come back to life each and every turn (by default giving Celestine 14+ Wounds), and to make things better, they don&#039;t prevent Celestine from joining units!&lt;br /&gt;
:Do note that as she can come back once per game, and does so with full Wounds, her Martyrdom only kicks in once she dies for real.  On the plus side she only awards VP for Slay the Warlord when she&#039;s removed for real.&lt;br /&gt;
:For her other equipment Celestine retains her Assault 1 Heavy Flamer Master-crafted Sword, which becomes S+2 AP3 in melee so she can consistently rip through hordes with both her 5 attacks and the Geminae&#039;s combined 6, and she now has Armourbane.  While you shouldn&#039;t expect her to peel open Land Raiders (you have Dominions for that) she can and will tear apart anything AV 12 and lower, and even AV 13 isn&#039;t safe from her. At I7 she&#039;ll also strike first against pretty much anything but the big greater Daemons and some of the Dark Eldar HQs. She also gets a MEQ-killing one-shot S8 AP3 Orbital Bombardment, which is useful in the turn before she reaches combat.&lt;br /&gt;
:She also has some potential as a character killer once again (the Gathering Storm fluff has her kicking Abbadon&#039;s ass - with her new stats, entirely possible if unlikely, even being AP3 she has so many Attacks and the Geminae can take so many Wounds for her it&#039;s not even funny). &lt;br /&gt;
:Her Warlord Trait allows all units within 12&amp;quot; of her to use her Ld10 for AoF [[AWESOME|and War Hymns]]. Given that normal Priests are LD7, giving you even-odds on passing the War Hymns tests and the advantages successful Hymns can give you, this is easily a massive incentive for taking her if you were already planning on a lot of Priests (as you should be).&lt;br /&gt;
:She&#039;s also gained Saintly Blessings, being able to bless a specific type of unit within 12&amp;quot; of her with a special ability (Zealot for HQ, FNP6+ for Troops or +1 if they already had it, Counter Attack and Furious Charge for Elites, Fleet and Crusader for Fast Attack, Relentless for Heavy Support and It Will Not Die for Lord of War). These abilities make her a bit schizophrenic in a footslogging list. She should be at the vanguard of your assault, but if you are marching, she&#039;s going to outrun her bubble. To get around this, you can just ally her into another army that doesn&#039;t have the disadvantage of a marching list.&lt;br /&gt;
:Like Jacobus, the question isn&#039;t whether or not you should take her, it&#039;s where she should be, and thanks to her blessings she can excel everywhere.  If you want her in combat, put her with Seraphim or some sort of Assault Squad (Marines with Celestine will function as a battlefield blender) and if you have a gunline, then she can still function well as a counter-charge unit.  &lt;br /&gt;
::Overall, she is a great unit. Outside of her strength and toughness of 3 (buffed by EW), she has a fantastic statline, wargear, and special abilities, and Celestine [[wat|even has her own Relics,]] all of which are worth it in their own way.  She&#039;s not the &#039;&#039;only&#039;&#039; way to gain access to these relics, listed below, but she&#039;s definitely the &#039;&#039;easiest&#039;&#039; way.&lt;br /&gt;
:*&#039;&#039;&#039;Ecclesiarchy Relics:&#039;&#039;&#039; First and foremost, these Relics &#039;&#039;&#039;can be given to any Character who can normally take a relic (or their equivalent), provided they&#039;re in an army that includes Saint Celestine, or are part of a Wrathful Crusade Formation/Castellans of the Imperium Detachment&#039;&#039;&#039; (just stick with Celestine, she&#039;s worth it and those other two include options for her anyway).&lt;br /&gt;
::*&#039;&#039;&#039;Skull of Petronella the Pious:&#039;&#039;&#039; Offers a 6+ Invuln save to the entire squad, and isn&#039;t worth it for the Sisters.  If given to a Priest who&#039;s put into a massive blob on the other hand, it could definitely find its use, essentially giving whichever unit you want Shield of Faith (you made sure to take that Priest as part of the Ministorum Delegation right?).&lt;br /&gt;
::*&#039;&#039;&#039;Blade of the Worthy&#039;&#039;&#039; Essentially a Power Sword, but if the character wielding it passes a Leadership test, it turns into Celestine&#039;s own sword, but at AP2 instead of AP3.  Absurdly good, especially on somebody like a Marine to offer [[Asterion Moloc|S6 AP2 at Initiative.]]&lt;br /&gt;
::*&#039;&#039;&#039;Castigator:&#039;&#039;&#039; A bolt pistol, albeit one that [[Awesome|ignores both Armour and Invulnerable saves.]]  At 15 points there&#039;s little reason not to take this, especially if you know your opponent&#039;s HQs are going to be having high Armour/Invulns.  Hell, one shot at a SS/TH Terminator could make more than double its points back.  Bonus points if you put this on an Inquisitor who joins a Jokaero to double the range the pistol normally has. It is also a good way to force a terminator captain to have a pistol for that sweet dual-wield bonus.&lt;br /&gt;
::*&#039;&#039;&#039;The Font of Fury:&#039;&#039;&#039; The Holy Hand Grenade of Comic Sans.  A frag grenade with Large Blast instead of Blast and with the the Bane of Evil rule, causing it to have Poisoned (2+) against all Chaos units.  While it&#039;s obviously pretty decent against Chaos units (the only exceptions being Chaos Marines thanks to their armour), it can also be worth it against other armies too, since it&#039;s still Poisoned (4+) against them, and at 10 points only it&#039;s a steal, so long as you live long enough to throw it.  Just give it to somebody wearing a Jump Pack to make sure that comes to pass.&lt;br /&gt;
::*&#039;&#039;&#039;Shroud of the Anti-Martyr:&#039;&#039;&#039; For 35 points you can give somebody the Eternal Warrior rule.  You&#039;re paying out the ass for this, so put it on somebody who&#039;ll be worth it. A good way to determine this is if the Shroud costs 50% or more what the model does once all of their upgrades have been added, then don&#039;t give it to them, just get another model, or beef them up some more.  Chapter Masters in particular can benefit from this greatly (just for that extra fuck you to Powerfists/Thunder Hammers).&lt;br /&gt;
::*&#039;&#039;&#039;Desvalle&#039;s Holy Circle:&#039;&#039;&#039; For those who hate Deep-striking.  First of all it&#039;s an Iron Halo/Rosarius (so no need to buy that for whomever you&#039;re giving this to), and secondly enemies cannot arrive within 12&amp;quot; of the bearer, and if they scatter into that range they automatically suffer a Deep Strike Mishap.  Awesome, and it&#039;s one of the very few ways that you can give certain models like Inquisitors Invulnerable saves.&lt;br /&gt;
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====Elite====&lt;br /&gt;
Not the best selection for your army, but they&#039;re usable... kinda. Slightly improved now that the Command Squad can be taken solo though.&lt;br /&gt;
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*&#039;&#039;&#039;Sororitas Command Squad:&#039;&#039;&#039; With the Canoness tax gone, these ladies can now be taken on their own. Their options are a little schizophrenic, their long-ranged weapons not fitting with their assault-oriented AoF combined with decent close combat capability. That said, they are a quite solid option for shooting with the allowance of up to 5 Combi-weapons, Special or Heavy Weapons. &lt;br /&gt;
:A pretty decent alternative Retributor squad, they can do the same job without sucking up one of your valuable Heavy Support slots and they can do it while buffing the units around them.  Either shooting from the back and allowing units to re-roll their AoF tests, or by popping out of cabs to burn shit with their Heavy Flamers/Combi-plasmas. If this is your plan, then you might as well give them an Immolater.&lt;br /&gt;
:They do have access to Power Weapons and some good melee options, so they can also provide melee prowess, though if that&#039;s your plan you have to prepare for it.  The Sisters are still only T3 so get a Hospitaller for her Feel No Pain, get some Axes to mitigate their Strength 3, get one or two Priests for psuedo-shred/more survivability, with the Sacred Banner.  If you manage to charge with them they&#039;ll each deal 4 Attacks that re-roll both To Hit and To Wound at Strength 4 AP2, while being decently tough themselves.&lt;br /&gt;
:The Dialogus is a bit iffy, if you&#039;re taking a lot of Retributers or using a Command Squad to back up a regular Sisters squad however then they could be worth it, though at that point you might as well base the entire squad around them.  Get a Blessed Standard, Hospitaller (she&#039;s cheap enough for durability she offers for the points to be worth it), and give the rest decent enough weapons, like Combi-weapons/Storm Bolters.&lt;br /&gt;
::Do note that in most cases you&#039;ll just be better off by slapping a Laud Hailer on your vehicles, it&#039;ll be more useful and cheaper than the entire squad.&lt;br /&gt;
:A fun way to use them is as the absolute bane of a psyker or a squad of psykers. Give all 5 condemnor boltguns and perils the living hell out of that farseer/librarian/cheese rerollable 2++ deathstar unit. Fun stuff. Obvious counterpick, but fun stuff.&lt;br /&gt;
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*&#039;&#039;&#039;Celestians:&#039;&#039;&#039; Good news - Celestians are now only 14 points each (only 2 more than a Battle Sister, for +1 point of WS, +1 Attack and +1 LD) and get Furious Charge as their AoF. If you want to take them, you have to commit to them, and I mean fully. Want a squad of 5? Fuck you, just go get some more basic Sisters. 9 Celestians, Flamer, Heavy flamer, Combi-Flamer and Power Sword/Axe for your Sister Superior and a Priest (with a Combi-Flamer and Power Axe of his own). This is probably not going to be cheap, but it&#039;ll make your Celestians a fairly nasty close combat unit, which could easily be used for a downfield push or contesting an objective late game. If you do this, consider putting your Canoness in that unit too, and if you have a Command Squad with the Sacred Banner of the Orders Militant, keep it nearby too. A bit of a death star, but an opponent that doesn&#039;t know how Sisters work will very likely be caught off guard. They&#039;re still not a must have, but if you&#039;re playing aggressively they will probably suit your playstyle.&lt;br /&gt;
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*&#039;&#039;&#039;Sisters Repentia:&#039;&#039;&#039; They are a fragile unit (6++) that pumps out a frightening number of eviscerator swings in close combat. Thanks to Rage they get +2 attacks on the charge instead of +1 and they can take a dedicated transport. Still no assault vehicles on Sisters though, moreover, if your opponent doesn&#039;t shoot them to death after blowing up their limo, he can assault the two you have left, thus negating your awesome charge bonus. If you&#039;re not running a Mech list or using ally shenanigans to give them an Assault Vehicle then do what you did before and keep these ladies behind a moving screen of blob cover (suicide IG blob, anyone?). &lt;br /&gt;
:Note their FNP is now an AoF (although an incredible 3+); it doesn&#039;t come standard. A full squad only costs 155pts, season to taste with Preachers. You may lose Fleet, but you get Zealot and War Hymns (reroll wounds, reroll saves (for what that 6++ is worth, do note that a re-roll boosts the Save chance from 16.7% to 30.6%, which is close to the 33% chance from a 5++, and if you have Uriah Jacobus or a lucky Canoness with the right Warlord Trait, that rerollable 5++ is better than a 4++)). It might not be a bad idea to invest in Litanies of Faith, either. These bondage babes are a glass cannon and you can&#039;t really afford them forgetting their safety word. Depending on whether you gave them the Litanies of Faith or Uriah Jacobus, it might be worthwhile to toss the Mistress of Repentance at the front of the unit, as she might absorb a couple of bolter shots up front that would otherwise cost you a Repentia. Remember that each and every Repentia you keep alive to hit home with a charge will be well worth it.&lt;br /&gt;
:If you really wanted to fuck somebody over, you could ally in the Deathwatch, use them to help fight the long-ranged game while the Sisters and their Priest(s)/Jacobus hop in the Corvus Blackstar, although to make this work it&#039;d probably be worth it to invest in a Skyshield Landing Pad (you were probably going to need that 4++ anyway).  Load them up, move them up, and then have them all charge out the second they&#039;re within range.  So long as you can get them to where they need to be you&#039;ll never be disappointed by their performance.&lt;br /&gt;
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*&#039;&#039;&#039;Arco-Flagellants:&#039;&#039;&#039; Puts out 4 S5 attacks per turn (that unfortunately allow armor saves) and has Feel No Pain. Good for being used as beatsticks against low-armor units, such as Orks or lesser Daemons and they can glance most vehicles to death on rear armor in a heartbeat. &lt;br /&gt;
:Note that they&#039;re they&#039;re insanely squishy (no armor, and FNP on T3) and only I3.  You can mitigate this somewhat by taking them as part of a Delegation (you were going to use that Priest anyway) since now they get 6++ followed by FnP, but you&#039;re still going to either want to screen them, or give them a transport.  They are cheap as hell for what they offer though, so don&#039;t feel bad if some of them die.  Think of them as the lighter hitting version of Repentia, while those girls can deal with the heavy armour, these guys are better for the lighter stuff.&lt;br /&gt;
:There&#039;s a bit of a question on which is better at killing, Arco-Flagellants, or Death Cult Assassins.  The answer is that Death Cults are better at killing MEQs (though just slightly), Arco-Flagellants are better at killing everything else.&lt;br /&gt;
:Also note that they can be used to great effect in a Ecclesiarchy Battle Conclave, since that way you can pair them up with Crusaders so that they essentially have a 3++ save.&lt;br /&gt;
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*&#039;&#039;&#039;Crusaders:&#039;&#039;&#039; Crusaders come with power swords and storm shields, and are ridiculously good for how much they cost (they also wear Flak Armour, for what it&#039;s worth).  Useful only as a screening unit, use them to suck up wounds that would otherwise be unsaveable. Not so good for offense, but soak heavy fire and power weapon attacks like a sponge, while offering a good cover save to anyone behind them (your opponent can&#039;t get rid of them, or anyone hiding behind them).&lt;br /&gt;
:With 3++ and power swords these guys will almost always win combat with [MEQ]s, making them incredibly useful against most armies. A unit of 8 With an Eviscerator Priest with plasma can provide a very strong unit. Make sure not to forget that priest, though: the save re-roll will significantly extend the life of your bullet sponges.&lt;br /&gt;
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*&#039;&#039;&#039;Death Cult Assassins:&#039;&#039;&#039; A very odd choice in an army that already has the Sisters Repentia, and surprisingly similar, even if there&#039;s a few base differences.&lt;br /&gt;
:For starters, no FnP Act of Faith, instead they get a guaranteed 5+ Invuln.  Already they&#039;re tougher to kill than the Sisters, though that could easily be mitigated by Jacobus (who was probably going to join that squad anyway).&lt;br /&gt;
:They carry two Power Swords instead of an Eviscerator and Rage, which means that they still get the same amount of attacks on the charge, but at I6, S4, AP3 instead of I1, S6, AP2.  In addition these girls get a bonus Attack over the Sisters if they&#039;re charged, or if they make it to Round 2.&lt;br /&gt;
:The Death Cult Assassins are WS5 instead of WS4, and this is what finally sets them apart.  Sisters Repentia can be really worth it as a hard-hitting hammer, but the Death Cults are simply better against the right targets, anyone with I3 and WS4 and lower with 3+ saves or worse (so basically humans and many xenos) is going to be minced by the Assassins (they can also deal with MEQ&#039;s better, provided the MEQ&#039;s have unwieldy weapons), while the Repentia could lose some models to their attacks and not be as effective, especially in subsequent rounds.&lt;br /&gt;
:Do note that if you&#039;re making a list that includes both Arco-Flagellants and Repentia, that you might as well get more Repentia, unless you are very confident you can deliver the Death Cults to exactly where they need to go, but don&#039;t waste an Assault Transport trying to get them there, save that for your Repentia.&lt;br /&gt;
:Tactical Note: Think of these girls as Imperial Harlequins with half the cool shit Harlies get. They&#039;re a glass cannon unit that will utterly delete the right squads if they get into close combat (Incubi and Striking Scorpions come to mind). Your problem lies in getting them there, something the Ministorum Assassins don&#039;t have an effective means of doing. Instead of picking up the DCAs here, look down at the Inquisitiorial Henchmen warband which can pack the swordwhores in a land raider along with the priest you were going to take anyways and crusaders to shield them, not to mention flamer toting Acolytes who can soak up wounds with 4+ or even 3+ saves and punish enemies who charge you with overwatch. Just don&#039;t charge through difficult terrain because these ladies don&#039;t carry frag grenades.&lt;br /&gt;
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====Dedicated Transports====&lt;br /&gt;
Getting your meltas/flamers into position is priority, so running anything less than full mech infantry is a dangerous gambit, unless of course you run blob squads with Preachers, thereby making them Fearless. On vehicles we get smoke and Shield of Faith standard, so extra armor can be safely ignored. Dozer blades are always welcome point sinks, though by no means mandatory.&lt;br /&gt;
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*&#039;&#039;&#039;Rhino&#039;&#039;&#039; - It&#039;s a Rhino. You&#039;ve seen it elsewhere and you know what it does. They&#039;ve gotten 5 points more expensive, it also has Shield of Faith to compensate, which is definitely worth it.&lt;br /&gt;
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*&#039;&#039;&#039;Immolator&#039;&#039;&#039; - Battle Sisters squads have a basic unit size of 5 models, which means a basic squad can fit inside them. PRAISE THE EMPRAH! Basically this means immo-spam is back; twin-linked multi-meltas add reliable tank-busting, leaving your Sisters to tool up with flamers for the wall of death. Mercifully, they now get a 5-point price drop, searchlights and free multi-meltas now. And the Laud Hailer is a welcome addition, since you&#039;ll usually stick Dominion in here. You WANT that AoF to work. The new draft FAQ also gave it a single fire point: that&#039;s not much, but it&#039;s better than a sharp stick in the eye, and you never know when that one shot will make the difference. Don&#039;t forget it if your Immolaor gets charged when there&#039;s still a unit inside it.&lt;br /&gt;
:Don&#039;t forget that like the Rhino, Immolaters have Shield of Faith. Given how close they&#039;re going to get to their enemies that 6++ could come in handy, and if you&#039;re up against Psykers you&#039;re definitely going to appreciate Adamantium Will.&lt;br /&gt;
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* &#039;&#039;&#039;Repressor (Forge World)&#039;&#039;&#039; - Under the latest Imperial Armor, it&#039;s a 75 point Rhino with AV 13 front, a free Dozer Blade, a Heavy Flamer and enough room for 8 models to shoot out of. (War Machines of the Adeptus Astartes page 239, &amp;quot;Two models may fire out of the top hatch. &#039;&#039;&#039;In addition there are three firing points on either side of the troop compartment, each of which may be fired out of by a single passenger.&#039;&#039;&#039;&amp;quot;) This is a pretty solid model for units that can fire at full capacity out of it (8 girl Retributor squads, maybe a Dominion squad), if you&#039;re willing to put in the points, much less the Pounds. Now has Shield of Faith too. &lt;br /&gt;
:Oddly enough the Repressor is better suited for your allies rather than your nuns, providing excellent cover for something like a Deathwatch force to hide inside and take shots out of, and they can also make mean battlefield bunkers (because you might be playing the Vestal Task Force, and be unable to take the real fortifications, or you might want more mobile but still affordable bunkers).  If you&#039;re worried about the Line of Sight issues, you could always ally in an Inquisitor, as depending one what army you&#039;re up against it&#039;s possible for the Inquisitor to give the embarked unit Split Fire.&lt;br /&gt;
:Note that most tournaments won&#039;t let you use this, though attitudes toward Forge World do seem to be liberalizing somewhat.&lt;br /&gt;
::Also note that this vehicle has not been available for sale since August 2015. They need to redo the mould and who knows when this will be done.&lt;br /&gt;
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====Troops====&lt;br /&gt;
Troops are troops, you know what they do. You only have 1 option, Battle Sisters, but you have a lot of different variations on that with which to work.&lt;br /&gt;
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*&#039;&#039;&#039;Battle Sisters&#039;&#039;&#039; - Basic Bolter Babes. Their AoF gives Preferred Enemy on assault or shooting. Come stock with Bolters, Bolt Pistols and Grenades. They therefore CAN be used as Assault troops, but that&#039;s a risky tactic at the best of times, so only use it against really weak CC opponents, or if you sprung for a Priest (which you probably should have). They can also take a Heavy Weapon and a Special Weapon (or two Specials) at 5 models, which is a big advantage and makes them one of the few Troops choices to be able to carry a Heavy Flamer. With a basic squad size of 5 and a multitude of options, there are a lot of viable builds for how to use them. Here are a few basic setups and most of these can benefit from a Simulacrum Imperialis and a Priest. If your opponents tends to be very heavy on monstrous creatures and vehicles as opposed to leg infantry, consider trading the usual flamer/heavy flamer duo for a pair of meltaguns, or stock up on Dominions instead of buying them special weapons.&lt;br /&gt;
::&#039;&#039;&#039;Dirt Cheap:&#039;&#039;&#039; 5 girls with no transport and no upgrades, or at most, a single Heavy Bolter. This option is only useful so that you can spend a huge whack of points elsewhere, for example, if you&#039;re taking two Combined Arms Detachments to get a ton of Dominions or the like. Still, five of them castled up behind an Aegis or in a ruin can camp on a backfield objective while providing harassing fire with their Heavy Bolter.  Spring for a different fortification with attached Heavy Bolters and the whole squad can easily pull their own weight.&lt;br /&gt;
::&#039;&#039;&#039;Small:&#039;&#039;&#039; 6 girls or one priest and his battle harem in an Immolator with either a Heavy Flamer for improved Infantry burning or a Multi-Melta for emergency tank hunting. This squad will benefit the most from either a pair of Flamers or a Flamer and Heavy Flamer, as their job is to drive the enemy off an objective.&lt;br /&gt;
::&#039;&#039;&#039;Medium:&#039;&#039;&#039; 10 girls in a Rhino. This is best used with a Flamer and Heavy Flamer, as these can be fired out the top hatch without penalty. This squad is quite good at grabbing early game objectives and holding them against opposition. Consider a storm bolter on the Superior for a little extra dakka while you close the gap.&lt;br /&gt;
::&#039;&#039;&#039;Large:&#039;&#039;&#039; 20 girls on foot. What special/heavy weapons you give this squad is dependent on what you want to do with them. Some squads will be good at forcing less numerous enemies off objectives, in which case they should take Flamers and Heavy Flamers, whereas others will be good at hanging back behind an Aegis to hold an objective, in which case you might make good use of Storm Bolters and Heavy Bolters to maximize your fire output, either way this squad really benefits from a Priest. A 20 girl squad with a Priest is going to be nigh impossible to shift.&lt;br /&gt;
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====Fast Attack====&lt;br /&gt;
Fast Attack units are the scalpel of a Sisters force. Each of the units is designed to do precisely one thing and do it well. Since they do opposite things, you&#039;re going to want one of each (at least) at all but the smallest points levels.&lt;br /&gt;
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*&#039;&#039;&#039;Dominions:&#039;&#039;&#039; Super-aggressive Sisters! They have access to Special Weapons (i.e meltas), they have Scout and their AoF gives them Ignore Cover. So let me get this straight: STR 8 AP1 Armourbane Scouts that Ignore Cover? Seriously?! If you&#039;re not giving them 4 meltaguns, punch yourself in the face right now. Eldar Serpent spam? Mmmm... delicious space elf tears. Tau suits sitting in a forest? Bend over, you&#039;re getting a lesson in MY Greater Good. Leman Russ line castled up behind an Aegis? You get my point. Give them an Immolator with Multimelta, run 18&amp;quot; up and melt their favorite toy. Then hop out of your ride and melt another one. &lt;br /&gt;
:You could have a squad of ten in a Rhino or Repressor, but 10 Dominions, 4 meltas and a Rhino cost 210 points in total; For roughly the same cost you could get 6 dominions in an Immolator, with 4 meltas, a Veteran Superior with a combi-melta and a Simulacrum Imperialis, plus either a Storm Bolter or Dozer Blades for the Immolator. &lt;br /&gt;
:These death stars are going to be priority target number one for any opponent whose head isn&#039;t firmly lodged up his own rear end, so you&#039;re going to need some soaks (Sisters who haven&#039;t been upgraded with weapons to take the Wounds for those who have). &lt;br /&gt;
:Don&#039;t forget that since they can Scout they can also Outflank; if you&#039;re deploying first, take advantage of this - an opponent who knows about Dominions can easily counter-deploy his tanks somewhere safe. Outflanking plays hell with that strategy. Any other use of them is essentially a waste, as they&#039;re your only source of Melta Weapons that can reliably get close enough to make proper use of them. &lt;br /&gt;
:It goes without saying that taking Flamers is a legendarily bad idea. Taking a whole pile of Storm Bolters isn&#039;t &#039;&#039;quite&#039;&#039; as thunderdumb, but again, it&#039;s an expensive way to get them and the cost is loss of a weapon that ends up ignoring both cover and armor. Don&#039;t be a bonehead. &lt;br /&gt;
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*&#039;&#039;&#039;Seraphim:&#039;&#039;&#039; Fuck what [[Dawn of War]] thinks, these girls are the rapists instead of the other way around. Jump pack Sisters, they have Hit &amp;amp; Run, their AoF gives them Shred and Angelic Visage means they reroll invulnerable saves granted from Shield of Faith. The slight rewording of Acts of Faith in Imperial Agents means that they now have Shred in the Assault Phase as well, which makes them a lot more useful. Hand flamers are now half price and Inferno Pistols are the other special weapon option, but at 30 points, half the range of real meltas, and having to get really close to use them effectively (3 inches for melta bonus, max 6 inches) makes them situational at best. &lt;br /&gt;
:Inferno Pistols might still be worth it even if you don&#039;t want to hunt vehicles however, Shredding S8 AP1 is nothing to sneeze at and if you upgrade two Sisters you get four shots out of them, plus one more from the Superior&#039;s plasma pistol if you really wanted that TEQ squad/Monstrous Creature gone. &lt;br /&gt;
:They can also Deep Strike, and Hand Flamers combined with AoF will be the bane of all horde armies out there as you are able to hop into position from reserves and cover them in templates with rerollable wounds. &lt;br /&gt;
:Just remember, they&#039;re still T3, so if you&#039;re not taking advantage of LoS cover these girls are as good as dead. They still do some good damage to MEQ&#039;s through volume of wounds alone, moreover between their dual pistols giving them an extra attack and Hammer of Wrath they can be decent at finishing off a unit they just shot at in combat (unless it&#039;s a dedicated close combat unit, in which case you should bolt).&lt;br /&gt;
:Something you shouldn&#039;t rule out entirely is Hit and Run. Sure, their Initiative kinda sucks, but you&#039;re running them with St. Celestine, right? Hers most certainly does not. Most opponents will be hard-pressed to wipe more than a few Seraphim in one assault phase (Angelic Visage and Shield of Faith mean that even power weapons aren&#039;t sure-fire), so burn them, jump in and pound them, then rabbit away. Almost nothing can stand up to very much of that, and with Celestine&#039;s initiative, you almost certainly won&#039;t get swept. Just make sure to take a power weapon on your Superior to take maximum advantage of this.&lt;br /&gt;
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====Heavy Support====&lt;br /&gt;
If Fast Attack is the scalpel of a Sisters force, then Heavy Support is the sledgehammer. Don&#039;t expect subtlety or specialization here, all of these units are designed to just bludgeon the enemy into submission. On the plus side, they&#039;re quite versatile and both Retributors and Exorcists can probably find use against any enemy, regardless of their setup.&lt;br /&gt;
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*&#039;&#039;&#039;Retributors:&#039;&#039;&#039; Heavy weapons Sisters, they&#039;re unfortunately not an Exorcist. Their AoF gives Rending, so they&#039;re able to cope with medium vehicles to a degree and punish anyone who has armour that beats their Heavy Bolters (and with the amount of shots you should get, Rending will come into play decently enough, especially if you ally in an Astropath to give them Prescience). A Simulacrum Imperialis is definitely useful here (extra round of rending), and the rest of the time they&#039;ll be stuck on chewing up light infantry duty. &lt;br /&gt;
:They are also your only real hope of dealing with Flyers without getting an Aegis, Allies or Forge World (12 Shots can probably cause the odd bit of damage here or there). &lt;br /&gt;
:You can also take 4 multi-meltas and giggle about how they rend, but that&#039;s not an exceptionally efficient choice.&lt;br /&gt;
::&#039;&#039;&#039;Consider the following:&#039;&#039;&#039; While still not an Exorcist, a large squad (7-10, possibly with a Priest) in a Rhino with Heavy Flamers can be a truly scary squad in certain playstyles, especially extremely aggressive ones. You could get a lot of mileage out of 4 Rending Heavy Flamers (two can fire out of a Rhino). Against small squads you could often wind up with more hits than there is in the squad and against large ones you can often just flat out ignore their armor saves with the flamers. They&#039;ll take careful use, but they can be devastating if used right, especially if they can contest an objective.  Also, if you&#039;re looking for a good transport to make full use of those rending Heavy Flamers, try a Taurox, or better yet, a Taurox Prime.  2 fire points on each side, plus a relatively small model size means you can unleash all four flamer templates with relative impunity. Or you could grab a Repressor (if you have the money) and get an extra Heavy Flamer shot (it&#039;s unclear if a transport gets the benefits of an Act of Faith).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exorcist:&#039;&#039;&#039; Hoo boy, far and away the best choice for HS. With the advent of Hull Points, Exorcists have become one of the most important units in your army, as they&#039;re armed with one of the best guns in the game. A single round from one of these will negate Rhino and Chimera class vehicles&#039; armor and they can even shave Hull Points off of AV13 and 14(!), especially when taken in pairs and castled up. &lt;br /&gt;
:Aside from vehicle rape, they can find a use against almost every type of army. They knock MEQs and TEQs on their ass (especially if they&#039;re counting on FNP to save them), are magnificent at knocking giant T6 monsters down to size, and a single round from them has been known to reduce Nobs/Battlesuits/Tyranid Warriors to tears. Remember to bring your lucky die though, as the gun shoot d6 shots, which is a little random at times. &lt;br /&gt;
::Don&#039;t forget that your Exorcist Launcher is turret mounted, meaning it has 360 degree arc of sight, which can be useful if you&#039;re trying to avoid exposing your rear/side armor. &lt;br /&gt;
:Taking 3 is &#039;&#039;almost&#039;&#039; mandatory if you want any chance of winning in a competitive game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Penitent Engines:&#039;&#039;&#039; Apart from having quite an interesting looking model, this walker suffers from being stuck in Heavy Support. If it was in Elites they might be an awesome choice (six of these and a squad of Repentia? Good times). The walker has 3 attacks and with 2 CCW and Rage it pumps out 6 on the charge, though 4 attacks base is still nothing to sneeze at, and it&#039;s worth remembering that these attacks come in at S10 AP2.  Granted they&#039;re only at I3, but that&#039;s still faster than a power fist. It has two heavy flamers on top of all this (in case some brainiac decides to charge &#039;&#039;you&#039;&#039; first!), but with its slow speed, Rhino-class armor and open top walker status the chances of things going [[Just As Planned]] are virtually non-existent. It&#039;s also competing for vital Heavy Support slots, and with Exorcists being an option there&#039;s little use for them. &lt;br /&gt;
:If you really want to use them, then target saturation can help get these guys where they need to be. If your opponent focuses on them, everything else gets to do its job. Since no opponent will focus on them (unless he&#039;s a moron), you have a decent chance of getting at least one into CC to cause havoc and this is especially the case if you ally in guard. A Leman Russ squadron (or flack tanks) combined with 2 Exorcists will give your opponent enough other things to worry about to potentially justify running some penitents.  &lt;br /&gt;
:Still want to try these? Take nine in a low point game and watch your opponent shit a brick.&lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&#039;&#039;&#039;Ecclesiarchy Battle Conclave:&#039;&#039;&#039; Pretty similar to the Inquisition&#039;s henchmen, these are cheap(ish) choices to fill in your army&#039;s close combat hole. Sisters do not have any assault vehicles, so it takes a lot more work to use these effectively (unless you feel like allying in a Land Raider or something) - and remember you have no grenades, so watch the fuck out.&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Ministorum Priest or Uriah Jacobus &lt;br /&gt;
**3-10 &#039;&#039;&#039;units&#039;&#039;&#039; of Arco-flagellants, Crusaders, and/or Death Cult Assasins&lt;br /&gt;
*All units become one single unit and gain Shield of Faith.  Of note is that only the flaggelents don&#039;t come with an invul, so this is largely for the AW.&lt;br /&gt;
:Very useful at filling in the close-combat hole that the Repentia only somewhat fill, these different units come together to mitigate one another&#039;s weaknesses.  Crusaders aren&#039;t killy enough?  Get Arco-flagellants, as the crazies now have a really good save and are virtually guaranteed to cross the field, and this also goes for Death Cult Assassins.&lt;br /&gt;
::Generally speaking, you&#039;ll always want a few Crusaders, but whether or not you&#039;ll want Death Cults or Arco-flagellants depends entirely on whether or nor you&#039;re fighting MEQ&#039;s.  If you are, go assassins, if you&#039;re not, go Arco-flagellants, and if you&#039;re not sure, then you&#039;re certainly not going to be hamstrung by taking both.&lt;br /&gt;
:Be warned that aside from the Priest, this squad has no ranged attacks, so make sure that if you buy them any of the damage dealers (ie anyone who isn&#039;t a Crusader) that you try and get them into combat, preferrably without the opponent charging since your Overwatch is virtually non-existant.&lt;br /&gt;
:As this squad does not have assault grenades, an easy fix is to ally in a Primaris Psyker, since he comes with them and can also help beef up the squad.  Endurance for 3++/4+++ Crusaders?  Yes please.&lt;br /&gt;
:A final note, this unit is one of the largest units you can get in the base game.  Coming in anywhere from 7 models, all the way to 101 for a single unit!  Don&#039;t take that as a challenge though, maneuvering a squad too large can be a real nightmare, and will almost never make its points back.&lt;br /&gt;
&lt;br /&gt;
==Deathwatch==&lt;br /&gt;
[[File:IA DW.jpg|300px|right|thumb|]]&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Mission Tactics:&#039;&#039;&#039; One of the many things that makes these snowflakes special.  The Deathwatch version of Chapter Tactics, at the beginning of your first turn, pick a force organization slot (Purgatus=HQ, Dominatus=Elite, Furor=Troops, Venator=Fast Attack, Malleus=Heavy Support). You re-roll 1s to hit against enemy units of that type. Once per game, you can change which type you get this rule against.&lt;br /&gt;
::Note that since it stacks with Aquila Doctrine, there&#039;s no reason not to completely specialize each Deathwatch squad into one roll.  Don&#039;t try to cover multiple bases with each squad, just get another one to do something different.&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; Like normal Marines the Deathwatch can break 10-man squads into two, but unless you&#039;re in a tournament and can&#039;t take more Detachments there&#039;s no reason to do this, and in many cases it&#039;s detrimental since new Deathwatch squads could take more weapons.&lt;br /&gt;
*&#039;&#039;&#039;Atonement Through Honour:&#039;&#039;&#039; Blackshields only, doubles their attacks if they&#039;re fighting in a challenge, against enemies who outnumber their own squad, or against a Monstrous Creature.  To take full advantage it&#039;s best to give them something strong, like a Power Fist or Thunder Hammer.&lt;br /&gt;
&lt;br /&gt;
===Armoury===&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The gun by which all others are judged by, though this time with some extra bling in the form of Special Ammunition: Essentially, you can choose to fire 1 of 4 types of special rounds instead of the basic 24&amp;quot; S4 AP5 Rapid Fire shot, but all models in a unit must fire the same type of ammo.&lt;br /&gt;
**&#039;&#039;&#039;Dragonfire bolts:&#039;&#039;&#039; S4 AP5, Ignores Cover. Great for taking out cover-camping Orks, Guardians, Kroot, and in a stretch Nurgle Daemons due to the shrouded bonus. Also great for circumventing Tyranid Venomthropes, and denying Jink saves to Eldar/Dark Eldar/Harlequin paper boats. This round will also cripple a Tau player who needs his Pathfinders to stay alive. &lt;br /&gt;
**&#039;&#039;&#039;Hellfire rounds:&#039;&#039;&#039; The most simple and universal of the special rounds, S1 AP5, Poisoned (2+). Go for it if a target is too tough to be wounded with Vengeance Rounds, or if your target is out in the open and has 5+ or 6+ armor since you&#039;ll score a lot more wounds. Said lots of wounds may be worth it against 2+ armored opponents as well. &lt;br /&gt;
***&#039;&#039;&#039;Hellfire shells:&#039;&#039;&#039; Heavy Bolters and Infernus Heavy Bolters get Hellfire Shells which are 24&amp;quot; S1 AP- Poisoned 2+ Heavy 1 blasts.&lt;br /&gt;
**&#039;&#039;&#039;Kraken bolts:&#039;&#039;&#039; 30&amp;quot; range (15&amp;quot; on Pistols) with S4 AP4. Great for dealing with Dire Avengers, Tempestus Scions, Carapace Armor guard Veterans, Fire Warriors, and &#039;Eavy Armored Orks.&lt;br /&gt;
**&#039;&#039;&#039;Vengeance rounds:&#039;&#039;&#039; 18&amp;quot; range (9&amp;quot; on Pistols) with S4 &#039;&#039;&#039;AP3&#039;&#039;&#039;, but Gets Hot! just like Plasma guns. Ideal for disposing with Fire Dragons, Crisis Suits, and in fact is worth it against MEQ in general. (Note, with your mission tactic rerolls you can use this with only a 1/59 (1/108 with 2+ armor) chance of dying from a given shot. Spam them.)&lt;br /&gt;
*&#039;&#039;&#039;Stalker pattern Boltgun:&#039;&#039;&#039; The special Deathwatch Boltguns. 5 points each. 30&amp;quot; SX AP5, Heavy 2, Sniper. You&#039;ll never use the base profile because Special Ammunition offers direct upgrades. Has its own special-issue ammunition profiles.&lt;br /&gt;
**&#039;&#039;&#039;Dragonfire Bolt:&#039;&#039;&#039; SX AP5 Heavy 2 sniper, ignores cover, 30&amp;quot;. Good for taking out Bikes of any kind due to circumventing toughness bonuses, the possibility to rend (ignoring armor) is there too, and this just straight up denies Skilled Rider shenanigans ([[Dark Angels|Ravenwing]] and [[White Scars]], we&#039;re looking at you).&lt;br /&gt;
**&#039;&#039;&#039;Hellfire Round:&#039;&#039;&#039; SX AP5 Heavy 2 sniper, Poisoned (2+), 30&amp;quot;. Probably the best type to use overall. Snipers wound on 4+ naturally, but Poisoned 2+ means you&#039;ll statistically score way more wounds since often a 50/50 shot is too risky.&lt;br /&gt;
***The Sniper special rule makes these a real threat for Riptides. Wounding on 2s rending in 6s means a five vet team can troll one into wasting its nova on the shield&lt;br /&gt;
**&#039;&#039;&#039;Kraken Bolt:&#039;&#039;&#039; SX AP4 Heavy 2 sniper, 36&amp;quot;. Another great choice. Straight upgrade from the basic ammo.&lt;br /&gt;
**&#039;&#039;&#039;Vengeance Round:&#039;&#039;&#039; SX AP3 Heavy 2 sniper, gets hot, 24&amp;quot;. Actually ideal for dealing with Wraithguard/Greater Daemons/Tyranid Monsters since they always wound on 4+, ignoring a Monstrous creature&#039;s high toughness and ignoring armor saves (The Riptide and the Tyrannofex have 2+ armor, but they&#039;re one of the very few MC that have one). &lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Shotgun:&#039;&#039;&#039; Special shotgun that fires different rounds, kind of like a Special Ammo shotgun but with different effects.&lt;br /&gt;
**&#039;&#039;&#039;Cryptclearer Round:&#039;&#039;&#039; S4 AP- Assault 2 Shred, 16&amp;quot;.  For when the armour save simply isn&#039;t good enough to use Xenopurge Slugs on (or when Xenopurge wouldn&#039;t have an effect anyway).&lt;br /&gt;
**&#039;&#039;&#039;Xenopurge slug:&#039;&#039;&#039; S4 AP4 Assault 2, 16&amp;quot;.  Feel like a shorter ranged Jacobus.&lt;br /&gt;
**&#039;&#039;&#039;Wyrmsbreath shell:&#039;&#039;&#039; S3 AP6 Assault 1 Template. Note that gives Wall of Death so arm your guys with this and fire 5d3 overwatch hits.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter:&#039;&#039;&#039; While normally a direct upgrade to the bolter, it doesn&#039;t have Special Ammunition and so it isn&#039;t as useful as the default gear.  Pass.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon:&#039;&#039;&#039; The Deathwatch can benefit from the comb-weapons quite nicely, as they can still use Special Ammunition the regular gun remains useful while the Plasma, Melta, Flamer and Grav can all cover extra bases, such as buying Flamers so that you have extra Overwatch against enemies. &lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; Even the big bolters gain Special Ammunition (though just one shot), but you won&#039;t want to take it.  On their own these are exactly the guns you expect them to be, and if all you want is killing GEQ&#039;s and Xenos then they won&#039;t disappoint.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; Much more effective at horde-crunching than the regular flamer, so much so that there&#039;s little reason to take the regular Flamer over this one. Overwatch &amp;quot;Wall of Death&amp;quot; with this can be VERY painful. Though it&#039;s listed as a &amp;quot;heavy weapon&amp;quot; wargear option, its rules are Assault 1 (&#039;&#039;not&#039;&#039; Heavy) so you can move, flame, and charge, and with up to four models per squad grabbing them, you don&#039;t even have to worry about low distribution which is normally a problem for these guns.&lt;br /&gt;
**&#039;&#039;&#039;Hellfire Shells:&#039;&#039;&#039; No.  Unless you&#039;re fighting the dumbest player on the planet you should not be using these.  They take a while to do if you have more than two of them in a squad, they cost too much for too little results, they are more likely to miss than your regular AP, the Deathwatch&#039;s enemies are either T3, or have a Toughness and Armour save high enough that other guns are better suited for dealing with them.  Hellfire Shells suck.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Heavy Bolter:&#039;&#039;&#039; A Heavy Bolter on crack, so much so that it became an assault weapon with a Heavy Flamer attached to it.  These would be really useful if they didn&#039;t cost so much, just being 5 points cheaper than the Frag Cannon.  Most of the time their long-ranged role can be done just as well by the far cheaper Heavy Bolters, and their short-ranged role can be done better by a real Heavy Flamer.&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Frag Cannon:&#039;&#039;&#039; A gun taken from old Furioso Dreadnoughts and upgraded. It can be a Strength 6 template weapon that fires twice and Rends, it can turn into an AP3 Assault Rending Autocannon, and it can turn into a 12&amp;quot; Assault 2 Lascannon.  Responsible for a lot of bitching and for good reason, Frag Cannons are arguably the best gun in the Deathwatch&#039;s arsenal, and with a points cost that reflects this.&lt;br /&gt;
*&#039;&#039;&#039;Grav Pistol:&#039;&#039;&#039; Safer than the Plasma Pistol, it can surprise some heavily armored foe when you&#039;re wounding them on threes or twos and dropping them to I1 thanks to Concussive. Feel free to take is so that your Heavy Thunder Hammer wielding Marine has an extra edge before charging in. Bonus points if you immobilize a Dreadnought about to charge you. &lt;br /&gt;
*&#039;&#039;&#039;Inferno Pistol:&#039;&#039;&#039; The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly longer than the average charge range. Also has the Melta rule, but at 3&amp;quot;, you are more than likely to be caught in the blast, or get killed when the enemy pours out of the transport you popped. Still preferable over the Plasma Pistol.&lt;br /&gt;
*&#039;&#039;&#039;Hand Flamers:&#039;&#039;&#039; GW has a rules making position for whoever takes these, as it&#039;s such a bad idea you&#039;ll fit right in.  Hand Flamers cost 9 points more than Shotguns while delivering the same (if not worse) results.  Don&#039;t even take them to get the +2 CCW bonus, just take a better fucking pistol.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Ugh, why?  There&#039;s better gear out there, while Inferno Pistols are shorter in range they hit much harder (being capable of Instant Death that the Plasma Pistol isn&#039;t) and Grav-pistols are equally as good against targets who are just as heavily armoured, possibly better thanks to Concussive weakening them for melee, and they cost the same too.  If you really want plasma that bad, then just pay the full points and buy an actual plasma gun.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; The classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. Makes Overwatch painful and best of all, [[derp|it&#039;s cheaper than the weaker Hand Flamer.]]&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; For when vehicles just need to die.  Deathwatch can do well with Melta&#039;s, they&#039;re one of the few units in the game where it&#039;s possible to arm everyone with them and they benefit greatly from Mission Tactics and Aquila Doctrine, which together almost give them full re-rolls with these guns.&lt;br /&gt;
*&#039;&#039;&#039;Plasma gun:&#039;&#039;&#039; There we go. Far better than the pistol, and everyone in the squad can get them.  It&#039;s debatable on whether or not they&#039;re better than the Grav-guns, as the plasma pistols can put out enough shots to make shooting at non-2+ saves worth it and they can shoot slightly further, but Grav-guns have the same cost and can put out more shots at a slightly closer range.  At the end of the day it comes down to how much 2+ armour you think you&#039;ll be up against, and whether or not you&#039;ll be able to ID some T3 Xenos.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun:&#039;&#039;&#039; Nigh-useless against Orks, Dark Eldar, or Guardsmen, but absolute hell against Grey Knights, other MEQ armies, and anything relying on armor saves to stay safe. In a pinch, it can be used as anti-tank too since it immobilizes vehicles on 6s, and given how many Deathwatch marines can have them you should be able to reliably roll at least one 6.&lt;br /&gt;
*&#039;&#039;&#039;Frag/Krak Grenades:&#039;&#039;&#039; If you need to know what these do, then start playing vanilla Marines first before moving to the Deathwatch.&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Weapon:&#039;&#039;&#039; A stat-less CCW.  Everyone has one and you&#039;ll probably swap it out for something better.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039; The same flavours of AP as always.  The Deathwatch can really shine in melee, and since everyone can take them you might as well gear up with all sorts.  Some axes to hack apart the odd 2+ save? Why not, mauls for S6 AP4?  Go ahead, you&#039;ll insta-kill Genestealer Cults, swords for I4 AP3?  No, go pay the same cost to get a Lightning Claw instead.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Situational at best.  While the Deathwatch can find use with it, most big monsters/high Toughness enemies that would require it could probably have been better handled by one of your guns.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039; Well if you&#039;re going to get into combat with a big monster, you might as well bring along a Power Fist that can de-buff it.  The points increase is marginal at this point, so take the hammer and slap it onto a Blackshield.  Do note that if you want to give a regular Marine a Thunder Hammer, then you should just get the Heavy Thunder Hammer instead.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Thunder Hammer:&#039;&#039;&#039; For when you want to go big or go home.  It costs the same as a regular hammer and so costs more than the Marine carrying it, and since you shouldn&#039;t shell out the points for a second Specialist Weapon it also has no downsides while performing better.  Able to ID T5 and occasionally ID everything, there&#039;s no reason not to take this if you want a Hammer.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw:&#039;&#039;&#039; A single Lightning Claw, and the Deathwatch don&#039;t get much use out of these.  If you take a Power Axe instead you&#039;ll normally be hurting the Deathwatch&#039;s preferred targets on a 2+, which is already re-rollable thanks to Aquila Doctrine, but if all you want is a Power Sword, then you&#039;ll be pleased to know that a Lightning Claw outperforms it in every way while remaining cheaper.&lt;br /&gt;
*&#039;&#039;&#039;Xenophase Blade:&#039;&#039;&#039; Literally jacking Necron Phase Swords in place of Power Swords. It&#039;s a Power Sword that forces all successful invulnerable saves to be re-rolled. Now that&#039;s big against those whose only save is an Invuln (like Harlequins and Chaos Daemons) as well as Necrons, Guard, and those whose HQ units at best have 3+ Armor that&#039;s ignored by the Xenophase blade and fall back on Invulns. Veteran Sergeants do well with these.&lt;br /&gt;
&lt;br /&gt;
====Special Issue Wargear====&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield:&#039;&#039;&#039; Gives you a 3+ Invulnerable save. A Storm Shield is a Veteran squad&#039;s best friend when you need to carry your cover with you to stop the ocean of AP3/2, or need protection in close combat. Otherwise, keep it simple and load up on more marines.&lt;br /&gt;
*&#039;&#039;&#039;Auspex:&#039;&#039;&#039; For when fucking over Cover saves is more important than shooting, though its 12&amp;quot; range is quite limiting.  If you still want it, feel free, it&#039;s not that bad for 5 points.&lt;br /&gt;
*&#039;&#039;&#039;Combat Shield:&#039;&#039;&#039; 5 points gives you a 6++.  If you have 5 points to spare, you could do worse than this.&lt;br /&gt;
*&#039;&#039;&#039;Melta bombs:&#039;&#039;&#039; No.  You&#039;re wasting your extra attacks and if you wanted that tank cracked open, you should have gotten meltas.&lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer:&#039;&#039;&#039; Well, if you&#039;re allying in somebody wearing Terminator armour, why not?  Don&#039;t count on using it every game though, there&#039;ll be plenty of times where the Deathwatch&#039;s preferred target is far away from the Terminator&#039;s. &lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; Not worth it.  You&#039;ve already got Aquila Doctrine, which should be good enough.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Deathwatch Kill Team&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Troops&lt;br /&gt;
*Must be of the Deathwatch faction.&lt;br /&gt;
*&#039;&#039;&#039;Aquila Doctrine:&#039;&#039;&#039; Non-vehicles of this formation re-roll armour penetration and to-wound rolls of 1.  This, combined with Mission Tactics, acts as Preferred Enemy.  Not bad at all if you&#039;re taking them as a single &amp;quot;assassin&amp;quot; unit.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Veterans:&#039;&#039;&#039; Sternguard Veterans as Troops, with the same basic wargear as the Sternguard and the special ammunition the deathwatch is famous for.  As for as the groups of power armoured units in this book go, they&#039;re more expensive than the Sisters, less expensive than the Knights, and far more customizable than both.  To start off, you&#039;re forced to get at least 5, but unlike many other armies, all 5 of them can get special weapons and wargear, and this is where the massive amounts of customization come into play.&lt;br /&gt;
:If you want them to be good at semi-long ranged combat (24&amp;quot;-36&amp;quot;), then grab a few missile launchers, some stalker pattern boltguns and call it a day.  Seriously, their special ammunition for the bolter can reach so far it&#039;s not even funny, allowing you to outshoot the Tau while ignoring their armour at the same time.  Note that you should never buy Storm Bolters, it&#039;s just a bad idea since they cannot use special ammunition, and that is a huge bonus to just squander for a very minor possible benefit.  If for whatever reason you absolutely have to take it, always replace the CCW of the Marine with it, and this goes for buying long-ranged weapons in general, losing the CCW will not hurt you in any way, shape or form, losing the boltgun will, unless you&#039;re replacing it with a weapon from the Special/Heavy Weapons lists (where replacing it is mandatory, but you can get cool shit there).  Unlike the Storm Bolter, the Heavy Bolter is an option you might consider getting, it&#039;s only 5 points more than the Storm Bolter, puts out more shots than your specialist ammo allows for, and usually at a higher Strength and AP value too, though it&#039;s by no means a must-have.  You could also give one of the Marines a Storm Shield and stick him up front, just in case you&#039;re worried about any long-ranged AP3.&lt;br /&gt;
:For mid-range combat (8&amp;quot;-24&amp;quot;) you&#039;ve got a some nice options, most of which are completely outshined by the all-purpose Frag Cannon.  Despite their price Frag Cannons are well worth getting, and anyone who&#039;s T5 and can resist the close-range ID will still go down to a barrage of S7-S9 AP4-AP2 shots, after you use them to pop whatever Transport your target happens to be hiding in of course, just make sure they&#039;re properly supported and the enemy can&#039;t focus all of their fire on the squad before they&#039;ve done their job.  Getting a squad with Frag Cannons into position is one of the harder things you can do with the Deathwatch, especially if your opponent knows what you&#039;re doing, and isn&#039;t stupid.  The Infernus Heavy Bolter can be useful here too, being strong enough and putting out enough shots to warrant its price tag for an Assault weapon that&#039;s usually a Heavy weapon, and the Heavy Flamer provides great protection against enemy units that somehow got a little too close, though that&#039;s more of a mulligan in this case.  If you&#039;re worried about units getting that close, or if you want to close in yourself, then you should have just paid the extra 5 points and gotten another Frag Cannon.  You also still have your bolters and their special ammunition, and in this case you don&#039;t want the Stalker Boltguns.  Heavy simply isn&#039;t going to offer as much of a benefit as the mobility a Rapid-fire gun can offer.&lt;br /&gt;
::Note too that there are a few ways to get Frag Launchers into position on Turn 1, you can use the Inquisition to get Master of Ambush and set up your guys already within killing distance, or you can buy one of several transports to get them there.  Corvus Blackstars, Chimera&#039;s, Sororitas Rhino&#039;s (the latter two courtesy of the Inquisition), all of them will get you there without costing too much, at the same time they&#039;ll also offer extra protection to your troops.  This is nice because Frag Launchers are fucking expensive, being three points more than another marine!&lt;br /&gt;
::Do note as well that if mid-ranged AP2 is all you&#039;re after and you&#039;ve only got one specific 2+ save target in mind, then just go for Grav-guns or Plasma Guns, both of which benefit Greatly from the Mission Tactics and Aquila Doctrine, and cost a little less than the Frag Cannons.&lt;br /&gt;
:For close range weapons, Heavy Flamers are a nice option, being far cheaper than the Frag Cannon (and the Infernus Heavy Bolter), shotguns can do wonders for softening down an opponent for assault, as well as acting as a good deterrent for the squad getting assaulted themselves (the amount of Template weapons the Deathwatch can field is disgusting).  Once again Frag Launchers shine here but you need to be more careful with them, while their Template fire is devastating the squad&#039;s going to become a very big target, and you can only Overwatch once.  If you get charged by something you didn&#039;t want to use the Wall of Death on, then you&#039;re kind of screwed when the squad you did want to WoD decides to join the party too.  This is on top of not needing quite that much Wall of Death anyway (you do not need 2D3 per marine), Heavy Flamers can give you all you needed while keeping your points down.  The Infernus Heavy Bolter is debatable here, mostly because of its Assault Heavy Flamer.  If you know you&#039;re up against blobs and want to move marines to help counter a player who knows how to position blobs so that Heavy Flamers aren&#039;t so bad, then go for it.  Even though Frag Cannon&#039;s are only 5 points more, you might need that AP4 (and Rending doesn&#039;t always cut it).&lt;br /&gt;
:For close combat you&#039;ve got a ton of options, and feel free to mix and match.  If you know you&#039;re going to be against some TEQ&#039;s then grab a power axe/fist to go alongside some Lightning Claws.  Get a Storm Shield so that you can live long enough to make it to close combat in case you know that the opponent&#039;s get their fair share of AP3 weapons.  Always make somebody a Black Shield if you know they&#039;re going to Assault, his special rule comes in handy more often than not, and you should definitely give him something like a Power Fist or a Thunder Hammer, as he&#039;ll almost always be Wounding on 2+ while Aquila Doctrine lets him re-roll the 1&#039;s.  A Xenophase Sword for the Sergeant can also be a good idea, but only if you know what you&#039;re up against.  Many opponents you want to have re-roll their Invulnerable saves are going to have 2+ armour, though you&#039;ll be glad he had it any time you go up against ones who don&#039;t.  Heavy Thunder Hammers can also be a great idea, and you might as well take one instead of the generic Hammer if you were planning on getting one anyway since it&#039;s only 5 points, and being two-handed isn&#039;t going to hurt you since the generic&#039;s have Specialist Weapon.  S10 AP2 is fantastic, but don&#039;t always count on Pulverize, you simply don&#039;t have the attacks necessary to get it to happen whenever it&#039;s most convenient. &lt;br /&gt;
::Note that having a Xenophase Sword can and will also cancel out some of the re-rollable Invulnerable save&#039;s some armies can get.  You can&#039;t re-roll twice, so if the first save is successful, and the second save is a failure, then that&#039;s it, the second save remains a failure and their bonus for re-rolling saves no longer has any benefit.&lt;br /&gt;
::Deathwatch in assault can also benefit greatly from an allied Priest as he can make the whole squad live a lot longer than they had any right to, especially if you&#039;ve got a Storm Shield soaking up a lot of damage from AP2-AP3 weapons.&lt;br /&gt;
::There are also a few different ways of actually getting Deathwatch assault squads into assault, however the most obvious one is to just take a Corvus, and then ally in somebody who can either bring the Skyshield Landing Pad, or ally in an Astropath (it&#039;s not like you weren&#039;t going to need Prescience on something that you were allying the Deathwatch with already).&lt;br /&gt;
:Finally, remember that no matter their loadout, a Deathwatch Veteran Squad is always going to be a target, so make sure you&#039;ve got other squads covering their ass and picking of any potential threats (such as AP3, Strength 6+, and any sort of transport popper).  Their cost can skyrocket, and losing them before they&#039;ve done their job can easily cost you the game.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Corvus Blackstar:&#039;&#039;&#039; The air transport Space Marine players (and most Imperial players) have been waiting for since the beginning of time. The Corvus Blackstar is a complete beast, being a flying transport [[Awesome|that&#039;s also an assault vehicle]] while being durable enough to get your dudes where they need to be, and killy enough to justify being 60 points more than a Valkyrie. The Auspex Array is useful if you&#039;re taking the Stormstrike Missiles, as they aren&#039;t Twin-Linked and BS5 can help you land your shots. Otherwise, take the Infernium Halo Launcher. The Corvus is a transport, first and foremost, and the last thing you want is for it to get shot down with its precious cargo still inside.&lt;br /&gt;
:The Lascannon pairs up nicely with the Stormstrike Missiles, and if you&#039;re planning on hunting heavy armor or tough MCs with your Kill Team, they pair together nicely to help soften it up at range.  The Blackstar Rocket Launcher offers some versatility in dealing with different threats. A cover-ignoring Large Blast will soften up hordes nicely, while the Corvus warheads can be used to tangle with other fliers and Xenos vehicles (as most of those are skimmers). You should weigh it carefully against the Stormstrike Missiles, though, especially if you&#039;ve built your Veterans for melee. Stormstrike missiles are Concussive, so if you save them for the turn your Veterans disembark and charge, you can drop your hapless target to I1 and ensure your Heavy Thunder Hammers get a chance to swing.  The Locater Beacon can usually be skipped, there&#039;s others to ally in if you want to make sure Deep-strikers don&#039;t go anywhere (Grey Knights and Mystics do the job way better), not to mention that unless you&#039;re using a Skyshield Landing Pad, the Blackstar&#039;s going to start in reserve as well, and might show up after the Deep-strikers.&lt;br /&gt;
:The Hurricane Bolter is useful against armies where you expect to fight a fair amount of infantry. While it&#039;s not necessary it&#039;s a handy bit of [[dakka]] to add alongside the Assault Cannon, and it buffs up with Strafing Run quite nicely.&lt;br /&gt;
&lt;br /&gt;
==Grey Knights==&lt;br /&gt;
[[File:IA GK.jpg|300px|right|thumb|]]&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Psykers:&#039;&#039;&#039; Now a USR, Brotherhood of Psykers basically just means that the entire squad counts as a single model when manifesting psychic powers, and you use the Justicar&#039;s Ld for the test(or any model). Squads also get +1 to their Deny the witch rolls, due to the fact that squads count as being mastery level 1.&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; Just like literally all other Chapters, Grey Knights like to split up into two five-man combat squads. Note that, thanks to Brotherhood of Psykers, splitting into combat squads will double the number of mindbullets you can put out each turn. &lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Daemons):&#039;&#039;&#039; Makes sense that these guys have a rule meant for fucking over Daemons.  They get to re-roll 1&#039;s to-hit and to-wound.  This&#039;ll transfer even if they get attached to an allied commander.&lt;br /&gt;
*&#039;&#039;&#039;Aegis:&#039;&#039;&#039; The armour worn by Grey Knights has arcane seals and holy random stuff, meaning they don&#039;t give a damn about psychic powers. Whenever an enemy psychic power is activated,  a Grey Knight player may re-roll 1&#039;s when rolling to Deny the Witch. Not a huge bonus, but do you expect daemon hunters to go on a chaos safari without some protection against the Warp? That being said a lvl3 Lib with a staff will be denying on 3s against most witchfires and maledictions, re-rolling 1s and can bubble this 12&amp;quot; with his hood so your opponent gets blessings or nothing. &lt;br /&gt;
*&#039;&#039;&#039;Purity of Spirit:&#039;&#039;&#039; This allows your Grey Knights to use Sanctic powers without suffering Perils on any double, instead just double 6&#039;s like any other power.&lt;br /&gt;
&lt;br /&gt;
===Wargear===&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolters:&#039;&#039;&#039; Nothing wrong with them, they&#039;re like Bolters but better (not to mention they don&#039;t fuck up your charge) and they come standard on all models except the Dreadknight.&lt;br /&gt;
*&#039;&#039;&#039;Psilencer&#039;&#039;&#039;: A gatling gun that fires off six shots a turn at strength 4 at AP-, so daemons with armor will shake it off and even Orks get saves against it... at least, until you learn that you can use Force on this. Unfortunately it&#039;s still not worth it as the Knights don&#039;t have the ability to effectively spam it, the multi-wound thickies will either be saved by high Toughness or high Armour.  Could potentially be useful against low Toughness, high Wound models like swarms, but your Incinerator should Instant Death those already, and you don&#039;t have to worry about it missing. &lt;br /&gt;
**&#039;&#039;&#039;Gatling Psilencer&#039;&#039;&#039;: The heavy version on the Dreadknight pumping out 12 shots with Force, but still only S4 AP- and with the exact same problems as the regular Psilencer.&lt;br /&gt;
::Note that if you&#039;re lucky enough, or determined enough to get Misfortune (5th spell of Divination Discipline) you can give this gun rending (auto-wounding and ignoring armor) against a unit, which could potentially make this gun good, so if you really want to use it then feel free to stock up on Astropaths.&lt;br /&gt;
*&#039;&#039;&#039;Incinerator&#039;&#039;&#039;: A S6 AP4 flamer. Has Soulblaze! A good choice, especially now that this has Soulblaze, and in this smaller selection it&#039;s generally a better pick over the Psycannon thanks to all units involved either having great mobility, or the ability to Deep-strike.  It&#039;s hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobnids. Fire it and watch instant death melt those hundreds of units away and remember, Instant Death prevents any pesky FNP shenanigans. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch and for clearing occupied buildings. Shish Kebab time.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Incinerator&#039;&#039;&#039;: The heavy version for the Dreadknight, same as the old codex (with the old special rule now coming in the convenient Torrent USR). Gained Soulblaze just like the standard incinerator. Enjoy tabling whole blobs.&lt;br /&gt;
*&#039;&#039;&#039;Psycannon&#039;&#039;&#039;: The [[Daemonhunters|good ol&#039; signature ranged weapon of Grey Knights]], a strength 7 AP 4 rifle with Salvo 2/4 (a pretty painful nerf) and the Rending USR. Thanks to it being salvo, now everything non-Terminator that moves with a Psycannon uses it as a glorified pistol that prevents them from charging. No longer the fantastic choice it once was, the Psycannon can&#039;t be taken by enough Knights to justify firing it once before combat, or even spamming it across squads as the only models that can take it are very expensive ones who excel more in combat than outside of it.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Psycannon&#039;&#039;&#039;: The heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots).  It has the same issues as the regular Psycannon but to a lesser extent since Dreadknights don&#039;t have to worry about the &#039;one model in X&#039; bullshit the regular squads are saddled with.  Still on a model that excels mostly in close combat, however they can be made useful by a helpful Astropath giving the Knight Prescience.&lt;br /&gt;
*&#039;&#039;&#039;Psyk-Out Grenades&#039;&#039;&#039;: A returning tool, these can force enemy psykers that charge to lose their bonus attack.  But if you want them out of the way sooner, you can throw them, giving them a profile similar to the Haywire Grenade, except with a Blast template that will force perils on a random psyker in the &amp;lt;s&amp;gt;template &amp;lt;/s&amp;gt; UNIT that gets hit.  Pretty good at bypassing Look Out Sir!&#039;s if you want to ensure that Psyker dies (and that&#039;s also if his perils doesn&#039;t outright kill him).&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
First things first, nearly all Grey Knight units have Nemesis Force Weapons.  They are considered Force Weapons, that gives the model/unit the Force psychic power that the unit can cast &#039;&#039;(and be denied)&#039;&#039; in the psychic phase. This means you&#039;ll typically rip through any monsters and multi-wound infantry unfortunate or stupid enough to get caught with you in melee.&lt;br /&gt;
All Grey Knight units, except for the Dreadknight, have Hammerhand, which gives the unit +2 strength until your next psychic phase so if you&#039;re up against higher Toughness armies you don&#039;t have to immediately reach for the Daemon Hammers.&lt;br /&gt;
Grey Knights don&#039;t have access to nearly all of the standard wargear of other marine armies. Their upgrades for their infantry are mostly limited to their exclusive wargear. All of their close combat weapons have Daemonbane, which allows a re-roll on failed pens and to-wounds against units with the Daemon USR if you activated Force on the last Psychic Phase.  &lt;br /&gt;
*&#039;&#039;&#039;Nemesis Force Sword&#039;&#039;&#039;: Standard weapon for the codex, nothing special beyond being a force weapon with daemonbane. It helps you keep squad prices down as Halberds are not the same &amp;quot;must haves&amp;quot; they used to be.&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Force Halberd&#039;&#039;&#039;: S+1 AP3 weapon with two-handed. At 2 points a pop they are hard to say no to, until you read what the Falchions can do for you. +1 Strength isn&#039;t quite as good as +1 Attack (at least not with the amount of Attacks you&#039;ll normally be getting), and anything that would require Strength 7 from both the Halberd and Hammerhand should instead be handled by the Dreadknight, or by Knights carrying Daemon Hammers.&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Force Falchions&#039;&#039;&#039;: Gives an extra attack due to being two Specialist weapons, but otherwise identical to the basic Nemesis Force Sword. The extra attack is pretty much your best option to make up for your low model count, and for most models the +1A will result in more wounds than the +1S from the halberd (especially if the +1S is made irrelevant by hammer hand). Considering its low cost in comparison to your high cost models, +4 points for an extra attack with no downsides is a steal.&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Warding Stave&#039;&#039;&#039;: 5 points and it gives the wielder a Force Staff with +2 strength and Adamantium Will, like the Rune Priest&#039;s Rune Stave. Not bad for a front line Strike Squad, a 50% (Brotherhood of Psykers and Adamantium Will means we Deny on 4+) chance to Deny the Witch against stuff like Psychic Shriek can go along way to giving your Strikes some more survivability. Plus you also have Daemonbane, so extra Daemon-killy.&lt;br /&gt;
:This thing is a must-take for at least one member of your squad and every one of your units needs one of these. 4+ Deny the Witch and the ability to re-roll 1&#039;s thanks to The Aegis is fantastic. Also, Adamantium Will states that &amp;quot;if at least one model in a unit has this rule...&amp;quot;, so one is enough. Also, you are not an Anti-marine force, you are an Anti-Daemon force so AP4 is enough, and paying 5 points for S6 before Hammerhand is always awesome.&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Daemon Hammer&#039;&#039;&#039;: Standard thunder hammer plus Daemonbane and Force. It&#039;s cheap to add to a squad and is practically a must have against 2+ armored foes or vehicles, since it&#039;s the only AP2 weapon the Knights get, aside from the Dreadknight&#039;s gear. Rush these at that Big, Scary 6-7 wound MC, give the Knights Hammerhand, and crush the enemy at Strength 10! &lt;br /&gt;
*&#039;&#039;&#039;Nemesis Greatsword&#039;&#039;&#039;: Exclusive to the Dreadknight, it&#039;s like a Powerfist but with Force and Master-Crafted instead of Unwieldy, and because of this there&#039;s no reason to choose the fist over the Greatsword.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Daemonhunters Strike Force&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Troops &#039;&#039;&#039;OR&#039;&#039;&#039; 1 Fast Attack &lt;br /&gt;
**0-1 Heavy Support&lt;br /&gt;
*&#039;&#039;&#039;Rites of Teleportation:&#039;&#039;&#039; Start reserve rolls on turn 1 for units in this detachment that are Deep-striking with 3+ being a successful reserve roll. Also, Deep-strikers may shoot &#039;&#039;and&#039;&#039; run on the turn they arrive from reserve.  An awesome rule, and one that can be abused by a few units, as discussed below.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
*&#039;&#039;&#039;Terminators:&#039;&#039;&#039; Your only Troop choice in this book, presumably here to give the Inquisition something to call upon for their Chambers Militant [[Daemonhunters|like in the good old days]], and/or to help out every Imperial army who had trouble finding their own TEQ/Instant Death.  Grey Knight Terminators are Dead &#039;ard and killy, with a price to match.  They will get expensive very quickly, especially if you take too many of them, but fortunately Terminators don&#039;t lose their force weapons if you give them special weapons, like psycannons or incinerators, and Termies are Relentless, so they can be kitted out for shooting without losing any assault power. They even have grenades, just about the only thing these guys don&#039;t have are Storm Shields.&lt;br /&gt;
:Of note is that aside from being really good at killing Daemons, they&#039;re excellent for MEQ&#039;s in general, aside from the having Force weapons they can buff up their Strength by +2 thanks to Hammerhand, and unlike regular Psykers they don&#039;t have to worry about the extra risk of getting perils.  Better yet, Hammerhand also boosts regular characters attached to the party, bonus points for attaching an Eversor Assassin to the squad, charging into combat, and butchering everything in sight with the Eversor&#039;s 8 S7 I7 AP3 Attacks before using the rest of the squad to mop up whoever&#039;s left over.  This also works very well with a Culexus, the Assassin&#039;s relatively low Strength being the only thing preventing them from killing things like Hive Tyrants.&lt;br /&gt;
:Note that if you&#039;re Deep-striking them you&#039;ll probably want some way to reduce/remove their scatter, to that end it might be worth it to get an Inquisitor and an Acolyte squad so that you could take advantage of their Mystic or a Grey Knights Interceptor Squad (more on that in their entry).  You&#039;re also going to want an Incinerator, the GEQ clearer being able to destroy blobs of Guard, Tyranids and Daemons alike while denying most of them their Feel No Pain and Armour.&lt;br /&gt;
:Feel free to skip the Psilencer, unless you know for a fact that you&#039;re going to be up against Daemons.  The high amount of shots are offset by its low Strength and low AP value, you&#039;ll likely Wound only once, but so long as you&#039;ve used Banishment and so long as they don&#039;t have an armour save the single Wound should be all you need to get rid of whatever multi-wound Daemon you were up against.  Otherwise if they have any sort of armour you&#039;re much better served by the Incinerator or the Psycannon.&lt;br /&gt;
:Speaking of the Psycannon, Grey Knight Terminators do not make a very good shooting squad as only one if five of them can get it, and while the Psycannon is a nice thing to have, it&#039;s certainly not necessary if you&#039;re going to be sticking them in a Land Raider, or Deep-striking them.  Incinerators are better for the latter, being able to get guaranteed hits while being both strong and cheap, while Land Raiders have no fire points, and as soon as you&#039;re out you&#039;ll want to charge and the Termies should have no problem hacking apart whatever you were going to shoot anyway.&lt;br /&gt;
:As for their melee weapons, at least upgrade them so that they&#039;re using Nemesis Falchions.  It&#039;s only four points to give them all an extra attack, force halberds can be skipped, if you need the extra Strength you can just go with Hammerhand, and at least one of them should be given a Warding Stave if you know you&#039;ll be up against offensive Psykers.  The Daemon Hammer can also be really good, and with Hammerhand it becomes S10, so that&#039;s a plus.&lt;br /&gt;
:Lastly is the Justicar, Digital Weapons could be a nice bonus but Master-crafted can be safely ignored, you can get better results by allying in a Priest to help the squad out, and he&#039;ll also help them to live longer at that.  Melta Bombs can also be ignored, whatever you need blown up can safely be handled better either by Daemon Hammers striking more times at S10, or by somebody else you can ally in.  The Teleport Homer can also a decent option if you know you&#039;re bringing in more Grey Knight Terminators, as that&#039;s the only thing it works on but unless you feel like gambling on where the first Terminator Squad arrives it&#039;s better to leave the job of carrying it to the Interceptor&#039;s, as explained below (otherwise feel free to try and build around the first squad that landed).&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Interceptor Squad:&#039;&#039;&#039; The Grey Knights&#039; only Fast Attack choice; at least it&#039;s one that synergizes well with the Termies.  First things first, they have all the options that Terminators do, except theirs are cheaper, they can become equally as strong, but they&#039;re not as killy, or as tough as the Termies.  What they excel in is acting as an anchor, thanks to their Personal Teleporter and the Justicar&#039;s purchasable Teleport Homer.  Simply teleport shunt them 30&amp;quot;, and from that new point start calling down their Terminator buddies.  The only real downside to this is you don&#039;t get to take advantage of Rites of Teleportation (or if you try to use them, you&#039;re hoping they don&#039;t all immediately work).&lt;br /&gt;
:They can be used similarly to the Terminators, buy them at the minimum some falchions so that they get the extra attack, and everything else still applies as before.  They&#039;re not a good ranged squad, Psilencers aren&#039;t usually a good idea, neither are Psycannons (and with their special 30&amp;quot; move they can really benefit from Incinerators), Daemon Hammers are still great, Halberds aren&#039;t needed, a Warding Stave is good if you&#039;re up against a Psyker to help deny, Digital Weapons are a good idea to help get that To Wound roll with your Force Weapons (hitting will likely be easier than Wounding anyway).&lt;br /&gt;
:An asshole-ish thing to do is to try and take Inquisitors so you can get Master of Ambush, then use it to Infiltrate the Interceptors in to where you want the Termies to be, that way you can take advantage of the turn 1 Deep-strike roll, along with using an Astropath and optionally a an Officer of the Fleet to ensure that they arrive that turn.  This way you can hop in with the Interceptors, flame away, drop in the terminators, flame away, and even optionally use any sort of flamer the Inquisitor could buy to burn more, clearing out whatever hordes (or even higher Toughness creatures considering Incinerators are S6) and clearing out a safe space for everyone else.&lt;br /&gt;
::If you do this you can have nearly your entire army on the opposite side of the board on turn 1 (three Infiltrators as well as however many Deep-strikers) which could easily mess up an enemy gunline, so long as you make sure not to leave all of your units out in the open.&lt;br /&gt;
::Note that you can also try to use this strategy with a Dreadknight, with about as much success though it&#039;s not nearly as needed as with the Terminators thanks to the fact that the Dreadknight can also get the Personal Teleporter, which makes it a Jump Monstrous Creature and allowing it to do the same teleport shunt that the Interceptors can do (though it is still an option, in case you wanted to save those 30 points for something else).&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Dreadknight:&#039;&#039;&#039; A monstrous creature that can ally with anyone in the Imperium?  [[Tau|Well everyone else]] [[Eldar|seems to have been getting]] [[Ultramarines|their own MC&#039;s]], so why not?  Originally meant to combat Greater Daemons, the Dreadknight can do well against nearly every other MC in the game thanks to good equipment, cheap cost, good saves (2+/5++, while having access to Sanctuary to buff himself to 4++), access t o great gear and fantastic movement, at least once you buy it the Personal Teleporter (not needed if you&#039;re Deep-striking).&lt;br /&gt;
:Unfortunately it only starts off with the two Power Fists as a base, and while they&#039;re not bad they&#039;re not the dirt-cheap Greatsword the knight can buy either, which gives you the exact same benefits, with the Master-Crafted and Force rules to boot.  The Hammer can be good too, but generally Master-Crafted attacks will help you more than Concussive and it&#039;s just a marginal increase to get the Greatsword over the Hammer.&lt;br /&gt;
:For ranged weapons, as above you can skip the Psilencer.  Whatever you want to Instant Death should be handled either in melee, or handled by another unit entirely.  The Heavy Psycannon looks nice, and it could be worth it since you actually want the Dreadknight to be charging against really meaty targets that warrants that level of Strength.  If you&#039;re especially dead-set on it, then get an Astropath for Prescience and then the Dreadknight can make a lot of points back in a single volley, before making the rest back in melee.  &lt;br /&gt;
:While not exactly meant to clear out larger groups (better left to the Interceptors and Terminators), the Dreadknight isn&#039;t too bad at it provided he has his Greatsword and an Incinerator.  Flame the enemy (make sure to take full advantage of Torrent) then charge to get 5 Initiative 4 Strength 10 Attacks.  Whatever you&#039;re up against should break and get crushed.&lt;br /&gt;
:Do keep in mind that the Dreadknight isn&#039;t without weaknesses, poison can fuck it up, so can any sort of Rending, as well as [[Eldar|pseudo-rending]] and unlike most other MC&#039;s the Dreadknight isn&#039;t Fearless.  ATSKNF is good for keeping it on the board, but you don&#039;t want it moved out of position thanks to things like Tank Shocks and Terrify, and having it run from assault, even if it&#039;s immune to sweeping advances is really annoying, especially if your opponent just guns it down before it can get back where it belongs.  To that end try to avoid it if you&#039;re fighting enemies like Dark Eldar, or you&#039;re up against a tank-heavy force (it&#039;ll be of less use to you than some other troops with Melta&#039;s, even if it gets in close it&#039;s simply not that points efficient at that job).&lt;br /&gt;
*&#039;&#039;&#039;Landraider Types:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Godhammer (Basic):&#039;&#039;&#039; Nope.  Do not take it, the Grey Knights in this book work best as allies, so use them as allies, buy somebody else to blow up shit and buy a different Land Raider that&#039;ll better fit your transport needs with its loadout.&lt;br /&gt;
**&#039;&#039;&#039;Crusader:&#039;&#039;&#039; That&#039;s more like it.  While the loss of Psybolt Ammo hurts (a tear shed in pity) it&#039;s still a really great assault vehicle, and more than capable of delivering a full squad of Termies into battle in case you didn&#039;t want to take advantage of their Rites of Teleportation.  Just watch out for terrain, getting your Land Raider immobilized (even if it&#039;ll only happen 1/6th of the time) really fucking sucks, and with the amount of points you need to put into a Terminator Squad inside one of these Raiders (at least 400) you don&#039;t want it to operate at anything less than peak efficiency.&lt;br /&gt;
**&#039;&#039;&#039;Redeemer:&#039;&#039;&#039; This one&#039;s iffy as a prospect, if you&#039;re up against Daemons or any army that requires you to get close to use your Template weapons, then you&#039;re going to want certain defences, but these Raiders don&#039;t have any sort of defence like Truesilver armour, and its range always puts it within easy Melta range, on top of MC charge which are the two fastest ways to lose it.&lt;br /&gt;
::If you know you&#039;re not going to be up against either MC&#039;s or Melta&#039;s, then go ahead and take it, so long as you can use it and flame a couple MEQ&#039;s it can make its points back extremely quickly.&lt;br /&gt;
&lt;br /&gt;
==Legion of the Damned==&lt;br /&gt;
[[File:IA LotD.jpg|300px|right|thumb|]]&lt;br /&gt;
===Special Rules===&lt;br /&gt;
Aside from being able to &#039;&#039;&#039;Deep Strike&#039;&#039;&#039;, being &#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;, causing &#039;&#039;&#039;Fear&#039;&#039;&#039; and being &#039;&#039;&#039;Fearless&#039;&#039;&#039; the Legion of the Damned have a number of unique rules:&lt;br /&gt;
*&#039;&#039;&#039;Aid unlooked for:&#039;&#039;&#039; Damned Legionaires cannot be joined by Independent Characters.  They always start the game in reserve, and will always Deep Strike onto the field.  This isn&#039;t so bad, especially when you combine it with Saviours from Beyond, and the fact that you can re-roll both the scatter and the 2D6 dice.&lt;br /&gt;
*&#039;&#039;&#039;Flaming Projectiles:&#039;&#039;&#039; Cover saves can&#039;t be taken against the Damned Legionaires ranged attacks.  Awesome.&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Spectres:&#039;&#039;&#039; 3++ save.  It might as well replace the power armour for the group.&lt;br /&gt;
&lt;br /&gt;
===Armoury===&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; Classic S4 AP5 24&amp;quot; Rapid Fire weapon which all other standard issue small-arms in the Dark Millennium are judged by. Tried and true, whether it&#039;s shredding simple infantry or taking potshots at more heavily armored foes.  &lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; Standard pistol version of the boltgun, with same Strength and AP. Combined with a non-specialist melee weapon, it grants an additional attack.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter:&#039;&#039;&#039; Assault 2 and 24&amp;quot; range. Compared to the standard boltgun, the storm bolter gets its full number of shots out to max range, plus you get to charge after shooting. Typically seen on Terminators, decent on an Assault-based Character with a Specialist Weapon (you weren&#039;t getting the two-weapon bonus attack anyway), not too useful otherwise, especially since Sternguard special ammo STILL doesn&#039;t affect them.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Beats any Armor save, but on a roll of a 1, it Gets Hot! and the wielder takes a Wound (that you get saves against, but still). This one hurts, not only is it inefficient points-wise, but if you failing 3++ role hurts here more than it would on a regular marine because of their higher cost and single Wound.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; The classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. However, all your regular weapons already ignore cover and since you&#039;re paying a premium for the squad already, you might as well take something that can get more out of the bonuses. Remember S&amp;amp;P means no overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; That&#039;s a bit better, and really good if being used against any [[Eldar|fuckers who]] [[Harlequins|Like to use]] [[Dark Eldar|Cover Saves]].  Deep-strike them in and watch shit explode. &lt;br /&gt;
*&#039;&#039;&#039;Plasma gun:&#039;&#039;&#039; There we go. Gets Hot! means there is always a (small) risk of killing the model firing the weapon, but there&#039;s so much to gain from a gun that ignores all armour and cover (while costing the same as the pistol, its weaker variant) that the Legion of the Damned can really make them shine.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; Much more effective at horde-crunching than the regular flamer, so much so that there&#039;s actually reason to take this one. Still no overwatch with these though.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; A Meltagun with twice the range and the Heavy type, which doesn&#039;t matter since Legion of the Damned are Slow and Purposeful.  Virtually guaranteed to blow shit up if you Deep-strike correctly, and the same price as the regular Melta Gun.  Pretty sweet, sadly you can take either it or the heavy flamer, so you have to decide if you want to deal with Hordes or whether you can blow up vehicles.&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; A stat-less CCW.  You&#039;ll never take it since the Sergeant can get a Power Weapon instead.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039; The same flavours of AP as always.  The Legion aren&#039;t great at handling 2+ armour in melee, so you could give them either a sword or a maul to deal with 3+ and 4+ respectively, depending on what you&#039;re up against and how worried you are about getting caught in melee.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; the Damned Sergeant can still have his Bolt Pistol along with a Power Axe for AP2, Decent Strength and a 3++, and start playing SS/TH Terminator-lite, but gets the extra attack for having his pistol and Power Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; No.  Just... No.  It costs nearly double what the power weapons do and you should never be in close combat with anything that would require it. Also the Damned Sergeant could just take a power axe and still get an extra attack from having two CCWs.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Spectral Host:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Elite&lt;br /&gt;
**0-3 Additional Elites&lt;br /&gt;
*Must be of the Legion of the Damned faction&lt;br /&gt;
*&#039;&#039;&#039;Saviours From Beyond:&#039;&#039;&#039; All units of this detachment start as Deep Strike reserves but may choose to automatically pass or fail their reserve rolls.&lt;br /&gt;
:Aside from tournament faffing, there is no special reason to take the other elite choices from this detachment versus taking multiple detachments.  &lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Damned Legionaires:&#039;&#039;&#039; Fucking expensive, but you&#039;re getting what you paid for.  Massively buffed thanks to the fact that they automatically pass/fail reserve rolls, and they also synergize really well with any faction that allows the to Deep Strike without scatter, such as the Inquisition&#039;s mystics (although the ability to re-roll both scatter and the 2D6 greatly minimizes the chance of a mishap anyway).  All of their ranged weapons ignore cover, they can fire any of them on the move, and a 3++ save makes them really hard to get rid of.  Take them to fuck up GEQ&#039;s that&#039;re hiding behind cover, and/or as a surprise vehicle popper if you picked up the meltaguns.  They can also be pretty good in close combat, while being no TH/SS termies they do have the same statlines as MEQ veterans while ignoring all power weapons in return.&lt;br /&gt;
:Unfortunately their effectiveness as TEQ hunters has somewhat diminished as they can no longer take combi-weapons or a plasma cannon, a tear shed in pity, though the ability to appear whenever you want does bump up their effectiveness as GEQ killers, as they retained their Flamer and Heavy Flamer (and also retained Slow and Purposeful so that you can always fire the Heavy Flamer).&lt;br /&gt;
:Note that there is no real advantage to upping the size of the squad, besides denying your opponent a kill point (though that should still have taken a fair bit of effort, even with just 5 of them).  If you want more, then just get another squad since this also increases the amount of special weapons the squad can take.&lt;br /&gt;
&lt;br /&gt;
==Officio Assassinorium==&lt;br /&gt;
[[File:IA OA.jpg|300px|right|thumb|]]&lt;br /&gt;
===Special Rules===&lt;br /&gt;
All Assassins are &#039;&#039;&#039;Fearless&#039;&#039;&#039;, and can &#039;&#039;&#039;Move Through Cover&#039;&#039;&#039; as well as &#039;&#039;&#039;Infiltrate&#039;&#039;&#039;.  They also have three special rules unique to them:&lt;br /&gt;
*&#039;&#039;&#039;No Escape:&#039;&#039;&#039; Wounds inflicted by this model inflict a -2 to &#039;&#039;Look Out, Sir!&#039;&#039; saves against them.&lt;br /&gt;
*&#039;&#039;&#039;Independent Operative:&#039;&#039;&#039; A model with this special rule can never be joined by another character. If a model with this special rule is your army’s Warlord, it never has a Warlord Trait.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes:&#039;&#039;&#039; A model with this special rule has a 4+ Invulnerable save, and does not suffer the penalty to initiative when charging through terrain.&lt;br /&gt;
====Callidus Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Polymorphine:&#039;&#039;&#039; When a Callidus Assassin is deployed using her Infiltrate special rule, she can be set up anywhere on the table that is more than 1&amp;quot; from any enemy unit, whether deployed enemy units can draw a line of sight to her or not. If a Callidus Assassin starts the game in Reserves, she can choose to move on from the enemy board edge when she arrives. In either case, during the first game turn, or during the game turn in which the Callidus Assassin arrives from Reserves, enemy units can only fire Snap Shots when targeting her.&lt;br /&gt;
*&#039;&#039;&#039;Precision Strikes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reign of Confusion:&#039;&#039;&#039; If your army includes a Callidus Assassin, you can re-roll the dice when attempting to Seize the Initiative. In addition, your opponent suffers -3 to the first Reserve Roll they make during the game.&lt;br /&gt;
&lt;br /&gt;
====Culexus Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Life Drain:&#039;&#039;&#039; Armour saves cannot be taken against Wounds inflicted by a Culexus Assassin’s close combat attacks. Any close combat attack inflicted by a Culexus Assassin that rolls a 6 To Wound has the Instant Death special rule. Any close combat attack inflicted by a Culexus Assassin that is allocated to a Psyker has the Instant Death special rule.&lt;br /&gt;
:Note that his attacks are not technically AP2 - rather, the model hit can&#039;t take an armour save - which can be [[Aun&#039;Va|situationally superior]].&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Psykers)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Abomination:&#039;&#039;&#039; Psykers, friend or foe, within 12&amp;quot; of a Culexus Assassin have -3 Leadership, do not generate any Warp Charges, and only harness Warp Charge points on a 6 (even if the unit would otherwise harness Warp Charges on another result). A Culexus Assassin can never be targeted or affected by psychic powers – other units in the Culexus’ vicinity that are hit by beam or nova powers, or by witchfire powers that use templates, are hit/affected normally. Any blessing or malediction psychic powers affecting a unit immediately cease to be in effect if the unit moves within 12&amp;quot; of a Culexus or vice versa. This rule does not apply whilst the Culexus is embarked in a Transport.&lt;br /&gt;
&lt;br /&gt;
====Eversor Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Fast Shot:&#039;&#039;&#039; Whenever an Eversor Assassin fires his executioner pistol, he does so 4 times. All of these shots must be at the same target, but can be any mixture of bolt pistol and needle pistol shots.&lt;br /&gt;
:Note that despite sharing a name with the special rule enjoyed by [[Warhammer_40,000/Tactics/Eldar#Heavy_Support|Dark Reaper Exarchs]], this rule is drastically better on his pistol (quadrupling his ROF rather than doubling it and allowing him to mix profiles) and drastically worse on Fortification guns, and really just doesn&#039;t behave the same way at all.&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-meltdown:&#039;&#039;&#039; If an Eversor Assassin is ever reduced to zero Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 5 AP- hit for each model it has within D6&amp;quot; of the Eversor Assassin. After resolving any additional damage, remove the Eversor Assassin from play as a casualty.&lt;br /&gt;
&lt;br /&gt;
====Vindicare Special Rules====&lt;br /&gt;
*&#039;&#039;&#039;Deadshot:&#039;&#039;&#039; All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, are Precision Shots.&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===The Assassins&#039; Blades (Armoury)===&lt;br /&gt;
&lt;br /&gt;
====Wargear of the Callidus Temple====&lt;br /&gt;
*&#039;&#039;&#039;Neural Shredder:&#039;&#039;&#039;  Basically a template Sniper weapon, hits at strength 1 but at AP2 and always wounds on a 4+, sadly no effect on buildings or vehicles. Mainly used to wipe out the bodyguard of whomever she&#039;s going to be fighting.  Also keep in mind that as a Template weapon it can be used to Wall of Death enemies who are charging her, which might save her life if she&#039;s caught by somebody you don&#039;t want her to be fighting (likely because you decided to Infiltrate her too close and the opponent didn&#039;t like the idea they could only fire Snap Shots at her). Is a Pistol, so she is technically rocking three close combat weapons total.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;C&#039;tan&amp;lt;/s&amp;gt; Phase Sword:&#039;&#039;&#039; Strength User, AP2! (Bye bye Terminators) and has Phasing, which allows for each roll of a 6 in CC to ignore invulnerable saves, which makes her an excellent choice to take on enemy HQs.&lt;br /&gt;
*&#039;&#039;&#039;Poison Blades:&#039;&#039;&#039; Strength User, no AP, but has rending and poison (+3). You&#039;re almost never going to use these, anything with Toughness high enough to require them is either going to be something with an armour save so good that there&#039;s no point (even with Rending, and sometimes they&#039;ll have an Invulnerable save too) or it&#039;s going to be something strong enough to kill her anyway (a lot of MCs can become S8 to ID her).  If you&#039;re up against something tough enough to require them, you&#039;d be better off stocking up on something that isn&#039;t a Callidus.&lt;br /&gt;
:Note: Despite the name, this is a &#039;&#039;single&#039;&#039; melee weapon.&lt;br /&gt;
&lt;br /&gt;
====Wargear of the Culexus Temple====&lt;br /&gt;
*&#039;&#039;&#039;Animus Speculum:&#039;&#039;&#039; A shooting attack at 18&amp;quot; fired in the psychic phase, Strength 5 and AP1 three shots, increases in shots by how many Psykers there are near him...friend or foe. You can also elect to use three warp charges to add three shots to the speculum&#039;s attack. Using this also doesn&#039;t count as shooting (due to it being in the psychic phase) meaning you can still toss a &#039;nade or run in the following phases.&lt;br /&gt;
*&#039;&#039;&#039;Psyk-Out Grenades:&#039;&#039;&#039; Low range, S2 with no AP. However, one Psyker in the unit targeted sufferers Perils of the Warp... and when charging the Culexus, Psykers do not get extra attacks. A mulligan at best, you&#039;ll likely use it just because the Culexus has no other ranged weapon and you&#039;re already in a position to assault.&lt;br /&gt;
*&#039;&#039;&#039;Etherium:&#039;&#039;&#039; All units targeting the Culexus Assassin, in close combat or at range, have to swing at BS and WS 1. Note that no matter what, your opponent cannot boost their weapon skill, meaning that even the Tau are stuck at BS1! Psykers hate Culexus by default, but this is why &#039;&#039;everyone&#039;&#039; hates him. Be wary of stuff that does not use BS or WS to hit, like Kharn hitting on 2+ in CC (why you would try to fight Kharn in assault with a Culexus is beyond us); BS is set to 1 but shots are not made into Snap Shots, so template weapons will also work fine.&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039; by default, as he has no melee weapons listed.&lt;br /&gt;
&lt;br /&gt;
====Wargear of the Eversor Temple====&lt;br /&gt;
*&#039;&#039;&#039;Executioner Pistol:&#039;&#039;&#039; Strength 1, AP nothing but with &#039;&#039;Poisoned&#039;&#039;, or it can fire just as a regular Bolt Pistol.  Would be pretty meh if the Assassin couldn&#039;t fire it four times, and as a mixture of both Needle Pistol and Bolt Pistol at that.  Generally the Bolt Pistol will be more useful. Who knows, you could be up against something like Necrons or Plague Marines, in which case [[wat|poisoning the Plague Marines would be more helpful than blowing them up]].&lt;br /&gt;
*&#039;&#039;&#039;Frenzon:&#039;&#039;&#039; The Eversor Assassin rolls 3d6 to charge and gets 3 extra attacks from the charge instead of 1...giving you 8 attacks at WS8...have fun drinking your enemy&#039;s tears. &lt;br /&gt;
*&#039;&#039;&#039;Neuro-gauntlet:&#039;&#039;&#039; Gives the Eversor Assassin &#039;&#039;Fleshbane&#039;&#039; and &#039;&#039;Shred&#039;&#039; in close combat, though it has no AP.  Great against low armoured targets like Orks where the Power Sword wasn&#039;t going to help as much due to only being S4, and if he&#039;s up against something like TEQs then the Neuro-gauntlet will serve him better (though you&#039;d be an idiot for pitting him against TEQs, literally every other assassin is better for that role).&lt;br /&gt;
*&#039;&#039;&#039;Sentinel Array:&#039;&#039;&#039; An Eversor Assassin fires Overwatch using his full Ballistic Skill.&lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Melta Bombs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Wargear of the Vindicare Temple====&lt;br /&gt;
*&#039;&#039;&#039;Exitus Rifle:&#039;&#039;&#039; This is the reason this guy is so well known. This rifle is a Sniper with a range of 72&amp;quot;(!), AP2, and access to Exitus Ammo. This allows the Vindicare  to take down a number of different enemies...See that angry Chaos Lord? *BLAM*. See that Farseer? *BLAM* See that Chimera? *BLAM*. You can do this by using one of the following bullets...&lt;br /&gt;
**&#039;&#039;&#039;Exitus Ammo:&#039;&#039;&#039; Each time he fires, the Vindicare assassin may choose 1 of 3 bullets, each useful in one way or another.&lt;br /&gt;
***&#039;&#039;&#039;Hellfire:&#039;&#039;&#039; Shots will always wound on a 2+.  Of the three it&#039;s the second most useful, coming in handy whenever Shield-breaker and Turbo-penetrator rounds aren&#039;t needed.&lt;br /&gt;
***&#039;&#039;&#039;Shield-breaker:&#039;&#039;&#039; Invulnerable saves cannot be taken against wounds, glancing hits, or penetrating hits from this bullet.  Mainly useful against models that either have really good Invuln saves but few Wounds (such as Legion of the Damned, some Daemons and Commissars) or against models that have Invulnerable saves that are too powerful to rely on Turbo-penetrator rounds (such as Cataphractii Captains or Daemons buffed with the Grimoire of True Names).&lt;br /&gt;
***&#039;&#039;&#039;Turbo-penetrator:&#039;&#039;&#039; Against vehicles, bullets hit at strength 10. Against all other targets, it inflicts D3 wounds.  This is the one you want to use whenever a character is in sight, even if that character is in a unit.  The Vindicare has a hefty price tag and killing characters is the fastest and most efficient way to make those points back.&lt;br /&gt;
*&#039;&#039;&#039;Exitus Pistol:&#039;&#039;&#039; Highly overshadowed by the rifle version, but worth noting that this little fucker is Range: 12&amp;quot;, S:X, AP:2 Pistol, &#039;&#039;Sniper&#039;&#039;, &#039;&#039;&#039;Exitus Ammo&#039;&#039;&#039;. What does that means? Well, +1 A in combat along with his combat weapon, which is nice as a last resort; and the notion that he can relocate  and keep firing anyone who gets too close with the same ammo that the rifle (a good thing as the rifle is a Heavy weapon). Which could save his life temporally until help arrives. Still not worth it using it instead of the rifle: you&#039;ve brought a sniper, not a gunslinger.&lt;br /&gt;
*&#039;&#039;&#039;Spy Mask:&#039;&#039;&#039; All shooting shots made by the Vindicare Assassin Ignore Cover... We do not need to exaggerate how awesome this is, it speaks for itself.  Any direct-firing fortification shots also benefit from this (and the BS8), which can often be more useful than the rifle.&lt;br /&gt;
*&#039;&#039;&#039;Blind Grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Assassinorium Operative:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Elite&lt;br /&gt;
*&#039;&#039;&#039;Operation Assassinate:&#039;&#039;&#039; Gain 1 additional Victory Point if enemy warlord was killed by an assassin from this detachment.  Better for some assassins than others, but pretty much the only way to take assassins (other than unbound or with an Execution Force, below).  In any case it&#039;s a nice bonus, even if you don&#039;t plan on capitalizing on it the detachment otherwise has no restrictions.&lt;br /&gt;
:&#039;&#039;&#039;Jan 2017 update:&#039;&#039;&#039; The Castellans of the Imperium formation from Fall of Cadia allows you to take assassins as elite choices, so 3 of them per CAD.  Fun.  Sadly they can&#039;t all go inside a transport together, because 3 Eversors charging out of a Landraider would make people cry a little too much…&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;Vindicare Assassin:&#039;&#039;&#039; The most expensive of the four, he&#039;s got a decent way to go to make that back for somebody who can shoot only once a turn (and who you do not want in assault), though thanks to his special goodies that let him kill things better it&#039;s not an uphill battle. In general he&#039;s the best for picking out targets thanks to &#039;Deadshot&#039;, making shots from the Vindicare Assassin have precision shots (unfortunately Look Out Sir! is still allowed, though thanks to No Escape it&#039;ll only work half the time on IC&#039;s), but unfortunately this doesn&#039;t apply to Snap Shots. He is also an Independent Operative, which means he can never have a character join him, however he can still join units, he can be the Warlord (ironically) but sadly he still can&#039;t have a Warlord Trait (though you were probably going to roll Fear anyway, so it&#039;s about the same).  Like all Assassins he has an awesome stat line - though the only stat he should be using is his BS and he is not meant to be the model that gets back his points in 1 turn - his job is back up, to take down the units that are bothering you. &lt;br /&gt;
:Though the other assassins are great in their own right, the Vindicare is undoubtedly the best for most situations. His Exitus Rifle can quite literally deal with everything except large hordes, though even that isn&#039;t an issue thanks to the fact that the Vindicare can enter fortifications, which can then use his BS of 8.  Put him on something like a Plasma Obliterator with an attached Haemotrope Reactor so that all of his MEQ-killing S8 AP2 in that Massive Blast will ignore cover, and at BS8 on average it won&#039;t even scatter.&lt;br /&gt;
::Most fortress walls also offer fantastic vantage points for his rifle, so if you&#039;re getting him, try to get something extra that&#039;ll allow him to immediately set up and be able to shoot turn one.&lt;br /&gt;
*&#039;&#039;&#039;Callidus Assassin:&#039;&#039;&#039; The second most expensive, she is the sneaky, infiltrator type out of the 4. She has a special rule which allows her to be up to 1&amp;quot; from a enemy unit during her infiltrate, and enemy units can only snapfire at her during her first turn on the field, but you should try not to set her up this close.  She can be counter-charged, probably by something you didn&#039;t pay for her to be killing and even though she has Hit &amp;amp; Run, you don&#039;t want her losing Wounds against the wrong targets (or getting ID&#039;d by them if you were stupid enough to set her up anywhere near a S8 enemy). &lt;br /&gt;
:The Callidus is basically a mini-distraction carnifex meant to scare the fuck out of the opponent. Use this assassin to destroy low Toughness highly armoured models (Terminators, Power Armour, Daemon Princes with warp forged armour) as well as enemy leaders, thanks to her chance to ignore Invuln saves. With her high WS, BS and Neural Shredder she could properly take a few terminators before getting overwhelmed. Still, she is an assassin. Get her into the fight, take someone out and leave. Sticking around in fights will cost you. &lt;br /&gt;
:Note that if you want to take advantage of her Neural Shredder the most and are confident enough, a ballsy tactic is to shoot an enemy squad with it, then let them charge her, killing one or two more in the Wall of Death that follows since all of its attacks are AP2.  She doesn&#039;t lose that much by not charging (just one attack, though the tradeoff could easily be worth it since she&#039;ll auto-hit at least one WoD anyway) and she&#039;ll almost always make her 5 attacks before the enemy can strike back, but if things don&#039;t work in your favour and the enemy retains enough models for when they get their turn, things can get sour fast.  Hit and Run can also help to abuse the Neural Shredder since even if you can&#039;t fire it normally before she gets charged again, she&#039;ll still get another Wall of Death use out of it.&lt;br /&gt;
*&#039;&#039;&#039;Eversor Assassin:&#039;&#039;&#039; The cheapest out of the lot, he is the overwhelming attacks assassin. The Eversor excels at killing hordes, MEQ&#039;s and GEQ&#039;s thanks to fast shot which allows him to fire 4 times in one turn (at the same target) and still charge, using 3d6 and gaining 3 attacks on the charge. If he dies, he activates &amp;quot;bio-meltdown&amp;quot; which is a strength 5 hit to all models within 6&amp;quot; before he is removed (though thanks to the wording Wounds are applied to the unit as they would a blast weapon, so the models who get hit might necessarily not be the ones Wounded) which is a nice and final &amp;quot;fuck you&amp;quot; to whoever you&#039;re up against (and seeing as how he should always be in combat, you should always get a few extra kills with it).  &lt;br /&gt;
:While he&#039;s very good in combat, two things that can be kind of an issue are actually getting him there, and Instant Death from anyone S8 and above with their ranged attacks.  A good solution for both is to just stick him in a transport, preferably one that can assault as the Assassins can now join units.  So long as he&#039;s sheltered until he can [[Rip and Tear]] you shouldn&#039;t be disappointed by the results (though you should try to avoid S8 opponents in melee anyway).&lt;br /&gt;
*&#039;&#039;&#039;Culexus Assassin:&#039;&#039;&#039; The second cheapest and easily the most survivable of the lot. While obviously meant to fuck over Psykers in every way imaginable, this isn&#039;t the only thing the Culexus is good at.  Firstly is the reason he&#039;s so survivable, Etherium.  All attacks against him are made at WS1/BS1, no matter who he&#039;s up against and this cannot be buffed up in any way, shape or form, not even by [[Tau|markerlight spam]] (so go out there and kill some blue commies).  On top of this he still retains the 4++ save for whenever anything does hit, if he didn&#039;t manage to kill whatever the hell it was first of course.  Secondly, all of his attacks ignore armour saves.  This is important as it means his AP2 doesn&#039;t come from any sort of weapon, and isn&#039;t actually an AP value so models [[Jain Zar|who can take AP values away]] and models [[Aun&#039;Va|who use the AP values of others against them]] are completely fucked, regardless of whether or not they&#039;re Psykers, and especially if he rolls a 6 on his To Wound since that&#039;s now an AP2 Wound with Instant Death.  Thirdly is his Animus Speculum, which works on more than just Psykers and at an AP value that&#039;ll let it pop Rhinos and Chimeras so long as you get a lucky shot into their weaker armour.  Last is the threat he&#039;s meant to counter, Psykers.  As bad as he can fuck up everyone else, Culexus assassins fuck up Psykers twice as hard.  No Psyker within 12&amp;quot; can generate a warp charge, every Psyker within that distance makes his Speculum stronger, he has Preferred Enemy (Psykers) which can help the Speculum nuke a unit (so long as a Librarian is inside a unit of terminators the entire squad&#039;s fucked), and his close combat attacks always cause Instant Death to Psykers.&lt;br /&gt;
:The Animus Speculum is a fantastic ranged weapon, and one that can easily be abused now that the Astra Telepathica can now be allied in, as it&#039;s possible to abuse this weapon by buying some cheap Astropaths and running them near the Assassin, on average an extra 100 points can get you [[Awesome|7 S5 AP1 shots at BS8 a turn]].  The only downside is that thanks to his Independent Operative rule he cannot be joined by them directly, however [[Rules Lawyers|thanks to how it&#039;s written]], you could put him in a unit of Wyrdvane Psykers, then add the Astropaths to that as his rule states that his model can&#039;t be joined by characters, and in that case they&#039;re both just joining a different unit.&lt;br /&gt;
::Note that his Speculum is powered by &#039;&#039;Mastery Levels&#039;&#039;, so he won&#039;t get an extra shot for every Wyrdvane model in the unit.&lt;br /&gt;
::Also, as he has Infiltrate, you can&#039;t attach him to non-Infiltrating units during deployment; see below for a (shitty) way around this.&lt;br /&gt;
:Another ballsy tactic is to use the Culexus as a shield for everyone else in a unit (possibly even the unit of Psykers, as mentioned in the above tactic) and put him front and center, so that the only shots that&#039;ll hit the unit will hit the Culexus first.  This effectively means the entire squad&#039;s invisible, only being hit on 6&#039;s, with no hope of buffing this up thanks to markerlights.&lt;br /&gt;
:A really ballsy (and frankly bullshit) tactic is to ally in an Inquisitor and try to get Master of Ambush (usually allying in two or three to take advantage of their abilities and increase the odds).  If you do get it, infiltrate the Culexus, and then infiltrate several Psykers alongside so that he can immediately use the Animus Speculum to tear shit up, before charging into melee to finish the job.  It relies more on luck, but even if you don&#039;t get it those Inquisitors were still going to come into handy, as were those Psykers, so failure doesn&#039;t really hurt all that much.&lt;br /&gt;
::Do this with a 5-ape Jokaero unit to make his Speculum 30&amp;quot; and Rending for the rest of the game.&lt;br /&gt;
:You also get bragging rights if you play with the Empyric Storm random results, the opponent&#039;s Warlord gets Psychic Apotheosis, and then you kill him with the Culexus, netting yourself a bonus VP in the process.&lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&#039;&#039;&#039;Execution Force:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**Vindicare Assassin&lt;br /&gt;
**Callidus Assassin&lt;br /&gt;
**Eversor Assassin&lt;br /&gt;
**Culexus Assassin&lt;br /&gt;
*All gain Preferred Enemy (Warlord)&lt;br /&gt;
*Gain 1 additional Victory Point if enemy warlord was killed by an assassin from this detachment.  &lt;br /&gt;
*Generally a little overkill for anything short of Apocalypse and there&#039;s no real reason to take it as the regular detachment also provides the same bonus, even Preferred Enemy is generally not worth it thanks to the fact that the Assassins are going to cost so much more than the Warlord they&#039;re trying to kill unless, once again, you&#039;re playing Apocalypse and were going to be taking all four to do different roles anyway.&lt;br /&gt;
&lt;br /&gt;
==Inquisition==&lt;br /&gt;
[[File:IA INQ.jpg|300px|right|thumb|]]&lt;br /&gt;
Much like the Adepta Sororitas, the Inquisition of this book do not replace that of Codex: Inquisition (at least not until the next FAQ). As another side-grade, they gain certain things, get other buffs and lose other items and units.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
*&#039;&#039;&#039;1- Unquestionable Wisdom:&#039;&#039;&#039; The Warlord and his unit can choose to pass or fail any Morale Test. Take that Papa Smurf!&lt;br /&gt;
*&#039;&#039;&#039;2- Reader of the Tarot:&#039;&#039;&#039; While the Warlord is alive, you can roll two dice and choose the more favorable result when rolling for Reserves, Outflank, Mysterious Terrain, and Mysterious Objectives. This one...this one&#039;s interesting. It doesn&#039;t say that it doesn&#039;t effect Allied Detachments, it just says you can choose dice when rolling, this one&#039;s pretty sweet. Might be FAQ&#039;d or updated, but...keep an eye on it.&lt;br /&gt;
*&#039;&#039;&#039;3- Burner of Worlds:&#039;&#039;&#039; Once per game, the Warlord can skip the shooting phase to call down an orbital bombardment (infinite range, S10 AP1, Ordnance 1, Large Blast, Barrage, and Orbital). [[Exterminatus]] on demand, baby.&lt;br /&gt;
4-6 are different depending on which Ordo your Inquisitor is a part of.&lt;br /&gt;
&lt;br /&gt;
====Hereticus====&lt;br /&gt;
*&#039;&#039;&#039;4- Witch Hunter:&#039;&#039;&#039; The Warlord and his unit gain Preferred Enemy (Psykers). Karamazov has this trait by default. It&#039;s alright, though a Psyocculum somewhat negates it.&lt;br /&gt;
*&#039;&#039;&#039;5- Will of Iron:&#039;&#039;&#039; The Warlord and his unit gain Adamantium Will. Since your Inquisitor is a Psyker (if you&#039;re playing them right, they will be), this makes you Deny on a 4+, pretty sweet.&lt;br /&gt;
*&#039;&#039;&#039;6- Master of Interrogation:&#039;&#039;&#039; Enemy Infiltrators can&#039;t be set up within 24&amp;quot; of the Warlord. Well, just laugh at your opponent as you ask them to set up Infiltrators. Bonus points for rolling this against Genestealer cults.&lt;br /&gt;
&lt;br /&gt;
====Xenos====&lt;br /&gt;
*&#039;&#039;&#039;4- Xeno Hunter:&#039;&#039;&#039; The Warlord and his unit have Preferred Enemy when targeting enemy non-vehicle units from the following lists: Dark Eldar, Eldar, Harlequins, Necrons, Orks, Tau Empire, Tyranids and Genestealer Cults. Pretty sweet, not gonna lie. Can be fuck-mothering useful if you&#039;re actually facing one of those units.&lt;br /&gt;
*&#039;&#039;&#039;5- Xenotech Collector:&#039;&#039;&#039; The Warlord gains a 6++, and one of the Warlord&#039;s ranged weapons gains S+1 and Rending for the duration of the battle. One of the only ways to give an Inquisitor an Invuln save.&lt;br /&gt;
*&#039;&#039;&#039;6- Purity of Mankind:&#039;&#039;&#039; Humanity Fuck Yeah in game. The Warlord and his unit gain Hatred.&lt;br /&gt;
&lt;br /&gt;
====Malleus====&lt;br /&gt;
*&#039;&#039;&#039;4- Daemonhunter:&#039;&#039;&#039; The Warlord and his unit gain Preferred Enemy (Daemons). Coteaz has this by default. See the other two, it&#039;s conditional at best, but can be damn nice in the right spot.&lt;br /&gt;
*&#039;&#039;&#039;5- Incorruptible:&#039;&#039;&#039; All units with the Daemon USR within 12&amp;quot; of the Warlord suffer a -1 penalty to their invulnerable save on top of any other modifiers (minimum of 6+). Watch Daemons weep if you combine this with a Grimoire of True Names and a right roll on a Daemonblade.&lt;br /&gt;
*&#039;&#039;&#039;6- Forbidden Lore:&#039;&#039;&#039; If the Warlord is a Psyker, he generates a bonus Warp Charge each turn; otherwise, the Warlord gains Adamantium Will.The latter doesn&#039;t apply, you should ALWAYS take a psyker as an Inquisitor. Awesome. Just awesome.&lt;br /&gt;
&lt;br /&gt;
===The Big =][=&#039;s Armory===&lt;br /&gt;
====Armour====&lt;br /&gt;
*&#039;&#039;&#039;Flak Armor:&#039;&#039;&#039; Acolytes and just about every Henchmen choice have this base. Cardboard armor with a shit 5+ save. Bolters negate it. Thankfully, many classes can trade it (such as Acolytes) or elect to take it on superior Invulns (Crusaders and Acolytes).&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armor:&#039;&#039;&#039; 4+ save. No longer expensive so feel free to take it on Acolytes who aren&#039;t going to get Storm Shields. All Inquisitors have it base, though unlike the Acolytes they&#039;re not likely to keep it.&lt;br /&gt;
*&#039;&#039;&#039;Power Armor:&#039;&#039;&#039; 3+ Armor save, and a mandatory boost for any Inquisitor you want to do shit with as it only adds a marginal price upgrade (just three points to make your Inquisitor a more survivable) is a straight upgrade from the Carapace the Inquisitor has. Now it&#039;s all right to give to Acolytes since the upgrade is 5 points instead of 10, though it&#039;s definitely not necessary since an extra acolyte is only a point less.  It can be pretty sweet however if you have it on several acolytes and get a Jokaero to upgrade it into being effectively Artificer Armour (and with Storm Shields you can have your own wannabe Terminator Squad). &lt;br /&gt;
*&#039;&#039;&#039;Terminator Armor:&#039;&#039;&#039; The good old famous Deathwing/Grey Knight Paladin armor available only on your Daemonhunter Inquisitor! It more than doubles the Inquisitor&#039;s point cost but you&#039;re likely taking it anyway because it&#039;s the only way you get a guaranteed 2+ Armor and the only way any Inquisitor can get a 5+ Invuln. It also confers the ability for your Inquisitor to Deepstrike (presumably with an attached Grey Knights squad) so it&#039;s advised you take a Mystic in that case.&lt;br /&gt;
&lt;br /&gt;
====Weapons of the Ordos====&lt;br /&gt;
=====Henchmen Ranged Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Bolter:&#039;&#039;&#039; 1 point for S4 AP5. Want to be the same price as a Guardsmen and have better ranged weaponry? Pretty much always worth it unless you just want dedicated tarpitters, in which case the +1 attack from the default loadout is more up your alley.  Thanks to the cheaper power armour you can also become a Space Marine lite, or even better if you get a good Jokaero result. &lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter:&#039;&#039;&#039; 3 points, 24&amp;quot; Assault 2 is decent if you want a cheap pokey gunline. Also, if you get lucky with Jokaero rolls you can get Rending on them and begin drinking your opponent&#039;s tears. However, 5 Acolytes with SB is the same as 7 Acolytes with Bolt Guns. Sure the Storm Bolter has other advantages (such as always getting its 2 shots and not slowing you down), but always consider the trade off.&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Lasgun:&#039;&#039;&#039; S3 AP 3 18&amp;quot; range for 5 points. Slaughters MEQs pretty handily. Not generally worth it though when you can take Militarum Tempestus allies, especially since they can take Hotshot volley guns, they get BS 4 and orders from their HQ squad.&lt;br /&gt;
**Note that you can absolutely ally in a Cadian Battle Group Command with a Command Squad and Lord Commissar, then strap the LC to the Acolytes, and order them around, including the one where hot-shot lasguns shoot an extra shot.  Not free by a long shot, but legal.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapons:&#039;&#039;&#039; A bit of a waste for the Acolytes.  They&#039;re too pricey and you could just spend the same amount of points to get the real version.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; A terrible idea.  For five points less you can get the real version.&lt;br /&gt;
&lt;br /&gt;
=====Henchmen Melee Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Bog-standard Close Combat Weapon. All Acolytes have one base, and it should stay that way thanks to the following two options...&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon:&#039;&#039;&#039; The same everyone knows and loves from the various Codices and the Inquisition is no longer limited to strictly power swords.  There&#039;s an interesting twist here, however; the Inquisition has no need (or desire) to take them.  Acolytes can take them too, but they&#039;re so fucking expensive for the little guys that you&#039;re simply better off with more bodies, or other models (such as Death Cult Assassins from the Inquisition&#039;s formation as they come with them standard and have a better profile).&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Fucking hell, why?  There is no reason to take this, it&#039;s just way too fucking expensive and you&#039;re never going to make those points back on Acolytes!  Actually costs &#039;&#039;more&#039;&#039; than a Thunder Hammer on your Inquisitor!&lt;br /&gt;
&lt;br /&gt;
=====Henchman Special Weapons and Wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; BS3 doesn&#039;t matter here, so it&#039;s not an awful take if you expect hordes.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; Do take it. Short-ranged Anti-tank and good at downing Marines in a pinch. Take 3 per squad and jam tons of them with an Astropath and two meatshields in Rhinos/Chimeras and roll down the field.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; With S7 AP2 and Rapid Fire, it excels at taking down just about anything from Orks to Terminators to Tyranid Monsters. Though rolling a 1 to-hit means Gets Hot! and your guy can die. Be aware of this and take Carapace Armor at the minimum, or better yet Power Armour. Once again the Acolytes are BS3, grab an Astropath for Prescience so that on top of hitting more often, Gets Hot! doesn&#039;t hurt you as much.  Just remember, you can&#039;t use Prescience from inside a Chimera.&lt;br /&gt;
::Something to take note of is that Acolytes pay more than other armies for their flamers, but less for their plasma guns (probably because flamers ignore their BS3), so you should always strongly consider plasma acolytes if you&#039;re considering Henchmen.&lt;br /&gt;
*&#039;&#039;&#039;Defense Orb&#039;&#039;&#039;: Adds 5++ invulnerable save. Jokaero get these, not you. Your Inquisitor doesn&#039;t get an Invulnerable save unless he&#039;s a part of the Ordo Malleus and buys Terminator Armor.&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039;: The user gains a 3+ invulnerable save, but can&#039;t get the bonus for two CCWs. Acolytes can buy them for 15 points, but for some stupid reason Inquisitors can&#039;t get them.&lt;br /&gt;
&lt;br /&gt;
=====All Ordos Ranged Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; Allows your Inquisitor to have an extra attack. All Inquisitors have 1 base but it is almost always a better call to replace it with another weapon.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon:&#039;&#039;&#039; Tried and true option, a Bolter that comes with a 1-use Flamer, Meltagun, or Plasma Gun. If you know when to use it, it will never disappoint. Acolytes can also take these, although it&#039;s kind of pointless since they can get the full version for the same price (though that only applies to three of them, however you shouldn&#039;t need more than three anyway).&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; The same pistol Space Marines, Imperial Guard, and Sisters of Battle have. However, because you&#039;re such an influential fellow you can get yours for the same overcosted price of... 15 points. Not great, and it&#039;s unlikely to make its points back in a game unless you somehow manage to ID some GEQ commander (Genestealer Cults come to mind).&lt;br /&gt;
=====All Ordos Melee Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Bog-standard Close Combat Weapon. All Inquisitors have one base but it is almost always a better call to replace it with another weapon.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapon:&#039;&#039;&#039; As mentioned in the henchmen section, the Inquisition has no need of them.  Seriously, Hammers for the Ordo Malleus cost the same and are far better, Hammers for the Ordo Hereticus are only five points more, and Ordo Xenos Inquisitors have cheaper Power Swords as an option which combine with their rad grenades for better results.&lt;br /&gt;
**&#039;&#039;&#039;Force Weapon:&#039;&#039;&#039; No longer limited to just Power Swords, force weapons are power weapons with the Force Special rule. A Psyker Inquisitor can take one for free, and that is awesome. Generally won&#039;t disappoint if you want to smack things with Instant Death.  Note too that it is the only item here that Acolytes cannot take.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Nope.  There&#039;s still no reason to take this, it costs as much as a brand new Inquisitor (who also gets a Warlord Trait), upgrading to get a free Force Weapon is only five points more, and both Malleus and Hereticus Inquisitors can buy Hammers which are not only better, but cheaper!&lt;br /&gt;
&lt;br /&gt;
=====All Ordos Special Wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Psyk-Out grenades:&#039;&#039;&#039; All Inquisitors have it by default and this can&#039;t be swapped for anything. Made from the psychic shit that condenses from the bottom of the Golden Throne and stops charging Psykers from getting their bonus attacks should the unit get charged, and can also be thrown as a weak S2 AP- attack that causes a Psyker in the unit to immediately suffer Perils.  Specialized, but free, so you&#039;ve no right to complain.&lt;br /&gt;
&lt;br /&gt;
=====Ordo Malleus Ranged Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Hellrifle&#039;&#039;&#039;: 36&amp;quot; S6 AP3 Heavy 1, Rending - not to be confused with the [[Hellgun]], this fucker does an impressive job of tearing up MEQs. Debatably cheap enough to spam, but only if you have an Astropath using Prescience to ensure you don&#039;t miss.  You can also use it to instadeath most GEQ HQs (as well as [[Heresy|enemy Inquisitors]] that aren&#039;t Ordo Malleus since Power Armour&#039;s the best they can get), which is a nice little touch.&lt;br /&gt;
*&#039;&#039;&#039;Incinerator&#039;&#039;&#039;: S6 AP4 flamer. A good choice, but generally the hellrifle is a better pick. However, it&#039;s hilariously destructive against Blobguard, Blobtau, Blobgreen and Blobanids. Fire it and watch instant death melt those hundreds of units away. Shares the same strong points (albeit stronger by a point or two) as all flamer weapons, great for overwatch, crowd control, and for clearing occupied buildings. Shish Kebab time.&lt;br /&gt;
::If you want, you can take a Hellrifle &#039;&#039;and&#039;&#039; an Incinerator, making you needlessly dangerous at any range, but that&#039;s pretty expensive compared to a bolt pistol in your other hand - and for the exact same cost as the two big guns, your other hand could be holding a Nemesis Daemon Hammer.&lt;br /&gt;
::Also, real talk: An Inquisitor with a Hellrifle is 40 points base, while an Acolyte with a Plasma Gun is 14 points base - that&#039;s nearly 3 Acolytes per Inquisitor at that rate, and S7 AP2 is better than S6 AP3 Rending, &#039;&#039;before&#039;&#039; you realize rapid fire is better than heavy, although 36&amp;quot; is better than 24&amp;quot;, Inquisitors can join other units and don&#039;t have Get&#039;s Hot!... Hence the reason why it&#039;s spamability is debatable.  In any case it&#039;s worth remembering.  &lt;br /&gt;
*&#039;&#039;&#039;Storm bolter:&#039;&#039;&#039; Malleus Terminators get it by default. It&#039;s 2 shots at 24&amp;quot; so it&#039;s an improvement over the Bolt Pistol or the Bolter part of a Combi-weapon. Since it is assault, not rapid-fire, it&#039;s great on any dedicated close combat units.&lt;br /&gt;
*&#039;&#039;&#039;Psycannon&#039;&#039;&#039;: The [[Daemonhunters|good ol&#039; signature ranged weapon of Grey Knights]] and the shit responsible for 20% of the rage directed against them before 7E, it&#039;s an S7/AP4 Rending rifle with an unusual Type: Assault 2/Heavy 4. In this codex it can only be taken by Malleus Inquisitors in Terminator armour, so it always uses the latter profile. The 15-point price is very reasonable, but to get access to it you have to blow 40 points on Terminator armour, and now that one Inquisitor costs as much as three.  Avoid it; if you want to be more shooty then you&#039;ve got other options, and the only thing it really shines at on these Inquisitors is being an AV11/AV12 transport popper.&lt;br /&gt;
&lt;br /&gt;
=====Ordo Malleus Melee Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;[[Heresy|Daemonblade]]&#039;&#039;&#039;: While using a daemon weapon is almost always a bad idea if you aren&#039;t with Chaos (especially because it&#039;s S User and AP-), it gives you two randomly selected powers from the following list (roll two 2d6, if you get the same result twice it lets you choose which buffs you want). It can be funny if you get the right rolls, and since 7 is statistically likely, it&#039;s alright versus Daemons, I guess... Thankfully too this book also clarifies which effects apply to the Inquisitor, and which effects only apply to the blade, so even if you&#039;re not using them the blades can still help you out if you roll lucky enough, though now they&#039;re also Two-handed weapons.&lt;br /&gt;
**2-3: Attacks with the Daemonblade are made at +3 Strength.&lt;br /&gt;
**4: The wielder gains +3 Attacks.  This is one of the results you want if you&#039;re using an Inquisitor who&#039;s only taking the blade for its buffs, and easily the best result if you took a pair of them.&lt;br /&gt;
**5: The Daemonblade becomes AP2.  All around a good result, especially if you get boosted strength.&lt;br /&gt;
**6: The wielder gains +1W each time an unsaved wound with the Daemonblade is inflicted up to a maximum of 10 wounds.&lt;br /&gt;
**7: The Daemonblade always wounds Daemons on a 2+, and forces them to reroll successful invulnerable saves.  Arguably better than the Daemonhammer for taking on Greater Daemons that you&#039;ve paralyzed with the Grimoire of True Names and Empyrean Brain Mines.&lt;br /&gt;
**8: The wielder gains Furious Charge and Rage.  This is another result that only applies to the user, allowing you to reap the benefits while using a different weapon.&lt;br /&gt;
**9: The wielder gains Feel No Pain and Eternal Warrior. Once again it specifically applies to the user, so you don&#039;t have to use the blade to gain the benefits.&lt;br /&gt;
**10: The Daemonblade becomes Poisoned (2+).  This could be worth it if you got the result to increase your Strength since Poisoned allows you to re-roll failed To Wound rolls in close combat, as long as the user&#039;s strength is higher than the target&#039;s Toughness.&lt;br /&gt;
**11+: Gain Force and generate a bonus Warp Charge each turn.  An awesome bonus, your Malleus Inquisitor should always be a Psyker anyway.&lt;br /&gt;
:Note that if you DO decide to try out a pair of Daemonblades, they generate their powers independently, so the same powers can duplicate across them, and powers 4 and 11+ stack (not that either result is likely), so your Inquisitor can generate two additional Warp Charges or get +6 attacks, which will bring him to 10 total (3 base + 3 first daemonblade + 3 second daemonblade + 1 two CCWs), 11 on the charge (12 if you also have Rage).&lt;br /&gt;
:Note too that since the effects are so random it&#039;s not recommended to take these blades in anything but casual matches.  They cost the same as Daemon Hammers, and generally won&#039;t perform as well, though if you take one alongside a Daemon Hammer simply to buff up the Inquisitor&#039;s profile then they could potentially be worth it (possibly giving you a S10 Inquisitor on the charge, or giving your Daemonhammer 8 Attacks on the charge, not to mention being the only source of Eternal Warrior for your squishy Inquisitor).&lt;br /&gt;
*&#039;&#039;&#039;Nemesis Daemon Hammer&#039;&#039;&#039;: Standard thunder hammer with Force plus forcing Daemons/Psykers wounded by this to test Ld or get insta-killed. An awesome weapon, not just because of its rules but also because of its shockingly cheap point cost.  Malleus terminators also get this by default.&lt;br /&gt;
&lt;br /&gt;
=====Ordo Malleus Special Wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Brain Mines&#039;&#039;&#039;: After assault moves have been made but before any blows are struck, nominate one enemy model in base contact with the bearer. That model must pass an Initiative test to avoid the brain mine. If the test is passed, nothing happens. If the test is failed, the victim cannot strike any blows during this Assault phase. It&#039;s all right on its own, but great when combined with anything that lowers the enemy&#039;s Initiative (such as Strikedown, Concussive, or that weird stasis shit if you ally with Dark Angels) or when the Inquisitor is already up against a low Initiative target.  Also provides good protection in Challenges, you could derp out an opponent and own them with your Nemesis Hammer. &lt;br /&gt;
:When combined with the Grimoire of True Names and a Daemon Hammer you turn your 90 pt Inquisitor into a Daemon killing machine. One-shotting a Blood Thirster in a challenge is not unheard of, and as mentioned in the Null Rod entry, if you combine this with a Hereticus Inquisitor who has the Null Rod (and maybe a third Malleus Inquisitor for good measure and extra insurance on your Brain Mines) you can even kill Magnus without breaking a sweat, as well as any Greater Daemon for that matter.&lt;br /&gt;
*&#039;&#039;&#039;Psybolt Ammunition:&#039;&#039;&#039; Your boltgun/pistol/stormbolter now has +1 Strength. If you&#039;re struggling to put those last five points somewhere, it&#039;s not the WORST take. Would go better on one of your vehicles, though (like a Heavy Bolter Razorback or Chimera).&lt;br /&gt;
&lt;br /&gt;
=====Ordo Hereticus Ranged Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Condemnor Boltgun&#039;&#039;&#039;: This Combi-weapon incorporates a single-shot crossbow- while S5 AP- seems like a joke, it also has the Psi-Shock rule that forces a randomly determined Psyker in the enemy unit to insta-Perils on top of anything else. Pretty neat, but a bit expensive for what it does, being the same price as a plasma pistol and pricier than combi-plasma.&lt;br /&gt;
*&#039;&#039;&#039;Inferno Pistol:&#039;&#039;&#039; The same Blood Angels and Sisters of Battle Pistol they know and love. S8 AP1 with a range just slightly longer than the average charge range. Also has the Melta rule, but at 3&amp;quot;, you are more than likely to be caught in the blast, or get killed when the enemy pours out of the transport you popped. Still preferable over the Plasma Pistol and if you get the Jokaero to boost the range on it then it can be a really effective weapon (on top of looking really cool), particularly if you take two of them.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike Relay&#039;&#039;&#039;: Unique to Karamazov (unfortunately).  Unlike Inquisitors with the Burner of Worlds Warlord Trait, Inquisitor Krazypantsoff(Карамазов) gets a choice of three different forms of [[Exterminatus]]. All of them have infinite range and the Orbital rule, and are also once per game.&lt;br /&gt;
**&#039;&#039;&#039;Barrage Bomb&#039;&#039;&#039;: S6, AP4, Ordnance D3(!), Large Blast. When you absolutely have to blow everything up.  Best reserved for Traitor Guard, hordes, and Genestealer Cults.&lt;br /&gt;
**&#039;&#039;&#039;Lance Strike&#039;&#039;&#039;: S10, AP1, Heavy 1, Lance, Blast. Your go-to Titan-killer.&lt;br /&gt;
**&#039;&#039;&#039;Psyk-out Bomb&#039;&#039;&#039;: S6, AP4, Ordnance 1, Psi-Shock, Large Blast. Situational at best and probably the weakest of the three.  About the only time you&#039;d use it is when you have a model in combat with the enemy&#039;s Warlord who happens to be a Psyker (or they&#039;re in combat against a really powerful Psyker) and you take advantage of Karamazov&#039;s By Any Means Necessary rule to ensure it doesn&#039;t scatter.  Whichever Psyker you do want to give a guaranteed perils to, however, should also be the only Psyker in that unit; otherwise, you&#039;d have been better off with the barrage bomb.&lt;br /&gt;
&lt;br /&gt;
=====Ordo Hereticus Melee Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Null Rod&#039;&#039;&#039;: It would be an average power sword if it weren&#039;t for its special Witchbane rule, which prevents the unit with this item from being targeted by all Psychic Powers, friendly or enemy.  In addition it also has the Instant Death rule if used against enemy Psykers, and at AP3 it can kill a surprising amount of opponents.  Hell, two Inquisitors with Null Rods and a Priest will have a guaranteed kill on a Hive Tyrant (mathhammer wise) so long as the Priest challenges, while remaining cheaper (although to that end a Culexus Assassin would have been better for the job).&lt;br /&gt;
:Feel free to laugh as [[Magnus the Red]] struggles to deal with puny humans (Malleus and Hereticus Inquisitors) who are not only immune to his Psychic shit, but can also beat him in melee thanks to the The Grimoire dropping him to I2, the Brain Mines paralyzing him, and their hammers keeping him at I1 so he stays paralyzed.  Oddly enough a group of Inquisitors with this gear are far and away the best defence against him, so long as they can catch him in melee they&#039;ve got (mathhammer wise) a guaranteed kill while costing a fraction of the Primarch&#039;s points.&lt;br /&gt;
::Note that while it stops Psychic Powers from affecting the unit, it doesn&#039;t prevent the unit itself from using them, so feel free to attach it to a Psyker-heavy force so that you can lob powers while remaining safe from Psychic counter-attack, and with all of the Psychic bullshit flying around, a Null Rod can easily be worth the points.  &lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039; An interesting buy. For 5 points less than a Power Fist you get Concussive, which is a nice bonus.  It&#039;s more likely to come into effect with your Inquisitor because his S6 blows will only insta-kill other mere humans.  Malleus&#039; Daemon Hammer is better and cheaper; feel free to rage.&lt;br /&gt;
&lt;br /&gt;
=====Ordo Hereticus Special Wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Psyocculum&#039;&#039;&#039;: The user&#039;s unit gets BS10 when shooting at a unit which has at least 1 model with Psyker, Psychic Pilot or Brotherhood of Psykers/Sorcerers. AMAZINGly situational. Emphasis on Amazing. Bonus points for using this versus Tyranids. It doesn&#039;t work on Flying Monstrous Creatures with Psyker rule, sadly. Psyocculum pushes your BS up to 10, but then Snap Shooting from them being flyers drags it back down to 1, regardless of the circumstances. Find some form of access to skyfire (Skyfire Nexus, Space Marine Command Tanks) though and you&#039;re good.&lt;br /&gt;
=====Ordo Xenos Ranged Weapons=====&lt;br /&gt;
* &#039;&#039;&#039;Conversion Beamer:&#039;&#039;&#039; An interesting little item for Xenos Inquistors that fires a blast that gets more powerful the farther it shoots (from 1&amp;lt;=range&amp;lt;=18 inches it&#039;s S6 AP-, 18&amp;lt;range&amp;lt;=42 it&#039;s S8 AP4 and from 42&amp;lt;=range&amp;lt;=72 it&#039;s S10 AP1). Obviously this is best used for a heavy weapons Inquisitor at the way back, maybe with a couple Jokaero to back them up (though preferably not in the same unit as the bonus +12&amp;quot; result doesn&#039;t help in any way). Combines oddly well with the Split Fire granted by the Liber Heresius, allowing you to shoot 1 Vehicle wayyyyy the fuck off on the other side of the board while the rest of the squad hit another. Don&#039;t forget Prescience. But what you do is this. Take a Xenos Inquisiitor with one of these, and a Hereticus one with a psyoccolum behind an Aegis with icarus lascannon. What happens then is you get the beamer shredding anything far away while the Hereticus pops flyers. Woe betide Lords of Change, Flying Princes, Flyrants or... well, any other psykers, as the BS 10 lascannon can punch a hole in anything with wings and the beamer will mulch any Psykers on the ground. And the best part? This is both dirt cheap and easily spammable (well, except for the curiously difficult to come by Fortifications slot).&lt;br /&gt;
*&#039;&#039;&#039;Needle Pistol&#039;&#039;&#039;: The range stinks, and at the price it&#039;s at, you might as well buy a Plasma Pistol for the same cost.  You&#039;ll almost always wound on 2&#039;s with that thing, you&#039;ll always be AP2 (rather than the shitty AP6) and Gets Hot! is a slight price to pay for your gun not being total shit.&lt;br /&gt;
&lt;br /&gt;
=====Ordo Xenos Melee Weapons=====&lt;br /&gt;
*&#039;&#039;&#039;Scythian Venom Talon&#039;&#039;&#039;: S User, AP-, Poison (2+). You can be a shitty version of a Dark Eldar, but it has no AP and no Rending.  About the only way it could be worth it is if you found some way to boost the Inquisitor&#039;s Strength (or if you&#039;re up against somebody who has no armour, such as Daemons), but without access to Biomancy (and Iron Arm which would have made this awesome) the best you can do is to skip it.&lt;br /&gt;
=====Ordo Xenos Special Wargear=====&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039;: Re-roll a single failed To Wound roll each assault phase. Could help get that lucky Force strike in. If you&#039;re in melee, and Ordo Xenos, things have probably gone wrong already, unless you take the following two trinkets in which case it could be a very good investment...&lt;br /&gt;
*&#039;&#039;&#039;Psychotroke Grenades&#039;&#039;&#039;: Roll a d6 when in the first round of an assault and something hilarious could happen:&lt;br /&gt;
** 1 - Jack shit. Better hope you&#039;re with a good assault squad.&lt;br /&gt;
** 2 - All your attacks auto-hit. Also, the enemy models only get 1 attack each. Roll this against something that has a fuckton of attacks and high WS (Ork Boyz, Daemonettes, Wulfen, Genestealers), and watch the opponent rage harder than the Angry Marines.&lt;br /&gt;
** 3 - You re-roll failed hits. Not so great, especially if you&#039;re in a Henchman Warband where a Priest is giving the unit Hatred, or have an allied Priest in the same unit.&lt;br /&gt;
** 4 - The enemy is now Ld2. Fearless ignores this natch, but for any non-fearless units the price of losing combat by even a pitiful 1 wound just got extremely high.&lt;br /&gt;
** 5 - The enemy is now I1. No longer worthless now that Psyk-out grenades have been changed.  It combos best with Empyrean Brain Mines, which your Inquisitor can&#039;t get, though if you did take a Malleus Inquisitor and aren&#039;t fighting Daemons then good on you.&lt;br /&gt;
** 6 - All enemy models must make initiative tests. If a model fails they attack their own guys instead of yours, and any wounds count toward your Combat Resolution. Single model units re-roll this result. This is the result you hope for against Orks and Tyranids, aside from #2.  It can also be pretty sweet against Daemons if you use the Grimoire of True Names to nuke a big monster&#039;s Initiative.&lt;br /&gt;
*&#039;&#039;&#039;Rad grenades&#039;&#039;&#039;: Grenades that reduce the enemy&#039;s toughness by 1 for a round when in assault. Pretty nifty. Pretty much a guaranteed brief enfeeble on the enemy.&lt;br /&gt;
**Has the strange property of not limiting the reduction of toughness to 1. Per 40k rules, T0 results in instant death. Also makes no mention that it doesn&#039;t stack with other units. So if 3 ordo Xenos with rad grenades charge a 50-strong guardsmen blob &#039;&#039;as separate units&#039;&#039;, all 50 instantly die. Field 25 of them for 1000 points, and slowly march them up the field. Laugh as everything dies from being near them. Take some skitarii allies and stick him in a squad of vanguard, laugh as your inquisitor kills the mighty space marines on a 2+!&lt;br /&gt;
**Note too that this Rad grenade stacking strategy is one of the few counters to the new Split rule the Pink Horrors have gotten.  Separate Inquisitors can charge in, and cause all Daemons involved to die by proxy, then do that to the Blue Horrors, then the Brimstone Horrors, without much worry.&lt;br /&gt;
*&#039;&#039;&#039;Ulumeathi [[Plasma Syphon]]&#039;&#039;&#039;: [[Matt Ward]]&#039;s infamous addition to the Grey Knights is now (mercifully) in an army that isn&#039;t quite as likely to abuse it. It still reduces all models firing plasma weapons within 12&amp;quot; to BS1, making it a pain in the ass to anyone who relies on them. This new book also makes it clear that all plasma weapons count, including the Tau&#039;s plasma rifles.&lt;br /&gt;
&lt;br /&gt;
=====Inquisitorial Relics:=====&lt;br /&gt;
Only one of each relic may be taken for your army. Also ordos restricted. &lt;br /&gt;
*&#039;&#039;&#039;Grimoire of True Names&#039;&#039;&#039;: Why AREN&#039;T you taking this? 5 points. When the bearer of the Grimoire of True Names is fighting a challenge against a model with the Daemon special rule, his opponent suffers a -5 penalty to his WS, I, and Ld characteristics (to a minimum of 1). Now bearing in mind that now, EVERY army can take daemons thanks to Demonology this is actually quite useful, and once again it&#039;s only 5pts. A lot of Chaos Space Marine armies that you see at the tournament scene tend to take a Daemon Prince these days while Daemon armies will take Greater Daemons, and if it comes to slay the warlord, so long as they have Brain Mines your Inquisitor will wipe the floor with them. Being able to hit it on 3s is a godsend even without worrying much about counterattacks and if you also gave them a Daemon Hammer (and why wouldn&#039;t you?) challenges will be a breeze.  This also works against Eldar Avatars too and is downright hilarious when your 60pts inquisitor goes all Calgar on Khaine.&lt;br /&gt;
*&#039;&#039;&#039;Liber Heresius&#039;&#039;&#039;: 15 points.  Also known as &amp;quot;The Big Book of Heresy&amp;quot;, the bearer of this tome can take a Leadership test at the start of any turn (At Ld10, that&#039;s not too shabby). If the test is passed, the bearer of the Liber Heresius and his unit, gain either Scouts (only before the start of the first turn), Split Fire, Counter-Attack, Fear, or Hatred until the start of their next turn. You can&#039;t choose the same rule twice, though. Overall, a well-rounded choice and good for all-comers lists, you might as well take it so long as the points are free.&lt;br /&gt;
*&#039;&#039;&#039;The Tome of Vethric&#039;&#039;&#039;: 20 points. If your opponent&#039;s detachment is a xenos army, the tome&#039;s bearer gains a USR from the following list that corresponds to that xenos race. If both the primary and allied detachment are xenos, you get both of their corresponding USRs. Since all of them are ideal for countering their corresponding race, this one is a must-have when fighting xenos.  Unfortunately, since over half the factions in the game are Imperial/Chaos, it may not be the best choice if you aren&#039;t tailoring.&lt;br /&gt;
**Eldar: Split Fire&lt;br /&gt;
**Dark Eldar: Night Vision&lt;br /&gt;
**Tau: Furious Charge&lt;br /&gt;
**Necrons: Tank Hunter&lt;br /&gt;
**Orks: Counter-Attack&lt;br /&gt;
**Tyranids: Monster Hunter&lt;br /&gt;
&lt;br /&gt;
====Vehicle Upgrades====&lt;br /&gt;
*&#039;&#039;&#039;Dozer Blades:&#039;&#039;&#039; You know what it does. Re-roll failed Dangerous Terrain tests. Can&#039;t be taken by Land Raiders, unfortunately.  Virtually mandatory on every other vehicle that&#039;ll be on a table with even mild terrain.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter:&#039;&#039;&#039; You should know what this is too, hopefully. It&#039;s a Storm Bolter, it&#039;s in the basic weapons loadout above already.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; A one-use only Krak missile (S8 AP3) but with infinite range. If you needed to ask about this, no, you need to go back to basic.&lt;br /&gt;
*&#039;&#039;&#039;Searchlight:&#039;&#039;&#039; Right, report to the Lord Inquisitor. (Removes the Stealth from Night Fighting on a single unit, but you also lose the Stealth given from Night Fight if you do so).  Night fighting is piss-poor in 7th but it doesn&#039;t matter since almost all vehicles come standard with this anyway.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers:&#039;&#039;&#039; Well, people always forget to use these, so...I suppose it&#039;s tolerable to mention. Once per game, the vehicle gets a 5+ Cover Save. A nice way to get your transports semi-safely to their destination.&lt;br /&gt;
*&#039;&#039;&#039;Psybolt Ammo:&#039;&#039;&#039; All Bolter, Heavy Bolter, Storm bolter shots gain an additional +1S. Give this to a twin-Heavy Bolter Chimera and revel in the [[Dakka]].&lt;br /&gt;
*&#039;&#039;&#039;Truesilver Armor:&#039;&#039;&#039; If a model with the Daemon, Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot hits this vehicle in close combat, it suffers a Strength 6 hit for each hit once damage has been resolved against the vehicle. This is godsend against daemons as you can dangle a rhino with this in front of 20 flesh hounds and get 1st blood and make your opponent RAGE.  &lt;br /&gt;
:Bonus points if you somehow manage to Instant Death a Psyker with it.&lt;br /&gt;
&lt;br /&gt;
===Detachment===&lt;br /&gt;
&#039;&#039;&#039;Inquisitorial Representative:&#039;&#039;&#039;&lt;br /&gt;
Resembles the Inquisitorial Detachment but keep in mind several things. First of all, in order to take another Inquisitor: you have to field another one of these, and considering the benefits you would probably want to do that already. Secondly, with this you cannot field mobs of select models. Acolytes are the only Elites choice that can be fielded in units of more than one model. All others are solitary unless taken in a specific formation. You lose direct access to the Arco-flagellant, Ministorum priest, Death Cult Assassin, Psykers, and Servitors unless you take a specific formation, though the new formation highly resembles the old unit and comes with a few new bonuses. &lt;br /&gt;
*Requires:&lt;br /&gt;
**1 HQ&lt;br /&gt;
**0-3 Elite&lt;br /&gt;
*&#039;&#039;&#039;Authority of the Inquisition:&#039;&#039;&#039; The Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord. Honestly fantastic for grabbing an extra Tactical Warlord trait, and thanks to the wording you can keep taking additional detachments (of one Inquisitor each) for additional traits.&lt;br /&gt;
::Interestingly this detachment says that unique Inquisitors picked as a part of this detachment can generate and use a Warlord Trait, even if they&#039;re not the Warlord.  Thanks to the wording not saying it replaces a Warlord trait, this could be argued that unique Inquisitors (such as Coteaz, Karamazov and Greyfax) get two Warlord traits if they are the warlord, and that they&#039;re not limited to their chosen trait if they&#039;re not the Warlord.&lt;br /&gt;
*All units must be of the Inquisition faction.&lt;br /&gt;
&lt;br /&gt;
===Unit Analysis===&lt;br /&gt;
&lt;br /&gt;
====HQ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ordo Malleus Inquisitor:&#039;&#039;&#039; Easily the most melee focused of the three, the Malleus Inquisitor still has access to the Daemonhammer, and he still has access to his Daemonblade, though they can now dual-wield them and the blades make it clear which of their effects affect the user, and which affect the blade (meaning that he can get four effects by using two blades, even though he can only attack in close combat with one), though you shouldn&#039;t expect something amazing out of it, even if you do purchase two swords for him.  His ranged weapons aren&#039;t that bad either, though getting a Psycannon costs a lot of points, as does the Terminator armour it requires (to the point that it&#039;s arguably not worth it), and the Hellrifle is almost cheap enough to spam it as a MEQ-killer (get some Astropaths for Prescience and this certainly becomes an option), though as already mentioned this Inquisitor mostly shines in melee.  Make him a Psyker, give him the Daemonhammer and Empyrean Brain Mines and let him go to town with his force weapon.&lt;br /&gt;
:If you want to make the most out of him and you happen to be fighting Daemons (or really anyone with the Daemon rule), then feel free to take the Grimoire of True Names, and use this alongside your Brain Mines to drop Greater Daemons down to I1, then smash them with the Daemonhammer.  It&#039;s not unheard of for Bloodthirsters to charge into fights against these guys and fucking lose.&lt;br /&gt;
:*&#039;&#039;&#039;Inquisitor Coteaz:&#039;&#039;&#039; Coteaz covers a lot of bases, and covers them very well.  He&#039;s a good psyker, has a decent enough ranged attack, is good enough in melee and doesn&#039;t cost a lot of points, what&#039;s not to love?  Well for starters even though his model is wearing a rosarius whoever wrote the rules didn&#039;t recognize it, so he has no Invuln save.  This is easily remedied by putting him in with a unit of Acolytes, with at least one of whom has a storm shield (though unfortunately he&#039;s kind of boned if he gets into melee combat with anyone S6 or higher).  Secondly his special rule, Lord of Formosa isn&#039;t really all that useful in the current rules, thanks to the fact that Daemonhosts and Jokaero are single-model units now (you can give three models ObSec, yay) and between the three, Daemonhosts, Jokaero and Acolytes make up all of the models he can give the rule to.&lt;br /&gt;
::That being said, he&#039;s still good for his points, and his I&#039;ve Been Expecting You rule is nothing to sneeze at, in a properly shooty squad (gained by using the Inquisition&#039;s formation or by allying him in with another army) he can cause an absurd amount of damage in a very short time, and even if he doesn&#039;t, the bubble he generates that scares away Deep-strikes and Outflanks could easily be worth the price, though if you want an Inquisitor who isn&#039;t a jack-of-all-trades you&#039;d be better off with the generic one. &lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Edit:&#039;&#039;&#039;  As Corteaz can be taken in the new Castelleans of the Imperium Detatchment in fall of Cadia, the Lord of Formosa rule will give all non-vehicle units in the detatchment Obsec, which is something the detatchment was missing, it is worth considering!&lt;br /&gt;
*&#039;&#039;&#039;Ordo Hereticus Inquisitor:&#039;&#039;&#039; The saddest of the bunch, though not fully without advantages.  Unfortunately the Malleus and Xenos both have more going for them than the Hereticus Inquisitors, and of the three the Hereticus is far and away the most specialized.  They also get shafted in odd ways, such as their thunder hammers costing 5 point more than the Malleus&#039; version, and that one&#039;s a force hammer!  [[wat|Their power fists also cost 5 points more than their thunder hammers!]]  That being said, there are a number of ways to get a lot of use out of these Inquisitors, mostly through buffing/defending the unit they&#039;re currently in.&lt;br /&gt;
:Both of these revolve around using the Null Rod and Psyocculum.  The Psyocculum is straightforward, put him in a unit (even a unit of conscripts) and so long as you&#039;re shooting at a unit with psykers, they&#039;ll be BS 10.  Preferably you&#039;ll be using weapons meant more for killing the unit around the psyker than the psyker themself, as that means you get more out of it.  The Null Rod on the other hand is mainly meant for countering the psychic bullshit that&#039;s been going around as of late, simply put it makes the Inquisitor a miniature Culexus Assassin.  Their attacks are at AP3 with Instant Death against psykers (which encompasses a surprising amount of characters, hell two Inquisitors with Null Rods and an allied Priest can kill a Hive Tyrant while remaining cheaper) and no psychic powers may be used against them or their unit.  Getting a few Inquisitors with Null Rods to protect from Magnus and Ahriman could have been worth it on their own, [[awesome|even if this detachment didn&#039;t also let them come with their own Warlord Traits.]]  They can also take the Liber Heresius to further buff their unit, and considering the buffs it can offer it&#039;s well worth the 15 points to do so.&lt;br /&gt;
:*&#039;&#039;&#039;Inquisitor Karamazov:&#039;&#039;&#039; Still no Invuln save, still no Eternal Warrior, still gets ID&#039;d by a railgun shot.  Put him in a unit that has storm shields to give him some sort of protection, or better yet add him to the Inquisition&#039;s formation, try to get the 12&amp;quot; range bonus from the Jokaero and laugh as he burns shit with a 36&amp;quot; multi-melta before crushing opponents in assault.&lt;br /&gt;
::Karamazov best shines in an assault-heavy army, preferably one that has alternate means of traversing the board (such as Marines with their Geomancy) but he can still work with the Inquisition, all you need is an Acolyte unit who got far in a transport (one of whom is a mystic), an Inquisitor who happened to get Gate of Infinity, and then you can deep strike Karamazov and his unit right next to the Acolytes without fear of scatter.  This is of course assuming you opponent&#039;s not coming to you, if they are then they&#039;ll have their work cut out for them as Karamazov can rip and tear with the best of them.&lt;br /&gt;
::Karamazov&#039;s also pretty good as a buffer too, Dread Reputation makes sure that he and everyone else around him stay exactly where they should be (functioning as a priest-lite, but for multiple units) while By Any Means Necessary is actually helped by the Daemonhost&#039;s new size of one model per unit, so long as you can get any of them into combat you can sacrifice a 10 point model to make sure his blasts don&#039;t scatter, which is more than worth it.  &lt;br /&gt;
:*&#039;&#039;&#039;Inquisitor Katarinya Greyfax (Imperial Triumvirate):&#039;&#039;&#039; 150 points costing a shitload more than a regular Inquisitor (also halfway between Coteaz and Karamazov), and debatably worth it. She has the exact same statline as normal inquisitors, but has a Master-Crafted Condemnor Boltgun, a Master-Crafted Powersword, and a Psyocculum in addition to her Psyk-out grenades.  While this doesn&#039;t excuse her cost, she&#039;s a ML2 psyker who always counts as having a higher level than the enemy to help deny, and one who can only take Telepathy, though she does also always know a unique power called Aura of Oppression: WC1 or WC3. The 1 Warp Charge version is a malediction targeting a single enemy non-vehicle unit within 12&amp;quot; which forces a pinning test, which even if they pass they cannot run, turbo-boost, sweeping advance, or fire Overwatch. The WC3 variant is instead a &amp;quot;nova Malediction&amp;quot; targeting all non-vehicle enemy units within 12&amp;quot;. How much you plan on using her Aura is what&#039;s going to determine whether or not she&#039;s worth the hefty price tag.  It&#039;s great in particular at shutting down Tau Support fire bullshit and Dark Angels Supreme Fire Discipline (and it combos beautifully with Assassins and assault heavy Henchmen Warbands).  If you don&#039;t plan on using it, then don&#039;t get her, stick to a regular Inquisitor who can grab better more useful gear and abilities while costing less, and if you are going to use it then grab some Psykers (preferably Astropaths from the Telepathica) for extra charges.&lt;br /&gt;
*&#039;&#039;&#039;Ordo Xenos Inquisitor:&#039;&#039;&#039; A good shooter and de-buffer, of the three the Xenos Inquisitor is best suited for an all-comers list as their Rad Grenades, Plasma Syphon and Psychotroke Grenades all work wonders on everything.  Put them in an assault squad to help it mulch through the opponents and keep it safe from rapid-fire plasma, or give him a Conversion Beamer, sit him back, and start shooting.  Interestingly it could be argued that the rad grenades stack with each other, and since they don&#039;t stop at lowering their victims to T1, you could have three Inquisitors charge the same T3 target, and it would die before striking back at all.  While not ideal, this could also be used to cancel the new Pink Horror&#039;s bullshit split rule.&lt;br /&gt;
:Unfortunately the Ordo Xenos don&#039;t have a special character of their own since Inquisitor Valeria&#039;s now dead, presumably killed by Greyfax above.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acolytes:&#039;&#039;&#039;  Acolytes are an excellent unit, cheap enough to function as extra bodies to any army lacking them, while having decent upgrade options.  You could outshine the Tempestus with hotshot lasguns and power armour (still BS3, though Prescience from an Inquisitor or a Psyocculum can help with that) or you could give them all bolters/storm bolters, which makes them an odd squad, one that doesn&#039;t cost a lot and still gets good weapons.  They&#039;re also cheap enough that you&#039;ll have to start weighing what&#039;s worth more, a killier/hardier squad or multiple, weaker squads?&lt;br /&gt;
:Do not use them as melee troops.  Though they have two weapons they still have the statline of a regular human, and unless they&#039;re up against similarly-sized units of humans, or they charge units of humans that don&#039;t number too much, they&#039;re going to lose and any of the armour options to make them live longer are wasted on an assault squad of these guys.  If you still really want to use them in an assault role, then just take the formation below and stock up on better melee units while putting any wounds you can on the acolytes first.&lt;br /&gt;
:Of note is that they&#039;re one of the very few units in the game who can make use of the gunslinger rule.  Acolytes can buy plasma pistols and combine them with their laspistols to fire twice, though don&#039;t expect this to be any sort of game changer.&lt;br /&gt;
:*&#039;&#039;&#039;Available Transport Options:&#039;&#039;&#039;&lt;br /&gt;
::*&#039;&#039;&#039;Chimera:&#039;&#039;&#039;  The tax for getting it isn&#039;t so bad however, Acolytes are dirt-cheap and the Inquisition&#039;s Chimera&#039;s have certain advantages to them, like being able to upgrade their heavy bolters with psybolt ammo so that you&#039;re ID&#039;ing GEQ&#039;s, Tempestus and Tau, all the while ignoring most of their armour saves.  A storm bolter also wouldn&#039;t go amiss either since it&#039;ll also benefit from the psybolt ammo.  It&#039;s a good little transport, and well worth the points once upgraded.&lt;br /&gt;
::*&#039;&#039;&#039;Sororitas Rhino:&#039;&#039;&#039; That&#039;s correct. 5 points more than Codex: Inquisition but now with a 6+ invulnerable save and Adamantium Will.  Debatably not worth it compared to the Chimera, it&#039;s cheaper, loses a point of armour in the front but gains a point in the side, and it doesn&#039;t have options to the psybolt ammo that the Chimera has, though it otherwise keeps the same roll.  Take it if you&#039;re strapped for points, or are really worried about Psyker shooting your tanks, but not so worried about it that you&#039;d by an Inquisitor with a Null Rod.&lt;br /&gt;
::*&#039;&#039;&#039;Land Raider Variants:&#039;&#039;&#039;&lt;br /&gt;
:::*&#039;&#039;&#039;Godhammer (basic):&#039;&#039;&#039; Shouldn&#039;t be taken.  You&#039;ve got monkeys for lascannons, Inquisitor&#039;s (or allied Astropath&#039;s) for re-rolls, and even Chimeras provide deadlier heavy bolter fire.  You also don&#039;t have the troops needed to make this one worth it, and if you&#039;re allying just to get an Assault Transport out of the Inquisition then you&#039;re better off with one of the next two options.&lt;br /&gt;
:::*&#039;&#039;&#039;Crusader:&#039;&#039;&#039; If you&#039;re taking this it&#039;ll be because you&#039;re allying the Inquisitor in with another army that doesn&#039;t have access to Assault Transports, or you&#039;re using the formation that allows you to take a massive unit and you built if for assault.  If it&#039;s the former, then load it with your best unit, charge in, don&#039;t risk going through terrain (seriously, the Crusader shines in close range and getting immobilized is a huge waste of 250 points) and have fun.  If it&#039;s the latter, then it&#039;s a bit iffier.  While the Inquisition can get good assault units, Chimeras with psybolt ammo (which the Crusader can no longer purchase) are cheaper, more spammable, and more likely to make their points back.  If you used the formation to build a good assault squad though (see the formation for more details) then it could still be worth it to load the Crusader up, charge into the enemy, and use buckets of dice considering how many attacks you should get from charging.&lt;br /&gt;
:::*&#039;&#039;&#039;Redeemer:&#039;&#039;&#039; Iffier than the Crusader, the guns are good, the issue simply comes from the fact that it is extremely short ranged.  If you can get it there it&#039;ll tear shit up, but if your opponent has a few melta&#039;s/monstrous creatures/chainfists (or their equivalents), then its range easily puts it into their range, which is the fastest way to lose it.  If your opponent doesn&#039;t have any of those however, then the Redeemer is good both against MEQ&#039;s and hordes and can arguably make its points back the fastest out of the three, only needing to flame/shoot a few particular squads to break even.&lt;br /&gt;
::*&#039;&#039;&#039;Valkyrie:&#039;&#039;&#039; Unless you use a formation to ally in the Deathwatch (and you really shouldn&#039;t, explained in the formation), this is the only flyer you&#039;re going to have access to.  It&#039;s a good thing that it&#039;s a good one then.  It still doesn&#039;t have access to the armoury (so no S6 heavy bolters for it) but it&#039;s still the tough and deadly plane from before, and it still has access to grav-chute insertion, which is great considering that Acolytes cost so little it doesn&#039;t matter if one of them dies or not when you use it.  Put them inside, use it to pester infantry/destroy aircraft (loading it up with high Strength or blasts as is appropriate) and have fun.&lt;br /&gt;
*&#039;&#039;&#039;Daemonhost:&#039;&#039;&#039; Free kill points for the enemy!  Seriously, Daemonhosts are not hard to kill and their effectiveness is extremely random.  They can be fun in huge groups, but you&#039;re limited to one model per unit outside of an Inquisitorial Henchmen Warband formation, so if you take them you&#039;re either running an unbound list, you&#039;re using the formation, or you&#039;re going to be abusing the fact that they now come with the Daemon special rule as there are some weapons/rules that can activate when a model is near a Daemon, and paying 10 points to make this a guarantee is certainly worth it.  Don&#039;t take them if your plan is simply to run lone Daemonhosts at your enemy, more often than not it won&#039;t work out in your favour.&lt;br /&gt;
*&#039;&#039;&#039;Jokaero Weaponsmith:&#039;&#039;&#039; The shooting monkeys [[skub|everyone remembers and loves]].  They still keep all of their old weapons (including the ring/lascannon/multi-melta/heavy flamer); however, now they are limited to one model a unit if fielded outside of an Inquisitorial Henchmen Warband formation.  Single-model Jokaero aren&#039;t going to do too much unless you roll really luckily on either their shots or their special table, and even then the special table is only going to affect the Inquisitor or whatever other character you&#039;re allied with.  Buffing any Independent Character with +12&amp;quot; to any non-template ranged weapon is really good.  If you added Cawl to the unit, for example, you could turn his gun into a 24&amp;quot; S10 AP1 Melta that fires D3 times.&lt;br /&gt;
:Overall though, if you want to make sure your Jokaero are going to do something then you can&#039;t just stop at one.  Get at least 3.  Yes, that&#039;ll max out your detachment, yes, that can leave you open for Kill Points, but another detachment gets you another Warlord Trait and with 3 you can at least guarantee they are going to do something.  You&#039;ll get a good result on the random chart, or they&#039;ll blow up that transport that you needed gone, and unless your opponent can make kill points off of them then they&#039;ll likely not consider a single 35 point model worth the firepower of an entire squad, especially when there&#039;re larger, more threatening targets out there. &lt;br /&gt;
:This editor would like to point out the fact that Jokaero got a HUGE buff this time around. You see, it used to be when you rolled a 6 or higher on the Inconceivable Customization chart, you would have to roll two times and have be satisfied with what you got (and if you had 6 or more of them, every roll was always a 6, so you got nothing). However, this time around, it specifically says, &amp;quot;pick any two of the first 5 results&amp;quot;. This means, it is now worth it to run a squad of 6 Jokaero in the formation. Oh? What&#039;s that? My squad of 12 acolytes (6 if they have been shoved inside a Chimera) are now GUARANTEED to get a +12&amp;quot; range AND Rending? Or better yet, they all have a 2+ armour save and +12&amp;quot; range?&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; The Inquisitorial Representative detachment [[derp|has no option for a Heavy Support unit of any kind]], so if you take a Chimera it&#039;ll be as a dedicated transport (see above for tactics on how to use it best), or it&#039;ll be in an unbound list and why would you go unbound with this army?  Getting a bonus Warlord trait is worth the points and the Acolyte tax is so minimal for their Chimera.&lt;br /&gt;
&lt;br /&gt;
===Formation===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Inquisitorial Henchmen Warband:&#039;&#039;&#039;&lt;br /&gt;
*Requires:&lt;br /&gt;
**1 Inquisitor of any type, including Unique Characters&lt;br /&gt;
**1 Acolyte unit&lt;br /&gt;
**0-1 Ministorum Priests unit&lt;br /&gt;
**0-1 Crusaders unit&lt;br /&gt;
**0-6 Daemonhosts units&lt;br /&gt;
**0-1 Arco-flagellants unit&lt;br /&gt;
**0-1 Death Cult Assassins unit&lt;br /&gt;
**0-1 Tech-priest Enginseers unit&lt;br /&gt;
**0-6 Jokaero Weaponsmiths units&lt;br /&gt;
**0-1 Astropaths unit&lt;br /&gt;
*All units/models (excluding the Inquisitor) combine with Acolytes into one large squad.&lt;br /&gt;
*One Inquisitor from this detachment may generate a Warlord trait even though they are not the Warlord. For the sake of the Warlord trait they count as a Warlord. &lt;br /&gt;
*Depending on your Inquisitor, you may field an additional unit at cost, with all of the units now sharing the Inquisition Faction rather than their own faction(s):&lt;br /&gt;
**Ordo Malleus and/or Inquisitor Coteaz may purchase a Grey Knight Terminator Squad.  The effectiveness of this squad should be obvious, though unless you choose to Deep-strike them they don&#039;t offer much the Inquisition doesn&#039;t already have (and for far cheaper) other than 2+ saves.  If you do choose to Deep-strike them however, then you should make one of the Acolytes a Mystic to ensure that there is no scatter  (remember that this does not work while embarked).  Having termies always arrive with perfect accuracy is great, they can serve as a [[DISTRACTION CARNIFEX|nice scare tactic, absorbing fire so your other units have nothing to worry about]] or they can hack apart anyone in melee (and considering how easily Grey Knights can become S6 with 3-4 Attacks each, that shouldn&#039;t be an issue).&lt;br /&gt;
:*Note too that if you give the Inquisitor Terminator Armour he can join the fight right next to the Grey Knights, which could be really useful as the Grimoire of True Names and Empyrean Brain Mines can both take out any Daemons strong enough to tear through the Grey Knights 2+ Armour saves, while his Incinerator can help both with clearing out any enemies he lands near, and Wall of Death&#039;ing anyone who tries to charge the unit.&lt;br /&gt;
:*Ordo Hereticus and/or Inquisitor Karamazov/Greyfax may purchase an Adepta Sororitas Battle Sisters Squad.  The Sisters are a little harder to justify over the Knights, and are better at supporting a shooting force rather than a melee one, even though Hereticus Inquisitors are better suited for melee (their ranged options simply not being as good as the other two Ordo&#039;s).  If you gave the Inquisitor a Psyocculum and are up against a Psyker-heavy force then they could easily be worth it (especially if the Inquisitor also uses Prescience), a decked-out Sisters squad can also greatly benefit from the mobility provided by a Valkyrie that the Inquisition can provide for them this way, being tough enough not to die to random fire like most of the Inquisition&#039;s units, while remaining a better option over a fully loaded up Acolyte squad thanks to their special rules and Act of Faith.&lt;br /&gt;
::Alternatively you could station them a little farther ahead than your other squads and let them valiantly die to enemy gunfire and charges (or put them wherever your own force is weak to do so), soaking up a fair amount of damage in the process that could have been used against your other units.  If making them martyrs is your plan then keep their loadout minimal, in this role they&#039;re likely only going to use their Act of Faith once and even if they don&#039;t get it you won&#039;t see a big loss.  Paying for martyrs to get anything besides more bodies is just a waste of points.&lt;br /&gt;
::You could also use them to get extra Rhino&#039;s or Immolators, but rather ironically the Sisters&#039; vehicles will benefit your other units a lot more than they will the nuns, most of your other units being better off closing the distance while the Sisters will want to keep away from the enemy.&lt;br /&gt;
:*Ordo Xenos may purchase a Deathwatch Veterans unit.  There&#039;s very little point to this, if you ally in the Deathwatch you get Aquila Doctrine, allowing you to re-roll any AP/To Wound roll of 1, whereas if you get the Inquisitor to bring them in you get nothing, aside from them being a part of the Inquisition again (so the only reason you&#039;d do it, is because you care about the fluff).  If for whatever reason you&#039;re forbidden from taking allies, then this is more of a mulligan than anything else.  In that case you&#039;d want to take them, load them up with melee or ranged (whichever fits your preference, although preferably they&#039;d do the opposite of whatever your current Henchman Warband is doing so that all of your bases are covered) and then go to town.  If you&#039;re going ranged you could try giving them a Chimera or Sororitas Rhino to help close the distance (both of which are more likely to last longer than the Deathwatch&#039;s own vehicles) and if you&#039;re going melee wise then you should take the Blackstar, or a Land Raider if you know [[Tau|that you&#039;re going to be up against a lot of AA]].&lt;br /&gt;
**Keep in mind that all units taken &amp;quot;have&amp;quot; the Inquisition faction.  As units can have multiple factions and there is no wording indicating otherwise, this means they &#039;&#039;gain&#039;&#039; the Inquisition faction &#039;&#039;without&#039;&#039; losing their own, which is the only reason Dedicated Transports don&#039;t quickly become fucked up.&lt;br /&gt;
*The warband may take a Chimera, Sororitas Rhino, Land Raider (basic, redeemer, or crusader), or Valkyrie as a transport.&lt;br /&gt;
*Because your allied units are now Inquisition faction, they can start embarked in an allied Inquisition Valkyrie. This is especially helpful for Sisters who otherwise lack a flying transport.&lt;br /&gt;
*Generally there&#039;s no monobuild with the Henchmen Warband, though there are a few things you&#039;re going to want to add right off the bat.  Get Crusaders or Acolytes with storm shields (the Crusaders are cheaper and better if you take Power Weapons) to take the hits for everyone else, and get a Priest to ensure your unit stays where it is (25 points is a small price to pay for Fearless); remember, the Priest can take an Ecclesiarchy relic, and you can put Daemonhosts in the unit, so the Mace of Valaan is a particularly entertaining choice to consider (although the Litanies of Faith will usually be a better choice, if you&#039;re shelling out for a relic at all). &lt;br /&gt;
**From there you can build off of whatever you want the squad to be doing, get a few Jokaero if you&#039;re going shooty (make sure to get at least two monkeys so you can avoid the shit result on their table) and make sure to buff them with the near-mandatory Astropath (always choose Divination so that BS3 doesn&#039;t screw you over as hard).  This also makes a good bunker to station a shooty Inquisitor in, such as an Inquisitor with a conversion beamer (though be warned that the Jokaero&#039;s range buff is actually a nerf in the case of the beamer).  If you commit to all 6 monkeys, the entire unit should be designed around the two results you&#039;re going for - for example, 36&amp;quot; Rending Storm Bolter Acolytes become an interesting choice at 7 points apiece.&lt;br /&gt;
::You could also add a Hereticus Inquisitor with Divination and a Psyocculum if you wanted to skip the Astropath entirely and are up against a Psyker-heavy force (buying the Inquisitor the Psychic Level is only 5 points more than getting the Astropath, and they also get a free force weapon to boot, just in case you get into combat).  Coteaz could also be fine if you got the +12&amp;quot; range buff from the Jokaero.  A Malleus Inquisitor with a Psycannon could also do well, but that combination eats up a shitload of points and you&#039;d be better off with 2 more Jokaero for your shooty squad.  &lt;br /&gt;
::Another option is to get a shitload of Acolytes and Boltguns, 10 of them are only 50 points, and if you get the range buff from the Jokaero then 10 Acolytes with Storm Bolters + Prescience (aka what the entire squad was getting in some way anyway) then they can mulch hordes across vast distances (yes, this means you&#039;d not only outrange the Tau with their pulse rifles, but you&#039;d be doing it with better guns).  Bear in mind you need all 6 Jokaero to guarantee results, so if you&#039;re packing them in a transport you need to keep your Acolyte volume down; if you want more than 7 Acolytes, you&#039;ll have to shell out for a Crusader, and that&#039;s a &#039;&#039;lot&#039;&#039; of points.&lt;br /&gt;
:*If you&#039;re assaulting then depending on what you&#039;re up against you&#039;re going to need Death Cult Assassins and/or Arco-flagellants.  Death Cults are slightly better against MEQ&#039;s (it&#039;s a very slight difference), Arco-flagellants are better against everything else except [[Tyranids|Monstrous Creatures with high Toughness and/or high saves]], but if you get into combat with those then the Death Cults weren&#039;t going to save you anyway.  If you&#039;re going melee then as far as Inquisitors go you should stick to Malleus, Xenos, Coteaz and Karamazov.  Karamazov&#039;s lack of an Invuln save is greatly mitigated by Crusaders; unless buffed by Jokaero Coteaz mainly shines in melee and both the Malleus Inquisitors and the Xenos Inquisitors get better gear than the Hereticus as far as this unit goes (such as a cheaper Thunder Hammer that&#039;s also a Force Weapon, or Psychotroke/Rad Grenades/Plasma Syphon).&lt;br /&gt;
:*Notably there isn&#039;t much reason why you&#039;d take an Enginseer; he might come in handy fixing a vehicle and/or in combat but those points are still better spent on another unit, as the Enginseer&#039;s role in the warband is limited (and if you really wanted him, you should just ally him in anyway, at least that way he gets the Canticles of the Omnissiah rule and that version&#039;s an Independent Character to boot, although that won&#039;t let him start the game embarked).  The Daemonhosts are also iffy, either being really good or really bad depending on the roll of the dice, but then again they&#039;re only 10 points so go for it if you&#039;re feeling lucky and have the points to spare (and consider one compulsory if your Priest &#039;&#039;is&#039;&#039; carrying the Mace of Valaan). Just make sure to get a lot of them, as when they finally get that really good roll, you can be rewarded by a fantastic result.  Another thing to note is that Inquisitors who choose Sanctic Daemonology might get lucky and get Sanctuary, in which case they can make every Crusader/Acolyte with a storm shield get a 2++ save to effectively make the squad unmovable.&lt;br /&gt;
:*While not recommended, a ridiculous tactic is to take this unit specifically with the Acolytes, a Chimera, and two Jokaero just so you can pull up to another transport (presumably one looking for a much meatier unit), use the two multi-meltas to burn open the transport (they&#039;ll be Snap Firing, as Jokaero are not Relentless, so good luck!), and then the use everything on the Chimera to gun down the exposed occupants.  It&#039;s a pricey tactic and one that relies on your opponent not knowing what you&#039;re doing (it&#039;s also easily countered), coming in at 162 points minimum (preferably 172 with the recommended psybolt ammo and storm bolter on the Chimera), but if you&#039;re feeling lucky then go ahead and fuck up a Land Raider with it.&lt;br /&gt;
&lt;br /&gt;
==See Also:==&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Adepta_Sororitas(7E)|Adepta Sororitas Tactics]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Imperial_Guard(7E)|Imperial Guard Tactics]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Deathwatch(7E)|Deathwatch Tactics]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Grey_Knights(7E)|Grey Knights Tactics]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Inquisition(7E)|Inquisition Tactics]]&lt;br /&gt;
*[[Warhammer_40,000/Tactics/Officio_Assassinorum_(7E)|Officio Assassinorum Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Inquisition]]&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Thousand_Sons&amp;diff=1011604</id>
		<title>Warhammer 40,000/9th Edition Tactics/Thousand Sons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Thousand_Sons&amp;diff=1011604"/>
		<updated>2026-05-20T15:28:41Z</updated>

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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Thousand Sons]] tactics. [[Warhammer_40,000/Tactics/Thousand_Sons(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Thousand Sons?==&lt;br /&gt;
&lt;br /&gt;
As one of the founding Legions, the Thousand Sons have, along side their pantheon opposite the [[Death Guard| Sons of Mortarion]], been promoted to full Codex Status. Alongside this there has been a small release of new models (some being shared with [[Age of Sigmar| Age of Sigmar.]]) If you love [[Just As Planned|Convoluted Schemes,]] [[Beastmen_(40k)#Tzaangors|Tzaangors]], [[Rubric Marines| Robots,]] Space Wizards with Mind Bullets, or [[/d/|Twisting Bodies in Unnatural ways]] then this is the army for you! &lt;br /&gt;
&lt;br /&gt;
Boasting some of the most powerful psychic powers in the game, Thousand Sons armies are for the connoisseur of Chaos Space Marine commander; encouraging play with trickery, deception, and multi-layered planning. The army allows you to manipulate the dice, the board and even your opponents units. This encourages you to play with finesse, rather than purely brute forcing your opponent into submission. Alternatively you may simply believe that [[Magnus the Red| Magnus Did Nothing Wrong.]]&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Almost every unit has a way to cut through armour saves. As the Inferno Bolt offers a reliable AP-2.&lt;br /&gt;
* As Masters of Magic you get a +1 to cast on all your powers; so you can buff/debuff/shoot mind-bullets easier.&lt;br /&gt;
* Exalted Sorcerers act as a mid-way point between a Choppy Murder Lord and Flimsy Spellcaster.&lt;br /&gt;
* Fairly fresh sculpt-wise and also contains the first Primarch to be introduced to Modern 40k (Magnus).&lt;br /&gt;
* Invulnerable saves everywhere, even your humble Rhino.&lt;br /&gt;
* Lets you take the fight to the [[Primaris Space Marines|Space Chads]] as you have ascended to become [[Mary Sue|An Enlightened Mage Warrior Riding on a Disc of Magic.]]&lt;br /&gt;
* Nine Sub-Factions to select from that influence your play style.&lt;br /&gt;
* Stratagems, Relics and Powers with the Ability to Deep-strike pretty much everything.  &lt;br /&gt;
* Two BIG Psychic Disciplines, each containing 9 powers and Nine Cult powers to choose from, and multiple Psykers across the army as Sorcerers lead the rank-and file troops. The Thousand Sons are true masters of the Psychic Phase with access to a large toolkit of powers for any situation. Even Eldar, who have more psychic powers but less casters on the board, will watch in envy as you cast into the double figures.&lt;br /&gt;
* You have the unique ability to modify psychic powers from giving them bonuses to casting, to increasing the range, to increasing the damage and even making them undeniable.&lt;br /&gt;
* Tzaangor models (except those with Chainswords and Guns) as well as the Mutalith Vortex Beast can also be used for an Age of Sigmar Tzeentch army. Letting you eke out extra mileage for what you paid for.&lt;br /&gt;
* Secondary objectives that require you to destroy units in the psychic phase or complete rituals will be a breeze for you due to how many potent psykers you have.&lt;br /&gt;
* You have 2 wounds minimum on your marines. This means that suffering perils, while a problem, is less likely to remove multiple models, if any.&lt;br /&gt;
* Speaking of perils, you now have a stratagem to ignore them.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Although the sculpts are quite good, the overall range of units to choose from is small.&lt;br /&gt;
* Consistently miss out on new releases due to keywords, leaving you frustrated to see other Chaos getting new toys you can&#039;t use.&lt;br /&gt;
* Magnus is a huge investment of money, time, and points.  He costs a lot, and you will want to put a lot of buffs on him to make sure you make the most out of him, otherwise he&#039;s just a gigantic target for your opponent.&lt;br /&gt;
* Reliance on your Psychic synergy means anti-psyker units like Sisters of Silence, Culexus Assassins, GSC unwilling orb and Tyranids (&#039;&#039;especially Hive Fleet Kronos&#039;&#039;) will give you no end of problems if not eliminated quickly.&lt;br /&gt;
* Some models were ported in from Age of Sigmar in lieu of getting new stuff like the Death Guard, which is a con due to the fact that the models don&#039;t look at all like they belong in a 40k setting.&lt;br /&gt;
* Your HQs are your biggest threat as well as the linchpin of your buffs, meaning most people will focus on them first. If this happens your army can take a huge hit very quickly and struggle to recover.&lt;br /&gt;
* The Thousand Sons have a very limited armoury and find it hard to access plasma and melta weaponry. Also, they lack any real anti-tank outside of tanks and daemon engines, with their primary alternatives consisting of either literally just smiting them to death (which, while awesome, is not recommended) or an enmassed, Malefic Maelstrom&#039;d Wrath of the Wronged Scarab Occult Terminator squad (which is argued to be the second strongest anti-tank in the army besides the Vindicator Laser Destroyer; thanks to swinginess of other available options).&lt;br /&gt;
* You can also cripple your army on your own, as constantly casting means a high chance of rolling Perils of the Warp and blowing yourself up. Though this had been mitigated with a 1CP strat.&lt;br /&gt;
* Possibly the biggest con of the Thousand Sons in 9th is a couple of the secondaries: Abhor the Witch and Assassinate are &#039;&#039;so&#039;&#039; strong against the Thousand Sons that they have been consistently described as &amp;quot;a free maxed-out secondary&amp;quot;. With so many of their units being psykers, Abhor the Witch is often comically easy to score, and many of our psykers being characters (and often bringing 4+ of them) makes them both count for more points for Abhor the Witch and valid Assassinate targets (and yes, you absolutely can score both off of one model).&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The Thousand Sons were one of the middle releases of 8th edition, and experience has shown this to have been a negative rather than a positive. Now, in 9th edition, the army has received some updates to match the other 9th edition codices. You should get your hands on the following in the listed order:&lt;br /&gt;
====Main Books====&lt;br /&gt;
These are your necessary books that you need to even start playing the army.&lt;br /&gt;
*&#039;&#039;&#039;Codex Thousand Sons&#039;&#039;&#039;: Released in Aug 2021, this book contains the main bulk rules of your army, the faction&#039;s core book.&lt;br /&gt;
*&#039;&#039;&#039;The Most Recent FAQ and Errata&#039;&#039;&#039;: For rules clarification and fixes. [https://www.warhammer-community.com/wp-content/uploads/2019/09/djrQBhGf6Lkf78BE.pdf &#039;&#039;&#039;Here&#039;&#039;&#039;]&lt;br /&gt;
&lt;br /&gt;
====Supplements====&lt;br /&gt;
Should you wish for more units beyond the codex or wish to ally with other Chaos armies, these could be on your radar. Do keep in mind that allying in units from a codex other than yours takes away Cabalistic Rituals and possibly more bonuses away depending on how you build the army.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Compendium&#039;&#039;&#039;: For all your Forge World needs, with its subsequent [https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf &#039;&#039;&#039;FAQ&#039;&#039;&#039;].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Codex Chaos Space Marines, Version 2&#039;&#039;&#039;: Released in April 2019. Allows you to Ally in some CSM and their toys.&lt;br /&gt;
*&#039;&#039;&#039;Codex Chaos Daemons&#039;&#039;&#039;: Should you wish to add in some daemons.&lt;br /&gt;
*&#039;&#039;&#039;Codex Chaos Knights&#039;&#039;&#039;: You ever want a big stompy robot to join your guys? This is the book for that. &lt;br /&gt;
** Further rules for CSM, Daemons, and Chaos Knights can be found in Warzone Charadon Act 2 and Engine War.&lt;br /&gt;
*[https://www.warhammer-community.com/wp-content/uploads/2019/12/25553ac3.pdf &#039;&#039;&#039;Thousand Sons: Legends PDF&#039;&#039;&#039;]: For &#039;Legacy Units&#039; and Wargear options (eg. Combi-Plasma&#039;s and force axes on the non-terminator sorcerer.)&lt;br /&gt;
&lt;br /&gt;
====Boxes====&lt;br /&gt;
Boxes, boxes, boxes! Currently there &amp;lt;s&amp;gt;are two sets&amp;lt;/s&amp;gt; is one set that you can buy to make ok-ish savings compared to purchasing the kits individually.&lt;br /&gt;
*&#039;&#039;&#039;Start Collecting: Thousand Sons:&#039;&#039;&#039; A good launching off platform for new players. Contains Ahriman (weird for a named character but there&#039;s not much else), 1 unit of 10 Rubric Marines, 1 unit of 10 Tzaangors, and 2 Tzaangor upgrade kits, in case you want them to have the chainswords and pistols (you don&#039;t). &#039;&#039;&#039;No longer in production.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Patrol: Thousand Sons:&#039;&#039;&#039;  A box containing the Infernal Master, 5 Scarab Occult Terminators and a lot of Tzaangors at 20 of them. An alright set, but you&#039;re gonna want more than just that, consider it an addition to the Star Collecting Thousand Sons box.&lt;br /&gt;
**Alternate Opinion: You can take one unit of Tzaangors for each Rubric/Scarab, and no more than that; this box comes with 20, so it&#039;s only good value if you&#039;re going to max out this one unit, or devote yourself to an army of Birdmen. The Infernal Master, like a lot of the &amp;quot;box exclusive HQs&amp;quot; are &amp;lt;s&amp;gt;kinda trash and gimmicky&amp;lt;/s&amp;gt; tricky but potent, has brutal debuffs, a Cabal/self psychic test booster, and longer ranges for the two buffs it DOES have. Buying a Demon Prince and Scarabs separately is cheaper and more useful.&lt;br /&gt;
**Secondary Alternate Opinion: This is a pretty potent start for a Thousand Sons army. &#039;&#039;&#039;Infernal Masters&#039;&#039;&#039; are brutal force multipliers thanks to just having Malefic Maelstrom and Glimpse of Eternity, and Scarab Occults are the backbone of most Thousand Sons armies. While you can only use one 20 man unit of Tzaangors from this box, the Tzaangors themselves are at least usable. If you are in need of Tzaangors (especially with the Warpmeld Army of Renown for them), a unit of Scarab Occults and an Infernal Master, there&#039;s worse you can do. Besides, nothing stops you from [[Proxy|just using the Infernal Master as a fancier Sorcerer.]]&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Unit Rules===&lt;br /&gt;
*&#039;&#039;&#039;Malicious Volleys:&#039;&#039;&#039; {{W40kKeyword|ARCANA ASTARTES}} models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for combi-bolters, etc) if at least one of the following is true:&lt;br /&gt;
** Target is in half range, like with any rapid fire weapon wielded by anyone.&lt;br /&gt;
** If the firing model is {{W40kKeyword|INFANTRY}} and didn&#039;t move during the previous Movement Phase.&lt;br /&gt;
** If the firing model is a {{W40kKeyword|TERMINATOR}}.&lt;br /&gt;
***GW has removed the ability from the Helbrute via FAQ.&lt;br /&gt;
***While useful for nearly every other Marine army, do remember that your infantry bolters are AP-2 by default, making you better than Fire Warriors but at worse Strength.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Master:&#039;&#039;&#039; A basic technicality that means that any powers the Sorcerer leading a unit of Rubric Marines or Scarab Terminators casts must always measure distance starting from his base rather than letting him hide behind his tin cans and cast through them.&lt;br /&gt;
**This also works in reverse - any enemy ability requiring measuring distance or determining line of sight to a Psyker has to be done to the Sorcerer, not to the Rubricae.  That can get tricky to police, as your opponent will be assuming you follow the normal rules for psyker units, so make sure you stay on top of it.&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike:&#039;&#039;&#039; Deep Strike.&lt;br /&gt;
*&#039;&#039;&#039;Thrall:&#039;&#039;&#039; This is listed on specific datasheets in the codex, even though the rule is &#039;&#039;really&#039;&#039; a detachment rule.  For each {{W40kKeyword|&amp;lt;GREAT CULT&amp;gt; EXALTED SORCERER}} unit in a Detachment, one {{W40kKeyword|&amp;lt;GREAT CULT&amp;gt; SORCERER}} unit can be included in that Detachment without taking up a Battlefield Role slot.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
In order to be Battle-forged, you can&#039;t mix two different {{W40Kkeyword|&amp;lt;Great Cult&amp;gt;}}s in the same detachment (models without the keyword at all can&#039;t mess this up, naturally).  A Battle-forged {{W40Kkeyword|Thousand Sons}} detachment gains these:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Sorcerers:&#039;&#039;&#039;&lt;br /&gt;
** All of your units gain +1 to their psychic tests.&lt;br /&gt;
** All of your {{W40kKeyword|ARCANA ASTARTES}} and {{W40kKeyword|TZAANGOR}} units gain a 5++ invulnerable save.&lt;br /&gt;
*** Note that {{W40kKeyword|ARCANA ASTARTES}} extends to all of your legion units, such as Rhinos, Vindicators, Helbrutes, and even the FW units. This basically means all of your units have 5++ or better, with the exception of Cultists and Chaos Spawn.&lt;br /&gt;
*&#039;&#039;&#039;Cults of the Legion:&#039;&#039;&#039; Every {{W40kKeyword|THOUSAND SONS}} detachment can be assigned a cult. Every unit with the {{W40kKeyword|&amp;lt;GREAT CULT&amp;gt;}} keyword changes it to the appropriate Cult name, which in practice is your non-{{W40kKeyword|TZAANGOR}} non-{{W40kKeyword|CULTISTS}} units (yep, your mindless Chaos Spawns are cultists in the Cult, but your human Cultists AREN&#039;T cultists in the Cult, nor are your anthropomorphic bird cultists! Tzeentch loves mind fucks.), and are not a named character. Every {{W40kKeyword|thousand sons &amp;lt;GREAT CULT&amp;gt; PSYKER}} automatically knows the cult&#039;s psychic power, in addition to the other powers they know, and every {{W40kKeyword|Thousand Sons &amp;lt;GREAT CULT&amp;gt; character}} can gain the cult&#039;s warlord trait when they would gain a warlord trait.  The relics are a bit different: if your warlord is either Magnus or from a given cult, {{W40kKeyword|thousand sons &amp;lt;GREAT CULT&amp;gt; character}}s gain access to their relics, which means if you e.g. take a Cult of Magic detachment and a Cult of Duplicity detachment, a Cult of Magic warlord only enables the Cult of Magic relic; throwing in Magnus in a third detachment as your warlord would unlock both cult&#039;s relics, while making Ahriman the warlord would unlock &#039;&#039;neither&#039;&#039;, making him the worst warlord you can field.&lt;br /&gt;
** That said, it&#039;s not like you can&#039;t take Magnus or Ahriman in any cult, as they have rules circumventing the restrictions of taking a cult. It&#039;s just that they gain nothing from using them, and Ahriman blocks relic access.&lt;br /&gt;
*&#039;&#039;&#039;Jealous Tyrant&#039;&#039;&#039;: Restriction that stops you from spamming Daemon Princes. You may only include one daemon prince per Thousand Sons detachment.&lt;br /&gt;
*&#039;&#039;&#039;Legion Command:&#039;&#039;&#039; So all your unnamed sorcerers of any stripe (Sorcerers in power and termie armour, Exalted Sorcerers, Aspiring Sorcerers, and Scarab Occult Sorcerers) can all buy up to one of the upgrades available to them (listed in their descriptions). You can only take each one of these upgrades once per army and they cost points/power level in order to grab them.  This works like relics: having a single {{W40Kkeyword|Thousand Sons}} detachment legalises these upgrades for all valid recipients in your army, not just in the qualifying detachment.&lt;br /&gt;
*&#039;&#039;&#039;Mere Servants:&#039;&#039;&#039; Restrictions on the units that you can bring in your army list, same as Nurgle&#039;s lot.&lt;br /&gt;
** You&#039;re not allowed to take more {{W40kKeyword|THOUSAND SONS CULTISTS}} units than {{W40kKeyword|RUBRIC MARINES}} and {{W40kKeyword|SCARAB OCCULT TERMINATORS}} in each of your {{W40kKeyword|THOUSAND SONS}} detachments. &lt;br /&gt;
** You&#039;re not allowed to take more {{W40kKeyword|BRAY}} units than {{W40kKeyword|RUBRIC MARINES}} and {{W40kKeyword|SCARAB OCCULT TERMINATORS}} in each of your {{W40kKeyword|THOUSAND SONS}} detachments. Which is hilarious when you realise that the new combat patrol box will come with one scarab occult terminator unit and 20!!! Tzaangors. Guess you&#039;ve gotta buy another box of rubrics, if you wanna use 2 squads of 10 tzaangors. [[Games Workshop|Just as planned...]] &lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; Given to Tzaangors, Rubrics, and Scarab Occult Terminators, even though they&#039;re Elites.&lt;br /&gt;
&lt;br /&gt;
===Cabalistic Rituals===&lt;br /&gt;
Each turn during your psychic phase, you gain a number of Cabal Points for each psyker (4 for Magnus, 3 for Ahriman, daemon princes, and exalted sorcerers, 2 for base sorcerers and infernal magisters, and 1 for tzaangor shamans and the sorcerers stacked with the rubricae). These are use it or lose it, so try to always use all of them.  Each unit can only benefit from 1 ritual per phase, and each ritual can only be used once per phase, unless a special rule changes it.  The sum of the cost of every ritual is 52, although usually you won&#039;t find a use for every ritual every turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warp Sight:&#039;&#039;&#039; Costs 3 points after manifesting. Allows you to use the LOS of another Cabbalistic Ritual unit when targeting the manifested power. The power still originates from the psyker, so the range is unaffected. Useful for bypassing obscuring terrain and LOS blockers. &lt;br /&gt;
*&#039;&#039;&#039;Echoes from the Warp:&#039;&#039;&#039; Costs 4 points before manifesting. Allows you to convert Cabal Points into Command Points. Select one psyker unit in your army, and they can take a Warp Charge 3 psychic action to gain 1 command point. Not your first choice, but if you have the extra Cabal Points and a psyker with nothing left to cast, at least you get something.&lt;br /&gt;
**Bear in mind you can immediately spend the CP on a stratagem in the same phase, so you can use this on a psyker who&#039;s out of position to cast anything useful and have them do this to buy the Malefic Scroll strat for setting Smite&#039;s output to 3 wounds on someone else.  Do this early if you&#039;re going to, because the strat becomes less and less useful as Smite&#039;s WC rises.&lt;br /&gt;
*&#039;&#039;&#039;Imbued Manifestations:&#039;&#039;&#039; Costs 4 points after manifesting to add +6&amp;quot; to one power&#039;s range.  If a power lists multiple ranges, this adds +6&amp;quot; to whichever range is mentioned first, which for the powers you have access to always means the distance from the caster to the power&#039;s target.&lt;br /&gt;
**Do you miss having 24&amp;quot; smites? Well at least with this you can Doombolt from a safe position. TSons are kinda gimped by  Abhor the Witch, so you&#039;ll always want to keep a nice healthy distance. It&#039;s not like you can [[Warhammer 40,000/Tactics/Tyranids (9E)|relay psychic powers like some hive minded insects]], thatd be weird.&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Charge:&#039;&#039;&#039; Costs 4 points after manifesting. If a power &amp;quot;inflicts&amp;quot; mortal wounds on enemy units, you can use this to deal an additional d3 mortal wounds to any one of those units after inflicting.&lt;br /&gt;
**Note that Gaze of Hate, Dark Blessing, Tzeentch&#039;s Firestorm, and Baleful Devolution all roll for number of mortal wounds inflicted, and that number can be 0. Consider using in conjunction with smite unless you feel like wasting Cabal points.  &lt;br /&gt;
**This right here comes into its own big time when using Astral Blast, see that Character your opponent thought he had cozied up behind a screening unit? Astral Blast the screen then use this to smack the character for d3+1 MW. If he&#039;s close enough for Look out, Sir! He&#039;s close enough to get caught in the blast.&lt;br /&gt;
*&#039;&#039;&#039;Kindred Sorcerers:&#039;&#039;&#039; Costs 5 points while manifesting, after the psychic test, to add +1 to the test.  Works on powers and actions.&lt;br /&gt;
**&#039;&#039;&#039;Wrath of the Immaterium:&#039;&#039;&#039; Costs 9 points while manifesting, after the psychic test, to add +2 to the test.  Works on powers and actions.&lt;br /&gt;
*&#039;&#039;&#039;Pact from Beyond:&#039;&#039;&#039; Costs 7 points while manifesting, before the psychic test. Auto-cast a power at the minimum required warp charge value. Crucial for those clutch moments when you need to turn off an enemy&#039;s invulnerable save. &#039;&#039;Only works on powers, not actions.&#039;&#039;&lt;br /&gt;
**Could also have some value if you&#039;ve been going heavy on smites: if the minimum required is 10+, it&#039;s a guaranteed super smite with no possibility of perils.&lt;br /&gt;
***Note that because it&#039;s possible to use 2 rituals at once via the Arrogance of Aeons Warlord Trait, Pact from Beyond only makes sense if it happens before any additive bonuses (to prevent PfB from causing a rules paradox with Kindred Sorcerers or Wrath of the Immaterium).  That&#039;s why PfB on 10+ Smite is enough for 1d6 mortals - your native +1 happens afterward.  Likewise, Magnus can use this when Smite is at WC 8 to force an 11.&lt;br /&gt;
*&#039;&#039;&#039;Cabbalistic Focus:&#039;&#039;&#039; Costs 8 points while manifesting, after the psychic test, to make the power or action undeniable.  Use this when you&#039;re casting a vitally important power that has a low wc and your roll was bad, like if you need Temporal Surge to happen right now and you rolled the minimum possible.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Maelstrom:&#039;&#039;&#039; Costs 8 points, before manifesting. Allows a psyker to attempt to manifest a Witchfire that has already been attempted this phase, successfully or otherwise. In addition, the unit can try and cast the power even if it does not normally know it. Need to double up on Doombolt, there you go - it&#039;s the only Witchfire remotely worth paying this many points for.&lt;br /&gt;
&lt;br /&gt;
====Ways to get Cabal Points====&lt;br /&gt;
Here&#039;s all the ways you can get Cabal Points:&lt;br /&gt;
*The Seeker After Shadows Warlord Trait generates an additional cabal point from the user; remember, you can assign this using the High Acolytes strat to a non-Warlord character, or you can use the Chronus Tutorum relic for it (which can be forced onto your Warlord via the Dilettante upgrade on an Exalted Sorcerer, or you can use the Sorcerous Arcana strat in conjunction with High Acolytes or Dilettante to get it onto a non-Warlord as a second WT).&lt;br /&gt;
*The Cult of Magic&#039;s relic, the Arcane Focus, discounts all rituals used on a target by 1, which is as good as +1 point normally, or +2 points if combined with the Arrogance of Aeons Warlord Trait, which as a reminder is one of Magnus&#039;.&lt;br /&gt;
*Magnus generates 4.&lt;br /&gt;
*Ahriman, Exalted Sorcerers, and Thousand Sons Daemon Princes generate 3.&lt;br /&gt;
*Infernal Masters generate 2 automatically, and the Diabolic Savant pact generates an additional 1 point 2/3 of the time, for an average of 2.67 points from such a Master.&lt;br /&gt;
*Sorcerers (the basic HQ kind), Sorcerers in Terminator Armour, and Aspiring Sorcerers (the Rubric kind) with an Icon of Flame alive in their unit all generate 2.&lt;br /&gt;
*Scarab Occult Sorcerers, Tzaangor Shamans, and Aspiring Sorcerers without an Icon of Flame in their unit all generate 1.&lt;br /&gt;
*The Empyric Reservoir strat lets you pay 1 CP for +1d3 Cabal Points provided you have a Cabal Point generator within 6&amp;quot; of a Mutalith.&lt;br /&gt;
**An Infernal Master&#039;s Glimpse of Eternity pact re-roll works on this, on average increasing your Cabal Points generated this way from 2 to 2.33 after the pact goes off, which after the 2/3 success chance comes to 2.22 net.&lt;br /&gt;
&lt;br /&gt;
In ascending order of points efficiency, &#039;&#039;ignoring&#039;&#039; relics and warlord traits, using current points costs and no upgrades, in points per Cabal Point (so higher is less efficient):&lt;br /&gt;
&lt;br /&gt;
#Exalted Sorcerer: 33.33&lt;br /&gt;
#1 Infernal Master with Diabolic Savant: 33.75&lt;br /&gt;
#Sorcerer/Infernal Master without Diabolic Savant: 45&lt;br /&gt;
#*Exalted Sorcerer + Sorcerer consumes 1 HQ slot; the net efficiency is 38.&lt;br /&gt;
#Daemon Prince: 50&lt;br /&gt;
#Sorcerer in Terminator Armour: 52.5&lt;br /&gt;
#*Exalted Sorcerer + Sorcerer in Terminator Armour consumes 1 HQ slot; the net efficiency is 41.&lt;br /&gt;
#Ahriman: 53.33&lt;br /&gt;
#MSU Rubricae with Icon of Flame: 57.5&lt;br /&gt;
#Tzaangor Shaman: 70&lt;br /&gt;
#MSU Rubricae: 105&lt;br /&gt;
#Magnus: 112.5&lt;br /&gt;
#MSU Scarab Occult: 200&lt;br /&gt;
#Special Mention: provided you already have something in this list and it&#039;s near a Mutalith, a Mutalith is 72.5, but that ignores the cost of the CP to fuel it.  Since this is stratagem-based, additional Mutaliths don&#039;t generate more Cabal Points.&lt;br /&gt;
&lt;br /&gt;
Given current point costs, that means the most efficient way to generate Cabal Points is an Exalted Sorcerer from the Cult of Magic with the Arrogance of Aeons Warlord Trait and the Arcane Focus relic, along with a second Exalted Sorcerer (which is slightly more efficient than paying for Dilettante) with the Seeker After Shadows Warlord Trait.  That&#039;ll cost you 1 CP for the High Acolytes strat and 200 points for the models, generate 7 cabal points per turn, and give a 1 point discount twice per turn, which amounts to 9 points per turn (assuming the Arrogance Sorcerer consumes points twice).  If you want to do it without paying any CP at all, an Exalted Sorcerer with Arrogance of Aeons + Seeker After Shadows with the relics Arcane Focus and Chronus Tutorum (used to provide a second Warlord Trait, and acquired with Dilettante) costs 135 points for generating 4 points and, if allowed to consume twice, acting as if generating 6 points.&lt;br /&gt;
&lt;br /&gt;
If you really want to keep going, assuming we&#039;re filling a 2000 point Battalion detachment (and using the first strategy above), a third Exalted Sorcerer will take you to 300 points and functionally 12 Cabal Points.  Since you&#039;re now out of HQ slots, the next most efficient source is Sorcerers (if you had more slots, 1 Infernal Master is more efficient thanks to his Cabal Point pact), so 3 of those takes you to 570 points and 18 Cabal Points.  Now you have room for 6 MSU Rubricae with Icons of Flame, so 1260 points and 30 Cabal Points.  3 Tzaangor Shamans will take you to 1470 points and 33 Cabal Points, at which point you &#039;&#039;can&#039;&#039; add Scarabs, but they&#039;re so inefficient frankly you&#039;re better off throwing in a Supreme Command detachment with Magnus in it, which won&#039;t cost you any CP.  That&#039;ll take you to 1920 points and 36 Cabal Points (adding Magnus means you can&#039;t have Arrogance of Aeons on a Cult of Magic warlord, which means you lose the Cabal Point the combo provides - still more efficient than Scarabs).  The other options if you backtrack to the 1470 point are adding a Mutalith - if you ignore the CP cost of the strat and assume it&#039;s always on, that takes you to 1615/35 - and/or Scarabs, which are 1870/35 with just Scarabs and 1815/36 with a Mutalith and a Scarab.  You can help address CP concerns with the Helm of the Daemon&#039;s Eye to generate 1/3 of a CP whenever your opponent uses a strat, subject to the usual max of +1 per turn.  If you were trying to maximise your mortal wounds dealt, you can afford the base 33 needed for the +1 ritual (5), the +2 ritual (9), the auto-cast ritual (7), the ritual that adds mortal wounds to a power (4), and either the ritual that lets you cast Doombolt a second time or the one that renders a cast undeniable (both 8), with wiggle room left over.&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
===Warpmeld Pact===&lt;br /&gt;
This army is a variation more focused upon the Tzaangors and gribblies than the marines. Incidentally, this makes that bafflingly pointless Start Collecting box into something actually usable as this lest you make a budget army out of the overload of birdmen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; You cannot take any named characters, Cultists, vehicles or daemons. Your army cannot use the Vengeance Discipline. You must take more {{W40kKeyword|Tzaangor}} units than anything else.&lt;br /&gt;
**You also lose Brotherhood of Sorcerors (+1 to cast, 5++ invuln). The 5++ Invuln doesn&#039;t matter on Terminators, but it matters on your Rubrics. &lt;br /&gt;
*&#039;&#039;&#039;Benefits:&#039;&#039;&#039; Alongside the {{W40kKeyword|Warpmeld Pact}} keyword given to all units, your Tzaangors do not gain the Mere Servants ability, instead becoming {{W40kKeyword|Core}}.&lt;br /&gt;
**&#039;&#039;Strength of the Brayherd:&#039;&#039; Shamans gain a new aura that lets them gain an additional Cabal Point when within 6&amp;quot; of at least 15 Tzaangors.&lt;br /&gt;
**&#039;&#039;Touched by Tzeentch:&#039;&#039; Your HQs and gribblies gain a 5++ save and 5+++ FNP against Mortal Wounds. In addition, they get a 6&amp;quot; scout move at the start of the game.&lt;br /&gt;
***Turns Tzaangors into Kroot for early-game Objectives. Also makes the Flesh Changed much more useable now that they have an actual invuln to fall back on. If anything, they will probably be your main unit, not Tzaangors, with their S/T 5, 4W, and dirt cheap ppm. &lt;br /&gt;
**Giving Tzaangors {{W40kKeyword|Core}} only matters for Egleighens Orrery, as Generic HQs still only give rerolls to {{W40kKeyword|GREAT CULT CORE}}, which your Tzaangors [[DERP|still don&#039;t get]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Manipulator of Reality:&#039;&#039;&#039; After the scout moves, you can throw up to three {{W40kKeyword|Tzaangor}} units back into the deployment zone or into reserves so you can throw them wherever you wish.&lt;br /&gt;
**Pointless. You have a pregame move, so the only advantage to this is throwing three units in reserve without CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cabbalistic Ritual - The Braychange (6 points):&#039;&#039;&#039; You can roll an additional d6 when casting a Blessing or Malediction power. If you roll above a 10, the power can&#039;t be denied and you can restore d3 models on a nearby {{W40kKeyword|Tzaangor}} unit, doubled to 2d3 if they have the {{W40kKeyword|Bray}} unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics - Diamond of Distortion:&#039;&#039;&#039; Tzaangor Shaman only. Once per turn, you can make one {{W40kKeyword|Tzaangor}} unit or pack of unnameable beasts gain a 4++ save for the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reality Unbound (1 CP):&#039;&#039;&#039; When one pack of Tzaangor Enlightened fights or shoots with their weapons (not using their mounts as weapons), they improve the AP of their weapons by 2.&lt;br /&gt;
**Doesn&#039;t increase in CP if you take larger groups, so you may as well max out the unit. Makes Greatbows suck less, because at least they can make it through the sniped HQs saves (or force them on an invuln), but probably best saved for the Spears because of their D2. &lt;br /&gt;
*&#039;&#039;&#039;Tzaangor Onslaught (1 CP):&#039;&#039;&#039; One {{W40Kkeyword|Warpmeld Pact Bray}} unit can pile-in or consolidate an additional +3&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Gift of Change (1 CP):&#039;&#039;&#039; Once per game when you kill an enemy character during the psychic phase, you can immediately turn them into an unnamable beast.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Warpmeld Spawn (1 CP):&#039;&#039;&#039; You can buff one pack of Unnamable Beasts with +1 to strength and toughness.&lt;br /&gt;
**The bump to S/T 6 helps against Orks, Plague Marines, Tyranid Warriors, Bikes, and Gravis. Orks and Warriors will be shredded if you give them the AP-4 attacks. But nothing stops your opponent from singling out the buffed Spawn before they make their points back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blessed Transmutations (1 CP):&#039;&#039;&#039; Pick one psyker. Any {{W40kKeyword|Tzaangor}} unit within 6&amp;quot; regains 1 model, with a {{W40kKeyword|Bray}} unit regaining d3+1 models.&lt;br /&gt;
*&#039;&#039;&#039;Twisted Mirage (1 CP):&#039;&#039;&#039; When one psyker is about to get charged, you can move them 6&amp;quot; to get out of charging range.&lt;br /&gt;
**It works with Rubrics and Terminators. &lt;br /&gt;
*&#039;&#039;&#039;Ephemeral Existence (1 CP):&#039;&#039;&#039; Allows a {{W40Kkeyword|Tzaangor}} unit to walk through terrain and models for the turn. Excellent for popping through any cover.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;: &lt;br /&gt;
*Pros: If you want to build a Beastmen army, this is probably your best bet. One issue with TS is their lack of bodies for board control and the lack of useful support for their {{W40Kkeyword|Mere Servants}}. Warpmeld is useful if you&#039;ve noticed that you&#039;re not using as much Psychic as you used to (with the much shorter cast range and the hard 1 attempt per spell rule) and need bodies on Objectives more. &lt;br /&gt;
**Cons: &#039;&#039;It&#039;s an army of Tzaangors.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
#&#039;&#039;&#039;Arrogance of Aeons&#039;&#039;&#039;: Re-roll failed Deny the Witch tests and use a second Cabbalistic ritual each turn. When facing enemy psykers, this is great. One of Magnus&#039; three WTs.&lt;br /&gt;
#&#039;&#039;&#039;Seeker After Shadows&#039;&#039;&#039;: Your warlord rolls 3d6 for casting Psychic Actions, dropping one of them, and adds an additional Cabal Point each turn. Niche use, but might be a good second WL trait on a Loyal Thrall Sorcerer.&lt;br /&gt;
#* Do note that it says drop ONE of the three dice, not the lowest. This allows you to pick which die you want to discard.&lt;br /&gt;
#&#039;&#039;&#039;Undying Form&#039;&#039;&#039;: -1 to the Damage characteristic (minimum 1) of attacks allocated to your Warlord. An alternative for your Daemon Prince if you expect to face lots of D3 and D2 weaponry. Of course, this is another of Magnus&#039; WTs.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Forbidden Lore&#039;&#039;&#039;: The warlord knows 1 additional psychic power. In most armies this would be kind of iffy, but in your case you have so many powers to choose from that this is a viable option. This is Magnus the Red&#039;s third warlord trait, and is what allows him to know every spell in both disciplines. &lt;br /&gt;
#*Note that the trait &#039;&#039;does not&#039;&#039; specify a lore, so you can use this for cross-access powers, but RAI likely still only applies to either Change or Vengeance (if you put this trait on a Shaman, it&#039;s particularly unclear if RAI is that they can access Vengeance or not). Otherwise it would be...insane. (Steeples fingers and cackles while looking at lores from other armies).&lt;br /&gt;
#** Though with how the majority of powers do include specific keywords that the Thousand Sons do not have, you will not be able to make full use of most powers even if it was intended.&lt;br /&gt;
#***Fuck you, I cast Gaze of Ynnead.&lt;br /&gt;
#&#039;&#039;&#039;Otherworldly Prescience&#039;&#039;&#039;: This gives your warlord a 3++ invulnerable save for one turn. Did I hear someone say &amp;quot;Daemon Prince with a Storm Shield&amp;quot;? This is Ahriman&#039;s warlord trait.&lt;br /&gt;
#*Sadly, 9E has nerfed this to only apply for one turn, which kinda blows, but it can save your daemon prince from a thunder hammer.&lt;br /&gt;
#&#039;&#039;&#039;Aetherstride&#039;&#039;&#039;: Your warlord can fall back and charge in the same turn, adds +3&amp;quot; to movement, and moves as if Flying during any Normal Move, Advance, Fall Back, or Charge. Great for a Daemon Prince focused on self-buffing, as it precludes most of the need for wings, although of course it will stack with wings if you want.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
These help to reflect the unique (and not so unique) tactics and strategies used by the Thousand Sons on the battlefield:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactics Stratagems&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ensorcelled Infusion (1 CP):&#039;&#039;&#039; Pick a vehicle within 6&amp;quot; of a psyker during the shooting phase. That vehicle improves the AP of its guns by 1 for the phase.&lt;br /&gt;
** There&#039;s a fair bit of abilities that ignore AP-1 and -2 floating around, so this might come in handy. Also, Contemptor with Volkites suddenly becomes an additional threat.&lt;br /&gt;
*&#039;&#039;&#039;Fated Mutation (1 CP):&#039;&#039;&#039; Pick a unit of {{W40Kkeyword|Chaos Spawn}} that are fighting. You get to pick what mutation they use as well as add +1 to the number of attacks they roll up. This makes them more of an actual threat and might make people think twice before considering your gribblies to be mere speedbumps.&lt;br /&gt;
*&#039;&#039;&#039;Infernal Fusillade (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|ARCANA ASTARTES INFANTRY}} unit army that is chosen to shoot in your shooting phase. Until the end of that phase, models in that unit can make an additional shot with their bolt weapons. This is nerfed from its previous incarnation which let you shoot twice, but your bolt weapons are AP-2 which can really fuck someone&#039;s day up, so a single extra shot for 1CP isn&#039;t a horrible deal. It also works on pistols, so don&#039;t forget to take that extra shot with your aspiring sorcerer if they&#039;re within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Inhuman Savagery (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Tzaangor}} unit during your fight phase. This unit can re-roll to hit. This is pretty much here to compensate for the lack of any better re-roll auras from the Shaman.&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Phalanx (1/3 CP):&#039;&#039;&#039; Use this stratagem in your opponent&#039;s shooting phase, when a unit of Rubric Marines or Scarab Occult Terminators from your army is selected as the target for an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1). If that unit contains 5 or fewer models, this Stratagem costs 1CP, otherwise it costs 3CP.&lt;br /&gt;
**This modifies the &#039;&#039;characteristic&#039;&#039;, not the damage dealt - if you&#039;re shot by a D1 weapon that on 6 to wound deals an extra point of damage, this stratagem can&#039;t do anything about it.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Prospero (1 CP):&#039;&#039;&#039; Use this stratagem before fighting. For the rest of the turn, the unit can re-roll any hit and wound rolls against {{W40kKeyword|SPACE WOLVES}}. Sadly you lack Death to the False Emperor, but this will at least guarantee that what resistance you put up is the best it can be.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Wronged (2 CP):&#039;&#039;&#039;  During the Shooting Phase or the Fighting Phase select an {{W40kKeyword|ARCANA ASTARTES INFANTRY}} unit. They add 1 to all their to wound rolls for the rest of the phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deeds Stratagems&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Biomechanical Mutation (1 CP):&#039;&#039;&#039; Whenever a vehicle is about to suffer a mortal wound, this can help it ignore that MW on a 5+++.&lt;br /&gt;
*&#039;&#039;&#039;Great Sorcerer (1 CP):&#039;&#039;&#039; One of your psykers can cast an additional time this turn. Expect to use this a lot.&lt;br /&gt;
*&#039;&#039;&#039;Malignant Pact (1 CP):&#039;&#039;&#039; If an Infernal Master fails to make a pact, you can spend this and throw a wound on a nearby {{W40kKeyword|Thousand Sons INFANTRY/Cavalry}} unit to make that pact auto-pass instead.&lt;br /&gt;
** The Infernal Master is himself a {{W40kKeyword|Thousand Sons INFANTRY}} model so he&#039;s an option for this. So are Scarabs and Rubrics, which can heal themselves to full if their sorcerer has Rites of Coalescence; since both happen in the command phase it&#039;s basically free real estate if the opportunity presents itself, since you can pick the order those effects will resolve.&lt;br /&gt;
*&#039;&#039;&#039;Malevolent Machine Spirit (2 CP):&#039;&#039;&#039; One {{W40kKeyword|Thousand Sons Machine Spirit}} unit counts as having full wounds for the rest of the turn, which can be helpful in all the ways it would for the loyalists.&lt;br /&gt;
*&#039;&#039;&#039;Masters of the Immaterium (1 CP):&#039;&#039;&#039; Use this Stratagem if a {{W40kKeyword|THOUSAND SONS PSYKER}} from your army would suffer Perils of the Warp. That unit does not suffer Perils of the Warp.&lt;br /&gt;
*&#039;&#039;&#039;Metaphysical Focus (1 CP):&#039;&#039;&#039; Allows a psyker to cast after performing a psychic action.&lt;br /&gt;
**Probably a better pick than the Loyal Thrall Legion Command upgrade.&lt;br /&gt;
***It depends. Loyal thrall is just 15 pts, and Psyker Characters have more options for Psychic Secondaries. Plus there&#039;s the &#039;&#039;Echoes From The Warp&#039;&#039; Ritual+Psychic action to let you farm CP if you need it. A one time cost of 15 pts is worth a lot less than a CP you&#039;d rather put on more casts, flat 3 MW, dam -1, or bringing a model back. [[Just as planned|If you have a plan]], Loyal Thrall means you have a dedicated VP/CP farmer. [[Not as planned|MPF is for when SHTF.]]&lt;br /&gt;
**RAW, it says that any Psyker that performed an action can cast one psychic power. RAW, an aspiring sorcerer could perform a psychic action and then cast a power, despite being able to only cast 1 normally.&lt;br /&gt;
***That being said, the Tyranid FAQ says that abilities that let you perform an action then cast have Psychic Actions count as &#039;&#039;one cast&#039;&#039; from the unit&#039;s casting pool, similar to Loyal Thrall. This Strat is worded pretty clearly to let you cast once more, with no distinction between 1 cast wonders and 2 cast sorcerors. If you think this&#039;ll be an issue, discuss it with your opponent beforehand. [[Fail|Thanks GW, we knew it was a lie when you said removing USRs in favor for datasheet rules would be a good idea]] &lt;br /&gt;
*&#039;&#039;&#039;Psychic Dominion (1 CP):&#039;&#039;&#039; Whenever one of your psykers is about to deny an enemy psyker, they can add an additional d6 to the deny test so long as there&#039;s a friendly psyker unit that can also deny within 6&amp;quot;.&lt;br /&gt;
**Magic is your wheelhouse after all, you&#039;d do good to make sure that everyone else knows this.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Might (1 CP):&#039;&#039;&#039; A sorcerer or exalted sorcerer fighting with a non-relic force stave adds +1 to the stave&#039;s damage (so d3+1 damage). Honestly, it&#039;s just a minor insurance policy.&lt;br /&gt;
*&#039;&#039;&#039;Unholy Susurrus (1 CP):&#039;&#039;&#039; Allows a psyker to hot-swap one power it knows for another during the psychic phase (the change is permanent until you use this strat again), turning you into a bit of a swiss army knife.&lt;br /&gt;
*&#039;&#039;&#039;Warped Regeneration (1 CP):&#039;&#039;&#039; Triggered after a psyker casts with a successful roll of 9+. This unit can now regain d3 wounds or resurrect one model. The wounds will matter more to terminators or characters, but a risen rubric marine is nothing to scoff at either.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition Stratagems&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Magister (1 CP):&#039;&#039;&#039; Aspiring Sorcerers and Scarab Occult Sorcerers can pick one of the following relics: Coruscator, Skaeloch&#039;s Talon, Incaendium, or the Stave Abominus.&lt;br /&gt;
** On a Warpflamer squad, Incaendium can grant the Aspiring Sorcerer a better warpflame pistol; becoming 5 points cheaper and gaining S5 in exchange for 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;High Acolytes (1 CP):&#039;&#039;&#039; Typical &amp;quot;additional model(s) with a WT&amp;quot; stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Arcana (1 CP):&#039;&#039;&#039; Your standard relic stratagem.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Play Stratagems&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aetheric Saturation (1 CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Psyker Character}} within 12&amp;quot; of a Mutalith during the psychic phase. They can sacrifice casting one power to regain d3 wounds. This can only be done once per turn, so it&#039;s more of a top-off than an emergency repair.&lt;br /&gt;
*&#039;&#039;&#039;Coruscating Beam (3 CP):&#039;&#039;&#039; Use during the command phase while your warlord is on the field. Pick one point visible to them. On the next command phase, pick a second point that&#039;s 9&amp;quot; apart and visible to the warlord. Draw a line between the two points and roll a d6 for each unit the line crosses (-1 if it&#039;s a {{W40kKeyword|CHARACTER}}, +1 if the unit has 11+ models). On a 4+, deal 1d3 mortal wounds. You probably won&#039;t bother with this one, it&#039;s extremely underwhelming for its cost, even if it no longer forces your warlord to be immobile.&lt;br /&gt;
*&#039;&#039;&#039;Empyric Reservoir (1 CP):&#039;&#039;&#039; During the psychic phase, pick a unit within 6&amp;quot; of a Mutalith. If they grant cabal points, they now contribute an additional d3 Cabal Points.&lt;br /&gt;
*&#039;&#039;&#039;Implacable Guardians (1 CP):&#039;&#039;&#039; Use during the opponent&#039;s shooting phase. One {{W40kKeyword|ARCANA ASTARTES Character}} (barring Magnus cuz he&#039;s too fat) can&#039;t be targeted so long as he&#039;s next to some Rubric Marines or Scarab Occult Termies. It&#039;s their job, and it&#039;s not like they&#039;re gonna flee if they suffer casualties anyways.&lt;br /&gt;
*&#039;&#039;&#039;Inescapable Forewarning (2 CP):&#039;&#039;&#039; Pick an enemy unit that&#039;s dropping in as reinforcements within 18&amp;quot; of an {{W40kKeyword|ARCANA ASTARTES Psyker}}. One unengaged {{W40kKeyword|ARCANA ASTARTES Core}} unit within 6&amp;quot; of the psyker can open fire on these new reinforcements as if it were the shooting phase. The uses for this are plenty, especially considering how plentiful the psykers are for your army.&lt;br /&gt;
** Note that Scarab Occult and Rubrics are both psykers and core, which could enable them to use this stratagem even if stranded without another psyker floating around (you brought lots of warpflamer+soulreaper Rubricae, right?). This stratagem is also usable with Helbrutes and Contemptors, so if someone tries to sneak up on one your psykers, you could have good transfer student/grandpa soften them for you for 2CP.&lt;br /&gt;
*&#039;&#039;&#039;Risen Rubricae (2 CP):&#039;&#039;&#039; Use this Stratagem when you set up a {{W40kKeyword|RUBRIC MARINES}} unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9&amp;quot; away from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle. Imagine a unit of 9 warpflamer Rubrics with a Sorcerer that has a warpflame pistol and Pyric Flux. Drop them behind cover and watch your opponent cower in fear.&lt;br /&gt;
*&#039;&#039;&#039;Selfless Automata (2 CP):&#039;&#039;&#039; Use this Stratagem at the end of your opponent&#039;s Charge phase. Select one enemy unit that finished a charge move within engagement range of any {{W40kKeyword|ARCANA ASTARTES CHARACTER}} from your army that phase; one non-engaged unit of Rubric Marines or Scarab Occult Termies from your army that is within 12&amp;quot; of that enemy unit can perform a Heroic Intervention as if they were a {{W40kKeyword|CHARACTER}}, and when doing so can move up to 2D6&amp;quot; instead of up to 3&amp;quot;. That unit from your army must end that move within 1&amp;quot; of that enemy unit and not within 1&amp;quot; of any other enemy units, otherwise it does not move.&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful (1 CP):&#039;&#039;&#039; OH BOY! IT&#039;S BACK! This allows for a {{W40kKeyword|ARCANA ASTARTES Infantry}} unit to move yet count as if they&#039;re stationary. What&#039;s this good for? Your base rubric marines double-tapping with their bolters of course! And...nothing else. Woo.&lt;br /&gt;
*&#039;&#039;&#039;Vector Strike (1 CP):&#039;&#039;&#039; After moving your Heldrake, roll a d6 for one non-character unit or a character with more than 9 wounds it flew across. On a 2+, it deals d3 MWs (3 if that model can also fly). Nothing wrong with some off-turn mayhem, and it can definitely help nail the more irritating battlesuits.&lt;br /&gt;
*&#039;&#039;&#039;Webway Infiltration (2/3 CP):&#039;&#039;&#039; Do the Eldar thing, and deep strike &#039;&#039;any&#039;&#039; {{W40kKeyword|THOUSAND SONS INFANTRY}} unit from the webway, arriving more than 9&amp;quot; from the enemy. Can spend three CP to deep strike two units instead.&lt;br /&gt;
**Use on a Tzaangor unit with Brayhorn (+1 charge), cast Gaze of Fate, keep a CP for an additional re-roll and enjoy your turn 2 charge (GW hates turn 1 deepstrikes... unless you bought Drop Pods, apparently).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear Stratagems&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Smokescreen (1 CP):&#039;&#039;&#039; Use during the enemy shooting phase. A {{W40kKeyword|THOUSAND SONS SMOKESCREEN}} can pop their magical smoke grenades, making any shots against them take -1 to hit. As per FAQ change this also can be used on a Defiler.&lt;br /&gt;
*&#039;&#039;&#039;Malefic Scroll (1 CP):&#039;&#039;&#039; After a psyker model that isn&#039;t Magnus casts smite but before rolling for the number of mortals dealt, pop this to deal 3 wounds instead of rolling for the amount, so pop this when you only cast high enough for 1d3 and 1 CP for 1 mortal wound right now is worth it to you.&lt;br /&gt;
*&#039;&#039;&#039; Soul Reap (1 CP):&#039;&#039;&#039; Models with Soulreaper Cannons fire twice as many shots against big blobs of 11+ models.&lt;br /&gt;
*&#039;&#039;&#039;Warpflame Gargoyles (1 CP):&#039;&#039;&#039; Any &#039;&#039;non&#039;&#039;-{{W40kKeyword|HELBRUTE}} {{W40kKeyword|ARCANA ASTARTES}} {{W40kKeyword|VEHICLE}} can roll a D6 for each other unit within 3&amp;quot; &#039;&#039;(friend or foe)&#039;&#039; at the start of a Fight Phase, subtracting two if the unit being rolled for is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|CHARACTER}}. On a result of a 4+, the unit suffers 1d3 mortal wounds. &lt;br /&gt;
** Great on any of your melee vehicles, like &amp;lt;s&amp;gt;Maulers and properly built Defilers.&amp;lt;/s&amp;gt;&amp;lt;sub&amp;gt;These both lack Arcana Astartes&amp;lt;/sub&amp;gt; There&#039;s nothing like the feeling of giant demonic monstrosity burning everything around it as it rips apart your enemies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crusade==&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
If you don&#039;t recognise the name of a secondary, make sure you check the latest set of official tournament rules (as of this posting, GT 2021) for secondaries that replace BRB secondaries.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Assassinate&#039;&#039;&#039;: Did somebody say Gaze of Hate and Tzeentch&#039;s Firestorm? Targeted Smites will do nicely for picking characters out of the enemy formation. If you manage to isolate one, you can also Twist of Fate away their Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down&#039;&#039;&#039;: Thousand Sons are not particularly good at killing tanks, and we more often have to mindbullet them to death due to our lack of plasma and melta. &lt;br /&gt;
*&#039;&#039;&#039;Titan Slayers&#039;&#039;&#039;: If you&#039;re trying to bring down a knight, you&#039;re almost certainly going to have to mindbullet it to death. This is possible, and you can Twist of Fate away ion shields and pray for 6s, but it&#039;s not optimal.&lt;br /&gt;
*&#039;&#039;&#039;Slay the Warlord&#039;&#039;&#039;: As with most armies, we can make more points with assassinate in almost all situations&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Prowess:&#039;&#039;&#039; You score 5VP if one of your psykers slays an enemy psyker character during the psychic phase, with 3VP for any other psykers you kill. This pretty much hinges on your enemy bringing more than just an HQ psyker for this to be worthwhile, otherwise Assassinate is better-suited.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch&#039;&#039;&#039;: &amp;quot;Ahriman, what the unholy fuck is one of Leman&#039;s objectives doing here? Get this out of my tower!&amp;quot; You can&#039;t take this, but it&#039;s basically Sorcerous Power done at the end of the game for non-psyker armies.&lt;br /&gt;
*&#039;&#039;&#039;Mental Interrogation/Psychic Interrogation&#039;&#039;&#039;: One of your bread and butter secondaries. Sadly it requires a psychic character, so the rubric sorcerers can&#039;t do it, but things like this are what Tzaangor Shamans are there for.&lt;br /&gt;
*&#039;&#039;&#039;Pierce the Veil&#039;&#039;&#039;: You have many ways to stick a unit (or several) in a corner of the battlefield so it can start spamming this, but make sure you bring protection - the need to have the &#039;&#039;same&#039;&#039; unit perform the same action multiple times is as crippling as it is if you play with Psychic Ritual instead of Warp Ritual, as your opponent will immediately start murdering the action-taking unit.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Ritual/Warp Ritual&#039;&#039;&#039;: The other bread and butter secondary for Thousand Sons, sadly we can&#039;t take both. This one is what you take if you want to spend fewer points on Shamans, or construct a death ball around the centre. &lt;br /&gt;
*&#039;&#039;&#039;Mutate Landscape&#039;&#039;&#039;: Your psykers gain a new not-spell with WC 4. Cast this on an objective to win 3 VP - but you also need to add +1 to the WC of this action (for you, not your opponent) for the rest of the game. Sadly, this is a magical way of Raise the Banners High, and while you have enough psykers to try this, being an action rather than an actual power cuts you off from a lot of your support, so plan accordingly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Attrition/Grind Them Down&#039;&#039;&#039;: Heavily dependent on your army. If you decide to go heavier on the rubrics, you&#039;ll be decently resilient (though not disgustingly so) particularly with defensive spells in place. However this is a bad take for Tzaangor blobs, particularly if what you&#039;re fighting has blast.&lt;br /&gt;
*&#039;&#039;&#039;Thin Their Ranks/No Prisoners&#039;&#039;&#039;: Considering that our boltguns are AP-2, this can be extremely good for us (to say nothing of throwing a brayherd at the enemy). This combined with hateful volleys will make shredding enemy light infantry pathetically easy, and mindbullets can blast anything else to dust, allowing us to gather points quickly.&lt;br /&gt;
*&#039;&#039;&#039;While We Stand, We Fight/To The Last&#039;&#039;&#039;: &amp;quot;Keep Magnus alive, the secondary&amp;quot;. Easier said than done as the big red hen is somewhat fragile despite his overwhelming firepower. If you bring Magnus, bring this, because even if you lose him, the next two models down are more likely to survive and grant you 2/3rds of the points.&lt;br /&gt;
*&#039;&#039;&#039;First Strike&amp;lt;sup&amp;gt;Not Tourney-Legal&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: It&#039;s worth considering somewhat, particularly if you feel like Temporal Surge launching a few units forwards for an early strike, or using some Cabal fuckery for a bit of spell sniping. However, it maxes out at 8 VP, and you can get far more with your other secondaries.  It&#039;s also not currently legal in tourneys.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Magnus&#039;&#039;&#039;: Only legal if your enemy has at least one {{W40Kkeyword|psyker}} in their army. You score 3 VP for every round where you deal more damage with psychic powers than your opponent does - and when has that ever been hard to achieve?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts&#039;&#039;&#039;: This is somewhat easier for Thousand Sons to do as most of our support comes from psychic powers rather than auras.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker&#039;&#039;&#039;: This particular secondary benefits a great deal from Cult of Duplicity, as totally not DA JUMP allows you to bamf your marines into the backline with ease. Could be very useful with a unit of terminators, just be sure to give their sorcerer the defensive spells.&lt;br /&gt;
*&#039;&#039;&#039;Domination&#039;&#039;&#039;: This secondary is very mediocre for the sons. We&#039;re decent at holding our ground, particularly with psychic support, but not well enough to focus this many potential points into it, particularly when we&#039;re better suited to other secondaries.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High&#039;&#039;&#039;: Much like with Domination, we&#039;re okay at holding, but not good enough to warrant placing this many eggs in that particular basket. There are better ways to earn your points.&lt;br /&gt;
*&#039;&#039;&#039;Investigate Sites&#039;&#039;&#039;: This can be an interesting one, as spells like Doombolt can easily keep the enemy back, while Temporal Surge and Sorcerous Facade can move our forces into the centre quickly, allowing us to secure the position with Rubrics and then hold while cultists dig for relics.&lt;br /&gt;
*&#039;&#039;&#039;Repair Teleportation Homer&#039;&#039;&#039;: As always, a tricky one. Unlike the Death Guard, we&#039;re very well suited to getting into the enemy deployment zone with Sorcerous Facade and other tricks, but will have a hard time holding there, especially if we get there during the psychic phase, as you can only start the action at the end of the movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Burn Empires&#039;&#039;&#039;: Your Infantry gains a new action, spending a turn to burn an objective that isn&#039;t in your deployment zone and hasn&#039;t been burned.  You can&#039;t start this action under the same conditions that stop Raise the Banners High (any non-Aircraft contesting the objective).  You complete the action &#039;&#039;at the end of your next Command phase or the end of the battle, whichever comes first&#039;&#039;, unlike with Raise.  Once completed, you get 4 VP right now and the objective is permanently burned (your opponent has no recourse to fix it, unlike with Banners). It at least scores more than Raise the Banners High, but you&#039;re still leaving your guys vulnerable to getting shot down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
The Armoury of the Thousand Sons shares a lot in common with the Chaos Space Marine and Loyalist armouries, with the Iconic Inferno Bolters and Soulreaper Cannons the stand-out exceptions.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A large, but not exhaustive, list of the various types of weaponry used by the the forces of the Thousand Sons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autogun&#039;&#039;&#039; - Now comes standard on Cultists, 24&amp;quot; Rapid Fire 1 S3 D1.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol&#039;&#039;&#039; - The other cultist option, 12&amp;quot; Pistol 1 S3 D1.  Everything that can take this also has a chainsword or equivalent.&lt;br /&gt;
*&#039;&#039;&#039;Baleflamer&#039;&#039;&#039; - 18&amp;quot; Assault 2D3 S6 AP-2 2D auto-hits, so roughly the same as Torrent range.&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol &amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - Your standard sidearm for most troops. Boltgun profile with halved range and Pistol 1 instead of Rapid Fire.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The standard 40k infantry weapon, 24&amp;quot; Rapid Fire 1 S4 AP0 D1.  Almost nothing you can field can actually wield one of these, outside of some forge world models (like a Chaos Rapier Carrier).&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapons:&#039;&#039;&#039; Many, if not all, of your Forge World vehicles can/must take these.&lt;br /&gt;
**&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039; - Literally 2 bolters in one, gaining Rapid Fire 2 rather than 1.&lt;br /&gt;
**&#039;&#039;&#039;Combi-flamer&#039;&#039;&#039; - Being a combi-weapon means it can fire both modes in the same phase, but at -1 to hit. The flamer automatically hits. You work it out. Fantastic because you lose nothing over the Bolter but simply gain a lot of shots once you&#039;re in flamer range.&lt;br /&gt;
**&#039;&#039;&#039;Combi-melta&#039;&#039;&#039; - The combi with the most different weapons. The melta is the star of the show, so just think it as that plus some anti-light ability. It&#039;s worth firing both parts against MEQ out of cover and lighter, but hit some big targets with it or it&#039;s a waste.&lt;br /&gt;
**&#039;&#039;&#039;Combi-plasma&#039;&#039;&#039; - Can be fired safely, or overcharge,; the latter of which should never be done on most units without the ability to reroll 1s somehow. The bolter part actually does less work than on a combi-melta, it doesn&#039;t do anything the plasma gun can&#039;t. A plasma gun that hits light infantry harder.&lt;br /&gt;
*&#039;&#039;&#039;Defiler Cannon&#039;&#039;&#039; - The Defiler&#039;s old battle cannon gets an upgrade. a 72&amp;quot; Heavy D6 S8 AP-2 D3 Blast profile. Since you will likely only have one of these, namely on your centerpiece Defiler, consider focusing your command rerolls onto its D6 shots.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher cannon&#039;&#039;&#039; - Your big-boom tank weaponry, sadly finds itself in a bit of a bad spot: Offering d6 shots and a very random d6 damage, this gun might be able to go after heavy infantry thanks to the Blast rule, but can also be good enough to hunt vehicles with a good roll.&lt;br /&gt;
*&#039;&#039;&#039;Ectoplasma cannon&#039;&#039;&#039; - 36&amp;quot; Heavy 1d3 S7 AP-3 AP D3, Blast. Considering Forgefiends have three of these babies and don&#039;t immediately kill themselves on a single 1 to hit, these are plenty scary. Arguably another way to bring Plasma into your army. However the Heavy Hades Autocannons are mathematically equal or superior (i.e. score more unsaved wounds) against every combination of toughness/save up to 8/2+.  On top of that they have more range. Take this in place of the daemon jaws where it&#039;s your only ranged option. It should be mentioned that three of these are cheaper (though only by 5pts) than jaws and two Hades autocannon and they have a solid range of 36&amp;quot;,  not to mention blast, which actually enables it to fire a full 9 shots at any unit that has 6+ models.&lt;br /&gt;
*&#039;&#039;&#039;Fatecaster Greatbow&#039;&#039;&#039; - “Bows? In my 40k?” It’s more likely than you think. 30&amp;quot; Assault 1 S5 AP-1 D1 but ignores Look Out Sir! and always hits on an unmodified 2+.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; D6 autohits at S4 for your cultists.&lt;br /&gt;
*&#039;&#039;&#039;Hades autocannon&#039;&#039;&#039; - 36&amp;quot; Heavy 4 S8 AP-2 D2, competes for the ranged weapon option on the Heldrake with the Baleflamer. It&#039;s had a hard time proving itself useful in comparison.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Hades autocannon&#039;&#039;&#039; - 48&amp;quot; Heavy 4 S8 AP-2 D2, higher range, strength, and average damage than the Ectoplasma cannons at the cost of slightly lower AP. A slightly better choice than the ectoplasma cannons, as they equal or outperform the ectoplasma cannons vs every combination of toughness/save up to 8/2+ except in fairly few scenarios when targeting units with 6+ models due to the Blast rule on the Ectoplasma Cannons.&lt;br /&gt;
*&#039;&#039;&#039;Havoc launcher&#039;&#039;&#039; - It&#039;s a frag only missile launcher at +1S. A bit unreliable, but it makes your Rhinos into something resembling a battle tank.&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039; - 36&amp;quot; Heavy 3 S5 AP-1 D2. Will now finally be worth taking. Plus, they&#039;re good for one-shotting all those 2W marines.&lt;br /&gt;
*&#039;&#039;&#039;Heavy flamer&#039;&#039;&#039; - It&#039;s a flamer with +1S and -1AP. See Flamer.&lt;br /&gt;
*&#039;&#039;&#039;Heavy stubber&#039;&#039;&#039; - Marginally useful for an objective-camping or deepstrike meatshield cultist squad. &lt;br /&gt;
*&#039;&#039;&#039;Heavy warpflamer&#039;&#039;&#039; - AP-2 heavy flamer. Carried by Scarab Occult Terminators. Mutually exclusive with the superior soulreaper cannon, so you&#039;ll never actually use this.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute plasma cannon&#039;&#039;&#039; - 36&amp;quot; Heavy D3 S8 AP-3 D2, each hit roll of 1 causes a mortal wound after all other shots have been resolved; you&#039;re generally better off taking the twin lascannon for the Helbrute, as it has longer range, consistent shots, higher strength, and much higher potential damage output.&lt;br /&gt;
*&#039;&#039;&#039;Hellfyre missile rack&#039;&#039;&#039; -  Only available to Scarab Occult Terminators, 36&amp;quot; Heavy 2 S8 AP-2 D1d3, solid addition for 10pts.&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolt pistol&#039;&#039;&#039; - An AP-2 bolt pistol that is for Exalted Sorcerers and Aspiring Sorcerers.&lt;br /&gt;
*&#039;&#039;&#039;Inferno boltgun:&#039;&#039;&#039; The Rubrics&#039; standard gun, an AP-2 bolter. Cost is baked into the unit and is exclusive to them. AP-2 is surprisingly  effective.&lt;br /&gt;
**&#039;&#039;&#039;Inferno combi-bolter:&#039;&#039;&#039; An AP-2 combi-bolter, popular on many of your vehicles, sorcerers in terminator armour, and scarab occult terminators.  Literally twice as nice as an AP-2 bolter.  Commonly found on Scarab Occult Terminators, Sorcerers in Terminator Armor, Helbrutes, Rhinos, Defilers, Predators, Vindicators, and Land Raiders.&lt;br /&gt;
**&#039;&#039;&#039;Inferno combi-flamer:&#039;&#039;&#039; A flamer (&#039;&#039;not&#039;&#039; a warpflamer, because GW hates you) strapped to an inferno bolter, where you can (and literally always will) fire both at -1 to hit, meaning the flamer profile won&#039;t notice (and on overwatch, neither will the bolter).  Your Rhinos, Defilers, Predators, Vindicators, and Land Raiders can all take this, although be aware Forge World variants typically can&#039;t.&lt;br /&gt;
**&#039;&#039;&#039;Inferno combi-melta:&#039;&#039;&#039; A meltagun strapped to an inferno bolter, where you can fire both at -1 to hit.  Because the bolter profile has such an excellent AP, you&#039;ll usually find yourself firing both at lighter targets - both together is optimal against GEQ, MEQ, and TEQ, for example - but the melta alone at anything with the wounds to absorb the melta&#039;s damage.  Found on sorcerers in terminator armor, as well as the same vehicles that can take inferno combi-flamers.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039; - 48&amp;quot; Heavy 1 S9 AP-3 D1d6. It has the chance to output a redonkulous amount of damage with really high AP. That said, you&#039;ll fume for every damage roll of 1 you make. But that&#039;s what all the Glimpse of Eternity is for, isn&#039;t it?&lt;br /&gt;
*&#039;&#039;&#039;Magma cutter&#039;&#039;&#039; - Interestingly Magma cutters have now become a 6&amp;quot; Assault 2 at S8 AP-4 D1d6+2, meaning they have a tiny bit of range and can be used while your Maulerfiends are munching on tasty vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Missile launcher&#039;&#039;&#039; - Your Helbrute&#039;s only off-arm ranged option. Choose between Heavy D6 S4 AP0 D1 and Heavy 1 S8 AP-2 D1d6, both at 48&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; It&#039;s a Heavy Meltagun with double the shots and range at 24&amp;quot;, same profile as above.  Anything that can take this (which is rare - usually the only models you actually stand a chance of fielding with these are Helbrutes and Contemptors) usually should, unless it has another absolutely incredible gun (which Contemptors do and Helbrutes don&#039;t), as they&#039;re criminally undercosted in every faction in 9E.&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039; - Same as the Plasma gun except 12&amp;quot; pistol 1 instead of 24&amp;quot; rapid fire 1. Also has the ability to &#039;&#039;&#039;OVERCHARGE&#039;&#039;&#039; for +1 S and D but with the same risk of instant death. Since you can use them in melee and they&#039;re only 5 points, they might finally be worth taking now.&lt;br /&gt;
**When deciding whether or not you want to up-gun your sorcerer, you&#039;ll be choosing between this and the warpflame pistol. What it really comes down to is if you value the overcharge shot or not. But on average the warpflame pistol does way more damage unless the plasma pistol is being fired at a 2+ wound model, so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Predator autocannon&#039;&#039;&#039; - Thankfully much improved. Similar to the Autocannon except Heavy&#039;&#039;&#039;2D3&#039;&#039;&#039; &#039;&#039;and&#039;&#039; an extra 1 Damage. That means on average double the fire rate and triple the total damage. Comes stock on the Predator Destructor.&lt;br /&gt;
*&#039;&#039;&#039;Reaper autocannon&#039;&#039;&#039; - 36&amp;quot; heavy 4 S7 AP-2&#039;&#039;&#039;D1&#039;&#039;&#039;, Deffy comes stock with one of these, usually used after the Battle cannon to try and pick off any survivors. Note the reaper version of the autocannon only does 1 damage per wound and is really just a glorified 4 shot Hv-Bolter without the extra damage given how the strength and toughness chart works in this edition. it&#039;s also free on the units that can take it.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; 12&amp;quot; assault 2 S3 AP0 D1, carried only by cultist champions.&lt;br /&gt;
*&#039;&#039;&#039;Soulreaper cannon&#039;&#039;&#039; - Exclusive to Rubric Marines and Scarab Occult Terminators, this bad boy is a 24&amp;quot; Heavy 5 S6 AP-3 D1 dakka cannon. Since the only two units that can bring it ignore the penalties to moving and shooting with heavy weapons, it&#039;s essentially an assault cannon with one less shot but two more AP that you can walk (not run, since you can&#039;t advance and shoot it) up the field to your heart&#039;s content with. It&#039;s cheaper by five points for Scarab Occults, it&#039;s also a steal.&lt;br /&gt;
*&#039;&#039;&#039;Twin heavy bolter&#039;&#039;&#039; - 36&amp;quot; Heavy 6 S5 AP-1 D2. Mathematically, twice as good as a regular heavy bolter for less than twice the price.&lt;br /&gt;
*&#039;&#039;&#039;Twin heavy flamer&#039;&#039;&#039; - Still has some of the issues of the standard flamer, but the extra dakka (2d6 hits) does come a long way to upping the hoard mulching potential for these.&lt;br /&gt;
*&#039;&#039;&#039;Twin lascannon&#039;&#039;&#039; - Take 1 Lascannon and double-up on them, Heavy 2 instead of Heavy 1 but otherwise identical to regular lascannons.&lt;br /&gt;
*&#039;&#039;&#039;Warpflame pistol&#039;&#039;&#039; - Flamer Pistol with massive AP, meaning you can inflict a bunch of auto-hits even in melee. Costs as much as the plasma pistol. Always take one when taking a squad of warpflamer rubrics, Pyric Flux will push this pistol from S3 to S4.&lt;br /&gt;
*&#039;&#039;&#039;Warpflamer&#039;&#039;&#039; - An AP-2 Flamer exclusive to Rubric Marines. The last word in overwatch scenarios. Costs 6pts, and you&#039;ll always either give the entire unit (minus the sorcerer and Soulreaper carrier, if you have one) these or none at all. Murderous in Narrative play, though, where wargear has no cost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A large, but not exhaustive, list of the various types of melee weaponry used by the the Thousand Sons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blade of Magnus&#039;&#039;&#039; - Magnus&#039;s big beatstick. Gives big red X2 strength, AP-4 and 3 damage, as well as dealing d3 MW if your target doesn&#039;t die, just in case.&lt;br /&gt;
*&#039;&#039;&#039;Brutal assault weapon&#039;&#039;&#039; - Cultist melee weapon that gives them an additional close combat attack; free sidegrade to make classic choppy cultists.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; - Now a bit more than just a close combat weapon, gives an additional attack using its profile if you have one on you. Not bad for dual wielding. If you have two, you do indeed get two extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Daemon jaws&#039;&#039;&#039; - The dino-head of the Forgefiend if you don&#039;t have the Plasma-Head. AP-1, D2.&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince Weapons&#039;&#039;&#039; - Malefic Talons are stock, You can trade out a set of claws for either option for 10pts.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic axe&#039;&#039;&#039; - S+2 AP-2 D3.&lt;br /&gt;
**&#039;&#039;&#039;Hellforged sword&#039;&#039;&#039; - S+1 AP-3 D3.&lt;br /&gt;
**&#039;&#039;&#039;Malefic talons&#039;&#039;&#039; - SUser AP-1 D2, makes 1 additional attack; your Daemon Prince comes with one stock for free.&lt;br /&gt;
***Thousand Sons 9e has shaken up the Daemon Prince weapons considerably. The nerf to the Talons and buffs on the other two options push each into a niche. That said, the Hellforged Sword likely takes the spot as the best TAC option.&lt;br /&gt;
*&#039;&#039;&#039;Defiler claws&#039;&#039;&#039; - Deffy doesn&#039;t suffer -1 to hit when he give you 6 wounds to the face.&lt;br /&gt;
*&#039;&#039;&#039;Defiler scourge&#039;&#039;&#039; - Deffy DOES get 3 extra attacks with this if he&#039;s got one. This will get you 3x S12 AP-2 3Dam on top of his 3 claw attacks. &lt;br /&gt;
*&#039;&#039;&#039;Disc of Tzeentch&#039;s blades&#039;&#039;&#039; - 1 additional S4 attack. &lt;br /&gt;
*&#039;&#039;&#039;Divining Spear&#039;&#039;&#039; - S+1 AP-1 D2. Maybe not impressive with the low number of attacks that enlightened birdgoats get but it makes them a perfectly good harassment unit for the price. &lt;br /&gt;
*&#039;&#039;&#039;Force weapons&#039;&#039;&#039; - Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers.&lt;br /&gt;
**&#039;&#039;&#039;Force Staff&#039;&#039;&#039; - S+3 AP-1. Packs a punch in general, but is especially effective against GEQs, these also do well against armies like Harlequins who have an army-wide invulnerable save yet are still terribly squishy.&lt;br /&gt;
**&#039;&#039;&#039;Force Axe&#039;&#039;&#039; - S+2, AP-2. Lost the unwieldy rule and is all the better for it, even if these are slightly more expensive than the other 2. These are now a jack of all trades and make a good fit for &amp;quot;take all comers&amp;quot; armies.&lt;br /&gt;
**&#039;&#039;&#039;Force Sword&#039;&#039;&#039; - S+1, AP-3. Focused mostly on armour penetration, these are good at facing MEQs and completely strip armour from GEQs, however these become a terrible choice against invulnerable saves. Sadly, the fact it&#039;s d3 damage and not a flat 2 makes it [[Fail|worse than the Khopesh]].&lt;br /&gt;
*&#039;&#039;&#039;Helbrute fist&#039;&#039;&#039; - S:x2 AP:-3 D:3 just like a Thunder Hammer, but you don&#039;t have -1 to the attack roll.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute hammer&#039;&#039;&#039; - The other Helbrute option, Sx2 AP-4 and d6 damage, but imposes a -1 to hit penalty. Overall, the fist is much more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Heldrake claws&#039;&#039;&#039; - S:User with AP-1 and d3 damage and +1 to hit against flyers. You have to take them on your &#039;drakes. Use them to shred through some hapless character in the enemy backline. &lt;br /&gt;
*&#039;&#039;&#039;Hideous mutations&#039;&#039;&#039; - The Spawn&#039;s claws and tentacles. Very respectable at AP-2 and 2 damage.&lt;br /&gt;
*&#039;&#039;&#039;Lasher tendrils&#039;&#039;&#039; - The Maulerfiend&#039;s other option. Gives 6 extra attacks at AP-2 D1 to shred your way through any infantry you encounter. &lt;br /&gt;
*&#039;&#039;&#039;Maulerfiend fists&#039;&#039;&#039; - Powerfist without the -1 to hit and with a d3+3 damage. Nasty.&lt;br /&gt;
*&#039;&#039;&#039;Power scourge&#039;&#039;&#039; - Grants 3 additional attacks with this weapon, which hits at AP-2 and 2 damage. Helbrute with a Power Fist + Power Scourge? 5 Fist attacks, 3 Scourge attacks.&lt;br /&gt;
*&#039;&#039;&#039;Power weapons&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - Now all legends, no loss because they&#039;re just D1 Force Weapons sans the Fist:&lt;br /&gt;
**&#039;&#039;&#039;Power fist&#039;&#039;&#039; - Sx2, AP-3, D3 damage. Lost the unwieldy rule like the axe, however it has a -1 to hit now. However it still packs a solid punch of d3 damage. Helbrute Power Fist ignores the -1 to hit and does a flat 3 damage per swing.&lt;br /&gt;
*&#039;&#039;&#039;Prosperine Khopesh&#039;&#039;&#039; - A fancy master-crafted Egyptian sword that your Terminators come with by default and your Exalted Sorcerers can take for a mere 5 points. It&#039;s +1S AP-3 D2, so a [[Derp|better/more reliable Force Sword]]. Carve through marines to your hearts content.&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor blades&#039;&#039;&#039; - Chainswords with AP-1. Amazing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite ten millennia of conflict the Thousand Sons aren&#039;t keen to let loose their entire armouries of rare and powerful artifacts onto the battle field. Those relics that do get to leave the halls of Tizca can be found here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerous Arcana&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Athenaean Scrolls:&#039;&#039;&#039; Exalted Sorcerer only. Once per game you can trigger this and select one power the bearer knows that isn&#039;t Smite or a Cult power. For the rest of the game, the bearer can cast this spell by rolling an additional d6 and dropping one of them.&lt;br /&gt;
** Note the wording here, it says you can drop ONE of the dice, not the lowest. Could help you potentially avoid perils should you roll double sixes.&lt;br /&gt;
**3d6 drop lowest &#039;&#039;radically&#039;&#039; spikes your casting reliability.  WC 5 goes from 83.33% to 94.91% and WC 9 goes from 27.78% to 52.31%.  Combine with other buffs like Witch-Warrior and/or the Cult of Time&#039;s Warlord Trait that lets you cast another power if you cast on a 9+ for major shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Change-Wrought Chalice:&#039;&#039;&#039; Tzaangor Shamans only. This allows the beastman to learn an additional power from either the Vengeance or Change discipline.&lt;br /&gt;
**Still can only cast one without a stratagem, so dubiously useful.&lt;br /&gt;
*&#039;&#039;&#039;Chronos Tutorum:&#039;&#039;&#039; Model with a Warlord Trait only. Once per game in the command phase you can use this and gain an additional Warlord Trait, so long as nobody else is using it.&lt;br /&gt;
*&#039;&#039;&#039;Conniving Plate:&#039;&#039;&#039; {{W40Kkeyword|Arcana Astartes}} only. Grants the bearer a Termie-tough 2+ save as well as a debuff that forces enemies to allocate only half of their total attacks (rounding up as per FAQ) on the bearer - which can infuriate beatsticks who rely on chainswords or other extra-attack shenanigans in order to try and overwhelm you.  As spelled out in the FAQ, excess attacks are lost if they can&#039;t be allocated to another model.&lt;br /&gt;
*&#039;&#039;&#039;Egleighen&#039;s Orrery:&#039;&#039;&#039; Each command phase, you can mark an enemy unit that the bearer can see. Until your next command phase, the bearer gains an aura that lets {{W40Kkeyword|Thousand Sons Core}} units within 6&amp;quot; of them ignore any modifiers to hit or wound the targeted unit as well as punch past any damage-mitigation abilities like the Death Guard&#039;s. Very good if you can stack up on a {{W40Kkeyword|CORE}} unit and mark a hard target.&lt;br /&gt;
*&#039;&#039;&#039;Helm of the &amp;lt;s&amp;gt;Third&amp;lt;/s&amp;gt; Daemon&#039;s Eye:&#039;&#039;&#039; Whenever the enemy uses a stratagem and the bearer is on the field, you gain a CP on a 5+. This has the potential to be extremely useful, but also has the chance to do absolutely nothing. As long as you manage to keep the bearer alive, chances are high you will get at least 1 free CP from it. Also very useful against armies like Imperial Guard who love to throw out stratagem after stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Paradoxical Chatterfowl:&#039;&#039;&#039; {{W40Kkeyword|Infantry}} only. Each fight phase, roll a d3 for one enemy model within 3&amp;quot; of the bearer. This enemy suffers a penalty to WS, BS, and Psychic tests equal to that number. Another useful setback for your enemies, especially for Grey Knights spamming Hammerhand or other elite beatsticks. That said, it only works when they&#039;re right next to you, so you&#039;d best have something to kill them with or else waste the relic.&lt;br /&gt;
*&#039;&#039;&#039;Pentakairic Armour:&#039;&#039;&#039; Infernal Masters only. The bearer learns an additional pact and can negate the damage done by the first attack made on them each turn. The pact is plenty handy, as these guys are the only ones who can use them, and the damage-nullification can help you shut down the potential las-fusil eliminator or lascannon from across the board.&lt;br /&gt;
*&#039;&#039;&#039;Prism of Echoes:&#039;&#039;&#039; The bearer doubles the first range (as per FAQ) of all Blessing powers they cast.&lt;br /&gt;
*&#039;&#039;&#039;Seer&#039;s Bane:&#039;&#039;&#039; Replaces a force sword or khopesh with an S+2 AP-4 Dd3 super force weapon. What makes it even deadlier is when you swing this beast on an enemy psyker, where that Strength becomes x2 instead of +2 and the damage increases to Dd6 - enough to probably make those grey knights eat constantly-mutating shit. Against anyone else, though, it&#039;s at best saved for a stratagem.&lt;br /&gt;
**Deceptively powerful, even against non-psykers this will comfortably out-damage any other weapon you have against hard targets (3+/2+).&lt;br /&gt;
*&#039;&#039;&#039;Thrydderghyre:&#039;&#039;&#039; Replaces a Disc of Tzeentch (so Exalted Sorcerers, Tzaangor Shamans, and Legendary Sorcerers). This steadfast steed allows its rider to cast after falling back and charge after advancing, allowing a bit of flexibility. On top of this, the rider can consolidate 6&amp;quot; and isn&#039;t forced to jump to the nearest foe, which can make you a massive nuisance if you want to ignore their big heroes or DISTRACTION CARNIFEXES.&lt;br /&gt;
*&#039;&#039;&#039;Umbralefic Crystal:&#039;&#039;&#039; Once ever in your command phase, you can re-deploy the bearer or one friendly {{W40Kkeyword|thousand sons infantry}} unit within 6&amp;quot; of the bearer and drop them anywhere on the field as long as they&#039;re 9&amp;quot; away from an enemy unit. Of course, the Cult of Duplicity won&#039;t see much need in such a thing, but it&#039;s at least a guaranteed drop. Note that a Daemon Prince can use this on himself - the bearer doesn&#039;t need to satisfy any keywords to use it on themselves, only on others.&lt;br /&gt;
*&#039;&#039;&#039;Warpweave Mantle:&#039;&#039;&#039; A psychic booster and overall delayer. While this model is wounded, they gain +1 to their psychic tests. Also, any enemies that roll an unmodified 9 or higher when trying to charge the bearer will &#039;&#039;always fail&#039;&#039;, meaning that your opponent&#039;s charge range is now shrunk to a minuscule 9&amp;quot; (and even within that range, if they roll too high, they bounce off).&lt;br /&gt;
** This can and will stop most enemies from charging you when they arrive via reinforcements. It won&#039;t protect units around your sorcerer, though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aspiring Magister&amp;quot;&amp;gt;&lt;br /&gt;
These relics can be assigned using the Aspiring Magister stratagem (1CP; Requisition) to an Aspiring Sorcerer or Scarab Occult Sorcerer.  They are otherwise just like all other relics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coruscator:&#039;&#039;&#039; Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer, Exalted Sorcerer, Aspiring Sorcerer, or Infernal Master.  The pistol triples its rate of fire and improves its strength and damage by 1 and its range by 6: Pistol 3 18&amp;quot; S5 AP-2 D2; as with most pistol relics, it&#039;s seldom worth it, &#039;&#039;but&#039;&#039; it&#039;s notably the best weapon you can get with Aspiring Magister for an Aspiring Sorcerer(more on this below).  It&#039;s unquestionably strictly better than the stock weapon because of the tripled rate of fire, but that&#039;s three times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Umbralefic Crystal are both usually better, so for almost any army and almost any matchup, this is worth neither your free relic slot nor the CP it would cost to bring it as an additional.  Still, it&#039;s easier to find a spot for it than the Seer&#039;s Bane.&lt;br /&gt;
** Give it to an Aspiring Sorcerer if you somehow feel like you have CP to spare. It does scale with Infernal Fusillade after all.&lt;br /&gt;
**For an Aspiring Sorcerer, your gun choices are an inferno bolt pistol, a warpflame pistol, the Incandaeum plus a pistol, or this.  As discussed above, it&#039;s legitimately radically better than an inferno bolt pistol.  A warpflame pistol will land 3.5 A*D at S3.  The Incandaeum will land 3.5 A*D at S5, and you should slap yourself if you think it&#039;s worth a CP to save 5 points and go from S3 to S5.  The Coruscator will land 4 A*D after accounting for accuracy, &#039;&#039;more than any other gun the Aspiring Sorcerer can take&#039;&#039;.  And it does it at the same S5 as the Incandaeum and the same AP-2 as all the gun options being discussed here.  &lt;br /&gt;
***The Stave Abominus doesn&#039;t upgrade you at all against any target with 3 or more Wounds, and Skaeloch&#039;s Talon is only, under even very optimal conditions, like fighting a Dark Eldar Haemonculus (T4 W6 Sv6+/6++/5+++, so the improved S and D both help to their full extent and the loss of AP is meaningless), around 2.5 times as good as the staff it replaces, and most of the time it will be worse than that.  The Coruscator is always &#039;&#039;at least&#039;&#039; 3 times better than the pistol it replaces.  That&#039;s what makes this the only relic remotely worth considering if you&#039;re going to use the Aspiring Magister stratagem on an Aspiring Sorcerer.&lt;br /&gt;
*&#039;&#039;&#039;Incaendeum:&#039;&#039;&#039; Replaces a force stave with a multi-purpose tool. As a melee weapon, it&#039;s no different, but as a gun it&#039;s a heavy warpflamer that&#039;s been changed to Assault: 12&amp;quot; Assault d6 S5 AP-2 D1 that auto-hits. While overwatch was never going to be a thing with a loner hero, it does give you the means to handle a herd without wasting a valuable power on them and risking Perils for it.&lt;br /&gt;
**This is the best option here for using Aspiring Magister on a Scarab Occult Sorcerer, because the Assault profile means it can be fired simultaneously with your combi-bolter, giving you purely additional damage.  For similar reasons it&#039;s ok on a Tzaangor Shaman or Sorcerer in Terminator Armor (in both cases it will be purely additional damage, as opposed to anyone else who can take it, where it overlaps a gun they already have, reducing the benefit of taking it), but they can just access the rest of the relic list, and there are better choices on there. It can be funny on a Warpflamer Rubric squad, especially if you&#039;re already giving them Pyric Flux.&lt;br /&gt;
*&#039;&#039;&#039;Skaeloch&#039;s Talon:&#039;&#039;&#039; Replaces a force stave with Sx2 AP0 D2d3, i.e. +1S, +1AP, x2D. While this sounds absolutely devilish, that lack of AP will hobble you severely against anything wearing power armor. Hell, it might screw you over even with anything that has a 4+ save. The only blessing is that you&#039;ll usually be able to wound things on a 4+ or better.  Will genuinely hurt the vast majority of targets more effectively than the stave it replaces, but this is a relic, not a mere weapon to be bought with points.&lt;br /&gt;
**Remember, trading a point of AP for a point of S is a &#039;&#039;nerf&#039;&#039; against most targets - treat this as a double-damage force stave but worse.&lt;br /&gt;
*&#039;&#039;&#039;The Stave Abominus:&#039;&#039;&#039; Replaces a force stave. It is stuck at D1 rather than Dd3, but it lets the sorcerer double the number of attacks he can make, meaning his output goes up against W2 and W1 targets and otherwise remains the same. Would be absolutely horrific if Sorcerous Might applied to relics, but alas. Has some value on a Paradigm of Change or a Battle-Psyker but those are rarely the best upgrades in general.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Being the premier Sorcerers of 40K, the Thousand Sons get two large disciplines to use (plus an additional power based on their Cult). Though we lost access to the Discipline of Tzeentch and all of the synergy with daemons, we gained 6 powers in both of the two disciplines, and now both of them are useable by all our psykers except for the Tzaangor Shaman, who is limited to Change. Whether you want to shit out mindbullets, buff allies, debuff enemies, or any combination of the above, the Thousand Sons will have it covered. Listed based on your random generation rolls.&lt;br /&gt;
&lt;br /&gt;
A note on powers that deal mortal wounds: competing with Smite is difficult for most powers under ordinary circumstances, but you have easy access to an array of buffs that buff Smite &#039;&#039;more&#039;&#039; than other powers.  For example, your flat +1 to all casts raises Smite&#039;s output from 1.7917 to 2.0833 mortal wounds - a larger benefit than most powers will get - but you can use a Cabbalistic ritual to add +1 or +2 to the cast (or +3 with the Warlord trait for 2 rituals at once), which will continue to emphasize Smite more than other powers, and since you can use any of your multiple ways to re-roll a cast to re-roll a successful Smite to fish for a bigger one (e.g. with just a base +1 modifier and a re-roll, you can re-roll 9 or less to try again for the 10+ you need for a bigger Smite), those buffs &#039;&#039;also&#039;&#039; encourage Smite more.  To keep things simple, mortal wound analysis below will only assume you have +1 to the cast and you&#039;re working with the base WC of the power.&lt;br /&gt;
&lt;br /&gt;
An obvious fact is that there is nothing stopping you from doubling up on using Smite and other mortal wounds dealing psychic powers since most of the psykers in this faction can cast more than once, should you feel the need for even more mortal wounds. Sometimes the correct answer is &#039;&#039;both&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border:2px solid black;margin-left:auto;margin-right:auto;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight:strong;white-space:nowrap;&amp;quot; | Psychic Powers of the Thousand Sons&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Discipline&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | D33&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Warp Charge&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=unsortable | Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=9 | Change&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Tzeentch&#039;s Firestorm&lt;br /&gt;
| 11 || Witchfire || 6 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select a visible enemy unit within 18″ of the psyker. Roll 9 dice, the enemy unit takes a Mortal Wound for each roll of a 6. But if you roll an &#039;&#039;unmodified&#039;&#039; 9+ on the psychic test, the mortal wounds go off on a 5+. &lt;br /&gt;
*Doombolt always does 3 mortals, but this power does 1.5 and increases to 3 on a 9+.  You sacrifice mortal wound output for the ability to pick your target.&lt;br /&gt;
*One last note on this power. It lets you make something of a psychic assassin when combined with the Athenaean Scrolls and Devastating Sorcery. 3d6 drop 1 with a re-roll gives you a very reliable way to make that 9+ and zap the bejesus out of someone from behind their screen unit. Couple with Malevolent Charge for an extra d3 MW. &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Glamour of Tzeentch&lt;br /&gt;
| 12 || Blessing || 6 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Target a friendly {{W40kKeyword|Thousand Sons}} unit within 18&amp;quot;; enemies have -1 to hit that unit. Great for keeping a valuable unit (e.g. Magnus) alive. &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Doombolt&lt;br /&gt;
| 13 || Witchfire || 6 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Deals 3 Mortal Wounds to the closest visible target within 18&amp;quot; of the psyker. Smite without the chance of rolling a 1 or getting lucky with a 6.&lt;br /&gt;
*Finally, a power worth casting.  This beats Smite, by a &#039;&#039;lot&#039;&#039; - it deals 2.5 mortal wounds on average, thanks to your +1 to cast.  Definitely worth considering.&lt;br /&gt;
*If you&#039;re taking powers for a Witch-Warrior Sorcerer, this is &#039;&#039;still&#039;&#039; better - being able to re-roll Smite&#039;s mortal wounds spikes its output to 2.46 mortals, still less than 2.5 - but that&#039;s silly.  Just give this power to some other psyker in your army and let the Witch-Warrior cast Smite.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Temporal Manipulation&lt;br /&gt;
| 21 || Blessing || 5 || 12&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select a friendly {{W40kKeyword|Thousand Sons}} non-{{W40Kkeyword|vehicle}} &#039;&#039;&#039;model&#039;&#039;&#039; within 12&amp;quot; of the psyker, that model immediately heals D3 wounds. Each model can only be healed once per turn.&lt;br /&gt;
*Expected healing after your +1 to cast is 0.92 for a target missing 1 wound, 1.53 for a target missing 2 wounds, and 1.83 for a target missing 3 wounds.&lt;br /&gt;
**As a result, the usually optimal choices for targets of this spell are a Mutalith or Magnus, to help uncripple their statline.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Weaver of Fates&lt;br /&gt;
| 22 || Blessing || 7 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | A friendly {{W40kKeyword|Thousand Sons}} unit within 18&amp;quot; gets a 4++ invulnerable save.&lt;br /&gt;
*Since everything you have is already at a 5++ and 7 is more than 6, Glamour of Tzeentch is a significantly more reliable spell for keeping a unit alive.&lt;br /&gt;
*While it is a shame that you cannot use it to push your big sorcerers to 3++ anymore, 4++ is nothing to scoff at on any squad from 10 scarabs to even a squad of 5 spawn.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Baleful Devolution&lt;br /&gt;
| 23 || Witchfire || 8 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select a visible enemy unit within 18&amp;quot; of the psyker that contains 6+ models and roll D6s equal to the test&#039;s result. Every 6 deals 1d3 mortal wounds to the unit, which means you deal 1/3 of your result to the target, provided your result was 8 or more (i.e. you see a 7 or more, thanks to your +1).&lt;br /&gt;
*Worse than Smite, but better than Firestorm, at 1.88 mortal wounds normally.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Cacodaemonic Curse&lt;br /&gt;
| 31 || Malediction || 6 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select an enemy unit within 18&amp;quot; and until your next psychic phase it gets -1S on its ranged weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Pyric Flux&lt;br /&gt;
| 32 || Blessing || 5 || 12&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select a friendly {{W40Kkeyword|Arcana Astartes}} (rubrics, scarab occults, sorcerers, and exalted sorcerers are the only &#039;&#039;relevant&#039;&#039; targets, though) unit within 12&amp;quot; of the psyker and add +1S to their warpflame pistols, warpflamers, and heavy warpflamers (these are listed by name, not by type like how malicious volleys works with all bolt weapons, so this spell &#039;&#039;does not&#039;&#039; work on warpflame relics like Incandaeum or &amp;lt;s&amp;gt;Incaladion&#039;s Cry&amp;lt;/s&amp;gt; Wrong, dumbass. The codex literally states that it affects any relics that replace one of those weapons. So yes, it will affect shit like Incaladion&#039;s Cry) until the end of the turn (although it&#039;s nearly impossible for this to come up in more than one phase, expiring at the end of the turn ensures you don&#039;t have this up for Overwatch). Never let your Warpflamer Rubrics leave home without this.&lt;br /&gt;
*&#039;&#039;Stacks&#039;&#039; with an Infernal Master&#039;s Malefic Maelstrom for S5 pistol flamers, S6 assault flamers, and S7 heavy flamers, not that S7 is useful.  Since either power can work in tandem with the other failing, you can also bring both for reliability on your +1S.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Perplex&lt;br /&gt;
| 33 || Malediction || 7 || 24&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select one enemy unit within 24&amp;quot; of the psyker and until your next psychic phase that unit cannot shoot at targets more than 24&amp;quot; away. Nice for stopping snipers from attacking your backline.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=9 | Vengeance&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Gaze of Hate&lt;br /&gt;
| 11 || Witchfire || 5 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Pick an enemy unit within 18&amp;quot; to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound, so you cause 1.5 mortal wounds on average after succeeding (unbuffed Smite causes 2.15 on average after succeeding; with a +1 to the cast, it&#039;s 2.27), and normal casters deal 1.375 net mortal wounds on average.&lt;br /&gt;
*You need to be on your &#039;&#039;fifth&#039;&#039; cast of Smite for this to be better - i.e. you need to have already attempted Smite 4 times.  Hard pass except for Ahriman on a disc trying to put as many mortals as possible on a target with chaff in the way.&lt;br /&gt;
*Strictly worse than Tzeentch&#039;s Firestorm, in general.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Twist of Fate&lt;br /&gt;
| 12 || Malediction || 8 || 12&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Target an enemy unit within 12&amp;quot; - they cannot take invulnerable saves until your next psychic phase. &lt;br /&gt;
*There is a very crucial difference between Twist of Fate and Null Zone; Null Zone is a 6&amp;quot; bubble around the psyker that can affect your allies, whereas Twist of Fate has a longer range and can choose a specific target, which arguably makes it much more flexible. Since you&#039;re only unable to target characters in the Shooting phase without the discbirds, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Dark Blessing&lt;br /&gt;
| 13 || Witchfire || 6 || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Targets a visible enemy model within 6&amp;quot;. Roll a die. If you roll higher than the target&#039;s toughness, it suffers d3+3 mortal wounds.&lt;br /&gt;
* Ties with your Smite against T3, is worse against T4+, and is better against T2 or less - in other words, a waste of your time.  Hard pass.  The range is too low and the number of targets for whom the number of mortal wounds is credible is too low to bother.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Presage&lt;br /&gt;
| 21 || Blessing || 7 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Pick a friendly {{W40kKeyword|Thousand Sons}} unit within 18&amp;quot;; that unit adds 1 to their hit rolls (shooting and melee) until the next psychic phase. Good old reliable, now easier to pull off because of the innate +1 to cast. &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Swelled by the Warp&lt;br /&gt;
| 22 || Blessing || 6 || 12&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Targeted friendly {{W40Kkeyword|Thousand Sons}} model within 12&amp;quot; of the caster gains +2S and +1A. Magnus the Red can cast this, and is nasty as hell when he&#039;s under its effects.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Temporal Surge&lt;br /&gt;
| 23 || Blessing || 7 || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Pick a friendly {{W40Kkeyword|Thousand Sons Infantry/Cavalry/Beasts}} unit within 6&amp;quot; of the psyker; that unit can immediately move as though it were the movement phase. &lt;br /&gt;
*Cannot be used on Magnus, as he hasn&#039;t got the right keywords.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Empyric Guidance&lt;br /&gt;
| 31 || Blessing || 4 || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Pick one friendly {{W40Kkeyword|Thousand Sons}} unit within 6&amp;quot; of the psyker; until your next psychic phase, that unit adds 6&amp;quot; to the range of rapid fire and heavy weapons.&lt;br /&gt;
*Ideal on your shortest range heavy weapons, like a Leviathan&#039;s Cyclonic Melta Lance, but don&#039;t assume that a short range heavy weapon is necessarily worth taking with this power to &amp;quot;fix&amp;quot; it - for example, on SOTs, the Soulreaper Cannon is still a better choice than the heavy warpflamer.  &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Psychic Stalk&lt;br /&gt;
| 32 || Witchfire || 5 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Pick a visible enemy unit within 18&amp;quot; of the psyker that &#039;&#039;isn&#039;t&#039;&#039; a {{W40Kkeyword|character}}, {{W40Kkeyword|monster}}, or {{W40Kkeyword|vehicle}} and roll 2d6; if the roll &#039;&#039;exceeds&#039;&#039; the unmodified Leadership of that unit (which is defined as the highest unmodified Leadership characteristic of any model in it), one model dies.&lt;br /&gt;
*&#039;&#039;Unfathomably&#039;&#039; bad, because you need to succeed on the test (and doing better on the test is of no benefit, so +X to the cast is of marginal utility) and then you need to beat, not just meet, target Leadership on a roll you have no way to add bonuses to.  This is so awful it&#039;s only slightly better than &#039;&#039;half&#039;&#039; as good as Smite against Meganobz, for example.  Don&#039;t take this.&lt;br /&gt;
*While hilariously outclassed by every other power, if you see a player bringing the primaris ATV (T5 W8 Ld7), use this power and pop one whole model for shits and giggles.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | Desecration of Worlds&lt;br /&gt;
| 33 || Malediction || 7 || 24&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Pick one visible enemy unit within 24&amp;quot; of the psyker; until your next psychic phase, any time that unit moves or charges, roll a d6 for every model in that unit. On a 6 the unit suffers 1 mortal wound. Force your enemy to be scared of moving, but don&#039;t expect to deal much damage. And who knows? You may get lucky and watch a horde grind itself into dust trying to get to you.&lt;br /&gt;
*You need this power to try to kill something 18 times to beat Smite, which could be an 18+ member unit that only moves or charges, or a 9+ member unit that does both.  Of course, your target can choose not to move to opt out of risking the mortal wounds, which is the &#039;&#039;real&#039;&#039; point of this power, to get a large unit to hold still.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Nine Cults==&lt;br /&gt;
So with the introduction of Psychic Awakening: Ritual of the Damned and in the 9th edition codex, the Thousand Sons have received expanded rules and details on how to dedicate your detachments to one of the nine cults of the legion, with each cult granting a psychic power that is automatically known by every psyker who isn&#039;t named or a birdman in addition to the other powers he already knows, a warlord trait and a relic. Note that you can only take the relic if your warlord is Magnus or from the same cult as the relic.&lt;br /&gt;
&lt;br /&gt;
Because the individual Cult entries below are all collapsed by default and the information in them is very spread out, the actual Cult &#039;&#039;rules&#039;&#039; are compiled into one table below for ease of comparison.  Check individual Cult entries for tactical advice and commentary.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;border:2px solid black;margin-left:auto;margin-right:auto;text-align:center;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-weight:strong;white-space:nowrap;&amp;quot; | Cult Abilities of the Thousand Sons&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Cult&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Ability&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;text&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Warp Charge&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; data-sort-type=&amp;quot;number&amp;quot; | Range&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=unsortable | Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Change&lt;br /&gt;
| Dysmanifestation || Malediction || 6 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select one enemy unit within 18&amp;quot; of the caster. -1 Ld and A until your next Psychic phase.&lt;br /&gt;
|-&lt;br /&gt;
| Fickle Nature || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | This Warlord can re-roll charges and shoot and charge in a turn in which it Falls Back. &lt;br /&gt;
|-&lt;br /&gt;
| Capricious Crest || Relic || data-sort-value=0 | - || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Once per turn, when a Psychic test is taken for a model that is within 18&amp;quot; of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent&#039;s army, you can change any roll of 6 to a roll of 1. This happens after re-rolls, as per the FAQ.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Duplicity&lt;br /&gt;
| Sorcerous Facade || Blessing || 7 || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select a friendly {{W40kKeyword|Cult of Duplicity Infantry/Monster}} unit within 6&amp;quot; of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy model. That unit is treated as having moved this turn. &lt;br /&gt;
|-&lt;br /&gt;
| Master Misinformator || Warlord Trait || data-sort-value=0 | - || data-sort-value=100 | ∞&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | At the start of the first battle round, before the first turn begins, select up to D3 &#039;&#039;non&#039;&#039;-{{W40kKeyword|VEHICLE}} {{W40kKeyword|CULT OF DUPLICITY}} units from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played.&lt;br /&gt;
|-&lt;br /&gt;
| Perfidious Tome || Relic || data-sort-value=0 | - || data-sort-value=100 | ∞&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | In your command phase, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Knowledge&lt;br /&gt;
| Empyric Trespass || Malediction || 6 || 24&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select one enemy unit with 24&amp;quot; of the caster. Re-roll wound rolls of 1 for {{W40kKeyword|Cult of Knowledge}} units against it.&lt;br /&gt;
|-&lt;br /&gt;
| Ardent Scholar || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | When a psychic test is taken for this model, you can re-roll dice rolls of 1. &lt;br /&gt;
|-&lt;br /&gt;
| Incaladion&#039;s Cry || Relic || data-sort-value=0 | - || 12&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Model with a warpflame pistol only. Incaladion&#039;s Cry replaces a warpflame pistol and has the following profile: 12&amp;quot; Pistol 1d6 S6 AP-3 D1, automatically hits.&lt;br /&gt;
*I.e. it&#039;s a warpflame pistol with +3S, -1AP, and Pyric Flux doesn&#039;t work on it.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Magic&lt;br /&gt;
| Astral Blast || Witchfire || 6 || 12&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Closest enemy unit within 12&amp;quot; suffers 1d3 mortals and each unit (friendly fire is &#039;&#039;on&#039;&#039;) within 3&amp;quot; of the target unit suffers 1 mortal.&lt;br /&gt;
|-&lt;br /&gt;
| Devastating Sorcery || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Once per phase when this Warlord manifests either Smite or a witchfire power, the warlord can re-roll the psychic test.&lt;br /&gt;
|-&lt;br /&gt;
| Arcane Focus || Relic || data-sort-value=0 | - || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | At the start of the psychic phase, select one friendly {{W40kKeyword|cult of magic psyker}} within 6&amp;quot;. Until the end of the phase, Cabbalistic Rituals targeting that psyker have their cost discounted by 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Manipulation&lt;br /&gt;
| Attempted Possession || Malediction || 6 || 18&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select one enemy unit within 18&amp;quot; of the caster to suffer 1 mortal wound and -2 to psychic tests unit your next Psychic phase.&lt;br /&gt;
|-&lt;br /&gt;
| Beguiling Influence || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Attacks made against the warlord cannot re-roll their hits, wounds, or damage.&lt;br /&gt;
|-&lt;br /&gt;
| Sorthis&#039; Mirror || Relic || data-sort-value=0 | - || data-sort-value=1 | Engagement&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Instead of fighting, the bearer can select an enemy {{W40kKeyword|INFANTRY}} model with Leadership 9 or less that is engaged with the bearer to resolve its attacks against its own unit (meaning it will 100% punch itself to death).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Mutation&lt;br /&gt;
| Warp Reality || Malediction || 6 || 24&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select a piece of terrain within 24&amp;quot; of the caster and an enemy unit within 3&amp;quot; of the terrain. Halve the Move characteristic and -1 to advance and charge rolls of the target until your next Psychic phase.&lt;br /&gt;
|-&lt;br /&gt;
| Touch of Vicissitude || Warlord Trait || data-sort-value=0 | - || data-sort-value=1 | Engagement&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
| Exalted Mutation || Relic || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | {{W40kKeyword|SORCERER}} model (so sorcerer or sorcerer in terminator armour) only. +1S, +1T, +1A. Makes a very tough and killy Terminator Sorcerer if you&#039;re inclined to do so.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Prophecy&lt;br /&gt;
| Divine the Future || Blessing || 6 || data-sort-value=100 | ∞&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Roll 1d6 and set it aside. Until your next Psychic phase, you may replace a single rolled die from a hit, wound, advance, charge, psychic, morale, or Deny the Witch roll for a friendly {{W40kKeyword|Cult of Prophecy}} unit.&lt;br /&gt;
|-&lt;br /&gt;
| Guided by the Whispers || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Once per turn, after this warlord is selected as a charge target (before the charge roll and after any Overwatch), it can immediately move up to 6&amp;quot; as if it were your Movement Phase.&lt;br /&gt;
|-&lt;br /&gt;
| Pythic Brazier || Relic || data-sort-value=0 | - || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | In your Command phase, select one {{W40kKeyword|CULT OF PROPHECY CORE/character}} unit within 6&amp;quot; of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, one wound roll, and one damage roll.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Scheming&lt;br /&gt;
| Seeded Strategy || Blessing || 7 || 24&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Select one friendly {{W40kKeyword|Cult of Scheming}} unit within 24&amp;quot; of the caster. The unit can shoot and/or charge after it Falls Back.&lt;br /&gt;
|-&lt;br /&gt;
| Grand Schemer || Warlord Trait || data-sort-value=0 | - || 3&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Whilst they are within 3&amp;quot;, friendly {{W40kKeyword| CULT OF SCHEMING}} units gain the Objective Secured ability; if such a unit already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.&lt;br /&gt;
|-&lt;br /&gt;
| Cha&#039;qi&#039;thl&#039;s Theorem || Relic || data-sort-value=0 | - || data-sort-value=100 | ∞&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Once per battle, in any phase, you can use Cha&#039;qi&#039;thl&#039;s Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic&#039;s controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;rowgroup&amp;quot; rowspan=3 | Cult of Time&lt;br /&gt;
| Time Flux || Blessing || 6 || 6&amp;quot;&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; |  A {{W40kKeyword|Cult of time infantry}} unit within 6&amp;quot; of the caster has a lost model revived with all its wounds restored.&lt;br /&gt;
|-&lt;br /&gt;
| Immaterial Echo || Warlord Trait || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase which can&#039;t be denied. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.&lt;br /&gt;
|-&lt;br /&gt;
| Hourglass of Manat || Relic || data-sort-value=0 | - || data-sort-value=0 | Self&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | The first time a model with this Relic is destroyed, at the end of the phase return that model to play with 1d3 wounds remaining, placing it as close as possible to its previous location and more than 1&amp;quot; away from any enemy models.&lt;br /&gt;
|}&lt;br /&gt;
===Cult of Change===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfChange.jpg|100px|left|]]&lt;br /&gt;
The Cult of Change is anathema to order. They are the great unravellers, launching their armies wherever civilisation and reason exist. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the [[Lord of Change| Fickle Whims]] of Tzeentch, ensuring that no one direction is fully travelled as the great plans of Tzeentch unfold; leading entire worlds to fall into anarchy before waiting till the last minute to decide the status quo was fine all along.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult is focused on debuffing your opponents units and interfering with their psychic phase, whilst simultaneously buffing your Warlord and own psychic abilities.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power -  Dysmanifestation (Warp Charge 6):&#039;&#039;&#039; Select one enemy unit within 18&amp;quot; of the caster. -1 Ld and A until your next Psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Fickle Nature:&#039;&#039;&#039; You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back. &lt;br /&gt;
*&#039;&#039;&#039;Relic - Capricious Crest:&#039;&#039;&#039; Once per turn, when a Psychic test is taken for a model that is within 18&amp;quot; of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent&#039;s army, you can change any roll of 6 to a roll of 1. This happens after re-rolls, as per the FAQ.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Duplicity===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfDuplicity.jpg|100px|left|]]&lt;br /&gt;
The Cult of Duplicity is unique within the Legion in that it both is and is not guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in their purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a singular, terrifying plan.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult provides a great deal of pre-game and in-game manipulation of units whilst recharging your own or your opponent&#039;s command points.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Sorcerous Facade (Warp Charge 8):&#039;&#039;&#039; Select a friendly {{W40kKeyword|Cult of Duplicity Infantry}} or {{W40kKeyword|Monster}} unit within 6&amp;quot; of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy model. That unit is treated as having moved this turn. &lt;br /&gt;
**The Mutalith Vortex Beast is a Monster, one with short-range MIND BULLETS and explodes on a 4+. A strong argument can be made to bring them now as exploding warp-beasts.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Master Misinformator:&#039;&#039;&#039; At the start of the first battle round, before the first turn begins, select up to D3 {{W40kKeyword|CULT OF DUPLICITY}} units (excluding {{W40kKeyword|VEHICLES}}) from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Perfidious Tome:&#039;&#039;&#039; In your command phase, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. It&#039;s something that has tactical applications (even if you and your opponent are all out of Command Points you have a 4+ of getting a CP) but at the same time might have devastating consequences; your opponent just might be one command point short of achieving his strategy to win the game and &amp;quot;Oh, fuck, I just rolled a 1!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Knowledge===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfKnowledge.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Knowledge are drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies and in the fabric of reality itself.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the librarian and collector aspects of the Old Legion. Searching far and wide for the most obscure tomes and treatises that will give them a greater understanding of the universe, to provide an edge against their opponents. They then use this knowledge to change the tide of battle in Deus Ex-Machina ways.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult provides minor re-rolling buffs and fails to show how ultimate knowledge of everything can help you win.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power -  Empyric Trespass (Warp Charge 6):&#039;&#039;&#039; Select one enemy unit with 24&amp;quot; of the caster. Re-roll wound rolls of 1 for {{W40kKeyword|Cult of Knowledge}} units against it.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Ardent Scholar:&#039;&#039;&#039; When a psychic test is taken for this model, you can re-roll dice rolls of 1. &lt;br /&gt;
*&#039;&#039;&#039;Relic - Incaladion&#039;s Cry:&#039;&#039;&#039; Model with warpflame pistol only. Incaladion&#039;s Cry replaces a warpflame pistol and has the following profile: 12&amp;quot; Pistol 1d6 S6 AP-3 D1, automatically hits.&lt;br /&gt;
**I.e. it&#039;s a warpflame pistol with +3S, -1AP.  This is &#039;&#039;VERY&#039;&#039; bad; you&#039;d be better off with a Coruscator, which is a) available outside of the Cult, b) one of the weakest relics available, and c) cheaper, because the replaced pistol costs fewer points. The only time this relic is worth the effort is you abuse that &amp;quot;automatically hits&amp;quot; against enemies that stack a lot of -&#039;s to hit but even so that is a very niche situation that call for more then JUST D6 pistol shots to deal with.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfMagic.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Their bloody campaigns are launched to secure arcane objects held by Imperial, xenos and other Chaos forces. These artefacts are then used as foci in the weaving of devastating spells.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the raw power of the warp tamed and manifested by the most powerful Sorcerers in the Army.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult is, unsurprisingly, based around boosting the psychic capability of your army, adding in an extra smite-like power and helping with casting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Astral Blast (Warp Charge 6):&#039;&#039;&#039; Closest enemy unit within 12&amp;quot; suffers 1d3 mortals and each unit within 3&amp;quot; of the target unit suffers 1 mortal.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Devastating Sorcery:&#039;&#039;&#039; Once per phase when this Warlord manifests either Smite or a witchfire power, the warlord can re-roll the psychic test. Not quite as powerful as before, but it can help with guaranteeing psychic firepower.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Arcane Focus:&#039;&#039;&#039; At the start of the psychic phase, select one friendly {{W40kKeyword|cult of magic psyker}} within 6&amp;quot;. Until the end of the phase, Cabbalistic Rituals targeting that psyker have their cost discounted by 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Manipulation===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfManipulation.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Manipulation is deceptive, using its tendril web of influence to sway the actions of its enemies. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the lies and deceptions of Tzeentch to steal victory at the last moment.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult provides some close-combat manipulation and the ability to steal the models of your opponent for a round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power -  Attempted Possession (Warp Charge 6):&#039;&#039;&#039; Select one enemy unit within 18&amp;quot; of the caster to suffer 1 mortal wound and -2 to psychic tests unit your next Psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Beguiling Influence:&#039;&#039;&#039; Attacks made against the warlord cannot re-roll their hits, wounds, or damage.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Sorthis&#039; Mirror:&#039;&#039;&#039;  Instead of fighting, the bearer can select an enemy {{W40kKeyword|INFANTRY}} model with Leadership 9 or less that is engaged with the bearer to resolve its attacks against its own unit (meaning it will 100% punch itself to death). This one really depends on who you&#039;re mixing it up with. Making a nob pinch some of his own boys would be funny but you&#039;ll have to consider if you could do more damage just swinging.&lt;br /&gt;
**Ya ever hate it when your enemy has a squad with a storm shield and a thunder hammer in it? Well, maybe you&#039;d like it if one of them killed some of his friends for you, but that&#039;s a niche situation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Mutation===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfMutation.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations.&lt;br /&gt;
&lt;br /&gt;
Thematically this Cult represents the guys who aren&#039;t afraid of letting Tzeentch [[Chaos Spawn|&#039;&#039;Gift them freely&#039;&#039;]] with multiple appendages and orifices. &lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult gives you some terrain manipulation and boost the Close-Combat ability of your Warlord to be more powerful than a Chaos Lord.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Warp Reality (Warp Charge 6):&#039;&#039;&#039; Select a piece of terrain within 24&amp;quot; of the caster and an enemy unit within 3&amp;quot; of the terrain. Halve the Move characteristic and -1 to advance and charge rolls of the target until your next Psychic phase.&lt;br /&gt;
** If you aren&#039;t against a little inter-god mingling (and losing your special rules to reduce movement), this can combo very impressively with the {{W40kKeyword|Chaos Daemon}} Fortifications, both of which count as terrain after being set up. Skull Altars  muck with Psychic Powers, which might not be your cup of warp juice. Feculent Gnarlmaws, meanwhile, while a bit tasteless fluff-wise, combine beautifully with this Power. It helps keep enemy units nice and close, so that they can eat up the Mortal Wounds caused by the Gnarlmaw&#039;s Sickness Blossoms ability. Send Mr. Slimux out to plant some gardens and make sure the enemy sticks around to properly... &#039;&#039;appreciate&#039;&#039; them.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Touch of Vicissitude:&#039;&#039;&#039; When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage. &lt;br /&gt;
**Unless you take the Stave Abominus, you don&#039;t have enough attacks to make this worthwhile. That being said, taking the Stave Abominus on a Battle-Psyker Sorcerer gets you A10 WS2+ S7 AP-1 D1 with 1 in 5 hits adding a mortal wound. On average that comes to +1.67 mortal wounds dealt (plus 8.33 damage at S7 AP-1), but you might just get lucky enough to obliterate a character in 1 combat phase.  Since Exalted Sorcerers [[derp|aren&#039;t sorcerers]], you can&#039;t combine this cult&#039;s relic with the Stave.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Exalted Mutation:&#039;&#039;&#039; {{W40kKeyword|SORCERER}} model (so sorcerer or sorcerer in terminator armour) only. +1S, +1T, +1A. Makes a very tough and killy Terminator Sorcerer if you&#039;re inclined to do so.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Prophecy===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfProphecy.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Prophecy is guided by incessant whispers that bleed from the warp. From these they divine the outcomes of multiple futures, and seek out events that can be twisted to their own purpose. &lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents Manipulation of the future with all the uncertainty of Tzeentch thrown in for good measure.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult adds a little more dice manipulation shenanigans and the ability to infuriate your opponent trying to charge your Warlord by walking away after overwatch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Divine the Future (Warp Charge 6):&#039;&#039;&#039; Roll 1d6 and set it aside. Until your next Psychic phase, you may replace a single rolled die from a hit, wound, advance, charge, psychic, morale, or Deny the Witch roll for a friendly {{W40kKeyword|Cult of Prophecy}} unit.&lt;br /&gt;
** Don&#039;t cast this with your warlord. Since all psykers with the Cult of Prophecy keyword can cast it, it is best used by a backline Aspiring Sorcerer. You should mainly focus on using it to make crucial morale tests if you roll low, or to make a long charge if you roll high. Combine this with gaze of fate to highly increase your chance of making a charge even from over 9&amp;quot; away.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Guided by the Whispers:&#039;&#039;&#039; Once per turn, after this warlord is selected as a charge target (before the charge roll and after any Overwatch), it can immediately move up to 6&amp;quot; as if it were your Movement Phase.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Pythic Brazier:&#039;&#039;&#039; In your Command phase, select one {{W40kKeyword|CULT OF PROPHECY CORE/character}} unit within 6&amp;quot; of the bearer. Until the start of your next Command phase, each time that unit is selected to shoot or fight, you can re-roll one hit roll, PLUS one wound roll, PLUS one damage roll. SIX rerolls per turn! The usefulness of this is obscene, particularly since it lets you choose to buff that character, another character, or just a unit. This is filthy when applied on well-tooled Scarabs or even supporting a heavily debuffed Magnus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Scheming===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfScheming.jpg|100px|left|]]&lt;br /&gt;
The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. Every conquest and withdrawal is a perfectly planned manoeuvre, a single step that leads towards some unseen master stroke.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the [[Just As Planned|&#039;&#039;Just As Planned&#039;&#039;]] aspect of Tzeentch embracing the idea that win or lose you won in your own way (and participation medals all round).&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult offers some niche objective control and minor command point manipulation, thoroughly failing to deliver the above theme.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Seeded Strategy (Warp Charge 7):&#039;&#039;&#039; Select one friendly {{W40kKeyword|Cult of Scheming}} unit within 24&amp;quot; of the caster. The unit can shoot and/or charge after it Falls Back.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Grand Schemer:&#039;&#039;&#039; Whilst they are within 3&amp;quot;, friendly {{W40kKeyword| CULT OF SCHEMING}} units gain the Objective Secured ability; if such a unit already has the Objective Secured ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.&lt;br /&gt;
**In an edition where objectives are more crucial than ever, any extra ability to steal or secure them is nothing to scoff at.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Cha&#039;qi&#039;thl&#039;s Theorem:&#039;&#039;&#039; Once per battle, in any phase, you can use Cha&#039;qi&#039;thl&#039;s Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic&#039;s controlling player (whichever comes sooner), reduce the Command Point cost of that Stratagem to 0.&lt;br /&gt;
**For obvious reasons, use only on 2-3 cp strats, like Unwavering Phalanx on a big unit.  Strictly worse than a relic that simply generates CP, but by the same token, intrinsically worth spending CP on, since you&#039;ll always make back the 1CP cost to add this relic to your army.&lt;br /&gt;
**Put this on a Dilettante and you&#039;ve paid points to do a 3CP Stratagem; this and Umbralefic Crystal also lets you teleport a block of Scarabs or Rubrics and keep them alive for cheap. They can then fall back and shoot/charge if you cast Seeded Strategy on them the next turn (but they can&#039;t cast it, because you can no longer cast after falling back)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfTime.jpg|100px|left|]]&lt;br /&gt;
The Cult of Time is similarly enthralled by the future, as well as the present and past. They view the flow of time as an unwrought resource that can be shaped into a weapon. By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult are masters of manipulation of Temporal Realm, re-writing events and history to more favourable outcomes of their goals.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult allows you to restore lost models to units, cast more powers per turn, and squeeze an extra turn out of a character.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Time Flux (Warp Charge 6):&#039;&#039;&#039; A {{W40kKeyword|Cult of time infantry}} unit within 6&amp;quot; of the caster has a lost model revived with all its wounds restored.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Immaterial Echo:&#039;&#039;&#039; In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase which can&#039;t be denied. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Hourglass of Manat:&#039;&#039;&#039; The first time a model with this Relic is destroyed, at the end of the phase return that model to play with 1d3 wounds remaining, placing it as close as possible to its previous location and more than 1&amp;quot; away from any enemy models.&lt;br /&gt;
**Bear in mind this means that your opponent can harvest points off you for assassinate, but it still makes an excellent relic for a distraction Daemon Prince&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
The common keywords for this army are {{W40kKeyword|Chaos}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Tzeentch}}, {{W40kKeyword|Arcana Astartes}}, and {{W40kKeyword|Thousand Sons}}.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Tzeentch:&#039;&#039;&#039;  No longer the one man army he used to be, though his melee is still rather powerful. Use him to support other units with his 6&amp;quot; bubble and psychic powers. 8 wounds means he can&#039;t be targeted by shooting if he&#039;s not the closest unit, so keep him behind another unit that can match his 8&amp;quot; move speed. As a psyker, he knows &#039;&#039;Smite&#039;&#039; and two powers, and you have quite the options to pick from.&lt;br /&gt;
**It should be mentioned that Daemon Princes don&#039;t have standard equipment, which means that they can&#039;t be given all of the relics since some of them require a weapon to be exchanged.&lt;br /&gt;
**With the reshuffling of keywords and buff auras, you now &#039;&#039;need&#039;&#039; to use the TS Prince datasheet because you cannot replace {{W40kKeyword|&amp;lt;LEGION&amp;gt;}} with {{W40kKeyword|THOUSAND SONS}}.&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Sorcerers|Exalted Sorcerer]]:&#039;&#039;&#039; The strongest sorcerers, and likely your go-to choice for Warlords.  Knows two psychic powers from the Discipline of Change or Vengeance. Can cast two powers and deny one.  Their main strength is that they have the combat stats (not necessarily equipment, but not far off) of a Chaos Lord with the Psychic power of a Sorcerer. Like Ahriman and the DP they get a native 4++ and &#039;&#039;&#039;Lord of the Thousand Sons&#039;&#039;&#039; which provides re-rolls of 1s to hit to {{W40kKeyword|&amp;lt;GREAT CULT&amp;gt; CORE}} units (Rubricae, Scarabs, Helbrutes, and Contemptors) within 6&amp;quot;, which more than makes up for it in most circumstances. &lt;br /&gt;
**Ahriman is a better version of an Exalted Sorcerer, casting thrice and getting a bonus to cast, &#039;&#039;but&#039;&#039; an Exalted Sorcerer is an actual Cult member, can be upgraded with Cult Upgrades, and can pick and choose WLT and Relics. Dilettantes have a lot of utility now that they don&#039;t pay CP for the relic, and you can easily make them the center of any Egleighen&#039;s Orerry/Umbralefic Crysal castle. &lt;br /&gt;
**Can take a Disc of Tzeentch for mobility, gaining M12, {{W40Kkeyword|fly}}, and {{W40Kkeyword|cavalry}} while losing {{W40Kkeyword|infantry}}.&lt;br /&gt;
**Starts off with a Force Staff for melee, but you can buy him a khopesh, which is a master-crafted power sword (i.e. a force sword but better, as it doesn&#039;t roll for damage), and if you buy him a disc, he gets an extra attack at S4 AP0 D1.  The khopesh doesn&#039;t replace the staff, so you can still use it when it would be better (which is at its most common against daemons).&lt;br /&gt;
**Starts off with an inferno bolt pistol, but you can buy him a warpflame or plasma pistol instead.  Remember, he doesn&#039;t re-roll 1s to hit.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rehati (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
Want to be even more of a super-wizard? Grab this upgrade for an immodest 20 points/+1 PL to let him cast an additional power. Expect to be bullied even harder because you are now in control of the whole magic phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Paradigm of Change (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
10 points/+1 PL grants another wound and attack to the exalted lord, which can help if you intend on making him more of a beatstick.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dilettante (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
This is an ABSURD upgrade. 30 points/+2 PL lets you grab a second relic, something that you used to be able to grab back in the vaguer days of 8E. That said, this is an incredibly costly addition and the points taken could have given you an additional couple tzaangors or a couple guns for your rubricae. Just in case there was any doubt, the FAQ says the relic is also paid for with this upgrade and doesn&#039;t cost you an extra CP. Thousand Sons are absolutely spoiled for good relics, and this is a good way to ensure that you bring what you need for as few CP spent as possible.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernal Master:&#039;&#039;&#039; It&#039;s a unit that uses the pact forging mechanic, which is just priestly prayer, but he has difficulty admitting he&#039;s religious - you pick one he knows and it goes off on a 3+ in the Command Phase (so no riding transports if you want the pacting to happen).  They&#039;re not considered psychic powers, so they cannot be denied. He has access to 6 Infernal Pacts when you add him to your list, picking 2 of them to know. He also knows 1 psychic power from the Discipline of Change or Vengeance on top of Smite and his Cult power.  Unlike his CSM cousins, he has no access to Dark Disciples to make the roll easier, and unlike his loyalist cousins, he has no access to a command upgrade to get better at it, either.  He has an inferno bolt pistol, a force staff, and frag and krak grenades.&lt;br /&gt;
**&#039;&#039;&#039;Bladed Maelstrom:&#039;&#039;&#039; Pick a visible enemy unit within 30; that unit takes 1MW if it has 6+ models, and subtracts 2 from Advancing and Charging till your next command phase.&lt;br /&gt;
**&#039;&#039;&#039;Fires of the Abyss:&#039;&#039;&#039; Nearest visible enemy unit within 15&amp;quot; takes 1d3 MW. Like another Smite!&lt;br /&gt;
***Less range than Smite and fewer expected mortal wounds (1.67 is less than Smite from a normal psyker, let alone from a TSons psyker with +1 to the cast).&lt;br /&gt;
**&#039;&#039;&#039;Capering Imps:&#039;&#039;&#039; Pick one visible enemy unit within 24&amp;quot;; that unit cannot gain cover (of any of the the three types), Overwatch, or Set to Defend until your next command phase.&lt;br /&gt;
**&#039;&#039;&#039;Diabolic Savant:&#039;&#039;&#039; Gain 1 cabal point and re-roll psychic tests for the caster in your next psychic phase.&lt;br /&gt;
**&#039;&#039;&#039;Glimpse of Eternity:&#039;&#039;&#039; Gives you a single die re-roll that you can use on anything other than mission-related rolls until your next command phase. Like Command Re-roll, but better.&lt;br /&gt;
**&#039;&#039;&#039;Malefic Maelstrom:&#039;&#039;&#039; One visible friendly {{W40Kkeyword|Thousand Sons}} unit within 24&amp;quot; adds +1 to their shooting attacks&#039; strength until your next command phase. S5 Inferno Bolters anyone?&lt;br /&gt;
***If you&#039;re trying to buff a unit&#039;s warpflamers, this is less likely to go off than Pyric Flux, &#039;&#039;but you can do both&#039;&#039;, nearly (94.44%) guaranteeing one of the +1s happens, and since you&#039;ll know when you get to the Psychic Phase if you succeeded or not, you can dynamically decide to cast the power on the same unit to gun for +2S, spread out to a second unit, or swap to Smite or your Cult power. Don&#039;t forget about Wrath of the Wronged if you really want to ruin some light vehicles or Death Guard units&#039; days.&lt;br /&gt;
**You have no way to give this guy any toys - you can&#039;t upgrade his gun from his shitty inferno bolt pistol, you can&#039;t upgrade his melee from his shitty force stave, you can&#039;t give him a disc or terminator armour, and so on - he &#039;&#039;also&#039;&#039; has no Legion Command upgrades available.  That means he&#039;ll struggle to keep up with whatever you wanted him to support unless both are footslogging (remember, he pacts in the command phase, so if he rides a transport, he can&#039;t pact).  That means his three offensive pacts are usually a waste of your time - you have no way of getting them where you need to be - and his +1S to ranged shooting buff is only useful on something you intend to either sit in one spot all game or move very slowly, perfect for a large unit of Scarab Occults.  His other two buffing pacts functionally have infinite range, except that if you take the one that generates a cabal point and lets him re-roll psychic, unless you&#039;re Cult of Prophecy he&#039;ll have to be in range of something to cast on it (he has to be anyway, but that Pact is a terrible choice if you&#039;re not casting anything with your re-roll).  That gives a very finite set of useful Infernal Masters:&lt;br /&gt;
***Cult of Prophecy Only: Diabolic Savant + Glimpse of Eternity + Divine the Future is nothing but infinite range buffs, so you can pick between Savant and Glimpse depending on how badly you need a Cabal Point vs. a greater chance of useful roll manipulation.&lt;br /&gt;
***General Use: Choose any two of Diabolic Savant, Glimpse of Eternity, and Malefic Maelstrom, then for his power pick a buff you&#039;re going to put on something that shouldn&#039;t be intended to get very far from him: Glamour of Tzeentch (-1 to be hit), Weaver of Fates (4++), Empyric Guidance (+6&amp;quot; range to Rapid Fire and Heavy, ideal on multi-meltas or a cyclonic melta leviathan), or Presage (+1 to hit). Temporal Manipulation (heal 1d3) can also work, provided what he&#039;s supporting isn&#039;t a Vehicle, and Pyric Flux (+1s to warpflame) can work for foorslogging warpflamer rubricae. Temporal Surge (infantry/cavalry/beasts can move right now) is a special case: you can Malefic Maelstrom whatever you&#039;re support before the psychic power goes off, so no worries there, but leaning into this makes it harder and harder for your Pact Master to keep up, so think your plans through beforehand.&lt;br /&gt;
****Swelled by the Warp is &#039;&#039;terrible&#039;&#039; for this, as it only buffs melee and nothing melee wants to be static.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer:&#039;&#039;&#039; Your basic heroes, and likely the ones to pick for budget armies. They have the rule Thrall, which basically means if you have an Exalted Sorcerer from the same great cult, you can take one of these guys without using a slot from your detachment. The future Exalted Sorcerers, they can cast two powers and deny one. They&#039;re as good at casting as &#039;&#039;&#039;Exalted Sorcerers&#039;&#039;&#039;, but have fewer wounds, worse combat stats &#039;&#039;overall&#039;&#039;, and, vitally, no re-roll 1s to hit aura.  Perhaps most importantly (since the aura only works on a total of 4 units you can field anyway, only 2 of which even have access to plasma and 1 of which loves spamming flamers), they generate fewer Cabal Points as well. However, they do make a good option for a 2nd psyker character and might be useful if you don&#039;t need a 2nd aura.  They also have no access to discs of Tzeentch, which paired with their lack of access to jump packs means their mobility is much less than an Exalted Sorcerer&#039;s or Demon Prince&#039;s.  On the other hand, the Terminator option can deep strike, which is your only way to field an HQ with deep strike baked in (as opposed to burning CP on the Webway Infiltration strat or the like). With Legends, you can swap out your pistol for any normal combi weapon or any normal melee (the free lightning claw might actually be useful, maybe). You also gain access to having a force axe rather than a stave or sword, and most importantly, you can spend a lot of points on having a jump pack, letting you deep strike and move faster and all that jazz.&lt;br /&gt;
**Combat stats: your BS gets worse from 2+ to 3+, which doesn&#039;t matter if you&#039;re packing warpflame anyway.  Your WS gets worse from 2+ to 3+ and your A gets worse from 5 to 4, which is a big deal, and you can&#039;t take a khopesh, but you &#039;&#039;can&#039;&#039; choose between a force sword and a force stave, which is &#039;&#039;better&#039;&#039;, because taking a force sword is nearly as good as having a khopesh to begin with, and you don&#039;t lose your gun to do it.  You also drop from W5 to W4.&lt;br /&gt;
**Loyal Thrall is a really good upgrade for him, since he&#039;s the cheaper of the two options that can take it.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerer in Terminator Armour&amp;quot;&amp;gt;&lt;br /&gt;
Heavy duty Sorcerer, &#039;&#039;and a distinct datasheet&#039;&#039;, it should be noted. This guy costs 15pts more than the vanilla one, but if you fear for his safety this is good investment. The main reason to take this guy is to accompany Scarab Occults or units making use of the Deep Strike stratagem. He also has radically improved wargear: his ranged weapon starts off as an inferno combi-bolter (he gets Malicious Volleys, too), and he can swap it for a khopesh (which is a waste of time, as you&#039;ll see in a moment) or an inferno combi-melta, which is the real pro move.  His melee is sidegraded, because he loses force sword access but gains force axe access, and while they have different optimal targets both have common use-cases, unlike the stave; point is, you&#039;ll always take the axe, at which point the benefit of the khopesh over the combi-bolter is essentially 0 and not remotely worth losing the ability to shoot bitches.&lt;br /&gt;
*Alternative opinion: There&#039;s no Sorcerous Arcana for a Force Axe; but there are multiple for Force Staves and Seer&#039;s Bane for a khopesh. Incandaeum can replace the need for an Inferno Combi Bolter (as it&#039;s effectively a Pyris Flux&#039;d Warpflamer) the Stave Abominus can make for a nasty swarm clearer, and Skaeloch&#039;s Talon... okay, that&#039;s kinda terrible thanks to its lack of AP. Seer&#039;s Bane might make for a psyker-hunting weapon. When comparing the standard Force Stave/Incandaeum to the khopesh, the khopesh does better against (non Death Guard) Marines thanks to its automatic damage 2 and AP -3, while the Force Stave/Incandeaum&#039;s +3 S does nothing better to wound, and has random damage. The Stave Abominus is very strictly a swarm/Death Guard vs character/elite option. Additionally, the force axe does a somewhat worse job at both roles of the staff and khopesh; with weaker strength than the staff and weaker AP and less consistent damage than the khopesh. With Legends, he gains access to a force sword for his force weapon, and for his inferno combi-bolter gains access to standard combi-weapons as well as a chainfist, power fist, or lightning claw.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerer on Disc of Tzeentch (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Its own datasheet, like all legendary variants, but this one is &#039;&#039;insanely&#039;&#039; expensive, and is in every way the legendary sorcerer, with even access to the Dark Hereticus discipline, only on an Exalted&#039;s disc and without the ability to buy a jump pack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle-Psyker (Upgrade):&amp;quot;&amp;gt;&lt;br /&gt;
Interestingly, this upgrade actually makes the base sorcerer more like a beatstick. For 5 points/+1 PL, they get BS/WS2+ and A5, making them more powerful than Exalted Sorcerers offensively, per point, both because the Sorcerer is cheaper and because of his superior wargear options.  However, the only Sorcerer really worth putting this on is a Terminator Sorcerer with Combi-Melta and Force Axe or khopesh and relic staff, and bear in mind a Daemon Prince&#039;s melee still can&#039;t be beaten.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Witch-Warrior (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
For 10 points/+1 PL, this allows your sorcerer to re-roll &#039;&#039;one&#039;&#039; of the dice to determine how many MWs he inflicts with Smite or any other Witchfire power he casts. Considering that you&#039;ll be spamming Smite a lot, you&#039;ll probably want that assurance that your spells can actually be of use rather than just tickling the enemy.  This takes Smite from dealing a base 2.08 mortals (accounting for your +1 to cast) to 2.45 (+.375 mortals, or +3/8).  Because it explicitly works for Firestorm, if you use it on Baleful Devolution you should be able to either re-roll a die that determines if a target suffers mortals or a die that determines number of mortals, as you like, but in either case the ability has &#039;&#039;terrible&#039;&#039; scaling with the power, because it only works on one die.  The only other non-cult mortal wounds power you have access to without rolling a &#039;&#039;lot&#039;&#039; of dice is Dark Blessing, where again, the only possible conclusion from the text assuring you that it works on Firestorm is that it must work on your choice of the Toughness test or the total inflicted after passing the Toughness test.  That&#039;s actually interesting, because the Toughness test is half of what cripples Dark Blessing down to unusability. Dark Blessing with this goes from the same 2.08 as Smite vs T3 (where the problem is the cripplingly short range of the spell) or 1.39 vs T4 to 3.26 vs T3 and 2.41 vs T4.  Dark Blessing is still a bad spell even with Witch-Warrior due to the Toughness test and bad range, but at least use-cases for it exist, unlike with the base spell.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Loyal Thrall (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
For 10 points/+1 PL, this allows your sorcerer to sacrifice only one spell to perform an action during the psychic phase. This makes Mutate Landscape and Psychic Interrogation more enticing (the former especially if you&#039;re taking Cult of Duplicity) and can be used if you find yourself glutted on Cabal Points and want to spend them on the action for making Command Points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Ahriman]]&#039;&#039;&#039; Ahriman is one of the best HQ options that the Chaos faction has to offer, never mind the Thousand Sons. He has three psychic powers known, three manifests, three denials, and re-rolls on all Psychic tests. He also has the &#039;&#039;&#039;Lord of the Thousand Sons&#039;&#039;&#039; aura, but rather than giving re-rolls to core cult units, he gives re-rolls to all {{W40Kkeyword|Thousand Sons CORE}} units and a D3 force stave. If he is your Warlord he has to take the Otherworldly Prescience Warlord Trait, but this is actually pretty good given it puts him at 3++ for one turn; still, you should &#039;&#039;never&#039;&#039; take him as your Warlord without a very good reason, as he cuts off access to your cult relics. Despite being good in melee, you are best off keeping him back so that he can pull the strings of your Rubrics with his aura, psychic dominance, and ability to reinforce if required. Give him a Disc of Tzeentch, as the mobility is crucial and you&#039;ll almost never want him hiding in a transport, plus losing the infantry keyword makes it harder for attacks to specifically hurt him (like how Vindicare attacks wound infantry specifically on a 2+).&lt;br /&gt;
** He can also be used like the machine gun he was always meant to be, traveling on a disc with 1-3 hit squads of Tzaangor Enlightened. Give him the sniping Psychic Powers (Gaze of Hate (1.49 mortal wounds base for Ahriman) and Tzeentch&#039;s Firestorm (2.04 base for him)) and Twist of Fate, and laugh as enemy characters flee from your ranged assassin. Use 4 Cabal Points on Malevolent Charge to deal an extra D3 MW with one of those powers, just to make sure the enemy character dies.&lt;br /&gt;
***Bear in mind both of these mortal wound powers can deal 0 mortals even after a successful cast, and even if you could cast both 100% of the time and re-roll, which is relevant for Firestorm, your average mortal wounds dealt would still only be 1.5 for Gaze of Hate and 2.22 for Firestorm, 3.72 total.  &lt;br /&gt;
***Because Ahriman is so good at rolling high thanks to his re-roll (not as good as Magnus, but pretty good), if you want him to be a machine gun, he&#039;s a lot better with spells where rolling high is better: Smite and Baleful Devolution are better with a higher modified test and Firestorm relies on unmodified.  If you give him &#039;&#039;those&#039;&#039; three to cast, he takes Smite from 2.08 to 2.32, Firestorm from 1.67 to 2.04, and Devolution from 1.88 to 2.66, which is genuinely credible.  He&#039;s also good at Twist of Fate, for denying invulns: he succeeds at it 82.63% of the time, up from 58.33% for a non-re-rolling normie.&lt;br /&gt;
**&#039;&#039;&#039;Alternative Opinion&#039;&#039;&#039;: problem with Ahriman being used as a Psychic Machinegun is you always need to get him close and within LOS, and Mortal Wounds don&#039;t Mortal Wound like they used to anymore. Presage, Temporal Surge, Twist of Fate, any high-casting spell [[JUST AS PLANNED|that&#039;s crucial to your]] [[Tzeentch|plans]] is also a good use for Ahriman, especially since you can only attempt it once. You can still have him use Doombolt by casting it with someone else then using Ritual or by Strat-Switching spells, but letting him hang back for the first few turns and buffing Terminators or Daemon Princes lets him survive longer and thus put him to the most use.&lt;br /&gt;
** Unlike Magnus, Ahriman did plenty wrong. He&#039;s one of the most evil fuckers in all of 40k/loving leaders who only wants to right his wrongs and his rules really make you feel like a cackling villain/hero - enjoy!&lt;br /&gt;
** Great news! Ahriman is now available on the new SC! 1K Sons kit. He comes with 10 Rubrics and 10 Tzaangors!&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Rubric Terminators|Scarab Occult Terminators]]:&#039;&#039;&#039; Revenge is a dish best served cold. Terminators are now some of the strongest units a Chaos army can take, and these guys? They hit harder, and they&#039;re even more durable. Only M5&amp;quot;, but Teleport Strike counters this a bit.  Every unit member comes base with an inferno combi-bolter for 20 shots at 24&amp;quot; with S4 AP-2; add in Wrath of the Wronged and you have an infantry shredding salvo which can threaten light vehicles. The Rubrics ship with Prosperine Khopeshes, which are Master-Crafted (i.e. D2) Power Swords, and the Sorcerer has a noticeably worse Force Staff he can&#039;t swap out - he can swap out his inferno combi-bolter for a khopesh of his own, but that&#039;s deeply stupid, since anything you&#039;re going to charge you can shoot first.  The unit can have 1 rubric swap his combi-bolter out for a heavy warpflamer (which is just an AP-2 heavy flamer) or a soulreaper cannon - at 24&amp;quot; Heavy 5 S6 AP-3 D1 this is mandatory, since you won&#039;t take a movement penalty when shooting it, and can have 1 rubric (which can be the same one) take a hellfyre missile rack, also practically mandatory at 36&amp;quot; Heavy 2 S8 AP-2 D1d3.  You can have a second of each heavy weapon if you take a full 10-man squad, but don&#039;t forget, that&#039;s in direct competition with two 5-man squads for a second Sorcerer instead.  The Sorcerer has the standard cast 1, deny 1, and knows Smite, his Cult power, and 1 from Change/Vengeance.&lt;br /&gt;
**Looking back now from the derptastic release of [[Warhammer 40,000/Tactics/Chaos Space Marines (9E)|CSM]]&#039;s vanilla terminators, the Scarabs came out the clear winner, having much better weapons (D2 blades!), stats, and abilities. While their melee is nothing compared to Blightlords and whatever the World Eaters will get, they&#039;re still undoubtedly better than the shitty “Accursed Weapons” that vanilla gets. &lt;br /&gt;
**Don&#039;t forget, All is Dust applies to the whole unit, including the Sorcerer.&lt;br /&gt;
**Sorcerous Facade from the Cult of Duplicity is a great power for this unit, as it effectively allows it to redeploy every psychic phase. This lets the unit drop in, mulch some infantry, then warp away next turn to hit another flank. Also, since it doesn&#039;t prevent you using it if you get bogged down in melee, it&#039;s a lot harder for the opponent to tie up the terminators.&lt;br /&gt;
***With bolters and SRC+HMR, this unit is &#039;&#039;more&#039;&#039; efficient dakka from &amp;gt;12&amp;quot; than a Rubric squad (and the melee output is no contest at all), and both units have Objective Secured, so this unit right here should be your default choice for building the basic army from.  The only things a Rubric squad does better are generate Cabal points (with an Icon), shoot warpflame dakka, and sling psychic powers.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ardent Automata (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
If your unit is carrying out any actions, you can also have them shoot as well. For 15 points/+1 PL, this is way too situational to even consider. Even if it were half the price, that just goes to a &amp;quot;maybe&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Protégé (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
The sorcerer knows an additional power. This is pretty neat, and 5 points/+1 PL you might as well take it.  For example, if you use this to let the Sorcerer know both Empyric Guidance and Doombolt, you can swap between the two depending on the range to your target.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rites of Coalescence (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
One of your rubricae regain all their wounds each command phase. With that extra wound 9E blessed us with, your terminators are now pretty short of unkillable with traditional weaponry. Plasma guns can now be laughed off (short of grabbing Hellblasters) and snipers are now something of an inconvenience with a bad roll. Literally, short of melta or firing tanks at these fuckers, you can just fix &#039;em up without a care in the world! And for 10 points/+1 PL? Why the hell not? It also works really well with the Warped Regeneration strat, since it requires all remaining models in the unit to have full wounds before resurrecting a model.&lt;br /&gt;
*You have 4 ways of recovering wounds (Temporal Manipulation, RoC) and models (Warped Regeneration, Time Flux), but this method requires no other input and happens automatically in the command phase. As mentioned above, this pairs well with WR, but in order for the strat to go off, you need to cast a spell at an unmodified psychic test of 9+ AND have no wounded models. If you&#039;re going to rely on regenerating Scarabs, take this and Cult of Time, since Time Flux brings back a model no questions asked, and pray to Tzeentch for a high roll to proc WR. This will make your Scarabs a massive target, so it will be most efficient to take one large squad of Scarabs. You can put HMRs and SRCs on the same model, so a full unit of 10 has 7 Terminators (21 wounds) that the opponent must chew through before they can put a real dent in your firepower. Realistically, you&#039;re only going to be reliably recovering a wounded model back to full wounds plus a whole model each turn, so pick your deployments and targets well (say an objective on your opponents flanks, lightly guarded by infantry or shooty vehicles lacking obsec)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chaos Contemptor Dreadnought&amp;lt;sup&amp;gt;Forge World,Martial Legacy,{{W40Kkeyword|core}}&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - M8 A4 WS3+ S7 BS3+ T7 W9 Sv3+/5++, the Contemptor remains as good as it ever was. It has the same loadout as the loyalist one, but sports the Hellforged word before every weapon except the volkite and graviton ones. It has a 5++ innately, though the legion trait gives everything 5++ anyways; also has the same -1D to incoming hits and the same explodes rule as your Helbrute, but lacks Frenzy entirely. A solid choice that is a natural step up from your standard Helbrutes.&lt;br /&gt;
**Arm options (take any 2): &lt;br /&gt;
***Melee options come with a gun, and there is &#039;&#039;no&#039;&#039; excuse for taking 2 of them.  Both melee options are Sx2(14).&lt;br /&gt;
****Dreadnought Combat Weapon: AP-3 D3, free.  You have no excuse for taking this - take the other melee arm or a gun.&lt;br /&gt;
****Dreadnought Chainfist: AP-4 D2d3, jumps to D6 against {{W40Kkeyword|vehicle}}s.  At only 5 points, this is mandatory, because either you want to be in melee (so this is the superior choice) or you don&#039;t (so a gun is the superior choice).&lt;br /&gt;
****Combi-Bolter: Free.  If you genuinely just want a melee arm, take this to keep the arm cheaper - the other melee attachment guns all cost more and none can compete with a proper gun arm.&lt;br /&gt;
****Graviton Blaster: 18&amp;quot; Assault 2 S5 AP-3 D1, goes up to D2 against Sv3+ or better.  The best choice if you&#039;re not willing to overcharge plasma and you want maximum ranged output on your melee arm.&lt;br /&gt;
****Heavy Flamer: 12&amp;quot; Heavy 1d6 S5 AP-1 D1.  The worst gun your arm can take, most of the time.&lt;br /&gt;
****Plasma Blaster: 18&amp;quot; Assault 2 S7 AP-3 D1, can be overcharged for S8 D2 but unmodified rolls of 1 cause a mortal wound on the dread.  If you&#039;re willing to risk the mortal wounds, better than a graviton blaster because they&#039;re the same cost, but that&#039;s a big risk.  The whole dread is only W9, and in melee you&#039;re going to get beat up. Bear in mind this model &#039;&#039;is&#039;&#039; {{W40Kkeyword|core}}, so an Exalted Sorcerer&#039;s re-roll 1s to hit aura works on it just fine.&lt;br /&gt;
***Good Guns: Twin Volkite (45&amp;quot; Heavy 8 S6 AP0 D2, with every unmodified wound roll of 6 inflicting an extra mortal wound), Multi-melta (24&amp;quot; Heavy 2 S8 AP-4 D1d6, D1d6+2 at half range).&lt;br /&gt;
***Bad Guns: Kheres Assault Cannon (24&amp;quot; heavy 6 S7 AP-1 D1), Twin Autocannon (48&amp;quot; Heavy 4 S7 AP-1 D2), Heavy Plasma Cannon (36&amp;quot; heavy d3 S7 AP-3 D2, Blast, which can be overcharged for S8 D3 but you risk taking a single mortal wound for every time you roll a 1 to hit with it), Conversion Beam Cannon (3 firing modes that can be fired from different ranges, doing Heavy D3 (Blast), from 0&amp;quot;-24&amp;quot; S6 AP-1 D2 OR 24&amp;quot;-48&amp;quot; S7 AP-2 D3 OR 48&amp;quot;-72&amp;quot; S8 AP-3 D3), Twin Lascannon (48&amp;quot; Heavy 2 S9 AP-3 D1d6, but simply costs too much compared to the multi-melta), Twin Heavy Bolter (36&amp;quot; Heavy 6 S5 AP-1 D2, where again the only problem is the cost).&lt;br /&gt;
**Hat: Cyclone missile launcher! Fires two krak missiles or two frag missiles. &lt;br /&gt;
*&#039;&#039;&#039;Decimator&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - 9th edition has shown our favourite pseudo-dreadnought some real love. Movement is 9/7/5&amp;quot; with WS3/4/5+ BS 3/4/5+, S7 T7 W12 A5 Sv3+/5++, and you regenerate a wound at the start of each of your turns. Stock Claw is Sx2 (14) AP-3 D3 with a Hellflamer doing 12&amp;quot; Heavy 1d6 S5 AP-1 D2 Auto-Hits; if you take 0 or 1 you&#039;re A5, and if you take two you&#039;re A6. The Decimator Storm Laser is as you would expect from last edition, 24&amp;quot; Assault 6 S6 AP-2 D1. The once horrible Soulburner Petard now has some real use with 24&amp;quot; Assault 2D3 S1 AP0 D1, causing auto MORTAL wounds on wound rolls of 2+, while to-hit rolls of 1 cause mortal wounds to the Decimator. The Butcher Cannon is still reliable with 36&amp;quot; Heavy 4 S7 AP-2 D2. C-beam Cannon has also gotten some new life, gaining three firing modes that can be fired from different ranges, doing Heavy D3, from 0&amp;quot;-24&amp;quot; S6 AP-1 D2 OR 24&amp;quot;-48&amp;quot; S7 AP-2 D3 OR 48&amp;quot;-72&amp;quot; S8 AP-3 D3 while also having the Blast rule on all profiles.&lt;br /&gt;
**The reality is that this will do similar work to a Helbrute or Forgefiend for more points, making this a waste of points.  Bear in mind that if you do take one, some of the guns are simply bad - the only interesting weapon arms are the soulburner petard and the hellflamer + claw.  The conversion beamer and storm laser are just bad and never worth taking, and the butcher cannon turns the Decimator into a Forgefiend but worse.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Deredeo Dreadnought&amp;lt;sup&amp;gt;Forge World,Martial Legacy&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - Chaos finally got the Dorito Dreadnought! A lot of people have wanted this for a while and rightfully so, it kicks ass. It has the common -1 damage and an innate 5++ (which is redundant for you)&lt;br /&gt;
**Arm weapons: Sorted from worst to best.&lt;br /&gt;
**#Arachnus Lascannons: 2 lascannon shots at D3+3, reliably worse than the Autocannons.&lt;br /&gt;
**#Anvillus Autocannons: 36&amp;quot; Heavy 8 S7 AP-2 D2, reliably worse than the Volkite.&lt;br /&gt;
**#Volkite Falconets: 36&amp;quot; Heavy 6 S8 AP-2 D2, unmodified wound rolls of 6 deal an additional 2 mortal wounds.  The best gun you can take unless you overcharge your plasma.&lt;br /&gt;
**#Hellfire Plasma: 36&amp;quot; Heavy 6 S7 AP-3 D2, can overcharge for S8 and D3 and unmodified hit rolls of 1 deal this model a mortal wound.  When not overcharged, always worse than the Volkite, but if you overcharge, it will outperform it against many targets.  You don&#039;t have an easy way to give it re-rolling 1s, though.&lt;br /&gt;
**Hull weapons: Twin heavy bolters or heavy flamers, so you&#039;ll pick the bolters every time, like a smart person.&lt;br /&gt;
**Top weapons: You get to choose to add a top weapon (which you should, this thing costs too much to be half-assed), which can be an Aiolos Missile Launcher (48&amp;quot; Heavy 3d3 S6 AP-1 D1 Blast) or Boreas Air Defence Missiles (48&amp;quot; Heavy 1 S9 AP-3 D1d6, but it&#039;s +2 to hit and deals D3+1d3 vs {{W40Kkeyword|Aircraft}}).  Against non-Aircraft, this is a toss-up - the Aiolos is better against lighter targets and the Boreas is better against heavier ones.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute&amp;lt;sup&amp;gt;{{W40Kkeyword|core}}&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; - A good [[DISTRACTION CARNIFEX]], rocking M6 A5 WS3+ S6 BS3+ T7 W8 Sv3+ (5++ with Brotherhood of Sorcerers, of course). A Helbrute requires a decent amount of applied firepower to be put down, thanks to their rule that subtracts 1 from the D characteristic of any profile shooting them (to a minimum of 1).  While below full health, they re-roll 1s to wound, too, and when they die, on a 6 all units within 3&amp;quot; suffer 1 mortal wound.  Most importantly, they&#039;re {{W40Kkeyword|core}}, so the Exalted Sorcerer aura works on them for re-rolling 1s to hit.  Has two arms - the default options are missile launcher and a twin heavy bolter (that&#039;s right, the default is a gun that costs points, not a free one), and their options need to be discussed separately.  Critically, this is your only {{W40Kkeyword|core}} unit (out of 4 total) that both is able to take anti-tank weapons and doesn&#039;t cost a CP to field.&lt;br /&gt;
**THB arm: The Reaper Autocannon is &#039;&#039;terrible&#039;&#039;.  Barring some radical points changes, there&#039;s no reason to ever take it - the Helbrute Plasma Cannon is better for 0 points.  A 5-point multi-melta is &#039;&#039;excellent&#039;&#039; although there are valid excuses for a 10-point THB.  Avoid the Reaper Autocannon so long as anything else is free and avoid the TLC if it continues to be radically more expensive than the multi-melta.&lt;br /&gt;
***You don&#039;t want a melee arm for the ranged option - the built-in guns are deeply inferior to your real gun options - and since you also don&#039;t want 2 melee arms &#039;&#039;and&#039;&#039; this arm&#039;s guns are better than the other arms, this arm should always be a gun.&lt;br /&gt;
**Missile Launcher Arm:  For a Dakkabrute, keep the missile arm - the melee arms all rock worse guns than a missile launcher.  If you want melee support, see below.&lt;br /&gt;
***The hammer is worse than useless - same cost as a fist, but the accuracy debuff means that the only way for the hammer to do better is for the target to be both W5+ &#039;&#039;and&#039;&#039; for the AP difference to matter (so Sv2+7++, 2+/6++, or 3+/7++).  That&#039;s just too rare to worry about - stick with the fist.&lt;br /&gt;
***Whether you take a scourge (A8 S7 AP-2 D2) or a fist (A5 S12 AP-3 D3) depends on what you plan on fighting, but the answer should be a fist - the rest of your army can shred lighter targets, so you need to worry about fighting heavies.&lt;br /&gt;
***If you take a fist, never take an inferno combi-bolter, but do strongly consider mounting a heavy flamer in it.  &lt;br /&gt;
*&#039;&#039;&#039;Chaos Leviathan Dreadnought&amp;lt;sup&amp;gt;Forge World,Martial Legacy&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - Whatever was sacrificed in the name of Chaos to make these available... it was worth it. This super dreadnought is a monster and priced very well for what it does. Has M8/6/4 A4 WS3/4/5+ S7 BS3/4/5+ T7 W14 Sv2+/5++ with the standard -1D and explodes.  Has to take 2 arm weapons and 2 nipple weapons, and can take an optional hat weapon loadout.&lt;br /&gt;
**Nipples: 2 heavy flamers which you&#039;ll never take or the substantially superior set of 2 twin volkite culverin which sum up to 30&amp;quot; Heavy 8 S5 AP0 D2, unmodified wound rolls of 6 deal +1 mortal wound.&lt;br /&gt;
**Gun Arms:&lt;br /&gt;
***The Storm Cannons are your worst choice; each is 36&amp;quot; Heavy 8 S7 AP-1 D2.&lt;br /&gt;
***The Grav-Flux Bombards are each 24&amp;quot; Heavy 2d3 (Blast) S8 AP-3 D2, D3 against targets with a 3+ Sv or better, and your best choice against TEQ or lighter, with very decent scaling against heavier targets.&lt;br /&gt;
***The Cyclonic Melta Lance is absurdly good: 18&amp;quot; Heavy 1d6 (Blast) S9 AP-4 D1d6, D1d6+2 at half range.  The single most compelling reason to take a Leviathan - you should either take 2 of this arm or 1 and a Siege Drill if you&#039;re going to pay the astronomical cost for one of these dreads.&lt;br /&gt;
**Melee arms are both WS3+ Sx2(14), and both come with a built-in meltagun; &#039;&#039;never&#039;&#039; take 2 of them, even though it&#039;s legal:&lt;br /&gt;
***Siege Claw: A5 AP-3 D3 is worse than the drill against heavier targets but better against anything without many wounds, like GEQ, MEQ, and TEQ.  Stick with the Drill - anything the Claw is better against the rest of your army can deal with.&lt;br /&gt;
***Siege Drill: A4 AP-4 D2d3, jumps to D6 against {{W40Kkeyword|vehicle}}s.  The patrician choice for tearing things in half in melee.&lt;br /&gt;
**Hat Weapons: Can take 0-3 hunter killer missiles, which are one-use-only 48&amp;quot; Heavy 1 S10 AP-2 D1d6.  They&#039;re 5 points each and you should take 0 or 3, don&#039;t half-ass it: 0 keeps the dread cheaper by ignoring one-shot weapons, while 3 is for alpha striking, because you can unload all three missiles the first time the model shoots.&lt;br /&gt;
*&#039;&#039;&#039;[[Tzaangor Shaman]]&#039;&#039;&#039; - Comes in at 70 pts including force stave, BS3+/WS3+/S4/A3/T4/W4/Ld8/Sv6+ (5++ with Brotherhood of Sorcerers). They hover about on a disk which gives them a useless bonus melee attack. Uses powers from the change discipline, casting 1 and denying 1, and are worth 1 Cabal Point. They can buff {{W40Kkeyword|Bray}} or {{W40Kkeyword|Enlightened}} units (which in practice is all Tzaangors &#039;&#039;except&#039;&#039; for Shamans) within 6&amp;quot; with a +1 to all their hit rolls. Because this +1-to-hit aura affects all hit rolls made by Tzaangors, this means that your base Tzaangor auto pistols become slightly better, but still can&#039;t compete with the blades in terms of effective damage output. Aside from in melee with ground Tzaangors, this aura also really shines with Tzaangor Enlightened, as it makes them hit with their divining spears on 2+.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Cultists:&#039;&#039;&#039; Your cheap choice. Cultists can be set for melee or range without paying extra points, which is nice. Flamers make them somewhat more reliable, while Heavy Stubbers are a cheap and useful upgrade if you plan to camp objectives with them. They have some problems though, with poor leadership and the ability to die to a stray fart. They&#039;re doing best when the opponent forgets they exist, so try not to mention them. Also, Games Workshop tacitly approved the use of Age of Sigmar&#039;s Tzeentch Arcanites as flavourful Thousand Sons Cultists with some art in the codex (just base them on a 25mm base, or use them as Tzaangors). Use these if you want them to look more like someone who might have come from Sortiarius. Cultists no longer gain Objective Secured for Thousand Sons so their use is dramatically diminished, but they are still the cheapest troop choice you can take if you&#039;re looking to save points. &lt;br /&gt;
**RAW, also gains benefits from AoC, so put them in cover and watch them shrug Heavy Bolters. [[Derp|It makes sense, trust me]]. &lt;br /&gt;
** Can be used to wrap enemy vehicles into position, but Tzaangors have bigger bases (so need fewer models to do it) and are much better at getting stuck in.&lt;br /&gt;
** Frankly outmatched by Tzaangors in almost every way except raw point price. They completely lack an invul save, are worse in melee, and have worse toughness. Unless your thought is to somehow utilize their autoguns and range, just take a Tzaangor unless you can only afford 50 points and not 70 points.&lt;br /&gt;
*&#039;&#039;&#039;[[Rubric Marines]]:&#039;&#039;&#039; Once unusable, these guys have become pretty good. They have their usual loadout of Inferno Boltguns (AP-2 bolters) which they can replace with Warpflamers (AP-2 flamers) for maximum hurt at worse range, and the Aspiring Sorcerer has a Force Staff and an Inferno Bolt Pistol (AP-2 bolt pistol), Plasma Pistol, or Warpflame Pistol (AP-2 hand flamer). One Rubric can take a Soulreaper Cannon (24&amp;quot; Heavy 5 S6 AP-3 D1, no penalty to hit for moving and shooting cos you&#039;re a Rubric), and one (which can be the same one) can take an Icon of Flame for making 1 more Cabal Point. The Aspiring Sorcerer is a fully fledged Psyker (normal Smites!) who knows one spell from the Discipline of Change or Vengeance on top of the Cult spell he knows, giving him a massive list of spells to choose from when you add him to your army (on the the table he only has 1 cast). If you take a few 5 man squads (or even 10 man and some Scarabs), you&#039;re going to find yourself casting a &#039;&#039;lot&#039;&#039; of psychic powers - which is exactly how it should be! &lt;br /&gt;
**As of the 06.22 Points changes, Icons of Flame are free, and Warpflamers are even cheaper at 3 points. The free additional Cabal Point on each of your rubric squads is a god send, because Cabal Points make you less reliant on Command Points. &lt;br /&gt;
**Their &amp;quot;All is Dust&amp;quot; rule gives them (including the Sorcerer) +1 to armour saves if the attack&#039;s characteristic is D1 (does nothing against d3, or Mortals) , giving them a 2+ save against small arms fire; combined with armor of contempt, that it&#039;ll take AP-3 to start denting your armor. Of course, since your opponent can fix this with either AP or D2, staying in cover is still a very good idea.&lt;br /&gt;
**You generally want the soulreaper cannon, which is an auto-include at 5 points for 24&amp;quot; Heavy 5 S6 AP-3 D1, since All is Dust means you&#039;ll take no penalty for moving and shooting.&lt;br /&gt;
** Do remember that you will still need to be stationary (or spend 1CP) to double tap with your bolters when at distances greater than 12&amp;quot;, but if you&#039;re going full warpflamer squad, always advance with the rubrics since they will auto-hit, and you weren&#039;t going to charge into melee anyways.  The only reason not to advance with a &#039;&#039;full&#039;&#039; flamer unit is if you gave the sorcerer a warpflame pistol, as he can&#039;t shoot it after advancing.  If you do grab a warpflame pistol (and you should, as it&#039;s far and away the sorcerer&#039;s most efficient gun on top of being free), consider a soulreaper cannon despite the flamer spam - it&#039;ll outshoot the flamers against pretty much everything in the game.&lt;br /&gt;
** Compared to Scarab Occult Terminators, the Rubrics have worse melee output per point, slightly worse bolter output per point (although both units have garbage output per point just using their (unbuffed) inferno bolters), no ability to deep strike innately, and worse wounds per model (more wounds per point, though) and a worse armor save (same invuln save, though). However, they are able to generate more cabal points in both absolute and relative terms with the icon of flame, can steal objectives from other troops more easily due to being cheaper, and can bring warpflamers in large numbers which the Scarabs can&#039;t (in fact, the only way to have Scarabs out-shoot Rubricae is to make the contest happen outside of 12&amp;quot; - 3 warpflamers, a warpflame pistol/Incandaeum, and an SrC simply outshoots Scarabs against anything in range). Scarabs are better in a fair number of situations, but don&#039;t let that make you think it invalidates Rubricae.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ardent Automata (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
If your unit is carrying out any objective actions, you can also have them fire as well. For 15 points/+1 PL, this is way too situational to even consider. Even if it were half the price, that just goes to a &amp;quot;maybe&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Protégé (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
The sorcerer knows an additional power. This is pretty neat, and 5 points/+1 PL you might as well take it. Keep in mind that he&#039;ll have 3 by default (Smite, Cult, and chosen) and can still only cast 1, so be careful to not dump a bunch of points on him that you can&#039;t make use of.  May be better used on a Scarab Occult Sorcerer.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rites of Coalescence (Upgrade)&amp;quot;&amp;gt;&lt;br /&gt;
One of your rubricae regains all his wounds each command phase for 10 points/+1 PL. &#039;&#039;Significantly&#039;&#039; better on a Scarab Occult Sorcerer.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Beastmen (40k)#Tzaangors.2C Beastmen of Tzeentch| Tzaangors]]&#039;&#039;&#039; - 70 points for a unit of 10 close combat chaff that are just as tough as Space Marines, have a 5++ invulnerable save, 2A (3 on the Twistbray) with either AP-1 on the melee attacks or an autopistol, a 10 point instrument that adds 1 to their Advance and Charge rolls, and a 5 point banner for re-rolling Morale Tests on their Ld of 7. These guys are alright for Thousand Sons armies that need lots of fodder to protect their big guns in the back. Pistols/Chainswords look cool but are inferior to Tzaangor Blades, as AP-1 makes them dangerous to almost everything in the game (apart from Daemons).&lt;br /&gt;
**These guys are 1/3 the cost of Rubrics, but you get no armour save, half the wounds, and no morale immunity, and non-existent ranged output.  On the other hand, they have better melee output.  If literally all you need is something to sit on a backfield objective and obstinately exist, these guys can handle it ok.&lt;br /&gt;
**May or may not be getting better with the upcoming Army of Renown built explicitly around Tzaangor hordes.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Rhino&#039;&#039;&#039; - With Webway Strike and the numerous ways to slingshot units, sadly these aren&#039;t very useful for Thousand Sons. At 80 points they&#039;re expensive in an army that is already struggling to fit things in. Their main use is to get assault troops safely forward. Meanwhile, you want your tanky Rubrics on the field so that their Sorcerers can cast their psychic powers, though they &#039;&#039;do&#039;&#039; gain 5++ from the legion trait.&lt;br /&gt;
** If you &#039;&#039;do&#039;&#039; take one, then add on a Havoc Launcher and Inferno Combi-Bolter. This at least puts out a decent amount of small arms fire, to make the price of the METAL BOX feel a bit better.&lt;br /&gt;
** For some players, 80 points apiece is a decent price to protect your expensive rubric squads from a harsh Alpha Strike, as any opponent worth their salt (or dust) will know they are going to have to throw a hefty amount of firepower at them. Due to this, think of the Rhino as a disposable bunker; if it dies, so be it, and if it doesn&#039;t it still served its purpose, considering it moves twice as fast as the rubrics.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Terrax-pattern Termite&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; It&#039;s a neither a drop pod nor a rhino, but something of both. Like a drop pod, the Termite can Deep Strike (but it has no special rules for doing it turn 1, nor any for ignoring point limits). Once deployed, however, the termite acts like a slow rhino. At 8/5/3 inches, this thing isn&#039;t going anywhere quickly. So why bother? Well, the termite has some neat little things going for it. First is the transport capacity. At 12 {{W40Kkeyword|&amp;lt;Legion&amp;gt;}} models (no Terminators), this little drill is quite the metal box. And then there is the subject of the &#039;&#039;incredible&#039;&#039; guns, which should never be a pair of combi-bolters but should be either a pair of heavy flamers for free or a pair of 20&amp;quot; twin volkite chargers for 10 points (the chargers will &#039;&#039;wreck&#039;&#039; an enemy heavy, but this is a slow transport, not a main battle tank - driving costs up isn&#039;t always a good idea). It comes with a mandatory &#039;&#039;5&#039;&#039;-shot heavy meltagun and a Termite Drill, which is an A3/1d3/1 WS4+ Sx2 (14) AP-4 D1d3+3 (D1d3+6 vs {{W40Kkeyword|Vehicle}}s) melee weapon.  The 5-shot meltagun combined with the volkite will wreck absolute face when you deep strike, but after that you are likely to have trouble keeping the thing in range to shoot.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn:&#039;&#039;&#039; The Flesh Change sufferers you know and love. Movement 7&amp;quot;, 2d3 attacks at -2 AP. Has a chance to be -4 AP, or re-roll failed wounds, or get +d3 attacks. S5 T5, 5+ save, leadership 9 due to being a mindless pile of flesh and 4 wounds. 5+ save means they&#039;re pretty squishy, but they can hit fairly hard. Pretty much the same as before, but there is a Stratagem that can give you one without having to pay for reinforcement points and another one that lets you re-roll their attack number while also picking their bonus effect. For 23pts a model, you might want to throw in a few gribblies in your list if you need a speed bump or meat shield for the Daemon Princes.&lt;br /&gt;
*&#039;&#039;&#039;Dreadclaw Drop Pod&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; - This flyer/drop pod/thing is a ball of spiked sex! It can transport 10 {{W40Kkeyword|Infantry}} ({{W40Kkeyword|Terminator}}s count as 2) or a single {{W40Kkeyword|Helbrute}} or {{W40Kkeyword|Chaos Contemptor Dreadnought}} and comes in via Drop Pod Assault (it can always come in turn 1, even if another rule says it can&#039;t, and it likewise ignores unit limits for both itself and what&#039;s inside it in terms of what can and can&#039;t be put into Reserves - see below for more). M12&amp;quot; S6 T6 W9 Sv3+ with Blade struts for melee (WS4+ A4 Sx2 AP-4 D3) and Thermal Jets, which hit one unit you move over for mortal wounds (1.92 to a non-{{W40Kkeyword|Character}}, 1 to a {{W40Kkeyword|Character}} on average). The Dreadclaw hits you in the groin with a cost of 115 points on top of needing a Fast Attack slot rather than a Dedicated Transport slot, which could be a benefit if you&#039;re trying to fill out a detachment.&lt;br /&gt;
**The standing rule in matched play is that your reserves must total no more than half your units &#039;&#039;and strictly less than half your points&#039;&#039;.  The Pod simply does nothing to impact the latter rule, which means its ability is primarily useful when you put numerous cheap units in reserves, so you hit your unit cap before you hit your point cap.  This is hard for you to do, as you don&#039;t have a plethora of cheap units that can deep strike, but just be aware that that&#039;s how it works.&lt;br /&gt;
*&#039;&#039;&#039;[[Tzaangor Enlightened]]:&#039;&#039;&#039; Birds on discs.  They have 3 different weapon options: Autopistol and Chainsword, Fatecaster Greatbow, or a Divining Spear. In addition, when using the bows (30&amp;quot; Assault 1 S5 AP-1 D1), they auto hit on every roll of 2+, including Overwatch (meaning you can advance and shoot them and still hit on 2+), and can ignore Look Out, Sir, making them slightly like snipers. By comparison, their spears are D2 and swing twice (3 times for the leader), meaning they hit harder in practice but are harder to deliver. Easy to pass over at first glance, but they have a saving grace: speed. With a move of 12&amp;quot;, they can add some much needed mobility to your list in a way that doesn&#039;t rely on psychic powers or command points. They are also dirt cheap in terms of points/power-level.&lt;br /&gt;
**All of their attacks except for the single S4 AP0 D1 attack from their mount auto-wound on a natural 6 to hit, even if you use the autopistol and chainsword.  For the bow, that means 1 in 5 of your hits don&#039;t need to roll to wound - for the other weapons, it&#039;s 1 in 4 of your hits unless a Shaman buffs them.&lt;br /&gt;
**Since all of their wargear choices have the same cost, these birbs are relatively ideal snipers and should usually carry their greatbows (which also means they have no need for a Shaman): 43-48&amp;quot; (since you&#039;ll always Advance with them) of ignoring Look Out, Sir threat on a weapon that hits on 2+ and doesn&#039;t need to roll to wound on a 6+ means that e.g. if you&#039;re trying to murder a MEQ HQ (T4/3+) each birb deals 11/36 of a wound, so 17 of them is enough to usually kill one in one go - and you can bring an 18th as insurance.  &lt;br /&gt;
**Since this makes the Shaman utterly useless, the only support you need to consider giving them is an Exalted Sorcerer (or Ahriman) on Disc to slap them with Temporal Surge, but they don&#039;t really need more mobility.  The only Cult power that&#039;s particularly good on them is Scheming&#039;s for shooting (and charging, if you want) after Falling Back, in case they get tarpitted, but they&#039;re so cheap it might not be worth it.  If Thousand Sons ever get a way to give these guys full re-rolls to hit, that&#039;s when they&#039;ll begin looking for support, because if ever a unit wanted the ability to re-roll successful hits to try for a 6, it&#039;s these guys.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heldrake&#039;&#039;&#039;: Charizard is back, better than ever. Much improved since 8e, as it is now &#039;&#039;&#039;AIRCRAFT&#039;&#039;&#039; again. That means it has -1 to hit (Hard to Hit), Airborne (can&#039;t be charged unless they can fly), and the extended flight range of other Aircraft. Unlike other flyers, it can switch to Hover Jet mode like the IG&#039;s Valkyrie, bringing it back down to 20&amp;quot; of movement, but allowing you to charge ground targets again. It keeps Infernal Regeneration to recover a wound each turn, and Hunter in the Skies for a +1 to hit against FLY targets. This is good, because while Heldrake claws are now a flat 2, they jump to &#039;&#039;&#039;4!!&#039;&#039;&#039; against flyers so you can fuck up Necron Scythes or Stormravens that dare to try and challenge aerial superiority over you.&lt;br /&gt;
**It now also has a 3+ WS/BS (Degrading), so you&#039;re only going to worry about hitting on 5s when you&#039;re down on your last 3 wounds, but since your 5 attacks no longer degrade, you&#039;re not really going to worry about it too much, either. The Baleflamer is still an autotake, as it&#039;s now &#039;&#039;&#039;Assault 2d3&#039;&#039;&#039; STR 6 AP-2 D2, you can fly to your opponent&#039;s backline and fry those MEQs without a care in the world. The Hades autocannon is now AP-2, but why even bother. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Fire Raptor Gunship (Martial Legacy)&#039;&#039;&#039; - A very powerful flyer that looks immense and fits right into the lore of the Thousand Sons. It particularly benefits from the psychic buffs on a Thousand Sons army, too. Keep Presage, Glamour of Tzeentch (though do remember you are capped at a total to-hit mod of -1) and Weaver of Fates cast upon it to maximise survivability and firepower.&lt;br /&gt;
**&#039;&#039;&#039;Main:&#039;&#039;&#039; It comes stock with a nose-mounted marine-decimating Twin Avenger Bolt Cannon (10 shots of S6 AP-2 Damage 2).&lt;br /&gt;
**&#039;&#039;&#039;Side:&#039;&#039;&#039; As for the side weapons, you have a choice of two quad heavy bolters or two twin autocannons.&lt;br /&gt;
**&#039;&#039;&#039;Wings:&#039;&#039;&#039; For the wings you have a choice of two twin lascannons or two twin hellstrike launchers (72&amp;quot; Heavy 2 S8 AP-3 Damage 3, +1 to hit and Damage D3+3 vs Aircraft).&lt;br /&gt;
*** If you take this monstrosity then expect all of the DAKKA to target it on turn one. You might want to take Magnus as well so that one of them gets to survive, but be careful as this might cause an unsuspecting opponent to have a stress seizure and turn into a Chaos Spawn (though only if he/she have the appropriate reinforcement points).&lt;br /&gt;
*&#039;&#039;&#039;Chaos Storm Eagle Gunship (Martial Legacy)&#039;&#039;&#039; - Less useful for Thousand Sons as the transport aspect isn&#039;t too helpful. Umbralefic Crystal, Deep Strike Stratagem and the lack of melee capacity of Rubrics takes away the urgency for flying transport.&lt;br /&gt;
**&#039;&#039;&#039;Main:&#039;&#039;&#039; You have the choice of a storm eagle multi-melta (read: twin multi-melta), twin heavy bolters or a hellforged typhoon missile launcher (two krak missiles or frag missiles)&lt;br /&gt;
**&#039;&#039;&#039;Top:&#039;&#039;&#039; Vengeance Launcher (48&amp;quot; Heavy 2d6 S6 AP-1 D1 blast)&lt;br /&gt;
**&#039;&#039;&#039;Wings:&#039;&#039;&#039; Two twin hellstrike launchers or two twin lascannons, same as the fire raptor.&lt;br /&gt;
*&#039;&#039;&#039;Hell Blade&#039;&#039;&#039; - Courtesy of the Dark Mechanicus&#039;s warped minds comes a fast solid flyer. Only 135 points with two twin autocannons, with a 3+/5++ (like most things in your arsenal) and Hard to Hit. Can swap its two autocannons for two Lascannons. With a 20&amp;quot;-60&amp;quot; movement that doesn&#039;t degrade as you take damage.&lt;br /&gt;
** Nothing really to say about it, it&#039;s like a flying predator without sponson guns.&lt;br /&gt;
*&#039;&#039;&#039;Hell Talon&#039;&#039;&#039; -  Expensive at 210 points, but considerably tougher than its baby brother the Hell Blade with 14 wounds and T7 as well as its 3+/5++. In addition to the autocannon (which can be replaced with a havoc launcher) and twin Lascannon, you get two sets of Infernal Bombs, which are used after you fly this thing over and pick a point on the table, all units within 6&amp;quot; of that unit take D3 MW on a 4-5, and D6 MWs on a roll of a 6, subtract -1 from characters that aren&#039;t vehicles or monsters.&lt;br /&gt;
*&#039;&#039;&#039;Xiphon Interceptor (Martial Legacy)&#039;&#039;&#039; - A flyer that the Thousand Sons loved to pieces during the Heresy-Era, to the point that they replaced all of their other Interceptor-Fighters with it. A solid anti-air option. Comes with two twin lascannons and a Xiphon missile battery (60&amp;quot; Heavy 3 S7 AP-2 Damage 3 +1 to hit vs aircrafts). A costly option at 235.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Land Raider&#039;&#039;&#039; - Make sure to make use of its transport capability, or you&#039;d get more out of a pair of las-Predators or one of the numerous other lascannon platforms. The 5++ from being {{W40Kkeyword|ARCANA ASTARTES}} doesn&#039;t really do anything to address the problems the land raider has always had, which is a shame.&lt;br /&gt;
**NOTE: Land raiders are fairly useful for the Thousand Sons as their large footprint allows them to cover a lot of space when used in conjunction with the warpflame gargoyles stratagem.&lt;br /&gt;
**&#039;&#039;&#039;Achilles (Forge World):&#039;&#039;&#039; Your land raider on steroids with 2 twin multi-meltas or two twin volkite culverins (45&amp;quot; Heavy 8 S8 AP0 D2 with every wound roll of 6 dishing out an extra 1MW) and a Quad Launcher (shatter shell for 24&amp;quot; Heavy 4 S8 AP-3 Damage 3 or thunderfire shells for 60&amp;quot; Heavy 4D3 frags that have Blast and ignore LoS). It has a 5++ by default but everything in your army has that so whatever. It can also take a Hunter-Killer missile. The only downsides are its increased cost and very limited transport capacity (6 infantry models).&lt;br /&gt;
**&#039;&#039;&#039;Proteus (Forge World, Martial Legacy):&#039;&#039;&#039;For a few less points and 1CP you get a LR with a few more options. By default it&#039;s like a standard LR but without the hull twin heavy bolters, but can take a single hull mounted heavy bolter, twin heavy bolters, a multi-melta or twin heavy flamers. It can also take Heavy Armour for a 5++ (never take that when you have it by default) or an Explorator augury web that denies deep striking within 12&amp;quot; of it but reduces the transport capacity to 6 models. It can also take a hunter-killer missile.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Predator&#039;&#039;&#039; - It does Predator things. You&#039;re better off taking a Forgefiend with heavy hades autocannons; it&#039;s more efficient both offensively and defensively. If you&#039;re going with tanks there are two major roles that a Predator can fill: anti-tank or anti-infantry (or to a lesser degree, both).&lt;br /&gt;
**&#039;&#039;&#039;Annihilator:&#039;&#039;&#039; Starting at 155 points, you can grab a las-pred armed with 4 lascannons. You can give it an inferno combi gun of your choice and/or a havoc launcher if you have the spare points, but it is totally fine as-is without them, too - the havoc launcher makes it more efficient against all possible targets, but not radically so against the targets you want to bring the lascannons to bear against.&lt;br /&gt;
***Worse than a Forgefiend at killing literally any target in the game, for the points.  Do not take.&lt;br /&gt;
**&#039;&#039;&#039;Destructor:&#039;&#039;&#039; Costs 160 points; you can have the Dakka-pred armed with the &amp;quot;predator autocannon&amp;quot; (48&amp;quot; Heavy 2d3 S7 AP-1 D3) and Heavy Bolters sponsons, and you probably want a Havoc Launcher.&lt;br /&gt;
***Worse than a Forgefiend at killing literally any target in the game, for the points.  Do not take.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Vindicator&#039;&#039;&#039; - For 130pts you get T8 and 24&amp;quot; Heavy 1d6 S10 AP-3 D1d6, which is &#039;&#039;incredible&#039;&#039; - the only problem is the 24&amp;quot; range (other than that, this is a quadruple-lascannon Predator but better, for the points) - it&#039;s better than a Forgefiend against heavy targets and worse against light ones. Take it if you want something to spearhead a vehicular assault; the close-range firepower will serve you well, and with a siege shield for Sv2+ against attacks, the tank will survive much longer than it should. &lt;br /&gt;
**&#039;&#039;&#039;Laser Destroyer (Forge World)&#039;&#039;&#039; - The datasheet is in the Imperial Armour Compendium FAQ.  This glorious dakka-thrower can&#039;t take any wargear options other than a shitty hellforged hunter-killer missile you don&#039;t need, but the base gun is an &#039;&#039;absolute steal&#039;&#039; by TSons standards.  It has two firing modes, but you&#039;re not here for the weaker mode.  The stronger mode out-dakkas a normal Vindicator against heavy targets, which was why you were considering these tanks to begin with.  If you can field one of these, you should choose it over the base Vindicator, despite the lack of access to a siege shield.&lt;br /&gt;
***36&amp;quot; Heavy 3 S9 AP-3 D3+1d3&lt;br /&gt;
***36&amp;quot; Heavy 3 S10 AP-4 D6; if the shooter didn&#039;t remain stationary, each unmodified 1 to hit results in a mortal wound for the shooter after all shots resolve.&lt;br /&gt;
*&#039;&#039;&#039;Daemon Engines&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Defiler:&#039;&#039;&#039; Here&#039;s the deal, the Defiler is exactly what you expect him to be, he&#039;s a big, stompy, killy daemon engine that will inevitably draw in a lot of enemy fire because of how dangerous he is. 14 wounds, T7, 5++ invuln, &#039;&#039;&#039;Strength 16&#039;&#039;&#039; melee attacks. Long and short-range firepower with the Battle cannon, Reaper autocannon/Twin heavy bolter and Twin heavy flamer. Smoke launchers for defence and regenerates 1 wound at the beginning of each of your turns. Effective at range and close up but with options to suit your need. Replace the Twin heavy flamer and Reaper autocannon with a Twin Lascannon and havoc launcher and ruin some vehicle&#039;s day or bring a Defiler scourge and trounce any units that try to jump you.&lt;br /&gt;
***The plethora of psychic powers that can make the fiends scarier can also be used on the defiler, making the Giant Enemy Crab Engine even &#039;&#039;&#039;MORE&#039;&#039;&#039; deadly and less susceptible taking massive damage in a weak spot.&lt;br /&gt;
**&#039;&#039;&#039;Fiends&#039;&#039;&#039; - They&#039;re durable (12 wounds, 3+/5++ and they regenerate one lost wound at the start of each of your turns) and very effective point-wise. Another fun thing the thousand sons can do is use the fiends (or defilers) to play mad doctor due to the number of spells that can be used on them.&lt;br /&gt;
***&#039;&#039;&#039;Forgefiend&#039;&#039;&#039; - Or Dakkafiend. Comes standard with 2 Heavy Hades autocannons and a [[Nob|reinforced jaw to chomp harder on anything close-by]]. Can replace everything (including the jaw) with Ectoplasma cannons that have better AP, damage and blast rule for fewer shots. Bring a pack of 2 of these things and watch them output a ridiculous amount of firepower on a target. &lt;br /&gt;
****Never replace the heavy hades autocannons with the ectoplasma. The hades autocannons statistically equal or beat the ectoplasma against every combination of toughness/save up to 8/2+.  Plus, they have higher range for an extra 10pts per gun.  Replacing the jaw is fine, however, as it&#039;s your only ranged option.&lt;br /&gt;
***&#039;&#039;&#039;Maulerfiend&#039;&#039;&#039; - Or Choppafiend. They&#039;re fast (10&amp;quot; base movement) and come standard with power fists that deal d3+3 and Magma Cutters. Magma Cutters are considered Assault 2 with 6&amp;quot; of range now (S8, AP-3 D6+2!), so the Fiend can start putting the hurt on a target right before they get into base to base contact and still shoot them in close quarters should they start the turn in combat. Pure win. They can also replace the pair of cutters with Lasher Tendrils for 1 damage each and 6 extra melee attacks, trading punch against heavy targets for more attacks to mulch through infantry a bit quicker. Like the Forgefiends they work better in pairs and tag-teaming a target.&lt;br /&gt;
****This beast is basically a giant, well-disguised can-opener. It can and will crack ANY tank open in melee and eat it for breakfast, and the tendrils threaten infantry as well. On the downside, It gets slower and weaker as it takes damage, so it stops being as scary at low wounds(though regeneration helps ALOT as the turns go by). It&#039;s FAST and WILL eat even dreadnoughts with relative ease, and it has Weapon Skill of 3+ and with the MASSIVE attention it will draw from any opponent who prefers their tanks unmolested. Overall - a respectable choice.&lt;br /&gt;
*&#039;&#039;&#039;Mutalith Vortex Beast&#039;&#039;&#039; - Another import from Age of Sigmar, the MVB seems like a weird addition at first glance, [[Bradley Fighting Vehicle|since it&#039;s just as fast a Maulerfiend, attacks 5 times like a Forgefiend, but has a 4+ armour save and 2 more wounds than either.]]  But it brings a variety of ways to deal mortal wounds for something so ugly. &lt;br /&gt;
**Stats: M 10/8/6, WS 3/4/5, S/T 7, 14 wounds, 5 A and a 4+/5++. It casts 2 powers at top bracket, 1 from 4-6 wounds, and 0 on its last 3 wounds.  It recovers D3 wounds in your command phase, but due to the instability of its Warp vortex, it will explode on a 4+ for D3 damage.  It can attack with its tentacles at S7 AP-1 D1, but make 3 hit rolls for every attack, or attack with its claws, at S8 AP-2 3 Damage. &lt;br /&gt;
** &#039;&#039;&#039;Healing&#039;&#039;&#039;: The MVB is your only Heavy Support option that you can reliably heal. While Thousand Sons have lots of ways to recover infantry wounds, you have no way to repair vehicles outside of their native regeneration (you don&#039;t have a Warpsmith). Temporal Manipulation specifically locks out VEHICLES, but guess what, the Vortex Beast is a MONSTER, so combined with its native D3 regen, you could potentially recover 2D3 wounds a turn, which should be enough to bring it up a bracket.&lt;br /&gt;
** &#039;&#039;&#039;Cabal Points&#039;&#039;&#039;: With a strat, your MVB can provide you with D3 more Cabal Points, which can be very helpful once you start losing sorcerers. &lt;br /&gt;
** &#039;&#039;&#039;Mobility&#039;&#039;&#039;: Sorcerous Facade only works on Infantry or Monsters; that means Rubrics or this guy, again locking out vehicles, and even dudes on Discs. &lt;br /&gt;
** &#039;&#039;&#039;&amp;quot;Shooting&amp;quot;&#039;&#039;&#039;: Unlike last ed, you do not roll to use the Vortex Powers, only have 4, and they are all meant to do damage, removing the +1 S and -1 Ap options you had previously. Each power can only be used once a turn, regardless of how many you MVBs you have, so plan accordingly. That being said, the number of casts degrade and the powers do tend to be situational, so position them well.&lt;br /&gt;
**Powers: &lt;br /&gt;
***&#039;&#039;&#039;Immmaterial Flare:&#039;&#039;&#039; Select one visible enemy unit within 18&amp;quot;, roll 1d6 per model and deal 1 mortal wound for every 6 you roll.&lt;br /&gt;
****Against a 12-member unit, ties with Turbulent Discharge, and past that just deals more.&lt;br /&gt;
***&#039;&#039;&#039;Turbulent Discharge:&#039;&#039;&#039; Pick the closest enemy unit within 18&amp;quot; that&#039;s visible, on 2-4 that unit suffers 1d3 mortal wounds, and on a 5+ it suffers 3 Mortal Wounds.&lt;br /&gt;
****Net MWs inflicted on average: 2.&lt;br /&gt;
***&#039;&#039;&#039;Maelstrom of Madness:&#039;&#039;&#039; Roll 1d6 per enemy unit within 9&amp;quot;, each takes a single mortal wound on a 2+.&lt;br /&gt;
****Net MWs inflicted on average: 5/6 per unit (3 units gets you 2.5, the minimum to beat Turbulent Discharge).&lt;br /&gt;
***&#039;&#039;&#039;Beam of Unreality:&#039;&#039;&#039; Pick a visible enemy unit that has wounds of 10+ that&#039;s within 24&amp;quot;. Roll 1d6, -1 from the result for {{W40Kkeyword|Aircraft}} and +1 for {{W40Kkeyword|Titanic}}. On a 3-4 the unit takes 1d3 Mortal Wounds and on a 5+ it takes 1d6.&lt;br /&gt;
****Net MWs inflicted on average: 1+5/6 base (worse than Turbulent Discharge), 2+5/12 when buffed, 1+1/4 when nerfed.  &lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Rapier Carrier:&#039;&#039;&#039;  This baby is the absolute business - it has several weapons options, but the only ones you need to care about are the quad heavy bolter, which is exactly what it sounds like: you get 4 heavy bolters (and a regular bolter, which doesn&#039;t matter) for the low low cost of 85 points, and the laser destroyer for 35 points more (120 total).  That&#039;s 21.25 points per heavy bolter, which is the most efficient dakka you can field, period. You can also replace the quad heavy bolters with a graviton cannon (36&amp;quot; Heavy D6 S8 AP-3 2D Blast, which increases the damage to 3 vs units with sv3+) for no additional cost, or for an additional 35pts you can take a laser destroyer (36&amp;quot; Heavy 3 S10 AP-4 D3+3) or also for 35pts a Quad Launcher (Shatter shell for 24&amp;quot; Heavy 4 S8 AP-3 Damage 3 OR Thunderfire shells for 60&amp;quot; Heavy 4D3 frags that has Blast and ignore LoS).&lt;br /&gt;
**The Graviton Cannon is worse against all possible targets than the Quad Heavy Bolter, and the Quad Launcher is worse &#039;&#039;per point&#039;&#039; against all possible targets than the Quad Heavy Bolter.  Never take them.&lt;br /&gt;
**The Laser Destroyer is better than the QHB against the targets you&#039;d expect - generally speaking, targets with W5+ and the toughness and/or saves to notice how hard it hits.  The QHB is better against TEQ, MEQ, and GEQ.  Since the targets you&#039;ll have the most trouble killing are the hard ones - all of your troops can massacre hordes with reasonable ease - the laser destroyer might be your best bet.&lt;br /&gt;
**A QHB or LD Rapier Carrier is your most efficient murder machine available.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Sicaran (Martial Legacy):&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Battle Tank:&#039;&#039;&#039; Spend 1 CP for something &#039;&#039;worse&#039;&#039; than a triple-ectoplasma Forgefiend; 165 points for 48&amp;quot; Heavy 6 S7 AP-2 D3 would be bad even if you didn&#039;t have to spend a CP on it.  Hard pass.&lt;br /&gt;
**&#039;&#039;&#039;Punisher:&#039;&#039;&#039; 36&amp;quot; Heavy 18 S6 AP-1 D1 is a horde-killer, and 155 points isn&#039;t &#039;&#039;bad&#039;&#039;, but you just don&#039;t need more anti-chaff dakka in a TSons army, especially for a 1 CP price tag.&lt;br /&gt;
**&#039;&#039;&#039;Venator:&#039;&#039;&#039; The Sicaran Laser Cannon on this thing is 48&amp;quot; Heavy 3 S12 AP-3 D1d6, and if the shooter remained stationary, its D goes up to straight 6 - all for 170 points and 1 CP.  On the move, this can&#039;t possibly compete with a Vindicator Laser Destroyer, which doesn&#039;t even have to pay a CP to exist, and being forced to Remain Stationary all the time is just too steep a cost for something that can&#039;t ignore LOS.  Skip this.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Whirlwind Scorpius (Martial Legacy):&#039;&#039;&#039;Chaos finally gets a Whirlwind! The Scorpius Multi-Launcher is going to do work at 48&amp;quot; Heavy 3d3 S6 AP-2 D2, Blast, Ignores LOS. Can also get a combi-bolter, but you aren&#039;t going to do that since you want it hiding all game and shooting - at 170 points it costs too much for just its output, and instead you want to abuse its incredible &#039;&#039;defensive&#039;&#039; value letting it hide in a corner, immune to being shot back at.&lt;br /&gt;
&lt;br /&gt;
===Lord of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Magnus the Red]]&#039;&#039;&#039; - Magnus is definitely a beast, there is no doubt about that: M18/16/14(Fly) A8/7/6 Ws2+ S8(16) T7 Sv3+/4++ W18.  He also has a degrading +2/+1 to Psychic and Deny the Witch tests (he doesn&#039;t degrade that third one when he&#039;s down to 1/4 wounds), and his Blade of Magnus is WS2+ A6-8 Sx2(16) AP-4 D3 and deals an additional d3 mortal wounds to one of the models that survived his beating.  His Gaze of Magnus now buffs up his smites to 1d6 mortal wounds or [[rape|3d3 mortal wounds]] if you get a result higher than 10, spiking his &#039;&#039;base&#039;&#039; Smite output to 4.63 - but he should always have Brotherhood of Sorcerers up, meaning he can&#039;t fail the Smite due to his +3 modifier, bringing his average mortal wounds with Smite to 5.15, because he also re-rolls all Psychic Tests. He also spreads a re-roll hits of 1 to friendly {{W40Kkeyword|Thousand Sons Core}} units (all 4 of them) within 6&amp;quot; of him, as well as letting one {{W40Kkeyword|Thousand Sons Core}} or {{W40Kkeyword|Character}} re-roll all hit rolls each turn. Expect people to dump a lot of firepower into him very early to try and bring him down, as he is truly a terror if allowed to go unanswered and even worse if he gets a chance to buff himself up first. &lt;br /&gt;
**Don&#039;t feel bad about using his re-roll ability on himself - you won&#039;t have a good target for it on the table unless you brought Contemptors, and even then forcing Magnus to be near your dreads is plain unnecessary.&lt;br /&gt;
**He knows Smite and 3 powers base from the Discipline of Change and/or the Discipline of Vengeance, but if he&#039;s your Warlord (and he nearly has to be - your only current way out is allying in Mortarion to take over) then he knows all 9 from both, bringing his total powers known to 19.  He also has Cast 3 and Deny 3.&lt;br /&gt;
**If he&#039;s your Warlord, he also re-rolls Deny the Witch tests, can benefit from a second Ritual each turn, and reduces all Damage taken by 1, to a minimum of 1.&lt;br /&gt;
**Whether he knows 4 powers or 19, his ability to roll very high on Psychic tests is best on powers that care about the test.  You have 3 of these:&lt;br /&gt;
***As mentioned above, Smite in Magnus&#039; hands deals an average of 5.15 mortal wounds.  A normal caster of yours casts it for 2.08.&lt;br /&gt;
***Baleful Devolution in Magnus&#039; hands deals an average of 3.51 mortal wounds.  A normal caster of yours casts it for 1.88.&lt;br /&gt;
***Tzeentch&#039;s Firestorm in Magnus&#039; hands deals an average of 2.19 mortal wounds.  A normal caster of yours casts it for 1.67.&lt;br /&gt;
****Firestorm ignores casting modifiers for calculating how many mortal wounds to deal, so your +3 only helps you cast it, but your re-roll raises the expected output.  If you bring along someone else with a re-roll, like Ahriman, you can hand this power off without concern.&lt;br /&gt;
***For reference, Magnus&#039; version of Doombolt (which doesn&#039;t reward higher test rolls) deals about 3 mortal wounds (the odds of failing the cast are negligible).&lt;br /&gt;
****As a corollary, while Magnus is a decent target for Swelled by the Warp, the jump from S16 to S18 will almost never help you, and the jump from A8 to A9 usually deals as much damage as a power would - for example, even against a T4- W3+ Sv3+ target (e.g. a Space Marine Apothecary) for optimal output, the additional attack will only be worth an extra 2.083 points of damage - less than just casting a mortal wound power.  If you&#039;re going to throw Swelled by the Warp on Magnus, you usually want to have someone else do it - don&#039;t waste Magnus&#039; excellent casting on it.&lt;br /&gt;
**Don&#039;t let that force your hand, though - Magnus&#039; odds of casting all of your powers are better than normal, so you can use him to cast any power you desperately want up, like Twist of Fate.  Here are Magnus&#039;s odds of casting the powers you have, assuming a full +3 modifier:&lt;br /&gt;
***WC4 (Empyric Guidance):  100%&lt;br /&gt;
***WC5 (Smite, Gaze of Hate, Psychic Stalk, Temporal Manipulation, Pyric Flux): 100%&lt;br /&gt;
****This means you should re-roll Smite rolls of less than 8 on the dice - you can&#039;t fail the cast, and on an 8+ you get the upgraded output.&lt;br /&gt;
***WC6 (Dark Blessing, Swelled by the Warp, Tzeentch&#039;s Firestorm, Glamour of Tzeentch, Doombolt, Cacodaemonic Curse): 99.92%&lt;br /&gt;
****For Firestorm, re-roll dice results of 8 or less - the odds of you dropping from 1.5 mortal wounds to 0 are negligible, and you might re-roll into 3 mortal wounds.  That drops your odds to 98.00%.&lt;br /&gt;
***WC7 (Presage, Temporal Surge, Desecration of Worlds, Weaver of Fates, Perplex): 99.31%&lt;br /&gt;
***WC8 (Twist of Fate, Baleful Devolution): 97.22%&lt;br /&gt;
**Surround him with Scarab Terminators or Rubric Marines and he&#039;s an amazing force multiplier. On the other hand, that&#039;s a waste of his close combat potential and you have plenty of other psykers to put on buffing duty. If you&#039;re using that setup, have him fly in first and then use him as an anchor for the Terminators so he can still contribute to the battle directly, as opposed to sitting on his crimson ass half the game.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Sokar Pattern Stormbird Gunship (Martial Legacy)&#039;&#039;&#039; - Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points and tangible money alike, it can ferry the entire army onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Thunderhawk Assault Gunship&#039;&#039;&#039; - The iconic astartes transport, comes with T8 30 wounds and a 2+ save. This behemoth comes equipped with 2 lascannons, Thunderhawk Heavy Cannon, 4 twin heavy bolters, and cluster bombs. The heavy cannon (48&amp;quot; Heavy 2D6 S8 AP-2 D3+2 damage and blast) can be swapped for a Turbo-laser destructor (96&amp;quot; Heavy 3 S16 AP-5 6 Damage) should you feel like focusing on vehicle killing. Once per battle you can open the hangers and drop the bombs, targeting one unit you&#039;ve moved over, rolling a dice per model (6 instead for every vehicle and monster in said unit) up to a maximum of 18 dice, with each roll of 4+ dealing a single mortal wound. As for transportation, it can pick 30 infantry models for a ride, each terminator model counting as 2 models. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Cerberus (Martial Legacy)&#039;&#039;&#039; - Jesus, this thing is decently costy but decently killy. So this beast sports T8, 20 wounds, a 2+ save. It also hits at S8 with its Crushing Tracks (SUser AP-3 Damage D3). It can take two heavy bolters or lascannons for sponsons and a heavy hull weapon or combi-weapon for the pintle blah blah blah - let&#039;s talk about that FUCKHUEG gun sticking out of the front of it. It slings 4 shots down a 4 foot range with S14 AP-4 and dealing a painful 2d3 (but full 6 damage if you&#039;ve not moved this model). &lt;br /&gt;
*&#039;&#039;&#039;Chaos Fellblade (Martial Legacy)&#039;&#039;&#039; - Incredibly expensive, but still the Baneblade&#039;s exponentially meaner cousin, main cannon fires shells in 2 flavors, AE (your anti-everything shell), 2 shots strength 14 AP -4 and a flat rate of 6 damage per wound whatever you hit with this shell type will die. HE is anti-light/anti-MEQ with 2d6 shots strength 8 ap -3, two damage per shot makes it very effective at annihilating MEQs, 8 lascannons, 1 demolisher cannon and a twin heavy bolter round the arsenal out (not including your choice of combi-weapon or heavy hull weapon of your choice), all-in all, keep this beast at around 48&amp;quot; range to get the most use out of at least half its weapons, good take for non-apocalypse games just don&#039;t expect to be having the room for any other expensive units.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Falchion (Martial Legacy)&#039;&#039;&#039; - Also expensive, but appears to be one of the best units in the game for deleting titanic targets (I imagine daemon primarchs too, before they&#039;re able to buff themselves, should you get first turn). 2d3 strength 14 shots, -5 AP, 6 damage. It&#039;ll wound anything T7 or lower on 2&#039;s, and the few T9 targets out there on 3&#039;s. Have a Sorc buff it with Presage. 2 quad lascannons = 8 lascannon shots, plus a hull twin heavy bolter add to its already impressive firepower.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Mastodon (Martial Legacy)&#039;&#039;&#039; - Have you ever wanted to transport 40 Marines (or a maximum of 2 helbrutes/contemptors, each taking 10 slots) at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more killy with its 24&amp;quot; range siege melta array.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spartan (Martial Legacy)&#039;&#039;&#039; - Your super LR sadly got moved to the LOW slot, however it&#039;s not letting that get it down! T8, W20, Sv2+ and holding 25 Infantry it&#039;s going to deliver a lot of &amp;lt;s&amp;gt;paint&amp;lt;/s&amp;gt; hurt. Between 12-20w it moves 10&amp;quot;, dumping down to 5&amp;quot; at 6-11 and 3&amp;quot; at 1-5... it will likely delivery the payload without fail. Has Quad Lascannons or Two Laser Destroyers (you will want the Lascannons) and Twin heavy bolters. Can crush things in melee and on a 5+.&lt;br /&gt;
** You&#039;re playing Thousand Sons here, this thing&#039;s not really worth your time if you want it for transportation since you can just slingshot infantry across the table with more ways than you can remember. It IS a cool big tank though.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Typhon (Martial Legacy)&#039;&#039;&#039; - Your tank for when you absolutely need 1 unit dead. It comes stock with the infamous Dreadhammer Siege Cannon that dishes out 2d6 S10 AP -4 shots that each do 3 wounds. The randomness of the number of shots makes it ok at best for dealing with squads that are 10 man or more, but that shouldn&#039;t be your priority with this thing. You want to be shooting and those special prize units of 5 or fewer models or rival tanks. This brings us to our next point, wargear. It may also bring Heavy Bolter or Lascannon sponsons. Its no slouch defensively either T8, 20 wounds, and a 2+ save will keep it on the board far longer than your enemy will be comfortable with.&lt;br /&gt;
*&#039;&#039;&#039;Kharybdis Assault Claw&#039;&#039;&#039; - Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Seriously, it&#039;s like Forge World mails you a giant block of resin and you chisel it out and glue some pointy parts on (so that they know it&#039;s supposed to be Chaos). Having almost the same stats as a Dreadclaw (except BS4+, T8, and W20) but with more weapons/troop capacity/model weight and of course SPIKES. 400pts gives you a flyer/drop pod that can carry 20 infantry/1 Contemptor/1 Helbrute into battle by either drop pod assault (which can disembark 9&amp;quot; away from the enemy on the same turn) or like a normal transport after you deep strike it. A fat 20 wounds. In addition to the blade struts and thermal jet array that the Dreadclaw has, you also can use ONE (and only one!) additional Melta array melee attack, S8 AP-4 D6+2. Additionally, to soften whatever you&#039;re​ about to forcefully-blade-sodomise, it&#039;s equipped with 5 Storm Launchers (Heavy 2d6 S4 ap-1 1D Blast OR heavy 2 S8 AP-3 Damage D6).&lt;br /&gt;
**Maybe throw it at your opponent. The weight and extending spikes will bring about guaranteed victory! (And assault charges)&lt;br /&gt;
&lt;br /&gt;
=Counterplay=&lt;br /&gt;
&lt;br /&gt;
===Imperium===&lt;br /&gt;
====Space Marines====&lt;br /&gt;
Probably the most versatile faction in the game, able to be ran for shooting or melee, massed infantry or a handful of tanks, Generally speaking, Space Marines will have all flavors of weapons and psychic bullshit that can screw with you. If your opponent doesn&#039;t bring a Chaplain or a librarian, they&#039;re practically handing you the win. Notable subfaction specific stuff shall be listed below, though it would not hurt to go to their tactics page and get an idea of the chapters, generally speaking. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Templars&#039;&#039;&#039;:Worse than Grey Knights in some ways, with a flat 5+++ against mortal wounds, meaning they&#039;ll be getting plenty out of it against you and are fans of massed infantry that wanna run up and melee you. Grimaldus has a built in +1 deny the witch, and they have a Warlord trait that allows them to do that as well on a separate character. They have relics and squad upgrades that can reduce your +1 to cast or screw with your psychic tests. In short, they live up to their hatred of Psykers. You&#039;re in for a slog, but keeping the Templars at a distance is solid advice, as your shooting tends to be better. Remember that Templars rely on tons of buffs to otherwise weak weapons like Chainswords to snowball into giant death blobs. However, keep in mind that those Chainswords will be less effective against you thanks to All is Dust. &lt;br /&gt;
*&#039;&#039;&#039;Dark Angels&#039;&#039;&#039;: Similar to above, minus that they have ways of outright denying psychic powers once per game. Bear this in mind when making a critical roll. Their Deathwing Knights justly deserve their reputation for being utterly terrifying in melee, but in general you&#039;ll outshoot anything in the Deathwing. Ravenwing and Greenwing will give you the most trouble, as they are able to bring as many invuln saves as you with Ravenwing while being faster. Oh, and Greenwing can be faster, but also bring tons of highly accurate Plasma weapons to negate all is dust on your Rubricae.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels&#039;&#039;&#039;: Utterly insane melee, and standard marine pros and cons. However, Blood Angels rely on several psychic powers to go off in order to use flying librarian suicide Dreadnoughts of doom to rip your line a new asshole early game. The one benefit to being an army of psykers is you can deny with &#039;&#039;everything&#039;&#039;. Death company of any flavor are fat nopes in melee, and are also incredibly resilient to damage of any kind, though mortals will chew through them like a drill through wood. Don&#039;t stay in melee too long either; most Blood Angels players worth their salt will pack Inferno Pistols as canned &amp;quot;fuck you&amp;quot; for anything stupid enough to charge them and not kill them.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves&#039;&#039;&#039;: Those fucking furries are ferocious in melee, with +1 to hit on the charge and exploding 6&#039;s in the assault doctrine. What they lack is shooting, but they make up for this by bringing Bjorn/venerable dreadnoughts with Blizzard shields. Generally speaking, you&#039;ll outshoot them, but the challenge will be keeping them out of melee with you. All is dust will protect you early game from Blood claw chainsword spam, but don&#039;t stick around for their thunderhammers to laugh at your rules. Wulfen are tough, but thankfully we have psychic powers, so they aren&#039;t as much of a death sentence to armies like Sisters or Tau.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights&#039;&#039;&#039;: Technically they have their own codex but they&#039;re still space marines for the most part, and are something akin to your loyalist counterpart. You are simply not having fun. Period. That being said, you do &#039;&#039;slightly&#039;&#039; outcast them, but they have slightly better melee options and powers that work well for getting stuck in, something our Scarabs don&#039;t enjoy. Psycannons will fuck you over because everything is a Psyker.&lt;br /&gt;
&lt;br /&gt;
====Not Marines====&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039;: We used to bully Guardsmen because their lasguns [[Troll|only made our armor stronger]], but now Guardsmen are actually poised to outshoot Space Marines, a just reward given by their Adamantium Balls. Their default Regimental Tactic lets them autowound on 6s to hit, which given their proclivity for [[DAKKA|massed fire]], is going to be a lot; most of those autowounds actually have a chance of punching through now, because all Guardsmen can be ordered with +1 to hit and an additional point of AP; the very special and unique Kasrkin can get up to AP-4, autowounding on 5s to hit, and causing up to 6 Mortal Wounds &#039;&#039;with&#039;&#039; every one of those autowounds. What took your sorcerer decades to master in the arcane arts a group of ten cadians did with a volley of extra-spicy lasgun fire, and even then he&#039;s subject to RNG (3+D3 MW v 6). Custodes weep salty tears that their Emperor-given S5 T5 alchemically-enhanced physique is not as tough as -1 Damage Ogryns wearing Tank Tracks; if you get your terminators into melee with them, it&#039;s actually a going to be a long fight that you may need to spend CP on. Guard Vehicles are a bigger problem for you now, because they copped All is Dust with Armoured Tracks and have received army-wide Toughness and Armor buffs. All their tanks are 2+, and the new Rogal Dorn has a T9 2+ profile like the CSM&#039;s ([[Fail|but not yours]]) Landraider, &#039;&#039;but&#039;&#039; with one wound higher. Killing armor has always been difficult for Thousand Sons, and because they can reduce damage with a CP and shoot out of combat with their main weapons &#039;&#039;naturally&#039;&#039;, you can&#039;t cheese your way through with Tzaangors or Khopeshes. &lt;br /&gt;
**The quick and dirty solution against Guard is to kill their officers and watch them flail around without orders. Targeted spells from Ahriman or from deepstrike will really hurt their top characters and deplete their Command Squads; they are also the ideal targets for Tzaangor Enlightened. Guardsmen shooting is now actually a threat, but guardsmen themselves aren&#039;t, so continue to bully and wipe whole squads with Rubric Flamers and Scarabs; so long as you have ObSec and they don&#039;t, you have the advantage. &lt;br /&gt;
*&#039;&#039;&#039;Adepta Sororitas&#039;&#039;&#039;: An army that wants to get in close to mess with you - bolters, flamers and meltas tend to be their big three ranged options but they&#039;re more than happy to close the distance proper and get into melee. The Nuns learned well from the Templars, having an inbuilt deny the witch in most of their army on a 1d6. It only really matters if they roll a 6, which automatically denies the power, though combined with Valorous Heart this can present a challenge. The Condemnor Boltgun can deal mortal wounds to your basic Infantry, and can be found on most Squad leaders. However, their main weakness comes in the fact that they&#039;re ultimately squishy T3 single-wound bodies in power armour, meaning that your standard guns are more than equipped to chew on through them. They also don&#039;t have much in the way of bodies much like marines, meaning you can wreak havoc on &#039;em with mortal wounds too.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039;: Big mechs that tend to pack a lot of firepower, meaning you can&#039;t really outshoot them. They are however, quite large and your opponent won&#039;t have many models on the board. Abusing Terrain will help a lot, and throwing psychic powers at them is the most efficient way to get around their invuln saves. Remember the invuln only works against gunfire, so a Maulerfiend that is blessed enough to get into melee will fight toe to toe with a knight, assuming it lives that long. Play the objective and you&#039;ll be fine.&lt;br /&gt;
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==Chaos==&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; These guys play similarly to regular Space Marines, albeit with a bit more of melee flavor. Many of the same tactics that apply to them apply here as well. Have some rules that overlap, tend to also quite like flamers. Specific matchups will depend on their legion, much like their loyalist counterparts.&lt;br /&gt;
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*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039;Slow and hard to kill, though in a different way to you. They&#039;ve got a good amount of rerolls they can access, a high toughness characteristic and reduce all the damage they take by 1, along with debuffing anything that gets too close to them. They lack high AP shooting on any of their infantry, with anything remotely good loaded onto their vehicles. Your mortal wound output should help versus their marines and terminators, though if they close the gap then expect your own marines to fold in melee. Having something to screen charges is never an awful idea but it is pretty damn essential versus them.&lt;br /&gt;
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*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Scroll back up, read the article and you should have an idea when it comes to strengths and weaknesses. Your ranged weapons are pretty mediocre versus other rubric marines so save those for any chaff that they might&#039;ve brought instead, try and get some units into melee with their gunlines and save your denies for any sort of buffs or important powers rather than just smites.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; A general rule of thumb with Chaos daemons is that they don&#039;t give a crap about AP. Instead of typical invuln saves, Daemons have two values for their Armour saves that cannot be ignored or modified in any way (barring mortal wounds, funnily enough) This is exacerbated by their generally lower toughness (T3 infantry on average, Chaos God dependent). To this end, you should prioritize maximizing the number of shots rather than strength. Coincidentally, your Rubrics can also take flamers which put out a good amount of shots. Your mortal wound output is also a blessing to get around their Daemon Saves and you can easily mess with their psychic shenanigans (particularly against Tzeentch, imagine that). Be warned, there are now little if any penalties for souping Daemons together with the new Codex. Each god tends to have a bit of a different theme &lt;br /&gt;
**&#039;&#039;&#039;Khorne&#039;&#039;&#039; - Notably the only daemon faction without Psykers (given how Khorne [[RAGE|hates]] them, this is unsurprising), Khorne daemons are particularly vulnerable to your psykers and mortal wound spam in general. As an army entirely focused on melee units, they are also very vulnerable to being picked off at range, albeit your best option for deleting their hordes requires you to get into charging distance all the same. Do be aware of their AP, even though you&#039;ve got army-wide invuln saves they&#039;re not much better than the standard -3 that they&#039;ve got almost across the board.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle&#039;&#039;&#039; - Their painfully slow movement speed will ensure you will have no trouble playing keep away the entire game. With the update, their Plaguebearers are now T5 with two wounds but are insanely pricey for what they do. Their nurglings lack ObSec, but their improved Beasts of Nurgle will automatically heal back to full wounds unless they&#039;re outright destroyed. Like necrons, wiping them in one go is your best bet.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - A buff to their Daemon save means most of their standard units benefit from a 3+ versus ranged, which is a pain since they don&#039;t care about AP at all. However, they&#039;ll fold in melee with their pitiful 5+ saves instead. Do keep in mind that their troop daemons can split into smaller ones and can be an absolute pain in the ass to chew through. Focus on their bigger, scary units first. They&#039;re much more keen on shooting than the other factions and have more abundant psykers too. Funny how you&#039;ve both got that in common, isn&#039;t it?&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - Much like Khorne, Slaanesh daemons are dedicated melee combatants, but with a heightened emphasis on speed over power. They&#039;ll typically throw out more attacks with less AP and damage. This is actually a good thing, as most of those attacks will have less than 2 AP and also do 1 damage, meaning that your marines have a good chance when it comes to standing up to them in combat. Now, they probably won&#039;t survive multiple rounds of melee, so still try to dispatch them before they get too close.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Knights&#039;&#039;&#039; - Evil Knights that individually are more flexible in their loadout than their imperial counterparts. Similarly, their invulns only apply to ranged attacks and your mortal wound output is going to be a good option versus them. &lt;br /&gt;
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==Xenos==&lt;br /&gt;
====Eldar====&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Eldar/Aeldari&#039;&#039;&#039;: A fast, psyker-heavy army that can be deceptively versatile - ranged and melee are both valid options for them and they tend to rely on units that have a designated purpose that they excel in, though they can also be built in other ways. Jetbikes that will cross the board in a turn with little effort, or the very durable Wraith units that are just as slow-moving as you are, to (smallish) hordes of guardians wielding shuriken catapults supported by a compliment of artillery and tanks. However, one universal thing about them is that they will be quite reliant on psykers to make their units shine. You&#039;ve still got a decent chance to out-cast them, given all their psykers are either classified as HQs or their very contested Elites section. However, unlike your own sorcerers, their big boy psykers get two denies a piece and are immune to perils by default. &lt;br /&gt;
Add on top of that the fact that they will easily outrun you, aspect warriors that can carve through your marines with little difficulty, and a myriad of other shenanigans and you might be in for a rough one. &lt;br /&gt;
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However, their infantry are universally a squishy T3 with an average save of 4+ that need to get relatively close to do their damage. Their aspect warriors also tend to perform poorly outside of their designated roles. If you can force them into unfavorable positions, massed boltguns and flamers will make short work of their forces. Their psyker support is also very much not built to take fights, catch one in melee with a squad of basic rubrics and it&#039;s very much probable they&#039;ll die. They very much aren&#039;t hurting for AP which is what typically lets them carve their way through MEQs, your army-wide invuln and the prevalence of D1 weapons on their infantry units means that you&#039;ll actually be able to still stand up to &#039;em when they do close the gap much better than your vanilla CSM counterparts.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar/Drukhari&#039;&#039;&#039;: Edgy, spiky elves that are three factions in one. No, really. You&#039;ve got shooty kabals, fast and stabby cults and the tough (by elf standards) covens. Much the same applies to these guys as it does craftworlds - they are faster than you and have little trouble killing more elite units. Compared to their cousins, they are somewhat quicker, a bit more frail and also a bit cheaper and also gain power the longer the battle goes on. &lt;br /&gt;
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Generally speaking, these guys tend to ride into combat amassed on relatively frail skimmer transports that go pretty damn fast, which they can also shoot out of. Popping these first will be the big step to defeating them, as once you get past that hull the squishy bodies inside will have to book it to cover to not get liquefied by your shots - the same statline of T3 bodies and 4+ saves still applies here. Counterplay does depend on what they play, though typically they&#039;ll wanna get into melee with you.&lt;br /&gt;
*Kabals are gonna typically hang back and pepper you with poisoned shots - meaning they wound on 4+ against anything that isn&#039;t a vehicle regardless of toughness. Not that this is scary to your marines at all, as they have no AP and do a single point of damage and cultists aren&#039;t worth crying over. No, these guys will be the biggest threat to your vehicles and daemon engines, firing a myriad of blasters, dark lances and other anti-tank weaponry that&#039;ll make short work of them. Sure, they can pack disintegrator cannons along which are very much an anti-elite choice but more often than not, they&#039;ll rely on the other subfactions or their incubi mercenaries to do that for them in melee. Watch out for those ones, they&#039;re scary good at their job and also get power armour for a 3+ save&lt;br /&gt;
*Cults will ruin your day, with their basic Wyches moving a staggering 8&amp;quot; and their other units going much quicker than that, all while crapping out a bunch of melee attacks. They also shoot up drugs before combat to make things... interesting. These can do a myriad of things; make them tougher, hit harder, go faster, or shoot a little better. They have absolutely crap armour, charging into battle almost naked and relying on their superior reflexes to dodge instead. As you might imagine, it&#039;s easier to dodge a blade than a bullet, meaning that these mostly-ladies are even more fucked than any of their other kin if they&#039;re caught out in the open to be shot at. Pop their transports with your big guns first and foremost, put your other shots into their jetbikes and hoverboard riders as much as you can. That will buy you some time to then shoot their rank and file (hopefully) before they can close in on you.&lt;br /&gt;
*Covens are also melee focused, though they&#039;ll have a much better time shrugging your attacks off with their basic infantry being T4 and a faction-wide feel no pain that will give them a shot versus your psychic damage. The scary things are their pain engines though, relatively quick flying scorpions that are mostly gonna wanna get close so they can butcher their way through your stuff, though they can also be kitted out for shooting things too. They are only T6 however, meaning that heavy weapons can still cut through them efficiently. Hell, a buffed squad of terminators can probably punch them back just fine too.&lt;br /&gt;
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*&#039;&#039;&#039;Harlequins&#039;&#039;&#039;: Are you scared of clowns? Odds are, you should be. An uncommon faction to come across (though competitively they&#039;ve actually been doing well so maybe not as much as it was in years past) that is not forgiving for new players to pick up. If your opponent is playing them, they&#039;ll almost certainly have a good idea of what they&#039;re doing. Much like the other eldar, they are blisteringly fast and rely on an army-wide 4++ to protect their squishy T3 bodies (noticing a pattern yet?) to survive. They rely on the sheer amount of trickery they can pull off to win. Did you think your character was safe because there was a 10-man squad of terminators in front of him? Tough shit, they can jump over models with ease in their move phase and land on the other side for an easy charge where they&#039;ll proceed to blend him into paste with their melee damage. They&#039;ve got numerous stratagems that&#039;ll let them get anywhere on the board, shut off rerolls against them and more.&lt;br /&gt;
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Your best bet is to keep your distance as best you can. Unlike dark eldar, popping their transports will be much harder and you&#039;re better served on waiting until they get out to shoot the elves inside. They&#039;ve limited defence against mortal wounds though, take out their Shadowseers and they&#039;ll lose any sort of denies or auras that&#039;ll save them from smites. Once they start taking losses, they lose steam big time and their turns become quite anemic. If you&#039;re alive at this point, you can easily snag victory. &lt;br /&gt;
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====Tyranids====&lt;br /&gt;
*&#039;&#039;&#039;Tyranids&#039;&#039;&#039;: Hordes or big and tough monsters are the big two ways to play them, either way they tend to be pretty adept at melee and are surprisingly fast. Focus on killing any Synapse creatures that you can, be mindful of Shadow in the Warp which can interfere with your own casting.&lt;br /&gt;
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*&#039;&#039;&#039;Genestealer Cults&#039;&#039;&#039;: Expect a lot of positioning tricks, this faction is also potent when it comes to both shooting and melee. However, they are highly reliant on buffs to make their shooting any good and aren&#039;t particularly tough, with nothing available to them tougher than a Rhino. Do keep in mind that they technically can ally Imperial Guard, along with Tyranids but the latter will completely break their Crossfire rule, while the former can only make up 25% of their total point value and not break it.&lt;br /&gt;
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====Misc====&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039;: Robot skeletons that are good at not dying thanks to their ability to just stand back up after being shot. They&#039;re also thematically similar to you in the sense that they are also space Egyptians, though not quite to the same extent. Primarily geared towards shooting with a respectable amount of AP, they still have a decent amount of options for melee damage output and, while slow on foot, do have some movement tricks to rocket their stuff up the board.&lt;br /&gt;
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They are particularly vulnerable to your vast array of psychic powers as the only way they can deny the witch is to upgrade their canoptek vehicles with Gloom Prisms, and get a bit of defence through a specific subfaction. Drowning their units with mortal wounds in the psychic phase does deny them their reanimation, as it specifies that it has to be the result of an attack rather than just any source of damage they want. You&#039;ll also wanna focus on taking out one unit at a time, as once a squad&#039;s wiped, they aren&#039;t coming back any more.&lt;br /&gt;
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*&#039;&#039;&#039;Orks&#039;&#039;&#039;: A tough, slow melee horde that kinda sucks at shooting. Don&#039;t underestimate that though, even though they&#039;re not accurate shots they still have volume of fire. All the same they&#039;ll do their damn hardest to get up close to beat the shit out of you. With how tough your rubrics and especially your terminators are, you can actually last a round with &#039;em in melee, though two is questionable. &lt;br /&gt;
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Orks tend to fold easily, due to their poor morale and their 6+ saves. Their high AP tends to belong to a select few squads only as well. Stock up on blast weapons, have a few units that can act as speedbumps for their mobs of [[boyz]] and pick them off before they can get to you as best you can.&lt;br /&gt;
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*&#039;&#039;&#039;Tau&#039;&#039;&#039;: All shooting, all the time. Space gundam enthusiasts that can go pretty fast thanks to an abundance of the fly keyword and have absolutely no melee presence outside of some of their alien auxiliaries. They&#039;ve also got a myriad of ways to deflect wounds with their drones which can make their stuff surprisingly durable. Their basic infantry weapon is one of, if not the best in the game thanks to its range and high AP, though you&#039;ll still deflect some of that since it is single damage still.&lt;br /&gt;
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The Tau, again have no melee presence and thus are going to hit like wet noodles in melee combat and will easily be punched to death by cultists if they somehow survive long enough to get up there. Combine that with their lack of psykers and if you can survive the first couple rounds of shooting and close the gap with literally anything, you can easily just slug them to death. Do be aware some of their battlesuits can fire into melee though, much like vehicles can with Big Guns Never Tire. If you can get up there though, it should be easy pickings. As they are all T3, melting their infantry with massed flamers is also a solid option.&lt;br /&gt;
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*&#039;&#039;&#039;Leagues of Votann:&#039;&#039;&#039; Space dwarves. Similar to sisters of battle, they wanna get close to fuck your shit up. They are slow, have special void armor (reduces AP by 1 and stops rerolling of wounds or damage), along with pretty damn good shooting. Oh, they&#039;ve also got a mechanic that lets them auto-wound stuff on up to a 4+ to hit. However, they&#039;ve only got one psyker unit with a single deny which means that they&#039;re very vulnerable to mortal wound spam you can do. In addition, while their armour isn&#039;t bad, their base save is still a 4+ and you&#039;ve got enough AP on your standard weaponry to make that a 5+, meaning that they will feel any shots that go through. Their melee output isn&#039;t exactly great either, outside of a couple dedicated units so sending in terminators to chop &#039;em up will spark dividends.&lt;br /&gt;
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=Tactics=&lt;br /&gt;
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===Abhor The Witch And You!===&lt;br /&gt;
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Remember when we were hyped to get an early codex and have all these fun rules and different combos, plus D2 swords and Obsec Terminators. Then we got Armor of Contempt and suddenly no one could scratch Rubrics with D1 weapons. We even used the Daemon Codex to fuck around with everyone with a torrent of 15+5d3 high-AP autohitting deepstrike flamer shots. &lt;br /&gt;
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So why didn&#039;t we ever become truly OP? Because of Abhor The Witch. In an army where your troops, elites, and every single HQ option is a Psyker, the Secondary is basically tailor-made to reign in excessive Psykers. Your opponent is just as likely to have no Psykers as they are to have just one or two, so it&#039;s a good decision to build a list to address the advantage your opponent will have in Matched Play. There are no exact rules to it, but things to consider include&lt;br /&gt;
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# &#039;&#039;&#039;Limit your Characters&#039;&#039;&#039;: Each character lost gives your opponent 3 VP, any other Psykers give them 2. There is no way to avoid losing Psykers but taking more than two or three makes maxing this out so much easier, especially when you consider that every additional HQ costs just as much as an additional layer of bubblewrap. Consider taking only the HQs you actually need, like an Exalted that&#039;s been kitted out with Relics, Ahriman, or an Infernal Master for buffing. You can also take a Sorcerer in Teminator Armor and keep him tucked away until you absolutely need him. &lt;br /&gt;
#*Daemon Princes are risky choices because they make all their points back in melee, but will not survive getting charged or being counter-attacked, especially not now that the [[Warhammer_40,000/Tactics/World_Eaters_(9E)|skulljocks are coming back]]. Similarly, there&#039;s no point in Tzaangor Shamans; they&#039;re just too squishy and niche, you may as well just use an Infernal Master or a basic Sorcerer to do actions for you.&lt;br /&gt;
# &#039;&#039;&#039;Go For Dust and Mutants&#039;&#039;&#039;: Similarly, Terminators and Rubrics give off the same amount of VP when they die, and are both Obsec. You should make Scarabs the core of your army and take large groups to avoid giving away VP: 1x10+2x5 or 2x10 are reasonable loadouts. Still, leave room for Rubrics, which can be taken in Flamer Bricks for deepstrike/redeploy, or in reserve as MSUs with Soulreaper cannons. Tack on your non-Psyker units to fill in the rest of your slots: Cultists give you board presence while Tzaangors will actually have a chance of not dying; have them move around to corners of the battlefield where they wont be seen, or have them advance ahead of your Discs so that in the next turn you have some bubblewrap already in place. Other good list fillers include the Terrax, Chaos Spawn (take groups of 3-5 to give character protection), and Daemon Engines. But you can also outsource your Heavy Elite Supports with...&lt;br /&gt;
# &#039;&#039;&#039;Auxiliaries&#039;&#039;&#039;: You may as well soup with factions that have better non-Psyker options, especially now that they don&#039;t cost CP. A Patrol of Tzeentch Daemons or a Knight makes a good distraction from the Witch-hunt. That being said, if you&#039;re taking a Knight, they can also take &#039;&#039;Bring it Down&#039;&#039;, and can get 2/3 VP for killing it anyway. Take only enough vehicles that they can&#039;t max it out, or deal with their anti-tank ASAP; otherwise, stick to Daemons.&lt;br /&gt;
# &#039;&#039;&#039;Ramp Up On Secondaries:&#039;&#039;&#039; You will always have Psykers, so you may as well think of your units in terms of how many points you can squeeze out before they die, Rubrics especially. &lt;br /&gt;
#*Consider &#039;&#039;Mutate Landscape&#039;&#039; or &#039;&#039;Burn Empires&#039;&#039;, making use of Duplicity&#039;s teleporting or our other deepstrike/redeploy options; at 3/4 points, you&#039;re gaining a point over them so long as you complete the action. &lt;br /&gt;
#*&#039;&#039;Sorcerous Prowess&#039;&#039; is a trap. Any army that can Abhor the Witch can&#039;t give you 5/3 points for killing their Psykers because they have none. Getting two points for killing something isn&#039;t very good, and you may as well take Bring It Down or Grind Them Down because they don&#039;t care how enemies die.&lt;br /&gt;
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===The Scarab Meme Team===&lt;br /&gt;
A list basically revolving around blobs of Scarabs, when making your list, you gotta ask yourself: [[That Guy|20 or 30 Scarabs]]?[[Cheese|3 Blobs of 10, or a Block of 10 with two MSU squads to stay cheap,both points and CP-wise]]? No one will willingly use D1 against you, which is why you have a 1 CP (3 for 6+ model units) strat to bring damage down by 1. 30 models costs 1305 pts, and 20 costs 875. Always give them the shooty options, and upgrade one 10 man squad with Rites.&lt;br /&gt;
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Regardless, you can take 2 exalted sorcerors and an Infernal Master (switching out the ES for a DP/Ahriman being your choice), but always kit the Infernal Master for support: Malefic Maelstrom and Glimpse of Eternity, Empyric Guidance for extra range, and a support Relic like Umbralefic or the Orerry. The Orerry works best for a Terminator firebase, letting them ignore any modifiers and abilities that reduce damage. &lt;br /&gt;
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Cult of Duplicity for mobility, but Time players should always go for 30 Scarabs. While Cults are mutually exclusive now, Duplicity and Time can situationally access each other&#039;s shenanigans at least once a battle: Umbralefic for teleporting once, and Rites + Warped Regeneration for bringing models back. The Cults are just surer ways to do them.&lt;br /&gt;
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===The Crimson King===&lt;br /&gt;
The short and sweet of this tactic is easily summed up in these two words, BUFF MAGNUS!!! So take Magnus and take Ahriman on disc and either a daemon prince or exalted sorcerer of disc. Then give Magnus all the buffs possible from powers:  -1 to be hit (Glamour of Tzeentch), +2S/+1A (Swelled by the Warp, which you&#039;re only casting for the +1A, as it takes Magnus to hitting at S18 A9, and S16-&amp;gt;18 doesn&#039;t matter), healing if hurt (Temporal Manipulation), then give +2 to Magnus&#039; already +3/+2 from Cabalistic Rituals and throw smite up the board at the nearest unit and then fly him up the board and have him also cast as many mortal wounds as possible and then charge what&#039;s still standing. Wash, rinse, repeat till either Magnus is dead or you&#039;ve won.  If your casters can keep up well enough to target what Magnus plans on charging, you can include debuffs on his target, too, the most important of which is Twist of Fate to let him ignore invuln saves once he gets into melee.&lt;br /&gt;
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===The Teleporting Mutator===&lt;br /&gt;
This simple tactic relies on having a Cult of Duplicity Sorcerer in Terminator Armour with the Loyal Thrall upgrade (psychic actions cost one cast rather than taking all of your casting!) and the Umbralefic Crystal. Drop this psyker in the second round via teleport strike and have him perform the Mutate Landscape secondary objective (remember, you get +1 to those as well!), then use Sorcerous Facade to escape or move to another objective or back to the safety of your backlines, then perform this again using the Umbralefic Crystal next turn. You aren&#039;t likely to be able to mutate the objectives in your opponent&#039;s deployment zone as they will most certainly try to protect them, but this will allow you to steal a few objectives that would normally be out of reach. Do keep in mind that this will redirect some of the attention back to your sorcerer, so position him properly. If you&#039;re lucky, you might even be able to force your opponent to expend a teleport strike while you escape freely with your endless amount of redeployment powers.&lt;br /&gt;
*Don&#039;t forget, Loyal Thrall &#039;&#039;doesn&#039;t&#039;&#039; let you ignore the standing rule that no psyker can perform more one psychic action per psychic phase.&lt;br /&gt;
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===The Dice Master===&lt;br /&gt;
Bring a Cult of Prophecy Infernal Master whose entire job is to perform the pact Glimpse of Eternity and the Cult Psychic Power Divine the Future and the Oraculae Brazier relic. This gives you a character who&#039;s dedicated to providing re-rolls and guaranteed dice rolls. I don&#039;t need to tell you how good those are, right?&lt;br /&gt;
&lt;br /&gt;
===The Psychic Phase Belongs to me and me Alone!===&lt;br /&gt;
If you want to prove to all of your (former)friends that the Thousand Sons are the undisputed masters of the psychic phase, then take 2 Thousand Sons detachments, make one of them Cult of Change for the Capricious Crest relic, make the other Cult of Mutation for the Attempted Possession psychic power, take a small detachment of Tzeentch Demons and squeeze in the blue scribes... The net result is -1 to psychic tests while within 12&amp;quot; of the scribes, another -2 to a psyker of your choice via attempted possession for a total of -3, change any 6s they get to 1s via Capricious Crest (which is no more than 1/round, don&#039;t forget, so you&#039;re not using it to buff your casting, you&#039;re committed to messing with theirs) and to top things off they lose access to any powers they fail while within range of the scribes for the duration of the battle, since you&#039;ve unlocked chaos demon stratagems by including a Chaos Demons detachment... Sprinkle demonic possession and the Psychic Dominion stratagem (roll one extra D6 for deny tests) as desired.&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t mind going multi-god, Fiends of Slaanesh have &#039;&#039;another&#039;&#039; -1 to enemy Psychic tests, on top of locking enemy units in melee, and the Burning Chariot can take Chanting Horrors, giving you a total of -3 to cast from Daemons alone, -5 on the chosen character.  But you should mind.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
[[Category: Chaos Space Marines]]&lt;br /&gt;
[[Category: Thousand Sons]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000_8th_edition&amp;diff=1011603</id>
		<title>Warhammer 40,000 8th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000_8th_edition&amp;diff=1011603"/>
		<updated>2026-05-20T15:28:00Z</updated>

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[[File:40k-header-8th.jpg|700px|thumb|center|Welcome to the one battlefield we never thought we&#039;d see. Welcome to a place once believed to be impossible. Welcome to [[Advancing the Storyline|the 42nd millennium]].]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warhammer 40,000]] 8th Edition&#039;&#039;&#039; (also known as &#039;&#039;&#039;Warhammer 41,000: Age of the Emperor&#039;&#039;&#039; to the rumourmongers) is the newest edition of [[skub|everybody&#039;s favorite wargame]], which picks things up where the [[Gathering Storm]] campaigns (AKA 40k End Times, meaning we&#039;re living literally &#039;&#039;&#039;after&#039;&#039;&#039; year 40,999 now) left off, and was released June 17th, 2017. The new edition will [[Advancing the Storyline|advance the storyline]] from 5 minutes to midnight to 4 minutes to midnight, and considering the campaigns leading up to it have had the [[Damocles Crusade|Imperium lighting an entire region of space]] [[awesome|&#039;&#039;&#039;ON FIRE&#039;&#039;&#039;]], [[Magnus the Red|Magnus]] trolling the [[Space Wolves|Furries]] half to death, [[Cadia]] falling (and not getting up), a new [[Ynnead|Eldar god]] being born, [[Roboute Guilliman|Roboute Guilliman]] getting off his stasis-frozen ass and joining forces with [[Cypher]] to go on a journey to see [[God-Emperor of Mankind|daddy]], shit&#039;s about to get &#039;&#039;&#039;real.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
It&#039;s succeeded by [[Warhammer 40,000 9th edition]], which is fully compatible with all the existing 8e stuff according to devs.&lt;br /&gt;
&lt;br /&gt;
==Major Updates==&lt;br /&gt;
*The man in charge is Pete Foley, who is leading the design team for 8th Edition.&lt;br /&gt;
*The two rules writers are [[Awesome|Jervis]] [[Jervis Johnson|Johnson]] and [[Fail|Robin]] [[Robin Cruddace|Cruddace]] (Emprah help us), two of the writers behind 7th Edition.&lt;br /&gt;
*The core rules have been completely redesigned, with active involvement and input from the community (eg, extensive playtesting by the guys over at Frontline Gaming, and others), input that GW actually seems to have *gasp* listened to, and as a result this broken mess of a game might actually become more balanced and fun.&lt;br /&gt;
**On the flip side, a total rules redesign means there will be no copy and pasting between editions this time. [[1d4chan|We&#039;re]] gonna have to [[/tg/ gets shit done|completely rewrite the whole damn 40k tactica]].&lt;br /&gt;
*[[rage|&#039;&#039;All&#039;&#039; current codices and supplements are completely incompatible with the new rules]], [[Awesome|&#039;&#039;everyone&#039;&#039; is getting a new codex]]. In hindsight, this also likely explains why Forge World hasn&#039;t restocked or updated any Imperial Armour volumes recently. Hopefully this means that [[Lost and the Damned|armies]] [[Warhammer_40,000/Tactics/Eldar_Corsairs_(7E)|that]] [[Warhammer 40,000/Tactics/Orks/Dred Mob(7E)|had]] lived in Imperial Armour will get proper codices this time around.&lt;br /&gt;
**Horus Heresy will continue to use the 7th Edition rules set until Forgeworld updates their books, although considering that The Horus Heresy Book Seven - Inferno came out just last month, that&#039;s looking highly unlikely.&lt;br /&gt;
**Horus Heresy still basically lives between 4th and 5th edition anyway, so it&#039;s not too great a change. &lt;br /&gt;
**As of Warhammer Fest Horus Heresy is now getting its own core rulebook based on 7th (with a few new special rules) which is compatible with all their existing books instead of switching to 8th.&lt;br /&gt;
**It&#039;s also been confirmed as of LVO 2020 that [[Forge World]]&#039;s 40k lineup is going to be subsumed by GeeDubs proper. The Imperial Armor indexes are going to cease production, at which point the main company will eventually release a brand new set of rulebooks that will finally make them 100% approved for play. Now your annoying neckbeard friends can&#039;t complain about you bringing your fancy FW units anymore. &lt;br /&gt;
*3 ways to play (Open, Narrative, and Matched) is being imported from Age of Sigmar&#039;s General&#039;s Handbook, with Narrative play having a different points system from Matched play. This is less of a big deal than it was for AoS since there it basically single-handedly made AoS playable (for many yet not all players), while 40k already had an at least nominally-balanced points system. The separate points system for Narrative play should be interesting, at least.&lt;br /&gt;
**Open Play has three missions: Annihilation, Hold at All Costs and Death or Glory.&lt;br /&gt;
**Narrative has six missions: Meat Grinder, Ambush, Patrol, Blitz, Sabotage and Rescue&lt;br /&gt;
**Matched keeps the six Eternal War and six Maelstrom of War missions (but with a redesigned objective deck) and now has six deployment maps over the original three.&lt;br /&gt;
**A single &amp;quot;universal&amp;quot; mission, Only War, is also present and designed to be compatible with all three play modes. &lt;br /&gt;
*[[awesome|The core rules are free]]. Additionally, all armies &amp;amp; models received barebones rules updates in the form of 5 Indices (2 for the Imperium armies, 1 for Chaos, and 2 for the Xenos armies) on Day 1 to keep things functional until the new codices come out, which will probably be mostly fluff and more faction-specific tricks and rules like Sigmar&#039;s Battletomes and Grand Alliances books. The full hardback book also includes advanced rules (including such esoterics as [[Citadel Forest|terrain rules]] and rules for battles with more than two players), missions and stratagems (see below), and a buttload of fluff. &lt;br /&gt;
**[[Profit|Core Rulebook is $60/£35/45€. Index books are $25/£15/20€ each. Codexes are £25/32,50€ (Space Marines £30/40€, Harlequins £20), the electronic versions are all £5 cheaper than the real copy]]. Good thing the indexes got leaked the day preorders started.&lt;br /&gt;
**Forge World has released a series of Index books to update their own models as well, one each for astartes, astra militarum, chaos and last one for xenos.&lt;br /&gt;
**The Indexes (At least on GW&#039;s end, no clue for FW) have effectively been replaced by &#039;&#039;&#039;Warhammer Legends&#039;&#039;&#039; now that all factions have a Codex of some sort. This gives you the rules for all discontinued models and wargear not found in the codex. Regrettably, these won&#039;t be subject to any future points adjustment like Chapter Approved.&lt;br /&gt;
*There will be new factions coming, though it&#039;s unclear if those will just be variants of what we already have or something entirely new. As much as GW&#039;s been shaking things up lately it could be both.&lt;br /&gt;
*There&#039;s a [[Matt Ward|&amp;quot;new generation&amp;quot;]] of [[Space Marines]] dubbed the [[Primaris Marines]], a new addition (as in &amp;quot;not replacement&amp;quot;) to the Adeptus Astartes. These &amp;quot;nuMarines&amp;quot; are &amp;quot;true-scale,&amp;quot; as in 8 scale feet tall. Good news if you&#039;re one of those converters who have been making truscale marines for years. For what it&#039;s worth, &#039;&#039;some&#039;&#039; bits like [[Pauldrons]] and helmets are the same scale as, and interchangeable with, the old models.&lt;br /&gt;
**For those worrying about the old scale marines being replaced, GW has confirmed that the Primaris Marines will &#039;&#039;not&#039;&#039; be replacing old Marines. They will be a new set of elite units with their own weapon options and a higher points cost. Of course, [[Games Workshop|you&#039;re welcome to take out a second mortgage and make an army of nothing but Primaris marines if you feel like it.]]&lt;br /&gt;
**Old and busted inferior Space Marines can go through a process to become new, manly Primaris Marines, somehow gaining the extra foot in height and having the 3 extra gene-seed organs implanted. This really only exists as an excuse for GW to remake [[Kaldor Draigo|all the unique and complex Space Marine characters you love]] as larger, truescale (and therefore much more expensive) Primaris Marine models, a process they&#039;ve now started with Marneus Calgar, who was apparently the first to go through with the procedure.&lt;br /&gt;
*[[Chapter Approved]] is being brought back as a yearly publication, the first issue of which is scheduled for Christmas of 2017.&lt;br /&gt;
*A bunch of factions are getting [[ChapterHouse Studios|name updates to be more trademark friendly]] (much like the [[Imperial Guard|Astra Militarum]]): [[Imperial Knight|Questor Imperialis]], [[Eldar|Aeldari]], [[Dark Eldar|Drukhari]], and [[Tau|T&#039;au]]. It&#039;s the [[Age of Sigmar|aelves]] all over again.&lt;br /&gt;
&lt;br /&gt;
===Rumors===&lt;br /&gt;
*One of the new factions was suspected to be the Fallen, likely branching into their own codex not unlike how the [[Deathwatch]] and [[Genestealer Cult|Genestealer Cults]] did after Deathwatch: Overkill. If so, they would simultaneously provide an excellent way to represent other [[Soul Drinkers|renegade]] Marine forces that aren&#039;t loyal to the [[Imperium]] or [[Chaos]]. This has not come to pass as of this writing; Fallen are just Chaos Space Marines that can be allied with Imperium armies as of the Chaos Space Marines codex.&lt;br /&gt;
*Considering the release of the [[Death Guard]] Codex and the upcoming Daemon [[Mortarion]] miniature, &amp;lt;s&amp;gt;Nurgle Daemonkin could also be on the table.&amp;lt;/s&amp;gt; The Death Guard codex is here and effectively &#039;&#039;&#039;is&#039;&#039;&#039; Nurgle Daemonkin.&lt;br /&gt;
*Another rumor has it that the [[Men of Iron]] will be among the new factions. The appearance of UR-025 in Warhammer Quest: Blackstone Fortress has unexpectedly lent a degree of credence to this one.&lt;br /&gt;
*Rumors of a new &amp;quot;8.5 edition&amp;quot; with updating of the main rulebook following [[Psychic Awakening]] and &amp;quot;Codex 2.0&amp;quot; releases.&lt;br /&gt;
**There&#039;s already been some shades of an 8.5 going on with the re-release of the Space Marines codex, introducing the Vanguard units from Vigilus Ablaze alongside some new units and supplements for the First Founding chapters. Though not quite as extensive, there&#039;s also a re-release of the Chaos Marines codex introducing their Vigilus units. It&#039;s fair to say that the [[Psychic Awakening]] arc may be paving the way for a re-release of the Craftworlds and Dark Eldar codices in the window, with others being similarly revised as time goes on.&lt;br /&gt;
&lt;br /&gt;
==Fluff Updates==&lt;br /&gt;
[[File:Galaxy.jpg|thumb|Daww, the Eye of Terror and the Maelstrom had a baby!]]&lt;br /&gt;
[[File:Weirdmageddon.jpg|thumb|This is basically what&#039;s happening to the entire Imperium. (Featuring an appearance by [[Cthulhu]]!)]]&lt;br /&gt;
===[[Imperium]]===&lt;br /&gt;
====General====&lt;br /&gt;
*The upper half of the Imperium, separated from [[Terra]] &amp;amp; Sol, has been labeled &amp;quot;Imperium Nihilus&amp;quot; (also known as the &amp;quot;Dark Imperium&amp;quot;), and as bad as things are on the Terran side of the [[Great Rift]], things are &#039;&#039;really&#039;&#039; going to shit on the far side (especially since the rift blocks the [[Astronomicon]]). At this rate, the Big G may well have to deal with [[Imperium Secundus]]-style not-quite secession, with him now on the other side of the mess...assuming there&#039;s even enough of the Imperium left to secede. &lt;br /&gt;
*[[Armageddon]] was lucky enough to not get cut off from Terra when the Cicatrix Maledictum tore open, but is unlucky enough to be slap dab in the path of the Blood Crusade, a huge army of Khornate daemons that are pouring out of the rift, setting the Armageddon system up for a [[Slaanesh|massive three-way between the Imperium, Orks, and Chaos]], and quite possibly the biggest conflict it&#039;s ever seen. [[Ghazghkull Mag Uruk Thraka|Ghazghkull]] and [[Commissar Yarrick|Yarrick]] are almost guaranteed to be right in the thick of that. Hell, maybe even [[Angron]] will be there for his own personal round 2. Oh yeah, and Armageddon being [[Ullanor]] has something to do with why the Orks are all there. Make of that what you will.&lt;br /&gt;
**The Salamanders were able to prevent Angron from being summoned back to Armageddon, but half of the planet was still effectively transformed into a [[Daemon World]]; the only reason the rest of it wasn&#039;t Chaos-ified was because [[Khorne]] and [[Tzeentch]] are currently fighting over control of it. In fact, things have gotten so bad that [[C.S. Goto|the Orks have agreed to a truce with the Imperium to fight off the Chaos threat.]]&lt;br /&gt;
***Although to be fair, there was probably less of an agreement and more the Orks realizing [[Tuska Daemon-Killa|&amp;quot;Oi! Dese spiky Boyz are LOADZ more fun ta fight den da &#039;umie gitz!&amp;quot;]]&lt;br /&gt;
*To stem the tide of traitors, Xenos, and Chaos, [[Roboute Guilliman]] has declared the [[Indomitus Crusade]] against the enemies of the Imperium. Additionally, with the help of [[Belisarius Cawl]] he has refined the [[God-Emperor of Mankind|Emperor&#039;s]] original plans for the creation of the Space Marines in order to create a new generation of supersoldiers known as [[Primaris Marines]] (compare to [[Warhammer 60K: Age of Dusk (Continued)|Space Marines Mk II]]), [[meme|harder, better, faster, stronger]] than ever before ([[21st Founding|which one hopes will work out better than it did the last time someone tried it]]), along with some swanky new armour and guns. Just how Guilliman plans to get these new Marines out fast enough to be useful when the whole galaxy is going to hell &#039;&#039;right now&#039;&#039; is an open question though. Properly making a regular Astartes takes over a decade, and accelerated development is still risky as hell even discounting [[Raven Guard|the last time someone tried it]] due to sabotage. However, according to GW Archmagos Cawl was [[Matt Ward|secretly creating them by Guilliman&#039;s commission before he got poisoned by Fulgrim, that&#039;s been 10,000 years folks!]]&lt;br /&gt;
**Despite Big G offering the new Primaris Marines to everybody (even founding whole new Chapters out of them), not all chapters are happy to see them. Some are calling out Guilliman just for meddling with the Emperor&#039;s work, others are worried about the effects the new Astartes formula might have when combined with some of the more esoteric [[gene-seed]] strains. The Primaris Marines were OK&#039;d by the [[Adeptus Custodes]] however, and even the Chapters which have never particularly liked Guilliman or the Ultramarines aren&#039;t dumb enough to turn down free reinforcements. Especially when the Custodes make it clear what they&#039;ll do to you if you refuse &amp;quot;a gift from the Emperor&amp;quot;.&lt;br /&gt;
**The Indomitus Crusade lasted about 100 years or so before Guilliman was forced to return to [[Ultramar]] to protect it against the Death Guard invasion. The good news is that by jumping the plot forward about a hundred years, we&#039;ve avoided a repeat of [[Abaddon|&amp;quot;oh this game-changing ultra crusade will begin any minute now...&amp;quot;]]. The bad news is that this means we&#039;re skipping over all of the interesting stuff too, like watching giant 9-feet FNGs getting thrown into the deepest shit ever, or watching decimated chapters like the Blood Angels get just barely saved and are shunted right back into campaign strength status quo. A possible approach could be something akin to The [[War of the Beast]], with a novel series covering the events of the Indomitus Crusade, this may actually allow Black Library writers to do some character development as well as explore the evolution from the last years of the 41st millennium to the 42nd millennium, indeed, there was a cameo of Uriel Ventris in the novel Dark Imperium, and it may be a great oportunity to see other recurring characters from Black Library such as Ciaphas Cain, Eisenhorn, Ravenor, Alaric from the Grey Knights, Honsou, Marduk from the Word Bearers, Shira Calpurnia, Navradaran of the Adeptus Custodes, Magos Omnid Torquora, the Speranza crew and many others and how they fared during the Noctis Aeterna and the Indomitus Crusade.&lt;br /&gt;
*The forces which were supposed to be arriving to defend Cadia have been redeployed to other nearby planets to prepare for a possible next wave of Chaos attacks. When that doesn&#039;t immediately come, some Guard commanders begin considering the possibility of counter-attacking and reclaiming Cadia (or what&#039;s left of it, anyway), though at this point it would be little more than a symbolic gesture since the pylons are completely busted.&lt;br /&gt;
**However, considering Cadia&#039;s relative proximity to the Nachmund Gauntlet this counter-attack could secure the Imperium vital access to the Imperium Nihilus. Too bad that doesn&#039;t solve the problem of the Traitor Knight House that currently occupies the Gauntlet itself.&lt;br /&gt;
*It is mentioned that during the Dark Age of Technology, the greatest driver of human expansion was the employment of advanced genetic manipulation techniques. When the Age of Strife hit, massive gene-wars broke out between what had effectively become entirely different species of humans.&lt;br /&gt;
*It is officially confirmed that the Emperor has at least some ability to influence events outside of the Astronomican, as he is said to be able to communicate with the Custodes to a limited extent and protects them from harm (rules-wise it&#039;s +1 to Custodes invulnerable saves in battle-forged armies). There is no information why he can&#039;t do this to every lowly guardsman out there, either because regular humans are not tuned to work with Emps psychic potential or because he is a dick. Between this and Rise of the Primarch (where Emps communes with Guilliman, no ifs or buts, and speaks quite clearly), there is now absolutely no doubt that the Emperor is still alive and aware of the galaxy around him. It is currently unclear if everything since his ascension to the Golden Throne happened in spite of his wishes (as was the case in previous canon) or if it was [[Just_As_Planned|all part of a plan so convoluted that even Tzeentch would be getting plan envy from it.]] Given his recent depiction in the Horus Heresy novels suggesting that he had foreseen the events of 40k all the way to Guilliman&#039;s revival, the latter is a real possibility.&lt;br /&gt;
*A seventh [[Blackstone Fortress]] has emerged in the western part of the galaxy. Nobody&#039;s sure how it managed to go undiscovered for so long, but now basically everyone in the galaxy is tripping all over themselves to try and claim it. This may be easier said than done, as unlike the previous six this Blackstone Fortress is fully active and does not like visitors. &lt;br /&gt;
*At least one sentient [[Men of Iron|Man of Iron]] still exists, having disguised itself as a robot of the Legio Cybernetica for millennia. Its motivations and agenda are currently to find other beings like itself, but it&#039;s anyone&#039;s guess as to what it plans to do if it does find one.&lt;br /&gt;
*The Emperor&#039;s psychic power continues to grow even as his physical body remains in a state of unlife. The Chaos Gods suspect that he seeks to form an &amp;quot;[[Legion of the Damned|Unliving Army]]&amp;quot; that could strike at them within the Warp itself. Even Roboute Guilliman is privately wondering if Lorgar and the Ecclesiarchy were right about the Emperor&#039;s divinity all along. If the Emperor wasn&#039;t divine to start with, he certainly is a god now.&lt;br /&gt;
**By the time of the [[Psychic Awakening]], this has culminated in the increasingly common appearance of what could only be called &amp;quot;Imperial Daemons&amp;quot;, which can fuck up Chaos by their presence alone.&lt;br /&gt;
&lt;br /&gt;
====[[Space Marines]]====&lt;br /&gt;
*To accomodate for the incorporation of Primaris Space Marines and compensate for issues with Codex tactics that have occurred over the millennia, Roboute Guilliman has made several major changes to how Chapters and Companies are set up. Rather than using the old Tactical/Devastator/Assault division that has been seen in the past, squads are now set up being either Battleline ([[Tactical Squad|Tactical Squads]] and [[Intercessor|Intercessors]]), Fire Support ([[Devastator Squad|Devastator Squads]], [[Centurion Squad|Devastator Centurions]], [[Hellblaster|Hellblasters]], and [[Aggressor|Aggressors]]), or Close Support (Bikers, [[Assault Squad|Assault Squads]], Assault Centurions, [[Inceptor|Inceptors]], and [[Reiver|Reivers]]). Additionally, the Battle Companies (2nd through 5th Company) in a Codex-adherent chapter can have up to a total of 20 squads each: 6-12 Battleline squads, 2-4 Fire Support squads, and 2-4 Close Support squads. While each of these companies is still nominally fixed at 100 men, in practice their numbers can be much higher since they can also draw additional squads from reserve companies if needed. This allows the Battle Companies to field a far more flexible arrangement of squads than they could in the past while enabling the existence of all-Primaris Chapters that would not be able to use the squad types that other Astartes typically employ.&lt;br /&gt;
** In keeping with the new classification of squad types, the 6th and 7th companies are now entirely Battleline squads, the 8th Company consists of Close Support Squads, and the 9th Company is formed of Fire Support squads.&lt;br /&gt;
**Vanguard Space Marines of all types are integrated into the 10th Company as a Scout-equivalent, and any other Primaris Marine can serve as a Vanguard Marine if needed. &lt;br /&gt;
** Guilliman ultimately plans to replace the [[Codex Astartes]] completely with the Codex Imperialis when the latter is completed. &lt;br /&gt;
&lt;br /&gt;
=====[[Ultramarines]]=====&lt;br /&gt;
*The Ultramarines&#039; 2nd Company is now led by Captain Acheran, as [[Cato Sicarius]] is now the head of Guilliman&#039;s Victrix Guard. Sicarius was lost in the [[Warp]] at the start of the Indomitus Crusade; while the Codex claims his fate is unknown, the Dark Imperium novel (which canonically takes place as the Crusade is ending) has since been proven that he is alive and well. All the other companies are still being led by the same Captains as before. Acheran is later slain during the War of Beasts, so it&#039;s likely Sicarius resumed his old position. &lt;br /&gt;
*It is said that Cato Sicarius no longer seems to be as much of a glory hog as he once was. Many suspect that his time stuck in the Warp did much to teach him the difference between being a champion and a leader. &lt;br /&gt;
*[[Varro Tigurius|Tigurius]] was nearly slain by the psychic backlash of the Great Rift&#039;s opening, but he was able to come out of his coma in time to rally the Ultramarines in the [[Plague Wars]]. He was also able to divine the location of the Hand of Darkness, and give this information to Eldrad (later leading to its recovery by Yvraine and the Ynnari).&lt;br /&gt;
*During the Plague Wars, [[Torias Telion|Telion]] ended up leading his entire Scout Company in defense of their training academy when it was attacked by the Death Guard. &lt;br /&gt;
*Following the Plague Wars, Guilliman oversaw the rebuilding of Ultramar before being required to depart to other Imperial warzones. Afterwards, the Ultramarines are able to reclaim 3 of the 7 worlds occupied by the forces of Chaos in the vicinity of Ultramar, all while dealing with an Ork WAAAGH!&lt;br /&gt;
*Following intense debate about the implications of adding the Primaris to the Space Marine Chapters and discussions with Archmagos Cawl about the viability of converting existing Marines into Primaris Marines, [[Marneus Calgar]] volunteered to be the first to undrergo the &amp;quot;Rubicon Primaris&amp;quot; procedure. Despite dying briefly during the operation, he is successfully converted into a Primaris Space Marine. Varro Tigurus later undergoes the procedure.&lt;br /&gt;
*The [[Tyrannic War Veterans]] were officially given Guilliman&#039;s blessing in recognition for their show of adaptability in the face of a dangerous foe. Since then, many Ultramarines successors have created similar Tyranid hunter forces.&lt;br /&gt;
*Before being reunited with Guilliman, the XIII Legion had been known as the War Born, as the first members had been drawn from those regions in Terra that had been the last to submit to the Emperor in the Unification Wars.&lt;br /&gt;
*Calgar became seriously injured in [[War of Beasts]] and is recovering.&lt;br /&gt;
&lt;br /&gt;
=====[[Dark Angels]]=====&lt;br /&gt;
*Ezekiel and other Librarians on the Rock are struck by a psychic vision where [[Luther]] had built an entire Legion on Caliban, and had survived the planet&#039;s destruction, leading them to believe there are far more [[Fallen]] than they ever knew about &#039;&#039;(somewhat reconciling old and new fluff, where originally the Fallen numbered hundreds, now there are thousands)&#039;&#039;.&lt;br /&gt;
*The Rock gets invaded by a daemonic army led by the [[Daemon Prince]] Marbas, a former [[Fallen Angels|Fallen Angel]]. The conflict envelops the asteroid base but seemingly serves no purpose other than to cause carnage. Azrael later finds that [[Luther]] has disappeared from his cell, realising that the attack was only a diversion. Because no one else in the chapter or the entire Unforgiven knows about Luther&#039;s survival, he keeps it to himself.&lt;br /&gt;
*Considering how bad things are looking for the Dark Angels now that their darkest secret of all is missing and having recently suffered massive losses after they and several Unforgiven Chapters were ambushed on the world of Darkmor, Azrael orders an emergency summit of ALL of the Unforgiven Grand Masters &#039;&#039;(a lot of dudes, whole chapters get lost in the warp just trying reach it)&#039;&#039;, but [[Roboute Guilliman]] crashes the party. His fears of an imminent judgement against the Unforgiven are put aside when he finds out that Guilliman has arrived to deliver Primaris reinforcements, as opposed to censure about their actions. So the majority of the Unforgiven get their Primaris Marines at exactly the same time.&lt;br /&gt;
**Guilliman also grants permission to the Unforgiven to continue using the [[Deathwing]] and [[Ravenwing]] in their structure in recognition of their service to the Emperor.&lt;br /&gt;
*Generally being hostile to the newcomers, the Inner Circle haven&#039;t seen fit to share the secret of the Fallen with their Primaris reinforcements yet (with the exception of their Librarians who are already rare enough and undergo the most stringent of testing anyway, plus they can, you know, read minds), mostly because they haven&#039;t gone through the same indoctrinations or heard the same apocryphal tales that the rest of the chapter have. While it is likely one of them will be found worthy of joining the Deathwing eventually, the newcomers only know the sanitized version of their history for now. &lt;br /&gt;
**Of course, it&#039;s entirely possible to give your [[Crunch|Primaris Master &amp;lt;Deathwing&amp;gt; keyword and Inner Circle ability via Inner Circle stratagem]], so [[Your_dudes|you can write your own fluff]]&lt;br /&gt;
**While many of the new Primaris marines have served the chapter long enough to reach Veteran status, &#039;&#039;(see the new Lieutenant complete with bathrobe)&#039;&#039;, the Chapter has not yet initiated any of them into the Deathwing or the Inner Circle. As mentioned, the exception seems to be the Primaris Librarians, who have the &#039;&#039;&#039;DEATHWING&#039;&#039;&#039; keyword in the crunch. No mentions in fluff to explain why; maybe there&#039;s not much use in trying to keep mind readers out of your secrets.&lt;br /&gt;
**In the novel &amp;quot;War of Secret&amp;quot;, it turned out that whenever a Primaris witnesses something related to the hunt for the Fallen Angels, he has his memory wiped out by the Apothecary. However, the protagonists of the novel managed to go through the proceess by injuring themselves, thus triggering the Belisarian Furnace to burn away all the injected mind-wiping chemicals. So, an Interrogator Chaplain inducted them into what was called the &amp;quot;Primaris Circle&amp;quot;, whose role was to on the watch for both the Fallen Angels and the Mechanicus (for signs of heresy).The Primaris Circle was not (yet) a part of the Inner Circle yet, as only Azrael could decide whether Primaris Marines would be inducted.&lt;br /&gt;
** No longer the case as of the most recent White Dwarf update. An [[Aggressor]] had finally been deemed worthy to be inducted into the Deathwing (though its noted that he had been EXTRA-diligent in trying to figure out the Chapter&#039;s mysteries prior to this), while one of its Brother-Captains had to undergo the Rubicon Primaris to save his life.  Being a Primaris marine now isn&#039;t a hindrance to the induction into the Deathwing, just a willingness to play along with the Dark Angels need for secrecy. However this won&#039;t stop players from saying GW is too lazy to make Primaris Terminator armor or Bikes. As it&#039;s just two so far.&lt;br /&gt;
*Before the Fall of Cadia and all that ensued, all Company Masters had been members of the Inner Circle. Nowadays, both with NuMarines arriving and casualties stacking up, this is no longer the case.&lt;br /&gt;
*The Rock is now situated in the galactic north in the Imperium Nihilus, where the Inner Circle can more easily coordinate due to the lack of reliable communications.&lt;br /&gt;
*Ezekiel has another vision, this time of himself, Asmodai, Azrael, and some other Dark Angels joining forces with Kaldor Draigo to enter the Eye of Terror and rescue Epimetheus from the Black Legion. Pandorax 2: Eye of Terror Boogaloo?&lt;br /&gt;
**Following up on the above, Asmodai cuts a deal with the [[Relictors]]: in exchange for their help capturing a member of the Black Legion who can give them Epimetheus&#039; location, he gives them a relic in a locked box that he claims is &amp;quot;rightfully&amp;quot; his to give and &amp;quot;rightfully&amp;quot; theirs to receive. Intriguingly, he mentions that the box is unlocked by specific genetic markers but will open for them as easily as it would open for him. In light of this, it may be possible that the Relictors may be Dark Angels successors in spite of their significant deviation from the Unforgiven doctrines (to say nothing of their own dubious loyalties).&lt;br /&gt;
*Rumor has it that somewhere in the Imperium Nihilus the Fallen are gathering in large enough numbers to be classified as their own Legion. Azrael suspects that Luther may be responsible for this and is making plans to move against them.&lt;br /&gt;
*Captain Balthasar of Dark Vengeance fame is killed, and his successor Lazarus somehow manages to become the first Company Master to cross the Rubicon Primaris despite being too wounded for even a dreadnought sarcophagus. (Should be noted that he was the inducted into the Inner Circle, becoming the first Primaris Marine welcomed into the Circle.)&lt;br /&gt;
&lt;br /&gt;
=====[[Blood Angels]]=====&lt;br /&gt;
*The Blood Angels and their successors (except [[Lamenters|those poor bastards]]) get fucked up pretty badly by the Tyranids, (those poor bastards were still dealing with their own bugs) with the gribblies eating large parts of Baal&#039;s moons. However, a combination of the Cicatrix Maledictum messing with the Hive Fleet&#039;s bio-ships and Guilliman&#039;s fleet taking out the remaining Tyranids on Baal after the Warp settles down leads to the Blood Angels successfully repelling the Tyranid invasion. Meanwhile on Baal Prime, [[Ka&#039;bandha]] manifests with a horde of Daemons of Khorne- the idea of anything destroying the Blood Angels other than itself is intolerable to the Bloodthirster.&lt;br /&gt;
**The [[Knights of Blood]], unable to control the Flaw due to the influence of Ka&#039;Bandha, sacrifice themselves to buy time for the rest of Baal Prime&#039;s defenders to evacuate.&lt;br /&gt;
*An exhausted and drained [[Dante]] has managed to just barely defeat the [[Swarmlord]] in a duel. Guilliman tells Dante that he&#039;s [[awesome|one of the few people who can call him an equal]], and makes him the commander of the Imperium Nihilus. So now the space vampires are basically in command of half the galaxy, albeit the fucked-up half. Despite the enormous amount of pressure this would entail, it&#039;s said Dante has never been more hopeful and has sworn to purge the Imperium Nihilus of Chaos.&lt;br /&gt;
*None of the Primaris Blood Angels have shown signs of succumbing to the [[Black Rage]], but eventually it turns out they&#039;re not actually immune to it- they just hadn&#039;t been active long enough for it to kick in. They are susceptible to the [[Red Thirst]], though they have better control over it than their shorter cousins.&lt;br /&gt;
*Lieutenants of the Blood Angels fill one of two offices: the Sword of Sanguinius acts as a frontline commander to lead the charge, while the Warden of the Blood is the designated second in command and will become acting Captain if the current one succumbs to the Flaw.&lt;br /&gt;
*Seth is pretty skeptical on the whole Primaris thing, partly because he views them as blasphemy against the Emperor&#039;s work and agents of Guilliman, loyal to him before the Chapter and their gene-father, and partly because he sees them as being less true to Sanguinius&#039; heritage due to their apparent resistance to the Flaw. &lt;br /&gt;
**Somebody in the Inquisition is pissed off enough at Seth to send an [[Eversor]] to kill him. In an amazing display of restraint, Seth only beats the assassin within an inch of its life before sending it back to the Inquisition as a warning, along with the Captain they roped into helping with the assassination attempt.&lt;br /&gt;
*Corbulo, on the other hand, is all hot about them, seeing the whole Primaris thing as a cure for the Black Rage. However, an attack on an Alpha Legion base in which the Primaris Marines unleashed a degree of violence extreme even for the Blood Angels seems to have left him reconsidering the possibility that they may be a cure for the Flaw.&lt;br /&gt;
*Our favourite [[Lamenters]] got their very own NuMarines and are slowly rebuilding after &amp;quot;the battle with overwhelming horror of Tyranids&amp;quot;, which suggests they somehow managed to survive running into Kraken. Anyway, things are finally looking good for them, by which we mean they aren&#039;t allowed to go extinct because it would be a relief.&lt;br /&gt;
*When a Chapter Master of the Blood Angels dies, the Sanguinary High Priest and High Chaplain take temporary joint rule until a suitable candidate for the role can be found. This was established as a precaution after one Captain succumbed to the Black Rage almost immediately after he ascended to the rank of Chapter Master.&lt;br /&gt;
*Due to the severe losses taken in the defense of Baal, the Blood Angels now maintain an extra-large (as in almost 500 strong) Scout Company, formed in part from the tribesmen that fought the Tyranids alongside the Blood Angels and survived.&lt;br /&gt;
*The final stages of the Red Thirst appear to cause physical mutations in addition to mental changes; when the Tower of Amareo&#039;s inhabitants were released to fight the Tyranids, they had devolved into fanged, clawed monsters with blood-red skin that walked on their knuckles like apes.&lt;br /&gt;
*Baal Primus is now completely bereft of life while Baal Secundus has been terraformed back into its paradisal state before the long night on the order of Guilliman.&lt;br /&gt;
*Mephiston has crossed the Rubicon Primaris, proving himself Lord of Death once again.&lt;br /&gt;
&lt;br /&gt;
=====[[Imperial Fists]]=====&lt;br /&gt;
*As revenge for the Iron Warriors&#039; attack on [[The Phalanx]], the [[Imperial Fists]] fight alongside several Knight Houses to capture the Iron Warriors&#039; recently fortified world of Ironhold.&lt;br /&gt;
*The Phalanx was badly damaged between the events of the fall of Cadia and the Iron Warriors&#039; attack, but it was able to survive. It is now currently orbiting Terra for repairs and purification of the tainted parts of the ship. The Custodes took this opportunity to plant agents aboard the Phalanx just in case the Fists ever turn to Chaos and try to turn it&#039;s guns on Terra.&lt;br /&gt;
*[[Vorn Hagen]]&#039;s dead, only two editions after he was introduced. While it&#039;s said he fell defending Terra (presumably from the Khornate reaming that followed the Rift). the fact that it came with as much fanfare and note as former Chapter Master Vladimir Pugh&#039;s passing only notes how impactful he really was.&lt;br /&gt;
&lt;br /&gt;
=====[[White Scars]]=====&lt;br /&gt;
*The White Scars are badly depleted by Chaos attacks led by the [[Red Corsairs]]; only the arrival of [[Kor&#039;sarro Khan|Kor&#039;sarro Khan&#039;s]] forces from the Damocles Gulf prevent them from being wiped out entirely. Shortly afterwards, the Indomitus Crusade&#039;s reinforcements are able to save the chapter. With their numbers restored, they embark on a major campaign against the Red Corsairs that culminates in the invasion of a space station seized by [[Huron Blackheart]]. Jubal Khan and his honor guard reach the heart of the space station; though they are able to detonate its reactor, collapsing corridors prevent them from evacuating the station. Their fate is unknown, but it&#039;s looking increasingly likely that Kor&#039;sarro Khan is going to be promoted just like Shrike was.&lt;br /&gt;
*It turns out that Jubal had survived, but was horrifically tortured by the Red Corsairs when he was recovered; despite the best efforts of the Apothecaries he is not expected to be able to fight again. He is now interred within the strategic center in the chapter&#039;s Fortress-Monastery, acting as a strategist for the Chapter.&lt;br /&gt;
*After the repelling the Red Corsairs&#039; invasion of Chogoris, Kor&#039;sarro Khan undergoes the Rubicon Primaris. Upon finding out about this, Jubal Khan has a private conversation with Kor&#039;sarro, and gifts him the Cyber-Berkut Anzuq. Some within the chapter suspect that this is Jubal&#039;s way of keeping a tighter leash on Kor&#039;sarro for his recklessness since Anzuq records all it sees.&lt;br /&gt;
*Chogoris has been badly affected by the presence of the Maelstrom as well as the aftermath of Huron&#039;s invasion. The mountain beasts have begun to mutate, multicolored fires burn across the plains, and even the ritual scars on the faces of the tribes&#039; best warriors seem to reflect the shape of the Great Rift. The White Scars have consequently taken extensive precautions to ensure that their initiates are uncorrupted.&lt;br /&gt;
**Worse, much of the Yasan Sector that Chogoris is a part of remains under the control of Chaos forces, giving them a staging area to assist the mutant hordes and cultists remaining on Chogoris.&lt;br /&gt;
*Rumor has it that Jaghatai Khan entered the Webway Portal from which he never returned from not because he wished to pursue the Dark Eldar, but because he saw it as an opportunity for freedom without limit upon an endless plain to make war in. This view is bitterly opposed by most of the White Scars, but only the Khagan himself can be said to know the truth.&lt;br /&gt;
*After suffering defeat at the hands of Hive Fleet Hydra on Haadekh, the White Scars get revenge on the volcanic world of Horatian Utukh. Equipped with enough flamer weaponry to burn the Tyranids before they could regenerate, the White Scars lured the Tyranids onto unstable fields of rock and lava until it collapsed under the weight of all the extra bioforms formed by the death throes of leader organisms.&lt;br /&gt;
*Captain Jurga of the 1st company is interred within a dreadnought after being wounded by a Lord Discordant of the Red Corsairs during the War for Chogoris.&lt;br /&gt;
&lt;br /&gt;
=====[[Black Templars]]=====&lt;br /&gt;
*The Black Templars take it on themselves to defend Imperial Shrine Worlds from Word Bearers-led Chaos forces, with several crusades being launched to drive the traitors back. Despite heavy losses, they are able to &#039;&#039;&#039;[[Imperial Guard|HOLD THE FUCKING LINE!]]&#039;&#039;&#039;.&lt;br /&gt;
*[[Helbrecht]] has taken a break from pursuing [[Ghazghkull Mag Uruk Thraka|Ghazghkull]]; the [[Primarch]] managed to convince the High Marshal that his oath to slay the Ork warlord had blinded him to the more immediate threat of the Ruinous Powers, and he soon declared his crusades to protect the worlds of the [[Ecclesiarchy]] from Chaos.&lt;br /&gt;
*A crusade into the [[Maelstrom]] finds new allies. The [[Star Phantoms]], [[Libators]], and new Black Templar Primaris marines join the crusade to purge ork pirates and chaos renegades. The crusade also recovers a lost knight STC from the Forces of Chaos.&lt;br /&gt;
*Black Templars are retconned from being incorruptible while simultaneously having their character who had a model in 3rd edition declared Excommunicate Traitoris. Rip Castellan Draco.&lt;br /&gt;
&lt;br /&gt;
=====[[Salamanders]]=====&lt;br /&gt;
*A lesser known gene-seed quirk of the Salamanders grants them a limited ability to see infrared emissions. This &amp;quot;fire-sight&amp;quot; can be used alongside specialized materials to produce decorations and tactical markings that only the Salamanders can see. &lt;br /&gt;
*The Salamanders deploy at full Chapter strength to fight against the invasion of the Largos System by the [[Bloodthirster]] Khaz&#039;khul. Their new [[Aggressor]] squads (equipped with flamers, of course) prove to be the key to victory. The Salamanders soon become well-known for their effective use of Aggressors.&lt;br /&gt;
*The Salamanders fight and defeat the forces of the Death Guard and the Deamon Prince the Eater of Lives in the Ybrannis System, preventing millions of infected foodstuffs from being distributed across the Imperium.&lt;br /&gt;
*On the [[hive world]] of Parshamesh, the Salamanders prove vital in rallying the Parshamesh PDF to drive out invading Dark Eldar raiding parties.&lt;br /&gt;
*After the Genestealer Cult of the Innerwyrm infects the agri-world of Slathergraft, Captain Agatone leads a strike force from the 3rd company to the planet, only to find it deserted. Descending underground, the strike force finds the world&#039;s populace enslaved by parasitism, and cull of the entire underground of every living thing and Genestealer. Though successful, only Agatone and a quarter of the strike force survive to return to the surface.&lt;br /&gt;
*The Salamanders team up with Sisters from the Order of Our Martyred Lady to defeat a mixed warband of Iron Warriors and Death Guard marines on the word of Shen&#039;tzi Vo. Luring the warband into a killzone, the Salamanders and Sisters launch nuclear munitions and promethium, burning heretic and loyalist alike. Though many loyalists survive, the warband is not so fortunate and are eventually driven off world.&lt;br /&gt;
*While fighting a rebellion alongside the Death Korps of Krieg and Voltern Cuirassiers on Hespher II, captain Shoen&#039;lo clashes with the Death Korps over how to deal with the rebels. Shoen&#039;lo desired repatriation and punishment for the rebels that repented, while the Death Korps wanted to kill &#039;em all and let the Emperor sort them out. Things came to a head when the Death Korps shelled a hab-complex while the Salamanders were undergoing a search and capture operation. Though the Salamanders were unscathed, Shoen&#039;lo marched up to the Death Korps&#039; command [[Leviathan]] to confront their leadership. After leaving, onlookers bore sight to something they never would have imagined to see: genuine terror among the Krieg officers. The Death Korps would go on to fight exactly as the Salamanders wanted, and the two forces parted on frosty terms.&lt;br /&gt;
* A group of Salamanders are stranded on the world of Warsylask thanks to the Great Rift. Suddenly, a cult of Nurgle arises and spreads a contagion that leaves only the planet&#039;s holy sites free of taint. The Salamanders leave the safety of the holy sites to take the fight to the cultists. By the time the Great Rift and plagues recede and the Imperial Guard and Arbites are able to mobilize, the cultists are a spent and broken force. unfortunately, none of the Salamanders survived the plagues, and the Planetary Governor raises the Cathedrum of the Nine Heroes on the sight of the Salamanders final victory to honor their sacrifice.&lt;br /&gt;
*While it is stated that the Salamanders have never been confirmed to have any successor chapters, it is also suggested that some chapters such as the Black Dragons and the Storm Giants may have been descended from them. &lt;br /&gt;
*A couple of tweaks have been made to the circumstances behind [[Vulkan|Vulkan&#039;s]] disappearance in order to reconcile the old fluff with the revelations made in the [[Horus Heresy]] and War of the Beast novels; the new story is that according to the Salamanders Vulkan led them for about a millennium after the Horus Heresy (i.e. right around the time the War of the Beast happened), at the end of which he bequeathed them the Tome of Fire and left for a special mission of some kind.&lt;br /&gt;
*The Chapter&#039;s persistently low numbers have been retconned; they now keep 7 companies as a homage to the 7 warrior-houses of their old Legion; while each one is larger than a Codex-compliant Company, their Scout company is said to be less than half the size it would be in other chapters due to Nocturne&#039;s small population and an especially meticulous selection process.&lt;br /&gt;
*During the [[Age of Apostasy]], [[Goge Vandire|Goge Vandire&#039;s]] right-hand man Arch-Cardinal Perigno declared the Promethean Cult heretical. Following his decree, three orders of the Sisters of Battle attack five of the Chapter&#039;s companies on the world of New Folly alongside numerous fanatics. The Salamanders fought only in self-defense, and when news of Perigno&#039;s execution by the Inquisition arrived the Ecclesiarchal forces disbanded.&lt;br /&gt;
*In spite of fears that Vulkan&#039;s relics have been rendered impossible to recover by the Great Rift, Vulkan He&#039;Stan has not lost hope. In fact, he has learned that a clue to the location of the Unbound Flame may be hidden on an obscure planet called Zero.&lt;br /&gt;
&lt;br /&gt;
=====[[Raven Guard]]=====&lt;br /&gt;
*A Chapter-strength strike force spearheaded by a mix of Inceptors, Grav-chute equipped Reivers, and [[Thunderhawk]]-deployed [[Assault Marines]] led by [[Kayvaan Shrike]] is able to liberate the mining world of Safinyius mere weeks after it is captured by the [[Night Lords]].&lt;br /&gt;
*The Raven Guard, to no one&#039;s surprise, make heavy use of the Vanguard Primaris Marines.&lt;br /&gt;
*It appears that Kayvaan Shrike has also crossed the Rubicon Primaris, becoming the first known example of &amp;lt;s&amp;gt;emo&amp;lt;/s&amp;gt; [[Beakie]] Primaris Marine.&lt;br /&gt;
*For the first time in centuries, Kayvaan Shrike calls a conclave of the entire chapter leadership, only to give each of them secret orders and ordering them to scatter across the Imperium. Only Shrike knows the true goals of the missions he handed out to the chapter&#039;s Shadow Captains.&lt;br /&gt;
*On the world of Xalladin II, Kayvaan shrike learns of growing tensions between the Iron Hands and Imperial Fists while the threat of Waaagh! Boneskar remains. Shrike discovers that the Iron Hands are after a lost relic being used to power Xalladin II&#039;s planetary shield, which removing would leave the populace vulnerable. Shrike secretly destroys the relic and reveals himself and the Raven Guard in order to force the two chapters to repel the Waaagh! In the aftermath of the conflict, neither the Iron Hands nor the Imperial Fists are able to pin the relic&#039;s destruction on Shrike, but suspicions are abound.&lt;br /&gt;
&lt;br /&gt;
=====[[Iron Hands]]=====&lt;br /&gt;
*[[Medusa]] falls under attack by Chaos soon after the Great Rift&#039;s formation. The ensuing defense quickly becomes the largest armor battle since the Battle of Tallarn, but the overwhelming firepower of the Iron Hands&#039; mobile fortresses ensures their victory. &lt;br /&gt;
*Afterwards, the Iron Hands launch a scorched-earth campaign that leaves many of the nearby worlds ruined but free of Chaos taint. They manage to discover a possible pathway through the Great Rift and defeat the Chaos forces defending it, but the fleeing renegades destroy the portals used to sustain the pathway before the Iron Hands can secure it.&lt;br /&gt;
*A relic known as the Brimstone Heart is stolen from the Gorgon&#039;s Forge by the Kabal of the Bladed Lotus. Clan Haarmek goes in hot pursuit of the relic, only to lose it again at the hands of Trazyn the Infinite. Iron Captain Tyrrod is stripped of his rank for his failure and must embark on the Silver Pilgrimage.&lt;br /&gt;
*The Brimstone Heart is tracked to the world of Xalladin II, and Clan Raukaan is ordered to recover it at all costs. The Brimstone Heart is being used to power Xalladin II&#039;s planetary shield while the Imperial Fists fight to save the planet&#039;s remaining populace from an Ork Waaagh! The two chapters nearly come to blows over the relic until it suddenly explodes and removes the planet&#039;s shields. Though both chapters are able to repel the Orks with help from the Raven Guard, relations between them are now strained.&lt;br /&gt;
*The Iron Hands and several of their successor chapters embark on the Iron Crusade to protect the Stygius Sector. Currently, they are protecting the surviving worlds in the Mordian System and securing the refineries and shipyards of the neighboring Khravos System.&lt;br /&gt;
&lt;br /&gt;
=====[[Crimson Fists]]=====&lt;br /&gt;
*The Crimson Fists were able to receive much-needed Primaris reinforcements during the Indomitus Crusade after Guilliman drove off the forces of the [[Daemon Prince]] Rhaxos from Rynn&#039;s World, marvelling when they learned that many of them had lived while their Primarch still led them. As a show of gratitude for Guilliman&#039;s role in restoring their Chapter to its full strength, the Crimson Fists have since named the day in which they were united with their Primaris counterparts as the &amp;quot;Day of Renewal&amp;quot;. Guilliman personally praised [[Pedro Kantor]] for his services to the Imperium, remarking that [[Rogal Dorn]] would have been proud of him.&lt;br /&gt;
&lt;br /&gt;
=====[[Space Wolves]]=====&lt;br /&gt;
*When the Codex Astartes was first introduced, [[Leman Russ]] somehow managed to convince Roboute Guilliman to let them retain their traditional structure. &lt;br /&gt;
*Vorek Gnarlfist has been appointed the new Wolf Lord of Egil Iron Wolf&#039;s Great Company after the death of his predecessor, Orven Highfell, on [[Cadia]]. &lt;br /&gt;
*Despite the return of the 13th Company, their name-stone remains blank as a symbol of all the Great Companies that have been lost throughout the history of the Space Wolves. &lt;br /&gt;
*Unsurprisingly, there was some grumbling among some of the Space Wolves upon whether or not their Primaris cousins should be allowed to be a part of the Great Companies; since they were not born on Fenris and did not know of the Space Wolves&#039; customs, some Wolf Lords believed them to be part of a ploy to undermine their traditions. Grimnar ultimately decides that they will follow the will of Guilliman and accept them, though rivalries between the Primaris Space Wolves and their shorter cousins are still common.  &lt;br /&gt;
**Subsequently, many Primaris Space Wolves agree to take the Test of Morkai to prove themselves worthy of being called sons of Russ. Not all of those who take the test survive it. &lt;br /&gt;
*Ulrik the Slayer proposes that the cure to the Curse of the Wulfen might be found within the Primaris Space Wolves, but when several Inceptor packs give into bestial fury while fighting Dark Eldar it becomes clear that this is not the case.  &lt;br /&gt;
*The Rune Priests&#039; visions hint more and more frequently that the Wolftime is drawing nearer than ever before. Njall Stormcaller is granted an audience with Bjorn; rumor has it that he sought to know every detail of the days leading up to Russ&#039;s departure.&lt;br /&gt;
*Wulfen Dreadnoughts are exactly what you&#039;d think- they&#039;re [[Wulfen]] in Dreadnoughts.&lt;br /&gt;
*[[Lukas the Trickster]] once made a bet with [[Krom Dragongaze]] that he couldn&#039;t outstare the sun. Several hours of staring into the sun later, Krom declared the bet to be a draw when the sun went down that evening. He is blind in one eye to this day.&lt;br /&gt;
*Following a duel with Ghazghkull, [[Ragnar Blackmane]] crossed the Rubicon Primaris to save him from what would otherwise be fatal injuries.&lt;br /&gt;
&lt;br /&gt;
=====Other Codex Chapters=====&lt;br /&gt;
*The [[Blood Ravens]] get their own entry in the &amp;quot;Unknown Foundings&amp;quot; section of the Codex, coincidentally confirming that they&#039;ve been &amp;quot;gifted&amp;quot; a handful of Primaris Marines. It is suggested that the [[Ordo Malleus]] may know who their Primogenitor chapter is, but the records that they have are sealed. Newer fluff confirms that the Custodes were able to traverse into the Dark Imperium and provide the Blood Ravens a portion of their geneseed tithes, along with staff and equipment to create Primaris Marines, with the missive to regroup and replenish their numbers as quickly as possible (good thing too, since Sub-sector Aurelia is now stuck in the Imperium Nihilus and there&#039;s no telling how long Ulkair&#039;s prison will hold him). &lt;br /&gt;
**Examination of the newcomers&#039; gene-seed provides the Blood Ravens&#039; Apothecaries with startling revelations about the Chapter&#039;s origins, leading to the decision to ensure that nobody outside the highest ranking members of the Blood Ravens can learn of it. &lt;br /&gt;
*At one point in the past, two Space Marine Chapters ended up being formed with identical names and heraldries (the Celestial Swords). In true [[Administratum]] fashion, the mistake wasn&#039;t discovered until both of the Chapters were wiped out by the 9th Black Crusade 200 years later.&lt;br /&gt;
*Though it is again noted that the Indomitus Crusade was unable to liberate or even reach many of the planets that had fallen in the Noctis Aeterna, the equally important point is made that it gave the Imperium as a whole hope that it could survive its darkest era since the Horus Heresy.&lt;br /&gt;
*The [[Black Consuls]], formerly presumed to be all but destroyed, have been rebuilt by an influx of Primaris Marines, as have the [[Scythes of the Emperor]].&lt;br /&gt;
*The [[Black Dragons]] were about to be investigated by the Inquisition again, but it was called off when the Great Rift formed.&lt;br /&gt;
*The [[Minotaurs]] are forced to make for Terra after a Death Guard attack ruins their gene-seed stocks.&lt;br /&gt;
*The Angels Revenant survived destruction at the hands of the Maynarkh Dynasty in Imperial Armour 12 after the Necrons cracked open their home planet and seemimgly drowned them in lava. When the Indomitus Crusade arrived, they were ready to declare them extinct until it was discovered that a few battle brothers survived to fight the Necrons under the planet&#039;s surface. The Angels Revenant have since been rebuilt with Primaris Marines.&lt;br /&gt;
&lt;br /&gt;
====[[Grey Knights]]====&lt;br /&gt;
*Some Chapters (most notably the [[Exorcists]] and [[Silver Skulls]]) have been known to notify the Grey Knights about potential candidates for recruitment within their own pools of Aspirants. The Grey Knights responsible for finding recruits are called the Gatherers, and they consist of Grey Knights who are too old or injured to take part in battle. Which makes no sense given current fluff states Astartes are functionally immortal and so aren&#039;t actually capable of being too old to fight. (There are exceptions such as the man Sigismund himself!) There would only be a few reasons for this, one is that this is proof that Space Marines are indeed affected by age (albeit slowly, so these Knights would have to be active since the Great Crusade) or while they are still powerful in their own right; the Gatherers&#039; advanced age and/or crippling injuries have impacted their combat prowess to such a degree that they can no longer measure up to the Grey Knights&#039; specifications but aren&#039;t maimed enough to justify being put into Dreadnoughts either. In either case, they&#039;re a lot like the Custodians&#039; Eyes of the Emperor.&lt;br /&gt;
*With the Great Rift open and Daemons everywhere, the Grey Knights have their work cut out for them. They are especially active during the Plague Wars in Ultramar. &lt;br /&gt;
*[[Kaldor Draigo]] notices that his appearances in realspace are occurring more frequently and lasting for longer periods of time; the Prognosticars believe that this may be a byproduct of the Great Rift weakening the veil between the Materium and the Warp, or perhaps it is a side-effect of Mortarion&#039;s return to the Materium. In either case, Draigo is prepared for a second round with the Daemon Primarch and we can only wonder what kind of new scar tattoo he&#039;s going to give Mortarion again.&lt;br /&gt;
*Due to the increasingly desperate state of the Imperium, Draigo has asked the other Grand Masters to consider executing the Terminus Decree (a.k.a. the thing in the Secret Box)- the first time this has ever happened.&lt;br /&gt;
*6000 years ago, the Grey Knights were successful in banishing Shalaxi Helbane, leading him to be thrown into Slaanesh&#039;s Palace of Punishments for his failure.&lt;br /&gt;
*Grey Knight Chaplains serve to ensure the purity of the Chapter, and are drawn from the very purest of the Paladins.&lt;br /&gt;
&lt;br /&gt;
====Deathwatch====&lt;br /&gt;
*[[The War of The Beast]] is re-confirmed as the origin of the Deathwatch. &lt;br /&gt;
*Basic overview of a Watch Fortress&#039;s chain of command, along with heraldry and brief descriptions of famous Watch Fortresses. &lt;br /&gt;
*Kill-Teams are classified based on their specialties:&lt;br /&gt;
**Aquila Kill-Teams are generalists, able to adapt to any situation within a moment&#039;s notice. &lt;br /&gt;
**Venator Kill-Teams balance speed and firepower to counter swift xenos units.&lt;br /&gt;
**Malleus Kill-Teams focus on killing monsters and destroying vehicles, often with the aid of Terminator armor and heavy weapons.&lt;br /&gt;
**Furor Kill-Teams are swarm-slayers which kill off hordes of xenos from afar.&lt;br /&gt;
**Purgatus Kill-Teams are tasked with assassinating enemy commanders and are frequently assisted by Librarians.&lt;br /&gt;
**Dominatus Kill-Teams study the elite forces of their enemies, then outfit themselves accordingly to counter them.&lt;br /&gt;
**Fortis Kill-Teams are a recent addition that focuses on combining the different specialties of Primaris Marines into a cohesive whole. &lt;br /&gt;
*Deathwatch Librarians are most likely to originate from the Blood Angels, the Blood Ravens, and the [[Solar Hawks]].&lt;br /&gt;
*After learning of the Deathwatch&#039;s losses following the Great Rift&#039;s appearance, Roboute Guilliman passes the Ultimaris Decree, which grants them the use of several Chapters&#039; worth of Primaris Space Marines.&lt;br /&gt;
*Chaplain Cassius&#039; involvement in the events of Deathwatch: Overkill gets brought up.&lt;br /&gt;
&lt;br /&gt;
====[[Adeptus Mechanicus]]====&lt;br /&gt;
* A couple of more exotic [[Tech Priest]] titles are given away, though it&#039;s anyone&#039;s guess what the hell half of them even do. But with charming names like &amp;quot;Data-Predator&amp;quot;, &amp;quot;Grand Parasite&amp;quot;, and &amp;quot;Mechasapient&amp;quot;, perhaps it&#039;s best that we don&#039;t know. &lt;br /&gt;
* Agripinaa has adapted to the fall of Cadia by &amp;quot;recruiting&amp;quot; any nearby refugee ships to the Skitarii- turning them into servitors if they don&#039;t join willingly. &lt;br /&gt;
* A handful of Tech-Priests escaped the destruction of Gryphonne IV when it became Tyranid chow, and have vowed to rebuild their Forge World elsewhere. &lt;br /&gt;
* Metalica is badly besieged by the Death Guard and its allies; only the intervention of House Raven and a war-fleet from Deimos is able to push back the traitors.&lt;br /&gt;
* The AdMech have increasingly come into conflict with the Necrons since Cawl began work on reverse-engineering the Cadian Pylons. Their study into the strange material they have named Blackstone (hey, haven&#039;t we heard that name [[Blackstone Fortress|before]]?) has been promising so far, but the Necrons are the only ones with a large supply of the stuff and they don&#039;t want to share it. Worse, approximately half of all known Forge Worlds have turned out to be inactive Tomb Worlds that are now in the process of reawakening. &lt;br /&gt;
* The Thanatar, Castellax, and Vorax Battle-Automata were mothballed after the Heresy, with more orthodox members of the AdMech believing that their machine spirits were too close to Silica Animus to be used safely.&lt;br /&gt;
* [[Belisarius Cawl]] originally learned much of what he knows about gene-crafting from the Emperor Himself, back when he was still helping Emps design the Black Carapace. (Well technically it wasn&#039;t him  but he absorbed the memories of the scientist who actually did it, it&#039;s complicated.) It was that expertise that helped him design the Primaris Marines, even though he has long since forgotten how he learned it in the first place.&lt;br /&gt;
* At least 7 Forge Worlds are lost during the Noctis Aeterna, with several others not having been heard from in some time.&lt;br /&gt;
** Tigrus is now a Forge World again, despite having been totally controlled by Orks for thousands of years prior. Orestes is now a Knight World. These are probably a case of GW having Alzheimer&#039;s.&lt;br /&gt;
* Triplex Phall, the Forge of the Eastern Frontier, managed to defeat both a Splinter Fleet of Hive Fleet Kraken and an invasion by [[Typhus]] himself. Partly because of the large amounts of archaeotech they&#039;ve been hoarding that even Mars doesn&#039;t have access to.&lt;br /&gt;
* Remember the Moirae Schism? Turns out that among the prophecies the renegade techpriests of Moirae made were predictions about the impending appearance of the Great Rift and the return of Guilliman, which suggests that the rest of their beliefs weren&#039;t heretical after all. Oops.&lt;br /&gt;
&lt;br /&gt;
====[[Astra Militarum]]====&lt;br /&gt;
* A Militarum Regimentum is the Administratum term for all Regiments derived from a single planet. &lt;br /&gt;
* Brief overviews of a bunch of minor Regiments. The [[Tanith First (And Only)]] get a mention as well. New Regiments include:&lt;br /&gt;
**The Ventrillian Nobles, who &amp;quot;donate&amp;quot;part of their wealth to Munitorum officials and Rogue Traders to ensure they can be deployed to only the most glorious and adventure-filled warzones. They carry swords as well as lasguns and have a bunch of super-heavy tanks that they get from the AdMech in exchange for the rare gemstones only found on Ventrillia.&lt;br /&gt;
**The Miasman Redcowls, flamer specialists native to the orbital station above the gas giant Miasma XVI. They&#039;re most often deployed on the front lines, partly to burn a path forward for their allies and partly because said allies find that the smell of their world&#039;s gases is intolerable.&lt;br /&gt;
**The Indigan Praefects, expert beast hunters who learned how to fight big nasty monsters after their planetary governor&#039;s prized collection of dangerous predators from across the [[Segmentum]] escaped to breed in the wild. Since then, they&#039;ve become some of the Guard&#039;s best Tyranid fighters. &lt;br /&gt;
=====[[Cadia|Cadian Shock Troopers]]=====&lt;br /&gt;
*After the fall of their homeworld, those who survived the battle then reinforced the other worlds within the Cadian Gate and manage to hold back the tide of Daemons and Traitor Marines when the great rift appeared.&lt;br /&gt;
*The Cadians&#039; new motto after the fall is &amp;quot;Cadia stands!&amp;quot;, in honor of the heroic sacrifice of [[Creed|their Lord Castellan]] and the Cadian regiments that gave their lives to hold off Abaddon&#039;s forces over the history of the Imperium. When you think about it, it&#039;s a pretty good war cry because Abaddon spent a good while brooding over his epic failure to conclusively beat and humiliate the Imperium on Cadia in a straight battle and each Cadian war cry is no doubt an irritating taunt. Creed&#039;s true fate remains unknown to the Imperium, though he is currently presumed dead. &lt;br /&gt;
*The Cadians who survived the fall of Cadia, were unable to reach the defense of their homeworld in time, or were busy on a different warzone settled down/drilled  countless worlds to instill their martial prowess and proud traditions to their host planets in order to carry on Cadia&#039;s legacy. Even though Cadia has fallen, the Cadian Shock Troopers aren&#039;t going anywhere. So Abaddon in typical fashion snatched defeat from the jaws of victory by turning his Cadia problem into many many problems.&lt;br /&gt;
*Due to his involvement in the Damocles Gulf Crusade against the T&#039;au at the time, [[Knight Commander Pask|Knight Commander Pask]] was unable to reach Cadia before it fell. Pask was ashamed and wept manly tears when he learned about the fate of his homeworld. He wished he could have fought and died honorably with its proud defenders, then he turned said shame into hatred of the forces of Chaos.&lt;br /&gt;
&lt;br /&gt;
=====[[Catachan Jungle Fighters]]=====&lt;br /&gt;
*Despite being a proverbial stone&#039;s throw away from the Great Rift, Catachan not only avoided being corrupted by Chaos, but was able to hold its own against the daemonic hordes thanks to a combination of the Jungle Fighters&#039; prowess and the inherent lethality of the native flora and fauna.&lt;br /&gt;
**By the time the Indomitus Crusade arrived, the forces of Chaos had already been driven off- it&#039;s noted that when the Crusade left Catachan, its forces were greatly swelled by volunteers from the Catachan Jungle Fighters.&lt;br /&gt;
*According to a story that&#039;s made its rounds around the Jungle Fighters, [[Gunnery Sergeant &amp;quot;Stonetooth&amp;quot; Harker|Gunnery Sergeant Harker]] first picked up Payback when he was a new recruit. His platoon had been sent to deal with a small band of Orks which turned out to be a Blood Axes ambush; when his lasgun&#039;s energy cells fried from overuse he claimed the heavy bolter from the remains of the platoon&#039;s heavy weapons squad. Harker was the sole survivor.&lt;br /&gt;
&lt;br /&gt;
=====[[Armageddon Steel Legion]]=====&lt;br /&gt;
*As mentioned previously, the Third War for Armageddon has been complicated further by the appearance of the forces of Khorne and Tzeentch. Reinforcements are slowly returning, but the influence of Chaos remains a dangerous wild card in the continuing Imperium-Ork conflict.&lt;br /&gt;
&lt;br /&gt;
=====[[Vostroyan Firstborn]]=====&lt;br /&gt;
*The Vostroyan Firstborn still uphold their tradition of reinforcing the regiments outside of Vostroya&#039;s territory to the best of their abilities. Unfortunately, they&#039;re on the side of the Great Rift where the Astronomican isn&#039;t visible, which means that many of the transports they send never reach their destinations. The Vostroyans keep sending transports anyway, hell-bent on &#039;&#039;never&#039;&#039; repeating their refusal to send aid during the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
=====[[Valhallan Ice Warriors]]=====&lt;br /&gt;
*Valhalla was surprisingly able to keep on with business as usual through the Noctis Aeterna, with the sheer stubbornness of the Valhallan Ice Warriors seeing them through the disappearance of a coherent chain of command.&lt;br /&gt;
*With the aid of the nearby Hive World of Skovi, the Valhallans drive off a major Ork fleet before it can reach Valhalla. While the losses are predictably staggering, it is still a victory.&lt;br /&gt;
&lt;br /&gt;
=====[[Tallarn Desert Raiders]]=====&lt;br /&gt;
*The Tallarn Desert Raiders have recently taken up guerrilla tactics, acting as diversionary forces working in conjunction with other parts of the Indomitus Crusade. Additionally, their vaunted mobility has allowed them to thrive even as other regiments are strained by Warp storm-related logistics issues.&lt;br /&gt;
*A detachment of Tallarn Desert Raiders aided the Grey Knights in battling the rotten hordes spawned by the sentient plague Eater of Lives. As a show of gratitude, the Grey Knights carve the names of the Tallarn commanders into their armor...[[Grimdark|before euthanizing the lot of them, just to be safe]].&lt;br /&gt;
&lt;br /&gt;
=====[[Mordian Iron Guard]]=====&lt;br /&gt;
*When the Thousand Sons and Tzeentch&#039;s Daemons attacked the Stygius Sector (where Mordian is located), Mordian alone was able to drive off the forces of the Architect of Fate. They remain ready for the inevitable next assault, aided by the Iron Hands after they refused to retreat from the sector.&lt;br /&gt;
&lt;br /&gt;
====[[Sisters of Battle]]====&lt;br /&gt;
*As an unexpected side effect of the Great Rift&#039;s opening, miracles and acts of faith are being reported in never-before-seen numbers. Perhaps the influx of psychic power has strengthened the Emperor&#039;s influence?&lt;br /&gt;
**Among other things, this includes appearances of golden-faced spirits that can banish Daemons with a touch, flocks of golden eagles, and even a psychic manifestation of the Emperor himself. Obviously Emps has been busy in the Warp.&lt;br /&gt;
&lt;br /&gt;
====[[Adeptus Custodes]]====&lt;br /&gt;
*Several of the more specialized branches of the Adeptus Custodes are introduced, such as the Shadowkeepers (assigned with guarding the archaeotech and Age of Strife-era horrors locked up in the Imperial Palace) and the Solar Watch (who defend the Sol system, the better to prevent threats from reaching Terra). Amazingly, only some of them have entirely golden armor. &lt;br /&gt;
**Adeptus Custodes armor isn&#039;t painted; the auramite it&#039;s made of is naturally the classic shining gold, but alchemy can change it to entirely different colors as well. &lt;br /&gt;
*Despite some initial dismay owing to their worry that the Space Marines could fail the Emperor as they had in the Horus Heresy, the Custodes accepted the Primaris Marines as part of the Emperor&#039;s plan following confirmation by the Emissaries Imperatus (the division of the Custodes entrusted with interpreting and relaying the Emperor&#039;s will) that the Emperor had approved of them. During the Indomitus Crusade, they were vital in ensuring the Space Marine Chapters accepted their new &amp;quot;gifts from the Emperor&amp;quot;, in part because the Custodes threatened to have the more reluctant ones declared traitors on the spot if they refused.&lt;br /&gt;
*A detachment of Custodes under Shield-Captain Heraclast Vadrian has set off to look for the lost forge world of Morvane, which is thought to have information on how to repair the Golden Throne. Another Custodes detachment it sent to the remains of Cadia; the reasons why are kept secret among even the Custodes themselves but the presence of the Shadowkeepers strongly suggests that something extremely dangerous is hiding there. &lt;br /&gt;
*Constantin Valdor disappeared under mysterious circumstances after the end of the Horus Heresy. Rumor has it that he is still alive and in service of the Emperor.&lt;br /&gt;
*While 30k Custodes are vehemently independent from the Mechanicus, having their own logistical corps with artisans making armaments and even tech-cults independent from Mars responsible for R&amp;amp;D, it seems that in 40k those artisans are AdMech-initiated, judging by their symbol on every Dawneagle Jetbike and Venerable Land Raider.&lt;br /&gt;
&lt;br /&gt;
====[[Imperial Knight]]s====&lt;br /&gt;
*During the Dark Age of Technology the Knight Worlds&#039; conservative outlook regarding technological advances and feudal culture led them to be viewed as the boondocks of human civilization. Despite remaining a source of amusement, they ultimately had the last laugh when the Age of Strife happened. &lt;br /&gt;
*Both Armiger and Dominus pattern are STCs from the Dark Age of Technology, which means they can get rules for Horus Heresy.&lt;br /&gt;
*By the way, Armigers are [[Battletech]] as fuck. They do not possess Throne Mechanicum, but rely on brain implants to connect the pilot. Moreover, those are usually tuned to be &amp;quot;connected&amp;quot; to the proper Noble in a real Knight, who can basically read the thoughts of his fellow squires in battle.&lt;br /&gt;
*The Knight Preceptor is quite rare, primarily due to the STC for the las-impulsor being lost on two separate occasions.&lt;br /&gt;
**Originally, the las-impulsor was constructed on only three Forge Worlds dubbed the Deuterium Stars; one of them turned turned traitor in the Horus Heresy and the other two were destroyed. The STC was not recovered until 3,000 years later, when it was found in territory that had previously been occupied by Orks.&lt;br /&gt;
**The second time was in M38 when the aforementioned STC was stolen by Chaos Space Marines and taken into the Maelstrom. A joint operation between the Black Templars and the Freeblade Moritor Repugnum was able to reclaim it, and since its return in mid-M41 the Preceptor has been in regular use. &lt;br /&gt;
*House Hawkshroud is in grave danger as Waaagh! Zagsmasha&#039;s path cross their home world of Krastellan. The situation is so dire Knights call in on all debts from other Imperium armies nobles helped. Several of their old allies along with the Primaris Marines of the Valiant Blades are on their way, but it is uncertain as to whether they will be able to reach Krastellan in time.&lt;br /&gt;
*As the clashes between the AdMech and the Necrons grow more common, many worlds such as Voltoris and Auros IV discover that they too have had Necron tombs hidden on their worlds which are now beginning to reactivate. Many Knight Houses are forced to withdraw their forces to combat the new threat.&lt;br /&gt;
*The beasts native to Raisa proliferate under the influence of nearby Warp Storms. The cull by House Cadmus takes weeks to bring them down to manageable numbers, and new fortifications are erected to keep the mutants contained.&lt;br /&gt;
*When the Iron Warriors attack the Knight World of Randoryn Alpha, House Cerberan makes a valiant defense but ultimately falls. Most of its surviving nobles are broken by their subsequent tortures, but their sole surviving precept Sir Hektur is able to escape when his Knight&#039;s machine-spirit breaks loose from the remaking engines and rescues him. Now a Freeblade, he is able to free many serfs and Sacristans, earning him the epithet of &amp;quot;The Chainbreaker&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Elucidian Starstriders====&lt;br /&gt;
*Following the Plague Wars, Ultramar was badly damaged and billions of citizens were forced to become refugees. However, Roboute Guilliman noticed that the tides of the Warp have exposed new pathways on the outermost edges of the Imperium which may yet be uncorrupted. &lt;br /&gt;
*In light of the above, Guilliman convened nearly a hundred [[Rogue Trader]]s for a symposium on Macragge, commissioning them to map the new routes and establish new colonies that might be free of Chaos&#039;s influence. &lt;br /&gt;
*Elucia Vhane herself is an estranged daughter of the influential Vhane dynasty, working from a map said to originate from the Dark Age of Technology.&lt;br /&gt;
&lt;br /&gt;
===[[Xenos]]===&lt;br /&gt;
====General====&lt;br /&gt;
*Xenos are confirmed to be taking a back seat this edition for the most part, with the primary conflict being Imperium Vs. Chaos. In other words, business as usual for the Xenos factions.&lt;br /&gt;
*The Old Ones are said to have been the very first form of sentient life in the galaxy.&lt;br /&gt;
*The [[Octarius War]] draws to a close as massively strengthened Orks and Tyranids alike break away to attack nearby systems weakened by the opening of the Great Rift. Kryptmann must be pissed.&lt;br /&gt;
&lt;br /&gt;
====[[Orks]]====&lt;br /&gt;
*Following several missions against xenos forces that appeared to be fleeing from an unknown foe, Watch Master Valesnus of the Deathwatch sends a request for reinforcements shortly before his Watch Fortress&#039;s astropathic relay explodes in a burst of WAAAGH! energy and auspicator buoys display an impossibly massive Ork fleet. By the time the reinforcements arrive, the Watch Fortress has been destroyed. Valesnus&#039;s body is found pinned to the wreckage with the remains of several battle-brothers, all of which have [[Ghazghkull Mag Uruk Thraka]]&#039;s personal glyph branded onto their chests.&lt;br /&gt;
**Reports of Ghazghkull&#039;s activity cause consternation among Imperial high command, as he is documented to be in several completely different locations all at once. Warp-based time dilation is a possible reason for how he&#039;s doing it, but there are too many sightings for this to be the only explanation. Indeed, some Orks say that he can now witness and influence events from far away using &amp;quot;the Great Green&amp;quot;. &lt;br /&gt;
*A Salamanders strike force drawn from elements of the 2nd and 5th companies respond to a distress call from the Imperial naval base on Thrastos. In their haste to aid the navy, the Salamanders fail to notice a fleet of Ork warships hiding in a nearby asteroid field. The Ork Blood Axe Warboss Borzog, who was also a survivor from the Salamanders victory over the Orks on Phaistos, nearly wipes out the Salamanders strike force in a brutal trap. The base is overrun, and the Salamanders are forced to limp off with a few damaged Imperial Navy ships and leave their dead behind. Like Borzog before him, Captain Pellas Mir&#039;san swears revenge over his enemy.&lt;br /&gt;
*The Orks know the Great Rift as &amp;quot;Gork&#039;s Grin,&amp;quot; and claim it&#039;s Gork&#039;s mouth opening up to swallow the stars (and spit out all the Chaos stuff he didn&#039;t want to swallow). Following an impeccable display of Ork logic that Gork might swallow and spit up other armies too, many greenskin armadas head straight for the Great Rift in the hope of finding some new fights. &lt;br /&gt;
*The long-forgotten Brain Boyz are given a mention; depending on which Runtherd is telling the story, either a plague some kind caused them to die out or devolve, or they were even more bellicose than the Orks and left to find the ultimate fight with the biggest Orks they could find. Either way, they somehow managed to engineer pure knowledge into the minds of the Orks. &lt;br /&gt;
*Many Ork-beleaguered worlds that have been trapped behind the Great Rift are unable to evacuate their citizens as they usually would, dooming them to unwinnable wars of attrition. &lt;br /&gt;
*Gork and Mork have apparently been rather busy slaughtering daemons in the Warp, and when the veil between the Warp and the Materium breaks they plan to lead the whole Ork race into a massive battle they call the &amp;quot;Great Waaagh!&amp;quot;.&lt;br /&gt;
*Freebooterz have grown more common due to the Great Rift making more than a few Orks &amp;quot;a bit perkooliar&amp;quot;, turning them into greedy loot-grabbers or Madboyz. &lt;br /&gt;
*[[Mad Dok Grotsnik]] is rumored to be using the organs and body parts &amp;quot;donated&amp;quot; by his customers to be creating some kind of composite super-Ork, Frankenstein style. &lt;br /&gt;
**To feed his need for more bodies, Grotsnik has arranged for the creation of his own warband called &amp;quot;Da Corpse Lootas&amp;quot;. This bunch of Deathskulls, Painboyz, Freebooterz, and Grotsnik&#039;s own &amp;quot;Stitchboyz&amp;quot; exists solely to steal dead bodies from the battlefield (and make them if there are none) for Grotsnik to use as spare parts. &lt;br /&gt;
*[[Wazdakka Gutsmek]]&#039;s Waaagh! is pushing deep into the north of Segmentum Solar, and is apparently severe enough for the Custodes of the Dread Host to intervene. [[Nazdreg Ug Urdgrub]] has also been spotted leading his forces into the vicinity of Valhalla, and after hearing about the Stormsurge he has his Boyz set out for the Farsight Enclaves in the hopes of looting one for use as a Stompa. &lt;br /&gt;
*A brief summary of the [[War of the Beast]].&lt;br /&gt;
*[[Old Zogwort]]&#039;s Weirdwaagh! was swallowed up by a Warp storm, only to burst out of the Warp over the world of Morrowgrym Prime. If the visions of Imperial astropaths in that system are correct, he was literally sneezed out by Mork- and the green ectoplasm Zogwort&#039;s hordes were covered with lends a disturbing credence to that notion.&lt;br /&gt;
*[[Boss Zagstruk]]&#039;s boyz have noticed that Da Boss has become much more ambitious as of late. Recently, he conquered an Imperial Shrine World which now serves as the capital of his growing Stormwaaagh!.&lt;br /&gt;
*[[Boss Snikrot]] has not been taking the occasional truces with the Imperium necessary to deal with Armageddon&#039;s daemon problem very well. As of late, more than a few Nobs have turned up dead with their heads on spikes as Snikrot&#039;s warning against &amp;quot;mobbin&#039; up wiv humies&amp;quot;. &lt;br /&gt;
*Following his bailing out of Badmek Mogrot from Alaric Prime (and subsequently milking his technological know-wotz for all they&#039;re worth), [[Kaptin_badrukk|Kaptin Badrukk]] and his Freebooterz have become more daring and dangerous than ever before. &#039;&#039;Da Blacktoof&#039;&#039; alone is now capable of annihilating hive cities unassisted. &lt;br /&gt;
*[[Deff Skwadron]] gets an entire section of the &amp;quot;Famous Flyboyz&amp;quot; box to itself.&lt;br /&gt;
*Contrary to popular belief, [[Makari]] is alive and well.&lt;br /&gt;
*Ghazghkull is decapitated in a duel with Ragnar Blackmane, but is somehow brought back to life by Mad Dok Grotsnik.&lt;br /&gt;
&lt;br /&gt;
====[[Necrons]]====&lt;br /&gt;
*General overview of the Necron military hierarchy. &lt;br /&gt;
*The creation of the Great Rift has triggered the awakening of numerous Tomb Worlds due to anti-Warp protocols. Furthermore, the ancient faction of Cryptek weaponsmiths known as the Technomandrites of Magistrakh has re-emerged, long after its supposed defeat by the Silent King in the early days of the War in Heaven.&lt;br /&gt;
*The Necrons are striking at the Forge Worlds throughout the galaxy, largely to gain access to the Blackstone on them. As it turns out most Forge Worlds and many Knight Worlds are also built on Tomb Worlds, and so have large supplies of Blackstone left behind by the Necrons. Naturally, the re-awakened Necrons on said planets have demonstrated their objections to the current inhabitants in exactly the manner you might expect. &lt;br /&gt;
*The Triarch Praetorians have renewed their old vows to the Silent King after learning of his return, swearing to unify the old Necron Empire lest the Tyranids consume it.&lt;br /&gt;
*[[Orikan the Diviner]]&#039;s ultimate goal is clarified; when the stars are right, his physical form will become the vessel for celestial power unmatched throughout the galaxy, and the thousands of temporal traps he has seeded throughout the galaxy will grant him total control over the passage of time. Incidentally, he predicted the Great Rift too. Why do we get the feeling this won&#039;t work out the way he expects it to?&lt;br /&gt;
* When the Necrons turned on the Deceiver, none of the other C&#039;tan came to its aid as they had grown wise to its schemes. The shards of the Deceiver have since fallen prey to their own lies, convincing themselves that it is they who are in control over the Necrons even when they are really slaves. &lt;br /&gt;
*Leading into 9th Edition, Szarekh has formed a plan to set up specialized pylon arrays that completely sever parts of realspace from the Warp. Living beings within affected regions are afflicted with growing despair and apathy until they are rendered virtually mindless...which also makes them ideal candidates for experiments on reversing the biotransference process. &lt;br /&gt;
=====Sautekh=====&lt;br /&gt;
*[[Imotekh the Stormlord|Imotekh&#039;s]] territory has expanded greatly, as many of the [[Tomb World|Tomb Worlds]] awakened by the Great Rift&#039;s creation are invaded by the [[Sautekh Dynasty]] and forced into his empire. Odds are the Tau are about to learn just how good they had it when they just had to contend with the Imperium, Tyranids, and Orks.&lt;br /&gt;
*Following the above, Imotekh&#039;s forces have been battling Chaos extensively in the hopes of putting the dynasties yet to awaken in the Sautekh Dynasty&#039;s debt.&lt;br /&gt;
*Imotekh is still very pissed off about the Damnos war, and has sworn that he will have the Ultramarines destroyed, Macragge burned, and its leaders dragged before him in chains so they may know the price of defying him.&lt;br /&gt;
=====Nephrekh=====&lt;br /&gt;
*The Nephrekh Dynasty&#039;s attempts at improving their translocation beams to pierce the Great Rift have been hampered by the Thousand Sons, who want the technology for themselves. &lt;br /&gt;
*The shining golden color of the Necrons of the Nephrekh Dynasty is due to the presence of &amp;quot;metagold&amp;quot;, an exotic material that allows its bearer to briefly transform into a being of pure light.&lt;br /&gt;
=====Nihilakh=====&lt;br /&gt;
*The Nihilakh Dynasty has been increasingly prone to sending its legions outside its territory, and there are reports that their billions of slaves are being tasked with building strange geometric monuments.&lt;br /&gt;
*[[Trazyn the Infinite]] is losing patience with the current spate of wars destroying relics before he can &amp;quot;rescue&amp;quot; them. In the name of keeping the history of the galaxy preserved, he has commanded his legions to start occupying nearby worlds so he can catalog them without interruption.&lt;br /&gt;
&lt;br /&gt;
=====Mephrit=====&lt;br /&gt;
*The Mephrit Dynasty is currently at war with Craftworlds Alaitoc and Saim-Hann after they launched several attacks on Exodite worlds. &lt;br /&gt;
=====Novokh=====&lt;br /&gt;
*The Novokh Dynasty is at home in the incessant conflict that engulfs the Imperium Nihilus, as it provides a fine opportunity to indulge in their hunger for battle.&lt;br /&gt;
&lt;br /&gt;
====[[Tyranids]]====&lt;br /&gt;
* The Great Rift has become a stumbling block for the Tyranids; as Daemons have no biomass to harvest and planets lost to Chaos are usually sucked into the Warp, the Hive Mind has begun to create new generations of Hive Fleets better able to handle the Great Rift&#039;s pressures. &lt;br /&gt;
* Brief descriptions of the preferred tactics of the main Hive Fleets:&lt;br /&gt;
** Behemoth uses a simple brute force approach, favoring powerful monsters above all else as it smashes its way through any resistance. &lt;br /&gt;
** Kraken excels at outflanking and outmaneuvering its prey, and also exploits Lictors and Genestealers to perform hit-and-run attacks. &lt;br /&gt;
** Leviathan possesses a more advanced synaptic network than other Hive Fleets and prefers coordinated attacks from both land and air.&lt;br /&gt;
** Jormungandr seeds planets with broods of Raveners, Trygons, and Mawlocs to undermine defenses and ambush victims when the invasion begins in earnest. Should they be repelled, they retreat to the tunnels to resume their assault later. &lt;br /&gt;
*** Jormungandr&#039;s tactics and even color scheme is a pretty huge reference to the Airachnids in the [[Starship Troopers]] film. Black, Yellow, with Red highlights. Even utilize Bug Meteors. Presumably maleceptors, neurothropes and zoanthropes are Brain Bugs.&lt;br /&gt;
** Hydra overwhelms its foes with ridiculously massive swarms of Gaunts, which can be produced far faster than those of other Hive Fleets. It focuses mainly on planets that have recently repelled an earlier Tyranid invasion, feeding on both weakened defenders and the remnants of the previous invasion alike. &lt;br /&gt;
** Gorgon deploys creatures with advanced toxic glands full of semi-sentient spores. These spores adapt specifically to kill the Hive Fleet&#039;s chosen prey, an evolution the Hive Fleet developed after its defeat by the Tau Empire. &lt;br /&gt;
** Kronos focuses on ranged combat, as the Chaos forces it specializes in fighting are too dangerous to fight in melee. &lt;br /&gt;
* Tyranid organisms from splinter fleets tend to develop unique markings, perhaps as a way to distinguish them from their original Hive Fleet.&lt;br /&gt;
* Hive Fleet Leviathan&#039;s attack on Baal nearly succeeds, with the bugs preparing to eat Baal&#039;s moons. However, they are ultimately defeated due to a combination of the Great Rift sucking their bio-ships into the Warp, Ka&#039;bandha showing up to keep the Tyranids from robbing him of his revenge against the Blood Angels, and the arrival of the Indomitus Crusade.  &lt;br /&gt;
** The tendril of Hive Fleet Leviathan engaged at Baal was confirmed as being larger even then the forces in Octarius, being the largest concentration of Tyranid seen yet. The [[Swarmlord]], as predicted, died again in a fight with a tired [[Dante]]&lt;br /&gt;
** Despite this, several of Leviathan&#039;s bio-ships were in fact later expelled from the Warp, forming new splinters that spread out across the galaxy. One splinter ends up attacking the Red Corsairs&#039; fleet. Another emerges alarmingly close to Segmentum Solar, and is said to possess strange new biomorphs. Deathwatch Apothecaries involved with these battles note that the Tyranids displayed very little mutation despite being stuck in the Warp for who knows how long. &lt;br /&gt;
* Hive Fleet Gorgon wasn&#039;t actually destroyed after all, as the Tau and IG were too busy fighting each other to notice the remnant of the Hive Fleet escaping. It has since rebuilt and kept busy by poisoning the crops of several agri-worlds. Several systems fall prey to the tainted foodstuffs. &lt;br /&gt;
* At least three new Tyranid Hive Fleets have emerged: Kronus, Scylla, and Charybdis. &lt;br /&gt;
* Hive Fleet Tiamet is building an organic psychic super structure on one of the worlds it&#039;s occupied (something that is itself highly unusual for Tyranids to do); nobody&#039;s sure what it does, but it seems to act as some kind of psychic beacon. A Deathwatch Kill-Team stumbles over the structure as they investigate the trade fleets that have gone missing near the system (themselves strongly implied to have been hijacked by Genestealer Cults for use in constructing the structure), but is quickly overwhelmed. Since then, one Watch Commander Vilnus has agreed to work with Kryptmann to figure out a plan to whatever the Tyranids are trying to do.&lt;br /&gt;
* Strangely, Hive Fleet Hydra has consistently ignored most inhabited worlds in its path, and instead focuses on cannibalizing the splinters of other Hive Fleets. &amp;lt;strike&amp;gt; Nobody knows why. &amp;lt;/strike&amp;gt; Because even a failed fleet has biomass and DNA to be added to the swarm, and it now allows for Nid vs. Nid battles on the tabletop.&lt;br /&gt;
* Hive Fleet Kronos seems to be the Hive Mind&#039;s solution for dealing with the aftermath of the Great Rift, and despite its recent creation it has grown greatly thanks to Leviathan leaving several weakened worlds for the newer Hive Fleet to consume. Kronos is currently traveling coreward along the Great Rift and focuses its attacks on areas of especially intense Warp activity. Indeed, the Shadow in the Warp projected from Kronos&#039; Zoanthropes and Maleceptors is actually strong enough to close up smaller Warp rifts entirely.&lt;br /&gt;
* It is suggested that the Tyranids may have entered the galaxy as early as the Great Crusade, with records making mention of a legion of flying xenos creatures that are described in terms highly reminiscent of Gargoyles in the Thracian Sector. Coincidentally, an obscure hive fleet called Hive Fleet Ouroboros that uses mostly flying creatures has been spotted in said sector, and those creatures seem to sport unusually primitive versions of the typical Tyranid biomorphs.&lt;br /&gt;
* One splinter fleet of Behemoth called the Court of the Nephilim King has recently been making a name for itself. Its forces consist mainly of synapse creatures, monsters, and bio-titans, allowing it to rapidly overwhelm its opponents while maintaining a greater degree of autonomy than other Tyranid forces. After a series of crushing defeats to the splinter fleet, House Raven swears vengeance against the Court of the Nephilim King.&lt;br /&gt;
&lt;br /&gt;
====Genestealer Cults====&lt;br /&gt;
*Genestealer Abominants are Aberrants further mutated by gene-matter gifted by the Patriarch that are used to lead lesser Aberrants into battle.&lt;br /&gt;
*In rare cases where a Genestealer Cult has grown extremely large on a densely populated planet but has not yet subverted its defenses, an existing Purestrain Genestealer may develop into an additional Patriarch to better coordinate the cult&#039;s spread while ensuring that it does not collapse if the current Patriarch is slain.&lt;br /&gt;
&lt;br /&gt;
====[[T&#039;au]]====&lt;br /&gt;
*Revised versions of the Tau alphabet and number system are given, along with several Tau words. &lt;br /&gt;
*General descriptions of a Tau military force are described.&lt;br /&gt;
*The Tau have been working on a new prototype &amp;quot;slipstream drive&amp;quot; granting them advanced FTL travel that allows them to explore the Universe to the fullest. This allowed them to launch a Fourth Sphere Expansion ...which promptly vanished. Having found themselves stuck between the newly formed Great Rift, the scores of dead worlds left behind by Hive Fleet Gorgon, and the Sautekh dynasty, the ships of the Fourth Sphere activated all their slipstream drives at once. Unfortunately for them, this accidentally opened up a Warp rift that sucked in the entire fleet. Warp fuckery means that the entire Empire is able to witness the fleet&#039;s apparent doom, and the remaining attempts at expansion are halted by a combination of Ork attacks, the return of Hive Fleet Gorgon, and the Great Rift driving many of the gue&#039;vesa insane. &lt;br /&gt;
**A couple of years later, a drone is discovered floating through the Zone of Silence orbiting a wormhole that wasn&#039;t there before, which they dub the Startide Nexus. When its mainframe is analyzed, the Empire discovers that a large chunk of the Fourth Sphere has survived and settled in a region far to the north of the Empire called the Chalnath Expanse, which is apparently located on the other side of the Nexus. A Fifth Sphere expansion is prepared to re-establish contact with the new colonies.&lt;br /&gt;
*The Fourth Sphere survivors estimate that nearly 3/4 of their number were unable to return to realspace, and their description of unnatural beings and malicious sentiences that attacked them strongly suggest that they were assailed by Daemons while they were stuck in the Warp. The Startide Nexus was the result of them being flung back out of the Warp by...well, they don&#039;t know but they&#039;re pretty sure it&#039;s not friendly. Many of them can barely conceal their hostility towards the alien auxiliary forces accompanying their Fifth Sphere reinforcements.&lt;br /&gt;
**Their fate is revealed in full in &#039;&#039;War of Secrets&#039;&#039;. Short version: Chaos happened. When the fleet was stuck in the Warp, daemons targeted the [[Nicassar]] first, then the [[Kroot]] and other allied aliens. The T&#039;au would have been devoured too, were it not for a Warp entity suddenly appearing and cutting open a rift for the Tau to exit to realspace. Commander Surestrike, leader of the Fourth Sphere Expansion, concluded that said entity was a [[Chaos God|&amp;quot;God&amp;quot;]] created from the belief of psychic-capable races. Therefore, to preserve the integrity of the Greater Good, all alien races save for the Tau must be exterminated.&lt;br /&gt;
**The Ethereals and Shadowsun grow concerned upon receiving multiple reports of Fourth Sphere warriors engaging in unusual acts of brutality, such as slaughtering unarmed prisoners and going out of their way to maximize casualties among their non-Tau allies. Following one especially bloody Kroot uprising, all alien auxiliaries are removed from Fourth Sphere contingents.&lt;br /&gt;
*[[Shas&#039;o Kais]] tagged along the Fourth Sphere Expansion, though out of respect and fear, he was put into cyrogenic stasis, only awakened when the most important missions called for. A bizarre malfunction in the stasis pod he was kept in allowed his mind to remain active when while in stasis, giving him ample opportunity to retrieve information about the enemies of the Empire and all but perfect his own skills as a one-Tau army. &lt;br /&gt;
*At least one of the Tau colonization fleets from the Fourth Sphere is flung close to Baal. The Blood Angels make quick work of them.&lt;br /&gt;
*One group of Tau Earth Caste farmers on the planet Dhar&#039;tan break protocol and begin making offerings to the &amp;quot;fertility god&amp;quot; the native tribes worship in the hopes of ending a drought. Unfortunately for them, the &amp;quot;fertility god&amp;quot; in question is Rotigus and the planet soon becomes a fetid swamp-world. This means Tau are capable of sorcery, if nothing else. Between that and the Fourth Sphere warriors being exposed to the Warp without the protection of a Gellar Field, it may be possible that we are seeing the first signs of Chaos corruption among the Tau.&lt;br /&gt;
*Tau scientists have attempted to make more XV02 suits after Longstrike demonstrated their effectiveness, but thus far all other test pilots were either incompatible with the neural framework or went brain-dead shortly afterwards.&lt;br /&gt;
*Aun&#039;Va was in the process of uploading his memories and mind before his death, allowing the resulting AI to pass for him after the real one was slain. The Empire as a whole has not discovered the deception yet, but since the hologram has no ability to compel obedience like a true Ethereal it&#039;s only a matter of time before the truth slips out. Already one high-ranked commander has directly refused orders from &amp;quot;Aun&#039;Va&amp;quot;, joining the Farsight Enclaves soon afterwards.&lt;br /&gt;
*A massive force of Chaos Space Marines and the Death Guard have attacked the Startide Nexus in the hopes of invading the Tau Empire directly. The Tau, having no real experience with Chaos beyond relatively minor skirmishes until now, are getting some very nasty lessons about what the galaxy has in store for them, and are locked in several wars of attrition against multiple Chaos incursions from Nurglite and Tzeetchian warbands. Even [[Shadowsun]]&#039;s desperate heroics surely cannot hold Nurgle&#039;s chosen Legion back for long.&lt;br /&gt;
**More accurately, there are at least four distinct clashes between Tau forces and Chaos. The first is during the Plague Wars, where the Tau seek to colonise the planet Kellik, unaware that the Death Guard have already landed, intending to turn the world into a fetid swamp. The Tau force lands too late to stop them, but conflict erupts anyway as Commander O&#039;Kais refuses to abandon his mission.&lt;br /&gt;
** The second is the Battle of the Voridium Sceptre, where a force of the Thousand Sons led by Sorcerer Amenex Soulrend invade an earth caste laboratory complex to steal a relic made from Voridiun Crystals. They are only stopped before they can reach the central laboratories and the battle lines are drawn with the fight quickly becoming stalemated as the T&#039;au defense refuses to fold.&lt;br /&gt;
** The third is the Burning Moon. The only definitive Tau victory, as hundreds if not thousands of Tau warriors sacrifice themselves in a holding action to contain a Khornate warband, before several pathfinder teams can discharge tectonic bombs that shatter the ground beneath the Khornate forces and drown them in lava. This action costs the Tau dearly in manpower, but is still counted as a victory. Let it sink in for a moment, the forces of Khorne, infamous throughout the galaxy for their melee skills, lose to a faction that’s practically allergic to melee. &lt;br /&gt;
**The fourth is the aforementioned battle for Startide Nexus. While it seemed that it would all be over for the Tau, the Death Guard inexplicably broke off their attack and retreated into the Warp. The Tau have no idea why they didn&#039;t press their attack further to T&#039;au itself, and they&#039;re scared shitless about the possibility of them returning to finish the job. &lt;br /&gt;
* Farsight for some reason made a return trip to Arthas Moloch, the planet where he found the Dawn Blade. After meditating there for some time he then returned to the Enclaves and...that&#039;s all we&#039;ve heard from him come 8th edition.&lt;br /&gt;
*The rising number of psychic phenomena and miracles associated with the Great Rift continue to baffle the Tau scientists, and in some cases Gue&#039;vesa are moved enough to rejoin the Imperium.&lt;br /&gt;
&lt;br /&gt;
====[[Eldar|Craftworld Eldar]]====&lt;br /&gt;
*There is a rumor that a new faction of Slaanesh Eldar is in the works... but what they&#039;ve been doing for essentially millennia, and how Fulgrim&#039;s going to react, probably won&#039;t make much sense. Slaanesh Eldar would be Dark Eldar that serve Slaanesh, which is normally instantly [[FATAL|fatal]] for them, except for in the shitty works of [[C.S. Goto|Multilazor]]. On the other hand, a previously unheard of faction of Eldar is mentioned to be known to the [[Inquisition]]; the portrait depicting a member of said faction looks incredibly mutated, the symbol next to them depicting their sub-factions is a Mark of Slaanesh, and the portrait itself is labeled only as &#039;&#039;&#039;&amp;quot;REDACTED&amp;quot;&#039;&#039;&#039;. &lt;br /&gt;
**The Death Guard codex also makes mention of Nurgle-corrupted, [[Drider|insectile]] Eldar pirates hailing from Saim-Hann. Make what you will of that.&lt;br /&gt;
*The Eldar Empire is confirmed to have fought the Necrons in the past, though these conflicts were so one-sided that it only made them more certain of their invincibility. The [[War in Heaven]] is mentioned as the greatest of these Eldar-Necron wars. &lt;br /&gt;
*Tensions are still high between the Ynnari and the Craftworlders, with many Craftworld elders condemning the new faction as misguided at best. Regardless, many Craftworlders have still joined the Ynnari&#039;s ranks though the overall organization remains small, with [[Yvraine]] herself doubting it would match even a small Craftworld in battle.&lt;br /&gt;
**While Yvraine attempted to hold a gathering between the major Craftworlds, the Harlequins, three Corsair fleets, the Dark Eldar, and her own Ynnari to argue in favor of a lasting alliance between them, they soon fall to infighting until they are forced to work together to stop a Chaos incursion. Even then, their cooperation doesn&#039;t last long.&lt;br /&gt;
*Every Craftworld has found itself attacked by Chaos at least once following the Great Rift&#039;s opening, even the ones hidden in the Webway, and at least two are probably dead.&lt;br /&gt;
*Brief overview of how a Craftworld&#039;s military forces are organized.&lt;br /&gt;
*The Bards of Twilight are finally described in detail; they are said to be an order of storytellers and poets entrusted with the full Asuryata- the legend of the Phoenix Lords. &lt;br /&gt;
*The Great Rift has amplified the psychic powers of the Seers, and many Exarchs have discovered that they can channel Khaine&#039;s power to strengthen their already impressive battle prowess. &lt;br /&gt;
*After a confrontation with Shalaxi Helbane, Yvraine has learned that the last Cronesword is in Slaanesh&#039;s own palace. If Ynnead can still be fully awakened, it will not be by using the Croneswords unless a miracle occurs. &lt;br /&gt;
*It is implied that Imperial Guard forces accidentally unearthed the armor of the Warp Spider Phoenix Lord, which promptly came back to life and killed them. &lt;br /&gt;
&lt;br /&gt;
=====[[Craftworld Iyanden|Iyanden]]=====&lt;br /&gt;
* [[Craftworld Iyanden]] is invaded by Chaos forces...again. This time, the attack is by Slaaneshi daemons led by a [[Keeper of Secrets]], and only the combined aid of an army from every major Eldar and Dark Eldar faction in the galaxy keeps it from being destroyed. They&#039;ve since had to deal with two other daemonic incursions, Orks, Imperial fleets, more Tyranids, and Necrons from the Sautekh Dynasty. Iyanden just can&#039;t catch a break, can they?&lt;br /&gt;
* After Yvraine brought Yriel back from the dead, an idea has begun to form amongst some of the Craftworld&#039;s Spiritseers. In the event that the Craftworld is in danger, the Craftworld&#039;s population could commit mass suicide and merge with Iyanden&#039;s Infinity Circuit while the Wraith Constructs keep the Craftworld safe. Once the danger has passed, the Eldar in the Infinity Circuit can regrow their bodies like the Dark Eldar, both empowering Ynnead and denying Slaanesh souls. The only flaw in the plan is that if no Ynnari are around, Slaanesh is free to consume the souls of Iyanden&#039;s residents. &lt;br /&gt;
  &lt;br /&gt;
=====[[Craftworld Ulthwé|Ulthwé]]=====&lt;br /&gt;
* [[Eldrad]] has been exiled from Ulthwé for stealing the Crystal Seers back in Death Masque and for causing three Farseers to crystallize during the events of Fracture of Biel-Tan. He works with the Ynnari at times, but now prefers to travel on his own along with his followers. They now live a nomadic lifestyle similar to the Eldar Corsairs, and he offers his wisdom to any who oppose Chaos, kind of like a dickish Space Elf Merlin.&lt;br /&gt;
* Ulthwé has recently been divided into rival factions following the recent civil strife among the Eldar; the largest of these still follows the Seer Council, traveling with the Craftworld to stave off the many disasters that the Great Rift has been responsible for. Another has joined Eldrad and typically turns up with the former High Farseer as aid unlooked for, with the Eldar that joined the Ynnari composing a third faction. While in most cases they have fought as allies, it is not unheard of for them to come into violent conflict with each other. &lt;br /&gt;
* Forced to acknowledge their reliance on the lesser races to survive, Ulthwé&#039;s forces begin aiding the Imperium and the Farsight Enclaves for the purposes of preserving future allies that could be used to fight Chaos. &lt;br /&gt;
** However, this also leaves their own forces stretched thin, and soon a combined force of Daemons serving Tzeentch and Slaanesh led by six Keepers of Secrets and Kairos Fateweaver breach the defenses of Ulthwé. They are driven off by Eldrad and his followers before they can cause any major damage.&lt;br /&gt;
*Ulthwé has begun more direct means of preventing human worlds from falling to Chaos by launching clandestine raids to assassinate Planetary Governors too dim-witted to notice Chaos taking hold of their world. This sometimes results in the loss of Eldar lives, such as the Adonis Palace Massacre.&lt;br /&gt;
**On the world of Cadmas Tertius, Ulthwé sends in a squadron of Hemlock Wraithfighters backed up by Crimson Hunters to bomb the spire of the Adonis Palace and prevent the planet&#039;s rulers from completing a Slaaneshi ritual. The Eldar emissaries sent to explain the Craftworld&#039;s actions were called murderers and sent away by gunpoint by the Adonites&#039; new leadership. Calling a fake parlay, the Adonite Navy then blew up several Ulthwé ships up before they can retreat while the Eldar curse the Adonites&#039; short-sightedness.&lt;br /&gt;
&lt;br /&gt;
=====[[Craftworld Biel-tan|Biel-tan]]=====&lt;br /&gt;
*Biel-Tan is still in bad shape after the events of Fracture of Biel-Tan; its solar sails are shredded, the lost [[Infinity Circuit]] has yet to be replaced, and Bonesingers struggle just to keep the Craftworld intact. Though roughly half of the Craftworld&#039;s population was either killed or joined the Ynnari, the remainder are still as dedicated to wiping out the enemies of the Eldar as ever.&lt;br /&gt;
*The Swordwind has adapted after the Fracture as well, learning to take advantage of its smaller numbers to better outmaneuver opponents, though the Craftworld remains a shadow of its former self.&lt;br /&gt;
*Internal strife within the fleets of Biel-tan over the course of the Craftworld&#039;s future is averted by the Masque of the Frozen Stars, which redirects their frustrations toward the occupation of a cluster of nearby Exodite Worlds under invasion by Chaos known as the Three Sisters.&lt;br /&gt;
**When the forces of Biel-Tan go to assist the Exodites, they are joined by Baharroth and Fuegan. Celebration turns to fear when Karandras shows up mid-battle, as 3 Phoenix Lords together could quickly turn into 6, bringing about the Rhana Dandra. After securing the Exodite worlds, the forces of Biel-Tan exterminate the nearby Hive World of Khazhar for harboring the cultists responsible for the Chaos invasion. Since then, many Exodites in awe of the Craftworlders and Phoenix Lords have joined Biel-Tan to repay the debts incurred from protecting their worlds. &lt;br /&gt;
&lt;br /&gt;
=====[[Craftworld Saim-Hann|Saim-Hann]]=====&lt;br /&gt;
*Fluff about Saim-Hann society and some of its more colorful rituals, like their preference for settling disagreements via ritual duels. &lt;br /&gt;
*Each clan is free to choose whether or not to fight for a given cause, and in some cases a clan may go to war without the approval of the rest of the Craftworld.&lt;br /&gt;
*An entire Wild Rider Clan and part of the Craftworld itself were infected when just two Vectorums of the Death Guard managed to fight through and board the Craftworld. Although eventually driven off the Eldar are forced to cut loose the infected piece of their home, the resulting despair causing every member of the lost Wild Rider Clan to be possessed by a Daemon of Nurgle and transform into weird insect monsters.&lt;br /&gt;
*Hive Fleets Scylla and Charybdis are both headed towards Saim-Hann; as befitting their namesakes, they have surrounded in a way that the Craftworld can only evade one by putting itself into the path of the other.&lt;br /&gt;
&lt;br /&gt;
=====[[Craftworld Alaitoc|Alaitoc]]=====&lt;br /&gt;
*Alaitoc&#039;s wide network of Rangers has proven to be a valuable asset, as they have helped alert the Craftworld to the many new threats appearing as a result of the Great Rift although no actual known examples exist.&lt;br /&gt;
*The Imperium gained most of its knowledge of the Eldar because they consistently capture and torture the widespread agents of Alaitoc, making questionable the entire strategy considering how little gain it seems to provide compared to the trove of information it supplies their enemies with.&lt;br /&gt;
*Still believing that the Necrons are the galaxy&#039;s greatest threat, Alaitoc completely destroys the Hyrekh Dynasty the day it wakes up after a sobering vision from its top Seer warning of something that threatens to swallow the galaxy whole. Illic Nightspear has been in talks with the Harlequins of the Masque of the Frozen Stars, and they believe they have only scratched the surface of the threat.&lt;br /&gt;
*While Alaitoc is busy hunting down the Necrons, the Keeper of Secrets Sli’tha trys to strike at the craftworld, only to have his Deamonette reconnaissance forces struck down by pinpoint Ranger sniper fire.&lt;br /&gt;
&lt;br /&gt;
=====Other Craftworlds=====&lt;br /&gt;
*Yme-Loc is busy in the Halo Stars fighting the Deamon Engine factories of Warpsmith Ur-Shellax with their own super-heavy engines of Vaul.&lt;br /&gt;
*Iybraesil’s matriarchal leadership sends some Howling Banshees into the Eye of Terror to find Jain-Zar and tell her to stop hanging out with the Ynarri. None return unchanged from the experience.&lt;br /&gt;
*While Il-Kaithe&#039;s Bonesingers are away dealing with an Ork Waaaagh, the Craftworld is corrupted by a nearby Chaos-tainted star. Coral-like growth begin growing on the Craftworld&#039;s wraithbone structures, causing the Craftworld&#039;s inhabitants to go insane and launch near-suicidal battles.&lt;br /&gt;
*The Autarchs of Lugganath get pissed off at their Dark Eldar siblings for opportunistic raids on Lugganath&#039;s Human allies after getting massacred by Chaos. Which is quite odd, considering Lugganath is known for harboring lots of Eldar Corsairs. As the Eldar and Dark Eldar duke it out, Lugganath is unaware of the Chaos fleet coming back around to finish the job.&lt;br /&gt;
*Craftword Altansar is helping out the Imperium at Sangua Terra to protect it from Abaddon and the Planet Killer.&lt;br /&gt;
&lt;br /&gt;
====[[Dark Eldar]]====&lt;br /&gt;
*Overviews of the typical makeup of a Kabal, Wych Cult, and Haemonculus Coven.&lt;br /&gt;
*The Great Rift&#039;s appearance did a number on the Webway, but the plethora of poorly defended worlds cut off from the greater Imperium has made for excellent raiding opportunities among the Dark Eldar. &lt;br /&gt;
**The Cult of the Cursed Blade in particular has been amusing itself by &amp;quot;defending&amp;quot; Imperial worlds against Chaos attack in order to raise the hopes of their inhabitants- the better to savor the shock of the following betrayal. &lt;br /&gt;
*The former region of Khaine&#039;s Gate is now called the Chasm of Woe, and is still infested with Daemons. Unable to actually seal it up, the Dark Eldar settled for creating layers of sub-dimensions between it and Commorragh proper to slow the tide of Chaos. Dilapidated parts of the city and territories of uppity Archons are preferred for being used as makeshift barricades in this manner.&lt;br /&gt;
**After stumbling over the recent conflicts between the Adeptus Mechanicus and the Necrons, the Dark Eldar discover the anti-Warp capabilities of blackstone and begin incorporating it into the Chasm as well. &lt;br /&gt;
*[[Asdrubael Vect]] is murdered. After inexplicably sending away his Incubus bodyguards, he is killed by Mandrakes working for an unknown employer and every failsafe the Haemonculi have made for him in the event of his death is destroyed. Just about every Archon in Commorragh is stunned, wondering if they&#039;ll be the next to die. The Harlequins of the Masque of the Veiled Path arrange a funeral for him in the Cult of the Cursed Blade&#039;s arena, and Urien Rakarth promises to show his newest creations there. &lt;br /&gt;
** At the crescendo of the funeral, the Harlequins release hallucinogenic gases into the arena the proceedings are taking place, and Rakarth&#039;s creations as well as the Wyches of the Cult of the Cursed Blade join the Harlequins in massacring every Archon who attended it. The sheer pain and suffering thus produced resurrects Vect on the spot, and he is declared a living Dark Muse. The Archons loyal to him who showed up at his &amp;quot;funeral&amp;quot; were revived, and those who were only there to gloat over his corpse were turned into Grotesques forced to serve Vect. Vect&#039;s hold over Commorragh is now stronger than ever before, and his next order of business is to punish Yvraine for her humiliation of him. &lt;br /&gt;
*[[Lady Malys]] had the good judgment to take the Kabal of the Poisoned Tongue out of Commorragh to lie low after word of Vect&#039;s death spread, and so she avoided the fate of the other Archons present at Vect&#039;s &amp;quot;funeral&amp;quot;. For the time being, she&#039;s still gone to ground but not even her own Kabal is sure of what her plan is by now.  It&#039;s also not stated whether or not she had a hand in Vect&#039;s death, with the wording leaning towards not.&lt;br /&gt;
*The mysterious being Lady Malys met and gained the heart of is explicitly stated to be [[Cegorach]].&lt;br /&gt;
*The Prophets of Flesh have taken a special interest in the Primaris Space Marines, and Urien Rakarth personally wishes to acquire a Primaris Marine from every Space Marine Chapter as part of his flesh-libraries.&lt;br /&gt;
*A White Scars strike force led by captain Khajaten Khan of the 3rd company launch a system-wide search for a Dark Eldar Haemonculus known as the Shatterling Prince. Though the White Scars slew many Dark Eldar in the Asmari System, Khajaten refused to send his forces into the webway after the Prince, citing what happened to Jaghatai Khan. A year later, Khajaten is found dead in his meditation cell within the White Scars Fortress-Monastery of Quan Zhou, and every mirror and window within his quarters shattered.&lt;br /&gt;
*After the abduction of several Adeptus Custodes, Inquisitors of the Ordo Xenos discover that the Coven of the Twisted Spiral has constructed something that looks like a monstrous parody of the Golden Throne. They are slain shortly after they report their findings.&lt;br /&gt;
*[[Lelith Hesperax]]&#039;s real goal in joining the Ynnari is predictably self-serving: she wishes to capture [[Lucius the Eternal]] and engage him in the greatest duel that Commorragh has ever seen. She does know about his whole resurrection thing, but she believes that if his armor is taken away from him beforehand she won&#039;t end up turning into Lucius if she wins.&lt;br /&gt;
*Vect and Urien begin the creation of &amp;quot;false humans&amp;quot;- Dark Eldar who have been surgically altered to seem like ordinary humans- as spies against the Ynnari.&lt;br /&gt;
*Drazhar comes very close to killing Yvraine on Craftworld Saim-Hann, but his killing blow is parried at the last second by Jain Zar. Jain Zar and her Howling Banshees pursue Drazhar to the lost city of Shaa-dom, where she is outmatched and cut in half by Drazhar. In the ruins of Craftworld Zandros, Yvraine has a vision of Jain Zar&#039;s death, and prays to Ynnead to revive one of the dead Exarch&#039;s that accompanied her. The Exarch puts on Jain Zar&#039;s armor, and Jain Zar is reborn. Yvraine sets up a duel between the Ynarri and Drazhar&#039;s forces on Zandros. Jain Zar and the Ynarri get powered up by the souls of the Eldar that fall in the battle, and Jain Zar decapitates Drazhar.&lt;br /&gt;
**Afterwards, an Incubi puts on Drazhar&#039;s armor and merges with it, pretty much confirming Drazhar is Ahra.&lt;br /&gt;
&lt;br /&gt;
====[[Harlequins]]====&lt;br /&gt;
*It is believed the Harlequins&#039; fighting skills were developed shortly before the Fall, when many among their audiences would lash out at the denunciation of their excesses. &lt;br /&gt;
*While some masques have incorporated Ynnead into their dances, Cegorach&#039;s true intentions for Ynnead and the Ynnari are still a mystery. At least a few Masques, like the Masque of Frozen Stars, are actively hostile to them. &lt;br /&gt;
*Rather than being one individual, &amp;quot;Sylandri Veilwalker&amp;quot; may be a pseudonym adopted by multiple Shadowseers of the Masque of the Veiled Path.&lt;br /&gt;
*A persistent rumor suggests that Isha may be freed from her captivity should enough of the Eldar [[Derp|weep]] for the loss of the Maiden Worlds.&lt;br /&gt;
*Following his resurrection, Vect is heavily indebted to the Masque of the Veiled Path. And with their reputation as being unpredictable and manipulative even when compared to the other Harlequins, there&#039;s no telling what they plan to do when they call it in.&lt;br /&gt;
*[[Ephrael Stern]] and the Pariah establish contact with the Ynnari, managing to get their help in exchange for finding a Solitaire willing to ally with the Ynnari.&lt;br /&gt;
&lt;br /&gt;
===[[Chaos]]===&lt;br /&gt;
====General====&lt;br /&gt;
*A catastrophic warp storm called the Cicatrix Maledictum has effectively split the Imperium in half, stretching from the [[Eye of Terror]] all the way down to the Hadex Anomaly by [[Macragge]] and the [[Tau Empire]]. It&#039;s the damned [[Horus Heresy|Ruinstorm]] all over again!&lt;br /&gt;
**However, it appears that the rift is not &#039;&#039;completely&#039;&#039; impassable, as there appear to be two small corridors through it. One over by Belis Corona and the Eye of Terror called the Nachmund Gauntlet, which is currently occupied by a Household of Chaos Knights that hadn&#039;t been in contact with the Imperium since the Horus Heresy. The other is down near Cirillo Prime and the Sautekh Dynasty, which is simply called the Temporary Rift Corridor. The exact nature of these corridors is (so far) unclear, though control of them will likely be a big point of contention in the 8th Edition campaigns ([[Age of Sigmar|Realmgates anyone?]]).&lt;br /&gt;
*The [[13th Black Crusade]] is still going strong, but Chaos being Chaos means that a lot of the warbands have split off from [[Abaddon|Abaddon&#039;s]] main force to pillage nearby undefended worlds. However, this also means his forces have spread rather thin and might not be able to hold onto their new territory- but on the other hand the hordes of daemons pouring out of the Great Rift might mean they don&#039;t need to do so.&lt;br /&gt;
*The [[Chaos Gods]] have not taken the appearance of the [[Primaris Marines]] very well, and have begun brewing up [[Mary Sue]] Marines of their own powered by Warp energy.&lt;br /&gt;
*Nurgle has decided that the realm of Ultramar would look great as a part of his Garden, and so has released several of his nastiest plagues there along with the Death Guard and his Daemons. So far, three star systems around Ultramar have been corrupted, Espandor barely survived, Iax has been overrun by Daemons, and even Macragge is suffering from Chaos-inspired uprisings. Nurgle is sending his three greatest commanders to oversee what has become known to the Imperium as the Plague Wars: [[Typhus]], Ku&#039;Gath Plaguefather, and [[Mortarion]].&lt;br /&gt;
**However, it has slowed down somewhat after Khorne (with some coaxing from Tzeentch) invaded the Scourge Stars. Tzeentch and Slaanesh showed up soon afterwards, and yet another bout of infighting was only averted by Tzeentch suggesting a competition between their Champions to decide who gets to rule the Scourge Stars. &lt;br /&gt;
*Unwilling to be outdone by Nurgle, Tzeentch sent out a force of Daemons and Chaos Space Marines led by M&#039;kachen and Magnus the Red to invade the Stygius Sector, home of Mordian and the [[Mordian Iron Guard]]. A crusade force to defend the sector was launched, but was quickly overwhelmed; only the intervention of Craftworld Ulthwe allows the Imperials to evacuate the sector. &lt;br /&gt;
*Disregarding the protests of the other Chaos Gods, Khorne opened a Warp rift above Terra to let in 88 cohorts of his daemons to attack the Imperial Palace, which were driven off by Guilliman, the Custodes, the [[Sisters of Silence]], and the Primaris Marines. Khorne was upset enough by their failure to annihilate the Bloodthirsters assigned to lead the attack, but the fact they managed to attack Terra at all (and killed at least 2k Custodes) has put the Imperium on alert (more so than usual).&lt;br /&gt;
&lt;br /&gt;
*Chaos [[Beastmen (40k)|Beastmen]] are now more prominent, and are being embraced more, with official GW models with various Gor using Chainswords and and an Autopistol, the bounty hunter Gor Half-horn and Tzaangors with Autopistols and Chainswords. So in other words, we may have a Waaagh! but with sheep. &amp;lt;s&amp;gt; Did someone say a Baaah? &amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Daemons are not immortal as originally thought; if a Daemon is unable to return to the Warp after its physical form is slain (e.g. due to the presence of the Sisters of Silence or being killed by the Emperor&#039;s Sword), its essence will disperse, destroying it entirely. Not even the Daemon Primarchs are immune to this. &lt;br /&gt;
**However, there are supposedly a very small number of Daemons who cannot be destroyed this way, due to fate/casuality/the plot requiring them to be present for &amp;quot;The End&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====[[Chaos Space Marines]]====&lt;br /&gt;
*It&#039;s confirmed that some of Abbadon&#039;s Black Crusades were merely distractions, used to keep the Imperium from realizing he had been slowly destroying the network of Pylons that the Cadian Gate had been connected to. &lt;br /&gt;
*The method of creating Rubric Marines has apparently been given to the Black Legion, among other warbands.&lt;br /&gt;
=====[[Black Legion]]=====&lt;br /&gt;
*Following the opening of the Great Rift, the Forge World Raeddon tries to evacuate its most sacred manufacturing relics, but is ultimately lost to the Warp when Black Legion forces destroy all its spaceports.&lt;br /&gt;
*The planet Aralest VII is wiped out similarly, through a combination of mass cult uprisings and an orbital docking platform being dropped onto the world&#039;s capital hive city.&lt;br /&gt;
*Just as the [[War of Beasts]] looks like it couldn&#039;t get any worse, [[Haarken Worldclaimer]], the herald of [[Abaddon|Abaddon the Despoiler]] arrives with hosts of [[Raptors]] and declares the world to be the domain of Abaddon over all of [[Vigilus]]&#039; vox networks. He proclaims that the world will fall in 80 days, and by the end, Mr. Spiky Topknot himself will arrive to oversee the invasion himself. Of course it didn&#039;t work and he goes again with his secondary plan.&lt;br /&gt;
&lt;br /&gt;
=====[[Alpha Legion]]=====&lt;br /&gt;
*Billions of sleeper agents placed within the Imperium by the Alpha Legion are activated when they foolishly look into the night sky and see the Great Rift. The resulting rebellions lead to the fall of dozens of worlds.&lt;br /&gt;
&lt;br /&gt;
=====[[Iron Warriors]]=====&lt;br /&gt;
*[[Obliterators]] and [[Mutilators]] are confirmed to have originated from the Iron Warriors, as the Technovirus that creates them was first made in Medrengard&#039;s laboratories. &lt;br /&gt;
**[[Perturabo]] and Mortarion have worked together to allow the Technovirus to spread to other machines, transforming the war machines of their foes into mechanical abominations.&lt;br /&gt;
*Perturabo had spent years of studying the defenses of Segmentum Obscurus; with the opening of the Great Rift, the Daemon Primarch orders a massive siege of the Segmentum&#039;s most valuable worlds.&lt;br /&gt;
&lt;br /&gt;
=====[[Night Lords]]=====&lt;br /&gt;
*For the Night Lords, the terror inspired by the Great Rift proves to be the perfect conditions for an unprecedented level of raiding and pillaging.&lt;br /&gt;
*A temporary channel through the Great Rift near the Corinthe system proves to be a Night Lords trap. The Imperial ships trying to pass through the &amp;quot;safe&amp;quot; corridor are rapidly captured by Night Lords ambush forces. &lt;br /&gt;
&lt;br /&gt;
=====[[Word Bearers]]=====&lt;br /&gt;
*There are persistent if unconfirmed rumors that Lorgar has elected to end his seclusion on Sicarius to lead the Word Bearers personally. &lt;br /&gt;
*Despite the efforts of Craftworld Alaitoc (which probably was mostly just them getting murderized by Chaos Space Marines), the Word Bearers complete a mass sacrifice of humans, Eldar, Orks, and Tau on the planet Gruelbowl. It is quickly subsumed into a Warp rift.&lt;br /&gt;
*Kor Phaeton personally leads a strike force consisting of multiple Traitor Legions to attack the Talledus System, a stronghold of the Adeptus Ministorum and the Adepta Sororitas.&lt;br /&gt;
&lt;br /&gt;
=====[[World Eaters]]=====&lt;br /&gt;
*A massive force of World Eaters is en route to Terra, having been inspired by the recent Khornate incursion there.&lt;br /&gt;
*At one point in the past, the Wyches of the Cult of the Seventh Woe broke into the fight pits of the World Eaters on the planet Gladius. Dozens of Wyches and Traitors alike kill each other, but Khorne is so pleased by their carnage that he sends down a shower of blood to bring the slain fighters back to life. The two factions gain a degree of respect for each other, culminating in the invasion known as the Great Blood Wager of Anathema Quartus.&lt;br /&gt;
&lt;br /&gt;
=====[[Emperor&#039;s Children]]=====&lt;br /&gt;
*As predicted by many fa/tg/uys, [[Fabius Bile]] becomes obsessed with capturing and dissecting Primaris Space Marines from the moment he first witnesses them in action. He now seeks to find a way to blend them with the power of the Warp to create his own Chaos Primaris Space Marines, and ultimately hopes to clone Roboute Guilliman himself.&lt;br /&gt;
&lt;br /&gt;
=====[[Death Guard]]=====&lt;br /&gt;
*A recap of the history of the Death Guard, including [[Mortarion]]&#039;s early life on Barbarus. Mortarion&#039;s &amp;quot;father&amp;quot; is confirmed to be an alien. It&#039;s strongly suggested that Mortarion took the Emperor&#039;s killing of his foster as a thoughtless dismissal of his life&#039;s struggles against the overlords of Barbarus, and that the ensuing resentment was what eventually led him to side with Horus.&lt;br /&gt;
*The Death Guard&#039;s organization is discussed; much of it is very similar to the old Legion organization, albeit split into groups of 7 instead of groups of 10. &lt;br /&gt;
**Specifically, it is split into 7 Plague Companies, each of which is composed of 7 Sepsis Cohorts. These in turn are split into 2 Maladictums, which are themselves composed of 7 Colonies. In practice, these all tend to deploy as smaller warbands known as Vectoriums. &lt;br /&gt;
**Brief descriptions of each of the Plague Companies are given; each one is led by a Lord Commander that acts as the host of one of Nurgle&#039;s foulest diseases. Predictably, Typhus is Lord Commander of the First Plague Company.&lt;br /&gt;
*Typhus and the First Plague Company have focused much of their activity around what used to be the Cadian Gate, generally making life miserable for the Imperial forces trying to hold onto it. &lt;br /&gt;
*Typhus and Huron Blackheart duel on the world of Danasar. Typhus wins, but allows Huron to survive as a show of Nurgle&#039;s generosity.&lt;br /&gt;
*The Death Guard defeats the Iron Warriors to claim control of the Temple of Ascension, with the duel between Mortarion and Perturabo lasting for seven hours.&lt;br /&gt;
*During the War in the Rift, [[Ka&#039;bandha]] is banished by Mortarion using the plague-ridden skulls of seven Khornate champions.&lt;br /&gt;
*The Foul Blightspawn and Biologis Putrefiers are the Plague Marines tasked with creating new strains of disease for the Death Guard. The Foul Blightspawn creates new illnesses through blasphemous alchemical lore, which are then entrusted to the Biologis Putrefiers to &amp;quot;test&amp;quot; on any unfortunate victims they can find.&lt;br /&gt;
*Plague Surgeons were once the Apothecaries of the Death Guard. However, instead of healing their brothers they now bolster the diseases that they carry. Like their Loyalist counterparts, they too harvest gene-seed- both from the Death Guard and from any Loyalist Space Marines they might encounter. Chief among their number is one Nauseous Rotbone, Mortarion&#039;s personal physician.&lt;br /&gt;
*[[Foulspawn]] gets a mention; while Nurgle was amused by the Chaos Spawn&#039;s antics, Mortarion was not. However, he couldn&#039;t kill it without angering Nurgle, so instead he had it banished to the Plague Planet. It has continued to grow since that time, and is now the size of a small mountain.&lt;br /&gt;
*Even after becoming a Daemon Prince, Mortarion still despises witches and [[Psyker|psykers]]. The only reason he allows them in the Death Guard now is because he is forced to acknowledge their particular powers as gifts from Nurgle.&lt;br /&gt;
&lt;br /&gt;
=====[[Thousand Sons]]=====&lt;br /&gt;
*Recap of the Thousand Sons&#039; history, the Burning of Prospero, the Rubric of Ahriman, and the Siege of Fenris. &lt;br /&gt;
*Tizca is confirmed to still exist on the Planet of the Sorcerers, though it is now mutated into a twisted mockery of its former self.&lt;br /&gt;
*The Thousand Sons still have their cults, albeit with a very different focus beyond simply specializing in a given psychic discipline. These include the lore-hunters of the Cult of Knowledge and the reality warpers of the Cult of Mutation. A few different Thousand Sons warbands are also introduced, complete with their own color schemes.&lt;br /&gt;
**The further description on how each Cult is organized strongly suggests that the Thousand Sons have significantly increased their numbers since the Horus Heresy; with some extrapolation, their numbers can be estimated at approximately 65,000 Astartes (Rubricae and Living) on top of any cultists and Tzaangors that might be serving them.&lt;br /&gt;
*Some kind of major ritual summoning is taking place near the Cadian Gate, overseen by the Cult of Prophecy.&lt;br /&gt;
*The dust within a Rubric Marine still contains the Marine&#039;s remaining essence. If a Sorcerer can recover this dust and put it into a new suit of armor, the Rubric Marine will effectively be resurrected. In at least one battle, this was used to devastating effect against the Sisters of Silence by dumping a massive cloud of Rubric-dust onto one of their fortresses, which was then followed by dropping a bunch of empty suits of armor down like meteors. [[awesome|The dust reanimated the suits into new Rubrics, and the Sisters were killed]]. &lt;br /&gt;
*After his encounter with Yvraine revealing the Rubric could be undone, Ahriman has determined that the knowledge he needs to learn how to do so is hidden in Commorragh.&lt;br /&gt;
*[[Mutalith Vortex Beast]]s are created when dozens of [[Chaos Spawn|unnameable beasts]] end up getting fused together into a single abomination, although some very unlucky Champions of Tzeentch have ended up turning into one of them right as it appeared they were about to become Daemon Princes.&lt;br /&gt;
*[[Chaos Dreadnought|Helbrute]]s of the Thousand Sons are not actually created from the Sons themselves due to the unsuitability of the Rubrics to power them. Instead, they lure in members of other Legions/warbands with promises of power and bind their souls to the machines. At that point [[Grimdark|the unsuspecting pilot is flayed and scorched with warpfire while he&#039;s still conscious and able to feel it]] before being installed into the sarcophagus.&lt;br /&gt;
*Magnus has set a plan an in motion to hyper-accelerate humanity&#039;s development into a psychic race, gathering psykers from all over the Imperium to Sortiarius by promising them safety from Imperial persecution. Though his initial ritual is disrupted by the Grey Knights and Dark Angels, the plan itself has not yet been thwarted.&lt;br /&gt;
&lt;br /&gt;
=====Other Renegades=====&lt;br /&gt;
*Khorne Daemonkin are still a thing. The Crimson Slaughter also gets a mention, as do the other Renegades created from the Abyssal Crusade.&lt;br /&gt;
*Huron Blackheart seems to have struck new bargains with the Ruinous Powers, as the Red Corsairs have been reported attacking Imperial assets far outside of the Maelstrom- and Huron himself has been reported as being in two different Segmentums at the same time.&lt;br /&gt;
&lt;br /&gt;
====[[Daemon|Chaos Daemons]]====&lt;br /&gt;
*Unsurprisingly, the only thing that prevented a complete Chaos victory after the opening of the Great Rift was the persistent refusal of the Chaos Gods to work together and press their advantage. Their fixation on the Great Game has allowed the other races a chance to renew their resistance.&lt;br /&gt;
*The scattering of the Primarchs was originally Tzeentch&#039;s idea, as he had foreseen that if they were left to their own devices the Emperor would defeat Chaos entirely.&lt;br /&gt;
*More information on the War in the Rift and the clash of champions that ended it:&lt;br /&gt;
**Tzeentch sought to determine the rules of the challenge, and was immediately opposed by the other three Chaos Gods. The only concession Khorne makes to the Architect of Fate&#039;s absurdly long list of stipulations is his agreement to limit the number of combatants.&lt;br /&gt;
**Slaanesh&#039;s champions initially claim the advantage, but after failing to halt the advance of Nurgle&#039;s forces it quickly turns into a toss-up.&lt;br /&gt;
**The War in the Rift ends inconclusively. Though Tzeentch technically won the Chaos Gods&#039; contest of champions through the trickery of Kairos Fateweaver, Khorne&#039;s resulting shout of rage destroyed the hellplane that was supposed to be the winner&#039;s reward. &lt;br /&gt;
*Be&#039;lakor has been seen fighting alongside legions from all four Chaos Gods, and is said to have pledged his aid to several renegade Marine Chapters. It is believed he&#039;s plotting something, but nobody knows what it could be.&lt;br /&gt;
&lt;br /&gt;
=====[[Khorne]]=====&lt;br /&gt;
*They remembered [[Tuska Daemon-Killa]]!&lt;br /&gt;
*An overview of the Blood Legions of Khorne is given. Among other types, the Red Tide Legions overrun their foes with Bloodletters while the Brazen Thunder Legions focus on mobility with Bloodcrushers and Flesh Hounds.&lt;br /&gt;
&lt;br /&gt;
=====[[Tzeentch]]=====&lt;br /&gt;
*Tzeentch&#039;s Scintillating Legions are described. Types of these forces include the Flamer-centric Conflagration Legions and the unpredictable Legions Anarchus.&lt;br /&gt;
*The organization of one of the Conflagration Legions present at the Siege of Mordian is described in detail, complete with a rundown of the backstabbing conga line that comes with leading one.&lt;br /&gt;
*Kairos&#039; left head lets him see into the past, and the right head allows him to look into possible futures. However, both of them are blind to the present and can only judge his current position in time by the pages written in his Tome of Destiny.&lt;br /&gt;
&lt;br /&gt;
=====[[Nurgle]]=====&lt;br /&gt;
*Each subtype of Nurgle&#039;s Plague Legions embodies a specific aspect of decay, from the Infectius Legions that first seed his foul illnesses to the Epidemic Legions that spread and proliferate like their namesake. &lt;br /&gt;
*An overview of Septicus&#039; Plague Legion is given. &lt;br /&gt;
*Horticulous Slimux from Age of Sigmar&#039;s Blightwar boxset is officially introduced into 40k. His lore remains unchanged, being Nurgle&#039;s first Plaguebearer and his chief gardener.&lt;br /&gt;
*A new character called Rotigus is introduced, a Great Unclean One sorcerer worshiped by the ignorant as a fertility god that has gained much favor from Nurgle in recent days. Sometimes he answers prayers, always in a predictably Nurglite manner. He is sometimes called &amp;quot;the Rainfather&amp;quot; due to the diseased storm known as Nurgle&#039;s Deluge that hovers over him.  	&lt;br /&gt;
*Two more Heralds of Nurgle are introduced: Spoilpox Scriveners and Sloppity Bilepipers. Spoilpox Scriveners are in charge of making sure that Plaguebearers keep counting their tally. Those Plaguebearers found performing especially sloppy work are infected with the Chortling Murrain, a disease that causes constant laughter, and are forced into the role of Sloppity Bilepiper, essentially a court jester of Nurgle who can make mortals and daemons alike literally laugh themselves to death. The Bilepipers don&#039;t last long in their new &amp;quot;position&amp;quot;, since when the Chortling Murrain goes into remission they&#039;re transformed into a set of jolly gutpipes for another Bilepiper to use.&lt;br /&gt;
*Once Nurgle attempted to create a pox that gnawed flesh. [[Fail|It ended up acting like a disinfectant instead.]] His daemons have refused to speak of it since.&lt;br /&gt;
*The newest strains of the Zombie Plague cause Nurglings to develop inside their victims; when the zombie is destroyed, the Nurglings burst out and swarm anyone nearby.&lt;br /&gt;
*Nurgle has devised a new plague that allows his forces to bypass [[Gellar Field]]s. The &amp;quot;Gellarpox&amp;quot; infects both those individuals who maintain the Gellar Field generators as well as the generator itself, subtly influencing them to weaken the protection the field provides and eventually turning the starship the generator is a part of into a biomechanical hellscape full of mutant horrors.&lt;br /&gt;
&lt;br /&gt;
=====[[Slaanesh]]=====&lt;br /&gt;
*Slaanesh&#039;s Legions of Excess are much more eclectic in their focuses, as befitting of the Dark Prince&#039;s arbitrary nature. The most obvious example of this is the Courante Legions, which treat battle as if it were some kind of bizarre dance right down to choreographed maneuvers. &lt;br /&gt;
*Another example Daemonic Legion is shown, this time of the [[Harry Potter|Slitherine]] Host that participated in Cadia&#039;s fall.&lt;br /&gt;
*The Infernal Enrapturess is introduced as a variant of the regular Slanneshi Herald, playing a harp made off of the [[grimdark|intestines and muscles of a dude.]]&lt;br /&gt;
&lt;br /&gt;
==Crunch Updates==&lt;br /&gt;
===Core Rules===&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Not AoS 40k&amp;quot;&#039;&#039;&#039;: From what we&#039;ve seen so far thanks to GW actually disclosing their design process via Warhammer Community, many of the overhauls to the 8th edition ruleset are (unsurprisingly) modeled on equivalent rules developed for [[Age of Sigmar]]. However there is also a &#039;&#039;lot&#039;&#039; of inspiration being drawn from older editions of 40k, to the point that some of the &amp;quot;new&amp;quot; mechanics are recognizable from as far back as 2nd edition. Despite what the doomsayers will tell you 8th is &#039;&#039;not&#039;&#039; just Sigmar with guns -- they&#039;re trying to take what good things AoS had and overhaul the 40k we all love with that.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;More&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Less&amp;lt;/s&amp;gt; Differently Random&#039;&#039;&#039;: Deployment-phase rolls that decide what your units can actually do for the rest of the game seem to be gone (and good riddance!), also gone is the random scatter for blasts and deep-strikes or random outflanking, but instead many weapons now deal random number of shots/hits or random damage in order to compensate for the absence of templates (see below) and woundbloat on the vehicles and monsters, and charges are still random range despite literally everyone wanting them to go back to fixed, meaning the result of every action may be even less reliable. This could be good or bad, depending on your tastes.&lt;br /&gt;
*&#039;&#039;&#039;No Templates:&#039;&#039;&#039; Templates are gone, Just like Squats. Weapons like Flamers (except the ork burnas) will simply fire d6 automatic hits just like the spread weapons in Age of Sigmar (they don&#039;t ignore cover any more, though). Blast weapons like the Leman Russ work similarly by firing a random number of shots, though they do not hit automatically.&lt;br /&gt;
**This change is [[skub|skubtastic]]. Those in favor of the change say it speeds the game up, because scatters took too much time to resolve, and &amp;quot;blasts only hit 1 or 2 models anyway because people always spread out for max coherency.&amp;quot; Those against it argue that this change leads to rule abuse or violations of common sense, such as Guard Conscripts forming up in musket lines ([https://1d4chan.org/wiki/Mordian_Iron_Guard as thematic as it might be for some guard regiments]). More controversially, the changes to Flamers mean certain ones (Example: Inferno Cannons) are arguably better at [[what|anti-aircraft]] than [[derp|crowd control]]. However, since then some weapons have gotten an equivalent via bonuses to hit units with a certain number of models, or inflicting wounds to multiple units within a given distance of the original target.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;s&amp;gt;Far Fewer&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;More&amp;lt;/s&amp;gt; Reworked Special Rules:&#039;&#039;&#039; Uncapping and standardizing stats, and adding the movement stat all by itself, will eliminate a lot of &amp;quot;hacky&amp;quot; old special rules. On the other hand, special rules are now unique to the army or unit. Based on the faction focus material we&#039;ve seen so far, 40k will be seeing a lot of &amp;quot;unique&amp;quot; special rules that are basically the same rule with different names and slightly different wording, much like in 3rd edition.&lt;br /&gt;
**To give you an idea of how this will work, [[Nurgling|Nurglings]] will have a special rule unique to Nurgle called &amp;quot;Disgustingly Resilient&amp;quot; that lets them ignore wounds on a roll of 5 or 6, instead of having the (now nonexistent) Feel No Pain special rule normally found in the core rulebook. Ork, Tyranid, and Blood Angel units that would have had FnP will have &#039;&#039;the exact same rule text as Disgustingly Resilient,&#039;&#039; just with a different [[meme|ASSFAGGOTS-like ability name]] and occasionally a different roll requirement. Same with other common rules like Hatred, Overheat, and Deep Strike. This means that any attempts to write rules that interact with these common, basic mechanics will be &#039;&#039;even hackier&#039;&#039; than 7th edition&#039;s special rules because they can&#039;t just refer to a common special rule by name anymore.&lt;br /&gt;
*&#039;&#039;&#039;Bookkeeping Reduction&#039;&#039;&#039;: The amount of one-use gear or rules was reduced quite drastically, and with the removal of random warlord traits and psychic powers there is no need to keep track of those (as they&#039;re already written in the army roster). On the up side it speeds up the game and removes the need to use lots of tokens or notes, but the trade-off is that there is one more layer of tactical decision making shaved off the game - timing things like combi-weapon use or Waaaaagh! activation used to make or break games, and now it&#039;s gone. &lt;br /&gt;
*&#039;&#039;&#039;Datasheet Overhaul:&#039;&#039;&#039; With the intent of eliminating the need to carry around half a library&#039;s worth of books, a unit&#039;s datasheet will contain almost all the information it needs to function, including rules for weapons and abilities. With a few exceptions. Units with a &#039;&#039;ton&#039;&#039; of options, like Tactical Squads, will only have the stats for the most common choices in their datasheet, with the rest of their choices getting rules elsewhere. Explanation of common or army-wide special rules may also be left out. So the special rules and wargear lists aren&#039;t completely disappearing from the rulebooks and codices, but active reliance on them will be greatly reduced.&lt;br /&gt;
*&#039;&#039;&#039;Independent Character Overhaul:&#039;&#039;&#039; Characters can no longer join units, or join together with other characters to form a super-unit. In GW&#039;s own words, &#039;&#039;&amp;quot;The age of the prefix-star is over&amp;quot;&#039;&#039;. Instead, ICs will have effects that cover all units with a certain keyword within a certain radius. Also, ICs with less than 10 wounds [[Plot armor|cannot be targeted in the shooting phase]] unless they&#039;re the closest enemy model (except by units with sniper and similar rules), so there&#039;s less worry now about losing your special snowflake to a railgun. Lastly, ICs have a rule called Heroic Intervention that lets them pile in and attack charging enemies even if they themselves aren&#039;t charged.&lt;br /&gt;
**On the other hand, it is possible (even with Command rerolls) for a squad to make it into combat, but an Independent Character to fail a charge roll, leading to situations like Khorne Berzerkers making it into melee while Kharn takes a smoke break. You can only shoot a Character if it is the closest model, even if said character is standing in the open and the only closer unit is a Rhino locked in combat (which you obviously can&#039;t shoot either).&lt;br /&gt;
*&#039;&#039;&#039;Summoning Overhaul:&#039;&#039;&#039; No more [[The Ultimate Chaos Daemons Cheese List|infinite Daemons]] in Matched Play. If you want to summon units, you now need points set aside to spend on them in advance, and summoning itself is going to be separated as its own form of deployment, alongside deep striking or outflanking. (Basically Summoning is a special form of reserves where you don&#039;t have to choose what&#039;s in reserve until you actually summon it, letting you change your list mid-game). Think of it like Schrodinger box, The cat is either dead, alive or secretly a baneblade and you and your opponent don&#039;t know until the wave form&#039;s collapsed and the box is opened (or unit summoned in this case).&lt;br /&gt;
*&#039;&#039;&#039;Points and Power Levels:&#039;&#039;&#039; Units now have power levels (anyone who makes the [[Meme|obvious joke]] gets a mini down the windpipe) to approximate their average effectiveness, and are meant as a fast and casual balancing method for Open and Narrative Play. This system is similar to that of 40k competitor [[Warmachine]]. Not to worry, though, the points system we all know and love is still around in Matched Play if you want to use it, and is just as detailed as before (though likely with the usual tweaking of points values that comes with every new edition). In a bit of an odd move, though, points are &#039;&#039;not&#039;&#039; in the datasheets for units anymore, instead being detailed elsewhere in the rulebooks. Part of the reasoning behind this is so 40k can use the same &amp;quot;Living Rulebook&amp;quot; approach used in Age of Sigmar by way of releasing updates to address balance issues without forcing anyone to buy an entirely new Codex to do so. Might be a little obtuse, but on the other hand this means nobody has to worry about being saddled with an [[Chaos Space Marines|outdated]] [[Orks|Codex]] [[Tyranids|again]], so the long reviled &amp;quot;Codex Creep&amp;quot; might finally be over. &lt;br /&gt;
**Power Levels appear to be average points for the unit/20, rounded - so e.g. a Captain in Gravis Armor is 148 points or Power 7, while an Inceptor squad is 159 points or Power 8.&lt;br /&gt;
**Points are amended in Matched play via Chapter Approved and other updates, but Power Level is not. Since more of the point changes are reductions in price, the overall P2P ratio is changed (around 19.5:1, but individual army ratios may be different).&lt;br /&gt;
*&#039;&#039;&#039;Casualty Overhaul:&#039;&#039;&#039; When a unit loses models, instead of plucking whatever guys are closest to the attacker, the controlling player gets to decide which ones are removed.&lt;br /&gt;
**This means you will almost assuredly get far more mileage out of your special weapons, and tactics like hidden power fist are viable once again.&lt;br /&gt;
**Additionally, this probably means that musical-wounds shenanigans like the Nob Bikerz of yore are gone.&lt;br /&gt;
**On the downside flanking enemy units to kill weapon specialists without the need to chew through the meatshields in the front is no longer a viable tactic, taking a lot of depth out of close-range firefight tactics.&lt;br /&gt;
**This also presents the possibility to score more hits than there are models in the unit, making flamers and explosives a much greater threat to small units that rely on having multiple wounds to stay around. On the other hand, they are a much lesser threat against large units, as you cannot use clever positioning to guarantee you land more hits - your shot volume is random and not manipulatable through skill.&lt;br /&gt;
**Flamers and most template weapons have lost Ignores Cover, although the ability still exists (and is not referred to as such, under the new policy of avoiding naming rules whenever possible, and if you must name it, giving the same rule a different name every time you use it).&lt;br /&gt;
**Different template weapons do have different ranges now, which is nice.&lt;br /&gt;
*&#039;&#039;&#039;No positioning mechanics&#039;&#039;&#039;: With no vehicle armour facing, the absence of templates, and manual wound allocation, there is little to no benefit from shooting enemy units from their flanks or rear. Army-specific rules seem to lose any semblance of positioning rules as well, seeing as Knights get their ion shield changed from 4++ from one facing to 5++ all around. This would speed up the game a bit, but at the cost of altering an entire tactical layer of it. Expect deep strikes, outflankers and hyper-mobile units to be used very differently than they are now.&lt;br /&gt;
*&#039;&#039;&#039;No more Fire Arcs&#039;&#039;&#039;: All vehicles and fortifications measure LOS from their hull. Another [[skub]], this means a Valkyrie can shoot all of its weapons if it can draw a line to something with the tip of its wing.&lt;br /&gt;
*&#039;&#039;&#039;Twin-Linked Buff&#039;&#039;&#039;: Twin-linked weapons no longer reroll to-hit dice; instead, they now &#039;&#039;double&#039;&#039; the number of shots they would normally fire. This makes the vanilla Land Raider go from schizophrenic to dangerous and makes a lot of Ork vehicles downright terrifying though unless they also get an accuracy buff Orkz will notice the difference least since they got the biggest benefit from old twin linked. Land Raider Crusaders are going to become the anal rapists of the battlefield; assuming they stay the same it will be like a metal box with a tactical marine squad glued on to each side! Expect some buzz from Tyranid dakkafexes and spinegaunts, as well. If you thought playing against tau broadside spam was disgusting before, you ain&#039;t seen nothing yet.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapons Buff&#039;&#039;&#039;: Combi-weapons are no longer one use for the specialist weapon; instead, they can fire as either the normal or specialist weapon, or even fire both at the same time (but with a -1 to hit). They are now effectively a flat upgrade compared to either a basic weapon or their specialist weapon equivalent, since they can switch between either role with impunity. However, expect there to be &#039;&#039;some&#039;&#039; manner of trade-off, most likely a points increase if the Sisters of Battle leak is legit (claims to charge &#039;&#039;19&#039;&#039; points for a combi-melta). Otherwise units like Sternguard are going to end up ridiculously overpowered, and there won&#039;t be any reason at all to take regular special weapons over a combi-weapon.&lt;br /&gt;
*&#039;&#039;&#039;Characteristic Overhaul:&#039;&#039;&#039; No more rules for high BS/WS, those stats are expressed as to-hit rolls now so nobody can have a better hit chance than a 2+ without special rules. Also, other stats are no longer capped, so you can have Strength, Toughness or Wound values higher than 10.&lt;br /&gt;
**&#039;&#039;&#039;No more D Weapons:&#039;&#039;&#039; With Strength stats no longer capped at 10, weapons that previously needed the Destroyer special rule to kill everything will now likely just have really high strength and/or cause a lot of wounds. For example, the Knights&#039; Reaper Chainsword now deals 6 damage- more than enough to wreck infantry and leave even heavy vehicles hurting.&lt;br /&gt;
*&#039;&#039;&#039;Save Modifiers:&#039;&#039;&#039; Gone are the AP values of weaponry, and now we&#039;re getting back a mechanic not seen since 2nd Edition 40k, or more recently Warhammer Fantasy before it got squatted. The save modifier alters the target number needed for an armor save to work (e.g. with a -2 modifier, a unit which would normally have a 2+ save would now act as if they had a 4+ save instead). This is going to be a nerf to AP5 weapons like Bolters and flamers, which can now be stopped by Ork and Gaunt armour and will hit 5+ armour 66% as hard as before, the same with AP4 against 4+ and AP3 against 3+. In exchange, any armour piercing weapon will be much more effective against heavier armour, with heavy bolters able to better threaten tanks and MEQ/TEQ in the open, and hot-shot lasguns being better against TEQ than MEQ. Terminators will be more fragile in general unless they change how Invuln saves work. In essence, there will be far fewer hard counters and all weapons will be more versatile in general, eliminating some of the need to carefully choose weapons and targets. Dumbing down the game? Sure. Balancing the game? Probably.&lt;br /&gt;
*&#039;&#039;&#039;Movement Phase Overhaul:&#039;&#039;&#039; The movement stat is back, and Running has been rolled into the Movement phase by being able to roll to add a little extra distance at the expense of shooting and charging. Some Flyers will have a minimum movement distance in addition to a maximum movement distance; if they are unable to move the minimum distance or if this distance would force them off the battlefield, they are destroyed.&lt;br /&gt;
**Movement-based rules like Slow and Purposeful and Fleet are probably on their way out, as fast and slow units won&#039;t need special rules to represent that anymore. &lt;br /&gt;
**Deep Striking equivalents set up at the end of the Movement Phase; while they cannot move or advance further and count as having moved for that turn, they can still shoot or charge normally. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Phase Overhaul:&#039;&#039;&#039; Rather than each of your psykers contributing to an Army-wide dice pool like in 7th, each psyker will once again have the capability to reliably cast their own powers. Any psyker model will be allowed to cast as many powers as their individual entry states, and instead of harnessing Warp Charges on a 4+ or making a Leadership check, the controlling player rolls 2d6. If the value surpasses the amount required to cast the power, they succeed, and any enemy psyker within 24&amp;quot; will have the option to Deny it. Of course, models can only Deny The Witch once per turn for each Mastery Level they have.&lt;br /&gt;
**Stronger powers will have a higher Warp Charge value, and will therefore be harder to cast.&lt;br /&gt;
**Every faction with psykers will have its own unique psychic powers, and all psykers know Smite by default, which has a Warp Charge value of 5 and now causes D3 &#039;&#039;mortal&#039;&#039; wounds to &amp;lt;s&amp;gt;a target&amp;lt;/s&amp;gt; the closest target within 18&amp;quot; (a marked difference from the AoS Arcane Bolt), or D6 mortal wounds if you roll 10 or above on the psychic test. That being said, cheaper psykers like the Rubric Marines&#039; Aspiring Sorcerer or grey Knights have a weakened version of it that causes fewer wounds. Generic core rulebook disciplines like Biomancy and Daemonology are gone.&lt;br /&gt;
**Perils of the Warp now occurs on double 1s and double 6s during psychic tests. It causes D3 mortal wounds to the psyker, and if it dies as a result the power being manifested doesn&#039;t go off and all units within 6&amp;quot; of the psyker take d6 mortal wounds.&lt;br /&gt;
**You can pick the Psychic Powers you want now, rather than rolling for them and hoping you get the right number.&lt;br /&gt;
**In matched play, Psychic Focus means you cannot cast the same power more than once per turn unless that power is Smite. Expect Psyker armies to be about spamming the most cost-effective smite.&lt;br /&gt;
*&#039;&#039;&#039;Shooting Phase Overhaul:&#039;&#039;&#039; In addition to being unable to shoot after Advancing or Falling Back, models can&#039;t shoot if there&#039;s an enemy model 1&amp;quot; or less away from them, which combines with the new assault rules to make close combat more dangerous. Heavy weapons no longer snap-fire if firing on the move, and instead get a flat -1 to hit modifier if fired on the move (which applies to vehicles too). Cover saves now add a bonus to the armor save instead of acting as a blanket save, and in certain cases only applies to specific unit types (e.g. Infantry can benefit from a crater&#039;s cover bonus, but a vehicle can&#039;t).&lt;br /&gt;
**Split Fire for everybody! All squads can now use different weapons against different targets. No more situations when your bolter marines have to hose down a Land Raider with ineffectual shots just so the one dude with a melta needs to take a shot at it. This goes down to individual models - your crisis suit can shoot missile pods at that pesky vehicle while flaming some nearby infantry.&lt;br /&gt;
**Every model can fire all their guns (with some exceptions).&lt;br /&gt;
***Only one model per squad can use a grenade at a time (and they can&#039;t fire anything else).&lt;br /&gt;
***Everyone else has to choose between firing all their pistols and all their non-pistol, non-grenade weapons.&lt;br /&gt;
**Pistols are exempt from the restriction against shooting when an enemy is too close, and in fact a pistol user can fire at the closest enemy target to them even if they&#039;re locked in combat. This is a massive game changer to dual-pistol wielders such as Cypher, and also gives units like Assault Marines a little extra boost when they&#039;re closing in on an opponent. It might also make Plasma Pistols worth taking after all these years.&lt;br /&gt;
**The alteration in how cover saves works means that some weapons may be able to reduce the save to the point where the cover bonus is canceled out, so don&#039;t be tempted to think you have a chance to survive a lascannon shot just because you&#039;re hiding behind a piece of rubble. Weapons that currently ignore cover will not be affected by the cover bonus at all. This may have the effect of making [[Imperial Guard|the units that need cover saves the most]] the least able to take advantage. However between these changes and the ones to how AP works, heavy infantry become the ones who rely on and benefit from cover most, with 2+ and 3+ armour being more vulnerable to getting caught in the open by heavy bolters than lighter infantry are, while light infantry will be able to stand up to fire from bolters in the open but plasma guns will be able to blast anything in cover better than flamers can.&lt;br /&gt;
**Assault weapons can be fired after advancing, but take a -1 penalty to hit for doing so. This makes weapons like flamers, meltas, and the like much nastier than they used to be. &lt;br /&gt;
**Plasma weapons have reverted to the 2nd edition style of having two firing modes: one that&#039;s weaker but safe to use (although in this case it&#039;s still S7 AP-3), and one which hits harder and deals more damage but runs the risk of killing the user (no armour saves allowed for that version of gets hot, and instead of removing a wound it kills the model outright). It turns out that if you give an archmagos ten millennia he actually &#039;&#039;can&#039;&#039; figure out how plasma works.&lt;br /&gt;
***Fluff vets can [[Rage]] at the fact that apparently Chaos Space Marines use similar rules...despite old fluff or old crunch for them. (Back in 2nd, Gets Hot was a specific rule for CSM, but their plasma weapons had better rate of fire).&lt;br /&gt;
***The Primaris Marines&#039; Incinerator has -4 AP and +6&amp;quot; in range over the regular plasma gun.&lt;br /&gt;
***Do note that when overcharging, a to hit roll of 1 kills the user without any saves possible, &#039;&#039;&#039;even if they&#039;re a character! EVEN IF THEY ARE A VEHICLE!!!&#039;&#039;&#039; Watch the fuck out if you&#039;re thinking about supercharging any Captain&#039;s/Chapter Master&#039;s/Razorback&#039;s guns as there is going to be a 1/6 chance they die from it.&lt;br /&gt;
****Note that due to the FAQ explaining that roll modifiers apply when determining if you roll a 1 or 6, [[Awesome|this means that any ability that grants +1 to hit makes you immune to rolling 1s]]. On the other hand, the reverse is true, meaning Overcharging is [[what|more likely to kill you at nighttime]] (Well you can&#039;t see the power gauge can you?).&lt;br /&gt;
****Leman Russ Tanks have a special rule that means instead of being instantly killed, they lose 6 wounds (half their max) and the plasma weapon is destroyed and unusable for the rest of the battle.&lt;br /&gt;
*&#039;&#039;&#039;Assault Phase Overhaul:&#039;&#039;&#039; Initiative is gone. Whoever charges first attacks first like in Age of Sigmar. This actually gives assault based armies a chance now ([[Orks]], [[Dark Eldar]], [[Tyranids]], [[Blood Angels]], Thunderwolf spam, Khorne armies). After chargers, players alternate &amp;quot;activating&amp;quot; units to fight, a la [[Heroclix]]. Challenges are gone. You also no longer gain extra attacks for multiple close-combat weapons or charging (unless the unit has an appropriate ability).&lt;br /&gt;
**[[Daemonette|Daemonettes]] and Eldar CC units, among other high-I units, have a special rule that lets them almost always strike first even if they don&#039;t get the charge, unless both units have the same kind of rule in which case it depends on whose turn it is. (Note the similarity to [[Warhammer Fantasy Battles|Always Strikes First.]])&lt;br /&gt;
**Units now have the ability to fall back and walk out of engaged combat in the Movement Phase (it&#039;s basically the old 5th Edition Space Marine Combat Tactics, but for &#039;&#039;everyone&#039;&#039;!), BUT, they sacrifice the ability to advance or charge in that turn (and shoot, unless the unit in question has the right keyword). This gives Guard armies a chance now. However, falling back doesn&#039;t work if you&#039;re surrounded so it&#039;s not foolproof. &lt;br /&gt;
**The first profiles indicate that WS4 is a 3+ to hit in CC, which makes melee combat quite a bit more aggressive. &lt;br /&gt;
***In fact, WS1..5 seems to be 6+..2+ now, followed by a lack of scaling - both a Space Marine Captain and Guilliman now hit on a 2+ in melee. Expect anything with WS6+ to be reworked some other way to improve its melee capabilities, such as additional A or S, or improving its melee weapon(s) instead (Space Marine Captains seem to get +1A for their WS6, but we don&#039;t know enough right now to say much more).&lt;br /&gt;
**Consolidation during activation allows a 3&amp;quot; move, which may bring you into combat with a new enemy, if you choose.&lt;br /&gt;
*&#039;&#039;&#039;Melee Weapons Rebalancing:&#039;&#039;&#039; The melee and power weapons were redone now that they all use differing AP values and Unwieldy no longer exists. Power Swords now have more penetration than axes (which should have been the case in the first place since they have a longer blade) but provide no strength bonuses. Power Mauls are about the same, more Strength for less AP, and Power Fists now only have -1 to hit and cause multiple Wounds at Sx2, AP-3 (that&#039;s right, Power Armour now helps against Power Fists). Melee weapons which once just acted like basic CCWs (e.g. chainswords and choppas) now grant one extra attack. &lt;br /&gt;
*&#039;&#039;&#039;Morale Overhaul:&#039;&#039;&#039; Leadership rules are changing; it&#039;s almost the same as Age of Sigmar&#039;s Battleshock: Roll 1d6, add up the amount of models lost and compare it to your Leadership value. If the result is greater, you remove the difference in models.&lt;br /&gt;
**Commissars negate this effect to an extent by limiting morale-related losses to 1 model per unit. This is a revamp of their &amp;quot;Summary Execution&amp;quot; rule, and your opponent can never choose which model gets the blam. &lt;br /&gt;
*&#039;&#039;&#039;Reserves Overhaul&#039;&#039;&#039;: While USRs like Deep Strike and Outflank no longer exist, unit- and faction-specific rules will serve a functionally identical role, albeit one tailored to said unit or faction (e.g. when a Trygon deploys by emerging from underground, another unit of Tyranids in the Troops slot can deploy with it to represent them using the Trygon&#039;s tunnel.) &lt;br /&gt;
**Additionally, Matched Play adds the &amp;quot;Tactical Reserves&amp;quot; restriction- at least half of all units in a detachment must be set up on the battlefield, and any units that have not been deployed on the battlefield by the end of the third turn count as having been destroyed. In other words, no you can&#039;t just teleport your whole army of Deathwing Terminators in at once. &lt;br /&gt;
*&#039;&#039;&#039;Keyword Abilities and Allies:&#039;&#039;&#039; While allies are still available, keyword abilities will only affect specific models. On the one hand, this means that hyper-synergistic superfriends cheese is gone. On the other hand, this means that half your army is effectively on a separate plane from the other half if you&#039;re using allies, and never the two shall meet.&lt;br /&gt;
*&#039;&#039;&#039;Play Mode Overhaul:&#039;&#039;&#039; As mentioned above, the General&#039;s Handbook&#039;s 3 Ways to Play is coming to 40k. Open Play will replace Unbound, and is even &#039;&#039;more&#039;&#039; freeform than Age of Sigmar: the rules text amounts to &amp;quot;just grab some [[Games Workshop|&#039;&#039;&#039;official Citadel Miniatures&#039;&#039;&#039;]] and do whatever the fuck you feel like.&amp;quot; For Narrative and Matched Play, armies &#039;&#039;must&#039;&#039; be battle-forged, so no more overlap between battle-forged and unbound.&lt;br /&gt;
*&#039;&#039;&#039;Detachment Overhaul:&#039;&#039;&#039; Decurions and Formations are gone. In their place, the classic Force Organization Chart is making a return, except there will be over a dozen different detachments to choose from that everybody can use, including the classic combined arms detachment, and as codices start to come out each army will get their own special versions as well (presumably bringing back Decurions/Formations as soon as an editor is asleep at the switch). These new detachments grant Command Points (see below), with detachments that require more unit choices yielding more Command Points.&lt;br /&gt;
**Flyers are now a distinct unit type for the purposes of Battlefield Roles, so they no longer compete with other unit types in their old slots. &lt;br /&gt;
**Contrary to 7th Edition&#039;s efforts to turn all Dedicated Transports into Fast Attack choices and eliminate the slot as a whole, DTs have been maintained as their own category in 8th, and (based on the currently released examples at least) one Dedicated Transport choice can now be included for each other choice. Is this opening the way for shenanigans like guardsmen squads able to take [[Taurox|Taurox Primes]] as DTs? [[troll|We can certainly hope so]]. Er no, only Scions and Commissars can hitch a lift on a Prime sadly, but this doesn&#039;t prevent you from taking the unit as a dedicated transport; they will simply be unable to ferry units around the board.&lt;br /&gt;
**It&#039;s possible to take a unit with less than its minimum number of models, but you still need to pay for it as if it was at its normal minimum size.&lt;br /&gt;
***Aside from the new morale system emphasizing 1-model units like never before, transports can now carry as many squads as you like, providing a potential reason to take a unit with models you paid for but did not field.&lt;br /&gt;
*&#039;&#039;&#039;Wounds Overhaul:&#039;&#039;&#039; Everything is getting more wounds, with some units having twice as much as they used to, but at the same time more powerful weapons like Lascannons can dish out multiple wounds with each hit.&lt;br /&gt;
**The need to keep track of the double-digit wounds that the bigger stuff will have will likely see a spike in the sales of pocket notepads.&lt;br /&gt;
**On the other hand, players can continue to track them with dice, like before when things used to have 6 wounds at max; just use bigger dice, e.g. D20s.&lt;br /&gt;
**With the addition of the new Damage stat, some weapons - as stated previously - will have the potential to strip multiple wounds from single models, while flamers and the like will deal multiple single-wound hits for anti-horde while also gaining some utility for lightly armored units with low unit counts.&lt;br /&gt;
***Overkill damage doesn&#039;t spill onto other models, so dealing 6 damage with a lascannon to a Tac Squad won&#039;t cause 5 marines to die of shock at what happened to their buddy who took the hit. As a result, expect the meta to favor weapons with a reasonable number of attacks and medium damage, since overkill is now a waste in most situations.&lt;br /&gt;
**Every weapon in the game will have the potential to deal (at least a little bit of) damage to anything they hit, though playing weapons to their strengths will kill stuff far more efficiently.&lt;br /&gt;
**Rolling To Wound is still based on the target&#039;s toughness, but is greatly simplified. Instead of an entire 10x10 chart, To Wound is now determined with a simple table based on whether strength is twice (2+), greater (3+), equal (4+), less (5+), or half (6+) than the target&#039;s toughness. That&#039;s... actually a hell of a lot better. There&#039;s some debate on whether this is actually simpler or better, with Bolter and Lasguns now wounding T5 at the same roll, and Pulse weapons and Heavy Bolters treating Orks and Cultists as exactly as tough, though perhaps new rules and unrevealed details will avoid those shenanigans.&lt;br /&gt;
***As you may have already guessed, Instant Death is gone. Not that a character can&#039;t die to a multi-damage hit, but no more will your T3 HQ pop to some jerk with a lucky missile shot on turn 1.&lt;br /&gt;
***Mortal Wounds are now a thing, sitting somewhere between rending, instant death, and D damage. Mortal Wounds bypass to wound rolls, automatically doing one wound with no saves of any kind allowed (although secondary saves that replace the old Feel No Pain still apply). Another difference is that overkill wounds resulting from mortal wounds are the only kind that spill onto other models.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Overhaul:&#039;&#039;&#039; Hull points and AV are gone, and vehicles now use the same profile system as everyone else, bringing them more in line with the likes of Monstrous Creatures. Yes, bolters and lasguns &#039;&#039;can&#039;&#039; hurt Land Raiders and Knights in theory, but when those vehicles have literally dozens of wounds on top of high toughness and saves (by GW&#039;s inaccurate estimates, it would take about 539.7 Marine bolters or 648 guard lasguns to bring down something like a Gorkanaut), you might as well leave it alone.&lt;br /&gt;
**Number of bolter rounds to take down a Morkanaut: &#039;&#039;&#039;486&#039;&#039;&#039; hitting on 3+, wounding on 6+, being saved on 3+, to take down a model with 18 wounds. Lasguns require the &#039;&#039;same&#039;&#039; number of &#039;&#039;hits&#039;&#039;, as bolters and lasguns are now both AP-, and the difference in Strength between them only matters against models of Toughness below 8, but the guard tends to hit on 4+, so they need 648 rounds. The new rules broadly favor Attacks over AP over Strength, as shown below, with D being as good as Attacks &#039;&#039;provided your target has enough wounds to take the damage&#039;&#039;.&lt;br /&gt;
**Eldar only require 194 Shuriken Catapult shots to down a Gorkanaut, due to Bladestorm. This number can be reduced further with judicious use of Doom. &lt;br /&gt;
***Number of Space Marine-wielded and Guard-wielded Lascannon shots for comparison: 13.89 (13 31/35) and 18.51 (18 18/35), respectively. This is primarily due to Lascannons dealing 3.5 damage per shot, but also significantly due to vehicles having an armor save now and Lascannons having AP-3.&lt;br /&gt;
***Again with a Heavy Bolter: 54 and 72 shooters, after accounting for 3 shots per gun.&lt;br /&gt;
****Now that models with two Heavy Bolters shoot both of them, rather than Twin-Linking, that&#039;s obviously 27 and 36 for any of those, such as Inceptors or Centurions.&lt;br /&gt;
***Hellblasters will take 81 shots (so 40.5 shooters at range 15&amp;quot;) non-overcharged, or 27 (13.5) while overcharged, killing, on average, 4.5 (9) shooters.&lt;br /&gt;
***Leman Russ Battle Cannons (so hitting on 4+): 15.43, 11.57 with hitting on 3+ (that&#039;s number of guns firing, accounting for both random A and random D). That&#039;s just an average, of course; it can take you anywhere from 6 to 108 shots (each of those cases are odds 1/18, though).&lt;br /&gt;
***Meltaguns at half range: 12.07, 16.10 (melta now adds an unkept die to the damage roll at half range, regardless of target). Note how they take &#039;&#039;more&#039;&#039; shots than the Battle Cannon needs, on average; this is due to the Battle Cannon&#039;s much higher (average) A vs the meltagun&#039;s higher average D and higher AP.&lt;br /&gt;
**Vehicles can now charge and engage in melee, replacing Tank Shock. While they tend to have high Strength and decent Attacks, many of them have terrible WS (with the exception of close-combat dedicated walkers like Dreadnoughts or vehicles with attachments that make them very nasty when ramming, like the Goliath Rockgrinder). This means it is often laughably easy to use cheap infantry to tarpit vehicles which do not Fly or have a similar rule (typically due to being very large and on legs), or, even funnier, tarpitting a non-Flyer with a Flyer. &lt;br /&gt;
***While most fliers have the Airborne rule, preventing them from charging or being charged by non-Fly models, Valkyries have the Hoverjet rule which lets them ignore it for a turn. One player lost a game due to his opponent charging his Russ with a Valkyrie, and not being able to withdraw because the Russ was already backed up into a corner. &lt;br /&gt;
**Vehicles have lost Relentless, and only some of them have gotten it back via special rules, so a substantial number of them are significantly less accurate than they used to be on the move. This is actually not Vehicle-specific; many other models have lost Relentless as well, including Bikes and models in Terminator armour. Combined with their newfound ability to get stuck in melee, this effectively means a double-nerf to Vehicles, helping significantly to contribute to 8th edition&#039;s apparent focus on infantry swarms, since your infantry now has fewer downsides compared to vehicles.&lt;br /&gt;
**Instead of rolling on the Vehicle Damage chart, the more damage they take, the lower your vehicles&#039; (and Monstrous Creatures&#039;) stats will become, with different models suffering differing stat penalties - so far every model seen has suffered penalties to movement, but we have seen penalties to WS, S, BS, and A - but always, so far, suffering penalties to three different stats. As a result, the vehicle repair abilities of units like Tech-priests and Tech-marines will likely become much more important now since they&#039;ll be able to restore a vehicle to its full effectiveness.&lt;br /&gt;
**Vehicles now have armor saves on top of their high toughness and lack of facings, making some vehicles quite a bit more durable.&lt;br /&gt;
**The Super Heavy classification was changed to &amp;quot;Titanic&amp;quot; with as of yet unknown attributes. Super Heavy Walkers can just step over infantry models thanks to &amp;quot;Titanic Feet&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Transport Overhaul:&#039;&#039;&#039; Units now disembark from Transports at the start of the Movement phase before the Transport itself moves, and any such units can move, shoot, and fight without any restrictions. It also appears that open-topped transports will allow the units inside to shoot out of them at any time and allows them to fire pistols if the transport is caught in melee combat. However, if a transport is destroyed any units inside it will die on a roll of 1. &lt;br /&gt;
**Multiple units can all ride in one transport as long as it can hold all their models.&lt;br /&gt;
*&#039;&#039;&#039;Increased Customization:&#039;&#039;&#039; When Games Workshop teased the datasheets they showed that Space Marine, Chaos Space Marine, Tau, and, more interestingly, Tyranid units had &amp;lt;Chapter&amp;gt;, &amp;lt;Legion&amp;gt;, &amp;lt;Sept&amp;gt;, and &amp;lt;Hive Fleet&amp;gt; listed in their keywords, respectively; the Codexes for each of these factions add special rules for each of these keywords, replacing things like Chapter Tactics. &lt;br /&gt;
*&#039;&#039;&#039;Command Points and Stratagems:&#039;&#039;&#039; All battle forged armies get at least 3 command points now, plus extra from certain characters or from taking specific detachment types. Command Points can be used to trigger Stratagems, which have a variety of useful effects such as gaining a single re-roll (1CP), auto passing a morale check (2CP), or getting one of your units to fight immediately after a charging enemy unit has fought (2CP). Additional Stratagems are available in alternate scenarios like Stronghold Assault, as well as in the different play styles, with Narrative allowing for six additional Stratagems based on the mission (3 for attackers and 3 for defenders). Maelstrom of War also has a Stratagem that allows a discard and re-draw of a Tactical Objective after generation (2CP).&lt;br /&gt;
**Each faction will also get their own unique Stratagems.&lt;br /&gt;
&lt;br /&gt;
===Known Faction Updates===&lt;br /&gt;
&#039;&#039;&#039;This list is based primarily on GW&#039;s pre-release blog and should be considered incomplete until further notice. Full details can be found on each faction&#039;s tactics page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Basic CSMs stated to have some kind of overall buff making them more viable Troops choices. Khorne Berzerkers have a rule called &amp;quot;Blood for the Blood God&amp;quot;, which allows them to fight twice in each Fight phase. Chaos Leviathan Dreadnoughts confirmed as a new unit. &#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039; rule seems to be universal for CSM - it allows extra attacks for any results of 6+ that hit in the Fight phase against units with keyword: Imperium. Once, the extra attacks cannot produce any more attacks.&lt;br /&gt;
**Failbaddon (and we still feel comfy calling him that because apparently every single member of the 13th crusade minus himself fucked off after Cadia) has his rules leaked: S4 T5 A6 2+ 4++, seven wounds, any weapon that successfully damages him has its damage halved (rounded &#039;&#039;up&#039;&#039;, so he can still be chipped away to nothing by small arms). Black Legion units within 6 inches reroll failed to hit, the first time Abby has ever really done anything for his army. His weapons are basically the same, Drachnyen is S+1 AP -3 with the same Daemon Weapon bonuses as before, Talon of Horus is Sx2 AP -3; both do Damage D3, as does his Talon-mounted twin bolter. Also, his Mark of Chaos Ascendant allows all friendly Heretic Astartes to auto pass morale checks within 12 inches. &lt;br /&gt;
**&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; They&#039;re getting the Thousand Sons treatment with several new units, weapons, and psychic powers. The new unit we know most about is the Poxwalkers, a gang of zombies that ignores the effects of morale and adds another model to its unit for every infantry model they kill. Typhus&#039; special ability buffs them with +1 Strength and Toughness. Other new units include Foetid Bloat-Drones (Daemon Engines with what might be lascannons), the Malignant Plaguecaster (a Nurglite sorcerer), the Noxious Blightbringer (a plasma-toting banner bearer equivalent), and the Lord of Contagion (a Chaos Lord equivalent in Cataphractii Terminator armor and what appears to be a giant two-handed chainaxe). Plague Knives now reroll to wound rolls of 1 in melee. Plague Marines get a new toy called the Blight Launcher- an Assault 2 weapon with 24&amp;quot; range, Strength 6, D3 damage, and AP -2. One of their new psychic powers is called Miasma of Pestilence, which forces enemies to take a -1 to hit against the unit targeted by the power. All Death Guard units seem to share the Disgustingly Resilient rule used by Daemons of Nurgle.&lt;br /&gt;
**Obliterators are &amp;lt;s&amp;gt;&#039;&#039;weird&#039;&#039;&amp;lt;/s&amp;gt; GREAT now. And also probably not good. Each time they shoot, they get &amp;lt;s&amp;gt;two&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;four&amp;lt;/s&amp;gt; six shots at Strength 6+D3, AP -(D3), Damage D3; roll separately for each before rolling to hit with the entire unit. Max range 24 inches. No longer a long ranged shooter (you have Havocs for that), Deep-striking is what they were designed for.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; [[Commissars]] mitigate losses in Morale tests. Leman Russes have 12 wounds, Toughness 8, and a 3+ armor save. Seven different orders exist, all of which activate automatically without any need to roll. Only one with known rules is FRFSRF, which makes all [[Lasgun|lasguns]] and hotshot lasguns Rapid Fire 2- that&#039;s 4 shots per lasgun at half range! A whole lot of diddly indeed. Veterans are officially dead - they cost twice as much as a regular infantry squad, have been moved to Elites, lost their doctrines (no more carapace armor or camo cloaks), and have worse leadership. What you end up getting is a paper-thin special weapon squad that happens to shoot straight. This is especially annoying as GW promised that they would be MORE useful in this edition, not less. This is probably GW&#039;s hamfisted way of getting you to buy more &amp;lt;s&amp;gt;Zions&amp;lt;/s&amp;gt; Scions who can be taken as TROOPS! Meanwhile [[Rough riders]] miraculously survived being cut from 8th Edition - they have 2 wounds and can Outflank, and are now as cheap as any bog-standard infantry squad.&lt;br /&gt;
**The [[Leman Russ Battle Tank#Punisher|Leman Russ Punisher]] becomes a whole lot more useful despite not actually changing that much due to the way wounds are resolved now.&lt;br /&gt;
**The [[Wyvern Suppression Tank|Wyvern]] can potentially roll &#039;&#039;&#039;24 dice&#039;&#039;&#039; (typically 14) when it fires, and while it loses re-rolls to hit, it still re-rolls to wound; it also saw a big cost increase, which is probably fine since it was cheap as all hell before anyway.&lt;br /&gt;
**Uriah Jacobus now has both the Adeptus Ministorum and Astra Militarum faction keywords, acting as an incredibly buffed up Ministorum Priest.&lt;br /&gt;
**[[Sly Marbo]] does another freaking disappearing act after being brought back for about two months. Hopefully, he&#039;ll show up in a new codex or get released as a data slate, and maybe we won&#039;t have to wait years for it this time.&lt;br /&gt;
**The loss of platoons puts an end to being able to cram multiple units into a single slot, forcing you to put a lot more thought into your slot choices now and weigh your options rather than just loading up until you hit your points limit. On the other hand, Guard players are no longer constrained by the &amp;quot;go big or go home&amp;quot; attitude that the minimum sizes for platoons, formations and decurions of 7th seemed to enforce, greatly reducing the cost of a playable Guard army in both points and dollars.&lt;br /&gt;
*&#039;&#039;&#039;Craftworld Eldar:&#039;&#039;&#039; All [[Phoenix Lords]] now have 2+ armor saves, though none of them can take Warlord Traits or Craftworld Attributes (though they don&#039;t penalize your Craftworld army for taking them). Asurmen now can inflict mortal wounds and grant invulnerable saves to nearby Aspect Warriors. Jain Zar allows Howling Banshees to always fight first in combat. Aside using a stratagem for it, the move-shoot-move technique from 7th Edition is gone. Fleet is also gone. Battle Focus now only removes the -1 penalty for advancing on Assault weapons. [[Striking Scorpions]]&#039; Mandiblasters deal extra mortal wounds at the start of a Fight phase. Howling Banshees can now advance and charge during the same turn, and are again immune to Overwatch. Warp-Spiders can still Flickerjump to impose a -1 to-hit penalty, but can no longer bounce away when shot at. Swooping Hawks can enter and leave the battlefield at will, so long as they&#039;ve at least shown up once before the 3rd turn. They additionally can fly over enemy infantry and sprinkle mortal wounds over models passed. Dark Reapers always hit on a +3 with their Reaper Launchers. Wraithguard/Wraithblades are yet more durable, having a +3 save, T6 and now 3 wounds per model. Wraithlords benefit from a +3 save, T8 and 10 wounds, but now suffer from a degrading statline. [[Avatar of Khaine]] is now a HQ unit and can ignore some mortal wounds, and both forms of the Wailing Doom roll 2D6 for damage, selecting the higher number for the result. All Eldar share the Aeldari keyword, and can all be taken in each other&#039;s armies without penalty (though many abilities and auras remain mutually exclusive to their respective factions).&lt;br /&gt;
*&#039;&#039;&#039;Ynnari:&#039;&#039;&#039; Strength from Death received a major nerf; only &amp;lt;Ynnari&amp;gt; Aeldari infantry or bikers can benefit from a Soulburst, which (for Matched Play) now can only occur once for each action per turn (If one unit uses a Soulburst to shoot a second time, no other units may shoot during any other Soulburst for the rest of that turn). Additionally, Ynnari units may only Soulburst on their player&#039;s turn. In regards to using the Ynnari as an army, all Asuryani, Drukhari, and Harlequin armies sacrifice Ancient Doom, Battle Focus, Power from Pain, and Rising Crescendo respectively in exchange for Strength from Death. In order to declare a Detachment as Ynnari, Yvraine, the Yncarne or the Visarch must be declared the Warlord of the player&#039;s army. Due to this, Ynnari Detachments fielded on their own lose access to all Craftworld Attributes, Asuryani, Druhkari and Harlequin stratagems, Relics and Warlord Traits. If a secondary detachment comprised of Asuryani, Drukhari or Harlequins is taken along side a Ynnari Detachment, players can then access their respective stratagems and even use them on relevant units within the Ynnari Detachment.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; Each Daemon type gets their own unique ability. Khorne Daemons gain an extra attack and Strength point whenever they charge or get charged at. Tzeentch Daemons get +1 to all invulnerable saves. Slaanesh daemons almost always hit first in combat even if they weren&#039;t the ones charging, and Nurgle daemons ignore wounds on a 5+. Lords of Change have a 4+ invulnerable save and 16 wounds. Daemonettes gain an extra attack if taken in units of 20 and a to-wound roll of 6 for them makes their attacks have AP-4. Nurglings can deploy closer to enemy units than normal. &lt;br /&gt;
*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Stormsurge anchors now convey a +1 to hit in shooting. Stormsurge can fire at different targets for each of its 10 weapons, ignores the penalty for moving and shooting heavy weapons, and can fall back from combat without giving up its ability to shoot. Markerlight hits now confer a stacking buff that changes depending on how many Markerlight tokens the targetted unit currently has, 1 Markerlight token allows re-rolling of a to hit roll of 1, 2 tokens allows models with Seeker Missiles to fire them at regular BS, rather than hitting on a 6+ only. Crisis Battlesuits can also fire at different targets with all their weapons and share the ability to fall back without being unable to shoot. Drones now set up with the unit to which they are &amp;quot;attached&amp;quot; at the beginning of the battle, but are treated as separate units from then on, making them full fledged units rather than weird unit/wargear hybrids. No more penalties for Ethereals dying, and Invocations of the Elements seem to be usable once per turn per Ethereal, rather than once per game. Seeker Missiles now inflict Mortal Wounds. Riptides changed to 209 blank and lose squading (painful but necessary) and stormsurges are...150 points (making them now a viable choice).(although those prices are before paying for weapons and other wargear).&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Dark Eldar transports get a 5+ invulnerable save against shooting attacks and can fire heavy weapons after moving with no penalty. Incubus leaders gain +2 damage on a to wound roll of 6, and klaives are S+1 AP-3. Dark Lance is S8 AP-4 D6 damage, Disintegrator Cannon is 3 shots with AP-3 and 2 damage. [[Wyches]] have a 4- invulnerable save in assault and force a roll-off against units trying to fall back; if the Wych&#039;s controller wins the roll-off, the enemy can&#039;t fall back. Drazhar grants unspecified buffs to Incubi. &lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; Ion Shield is now a 5+ invulnerable save against shooting attacks that isn&#039;t restricted to facing. Base stats for a Knight Errant are 8&amp;quot; movement, WS/BS 3+, Strength 8, Toughness 8, 24 (!) wounds, 4 attacks, Leadership 9, and a 3+ armor save. Thermal Cannon is Heavy D3, S9, AP-4, D6 damage, rolling 2 dice and picking the highest value when in half range. Battle Cannon deals d6 shots when used against a unit with at least 5 models. Reaper chainsword and thunderstrike gauntlet do 6 damage, and the latter&#039;s throw ability allows it to deal D3 mortal wounds on a target within 9&amp;quot; on a 4+. They can also leave combat with regular infantry without losing the ability to shoot. Stomps apparently modified to act more like regular melee attacks. &lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; Swarmlord&#039;s base stats are 9&amp;quot; movement, WS 2+, BS 3+, Strength 8, Toughness 6, 12 wounds, 7 attacks, Leadership 10, an armor save of 3+, and a 5+ invulnerable save that upgrades to 4+ in melee. His boneswords are AP -3 and deal d6 damage, and he has an ability that allows a friendly unit to move again in the shooting phase (which is very powerful given that most Tyranid units will have very high movement scores and that the Swarmlord can use it on himself to move 18&amp;quot; in a single movement phase). Catalyst gives the ability to ignore wounds suffered on a 5+. Hormagaunts have a movement of 8&amp;quot;. Genestealers have a 5+ invulnerable save, 8&amp;quot; movement, can charge after advancing, have their attacks increased to 4 when in a unit of at least 10, and have a WS of 2+ when a Broodlord is taken with them. Additionally, their Rending Claws are AP-4 on a to wound roll of 6, which means that a full unit of 20 Genestealers is going to be causing 80+ attacks that hit on a 2+ and have a chance to ignore any armor. Synapse now grants total immunity to morale to all Tyranids in range, making it invaluable for swarms. Pyrovores briefly described as &amp;quot;one of the most improved units in the new edition&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Meganobz have 3 wounds. Choppas are S User, AP 0, 1 Damage and add an extra attack (like a Space Marine chainsword). Big Choppas are S+2, AP-1, and 2 Damage. A Warboss within 3&amp;quot; of an Ork unit trying to flee can inflict d3 hits on them to stop them from doing so. Nobs can roll a d6 for any nearby Ork units trying to flee; on a 6 the unit doesn&#039;t flee. Mob Rule now allows an Ork unit to set its Ld value equal to either its unit size or the Ld value of a nearby unit, which means the average blob of Boyz will be packing a Ld at least double that of other line infantry (and make the morale issues that plagued Orks in 7e a thing of the past when combined with the Warboss and Nob abilities). Painboy grants nearby infantry and bikes a 6+ against wounds suffered, and Big Mek with Kustom Force Field grants a 5+ invulnerable save. Warboss&#039;s WAAAGH! ability lets allied Ork units within 6&amp;quot; to charge after advancing. &#039;Ere We Go! allows failed charge rolls to be re-rolled. The psychic power Da Jump allows an Ork Infantry unit within 6″ of the Weirdboy using it to be teleported to any point more than 9″ away from enemy units on the battlefield. According to the Index, [[Rage|&#039;Ard Boyz have been removed.]] All Orks (aside from Gretchin) have their strength increased by 1 from previous editions, but have lost Furious Charge. Mobs of Boyz get bonus attacks in melee if they charge in with units over 20+.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Cult Ambush now allows units deployed with it to move on the same turn they arrive. All Characters have a Look Out, Sir! equivalent called Unquestioning Loyalty that allows them to avoid taking an unsaved wound on a 4+. Mass Hypnosis disables an enemy unit from firing Overwatch, forces them to strike last in combat even if they were the one who charged that turn, and adds a -1 penalty to hit. A Genestealer Cult Battle-forged army can take one Astra Militarum detachment for each Genestealer Cult detachment present, even in Matched Play (in order to represent Brood Brothers; however, the detachments can&#039;t mix keywords- they have to be either all Genestealer Cult or all AM). Clearance Incinerator has 12&amp;quot; range and hits d6 times. Demolition Charge Cache is d6 shots, Strength 8, AP -3, d3 damage. Goliath Rockgrinder&#039;s Drilldozer Blade is S 8, AP -2, 6+d3 Attacks, and d3 damage. Patriarch allows nearby units to ignore morale.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Primaris Marines are a thing, as has been previously mentioned; while an individual one has better stats and gear than a &amp;quot;normal&amp;quot; marine, they cost significantly more points and have highly limited wargear choices, more akin to Aspect Warriors than Marines. Centurions have 2+ armor and 3 wounds. Centurion Missile Launcher is S8, AP -2, d3 damage. Grav-Cannon/Grav-Amp combo is 24&amp;quot; range, Heavy 4, S5, AP -3, 1 damage (d3 damage if the target&#039;s armor save is 3+ or better): while it&#039;s still a pretty good choice against heavy infantry with multiple wounds, it&#039;s far from the unstoppable death machine it used to be. Predators are T7 with 11 wounds. Guilliman&#039;s gun is Rapid Fire 3, S6, AP-1, 2 damage; his sword is S +2, AP -4, 3 damage, and on a 6+ it causes d3 additional mortal wounds. The Armor of Fate has a 3+ invulnerable save and lets Guilliman revive himself on a 4+ the first time he&#039;s removed as a casualty. All Ultramarines witin 6&amp;quot; of Guilliman re-roll &#039;&#039;all&#039;&#039; failed to hit and to wound rolls. Dreadnought CCWs are S12, AP -3, and 3 damage, and the Dread itself is T7 with 8 wounds.&lt;br /&gt;
**Primaris Marines are confirmed to be getting their own transport. Besides the reveal of the Repulsor (AKA the hideous bastard child of a Predator and a Rhino with a Land Speeder&#039;s grav-plates for treads), the leaked datasheets for the Land Raider variants has revealed that it &#039;&#039;cannot&#039;&#039; transport Primaris Marines. That&#039;s right, the Raider can transport Marines, jump pack Marines, Terminators, Centurions, and &#039;&#039;Primarchs&#039;&#039; (in 30k at least), but Primaris Marines are just &#039;&#039;too special&#039;&#039; for that. Same goes for all other Space Marine transports. &lt;br /&gt;
*&#039;&#039;&#039;Adeptus Ministorum:&#039;&#039;&#039; So it seems that somebody finally realized that the Sisters were a part of a bigger faction, and as such their book seems to get a name change, and one hell of a buff! Seriously while the leaks have yet to include points values, if the Power Levels are anything to go by they&#039;ll stay pricier than guard but less than Marines, and all of their abilities have been bumped up.&lt;br /&gt;
**To start with, Acts of Faith are semi-random, in that you have to roll to see if they&#039;re performed still, and you only get one per turn. You can increase this by getting an Imagifier or Celestine, and the Acts of Faith basically give you extra phases. You may move as if it were the movement phase, shoot as if it were the shooting phase, fight in close combat as if it were that phase, or restore wounds to a model/bring a dead model back to life as if you were a cheating bastard taking advantage of a distracted opponent. The advantage of being able to move/shoot/attack twice shouldn&#039;t be underestimated, as this means you can immediately attack your opponent in melee, then disengage in the movement phase to allow other units to shoot them without the chance of that other unit fighting back.&lt;br /&gt;
***A key wording detail means that units without the Acts of Faith ability can still have Acts of Faith manifested on them by Celestine or a Simulacrum Imperialis carried by an Imagnifer; Only the board-wide Act of Faith you get for free via the Ministorum on a 2+ requires a Unit have the &amp;quot;Act of Faith&amp;quot; ability, while other sources only require a keyword. This permits your vehicles (Exorcists first in line considering the punch they pack) to receive an Act of Faith from Celestine or an Imagnifer if they are within 6 inches.&lt;br /&gt;
***Because of this, and because of how pistols and assault works now, Seraphim stand to be one of the best assault units, as they can fire their Hand Flamers/Inferno Pistols while in close combat &#039;&#039;TWICE&#039;&#039; before attacking to finish off whoever&#039;s left. Assuming they survived the opponent&#039;s turn, anyway.&lt;br /&gt;
***In addition to being able to heal D3 wounds through AoF&#039;s, Hospitallers can choose instead to resurrect one dead model on a 4+.&lt;br /&gt;
**Shield of Faith still gives the 6+ Invuln (and Celestine now bumps that to a 5+) and it also allows you to Deny, on a D6 &amp;lt;s&amp;gt;and with different deny rules. Instead of rolling to beat the opponent&#039;s roll, you just need to roll to beat the casting value. While this does mean that things like 7+ powers can&#039;t be stopped by Shield of Faith, it also means you&#039;ve got a 1/3rd chance of not getting hurt by common powers like Smite.&amp;lt;/s&amp;gt; Actually, no: Since you have to be beat the result of the opponent&#039;s 2d6, the only way you deny Smite or anything else of 5 warp charge is if they rolled exactly 5 on 2d6 and you rolled a 6 on 1d6.&lt;br /&gt;
***&#039;&#039;&#039;Maths&#039;&#039;&#039;: Since there is a 1/9 chance of them rolling exactly a 5, and a 1/6 chance of you getting the six, this means there is a 1/54 chance of getting a deny, compared with a 1/6 chance they fail, so it may come up once every few games at most.&lt;br /&gt;
****More direct math: Having this rule lets you decrease the success rate of a WC5 power from 45/54 to 44/54, with better performance against WC4.&lt;br /&gt;
**All HQs are a lot more durable. Celestine is still a tank (having 7 Wounds now) and the Canoness is bumped up to 5 and given a Rosarius as standard (fitting as no player ever ran her without one), and with the removal of Instant Death this means your squishy HQs won&#039;t be instantly wiped by one plasma gun.&lt;br /&gt;
**Dominions got a new rule, one that allows them to move at the start of the game as if it&#039;s the movement phase, and if they&#039;re in a transport this means the transport does the move instead. Combined with AoFs this means they can move three times in one turn in case you wanted to make the Eldar look slow.&lt;br /&gt;
**All Sisters vehicles got buffed. They keep Shield of Faith (which Celestine can buff, keep in mind), gain a better profile and the weapons changes also made the Immolater&#039;s damage output good again while the Exorcist causes D3 Wounds now.&lt;br /&gt;
**Celestians gained a form of Look Out Sir! Every time a friendly Sisters model loses a Wound, on a 2+ they don&#039;t suffer the Wound and the Celestians suffer a Mortal Wound.&lt;br /&gt;
***Given how the Sisters can resurrect each other now, a small Celestian squad could definitely be worth it since this applies to both ranged and melee attacks.&lt;br /&gt;
**Repentias got nerfed, in that they&#039;re only AP-2 whereas most Eviscerators are AP-4 (presumably so that you don&#039;t spend your AoF on only them so that they fight twice). However, the Repentia&#039;s weaker Eviscerators are effectively half the cost of the standard Eviscerator after factoring in the cost of the base model. Otherwise they&#039;re still great in melee as they can re-roll failed too hits while their Mistress allows them to re-roll failed Shield of Faith rolls.&lt;br /&gt;
**Penitent Engines retain the spot of weaker CC Dreadnoughts; however, they now have a roll that allows them to make their full set of attacks &#039;&#039;TWICE&#039;&#039; if you roll a 4+. Sadly, they don&#039;t get Acts of Faith, despite being fluff-wise basically a Repentia on steroids.&lt;br /&gt;
**Not everything is nice, however; most &#039;normal&#039; Sisters have WS4+ now, though they keep their BS3+, and most units that used to be capped at 10 are now capped at 5. Still, those are minor drawbacks compared to fairly substantial buffs.&lt;br /&gt;
*&#039;&#039;&#039;Necrons&#039;&#039;&#039;: Reanimation Protocols is back to the late 5th ed/6th ed version (the Matt Ward codex version), where models that go down are set aside, and you roll for them to come back to life on a 5+. The change is that now the roll for it is done at the start of your turn (instead of the end of the phase) and models who fail to stand back up can roll again to come back &#039;&#039;next&#039;&#039; turn, and the turn after that, and every turn until either the whole squad is wiped or they finally pass.&lt;br /&gt;
**Necron characters have Living Metal, essentially Super It Will Not Die that always succeeds.&lt;br /&gt;
**Heavy Destroyers have a good Movement stat, [[Rape|ignore the penalty for moving and shooting heavy weapons, reroll 1&#039;s to hit, and shoot S9 AP -4 D6 Damage shots from their guns]].&lt;br /&gt;
**The Gauss special rule appears to be gone entirely, but we&#039;ll keep our eyes peeled. Instead all guns with Gauss in the name have better AP stats, such as AP -1 for the lowly Gauss Flayer (for comparison, boltgun has no AP bonus).&lt;br /&gt;
**[[Monolith]] is [[Awesome|T8 20 wounds, Living Metal]]. And it can deep strike and let other Necrons deep strike. Did we mention that any non-Vehicle, non-Monster unit charging at it takes D6 mortal wounds on a 4+? (Decreases to a 6+ if the Monolith takes too much damage)&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039;: The [[Skitarii]] and [[Cult Mechanicus]] factions are now grouped into one faction, although both remain as subfactions. Doctrina Imperatives are joined into the Canticles, and both have been nerfed. Kastelans are now separate from their data-smith but can also be increased to a 2+ armor save and a 4+ Invulnerable save. Ranger and Vanguard Alphas lost a wound, and every unit has a 6+ invulnerable save like Sisters of Battle.&lt;br /&gt;
&lt;br /&gt;
===Beta Rules===&lt;br /&gt;
Something very important that so many people miss, either because they can&#039;t read or have no clue what words mean, is that 8th edition is big on beta rules. These (for anyone without common sense or a brain) are rules that are not yet official rules and might not be official rules, instead they&#039;re rules meant entirely for playtesting and general feedback, and can only be used if both players agree to use them. These usually show up in GW&#039;s big FAQ&#039;s, and if you&#039;re using those, at least make sure to look at which section the rules are in so that you don&#039;t confuse actual rules with unofficial rules (especially when you want to update a tactica).&lt;br /&gt;
&lt;br /&gt;
==Armies of the Dark Millennium==&lt;br /&gt;
===New Codices and Codex Supplements===&lt;br /&gt;
====Indexes====&lt;br /&gt;
*The following &amp;quot;get you by&amp;quot; rules to bring all currently released armies up to date with 8th Edition; unlike with AoS, you are expected to pay for these. Notably, the Imperium and Xenos books are split into two volumes. Now mostly obsolete but do contain usable &amp;quot;legacy&amp;quot; options in the form of wargear and units absent in the codexes. &lt;br /&gt;
**&#039;&#039;&#039;Index Imperium 1:&#039;&#039;&#039; Space Marines, Blood Angels, Dark Angels, Space Wolves, Grey Knights, Deathwatch and Legion of the Damned. (The Space Marine book)&lt;br /&gt;
**&#039;&#039;&#039;Index Imperium 2:&#039;&#039;&#039; Astra Militarum, Adeptus Mechanicus, Imperial Knights, Imperial Agents and Talons of the Emperor. (The non-Space Marine book)&lt;br /&gt;
**&#039;&#039;&#039;Index Chaos:&#039;&#039;&#039; Heretic Astartes (Chaos Space Marines), Chaos Daemons and Questor Traitoris (Chaos Knights).&lt;br /&gt;
**&#039;&#039;&#039;Index Xenos 1:&#039;&#039;&#039; Craftworlds, Drukarii (Dark Eldar), Ynnari, Harlequins and Necrons.&lt;br /&gt;
**&#039;&#039;&#039;Index Xenos 2:&#039;&#039;&#039; Orks, Tau Empire, Tyranids and Genestealer Cults.&lt;br /&gt;
*[[Forge World]]&#039;s [[Imperial Armour]] books will also be getting their own indices, designed to be compatible with the above-mentioned indices.&lt;br /&gt;
**&#039;&#039;&#039;Imperial Armour - Index: Forces of the Adeptus Astartes &#039;&#039;&#039; - Space Marines, Grey Knights, Inquisition, and Sisters of Battle.&lt;br /&gt;
**&#039;&#039;&#039;Imperial Armour - Index: Forces of the Astra Militarum &#039;&#039;&#039; - Imperial Guard, Death Korps of Krieg, Elysian Drop Troops, Titan Legions and Knights. For some reason Renegades and Heretics is also in this book.&lt;br /&gt;
**&#039;&#039;&#039;Imperial Armour - Index: Forces of Chaos &#039;&#039;&#039; - Chaos Space Marines, Daemons, Chaos Titans, and Renegade Knights.&lt;br /&gt;
**&#039;&#039;&#039;Imperial Armour - Index: Xenos &#039;&#039;&#039; - Orks, Eldar, Dark Eldar, Necrons, Tyranids, Tau; no mention of Ynnari, Genestealers, or other more recent armies due to none of them being featured in any of the IA books yet.&lt;br /&gt;
&lt;br /&gt;
====Codexes====&lt;br /&gt;
The new codexes reintroduced faction-specific Warlord Traits, Relics, and Stratagems, and updated the initially shoddy psychic disciplines. They also introduced the mechanic of &amp;quot;sub-faction&amp;quot; traits that grant extra abilities to groups within a faction (e.g. Space Marine Chapters) that allow for greater variance in play styles. &lt;br /&gt;
**&#039;&#039;&#039;Adeptus Astartes: Space Marines:&#039;&#039;&#039; Adds 26 new Stratagems for Space Marines, including Chapter-specific ones. Crimson Fists will be getting their own Relic and WT, and later on ended up getting their own Chapter Tactic too. Rules for the existing Primaris units are expanded upon to give them more options, and rules for Reivers, Aggressors, Redemptor Dreadnoughts, and Repulsors have been added. Chapter Tactics have been added, and crunchwise they&#039;re solid with a focus on improving a given list overall rather than having the benefits focused exclusively on certain unit types as they have been in the past (e.g. while . White Scars are faster and can charge after falling back, Ultramarines get +1 to Leadership and can shoot after falling back (with -1 to BS), Raven Guard are harder to hit at long range, etc. Chapter-specific Stratagems compensate for the simplicity of Chapter Tactics this edition by acting as a way of selectively re-adding bonus rules and restrictions if a player chooses to spend CP to do so, with things like White Scars bikers being able to advance, shoot, and charge in the same turn, Iron Hands vehicles gaining an enhanced PotMS that also removes the penalties for advancing and shooting with assault weapons for vehicles, and Black Templars gaining an improved Deny the Witch on a 4+ (and don&#039;t worry, they still can&#039;t take psykers). Some people are still upset that the Chapter Tactics were not as flavorful as they had hoped, but most of the community is content with how the Codex was handled (and judging by the following releases, how most other Codexes will work from now on).&lt;br /&gt;
***&#039;&#039;&#039;Adeptus Astartes: Space Marines II&#039;&#039;&#039;: Slated to expand the first Codex with overhauled Chapter Tactics, the ability to create custom tactics for Successor Chapters, new units and wargear options, a second psychic discipline, and Litanies of Faith to put the Chaplains on par with the buffs that their Dark Apostle counterparts got.&lt;br /&gt;
***&#039;&#039;&#039;Codex Supplements: Ultramarines and White Scars&#039;&#039;&#039;: The Smurfs getting their own supplement is predictable; the same treatment being given to the White Scars on the other hand was unexpected. Either way, they both get extra relics, psychic power disciplines, and revised rules for their unique units and special characters. GW has suggested that they plan to make a supplement for all of the major Chapters featured in the Codex proper, which will likely receive the same treatment (this has already happened with the RavenGaurd and IronhHand codex been released). &lt;br /&gt;
**&#039;&#039;&#039;Heretic Astartes: Chaos Space Marines&#039;&#039;&#039;: CSMs get new Stratagems as well (including god and Legion-specific ones), as well as Legion Traits that function similarly to Chapter Tactics. A combination of the new Death to the False Emperor rule and several buffs to their overall melee ability have caused Chaos Space Marines to go from spiky Loyalists with fewer toys to melee powerhouses. Plague Marines also got a ton of new options, which in retrospect was a sign of what was to come in the Death Guard Codex.&lt;br /&gt;
***&#039;&#039;&#039;Heretic Astartes: Chaos Space Marines II&#039;&#039;&#039;: Due to the metric fuckton of stuff slated to be added in the Vigilus Ablaze campaign supplement, a new version of the Chaos Space Marines Codex integrating the original with the new content as well as the Chapter Approved points changes has been announced. Likely to be the model for how armies will be updated from here on out, much like AoS and its Battletomes. &lt;br /&gt;
**&#039;&#039;&#039;Adeptus Astartes: Grey Knights&#039;&#039;&#039;: Compared to the other two Codexes above, the Grey Knights haven&#039;t gotten quite as many new toys (though they do get their own Stratagems as well as getting Brotherhood of Psykers back), but they remain effective against Daemons and their new Stratagems do a fair enough job of mitigating their weaknesses. Still, they&#039;re a far cry from the massive hunk of cheese they used to be back in Ward&#039;s day.&lt;br /&gt;
**&#039;&#039;&#039;Heretic Astartes: Death Guard&#039;&#039;&#039;: New Stratagems, relics, and warlord traits as well as contagion psychic discipline, Legion tactics are Disgustingly Resilient and Inexorable Advance (Infantry and Hellbrute units don&#039;t suffer accuracy penalty to moving and firing heavy weapons or advancing and firing assault weapons, while rapid fire weapons gain their extra shot at 2/3 range instead of half range). Almost all units gain Plague Weapon equipment options that grant re-roll of 1 to wound. The primarch Mortarion is a 24 power (470 point) flying Lord of War with 18 wounds as well as 4+ invul and Disgustingly Resilient saves, heavy melee damage, a pistol with 18&amp;quot; cone attack, grenades, as well as three psychic powers, explodes on a 4+ but not damaging Nurgle units, also has attendant Nurglings. More impressively has three auras one on a 4+ and decreasing to a 6+ with damage taken causes D3 mortal wounds to all enemy units within 7&amp;quot;, the next allows Death Guard with Plague Weapons (read: virtually all of them) within 7&amp;quot; to reroll wound rolls of 1, the third reduces the toughness of all enemy within 7&amp;quot; by 1. A host more new models; Foul Blightspawn (equivalent of a Primaris lieutenant), Biologus Putrifier (similar), Deathshroud Terminators (bodyguard unit, make the transition from 30k), The Plague Surgeon (Apothecary), Blightlord Terminators, The Myphitic Blight-hauler (fast attack tank, Foul stench provides -1 to enemy melee hit rolls upon it in fight phase and Putrescent provides 7&amp;quot; cover save aura to allied units), Plagueburst Crawler (Mortar artillery tank, doesn&#039;t require line of sight). Other updates are to Typhus (new model, same stats with exception weapon damage upgraded from D3 to 3) and Foetid Bloat-Drone (New melee and heavy weapon equipment options). No options for Death Guard bike units however; true to their fluff, the emphasis is firmly on powerful footslogging units advancing slowly but steadily, shrugging off enemy fire, then destroying the opponent in close combat with strong melee, short range guns, damaging/debuffing auras and unit explosions.&lt;br /&gt;
**&#039;&#039;&#039;Adeptus Mechanicus&#039;&#039;&#039;: Folds Skitarii and Cult Mechanicus units into one faction. It introduces new Stratagems for the Ad Mech, warlord traits, and Forgeworld Dogmas (the Ad Mech equivalent of Chapter Tactics if you will) which grants special rules to all units that share a common Forgeworld. While bringing in the standard 8th codex rules and generally considered a very well balanced codex, it didn&#039;t really add depth to the faction or shake up the existing lists and playstyles. Most notably, their many 30k toys recieve no rules, ironically leaving the cog-boys with a rather limited toolbox.&lt;br /&gt;
**&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039;: The Imperial Guard recieved the long-awaited royal treatment. Introduces Regimental Doctrines (IG equivalent of Chapter Tactics), Stratagems, Orders, Relics, and warlord traits for 8 Regiments (Cadia, Armageddon, Tallarn, Valhalla, Vostroya, Mordia, and the Militarum Tempestus), alongside tips for kitbashing other regiments like the Savlar Chem-Dogs. Conscripts took a nerf to their maximum squad size (down from 50 to 30) and their ability to receive orders, and the cost of plasma weapons increased for BS3 units (e.g. Scions and Veteran); in return, many underperforming vehicles, like the entire Leman Russ and Baneblade families, had improvements ranging from weapon buffs to point cost reductions. The return of regimental doctrines and orders provided a significant increase in firepower, however survivability remains unchanged (read: low). Generic Ogryn Bodyguards are now available as a unit, designed to be built using the Nork Neddog pieces from the Ogryn/Bullgryn squad kit. Gotta justify dat plastic somehow! Meanwhile Rough Riders have at last been dropped (for now... ), and several old favourite characters, including ones GW had teased since May, also failed to appear.&lt;br /&gt;
**&#039;&#039;&#039;Eldar: Craftworlds&#039;&#039;&#039;: Like most of the above, they got Craftworld Attributes as their Chapter Tactics counterpart as well as a bunch of price drops for many units considered overcosted (e.g. Falcons), as well as the usual complement of Stratagems, WTs, and Relics for the faction as a whole along with the main Craftworlds (Saim-Hann, Biel-Tan, Ulthwe, Alaitoc, and Iyanden). Current verdict is that while they&#039;re one of the stronger armies so far, they&#039;re nowhere near as ridiculously OP as they were in 7th edition. &lt;br /&gt;
**&#039;&#039;&#039;Tyranids&#039;&#039;&#039;: The community considers this to be a belated apology for 5th through 7th editions, with a return to 4th edition&#039;s superior customization options on top of the new Stratagems, Hive Fleet Adaptations, and so forth. A bunch of units such as the Carnifexes (themselves split into three types: the base customizable version as well as the classic Screamer-Killer and Thornback versions, which get improved rules to compensate for their comparatively fixed loadouts) get some much-needed buffs, and wargear that hasn&#039;t been seen since 4th edition makes a triumphant return, all while avoiding the pitfalls that 4th edition made. The gribblies have a degree of mobility that is unmatched by any of the current armies (with the right Stratagems and army build, they can easily get the equivalent of three movement phases &#039;&#039;in a single turn&#039;&#039;) and are devastating in melee, but beyond a few datasheets they haven&#039;t gotten much else in the way of new units. &lt;br /&gt;
**&#039;&#039;&#039;Adeptus Astartes: Blood Angels&#039;&#039;&#039;: Confirmed to be getting access to Scout Bikes, Hunters, Stalkers, Stormtalons, and Stormhawks, as well as Cataphractii and Tartaros Terminators. Red Thirst now puts them back in their proper place as the aggressive melee specialists among the Space Marines, and they also get a lot of stuff to help them make the most of their jump packs. &lt;br /&gt;
**&#039;&#039;&#039;Adeptus Astartes: Dark Angels&#039;&#039;&#039;: Plasma spam augmented by the presence of Hellblasters? Check. Support for Greening, Deathwing, and Ravenwing? Check. Near-immunity to morale? Check. Between all of those and the same support for the units formerly limited to vanilla Marines the Blood Angels got, things are looking good for the First Legion. &lt;br /&gt;
**&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;: First codex release of 2018. Lots of love for Nurgle again, including several new units introduced in Age of Sigmar. All four gods get their own Chapter Tactics equivalents, though running a mono-god build is still difficult due to the general melee focus of the army. &lt;br /&gt;
**&#039;&#039;&#039;Adeptus Custodes&#039;&#039;&#039;: After being a thing in 40k 7th Edition for its final 10 minutes, these guys have gotten a true Codex. Gameplay-wise, HQs and the obligatory relics and stratagems every Codex have been added as well as some new Terminators and Jetbikes, making them an actual army instead of being relegated to allies for other Imperial forces. And by the Emperor, they&#039;ve firmly established themselves as the &amp;quot;super-elite&amp;quot; army, focusing on forces so small that even Grey Knights could outnumber them that compensate with a ton of invulnerable saves and the best wargear the Imperium has to offer. GW has also mentioned that [[Awesome|all the Forgeworld goodies]] the Custodes have in the Horus Heresy line will be receiving rules for 40K at some point as well. &lt;br /&gt;
**&#039;&#039;&#039;Heretic Astartes: Thousand Sons&#039;&#039;&#039;: Yep, they&#039;re getting a promotion to a full Codex, which is unsurprising given all the goodies they received from last edition. Tzaangor Shamans and Tzaangor Enlightened are being added for the people who wish they could field a [[Beastmen]] army in 40K, and the surprising addition of the Mutalith Vortex Beast from the [[Warriors of Chaos]] gives them some extra oomph in melee even as it brings your nightmares to life. At this rate, we should start placing bets on the likelihood of [[Archaon]] or the [[Skaven]] showing up in 40K next. More importantly, their variety of psychic powers is unmatched, allowing them to shit out mindbullets and buffs alike.  &lt;br /&gt;
**&#039;&#039;&#039;T&#039;au Empire&#039;&#039;&#039;: Commander spam has been curbed with a hard limit of one Commander per detachment. Riptides are more cost-effective, Ethereals get a couple of new wargear options, and the usual extra Stratagems, relics, Sept Tenets, and so on. There&#039;s still an issue with several units being overpriced and Kroot still suck, but on the whole the Codex is still usable enough. Fluff-wise, the Fourth/Fifth Sphere expansion is described with a heavily implied showdown against Chaos in the near future. &lt;br /&gt;
**&#039;&#039;&#039;Necrons&#039;&#039;&#039;: Dynastic Codes (i.e. Necron Chapter Tactics) have been announced and a new piece of wargear for Crypteks that lets them act as a flying Techmarine/Apothecary hybrid has been shown off as part of the Forgebane boxed set. Apart from that, the typical Codex additions.  &lt;br /&gt;
**&#039;&#039;&#039;Eldar: Drukhari&#039;&#039;&#039;: Distinct rules for the Commoragh Cabals, Haemonculus Covens, and Wych Cults. Wyches are actually good now, too. Also gets some unique army building options to better reflect the structure of a Dark Eldar raiding party. &lt;br /&gt;
**&#039;&#039;&#039;Eldar: Harlequins&#039;&#039;&#039;: Rules for Masque Forms, and gave all three flavors of Eldar the ability to use the Webway Portal fortification. No new units, sadly, but what&#039;s there got buffed nicely and received a bunch of Stratagems ideal for mind-fucks.&lt;br /&gt;
**&#039;&#039;&#039;Adeptus Astartes: Deathwatch&#039;&#039;&#039;: Mixed Primaris Marine units are confirmed, as are Stratagems tailored for killing specific xenos. They also get Mission Tactics for focusing on units with specific FOC roles. &lt;br /&gt;
**&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039;: The Knights have gotten quite a bit of new stuff, with four new Knight types, Household Traditions, and an entire system to make your own Freeblades. &lt;br /&gt;
**&#039;&#039;&#039;Space Wolves&#039;&#039;&#039;: Primaris Marines, the remaining units from vanilla Space Marines that the Wolves didn&#039;t get, and Wulfen Dreadnoughts were all added along with the usual mix of Stratagems, WTs, and relics. Solidly choppy and character focused, as the Wolves should be. &lt;br /&gt;
**&#039;&#039;&#039;Orks&#039;&#039;&#039;: No fewer than six new Ork vehicles, a much-needed buff to Ork shooting, and the addition of Clan Kulturs has done quite a bit to make up for the past weakness of the Orks. And of course, they&#039;ve got all the other doodads that come with having a Codex as well. &lt;br /&gt;
**&#039;&#039;&#039;Genestealer Cults&#039;&#039;&#039;: New models for the Genestealer Aberrants are confirmed, along with a leader unit for them called the Genestealer Abominant. They also got a buggy and a biker unit as well, plus a bunch of new Characters and a female Magus sculpt. Cult Ambush was completely redone, allowing the Genestealer Cults to channel Space Hulk and set up their forces as a set of markers whose identity is only revealed after the start of the battle. &lt;br /&gt;
**&#039;&#039;&#039;Adepta Sororitas&#039;&#039;&#039;: Scheduled for 2019 and slated to come with the decades-awaited plastic Sisters of Battle. A beta version of the Codex is available in Chapter Approved 2018 in order to let fans playtest it. Fortunately, they seem to be actually looking into the feedback provided, as the mini-dex was pretty weak.&lt;br /&gt;
**&#039;&#039;&#039;Elucidian Starstriders and Gellarpox Infected&#039;&#039;&#039;: A pair of mini-codexes which will be added alongside Kill-Team: Rogue Trader in order to allow those kill-teams to be used in a standard 40k game (if only as a secondary detachment). The first codex features [[Rogue Trader]] Elucia Vhane and her retinue, and the second one is a Nurgle-themed [[Lost and the Damned]] army consisting mainly of mutants and lesser warp-tainted beasts.&lt;br /&gt;
**&#039;&#039;&#039;Codex: Chaos Knights&#039;&#039;&#039;: Originally introduced as a free Index, this will expand the Chaos Knights with new Stratagems, WTs, and sub-factions akin to the Loyalists. While these factions aren&#039;t as fleshed-out as the Loyalists and lack as many specific items, the codex as a whole does enough to put them on par by opening a large amount of customized loadouts.&lt;br /&gt;
&lt;br /&gt;
===Specialist Games===&lt;br /&gt;
*[[Necromunda]]: An old classic dating all the way back to 2nd edition, soon to get a brand new mix of models and updated rules based on a combination of 2nd edition elements and rules from later editions (e.g. they get templates and pieplates back). And they bring back squats. Yay.&lt;br /&gt;
*[[Kill Team (Specialist Game)|Kill Team]]: Now a Specialist Game rather than merely being a scaled-down version of 40k, its new features include an alternating activation system, skill trees for customizing Kill-Team members, and a modified form of the Stratagem system called Tactics. &lt;br /&gt;
*[[Adeptus Titanicus]]: Another old Specialist Game dating back to Epic. The only thing you need to know about it now is that it has plastic Titans. Yep.&lt;br /&gt;
*[[Apocalypse]]: Apocalypse is also getting the Specialist Game treatment, with a completely overhauled ruleset that differentiates it from just being a really big game of 40k.&lt;br /&gt;
&lt;br /&gt;
===New Dataslates===&lt;br /&gt;
[[Chapter Approved]]: The old name is being reused for the 40k counterpart to AoS&#039;s General&#039;s Handbook, in that it&#039;ll be a yearly release containing revised points costs for the models and wargear of multiple factions, rules tweaks, and the introduction of game expansions like Apocalypse. The first issue was released in Christmas of 2017.&lt;br /&gt;
&lt;br /&gt;
===New Campaign Supplements===&lt;br /&gt;
*&#039;&#039;&#039;Imperium Nihilus- Vigilus Defiant&#039;&#039;&#039;: The first major campaign supplement of 8e (not counting [[Fate of Konor]]) is the first part of a two part campaign thay takes place on [[Vigilus]], the fortress world that guards the Nachmund Gauntlet and allows the Imperium some degree of travel to and from the Imperium Nihilus. When an Ork Waaagh! forces the world&#039;s Genestealer Cult out of hiding, the Imperium reacts to hold onto Vigilus at all costs and just barely holds on even with the help of numerous Space Marine Chapters led by Marneus Calgar. Matters are complicated further when the Eldar attack after a misunderstanding, but things really start getting bad after a Chaos Lord claiming to be Abaddon&#039;s herald shows up to announce that the Despoiler wishes to conquer the world for himself. &lt;br /&gt;
:The factions known to be involved include the Adeptus Mechanicus, the Space Marines (specifically the Ultramarines, Imperial Fists, Crimson Fists, Dark Angels, White Scars, and Space Wolves) Orks, the Eldar of Craftworld Saim-Hann, the Genestealer Cult of the Pauper Princes, the Dark Eldar, and the Black Legion. Will include rules for Primaris Calgar, the Chaos Lord Haarken Worldclaimer, and a new system of Specialist Detachments that allows a detachment to spend a CP in exchange for access to new Stratagems, WTs, and Artifacts.&lt;br /&gt;
*&#039;&#039;&#039;Urban Conquest&#039;&#039;&#039;: A modular system designed for custom-made campaigns, featuring options for building your own hive cities to serve as battlefields on the fly.&lt;br /&gt;
*&#039;&#039;&#039;Imperium Nihilus- Vigilus Ablaze&#039;&#039;&#039;: The second part of the Vigilus campaign, starting off with Abaddon&#039;s arrival at Vigilus and the Black Legion generally ruining everyone&#039;s day. He defeats Marneus Calgar in a duel, but is ultimately forced to retreat before he can slay the Chapter Master after a joint Imperial-Eldar attack cripples the &#039;&#039;Vengeful Spirit&#039;&#039; with vortex warheads, forcing the Despoiler to go into the Warp to get his flagship back before it&#039;s totally destroyed. Even then, it is hinted that when he returns to plague the Imperium the [[Planet Killer]] will be brought to bear once again. Vigilus itself barely survives, but most of its hives are burned down in order to eliminate Chaos taint and the planet&#039;s orbit is permanently changed due to the Fallen Angels activating an ancient gravitic weapon, which also changes the shape of the Nachmund Gauntlet. Gives Chaos Space Marines the royal treatment- on top of the Specialist Detachments, the Black Legion will be getting its own Stratagems, Relics, and WTs while the Legion Traits will be expanded to include a bunch of Renegade Chapters such as [[The Purge]], the [[Red Corsairs]], and the [[Flawless Host]], who also get their own Relic and Stratagem each. And to top it off, it gives new rules for the Bloodmaster and Skulltaker to go with their new models.&lt;br /&gt;
*&#039;&#039;&#039;[[Psychic Awakening]]&#039;&#039;&#039;: This appears to be the Malign Portents of 8e, promising massive expansions to every army in 40k and a story arc that will affect the entire galaxy. Given the name, it won&#039;t be a surprise if the 40k equivalent of AoS&#039;s Endless Spells are also added here. GW has also revealed that multiple new rulesets will be added for existing codices.&lt;br /&gt;
**&#039;&#039;&#039;Phoenix Rising&#039;&#039;&#039;: The first chapter of this story arc focuses on all flavors of the Eldar with a specific focus on the Ynnari&#039;s quest to awaken Ynnead. In addition to,this includes new models for both Incubi and Howling Banshees as well as Jain Zar and Drazhar. Also included, alongside new rules like the return of Exarch Powers is custom attributes for the Craftworld and Dark Eldar in line with the custom Successor Chapter Attributes included with the 8.5 Codex for Space Marines.&lt;br /&gt;
**&#039;&#039;&#039;Faith and Fire&#039;&#039;&#039;: Centered on the Imperium&#039;s defense of the planet Talledus against the forces of Chaos. In addition to acting as the expansion for the Black Templars, this introduces a few new Stratagems and Relics for vanilla Marines as well as expanded WTs, Stratagems, and relics for the vanilla Chaos Space Marine legions (other than the Black Legion, which already had something similar in Vigilus Ablaze). &lt;br /&gt;
**&#039;&#039;&#039;Blood and Talons&#039;&#039;&#039;: Blood Angels vs. Tyranids, Round 2.&lt;br /&gt;
**&#039;&#039;&#039;Ritual of the Damned&#039;&#039;&#039;: Grey Knights and Dark Angels duking it out with the Thousand Sons as Magnus carries out a ritual that would transform massive amounts of humans into psykers with dangerous consequences.&lt;br /&gt;
**&#039;&#039;&#039;The Greater Good&#039;&#039;&#039;: The Tau Empire get their first real taste of Chaos in the form of the Death Guard&#039;s impending arrival, which threatens to break through the Startide Nexus and into the heart of the Empire. And then there&#039;s the Genestealer Cult on a planet the Tau are about to take over, who are none too pleased about the interlopers. Meanwhile, the IG of the Eastern Fringe are stuck between the Tau and the Genestealers and desperately trying to keep it in Imperial hands. &lt;br /&gt;
**&#039;&#039;&#039;Saga of the Beast&#039;&#039;&#039;: Ragnar Blackmane carries out a dating raid against Ghazghkull Mag Uruk Thraka. Though badly wounded, Blackmane decapitates the Warboss, bringing an end to his WAAAGH!...or at least, that&#039;s what would have happened if Mad Dok Grotsnik didn&#039;t just stitch Ghazghkull&#039;s head back on. &lt;br /&gt;
**&#039;&#039;&#039;Engine War&#039;&#039;&#039;: Imperial Knights, Chaos Knights, Admech, and Daemons face off in this one.&lt;br /&gt;
**&#039;&#039;&#039;War of the Spider&#039;&#039;&#039;: The Talons of the Emperor and the Officio Assassinorum find themselves in a three-way battle with the Death Guard and the minions of Fabius Bile in the ruins of Cadia.&lt;br /&gt;
&lt;br /&gt;
==Boxed Sets==&lt;br /&gt;
*Dark Imperium, the starter set for 8th, will be [[Death Guard]] vs. Primaris [[Ultramarines]]. It contains brand-new models for the Primaris Space Marine squads, new Death Guard models, and 5 new Death Guard units; the Foetid Bloat-Drone, Poxwalkers (basically plague zombies), the Lord of Contagion, Noxious Blightbringer, and the Malignant Plaguecaster. Fluff-wise, it is about the Plague Wars being fought in the Ultramar sub-sector.&lt;br /&gt;
*First strike is a getting started set for 8th, which contains [[Death Guard]] vs primaris [[Ultramarines]]. It contains 3 reivers, 3 Intercessors, 3 plague marines and 6 pox walkers all of whom are “easy to build” models. It also contains the rules for the contained models, a small guidebook with an unknown amount of scenarios, and a &amp;quot;double-sided gaming mat in the box, and it’s printed so that it doubles as a set of cardboard Munitorum Armoured Containers&amp;quot;. It has been released and is $30, making for a good start into the hobby.&lt;br /&gt;
*Know no fear seems to be a &amp;quot;mini dark Imperium&amp;quot;, with 2 armies - [[Death Guard]] and Primaris [[Ultramarines]], as well as the core rules and model rules, a starter set book (probably a more detailed version of the First Strike Book), and a larger play-mat and cardboard scenery. Fluff-wise, it seems like Know no fear and First strike are both smaller battles being fought during the Plague wars. The models included are:&lt;br /&gt;
**[[Death Guard]] - 1 Foetid Bloat-drone, 10 Pox walkers, 5 Plague Marines and 1 Lord of Contagion. &lt;br /&gt;
**[[Primaris Marines]] - 3 Inceptors, 5 Hellblasters, 5 intercessors and 1 Primaris captain. &lt;br /&gt;
*Forgebane is another starter set, and the first not to use Ultramarines or the Death Guard. Instead, it&#039;s Adeptus Mechanicus against Necrons in a fight over a Forge World that was really a Tomb World. The models included appear to be:&lt;br /&gt;
**Adeptus Mechanicus - 1 Magos Dominus, 10 Skitarii Rangers, and 2 Knight Armiger Warglaives.&lt;br /&gt;
**Necrons- 1 Cryptek (with canoptek cloak), 5 Immortals, 5 Lychguard, and 3 Canoptek Wraiths.&lt;br /&gt;
*Imperial Knights: Renegades features a one-on-one knight battle between Chaos and Imperial knights. &lt;br /&gt;
**More importantly, this box gives you a free knight. It&#039;s two knights and a scenery piece, but costs as much as one knight and the scenery.&lt;br /&gt;
*Tooth and Claw is another new starter set, this time featuring Space Wolves and Genestealer Cults battling over the planet Vigilus, the Imperium&#039;s foothold in the Nachmund Gauntlet. &lt;br /&gt;
**Space Wolves- 1 Primaris Battle Leader, 5 Intercessors, 3 Aggressors, and 1 Redemptor Dreadnought&lt;br /&gt;
**Genestealer Cults- 1 Abominant Leader, 5 Aberrants, 1 Acolyte Iconward, 5 Hybrid Metamorphs, and 8 Purestrain Genestealers.&lt;br /&gt;
*Wake the Dead - Another starter set in line with Tooth and Claw. This set pits Primaris Ultramarines against Eldar of Craftworld Saim-Hann and their wraith-constructs in another battle on Vigilus. Even against the creator&#039;s pet Primaris Marines, the Eldar get a better deal.&lt;br /&gt;
**Space Marines - 1 new plastic Primaris Lieutenant, 5 Intercessors, 5 Reivers, and 3 Inceptors.&lt;br /&gt;
**Eldar - 1 new plastic Spiritseer (finally, the first step in updating the ancient Eldar lineup), 10 Guardian Defenders, a Wave Serpent, and 5 Wraithguard.&lt;br /&gt;
*Wrath and Rapture - A second starter set that has no space marines, only Chaos Daemons. While being marketed more towards Age of Sigmar than 40k it still comes with models and new rules for 40k as well as the story why the forces of [[Khorne]] and [[Slaanesh]] are fighting in the warp. Is honestly a steal if you are starting a Daemon army as you get a bunch of units and updated models for [[Karanak]], Flesh hounds , Fiends and a new Slannesh HQ.&lt;br /&gt;
** Daemons of Khorne - 1 [[Karanak]], 5 Flesh hounds, 3 Bloodcrushers, 10 Bloodletters&lt;br /&gt;
** Daemons of Slaanesh - 1 [[Daemonette|Infernal Enrapturess]], 3 Fiends, 5 Seekers, 10 Daemonettes&lt;br /&gt;
*Shadowspear- Ultramarines vs. Black Legion. Notably, everything in it is either a new sculpt or a never-before-seen unit, such as the Space Marine Eliminators or the Venomcrawler daemon engine. Also comes with mini-Codexes for Vanguard Space Marines and Daemonkin.&lt;br /&gt;
** Ultramarines - 1 Primaris Captain in Phobos armour, 1 Primaris Librarian in Phobos armour, 1 Primaris lieutenant in Phobos Armour, 10 Infiltrators, 3 Eliminators, 3 Suppressors&lt;br /&gt;
** Black Legion - 1 Master of Possession, 2 Greater Possessed, 10 Chaos Space Marines, 2 Obliterators, 1 Venomcrawler&lt;br /&gt;
*Blood of the Phoenix - Eldar vs Deldar boxset and tied in with the new Psychic awakening GW has going on. Held new models for [[Jain Zar]], Howling banshees, [[Drazhar]] and Incubi. Is a pretty decent box with the huge catch that it FUCKING COST £140 (230 Ameribucks or 390 Kangaroo skins)! It really isn&#039;t worth that much money, no matter how good Jain Zars new model is.&lt;br /&gt;
** Eldar - 1 Jain-Zar, 5 Howling banshees, 1 Falcon, 1 Vyper&lt;br /&gt;
** Dark Eldar - 1 Drazhar, 5 Incubi, 5 Scourges, 5 Hellions, 1 Venom&lt;br /&gt;
*Sisters of Battle boxset - The new starter set for Sisters, containing a small force of &#039;&#039;&#039;Plastic&#039;&#039;&#039; Sisters (Hooray), that are all easy build (Hooroo). This will be a good starter box for sister players, but the main force won&#039;t be released till 2020 about 2-3 months later (Boo). The box has a good amount of stuff in it as it has the Codex and data cards as well, but it cost another shit tonne with it costing £125. It was made in such a small number that the only ones available now are from ebay [[Scalpers]]. Fuck.&lt;br /&gt;
** Models - 1 Canoness, 10 Battle Sisters, 5 Seraphim, 4 Repentia, 3 Flagellants, 1 Mistress of Repentance, 1 Imagifier, 1 Penitent engine.&lt;br /&gt;
*Dark Vengeance - Only for a week in December but the Starter set is back in made to order, meaning that it&#039;s been a box set for 3 editions of 40k. Inside it&#039;s the same as it was before (minus the Chaos Champion), and it&#039;s actually priced well (for GW) at £85, making it the cheapest big starter set.&lt;br /&gt;
**[[Dark Angels]] - 1 DA Master, 1 Librarian, 10 Tactical Marines, 5 [[Deathwing]] Terminators, 3 [[Ravenwing]] Bikers&lt;br /&gt;
**Chaos Space Marines - 1 Chaos Lord, 6 Chaos Chosen, 20 Cultists, 1 Hellbrute&lt;br /&gt;
* Prophecy of the Wolf Space Wolves vs Orks. Orks are a bit more orkier and the Space Wolves are more generic. Coming in at £137 or $170, it&#039;s made for fans and isn&#039;t really friendly towards newcomers.&lt;br /&gt;
**Space Wolves-10 Space Wolf Infiltrators or Incursors ,Ragnar Blackmane now in Primaris form!&lt;br /&gt;
**Orks- Ghazghkull Thraka with Makari, 5 Ork Nobz, 3 Ork Meganobz, 1 Grot Oiler, 1 Ammo Runt&lt;br /&gt;
&lt;br /&gt;
==tl;dr==&lt;br /&gt;
In spite of the edition (and inevitable meta) shake-up, the life cycle of Warhammer 40,000 goes on.&lt;br /&gt;
*[[Powergamer]]s are actively trying to break the system before it even comes out. For their part, the game designers claim they play-tested the &#039;&#039;shit&#039;&#039; out of 8th so that it isn&#039;t a broken mess (like 7th Edition), and specifically referred to stuff like death stars as loopholes to be plugged, so they may yet evade (or at least slow down, because who are we really kidding?) power gaming.&lt;br /&gt;
**The unification of the stat line and the general trend to simplification is also going to mean that finding numerically optimised weapons and units is going to be much, much simpler.&lt;br /&gt;
**Despite the extensive play-testing, the release of the new edition and indices has still revealed [[40K Rules Blooper Reel#8th Edition|numerous bugs, oddities, loopholes, and just plain mistakes in the rules and wording that the community (naturally) jumped on almost immediately]]. The Codexes and subsequent FAQs have fixed some of these fuck-ups, but quality control is still not GW&#039;s strong suit. Which ties into the following point...&lt;br /&gt;
*[[Neckbeards]] are raging over the &amp;quot;[[Age of Sigmar|dumbing down]]&amp;quot; of the rules. This is ignoring the fact that 7th edition was a broken, bloated mess with so many different special rules, random charts, cheesy formations, and supplements that by its end it was almost impossible to keep track of what&#039;s what. On the other hand, the 8th edition rules &#039;&#039;have&#039;&#039; removed entire layers of tactical decision making (like the loss of facing mechanics) and stripped the unique mechanics and wargear that more esoteric armies relied on and other armies got their character from (the Inquisition in particular got fucked over by this) so they &#039;&#039;do&#039;&#039; have a point, but the Codexes have compensated for the latter issue. Specifically, the Stratagems  introduced in each Codex emulate the effects of several faction-specific abilities and each army gets at least one faction-specific rule; additionally, specific sub-factions within several of the armies which got Codexes now have their own special rules to better depict their preferred fighting styles. BUT at the same time stratagems are broken as fuck, making some games boil down to [[Magic: The Gathering|&amp;quot;I play this card and magic things happen&amp;quot;]]. What is even more retarded is that errata for the main rules is almost as big as core rules, and now to play the game you need core rules, codex, 10 pages of FAQ/Errata, and the supplements and campaign books to access brokenly good stratagems and other shenanigans. Between this, all the beta rules, Chapter Approved and other bullshit following the rules is now a real nightmare. It&#039;s &amp;lt;s&amp;gt;almost&amp;lt;/s&amp;gt; as bad as 7th edition was by the end of it.&lt;br /&gt;
*Tournament Players are rethinking their lists since their 7th Edition &amp;quot;decurion formation detachments&amp;quot; are now invalid. &lt;br /&gt;
*Garagehammer guys are &#039;&#039;still&#039;&#039; in the garage doing their thing.&lt;br /&gt;
*Narrative guys are making their own rules and &amp;quot;forging a narrative&amp;quot;, now aided by the &amp;quot;Narrative Play&amp;quot; option.&lt;br /&gt;
*Lore fans are raging about the Primaris Marines, the shoehorning of even more silly adjective nounverbers and pants-on-head retarded dog-Latin names for obvious copyright/trademark reasons, and the [[Advancing the Storyline|story advancing]] in ways they don&#039;t like. Both of the remaining [[Warhammer Fantasy Battle|Fantasy players]] find that last part to be [[The End Times|as cute as]] [[Age of Sigmar|all hell]].&lt;br /&gt;
*[[Games Workshop]] is still trying to take your money, increasing prices by a third since the announcement of 8th edition, forcing Marine players to buy big expensive vehicles to transport Primaris models and charging 25 bucks a book for the equivalent of the warscroll compendiums Fantasy players got for free when AoS dropped. On the bright side, they have also realized that they have to actually listen to their community in order to keep it happy and have been fairly good about addressing rules issues as they come up (though they still struggle to keep said issues from happening in the first place, as seen above).&lt;br /&gt;
*The general player base is stuck in the crossfire from the shit-flinging of the Neckbeards and Tournament players.&lt;br /&gt;
*Overall, GW&#039;s claims that this will be the best edition yet may have been overly optimistic, but there is clearly more work and effort being put into &#039;&#039;trying&#039;&#039; to make 40k better than there has been in a &#039;&#039;very&#039;&#039; long time. For the time being, the community as a whole is relatively content. &lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Warhammer 40000 8E]]&lt;br /&gt;
[[category:40k editions]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Imperial_Forces&amp;diff=1011602</id>
		<title>Nobledark Imperium Imperial Forces</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Imperial_Forces&amp;diff=1011602"/>
		<updated>2026-05-20T15:27:12Z</updated>

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&#039;&#039;&#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium|Main Page]] for more information on the alternate universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Imperial Guard ==&lt;br /&gt;
=== Standard Imperial Tactics ===&lt;br /&gt;
&lt;br /&gt;
The standard Imperial infantry composition is to field a battalion of Imperial Guardsmen combined with a detachment of Eldar Guardians as auxiliaries. Unlike previous mixed-forces regiments throughout galactic history, this arrangement tends to work rather well, as unlike those previous combined regiments both sides feel fairly safe that the other side isn&#039;t going to shoot them in the back. Both groups can and do fight on their own, but work spectacularly together. In theory, the regiment structure works by Imperial Guard forces taking the brunt of the enemy fire and the Eldar acting as flankers. In practice, the more fragile but heavier-hitting Eldar like this arrangement because it means they won&#039;t be the primary targets of enemy fire, whereas the Imperial Guard like this arrangement because even though they start out taking brunt of the blow the Eldar auxiliaries will tear through enemy forces fast enough that they never become the targets of focus fire. As with everything in the Imperium, this varies from world to world. Specialist forces like Catachans, Kriegers, Harlequins, or Aspect Warriors function differently, and follow their own rules.&lt;br /&gt;
&lt;br /&gt;
If there is any weakness to this arrangement, it&#039;s that Eldar and humans tend to only take orders from their respective species, which causes there to be two people in charge of a given regiment. If the two commanders can&#039;t come to an agreement, the army sputters, which can lead to one or the other going in alone.&lt;br /&gt;
&lt;br /&gt;
After the Tau Empire was absorbed into the Imperium, Imperial commanders were eager to try to incorporate Tau Fire Warriors into this formation. The Imperium had seen how effective the Tau were at long-ranged combat, and saw great potential in their ability. In theory, the idea was to have a third group of Tau Fire Warriors providing long-range support fire from behind the Guardsman infantry, and if all worked as planned then half of the enemy army wouldn’t even be able to show up to the battle in the first place. In practice, however, this did not work for several reasons. First, the Tau were essentially a combined-arms force already (save for close combat), and didn’t appreciate being shoehorned into a long-range only role, even if they were talented at it. Secondly, much like Eldar and humans, Tau like to be commanded by Tau, so in an Eldar-Tau-human battalion you end up having three arguing commanders instead of just two. Third, and perhaps most importantly, Eldar and humans have worked together long enough to trust that one is not going to shoot the other in the back. This is not true of the Tau, especially given their attitude towards the Imperium for much of their history. When you factor in that in this arrangement the Tau are supposed to be in the back of the formation, and thus in the perfect position to potentially shoot their allies in the back, the other soldiers start to get paranoid and morale drops. Eventually, it was decided to keep Tau divisions as their own separate forces, called in especially for any enemy that has started to work out a viable counter, however soft, to the traditional Guardian &amp;amp; Guard one-two.&lt;br /&gt;
&lt;br /&gt;
Eldar opinions on human weapons, like just about everything else in the Imperium, vary from Craftworld to Craftworld. Craftworlds like Alaitoc would sneer if offered human weapon as a sidearm, whereas Ulthwé Eldar would take two in addition to their own weapon and then ask if you have any more. Most Eldar see human weapons like modern soldiers do knives; crude, simple, and inelegant compared to their primary weapon, but if you&#039;re stuck in the trenches in a do-or-die moment it&#039;s better to have the other guy get shot/stabbed rather than you. Therefore, Eldar that use human weapons use them as a sidearm or last resort weapon, if at all. It helps that many human-made weapons are based on STC designs, and therefore easily replaceable and about as fragile as a brick (being designed for maximum durability), in contrast to the more delicate and precision-made (though still pretty tough) weapons of the Eldar. Therefore, an Eldar can be less careful with their sidearm and make sure their primary weapon is functioning at maximum efficiency.&lt;br /&gt;
&lt;br /&gt;
=== Imperial Infantry Command Structure ===&lt;br /&gt;
&lt;br /&gt;
As the Imperial Guard does not prescribe specific organizational arrangements for anything below battalion level, the vastly different cultures and traditions that exist across the Imperium change the size of the smaller units as they see fit. Terra does set minimum sizes on how large units must be before the unit can be recognized as aforementioned self-declared units by the wider Imperial Guard, however. &lt;br /&gt;
&lt;br /&gt;
The lowest level of the Imperial Guard is the squad size. Guardsmen often operate in pairs for specialized tasks to keep confusion as low as possible between other in the same squad. The smallest recognized size for these squads is 10 soldiers per squad, further broken into 5 pairs, although a command squad might only have 6 men. At least 4 squads form a platoon, with one squad being a command squad, bringing the total number of men in platoon to at least 36 Guardsmen. Some battalions, like the Kriegers, assign 7 squads to a platoon, bringing their platoon size to 76 Guardsmen.&lt;br /&gt;
&lt;br /&gt;
Eldar squads attached to Guardsman platoons come in the smallest size of 5 Eldar per squad, but their size can be bigger depending on their world of origin. Notably, Maiden world Eldar tends to be organized into larger sizes as they experience more attacks on their homes compared to the Craftworlds. &lt;br /&gt;
&lt;br /&gt;
For the platoons to form into a company there must be at least 4 platoons with a company command squad, thus bringing the number to at least 150 men. Again, these numbers vary; Cadian Shock Troops often deploy around 300 per company, whereas the Kriegers use 10 platoons per company then adding the Company HQ with at least 1 Grenadier squad totalling in at least 704 Guardsmen, not counting transports which they are often deployed with.&lt;br /&gt;
&lt;br /&gt;
The smallest size battalion uses at least 2 companies and battalion HQ before being deployed, bringing the numbers to 306 Guardsmen per battalion. The expected regiment holds at least 3 battalions and 1 support platoon, which have 7 squads and 1 HQ, totalling to 1000 men. More often than not, regiments like the Vostroyans use 3 infantry battalions and 2 standardized (organized not by 7 squad and HQ but like the infantry 3 squad with 1 HQ) support battalions coming up to 1,536 men. The Krieger regiments far exceed these expectations by using 4 standardized support battalions and 6 infantry battalions, boosting their numbers to 14,146 men including the regimental HQ.&lt;br /&gt;
&lt;br /&gt;
The corps used to garrison a world often use the smallest size, with only 5 regiments totalling to at least 5,000 Guardsmen, and these troops are used more to raise PDF than to actually keep the peace. If there are still insurgents who disrupt the peace and do not accept the Imperial Truth, these garrison corps can double or triple in regiments. This puts the tripled corps from at least a small 15,000 to a gigantic 200,000 Guardsmen. The PDF used to aid the garrison corps may number from around a low 400,000 up to millions at a time on heavily populated planets like on hive worlds. &lt;br /&gt;
&lt;br /&gt;
In more peaceful systems, the lax Guardsmen armies deployed to ‘guard’ the place would only be using the tinniest size, thus only have 20,000 on-paper Guardsmen at any one time, with a majority of the corps in reserve. In the more active systems, particularly garrisoning systems not too far from a front, the numbers would go up to around 40,000 to 60,000 troops at any given time. When the Imperial Guard does deploy an army to the frontline the commanders always request at least 100,000 soldiers for the more daring, but preferentially use 180,000 men if they are fortunate enough that they can requisition such numbers.&lt;br /&gt;
&lt;br /&gt;
 - Additional info in thread XI, including number of troops in each Segmentum. Actual number of troops never agreed upon, left here as placeholder.&lt;br /&gt;
&lt;br /&gt;
=== Forces of the Imperial Guard ===&lt;br /&gt;
&lt;br /&gt;
==== Cadian Shock Troopers ====&lt;br /&gt;
&lt;br /&gt;
[[File:Cadian.jpg|300px|thumb|right|Typical Cadian combat uniform.]]&lt;br /&gt;
&lt;br /&gt;
Most &#039;Cadian&#039; Regiments are not, in fact, from Cadia, nor do they even have a drop of Cadian blood in them. “So why name them Cadian?” I hear you ask. The Cadians were one of the few who proved themselves in the Great Crusade as versatile and adaptable enough troops that the Imperial Army could deploy them on most fronts. The organizational structures and equipment used by the Cadians were introduced to many different worlds as the original Cadian regiments toured the modern Imperium and beyond in the Crusade Era. The 200 year expansion period saw the diverse traditions of regiments being used all over the galaxy, as newly integrated worlds threw their armed forces into joining the Imperial Army and subsequently be sent to the far-flung reaches of the Imperium. The War of the Beast saw almost all Cadian regiments be recalled to the defense of either Cadia or, if they were close enough, Terra itself. With the absence of many regiments from Ultima Segmentum and Segmentum Tempestus, the worlds in these places were forced to raise totally new regiments from scratch for either self-defense or as requisition to be deployed to the fronts. &lt;br /&gt;
&lt;br /&gt;
At the time, many of the Imperial, Hive and Fortress worlds saw the effectiveness in Cadian regiments as they fought against or with the Cadians during the Great Crusade, and the industrial capability to manufacture standard Cadian equipment was already present on many Imperial worlds. Forge, Argi, and Feudal worlds, on the other hand, used the local traditions, organization, and equipment of their planetary elite troops to form their own Guardsmen regiments, as the Argi and Feudal worlds typically lacked the industry to produce and equip a Cadian regiment and the Forge worlds refused to form Cadian regiments, as these worlds dismissed the relative lack of artillery and armored vehicles characteristic of the Cadian doctrine, and formed the Skitarii armies instead. &lt;br /&gt;
&lt;br /&gt;
The adoption of Cadian regiments on so many different worlds shows the versatility and efficiency of the Cadian doctrine. After the War of the Beast, the original Cadian regiments would be sent to refortify the Cadian Gate. Many of the displaced Cadian civilians would be reorganized into colonist groups, leaving their homeworld to settle the vast Imperium. The same adaptable traditions thus carried over to Cadian colonies and frontier worlds when they raised their own Cadian regiments. &lt;br /&gt;
&lt;br /&gt;
Cadian infantry regiments from Cadia proper are known as “Cadian Shock Troops”, while off-world or imitation regiments are known as “Cadian Foot Troops”. Cadian Shock Troops would often have at least two detachments from other branches of the Imperial Guard; the 203rd Cadian Shock Troop, for example, has self-propelled heavy artillery and armored detachments. Cadian Foot Troops often don’t follow this rule and only deploy with one such detachment. &lt;br /&gt;
&lt;br /&gt;
In a Cadian infantry regiment, a squad is made of 10 people that operate in 5 pairs. The sergeant keeps up morale and plans out tactics with the lieutenant, the latter of whom typically operates as a vox-caster, though these officers can also be equipped with melee weapons. A heavy weapons team is included to allow long range suppressive fire on the battlefield - usually with a heavy stubber. A medic works to keep the soldiers in fighting condition with the help of an underling that tags along into battles. The rest of the squad is made up of two pairs of weapon specialists, normally Lasgunners, rounding out the squad.&lt;br /&gt;
&lt;br /&gt;
The sergeant is equipped with a chainsword and Laspistol for leading charges or CQC. Alternatively, the sergeant can be armed like the lieutenant, who is given a las-carbine for self-defense. The heavy weapons team normally uses an offensive heavy stubber that fires 12.7mm rounds or a lighter defensive stubber firing 7.92 rounds. One member of the heavy weapons team carries and fires the weapon, while the other member feeds ammo, spots targets, guards the gunner, and act as a makeshift bipod. Both members are also equipped with a Lasgun and a Laspistol. The medic fights with a Lasgun and heals with a medikit, which comes with medicinal drugs, chemicals, surgical tools, sedatives, injectors, bandages, and a medical cogitator which can detect almost every aliment known to man. To help the Medic is the underling, who carries extra supplies, guards the Medic, or helps in surgery, depending on the conditions. The weapon specialists mostly carry Lasguns, although one or two of the four might have flamers instead. These specialists can be armed with just about any weapon that can be held by two regular human arms, and some can also serve a dual role of vox-caster as well. The specialists act as either a flanking force while the heavy weapon team suppresses the enemy, or as the center line that lays down fire.&lt;br /&gt;
&lt;br /&gt;
==== Fenrisian Line Regiments ====&lt;br /&gt;
&lt;br /&gt;
Seeing the effectiveness of Cadian troops after encountering them in battle during the Great Crusade, Fenris adopted the Cadian Doctrine and deployed Cadian Foot Troops of their own to the front. Yet The War of the Beast changed the Fenrisians&#039; outlook regarding the Cadian Doctrine; when faced with the Ork threat, several Cadian Foot Troops were entirely wiped out within the first week of the war due to the Fenrisians&#039; lack of mortal manpower. The Death world bred heroes for the Space Wolves, not the infinite manpower required for regiments of Foot Troops. The Fenrisians abandoned the Cadian Doctrine after the war and switched to the Fusilier Doctrine that the famous Mordian, Praetorian, and Scintillan regiments used. &lt;br /&gt;
&lt;br /&gt;
Sacrificing quantity for quality, the Fenrisians can always request Space Wolves regiments to merge with a Fenrisian Line Regiment, to devastating effect. The Flak Armor of the typical Fenrisian Line Guardsman uses extra metal plates compared to a Cadian&#039;s. Infantry under the Fusilier Doctrine would stand shoulder to shoulder, forming into lines facing the enemy before firing. The Fenrisian Line Regiments took this tactic and expanded it with the introduction of self-propelled artillery to provide mobile defense and keep up with infantry during attacks. In Fenrisian regiments officers are encouraged to outgun the enemy via volley fire, and if that fails just charge them. Fenrisian line infantry are better trained than Cadians in melee combat, with some even wielding swords into charges.&lt;br /&gt;
&lt;br /&gt;
Fenrisian Line Regiments often differ in tactics depending on whether they come from one of the Fenrisian colony worlds or Fenris itself. Old World Fenrisians are more wild and less coordinated in their approach, and typically operate in 5-10 man squads for the best kill-to-loss ratio. New World Fenrisians are more ordered and coordinated, though they are still wilder than anyone outside your average Death Worlder. The two groups work best together, with New Worlder regiments holding the line and securing targets and Old Worlders scouting ahead and harrying supply lines.&lt;br /&gt;
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==== Armageddon Outriders ====&lt;br /&gt;
&lt;br /&gt;
[[File:Rock_rider.png|300px|thumb|left|Common &#039;uniform&#039; of a biker scout for the Outriders.]]&lt;br /&gt;
&lt;br /&gt;
Everybody knows the Steel Legion. Reflections of their world in microcosm. Steel and fire and ash; unstoppable waves of armor, Basilisk barrages like monsoon rains, choking clouds of lung-burning gas. Less well-known is the fact that there are two parts to the Steel Legion. The first and largest are the heavy mechanized infantry they are famous for. The second is the Outriders. &lt;br /&gt;
&lt;br /&gt;
The Outriders are all crazy. The infantry regiments of the Steel Legion recruit from inside the hives — the factory and forge workers — but the Outriders recruit from outside the hives, and there are only two ways to make a living out there. &lt;br /&gt;
&lt;br /&gt;
The first is prospecting and wildcat mining, delving deep into ancient and much-abused Ork-built structures with jury-rigged and second-hand equipment in search of veins of valuable materials. Everything from gold electrical circuits to adamantine armor plate. Most valuable of all is components of the old teleporter system. The Mechanicus has decided it wants planetary teleporters more than it hates Ork &#039;technology&#039;, and pays staggering sums for the smallest scraps. This description alone should tell you everything you need to know about how difficult and dangerous the job is. &lt;br /&gt;
&lt;br /&gt;
The second is Ork hunting. The Administratum and PDF will pay good thrones for Ork skulls. Two for a squig, five for a grot, and starting at forty for an Ork, more for larger or special types like Weirdboys and Brainboys. Reimbursement is included for promethium spent burning the bodies, and the PDF doesn&#039;t check too hard to make sure you&#039;re not claiming driving-around promethium as Ork-burning expense. &lt;br /&gt;
&lt;br /&gt;
Outrider legends tell of Billy-Joe Hammerlord, who drove through an entire warband on his bike to take the head of a Warboss and earned enough to retire. The story grows wilder and more fantastic every retelling, thus by now the old stories claim the warband stretched from one horizon to the other, the Warboss carving paths through the rubble for his army to march through just by dragging his axe along the ground behind him, and Billy-Joe himself earned enough to buy himself a fleet, became a Rogue Trader, and went on adventures with Prince Yriel.&lt;br /&gt;
&lt;br /&gt;
Officially, all the Orks on Armageddon are Feral. Most places, Feral means stone axes and weird squigs. But this is Armageddon. The world still remembers in her bones when she strode among the stars and slapped aside Battlefleet Solar like so many childrens&#039; toys. A lot of the Orks are just waving around scrap-metal axes. On the other hand, depending on what armories they&#039;ve broken into, they might be tossing around vortex bombs. &lt;br /&gt;
&lt;br /&gt;
The point is that Outriders are all crazy. In some ways they sort of resemble Orks themselves. They move around in a wide assortment of walkers, fat-tire buggies, and motorbikes, made of scrap metal and spare parts. Most of these vehicles may have started life on an assembly line in a Mechanicus factory, but after generations of repairs and modifications nothing of the original vehicle can be found. Most of them are old - a good vehicle is a heirloom, passed down from father to son, with each generation adding a bit more to it. They stick spikes on the vehicles and stick Ork skulls on the spikes, and judge each other by how skull-laden their bosspoles are. When an Ork warband and an Outrider clan are fighting, it sometimes gets hard to tell which is which. &lt;br /&gt;
&lt;br /&gt;
Outriders prefer las-weapons over slug, so there is that.&lt;br /&gt;
&lt;br /&gt;
A common rite of passage among the Outriders is for the father to cripple an Ork with shots to its limbs, then for son finish it off with a knife. This marks the transition from childhood into adolescence. True manhood is often not considered to begin until the son repeats the ritual as the father. It is important not just to kill Orks, but to ensure that Ork-killing will continue into the far future. &lt;br /&gt;
&lt;br /&gt;
The point is that Outriders are all crazy, but they are Ork-killing crazy so they make excellent candidates for the Imperial Guard. Sometimes entire clans get recruited into their own regiments. Sometimes restless young men come in on their own to the recruiting office and get incorporated into the regular Steel Legions as scouts and cavalry. Most of the time they insist on bringing their own vehicles, and most of the time the Munitorum lets them, though they insist that the Outriders repair their vehicles with standard issue parts. Since most of the time their vehicles are kitbashes of Sentinels and Chimeras, this is usually not too difficult. &lt;br /&gt;
&lt;br /&gt;
For all their skill and lunatic courage, the Outriders are not famous for the good and simple reason that there just aren&#039;t as many of them as the normal Steel Legions. Armageddon outside the hive walls does not support high population densities. Thus, they just fade into the background as &#039;specialized auxiliaries&#039; of the Steel Legion. But those who have met them have given rise to a proverb: “Armageddon has many faces, and all of them are lethal.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Elysian Drop Troopers ====&lt;br /&gt;
&lt;br /&gt;
Elysium does, in fact, produce forces for the Guard beyond its famous Drop Regiments. There are Elysian tank regiments, Elysian artillery regiments, Elysian footslogger regiments. They are all, universally, nursing a mild grudge against the universe in general and the Drop Regiments in particular for the way everyone is continually surprised by their existence. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I thought Elysium did, you know, drop troops.&amp;quot; &amp;quot;FUCK YOU.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
But nobody cares about them. [muffled FUCK YOU in the distance] Let&#039;s talk about the Drop Regiments. &lt;br /&gt;
&lt;br /&gt;
The Elysian Drop Regiments are somewhat unique in the Imperial Guard for being descended from a naval boarding force. Elysium was, and is, a major trade hub in a sector unfortunately plagued with human pirates, Ork Freebootas, and a superfluity of places for them to hide. As a result, Elysium committed much of its PDF force to anti-piracy operations, stationing regiments on merchant vessels and escort ships for boarding and counter-boarding operations. &lt;br /&gt;
&lt;br /&gt;
No war can be won with defense alone, however, and the Elysian PDF regiments assigned to anti-pirate duty began experimenting with methods of striking at the pirates in their lairs. Thus the modern Drop Regiments began to take shape. The first attempts were amateurish and improvised; in some cases regiments used civilian shuttles and Void Maneuvering Packs instead of proper assault ships and grav-chutes. Still, a couple of victories proved the concept worthy of further development, and Elysian high command invested in additional training and equipment.&lt;br /&gt;
&lt;br /&gt;
The first battles of the Drop Regiments were void-borne affairs, fought in microgravity in and around hidden asteroid bases. As more and more pirate bases were expunged, however, they were forced to track down their opponents in ever more diverse locales, from fairly conventional planets to burning Mercurial environments to floating gas-giant bases. But, in the end, it was mostly done. The pirates would never be fully expunged from the sector — fucking Orks — but it was safer than it had ever been before. Trade was flourishing, new worlds were being colonized, and the Elysian PDF found itself somewhat underemployed. So, when the next Founding came around, the course of action was obvious. &lt;br /&gt;
&lt;br /&gt;
The modern Elysian Drop Regiments distinguish themselves from the usual run of air cavalry in three ways. &lt;br /&gt;
&lt;br /&gt;
First, they continue to train for operation in a very wide variety of environments: zero-g and vacuum, high gravity, extreme temperatures, toxic atmospheres, they have the tools and training to operate in them all. Most drop regiments only train to operate within the usual &#039;human-habitable&#039; range of environments, giving the Elysians a distinct niche and edge. &lt;br /&gt;
&lt;br /&gt;
Second, they have very good relations with the Imperial Navy due to their past as, essentially, naval armsmen specialising in hunting pirates. Thus, they have an easier time securing air and orbital support, and have the doctrine and training to make the maximum use of it. They are comfortable with inter-service cooperation in a way few regiments are. This includes good relationships with the Void Wolves, with joint training exercises being commonplace.&lt;br /&gt;
&lt;br /&gt;
Third, general superiority of training and equipment. The Drop Regiments have become a point of planetary pride, and as a prosperous trading hub Elysium can afford to ensure they are equipped and trained to the highest standards. And with far more volunteers than they can accept, the training academies can accept only the best recruits.&lt;br /&gt;
&lt;br /&gt;
Combined, this results in the Drop Regiments being frequently deployed to the stranger battlefields of the Imperium, executing their distinctive lightning strikes in environments an unprepared human could not even hope to survive in, much less fight in.&lt;br /&gt;
&lt;br /&gt;
==== Lucifer Blacks ====&lt;br /&gt;
&lt;br /&gt;
Humans in general have a tendency to survive in places where they aren’t intended to go. Such is the case of the Lucifer Blacks, one of the original regiments of the Old Hundred, the original one hundred regiments that were not disbanded at the end of the Unification Wars and would serve as the basis for the Imperial Army. The Lucifer Blacks were one of the last people on Old Earth to be discovered by the outside world, living deep underwater in pre-Strife underwater habitats at the bottom of Old Earth’s Great Ocean (also known as the Pacific Ocean) in a region controlled by the Pan-Pacific Empire. It is thought that these habitats were originally meant as simple residential habitats or research stations during the Dark Age of Technology. By the time of the Age of Strife, however, the Lucifer Blacks were cut off from the rest of the world until their rediscovery by the horrendous contraptions of the Pan-Pacific Empire. This lifestyle in the inky darkness, surviving off of mesopelagic fish and geothermal power from hydrothermal vents, is what gave the regiment their name.&lt;br /&gt;
&lt;br /&gt;
Living underwater in an environment where literally one wrong seal could mean the difference between life and death tended to foster an extremely calm and measured attitude in people. To the Lucifer Blacks, a crisis was the absolute worst time to panic, as panic is what led to rash decisions and rash decisions are what get you killed. This led the regiment to be infamously known for their ability to be calm and clear-thinking under fire, as well as a very dark and (ironically) dry sense of humor. Additionally, living nearly 4000 meters below sea level in conditions where most light was artificial tended to make one very good at fighting in the dark. The Lucifer Blacks often used this to their advantage in battle, using smoke grenades and other implements to approximate the low-light conditions in which they had the advantage over their foes.&lt;br /&gt;
&lt;br /&gt;
However, at the same time the Lucifer Blacks were not the most numerous people. When one lives in such a hostile, enclosed environment, the primary constraint on population size was not food or materials, but simply living space due to the number of habs present. When the Lucifer Blacks were first discovered and subjugated by Narthan Dume, Dume decided that one of the best ways to use the highly disciplined — but not very numerous — Lucifer Blacks were as elite shock troops. The calm, detached nature of the Lucifer Blacks in high-stress combat situations made them especially hard to break. The fact that the Lucifer Blacks preferred to fight in the hermetically sealed all-black bodysuits they typically wore for extra-habitat activities only added to their intimidation factor.&lt;br /&gt;
&lt;br /&gt;
When the Pan-Pacific Empire fell and the tyranny of Narthan Dume finally toppled, the Lucifer Blacks were one of the first regiments of the Pan-Pacific Empire to pledge their loyalty to the Warlord. The Warlord was somewhat suspicious of the Lucifer Blacks at first, but as with the Assassins of the Salt Wastes he wasn’t fool enough to deny himself potentially useful resources. And the Lucifer Blacks more than delivered on their promises of loyalty, even serving in a secondary role alongside the Night Lords during the Vhnori Resurgence as the two fought against the attempted resurgence of the Pan-Pacific Empire.&lt;br /&gt;
&lt;br /&gt;
Eventually, in return for their exemplary service, the Warlord — now the Steward — granted the Lucifer Blacks settlement rights on extrasolar worlds. The Lucifer Blacks mostly chose to settle on Ocean Worlds that approximated their old home. Even today, many people on Ocean Worlds have distant Lucifer Black Ancestry. As part of the Old Hundred, the Lucifer Blacks also still exist on Earth, living in the same oceanic trenches as their forefathers, though ten thousand years of gentrification and integration into Old Earth’s infrastructure mean that the modern Lucifer Blacks have lost a lot of their original culture and aren’t as incredibly stoic and tough-as-nails as their forefathers. Imperial nobles often like to have Lucifer Black bodyguards when they can’t get someone like a member of Terra’s Children, though in reality having a Lucifer Black bodyguard usually amounts to little more than a display of prestige.&lt;br /&gt;
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==== Ohmsworld Regiments ====&lt;br /&gt;
&lt;br /&gt;
===== The 12th Ohmsworld Armored Regiment =====&lt;br /&gt;
&lt;br /&gt;
The 12th Ohmsworld was in the final stages of being reconstituted when the insurrection began, with the veterans of previous Ohmsworld regiments and even a junior Ulthwe Farseer combining their efforts to ready the troops. As such, it was not only at full strength when the Duke announced his secession, it also had expert — if not exceptional — leadership. With aid from the Skitarii, the 12th led the charge into Ohmsworld&#039;s primary hive and quickly overwhelmed the Ducal Guards, many of whom were Ohmsworld veterans themselves and subsequently defected to the Imperial forces. More importantly, they managed to seize the Guards&#039; stock of Chimeras, giving Ohmsworld a powerful mobile army. With the easing of pressure on Ohmsworld as the Imperium advances, the 12th has even begun contemplating direct offensive actions, as opposed to the firefighting they had done before. Whether this leads them to glorious victory or fatally overextends their already undersupplied lines, only time will tell.&lt;br /&gt;
&lt;br /&gt;
Home World: Hive World &amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer: [[Nobledark_Imperium_Notes#Tabletop_Crunch|Psyker]] (Farseer Eldian Sylandriel, provisional/brevet Colonel) &amp;lt;br&amp;gt;&lt;br /&gt;
Regiment Type: Mechanised Infantry &amp;lt;br&amp;gt;&lt;br /&gt;
Doctrines: Survivalists: Ash Wastes, Scavengers* &amp;lt;br&amp;gt;&lt;br /&gt;
Regimental Drawbacks: Poorly Provisioned &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characteristic Modifiers: &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Aptitudes: +6 Agility &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Talents: Warp Sense, Paranoia, Rapid Reload &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Skills: Common Lore: Imperium, Deceive, Linguistics: Low Gothic, Psyniscience, Forbidden Lore: Psykers, Operate: Surface &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Aptitude: Agility &amp;lt;br&amp;gt;&lt;br /&gt;
Tutelage of Mars (replaces Accustomed to Crowds): The Mechanicus has taken a great deal of interest in Ohmsworld&#039;s archaeotech, so while Mars would never officially sanction it, the local techpriests have given the people of Ohmsworld some basic training in technological mysteries to aid them in maintenance. Ohmsworld troopers may offer Aid in Tech-Use tests as if they were trained in Tech-Use, though this bonus goes away if they actually become Trained in Tech-Use. Those who ARE trained in Tech-Use gain +10 to all Tech-Use tests that involve respiratory or air filtration equipment... &amp;lt;br&amp;gt;&lt;br /&gt;
Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places.&lt;br /&gt;
Wounds: Characters from this regiment reduce their starting Wounds by 1. &amp;lt;br&amp;gt;&lt;br /&gt;
Standard Kit: Universal Standard Kit, one M36 Lasgun and four charge packs per PC, one suit of flak armour per PC, two frag and two krak grenades per PC, 1 Chimera Transport per Squad, one respirator per PC, one micro-bead per PC, one survival suit per PC, one auspex per Squad &amp;lt;br&amp;gt;&lt;br /&gt;
Favoured Weapons: Autocannon, grenade launcher &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Special note: Everyone on Ohmsworld knows that scavenging is necessary; as such, scavenging is explicitly allowed by Guard and Munitorum authorities. However, regiments are also under orders to deposit all scavenged materiel into a collective equipment pool; hoarding is very much frowned upon. This doesn&#039;t mechanically alter the Scavengers Doctrine, just modify its ingame usage.&lt;br /&gt;
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===== The 3rd Special Defence Regiment =====&lt;br /&gt;
&lt;br /&gt;
As with all things on Ohmsworld, the archaeotech comes first, and even the most vicious assaults often devolves into hand-to-hand combat as all sides struggle desperately to avoid damaging the precious filtration systems. As such, most close-combat specialists present during the rebellion had been consolidated into solely defensive forces. These specialists ranged from press-ganged hivers, to the few Arbites who had survived the Duke&#039;s initial purge, to any and all Ogryn on the planet, and — in the case of the 3rd Special Defence Regiment — even maintenance workers skilled at handling heavy tools. Indeed, the leader of the increasingly diverse regiment is herself an Ogryn Bone&#039;ead; &#039;Boss Foreman&#039; Mogda Gruk took to her implants exceptionally well, with her intelligence even rating slightly above Imperial average. Though astoundingly ugly even by Ogryn standards she is well-loved by the troopers under her command, especially since she seems little changed from her days as foreman for her hive&#039;s Ogryn workforce.&lt;br /&gt;
&lt;br /&gt;
Home World: Hive World &amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer: Maverick (Brevet Colonel Mogda Gruk) &amp;lt;br&amp;gt;&lt;br /&gt;
Regiment Type: Siege Regiment &amp;lt;br&amp;gt;&lt;br /&gt;
Doctrines: Hardened Fighters, Close Order Drill &amp;lt;br&amp;gt;&lt;br /&gt;
Regimental Drawbacks: Poorly Provisioned &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characteristic Modifiers: &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Aptitudes: +3 Agility, +3 Perception, +3 Toughness, +2 Weapon Skill, -3 Intelligence &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Talents: Paranoia, Resistance: Fear, Street Fighting, Combat Formation, Nerves of Steel &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Skills: Common Lore: Imperium, Deceive, Linguistics: Low Gothic, Tech-Use &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Aptitude: None &amp;lt;br&amp;gt;&lt;br /&gt;
Tutelage of Mars (replaces Accustomed to Crowds): The Maechanicus has taken a great deal of interest in Ohmsworld&#039;s archaeotech, and while Mars would never officially sanction it, the local techpriests have given the people of Ohmsworld some basic training in technological mysteries to aid them in maintenance. Ohmsworld troopers may offer Aid in Tech-Use tests as if they were trained in Tech-Use, though this bonus goes away if they actually become Trained in Tech-Use. However, those who ARE trained in Tech-Use gain a +10 bonus to all Tech-Use tests that involve respiratory or air filtration equipment... &amp;lt;br&amp;gt;&lt;br /&gt;
Hivebound: Hive worlders seldom endure the horrors of the open sky or suffer the indignities of the great outdoors. Whilst outside of an enclosed or artificial environment (such as a hive city, voidship or similar), they suffer a –10 penalty to all Survival Tests, due to their continued unfamiliarity with such places. &amp;lt;br&amp;gt;&lt;br /&gt;
Wounds: Characters from this regiment reduce their starting Wounds by 1. &amp;lt;br&amp;gt;&lt;br /&gt;
Standard Kit: Universal Standard Kit, one combat shotgun with a mono bayonet and 8 shotgun magazines per PC, one suit of flak armour per PC, one respirator per PC, four empty sandbags and one entrenching tool per PC, two frag grenades and two photon flash grenades per PC, one auspex per Squad, one micro bead per PC &amp;lt;br&amp;gt;&lt;br /&gt;
Favoured Weapons: Heavy flamer, flamer (as delicate as the filters are, they are surprisingly heat-resistant)&lt;br /&gt;
&lt;br /&gt;
===== Century Omega 7-13 =====&lt;br /&gt;
&lt;br /&gt;
When the Duke announced his secession, the Mechanicus authorities on Ohmsworld immediately decided to move in support of the Imperium — not out of any real love for the Imperium proper, but out of fear that the resources they needed for further research would be cut off. Under most circumstances, they wouldn&#039;t even have gone that far — after all, no sane man would cross the Mechanicus. Problem was, the Duke was anything but sane; during secret negotiations between Mars&#039; representatives and the Duke, the latter made it clear that he would brook no opposition nor equal (that Mars would be his superior never seemed to cross his mind). The fact that many hereteks had thrown in their lot with the Duke in exchange for independence and freedom of work only hardened the opinions of Ohmsworld&#039;s Mechanicus against them.&lt;br /&gt;
&lt;br /&gt;
Even so, their insurrection was costly, with the already small Skitarii centuries being further depleted to the point where they were eventually consolidated into a single unit. Century Omega 7-13 now functions as a semi-independent organization within Ohmsworld&#039;s military; in general, the Magi&#039;s goals tend to align with Ohsmworld&#039;s, but sometimes they send Omega 7-13 detachments on independent missions, their actual agenda known only to the senior adepts of Mars.&lt;br /&gt;
&lt;br /&gt;
Home World: Lathe Worlds &amp;lt;br&amp;gt;&lt;br /&gt;
Commanding Officer: Phlegmatic (Centurion/Magos Rho-1) &amp;lt;br&amp;gt;&lt;br /&gt;
Regiment Type: Grenadiers &amp;lt;br&amp;gt;&lt;br /&gt;
Doctrines: Cyber-Enhanced, Iron Discipline &amp;lt;br&amp;gt;&lt;br /&gt;
Regimental Drawbacks: The Few &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Characteristic Modifiers: +3 Intelligence, +3 Ballistic Skill, +3 Toughness &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Talents: Bombardier &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Skills: Tech-use (Trained), Common Lore: AdMech, Common Lore: Tech, Linguistics: Low Gothic, Linguistics: Techno-Lingua, Logic, Common Lore: Imperial Guard, Common Lore: War &amp;lt;br&amp;gt;&lt;br /&gt;
Starting Aptitudes: Willpower &amp;lt;br&amp;gt;&lt;br /&gt;
Tutelage of Mars (replaces Isolated by Machines): Gain a +10 bonus to all Tech-Use tests that involve respiratory or air filtration equipment...&amp;lt;br&amp;gt;&lt;br /&gt;
The True Flesh: Lathe World characters possess the Mechanicus Implants Trait. In addition, the potentia coil is specifically enhanced to meet the needs of integrated weapons.&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers of the Omnissiah: This regiment cannot include Support Specialists used in other Guard regiments; the Mixed Regiment rules must be used in those cases. Guardsmen from these regiments always count as Techpriests for purposes of prerequisites, regardless of current Speciality or Advanced Speciality.&lt;br /&gt;
Wounds: Characters from this regiment generate Wounds normally.&amp;lt;br&amp;gt;&lt;br /&gt;
Standard Kit: Universal Standard Kit, one Lathe lasrifle with an attached auxiliary grenade launcher weapon upgrade per PC, three krak and two frag grenades per PC, one suit of light carapace armour per Player Character, one deadspace earpiece per PC, one combi-tool per PC, two grenade launchers per Squad, Common bionic respiratory system, bionic heart&amp;lt;br&amp;gt;&lt;br /&gt;
Favoured Weapons: Integrated Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Doctrines of the Imperial Guard===&lt;br /&gt;
In addition to the famed Cadian Doctrine, many regiments have also developed their own unique methods of fighting which have then spread throughout the Imperium. While this is hardly an exhaustive list, it provides a decent look into the sheer diversity of the Guard.&lt;br /&gt;
&lt;br /&gt;
====Infiltration Doctrine====&lt;br /&gt;
&lt;br /&gt;
Infiltration doctrine is a light infantry doctrine focused on stealth and mobility. It omits vehicles and heavy artillery from the TO&amp;amp;E almost entirely, relying on crew-served weapons for heavy firepower, which can be dismantled and carried by an infantry squad. On the offence, infiltration regiments use their stealth and lightweight equipment to close with enemy formations undetected and from unexpected directions; once all elements are in position, they launch an overwhelming surprise attack from close range, using their crew-served weapons and snipers to suppress the enemy and ensure they cannot mount an organized defence. On the defense, they use the same qualities for hit-and-run raids, whittling down the enemy and melting away into the night when the enemy tries to bring their firepower to bear. &lt;br /&gt;
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Infiltration regiments are usually equipped with specialized equipment such as camo-cloaks and night-vision goggles, but these are less important than how the regiment is trained. The nature of their operations require that officers and NCOs be trained to a higher standard of independence than normal, as units as small as squads will often be trusted to maneuver individually in support of the overall objective. This usually cultivates a sense of being elite; combined with the looser chains of command infiltration regiments usually operate with, other regiments usually consider them insubordinate and undisciplined. &lt;br /&gt;
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In combat, infiltration regiments are used to secure and move through terrain that mechanized regiments cannot. They are also used in combined-arms strategies to scout out enemy positions, assassinate officers, and destroy enemy strongpoints in advance of the main armored thrust. Infiltration regiments also maintain their effectiveness easier in the face of enemy air and orbital superiority thanks to their ability to fight while remaining hidden and dispersed. Finally, infiltration doctrines are popular among PDF forces incapable of maintaining large mechanized armies. As powerful as they are within their specialty, however, their lack of vehicles and artillery makes them perform poorly outside of it.&lt;br /&gt;
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====Armageddon Doctrine====&lt;br /&gt;
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Armageddon doctrine is a maneuver- and terrain-focused mechanized infantry doctrine. Developed by the Steel Legion in their endless battles against the Orks, Armageddon doctrine TO&amp;amp;E is extremely vehicle-heavy, with sufficient Chimeras to carry the entire regiment, strong organic artillery support, and at least a modest tank detachment. Mechanized scout detachments — Salamanders, Sentinels, and bikes (preferably jet-bikes) — are common, but can also be delegated to other specialized regiments. The Steel Legion itself uses the Outriders for this purpose, but other regiments have alternative solutions. Likewise, organic combat engineering support is common, as are air defense vehicles; Hydras in particular are valued for their ability to sweep aside Ork hordes in addition to aircraft. Soldiers are heavily armored in carapace.&lt;br /&gt;
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In combat, Armageddon doctrine is often described as &#039;operationally offensive, tactically defensive&#039;. Using the scout detachment to survey the terrain and enemy dispositions, the regiment seeks to seize vital terrain features before the enemy and fortify it, forcing the enemy to assault a fortified position on a terrain of the Imperium&#039;s choosing. To this end, Armageddon-style regiments usually carry copious amounts of barbed wire, mines, and other defensive implements; vehicles are equipped with dozer blades to dig out entrenchments. This is where the engineering detachment comes in. The scout detachment, if present, harasses the enemy on its approach, although this is not a vital component of the doctrine.&lt;br /&gt;
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At the level of individual squads, Armageddon doctrine emphasizes close cooperation between infantry and armor; full mechanization means each squad has a Chimera, which they are responsible for defending from threats and vice versa. &lt;br /&gt;
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Few worlds adopt the Armageddon doctrine in full. Although many other mechanized infantry forces adopt its emphasis on mobility, terrain, and forcing of the enemy to attack fortified positions, few worlds can afford to equip their regiments with the same weight of metal as Armageddon and thus do not adopt the full TO&amp;amp;E. In addition, the emergence of the Brain Boy caste has thrown the doctrine into flux; with the Orks no longer throwing themselves as eagerly into near-suicidal charges, the strategy has lost some of its effectiveness. Although the core of the strategy remains sound, the arguments at Steel Legion HQ about how to adapt to a changing galaxy continue long into the night.&lt;br /&gt;
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====Fast Attack Doctrine====&lt;br /&gt;
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A light-armor and occasionally bio-cavalry doctrine focusing on the use of speed and maneuverability as weapons. &lt;br /&gt;
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There is no standard TO&amp;amp;E for Fast Attack regiments, due to the wide variance in equipment used. Salamander scout tanks, Sentinels, motor- and jet-bikes, a thousand varieties of armored car and riding beasts. A very few forge-worlds even have super-heavy fast-attack companies, equipping tanks as heavy as Baneblades with antigrav units to allow them to keep up with lighter forces. &lt;br /&gt;
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Whatever the equipment, all Fast Attack units operate similarly: using overwhelming speed to strike at an enemy&#039;s weak points before an effective response can be mustered. The &#039;classic&#039; pattern of attack is to punch straight through the enemy line and rampage through the rear areas, but that is hardly the only tactical possibility. Outflanking maneuvers, hit-and-run raids — speed opens many possibilities. &lt;br /&gt;
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Fast Attack regiments are usually deployed as part of combined arms strategies, scouting for slower units or exploiting breakthroughs created by heavier ones. On their own, while fast and generally well-armed, they are also more fragile than a true tank unit and lack staying power. This varies, of course; the dynamics of a horse cavalry unit differ from Sentinels and Salamanders, which in turn differ from jet-bikes. But the general principle holds; as with so many other things in the Imperium, there is strength in diversity.&lt;br /&gt;
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Fast Attack units, like Infiltration units, are often popular among PDF forces which cannot sustain heavy tank formations but can build light tanks and armored cars or breed horses, which contributes to the wide variance of regiments following the doctrine.&lt;br /&gt;
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=== Scion Tempestus ===&lt;br /&gt;
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==== Difference between Stormtroopers and Scions ====&lt;br /&gt;
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The Tempestus Scion, also colloquially known (somewhat incorrectly) as Stormtroopers, are specialized heavy infantry regiments that are always broken down into smaller units. Once divided into battalions or companies, they are attached to other units within the Imperial Army but can also serve under the Inquisition or Sororitas. The Scions are known for their high dropout rates in the intense training period, but prove in combat at being the best CQC non-melee soldiers in the Imperial Army. &lt;br /&gt;
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Scions and Stormtroopers differ in role and function within the Imperial army, and thus differ in their training and equipment as a result. Veteran Guardsmen or raw volunteers are first trained and deployed as Stormtroopers in the Imperial Guard. Stormtroopers are only trained to fight in ground wars and are equipped and assigned as such; Stormtroopers are often given the task of assaulting fortifications and clearing buildings. In contrast, Scions are volunteer veteran Stormtroopers who are retrained to fight inside void ships and infiltrate behind enemy lines. The Scions&#039; weapons are unchanged for the most part, but their armor is a lighter version of Stormtrooper armor that can withstand the vacuum of the void.&lt;br /&gt;
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==== Equipment ====&lt;br /&gt;
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Stormtroopers are sent to the frontlines as the first ones to clear out bunkers, trenches, and buildings. Missions of that nature mean that Stormtroopers are given the deadly ‘Hellgun’ pattern Lasgun to eviscerate enemies at point-blank range. The Carapace Armor worn by Stormtroopers is the innermost armor worn by Diffusion squads. This armor can prevent shrapnel or shots at less than 50m from disabling the Stormtrooper, allowing them to clear tight spaces in relative safety from explosives and suppressive fire. Apart from these rather remarkable pieces of equipment, Stormtroopers maintain the same basic kit as the typical Guardsman — just with more explosives. The Scions, when first founded, noted that the Carapace Armor accelerated exhaustion and hindered the movement of the user. These two factors played an important role in crippling operators on independent infiltration missions. The Tempestus Scion thus developed the ‘Cephalon Armor’, which was a lighter version of Carapace Armor with the same bodily armor coverage while still being stronger than Flak Armor. Cephalon Armor also comes with a built-in antenna and shoulder mounted pic recorder that a commanding officer can use. Apart from an additional void survival kit. the Scions&#039; basic kits are otherwise almost the same as a Stormtrooper’s.&lt;br /&gt;
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==== Standardization ====&lt;br /&gt;
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In terms of equipment, Scions all carry the same Scion basic kit and standard CQC weapons, though they can always carry extra things with them or swap out weapons due to their armor being lighter. This keeps all Scion companies mostly standardized while still maintaining enough flexibility to complete very specific missions. All Scion squads are expected to take on CQC &amp;amp; infiltration missions and equip themselves accordingly. &lt;br /&gt;
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Stormtroopers, on the other hand, vary greatly from the world to world, just like the Guardsmen regiments they&#039;re attached to. All Stormtroopers are expected to be assigned the task of clearing cramped locations and fortifications. How they are trained and equipped to accomplish this changes from regiment to regiment. The Cadian Kasrkins, for example, are made for storming buildings in urban combat while the Cadian Guardsmen maneuver quickly in street fighting. Kreiger Grenadiers, on the other hand, charge at fortifications and trenches en masse before everybody throwing a grenade and jumping inside. Kreiger Grenadiers would hold even more extra grenades than Kasrkins. Hive world Stormtroopers might always carry Meltaguns or Flamers due to the importance of high damage in fast reaction time weapons in urban warfare. Stormtroopers from Feudal worlds, on the other hand, might only have a Lasgun and a single grenade while carrying a shield with several melee weapons. In short, each Stormtrooper detachment is as varied and differentiated as the Guard regiments themselves. The only thing standard is that they all wear some variation of Carapace Armor.&lt;br /&gt;
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==== Notable Regiments ====&lt;br /&gt;
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See [[Nobledark Imperium Scion Regiments| Scion Regiments]]&lt;br /&gt;
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== Abhuman Subspecies ==&lt;br /&gt;
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=== Beastmen and Ogryn ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;The Ogryn Project:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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As the Imperium spread its borders past the boundaries of Sol, it rapidly began to encounter new strains of abhumans. Some of these strains were familiar, such as the Navigators and additional tribes of Void Born. Others, such as the Ratlings, Felinids, and Nightsiders, were novel but genetically stable, having mutated through Dark Age of Technology genetic engineering and/or natural evolution - a testament to humanity&#039;s hardiness and ability to survive on almost any world.&lt;br /&gt;
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For the most part, the Steward was unconcerned with admitting these abhuman variants into the Imperium. He already had one abhuman primarch, another nearly so, and he himself was only human in the loosest sense of the word. To him, the abhumans were just one more drop of variation in the great sea of humanity.&lt;br /&gt;
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However, then the Imperium discovered the Ogryn. And the Beastmen.&lt;br /&gt;
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Each race presented its own problems for the Imperium. The previous abhuman species were all genetically stable and essentially comparable to baseline humans in intelligence. In contrast, the Ogryn were clearly of subhuman intelligence — being comparable to a mentally handicapped human at best — and behaved and looked like shaved apes more than people, fighting each other with their enlarged canine tusks.&lt;br /&gt;
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The Beastmen were slightly more intelligent, but more in the manner of an extremely cunning predator than a civilized being. Completely ruled by their instincts and prone to additional mutations, when the Beastmen were discovered by the Imperium their lives were brutish, nasty, and short.&lt;br /&gt;
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Such was the Steward’s concern that he brought in his highest ranked geneticists and gene-wrights to consult on this matter. At this point in time, the Steward’s various groups of genetic engineers had been merged into Adeptus Biologis, but had not yet adopted the trappings of the Mechanicum of Mars. The nominal head of the Biologis — a former Genesmith — suggested the Ogryn and Beastmen were so unsalvageable that the Steward’s best options were either to wipe them out immediately and resettle the planet with humans of other stock, or otherwise to sterilize them and then resettle the planets in 60 years or so after they had all died out. These suggestions caused considerable consternation among other schools of thought in the Biologis.&lt;br /&gt;
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The Steward made it abundantly clear that the suggestion of summary genocide on a world under the Imperium’s protection would not be tolerated, and doing so without the Steward’s knowledge was grounds for immediate and summary execution without appeal. The Steward argued the Ogryn and Beastmen were humans. Afflicted humans, yes, but humans all the same. Their ancestors were no different than any other group that Earth had sent to the stars, but were merely dealt a bad hand by the universe through no fault of their own. Eventually, the Steward and the various factions of the Adeptus Biologis reached an agreement. The Biologis would release carefully tailored mutations into the genepools of the Ogryn and Beastmen over thousands of years, until the devolution in intelligence and sanity caused by the Age of Strife could be undone.&lt;br /&gt;
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As of M41, Ogryn and Beastmen can be split into two broad categories: Primeval and Nova. Primeval Ogryn and Beastmen are rare, existing only on planets that have been just recently rediscovered by the Imperium. They are little different from the Ogryn and Beastmen first encountered by the Imperium in M30. Nova Ogryn and Beastmen vary in intelligence from little better than their Primeval ancestors to levels deemed acceptable to the Imperium (generally comparable to standard human intelligence, or close to it).&lt;br /&gt;
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Nova Ogryn have lost some of the strength and durability of their ancestors, but in general are much more intelligent (though less so than baseline humans, on average). Combined with external artificial augmentations, such as Biochemical Ogryn Neural Enhancement or “Bonehead Procedure”, some Ogryn officers are entirely comparable to the average human in intelligence.&lt;br /&gt;
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Nova Beastmen are one of the greatest success stories of the Biologis, along with the Astartes and Necromundan eco-engineering. Out of all the strains of abhuman, the Beastmen benefited the most from genetic engineering — mostly because of how bad they had it to begin with. Some have theorized that the Beastmen were created via crude methods of genetic engineering by splicing in large amounts of non-human DNA (even moreso than other abhumans) during the Dark Age of Technology. When society collapsed during the Age of Strife, there was no way to correct the myriad mutations and glitches that cropped up over the following 10,000 years. Indeed, when the Beastmen were first discovered by the Imperium they were not even recognized as human-descended at first.&lt;br /&gt;
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Although the Beastmen started off much worse than the Ogryn, their uplifting progressed much faster. The same shoddy genetic engineering that made the Beastmen prone to mutation in the first place meant that the new, more stable genes introduced by the Adeptus Biologis became established across the population very quickly. As of M41, all Nova Beastmen are essentially of average human intelligence and, as previously stated, any Primeval Beastmen in M41 are all from very recently discovered worlds. Nevertheless, despite their dramatically more stable genome, Beastmen still suffer a slightly higher rate of mutation than the rest of the Imperium. No one is sure if the tendency towards mutations is due to the Biologis trying a little too hard to correct the flaws in the Beastmen genome or the Ruinous Powers trying to taint any long-term victory on the part of the Imperium.&lt;br /&gt;
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The Adeptus Biologicus might have gone a little overboard in trying to keep the instincts of the Beastmen in check; as opposed to their Primeval brethren, Nova Beastmen tend to be rather solemn and dour, though this may be because they know how far they have climbed and how deep the pit they were lifted out of was. Their sense of duty and debt is second only to that of Krieg, but thankfully for the Imperium’s sake the Beastmen are much less suicidal. Promethean beliefs tend to be widespread among the Beastmen. The Nova Beastmen have not lost all of the bestial instincts of their kin, however; Beastmen often speak of a “Weakness of the Beast” to refer to any behavior that seems to be driven by instinct or base desire, one of the few societal ideas they may have picked up from the Adeptus Biologicus. Nova Beastmen in general also tend to have much sharper senses than baseline humans, and are valued even in otherwise all-baseline regiments as scouts and trackers.&lt;br /&gt;
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==== Beastmen and Ogryn Society ====&lt;br /&gt;
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Nova Ogryn tend to live under a tribal or clan-like structure of governance. There are perhaps dozens of worlds whose inhabitants come under the broad category of Ogryn, and each world can have a thousand different tribal groups, each with their own individual set of traditions. Nevertheless, there do exist some similarities. Common to most tribes are a leading Patriarch, some paternal ancestor of a large proportion of the tribe, and the presence of a Wise Woman. Sometimes this Wise Woman the chief’s mother, sometimes his wife, sometimes it&#039;s not a woman at all but just someone with good judgement. A priest/shaman position is also common in most tribes for matters of spiritual significance and dealing with supernatural phenomena (which usually boils down to “leave it alone and tell the nearest adept”). Sometimes the tribe might be blessed/cursed with a Witch/Warlock who has psychic powers. Psychic Ogryn do exist. They used to be rarer than in the baseline gene pool, but now exist in the same proportion as baseline humanity. This may be a side effect of the increase in cognitive ability or by using baseline human genes to uplift the Ogryn.&lt;br /&gt;
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Although Ogryns are typically not as smart as baseline humans, they are generally smarter than people expect. The officers with BONE implants can fluently converse in High Gothic about all manner of matters both practical and philosophical, and are invariably literate. But that&#039;s because they were already the brightest of the bright even before the bio-crystalline Cortex Technology was inserted into their brain. The average Ogyrn can learn to maintain an extra-large laser rifle by rote, can understand contractual obligations (although they will sign said contract with an X), and has enough brains to follow orders and even understand quite complex strategy — provided it&#039;s explained slowly with small words and you get them to repeat it back to you just to make sure. Ogryn are also known to be fiercely loyal and honorable. It&#039;s a bloody strange day when an Ogryn breaks their word.&lt;br /&gt;
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Nova Beastmen, on the other hand, tend to form rigid military hierarchies when left to form their own societies. This is not due to any intrinsic inclination to do so, as opposed to baseline humanity and the various cultures thereof, but more because any governmental structure that doesn’t encourage iron-hard discipline tends to implode within a few years. Their inner animal is still very close to the surface, and their increased cognitive faculties haven’t tamed it in the slightest. Beastmen societies are ruled by philosopher-kings called Brahmins, who tend to exemplify everything that the Beast is not. More of a high judge than a war chief, Brahmins are seemingly at odds with the otherwise militarized nature of Beastmen society, but a wise and solemn individual that will not give in to base desires and passions proves to be an excellent leader for those who may. &lt;br /&gt;
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Another notable feature of Beastman society are Aurochs, the warrior-champions of Beastman society. These huge warriors are about the size and strength of Astartes, but overall tend to be much less effective for several reasons. First, Aurochs make up a vanishingly small proportion of the Beastmen population and thus cannot reliably be mass produced. Secondly, Aurochs lack all of the advantages beyond sheer strength that make Space Marines so lethal. Finally, Aurochs cannot use standardized equipment. Because of their rarity, armor and weaponry often have to be individually crafted; most Imperial helmets are unable to fit over their horns and even normal Beastmen helmets being too small for them.&lt;br /&gt;
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=== Nightsiders ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;A Brief Elucidation of the Nightsider:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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The Nightsider is a catchall term for a grouping of sub-species adapted for a specific type of environment without any common origin beyond that of any other human group. They are native to many worlds of the Imperium, such as Praetoria, Calth (from the transplanted population of dead Posul), Equixus, at least one world in the Carcharodon recruitment area, and many others. Typically, they are a pale breed adapted to living on worlds either with no light or additional environmental conditions that make dwelling in the light substantially detrimental. Such reasons can include, but are not limited to, the planet having unusually harmful sunlight, extreme daytime predation or population pressure, or isolation in the dark lands of tidally-locked worlds. Worlds populated entirely by Nightsiders are rare (but not unprecedented), as they would require an environment where regular humans could not survive, and such worlds typically can&#039;t maintain global environmental conditions that would allow a population of humans or near-humans to survive at all.&lt;br /&gt;
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Although disparate in origin, the Nightsiders of the Imperium share common features which are partly necessitated by their environment and partly derived from a standardized Dominion era gene-template; Large dark eyes, a lack of pigmentation in the skin, hair and nails, the ability to synthesize vitamin D in the liver, and a very slightly lower optimal body temperature. Due to their native environments often being lower in available energy, Nightsiders often form smaller social structures based on extended family bonds, typically numbering no more than twenty or thirty individuals operating over a wide area dictated by availability of resources. To this end, the Nightsiders are also often fiercely territorial in nature. This borderline anti-social nature is assumed to be more cultural than biological, as they have been integrated into the Imperial Army with little additional problems after the first few months when they realize that the meals are regular and predictable, although even then they tend to form groups among themselves and disperse evenly within the regiment.&lt;br /&gt;
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Nightsiders are as intelligent as baseline humanity and so have never qualified for AdBio uplifting like the Beastmen and Ogryn strains. Although they were often found in primitive conditions by the Imperium, this is typically a result of finding a long term equilibrium with their direct environmental needs; usually a lack of available food prevented work specialization and the larger social projects that result. In all cases, efforts of the Missionarius Galaxia, especially the Orders Sabine, have resulted in varying degrees of successful pacification and introduction to true civilization.&lt;br /&gt;
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The introduction to the civilization of the Imperium&#039;s light has gone smoothest in places where the local populations could be persuaded to accept the tithe willingly. The Nightsiders are human; they do not gladly eat the slain of their own kind or kill off excess population in times of greatest need, but they did so nevertheless in the name of survival. The tithe offers a way out, as excess population is sent out into the galaxy and send their pay home in the form of nutri-paste and tinned foods, and when they return they have had the habits of good order trained into them, which they spread to the rest of their kindred. This cultural influence over the generations has resulted in them adopting Imperial technology willingly as barter and trade for their services, rather than as the recipients of charity. Charity they would not tolerate, as they seldom care for the pity of outsiders (a term typically used to mean anyone that is not part of their family group). By this helping hand, the Imperium reaches out to them rather than reaching down to them, and in doing so all may rise up higher as allies and friends.&lt;br /&gt;
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In the Imperial guard, Nightsiders typically make very good target spotters for artillery and patrol squad removers. The ways of hunting are often a second nature to them, and all good commanders know how best to take advantage of this.&lt;br /&gt;
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Despite long term introduction into the wider Imperium, the various Nightsider cultures have retained many of the more &amp;quot;primitive-seeming&amp;quot; rituals and customs of their ancestors, at least partly because, like all ab-humans, they maintain an &amp;quot;us and them&amp;quot; mentality based on the very obvious and noticeable differences between themselves and the teeming masses of other humanities. This is encouraged for the most part as it binds their social order, and so long as they retain pride in their social identity whilst understanding that the Imperium places due worth in them based on their skills and contributions, they are less tested by the whispers of more terrible things. Due to their extremely family based social structures the prevailing religious trends tend towards the worship of ancestors and ancestor spirits, although due to their disparate nature this is not always the case and great variation has been noted.&lt;br /&gt;
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Many human strains, both baseline and abhuman, express apprehension towards Nightsiders, often because their strange habits and dark sclera give them an uncanny valley effect. Ironically, many xenos species find Nightsiders to appear more personable than regular humans (at least in appearance; their behavior often having the same off-putting effect), white sclera being virtually unique amongst humanity and its component subspecies in the galaxy, with some xenos even admitting that the white sclera of human eyes can be creepy in their eyes.&lt;br /&gt;
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=== Ratlings ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;Of the Ratlings:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Ratling strain of humanity — or Ornsworlder as many of them prefer to be called — is a variety of abhuman. Unlike many other abhuman strains, however, Ratlings are native to only one world: Ornsworld. The planet Ornsworld was founded sometime between the later years of M6 and the early days of M7, according to the radioactive decay of a can of irradiated waste on the largest moon and by the local legends of the mighty hero &amp;quot;Orn of Many Tales&amp;quot;. Orn was a mighty warrior and fearless explorer of the First Stellar Exodus, so the tales tell, who headed a colony fleet and braved the uncharted deeps of space in early ships of imperfect design. Many places on the surface of the planet hold the name of Orn; the great mesa of Orn&#039;s Table, the immense cavern system of Orn&#039;s Burrow, the ancient water filled impact crater of Orn&#039;s Bath, and the escarpment of Orn&#039;s Headstone, the foot of which is reputedly the site of Orn&#039;s Grave. Due to the rarity of surviving records of this era independent proof of Orn existing remain undiscovered. All Ratlings claim descent from Orn, though if he ever did exist then it is inevitable that they are correct due to the passage of time and isolation during the Age of Strife. From this stage of development up until the Age of Strife it is believed that the Ornsworlders did not deviate noticeably from the baseline human form. The role of Ornsworld in the days of, and days prior to, the Great and Bountiful Human Dominion is unknown, as records of that era of Ornsworld have not survived.&lt;br /&gt;
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At the onset of the Age of Strife, in the first days of the Iron War of which dark legends tell the fell deeds of, Ornsworld fared better than most. Some have suggested that the locals had slightly Luddite tendencies and thus did not trust thinking machines that thought as men thought. Others have pointed out rusted remains in the mountains of the south above where glaciers once roamed, where Iron Folk sat in the caves, their alloy shells still sitting where they died though their hearts have long since decayed beyond possibility of reanimation. Others again point out that human bones were found alongside them, and that there is no evidence that they died in violence. Whatever the cause or evidence thereof, it seems that the most sophisticated Men of Iron never made it to Ornsworld and as such Ornsworld had neither an Iron Mind nor a Man of Gold. There is also no isotopic residue in the soil layers from this time to indicate that the sudden Ice Age was anything but either a natural occurrence or a long delayed hiccup of the original terraforming efforts.&lt;br /&gt;
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The Ice Age would have been correctable with the subtle application of solar reflectors and atmospheric tweaking that was common enough practice for Dominion era habitation, but although Ornsworld had been spared the worst of the Iron War it did not come out unmarred; the planet&#039;s industry was in ruins and beyond a few weather monitoring and communication satellites the planet had no space presence. The world slipped into the cold and its inhabitants could do nothing to stop it.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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There is debate in the leafy halls of the AdBio if the physiological changes that started in this dwindling age of isolation were the result of intentional engineering, to better survive the new and sorrowful age, or were a result of natural adaptation to the conditions of that age. Some point out that the alterations couldn&#039;t have occurred that fast across the entire global population, especially when considering the alterations to the digestive system and the bones in the hands and feet. Others point out that by the time that the Iron War started genetic tempering was already present in the population of the entire planet, bar a few puritan holdouts, and that with a broader pallet available the beneficial structures could have stabilized in a mere handful of generations (i.e. natural processes built from semi-artificial components). Whatever the cause, the result was a deviation that was sufficient to have them declared beyond the normal levels of variation found in the baseline population. Such changes include a hand with three fingers and two thumbs, a similarly structured foot, unusual neural architecture in the parietal lobe resulting in a high tolerance for physical pain, the stomach being divided into two separate organs, and a proportionally larger and more functional appendix. The shorter and on average slightly broader stature would not be enough on its own to have them classed as abhuman, as many pygmy populations are not classed as such. It is said that Ratlings have a better sense of smell, but this has been proven incorrect beyond normal human variation. Ratlings do, however, posses better hand to eye coordination, which slightly but measurably surpasses the human norm when the whole population is taken into account.&lt;br /&gt;
 &lt;br /&gt;
The deviations were ideal for them to have at least a little bit of an edge in the food scarce and cold environment that their world had become. As a society they could have gone two ways: increased competition or greater cooperation. In the case of the Children of Orn they would not forsake their bonds of common humanity and kinship, and did not turn on each other, preferring instead to ration carefully what they had and huddle together in the dark for warmth; they would die as people rather than live as beasts. In time what few technological artifacts they had preserved failed and they had not the skills or tools to repair or replace them. Thus the Ornsworlders became a rustic and simpler people.&lt;br /&gt;
 &lt;br /&gt;
No cold spell can endure forever, even one as soul crushing and lingering as the great winter, and spring came at last in the late part of the twenty-ninth millennium. By the time that the fledgling Imperium found them, the glaciers were retreating miles at a time each summer and regaining no ground in milder winters. The people of Ornsworld, long since accustomed to making do with little, were in an age of plenty and underwent a golden age of rapid expansion in those fresh green years, as miles of new farmland opened before them year after year and great joy was had that their old fairy stories had come true; the people Orn was born to had come at last again to their world, the Tall Folk of Earth. No age of expansion can continue indefinitely, and the Ratlings found an equilibrium in time with their new and verdant world, tending to its great green glacial valleys lovingly. They knew the value of what they, by the grace of their gods, had. By the time such stability was reached, they had already managed to acquire a little bit of a reputation with the Imperium at large; by their first impressions, of being fond of food and drink and prone to large families.&lt;br /&gt;
 &lt;br /&gt;
In the years after the Ornsworlders served the Imperium dutifully and provided many fine marksmen and regimental cooks, as well as food stuffs. They were a well-loved people, gentle and kind and full of good sense and down-to-earth wisdom. Their friends were many as they tended to be generous and always possessed a delightfully infectious laughter. The Imperium was their golden age.&lt;br /&gt;
 &lt;br /&gt;
The golden age did not last. Dominion records were found in the 12th Black Crusade by a Chaos Lordling — Eidolon Ever-Burning — of an artifact of on Ornsworld known as the Eye of Night. It was not an artifact of Dominion made but something far more ancient that they had unearthed, that was said to be able to destroy complex mortal technology great and small, fragile or robust. He descended upon peaceful Ornsworld like a great dragon made of fire, and like an inferno reduced all he touched to cinders and ash as he took the Eye from its hiding place in a deep and flooded cave. Hideous as his presence was, he vanished soon enough with his prize. But the resistance had been stiffer than expected, and the Children of Orn were weakened now. Like sharks to spilled blood, other creatures came to the weakened world as the Imperium was hamstrung and distracted by the rest of a greater war.&lt;br /&gt;
 &lt;br /&gt;
When the Imperium managed to scrape the resources to send a force to Ornsworld, it was far too late. Gone were the songs in the halls of the thanes, the laughter was silent, and all that was to be found were the bodies; arranged in great patterns of Chaotic offering, lying where they had fallen in the hunts, or mutilated and thrown on sacrificial heaps. Those joyful smiles were twisted into expressions of fear and pain. Only Chaos Spawn moved on the blighted and tainted land. The Ratlings had been exterminated to the last child.&lt;br /&gt;
 &lt;br /&gt;
There were Ornsworlders in the forces that landed in the fresh ashes. Their tears were bitter and sorrowful beyond words, and that sorrow was turned to a cold and terrible wrath. It might seem amusing that a branch humanity that seemed built for peace could be so angry, and maintain that anger — colder than the deeps of space — for so long. But they can, and it seems like it should be an impotent rage, but it is not. A call was put out by the head chef of one of the regiments that landed, a dreadful and terrible message whispered from astropath to scribe and passed on across the Imperium. All the sons and daughters of Orn were to come home.&lt;br /&gt;
 &lt;br /&gt;
The fields were made green again, trees grew again from the ashes on the mass graves, and from a distance perhaps Ornsworld would look like all was how it was. But those happy songs are now songs of war and retribution. The sons and daughters of that world look to the stars no longer in hope but in hate. The law of conscription has been restricted, as were it not too many would heed the war drums that beat in their hearts. People look at Ratlings and are unimpressed, and remain unimpressed until they start racking up a body count. A length of spider-silk, once sold to off-world merchants in bolts and dresses for princesses, is now carried by every Ratling soldier, and can cut a neck all the way to the bone. Those clever hands and keen eyes, once used to carve and paint things of beauty, now put those skills to a greater, bloody work in their service to the Guard and Ornsworld; Ratling marksmen are famed and feared across half the galaxy, as they move swiftly and quietly, and kill without hesitation or remorse. They are owed a blood-price. A price that could only be measured in the depths of their oceans of shed tears.&lt;br /&gt;
 &lt;br /&gt;
The world of Orn and its inhabitants are a very unexpected terror that stalks the stars in the dying of the forty-first millennium. Their roused anger is all the more terrible for how unexpected it was. Although the Eye of Night was undoubtedly a great boon to the forces of Chaos, it might not be worth what has risen against them.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons of the Imperium ==&lt;br /&gt;
&lt;br /&gt;
=== Lasguns ===&lt;br /&gt;
&lt;br /&gt;
The first instances of las-weapon technology came from Terra itself. Thought to be a recreational weapon used in mock battles during the Dark Age of Technology, at that time these las-weapons beams had the power of 4mm stubber pellets, thus even thick cloth was effective armor against it. These relics were present on Terra and other worlds during the Warlord Era, but it was the Emperor who reshaped it to become a lethal weapon. The Emperor’s scouts had presented him with some prototype weapons while preparing for the unification with Mars. One such weapon was a proto-Lascarbine that was superior to stubber carbines in all but firepower. The Las beams still had the power of a 4mm stubber pellet, thus the Emperor - in his intelligence - recrafted the weapon so that it fired with the power of an 8mm stubber round. The Lascarbine first saw service as a replacement for the Autorifles, which were the standard weapon for the Imperial Army at the time, in the unification of the Sol system. Next were the Laspistols, which were designed to replace the stubber pistols. The mass use of Las-weapons found that Lascarbine barrels started to warp after ~5,000 shots, and the Laspistol barrels warped after ~2,000 shots. When these barrels warped, what would have been unmodified hitscan fire devolved into looser and inaccurate beams, such that Guardsmen had to fire two or more times in the same place to hit. Even worse, when the Laspistol barrels warped, soldiers had to fire at point-blank range to hit their targets at all.&lt;br /&gt;
&lt;br /&gt;
The Imperial Army Handheld Weapons Development Bureau would develop the Lasgun in response, which featured a longer barrel and limited the power to 7.9mm stubber round strength. The iron sights of the weapon were changed to allow attachable optics, and a stock was added for increased accuracy. The first Lasguns were deployed to the front during the Hunting Era, where it was noted that these weapons had effectively the same firepower as the Lascarbines but the barrels didn’t warp until after ~10,000 shots. When the Apostasy Era started Guardsmen on both sides reported that Lascarbines and Lasguns in night-time fighting left noticeable muzzle flashes, thus making the shooter an easy target. The Weapons Development Bureau would again work on the Lasgun and Lascarbine just after the Apostasy Era, creating the attachable flash suppressor, for better night-time combat, and the light attachable stock for the Lascarbine.&lt;br /&gt;
&lt;br /&gt;
=== Flak Armor ===&lt;br /&gt;
&lt;br /&gt;
There was no such thing as a standardized armor used by the Imperial Army during the Great Crusade. The closest thing to such a concept came in the form of the Solar Pattern Void Armor, used widely by the Solar Auxilia, but that was a carapace-reinforced void suit rather than Flak Armor as we know it today. The first documented instances of what could be considered Flak Armor was when Cadian Shock Troops started equipping soldiers en masse with light anti-shrapnel armor near the end of the Great Crusade. Cadian officers found that when Cadian Guardsmen attacked entrenched positions on the battlefield, most of their losses sustained were from artillery or random bits of debris thrown into the air by artillery. The different regiments from Cadia phased out the traditional metal plate armor for Flak Armor, and thus all future campaigns used Flak Armor once manufactorums switched production lines right before the War of the Beast.&lt;br /&gt;
&lt;br /&gt;
The breastplate, shoulder pauldrons, knee plates, and greaves all use the same material and layering. The fabric connecting the armor is much weaker and lacks any sort of plating. Most of the actual armor in Flak Armor uses an inner layer of shock absorbent gel, with metal plating between the gel and outer ceramic layer. All three of these layers are connected and interwoven with carbon-fibers, metal-fabrics, and nylon fabrics, forcing the layers to stay together under most conditions. The ceramic plate was designed to deflect shrapnel, or at least cause it to be stuck in the plate. The metal layer was emplaced to stop lasbolts or stubber rounds from fully penetrating through the armor, in case the shot passed the ceramic plate. The gel is present as either a last ditch effort to stop shrapnel from fully penetrating the armor or to prevent internal bleeding after receiving a direct hit. The fabric of Flak Armor is made from a variety of different carbon-fibers, metal fabrics, and thick cloths, to prevent shrapnel from cutting through or a blade from tearing it. Flak Armor helmets have considerably more armor, tending to have extra metal plating to ensure that not all shots to the head are fatal and random falling debris don&#039;t kill the Guardsman.&lt;br /&gt;
&lt;br /&gt;
The first major combat test of Flak Armor was seen in the War of the Beast. On the front lines, Flak Armor proved to be basically ineffective in protecting against Ork weaponry; the Orks had used unusually large stubber rounds, up to but not limited to 10 or 12mm, that would slice right through Flak plating. However, what would otherwise be considered deadly Ork rockets would often fail to kill Guardsmen, even with flame ammo, as the Flak Armor was more than enough protection against most Ork rocketry short of city-block-levelling size. Crone Eldar and Dark Eldar weapons, of both Saw and Splinter ammo types, likewise had difficult times penetrating Flak plating unless there was a concentrated barrage of fire, as even the Flak plating can only protect against so much. When the Fallen first turned on Imperial Army elements, bolters were used for the first time against Flak Armor. The bolter rounds would often penetrate Flak plating, only to cleanly exit out on the other side and then explode. If the Guardsman was lucky they would still be alive after the ordeal. When a Guardsman was even luckier, the bolter round would be deflected off of Flak plating altogether and explodes prematurely in mid-air, meaning that unless the deflected round exploded in their face the shrapnel would be mostly harmless. The flexibility, simplicity, and cheapness of producing Flak Armor instead of Void suits led to many Imperial worlds adopting the Flak Armor. Production quotas meant resources were limited in the total economic mobilization that happened during the War of the Beast, making the simple and affordable Flak Armor even more popular.&lt;br /&gt;
&lt;br /&gt;
During the Apostasy, Imperial Guard regiments openly fought against one another, resulting in the first use of Flak Armor against massed artillery. Regiments would launch massive formations to charge at entrenched opposing Guardsmen, who were themselves well prepared for such an attack. The defenders would fire blinding volleys of artillery shells to delay the charge. The Flak Armor proved a Guardsman could survive an artillery barrage, and short of a direct hit right next to their feet the Guardsman would be fine (if the shockwave from the explosion didn’t destroy their bodily organs, that is). Artillery barrages could now only slow down attacks from Guardsmen thanks to Flak Armor. Several field modifications were noted to have been used by regiments during the Apostasy, including extra cloth to prevent shrapnel from easily slicing the joints. Similarly, thicker ceramic plates are often used by veteran Guardsmen against Orks to at least survive glancing shots from Ork stubbers, and regiments constantly facing Crone or Dark Eldar are deployed with extra metal layered into their Flak Armor to prevent enemy fire from penetrating Flak plating.&lt;br /&gt;
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=== Bolters ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All modern varieties of bolter, from the humble workhorse that is the mainstay of the Space Marine legions to the bolt pistol used by baseline humans, are at least partially influenced by a design created by the Emperor of Mankind himself. Believe it or not, bolters were originally not that important a part of ancient humanity’s arsenal. This can be seen in the nature of warfare in the 41st millennium, as warfare in the 41st millennium almost resembles that of pre-gunpowder humanity, with a heavy focus on armor and the viability of melee combat. Humanity’s weapons of choice during the Dark Age of Technology were Volkite guns and Adrathic disintegrators, neither of which armor offered much protection against. Military tactics during this period would have been more familiar to older groups of humans (potentially as far back as M2) than their descendants, with a greater emphasis on utilizing cover and avoiding fire than melee combat. Knowledge of how to make advanced armor survived the Age of Strife better than similar knowledge of weaponry, shifting the advantage to armor over arms and making melee combat viable again. Bolters only entered into the military sphere much later in the Dark Age of Technology, believed to have been a weaponized version of a power tool, after it was noticed how well they performed against Orks, other high-durability xenos, and rogue Men of Iron and other Silica Animus.&lt;br /&gt;
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&lt;br /&gt;
The Emperor had contributed to the reinvention of the bolter back before he was the Emperor, before he was the Steward, even before he was the Warlord, but when he was merely Oscar of the Terrawatt Clan. The Terrawatt Clan was a technocracy, with societal standing and authority being based on one’s inventiveness and research productivity, and if one could not prove their mental ability there was no way for them to advance in status. Embarking on a project that advanced Terrawatt’s sum of knowledge in some way was a common coming of age ritual in the country, and although he saw himself as artificial and a shadow of humanity, Oscar wanted to be viewed slightly less as Malcador&#039;s trophy taken from the ruins of Chthonia and slightly more as a person. &lt;br /&gt;
&lt;br /&gt;
Oscar chose as his project the reverse-engineering of an old ballistics weapon that had been uncovered some centuries before by expeditions from Terrawatt into the deserts of the former Tharkian Empire (specifically, the province of Anatolia). The weapon’s systems had been fouled by sand and half of its components were missing, but Oscar managed to piece together enough of its workings to construct a working replica sized to his frame, or at least fill in enough of the missing pieces to construct a model that actually worked. This would be the precursor of the Astartes pattern boltgun, and explains - among other things - why the prototype bolter was already built for someone of an Astartes’ size.&lt;br /&gt;
&lt;br /&gt;
The Theologiteks were impressed, and Oscar was proud of his creation (not to mention happy to have a weapon that didn’t feel like a child’s toy in his hands), eventually taking the prototype as his sidearm when he embarked to reunify Old Earth. The gun faithfully served as his sidearm for many years, before finally failing some two hundred years after the Battle of Terra in about 700.M31. Oscar was saddened by the loss, seemingly one more aspect of his life that seemed to be eroding away, but the remains of the so-called ‘father of bolters’ survived and remains enshrined to this day in the museum in the Imperial Palace.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Originally, the Warlord’s armies of Thunder Warriors were armed with Volkite weaponry and autoguns, but as the numbers of augmented warriors grew and Volkite weapons were gradually lost to attrition, three-quarters of the Warlord’s soldiers were armed with bolters about the time the Thunder Legions were being phased out in favor of the Legio Astartes. Volkite weaponry may have been more powerful and autoguns were cheap, but bolters were reliable, relatively powerful (unlike autoguns), and more importantly their workings were well-understood and could be easily replicated (unlike Volkite weapons).&lt;br /&gt;
&lt;br /&gt;
The Warlord was not the only individual to reverse engineer the secrets of the bolter. Other human nations during the Age of Strife had come to the same conclusion regarding the bolter’s reliability and ease of production, and the Imperium encountered other models of bolters on places like Mars, the Hubworld League, and the Auretian Technocracy, several of which were based on actual STC designs. Information from these designs was assimilated by the Imperium to create a syncretic design that improved upon the initial Astartes pattern (Oscar, to his embarrassment, [[fail|had gotten some of his assumptions wrong and had replaced several missing systems with slightly more inefficient versions he had created from scratch]]). However, not all bolter designs were equally optimal in all situations, with some performing better at certain tasks than others. Eventually, a wide array of bolter types proliferated throughout the Imperium, ranging from the numerous variants of the Astartes pattern, in which the initial kick from the propellant recoil is enough to break an unaugmented human’s arm, to the smaller bolt pistol commonly used by commissars, which trades caliber size and rate of fire for recoil to the point that it can be used by normal humans.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By approximately early M34, enough principles of miniaturization had been rediscovered to downsize the traditional full-size Astartes bolter to the Godwin-De’az Pattern. Nevertheless, despite this miniaturization the recoil still made it almost impossible for normal humans to use unless you were genetically enhanced, were wearing powered armor, or from Catachan or the Hubworld League. For many years the Godwin-De’az pattern occupied an awkward position for many years, being too large to be used by most Guardsmen yet too small in caliber to be an efficient weapon for Astartes. However, this all changed after the founding of the Adeptus Securitas and the Sisters of Battle in M36, who, with their enhanced strength, found this intermediate-sized bolter almost perfect for their needs. Indeed, the name Godwin-De&#039;az came about as a reference to Sister De&#039;az, the Nocturnean Sister who was the first successful recipient of the augmentations used by the Sisters of Battle. Before that, they were merely referred to as &amp;quot;miniaturized Bolters&amp;quot; due to their scarcity. Godwin-De&#039;az bolters are much more common in the Imperium now, mostly due to their use by the Securitas.&lt;br /&gt;
&lt;br /&gt;
The invention of the precursor to the modern bolter is perhaps one of the achievements the Emperor is most proud of. It was not something created by Oscar, the Man of Gold, nor Oscar, the Warlord of Earth, but by Oscar, the person, in the name of the betterment of his species.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Leman Russ Tank ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“We should&#039;ve waited for the Fenrisian ale before rushing here just to find half a tractor. At least we&#039;d&#039;ve something that would lift the mens&#039; spirits after such a disappointment.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
— Primarch Leman Russ, post-Imperial Compliance of Nova Borilia.&lt;br /&gt;
&lt;br /&gt;
THE REGIMENTAL STANDARD: A HISTORY OF THE LEMAN RUSS TANK&lt;br /&gt;
&lt;br /&gt;
In today&#039;s battlefield, almost all of the armed forces flying Imperial banners have either used or fought alongside the Leman Russ Battle Tank. Many view it with great relief, no longer having to be at the forefront of an advance on fortified positions. Others call it their “ride”. And some view the Leman Russ as an inelegant and ugly hunk of metal that conceals brutal effectiveness and resilience worthy of the name. Its treads have rolled over thousands of battlegrounds, and its guns have obliterated many a foe. Yet one wonders where the seeds for this venerable war machine were sown. If you have had the same question that we at the Regimental Standard did then read on, fellow historians, as we detail the venerable history of the Leman Russ Tank.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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The Leman Russ Battle Tank, and its subsequent and numerous variants, originates from the early days of the Great Crusades. The tank itself is not to be confused with Primarch Leman Russ, who discovered it on Nova Borilia when rumors of an STC for a tank dating from the Dark Age of Technology drew his attention to the campaign against the Noman xenos&#039; planetary empire, which was already marked for destruction as Xenos Horrificus due to its brutal enslavement of the local human population and violent refusal of all diplomatic attempts. Fortunately, resistance was broken after a series of engagements that saw the Nomans and a disobedient slave army reeling from the hard hitting tactics of the Space Wolves and accompanying Solar Auxilia attachments. For the expeditionary forces, what they salvaged from the last Noman stronghold was an immense let down.&lt;br /&gt;
&lt;br /&gt;
The STC was, in fact, the fragments of a blueprint for an all-terrain tractor that started production sometime before the Age Of Strife, not the weapon the intel had suggested. Presumably it had been mistaken for a valuable human relic, and so it was situated in the most secure collection in the Noman fortress.&lt;br /&gt;
&lt;br /&gt;
But the Imperial Army would not be denied their tank, and in the span of a decade several components of the discovery were incorporated into a new design, christened the Leman Russ Battle Tank, Mark I. It set a gyrostabilized Battle Cannon turret on top of a ceramite and plasteel hull with a steel-sprung suspension, while a complex transmission mated to an enormous twin-turbocharged V12 multi-fuel HL230 engine gave it a top speed of 80 km/h and 40 km/h off-road (widely considered ludicrous for a tracked vehicle twice as tall as a Space Marine). This ability was used to great effect, as commanders swung behind enemy positions and unloaded rounds into petty tyrants and slavers.&lt;br /&gt;
&lt;br /&gt;
However, as the Imperium expanded further and encountered tougher opposition, the Leman Russ proved inadequate. Its main gun struggled to defeat more heavily-armored horrors and what was left often outmaneuvered the Leman Russ, and breakdowns ranging from burnt out turbocharger components to transmission failures intensified a growing logistics headache. This led to the replacement of the Mk. I with the Mk. II-V, similar variants that traded mobility for protection and ease of maintenance by bolting on armor, dropping the forced-induction chargers, and, in the case of the Mk. IV and V, switching to a simpler transmission. This was deemed acceptable, as the Imperium couldn&#039;t afford the best equipment possible for all its soldiers in the immediate aftermath of the War of the Beast.&lt;br /&gt;
&lt;br /&gt;
That is not to say desperation did not proliferate the loaded idea of &#039;innovation&#039;. During and after the War of the Beast, new variants were hurriedly fitted with crew-operated sponsons to add anti-infantry firepower, and while still inferior to the Land Raider-killing Vanquisher Cannon, a long-barrelled Battle Cannon increased muzzle velocity and was easier to mass-produce. Later, more improvements filtered through, like a hydropneumatic suspension and lifted armor skirts that allowed the road wheels freedom of movement and together provided better acceleration and a more stable firing platform. Other changes included light, replaceable composite rectangles attached to the sides (sanctioned for Chimera variants and Salamanders after APC crew entrepreneurs decided they too wanted more armor) and a set of wide-angle optics that replaced the glass visor slit in the driver&#039;s hatch and made it possible to drive the tank and fire the hull weapon without switching seats or controls.&lt;br /&gt;
&lt;br /&gt;
The Mk. XVII, created in the late 36th millennium, was supposed to use a scaled-down version of the Malcador Heavy Tank&#039;s electric drive system. You will never see this outside the Mechanicus&#039; basements.&lt;br /&gt;
&lt;br /&gt;
[[File:NobledarkLemanRussMarkXXIV.jpg|200px|thumb|left|Mk. XXIV Leman Russ with Imperial Guardsman and eldar Guardian for scale]]&lt;br /&gt;
&lt;br /&gt;
The Mk. XXIV Leman Russ Battle Tank is the most recent variant (see Remembrancer&#039;s sketch at left), created in response to reports of a spike in Leman Russ losses due to an increased prevalence of Crone Eldar and Necron tank analogues. The Imperial Couple had put pressure on Mars and the Fabricator-General to either keep the venerable tank a viable part of the Imperial Guard armory or risk losing further contracts to Forge Worlds unaligned with Mars&#039; branch of the Adeptus Mechanicus, many of whom were experimenting with unsanctioned tank designs. This was enough incentive to finally push the program into its final field tests and evaluation stage.&lt;br /&gt;
&lt;br /&gt;
It carries over the extremely sloped frontal turret and glacis present since the Mk. XX, but replaces the original hull weapon&#039;s swivel mount with a ball mount in a smaller housing. To address the vulnerability of the Leman Russ to being flanked, particularly in urban warfare, the tank hull went from being 4.42 meters tall to a flatter profile 3.3 meters high. The front-facing plates of the widened and extended turret are angled to better resist side shots, and the Battle Cannon magazines were relocated to the back of the turret, so an ammo cook-off wouldn&#039;t be surrounded by critical systems and the crew. Blow-off vents further increase the chances a disabled Mk. XXIV can escape without Atlas recovery vehicles being put at risk, and two sponsons utilizing cogitators based off the Predator&#039;s and Tarantula Sentry Turret&#039;s are managed by a remote gunner seated by the driver. Lastly, a refined version of the Great Crusade&#039;s forced-induction setup and a weight reduction of 5 tons have allowed the Leman Russ to regain the nimbleness of the Mk. I, without the original&#039;s notorious mechanical problems.&lt;br /&gt;
&lt;br /&gt;
While the newest Leman Russ might still be recognizable to an Imperial officer of the 30th millennium, it is not the same war machine your great-great-great-great-great-great-great-grandparents used. Keep an eye out for those shiny new Mk. XXIVs, and remember to report any issues to your commanding officer or a Commissar!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Psycannons and the Psi-Disruptor ===&lt;br /&gt;
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&lt;br /&gt;
[[Nobledark_Imperium_Xenos#Men_of_Gold|Justinian]] and Theodora were the Man of Gold and Iron Mind of the Sol System, based out of Earth and Mars respectively. When the Age of Strife happened, and the Men of Gold and Iron Minds were driven mad by seeing that which was not meant to be seen, Justinian and Theodora waged demented war on each other first in the grips of their madness. Ironically, the fact that the two of them killed each other off so early in the Iron War meant that the Sol System was spared the worst excesses of the Age of Strife, and thus had more working Dark Age technology lying around compared to a place like [[Nobledark_Imperium_Notable_Planets#Cthonia|Cthonia]], whose inner face was sterilized when someone induced the star it orbited to go supernova. Of course, this isn&#039;t to say that either Justinian or Theodora were in a healthy state of mind at the time; Justinian may have gone for Theodora first, but he was still psychotically insane and destroyed everything and everyone in his way to get to his goal, while concurrently Theodora targeted Earth with orbital bombardments and scrapcode. The descendants of the technicians that attended to Justinian and Theodora, in a very roundabout way, became the ancestors of the Terrawatt Clan and the Martian Mechanicum, though the Mechanicum accomplished this in a more indirect fashion in that the technicians of the Iron Mind were integrated into the general population whilst Mars more broadly devolved into technology worshipping cults (of which the future Mechanicum was but one of many) after the destruction of Mars&#039; terraformed biosphere.&lt;br /&gt;
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In order to kill Theodora, Justinian built a device known as the psi-disruptor, a device designed and optimized for killing Iron Minds. One can point it at a lesser mortal and pull the trigger to some effect, though said effects can vary from anywhere between a noticeable headache all the way up to total bodily disruption. The device draws on the psychic potential of the wielder, and so can only be used by an active psyker. The one made and used by Justinian was built to such a scale that it was only usable by Men of Gold. The higher end of baseline psykers could presumably wield Justinian&#039;s psi-disruptor to an extent, but the list of such talented candidates is very short, and as the Imperium only has one such weapon they aren&#039;t willing to risk the destruction of such a powerful device on such meagre speculation, so inquiries in this direction remain fruitless. This device would later be taken out of the doomsday vaults of the Mechanicum and used by the Steward to strike down the [[Nobledark_Imperium_Drafts#The_Rangdan_Xenocides_and_the_Slaugth|Rangda Abomination]] when it became clear that conventional options were just not enough.&lt;br /&gt;
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The original psi-disruptor gun is contained in the low-risk section on Ganymede. Psycannons are thought to be in some way derived from the study of the original device; a much cruder weapon, but one that can be made using currently available technology. Creation of the Psycannon is attributed to the founding of the Grey Knights, though to one of Magnus&#039; students rather than the Primarch himself. Magnus the Red was without peer amongst humanity in terms of daemon-lore and warp studies, but neither he nor Russ were very good with machinery.&lt;br /&gt;
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The downsides to Justinian’s psi-disruptor are that it takes a huge amount of time to charge up and is very easy to dodge, but if you’re fighting an Iron Mind — whose physical forms and central processing units are quite literal building complexes — both of these deficiencies are non-issues. The psi-disruptor also has quite a large “splash zone”; when Justinian fired the weapon at Theodora it didn’t just kill the Iron Mind but also horrifically mutilated and massacred every sapient creature within a few kilometers of the blast radius.&lt;br /&gt;
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When Oscar fired the weapon at the Rangda Abomination, the only things in the blast radius were the abomination itself, some Slaugth and their bio-constructs, and members of various sapient species the Slaugth had taken as livestock and slaves (the latter of which nobody wanted to hit, but reasoned that a quick death was better than spending years living in the Slaugth&#039;s feedlots). The Imperium nevertheless ensured that all of their forces and allies stood well away when the disruptor was fired. The Eldar threw a fit over the possibility of Eldar chattel being in the blast zone — especially given those Eldar had no soul stones and would go straight to She Who Thirsts — but backed down when even they had to admit there wasn’t a better option. The best they could come up with was pulling one of their own doomsday devices out of Yme-Loc, which would probably blow up the planet and wouldn’t be much better. At least when using the mon-keigh device the Eldar slaves outside of the blast zone would survive.&lt;br /&gt;
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The Steward also seriously considered using Justinian’s psi-disruptor on the corrupted Man of Gold back in M34, given how it was so insane that its path was easily predictable, before the Grey Knights managed to resolve that problem on their own. It is a horrible weapon built by a madman to kill a god, with a terrible history on top of whatever reality scarring power it might already direct, and tends to rack up a massive body count in collateral damaged whenever it is fired. It is little wonder the Steward is so reluctant to use it.&lt;br /&gt;
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After striking the killing blow on Theodora with the psi-disruptor in the initial days of the Iron War, Justinian just kind of wandered off. The members of the resistance found him in the sands of Mars, sitting in a fetal position staring at something no one could see off in the distance, tears streaming down his cheeks. Mars’ carefully constructed biosphere had been stripped away by the Iron War, and the fourth planet of Sol had returned to the red wasteland humanity had first set foot on almost twelve millennia previously. Justinian knew why they were there, as he could see their minds. But one doesn’t have to be a Man of Gold to figure it out.&lt;br /&gt;
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The resistance members knew their duty was to shoot and kill. Justinian was calm now, but who knew how long this bout of stability would last, and it wasn’t especially long ago that he was throwing around ships in Martian orbit like they were children’s toys to attack Theodora. At the same time, his executioners couldn&#039;t bring themselves to do it. Everyone there knew Justinian, possibly personally if someone like Tiberius was there, and Justinian had been there for almost every human on Earth since before they were born. The Justinian they knew didn’t deserve to die. And if he had to die, he deserved to go out in a blaze of glory. Demigods shouldn’t die like this.&lt;br /&gt;
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There were no kine shields, no nuclear eruptions, none of the cosmic temper-tantrums that characterized the death of his kin across the galaxy. Just a simple question:&lt;br /&gt;
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“Do you think... do you think she will be waiting for me on the other side?”&lt;br /&gt;
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Weapons are raised.&lt;br /&gt;
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[[*BLAM*|“Yes… she is…”]]&lt;br /&gt;
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=== Kinebrach Blades ===&lt;br /&gt;
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See [[Nobledark_Imperium_Member_States#Kinebrach_Blades|Kinebrach Blades]]&lt;br /&gt;
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== Adeptus Astartes (Space Marines) ==&lt;br /&gt;
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&#039;&#039;“A Space Marine chapter conquering a planet? Have you been watching those damn holovids again, boy? Let me be clear so I never hear this foolishness again. Could we glass a continent given space superiority and a Battle Barge? Yes. Could we decapitate a planet’s leadership and destroy their infrastructure, leaving them to wither on the vine? Yes, within an hour. [[Nobledark_Imperium_Notable_People#Kharn_the_Oathsworn|Could we shock and awe the enemy into a surrender if they are sufficiently cowardly or primitive? Perhaps.]] But make no mistake. If a planet has advanced to the nuclear age and the populace is intent on resistance, there is no way 2,500 men can hold it alone. I don’t care if you’re the damn Custodes or Grey Knights, you simply cannot be everywhere at once. Gather your strength, and they will simply rise up where you are not. Spread out, and they will overwhelm you with their numbers. Sometimes, quantity has a quality all its own.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Subjugation and garrison duty is not our purpose. We are Astartes. Space Marines. We were made to tread the stars and go where others cannot. We are the tip of the Imperium’s spear, striking swiftly and mercilessly at the enemy’s heart. We are the Emperor’s Angels of Death, descending from the sky to slay nightmares so that others may dream peacefully in their beds. Leave the business of conquest and subjugation to the Guard. They have their duty, and we have ours.”&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
— Scout-Sergeant Kohl Leibhen of the Raptors, addressing a group of Aspirants&lt;br /&gt;
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The ideal age for Astartes augmentation is somewhere between 19 and 25 years of age. At this point, the individual is young enough that their body can recover from the trauma of the procedure, but old enough that the worth of giving them the enhancements is clear. In theory, older individuals could undergo Astartes augmentation, but the risk of complication is so high that the attempt would be severely impractical. By that same token, individuals younger than 19 might be able to handle the stress of Astartes augmentations better than older individuals, but at such an age the augmentations might affect their mental development. Ironically, the earlier and less stable versions of super soldier augmentation, such as the Thunder Warrior, Canis Helix, and Astartes Mark I augmentations, have a much higher compatibility rate and thus are viable for a much wider range of ages than the standard Mark III Astartes augmentations, in part because they are less invasive.&lt;br /&gt;
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It should be noted that for all their similarities, the Space Wolves, Iron Hands, and their descendant chapters are not Astartes and therefore are both created differently and have their own strengths and weaknesses relative to Astartes. Canis Helix chapters like the Space Wolves are created by splicing large amounts of non-human DNA into the human genome (and therefore have no gene-seed), whereas Astartes are created by implanting artificially grown organs and glands into the human body. This means that despite being gene-locked to the Imperium&#039;s best efforts, a Canis Helix supersoldier could theoretically pass down some of their modifications to their descendants, which is something the Imperium did not want and one of the reasons the Astartes won out over the Canis Helix design. The probability of such an event is miniscule, but in a galaxy of scale such events cannot be discounted, as the inhabitants of the Fenrisian worlds demonstrate. Canis Helix soldiers are also noteworthy in their lack of the Black Carapace augmentation, which was one of the key features that led to the Astartes winning out over the Thunder Warriors and other super soldier designs. Instead, Space Wolves use a complex mind-to-machine interface designed by the Iron Priests. The interface is expensive and not cost-effective on a galactic scale, but it has allowed the Space Wolves to perform just as well as Astartes.&lt;br /&gt;
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The Iron Hands and their descendants are modified Adeptus Mechanicus Skitarii, many of whom are possibly even augmented to the level of [[Thallax|Thallaxi]]. As a result, there are [[Female_Space_Marines|no real restrictions]] to who can join the Iron Hands or their descendant chapters beyond the ability to survive the augmentation procedure and being a part of the Adeptus Mechanicus. Skitarii also use a much wider range of augmentations and are often specialized for particular tasks, which means that the members of the Iron Hands and their descendants can be much more physically variable in their augmentations than the standardized augmentations of Astartes. Iron Hands and their descendant chapters do not have to worry about the Black Carapace issue, as their armor essentially is their body and thus makes an augmented connection between soldier and armor a moot point.&lt;br /&gt;
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===The Breaking of the Legions===&lt;br /&gt;
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During the Great Crusade the Adeptus Astartes were organized into twenty distinct legions, each composed of thousands of Space Marines. By M41, however, the Adeptus Astartes have been divided into many distinct chapters, each about 1000-1200 strong and each descended at least in part from one of the eighteen legions that survived the War of the Beast. The reasons for this change in organization are complicated; many lay students of history often claim that the impetus for this change was Roboute Guilliman&#039;s Codex Astartes, published in 243.M31. However, like much of Guilliman&#039;s work, the Codex Astartes was meant to be a thought exercise in how the Adeptus Astartes could be more efficiently organized in a post-Great Crusade environment, and Guilliman would never have tried to shove his ideas down his fellow primarch&#039;s throats.&lt;br /&gt;
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In truth, all of the legions split up for different reasons, and at different times.&lt;br /&gt;
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Several of the legions survived virtually intact for a little while longer under their new leaders, who would have probably been considered primarchs in their own right if they hadn&#039;t had to stand in their predecessors&#039; shadows. Kharn found himself essentially taking over more and more of his legion&#039;s duties as Angron&#039;s health deteriorated. Abbadon was ambitious and charismatic enough to keep the Void Wolves in one piece for at least another generation. Leman Russ told Bjorn during a moment of mutual drunkenness to &amp;quot;look after the place while I step out for a minute&amp;quot;. The next morning they realized Russ was gone and to make matters worse everyone had been just sober enough to remember what Russ had said the night before.&lt;br /&gt;
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Other legions split up following the death of their primarch, or for simple matters of practicality. Old Man Khan called a meeting of the yabgu, despite not being dead yet, to make sure that whoever succeeded him would be competent enough not to run the legion into the ground. In a rare moment of humility, the yabgu compared themselves to Khan and realized that none of them could claim to have accomplished what Khan had accomplished by their age, and so the legion was split up. The descendants of the Thousand Sons, such as the Grey Knights, were already split up before their primarch&#039;s death (with the exception of the Blood Ravens), given that all were created to perform quite different, specialized tasks. The Imperial Fists found themselves splitting apart to fortify and garrison agri-worlds after the War of the Beast, on the basis that one cannot rebuild an empire if everyone is starving, and gradually drifted apart over the centuries. The same is true of the Iron Warriors and hive worlds and Iron Hands and forgeworlds. In these cases, Guilliman&#039;s Codex Astartes was seen as a natural framework for how to rework the legions into more autonomous units (though each legion implemented the Codex in their own way).&lt;br /&gt;
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The Dark Angels are rather infamous for having split up before Guilliman ever wrote the Codex Astartes, after two-thirds of their number turned traitor during the War of the Beast. The Lion split the remaining loyalists into knightly orders and instituted the rank of Watcher to ensure that no one individual could ever subvert the entire legion. Guilliman may have actually been thinking of the Dark Angels when he wrote some parts of the Codex.&lt;br /&gt;
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The Death Guard never really split up, even with the death of their primarch. Unlike the other legions, they have never truly stopped marching to war.&lt;br /&gt;
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There were two real death knells for the concepts of a legion as a whole. The first was when Belarius the Abdicator refused to take up command of the full host of the Blood Angels after the death of Sanguinus, knowing full well that his entire reign would be spent in the shadow of the Martyr Angel. Instead, he took command of a much more reasonably sized contingent of Blood Angels, nearly all survivors of the War of the Beast, with Belarius giving the most competent of the remaining Blood Angels command of their own groups. This set the precedent for most legions of breaking up into chapters after the death of their Primarch.&lt;br /&gt;
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The other was the “Iron Cage” incident that happened to Fulgrim sometime in early M31. Fulgrim had always been a micro-manager, and was one of the strongest opponents against breaking the legions into chapters. However, after the War of the Beast, the sheer number of small-scale conflicts across the rebuilding Imperium and a lack of local autonomy meant that the Empire’s Sons were ground down to about half the size of their prime merely by attrition alone, despite being one of the biggest recruiters of new Astartes. The breaking point for the legion was when the Empire’s Sons got caught in a trap set up by a Tzeentch-worshipping Big Wyrd. The Wyrdboy was never caught, and by the end of it Fulgrim was left with enough marines to scrape into a little less than three chapters. After that point, even the strongest detractors of the Codex Astartes (with the exception of some particularly stubborn cases like the Death Guard) had to admit that Guilliman had a point.&lt;br /&gt;
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However, despite this, successor chapters have not completely caught all ties with one another. Most chapters still retain close ties with their former brethren in other chapters, and many chapters have officer exchange programs to encourage loyalty to the Imperium as a whole rather than a particular world or individual. Nevertheless, chapters are expected to be open about all inter-chapter interactions, and unofficial brotherhoods are officially banned by explicit decree of the Emperor to prevent the rise of another individual like Luther from fostering ties of soft power beneath the nose of the Imperium. One of the jobs of the Inquisition’s Ordo Militarum is to make sure the Adeptus Astartes keep to this decree.&lt;br /&gt;
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Additionally, by his own admission, Guilliman’s organizational suggestions were designed for times of relative peace, rather than all-out galactic war. In times of great crisis, the First Founding chapters (who are considered first among equals among successor chapters, and whose original members were often some of the best soldiers of each legion) have the right to call for a Reformation of the Legion, where the successor chapters would temporarily unite to lock arms and march under the united banner of the old legion once more. This policy is sometimes called the Last Wall policy, as Guilliman reputedly got this idea based on suggestions by the consummate soldier Rogal Dorn, who understood that the War of the Beast was not going to be the last major war the Imperium would face.&lt;br /&gt;
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Responding to this call is completely voluntary, but many chapters consider it shameful for a successor chapter to refuse to answer the call, particularly since a call for a Reformation of the Legion is reserved for only the direst of emergencies that threaten the entire Imperium. The only time a refusal of the call is ever considered acceptable is if a chapter is severely undermanned or if they are physically unable to respond due to being directly under attack themselves. For example, the Lamenters were unable to respond to a call for the temporary reformation of the Blood Angels during the 12th Black Crusade, due to suffering from severe manpower losses beforehand. The Lamenters still blame themselves for not being able to respond to the call, even if the rest of the Imperium doesn’t.&lt;br /&gt;
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===Current Chapters===&lt;br /&gt;
====The Minotaurs====&lt;br /&gt;
The Minotaurs are something of a boogeyman among Space Marines. They are a group that make even battle-hardened Astartes quiver, and are spoken of in hushed tones. The reason for this fear and paranoia is rather simple: The Minotaurs are Space Marines that hunt Space Marines.&lt;br /&gt;
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The first recorded instance of a Space Marine considering tactics against other Space Marines was the Ultramarine Aeonid Thiel. During the Great Crusade, Thiel was dragged before Guilliman by his fellow Ultramarines for teaching the marines under his command tactics for fighting other Space Marines, which they saw as a sign of treachery. Guilliman asked whether this was true, and upon being told it was, asked Thiel to explain himself. Thiel said that as Ultramarines it was the duty of the legionnaires to be prepared for any possible eventuality. Although the idea of Astartes becoming traitors to the Imperium was an uncomfortable one that did not mean it was impossible, nor that Astartes could not be unwillingly brainwashed into turning on their battle brothers like they had during the Rangdan Xenocides. After hearing Thiel’s explanation, Guilliman asked the two Ultramarines who had brought Thiel to him to leave the room, and then congratulated Thiel for his ingenuity. He was willing to entertain possibilities no one else could or wanted to consider, and just because people didn&#039;t like the implications of such a scenario did not invalidate the utility of any such contingency plans. The Space Marines were created by the Imperium to be their finest warriors in the reconquest of the stars, and who is to say another, more hostile human empire could not have had a similar idea. Thiel would be rewarded for his ingenuity — though for obvious reasons not at that very moment. Thiel would finally be validated and his actions recognized during the War of the Beast, where the actions of Luther and his Fallen showed the idea that a Space Marine could turn traitor to be a frightening reality.&lt;br /&gt;
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The Minotaurs were originally founded by a War Hound named Leon Kravidos, shortly after the Age of Apostasy, as a chapter dedicated to fighting against the Fallen. Kravidos knew that in order to fight other Space Marines his men would have to be at the very peak of their potential. Therefore, he created a downright gruelling training regimen by Space Marine standards, designed to make his men prepared for anything. Despite his job, Kravidos was actually well respected among the Astartes, and was deeply mourned when he died in battle. For thousands of years after that, the Minotaurs were rather unnotable among the Space Marine chapters. Their job of hunting down fallen Space Marines was well known, but they were seen as people just doing their jobs as opposed to someone to be feared. That is, until the latest Chapter Master of the Minotaurs, Asterion Moloc, took control of the chapter in 200.M41, after the death of his predecessor in the Badab War.&lt;br /&gt;
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In contrast to many in the Imperium who spend much of their time in pursuit of a particular foe, such as Inquisitor Boaz Kryptman and the tyranids, Asterion Moloc does not feel a festering hatred for his enemy. Instead, he seems to take the attitude of a big game hunter hunting the most dangerous game. He seems to take a perverse joy in hounding his targets to the ends of their endurance before delivering the final blow. He spends hours reviewing all known records and tactics of his quarry, so that he knows every possible move his prey can make before even they do. He does this even for chapters that have not been assigned as his targets yet.&lt;br /&gt;
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For obvious reasons, most Space Marines are uncomfortable with the Minotaurs, considering them to be, in the words of one Astartes scout who wished to remain anonymous, “team-killing frag-heads”. Indeed, the Minotaurs in recent years have been known to be a bit too eager in their desire to fight Space Marines, sometimes flying off the handle at an innocent chapter at the urging of some particularly radical or puritan Inquisitor. About the only people who feel comfortable around the Minotaurs are the Sisters of Battle, who often cooperate with the Minotaurs in operations involving the Fallen.&lt;br /&gt;
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==== The Dragon Lords ====&lt;br /&gt;
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The history of the Dragon Lords dates back to the founding of Praetoria, in the days of the post-Beast rebuilding. It was deemed that the military side of the endeavour would require the substantial presence and use of Space Marines to remove some of the more fearsome and prepared horrors that had moved in during the intervening years. As Primarch Vulkan was the overall commander in bringing the worlds of Wilderness Space back to the light of civilization, it was understandable when one of his newly minted chapters set up a way station alongside the more entrepreneurial efforts of the Gredbrittonic founding families.&lt;br /&gt;
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The head of the space marines in this endeavour was Commander Xiaphas Jurr of the Afrique League, a former Chaplain. Commander Jurr never let the change in position from preacher of the Promethean faith to overall commander interfere with his missionary work and vice versa, and Praetoria&#039;s growth into a mostly Promethean world is largely his doing. This was not without practical merit, as the forces raised from Praetoria all held a faith in common, even as the years went on, and were all the closer for it. It has been speculated that the noble feuds of later years would undoubtedly have bloomed into minor wars without this vague sense of brotherhood.&lt;br /&gt;
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As Praetoria grew from a minor service stop into a nation, the waystation he commanded likewise grew, such that in time it was declared a Chapter in its own right with Jurr as its commander — a rank he wore well. He and his newly designated Dragon Lords were now distinct from the rest of the Prometheans, as although he had been influencing the world he commanded, so too had it been influencing him.&lt;br /&gt;
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As the population of Praetoria grew, the Dragon Lords soon found that they could recruit from the planet exclusively even with the introduction of the Tithe. Before the tithe, the military of Praetoria was predominantly composed of the house militias and private military companies of the nobility, with only the Red Coats — the mostly ceremonial soldiers of the Parliamentary Herald — representing the planet as a whole. At the time, the Red Coats were seen as a token force of no real concern and the butt of many jokes due to their lack of real experience and attachment to a figurehead rather than anyone with any real power.&lt;br /&gt;
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This changed when the Imperial Army demanded its due. They didn&#039;t want soldiers loyal to any one city or lord in contest with their comrades of the same world. They wanted soldiers loyal to the Imperium representing their world as a unified whole. The imposition of a standard uniform was seen as a way to gently erode those mental barriers; they were one and all Praetorian. The distinctive green and black colour scheme of the Dragon Lords was surrendered not long after, coincidentally a few days after the death of Xiaphas Jurr, to their current red and ivory as a show of solidarity with the common soldier.&lt;br /&gt;
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By this time, native-born Gernebern of Auchmouth — a progeny who rose fast but died a mere few centuries later — had taken command of the Space Marines and was the source of many reforms within the chapter. It was deemed prudent to have the chapter integrate even more closely with the common soldiery, splitting the companies up into squads and placing them on long term loan to the — at the time — 90 regiments of the Praetorian Guard as specialist squads. All but one company was split in such a manner, and the remaining company was to remain whole to guard their homeworld at all times.&lt;br /&gt;
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Despite all the upheavals and political manoeuvrings — which could fill a very dry library in their own right — the contributions that Praetoria has made to the conquest, rebuilding, and protection of the wilderness worlds and beyond are often overlooked. Indeed, it was to this noble endeavour that Commander Jurr sacrificed himself. Were it not for the diligence, vigilance and sacrifices of the red coated Praetorians, the Orks, marauders, and worse would have just swept right back in, and the fates of those that called these places home would have been, at best, pitiable.&lt;br /&gt;
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==== The Mortifactors ====&lt;br /&gt;
The Mortificators are a brother chapter to the Ultramarines, both being founded by veterans of the War of The Beast from Legion XIII in the days of The Rebuilding. The head of the force sent out that formed the core of the original Mortificators was commanded by the esteemed but eccentric — some would say slightly bonkers — Sasebo Tezuka. Tezuka was originally a child of the strange land of Strayllya on Old Earth, and had begun his military career in the earliest days of the Great Crusade. He was an accomplished man who commanded the respect of his men despite his oddness. One of these oddities was a seeming over-reliance on signs and portents that he used to make his decisions even though he himself was no psyker, and although he did employ them he didn’t use them for divination. Though he relied on what was essentially random chance, Tezuka seldom went irretrievably astray and more often than not followed a correct path. In more recent times people have wondered if the King of Clowns had anything to do with the roll of those bones, but no answer that any could understand has been forthcoming.&lt;br /&gt;
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With the breakup of the XIII Legion, Captain — now Chapter Master — Tezuka was free to follow the omens as his cards and bones would show him and by a roundabout means, thirty years of wandering brought him to the world of Posul. If Posul was meant to be some sort of Promised Land it was not one given from any god that cared for its followers; Posul was dreary and dark, and by some fluke of topography and atmospheric composition it was eternally shrouded in a permanent and extremely heavy overcast lit only by two small, dim suns. It was a world of extremely dark nights and extremely dim days — and it was not unclaimed.&lt;br /&gt;
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A hardy breed of man survived on that world, pale and slight of build with big dark eyes. They were primitive in those days, having in the time since man’s apex devolved to something that resembled Mesolithic era humanity. It was assumed at the time that their fall from grace, so complete as it was, was solely a result of an environment that was best and most politely described as very bleak. The plant life was typically sparse, with dark purple leaves to maximize the available energy from the dim suns, and the whole world had the general feeling of a deep-sea vent ecosystem on dry land.&lt;br /&gt;
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Although that bleakness was almost certainly a contributing factor, it was not the whole story. The Posuli could fairly be described as the Death Cult of the Death Cults. They followed the faiths of the Deorum Mortuus Est, or at least adhered to the teachings of those who had slain their gods. Master Tezuka and his followers, dictated by omens to settle on this world, learned the stories of the eldest of the eldest priests and, backed up by their own findings in the Verboten Lands held by all tribes in inviolate sacrosanctity for time beyond mind, came to a startling conclusion: the natives — though not now — had once been worshipers of Chaos.&lt;br /&gt;
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Their gods had been very real and walked among them awful and powerful, ordering great temples be built to them and demanding holocaust and sacrifice to feed them. Over the long years they had brought the Posuli low, to the point of being naught but cattle to the slaughter of unworthy butcher gods, until one day men led by the “dream-walkers” rose up, and were not struck down but instead did strike back with a righteous fire. Estimates by the off-worlders put the date of the uprising at approximately two centuries prior to the Posuli&#039;s discovery by the wider Imperium. The locals had no calendars and so none could know for sure, but it seemed that the gods of Posul were overthrown on or around the day of The Raid of the Mansion.&lt;br /&gt;
 &lt;br /&gt;
But the Posuli were by then a thoroughly broken people. Presumably their ancestors had been of the Great and Bountiful Human Dominion, stranded here in the early days of the Age of Strife, and presumably they did retain some measure of civility for some time, but if that is true none of that civility survived. The locals had nothing that they remembered of greatness, nothing to aspire to and no notion of lasting joy. They carried on much as they had, with cannibalistic rituals and constant wars of tribal slaughter. Tribal warriors would war and the victors would kill all of the men-folk and children and take the women as their own, and they would try to hold what land they could claim of the fallen’s holdings until displaced or the tribe split through internal unrest and warred upon once-kin.&lt;br /&gt;
 &lt;br /&gt;
It was into this savagery that Chapter Master Sasebo Tezuka of Legion XIII descended. His first interaction with a local was when a boy — barely old enough to grow his first chin hairs — stabbed him in the gut with a stone tipped spear. Sasebo had approached the nearest tribe unarmoured and unarmed, wearing a simple coarse jute robe with only a brother-psyker at his side, to show peaceful intent and appear as unthreatening as an Astartes can. The spear tip cut into his skin and stopped at the black carapace. The lad received a backhander that knocked several of his teeth out; it was extremely easy to follow him back to his tribe.&lt;br /&gt;
 &lt;br /&gt;
Some worlds welcome the Imperium as returning brothers from the stars. Some worlds react poorly to Imperial attempts to uplift them. Few were as reluctant as the Posuli, who by then had no notion of anything greater than a tribe and no understanding of any social order more complex than &amp;quot;the strong rule and the weak are food&amp;quot;. Generally, the Imperium tries to keep as much of the substance of a culture as possible in its uplifting. Master Sasebo couldn’t really see much worth keeping, and as the days passed the other teams that had investigated other tribes reported much of the same. It was a long and bloody road to remake the Posuli into any sort of real society, and Master Tezuka had fallen to the unknowable things of The Harrowing long before then.&lt;br /&gt;
 &lt;br /&gt;
In the end the people of Posul were brought, reluctant every step of the way, into the light of civilization. Although their world could never be tamed it was made better than awful, and it was possible to live there rather than just be sentenced. In the end the Posuli were taken to the stars again and became a part of the Imperium, if only a minor part. The people of Posul were found, despite being classed as abhuman Nightsiders, to be compatible with the Astartes Mk III MP gene-seed, and in the intervening years were made worthy of it. In time they raised regiments of their own to aid the Imperium that had taken then from the dirt. But it could not be said that they did not affect the chapter as it uplifted them, especially once the Mortifactors started to recruit from Posul.&lt;br /&gt;
 &lt;br /&gt;
The cannibalistic rituals were replaced with haemovorous rituals, and human sacrifices exchanged with deep drug-induced comatose vision seeking. The Mortifactors adopted both of these rituals. Thus, down the long march of years, while the chapter had amended the beliefs of the locals for their own betterment, the Mortifactors had also ended up adopting these beliefs and took up the scriptures of the Dead Gods. As such, the Mortificators were never seen as desirable allies. They were unpleasantly weird and typically possessed a grim disposition. But they were valued and so were their people. It was not to last.&lt;br /&gt;
 &lt;br /&gt;
In the year 997M39 the Leviathan fell upon Posul. There was no hope of saving the world. All those dusty temples where man had slain their gods, all those strange tribes and wandering soothsayers, all the victories of the Imperium to make men out of monsters, all of those works of art carved into pale stone and lit pink and deep red by the dim red suns, were all washed away in a tide of chitin that were in turn washed away in nuclear fire. Basilica Mortis, the great star fort of the Mortificators, had managed to remain hidden by strange Eldar trickery, and in its vaulted halls were held the last hopes of that world. As many of the keepers of the stories and children to tell those stories to were kept as safe as could be in the hidden Astartes stronghold. On the surface of Posul, the men, women, and Space Marines of that grim, dark world gave their lives to draw the Hive to them, to trick the Hive into believing that it was winning. Lord Magyar ordered the atomics released at the last possible moment, transforming the time when hope should have been turned to despair instead into righteous wrath and retribution, and for a moment he beheld his home in sunlight before the fire consumed him. &lt;br /&gt;
&lt;br /&gt;
And it was beautiful.&lt;br /&gt;
 &lt;br /&gt;
Posul is now a dead world, as perhaps is fitting. It is unlikely that the Adeptus Biologis will agree to terraform it in this age, as even in the old days it was never a particularly worthy candidate for such an endeavour. And as for the remnants of the Posuli and the Mortificators? They endure, barely. Hearing of their plight their distant kin in the Ultramarines petitioned the Imperium to grant them refuge, and they were granted a place on the basis that so few people would likely cause little disruption to any adoptive planet. The Mortificators requested long ruined Calth to settle upon and try and make a home. The people of Calth were initially unenthusiastic about the idea, to say the least, as their caverns and hollows were precious to them. When they learned that the Posuli wished to live in the wastelands of the surface, where none had dwelt since the devastation ten thousand years past, they were considerably more amenable. The Posuli, for their part, said that they could cover their eyes in the day and sleep and in the night, and sometimes they could pretend that they were home once more.&lt;br /&gt;
 &lt;br /&gt;
The Mortificators will rebuild. Death has not claimed them yet.&lt;br /&gt;
&lt;br /&gt;
==== The Black Legion ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Void Wolves are Astartes primarily used as boarding/anti-boarding specialists throughout the Great Crusade and 1st Black Crusade. The majority of the pre-split Void Wolves Astartes ended up in this chapter. They call the worlds of the Cadian Gate their home, and recruit from these and nearby systems. The Void Wolves still operate much as the Legion of old, in that they are massively represented in the boarding parties of the Navy assets in the Cadian sector, but with the emphasis put more on garrison duty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Commander Corpulax was previous Lord Commander of Black Legion&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corpulax was born on Cadia in the year 446M41, and like all Cadians was inducted into the military and raised to be a good little soldier. It wasn&#039;t long into his adolescence that his physical prowess was recognized. As such, he was genetically screened and earmarked for the Black Legion. He trained well and hard as a Neophyte and learned deeply of the chapter&#039;s venerable lore. In his 15th year, he started to undergo the surgical alterations and augmentations that would turn him from human to Astartes.&lt;br /&gt;
&lt;br /&gt;
His career as a Space Marine was noteworthy in his reliability. He was a very by-the-book soldier, who would have been overlooked for any measure of excellence were it not for his ability to exemplify everything the chapter&#039;s battle doctrines exalted. He was, in every way, the very model of a Cadian Space Marine. By age 176 he was a sergeant, by 239 he was a Marshal, and by 301 he was Lord Commander. And it was a role he excelled at — for the brief time that he held that rank, at least. In the year 775M41, a mere 28 years into his command, the Apostles of Contagion launched a sustained attack on the agri-world of Phagir. Phagir was one of the worlds that supplied the Cadian Gate with food. Presumably their goal — or at least the goal of their masters — was to inconvenience the Gate Worlds, as were they to succeed the Gate Worlds would have to import all foodstuffs.&lt;br /&gt;
&lt;br /&gt;
The Apostles of Contagion launched a sustained campaign in their defensive style of land holding and attrition, supplemented by extensive biological warfare. In the end it was deemed an untenable theater by the Adeptus Biologis order stationed on the planet; they couldn&#039;t make cures as fast as the Apostles could make ails. The Cadian forces were instrumental in the evacuation of Phagir as the Zombie Virus finally took hold and the dead shambled across the blighted fields to add the living to their ranks.&lt;br /&gt;
&lt;br /&gt;
The Black Legion held the line at the capital&#039;s spaceport until the last moment - to get just one more shuttle off of the planet. In the final stages of the withdrawal it became clear that Lord Commander Corpulax was infected with the Zombie Virus, for which there was no cure save a clean death. Wracked in pain and wroth with righteous fury, Corpulax spent his last moments sprinting towards a techno-abomination of rust and rotted flesh merged together into what might once have been a Baneblade. Its burning wreckage was his funeral pyre as the IEDs he had strapped to himself detonated.&lt;br /&gt;
&lt;br /&gt;
By his sacrifice one more shuttle, containing nearly 2,000 civilians and the last of his brothers on the surface, made it safely off the launch pad. The planet was subsequently bathed in nuclear fire; it was lost but it would not be damned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Commander Zagthean the Broken&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zagthean was the son of a long-term &amp;quot;soup stirrer&amp;quot; of the algae vats and a sister of the Convent of Alabaster Maidens. Civilian jobs on Cadia are typically — though not always — given to individuals disqualified from front line service for reasons of either health or competence. As good &#039;ol Zaganath had been doing that job from age 12 to age 62, it can be safely assumed that he was given the job for being pretty useless at proper soldiering. This was not to say that he wasn&#039;t a dutiful man; he died in a Chaos raid with a Cadian weapon in his hands and Cadian honor in his heart, and he didn&#039;t go down quietly nor alone. Matylda was sister of the Alabaster Maidens, a widespread order with convents on several dozen worlds in the Cadian Sector that specialized in offering healthcare to the underclasses. On Cadia, they offered healthcare to the more broken veterans.&lt;br /&gt;
&lt;br /&gt;
Despite his humble beginnings, Zagthean has proven a savage warrior — more of Angron&#039;s ilk than Horus&#039;. He has charged into battles no man or Astartes should ever have hoped to walk out of, and has not only done so but done so victorious. Even in his earliest days he was dauntless, and he set into every task and training exercise put before him with an almost alarming ferocity. After his genetic screening there was no question of him being looked over for Space Marine augmentation, and the fire in his heart was not diminished even slightly by the alterations; if anything with fewer physical constraints he approached the status of truly unstoppable.&lt;br /&gt;
&lt;br /&gt;
His will is adamantium and among his chapter his word is law. To the Lord Castellan&#039;s annoyance he insists on leading from the front; in the thick of the carnage, the blood and the thunder flowing past him. Roaring with laughter and wroth joy, all mortals who have stood against him have known one simple truth: they have come here to die and their gods — from the greatest to the least — have all abandoned them.&lt;br /&gt;
&lt;br /&gt;
He is relatively young for a man of his rank, but he has lived hard and built up an impressive record. But the price of living so hard is that he has seen death many times, and they have danced ever closer. He has been broken down and rebuilt, torn apart and stitched back whole, burned, healed, cut, stitched, glued, grafted, and lashed back together. What&#039;s left is almost poured over, rather than connected to, an ever increasing number of cybernetics. He may have fallen many times, but he is still alive. He does not march, he charges; he wills Death to find him, to hold him one last time so that he may beseech her &amp;quot;let me take these bastards out with me&amp;quot;. And always Death has returned him.&lt;br /&gt;
&lt;br /&gt;
As the 13th Black Crusade descends upon Cadia, it may be that his wish could be granted. He may die, but he will take whole armies down with him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ygethmor the Trickster, Head of the Black Legion Battle Psykers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of Old Earth stock and a resilient psychic of pristine physique, Ygethmor was initially destined for the Grey Knights. Though the tests of genetic compatibility showed positive, the artificial organs of the MK III S gene-seed would not take root in his flesh. Unwilling to just toss such a promising neophyte aside for such paltry reasons as a biological fluke, the Grey Knights ordered him to be tested with the MK III MP variant of the gene-seed. The MP variant did take and Ygethmor was posted to the Cadian Gate — typically they would have sent him to the Exorcists but he lacked their &amp;quot;straightforward&amp;quot; attitude to problem-solving. Steeped in ancient daemon lore learned in the halls of Titan and with a Nemesis Blade as a parting gift, Ygethmor has proven to be a boon to the Black Legion like no other.&lt;br /&gt;
&lt;br /&gt;
He is fond of ambushes, illusions, misdirection and what he affectionately likes to refer to as &amp;quot;pranks&amp;quot;. He is formidable in a straight-up and honest fight — if he has no option to make a dishonest one. He has no notions of fair play and considers the idea of &amp;quot;fair play&amp;quot; synonymous with &amp;quot;not trying&amp;quot;. It is this underhanded attitude towards warfare that has won him the approval of the Lord Castellan (and few others). That and a well-refined and caustic sense of humour.&lt;br /&gt;
&lt;br /&gt;
Despite his detractors, of which he has cultivated a great many, Ygethmor&#039;s effectiveness can not be denied. He is not the most powerful psychic among the Astartes — not by a great margin — but like his martial strength he makes the most of what he has. As he would say, &amp;quot;a stiletto atwixt the sternum is as good as a broadsword to the bonce&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Devram Korda, Marshal of the 1st Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At approximately 230 years of age Marshal Devram Korda is on the younger end of the Black Legion&#039;s Marshals, but he is far from unaccomplished. His rank was attained in the Liberation of Sarora, an intense war on the hiveworld Sarora to depose the warband known as the Children of Torment; a nasty group of Crone Worlders with faux marines stitched together from the bodies of their victims and animated with lesser daemons. As the most senior surviving officer left after a particularly nasty assault, Davram was given temporary command over his brothers. This was made permanent at the conclusion of the campaign, when contact was re-established with Lord Castellan Jakren Stein and the rest of the Cadian 509th.&lt;br /&gt;
&lt;br /&gt;
The things he saw on Sarora, the things he had to do for the sake of pity, still haunt him. He is a grim figure, with no sense of humour or good cheer. Just a seething, well-controlled, and bottomless grudge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marshal Araghast the Pillar, Marshal of the 2nd Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Abnormally large for a Space Marine and phenomenally strong besides, Marshal Araghast lugs around a lascannon with the same ease as an experienced guardsman lugs around a Lasgun. His aim is exemplary, and for a creature so big he can move surprisingly fast. In his oversized suit of armour Araghast can withstand a punishing amount of fire and remains standing, carefully and calmly placing laser beams in the most inconvenient places. He rose to prominence in the Aurelia debacle that almost saw a world lost to the warp. He was the pillar of certainty around which the rescue forces rallied.&lt;br /&gt;
&lt;br /&gt;
He has a calm and measured manner and an unflappable temperament, and remains — or can at least give the impression of remaining — relaxed in even the most bizarre and awful circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xorphas Firestarter, Marshal of the 3rd Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Xorphas is very good at pyrotechnics and incendiaries of all kinds, and possesses a fascination with fire that borders on the unhealthy. This has, however, made him and his Cohort extremely good at dealing with orks and Nurglites in particular, and anything else that resents being set on fire in general. He is also a low level psychic, though despite the rumours he is not a pyrokine. His &amp;quot;gifts&amp;quot;, if one can call them that, manifested only after he attained the position of Marshal, and by then he was too far along the chain of command for it to be worth the effort and disruption of reassigning him to the Battle Psykers. He was given extensive instruction by the head Librarian so that he would be considered safe, but little in how to hone what he actually does have — which is not very much if truth be told. He has very good gut instincts that can be mistaken for inhuman reflexes (even by Astartes standards), an uncanny ability to determine if someone is lying, and some modest telekinetic ability.&lt;br /&gt;
&lt;br /&gt;
He is a reserved and calm individual, meticulous and methodical in his approach to all things — be it war or mundane chores. Until you give him a box of matches and you can see the flickering flames reflected in his eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drecarth the Sightless, Marshal of the 4th Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A veteran of the 12the Black Crusade who spent half the invasion stranded in the lower tunnels, hunted by Crone Worlders with knives for fingers. Those knives had cost him his eyes, but he cost them much more. Those tunnels were pitch black, but he was blind anyway. As such, although the Crones could see to some degree in total darkness, Drecarth could hear perfectly well and thus eschewed the corrupted Eldars&#039; handicapped sight for a clear, inhuman hearing. Drecarth had yet another advantage, as those tunnels had been his playground as a child; they weren&#039;t just tunnels, they were home. The hunt quickly turned inside out, and the Chaos Eldar came to the realization that he wasn&#039;t trapped with them, they were trapped with him. When he returned to the light he was reborn, and his star was ascendant.&lt;br /&gt;
&lt;br /&gt;
With two black orbs of technology replacing his ruined eyes and an unhealthily pale visage, Marshal Drecarth looks like a spectre from the old stories; some unhappy undead returned to get even. He has moulded his company into one of quiet killers, stalkers, and hunters, as he had been in the time of his epiphany. It is suspected that he is part of the secretive Cadian Death Faith, as it was prevalent in his patch of tunnels when he was young, but nothing can be proven. All that is known is that he is sober, diligent, humble, and quiet. All traits he tries to instil in his brothers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Amalaxis Deamonslayer, Marshal of the 5th Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Amalaxis is as close to a Chaplain as you can get without actually being one. He is a strong, almost fanatical, believer in the old Cadian tree gods. He offers prayers and devotion to them on the eve of battle, before setting forth on campaign, when another invasion is expected, and when it is peaceful because on Cadia — you have to be thankful for respite. Most of his Cohort are also adherents of his faith — the reason he was chosen as Marshal of the 5th Cohort — and to them he is a figure of great reverence. Some say he was a tree spirit in a stillborn child, like in the old stories of before war.&lt;br /&gt;
&lt;br /&gt;
His method of warfare is very much in favour of the aggressive advance. Ideally after the first attack there should be no possibility of a retaliation. There must be something to his faith, as the hymns he roars as he charges into battle have daemons clutching their bleeding ears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valicar &amp;quot;the Graven&amp;quot; Hyne, Marshal of the 6th Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike Marshal Drecarth, Marshal Valicar Hyne makes no secret of his adherence to the Death Faith. Why should he? Why should he have to skulk in the dark and hide? This candidness has not won him many friends in the faith, all of whom agree that discretion has served them well since the Age of Strife. The rest of the Chapter just think he&#039;s a bit eccentric and the baseline Cadians just assume all augmented are a bit loopy — assuming they haven&#039;t actually met a Space Marine before.&lt;br /&gt;
&lt;br /&gt;
Despite the implications of his religion, he is a bombastic man who loves the simple pleasures in life; pretty women, good food, and fine ale. Also jetpacks and air assaults. If the battle can be met hurling out of a speeding aircraft, it is a good day for Marshal Valicar. It is suspected that most of the 6th Cohort follow him out of morbid fascination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Verzekh the Siege Engine, Marshal of the 7th Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Verzekh has the distinction of being the only member of the Marshals to retain rank whilst interred in a Dreadnaught. Most Dreadnaughts become sleepy as a result of the painkillers and mechanisms that keep them in their half-life — not a good trait in a leader. Not so with old Verzekh. Whether by some incorrect implementation of his sarcophagus or a deviation in his brain, Verzekh has not slept in over 1,800 years and so far seems to be suffering no ill effects. Attempts to duplicate this miracle in others have had no notable success.&lt;br /&gt;
&lt;br /&gt;
He is armed with two power claws with under-slung Meltas, with which he has obliterated the defenses of hundreds of bunkers and fortifications and uncountable tanks. His personality since his internment has actually improved, if the historical records are anything to go off of, now having a very pleasant and cheerful disposition. Verzekh puts this down to the painkillers. His favored method of warfare is the slow and unstoppable advance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kor Megron &amp;quot;Corpsemaker&amp;quot;, Marshal of the 8th Cohort&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Many times repaired and cybernetically patched up — though not the extent of the Lord Commander — Marshal of the 8th Cohort Kor Megron is a fan of going fast and going hard. Bikes, land speeders, jet packs, and anything else that can deliver high velocity death are his bread and butter. Standing still, he claims, makes you a target in a way that no additional fire power will compensate for. The rest of his chapter call him slightly manic. He calls them worse. In war — as in life — there is the target. You get target fast, find another target, get other target, repeat until target exhaustion or death. There is no stop, there is no slowing, until the job is done. To stop invites death.&lt;br /&gt;
&lt;br /&gt;
The Cohort that he has assembled are all, like himself, lay-technicians. They need to be able to perform basic rituals of repair to their vehicles at a moment&#039;s notice. To lose the momentum is to invite failure. Possibly exacerbating these traits is his knowledge that he is indeed dying; some poison of Dark Eldar design — half-real and half-not — flickers through his veins. He has maybe a few years at most left. If the intent of this poison was supposed to debilitate him with despair or fear, it has failed. If anything, it&#039;s made him far more dangerous in the time he has left.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troskzer The Elder, Marshal of the 9th Cohort.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Older than some of the younger dreadnaughts, Marshal Troskzer is old even by the standards of near-immortals. Given the time distorting effects of warp travel and the amount of time he has travelled through said warp, Troskzer isn&#039;t sure exactly how old he is. He was born in the year 998M40, but he could be as &amp;quot;young&amp;quot; as 850. That said, Space Marine biology and rejuvenant treatments can only take you so far, and he is approaching exactly as far as they can take him. What Troskzer has lost in strength and speed he has made up for in experience and animal cunning. He is without peer when it comes to the use of landscape and natural resources as a means of gaining an advantage. He can plan ambushes almost as well as the Lord Castellan, and his ability to smell weakness is bordering on the unnatural. If you have a place where you are vulnerable he will find it and he will hurt you. He is patient and will fuck up your day at the most inopportune time. This, combined with an inhuman ability to comprehend not just his battlefield but an entire planetary campaign, makes him far more dangerous off the field of battle than on it. But he is a Space Marine, he will not be shamed by staying where it is safe.&lt;br /&gt;
&lt;br /&gt;
Despite his seniority — and to his relief — he was never considered for the job of Lord Commander. A Lord Commander has to have a sense of diplomacy and people skills. Troskzer has neither. He&#039;s a cantankerous, introverted, belligerent arsehole overly fond of sarcasm and seems to be staying alive just because it pisses people off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Starkzahn, Marshal of the 10th Cohort.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Saviour of Darristen and ███████ █████████ ██████ ███ ██████ ██ ████████ ████ ███ █████████ ██████ ████████████ █████ ████. Known to have spent near thirty years in the Deathwatch and a further twenty five in the personal employ of a particular Inquisitor, neither of which he will talk about. It is suspected that he has travelled and fought as far as the Eastern Fringe — or at the very least near it — as he is well versed in the teaching of Aun&#039;Va, though it is unlikely that he will be able to convince his countrymen of the virtues of the Greater Good.&lt;br /&gt;
&lt;br /&gt;
His method of waging war is a combination of movement and fire, be it in the form of artillery or tactical squads that looks oddly familiar to anyone who has seen warfare in the Damocles Gulf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Oficios and Adepta ==&lt;br /&gt;
&lt;br /&gt;
=== The Assassins ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;Monsters Of Our Own Making:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Officio Assassinorum was one of the oldest arms of the Imperial Government, and its roots date back to the barbarity and cruelty of the Old Night. Perhaps it was fitting that, as the Warlord became the Steward and the Unification became the Great Crusade, the ancient orders of assassins were finally brought to heel and integrated into the Imperium proper.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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The Rebuke at Mount Vengeance is the common story of the Officio Assassinorum&#039;s founding. In those days, the young Imperium was mired in battles far and wide, but one particular front was facing opposition that none seemed able to counter. Here, commanding officers and vital figures were dying at an alarming rate, even in the safety of their secured rear; although their deaths were suspected to be the work of the enemy, all of them seemed to have died of natural causes. The Warlord simply appointed new generals and ordered veteran bodyguards for the ones already in theatre, but in response his loathsome foes only grew bolder. Ever more evidence of their activities was left behind, seemingly taunting the Imperium for their inability to protect their own; clean killings becoming vicious slaughters of officers and civilians alike. Many commanders were found butchered in their headquarters with a single bodyguard left alive, usually little more than a traumatised wreck stammering about technological sorcery beyond even that of the Warlord&#039;s Mechanicus allies.&lt;br /&gt;
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Incensed at the atrocities inflicted upon his people, the Warlord made war on the Assassin Temples of the Salt Spires. Little is known about the Spires or their mercenary and heartless Masters, for many archives of their history were lost in the anarchy of the War of the Beast (although this may well have been Vangorich&#039;s objective all along). The Warlord did his best to spread his own view — that the assassins were little but cowardly shadows who thought they could behead the Imperium — but even his presence and words did little to bolster armies plagued by fear and paranoia, and so he began using the antithesis of their own doctrine to plot their downfall. There were no grand offensives, no bold strikes, nothing that seemed major enough to warrant the assassins moving against it; yet suddenly they found their supplies of everything from ammunition to promethium — and most importantly, water — were perilously low. In their weakened state, the Temples knew they could not face the Warlord&#039;s forces, and so they came before him to seek treaty.&lt;br /&gt;
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&lt;br /&gt;
At Mount Vengeance, the Temple Masters met to offer peace to the Warlord.&lt;br /&gt;
At Mount Vengeance, they received his full scorn.&lt;br /&gt;
The Warlord was not content with their mere offer of fealty. For the atrocities the Masters had inflicted on his people — for the lives they had taken so cruelly — the Warlord would not be content with a glorified armistice. He gave them an offer of his own: total surrender, or total annihilation. Those were their only choices.&lt;br /&gt;
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Some of the Temple Masters, emboldened by hubris, unwisely struck the Warlord. They died. Some fled. They died, later. But on the mountain and around it — for many assassins had followed their Masters, perhaps out of loyalty or some morbid curiosity — others remained, bowing in total capitulation to the Warlord and the futility of resisting this god amongst men. For his part, the Warlord acted rather appropriately in that role, passing judgement on each Master and their assassins. Some were found guilty of crimes beyond forgiveness and were slain — often by their peers as a test of loyalty. Others were granted the &amp;quot;clemency&amp;quot; of banishment into the salt wastes. Only one was judged pure enough to be worthy of leadership — and, as the new Grandmaster of Assassins, he was assured that the temples that surrendered would remain intact, albeit in service of the Imperium under the watchful eye of Malcador.&lt;br /&gt;
&lt;br /&gt;
Thus was formed the Officio Assassinorum. Malcador was pleased with the Warlord&#039;s mercy, for it showed no amount of fury would blind him to true talent. A few thousand years later, the assassins proved that such talent brought risks, especially from those as secretive as the assassins.&lt;br /&gt;
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In 546.M32, the Grandmaster of the Officio Assassinorum attempted to assassinate the High Lords of Terra. The Beheading, as it has since come to be know, was shrouded in mystery; with events restricted to the Imperial Palace, motive, means, and for some figures even identity have been lost to the shrouds of time. All that has survived to this day is that the Inquisitorial Representative, the Master of the Astronomicon, the Paternal Envoy of the Navigators, and the Fabricator-General of the Adeptus Mechanicus were all killed before the Steward was able to stop Grandmaster Vangorich&#039;s terror.&lt;br /&gt;
&lt;br /&gt;
Naturally, many asked how Vangorich was able to get as far as he did. Perhaps the sheer scale of the events already taking place at the time (especially the rising threat of the Beast) was responsible, since it was one of the few periods in Imperial history where the High Lords were forced to abandon their usual backstabbing and power plays that kept the Officios and Adepta in check, in favour of (relative) unity. However, others believe such planning and preparation had to have taken decades, and the timing an unfortunate consequence of Vangorich demanding so much care be taken to make the deaths of his fellow High Lords look like accidents.&lt;br /&gt;
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All sources agree, however, that once his treachery was revealed Vangorich unleashed the assassins on the entire palace. The halls ran with the blood of the highest of Lords and the most lowly of servitors alike. Yet there was one figure the assassins would not touch, &#039;&#039;could&#039;&#039; not touch, out of fear of what he had done to their forefathers: the Steward, who had vowed to personally put a stop to the killing spree desecrating the home of the Golden Throne. Vangorich, infuriated at the apparent incompetence of his underlings, took it upon himself to do the job they would not, attempting to slay the Steward with a vortex grenade as he emerged from his personal transport.&lt;br /&gt;
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This went about as well as one would expect.&lt;br /&gt;
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Even less is known about the outcome. Historians have waxed poetically about the Grandmaster facing an agonizing death, eternal torture, exile into the depths of the Webway with nothing but the clothes on his back, or any other number of tall tales. The most reliable account, however — attributed to the Captain-General of the Adeptus Custodes — states that the Steward simply broke Vangorich&#039;s neck as comfortably as one would a twig, mere moments after his ill-advised attempt on the Steward&#039;s life.&lt;br /&gt;
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For their part, the assassins were right to be fearful; for unlike their predecessors on Mount Vengeance the Steward gazed upon them with &#039;&#039;disappointment&#039;&#039; as well as fury. The Beheading had been undertaken by Vangorich, but the Steward noted with no small distaste that his orders had not been questioned by any under him. Malcador had managed to maintain the delicate balancing act between accountability and unflinching loyalty necessary in an organisation such as the Assassinorum, and without him it seemed the assassins were falling back on their bad habits.&lt;br /&gt;
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Any other time he would have dismantled the Assassinorum then and there, but the Steward was more concerned with reinforcing the wider Imperium against the coming onslaught of the Beast. In a time when every second was precious, the Steward could only set aside a day to scour the assassins&#039; much-reduced ranks. Those found wanting of moral character were incinerated where they stood if they had acted on Vangorich&#039;s orders, or pressed into a penal legion if they had not. One assassin that the Steward found was of solid loyalty, and aided him in his purge of the temples. They were declared the new Grandmaster. The first decree they were to issue, however, was a warning — a warning to be spread through every temple, to every assassin from the depths of the Imperial Palace to frontline fighting against the Orks. A warning that, if the Steward was ever forced to intervene again, he would simply dissolve the Assassinorum instead of wasting more time on leniency.&lt;br /&gt;
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Four thousand years later, the Steward was once again forced to intervene — although this time it was because of a crisis of his own making.&lt;br /&gt;
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To her credit, the Grandmaster the Steward had put in place had served honorably, loyally, and carefully. Within the temples, long overdue reforms were undertaken, training formalised, and generations of assassins raised to revere the Imperium as a whole more than their temple. The Grandmaster, when she felt her time came, passed the title on to one she felt she could trust; and he continued her work, standardising material provisions and improving survivability. When he was lost in a warpstorm, his successor was well chosen, and worked to streamline chain of command and requisition. This continued, the Officio slowly evolving into an organisation capable of keeping up with the rapid changes of the galaxy, until the reign of Goge Vandire. Emperor Goge Vandire.&lt;br /&gt;
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Goge Vandire was, initially, the ideal servant of the Imperium. Intelligent yet humble, decisive yet wise, he was familiar with all the intricacies of every part of the Imperium&#039;s government — save the assassins. Naturally, he was curious. At his first meeting with the High Lords of Terra, they each took their own oaths of loyalty and explained their roles. The Grandmaster of Assassins, on the other hand, explained the history of the Beheading to the new Emperor, and explained why since then the Assassinorum has always chosen to swear loyalty to the wider Imperium instead of a particular individual. An explanation that would end up nearly tearing it apart.&lt;br /&gt;
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&amp;quot;...hence, our loyalty is to the Golden Throne and its guardians rather than the one sitting upon it. A mere technicality, of course—&amp;quot; The Grandmaster offering a thin smile at this point, &amp;quot;since I personally doubt we will ever receive liquidation orders from the archaeotech itself... but still.&amp;quot;&lt;br /&gt;
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The other High Lords had long ago learned not to question inner workings of the Assassinorum, while Emperor Vandire merely gave a hearty chuckle. They moved onto other, more pressing matters, and it appeared that that was the end of that. And it was, for the most part, but there was a small corner of Emperor Vandire&#039;s mind where those words echoed endlessly. &amp;quot;The Golden Throne and &#039;&#039;its guardians&#039;&#039;,&amp;quot; the Grandmaster had said, but it seemed clear to him that there was only one guardian that mattered; the one who had appointed him to the position in the first place. Over the years of Emperor Vandire&#039;s reign — too many hard decisions, too many threats to the Imperium from within and without, perhaps too many treatments of juvenat — the echo rose in his mind until it was deafening, a mild irritation over semantics growing into full-blown paranoia.&lt;br /&gt;
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Of course they were faithful to the Imperium, but the hypocrites chose the Steward to venerate as a figurehead! Even in the Palace, his own home, all the oaths in the galaxy would not change the fact that each soul&#039;s allegiance lay with the Steward rather than himself. They only trusted him because the Steward trusted him, had appointed him. Oh, yes, his reign and countless years of selfless service were all very good and well appreciated, but they were all nought against those of that living god. Everything he did was overshadowed by that &#039;&#039;guardian;&#039;&#039; his words judged against the Steward&#039;s, his actions compared to those of the Steward, the &#039;&#039;Steward&#039;&#039;, the &#039;&#039;&#039;&#039;&#039;Steward&#039;&#039;&#039;&#039;&#039;, who was never more than a moment away from the lips of Vandire&#039;s own people; as if he had been usurped before he was ever appointed to the throne.&lt;br /&gt;
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Still, Vandire was still as talented as he always was, and soon managed to find an assassin willing to aid him; a Callidus by the name of Tziz Jarek. By that point he was in direct control of every aspect of the Imperium thanks to a thousand emergency powers and Imperial edicts; yet frustratingly, the Grandmaster remained steadfastly insistent on the stance that had tormented Vandire since their first meeting. Jarek, on the other hand, was simply angry with the Assassinorum&#039;s reforms, and made sure to stay well out of range of Vandire&#039;s spittle and foam when he began to rant — although over time she found herself believing in more and more of his firey rhetoric.&lt;br /&gt;
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The assassination was textbook perfection; the Grandmaster&#039;s long list of security measures outdone by Jarek&#039;s longer-still list of fall-backs and contingencies. However, the lifeless corpse that was quietly fed into a plasma generator was only a body double of the Grandmaster — even as Jarek disguised herself with polymorphine and assumed the seat of Grandmaster of Assassins — had already made her getaway, rallying those loyal to her from Terra and beyond. With the Assassinorum now firmly under his thumb, Vandire used the shadowy assassins as another weapon with which to prosecute what was rapidly becoming a reign of terror; opponents political and military alike disappearing or found butchered in cruel and unusual manners.&lt;br /&gt;
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When the reign of Emperor Vandire was coming to an end, he began to use his assassins more openly against rebel forces — and it was at that moment, when they emerged from the shadows, that the true Grandmaster struck. Jarek had used the forces of the Assassinorum masterfully, always knowing which figures to &#039;&#039;liquidate&#039;&#039; to maximise disorder and panic — yet she had no experience of the same tactics being used against her, and could do little but order her own assassins to focus on the new threat.&lt;br /&gt;
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The resulting battles were devastating. Assassins loyal to Vandire and to the Grandmaster both used long-forgotten, forbidden technologies on the other side, for each was (rightly) convinced that the victory of the other would see them exterminated to the last. Gene-sympathetic nerve gases, neutronic warheads, entropic broadcasters, pan-chronal disruptors, and other terrors were all used; some dating back to the nightmare of the Old Night. These were the Wars of Vindication, and they would be repeated again and again from Terra to the furthest reaches of the Imperium as assassin turned against assassin to purge the ones they saw as traitors.&lt;br /&gt;
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When the Steward finally returned to Terra from his self-imposted exile, the Temples were little more than smoking, hellish ruin. The palace, too, was scarred by battle; and there he found the Grandmaster — who pointed to her lifeless doppelganger and declared that the traitor was dead.&lt;br /&gt;
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The Steward was unamused.&lt;br /&gt;
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The Grandmaster offered her life by way of apology, and begged the Officio Assassinorum be spared. She knew all too well of the warning passed down from each Grandmaster to the next, and of the possibility of her and her own suddenly being abandoned by an Imperium that had no other place for them. For his part, the Steward was bitterly disappointed with Emperor Vandire&#039;s descent into madness — yet this time he could not truly fault what had historically been the most troublesome of the High Lords&#039; domains. One Grandmaster had fought with unwavering loyalty for the Imperium, while the other had done so in the name of the Emperor. Perhaps he was a little ashamed of his own poor judgement, for he was merciful; the Grandmaster was allowed to disappear into exile, and the remnants of the Assassinorum were to return to Terra for their final judgment.&lt;br /&gt;
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The Steward of the Golden Throne retreated into the Imperial Palace for the last time, and when the Emperor of Mankind emerged, first and final orders to the ancient Officio Assassinorum were as follows:&lt;br /&gt;
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*All assassins were to be granted a window of clemency, where an amnesty would be offered regardless of allegiance. They were misled, but had still fought with ferocious loyalty to their superiors — against some of the best in the Imperium, no less. Any who ignored this opportunity would be declared outlaws of the Imperium of the Golden Throne, for both the Grandmaster and her doppelganger had kept close eyes on their respective assassins (lest they defect). Huge bounties were offered, of course, but the most sought-after reward was the opportunity for the hunter to take the place of the assassin they defeated, becoming one of the Imperium&#039;s shadowy elite.&lt;br /&gt;
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*After the grace period, the Officio Assassinorum would be completely and utterly dissolved. The Temples would remain, but only as individual institutions with no power and little role; all masters would stripped of formal office and all survivors either absorbed into the reborn order: the Officio Tactitum. No more secret handshakes or shadowy meetings lit by incense, no unaccountable Grandmasters operating without question. Civilian control would slow the Tactitum, perhaps even hamstring it, but this was the price to be paid to avoid the mistakes of the past.&lt;br /&gt;
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*Perhaps most importantly, the Ordo Securitas of the Inquisition would be formed to monitor not only the assassins but the other highest echelons of the Imperium. These Inquisitors would be the guardians of the guardians, watching each Officio and Adeptus for corruption and abuse, wary of another Vangorich or Vandire emerging.&lt;br /&gt;
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*However, due to their power to render judgment of even the highest figures of the Imperium, the Sicarius were only permitted to advise and regulate, never taking direction — at least, in theory. In reality, many Securitas Inquisitors found rather...creative ways to circumvent the decree that they may not maintain &amp;quot;men under arms&amp;quot;.&lt;br /&gt;
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The Emperor had spoken, and these were his commands.&lt;br /&gt;
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The Officio Tactitum is a far more modern organization nowadays. Though it primarily is still famed for its assassins, it also produces operatives specialised in sabotage and covert warfare far from home. They are often assigned to the command of the Astra Militarum or individual Inquisitors; and each lone assassin is still a finely honed killing machine, but they now serve as spectacular force multipliers rather as ends in themselves. The Ordo Sicarius is satisfied with this arrangement, as it avoids the high risk and cost of the traditional lone wolf operations, and allows them to keep an eye on any assassins deployed.&lt;br /&gt;
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The Temples? They are far less superstitious and shadowy than they once were, although the name of &amp;quot;Temple&amp;quot; has stuck in defiance of every reform that has been attempted. Each of them has diversified, yet maintained their core roots in their quest to perfect the art of murder.&lt;br /&gt;
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Temple Vindicare, who reach out far longer than all but the highest of psykers to deliver their kiss of death.&lt;br /&gt;
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Temple Venenum, who can find a thousand toxins to kill a man from the gentlest of paradise worlds, each one exquisite to the palette in their own unique way.&lt;br /&gt;
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Temple Eversor, who can scythe through men, orks, eldar and even Astartes with the horrifying ease of a power sword through flak armour.&lt;br /&gt;
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Temples Culexus — who hunt down their prey with soulless eyes — and Callidus, who have no face to call their own.&lt;br /&gt;
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Temple Vanus, which according to popular belief ha[EXPUNGED]oes not exist. The Ordo Sicarius has confirmed this, and will not allow any dispute.&lt;br /&gt;
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The primary headquarters of the Tactitum, including the Temples, lies on Terra, although across each segmentum there are localised, lesser temples that train assassins, liaison with other Imperial Forces, and seek recruits from outside the Schola the Temples traditionally draw from. The Ordo Sicarius also work closely with segmentum command to permit proper coordination if Tactitum assets are needed, although on a smaller level they are surprisingly good at scouting talented assassin candidates. With proper Inquisitorial oversight, the assassins are kept well in check, and well out of politics.&lt;br /&gt;
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The High Lords of Terra still retain a seat for the Grandmaster of Assassins, but it has been left vacant ever since the reign of Emperor Vandire. Few imagine it will ever be filled again.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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=== Adeptus Astronomica ===&lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;We are the ones who give of ourselves so that others may walk in the light&#039;&#039;”&amp;lt;br&amp;gt;&lt;br /&gt;
— Motto of the Adeptus Astronomica&lt;br /&gt;
&lt;br /&gt;
Of all the professions available to psykers of the Imperial Schola, perhaps none is more honored than those of the Adeptus Astronomica. These are the people who make daily life in the Imperium possible with literally nothing more than their sheer force of will. The Astronomican represents one of the first major cooperative efforts between humanity and the Eldar. Although originally of human creation, its design was improved by the Eldar as a gift of gratitude for humanity’s participation in the raid on Nurgle’s mansion, greatly improving the efficiency of the Astronomican and strength of its beacon. Although original estimates based on the average ability of a human psyker suggested that twelve thousand people at once would be needed to power the beacon, Eldar modifications decreased the actual number of psykers needed by an order of magnitude, while drastically reducing the amount of stress on an individual psyker.&lt;br /&gt;
&lt;br /&gt;
However, at the same time, no profession is more tragic than that of the Adeptus Astronomica. Creating a psychic “bonfire” that can be seen by the entire Imperium is taxing on the individual, even with twelve hundred other psykers to share the burden. As a result, the psykers of the Adeptus Astronomica are rotated out in shifts in an attempt to maximize their health, with a third of the choir being rotated out every four months. However, even this is not enough to prevent long-term damage. Few psykers live more than a year, and almost none have survived more than eighteen months. In the Halls of the Astronomican, right before one enters the Chambers of the Astronomican itself, there is a small, grassy courtyard, nearly empty save for a stele made of the hardest adamantium. On it is inscribed the names of every psyker who has died in the course of powering the Astronomican, a testament to their bravery so that the Imperium will never forget their sacrifice.&lt;br /&gt;
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==== Origin of the Astronomican ====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Only humanity would think to solve the complex and intricate issue of interstellar travel by building a giant psychic bonfire&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
— Finarion, specialist bonesinger from Biel-Tan sent to examine the Astronomican, circa M31.&lt;br /&gt;
&lt;br /&gt;
When the Great Crusade started, there wasn’t any need for an Astronomican. The Steward was a Man of Gold, originally designed to link human worlds together during the days of the Great and Bountiful Empire, and as a result was a fairly effective psychic landmark in his own right. Combined with the fact that the Imperium had access to the Void Borns’ maps and the knowledge of the relatively safe Warp currents, it was possible to reach many of the nearby systems using short (but very slow) warp jumps.&lt;br /&gt;
&lt;br /&gt;
Having delegated most of the Legion running and Great Crusading to the primarchs, the Steward was free to try and figure out a long-term solution to the navigation issue. The Steward made no secret of this fact, and the primarchs didn’t complain about it because they themselves were starting to notice as they were getting further and further from Earth it was getting harder and harder to navigate. Indeed, some of the primarchs were actually trying to convince the Steward to stay on Earth, because if the Steward got killed it meant no Astropaths and the nascent Imperium would likely tear itself apart over succession crises, especially after the Steward was taken by surprise and nearly killed by a super-Ork on the nascent Attack Moon of Gorro.&lt;br /&gt;
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The Steward hit upon the idea of the Astronomican when the Imperium had at least several hundred worlds under its belt. He found that if he could get the beacon started other psychics can maintain the “fire”, but it would take a lot of them working together and they&#039;d have to rotate in shifts. Thankfully the Imperium is big enough now to provide those numbers. Unfortunately, while it wasn’t as dangerous at first, as the Astronomican grew in response to the need from the Crusade it becomes increasingly lethal and difficult to handle. The warp-flow goes &amp;quot;lumpy&amp;quot; and the lumps are dangerous proportional to the size of the &amp;quot;flame” you are trying to generate. Given that the flame is bright enough to see across lightyears, the lumps are pretty lethal.&lt;br /&gt;
&lt;br /&gt;
When the alliance with the Eldar happened, the Eldar sent their specialists to Old Earth as part of the deal with humanity to look at the thing. Then they backed out of the hall slowly at the sheer insanity of what these mon-keigh were trying to do. The Eldar started attaching shock absorbers and buffering jars and shit to it, and the lifespan of resident psychics jumps up dramatically. Nowadays, maintaining the Astronomican is considered an actual job rather than a death sentence, albeit one with a greatly reduced quality and length of life even compared to baseline humanity. Eldar and human technicians continued to tinker with the Astronomican, adding more devices to it, like lenses and spectrum filters. And that&#039;s where the Astronomican is at now. It can&#039;t be tweaked any more, having hit the hard upper limit on what is possible with a single, giant psychic lighthouse.&lt;br /&gt;
&lt;br /&gt;
Theoretically other alternatives are possible, and in hindsight it would have been easier to just make [[Imperium_Secundus#Mustering_Forces_to_Himself|a bunch of small lighthouses]] instead of one big one, in a similar vein to what the Great and Bountiful Human Empire did with the Men of Gold and likely what many other races did back during the Dark Age of Technology. Such devices would not only be more efficient, but would greatly — though not entirely — reduce the issues with the potential lethality of the job. Unfortunately doing so would require resources that the Imperium doesn’t have, either in the form of Iron Minds/Men of Gold or psykers that are desperately needed by the big Astronomican on Old Earth. And it it not possible to simply put out the Astronomican and start over, because the loss of the Astronomican, even temporarily, would be catastrophic for the Imperium.&lt;br /&gt;
&lt;br /&gt;
=== Adeptus Sororitas ===&lt;br /&gt;
&lt;br /&gt;
==== Rough Notes from the Threads ====&lt;br /&gt;
*Formed in the aftermath of the reign of Vandire and the Civil War along with the Ordo Securitas&lt;br /&gt;
*They receive some cybernetic and biological enhancements, putting them roughly on par with a Spartan from Halo&lt;br /&gt;
**A group of 3 Sisters is roughly equal to 1 Space Marine, winning about 5 times out of 10. However, the Marine has a significant advantage in melee due to much better physical attributes and the Sisters are encumbered by their Power Armor due to lack of a Black Carapace. To win, the Sisters would need to leverage numbers and teamwork.&lt;br /&gt;
*I believe we said they mostly operate with the Inquisition, though their organization and exact scope of duties is unclear/undiscussed at the moment.&lt;br /&gt;
&lt;br /&gt;
==== Daughters of Russ ====&lt;br /&gt;
&lt;br /&gt;
The Daughters of Russ, better known as the Valkyries, are a organization similar to the Adeptas Sororitas unique for only recruiting from Fenris and the Fenrisian colonies. The Daughters claim to be matrilineal descendants of Leman Russ via his many daughters, but given the size of Leman Russ&#039; family and the amount of time that has passed since Russ came to Fenris, it is likely that everyone on the Fenrisian Worlds can trace their ancestry back to Leman Russ in some way.&lt;br /&gt;
&lt;br /&gt;
The Daughters of Russ are best known for their ferocity. Although the Sororitas are well known for their aggression and their single-mindedness, the Valkyries fight with a viciousness that seems almost inhuman. In addition, the Valkyries exhibit senses and other abilities that seem beyond standard Sororitas-level augmentation, leading some to suspect that the Sororitas enhancements either enhance the effect of the Canis Helix genes present in the general Fenrisian population or reawaken Canis Helix genes that were formerly dormant. Surprisingly, the Daughters are otherwise rather conservative for Sororitas, looking down on the sisterhoods who add additional augmentations like kill-glands. To the Valkyries, such additions mock and taint the skill of an individual in battle.&lt;br /&gt;
&lt;br /&gt;
At the same time, the Daughters are also well-known for their talents in medicine. The Valkyries have close ties with the Sisters Hospitaller, and often find themselves being sent to reinforce flagging battalions and save as many of the wounded as they can. It is these practices that led the first leader of the Daughters of Russ to say “it is our job to look Morkai in the eye and tell him, ‘you will not touch them today’”, which eventually became shortened into the motto of the order.&lt;br /&gt;
&lt;br /&gt;
Editor&#039;s Note: Needs to be seen how they relate to Sororitas. Are they actual Sororitas, the female equivalent of Space Wolves, or what? It was pointed out that the concept is good, but they don&#039;t seem to function like the Sisters (as internal police).&lt;br /&gt;
&lt;br /&gt;
=== Navis Nobilite ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark Imperium Writing#The Saga of Fedor Jiao|The Saga of Fedor Jiao]]&lt;br /&gt;
&lt;br /&gt;
== Adeptus Mechanicus and its branches ==&lt;br /&gt;
&lt;br /&gt;
=== Adeptus Biologis ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;Gene-wrights of M41:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without metal man is a beast. Without flesh man is a tool.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
— Motto of the Adeptus Biologis&lt;br /&gt;
&lt;br /&gt;
Despite being seen as just another branch of the Adeptus Mechanicus, the Adeptus Biologis actually has very different origins from the rest of the Mechanicus. Instead of being derived from the Martian Mechanicum, the Biologis were originally formed from the various geneticists and biotechnologists living in the territories that the Warlord conquered, including the Geno-Hippie conclaves of western Merika, the Genesmiths of Duscht Jemanic, and the Genewrights of Luna. The Biologis were eventually folded into the Mechanicus proper, and centuries of cultural and philosophical exchange have greatly reduced the differences between the two, but the group still retains its own unique quirks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Today, the Adeptus Biologis performs a multitude of services throughout the Imperium. They travel to newly pacified worlds to catalogue and study the native flora and fauna. They study diseases and synthesize new medications to constantly try to beat back the plagues of Nurgle. They try to engineer more efficient versions of crops to feed the burgeoning Imperium. They often oversee the augmentations of Space Marines and Sisters of Battle.&lt;br /&gt;
&lt;br /&gt;
Perhaps the biggest difference between the Adeptus Biologis and most other divisions of the Adeptus Mechanicus is their stance on innovation. According to the Biologis, the Mechanicus’ prohibition on invention and innovation only applies to technology, not nature, a loophole the Biologis are happy to exploit. As a result, the Adeptus Biologis are much more willing to try new techniques than the Mechanicus proper, which is one reason why things like rejuvenant drugs and augmentation have improved over the centuries, even if it is only at a glacial pace. Of course, given that all of their equipment comes from the Mechanicus proper, the Biologis are often unable to build the kind of equipment they would like to use.&lt;br /&gt;
&lt;br /&gt;
Another major difference between the Biologis and the rest of the Mechanicus involve physical augmentations. The Biologis are just as augment-happy as their brethren within the AdMech, but tend to prefer artificially engineered organs and genetically modified tissues over cybernetic implants. Even those Magos Biologis who do have mechanical implants often strive for a balance between flesh and metal, seeking to perfect the flesh before they involve the machine.&lt;br /&gt;
&lt;br /&gt;
Like virtually every organization in the Imperium, the Adeptus Biologis can be broken up into a number of factions. The old rivalry between the Geno-Hippies and Genesmiths is still there, only under different names. The Emergentists believe that artificial biological designs must be “balanced” as part of an integrated whole much like natural designs, and that the greatest parts of a design often emerge via interactions that are not foreseen. By contrast, the Utilitarians believe the body is analogous to a machine, and must be treated as such. Any deviation from the perceived purity of a design is something not to be tolerated.&lt;br /&gt;
&lt;br /&gt;
The Mechanicum — that is, the actual Mars-based organization who make up the majority of the Adeptus Mechanicus and primarily work with technology — do not like the Adeptus Biologis very much. They see the Adeptus Biologis as pretenders whose accoutrements are little more than aping the Mechanicum of Mars. They see the aversion of the Biologis to cybernetic augmentations as an affront to the Credo Omnissiah. Nevertheless, they begrudgingly acknowledge the Biologis despite seeing them as lesser, much in the way scholars of the “hard sciences” looked down on biology prior to the Age of Strife. Perhaps this is one reason why, at some point in history, the Biologis changed their apparel from dressing in robes of red to robes of dark green.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;Tech-Heresy&#039; and its definition ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Imperial_Society_and_Culture#Hereteks_and_the_nature_of_.22Tech-Heresy.22|Hereteks and the nature of &amp;quot;Tech-Heresy&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=== The Last Ditch ===&lt;br /&gt;
&lt;br /&gt;
On Mars, there are a series of missile silos. They appear on no map, save in the personal files of the Fabricator General and his inner circle. Hardcopy, not digital. Nothing about them has ever been committed to cogitator. Their locations are concealed beneath layers of bureaucratic subterfuge; declared off- limits zones, patrolled by guards unaware of what they protect. Onion layers of lies await the curious; the suspicious might continue digging past the first lie, but the second? The third, the fourth? &lt;br /&gt;
&lt;br /&gt;
The bunkers themselves are manned by unaugmented humans; none possess even the simplest augmetic. Perhaps the only such in the whole of the regular armed forces of the Mechanicus. Everything is done with the simplest possible technology; even electricity is used sparingly. Steam engines drive complex mechanical assemblies. Everything is designed with physical, manually-operated lockouts. Everything requires human action to operate. From the air or orbit, they blend in perfectly with the environment. &lt;br /&gt;
&lt;br /&gt;
Inside the silos, the crews are terribly isolated. Their only contact with the outside world is a single cable, through which the fire order will come. If it ever comes. None of them know of the purpose of their silo, or of the existence of the others. Each shift lasts a year at least. They play endless hands of cards, read books, and bullshit continuously. And wait for the order to come down. In ten thousand years it has not. &lt;br /&gt;
&lt;br /&gt;
As for the missiles themselves? Vortex warheads. Currently the largest concentration of vortex weaponry in the entire Imperium. Over a thousand of the weapons, each capable of felling cities and Titans. Enough firepower to scour a continent clean, to say nothing of the possibility of daemonic incursion. &lt;br /&gt;
&lt;br /&gt;
Arranged in a loose ring around the Noctis Labyrinth. &lt;br /&gt;
&lt;br /&gt;
This is but one of the contingency plans the Guardians of the Dragon have prepared.&lt;br /&gt;
&lt;br /&gt;
==The Inquisition==&lt;br /&gt;
&lt;br /&gt;
===The Ark Ship===&lt;br /&gt;
&lt;br /&gt;
As part of their duty to keep the Imperium safe, members of the Inquisition are often forced to consider possibilities that would be unthinkable to the rest of the Imperium. Contingency plans for disasters on the scale of which most people would be unable to imagine. The Ark Ship is one such contingency.&lt;br /&gt;
&lt;br /&gt;
The Ark Ship is one of the biggest secrets of the Inquisition and Mechanicus. What little information that has leaked out to the public has been hilariously exaggerated.&lt;br /&gt;
&lt;br /&gt;
It is the final contingency plan. The ultimate Plan B. Activated only in the unthinkable event that the Imperium falls and the galaxy becomes uninhabitable for sentient life. Due to its nature and the implications of its construction - even as a contingency plan - knowledge of the actual ship has been suppressed for fear of causing a panic.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a highly modified Omnissiah class ship, modified to survive for thousands upon thousands of years at minimal power and activity. The captain is the one Inquisitor of Ordo Desolatus, held in stasis. Its cargo is rack upon rack of genetic samples and frozen embryos, from every sapient species in the Imperium; humans to Eldar to Tau, and everything in between.&lt;br /&gt;
&lt;br /&gt;
The crew are mechanically augmented up to the very edge of what is legally allowed before you start treading into A.I. territory. Metal can shut down cleanly and is far more efficient than flesh. The crew, like the captain, are in stasis.&lt;br /&gt;
&lt;br /&gt;
If the Imperium falls, the Ark&#039;s orders are to take one of countless planned FTL escape-routes to the galaxy&#039;s edge, and burn hard into the intergalactic blackness, in hopes of eventually rendezvousing with the escaping craftworlds at an outlying star-cluster to resupply. And to begin the longest journey.&lt;br /&gt;
&lt;br /&gt;
==Imperial Navy==&lt;br /&gt;
&lt;br /&gt;
===The Five Flagships===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phalanx&#039;&#039;. &#039;&#039;Nicor&#039;&#039;. &#039;&#039;Mirabilis&#039;&#039;. &#039;&#039;The Rock&#039;&#039;. &#039;&#039;Terminus Est&#039;&#039;. These are names that are instantly recognized by any scholar of Imperial history, as well as feared throughout history by those who sought to do the Imperium harm.&lt;br /&gt;
 &lt;br /&gt;
The Five, often colloquially referred to as the “Five Big Bastards” after a comment made by primarch Rogal Dorn, were a series of massive super-dreadnoughts commissioned by the Imperium in the last days of the Unification of Sol and the early years of the Great Crusade. Each of these ships were roughly 25 kilometers long and bristled with conventional weaponry. The five ships were roughly comparable in size and shape, though the &#039;&#039;Phalanx&#039;&#039; was perhaps a little larger and a little more heavily-armed than her sisters. In addition to newly constructed material mined from the Sol system, the Five were also constructed from the recycled remains of the numerous scattered shipwrecks throughout the Sol system (many of which came to the attention of the Imperium at the suggestion of the primarch Horus), making them packed full of whatever Dark Age-era technology could be salvaged from the wreckage.&lt;br /&gt;
 &lt;br /&gt;
The original construction of the Five was intended to be a show of solidarity between the newly unified nations of Sol. The ships were to be commissioned by the newly named Steward of Earth, constructed by the Mechanicum of Mars in the shipyards of Luna, and would be crewed by the Void Born of the Sol migrant fleet. However, because of the time and resource-intensive nature of their construction, only two of these ships — the &#039;&#039;Rock&#039;&#039; and the &#039;&#039;Phalanx&#039;&#039; — were ready by the beginning of the Great Crusade. The &#039;&#039;Rock&#039;&#039; was sent out as the flagship of the Imperium&#039;s first expeditionary fleet helmed by the Dark Angels, whereas the &#039;&#039;Phalanx&#039;&#039; remained in the Sol system to act as a deterrent to any potential force that would threaten Mars and Old Earth. Construction of the remaining three — the &#039;&#039;Nicor&#039;&#039;, &#039;&#039;Mirabilis&#039;&#039;, and &#039;&#039;Terminus Est&#039;&#039; — was not completed until much later in the Great Crusade, when the resources of additional systems could be brought to bear for their completion.&lt;br /&gt;
 &lt;br /&gt;
The Five were intended to be a long-term investment. In addition to building ties of unity between the major factions of Sol, the Five were meant to be a show of strength, on the part of the nascent Imperium, to the greater galaxy. The huge size of the Five meant that their internal workings could support much larger than average hydroponic bays, which meant they could function away from the Imperium for long periods of time without resupplying and be largely self-sufficient if they were ever cut off from Imperial supply chains. This made the &#039;&#039;Rock&#039;&#039; the ideal flagship to send out with the expeditionary fleet. Eventually, the plan was for the Five to be sent to the far corners of the galaxy, one for each major Segmentum, to act as flagships and command centers for the Imperial Navy. The &#039;&#039;Phalanx&#039;&#039;, &#039;&#039;Rock&#039;&#039;, &#039;&#039;Terminus Est&#039;&#039;, &#039;&#039;Nicor&#039;&#039;, and &#039;&#039;Mirabilis&#039;&#039; were to be sent to Segmenta Solar, Obscurus, Pacificus, Tempestus, and Ultima, respectively. Unfortunately, random chance and the whims of history ended up scuttling this plan. Although originally constructed as part of a set, each of the Five suffered dramatically different fates.&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;Rock&#039;&#039; was infamously stolen by the arch-traitor Luther during the Chaos of the War of the Beast, only to be reclaimed by the loyalist Dark Angels after the Lion&#039;s final battle with his brother. Luther had not had his hands on the &#039;&#039;Rock&#039;&#039; long enough for it to be irrevocably tainted by Chaos, and the Dark Angels were able to repurpose the battleship for their own uses. To this day, the &#039;&#039;Rock&#039;&#039; remains the mobile headquarters of the Dark Angels chapter.&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;Phalanx&#039;&#039;, although heavily damaged in the War of the Beast, remains as it always has in the Sol System, an old guard dog ever-ready to fight those that would threaten the capital of the Imperium.  Its [[Nobledark_Imperium_Writing#Ork_Diplomacy|legendary ramming action]] that repelled the Beast&#039;s attack planet Ullanor during the War of The Beast obliterated much of the original ship, as the relativistic impact vaporized almost all of the Phalanx, with only relatively small parts of the drive superstructure remaining attached to the ship&#039;s neutronium ramming prow and keel, which was later recovered from a highly elliptical orbit around Sol. Any conventional matter, including the body of Pius himself, would have been vaporized on impact, but neutronium is made of tougher stuff. The Phalanx was rebuilt from around this neutronium keel, missing many of the archaeotech systems originally contained within its frame but [[The_War_of_The_Beast#The_Fist_of_the_Imperium|the keel was enough of a plank in the ship of Theseus to claim continuity with the original ship]]. The Imperium doesn&#039;t like to take defeat lying down. &lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;Mirabilis&#039;&#039; remains active in the galactic East, still acting as a flagship of the Imperial Navy rather than commanded by any chapter of the Adeptus Astartes, perhaps the only one of the Five along with the Phalanx that is still performing the job the Imperium intended for it. However, the Ultima Segmentum is nearly an order of magnitude larger than any other part of the galaxy, and there is little the &#039;&#039;Mirabilis&#039;&#039; can do beyond putting out fires.&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;Nicor&#039;&#039; fought valiantly for many years, but was presumed lost in the aftermath of the [[Nobledark_Imperium_Drafts#Second_Black_Crusade|Second Black Crusade]]. In late M40, the Carcharodons found the carcass of the &#039;&#039;Nicor&#039;&#039; floating out in the middle of the Segmentum Tempestus, and — after much friction with the rest of the Imperium — refurbished it into their new headquarters. Although the &#039;&#039;Nicor&#039;&#039; is probably capable of void combat once more, the Carcharodons prefer to keep it in a strategic location in the galactic South to act as a central base from which they can coordinate their attacks. Ironically, the &#039;&#039;Nicor&#039;&#039; in some ways is performing the job it had always been intended to do in the first place, striking fear in the hearts of any who would threaten the Imperium in the Segmentum Tempestus.&lt;br /&gt;
 &lt;br /&gt;
The &#039;&#039;Terminus Est&#039;&#039; served the Imperium through more military campaigns than any other member of the Five. After being sent to take back the Segmentum Pacificum when the Imperium set out to reclaim the Segmentum, the ship was commandeered in the aftermath of the war by Typhus the Pilgrim, who made it into the mobile headquarters of his breakaway chapter the Black Templars. For six millennia, the &#039;&#039;Terminus Est&#039;&#039; was a constant presence on the western front of the Imperium. Much like the Black Templars themselves, the &#039;&#039;Terminus Est&#039;&#039; was forever marching to war, never resting, never stopping, almost seeming to have an indefatigable personality of its own. If there is any truth to the Mechanicus&#039; claim that ships have machine spirits, there is perhaps no better argument in support of this idea than the &#039;&#039;Terminus Est&#039;&#039;.&lt;br /&gt;
 &lt;br /&gt;
However, no ship can fight forever. In late M38, the &#039;&#039;Terminus Est&#039;&#039; finally broke down after back-to-back fighting in an Armageddon War and putting down an assault on Necromunda. The &#039;&#039;Terminus Est&#039;&#039; managed to limp its mass to high Necromundan orbit before tidal forces tore the ship apart. Today, the &#039;&#039;Terminus Est&#039;&#039; is the closest thing the Black Templars have to a static headquarters. Like the &#039;&#039;Nicor&#039;&#039;, the Templars claim the &#039;&#039;Terminus Est&#039;&#039; might have a few more battles in her, but so far none have been willing to put that claim to the test.&lt;br /&gt;
&lt;br /&gt;
===Blade of Luna===&lt;br /&gt;
&lt;br /&gt;
The Blade Of Luna is one of the first in a series of modified Mars-class battlecruisers equipped with oversized engines, the sensor networks of an Emperor-class battleship, and cutting edge vox warfare systems. Recently built by the shipyards based around Luna — not the orthodox masters of Mars — it is designed to serve as a support ship maintaining inter-fleet communications and tracking enemies for improved battlefield awareness.&lt;br /&gt;
&lt;br /&gt;
This description vastly oversimplifies their role. While rebels and pirates who barely know how to keep a stolen ship&#039;s anti-gravity working are little threat to the pirate-extermination forces that a ship of this type would lead — the Crone Eldar, Necrons, Olamic Quietude, and Dark Mechanicus, to name the most infamous — all have their own foul brand of techno-sorcery.&lt;br /&gt;
&lt;br /&gt;
Daemonic scrap-code can cut power to point defense arrays just long enough to let a barrage of boarding pods bite into the hull, secure encryptions can be cracked in milliseconds by machinery powered by broken star gods, crucial orders can be lost under a tidal wave of jamming signals, augurs that previously tracked micrometeorites from one end of the solar system to the other suddenly lose their visuals; the list goes on. The Imperial Navy has learned its bloody lessons over ten thousand years of war, and its more technically-minded factions are the inheritors of practices fine-tuned prior to the Dark Age of Technology.&lt;br /&gt;
&lt;br /&gt;
Hence the limited production run of ships like the Blade Of Luna, testbeds for the latest electronic warfare systems to serve as sword and shield against the Imperium&#039;s enemies. Her higher decks are packed with banks of compartmentalized, EMP-shielded cogitators and consoles, each linked to a backup battery in the event the redundant power couplings to the Generatorium fail in battle. Augur arrays normally found only on the Emperor-class battleship cover the Blade Of Luna in a thin forest of sensor spars and domes, and in concert with the cogitators enable the ship&#039;s Techpriests to tune out false positives and home in on elusive cloaked enemies. Gellar fields, hexagrammatic wards, and crude automations of machine exorcism are present to fend off the more daemonic varieties of scrap-code. There are other technologies that are not so enthusiastically discussed by the rather open-minded Mechanicus builders, but they have risen to meet the monumental challenges of those who would challenge the Omnissiah&#039;s vessels of war.&lt;br /&gt;
&lt;br /&gt;
===Deep Field Recon===&lt;br /&gt;
&lt;br /&gt;
Knowledge of its many enemies is vital to the Imperium&#039;s survival, and quite hard to come by. Oh, you can learn some things on the battlefield. Weapons and tactics. But this is far, far from a complete picture. It tells you nothing of their logistics, of their politics, of their inner minds, of the deep knowledge needed to strike at the heart of an entire civilization. Fighting on the battlefield tells you how to fight on the battlefield, but not how to craft grand strategy. &lt;br /&gt;
&lt;br /&gt;
Channels for gaining this deep knowledge are few. It is impossible to infiltrate the Silent Court, and there is no gossip there; likewise a tyranid cannot be bribed to turn against the Swarm, and even the smallest bribes in Shaa-Dome are far too horrible to pay. There is no trade with the Orks, and an embassy in Commorragh would be nothing but a buffet table. Intercepting the communications of Chaos is actively hazardous to the health of the reader&#039;s mind and soul, and any wire-tapping the thoughts of a dark God is wont to become a conduit for them into reality. All the tricks human nations have used to spy on each other since time immemorial are useless against the vast majority of the Imperium&#039;s foes. But ignorance is not an option.&lt;br /&gt;
&lt;br /&gt;
Thus, the Deep Field Recon squadrons. &lt;br /&gt;
&lt;br /&gt;
The Deep Field Recon squadrons are one of the few methods the Imperium has for investigating the inner reaches of enemy territory. Deep Field Recon ships are made to be as stealthy as possible, typically mounting multiple forms of concealment. Reflex shields and Eldar holo-fields are standard, as are various forms of passive stealth such as low-signature engines and auspex-baffling plating. Some are equipped with more exotic devices still; archeotech and xenotech cloaking devices salvaged from the far corners of the galaxy. An (un)lucky few bear psychic choirs on board, actively diverting the attention of possible searchers away.&lt;br /&gt;
&lt;br /&gt;
The design of any two ships are often dissimilar; due to the incorporation of xenotech in the design, the main body of the Mechanicum refuses to construct them. Thus, their creation is left to the heterodox and other member states; the Hubworld League, the Eldar, the Interex, and increasingly the Tau.&lt;br /&gt;
&lt;br /&gt;
With these techniques, they dive deep into the sanctums of the enemy, gathering information, inserting and extracting commando teams, and striking targets of opportunity. The Deep Field Recon squadrons are a vital part of anti-Ork efforts, providing forewarning of rising WAAAGGHHs and delivering kill-teams to eliminate rising Warbosses. Others ghost through the Silent Empire, mapping tomb worlds, counting World Engines, and watching for any preparations for an attack. This is one of the highest mortality duties among in Deep Field Recon; the Silent Empire guards its borders jealously, and its reserves of techno-sorcery are vast and deep. There are even rumors of ships covered in hexagrammatic wards operating under the auspices of the Alpha Legion, plunging into the Eye of Terror itself to strike at the Great Enemy in its lair. &lt;br /&gt;
&lt;br /&gt;
Life in the Silent Service is frequently nerve-wracking. By the nature of their missions, they spend their time deep in enemy territory far away from any possible reinforcements. Often for years on end, as they slowly assemble a complete picture of enemy numbers and capabilities from telescope pictures and stray vox-chatter. At the same time, it is often quite boring, drifting through space with everything but stealth systems and passive sensors powered down, watching an enemy with no idea of their presence. When hunting, the nature of the wait and tension changes as they slowly glide towards their targets, moving into position for a single kill-shot and hoping their exit route remains clear.&lt;br /&gt;
&lt;br /&gt;
Deep Field Recon squadrons usually operate under the auspices of the Inquisition. Typically, they are attached to various Watch Fortresses keeping an eye on specific threats or regions of space. Most Recon ships operate with an Inquisitor, or at least an Interrogator, on board, specializing in the specific threat the ship is operating against. Many Inquisitors use vessels of similar design as their personal vehicles, even if not specifically on Deep Field Recon duties; the class is well-suited to Inquisition duties generally.&lt;br /&gt;
&lt;br /&gt;
There are few Deep Field Recon vessels. Due to the exotic equipment and demanding tolerances of the class, they are difficult to build; only a few thousand exist at any given time. But, in enemies of the Imperium ambushed and destroyed, and even more in vital knowledge gathered, each is worth ten times its number in conventional vessels.&lt;br /&gt;
&lt;br /&gt;
== Eldar-Only Forces ==&lt;br /&gt;
&lt;br /&gt;
=== Handmaidens of Isha ===&lt;br /&gt;
&lt;br /&gt;
Just as it is the job of the Adeptus Custodes to protect the Emperor of Mankind and his wife, it is the job of the Handmaidens of Isha to protect the Grand Empress Isha and her husband. The Handmaidens of Isha are the Eldar side of the Imperium&#039;s praetorian guard, drawn from the ranks of her most devout followers in the cults that sprung up in her wake following her rescue from Nurgle&#039;s mansion. Compared to many other followers of Isha, the blessings of the Handmaidens are rather subtle; little more than an immunity to virtually all diseases and a seeming inability to sustain permanent damage from scarring or age. This allows the Handmaidens to perfect their physical training in a way that only one who does not have to worry about wear and tear on their body can. The Handmaidens are no pushovers; they are armed with swords known as &amp;quot;the Thorns of Isha&amp;quot; that can inflict wounds that do not heal. The Handmaidens are also noted to have a connection to Isha that borders on the preternatural, able to sense if their charge is in direct danger even if they are unable to see her directly.&lt;br /&gt;
&lt;br /&gt;
However, the Handmaidens of Isha have an another job in addition to protecting their Empress. As the Imperial Couple travels from world to world, the Empress often sends her handmaidens to inspect the world beforehand to ensure that the world is as upstanding as it often claims to be. Although many worlds have their own dirty little secrets that they have managed to keep secret from the Administratum, few can hide from the gaze of the All-Mother. The Adeptus Custodes are likewise often posted in Imperial society to keep watch for potential threats against the Emperor and Imperium, though most of them are incapable of doing so without drawing attention to themselves. The Handmaidens of Isha, on the other hand, are capable of passing themselves off as just another Eldar, or even avoiding notice altogether. Because the two groups have essentially the same job, they often end up directly cooperating with one another.&lt;br /&gt;
&lt;br /&gt;
=== The Avatar of Khaine ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Notable_People#Khaine|Khaine]]&lt;br /&gt;
&lt;br /&gt;
==== The Avatar of Biel-Tan ====&lt;br /&gt;
&lt;br /&gt;
Biel-Tan hasn&#039;t deployed an Avatar of Khaine for nearly one hundred years. This wouldn&#039;t be surprising for a lesser or more peaceable craftworld, but this is Biel-Tan; the most well-known, influential, and martially famous craftworld. That Khaela Mensha Khaine hasn&#039;t made an appearance in a year, much less a near century, would provoke suspicion. &lt;br /&gt;
&lt;br /&gt;
However, among the Eldar, it&#039;s considered a bit of a faux pas to ask about this. The Inquisition is another matter entirely though, and they already know the answer. &lt;br /&gt;
&lt;br /&gt;
Biel-Tan&#039;s avatar has been awake this entire time. Biel-Tan summoned the avatar for the Ghoul Campaign to help a desperate sword wind against a siege of orks with daemon support. The avatar of war led the survivors — many of whom were wounded — to victory against the orks, culminating in the avatar decapitating the bloodthirster Yel&#039;Grazruk and shattering the spirit of the enemy. The sword wind rejoiced.&lt;br /&gt;
&lt;br /&gt;
Then they noticed the avatar wasn&#039;t gone. It had followed the fleeing enemy, killing as many as it could reach. The next day, the avatar was still killing. And the next. On the fifteenth day, it ran out of enemies to kill and came back, planted its sword at the center of the Biel-Tan fortifications, and waited.&lt;br /&gt;
&lt;br /&gt;
After the twentieth day, the Biel-Tan forces found themselves very worried indeed. The burning avatar still smoldered, glaring out at the horizon. In the face of their persistent god, the Eldar finally attempted to psychically contact the avatar; a hazardous venture for even the most skilled warlock. &lt;br /&gt;
&lt;br /&gt;
After the warlock stopped chanting in a dead language, she managed to sputter out &amp;quot;Khaine waits for his chariot&amp;quot;. No one knew what that referred to. But when the autarch ordered the sword wind back to Biel-Tan, the avatar followed, marched through the craftworld, and returned to his temple, still burning. &lt;br /&gt;
&lt;br /&gt;
The avatar has sat there since, waiting for his chariot.&lt;br /&gt;
&lt;br /&gt;
===Craftworld Armor===&lt;br /&gt;
The Craftworld Eldar military forces are descended from, essentially, civic militia. Thus, their war machines were optimized for ease of construction, ease of maintenance, and ease of piloting; war machines a part-time non-professional volunteer force could use and maintain. The aftermath of the Fall, when the survivors were thrown back onto highly limited resources and the whole population had to be mobilized to survive, only reinforced this paradigm. 10,000 years of Imperium have loosened it; the number of super-heavy vehicles in the Craftworld arsenal has increased both in absolute number and proportionally as more resources become available. Likewise, more specialist designs for specific battlefield roles have become commonplace as the need for every tank to potentially fill every role lessens. Still, the typical Craftworld grav-tank remains a stripped-down (in terms of mechanical complexity, not necessarily weight) generalist.&lt;br /&gt;
&lt;br /&gt;
== Tau Empire ==&lt;br /&gt;
&lt;br /&gt;
=== Mont&#039;Kau Battlesuits ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;Front-Line Defenders of the Greater Good:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:Mont%27kau_Battlesuit.png|thumb|]]&lt;br /&gt;
&lt;br /&gt;
As the Tau first expanded from their cradle of civilization on T’au into the greater galaxy, they began to realize that many of their opponents—including Orks, tyranids, Space Marines, and more—were devastatingly effective in close-quarters combat. Although the Tau preferred to avoid melee combat whenever possible, they realized that many of their opponents were not going to do them a favor and do the same. The Tau would have loved to use their auxiliaries to make up for this deficiency, but among their close allies only the Kroot were well-suited for close combat. And there were far more Tau regiments than there were Kroot to go around.&lt;br /&gt;
 &lt;br /&gt;
As a result, at the behest of O’Shovah (Commander Farsight) back before the Schism, the Tau Empire decided to solve this problem by building bigger and more durable versions of the Crisis battlesuit, specifically designed for melee combat. It has been suggested that O’Shovah was inspired to pitch his idea when he realized that battlesuits could be used to compensate for the Tau’s smaller physical stature and reluctance to engage in melee combat against foes, such as Orks and Space Marines, but the Tau vehemently deny this is the case. Unlike most battlesuits, which were designed as mobile platforms for heavy ranged weaponry, these suits were designed for close quarters combat. Like all Tau battlesuits these suits often carry guns, but more often than not these tend to be close-range weapons like shotguns, or tend to be a melee weapon first and foremost, like a giant bayonet to which attaching an actual gun is an afterthought. The Tau called them Mont’kau Battlesuits, named after a particularly terrifying species of predator from their homeworld of T’au. To the rest of the Imperium, who lacked the appreciation for the intricacies of the Tau language, these suits simply became known as Predator Battlesuits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Compared to a Space Marine or an Aspect Warrior, Mont’kau battlesuits aren’t as particularly agile in close-quarters combat, as they lack the Black Carapace of a Space Marine or the flesh and blood agility of an Eldar. But like all Tau battlesuits they are lightweight for their size and—more importantly—easily replaceable. The purpose of the Mont’kau battlesuits is not to serve as shock troops, but instead to act as a bulwark to keep the close combat forces of the enemy away from the firing line. Mont’kau battlesuits are typically piloted by battlefield veterans, ones who are accustomed to the chaos of battle and have fast enough reflexes to fight on the front lines. As a result, although melee combat is still the Tau’s biggest weakness, at least the Tau now have an answer to the numerous close-combat specialists that dominate the galactic landscape and are not a complete joke about it. Nevertheless, the Tau claim that they are continually improving on the Mont’kau design, and that one day the Mont’kau battlesuits will be the equal of the front line combatants of the other major races.&lt;br /&gt;
 &lt;br /&gt;
One common addition to Mont’kau battlesuits is an outer layer of explosive reactive armor, made of an alloy similar to (but more brittle than) the traditional fio’tak, which is designed to fragment into a spray of ceramite-like shrapnel. This reactive armor can either be used to provide additional protection against anti-personnel ranged attacks or be command-detonated to act like a makeshift claymore mine. These reactive armor plates are actually capable of being added to a wide-variety of battlesuits, but are most often associated with the Mont’kau battlesuits due to their role in close combat. These additions, along with the directed flechette grenades that are now a common component of Tau infantry gear, were largely devised as contingencies against the Dark Eldar, whom the Tau held a particular hatred for after their repeated raids of the Tau Empire in the wake of the A.I. rebellion, the Tau Reformation, and the vanguard Hive Fleets. To the Dark Eldar, for whom speed was their primary protection, such devices would prove lethal.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Interex ==&lt;br /&gt;
&lt;br /&gt;
=== Sagittars ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;A Fusion of Man and Machine:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Although mankind had experimented with quadrupedal walking machines as early as M3, the use of these machines in warfare would not come into their own until much later, reaching their zenith just before and during the Age of Strife. The separation of the myriad worlds of the Great and Bountiful Human Empire during the Age of Strife resulted in each human world developing its own unique way of coping with the adverse conditions of the period, leading to an explosion of new technologies and new adaptations of old ones. Among these new weapons were the sagittars — a term used to both refer to the quadrupedal walking and the people who rode them — developed by the Interex of the Segmentum Pacificus. Although originally designed as scouts and heavy cavalry, sagittars would quickly become the backbone of Interex ground warfare.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sagittars are primarily controlled by their rider, who would be neurally linked to their mount, in order to operate their mechanical limbs and onboard armory as if the machine was an extension of themself. Because of this, it often takes several years for a sagittar rider to fully learn how to control their machine’s limbs as if they were their own. When riderless, the robotic portion of the sagittar is controlled by an extremely simple artificial intelligence (about as simple, if not moreso, than those seen in Legio Cybernetica constructs), capable of standing still, returning to the rider’s side when commanded, or seeking cover in a firefight, and not much else. It is only when linked to their rider that a sagittar is capable of more complex action.&lt;br /&gt;
 &lt;br /&gt;
In addition to serving as a mobile mount, sagittars also function as a mobile armory for their rider. The rear portion of the mount contains a number of weapons, which can be switched between as needed. The most common weapon used by the Interex is the magnetic bow, which consists of a magazine of two-foot long spikes attached to a pair of arms, each of which contained a pair of electromagnets. A current is sent through the bow when the weapon is fired, accelerating the projectile to velocities high enough to penetrate ceramite armor. Adjusting the arms of the bow to be closer or further from the main barrel increases or decreases the power, accuracy, and recoil of the shot. Skilled riders can even turn their bodies around 180 degrees while retreating, to fire parting shots while their mount runs away from the battle. The armory will also contain lances, swords, or electrified throwing lances for other tasks. If an enemy attacks too fast for the rider to grab a weapon, the sagittar can strike out at its foe by kicking with its hydraulic legs.&lt;br /&gt;
 &lt;br /&gt;
In some ways, Interex sagittars act as highly mobile infantry as opposed to cavalry. Sagittars are stronger than a baseline human footsoldier, but their primary advantage over other elite troops — such as Astartes and Aspect Warriors — is their extreme mobility. Although sagittars can fight in traditional cavalry charges, the near ubiquitous presence of ranged weapons in the galaxy makes this a near-suicidal endeavor. Instead, the Interex use the superior mobility of their sagittars to outflank and outmaneuver slower opponents. This fits well with the general Interex policy of war, which was to dictate where and when a battle would occur such that battles would be fought under conditions that favored the Interex in order to minimize casualties on both sides. Although not as fast as an assault bike, under good conditions a sagittar can travel at speeds of up to 60 kilometers per hour, and unlike flesh-and-blood mounts sagittars do not get tired. Sagittar legs are also well-built to traveling over uneven terrain, as opposed to horses.&lt;br /&gt;
 &lt;br /&gt;
Because the sagittar’s mounts are an extension of themselves, rather than a separate animal, sagittars do not suffer from many of the typical weaknesses of biological cavalry; a sagittar cannot be startled as easily as a horse can because the only way to startle a sagittar is to startle the rider. However, sagittars do have some weaknesses. Because the rider of a sagittar has to be able to turn around to access the onboard armory, the armor has to be relatively light and flexible around the waist, making it a weak point. Since contact with the Imperium, the Interex have created models with heavier armor and more powerful weapons, but have never been able to fully eliminate this weakness. Additionally, because the rider sits above the fray of the battle, in close-combat conditions where the sagittar is unable to exploit its greater mobility, that same height which allows the sagittar to pick and choose its targets on the battlefield makes them an easy target for snipers or other high-powered ranged weaponry. If the legs are damaged, it is often possible to kill the rider before they can eject from their sagittar. Finally — and most importantly — although sagittars are good at offensive actions and hit-and-run attacks, they are not as effective when they are forced to stand and fight, whether they are forced into a position in which they cannot retreat or need to fortify and protect an objective. In the past, this is often when the Interex would call in the Kinebrach to supplement their sagittars as shock troops. Today this role is generally filled by other forces.&lt;br /&gt;
 &lt;br /&gt;
However, sagittar usage has never really caught on outside of the Interex and a few associated territories for a variety of reasons. First, sagittars occupy a rather awkward place in Imperial Tactics; sagittars are more expensive and more difficult to replace than flesh-and-blood cavalry such as horses, yet too slow for tactics used by heavy cavalry such as assault bikes and jetbikes. In some parts of the Imperium highly orthodox Mechanicus adepts will refuse to construct parts for sagittars, considering their machine spirits too close to A.I. for comfort (as they do the Legio Cybernetica), and since this simple intelligence is required for sagittar function no sagittars are made. Finally, sagittar fighting involves mastering an unusual set of tactics, including the ability to rapidly retreat and regroup from the battlefield when it becomes necessary. This is very different from typical Imperial tactics — particularly the Cadian doctrine, the most commonly followed military doctrine in the Imperium — which primarily focuses on the defense and holding of territory and aggressive action being undertaken primarily through artillery barrages. Sagittar fighting thus requires a very different mindset than is typically found among Imperial forces; one that is found only in groups such as the Armageddon Outriders or the inhabitants of the Pastoral Worlds. Nevertheless, a well-trained sagittar battalion is still a welcome sight for an Imperial commander on any battlefield.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hubworld League (Squats) ==&lt;br /&gt;
&lt;br /&gt;
=== Destroyermen ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;Heavy Infantry of the Hubworld League:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Destroyermen are the heavy infantry of any squat army. The concept of Destroyermen originally derived from the squat custom of having people who would risk their lives as the first ones to enter an unexplored cavern or mine shaft, to see if it was safe to enter. Despite being clad in the best protective gear available, this work was extremely dangerous — as evidenced by the casualty rate — but at the same time it paid extremely well. However, being mostly collectivists, a squat clan would often not waste all of the earnings on themselves. Instead, they would put into upgrading and improving the protective suit, making it more likely that the individual performing this job would keep coming back intact. This bizarre method of technological natural selection went on for millennia, until eventually most squat colonies had numerous sets of masterwork craft powered armor scattered among various clans. From there it was a simple leap to go from using this armor for checking for gas pockets and occasional hostile xenos to using them in open warfare against threats like Orks. Destroyermen are often the “tip of the spear” in squat armies, fighting in areas where casualties are likely to be high. Destroyerman armors have often been in squat families for generations, and the living clan members are fiercely protective of them, seeing them as emblems of their clan’s glory and heritage.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like most squat technology, the concept of Destroyermen and Destroyermen suits was developed during the Age of Isolation, the period in which the Hubworld League was cut off from contact with the majority of humanity. Destroyerman armor is often referred to as the little brother of Space Marine terminator armor, and there is a grain of truth to that statement; Destroyerman armor and Terminator armor actually spring from a common source: the environmental hazard suits used for working in hard vacuum or mining in inhospitable conditions during the Dark Age of Technology. However, whereas Terminator armor was retrofitted for military usage and has been increasingly refined for combat over millennia, Destroyerman armor is much more sedate. This is in part because Destroyermen were never expected to see combat on the level that most Space Marines do, and in part because the ability to efficiently manufacture some of the higher-end devices for the armors (like teleporters) was lost during the Age of Strife. In general, Destroyerman armor is more geared towards making sure the wearer and the armor survives, rather than making a more efficient killing machine like Terminator armor. There is also the issue of the armor wearer; although the armor may be high quality, the person inside the armor is still only human, thus lacking the genetic modifications typical of Space Marines or Sisters of Battle (particularly the Black Carapace of the former) and therefore limited what a Destroyerman is capable of.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Desperados ===&lt;br /&gt;
&lt;br /&gt;
Desperados are the scouts of the Hubworld’s military. Typically drawing their ranks from the young and impetuous members of Hubworld society, desperados are often hotheaded and eager to make their name. When on duty, desperados spend most of their time on the outskirts of Hubworld society, traversing the planet in search of undiscovered mineral lodes, making sure the machinery that keeps the hold functioning is still intact, and even acting as ranch hands on the few worlds in the Hubworld League capable of supporting grox herds. Desperados typically ride jet bikes, which have the easiest time traveling over the geologically unstable surface of many worlds of the Hubworld League, but wheeled vehicles are not uncommon. The Hubworld League has the largest collection of human-made jet bikes in the Imperium, lovingly passed down family lines for generations. In times of war desperados find themselves conscripted into Hubworld military actions, acting as raiding parties, scouts, and light skirmishers. Other, better-trained forces serve as more dedicated mechanized cavalry combatants.&lt;br /&gt;
&lt;br /&gt;
=== Hubworlder Land Trains ===&lt;br /&gt;
&lt;br /&gt;
Not all planets are so lucky as to have a breathable atmosphere, tolerable levels of radiation, and stable tectonic activity. The people of the Hubworld League near the galactic core know that better than most, as many of their worlds exist near the galactic core and therefore are under constant upheaval from tidal flexing in the gravitational pull of a gas giant, pulsar, or the core of the Milky Way itself. On many worlds it is not even possible to build the traditional bunker-like fortresses favored by Hubworld architects. Instead, the primary form of squat habitation is in the form of Land Trains.&lt;br /&gt;
&lt;br /&gt;
Land Trains were originally developed on less hostile worlds, designed as caravans to bring raw ore and other goods between major settlements. On less stable worlds, however, land trains have been refitted to become settlements in and of themselves, ballooning in size to encompass the populations of entire cities. These trains are typically found on the less tectonically stable worlds and often contain large amounts of mining equipment, allowing Hubworlders to mine the ores that drive their civilization while still being able to move out of the way of newly formed fissures and tectonic rifts&lt;br /&gt;
&lt;br /&gt;
Many who see Hubworlder Land Trains draw parallels with trains from other worlds. The comparison is better in some ways than others; a better comparison might be an armored trade caravan, albeit one with treads and an ability to mine its own raw materials. Hubworlder Land Trains are formed by linked cars much as more familiar trains do, but they do not follow tracks. After all, on these worlds sedentary or semi-permanent structures are a death sentence. Instead, land trains have treads, allowing them to climb over even highly angled surfaces.&lt;br /&gt;
&lt;br /&gt;
As with almost every piece of technology they developed, the Hubworlders soon found that it was easy to repurpose their caravans for war. Armored sides designed to shrug off micrometeorite impacts and stellar radiation are equally well suited to deflecting enemy fire. Furthermore, the large size of the trains makes them ideal not only for housing troops and transport materiel but also supporting truly massive weaponry, potentially making them armored juggernauts when used correctly.&lt;br /&gt;
&lt;br /&gt;
[[category:Nobledark Imperium]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_T%27aus:_/tg/%27s_8th_Edition&amp;diff=1011601</id>
		<title>Codex - T&#039;aus: /tg/&#039;s 8th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_T%27aus:_/tg/%27s_8th_Edition&amp;diff=1011601"/>
		<updated>2026-05-20T15:26:33Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This Codex was made to bring T&#039;aus up to their power in the lore as well as to implement some units and battlesuit only seen in the lore. All the rules in this page are meant to be used alongside the normal T&#039;aus Codex. If a rule isn&#039;t explained, look it up on the Codex.&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
Here you can find extra rules for additional powerful Septs, alongside sceneries for campaigns and special missions.&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Commanders (Matched Play Only):&#039;&#039;&#039; If you are playing a matched play game, then in a Battle-forged army, you can include no more than one {{W40Kkeyword|Commander}} in each Detachment. If you are using a {{W40Kkeyword|Farsight Conclaves}} detachment, the limit is increased to two instead.&lt;br /&gt;
&lt;br /&gt;
=====Battlesuits=====&lt;br /&gt;
*&#039;&#039;&#039;Advanced Technological Masterpieces:&#039;&#039;&#039; All {{W40Kkeyword|Battlesuit}} units count as having the {{W40Kkeyword|Vehicle}} keyword for the purpose of any stratagem, psychic power and special rules. &lt;br /&gt;
*&#039;&#039;&#039;Blacksun Filter:&#039;&#039;&#039; All {{W40Kkeyword|Battlesuit}} units don&#039;t suffer penalties to their hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Emergency Ejection Protocols:&#039;&#039;&#039; Every time a {{W40Kkeyword|Battlesuit}} unit (that is not {{W40Kkeyword|Titanic}} or a special character) loses its last wound, roll a die. On a 4+ place on the battlefield, as close as possible to the {{W40Kkeyword|Battlesuit}}&#039;s last position, a single Pilot model with the profile below. This model is then considered as a different unit and acts as one for the duration of the battle, even though it doesn&#039;t award additional Victory Points if killed. {{W40Kkeyword|XV46 Vanguard Void Suit}} units add 2 to the result. (Note that first blood is still awarded, even if the roll is successful. Slay the Warlord, on the other hand, is only awarded if the Battlesuit Pilot is killed)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Battlesuit Pilot || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 8 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Pistol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Battlesuit Pilot}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
=====Drones=====&lt;br /&gt;
*&#039;&#039;&#039;AI Helpers:&#039;&#039;&#039; {{W40Kkeyword|Drone}} units automatically passe Morale tests.&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols:&#039;&#039;&#039; When resolving an attack made against a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|INFANTRY}} or {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|BATTLESUIT}} unit whilst that unit is within 3&amp;quot; of a friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|DRONES}} unit, if the wound roll is successful, you can roll one D6; on a 2+ that {{W40Kkeyword|DRONES}} unit suffers 1 mortal wound and the attack sequence ends. A {{W40Kkeyword|DRONES}} unit may not intercept wounds from weapons that have a Strength characteristic of more than 10 or a Damage characteristic of more than 6.&lt;br /&gt;
&lt;br /&gt;
=====Markerlights=====&lt;br /&gt;
If a model (other than a {{W40Kkeyword|VEHICLE}} or {{W40Kkeyword|Battlesuit}}) fires a markerlight, it cannot fire any other weapons in that phase. When a unit is hit by a markerlight, place a counter next to it for the remainder of the phase. The table below describes the benefits {{W40Kkeyword|T&#039;AU EMPIRE}} models have when shooting at a unit that has markerlight counters. All benefits are cumulative.&lt;br /&gt;
*1 - You can re-roll hit rolls of 1 for {{W40Kkeyword|T&#039;AU EMPIRE}} models attacking this unit.&lt;br /&gt;
*2 - Destroyer and Seeker Missiles fired at this unit hit using the firing model’s Ballistic Skill, regardless of any negative modifiers.&lt;br /&gt;
*3 - The target unit does not gain any bonus to its saving throws for being in cover.&lt;br /&gt;
*4 - {{W40Kkeyword|T&#039;AU EMPIRE}} models attacking this unit do not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.&lt;br /&gt;
*5 or more - Add 1 (or more, increasing with each markerlight counter after the fifth one) to hit rolls for {{W40Kkeyword|T&#039;AU EMPIRE}} models attacking this unit.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;Sept Tenets:&#039;&#039;&#039; &#039;&#039;The septs have developed their own unique ways of war, contributing reams of combat-tested doctrine and tactical data to the academies of the Fire caste.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all {{W40kKeyword|&amp;lt;Sept&amp;gt;}} units in {{W40kKeyword|T&#039;au Empire}} Detachments gain a Sept Tenet, so long as every unit in that Detachment is from the same sept. The Sept Tenet gained depends upon the sept they are drawn from, as shown on the table on the right. For example, all units in a {{W40kKeyword|Vior&#039;la}} Detachment gain the &#039;&#039;Strike Fast&#039;&#039; Sept Tenet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warriors of the Greater Good:&#039;&#039;&#039; &#039;&#039;Every Fire Warrior is a zealous believer in the T’au’s utilitarian philosophy, and will lay down their life without a second thought to advance the empire’s cause.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all Troops (except {{W40kKeyword|Drones}}) units in {{W40kKeyword|T&#039;au Empire}} Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
==Sept Tenets==&lt;br /&gt;
*{{W40Kkeyword|Bork&#039;an Sept}} &#039;&#039;&#039;- Superior Craftsmanship:&#039;&#039;&#039; &#039;&#039;From Bork’an Sept’s renowned applied science divisions come the most advanced and ingenious weapon prototypes, field tested by elite contingents of Fire caste soldiers.&#039;&#039;&lt;br /&gt;
::Models with this tenet may add 6&amp;quot; to the maximum Range of any Rapid Fire and Heavy weapons they are armed with.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Dal&#039;yth Sept}} &#039;&#039;&#039;- Adaptive Camouflage:&#039;&#039;&#039; &#039;&#039;The T’au of Dal’yth prize victory at any cost, and have mastered the art of sudden ambushes and elaborate traps. They utilise adaptive camouflage fields to elude and disorient their foes.&#039;&#039;&lt;br /&gt;
::A unit with the tenet receives the benefit of cover, even while in the open. A unit with this tenet that moves for any reason loses the benefit of this tenet until the start of its next Movement phase.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Devastating Counter-Strike:&#039;&#039;&#039; &#039;&#039;Commander O’Shovah’s mastery of Mont’ka has bled into the martial culture of the Farsight Enclaves. Its warriors are experts in the deadly art of engaging the enemy in close confines.&#039;&#039;&lt;br /&gt;
::Re-roll wound rolls of 1 for models with this tenet for shooting attacks against enemy units that are within 6&amp;quot; of the firing model. In addition, when resolving an attack made with a ranged weapon by a model with this tenet against an enemy unit within 12&amp;quot;, treat that enemy unit as having one more markerlight counter than it actually has.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Sa&#039;cea Sept}} &#039;&#039;&#039;- Calm Discipline:&#039;&#039;&#039; &#039;&#039;The Fire Warriors of the densely populated Sa’cea Sept train extensively for the close-range hell of city combat, learning the vital importance of fire discipline and combined arms.&#039;&#039;&lt;br /&gt;
::Add 1 to the Leadership characteristic of models with this tenet. In addition, in the Shooting phase you can re-roll a single failed hit and wound roll when a unit with this tenet shoots.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|T&#039;au Sept}} &#039;&#039;&#039;- Coordinated Fire Arcs:&#039;&#039;&#039; &#039;&#039;The rigorously drilled Fire Warriors of T’au Sept utilise overlapping fields of fire to envelop charging enemies in a kill-storm of searing pulse energy.&#039;&#039;&lt;br /&gt;
::When a unit with this tenet uses their &#039;&#039;For the Greater Good&#039;&#039; special rule, or when they fire Overwatch whilst they are within 6&amp;quot; of another friendly {{W40Kkeyword|T&#039;au Sept}} unit, a 5 or 6 is required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any modifiers.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Vior’la Sept}} &#039;&#039;&#039;- Strike Fast:&#039;&#039;&#039; &#039;&#039;The Commanders of Vior’la harness their warriors’ fiery temperament by embracing a highly mobile and aggressive form of warfare, taking the fight to the heart of the enemy.&#039;&#039;&lt;br /&gt;
::If a unit with this tenet Advances, it treats all Rapid Fire weapons it is armed with as Assault weapons until the end of the turn (e.g. a Rapid Fire 1 weapon is treated as an Assault 1 weapon). In addition, models with this tenet do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.&lt;br /&gt;
&lt;br /&gt;
===Custom Sept Tenets===&lt;br /&gt;
If your chosen sept does not have an associated Sept Tenet in Codex: T’aus: /tg/&#039;s 8th Edition, you can create its Sept Tenet by selecting two rules from the following list:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced Power Cells:&#039;&#039;&#039; &#039;&#039;Some septs have relatively small populations, and rely more heavily on drones to support them in battle. Many upgrade their faithful helpers to this end.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Drones}} models with this tenet have a Move characteristic of 10&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dedication to the Cause:&#039;&#039;&#039; &#039;&#039;The Greater Good is a cause greater than any T’au or even any caste. It is the perfect ideal, one worth not only fighting for but laying down one’s life for.&#039;&#039;&lt;br /&gt;
::Add 1 to the Leadership characteristic of models with this tenet. In addition, roll a die each time a model with this tenet suffers a wound or a mortal wound; on a 6 that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gifted Pilots:&#039;&#039;&#039; &#039;&#039;Mastery of battle tanks and battlesuits is seen as the mark of a true warrior by the T’au of this sept.&#039;&#039;&lt;br /&gt;
::If, in your Movement phase, a {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Battlesuit}} model with this tenet does not move or moves a distance less than half its Move characteristic, until the end of the turn, when resolving an attack made with a ranged weapon by that model, re-roll wounds roll of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hardened Warheads:&#039;&#039;&#039; &#039;&#039;Any enemy of the T’au Empire soon learns to fear its incredible firepower. Some septs take this to the extreme, utilising even more formidable missile systems.&#039;&#039;&lt;br /&gt;
::When resolving an attack made with a weapon from the &#039;&#039;Missile Weaponry&#039;&#039; list by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybridised Weaponry:&#039;&#039;&#039; &#039;&#039;The T’au of this sept are experts in close-quarters fighting, and have customised their weapons with enhanced power packs, grenade launchers and other equipment to make them even more effective.&#039;&#039;&lt;br /&gt;
::Add 4&amp;quot; to the Range characteristic of Assault and Grenade weapons models with this tenet are equipped with. In addition, In addition, when resolving an attack made with an Assault or Grenade weapon by a model with this tenet against an enemy unit within 12&amp;quot;, re-roll all hit rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manoeruvering Thrusters:&#039;&#039;&#039; &#039;&#039;The battlesuit pilots of some septs use specialised thrusters to dart in and out of combat, engaging the enemy at extremely close range before withdrawing at speed.&#039;&#039;&lt;br /&gt;
::After having made a shooting attack, a {{W40Kkeyword|Jet Pack}} unit with this tenet can Advance as if it was the Movement phase. In addition, it can Advance when it Falls Back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soldiers in Arms:&#039;&#039;&#039; &#039;&#039;The academies of the Fire caste emphasise coordination in battle. The Fire Warriors of some septs take this further than others, working together in perfect synergy.&#039;&#039;&lt;br /&gt;
::Increase the range of the &#039;&#039;For the Greater Good&#039;&#039; special rule to 12&amp;quot; for units with this tenet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sophisticated Command Net:&#039;&#039;&#039; &#039;&#039;Efficiency is always strived for by the T’au. To make every shot count, the vehicle crews of this sept use an advanced communications net to know where markerlights will be placed ahead of time.&#039;&#039;&lt;br /&gt;
::When resolving an attack made by a {{W40Kkeyword|Vehicle}} model with this tenet against a unit that has one or more markerlight counters, re-roll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stabilisation Systems:&#039;&#039;&#039; &#039;&#039;The threats that stand against the T’au Empire are myriad. To defeat them requires speed and firepower in equal measure.&#039;&#039;&lt;br /&gt;
::When resolving an attack made with a ranged weapon by a {{W40Kkeyword|Battlesuit}} model with this tenet, that model does not suffer the penalty for moving and firing Heavy weapons or Advancing and firing Assault weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Turbo-jets:&#039;&#039;&#039; &#039;&#039;The T’au of some septs relish the immense manoeuvrability of their battlesuits more than others, and equip them with advanced jets.&#039;&#039;&lt;br /&gt;
::Roll two dices and pick the highest one when advancing with a {{W40Kkeyword|Jet Pack}} unit with this tenet. In addition, add 2&amp;quot; to the Move characteristic of {{W40Kkeyword|Jet Pack}} models with this tenet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Up-gunned:&#039;&#039;&#039; &#039;&#039;On battlefield after battlefield, the burst cannon has proven its worth against uncounted foes. Able to slaughter light infantry with ease, many T’au upgrade the weapon to be capable of punching through armoured targets.&#039;&#039;&lt;br /&gt;
::When resolving an attack made with a weapon from the &#039;&#039;Burst Weaponry&#039;&#039; list by a model with this tenet, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Aerial Targeting (1 CP):&#039;&#039;&#039; &#039;&#039;Air caste pilots sweep over the battlefield, identifying prime targets for destruction.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a ranged weapon by a model from your army against that unit, treat that unit as having one more markerlight counter than it actually has for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ambushing Predators (1 CP):&#039;&#039;&#039; &#039;&#039;Kroot are fierce predators who have learned over millennia the most effective ways to hunt for prey.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent’s Charge phase. Select one {{W40Kkeyword|KROOT}} unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a {{W40Kkeyword|CHARACTER}}. In addition, if that unit performs a Heroic Intervention in that phase it can do so if there are any enemy units within 6&amp;quot; of them instead of 3&amp;quot;, and when doing so can move up to 6&amp;quot; instead of 3&amp;quot;.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Automated Repair System (2 CP):&#039;&#039;&#039; &#039;&#039;Nanite repair drones swarm over the damaged battlesuit or vehicle, knitting together ruptured composite plating and repairing vital life-support systems.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of any turn. Pick a {{W40Kkeyword|VEHICLE}} or {{W40Kkeyword|BATTLESUIT}} model from your army. That model regains D3 lost wounds. You can only use this Stratagem once per turn.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Branched Nova Charge (1 CP):&#039;&#039;&#039; &#039;&#039;This prototype power router floods the intense energy generated by a nova reactor to multiple engine systems.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when you choose to use a {{W40Kkeyword|XV104 RIPTIDE BATTLESUIT}}, {{W40Kkeyword|XV107 R&#039;varna Battlesuit}}, {{W40Kkeyword|XV109 Y&#039;vahra Battlesuit}} or {{W40Kkeyword|KX238 Ta&#039;unar Diplomacy Armour}}’s Nova Reactor. You may choose two effects from those listed rather than one.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Breach and Clear! (1 CP):&#039;&#039;&#039; &#039;&#039;Breacher Teams excel at clearing enemy-held structures with blinding photon grenades and disciplined bursts of pulse fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, before a {{W40Kkeyword|BREACHER TEAM}} from your army shoots at an enemy unit that is receiving the benefit of cover. The Breacher Team re-rolls failed wound rolls against the enemy unit until the end of this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command and Control Node (1 CP):&#039;&#039;&#039; &#039;&#039;The Commander’s AI-networked transition system generates firing arcs and enhanced strike-patterns, feeding this raw data to nearby battlesuit teams.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Pick a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|COMMANDER}} from your army. That Commander may not shoot this phase, but one {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|BATTLESUIT}} unit from your army that is within 6&amp;quot; of that Commander may re-roll failed wound rolls this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coordinated Engagement (2 CP):&#039;&#039;&#039; &#039;&#039;T’au combined arms groups are called Hunter Cadres for good reason. Working in close coordination, they hunt and destroy the most dangerous enemy targets.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one {{W40Kkeyword|XV8 CRISIS BATTLESUITS}} or {{W40Kkeyword|XV8 CRISIS BODYGUARDS}} unit from your army, and select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that {{W40Kkeyword|XV8 CRISIS BATTLESUITS}} or {{W40Kkeyword|XV8 CRISIS BODYGUARDS}} unit against that enemy unit, treat that enemy unit as having 5 markerlight counters.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deadly Aim (1 CP):&#039;&#039;&#039; &#039;&#039;Careful programming allows Sniper Drones to identify the weakest points in enemy armour.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when an {{W40Kkeyword|MV71 SNIPER DRONES}} unit from your army is chosen to shoot with. Until the end of that phase, the Armour Penetration characteristic of longshot pulse rifles models in that unit are equipped with is improved by 1 (e.g. AP 0 becomes AP -1). In addition, until the end of that phase, when resolving an attack made with a longshot pulse rifle by a model in that unit against a unit that is within half range, the Armour Penetration characteristic of that weapon is improved by a further 1 for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Emergency Dispensation (1 CP/3 CP):&#039;&#039;&#039; &#039;&#039;Multiple advanced prototypes and ultra-rare technologies have been provided for the war effort by Ethereal decree.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Your army can have one extra Signature System for 1 CP, or two extra Signature Systems for 3 CPs. All of the Signature Systems that you include must be different and be given to different {{W40Kkeyword|T’AU EMPIRE}} {{W40Kkeyword|CHARACTERS}}. You can only use this Stratagem once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Grenade (1 CP):&#039;&#039;&#039; &#039;&#039;This device emits an intense electrostatic field capable of overloading vital computer systems.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|T’AU EMPIRE}} model from your army is chosen to throw a photon grenade at an enemy {{W40Kkeyword|VEHICLE}} unit. Only make a single hit roll with the weapon this phase; if it hits, the target suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fail-safe Detonator (1 CP):&#039;&#039;&#039; &#039;&#039;The battlesuits of high-value T’au operatives are equipped with a fail-safe self-destruct algorithm, ensuring that the pilot cannot be taken alive for interrogation.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|BATTLESUIT}} unit from your army is destroyed in the Fight phase, before removing the last model. Instead of rolling for Emergency Ejection Protocols, roll a dice for each unit (friend or foe) within 3&amp;quot; of that model. On a 4+ that unit suffers one mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Modulated Weaponry (1 CP):&#039;&#039;&#039; &#039;&#039;The T’au never cease working to maximise the power of their weapon systems, always enhancing their arsenal.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} model (other than a {{W40Kkeyword|TITANIC}} model) from your army is chosen to shoot with. Until the end of that phase, do not roll to determine the Type characteristic of Heavy weapons that model is equipped with; they have their maximum values (e.g. a Heavy D6 weapon makes 6 shots).	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-spectrum Sensor Suite (1 CP):&#039;&#039;&#039; &#039;&#039;The battlesuit’s integrated sensor suite scans multiple ranges on the electromagnetic spectrum, analysing telemetric data and feeding optimised firing solutions to the pilot.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before a {{W40Kkeyword|BATTLESUIT}} unit from your army shoots. Enemy units cannot claim the benefit of cover against shots made by this unit this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neuroweb System Jammer (2 CP):&#039;&#039;&#039; &#039;&#039;This device emits an intense electrostatic jamming field, causing the enemy’s weapons to malfunction.&lt;br /&gt;
::Use this Stratagem at the start of the enemy Shooting phase. Each time an enemy unit that is within 12&amp;quot; of a {{W40Kkeyword|BATTLESUIT}} {{W40Kkeyword|COMMANDER}} from your army makes a hit roll of 1, that unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Orbital Ion Beam (3 CP):&#039;&#039;&#039; &#039;&#039;A kor’vattra cruiser in high orbit unleashes a pulse from an immense ion cannon, engulfing the target in white-hot energy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase if a {{W40Kkeyword|T’AU EMPIRE}} {{W40Kkeyword|COMMANDER}} from your army did not move or use their Manta Strike ability in the preceding Movement phase. Pick a point on the battlefield that can be seen by that model; each friendly or enemy model within 3&amp;quot; of that point immediately suffers 3D3 mortal wounds, each friendly or enemy model within 6&amp;quot; of that point immediately suffers 2D3 mortal wounds and finally each friendly or enemy model within 9&amp;quot; of that point immediately suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Point-blank Volley (1 CP):&#039;&#039;&#039; &#039;&#039;Some T’au perform complex drills in which they train to operate their weapons at extremely close range.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Select one {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} unit from your army that is within 6&amp;quot; of an enemy unit. Until the end of that phase, add 1 to wound rolls for pulse blasters, pulse carbines and pulse rifles models in that unit are equipped with.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Point Defense Targeting Relay (1 CP):&#039;&#039;&#039; &#039;&#039;Automated subroutines direct this vehicle’s secondary weapon systems towards encroaching enemies.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit declares a charge against a {{W40Kkeyword|VEHICLE}} unit from your army. When your unit fires Overwatch this phase, a 5 or 6 is required for a successful hit roll, instead of only 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Positional Relay (2 CP):&#039;&#039;&#039; &#039;&#039;Zeroing in on the pulse flares of a Recon Drone, T’au reinforcements strike their target drop zone with unerring accuracy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Pick a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} MB3 Recon Drone from your army. One of your {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} units that has been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6&amp;quot; of the MB3 Recon Drone.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Promising Pupil (1 CP):&#039;&#039;&#039; &#039;&#039;The Fire caste academies imbue in all Fire Warriors the importance of raising up the particularly skilled of their number, for the Greater Good.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle, after nominating your Warlord. Select one {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|CHARACTER}} model from your army that does not have a Warlord Trait and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pulse Onslaught (1 CP):&#039;&#039;&#039; &#039;&#039;Where the situation calls for it, Breacher Teams can overcharge their pulse blasters.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40Kkeyword|BREACHER TEAM}} unit from your army is chosen to shoot with. Until the end of that phase, the Range characteristics of the ‘Close range’ and ‘Medium range’ profiles for pulse blasters models in that unit are equipped with are increased to 15&amp;quot;.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rain of Fire (1 CP):&#039;&#039;&#039; &#039;&#039;As Vespid Stingwings fly around the battlefield, they pour fire on unprotected enemies below.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40Kkeyword|VESPID STINGWINGS}} unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit, if that unit was set up on the battlefield using the Plunge from the Sky ability that turn, you can re-roll the hit roll.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Recon Sweep (1 CP):&#039;&#039;&#039; &#039;&#039;Pathfinders are the eyes and ears of the T’au war machine, always operating ten steps ahead of the foe.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Select a {{W40Kkeyword|PATHFINDER TEAM}} from your army. Add 2D3&amp;quot; to that unit&#039;s movement characteristic it but cannot shoot or charge this turn.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Impact Field (1 CP):&#039;&#039;&#039; &#039;&#039;Detecting an incoming enemy assault, the pilot’s battlesuit unleashes a hammer-pulse of kinetic energy strong enough to shatter bone.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after an enemy unit successfully charges a {{W40Kkeyword|BATTLESUIT}} unit from your army. Roll a dice for each model in the enemy unit within 3&amp;quot; of your unit. On a 6 that model suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seasoned Sniper (1/2 CP):&#039;&#039;&#039; &#039;&#039;Possessed of a calm only veterans wield, this leader singles out priority targets.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one {{W40Kkeyword|Cadre Fireblade}} model from your army. Until the end of that phase, ranged weapons that model is equipped with can target a {{W40Kkeyword|Character}} unit even if it is not the closest enemy unit. Instead of a {{W40Kkeyword|Cadre Fireblade}}, you can pick a {{W40Kkeyword|Commander}} instead; if so, this Stratagem costs 2 Command Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stimulant Injector (1 CP):&#039;&#039;&#039; &#039;&#039;Many battlesuits contain an emergency revivification system to bring their injured pilot back from the brink of death.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of any turn. Choose a {{W40Kkeyword|BATTLESUIT}} model from your army with a Wounds characteristic of 10 or more. Until the end of this turn, use the top row of the model’s damage table, regardless of how many wounds it has left. This ends immediately if the model is reduced to 0 wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Support Turret Replacement (1 CP):&#039;&#039;&#039; &#039;&#039;Field-logistics drones swoop down from above, bearing a replacement support turret in an underslung grav-harness.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Pick a friendly {{W40Kkeyword|Fire Warriors}} or {{W40Kkeyword|Gue&#039;vesa}} unit whose DS8 Tactical Support Turret has been destroyed. You may immediately set up a new DS8 Tactical Support Turret in unit coherency with the unit as described in their DS8 Tactical Support Turret ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sworn Bodyguards (1 CP):&#039;&#039;&#039; &#039;&#039;Crisis Bodyguards rush to the aid of their charge, ready to fight hand-to-hand if necessary to protect them.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|XV8 CRISIS BODYGUARDS}} unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit whilst a friendly {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|CHARACTER}} unit is within 3&amp;quot; of that model’s unit, you can re-roll the hit roll and you can re-roll the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uplinked Markerlight (1 CP):&#039;&#039;&#039; &#039;&#039;Some markerlights are uplinked directly into the T’au command network, enabling a much faster and more accurate tactical targeting support.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after an enemy unit has been hit by a markerlight fired by a model from your army. Place D3+1 markerlight counters next to that unit instead of only 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wall of Mirrors (1 CP):&#039;&#039;&#039; &#039;&#039;The T’au Stealth Cadres utilise interwoven obfuscation fields and wide-band refraction beams to mask their deadly advance. This process is known as mesme’j’kaara – the wall of mirrors.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Movement phase. Pick a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|XV25 STEALTH BATTLESUITS}} unit from your army that is within 6&amp;quot; of a {{W40Kkeyword|&amp;lt;SEPT&amp;gt;}} {{W40Kkeyword|XV95 GHOSTKEEL BATTLESUIT}} from your army. You may immediately remove the Stealth Battlesuits unit from the battlefield and set it up again, anywhere within 12&amp;quot; of that Ghostkeel Battlesuit and more than 9&amp;quot; from any enemy models. Note that this does not count as Falling Back if the Stealth Battlesuits unit was within 1&amp;quot; of an enemy unit when it was removed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Many (1 CP):&#039;&#039;&#039; &#039;&#039;The wisest of the T’au Ethereals know how powerful the combined strength of the four castes can be.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase. Select one {{W40Kkeyword|ETHEREAL}} unit from your army. Until the end of that phase, that unit can invoke one additional elemental power using its Invocation of the Elements ability, so long as that elemental power has not already been invoked by that unit in that phase.&lt;br /&gt;
&lt;br /&gt;
===Sept-Specific===&lt;br /&gt;
*{{W40Kkeyword|Bork&#039;an Sept}} &#039;&#039;&#039;- Experimental Weaponry (1 CP):&#039;&#039;&#039; &#039;&#039;Bork’an scientists have distributed the latest prototype weapons amongst their Sept’s Fire caste contingents, optimised to increase range and accuracy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|Bork&#039;an Sept}} unit from your army fires a ranged weapon that makes a random number of attacks (e.g. Heavy D6, Heavy 2D6 etc.). You can re-roll one or both the dices used to determine the number of attacks made.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Dal&#039;yth Sept}} &#039;&#039;&#039;- Strike and Fade (1 CP):&#039;&#039;&#039; &#039;&#039;Dal’yth T’au are experts at harrying and outmanoeuvring their foes, bleeding them with accurate bursts of fire before fading away into the shadows.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Pick a {{W40Kkeyword|Dal&#039;yth Sept}} unit from your army. That unit may shoot and then immediately move up to 6&amp;quot; as if it were the Movement phase and they cannot Advance as part of this move. In addition, this movement doesn&#039;t prevent that unit to benefit from their Sept tenet.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Danger Close (1 CP):&#039;&#039;&#039; &#039;&#039;Fire Warrior teams of the Farsight Enclaves receive extensive training in close-quarters combat.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|BREACHER TEAM}} or {{W40Kkeyword|STRIKE TEAM}} unit from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a ranged weapon by a model in that unit against an enemy unit within 12&amp;quot;, you can re-roll the wound roll.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Defence in Numbers (2 CP):&#039;&#039;&#039; &#039;&#039;Farsight ensures that damaged battlesuits are rotated out of combat to preserve his warriors’ lives.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase or your opponent’s Shooting phase, when an {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|XV8 CRISIS BATTLESUITS}} or {{W40Kkeyword|XV8 CRISIS BODYGUARDS}} unit from your army is chosen as the target for an attack. Until the end of that phase, when a model in that unit would lose a wound, roll one D6; on a 5+ that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Drop Zone Clear (2 CP):&#039;&#039;&#039; &#039;&#039;O’Shovah’s warriors have mastered the art of the drop-zone assault. There are few more imposing sights than a cadre of battlesuits raining from low orbit, jump-jets blazing and cannons spitting death at the helpless foe.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Choose a {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|Battlesuit}} unit from your army that was set up on the battlefield using its Manta Strike ability or performing a low-altitude drop this turn. Add 1 to hit rolls for that unit this phase.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Firestorm (1 CP):&#039;&#039;&#039; &#039;&#039;In a terrific onslaught, Farsight Enclave flyers rain hell upon their foes, saturating them with heavy fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select up to three {{W40Kkeyword|Farsight Enclaves}} units with the Flyer Battlefield Role from your army. This Stratagem costs 1 additional Command Point for each selected unit. Roll one D6 for each enemy unit within 3&amp;quot; of any of those selected units. On a 4+ that enemy unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Focused Fury (1 CP):&#039;&#039;&#039; &#039;&#039;T’au officers are often equipped with advanced targeting equipment that identifies weak points in enemy defences.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase, when a {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|CHARACTER}} model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the wound roll.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Fuious Assault (1 CP):&#039;&#039;&#039; &#039;&#039;Using the powerful thrusters of their huge battlesuits, Farsight’s warriors slam into the fray.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase, when a {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|JET PACK}} unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1&amp;quot; of that model and roll one D6; on a 3+ that enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Veteran Cadre (1/2 CP):&#039;&#039;&#039; &#039;&#039;Many of Farsight’s followers have fought in countless battles against myriad foes, sharpening their arts of war for the battles to come.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|XV8 CRISIS BATTLESUITS}} or {{W40Kkeyword|XV8 CRISIS BODYGUARDS}} unit from your army that contains 3 models for 1 Command Point or one {{W40Kkeyword|Farsight Enclaves}} {{W40Kkeyword|XV8 CRISIS BATTLESUITS}} or {{W40Kkeyword|XV8 CRISIS BODYGUARDS}} unit from your army that contains 4 or more models for 2 Command Points. Models in that unit have a Weapon Skill characteristic of 3+ and a Ballistic Skill characteristic of 2+. You can only use this Stratagem once per battle.	&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Sa&#039;cea Sept}} &#039;&#039;&#039;- Orbital Marker Distribution Uplink (2 CP):&#039;&#039;&#039; &#039;&#039;Sa’cea Sept has innovated the use of markerlight scatter-flares, dropped from the upper atmosphere by networked Recon Drones to illuminate the greatest concentrations of enemy troops.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Pick an enemy unit visible to a {{W40Kkeyword|Sa&#039;cea Sept}} {{W40Kkeyword|Character}} from your army. That unit and all other enemy units within 6&amp;quot; of it gain a markerlight counter.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|T&#039;au Sept}} &#039;&#039;&#039;- Focused Fire (3 CP):&#039;&#039;&#039; &#039;&#039;T’au Sept doctrine heavily emphasises the massed concentration of fire upon a single target at a time, obliterating each component of the enemy force in succession with a series of unrelenting barrages.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a {{W40Kkeyword|T&#039;au Sept}} unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to wound rolls for attacks made by other T’AU SEPT units from your army that target the same enemy unit this phase.	&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Vior’la Sept}} &#039;&#039;&#039;- Hot Blooded (2 CP):&#039;&#039;&#039; &#039;&#039;The daredevil Fire Warriors of Vior’la stray dangerously close to enemy formations in order to maximise the killing power of their pulse volleys.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your shooting phase. Pick a {{W40Kkeyword|Vior’la Sept}} {{W40Kkeyword|Infantry}} unit from your army. That unit may be chosen to shoot twice this phase, but all models in the unit must target the closest enemy unit each time they do so.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;1: Precision of the Hunter:&#039;&#039;&#039; &#039;&#039;The Warlord stalks the deadliest enemy war machines.&#039;&#039;&lt;br /&gt;
::Re-roll wound and damage rolls made for your Warlord against enemy {{W40Kkeyword|Vehicles}} or {{W40Kkeyword|Monsters}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Through Unity, Devastation:&#039;&#039;&#039; &#039;&#039;The Warlord is an expert in the application of concentrated fire.&#039;&#039;&lt;br /&gt;
::In each of your Shooting phases, you can pick an enemy unit that is visible to your Warlord. Until the end of the phase, each time you make a wound roll of 6+ against that unit for an attack made by a friendly {{W40Kkeyword|&amp;lt;Sept&amp;gt;}} unit within 6&amp;quot; of your Warlord, the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP0 becomes AP-1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: A Ghost Walks Among Us:&#039;&#039;&#039; &#039;&#039;The Warlord walks unseen until the moment is right to strike.&#039;&#039;&lt;br /&gt;
::When your Warlord Advances, add 6&amp;quot; to their Move characteristic for that Movement phase instead of rolling a dice. In addition, enemy units must subtract 1 from their hit rolls when targeting your Warlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Through Boldness, Victory:&#039;&#039;&#039; &#039;&#039;The Warlord favours bold and aggressive action.&#039;&#039;&lt;br /&gt;
::If your Warlord is targeting a unit within 12&amp;quot; of it, you can re-roll failed hit and wound rolls made for your Warlord against that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Exemplar of the Kauyon:&#039;&#039;&#039; &#039;&#039;The Warlord has mastered the art of Kauyon, the Patient Hunter.&#039;&#039;&lt;br /&gt;
::You can re-roll failed hit rolls for your Warlord as long as they have not moved this turn. If they have moved for any reason, they lose this trait until the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Exemplar of the Mont&#039;ka:&#039;&#039;&#039; &#039;&#039;The Warlord has mastered the art of Mont’ka, the Killing Blow.&#039;&#039;&lt;br /&gt;
::Your Warlord can Advance and still shoot as if they hadn’t moved this turn.&lt;br /&gt;
&lt;br /&gt;
===Sept-Specific===&lt;br /&gt;
*{{W40Kkeyword|Bork&#039;an}} &#039;&#039;&#039;- Seeker of Perfection:&#039;&#039;&#039; &#039;&#039;The Warlord seeks mastery in all aspects of warfare.&#039;&#039;&lt;br /&gt;
::For each hit roll of 6+ made for your Warlord, add 1 to the wound roll for that attack. &lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Dal&#039;yth}} &#039;&#039;&#039;- Gunship Diplomat:&#039;&#039;&#039; &#039;&#039;This Warlord is held in the highest favour by the T’au’s alien auxiliaries.&#039;&#039;&lt;br /&gt;
::Add 2 to the leadership characteristic of friendly {{W40Kkeyword|Kroot}} and {{W40Kkeyword|Vespid}} units within 12&amp;quot; of your Warlord. In addition, whilst within 12&amp;quot; of your Warlord, friendly {{W40Kkeyword|Kroot}} and {{W40Kkeyword|Vespid}} units gain the &#039;&#039;For the Greater Good&#039;&#039; special rule. &lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Aggressive Tactician:&#039;&#039;&#039; &#039;&#039;This warlord is always on the attack, striking hard again and again with their forces until the enemy is entirely destroyed. They give no respite and show no mercy, seeing both as weakness.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|COMMANDER}} model only. When this Warlord declares Mont’ka, it affects friendly {{W40Kkeyword|Farsight Enclaves}} units within 12&amp;quot; of this Warlord, instead of within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Blooded Through War:&#039;&#039;&#039; &#039;&#039;Those Commanders who have led a multitude of bloody campaigns have thoroughly earned the trust of their warriors. Such is this bond of loyalty that their troops will courageously follow them into the harshest of battles.&#039;&#039;&lt;br /&gt;
::When a Morale test is taken for a friendly {{W40Kkeyword|Farsight Enclaves}} unit with the Bonding Knife Ritual ability whilst within 12&amp;quot; of this Warlord, it is automatically passed on a roll of 4+, instead of 6.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Hero of the Enclaves:&#039;&#039;&#039; &#039;&#039;The Warlord’s very name inspires devotion and awe amongst his warriors.&#039;&#039;&lt;br /&gt;
::Your Warlord can perform a Heroic Intervention if they are within 6&amp;quot; of any enemy units after the enemy has completed all their charge moves. Your Warlord can move up to 6&amp;quot; when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model. In addition, if your Warlord charged, was charged or performed a Heroic Intervention, then until the end of the turn, you can re-roll failed hit rolls made for them.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Master of the Killing Blow:&#039;&#039;&#039; &#039;&#039;This warlord knows that cutting the head from the snake is a sound battlefield tactic in any war, and they pursue enemy commanders and warlords relentlessly. Once they are successful in their hunt, their enemies’ forces collapse into disarray and are easy prey.&#039;&#039;&lt;br /&gt;
::When resolving an attack made by this Warlord against a {{W40Kkeyword|CHARACTER}} unit, you can re-roll the hit roll.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Sa&#039;cea}} &#039;&#039;&#039;- Beacon of Honour:&#039;&#039;&#039; &#039;&#039;This Warlord is a noble and honourable leader, beloved of their troops.&#039;&#039;&lt;br /&gt;
::Friendly {{W40Kkeyword|Sa&#039;cea}} units within 6&amp;quot; of this model reduce the number of models that flee as a result of a failed Morale test by 1. &lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|T&#039;au}} &#039;&#039;&#039;- Strength of Belief:&#039;&#039;&#039; &#039;&#039;The Warlord’s unwavering belief in the Greater Good grants them formidable resolve.&#039;&#039;&lt;br /&gt;
::Roll a D6 for each wound or mortal wound inflicted on your Warlord; on a 5+, that wound is ignored and has no effect. &lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Vior’la}} &#039;&#039;&#039;- Academy Luminary:&#039;&#039;&#039; &#039;&#039;This Warlord was marked for greatness by the exacting Fire caste tutors of Vior’la.&#039;&#039;&lt;br /&gt;
::If your Warlord has the &#039;&#039;Master of War&#039;&#039;, &#039;&#039;Volley Fire&#039;&#039; or &#039;&#039;Failure is Not an Option&#039;&#039; special rule, the range of that ability is increased to 12&amp;quot;. In addition, if your army is Battle-forged, you receive an additional 1 Command Point.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
&lt;br /&gt;
===Missile Suppression Division (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All units equipped with weapons from the &#039;&#039;Missile Weaponry&#039;&#039; list in this Specialist Detachment gain the {{W40kKeyword|Missile Suppression Division}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shower of Missiles:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Select one enemy unit that is visible by your Warlord. Friendly {{W40kKeyword|Missile Suppression Division}} models shooting at that unit consider the Ap of their weapons from the &amp;quot;Missile Weaponry&amp;quot; list as 1 point better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Pint-point Accuracy (1 CP):&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Shooting phase. Seeker Missiles fired by friendly {{W40kKeyword|Missile Suppression Division}} models ignor line of sight if targeting units with at least two markerlight counters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Anti-matter Missile Warheads:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Unit with &amp;quot;Missile Weaponry&amp;quot; weapons only. Add the following to that unit&#039;s weapons’ special rule: &#039;Each wound roll of 6+ for attacks made by this weapon inflict D3 mortal wounds in addition to normal damage.&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Specialist Formations==&lt;br /&gt;
Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player&#039;s pool.&lt;br /&gt;
&lt;br /&gt;
===Air Superiority Cadre (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Air Superiority Cadre:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 3-5 units of AX3 Razorshark Strike Fighters &lt;br /&gt;
::- 0-2 units of AX5-2 Barracudas&lt;br /&gt;
::- 0-1 units of Tigershark Fighter-bombers&lt;br /&gt;
::- 0-1 units of Tigershark AX-0-1s&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::-none&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-Add 1 to hit rolls for models in this formation when targeting a unit with the {{W40kKeyword|Fly}} keyword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Hyperlinked Drone Network (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this stratagem during your Shooting phase. Select one enemy unit on the battlefield; model from this formation consider that unit as having two more markerlight counters than what they have.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ethereal Council (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ethereal Council:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 3-7 units of Ethereals (One of the Ethereals may be swaped with Aun&#039;shi and/or Aun&#039;Va)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::-none&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-The range of the &#039;&#039;Failure Is Not An Option&#039;&#039; special rule is increased from 12&amp;quot; to 24&amp;quot; for all of the models in the Ethereal Council that have the rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Collective Elemental Power (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this stratagem during your Movement phase. Select one Ethereal from this formation that is within at 6&amp;quot; of at least another Etherial from this formation, they both invoke all four elemental powers that turn instead of only one.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Optimixed Stealth Cadre (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Optimixed Stealth Cadre:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 1 unit of XV95 Ghostkeel Battlesuits&lt;br /&gt;
::- 2-4 units of XV25 Stealth Battlesuits&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::-none&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-The &#039;&#039;Stealth Field&#039;&#039; special rule from the MV5 Stealth Drones of this formation has effect on XV25 Stealth Battlesuits from this formation too. That effect is cumulative with their &#039;&#039;Camouflage Fields&#039;&#039; special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;-Wall of Mirrors (2 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this stratagem at the start of your shooting phase. The Ghostkeel Battlesuits unit and any unit of Stealth Battlesuits from this formation that are within 6&amp;quot; of a Ghostkeel from this formation ignore cover, and add 1 to their hit rolls for that Shooting phase.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Crushing Feet:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Feet&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || Make three hits for each attack made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dawn Blade:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dawn Blade&#039;&#039;&#039; || Melee || Melee || +3 || -4 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dusk Blade:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dusk Blade&#039;&#039;&#039; || Melee || Melee || +1 || -3 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Equalizers:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Equalizers&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || A model armed with equalisers increases its Attacks characteristic by 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miniaturised Flechette Pod:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miniaturised Flechette Pod&#039;&#039;&#039; || Melee || Melee || 4 || 0 || 1 || Make two hit rolls for each attack made by this weapon instead of one.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Cutter:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Cutter&#039;&#039;&#039; || Melee || Melee || 8 || -4 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Honour Blade:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Honour Blade&#039;&#039;&#039; || Melee || Melee || +2 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Burst Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Burst Rifle&#039;&#039;&#039; || 12&amp;quot; || Assault 3 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Burst Cannon&#039;&#039;&#039; || 18&amp;quot; || Assault 4 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long-barreled Burst Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 4 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double-barrelled Burst Cannon&#039;&#039;&#039; || 18&amp;quot; || Assault 8 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-output Burst Cannon&#039;&#039;&#039; || 18&amp;quot; || Assault 8 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Burst Cannon&#039;&#039;&#039; || 18&amp;quot; || Heavy 12 || 6 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swiftstrike Burst Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 16 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KX238 Burst Eradicator&#039;&#039;&#039; || 72&amp;quot; || Heavy 40 || 6 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Defensive Charge:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Defensive Charge&#039;&#039;&#039; || 8&amp;quot; || Assault 1 || 5 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;EMP Blaster:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP Blaster (Close Range)&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || - || - || - || Don&#039;t roll to wound for this weapon. Instead, roll a die for each attack that hits a {{W40Kkeyword|VEHICLE}}. On a 3+, the target suffers D3 mortal wounds. D6 on a 5+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP Blaster (Medium Range)&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || - || - || - || Don&#039;t roll to wound for this weapon. Instead, roll a die for each attack that hits a {{W40Kkeyword|VEHICLE}}. On a 4+, the target suffers D3 mortal wounds. D6 on a 6+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;EMP Blaster (Long Range)&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || - || - || - || Don&#039;t roll to wound for this weapon. Instead, roll a die for each attack that hits a {{W40Kkeyword|VEHICLE}}. On a 5+, the target suffers D3 mortal wounds. D3+1 on a 6+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flame Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Projector&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 5 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phased Plasma-flamer (Standard)&#039;&#039;&#039; || 8&amp;quot; || Heavy 2D6 || 6 || -2 || 3 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phased Plasma-flamer (Nova Reactor)&#039;&#039;&#039; || 8&amp;quot; || Heavy 3D6 || 6 || -2 || 3 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flechette Pods:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miniaturised Flechette Pod&#039;&#039;&#039; || 6&amp;quot; || Assault D6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flechette Pod&#039;&#039;&#039; || 6&amp;quot; || Pistol D6 || 4 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fragmentation Projectors:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airbursting Fragmentation Projector&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon can target units that are not visible to the bearer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Microburst Fragmentation Launcher&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 5 || -2 || 1 || This weapon can target units that are not visible to the bearer.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Airbursting Fragmentation Bombardier&#039;&#039;&#039; || 60&amp;quot; || Assault 4D6 || 5 || 0 || 1 || This weapon can target units that are not visible to the bearer. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Rifle&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Cutter&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Cascade&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Blaster&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-energy Fusion Blaster (Dispersed)&#039;&#039;&#039; || 18&amp;quot; || Assault D3 || 7 || -4 || D3 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-energy Fusion Blaster (Concentrated)&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Collider&#039;&#039;&#039; || 18&amp;quot; || Heavy D3 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Eradicator&#039;&#039;&#039; || 24&amp;quot; || Heavy 5 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KX238 Fusion Annihilator&#039;&#039;&#039; || 60&amp;quot; || Heavy 10 || 12 || -4 || 2D6 || If the target is within half range of this weapon, roll four dice when inflicting damage with it and discard the two lowest results.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ion Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phased Ion Gun&#039;&#039;&#039; || 18&amp;quot; || Assault 2D3 || 4 || -1 || 1 || Any hit toll of 6 made for this weapon is resolved at AP -4 instead of AP -1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Rifle (Standard)&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Rifle (Overcharged)&#039;&#039;&#039; || 30&amp;quot; || Heavy D3 || 8 || -1 || 2 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Stinger (Standard)&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 7 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Stinger (Overcharged)&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 8 || -1 || 2 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyclic Ion Blaster (Standard)&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 7 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyclic Ion Blaster (Overcharged)&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 8 || -1 || D3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quad Ion Turret (Standard)&#039;&#039;&#039; || 30&amp;quot; || Assault 4 || 7 || -1 || 1 || Add 1 to hit rolls for this weapon against targets that can&#039;t {{W40Kkeyword|FLY}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quad Ion Turret (Overcharged)&#039;&#039;&#039; || 30&amp;quot; || Assault 4 || 8 || -1 || D3 || Add 1 to hit rolls for this weapon against targets that can&#039;t {{W40Kkeyword|FLY}}. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyclic Ion Raker (Standard)&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 7 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyclic Ion Raker (Overcharged)&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 8 || -1 || D3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Cannon (Standard)&#039;&#039;&#039; || 60&amp;quot; || Heavy 3 || 7 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Cannon (Overcharged)&#039;&#039;&#039; || 60&amp;quot; || Heavy D6 || 8 || -2 || 3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long-barrelled Ion Cannon (Standard)&#039;&#039;&#039; || 96&amp;quot; || Heavy 3 || 7 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long-barrelled Ion Cannon (Overcharged)&#039;&#039;&#039; || 96&amp;quot; || Heavy D3 || 8 || -2 || 3 || Change the weapon&#039;s Type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tri-axis Ion Cannon (Standard)&#039;&#039;&#039; || 60&amp;quot; || Heavy 9 || 7 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tri-axis Ion Cannon (Coherent Beam)&#039;&#039;&#039; || 60&amp;quot; || Heavy 3D6 || 8 || -2 || 3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Accellerator (Standard)&#039;&#039;&#039; || 72&amp;quot; || Heavy D6 || 8 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Accellerator (Overcharged)&#039;&#039;&#039; || 72&amp;quot; || Heavy D6 || 9 || -3 || 3 || If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ionic Discharge Cannon (Standard)&#039;&#039;&#039; || 12&amp;quot; || Heavy 3 || 8 || -3 || 1 || When targeting this enemy {{W40Kkeyword|VEHICLE}}, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+ made for this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ionic Discharge Cannon (Nova Reactor)&#039;&#039;&#039; || 12&amp;quot; || Heavy 3D3 || 10 || -3 || 3 || When targeting this enemy {{W40Kkeyword|VEHICLE}}, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+ made for this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KX238 Ion Projector (Standard)&#039;&#039;&#039; || 72&amp;quot; || Macro 6 || 12 || -4 || 6 || After resolving all damage on the target unit, roll a D6 for every other unit within 6&amp;quot; of the target unit; on a 4+ that unit also suffers D3 hits using the weapon&#039;s profile.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KX238 Ion Projector (Overcharged)&#039;&#039;&#039; || 72&amp;quot; || Macro 6 || 14 || -4 || 9 || After resolving all damage on the target unit, roll a D6 for every other unit within 6&amp;quot; of the target unit; on a 4+ that unit also suffers D3 hits using the weapon&#039;s profile. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon&#039;s shots have been resolved.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Markerlights:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Markerlight&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;Markerlights&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-Intensity Markerlight&#039;&#039;&#039; || 36&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;Markerlights&#039;&#039;. A hit from a High-Intensity Markerlight causes no damage, but allows 2 markerlight counters to be placed on the target unit.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long-range Markerlight&#039;&#039;&#039; || 72&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;Markerlights&#039;&#039;. A hit from a Long-range Markerlight causes no damage, but allows 2 markerlight counters to be placed on the target unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smart Missile System&#039;&#039;&#039; || 30&amp;quot; || Heavy 4 || 5 || 0 || 1 || This weapon can be fired at units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cluster Rocket System&#039;&#039;&#039; || 48&amp;quot; || Heavy 4D6 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skyspear Missile Rack&#039;&#039;&#039; || 72&amp;quot; || Heavy D6 || 6 || -2 || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Pod&#039;&#039;&#039; || 36&amp;quot; || Assault 2 || 7 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-yeld Missile Pod&#039;&#039;&#039; || 36&amp;quot; || Heavy 4 || 7 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Missile&#039;&#039;&#039; || 72&amp;quot; || Heavy 1 || 8 || -2 || D6 || Each Seeker Missile can only be used once per battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer Missile&#039;&#039;&#039; || 60&amp;quot; || Macro 1 || 10 || 5 || D6 || Each Destroyer Missile can only be used once per battle. Treat damage rolls of 1, 2 or 3 made by this weapon as 4 instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nexus Meteor Missile System&#039;&#039;&#039; || 24&amp;quot;-120&amp;quot; || Macro 2D6 || 10 || -4 || 4 || This weapon may not target enemy units within 24&amp;quot; of the bearer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neutron Blaster:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Neutron Blaster&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 5 || -2 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Photon Grenades:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Grenade&#039;&#039;&#039; || 12&amp;quot; || Grenade D6 || - || - || - || This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Titanic}} units that have suffered any hits from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can&#039;t be selected to fire overwatch in the following Assault phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Grenades Launcher&#039;&#039;&#039; || 18&amp;quot; || Grenade 2D3 || - || - || - || This weapon does not inflict any damage. Your opponent must subtract 1 from any hit rolls made for non-{{W40Kkeyword|Vehicle}}/{{W40Kkeyword|Titanic}} units that have suffered any hits from this weapon until the beginning of your next turn. In addition, a unit hit by this weapon can&#039;t be selected to fire overwatch in the following Assault phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 6 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double-barrelled Plasma Rifle&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 6 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-intensity Plasma Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 6 || -4 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;T&#039;au Plasma Cannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 4 || 7 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pulse Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Long Range)&#039;&#039;&#039; || 15&amp;quot; || Assault 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Medium Range)&#039;&#039;&#039; || 10&amp;quot; || Assault 2 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster (Close Range)&#039;&#039;&#039; || 5&amp;quot; || Assault 2 || 6 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Longshot Pulse Rifle&#039;&#039;&#039; || 48&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || This weapon may target a {{W40Kkeyword|CHARACTER}} even if they are not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Submonitions Rifle&#039;&#039;&#039; || 30&amp;quot; || Assault 2D3 || 6 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Experimental Pulse Submonitions Rifle (EMP)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 6 || -1 || 1 || If the target is a {{W40Kkeyword|VEHICLE}}, roll a D6 for each attack that hits. On a 3+, the target unit suffers 1 mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Experimental Pulse Submonitions Rifle (Sniper)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 5 || -2 || D3 || This weapon may target a {{W40Kkeyword|CHARACTER}} even if they are not the closest enemy unit. If you make a wound roll of 6+ for this weapon, it inflicts a mortal wound on the target in addition to its normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Experimental Pulse Submonitions Rifle (Hyper Density Shots)&#039;&#039;&#039; || 36&amp;quot; || Assault 2 || 9 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Submonitions Cannon&#039;&#039;&#039; || 60&amp;quot; || Heavy 3D3 || 6 || -2 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blastcannon (Close Range)&#039;&#039;&#039; || 10&amp;quot; || Heavy 2 || 14 || -4 || 6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blastcannon (Medium Range)&#039;&#039;&#039; || 20&amp;quot; || Heavy 4 || 12 || -2 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blastcannon (Long Range)&#039;&#039;&#039; || 30&amp;quot; || Heavy 6 || 10 || 0 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Driver Cannon&#039;&#039;&#039; || 72&amp;quot; || Heavy D6 || 10 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Ordenance Multi-driver (Pattern Bombardment)&#039;&#039;&#039; || 72&amp;quot; || Macro 2D6 || 8 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Ordenance Multi-driver (Concentrated Bombardment)&#039;&#039;&#039; || 72&amp;quot; || Macro 6 || 12 || -4 || 4 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rail Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rail Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 6 || -4 || D3 || For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swiftstrike Railgun&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 8 || -4 || 2D3 || Each wound roll of 6+ made for this weapon inflicts a single mortal wound in addition to all other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Rail Rifle&#039;&#039;&#039; || 60&amp;quot; || Heavy 2 || 8 || -4 || 2D3 || For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-acceleration Rail Rifle&#039;&#039;&#039; || 72&amp;quot; || Heavy 1 || 9 || -5 || 2D3 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead. For each wound roll of 6+, the target unit suffers a mortal wound in addition to the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Railgun (Submunitions)&#039;&#039;&#039; || 72&amp;quot; || Heavy D6 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Railgun (Soild Shot)&#039;&#039;&#039; || 72&amp;quot; || Heavy 1 || 10 || -4 || D3+3 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun (Submunitions)&#039;&#039;&#039; || 72&amp;quot; || Heavy 2D6 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun (Soild Shot)&#039;&#039;&#039; || 72&amp;quot; || Heavy 2 || 10 || -4 || 3D3 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Rail Cannon&#039;&#039;&#039; || 120&amp;quot; || Macro 1 || 18 || -5 || 6D3 || Each wound roll of 6+ made for this weapon inflicts an additional D6 mortal wounds in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Signature Systems===&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Eliminator Rail Rifle:&#039;&#039;&#039; &#039;&#039;The Eliminator Rail Rifle is an advanced version of the weapon used by the T&#039;au Pathfinders. Its AI-assisted aiming systems make it a deadly sniper weapon that is able to pick the enemy&#039;s commanders amid the heat of battle while preserving manoeuvrability.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Cadre Fireblade}} only. The Eliminator Rail Rifle replaces the model’s Pulse Rifle and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Eliminator Rail Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 6 || -4 || D3 || For each wound roll of 6+ made for this weapon, the target unit suffers a mortal wound in addition to the normal damage. This weapon can target {{W40Kkeyword|Characters}} even if they are not the closest enemy unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-sensory Discouragement Array:&#039;&#039;&#039; &#039;&#039;The Multi-Sensory Discouragement Array was first designed as a non-lethal response to quell rioting civilians. The device resembles a pulsing sensor beacon, and emits both sub-sonic frequencies and scatter-bursts of ultraviolet colour, stunning and nauseating targets and rendering them compliant.&#039;&#039;&lt;br /&gt;
::Enemy units within 12&amp;quot; of the bearer subtract 2 from their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onager Gauntlet:&#039;&#039;&#039; &#039;&#039;Onager gauntlets were developed during the Damocles Crusade to counter the massed heavy armour spearheads of the Imperium. Armed with such a weapon, a warrior could punch straight through the thick armour of a tank. Though the technology proved successful, the casualty rate amongst bearers was extremely high, and of the original twelve prototypes, only one remains.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Battlesuit}} {{W40Kkeyword|Commander}} only.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Onager Gauntlet&#039;&#039;&#039; || Melee || Melee || 10 || -4 || D6 || Each time the bearer fights, it can make one (and only one) attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Puretide Engram Neurochip:&#039;&#039;&#039; &#039;&#039;Commander Puretide was undoubtedly the most gifted T’au war leader of all time. The T’au were unwilling to lose his tactical and strategic brilliance, and upon his death, his mind was scanned and his accumulated memories committed to a massive hologram on his birth world of Dal’yth. A sliver of that genius has been crafted into a bio-chip. When surgically implanted into the brain of a Fire caste commander, the bearer can access much of the wisdom of Puretide himself, drawing upon a great reservoir of tactical acumen.&#039;&#039;&lt;br /&gt;
::Once per turn, you can re-roll a single hit roll, wound roll or damage roll made for the bearer, or a friendly {{W40Kkeyword|&amp;lt;Sept&amp;gt;}} unit within 6&amp;quot; of the bearer. In addition, if your army is Battle-forged and the bearer is on the battlefield, roll a D6 each time you or your opponent use a Stratagem; on a 6 you gain a Command Point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Seismic Destabiliser:&#039;&#039;&#039; &#039;&#039;Designed to undermine fortified positions and drive enemy soldiers from cover, the Seismic Destabiliser emits an ultra-low resonating frequency that causes localised earth tremors. The targeted structure is riven by a spider’s web of fractures, and any garrisoned troops must evacuate or risk being buried under tonnes of rubble.&#039;&#039;&lt;br /&gt;
::At the start of each Shooting phase, you may either pick an enemy {{W40Kkeyword|Infantry}} unit claiming the benefit of cover, or a {{W40Kkeyword|Building}}, within 12&amp;quot; of the bearer. If you picked a {{W40Kkeyword|Building}}, it suffers D6 mortal wounds. If you picked an {{W40Kkeyword|Infantry}} unit, roll a dice for each model in the unit. For each roll of 5+, that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Solid-Image Projection Unit:&#039;&#039;&#039; &#039;&#039;The tragic demise of Supreme Ethereal Aun’Va led the Ethereal High Council to assign several science divisions to the development of portable defensive technologies. A recent innovation is the solid-image projection unit. This miniaturised holowave-emitter drone projects beams of so-called ‘heavy light’, forming an utterly convincing illusory image that is solid to the touch, while simultaneously masking the true target with an advanced refraction field.&#039;&#039;&lt;br /&gt;
::Ethereal with Hover Drone only. Once per phase, when an enemy unit declares the bearer as the target of a charge, you may move the bearer up to 8&amp;quot; before the charge roll is made.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Supernova Launcher:&#039;&#039;&#039; &#039;&#039;The Supernova Launcher was developed during the bloody fighting against Hive Fleet Gorgon. Unable to get close enough to effectively deploy anti-armour ordnance against the Tyranids’ deadliest bioorganisms, Earth caste scientists adapted several fragmentation launchers to hurl experimental plasma grenades. Launched high into the air, these projectiles drop amongst the enemy and explode in a coruscating fireball that evaporates metal and flesh alike.&#039;&#039;&lt;br /&gt;
::Model with Airbursting Fragmentation Projector only. The Supernova Launcher replaces one of the model’s Airbursting Fragmentation Projector and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supernova Launcher&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 6 || -2 || 2 || This weapon can target units that are not visible to the bearer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Sept-Specific====&lt;br /&gt;
*{{W40Kkeyword|Bork&#039;an Sept}} &#039;&#039;&#039;- Plasma Accelerator Rifle:&#039;&#039;&#039; &#039;&#039;The Plasma Accelerator Rifle is one of the deadliest inventions from Bork’an’s renowned science divisions, blending pulse-induction technology with a high-yield plasma generator. The result is a long-range armour-piercing weapon that is highly effective against both infantry and light vehicles.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Bork&#039;an Sept}} model with Plasma Rifle only. The Plasma Accelerator Rifle replaces one of the model’s Plasma Rifles and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma Accelerator Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 7 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Dal&#039;yth Sept}} &#039;&#039;&#039;- Dynamic Mirror Field:&#039;&#039;&#039; &#039;&#039;Commanders hailing from Dal’yth prefer stealth and subterfuge to overt aggression, and their demands for improved camouflage technology have led to the development of the Dynamic Mirror Field. This advanced prototype is based upon the refraction technology utilised to such tremendous effect by Ghostkeel battlesuits, adapted for alternative armour chassis. Armour nodes project multiple light-distortion fields, creating false images of the bearer to draw enemy fire.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Dal&#039;yth Sept}} model only. Your opponent must subtract 1 from hit rolls that target the bearer.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Fusion Blades:&#039;&#039;&#039; &#039;&#039;This deadly innovation was first created by the third Commander Brightsword, and refined over the following decades by the Earth caste division of the Farsight Enclaves. Fusion blades resemble modified versions of the familiar T’au fusion blaster. However, when the firing impulse is activated, each weapon unleashes a continuous beam of volatile energy that extends from the muzzle of the weapon like a shining sword of pure light. Fusion blades are intensely powerful but drain a battlesuit’s energy reserves at a prodigious pace, and so must be utilised sparingly.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Farsight Enclaves}} model with at least two fusion blasters only. The Fusion Blades replace two of the model’s fusion blasters and have the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Blades (Ranged)&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 8 || -4 || D6 || If the target is within half the weapon’s range, roll two dice when inflicting damage and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Blades (Melee)&#039;&#039;&#039; || Melee || Melee || 8 || -4 || D6 || Each time the bearer fights, it can make two (and only two) attacks with this weapon. Roll two dice when inflicting damage and discard the lowest result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Seismic Fibrillator Node:&#039;&#039;&#039; &#039;&#039;On his adopted home planet of Vior’los, O’Shovah bested the Ork Warlord Grog by turning the elements against him. Instrumental in these victories was the Seismic Fibrillator Node, an invention of Earth caste scientist O’Vesa. This disc-like device emits resonant frequencies of such power that they cause localised earth tremors of great magnitude.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Farsight Enclaves}} model only. Once per battle, at the start of your opponent’s turn, you can choose to activate this Relic. If you do, pick an enemy unit within 48&amp;quot; of the bearer, other than a {{W40Kkeyword|Character}}, and roll a D6. On a 2+ that unit suffers that many mortal wounds. Then roll a D6 for each enemy unit within 6&amp;quot; of that unit; on a 4+ the unit being rolled for suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- Talisman of Arthas Moloch:&#039;&#039;&#039; &#039;&#039;The artefact world of Arthas Moloch was little more than a devastated wasteland when the Farsight Expedition arrived. Yet the T’au recovered a number of strange relics there, amongst them a hexagrammatic talisman. Farsight has seen first hand that this arcane object protects its wearer and those around them from baleful energies, though neither he nor his advisors have the faintest idea of how it does so.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Farsight Enclaves}} model only. A model with this Relic has a 5+ invulnerable save. A model with this Relic can attempt to block one psychic power in your opponent’s Psychic phase in the same manner as a {{W40Kkeyword|Psyker}}.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Farsight Enclaves}} &#039;&#039;&#039;- The Mirrorcodex:&#039;&#039;&#039; &#039;&#039;After the Damocles Crusade, Farsight applied his genius to unravelling the Imperium’s war doctrine, codifying the main tenets of both the Tactica Imperialis and the Codex Astartes. Farsight attempts the same with every alien species he encounters, incorporating what he learns into his Da’thle’vral, or ‘Mirrorcodex’.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Farsight Enclaves}} model only. When resolving an attack made by a model with this Relic against a unit that is within 18&amp;quot;, you can re-roll failed hit rolls.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Sa&#039;cea Sept}} &#039;&#039;&#039;- Grav-Inhibitor Field:&#039;&#039;&#039; &#039;&#039;It was Commander O’Jir of Sa’cea who first utilised the Grav-Inhibitor Field during the defence of Laguna Shard against Ork raiders. The gravitic-field generator mounted upon the Commander’s battlesuit unleashed waves of battering kinetic force, disrupting each and every attempt by the be’gel to overwhelm his position.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Sa&#039;cea Sept}} model only. Enemy units charging this unit or another {{W40Kkeyword|Sa&#039;cea Sept}} unit within 3&amp;quot; of this model reduce their charge distance by 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|T&#039;au Sept}} &#039;&#039;&#039;- Vectored Maneuvering Thrusters:&#039;&#039;&#039; &#039;&#039;This enhanced movement system can be adapted for both battlesuits and vehicles. It consists of multiple high-output thruster nozzles, each hardwired into the pilot’s neural interface, allowing them to react with startling speed to any changes in the strategic situation.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|T&#039;au Sept}} {{W40Kkeyword|Jet Pack}} only. This model may immediately move up to 6&amp;quot; after attacking in the Shooting phase. This move cannot bring this model within 1&amp;quot; of any enemy models.&lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Vior’la Sept}} &#039;&#039;&#039;- Thermoneutronic Projector:&#039;&#039;&#039; &#039;&#039;Vior’la weapons developers have focused their efforts heavily on flamer technology, responding to their Commanders’ desire for maximum-impact close-range ordnance. The Thermoneutronic Projector uses volatile gases siphoned from the corona of a neutron star to expel a flame capable of searing through the armour plating of a battle tank.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Vior’la Sept}} model with flamer only. The Thermoneutronic Projector replaces one of the model’s flamers and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thermoneutronic Projector&#039;&#039;&#039; || 10&amp;quot; || Assault 2D3 || 6 || -1 || 2 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Prototype Weapon Systems===&lt;br /&gt;
If a T’au Empire {{W40Kkeyword|Character}} is your Warlord, rather than giving one of your T’au Empire {{W40Kkeyword|Character}} models a Signature System from Codex: T’au Empire: /tg/&#039;s 8th Edition, you can instead select a Prototype Weapons System for one T’au Empire unit from your army. To do so, before the battle begins select one T’au Empire unit from your army, and select a Prototype Weapons System from the list below. That Prototype Weapons System applies to the selected unit until the end of the battle. Named characters cannot be given any of the following Prototype Weapons Systems.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Accellerated-photon Grenades:&#039;&#039;&#039; &#039;&#039;Faced with the devastating charges of the Orks and Tyranids, the Earth caste developed photon grenades that detonate with far greater kinetic energy.&#039;&#039;&lt;br /&gt;
::Unit with Photon Grenades or Photon Grenades Launcher only. Add the following to that unit&#039;s weapons’ special rule: &#039;In addition, units hit by this weapon cannot Advance and any charge rolls made for those units are halved.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Advanced EM Scrambler:&#039;&#039;&#039; &#039;&#039;The alien race of the Nin’aenh possessed the uncanny ability to scramble electrical systems with a single touch. Defeated after a brutal war, the Earth caste have worked tirelessly to integrate their abilities with technology.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|XV95 GHOSTKEEL BATTLESUIT}} model only. Enemy units that are set up on the battlefield as reinforcements cannot be set up within 12&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Amplified Ion Accellerator:&#039;&#039;&#039; &#039;&#039;Developed in secrecy over decades, this enormously powerful new weapons system has already proven its worth against the Necrons of the Sautekh Dynasty.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|XV104 RIPTIDE BATTLESUIT}} model with Ion Accellerator only. This Weapon System replaces an ion accelerator and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amplified Ion Accellerator (Standard)&#039;&#039;&#039; || 72&amp;quot; || Heavy 6 || 8 || -4 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Amplified Ion Accellerator (Overcharged)&#039;&#039;&#039; || 72&amp;quot; || Heavy 6 || 9 || -4 || 3+D3 || For each hit roll of 1 made for attacks with this weapon’s overcharge profile, the bearer suffers 1 mortal wound after shooting with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Annihilator Warheads:&#039;&#039;&#039; &#039;&#039;Destroyer missiles are rightly named and rightly feared. When fitted with annihilation warheads few foes can stand against their devastating power.&#039;&#039;&lt;br /&gt;
::Unit with Destroyer Missiles only. When resolving an attack made with a Destroyer Missile by this model, it always has a damage characteristic of 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cross-linked Stabilizer Jets:&#039;&#039;&#039; &#039;&#039;Hooked indirectly to weapon control sub-systems, these sophisticated stabiliser jets enable a battlesuit’s weapons to work gyroscopically.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Jet Pack}} unit only. When resolving an attack made with a ranged weapon by a model in this unit, re-roll hit rolls of 1 and re-roll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fusion Obliterator:&#039;&#039;&#039; &#039;&#039;Developed in response to the Imperium’s immense armoured regiments, the fusion obliterator’s advanced power cells give it a superior range, power and rate of fire.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|XV95 GHOSTKEEL BATTLESUIT}} model with Fusion Collider only. This Weapon System replaces a Fusion Collider and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Obliterator&#039;&#039;&#039; || 24&amp;quot; || Heavy 3 || 9 || -4 || D6 || When resolving an attack made with this weapon against a unit that is within half range, roll one additional D6 when inflicting damage with it and discard one of the dice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gatling Burst Cannon:&#039;&#039;&#039; &#039;&#039;This burst cannon is augmented with additional power accelerators and recoil absorption modules, enabling it to unleash more firepower with every deadly salvo.&#039;&#039;&lt;br /&gt;
::Unit with weapons from the &#039;&#039;Burst Weaponry&#039;&#039; list only. Add the following to that unit&#039;s weapons’ special rule: &#039;When resolving an attack made with this weapon, an unmodified hit roll of 6 scores 1 additional hit.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High-capacitance Railgun:&#039;&#039;&#039; &#039;&#039;This hyper-advanced railgun’s super-conductive electrodes allow for remarkable recharge rates, doubling the weapon’s rate of fire.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|TX7 HAMMERHEAD GUNSHIP}} model with Railgun only. This Weapon System replaces a Railgun and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-capacitance Railgun (Submunitions)&#039;&#039;&#039; || 60&amp;quot; || Heavy 4D3 || 6 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-capacitance Railgun (Solid Shot)&#039;&#039;&#039; || 60&amp;quot; || Heavy 2 || 10 || -5 || D6 || Each time you make a wound roll of 6+ for this weapon, the target unit suffers D3 mortal wounds in addition to the normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;High-powered Incinerator:&#039;&#039;&#039; &#039;&#039;Fitted with mechanisms to increase pressure and alter nozzle width, these weapons can unleash torrents of deadly flame that are exceptionally powerful at close range.&#039;&#039;&lt;br /&gt;
::Unit with weapons from the &#039;&#039;Flame Weaponry&#039;&#039; list only. Add the following to that unit&#039;s weapons’ special rule: &#039;When resolving an attack made with this weapon against a unit that is within half range, add 1 to the wound roll for that attack.&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magna Rail Rifle:&#039;&#039;&#039; &#039;&#039;Rare magnetic materials discovered by the T’au of the Fourth Sphere Expansion were used to develop this muchimproved version of the rail rifle.&#039;&#039;&lt;br /&gt;
::Unit with Heavy Rail Rifle only. This Weapon System replaces each Heavy Rail Rifle models in this unit are equipped with and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Magna Rail Rifle&#039;&#039;&#039; || 60&amp;quot; || Heavy 2 || 9 || -4 || D6 || When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage. When resolving an attack made with this weapon, a damage roll of 1 or 2 counts as 3 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Networked Markerlights:&#039;&#039;&#039; &#039;&#039;These markerlights are integrated with sophisticated tracking AI, allowing for rapid targeting.&#039;&#039;&lt;br /&gt;
::Unit with weapons from the &#039;&#039;Markerlight Weaponry&#039;&#039; list only. Change the Type of that unit&#039;s weapons to Assault 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reactive Countermeasures:&#039;&#039;&#039; &#039;&#039;The battlesuit pilot unleashes a storm of fragmentation to impede incoming enemy fire.&#039;&#039;&lt;br /&gt;
::Unit with Airbursting Fragmentation Projector or Microburst Fragmentation Projector only. Ranged weapons with an Armour Penetration characteristic of -1 or -2 are treated as having an Armour Penetration characteristic of 0 when resolving attacks against a model with this Weapon System.&lt;br /&gt;
&lt;br /&gt;
===Support Systems===&lt;br /&gt;
*&#039;&#039;&#039;Advanced Targeting System:&#039;&#039;&#039; A model equipped with an Advanced Targeting System increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).&lt;br /&gt;
*&#039;&#039;&#039;Counterfire Defence System:&#039;&#039;&#039; A model equipped with a counterfire defence system re-rolls failed hit rolls when firing Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Drone Controller:&#039;&#039;&#039; {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} {{W40kKeyword|DRONE}} units within 6&amp;quot; of any friendly models equipped with a drone controller may use its Ballistic Skill characteristic rather than their own when shooting in the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Early Warning Override:&#039;&#039;&#039; If any enemy units are set up within 12&amp;quot; of a model from your army equipped with an early warning override as the result of an ability that allows them to arrive mid-battle (i.e. teleporting to the battlefield), then at the end of that phase the model may immediately shoot at one of those units as if it was your Shooting phase, but you must subtract 1 from hit rolls when resolving these shots.&lt;br /&gt;
*&#039;&#039;&#039;Homing Beacon:&#039;&#039;&#039; If there are any friendly models equipped with a Homing Beacon on the battlefield at the end of your Movement phase, one of your {{W40kKeyword|&amp;lt;SEPT&amp;gt;}} units that have been set up in a Manta hold can perform a low-altitude drop instead of a Manta strike. Set up the unit wholly within 6&amp;quot; of that model.&lt;br /&gt;
*&#039;&#039;&#039;Multi-tracker:&#039;&#039;&#039; Re-roll hit rolls of 1 in the Shooting phase for a model equipped with a multi-tracker if it fires all of its weapons at the same target or if the target unit contains 5 or more models.&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator:&#039;&#039;&#039; A model with a shield generator has a 4+ invulnerable save. You cannot take this support system on an {{W40kKeyword|XV104 Riptide Battlesuit}}.&lt;br /&gt;
*&#039;&#039;&#039;Stimulant Injectors:&#039;&#039;&#039; Roll a dice each time a model with a Stimulant Injector suffers a wound or mortal wound. On a roll of 5+, ignore it.&lt;br /&gt;
*&#039;&#039;&#039;Target Lock:&#039;&#039;&#039; A model with a target lock does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons. The model can also advance and fire Rapid Fire weapons but must subtract 1 from its hit rolls when doing so.&lt;br /&gt;
*&#039;&#039;&#039;Vectored Retro-thrusters:&#039;&#039;&#039; When a model with Vectored Retro-thrusters Advances, add 6&amp;quot; to its Move characteristic for that Movement phase instead of rolling a D6. Also, during the Assault phase, it can consolidate D6&amp;quot; in any direction after having fired Overwatch (before rolls for charge range are made). You cannot take this support system on units that don&#039;t have the {{W40kKeyword|Fly}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Velocity Tracker:&#039;&#039;&#039; Add 1 to hit rolls for a model with a velocity tracker when it shoots at a unit that can {{W40kKeyword|Fly}}. You cannot take this support system on an {{W40kKeyword|XV46 Vanguard Void Suit}}.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Battle Systems===&lt;br /&gt;
*&#039;&#039;&#039;Advanced Targeting System:&#039;&#039;&#039; A model equipped with an Advanced Targeting System increases the AP characteristic of all of its weapons by 1 (e.g. an AP of 0 becomes -1, an AP of -1 becomes -2).&lt;br /&gt;
*&#039;&#039;&#039;Automated Repair System:&#039;&#039;&#039; At the Beginning of each friendly turn, roll a D6 for each vehicle with an Automated Repair System that has less than its original amount of wounds. On a 4+; the model regains 1 wound lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Blacksun Filter:&#039;&#039;&#039; A model with a Blacksun Filter never suffers any penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Decoy Launchers:&#039;&#039;&#039; A model with Decoy Launchers has a 5+ invulnerable save against wounds inflicted by weapons that have bonuses to hit or to wound against targets that can {{W40kKeyword|Fly}}.&lt;br /&gt;
*&#039;&#039;&#039;Disruption Pod:&#039;&#039;&#039; Add 2 to saving throws made by a model with a Disruption Pod when they receive the benefits of cover, instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Flechette Discharger:&#039;&#039;&#039; At the beginning of the Fight phase, roll a die for each enemy model within 1&amp;quot; of a model with a Flechette Discharger. On a 6+, that model suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Point Defense Targeting Relay:&#039;&#039;&#039; A model equipped with a Point Defense Targeting Relay re-rolls failed hit rolls when firing Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Sensor Spines:&#039;&#039;&#039; A model with Sensor Spines does not suffer the penalty for moving and firing Heavy weapons, or for Advancing and firing Assault weapons.&lt;br /&gt;
&lt;br /&gt;
==T&#039;au Empire Wargear List==&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
::-Airbursting Fragmentary Projector - 8 pts.&lt;br /&gt;
::-Burst Cannon - 8 pts.&lt;br /&gt;
::-Cyclic Ion Blaster* - 18 pts.&lt;br /&gt;
::-Flamer - 6 pts.&lt;br /&gt;
::-Fusion Blaster - 18 pts.&lt;br /&gt;
::-Missile Pod - 15 pts.&lt;br /&gt;
::-Plasma Rifle - 8 pts.&lt;br /&gt;
::-Rail Rifle - 9 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*&#039;&#039; May not be taken by a Commander in XV86 Coldstar Battlesuit&lt;br /&gt;
===Support Systems===&lt;br /&gt;
Where a Support System has two point costs, the first one is for all types of models, the second one is for {{W40kKeyword|Titanic}} unit only.&lt;br /&gt;
::-Advanced Targeting System - 6/18 pts.&lt;br /&gt;
::-Counterfire Defence System - 10 pts.&lt;br /&gt;
::-Drone Controller - 5 pts.&lt;br /&gt;
::-Early Warning Override - 5/10 pts.&lt;br /&gt;
::-Homing Beacon* - 20 pts.&lt;br /&gt;
::-Multi-tracker - 10 pts.&lt;br /&gt;
::-Shield Generator - 8/30 pts.&lt;br /&gt;
::-Stimulant Injectors - 6/20 pts.&lt;br /&gt;
::-Target Lock - 6/12 pts.&lt;br /&gt;
::-Vectored Retro-thrusters - 10 pts.&lt;br /&gt;
::-Velocity Tracker - 2/10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;*&#039;&#039; May not be taken by a Commander in XV86 Coldstar Battlesuit&lt;br /&gt;
&lt;br /&gt;
===Vehicle Battle Systems===&lt;br /&gt;
::-Advanced Targeting System - 6 pts.&lt;br /&gt;
::-Automated Repair System - 4 pts.&lt;br /&gt;
::-Blacksun Filter - 1 pts.&lt;br /&gt;
::-Decoy Launchers - 8 pts.&lt;br /&gt;
::-Disruption Pod - 6 pts.&lt;br /&gt;
::-Flechette Discharger - 8 pts.&lt;br /&gt;
::-Point Defense Targeting Relay - 10 pts.&lt;br /&gt;
::-Sensor Spines - 6 pts.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQs===&lt;br /&gt;
====Cadre Fireblade====&lt;br /&gt;
This unit contains 1 Cadre Fireblade (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Cadre Fireblade || 6&amp;quot; || 3+ || 2+ || 3 || 3 || 5 || 3 || 8 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Pistol&lt;br /&gt;
*Pulse Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Commander:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Sept&amp;gt;}} {{W40kKeyword|Fire Warriors}} units within 6&amp;quot; of this model may re-roll hit rolls of 1 in the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Volley Fire:&#039;&#039;&#039; Models in {{W40kKeyword|&amp;lt;Sept&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Sept&amp;gt;}} Cadre Fireblades may fire an extra shot with Pulse Pistols, Pulse Blasters, Pulse Carbines and Pulse Rifles when shooting at a target within half the weapon&#039;s range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Pulse Rifle for one of the following:&lt;br /&gt;
::-Pulse Blaster - free&lt;br /&gt;
::-Pulse Carbine - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Cadre Fireblade}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV8 Crisis Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV8 Crisis Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV8 Crisis Battlesuit || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Burst Cannon and its Missile Pod with two items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take up to two additional items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take an XV8-02 Crisis Iridium Battlesuit, increasing its Save characteristic to 2+. - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV8 Crisis Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV22 Stealth Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV22 Stealth Battlesuit (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV22 Stealth Battlesuit || 8&amp;quot; || 3+ || 2+ || 4 || 4 || 4 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;XV22 Stealth Battlesuit:&#039;&#039;&#039; This model has a 5+ invulnerable save. In addition, your opponent must subtract 2 from all hit rolls for attacks that target this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Burst Cannon with up to four items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Character}}, {{W40kKeyword|XV22 Stealth Battlesuit}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV46-4 Vanguard Void Suit====&lt;br /&gt;
This unit contains 1 Commander in XV46-4 Vanguard Void Suit and 1 DX-11 Exploratory Drone (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV46-4 Vanguard Void Suit || 8&amp;quot; || 3+ || 2+ || 4 || 5 || 5 || 3 || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| DX-11 Exploratory Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV46 Vanguard Void Suit):&#039;&#039;&#039;&lt;br /&gt;
*Flame Projector&lt;br /&gt;
*Fusion Cutter&lt;br /&gt;
*High-output Burst Cannon&lt;br /&gt;
*Photon Grenades Launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (DX-11 Exploratory Drone):&#039;&#039;&#039;&lt;br /&gt;
*Pulse Carbine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV46 Vanguard Void Suit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electric Engagement Countermeasures:&#039;&#039;&#039; Roll a D6 for each enemy unit that is within 1&amp;quot; of this model at the start of the Fight phase. On a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grav-repulsive Waves:&#039;&#039;&#039; Enemy units charging this unit or another {{W40kKeyword|T&#039;au Empire}} unit within 3&amp;quot; of this model reduce their charge distance by D3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (DX-11 Exploratory Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enemy Spotter:&#039;&#039;&#039; Enemy units do not receive the benefit of cover when attacked by an {{W40kKeyword|XV46 Vanguard Void Suit}} if they are within 12&amp;quot; and in line of sight of a DX-11 Exploratory Drone.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The Commander may swap its Fusion Cutter and/or its High-output Burst Cannon for one of the following:&lt;br /&gt;
::-EMP Blaster - 8 pts.&lt;br /&gt;
::-Microburst Fragmentation Launcher - 8 pts.&lt;br /&gt;
*The Commander may take two items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV46 Vanguard Void Suit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|XV46 Vanguard Void Suit}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Character}}, {{W40kKeyword|XV46-4 Vanguard Void Suit}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (DX-11 Exploratory Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|DX-11 Exploratory Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV81 Crisis Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV81 Crisis Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV81 Crisis Battlesuit || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Smart Missile System&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Burst Cannon with one item from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take one additional item from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take an XV8-02 Crisis Iridium Battlesuit, increasing its Save characteristic to 2+. - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV81 Crisis Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV84 Crisis Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV84 Crisis Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV84 Crisis Battlesuit || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Target Lock&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Networked Markerlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Burst Cannon with one item from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take one additional item from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take an XV8-02 Crisis Iridium Battlesuit, increasing its Save characteristic to 2+. - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV84 Crisis Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV85 Enforcer Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV85 Enforcer Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV85 Enforcer Battlesuit || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Burst Cannon and its Missile Pod with two items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take up to two additional items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV85 Enforcer Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV86 Coldstar Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV86 Coldstar Battlesuit (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV86 Coldstar Battlesuit || 20&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*High-output Burst Cannon&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;XV86 Coldstar Battlesuit:&#039;&#039;&#039; When this model Advances, add 20&amp;quot; to its Move characteristic for that Movement phase instead of rolling a D6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its High-output Burst Cannon and/or its Missile Pod with two items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
*This model may take up to two additional items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV86 Coldstar Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV88 Broadside Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV88 Broadside Battlesuit (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). This model may be accompained by up to 2 MV8 Missile Drones (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV88 Broadside Battlesuit || 5&amp;quot; || 3+ || 2+ || 5 || 5 || 6 || 3 || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV8 Missile Drone || 8&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Commander in XV88 Broadside Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Heavy Rail Rifle&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Commander in XV88 Broadside Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Feet:&#039;&#039;&#039;A Commander in XV88 Broadside Battlesuit may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A Commander in XV88 Broadside Battlesuit can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may swap its Heavy Rail Rifle for two High-yield Missile Pods - 50 pts.&lt;br /&gt;
*This model may swap its two Smart Missile Systems for two Plasma Rifles - 16 pts.&lt;br /&gt;
*This model may take a Seeker Missile - 5 pts.&lt;br /&gt;
*This model may take two items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV88 Broadside Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV88 Broadside Battlesuit}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Character}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|MV8 Missile Drone}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV89 Crisis Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV89 Crisis Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV89 Crisis Battlesuit || 5&amp;quot; || 4+ || 2+ || 5 || 5 || 6 || 2 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Burst Cannon and its Missile Pod with two items from the &#039;&#039;Ranged Weapons&#039;&#039; list.&lt;br /&gt;
*This model may take up to three additional items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander in XV89 Crisis Battlesuit}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander in XV104 Riptide Battlesuit====&lt;br /&gt;
This unit contains 1 Commander in XV104 Riptide Battlesuit (&#039;&#039;&#039;Power Rating 13&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;) or by up to 2 MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander in XV104 Riptide Battlesuit || * || 3+ || * || 6 || 7 || 14 || * || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-14+ || 12&amp;quot; || 2+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 8&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 4+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Commander in XV104 Riptide Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Heavy Burst Cannon&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Commander in XV104 Riptide Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Riptide Class Nova Reactor:&#039;&#039;&#039; In your Movement phase you can choose to use this model&#039;s Nova Reactor. If you do, this model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn: &lt;br /&gt;
::*Nova Shield: This model has a 3+ invulnerable save.&lt;br /&gt;
::* Boost: This model can move 2D6&amp;quot; in your charge phase (even if it doesn&#039;t declare a charge).&lt;br /&gt;
::* Nova-charge: Choose for either of this model&#039;s Heavy Burst Cannon Type to change to Heavy 18, or its Ion Accelerator Type (both standard and overcharge) to change to Heavy 6.&lt;br /&gt;
*&#039;&#039;&#039;Riptide Shield Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Heavy Burst Cannon for an Ion Accelerator - 50 pts.&lt;br /&gt;
*This model may replace its two Smart Missile Systems for one of the following:&lt;br /&gt;
::-Two Fusion Blasters - 36 pts.&lt;br /&gt;
::-Two Plasma Rifles - 16 pts.&lt;br /&gt;
*This model may take three items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Commander in XV104 Riptide Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Commander in XV104 Riptide Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ethereal====&lt;br /&gt;
This unit contains 1 Ethereal (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal || 6&amp;quot; || 3+ || 4+ || 3 || 3 || 4 || 3 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Honour Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Failure Is Not An Option&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invocation Of The Elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Drone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take the &#039;&#039;&#039;Hover Drone&#039;&#039;&#039; upgrade - 5 pts.&lt;br /&gt;
*This model may take any of the following:&lt;br /&gt;
::-Homing Beacon - 20 pts.&lt;br /&gt;
::-Pulse Pistol - 1 pts.&lt;br /&gt;
*This model may replace its Honour Blade for a pair of Equalizers - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Ethereal}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aun&#039;Shi====&lt;br /&gt;
This unit contains 1 Aun&#039;Shi (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Aun&#039;Shi || 6&amp;quot; || 2+ || 4+ || 3 || 3 || 5 || 5 || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Honour Blade&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blademaster&lt;br /&gt;
*&#039;&#039;&#039;Failure Is Not An Option&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Invocation Of The Elements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Academy Luminary&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Vior&#039;la Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Ethereal}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Aun&#039;Shi}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Aun&#039;Va====&lt;br /&gt;
This unit contains 1 Aun&#039;Va and 2 Ethereal Guards (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Aun&#039;Va || 6&amp;quot; || 6+ || 4+ || 2 || 3 || 6 || 1 || 9 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| Ethereal Guard || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 2 || 3 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Ethereal Guard):&#039;&#039;&#039;&lt;br /&gt;
*Honour Blade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Aun&#039;Va):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Failure Is Not An Option&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grand Invocation Of The Elements&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment (for the exception of a {{W40kKeyword|Farsight Enclaves}} detachment) without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Paradox of Duality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Loyalty&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait (Aun&#039;Va):&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Through Unity, Devastation&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Aun&#039;Va):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Ethereal}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}, {{W40kKeyword|Aun&#039;Va}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Ethereal Guard):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Ethereal Guard}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander Farsight====&lt;br /&gt;
This unit contains 1 Commander Farsight (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander Farsight || 8&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Dawn Blade&lt;br /&gt;
*High-Intensity Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Genius of Mont&#039;ka&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Way of the Short Blade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Aggressive Tactician&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Commander Farsight}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Commander Shadowsun====&lt;br /&gt;
This unit contains 1 Commander Shadowsun (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). This model is accompained by  1 MV62 Command Drone and 1 MV37 Advanced Guardian Drone. Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander Shadowsun || 8&amp;quot; || 3+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV37 Advanced Guardian Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV62 Command-link Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Commander Shadowsun):&#039;&#039;&#039;&lt;br /&gt;
*Flechette Launcher&lt;br /&gt;
*Light Missile Pod&lt;br /&gt;
*Pulse Pistol&lt;br /&gt;
*Two High-energy Fusion Blaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Commander Shadowsun):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Defender of the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Genius of Kauyon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;XV22 Stealth Field:&#039;&#039;&#039; This model has a 5+ invulnerable save. In addition, your opponent must subtract 2 from all hit rolls for attacks that target Shadowsun or her accompanying drones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV37 Advanced Guardian Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Guardian Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV62 Command-link Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Command-link Drone&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait (Commander Shadowsun):&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Master of Kauyon&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Commander Shadowsun):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Character}}, {{W40kKeyword|Commander Shadowsun}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV37 Advanced Guardian Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV37 Advanced Guardian Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV62 Command-link Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV62 Command-link Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Darkstrider====&lt;br /&gt;
This unit contains 1 Darkstrider (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Darkstrider || 7&amp;quot; || 3+ || 2+ || 3 || 3 || 5 || 3 || 8 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Carbine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fighting Retreat:&#039;&#039;&#039; During the enemy Assault phase, friendly {{W40kKeyword|T&#039;au Sept}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of Darkstrider  can consolidate D6&amp;quot; in any direction after firing Overwatch (before rolls for charge range are made). In addition, such units in the Shooting phase may attack with ranged weapons even if they Fell Back this turn.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment (for the exception of a {{W40kKeyword|Farsight Enclaves}} detachment) without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Structural Analyzer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vanguard&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;A Ghost Walks Among Us&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Darkstrider}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gue&#039;Ron&#039;Vesa Keenblade====&lt;br /&gt;
This unit contains 1 Gue&#039;Ron&#039;Vesa Keenblade (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Ron&#039;Vesa Keenblade || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 6 || 4 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Dusk Blade&lt;br /&gt;
*Pulse Blaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heretic Traitor:&#039;&#039;&#039; Enemy {{W40kKeyword|Imperium}} units may re-roll wound rolls of 1 when attacking this unit.&lt;br /&gt;
*&#039;&#039;&#039;Renegade Exemplar:&#039;&#039;&#039; Friendly {{W40kKeyword|Farsight Enclaves}} {{W40kKeyword|GUE&#039;VESA}} units within 12&amp;quot; of this model may use its Leadership characteristic instead of their own when taking Morale tests. In addition, roll a die each time a friendly {{W40kKeyword|Farsight Enclaves}} {{W40kKeyword|GUE&#039;VESA}} unit within 12&amp;quot; of this model loses a wound; on a 5+ that wound is not lost. Finally, {{W40kKeyword|Farsight Enclaves}} {{W40kKeyword|GUE&#039;VESA}} units within 12&amp;quot; of this model count as having the &#039;&#039;Bonding Knife Ritual&#039;&#039; special rule.&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Blooded Through War&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Gue&#039;Ron&#039;Vesa Keenblade}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Longstrike====&lt;br /&gt;
This unit contains 1 Longstrike (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Longstrike || * || 6+ || * || 6 || 7 || 13 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-13+ || 12&amp;quot; || 2+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 3+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 4+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Longstrike):&#039;&#039;&#039;&lt;br /&gt;
*Railgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Longstrike):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blacksun Filter:&#039;&#039;&#039; This model doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Fire Caste Exemplar&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment (for the exception of a {{W40kKeyword|Farsight Enclaves}} detachment) without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Hover Tank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tank Ace&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;XV02 Battlesuit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Railgun for one of the followings:&lt;br /&gt;
::-Ion Cannon - 35 pts.&lt;br /&gt;
::-Two High-yield Missile Pods - 50 pts.&lt;br /&gt;
::-Twin Fusion Cannon - 30 pts.&lt;br /&gt;
::-Twin Swiftstrike Burst Cannon - 35 pts.&lt;br /&gt;
::-Twin T&#039;au Plasma Cannon - 35 pts.&lt;br /&gt;
*This model may replace its two MV1 Gun Drones for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Smart Missile Systems - 30 pts.&lt;br /&gt;
*This model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*This model may take up to three items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Precision of the Hunter&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Longstrike):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Longstrike}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Hammerhead Gunship}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV1 Gun Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shas&#039;O Kais====&lt;br /&gt;
This unit contains 1 Shas&#039;O Kais and 2 MV4 Battle Drones (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shas&#039;O Kais || 8&amp;quot; || 3+ || 2+ || 4 || 5 || 6 || 3 || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV4 Battle Drone || 8&amp;quot; || 5+ || 4+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Shas&#039;O Kais):&#039;&#039;&#039;&lt;br /&gt;
*Fusion Blaster&lt;br /&gt;
*Plasma Rifle&lt;br /&gt;
*Two Missile Pods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV4 Battle Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Shas&#039;O Kais):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Camouflage Field:&#039;&#039;&#039; Your opponent must subtract 1 from all hit rolls that target this model.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Genius Of Monat:&#039;&#039;&#039; If there are no friendly {{W40kKeyword|T&#039;au Empire}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Battlesuit}} models within 12&amp;quot; of this model, it may re-roll all failed to hit and to wound rolls as well as any saving throws.&lt;br /&gt;
*&#039;&#039;&#039;Gravity Shield Generator:&#039;&#039;&#039; This model has a 5+ invulnerable save. This is increased to a 3+ invulnerable save against attacks generating within 12&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV4 Battle Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wide Range Comms Relay:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait (Shas&#039;O Kais):&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;A Ghost Walks Among Us&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Shas&#039;O Kais):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Character}}, {{W40kKeyword|Shas&#039;O Kais}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV4 Battle Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Sept}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV4 Battle Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shas&#039;O Man&#039;ot====&lt;br /&gt;
This unit contains 1 Shas&#039;O Man&#039;ot and 2 MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shas&#039;O Man&#039;ot || 5&amp;quot; || 4+ || 2+ || 6 || 7 || 9 || 3 || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 8&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Shas&#039;O Man&#039;ot):&#039;&#039;&#039;&lt;br /&gt;
*Shield Generator&lt;br /&gt;
*Stimulant Injectors&lt;br /&gt;
*Two High-acceleration Rail Rifles&lt;br /&gt;
*Velocity Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Shas&#039;O Man&#039;ot):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment (for the exception of a {{W40kKeyword|Farsight Enclaves}} detachment) without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Feet:&#039;&#039;&#039; Shas&#039;O Man&#039;ot may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. Shas&#039;O Man&#039;ot can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait (Shas&#039;O Man&#039;ot):&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Seeker of Perfection&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Shas&#039;O Man&#039;ot):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Bork&#039;an}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Shas&#039;O Man&#039;ot}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Character}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sash&#039;O R&#039;alai====&lt;br /&gt;
This unit contains 1 Sash&#039;O R&#039;alai and 2 Blacklight Marker Drones (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sash&#039;O R&#039;alai || 8&amp;quot; || 3+ || 2+ || 5 || 6 || 8 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Blacklight Marker Drone || 8&amp;quot; || 3+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Sash&#039;O R&#039;alai):&#039;&#039;&#039;&lt;br /&gt;
*Drone Controller&lt;br /&gt;
*Experimental Pulse Submunitions Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Blacklight Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Sash&#039;O R&#039;alai):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;Eclips&#039; Shield Generator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment (for the exception of a {{W40kKeyword|Farsight Enclaves}} detachment) without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Photon Caster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Assassin:&#039;&#039;&#039; When targeting enemy {{W40kKeyword|Characters}}, Shas&#039;o R&#039;alai may re-roll all failed hit and wound rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Blacklight Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blacksun Filter:&#039;&#039;&#039; This model doesn&#039;t suffer penalties to its hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stable Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait (Sash&#039;O R&#039;alai):&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Through Boldness, Victory&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Sash&#039;O R&#039;alai):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Ke&#039;lshan}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Character}}, {{W40kKeyword|Sash&#039;O R&#039;alai}}, {{W40kKeyword|Commander}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Blacklight Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Ke&#039;lshan}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Blacklight Marker Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shas&#039;O R&#039;myr====&lt;br /&gt;
This unit contains 1 Shas&#039;o R&#039;myr (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shas&#039;O R&#039;myr || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Double-barrelled Plasma Rifle&lt;br /&gt;
*Miniaturised Flechette Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Empire:&#039;&#039;&#039; This model can be included in a {{W40kKeyword|T&#039;au Empire}} Detachment (for the exception of a {{W40kKeyword|Farsight Enclaves}} detachment) without preventing other units in that Detachment from gaining a Sept Tenet. Note, however, that this model does not benefit from any Sept Tenet unless the Sept Tenet selected for that Detachment is from the same {{W40kKeyword|&amp;lt;Sept&amp;gt;}} as this model.&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Upgraded Shield Generator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vengeance:&#039;&#039;&#039; Shas&#039;o R&#039;myr may re-roll failed hit and wound rolls of 1 when targeting {{W40kKeyword|Imperium}} units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;  If this model is your Warlord, it has the &#039;&#039;Through Boldness, Victory&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Dal&#039;yth}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Shas&#039;O R&#039;myr}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Fire Warrior Breacher Team====&lt;br /&gt;
This unit contains 5 Fire Warriors (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 5 more Fire Warriors  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 10 more Fire Warriors  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 15 more Fire Warriors (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;). This may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;) or by 1 Tactical Drone and 1 MV36 Guardian Drone (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fire Warrior || 6&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Fire Warrior Shas&#039;ui || 6&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 2 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| DS8 Tactical Support Turret || - || - || 4+ || 3 || 3 || 1 || 0 || 4 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV36 Guardian Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Fire Warrior):&#039;&#039;&#039;&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Blaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Fire Warrior):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV36 Guardian Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Guardian Field:&#039;&#039;&#039; Guardian Drones have a 5+ invulnerable save. {{W40kKeyword|Breacher Teams}} within 3&amp;quot; of any friendly Guardian Drone have a 5+ invulnerable save. {{W40kKeyword|Strike Teams}} within 3&amp;quot; of any friendly Guardian Drone have a 6+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to a Fire Warrior Shas&#039;ui - free&lt;br /&gt;
*Any model may take a Pulse Pistol - 1 pts.&lt;br /&gt;
*For every three models in the unit, one model may replace its Pulse Blaster for a Flamer - 2 pts.&lt;br /&gt;
*This unit may take a DS8 Tactical Support Turret and equipped it with one of the following:&lt;br /&gt;
::-High-output Burst Cannon - 15 pts.&lt;br /&gt;
::-Missile Pod - 15 pts.&lt;br /&gt;
::-Plasma Rifle - 8 pts.&lt;br /&gt;
::-Smart Missile System - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Fire Warrior)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Fire Warriors}}, {{W40kKeyword|Breacher Team}}, {{W40kKeyword|Infantry}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV36 Guardian Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV36 Guardian Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fire Warrior Strike Team====&lt;br /&gt;
This unit contains 5 Fire Warriors (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 5 more Fire Warriors  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 10 more Fire Warriors  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 15 more Fire Warriors (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;). This may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;) or by 1 Tactical Drone and 1 MV36 Guardian Drone (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fire Warrior || 6&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Fire Warrior Shas&#039;ui || 6&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 2 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| DS8 Tactical Support Turret || - || - || 4+ || 3 || 3 || 1 || 0 || 4 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV36 Guardian Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Fire Warrior):&#039;&#039;&#039;&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Fire Warrior):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV36 Guardian Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Guardian Field:&#039;&#039;&#039; Guardian Drones have a 5+ invulnerable save. {{W40kKeyword|Breacher Teams}} within 3&amp;quot; of any friendly Guardian Drone have a 5+ invulnerable save. {{W40kKeyword|Strike Teams}} within 3&amp;quot; of any friendly Guardian Drone have a 6+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to a Fire Warrior Shas&#039;ui - free&lt;br /&gt;
*Any model may take a Pulse Pistol - 1 pts.&lt;br /&gt;
*Any model may replace it Pulse Rifle for a Pulse Carbine - free&lt;br /&gt;
*This unit may take a DS8 Tactical Support Turret and equipped it with one of the following:&lt;br /&gt;
::-High-output Burst Cannon - 15 pts.&lt;br /&gt;
::-Missile Pod - 15 pts.&lt;br /&gt;
::-Plasma Rifle - 8 pts.&lt;br /&gt;
::-Smart Missile System - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Fire Warrior)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Fire Warriors}}, {{W40kKeyword|Strike Team}}, {{W40kKeyword|Infantry}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV36 Guardian Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV36 Guardian Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gue&#039;vesa Breacher Team====&lt;br /&gt;
This unit contains 5 Gue&#039;vesas (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 5 more Gue&#039;vesas  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 10 more Gue&#039;vesas  (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;) or up to 15 more Gue&#039;vesas (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;vesa || 6&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 1 || 6 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| DS8 Tactical Support Turret || - || - || 4+ || 3 || 3 || 1 || 0 || 4 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Blaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heretic Traitors:&#039;&#039;&#039; Enemy {{W40kKeyword|Imperium}} units may re-roll wound rolls of 1 when attacking this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Pulse Pistol - 1 pts.&lt;br /&gt;
*For every three models in the unit, one model may replace its Pulse Blaster for a Flamer - 2 pts.&lt;br /&gt;
*This unit may take a DS8 Tactical Support Turret and equip it with one of the following:&lt;br /&gt;
::-High-output Burst Cannon - 15 pts.&lt;br /&gt;
::-Missile Pod - 15 pts.&lt;br /&gt;
::-Plasma Rifle - 15 pts.&lt;br /&gt;
::-Smart Missile System - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Gue&#039;vesa Breacher Team}}, {{W40kKeyword|Breacher Team}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Gue&#039;vesa}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gue&#039;vesa Strike Team====&lt;br /&gt;
This unit contains 5 Gue&#039;vesas (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 5 more Gue&#039;vesas  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 10 more Gue&#039;vesas  (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;) or up to 15 more Gue&#039;vesas (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;vesa || 6&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 1 || 6 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| DS8 Tactical Support Turret || - || - || 4+ || 3 || 3 || 1 || 0 || 4 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heretic Traitors:&#039;&#039;&#039; Enemy {{W40kKeyword|Imperium}} units may re-roll wound rolls of 1 when attacking this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Pulse Pistol - 1 pts.&lt;br /&gt;
*Any model may replace it Pulse Rifle for a Pulse Carbine - free&lt;br /&gt;
*This unit may take a DS8 Tactical Support Turret and equip it with one of the following:&lt;br /&gt;
::-High-output Burst Cannon - 15 pts.&lt;br /&gt;
::-Missile Pod - 15 pts.&lt;br /&gt;
::-Plasma Rifle - 15 pts.&lt;br /&gt;
::-Smart Missile System - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Gue&#039;vesa Strike Team}}, {{W40kKeyword|Strike Team}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Gue&#039;vesa}}&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====DX-4 Technical Drones====&lt;br /&gt;
This unit contains 2 DX-4 Technical Drones (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 8 more DX-4 Technical Drones (&#039;&#039;&#039;Power Rating +1 for each drone&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| DX-4 Technical Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Defensive Charge&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi-function Surveyor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Drone}}, {{W40kKeyword|DX-4 Technical Drones}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Firesight Marksman====&lt;br /&gt;
This unit contains 1 Firesight Marksman (&#039;&#039;&#039;Power Rating 1&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Firesight Marksman || 5&amp;quot; || 5+ || 3+ || 3 || 3 || 3 || 2 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Drone Controller&lt;br /&gt;
*Markerlight&lt;br /&gt;
*Pulse Pistol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marksman Stealth Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Firesight Marksman}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV8 Crisis Battlesuits====&lt;br /&gt;
This unit contains 3 XV8 Crisis Battlesuits (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include up to 3 more XV8 Crisis Battlesuits  (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or up to 6 more XV8 Crisis Battlesuits (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV8 Crisis Battlesuit Shas&#039;ui || 8&amp;quot; || 5+ || 3+ || 5 || 5 || 3 || 2 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| XV8 Crisis Battlesuit Shas&#039;vre || 8&amp;quot; || 5+ || 3+ || 5 || 5 || 3 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to an XV8 Crisis Battlesuit Shas&#039;vre - free&lt;br /&gt;
*Any model may replace its Burst Cannon with up to three items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039;.&lt;br /&gt;
*For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit, increasing that model&#039;s Save characteristic to 2+. - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|XV8 Crisis Battlesuits}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV8 Crisis Bodyguards====&lt;br /&gt;
This unit contains 3 XV8 Crisis Bodyguards (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 3 more XV8 Crisis Bodyguards  (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 6 more XV8 Crisis Bodyguards (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV8 Crisis Bodyguard || 8&amp;quot; || 5+ || 3+ || 5 || 5 || 3 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sworn Protectors&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Burst Cannon with up to three items from the &#039;&#039;Ranged Weapons&#039;&#039; and/or &#039;&#039;Support Systems&#039;&#039;.&lt;br /&gt;
*For every three models in the unit, one model may take an XV8-02 Crisis Iridium Battlesuit, increasing that model&#039;s Save characteristic to 2+. - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|XV8 Crisis Bodyguards}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV9 Hazard Battlesuit====&lt;br /&gt;
This unit contains 1 XV9 Hazard Battlesuit (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It contain 1 additional XV9 Hazard Battlesuit (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 2 additional XV9 Hazard Battlesuits (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;), 3 additional XV9 Hazard Battlesuits (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;), 4 additional XV9 Hazard Battlesuits (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;) or 5 additional XV9 Hazard Battlesuits (&#039;&#039;&#039;Power Rating +20&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV9 Hazard Battlesuit || 8&amp;quot; || 5+ || 3+ || 5 || 5 || 5 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Double-barrelled Burst Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Photon Casters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may one item from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
*Any model may replace one or both of its Double-barrelled Burst Cannons for one of the following:&lt;br /&gt;
::-Fusion Cascade - 35 pts.&lt;br /&gt;
::-Phased Ion Gun - 12 pts.&lt;br /&gt;
::-Pulse Submunitions Rifle - 12 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|XV9 Hazard Battlesuits}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV15 Stealth Battlesuits====&lt;br /&gt;
This unit contains 3 XV15 Stealth Battlesuits (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 3 more XV15 Stealth Battlesuits  (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;) or up to 6 more XV15 Stealth Battlesuits (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;). The may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV15 Stealth Battlesuit Shas&#039;ui || 12&amp;quot; || 5+ || 3+ || 4 || 4 || 1 || 2 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| XV15 Stealth Battlesuit Shas&#039;vre || 12&amp;quot; || 5+ || 3+ || 4 || 4 || 1 || 3 || 8 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Markerlight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Camouflage Fields:&#039;&#039;&#039; Your opponent must subtract 1 from all hit rolls for attacks that target this unit.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to an XV15 Stealth Battlesuits Shas&#039;vre - free&lt;br /&gt;
*The Shas&#039;vre may take a Target Lock - 9 pts.&lt;br /&gt;
*The unit may take a Homing Beacon - 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|XV15 Stealth Battlesuits}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Infantry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV25 Stealth Battlesuits====&lt;br /&gt;
This unit contains 3 XV25 Stealth Battlesuits (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 3 more XV25 Stealth Battlesuits  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 6 more XV25 Stealth Battlesuits (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV25 Stealth Battlesuit Shas&#039;ui || 8&amp;quot; || 5+ || 3+ || 4 || 4 || 2 || 2 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| XV25 Stealth Battlesuit Shas&#039;vre || 8&amp;quot; || 5+ || 3+ || 4 || 4 || 2 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Camouflage Fields:&#039;&#039;&#039; Your opponent must subtract 1 from all hit rolls for attacks that target this unit. If this unit is in cover, your opponent must subtract 2 from all hit rolls for attacks that target this unit instead.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to an XV25 Stealth Battlesuits Shas&#039;vre - free&lt;br /&gt;
*The Shas&#039;vre may take a Markerlight and Target Lock - 9 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
*For every three models in the unit, one model may replace its burst cannon for a Fusion Blaster - 10 pts.&lt;br /&gt;
*The unit may take a Homing Beacon - 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|XV25 Stealth Battlesuits}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Infantry}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV46 Vanguard Void Suit====&lt;br /&gt;
This unit contains 1 XV46 Vanguard Void Suit Shas&#039;ui and 1 DX-11 Exploratory Drone (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can cointain 1 additional XV46 Vanguard Void Suit Shas&#039;ui and 1 additional DX-11 Exploratory Drone (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional XV46 Vanguard Void Suits Shas&#039;ui and 2 additional DX-11 Exploratory Drone (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;). Only one of this unit may be taken for each of your Detachments.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV46 Vanguard Void Suit Shas&#039;ui || 8&amp;quot; || 5+ || 3+ || 4 || 5 || 3 || 1 || 7 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| XV46 Vanguard Void Suit Shas&#039;vre || 8&amp;quot; || 5+ || 3+ || 4 || 5 || 3 || 2 || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| DX-11 Exploratory Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV46 Vanguard Void Suit):&#039;&#039;&#039;&lt;br /&gt;
*Flame Projector&lt;br /&gt;
*Fusion Cutter&lt;br /&gt;
*High-output Burst Cannon&lt;br /&gt;
*Photon Grenades Launcher&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (DX-11 Exploratory Drone):&#039;&#039;&#039;&lt;br /&gt;
*Pulse Carbine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV46 Vanguard Void Suit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electric Engagement Countermeasures:&#039;&#039;&#039; Roll a D6 for each enemy unit that is within 1&amp;quot; of this model at the start of the Fight phase. On a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grav-repulsive Waves:&#039;&#039;&#039; Enemy units charging this unit or another {{W40kKeyword|T&#039;au Empire}} unit within 3&amp;quot; of this model reduce their charge distance by D3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (DX-11 Exploratory Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enemy Spotter:&#039;&#039;&#039; Enemy units do not receive the benefit of cover when attacked by an {{W40kKeyword|XV46 Vanguard Void Suit}} if they are within 12&amp;quot; and in line of sight of a DX-11 Exploratory Drone.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to an XV46 Vanguard Void Suit Shas&#039;vre - free&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV46 Vanguard Void Suit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}} {{W40kKeyword|XV46 Vanguard Void Suit}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (DX-11 Exploratory Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Drone}}, {{W40kKeyword|DX-11 Exploratory Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV95 Ghostkeel Battlesuits====&lt;br /&gt;
This unit contains 1 XV95 Ghostkeel Battlesuit and 2 MV5 Stealth Drones (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can cointain 1 additional XV95 Ghostkeel Battlesuit and 2 additional MV5 Stealth Drones (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional XV95 Ghostkeel Battlesuits and 2 additional MV5 Stealth Drones (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV95 Ghostkeel Battlesuit || * || 5+ || * || 6 || 6 || 10 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV5 Stealth Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 8&amp;quot; || 4+ || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV95 Ghostkeel Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Fusion Collider&lt;br /&gt;
*Two Flamers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV95 Ghostkeel Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ghostkeel Electrowarfare Suite&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV5 Stealth Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Fusion Collider for a Cyclic Ion Raker - 32 pts.&lt;br /&gt;
*Any model may replace its two Flamers for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Fusion Blasters - 36 pts.&lt;br /&gt;
*Any model may take two items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV95 Ghostkeel Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}} {{W40kKeyword|XV95 Ghostkeel Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV5 Stealth Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV5 Stealth Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV104 Riptide Battlesuits====&lt;br /&gt;
This unit contains 1 XV104 Riptide Battlesuit (&#039;&#039;&#039;Power Rating 13&#039;&#039;&#039;). It can cointain 1 additional XV104 Riptide Battlesuit (&#039;&#039;&#039;Power Rating +13&#039;&#039;&#039;) or 2 additional XV104 Riptide Battlesuits (&#039;&#039;&#039;Power Rating +26&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;) or by up to 2 MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating +2 for each model accompaigned by drones&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV104 Riptide Battlesuit || * || 5+ || * || 6 || 7 || 14 || * || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-14+ || 12&amp;quot; || 3+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 8&amp;quot; || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV104 Riptide Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Heavy Burst Cannon&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV104 Riptide Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Riptide Class Nova Reactor:&#039;&#039;&#039; In your Movement phase you can choose to use this model&#039;s Nova Reactor. If you do, this model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn: &lt;br /&gt;
::*Nova Shield: This model has a 3+ invulnerable save.&lt;br /&gt;
::* Boost: This model can move 2D6&amp;quot; in your charge phase (even if it doesn&#039;t declare a charge).&lt;br /&gt;
::* Nova-charge: Choose for either of this model&#039;s Heavy Burst Cannon Type to change to Heavy 18, or its Ion Accelerator Type (both standard and overcharge) to change to Heavy 6.&lt;br /&gt;
*&#039;&#039;&#039;Riptide Shield Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Heavy Burst Cannon for an Ion Accelerator - 50 pts.&lt;br /&gt;
*Any model may replace its two Smart Missile Systems for one of the following:&lt;br /&gt;
::-Two Fusion Blasters - 36 pts.&lt;br /&gt;
::-Two Plasma Rifles - 16 pts.&lt;br /&gt;
*Any model may take two items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV104 Riptide Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|XV104 Riptide Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attacks===&lt;br /&gt;
====DX-13 Aerial Drone Mines====&lt;br /&gt;
This unit contains 2 DX-13 Aerial Drone Mines (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 4 more DX-4 Technical Drones (&#039;&#039;&#039;Power Rating +1 for each drone&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| DX-13 Aerial Drone Mine || 12&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explosive Charge:&#039;&#039;&#039; Whenever a DX-13 Aerial Drone Mine finds itself (whether it be during any phase of any player) within 3&amp;quot; of an enemy unit with the {{W40kKeyword|Fly}} keyword, it explodes. Roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds on the nearest enemy unit, and on a 6 it inflicts 2D3 mortal wounds on that unit. If the enemy unit has the {{W40kKeyword|Flyer}} keyword, double the amount of mortal wounds it suffers. The DX-13 Aerial Drone Mine is then destroyed.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Drone}}, {{W40kKeyword|DX-13 Aerial Drone Mines}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pathfinder Team====&lt;br /&gt;
This unit contains 5 Pathfinders (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 5 more Pathfinders  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 10 more Pathfinders  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 15 more Pathfinders (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;). This may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;) and or 1 MB3 Recon Drone (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;) and up to 2 Support Drones: 1 MV31 Pulse Accelerator Drone and/or 1 MV33 Grav-inhibitor Drone (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Pathfinder || 7&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 1 || 6 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| Pathfinder Shas&#039;ui || 7&amp;quot; || 5+ || 4+ || 3 || 3 || 1 || 2 || 7 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| MB3 Recon Drone || 8&amp;quot; || 5+ || 5+ || 4 || 4 || 2 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV31 Pulse Accelerator Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV33 Grav-inhibitor Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Pathfinder):&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
*Photon Grenades&lt;br /&gt;
*Pulse Carbine&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MB3 Recon Drone):&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Pathfinder):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vanguard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MB3 Recon Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Recon Suite&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV31 Pulse Accelerator Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Pulse Accelerator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV33 Grav-inhibitor Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gravity Wave Projector&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to a Pathfinder Shas&#039;ui - free&lt;br /&gt;
*Any model may take a Pulse Pistol - 1 pts.&lt;br /&gt;
*For every five models in the unit, up to three models may replace their Pulse Carbine for one of the following:&lt;br /&gt;
::-Burst Rifle - 4 pts.&lt;br /&gt;
::-EMP Blaster - 8 pts.&lt;br /&gt;
::-Flamer - 2 pts.&lt;br /&gt;
::-Fusion Rifle - 10 pts.&lt;br /&gt;
::-Ion Rifle - 4 pts.&lt;br /&gt;
::-Rail Rifle - 9 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Pathfinder):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Pathfinder Team}}, {{W40kKeyword|Infantry}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MB3 Recon Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MB3 Recon Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Support Drones):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Support Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tactical Drones====&lt;br /&gt;
This unit contains 4 Tactical Drones (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 4 more Tactical Drones  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or up to 8 more Tactical Drones (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;). Each Drone in the unit must be either an MV1 Gun Drone, an MV4 Shield Drone or an MV7 Marker Drone. Note that this datasheet is also used fot Tactical Drones that accompany many T&#039;au Empire units.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV7 Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV4 Shield Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV7 Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stable Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Tactical Drones}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tetra Scout Speeder Team====&lt;br /&gt;
This unit contains 1 Tetra Scout Speeder (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include 1 additional Tetra Scout Speeder  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), 2 additional Tetra Scout Speeders (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or 3 aditional Tetra Scout Speeders (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tetra Scout Speeder || 18&amp;quot; || 6+ || 4+ || 4 || 5 || 4 || 2 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*High-intensity Markerlight&lt;br /&gt;
*Markerlight&lt;br /&gt;
*Two Pulse Rifles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow Strike&#039;&#039;&#039;&lt;br /&gt;
*Any model may take up to one item from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Tetra Scout Speeder}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TX4 Piranhas====&lt;br /&gt;
This unit contains 1 TX4 Piranha and it is accompanied by 2 MV1 Gun Drones (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include 1 additional TX4 Piranha (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), 2 additional TX4 Piranhas (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 3 additional TX4 Piranhas (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 4 aditional TX4 Piranhas (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| TX4 Piranha || 16&amp;quot; || 6+ || 4+ || 4 || 5 || 6 || 2 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (TX4 Piranha):&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (TX4 Piranha):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model in this unit may replace its Burst Cannon with a Fusion Blaster - 18 pts.&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to one item from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (TX4 Piranha):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|TX4 Piranha}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV1 Gun Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TX42 Piranhas Light Skimmers====&lt;br /&gt;
This unit contains 1 TX42 Piranhas Light Skimmer (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include 1 additional TX42 Piranhas Light Skimmer  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 2 additional TX42 Piranhas Light Skimmers (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;), 3 additional TX42 Piranhas Light Skimmers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;) or 4 aditional TX42 Piranhas Light Skimmers (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| TX42 Piranhas Light Skimmer || 16&amp;quot; || 6+ || 4+ || 5 || 6 || 7 || 2 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Fusion Blasters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slaved Targeting Array&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model in this unit may replace its two Fusion Blasters for one of the following:&lt;br /&gt;
::-Two Missile Pods - 30 pts.&lt;br /&gt;
::-Two Plasma Rifles - 16 pts.&lt;br /&gt;
::-Two Rail Rifles - 24 pts.&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to one item from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|TX42 Piranhas Light Skimmer}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Vespid Stingwings====&lt;br /&gt;
This unit contains 4 Vespid Stingwings (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 4 more Vespid Stingwings  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 8 more Vespid Stingwings  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 12 more Vespid Stingwings  (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 16 more Vespid Stingwings (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Vespid Stingwing || 14&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 1 || 5 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Vespid Strain Leader || 14&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 2 || 8 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Neutron Blaster&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plunge from the Sky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*One model in the unit may be upgraded to a Vespid Strain Leader - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|T&#039;au Empire}}, {{W40kKeyword|Vespid}}&lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Vespid Stingwings}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV109 Y&#039;vahra Battlesuits====&lt;br /&gt;
This unit contains 1 XV109 Y&#039;vahra Battlesuit (&#039;&#039;&#039;Power Rating 20&#039;&#039;&#039;). It can cointain 1 additional XV109 Y&#039;vahra Battlesuit (&#039;&#039;&#039;Power Rating +40&#039;&#039;&#039;) or 2 additional XV109 Y&#039;vahra Battlesuits (&#039;&#039;&#039;Power Rating +60&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;), up to 2 MV52 Shield Drones (&#039;&#039;&#039;Power Rating +2 for each model accompaigned by drones&#039;&#039;&#039;) or by up to 2 MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating +2 for each model accompaigned by drones&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV109 Y&#039;vahra Battlesuit || * || 5+ || * || 6 || 7 || 14 || * || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV52 Shield Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-15+ || 8&amp;quot; || 3+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV109 Y&#039;vahra Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Flechette Pod&lt;br /&gt;
*Ion Discharge Cannon&lt;br /&gt;
*Phased Plasma-flamer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV109 Y&#039;vahra Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Y&#039;vahra Class Nova Reactor:&#039;&#039;&#039; In your Movement phase, you can choose to use the XV109 Y&#039;vahra Battlesuit&#039;s nova reactor. If you do so, this model suffers 1 mortal wound. Choose one of the following effects to last until the beginning of your next turn:&lt;br /&gt;
::*Overcharged Burst: The Y&#039;vahra can fire using a weapon&#039;s Nova Reactor profile.&lt;br /&gt;
::*Escape Thrust: At the start of your Movement phase, the Y&#039;vahra may be removed from play and set up in the sky. At the end of your next Movement phase, you may set the Y&#039;vahra anywhere on the battlefield as long as it is more than 9&amp;quot; away from any enemy unit.&lt;br /&gt;
::*Nova Barricade: The Y&#039;vahra&#039;s invulnerable save is increased to 3+ against melee attacks.&lt;br /&gt;
*&#039;&#039;&#039;XV109 Y&#039;vahra Battlesuit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV52 Shield Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;MV52 Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 3+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take two items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV109 Y&#039;vahra Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|XV109 Y&#039;vahra Battlesuit}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV52 Shield Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV52 Shield Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Supports===&lt;br /&gt;
====Heavy Gun Drone Squadron====&lt;br /&gt;
This unit contains 2 Heavy Gun Drones (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 4 more Heavy Gun Drones (&#039;&#039;&#039;Power Rating +1/model&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 3 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Burst Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Targeting Protocols:&#039;&#039;&#039; A Heavy Gun Drone may fire both Markerlights and other weapons in the same Shooting phase. In addition, a Heavy Gun Drone does not suffer the penalty for moving and firing Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a shield generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace one or both of its Burst Cannons for a Markerlight - 3 pts.&lt;br /&gt;
*Any model may take the &#039;&#039;&#039;Drone Shield Generator&#039;&#039;&#039; Upgrade - 8 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Heavy Gun Drone Squadron}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====MV71 Sniper Drones====&lt;br /&gt;
This unit contains 3 MV71 Sniper Drones (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more MV71 Sniper Drones (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or up to 6 more MV71 Sniper Drones (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| MV71 Sniper Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Longshot Pulse Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Aiming Protocols:&#039;&#039;&#039; An MV71 Sniper Drone may add 1 to its hit rolls if it didn&#039;t move in its turn.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Drone Stealth Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV71 Sniper Drones}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TX7 Hammerhead Gunships====&lt;br /&gt;
This unit contains 1 TX7 Hammerhead Gunship and it is accompanied by 2 MV1 Gun Drones (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It contain 1 additional TX7 Hammerhead Gunship (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additional TX7 Hammerhead Gunships (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hammerhead Gunship || * || 6+ || * || 6 || 7 || 13 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-13+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Hammerhead Gunship):&#039;&#039;&#039;&lt;br /&gt;
*Railgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Hammerhead Gunship):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hover Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Railgun for one of the followings:&lt;br /&gt;
::-Ion Cannon - 35 pts.&lt;br /&gt;
::-Two High-yield Missile Pods - 50 pts.&lt;br /&gt;
::-Twin Fusion Cannon - 30 pts.&lt;br /&gt;
::-Twin Swiftstrike Burst Cannon - 35 pts.&lt;br /&gt;
::-Twin T&#039;au Plasma Cannon - 35 pts.&lt;br /&gt;
*Any model may replace its two MV1 Gun Drones for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Smart Missile Systems - 30 pts.&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Hammerhead Gunship)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Hammerhead Gunship}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV1 Gun Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====TX78 Sky Ray Gunships====&lt;br /&gt;
This unit contains 1 TX78 Sky Ray Gunship and it is accompanied by 2 MV1 Gun Drones (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It contain 1 additional TX78 Sky Ray Gunship (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional TX78 Sky Ray Gunships (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sky Ray Gunship || * || 6+ || * || 6 || 7 || 13 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-13+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Sky Ray Gunship):&#039;&#039;&#039;&lt;br /&gt;
*Six Seeker Missiles&lt;br /&gt;
*Two Twin Markerlights&lt;br /&gt;
*Velocity Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Sky Ray Gunship):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hover Tank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace any of its Seeker Missiles for a Destroyer Missile - 8 pts./missile&lt;br /&gt;
*Any model may replace its two MV1 Gun Drones for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Smart Missile Systems - 30 pts.&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Sky Ray Gunship)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Sky Ray Gunship}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV1 Gun Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV8-2 Heavy Crisis Battlesuits====&lt;br /&gt;
This unit contains 1 XV8-2 Heavy Crisis Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It contain 1 additional XV8-2 Heavy Crisis Battlesuit (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional XV8-2 Heavy Crisis Battlesuits (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV8-2 Heavy Crisis Battlesuit Shas&#039;ui || 8&amp;quot; || 5+ || 3+ || 5 || 5 || 3 || 2 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| XV8-2 Heavy Crisis Battlesuit Shas&#039;vre || 8&amp;quot; || 5+ || 3+ || 5 || 5 || 3 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Rail Rifle&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Feet:&#039;&#039;&#039; An XV8-2 Heavy Crisis Battlesuit may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. An XV8-2 Heavy Crisis Battlesuit can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally. An XV8-2 Heavy Crisis Battlesuit may only fire its Heavy Rail Rifle when anchored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to an XV8-2 Heavy Crisis Suit Shas&#039;vre - free&lt;br /&gt;
*Any model may swap its two Smart Missile Systems for two High-yield Missile Pods - 50 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|XV8-2 Heavy Crisis Battlesuits}}, {{W40kKeyword|Battlesuit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV88 Broadside Battlesuits====&lt;br /&gt;
This unit contains 1 XV88 Broadside Battlesuit (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It contain 1 additional XV88 Broadside Battlesuit (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional XV88 Broadside Battlesuits (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;). Any model may be accompained by up to 2 MV8 Missile Drones (&#039;&#039;&#039;Power Rating +2 for each model accompaigned by drones&#039;&#039;&#039;) or up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV88 Broadside Battlesuit Shas&#039;ui || 5&amp;quot; || 5+ || 3+ || 5 || 5 || 6 || 2 || 7 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| XV88 Broadside Battlesuit Shas&#039;vre || 5&amp;quot; || 5+ || 3+ || 5 || 5 || 6 || 3 || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV8 Missile Drone || 8&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV88 Broadside Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Heavy Rail Rifle&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV88 Broadside Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bonding Knife Ritual&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Feet:&#039;&#039;&#039; An XV88 Broadside Battlesuit may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. An XV88 Broadside Battlesuit can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*A model may be upgraded to an XV88 Broadside Battlesuit Shas&#039;vre - free&lt;br /&gt;
*Any model may swap its Heavy Rail Rifle for two High-yield Missile Pods - 50 pts.&lt;br /&gt;
*Any model may swap its two Smart Missile Systems for two Plasma Rifles - 16 pts.&lt;br /&gt;
*Any model may take a Seeker Missile - 5 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV88 Broadside Battlesuit)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|XV88 Broadside Battlesuits}}, {{W40kKeyword|Battlesuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV8 Missile Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|MV8 Missile Drone}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====XV107 R&#039;varna Battlesuits====&lt;br /&gt;
This unit contains 1 XV107 R&#039;varna Battlesuit (&#039;&#039;&#039;Power Rating 19&#039;&#039;&#039;). It can cointain 1 additional XV107 R&#039;varna Battlesuit (&#039;&#039;&#039;Power Rating +19&#039;&#039;&#039;) or 2 additional XV107 R&#039;varna Battlesuits (&#039;&#039;&#039;Power Rating +38&#039;&#039;&#039;). Any model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1 for each model accompaigned by drones&#039;&#039;&#039;) or by up to 2 MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating +2 for each model accompaigned by drones&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| XV107 R&#039;varna Battlesuit || * || 5+ || * || 6 || 8 || 15 || * || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-15+ || 8&amp;quot; || 3+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (XV107 R&#039;varna Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*Multi-tracker&lt;br /&gt;
*Two Pulse Submunitions Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (XV107 R&#039;varna Battlesuit):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;R&#039;varna Class Nova Reactor:&#039;&#039;&#039; In your Movement phase, you can choose to use the R&#039;varna&#039;s nova reactor. If you do so, the R&#039;varna suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn:&lt;br /&gt;
::*Nova Shield: The R&#039;varna increases its invulnerable save to 3+.&lt;br /&gt;
::*Electromagnetic Shockwave: Roll a D6 for each enemy unit within 6&amp;quot; of this model. On a 4+, it suffers D3 mortal wounds.&lt;br /&gt;
::*Overcharged Munitions: When firing the pulse submunitions cannon, any dice rolled to determine the number of attacks made may be re-rolled.&lt;br /&gt;
*&#039;&#039;&#039;R&#039;varna Shield Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Advanced Targeting System - 6 pts.&lt;br /&gt;
::-Stimulant Injectors - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (XV107 R&#039;varna Battlesuit)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|XV107 R&#039;varna Battlesuit}}, {{W40kKeyword|Battlesuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
====AX2 Catfish Interceptors====&lt;br /&gt;
This unit contains 1 AX2 Catfish Interceptor and it is accompanied by 2 MV17 Interceptor Drones (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It contain 1 additional AX2 Catfish Interceptor (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or 2 additional AX2 Catfish Interceptors (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| AX2 Catfish Interceptor || 20&amp;quot;-30&amp;quot; || 5+ || 3+ || 6 || 6 || 9 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV17 Interceptor Drone || 20&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (AX2 Catfish Interceptor):&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Two Ion Stingers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV17 Interceptor Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Ion Rifles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (AX2 Catfish Interceptor):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV17 Interceptor Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interception Protocols:&#039;&#039;&#039; When shooting at an enemy {{W40kKeyword|Flyer}} unit, the attacks from this model&#039;s Ion Rifles always hit on a 3+, regardles of any modifier.&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two MV17 Interceptor Drones for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Rail Rifles - 24 pts.&lt;br /&gt;
::-Two Smart Missile Systems - 30 pts.&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to one item from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (AX2 Catfish Interceptor):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|AX2 Catfish Interceptor}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV17 Interceptor Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV17 Interceptor Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====AX3 Razorshark Strike Fighters====&lt;br /&gt;
This unit contains 1 AX3 Razorshark Strike Fighter (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It contain 1 additional AX3 Razorshark Strike Fighter (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional AX3 Razorshark Strike Fighters (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| AX3 Razorshark Strike Fighter || * || 5+ || * || 6 || 6 || 12 || * || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 20&amp;quot;-50&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot;-30&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot;-25&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
*Quad Ion Turret&lt;br /&gt;
*Two Seeker Missiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Burst Cannon for a Missile Pod - 15 pts.&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|AX3 Razorshark Strike Fighter}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====AX39 Sun Shark Bombers====&lt;br /&gt;
This unit contains 1 AX39 Sun Shark Bomber and it is accompanied by 2 MV17 Interceptor Drones (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It contain 1 additional AX39 Sun Shark Bomber (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional AX39 Sun Shark Bombers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| AX39 Sun Shark Bomber || * || 5+ || * || 6 || 6 || 12 || * || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV17 Interceptor Drone || 20&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 20&amp;quot;-50&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot;-30&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot;-25&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (AX39 Sun Shark Bomber):&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
*Missile Pod&lt;br /&gt;
*Two Seeker Missiles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV17 Interceptor Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Ion Rifles&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (AX39 Sun Shark Bomber):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV17 Interceptor Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Interception Protocols:&#039;&#039;&#039; When shooting at an enemy {{W40kKeyword|Flyer}} unit, the attacks from this model&#039;s Ion Rifles always hit on a 3+, regardles of any modifier.&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take an additional Missile Pod - 15 pts.&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (AX39 Sun Shark Bomber):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|AX39 Sun Shark Bomber}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV17 Interceptor Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV17 Interceptor Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====AX5-2 Barracudas====&lt;br /&gt;
This unit contains 1 AX5-2 Barracuda (&#039;&#039;&#039;Power Rating 12&#039;&#039;&#039;). It contain 1 additional AX5-2 Barracuda (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;) or 2 additional AX5-2 Barracudas (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| AX5-2 Barracuda || * || 5+ || * || 6 || 7 || 14 || 3 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-14+ || 20&amp;quot;-65&amp;quot; || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot;-45&amp;quot; || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot;-25&amp;quot; || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Long-barreled Burst Cannons&lt;br /&gt;
*Two Missile Pods&lt;br /&gt;
*Swiftstrike Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Barracuda Dispersion Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Swiftstrike Burst Cannon for one of the followings:&lt;br /&gt;
::-Ion Cannon - 35 pts.&lt;br /&gt;
::-Swiftstrike Railgun - 40 pts.&lt;br /&gt;
*Any model may replace its two Long-barreled Burst Cannons for two Cyclic Ion Blasters - 36 pts.&lt;br /&gt;
*Any model may take up to four Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|AX5-2 Barracuda}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====DX6 Remora Stealth Drone Squadron====&lt;br /&gt;
This unit contains 1 DX6 Remora Stealth Drone (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It contain up to 5 additional DX6 Remora Stealth Drones (&#039;&#039;&#039;Power Rating +3/model&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| DX6 Remora Stealth Drone || 20&amp;quot;-30&amp;quot; || 5+ || 4+ || 4 || 5 || 3 || 2 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Long-barreled Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Remora Targeters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth Protocols:&#039;&#039;&#039; Your opponent must subtract 1 from all hit rolls for attacks that target this unit. In addition, during deployment, you may set the DX6 Remora Stealth Drone Squadron in Stealth mode instead of placing them on the battlefield. At the end of any of your movement phases, they can emerge from Stealth mode - set the unit up anywhere on the battlefield more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Fly}}, {{W40kKeyword|DX6 Remora Stealth Drone Squadron}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Orca Dropship====&lt;br /&gt;
This unit contains 1 Orca Dropship (&#039;&#039;&#039;Power Rating 20&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Orca Dropship || * || 5+ || * || 7 || 8 || 24 || 3 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-24+ || 20&amp;quot;-55&amp;quot; || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 20&amp;quot;-40&amp;quot; || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 20&amp;quot;-25&amp;quot; || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Long-barreled Burst Cannons&lt;br /&gt;
*Two High-intensity Markerlights&lt;br /&gt;
*Two Missile Pods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 12&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet:&#039;&#039;&#039; Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20&amp;quot; until the end of the phase, and it loses the Airborne, Hard to Hit and Supersonic abilities until the beginning of your next Movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Orca Energy Field:&#039;&#039;&#039; This model has a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; The Orca Dropship can transport up to 65 {{W40kKeyword|T&#039;au Empire}} {{W40kKeyword|INFANTRY}} models, including {{W40kKeyword|DRONES}}, it may also transport {{W40kKeyword|XV8 CRISIS BATTLESUITS}}, {{W40kKeyword|XV8 CRISIS BODYGUARDS}} or {{W40kKeyword|XV8-2 Heavy CRISIS BATTLESUITS}} but each takes the space of two other models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take up to four Seeker Missiles - 5 pts./missile&lt;br /&gt;
*This model may take up to three items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Orca Dropship}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tigershark AX-0-1s====&lt;br /&gt;
This unit contains 1 Tigershark AX-0-1 (&#039;&#039;&#039;Power Rating 24&#039;&#039;&#039;). It contain 1 additional Tigershark AX-0-1 (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;) or 2 additional Tigershark AX-0-1s (&#039;&#039;&#039;Power Rating +48&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tigershark AX-0-1 || * || 5+ || * || 8 || 8 || 20 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 11-20+ || 20&amp;quot;-75&amp;quot; || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 20&amp;quot;-45&amp;quot; || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 20&amp;quot;-30&amp;quot; || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Burst Cannons&lt;br /&gt;
*Two Heavy Rail Cannons&lt;br /&gt;
*Two Missile Pods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 12&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit:&#039;&#039;&#039; Your opponent must subtract 1 from all hit rolls for attacks that target this model in the shooting phase. In addition, if the Tiger Shark AX-1-0 advances, it may only be affected by weapons of the Heavy and Macro type.&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tiger Shark Dispersion Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Hunter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two Burst Cannons for two Cyclic Ion Blasters - 36 pts.&lt;br /&gt;
*Any model may take up to four Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Tigershark AX-0-1}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tigershark Fighter-bombers====&lt;br /&gt;
This unit contains 1 Tigershark Fighter-bomber (&#039;&#039;&#039;Power Rating 16&#039;&#039;&#039;). It contain 1 additional Tigershark Fighter-bomber (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;) or 2 additional Tigershark Fighter-bombers (&#039;&#039;&#039;Power Rating +32&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tigershark Fighter-bomber || * || 5+ || * || 8 || 8 || 20 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 11-20+ || 20&amp;quot;-75&amp;quot; || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 20&amp;quot;-45&amp;quot; || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 20&amp;quot;-30&amp;quot; || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Burst Cannons&lt;br /&gt;
*Two Ion Cannons&lt;br /&gt;
*Two Missile Pods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Crash and Burn:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 12&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Flyer Squadron:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit:&#039;&#039;&#039; Your opponent must subtract 1 from all hit rolls for attacks that target this model in the shooting phase. In addition, if the Tiger Shark AX-1-0 advances, it may only be affected by weapons of the Heavy and Macro type.&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tiger Shark Dispersion Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titan Hunter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport up to 14 {{W40kKeyword|&amp;lt;Sept&amp;gt;}} {{W40kKeyword|Drones}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two Ion Cannons for one of the following:&lt;br /&gt;
::-Two Swiftstrike Burst Cannon - 70 pts.&lt;br /&gt;
::-Two Swiftstrike Railgun - 80 pts.&lt;br /&gt;
*Any model may give up its {{W40kKeyword|Transport}} keyword and its &#039;&#039;&#039;Transport Capacity&#039;&#039;&#039; for two Skyspear Missile Racks - free&lt;br /&gt;
*Any model may replace its two Burst Cannons for two Cyclic Ion Blasters - 36 pts.&lt;br /&gt;
*Any model may take up to four Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Tigershark Fighter-bomber}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
====TY7 Devilfishes====&lt;br /&gt;
This unit contains 1 TY7 Devilfish (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It contain 1 additional TY7 Devilfish (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional TY7 Devilfishes (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| TY7 Devilfish || * || 6+ || * || 6 || 7 || 12 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 6&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (TY7 Devilfish):&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (TY7 Devilfish):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hover Tank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turret Mounting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; A Devilfish can transport up to 12 {{W40kKeyword|&amp;lt;Sept&amp;gt;}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Drone}} models. It cannot transport {{W40kKeyword|Battlesuits}}. It can transport only a single MB3 Recon Drone, but it does not count towards the total number of models embarked on the Devilfish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two MV1 Gun Drones for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Smart Missile Systems - 30 pts.&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (TY7 Devilfish)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|TY7 Devilfish}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV1 Gun Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====[https://www.deviantart.com/lordcarmi/art/Tau-vehicles-838138249 TY10 Sky Eel]====&lt;br /&gt;
This unit contains 1 TY10 Sky Eel (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It contain 1 additional TY10 Sky Eel (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional TY10 Sky Eels (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| TY10 Sky Eel || * || 6+ || * || 6 || 7 || 16 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 6&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (TY10 Sky Eel):&#039;&#039;&#039;&lt;br /&gt;
*Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (TY10 Sky Eel):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deployment Hooks:&#039;&#039;&#039; Units can disembark from this model even if it moved during the Movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hover Tank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open Cargo:&#039;&#039;&#039; Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1&amp;quot; of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; A Sky Eel can transport up to 6 {{W40kKeyword|&amp;lt;Sept&amp;gt;}} {{W40kKeyword|XV8 Crisis Battlesuits}}, {{W40kKeyword|XV8 Crisis Bodyguards}} or {{W40kKeyword|XV8-2 HEAVY CRISIS BATTLESUITS}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two MV1 Gun Drones for one of the following:&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
::-Two Smart Missile Systems - 30 pts.&lt;br /&gt;
*Any model may take up to two Seeker Missiles - 5 pts./missile&lt;br /&gt;
*Any model may take up to two items from the &#039;&#039;Vehicle Battle Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (TY10 Sky Eel)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Fly}}, {{W40kKeyword|TY10 Sky Eel}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV1 Gun Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
====KV119 Bar&#039;trah Battlesuit====&lt;br /&gt;
This unit contains 1 KV119 Bar&#039;trah Battlesuit (&#039;&#039;&#039;Power Rating 13&#039;&#039;&#039;). It is accompained by 4 Tactical Drones taken in any conbination.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| KV119 Bar&#039;trah || * || 4+ || * || 6 || 8 || 20 || * || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 11-20+ || 14&amp;quot; || 3+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 10&amp;quot; || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 6&amp;quot; || 5+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (KV119 Bar&#039;trah):&#039;&#039;&#039;&lt;br /&gt;
*Drone Controller&lt;br /&gt;
*xxx&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Tactical Drone):&#039;&#039;&#039;&lt;br /&gt;
*Markerlight (MV7 Marker Drone Only)&lt;br /&gt;
*Two Pulse Carabine (MV1 Gun Dron Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (KV119 Bar&#039;trah):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones:&#039;&#039;&#039; When this model is set up, any accompanying Tactical Drones are attached, and are treated as being embarked. Whilst the Drones remain attached, this model is considered to be equipped with their weapons in addition to its own (the &#039;&#039;Stable Platform&#039;&#039; special rule still applies for any attack made this model&#039;s Markerlights). In addition, Shield Drones are able to use their &#039;&#039;Saviour Protocols&#039;&#039; special rule whilst attached.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Tactical Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Detach:&#039;&#039;&#039; All Tactical Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039; (MV4 Shield Drone Only)&lt;br /&gt;
*&#039;&#039;&#039;Stable Platform:&#039;&#039;&#039; This unit can move and fire Heavy weapons without suffering the penalty to its hit rolls. (MV7 Marker Drone Only)&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039; (MV1 Gun Drone Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take up to three items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
*May exchange any Tactical Drone for one of the followings:&lt;br /&gt;
::-Smart Missile System - 15 pts.&lt;br /&gt;
::-Twin Ion Rifle - 14 pts.&lt;br /&gt;
::-Twin Rail Rifle - 24 pts.&lt;br /&gt;
*May exchange any Tactical Drone for one of the followings:&lt;br /&gt;
::-Homing Beacon - 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (KV119 Bar&#039;trah)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|KV119 Bar&#039;trah Battlesuit}}, {{W40kKeyword|Battlesuit}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Tactical Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Tactical Drones}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====KV128 Stormsurge====&lt;br /&gt;
This unit contains 1 KV128 Stormsurge (&#039;&#039;&#039;Power Rating 14&#039;&#039;&#039;). This model may be accompained by up to 2 Tactical Drones (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;) or by up to 2 MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| KV128 Stormsurge || 6&amp;quot; || 5+ || * || * || 7 || 20 || * || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! BS !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 11-20+ || 3+ || 8 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 4+ || 7 || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 5+ || 6 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (KV128 Stormsurge):&#039;&#039;&#039;&lt;br /&gt;
*Cluster Rocket System&lt;br /&gt;
*Four Destroyer Missiles&lt;br /&gt;
*Pulse Blastcannon&lt;br /&gt;
*Two Flamers&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (KV128 Stormsurge):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Anchors:&#039;&#039;&#039; A KV128 Stormsurge may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A KV128 Stormsurge can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
*&#039;&#039;&#039;Walking Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its two Flamers for one of the following:&lt;br /&gt;
::-Two Airbursting Fragmentation Projectors - 16 pts.&lt;br /&gt;
::-Two Burst Cannons - 16 pts.&lt;br /&gt;
*This model may replace its Pulse Blastcannon for a Pulse Driver Cannon - 50 pts.&lt;br /&gt;
*This model may take up to three items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (KV128 Stormsurge)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|KV128 Stormsurge}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone)&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====KX139 Ta&#039;unar Supremacy Armour====&lt;br /&gt;
This unit contains 1 KX139 Ta&#039;unar Supremacy Armour (&#039;&#039;&#039;Power Rating 55&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| KX139 Ta&#039;unar Supremacy Armour || * || 4+ || * || 8 || 8 || 30 || * || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 21-30+ || 16&amp;quot; || 2+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || 14&amp;quot; || 2+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 8&amp;quot; || 4+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Four Burst Cannons&lt;br /&gt;
*Four Smart Missile Systems&lt;br /&gt;
*Pulse Ordnance Multi-driver&lt;br /&gt;
*Two Tri-axis Ion Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Barrier Shield Generator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Anchors:&#039;&#039;&#039; A KX139 Ta&#039;unar Supremacy Armour may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A KX139 Ta&#039;unar Supremacy Armour can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
*&#039;&#039;&#039;Towering Colossus&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vigilance Defence System&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cluster Shells&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Tri-axis Ion Cannons  for one of the following:&lt;br /&gt;
::-Two Fusion Eradicators - 166 pts.&lt;br /&gt;
::-Fusion Eradicator and Tri-axis Ion Cannon - 190 pts.&lt;br /&gt;
*This model may replace its Pulse Ordnance Multi-driver for one of the following:&lt;br /&gt;
::-Heavy Rail Cannon and &#039;&#039;&#039;Cluster Shells&#039;&#039;&#039; upgrade- 130 pts.&lt;br /&gt;
::-Nexus Meteor Missile System - 147 pts.&lt;br /&gt;
*This model may take up to three items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|KX139 Ta&#039;unar Supremacy Armour}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====KX238 Ta&#039;unar Diplomacy Armour====&lt;br /&gt;
This unit contains 1 KX238 Ta&#039;unar Diplomacy Armour (&#039;&#039;&#039;Power Rating 200&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| KX238 Ta&#039;unar Diplomacy Armour || * || 4+ || * || 16 || 16 || 70 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 61-70+ || 20&amp;quot; || 2+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 41-60+ || 18&amp;quot; || 2+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 21-40 || 16&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || 14&amp;quot; || 4+ || 2&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 12&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Eight Destroyer Missiles&lt;br /&gt;
*Four Flamers&lt;br /&gt;
*Four Long-range Markerlights&lt;br /&gt;
*Four Long-barreled Burst Cannons&lt;br /&gt;
*Two Airbursting Fragmentation Bombardier&lt;br /&gt;
*Two Heavy Rail Cannons&lt;br /&gt;
*Two KX238 Burst Eradicators&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6 suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;KX238 Class Nova Reactor (Body):&#039;&#039;&#039; In your Movement phase you can choose to use this model&#039;s Nova Reactor. If you do, this model suffers D3 mortal wounds. Choose one of the following effects to last until the beginning of your next turn:&lt;br /&gt;
::*Shield Overdrive: This model has a 3+ invulnerable save.&lt;br /&gt;
::*Electromagnetic Shockwave: Roll a D6 for each enemy unit within 6&amp;quot; of this model. On a 2+, it suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;KX238 Class Nova Reactor (Left Arm):&#039;&#039;&#039; In your Movement phase you can choose to use this model&#039;s Nova Reactor. If you do, this model suffers D3 mortal wounds. Choose one of the following effects to last until the beginning of your next turn:&lt;br /&gt;
::*Core Overdrive: Increase this arm&#039;s weapon&#039;s Strenght and Damage Characteristic by D3 (roll separately for each one).&lt;br /&gt;
::*Nova-flux: Choose for either of this model&#039;s KX238 Burst Eradicator Type to change to Heavy 60, its KX238 Fusion Annihilator Type to change to Heavy 15, or its KX238 Ion Projector Type (both standard and overcharge) to change to Macro 9.&lt;br /&gt;
*&#039;&#039;&#039;KX238 Class Nova Reactor (Right Arm):&#039;&#039;&#039; In your Movement phase you can choose to use this model&#039;s Nova Reactor. If you do, this model suffers D3 mortal wounds. Choose one of the following effects to last until the beginning of your next turn:&lt;br /&gt;
::*Core Overdrive: Increase this arm&#039;s weapon&#039;s Strenght and Damage Characteristic by D3 (roll separately for each one).&lt;br /&gt;
::*Nova-flux: Choose for either of this model&#039;s KX238 Burst Eradicator Type to change to Heavy 60, its KX238 Fusion Annihilator Type to change to Heavy 15, or its KX238 Ion Projector Type (both standard and overcharge) to change to Macro 9.&lt;br /&gt;
*&#039;&#039;&#039;XK238 Shield Generator:&#039;&#039;&#039; This model has a 4+ invulnerable save. In addition, roll a die each time this model loses a wound, on a 5+ this model does not lose that wound.&lt;br /&gt;
*&#039;&#039;&#039;Symbol of Might:&#039;&#039;&#039; Add 1 to the Leadership characteristic of friendly {{W40kKeyword|T&#039;au Empire}} units that have line of sight to this model. In addition, enemy units that have line of sight to this model must subtract 1 from their Leadership characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Anchors:&#039;&#039;&#039; A KX238 Ta&#039;unar Diplomacy Armour may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. A KX238 Ta&#039;unar Diplomacy Armour can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
*&#039;&#039;&#039;Towering Colossus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace each of its XK238 Burst Eradicators for one of the following:&lt;br /&gt;
::-KX238 Fusion Annihilator - free&lt;br /&gt;
::-KX238 Ion Projector - free&lt;br /&gt;
*This model may take up to four items from the &#039;&#039;Support Systems&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|KX238 Ta&#039;unar Diplomacy Armour}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Manta Super-Heavy Dropship====&lt;br /&gt;
This unit contains 1 Manta (&#039;&#039;&#039;Power Rating 100&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Manta || * || 5+ || * || 8 || 8 || 60 || 5 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 31-60+ || 20&amp;quot;-60&amp;quot; || 2+&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || 20&amp;quot;-45&amp;quot; || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || 20&amp;quot;-30&amp;quot; || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 20&amp;quot;-25&amp;quot; || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Six Long-barrelled Ion Cannons&lt;br /&gt;
*Sixteen Long-barrelled Burst Cannons&lt;br /&gt;
*Ten Seeker Missiles&lt;br /&gt;
*Two Heavy Rail Cannons&lt;br /&gt;
*Two Missile Pods&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Colossal Flyer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Energy Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 2D6 suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Elevator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; The Manta Super-heavy Dropship consists of two decks, both of which can carry models:&lt;br /&gt;
::-The upper deck has a transport capacity of 55 models, and may only transport models with the keywords {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|DRONE}}.&lt;br /&gt;
::-The lower deck has a Transport Capacity of 145 models with the {{W40kKeyword|T&amp;quot;AU EMPIRE}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|DRONE}} keyword and up to eight {{W40kKeyword|XV8 CRISIS BATTLESUITS}}, {{W40kKeyword|XV8 CRISIS BODYGUARDS}}, {{W40kKeyword|XV8-2 Heavy CRISIS BATTLESUITS}}, {{W40kKeyword|XV9 HAZARD Battlesuits}}, {{W40kKeyword|COMMANDER IN XV81 BATTLESUIT}}, {{W40kKeyword|COMMANDER IN XV84 BATTLESUIT}} or any models with both the {{W40kKeyword|BATTLESUIT}} and {{W40kKeyword|COMMANDER}} keyword. It may also transport up to four of the following in any combination: {{W40kKeyword|TY7 DEVILFISH}} *, {{W40kKeyword|HAMMERHEAD GUNSHIP}} and/or {{W40kKeyword|SKY RAY GUNSHIP}}.&lt;br /&gt;
::&#039;&#039;*&#039;&#039; Whilst embarked within a Manta, the Devilfish may have other models embarked within it, these models may not disembark until the Devilfish has itself disembarked from the Manta. In addition, models disembarking from a Devilfish may not do so on the same turn that the Devilfish has disembarked from a Manta.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Manta}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Eight====&lt;br /&gt;
This unit contains 1 Farsight, 1 Commander Brightsword with 2 MV4 Shield Drones, 1 Commander Bravestorm with 2 MV1 Gun Drones, 1 Shas&#039;O Sha&#039;vastos with 2 MV1 Gun Drones, 1 Shas&#039;O Arra&#039;kon with 2 MV1 Gun Drones, 1 Sub-commander Torchstar with 2 MV7 Marker Drones, 1 Broadside Shas&#039;vre Ob&#039;lotai 9-0 with 2 MV8 Missile Drones and 1 O&#039;Vesa with MV84 Shielded Missile Drones (&#039;&#039;&#039;Power Rating 56&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Farsight || 8&amp;quot; || 2+ || 2+ || 5 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Commander Brightsword || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Commander Bravestorm || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Shas&#039;O Sha&#039;vastos || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Shas&#039;O Arra&#039;kon || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sub-commander Torchstar || 8&amp;quot; || 3+ || 2+ || 5 || 5 || 5 || 4 || 9 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Broadside Shas&#039;vre Ob&#039;lotai 9-0 || 5&amp;quot; || 4+ || 2+ || 5 || 5 || 6 || 3 || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| O&#039;Vesa || * || 3+ || * || 6 || 7 || 14 || * || 9 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| MV1 Gun Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV4 Shield Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV7 Marker Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV8 Missile Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| MV84 Shielded Missile Drone || 12&amp;quot; || 5+ || 5+ || 4 || 4 || 1 || 1 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-14+ || 12&amp;quot; || 2+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 8&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 4+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Farsight):&#039;&#039;&#039;&lt;br /&gt;
*Dawn Blade&lt;br /&gt;
*High-Intensity Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Commander Brightsword):&#039;&#039;&#039;&lt;br /&gt;
*Counterfire Defence System&lt;br /&gt;
*Two Fusion Blasters&lt;br /&gt;
*Fusion Blades&lt;br /&gt;
*Target Lock&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Commander Bravestorm):&#039;&#039;&#039;&lt;br /&gt;
*Advanced Targeting System&lt;br /&gt;
*Flamer&lt;br /&gt;
*Onager Gauntlet&lt;br /&gt;
*Plasma Rifle&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Shas&#039;O Sha&#039;vastos):&#039;&#039;&#039;&lt;br /&gt;
*Drone Controller&lt;br /&gt;
*Flamer&lt;br /&gt;
*Plasma Rifle&lt;br /&gt;
*Puretide Engram Neurochip&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Shas&#039;O Arra&#039;kon):&#039;&#039;&#039;&lt;br /&gt;
*Airbursting Fragmentation Projector&lt;br /&gt;
*Counterfire Defence System&lt;br /&gt;
*Cyclic Ion Blaster&lt;br /&gt;
*Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Sub-commander Torchstar):&#039;&#039;&#039;&lt;br /&gt;
*Advanced Targeting System&lt;br /&gt;
*Drone Controller&lt;br /&gt;
*Two Flamers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (Broadside Shas&#039;vre Ob&#039;lotai 9-0):&#039;&#039;&#039;&lt;br /&gt;
*Two High-yield Missile Pods&lt;br /&gt;
*Seeker Missile&lt;br /&gt;
*Two Smart Missile Systems&lt;br /&gt;
*Velocity Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (O&#039;Vesa):&#039;&#039;&#039;&lt;br /&gt;
*Early Warning Override&lt;br /&gt;
*Two Fusion Blasters&lt;br /&gt;
*Ion Accelerator&lt;br /&gt;
*Target Lock&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*Two Pulse Carbines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV7 Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*Markerlight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Missile Pod&lt;br /&gt;
*Shield Generator&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Eight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Farsight):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Genius of Mont&#039;ka&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Way of the Short Blade&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Commander Brightsword):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warscraper Drones&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Commander Bravestorm):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Support Cocoon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Shas&#039;O Sha&#039;vastos):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Shas&#039;O Arra&#039;kon):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Impact Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Sub-commander Torchstar):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of War&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Neuroweb System Jammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (Broadside Shas&#039;vre Ob&#039;lotai 9-0):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Advanced Scan Feeds&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;No Longer Flesh and Blood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Feet:&#039;&#039;&#039; Broadside Shas&#039;vre Ob&#039;lotai 9-0 may anchor itself at the beginning of your Moving phase. While anchored, it may not move for any reason and it cannot pile in and attack in the Fight phase, but you can fire all of its weapons twice in the Shooting phase. Broadside Shas&#039;vre Ob&#039;lotai 9-0 can retract its anchors at the beginning of any of your Movement phases, and can then move, shoot and fight normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (O&#039;Vesa):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Earth Caste Pilot Array&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Riptide Class Nova Reactor:&#039;&#039;&#039; In your Movement phase you can choose to use this model&#039;s Nova Reactor. If you do, this model suffers a mortal wound. Choose one of the following effects to last until the beginning of your next turn: &lt;br /&gt;
::*Nova Shield: This model has a 3+ invulnerable save.&lt;br /&gt;
::* Boost: This model can move 2D6&amp;quot; in your charge phase (even if it doesn&#039;t declare a charge).&lt;br /&gt;
::* Nova-charge: This model&#039;s Ion Accelerator Type (both standard and overcharge) changes to Heavy 6.&lt;br /&gt;
*&#039;&#039;&#039;Riptide Shield Generator&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV1 Gun Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV4 Shield Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV7 Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Manta Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stable Platform&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Shield Generator:&#039;&#039;&#039; A model with a Shield Generator has a 4+ invulnerable save. In addition, roll a D6 each time a {{W40kKeyword|Drone}} with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
*&#039;&#039;&#039;Drone Support&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For The Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Saviour Protocols&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Farsight):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Commander Farsight}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Commander Brightsword):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, {{W40kKeyword|Commander Brightsword}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Commander Bravestorm):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, {{W40kKeyword|Commander Bravestorm}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Shas&#039;O Sha&#039;vastos):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|XV8 Crisis Battlesuit}}, {{W40kKeyword|Shas&#039;O Sha&#039;vastos}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Shas&#039;O Arra&#039;kon):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|XV85 Enforcer Battlesuit}}, {{W40kKeyword|Shas&#039;O Arra&#039;kon}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Sub-commander Torchstar):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|XV8 Crisis Battlesuits}}, {{W40kKeyword|Sub-commander Torchstar}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}, {{W40kKeyword|Commander}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (Broadside Shas&#039;vre Ob&#039;lotai 9-0):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|XV88 Broadside Battlesuit}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Shas&#039;vre Ob&#039;lotai 9-0}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (O&#039;Vesa):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|XV104 Riptide Battlesuit}}, {{W40kKeyword|O&#039;Vesa}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Battlesuit}}, {{W40kKeyword|Jet Pack}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV1 Gun Drone, MV4 Shield Drone, MV7 Marker Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Tactical Drones}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV8 Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|MV8 Missile Drone}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords (MV84 Shielded Missile Drone):&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Farsight Enclaves}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Drone}}, {{W40kKeyword|MV84 Shielded Missile Drone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
====Area Denial Node====&lt;br /&gt;
This unit contains 1 Area Denial Node (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Area Denial Node  (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Area Denial Nodes  (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Area Denial Node || - || - || 4+ || - || 8 || 14 || - || - || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Supremacy Railgun&lt;br /&gt;
*Velocity Tracker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automated Weapon:&#039;&#039;&#039; Unless a friendly {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit is embarked on this model, its Supremacy Railgun can only target the nearest visible enemy. If two units are equally close, you may choose which is targeted. If there&#039;s at least one {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit is embarked on the Area Denial Node, the building activated this way can use that unit&#039;s Ballistic Skill instead of their own when making shooting attacks.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Firing Holes:&#039;&#039;&#039; Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. Note that the passengers can shoot if this model is within 1&amp;quot; of an enemy unit, but they have to target a different unit from those within 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Improved Targeting Sensors:&#039;&#039;&#039; Double the range of all of this model&#039;s weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport any number of {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} {{W40kKeyword|CHARACTERS}} and other {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit, but no more than 10 models in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Supremacy Railgun for one of the following:&lt;br /&gt;
::-Twin High-yield Missile Pod - 50 pts.&lt;br /&gt;
::-Twin Ion Cannon - 70 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Area Denial Node}}, {{W40kKeyword|Building}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drone Sentry Turret====&lt;br /&gt;
This unit contains 1 Drone Sentry Turret (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include 1 additional Drone Sentry Turret  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), 2 additional Drone Sentry Turrets  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 3 additional Drone Sentry Turrets  (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 4 aditional Drone Sentry Turrets (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Drone Sentry Turret || - || - || 5+ || - || 6 || 3 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Burst Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automated Tracking&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two Burst Cannons for one of the following:&lt;br /&gt;
::-Two Fusion Blasters - 36 pts.&lt;br /&gt;
::-Two Missile Pods - 30 pts.&lt;br /&gt;
::-Two Plasma Rifles - 16 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Drone}}, {{W40kKeyword|Drone Sentry Turret}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Remote Sensor Tower====&lt;br /&gt;
This unit contains 1 Remote Sensor Tower (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include 1 additional Remote Sensor Tower  (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or 2 aditional Remote Sensor Towers (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Remote Sensor Tower || - || - || 4+ || - || 6 || 3 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*High-intensity Markerlight&lt;br /&gt;
*Markerlight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Positional Relay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Remote Sensor Tower}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Shield Generator====&lt;br /&gt;
This unit contains 1 Shield Generator (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include 1 additional Shield Generator  (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional Shield Generators  (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shield Dome || - || - || - || - || 8 || 10 || - || - || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Shield Generator || - || - || - || - || 5 || 4 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Emergency Restart:&#039;&#039;&#039; Roll a die at the start of any of your turns for any Shield Generator that has lost its Shield Dome; on a 6 the Shield Dome is restored and this model regains it &#039;&#039;Shield Dome&#039;&#039; special rule.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; This unit counts as being destroyed only if the Shield Generator loses its last wound. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Dome:&#039;&#039;&#039; Friendly units that are fully within 9&amp;quot; of the Shield Generator may not be selected as a target during the Shooting phase. If the enemy chooses to target them or the Shield Generator, the attack must instead target the Shield Dome using the profile above. Once the Shield Dome loses its last wound, it is destroyed and the Shield Generator loses this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Shield Generator}}, {{W40kKeyword|Building}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tidewall Droneport====&lt;br /&gt;
This unit contains 1 Tidewall Droneport (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include 1 additional Area Denial Node  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or 2 additional Area Denial Nodes  (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tidewall Droneport || 6&amp;quot; || - || - || - || 7 || 10 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drone Control System&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds. &lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mobile Defence Platform&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open-topped:&#039;&#039;&#039; Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. Note that the passengers can shoot if this model is within 1&amp;quot; of an enemy unit, but they have to target those units within 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport any number of {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} {{W40kKeyword|CHARACTERS}} and other {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit, but no more than 10 models in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Tidewall Droneport}}, {{W40kKeyword|Building}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tidewall Gunring====&lt;br /&gt;
This unit contains 1 Tidewall Gunring (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include 1 additional Area Denial Node  (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or 2 additional Area Denial Nodes  (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tidewall Gunring || 6&amp;quot; || - || 5+ || - || 7 || 10 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Supremacy Railgun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automated Weapon:&#039;&#039;&#039; Unless a friendly {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit is embarked on this model, its Supremacy Railgun can only target the nearest visible enemy. If two units are equally close, you may choose which is targeted. If there&#039;s at least one {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit is embarked on the Gunring, the building activated this way can use that unit&#039;s Ballistic Skill instead of their own when making shooting attacks.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds. &lt;br /&gt;
*&#039;&#039;&#039;For the Greater Good&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mobile Defence Platform&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open-topped:&#039;&#039;&#039; Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. Note that the passengers can shoot if this model is within 1&amp;quot; of an enemy unit, but they have to target those units within 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport any number of {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} {{W40kKeyword|CHARACTERS}} and other {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit, but no more than 10 models in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Tidewall Gunring}}, {{W40kKeyword|Building}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tidewall Shieldline====&lt;br /&gt;
This unit contains 1 Tidewall Shieldline (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include 1 additional Area Denial Node  (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or 2 additional Area Denial Nodes  (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tidewall Shieldline || 6&amp;quot; || - || - || - || 6 || 10 || - || - || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Tidewall Defence Platform || 6&amp;quot; || - || - || - || 7 || 10 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds. &lt;br /&gt;
*&#039;&#039;&#039;Fortification&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mobile Defence Platform&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open-topped:&#039;&#039;&#039; Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. Note that the passengers can shoot if this model is within 1&amp;quot; of an enemy unit, but they have to target those units within 1&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Network&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This unit may take a Tidewall Defence Platform - 70 pts./3 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport any number of {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} {{W40kKeyword|CHARACTERS}} and other {{W40kKeyword|T&#039;AU EMPIRE}} {{W40kKeyword|INFANTRY}} unit, but no more than 10 models in total.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Sept&amp;gt;}}, {{W40kKeyword|T&#039;au Empire}}&lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Tidewall Shieldline}}, {{W40kKeyword|Building}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Vehicle}}&lt;br /&gt;
&lt;br /&gt;
==Point Costs==&lt;br /&gt;
===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cadre Fireblade&#039;&#039;&#039; || 1 || 39&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Commander in XV8 Crisis Battlesuit&#039;&#039;&#039; || 1 || 72&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV22 Stealth Battlesuit&#039;&#039;&#039; || 1 || 42&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV46-4 Vanguard Void Suit&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV81 Crisis Battlesuit&#039;&#039;&#039; || 1 || 76&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV84 Crisis Battlesuit&#039;&#039;&#039; || 1 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV85 Enforcer Battlesuit&#039;&#039;&#039; || 1 || 76&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV86 Coldstar Battlesuit&#039;&#039;&#039; || 1 || 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV88 Broadside Battlesuit&#039;&#039;&#039; || 1 || 105&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV89 Crisis Battlesuit&#039;&#039;&#039; || 1 || 74&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander in XV104 Riptide Battlesuit&#039;&#039;&#039; || 1 || 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ethereal&#039;&#039;&#039; || 1 || 45&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aun&#039;Shi&#039;&#039;&#039; || 1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Aun&#039;Va&#039;&#039;&#039; || 1 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander Farsight&#039;&#039;&#039; || 1 || 110&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commander Shadowsun&#039;&#039;&#039; || 1 || 125&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Darkstride&#039;&#039;&#039; || 1 || 45&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gue&#039;Ron&#039;Vesa Keenblade&#039;&#039;&#039; || 1 || 85&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Longstrike&#039;&#039;&#039; || 1 || 135 (weapons nod included)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shas&#039;O Kais&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shas&#039;O Man&#039;ot&#039;&#039;&#039; || 1 || 180&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sash&#039;O R&#039;alai&#039;&#039;&#039; || 1 || 130&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Shas&#039;O R&#039;myr&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Warrior Breacher Team&#039;&#039;&#039; || 5-20 || 7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fire Warrior Strike Team&#039;&#039;&#039; || 5-20 || 7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DS8 Tactical Support Turret&#039;&#039;&#039; || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV36 Guardian Drone&#039;&#039;&#039; || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gue&#039;vesa Breacher Team&#039;&#039;&#039; || 5-20 || 7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gue&#039;vesa Strike Team&#039;&#039;&#039; || 5-20 || 7&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DX-4 Technical Drones&#039;&#039;&#039; || 2-10 || 16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Firesight Marksman&#039;&#039;&#039; || 1 || 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV8 Crisis Battlesuits&#039;&#039;&#039; || 3-9 || 24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV8 Crisis Bodyguards&#039;&#039;&#039; || 3-9 || 27&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV9 Hazard Battlesuit&#039;&#039;&#039; || 1-6 || 40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV15 Stealth Battlesuits&#039;&#039;&#039; || 3-9 || 7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV25 Stealth Battlesuits&#039;&#039;&#039; || 3-9 || 14&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV46 Vanguard Void Suit&#039;&#039;&#039; || 1-3 || 95&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DX-11 Exploratory Drone&#039;&#039;&#039; || - || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV95 Ghostkeel Battlesuits&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV5 Stealth Drones&#039;&#039;&#039; || - || 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV104 Riptide Battlesuits&#039;&#039;&#039; || 1-3 || 185&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV84 Shielded Missile Drone&#039;&#039;&#039; || - || 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fast Attacks====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DX-13 Aerial Drone Mines&#039;&#039;&#039; || 2-6 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pathfinder Team&#039;&#039;&#039; || 5-20 || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MB3 Recon Drone&#039;&#039;&#039; || 1 || 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV31 Pulse Accelerator Drone&#039;&#039;&#039; || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV33 Grav-inhibitor Drone&#039;&#039;&#039; || 1 || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tactical Drones&#039;&#039;&#039; || 4-12 || 10 (Markerlight Drone 7)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tetra Scout Speeder Team&#039;&#039;&#039; || 1-3 || 35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TX4 Piranhas&#039;&#039;&#039; || 1-5 || 24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TX42 Piranhas Light Skimmers&#039;&#039;&#039; || 1-5 || 50&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Vespid Stingwings&#039;&#039;&#039; || 4-20 || 11&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV109 Y&#039;vahra Battlesuits&#039;&#039;&#039; || 1-3 || 395&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV52 Shield Drone&#039;&#039;&#039; || - || 11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavy Supports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Gun Drone Squadron&#039;&#039;&#039; || 2-6 || 4&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV71 Sniper Drones&#039;&#039;&#039; || 3-9 || 16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TX7 Hammerhead Gunships&#039;&#039;&#039; || 1-3 || 100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TX78 Sky Ray Gunships&#039;&#039;&#039; || 1-3 || 80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV8-2 Heavy Crisis Battlesuits&#039;&#039;&#039; || 1-3 || 24&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV88 Broadside Battlesuits&#039;&#039;&#039; || 1-3 || 35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV8 Missile Drone&#039;&#039;&#039; || - || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;XV107 R&#039;varna Battlesuits&#039;&#039;&#039; || 1-3 || 380&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AX2 Catfish Interceptors&#039;&#039;&#039; || 1-3 || 42&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;MV17 Interceptor Drone&#039;&#039;&#039; || - || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AX3 Razorshark Strike Fighters&#039;&#039;&#039; || 1-3 || 60&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AX39 Sun Shark Bombers&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AX5-2 Barracudas&#039;&#039;&#039; || 1-3 || 160&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;DX6 Remora Stealth Drone Squadron&#039;&#039;&#039; || 1-6 || 30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Orca Dropship&#039;&#039;&#039; || 1 || 325&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tigershark AX-0-1s&#039;&#039;&#039; || 1-3 || 174&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tigershark Fighter-bombers&#039;&#039;&#039; || 1-3 || 95&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TY7 Devilfish&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;TY7 Devilfish&#039;&#039;&#039; || 1-3 || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lords of War====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KV119 Bar&#039;trah Battlesuit&#039;&#039;&#039; || 1 || 260&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KV128 Stormsurge&#039;&#039;&#039; || 1 || 160 (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KX139 Ta&#039;unar Supremacy Armour&#039;&#039;&#039; || 1 || 673 (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;KX238 Ta&#039;unar Diplomacy Armour&#039;&#039;&#039; || 1 || 4000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Manta Super-Heavy Dropship&#039;&#039;&#039; || 1 || 2000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Eight&#039;&#039;&#039; || 1 || 1120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Area Denial Node&#039;&#039;&#039; || 1-3 || 68&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drone Sentry Turret&#039;&#039;&#039; || 1-5 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Remote Sensor Tower&#039;&#039;&#039; || 1-3 || 33&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shield Generator&#039;&#039;&#039; || 1-3 || 100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidewall Droneport&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidewall Gunring&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tidewall Shieldline&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Feet&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Cutter&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Honour Blade&#039;&#039;&#039; || free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Burst Cannon&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cluster Rocket System&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Destroyer Missile&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Double-barrelled Burst Cannon&#039;&#039;&#039; || 16&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flame Projector&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flechette Pod&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Collider&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fusion Cutter&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Burst Cannon&#039;&#039;&#039; || 35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Rail Cannon&#039;&#039;&#039; || 130&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Rail Rifle&#039;&#039;&#039; || 25&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-intensity Markerlight&#039;&#039;&#039; || 7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;High-output Burst Cannon&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Cannon&#039;&#039;&#039; || 35&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Discharge Cannon&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Rifle&#039;&#039;&#039; || 7&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ion Stinger&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long-barrelled Burst Cannon&#039;&#039;&#039; || 12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Longshot Pulse Rifle&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Markerlight&#039;&#039;&#039; || 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Pod&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Neutron Blaster&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Phased Plasma-flamer&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Grenades&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Photon Grenades Launcher&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blastcannon&#039;&#039;&#039; || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Blaster&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Carbine&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Ordnance Multi-driver&#039;&#039;&#039; || 121&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Pistol&#039;&#039;&#039; || 1&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Rifle&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pulse Submonitions Cannon&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quad Ion Turret&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rail Cannon&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seeker Missile&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smart Missile System&#039;&#039;&#039; || 15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Supremacy Railgun&#039;&#039;&#039; || 50&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Swiftstrike Burst Cannon&#039;&#039;&#039; || 55&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tri-axis Ion Cannon&#039;&#039;&#039; || 107&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Tau]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_End_Times&amp;diff=1011600</id>
		<title>The End Times</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_End_Times&amp;diff=1011600"/>
		<updated>2026-05-20T15:25:50Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This page is about the Warhammer Fantasy Battle End Times.  For the the WH40K fanfic by Wat, see [[End Times (Warhammer 40,000)]].&#039;&#039;&lt;br /&gt;
{{Fail}}&lt;br /&gt;
{{heresy}}&lt;br /&gt;
{{Topquote|You Maniacs! You blew it up! Ah, damn you! God damn you all to hell!|&amp;lt;s&amp;gt;Franklin J. Schaffner, Planet of the Apes&amp;lt;/s&amp;gt; [[/tg/]]}}&lt;br /&gt;
{{Topquote |Oh no, it all went wrong!| [[https://www.youtube.com/watch?v=TIZneWRGxZ8 Chowder]]}}&lt;br /&gt;
{{Topquote |By my grandmother&#039;s beard! This is worse than that time I was linked to an animated hentai porno! STARRING GIRLS!|[[https://www.youtube.com/watch?v=i5-Tuo1bmFM Warhammer: Ravandils Quest]]}}&lt;br /&gt;
{{Topquote|I think blowing up the Old World was a big mistake to be honest.|[[Andy Chambers]]}}&lt;br /&gt;
[[File:The End Is Also The Beginning.jpg|thumb|400px|right|http://youtube.com/watch?v=59g5R8rwqpY The Beginning Of The End Is The Beginning]]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;End Times&#039;&#039;&#039; was a series of supplements for the 8th edition of [[Warhammer Fantasy]] (although in many ways it&#039;s like a new edition). It combined a whole bunch of armies together, introduced new characters and units, and added a whole bunch of supplementary rules. Oh, and it destroyed the [[Warhammer Fantasy|Warhammer World]]. The whole thing.&lt;br /&gt;
&lt;br /&gt;
Basically, [[Nagash]] rises again (fun times for the undead factions), the Elven Civil War finally ends (with surprising results), the Lady of the Lake is finally revealed to be Lileath (but we knew that all along, didn&#039;t we?) who has all kinds of schemes in play (just like everybody else), Skaven rise up and destroy Lustria (by &#039;&#039;blowing up [[Morrslieb]] the Chaos Moon&#039;&#039;) and much of the rest of the world, [[Archaon]] goes [[Storm of Chaos]] on the Empire and gives it a thorough thrashing; and then everything&#039;s swallowed up by Chaos and destroyed (and a whole bunch more besides!).&lt;br /&gt;
&lt;br /&gt;
But, to make a really damn long story short, everybody&#039;s dead. Except the [[Lizardmen]], the [[Skaven]] and [[Sigmar]] (yes, Sigmar returns, big surprise). This leads into [[Age of Sigmar]]™®©, available now in a Games Workshop store near you!&lt;br /&gt;
&lt;br /&gt;
With the release of the End Times, both [[Storm of Chaos]] and [[Warhammer Online]] are now officially non-canon.&lt;br /&gt;
&lt;br /&gt;
The End Times also expanded upon the general design of the Warhammer universes, and created a sort of canon [[Warhammer Meta-Setting]], which defines both universes as parts of eternal cycles of destruction, rebirth and so on. &lt;br /&gt;
&lt;br /&gt;
And, in case you can&#039;t tell, the End Times is [[Skub|skubtastic]] as &#039;&#039;shit&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==A precedent: Storm of Chaos==&lt;br /&gt;
The last time an event such as this happened, Storm of Chaos, the &amp;quot;Forces of Chaos&amp;quot; were [[Archaon|set to trump everything in the setting and usher in unending darkness/oblivion]]. Games Workshop set up fan games to decide how the story was set to go, which were meant to enforce the status quo by both sides winning and losing equally... except Chaos lost horribly time after time regardless of who they were matched against (in fact, the only faction in the &amp;quot;Forces of Chaos&amp;quot; that made meaningful gains was the Tomb Kings who were attached for a very flimsy fluff reason). To try and keep up the narrative and let Chaos gain some ground GW decided to write their own version where Archaon somehow managed to appear outside the gates of Middenheim despite having not been able to break out of his starting area while the Tomb Kings apparently just screwed off back to Nehekhara. Even THIS battle he lost. Rather than have the Empire triumph over the Warriors of Chaos, GW wrote a story in which [[Grimgor Ironhide|a single Orc warboss sneak attacked Archaon with a headbutt to the dick and thereby defeated the entire chaos army.]]&lt;br /&gt;
&lt;br /&gt;
==Setting the stage==&lt;br /&gt;
For End Times GW selected more characters as movers and shakers while in Storm each faction was more or less represented only by a few characters (some like the High Elf leader Sea Lord Aislinn just being an excuse to get the army into the event) and every faction was fully involved in at least one book ALMOST down to the last named character (&amp;lt;strike&amp;gt;many&amp;lt;/strike&amp;gt; &amp;lt;strike&amp;gt;most&amp;lt;/strike&amp;gt; nearly ALL of whom die). The primary players are [[Nagash]] (&amp;lt;strike&amp;gt;a&amp;lt;/strike&amp;gt; THE lich who plans to make all life into unlife, then invade the Warp and become &amp;lt;strike&amp;gt;a&amp;lt;/strike&amp;gt; THE Chaos God) who represents the Undead along with [[Vlad von Carstein]] as his second in command and only serving so Nagash will resurrect [[Isabella von Carstein]], Chaos led by [[Archaon]] who plans to bring about the end of all things (including Chaos) to escape his fate with [[Be&#039;lakor]] as the plotter and architect of everything happening (or so he says, and because he has a mega-boner for the apocalypse), [[Malekith]] in charge of all Elves united in one army (we Eldar now) and [[Alarielle]] who has merged with [[Ariel]] and [[Isha]] to become one supreme queen of the Elves (thanks to the manipulations of [[Lileath]], the only surviving Elf god who is creating a new universe (more on that below)), [[The Green Knight|Gilles de Breton]] and [[Karl Franz]] having both ascended as God King and God Emperor of [[Bretonnia]] and [[The Empire (Warhammer Fantasy)|Empire]] respectively (although the entire former faction was wiped out offscreen in a spectacular show of [[Squats|&amp;quot;They died on their way back to their home planet&amp;quot;]] storytelling), [[Grimgor Ironhide]] and [[Skarsnik]] as the champions/avatars of [[Gork]] and [[Mork]] (or possibly Mork and Gork) respectively, and [[Ungrim Ironfist]] as the only surviving Dwarf King (as well as a Dwarf so badass, rather than become the only non-Chaos Dwarf Wizard he became a whole Lore of Magic itself, Fire, at least temporarily). &lt;br /&gt;
&lt;br /&gt;
Major characters were killed every other page,while others were resurrected or brought back into modern fluff for the event just to die again. Butthurt and excitement was known throughout the land at each reveal. On the chopping block was every special character from 8th edition who did not have a model and even some who did right up until the finale where rocks fell and everyone died. &lt;br /&gt;
&lt;br /&gt;
One of the biggest lore bombs dropped in the event was the fact that the Warhammer Fantasy universe is not the first universe of Warhammer Fantasy that has existed; rather, Games Workshop applied the &amp;quot;Crisis On Infinite Earths&amp;quot; (google it if you aren&#039;t a [[/co/]] type) with some [[Elder Scrolls]] elements and said that the gods of this universe were the survivors of the universe that came before it, which was consumed by Chaos and that this cycle of death and rebirth has been going on for awhile.  Asuryan, Isha, Kurnous, Lileath, Khaine, and others (those being the only confirmed ones) escaped the destruction of the last world, and in their own ways sought to protect this one. Where the Old Ones fit into the whole thing is unknown, as are deities like [[Morr]] and [[Shallya]]. After the death of literally every other Elf god (a few by her design), Lileath sets her plan in motion to create the next world by sending her favorite mortal (and lover) Araloth to become the new Asuryan as well as their children to be the rest of the pantheon as well as Eldyra (who may or may not be an Elf Vampire now) who begins by establishing a proper Elf afterlife (with souls of Elves from this universe) to keep the next world safe from Slaanesh to a degree (we NOT Eldar), and sent all the Bretonnians she showed favor on (because-SURPRISE-Lileath is the Lady of the Lake) to become the next human pantheon. She then shacks up with the former king of Bretonnia (love CAN bloom, but only in the face of death) and prepares to rip Slaanesh&#039;s throat out on the way down...although there&#039;s implications this world&#039;s gods (or at least Khaine) will resurrect in the next world too. This world however may have been destroyed, as Lileath loses contact with it before the final battle of the old world.   &lt;br /&gt;
&lt;br /&gt;
The books add new stuff to the game, from special scenarios to new rules, even new units or completely new armies.&lt;br /&gt;
*&#039;&#039;Nagash&#039;&#039; provides the [[Undead Legion]], a combination of [[Vampire Counts]] and [[Tomb Kings]] (plus some unique options and mechanics) that harkens back to older editions, before the two Undead forces were split in the first place. Weaknesses were removed, and very high-point characters were added (at the cost of a few like Kemmler and Settra).&lt;br /&gt;
*&#039;&#039;Glottkin&#039;&#039; gives us the [[Legions of Chaos]], another editional throwback that merges [[Warriors of Chaos]], [[Daemons]], and [[Beastmen]] into a singular force, with some more unique options, mechanics, and new [[Nurgle]] focused units and characters.&lt;br /&gt;
*&#039;&#039;Khaine&#039;&#039; gives us &#039;&#039;three&#039;&#039; different armies, each based on some merging of the forces of the [[High Elves (Warhammer Fantasy)|Asur]], [[Dark Elves (Warhammer Fantasy)|Druchii]], and [[Wood Elves (Warhammer Fantasy)|Asrai]] armies into one. Though this is of a similar theme to the [[Undead Legion]] and the [[Legions of Chaos]], this is actually not possessed of historical precedence. The three specific forces are the [[Aestyrion]] (defiant High Elf and Khaine-worshipping Dark Elf forces under [[Tyrion]] and [[Morathi]]), the [[Host of the Phoenix King]] (High Elves and Wood Elves who have submitted to the new dark Phoenix King with loyalist Dark Elf forces under Malekith) and the [[Host of the Eternity King]] (all three armies united). Only Eternity King is believed to carry into core, as it is the combined force of the survivors of the prior two. &lt;br /&gt;
*&#039;&#039;Thanquol&#039;&#039; lacks armies entirely but does give new unit formations for several armies, a bundle of new [[Skaven]] models, and a new version of a Dwarf special character, [[Ungrim Ironfist]].&lt;br /&gt;
*&#039;&#039;Archaon&#039;&#039; is about the final battle for the world, with the Incarnates uniting and seeking to beat the forces of Chaos or harm them on the way out.  The final rulebook, Archaon, states it overrides the core rules with a new set of rules, when using End Times rules and/or End Times Army Lists (To represent the final, desperate battle against Chaos): there are no longer limits on how many points can be spent in any category, and removes core requirements of 25%. Armies can have as many duplicate models as they want, and can even have Battle Standards in the plural. Army Generals no longer need be a Lord or Hero if you have none, a Unit Champion, and if you have none of those you just elect a redshirt model to become General (so your General can be &amp;quot;Private Johndoe McScarlettunic, water-fetcher for the cook&amp;quot; if nobody with a bigger hat is around). Any merged army from End Times is core, and any Storm of Magic Bound Monsters can be fielded. Keep in mind, the End Times rules state that End Times rules only are used if one of the players own them and wants to use them - This is optional. If you have a friend that wants it and you don&#039;t, just refuse to play him. It expands the Legions of Chaos to the [[Grand Legion of the Everchosen]], which is basically &#039;&#039;Legions&#039;&#039; + [[Skaven]].&lt;br /&gt;
&lt;br /&gt;
==Apocalypse Now==&lt;br /&gt;
On October 22, 2014 Games Workshop officially made &#039;&#039;End Times: Nagash&#039;&#039; a part of vanilla Warhammer Fantasy, making the combo armies and all new rules and rule updates legitimate. &#039;&#039;End Times: Khaine&#039;&#039; also included the detail that any player in possession of a copy of &#039;&#039;End Times: Khaine&#039;&#039; may force the players to use the magic rules from the book, making you hate people with dosh to throw around even more. Archaon, as previously stated, made the rules a complete free-for-all in terms of what models you can afford.&lt;br /&gt;
&lt;br /&gt;
Warhammer Fantasy, as it has been known since being published, ended in the fluffbook for Archaon where a third Warp Gate was activated beneath Middenheim causing the world to destabilize and be pulled into the Warp, with Sigmar (not Valten, SIGMAR HIMSELF) and Archaon wrestling for Ghal Maraz into the darkness while Khalida and Neferata held hands as their armies defended the last of Humanity and the Halflings for as long as they could. The Chaos Gods ravaged the world until they became bored and focused on other Warhammer worlds, and the Warhammer Fantasy setting ended with a &amp;quot;mysterious figure&amp;quot; taking hold of the last speck of light and finding the core of a new world. With that on the very last page, every army in Warhammer Fantasy at once was squatted until further notice. Armies immediately went for sale on eBay, and &amp;quot;Warhammer Fantasy General&amp;quot; threads quickly devolved into &amp;quot;Muh waifu/husbando! NO!&amp;quot; and discussions about what other tabletop games are worth getting into.&lt;br /&gt;
&lt;br /&gt;
==Playing The End Times==&lt;br /&gt;
Each End Times release made sweeping changes to both the lore and rules of the game. &lt;br /&gt;
The competitive scene were particularly divided at the time of release: the official Games Workshop stance was that the vanilla rules were acceptable although if a player was in possession of any End Times book, the changed rules took precedent. It was assumed that official GW events would use the End Times rules (though that was barely the case, as a [[Age of Sigmar|new setting and game soon replaced it]]). Non-official events shrugged and kept using the basic rules for the most part - the End Times books were expensive and unwieldy, and, [[Skub|if you ask some people]], filled with issues and inconsistencies.&lt;br /&gt;
 &lt;br /&gt;
Many players simply shrugged and used simple rules like &amp;quot;50% Lords and Heroes&amp;quot; which didn’t  require the purchase of anything and waited until 9th edition... Which, as you probably know, never happened.&lt;br /&gt;
&lt;br /&gt;
If you got beaten over the head with a mallet and suddenly got the idea to play End Times nowadays... Well good luck at least. Most people have moved on to either [[Age of Sigmar]] or to one of the several fanmade Warhammer Fantasy rulesets, with none of them wishing to look back to these rules.&lt;br /&gt;
&lt;br /&gt;
==The Fluff==&lt;br /&gt;
End Times fluff was thought to be the last that [[Matt Ward|&amp;quot;Ward Save&amp;quot;]] had ever written for Games Workshop prior to his departure, though he has since returned. In particular the bulk of End Times: Khaine was written by him, using the 8th Edition buildup in the new trinity of Elf Army Books he wrote. As one would expect, [[Skub]] has been flying non-stop.  Also, going by White Dwarf, [[Phil Kelly|Phil]] had a hand in the End Times: Nagash book, arguably the best received and least skubtastic of the set.&lt;br /&gt;
&lt;br /&gt;
Note that there are many contradictions between the novels and the core events in the army books. The Black Library books were meant to cover another side or other plots from the army book, and thus it&#039;s difficult to know what is canon and what is not; for example, the writer of the Khaine novel assumed that Eldyra had become a Vampire and had Mannfred refer to her as his kin, when in actuality she had become the avatar of Ereth Khial, the Elf goddess of death. Gav Thorpe said in interviews that the Black Library writers are given bare bones summary of the events of the army book and expected to make up the rest. When further pressed about why Elves, a race on the verge of extinction, can lose what amounts to millions of lives while still having a sizable army he revealed that Games Workshop lore does not utilize number logic (explaining the constant &amp;quot;all the Dark Elves deplete their forces against the High Elves but are ready to attack again one generation later at full strength&amp;quot; lore); there is as many casualties as the story needs to sound impressive, and do not reflect any concrete lore about population. &amp;quot;Elves are a dying race, there&#039;s as many as the story needs there to be&amp;quot;. &lt;br /&gt;
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The following summaries assume that, as Games Workshop has stated in the past, &amp;quot;Everything Is Canon (Not Everything Is True)&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===[[Beastmen]]===&lt;br /&gt;
* Malagor had been told by the Gods to stop Nagash&#039;s ascension. He did an admirable job of trolling Skeletor&#039;s flunkies to prevent his resurrection but ultimately failed (obviously). This was probably due to the vast power difference between the Undead and Beastmen lists, but he still deserves credit for trying.&lt;br /&gt;
* The Beastmen are revealed to have overrun most of Athel Loren to the point that most of the forest died and rotted, while the Tree of Life is revealed to be full of maggots. &lt;br /&gt;
* [[Taurox The Brass Bull]] gets put down like a rabid animal by [[Markus Wulfhart|Huntsmarshal Markus Wulfhart]] after he puts a shot square in Taurox&#039;s still-fleshy throat.&lt;br /&gt;
* A bunch of Beastmen participate in the Battle of Altdorf as grunts, led by The Harbinger and Gutrot Spume. During the final battle, the Beastmen chase Martak into the Empire Menagerie, then get roasted by the Imperial Dragon like the redshirts they are&lt;br /&gt;
* After [[Ulthuan]] sinks and [[Malekith]] moves his court there (more on that below), the united Elf race (mostly the Dark Elves, bored because Elf on Elf violence is prohibited) purge Athel Loren of most of the Beastmen while [[Everqueen|Alarielle]] rezzes the forest mostly as it was before. So basically Beastmen have accomplished nothing but killing nameless mooks, causing Beastmen players to once again consider making like their army and burning Games Workshop stores to the ground after smearing the walls with shit-drawings in the likeness of Sagittarius.&lt;br /&gt;
* Khazrak is killed by Boris Todbringer in the battle for Middenheim, before Boris is torn apart by other Beastmen.  So they achieved at least one thing, but that&#039;s the equivalent of a drop in the ocean.  However...&lt;br /&gt;
* In a move that&#039;s as if GW actively hates Beastmen and decided to cancel out their ONE achievement, Malagor the Dark Omen later gets killed by Gregor Martak, the new Supreme Patriarch.&lt;br /&gt;
* According to the epilogue many champions of Chaos were uplifted to Daemonhood. This may include Beastmen, but it is stated no one made any records of those final days.&lt;br /&gt;
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===[[Bretonnia]]===&lt;br /&gt;
* The [[Lady of the Lake]] was revealed to have been [[Lileath]] all along &amp;lt;s&amp;gt;(no shit Sherlock)&amp;lt;/s&amp;gt;. &lt;br /&gt;
* Thanks to the machinations of Nagash&#039;s servants, a large chunk of the Bretonnian nobility had gone the way of Sylvanian nobility, with vampirism spreading in the ranks and Zombies wandering the countryside in packs. &lt;br /&gt;
* Mallobaude, bastard son of the king, (aka &amp;quot;Not-Mordred&amp;quot;) led Bretonnia into a clusterfuck civil war. He was supported by [[Arkhan the Black]] while the dukes of [[Carcassonne]], Lyonesse, and Artois rose up in his support.&lt;br /&gt;
* [[Louen Leoncoeur|King Louen Leoncoeur]] fought Mallobaude in battle, and it was initially believed he was killed. He then conquered every Bretonnian city he attacked and killed every opponent who he fought without so much as a scratch. &lt;br /&gt;
* [[The Green Knight]] was revealed to be Gilles Le Breton, founder of Bretonnia. Le Breton is functionally immortal, having become the demigod servant of the Lady. He has retaken his place as True (God) King of Bretonnia, and in an uncharacteristic display of things going well for Bretonnia he killed Mallobaude, beat (most of) the undead out of his nation, and prepared to declare [[Humanity Fuck Yeah|Errantry War]] against the enemies of Bretonnia. &lt;br /&gt;
* Half the peasant population of Bretonnia was wiped out by the war and an ensuing plague, causing Nurgle to become more powerful.  &lt;br /&gt;
* Morgiana le Fay, the Fay Enchantress and daughter of the Lady, was led to a sacrificial altar and bled out over a cauldron alongside Aliathra and Volkmar to summon Nagash&#039;s spirit. &lt;br /&gt;
* Louen Leoncoeur was informed by the Lady that the Germans are the key to the safety of the world, so he dutifully led a fuckhuge army of Bretonnian Knights Errant (including his own personal RAF of Pegasus Knights) through Athel Loren (slaughtering more Beastmen along the way and paving a way for the newly united Elves to settle) and against the forces of Chaos, saving the Empire (for now). &lt;br /&gt;
* Louen himself died in the temple of [[Shallya]] at the hands of [[Festus the Leechlord]], after killing [[Ku&#039;Gath|Ku&#039;Gath Plaguefather]]. Although the blessing of Shallya was unable to so much as harm the Nurglite, holy water/Louen&#039;s blood blessed by the Lady melted him into a puddle. Louen died on Shallya&#039;s altar, and ascended to godhood after death to become another of the Lady&#039;s consorts. &lt;br /&gt;
* Lady Lileath reveals that in the cycle of rebirth, she has planned for her daughter with [[Araloth]] to become a mother goddess in the new world, as well as Araloth himself to become the next [[Asuryan]], while the souls of every great Bretonnian who drank from her chalice and her Damsels dwell there to become the next human Pantheon. &lt;br /&gt;
* A giant knight with an unfamiliar accent assists Araloth in establishing the new world and saving Shallya from Nurgle. &amp;lt;s&amp;gt;This is most likely [[Kaldor Draigo]] but could possibly a Bretonnian raised Ogre Firebelly with a speech impedime-aw fuck it, it&#039;s Draigo.&amp;lt;/s&amp;gt; More or less confirmed  in a later [[Age of Sigmar]] book to be a [[Stormcast Eternals|Stormcast Eternal]].&lt;br /&gt;
* After all the Elves moved in next door, the Dark Elf portion began raiding Bretonnia since they aren&#039;t allowed to murderrapetorture the High Elves anymore.  Though since [[Orion]] is no longer raiding Bretonnia (due to now being dead) this works out to about even.&lt;br /&gt;
* With the release of End Times: Thanquol, Bretonnia is stated to has mostly succumbed to the Skavenblight. The knights that participated in the battle of Altdorf are in Averheim with Karl Franz, but leave Athel Loren and the Council after learning the truth about Lileath. Duke Jerrod reveals to Be&#039;lakor the existence of her backup world, possibly ending all remaining hope for the future of the setting. &lt;br /&gt;
* Vlad tells Jerrod as he leaves that Gilles and Abhorash are leading the last of the (loyal) Blood Knights and grail knights in a last stand. The Red Duke and a couple of von Carstein underlings are sent with the Bretonnian knights to aid them in whatever way they can. Of course, we get no mention of the absolute ass kicking that Gilles and Abhorash teaming up would deliver.&lt;br /&gt;
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===[[Chaos Dwarves]]===&lt;br /&gt;
* Mentioned in one sentence on page 69 of Glottkin. The Craterblades of Talabheim apparently fucked up some K&#039;daii and a Sorcerer Prophet awhile back earning them some street cred. As a result, we know they&#039;re at least still canon as having ever existed at all.&lt;br /&gt;
* The Chaos Dwarves breached the Great Bastion of Cathay and had been destroying it along with the Hung marauders and Skaven. They turn portions of it into a fortress that allows them to raid into Cathay without any resistance. They conquer most of the northern provinces before the dragon emperor starts pushing them back. The Fortress at the bastion is destroyed by Grimgor and the hobgoblins and the chaos held territories are taken over by orcs.&lt;br /&gt;
* Grimgor sacked the Dark Lands and most of the Chaos Dwarfs holdings, as revenge for his time as a slave under their cruel lash. He and the ogres free most of the slaves, topple the cities, and win over the loyalty of the dark land tribes. Grimgor, Golgfag and an army of Grimgor&#039;s trusted advisers cast down the statue of Hashut and raze Zhar-Naggrund to the ground, squatting the Chaos Dwarfs.&lt;br /&gt;
* Hashut finally meets his match when he faces both Gork and Mork at the same time. He is defeated before the final battle, stripping the sorcerers of their power. &lt;br /&gt;
* When Chaos destroys the world, it is mentioned that many champions of Chaos were uplifted to Daemonhood. This may include some Chaos Dwarfs, however, consider most of them have been wiped out by the greenskins!.&lt;br /&gt;
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===[[Chaos|Daemons of Chaos]]===&lt;br /&gt;
* The Changeling takes the form of one of Balthazar Gelt&#039;s apprentices and gives him the means to cage Sylvania.  This locks Volkmar in where Mannfred proceeds to capture him, but it does delay Mannfred&#039;s plans to bring back Nagash until Arkhan&#039;s intervention.&lt;br /&gt;
* [[Khorne]] sent [[Valkia the Bloody|Valkia]] to lead an army of [[Warriors of Chaos]] to invade [[Naggaroth]]. Skarbrand led a vast army of Daemons to Naggaroth and intercepted Malekith on a trip to see his Mother, he was then killed by Malekith when their forces met and his army was defeated. &lt;br /&gt;
* [[Nurgle]], whose power waxes to become the strongest Chaos God and wanes to the weakest depending on the state of the mortal world, is supercharged right now thanks to the happenings (mainly all the rotting zombies and plague victims about). His greatest plagues and secretions are delivered to mortal servants, who use them to wipe out most of the Empire.&lt;br /&gt;
* Valkia was defeated, and the Dark Elves partially took everything of value then salted the Earth so the Hung would end up taking nothing for their efforts, then they fled to Athel Loren. Naggaroth is now lifeless and occupied only by Chaos marauders picking over ruins. &lt;br /&gt;
* Tzeentch has been severely weakened after the Elves undid the Vortex, which shoots magic back into the Warp. The eight Winds of Magic have been bound to mortals (with the exception of (most of) Death, which is bound to Sylvania). &lt;br /&gt;
* [[Slaanesh]] sent [[N&#039;kari]] and his armies to take [[Ulthuan]]. With so many Elves killing each other Slaanesh received a rich banquet. In the end, the Elves undid the Vortex and Slaanesh got Caledor the Dragontamer and [[Morathi]] for himself. But with the sinking of Ulthuan and the drowning of a HUGE chunk of the Elf race, as well as the loss of all the souls of the High Elves bound to [[Waystone]]s, Slaanesh received more souls at once than he could consume and Eldyra, empowered by the Lore of Death, traveled to the new world with the souls left on Slaanesh&#039;s plate where she established an afterlife to keep the next world safe from Slaanesh&#039;s vore fetish.&lt;br /&gt;
* Chaos Gods of Order are doing all of jack and shit, with Jack having left town. Be&#039;lakor said in the Archaon novel that they never existed, but it&#039;s anyone&#039;s guess as to whether or not he&#039;s lying.&lt;br /&gt;
* [[Ku&#039;Gath|Ku&#039;gath Plaguefather]] plays an integral role in weakening Altdorf by helping Festus brew the plague that will allow Nurgle&#039;s Garden to spill right into the center of Altdorf. He is defeated by Leoun Leoncoeur during the Battle of Altdorf. &lt;br /&gt;
* [[Epidemius]] shows up to Talabheim with one of the super plagues that Archaon gave him, causing a massive storm of pus and jizz (it&#039;s described as milky white... Eeeewwwwww) to flood the city and force everyone out. Most of the Talabheim army escapes to Altdorf, but Talabheim falls to the Plaguebearers. Epidimeus takes a cannonball to the chest during the Battle of Altdorf and dies. &lt;br /&gt;
* Nurgle infects [[Taal]] with a plague that cripples him, but with the onset of winter, Shallya, the Lady of the Lake and [[Ulfric]] are able to purge the god of nature of Nurgle&#039;s plagues.&lt;br /&gt;
* The largest force of Daemons ever to appear in the material plane, surpassing even the fall of the [[Warp Gates]], appeared in the Chaos Wastes. Pledged entirely to Archaon (rather than any of the Chaos Gods or their various champions), began their march at the end of Glottkin.&lt;br /&gt;
* [[Kairos Fateweaver]] trolled Archaon with the hint that he will be inconvenienced or killed somehow by someone who is &amp;quot;not a mortal man&amp;quot;, and is then sent to kill Valten. He fails and Archaon cuts his heads off and uses his blood to summon Ka&#039;bandha.&lt;br /&gt;
* The Chaos Gods send a council of their Champions to assist Archaon. Slaanesh, very fond of the Warhammer World and the wonderful delights all of the Elf factions gave him particularly, did not want the End Times to occur and thus sent his least-effective champion to aid him. Yes, you read that right. [[Wat|Slaanesh, the Chaos God of torture and excess, was the voice of reason and moderation]]. &lt;br /&gt;
* [[Dechala]] was sent to run amok in the final days. She taunted Malekith with the fate of his mother by bringing him her staff. Malekith, the sociopathic dickwad he is, probably didn&#039;t care for the abusive bitch at all. &lt;br /&gt;
* Be&#039;lakor is captured in Athel Loren. His gambit fails when he is bound to the Chaos-repelling ruby in Alarielle&#039;s tiara, which is stated to be capable of surviving the End Times although it&#039;s unknown if he manages to escape after that. &lt;br /&gt;
* A third Warp Gate is opened in Middenheim, destabilizing the world and drawing it into the Warp. The Chaos Gods themselves set foot on the world and destroy it to the last tree until boredom overtakes them and they leave to continue the Great Game in other realities. &lt;br /&gt;
* Daemons being daemons, they don&#039;t really die as much as are banished, we may assume they will be rewarded or punished by the gods accordingly to how well they managed to get their part done.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:GW During ET.jpg|The giggling idiots themselves. &lt;br /&gt;
Image:Giggling Idiots.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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===[[Dwarfs (Warhammer Fantasy)|Dwarfs]]===&lt;br /&gt;
* Dwarfs, with their massive fuckhuge army of technologically advanced sturdy and stubborn fuckers, debate [[Dwarf Fortress|retreating to their Holds and retaking everything from the Goblins and Skaven once and for all then hiding like Wood Elves thus becoming irrelevant]] (Tolkien&#039;s Curse) or [[RIP AND TEAR|suicidally using that army to fuck up Chaos/Nagash]] and save the Keebs and Humans (remember the Dwarfish word for &amp;quot;Human&amp;quot; is also Dwarfish for &amp;quot;suck&amp;quot;). Thorgrim, the bro-tier High King of the Dwarfs, says they should help the world, but most of the other Dwarf lords dismiss his ideas and bicker over their plans.&lt;br /&gt;
* Thorek Ironbrow an hero-ed by overcharging his anvil as a nuke (to be fair, the anvil was already cracked and so blowing up was the only thing it could do, and he was already fatally wounded). The result was massive destruction of the Undead of Nagash, forcing them out of the Dwarf Holds. However Neferata still escaped with a relic snack for Naggy.  Thorek also opened Valaya&#039;s Gate, doing so is supposed to lead them to another golden age but Nagash went through instead and drained the sleeping [[Valaya]] of her stored up magic.  Presumably the gate&#039;s still open and she isn&#039;t dead (since it never specifically says Nagash ate her, just her magic, and it also says he only reached divinity when he ate Usirian) and presumably there&#039;s still another Dwarf God just inside of it.&lt;br /&gt;
* Ungrim Ironfist has the Wind of Fire bound to him and becomes the incarnate of fire. Thorgrim becomes the incarnate of Metal. [http://25.media.tumblr.com/tumblr_m5her6Ojba1r190f0o1_500.jpg If you wonder why they are not turned to stone...]&lt;br /&gt;
* King Belegar is killed by Queek Headtaker at the Eight Peeks. In turn, Queek is killed by Thorgrim Grudgebearer himself via necksnap.&lt;br /&gt;
* The victory is short lived, however. Thorgrim loses the lore of Metal and falls to the assassins blade (due to one of the dumbest fucking mistakes) when none other than [[Deathmaster Snikch]] slays the High King of the Dwarfs and removes his head for a trophy. (BECAUSE HE LEFT A FUCKING SECRET DOOR OPEN)&lt;br /&gt;
* Dwarfs, unwilling to let the Skaven take the Peaks, collapse the bulk of it. The survivors flee to the fortress of the Slayers under the only remaining king, Ungrim.&lt;br /&gt;
* Gotrek gives Be&#039;lakor a nasty chopping, and takes Grimnir&#039;s place within the Warp fighting Chaos and is immediately faced with a fuckhuge Daemon army to kill by himself. Felix is teleported to the Slayer Fortress alone, and may have suffocated. &lt;br /&gt;
* Ungrim and his army are in Averheim with Karl Franz and pretty much whats left of the Empire during the final days. The city is hard pressed by the army of Vilitch, but between Karl Franz and Ungrim, so much ass is kicked that the forces of Destruction can&#039;t get shit done.&lt;br /&gt;
* [[Grombrindal]] bails his boi Malekith out of some shit by throwing an axe and saving his life (apparently having forgiven him for inciting the [[The_War_of_the_Beard_(The_War_of_Vengeance)|War of Vengeance]] with the Elgi or still being oblivious as to what really transpired), then leads the vengeful ghosts of every Dwarf who ever lived out to make a last stand and avenge all Grudges alongside their remaining living kin before the end of everything. In the battle, he stands on top of a shield, held up by Gotrek and [[Josef Bugman]] just like the beloved anniversary model.&lt;br /&gt;
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===[[Host of the Eternity King]] (formerly [[High Elves (Warhammer Fantasy)|High Elves]], [[Dark Elves (Warhammer Fantasy)|Dark Elves]], and [[Wood Elves (Warhammer Fantasy)|Wood Elves]])===&lt;br /&gt;
* A fuckhuge army of Warriors of Chaos, led by Valkia the Bloody, launch an invasion of [[Naggaroth]]. The populace of Har Ganeth were excited as fuck. Valkia is defeated but it is unclear whether she is dead. Malekith kills Skarbrand&lt;br /&gt;
* Drycha sells the Fey Enchantress out to Mannfred, who then attempts to kill her and fails.&lt;br /&gt;
* [[Everqueen|Alarielle]] travels to Athel Loren, and in exchange for attempting to heal Ariel (who was injured during the Bretonnian civil war) and the Oak of Ages (which is rotting and full of maggots, caused by Lileath unbeknownst to anyone else) a Wood Elf force led by [[Araloth]] is dispatched to help save Aliathra. &lt;br /&gt;
*[[Finubar the Seafarer]] locks himself in a tower to figure shit out, and came to the revelation that he and all the phoenix Kings are cursed by [[Asuryan]] for being impostors who cheated their way through the flames via magical protection.  Malekith projects his spirit form into Finubar&#039;s observatory and taunts him about everything that has come to pass. He then summons a Bloodletter and locks Finubar in the room, and Finubar lets the Bloodletter kill him as he sees suicide as the only option.&lt;br /&gt;
*[[Eltharion|Eltharion the Grim]] and Araloth fail to save Aliathra. Araloth escapes, Eltharion goes out like the grim hero he was by being aged to dust by Arkhan the Black. &lt;br /&gt;
* Aliathra is revealed to be Tyrion&#039;s daughter, not Finubar&#039;s. She&#039;s used as the last sacrifice to resurrect Nagash, who is then afflicted with the Curse of Aenarion. Thanks to her behavior and composure during the ordeal however, Arkhan now thinks mortal Elves may be more badass than all his asshole coworkers (except Nef). &lt;br /&gt;
* After several of the Northern Watchtowers, Karond Kar, Clar Karond, and Har Ganeth [Har Garneth is still populated, but the blood mad populace don&#039;t bother to repair the damage and keep slaughtering chaos warriors] have been destroyed the Druchii take everything of value from Naggaroth (leaving the slaves to die), destroy the remaining cities, salt the earth to leave no plunder for the forces of Chaos, and head to Ulthuan.&lt;br /&gt;
* Malekith turns his back on his mother, leaving her in her tower at Ghrond to pine after her long lost love Aenarion (a retcon, as in original fluff she was only manipulating him) in isolation awaiting the hordes of Chaos to come for her. &lt;br /&gt;
* End Times retcons the Cult of Pleasure to have never been Slaaneshi, but instead simply behaved Slaaneshi and worshiped [[Atharti]] instead. &lt;br /&gt;
* An army of Slaaneshi Daemons led by [[N&#039;kari]] invade from the [[Ulthuan|Annuli]].&lt;br /&gt;
* [[Tyrion]] is still an emo brooding prick. But now he&#039;s an emo brooding prick that not only sired an illegitimate heir to Everqueen, but he also failed to rescue his daughter. Though pissed over Tyrion&#039;s literal fuck-up, [[Teclis]] arranges for him to lead the the High Elf armies in Finubar&#039;s absence.&lt;br /&gt;
* Teclis is revealed to be manipulating everyone like a mortal Be&#039;lakor, all on the vague instructions left by the only remaining living god [[Lileath]]. &lt;br /&gt;
* Ariel, revealed to be the avatar of [[Isha]] herself, is revealed to be dying while Isha herself lies in a state of dementia. Lileath has one last conversation with her before Alarielle absorbs the remainder of Isha into herself, the personality of the goddess being entirely lost in the process. The Wood Elves swear loyalty to Alarielle. &lt;br /&gt;
*Lileath confirms that the Warhammer World gods are NOT aspects of Chaos as Vetok originally wrote ages ago, but in fact are the last survivors of the last universe. Warhammer Fantasy is in a permanent cycle of death and rebirth, as each time Chaos destroys one world survivors from the last escape and form a new one as the new reigning gods.&lt;br /&gt;
* Malekith and Teclis reveal that Malekith was the chosen Eternity King of [[Asuryan]], destined to take the throne after his father. By allowing a vote for king he defied Asuryan&#039;s will, and the corruption of the Chaos Gods made them not choose the half-brother of the queen to sire her heir (seriously not making this shit up). [[Wat|Malekith was supposed to kill Bel-Shanaar and test himself in the Pyre]]. But he was unable to withstand the pain, and failed Asuryan&#039;s test. Asuryan cursed every Phoenix King (a position not intended to have ever existed) with madness, and used what little remained of his strength to undo each of them and bring their achievements to woe. [[Derp|He then awaited the true chosen king to return to Ulthuan and test himself again.]]&lt;br /&gt;
** It should be noted that this particular tidbit has been retconned in AoS of all places; in Broken Realms: Morathi, the titular elf finds the souls of the past Phoenix Kings in the bowels of Slaanesh’s tummy, and they all still contained portions of Asuryan’s power/blessing...which Morathi then consumed to become a goddess but that’s not important.&lt;br /&gt;
* Imrik consults the spirit of Caledor the Dragontamer, who verifies Malekith&#039;s story.  The majority of the High Elves say &#039;Oh, that&#039;s alright then&#039; and don&#039;t ask further questions.  Caledor pledges its loyalty to Malekith, having set itself aside as neutral after Finubar died and Tyrion dissed Imrik.  With the help of the Caledorian Dragons attacking the defenseless guardians from behind, the Eagle Gate is breached and a Dark Elf/High Elf force march into Ulthuan.&lt;br /&gt;
* Malekith walks through the Pyre of Asuryan a second time. The last of Asuryan&#039;s strength enters him.  The Shrine of Asuryan sinks beneath the waves, Asuryan dies forever, and Malekith awakens a demigod. &lt;br /&gt;
* Tullaris accepts death at Tyrion&#039;s hands, being told by Khaine that his death would set Tyrion down the path to draw the Widowmaker. &lt;br /&gt;
* Alarielle returns to Ulthuan via the magical &amp;quot;world root&amp;quot; transportation system of the Wood Elves and pledges her loyalty to Malekith as the one true king, and arranges a wedding between the two (guess she forgave him for the whole &#039;I crashed your wedding and sent a Keeper of Secrets to rape you&#039; thing).  Tyrion, in an understandable rage at literally all of his friends, family and lover betraying him for the person who had been tormenting them for their entire lives, draws the [[Widowmaker]] and becomes the avatar of [[Khaine]]. The Dark, Wood, and High Elves divide between which they support; Phoenix King Malekith, or the Aestyrion. The former is joined by the former loyal servants of the Phoenix King, the latter by the Cult of Khaine. &lt;br /&gt;
* Morathi leaves her tower in disguise and betrays Malekith to fight alongside Tyrion (who in her madness she really does think is Aenarion reborn) as his bride.  Morathi is revealed to be the avatar of the goddess Hekarti. &lt;br /&gt;
* Imrik captures Tiranoc and Eataine, and sets the Eternity King fleet sail inside the Sea of Dreams where the Aestyrion fleet led by [[Sea Lord Aislinn]] is trapped. Aislinn&#039;s survival tendencies are revealed to be because he is the avatar of [[Mathlann]]. &lt;br /&gt;
* Aislinn, realizing his mistake in allegiance, later wreaks Tyrion&#039;s fleet by summoning a tidal wave on the moment of his death.&lt;br /&gt;
* Nagarythe stays neutral, and becomes a site for refugees. Alith Anar kills any from any side who attempt to march through, including Kouran who is stabbed through the chest after a short and very one-sided fight. &lt;br /&gt;
* Korhil leads the armies of Tyrion. As the two sides battle, most of western Ulthuan remains in Malekith&#039;s hands while eastern Ulthuan belongs to Tyrion. Saphery is destroyed, Yvresse becomes wholly depopulated without Eltharion to defend it. &lt;br /&gt;
* Imrik damages Tyrion&#039;s armor, but is defeated after suffering non-fatal injuries. &lt;br /&gt;
* Tyrion marches against Avelorn, burning it to the ground.  Morathi and Alarielle duel while Tyrion fights Orion.  Orion, and thus [[Kurnous]], is killed by Tyrion/Khaine but not before he stabs Tyrion in the rent Imrik created to keep the wound open.  Alarielle gets tired of being called a tree-hugging sissy and shows everyone up by painfully turning the invading elves into trees. &lt;br /&gt;
* Korhil attempts to steal the Widowmaker from Tyrion with the help of a Sorceress and Shadowblade in order to get it to Hellebron.  Korhil and the White Lions, who have resisted the Curse of the Widowmaker in the past, travel to meet up with the Khainite host. Korhil kills an Elvish Prince who happens to be the Sorceress&#039; brother. Before the ritual can be completed, Morathi hunts down Korhil and defeats Hellebron, bringing Korhil back to Tyrion. For a full night Tyrion tortures him with his bare hands, gouging out his eyes and smashing his legs into splinters. After much torment, Korhil is beheaded by the brother of the Prince he killed, his own axe used to cut his head from his shoulders (messily, at Morathi&#039;s request). &lt;br /&gt;
* Malus&#039;s luck finally runs out as with the increase in the power of Chaos T&#039;zarkan grew stronger, eventually destroying Malus&#039;s soul, killing Spite and almost immediately fighting and getting killed by Tyrion.&lt;br /&gt;
* Eltharion&#039;s spirit returns to grant his trademark necklace and sword to his niece and nephew.&lt;br /&gt;
* Malekith and Tyrion finally enter into a duel to the death on the Isle of the Dead while the spirits of dead Elven heroes battle around them on behalf of one or the other of the fighters (including Eltharion, whose spirit sides against Tyrion, Korhil who gets revenge, and the Phoenix Kings; their skeletons fight for Tyrion but their spirits fight for Malekith and are only granted reprieve from their damnation if they fight for him).  Tyrion defeats Malekith, but before he&#039;s able to deal the final blow Alith Anar pulls a Grimgor and shoots him in the back through the hole that Imrik created like he&#039;s fucking Smaug.  Alith Anar then shoots Malekith with a second arrow, landing next to his heart. Alith Anar claims if Malekith does not rule justly, the next arrow would go through. As a Nagarythe arrow, thorns sprout from it and cause immense pain to his Dark Elf body. In the Black Library novel Alarielle completely removes it, in the army book she only removes the threat to his life it causes and he must live with the excruciating pain which is worse than his original burns (Though the latter may be the case of an Unreliable Narrator).&lt;br /&gt;
*  Malekith sends the united Elf race through the World Roots to Athel Loren while he sends Teclis to free the Winds of Magic. Caledor the Dragontamer and Morathi are lost in the Warp as Teclis undoes the Vortex.  Morathi&#039;s madness reaches full and she attempts to reason with Slaanesh as an equal and he drags her into his realm.  As 8th edition retconned Morathi from being his high priestess to being a worshiper of an Elf god who was himself in every way but name, he&#039;s unlikely to be merciful. &lt;br /&gt;
* The Wind of Light is bound to Teclis&#039;s magic staff, he intended to bind the Wind of Fire to Malekith but since it had escaped earlier he only able to bind Shadow to him.  Alarielle is made the embodiment of the Wind of Life, the other Winds escape.  Nagash has already bound the Wind of Death to Sylvania, and the Wind of Heavens resides within Karl Franz. The wind of fire binds itself the the dwarf slayer king Ungrim Ironfist. &lt;br /&gt;
*  Without the Vortex keeping it afloat, Ulthuan sinks (many Elves refuse and stay to perish or don&#039;t make it to the World Roots time). &lt;br /&gt;
* Malekith sets up court in Athel Loren and is crowned &amp;quot;Eternity King&amp;quot;. Princes constantly grumble and plot against him, and only because it would cost him the loyalty of Imrik does he stay his hand from most. Any he DOES decide to kill, he wipes out their entire family as is his way. &lt;br /&gt;
* The three races of Elves are forbidden from fighting each other. To satiate their murder-lust (which is lessened since most of the Khainites are now dead or were disappeared shortly after Malekith took the throne) the Dark Elves have taken to raiding Bretonnia. We are not going to elaborate on how [[skub]]by this sounds considering Elves are at least supposed to act remotely decent as somehow [[Drowtales|Dark Elves can enslave, murder and save the world in the name of a magical king]].&lt;br /&gt;
* All three races of Elves all but wipe out Beastmen in Athel Loren, mostly at the direction of the [[Sisters of Twilight]]. &lt;br /&gt;
* After [[Tyrion]] slays [[Malus Darkblade]] at the battle of Reaver&#039;s Mark, and [[Nagash]] is reborn, [[Lileath]] sends [[Araloth]] and Kalara on a dangerous journey; deep into the Realm of Chaos, to seek out [[Nurgle]]&#039;s mansion and rescue [[Shallya]] who says she is as vital to the survival of humanity as Isha is to the Elves. During their travels, they form an alliance with a somewhat crazed human scholar who has evidently been given free reign to roam the Realms of Chaos unmolested - possibly [[Richter Kless]], author of the Liber Chaotica. With his assistance, Araloth makes a brief foray into the Crystal Maze of [[Tzeentch]] and rescues an imprisoned sorcerer, who lends his sorcerous powers to their journey. Their group completes itself with the addition of a strangely accented giant-statured human, a knight in brilliant silver armor who can shoot blue fire from one of his hands and cannot be harmed by the forces of Chaos - this may be [[Kaldor Draigo]]. Together, they finally reach Nurgle&#039;s mansion, where the knight sacrifices himself by shouting for all to hear that &amp;quot;Nurgle is the paragon of cleanliness!&amp;quot; to distract the guardian daemons so that the others can sneak into Nurgle&#039;s pox-kitchen. There, they rescue Shallya, but only with a sacrifice; Kalara has to remain behind and serve as the Poxfulcrum, the daemon tester of Nurgle&#039;s plagues, or else Nurgle will realize that the goddess has been stolen from him. As the quartet leave, the sorcerer betrays Araloth, only to be swallowed whole by a beast of Nurgle that Araloth took pity on during their initial travels. The scholar deceives the daemonic beast into leaving without accidentally killing &amp;quot;its friend Araloth&amp;quot;, bids the Wood Elf and the weakened deity adieu, then happily wanders off into the Realms of Chaos again, even as Araloth returns to Lileath&#039;s side. So Alice in Wonderland, Warhammer style. &lt;br /&gt;
* Araloth then learns from [[Lileath]] that the world is doomed and she has other plans for him; to travel through a portal to a world untouched by Chaos, where he and their daughter together will eventually coax life into being again as part of the eternal cycle. Though initially outraged and seeing this as a betrayal, Araloth&#039;s familial loyalty wins out and he steps through, to be the [[Asuryan]] of that world. They will be accompanied by the Bretonnians that Lileath uplifted in her time as the Lady.&lt;br /&gt;
* From the fall of the Vortex, Slaanesh received more souls than he could take and Eldyra (who had become a Vampire) received some essence of Death making her a candidate to be the new Elf god of the afterlife in the next world. Lileath tutored her on godhood, and sent her to create an afterlife made of darkness to house the lucky Elf souls. One day Araloth will bring light to this afterlife, making it a pleasant place to be. &lt;br /&gt;
* In End Times: Thanquol, Skaven fucking with an ancient device of the Old Ones accidentally contact [[Eldar]] (or some &amp;quot;Elvish-sounding alien voice&amp;quot;), though they promptly freak out and destroy it..&lt;br /&gt;
* Teclis steals the Flame of Ulric, and uses it to bind the Lore of Light to Tyrion&#039;s near-lifeless body, resurrecting him (causing the fall of Middenheim, something Teclis agonizes over). Tyrion no longer trusts Alarielle or Teclis, but is free of Khaine&#039;s influence. &lt;br /&gt;
* Lileath is reduced to a mortal body, and without the immensity of her power feels mortal emotions again, primarily the soul-crushing guilt of how she fucked over the Bretonnians. This later comes back in a karmic way as the bulk of the surviving Bretonnians abandon the final battle, and sell out her newly created world and children to Chaos. She ominously loses contact with it before the world ends. &lt;br /&gt;
* Malekith is ambushed by Chaos, but a whirling axe out of the darkness saves him. A voice comments &amp;quot;You never did learn to watch your back, boy.&amp;quot; and the speaker leaves. Malekith is left realizing that the White Dwarf has forgiven him of causing all (or at least 99% of) the Dwarf/Elf conflict. &lt;br /&gt;
* Dechala appears and throws Morathi&#039;s staff at Malekith&#039;s feet, taunting him about her fate. It isn&#039;t explicitly stated that Morathi is dead, although it&#039;s unlikely she&#039;ll be coming back for 9e (not like anyone else is either though). &lt;br /&gt;
* Drycha joins Chaos, and is defeated. &lt;br /&gt;
* Hellebron and the remainder of the Cult of Khaine swear allegiance to Khorne, and are defeated. &lt;br /&gt;
* Be&#039;lakor is captured in Athel Loren. His gambit fails when he is bound to the Chaos-repelling ruby in Alarielle&#039;s tiara, which is stated to be capable of surviving the End Times although it&#039;s unknown if he manages to escape after that. During the binding, Alarielle snubs Malekith with hesitation at calling him her husband. &lt;br /&gt;
* After Gelt and Caradryan are slain, Teclis absorbs their Winds of Magic which causes him to explode. &lt;br /&gt;
* During the final battle, Malekith stares into the Warp and swears that although defeat is inevitable, he will make the forces of Chaos suffer as mortals suffer, and promises that he will make sure they never forget the Warhammer World.&lt;br /&gt;
* As the world ends, Alarielle and Tyrion stay side, with a crippled Malekith lying behind them, as the three last living Elves helplessly watch as the Warp consumes the world.&lt;br /&gt;
&lt;br /&gt;
===[[Lizardmen]]===&lt;br /&gt;
* Just as the end times are beginning, the Slann are deliberating the plan of the Old Ones.  Then Lord Mazdamundi abruptly wakes up and has a huge announcement for all Lizardmen; the Great Plan has failed and they have to leave the planet in a plan called The Exodus.&lt;br /&gt;
* [[Warpstone]] meteors plunge toward Lustria. Although they don&#039;t realize it, this is because Morrslieb has been pulled closer to the planet by the Skaven which interferes greatly with their prediction abilities. The [[Slann]] stop most of the meteors, but are all rendered unconscious by the effort. This allows [[Clan Pestilens]] to launch a full scale invasion of Lustria. Xlanhuapec, long reliant on its mists for protection, is left woefully undermanned. &lt;br /&gt;
* Slann foresee a massive Daemon invasion, and pool most of their energies into anti-Daemon measures. The spawning pools are running non-stop to get reinforcements to contain the fuckhuge daemon swarm, and even then the best they can do is contain, not defeat. This war alone severely drains their military strength, allowing the Skaven to come in unimpeded .&lt;br /&gt;
* Once the Skaven figure out how to get through the mists, they easily crush the resistance as they are unhindered by the repurposed Slann wards, defile the Old One relics and kill some of the Slann. [[Kroq-Gar]] shows up with a huge army and the Skaven are driven out. &lt;br /&gt;
* Chakax gets his own scene, in which he completely fucks up a large group of Skaven assassins sent in to kill the high priest. He gets stabbed right in the chest with a weeping blade, but this does nothing. He picks up the last assassin and bats him across the room with his mace. Awesome. &lt;br /&gt;
* Tlaxlan is badly mauled, and without the Slann to direct them, command falls to Tettoekko. After seeing several Slann die shameful deaths, he orders an Exodus. More Slann are killed thanks to the Skink attendants not knowing what the fuck to do without direct orders, delaying the Exodus with petty concerns like the Slann&#039;s favourite foods or hats, also heavily breaking character since this sort of thing never happened or was ever mentioned in any previous book. After the city is evacuated, the astromancer nukes the city with a meteor (a REAL one, not a mere Comet of Cassandora).&lt;br /&gt;
* Itza is bombarded by plague and poison gas, and eventually the city is evacuated. Tehenauin shows up with his army and drives the Skaven off, for now.&lt;br /&gt;
* The Skaven regroup and continue their attack on Lustria. Hexoatl is the last city to stand undefiled and is the next target in the Skaven invasion. The outcome of that battle is unknown, as Mazdamundi transports half of his army to Itza where he will be able to draw in the full power of the geomantic web. He plans on wiping out the Skaven in Lustria, which he could have done easily, and then the destruction of [[Skavenblight]].  He senses the Skaven have BLOWN UP [[Morrslieb|THE FUCKING CHAOS MOON]], and orders the Exodus to happen RIGHT FUCKING NOW. &lt;br /&gt;
* A special spawning of golden-crested [[Skink|Skinks]] is led into a massive chamber under the temple cities. Here, they instinctively work with holographic projectors and advanced controls for devices known as &amp;quot;Exodus Engines.&amp;quot; These Exodus Engines are said to be the last gift of the Old Ones, and are the Lizardmen&#039;s last resort plan if the world really is ending.&lt;br /&gt;
* Grimloq is killed by Lord Skrolk, who is in turn killed by A FUCKING PISSED Kroq-Gar. &lt;br /&gt;
* Overwhelmed by Skaven, and realising too late their mad plans to blow Morrslieb apart, the Slann board their Exodus Engines and flee for the stars, taking only their Temple Guard, Skink attendants, and whoever else happened to be in the pyramids at the time. Everyone else is left behind as the temples lift off into space. Kroq-Gar is ordered to one of these sites, suggesting he survived. Mazdamundi and some of the Slann attempt to stop the falling meteors, but all of the other Slann are burned out in the attempt. Mazdamundi alone crushes continent sized chunks of pure Warpstone using only MIND BULLETS! He crushes most of them, but the strain is too much for even him and there are still enough to destroy the world several times over. [[Lord Kroak]] senses Mazdamundi&#039;s death, and decides that being a mummy isn&#039;t so cool so he &#039;&#039;wills himself back to life&#039;&#039;. He contains all of the explosions and tidal waves to the south lands and Lustria, and surrounds several pieces of Lustria in protective domes then sends them into space, presumably to save the remaining lizardmen and dinosaurs. Only the heroic sacrifices of Mazdamundi and Kroak keep the entire planet from being destroyed, and even then, Lustria and the Southlands both are enveloped in such destruction that nothing survives. With this, it seemed as if the Lizardmen have either been [[Squats|Squatted]] or have swapped Aztec dinosaurs for astronaut dinosaurs. However, with the complete destruction of the Warhammer World in End Times: Archaon, it seemed the Lizardmen are the only ones confirmed to have survived, but in &amp;quot;The Lord of the End Times&amp;quot; it states that Chaos consumes the heavens and stars flicker out one by one leaving only a void. Age of Sigmar confirmed that they were still able to survive- maybe those Exodus Engines had Geller Fields?&lt;br /&gt;
* Gor-rok, the baddest lizard right after Kroq-gar, the one who refuses to die, the ultimate badass that is practically the Hulk of the lizardmen? Yeah, doesn&#039;t even get a fucking mention in the main book, along with Nakai the Wanderer. Even Oxyotl gets his own passage. Fortunately, Josh Reynolds comes to the rescue once again: Gor-rok was at Itza, holding the line against the Skaven time and time again. During the final battle he continues to be an unmovable rock that the Skaven break upon, so they send in Stormfiends to deal with him. Nakai the Wanderer bursts from the jungles just as Gor-rok&#039;s forces look to be getting overwhelmed and slaughters the Stormfiends. Fighting back to back, the two reptilian warriors keep the Skaven at bay until they are buried in a mountain of corpses. The last we see of Gor-rok is his slicked body bursting out of a mountain of Skaven corpses, roaring to the heavens as he finally meets the one enemy he can&#039;t defend against: Giant fucking meteors.&lt;br /&gt;
&lt;br /&gt;
===[[Ogre Kingdoms]]===&lt;br /&gt;
* The Mountains of Mourn have been lost to the eruption of the volcano the Firebellies worship as a war god sibling to the [[Great Maw]], and taking it as a sign the fleeing Ogre tribes are rushing to join other (as in all) factions in this World War.  This has led to the biggest mass migration as the entire Ogre race starts to leave (evacuate) the Mountains of Mourn.&lt;br /&gt;
* [[Greasus Goldtooth]] has taken advantage of the situation to declare himself leader of all Ogres.&lt;br /&gt;
* Golgfag Maneater is hired by King Belegar to fight against the Skaven. The Ogres turn the tide, but then betray their Dwarf contractors since the greenskins promised them more gold. After the battle gets out of hand, Golgfag decides he&#039;s got more than enough gold, and leaves. &lt;br /&gt;
* Some ogre tribes join the big party going on in the Badlands and became the leaders of some Orc WAAAAGHs. Many of the ogre tribes join Grimgor once he becomes the incarnate of beasts. Greasus Goldtooth challenges Grimgor for control of the Ogres, but loses and has his skull bashed in with his own club. This is mentioned in the novel but not the main book, and even then only in passing.&lt;br /&gt;
* Bragg the Gutsman is present during the siege of Zhar Naggurund, where he kills Zhatan the Black in single combat.&lt;br /&gt;
* Skrag the Slaughterer attempts to butcher Wurrzag but is stopped by Grimgor, who refuses to acknowledge him as an avatar of the Great Maw. After a brutal fight, he is drowned in his own cauldron of blood and fed to the gorgers that followed him.&lt;br /&gt;
* When Chaos destroys the world, it is mentioned that many champions of Chaos were uplifted to Daemonhood. This may include Ogres who served Chaos, though they were made to be resistant to it (but not immune) so we&#039;ll have to wait for a canonical example.&lt;br /&gt;
&lt;br /&gt;
===[[Orcs &amp;amp; Goblins]]===&lt;br /&gt;
* [[Wurrzag]] Da Great Green Prophet realizes that [[Gork]] and [[Mork]] (or [[Mork]] and [[Gork]]?) would have TWO avatars, not share one, and has decided they are [[Grimgor Ironhide]] and [[Skarsnik]] (or Skarsnik and Grimgor?) respectively. He then goes on a mighty quest to inform them of the fact.&lt;br /&gt;
* [[Skarsnik]] battles the Skaven led by Queek Head Taker for control of the Eight Peaks. Gobbla is killed after a Skaven Beastmaster he had previously eaten cuts its way out of him, causing him to deflate and his brains to leak out of his head. Skarsnik is completely heartbroken and remains so (interestingly proving greenskins can feel emotional attachment and sadness lasting between battles), and after the Dwarfs collapse their halls to prevent Skaven or greenskins from taking it his army leaves the mountains for parts unknown. &lt;br /&gt;
* [[Grimgor Ironhide]] starts battling an endless tide of Skaven, and gets pissed when they all leave for their surface invasion. He goes east, and encounters the empire of the necksnapper. He breaks his back and takes control of his WAAAGH, then goes on to crump the Hobgoblin Khan. With his army bulked up by the eastern greenskins, Grimgor attacks the chaos dwarf held Great bastion and plows through the provinces formerly held by chaos. He rampages through Cathay for a bit before coming to the capital and fighting in a 3 way war between chaos, orcs and the forces of the dragon emperor. Eventually the orcs take Weijin and the Emperor leads the survivors out. The greenskins battle the remnants of the chaos forces while Gork and Mork challenge the chaos gods for dominion of the east. Gork and Mork win, and the chaos gods turn away from the east in frustration. &lt;br /&gt;
*Wanting to fight the dragon emperor to prove he is da best, Grimgor follows the Cathayans to the coast where they find a fleet of freebooters. The orcs accidentally sail to Nippon instead of after the treasure fleets, and find no organized resistance. They burn the fleets of Nippon and devastate most of Clan Skyre before Gork tells Grimgor to start heading back west.&lt;br /&gt;
*Despite conquering all of the east, Grimgor is told to head back west for the greater battles. Golgfag joins up with him, as do several ogre tribes. During a battle against a large ogre army, Grimgor becomes incarnate of beasts. The remaining ogres swear loyalty to him, and eventually the ogre kingdoms are absorbed into the great WAAAGH!. Greasus Goldtooth tries to fight back, but is defeated by Grimgor. &lt;br /&gt;
*With the combined might of the greenskin and ogre races, Grimgor leads his forces into the darklands. Many slaves hear the prophecies of the avatars of Gork and Mork, and slave revolts happen all over the chaos dwarf empire. Eventually, the WAAAGH sets millions of orc and ogre slaves free, and they are more than happy to help tear down the ziggurats of their masters. In the end, the chaos dwarf empire is shattered. &lt;br /&gt;
* As Grimgor is teleported to Middenheim alongside the other Incarnates, the Skaven attempt to bait the Elves and greenskins into fighting. Malekith stops him from attacking by conceding that Grimgor is Da Best, then tells him that there&#039;s a guy named Archaon who thinks that HE&#039;S Da Best and is in serious need of Krumping (he literally says this, providing an awesome understanding of greenskin psychology). Grimgor then leads the greenskins against Archaon&#039;s forces.&lt;br /&gt;
* In the final duel, Grimgor and Archaon fight to the last of their energy. Grimgor headbutts Archaon and breaks his helmet and third eye to break the stalemate, and in a last ditch effort Archaon calls on the Daemon in his sword to empower him allowing him to behead Grimgor.  &lt;br /&gt;
* Grimgor&#039;s Immortulz participate in the final battle, fighting alongside the other races against Chaos as the world is consumed.  &lt;br /&gt;
* Oddly enough, Skarsnik/Mork are not even mentioned in the final battle. It&#039;s possible they painted themselves purple and survived the End Times, as it would be a cunningly brutal thing to do. Or brutally cunning? (apparently, the [http://ask.fm/JoshMReynolds| real world reason] was just that the writer forgot about him, and didn&#039;t have the time to research every character still alive. He does go on to say that Skarsnik is meant to be at the final battle, and leads the rest of Grimgor&#039;s army to fight the fleeing chaos armies).&lt;br /&gt;
&lt;br /&gt;
===[[Skaven]]===&lt;br /&gt;
* The Horned Rat grows tired of the current chief Grey Seer, Lord Kritislik, and obliterates him. After this the remaining Council of Thirteen makes an unanimous decision to take the Grey Seers off the council. Each plans to have their best lieutenant take the now vacant spot, but the invasion of the surface world is more important. Ultimately, the Horned Rat chooses &#039;&#039;[[Thanquol]]&#039;&#039; of all people to be the new Seerlord. &lt;br /&gt;
* [[Clan Skryre]] find a device in a Lizardmen ruin that reminds them of their [[Farsqueaker]]. With it, Lizardmen can communicate with each other anywhere in the world. Upon punching random buttons they accidentally call [[Eldar|&amp;quot;alien voices who sound like Elves&amp;quot;]] and panic, filling the device with dakka.&lt;br /&gt;
* Skaven invade the world, and take most of Lustria and large chunks of the [[Old World]]. Tilea and Estalia are all but overrun, with the border princes and Araby (which has taken in pretty much every living being in the Warhammer Middle East) next on the menu. Skaven even end up in Naggaroth, taking one of the cities and driving off the Dark Elves. They do so on command from the [[Horned Rat]], showing he may be making his move to become the rat inside Chaos God Nagash&#039;s ribcage after he eats Nurgle. &lt;br /&gt;
* [[Clan Skryre]] planned to blow up the Chaos Moon so that Warpstone meteors will fall to the earth and they would have a near limitless supply of the stuff for their machines. They also wanted to beat the Grey Seers in this space race, who instead planned on moving the moon closer. To do this they try to build a super scaled up version of the Doom Rocket called the Moonstriker. After several failures, the device is ready but the Grey Seers had already pulled the moon closer to the planet. &lt;br /&gt;
* Verminlords (Greater Daemons of Horned Rat) are becoming a common sight, with 4 new types that each represent an aspect of the Horned Rat (the Deceiver, the Corruptor, the Warbringer, and the Warpseer).&lt;br /&gt;
* The Skaven have become the Tyranids of the setting in terms of squatting armies. They wipe out Estalia and Tilea, and most likely wiped out Cathay and Nippon as well. Araby is stated to be on the chopping block. &lt;br /&gt;
* Warlord Queek Headtaker finally kills his Dwarfish rival, King Belegar Ironhammer. He is then killed by Thorgrim Grudgebearer in return.&lt;br /&gt;
* Deathmaster Snikch assassinates Thorgrim and claims his head, skull and all (BECAUSE OF A STUPID FUCKING DOOR FFS).&lt;br /&gt;
* The Skaven have taken Karak Azul, and are fighting the Night Goblins for control of Karak Eight Peaks. After a Beastmaster is eaten by Gobbla and cuts his way out, killing the Squig by causing its brain to leak out of it, Skarsnik becomes heartbroken and leaves the Peaks.&lt;br /&gt;
* Thanquol and Skreech Verminking destroy [[Nulndon|Nuln]].&lt;br /&gt;
* The Skaven attack Middenheim around the same time Altdorf is being attacked by Chaos. Valten leads the Imperial forces in the final battle. A Vermin Lord Deceiver kills Valten during his duel with Archaon, beheading him from behind in true Skaven fashion &lt;br /&gt;
* All of [[Clan Pestilens]] invades Lustria. The attack starts when the Chaos Moon is pulled closer by the Seers, and all of the Slann are rendered unconscious in the effort to stop the Warpstone meteor showers and the flood of pure Chaos energy spilling into the world. Since the Slann were expecting a Daemon incursion and because their foresight abilities were being blocked by Morrsleib, they were caught almost unawares by the Skaven. All of the magical defenses around the city were made specifically to fight Daemons, so they do nothing to Skaven. &lt;br /&gt;
* Skaven forces maul Xlanhuapec and Tlaxtlan badly, while Itza is too infected to live in. During the final battle, Lord Skrolk kills Grimloq but is defeated by Kroq-Gar. He is only saved by the timely intervention of a Vermin Lord. The Skaven of Clan Pestilens are wiped out when Morrsleib destroys Lustria, although it&#039;s not stated it all of Pestilens were present or not.&lt;br /&gt;
* The Skaven construct a doomsday device, the Morskittar Engine, and &#039;&#039;&#039;blow Morrslieb to pieces&#039;&#039;&#039;, nearly destroying the entire world in the process and managing to horrify even the Daemons of Chaos. Only the sacrifice of Mazdamundi and Kroak prevents their foolishness from killing everyone.&lt;br /&gt;
* The Skaven allied themselves with Archaon, likely because they see Nagash as the larger threat, and want to deal with him first. They plan on betraying him later, while Archaon is only using them as fodder.&lt;br /&gt;
* During the final days, Skaven attempt to bait the Order factions into fighting each other and fail. In fact, in true Skaven fashion, they achieve the opposite when they nuke Nagash&#039;s flying Black Pyramid which forces him to...parley...with the other Incarnates. &lt;br /&gt;
* It is hinted in an official battle report the Skaven managed to move Skavenblight into the Horned Rat&#039;s realm, some skaven leaders may have been lifted to verminlordhood, YES-YES they are like daemon-things now! Thanquol has since been confirmed to be one of the survivors.&lt;br /&gt;
&lt;br /&gt;
===[[The Empire (Warhammer Fantasy)|The Empire]]===&lt;br /&gt;
* Some time ago, a minion of Queen Neferata gave Balthazar Gelt, head of the Colleges of Magic and the Gold Order, a scroll containing information that Gelt used to create a magical set of uber anti-chaos wards; using ritual circles all around the countryside fueled by both arcane and divine magics, he created a FUCKHUGE stone wall (which contained a Great Unclean One), too high for any Chaos monstrosity to fly over and capable of healing any damage inflicted to it. This wall surrounded the borders of (what was once) Kislev and kept the hordes of Chaos out, but was constantly in danger of being breached. Seeing this, Vlad secretly gave Gelt a copy of one of Nagash&#039;s books, and Gelt was tempted to reading it. At one climatic battle where Chaos managed to breach the wall and kill all of Gelt&#039;s mystic allies, he was left with the choice between raising the dead and having a breach he could not stop. Thinking it was for the good of the Empire, he chose the former option. Having switched to Necromancy from Metal magic, he started playing with corpses and being pretty outspoken about using the undead in place of regular soldiers.  After being outed publicly, he was confronted by Aldebrand Ludenhof, the local Elector Count, whom he killed after the count tried to kill him after refusing to see things his way. The wards failed as a result of Gelt&#039;s actions (the Sigmarites refused to have anything to do with him, including helping with the wards, which as mentioned need their faith to work), the Gold Order dissolved in the wake of Witch Hunter inquisitions while the Colleges of Magic appointed a new head. Regardless, Necromancy has begun to spread through the Empire.&lt;br /&gt;
* Even though Storm of Chaos never happened, [[Volkmar the Grim]] was still killed by Archaon and then resurrected to serve Be&#039;lakor as his personal standard&amp;lt;!--White Dwarf Weekly #28: Codex Apocrypha --&amp;gt;. He managed to free himself and strike down his captors with his chains before returning to the Empire. A year later, he went off to have it out with Mannfred von Carstein over the latter&#039;s leaving the Empire (a strongly-worded letter would have been just as effective). Clearly that didn&#039;t go as well as Volkmar (and only Volkmar) expected, and he was captured. In captivity he was constantly plagued with nightmares of Nagash and was brutally beaten to an inch of his life, only kept alive through magic. After putting him through the worst shit you can imagine (GW must HATE this guy), he finally was sacrificed along with Aliathra and the Fey Enchantress. During their ritual to resurrect Nagash, Volkmar&#039;s hand was chopped off and replaced by Nagash&#039;s, all [[Vecna]]-style, allowing Nagash to (very painfully) takes possession of his body, and mutating it to become the new Nagash we all know and love.  Being a daemon&#039;s flag doesn&#039;t sound so bad after all...&lt;br /&gt;
* The new head of the Colleges of Magic is Martak of the Amber Order, meaning one of the wizards of the Lore of Beasts is, ironically, fighting to preserve civilisation.&lt;br /&gt;
* The Reik is strangled by grave moss, which creeped inland during the Glotts&#039; invasion. Strangely, no one in Altdorf thinks to attempt to burn it clear.&lt;br /&gt;
* Archaon immediately ordered an invasion after that to help out the recently freed Great Unclean One, led by [[Aekold Helbrass]]. Aekold, lacking the patience to follow instructions, destroyed Kislev instead sending refugees running to the Empire. Crom was sent off to a fight he&#039;d probably die in. He also sent a very large chunk of Nurgle&#039;s champions, including three great Warrior lords and the fucking [[Glottkin]], to cut down south and destroy Altdorf. &lt;br /&gt;
* As the combined forces of the Empire waited to make a stand against Crom&#039;s force, they were joined by Gelt and Vlad&#039;s massive Undead army (and his PR campaign looking for recruits) who are now keeping Archaon and the combined forces of Chaos at bay (despite some Blood Dragons having other ideas). &lt;br /&gt;
* [[Karl Franz]] and Deathclaw were bested by the leader of the Blood Dragons that broke from Vlad&#039;s relief forces (who turned to Khorne worship, of all the vampires they were probably the worst ones to send up north) in solo combat against him and his dragon. After taking a sword through the chest and falling hundreds of feet to the ground and somehow surviving, he crawled his way to a Chaos camp where Deathclaw was awaiting slaughter. The two managed to make their way through the massive hordes of Chaos back to Altdorf, where he took command of the defense forces. After Louen Leoncoeur&#039;s men broke through the Chaos lines, Karl was left dying by [[Glottkin|Otto Glott]] on the Altar of Sigmar. Sigmar made him the host of the Wind of Heaven. His power then burned away all Undead, all Chaos, and even the dirt, dust, oil, weeds, the remnants of the plague victims in the quarantined districts that have been rotting away for decades, and so forth until Altdorf (what remained) was a city of light. Deathclaw fought a Chaos Spawn during the battle and has not been seen since. Since Karl Ascended has him on Deathclaw however, he likely survived. &lt;br /&gt;
* During the battle, the forces of Chaos directed most of their efforts against the various temples of the human pantheon. Barring the powers of Sigmar in Valten/Karl Franz and the powers of Morr that were stolen by Nagash, the human pantheon is too diminished to be a factor now.&lt;br /&gt;
* [[Kurt Helborg]] was killed by Otto Glott in the battle as well.&lt;br /&gt;
* Vlad was officially made an Elector Count again after he kicked some ass initially, and his forces mopped up all the Chaos troops left outside the city. Festus was personally killed by Vlad, who then stabbed Otto with his sword which put Otto&#039;s blood into Vlad automatically, and since Otto was a champion of Nurgle it, forced him to fuck off while vomiting every minute or so. Fortunately for him, this meant that he escaped being incinerated after Franz ascended.&lt;br /&gt;
* Schwarzhelm and Luthor Huss, plus Valten and Ghal Maraz, are MIA from the battle in Altdorf. &lt;br /&gt;
* Marienburg, Talabheim, and Altdorf are the three cities destroyed by Nurgle&#039;s forces. Altdorf is still in human hands, and although it has been partially destroyed and suffered a fair amount of population loss, it&#039;s also blessed and radiating Heavens magic.&lt;br /&gt;
* [[Genevieve Sandrine du Pointe du Lac Dieudonné]] is now canon, thanks to Drachy being canon again. Somewhere in the Empire, a Wuxia French Lahmian/Blood Dragon Vampire blessed by Sigmar and her epic level Bard hubby are waiting to fuck up the first Chaos or Nagashi minions who try to leave her inn without leaving a tip. She likely survived despite being Undead, as in her book series she became the champion of Sigmar temporarily and glowed in a similar manner to the way Karl did but on a one-room scale which burned away Drach&#039;s body resulting in his present bodiless state. What happened to her after Altdorf is destroyed by the skaven is unknown. &lt;br /&gt;
* After the Altdorf battle, Emperor Franz gives a cryptic line saying the &amp;quot;rules have changed&amp;quot;. Likely, this references the loss of Morr&#039;s afterlife, but it could mean something else entirely. &#039;&#039;End Times: Khaine&#039;&#039; reveals that Sigmar guided the Wind of Heaven to the Empire and used it to clean Nurgle&#039;s taint and Emperor Karl Franz. Seeing as the Vortex collapsed just as the battle of Altdorf was ending, he was probably talking about the rules of magic.&lt;br /&gt;
* Skaven led by [[Thanquol]] and [[Skreech Verminking]] undermine Nuln, stealing its supplies of blackpowder and killing most of the population.&lt;br /&gt;
* Altdorf later falls to combined depredations of Beastmen and Skaven. Karl Franz and Schwarzhelm lead the Bretonnians, the knightly orders and the bulk of the empire forces to Averheim, while Valten and Gregor Martak lead a diversionary force up north. &lt;br /&gt;
* Boris Todbringer goes mad with obsession towards Khazrak One-eye that he abandons the defense of Middenheim to go after him, believing that his rival was the reason for the End times. They both get into a duel where Boris wins but gets ripped to shreds by the beastmen around him. &lt;br /&gt;
* Archaon has taken Middenheim and killed several of the Empire&#039;s defenders. Valten, Martak and company are killed there while fighting the Skaven. Valten manages however to deliver an awesome &amp;quot;I pity you&amp;quot; speech to Archaon beforehand however. Ulric also dies after Teclis takes the flame, but he has just enough juice left to empower Martak.&lt;br /&gt;
* The Incarnates manage to retake Middenheim, and together with Teclis attempt to reverse the destruction to the world. Balthasar Gelt is stabbed by Mannfred however, causing Teclis to explode, which then causes the world to end. &lt;br /&gt;
* Karl Franz is revealed to have become Sigmar himself during the final battle. He bonds with Deathclaw, who is killed in the final battle, and explains that when he wandered and became a god Tzeentch trapped him within the Wind of Heavens (interestingly making it possible for Vampires before End Times to utilize the powers of Sigmar himself). Sigmar also gives a speech to Archaon, lecturing him, and the two vanish into the Warp as the world ends wrestling for Ghal Maraz. &lt;br /&gt;
* The Halflings of the Moot, who did nothing for End Times, flee to Sylvania along with the last of the Human race. As a giant wall of nothingness draws closer, Neferata and Khalida hold hands as their combined Old World and Nehekharan Undead armies defend the last living beings for as long as possible.&lt;br /&gt;
&lt;br /&gt;
===[[Undead Legion]] (Formerly [[Vampire Counts]] and [[Tomb Kings]])===&lt;br /&gt;
* [[Queen Neferata]] sent a vampire woman (possibly Genevieve) to [[Balthazar Gelt]], giving him the blueprints to build the Auric Bastion (giant, anti-Chaos magic wall).  It works for a time.  &lt;br /&gt;
* Vlad gave a Book of necromancy to [[Balthazar Gelt]], resulting in a massive spread of Necromancy throughout the Human world as well as the fall of a magic wall protecting Kislev.&lt;br /&gt;
* [[Mannfred von Carstein]] &amp;quot;reveals&amp;quot; himself as a servant of Nagash. Him, [[Arkhan the Black]], Kemmler and Krell gather relics of Nagash including his crown, staff, and his books. Mannfred also spreads vampirism throughout the Border Princes, and his minions support not-Mordred in his bid to claim the throne of Bretonnia.  He also comes to an agreement with [[Drycha]] to hand over the Fey Enchantress to him, as well as a large number of Bretonnians.&lt;br /&gt;
* To appease Nagash while she decides whether to serve him, Neferata&#039;s army invades a Dwarf hold alongside Krell&#039;s forces to steal a relic of Valaya containing her magic, during which Thorek Ironbrow blows himself up using his anvil to protect Valaya&#039;s Gate. It is implied another Dwarf God was within the Gate. &lt;br /&gt;
* Arkhan later curbstomps an uppity Kemmler who thinks that the Chaos Gods have his back, and it&#039;s revealed in the fight that Krell was never mindless; he was the vessel through which Nagash controlled Kemmler&#039;s actions, and his personality is intact (his personality mainly being &amp;quot;FUCK KHORNE, DAT ASSHOLE AIN&#039;T GOT SHIT ON MUH BOY NAGASH&amp;quot;).  &lt;br /&gt;
* A large force of Elves, Dwarfs, and Empire soldiers attack the ritual site where Nagash is being resurrected.  The invaders are crushed, with [[Eltharion]] being disintigrated via an empowered Curse of Years when he attempts to snap Arkhan&#039;s neck.&lt;br /&gt;
* With the sacrifice of Aliathra, the vampirified Fey Enchantress, and Volkmar, Nagash returns to the world, further empowered with energies stolen from minor gods and ancient relics from all over the world by Neferata, Arkhan, and Mannfred. He expected to become a demigod by becoming the Everking from Aliathra, but as she is Tyrion&#039;s daughter rather than Finubar&#039;s he inherited the Curse of Aenarion as well as the power of the Elves.  During the ritual, Arkhan is impressed by Aliathra&#039;s regal and conservative demeanor to the very end, which humiliates Mannfred as he attempts to make her afraid and beg for her life unsuccesfully. &lt;br /&gt;
* Nagash immediately crowns his followers, making them &amp;quot;Mortarchs&amp;quot;. Mannfred is made the Mortarch of Night, Neferata Mortarch of Blood, and Arkhan the Mortarch of Sacrament. Although Mannfred originally planned on betraying Nagash and consuming him for personal power, he is now terrified of him and sees him as a living god.  Krell is made Mortarch of Despair, and he cuts a swathe of death through the Badlands destroying huge numbers of greenskins to prepare a path for Nagash&#039;s forces to travel. Meanwhile, Arkan for the first time in his life has second thoughts about serving Nagash. After all, how in a world of clattering bones and foppish Vampire minion hissyfits will he ever get a good night&#039;s sleep?  He&#039;s also got a boner (&amp;quot;What?&amp;quot;) for Neferata as well. &lt;br /&gt;
* [[Luthor Harkon]] was offered Mortarchship (no pun intended). He leads a fuckhuge zombie pirate fleet into the river of Nehekara and blows up most of Zandri&#039;s fleet thanks to the Tomb Kings bringing catapults to a cannon fight. &lt;br /&gt;
* Seeking to warn Settra of Nagash&#039;s return and suggest to Settra about wielding the Destroyer of Eternities to kill him, Khatep violated the terms of his exile and entered Khemri to do so. Though Settra listened, this went about [[blam|as well as you&#039;d expect]] for old Khatep, this is Settra we&#039;re talking about.&lt;br /&gt;
* Ramhotep, Undead architect extraordinare, immediately built a giant awesome wall around Khemri. &lt;br /&gt;
* Nagash consumed one of the gods of [[Nehekhara]] (specifically Usirian, the god of the underworld) as a pre-Chaos God snack, becoming not only an embodiment of Shyish the Amethyst (Death) Wind but also the force through which all Tomb Kings reincarnate. The Priesthood now have no choice but to join him. The Chaos Gods (including Tzeentch) have become fearful of him now as they believed what he did was impossible, realizing they&#039;re playing with an equal now. Only Bel&#039;akor thinks it&#039;s according to plan. &lt;br /&gt;
* [[Settra the Imperishable]] led the Tomb Kings against the newly resurrected Nagash. Nagash won, held Settra in his hand and offered him position as a Mortarch. Settra replied [[Awesome|&amp;quot;SETTRA DOES NOT SERVE! SETTRA RULES!&amp;quot;]] so Nagash blew apart his body and chucked the head into the desert to watch as Nagash destroyed Khemri down to the very last stone. The rest of the Tomb Kings either joined Nagash immediately or were destroyed. Ramhotep is MIA after the fighting ended. Settra&#039;s herald, Nekaph, was destroyed by Arkhan during the battle. Prince Apophas was knocked the fuck out during the fighting, and his soul now belongs to Nagash since Naggy ate Usirian, who Apophas made his original deal with in the first place. [[Queen Khalida]], being of calm demeanor and level mind, thought about resisting but realized what a stupid idea that would be. She joined and shelved her revenge on Neferata since it was the only way she would survive long enough to do so. King Phar however decided to stand up to Nagash with full knowledge that he would get his ass kicked; he would rather go out like a boss than be another one of Nagash&#039;s underlings. Predictably, he was crushed but went out swinging.&lt;br /&gt;
* Nagash commands all Tomb Kings to gather their forces and belongings and follow him north. He then levitated his Black Pyramid, making it a MASSIVE mobile base (it&#039;s one of the largest structures in the entire Warhammer World, second in known canon only to the Tower of Hoeth) and used it as the beacon for the endless procession of skeletons to follow. Inside, he began research on a way to purge the Curse of Aenarion from his soul. &lt;br /&gt;
* Days after Nagash left him in the desert, Settra was still fuming about his loss and without any warning his body was fully restored. He then heard four voices laughing in his head who told him the battle was only over if he wanted it to be. He says nothing to them in return.&lt;br /&gt;
* Thanks to the Curse of Aenarion, Nagash finds he&#039;s unable to bind the Death Wind to himself directly. Instead, he binds it to the ground of Sylvania itself and settles his now MASSIVE BEYOND COUNT Undead army there. By doing so, control of the afterlife has been usurped from [[Morr]] and the other gods of death. Dead souls from mortals now reside in Sylvania in a Greek underworld shade kind of way. While the good news is everyone is still safe from Chaos unless they are killed by a servant of Chaos, the bad news is that now you&#039;re stuck hanging out with literally everyone else who ever lived and died as a (likely bodiless) peasant of Nagash&#039;s new empire for all eternity. The Elf God of Death, Ereth Khial, was also destroyed and pieces of her went into Eldyra (who somehow became a Vampire) and she fled this world into Lileath&#039;s new one to carve out a new afterlife for Elves using the bulk of the Elf souls left that Slaanesh didn&#039;t consume, becoming new elf God of Death in the process. Between her and Slaanesh, Nagash doesn&#039;t get any Elf souls. What this means for the afterlives of the Dwarves, greenskins, and other races is unknown.&lt;br /&gt;
* Nagash gifts the Dread Abyssals, formerly a pack of ghost skeleton dragon-things which guarded the afterlife like Cerberus, to his trinity of spellcasting Mortarchs Neferata, Mannfred, and Arkhan, and gave all of his trusted underlings command over undead angel-equivalents, the Morghasts. &lt;br /&gt;
*Nagash resurrects [[Vlad von Carstein]] from the dead using ash and blood from Mannfred, and made him the Mortarch of Shadow as well as the commander of the bulk of his forces. Mannfred was butthurt over this, especially when Nagash dubbed Vlad &amp;quot;The Greatest Vampire&amp;quot; (what about Neferata, first of their kind?). Vlad isn&#039;t too happy either, but [[Isabella von Carstein]] didn&#039;t come back with Vlad and since his sole motivation in life other than becoming Emprah is acting like a teenage couple with Issy, the promise of Nagash to return her to life secured Vlad&#039;s total loyalty (unless he feels Naggy has it on the bottom of the To Do list anyway). Vlad immediately set out being Nagash&#039;s [[Cult Attendant]] by converting key minions from human kingdoms, and beating the shit out of anything bearing Chaos icon like a giant army-sized game of wack-a-mole. &lt;br /&gt;
* [[Drachenfels]] has returned to canon as a Mortarch, as he has lost his memories and has been offered to have them returned to him if he fights for Nagash (so he&#039;s still basically evil [[Tom Bombadil]]). He&#039;s only referred to vaguely though, as the &amp;quot;Great Enchanter From The Grey Mountains&amp;quot; or &amp;quot;The Nameless&amp;quot;. He joined Mannfred and Vlad in their constant battle against the Warriors of Chaos (if anyone can come up with tortures Slaaneshi can&#039;t enjoy, it&#039;s him). Vlad has been enjoying trolling him by saying &amp;quot;I know what I know boy. But I&#039;m not telling it.&amp;quot;&lt;br /&gt;
* After refusing to bow to Nagash, [[Zacharias The Everliving]] is blasted to pieces for suggesting he was Nagash&#039;s equal. &lt;br /&gt;
* [[Abhorash]], although not a Mortarch, sends some of his Blood Dragons to assist Vlad in &amp;lt;strike&amp;gt;saving the Empire&amp;lt;/strike&amp;gt; slapping Archaon&#039;s shit to be declared da best. Unknown to him however, many of the Blood Dragons had started worshipping Khorne and turned on the other vampires due to the fact that if Nagash rules everything, there&#039;s nobody left to fight and drink blood from. Their leader [[Walach Harkon]] beats Karl Franz and Vlad, but gets killed because he&#039;s too busy monologuing to realize Vlad was taking control of his skeleton dragon (who then rips Walach in half). &amp;lt;strike&amp;gt;There&#039;s no word on what Abhorash or the rest of his bloodline is doing now though.&amp;lt;/strike&amp;gt; Abhorash is mentioned in End Times: Archaon. Vlad stops Jerrod before he leaves Athel Loren in a hissy fit and tells him that Gilles le Breton is still alive and making a last stand at a Monastary. Asking Vlad how he knows this, Vlad replies one of his kind is fighting with Gilles le Breton, called Abhorash, who made a pledge to Gilles le Breton ages ago. Vlad then gives Jerrod some Vampire guides, including the two from Return of Nagash novel, to show him the way. Before he leaves, Vlad asks Jerrod to tell Abhorash &amp;quot;He was right&amp;quot;, we do not know what this means, and I have asked Josh Reynolds what he meant and he replied it&#039;s something that would have been included in a book, but will not be written, so he&#039;s keeping it a secret, the git.&lt;br /&gt;
* Vlad participated in the battle of Altdorf, killing a shitload of Nurgle worshippers and Daemons and earning back official Elector Counthood. After somehow ingesting the blood of a Nurgle champion (the novelization and splatbooks disagree on whether he dramatically licked his sword after stabbing him, or if the sword he uses (which absorbs blood so he doesn&#039;t have to do something undignified like drinking it) backfired on him, he flees the battle puking constantly (just in time to avoid being burned to ash by Karl&#039;s ascension). &lt;br /&gt;
* After Khaine, who was sharing a body with Tyrion, dies in the final battle of the Elf civil war, Nagash is automatically freed from the Curse of Aenarion (which was apparently contamination with a shattered fragment of Khaine).&lt;br /&gt;
* After Skaven nuke Nagash&#039;s flying Black Pyramid, he is forced to...parley...with the Council of Incarnates (much to the amusement of Arkhan). He becomes the Wind of Death proper, but becoming a Chaos God is no longer something he can do in the short term and he pledges his forces to stave off the end of the world. &lt;br /&gt;
* Settra confronts Nagash during the final battle. He points his khopesh (his awesome sword) at Nagash, and calls him a usurper then explains the Chaos Gods resurrected him to kill him. Settra then performs a flip and beheads a Chaos Daemon that was about to attack Nagash, points his khopesh at him again informs him that &#039;&#039;&#039;NOBODY COMMANDS SETTRA&#039;&#039;&#039;. He tells Nagash he will claim his skull eventually, but only after killing the Chaos Gods for DARING to offer him immortality and the chance to conquer all realities in exchange for &#039;&#039;servitude&#039;&#039;. He then charges into battle against Chaos by himself. For those keeping score at home, that makes Settra the ONLY being in any Warhammer who was offered literally everything there is to be offered, and give Chaos the middle finger in response. Settra the Imperishable, Settra the Incorruptable, Settra Da Best. &lt;br /&gt;
* Mannfred, tired of being second best, betrays the world and stabs Gelt during the ritual to save the world, causing Teclis to explode as Gelt&#039;s Wind went to him. Mannfred monologued before and after, and was cut short when Tyrion stabbed him and utilized the power of the sun within his sword to incinerate him. &lt;br /&gt;
* As magic was sucked back into the Warp, Nagash turns to dust. The Chaos Gods laugh at the idea he could have ever beaten them.&lt;br /&gt;
* Vlad faces off against a resurrected Isabella in the final battle. Having been raised by Nurgle, she is convinced by a Daemon possessing her that Vlad had mind-controlled her upon their first meeting making their love rape. Vlad, willing to enter oblivion rather than have Isabella as Nurgle&#039;s bride, removed his self-resurrecting ring and placed it on her finger, then dove from the ramparts where the dueled just like their first deaths. Vlad was impaled on the stakes below, dying one last time. Isabella perished as well and was resurrected free from Nurgle&#039;s taint.&lt;br /&gt;
* Neferata, seeing a massive wall of darkness destroying the land, is told by Arkhan to flee while she still has the chance while he attempts to buy her time. Continuing the romance plot established in her solo novel (which retconned old lore), she kissed his hand and grabbed the unconscious body of Isabella then mounted her Abyssal then flew for Sylvania with the sounds of Arkhan&#039;s last fight behind her causing her to weep for the only man she ever loved. Reaching the center of the Undead Legion just as her Abyssal collapsed into bones, she found that the last of the Human race and the Halflings of the Moot (brewing a hotpot) had fled there to take shelter. Neferata found Khalida calmly awaiting the end with dignity while the last of the Undead defended the last of the living. Neferata kissed Isabella&#039;s forehead and apologized for being unable to save her, then took Khalida&#039;s hand and watched the armies of the Old World and Nehekhara fight against Chaos to the last. &lt;br /&gt;
* There may be a chance some traitor Undead achieve daemonhood, but we still have to wait for a canonical example.&lt;br /&gt;
* There could also be a small chance that Giles le Breton and Abhorash are still alive after the end times. Because there is no mention of their deaths. Yes thats right, THEY COULD BE STILL ALIVE SLAUGHTERING CHAOS SERVANTS NON-STOP.&lt;br /&gt;
&lt;br /&gt;
===[[Warriors of Chaos]]===&lt;br /&gt;
*[[Archaon]] is on the warpath again. He seeks to end all life everywhere as a &amp;quot;fuck you&amp;quot; to the Chaos Gods, and Bel&#039;akor can&#039;t stop him. But the von Carsteins allied with the Empire have his men stalled just in the Empire&#039;s borders with neither side making meaningful gains against the other. Archaon has not actually gone with his troops, waiting instead with his FUCKHUGE army of Daemons. &lt;br /&gt;
*[[Vardek Crom]] the Conqueror gets himself dead when Archaon decides he&#039;s outlived his usefulness and sends him to a doomed battle.&lt;br /&gt;
* Valkia the Bloody is leading the large Khornate army that&#039;s attacking Naggaroth.  Maybe Khorne finally got tired of being compared to Khaine.  During this time she also fought Malus Darkblade, resulting in a stalemate. She assaulted Naggarond with predictable consequences and got defeated by Malekith.&lt;br /&gt;
* [[Aekold Helbrass]] fucked Kislev, rather than wait for Archaon&#039;s orders to march.  According to the [[Gotrek &amp;amp; Felix]] novel &amp;quot;Kinslayer&amp;quot;, he&#039;s also fighting a personal crusade against [[Throgg]], since the Troll King enslaved him to try and make him mutate other trolls to be intelligent like himself.&lt;br /&gt;
* Archaon decides to weaken the Empire by sending in a great three-fold horde of Nurgle worshippers, figuring that even if they don&#039;t win, their plagues will weaken the Empire. To this end, he gives them three vials containing contagions brewed by Nurgle himself.&lt;br /&gt;
* As this is happening, [[Festus the Leechlord]] and [[Ku&#039;Gath|Ku&#039;gath Plaguefather]] are preparing a daemonic ritual to open rifts leading between the mortal world and Nurgle&#039;s own garden in the [[Realm of Chaos]].&lt;br /&gt;
* Archaon chooses the [[Glottkin]] to lead his Nurgle hoard. They ally themselves with the Maggoth Riders of Icehorn Peak, [[Orghotts Daemonspew]], [[Bloab Rotspawned]], and [[Morbidex Twiceborn]], and with [[Gutrot Spume]].&lt;br /&gt;
* Marienburg is destroyed by the invasion of the Glottkin, whilst the Maggoth Riders and Gutrot Spume go their seperate ways.&lt;br /&gt;
* Gutrot Spume gathers a horde of beastmen and battles against the forest goblins and savage orcs of the forest.&lt;br /&gt;
* The Maggoth Riders join up with a force led by Epidemius and destroy Talabheim.&lt;br /&gt;
* All three Nurgle armies besiege Altdorf as Festus completes his ritual.&lt;br /&gt;
* Festus becomes a [[daemon prince]] of Nurgle, killing Louen Leoncoeur before getting stomped by Vlad von Carstein, who skewers him with a piece of wood and lets Festus&#039; own aura turn it into a massive tree inside his body, which rips him apart.&lt;br /&gt;
* The Glottkin nearly get butchered by the empowered Karl Franz, but Ethrac manages to spit out a spell that lets them turn into fly swarms and buzz off. Not that it does them any good; an enraged Nurgle drags them into his mansion and imprisons them in jars. &lt;br /&gt;
* Gutrot Spume and the Maggoth Riders lead a retreat after the daemonic rifts are closed.&lt;br /&gt;
* [[Kairos Fateweaver]] taunts Archaon about his plans, but the Everchosen feels now is the time to move himself against the Empire. Fateweaver grins and tells Archaon he has nothing to fear from a mortal man and trails off mysteriously. Half the characters in the game left alive are either the avatars of gods, undead, female, embodiments of Winds, or some combination of the above currently...&lt;br /&gt;
* Archaon destroys Middenheim, killing the new Supreme Patriarch and dueling Valten, although to his fury a Skaven Verminlord kill-steals Valten in the middle of their fight.  In wake of this, he decides to throw Vilitch the Curseling to the south to capture Franz so (hopefully) he can finally kill the Emperor.  Of course, Vilitch is a champion of Tzeentch, so of course he fails miserably. &lt;br /&gt;
* Archaon ends the final battle of the world wrestling with Sigmar for Ghal Maraz. &lt;br /&gt;
* When Chaos destroys the world, it is mentioned that many champions of Chaos were uplifted to Daemonhood. This may include any Warriors, but it is stated there was no record made in the final days, still, you can safely bet more money on them than in the beastmen. Everyone else would have been wiped out and consumed.&lt;br /&gt;
&lt;br /&gt;
===Armyless Factions===&lt;br /&gt;
* [[Kislev]] was destroyed by the forces of Aekold Hellbrass, Throgg, and Sigvald. Refugees flooded the Empire. The Tzarina led what was left of her forces in a final last stand alongside the Vampires to buy the Empire some time, and ended it freezing the land of Vodka in ice.  Sigvald shacks up in the ruins of Kislev, transforming the city into his own pleasure den where he feasts on the flesh of prisoners and probably rapes them too. &lt;br /&gt;
* [[Tilea]] was destroyed by Skaven, refugees flooded the Empire.&lt;br /&gt;
* Estalia shared the same fate as Tilea and is in even worse shape as the Skaven conquered the entire country.&lt;br /&gt;
* [[Gotrek &amp;amp; Felix]] are at an end. The novel Slayer, featuring Be&#039;lakor as big bad, finishes the series. Be&#039;lakor tries to steal Grimnir&#039;s power and become the fifth Chaos God and fails when Gotrek hits him in the face with a Bloodthirster, forcing him to go spend the rest of the End Times doing a bunch of stuff that&#039;s way less awesome than becoming the fifth Chaos God. Be&#039;lakor winds up trapped in &amp;lt;strike&amp;gt; the Phantom Zone &amp;lt;/strike&amp;gt; Alarielle&#039;s magic crown for eternity - one true Everchosen my ass. Gotrek takes Grimnir&#039;s place slaughtering daemons forever in the Realm of Chaos (a happy ending!), though he took a quick break to go hold up the White Dwarf himself in the final battle. Felix got trapped in a buried temple to write the last of their saga in his journal, hopefully before his air runs out.&lt;br /&gt;
* No word regarding the Amazons of Lustria/Pygmies in the Southlands, though unless the Slann or Skinks rescued them off-screen both have been completely destroyed. Josh Reynolds say they died when Lustria was hit by chunks of the Chaos Moon. He didn&#039;t mention if any survived in Kroak&#039;s shield domes.&lt;br /&gt;
* Half of the Border Princes lands were overrun by Skaven, though some princes join Mannfred and become Vampires to save their kingdoms.&lt;br /&gt;
* Cathay was invaded by Chaos dwarfs, who broke the Great Bastion and turned it into a fortress that allows the forces of Chaos to raid into Cathay. Resistance fails to materialize thanks to all the Tzeentch worshipers in court, but eventually the Dragon Emperor crushes the rebellion and whips his forces into shape. The Skaven start assassinating officials so that the war effort stalls, but the emperor leads his forces straight into their warrens and clears Cathay of Skaven. He then pushes back the forces of Chaos from the capital again and again, achieving much more than any of the Old World humans did. As the forces of Chaos wait for the Chaos dwarfs to show up, Grimgor arrives and tears down the Great Bastion. Weijin falls to the Orcs, and the Dragon Emperor leads the survivors to a vast fleet that carries them to unknown parts. Gork and Mork laugh triumphantly as the Chaos gods turn their eyes from the east and back to Middenheim. &lt;br /&gt;
* Nippon gets isolated from everyone else by Clan Skyre. They assassinate all traders, diplomats, sailors and leaders, leaving the individual cities in Nippon cut off from each other. As a result, no organized resistance can be formed, and the famed dragon fleet sits in the harbor. The fleet was burned by Grimgor&#039;s Orcs and Hobgoblins after they sailed in unopposed. They then go on to raze most of Clan Skyre&#039;s settlements, though they lost 7 out of every 10 Orcs who made landfall. The Humans take advantage of the situation to drive the remaining Skaven out, but its too late to make any meaningful gains.&lt;br /&gt;
* The Kingdoms of Ind are invaded by the Skaven, who isolate the individual kingdoms the same way they did in Tilea. At the same time, hordes of Beastmen pour out of the jungles while Chaos forces join the party. Dechala leads a mass uprising of Indic pleasure cults in the southern kingdoms, while Arbaal the Undefeated piles mountains of skulls. Gulrach is mentioned to have been in Ind, along with Wulfrik the Wanderer and many other champions. &lt;br /&gt;
* After Estalia and Tilea fell, Araby was on the Skaven&#039;s list. They held out longer than their neighbors, putting up so good a resistance  that the Skaven plans to invade the Empire and Bretonnia had to be put on hold. Eventually the Skaven gain access to the ancient underground waterways, poison the water supply and pour out from the sewers to slaughter the remaining Arabyans.&lt;br /&gt;
* Halflings in The Moot did absolutely nothing during the entire event until the very last battle, where they and the last living humans fled to Sylvania to seek refuge with Queen Khalida and her forces. As an approaching giant wall of darkness consumes the land, Neferata brings the unconscious Isabella to the bastion and joins hands with Khalida, the combined Undead forces of the Old World and Nehekhara making a last stand defending the living Halflings and Humans. With that, Halflings were wiped out. Should be noted that they weren&#039;t ever mentioned by name, just citizens of the moot, and even then only in the tie in novel.&lt;br /&gt;
&lt;br /&gt;
===End Times Characters Complete Death Toll===&lt;br /&gt;
Deaths in the books of the End Times.  Those with an asterisk are only introduced in the books, so don&#039;t worry too much about them.  Some are explained by new GW author Josh Reynolds.  However Games Workshop, displaying their usual tact, grace and regard for the fans, [[FAIL|have declared everything Josh says outside the novels and armybooks non-canon and made him shut up.]]  Regardless, in lieu of other answers, consider what Josh says canon until proven otherwise.&lt;br /&gt;
&lt;br /&gt;
Note that sometimes, very rarely, Josh gave a fate to a character who already had one in source books (Sceolan, Snagga Grobspit) or shouldn&#039;t have been alive by the IC 2520&#039;s (The Bretonnian characters from the Circle of Blood campaign.) However, as the fates he gave them were often more interesting and added to the greater story, all have been included below. &lt;br /&gt;
&lt;br /&gt;
====Bretonnians Butchered:====&lt;br /&gt;
* Louen Leoncour- Beheaded by Festus after killing Ku&#039;gath Plaguefather. Later Raised to Godhood by Lileath, but his eventual fate is unknown &lt;br /&gt;
* Fay Enchantress- Sacrificed by Arkhan in the ritual to resurrect Nagash after being turned into a vampire by Mannfred (though her being turned into said vampire was in the novels only).&lt;br /&gt;
* Duke Tancred - Beheaded by Krell during Arkhan&#039;s invasion of Bretonnia &lt;br /&gt;
* Roland the Marshal - Died fighting the monstrous Nurgle champion known as the Pox-Knight, during the Glottkin&#039;s invasion of the Wasteland and the surrounding regions. The Pox-Knight would later be slain by Archaon for attempting to usurp his authority, as mentioned in the book, &#039;Lord of the End Times&#039;.&lt;br /&gt;
* Bertrand the Brigand - Died during the siege of Parravon, after putting a blessed arrow through the eye of Amin&#039;Hrith, the Soulflayer. The Keeper of Secrets shattered the ramparts of the walled city and Bertrand was crushed beneath the debris. As the daemon capered towards him, he dragged himself from the rubble, past the broken bodies of his loyal friends and companions, and readied his remaining arrow. With his final shot, he pierced the sinful brain of the daemon and freed the trapped souls of the dwarfs of Karak Vlag, who rampaged among the Slaaneshi host before fading away.&lt;br /&gt;
* Armand d&#039;Aquitain - Died when Amin&#039;Hrith shattered the walls of Parravon. He was crushed by the falling stones. &lt;br /&gt;
* Reynar the Hunter - Another casualty when Amin&#039;Hrith destroyed the walls of Parravon. &lt;br /&gt;
* The Knight of the Perilous Lance - Fell in battle during the Siege of Parravon, cut down by Sigvald the Magnificent.&lt;br /&gt;
* Tristan the Troubadour &amp;amp; Jules the Jongleur - Tristan died in Bastonne, when his heroic voice was silenced forever by a slash from a beastman&#039;s crude axe. Jules managed to survive, though he was never the same, as he and the other survivors took shelter in the Grey Mountains &lt;br /&gt;
* Jasperre the Fair - Killed by Beastmen in Bastonne when they dragged him off his pegasus and tore him apart. &lt;br /&gt;
* Sir Amalric of Gaudaron - The Grail Knight was able to lead Gaudaron Keep into holding out against the Skaven for several weeks, but eventually the numbers overwhelmed the defenders. Amalric retreated towards Brionne, but was cut off by assassins of Clan Eshin and killed. &lt;br /&gt;
* Gilon - Fell defending Aquitaine against the advancing hosts of Styrkaar of the Sortsvinaer. As the latter stormed ashore, he and his bodyguard engaged Duke Gilon and his knights, and the aging Gilon fell to Styrkaar&#039;s blade.&lt;br /&gt;
* Sir Richemont - Met Vandred in single combat as Aquitaine burned. Though he managed to kill the Chaos Lord, his heart was still pierced by his sword. &lt;br /&gt;
* Iselda - Initially captured by Vandred the Cruel, she was rescued from his newly erected pleasure pavilions by Sir Richemont. She used her magic to fortify the town of Aquitain as best she could, but was eventually overcome and killed by the Keeper of Secrets Amin&#039;Hrith. &lt;br /&gt;
* Gravain the Fair - Died during the siege of Aquitain. When three specially trained Chaos Giants known as the Red Three tore down the walls Gravain led his men in a counterattack, and managed to kill two of the beasts. Unfortunately, the third one managed to crush him. &lt;br /&gt;
* Guillamume of Grenoullie - The Castellan of Quenelles was killed by Sigvald in single combat. &lt;br /&gt;
* Aloys of Montjoie - The Baron of Quenelles was killed by the opportunistic sword-eunuchs of Sigvald. &lt;br /&gt;
* The Holy Knight - Sadly, the Holy Knight fell early in the End Times, slain by Krell at the behest of Heinrich Kemmler, during the razing of Mercal, prior to Kemmler joining Arkhan&#039;s forces in the Vaults. The Knight fought valiantly against Krell, but was no match for the murderous wight. His armored husk was raised to join the Doomed Legion, in service to his killer. He was finally laid to rest in the battle of La Maisontaal Abbey, by Abbot Bagrain.&lt;br /&gt;
* Calard d&#039;Garamont - one of the Companions of Quenelles, Calard fought through the Bretonnian Civil War, Arkhan&#039;s invasion, the crusade to relieve Altdorf and the siege of Averheim where he finally fell defending the walls.&lt;br /&gt;
&lt;br /&gt;
Note: a number of the characters listed above were originally from the Circle of Blood campaign and the later novel The Red Duke, which were both set approximately 500 years before The End Times.&lt;br /&gt;
&lt;br /&gt;
====Beastmen Bashed:====&lt;br /&gt;
* Taurox the Brass Bull- Shot in his vulnerable throat by Markus the Huntsmarshal.&lt;br /&gt;
* The Harbinger - Roasted by the Imperial Dragon.&lt;br /&gt;
* Khazrak One-Eye - Beaten down and stabbed through the face by Boris Todbringer in a final, fatal duel.&lt;br /&gt;
* Malagor the Dark Omen - Slain by a spell cast by the Ulric-empowered Gregor Martak.&lt;br /&gt;
* Ungol Four-Horn - present in Kislev in the army of The Outcast chasing the Tzarina. Killed by Malagor during his unification and mobilization of the herds.&lt;br /&gt;
&lt;br /&gt;
====Chaos Dwarfs Cut Down and Hobgoblins Humbled:====&lt;br /&gt;
* Drazoath the Ashen One- Was one of the first of the Dawi&#039;Zharr to get krumped by Grimgor, soon after the Black Orc was bound to the Wind of Beasts. His mount, Cinderbreath, gets his head split open by Grimgor, while Drazoath was thrown from the Bale Taurus and got overwhelmed by the Beast-Waaagh!!! &lt;br /&gt;
* Astragoth Ironhand- Betrayed by Ghorth the Cruel, the Ironhand&#039;s mechanical suit was sabotaged and the Sorceror&#039;s curse overwhelmed him, turning him into a statue, which was shattered after the Temple of Hashut was destroyed.&lt;br /&gt;
* Ghorth the Cruel- Took command of the defenders of the Tower of Zharr. Got his face beat in by Borgut Facebeater and his corpse was tossed around by Golgfag Maneater and an ocean of newly freed slaves&lt;br /&gt;
* Rykarth the Unbreakable- Rykarth led the charge against the Great Bastion of Cathay, slaughtering everyone in sight, only for the Beast-Waaagh!!! to show up. Rykarth dueled Grimgor for many hours, ultimately being defeated by the Incarnate of Beasts, and having his body hung over the walls of the Bastion.&lt;br /&gt;
* Zhatan the Black- Racked up an impressive kill count of named characters during the siege of Zharr Naggrund before being gutted by Bragg the Gutsman and left to be torn apart by Gnoblars and Goblins for many, many unpleasant hours&lt;br /&gt;
* Gorduz Backstabber- Unsurprisingly, the sneakiest git among the Hobgoblins betrayed the Dawi&#039;Zhaar and opened the Eastern Gate of Zharr Naggrund, allowing the Beast-Waaagh!!! to enter and start smashing everything in site. He then led the Hobgoblins to attack their former employers, only to get crushed by Zhatan the Black.&lt;br /&gt;
* Hashut - Apparently destroyed by Gork and Mork while Grimgor&#039;s Beast-Waaagh blew up the Chaos Dwarfs.&lt;br /&gt;
&lt;br /&gt;
====Chaos Warriors Crushed:====&lt;br /&gt;
* Crom the Conqueror- Killed by Valten smashing his head in with Ghal Maraz.&lt;br /&gt;
* Festak Cram, Champion of the Rotting Horde* - Has his chest sliced open, realizing that wounds caused by Runefangs don&#039;t heal.&lt;br /&gt;
* Egrimm Van Horstman - Burnt to death by the wind of Aqshy after unsuccessfully trying to bind it to himself.&lt;br /&gt;
* Throgg - defeated by Gotrek in the second last Gotrek and Felix book.  he was summoned to Middenheim for the final battle, where he faced Nagash and Arkhan&#039;s forces. After killing Sigvald, he is in turn killed by Nagash who stabs him and turns him to dust &lt;br /&gt;
* Aekold Helbrass - Killed by Felix Jaeger in the second-to-last Gotrek and Felix book.&lt;br /&gt;
* [[Valkia the Bloody]]*- Gets a mutual kill against Ludwig Schwarzhelm when she, in an uncharacteristic lack of skill, falls for his ploy and impales herself on the Imperial Standard&#039;s banner pole.  Before this she was arguably killed by Malekith in the novel &#039;The Siege of Naggarond&#039;, but if so Khorne restored her once again inbetween the Naggaroth battles and the final battle.&lt;br /&gt;
* [[Sigvald]] - Gets his head smashed in by Throgg&#039;s club shortly after finishing off Krell.  Then, to add insult to injury, Throgg pissed on his corpse.&lt;br /&gt;
* Skarr Bloodwrath* - He dies three times.  Hacked down from behind by Duke Jerrod&#039;s sword but he gets brought back via his blood regeneration ability.   The second time he gets turned to gold by Balthazar&#039;s magic, but Khorne himself undoes the enchantment.  He later duels Caradryan, killing Ashtari, where he gets impaled by Caradryan&#039;s halberd and incinerated, killing him for the final time (before Age of Sigmar).&lt;br /&gt;
* Valnir the Reaper - Killed in a duel with Wulfrik the Wanderer&lt;br /&gt;
* [[Harry the Hammer]] - Slain by Vlad Von Carstein in the final battle &lt;br /&gt;
* Arbaal the Undefeated - Fails to live up to his name by getting killed by Caradryan, incarnate of fire.&lt;br /&gt;
* Wulfrik the Wanderer - Killed by Valten, though he puts up the best fight against him. &lt;br /&gt;
* Dechala the Denied One- Loses to Tyrion Incarnate of light  during the final battle&lt;br /&gt;
* Scyla Anfingrimm - Killed by Ungrim when he gets beaten and thrown off a cliff. &lt;br /&gt;
* Galrauch, Master of Dragon - According to Josh Reynolds, he was as far away from Middenheim as the Chaos gods could get him. The dragon was too unpredictable, even for the forces of entropy. He took part in battles at Ind and Cathay, where his shifting allegiances would prove no threat to Chaos&#039; ultimate aims. As the End Times progressed, his Chaos Half grew stronger and stronger BUT, in those final days as the influence of Tzeentch waned, the two halves would have been more evenly matched. In the end, Galrauch tore himself apart as the world died. &lt;br /&gt;
* Kholek Suneater - According to Joshy Reynolds, he was ultimately killed by Settra, as a test to prove his worth to Archaon--the dragon ogre was uncontrollable, and thus of no use to the Three Eyed King. The battle lasted for four days, and flattened most of the forest around Middenheim, before Settra managed to remove the Mountain Lord&#039;s head with his khopesh, and drag it to the temple of Ulric and deposit it at Archaon&#039;s feet. &lt;br /&gt;
* Sayl the Faithless - Up to his old tricks, but got his head lopped off by Canto Unsworn after the fall of Middenheim.&lt;br /&gt;
* Orghotts Daemonspew* - According to Joshy Reynolds, Orghotts was killed in the aftermath of Karl Franz&#039;s ascension, his semi-demonic frame burnt to ash by the magics of the Incarnate of the Heavens.&lt;br /&gt;
* Bloab Rotspawned *- According to Joshy Reynolds, he was hunted down by Elspeth Von Draken and the Sons of Shallya, an order of knights devoted to the goddess of healing, not long after the Glottkin&#039;s armies were shattered. The knights perished to a man, in the ensuing battle, but Elspeth&#039;s magics, greatly strengthened by the Wind of Death, proved more than a match for Bloab and his monstrous steed.&lt;br /&gt;
* Morbidex Twiceborn* - According to Joshy Reynolds, Morbidex perished at the hands of Vilitch the Curseling, after an ill-advised attempt to kill the two-headed champion of Tzeentch, prior to the latter&#039;s march to Averheim. Morbidex&#039;s infamous hatred of Tzeentch, and Vilitch&#039;s mocking tongue combined to drive the Maggoth Lord into a fury, and both he and Triple-Tongue were annihilated by the Curseling&#039;s magics. &lt;br /&gt;
* Egil Styrbjorn - According to Joshy Reynolds, He was one of the warlords who attacked Middenheim. He was one of the champions gathered to defend the city during the attack of the Incarnates. He is killed by Gelt, who transfigured his body into a golden statue. &lt;br /&gt;
* Beorg Bearstruck &amp;amp; The Bearmen of Urslo - According to Joshy Reynolds, Beorg and his Bearmen were among Archaon&#039;s followers at Middenheim, and Beorg was one of those champions who pursued the Ulric-empowered Wendel Volker when the latter escaped Middenheim. Volker killed Beorg in the ruins of Wallengertz, and the knights and state troops who fought alongside him scattered the surviving Bearmen.&lt;br /&gt;
* Strykaar - Since Storm of Chaos never happened, he gets a brand new story!  He was second-in-command to Sigvald at the Siege of Parravon, where he crossed swords with Abhorash and paid the price. &lt;br /&gt;
* Feytor the Tainted - Since Storm of Chaos never happened, he gets a brand new story! Feytor the Tainted was among the warlords in service to the Glottkin, and perished at the hands of Karl Franz Ascendant.&lt;br /&gt;
* Haagoth the Bloodied One - Since Storm of Chaos never happened, he gets a brand new story! Haagoth led the sacking of Karond Kar, in Naggaroth and fell in battle with Mengil Manhide, who was subsequently torn apart by Haagoth&#039;s pack of skinwolves.&lt;br /&gt;
* Melekh the Changer - Since Storm of Chaos never happened, he gets a brand new story! Melekh fell at Averheim, to the axe of Ungrim, Incarnate of Fire.&lt;br /&gt;
* Count [[Mordrek]] the Damned- Killed by Valten during the Battle of Middenheim. This is after he manages to completely decimate the Griffon Legion. Of course, given how he is cursed to a mutative eternal life, it didn&#039;t take and he got back up after the World blew up. Poor bastard.&lt;br /&gt;
* Many of the minor chaos champions and special characters from old books who get mentioned in the novel are either killed by Archaon after trying to usurp him, Or were slain by valten during the first battle of Middenheim.  Of course, after the world ended, there are bound to be countless more deaths from those whom the Dark Gods deem unworthy of Daemonhood.&lt;br /&gt;
* Dorghar* - Head smashed by reborn Sigmar&#039;s Ghal Maraz in the final battle.&lt;br /&gt;
&lt;br /&gt;
====Daemons Dismissed:====&lt;br /&gt;
Note it&#039;s unclear how &amp;quot;permanent&amp;quot; death is for these ones, since the usual fluff is &amp;quot;kill a daemon in the mortal realm, they get thrown back to the Realm of Chaos&amp;quot;, hence banishment is a more appropriate word. &lt;br /&gt;
* Festus - Staked by Vlad after initially killing Vlad with sorcery; his own perverse life-giving aura means the wooden stake grows into a huge tree, ripping him apart from the inside out.  After killing Louen Leoncour, that is.&lt;br /&gt;
* Ku&#039;gath Plaguefather - Killed by Leoncour&#039;s holy blood &lt;br /&gt;
* Azazel - According to Joshy Reynolds The Prince of Damnation was in the Empire, hunting down the remnants of those knightly orders pledged to Sigmar not at Middenheim or Averheim, and killing them one by one (or corrupting them), just to twist the screws to his old sparring partner a bit.  He tries to stop Sigmar from reclaiming Ghal Maraz at Middenheim but fails and gets his head crushed by the newly-reborn Sigmar. Unless mentioned otherwise (which isn&#039;t likely) Azazel is pretty safely in the dead for good category as his perma death would be the last sever between Sigmar&#039;s godhood and mortality, nicely capping off that story.&lt;br /&gt;
* Epidimeus - Takes a cannonball to the chest during the battle of Altdorf&lt;br /&gt;
* Skarbrand - Defeated by Malekith after taking a sword to the face. &lt;br /&gt;
* Kairos Fateweaver - Beheaded by Archaon for failing to capture Averheim, and then dumped into a pool of blood and used to summon Ka&#039;Bandha&lt;br /&gt;
* Ka&#039;bandha - Killed by Sigmar himself when the Emperor was reunited with Ghal Maraz. This is after taking on 6 of the incarnates by himself, and having the wind of fire scorch him for a long time&lt;br /&gt;
&lt;br /&gt;
====Dogs of War Put Down====&lt;br /&gt;
* The Birdmen of Catrazza- Attempted to escape Tobaro during the skaven&#039;s incursion, only for most of them to get cut down by the Skaven&#039;s ranged units.&lt;br /&gt;
* Marksmen of Miragliano- Perished at Tobaro soon after the Skaven invaded the city.&lt;br /&gt;
* Lucrezzia Belladona- Perished during the fall of Pavona. How she died is unclear: either by suicide via poisoned stilleto or dying during the siege of her palace.&lt;br /&gt;
* The Cursed Company of Richter Kruger- Richter himself refused to become a Mortarch, so his soul was torn from his body and bound to Nagash, with the rest of the Company joining him in being destroyed by the Great Necromancer&lt;br /&gt;
* The Alcanti Fellowship- Rather than running away or dying at the behest of the Tilean Princes, Rodrigo Delmonte and his pikemen did as they always do: they thought of the common people first. So he gathered as many mercenary bands as he could and led them to Sartosa, where they sacrificed themselves to allow as many refugees to escape to the sea&lt;br /&gt;
* Braganza&#039;s Besiegers- joined the Alcanti Fellowship and many other mercenary bands in attempting to save as many refugees as possible. They most likely died at the hands of the Skaven as their overwhelmed them during the invasion of Sartosa&lt;br /&gt;
* Bronzino&#039;s Galloper Guns- They were amongst the various mercenary groups that joined the Alcanti Fellowship in getting as many people out of Tilea as possible. Made their final stand alongside the remaining Dogs of War at Sartosa.&lt;br /&gt;
* Long Drong&#039;s Slayers- Slaughtered to a Dorf by the Skaven after the ratmen invade Sartosa&lt;br /&gt;
* Pirazzo&#039;s Lost Legion- Fell during the Battle of Luccini Plain, holding off the skaven for 3 days.&lt;br /&gt;
* Leopold&#039;s Leopard Company- Fell with their commander Leopold di Lucci at the Battle of Luccini Plain&lt;br /&gt;
* Ricco&#039;s Republican Guard- Fell during the Battle of Luccini Plain, fending off the skaven for 3 entire days&lt;br /&gt;
* Lorenzo Lupo- Died laughing at the Battle of Luccini Plain, carrying the corpse of his rival Leopold di Lucci across his shoulders and leading the Leopard Company to certain death against a phalanx of Stormvermin.&lt;br /&gt;
* Mydas the Mean- Died during the retreat to Sartosa, but his gold managed to make it there with Sheikh Yadosh.&lt;br /&gt;
* Mengil Manhide&#039;s Manflayers- Ripped apart by Skinwolves and other followers of Khorne during the Fall of Karond Kar&lt;br /&gt;
* Tichi Huichi&#039;s Raiders- the Original Horned One Riders, they were obliterated when the Southlands were ripped apart by the Destruction of Morsleibb&lt;br /&gt;
* Asarnil the Dragonlord - Exiled dragon prince of Caledor with his own dragon named Deathfang, turned mercenary.  He joined the Alcanti Fellowship and the rest of the mercenaries as they held off the Skaven invasion of Sartosa. He and Deathfang were the last to fall, with the Dragon being gunned down by Stormfiends. Asarnil was last seen wielding his lance against the swarm.&lt;br /&gt;
* Voland&#039;s Ventors- perished during the Fall of Middenheim&lt;br /&gt;
* Vespero&#039;s Duelists- Last seen in Pavona, chasing after some Gutter Runners&lt;br /&gt;
* Lumpin Croop&#039;s Fighting Cocks- Attemped to make their way to the Moot, harried by the Skaven. Last seen at Averheim, either barely made it to Sylvania and witnessed the world end or were wiped to the last on the way.&lt;br /&gt;
* Mannan&#039;s Blades - perished during the fall of Middenheim.&lt;br /&gt;
&lt;br /&gt;
====Dwarfs Dorked:====&lt;br /&gt;
* Thorek Ironbrow - Run through by Neferata, but died from blowing up his own anvil in a suicide attack to stop the undead.&lt;br /&gt;
* King Kazador - Killed by Krell via decapitation.&lt;br /&gt;
* King Belegar - Killed by Queek Headtaker in a final, fatal duel.&lt;br /&gt;
* Ungrim Ironfist - Stays behind with the remaining slayers to fight Thomin and Archaon&#039;s forces and buy time for Karl Franz&#039;s forces and the dwarves of Zhufbar to retreat.  Unknown who or what killed him, though Lord of the End Times says he was consumed by the wind of fire after giving into its rage &lt;br /&gt;
* Thorgrim Grudgebearer - Assassinated by Deathmaster Snikch after the Skaven battle for Everpeak is lost (cause he leaves a piddling little secret door, that&#039;s the only entrance to his secret hideaway, open by accident; just fucking slipped his mind I guess).&lt;br /&gt;
* Gotri Hammerson* - Stayed behind to hold the line with the Dryads against Isabella&#039;s daemon horde while Gelt retreated.&lt;br /&gt;
* Grimm Burlokson - after Zhufbar is deemed lost, he activates the device which floods the hold so that the skaven can&#039;t get their hands on all the awesome technology&lt;br /&gt;
&lt;br /&gt;
====Elves Eviscerated:====&lt;br /&gt;
* [[Teclis]] - Turned to dust after failing to bind the wind of metal to himself after Gelt is murdered by Manfred. Somehow brought back in Age of Sigmar. &lt;br /&gt;
* Adranna* - killed by Morathi&#039;s sorcery.&lt;br /&gt;
* Aislinn/[[Mathlann]] - killed by Tyrion, but not before he reveals himself as Mathlann and creates a massive sea storm that shreds the Aestyrion fleet and severely reduces their number before the final battle. &lt;br /&gt;
* Aliathra - Sacrificed by Arkhan as part of the ritual to summon Nagash.&lt;br /&gt;
* Anaran &amp;amp; Anarelle* - killed by Kouran and Malekith respectively.&lt;br /&gt;
* [[Eltharion]] the Grim - Killed by Arkhan the Black, who ages him to dust.  His soul made it to Age of Sigmar, but Arkhan&#039;s curse meant he couldn&#039;t regain a physical body and had to animate a suit of armor.&lt;br /&gt;
* Finubar the Seafarer - Killed by a bloodletter summoned into his personal chambers by Malekith.&lt;br /&gt;
* Korhil - Executed with his own axe after stealing the Widowmaker. &lt;br /&gt;
* [[Lileath]] - Sacrifices herself by ordering Teclis to stab her so he can use the last of her godly power to teleport the Incarnates and their armies to Middenheim.&lt;br /&gt;
* [[Tyrion]]/[[Khaine]] - Killed by Alith Anar, who shoots him through the rent in his armor. As of book 5 Tyrion gets resurrected by his brother as the Incarnate of Light, though Khaine remains dead.  Tyrion manages to survive just long enough to see the end of the world alongside Alarielle and Malekith, and makes it to Age of Sigmar.&lt;br /&gt;
* Drane Blackblood* - Executed at Malekith&#039;s order for raiding High Elves after Malekith&#039;s ascension to Phoenix King.&lt;br /&gt;
* Kouran Darkhand - defeated and killed by Alith Anar.&lt;br /&gt;
* Malus Darkblade - Killed when Tz&#039;arkan completely took over his body. Tz&#039;arkan was then killed by Tyrion just to make sure.&lt;br /&gt;
* Tullaris Dreadbringer - Killed by Tyrion.&lt;br /&gt;
* Daith/[[Vaul]] - Killed by a Sister of Slaughter. (Who was pretending to be dead after he killed the rest of her unit, so it&#039;s not as much of a jobbing death as it seems.)&lt;br /&gt;
* Orion/[[Kurnous]] - Killed by Tyrion after kicking his ass pretty badly. He was already dying and had no way to rebirth himself, but looked to fulfill his destiny. &lt;br /&gt;
* Shadowblade - Killed by Malekith.  He tried to assassinate Malekith, but Malekith used shadow magic to give him an advantage, stabbed him and threw him off the back of a flying dragon.&lt;br /&gt;
* Drycha - Decapitated by Malekith after trying to kill him but just before trying to stop Be&#039;lakor attacking the Oak of Ages. A seed containing her soul was preserved into Age of Sigmar, and while Alarielle was initially reluctant to bring her back she was eventually revived (re-planted?). &lt;br /&gt;
* Durthu - Sacrifices himself to give Alarielle the energy to invoke a large banishment spell. &amp;lt;strike&amp;gt;Somehow brought back in Age of Sigmar.&amp;lt;/strike&amp;gt; Actually just a namesake for Alarielle&#039;s favourite Treelords. Very dead.&lt;br /&gt;
* Hellebron - Killed by Alarielle when the incarnates arrived at the former city of Middenheim.&lt;br /&gt;
* Caradryan - Killed by Ka&#039;bandha after the Bloodthirster kills his phoenix&lt;br /&gt;
** Ashtari - Caradryan&#039;s phoenix, see above.&lt;br /&gt;
* Rakarth - Rakarth the Beastlord fell during the invasion of Naggaroth. He and his black dragon were among the tally of Wulfrik the Wanderer in those savage days. Wulfrik pierced Bracchus&#039; heart with the bowsprint of his flying vessel &#039;&#039;Seafang&#039;&#039; and killed Rakarth as dragon and ship fell from the sky to the icy wastes below.&lt;br /&gt;
* Mengil Manhide and the Manflayers - Mengil and his followers died during the conflagration which consumed Karond Kar, fighting against the bloodmad followers of Khorne.  Mengil himself fell to a pack of slavering skinwolves, which tore the sadistic warrior apart and devoured him.&lt;br /&gt;
* Kaldor the Cruel - Kaldor fell in battle with his kinsman Calaidan, during Malekith&#039;s invasion of Ulthuan. &lt;br /&gt;
* Malida (Hag Queen of Karond Kar) - Malida fell in battle during the razing of Karond Kar, by the forces of Haargoth the Blooded One.  She was cut down by the daemon-prince Kastragar, even as she tried to banish the beast.&lt;br /&gt;
* Mortharor (Captain of the Harbinger of Pain) - Mortharor&#039;s black ark was sunk by the Chaos merwyrm Orgalyx the Vast during the evacuation of Naggaroth.  The merwyrm trapped the ark in its glistening coils and dragged the vessel, and its captain, to the bottom of the Sea of Malice. &lt;br /&gt;
* Thalandor - Thalandor and his great eagle Gwandor were struck from the sky by a bloodthirster of the Blood Hunt, who smashed them to the ground with its brazen flail.  As Gwandor twitched in his death-throes, a bloodied Thalandor drove his spear through the daemon&#039;s skull, before collapsing.&lt;br /&gt;
* Gwercus the Treeman - Killed during the Blood Hunt&#039;s assault.  He was torn asunder by Ka&#039;Bandha. &lt;br /&gt;
* Amadri Ironbark - Was among those treekin summoned by Alarielle during the battle with the Bloodhunt. He fell there, defending the council of Incarnates.&lt;br /&gt;
* Wychwethyl the Wild - Wychwethyl fell in battle with the beastmen as they assaulted Athel Loren early in the End Times. He was slain by Morghur, Lord of Skulls, at the burning of Tyr Edrell.&lt;br /&gt;
* Scaw the Falconer - Scaw died defending the Sylamel Tree from a pack of armored minotaurs, after the coronation of the Eternity King.  His was a lonely death, unwitnessed and forgotten in the madness which followed.&lt;br /&gt;
* Yolath the Terrible - Yolath fell during the attack on the King&#039;s Glade by Ka&#039;Bandha and the Blood Hunt. He was killed by a pack of bloodletters after a bloodthirster smashed his great eagle from the sky.&lt;br /&gt;
* Gruath the Beastmaster - Gruath died during the Blood Hunt&#039;s assault on the King&#039;s Glade. He and his pack fell defending the Glade from the bloodthirster, Skul&#039;gath the Huntsman and his flesh hounds.&lt;br /&gt;
* Naieth the Prophetess - &amp;lt;s&amp;gt;She was captured by Be&#039;lakor, who murdered her and used her remains in a monstrous haruspicy in order to predict the ebb and flow of those events his schemes required&amp;lt;/s&amp;gt;.  Naieth&#039;s body was mutated by Archaon into a Chaos portal after she tried to scry him, leading to a daemonic invasion of Athel Loren until the elves found her and killed her, destroying the portal putting her out of her misery.&lt;br /&gt;
* Lothlann the Brave - Lothlann fell as Alith Anar rallied the remaining Glade Riders. Hacked by daemon blades, Lothlann nonetheless held the sacred banner of Athel Loren upright, even in death.&lt;br /&gt;
* Sceolan - two known fates. In the Khaine sourcebook he leads a rearguard as Malakith&#039;s forces are attempting to disembark for the Isle of the Dead. Dies with Tiranoc spears through his eye and heart.&lt;br /&gt;
&lt;br /&gt;
====Imperials Incinerated:====&lt;br /&gt;
* [[Balthazar Gelt]] - Stabbed in the back by Mannfred von Carstein during the final battle. Later reincarnated in Age of Sigmar as a Stormcast Eternal.&lt;br /&gt;
* Kurt Helborg - Killed by Otto Glott during the battle of Altdorf, stabbed through the eye &lt;br /&gt;
* Volkmar the Grim - Sacrificed to serve as the vessel of Nagash&lt;br /&gt;
* [[Karl Franz]] - Technically killed by Otto Glott but resurrected by the power of Sigmar/becoming the embodiment of the Lore of Heavens. ET Archaon revealed that Karl Franz Ascendant is actually Sigmar, who was bound to the wind of heavens at some point and thrown into the great vortex by Tzeentch. When Teclis unbound the vortex, Sigmar used the emperor&#039;s body and Ghal Maraz as vessels.  Once reunited, Sigmar truly became whole again. Sigmar was last seen wrestling Archaon for Ghal Maraz and and becomes the creator of the new world (you know, if his name being in the title wasn&#039;t enough to tip you off). Karl himself is probably the soul of the unknown ancient king forged into the Celestant Prime. If it&#039;s not him, he is resting in well earned peace.&lt;br /&gt;
* Ludwig Schwarzhem - Gets a mutual kill against Valkia the Bloody when she stabs him through the heart with Slaupnir by impaling her on the Imperial Battle Standard.&lt;br /&gt;
* [[Valten]] - cheaply Murdered by a [[Verminlord]] Deceiver with its throwing weapon as he dueled Archaon. Personally insults every prominent bad guy and shows genuine compassion and pity to Archaon (who was damned by forces out of his control before his birth) in possibly the greatest last words uttered in Warhammer.&lt;br /&gt;
* Supreme Patriarch Gregor Martak - Cut down by Archaon in single combat.&lt;br /&gt;
* Elector Count Boris Todbringer - Ripped apart by crazed Beastmen after slaying Khazrak One-Eye.&lt;br /&gt;
* Elector Count Wolfram Hertwig - killed by a Nurgle champion while defending a breach in Auric Bastion&lt;br /&gt;
* Elector Count Aldebrand Ludenhof - Torn apart by undead summoned by Balthasar Gelt&lt;br /&gt;
* [[Ulric]] - Severely weakened when Teclis steals his flame. The last of his essence empowers Martak, and is in turn destroyed when Martak is cut down by Archaon. The last of his essence goes into the knight Volker, who is also killed by Archaon in the final duel. &lt;br /&gt;
* Morr - Destroyed when Nagash defeated Usirian, making it possible Morr and Usirian were the same god by different names.&lt;br /&gt;
* Luthor Huss - Possessed by the Nameless, then frees himself with Vlad&#039;s help and they fight together before Isabella slits his throat.&lt;br /&gt;
* Volker- Cut down by Archaon in the final battle saving Sigmar.&lt;br /&gt;
* J‪ohan and Wilhelm - Killed by Manfred during his purge of Sylvania to keep them from interfering with his plans. ‬&lt;br /&gt;
* Elspeth von Draken - Sadly was an amethyst wizard and suffered the same fate as the rest of her lot, when Nagash freed the Wind of Death. She was already well along that path, according to her background, and was already beginning to succumb to the unholy changes Nagash&#039;s actions wrought. That said, given her raw power, she was able to weather it better than most, and was one of the few remaining Empire wizards of any real ability when Archaon came knocking on Averheim&#039;s walls. Elspeth, like Ungrim Ironfist and Mathias Thulmann died in the ensuing battle. Whether she stayed dead, well...that&#039;s another matter.&lt;br /&gt;
* Brunner - gets to the Middenheim in time to defend it, killed in duel with [[Archaon]]. Almost lands a killing shot with a warpdust bullet. Still puts up more of the fight that certain failure. Badass.&lt;br /&gt;
* Deathclaw - killed by Archaon&#039;s horse Dorghar in the final battle.&lt;br /&gt;
* Hans Leitdorf - Killed by Mannfred von Carstein after he charges the Vampire ranks at Templehof&lt;br /&gt;
&lt;br /&gt;
====Kislevites Killed====&lt;br /&gt;
* Katarina the Ice Queen - Led a last charge of the Gospodar at the ruins of Erengrad, where she bought time for a single Imperial ship to carry the survivors of Kislev away.&lt;br /&gt;
* Tordrimir Lubovasyn- the Grand Master of the Gryphon Legion was ripped apart by his steed Seraphrima after Count Mordrek the Damned decapitated her, his Sword of Change causing a [[Chaos Spawn]] to spring from the neck stump. His legion survived until the Siege of Middenheim, with a new Grand Master (Nicolai Dostov).&lt;br /&gt;
* Stepan Rasin- the leader of the Ungols was speared by a random chaos knight as the Ungols made their last charge in a desperate attempt to escape.&lt;br /&gt;
* Ilja of Murova- the Great Bear fell to Throgg and his monstrous horde during the fall of Praag.&lt;br /&gt;
&lt;br /&gt;
====Lizardmen Fossilized:====&lt;br /&gt;
* Grimloq - killed by Skrolk, whose plague censer instantly decays him. &lt;br /&gt;
* Assorted Slann - Heads explode trying to stop Skaven from bringing down Morrslieb, or were eaten alive by Skaven as they lay in a stupor from the effort of keeping them from puling the moon too close.&lt;br /&gt;
* Mazdamundi - Heart bursts after single-handedly destroying something like 90% of the falling Morrslieb.&lt;br /&gt;
* Lord Kroak - Incinerated after making a heroic sacrifice to ensure that the destruction of the falling moon fragments is restricted to Lustria and the Southlands. Somehow survives into Age of Sigmar, though it was probably just a minor inconvenience to him honestly.&lt;br /&gt;
* Nakai the Wanderer - Killed either by contracting the Yellow Death virus from the Skaven Morbus Sanguis or from the meteor shower of Morrsleib pieces.&lt;br /&gt;
* Gor-Rok - Though unmentioned in the books proper, Gor-Rok is stated to have died in Itza; killing Skaven up until Morrsleib&#039;s remnants crushed him and his temple-city.&lt;br /&gt;
&lt;br /&gt;
====Orcs &amp;amp; Goblins Krumpin&#039;s:====&lt;br /&gt;
* Grimgor Ironhide - Beheaded by Archaon during the final confrontation.  At the very least, he gets to headbutt Archie again and break the Eye of Sheerian, enraging the guy enough to release U&#039;zhul&lt;br /&gt;
* Morglum Necksnapper - Gets his back broken by Grimgor&lt;br /&gt;
* Borgut Facebeater - After helping Grimgor topple the statue of Hashut atop the zigzurat at Zharr Naggrund, Borgut challanged Grimgor to try and make himself boss. Apparently he made enough of an impression to make Grimgor [[Makari|miss the poor bastard]].&lt;br /&gt;
* Gobbla - Killed by a Moulder Beastmaster.  Skarsnik, however, managed to live long enough to... do something, he&#039;s not mentioned in the last book.&lt;br /&gt;
* Gork and Mork - Not exactly die, but fuse into one greenskin god, Gorkamorka.&lt;br /&gt;
* Snagla - two known fates. Last seen leading a charge in the Battle of the Great Vale at Karak Eight Peaks. Soon after, his spider riders are massacred by a skipperleaping Verminlord Deciever (Lurklox) Alternatively,  Snagla died in battle with the beastmen, as Malagor incited the herds to converge on the Empire. He and his giant spider became a meal for Taurox the Brass Bull.&lt;br /&gt;
* Grotfang - Was killed by Grimgor, during the latter&#039;s initial march west. Grotfang challenged Grimgor, and paid the price. &lt;br /&gt;
* Snagga - The Iron Fist orcs, now led by Grotfang&#039;s lieutenant, Snagga, were subsumed into Grimgor&#039;s growing horde. Snagga was among those orc warriors felled by Zhatan the Black, in the battle for Zharr Naggrund. &lt;br /&gt;
* Oglok the Orrible - Joined Grimgor&#039;s Waaagh, after Morglum&#039;s death. Oglok was among those orc champions who fell to the axe of the Chaos Dwarf, Rykarth the Unbreakable, at the Great Bastion. &lt;br /&gt;
* Badruk &#039;Eadsplitta - Joined Grimgor&#039;s Waaagh in the east, and fought his way around the world with the Ironhide. He was among those orc champions killed by Zhatan the Black in Zharr Naggrund, before Bragg the Gutsman ended the Chaos Dwarf&#039;s life.&lt;br /&gt;
* Grabnatz Sourbelly &amp;amp; Gulag - Grabnatz blew both himself and poor Gulag up, in an attempt to impress Grimgor with his magical might.&lt;br /&gt;
* Durkol Eye-Gouger - Died in Nippon, battling the Red Ronin. While he managed to kill the warrior, he was himself slain in the process.&lt;br /&gt;
* Uzguz - Joined Grimgor willingly after Grotfang&#039;s death. Uzguz and his boarboyz were at the forefront of every battle, until the invasion of the Dark Lands, when they charged the massed artillery of the Black Fortress and were blown to pieces.&lt;br /&gt;
* Nazgob - Joined Grimgor willingly after Grotfang&#039;s death. Also died in the battle for the Black Fortress, when his magics proved no match for those of Drazhoath the Ashen. &lt;br /&gt;
* Oddgit - Despite his power, was killed by Grimgor for being mouthy; the night goblin had his head twisted off, and his body fed to the squigs.&lt;br /&gt;
&lt;br /&gt;
====Skaven Slain-Killed:====&lt;br /&gt;
* Queek Headtaker- Killed by Thorgrim, who snaps his neck with one hand then beheaded him with Grimnir&#039;s axe.&lt;br /&gt;
* Seerlord Kritislik- Obliterated by the Great [[Horned Rat]].&lt;br /&gt;
* Lord Skrolk - Killed by Kroq-gar, but resurrected by local [[Verminlord]] Vermalanx. &lt;br /&gt;
* Morbus Sanguis - Died in Lustria, at the claws of Nakai the Wanderer. The sacred kroxigor succumbed to Sanguis&#039; yellow death in the process.&lt;br /&gt;
* Ghoritch - Died during the razing of the Hell Pit by Prince Apophas. The castellan of Clan Moulder was stripped of flesh by the beetles which compose Apophas&#039; form, as the latter hunted for any sign of Ikit Claw.&lt;br /&gt;
* Klawmunkast and his Rat Tank - Klawmunkast died at Apophas&#039; hands as well, though his death bought Ikit Claw the precious moments he needed to trap Apophas in one of Skavenblight&#039;s lower levels, and jettison it into the Realm of Chaos, as the city traversed realities.&lt;br /&gt;
* Clan Pestilens - Most if not all of the clan and its vassals are wiped out when Lustria and the Southlands are enveloped in a warpfire storm, due to the destruction of [[Morrslieb]]. Even if this didn&#039;t happen, they would have been obliterated once Mazdamundi reached the great pyramid of Itza.&lt;br /&gt;
&lt;br /&gt;
====Tomb Kings (Re)Deaths: ====&lt;br /&gt;
* Nagash - The rift that eventually consumes the world takes all of Nagash&#039;s magic when it touches him, and he is last seen panicking as his body crumbles to dust.  Though he can live without a body, magic was integral to that. Still managed to return in Age of Sigmar.&lt;br /&gt;
* Arkhan - Though cut in half by Settra during the battle of Khemri, his first death came from Isabella the Accursed, who used anti-undead Nurglite power and vampiric magic to kill him.  He gets resurrected by Nagash, and dies the second and final time at Middenheim after the Incarnates fall.  He used up all of his magic, including the Everchild&#039;s spell and the magic animating him, to hold back the forces of Chaos long enough for Neferata to escape. Nagash brought him back in Age of Sigmar.  &lt;br /&gt;
* Khatep - beheaded by Settra during the battle of Khemri after he breaks his exile to warn Settra about the Destroyer of Eternities&lt;br /&gt;
* Nekaph - killed by Arkhan&#039;s sorcery. &lt;br /&gt;
* Usirian - Defeated when Nagash entered the Underworld and fought him.  Nagash couldn&#039;t win on his own so he got Dieter Helsnicht to use necromancy to puppet every soul in the Underworld against Usirian, then beat him down and devoured him.&lt;br /&gt;
* King Phar - defeated by Krell&#039;s legions then killed by Nagash for fighting him&lt;br /&gt;
* Assorted Tomb Kings - Killed by Nagash because they were clever enough for him to consider them a threat.&lt;br /&gt;
* King Pharak* - Beheaded by Krell for trying to disobey Arkhan&#039;s orders in the battle for the Black Pyramid.&lt;br /&gt;
*Settra - Last seen charging hordes of daemons, presumably overwhelmed or died his final death as the world was destroyed.&lt;br /&gt;
&lt;br /&gt;
====Vampire Counts Final Deaths:====&lt;br /&gt;
* [[Mannfred von Carstein]] - Stabbed by Tyrion after killing Gelt, the former using Sunfang&#039;s fire to burn Mannfred from the inside out. But now he is back in Age of Sigmar. &lt;br /&gt;
* [[Zacharias The Everliving]] - Brain burned out by Nagash after claiming he was his equal. He wasn&#039;t. &lt;br /&gt;
* Walach Harkon - Ripped in half by zombie dragon controlled by Vlad &lt;br /&gt;
* Heinrich Kemmler - Killed by Arkhan in a magical duel, gets vaporized&lt;br /&gt;
* [[Vlad von Carstein]] - Killed and resurrected thrice in the End Times.  After being brought back by Nagash, his first death in the End Times is at Festus&#039; hands in the battle for Altdorf, but his ring resurrects him and he kills Festus.  The second time he is dissolved by Isabella the Accursed because he was unwilling to fight her.  After the Carstein Ring brought him back again, he met Isabella, put the Carstein ring on her and impaled them both, hoping death and rebirth would exorcise the daemon.&lt;br /&gt;
* [[Isabella von Carstein]] - Gets brought back by Nurgle, bound to a Nurgle daemon and attacks the undead.  Killed by Vlad, who puts his immortality granting ring on her, when he impales them on a stake to free her from Nurgle&#039;s clutches.  In the novels Neferata finds her in a coma and took her to Sylvania as the world ended.&lt;br /&gt;
* Luthor Harkon - According to Joshy Reynolds, in a bit of story that almost was, Luthor was going to engage in a three way duel with Long Drong&#039;s slayer pirates and Glutrot Spume&#039;s plague-ship. The Pirate King was dueled to a standstill with Spume even as the vessel they&#039;re on sinks beneath the waves.  What ended up happening was he made it to Sylvania after Nagash conquered the Tomb Kings.  He fought the forces of Isabella the Accursed and the Nameless alongside Vlad and Mannfred, but was abandoned by Mannfred.  Isabella the Accursed uses her power to disintegrate him. On a side note, take a shot for every named character Mannfred backstabs. You will be flat on your ass by the time we are done.&lt;br /&gt;
* [[Krell]] - Killed thrice in the End Times, and brought back by Nagash after the first two.  First he gets killed when a Tomb Scorpion cuts off his head in the battle for Khemri.  Second he gets swallowed whole by a Great Unclean One in the battle for the Black Pyramid, but when Nagash banishes it his remains are left behind.  His third death is from Sigvald stabbing him in the eye socket with the broken Sliverslash and crushing Krell&#039;s skull with his fists.&lt;br /&gt;
* The Nameless/Drachenfels- Consumed by the fires of Luthor Huss&#039; faith after he regains control of his body thanks to Vlad.&lt;br /&gt;
* Sethep the Merciless - According to Joshy Reynolds, he perished when he attempted to usurp control of the Wind of Death. While he was able to control it for a few moments, Nagash&#039;s will was too strong. The Undying King ripped the Wind from Sethep&#039;s withered grasp, and Sethep&#039;s malign spirit with it. Now the Merciless One&#039;s spirit is bound to Nagash&#039;s staff, alongside those of Zacharias the Everliving and Richter Kreugar...&lt;br /&gt;
*The Dark Knight &amp;amp; The Banshee - Fell during the Bretonnian civil war, when the Red Duke attempted to take advantage of the chaos for his own ends. The Red Duke&#039;s interference was not appreciated by Arkhan the Black, and the lich reduced the vampire nobleman&#039;s undead retinue to ash and dust, and put the maddened vampire to flight. The Dark Knight was among those dead things laid permanently to rest by Arkhan&#039;s sorceries.&lt;br /&gt;
*Mallobaude - Decapitated by The Green Knight AKA Giles Le Breton himself at the very end of his rebellion.&lt;br /&gt;
*Anark von Carstein - Slain by Arkhan the Black during an attempt to betray him&lt;br /&gt;
*Markos von Carstein - Killed by Mannfred von Carstein after his betrayal&lt;br /&gt;
&lt;br /&gt;
====Places Destroyed (Alphabetical Order):====&lt;br /&gt;
*Albion- As a major lynchpin in the geomantic web, the lizardmen were forced to abandon Albion when it got swarmed by demons.  This killed most of the population.  More died when Albion was torn apart by earthquakes and mostly sunk during the first skaven moon mission.  Whatever and whoever was left perished in the tidal waves from Ulthuan&#039;s destruction. &lt;br /&gt;
* Araby - Attacked by the Skaven.  They held out well enough that the Skaven were forced to use tunnel warfare and poisoning all the water sources before sending their troops in.&lt;br /&gt;
* Athel Loren - Nearly destroyed by Beastmen, but Alarielle Incarnate of Life hits nature&#039;s reset button and undoes all the damage.  Athel Loren suffers damage from further Beastmen incursions and Khorne&#039;s blood hunt.  When Chaos destroys the world, Athel Loren is the last place to be destroyed except probably whatever plot of land Archaon and Sigmar were wrestling over Ghal Maraz.&lt;br /&gt;
* Bretonnia - Between the war with the undead, the civil war, the chaos storms, the plagues, and having most of their knights leave to aid the empire, they didn&#039;t stand a chance when the Skaven invaded.&lt;br /&gt;
** Borderleaux - Turned into a brass keep during chaos storm &lt;br /&gt;
* Border Princes - Overrun by either Skaven or Undead.  Half of them decided to join Mannfred to help deal with the former. Mannfred (of course) backstabbed them before going to Athel Loren. &lt;br /&gt;
* Cathay - Overrun by chaos dwarves, skaven and the legions of chaos, who have breached the great bastion and spilled into the heartlands.  During this time the Tzeentch cults throughout Cathay rose up, but the Dragon Emperor escaped and formed a resistance against them.  The cathayans stalemated the forces of chaos and defeated the skaven, but were finally finished when Grimgor&#039;s WAAAGH invaded and turned the place into a 3 way battlefield.  In the novel, the chaos held Great Bastion itself was breached by Grimgor. &lt;br /&gt;
* The Empire - Destroyed by Chaos, Skaven and the Undead.  &lt;br /&gt;
** Averheim - Besieged by a Tzeentchian host under Vitlich/Thomin.  Destroyed by Archaon&#039;s Khornate forces.&lt;br /&gt;
** Carroburg - Destroyed by the forces of the Glottkin&lt;br /&gt;
** [[Vermintide 2|Helmgart]] - Since the Vermintide series is considered canon it gets a notable mention. Was badly raided and damaged by the combine forces of Clan Fester and the Nurgle favored Norscan tribe Rotblood. Rasknitt planned to construct some kind of human-sacrifices powered portal devices called the Skittergate to transport the seemly endless Rotblood warriors over from the Norsca. They failed of course thanks to Uberisk five&#039;s shadow gate hit-and-run tactic where they weakened the forces of disorder enough for them to destroy the devices, along with killing off Rasknitt. The destruction of the device also left sunk the land masses of Helmart even further down below. &lt;br /&gt;
** Marienberg - Gets hit with one of Nurgle&#039;s super plagues: a Nurgle blessed seaweed with extremely fast growing speed. After planting it in the sea, the plant grow so fast that it overwhelms the walls of Marienberg and its cannon towers, stripped of its defenses for the Nurgle army to take over the city in one night.&lt;br /&gt;
** Middenheim - taken by Archaon with the aid of Thanquol&lt;br /&gt;
** Nuln - Completely destroyed by Thanquol and Skreech Verminking &lt;br /&gt;
** Sylvania - Sceded from the Empire by Mannfred, then claimed by Nagash.  He gives rulership to Neferata as he fights alongside the other Incarnates.  Sylvania is the last province to be destroyed, the undead legions holding out until the Chaos Gods themselves arrive. &lt;br /&gt;
** Talabheim - Gets hit with the second uber plague, which causes a deluge of pus and bile to flood the city and force the inhabitants out. Most escape the destruction &lt;br /&gt;
* Estalia - Becomes a blasted wasteland inhabited by millions of Skaven.  Most likely Clan Skyre used Estalia as ground zero for their newest weapons.  &lt;br /&gt;
* Kingdoms of Ind - Khorne sends the bulk of his daemonic legions, led by Arbaal, Karnak and Skulltaker, into Ind to claim the skulls of the many gods. Wulfrik was there as well.&lt;br /&gt;
* Karak Azul - Taken by the Skaven. &lt;br /&gt;
* Karak Eight-peaks - One peak blown up by Queek. After the night goblins join the war, the dwarfs collapse the ancestor hall rather than let it be fouled by skaven and greenskins &lt;br /&gt;
* Karak Kadrin - contaminated by poisoned wind in an attack by Ikit Claw after Ungrim Ironfist and his Slayer army are tricked into leaving the city &lt;br /&gt;
* Lileath&#039;s Haven - Be&#039;lakor overheard Duke Jerrod rage at Lileath being a manipulative bitch and talking about the safe haven she sent Araloth before getting trapped in the ruby.  More likely than not, the Chaos Gods heard about it and then decided to blow it up alongisde everything else, considering how horrified she felt when she told Teclis she couldn&#039;t sense her daughter anymore.&lt;br /&gt;
* Lustria and the Southlands - completely smashed apart when Morrslieb falls, though lord kroak preserves some chunks of the jungle in protective force domes. It is unknown how big these are, or how many surviving lizardmen they contain, but they are sent off into space.&lt;br /&gt;
** Itza - contaminated with so much plague that the lizardmen have to evacuate. eventually devastated by warpstone meteors  &lt;br /&gt;
** Xlanhuapec - badly damaged by the skaven despite having its mist protection. Turns out the mist was coming from the mouth of a Slann known as Hua-Hua (who was known for won a 500 years debate on what to do with the warm blood but was met with other Slann&#039;s protest with silent treatment for the next 500 years) and his death bought to an end to the magical mist.&lt;br /&gt;
* Naggaroth- Malekith deserts Naggaroth to the near endless Khornate forces and skaven, salting the earth, slaughtering slaves by the millions and razing the cities to leave no plunder.&lt;br /&gt;
** Clar Karond - Destroyed by Khornate forces.&lt;br /&gt;
** Karond Kar - Under siege by warriors of Chaos.  Manages to endure until an earthquake occurs and Skaven enter the city from underground.  Most of the Dark Elves and their monsters were evacuated while the slaves were left to die.&lt;br /&gt;
* Nehekhara - Khemri is destroyed completely by Nagash&#039; magic before he and his armies do the same to the rest of Nehekhara&#039;s cities.&lt;br /&gt;
** Zandri - Caught between Mannfred&#039;s army and Luthor Harkon&#039;s fleet their remaining forces are decimated.  Luthor Harkon and his forces stayed to pillage Zandri before bringing his forces up the River Mortis.&lt;br /&gt;
** Lahmia - Abandoned after a stalemate between Neferata&#039;s army, Khalida&#039;s army and the ghosts that haunt Lahmia.  &lt;br /&gt;
** Mahrak - Several Tomb Kings turn traitor and fight the loyalist Tomb Kings before opening the gates for Nagash&#039;s armies.&lt;br /&gt;
** Quatar - Implied to have been destroyed by Nagash&#039;s magic and Arkhan&#039;s army. &lt;br /&gt;
* Nippon - Destroyed by Clan skyre. Its fleets have been burned by Grimgor and his WAAAGH, since there was no one left to man the ships &lt;br /&gt;
* The Entire World, in a nutshell.&lt;br /&gt;
* The Ogre Kingdoms- All volcanoes erupted at once, forcing the ogres and all their monsters on an exodus towards the old world and setting up the stage for Grimgor&#039;s super WAAAGH after he defeats Greasus Goldtooth. &lt;br /&gt;
* Tilea - Completely overrun by Skaven, most of the mercenaries die and survivors die on Sartosa. Civilian refugees and presumably any soldiers escorting them escape to the Empire and die during the battles there. &lt;br /&gt;
* Ulthuan - Sinks after the Vortex is undone.&lt;br /&gt;
&lt;br /&gt;
====Unknown/Other:====&lt;br /&gt;
* Thyrus Gormann - Bright wizard and former Supreme Patriarch before Balthazar.  Disappears after bringing word to Karl Franz about the fall of Heldenhame. Possubly ressurected as a stormcast in Age of Sigmar.&lt;br /&gt;
* [[Araloth]] - Possibly dead; escaped the Warhammer world to a new one beyond Chaos&#039;s current reach at [[Lileath]]&#039;s behest.  Lileath lost contact with her haven and believes it was destroyed by the Chaos Gods, making it possible Araloth is dead.  &lt;br /&gt;
* Eldyra - Defeated by Manfred, turned into a vampire by an unknown, but absorbed Erith Khial&#039;s power and became the new elf god of Death. As a new goddess, part of her essence separated and became the vampire as a way to atone for her failure. this is Mercy-killed at her own request by Tyrion in the novel&lt;br /&gt;
* Morathi and Caledor Dragontamer - grabbed by Slaanesh and dragged into the realm of chaos. The former managed to reappear in Age of Sigmar.&lt;br /&gt;
* Malekith - Crippled by falling rocks after saving Alarielle from suffering the same fate. Actual death is unknown as no one stuck around though Sigmar had intended to get him out of the rubble before Archaon intervened.  End Times: Archaon has his last bit of fluff him talking with Tyrion and Alarielle as they watch the rift, with Nagash disintegrating nearby.  When the rift touches him it eats away at his mind until he forgets his own name and then destroys his body. Revived in Age of Sigmar as Malerion.&lt;br /&gt;
* Lokhir Fellhart - Wounded on the isle of the dead, last seen being carried from the field.&lt;br /&gt;
* Vitlich the Curseling - Unknowingly enters Tzeentch&#039;s crystal maze in the realm of Chaos then a mysterious being(hint to be Tzeentch) makes him Thomin&#039;s slave as Thomin had been his, a request came from the long silent Thomin himself.&lt;br /&gt;
* Isabella von Carstein - Killed by Vlad in an attempt to exorcise the daemon in her after being given the Carstein ring.  Later Neferata finds her lying comatose in the ruins of Middenheim, finally free of the Nurglite demon. &lt;br /&gt;
* Ariel - Poisoned by Lileath then merged with Alarielle.&lt;br /&gt;
* Kalara* - Replaced Shallya as the poxfulcrum.&lt;br /&gt;
* Glottkin* - Curb stomped by Karl Franz Ascendant. Smashes open Ghurk with one hit, lightning blasts Otto, and is about to pulp Ethrac when he completes a spell that turns the Glottkin into swarms of flies. Currently being held in Nurgle&#039;s mansion in giant jars. &lt;br /&gt;
* Settra - Humiliated by Nagash who blows him up and leaves him immobile in the sands. Gets put back together by the chaos gods.  Proves his worth to fight alongside Archaon by killing Kholek Suneater in single combat after a four day battle.  Betrays them in the last battle for daring to offer him power in exchange for servitude, charging off alone to slay giants, trolls and dragon ogres by the score.  Last seen fighting the monsters that followed Throgg as the world is consumed. &lt;br /&gt;
* Apophas - Defeated by Nagash after the Destroyer of Eternities does nothing. He is enslaved by Nagash and sent to terrorize the skaven as revenge for what they did thousands of years ago. Last that is heard of him is that Nagash sent him after Ikit Claw. Unfortunately, though he did manage to kill a multitude of vermin as he swarmed through Skavenblight, Ikit managed to trap him in part of the city and blast that part into the Chaos Realm. &lt;br /&gt;
* Ramhotep- MIA after the battle of Khemri. Wanders the desert for a while with his statue army before Neferata lures him to Sylvannia and puts him in charge of land beautification and statue maintenance. &lt;br /&gt;
* Deiter Helsnicht - After helping Nagash overthrow the god of the Underworld, Deiter was warped by Nagash into a near-mindless, multi-headed monster to guard the entrance of the Underworld and ensure only Nagash could access it unchallenged.&lt;br /&gt;
* Ar-Ulric Emil Valgeir - While he shows in Nagash, it is actually Changeling impersonating him.  the real Emil was assassinated by the changeling before this. &lt;br /&gt;
* Kroq-Gar - Ordered to head to the nearest evacuation point as soon as the Exodus began.  Kroq-Gar summoned a Carnosaur and headed there but the lore doesn&#039;t state whether he reached it in time.&lt;br /&gt;
* Be&#039;lakor - Alarielle seals him away in the ruby from her tiara.  The ruby was noted as being able to survive the end of everything meaning that he&#039;ll be floating in that ruby for the rest of eternity.  Perhaps he&#039;ll replace the Eye of Sheerian now that Grimgor broke it.&lt;br /&gt;
* Grimnir - Gives power to Gotrek, and fights in the final battle.&lt;br /&gt;
*Sigmar and Archaon: As the world ends, they&#039;re last seen fighting over Ghal-Maraz and then vanish without a trace into the Warp. Obviously, both of them survived int Age of Sigmar, if you somehow didn&#039;t notice Sigmar has his name in the title. &lt;br /&gt;
*Ghorros Warhoof - According to Josh Reynolds, the &#039;Sire of a Thousand Young&#039; was partying it up in the various ruins of the Empire&#039;s cities all the way up until the world ended. &lt;br /&gt;
*Moonclaw - According to Josh Reynolds Archaon gave Moonclaw control over the ruins of Averheim, to do with as he willed. And what Moonclaw willed was that the various herds of beastmen under his control seek out the fallen chunks of his mother moon and bring them to him, for purposes which will, unfortunately remain a mystery. &lt;br /&gt;
*Slugtongue - According to Josh Reynolds, he was drawn into the service of the Glottkin and was near the back of the battlefield doing his thing when Karl Franz purified Altdorf. Though badly burned he was far enough away to survive the purification of the city. He retreated, and was last seen licking his wounds in the ruins of Marienburg. And then the world blew up. &lt;br /&gt;
*The Corrupted One - Still harassing the Wood Elves to the very end. &lt;br /&gt;
* Duke Bohemond - The Beastslayer&#039;s keep in Bastonne was viciously attacked by Chaos, but he was one of the few who managed to get away alive. He led the survivors up into the Grey Mountains. &lt;br /&gt;
* Elanor of Quenelles - The Damsel of the Lady was one of the few who survived the sacking of Quenelles by Sigvald, and led her people to sanctuary in the mountains. Though occasionally beset by beastmen, she and those under her protection lasted until the world ended. &lt;br /&gt;
* Bagrain - The Abbot of la Maisontaal set about rebuilding in the aftermath of Arkhan&#039;s assault, and was just about finished when Bretonnia&#039;s remaining defenders sought shelter being the crumbling walls. He remained with them until the end. &lt;br /&gt;
* The Blue Scribes - As the world blew up, they cannot possibly finish their mission. Oh they tried, and are trying still. They were at most of the major conflicts but rarely participated, instead choosing to watch and record the strange new magics unleashed by the Incarnates. And though the world died, there are other worlds yet, where they continue their task. &lt;br /&gt;
* The Masque of Slaanesh - According to Joshy Reynolds The Masque was set loose upon the world to dance and destroy as was her wont. Like Azazel and the Changeling, she wasn&#039;t interested in fighting so much as wreaking havoc wherever her whims took her. She was still dancing through the ruined streets of Wurtbad when the world came apart... &lt;br /&gt;
*Sehenesmet - Sehenesmet, Grand Vizier of Quatar, was among those who bowed to Nagash. He traveled to Sylvania, where he was put to work strengthening the defenses of that blighted land. It was Sehenesmet who defeated the great shaggoth Hashek the Red, and tore apart the Chaos giant Bloodbelly at the Battle of Corpse Run.&lt;br /&gt;
* Ushoran - I asked Reynolds about this, and he said it was a tough case. It depends on whether you think he&#039;s actually alive or not. If he died during the fall of Mourkain, then the question is moot. If he&#039;s alive then I think he would have sought out somewhere isolated, where he could rally his folk without interference from either Nagash or the skaven. Sylvania and the ruins of Mourkain are right out. So Ushoran goes to Mousillon. The ghoul-tribes which lurk beneath the city rise up at his call, and the debased knights who rule there join him in return for the Dark Kiss. The Strygany migrate west, over the Grey Mountains, and with them come the survivors of lost Strigos, including Gashnag, the infamous Black Prince. A new kingdom, smaller than Strigos, rises, even as Bretonnia crumbles beneath the assaults of Chaos. Ushoran, eager to protect his new kingdom, sends word to King Gilles, via his old ally, Abhorash, proposing an alliance, even as the armies of skaven sweep north from Estalia, and the forces of Sigvald the Magnificent invade Parravon...&lt;br /&gt;
* Caldath the Black - Killed the Daemon-Prince Kastragar after it killed Malida. The assassin survived the fall of Karond Kar, but what happened to him after that is unknown… &lt;br /&gt;
* Sceolan - He and his kindred of the Oak Glades threw back the bloodletters of the Blood Hunt, allowing Alith Anar to retreat from the King&#039;s Glade. Sceolan was last seen fighting alongside the Shadow King in defense of the Oak of Ages, as were Athelwyn and Elthryn. (Actually has two known fates, so inclusion here is not a contradiction).&lt;br /&gt;
* Athelwyn of Athel of Loren - Was among the defenders of Athel Loren rallied by Alith Anar after the Incarnates were transported to Middenheim. Athelwyn was last seen fighting against the demonic hordes in defense of the Oak of Ages. &lt;br /&gt;
* Elthryn - Was among the defenders of Athel Loren rallied by Alith Anar after the Incarnates were transported to Middenheim. Elthyrn was last seen fighting against the demonic hordes in defense of the Oak of Ages. &lt;br /&gt;
* Alith Anar, the Shadow King - He fought off the last of the Blood Hunt and then led the remnants of the elves left behind in Athel Loren deeper into the forests as the world came apart. &lt;br /&gt;
* Glutrot Spume - Engaged in a three way battle with Luthor Harkon&#039;s vampire pirates and Long Drong&#039;s Slayer Pirates. Though he&#039;d take Drong&#039;s cutlass to his heart, he&#039;d still be fit enough to duel the Pirate King to a standstill even as the vessel they&#039;re on sinks beneath the waves. &lt;br /&gt;
* Gtilla - Da Hunta was with Skarsnik, when the latter disappeared. The wolf-rider and lupine coterie were acting as scouts for Skarsnik&#039;s forces, as they departed the mountains.&lt;br /&gt;
* Grotsnag - Was forced into servitude by Grimgor, and made a scout for the Waaagh, He and his wolfboyz were among those greenskins left in Nippon, when Grimgor departed. What fate befell them after that is unknown.&lt;br /&gt;
* Abhorash - During the destruction of the world at the End Times, Abhorash was last seen fighting alongside the returned Gilles le Breton in Bretonnia. His ultimate fate following the end of the world is unknown.&lt;br /&gt;
* The Red Duke - Rumours of his continued existence persisted for many centuries but the last confirmed sighting was towards the closing days of the End Times. When Duke Jerrod, leader of the Bretonnian contingent at the Council of Incarnates was exposed to a horrific truth about the Lady of the Lake he was determined to take his troops and marched back into the ruined and devastated remains of Bretonnia to see-out the end of the world there. The vampire count Vlad von Carstein told Jerrod that a small group of warriors, led by Gilles le Breton and an immortal warrior implied to be Abhorash, still fought in Bretonnia. He sent the Red Duke to act as a guide and escort Jerrod&#039;s knights to the abbey where they were making their great last stand.&lt;br /&gt;
* Grombrindal - turned up doing his usual thing; killing bad guys before disappearing mysteriously. Showed up again to save Malekith&#039;s life, revealing himself to indeed by his old friend, Snorri Whitebeard whom he vowed to that dwarfs and elves would always be friends. Last seen leading all the Dwarfs, living and dead, atop his shieldbearers, Joseph Bugman and Gotrek Gurnisson, in the Dwarf&#039;s last glorious battle.&lt;br /&gt;
* Malhandir - Before Malekith and Tyrion&#039;s final duel, Tyrion&#039;s fine steed was last seen throwing Tyrion off his back after sensing the evil presence of Khaine on him.  Teclis rescued him with magic, taking him and Tyrion&#039;s gear and body to bring his brother back to life.  Malhandir served as the mount for Tyrion when he was reborn as the Incarnate of Light.  He went with Tyrion to Middenheim, where he received an injury that lamed him.  Unable to run and too loyal to flee, he stayed with Tyrion, Alarielle and Malekith and died when the rift that destroyed the Warhammer world consumed him.  &lt;br /&gt;
*  Sulephet - Morathi&#039;s beloved Dark Pegasus was killed when Morathi charged straight into the vortex after witnessing the death of her beloved Khaine possessed Tyrion and her only son Malekith.  The vortex&#039;s magical stormed aged the Pegasus so much that it turned to dust, but not Morathi of course since she turned immortal a long time ago.&lt;br /&gt;
* Krakanrok the Black - It was foreshadowed that Krakanrok would wake up and wreak havoc during the End Times where he will be awoken by a large and loud thunderstorm, except there wasn&#039;t any mentioned of it. However, his son Kholek did awaken only to be jobbed by Settra the Imperishable, meaning Krakanrok and other dragon ogres might have woken up, which also means there WAS a thunderstorm going on during the end times.  Age of Sigmar reveals that he survived The End Times and is back to snoozing until his apocalyptic thunderstrom alarm clock goes off again.&lt;br /&gt;
* Helman Ghorst - While originally only having a small bit of lore in the Sigmar&#039;s Blood campaign he gained elevated status as a Legendary Lord in Total War: Warhammer. Basically he&#039;s a Necromancer who serves Mannfred von Carstein and has a Corpse Cart pulled by his own dead brothers. Though a servant of Mannfred, we have no idea what happened to him, if he survived to the End of the World or was killed along the way.&lt;br /&gt;
* Markus Wulfhart - Last seen on the ramparts above the gate at the battle of Altdorf&lt;br /&gt;
&lt;br /&gt;
By book V everyone dies aside from those who have fled the world or ascended to daemonhood, except for one single being who was once a man (i.e. Sigmar), who manages to come to a new world and performs a miracle of some sort.  &lt;br /&gt;
&lt;br /&gt;
[[Age of Sigmar| And this story shall also be told...]]&lt;br /&gt;
&lt;br /&gt;
==Warhammer In Memoriam (Death Toll of those who are gone for good and won&#039;t be coming back)==&lt;br /&gt;
* Crom the Conqueror&lt;br /&gt;
* Galrauch&lt;br /&gt;
* Heinrich Kemmler&lt;br /&gt;
* Isabella von Carstein&lt;br /&gt;
* Luthor Harkon and his zombie pirates&lt;br /&gt;
* Kharzak One-Eye&lt;br /&gt;
* Kholek Suneater&lt;br /&gt;
* Krell&lt;br /&gt;
* Malagor&lt;br /&gt;
* Morigana Le Fay, the Fey Enchantress&lt;br /&gt;
* Taurox the Brass Bull&lt;br /&gt;
* [[Rage|The entire Tomb Kings faction]].&lt;br /&gt;
* Vlad von Carstein&lt;br /&gt;
* Volkmar the Grim&lt;br /&gt;
* Malus Darkblade&lt;br /&gt;
* Thorgrim (The door leaver opener)&lt;br /&gt;
* Basically any named character (Failcast or otherwise) that isn&#039;t a &amp;quot;big&amp;quot; model, a Vampire, or an Elf.&lt;br /&gt;
&lt;br /&gt;
==Survivors==&lt;br /&gt;
With 3 of the incarnates as confirmed survivors despite having their magic ripped away, it is revealed that the others survived as well and became gods in the new realm. They were just sucked into the realm of Chaos, and that miracle Sigmar performed was that he reached into the Realm of Chaos with his godly powers and pulled the Winds of Magic (along with the Incarnates) BACK OUT OF THE REALM OF CHAOS.&lt;br /&gt;
&lt;br /&gt;
(feel free to add to this list; it&#039;s here to say which characters from Warhammer Fantasy made it to Warhammer Age of Sigmar).    &lt;br /&gt;
&lt;br /&gt;
*Sigmar- Grips onto the metal core of the world that was and becomes a true god in the new world. Creates the [[Space Marines|Stormcast Eternals]] as a force to oppose chaos. Come on, his name is in the title, of course he survived!&lt;br /&gt;
*Karl Franz- Implied to be the Celestant-Prime, albeit suffering from some memory loss.&lt;br /&gt;
*Balthazar Gelt- Reborn as a powerful Stormcast Eternal; the Lord-Arcanum Balthas Arum.  He even named his new winged steed Quicksilver like his old pegasus.  &lt;br /&gt;
*Be&#039;lakor- Bound to the Chaos-repelling ruby in Alarielle&#039;s tiara, later escaped.&lt;br /&gt;
*Tyrion- Deified in the new world, He joins Sigmar in building the new civilizations. He goes against Sigmar&#039;s orders and leads his forces alongside Malerion&#039;s to capture Slaanesh but otherwise works with Sigmar more often than not.&lt;br /&gt;
*Teclis- Survived, and acts as Tyrion&#039;s guide while the latter is blind.  He also tried to re-create the elves, which didn&#039;t go fully as planned due to some lingering aftereffects of Slaanesh&#039;s corruption in their souls; they ended up becoming the Idoneth Deepkin. His second attempt, the Lumineth, succeeded.  &lt;br /&gt;
*Eltharion- His soul survived, and was put into a hollow suit of armour, becoming known as the Light of Eltharion.&lt;br /&gt;
*Malekith- Comes back as a shadow creature fused with his dragon and calls himself Malerion; looks like Games Workshop backed down in the &amp;quot;whose Malekith came first?&amp;quot; spat with Marvel.  What&#039;s also interesting, if Malekith fused with his dragon, and his dragon was female... &lt;br /&gt;
*Morathi- The bitch is back. Not only escaped Slaanesh, but appeared by herself in the Realm of Shadow with Daemonette servants until her son found her. She&#039;s a bit changed after being stuck [[/d/|with/in Slaanesh and/or Slaanesh stuck with/in her]] for so long.  Found [[Khaine|Khaine&#039;s]] heart and revived his religion in an attempt to siphon his power and reach godhood herself.&lt;br /&gt;
*Nagash- Surprise! the great necromancer survives, and joins Sigmar for a while. He gets pissed that now he&#039;s just one god in a huge pantheon, but begrudgingly puts up with it.  When several groups start taking souls (which he considers rightfully his) he rebels and this leads to open war between the living and the dead. Has a &amp;lt;s&amp;gt;stupid looking&amp;lt;/s&amp;gt; [[hats|MAGNIFICENT]] hat.&lt;br /&gt;
*Alarielle- Survived and took some seeds from the Warhammer world and planted them in her life realm. Went into hiding and tried to get over her PTSD brought on by the End Times through gardening which created the race of plant people called the Sylvaneth. Nurgle had his eye on her, and attacked her realm to make her his, only to be fended off by the Sylvaneth and the Stormcasts. &lt;br /&gt;
*Drycha- Her pod was taken from the old world.  Alarielle refused to plant it, given Drycha&#039;s insane and violent nature.  Things got so bad that at her lowest point Alarielle replanted Drycha and she was reborn.  &lt;br /&gt;
*Durthu- Lives on in a sense as a group of &amp;quot;Spirit of Durthu&amp;quot; type Treelords.&lt;br /&gt;
*Grimnir- Joins Sigmar&#039;s alliance for a bit. He goes to fight the mother of all salamanders, and both end up destroyed in the fight.&lt;br /&gt;
*Grungi- Helps Sigmar forge the Stormcast Eternals.&lt;br /&gt;
*Gotrek Gurnisson- He&#039;s not sure how it happened either, but he&#039;s not the kind of person to question it. Realmslayer confirms he made it to Age of Sigmar.&lt;br /&gt;
*Gork &amp;amp; Mork - Now known as Gorkamorka, he joined Sigmar&#039;s alliance initially, but just wanted to fight and ended up leading the savage elements of the alliance away. Sometimes they&#039;re one being, sometimes they&#039;re two. &lt;br /&gt;
*The Skaven- One of only two races to maintain their identity from the old world, they are still allied with Chaos. They brought Skavenblight into the Realm of Chaos following the Great Horned Rat&#039;s ascension to true godhood, which they have somehow managed to partly collapse back into the material realm. &lt;br /&gt;
*Lizardmen- The other race to maintain their identity.  Escaped on their temple-ships, got themselves infused with Azyr to become daemon-like entities of Order, and have formed a new [[Just as Planned|Great Plan]] that will succeed where the old one failed.  Also, five Slann Mage-Priests from the previous setting are still alive since the status of the other Lizardmen is uncertain.&lt;br /&gt;
** Kroak is back and even [[Wat|more powerful]] than before.&lt;br /&gt;
*Mannfred- Shown in the promotional art for WD leading the undead. In lore, he was introduced as a charred, fanged walking skeleton, banished by Nagash to a place where everything keeps decaying but can&#039;t die as punishment for his role in the Warhammer World&#039;s destruction.  Since being brought back into the new world he&#039;s been on a cycle of getting into, and falling out of, Nagash&#039;s good graces.&lt;br /&gt;
*Arkhan- shown alongside Nagash leading the undead against the warriors of Khorne.  [[Awesome|He retrieved Nagash&#039;s body after the latter was killed by Archaon and thwarted Prince Vhordai&#039;s attempt to ensure Nagash&#039;s death]].  Still loves Neferata.&lt;br /&gt;
*Neferata- She&#039;s ruling a part of the realm of Shyish called Nulahmia.  She&#039;s forced to defend it against chaos armies of Slaanesh but has to eventually get rescued by the Stormcast Eternals, then later destroys it and rebuilds it to stop a Khornate invasion.  Also manages to build a spy network of vampire capable enough to rival followers of Tzeentch in scheming.&lt;br /&gt;
*Settra- Remade as Settras, Lord Celestant of the Imperishables stormhost and sworn enemy of Nagash. Regrettably, he had to be reforged a few times to remove that bit that demanded that he may never serve, only rule.&lt;br /&gt;
*The Glottkin- Nurgle gave them another chance after imprisoning them in jars in his mansion during The End Times .  &lt;br /&gt;
*The Maggoth riders.&lt;br /&gt;
*Archaon, now known as the Destroyer of Worlds, is once again the big bad during the reign of Chaos and has even gotten a promotion. All those rumors about him being the new hero are complete shit.  One wonders why he still serves Chaos since the Warhammer world has been destroyed and Sigmar has been irrefutably proven to be real and a god. GW seems to have trouble with consistent writing.  He even got to keep his steed Dorghar, although Dorghar has changed dramatically.&lt;br /&gt;
*Skarr Bloodwrath- Somehow brought back and serves the Khornate Bloodborn.  Not bad for a new guy.&lt;br /&gt;
*Valkia the Bloody- [[Love Can Bloom|Khorne really does care about her it seems]].&lt;br /&gt;
*Scyla Anfingrimm- Surviving a fall of a high tower and an apocalypse confirms him as the most badass [[Chaos Spawn|you-know-what]] ever.&lt;br /&gt;
*Grombrindal the White Dwarf.&lt;br /&gt;
*Every daemon special character, including the Skaven Verminlords.&lt;br /&gt;
*Thanquol and his latest version of Boneripper- He and Skreech warped Skavenblight into the realm of Chaos.  &lt;br /&gt;
*Morghur, the Master of Skulls - According to Josh Reynolds, he got fried during the battle of Altdorf, but since he perpetually reincarnates, it wasn&#039;t permanent. By Age of Sigmar, he had become a minor Chaos God worshipped by the Beastmen calling themselves the Gavespawn. &lt;br /&gt;
*Sigvald- After his humiliating defeat, his soul wound up getting stuffed into a piece of shadeglass and dumped into Shadespire by Nagash, who was then careless enough to drop the city near where Slaanesh had been imprisoned, allowing him to regain his memories, escape, and become a full daemon prince.&lt;br /&gt;
*Dechala- Also became a Daemon Prince, powerful enough to be worshipped even.&lt;br /&gt;
&lt;br /&gt;
The fluff also mentions many deities, so some of the old gods may have survived as well. For further details, go to the character pages or the Age of Sigmar faction pages.&lt;br /&gt;
&lt;br /&gt;
== A List of Irony/Bad Writing ==&lt;br /&gt;
In case you haven&#039;t already notice, The End Time has a pretty big collection of character&#039;s irony as well as the usual irony. In fact, this entire event might as well be a lulzy dark comedy play directed by [[Cegorach]].&lt;br /&gt;
&lt;br /&gt;
*Grimgor Ironhide is the avatar of the Great Maw despite being an Orc who only worships Gork and Mork, as well as an incarnate of Beast magic despite being an Orc&lt;br /&gt;
*Malekith is the true heir of the Phoenix King despite being the third most evil and murderous non-daemonic (playable) character to ever exist (after his mother Morathi and Nagash).&lt;br /&gt;
*Krell becomes so independent he makes Heinrich looks like his servant despite Heinrich being the one who raised him.&lt;br /&gt;
*Heinrich the &amp;quot;lichemaster&amp;quot; gets killed by a liche (Arkhan the Black)&lt;br /&gt;
*Heinrich being the first special character in Warhammer Fantasy is also the first to be killed off at the end times&lt;br /&gt;
*Skaven went from cowardly failure to competent killing machines and destroy 75% of the world &lt;br /&gt;
*Gobbla gets killed by a skaven beastmaster from inside out despite being a squig, a creature with large appetite, huge sharp teeth and strong stomach acid, and whose description stated he does not stop chewing until his meal is &#039;&#039;staying down&#039;&#039;&lt;br /&gt;
*Valten gets beheaded by a Skaven Vermin Lord and not Archaon (A Skaven assassin, heavily implied to be Snikch, killed him in the now non-Canon Storm of Chaos.  Now an Eshin Verminlord kills him)&lt;br /&gt;
*All two metal wind incarnate (Thorgrim and Gelt) gets backstabbed despite having the power of invincibility granted by the winds itself (Thorgrim in particular is supposed to have runes on his armour that prevent this exact scenario from happening)&lt;br /&gt;
*Despite being contained by Gelt&#039;s wall of faith and being the most hostile land of the Empire, Sylvania became the safest place near the end of the End Times&lt;br /&gt;
*Neferata and Khalida end up fighting together in the end despite hating each other&#039;s guts before&lt;br /&gt;
*Despite Settra&#039;s announcement to expend Nehekhara&#039;s border before the end times, Nagash came and nuked the place to ashes&lt;br /&gt;
*The fact that Nagash ate Usirian prior to his duel with Settra has made him the new god of death, meaning Settra was fighting the god of death he had so faithfully worshiped in the past&lt;br /&gt;
*Gregor Martak, new Supreme Patriarch and head of the Amber College, was fighting to preserve civilization.&lt;br /&gt;
*Instead of killing Nagash, his most hated enemy, in the final battle, Settra decided to go after the chaos gods instead for ordering him around (he did say that Nagash is next)&lt;br /&gt;
*Nagash&#039;s black pyramid gets destroyed first try by the Skaven while the Tomb Kings&#039; attempts to damage it failed for millennia.&lt;br /&gt;
*Luthor Huss got possessed by a spirit (The Nameless) despite being the most strong-willed warrior priest.  What&#039;s more, as a Sigmarite he&#039;s opposed to undead but needed the help of a [[Vlad von Carstein|pretty cool vampire]] to break free of The Nameless.&lt;br /&gt;
*Tyrion goes from honorable defenders of Ulthuan to a bloodthirsty murder-crazed asshole that ruined his homeland after unsheathing the Widowmaker. After he died and was resurrected by Teclis, every elf hates him for what he did, a contrast to his reputation before all this. Even his horse Malhandir knew how he was fucked up by Khaine&#039;s power that he ditched him before his final duel with Malekith.&lt;br /&gt;
*Volkmar was tortured to the brink of despair by Mannfred despite having endured both Chaos rituals and Nagash&#039;s necromancy before.&lt;br /&gt;
*Sigvald, the most beautiful asshole ever adored by Slaanesh, suffered a death that ruined his handsome face.&lt;br /&gt;
**Throgg pissed on Sigvald&#039;s corpse after killing him.  This means a follower of Slaanesh with &amp;quot;Geld&amp;quot; in his title and wearing &#039;&#039;golden&#039;&#039; armor was covered in a &#039;&#039;shower&#039;&#039; of urine by his killer.  Do the math.&lt;br /&gt;
*Festus killed by his own regeneration power, where the stake planted by Vlad on Festus grow into a huge tree and basically torn him apart.&lt;br /&gt;
*The dinosaur-inhabited realms of the Lizardmen were wiped out by meteors.&lt;br /&gt;
*Zacharias The Everliving was killed by Nagash in a swift of a finger movement despite called &amp;quot;The Everliving&amp;quot;.&lt;br /&gt;
*Valkia&#039;s weapon of choice is a spear and she died via impalement on a banner pole.  She also impaled her killer with her spear at the same time.&lt;br /&gt;
*Caledor and Morathi, two bitter rivals, were pulled into the warp by Slaanesh&#039;s hand as if they were made for each other.....yeah, [[/d/|we don&#039;t even want to imaging what kinky shit Slaanesh made them both do]].&lt;br /&gt;
*Skrag the Slaughterer was made drowned in his own cauldron full of his own blood by Grimgor and fed to his gorgers that follow him.&lt;br /&gt;
*Morathi tried to stop Teclis undoing the vortex even through Morathi had tried that in the past with Caledor being the one that stopped her shit.&lt;br /&gt;
*Greasus Goldtooth squeezed a Black Orc Warboss to death in the battle that secured his rulership of all Ogre Kingdoms.  Greasus&#039; rule ended when he tried to re-enact this with Grimgor, and Grimgor killed Greasus.  What&#039;s more, Grimgor killed him with Greasus&#039; own club.  He also stupidly decided to re-enact this finishing move despite winning the fight without it, and he&#039;s supposed to be the smartest of ogres. &lt;br /&gt;
*Greenskins, the species that is universally hated by every other race, including the Old Ones (just some space virus on their space ship lol) succeeded where the Old Ones failed and led the Ogres to fight chaos (In all honesty, Malekith played a small part in this by manipulating Grimgor into joining forces with them through the act of sucking up). &lt;br /&gt;
*The destruction of Mengil Manhide&#039;s Manflayers; They were destroyed by skinswolves (aka werewolves who had their former human skins hanging from their body) and Mengil Manhide had a sadistic habit of wearing his victim&#039;s skin.  He also ate people and the skinwolves ate him after killing him.  &lt;br /&gt;
*Zhatan the Black gets a taste of his own cruelty from his goblin slaves.&lt;br /&gt;
*Shadowblade, Malekith&#039;s personal assassin, tried to kill him and ended up killed by him.  Also, his name was Shadowblade and he got killed with shadow magic and a blade - Malekith&#039;s sword.&lt;br /&gt;
*Malekith ends up married to Alarielle even though he tried to have her assassinated during her wedding to Finubar.  &lt;br /&gt;
**Malekith ended up saving her life by risking his just before the world ends, even though he tried to have her killed three times (in addition to the wedding, he had a group of assassins hunt her then sent a Keeper of Secrets after her when they failed)&lt;br /&gt;
*Morathi, the setting&#039;s second biggest vamp and one of its most evil characters, ends up falling in love with a noble High Elf hero and is almost completely under his control (Then again, Morathi has been retcon&#039;ed to hell where it went from her being the manipulator to the lover of aenarion with a talent for dark magic, so it is really hard to consider it as an irony.)&lt;br /&gt;
*Hellebron, a woman who dedicated her life to killing and worshiped a god of murder... is killed by Alarielle, a woman who dedicated her life to healing and worships a goddess of life and fertility.&lt;br /&gt;
*Caradryan, post-Phoenix Guard, is reserved and lacking in initiative, but he is bound to the Wind of Fire often associated with impulsiveness and passion (since magic in Warhammer tends to make, or be drawn to, people of a similar temperament to itself)&lt;br /&gt;
*When Mannfred, a vampire, is given to the Incarnates as a gift from Nagash, he is locked in a prison that slowly leeches his life essence.&lt;br /&gt;
*In the battle for Middenheim, Slaanesh sent his most incompetent Greater Daemon because he doesn&#039;t want the Chaos Gods to succeed in destroying the world, as that would mean the pleasures of the world end.  The Chaos God of hedonism and excess has a moment of restraint and moderation.&lt;br /&gt;
*Thanquol the most incompetent of all the Skaven was made the seerlord &lt;br /&gt;
**Thanquol also finally get shit done by summoning Skreech Verminking ([[Skarbrand |not a khornate rape train like the last time]]) and destroyed Nuln.  He also gets a new boneripper that didn&#039;t die the first 3 seconds he got his hands on.&lt;br /&gt;
*Arbaal the Undefeated is....... defeated.&lt;br /&gt;
*Expert undead-slayer Harry the Hammer is killed by an undead being.&lt;br /&gt;
*Kairos Fateweaver, a Tzeentch demon, is killed to summon Ka&#039;Bandha, a Khornate demon.&lt;br /&gt;
*Despite being an fierce warrior wolf god, [[Ulric]] was so weakened by the lack of power (thank you again [[Teclis]]) that he had to fight like a coward (running around, hiding, back stabbing Archaon in the final battle, etc...)&lt;br /&gt;
*Thorgrim, after spending rivers of blood holding a doorway, leaves one open that lets an assassin to come in, backstab him and take the city anyway.&lt;br /&gt;
*The Last Remnants of Tribe Unberogen.  Despite Sigmar killing Nagash himself thousands of years ago, it was the great necromancer&#039;s power that reawakened his ancient companions as part of the final defense line during the battle of Altdorf.  The irony is pleasing enough to be felt by Vlad himself.&lt;br /&gt;
*[[Sayl the Faithless]], a Chaos Sorcerer known for his endless dealing and betrayals with daemons and gods was beheaded by &#039;&#039;&#039;Canto the Unsworn&#039;&#039;&#039;, a man who is true to himself, had sworn to no gods and betrayed no one.&lt;br /&gt;
&lt;br /&gt;
==A close-up of the Material==&lt;br /&gt;
The End Times was released over time as a set of ten books. The odd-numbered books are the plot ones, explaining the narrative and the campaigns involved as the world progressively goes further to hell.  The even-numbered books have rules for new environments, new characters, new armies, and missions based on events in the story.&lt;br /&gt;
&lt;br /&gt;
===Nagash Book 1===&lt;br /&gt;
[[File:End Times- Nagash.png|thumb|right|350px|&#039;&#039;RUN RUN RUN AS FAST AS YOU CAN!  YOU CAN&#039;T BEAT ME, I&#039;M THE SKELLINGTON MAN!&#039;&#039;]]&lt;br /&gt;
The first of the End Times saga, it lays down the general basis of how bad it&#039;s going.  Archaon&#039;s making another push and plowed Kislev, the Fire Mouth and every other volcano in the Ogre Kingdoms erupted at once, Skaven stopped backstabbing (mostly) to start gathering, and Arkhan and Mannfred are busy gathering ancient relics and sacrifices of divine personage to resurrect Nagash while battling both each other over Mannfred&#039;s attempts at manipulation and Gelt&#039;s Wall of Faith.  Kemmler tries early on to convince Arkhan to join Chaos so he can actually take control of his destiny, but Arkhan&#039;s loyalty literally transcends death, so Kemmler gets blown to bits.&lt;br /&gt;
&lt;br /&gt;
Several parties (Eltharion and the High Elves, Araloth and the Wood Elves, Ungrim and his Dwarfs, Hans Leitdorf (Brother to everyone&#039;s favorite insane Elector Count) and some Empire Knights, and Beastmen under Malagor the Dark Omen) try to break into Sylvania to foil the resurrection and/or rescue the hostages.  They all fail, for various reasons, except for Eltharion&#039;s party.  They put the hurt on Mannfred&#039;s forces but just arrive too late and Eltharion gets turned to dust by Arkhan right before the latter offs Aliathra.  Nagash himself returns to the world and rips the Wind of Death from the vortex to bind it to himself, but fails and binds it to Sylvania with the side effect of raising the dead across the world and giving everyone the ability to use Necromancy.  Mannfred realizes he underestimated Nagash and reluctantly bends the knee.  When Nagash returns, he realizes that he has the Curse of Aenarion on him (Since Aliathra isn&#039;t really Finubar&#039;s daughter but Tyrion&#039;s), and thus can&#039;t be a god...yet.  He still has enough power to resurrect Vlad and grant his Mortarchs the [[Dread Abyssal|Dread Abyssals]] and [[Morghasts/Hammurai|Morghasts]].&lt;br /&gt;
&lt;br /&gt;
While this is happening, Neferata takes a leaf from Lara Croft and decides to go robbing a Dwarf stronghold to get something to keep her hide out of the fire when Nagash comes calling.  It doesn&#039;t end well as the Goblins who are also robbing the place prove to be real sneaky and Neferata&#039;s gotten rusty as a front-line commander.  Her underestimating them and a rogue chimera attack leads to her almost getting killed.  She only gets saved thanks to Nagash&#039;s resurrection releasing a massive shockwave of dark magic that heals all her injuries and Krell arrives with an army to keep an eye on her so that she doesn&#039;t go traitor.  They eventually get through to the loot and only retrieve it after Thorek Ironbrow overloads his anvil and blows up the entire stronghold.  Neferata and Krell survive but much of their armies are destroyed. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, Balthazar Gelt has been getting shafted by lady luck, first by everyone&#039;s suspicions about the Wall of Faith, then the upkeep of the Auric Bastion faltering (One of these faults leading to the rise of Valten) and his own suspicions on the Changeling being inside the Empire (Which he coordinated with Ar-Ulric Emil Valgeir).  Somewhere during the maintenance, he meets with Vlad, who gives him a book on Necromancy.  Gelt tries to resist, but the possibility of sparing living people by using the dead to defend the Empire proves too beneficial to resist and slides down the slippery slope.  Elector Count Ludenhof tries to put a stop to the blasphemy, but ends up enraging Gelt&#039;s undead more and dies.  Desperate, he starts believing that Valten is the Changeling and charges to at least salvage his reputation by foiling the assassination attempt on Karl Franz.  Though he and Valten stop the assassination attempt, revealing Valegeir to have been the Changeling, Gelt exposes his new necromancy to everyone and gets booted out.  This results in the Auric Bastion and the Gold Collage being dismantled out of fear of further corruption and Amber Wizard Gregor Martak takes his place as Supreme Patriarch.&lt;br /&gt;
&lt;br /&gt;
This collapse leads to a massive battle with Crom&#039;s legion, which is routed by Valten&#039;s presence, and later a band of Chaos Blood Dragons, who strike down the Emperor and Deathclaw.  The Blood Dragons are revealed to have become Khorne worshipers and Walach Harkon himself gets eaten alive by his own zombie dragon when Vlad takes control of it with his magic.&lt;br /&gt;
&lt;br /&gt;
This all wraps up when the various Vampires armies enter Nehekara.  Settra knew they were coming so he consolidates the best of Nehekhara&#039;s troops around Khemri, leaving the other cities with token defences.  Krell and Dieter Helsnicht smack up King Phar&#039;s forces, pushing through the blockade of Numas.  Arkhan takes all the dead from Nagashizzar and uses them to wreck Mahrak and Quatar (with the help of some Tomb King traitors).  Khalida forces Neferata into a stalemate at Lahmia&#039;s ruins, causing both to retreat.  Luthor Harkon&#039;s pirate ships wreck the Nehekharan fleet and join forces with Mannfred&#039;s army to push through Zandri.  Prince Apophas is told of the Destroyer of Eternities by a Skaven and then uses it to try (and fail) to kill Nagash.  The last battle involves Nagash taking the battle to Settra.  After a lengthy battle he enters the Underworld, beats down the Nehekharan god of the underworld Usirian with the help of Dieter and the souls there, consumes him and replaces him before returning to Nehekhara and smashing Settra&#039;s army to bits.  The necromancer offers Settra his life as a Mortarch, but Settra&#039;s to proud to accept and refuses, causing Nagash rips him to pieces without killing him (comes with being undead).  Nagash takes command of the surviving Tomb Kings forces, single-handedly destroyed Khemri as an example before the undead destroy Nehekhara&#039;s other cities before heading back to Sylvania with the Black Pyramid (it can fly now).  &lt;br /&gt;
&lt;br /&gt;
Back in the ruins of Khemri, Setrra is stuck as a head in the sand trying to scare away hungry vultures... [[Chaos Gods|OR IS HE? (DUN DUN DUNNN)]]&lt;br /&gt;
&lt;br /&gt;
===Nagash Book 2===&lt;br /&gt;
This is the first End Times book with actual crunch in it. It contains:&lt;br /&gt;
* Darkest Depths battlefield rules (for fighting underground in the Warhammer world). &lt;br /&gt;
* Haunted Battlegrounds (a selection of new special rules and modified terrain features - specifically the Haunted Forests and Haunted Gardens of Morr). &lt;br /&gt;
* The [[Lore of Undeath]] (a new lore of magic, representing necromancy, that can be used by any spellcaster in the game). &lt;br /&gt;
* Rules for using a new [[Vampire Counts]]/[[Tomb Kings]] combined force, known as [[Undead Legion]]. &lt;br /&gt;
* Rules for [[Nagash]]&lt;br /&gt;
* Rules (or updated rules) for five of the Mortarchs of Nagash:&lt;br /&gt;
** [[Mannfred von Carstein]], Mortarch of Night&lt;br /&gt;
** [[Arkhan the Black]], Mortarch of Sacrament&lt;br /&gt;
** [[Queen Neferata]], Mortarch of Blood&lt;br /&gt;
** [[Krell]], Mortarch of Despair&lt;br /&gt;
** [[Vlad von Carstein]], Mortarch of Shadow&lt;br /&gt;
* Rules for the new Morghast models, which come in Archai and Harbinger flavors. &lt;br /&gt;
* 8th Edition rules for [[Valten]] and [[Vardek Crom]].&lt;br /&gt;
&lt;br /&gt;
===Glottkin Book 1===&lt;br /&gt;
[[File:End Times- Glottkin.png|thumb|350px|right|And on three fronts, the Empire gets fucked.]]&lt;br /&gt;
[[File:End Times- Glottkin 2.png|thumb|350px|right|The last hope for Warhammer fantasy... &amp;lt;s&amp;gt;Sigmar&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Archaon&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Nagash&amp;lt;/s&amp;gt; whoever.]]&lt;br /&gt;
&lt;br /&gt;
The second of the fluff books, it shows the first big probe by the forces of Chaos out of the Chaos Wastes. Archaon sends Nurgle&#039;s current favorite champions, the Glottkin, to ally with the Pox-maggoth Riders and the Plague Fleet of Gutrot Spume to launch a threefold naval invasion.  While the Glotts flatten Marienburg and topple its structures and even a local Vampire under Vlad&#039;s command, Spume goes off to the west and teams up with some Beastmen under the Bray-Shaman known as the Harbinger and the Maggoth Lords go to the East and eventually get accompanied by Epidemius.   All while this is happening, Karl Franz is still trying to get back home and gets discovered by the new Supreme Patriarch of the Colleges of Magic, Amber Wizard Gregor Martak, and his two-headed griffon.&lt;br /&gt;
&lt;br /&gt;
The raids are made easier because Nurgle has waxed greatly in power, even poisoning [[Taal]] and allowing him to fuck the Old World over harder than he ever has before. The Nurglite forces nearly best the Old World by simply being fat sacks of shit. Pestilence and plague devastate the land, whilst Festus the Leechlord hides out in Altdorf and starts cooking up a plague with the aid of Ku&#039;gath Plaguefather that he hopes will rip open the fabric of reality and let the Garden of Nurgle devour the city. The Nurgle forces cause a hell of a lot of damage, including destroying several cities. In the end, they cause so much damage that the Empire actually makes Vlad von Carstein the legitimate Elector Count of Sylvania in exchange for his help. Altdorf is devastated by Festus&#039;s plan, but Karl Franz ascends to demigod power (actually imbued with the Wind of the Heavens) and kicks their ass, though not before Louen Leoncoeur gets killed by Festus Empowered, an act which turns him into a Daemon Prince.&lt;br /&gt;
&lt;br /&gt;
Karl Franz gets killed by Otto Glott, but then the Wind of Heavens enters his body and Chaos is temporarily purged from the city.  The newly-empowered Karl Franz only cryptically states that &amp;quot;rules have changed&amp;quot;...&lt;br /&gt;
&lt;br /&gt;
===Glottkin Book 2===&lt;br /&gt;
The second End Times book about crunch. It contains:&lt;br /&gt;
&lt;br /&gt;
*Rules for street fighting&lt;br /&gt;
*Rules to field a [[Legions of Chaos]] army.&lt;br /&gt;
**The [[Glottkin]]:  3 brothers that serve as a single super-character! (Otto, the oldest, scoops up a vampire lord with his scythe, holds him up long enough for middle brother Ethrac to blast him with warpfire, and then hands him to Ghurk, the youngest (not that you&#039;d notice considering he&#039;s the fucking mount), who then lobs the vampire out to sea far far away, thus making all nearby undead crumble to dust)&lt;br /&gt;
**[[Orghotts Daemonspew]]: A Chaos Lord who was apparently born from sex between a witch and a [[Great Unclean One]] (smut guys get to work here!) who wants to be a real daemon.&lt;br /&gt;
**[[Bloab Rotspawned]]: Used to torture all small creepy crawlies until Nurgle got fed up with his shit and shoved a whole swarm of daemonflies down his throat, thus making him into a walking nest of the things.&lt;br /&gt;
**[[Morbidex Twiceborn]]: Was out of a frying pan and into a fire, then when he grew up he decided to go ask [[Nurgle]] for help to beat the hell out of [[Tzeentch]]. He got drowned in nurglings and got reborn again as a big fat papa nurgling.&lt;br /&gt;
**[[Gutrot Spume]]: Chaos Lord with tentacles sticking out of his left flank (I&#039;ve seen enough heresy to know where this is going...).  His hobby is fishing for giant sea monsters.&lt;br /&gt;
**Putrid Blightkings: All of them warriors gifted by Nurgle to become fat and also kick ass.&lt;br /&gt;
**Festus Empowered: Our crazy doctor is back! and this time he is stronger and even more annoying to deal with!&lt;br /&gt;
*Karl motherfuckin Franz ascended!: Emperor of Not-Germany gets gifted by the gods to become the most badass man on the planet, this guy can take anything on!&lt;br /&gt;
&lt;br /&gt;
===Khaine Book 1===&lt;br /&gt;
[[File:End Times- Khaine.png|thumb|350px|right|&#039;&#039;&#039;&#039;&#039;IT&#039;S MY KINGDOM AND I WANT IT NOW!!!&#039;&#039;&#039;&#039;&#039;]]&lt;br /&gt;
[[File:End Times- Khaine 2.png|thumb|350px|right|No Tyrion, you are the daemons now.]]&lt;br /&gt;
The third book settles the Elven civil war and is where the Skub really hits the fan.  Finubar is dead. Daemons are ravaging northern Ulthuan.  After trying to fight back agaisnt the forces of Chaos, Malekith orders the Druchii to salt the earth and abandon Naggaroth and leads one last push for the phoenix crown, resolving that the Dark Elves now have no choices left but victory or death.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, it is revealed that no Phoenix King since Aenerion has withstood the Flames of Asuryan without a team of Mages warding and healing him.  When Malekith tried he was burned, but it was only Asuryan&#039;s test- if Malekith had been able to hold out for a few more seconds the full power of the Creator would have been his and his burns would&#039;ve been healed; Malekith WAS the rightful successor of Aenarion the whole time (though one wonders why it wasn&#039;t Aenarion&#039;s firstborn son, Morelion). Asuryan was disappointed, but decided that if Malekith could prove himself worthy he could still win the Phoenix Throne.  All the false Phoenix Kings who cheated the Flames were cursed by Asuryan with overwhelming pride and paranoia so they would eventually fall to ennui or insanity.  This is why Finubar killed himself- he realized that he too was cursed and that the only way to escape its effects was to die.  Or, Finubar was killed during his conversation with Malekith over the Pheonix Throne: by a bloodletter Malekith &#039;let in&#039; by opening &amp;quot;a window&amp;quot; through a &amp;quot;breach Teclis had made in the wards.&amp;quot;(Khaine, Book I, pgs. 202-203).  Malekith probably struck the &#039;deal&#039; with Khorne during the Khornate deamon invasion of (Khaine, Book I, pgs. 5, 35-38).  You, know, &amp;quot;Clue&amp;quot;-like and all.&lt;br /&gt;
&lt;br /&gt;
Caledor joins with Malekith in his newest invasion and Tyrion takes this badly to say the least, and then it turns out Teclis is helping Malekith at the behest of Lileath. Faced with the the death of his daughter, the world falling apart, the apparent betrayal of his brother and lover and forced to serve his oldest enemy, he goes mad.  After he and Alith Anar put the hurt on Malekith, Tyrion steals the Widowmaker, and becomes an Avatar of Khaine. He now leads a force called the Aestyrion, composed of the High Elves willing to defy Asuryan&#039;s will in refusing to serve Malekith and a handful of Dark Elves who feel obliged to serve Khaine by fighting alongside his Avatar.&lt;br /&gt;
&lt;br /&gt;
Araloth is meanwhile tasked with leading a rescue mission into the Realm of Chaos where he meets up with who might probably be the author of the Liber Chaotica (Richter Kleiss) and [[Kaldor Draigo]] (or maybe a Stormcast Eternal). &lt;br /&gt;
&lt;br /&gt;
The most epic battle in Warhammer history is about to take place on the isle of the dead. Magic is about to change dramatically, with a bunch of new storm of chaos level spells coming out. In the end, Teclis revealed his master plan for magic - by binding each of the winds of magic to mortals (thus creating an equal and opposite force to the Chaos Gods), the vortex could be closed and the threat of Chaos would be stopped for good.  So far, Nagash has the wind of Death, Alarielle (now the leader of the Wood Elves and harnessing the full power of Isha after merging with Ariel) has claimed the wind of Life, Karl Franz has gotten the wind of heavens, light was bound into Teclis&#039;s staff (to give to someone else later) and Malekith was meant to get the wind of Fire, but ended up receiving the wind of Shadow instead.  Of course, getting the winds meant undoing the Vortex, and that caused Ulthuan to sink to the bottom of the ocean.  But the Winds of Beasts, Fire and Metal broke free and went to people Teclis didn&#039;t know.  Before that happened Morathi tried to interfere with the vortex and got dragged into the Realm of Chaos by Slaanesh himself/herself for her troubles.&lt;br /&gt;
&lt;br /&gt;
The names of the changed up lords are Malekith, the Eternity King, Tyrion, Avatar of Khaine, Alarielle, Incarnate of Life, and Imrik, The Prince of Caledor. Naturally, these revelations were quite a shock to all three flavors of Elf players.&lt;br /&gt;
&lt;br /&gt;
===Khaine Book 2===&lt;br /&gt;
In addition to the usual narrative scenarios, this book contains the following crunchy deliciousness:&lt;br /&gt;
&lt;br /&gt;
* New rules for casting spells.&lt;br /&gt;
* New rules for Magical Lodestones and Arcane Fulcrums&lt;br /&gt;
* [[End Times Spells]], specialised uber-spells that all level 3+ casters know; Conjure Arcane Fulcrum (summons an arcane fulcrum within 6&amp;quot;) and one based on their magic lore.&lt;br /&gt;
* Three new mixed-Elf armies; the [[Aestyrion]], the [[Host of the Phoenix King]] and the [[Host of the Eternity King]].&lt;br /&gt;
* An array of new special characters:&lt;br /&gt;
** [[Malekith]] as the Phoenix King and Eternity King.&lt;br /&gt;
** [[Tyrion]] as the Avatar of Khaine.&lt;br /&gt;
** An updated version of [[Prince Imrik|Imrik]], Crown Prince of Caledor.&lt;br /&gt;
** [[Alarielle]] as the Avatar of Isha and the Incarnate of Life.&lt;br /&gt;
&lt;br /&gt;
* Perhaps most notably, all elves get both Murderous AND Martial Prowess in the Eternity King list... like they weren&#039;t already powerful enough...&lt;br /&gt;
&lt;br /&gt;
===Thanquol Book 1===&lt;br /&gt;
[[File:End Times- Thanquol.png|thumb|350px|right|Say hello to the new cheese of the world: Stormfiends.]]&lt;br /&gt;
[[File:Chaos and Skaven.jpg|thumb|350px|right|It&#039;s as if GW has no sympathy for the non-Chaos factions]]&lt;br /&gt;
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Basically, this book is about the Skaven fucking shit up both for everyone else and for themselves. [[Verminlord]]s start openly manipulating the Council of Thirteen and individual clans.  They head to the surface and start making a serious effort to conquer the Warhammer World.  First on their list is all the non-playable human factions.  Getting tired of the stalemate, the Skaven ally with Skarsnik and make a serious push to conquer Karak Eight Peaks.  Being forced onto the ropes, the Dwarves accept the aid of Ogre mercenaries, including Golgfang Maneater.  They breifly turn the tide until Skarsnik reveals his ultimate trump card; Golgfang and his ogres.  They had been paid by Skarsnik to act as double-agents and turn on the Dwarves at his signal.  But between the traitorous Skaven and Night Goblins, Golgfang takes one look at the clusterfuck the battle is becoming, takes the pay he&#039;d already been given and led his ogres to greener (meaning prosperous) pastures.  Karak Eight Peaks is finally conquered by the Skaven, but the Dwarves decide on a posthumous vengeance and decide to blow it up rather than let the Skaven have it. &lt;br /&gt;
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Knowing that the Lizardmen are the greatest threat to them outside of Chaos (either ignoring or forgetting about Nagash and the undead; do I mean the Skaven or GW&#039;s writers?  Take your pick).  Clan Pestilens decides to gear-up, ally with Clan Skyre and take on the Lizardmen in round 2.  However, this time plot armor is on the villains side, as Skaven technology is unprecedentedly reliable and the Skaven manage to destroy several Lizardmen cities, even ravaging the previously unassailable Itza.  The biggest event is the Skaven &#039;&#039;fucking &#039;&#039;&#039;blow up&#039;&#039;&#039; [[Morrslieb]]&#039;&#039;. The gigantic fragments of warpstone fall on the world, with only the heroic sacrifice of many Slann, including Mazdamundi and Lord Kroak, ensuring that the destruction is confined to Lustria and the Southlands; which are incinerated along with all of Clan Pestilents in an expy of the popular theory on why the dinosaurs died out.  Kroak and the remaining Slann used their magic to send the Lizardmen temples (now magitek spaceships) and chunks of the jungle into outer space to escape the fiery holocaust.  &lt;br /&gt;
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The Skaven attack the Empire and Thanquol &#039;&#039;finally&#039;&#039; starts to get shit done by unintentionally summoning the super Vermin Lord, Skreech Verminking.  Together they sink Nuln into the ground, send Snikch to successfully murder High King Thorgrim of the Dwarves, and [[Thanquol]] gets onto the Council of Thirteen at last.  Oh, and [[Ungrim Ironfist]] becomes the only dwarf wizard (not counting Chaos Dwarfs) ever by becoming the Incarnate for the Wind of Fire. At the end, Skreech Verminking sends Thanquol to formally ally the Skaven forces with [[Archaon]], thus creating the [[Grand Legion of the Everchosen]].&lt;br /&gt;
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===Thanquol Book 2===&lt;br /&gt;
In addition to the usual narrative scenarios, this book contains the following crunchy deliciousness:&lt;br /&gt;
* New rules for [[Verminlord]]s and for the Verminlord Special Character [[Skreech Verminking]]. &lt;br /&gt;
* Rules for the End Times version of [[Thanquol]] and Boneripper.&lt;br /&gt;
* The new [[Skaven]] unit, &amp;quot;Stormfiends&amp;quot;, which are basically [[Rat Ogre]]s with heavy armor and guns. And a variety of extra special armaments to boot. Already earning the nickname of cheesefiends as their rules make them one of the best units in the game. Rat ogres without frenzy but with an extra attack... with guns that don&#039;t suffer moving or shooting, multiple shot or long range penalties...&lt;br /&gt;
* &amp;quot;Terrain rules&amp;quot; for fighting in a Lustrian Jungle or a Lizardman temple-city.&lt;br /&gt;
* [[Lords of Battle]] campaign rules and a Dwarf focused campaign, [[The Doom of Belegar]].&lt;br /&gt;
* A Dwarf special character; [[Ungrim Ironfist]] as the Incarnate of Fire.&lt;br /&gt;
* New army formations:&lt;br /&gt;
** Thanquol&#039;s Uprising - Thanquol and Skreech have a unit of 3-13 Warlock Engineers (Only one with Warp Lightning and a Condenser), a pack of Clanrats, Stormfiends, Gutter Runners, and Giant Rats, as well as 3 Rat Swarms.  Models within 6&amp;quot; of Thanquol or Skreech are Unbreakable, and the Warlocks add +1 to casting and damage.  If a 1 is rolled for damage, one of the Warlocks dies.&lt;br /&gt;
** First Clawpack of Clan Mors - Queek, a pack of Stormvermin, Warplock Jezzails, Poisoned Wind Globadiers, and 2 packs of Clanrats.  Anyone within 12&amp;quot; of Queek re-rolls to charge and once per game, the Globadiers and Jezzails within 12&amp;quot; of Queek can take two successive shots.&lt;br /&gt;
** The Dwarf Throng of Karaz-a-Karak - Thorgrim, Incarnate Ungrim, Bugman and his Rangers, a squad of Hammerers and Irondrakes and 3 squads of Slayers.  Deathblows can re-roll to hit when within 12&amp;quot; of Ungrim.  Core units can re-roll to-wound and armour rolls of 1.&lt;br /&gt;
** The Red Host - Tehenhauin leads a Skink Chief (who must join a Skink Cohort without Kroxigor to give them +1 WS), a Salamander pack, a Chameleon Skink pack, 2 stock Bastilodons, and a pack of Ripperdactyls.  They gain Hatred (Skaven) and the Arks of Sotek inflict 3d6 hits.&lt;br /&gt;
** The Defenders of Middenheim - Valten, a footslogging Amber Wizard Lord (With a special spell), a Grand Master with Inner Circle Knights (All with Greatweapons), a Halberdier Company with 2 Crossbowmen Detachments, a squad of Free Company, and a squad of Swordsmen.  All units within 6&amp;quot; of Valten gain Unbreakable, and while Valten&#039;s in play, all models gain Stubborn.&lt;br /&gt;
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===Archaon Book 1===&lt;br /&gt;
[[File:End Times- Archaon.png|thumb|350px|right|Abaddon wishes he was this cool.]]&lt;br /&gt;
[[File:End Times- Archaon 2.png|thumb|350px|right|Copy-pasted from DOTA 2 Chaos Knight who in turn was copy-pasted from Warhammer Fantasy, wait, what?]]&lt;br /&gt;
[[File:End Times- Archaon 3.png|thumb|350px|right|Chaos wins.  &#039;&#039;&#039;GAME OVER&#039;&#039;&#039;]]&lt;br /&gt;
Vilitch fails to kill Karl Franz, dull surprise there.  Archaon decides to kill Fateweaver and uses his blood to summon Ka&#039;Bandha and so Khorne begins taking hold of the world.  After the destruction of the Empire&#039;s last province, Averland(by then Nagash and the Undead Legions have taken over Sylvania), the survivors of the Empire evacuate to Athel Loren.  Meanwhile Nagash gets his Black Pyramid destroyed by a skaven team led by Ikit Claw while busy fighting a horde of Nurglite daemons and undead (the latter under the command of Isabella von Carstein, who was revived and brainwashed by Nurgle, much to Vlad&#039;s distress).  Now realizing that he can&#039;t fight Chaos on his own terms, he hesitantly decides to join the other Incarnates as his broken monolith no longer allows him to spam Reanimation Protocols (he also depleted too much power in a magical nuke he unleashed while chucking a tantrum over the Black Pyramid&#039;s destruction, which could have been far better used in the final battle).  Unsurprisingly, the other Incarnates don&#039;t want to ally with the sociopathic, omnicidal bag of bones.  Naggy gives them Mannfred as a scapegoat for some of his crimes and they accept his help, though no-one trusts him as far as they can throw him and keep him under heavy guard.  &lt;br /&gt;
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Archaon starts the ritual to end the world by opening a new Chaos rift through what seems to be an Old-One device, most probably a warp-gate generator or a warp drive left over there, although it may also be a vortex warhead, in other words, Archie tried to pull the same trick used by the Dominus Astra to destroy [[Tyranids|Hive Fleet Behemoth]].  Ka&#039;bandha calls Archaon out on camping in Middenheim rather than attacking and trying to cheese his way to victory with the artifact.  Archaon tells Ka&#039;bandha if he wants slaughter to seek them himself, so he does.  &lt;br /&gt;
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Meanwhile the Warhammer Avengers, (called &amp;quot;Incarnates&amp;quot; to avoid copyright infringement), are stuck debating.  This distraction allows Bea&#039;lakor to sneak in and strike a deal with Mannfred, exchanging the latter&#039;s freedom for the chance to claim Lileath.  Once free, Mannfred decides to switch sides and ally with Archaon, but not before he trolls the forces of order by telling the Brets who the Lady of the Lake really is and leaves her to Bea&#039;lakor&#039;s clutches.  This nearly works, but Jerrod, Tyrion and Malekith manage to save Lileath and capture Be&#039;lakor.  They interrogate Bea&#039;lakor, which involves threatening to give him to Nagash as a test subject, to learn what was Chaos plan all along and try to storm Middenheim, which is the place of the ritual (of course, as we all know Chaos needs rituals and blood sacrifice for anything more complex than boiling water, go figure).  After sealing away Bea&#039;lakor they start to make a plan but they get held up by an endless horde of Khornate daemons.  &lt;br /&gt;
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After some sacrifice they managed to get teleported to Middenheim (even Grimgor, who was busy squatting the factions on the other side of the world that GW couldn&#039;t bother to give army lists) and nearly halted the ritual but with their numbers diminished they couldn&#039;t make it before the ritual was completed.  To their credit they did quite a job, killing more daemons than an entire Grey Knight company in an entire campaign, punching through the ritual defenses.  Ka&#039;bandha kicks the Incarnates collective asses, but gets fought to a stalemate when he takes on Nagash.  Franz reunites with Ghal-Maraz and reveals that he is none other than Sigmar himself.  Nagash backs off and Sigmar defeats Ka&#039;bandha. In Grimgor vs Archaon round 2, Grimgor destroys the Eye of Sheerian, causing Archaon to unleash the daemon in his sword and kill Grimgor.  The two forces clash, with Sigmar finally beating Archaon and throwing him into the rift.  &lt;br /&gt;
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The Incarnates combine their powers to try to stop the rift, with Teclis filling in for Fire and Beasts.  Then Mannfred pops up, goes full-retard noob and ruins the world by using an interrupt on the Incarnates when they where performing their counterspell.  [[Rocks fall, everyone dies|This causes rocks to start falling]]; Teclis and Nagash suffer critical existence failure from power overload and power drain respectively, Balthazar was the one &#039;interrupted&#039; - by Mannfred&#039;s sword - through his chest, Malekith gets his legs crushed saving Alarielle, Sigmar and Tyrion take a magical kick in the balls, with the latter entering RAEG-mode and killing Mannfred.  Sigmar gets up just to get a rematch after Abaddon-wishes-he-was-cool-as-me comes back and making both him and Sigmar fall into the vortex while wrestling for Ghal-Maraz.  Seriously, they should have replaced Sigmar for Gotrek so the emperor could have somehow used his plot armor to save the setting.  Tyrion, Alarielle and Malekith pull up a seat and talk about what could have been until the rift gets them. &lt;br /&gt;
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In the end, Chaos pours through the new rift and the Warhammer world is destroyed with Athel Loren being the last to go, aside from the characters who fled there is one entity which was once human who manages to survive the final destruction of the world, and space, and time (never invest all your saving into a single Oak of Ages kids) and is plummeted into a new one where he makes a sort of miracle happens. He is later revealed to be Sigmar.&lt;br /&gt;
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===Archaon Book 2===&lt;br /&gt;
* Narrative scenarios. &lt;br /&gt;
* Lords of War campaign: Halting the Apocalypse.&lt;br /&gt;
* Three [[Bloodthirster]] varieties with different rules &amp;amp; weapons, with the names &amp;quot;Bloodthirster of Unfettered Fury&amp;quot;, &amp;quot;Bloodthirster of Insensate Rage&amp;quot; and &amp;quot;Wrath of Khorne Bloodthirster&amp;quot;. They replace the original Bloodthirster, much like the new [[Verminlord]]s from &#039;&#039;Thanquol&#039;&#039;.&lt;br /&gt;
* Two Khornate units probably analoguous to the Putrid Blightkings of Nurgle: enhanced [[Berserker]]s called the Skullreapers (Who get straight-up double weapons) and the Wrathmongers (Who get to flail around silly chains like the brain-addled kill-machines they are).&lt;br /&gt;
* Rules for the final set of Magic Incarnates; [[Grimgor Ironhide]] as the Incarnate of Beasts, [[Tyrion]] as Incarnate of Light, Balthazar Gelt as Incarnate of Metal and Caradryan replacing Ungrim as Incarnate of Fire.&lt;br /&gt;
* New rules for Archaon and [[Isabella von Carstein|Isabella the Accursed]]. &lt;br /&gt;
* A new Khornate hero, Skarr Bloodwrath.&lt;br /&gt;
* New Army list, the &amp;quot;Grand Legion of the Everchosen&amp;quot;, which is Chaos combined with Skaven, something that hasn&#039;t been seen since back in the 80&#039;s.&lt;br /&gt;
* More Formations:&lt;br /&gt;
** The Blood Hunt - The different Bloodthirster types, a 3 packs of Bloodletters (d3 of which can gain Vanguard), a pack of Bloodcrushers, and 2 packs of Flesh Hounds.  All models gain Hatred and re-roll to charge while the Enemy General&#039;s alive.&lt;br /&gt;
** The Army of Blight - Isabella and a GUO join 3 packs of Plaguebearers, 2 packs of Nurglings, and a pack of Plague Drones.  Enemies lose -1 Leadership, the General loses 6&amp;quot; on Inspiring Presence, and anyone shooting them takes -1 to hit.&lt;br /&gt;
** The Host of Death - Nagash, Mortarchs Arkhan and Krell, a pack or each sort of Morghats, a pack of Grave Guard, and a pack of Black Knights.  Arkhan gains +3 to cast while Nagash is around and the Grave Guard and Black Knights are WS 5 and take 2 less wounds from Unstable.&lt;br /&gt;
** The Host of Fire - Incarnate Caradryan joins an Anointed of Asuryan on a Flamespyre Phoenix, 2 squads of Phoenix Guard, a pack of White Lions, Har Ganeth Executioners, and Eternal Guard.  Everyone gets Devastating Charge and Flaming Attacks, and Wake of Fire ads +1 Strength to all hits.&lt;br /&gt;
** The Throng of Metal - Incarnate Gelt joins a Runelord, 2 squads of Thunderers, Cannons, and Gyrocopters, and a unit of Irondrakes, Ironbreakers, and an Organ Gun.  Gelt gives everyone Armour Piercing and +1 Armour and during the first shooting phase, each war machine and shooty unit rolls d6, on a 5+, they can shoot twice.&lt;br /&gt;
** The Beast-WAAAGH! - Incarnate Grimgor leads 2 units of Black Orks and Boyz, a unit of Boarboyz (All Orcs being Big &#039;Uns), a giant, 2 units of ogres, a unit of Ironguts, and a unit of Leadbelchers.  Nobody gets Animosity (AWWW YEA) and all units benefit from Grimgor&#039;s WAAAGH and lets everyone re-roll to charge. thanks to the orcs and ogres sitting out for most of the end times fluff, we don&#039;t get the Beast WAAAAGH as an official army choice&lt;br /&gt;
** The Host of Shadow - Eternity King Malekith leads a squad of Black Guard, Phoenix Guard, Wildwood Rangers, Darkshards, Black Ark Corsairs, HE Spearmen, and a War Hydra.  Malekith lets everyone ignore Dangerous Terrain and anyone within 12&amp;quot; of him gets a cover that makes shooters suffer -1 to-hit.  He also boosts Steed of the Shadows to work on any unit within 36&amp;quot;, and he can do this successively to his formation.&lt;br /&gt;
** The Host of Life - Incarnate Alarielle joins Durthu and the Sisters of Twilight (On their Dragon) in leading a Treeman Ancient, a Handmaiden, a unit of Sisters of Avelorn, 2 Glade Guard squads, 3 Dryad squads, and a unit of Deepwod Scouts and Wild Riders.  Durthu and the Ancient gain Hatred against enemies within 12&amp;quot; of Alarielle and Alarielle grants everyone in the formation Regen.&lt;br /&gt;
** The Host of Light - Incarnate Tyrion and Imrik join 2 princes and 2 Knightly Orders, Skycutters, and Silver Helms, and a unit of Reiksguard, Demigryph Knights, and Cold One Knights.  Everyone gets +d3 to combat resolution if they charged and Hatred (Daemons and Undead).&lt;br /&gt;
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== Troubling issues with the End Times in conception and execution ==&lt;br /&gt;
There are many fundamental criticisms with the way in which End Times was written and resolved, even from the perspective of those of us who love most of GW&#039;s efforts:&lt;br /&gt;
*The density of character deaths actually started becoming a little absurd halfway through the first book. Shock value was expended quickly, and in a universe where characters rarely died, the sudden butchery was borderline absurdist. It felt very much as if the authors had been handed a bodycount which they had to achieve. &lt;br /&gt;
**In the same vein as the above: Many characters, factions, locations and other aspects of the setting aren&#039;t even given a proper send-off. Every faction has at least one special character who fails to make a meaningful appearance, if one at all. The Ogre Kingdoms and the Orcs and Goblins are left out of the central story, appearing in the prologue and then doing nothing of value until we learn near the very end about Grimgor&#039;s Beast-Waaagh!. Seriously, one more ET book, maybe &amp;quot;End times: Grimgor&amp;quot; that detailed Grimgor becoming the Incarnate of Beasts and forming his army would have been great! Instead, we got one chapter in the main book and a tie-in novel, plus a single formation and special character.&lt;br /&gt;
**Major cities which have survived sieges lasting years are suddenly overrun in the course of a single battle, kingdoms that have stood for millennia are toppled overnight, and by the time the &amp;quot;good guys&amp;quot; get any kind of victory it&#039;s far too late.  Some factions got the short end of the stick more than others;&lt;br /&gt;
***The Bretonnians fanbase especially got assblasted over this because their entire country got levelled in a sidenote and they&#039;re just supposed to suck it up and live with the fact that Gilles le Breton just let this slide (presumably; we didn&#039;t learn what happened to him until the very end, where he was fighting alongside Abhorash). Oh, and the only army worth a damn anymore is just Jerrod&#039;s ragtag team of roughly 30 knights.&lt;br /&gt;
***The Tomb Kings fanbase got a raw deal as well.  Their entire nation was hit right out of the gate and didn&#039;t make it past book one, being the first to [[Squats|get the axe as they were subsumed into Nagash&#039;s Undead Legion and Nehekhara was levelled]].  Though the Tomb King fanbase can say that the destruction of Nehekhara was a major event in the End Times with a lot of attention in the book and Settra got two memorable, badass lines (he got a decent send-off, [[FAIL|but that was exclusive to a tie-in novel and never mentioned anywhere else]]).&lt;br /&gt;
**The only army that got any sort of measure of satisfaction in the end (aside from Chaos, that is) are the Dwarfs, who got to achieve their goal of avenging every grudge in the history of ever while Grimnir himself fought alongside his stunties and fucking [[Gotrek &amp;amp; Felix|Gotrek Gurnisson]] got to fight daemons for the rest of eternity with his superpowered axe. Sigmar got out semi-ok, though why he didn&#039;t reveal himself sooner is because it&#039;s a stupid retcon (after he comes back, Karl Franz&#039;s inner thoughts mention he doesn&#039;t know what&#039;s &#039;empowering him&#039; which would be retarded if he was Sigmar the whole time).&lt;br /&gt;
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*Stray plot threads: The whole series is notorious for leaving stray plot lines that never get fulfilled, get fulfilled very cheaply, or which were left hanging for several books before being wrapped up (including some very important ones). &lt;br /&gt;
**Settra makes an appearance at the very end of Book 1 where the Chaos Gods put him back together to kill Nagash, but fails to appear at any point afterwards until the very end (and even then it was only in the tie in novel). &lt;br /&gt;
**&#039;&#039;Glottkin&#039;&#039; shows us the Imperial and Bretonnian Gods returning to strength and finally uniting to help Taal and the Empire being purged of Chaos. The next time the Empire is mentioned, things have gotten way worse off-screen, and even [[Josh Reynolds]] says the human Gods just faded away and did nothing (with the possibly forced example of Ulric, whom Teclis literally ripped out, forcing him to power up Martak). &lt;br /&gt;
**The entire plot point of Lileath and her Haven is dropped with a brief, lazy &amp;quot;Chaos found out and ganked them offscreen&amp;quot; explanation.&lt;br /&gt;
** The Lizardmen exodus is the very first thing we are shown in the End Times prologue, yet we only find out more about it after three entire books.&lt;br /&gt;
** The entire Skaven story ends after Thanquol made his deal with Archaon, and after that, we learn nothing about where any of the Skaven characters (aside from Ikit Claw, who blows up the Black Pyramid) went (aside from, again, a tie-in novel explaining that Thanquol and Skreech just warped Skavenblight out of reality). &lt;br /&gt;
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*Questionable Justifications/GeeDubs being [[profit|GeeDubs]]: While it was true that Fantasy was in difficult times both financially and lore-wise, the justification of &#039;it&#039;s moving the story along&#039; is absurd; that&#039;s akin to saying that in order to move [[Game of Thrones]] along Martin should [[TPK|kill all of the characters]], [[Exterminatus|destroy the world]] and [[Age of Sigmar|create another series entirely]] with (functionally) the same name. Some commentators have the suspicion that GW in this respect views us all as &#039;gamers&#039; who will play wargames regardless of quality, but many of us were attracted by this strange, dark but hopeful fantasy world. In simple terms, the ending was a kick right to the teeth of the fans and many find it hard to take it in good grace. &lt;br /&gt;
** As time has gone by after the End Times, GWs decision to overrun and replace WFB has become clearer. The theory that WFB was squatted for not bringing in the bread in the manner 40k did at the time seems to be true, as it was replaced with the now fairly popular, slowly growing Age of Sigmar. However, Warhammer Fantasy Battles lives on in several popular [[Total War: WARHAMMER|vydia]] [[The_End_Times:_Vermintide|titles]], attracting new fans who might&#039;ve never wanted to sell their kidneys to create an army, but still greatly enjoy the setting... So the plan seems to have been to put WFBs setting into another media, allowing it to remain alive while [[Age of Sigmar|the new thing]] could cash in on the model&#039;s market. However, many still grumble that the execution of this (literally) was heavy-handed and rough in many places. Which leads to...&lt;br /&gt;
&lt;br /&gt;
*Cynicism: When Nagash was resurrected at his most powerful and conquered all of Nehekara, we thought &#039;That&#039;s fucking awesome! now what next?&#039; When hobbyists read that the elven races were combining, we thought &#039;Wow, how will they manage that in the long term?&#039;. When Vlad became an Elector we thought &#039;What a cool hook. It&#039;s bold though, how will that go forward?&#039;. They made so many radical changes in the full knowledge that in the end they wouldn&#039;t have to develop them because they were going to hit the &#039;Chaos wins, everything dies, moar nihilism&#039; button. That&#039;s not a very nice way to set people up for disappointment and charge over £200 in hardbacks when &#039;Chaos kills everything&#039; printed in 72-pt font might have sufficed. Overall, it seems less like an attempt to give WFB a good send-off and more like one last cash-grab before giving the game the Old Yeller treatment.&lt;br /&gt;
** TL;DR: &amp;quot;Why should you care about the struggles of Bretonnian knights? What about all the other gods? Whatever happened to the characters they introduced and all the old ones you cared about? Who cares! You&#039;re a dumb enough shmuck to buy it! Come on asshole, give us your money! ... Wait, why are you leaving?&amp;quot;&lt;br /&gt;
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*&#039;&#039;Chaos always wins&#039;&#039;. The assertion that the ending was original ignores the existence of genres such as noir, but also ignores GW&#039;s own canon. Chaos is always depicted as ascendant to the point of nihilism. Good guys have not been allowed anything but the most Pyrrhic victories for about ten years now. The ending they selected was the predictable, tedious Chaos fanfiction anyone following the material could have grimly come to forecast.  By choosing to destroy the world, GW have done two things in this way: told us that all the dreaming and imagining and fighting we did for that world was utterly pointless. &lt;br /&gt;
**They&#039;ve also put themselves in a bind, from a writing perspective: what is the incentive to get involved when the triumph of Chaos is inevitable? Why would we care about the new world when Chaos will inevitably destroy that in the end as well? Why bother being good if you&#039;re inevitably going to hell? Perhaps more to the point, what&#039;s to stop GW from hitting the &#039;Chaos Wins, Everyone Dies&#039; button again a few years after we&#039;ve got used to the new canon?   In a way, GeeDubs finally got the [[Storm of Chaos]] they really wanted, now without that pesky element known as &amp;quot;fanbase interaction&amp;quot; meddling with the writers as they essentially fapped off to Chaos killing everyone because they&#039;re so awesome and - wait, why&#039;s everyone leaving?  What do you mean, &#039;we liked those other guys&#039;?  &lt;br /&gt;
**Just to be clear: The major argument isn&#039;t that Chaos&#039; victory is inevitable; it was hinted at in the past, though it was never laid out in detail or shown to be a certainty. Counterarguments to that idea aside, a faction having an ultimate victory, Chaos or otherwise, isn&#039;t the main point of contention. Rather, it&#039;s that the setting&#039;s lost that sort of allure of the possibility that an alleged doomsday victory could be stalled or even prevented or reversed, that other outcomes could exist and that there was some point in the never-ending struggle against armageddon between Order and Chaos.  There&#039;s nothing out there about &amp;quot;What if Nagash actually became the god he wanted and made everyone dead?&amp;quot; or another opposing end goal that can be possible, or any of the other Gods actually doing anything (GW only seems to care about Sigmar), and everything anyone ever did to oppose Chaos meant virtually nothing.  What was once a very vague and distant possible ending was made into a total nihilistic joke as the dudes in charge decided to jerk Chaos off so hard their wrists broke.  By flat-out letting Chaos win, and furthermore letting them effortlessly shaft each and every other faction, they&#039;ve made it clear that all these other endings are completely impossible, which is not only poor in and of itself, but also totally contradictive to other material of the End Times as well. As talked about above there actually &#039;&#039;were&#039;&#039; several plot threads set up for potentially different outcomes, including a Chaos defeat, but at the end those all vanished inexplicably for a forced ending with more unresolved subplots than you could shake a Bretonnia at.&lt;br /&gt;
&lt;br /&gt;
*The entire event is a drooling fanboy&#039;s love letter to the Skaven, who go [[Mary Sue|godmode]] and destroy or cripple a huge number of factions. More than the number of factions that exist &#039;&#039;total&#039;&#039; in most any other wargame. The Skaven single-handedly destroy the Lizardman Empire. And end the Dwarf Empire. And Kislev. And Brettonia. And Morsleib. And Tilea. And Cathay. And Nuln. And Estalia. And Valten. They stop Nagash from ascending to godhood. This feels about the same as if the Jawas from Star Wars destroyed the Rebel Alliance themselves, or WH40k&#039;s Squats brought down the Imperium, Eldar, Orks, and Necrons. The Skaven are treated as a joke even in universe, and they&#039;re arguably even more detestable than Chaos worshipers.  All those characters you know and love? Your favourite faction? Literally eaten and shat out by rats, also an excellent metaphor for The End Times as a whole.&lt;br /&gt;
**This is made even more stupid by inconsistent writing: for all their achievements and for all their supposed strength, they go from &amp;quot;Unstoppable tide devouring half of the world&amp;quot; to &amp;quot;nameless cannon-fodder in the Chaos army&amp;quot; in the space of one paragraph. Which, if you think about it, not only is inconsistent and doesn&#039;t make sense, but makes their achievements all the more infuriating. The race who is single-handedly responsible for wiping out 2/3 of the known world bow down to the guys who&#039;s greatest achievement is destroying Kislev.  I mean, if you have the military strength to destroy basically everyone you go against, you can easily squash that Chaos army yourself since the combined forces of the aforementioned empires are plenty enough to deal with any Chaos invasion. &lt;br /&gt;
**The in-universe explanation given of &amp;quot;We are not strong enough to destroy Chaos-things&amp;quot; also doesn&#039;t make any sense because up until that point they &#039;&#039;&#039;were&#039;&#039;. And if they weren&#039;t, they would&#039;ve helped the other races facing the biggest foe as they always had (when Nagash was at the peak of his power they didn&#039;t bow down and ally with him, they went to the defeated hero of the now non existent empire and helped him against the bigger threat), if only out of sheer self-interest. They essentially transformed Skaven into fantasy!Tyranids; they&#039;re presented as this all-devouring, larger-than-life threat who run around [[Squat#When_suddenly...|eating other factions]], but in the end they amount to nothing when compared to Chaos.&lt;br /&gt;
&lt;br /&gt;
*Chaos destroying the world: Chaos&#039; final objective was never previously to be the destruction of the world before the End Times. In previous books it was always stated that the dark powers were just backing up the Everchosen at the moment, mainly to do what the Everchosen wanted at the time. In Storm of Chaos for example, Archaon wanted to kill Ulric and had a plan for how to do so, and if he succeeded he&#039;d be free to move onto destroying the Empire as a secondary objective. In the old lore by backing their mortal followers it was shown they wanted to either turn the world into a place more their liking (as seen in Tamurkhan) or that they wanted to destroy entities that they particularly despised. In the End Times by making the final goal just &amp;quot;blow everything up&amp;quot; plain and simple, they indirectly shifted the Chaos Gods from unfathomable beings of great power to Saturday morning cartoon villains. (&amp;quot;Next time we will blow up your world Karl Franz! You&#039;ll seeeeeeee!&amp;quot;)&lt;br /&gt;
**Adding to the pile of Chaos fap at the expense of old lore, apparently the mortal world wasn&#039;t actually important to them. Before, they needed to turn mortal souls willingly to their side to gain strength and use that strength to go and conquer, thereby gaining more souls, thereby getting even stronger. That was the whole point of their invasions. But now, who gives a shit about the mortal world? Just blow it all up! To add insult to injury, in the span of a paragraph Archaon conquers entire &#039;&#039;universes&#039;&#039; prior to Age of Sigmar starting up, so apparently Chaos had Palpatine levels of unlimited power and souls and the Warhammer world was just that piece of popcorn stuck down in the couch. Yeah. Great fuckin&#039; story guys.&lt;br /&gt;
&lt;br /&gt;
*The above is &#039;&#039;sort of&#039;&#039; justified with the whole &amp;quot;Endless Cycle of Worlds being destroyed by Chaos&amp;quot; retcon mentioned earlier. Basically they&#039;ve gotten bored with this world and want a new world to play with and corrupt. Buuuut when one thinks hard about it, it raises more issues than it solves. First off, it&#039;s not the forces of Chaos that end up creating these new worlds, but rather Order. Meaning that in some way the Ruinous Powers need to be thwarted. If that&#039;s the case, then &#039;&#039;&#039;Why the hell do they go out of their way to stop them?&#039;&#039;&#039; Hell, Be&#039;lakor even destroys Lileath&#039;s plans for a new world, and the only reason we even get the new setting is thanks to a [[bullshit|rather contrived accident where the winds of magic &#039;&#039;&#039;somehow&#039;&#039;&#039; form new realities on their own]] despite the fact that the [[fail|Incarnates&#039; ritual didn&#039;t work]]. But even if we ignore this seemingly suicidal &amp;quot;plan&amp;quot; they have, how did they accomplish this in all the past realities? Did they have another Everchosen running around? If so, what happened to him, and why didn&#039;t they just bring him in earlier? And don&#039;t say they couldn&#039;t, Archaon was brought into Age of Sigmar so they &#039;&#039;clearly&#039;&#039; can bring previous world destroyers to new ones. Furthermore, if this is just some kind of endless cycle that cannot be broken, does that mean there&#039;s a greater power at work above even the Chaos Gods? Some sort of Moorcock-esque Cosmic Balance? &lt;br /&gt;
#This only further amplifies point #5 as well. If Chaos could destroy the world any time they wanted, why didn&#039;t they? And at that, why try so hard to make &#039;&#039;literally everything&#039;&#039; pointless that the good guys did? Not only does this go against established lore where Chaos truly was struggling to overcome the world and getting beaten back for reals, it also establishes the same precedent of pointlessness for the successor world. Why should &#039;&#039;anyone&#039;&#039; give a Skaven&#039;s ass about Age of Sigmar&#039;s realms if Chaos is able to press a button and blow everything up on a whim? They might as well have said the whole previous world and this one were just a dream and Sigmar woke up. It&#039;d have no less meaning than what the writers actually ended up crapping out.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Ultimately, the new setting doesn&#039;t end up feeling like a victory.&#039;&#039;&#039; Even if we are to accept the Chaos victory as the &#039;&#039;only&#039;&#039; way this could end, the Genesis of the mortal realms really feels like a tacked on participation trophy. Compare this with &#039;&#039;Crisis on Infinite Earths&#039;&#039;, the gold standard of setting reboots. While the main villain, the Anti-Monitor, was mostly successful in his attempts to destroy the multiverse, and at one point it even seems like he had achieved total victory, the heroes of the DC universe&#039;s actions allowed the birth of one unified setting. It felt like this reboot had been &#039;&#039;earned&#039;&#039;, that their heroism had given them the prize of a new reality. With End Times/Age of Sigmar however? Not at all. The Incarnates&#039; last stand ended badly, their ritual to try and stabilize the growing Warp rift failed and Chaos consumed their world. The &#039;&#039;&#039;only reason&#039;&#039;&#039; they managed to get their new universe is because the Winds of Magic pulled some contrived bullshit and drew in the scattered fragments of their old world into new reality spheres, &#039;&#039;completely&#039;&#039; independent of their actions. Note that this explanation wasn&#039;t given until a full [[retcon|&#039;&#039;&#039;3 years into AoS&#039; lifespan&#039;&#039;&#039;]] by the way. They didn&#039;t earn their new reality, it would have been born even if they just sat back and watched the universe blow up over a few mugs of beer. It might have felt a little better if their ritual had actually worked, and the birth of the Mortal Realms was the result of said ritual going off. At least then it would have felt like a Pyrrhic victory for the good guys and shows that everything they fought and died for was not for nothing. But no, GW just handed them their new setting because otherwise they&#039;d have no Fantasy franchise. &lt;br /&gt;
The good news is that not everyone has to abide by this. Fans can politely decline to accept GW&#039;s ending and write their own alternate ending or continue their own stories. It is all fiction after all, we can choose to believe whatever makes us feel happiest which is actually what GW supports, they&#039;ve written in several books (fantasy and 40K) for players to change the rules or even the history of the world how they want (so long as the other player is fine with the rules changes or is at least aware of the fluff changes).&lt;br /&gt;
&lt;br /&gt;
TL;DR: The writing varied from [[Skub]] to shit, and had a lot of plotlines that could have been much, much better executed.&lt;br /&gt;
&lt;br /&gt;
==A New Beginning: The Age of Sigmar==&lt;br /&gt;
[[File:Death of Warhammer Fantasy.jpg|thumb|right|300px|And so ends the long run of Warhammer Fantasy. Not with a bang, but a whimper.]]&lt;br /&gt;
The differences in the setting are way too numerous to list here, but the [[Age of Sigmar]] page will give you the details. After a rough start, and being heavily supported by GW, Age of Sigmar is finally considered [[skub|by some]] to be a worthy successor to Warhammer Fantasy... or at least it&#039;s seen as not &#039;&#039;as bad&#039;&#039; as the End Times.&lt;br /&gt;
&lt;br /&gt;
In 2019, GW seemed to have come to their senses and offered a chance for Warhammer Fantasy to return with the announcement of [[Warhammer: The Old World]]. While this explicitly does not invalidate the End Times and the world is apparently still doomed to be destroyed and dissolve into the [[Mortal Realms]], it remains to be seen if some elements are now redone or explained better.&lt;br /&gt;
&lt;br /&gt;
Nevertheless, several of the more outraging concepts of the End Times, like the Phoenix Kings being frauds, have been retconned in Age of Sigmar. It remains to hope that most of it will follow suit.&lt;br /&gt;
&lt;br /&gt;
==Tacticas==&lt;br /&gt;
So, there&#039;s a bunch of new armies come out for the End Times so far, and you probably want to know how to play &#039;em. Here&#039;s a handy link to all the tacticas written so far.&lt;br /&gt;
&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Undead Legions]]&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Legions of Chaos]]&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Host of the Phoenix King]]&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Aestyrion]]&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Host of the Eternity King]]&lt;br /&gt;
*[[Warhammer/Tactics/8th Edition/Grand Legion of the Everchosen]]&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Tg on Khaine.jpg|&amp;quot;It&#039;s a fucking load of Skub, that&#039;s what it is!&amp;quot;&lt;br /&gt;
Image:Not Lelfing.jpg|The image accompanying the fluff about how the Elf races are as pissed off about being in the same army as the players are about it.&lt;br /&gt;
Image:Skaven Propaganda.jpg|Skaven Stronk.&lt;br /&gt;
Image:Poor Gobbla.jpg|He was a good Squig.&lt;br /&gt;
Image:Queek Memorial.jpg|Poor Queek.&lt;br /&gt;
Image:Belly Bitches.jpg|CANON!: Be&#039;lakor is so on top of this shit, he&#039;s just been chilling with Hellebron and Drycha watching this shit play out... &lt;br /&gt;
Image:Nagash Thirsters.jpg|Nagash, CRUSHING A FUCKING BLOODTHIRSTER in the final battle. &lt;br /&gt;
Image:Nef+Ark.jpg|[[Love Can Bloom]], even at the end of the world (ironic that there&#039;s more romance among the undead than there is among the living).&lt;br /&gt;
Image:That_meddling_vampire.png|&amp;quot;My invincibility! That I&#039;m supposed to have...&amp;quot;&lt;br /&gt;
Image:One last dance.png|Pull up a seat and wait for it (not pictured; Malekith and the pile of dust formerly known as Nagash)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Fantasy]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Tau&amp;diff=1011599</id>
		<title>Warhammer 40,000/7th Edition Tactics/Tau</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Tau&amp;diff=1011599"/>
		<updated>2026-05-20T15:24:51Z</updated>

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{{Autism}}&lt;br /&gt;
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This is the 7th Edition tactics. 6th edition can be found [[Warhammer_40,000/6th_Edition_Tactics/Tau|here]]. The [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Tau(8E) 8th Edition] is out.  Nomenclature note: &amp;quot;MSU&amp;quot; means Multiple Small Units.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tau_Problem,_Astartes.jpg‎ |thumb|This should be your face playing Tau.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Tau==&lt;br /&gt;
[[File:Tau Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
Because you want to win? Because you&#039;re a weeaboo?&lt;br /&gt;
When you start a Tau army, you know others are going to hate you, be it because you&#039;re bringing a plasma gun to a knife fight, thrashing their best guys with [https://www.youtube.com/watch?v=Zh9c-dO8uS4 Gundam-style battle suits], or abusing the ever-loving shit out of cheap-and-effective long-range missile strikes and widely-available infiltration and cover-save-raping. You may win battles, but that is not your goal as a Tau player: you play Tau to drink your enemies&#039; tears. &lt;br /&gt;
&lt;br /&gt;
With 7th edition favoring shooting, Tau, with their focus on shooting and nothing else, are at their peak. In the competition for the title of the cheesiest power faction in the game, they now fall behind Eldar (and possibly certain Space Marine lists with their free transports and Librarian Conclaves), and that&#039;s about it. You still have all the rules to fit the crunch changes: widely available ignore cover against the bullshit 3+/2+ cover saves everyone throws around, some of the best anti-air in the game against flying cheese, excellent mobility to hunt objectives in Maelstrom missions, and monstrous creatures in every slot but Troops to capitalize on their effectiveness in a current edition. About the only thing you don&#039;t have is anti-psychic defense, but with the reduction of warp charge effectiveness in 7th edition it&#039;s no longer such a huge problem.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say you can just park your gunline, back it up with power units end expect it to mow down everything thrown at it - that&#039;s the Guard and Necron way. Nor should you plan on the power of a Death Star unit, or insanely potent characters to lead you to victory. With Tau you need to support even your power units in order for them to earn their points and carefully pick key targets to be eliminated one by one, since the new codex really emphasizes the unity and synergy of your forces. Additionally, the force-multipliers that are available to the Tau are most useful when understood and employed well. &lt;br /&gt;
&lt;br /&gt;
In summary, Tau are a [[Powergamer]] army. Not only do you have delicious cheese combos, but all other armies&#039; cheese could be hard countered by you to the ground. [[Necron|Mass]] [[Elysian Drop Troops|flyers]]? Velocity Trackers on everything! [[Deathwing|All]] [[Grey Knights|terminator]] [[Logan Grimnar|army]]? Eat plasma/ion interceptor shots! [[Eldar|Heavily]] [[Imperial Guard|covered]] [[Dark Angels|gunline]]? Ignore cover with markerlights! [[Tyranid|Nidzilla]]/[[Iyanden|Wraitharmy]]? Cheap snipers will drown them in poisoned wounds! [[Imperial Guard|Mass]] [[Necron|heavy]] [[Blood Angels|mech]]? Fusion blaster drops and EMP grenades everywhere! [[Orks|Hordes]] [[Dark Eldar|of light]] [[Ravenwing|vehicles]]? Oh boy, our basic guns are S5 and their jink saves won&#039;t help them if markerlighted! [[Blood Angels|Deep striking dedicated melee units with Feel No Pain]]? Counterfire Defense Systems and Early Warning Overrides will help you make short work of them! There is no way one can out-cheese (or win against, barring extremely bad luck) properly prepared Tau. You can&#039;t do all of this with one army, but if you want to ruin the day of some local game club cheesemonger Tau are definitely your army.&lt;br /&gt;
&lt;br /&gt;
==Tau Special Rules==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bonding Knife Ritual:&#039;&#039;&#039; A unit with this upgrade has Heroic Morale, allowing them to always test to regroup on their unmodified Leadership (so &amp;lt;s&amp;gt;niche-case&amp;lt;/s&amp;gt; completely unlike Stubborn, as testing to regroup does not modify Leadership and is not affected by Stubborn). Is it that useful? Not really. It is a super situational upgrade, even though it is cheap. But it fits nicely on battle suit squads with drones, as the increased squad size can mean being below 25% is a possibility, and it costs even less for those squads because drones don&#039;t take it. Spending 3 points to make sure your last suit doesn&#039;t have to roll snake eyes to regroup is worth it. Note that if you&#039;re running a Farsight army, this is mandatory. &lt;br /&gt;
*&#039;&#039;&#039;Supporting Fire:&#039;&#039;&#039; A unit with this special rule can Overwatch if a friendly unit within 6&amp;quot; is being charged. Note that a unit can still only Overwatch once per phase. This is absolutely vital; it can stave off assault by a turn or more. It can be especially devastating when combined with copious amounts of Markerlights, which according to Pinpoint, do benefit during Overwatch. It allows your infantry (and some battle suits) to become a &amp;quot;wall of pikemen&amp;quot;. If you keep the units tight together, the enemy charge may not break, but it will be much more painful for them if to try it, and they will be likely to lose a few models just closing the distance. The survivors will still kick your blue ass though, so do not count on it unless you have a truly massive blob of supporting fire goodness; best options are flamers, burst cannons and plasma rifles, and drones with their twin-linked carbines. Keep in mind a unit does not need to have this rule to &#039;&#039;receive&#039;&#039; supporting fire, only to give it. This is especially hilarious when combined with 30 man Kroot squads stretched out from table edge to table edge, allowing for units 30 inches from the assaulting squad to auto-hit with flamers. If enemy complains, flip to Wall of Death and prance about.&lt;br /&gt;
*&#039;&#039;&#039;[[Markerlight]]s:&#039;&#039;&#039;Technically Wargear, but important enough to cover here. As any defender of the Tau&#039;va worth their salt Markerlights are what turn a rambling mob of [[shooty]] morons into a synergistic army of hard cheddar. The delivery system for these little babies has stayed the same: Pathfinders, Tetras, Marker Drones &amp;amp; Skyrays (amongst other niche units). What makes this great is that markerlight hits can&#039;t be saved. Not even by cover. Their uses have been ever more streamlined, leaving you with the most beneficial uses:&lt;br /&gt;
**&#039;&#039;&#039;Pinpoint:&#039;&#039;&#039; Spend 1 marker for +1 BS with no limit; Pinpoint even applies to Snapshots and Overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Seeker:&#039;&#039;&#039; Spend 1 marker to fire a Seeker missile at BS5 which ignores line of sight and cover. The missile must be fired by the unit spending the token and at the same target that the rest of the unit is firing at, but doesn&#039;t count against the number of weapons it can fire. &#039;&#039;Many armies like to hide support HQs in cover. Tyranid Warriors behind gaunts? IG Command squad behind an Aegis line? Mark them (cover wont prevent this) and suddenly a missile IDs that commander, throwing his troops in disarray. That&#039;s Mont&#039;Ka for you&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Destroyer:&#039;&#039;&#039; Spend 1 marker to fire a Destroyer Missile at strength D. This is how you make Stormsurges nightmarish.&lt;br /&gt;
**&#039;&#039;&#039;Scour:&#039;&#039;&#039; Spend 2 markers to give the entire firing unit Ignores Cover against the marked target. In all better than before seeing as it used to take on average three markerlight points to completely negate someone&#039;s cover save. This sees good use against [[Eldar|skimmers that can use a jink save]], since jinking confers a 4+ &#039;&#039;cover&#039;&#039; save. Since you can&#039;t save against markerlights, a jinking enemy has no chance to make use of their jink ability.&lt;br /&gt;
*&#039;&#039;&#039;Fire Team:&#039;&#039;&#039; GW&#039;s reason for you to shell out cash for the new expensive models and it&#039;s a decent reason, too.  A unit with this rule that has three monstrous creatures or vehicles gains +1 BS. Combine it with Coordinated Firepower to get BS5 even before using markerlights. This makes a team of Hammerheads dangerous in their own right and reduces needed markerlight support.  &amp;lt;s&amp;gt;You can even do this with freakin&#039; Stormsurges.&amp;lt;/s&amp;gt; Unfortunately they don&#039;t have the special rule on their profile so no 3 BS4 surges in one unit. Three Ghostkeels in an Optimized Stealth Cadre will be your independent hunters of the night, making your opponents cry delicious tears.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
Tau WTs are heavily geared towards Battlesuit commanders, but the best are available for all - sadly, those are One Use only. If your warlord rolls a Tau WT they can&#039;t use, they&#039;ll just reroll it, Battleforged or not (though you should be). This is most noticeable with Ethereals.&lt;br /&gt;
#&#039;&#039;&#039;Precision of the Skilled Hunter:&#039;&#039;&#039; Enemies can&#039;t use Look Out, Sir! when shot at by your Warlord. Useful for sniping the enemy Warlord if he is a coward and a fewl and hides in a [[METAL BOXES|METAL BAW]]- I mean, if he hides in a unit.&lt;br /&gt;
#&#039;&#039;&#039;Through Unity, Devastation:&#039;&#039;&#039; For one shooting phase, all Tau within 12&amp;quot; reroll To Hit rolls of 1 — Particularly useful if you&#039;re deploying as a nice castled-up gun line. Can stack to ludicrous levels if you combine it with Markerlights (&#039;&#039;which you should&#039;&#039;), formations and Ethereal or/&#039;&#039;and&#039;&#039; Cadre Fireblades +1 shot to pulse rifles/carbines for true devastation®. Note that in 7th edition, there now exists a WT in the base rulebook (Target Priority from the Command Traits table) that provides the exact same benefit but is not single-use, meaning this trait just became far less special.&lt;br /&gt;
##Extremely useful, provided the situation involves lots of Gets Hot weapons. Want your Riptide to fire its Nova-charged Heavy Burst Cannon without killing itself, while you overcharge all nearby Ion weapons at the same time? Well now is the time. &#039;&#039;Maybe it is worth the risk, roll for Target Priority, good luck!&#039;&#039; Anything targeted by this combination is dead, &#039;&#039;dead&#039;&#039;, &#039;&#039;&#039;dead&#039;&#039;&#039;, and you run no real risk to yourself by doing it. Some [[cheese]]monger who concentrates all their points in some kind of super-unit will explode with [[rage]] when hit by this. Make your standard-issue Tau tear collection cup handy before doing it.&lt;br /&gt;
#&#039;&#039;&#039;A Ghost Who Walks Among Us:&#039;&#039;&#039; The Warlord and his unit move 3D6&amp;quot; with their Jet Packs. It makes them much less likely to suffer a snake-eyed fail of a thrust move. Commander Shadowsun gets this trait by default if taken as your warlord.&lt;br /&gt;
#&#039;&#039;&#039;Exemplar of the Selfless Cause:&#039;&#039;&#039; Once per game, all units that have gone to ground stand back up and act normally. This means you can weather a turn of enemy shooting, then stand right back up and shoot him in the face; needless to say, this is one of the better Warlord Traits. If you took bucket loads of Battle suits it has less use for you, but then you&#039;d be rolling Farsight Enclaves&#039; WTs instead. Aun&#039;Do and Aun&#039;Va get this trait by default if taken as your warlord.&lt;br /&gt;
#&#039;&#039;&#039;Predator of the Skies:&#039;&#039;&#039; For one shooting phase, your Warlord and his squad get Skyfire - which you might [[Fail|already have]] from a Velocity Tracker or Coldstar, but you do have Ideal Mission Commander...right? It&#039;s not &#039;&#039;that&#039;&#039; bad if your Warlord&#039;s unit has Markerlights, tho.&lt;br /&gt;
#&#039;&#039;&#039;Through Boldness, Victory:&#039;&#039;&#039; Your Warlord and his unit don&#039;t scatter on Deep Strike. If you&#039;re planning to do a Commander-bomb, this is the one you should fervently hope/pray for. Commander Farsight gets this trait by default (if taken as your warlord), and can deepstrike with NINE Crisis/Bodyguard suits, all their drones, a second Commander with drones if you&#039;re feeling saucy, and with guaranteed no-mishap. Hell, cut on some Crisis, add a Riptide and some Broadsides and that&#039;s a &#039;&#039;&#039;Retaliation Cadre&#039;&#039;&#039; with no scatter. Screw tear cups, you&#039;ll need tear &#039;&#039;pools&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;X: The Assassin:&#039;&#039;&#039; O&#039;Ra&#039;lai has Preferred Enemy (Independent Characters). As of the latest BRB FAQ, Preferred Enemy on any model in the target unit grants Preferred Enemy against the entire unit.&lt;br /&gt;
&lt;br /&gt;
===Fighter Aces===&lt;br /&gt;
The new Death From the Skies (from Shield of Baal: Leviathan) gives you the ability to bolster flyers with a special rule, all of them inferior to the ones in the previous one, but at least it got cheaper.  For 35 points, you can roll a D3 and give a Flyer or FMC (FGC are up to debate though, but J.H.C., BS 6 Coldstars) a special bonus. Not available on the Y&#039;Vahra because of that one rule it has.&lt;br /&gt;
#&#039;&#039;&#039;Targeting Array:&#039;&#039;&#039; +1 BS. Could be useful for rationing Markerlights if you&#039;re going economical with them, or to hit a target beyond your markerlights. Near useless on a Coldstar Commander (his weapon is already BS5 Twin-linked, and BS6 Missile pod isn&#039;t a huge step up from BS5), a Sunshark will benefit more of it.&lt;br /&gt;
#&#039;&#039;&#039;Stealth Shielding:&#039;&#039;&#039; All cover is improved by +1 to a 3+ Cover Save.  Expect to spam this to keep them running. Might save you from a Slay the Warlord, sucks if you got it on a flyer with Disruption Pods.&lt;br /&gt;
#&#039;&#039;&#039;Marker Plane:&#039;&#039;&#039; Add D3 Markerlight tokens to a single target within 12&amp;quot; of your Fighter Ace.  Rejoice as you give your troops an opening to kill with. Approaches the previous version&#039;s effectiveness when the Ace has other sources of Markerlights, like a Sunshark, and it&#039;s useful when your Coldstar swoops, as he leaves his drones behind.&lt;br /&gt;
&lt;br /&gt;
===Tactical Objectives===&lt;br /&gt;
*&#039;&#039;&#039;11. The Lure:&#039;&#039;&#039; Pretty simple: Win 1 VP for destroying an enemy unit that charged during the last turn.  If you do it three times, you win D3 VP&lt;br /&gt;
*&#039;&#039;&#039;12. Patient Hunter:&#039;&#039;&#039; 1 VP for eliminating an enemy in your Deployment Zone.&lt;br /&gt;
*&#039;&#039;&#039;13. Ambush:&#039;&#039;&#039; Real easy here.  You win a VP for either eliminating an enemy unit or if they fail morale.  If you get three units to do either or both, you win D3 VP.&lt;br /&gt;
*&#039;&#039;&#039;14. Multiple Distractions:&#039;&#039;&#039; This one requires a bit of setup.  The only way you can achieve this (and win 1 VP) is if you get an enemy unit within 12&amp;quot; of one table edge while getting another within 12&amp;quot; of the opposite table edge.  Having mobile firepower helps with this, as do Kroot.&lt;br /&gt;
*&#039;&#039;&#039;15. Feigned Withdrawal:&#039;&#039;&#039; This one&#039;s a little risky; to win this, you need to destroy an enemy within 9&amp;quot; of your units and outside of his Deployment Zone. Alternately, this one is a freebie if your opponent scatters poorly.&lt;br /&gt;
*&#039;&#039;&#039;16. The Greater Good:&#039;&#039;&#039; This requires attention.  You only win D3 VP for taking over an objective controlled by the enemy.  If you repeat this three times, you get D3+3 VP, and you win an additional VP if you suffer no casualties during this turn.  To maximize this, you need to prioritize what you can use to take these points immediately.&lt;br /&gt;
&lt;br /&gt;
==Arsenal of Expansion==&lt;br /&gt;
&lt;br /&gt;
===Battlesuit Ranged Weaponry===&lt;br /&gt;
These are chosen for Crisis suits, including the Commander and his Bodyguards. Differently from the previous Codex, Cyclic Ion Blaster and Airbursting Fragmentation Projector aren&#039;t experimental weapons anymore.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You can make a weapon Twin-linked for some extra points and it will take up a second hard point (same as last codex), or you can take multiples of the same weapon at the base cost for each. Example: You could take a Plasma Rifle for 15 points, Twin-Linked Plasma Rifle for 20 points, or two individual Plasma Rifles for 30 points (15 points each). Nowadays people usually just take two of the same non-twinlinked weapons, trading versatility for efficiency, but loading a suit with two different guns so it could deal with a higher variety of threats is still a valid tactic.&lt;br /&gt;
* &#039;&#039;&#039;Flamer:&#039;&#039;&#039; Good old reliable and cheap. If you have points and hard-points to spare, stick them on. They are a good deterrent for weaker units trying to tie up Battlesuits; a twin-linked flamer, with its re-rolling to-wound goodness, is amongst the best systems you could have for overwatch, costing less than all other guns and leaving a hand free to fire another weapon. Expecting lots of close encounters with infantry trying to engage in melee? You take a flamer.&lt;br /&gt;
* &#039;&#039;&#039;Burst Cannon:&#039;&#039;&#039; Like a Tyranid Deathspitter but with one extra shot. Good for dealing with light infantry, and when combined with a flamer it&#039;s awesome at tackling hordes. However, you get lots of S5 AP5 shots elsewhere, and combined with drones and the new higher squad size, its main advantage, high rate of fire, isn&#039;t a need as before. But it&#039;s quite cheap and perfect for small squads: 3 Crisis with 6 gun drones can easily glance [[Rhino|most]] [[Chimera Transport|transports]] to death while remaining excellent against infantry, all of that for less than 200 pts. Most vehicles have rear AV10, so with good positioning they won&#039;t even need the gun drones. Drop in, remove 3-6 HP or murder 16 GEQs, a very troll-worthy tactic. And it&#039;s even better with markerlights - owing to its high rate of fire this weapon will be more likely to come into its own &amp;lt;u&amp;gt;with other wargear&amp;lt;/u&amp;gt; made to take maximum advantage of it. So, if you are going to take them, consider putting two of them as non-twin-linked weapons on a Crisis to chug out &#039;&#039;eight&#039;&#039; shots per turn, and indulge your Gatling fetish, [[Heterosexual Sex in the Missionary Position|you sick bastard]]. Enjoy the look on your opponent&#039;s face when your three suits drop THAT many dice, or watch enemy [[Ork]]s go green(er) with envy at the absolutely XBOX HUEG amount of dakka you put out. &lt;br /&gt;
**If you&#039;re gonna go Farsight Crisiswing, outfitting a team with double Burst Cannons (and gun drones for a taste) can be perfect at clearing hordes, like Conscripts, or cheap and fast tarpit units like DE beasts or Chaos Spaw...WAIT, NO I DIDN&#039;T MEAN-AJRSPLBLBLBLBLBLBLBLBLBL&lt;br /&gt;
* &#039;&#039;&#039;Airbursting Fragmentation Projector:&#039;&#039;&#039; The only Barrage weapon in the codex, the AFP slings flamer-equivalent (including Ignores Cover) pie plates at 18&amp;quot; range. This weapon was pretty iffy in the 6E book when you could only have one: even where it was good, it was too vulnerable and too likely to be anywhere but where it&#039;s needed. Now that you can take more than one, it actually has some merit. It costs as much as three flamers, but doesn&#039;t need line of sight. Useful against the same classes of target that you&#039;d use flamers on, now from a much more comfortable distance. Cannot be twin-linked, but you can take two per suit, just remember Blast weapons cannot overwatch. All in all not bad, but you&#039;re generally not hurting for ways to ferret GEQs out of cover, and using a Multi-spectrum takes away its main advantage over other weapons.&lt;br /&gt;
* &#039;&#039;&#039;Cyclic Ion Blaster:&#039;&#039;&#039; A cross between a Burst cannon and a Missile pod, this is a 18&amp;quot; range, 3 shot S7 weapon in normal mode, and becomes a + 1S Blast when overcharged, the only downside of that being the chance to burn your little weeaboo fingers, and you can&#039;t twin-link it to avoid it. It&#039;s an extremely versatile weapon, in fact, having only one less shot but 2 more Str gives the Burst cannons insecurity issues, being better at dealing with vehicles without compromising lots of anti-infantry power, unlike missiles, with the AP4 that will make IG officers cry (&#039;&#039;more&#039;&#039;). While S8 will ID the unlucky MEQ, you&#039;re still better using the normal mode against AV13, volume of fire compensating the reduced strength. Its only real problems are power armored enemies, cover campers and AV14, but that&#039;s a job reserved for [[Plasma#Tau|more]] [[Melta#Tau_Melta_Weapons|specialized]] [[Gauss#Railgun|guns]]. If you like to put 2 different weapons on a suit to make it good against a wide variety of targets, at least one of those weapons should be a CIB. &#039;&#039;Great with an EWO.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Fusion Blaster:&#039;&#039;&#039; 6&amp;quot; extra to the range might not seem like a lot, but it is. This makes deep striking and cracking open the soft caramel center of vehicles all that much easier. Properly measured, it puts you on average 16&amp;quot; away from the vehicle that you just exploded at the end of your assault phase, making charges from units left to defend them far less likely. Also, don&#039;t forget that AP1 is still AP1 - Fusion Blasters have an important secondary role IDing Terminators ([[Plasma_Syphon|&#039;&#039;Suck on that, Paladins&#039;&#039;]]), high-toughness units and MC/GCs. Low shot volume hurts, but markerlights can compensate.&lt;br /&gt;
* &#039;&#039;&#039;Missile Pod:&#039;&#039;&#039; More like Autocannons, really. The longest ranged weapon your battle suit can have, it&#039;s excellent for sniping walkers, light vehicles and the odd monstrous critter or two (ones with low armor saves, to be exact). Due to the low output of shots, however, Battlesuits equipped with these should avoid firing at larger-sized squads unless they have no better option.&lt;br /&gt;
* &#039;&#039;&#039;Plasma Rifle:&#039;&#039;&#039; Before the inclusion of the Riptide, this was the Tau&#039;s only source of reliable AP2 weaponry. The new codex has not stopped their usefulness. They have good range, don&#039;t get hot, enough Str to wound marines on a 2+ and are Rapid-fire. If you find yourself fighting a lot of marines, necrons, jetbikes and monstrous creatures (which you WOULD in a current meta) a full squad of double-plasma suits is just the right tool to bring it down, with a bit of markerlight support to cut though cover saves.&lt;br /&gt;
&lt;br /&gt;
===Support Systems===&lt;br /&gt;
These can be taken by nearly all battle suit variants, albeit to varying degrees; Broadsides and Stealth suits, for instance, can only take one. Items marked as &amp;quot;(standard issue)&amp;quot; come with all Battlesuits, do not need to be purchased, and do not count against a suit&#039;s support system limit. They are included just for the sake of completeness. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Advanced Targeting System:&#039;&#039;&#039; Allows an equipped model to use the Precision Shot Special Rule. Consider equipping them with this plus a burst cannon and a cyclonic ion blaster to maximize the odds of sniping special weapons and characters from enemy units as a kind of tactical-level Mont&#039;ka maneuver. Remember this CAN be taken on Broadsides for even more trolltastic sniping fun.&lt;br /&gt;
* &#039;&#039;&#039;Blacksun Filter (standard issue):&#039;&#039;&#039; Tau night vision, it grants the Night Vision special rule (obviously) and immunity to Blind, which is nice, since Blind become more common nowadays and could seriously fuck your I2 everything up. Unlike certain options (like searchlights) available to other forces, this does not give away its user&#039;s position at night, but doesn&#039;t illuminate the target for the rest of your army, like those options do. But because a unit only needs one model with the rule, if you brought multiple Commanders/Battlesuited characters you could attach them to some fire warriors until the dawn. Once a separate option, this now comes as standard issue equipment built into all Tau Battlesuits for free and without occupying a hardpoint.&lt;br /&gt;
* &#039;&#039;&#039;Counterfire Defense System:&#039;&#039;&#039; Increases a model&#039;s Overwatch fire from the normal BS1 shot for snap-fire to BS2. For my money and hardpoints I&#039;d rather bring a Flamer - you&#039;d get more hits and wounds in most cases. Or save some space and have Markerlights do the work, which can improve snapshots beyond BS2. It&#039;s a personal choice though, can be useful if you decide to go TEQ hunting with some plasma rifles. Also a good choice if you feel like investing in support systems on your Stealth suits. Keep in mind they don&#039;t change BS of Drones. Also if you like playing chess and having all your pieces in the right place at the right time, you can keep Supporting Fire crisis suits close to essential units but just out of assault range. Don&#039;t forget to put forward veiled insults and subtle taunts to force that poor idiot who plays orcs to charge your gunline, despite having three crisis suits with Counterfire Defense Systems and two Burst Cannons each right there.&lt;br /&gt;
* &#039;&#039;&#039;Drone Controller:&#039;&#039;&#039; Formerly necessary for a unit to use drones, that functionality has become built-in. This new little bad boy works to &#039;&#039;enhance&#039;&#039; the drone&#039;s function, meaning the drones in your unit use the same BS as the bearer, making Markerlight hits that much easier to get. If your squad is taking any sizable amounts of drones (unless they are all shield drones) then think of including this as it will make up its point quickly.&lt;br /&gt;
* &#039;&#039;&#039;DS8 Tactical Support Turret:&#039;&#039;&#039; New support that only Fire Warriors (both Strike and Breacher Teams) can use. It can be deployed in a turn where the team stands still. It acts as an extra gun (actually either a missile pod or a smart missile system) for all intents and purposes, but it&#039;s immobile.  However, in the event that nobody&#039;s nearby enough to blast or enemies are too close, it can be recalled to be deployed elsewhere.&lt;br /&gt;
* &#039;&#039;&#039;Early Warning Override:&#039;&#039;&#039; Battlesuit aimbot program, providing Interceptor. While your first thought would be to combine it with a Velocity Tracker, it&#039;s too expensive to be effective against anything save absolute cheesemongering (i.e. all-air lists). Instead use the Interceptor rule for what it was designed: to shoot down reserves at the end of THEIR movement phase. Do not forget to bring your tearcup when your Riptide blows apart tightly packed teleporting Terminators or drop-podded Sternquards with single Ion accelerator blast. A decent option, all things considered. &#039;&#039;Great with a Cyclic Ion Blaster.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Multi-tracker (standard issue):&#039;&#039;&#039; Sensors and targeting systems which allow a unit to manage the fire power of two weapons simultaneously, like a Battlesuited John Woo action hero. Once a separate hardpoint-filling option, its popularity (bordering on ubiquity) has made it a now standard issue piece of equipment built into every battle suit, so comes free with the unit and does not occupy a hardpoint.&amp;lt;p&amp;gt;&#039;&#039; Note: Recent FAQ confirmed that it does work on Overwatch. The 3-year skub war over this issue is finally over.&lt;br /&gt;
* &#039;&#039;&#039;Positional Relay:&#039;&#039;&#039; This allows outflankers in reserve in your army move in from the same board edge as the bearer provided he is within 6&amp;quot; of it, including your opponent&#039;s edge. Used correctly this could allow you control of most of the board. However there isn&#039;t much need for lots of these in your army - &#039;&#039;setup for Kroot Konga line, anyone?&#039;&#039;. Expect to use it more often on larger point games. Note that this piece of gear also comes as standard with the Recon drones that can accompany Pathfinder squads, so weigh that in consideration for this if you are already taking them.&lt;br /&gt;
* &#039;&#039;&#039;Shield Generator:&#039;&#039;&#039; Another that remains unchanged. It grants you a 4+ invulnerable save. Basically it&#039;s a one upped version of the Stimulant injector. Combine the pair and add shield drones for a model that just simply refuses to die.&lt;br /&gt;
* &#039;&#039;&#039;Stimulant injector:&#039;&#039;&#039; Again another item that is no longer one per army. This will give the equipped model Feel no Pain. It&#039;s not cheap and it&#039;s even costlier on Riptides/Ghostkeel, but it prevents a wound on a 5+ that is only denied by Instant Death. Get it if you have the points and the unit in question is likely to see [[DISTRACTION_CARNIFEX|a lot of fire]] and needs the endurance, like the aforementioned Riptides so they don&#039;t kill themselves.&lt;br /&gt;
* &#039;&#039;&#039;Target Lock:&#039;&#039;&#039; Allows the model to fire at a different target from the rest of the unit. This tool, while cheap, is often over-used. More often than not the one extra weapon does not make the difference. The only real time its effectiveness comes into play is when used in conjunction with fusion-blaster wielding, deep striking, jihad shouting, suicide squads. Deploy them onto the back armoured line of a foe and watch him cry. Remember to have your china tear cup at the ready. You can&#039;t use this to shoot at units emerging from a wrecked transport because you must declare targets prior to rolling any dice. Alternatively, it works really nice with Marker drones, whose markerlights are no longer Networked.&lt;br /&gt;
* &#039;&#039;&#039;Vectored Retro-thrusters:&#039;&#039;&#039; No longer one per army, this gives the model both Fleet and Hit &amp;amp; Run. Useful if you get bogged down in combat and need to redeploy quickly. The only downside is a poor I means that you won&#039;t always pull out in time, unless you have Drones with you (which are I4 for some reason) or stick it in a Farsight Bomb (Farsight is I5). Vespids have I6, but not only they already have H&amp;amp;R, &#039;&#039;why are you sticking around with them?&#039;&#039;. Would be great for Broadsides, Ghostkeels and Riptides stuck in CC, but they can&#039;t buy this. &amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; You only need 1 suit with this system in order to give the entire unit the benefits of Hit &amp;amp; Run, but you need to give this to everyone in the unit if you want to gain the benefits of Fleet. Because you wont be running or assaulting with Battlesuits, you don&#039;t care about Fleet, so take only one. Still, positioning is key so the model carrying doesn&#039;t get killed before running away.&lt;br /&gt;
* &#039;&#039;&#039;Velocity Tracker:&#039;&#039;&#039; Another new toy. This thing allows a model to choose on a turn-by-turn basis whether it wants to use the Skyfire rule or not (so it can be fire at fliers one turn and ground units the next with no penalty to either). Slapping these on Broadsides may be everyone&#039;s first move but they don&#039;t do too badly on Crisis suits, Ghostkeels or Riptides (especially with the HBC) either. Combine with Early Warning Override to give flier heavy lists an early bus ticket home.&lt;br /&gt;
&lt;br /&gt;
===Signature Systems===&lt;br /&gt;
Basically, these are the equivalent to the artifacts/relics of other books. They can be taken by the Commander, his Bodyguards, or Crisis Shas&#039;vres, but it&#039;s a bad idea for the latter because these take up hardpoint space with him, unlike with the previous two (meaning you could be a complete retard and stuff all of them on one single Shas&#039;O if you wanted). Only &#039;&#039;&#039;one&#039;&#039;&#039; of each can be taken per army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command and Control Node:&#039;&#039;&#039; A 4th ed piece of tech that was killed off in the switch to 5th ed when Target Priority tests went the way of the dodo. Back from the dead and clocking in at 15pts, it makes all of a unit&#039;s weapons Twin-linked at the cost of giving up the bearer&#039;s own shooting. If you put this on your Commander you&#039;ll miss out on his sweet BS5, but at least it will be on your longer lasting model. Using this and Multi-spectrum Sensor Suite on a gigantic Farsight bodyguard squad kicks total ass. &lt;br /&gt;
*&#039;&#039;&#039;Failsafe Detonator&#039;&#039;&#039; S5 Large Blast on death. Useful as a last 1 fingered salute to anyone assaulting you and not much more. Still, it&#039;s just 10 pts, you might as well put it on units you don&#039;t expect to survive the battle, like those Rambo Crisis suits, but by no means an auto-include.&lt;br /&gt;
*&#039;&#039;&#039;XV-8-02 Iridium Battlesuit:&#039;&#039;&#039; Adds 1 Toughness and gives a 2+ save. Don&#039;t waste this on a Crisis Shas&#039;vre, save it for the Commander (your warlord if there isn&#039;t an Ethereal present). If you&#039;re absolutely desperate to have a bodyguard protect your &#039;o rather than having him tough it out himself, you should still use the Iridium and other defensive boosts on your Tankmander, while attaching a bodyguard and drones so the drones and &#039;vre(s) can take the fatal wounds with auto-pass LO, S.&lt;br /&gt;
*&#039;&#039;&#039;Multi-spectrum Sensor Suite:&#039;&#039;&#039; Like Command and control, you forgo shooting with this model in place of giving the model&#039;s unit&#039;s ranged weapons the Ignores Cover special rule. Take it on your Commander with the Command and Control Node, because if you&#039;re doing something else with it, you&#039;re probably wrong (see above regarding Crisis Shas&#039;vre).&lt;br /&gt;
*&#039;&#039;&#039;Neuroweb System Jammer:&#039;&#039;&#039; At 2pts this little gadget is an auto-include. At the start of [[Troll|your enemy&#039;s]] shooting phase the bearer selects 1 enemy unit within 12&amp;quot; to have its weapons get hot until the end of the next turn. Even if you never use it it can still be funny to watch your foe create a wide area of space around the bearer.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; This thing is hilarious against [[Imperial_Guard|wimpy Gue&#039;La]], who become 3 times more [[Fail|likely to kill themselves]] than kill you, conscripts faring even worse. Eg: A Guardsman squad gets in rapid fire range for &#039;First Rank Fire, Second Rank Fire&#039; (40 shots). You&#039;ll lose 1 Crisis...while they&#039;ll lose 4.44 guardsmen and need to take a Morale check &#039;&#039;in their own&#039;&#039; shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Onager Gauntlet:&#039;&#039;&#039; Aka the Donkey Punch. The first close combat weapon for a battle suit. Shame there is only 1 and it only gives 1 S10 AP1 attack, but it&#039;s dirt cheap. It can be useful for opening tin cans or crumpling lower key characters in challenges. Just watch out however as you&#039;re still Tau and 1 attack that you may miss with isn&#039;t all that when you&#039;re T4 with a 3+ save, much less against power swords. On the other hand, [[Power weapon#Power_Fist|HIDDEN POWER FIST]]! Note that unlike similar weapons it does &#039;&#039;not&#039;&#039; strike at I1 should come as a surprise to anyone expecting a Tau commander to go down immediately in close combat to a monstrous creature without a good chance of taking the thing with them. &#039;&#039;Half the time you&#039;re still hitting last because of I3, though&#039;&#039;. But it can save him from those nasty marine powerfists, which would ID him, and keeps you from having to &amp;quot;our weapons are useless&amp;quot; against walkers. Still, the main reason you&#039;re buying this is because &#039;&#039;&#039;a)&#039;&#039;&#039; You ran out of space for Fusion blasters, &#039;&#039;&#039;b)&#039;&#039;&#039; You really want to model a [[Fist of the North Star|mighty fist]] on your Tau snowflake, don&#039;t you?&lt;br /&gt;
*&#039;&#039;&#039;Puretide Engram Neurochip:&#039;&#039;&#039; Select one of five special rules (Counter-Attack, Furious Charge, Monster Hunter, Stubborn, or Tank Hunter) at the start of Movement. The bearer has it until the next turn. The only ones of note are Monster Hunter and Tank Hunter, which will benefit the entire unit (make him join Railgun Broadsides for pure win), maybe Stubborn too if CC is unavoidable, but the 2 others are close combat related and only affect the bearer and therefore nigh useless.  Also consigns your pilot to life as a robotic tool of the Empire, but hey, Greater Good.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Impact Field:&#039;&#039;&#039; Another (anti-)assault gadget. It&#039;s like a flechette discharger for Battlesuits. It won&#039;t make an enemy unit think twice about hitting you though, but D6 &#039;&#039;I10&#039;&#039; hits might score you a wound before your opponent strikes. Bear in mind it hits &#039;&#039;each&#039;&#039; unit that successfully charged at them, not models touching the suit, so keep the wielder out of reach deep inside the unit. A unit that has at least one VRT, drones and the Repulsor field is a unit your enemy may charge at, possibly hurting itself, and then he needs to get into combat all over again. Those casualties will slowly add up, just like your unit&#039;s price tag. Better yet when the enemy tries to tie up with Farsight&#039;s I5. And taking flamers/Counterfire for overwatch just adds [[Troll|insult to injury]].&lt;br /&gt;
*&#039;&#039;&#039;XV-81 Prototype (Forge World):&#039;&#039;&#039; Once limited to Commanders, it is now available to all able to take Signature Wargear...so, mostly still commanders. The Model becomes Extremely Bulky, but in return, gains a Smart Missile System. Limits you to taking a maximum of two other weapon options, but who the fuck takes TL weapons on a Commander anyway? Does &amp;lt;i&amp;gt;not&amp;lt;/i&amp;gt; stop you from spending your full four choices on support systems (though you still shouldn&#039;t put all the systems on one suit, for you&#039;d lose everything should the model die). Plus, 25 points isn&#039;t too much to ask for this nice piece of equipment. Great with Early Warning Override: you could fire Interceptor shots and still use two other weapons the next turn. Or grab a just-in-case flamer along the weapon you really want to use - a veritable swiss army suit. Still, 2 more pts and you&#039;d have yet another Crisis with flamer, so unless you planned for a Farsight bomb and run out of &#039;&#039;yet moar Crisis&#039;&#039; to deepstrike with, it&#039;s a little too much.&lt;br /&gt;
*&#039;&#039;&#039;XV-84 Prototype (Forge World):&#039;&#039;&#039; Also once limited to Commanders, the XV-84 contains a Networked Markerlight and a Target Lock. While it lets you support a low BS unit, the XV-84 would probably see its best use in a Farsight Bomb, giving them their own dedicated markerlight support - pretty much the only thing they needed. At 20 points, the suit is a relatively cheap addition to any force.&lt;br /&gt;
&lt;br /&gt;
===Drones===&lt;br /&gt;
Only Drones that can be taken by more than one unit entry are discussed here. The rest will be discussed in their related entry, like the now Broadside-exclusive MV8 Missile drone. All drones discussed now cost 12pts (with the exception of Shielded Missile Drones, which cost 25pts each) and are all Jetpack Infantry. This is a big decrease for the marker drone, a minor decrease for the shield and a minor increase for the gun drone.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;MV1 Gun Drone:&#039;&#039;&#039; With the Pulse carbine being Twin-Linked Assault 2 and drone controller giving the drones the same BS as the bearer it has made them a much more usable option for some extra firepower. &lt;br /&gt;
* &#039;&#039;&#039;MV36 Guardian Drone:&#039;&#039;&#039; Exclusive to Fire Warriors.  More unit friendly than the Shield Drone, it only gives itself a 5++ save, but the attached unit gets a 6++. It only really shines with the Breachers&#039; Field Amplifier Relay (becomes 5++), but it can help your Strike teams when facing lots of blast weapons.&lt;br /&gt;
* &#039;&#039;&#039;MV4 Shield Drone:&#039;&#039;&#039; It&#039;s a drone-mounted Shield generator, and it&#039;s actually cheaper and more effective to boot. As in cheaper than the support system version by 13pts, and if it fails, you merely lost a drone. It gives multi-wound characters a second chance at outlasting any scary S8 weapons that would insta-kill them. Even if not attached to Commanders it still makes a decent addition to any unit that can take it. Unless you have other plans or points are too tight, you cannot go wrong attaching a pair of these to Crisis suits, as they are tough enough to weather some anti-infantry fire, but not so robust that they can easily survive anti-armor weapons. The Shield drones will let them do so, at least long enough to neutralize the threat to them. If these are the only drones you take, then there is no need for a drone controller. A full Crisis team can take six of them without using up any support slots at all. Expect to cry when a Wyvern says &amp;quot;Hi!&amp;quot;, tho.&lt;br /&gt;
* &#039;&#039;&#039;MV7 Marker Drone:&#039;&#039;&#039; A staple of many Tau armies has just seen a massive points decrease! Watch as markerlights rain down as heavy as the tears of your fallen enemy. 16 pts has been taken off the tab and it benefits greatly from improved BS granted by having a Drone controller in the unit. The downside that not many players have noticed yet is the loss of Networked markerlight, meaning you better have two units firing at the same target and maybe some Pathfinders too, if everyone is going to benefit from those lovely markerlight hits. Goes very well with Target Lock, tho.&lt;br /&gt;
* &#039;&#039;&#039;MV84 Shielded Missile Drone:&#039;&#039;&#039; A cross between a Missile Drone and a Shield Drone (hence the 8-4), combining the strengths of both types. Only Riptides and their variants can use them, but on the bright side they also have T6, so they don&#039;t reduce majority Toughness while still helping your battle suit to tank Grav shots.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Battle Systems===&lt;br /&gt;
* &#039;&#039;&#039;Advanced Targeting System:&#039;&#039;&#039; It gives &amp;quot;To Hit&amp;quot; Rolls of 6 Precision shot. A trollworthy thing if your Rail Gun can insta-gib an enemy HQ hidden within meatshields (2+ LoS says &amp;quot;not likely&amp;quot;, but hey, a chance is a chance), but there are plenty of snipers in the codex that are better suited for that role. Doesn&#039;t make it any less hilarious though. Still, because most of vehicular firepower comes as Blast weapons or from drones, it might not see much use.&lt;br /&gt;
* &#039;&#039;&#039;Automated Repair System:&#039;&#039;&#039; On a 6 it repairs a Weapon destroyed or Immobilized result. It&#039;s cheap and could give you back what you once thought lost. Use if you have points to spare.&lt;br /&gt;
* &#039;&#039;&#039;Blacksun Filter:&#039;&#039;&#039; While these come as standard on Battlesuits, they still have to be paid for by vehicles. It lets you ignore Night Fighting and Blind effects. As it&#039;s so cheap, it&#039;s hardly points wasted even if you don&#039;t ever get to use it. Remember vehicles are not affected by Blind anyway. &lt;br /&gt;
* &#039;&#039;&#039;Decoy Launchers:&#039;&#039;&#039; 4+ invul to glancing or penetrating hits caused by the Interceptor rule. By far the best use of this is on the flyers. Makes those nasty quad guns seem like a bad dream. Sadly it has little other use.&lt;br /&gt;
* &#039;&#039;&#039;Disruption Pod:&#039;&#039;&#039; It gives a +1 to your cover save, so it effectively acts like Stealth while still being stackable with it. Not as brokenly powerful as before, but still pretty damn good. 3+ in 7th in the open is great. Detach your drones and put them between your tank and your enemy and then yeah, 4+ cover without the disadvantages of Jink. Always buy it for your tanks, never for aircraft, unless you expect jinking a lot (which you don&#039;t unless you brought buckets of markerlights).&lt;br /&gt;
* &#039;&#039;&#039;Flechette Discharger:&#039;&#039;&#039; Fires a number of S4 hits equal to the number of folk in contact with it. Scares lightly armoured grenadiers (meltabomb vets, wyches and swooping hawks comes in mind), but MEQs don&#039;t give a shit about it.&lt;br /&gt;
* &#039;&#039;&#039;Point Defense Targeting relay:&#039;&#039;&#039; The S5 and below weapons can overwatch. Gives the vehicle Supporting Fire as well. Autotake on Devilfish (only if you grab SMS), and reasonable on Tanks if your local meta uses assault units. Perfect for Tetras and Sky Rays, if close to your units.&lt;br /&gt;
* &#039;&#039;&#039;Sensor Spines:&#039;&#039;&#039; Gives Move through Cover. Another case by case one. Useful for hiding tanks in cover, especially with Disruption pods, but almost worthless on fast skimmers and definitely worthless on flyers. Since Skimmers ignore Vertical Move Distance, use them to go from ruin cover camping to ruin assault range kiting in 3&amp;quot;. If it fits, it sits!&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Ethereal:&#039;&#039;&#039; Ethereals used to be a bad joke for the Tau army along with Vespids (the Fast Attack bad joke). They provided marginal benefit coupled with a serious drawback leading to much regicidal humor. So it came upon the Hamster to improve this rather terrible selection and so he made an attempt: instead of a meager benefit, all friendly units from this codex with a model within a foot of an Ethereal must use his sweet Leadership 10 for Fear, Morale, Pinning and Regroup checks; in addition to this the Ethereal can grant all friendly non-vehicle Tau units one of four abilities at the start of each movement phase: Stubborn, FnP 6+, Snap Shots after running or a bonus shot for Pulse weapons against anything less than half-range away (except for Pulse bombs, Drivers, Blastcannons and Submunitions). The only downside for Ethereals now is that killing the Ethereal awards an extra Victory point and undoes whatever power was being used at the time. Can also take a beacon for fairly cheap, presumably so you can launch [[Boreale|Multiple Simultaneous Devastating Defensive Deep Strikes]] to rescue him. If you fear for his mobility, you can also purchase a Hover Drone, letting them ignore Difficult and Dangerous Terrain while remaining Infantry.&lt;br /&gt;
** To summarize, they became &#039;&#039;&#039;Badass&#039;&#039;&#039;. Not only is the Ethereal a force multiplier of the first order with his Storm of Fire Invocation, but he bestows a 12&amp;quot; [[Commissar|Ld 10 Stubborn bubble]], excellent for when you want your thin Orange Line to hold rather than break, effectively turning the Tau into one of the bravest armies in 40k.&lt;br /&gt;
** The real selling point of Ethereals however is precisely that - their selling point. At 50 points, unless you&#039;re running an almost completely Battlesuited army you should be seriously asking yourself why you shouldn&#039;t be taking an Ethereal, and even in those armies, the FnP and ability to fire Snapshots while running (which of course can be augmented by markerlights) is well worth it. &lt;br /&gt;
** Needless to say with a glorious W2, T3 and a 5+ for 50 points, you can expect your Ethereal to be the prime target of the Marbos, snipers, CC infantry and units with &amp;quot;Precision&amp;quot; anything in their description. Place at the back of large Fire warrior squads, amongst large numbers of similarly large squads for maximum survivability and boosting, while your faster dudes pop that nasty artillery. &lt;br /&gt;
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*&#039;&#039;&#039;Battlesuit Commander:&#039;&#039;&#039; An excellent unit if kitted out properly. The versatility of the battle suit chassis means you can equip him however you need to be most effective, and being the Commander, all special issue equipment is available to him (see Armoury for setup tips). The Generic Commander is however the most expensive generic HQ Choice in the Codex, clocking in at 85 points before wargear. He is equipped with XV-8-05 Enforcer Armor, the &amp;quot;Standard&amp;quot; Commander armor (the one with fingers), and comes with a total of 4 hardpoints for your mounting pleasure (and Signature systems don&#039;t count!). You could try and put all the Support and Signature systems you can think of (he IS your most durable model, after all) and surround it with Bodyguard ablative wounds, who autopass LOS rolls, but you&#039;d be losing on his sweet BS5. Then again, if the unit is taking Gun or Marker drones, he should be the one with the Drone Controller to give them BS5.&lt;br /&gt;
**&#039;&#039;&#039;XV86 Coldstar Armor:&#039;&#039;&#039; A hefty points upgrade, it leaves your Commander in the middle of the road between a Jump unit and a FMC. Flying Monstrous Creature type (thus vulnerable to those Monster Hunter formations) but without the best stuff like Smash, Fear or Vector Strike, and gets a Missile pod and the exclusive High-output Burst cannon (Assault 6 Twin-linked). Best of all, he can still buy two Support systems and drones, but his weapons are restricted to the ones mentioned and he can&#039;t get Signature systems, so no Iridium for him. But the suit&#039;s best boons are all the advantages Swooping brings with it, meaning he can&#039;t be tied up in melee and they&#039;ll need Skyfire to shoot him down. That&#039;s right, you now have a [https://www.youtube.com/watch?v=yocBQlw_mCA jinking commander]; he&#039;s nigh untouchable now. The opponent brought melee squads and plasma guns hoping to catch your Commander? &#039;&#039;They&#039;ll never hit him&#039;&#039;. Pesky flyers bothering your dudes? &#039;&#039;Sweep and get on their level, you have enough dakka on your own&#039;&#039;. And you &#039;&#039;will&#039;&#039; be on your own; swooping means leaving everyone behind, even his drones (but they catch up with him when gliding). Take all the measures you need to avoid being hit when swooping, because getting wounded while enjoying the cloud&#039;s-eye-view means he takes a Ground test, which has ~28% chance of inflicting &#039;&#039;&#039;Instant Death&#039;&#039;&#039; to your T4 frame, so a Shield generator is almost mandatory, although considering most AA fire is S7 AP4 a Stim injector could prevent the wound to begin with. The second most common anti-air, however, is S8-9 AP3-1. So bring &amp;lt;i&amp;gt;both&amp;lt;/i&amp;gt; shield and stims.&lt;br /&gt;
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*&#039;&#039;&#039;[[Cadre Fireblade]]:&#039;&#039;&#039; At first glance, the Cadre Fireblade looks pretty crappy, especially compared to everything else. He&#039;s 10 points more than an Ethereal but can only really buff a single Fire Warrior squad (or Pathfinder squad, if you&#039;re so inclined), with a markerlight, Split Fire, and Volley Fire (which grants an extra shot to everybody with Pulse Rifles and Carbines so long as they stand still). A little disappointing, right? Actually, not really, at least in an allied detachment. Although the Ethereal is much improved, he&#039;s still somewhat of a risk if you field him, &#039;&#039;especially&#039;&#039; in an allied detachment, as you give up an extra Victory Point if he&#039;s killed (and, given how weedy the Tau are, that&#039;s not very hard). Also, his abilities &#039;&#039;only&#039;&#039; affect Tau, which isn&#039;t very useful in an allied detachment. The Fireblade, on the other hand, will almost always be useful (at least for your one compulsory unit of Troops) and will never be a liability. Also, Volley Fire is up to the &#039;&#039;entire&#039;&#039; range of the guns, not just half range like the Ethereal, so it&#039;s perfect to use with a castled up army and with your new forts, especially when combined with his Split fire - his Fire Warriors can defend that Tidewall with Volley fire while he shoots the Railgun at some valuable targets with his sweet BS5. Or he could throw a Photon grenade at another unit. Lastly, he comes with a Markerlight to support two squads at once, so you can chain markerlights. All in all, you&#039;ll probably usually want an Ethereal in your main detachment, but in an allied detachment, a Fireblade is probably the better choice for a &amp;quot;cheap&amp;quot; HQ. This might be an edge case, but hey, at least he has &#039;&#039;some&#039;&#039; use, unlike [[Pyrovore|certain]] [[Counts As#Mandrakes|other]] [[Mutilator|units]]. &lt;br /&gt;
** Since nothing prevents you from adding more Fireblades to a Fire warrior team (specially in 7th Unbound lists) for each Fireblade you add, there is one more shot for the ENTIRE team (and to the other Fireblades too!). 10 fireblades with 10 Fire warriors throw 11 shots each at 30 inches (total 220 shots, with half at BS 5). [[Dakka|MORE DAKKA]] for the greater good. This isn&#039;t very useful for normal games, but in Apocalypse you can have a squad of 12 Fire Warriors and 10 Fireblades are putting out 11 shots EACH at max range, 12 at half, for a total of 242 shots at max range, of which 110 are at BS5. In Apocalypse games 600 points worth of HQ is small change. The amount of fire out of the squad is normally only seen from massed Guard firing lines, but is coming from a total of 22 models that is only 708 points (which is one Titan or a couple Baneblades). You can live the dream of all 40k players and erase a squad of Ultramarines every turn. In normal games, the best use of a combined Fireblade squad is to have a surviving Fireblade join another squad after his first is wiped out, making it as if you still have the same amount of dakka as before.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Aun&#039;Va, Master of the Undying Spirit:&#039;&#039;&#039; The popestick got a huge buff! Roll equal to or over a weapon&#039;s AP to ignore wounds? That is an auto-pass against AP1,  so enemy railguns/death rays/tachyon arrows/meltas can eat shit and die. And since it technically doesn&#039;t count as a save, even &#039;&#039;fucking Destroyer weapons&#039;&#039; are ignored!  However, you can&#039;t roll against AP- so Tesla will still ruin your day (You only have a 5+ normal armour save) and it has no effect on models that ignore armour but have no AP value (leaving him entirely without a save), a Culexus Assassin for example will fuck him up royally (just like in the fluff). Only 100pts? Vetock, you are a god. OK, so the bodyguards are still meh but they&#039;re better than they used to be. 5+ saves combined with the Paradox&#039;s [https://en.wikipedia.org/wiki/Non-Newtonian_fluid harder-you-hit-it-harder-it-is] &amp;quot;fuck you save&amp;quot; gives the whole unit a variable amount of protection. He also gets 2 Ethereal bubble abilities per turn, which either give Stubborn, FnP(6+), +1 pulse weapon shot in half range or snap shots after running. His massive, multiple buffs are just awesome. He also provides a table wide re-roll for any morale checks, anything in Tau codex. That shit is money. Unfortunately, he is ridiculously vulnerable, not being able to join a unit because of his lack of IC, not to mention the fact that he can&#039;t get a transport. The best he can do is cower behind a building or a METAL BOX to block LOS and pray to Tau&#039;va nobody gets around the corner.&lt;br /&gt;
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*&#039;&#039;&#039;Aun&#039;Shi:&#039;&#039;&#039; Brought back from 3rd edition into 6th. Shi is essentially a close combat HQ, albeit a modest one, in an otherwise shooty army (i.e.: he&#039;s a blue Kroot-pope). Costs twice as much than a regular Honor Blade Ethereal, but at least he comes with a better saving throw: a 4+ invul save to boot. Always use Patient hunter in CC, because re-rollable 4++ is hilarious. Being WS5 I5 he could do alright dueling sgts, but the fact that he can melee doesn&#039;t mean he should - he still gives a VP by getting killed, he just dies a little slower. He is basically an Ethereal with the weaknesses removed for the price of yet another one - so make good use of those elemental invocations - but beware of anyone with strength 6 or over, because you&#039;ll be insta-killed if you botch it.&lt;br /&gt;
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*&#039;&#039;&#039;Aun&#039;Do (Burning Dawn):&#039;&#039;&#039; Ethereal with Honour Blade, Homing Beacon, and a Hover Drone. Although it isn&#039;t listed in his wargear, the 5+ armor save in his statline indicates he comes with Recon Armor as well. He costs 5 points more than a similarly equipped generic Ethereal. For that 5 points, you lose the ability to purchase drones or a blacksun filter, gain an extra wound, gain Fearless in place of Stubborn, and should you choose to make him your warlord you gain a guaranteed Exemplar of the Selfless Cause warlord trait. He&#039;s also only able to slot into one [[Warhammer_40,000/Tactics/Tau(7E)#Dataslate_Formations|formation]], Infiltration Cadre Burning Dawn. Since a purchased drone would give you an extra wound anyway, you get to decide if Fearless and a guaranteed warlord trait beat an Etheral with two pieces of wargear and a drone that could be taken in another formation.&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;Shovah ([[Farsight|Commander Farsight]]):&#039;&#039;&#039; The l33t renegade commander of the Fire Caste, Farsight is odd in the fact that he&#039;s specced for assault in an army meant for shooting. His Dawn Blade is very nice and got one hell of an upgrade to what is essentially a Necron Warscythe (AP2 Armourbane). Due to changes to Crisis teams, his bodyguard is no longer exclusive to him and they are forced to take a slot, but it is still a devastating tactic to deepstrike with up to NINE bodyguards, especially with his &amp;quot;no scatter&amp;quot; WT, negating one of the difficulties of deepstriking such a large unit. Preferred enemy is quite useful against Orks, although given Tau are near top-tier and Orks are somewhere slightly above unplayable, it&#039;s pretty much kicking a dead horse.&lt;br /&gt;
**He has lost some of his appeal, now that &amp;quot;Farsight bombs&amp;quot; aren&#039;t exclusive to him - arguably a normal Commander could do it better because Signature systems can be placed on him to make them immune to precision fire, and you can reroll undesirable traits/get beacons for no scatter. Still, you could take him for what he is: your &#039;&#039;WS5 &amp;lt;b&amp;gt;AP2&amp;lt;/b&amp;gt; &#039;&#039;&#039;I5&#039;&#039;&#039;&#039;&#039; melee response against anyone expecting easy melee from the Tau...lol JK, you still need to bring Battlesuits because he can&#039;t do it alone and Farsight bomb is pretty much the only viable tactic with him - that&#039;s not a bad thing by all means, that is one hell of a tactic and no-scatter is glorious, so it has its own section [[Warhammer_40,000/Tactics/Tau(7E)#The_Farsight_Bomb|HERE]].&lt;br /&gt;
**&#039;&#039;But I can&#039;t field that many Crisis suits&#039;&#039;. Good grief, he has an army of his own, so go read [[Warhammer_40,000/Tactics/Tau(7E)#Farsight_Enclaves|Farsight Enclaves]] and see if it *puts on Blacksun filter* [https://www.youtube.com/watch?v=mR3jnW2kcUs &#039;&#039;suits&#039;&#039;] your style.&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;Shaserra ([[Shadowsun|Commander Shadowsun]]):&#039;&#039;&#039; Commander Tsundere herself, she wears an experimental next-gen XV-22 stealth Battlesuit, which gives her a 3+/5++ save, and she has Shrouded and Stealth (duh) as well as two non-TL Fusion Blasters that can fire at different targets, great for cover-camping and jump-shoot-jump close-range tank killing, which in turn makes her much better on dense battlefields than in open ones (like Cities of Death), where she can put some hate on vehicles while being all but invulnerable to return fire...if they ever get line of sight on her because of her 3D6&amp;quot; Jump move (when she&#039;s the warlord). If she joins a Stealth suit squad they&#039;ll act as bodyguards, auto-passing Look Out, Sir! rolls, great for preventing instant-death (which is pretty common when you are T3). And on top of that she can buy buffed shield drones (3++) and a Command-link drone to let a unit within 12&amp;quot; re-roll to hit rolls of 1.&lt;br /&gt;
**Let us reiterate what her Command-link drone does: &#039;&#039;Any one unit within 12&amp;quot; of the drone gets to re-roll any 1s on its to-hit roll&#039;&#039;. And she can do this &#039;&#039;every&#039;&#039; turn. Hilarious when [[Derp|a drone does it as well as a Warlord]] Trait, right? [[Games_Workshop|ALWAYS BUY IT]]. You know how that Riptide&#039;s Nova-charged Heavy burst cannon is almost as dangerous to itself as the enemy? Not anymore under Shadowsun&#039;s drone gaze. Just think about how much [[dakka]] you can (relatively) safely put out from the two of them on a continual basis...&lt;br /&gt;
**Attaching Mrs. Tsundere to a Stealth team may be everybody&#039;s first thought, but she does damn fine with just any kind of Battlesuit squad. Because Stealth and Shrouded is conferred to the entire unit by her presence, Shield generators and Shield drones become sort of redundant due to 4+ cover save in the open and [[Troll|2+ in any terrain]] (unless facing artillery), so that&#039;s some (hard)points you can use for other things. &#039;&#039;But Stealth teams are her bodyguards&#039;&#039;. Crisis teams are better damage sponges thanks to their T4 and 2W, never mind they have more hardpoints and dakka. You could take proper Bodyguards, but you&#039;d be taking them because Signature systems are a great addition to a [[Warhammer_40,000/Tactics/Tau(7E)#The_Farsight_Bomb|Shadowbomb]]. After all, isn&#039;t passing Look Out Sir! rolls on a 2+ good enough already? And with her 3D6&amp;quot; move, where Farsight makes CC more manageable, she outright makes it &#039;&#039;never&#039;&#039; happen. Note that she cannot join Riptides and share the hax. Yeah, that would&#039;ve been too cheap.&lt;br /&gt;
**In fact, the Stealth + Shroud + Command drone combo is great for almost any of your squads (Sniper Kroots now don&#039;t need any cover, Pathfinders reroll some markerlights, etc.)...but not placing her in a Jetpack squad is kind of a waste.&lt;br /&gt;
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*&#039;&#039;&#039;[[El&#039;Myamoto (Sub-commander Darkstrider)]]:&#039;&#039;&#039; The second Tau commander to piss off the Ethereal elites, Darkstrider is a powered up Pathfinder - he fights on foot, so he can only join Firewarriors and Pathfinders. His selling point is his Structural Analyzer, which lowers the Toughness his target for him and his unit (and it counts for Instant Death) which works best with Railrifle equipped Pathfinders. Can be very troll-y. See that crazy powerful Paladin or Meganob? A single Pathfinder in this guy&#039;s squad just sniped him. Also works on T5 (Nob bikers, Ogryns, Thunderwolf, Harpies, Daemon Prince, etc.) with Ion Rifles in overcharge. Furthermore, he allows his unit to consolidate D6&amp;quot; in any direction immediately after firing their overwatch and BEFORE the charging unit rolls for charge distance. Stick him in a Pathfinder squad with a Grav Inhibitor drone and they become one slippery unit.&lt;br /&gt;
**Because he has Scout and Outflank he does great with Breachers in a Devilfish, easily getting them into range to wreak havoc, while he gets a 6++ (you ARE taking the drone right?), meaning those point blank Pulse blasters now ID those pesky Nids and Astartes characters, all at sweet AP3. U MAD? Just be prepared for the assault, cause their weapons are so short ranged that his consolidation move will not get you out of charge range.&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;R&#039;myr (Commander Longknife) (FW - IA3, 2°E):&#039;&#039;&#039; Dread Pirate R&#039;myr, who inherited the name from four previous commanders, is a decent suit that seems to want to be charged. With a Double-barreled Plasma rifle (Assault 2 Twin-linked with 24&amp;quot; range) and a Target Lock, he looks built to take down heavy infantry / monstrous creatures without needing to get into Rapid fire range like others (so his squad should have missiles). His Signature Wargear is the XV89-02 Battlesuit, which contains a Flechette launcher that nicks the attacker for a S3 hit at I10. Depending on how you interpret the word &#039;any,&#039; the flechette launcher may not be one use anymore. His enhanced shield generator has a 4++ against shooting attacks and a 3++ against close combat. His flechette discharger is a nasty surprise for swarm armies thinking they have just trapped the expensive tau HQ unit in CC...and they kinda have, because even guardsmen have a decent chance to survive [[Fail|S3 AP-]] flechettes, so put him in a squad that also has a Repulsor Impact field and other assault trinkets so their effects stack. A good choice, especially against Imperial Guard due to Preferred Enemy against them. If you want a Commander with double plasma, you&#039;d be out of your mind not to take him: R&#039;myr is cheaper than a similar Commander by 20 pts, but is using the equivalent of 5 hardpoints, his shield is better, allows for Repulsor Field stacking and thus can do his job both at close and long range.&lt;br /&gt;
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*&#039;&#039;&#039;O&#039;Ra&#039;lai (Commander O&#039;Rly) (FW - IA3, 2°E):&#039;&#039;&#039; O&#039;Rly is a monster of a unit; he is your [[Commissar Yarrick]], your [[Abaddon|Failbaddon]], your [[Mephiston]], your [[Swarmlord]], your [[Ghazghkull Mag Uruk Thraka|Ghazghkull]], with BS5, T5, I4, and the power of the XV-9 Battlesuit. The main difference he has compared with the above heroes is that he is primarily a ranged fighter whereas most uber-HQ characters tend to be close combat oriented. O&#039;Rly&#039;s main strength is his versatility, allowing him to be effective against almost everything in the game because of his access to four different ammo types for his Experimental Pulse Sub-Munitions Rifle, though every munition except for his default has Gets Hot!. Keep him away from TEQs though, as none of his shots get better than AP3. Against MEQ&#039;s, blobs, cover-campers and Tank armies, however, you&#039;ve got yourself a certifiable nightmare of a tau, with access to Ignore Cover, Haywire or huge-area Rending on one weapon depending on the specific ammo used. Of note is O&#039;Rly&#039;s ability to make vehicles melt, with the choice of BS5 Haywire shots at 24&amp;quot;, or 36&amp;quot; S9 AP3 shots, allowing him to decimate anything with an AV (although he can&#039;t make anything explode). Oh, and all of his weapon profiles are Assault 2, thus going from &#039;&#039;&amp;quot;Baby&#039;s First Lascannon&amp;quot;&#039;&#039; to &#039;&#039;&amp;quot;What the fuck, he has an assault 2 Lascannon?!&amp;quot;&#039;&#039;. A real nightmare to just about any army, he&#039;s now the best HQ unit the Tau have.&lt;br /&gt;
**His marker drones are T4, which means you&#039;re losing that awesome T5 bonus until one of them dies. He USED to be able to join guys, but the special rule &#039;Lone Warrior&#039; prevents him from joining units, despite being an IC. However, he can leave his drone unit and let him be majority toughness 5 while you get 2 markerlight drones for free, though they drop from BS 5 to BS 2 without his drone controller, but at least they have blacksun filters of their own.&lt;br /&gt;
**He can take as much pain as he can dish out, as his shield upgrades to a 3+ invuln save if shot at from farther away than 12&amp;quot;. Having four T5 wounds, 3+/3-4++ saves, defensive grenades, I4, Hit &amp;amp; Run, and JSJ, he is an absolute bastard to kill without S10 or Instant death weapons. &lt;br /&gt;
**His Warlord Trait, &#039;&#039;&#039;The Assassin&#039;&#039;&#039;,  gives him Preferred Enemy (Independent Characters). This does translate into Preferred Enemy against the unit an Independent Character is attached to.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[[Fire Warrior|Fire Warrior Strike Squad]]:&#039;&#039;&#039; Yes, they have the best basic infantry gun in the game. Yes, they will go down like a tower made of tissue paper if properly targeted or assaulted. For the new book, their price gets dropped to a much more workable 9 pts/model, so it just got a lot easier to buy a squad with a [[Devilfish]]; however, larger squads are going to be more difficult to squeeze into cover, but if they fit in a fish, you got it made. The price break does let you spend a little more on the Tau&#039;s new toys elsewhere though. Devilfish give Fire Warriors much needed mobility, and safety from assault. After all, the second ANYTHING gets into close combat with a Fire Warrior squad, the Fire Warriors will lose. Even if it&#039;s other Fire Warriors or even fucking Grots and Rippers. With abysmal WS and mediocre BS, if these guys are firing, use markerlights to up their hit chances, although other units may make better use of the markerlight tokens. Speaking of their weapons, their pulse rifles rapid fire on 15&amp;quot; and can glance light vehicles to death, or blast them to oblivion with EMP-grenades, and photon grenades allows them to blind enemies so they actually stand half a chance in combat. They also have Supporting Fire, they&#039;re quite the bargain now. Please note that only one model can &#039;&#039;throw&#039;&#039; an EMP-grenade and only one can use their grenade in melee(thanks to new FAQ rules). You can blind and EMP bitch-slap walkers to death, or murder enemy vehicles.&lt;br /&gt;
**When Shas&#039;Ui takes markerlight for his rifle, he also gets a free Target lock. This allows you to chain markerlights between fire warrior squads by using the markerlight on the target of the next fire warrior unit. This may also be useful to man fortification gun emplacements without forcing all his squad wasting their shots on something they can&#039;t hurt, which is very useful.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Warrior Breacher Squad:&#039;&#039;&#039; A squad of Fire Warriors specialized for close-quarters firing with their new Pulse Blasters (Which sadly don&#039;t benefit from the Fireblade, but fortunately they still benefit from an Ethereal). Their guns are just the thing to break marines up-close, and they do so for cheaper than a Fire Warrior squad! Vespids would do the same job better and safer, being faster, tougher and having MUCH more comfortable range, but they cost twice as much, for eventually half the firepower. Also important to remember the entire squad can get a 5++ Invulnerable save for 22 Points (Shas&#039;Ui (10) + the new MV36 Guardian Drone (12), and all models in the squad have the new Field Amplifier Relay) allowing them a measure of survivability against anything, so it could be possible (with some lucky rolling) for this squad to survive far longer than normal against the normal anti-Tau weapons.&lt;br /&gt;
**Lacking assault transports (or decent range in their shotguns), this squad WILL be on the receiving end of a charge if you&#039;re careless with them. Moreso than other Tau units, you want them to have a Devilfish, with Disruption Pods at a premium for superior Jink saves. Depending on the rest of your army, you can either use them for area denial or backfield disruption; in this second role, they combo remarkably well with Darkstrider, who gets them in, helps them kill, then bails them out of being charged.&lt;br /&gt;
**One thing to remember is that the strength of the Pulse Breacher depends on how far away the target &#039;&#039;&#039;unit&#039;&#039;&#039; is away from the Tau with said Pulse Breachers, and how this interacts with 7th ed. The weapon still maintains a maximum range of 15&amp;quot;, but the end result is that unlike a flamer, you could theoretically flank an enemy unit, and reap the benefit of the maximized profile inflicting casualties up to the maximum range. You still have to check on a &#039;per-model&#039; basis which Breachers are within 5&amp;quot; of the enemy unit despite firing the weapon &#039;in the same batch&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;[[Kroot|Kroot Carnivores]]:&#039;&#039;&#039; Disregard what fluff says - Kroot are NOT assault infantry. Yes, they have WS4, so what? They can not assault after shooting, their saves are weak and they lost their S4 and extra attack from the rifle for no fucking reason (while remaining super-strong in fluff), and AP5 melee looks like a fucking joke in all-marine metagame. Instead look at their gun. It&#039;s a fucking bolter just with AP6, which don&#039;t matter a lot, cause most of the infantry in the game is either Sv4+ or better, or constantly in cover. Spend the extra point per model (for a total of 7 each) for Sniper Rounds, and you get the cheapest sniper squad in the game. A 20 strong squad hidden in a forest taking out Characters hidden in squad. This is more deadly against certain armies than other, but it&#039;s rather troll worthy at any rate. The only downside is the shortish range of the Kroot Rifle. Still, 140pts for 20 Sniper shots it&#039;s not that much of downside. And speaking about cover, these guys have Stealth (Forest) for 4+ save (even better if they&#039;re Ironbark). What you get is a fairly cheap, hard to shoot down from cover and hard to kill in CC area denial unit that shoot bolters or even sniper rifles, and can deploy anywhere on the field, messing with opponents pathing and deepstriking and keeping his forces away from your fragile gunline until they all die. In addition to regular Kroot, you can field the following Kroot subspecies:&lt;br /&gt;
**Kroot Hounds: Space Chickens in a dog form. Because the Kroot lost much of their close combat power and became infiltrating snipers, the I5 and extra attacks on these doggies won&#039;t help you much. If you plan to outflank instead of infiltrate, take one for acute senses.&lt;br /&gt;
**Krootox Riders: At 25 pts, you get a space chicken Silverback with a big Kroot Gun on its back with the rider. Having an S7 rapid fire gun that can shoot up to 48&amp;quot; is nice to have, along with two S6 melee attacks up close and two wounds. For the new book, Krootox riders no longer prevent your squad from infiltrating, which means you can now have an absurdly strong gun line infiltrating right where your opponent doesn&#039;t want it that can actually hold out in combat!&lt;br /&gt;
**Shaper: The boss of the Carnivore Squad. These Kroot have three wounds, +2A and +1LD. Oh, and he costs three times more than a Kroot for the upgrade. It&#039;s worth taking if you want the six extra S3 hits, which can help a bit. Still not great to take on anything except for Orks, Tyranids, and Daemons, so only take him if you plan on going up against other horde armies.&lt;br /&gt;
**An alternative look on these green lizard/chicken mercs is to dish em&#039; out in front of a Firewarrior dakka line so your fragile little Fire Warriors won&#039;t die when the Kroot are getting the objectives (which is helped by them having infiltrate) . Even though on paper the idea seems flimsy you don&#039;t want to know how many games I&#039;ve won because of my Kroot holding objectives and the Fire Warriors behind them peppering anything that comes near them to molten mush. Enemy claims cover from intervening models? Markerlight them.&lt;br /&gt;
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*&#039;&#039;&#039;Gue&#039;Vesa (FW - IA3, 2nd E):&#039;&#039;&#039; Shooty [[Gue&#039;vesa]] troops, so far the only human auxiliaries you can field in 6th ed. They cost the same as Conscripts and 6 guys, with potential upgrades for another 5 guys, a sarge, and grenades (12 total). They are equipped with Lasguns and Flak, and get their shit kicked in by any Imperial army because of &amp;quot;[[Blam|Death To Traitors]]&amp;quot;. Best used to garrison things. They are only allowed in specified Taros Campaign missions, but don&#039;t fret: they suck anyway. Take Fire warriors instead, especially since these guys have no Supporting Fire.&lt;br /&gt;
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*&#039;&#039;&#039;Drone Sentry Turret (FW - IA3, 2nd):&#039;&#039;&#039; A group of up to four 11/11/11 immobile vehicles with TL burst cannons that can be upgraded to TL missile pods, TL fusion blasters, or TL plasma rifles. They have access to the vehicle battle systems and can be upgraded to have deep strike for 10 points each. Not an exceptional unit, but not a bad choice by any standard (they are cheap and immune to bolters). They do not count as a compulsory troop choice, but can still score and even &#039;&#039;secure&#039;&#039; objectives, and if placed in heavy cover with Disruption pods, they&#039;re going to hold that point like forever. If you keep the Burst cannons consider giving them Point defense targeting relay because TL and 4 shots is going to hit stuff.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;TY7 [[Devilfish]] Troop Carrier:&#039;&#039;&#039; These allow your Fire Warriors to be exactly where you need them to be. With AV12 in the front, the ability to gain a 3+ cover save with ease through the Disruption Pod wargear, think of this as the iron-clad, greased up eggshell that you need to crack to get to the delicious omelette inside. With the new codex, drones that detach from vehicles never count as a kill point.  For ten points, you can replace the gun drones with a twin-linked smart missile system (although good luck finding the model parts for it), which got a serious buff in 6th Edition from its previous stats, allowing the Devilfish to add some cost-effective (line-of-sight ignoring / cover negating!) fire support. These are almost necessary for a good army although they do cost 80 fucking points!. With 7th edition, the viability compared to the SMS does get a boost though, in the form of the Coordinated Firepower special rule from the hunter contingent. A single devilfish, with gun drones and a fire warrior/pathfinder squad inside, is 3 units for the purposes of Coordinated Firepower, giving you an effective fire-team without dipping into other sources. This can be useful when your list is hungry for marker-lights, as it gives them a bit of independence. (note: Devilfish are not allowed to carry models with the bulky special rule, so stealth suits en route to a dispute must shoot-and-scoot and can&#039;t commute.)&lt;br /&gt;
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===Elite===&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV8_Crisis_Battlesuit|XV8 Crisis Battlesuit]]:&#039;&#039;&#039;God&#039;s First Gift To Tau. Your mainstay, these guys will fill up your elites slots. Crisis suits are famous for the Jump-Shoot-Jump tactic - moving out of cover, shooting, and jumping back into cover, denying return fire and annoying the enemy, an excellent tactic. They have 3 hardpoints which they can fill with any combination of weapons or systems you want, but filling all 3 isn&#039;t mandatory. Typically a Crisis suit will have two weapons and a support system, but the occasional third weapon to be competent against a variety of targets isn&#039;t unheard of. Or you could twin-link a weapon, there&#039;s your third slot (it may be a good idea to mount TL pair on one hardpoint to make it more WYSIWYG). It only helps that Crisis suits (and other large suits) come with Multitracker and Blacksun filters pre-installed so you can choose that extra system you&#039;ve always wanted.  Probably one of the most passed-by improvements, yet comforting additions to 6th; Shas&#039;Vre come in at Leadership 9, meaning if you lose a couple of expendable wounds (for instance in the form of bin lids) you don&#039;t panic, forget you&#039;re in a huge powered gundam wing and run off the board! However, you should be painfully aware that Crisis suits are T4, which means they suffer heavily from rocket sniping. If you value your suits, take at least two drones to absorb the inevitable S8 AP3 shot. Everything in the damn game has some version of a &amp;quot;fuck your Crisis suit&amp;quot; weapon. As all drones have the same price, consider carefully what type you want for your Crisis suits:&lt;br /&gt;
**&#039;&#039;&#039;Shield drones&#039;&#039;&#039; are just ablative wounds, that are slightly better at being ablative wounds. 4++ could help them to survive twice as long against heavy fire, but against AP5 or higher they would go down as fast as other drone type, as they lost their 3+/2+ mimicked armor save from previous codex, and you cannot allocate only those wounds you want on them. Take them if you expect the enemy to pack a lot of S8 and/or low AP weaponry.&lt;br /&gt;
**&#039;&#039;&#039;Gun drones&#039;&#039;&#039; are not only T4 Sv4+ cold expendable wounds for your Crisis suits, but also TL pulse carbines, which pack considerable firepower in 7e, and may even pin shit if you get lucky (don&#039;t count on it, though). BS2 is not a big problem, as with twinlink they have 55% chance of hitting something (think of it as BS 3.5) without markerlight support.  With a suit equipped with a drone controller, they become BS3, and with a Commander with drone controller, [[Troll|BS5]]. Being twin-linked, they tend to deal more hits on overwatch or when snapfiring at flyers/fmc&#039;s. Definitely worth it when combined with infantry hunting Crisis teams (flamers, burstcannons), and even on more heavily armed teams could be fine if combined with target locks (they are fairly cheap after all).  Group of 3-5 gun drones on targetlocked team could reliably blow [[Dark Eldar|AV10 vehicles]], or those with AV10 on the rear (read: almost all of them) with some smart maneuvering, and with some luck could even glance to death [[METAL BOXES|AV11]]. If you&#039;re planning to jump around heavy cover or include Shassera to your Crisis team, Gun drones would benefit from 4+ cover (or up to 2+ with Shassera in cover), becoming as survivable as Shield drones, while retaining their firepower. Overall the best option.&lt;br /&gt;
**&#039;&#039;&#039;Marker drones&#039;&#039;&#039; are tricky ones. BS2 with no twinlink or networking seems useless, but they are designed to CHAIN markerlights when focus firing a target - you&#039;re spending 2 markerlight tokens to give your Crisis team awesome BS5, and 2-3 marker drones at BS4 could reliably regain those tokens to be used on the next Crisis team and so on. Or you could use Target locks like with Gun drones - They&#039;re longer-lasting, faster Pathfinders that can keep up with your Crisis suits for just 1 more point, plus the very convenient Drone controller (a serious consideration for the Enclaves, actually). Aside from it, they could be used as emergency markerlight source if your main markers was destroyed or tied, and of course, as ablative wounds, like all other drones.&lt;br /&gt;
**One unexpected result of 6th ed was the Rambo Crisis Squads (aka Monats). With Crisis suits now costing 22 points, it&#039;s now a perfectly viable option to take your Cheap as Chips naked Crisis squad (or naked plus flamer) and use them for GLORIOUS COMBAT. &#039;&#039;Why?&#039;&#039; Because 3 Crisis suits naked costs 66 points! If one was to compare them with Assault Marines, you&#039;re looking at higher Str, [[What|&#039;&#039;more&#039;&#039; base attacks]], double wounds for about the same price, at the expense of lower In, WS, and lack of Hammer of Wrath. Still, unless you have the misfortune of fighting Grey Knights or Daemons you&#039;re going to hit most things on a 4+ anyway. In effect you have a unreasonably durable tarpit unit on a super budget, best used against assault threats to your fire warriors (needless to say, anything with a large quantity of power weapons is to be avoided, but that marine squad? Fuck yeah). Of course, given the fact that you&#039;re expending an entire precious elite choice won&#039;t sit well with many. Unless you play Enclaves, where you won&#039;t care. You might be tempted to whack a Shas&#039;vre in there and add lots of CC items, but the main value of this squad is exactly how cheap it is. Do not forget, your Crisis suits have 2 base attacks and S5 - charging AV-10 rear tanks with your Crises could be a good move. Tying up shooty squads with poor melee (Centurions, Devastators, Fire Dragons, etc.) is also an option if you have retro thrusters, as it ties them up AND allows your Crisis suits to escape enemy fire and then jump right out melee at the end of his turn and then vaporize the poor fuckers. Just make sure their characters have no power weapons. Use careful positioning to allocate the few wounds you&#039;re taking to the drones. &lt;br /&gt;
**Another fun tactic for crisis suits. Take 3 in a squad, give them all 2 fusion blasters (156 pts). 6 melta shots is completely overkill for removing a tank squadron from the table, especially at AP1! So why not give one vectored retro thrusters to avoid being locked in combat for too long. This platform is perfect for turning super heavies into swiss cheese and entire tank formations into tatters. Oh and if you have the spare points target lock wouldn&#039;t go amiss on the other 2 suits.&lt;br /&gt;
*&#039;&#039;&#039;Crisis Bodyguard:&#039;&#039;&#039; Crisis Suits that can auto-pass Look Out Sir! for their Commander. Now they&#039;re forced to eat a FOC slot, but you can have up to 9 per squad. They have Shas&#039;vre stats and cost: Ld9 and an extra attack (although they shouldn&#039;t be in melee to begin with), at the price of being 10 points more expensive than the regular Crisis Team. But their best characteristic is that Signature Systems don&#039;t use a hardpoint. Take them if you want, but their place is alongside a Commander.&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV25_Stealthsuit|XV25 Stealth Suits]]:&#039;&#039;&#039; First, the good bits: they have [[Pauldrons|3+ armour saves]], a burst cannon, stealth, shrouded &#039;&#039;and&#039;&#039; they can infiltrate. Now the bad: their BS is average to the rest of the army but their biggest weakness comes in comparison to other entries in the Elites section - they&#039;re not as tough or versatile as Crisis or Riptide Suits. Arguably, Kroot do the whole infiltration/sniper thingie better now but Stealth Suits have an ace in the hole: they can take a homing beacon. You&#039;re taking a shitload of suits, right? You know they deepstrike, right? Oh sure, Pathfinders can take beacons, but they need several turns to get in position, by which time it&#039;s already too late and you&#039;ve lost the advantage. With their myriad of deployment options (Infiltrate, Outflank or Deepstrike themselves), you can get your deepstrikers striking deep (&#039;&#039;see what I did there&#039;&#039;) into enemy territory, safely and FAST. Everything else is just icing on top of the cake, from their fusion blaster per every three models to the marker light/target lock the Shas&#039;vre can take (worthwhile to take because, unlike other Battlesuit teams, you only get up to 2 Drones per squad, and you&#039;d end up with a very fragile Shas&#039;vre if you try to use a Drone Controller instead of Stims or the Shield). Build this squad in a way it can survive long enough to guide your deep-strikers to their destiny. Just don&#039;t overspend on upgrades, though. Stealths are T3 so a lot of things deny FNP, and have a 4+ cover save on the open, making the shield generator a redundancy (letting power swords reach them is Failing, don&#039;t [[Fail]]). They can play jump-shoot-jump shenanigans even better than Crisis Suits, courtesy of their smaller model bases and 2+ cover save in, y&#039;know, cover.&lt;br /&gt;
**&#039;&#039;&#039;Stealth Team Shadowtide (Burning Dawn):&#039;&#039;&#039; Three Stealth suits, one with Fusion Blaster, and a Marker Drone.  They benefit from Supporting Fire, Infiltrate, and Precision Shots, plus the Bonding Knife Ritual.&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV104_Riptide_Battlesuit|XV104 Riptide]]:&#039;&#039;&#039; [[Asmodeus|Devil&#039;s]] gift to Tau. Designed to troll. It&#039;s a Jetpack monstrous creature with a big statline (S/T6, 5 wounds, 2+/5++) to accompany its big guns: the mother of all Gatlings, the Heavy Burst Cannon (eight S6 shots) or the anti-everything Ion Accelerator (S7 Heavy 3 or S8 large blast overcharge, all that at [[Rape|AP2]]). Because that&#039;s not enough dakka, it also has a secondary twin-linked gun. It&#039;s also one of the few sources of Shielded Missile Drones, which are awesome. Even with terrible, Tau trademark WS/I2 it still can, and will, smash tanks in close combat if needed. Then there&#039;s its Nova Reactor, which can give it a special power at the beginning of movement on a 3+, but on 1 or 2 you lose a wound with no saves allowed (you can still FNP). Nova reactor bonuses are nice and sexy and they are:&lt;br /&gt;
**A 3++ save: Ideal when you&#039;re in the sight of multiple anti-tank guns with no cover or BLOS to jump behind.&lt;br /&gt;
**A 4D6&amp;quot; thrust move: Grants you a mobility only matched by flyers, FMCs and teleporting Dreadknights, great for jumping out of melee range. Invaluable for scoring or denying key objectives early in the game. &lt;br /&gt;
**Firing its secondary weapons twice, without sacrificing main gun shooting: This isn&#039;t mere additional same-type dakka (e.g.: SMS complementing HBC), but allows a Riptide with different kinds of guns to be competent against anything. Eg: normally it&#039;d make no sense to grab a Fusion blaster alongside a HBC, 1 shot never being enough to reliably take on tanks. But 2 shots are worth considering.&lt;br /&gt;
**Unlocking alternate main weapon profile:&lt;br /&gt;
***Heavy Burst Cannon becomes Heavy 12 with Rending: Great for annihilating infantry without power armor or medium vehicles. Gets hot may seem dangerous, but it isn&#039;t -  you have 2+ armor to save against it.&lt;br /&gt;
***Ion Accelerator overcharge becomes S9 Ordnance: Your response against heavy armour, it has a chance to pop that Land Raider open from safe distance like a railgun, although with only a +1 for damage results compared to the railgun&#039;s +2.&lt;br /&gt;
**While cool and deadly, remember they rely heavily on markerlight support - Heavy Burst Cannon really shines when most of its dakka actually hits the target, and ion blasts are much more effective when they ignore cover and don&#039;t scatter much. You&#039;d think Riptides melt with poisoned shots, but thanks to its 2+ save it takes 90 BS4 poison shots to take down one Riptide, even more if it has FnP. In that time, the rest of your army can work unhindered. What we&#039;re saying is, don&#039;t worry about it, 4+ poison ain&#039;t all that hot shit. However, anything that can fight back in melee is going to either tarpit the Riptide till the end of the game or rip it to shreds, and you cannot take VRTs to jump out of melee. Speaking of Support systems, they can take two. Stims for that Nova charge abuse, Advanced targeting to snipe low special weapons with a huge Gatling gun, EWO to punish deepstrikers with AP2 large blasts, etc., you name it.&lt;br /&gt;
**Do note, as awesome as Riptides are, they are a bit too powerful for their cost. [https://www.youtube.com/watch?v=sRvmjS06yKE Take one, they&#039;ll get mad. Take two, how could you. Take three, you&#039;re officially] [[That Guy]]. Consider yourself warned. This includes FW Riptide variants! With the new codex, Riptides can be taken in squads of 3 and they now have the Fire Team rule, making them BS 4 when taken in 3s, because GW wants all your monies. Have they gone too far? Is this madness? And then there&#039;s the Riptide wing formation...I guess 2015 was the Year of [[That Guy]].&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV95|XV95 Ghostkeel Battlesuits]]:&#039;&#039;&#039; What a Riptide is to a Crisis suit, the Ghostkeel is to Stealth suits - a durable and shooty jet pack monster. Much like the Stealth team it&#039;s evolved from it has Stealth and Shrouded, but the way it gains these rules is a bit schizophrenic. You see, the Ghostkeel Suit only has Stealth by default, but its drones grant stealth to all models in their squad, and Shrouded to all that already have Stealth. While technically only the suits gain Shrouded, that rule affects all models in a squad, so the drones too gain 4+ cover in the open. The obvious downside of this convoluted web of rules is that a Ghostkeel that loses all of its drones would lose a good chunk of its survivability as well, making it the odd Battlesuit that wants to tank shots for its drones. Unlike its smaller brethren, it can&#039;t infiltrate (you&#039;d need some sort of tactical genius for that), but instead gets the Fire Team rule, which grants it BS 4 when there are 3 &#039;&#039;&#039;suits&#039;&#039;&#039; in the squad.&lt;br /&gt;
**The Electrowarfare suite that the XV-95 carries in the left hand further adds to its stealthiness, doubling cover bonuses from Stealth/Shrouded for pretty much guaranteed 2+ cover against all dakka &#039;&#039;from outside 12&amp;quot; range&#039;&#039;, but the way it&#039;s worded makes only the suits to get this bonus. Furthermore, once per game the Ghostkeel can pretty much auto-blind one enemy unit that fires at it, forcing it to only fire snap-shots, so launching an alpha-strike against it isn&#039;t an option, especially with Blast &amp;amp; Template weapons which won&#039;t get to fire at all. To further this squad&#039;s survivability, the drones lower their average save to 4+, meaning the grav-weapons those marine players tend to spam out of their asses nowadays aren&#039;t nearly as effective against it. It&#039;s not like the XV95 is particularly squishy that it needs all those defensive measures so desperately, with four T5 Sv3+ wounds and two T5 Sv4+ drones it&#039;s more than capable of taking the fire even from cover-ignoring weapons. On the offense in packs a set of twin-linked flamers, burst cannons or fusion blasters on it&#039;s shoulders and either a Fusion Collider (fusion gun with small blast) or an Ion Raker (24&amp;quot; 6-shot Ion Rifle with a large blast overcharge). Seeing as both main guns are either anti-tank or anti-light vehicle/medium infantry, blasters are the preferable shoulder weapons, although if you find yourself constantly fighting Orks and DE, flamers would ruin their day. Not enough stuff? Good, because they can take up to 2 Support systems. EWO to double fuck deep strikers (both primaries are blast), Advanced targeting coupled with Burst cannons and Ion Rakers to snipe special weapons, or Stims so it truly never, &#039;&#039;ever&#039;&#039; dies. Never give it a Shield, it&#039;s too expensive.&lt;br /&gt;
**Durability-wise, the Ghostkeel is even more resistant to long-range shooting with big anti-tank guns than the Riptide (with the slight exception of suffering ID from S10 or Destroyer shots) thanks to its ridiculous cover save shenanigans, however it&#039;s four times more vulnerable than a Riptide against bolters and gauss flayers up close, and considerably easier to kill in assault. Accordingly, when combined with its short weapons range, it tends to attract rather less rage than the Riptide does, while still scratching that &amp;quot;big durable robot&amp;quot; itch. Watch out, though, these guys graduate to full-on cheesy BS when taken on formations, especially the Optimized Stealth cadre.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Pathfinders:&#039;&#039;&#039; A unit of Pathfinders can&#039;t go wrong. One of two good sources for markerlights, and very cost-effective for the number of markerlights you get. These guys put out a large amount of markerlight support every turn, useful for everyone else. They are also Scouts, quite useful to outflank or get into position. Beware though, their armor save is only 5+ (made for recon rather than gun lines) which means that they are particularly vulnerable to things like bolters if caught in the open, so camp these guys in cover while shooting markerlights so the enemies can&#039;t do the same. They can optionally take Devilfish, but those are no longer compulsory to take with them like they were in earlier editions. Up to three models can take Ion and Rail rifles, but only do this if you have an additional markerlight source. Don&#039;t be faked out by the special weapons - the Rail rifle is for busting heavy infantry and MCs (S6 is marginal on vehicles even with AP1), while the Ion rifle is for bunging holes in light to medium armor (think of it as baby&#039;s first autocannon, but you can have three). They have several options:&lt;br /&gt;
** &#039;&#039;&#039;Special Drones:&#039;&#039;&#039; These drones can only be taken by Pathfinder squads, and only one of each can be taken but they don&#039;t count against the two drone limit for the leader&#039;s drones.&lt;br /&gt;
*** &#039;&#039;&#039;MB3 Recon Drone:&#039;&#039;&#039; Expensive, but it gives the unit a burst cannon which is always nice, and, more importantly, incorporates both a Homing beacon and Positional relay, so worth taking if you have deep-striking reserves. As a bonus, it does not take up any extra space when being transported by a Devilfish, and can employ its reserve-guiding equipment while embarked.  &lt;br /&gt;
*** &#039;&#039;&#039;MV33 Grav-inhibitor Drone:&#039;&#039;&#039; Slows down any charging foe, reducing assault moves by D3. Great for giving the unit a little more time to get the hell out of dodge if your enemy really wants to commit to eliminating them (and let&#039;s face it, if they do you have successfully trolled them into doing so from markerlight-related [[rage]].) While it&#039;s good on smaller maps and games, anything past 1250 pts and they will probably be shot to pieces with large blast templates and cover ignoring weapons to kill them ASAP, making this drone a less than stellar selection.&lt;br /&gt;
*** &#039;&#039;&#039;MV31 Pulse Accelerator Drone:&#039;&#039;&#039; This boosts all pulse weapon fire from the unit to extend its range by 6&amp;quot;. This effectively means that those pulse carbines your Pathfinders are carrying go from 18&amp;quot; Assault 2 weapons to 24&amp;quot; Assault 2 weapons, potentially out [[dakka]]ing line Fire Warriors. Unfortunately, burst cannons are not classified as pulse weapons any longer, so the range on the Recon Drone is not increased. While your Pathfinders should be more about dropping marker tokens than shooting up the enemy, you can really make the enemy pay for trying to take them down with this.&lt;br /&gt;
** &#039;&#039;&#039;Team Leader:&#039;&#039;&#039; For another 10 points you can upgrade one member to a Shas&#039;ui. The primary benefit of this is to provide better Ld so your spotters don&#039;t run away, add a few more equipment options such as a blacksun filter for one more point that the whole unit can use (which is not as essential as it used to be as Markerlights only have a range of 36&amp;quot; and ignore all saves and hence don&#039;t care about Night Fighting), and bring along two extra drones from the standard drone list. Be aware that filling up the entire squad with pathfinders, special drones, and two regular drones will put them above capacity for riding in a Devilfish.  &lt;br /&gt;
** &#039;&#039;&#039;Pathfinder Team Aurora (Burning Dawn):&#039;&#039;&#039; 10 Pathfinders with the three pathfinder-exclusive drones.  The sarge and 6 others own Carbines, one gets an Ion Rifle and the last two get a Rail Rifle. The Shas&#039;Ui Ignores cover and gets Relentless while the team benefits from the Bonding Knife Ritual.&lt;br /&gt;
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*&#039;&#039;&#039;TX4 [[Piranha]]:&#039;&#039;&#039; Extremely light and cheap Open-topped Fast Skimmers. They come with two attached Gun drones and a Burst cannon, which can be swapped for a Fusion gun for anti-armour harassment. They&#039;re so cheap and pack so much dakka that they&#039;re your &#039;&#039;&#039;best source of S5 fire&#039;&#039;&#039;, costing 8.29 points per hit as opposed to Carbine Fire Warrior&#039;s 9, while being more resilient (T7 2W equivalent, plus two T4 wounds from the drones when detached) and much more maneuverable (up to 30&amp;quot;). Front AV11 and a squad size of up to 5 (the biggest vehicle squad in the codex) renders them immune to bolters and they&#039;d serve as a rather nice wall to block LOS and assaults, being as disposable as a Rhino (but being cheap dakka you&#039;d be better off protecting them instead). Oh, and they can carry two seeker missiles - hunting TEQs is the only thing they don&#039;t excel at.&lt;br /&gt;
**&#039;&#039;&#039;Fun fact:&#039;&#039;&#039;  The majority of the cost of a Piranha is made up by Drones, with the actual skimmer costing a mere 12 pts (that&#039;s 6pts per S5 shot). Thus, for 200 points you can get five Piranhas in a squadron and detach a squad of 10 gun drones.  This gives you a 140 point Gun Drone Squad (that doesn&#039;t take up a Fast Attack slot or count for kill points) and a 60 point squad of 5 11AV Front skimmers with Burst Cannons. There are many reasons to detach the drones: place the drones in front of Piranhas with Disruption pods for 4+++ without needing to Jink, and the drones are vulnerable to template weapons because the Piranha is open-topped anyway. Also you could attach a Drone Controller Commander to the Gun drones to maximize the point return, equip the Piranhas with Fusion blasters and go separate ways to fulfill different roles. That&#039;s maybe the best use ever for a Fast Attack slot.&lt;br /&gt;
**&#039;&#039;&#039;Tireless Hunter (Burning Dawn):&#039;&#039;&#039; Fusion Blaster Piranha that gets Supporting Fire (but that doesn&#039;t pass to the Drones) and +1 BS.  For five more points, that&#039;s neat.&lt;br /&gt;
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*&#039;&#039;&#039;Drone Squad:&#039;&#039;&#039; Up to 12 drones in any combination you want of Shield, Marker or Gun drones. What&#039;s the deal with them? A few Shield drones could protect the rest of the squad, but keep in mind all drones die the same to bolters while costing the same - maybe you&#039;d want more shooting drones instead. Marker/Gun drones are more combat capable versions of Pathfinders/Strike teams: they have +1T (and better save compared to Pathfinders), +2I, can move and fire markerlights/have TL carbines which patches their BS2, and are Jetpack infantry (Deepstrike &amp;amp; JSJ), their enhanced mobility kinda patching their lack of special toys those squads can bring. Now add a Drone controller BS5 Commander and they&#039;ll be worth being 3-5 pts more expensive than Pathfinders/Strike teams. Consider attaching a Buffmander, 12 BS5 TL JSJ Markerlights [[DISTRACTION CARNIFEX|will be noticed]], the same as Cover-ignoring Pinning S5 against GEQs. Or you could use marker tokens from other sources to boost their BS. Be warned, though, a unit composed entirely of drones cannot score, not to mention their higher cost will be felt.&lt;br /&gt;
**If you want no more than 10 Gun drones and you have the points to spare, better take them from a Piranha squad.&lt;br /&gt;
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*&#039;&#039;&#039;AX3 Razorshark Strike Fighter:&#039;&#039;&#039; (Attack Flyer) One of two new aircraft for Tau, sporting average aircraft stats (11/10/10 3HP) a quad ion gun. Normally, it shoots at S7 AP4 at 30&amp;quot; and is assault 4, but because it&#039;s an ion weapon, it can be overcharged (for the price of Gets Hot) turning it into an S8 AP4 Large Blast! Even funnier, the gun is mounted on a turret to the rear, meaning that any deep-striking aircraft that thought they could get the jump on it will be thoroughly surprised, - upgrade the burst cannon to a missile pod for even more 360 degree fire arc fun.&lt;br /&gt;
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*&#039;&#039;&#039;AX39 Sunshark Bomber:&#039;&#039;&#039; (Bomber) The other new aircraft with similar stats to the above, but trades the quad cannon for blowing pulse bubbles (S5 AP5 Large Blast) onto unsuspecting targets below every turn unless you roll a 1, in which case your bomber can no longer produce bombs. It also comes with the networked markerlight for lasing targets and a pair of interceptor drones to fuck up enemy aircraft.&lt;br /&gt;
**Comparing the Sunshark to the Razorshark, the Interceptor drones are &amp;lt;s&amp;gt;arguably better&amp;lt;/s&amp;gt; completely worthless and here&#039;s why: the drones&#039; Ion Rifles are Rapid Fire, meaning that you have to choose between having half the range or shots of the quad gun. Their Twin-Linked is offset by the drones only being BS2. They have the turbo-boost rule but &#039;&#039;&#039;they&#039;re not Flyers&#039;&#039;&#039;, meaning a single bolter drill will make short work of them if you detatch them. &amp;quot;But what about the blast mode,&amp;quot; I hear you ask? 7th Ed changed the Skyfire rule so that Interceptor no longer lets them target ground units normally. Now, recall that you can&#039;t fire Blast weapons as Snap Shots. Now recall that Blasts can&#039;t target flying units- [[FAIL|so you can&#039;t use the blast mode at all.]] Add the facts that the Razorshark&#039;s ground attack weapon is better and it&#039;s actually cheaper and the Sunshark becomes truly pointless.&lt;br /&gt;
**Being a bomber hurts with Death From the Skies.  Overall, you&#039;re better off with a Forge World flier for air superiority or... any of a number of choices for anti-flier, anti-tank, or anti-infantry rolls.&lt;br /&gt;
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*&#039;&#039;&#039;Vespid Stingwings:&#039;&#039;&#039; Once the other bad joke of the codex, Vespids have been buffed.  As with the fusion blaster, 6 extra inches on their Neutron blaster will put you at a much more comfortable distance, namely out of assault distance.  With a new 4+ Sv on top of T4, they&#039;ve become on par with Space Marine scouts for survivability.  As they now have Move Through Cover, Stealth in ruins, and Hit &amp;amp; Run at I6, they can jump out, kill MEQs, and escape in the assault, pretty much becoming the nightmare bugs of anything without terminator armour. Vespids jump around in groups of four to twelve, but they&#039;re only Ld6 so a Strain Leader (Ld&#039;&#039;9&#039;&#039;) is almost mandatory. Overall, a dedicated MEQ killer - do notice they&#039;re cheaper than Crisis suits (18 pts vs 35), if a little less resilient, less flexible and with less dakka. Could be seen as &amp;quot;made in china&amp;quot; Crisis suits, they still get the job done. No effect vs. TEQs, though, so watch out.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Battlesuit#XV9_Hazard_Battlesuit|XV-9 Hazard Team]] (FW - IA3, 2nd):&#039;&#039;&#039; God&#039;s Second Gift To Tau. [[Overcosted|Kinda]]. These tough-framed bruisers contain experimental weaponry meant to excel in close range, but their price is so high you could get similar results from simply buying 2 equivalent Crisis suits, especially when using other than the default weapons, and 7E favours MSU. What makes them stand out however is their defensive grenades, which may save their skin if you roll badly on the thrust move after closing in. T5 helps them survive in Rapid Fire range and prevents the usual missile sniping, as well as making Stims all the more useful, and their VRTs plus higher-than-Tau-average I3 will get them out of melee if the enemy manages to close in (but take drones for I4). Being veterans of close range they also come base with Bonding knife and WS3...hooray. Not to mention they&#039;ll free Elite choices to use for anything other than Crisis suits (unless you play Enclaves). No option for Team Leader Ld9 tho. The downside is that greatness is expensive and you will feel it, especially since buying a Support System is mandatory. They look really, really fucking awesome and they make vehicle light armies (Dark Eldar, Tyranids, Orks, and Chaos Daemons) weep. Their weapons include:&lt;br /&gt;
**&#039;&#039;&#039;Burst Cannons:&#039;&#039;&#039; The base loadout. Four on one suit means eight twin-linked shots, which lessens the need for markerlights. This is the only setup that is cheaper than 2 equivalent Crisis suits (if only due to the VRT). Two of them in a team will seriously mess up any ground unit out there, from Marines to Tyranids. Plus, Burst Cannons are fragging bad-ass, feel free to give into your gatling fetish, [[Heterosexual_Sex_in_the_Missionary_Position|you sick fuck]]. Grab one Drone Controller and go to town.&lt;br /&gt;
**&#039;&#039;&#039;Phased Ion Gun:&#039;&#039;&#039; Baby&#039;s First Assault Cannon but without the Gatling barrel arrangement, with S4 AP4 and Rending. Previously it was nearly the only way to get Rending as Tau, but with new codex you get Riptides and shitton of sniper rifles. Unlike must other Ion weapons this one lacks an overcharge profile, along with any reason to use them - Burst cannons are better for forcing tonns of saves, and if you&#039;re looking to get lucky and rend, better take Fusion Cascades.&lt;br /&gt;
**&#039;&#039;&#039;Fusion Cascade:&#039;&#039;&#039; The Fusion Cascade is the go-to weapon for heavy infantry hunting. Favouring rate of fire over raw strenght, this melta weapon is only S6 but it&#039;s Assault D3, which makes it behave more like a plasma rifle, as you&#039;ll need a bit of luck to penetrate high AV even with melta rules and AP1. Especially because Cascades didn&#039;t recieve the +6&amp;quot; range boost regular Fusion Blaster got, so those VRTs might be used more than what you are comfortable with. Still, they can decimate terminators and light vehicles alike. And best of all, it&#039;s not plasma, so you can tell [[Matt Ward]] and his [[Plasma Syphon]] to stuff it, which is great because it&#039;s one of your best ways to eliminate a threat that would otherwise render three quarters of your weaponry unable to shoot for shit. Because it ignores armour saves this is actually the weapon that &#039;&#039;synergyzes the most&#039;&#039; with Advanced Targeting or Counterfire. Generally your best bet as it&#039;s effective against everything. Then again, for the same price you could get 2 Crisis suits with dual Plasma guns, and remember only 1 suit needs the VRT.&lt;br /&gt;
**&#039;&#039;&#039;Pulse Submunition Rifle:&#039;&#039;&#039; With longer range and higher S but ultimately lower AP than an Airburst projector, the so called &amp;quot;shotgun&amp;quot; is also an excellent anti-horde weapon that ignores cover. A unit of 3 XV-9s equipped with 2 submunition rifles each can drop 6 pie-plates on the table every turn from 24&amp;quot; away (their longest ranged weapon), which will absolutely devastate Ork and Tyranid blobs. However, this setup is very expensive at 20 points per rifle (you could bring a team of 2 Crisis suits with an AFP each plus another one with a flamer for the price of one dual PSR XV9), and is not very reliable against MEQs (though you can still force them to throw tons of saves). Nowadays, with the sheer amount of templates available to the Tau army, PSRs are nearing obsolescence. However, they are more cost-efficient than twin-linked burst cannons if you can average 5 models under each template. The only exception is GEQs outside of cover (but seriously, when does that happen?), which require 7 models under each blast template (because even guardsmen get their saves).&lt;br /&gt;
:Consider what an Iridium Commander with a command and control node, a multi-spectrum sensor suit or both can do for a team of three XV9&#039;s.&lt;br /&gt;
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*&#039;&#039;&#039;XV-109 Y&#039;vahra Battlesuit (Forge World):&#039;&#039;&#039; Prepare.  For. Tears.  The Tau&#039;s second Riptide variant, this one rocking the fragile speedster trope; spotting one fewer Wound, and much less comfortable range for increased mobility and higher accuracy, it is the XV9 of the Riptide Trio. It is armed with a two-shot S6 AP2 flamer with half-torrent (6&amp;quot; instead of 12&amp;quot;) and gets hot (never use the weakened one-shot AP3 variant; you have a 2+ save against gets hot), and a 12&amp;quot; S8 AP3 3-shot Ionic discharge cannon with blind and an extra haywire strike for each hit dealt. As you can see, it is designed to seriously wreck on the front lines. It is able to mulch any infantry up to and including terminators and one-shot land raiders, but only at close range. This means the risk of close combat. But, just like Hazard suits, it has built-in retro-thrusters, and can use its drone&#039;s initiative of 4 to reliably activate them. If you&#039;re afraid of rapid firing plasma or melta, don&#039;t be. It has a 4++ against shots from 12&amp;quot; or less. Ballistic skill 4 is essential given that so many other units are heavily markerlight reliant. Oh, and this thing can fly like a FMC, except without vector strikes and only once per two turns -  you can use it to gain better mobility, avoid close combat, or shoot the shit out of enemy flyers. When it flies or deep strikes it can also use flechette pods to kinda-bomb a unit in 6&amp;quot; with D6 shredding bolter shots - nothing great to talk about, but it doesn&#039;t take off your shooting attacks and doesn&#039;t affect your targeting. And of course it has its own version of Nova reactor results which are:&lt;br /&gt;
** 3++ &#039;&#039;in close combat only&#039;&#039;, which is meh, since you&#039;re gonna avoid CC anyway and have a lot of tools tailored exactly for that purpose.&lt;br /&gt;
** Extra D3 shots for Ionic cannon, which is brutal against AV13-14 vehicles with your extra haywire strikes&lt;br /&gt;
** Escaping to reserves, which is mostly useful for escaping danger in turns you have no flying mode, or jumping out of assault in case you&#039;ve failed Hit and Run test. &lt;br /&gt;
** Jink while walking/4+ cover while flying - not really that useful, considering your 5++/4++, and the downsides of jinking.&lt;br /&gt;
::You can select any two support systems from the book (note how the FSE upgrades are specifically mentioned as a no-go, pretty much forcing FW to admit that FSE players will use this bad boy), but there really are only two choices that you should ever take: Stimulant injector and Velocity Tracker.  &lt;br /&gt;
::&#039;&#039;&#039;NOTE: Forge World has chimed in on the issue of drones and the FMC move. If you take the drones you CAN NOT make your &#039;swoop&#039; move, you sacrifice mobility for durability.&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Mounted Great Knarloc Herd (FW - IA3, 2nd):&#039;&#039;&#039; If you have a fast attack slot open and need a massive distraction, take 3 of these. These are your new distraction Carnifex. For 85 points each, you have a WS4, S6, T5, W5, monstrous creature with Stealth (Forests) and fleet, but have the downsides of being only I3, Ld7, and a paltry Orkish save of 6+. Don&#039;t give them guns, they&#039;re not there to shoot, they&#039;re there to smash stuff.&lt;br /&gt;
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*&#039;&#039;&#039;Goaded Great Knarloc (FW - IA3, 2nd):&#039;&#039;&#039; A singular version of the Knarloc Herd that has a chance of going crazy and killing its own units. Just skip it, and go for the Herd.&lt;br /&gt;
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*&#039;&#039;&#039;Knarloc Riders (FW - IA3, 2nd):&#039;&#039;&#039; I want to like these guys, I really do, because come on, they&#039;re [[Awesome|freaking birdmen riding fucking dinosaurs!]] These guys beat Canoptek wraiths, when they charge.  They&#039;re also able to move 12, re-roll charge distance and then get hammer of wrath, something jump troops cannot do, and are 2 wounds now with T4. They&#039;re basically here for a distraction. Problem with Knarlok riders is not that they are bad, but almost any other FA choice is flat-out better. Anything that kills Orks (read: everything) will kill these faster, if only because there is less of them, somehow. Unfortunately, Forge World has stopped selling these Knarloc models as there was not enough demand for them, the only way to get them is from other retailers such as eBay.&lt;br /&gt;
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*&#039;&#039;&#039;Barracuda Air Superiority Fighter (Forge World):&#039;&#039;&#039; (Strike-Fighter)([https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Death-from-the-Skies.pdf| FW Flyers]) A pants-wettingly terrifying air superiority fighter that packs raw, balls-out, firepower in a maneuverable package. It is the original Barracuda, relinquishing the customizations of its newer counter-part in exchange for 45 pts. Comes stock with two jink-ignoring Burst Cannons, an Ion Cannon, a TL Missile Pod and up to four Seeker Missiles. As it is the original configuration, it is still able to over-charge it&#039;s Ion Cannon and drop wonderful MEQ killing plates on all the good boys of the imperium. It is BS4 but lacks the strafing run rule. This flyer was a beast, but has given its throne to a new generation. Sadly, it&#039;s kinda fragile at AV 11|11|10 and 2HP, but its survivability is improved by Agile (3+ Jink save). Then, you give it a disruption pod for 15 pts, and chuckle at that 2+ jink. It&#039;s a great way to drop some nasty, high-strength dakka on ground and air targets. Was once a strong contender for best fighter in the game, but now leaves that title to the AX-5-2. It has absurd firepower that dwarfs the other Tau flyers (and indeed, most other races&#039; flyers too) while remaining cheaper.&lt;br /&gt;
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*&#039;&#039;&#039;[[Remora|DX-6 Remora Drone Fighters]] (FW - IA3, 2nd):&#039;&#039;&#039; These souped-up, more accurate, flying Heavy Gun Drones take on the battle roles of Skyrays, Heavy Gun Drones and Coldstars, all at the same time! Remoras come with Twin-linked Long-barrelled Burst Cannons (36&amp;quot; Heavy 6), two Seeker Missiles and a networked Markerlight. And to top it off they have Shrouded for a  permanent 5+ cover save with 2+ on Jink. It can&#039;t take Vehicle systems, but they can hover and also Deep strike. While individual Barracudas have undeniably better dakka, &#039;&#039;Remoras are versatile&#039;&#039;, cheaper and can be taken as a squad of 1-5 (you&#039;d need 3 of them to out dakka a Barracuda tho). Want to troll your enemy? 6&#039;s to hit and a 2+ cover save just to hit a light AV10 flyer that can take on bigger flyers should cause a lot of rage. Meanwhile, you can drop his flyers out of the sky with a punishing battery of seeker missiles and when he&#039;s out of flyers, start markerlighting ground targets to help out the rest of your army.&lt;br /&gt;
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*&#039;&#039;&#039;Piranha TX-42 (FW - IA3, 2nd):&#039;&#039;&#039; Unlike the original Piranha, this is utter overcosted crap. It has an extra point of side armor but costs double than a regular Piranha. The price is supposedly balanced by having a TL Fusion blaster and access to weapon options like TL missile pods, TL plasma rifle or TL rail rifle, but it loses the Gun drones so it actually costs about [[Overcosted|3 times more than a regular Piranha]]. You&#039;d think they can hunt different enemies depending on the loadout, but no, they&#039;re only &#039;&#039;decent&#039;&#039; at hunting TEQs and medium vehicles. 6th edition buffed Rail rifles and Fusion blasters a lot, but if you really want those weapons better bring Pathfinders, and everybody knows [https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Tau(7E)#Farsight_Enclaves.27_Special_Rules Red Crisis suits] go faster.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tetra]]s (FW - IA3, 2nd):&#039;&#039;&#039; These light vehicles are to Piranhas what Pathfinders are to Fire warriors. They are Fast Skimmers with AV10 all around and 2HP, but Open-topped means every shot could be their last, and they only pack a TL Pulse rifle for self defense. Focused on scouting instead of main combat, their primary weapon is a Heavy 2 TL Markerlight and come with a Homing Beacon and Scout. Moving 42&amp;quot; first turn (Scout 12&amp;quot; + move 12&amp;quot; + Flat out 18&amp;quot;) means that beacon is &#039;&#039;perfectly&#039;&#039; positioned for a Battlesuit drop on turn 2, who needs Farsight? You&#039;d think Pathfinders are the best source of markerlight, right? WRONG. Tetras cost 23 pts per marker&#039;&#039;hit&#039;&#039; while Pathfinders cost 22, but Tetras have a HUGE mobility advantage (their markerlights being effectively 48&amp;quot; range and can fire ono the move) as well as being effectively Toughness 6, albeit ultimately they&#039;re more fragile than Pathfinders by virtue of suffering more against low AP weapons. Pathfinders get more toys and pack more firepower, but it&#039;s not like Tetras don&#039;t get any: you can give them dispods and sensor spines for 3+ cover in ruins/jink (they&#039;re smaller than Piranhas), and zoom around hiding from enemy anti-tank fire LoS - just like any other marker unit it is a priority target for your enemy and will attract a lot of fire. Alternatively you can just leave them bare bones and add extra models into the squadron instead of spending extra points on upgrades (which are proportionally more expensive when compared to the Tetra&#039;s base cost).&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;TX7 [[Hammerhead Gunship]]:&#039;&#039;&#039; God&#039;s Third Gift To Tau. The railgun is your best friend, and this one retains its 72&amp;quot; S10 AP1 goodness. It&#039;s mounted on a durable chassis (only a few standard skimmers with better armour) and comes with a higher BS than your average Tau (up to 5 if you take 3 due to Fire Team; you can do that now). Plus with disruption pods you get 4+/3+ cover (unless you&#039;re stupid enough to park it in the open) making the Hammerhead much more durable to dedicated anti-tank equipment. Take one. Hell, take three. With its ability to make vehicles its bitch with its bullet-mode, and its ability to mincemeat infantry with its large blast shotgun-mode, a hammerhead will RARELY disappoint...provided you take the railgun option. Its options are as follows:&lt;br /&gt;
**&#039;&#039;&#039;Railgun:&#039;&#039;&#039; Yes. Standard mode is a S10 AP1 (it will knock out vehicles on a 5+ if it penetrates, opened-topped go out on a 4+), and can be upgraded with a S6 AP4 blast template for just 5 pts. Powerful, versatile, and rightly referred to by a variety of profane monikers by non-Tau players, it is the most popular Hammerhead primary weapon choice with good reason.  &lt;br /&gt;
**&#039;&#039;&#039;Ion Cannon:&#039;&#039;&#039; An Autocannon with another shot and better AP. It&#039;s no railgun, but it does have some new tricks up its sleeve to make it worth it especially against [[MEQ]]s. Specifically, it&#039;s an ion weapon, which means it can be overcharged to an S8 AP3 Large Blast that gets hot; this effectively turns it into a discount Leman Russ, though Markerlight support lets it strip cover from targets.&lt;br /&gt;
**&#039;&#039;&#039;Secondary Weapons:&#039;&#039;&#039; Your choice of two gun drones, a twin-linked smart missile system or a twin-linked burst cannon, all free. Yes, you read that right, a TL burst cannon, &#039;&#039;not&#039;&#039; two burst cannons. So obviously, skip that one. Your choice on the other options, though - the gun drones can (being passengers) shoot at a different target or fire Overwatch, or get out to harass or foil a charge, while the SMS has superior range, superior accuracy and ignores cover.&lt;br /&gt;
***&#039;&#039;&#039;La&#039;Sha&#039;ng (Gunner Longstrike):&#039;&#039;&#039; Joining the burgeoning crowd of tank aces started by Antaro Chronus and Knight Commander Pask, and then trolling them silly because he&#039;s actually worth it! Shas&#039;la T&#039;au Sha&#039;ng is a nifty upgrade for a Hammerhead gunship, blessing it with BS5 (up to 6 if in a Fire Team), preferred enemy IG, Tank Hunter, a blacksun filter and the ability to overwatch or deliver Supporting Fire. He can also overwatch multiple times per phase against different eligible charging enemies. Considering that he also has the Supporting Fire special rule like infantry and most Battlesuits, that can actually be a whole lot of potential targets, each of which he can Overwatch on behalf of as often as the enemy attacks them. Consider flanking his Hammerhead with infantry to better take advantage of this, offering the protection of his tank fire to them while they keep the melta-bomb bearing enemy troops off of him. Just remember that you cannot Snap Fire anything which has a blast template, so sadly no sub-munitions Overwatching for him. Stick to his secondary weapons for most Overwatch targets, or use the solid railgun shot against a charging monstrous creature (if it even lives long enough to get that close.) Also, consider using him with an ion cannon. He only needs one markerlight (or wing men) to avoid overheating when he overcharges, provides best output for overwatching with 3 S7 AP3 shots along with secondary weapons, and can still wreck the hell out of light armor. Oh, and did we mention he headshotted a titan?&lt;br /&gt;
**&#039;&#039;&#039;Forge World&#039;&#039;&#039; brings several new weapons options to the Hammerhead Gunship:&lt;br /&gt;
***&#039;&#039;&#039;2 Long-Barrelled Burst Cannons:&#039;&#039;&#039; Since the update hit, it&#039;s now become a full-blown flak cannon with 12 shots, but weaker strength, shorter range, and the possibility to clip flyers. Post codex, you have Broadsides to do this job now. However, this weapon beats rail sub and ion cannon when it comes to facing down hordes of light infantry; guardsmen, guardians, Kablite warriors and Ork boys get wounded on 2s and 3s with no armour saves. With the right support, 10-12 models can die in a single shooting phase. Throw in Longstrike for even more fun! Also consider the Point defense targeting relay. Anyone wishing to charge a unit with this monster nearby will have to suffer 16 shots of overwatch from just this tank. Markerlight the target beforehand to end the assault before it starts. Or just don&#039;t buy this at all.&lt;br /&gt;
****Please Note: as these are bought as a set of two, how one would fire the system is a matter of debate. Some would find it completely acceptable to count the two weapons as a single weapon system, thus being able to fire both as one weapon system after moving at combat speed, while others may punch the rules and declare they are two unrelated weapons and thus cannot be fired together. The latter will probably be common where your forces are wrecking the opponent and they need every out they can get, but as a general house rule it should be completely acceptable to count the two systems as a single system that just fires twice at the same unit.&lt;br /&gt;
***&#039;&#039;&#039;2 TL Missile Pods:&#039;&#039;&#039; Cheaper on Crisis Suits, but will come with a velocity tracker - basically turns your Hammerhead into very expensive and slightly more accurate Hydra flakk tank / Missileside. Just take a Missileside squad instead.&lt;br /&gt;
***&#039;&#039;&#039;2 Fusion Cannons:&#039;&#039;&#039; This option had a bad rap for a while. However, the proliferation of TEQs briefly gave this gun its time in the sun (a twin-linked blast S8 AP1 melta does have its place, especially when facing down lots of deep-striking TEQs, vehicles, etc.). Unfortunately, now you have the Riptide to deal with that kinda shit, so the Fusion Cannon is back to being dubious once again. Also, thanks to the fact that if you move your tank, you can only fire 1 blast weapon, so don&#039;t take this. At all.&lt;br /&gt;
***&#039;&#039;&#039;2 Plasma Cannons:&#039;&#039;&#039; A go-to gun for facing down TEQs/MEQs/Monstrous Creatures and flyers. Now that the new codex is out, you have other options for anti-MEQ and anti-aircraft. Ion Cannon is better against the former and Broadsides are better against the latter. Might still have some use against MCs, although... it does pump out 4 S7 AP2 at 48&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;XV107 R&#039;Varna:&#039;&#039;&#039; [[Forge World]]&#039;s most beautiful creation to date. A riptide which exchanges its Jet Pack status for a better statline (+1T +1W) and inbuilt flechette discharger (so it cannot be tarpitted).  It also comes equipped with two Pulse Submunitions Cannons. These guns are S6 AP4 Large Blast, with a Cluster Fire special rule.  Cluster Fire lets the weapons get a higher strength and inflict more hits when you fire at larger models.  This means it can potentially put out 6 (or 12 if you nova-charge) OC&#039;d Ion rifle equivalent hits against an enemy MC per turn.  You&#039;ll no longer have to worry about fighting MCs and Artillery because of this beautiful son of a bitch (actually, not as effective as it was with the changes of 7E, AP4 renders it about as useful as two hammerheads with Pulse submunitions, albeit hitting more on the blasts... but still only AP4. Gotta love party fouls). Also has a different Nova Reactor with an ability to increase invuln save to 3++, detonate a haywire &amp;quot;bomb&amp;quot;, fire the cannons twice(at the cost of not firing next turn!) or give the unit Fleet and a 2D6 run. Can equip with a Positional Relay and Stimulant Injector (which CANNOT be used in a failed Nova Charge), and can purchase Shielded Missile Drones to protect you. Being a FW model, they charge you more than is even remotely reasonable for it i.e. &#039;only&#039; £70. &lt;br /&gt;
**WARNING: Forge World has not released any sort of official document or FAQ stating that it cannot be used in the Farsight Enclaves army. Until they do, enjoy your Battlesuit extravaganza. However, Considering the old rules are still available online, and until they are published in a copy of IA, nothing is official, you could still potentially be a douche and run the old rules for this brute. If you really want to be that guy, though, never over-charge it. Ever. You prick. &lt;br /&gt;
**Please note: Pulse Submunition Cannons are UNAFFECTED by the Ethereal ability Storm of Fire (so not stupidly broken).&lt;br /&gt;
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*&#039;&#039;&#039;[[Battlesuit#XV88_Broadside_Battlesuit|XV88 Broadside Battlesuits]]:&#039;&#039;&#039; God&#039;s Fourth Gift To Tau.  Broadsides got taken down a peg in the new codex, with their railgun variant hitting at a decent S8 (still AP1, though; this still makes them mostly ineffective in their previous role of an AV14 killer, since they can only glance now, and that only on a 6) and only at 60&amp;quot;. In addition to their old options, they get new options like the ability to skyfire or replace their downgraded railguns with a fucking ton of missiles (including a seeker missile). If you have target locks on the broadsides, you can fire at different targets, possibly giving two different vehicles a serious glance-to-death headache, and turn those scary monstrous creatures into pink (or green) mist. Along with the change in rules, broadsides have a new plastic kit that has them holding their twin-linked heavy railrifle like a rifle, as well as bits for their new twin-linked high-yield missile system (the one that replaces their twin-linked heavy railrifle). Arguably, Broadsides needed this nerfing in order to open up the board for the other options in Heavy Support. The main thing to consider when choosing missiles or rail rifles is range. 60&amp;quot; is still pretty much table wide while the missiles are only 36&amp;quot;. Missilesides will need to either be deployed farther forward or wait in the rear, but which ever you choose remember that Broadsides are infantry and will only snap-fire if they move.&lt;br /&gt;
**&#039;&#039;&#039;Look to the skies!&#039;&#039;&#039; These guys are also excellent AA units and are great as an ally unit for armies that lack reliable AA. Misslesides with VT run through AV11 flyer&#039;s (with 1 broadside averaging 2 glancing hits per shooting phase) and they don&#039;t do too badly against the AV12&#039;s either taking 1 hull point per shooting phase per broadside. Railsides aren&#039;t bad against flyers either - AP1 means a decent chance of &#039;&#039;&#039;FOOM!&#039;&#039;&#039;. Although, if you take the command variant from the Farsight Enclaves and attach him to a Darkstrider unit, you suddenly have a nice amount of twinlinked insta-death at your disposal.&lt;br /&gt;
**&#039;&#039;&#039;Sniperside&#039;&#039;&#039; Alas, redundant in 7th. The Advanced Targeting System only grants regular Precision Shots, and proper positioning can help you kill the correct models.&lt;br /&gt;
*&#039;&#039;&#039;Drone Sniper Team:&#039;&#039;&#039; This entry has seriously been retooled in the latest Codex. They no longer have rail rifles, just beefed up pulse rifles, but these new Longshot Pulse Rifles get Sniper (which includes precision shots on to hit of 6) and a 48&amp;quot; range now. Also, their new gun is a pulse weapon so it&#039;s effected by Storm of Fire. If the spotter dies, the drones get reduced from BS 5 to BS 2, though in 7th edition you can hide him behind a drone line AND you can now take three spotters per squad! They used to take up a Heavy Support choice that was usually better filled with something else but now they can lay down a devastating salvo of accurate, potentially AP2 dakka with wounds that you may choose how to allocate. Though, despite being pulse weapon longshots still count as S4 against vehicles like any sniper rifle, so do not expect to threaten tanks with them. Note that the Firesight spotter is BS5 and comes with a markerlight. While they max out at three spotters per team, those three markerlights are nothing to sneer at, as each one of them is almost guaranteed several tokens per shooting phase. Keep in mind that while the spotter is standard infantry, the drones are called out specifically as jet pack infantry, which means that they can use the jump-shoot-jump trick to pop in and out of cover, so long as they end their move in unit cohesion with the spotter they should be fine. If your opponent protests, show them the unit description in the Codex saying that they do just that. That said, they will still be going at the speed of the spotter, so consider using a spare Devilfish to get them where they need to be. Drones do not have the bulky rule so a full team can fit in a fish. A neat little trick is to set a single spotter up on a ledge where he&#039;d probably get insta-gibbed by the opponent and let your XV8-05 commander take over the drones when the spotter bites it, thereby giving your longshots the ability to JSJ while keeping BS5.&lt;br /&gt;
**&#039;&#039;Another tactic:&#039;&#039; These guys weapons are pulse, meaning they are affected by the Ethereal&#039;s Storm of fire ability. 9 drones, 2 spotters and an Ethereal clock in at just over 200pts and they have a nasty bit of fire power backing them. Why an Ethereal? They&#039;re better suited to be in a spot where they can boost the most possible units, and they benefit from the unit&#039;s Stealth rule. While they&#039;ll have to move about a lot after the first few turns, position them right and you&#039;ve got rapid fire plus SoF for a total of 27 shots at 24&amp;quot;; 27 absurdly accurate and potentially rending shots, or 9 shots to protect the Ethereal from Vasily Zaytsev-wannabe&#039;s. Remember: the Fireblade&#039;s Volley Fire rule doesn&#039;t affect them.&lt;br /&gt;
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*&#039;&#039;&#039;[[Skyray Missile Gunship]]:&#039;&#039;&#039; At first glance it looks like a Hammerhead with its gun replaced with six seeker missiles. &amp;quot;Meh&amp;quot;, you say, &amp;quot;I can bring my missiles on any vehicle&amp;quot;. Point is that those six missiles don&#039;t matter. Sure, they are useful, but as I said, you can get them without the Skyray. The things that matter are two tiny gizmos on its hull - a set of two markerlights and velocity tracker. Think of it like a 67 point upgrade that could give any of your units skyfire on BS2 or hopefully BS3, that also have 6 seeker missiles attached to it. The moment you&#039;ve landed at least one markerlight token on the enemy flyer/FMC in range of your pathfinders or marker drones it&#039;s pretty much dead - spotter units would turn those 1-2 markers into 4-7 and then you just finish the poor fucker with whatever seems more appropriate - from railgun slug to the face, to fusion guns on your Battlesuits or Piranhas, to just the hail of pulse shots in case it&#039;s an AV10 flyer. Against one of the AV10/11 flyers you can just boost the Skyray&#039;s own BS with his markerlights (they&#039;re networked BTW), and then swipe it with as many missiles as you feel appropriate - if you spend all six you are gonna blow the enemy unit out of the sky almost guaranteed. And since most flyers cost 100+ pts. your Skyray just paid for himself, and still can keep doing his air spotter duty. Hell, you can even land a few glances or force an FMC to crush with your SMSs. Unfortunately, Skyrays have to compete with almighty Broadsides, Hammerheads, and R&#039;Varnas, which are much more point-efficient, but if you have a free HS slot and points taking one would  hardly hurt your army.  However, if you choose to run an unbound list, you can mix &#039;n match skyrays with everything else.  Have fun. &#039;&#039;&#039;Note:&#039;&#039;&#039; with the new codex, Skyrays can take squads of 3, and get the Fire Team rule, so more Seekers, more Markerlight hits, and more impact.&lt;br /&gt;
**&#039;&#039;&#039;Secondary Weapons:&#039;&#039;&#039; Same as the Hammerhead, and the same considerations apply - skip the weird TL burst cannon and go for the SMS or gun drones, depending on what you need.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Gun Drones (Forge World):&#039;&#039;&#039; They&#039;re Gun Drone Squads, if slightly more accurate - yet somehow made worse courtesy of them devouring a Heavy Support choice. You don&#039;t want to waste one of these all-too-valuable slots on twin-linked fucking burst cannons when your army has dozens of ways to get these onto the table. Their air mobility and markerlight options are still not worth it. Avoid.&lt;br /&gt;
**Although you could attach a commander with drone controller to a six drone squad with marker lights and a burst cannon. 6 marker lights at BS5 and 24 strength 5 burst cannon hits at BS5. Sadly, you can&#039;t do both in the same turn.&lt;br /&gt;
**&#039;&#039;Also this limits your ability to split your marker light hits between various units. If you decide to take these guys at all go for the TL Burst cannon and make them a bubble wrap unit or a nuisance.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Barracuda AX-5-2 Multi-role Fighter (Forge World) (Experimental Rules):&#039;&#039;&#039; (Strike-Fighter)([https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Death-from-the-Skies.pdf| FW Flyers]) A pants-wettingly terrifying air superiority fighter that packs raw, balls-out, firepower in a maneuverable package. It has a ton of options now to let you kit it out for whatever role you want; thus the name. Comes stock with two jink-ignoring Long-Barrelled Burst Cannons, a Barracuda Heavy Burst Cannon, a TL Missile Pod and, up to four Seeker Missiles. It can swap the Heavy Burst Cannon for an Ion Cannon for free, which is a bit of a no-brainer. Sadly it can no longer overcharge, so no more throwing pie plates around. But to compensate for that, the two jink-ignoring Burst Cannons can be exchanged for jink-ignoring cyclic ion blasters! The main gun can also be upgraded to a swiftstrike railgun which is a short-range(36&amp;quot;) railgun on a flyer platform so range shouldn&#039;t really be a problem. It is BS4 and has strafing run, so BS5 against ground units! This flyer is a beast. Sadly, it&#039;s kinda fragile at AV 11|11|10 and 3HP, but its survivability is improved by Agile (3+ Jink save). &amp;lt;s&amp;gt;Then, give it the dispersion pod upgrade for 15pts, and enjoy your 2+ jink save.&amp;lt;/s&amp;gt; it specifically states it cant be improved past 3+. Additionally, it has a 6++ against penetrating hits, and a 5++ against glances. It&#039;s a great way to drop high-strength dakka on ground and air targets. Thanks to the experimental update by forgeworld, the Barracuda is STILL the best flier available to the Tau, and a strong contender for the deadliest flier in standard 40k. It has absurd firepower that dwarfs the other Tau flyers (and most other races&#039; flyers too) while remaining cheaper for what it brings.&lt;br /&gt;
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The best thing about this new Barracuda? it now takes up a heavy support slot and you are STILL ALLOWED TO USE THE OLD BARRACUDA so you can take up to SIX of these fuckers (3 old ones, 3 new ones), bring some markerlights to abuse the disgusting amount of seeker missiles you can bring with this&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;KV128 Stormsurge:&#039;&#039;&#039; Or Kevin to his friends, the new bad-boy to advertise the new Tau Codex. You may as well just roll to hit and then not bother rolling to wound, the target will be deader than dead. Something of note is the fuckhuge Pulse Blastcannon which acts like an Imperium Conversion Beamer on Tau Hax, 2 shots whose strength depends on the range, 1-10&amp;quot; nets you two Destroyer shots (for a total of 4 per turn when anchored, before factoring in Markerlights), 11-20&amp;quot; is S10 AP3 Blasts, and 21-30&amp;quot; is S9 AP5 Large Blasts. [[Rape|Also comes with a missile pod which shoots 4D6 Smart Missile rockets per turn.]] Additionally, you get 4 Destroyer Missiles, which on paper are a little disappointing, in that they&#039;re 60&amp;quot; range, AP 1 Hunter-killer Missiles, but with the addition of Markerlights, they can live up to their name by graduating to Strength D on a 1:1 basis. It can take 3(?!?) support systems, albeit with a few upcharges (50 points for a Shield Generator, for example). &amp;lt;s&amp;gt;Target Lock&amp;lt;/s&amp;gt; It&#039;s a gargantuan, why does it need Target Lock?, Velocity Tracker, and Early Warning Override could make a Stormsurge royally fuck shit up in the anti-air sector, given its Cluster Rockets. It can also deploy stabilizing anchors in the shooting phase, giving up the option to move in exchange for doubling its ability to shoot in the next shooting phase. Oh, also did we mention you can fucking squadron this shit? 3 Lords of War in 1 slot may not be the smartest idea, given how many points these bastards eat, but it&#039;s there. Anything that could potentially take these things down will obviously get shot to shit before coming close. This is not however the thing you should take countering the big cheesy Wraithknights and Imperial Knights, given D-shots are too short-ranged/limited and dependent on outside support to rely upon, but rather a centerpiece big artillery platform you arrange your gunline around. Also, Stormsurges are the only suit in the army vulnerable to Blind and affected by Night Fighting, due to not even having access to Blacksun Filters.&lt;br /&gt;
**A few notes: Although the KV128 is a GC, it cannot Stomp with its anchors deployed, and it&#039;s only T6/3+ - watch the fuck out for Tyranid or Daemon big melee monsters. Because of this, the Shield Generator, while expensive, is almost a must-buy. Weapon choice is largely dictated by how aggressive you want to play. A single storm surge might want a single S10 AP2 Ordnance pie-plate the Pulse Driver brings when parked in the back of your deployment zone. After turn 1 you could be putting out 2 pie-plates thanks to planting your anchors. A pair of storm surges will probably want to push forward dumping out multiple high strength pie plates or D shots from the pulse blast cannon and possibly even charging in assault.  Don&#039;t forget that since it&#039;s a GC, you don&#039;t have to fire each gun at the same target - pulse-shred whatever looks meanest, then fire the rack of missiles at those Assault Marines trying to knock out your suits!&lt;br /&gt;
***New FAQ [https://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Tau_Empire_EN.pdf here] confirms that if an anchored SS is tank shocked it is immediately destroyed outright, which is a bit rubbish as surely it would have a chance of inflicting some damage to the vehicle ramming into it. Except it can make a Death or Glory attack, allowing it to do just that.&lt;br /&gt;
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*&#039;&#039;&#039;KX139 Ta&#039;unar Supremacy Battlesuit (Forge World):&#039;&#039;&#039; Forge World cooked up a weird bit of fluff, and then rolled out with this behemoth idol to the Greater Good. It has the staples of a GC (S9, T9, 10 wounds, Ld9), and a middling BS of 4. To make it more awesome, it receives the Vigilance Defense System which allows it to overwatch with its 2 smart missile pods and twin-linked burst cannons at BS2. The cheese only goes up from here: A 2+ Armor and a 5+ Invuln (Which ups to 4+ against dakka) from a shield generator that can half the damage done on a 6 in the Destroyer Table (Though it has to shut down, and you lose the invuln save, till your next turn). It also has two arm cannons, each with a choice between a Heavy 5x Multi-Melta or an Ion Cannon that either fires Heavy 6 - S7 AP3 or Heavy 3 - S9 AP2. But all that is nothing compared to the massive guns that are hoisted onto its back. Currently, there are 3 back-guns available: &lt;br /&gt;
# The Pulse Ordinance Multi-Driver either fires a S:D AP:2 Massive Blast or a S8 AP3 Apocalyptic Barrage that Pins and Ignores Cover, both with incredible range. This weapon is the middle-of-the-road choice, allowing for you to fight GC/SH and up to heavy infantry between its two profiles. Remember that D hits apply to models, not units, and you will be golden.  &lt;br /&gt;
# The Nexus Meteor Missile System fires an Apocalyptic Mega-blast, S10/7/5 , AP 1/4/5, with Ordinance and Blind. More focused on carving huge holes in your opponent’s gun lines and clearing out hordes, the N.M.M.S. is clearly superior for inflicting damage against high body counts and armies with low initiative scores. Infantry = liquid.&lt;br /&gt;
# The Heavy Rail Cannon Array is actually two weapons: one is a mega-railgun which fires D-strength AP1 small blasts up to 120&amp;quot; and, if fired at a superheavy or a gargantuan creature, rolls two dice for D-strength effect picking highest; the second is a multiple-launch mortar throwing 4 S:6 AP4 Pinning Apoc Barrages up to 36&amp;quot;. The ideal choice for dealing with superheavies, and the mortar means it can still threaten infantry as well. As an added bonus, it can fire both of the array&#039;s weapons in a single turn.  &lt;br /&gt;
Anything it fights, it will find a way to break something, even if it&#039;s your army and bank, as it costs 600 Points and 250 Quid ($350 USD for those that use pounds solely to weigh things ($500 CAD for the U.S.&#039;s upstairs MAPLES neighbour.))&lt;br /&gt;
*A few things of note: The Ta&#039;unar competes with the Stormsurge for the slot of &#039;best suit-based lord of war&#039; well, being cheaper than two Stormsurges but not having the same firepower. It is a balance between firepower and survivability. The Stormsurge having access to D missiles, double shooting phases and support systems while the Ta&#039;unar actually has a respectable toughness, wound count and armor save. The final choice is yours but in most cases the Ta&#039;unar is actually a better choice due to its mobility, survivability and flexibility. Be carefully in picking your arm weapons; against any tank, armor or titan using army the fusion eradicators are your best bet, while monstrous creatures, infantry armies and gargantuan creatures should be met with tri-axis ion. You will need anti-air support to deal with enemy fliers and flying monstrous/gargantuan creatures.&lt;br /&gt;
*First Rule of Supremacy: &amp;lt;u&amp;gt;If the enemy has a D causing LOW on the table, kill that first&amp;lt;/u&amp;gt;. &amp;lt;u&amp;gt;If there is no D-strength attack, or, more specifically, nothing that is trying/able to contest/kill the Supremacy Armour, your duty is to liquefy infantry&amp;lt;/u&amp;gt;. Kill the D any way you can, BUT DO NOT GET CAUGHT ON A DISTRACTION UNIT, HOPING FOR A D-STRENGTH SIX. There are many units that will require a 6 for you to deal with, and it can be better to play for the certainty of [murdering infantry rather than lucky rolls. Secondary weapons should be used carefully, you are quite limited in their use compared to other titans, and focused on things that can lock you up in CC, or killing other GCs. &lt;br /&gt;
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*&#039;&#039;&#039;[[Manta]]:&#039;&#039;&#039; The bastard child of a Thunderhawk and a [[Titan_(Warhammer_40,000)|Titan]], this small spaceship is just as capable an attack craft as it is a heavy transport. This thing carries an absolutely goofy number of guns and can spew out [[Dakka|a retarded amount of dice.]]  Sixteen Long-barrelled Burst Cannons (who now fire 6 shots, meaning this thing fires &#039;&#039;96&#039;&#039; S5 AP5 36&amp;quot; shots), three Long-barrelled Ion Cannons, two Heavy Railgun (destroyer weapon and AP1 like a standard railgun in slug-mode, so it auto-penetrates/wounds and destroys vehicles 2+, not to mention the submunition mode that throws out large blasts with the strength and AP values of an Ion Cannon, &#039;&#039;and&#039;&#039; deviate less than usual by virtue of being drone-controlled), a Missile Pod, a Seeker Missile Battery (10 missiles), and a Networked Markerlight turret ensure that anything it&#039;s shooting at will not live to see the next turn. And there&#039;s the little benefit that for a [[Titan]] equivalent, it&#039;s damned fast. Oh, and it can carry a metric fuckton of Tau; 48 Fire Warriors, 8 Battlesuits, 2 Devilfish (and any models in them DON&#039;T count towards total models in the Manta&#039;s cargo), 2 Hammerheads, 6 Gun Drones, and 1 Ethereal. Just one of these can damned near carry an entire normal 40k game&#039;s worth of Tau ground units!  Unfortunately, for the price of the Manta model, you could just as easily buy a decent used car. (PROTIP: Buy a Smart Car, paint it ochre, and use it as both a vehicle and a [[proxy]]. Or proxy it with your converted army case.) If you can afford one and don&#039;t know how to use it, try asking either your butler or the two burly Armenians who just came over to break both your legs. One other drawback: unlike other flying vehicles in Apocalypse, ground attackers without AA or pintle mounts use their normal BS rather than needing a 6 to hit because of how fuck-huge it is (blasts and templates still can&#039;t fire at Manta). Though it does have a 4+ invul save due to its energy shield, remember an enemy still needs to deplete its structure points to destroy it like a ground-based super-heavy vehicle. In the most recent update the manta has BS4, 13/12/11 armor, 30HP, a transport capacity of &#039;&#039;&#039;200&#039;&#039;&#039; (up to 4 vehicles counting as 30 each, and bulky, very bulky, and extremely bulky as normal) and the ability to spew out more dakka at 2,000 points than most armies. &lt;br /&gt;
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*&#039;&#039;&#039;[[Tiger Shark]]:&#039;&#039;&#039; This thing can shit out fourteen gun drones and carries an impressive armament of a twin-linked Ion Cannon, TL Missile Pod, and two Burst Cannons, making it the death of anything without a 2+ armour save/a lucky invulnerable save/Land Raider-equivalent armour (especially since flyers always hit the side armour of ground vehicles!).  &lt;br /&gt;
**&#039;&#039;&#039;AX-1-0:&#039;&#039;&#039; A version of the Tiger Shark meant to really bring the hate to super-heavy vehicles, swapping out drone racks and ion cannons for twin-linked Heavy Railguns. Put on a trollface as your opponent realizes just how terrifying Railguns are on a flyer platform (answer? Very, especially since the ones on this Tiger Shark variant are just as capable as those on a Manta).&lt;br /&gt;
*** As a [[fluff]] note, the AX-1-0 was originally made as a counter to Imperial Titans. Titans take decades and lots of resources to build, while the AX-1-0 uses existing parts from the Tiger Shark with weapons normally installed on Mantas, thereby minimizing fabrication time and material cost, giving the Tau an extremely cost-effective anti-titan punch.  You know that the Earth Caste engineering team that came up with it said, &amp;quot;Problem, Magos?&amp;quot; Few things are more satisfying than watching [http://1d4chan.org/wiki/File:Techrage.jpg the look on your enemy&#039;s face] when you blow up his Reaver Titan or Heirophant with a fraction of its cost in AX-1-0s, that go on to tear his other super-heavies a new one. An SHF with a D-strength weapon, the AX-1-0 is the ONLY (that made it down to scale, there&#039;s plenty of star-busters both in AE and BFG) D-weapon in the game (with AP1 no less) that can hit other flyers at full Ballistic Skill (the Wraithknight can snap-fire, but what&#039;s that for?). 660 pts. is a goddamn bargain for a thing with 6 hull points and a 110&amp;quot; range that can one-hit anything up to a Reaver Titan PLUS a networked markerlight (because TL BS5 is way better than TL BS4) and doesn&#039;t give a shit if its target is flying or not. This unit was once one of top ten apex predators of the whole game, and is still quite devastating though more obscure and costly than other contenders (there&#039;s lot of them, but the cake still goes to IG&#039;s fuck-you missile, with all bigger-than-monolith Necron units and Primarchs coming shortly after). However they&#039;re far from being anywhere near invulnerable as their players like to think, and even marines now got more unpleasant AA-tanks, not even mentioning the fighters that were around since before Tigersharks themselves, so you shouldn&#039;t be surprised when your precious rail-rape will be shot down like a fish in the barrel if your opponent brought delicious buffed-up heavy-AA or wanted to unleash skyrape too. Yet it is quite nice source of D-railguns, so bring some if you feeling titans or other superheavies approaching.&lt;br /&gt;
**&#039;&#039;&#039;AX-2-2:&#039;&#039;&#039; A rather weird unit that carries two Remora Stealth Drone fighters that have two long barreled burst cannons and seeker missiles. &lt;br /&gt;
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*&#039;&#039;&#039;[[Orca|Orca Dropship]]:&#039;&#039;&#039; Used to be that if you had the money and points to afford a Manta, you wouldn&#039;t bother with this one; with it out of production, now you have an excuse to just use a shoebox as a proxy. While still a super-heavy flyer, its transport capacity is only a quarter of the Manta&#039;s (it can&#039;t even carry vehicles), and it is only lightly armed with Seeker Missiles, a Missile Pod and a twin-linked Burst Cannon turret. Needless to say, the Orca dropship doesn&#039;t do any justice to its namesake (which is an apex marine predator in real life). It did get +1 front and side armour, +1 BS, a built in disruption pod and blacksun filter, an the ability that allows 4 units to disembark at the same time,  and long-barreled burst cannon&#039;s new buff to 6 shots greatly helps. Also in big apoc floor matches a very mobile flying cheap transport with a transport captivity of 57 is nothing to sneezed at. Also if you want to be an asshole, remember that you can transport up to 11 broadsides or (more usually) three teams of 3 with drones.&lt;br /&gt;
:On a side note, this dropship first appeared in the &#039;&#039;Fire Warrior&#039;&#039; 40k FPS and Tau vehicle units in Dark Crusade and Soulstorm arrive at vehicle production buildings via Orca.&lt;br /&gt;
:&#039;&#039;&#039;Another View&#039;&#039;&#039;: The Orca and the Manta have two entirely different roles on the battlefield. Specifically, the Orca isn&#039;t a 2000 point army by itself.  The Orca is designed to support an army as a Lord of War, capable of surviving on the battle field while deploying it&#039;s cargo of suits/drones/troops. With the advantages of the flyer rules, it&#039;s +1 to cover saves and it&#039;s damn good armor and hull points, it is remarkably reliable as a transport.  The most important facet of this vehicle is that it can transport Battlesuits, and more importantly, jet pack infantry.  This includes Hazard suits.  &lt;br /&gt;
:I am sure you are wondering &amp;quot;what difference does that make? I can deep strike my jet pack infantry!&amp;quot;&lt;br /&gt;
:Consider this: The greatest weakness of drop-fusion squads is that they tend to get the shit shot out of them. A lot. They can&#039;t move after deep striking so you are sacrificing your units in hopes that they destroy their target.  You are also risking mishaps if you don&#039;t have a homing beacon.  With the Orca, you get to move, shoot and thrust move, which pretty much assures you can get your guys into cover before they get shot by the entire enemy army. &lt;br /&gt;
:Consider also that the vehicle can move -and- deploy it&#039;s cargo without worrying about dangerous terrain checks for the guys inside, Unlike the Valkyrie. You can also load it with a metric fuckton of fire warriors, pathfinders, Kroot, broadsides and drones. &lt;br /&gt;
:It is a 400 point mini, more if you take other upgrades, and looks a bit like a shoebox, but as things continue to grow in size and scope, this point cost (roughly the same as a knight titan with FAR more versatility and resilience), it becomes a dead-killy option.&lt;br /&gt;
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* &#039;&#039;&#039;Area Denial Node (White Dwarf UK 336):&#039;&#039;&#039; Only technically a Super Heavy choice, this is the Big-Daddy version of the Drone Turret, coming in at 175 with a BS3, All AV 12, 2 Structure points, &amp;amp; A Twin-Linked Railgun (R 180&amp;quot;, S:10, AP1, Heavy 1), Submunition Rounds (R 72&amp;quot;, S:6, AP4, Heavy 1, Large Blast), and a Special Rule that means if 2 of these thing hit the same target with Solid-Shot Rounds they gain the Titan-Killer USR.&lt;br /&gt;
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:*These are fairly old rules, so consider tripling the Hull Points, and altering Titan-Killer to increasing the Weapons Strength to &#039;&#039;&#039;D&#039;&#039;&#039;, and giving it the option to take a Velocity Tracker or a Emergency Warning Override if actually using it in a game, but it is still fully legal, and offers a fun modeling opportunity.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
More general tactics in using fortifications are [[Warhammer_40,000/Tactics/Fortifications(7E)|here]]. These are notes specific to Tau common playstyles:  &lt;br /&gt;
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* &#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039;  Can be useful or useless, depending on how you plan to use it. The anti-air emplacements are much less useful to you than most other armies, since you have so much AA already, though it&#039;s your only viable anti-air interceptor. That being said, it&#039;s still a nice piece of cover for your Fire Warrior gunline and dispoded tanks to cower behind and because you control where it goes it is cover your fire warriors will always have. If you&#039;re running a highly-mobile force, you&#039;ll probably find an ADL less than useless. If you&#039;re going to commander-bomb the enemy, for 20 points more, the comms relay will allow you to reroll reserve results, which might save your entire game. Something else to consider - park you riptide on your fire warrior firing line next to an ammunition dump.  Have fun rerolling those ones that otherwise might kill you!&lt;br /&gt;
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* &#039;&#039;&#039;Vengeance Weapon Battery:&#039;&#039;&#039; If you don&#039;t like taking a risk that might end up blowing your tank up with poor rolling, or you just like a sturdy Battle Cannon mounted on a reliable AV14 building chassis, then the Vengeance weapon battery is your go-to fortifications. It&#039;s cheap, it&#039;s hardy, and it can take either a Punisher Gatling Cannon (20 shots FTW) or it can be armed with a fearsome battle cannon for +10 points, adding another large blast ap3 weapon on your side that doesn&#039;t suffer much from the disappointing bs2 the Weapon battery is cursed with due to being a blast weapon. All in all, if you need a little extra kick, the VWB is hard to disappoint.&lt;br /&gt;
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* &#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Very big and you can probably fit your entire army on top of it. The 4++ it gives units on top (when the sides are up) means you can put your fire warriors and broadsides up there and not have to worry about things that ignore cover *cough*deathstrike missiles*cough*. When the sides are down, you can deep strike units onto it without them scattering - sort of useless given that if you are deep striking you are probably trying to insert a commander bomb behind an enemy tank, In which case you would have Farsight.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plasma Obliterator:&#039;&#039;&#039; Think of this as Ethereal-approved static artillery and being Massive Blast really useful for preventing overrun by hordes or MSUs. Expensive though.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; It&#039;s big. It has 4 heavy bolters but you cannot really fit much at the top, and even less so when you add a gun emplacement. A decent crows nest for a sniper drone team or rail/ion rifle pathfinder team, but past that, it&#039;s an expensive piece of cover.&lt;br /&gt;
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* &#039;&#039;&#039;Fortress of Redemption:&#039;&#039;&#039; Expensive, expensive, expensive. But like the rest of your army, the range of the weapons is crazy high. (96&amp;quot; missiles). You can also give it a gun with both skyfire and interceptor, but your Broadsides and Riptides should be taking care of that. The building only has one entrance, so be careful about getting it blown apart. On the other hand, it&#039;ll give some trouble to your enemies trying to pull you into an assault. You&#039;re also going to need about 300 points freed up just bring in a fully kitted out FoR. Imagine the Battle for Helm&#039;s Deep, and you&#039;re not too far off.&lt;br /&gt;
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* &#039;&#039;&#039;Void Shield Generator:&#039;&#039;&#039; Let me break it down for you - you have broadsides. Wouldn&#039;t it be nice to stick them behind a nice, thick slab of AV12 from which they can still shoot out? 50pts. Scratch-build your own Tau-ish looking one. Troll the world, drink neckbeard tears.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vortex Missile Aquila Strongpoint:&#039;&#039;&#039; More useful in Farsight full-suit army as vortex blast is not really an issue with your mobility, and you&#039;re Tau, don&#039;t ever think about getting into melee/being less than 6&amp;quot; away from enemies.&lt;br /&gt;
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* &#039;&#039;&#039;Macro-Cannon Aquila Strongpoint: &#039;&#039;&#039; The almighty D although not as sorely needed for Tau is always welcome (especially being in blast form, luxury in Tau army), and perfect as Kauyon bait. Do consider if you&#039;re going against Wraithwall armies.&lt;br /&gt;
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*&#039;&#039;&#039;Tidewall:&#039;&#039;&#039; Brand new cheese for 7E, Three Tau component fortifications of your very own. Mostly defence line, it mostly can&#039;t be exploded and gives 4+ cover. &#039;&#039;&#039;And it moves... &#039;&#039;&#039; It can&#039;t move at all if an enemy (&#039;&#039;read:&#039;&#039; any non-Tau model, so keep your Eldar buddies off) is within 1&amp;quot; and it can&#039;t cross terrain, so watch out for enemies that bring their own. Also, it only moves during the Movement Phase at a sluggish 6&amp;quot;, preempting the movement of the units manning the walls. Tau Units on any Tidewall count as stationary for shooting, regardless of whether or not the goddamned floor underneath them advances, and also get to reroll 1s on to-hit. Tidewall segments can be taken separately, attached as-you-like, or in specific arrangements with extra benefits. The attached and arranged versions need to stay lockstepped and are moved all at once.  And because no Tau macroformations have a fortification slot, you need a detachment to take any Tidewalls. Also, surprise, some of the rules are standard Games fucking Workshop writing in that they leave some big fucking questions unanswered.&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Shieldlines:&#039;&#039;&#039; Like an Aegis Line section, only better, in that any successful Cover save bounces back the shot on a 6, with an auto-wound/glance at the same AP. The whole &amp;quot;bounce back hits&amp;quot; is horribly worded, as if a Land Raider fires his heavy bolters and you roll a 6 THE LAND RAIDER TAKES A GLANCING HIT FROM A FUCKING HEAVY BOLTER. Because the Tidewall Field rule doesn&#039;t specify friendly or enemy models, shooting at an enemy within 1&amp;quot; risks bounce-back. A Shieldline is technically one shiny blue wall but it comes with a blank disc. Though maybe you don&#039;t have to use the blank disc, and the wall can apparently be legally attached to another shieldline&#039;s disc, attached to another Tidewall energy field with no discs involved, or a gunrig, or a drone port, or nothing. Ditch it and slim your mobile profile, or take it to stack more minis on free to-hit rerolls and stationary advancing.&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Gunrigs:&#039;&#039;&#039; Come with a password-protected, twin-linked, Hammerhead-grade Railgun with all the fixins. The gun is technically an emplacement, which makes it the only destroyable part of the Tidewall. Only Tau models can shoot it, so even if the thing gets taken from you, they can&#039;t turn it against you. You could throw Darkstrider on, use his ability to lower T6 units to T5, and ID them with the S10 gun. &lt;br /&gt;
*&#039;&#039;&#039;Tidewall Droneports:&#039;&#039;&#039; *A disc which gives you 4 drones of any combination that your basic infantry could take, for 60 points. Which is a damned fine deal. You just need one Tau model on it to activate the drones, which then behave like fucking drones.&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Rampart:&#039;&#039;&#039; Consists of 2 (or more) Tidewall Shieldlines, 1-2 Tidewall Gunrigs, and 1-2 Tidewall Droneports. This arrangement comes with some nasty abilities and 2 serious drawbacks. &lt;br /&gt;
**&#039;&#039;First the good:&#039;&#039; All of the basic Tidewall shit stays in play. However, models on Droneports or Gunrigs benefit from (or are penalized by) a Shieldline&#039;s reflective field if a Shieldline is between the section and an attacker. With proper placement, a model can technically benefit from both bounceback rules, so a single saved shot from a hurricane bolter can potentially glance its own Land Raider twice. If any one model on the Droneport (I nominate a Shield Drone) forgoes shooting, you can give your Railgun emplacements (or bigger stuff if you have Missilesides or the Stormsurge, etc. parked on the Gunrig) +1 BS, Monster Hunter, and Tank Hunter for the Phase (slightly more reason not to charge this thing, especially with Fexes or Dreads). It only counts as a single terrain piece. &lt;br /&gt;
**&#039;&#039;Now the bad:&#039;&#039; Although they benefit from the special rules of the other Rampart sections, the Railguns and the Drones are vulnerable to enemy Shooting, particularly if the enemy has a lot of high strength (ideally 8+, but even a Heavy Flamer would cause problems), Ignore Cover weaponry, as would any unit camping out there. Also, if your opponent tasks a serious assault unit with taking it, you best float away, because those Tidewall Fields won&#039;t help much. &lt;br /&gt;
**&#039;&#039;Bottom Line:&#039;&#039; Like the Void Shield Generator, and its upgrade, the Void Relay Network, the Tidewall works best when properly deployed and kept as far away from the enemy as possible. &lt;br /&gt;
*&#039;&#039;&#039;Tidewall Gunfort:&#039;&#039;&#039; Slap three Gunrigs together within 6&amp;quot; of each other.  If someone fires from one gunrig, he can make every railgun fire at the user&#039;s BS.  If they use Submunitions, the shot gains +1 Strength, and if there&#039;s Solid Ammo, it gains Armourbane. Again, Darkstrider.&lt;br /&gt;
*&#039;&#039;&#039;Tidwall Defense Network:&#039;&#039;&#039; 4 Gunlines form a square around either a Gunrig or a Droneport.  All Tau inside it gain Stubborn and can activate the Gunrig/Dronefort attached to it.  Bring this, and accept that nobody will ever kill you and thus hate you to death (except for Noise Marines, Vraksian Renegades, Hellhammers, LR Eradicators, etc.).&lt;br /&gt;
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* &#039;&#039;&#039;Primus Redoubt:&#039;&#039;&#039; The hugest fortifications with AV15, however expensive as balls and may not suit your playstyle (especially crisiswing). Nobody sane will assault properly entrenched Tau army inside, what with supporting fire and spotter units you can put above.&lt;br /&gt;
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* &#039;&#039;&#039;Remote Sensor Towers (Forge World):&#039;&#039;&#039; After being noticed for the bad-ass auto-take it was, Forge World majorly nerfed it. It&#039;s now &#039;Battlefield Debris&#039; with BS2, T6, W2, and a 4+ save, it has a twin-linked markerlight, and allows &#039;(...)a singe friendly unit selected from Codex: Tau Empire that is within 2&amp;quot; of any sensor tower in the unit may re-roll all failed To Hit rolls of a 1 and gain the Night Vision special rule...&#039; Sadly, it&#039;s no longer an auto-take, but may get some use to help with a Riptide to stop it from killing itself. Then again any other fortification piece can take much cheaper ammunition dump upgrade which does exactly the same thing.(&amp;lt;i&amp;gt;They still offer some unique hilarity. Attach Shadowsun to them and have them go to ground every round for a 2+ cover save. Shadowsun being able to give stealth+shrouded to a sensor tower that is 20&amp;quot; away from her is amazing.&amp;lt;/i&amp;gt;)&lt;br /&gt;
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==Supplements==&lt;br /&gt;
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===Farsight Enclaves===&lt;br /&gt;
&lt;br /&gt;
Farsight&#039;s retinue is not enough for you? You want to fill the table with Battlesuits, because screw those puny Fire Warriors. Most importantly, you &#039;&#039;want to have an answer to melee&#039;&#039; besides him and Aun&#039;Shi (who gives a VP when killed). This is the army for you, if you&#039;re hot-blooded enough to step away from the usual ways of Tau.&lt;br /&gt;
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====Farsight Enclaves&#039; Special Rules====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battlesuit Spearhead:&#039;&#039;&#039; The big draw of Farsight Enclaves, they treat Crisis Suits as Troops instead of Elites.&lt;br /&gt;
** This is an awesome bonus, but don&#039;t be so quick to put all your points in Crisis - they still need markerlight support, and their antitank options expose them too much. What this rule really does is that it enables you to take Crisis without needing to buy chaff troops first, and allows you to better contest far away objectives, that&#039;s it. Oh, and it frees slots to better spam a ton of Riptides, Stealth teams and whatnot.&lt;br /&gt;
*&#039;&#039;&#039;Ork Hunters:&#039;&#039;&#039; Every model in a Farsight Enclaves detachment has Preferred Enemy (Orks), but &#039;&#039;&#039;only&#039;&#039;&#039; in close combat, because Farsight hates them that much. It&#039;s nice in case you &#039;&#039;do&#039;&#039; end up in close combat, but don&#039;t go rushing there: you&#039;re still Tau and you still suck at melee, and these are &#039;&#039;Orks&#039;&#039; we&#039;re talking about. Choppa is their specialty.&lt;br /&gt;
*&#039;&#039;&#039;Ta&#039;lissera Bond:&#039;&#039;&#039; Remember the often-pointless Bonding Knife Ritual mentioned above? Yeah, every unit that can take it &#039;&#039;&#039;must&#039;&#039;&#039; take it. As discussed above, it&#039;s not all that useful (and is, in fact, absolutely pointless for three-man Crisis suit teams), but that&#039;s the price you must pay for Battlesuits in Troops.&lt;br /&gt;
*&#039;&#039;&#039;Signature Systems:&#039;&#039;&#039; Farsight Enclave detachments can take signature systems from both the normal Tau list, as well as the Farsight Enclaves list. The Tau Empire signature systems are &#039;&#039;excellent&#039;&#039;, whereas the Farsight Enclaves systems are...significantly less so.&lt;br /&gt;
*&#039;&#039;&#039;Farsight&#039;s Commander Team (The Eight):&#039;&#039;&#039; Instead of taking his regular 6th edition seven-man Crisis bodyguard team, you can take Farsight&#039;s Commander Team, made up of seven Unique Special Characters. The unit doesn&#039;t take up an HQ slot (which is nice, and regular Bodyguards now DO take an Elites slot) and each model has the Independent Character special rule, meaning they can join other units, lessening the advantage MSUs have over Deathstars. However, you &#039;&#039;&#039;must&#039;&#039;&#039; use their wargear as listed, but you don&#039;t have to take all of them (which would get as expensive as an army of its own (&#039;&#039;which they kinda are&#039;&#039;)). They&#039;ll be discussed in more detail below. It has since been FAQ&#039;d so that you must have Farsight as your warlord if you want to take any of the remaining Seven.  They&#039;re purchased as a single unit but all have Independent Character, so it&#039;s not clear whether they &#039;&#039;must&#039;&#039; be deployed together as a unit or if they can be deployed separately.&lt;br /&gt;
*&#039;&#039;&#039;Allies:&#039;&#039;&#039; Farsight Enclaves and Tau Empire are Battle Brothers. Yep, that&#039;s A LOT of Riptides.&lt;br /&gt;
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====Farsight Enclaves&#039; Warlord Traits====&lt;br /&gt;
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Believe it or not, you have lots of options with this army besides &amp;quot;Farsight Bomb Erryday&amp;quot; (and more with its upcoming formations), although Crisis suits will remain a staple of your army regardless of strategy, and taking Farsight is &#039;&#039;always recommended&#039;&#039;, if not for his bomb then for his mate&#039;s Signature systems. Yes, you could get resourceful and get No-scatter from other sources (beacons) and have a warlord other than Farsight in order to get an even better bomb (leaving behind some of the Eight if you need to make ends meet), because ALL these traits work nice on such his squad. &#039;&#039;Thus, comments like &amp;quot;this would be great for a Bomb&amp;quot; should be placed [[Warhammer_40,000/Tactics/Tau(7E)#Helpful_Hints_and_Fun_Strategies|in its section]]; this one is for general Enclave strategies&#039;&#039;.&lt;br /&gt;
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#&#039;&#039;&#039;The Way of the Short Blade:&#039;&#039;&#039; Schooled in Farsight&#039;s [https://youtu.be/ggAxjfkW4eM?t=259 Battlesuit-fu], the warlord has WS5 unless you&#039;re BALD AND FOOLISH and he isn&#039;t equipped with a battlesuit, in which case this gets rerolled. &#039;&#039;What&#039;s better than Farsight? TWO Far sights! You bought Fusion Blades, didn&#039;t you? Add the gun of your choice and you can [[A_Game_of_Pretend|pretend]] he is a slower-but-shootier Farsight. Have him lead another front or add to the deathstar. You didn&#039;t bring Fusion blades? Then reroll it - that&#039;s why you should always be Battleforged&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Echoes of the Grand Master:&#039;&#039;&#039; A discount Puretide Engram, your warlord can pick ONE of the following: Counter-attack, Furious charge, Monster hunter, Tank hunter or Stubborn. &#039;&#039;As with the original Puretide Engram, the last three rules are better than the first two, especially Monster and Tank Hunters. While getting a true Engram isn&#039;t too difficult (Sha&#039;vastos or Tau allies) it wont do you wrong to have it repeated.(just reroll it, you can now get the signature system and get all of them)&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;The Way of the Broken Sword:&#039;&#039;&#039; For one turn only your enemy has -1 to his reserve rolls. &#039;&#039;Not bad per se, but &amp;quot;Divide to Conquer&amp;quot; from the BRB&#039;s Strategic Table does the same thing all game long. That&#039;s a rather good table for Tau, actually, so if you really wanted to affect his reserves you&#039;d be rolling for that instead&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;The Fire Unquenchable:&#039;&#039;&#039; The warlord is Fearless and has a 6&amp;quot; Stubborn aura. You could combine this with the Ethereal bubble for [[Commissar|Stubborn Ld 10]] while freeing up his other powers.&amp;lt;-TRAITOR THE GREATER GOOD IS A LIE Or it could turn your Coldstar into a sort of &#039;morale dispenser&#039;, his 24&amp;quot; move letting him get to squads in need in short time.&lt;br /&gt;
#&#039;&#039;&#039;Countercrisis:&#039;&#039;&#039; Crisis teams get +1 to their reserve rolls. &#039;&#039;Similar to #3, &amp;quot;Strategic Genius&amp;quot; provides not only  a reserves reroll for your entire army (instead of only for Crisis), but also a +1 to Seize, stackable with the Mirrorcodex, so you&#039;d rather be using that table.&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Through Surety, Destruction:&#039;&#039;&#039; Your warlord and his unit gain Shred during one shooting phase. &#039;&#039;Combine it with Volley fire for true Destruction®. Using this with a Crisis team loaded up on Burst cannons and Gun drones will leave the enemy crying (as usual), and plasma rifles become TEQ woodchippers.&#039;&#039;&lt;br /&gt;
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====Farsight Enclaves&#039; Signature Systems====&lt;br /&gt;
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*&#039;&#039;&#039;Earth Caste Pilot Array:&#039;&#039;&#039; Let the engineers have some action. Drops WS of the wielder to 1 (but what are you doing in close combat anyway? Oh right, Farsight list) but you get to re-roll ones for shooting (works with Gets Hot) and failed Nova charges, which is utterly confusing, since Riptides can&#039;t take this anymore and GW never answers emails (newest batch of FAQs have reinstated the ability for Riptides to take this item)([[skub]]. It&#039;s not a FAQ, but a draft).&lt;br /&gt;
** The other way to use this, although not nearly as awesome as on a Riptide, is to combine it with multiple Cyclic Ion Blasters. Double the Templates, half the risk, and meaner still if you add a Target Lock or Early Warning Override to flash-burn some Reinforcements, especially Daemons or Dropping Tempestus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Arthas Moloch:&#039;&#039;&#039; Anti-daemonic Bling-Bling found in the same site as Dawn Blade, this makes stopping those warp-shenanigans much easier. The holder gets a 5++, and for all units within 12&amp;quot; the Deny the Witch roll &amp;lt;s&amp;gt;is passed on a 2+&amp;lt;/s&amp;gt; its 4+ not 2+, which is frankly fucking-A as the Tau don&#039;t have anything to help them against psykers.&lt;br /&gt;
*&#039;&#039;&#039;Seismic Fibrillator Node:&#039;&#039;&#039; One use only and not a drone.  Roll at beginning of any player&#039;s turn, on 2+ open ground within 36&amp;quot; of the user (NOT his unit) becomes difficult terrain and difficult terrain becomes dangerous terrain for one turn, and continues at next turn in further rolls of 5+. Doesn&#039;t say your units aren&#039;t affected, so mind your steps too!&lt;br /&gt;
*&#039;&#039;&#039;Warscaper Drone:&#039;&#039;&#039; Counts as drone upgrade (retains any other gear and stats), grants Move Through Cover, Outflank and Acute Senses USR to attached unit, and enemy units within 12&amp;quot; of it who are also outside of their deployment zone treat Difficult terrain as Dangerous terrain. Combos well with Seismic Fibrillator.&lt;br /&gt;
*&#039;&#039;&#039;The Mirrorcodex:&#039;&#039;&#039; Farsight&#039;s torrented Codex Astartes copy, adds 1 to Seize the initiative, which is very convenient for your deepstrikers, Mr. Farsight Bomb. Also, at beginning of each turn, roll a D6 and you have the chance to win PE:SM, PE:SM&amp;amp;IG or PE:Everyone for bearer and any unit within 6&amp;quot;. Sadly, it also has 50% chance of winning jack shit. &lt;br /&gt;
*&#039;&#039;&#039;Fusion Blades:&#039;&#039;&#039; Upgrade for a Commander with TL Fusion only. Turns your blowtorch gun into a fucking lightsaber, with Armourbane, Blind, [[Melta|S8 and AP1]]. The best part? It&#039;s &#039;&#039;&#039;NOT UNWIELDY&#039;&#039;&#039;, unlike similar weapons. Hidden Onager donkey punch? More like TAU MURDERSWORD. However, it can short out &#039;&#039;after&#039;&#039; the combat (meaning you have at least one guaranteed use), so a VRT is recommended and a second weapon almost mandatory (This signature system eats up two slots due to being an upgraded TL Weapon. Adding a second weapon eats up 3/4 of your commander&#039;s slots. Not recommended.) Don&#039;t be scared, the odds of that happening are the same of blinding the foe. The one who dares, wins, right? &lt;br /&gt;
**Don&#039;t use it to merely &amp;quot;defend&amp;quot; yourself. Your Tau are as [https://youtu.be/1KvZI8BsSxw?t=10 mad as hell, and they aren&#039;t going to take shit in melee anymore!] Blow that Land Raider to pieces, jump away and &#039;&#039;slap-chop&#039;&#039; the poor fellers next turn. [https://youtu.be/Dt6iTwVIiMM?t=8 Challenge that Chapter Master], make him rue the day he thought he could let the Tau catch him up in melee. And the best thing is it works: Statistically your WS4 Commander, with 5 attacks on the charge, will land 1 wound on him even after his Iron Halo save, but S8 means that&#039;s all it takes to kiss his 4W goodbye. And he can&#039;t kill you because his four attacks translate into 0.66 wounds to you (you did bring a Shield generator, right?), and he&#039;ll be dead long before he can use his power fist. Not that it matters, because Fusion blades can blind and even with all his trinkets he just does 0.07 wounds more than you; he could be WS10 for all he want, it doesn&#039;t get better than 3+ in 7E baby.&lt;br /&gt;
***Let&#039;s not get to far ahead of ourselves here - This strategy boils down to &#039;powerfist him at initiative&#039;, but what about the rest of the squad? You&#039;ll look like an idiot if you throw a Crisis squad at a lot of pissed off Fearless guys with a ton of AP3 attacks and 2+ saves, especially with your I2 and sucktastic AP- hitting only a third of the time. When hunting such a squad, keep doing what you do best: blast them with lots of plasma/fusion fire, and only engage in melee when the enemy is almost dead...&#039;&#039;if ever&#039;&#039; (eg: the Application of Force Tactical Objective). This gimmick merely allows you to powerfist a dude at initiative, not to outfight marines in CQC. Or just &#039;&#039;&#039;don&#039;t pick a fight with such a dangerous squad&#039;&#039;&#039; to begin with - regular tacticals or devastators are fine, with luck they die in your enemy&#039;s turn so you escaped shooting and are free to engage other things. Now that makes more sense doesn&#039;t it?&lt;br /&gt;
**Because Farsight Enclaves can now take Tau Empire Signature systems with no restrictions (where does it say that?([https://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Farsight_Enclaves_EN.pdf Right here])) other than 1 per army, your Fusion Blade Commander can have Iridium Armor while sticking Repulsor Impact Field and Onegar Gauntlet on a buddy.&lt;br /&gt;
**You could do it like [http://www.warhammer-tau.com/2015/11/whenever-fusion-blades-conversion.html this guy] and model it in such a way everybody is scared of [[DISTRACTION_CARNIFEX|that Tau with the fucking flaming sword]].&lt;br /&gt;
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====Farsight Enclaves&#039; Tactical Objectives====&lt;br /&gt;
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;&#039;&#039;&#039;11. Targets of Opportunity&#039;&#039;&#039;&lt;br /&gt;
:Pick up to 3 enemy units at the beginning of your turn and gain 1VP for each one completely destroyed by the end of your turn (any phase), but you only get the VPs it you destroyed ALL of them, so &#039;&#039;don&#039;t overextend&#039;&#039;. Combines well with &amp;quot;Killing Blow&amp;quot;.&lt;br /&gt;
;&#039;&#039;&#039;12. Rapid Strike&#039;&#039;&#039;&lt;br /&gt;
:1VP for completely destroying a enemy unit with something you just brought from reserve.&lt;br /&gt;
;&#039;&#039;&#039;13. Decisive Blow&#039;&#039;&#039;&lt;br /&gt;
:1VP if you control twice as many objective markers than your opponent (or 2 if he controls nothing). I hope you&#039;re not trying to outnumber IG or even regular Tau.&lt;br /&gt;
;&#039;&#039;&#039;14. Concentration of Fire&#039;&#039;&#039;&lt;br /&gt;
:1VP if the first enemy unit you shoot at is completely destroyed at the end of the phase. D3 for destroying the first two units, D3+3 for destroying the first 3 units, so focus fire until they are killed, and then move on to the next one.&lt;br /&gt;
;&#039;&#039;&#039;15. Application of Force&#039;&#039;&#039;&lt;br /&gt;
:1VP if two (or more) of your units charge the enemy. D3 VPs if you actually manage to destroy them at the end of the phase. &#039;&#039;Charge at weakened units, duh&#039;&#039;.&lt;br /&gt;
;&#039;&#039;&#039;16. Avoid the Killing Strike&#039;&#039;&#039;&lt;br /&gt;
:1 VP at the end of any of your turns (except the first one) if none of your units were completely destroyed by the enemy in his previous turn.&lt;br /&gt;
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====The Eight====&lt;br /&gt;
Tired of regular Bodyguards, Farsight got himself a squad of Commanders, who are all Independent Characters. So, you lose auto-pass LoS!, but you don&#039;t want to anymore, and the squad becomes decent in melee, each with 4 attacks and WS4. But most importantly, &#039;&#039;they brought regular Tau Signature systems&#039;&#039; before defecting to the Enclaves, and combine them with the your army&#039;s systems - Signature System palooza! They&#039;re a way to get more ICs than normal Tau, which you can (arguably) second to other squads instead of forming an XBOX HUEG deathstar. However, despite being named they aren&#039;t really unique&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The Signature Systems rule states that only one of each Signature System may be taken per army, and this rule &#039;&#039;&#039;does  apply&#039;&#039;&#039; to Eight (Tau FAQ specifically mentions that). Because ALL Eight are Independent Characters, it&#039;s not clear whether you have to start them as one unit or can second them during deployment to other units.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Commander Farsight:&#039;&#039;&#039; As seen in Codex:Tau, the only difference being that in this army he can take some or all seven samurais, costing exactly 1494 points - an army on its own (&#039;&#039;which actually happens in a mission&#039;&#039;). &#039;&#039;Because his bonus to the unit are just the means of entry and his I5 melee prowess, you might want to put him in the front, just behind the drones.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Commander Brightsword:&#039;&#039;&#039; The seventh lunatic to bear this title (the first was killed by a squad from the 13th Penal Legion on an assassination mission). Has a Crisis suit with twin-linked fusion blasters (with &#039;&#039;fusion blades&#039;&#039;), advanced targeting systems, and a shield drone you don&#039;t want to use as an ablative wound, because it comes with the &#039;&#039;Warscraper&#039;&#039; upgrade. &#039;&#039;This feller is made to ID characters and explode vehicles, but little else.&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Commander Bravestorm:&#039;&#039;&#039; A charred out husk kept alive by his crisis suit, sound familiar? In possession of the only surviving &#039;&#039;Onager gauntlet&#039;&#039;. To have a better chance of using it he&#039;s also clad in &#039;&#039;Iridium armour&#039;&#039; with a stim injector and a shield generator, and for dakka he has a plasma rifle, flamer and two gun drones.&lt;br /&gt;
*&#039;&#039;&#039;Shas&#039;o Arra&#039;kon:&#039;&#039;&#039; Farsight&#039;s would-be-successor in his absence, canonically the only one in the tall fine cast Commander suit, equipped with a plasma rifle, cyclic ionic blaster, airbursting fragmentation projector (both not &amp;quot;one per detachment&amp;quot; anymore), a &#039;&#039;Repulsor impact field&#039;&#039;, two gun drones, and counter fire defense systems. &#039;&#039;Adding dakka and overwatch to the team, you&#039;d do best to keep him at the center of the formation, relatively unexposed&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Shas&#039;o Sha&#039;vastos:&#039;&#039;&#039; Had some slight problems adjusting to the prototype engram nanochip, is better now. Has a crisis suit with a plasma rifle, flamer, shield generator, vectored retro thrusters, two gun drones, and said &#039;&#039;Puretide engram chip&#039;&#039;. &#039;&#039;Due to the chip he&#039;s the one who will dictate what the squad is going to do, instead of Farsight and Arra&#039;kon. Try to be the one charging in order to provide O&#039;vesa and Brightsword with Tank Hunters, instead of having to put Counter Strike on himself.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sub-commander Torchstar:&#039;&#039;&#039; Vior&#039;lan defector and youngest of the Eight, relieves her unrequited feelings for Farsight with her second love: {{BLAM|FIRE}}. Pilots a Crisis suit with two flamers, target lock, multi-spectrum sensor suite, a neuroweb system jammer, drone controller and two marker drones. &#039;&#039;You will move her back and forth, alternating between providing Ignores cover and torching stuff depending on the situation&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Broadside Shas&#039;vre Ob&#039;lotai 9-0:&#039;&#039;&#039; A Broadside piloted by an AI, nice. The only non-Commander model, he&#039;s an IC Missileside Shas&#039;vre with twin-linked high yield missile pods, twin linked smart missile pods, a seeker missile, velocity tracker and two missile drones, somehow still has the bonding knife ritual despite being a machine. &#039;&#039;Lacking Relentless, he&#039;s the odd ranged character in a close ranged squad that has to keep on the move. Crisis with Missiles and VTs may give better anti-air support to the unit. Completely indistinguishable from a Broadside Shas&#039;vre, you could attach him to a unit of Missilesides to achieve a ludicrous amount of dakka and use their markerlight tokens, or have him near Railsides, his VT screening the skies for them&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Honour-Shas&#039;vre O&#039;vesa:&#039;&#039;&#039; An earth-caste scientist in a Riptide. Comes with an Ion accelerator, twin-linked fusion blasters, shielded missile drones, an earth caste piloting array, early warning override, and stim injector. &#039;&#039;Fun fact: Unlike the other seven, he&#039;s actually cheaper than his equivalent&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
===Hunter Contingent===&lt;br /&gt;
That&#039;s right, TAU DECURION!  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonuses:&#039;&#039;&#039; Aside from the usual WT re-roll, you get the ability to pour on the firepower! The &#039;&#039;&#039;Coordinated Firepower&#039;&#039;&#039; rule means you can have multiple units firing at the same time on the same target as if they were one unit, optimizing markerlight use up to mega-cheese levels, and if three or more units get involved, everyone gets +1 BS, stacking with all the bonuses to BS your army has (so BS6 Hammerheads &#039;&#039;before&#039;&#039; markerlights). TREMBLE IN FEAR AND VENERATION OF THE GREATER GOOD!&lt;br /&gt;
**Has been FAQed [https://www.games-workshop.com/resources/PDF/Errata/Warhammer_40000/Tau_Empire_EN.pdf here] so that the only shared benefit to shooting across multiple units is markerlights, so you can&#039;t share buffmander benefits and so on across the entire army.&lt;br /&gt;
***If you are the one pitted AGAINST this formation, don&#039;t despair - MSU spamming makes it more difficult for the Hunter contingent to bring its full firepower to bear. Even with jetpacks they can&#039;t be everywhere at once, which is further worsened by their LACK of OS (hello Demi-Companies!).&lt;br /&gt;
====Core (1+)====&lt;br /&gt;
*&#039;&#039;&#039;Hunter Cadre:&#039;&#039;&#039; A Battlesuit Commander and an optional Fireblade and Bodyguard gets to join 3-6 teams of Fire Warriors (either kind) or Kroot, 1-3 squads of Crisis suits, Stealth suits, Riptides, or Ghostkeels, 1-3 squads of Pathfinders, Drones, Piranhas, or Vespids, and 1-3 squads of Broadsides, Hammerheads, Stormsurges, or Sniper Drones. Units from this Formation may use Supporting Fire to assist other units from the same Formation within 12&amp;quot; rather than the usual 6&amp;quot;. Furthermore, the &#039;&#039;&#039;Ambushes and Feints&#039;&#039;&#039; ability means that any units from this Formation within 12&amp;quot; of the same Formation&#039;s Battlesuit Commander or Fireblade may make a free Run or Flat-Out move before Shooting in this phase.&lt;br /&gt;
**&#039;&#039;&#039;Summary:&#039;&#039;&#039; This formation gives some interesting bonuses, though with the higher Troop tax and loss of Objective Secured, you must think carefully whether it&#039;s worth running this over a CAD. The extra range for Supporting Fire is nice to have, but super-situational, especially if you come across another shooty army or one that can deny your Overwatch. The extra pre-game movement is more helpful though, granting Tau extra mobility, and allowing them to reposition based on their own shooting results. The humble Tau Piranha in particular becomes a surprisingly comedic Melta vector. &lt;br /&gt;
**Note how you can use this to run with your infantry while remaining stationary in the movement phase, meaning you can still benefit from Cadre Fireblades ability Volley Fire. Enjoy your now moving Wall of Death.&lt;br /&gt;
====Command (0-1 per Core)====&lt;br /&gt;
*&#039;&#039;&#039;Contingent Headquarters:&#039;&#039;&#039; A bonus Battlesuit Commander (or Shadowsun) get 1-2 squads of Bodyguards and can call in an optional Ethereal (named or not).  There&#039;s no other bonus to this. (Notice how the only way to take an Ethereal, without taking a separate CAD and adding two more troop choices to the 3 already required in the Hunter Cadre, is to own &#039;&#039;two&#039;&#039; Commanders. Gotta sell the new Commander model somehow I guess since every Tau player already had one).&lt;br /&gt;
====Auxiliary (1-10 per Core)====&lt;br /&gt;
*&#039;&#039;&#039;Retaliation Cadre:&#039;&#039;&#039; AKA Farsight Bomb 2, electric boogaloo. One Commander, 3 units of Crisis Suits, 1 unit of Broadsides, and 1 Riptide combine to gain Relentless and auto Deep-strike on turn two if you choose, adding +1 BS the turn they arrive. With the changes to Crisis and Riptide squad sizes this can mean up to 27 Crisis suits and 3 Riptides dropping in. Along with the Commander and the Broadsides that is 31 suits. Not that you will play this many outside of Apocalypse, but remember they don&#039;t need to be full units. Defeat the traitor Farsight at his own game!&lt;br /&gt;
*Read that again: [https://youtu.be/QND6Q044Crk?t=86 Deepstriking Relentless Broadsides]. Their only problem was they couldn&#039;t move and fire in the same turn and this formation fixes that. &amp;lt;s&amp;gt;Try to get that &#039;Coordinated Fire&#039; bonus so their exclusive Missile drones get the benefits without needing an attached Buffmander for themselves.&amp;lt;/s&amp;gt; The FAQ clarified that this doesn&#039;t work anymore.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Retribution Cadre:&#039;&#039;&#039; A Ghostkeel joins two unit of Stormsurges for dat new cheese. Acting as a spotter, if the enemy is within 12&amp;quot; of the Ghostkeel, the Stormsurges can re-roll to hit it. If at least two units of this formation attack the same enemy unit, the afflicted unit now can&#039;t run/flat-out and can only charge at half his distance. So yeah, they can&#039;t melee these Tau, they can&#039;t outshoot them - &#039;&#039;they can only cry&#039;&#039;. Just in case you needed more reasons to field those [[Abaddon|Taubaddons]].&lt;br /&gt;
*&#039;&#039;&#039;Infiltration Cadre:&#039;&#039;&#039; Three Pathfinder teams join two Stealth suit squads and a Piranha unit as an alpha strike. If any unit here is destroyed, then everything you have in reserves automatically arrives - sacrifice one for the Greater Good?. If you lay three markerlights on an enemy you also get a Seeker missile to automatically hit them as well, absolutely free.&lt;br /&gt;
*&#039;&#039;&#039;Optimized Stealth Cadre:&#039;&#039;&#039; &#039;&#039;An evolution of the old Optimized Stealth Group&#039;&#039;. A Ghostkeel alongside 2 Stealth Teams. Any Stealthsuits within 6&amp;quot; of the Ghostkeel gain +1 BS, get Ignores Cover, and &#039;&#039;&#039;AUTOMATICALLY HIT THE REAR ARMOR OF ANY VEHICLE&#039;&#039;&#039;. So yeah, they run independent of Markerlights, feel free to give them to someone else. Buh-bye, Leman Russes. Seeya Doomsday Ark! &#039;&#039;Amazing against GEQ ([[Troll|that includes Tau too]]) when the Stealth teams bring Gun Drones, a Controller, Fusion guns and Target Locks. The drones&#039; Pulse Carbines WILL pin down those guardsmen now their AP5 shots ignore cover, and the fusion gun will [[/d/|poke their supporting armour&#039;s behinds]] blowing them sky high, as dirty as it sounds, without taking the Ghostkeel into account. That&#039;s 414 pts minimum, but it counters more than its cost on enemies in a single turn. Shame on you, Gue&#039;La&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Firebase Support Cadre:&#039;&#039;&#039; A Riptide unit along with 2 Broadside teams. Very good way to beef out your tau with lots of fire support and a BIG distraction. These are even cheesier than their 6E iteration because they can all combine their fire, with an even better (see below) &amp;quot;resolving their shots as if they were one unit&amp;quot; trick than above, on top of also getting Tank Hunter and Monster Hunter when they do so. Everything within range will DIE.&lt;br /&gt;
*Specifically, when the Hunter Cadre&#039;s Coordinated Firepower rule was errataed in the FAQ, the same FAQ conspicuously did &#039;&#039;not&#039;&#039; errata the Firebase Support Cadre.  As a result, it has the original wording, which means all of the units fire as if one giant unit, so any unit-wide buff in any unit is shared by all of them.  That means you can e.g. attach a Buffmander to either Broadside team to propagate those benefits not only to the other Broadside team, but also [[awesome|to the Riptides]].&lt;br /&gt;
*&#039;&#039;&#039;Armoured Interdiction Cadre:&#039;&#039;&#039; 3 Hammerhead units alongside a Skyray unit. At the start of any Shooting Phase you can select one point on the board. The formation rerolls failed hits when shooting at anything within 6&amp;quot; of that point. Technically it also affects flyers.&lt;br /&gt;
**This formation breathes extra life into the Ion Cannon by granting extra insurance against bad scatters and Gets Hot, turning it into a budget Leman Russ that outperforms in the areas that count. &lt;br /&gt;
*&#039;&#039;&#039;Air Caste Support Cadre:&#039;&#039;&#039; 2 Razorshark units along with a Sunshark unit. Everyone now ignores Crew Shaken/Stunned on a 2+ and they all restore a HP on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Allied Advance Cadre:&#039;&#039;&#039; 4 Kroot packs join 2 Vespids gangs. Vespids gain Infiltrate and Stealth (Forests), and any Kroot within 12&amp;quot; of them replace Stealth with Shrouded while simultaneously gaining +1 BS, stackable with Coordinated Firepower. In addition, the formation gets Supporting Fire when assisting any member of their formation.&lt;br /&gt;
*&#039;&#039;&#039;Drone Network:&#039;&#039;&#039; One unit of drones. And that&#039;s it, no bonus rules. Useful to make meets end and to achieve Coordinated Firepower&#039;s +1 BS easier. Not actually a Formation.&lt;br /&gt;
&lt;br /&gt;
===Dawn Blade Contingent (Mont&#039;Ka)===&lt;br /&gt;
This detachment is exclusive to Farsight Enclaves. Besides letting the Warlord trait re-roll, this detachment&#039;s main draw is &#039;&#039;&#039;Killing Blow:&#039;&#039;&#039; This lets you secretly mark a unit for death at the start of your opponent&#039;s turn, and during your subsequent turn you declare which unit was Marked. Anyone from this Detachment rerolls to wound/penetrate that target for the remainder of your turn (Note: This is **not** Shred/Tank Hunters, which is probably for the best considering how which could interact with Target Locks, Ion Accelerators, etc). So, while Kauyon hits more often, Mont&#039;Ka hits harder (&#039;&#039;duh&#039;&#039;). This Detachment has a higher potential damage ceiling, which can be useful against Deathstars, but requires more support to truly take advantage of.&lt;br /&gt;
&lt;br /&gt;
====Core (1+)====&lt;br /&gt;
*&#039;&#039;&#039;Hunter Cadre:&#039;&#039;&#039; As seen in Kauyon, yours is a little more expensive because mandatory Bonded Knife.&lt;br /&gt;
*&#039;&#039;&#039;Retaliation Cadre:&#039;&#039;&#039; Unlike Kauyon&#039;s, it&#039;s a Core choice here instead of Auxiliary, which is more manageable because it was too expensive to use this &#039;&#039;and&#039;&#039; Hunter cadre outside Apocalypse. Now your whole army can be an XBOX HUEG Farsight Bomb. Excellent.&lt;br /&gt;
&lt;br /&gt;
====Command (1)====&lt;br /&gt;
*&#039;&#039;&#039;Contingent Headquarters:&#039;&#039;&#039; A generic Commander/Farsight grabs a generic Bodyguard. Notice you don&#039;t get Ethereals. Not much else to it.&lt;br /&gt;
*&#039;&#039;&#039;The Eight:&#039;&#039;&#039; Farsight brings with him his besties. Now they actually get extra rules instead of behaving like generic Commanders. They have Fearless, Preferred Enemy, Independent Character (Note O&#039;vesa still can&#039;t hide into a unit per 7th Edition BRB FAQ, because he is a monster), can Supporting Fire themselves from 24&amp;quot; away and, as long as one lives, &#039;&#039;all friendly Tau Empire are Stubborn&#039;&#039;. BUT you have to take them all, which means you wont see them at all in games smaller than 2000 pts, and even then you wilk not take a lot of units along with them.&lt;br /&gt;
&lt;br /&gt;
====Auxiliary (1-10 per Core)====&lt;br /&gt;
*&#039;&#039;&#039;Allied Advance Cadre:&#039;&#039;&#039; Another shared formation. Noteworthy in that you could take them to hold home objectives for rather cheap (384 pts bare bones, 444 decent, 1588 maxed) while the rest of your army Farsight-bombs the enemy. Quite doable in a 2000 pts game.  Does not provide Objective Secured, so don&#039;t completely assume any objective they&#039;re holding will stay held.&lt;br /&gt;
*&#039;&#039;&#039;Firebase Support Cadre:&#039;&#039;&#039; The last of the shared formations, they allow you to manage the relatively few markerlights you have. They can finish what your Crisis team started, and it helps that you have a better Riptide.&lt;br /&gt;
*&#039;&#039;&#039;Counterstrike Cadre:&#039;&#039;&#039; A Pathfinder team and three units of Fire Warriors (either Strike or Breachers) all ride Devilfish. In exchange, all models reroll failed shots against any enemy unit within 3&amp;quot; of an Objective, and the Devilfish gain Fast on the first turn they are on the table (this includes reserves).&lt;br /&gt;
** Notably, the Formation bonus applies to the Devilfish as well. If you&#039;re a fan of Devilfish and Seeker Missiles, you might as well use this Formation. The single turn of Fast allows them to move 12&amp;quot; and fire both missiles at normal BS, rerolling to-hit versus any target within 3&amp;quot; of an objective. Combined with the Dawn Blade&#039;s ability to enable rerolling armor penetration...&lt;br /&gt;
*&#039;&#039;&#039;Rapid Insertion Force:&#039;&#039;&#039; A Stealth team, 3 Crisis teams and a Riptide unit. The Stealth team has to start on the field while the rest of the formation stays in reserve. When they deep-strike within 6&amp;quot; of the Stealth suits, nothing scatters AND they get Twin-Linked for the turn. H-how lewd, Farsight-senpai... - &#039;&#039;Notice how several formations are differently-flavored Farsight bombs? Not like that is a bad thing, tho&#039;&#039;. This formation&#039;s benefit is riskier than the Retaliation Cadre, and the Stealth team will have a giant [[Distraction Carnifex]] target painted on it.&lt;br /&gt;
*&#039;&#039;&#039;Ranged Support Cadre:&#039;&#039;&#039; 3 units of Pathfinders and Broadsides make the single most cheese team out there.  If the Broadsides use any markerlights fired by their Pathfinders, they count as double, so they&#039;ll always ignore cover. The Pathfinders also get Infiltrate and Shrouded, but lose the latter if they ever move or fire something that isn&#039;t a Markerlight.  Well, at least the Broadsides can Supporting Fire for them at full range.&lt;br /&gt;
*&#039;&#039;&#039;Piranha Firestream Wing:&#039;&#039;&#039; Like that Apocalypse formation, these are your Four Horsemen (&#039;&#039;ay lmao&#039;&#039;). 4 UNITS of Piranhas, but one of them &#039;&#039;must&#039;&#039; go alone and acts as a spotter for the other 3 and nominates a unit within 36&amp;quot; visible to it (doesn&#039;t give up shooting). The formation gets +1BS and Tank Hunters against the marked unit. Now the turbo fondue: if any unit ends up within 6&amp;quot; of a Table Edge after movement, it can escape into Ongoing reserves and return with EVERYTHING REFILLED (including dead unit members).  Which means they can (&#039;&#039;and should&#039;&#039;) spam all the drones and missiles they want. You may now proceed to hum [https://www.youtube.com/watch?v=W3bxiPKWCzU Ride of the Valkyries, if put through a sci-fi filter]. Whether it is awesome or just plain trolling depends on [https://youtu.be/LReTvx2ksUQ?t=14 your point of view].&lt;br /&gt;
*&#039;&#039;&#039;Skysweep Missile Defense:&#039;&#039;&#039; A Devilfish takes command of 3 Skyrays. If the flyers get within 12&amp;quot; of the Fish, they can fire as many missiles they want and, while the Fish lives, everyone gains 5+ cover against anything shot by a flyer (so take Disruption pods, as usual). This brings a whole new definition to [[Fish of Fury|FISH OF FURY]].&lt;br /&gt;
*&#039;&#039;&#039;Assigned Air Caste Asset:&#039;&#039;&#039; Grab a Sunshark or Razorshark.  Nothing more to it.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority Cadre:&#039;&#039;&#039; Grab 3 Razorsharks.  They all get +1 BS against flyers.  On top of that, as long as one of them is still alive, they can drop D3 Markerlights on any unit they want, just like a Fighter Ace. To make this even worse, you can automatically arrive from reserves if you find any Flyers, Skimmers or Jetbikes.  Y&#039;know, just in case you didn&#039;t have ENOUGH answers against those sorts of things. Can still get options from SoD, so take this over a CAD/ASD-bought Razorshark Wing, if you&#039;ve already got Reserve rolls on lock.&lt;br /&gt;
*&#039;&#039;&#039;Drone Net VX1-0:&#039;&#039;&#039; 4+ Drone Squads, controlled by Skynet herself. They all get Interceptor, Jink, Outflank, Precision Shot, and Split Fire. Also, as long as at least 2 squads remain on the field, &#039;&#039;&#039;all drones&#039;&#039;&#039; in your army gain +1 BS. Your Interceptor/EWO phase now has Marker support. Sorry to say, but the GW faq states that no unit can both jink and Go to Ground, so dreams of killer Roombas must now go the way of the dodo.&lt;br /&gt;
&lt;br /&gt;
===Dataslate Formations===&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Honour Guard (Start Collecting Tau pack):&#039;&#039;&#039; An Ethereal on a hoverdrone, a Crisis Team and a Strike Team, all in one box. This gives the other guys a bit of a free move if they&#039;re near the Ethereal - The unit can pick a single model in the unit to act as a Lynchpin and then have everyone regroup around him so that they&#039;re all 3&amp;quot; away from him (Unless it&#039;s a turret. The turret stays where it is). It&#039;s a pretty devious way to get some more range from the other units, or to pull one unit out of a melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infiltration Cadre Burning Dawn (Infiltration Cadre Burning Dawn Boxed Set):&#039;&#039;&#039; Aun&#039;Do, Pathfinder Team Aurora, Stealth Team Shadowtide and the Tireless Hunter (All a box set) team up.  Aun&#039;Do gets one turn to pull two elements, everyone gets Shrouded and Scout (or Infiltrate if they have Scout before).  All in all, not too bad a setup, but it is fragile.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Counterstrike Cadre (Web-Exclusive Bundle):&#039;&#039;&#039; In a blatant move to sell even more Tidewalls comes an exclusive formation along the lines of the Cohort Mechanicus and the Court of House Terryn. It&#039;s composed of a Strike Team, Pathfinders, and two Breacher Teams in a Tidewall filled with two Shieldlines, two Gunrigs and a Droneport to center on.  The Breachers , when firing from the Shieldlines, get to boost the ranges on their weapons&#039; profiles, so now you have a not-quite plasma gun from 10&amp;quot; away, which is much safer.  The Strike Team re-rolls hits while on the Gunrigs or Droneport and the Pathfinders act as, well, Pathfinders, as the Tidewall can move up to 9&amp;quot; so long as it gets closer to them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tau Firebase Support Cadre (Dataslate):&#039;&#039;&#039; The Tau Firebase Support Cadre is a Formation consisting of one Riptide and two FULL units of Broadsides. Each member of the formation has the Tank Hunters and Preferred Enemy (Space Marines) special rules. In return, your Space Marine enemies will get Hatred (Tau Firebase Support Cadre). This is fair enough really, and not much of a downside... If you&#039;re stupid enough to let Space Marines get into CC with your units, then you probably deserve to lose. &#039;&#039;Even with the 7E version around this formation is still very valid - Marines are the most common army and PE is better than Monster Hunters against them, who have none. Also, you don&#039;t need to fire at the same unit like the 7E formation, so it&#039;s valid against other armies as well&#039;&#039;. Keep in mind how versatile this formation is. You want all High-Yield Missile Pods and Interceptor on your Broadsides, and an Ion Cannon and Early Warning System on your Riptide? Good idea. You don&#039;t want to include Shas&#039;vre in each Broadside team? No problem.  You want lashings of Drones with every model? Sounds good! At the end of the day, this separate detachment will end up costing however much you decide to spend, but the bare minimum is 570 pts so it&#039;s not cheap.  But it&#039;s a  hell of a lot of potential firepower that your opponent has to face down the barrel of, with units you might have already planned on bringing.  Flyer heavy opponents probably shit their pants just thinking about this formation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Hunting Pack (Apocalypse):&#039;&#039;&#039; 5 Kroot squads, kitted out however you like. This is a fluff formation, plain and simple.  They only get Furious Charge and the ability to Outflank on any side they wish. Better than your average Kroot, they&#039;re beleaguered by the fact they&#039;re still just Kroot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Optimized Stealth Group (Apocalypse):&#039;&#039;&#039; 3+ Stealth Teams are needed. This formation has one nice rule and one meh rule.  The nice thing is that their shots ignore cover.  The meh thing is that if they infiltrate, they need to halve the distance they can set up from the enemy. Being Tau, the prospect of being closer to the enemy shouldn&#039;t be a good idea...but it does leave them in Melta range, even when Infiltration in line of sight. With the arrival of Ghostkeels this formation has lost most of its allure.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Riptide Wing (Mont&#039;ka):&#039;&#039;&#039; 3-9 Riptides.  THAT GUY TEAM COMING UP!! Yeah, this is just being unfair. Not only can any Riptide within 6&amp;quot; of another re-roll failed Nova Reactor rolls, but they also get +1 BS when firing at something another Riptide already shot at, and once per battle they can &#039;&#039;shoot twice with each weapon in a turn they didn&#039;t move&#039;&#039;, which can be also combined with Ripple Fire to allow to each Riptide to &#039;&#039;fire the same weapon four times&#039;&#039;.  Really, who&#039;d want to play this and claim themselves fair?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghostkeel Wing (Mont&#039;ka):&#039;&#039;&#039; 3-9 Ghostkeels. They get +1 BS when firing at something another Ghostkeel already shot at, their drones have effect to every Tau within 12&amp;quot; from at least two of the formation&#039;s units and if they charge an enemy unit within 6&amp;quot; from another Ghostkeel, that unit can&#039;t Overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Council (Mont&#039;ka):&#039;&#039;&#039; 3-7 Ethereals (Aun&#039;Va and Aun&#039;Shi can be part of the formation). As long as two of them are still alive, they&#039;re considered a single unit, the range for Failure isn&#039;t an Option is doubled, and they give all four the elemental buffs in the same turn.&lt;br /&gt;
&lt;br /&gt;
===Warzone Damocles===&lt;br /&gt;
*&#039;&#039;&#039;Shadowsun&#039;s Firestrike Assault Hunter Cadre (Apocalypse):&#039;&#039;&#039; Shadowsun takes command of a grand total of: a Crisis Bodyguard team, 2 regular Crisis teams, 6 Fire Warriors with a Fish, 6 without, 2 Pathfinders with Fish, 2 Stealth teams, 2 Riptides, 3 Hammerheads, 3 Skyrays, and 4 Razorsharks. Really, this is just a convenient excuse to gather all this wanton firepower together, with a bonus of giving anyone within 24&amp;quot; of the commander Fearless and Preferred Enemy.  If you really have that many models together (and you like running stuff like the Tyranids Living Tide) then rock on, you extremely rich GW slave.&lt;br /&gt;
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*&#039;&#039;&#039;Piranha Fireteam Squadron (Apocalypse):&#039;&#039;&#039; 5 Piranhas.  Only five, no more, no less. This is a surprise assault formation, plain and simple.  They deploy as a team on the second turn, they can jump into reserves so long as they&#039;re all within 6&amp;quot; of a table edge and come back whenever &#039;&#039;&#039;fully restocked and restored&#039;&#039;&#039;.  If you thought the Tau had enough cheese, there&#039;s this, an instant-revival that can make even Tyranids jelly.&lt;br /&gt;
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*&#039;&#039;&#039;Ethereal Council (Apocalypse):&#039;&#039;&#039; So long as you get three Characters, you can choose between Aun&#039;Va, Aun&#039;Shi, and more than one plain Ethereal. Grouping this many squishy Tau together boosts their FiNaO range from 12&amp;quot; to 24&amp;quot;, but if they&#039;re all removed, the enemy gets &#039;&#039;another&#039;&#039; VP for killing them all.  In addition, they can all use one more elemental power just to coordinate the other side&#039;s ruination by control.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter Cadre (Apocalypse):&#039;&#039;&#039; In a smaller Shadowsun formation, a single generic Commander gets: a Bodyguard team, 2-6 regular Crisis teams, Broadsides, Piranhas, and Hammerheads, 1-3 Stealth, Pathfinder, regular Drone, and Sniper Drone teams, 1-3 Skyrays, 3+ Fire Warrior teams, and an option to take up to 3 Fireblades, Kroot, and Vespids each. This formation gifts a bit more to the team.  First off, they grab Acute Senses.  Then, they can start from reserves and then get out in the first turn.  After that, they all get 12&amp;quot; range for their Supporting Fire, meaning that now it changed charging them from a stupid idea to a phenomenally suicidal idea.  All for the Greater Good.&lt;br /&gt;
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*&#039;&#039;&#039;Drone-net VX1-0 (Apocalypse):&#039;&#039;&#039; A real drone network. 12+ Gun, Marker, and/or Shield drones can take optional Sniper, Missile, Recon, Grav-inhibitor, and Pulse Accelerator Drones, all in groups of four or more.  All this dronage grants them a grand total of...+1 to their BS.  It&#039;s meant to be a distraction, and the Shields help on that, but if you&#039;re expecting them to survive, don&#039;t.&lt;br /&gt;
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*&#039;&#039;&#039;Hammerhead Interdiction Cadre (Apocalypse):&#039;&#039;&#039; 3-5 Hammerheads put together (so that&#039;s +1 BS due to Fire Team). Now, you love Skyrays, ya hate their lack of Railguns. Watch this, so long as the lead vehicle hasn&#039;t been blown to bits, it can give your army D3+1 Markerlights to use for extra killing, because this is Tau.&lt;br /&gt;
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*&#039;&#039;&#039;Paradox Squadron (Apocalypse):&#039;&#039;&#039; 3-5 Sunsharks in a team. When put in the Arrowhead pattern with 3+ pulse bombs, the lead bomber gets to make a Strength D AP1 Large Blast bombing run, with rolls of 1 on the D table instead [[What|restoring lost wounds/hull points]].  Really, this is more of a gamble than most would want, with a chance of either instantly wiping out an enemy or making them even tougher than before. Its only a 17% chance but still, run at your peril.&lt;br /&gt;
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*&#039;&#039;&#039;Ranged Support Cadre (Apocalypse):&#039;&#039;&#039; 1-3 Pathfinders leading 3-6 Broadsides. By joining, the Pathfinders all get Infiltrate and Shrouded.  However, if they ever fire something other than Markerlights or even move they lose it, making placement a priority.  In addition, if the Broadsides use the Pathfinders&#039; Markerlights, the value of the lights get doubled.  Yes, this is about as cheese as everything else, because this gives them the ability to get +2 BS or ignore cover with all of ONE markerlight.&lt;br /&gt;
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==Games Supplements==&lt;br /&gt;
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===Cities of Death===&lt;br /&gt;
The Tau have a lot of good stuff for Cities of Death such as Fast Skimmers, short ranged high RoF weapons, lots of ignore cover, and other fun stuff. Take a Razorshark with Disruption Pod and Flechette Dischargers to take out those tough targets and a Skyray to deal with anything else. Darkstrider and a ton of Pathfinders with Rail rifles. They will hide in the buildings and snipe whilst Darkstrider lowers their Toughness down to Instant Death levels, to fuck up those Paladins. Fighting retreat is a good rule here as well. Whilst their Assault marines charge they can blast them to pieces. Drone sentry turrets (FW) come into play here as well. Give them Deep strike and put them in strategic locations around the board. They serve as blockades if the enemies get to close and if the squad of infiltrators is just out of reach. Use against scouts, Lootas, Eldar rangers, Obliterators and other Tau. Stealth suits and Commander Shadowsun get a special mention. Infiltrating and stealth + large buildings = models that just don&#039;t want to die. Pulse Carbines are very good for the cramped areas, and 24 18&amp;quot; S5 AP5 pinning shots can wipe out some squads in a single volley. SMSs are great here, and Vespids can actually do something in cities of death (12&amp;quot; movement, move through cover and stealth in ruins). Do not rely on pathfinders for markerlights - with LoS breaking buildings everywhere you&#039;d be better with more mobile drones and Tetras.&lt;br /&gt;
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===Escalation===&lt;br /&gt;
The Tau have access to the Manta Super-heavy Dropship (kind of ridiculous  considering it costs as much as an entire army), the Orca Dropship (cheap, but not very useful in most games) , the Tiger Shark Fighter Bomber (not particularly amazing), and the Tiger Shark AX-1-0 (pretty much mandatory against super-heavies) in games of escalation.&lt;br /&gt;
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===Stronghold Assault===&lt;br /&gt;
More stuff to hide behind. Amazing. I&#039;m so excited.&lt;br /&gt;
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===Kill-Team===&lt;br /&gt;
Tau may have a hard time in Kill-Team, especially if your strategy revolves around Markerlights, however you can take a basic team of 6 Fire-warriors, 3 Stealth Suits, and 4 Pathfinders, with 12 points left, or take a Team of 6 Fire-warriors, 4 Pathfinders, and 2 Piranha&#039;s with 22 points left for upgrades, and seeing as even the Tau&#039;s most basic troop weapon has a 1 in 3 chance of scoring a glancing hit against AV 10 and a 1 in 6 against AV 11, your greatest enemy will be your generally small Squad size, although Over-watch may be fun, especially with &amp;quot;Supporting Fire&amp;quot;&lt;br /&gt;
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It is also possible to make a kill team out of Kroot and Stealth suits. The advantage here is that the whole kill team can infiltrate. 10 sniper rifles performs well regardless of what your opponent brings, krootox give great supporting fire, and the stealth team brings the leadership &#039;vre and a fusion blaster to take care of  those people who can&#039;t resist bringing a vehicle. Your opponent&#039;s face when you infiltrate your whole team directly into be best cover is priceless. &lt;br /&gt;
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The unofficial version allows you access to a single Broadside at 50 points and makes Pathfinders a Special choice, so Markerlights become more scarce but it&#039;s possible to make a more interesting, if smaller, team.&lt;br /&gt;
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For a more in-depth look, this page may help, [[Warhammer_40,000/Tactics/Tau/Killteam|Kill-Team]]&lt;br /&gt;
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==Allies==&lt;br /&gt;
Main point in bringing allied non-Greater Good adherents are distraction, assault beatsticks (what the Kroot are allegedly for) or psyker support. Remember, you only have D6 defense against psykers.&lt;br /&gt;
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===Battle Brothers===&lt;br /&gt;
&#039;&#039;&#039;Farsight Enclaves/Tau Empire:&#039;&#039;&#039; Yep, you can actually ally a &amp;quot;standard&amp;quot; Tau Empire list with a Farsight Enclaves list. This means space for SIX Riptide &#039;&#039;&#039;SQUADS&#039;&#039;&#039;. And then there&#039;s O&#039;vesa. This means nigh-on broken. This means you WILL do this. Using multiple CADs that&#039;s 18 available riptides. Use the Fire Cadre data slate for an extra to bring that number up to 19. Do you count R&#039;varna riptides? That&#039;s 6 more. Y&#039;vahra? Another 6. Enjoy throwing &#039;&#039;&#039;31&#039;&#039;&#039; mechagodzillas down your enemies throat. KX139&#039;s? MOAR!!!!!! The only problem with this is the fact that you will have no friends, very VERY fast. If taking 3 made you [[That guy]], than taking 22 makes you [[That guy]]&#039;s [[That guy]]... &lt;br /&gt;
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Oh, and enjoy not being able to afford anything in life and eventually having to take up residence in a cardboard box under a bridge because you blew all your money on 31 Riptides.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
&#039;&#039;&#039;Necrons:&#039;&#039;&#039; They are shooty cover campers, that lay waste on vehicles and die in close combat... just like you. Unlike you they have much more survivability in the open (as they are designed for close range firefights, instead of sniping across the board) pie plates of hate, lots and lots of battlefield cheating rules, some of which stacks perfectly with Tau (HOD with Solar Flare for your nightvision army? Yes, please!), and last but not least motherfucking flyer cheese [[necrons|croissants]]. And if you want to screen your gunline with close combat beatsticks, they get those too.&lt;br /&gt;
In fact, that&#039;s probably the best use for Necron allies: tanky, [[choppy]] units that just won&#039;t die under the right circumstances - the very thing the Tau lack. Wraiths, Lychguard and Canoptek Spyders are all viable candidates, and a popular Taucron build is to bring a Canoptek Harvest for that extra side of cheesy cheese you know you love.&lt;br /&gt;
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&#039;&#039;&#039;Eldar:&#039;&#039;&#039; Taudar isn&#039;t as cheesy as it used to be now that they&#039;re no longer Battle Brothers, but that&#039;s okay, because it still fucking rocks. Eldar provides you with psykers and sorely-needed DTW defenses in the form of warp dice. Aside from that, Wraithwall armies can be a good, mobile anchor and distraction, Windrider Jetbikes/Shining Spears or Swooping Hawks for fast objective grabbers, Howling Banshees, Wraithblades or Striking Scorpions for melee support and the dreaded Wave Serpents (still good though significantly nerfed in 7e) for pushing the gunline forward. Too bad you can&#039;t prescience your riptides anymore, but the prospect of fighting Hammerheads guarded by Serpents or, with the new codex, &#039;&#039;squadrons&#039;&#039; of Falcons, are still gloomy for your opponents. If long-range tank annihilation is your thing the Fire Prism is as good as the Hammerhead, and better in some cases, and the Wraithknight can be quite useful to break through attempts at locking down your Riptides. Harlequins could also be an interesting option to add some assault punch your troops are otherwise very much lacking, and given their predilection for wandering, are not necessarily unfluffy.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; With the right build, Chaos Lords or Princes can occupy that guy&#039;s deathstar-HQs or even kill it outright. Nurgle Termies and Heldrake are durable bullet sponges that can perform independently from rest of your armies, and if you&#039;re feeling lucky, Thousand Sons. Other than that, skip the shooty parts as you have better options.&lt;br /&gt;
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&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Dark Eldar do have a couple of upsides - with the right build, they are so mobile that the One Eye Open rule won&#039;t be a factor if you play intelligently, and they&#039;re very good at dictating when combat occurs, a very good sacrificial defense for your squishy gunlines. On the other hand, a highly mobile Eldar build - such as Samhain - can use this tactic as well.&lt;br /&gt;
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&#039;&#039;&#039;Orks:&#039;&#039;&#039; Orks have been knocked down from Allies of Convenience into the second-worst slot for Allied armies in the game. The old strategy of joint shooty Tau and choppy Orks is not nearly as effective as it once was, especially with the nerfs to Assault in 7e. If you want to take Ork allies for whatever reason, consider taking a Big Mek with the Shokk Attack Gun and some Mek Guns - preferably the Kustom Mega-Kannon for more Plasma fire, the Traktor Kannon for more AA goodness or the Smasha Kannon for awesome anti-vehicle firepower - to keep them away from your units while ensuring that they can still contribute something to the fight thanks to considerable range. If anyone asks why Orks are fighting alongside Tau, point out that Tau take alien mercenaries and that Orks sometimes take mercenary work; if they ask about the Mek, say he was promised some Tau tech for his trouble. &lt;br /&gt;
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====The Forces of the Imperium:====&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; With the loss of Battle Brothers, you need to be creative in using Marines. Thankfully all-bikers from both Scars and Ravenwing can still work as they have great mobility and can be left alone for the most part. Assaulty armies like Templars and Sharkies are better as distraction, but don&#039;t bring too much as your primary advantage is still shooting. Landspeeders works like a better Piranha, pretty good for dealing with covered blobs if you don&#039;t want to commit your suits.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; If you want to bring all-suit army, IG&#039;s artilleries can be a great boon in dealing with things you&#039;ll have difficulty, like MSUs. IG blobs can also screen your gunline, but let them die first or stay away from assaults as you still need to shoot them. IG tanks are best used as distraction that&#039;s capable of wreaking havoc if left unchecked.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; As stated above, go with Ravenwing. Deathwing Knights are also excellent anti-everything deathstar though needs careful deployment and lucky deepstrike. (you&#039;ll at best only bring one biker squad to help them, so it will be expensive tax but worth it if you know how to use)&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Mostly the same uses as the vanilla above, save for a better flyer and are far better in assault.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; Death Company with jump packs/Sanguinary Guard supporting your deep striking Crisis Suits for a deadly one-two punch down the board.. Plus Assault Squads on foot in front of your firing line to help hold the line when they do reach you, better than Kroot in every category but points cost. Want to bring a Dreadnought and an elite jump squad? Grab a Furioso Librarian Dreadnought and get a built in psyker and dreadnought and your elite jump squad while still maintaining a bound allied force. All with built in furious charge for extra punch. What&#039;s not to like about this combo except for having to remain six inches apart.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Primary use is psyker defenses and Purifiers, though Eldar are better by virtue of being Convenience. Paladins may work if you need tough units.&lt;br /&gt;
*&#039;&#039;&#039;Inquisition:&#039;&#039;&#039; Think of Inquisition as a toolbox that capable of filling any holes you need, packed in mobile Chimera or Valks. Though with downgrade to Desperate Allies, pay attention to movement phases.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; Sisters excel at annihilating vehicles with Melta (Dominions) or rooting hordes out of cover (basic Sisters, Heavy Flamer Retributors). Tau are good at this too, but Crisis Suits are the unit of choice for both. Taking Sisters could let you free up some XV8s for other purposes, like hunting transports (missiles) or TEQs (plasma/fusion). Saint Celestine and Seraphim or Battle Conclaves could provide a reasonably good assault interceptor, too. Skip the Repentia, though - you need a Stormraven or a Land Raider to use them effectively.&lt;br /&gt;
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===Come The Apocalypse===&lt;br /&gt;
&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039; Tzeentch warp-die spam may work and don&#039;t need to be close to your units to be effective, and Warpstorm table are non-issue. Needs playtesting though. Could be good however; on paper they have everything you need.&lt;br /&gt;
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&#039;&#039;&#039;Tyranids&#039;&#039;&#039; Nidzilla-list (needs playtesting). Another popular option is the &amp;quot;Hive Fleet Detachment&amp;quot; which has 1-3 HQs and a minimum of 3 Troops. Take three Flying Hive Tyrants (Wings upgrade) each equipped with 2x Twin-linked Devourers with Brainleech Worms and Electroshock Grubs as the HQ choices. Then take three Mucolid Spore Clusters as your troops since they&#039;re the cheapest option (15 points each). This combo is 765 points and is devastating when combined with Tau (generally ran with Farsight Enclaves for Crisis Suits, Riptides, and Skyrays). 3x FMCs; 6x Psychic dice; plenty of anti-air support; quick scoring; and flank maneuverability are among the benefits. Not recommended for friendly/casual games. Tear buckets don&#039;t come in this size at your FLGS. (Do the Tau&#039;s brainleech allies have the ability to mindjack tyranids? Because if so this could even happen in fluff.)&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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7th Edition Tau codex is out!&lt;br /&gt;
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Our recommendation is to:&lt;br /&gt;
*Learn the rules of WH40K. Spend a day, spend a week. Before you spend money on models, spend time with the rules.  Whatever time you spend here, you will recoup in fun and understanding later on. This could be from knowing how exactly your synergy is achieved, instead of listening to a website for all your ideas, to better learning from a defeat. More-so now than ever, virtual access to the rules is possible. Almost all smartphones have access to some &amp;quot;WH40K Rules&amp;quot; app, which SHOULD allow you to take your rules with you and read up on them when you fancy. It is recommended, though, that you still read ALL rules pertaining to your army directly out of a 7E rule book or Codex. DO NOT TAKE THIS PAGE AS ANYTHING OTHER THAN SUGGESTIONS AND INTERPRETATIONS.&lt;br /&gt;
*Next, consider what flavor of Tau you are interested in. Farsight enclave looking cool? Tau Empire looking like it will be more interesting? This answer will save you money while you gather your forces. Also, remember that the FSE is really only a bunch of red-painted Tau troops...&lt;br /&gt;
*Start your purchases with a pack or two of Crisis Suits, and some Fire Warriors (or, for that case, some Start Collecting! bundles; it has both at something like 30% discount. It just so good). A Crisis Suit can make for a Commander, and a Fire Warrior can make for a Cadre Fireblade&lt;br /&gt;
*Markerlights; forever your golden ticket to tears. Bring them and know them well. &lt;br /&gt;
*Mount all Fire Warriors in Devilfish. [[Fish of Fury]] may be dead, but your Fire Warriors still need the survivability. When modelling these, consider saving the bits to turn them into hammerheads. It will really help you out to have that flexibility within your forces. &lt;br /&gt;
*Start filling gaps in your support. Tau have a lot of really powerful shooting, and with the new codex there is a good reason to buy support for your gun line.&lt;br /&gt;
*Riptides. While all flavors get Fire Team, and thus can squad into groups of three, the solo riptide is still powerful and fun to have around. If you have the money for it, 2 riptides is a very safe number to have and field. 3 are, honestly, extremely destructive and should only be used if both players agree to a competitive game.   &lt;br /&gt;
*You should now be able to go apeshit with battle suits. Now it is time to look at how you can improve. Maybe a named leader, or save up for some Forge World #Swag.&lt;br /&gt;
*Get in your local games shop and let all you find there know who is fighting for the Greater Good.&lt;br /&gt;
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==Helpful Hints and Fun Strategies==&lt;br /&gt;
[[File:Tauassault.jpg|200px|thumb|right|Rule number one. &#039;&#039;&#039;Never. FUCKING. &#039;&#039;EVER&#039;&#039;.&#039;&#039;&#039;]]&lt;br /&gt;
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===The Most Important Rule===&lt;br /&gt;
Spoiler: It&#039;s not the &amp;quot;have fun&amp;quot; one, but if you don&#039;t follow it you can be sure as hell you won&#039;t have any. Do you like seeing squad after squad of Fire Warriors get slapped to death by Conscripts? &#039;&#039;No?&#039;&#039; &#039;&#039;&#039;Then keep them out of melee combat&#039;&#039;&#039;. Your army is WS2, so going against anything above WS3 feels like going against a fucking Bloodthirster. Everybody else will just drown you in bodies, and your I2 wont help at all. And [[Warhammer_40,000/Tactics/Imperial_Guard/Death_Korps_of_Krieg_Assault_Brigade(7E)|those fucking Korpsmen]] will do both at the same time.&lt;br /&gt;
*DO keep in mind that melee is much less deadly in 7E. After all, even if they are WS10 no one can hit more than 66% of the time, and most units aren&#039;t S5 or have a 3+ save like your Crisis teams. While melee with dedicated CC squads or even buffed regular troops are still out of the question, Crisis-and-better Battlesuits can hold their own in a brawl against those regular troops, especially after you&#039;ve mauled them in the shooting phase - punching a few wounded scout marines might be better than exposing yourself to their sniper shots, don&#039;t you think? And you have lots of trinkets to help in CC - Fire warriors with their carapace armor are [[Fire_Warrior#On_the_Tabletop|just as good as Guardsmen]], and while they hit first, you have Photon grenades, so they&#039;re always as good or better. And don&#039;t even get me started on FSE. Yes, spending a turn in melee IS wasteful, no doubt about that, but what I&#039;m saying is &#039;&#039;Don&#039;t PANIC at the thought of melee&#039;&#039;, just avoid it on the grounds you have better things to do- &#039;&#039;Is that a power sword? RUN LIKE HELL&#039;&#039;.&lt;br /&gt;
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&amp;lt;b&amp;gt;[[Markerlight]]s, we should talk about them&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; &lt;br /&gt;
These things are force-multipliers, plain and simple. Without them, you will do at best &amp;quot;alright&amp;quot; but with them (properly used) you will be kicking ass left and right. For all the talk about the Tau being awesome at shooting, the truth is that they are merely &amp;quot;good&amp;quot; at it. They put out a lot less [[dakka]] than, say, the [[Orks]] or the [[Imperial Guard]]. However, what shooting the Tau do have is very powerful when it hits, but it only hits half the time on a typical roll. Markerlights are what allow them to hit almost all the time, marker units lighting up the target and letting another unit slam that target with very specific fire-for-effect. This means that markerlight-heavy units are almost always best used when paired with other units, as the markerlight-wielders need to be able to paint the target, and the other unit needs to be in range to hit them when they do. If that supporting unit is very long range and has good line of sight (like broadsides or a hammerhead) then the markerlight unit can push forward and select targets for destruction from beyond your enemy&#039;s ability to retaliate against them. In contrast, if the supporting unit is short ranged (by Tau standards, like crisis suits or fire warriors) than they need to stay near the markerlight unit to take advantage of them. Since most armies will only have one or maybe two good solid sources of markerlight support, it is important to know what it will be best directed against (see target prioritization below,) usually starting with enemy vehicles and then moving on to wiping out infantry, though it will vary depending on the foe and their strategy. Markerlights encourage you to focus fire on one target, wipe it out quickly, then move on to the next. Some units will put out more marker tokens than others, and you need to be careful about what you spend them for. Vehicle targets will have them spent boosting to-hit rolls and firing seeker missiles, infantry squads will also have to-hit rolls boosted paired with cover-denial if you can spring for it (the enemy will not be able to hide from the Tau&#039;s guns for long). If your enemy is smart, they will realize all of this and make things hell for your markerlight-wielding units as quickly as possible. If &#039;&#039;you&#039;&#039; are smart, you will use this to lure your foe into a Kauyon trap (more on that later.)  &lt;br /&gt;
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&amp;lt;b&amp;gt;Target Prioritization&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
More important for Tau armies than it is for others. Indeed, in bygone editions the Tau had special equipment and options for circumventing target priority rules. Those rules may have been dropped, but the need to be selective remains. Certain targets need to be neutralized at the earliest possible turn, then the rest of the enemy can be defeated in detail after that. &amp;quot;The Way of the Broken sword&amp;quot;, they call it. One hefty priority is when the enemy hides their infantry in [[METAL BOXES|metal boxes]], THE COWARDS, THE FOOLS, YOU SHOULD TAKE AWAY THEIR METAL BAWKSES. The moment enemy infantry reaches your lines, you lose, and they do that faster in vehicles. Luckily for you, Tau have many ways of accomplishing their objectives, because [[Commander_Puretide|the truly wise adapt]]. So you could destroy their vehicles from afar with [[markerlight]]-boosted railgun hits, or a missile massacre on the first turn, or drop Fusion guns/Riptides for devastating hit and run attacks, if you can manage it. The moment enemy infantry is forced to footslog across the tabletop, &#039;&#039;they&#039;&#039; lose, as infantry in the open are a turkey-shoot in the face of the Tau&#039;s superior firepower. Let Crisis suits take the fight to enemy infantry, whittling down heavy infantry with plasma and missiles or burning blobs to cinders with flamers and burst canons, while the railgun units finish off the remaining enemy vehicles. If they overwhelm you with enough bodies and vehicles to soak up all your [[dakka]] and still keep coming, then do not be afraid to give ground and fall back, drawing them further in and giving you a little more time to pour on the fire. Remember, the Tau value mobility and holding the line is secondary to the destruction of the enemy. After all, once the enemy is dead, the terrain is yours to claim without contest.  &lt;br /&gt;
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&amp;lt;b&amp;gt;Mont&#039;ka and Kauyon&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
The Tau Empire codex will describe two central in-lore strategies employed by the Tau, Mont&#039;ka and Kauyon. Mont&#039;ka, &amp;quot;The Death Blow&amp;quot;, involves bringing the Tau&#039;s full force to bare on a linchpin target which when removed will compromise the enemy&#039;s entire strategy. Kauyon, &amp;quot;The Patient Hunter&amp;quot;, involves luring the enemy to the Tau, where they can fall into one of the most deadly cross-fires Tau weaponry can produce. &#039;&#039;[[Dawn of War]]&#039;&#039; would have you believe that these two strategies are mutually exclusive, and the codex itself does little to suggest otherwise. However, the truth is that both strategies are two sides of the same coin, and that one strategy can be flipped over and turned into the other in an instant. The battlefield situation is fluid, and so to should be your strategy. Tau are an army ill-suited to getting stuck-in, so any offensive actions will halt just at the edge of the Tau&#039;s maximum range, and the Tau forces will fall back from an enemy counter-attack. In this way, the battle lines get pushed and pulled backward and forward across the course of a match. You might start with a Mont&#039;ka strategy, sending in Crisis suits (possibly with deep strikes) to hit the enemy hard on a critical unit, or push a Hammerhead Gunship ahead of the line to clear its line of sight to a target. Both will do great damage, but such units in turn attract a lot of enemy attention, becoming a lure for Kauyon in the process.  Take advantage of the enemy&#039;s distraction, and use the rest of your force to hit the enemy in a more vulnerable flank, or just position them to set up a cross fire they cannot escape from in time. Do not treat your units as expendable, but do weigh your risks and do not be afraid to take a risky path if the payoff will lead to victory. Exploit the range of your weapons and your mobility to get the enemy to break ranks in a gambit to reach you, pulling them into the open and cutting them down in equal measure, always ready to adjust your approach as the situation shifts.&lt;br /&gt;
&lt;br /&gt;
===The Farsight Bomb===&lt;br /&gt;
&lt;br /&gt;
You&#039;ve seen us mention it every other paragraph, it has its own freaking subsection now. Back in 6E Farsight&#039;s defining characteristic was the fact he was the only one that could take a seven-strong Bodyguard unit, and his WT allows him to deepstrike them without scatter, so it felt like a &amp;quot;Deathstar to go&amp;quot;. 7E means he can grab even moar suits, but it&#039;s not exclusive to him anymore, which opens several options for the Bomb, which are discussed here - these tactics can be seen as an addition to the original Farsight Bomb® or as alternatives to it. Note that, if you decide to use someone other than Farsight you NEED to secure No-scatter by any means necessary (beacons, usually), lest your Deathstar gets lost to a mishap, easy to get on such a big squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Original Farsight Bomb®&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Still haven&#039;t got the hang of it? It&#039;s Farsight no-scattering a Bodyguard unit into play. What sets them apart from other bombs is its reliability (which is a HUGE thing) and Farsight&#039;s I5 for Hit&amp;amp;Run tests. Even on Shadowsun bombs, when he&#039;s not the warlord, his Initiative is the fastest thing on the codex, just behind Vespids (&#039;&#039;but fuck&#039;em&#039;&#039;), so he&#039;s always a welcomed addition.&lt;br /&gt;
*&#039;&#039;Now available in regular Crisis team flavor, and up to 28.5% more Crisis per bomb! YUM!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buffmander Bomb&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Put all the systems you need on a Commander (&#039;&#039;Buffmander&#039;&#039;), who will live forever because of the Bodyguards - something a regular Farsight Bomb cannot reliably do unless they bring yet another Commander. Grab all the Gun drones you can (to have ablative wounds and 4+ majority save, for those evil Grav guns) but don&#039;t grab any Airbursting projectors. Because of the Buffmander, this unit&#039;s shots have Ignore cover, reroll ones to hit, can fire against whatever is a better target, has tons of BS5 TL drones, and has melee protection in the form of a 12&amp;quot; Gets Hot bubble, D6 I10 hits to every charging unit and Hit&amp;amp;Run at I4. As for your ranged weapons, you could use Fusion Blasters with Target locks to hit armour, Plasma rifles (&#039;&#039;the better option&#039;&#039;) with Advanced Targeting to murder officers, Missile pods with Velocity trackers to provide AA coverage, and Ion Blasters with EWOs intercept those deepstrikers coming to stop you.&lt;br /&gt;
*You could run a budget version of the Bomb adding an Iridium suit and Shield generator to the Buffmander, and swapping the Bodyguards for a regular Crisis team. Passing LoS! on a 2+ is good enough, and he has 2+/4++ for any lucky shot. You only begin to save points after the 5th suit, tho.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadowbomb&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Mrs. Tsundere is a great addition for any bomb, or can make a bomb of her own too. Her Stealth and Shrouded give everyone a 4+++ in the open, so Shield generators become redundant, and her John Woo pattern Fusion guns get along very well with any other Target locks the unit may have. Don&#039;t take her Command-link drone, a Command&amp;amp;Control node is cheaper, better bring two of her 3++ shield drones. Oh, how could I forget her best bonus: 3D6&amp;quot; THRUST MOVE as the warlord, which will be useful all nightmare long unlike Farsight&#039;s one-use WT. Forget about Flamers and Counterfire, you just won&#039;t be in melee. Hell, you might not even be on his visual anymore, and if you jumped into cover it turns into the veritable 2+++ Bullshit Barrier®.&lt;br /&gt;
&lt;br /&gt;
===Unit Usage===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Burst Cannons Vs. Smart Missiles Vs. Gun Drones&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Smart Missiles are better than Burst Cannons, period. The real question is now whether to take Gun Drones or Smart Missile Systems. Pinning, detachability and passenger firing status but BS2 vs Homing, Ignores cover and extra range, it all depends on your views on secondary armaments. If you think of them as a source of more dakka take SMS, but if you think of them as defensive guns so that you don&#039;t get swarmed then take the drones, their strategies when detached discussed more under the &amp;quot;ABCD&amp;quot; strategy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wall of Death&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Piranhas are Fast Vehicles and possess AV 11 in their front armor. Even while this is akin to a death wish against S7, this makes them impervious to most handguns such as bolters and lasguns. One can use Piranhas as a mobile &amp;quot;wall&amp;quot; against squads of foot-slogging infantry. The infantry will be unable to pass through the Piranha squad, and the Piranhas can even fire with essential impunity. For added hilarity, do not forget your Flechette launchers. If used properly, Piranhas can even block enemy vehicles, by moving in a way said vehicle cannot turn or move without coming within 1&amp;quot; of it. The vehicle would have to move back, turn, and move out, avoiding the 1&amp;quot; proximity, disrupting their entire movement and possibly shooting phase. Just be careful when the vehicle shoots back. Oh what&#039;s that? Disruption pods give Stealth now? Stick these bad boys on your Piranha, and laugh as your opponent tries to get through a 3+ cover save as you flat-out right into his face. Or for even more hilarity, Seeker missiles. Now that Piranha doesn&#039;t even need to see those tanks to kill them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The firing line&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Take 1 full squad of fire warriors behind a ADL with a Cadre Fireblade and Darkstrider. Then one unit of pathfinders next to it. Then use Aun&#039;va and a minimum squad of Kroots with sniper rifles as expendable bodies and as CQC punching bags if necessary. You&#039;ll have at 19&amp;quot;+ 26 S5 shots from the Fire Warriors squad, and a little closer Darkstrider and the drones add six Pinning shots, and the foe will have a -1 T so you wound marines on a 2+! Within 15&amp;quot; it&#039;s 44 S5 -1T to foe. Give those Pathfinders some Rail Rifles, if necessary let Darkstrider switch to them and instakill MEQ and TEQ with 4T. If you face a lot of T5, Ion rifles can give you instakill when overcharged. That is if you don&#039;t mind the gets hot on your Tau!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABCD: Annoying Bullshit/Cover Drones&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Crisis and, to a lesser extent, Stealth suits are famous for the Jump-Shoot-Jump tactic: the ability to jump out of cover, fire and jump back in, leading to endless annoyance for your opponent. But this also works in reverse, with the humble Gun Drone and, well, pretty much anything that can be obscured by them; the important thing being &amp;lt;u&amp;gt;the drones must be from a separate unit&amp;lt;/u&amp;gt; instead of taken as upgrades by the bubble-wrapped unit. The ones that come &amp;quot;free&amp;quot; with vehicles such as the Devilfish can work, but the Piranhas&#039; are better (the actual Piranhas costing less than its 2 Drones: 14+14+[[Derp|&#039;&#039;12&#039;&#039;]]), but a proper Drone team will last longer, although those DO grant a VP for their destruction. There are 2 variations of pretty much the same thing - putting some annoying drones in the way; both of them become useless when facing Ignores Cover, Blasts or enemy Jump Units.&lt;br /&gt;
*&#039;&#039;&#039;Mobile cover:&#039;&#039;&#039; &#039;&#039;aka Backwards Jump-Shoot-Jump&#039;&#039;. Keep them near the unit you want to protect, both of them fire and then you move the Drones in the assault phase to grant your squishy units free 5+ cover, which turns into a decent 4+ cover save in the open for your vehicles equipped with Disruption Pods, up to a &#039;&#039;2+ Bullshit-Barrier&#039;&#039; for Stealth teams; great if you use this to get Jumping Fusion near enemy AV. Let&#039;s face it - you&#039;d rather have those T4 4+ save Drones tank some hits than your valuable dudes with special weapons, even if Stealth teams are 3+/4+++. Incoming melta? Deploy ABCD ASAP, the more abbreviations the better.&lt;br /&gt;
*&#039;&#039;&#039;Drone wall:&#039;&#039;&#039; Properly placed (ie. abuse coherence), the same tactic can shield your dudes from charges with the added benefits of Supporting Fire and the fact that your enemy will probably kill those drones in &#039;&#039;his&#039;&#039; turn...so you can blow him to smithereens now that they have foolishly placed themselves within Rapid Fire range. This can achieve what Disruption pods can&#039;t - save you from meltabombs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Kroot_Trolling.jpg‎ |thumb|Just look at that grin on his face. An epic troll.]]&lt;br /&gt;
&#039;&#039;&#039;Kroot Konga Line&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Place a big line of Kroot in front of your firing line, stretching all across the board. This keeps enemy units from assaulting you and you can abuse Supporting Fire by having your whole army overwatch a single unit. Add Markerlights and Counter Fire Defense Systems to drink your opponents tears. (This works because only the overwatching unit needs Supporting Fire, not the unit being charged.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;British Firing Line&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
If you&#039;ve seen The Patriot, you&#039;ll know what this means. Basically, just push as many warriors out on the field with two pulse rifles Tau up in the front and put all of the carbines in the back. Camp like a bitch in terrain but make sure there is a bit of open ground. Exploit the Supporting Fire special rule ruthlessly. Send your Crisis suits out to kill any and all ordnance carrying enemies. Have Broadside suits camp in the back to pound the living shit out of any assaulting units using their Heavy Rail rifles, while said assaulting units are being chewed the fuck out of them. Laugh as you see said enemy cry as his precious troopers being chewed to bits by fire. As powerful as this is against an enemy who has to cross the tabletop, this strategy&#039;s main vulnerability is from enemies who can bypass the firing line altogether, either through Deep Strikes or Outflank maneuvers. You might want to hold a Crisis team back as a mobile reserve, jumping up and down the line to counter threats as they come up and lend extra fire power to prevent the line from collapsing.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Out Dakka Anything&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The new codex reduces the costs of damn near EVERYTHING. This allows you to take more bodies than [[Khornate Knights|all the dead Sisters that the Grey Knights killed]]. In a 2,000 point battle, ten 12 man squads of Firewarriors, 6 FULL squads of suits with Plasma Dakka, the blueberry space Pope swinging his scepter around saying &amp;quot;Shoot them again!&amp;quot;, and then whatever amount of dakka you want to take in whatever amounts allows you to fill something with enough pulse/plasma dakka to ensure it&#039;s dead. Be sure to bring your tearcups when facing large amounts of infantry, and even flyers wont be able to stand up to 1,200,000 pulse rifle shots a turn - &#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; That&#039;s still [[Dakka|not enough dakka]].&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Bruiser Squad&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Shadowsun with three XV9&#039;s, kitted out with whatever gun you want.  Got an annoying MC that&#039;s SOMEHOW survived a hammerhead/R&#039;Varna combo?  An annoying distraction unit?  Or maybe a little god squad tucked in the corner.  This little unit is like your meched out Don Corleone and his crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gruesome Twosome&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
O&#039;Ra&#039;lai, Shadowsun and her Command-link drone.  Float Ms. Tsundere behind Mr Big Bad Angry Tau Grandpa and use her drone to nominate him.  If you thought re-rolling the Riptide&#039;s &amp;quot;Gets Hot!&amp;quot; was good, wait until you get a load of giving that gift to O&#039;Ra&#039;lai weapons.  Yeah.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NEW Fish of Fury&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Devilfish transports make excellent cover for Jetpack jumping Crisis Suits.  Drive up the board with your suits immediately behind, jump out with your jetpacks, shoot the crap out of stuff, jump back behind the Devilfish with your Thrust move, stay hidden!  Watch your opponent foam at the mouth as he can&#039;t see your suits behind your vehicle.  Make sure you fit a disruption pod to the Devilfish... That&#039;ll probably ensure that they stick around for a while under heavy fire.  Also, don&#039;t forget to fire the weapons that are on your &#039;fish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tommy Gun Firewarriors&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Make a single Firewarrior squad vomit more shots than your opponent&#039;s army. Works best if you have Farsight allies. Take Cadre Fireblades with two Gun Drones for all of your HQ slots and attach them to one unit of Firewarriors (make sure to take a Shas&#039;ui with a Gun Drone as well) then place them in a fortification or heavy cover. Each Fireblade will add an extra shot to all of your Pulse Rifles and Carbines when they don&#039;t move, turning your S5 single shot gun at 30&amp;quot;, into 4 shots with only 3 Fireblades. At 15&amp;quot; that single squad will be vomiting 115 S5 AP5 shots a turn, and if you add 1 more Fireblade with drones it spikes up to 156 shots. Throw some backfield artillery and objectives to draw them in and they won&#039;t know what hit them when you open your 5th dice box. Just don&#039;t expect this to work on round two.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Those Fucking Stealth Suits and Tetras/Pathfinder Devilfish&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This tactic only really works well with the Farsight Enclaves list, since Crisis suits no longer compete with Stealth Suits for the elite slot. Fill out a full team of six stealth suits in the following way: 5x Burst cannons with Counterfire, 1x Shas&#039;vre (trust me, the LD boost helps) with a fusion blaster, marker light, target lock and VRT, two gun drones (total 270 points).  Take a supporting team of Tetras or a Pathfinder squad with the recon drone and Devilfish.  All of your troop crisis suits and elite hazard suits should be in reserve for deep strike. Combining the Scout move of the Pathfinders/tetra and the Infiltrate of the stealth suits creates several homing beacons that cannot be easily destroyed, so when the enemy finally thinks that they are about to crush your paltry army, in come the reinforcements perfectly placed to dump liquid troll on your enemies army.  &lt;br /&gt;
&lt;br /&gt;
Why that particular set up for the Stealth suits, you ask?&lt;br /&gt;
&lt;br /&gt;
Consider this: A full stealth team totes the same firepower as a full squad of fire warriors double-tapping. That is 24 delicious shots of st5 ap5 hell that even TEQ&#039;s suffer from due to sheer volume of fire. Adding counterfire to that mix means that being assaulted becomes a troll heaven for you (this will wipe out entire squads expecting half the number of incoming hits).  Now, to get some good tank busting power, we add a fusion blaster, a marker light and a target lock. Remember that these bastards are both relentless and have a multi-tracker, so the Shas&#039;vre can shoot BOTH the marker light AND the fusion blaster...and all this cheese is BEFORE you add a subsystem. Give him VRT for hit-and-run that effects the whole squad.  The gun drones? They replace the lost 4 shots by upgrading your Shas&#039;vre, provide valuable ablative wounds... AND PROVIDE INITIATIVE 4 FOR HIT AND RUN! Combine all of this with Stealth, Shrouded, Deep Strike, Infiltrator, 3+ save majority and the ever important homing beacon.  It is a  huge amount of EXTREMELY effective special rules crammed into a very viable choice.&lt;br /&gt;
&lt;br /&gt;
This DOES help if your commander rolled &amp;quot;counter-crisis&amp;quot; for his warlord trait too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Riptide Limbo Contest&#039;&#039;&#039; &amp;lt;br&amp;gt;: Build your Riptides low and parallel to the ground (Try to make it look like they&#039;re at least flying backward while shooting weapons). Let your opponent giggle at the silly pose, then watch his laughter turn to tears when he realizes they can actually hide behind a devilfish this way.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category: Tau]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Rebels&amp;diff=1011598</id>
		<title>Star Wars: Legion/Tactics/Rebels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars:_Legion/Tactics/Rebels&amp;diff=1011598"/>
		<updated>2026-05-20T15:24:06Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|Melshi, Pao, Baze, Chirrut, you’ll take main squad, move east and get wide of the ship. Find a position between here and the tower. Once you get to the best spot, light the place up. Make ten men feel like a hundred.|Cassian Andor}}&lt;br /&gt;
&lt;br /&gt;
==Why Play Rebels==&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* The &#039;&#039;finesse&#039;&#039; faction&lt;br /&gt;
* Every Corps option has a viable configuration.&lt;br /&gt;
* Cheaper units, falling between CIS and Empire.&lt;br /&gt;
* Loads of options for Commanders and Operatives which range from meh (Jyn), viable (Chewie), to murderous glow-bat blender Luke Skywalker&lt;br /&gt;
* A release faction, so therefore has access to many expansions.&lt;br /&gt;
* The &amp;quot;best&amp;quot; faction for dodge spam.(Shadow Collective may be on this council, but we do not grant it the role of faction).&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Most of your units are throwing white defense dice, including the heavies. Most Rebel units have Surge: Block to compensate, but you still more fragile than your Imperial or Republic counterparts and only &#039;&#039;slightly&#039;&#039; more durable than droids. Even then, most units don&#039;t have the body/wound count that CIS does. Don&#039;t get shot without cover or dodge tokens!&lt;br /&gt;
* You will often be relying on your commanders and keywords for dodge tokens, because using an action to dodge is questionable, at best, and a lot of units need them.&lt;br /&gt;
*You will almost always find yourself fielding either too much, or too little Anti-Tank in your lists, and find it equally punishing.&lt;br /&gt;
*You&#039;re technically terrorists. Freedom fighters, too, granted, but the point stands.  From a certain point of view.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Commanders&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
1-2 Selections&lt;br /&gt;
&lt;br /&gt;
The focal point of your army; they often have game changing abilities.&lt;br /&gt;
&lt;br /&gt;
====Luke Skywalker====&lt;br /&gt;
(160 pts.)&lt;br /&gt;
The Rebel Alliance&#039;s only Jedi, he represents Luke as he was around the time of &#039;&#039;The Empire Strikes Back&#039;&#039;. He&#039;s a major threat to the average mook, but pales in comparison to just about any other force user, including himself. His weaker dice pool, lack of Master of the Force, and missing training slot make him less sexy than his Jedi counterpart. Still, he can be an effective melee threat in the right circumstances. Plus, he&#039;s packing heat. So uncivilized! If you need an explanation as to who he is, why are you even playing this game? /s&lt;br /&gt;
&lt;br /&gt;
Note: Commander and Operative Luke share command cards. You can take all 6, if you really want to!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (5 pts.) - When you issue orders, you can give one of those orders to a friendly unit anywhere on the battlefield, even if it&#039;s not normally allowed by the Command Card.  Can be pretty situational, but if you have a unit or two that you desperately want to give orders to, this is how. Generally though, giving those units HQ Uplinks or Long-Range Comlink is probably better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 pts.) - As a free action, exhaust this to give one Surge Token to up to two units within range 1-2.  If you really want surge tokens, here you go.  Rebels have a lot of built-in surges already, so this upgrade&#039;s not quite as useful as it is in the Clone Wars-era armies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - As a free action, exhaust this to choose an enemy unit at range 1 and make it do a speed 1 move. The End-All-Be-All. Staple this to anybody with a force slot. Seriously. Push increases Luke&#039;s melee range, allows him to freely move trooper units in and out of melee, and deny objectives among so many other things. All without costing an action! In a game where position and objectives matter so much, the ability to move your opponent&#039;s dudes is invaluable. That said, Commander Luke lacks a free force power refresh, which unfortunately hurts the action economy of this upgrade. This can be mitigated to a degree with the Echo Base Defenders two-pip free refresh command card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - As a free action, exhaust this to gain one Dodge token. Useful when Luke is running out on his own without a dodge token from his cards or his sister. Alongside deflect, this upgrade has the potential to save himself when you dive or misplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Lift&#039;&#039; (5 pts.) - When you deploy, you may place a barricade at range 1. As a free action, exhaust to choose a barricade at range 1 and move it to within range 1 and height 1 of its current position. This can be really good for keeping Luke in heavy cover when you desperately need to. There are better upgrades, but this one isn&#039;t entirely forgettable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - allows you to make a ranged attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice (rounded up).  For Luke, it&#039;ll be doing 3 black with Pierce 2 and Impact 2. Just use the pistol. It&#039;s red dice, with pierce 2 and surge to crit. The impact doesn&#039;t matter at that point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Barrier&#039;&#039; (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also help Mandalorians deal with piercing dice pools. The lack of free recovers does hinder this, but the ability to further the durability of your glass cannon army is amazing. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Burst of Speed&#039;&#039; (10 pts.) - Expend. At the start of your activation, treat your maximum speed as 3 until the end of the round. If you do, gain 1 immobilize token at the end of the round. This is a really good force power if you want to get Luke into melee combat. It does, however, mean Luke can only move at speed 1 during the next round, but that won&#039;t really matter if you were smart getting him into combat. Furthermore, because it expends, you really aren&#039;t missing out due to refresh limitations. This was changed to cost 10 points, though, so it can be a dicey addition if you feel as if other upgrades may be more worthwhile for your play style. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from a friendly trooper unit at range 1-2, after your rally step every turn.  Not terrible, and if you have a spare 3 points and a slot available, there are worse things do to with them.  But there are other powers that are probably more useful if you can afford them. If you&#039;re taking a suppression heavy list, like one with Pathfinders, this may be more useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - As a free action, exhaust this to place 2 suppression tokens on one enemy unit within range 1-2. This is kind of situational, but also generally good. It&#039;s best used in conjunction with You Serve Your Master Well to mind-control an enemy unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Luke has jump, which already beats scale. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  You don&#039;t really want Luke standing around trying to do a General Veers impression. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. This card may give you that edge you need to get Son of Skywalker out before Luke loses his arm. However, 8 points does cost a fair bit. Competitively speaking, this may not be great, but it can be funny in a casual setting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Jump 1 exists, so nah. Don&#039;t take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  Again, Jump should help here and this is largely unnecessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanners&#039;&#039; (6 pts) - Gain &#039;&#039;&#039;Take Cover&#039;&#039;&#039;, which allows you to give another unit at range 1 a single dodge token at the cost of an action. This isn&#039;t worth it on Luke at all, so don&#039;t bother wit it. You&#039;ll want all the actions you can possibly get out of him. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This is a really good upgrade to grab, if not the best. This can easily be a free Force Reflexes, if you were debating on that upgrade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Not a bad choice- It&#039;s super cheap and gets Luke slightly closer to the enemy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. You won&#039;t be getting many aim tokens, so don&#039;t bother with this one. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: Son of Skywalker - [Luke Skywalker] After Luke Skywalker performs his first attack, he may perform a free attack action, even if he has already performed an attack action during his activation. &lt;br /&gt;
&lt;br /&gt;
A-freaking-mazing. There are few other characters who can put out this much attack potential in one turn. Since this is free action right after he attacks, it is even considered superior to Darth&#039;s 2nd attack ability since he has to shuffle his order back into the pool, meaning Luke has more damage output in dire situations. This is your go-to deletion tool. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: My ally is the Force - [2 Trooper units] whenever a friendly trooper is issued an order, it gains 1 dodge token.&lt;br /&gt;
&lt;br /&gt;
This card blends nicely with a few units. Rebel troopers need a dodge token to utilize their nimble keyword, and key units may also need the token to survive another round. This also works with Han and Chewie&#039;s teamwork keyword, because giving the dodge token to one will give one to the other, as well. Note that this isn&#039;t limited to the orders given from the card, though. HQ uplinks and coordinate effects also benefit from this bonus (Veterans, for example). &lt;br /&gt;
&lt;br /&gt;
    3 Pip: Return of the Jedi - [Luke Skywalker and 2 other units] when Luke Skywalker is issued an order, he gains 1 dodge token. When Luke Skywalker activates, each friendly trooper unit at range 1-3 of him may remove 1 suppression token. &lt;br /&gt;
&lt;br /&gt;
Luke loves dodge tokens because of the deflect ability. The suppression removal is also amazing for your troops, and can help better manage suppression on units that rely on it (Pathfinders). Overall a great command card. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Luke can take two Force upgrades. After you equip Push; Burst of Speed, Reflexes, and Jedi Mind Trick are good choices, but what you take will probably depend on your style of play. Heck, because he doesn&#039;t refresh force powers for free, you may consider slapping Burst of Speed on him and leaving the rest to the will of the Force.&lt;br /&gt;
&lt;br /&gt;
He is equipped with the Youngling Slayer 9000, an elegant weapon for a more civilized age. 6 black dice and surge to crit is deadly, &#039;&#039;&#039;Pierce 2&#039;&#039;&#039; and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; make it even more so, but can be best combined with his &amp;quot;Son of Skywalker&amp;quot; command card to effectively delete most trooper units in the game. He also carries a DL-44 Blaster Pistol, with range 2, 2 red dice, and &#039;&#039;&#039;Pierce 2&#039;&#039;&#039;. A solid option if you don&#039;t think you can get into melee, but, honestly, you shouldn&#039;t be using this weapon all too often. &#039;&#039;&#039;Jump 1&#039;&#039;&#039; and &#039;&#039;&#039;Charge&#039;&#039;&#039; make Luke the OG aggressive saber user.&lt;br /&gt;
&lt;br /&gt;
A key to fielding Luke is correctly using his Commands. The two and three pip cards give him dodge tokens and help your otherwise fragile mooks out. His one pip gives him a round of brutal enemy slaughtering power. Additionally, he has access to all three of his Operative counterpart&#039;s cards. Unfortunately though, he finds more difficultly utilizing them. For You Serve Your Master Well, this Luke can&#039;t suppress enemies as efficiently without easy access to Mind Trick. Full of Surprises is still a potent defensive card, but with Courage 3 it loses some of its power. Fortunately though, I Am a Jedi remains unaffected even though Commander Luke is, in fact, not yet a Jedi. &lt;br /&gt;
&lt;br /&gt;
Lets talk defense. Having Leia or an Officer drop Dodge tokens on Luke, as well as stashing unused dodge tokens with Vigilance, helps him quite a lot. Force Reflexes or Prepared Supplies can help shore up his defense when other options aren&#039;t available. His immunity to pierce and the deflect rule make him more resilient than other units Rebels have access to. Just don&#039;t forget that at the end of the day, his effective wounds when shot at without a dodge token available is the same as a full squad of stormtroopers. He will go down if you leave him out to dry.&lt;br /&gt;
&lt;br /&gt;
While most will agree he needs to complete his training to really shine, Commander Luke does find a niche alongside his friends in an Echo Base Defenders list. In that context, he&#039;s the only source of force-fueled ass kicking that list can field. Chewie and Luke both have a role in protecting your vets and emplacements from hungry melee mobs. Even when he&#039;s not playing defense, he can blend up troops almost as well as any other Glowbat bully. Most of all though, EBD has unique access to a command card that grants a free recover. This really helps Commander Luke get around one of his biggest weaknesses, making something like Force Barrier even better. &lt;br /&gt;
&lt;br /&gt;
In summary, Luke is an decent melee-oriented warrior in an army that is relatively fragile. He can chew through troops and might still have a decent chance of surviving- even against Sith powerhouses like Darth Vader or Count Dooku. His mobility and sheer damage make him a decent hedge against enemy armor as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Officer====&lt;br /&gt;
(45 pts.)&lt;br /&gt;
Essentially a much cheaper, half-strength Leia Organa.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not useful, as Rebels have natural surging on most of their units. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4. Very situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Not at all worth it, like most other commanders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step.  Draw 2, pick 1 token from your order pool. Generally a good option if you lack order control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiring Presence&#039;&#039; (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. This can be good if you want to keep any of your troops from panicking too quickly, but there are better options for this slot; Most notably being Vigilance. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead By Example&#039;&#039; (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which can be useful for rebels. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Really good with the Officer&#039;s Inspire keyword. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Underworld Connections&#039;&#039; (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you intend to run mercenary units. Otherwise useless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vigilance&#039;&#039; (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. This guarantees any unit with nimble or extra dodge tokens can keep at least one for the next round. This is perhaps the best upgrade for Rebels, in general, and pairs extremely well with Rebel Troopers who have captains and situational awareness. Highly recommended. It&#039;s just a shame it&#039;s so expensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This really isn&#039;t worth it on such a support based Commander unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. This is a support based commander, so not a bad choice, though not as great as other upgrades. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not worth it on such a low cost, expendable, commander. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You&#039;re support based, so don&#039;t bother.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Yet another upgrade for aggressive commanders. This, you are not. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanner&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Take Cover 1&#039;&#039;&#039;, which allows you to give a friendly unit at range 1 a single dodge token. This stacks with the officers native &#039;&#039;&#039;Take Cover 1&#039;&#039;&#039;, giving him &#039;&#039;&#039;Take Cover 2&#039;&#039;&#039;, making him a budget Leia. Highly recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. Officers shouldn&#039;t be shot enough to make this matter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Not bad, for two points. Situationally good for the Officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not at all worth it on your Officer, because he won&#039;t be shooting a ton, least of all aiming. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Sabotaged Communications&amp;quot; - [1 Spec Ops or Operative] - While an opponent is issuing orders using a command card, they can issue only 1 order with that card. Note: Not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
Extremely useful, especially against lists like Iden 3x3x3. Commander cards may often be preferred over this one, but it&#039;s a great back-up. Paired with Lando&#039;s contingencies, you can whip this out even while knowing your opponent&#039;s card. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Turning the Tide&amp;quot; - [2 Support or Heavy] - each support or heavy unit gains Inspire 2. Note: Not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
If you loaded up on gun turrets and speeders, suddenly your suppression tokens start vanishing.  Note that it doesn&#039;t specify only the Supports/Heavies that were issued the orders, it&#039;s all of them. Pretty good.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Covering Fire&amp;quot; - [3 Corps] - when a friendly Corps unit makes a ranged attack, another friendly unit at range 1-2 may gain a Dodge token. Note: Not tied to the Officer, and may be issued by any Rebel Commander.&lt;br /&gt;
&lt;br /&gt;
A nice way of getting extra Dodge tokens onto your Nimble units, especially if you left Leia and the Rebel Officer at home. Generally speaking though, your corp units aren&#039;t your most order hungry units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
As stated before, he&#039;s essentially the same as Leia but weaker and much cheaper. Best used in much the same role you&#039;d use Leia, which is dishing out the Inspiration and Dodge tokens, and letting your more expensive characters like Sabine, Chewbacca, Jyn, and Luke whack things. In fact, combined with the Portable Scanner and Vigilance, he is an amazing budget option for Leia! Great for 45 points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Leia Organa==== &lt;br /&gt;
(80 pts.)&lt;br /&gt;
The badass princess herself. She excels at &amp;quot;short-ranged sniper attacks,&amp;quot; otherwise known as utilizing a pistol, while also greatly supporting other rebel units. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. While not necessarily a bad option, There&#039;s also better ones. Surge tokens are nice, but usually not needed for Rebel units. Surge tokens generally matter more for red save units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Generally not the best option, either. Might be useful if you&#039;re using lots of Pathfinders, Commandos, and/or Speeders and are concerned about them getting out of range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. This used to be a common sight with Leia and can still be used to some good effect. Mildly recommended, but not absolutely necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. This could help you draw that one fleet trooper squad, or FD cannon, or whatever else. Generally useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Leia already has &#039;&#039;Inspire 2&#039;&#039; built in, but if you&#039;re facing a suppression-heavy army (like Empire with Palpatine and lots of mortars), this can be useful. Also helpful if you&#039;re using Jyn Erso and/or Pathfinders and want to keep their suppression under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiring Presence&#039;&#039; (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. If you feel as if you need the extra range to stop your troopers from panicking, this is great. Leia probably shouldn&#039;t be that far from them, though, so that makes this a very niche pick. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead By Example&#039;&#039; (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a &#039;&#039;really&#039;&#039; good upgrade for Leia, as it stacks with the Inspire 2 she already has. Removing more suppression from units can be really useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Underworld Connections&#039;&#039; (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you intend to run Mercenary units, this can be really good, considering how much of a support piece Leia is. Not recommended otherwise. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vigilance&#039;&#039; (12 pts.) - Allows 1 friendly trooper or 2 Corps. trooper units at Range 1-2 to keep a single Dodge token during the End Phase. Considering Leia is best served handing out lots of Dodge tokens, this lets you keep your units stocked up from round to round. Super great, shame about the price though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Leia won&#039;t get much use out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. A pretty good choice since you&#039;ll probably want her gifting Dodge tokens as well. Leia is both shooty and support based, so this depends on what your balance between the two is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. It&#039;s not a bad upgrade. There might just be better options, and it is expensive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Only useful if you&#039;re playing on a table with lots of difficult terrain and desperately need Leia to be able to move.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Like with Environmental Gear, it&#039;s only useful if you need to desperately move Leia. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanner&#039;&#039; (6 pts.) - Gain Take Cover 1. This stacks with Leia&#039;s Take Cover 2, allowing you to hand out 3 Dodge Tokens for a single action. This is a great upgrade to take, though you may actually find that you don&#039;t have enough units near Leia to take full advantage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. Leia probably shouldn&#039;t be getting shot enough to make this matter, but if you think she will anyways, then this can be good to have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Leia isn&#039;t really a front-line character like Luke or Sabine Wren. Unless you&#039;re going for a theme, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Leia is probably the least selfish commander in the Rebel faction. Don&#039;t waste an action on aiming, let alone 6 points on this card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Coordinated Bombardment&amp;quot; - [Leia Organa] - At the end of Leia&#039;s activation, she calls in up to three long range bombardment strikes at two red dice each and with immunity to deflect.&lt;br /&gt;
&lt;br /&gt;
It&#039;s got a very long minimum range of 4, so this is one you&#039;ll want to use early in the game or to pick off annoying snipers. Get rid of Limited Visibility, if you can, because it pretty much makes this card useless. Also note that since Leia is technically making the attack, her &#039;&#039;Sharpshooter 2&#039;&#039; and innate critical surge also apply to the attack.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;No Time for Sorrows&amp;quot; - [2 Troopers] - When friendly units are issued orders, they can make a Speed-1 move.&lt;br /&gt;
&lt;br /&gt;
This gives a little boost in movement for units which desperately need it. Fleets have trouble getting into range. Wookie need the extra boost. Mandos could benefit from this greatly, if they have the Duelist. It doesn&#039;t specify orders given from the card, either, so HQ uplinks and coordinate effects can also trigger this affect. It&#039;s a move (not a &amp;quot;move action&amp;quot;), so keywords like &#039;&#039;Relentless&#039;&#039; and &#039;&#039;Charge&#039;&#039; won&#039;t come into play but keywords like &#039;&#039;Agile&#039;&#039; and &#039;&#039;Tactical&#039;&#039; will. A deceptively useful ability. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Somebody Has to Save Our Skins&amp;quot; - [Leia and 2 units] - After Leia activates, you may activate a friendly unit with a face-up Order Token within range 1-2 of her.&lt;br /&gt;
&lt;br /&gt;
Lets you skip your enemy&#039;s activation once per battle. Can be useful in both delaying an inevitable nasty attack and in helping ensure you do damage where you really want to do it. Pathfinders in range and in trouble? Well, they can&#039;t be if the unit troubling them is dead. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Leia is a rallying symbol for your army, literally inspiring her troops. Her &#039;&#039;&#039;Take Cover&#039;&#039;&#039; ability allows her to dish out Dodge tokens where needed, so Luke and Units with Nimble don&#039;t have to use an action to get one on their own. She&#039;s got a tasty little pistol that throws 3 black dice with Pierce 1 and surge to critical at range 1-2. Her &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039; ability allows her to totally ignore any cover the enemy may be using. Her melee is the same as her shooting, but without the pierce, so maybe avoid it, yeah? She&#039;s a princess general that wants to be behind your lines, unlike Han or Luke. She&#039;s no slouch when dishing out ranged damage, of course, but that&#039;s not really why you want her in your army. Again, she wants to be behind your lines dishing out tokens and removing suppression. She&#039;s fragile, like most other Rebel commanders (6 wounds with white defense and defensive surge), so she&#039;ll crumple faster than Sheevs complexation, otherwise. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Han Solo==== &lt;br /&gt;
(100 pts.)&lt;br /&gt;
An unconventional commander who excels at thinning out enemy infantry squads while playing havoc with his Command Cards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token.  It&#039;s an ok upgrade, but not recommended. More often than not, you won&#039;t get the full value of this upgrade, and the surge tokens won&#039;t make too big of a difference. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Generally the table sizes are small and this isn&#039;t necessary, but you may find some situational use out of this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1. This isn&#039;t necessarily bad, but also isn&#039;t necessarily good. Your troop choices are already fragile, and Han, while not the most durable, can definitely take a hit better than Jimmy from Dantooine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step.  Draw 2, pick 1 token from your order pool. Not a bad choice considering Han&#039;s ability to screw with Commands. Han&#039;s also on the card! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiring Presence&#039;&#039; (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. Generally not a bad upgrade, but perhaps not the best on Han.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead By Example&#039;&#039; (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which rebels love. This is generally a good upgrade if no others are of interest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Any unit with a face up order token can choose to remove a suppression token rather than rolling during its Rally step.  Can help keep the suppression under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Underworld Connections&#039;&#039; (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you want to run mercenaries with Han (unsurprising), then this is a must have. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vigilance&#039;&#039; (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. This can be amazing if Han has extra dodge tokens that you didn&#039;t use from his one pip or Chewie, but it&#039;s not entirely necessary. Han won&#039;t be getting dodges as often as some units, nor will be often be remaining around too many units that do, as well, unless you&#039;re doing something specific.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Now you have heavy cover on demand, on top of being able to reroll 3 defense dice per attack pool. Not a bad choice, but Han is also only courage 2, so be careful!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Again, he&#039;s only got Courage 2, so this can be helpful if your opponent has a lot of suppressive weapons (Shore mortars).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Han&#039;s throwing red dice with surge, so he&#039;s already hitting 88% of the time with his pistol, he generally doesn&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Han doesn&#039;t want this, due to have surge to crit and defend. Don&#039;t bother with this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Han doesn&#039;t really need aims, because he&#039;s throwing 2 red dice with surge to hit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Generally not that useful to Han since his pistol range is 1-2, and he&#039;s probably better off doing other things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using &#039;&#039;&#039;Guardian&#039;&#039;&#039;, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Han doesn&#039;t have Guardian, therefore making this redundant. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Expend. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Han needs one. Recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Han might not get &#039;&#039;too&#039;&#039; many dodge tokens, so this won&#039;t be as consistent as other upgrades. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  Han&#039;s not that great in melee. 3 white with one red isn&#039;t that good, even with surge to crit. Just don&#039;t bother with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up Close and Personal&#039;&#039; (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Take this with Han. Being able to gain a dodge after gunslinger? Heck yes!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. You can&#039;t really go wrong with this one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  A nice way of giving Han something to do while he&#039;s out of his pistol&#039;s range. Plus, Chewy has teamwork with him, so this is a nice way to give both units an aim token, if need be.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not that great on Han, but can be useful in niche situations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Take this if you play on tables that are heavy with difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds.  Take this if you play on tables that are loaded with climbable terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanners&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Take Cover 1&#039;&#039;&#039;, which allows you to give a friendly unit at range 1 a single dodge token. Han doesn&#039;t want to spend actions giving out dodge tokens. Not recommended at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Han, on top of low profile. Not necessary, granted, but nice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Gives Han a little push forward at the start of the game, cheaply, so he can get into range 2 gunslinger range. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Han only shoots two dice, so this is totally unnecessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    0 Pip: &amp;quot;Sorry About the Mess&amp;quot; - [Han Solo] - Counts as having 1 pip for deck-building.  When Han is given his order, he also gains one Aim and one Dodge token.&lt;br /&gt;
&lt;br /&gt;
Han shot first, Disney! It&#039;s the only zero pip Command Card in the game, meaning you will definitely get first activation. Teamwork with Chewbacca means great value out of this card, as well.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Reckless Diversion&amp;quot; - [Han Solo and 1 Trooper unit] - When an enemy unit makes an attack, it must attack one of your units with a face-up order token, if able.  &lt;br /&gt;
&lt;br /&gt;
Essentially turns Han and one unit into sacrificial lambs. Given that most Rebel units aren&#039;t very tough, this can be tricky. Be sure to take advantage of cover and Nimble to ensure your guys stay alive while the rest of your army does the killing. Get Han behind a line-of-sight blocker or heavy cover (which will cancel 3 hits with Low Profile) and pass out an order to a corps squad with only 1 dude sticking out. Each time your opponent is forced to fire at the corps squad they&#039;ll only be able to take out one guy at a time!&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Change of Plans&amp;quot; - [Han Solo and 2 units] - When Command Cards are revealed, you may discard this card to force your opponent to return their Command back to their hand; you both redo the Command Phase, and your opponent can&#039;t choose the card you just forced them to return.&lt;br /&gt;
&lt;br /&gt;
So Vader is about to Implacable his way into the beating heart of your army and slice it up real good? No, no he&#039;s not. Essentially spares you one turn of whatever nastiness your opponent is trying to unleash upon you. Make the best of it. &lt;br /&gt;
&lt;br /&gt;
Lando&#039;s contingencies or Chewbacca&#039;s Notorious Scoundrels card can give this card extra flexibility to be played at just the right time, or even more than once a game. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Han excels at thinning enemy infantry, thanks to &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;, innate surge to critical, and &#039;&#039;&#039;Sharpshooter&#039;&#039;&#039;. His infamous DL-44 pistol throws two red dice, and Gunslinger lets him fire at two different targets during a turn. He won&#039;t wipe out whole squads like, say, anyone carrying a lightsaber, so don&#039;t expect him to do that. That said, he&#039;ll chip away at red save units so easily they might as well be wearing peanut brittle for armor. On top of all that Han has the &#039;&#039;&#039;Steady&#039;&#039;&#039; keyword. This means that after one of Han&#039;s moves, he can make sling two attacks at two seperate units for free. Then, he&#039;s free to saunter back behind a wall if he still has another action. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He&#039;s fairly frail, throwing only white dice on defense, although he does have defensive surge and his Uncanny Luck gives him up to three (unique) rerolls every time he rolls defense. Plus &#039;&#039;&#039;Low Profile&#039;&#039;&#039; blocks an extra hit so long as he&#039;s in cover. This brings light cover to heavy and heavy to the non-existent super heavy. Just beware of &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Where he really excels is in screwing with the Commands. He also gets some synergy when fielded alongside his friendly walking carpet Chewbacca or smooth-talking Lando. Try taking him inside an X-34 and doing some drive-bys. You&#039;ll increase his range (due to the base size of the X-34) all while giving him cover. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Jyn Erso==== &lt;br /&gt;
(90 pts.)&lt;br /&gt;
Stardust. She&#039;s an all-rounder who is decent at both shooting and melee, and has some abilities that coincide with Rebel Pathfinders&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. Not that useful. There&#039;s better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Might be useful if you intend to rely on her as a commander and you use her infiltration to place her far from your front line. Pathfinders also infiltrate, so, if they&#039;re that far away, this can be useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain Guardian 1, helping you defend your points investment. Not recommended. You&#039;re units, outside of Mandos, are durable enough to warrant this, as Jyn can probably take the hit better. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step.  Draw 2, pick 1 token from your order pool. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiring Presence&#039;&#039; (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This range can be reduced by other effects. This can be amazing, considering she has courage 3 and will be decently far away from half your army some of the time. However, Vigilance might still be better. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead By Example&#039;&#039; (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which can be useful with Jyn if you run her alongside Pathfinders and other suppression hungry units. If you don&#039;t think Vigilance is necessary, this can be a good substitute.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit with face up order token can remove a suppression when they activate, rather than leaving it to chance. This can be nice, for suppression management. Danger Sense needs suppression, but too much can be a problem. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vigilance&#039;&#039; (12 pts.) - During the End Phase, choose either 1 friendly trooper unit at range 1-2 or up to 2 friendly corps trooper units at range 1-2. Each chosen unit does not remove 1 dodge token. Vigilance can be used on yourself, so this will allow Jyn to keep a dodge token through the entire game! Equip her with situational awareness, and suddenly she becomes even harder to dislodge!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 extra Suppression after being shot at. This is a really good choice, because Jyn &#039;&#039;wants&#039;&#039; suppression tokens to boost her defensive capabilities, and it doesn&#039;t require you to not have any already, so you can keep popping it each time she gets shot and max out her Danger Sense quickly. A really good upgrade for her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Jyn wants suppression tokens because they boost her defense, so this may not be optimal. If you&#039;re worried you need more control over your suppression, though, this may be the case. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Not a terrible choice if you find a way to have her pick on something that&#039;s already hurt. Mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Jyn doesn&#039;t need surge tokens, so don&#039;t bother with this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can be really nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not worth it, because you&#039;ll rarely, if ever, take a standby action. It&#039;s just not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Jyn doesn&#039;t have Guardian, therefore making this upgrade completely useless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seize The Initiative&#039;&#039; (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Jyn needs a one. Recommended, especially so you can better utilize her 3 pip command card. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This allows Jyn to effectively gain better Low Profile, an already amazing keyword, when combined with Vigilance. This is very much worth the consideration with how prevalent criticals are in the current meta. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  This is a pretty good choice as Jyn&#039;s pretty strong in melee anyway and this just makes her better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up Close and Personal&#039;&#039; (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Jyn loves to get into Tonfa range, so she may be shooting at range 2 pretty often. Not a bad upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. Although, Infiltrate does hurt its usefulness. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Because of how she functions, she&#039;s probably not going to have a lot of opportunity to use these. Not recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. An upgrade to take if you have the points, but otherwise very mediocre. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. This can help her get into melee faster, so not a bad choice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. This helps her get into melee more reliably, but not as recommended as Environmental Gear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanners&#039;&#039; (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. Jyn doesn&#039;t want to be sitting around babysitting other units, so this really isn&#039;t worth taking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This is a really good upgrade to grab if none others catch your eyes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  She already has Infiltrate, so she doesn&#039;t really need it all that much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This is generally not that useful for Jyn, outside of quick thinking into melee. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-180 Blaster&#039;&#039; (0 pts.) - A free reconfigurable weapon for just Stardust. In rifle mode is has 2 black dice and a white die shooting out to range 3. In pistol mode it swaps the black dice for reds out to range 2. It&#039;s free. You literally have no reason not to take this, considering Jyn doesn&#039;t actually have a gun at all, unless you do. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jyn&#039;s SE-14 Blaster&#039;&#039; (10 (5) pts.) - Unique. 5 white dice. While Jyn Erso is in your army, reduce this cards points by 5. Pierce 1 and Suppressive. This is a very good option if you intend to get within range 2 fast. Whether you choose this or her configuration weapon is entirely up to whether you value the diverse usage of her configuration weapon, or the raw dice of this blaster. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Rebellious&amp;quot; - [Jyn Erso] - Jyn gains Charge.  Once during that same game turn, when an enemy within 2 or less and line of sight of her activates, before it rallies she can gain a suppression token to make a free attack against that unit or make a free move.&lt;br /&gt;
&lt;br /&gt;
The Command makes her into a combat monster for one turn.  She can run up and charge something, whack it with her baton, and then when it activates, whack it again. You can also send her into a group of enemies and progressively whack each unit as they activate. Panicking? Nah. Panic doesn&#039;t matter because these actions don&#039;t take place during her activation. About to run off the board? nah, Dooku just looked at you funny. Time to ruin his day, if he&#039;s in melee range, because Danger Sense makes you surprisingly durable. &lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Trust Goes Both Ways&amp;quot; - [Jyn Erso and 1 Trooper] - Jyn gains Inspire and the unit she issues an order to gains Teamwork with her.&lt;br /&gt;
&lt;br /&gt;
A quick way to remove some suppression and potentially dish out some extra tokens, especially since Jyn&#039;s got &amp;quot;Quick Thinking&amp;quot;. A decent card. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Complete the Mission&amp;quot; - [3 Troopers] - Jyn gains Low Profile.  When any trooper is given an order, it may gain 1 Suppression token. Additionally, any Trooper with a faceup order token can&#039;t become Suppressed or Panicked for that turn, and may remove one Suppression token at the end of its activation.&lt;br /&gt;
&lt;br /&gt;
Gives at least three units extra cover while rendering them immune to Panic and Suppressed, and ensuring you&#039;ll lose some Suppression tokens. All good things. Generally good when combined with Pathfinders, because they&#039;ll likely be having suppression troubles by this point. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Jyn Erso is like a hero version of the Rebel Pathfinders. She has &#039;&#039;&#039;Infiltrate&#039;&#039;&#039;, better getting into threat range, so long as it&#039;s three away from any enemy units. If you&#039;re the blue player, therefore setting up first, literally the entire map is your deployment zone for her. She has &#039;&#039;&#039;Danger Sense 4&#039;&#039;&#039;, the highest level of it in the game, which gives her extra defense dice when she&#039;s got suppression tokens.&#039;&#039;&#039;Quick Thinking&#039;&#039;&#039; lets her gain a Dodge and an Aim token as an action, which goes well with &#039;&#039;&#039;Nimble&#039;&#039;&#039; and combining wonderfully with the combination of Vigilance and Situational Awareness. &lt;br /&gt;
&lt;br /&gt;
She&#039;s decent for a non-saber wielding hero with her collapsible tonfa. Her four black dice in melee are nothing to sneeze at if your a regular trooper, and if she&#039;s got an extra red from Tenacity, all the better. She literally beats suppression into her enemies due to &#039;&#039;&#039;Suppressive&#039;&#039;&#039; on it, allowing her to rob low courage enemies of their action. She has a decent gun, though it does not have the raw power of her death stick, but it does have &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and it is free. The Rifle configuration gives her a range 3 attack while the Pistol configuration hits slightly harder but at range 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Danger Sense&#039;&#039;&#039; can either make Jyn a nightmare to remove off the field, or fail her completely. Dice variance is your friend, and worst enemy here. It&#039;s also entirely possible she takes a good few wounds before you get full value out of it. Use Duck and Cover, if you didn&#039;t take Situational Awareness, to stack it quickly. Ideally, use her and Pathfinders to harass enemy flanks while avoiding specialist units that will tear them apart. She can use her Danger Sense and &amp;quot;Complete the Mission&amp;quot; to stay on the objective, playing it on turn 6 can ensure a game winning victory point.&lt;br /&gt;
&lt;br /&gt;
Jyn could be considered a generalist rebel commander. She doesn&#039;t really excel at anything, save for maybe early objective play. She isn&#039;t bad, but requires a skilled hand to get the most out of. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cassian Andor ==== &lt;br /&gt;
(90 pts.)&lt;br /&gt;
Sneaky Spy with droid Buddy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Works well with his Danger Sense ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. He&#039;s only got Courage 2, so you need to keep suppression under control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Especially useful when sniping enemy characters or multi-wound troopers, like Royal Guards or Wookies. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. He already has Tactical 1 built-in, and they do stack. He does have some abilities that need Aim tokens, like &#039;&#039;Marksman&#039;&#039; or his A280 pistol configuration. Very much worth taking for that reason. Highly recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Synergizes especially well with his Crack Shot command card. Not entirely recommended, though, because he only has range two unless you spend an aim token, which may find better use with his Marksmen ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Yet again, another commander that lacks Guardian. Do not take this upgrade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Cassian has native surge to hit and defend, so this is completely useless to him. &lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This isn&#039;t too useful on Cassian, but could still be helpful in very niche situations. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can make Cassian even more annoying to displace. Not too bad to grab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Cassian&#039;s not bad in melee and has a mostly short-ranged focus anyway so this is a decent choice. If you&#039;re going for a sniper focus, you may want to skip this though. Very meh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up Close and Personal&#039;&#039; (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. Take this with Cassian if you intend to use his pistol config. It&#039;s very good to have, because his durability can be a problem. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. He&#039;s got enough on his plate as it is, do you really want him standing around using one of his precious actions giving someone else an Aim? Hard pass. Too aggressive of a commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not worth it for Cassian. If you want to take it, you can, but there are better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Very nice to get into position for good shooting actions, or command cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Nice if you intend to climb a lot of terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanner&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Take Cover 1&#039;&#039;&#039;, which allows you to give a friendly unit at range 1 a single dodge token. Cassian would prefer to spend his two actions doing anything other than handing tokens out to other units. Not at all worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Cassian, though it isn&#039;t entirely necessary. If you have the points, grab this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. It&#039;s super cheap and helps get him where you want him. Rarely a bad choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. He generally doesn&#039;t need this because Marksman allows you to simply upgrade a die, or he&#039;s not usually throwing enough dice to warrant it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A280-CFE Sniper Config&#039;&#039; (10 pts.) - Range 1 to infinity doing one red and one black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;High Velocity&#039;&#039;&#039; (if the attack pool only has weapons with this rule, the target can&#039;t spend Dodge tokens). Also has &#039;&#039;&#039;Cumbersome&#039;&#039;&#039; (can&#039;t move and fire) and &#039;&#039;&#039;Configuration&#039;&#039;&#039;, allowing you to flip the card to the other configuration when doing a Recover action. Not bad for sniping, but this may not be recommended for more than one turn, if you&#039;re going to be more aggressive. Cassian wants to be aggressive, too. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A280-CFE Pistol Config&#039;&#039; (10 pts.) - Range 1-2 throwing two red and one black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;Long Shot 1&#039;&#039;&#039;, which is, while attacking, you can spend an Aim token to increase the maximum range of the weapon by 1. Not bad. Cassian wants aim tokens anyways, and, if your confident in his shooting, this can be great.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Crack Shot&amp;quot; - [Cassian Andor] - Cassian gains an Aim token and &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;. At the end of his activation, he gains a Suppression token and a Standby token. &lt;br /&gt;
&lt;br /&gt;
Basically, you drop this and he can essentially fire four times, plus gain an Aim that he can use to reroll dice or use his Marksman ability and a suppression to help with his Danger Sense. Really good.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Last Stand&amp;quot; - [Cassian Andor &amp;amp; 1 Trooper] - when Cassian issues an order to a commander or operative, the unit gains Indomitable, allowing it to roll red dice for rallying rather than white, and gains 1 aim, dodge or suppression for each wound token that unit has (max of 3).  &lt;br /&gt;
&lt;br /&gt;
Seems like a decent late game drop when everyone&#039;s gotten a little beat up and you want to get one last good round of killing out of your characters. However, if you use &#039;&#039;Covert Ops&#039;&#039; to make Cassian an operative, but you don&#039;t have another commander, the Covert Ops rule states that you must promote a Spec Ops or Corps to be your acting Commander. This means they can benefit from this. Tricky, though, so I wouldn&#039;t recommend going for this. Jyn, who is a commander, will greatly benefit from this card, though, so there&#039;s a good combo for you. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Volunteer Mission&amp;quot; - [Cassian Andor &amp;amp; 2 Troopers] - when Cassian issues an order to a commander, operative, or spec ops unit, that unit recovers, gains Danger Sense 1, and may gain one suppression token. &lt;br /&gt;
&lt;br /&gt;
Not bad. This can be useful for Pathfinders and Jyn Erso, because that Danger Sense will stack with what they already have, plus everyone gets to recover and switch their configs for free. Be careful, though, because too much suppression &#039;&#039;will&#039;&#039; be an issue. This care especially works for Mandalorians or other durable units, that you need to stand their ground. Mandos, especially become annoying with this card.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For 90 points you get a premium spec ops agent for the Rebel cause. He comes with 6 wounds but only 2 courage, throwing white dice with surge on defense, but his &#039;&#039;&#039;Danger Sense 3&#039;&#039;&#039; allows you to add defense dice equal to the number of suppression tokens he has, up to a maximum of 3, every time he defends. He also has offensive surge, punching for 2 red dice and his &amp;quot;Covert Blaster&amp;quot; is a pistol firing a red and two white dice with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; at range 1-2, without his configuration upgrade. &lt;br /&gt;
&lt;br /&gt;
Since, as stated, he&#039;s a spec ops agent, he comes with a slew of special rules. For starters, he has the &#039;&#039;&#039;Covert Ops&#039;&#039;&#039; rule that allows you to change him to an Operative during deployment; if you do, he also can &#039;&#039;Infiltrate&#039;&#039;, allowing you to deploy him anywhere on the table as long as he&#039;s not within range 3 of any enemy unit at the time he deploys. This means that, if nobody&#039;s on the board yet when he deploys, he can deploy literally anywhere.  This also means that if you don&#039;t field another Commander, you are required to promote one of your Corps or Spec Ops units to be the army&#039;s commander; Similar to when all of your commanders are killed, except in this case, it &#039;&#039;must&#039;&#039; be a Corps or Spec Ops.  &#039;&#039;&#039;Marksman&#039;&#039;&#039; allows him to spend an Aim token to change a single attack die from blank to hit or from hit to crit, and &#039;&#039;&#039;Tactical 1&#039;&#039;&#039; will ensure that if he moves, he gains that Aim token to do so. Lastly, &#039;&#039;&#039;Loadout&#039;&#039;&#039; allows you to set aside upgrades of same slot and equal or less points cost, and swap them out before the game starts- did you take Hunter but now feel like Endurance will serve you better?  Swap them out!&lt;br /&gt;
&lt;br /&gt;
He basically can be used one of two ways. You can use him as a sniper, which he&#039;s pretty good at,  or have him act as a mobile, short-ranged infantry mauler similar to Han Solo. With the latter, however, the trick is that his courage is only 2, so he&#039;ll quickly find himself losing an action if you&#039;re not careful. Suppression management will be very useful. He synergizes really well with Jyn Erso unsurprisingly, and her &amp;quot;Complete the Mission&amp;quot; command can be especially useful in the late game to ensure that he... well... completes the mission. She also helps control his suppression, so this incentivizes his short range playstyle. He&#039;ll need support, no matter what. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lando Calrissian==== &lt;br /&gt;
(105 pts.)&lt;br /&gt;
The original smooth operator.  He loves gambling, stylish capes, winning smiles, and made black people canon to the star wars universe. Like Han, he excels at using command cards to mess the enemy plans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command Upgrades (x1 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aggressive Tactics&#039;&#039; (15 pts.) - After issuing orders, give 1 surge token to up to 4 friendly units with a face-up order token. While not necessarily a bad option, There&#039;s also better ones. Surge tokens are nice, but usually not needed for Rebel units. Surge tokens generally matter more for red save units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Commanding Presence&#039;&#039; (5 pts.) - When issuing orders, you can issue orders at range 1-4.  Generally not the best option, either. Might be useful if you&#039;re using lots of Pathfinders, Commandos, and/or Speeders and are concerned about them getting out of range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Esteemed Leader&#039;&#039; (5 pts.) - Friendly trooper units at range 1 gain &#039;&#039;&#039;Guardian 1&#039;&#039;&#039;, helping you defend your points investment. Compared to Leia, Lando has a bit more resilience and longer range, so it is not quite as useful on him. He also only has a single command slot, so the competition here is tougher.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Improvised Orders&#039;&#039; (5 pts.) - Exhaustible, but automatically readies in the end step. Draw 2, pick 1 token from your order pool. This could help you draw that one fleet trooper squad, or FD cannon, or whatever else. Generally useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Inspiring Presence&#039;&#039; (5 pts.) - Friendly units at range 1-4 can use your courage value when checking whether they are panicked. This can be great, but Lando is unique in that his pistol has a range of 3, so he might not be far enough away from the majority of your units to have this be a worry for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead By Example&#039;&#039; (8 pts.) - You gain Inspire 2 (After your Rally step, remove up to 2 suppression tokens from other friendly units at range 1-2). This is a really good upgrade for removing suppression from units, which rebels love. This is generally a good upgrade if no others are of interest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Strict Orders&#039;&#039; (5 pts.) - Guarantees a trooper unit can remove a suppression when they activate, rather than leaving it to chance. Not as good on Lando as it is on other commanders, but still worth looking at.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Underworld Connections&#039;&#039; (5 pts.) - You gain Allies of Convenience (Your army may include one additional Mercenary unit of any rank. You can issue orders to friendly Mercenary units regardless of affiliation. If you want to run mercenaries, then this is a must grab. Otherwise, you can pass on this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vigilance&#039;&#039; (12 pts.) - Allows 1 friendly trooper or 2 Corps. trooper units at Range 1-2 to keep a single Dodge token during the End Phase. Probably the best choice for his only slot, due to how much rebels love dodges. Unlike Leia, Lando cannot hand out dodge tokens as reliably, so consider that before choosing this, regardless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Our resident traitor has only 2 courage, so this is not the best card for him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. He&#039;s only got Courage 2, so you need to keep suppression under control. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Lando is not an offensively minded commander and has a lot of ways to get aims for himself anyways, so this is not efficient unless you really want to declare Crits on his 3-pip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Lando doesn&#039;t want this, because he has surge to crit and defend, anyways. Worthless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Lacks the necessary keywords to use it to its full potential like Cassian, but this can help push for crits. You can&#039;t go wrong with this, regardless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not entirely recommended, although not the worst because he has range 3 and can generate standby tokens with his 2-pip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Han, like most commander units, doesn&#039;t have guardian. Therefore, this is a worthless upgrade for him. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seize The Initiative&#039;&#039; (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue an order to yourself. An OK pick, it gives a little more order control but Lando always orders himself with his command cards and Lando himself is not a timing-sensitive unit when you aren&#039;t playing his command cards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039;, meaning you may spend dodge tokens to cancel crits. This goes well with the dodge tokens his 1-pip generates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. Lando is one of the worst commanders you can pick in melee, even Leia packs more punch. Avoid at all costs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up Close and Personal&#039;&#039; (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. One of Landos main benefits was a range 3 pistol, so this might not be entirely useful. Though, it does have potential, so don&#039;t completely write it off if you think it&#039;ll be useful to you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain &#039;&#039;&#039;scale&#039;&#039;&#039;. Lando won&#039;t get much use out of this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not a bad choice, since it gives Lando more support capability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. It&#039;s not a bad upgrade. There might just be better options, and it is expensive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. Only useful if you&#039;re playing on a table with lots of difficult terrain and desperately need Lando to be able to move. Due to the Covert Ops rule on Lando, you might want to pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. Like with Environmental Gear, it&#039;s only useful if you need to desperately move Lando. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanner&#039;&#039; (6 pts.) - Gain &#039;&#039;&#039;Take Cover 1&#039;&#039;&#039;. Turns Lando into a rebel officer. Stacks well with Vigilance, although you ideally should have a dedicated dodge creator rather than using Lando as one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. This can be nice to add more durability to Lando, so feel free to grab this if nothing else interests you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy.  Lando already has Covert Ops, so positioning is not as much of an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Lando can only ever roll 2 dice on his attack, so this is wasted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Idiot&#039;s Array&amp;quot; - [Lando Calrissian] - Lando gains &#039;&#039;&#039;Gunslinger&#039;&#039;&#039; and &#039;&#039;&#039;Marksman&#039;&#039;&#039;. If there is a 3-pip in your discard pile then Lando gains 1 aim and 1 dodge token, or 2 aim and 2 dodge tokens if there is a 3-pip and a 2-pip, or 3 dodge and 3 aim tokens if there is a 1-pip and 2-pip and a 3-pip.&lt;br /&gt;
&lt;br /&gt;
Lando gains the ability to melt up to 4 targets in a single round of shooting. It&#039;s adequate when played as is, but gets stronger but more telegraphed the longer the game goes on. You need to weight the risks and rewards of playing it sooner for a quick bout of damage or later if you are sure the enemy will not use your flaw against you.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Ace Up His Sleeve&amp;quot; - [Lando Calrissian and 1 unit] - When Lando issues an order to a unit, it gains 1 standby or 1 dodge token.&lt;br /&gt;
 &lt;br /&gt;
  Before Drawing from your order pool, you may instead discard this card from your hand or your contingencies. If you do, issue an order to Lando or a friendly unit within Range 1-2 of him and activate that unit.&lt;br /&gt;
&lt;br /&gt;
Your troll card, to ruin whatever plan the enemy thought they had. It can be played one of two ways, as a normal command card which is one of the only ways the rebels can create standby tokens. Or it may be burned from your hand or contingency pile to instantly activate a unit before the enemy can react to it. The latter option is what makes Lando such a slippery one.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;All In&amp;quot; - [Lando and 2 units] - Each enemy unit in line of sight and within Range 1-3 of Lando gains 2 Observation tokens. Before Lando rolls dice during an attack, you may declare Crits or Blocks. After your re-roll dice step; if there are at least 1 of the declared result, add 2 matching results; if not, remove 2 &lt;br /&gt;
&lt;br /&gt;
This is your high-risk, high-reward card. You get the most effect out of this if you can get Lando within range of as many targets as possible. The observation tokens give pseudo-aim to your whole army, which makes your shooty troops even shootier. They also help with the gambling mechanic, letting you fish for the crits if thats what you declared. &lt;br /&gt;
&lt;br /&gt;
   Flaw:  &amp;quot;I&#039;ve Altered the Deal&amp;quot; - Your opponent may play this card at the start of the command phase if there are at least 3 cards in your discard pile. You cannot use contingencies or play any of Lando&#039;s command cards.&lt;br /&gt;
&lt;br /&gt;
Just in case you were having too much fun, the enemy may strip Lando of his greatest strength at a key moment. This adds a layer of difficulty to playing Lando and gives you a taste of your own medicine. Always keep an eye on your discard pile, because just when you think you have an &#039;&#039;Ace up your Sleeve&#039;&#039; or if you were planning to go &#039;&#039;All In&#039;&#039;, the enemy may leave Lando helpless instead. Just to be clear, this is for one turn, not the entire rest of the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lando is another support general, living to boost the rest of your army rather than eradicate the enemy from existence with a glowbat. He sports &#039;&#039;&#039;Contingency 3&#039;&#039;&#039;, which lets you set aside up to 3 command cards that you can later use to over-write a different command card that you played, this is very effective when playing with command-hungry or timing sensitive units like Luke. He is also trained in &#039;&#039;&#039;Covert Ops&#039;&#039;&#039;, which allows him to gain &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; if he changes his slot to operative, this can help with positioning, and if you are running lots of operatives this will ease up order control. He carries the X-8 Night Sniper Pistol, which throws 1 Red, 1 Black with &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;. The Pistol also has Range 3, rather than 2, and &#039;&#039;&#039;Sharpshooter 2&#039;&#039;&#039; that lets it ignore all cover [[Flash Gitz|due to a thermal scope mounted on top]]. On top of that, he Surges to Critical, giving him very reliable damage on his dice. For Defense, he carries your standard-issue white defense die with Surge to Block, but with &#039;&#039;&#039;Uncanny Luck 2&#039;&#039;&#039; to help out a bit.&lt;br /&gt;
&lt;br /&gt;
Lando is a commander who really likes to play with others, thanks to flexible command cards and the contingency rule. Take him with Han, to truly control the battlefield with shenanigans like burning &amp;quot;Ace up His Sleeve&amp;quot; on a &amp;quot;Sorry about the Mess&amp;quot; turn. Take him with Luke, if you truly despise your opponent, so you can grant standby on operative luke and get a discount &amp;quot;Son of Skywalker&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Keep his Flaw card in mind, which looms like a shadow over everything you have built here, as it can totally freeze Lando in place in later turns. Which is why its important to hedge your bets and keep another commander open so you are not totally helpless. Thankfully, his flaw does not force you to hand over all your commanders to the enemy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Operatives&#039;&#039;&#039;===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
Some heroes are not meant to lead. Operatives are powerful individual units often with unique abilities.&lt;br /&gt;
&lt;br /&gt;
====Chewbacca==== &lt;br /&gt;
(90 pts.)&lt;br /&gt;
Wookiee first mate. The walking carpet, himself! No, like, really. It&#039;s his tag line under his name, on the card.&lt;br /&gt;
&lt;br /&gt;
[[Warhammer_40,000/Tactics/Imperial_Guard(8E)#Militarum_Auxilla|Nork Deddog]] but smarter, [[Victrix_Guard|Vitrix]] Guard but [[dakka|shootier]], [[Warhammer_40,000/Tactics/Tyranids(8E)#Elites|Tyrant Guard]] but with eyes. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Chewbacca only has courage 2, so suppression can be an issue. He&#039;s also one of the most durable commander or operative units Rebels have, out of sheer wounds alone. The cover from this would be nice, but isn&#039;t at all necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Chewy is courage 2, so this isn&#039;t a bad one to take. Especially with his melee capabilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. When working with Han, this means that Han would also get an aim token through the Teamwork keyword. It&#039;s worth considering if you want Han to get more aims, but not at all necessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (5 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. This can be nice if you really value surging to defend, but isn&#039;t overall necessary. You want Chewie to take wounds half the time, anyways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Considering he has Teamwork with Han, this can be really nice to have. Especially because the aim token is effectively free. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not that useful for Chewy, as you&#039;ll rarely want to be on standby duty with him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using &#039;&#039;&#039;Guardian&#039;&#039;&#039;, you can cancel crit results as though they were hit results. During the End Phase, ready this card. This is perhaps the best upgrade for Chewie, because you&#039;ll want to be using his Guardian to both protect other more important units and to get him wounded enough to activate his Enrage ability&lt;br /&gt;
&lt;br /&gt;
Seize The Initiative (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units that want orders and Chewy needs one. Mildly recommended, but other upgrades are better on Chewbacca. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Chewy is pretty easy to blast, so every little bit can help!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. This one&#039;s really nice for Chewbacca, due to his high wound count and 4 red, surge to crit, melee. His melee is already really good, though, so, if you want to take other upgrades, you definitely can. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. Chewy has Scale, already, though, so this is just useless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Give Han an aim token, to give yourself one? Useful, but not necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Chewy is a melee monster. If he&#039;s taking enough damage and you&#039;re worried about him dieing before he finishes off that last Stormtrooper squad, go for it!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Chewy already has Scale. Pointless. Why is this even an option?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Chewy already has Scale, as well. Pointless. &#039;&#039;Why is this even an option?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanner&#039;&#039; (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Chewbacca wants to get into melee, so this isn&#039;t that bad. It&#039;s generally good to take if you have the points, but not necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. This is nice on Chewy, with his 2 red and 2 white dice, but not needed. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Common Cause&amp;quot; - [Chewbacca and Luke Skywalker] - After either Luke or Chewbacca activates, the other may activate if they still have a face up Order token.&lt;br /&gt;
&lt;br /&gt;
Lets Chewbacca and Luke go roughshod on whatever fools are near them. Oh, what&#039;s that? You activated Chewy before Luke, or vice-versa? Guess you get to use him again!&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Brains and Brawn&amp;quot; - [Chewbacca and Leia Organa] - When Leia makes a ranged attack, if Chewbacca is not engaged in melee, has line of sight to her target, and is within range 1-3 of her target, he can add one of his ranged weapons to the attack pool.&lt;br /&gt;
&lt;br /&gt;
A superior version of the Fire Support rule. Chewbacca doesn&#039;t lose his activation when he does this special attack, nor does he have to have a face up order token. It gives Leia&#039;s attack a significant boost. In addition to the dice, it gives his Impact 1 and Pierce 1 keywords.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Notorious Scoundrels&amp;quot; - [Chewbacca and Han Solo] - You can take one of Han&#039;s Command Cards out of the discard pile and return it to your hand. &lt;br /&gt;
&lt;br /&gt;
Remember when you discarded Change of Plans to avoid Vader&#039;s Implacable? Well you can get it back. Or get back Sorry for the Mess and let Han shoot first again. Now you can make a Han list even more screwy for your opponent to deal with!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Chewbacca is essentially the OG glass cannon. He only have a 6+ save, but with 9 wounds, and even more if given dodges and heavy cover. When he&#039;s hit in the open, though, you&#039;ll feel it. Tenacity is often used and highly recommended because of this fragility. He has &#039;&#039;&#039;Enrage 4&#039;&#039;&#039;, which makes his courage - and gives him Charge, make it so you want him taking some wounds, so don&#039;t feel too bad about any damage he takes right away. This, with &#039;&#039;&#039;Lethal 1&#039;&#039;&#039; on Overpower, means he&#039;ll be dealing about as much damage, if not more, than some saber users! &#039;&#039;&#039;Guardian 3&#039;&#039;&#039; allows him to tank wounds for other units or characters, making so you&#039;ll probably be taking those wounds, whether your opponent wants you to or not. He also has &#039;&#039;&#039;Teamwork: Han&#039;&#039;&#039; so he gets tokens when Han does, and vice-versa; perfect for giving him tokens to fuel Lethal with. Really nice for any list with these two!&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Luke Skywalker==== &lt;br /&gt;
(195 pts.)&lt;br /&gt;
Not to be confused with the Commander of the same name; note that operative Luke can use commander Luke&#039;s Command Cards, and vice versa.&lt;br /&gt;
&lt;br /&gt;
He represents Luke as he was seen in &#039;&#039;Return of the Jedi&#039;&#039;, complete with the spiffy black costume.&lt;br /&gt;
&lt;br /&gt;
Note: Commander and Operative Luke share command cards. You can take all 6 if you really want to!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Force Upgrades (x3 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unaligned Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Meditation&#039;&#039; (5 pts.) - When Luke issues orders, you can give one of those orders to any friendly unit anywhere on the battlefield instead of what the command card dictates.  Very situational, especially considering 4 of Luke&#039;s 6 personal command cards only target himself (meaning you&#039;d be passing his own order- which you&#039;ll probably want him to have). But if you took something like a T-47 speeder and you &#039;&#039;really&#039;&#039; want to make sure it always gets an order every turn, this is the easiest way to do so. Very mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Guidance&#039;&#039; (5 pts.) - Exhaust this to give a surge token to up to 2 friendly units at range 1-2, as a free action. Not terrible but surge tokens aren&#039;t as useful for Rebels as they are for Clones, Separatists, or even Empire, since most Rebel units have built-in offensive and/or defensive surges. Plus Luke only has &#039;&#039;Master of the Force 1&#039;&#039;, meaning you might only get one use out of this depending on what other Force powers you take. Not recommended&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Push&#039;&#039; (10 pts.) - Exhaust this ability and use a free action to force a trooper unit at range 1 to perform a speed 1 move, even if they&#039;re engaged. Can occasionally be useful for helping get Luke into melee, where he&#039;s at his best, for your other units to cut down with volleys of blaster fire. Not a bad choice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Reflexes&#039;&#039; (5 pts.) - Exhaust this card to gain a dodge token, as a free action.  Pretty much a &amp;quot;must have&amp;quot; unless you plan to lean heavily on his command cards (some of which give him free Dodge tokens), the generic commander, and/or Princess Leia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saber Throw&#039;&#039; (5 pts.) - Spend an action to perform an attack with one of you melee weapons at range 1-2, using half of that weapon&#039;s dice, rounded up. Gives him a pretty potent ranged attack (4 black with critical surge, Impact 2 and Pierce 2). It&#039;ll still cost him an action to use since he doesn&#039;t have &#039;&#039;Relentless&#039;&#039; like his dad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Force Barrier&#039;&#039; (10 pts.) - Exhaust. When another friendly troops unit at range 1 is defending against a ranged attack, during the Modify Attack Dice step, cancel either 1 crit result or up to 2 hit results. This can ensure your flimsy Rebel Troopers survive for another turn. This can also make Mandalorians somehow even &#039;&#039;more&#039;&#039; difficult to eliminate. Highly recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Burst of Speed&#039;&#039; (3 pts.) - Expend. At the start of your activation, treat your maximum speed as 3 until the end of the round. If you do, gain 1 immobilize token at the end of the round. This is a really good force power if you want to get Luke into melee combat. It does, however, mean Luke can only move at speed 1 during the next round, but that won&#039;t really matter if you were smart getting him into combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light-side Powers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hope&#039;&#039; (3 pts.) - Gain &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;, allowing you to remove up to 1 suppression token from another friendly trooper unit at range 1-2, after your rally step every turn.  Super cheap, and not bad, especially if you didn&#039;t take Leia (or you did but you just want some extra suppression control).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jedi Mind Trick&#039;&#039; (5 pts.) - Exhaust this card to give 2 suppression tokens to an enemy trooper unit at range 1-2, as a free action. Not bad, especially if you intend to make use of Luke&#039;s &amp;quot;You Serve Your Master Well&amp;quot; command.  But, again, bear in mind that you may get limited use of it if you take other exhaustible Force upgrades, like Reflexes or Guidance, since Luke only has &#039;&#039;Master of the Force 1&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not terrible but Luke&#039;s got good defensive abilities and there may be more attractive options. Generally not recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free.  Luke has Courage 4, so suppression&#039;s usually not much of a problem for him. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Good choice if you intend to go character hunting with Luke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Luke wouldn&#039;t mind this upgrade, as it&#039;s a good way to get surge to defend when in close combat. However, there may be better options. You&#039;ll usually want to just kill anything that could threaten you in melee first, anyways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - Exhaust to gain Tactical 1 (gain a free aim token when making a move). A free aim to better mulch something? Why not. It&#039;s basically a free boost to your attack. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. He&#039;s...He&#039;s a melee character. The fact that this is even an option to consider is odd. Why are you looking at this entry? Pick another one, please!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Luke doesn&#039;t have Guardian, so this isn&#039;t worth it at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seize The Initiative&#039;&#039; (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units what orders and Luke needs an order. Mildly Recommended, but there are better upgrades to take. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Recommended, unless other upgrades catch your eye. This is a really good upgrade for most saber users. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die.  A great choice since he&#039;ll probably draw a good deal of firepower and if he gets hurt, he&#039;s suddenly even better in melee!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Stance&#039;&#039; (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking an aim &#039;&#039;action&#039;&#039;, gain two tokens instead of one. You cannot spend dodge tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Defensive Stance. This can be nice to ensure you really hurt something in melee. Recommended, unless another upgrade catches your eye. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Defensive Stance&#039;&#039; (5 pts.) - Force user only. At the start of your activation, you may flip this card. When taking a dodge &#039;&#039;action&#039;&#039;, gain two tokens instead of one. You cannot spend aim tokens. The token must come from an action, rather than upgrades or command cards. This is the flip side of Offensive stance. The extra dodge tokens can ensure Luke&#039;s survival or allow more use out of Deflect. Recommended, unless another upgrade catches your eye. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;You Serve Your Master Well&amp;quot; - [Luke Skywalker] - Luke gains a free action: choose a friendly trooper unit or a Suppressed enemy unit, that isn&#039;t a Commander or Operative, at range 1 and perform a free move or attack action with it. If the target is an enemy unit, it can attack another enemy unit.&lt;br /&gt;
&lt;br /&gt;
Luke does a super Jedi mind trick to grant a unit a free action, or even make an enemy unit attack one of its friends. Note that if targeting an enemy, they must be Suppressed, meaning they have to have enough suppression tokens equal to or exceeding the unit&#039;s courage. Jedi Mind Trick suddenly becomes a more attractive upgrade!&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Full of Surprises&amp;quot; - [Luke Skywalker] - Luke gains a Dodge token. Luke gets extra defense dice equal to his Courage minus the number of Suppression tokens he has.  &lt;br /&gt;
&lt;br /&gt;
Luke becomes a tank for a turn. Note that the bonus dice are white, rather than the red dice he normally throws. The more units shoot at him, the less bonus dice he&#039;ll be gaining, though. Be sure to manage his suppression.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;I Am a Jedi&amp;quot; - [Luke Skywalker] - Luke gains defensive surge but can&#039;t attack this turn.  When he is issued an order, he can choose two enemy trooper units within range 1 and they are unable to attack this turn.&lt;br /&gt;
&lt;br /&gt;
Luke spends a turn doing something aside from attacking and paralyzes enemy units. Position him well and completely negate the powerful attack-related 1-pip Commands of other commanders, such as &amp;quot;And Now... You Will Die&amp;quot;, &amp;quot;Sorry about the mess&amp;quot;, or &amp;quot;Trained In Your Jedi Arts&amp;quot;. Also completely shut out high threat units, &amp;lt;s&amp;gt;like an AAT or Saber tank&amp;lt;/s&amp;gt; which doesn&#039;t include non-Trooper units.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike trainee Luke, operative Luke is a Jedi like his father before him. He hits slightly harder than his trainee version with 7 black dice, giving him about equal damage to what the commander version of his old man does. His increased health of 7 makes him tankier than before while 4 courage makes him near fearless. &#039;&#039;&#039;Disengage&#039;&#039;&#039; gives him a massive mobility upgrade that lets him dance around other Force users, as he can freely leave combat and potentially allow allies to shoot at targets right after he stabs them; and he still has &#039;&#039;&#039;Jump 1&#039;&#039;&#039; like his trainee version. He is also much more in tune with the Force, having a third Force upgrade slot and &#039;&#039;&#039;Master of the Force 1&#039;&#039;&#039;. His training slot also lets you take upgrades like Tenacity to give him an additional red die in melee when he&#039;s wounded, allowing you to roll 8 dice. The Skywalker rage is alive and well, as he lands 4-5 hits on average enough to wipe out most squads in a single activation.&lt;br /&gt;
&lt;br /&gt;
However all that training boosts his cost higher than even Lord Vader, a most impressive &amp;lt;s&amp;gt;200&amp;lt;/s&amp;gt; 195 points before upgrades. He also loses his pistol, opting to use his more civilized weapon, and he lost his gear slot, so no stims here. You need to invest more points in an already expensive unit for Saber Throw if you want a ranged weapon. It should be considered that he only has Charge, so he has to spend an attack action to throw his saber. He is also an operative, so he doesn&#039;t have a courage bubble to prevent panic in friendly units, and you&#039;ll need to take a commander to be your general while Luke murders things- thankfully there is a decent, cheap option available. Luke&#039;s sister isn&#039;t a bad option, as he&#039;ll like having the dodge tokens she can dish out. Her Inspire is a nice bonus, too. Without upgrades, she&#039;s only 90 points, so it doesn&#039;t put a massive strain on points, either. &lt;br /&gt;
&lt;br /&gt;
The temptation to give in to your anger is also intense, as running him straight into the enemy to wipe them out is fun but will leave your very expensive unit exposed. One must actually exercise a lot of restraint when you choose to fight or flee, as a lot of his utility is not just in his power but also his ability to dictate the flow of battle. &amp;quot;I am a jedi&amp;quot; can shut down your opponent&#039;s timing, &amp;quot;Son of Skywalker&amp;quot; will delete an enemy unit from the field, and so on, all of which will throw a wrench into the enemy plan just when they think they are in a good position. Thematic, no?&lt;br /&gt;
&lt;br /&gt;
He also has a far superior outfit to commander Luke, trading boring fatigues for slick black Jedi attire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====R2-D2==== &lt;br /&gt;
(55 pts.)&lt;br /&gt;
Everyone&#039;s favorite astromech droid, the architect of the Rebellion, the Resistance, and a elite operative of the Republic; R2-D2 has brought down more governments than you could possibly imagine. Now he is an operative unit for the GAR and Rebel factions of legion. Bundled with his partner C-3PO in a Terrain expansion, you now have the option to add this smoking[https://www.youtube.com/watch?v=ELPlgKB9n8E|smoking] robot to your army&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it&#039;s within range 4 of the commander instead of the normal range 3. Not bad, again, considering how far these droids will be moving up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not bad, considering he&#039;ll be moving up a lot, but also not good because you don&#039;t want him too close to the enemy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Not bad, but not good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Transponder&#039;&#039; (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This can be useful for the dodge token, but the rest can be situational. R2 almost never wants aims and removing a suppression can affect his survivability, with Incognito in consideration.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Generally good, but only if you have the points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hacked Comms Unit&#039;&#039; (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. If R2 is in range 1 of an enemy unit, and you have an escape plan, this can be amazing. Otherwise, R2 might be dead, anyways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. This really isn&#039;t worth it, at 10 points. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
C-3PO&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
C-3P0 is a 15 point upgrade to the unit. He adds two health and a &amp;lt;span style=&#039;color:grey&amp;gt; stormtroopers  &amp;lt;/span&amp;gt; shooting worth of dice to the melee pool with a &#039;&#039;&#039;clumsy kick&#039;&#039;&#039;. The real reason to let him tag along is to have him &#039;&#039;&#039;Calculate odds&#039;&#039;&#039; Giving a unit, in range 1, 1 Dodge, 1 Aim, and 1 suppression token. Really nice, especially for groups like Pathfinders.&lt;br /&gt;
&lt;br /&gt;
He also has a rather unique ability &#039;&#039;&#039;Distract&#039;&#039;&#039; which overrides &#039;&#039;&#039;Inconspicuous&#039;&#039;&#039; and forces 1 Trooper unit to attack them. If you aren&#039;t planning on using Secret Mission this can be really useful. Especially if your opponent has locked into using a powerful command card like &#039;&#039;&#039;Z-X Flame projector,&#039;&#039;&#039; or &#039;&#039;&#039;Now you will Die!&#039;&#039;&#039;, or even just to keep a unit of battle droids from shooting something squishy with a radiation cannon.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Blast Off!&amp;quot; - [R2-D2] - R2 increases his speed by one, and gains a Dodge token, a Suppression token, Disengage, and a Jump 1 action.&lt;br /&gt;
&lt;br /&gt;
Basically gives you a turn where R2 is focused on fleeing the scene. Really useful for getting R2 up the board, as well.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Impromptu Immolation&amp;quot; - [R2-D2] - R2 can make a free move action after making an attack; he also gains a 2 white dice attack with range/melee to 1, which also has Blast, Spray, and Suppressive.&lt;br /&gt;
&lt;br /&gt;
Remember in &#039;&#039;Revenge of the Sith&#039;&#039; when R2 sprayed oil on some super battle droids and then fried them? Yeah, he does that, and it&#039;s kind of nasty. White dice limits the power of the attack but if it targets a large unit, you could be tossing some dice. Suppressive is really nice, too. &lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Smoke Screen&amp;quot; - [R2-D2 and 1 trooper unit] - when R2 issues an order to a unit, that unit may make a free speed 1 move.  Additionally, at the start of his activation R2 gains a free action to lay smoke. He can place a smoke token within range 1, and all units fully within 1&amp;quot; of the token get +1 cover.&lt;br /&gt;
&lt;br /&gt;
R2 does that smoke thing from the end of &#039;&#039;The Empire Strikes Back&#039;&#039;. A nice card, overall, but also a three pip, so be careful.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Buffs all around. There is an annoying trick you can do, though. If you scroll down a bit, you will notice a vehicle that can transport one model and can potentially move speed three three times in a turn, and R2 can fix vehicles and has special mission. Guess you really &#039;&#039;are&#039;&#039; getting the extra victory point, huh? &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sabine Wren==== &lt;br /&gt;
(125 pts.)&lt;br /&gt;
A powerful Mandalorian warrior who fancies herself an artist. She&#039;s a powerful damage dealer who also has the potential to survive a great amount of return damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at to gain cover. Meh. She&#039;s pretty tough already, but she will likely attract a lot of attention. She only has courage 2, though, so this really isn&#039;t recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Relatively low Courage makes this an attractive option. Mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. A solid choice. Make sure her target gets hurt just once and then have her chop away with the Darksaber.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Sabine has surge to both defend and hit. Worthless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can be pretty nice, if you have the Darksaber. You&#039;ll get a free aim token after moving into melee with a squad or hero!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. &#039;&#039;&#039;No No No NO&#039;&#039;&#039;.  You don&#039;t want her on Standby, you want her moving forward and chopping up the enemy with the Darksaber. Her weapons don&#039;t even reach to range 3, anyways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using Guardian, you can cancel crit results as though they were hit results. During the End Phase, ready this card. Sabine doesn&#039;t have Guardian. Not at all worth it, unless you&#039;re using Esteemed Leader to protect Leia or something. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seize The Initiative&#039;&#039; (5 pts.) - Single use. Commanders or Operatives only. During the Issue Orders step of the Command Phase, issue and order to yourself. This can be especially useful when using other units what orders and Sabine needs an order. Recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Mandalorian durability, but made better? Need I say more? Insanely good. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (6 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. A pretty good option, assuming you gave her the Darksaber and you can get her wounded before she gets into melee. She is one of our most durable units, though, and bad dice rolls could kill her fast. This is a very mixed upgrade, to be sure. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up Close and Personal&#039;&#039; (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. If you feel as if Situational Awareness, then this is also an amazing upgrade for Sabine. She loves getting into range 2 or closer, so there&#039;s almost never a time when you won&#039;t use this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Sabine doesn&#039;t get too much use out of this, considering she has Jump 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Sabine is best when moving and attacking, not standing around doing a poor Leia impression. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Not a bad option, but not amazing. Great with the Darksaber. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. She can jump and doesn&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. &#039;&#039;She can jump and doesn&#039;t need this.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanners&#039;&#039; (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. Sabine wants to be spending her actions helping herself, not others, so hard pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy.  Super cheap and gets her slightly closer to the enemy. With her high movement value, though, this might be better used on a different unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token.  Especially a good choice if you took Hunter. Otherwise, make sure you have some way of getting her Aim tokens, like with her &amp;quot;Legacy of Mandalore&amp;quot; command. Mildly recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Personal Combat Shield&#039;&#039;(5 Pts.) - Gain &#039;&#039;&#039;Shielded 1&#039;&#039;&#039; and &#039;&#039;&#039;Recharge&#039;&#039;&#039; 1. It gives you a guaranteed block when active.  Recharge allows you to reactivate the free block by using a Recover action. Takes an already tough character and makes her even tougher; You can even use it to block Criticals (unlike dodge or cover)!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electro Grappling Line&#039;&#039;(5 Pts.) - Exhaust and spend an action to give one enemy unit within range 1 and line of sight 2 immobilized tokens and 2 suppression tokens. Each immobilized token causes the target to lose one level of movement speed. The immobilized tokens are discarded at the end of the target&#039;s activation (not during the End Phase like usual), so it effectively shuts down a powerful enemy for one activation. Not bad for 5 point, but don&#039;t feel pressured to take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The &#039;&#039;&#039;Darksaber&#039;&#039;&#039;&#039;&#039; (15 Pts.) From House Vizsla to Maul to Sabine, the Mandalorian Excalibur is a rather powerful sword putting out five black dice in melee with Impact 1 and Pierce 1. She also gains &#039;&#039;&#039;Dauntless&#039;&#039;&#039; allowing her to take a suppression token for a free move if she&#039;s suppressed but not panicked; &#039;&#039;&#039;Immunity to Pierce&#039;&#039;&#039; when she&#039;s in melee. This is an amazing upgrade, that will make her a threat to just about any unit in the game. Even saber users will have trouble dislodging her! Not completely necessary, though. Whether you take it is dependent on what your list needs or your play style. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
    1 Pip: &amp;quot;Explosions!&amp;quot; - [Sabine Wren] - Sabine gains the Arm 2 action, which allows her to drop two bomb tokens within range 1 of her.  After she does so, she can make a free Speed-1 move. For the rest of the game, she has Detonate 2, and can cause those bombs to explode any time later in the game after any unit performs an action. The bombs hit all units within range 1 of the bomb token, doing 1 red and 1 white to each affected unit with critical surge and ignoring cover.&lt;br /&gt;
&lt;br /&gt;
A decent 1 pip card that allows you to set traps and potentially control enemy movements. The damage isn&#039;t spectacular but a red die per attack, with critical surge, means you&#039;re almost guaranteed to get at least one hit. Can be useful for thinning out the enemy a little with some careful placement. Combined with saboteur commando teams, the map will easily be peppered with mines.&lt;br /&gt;
&lt;br /&gt;
    2 Pip: &amp;quot;Symbol of Rebellion&amp;quot; - [Sabine Wren] - when Sabine activates, she recovers. During her activation, she can place a &amp;quot;graffiti token&amp;quot; on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Allows her to get back her shields and any other exhausted cards, plus she can clear out any suppression tokens she may have.  The graffiti token is permanent, and allows your units near it to roll an extra die when trying to Rally, while causing enemy units near it to roll one less. Not a bad way to give your troops a slight morale boost while doing the opposite to your foe. Overall decent to have, but replaceable if needed.&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Legacy of Mandalore&amp;quot; - [Sabine Wren and 2 Troopers] - Sabine gains Inspire 1, and each time she issues an order to a Commander, Operative, or Spec Ops unit, she gains 1 Dodge or 1 Aim token.&lt;br /&gt;
&lt;br /&gt;
Very nice way of giving Sabine a boost. Don&#039;t forget that she&#039;s an Operative herself, so it would trigger the free token too. The release of Mandalorian Resistance and Clan Wren make this especially better, given that they&#039;re special forces. For Mandalore!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sabine is a fast-moving durable nuisance, and when armed with the Darksaber she&#039;s on par with any lightsaber-wielding space wizard.  Even when not in melee, she can thin enemy units with her blaster pistol, which has one of each die and &#039;&#039;&#039;pierce 1&#039;&#039;&#039;. She can also fire twice, at different targets, due to &#039;&#039;&#039;Gunslinger&#039;&#039;&#039;. Thanks to her Mandalorian armor, she&#039;s arguably the toughest unit in the Rebel army, since she throws red defensive dice and has built in defensive surge, &#039;&#039;&#039;Nimble&#039;&#039;&#039;, and &#039;&#039;&#039;Impervious&#039;&#039;&#039;. That&#039;s all before you give her a personal energy shield or that she&#039;s Immune to Pierce in melee if she&#039;s carrying Darksaber. That said, she doesn&#039;t have Charge or Relentless, so she&#039;ll need to maneuver carefully to get into melee and still be able to swing that Darksaber; speed three somewhat mitigates this though. Dauntless from the Darksaber will also help her maintain her mobility even if she becomes suppressed. Being aggressive is odd for Rebel&#039;s, given how flimsy most of our units are, but this is the woman to do it with!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====K-2S0==== &lt;br /&gt;
(70 pts.)&lt;br /&gt;
Droid Buddy to a Sneaky Spy&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Comms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Integrated Comms Antenna&#039;&#039; (3 pts.) is a Droid Trooper-only upgrade. Essentially a reverse of the Commanding Presence upgrade, it allows your unit to be issued an order if it&#039;s within range 4 of the commander instead of the normal range 3. This won&#039;t be very good, considering K2 will often be near Cassian, anyways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not a terrible take although if you&#039;re in range to actually use it, you&#039;re in range to negate K-2&#039;s Incognito. Use if you expect to be more aggressive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. K2 wants orders, so you fully deserve the scoff from him if you take this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Transponder&#039;&#039; (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This can be useful for feeding Cassian more tokens, making this a decent upgrade if you have the spare points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hacked Comms Unit&#039;&#039; (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. This can be nice, as K2 will ideally be slapping a few enemy units around at some point. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts., reduced to 5 pts. by rules errata) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. A general pass.&lt;br /&gt;
&lt;br /&gt;
Armament &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jyn&#039;s SE-14 Blaster&#039;&#039; (10 pts., reduced to 5 pts. if Jyn is in the same list) - range 1-2 with 5 white, &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; and &#039;&#039;&#039;Suppressive&#039;&#039;&#039;. Wow. Bear in mind that K-2 has critical surge built in, so this is a pretty solid take, especially if you got aim tokens somehow. &#039;&#039;nudge&#039;&#039; Teamwork: Cassian Andor &#039;&#039;Nudge&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Command Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
He only has one:&lt;br /&gt;
&lt;br /&gt;
    3 Pip: &amp;quot;Sacrifice&amp;quot; - [K-2SO &amp;amp; Cassian Andor] - K-2 gains &#039;&#039;&#039;Guardian 4&#039;&#039;&#039;.  At the end of his activation, select a friendly commander or operative at range 1, kill K-2, and enemy units cannot do ranged attacks against the selected character for the rest of the turn. &lt;br /&gt;
&lt;br /&gt;
Does Op Luke have one wound left and you desperately want to keep him from being shot to pieces? Here you go. A late-ish game card that can easily save the game. Thematic!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
To start, he&#039;s got &#039;&#039;&#039;Detachment&#039;&#039;&#039; with Cassian Andor, so you have to field Cassian to field him, and they have to be deployed near each other. He&#039;s got 5 wounds and courage 2, with a 4+ armor save (red, no surge) and &#039;&#039;&#039;Armor 1&#039;&#039;&#039;. Surprisingly durable. For offense, he&#039;s only got a melee attack throwing 4 red dice with critical surge, making him a decent threat, overall. He&#039;s a droid trooper, meaning he&#039;s got all the fun droid trooper stuff like he can be repaired by a astromech or R2D2, he&#039;s immune to poison, he&#039;s immune to being suppressed but doesn&#039;t get the cover boost from suppression, etc. He has &#039;&#039;&#039;Calculate Odds&#039;&#039;&#039; like C-3PO, allowing him to give a friendly unit at range 1 an aim, a dodge, and a suppression at the cost of an action. Also, because he&#039;s a reprogrammed Imperial droid, he has &#039;&#039;&#039;Incognito&#039;&#039;&#039;, which disallows enemies from attacking him beyond range 1 unless at some point in the game he has attacked or used an objective card action (i.e. he&#039;s grabbed an objective somehow). Lastly, he&#039;s got &#039;&#039;&#039;Teamwork&#039;&#039;&#039; with Cassian, so drop Calculate Odds on Cassian and K-2 gets the green tokens too!&lt;br /&gt;
&lt;br /&gt;
Sneaky boi synergizes with Pathfinders, and so does this reprogrammed toaster. When combined with 3PO, calculate odds can be amazing for Pathfinders, given that they want all of the tokens involved! His command card also makes it so your troops can complete the mission, even if survive just another turn to do so. Again, he has the durability and firepower to be a decent threat, until then, as well. As a 70 point addition to Cassian, he is definitely worth taking, even without Pathfinders. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Corps&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
3-6 Selections&lt;br /&gt;
&lt;br /&gt;
The meat, they hold the line and die in the trenches.&lt;br /&gt;
&lt;br /&gt;
====Rebel Troopers==== &lt;br /&gt;
(40 pts.)&lt;br /&gt;
They have big rifles and recycle dodges. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MPL-57 Ion Trooper&#039;&#039; (17 pts.) - Adds a Rebel trooper with an ion cannon that fires range 1-3, 2 red dice with &#039;&#039;&#039;Ion 1&#039;&#039;&#039; and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;, but must exhaust to fire again. A decent way of whittling down enemy tanks while also slowing them down (Ion causes the vehicle to lose an action). It also works on droid units, so these are super attractive when facing Confederacy. Additionally, the Ion rule gets rid of shield points on any units that may have them (primarily Droidekas), effectively piercing through a single point of shielding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Z-6 Trooper&#039;&#039; (20 pts.) - Adds a bad ass Rebel carrying a minigun. Fires 6 white dice at range 1-3, giving you the opportunity to roll a lot of dice that are mostly going to miss. Still, when you manage to get 4+ crits from it, it&#039;ll be epic. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;SX-21 Trooper&#039;&#039; (15 pts.) - adds an alien Rebel carrying a blunderbuss-style cannon that fires range 1-2, 2 red and 2 white with &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. You trade some range for some impressive firepower that makes a squad just that little more useful against enemy tanks. It&#039;s not terrible, but range 2 hurts a lot for a troop choice that dies to a stiff wind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DLT-20A Trooper&#039;&#039; (26 pts.) - adds an alien Rebel carrying a modified version of the standard Stormtrooper machine gun. Fires 2 black and 1 white at range 1-4 with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;. A range boost and a little extra firepower isn&#039;t a bad thing, and Critical 1 helps alleviate the lack of native surge. The go-to heavy option for many competitive lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper&#039;&#039; (7 pts.) - adds an extra mook to your squad. Nice, It&#039;s actually 3 points cheaper than the troops the squad comes with. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Officer&#039;&#039; (16 pts.) - adds an old dude to your squad, who becomes your new squad leader. He also increases your squad&#039;s Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper Captain&#039;&#039; (9 pts.) - adds a captain to your squad. He gives you a Training upgrade slot and acts as your squad&#039;s leader. Additionally, you can exhaust him at the start of the unit&#039;s activation to render it immune to being Suppressed for that activation at the cost of also not being able to remove suppression tokens. Allows your squad one turn to act normally despite being Suppressed. This is an amazing upgrade for Rebel Troopers, because the training slot can be used for Situational Awareness. Combined with Vigilance, this can make a Rebel Trooper squad very durable in heavy cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Trooper Specialist&#039;&#039; (8 pts.) - adds a specialist to your squad.  He grants the squad an extra Gear upgrade slot, and you can exhaust him to gain either a Dodge or a Surge token. For 4 pts over the cost of a normal Rebel trooper, you&#039;re essentially gaining the ability to automatically get a Dodge token at least once per battle without having the rely on Leia, the Officer, or using a Dodge action; It doesn&#039;t prohibit you from doing a Dodge action or getting a Dodge from Leia/the Officer, so you could potentially have 3 Dodge tokens if you think your squad&#039;s about to get lit up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Comms Technician&#039;&#039; (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad.  If you want to anchor your line with HQ Uplink or another comms upgrade, then here&#039;s your chance to do just that. Not recommended, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R5 Astromech Droid&#039;&#039; (8 pts.) - adds a little droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle or droid trooper (K2). If you plan to lean heavily on vehicles, a worthy option. However the short range means it&#039;ll be difficult for speeders to benefit. Decent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-1B Medical Droid&#039;&#039; (18 pts.) - adds a healer droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper unit. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it&#039;s a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. This must be done in the same turn the model was slain, however. Considering how fragile your Rebels are, this is a pretty good choice, especially if it can save an expensive character from death.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, but it may be wasted on normal Troopers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. There&#039;s really no need for this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Not bad, with your white dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanners&#039;&#039; (6 pts.) - Gain Take Cover 1, which allows you to give a friendly unit at range 1 a single dodge token. This unit wants to be &#039;&#039;given&#039;&#039; dodge tokens, not give them away. This isn&#039;t bad if you need a dodge token generator, but there are better units for this purpose. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Generally a good upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not bad, although aim tokens are competing with dodge tokens, here, so kind of situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. You&#039;re already throwing black dice with your basic rifles, but this could be useful if you get up close to the enemy and toss one to ensure you ignore enemy cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to crit.  Very nasty surprise for any enemies who get too close. Useable against armor, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  Great for making enemy tanks disappear, but short range means they&#039;ll see it coming, and if your opponent has no tanks, they&#039;re wasted since you already shoot black dice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (3 pts.) - A free action which allows the unit to deploy a Smoke Token within range 1 of your unit leader. Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. It makes your fragile troops just a nudge more difficult to kill, unless they actually are in heavy cover already. Now that they&#039;re a free action, as well, this makes them very good for protecting your important units!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to ensure it goes off. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Your standard infantry, black dice on attack gives them a 50% chance to hit each. Like almost all Rebels they throw white defense dice with surge, but still only offers a 33% chance to survive a shot, so dodges and cover are mandatory for keeping them alive in a firefight. Compared to stormtroopers, they can shoot straight without an aim token, but melt if caught out of cover. Most likely, you want to run them naked for holding points, with a Z6 for assaults, or the DLT for gunlines. They have &#039;&#039;&#039;Nimble&#039;&#039;&#039; which allows them to use gain a dodge token if they spend one, this gives them a better chance of surviving an attack from multiple sources. Of course, this means they will want to go into battle with Leia or Luke to provide dodges for them, the latter can only do so from command cards though.&lt;br /&gt;
&lt;br /&gt;
The Z6 gives impressive spike damage at the cost of reliability, making it a supporting element to the rest of the squads firepower. The DLT, in comparison, gives the range necessary to trade shots with distant opponents and has more consistent damage, although without a hail Mary of rolling 4 or more hits (for the mathematically inclined the Z6 will do almost exactly the same damage to storm troopers out of cover and slightly more damage to enemies in cover and at slightly lower cost, but the DLT has an easier time hitting due to better range). Naked Squads are also viable, as a cheap 40pt activation for sitting on the objective while Luke does all the killing. Fleet Troopers, however, may fit this role better, due to being the same points cost and having better damage potential. &lt;br /&gt;
&lt;br /&gt;
Grenades are generally not recommended on these squads because you don&#039;t usually want to be that close to the enemy with a unit that could die to a wet pool noodle. Typically, you&#039;ll want to hide behind cover and out of line of sight, so your other units can make a path to the objective. Smoke grenades, however, are the exception. As of the 2021 RRG changes, they&#039;re a free action. Spending 3 points to give more durability to your paper thin squads or heroes can be amazing!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fleet Troopers==== &lt;br /&gt;
(40 pts.)&lt;br /&gt;
Dakka troops that excel at locking down areas.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Scatter Gun Trooper&#039;&#039; (23 pts.) - adds a Fleet Trooper carrying a Trandoshan shotgun- 2 red dice at range 1-2 with &#039;&#039;&#039;Pierce&#039;&#039;&#039; 1. Your basic guns are range two, so this is very nice. Makes a Fleet Trooper squad into a blob of death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;MPL-57 Barrage Trooper&#039;&#039; (19 pts.) - adds a Fleet Trooper carrying a miniature grenade launcher.  It fires 1 black die and 2 white dice with &#039;&#039;&#039;Blast&#039;&#039;&#039; (Ignore cover) and &#039;&#039;&#039;Impact 2&#039;&#039;&#039; at range 1-3, but must exhaust to fire. A versatile weapon that can help deal with vehicles but also has its uses against infantry through blast. Being an exhaust weapon, though, instantly hurts this weapon. The Scatter Gun is just an overall better option. This could see use if your opponents are bringing lots of armor. To be extra funny, though, if you take this and an extra fleet trooper, you&#039;ll be throwing 12 white dice and 1 black with blast and Impact 2. If they can be given an aim token or two, this can lead to some spicy dice rolls. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fleet Trooper&#039;&#039; (7 pts.) - adds an extra mook to the squad. This is somewhat more useful here than it is on troopers or veterans, but still a situational pick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Officer&#039;&#039; (16 pts.) - adds an old dude to your squad, who becomes your new squad leader.  He also increases your squad&#039;s Courage by 1, and has &#039;&#039;&#039;Inspire 1&#039;&#039;&#039;. A nice little courage boost for your squad, and can help prevent your squads from panicking. Generally, you may want this guy on your backline troops, though. Not bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Comms Technician&#039;&#039; (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. If you want to anchor your line with HQ Uplink or another comms upgrade, then here&#039;s your chance to do just that. Not really needed on Fleets, even though they do want orders. Not exactly bad to take, but there are other areas to spend points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R5 Astromech Droid&#039;&#039; (8 pts.) - adds a little droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. The short range of this little friend means your aggressive Fleet Troopers can better use this to repair damaged AT-RTs or speeders. Mildly recommended in aggressive RT lists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-1B Medical Droid&#039;&#039; (18 pts.) - adds a healer droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it&#039;s a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. It must be done during the same round that model died or took a wound, though. This one&#039;s very dependent on which Commander(s) or Operative(s) you&#039;ve taken, because backline commanders, like Leia, won&#039;t benefit from this very much. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, especially on Fleet Troopers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Fleet Troopers really don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (8 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Nice, but not at all necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. You want them to be aggressive, so this isn&#039;t too bad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Again, you want them to be aggressive, so not bad, either.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. &#039;&#039;&#039;Ready&#039;&#039;&#039; gives you a aim token when you go on standby and you have a lot of white dice to reroll. You get a free aim token when doing a standby action with Fleet Troopers, so this is pretty good if you have the spare points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. Short range attack on an already short range unit, although you&#039;re only throwing white dice on your normal attacks. Not a terrible choice if cover is a problem; if it&#039;s not, fragmentation grenades are superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to crit.  Very nasty surprise for any enemies who get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  Great for making enemy tanks disappear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (3 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at.  It makes your fragile troops just a nudge more difficult to kill. Great on an aggressive unit like these boys.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to maximize it&#039;s potential. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
For the same price as the basic Troopers, you get one of the odder entries in terms of basic troopers. Each trooper throws around two white dice each, but only to range two. The have &#039;&#039;&#039;Ready 1&#039;&#039;&#039; Giving you an aim token when you go on standby, this is situational at best as rebels cannot reliably produce standby tokens. They are highly effective on tight maps where they can get in close or make the enemy do the same. In more open maps, they can have trouble getting in to range and end up losing their standby to suppression far more easily.  Compared to Rebel Troopers, who have cardboard for armor, the fleet troopers have wet paper as they lack nimble to preserve dodges. &lt;br /&gt;
&lt;br /&gt;
However, they are close combat specialists, throwing out 8 white dice with surge to hit on a naked squad with potentially 10 white dice, 2 red dice, and &#039;&#039;&#039;pierce 1&#039;&#039;&#039; for good measure with the shotgun and a fifth trooper. Laugh maniacally as you ask to borrow your opponents dice. Even deathtroopers can&#039;t withstand firepower of this magnitude, causing about 3 casualties on average with each round of shooting to them.&lt;br /&gt;
&lt;br /&gt;
They are much more specialized than the standard rebel trooper, you will want to keep them as a mobile reserve for reversing enemy breakthroughs or using them near line-of-sight blocking terrain as area denial. Never get into a gunline battle with them as they lack the range to push back even a basic stormtrooper squad in the open. They should be used alongside other High priority close combat units like Luke or Wookie Warriors for threat saturation, hedging your offensive bets on multiple units instead of just one.&lt;br /&gt;
&lt;br /&gt;
The upcoming A-A5 speeder truck may give them new lease on life, by giving them access to a transport that can get them to within range 2 consistently&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Veterans==== &lt;br /&gt;
(48 pts.)&lt;br /&gt;
Rebel troopers who&#039;ve been in a few battles, so they&#039;ve learned a thing or two.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
CM-0/93 Trooper (26 pts.) - adds a heavy cannon that throws 4 white dice at range 1-4 (Thank the errata!), and adds Critical 2 to the attack. It&#039;s a longer range Z-6. Nice boost in firepower to a squad with already good firepower. A bit costly, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personnel Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Veteran&#039;&#039; (9 pts.) - adds an extra mook to your squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Officer&#039;&#039; (19 pts.) - adds an old dude to your squad, who becomes your new squad leader.  He also increases your squad&#039;s Courage by 1, and has Inspire 1. A nice little courage boost for your squad, and can help prevent your squads from panicking. Not bad, but a better option exists for Veterans. &#039;&#039;Let&#039;s also just ignore the fact that Vets should be courage 2, native.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rebel Comms Technician&#039;&#039; (9 pts.) - adds a mook with a radio to your squad; also forces you to take a Comms upgrade on the squad. Unit orders are tight for Rebels, and Veterans want an order for their Coordinate rule. A comms technician with an HQ Uplink can provide a massive boost in flexibility to any list with these troops. Recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;R5 Astromech Droid&#039;&#039; (8 pts.) - adds a little droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle, as a free action, it can repair one hit point or one damage token on a friendly vehicle. If you plan to lean heavily on vehicles, a worthy option. However the short range means it&#039;ll be difficult for speeders to benefit. This would be nice to use, instead of the comms technician, for Laser AT-RTs. This can be done far better with a normal Trooper squad, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;2-1B Medical Droid&#039;&#039; (18 pts.) - adds a healer droid to your squad. It can&#039;t fight or be removed as a casualty until only the leader is left, but twice per battle as a free action it can heal a lost wound from a nearby trooper squad. It can heal back a wound on a wounded model or resurrect a lost model from a unit (if it&#039;s a multi-wound unit like Wookiees, the model comes back with only 1 wound) but cannot resurrect a fully destroyed unit. Minis can only be revived in the same round they were defeated. Considering how fragile your Rebels are, this is a pretty good choice, especially if it can save an expensive character from death. The comms technician provides more synergy, though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. With only courage 1, you don&#039;t really want suppression. &#039;&#039;Again, why don&#039;t Veterans have courage 2!?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Nice, considering suppression may be an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Not bad, considering the damage Veterans can do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Into the Fray&#039;&#039; (4 pts.) - When an enemy unit at range 1 activates, you may gain 1 surge token. Rebel Vets should never be within range 1 of the enemy unless they&#039;re trying to control an objective, and they already surge, as it stands. Don&#039;t bother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Situationally useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protector&#039;&#039; (5 pts.) - Exhaust. While using &#039;&#039;&#039;Guardian&#039;&#039;&#039;, you can cancel crit results as though they were hit results. During the End Phase, ready this card. This squad doesn&#039;t have guardian unless there&#039;s a specific command upgrade card in play, so don&#039;t bother. Even if that card is in play, don&#039;t. There are better options. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (6 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. If you&#039;re in melee with these boys, then you either did something wrong or they&#039;re dead. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (6 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Rebel Veterans are more defensive based, but this can allow you to be a more mobile threat, if you want to spend the points!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (4 pts.) - You gain &#039;&#039;&#039;Outmaneuver&#039;&#039;&#039;, meaning you may spend dodge tokens to cancel crits. Vets, due to the Defend keyword, can make good use out of this. Worth looking at, as crits are a danger to Vets relying on cover and dodges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Up Close and Personal&#039;&#039; (8 pts.) - After you perform a ranged attack at range 1-2, gain 1 dodge token. In theory, this is great. In practice, Vets won&#039;t get much use out of it, and are better off with other upgrades. If you want a range 2 unit, just use Fleets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Pretty good, especially if the squad got an order for that free dodge token. Can be useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Not generally recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Not bad, although Veterans don&#039;t really want to push up too much to get use out of their coordinate rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (2 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Not bad, but not recommended for the same reason Environmental Gear isn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Portable Scanner&#039;&#039; (6 pts.) - Gain Take Cover 1. This isn&#039;t worth it, really, on this unit. Action economy matters a lot for Rebel Corp units. There&#039;s almost no reason you shouldn&#039;t be moving, shooting, or committing to other, more important, actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Generally nice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Useful, but aims will usually be difficult to get. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Prepared Supplies&#039;&#039; (5 pts) - Cache: Dodge 1 (during setup, place 1 dodge token on this card. You can spend tokens on this card). This is a singular free dodge token that you can use at any point throughout a match. As far as upgrades go, this is the safest. It&#039;s not amazing, it&#039;s not horrible. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. Veterans, however, don&#039;t want to be too aggressive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. You already chuck black dice when attacking, so this is of limited use, unless you&#039;re super worried about cover. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and surge to crit. Very nasty surprise for any enemies who get too close.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Great for making enemy tanks disappear, but short range means they&#039;ll see it coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (3 pts.) - Spend an action to deploy a Smoke Token within range 1 of your unit leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at.  It makes your fragile troops just a nudge more difficult to kill (unless they actually are in heavy cover already).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to do so. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are a lot like the basic Rebel troopers with some tweaks. The most notable change is that they lose the &#039;&#039;&#039;Nimble&#039;&#039;&#039; ability that the Rebel troopers have; instead, they have &#039;&#039;&#039;Defend 1&#039;&#039;&#039;, which grants them one free Dodge token when they are issued an order. Nimble is a tough thing to lose, as the Veterans are otherwise no better at defense than Rebel troopers (1 wound each with white defense dice and surge). They still throw black dice at range 3 when shooting but pick up normal surge, making them slightly better at that, hitting 63% of the time compared to 50%. Their only heavy weapon adds 4 white dice with &#039;&#039;&#039;critical 2&#039;&#039;&#039; (convert up to 2 surges into crits), with a heavy weapon they are landing about 1 more wound per round of shooting compared to rebel troopers with a Z-6. These guys already have regular surge, so it&#039;s just giving you a chance to ignore dodge/cover on some surges.  They also gain a Training upgrade slot, allowing you to take valuable upgrades like Duck and Cover or Endurance to try to keep them in the fight, or Hunter to give them a slight offensive bump.&lt;br /&gt;
&lt;br /&gt;
Lastly, for each of these units you field, you&#039;re allowed to field one of the Mark II Medium Blasters. Veterans have the Coordinate rule with Emplacement troopers.&lt;br /&gt;
&lt;br /&gt;
The Comms Technician is very useful on Veterans because they want orders, and Rebels often have trouble rationing them out. Their better at shooting than normal Troopers, with some anti-tank/cover potential with their heavy option. Their rules also encourage a very defensive playstyle, with one of their keywords literally being Defend. &#039;&#039;&#039;Coordinate: Emplacement Trooper&#039;&#039;&#039; means you&#039;ll want to be within range of an FD turret or Mark II Medium Blaster, as well, so they really don&#039;t want to be aggressive. &lt;br /&gt;
&lt;br /&gt;
They cost more than a rebel trooper squad, with an equal amount of offense per point but worse defense per point. Where they make the point increase back is firing into heavy cover with their Critical 2 heavy weapon and coordinate keyword for emplaced weapons. The Errata has been kind to the vets, so now they do different things from the trooper.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mark II Medium Blaster Trooper==== &lt;br /&gt;
(38 pts.)&lt;br /&gt;
It&#039;s a veteran Rebel equipped with a miniaturized version of the Empire&#039;s E-Web blaster.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts., dropped to 5 pts. by Rules Errata) - Prevents enemy units at range 1 from receiving orders. This unit should never be close enough to use this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Thanks to the Coordinate shenanigans, you could potentially use this to pass on orders to units you couldn&#039;t otherwise give an order token to, like a vehicle when the Command Card only allows troopers.  But... you also need a face up order on this unit to use this unit&#039;s Fire Support, so... meh.&amp;lt;/s&amp;gt; The 1.6 version of the Rules Reference Guide has errata&#039;ed this to be &amp;quot;Non-Emplacement Trooper only&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Transponder&#039;&#039; (4 pts.) - When you activate, if you were activated with an order token from the order pool, gain 1 aim token, gain 1 dodge token, or remove 1 suppression token. This unit loves to provide fire support or shoot normally. The dodge can help keep it alive while it gets into position, the aim allows it to shoot decently well if this isn&#039;t the case, and the ability to remove a suppression can help maintain action economy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice; it ensures you&#039;ll get an order token on the unit at least once when you really want it, especially if your Veterans aren&#039;t near it to Coordinate. Here lies the problem, though. If your Veterans aren&#039;t close enough to coordinate to the Mark II, then you&#039;re doing something wrong.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hacked Comms Unit&#039;&#039; (5 pts.) - During the Issue Orders step of the Command Phase, after an enemy unit at range 1 is issued an order, you may issue an order to yourself, if able. As mentioned, Rebel Veterans won&#039;t want to be this close to the enemy. Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you&#039;re using the Disarray or Rapid Reinforcements battle cards, but really, making use of the Veterans&#039; Coordinate is probably a better option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain &#039;&#039;&#039;Target 1&#039;&#039;&#039; (when issued an order, gain an Aim Token). Can&#039;t go wrong with Aim tokens, especially if you&#039;re not planning on using Fire Support. Even better if you do.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You can field one of these per unit of Rebel Veterans that you also field. They also have to deploy near each other, which you want anyway because the Coordinate rule allows your Veterans to issue an order to one of these units when they are issued an order themselves. Interestingly, the Rules Reference states that the unit with the Detachment rule- the Medium Blaster in this case- doesn&#039;t have to deploy in the deployment zone, meaning with some clever positioning you could effectively get a free Scout-1 move out of it. This may be an oversight, though, so maybe don&#039;t try this. &lt;br /&gt;
 &lt;br /&gt;
It throws four black dice at range 1-3 with &#039;&#039;&#039;Critical 2&#039;&#039;&#039;; it already has normal surge built in. It also has &#039;&#039;&#039;Fire Support&#039;&#039;&#039;, meaning if it&#039;s got a face up order token and is within range/LOS of the target, it can add its dice and Critical 2 to another friendly unit&#039;s shooting pool. So it can give your nearby squads some heavy punch when you really need it. This can be a critical part of your gunline; This is why you want to make sure you&#039;re using Coordinate to keep it ready to fire.  It also has &#039;&#039;&#039;Sentinel&#039;&#039;&#039; for the boost on Standby range, as most gun emplacements do. Don&#039;t forget that you can use Standby to get around the gun&#039;s &#039;&#039;&#039;Cumbersome&#039;&#039;&#039; rule!&lt;br /&gt;
&lt;br /&gt;
You are generally going to want to field it naked, or maybe with a Linked Targeting Array if relying on standby actions. You can then get an aim token along with a dodge token, with the array, to both make their shooting more potent and to also make a flimsy unit slightly more durable. When it does have to make a move, remember that it can make one free 360º pivot before or after each movement it makes (due to Reposition and Full Pivot). Remember that you can&#039;t use it&#039;s upgrades during fire support. &lt;br /&gt;
&lt;br /&gt;
It&#039;s still a fairly fragile Rebel unit- 4 wounds, 2 Courage, and white dice with surge on defense.  Make sure to maximize Cover as much as possible to keep it alive. But if you can do this, it is the definition of a glass cannon, hitting harder than a naked squad of rebel troopers. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Special Forces&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
0-3&lt;br /&gt;
&lt;br /&gt;
Slightly more elite troopers to back up your Corps.  Most of them are basically more specialized versions of Corps units.&lt;br /&gt;
&lt;br /&gt;
====Rebel Commandos==== &lt;br /&gt;
(48 pts.)&lt;br /&gt;
Veteran Rebel troops who specialize a little bit more in sniping and spec ops.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DH-447 Sniper (28 pts.)&#039;&#039; - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1. It also has the &amp;quot;High Velocity&amp;quot; rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (like anyone with Block or Deflect).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proton Charge Saboteur&#039;&#039; (23 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it.  Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Not a terrible choice considering the Commandos come with the Low Profile rule; however, if you have them in at least light cover, this is a useless upgrade. A general pass that may find some use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Good for keeping the squad&#039;s suppression under control, especially if they wind up isolated from a commander.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Especially useful if you&#039;ve gone with the sniper and use him to focus fire on enemy characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not that useful, because you won&#039;t want to go on standby that often. Snipers, especially, won&#039;t want to be this close. Range 5 exists for a reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while the unit has lost a model, gain 1 red attack die. You don&#039;t want these guys in melee. They&#039;re not terrible at it, but it&#039;s not their strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This is always nice to have, especially if you take the mine as a heavy weapon, encouraging more mobility. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This can be very nice, and can make commandoes much harder to kill. However, it might also be wasted on them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts., reduced to 5 pts. by rules errata) - Prevents enemy units at range 1 from receiving orders.  Might be useful for screwing with Confederacy droids doing their Coordinate daisy chains, or if you&#039;ve gone the Saboteur route and just want to screw with the enemy, but otherwise, meh. This is primarily a ranged unit and generally shouldn&#039;t get close enough to use this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. If these guys can be issued an order, you probably want them using that order and not passing it on.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Very useful for times when your Command is limited (like Son of Skywalker) and you really want to get this unit an order. Other units may want this upgrade more, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Could be useful if you&#039;re doing a mission like Disarray, or their Scout move has pushed this squad too far away from the Commander to be issued orders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Not really that useful for this unit as it&#039;s a strong offensive unit that you want shooting, not dumping tokens on other units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Commandos won&#039;t benefit from this as much as other units would. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. These guys really shouldn&#039;t be moving too much but if you are very afraid of slowing down due to terrain, here&#039;s the fix. Also could be useful if using the Saboteur and looking to get up close fast; This gear will ensure that you aren&#039;t slowed down as you try to get close. Also note that their Scout move ignores difficult terrain!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. As with environmental gear, this isn&#039;t a high priority upgrade unless that specific kind of terrain is an issue for you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Very cheap, and stacks with the Commandos&#039; Scout 2 rule, giving them a hefty Scout 3 move to start the game. Very good option that you should always consider taking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. These guys throw black dice with surge on offense, so they hit about 63% of the time. Therefore, rerolls are always welcome! This is a pretty good choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die, that ignores cover. You&#039;re already throwing black dice and have Sharpshooter 1, so these are of limited usefulness to this squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die with critical surge. A very nasty surprise for enemies who get too close; 1:4 chance of crit even makes them potentially useful against enemy tanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Very useful for popping enemy armor, but the short range means they&#039;ll probably see it coming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - as a normal action, the unit leader gains &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;. This allows him to drop a smoke token within range 1 of him. A smoke token gives +1 Cover to all units whose leader is within range 1 of it, but also grants that cover to an enemy unit they shoot at. Stacks with other smoke tokens and the Low Profile rule that the Scouts already have, but you can get the same effect by just having them in some sort of cover anyway. Generally a pass because this unit is expensive and you&#039;re going to want it aiming/dodging and firing, not dropping smoke.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons to ensure it goes off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are an upgraded version of normal Rebel Troopers. They have the same stats but +1 Courage. They drop nimble, but gain &#039;&#039;&#039;Low Profile&#039;&#039;&#039;, &#039;&#039;&#039;Scout 2&#039;&#039;&#039;, and &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;. They throw the same one black die with range 1-3 each, also with normal surge. These guys are good for ranged combat, especially for picking away at enemy troops who think they&#039;re in a good defensive position. As for the upgrades, the sniper works well since it&#039;s just adding more ranged power that can really threaten characters. The saboteur still has the same A-200 rifle as his comrades but gains the range 1 bomb dropping as described above. Give the Saboteur squad some Frag grenades and you suddenly have a fairly effective assault squad. Remember, you can have multiple bombs out, and you can activate them after any units action. &lt;br /&gt;
&lt;br /&gt;
The downsides to these guys start with that despite how expensive they are (50 pts before any upgrades, as opposed to basic Rebel troopers only costing 40), they&#039;re still just Rebels. One wound each with white defense dice, surging to defend, means they&#039;re just as frail as most other Rebel units. If you go big on the bells and whistles, the squad can easily cost over 100 pts, as well.  You need to decide what role you want the squad to fill, and then upgrade them to suit that. They are too expensive to try to fill multiple roles.&lt;br /&gt;
&lt;br /&gt;
In fact, they&#039;re too expensive, as is, period. The Strike team is far more efficient and allows for more activations. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rebel Commandos Strike Team==== &lt;br /&gt;
(20 pts.)&lt;br /&gt;
A two man team of Commando specialists.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;DH-447 Sniper (28 pts.)&#039;&#039; - Gain a sniper with range 1-5 throwing a black and a white die, with Pierce 1.  It also has the &amp;quot;High Velocity&amp;quot; rule, which means that if the attack pool only consists of weapons bearing this rule, the target unit cannot spend Dodge tokens. This makes it pretty valuable for knocking wounds off enemy characters, especially those who rely on Dodges (eg anyone with Block or Deflect).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Proton Charge Saboteur&#039;&#039; (26 pts.) - Gain a trooper carrying the explosive charges used by the Rebels at Endor. The trooper can drop one per turn within range 1 of himself, and detonate them any time thereafter after a unit completes an action. The explosion does an attack of 1 red and 2 white (with Blast, Impact 1, and critical surge) to all units within range 1 of it. Not a bad way to thin out bottlenecked enemy units, but be wary of blowing up your own units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover.  You don&#039;t really need this thanks to Low Profile- if you have a least light cover, this upgrade is useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. A little pricey for such a small unit, but does help keep suppression under control.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token.  Very helpful for sniping characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  You don&#039;t need this. The sniper has great range and you&#039;re effectively limiting it to range 3 with Standby. The saboteur has super short range, and you probably want to get up close to actually drop his bombs.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while the unit is wounded, it gains 1 red attack die. To actually use this, you&#039;d have to be down to one model left in the unit. And that one model has to be in melee. Where you probably don&#039;t want him to be.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This is only really good on with the mine, because the sniper doesn&#039;t necessarily need to move at all. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. For such a small squad, this upgrade will undoubtedly be wasted. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Might be useful on the saboteur unit but the sniper should never be close enough to use it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one.  Limited utility since, how often is that situation going to come up with these guys?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. A little costly but can ensure that your dudes get an order when you really need it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields.  On larger battlefields or when fighting a mission like Disarray, can be very useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Rather expensive and generally better on other units. You want these guys doing their appointed mission, not sitting around dropping Aim tokens on others.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.  Considering these guys are wiped out after suffering two wounds, this is not a bad option. Still a little too costly, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. If you&#039;re struggling with being slowed by difficult terrain, this will help. However, unless you&#039;re going with the saboteur option and are looking to act as an assault unit, you probably don&#039;t need this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. If you&#039;re struggling with lots of climbable terrain, this will help. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Stacks with the Scout 2 that the team already has, for Scout 3. It&#039;s also cheap, making this a very attractive choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Not really super necessary since the team will never be throwing that many dice to begin with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. Not too useful on Commando Strike Teams.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die and ignores cover.  These guys already throw black dice with Sharpshooter 1 so they&#039;re at least partially ignoring cover. The small size of the squad will limit the damage they can do, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Can be a nasty surprise but small squad size will severely limit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1.  Useful for punching holes in enemy tanks but small squad size will severely limit damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - as a normal action, the unit leader gains &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;.  This allows him to drop a smoke token within range 1 of him.  Any unit whose leader is within range 1 of the token gains +1 cover, but it also grants that bonus to the unit&#039;s target when shooting. Does not stack with Low Profile, which requires the unit to be in light cover to benefit. Just remember that it does take one of your unit&#039;s two actions. Maybe useful on the Saboteur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). You won&#039;t want to get close enough to use this. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The unit consists of one man and you are required to buy a heavy weapon to accompany him, which  becomes the unit leader. This gives you a Commando squad heavy weapon without having to actually field a whole squad. The Sniper team is particularly effective at controlling sectors, given the long range and the threat they pose to enemy elites/characters. Just be wary that, as always, they&#039;re still just fragile Rebels. Be sure to position them in at least light cover to increase the odds they&#039;ll survive any shooting they may suffer. The Saboteur is great for locking down an area, unless your enemy really wants to tempt the dice gods. &lt;br /&gt;
&lt;br /&gt;
As with the full Commando squad, decide what you want these guys to do and then equip them to fit that role, as they can&#039;t really do multiple roles.&lt;br /&gt;
&lt;br /&gt;
Generally a better option over the full commando squad. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Catachan Jungle Fighters|Rebel Pathfinders]]==== &lt;br /&gt;
(58 pts.)&lt;br /&gt;
The squad of Rebels that accompanied Jyn Erso and Cassian Andor to Scarif at the climax of &#039;&#039;Rogue One&#039;&#039;. They excel at sneaking into forward positions and springing surprise attacks while maximizing cover to survive counterattacks. For Jedha!!!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Pao&#039;&#039; (22 pts.) - adds the unique, 2 health Pao character to your squad. He becomes the squad&#039;s leader and has the &#039;&#039;&#039;Inspire&#039;&#039;&#039; 1 rule, plus his rifle fires 1 red and 1 white at range 1-4. He gives a slight bump to ranged firepower plus a morale boost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bistan&#039;&#039; (28 pts.) - adds the unique, 2 health Bistan character to your squad. Exhaust him to make an attack at range 1-4 doing 1 black and 4 white with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Ion 1&#039;&#039;&#039;. He gives your squad some utility against vehicles as well as basically doubling your dice output at long range. Just bear in mind that he exhausts to fire and you&#039;ll have to spend a Recover action to fire him again. He suffers from Ion syndrome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at for cover. This works well with the Danger Sense rule, and you should seriously consider taking this. Remember, Pathfinders only have courage 2, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Could be useful to keep your suppression tokens under control, although you do want some tokens for their Danger Sense ability. If you feel as if your Pathfinders are taking too much suppression, this can be great.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Aim tokens are always nice, and since your normal and long range configs are throwing white dice, rerolls are very useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Can be useful, but you may not want to be on standby too much with Pathfinders. There are better upgrades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die. While Pathfinders aren&#039;t terrible at melee, they&#039;re not great at it either, and should probably focus on ranged combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This works well with their &#039;&#039;&#039;Dauntless&#039;&#039;&#039; keyword. This should especially be added to this unit, if you&#039;ve got the points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Pathfinders won&#039;t be getting dodges too often, so this may be wasted. If you can get them dodges, then SA could find some use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Could be fun for screwing with B1 and B2 Battle droids trying to make use of their Coordinate rule; otherwise, pretty situational, and there may be better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Pathfinders may want the order you gave them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Useful for keeping orders on the unit even when they&#039;re away from the commander, which is possible considering they have infiltrate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Pathfinder&#039;s infiltrate means they may find good use out of this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token.  Pathfinders need to manage their actions carefully and don&#039;t really have the luxury of using those actions to pretend to be General Veers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Infiltrate will probably solve most issues with terrain that you may have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Infiltrate will probably solve most issues with terrain that you may have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Works well with Infiltration to get your Pathfinders where you want them, and it&#039;s cheap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. If you&#039;re able to reliably get aim tokens (the Hunter upgrade, being recommended), this will help with the white dice you roll on your attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. This is especially useful to get your troops into position, or traverse a dense battlefield. You can&#039;t really go wrong with this one, although infiltrate does hinder it&#039;s usefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-300 Short Range Config&#039;&#039; (0 pts.) - one red die per trooper at range 1-2. Essentially turns your A-300 into a hard hitting pistol. Recover to flip the card to the Long Range Config.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-300 Long Range Config&#039;&#039; (0 pts.) - one white die per trooper at range 1-4. Lose a white die to gain a bump in range. Recover to flip the card to the Short Range Config. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die that ignores cover. The short ranged config on your A-300s is probably better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Exactly the same as your Short Range Config but with critical surge instead of normal surge. Could be useful in a pinch if you get stuck with your A-300s in Long Range configuration. Also may be useful if cover is being a problem. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Bistan is this units best hope of countering armor, and this gives a great bonus to that. Being in range to throw these, though, may be an issue.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to gain Smoke 1, which allows you to deploy a smoke token within range 1 and line of sight of your squad leader. Smoke tokens grant +1 Cover to all units whose unit leader is within range 1 of a token, includign enemy units. Since these guys infiltrate, there&#039;s a good chance they could be isolated away from the rest of your army, and a little extra cover couldn&#039;t hurt. Their actions need to be managed carefully, though, and spending an action on deploying smoke means you&#039;re skipping doing something else (especially once they become Suppressed and lose an action).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons as well.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Pathfinders are another solid shooting unit in an army that focuses heavily on good shooting. Think of those aforementioned Rebels in Rogue One, and how they fought, and that&#039;s how you should use these guys; Have them skulk ahead of your army, pin the enemy in place, and weather return fire while the rest of your army gets into position to help them out.&lt;br /&gt;
&lt;br /&gt;
They have three ways they can fire their guns. Their Default configuration, which fires 2 white dice at range 3, pretty brutal. The Long Range configuration, which hits like a wet noodle at 1 white at range 4, but allows you to harass enemies beyond their effective range (and add more damage to Bistan/Pao). Short range configuration fires a single Red dice at range 2, a very reliable attack. They also have some interesting abilities to help with defense. Pathfinders throw white defense dice with surge, like most of their Rebel compatriots. Additionally, they have the &#039;&#039;&#039;Danger Sense 3&#039;&#039;&#039; rule, which allows them to choose not to remove suppression tokens, and when defending against ranged attacks, they can roll extra defense dice equal to the number of suppression tokens they have, to a maximum of 3 extra dice. They also have &#039;&#039;&#039;Dauntless&#039;&#039;&#039;, which allows them to make a free move when they&#039;re suppressed (but not panicked) if they take an extra suppression token, so they still function largely normally even when full of suppression tokens. Their Courage 2, however, means they can&#039;t go overboard with the suppression, so manage that carefully. While they&#039;re not terrible at melee, they&#039;re not great at it either, and they&#039;ll get slaughtered by enemy melee specialists. Lastly, they have the &#039;&#039;&#039;Infiltrate&#039;&#039;&#039; rule, which allows them to deploy almost anywhere on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Pathfinders synergize rather well with Jyn Erso and Cassian Andor, who have similar abilities and Command Cards that work well with them; and when Jyn lends them her Courage 3, it&#039;ll help keep them in the fight. Like Erso, they have Infiltrate and can start out anywhere on the board as long as no enemy unit is within range 3 of them when they deploy. Deploy them first and they can be anywhere! Cassian can also have this if you sacrifice his Commander role to become an Operative.&lt;br /&gt;
&lt;br /&gt;
Very much worth remembering that they will always have access to two different blasters; The one on the configuration card and the baseline profile. You will probably only have use for the long range profile for a turn or two, but after that you will be using one of the others. Against armored targets you will be best using the rifle profile since you are fishing for critical hits. Bistan can be a massive help with this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wookie Warriors (Freedom Fighters)==== &lt;br /&gt;
(69 pts.)&lt;br /&gt;
Do you like tearing arms off things?  So do these guys! it&#039;s a squad of Chewbaccas. This is the melee variant now that the new box is out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bowcaster Wookiee&#039;&#039; (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca&#039;s bowcaster. It fires one red and white die at range 1-3, with Impact 1 and Pierce 1.  Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. With it&#039;s dice and &#039;&#039;&#039;Peirce 1&#039;&#039;&#039; the best use of it its to put a wound on a target so you can trigger hunter when you make it to melee. Even the threat of letting Wookies catch a wounded character, is enough to force a more defensive play style.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Shield Wookiee&#039;&#039; (26 pts.) - Adds a Wookiee with a big combat shield into the unit. The card has two sides to it, Defensive and Offensive. The Defensive side gives you Armor 1 and two black dice, but it reduces your speed by 1. The Offensive side gives you two red dice and that&#039;s it. At the start of your activation you can flip the card. This is an exceptional choice for Wookiees inside an A-A5 Speeder Truck. Remember that heavy weapon guys always have the unit&#039;s base weapons, so he has the pistol as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Gun Wookiee&#039;&#039; (26 pts.) - Practically useless for these guys, this Wookiee gives you a range 1-4 gun throwing 2 black dice with &#039;&#039;&#039;Suppressive&#039;&#039;&#039;. Can proc hunter like the Bowcaster but the Bowcaster is only five more points and much better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good. Even better now that it&#039;s 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Wookiees specialize in close quarters and melee combat; they generally shouldn&#039;t be on Standby.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it&#039;ll make their already deadly melee even more terrifying. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. How about...No!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it&#039;s super cheap. A decent choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. If you&#039;ve got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don&#039;t want to be stopping your advance to have the Wookiees take an Aim action. There are better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool &#039;&#039;Ignores cover&#039;&#039;&#039;, effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can&#039;t quite get a charge off.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad&#039;s leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. While this is handy for helping protect your totally unarmored Wookiees as they advance, it&#039;s probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols, as well!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Like Chewbacca, these guys should be considered a &amp;quot;glass cannon&amp;quot;. Excluding characters, they are among the best melee units in the game. They throw 2 black dice per model with normal surge; and they have an &#039;&#039;OK&#039;&#039; pistol attack, with 1 black and 1 white at range 1-2. They are rather easy to kill; while they do have a high wound threshold of 3 per model, they also only throw white dice with no surge on defense. When they get hit, they are probably taking it. Thankfully they have Charge and scale which allows them to traverse terrain without difficulty. They also have the Indomitable rule, which allows them to roll red defense dice to Rally rather than white, giving them pretty good control over suppression. Now that they have &#039;&#039;&#039;Duelist&#039;&#039;&#039;, they are proper CQC units that will tear apart anything.&lt;br /&gt;
&lt;br /&gt;
Make heavy use of Dodges and Cover to keep these guys alive and get them into melee as quickly as you can. Hunter and Tenacity are both great upgrades for them. Wookie Warriors are work well with equally as aggressive lists, to divide how much fire they may take. Luke, Sabine, Cassian, and Han are great commanders for them. Fleet Troopers, Tauntauns, and the speeder vehicles are great additions, as well. The A-A5 Speeder Truck was made for these guys. Transporting and healing all rolled into one. The new Battle Shield also gives them some extra survivability while increasing their melee punch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Wookiee Warriors (Kashyyk Resistance)====&lt;br /&gt;
(72 pts.)&lt;br /&gt;
Some pissed off Wookiees armed with Covenant Carbines from Halo 2. Awesome.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bowcaster Wookiee&#039;&#039; (31 pts.) - gives you an extra wookiee carrying a weaker version of Chewbacca&#039;s bowcaster. It fires one red and white die at range 1-3, with &#039;&#039;&#039;Impact 1&#039;&#039;&#039; and &#039;&#039;&#039;Pierce 1&#039;&#039;&#039;.  Gives your squad a little ranged punch and can even ping a wound on enemy armor, as well. Matches the playstyle of these Wookiees more than the regular version. Use it to hug close to the enemy and blast anything with a red save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Shield Wookiee&#039;&#039; (26 pts.) - Adds a Wookiee with a big combat shield into the unit. The card has two sides to it, Defensive and Offensive. The Defensive side gives you &#039;&#039;&#039;Armor 1&#039;&#039;&#039; and two black dice, but it reduces your speed by 1. The Offensive side gives you two red dice and that&#039;s it. At the start of your activation you can flip the card. Not as synergistic as it is with the more melee-oriented shag carpets, but still useable. Keep it on offense for mobility, then flip to defense to just turtle down and shoot. The shield bearer gets to use the same rifles as the others, so you get some additional firepower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long Gun Wookiee&#039;&#039; (26 pts.) - Practically useless for these guys, this Wookiee gives you a range 1-4 gun throwing 2 black dice with &#039;&#039;&#039;Suppressive&#039;&#039;&#039;. Can proc hunter like the Bowcaster but the Bowcaster is only five more points and much better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (2 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Wookiees are pretty easy to kill, so anything that can help keep them alive is welcome, and their Indomitable rule helps keep suppression under control. Pretty good. Even better now that it&#039;s 2 points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Indomitable makes this not super necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Very handy for when you finally get these guys into melee, assuming you manage to wound your target first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3.  Wookiees specialize in close quarters and melee combat; they generally shouldn&#039;t be on Standby.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded, gain 1 red attack die.  Another excellent choice as your Wookiees are fairly easy to wound and any melee boost is welcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. This can especially help during the turn in which Wookies charge, because it&#039;ll make their already deadly melee even more terrifying. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. If your Wookies can get dodge tokens, then this is a great upgrade. If not, then this is largely wasted, obviously. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. How about...No!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Kind of useful of Wookies, but it will make an already expensive unit even more expensive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain Unhindered, allowing you to ignore difficult terrain. Wookiees already have the Scale keyword, making this pointless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain Expert Climber, allowing you to clamber without rolling dice or taking wounds. Wookiees already have the Scale keyword, making this useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain Scout 1, allowing you to make a speed-1 move after you deploy. Gets you slightly closer to the thing you want to rip arms off of, and it&#039;s super cheap. A decent choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. If you&#039;ve got Hunter or some other way of getting easy Aim tokens, this can be worth taking. But you probably don&#039;t want to be stopping your advance to have the Wookiees take an Aim action. There are better options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. They already have scale, though, so this is literally useless. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades (3 pts.)&#039;&#039; - Range 1 attack with 1 black die that ignores cover. Unless your target is in heavy cover, your pistols are probably better. Though you only need to have one Wookie throw one to give the whole pool &#039;&#039;Ignores cover&#039;&#039;&#039;, effectively only giving up one white die. Still might not be worth it since, if you are in range, you probably should have charged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. Not a bad choice for when you can&#039;t quite get a charge off.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. These make tanks go boom. However, the small squad size of the Wookiees limits the damage potential.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Spend an action to gain Smoke 1, which allows you to place a smoke token within range 1 and line of sight of the squad&#039;s leader.  Smoke tokens give +1 Cover to all units whose leader is within range 1 of them, but also grant that cover to an enemy unit they shoot at. While this is handy for helping protect your totally unarmored Wookiees as they advance, it&#039;s probably better on a cheaper unit like Rebel troopers, and then let them lay down cover for the walking carpets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols, as well!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Wookiee Warriors who trade their knife and pistol for a rifle. They can no longer charge, but have &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to help against cover. Their shooting has been reduced to only 2 white dice but can now hit up to range 3 while their melee capability has dropped from 2 black to just 1 Black and 1 White.&lt;br /&gt;
&lt;br /&gt;
These wookiees are just kind of caught between two stools, which is why you don&#039;t see them all that often compared to the standard Wookiee Warriors (if at all). Their shooting is safer, but now their damage output is only about on-par with pathfinders and although their melee is still good, they can almost never get engaged with enemy units without charge and they can&#039;t even take high-value targets without the tried-and-tested Offensive Push + Duelist combo their ferocious brother&#039;s can pull off. Perhaps their one saving grace is better synergy with the bowcaster heavy weapon, as their guns match range with the bowcaster, giving you a precious source of &#039;&#039;&#039;Pierce 1&#039;&#039;&#039; to dish out at range 3.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mandalorian Resistance==== &lt;br /&gt;
(72 pts.)&lt;br /&gt;
A squad of Mandalorian warriors fighting against the Empire. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beskad Duelist&#039;&#039; (28 pts.) - adds a mini with a 2 red melee attack, and the new &#039;&#039;&#039;Duelist&#039;&#039;&#039; rule. Duelist grants the unit Pierce 1 when they spend an Aim token in melee, and Immune: Pierce when they spend a dodge. A really nice upgrade that makes them an immense close quarters threat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tristan Wren&#039;&#039; (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). A really nice upgrade, but better on Clan Wren.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ursa Wren&#039;&#039; (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon&#039;s range by 1). She also has the Leader keyword, which makes her the Leader of the squad. A really nice upgrade, but still better used in Clan Wren. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jetpack Rockets&#039;&#039; (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don&#039;t want to be stuck with a single action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good, especially with the Beskad Duelist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. You won&#039;t want Mandos on standby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended without the Beskad Duelist. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Mandalorians will want to be on the move, especially considering their range, and this can especially be nice for the turn you charge into melee with a Beskad duelist squad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. Like with Sabine? Making Mandalorian durability even better? Need I say more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders (unless it&#039;s a character issuing an order to himself). Not bad, especially with the Beskad. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. You&#039;ll probably want to keep the order, if it was given to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Potentially useful if you expect the unit to be away from the commander or just want to ensure they get issued an order when you really need it.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Very meh, because you&#039;ll probably be running Mandos with commanders that can keep pace with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Mandalorians won&#039;t want to be token generators. Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation.  Lets a unit (hopefully) survive to shoot one more time. Could be useful, for those hard hitting ranged or melee hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This isn&#039;t necessary, considering they have Jump 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. &#039;&#039;This isn&#039;t necessary, considering they have Jump 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Useful, but situational. Wouldn&#039;t recommend. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Mandalorians already have jump 2, but they may find &#039;&#039;some&#039;&#039; use out of this. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (5 pts.) - Range 1 attack with 1 red die and critical surge. This isn&#039;t bad, but your shooting also kind of makes this unnecessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn&#039;t too useful considering the tools you have access to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Use an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1 and line of sight of the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it. This includes enemy troops. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your pistols, as well!&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. They come with 1 health, 2 courage, and surge to hit/defend. This means they have a native 3+ save, with &#039;&#039;&#039;Impervious&#039;&#039;&#039; to top it all off (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). &#039;&#039;&#039;Nimble&#039;&#039;&#039; means they can recycle dodge tokens, to top it all off!&lt;br /&gt;
&lt;br /&gt;
Their shooting is 2 black dice at range 1-2, with a black and white die in melee. They&#039;re also speed 3 with &#039;&#039;&#039;Jump 2&#039;&#039;&#039;, making them a terrifying mobile threat. Tristan Wren and Ursa Wren can improve this a bit, but they&#039;re generally better used in the Clan Wren strike team. Jetpack rockets are also just a nice addition that can cause decent damage to units at range. Equipping this squad with the Beskad Duelist makes it a great danger to most units. Even Jedi will struggle to hurt these warriors, as pierce can largely be ignored. Mandalorian Resistance is best used aggressively for this reason. Don&#039;t forget, as well, that they are troopers, so they can capture points. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Mandalorian Resistance, Clan Wren==== &lt;br /&gt;
(34 pts.)&lt;br /&gt;
Ursa and Tristan Wren join the fight to aid the Rebellion. This family reunion is going to be quite explosive, huh?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Weapon Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tristan Wren&#039;&#039; (38 pts.) - adds Tristan Wren as a mini with 2 wounds. He has a rifle that fires 2 black dice at range 1-3, with Lethal 1 (While attacking, spend up to 1 aim token to gain pierce 1) and suppressive. Suppressive means that, after you attack, the defender gains 1 suppression token (in addition to the one they would normally get). You &#039;&#039;have&#039;&#039; to take him and Ursa Wren in this squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ursa Wren&#039;&#039; (38 pts.) - adds Ursa Wren as a mini with 2 wounds. She has a pistol that fires 1 white, 1 black, and 1 red at range 2 with Long Shot (While attacking, spend up to 1 aim token to increase this weapon&#039;s range by 1). She also has the Leader keyword, which makes her the Leader of the squad. You &#039;&#039;have&#039;&#039; to take her and Trsitan Wren in this squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armament Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jetpack Rockets&#039;&#039; (8 pts.) - each model can fire a rocket with range 3-4, 1 red each and &#039;&#039;&#039;Impact 1&#039;&#039;&#039;. The green X means it can only be used once per battle. It gives the Rebels a much needed and very powerful anti-tank attack. The long minimum means you can either open with this attack or wait until Tristan Wren is within range, to make a devastating single turn attack pool. Clan Wren, however, only gets 3 shots off. Best used when Tristan Wren is in range to use him weapon, to benefit from the pierce one and suppressive keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. They only have courage 2, and they will most likely be absorbing a good amount of shots. Not recommended. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Really nice, considering you really don&#039;t want to be stuck with a single action. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. You won&#039;t want Clan Wren on standby.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack while you are wounded gain 1 red attack die. Not recommended, because you won&#039;t want Clan Wren in melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Like with normal Mandalorians, Clan Wren will want to stay on the move. This is almost literally free aim tokens, just waiting for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. &#039;&#039;Again.&#039;&#039; Mandalorian durability made better? Yes!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders, unless it&#039;s a character issuing an order to himself. Clan wren won&#039;t want to be this close, generally, but can hold their own. Not recommended, but not useless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. You&#039;ll probably want to keep the order, if it was given to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Clan Wren should be near Sabine all the time, so orders won&#039;t usually be a problem. Mild pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (5 pts.) - You always count as being within range of your commander. Very meh, because you&#039;ll be running them with Sabine.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gear Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Electrobinoculars&#039;&#039; (8 pts.) - Gain the ability to spend an action to give another friendly unit at range 1 an aim token. Clan Wren doesn&#039;t want to do a Leia impression. Hard pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Emergency Stims&#039;&#039; (10 pts.) - When you would suffer wounds, prevent up to 2 of them, then suffer the same amount you absorbed with this card at the end of your next activation. Lets a unit (hopefully) survive to shoot one more time. Could be useful, but Clan Wren will already end up costing a good bit. Maybe a bit much.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Environmental Gear&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Unhindered&#039;&#039;&#039;, allowing you to ignore difficult terrain. This isn&#039;t necessary, considering they have Jump 2.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grappling Hooks&#039;&#039; (1 pts.) - Gain &#039;&#039;&#039;Expert Climber&#039;&#039;&#039;, allowing you to clamber without rolling dice or taking wounds. &#039;&#039;This isn&#039;t necessary, considering they have Jump 2.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Recon Intel&#039;&#039; (2 pts.) - Gain &#039;&#039;&#039;Scout 1&#039;&#039;&#039;, allowing you to make a speed-1 move after you deploy. Generally good.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Targeting Scopes&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Precise 1&#039;&#039;&#039;, allowing you to re-roll 3 dice when you spend an aim token. Useful, but situational. Wouldn&#039;t recommend, even with the free aim token from Sabine. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ascension Cables&#039;&#039; (4 pts) - Until the end of your activation, you gain scale. Clan Wren also has Jump 2, so this isn&#039;t too useful. It may see some niche use, but is overall not worth it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grenade Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Concussion Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die that ignores cover. Your shooting is good enough to where this isn&#039;t necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fragmentation Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 red die and critical surge. This isn&#039;t bad, but your shooting also kind of makes this unnecessary. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Impact Grenades&#039;&#039; (3 pts.) - Range 1 attack with 1 black die and Impact 1. Again, this isn&#039;t too useful considering the tools you have access to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Smoke Grenades&#039;&#039; (2 pts.) - Use an action to gain &#039;&#039;&#039;Smoke 1&#039;&#039;&#039;, allowing you to put a smoke token out within range 1 and line of sight of the unit leader. Each smoke token gives +1 Cover to all trooper units whose squad leader is within range 1 of it. This includes enemy troops. Not overly good or bad. This can easily boost an already very durable unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;EMP Droid poppers&#039;&#039; (3 pts.) - Range 1 with 1 black die, and an attack pool that includes them gains &#039;&#039;&#039;Ion 1&#039;&#039;&#039; (just one, not one per grenade). If you know you&#039;re facing CIS- especially one heavy with droidekas or AATs- these can be worth taking. You just need to throw one to trigger it, so you can fire your other weapons, as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Mandalorian Resistance and Clan Wren are the most durable unit Rebels have access to outside of Heroes or Operatives. Clan Wren comes with 2 health, 2 courage, and surge to hit/defend, each. . This means they have a native 3+ save, with &#039;&#039;&#039;Impervious&#039;&#039;&#039;, as well (Impervious makes it so you roll additional defense dice to the value of pierce in the attacking pool). &#039;&#039;&#039;Nimble&#039;&#039;&#039; means they can recycle dodge tokens, to top it all off! Clan Wren is so absurdly tough, you will likely see them panic off the table more often than seeing them wiped out&lt;br /&gt;
&lt;br /&gt;
Clan Wren specifically must take both Tristan and Ursa Wren, along with the normal mook, much like a Commando strike team. The mook has the same weapon profiles as a normal Mando, which is 2 black dice at range 1-2, with a black and white die in melee. They&#039;re also speed 3 with &#039;&#039;&#039;Jump 2&#039;&#039;&#039;, making them a terrifying mobile threat. Jetpack rockets are also just a nice addition that can cause decent damage to units at range, especially once Tristan gets into range for his juicy keyword. Clan Wren will often want to be near Sabine Wren, due to their &#039;&#039;&#039;Retinue: Sabine Wren&#039;&#039;&#039; keyword. This means that, so long as they&#039;re within range 1-2 of Sabine, they can gain either a dodge or aim token. This can be very handy for, say, Tristan&#039;s keywords. This is a must have staple if you are taking Sabine Wren.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Support&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
0-3 Selections&lt;br /&gt;
&lt;br /&gt;
Light vehicles and Beasts&lt;br /&gt;
&lt;br /&gt;
====1.4 FD Laser Cannon Team==== &lt;br /&gt;
(70 pts.)&lt;br /&gt;
The big dish-shaped laser cannon from the Rebel base on Hoth during &#039;&#039;The Empire Strikes Back&#039;&#039;. At least they get good television!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. This...This unit can&#039;t move. Who thought putting a Jammer on a turret was a good idea?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a terrible choice, it ensures you can get an order token on this when you most want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Though your immobile nature means that you are more likely to be out paced by your leaders.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generator Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barrage Generator&#039;&#039; (3 pts.) - Exhaust this card to add 2 white dice and &#039;&#039;&#039;Suppressive&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;. Makes the gun a little more useful for shooting at infantry. The two white dice is nice for the greater attack potential, and suppressive is great. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overcharged Generator&#039;&#039; (3 pts.) - Exhaust this card to add 1 black die and &#039;&#039;&#039;Impact 1&#039;&#039;&#039; to your attack with a weapon that has &#039;&#039;&#039;Fixed&#039;&#039;&#039;. Takes a gun that&#039;s good against tanks and makes it even better. 6 black dice with Impact 3 is nothing to sneeze at.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It&#039;s an immobile heavy cannon that specializes at blasting apart enemy tanks, but is still capable of destroying enemy infantry as well. It&#039;s only got 6 wounds and white defense dice with surge for defensive properties, so it&#039;s certainly not invincible. It also has only Courage 2, and if it panics, rather than fleeing (since it&#039;s &#039;&#039;&#039;stationary&#039;&#039;&#039;) it simply does nothing for its activation. So if it starts taking fire, make sure you have a way of keeping it firing. It has range 5, though, so take advantage of this to do heavy damage to enemy armor or high value troops before they are in range to shoot back. The FD turret has 5 black dice native, with surge to hit and &#039;&#039;&#039;impact 2&#039;&#039;&#039;, meaning they can threaten most units. This rolls an average of 3 hits per shot and 2 against armor, while being outside the range of everything but snipers. It has a hard time pushing through cover on its own but it can still reliably suppress targets. It also has a 4 white dice secondary weapon, but its basically useless, as pivot firing is a better emergency option. &#039;&#039;&#039;Sentinel&#039;&#039;&#039; grants improved standby range, which is situational but nice to have.&lt;br /&gt;
&lt;br /&gt;
The barrage generator is a better choice against infantry, because &#039;&#039;&#039;suppressive&#039;&#039;&#039; is pretty powerful and hard to come by in the rebel army and 2 white adds 0.75 damage. The Overcharged generator is more situational but will allow you to whack armor. It only adds an additional 0.625 damage, but &#039;&#039;&#039;impact 3&#039;&#039;&#039; hurts.&lt;br /&gt;
&lt;br /&gt;
They are also emplacement troopers, so they benefit from the coordinate ability of Rebel Veterans. For 70 points you get a great side-grade to the AT-RT that can have some major synergy with one of your troop choices! &#039;&#039;&#039;Stationary&#039;&#039;&#039; makes them much more situational than the AT-RT or taun-taun, so if you are taking more than one you will need a point bid to choose good objectives to maximize their area denial capabilities. If you can get an objective within its range, they can deny it to the enemy and just cause suppression and scratch damage if they dare stand in its arc.&lt;br /&gt;
&lt;br /&gt;
It should be noted that during the Rapid Reinforcements condition card, the FD turret can be infiltrated. Generally, this may not be the best choice. It can be funny, though! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[All_Terrain_Soup|AT-RT]]==== &lt;br /&gt;
(55 pts.)&lt;br /&gt;
Ironstriders, basically. &lt;br /&gt;
&lt;br /&gt;
These are your standard heavy cavalry, and nothing says janky rebel underdogs than using 20 year old clone war surplus to fight for freedom. It&#039;s been one of the most balanced units in the game, as well!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Laser Cannon&#039;&#039; (10 pts.) - range 2-4 firing one red and two black with &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039; and &#039;&#039;&#039;Impact 3&#039;&#039;&#039;. A pretty good anti-tank gun, although the minimum range means you need to make sure you keep your distance. Still, if your opponent brought armor, this should do a decent job of plugging holes in it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Rotary Blaster&#039;&#039; (20 pts.) - range 1-3 firing five black dice and with &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;. A great All-rounder with good damage and good range. With the built-in critical surge of the AT-RT, it can be quite mean against armor, too. Take it if you want a middle-ground between the flamer and the laser.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AT-RT Flame Thrower&#039;&#039; (20 pts.) - range 1 firing two black with &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;, &#039;&#039;&#039;Blast&#039;&#039;&#039; (ignore cover), and &#039;&#039;&#039;Spray&#039;&#039;&#039; (add its attack value to the pool once for every visible model in the target unit). Pretty brutal flame thrower attack if you can get close enough to use it, it will delete horde units like B1s in a single attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Not that great if you plan to take the Rotary Blaster or Laser Cannon. Could be useful to screw with Confederacy B1 droids daisy chaining orders while you&#039;re roasting them with the flame thrower, though!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself  A solid choice to ensure it gets an order even though the Command card you&#039;re using is troopers only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. If you want an AT-RT to get an order, your commander is probably in range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - Gives you a free Aim token when the unit is issued an order. Aim tokens are always nice to have, especially with the gobs of black dice this walker can throw.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
This is a strange little gun platform. It&#039;s got three guns to choose from and they&#039;re all pretty good at doing what they do. Roasting enemies, blasting tanks, or chewing infantry, for 75 points (assuming no Comms upgrade is taken). It&#039;s pretty good in melee too, throwing three red dice as it rakes people with its foot claws. It&#039;s actually pretty sturdy as well, is has &#039;&#039;&#039;Armor&#039;&#039;&#039; and 6 wounds, but the 6+ save (white dice without surge) on defense isn&#039;t very impressive. Even so, anything other than impact weapons has only a 1/8 chance to hit. It can climb terrain without penalty, so use that to your advantage, and use terrain to block incoming fire.&lt;br /&gt;
&lt;br /&gt;
So basically pick a role for it! Long range anti-tank platform, medium range anti-infantry or light vehicle mulcher, or brutal short range anti-infantry shredder. Upgrade it with the appropriate hard point, and send it out to do just that. It should be noted that the guy piloting the AT-RT has a rifle, with 2 white dice at range 1-3. You should rarely, if ever, be using this weapon, though, unless you&#039;ve taken the Flamer hardpoint. &lt;br /&gt;
&lt;br /&gt;
Taking naked AT-RTs is actually a viable strategy, considering they&#039;re a durable platform with 3 red dice in melee. Laugh, as one back kicks General Grievous to death! Also keep in mind, in general, that AT-RTs give cover to trooper units behind them. &lt;br /&gt;
&lt;br /&gt;
They are generally good to have and are cheap enough to not hinder list building. The laser cannon also took a massive point cut to just 10pts, so you can take it as a budget option.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tauntaun Riders==== &lt;br /&gt;
(95 pts.)&lt;br /&gt;
Cold weather, fast attack. Where RTs are your heavy cavalry, these are your light cavalry.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Training Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Duck and Cover&#039;&#039; (4 pts.) - You can intentionally gain 1 Suppression while being shot at, for cover. Can be useful, along with Agile, in helping keep your Tauntauns alive as they charge forward. However, keep in mind that they do only have courage 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Endurance&#039;&#039; (6 pts.) - At the end of your activation, remove 1 Suppression for free. Also potentially useful as they only have Courage 2 and you want to keep them moving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hunter&#039;&#039; (6 pts.) - When attacking a wounded trooper unit, get 1 free aim token. Rerolls are generally nice, and fits the aggressive playstyle that Tauntauns encourage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Overwatch&#039;&#039; (4 pts.) - Gain &#039;&#039;&#039;Sentinel&#039;&#039;&#039;, making your standby range 1-3. Not a good option, as they guys want to be moving and attacking, not standing still. Plus their guns are only range 2. Hard pass. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tenacity&#039;&#039; (4 pts.) - When making a melee attack, while you are wounded, gain 1 red attack die. Very attractive option, as Tauntauns have amazing melee capabilities. Highly recommended, unless other upgrades appeal to you more.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Offensive Push&#039;&#039; (4 pts.) - exhaust to gain &#039;&#039;&#039;Tactical 1&#039;&#039;&#039;, which is gaining a free aim token after making a standard move. Tauntauns with what are effectively free aim tokens? Sounds amazing, but isn&#039;t. You&#039;re attacks are consistent enough, as is, and other upgrades are better.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Situational Awareness&#039;&#039; (2 pts.) - You gain Outmaneuver, meaning you may spend dodge tokens to cancel crits. This is how you make Tauntauns even more annoying to deal with!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Tauntauns are an extremely aggressive unit, so this is a really nice addition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Relay&#039;&#039; (5 pts.) - Allows a unit with this equipped to pass an order to another friendly unit at range 1-2, but this means the squad that &amp;quot;passes&amp;quot; the order doesn&#039;t get one. Tauntauns want any orders you give them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Ensures at least once per battle you&#039;ll get these guys an order when you need them to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, and not very helpful on smaller battlefields. Not bad, but not great.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
These guys are a surprisingly hard hitting assault unit. They move shockingly fast, with movement 3. They have Reposition, which allows them to make a free pivot action after moving, and &#039;&#039;&#039;Relentless&#039;&#039;&#039;, which allows them to make a free attack action after moving. This ensures that they will be a constant, aptly relentless, threat on the board. They carry pistols that fire a respectable 2 red dice per model at range 1-2 with &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039; to ignore cover by 1 degree, and then in melee they swing for 2 black and a white each. Additionally, each model has &#039;&#039;&#039;Ram 1&#039;&#039;&#039;, which allows you to automatically turn one die per model, to a critical hit as long as one of the moves you made that turn went for the full distance. Those white dice that almost always miss suddenly become rather useful! If all that weren&#039;t enough, every time the unit makes a standard move, it gets a dodge token thanks to &#039;&#039;&#039;Agile&#039;&#039;&#039;.  These guys are rather durable for a Rebel unit, but they&#039;re certainly not invincible either; They have 4 wounds per model with, like most Rebel units, only have a 5+ save on defense (white dice with surge).&lt;br /&gt;
&lt;br /&gt;
Use these guys as a fast moving battering ram, collecting up Dodge tokens to protect them and then bulldoze into an enemy you want dead. Lather, rinse, repeat. Their shooting is also decent for what it is. If melee isn&#039;t an option, for whatever reason, they&#039;ll still be able to do a good bit of damage.&lt;br /&gt;
&lt;br /&gt;
The 1.6 version of the rules have altered the Creature Trooper rules slightly so that they can no longer climb/clamber, nor can they do the hit and run attack that made them so nasty.  The pre-1.6 version of the rules allowed Creature Troopers (like Tauntauns) to disengage from combat without having to make a withdraw action- they could simply walk away and attack somewhere else.  The post-1.6 version of the rules toned them down, so that they now make a withdraw move to leave combat like everyone else, but they&#039;re still allowed to take free actions or use abilities.  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Heavy&#039;&#039;&#039;===&lt;br /&gt;
0-2 Selections&lt;br /&gt;
&lt;br /&gt;
The other big units to build the rest of the your army around.&lt;br /&gt;
&lt;br /&gt;
====T-47 Air Speeder==== &lt;br /&gt;
(130 pts.)&lt;br /&gt;
A modified civilian vehicle that provides close air support for the Rebellion. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ryder Azadi&#039;&#039; (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you&#039;ll need to do a Recover action to use it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Outer Rim Speeder Jockey&#039;&#039; (10 pts.) - Gain &#039;&#039;&#039;Cover 1&#039;&#039;&#039; - The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack &#039;&#039;before&#039;&#039; Impact. If your opponent is crit fishing for their anti-armor needs they will be forced to rely solely on natural critical hits, which ignore cover and dodge tokens. Meaning that if there aren&#039;t a lot of heavy weapons this pilot can be overkill. Generally good, but 10 points can be a lot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wedge Antilles&#039;&#039; (5 pts.) - Unique. Exhaust to  pivot once. Like Ryder Azadi, gives you extra maneuverability at the cost of having to exhaust him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mo/Dk Power Harpoon&#039;&#039; (0 pts.) - range 1-2, 1 red die with Impact 1 and Fixed: Rear. It also has the &amp;quot;Tow Cable&amp;quot; rule: If it successfully wounds a vehicle, you can cause that vehicle to execute a Pivot move. The short range is off-putting but you&#039;re practically guaranteed to hit that vehicle when you are in range, and the pivot forces the tank to waste a move action to face the direction it wants. It is also free so the first time it kills anything even a battle droid it will earn it&#039;s points back. Light vehicles are the most vulnerable to it. Scout Bikes and unshielded Destroyers Droids are choice targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ax-108 Ground Buzzer&#039;&#039; (10 pts.) - range 1-2, 4 black dice with Fixed: Rear. A pretty good shooting attack that lets you fire backwards as the speeder zips around. A bit costly, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. Your fast speeder may not always be close enough to utilize this. With your immunity to just about anything that could hurt you at this range, though, this can be situationally useful. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Not a bad choice, as it ensures you&#039;ll get an order token on this at least once when you really want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational, but can be useful.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Can&#039;t go wrong with Aim tokens. Especially with the T-47&#039;s dice.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The T-47 gives your troops the close air support they need to push forward and cap objectives. Its main gun is range 1-3, 3 red 3 black and &#039;&#039;&#039;Impact 3&#039;&#039;&#039;. It&#039;s actually &amp;lt;s&amp;gt;slightly&amp;lt;/s&amp;gt; better than the main gun on an AT-ST, landing 1.5 more hits (Thanks surge:crit), and will deal solid damage to enemy armor.  It&#039;s fast with movement 3 and Speeder 2, guaranteeing that it will always get at least one move. The T-47 is also fairly durable thanks to its 7 wounds, &#039;&#039;&#039;Cover&#039;&#039;&#039;, &#039;&#039;&#039;Armor&#039;&#039;&#039;, and immunity to blast, melee weapons, and range 1 weapons.&lt;br /&gt;
&lt;br /&gt;
It&#039;s best to do hit and run attacks with this unit. Strafing attacks, like real air support, can cause massive damage to the enemies lines. Wedge especially, with his free pivot, helps a ton in this regard. For all of it&#039;s durability, the T-47 will often die fast through focus fire and crit fishing. Be careful where you end it&#039;s movement. Cover and Armor make it resillient to high impact anti-tank weapons, but very vulenrable to massive dice pools fishing for crits.&lt;br /&gt;
&lt;br /&gt;
A double Airspeeder list is possible, given the November 2020 points drop from 140 to 130. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====X-34 Land Speeder==== &lt;br /&gt;
(60 pts.)&lt;br /&gt;
The Toyota truck of Star Wars. Gun, duct tape; Boom. Light assault vehicle. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ryder Azadi&#039;&#039; (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Gives a quick burst of speed or slows the unit down right when you need it; but you&#039;ll need to do a Recover action to use it again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Outer Rim Speeder Jockey&#039;&#039; (10 pts.) - Gain &#039;&#039;&#039;Cover 1&#039;&#039;&#039;. The speeder has cover one by default so now you always have heavy cover. This is an excellent choice. Bear in mind that Cover is applied to an attack &#039;&#039;before&#039;&#039; Impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wedge Antilles&#039;&#039; (5 pts.) - Unique. Exhaust to gain make a free pivot. Like Ryder Azadi, he gives you extra maneuverability at the cost of having to exhaust him.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew Upgrades (x2 Slots)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A-300 Rifle Gunner&#039;&#039; (9 pts.) - Just 2 white dice out to range 3, essentially doubling the &amp;quot;firepower&amp;quot; of the basic unit. Not great but it&#039;s more dice being tossed, and the X-34 does have offensive surge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;RPS-6 Rocket Gunner&#039;&#039; (31 pts.) - adds a missile launcher with range 2-4, throwing one white, black, and red die with &#039;&#039;&#039;Impact 2.&#039;&#039;&#039;  It&#039;s a little pricey but unlike most other missile launchers, doesn&#039;t exhaust to attack. Even if you&#039;re not facing a tank, red and black dice are very welcome, as this vehicle tends to throw a lot of white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrade (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mark II Medium Blaster&#039;&#039; (26 pts.) - throws four black dice at range 1-3, with Fixed: Front. It adds some good firepower to a unit that lacks it. Combine with the RPS-6 and the landspeeder may pose a decent threat to enemy armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;M-45 Ion Blaster&#039;&#039; (31 pts.) - exhausts to fire, but throws 1 black and 4 white dice at range 1-4 with &#039;&#039;&#039;Fixed: Front&#039;&#039;&#039;, &#039;&#039;&#039;Impact 1&#039;&#039;&#039;, and &#039;&#039;&#039;Ion 1&#039;&#039;&#039;. Not a bad choice if you know you&#039;re facing enemy tanks or battle droids, but exhausting to fire means you&#039;ll have to use Recover actions to fire it again.  Take it with the RPS-6 if you &#039;&#039;really&#039;&#039; want to put some hurt on your opponent&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders  You generally don&#039;t really want this close enough to enemies to actually use this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself.  Not a bad choice, ensures you&#039;ll get an order token on this unit at least once when you really want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token).  Aim tokens are always helpful, especially with the amount of dice this thing tends to throw.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The X-34 is basically a medium range gun platform, and can be especially nasty if used in an anti-tank role. Have it zip around the enemy and unload the pain, since &#039;&#039;&#039;Arsenal 3&#039;&#039;&#039; means it can fire all of its guns (except the driver&#039;s pistol). Six wounds, &#039;&#039;&#039;Armor 2&#039;&#039;&#039; and &#039;&#039;&#039;Cover&#039;&#039;&#039; give it some resilience, although like almost all Rebel units, it&#039;s only tossing white dice with surge on defense, so it&#039;s not invincible either. It can even transport a character, &amp;lt;s&amp;gt;but if the vehicle suffers any wounds, the character will automatically suffer one too without being able to defend. A lot of your characters will actually become &#039;&#039;less&#039;&#039; durable in this thing.&amp;lt;/s&amp;gt; With the complete rework of the Transport keyword, passengers in Open transports are now separate targets with heavy cover. They are also now able to fire out of Open transports, allowing you to use the X-34 as a mobile shooting platform. &amp;lt;s&amp;gt;It can even carry a 1.4D Laser Cannon Team, which allows the cannon to ignore its Fixed and Immobile keywords.&amp;lt;/s&amp;gt; It is only a &amp;lt;b&amp;gt;Light Transport 1&amp;lt;/b&amp;gt;, meaning it can only carry one model, and that model must be on a small base. So that&#039;s a big negative on the weapons teams; however, you could have Han Solo do some doubletap drive-bys, or even Op Luke can drive-by with a Lightsaber Throw.&lt;br /&gt;
&lt;br /&gt;
Treat it like the Airspeeder, but...on the ground!&lt;br /&gt;
&lt;br /&gt;
The Landspeeder can be useful to transport a certain blue astromech, though.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====A-A5 Speeder Truck====&lt;br /&gt;
(75 pts.)&lt;br /&gt;
The Volkswagen Minibus of Star Wars. A closed transport with multiple crew slots and the ability to take a big fuck off gun. Great for transporting blue shirted cannon fodder or certain dirty smelly melee hippies. Paint it &amp;lt;strike&amp;gt;extra psychedelic&amp;lt;/strike&amp;gt; [https://www.youtube.com/watch?v=EsvHK4Bt1Y8 &#039;&#039;like a brown 1986 Winnebago Chieftain 33&#039;&#039;] to piss off your friends. Alternatively, you could but a new Chewie and Han model, and paint all three in the style of Space Balls.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Upgrade Cards&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hotshot Pilot&#039;&#039; (8 pts.) - you gain &#039;&#039;&#039;Sharpshooter 1&#039;&#039;&#039;. Sharpshooter is nice but it also requires you to buy one of the ranged weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ryder Azadi&#039;&#039; (5 pts.) - Unique. Exhaust to increase or decrease your speed by 1 while making a move. Speed 2 is only marginally faster than Speed 1 for the A-A5 so this isn&#039;t recommended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Outer Rim Speeder Jockey&#039;&#039; (10 pts.) - Gain &#039;&#039;&#039;Cover 1&#039;&#039;&#039;. This is so far the only Rebel Heavy Support option with no Cover 1. Canceling hits for free is always helpful- bear in mind that Cover is applied to an attack &#039;&#039;before&#039;&#039; Impact.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wedge Antilles&#039;&#039; (5 pts.) - Unique. You gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039; and can exhaust the card as a free action to do a free pivot. Not all that great considering you already get a free pivot each move thanks to Reposition- although a pivot only gives you a 90º turn so Wedge could turn it into a 180º turn. Is that worth it? Probably not. You&#039;re probably better off with one of the other pilots, unless you are looking for a cheap Field Commander option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shriv Suurgav&#039;&#039; (10 pts.) - Unique, and only for the A-A5. You gain &#039;&#039;&#039;Field Commander&#039;&#039;&#039; and can use a free action to give a unit you are transporting or at range 1-2 a dodge token; you can also give the targeted unit a suppression token. This is a very good upgrade, considering the Rebels really like dodge tokens (and cover), especially Luke, Tauntauns, anything Mandalorian, etc.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reckless Driver&#039;&#039; (6 pts. errata&#039;ed to 12 pts.) - A-A5 Speeder Truck only. You have to make a compulsory move, but the first time you displace an enemy unit with movement, they roll a white defense die for each mini in the unit and suffer a wound for each block. Forces you to be more mobile but basically allows you to make extra attacks that the enemy can&#039;t save against, but the odds of actually doing those wounds are very low (1:6). So this is best used against large units like B1 droids- which also tend to be the cheapest ones. This isn&#039;t a terrible upgrade but there are others that are probably better depending on the circumstances. Becomes flat out amazing when you realize you can make three moves into line of sight blocking cover on turn 1 and then spend the rest of your turns backing up, firing, and then making your compulsory move forwards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crew Upgrades (x2 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Backworld Medic&#039;&#039; (12 pts.) - Use an action to heal a wound or restore a mini to a friendly non droid trooper unit at range 1 and in line of sight. Then roll two white defense dice. That unit gains a suppression token for each block or surge. Pretty nice especially for helping keep powerful, shooting-magnet units like Luke alive, but be wary of taking too many upgrades that overtax your action economy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Refurbished &amp;quot;Gonk&amp;quot; Droid&#039;&#039; (14 pts.) - Gain 2 shield tokens that have the potential to recharge for free at the end of your activation. Roll a red defense die for each spent shield and get it back on a block. This is a &#039;&#039;really&#039;&#039; good upgrade. Anything that makes you tougher is to be sought after. Combine with the Speeder Jockey pilot to make a true [[distraction Carnifex]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unorthodox Tactician&#039;&#039; (10 pts. errata&#039;ed to 16 pts.) - At the start of the activation phase (note the 10/27/21 rules update changed this to at the start of the truck&#039;s activation), roll three red defense dice. For each block or surge result, you can dish out an aim token to a unit being transported or at range 1-3 of the truck. This is a very good upgrade and worth taking unless you&#039;re planning on simply bulldozing the truck into the enemy lines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Unstable R5 Astromech&#039;&#039; (6 pts.) - Expend this card to make an extra attack, but you have to roll 3 black attack dice and suffer wounds for each hit and crit. This can be pretty alright. Have R2 or a repair droid in your army to negate the downside a bit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hardpoint Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AG-2G Quad Laser&#039;&#039; (36 pts. errata&#039;ed to 28 pts.) - Throws 6 black dice at range 1-3 with &#039;&#039;&#039;Impact 2&#039;&#039;&#039;. Thanks to the price cut in the 2021 rules update, this is a very attractive option due to the sheer number of dice it throws- and it&#039;s even useful against tanks!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Heavy Laser Retrofit&#039;&#039; (16 pts.) - Fires one of each dice at range 1-4 with &#039;&#039;&#039;Critical 1&#039;&#039;&#039;. Has longer range than the quad, and Critical to help with cover/vehicles, but overall not as good as the Quad. Basically take this to snipe from a distance and save some points.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Comms Upgrades (x1 Slot)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Comms Jammer&#039;&#039; (5 pts.) - Prevents enemy units at range 1 from receiving orders. You generally don&#039;t really want this close enough to enemies to actually use this unless you&#039;re going for the bulldozer effect with the Reckless Driver.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HQ Uplink&#039;&#039; (10 pts.) - Exhaust this to allow a unit to issue an order to itself. Not a bad choice, ensures you&#039;ll get an order token on this unit at least once when you really want it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long-Range Comlink&#039;&#039; (10 pts.) - You always count as being within range of your commander. Situational.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linked Targeting Array&#039;&#039; (5 pts.) - You gain Target 1 (when issued an order, gain an Aim Token). Aim tokens are always helpful, especially with the amount of dice this thing tends to throw, but it can be difficult to get orders to vehicles, limiting the usefulness of this.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Tactics&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The A-A5 is an extremely versatile vehicle. [[Rhino Transport|Comes with no weapons out the box, but can carry a squad of troops inside it.]] with &#039;&#039;&#039;Transport 1:Closed&#039;&#039;&#039;. It has &#039;&#039;&#039;Armor&#039;&#039;&#039;, 8HP, and surge:block which mitigates the white defense die you are used to by now and makes it a real bitch to kill. Speed 1 means it&#039;s not setting any land speed records, but its oblong base cheats out a bit of distance. &#039;&#039;&#039;Reposition&#039;&#039;&#039; and &#039;&#039;&#039;Hover:Ground&#039;&#039;&#039; makes it surprisingly agile despite being a [[neckbeard|fat fuck]] as it ignores low obstacles and can pivot after moving. The latter is very important because of &#039;&#039;&#039;Weakpoint 2:Rear&#039;&#039;&#039;, so you do not point ass to the enemy.&lt;br /&gt;
&lt;br /&gt;
This baby is essential for any CQC list as it lets short-ranged powerhouses like wookiees and fleet troopers close the distance without getting shot at. [[Fish of Fury|You can even use its high durability and long base to body block the enemy]] like the cheese-monger you are. The Vehicle on it&#039;s own is vanilla, does nothing but the base functionality required of your METAL BAWKS, but you can pimp it out to fit any situation. &lt;br /&gt;
&lt;br /&gt;
Starting with with weapons, you can take none at all to save a few dozen points and let the wookiee do all the talking. Moving up, the Heavy Laser Cannon is range 4 weapon with low but consistent damage output of ~1.8 hits per shot, the damage isn&#039;t anything to write home about but often your A-A5 won&#039;t have anything to do once it&#039;s dismounts are out so at least it can chip in suppression and the odd crit. Lastly, the Ag-2G Quad Laser will let rip with 6 Black dice and Impact. This one is quite costly, but if you intend to [[Razorback|follow your troops into combat]] instead of hanging back, then the A-A5 can actually score a few kills and even put a dent in those chicken walkers.&lt;br /&gt;
The other important thing to choose is crew, which all operate on RNG but can at least be triggered every turn at no cost. Like weapons, you can forgo crew entirely if you intend to just shuttle troops around. But for those willing to spend extra, you can take the Unorthodox Tactician to provide much needed Aim tokens to your men, the Backworld Medic to heal your precious pet wookiees, or the Gonk Droid if you really want your enemy to cry in frustration as they try and fail to kill a space-Winnebago. &lt;br /&gt;
&lt;br /&gt;
Note: you may be tempted to take the Reckless Driver and ram your vehicle into the enemy, which is hilarious as hell when it happens but is way too risky. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Unit Upgrade Boxes&#039;&#039;&#039;===&lt;br /&gt;
[[Fantasy Flight Games]] has seen  fit to release new boxes with additional and supplementary upgrades in them. Most of them can be applied to any &amp;lt;b&amp;gt;Trooper&amp;lt;/b&amp;gt; unit with the proper slots, and are detailed in their respective entries. &lt;br /&gt;
&lt;br /&gt;
=====Rebel Specialists Personnel=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Rebel Officer&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;R5 &amp;quot;Astromech&amp;quot;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Rebel Coms Tech &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;2-1B Medical Droid&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Rebel Troopers Upgrades=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Personnel and Heavy Weapon Upgrades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Ishi Tib Rebel Trooper Captain&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Gran Rebel Trooper Specialist&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Ithorian SX-21 Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Theelin DLT-20A Trooper&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==To Be Released==&lt;br /&gt;
&lt;br /&gt;
* Ewoks&lt;br /&gt;
* [[Looted|Hijacked AT-ST]]&lt;br /&gt;
* Ahsoka&lt;br /&gt;
&lt;br /&gt;
==Tactics &amp;amp; Build Help==&lt;br /&gt;
* Some cards have been changed via Errata, so here is a link to it: https://www.atomicmassgames.com/star-wars-legion-documents&lt;br /&gt;
* Taking Luke and Leia, the wonder twins, for their immense synergy is advisable. Luke is fast and hits hard, but is the center of attention, while Leia can hand him dodge tokens to trigger deflect and is better at babysitting the troops. &lt;br /&gt;
** Leia generally makes a great support/back-up commander, regardless. Generally, if you need a commander, while also having the slot and points to spare, she&#039;s a great addition. If 40 points makes a massive difference for your list, the generic commander is a great budget option.&lt;br /&gt;
* All of your support options are good, and can fit most roles. Use FD Turrets in defensive lists and Tauntauns in aggressive lists. AT-RTs are a great middle-ground between the two, if more flexibility is needed.&lt;br /&gt;
* Rebel DLTs are very competitive right now, outside of completely naked troopers, but the Z-6 can give some wild rolls, occasionally. &lt;br /&gt;
* Rebels have access to a surprising amount of threat saturation. Sabine and Mandalorians, Tauntauns, AT-RTs (especially the Flamer variants), Fleet Troopers. The list goes on. Rebels can easily create control lists with these units and dominate what your opponent does. Combine this with a commander like Han, who further messes with your opponent, and you&#039;ll have an annoying list to deal with.&lt;br /&gt;
**You have extremely good close combat options in general, and most of which have at least speed 2, so you have a much easier time dealing burst damage.&lt;br /&gt;
* Let us not forget about the danger sense crew of Jyn, Cassian, and Pathfinders. Imperial suppression getting you down? Not anymore, with all that suppression control and benefits! Combined with K2SO&#039;s and C3PO&#039;s calculate odds, you will have a strong combination of units.&lt;br /&gt;
*Keep an eye on those RRG changes, as they&#039;ve boosted a lot of units that would otherwise be quite bad nowadays!&lt;br /&gt;
&lt;br /&gt;
==See Also ==&lt;br /&gt;
{{Star wars Miniature games}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Star Wars]] [[Category:Star Wars: Legion]] [[Category:Star Wars: Legion Tactics]] [[Category: Wargaming Tactics]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Squats&amp;diff=1011597</id>
		<title>Codex - Squats</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Squats&amp;diff=1011597"/>
		<updated>2026-05-20T15:23:22Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
A special note first: this is redrafted (mostly) from the 2nd edition ruleset.&lt;br /&gt;
&lt;br /&gt;
There is no attempt as yet to introduce anything &amp;quot;new&amp;quot; to the army list, rather the intention is to get everything across as faithfully as possible.&lt;br /&gt;
&lt;br /&gt;
Points costs have to change because of the change in the gaming meta, while some statlines &#039;&#039;(such as an extra attack here... a WS/BS nerf there)&#039;&#039; have been altered to make more sense when compared to units with similar purposes in other armies. &lt;br /&gt;
&lt;br /&gt;
*Please note that while I have altered things in the list to suit the modern environment, I&#039;m not going out of my way to reproduce &amp;quot;up-to-date&amp;quot; descriptions/rules on things that already exist like bolters, chain axes etc. Go find them in the BRB.&lt;br /&gt;
&lt;br /&gt;
=Allies=  &lt;br /&gt;
*Battle brothers: Squats&lt;br /&gt;
*Allies of Convenience: Tau Empire, Armies of the Imperium &lt;br /&gt;
*Desperate allies: Craftworld Eldar, Harlequins, Necrons, Eldar Corsairs&lt;br /&gt;
*Come the Apocalypse: Legions of Chaos (Chaos Space Marines, Renegades &amp;amp; Heretics, Daemonkin, Chaos Daemons), Dark Eldar, Tyranids, Orks, Genestealer Cults&lt;br /&gt;
&lt;br /&gt;
=Special Rules=&lt;br /&gt;
*&#039;&#039;&#039;Bitter Hatred&#039;&#039;&#039; - &#039;&#039;There were times when the Squats were not as grudging and distrustful as they are these days. Back then they were much more open to other races. One would say they were like the Tau are now...and they paid dearly for this. Whether those are Orks, their most ancient of enemies, or the Tyranids, who devoured many of their kin and worlds, no one will escape the vengeance of the bearded ones.&#039;&#039; &lt;br /&gt;
::Models with this special rule have the Hatred (Orks &amp;amp; Tyranids) USR.&lt;br /&gt;
*&#039;&#039;&#039;Hardy souls for Hardy men&#039;&#039;&#039; - &#039;&#039;Though the Squats have relatively little in the way of warpcraft, they are innately resistant to the touch of the warp and possessed of incredibly strong and stubborn wills. Tales abound of Daemons finding the Squats unafraid of their monstrous natures, simply gritting their teeth and shrugging off storms of warp power as if it were a minor irritation&#039;&#039;. &lt;br /&gt;
::Models with this special rule have the Adamantium Will special rule and automatically pass Fear and Pinning tests.&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault&#039;&#039;&#039; - &#039;&#039;Squats are known to be a hard working folk, whether in their industry, food production or utilizing their talents and knowledge to create new technologies. However, the bearded ones were, are and will be miners first and foremost. As were their human ancestors who first landed on the planets that would become the first ancient Squat worlds, to this day being a miner is a great honour. Every family had at least one or two family members who worked in the mines or worked on creating tunnels for the holds. These skills in mining, as well as knowledge of tunneling is what make the Squats a force that can catch their enemies by surprise via, as a certain Imperial Fists Scout once uttered: &amp;quot;DEATH FROM BELOW&amp;quot;.&#039;&#039; &lt;br /&gt;
::Rumbler Borers and Tremorbane Drillers are always placed in reserve and arrive in the game automatically on turn 1 via the Deep Strike rules modified as shown below, with the vehicle itself arriving first. Rather than placing the model for the vehicle while Deep Striking, place a Blast (Large Blast for Tremorbane Drillers) template instead. Roll to scatter as normal to determine where the template is placed. Should this marker scatter on top of impassable terrain, a building, ruin, fortification, vehicle or any unit engaged in combat, reduce the scatter distance by the minimum required to avoid the obstacle. If the marker representing the arrival of the vehicle was displaced in this way by a vehicle or fortification, the closest vehicle or fortification to the marker immediately suffers a Ram attack – vehicles are hit on their Side armour. If the arrival of the vehicle was instead displaced by any units engaged in close combat, all units in that combat suffer D6 Str 6 AP 4 hits. After the final position of the marker is determined, if the marker covers or touches any enemy or friendly unit, then that unit also suffers D6 Str 6 AP 4 hits. After all damage is resolved, the vehicle may be placed in any orientation so long as the center of the marker is underneath part of the vehicle’s hull and it remains 1&amp;quot; away from any fortification, vehicle or unit engaged in combat. The area under the marker is now difficult terrain for the rest of the game. Players may, should they wish to, instead represent this area with a piece of crater terrain. Should the vehicle be placed on top of any unit which does not pose an obstacle to its arrival as described above, the Subterranean Assault special rule allows it to be placed as though the unit was not there. If some models in the unit would end up underneath the vehicle when it reaches its final position (it makes no difference whether the unit is Falling Back or not), these models must be moved by the controlling player out of the way by the shortest distance, leaving at least 1&amp;quot; between them and the Subterranean Assault vehicle (and indeed any other unit) whilst maintaining unit coherency and staying on the tabletop. Any models that cannot manage this are crushed and removed from play as casualties with no saves allowed.&lt;br /&gt;
*&#039;&#039;&#039;League Affiliation&#039;&#039;&#039; - When choosing a Squat detachment, whether Primary or Allied, you must choose a League Affiliation which will apply to the entire detachment. Models with this rule will have an additional set of special rules dependent on the league they are a part of. Units with a specific league in () may only be taken as part of a detachment affiliated with that league.&lt;br /&gt;
=Warlord traits=&lt;br /&gt;
# &#039;&#039;&#039;Grudge Bearer:&#039;&#039;&#039; &#039;&#039;This Warlord has devoted himself to settling grudges on behalf of something. Whether it&#039;s personal, or in representation of a brotherhood, planet, system or even entire league, the grudges must be settled.&#039;&#039; The Warlord has the Hatred USR for the primary detachment of the opposing army, if this is one that he already has hatred for due to &#039;&#039;&#039;Bitter Hatred&#039;&#039;&#039; he may then re-roll to-hit in melee in every round of combat rather than the first.&lt;br /&gt;
# &#039;&#039;&#039;Guild Apprentice:&#039;&#039;&#039; &#039;&#039;This Warlord has great knowledge of how to bring down the heaviest of enemies, having studied the weakpoints of numerous large creatures and vehicles.&#039;&#039; The Warlord and his unit have the Tank Hunters and Monster Hunters USR.&lt;br /&gt;
#&#039;&#039;&#039;Shield Wardens:&#039;&#039;&#039; &#039;&#039;The Warlord has made his vows to never give the enemy an inch. The simplest way to do this is to stay alive.&#039;&#039; The Warlord and its unit may re-roll failed armor and invulnerable saves.&lt;br /&gt;
#&#039;&#039;&#039;Master Miner:&#039;&#039;&#039; &#039;&#039;Physical labor is not considered beneath the higher classes in Squat society and is instead highly appreciated honest work. This Squat has learned the art, able to make paths through stone as if he was making a path in an open field.&#039;&#039; The Warlord and his unit may Deep Strike, arriving from underneath the battlefield in situations where it applies. If the Warlord can already Deep Strike from a different source then they do not scatter when Deep Striking.&lt;br /&gt;
#&#039;&#039;&#039;Refugee Leader:&#039;&#039;&#039; &#039;&#039;This Warlord has devoted himself to rescuing the many Squat refugees that have lost their homes to menaces such as Orcs and Tyranids.&#039;&#039; The Warlord gains the Fearless and Feel No Pain (5+) special rules.&lt;br /&gt;
#&#039;&#039;&#039;XXXXXX Brewer:&#039;&#039;&#039; &#039;&#039;A common joke about the Squats is that they make their ale out of the same things they make their flame weapon ammunition. While incorrect, much of the chemical knowledge that goes into making an excellent brew can also serve to making incredibly potent flame weapons.&#039;&#039; The Warlord and any unit he joins receives +1 Strength on any flame-type weapon that they use &#039;&#039;(including both profiles of the Fusion Projector)&#039;&#039; and may re-roll failed armour saves vs flame-type weapons.&lt;br /&gt;
=Fighter Aces=&lt;br /&gt;
Roll a D3 to determine the trait of the Wing Leader.&lt;br /&gt;
#&#039;&#039;&#039;Vengeance Bringer&#039;&#039;&#039;: Gain preferred enemy against the primary detachment of your enemy, if using a weapon that already rerolls to hit, reroll to wound or penetrate instead. If both apply, gain rending or improve existing rend rolls by one (rend on a 6+ becomes rend on a 5+).  &lt;br /&gt;
#&#039;&#039;&#039;Damn the winged beasts&#039;&#039;&#039;: Every hit, whether or not it successfully wounded or saved, forces a grounding check on Flying Monstrous Creatures and Flying Gargantuan Creatures. Against Flyers and Super-Heavy Flyers, the pilot may modify the result on the vehicle damage table of every penetrating hit by 1.&lt;br /&gt;
#&#039;&#039;&#039;Reinforced flier&#039;&#039;&#039;: Add one hull point to the model with this rule.&lt;br /&gt;
&lt;br /&gt;
=Psychic Powers=&lt;br /&gt;
==Stonemind==&lt;br /&gt;
*&#039;&#039;&#039;Tremor&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Tapping into the resevoir of psychic power that the children of stone&#039;s most venerable members can access, the Squat Psyker causes the earth to split apart to try and crush those caught in the way.  Tremor is a &#039;&#039;&#039;Beam&#039;&#039;&#039; with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Tremor&lt;br /&gt;
| 12+2d6&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Ignores Cover, Strike down&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;1: Frenzy of the Bearded ones&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Vengeance is something deeply important to the culture of the Stonekin, and through their psychic gifts, the Psyker can empower their kin with the spirit of vengeance made manifest, allowing them to move with incredible swiftness to pay a foe back for their insolence.  Frenzy of the bearded ones is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Squats within 12&amp;quot;. Whilst this power is in effect, the target unit gains the Fleet and Crusader special rule. &lt;br /&gt;
*&#039;&#039;&#039;2: Stoneskin&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::By utilizing the power of their ancient runes and their psychic abilities, a Squat Psyker can improve the toughness of their kin to shrug off attacks that would otherwise be able to debilitate even the hardy biology of the Dawi.  Stoneskin is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets the Psyker’s unit. Whilst this power is in effect, the psyker and it&#039;s unit gain +1 toughness.&lt;br /&gt;
*&#039;&#039;&#039;3: Empowered strikes!&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::By calling the power of their ancestors, a Dawi psyker can infuse greater power into their attacks, letting them act with greater strength than they ever could before.  Empowered Strikes is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Squats within 12&amp;quot;. Whilst this power is in effect, the target gains +1 strength.&lt;br /&gt;
*&#039;&#039;&#039;4: Ancestor&#039;s shout&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Drawing upon their wellspring of power, the Psyker lets out a ferocious shout that can reduce ceramite and flesh to chips and pulp, and shake apart the delicate systems that make any vehicle work.   Ancestor&#039;s shout is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; that uses the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Ancestor&#039;s shout&lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Concussive, Haywire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;5: Chink in the Armour&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::The psyker selects a target and lays a curse upon them that makes their weaknesses known and twists fate to increase their vulnerability, or creating temporary weaknesses where there were none before.   Chink in the armour is a &#039;&#039;&#039;Malediction&#039;&#039;&#039; that targets a single enemy unit within 12&amp;quot;. Whilst this power is in effect, all attacks against the target have the Rending special rule and the target must re-roll successful armor saves. If they already have the Rending special rule then the affects of the rule are applied on To Wound and Armor Penetration rolls of 5+.&lt;br /&gt;
*&#039;&#039;&#039;6: Mortality&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::The Psyker calls upon the power of the ancestors to select a target for certain death, the ancestors gripping at their threads in the skeins of fate and twisting it so that even minor injuries will lead to an unavoidable death, limiting their futures to only those that will doom them.   Mortality is a &#039;&#039;&#039;Malediction&#039;&#039;&#039; that targets a single enemy model within 12&amp;quot;. Whilst this power is in effect, all attacks against the model have the Instant Death special rule and vehicle damage rolls against the target gain a +2 bonus that stacks with any existing bonuses.  Targets with eternal warrior will instead take double wounds.&lt;br /&gt;
&lt;br /&gt;
=Wargear=&lt;br /&gt;
==Weapons==&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe&#039;&#039;&#039; - This counts as an AP4 Close Combat Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Chainaxe&#039;&#039;&#039; - A larger and heavier versions of the traditional Chainaxe, these weapons hit much harder and deal serious wounds to anyone who is stupid enough to not bring proper protection. Originally designed during inter-hold Squat conflicts to deal with warriors armed in iridium-based armour, later they were re-purposed to combat heavily armoured non-Squats such as both Space Marines, Ork Warbosses, and Tau Battlesuits.&lt;br /&gt;
**Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Armorbane, Unwieldy, Two-Handed)&lt;br /&gt;
*&#039;&#039;&#039;Forge Weapons&#039;&#039;&#039; - These oversized weapons take the form of axes, hammers and occasionally greatswords. Made from alloys of magnesium they have a favorable tendency to spark when they strike a target, potentially setting them ablaze. However, due to the reactivity of such alloys the weapons require a great deal of care to maintain; therefore a Squat will take great pride in his Forge Weapon and will become greatly offended if the weapon is mistreated by others.&lt;br /&gt;
**Profile (Range: -, Strength: +2, AP: -, Rules: Melee, Two-Handed, Soul Blaze, Flammable)&lt;br /&gt;
***&#039;&#039;Flammable&#039;&#039; - Weapons with this rule count as &amp;quot;Flame&amp;quot; type weapons for the purposes of interaction with other rules.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Projector&#039;&#039;&#039; (borrowed from HH:2) - Fusion Projectors are remarkable flame based weapons that are both more elegant and potent than the flamers wielded by the other species of the galaxy. They can be used to incinerate a swath of targets like a regular flamer or focus their jet into a searing cutting arc. Fusion Projectors come in five sizes of both increasing power and energy consumption. Wielders of such weapons can choose to fire one of two profiles:&lt;br /&gt;
**&#039;&#039;&#039;Light Fusion Projector&#039;&#039;&#039;&lt;br /&gt;
***Dispersed Profile (Range: Template, Strength: 3, AP: 6, Rules: Pistol)&lt;br /&gt;
***Focused Profile (Range: 3&amp;quot;, Strength: 6, AP: 1, Rules: Pistol, Melta)&lt;br /&gt;
**&#039;&#039;&#039;Fusion Projector&#039;&#039;&#039;&lt;br /&gt;
***Dispersed Profile (Range: Template, Strength: 4, AP: 5, Rules: Assault 1)&lt;br /&gt;
***Focused Profile (Range: 6&amp;quot;, Strength: 6, AP: 1, Rules: Assault 1, Melta)&lt;br /&gt;
**&#039;&#039;&#039;Heavy Fusion Projector&#039;&#039;&#039;&lt;br /&gt;
***Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1)&lt;br /&gt;
***Focused Profile (Range: 12&amp;quot;, Strength: 6, AP: 1, Rules: Assault 1, Melta)&lt;br /&gt;
**&#039;&#039;&#039;Clearance Fusion Projector&#039;&#039;&#039;&lt;br /&gt;
***Dispersed Profile (Range: Template, Strength: 5, AP: 4, Rules: Assault 1, Torrent)&lt;br /&gt;
***Focused Profile (Range: 12&amp;quot;, Strength: 6, AP: 1, Rules: Assault 1, Melta, Blast)&lt;br /&gt;
**&#039;&#039;&#039;Super-Heavy Fusion Projector&#039;&#039;&#039;&lt;br /&gt;
***Dispersed Profile (Range: Hellstorm, Strength: 7, AP: 3, Rules: Primary Weapon 1, Torrent)&lt;br /&gt;
***Focused Profile (Range: 36&amp;quot;, Strength 8, AP: 1, Rules: Primary Weapon 1, Melta, Apocalyptic Blast)&lt;br /&gt;
*&#039;&#039;&#039;Mining Tools&#039;&#039;&#039; - As incredibly prolific miners, a good deal of the mining equipment used by the Squats can also function as effective weapons of war. Drills, picks, saws and other assorted tools can break flesh, armor and vehicle hulls just as easily as solid rock.&lt;br /&gt;
**&#039;&#039;&#039;Rock Cutter&#039;&#039;&#039; - The hydraulic shears of rock cutters were designed to free trapped mine workers from industrial accidents. When the Squats march to war, their irresistible grip is used not to save, but to kill. Profile (Range: -, Strength: x2, AP: 2, Melee, Unwieldy, Snip, Mining Tool)&lt;br /&gt;
***&#039;&#039;&#039;Snip&#039;&#039;&#039; - When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Toughness test for each Wound suffered or suffer Instant Death.&lt;br /&gt;
**&#039;&#039;&#039;Rock Drill&#039;&#039;&#039; - Far cheaper and easier to maintain than a Power Fist and just as effective, the Squats have modified their Rock Drills to be used as weapons. Its triple grinders can turn even the stoutest enemy champion to gory gobbets of flesh. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Pulverize, Mining Tool)&lt;br /&gt;
***&#039;&#039;&#039;Pulverize&#039;&#039;&#039; - If the model using this weapon can make 2 or more attacks this combat phase then it may exchange all of its attacks for a single attack made at Sx3 AP2.&lt;br /&gt;
**&#039;&#039;&#039;Rock Saw&#039;&#039;&#039; - The blades of the heavy rock saw are designed to cut through dense boulders of ore – when the time of war comes, they slice through the hulls of enemy vehicles as easily as a butcher slices through meat. Profile (Range: -, Strength: x2, AP: 2, Rules: Melee, Unwieldy, Armourbane, Mining Tool)&lt;br /&gt;
***&#039;&#039;&#039;Mining Tool&#039;&#039;&#039; - This weapon has the Two-Handed special rule unless used by a model wearing Exo Armor or a Walker.&lt;br /&gt;
**&#039;&#039;&#039;Lascutter&#039;&#039;&#039; - The Lascutter is more a tool for mining and salvage than a weapon but can be used for devastating effects against fortifications and other stationary targets. Profile (Range: -, Strength: 9, AP: 2, Rules: Melee, Two-Handed, Unwieldy, Cumbersome)&lt;br /&gt;
***&#039;&#039;Cumbersome&#039;&#039; - A model using a Lascutter can only ever make a single attack at WS 1 in the assault phase, regardless of their profile or any other special rules.&lt;br /&gt;
**&#039;&#039;&#039;Power Pick&#039;&#039;&#039; - Power picks are simple enough in design. They bear a low-quality disruption field powerful enough to shatter ceramite like glass. Profile (Range: -, Strength: +2, AP: 3, Rules: Melee, Unwieldy)&lt;br /&gt;
**&#039;&#039;&#039;Demolition Charge&#039;&#039;&#039; - A Demolition Charge is usually meant to safely demolish buildings or blast apart stones but these traits also make it capable of tearing open the hulls of battle tanks. Profile (Range: 6&amp;quot;, Strength: 8, AP: 2, Rules: Assault 1, Large Blast, One Use Only&lt;br /&gt;
*&#039;&#039;&#039;Servo-Arm&#039;&#039;&#039; Profile (Range: -, Strength: x2, AP: 1, Rules: Melee, Specialist Weapon, Unwieldy, Repair Assistance)&lt;br /&gt;
**&#039;&#039;Repair Assistance&#039;&#039; - A Guild Engineer with a Servo-Arm adds 1 to its Battlesmith rolls. These bonuses can stack.&lt;br /&gt;
*&#039;&#039;&#039;Servo-Harness&#039;&#039;&#039; - A servo-harness gives the bearer two servo-arms, a plasma cutter and a fusion projector. In the Shooting phase, the model can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cutter&#039;&#039;&#039; Profile (Range: 12&amp;quot;, Strength: 6, AP: 2, Rules: Assault 1, Twin-linked)&lt;br /&gt;
*&#039;&#039;&#039;Macro-Hammer&#039;&#039;&#039; &#039;&#039;(inspired from Rogue Trader)&#039;&#039; -  These sophisticated hammers incorporate a number of nano-sized warp portals in the hammer-head that burst on contact, causing a localized warp disruption. Profile (Range: - , Strength: x2, AP: 2, Rules: Melee, Unwieldy, Concussive, Two-Handed, Warp Distortion)&lt;br /&gt;
**&#039;&#039;Warp Distortion&#039;&#039; - Rolls of 6 To Wound have the Instant Death special rule.&lt;br /&gt;
*&#039;&#039;&#039;Shot Weapons&#039;&#039;&#039; - Squats do regularly use simple ballistic weapons like other more primitive races do, however their mastery of metals allows them to use materials much more exotic than lead or copper for their projectiles. Their standard military armament involves weapons that fire high-density buckshot at their opponent with a high degree of stopping power yet little risk of collateral damage to starship internals or cavern walls.&lt;br /&gt;
**&#039;&#039;&#039;Shot Pistol&#039;&#039;&#039; Profile (Range: 12&amp;quot;, Strength: 4, AP: -, Rules: Pistol, Shred)&lt;br /&gt;
**&#039;&#039;&#039;Shot Rifle&#039;&#039;&#039; Profile (Range: 24&amp;quot;, Strength: 4, AP: -, Rules: Rapid Fire, Shred)&lt;br /&gt;
**&#039;&#039;&#039;Shot Carbine&#039;&#039;&#039; Profile (Range: 12&amp;quot;, Strength: 4, AP: -, Rules: Assault 2, Shred)&lt;br /&gt;
**&#039;&#039;&#039;Auto-Shot Rifle&#039;&#039;&#039; Profile (Range: 18&amp;quot;, Strength: 4, AP: -, Rules: Assault 3, Shred)&lt;br /&gt;
**&#039;&#039;&#039;Shot Cannon&#039;&#039;&#039; Profile (Range: 24&amp;quot;, Strength: 6, AP: -, Rules: Heavy 4, Shred)&lt;br /&gt;
**&#039;&#039;&#039;Rotary Shot Cannon&#039;&#039;&#039; Profile (Range: 24&amp;quot;, Strength: 6, AP: -, Rules: Heavy 8, Rending, Shred)&lt;br /&gt;
**&#039;&#039;&#039;Heavy Rotary Shot Cannon&#039;&#039;&#039; Profile (Range: 48&amp;quot;, Strength: 8 , AP: -, Rules: Heavy 20, Rending, Shred&lt;br /&gt;
*&#039;&#039;&#039;Coil Weaponry&#039;&#039;&#039; - Squats have long worked and experimented with magnetism, a useful science to invest oneself into when one works with metal and electricity so frequently. Whereas the Tau&#039;s experiments into magnetic projectiles lead them down the path of railguns, the Squats wanted a weapon less temperamental, finding that the swift process of wearing that Railguns undergo made them undesirable. The coil gun, which operates under similar principles if different methods; proved to be more to their liking. Very capable of penetrating through armor, though their small projectile size meant that they impart little of their kinetic energy into a target, though it also means that they have rather manageable recoil, easily allowing the stout squats to fire them on the move.  &lt;br /&gt;
**&#039;&#039;&#039;Coil Pistol&#039;&#039;&#039; Profile (Range: 18&amp;quot; , Strength: 3, AP: 1, Rules: Pistol, Armourbane)&lt;br /&gt;
**&#039;&#039;&#039;Coil Repeater&#039;&#039;&#039; Profile (Range: 36&amp;quot;, Strength 3, AP: 1, Rules: Assault 2, Armorbane)&lt;br /&gt;
**&#039;&#039;&#039;Coil Cannon&#039;&#039;&#039; Profile (Range 72&amp;quot;, Strength 5, AP: 1, Rules: Heavy 1, Armourbane)&lt;br /&gt;
**&#039;&#039;&#039;Heavy Coil Cannon (Solid Shot)&#039;&#039;&#039; Profile (Range 108&amp;quot;, Strength 7, AP: 1, Rules: Ordnance 1, Armourbane)&lt;br /&gt;
**&#039;&#039;&#039;Heavy Coil Cannon (Submunition)&#039;&#039;&#039; Profile (Range 108&amp;quot;, Strength 4, AP: 4, Rules: Ordnance 1, Large Blast)&lt;br /&gt;
**&#039;&#039;&#039;Super-Heavy Coil Cannon (Solid Shot)&#039;&#039;&#039; Profile (Range 162&amp;quot;, Strength 10, AP: 1, Rules: Primary Weapon 2, Armourbane, Sunder, Instant Death)&lt;br /&gt;
**&#039;&#039;&#039;Super-Heavy Coil Cannon (Submunition)&#039;&#039;&#039; Profile (Range 162&amp;quot;, Strength 4, AP: 3, Rules: Primary Weapon 2, Apocalyptic Blast)&lt;br /&gt;
*&#039;&#039;&#039;Squat Missiles&#039;&#039;&#039; - Squats can use explosive ordnance just as other races do, though their mastery of demolitions tends more towards civilian purposes rather than commonplace battlefield use. However, their technology is unique enough that the Imperium has attempted to duplicate some of their designs for their own use.&lt;br /&gt;
**&#039;&#039;&#039;Mole Missile&#039;&#039;&#039; Profile (Range: 48&amp;quot;, Strength 4, AP: 4, Rules: Heavy 1, Blast, Ignores Cover)&lt;br /&gt;
**&#039;&#039;&#039;Krak Missile&#039;&#039;&#039; Profile (Range: 48&amp;quot;, Strength 8, AP: 3, Rules: Heavy 1)&lt;br /&gt;
**&#039;&#039;&#039;Flakk Missile&#039;&#039;&#039; Profile (Range: 48&amp;quot;, Strength 7, AP: 4, Rules: Heavy 1, Skyfire)&lt;br /&gt;
*&#039;&#039;&#039;Cyclone Missile Launcher&#039;&#039;&#039; - The Cyclone Missile Launcher is exactly the same as the weapon of the same name used by the Imperium and serves the same purpose. To send a salvo of devastating missiles at the enemy. A Cyclone Missile Launcher may be fired alongside another ranged weapon.&lt;br /&gt;
**&#039;&#039;&#039;Mole Missile&#039;&#039;&#039; Profile (Range: 48&amp;quot;, Strength 4, AP: 4, Rules: Heavy 2, Blast, Ignores Cover)&lt;br /&gt;
**&#039;&#039;&#039;Krak Missile&#039;&#039;&#039; Profile (Range: 48&amp;quot;, Strength 8, AP: 3, Rules: Heavy 2)&lt;br /&gt;
*&#039;&#039;&#039;Hellion Missiles&#039;&#039;&#039; - These missiles are some of the strongest missiles ever made, designed to destroy titans that are fielded against the Squats. Land Raiders that have these mounted on them have been nicknamed Grudgekeepers. Profile (Range: 60&amp;quot;, Strength 10, AP: 1, Rules: Ordnance 1, Instant Death, Armourbane, One Use Only)&lt;br /&gt;
*&#039;&#039;&#039;Plasma Missiles&#039;&#039;&#039; Profile (Range: 36-300&amp;quot;, Strength 9, AP: 2, Rules: Ordnance 1, Massive Blast, One Use Only)&lt;br /&gt;
*&#039;&#039;&#039;Doomstorm Missiles&#039;&#039;&#039; Profile (Range: 24-120&amp;quot;, Strength 10, AP: 4, Rules: Ordnance 2, Large Blast, Barrage, One Use Only)&lt;br /&gt;
*&#039;&#039;&#039;Tactical Bombs&#039;&#039;&#039; Profile (Range: -, Strength 6, AP: 4, Rules: Bomb 1, Blast, Bomb Cluster, One Use Only)&lt;br /&gt;
**&#039;&#039;&#039;Bomb Cluster&#039;&#039;&#039; - A weapon with the Bomb Cluster rule may drop as many bombs as the controlling player wishes as part of a single bombing run, up to the total listed number of bombs it is carrying. Pick a single target for all the bombs in the bombing run. The initial bomb scatters as normal and any additional bombs scatter the same way as additional barrage blasts from a Multiple Barrage.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bomb&#039;&#039;&#039; Profile (Range: -, Strength 6, AP: 4, Rules: Bomb X, Apocalyptic Barrage, One Use Only, Bombing Run)&lt;br /&gt;
**&#039;&#039;&#039;Bombing Run&#039;&#039;&#039; - You can elect to have the Overlord Airship drop as many bombs as you wish, for each bomb dropped, roll once on the Apocalyptic Barrage Template but remember, each bomb can only be dropped once.&lt;br /&gt;
*&#039;&#039;&#039;Hellstorm Bomb&#039;&#039;&#039; Profile (Range: -, Strength 7, AP: 3, Rules: Hellstorm, Bomb 1, One Use Only)&lt;br /&gt;
**To use a Hellstorm Bomb, use the standard Bomb rules but place the narrow end at the impact point and the wide end closer to the final position of the bomber than the narrow end.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb&#039;&#039;&#039; Profile (Range: -, Strength D, AP: 1, Rules: Bomb 1, Large Blast)&lt;br /&gt;
*&#039;&#039;&#039;Ion weaponry&#039;&#039;&#039; - The Squats go by many names, one of them being Demiurg; taken from a truly ancient race of Aliens much like the Squats with silicate skin that were among the first species that contacted the early Squats. The Squats adopted a close relation with the Demiurg, offering the void-dwellers a reliable source of trade until the two species became so culturally intertwined that they had essentially become two sides of a coin.  One of the items the Squats received was Ion technology which itself has been traded with the nascent Tau Empire.&lt;br /&gt;
**&#039;&#039;&#039;Ion Pistol (Standard)&#039;&#039;&#039; Profile (Range: 12&amp;quot;, Strength 7, AP: 5, Rules: Pistol)&lt;br /&gt;
**&#039;&#039;&#039;Ion Pistol (Overcharged)&#039;&#039;&#039; Profile (Range: 12&amp;quot;, Strength 8, AP: 5, Rules: Heavy 1, Gets Hot!)&lt;br /&gt;
**&#039;&#039;&#039;Ion Rifle (Standard)&#039;&#039;&#039; Profile (Range: 30&amp;quot;, Strength 7, AP: 4, Rules: Rapid Fire)&lt;br /&gt;
**&#039;&#039;&#039;Ion Rifle (Overcharged)&#039;&#039;&#039; Profile (Range: 30&amp;quot;, Strength 8, AP: 4, Rules: Heavy 1, Blast, Gets Hot!)&lt;br /&gt;
**&#039;&#039;&#039;Ion Cannon (Standard)&#039;&#039;&#039; Profile (Range: 60&amp;quot;, Strength 7, AP: 3, Rules: Heavy 3)&lt;br /&gt;
**&#039;&#039;&#039;Ion Cannon (Overcharged)&#039;&#039;&#039; Profile (Range: 60&amp;quot;, Strength 8, AP: 3, Rules: Heavy 1, Large Blast, Gets Hot!)&lt;br /&gt;
**&#039;&#039;&#039;Long-Barreled Ion Cannon (Standard)&#039;&#039;&#039; Profile (Range: 90&amp;quot;, Strength 7, AP: 2, Rules: Primary Weapon 9)&lt;br /&gt;
**&#039;&#039;&#039;Long-Barreled Ion Cannon (Overcharged)&#039;&#039;&#039; Profile (Range: 90&amp;quot;, Strength 8, AP: 2, Rules: Primary Weapon 1, Massive Blast, Gets Hot!)&lt;br /&gt;
**&#039;&#039;&#039;Ion Annihilator (Standard)&#039;&#039;&#039; Profile (Range: 72&amp;quot;, Strength 8, AP: 3, Rules: Ordnance 1, Large Blast, Barrage)&lt;br /&gt;
**&#039;&#039;&#039;Ion Annihilator (Overcharged)&#039;&#039;&#039; Profile (Range: 72&amp;quot;, Strength 9, AP: 2, Rules: Ordnance 1, Large Blast, Barrage, Gets Hot!)&lt;br /&gt;
*&#039;&#039;&#039;Rapier Destroyer&#039;&#039;&#039; - Profile (Range: 36&amp;quot;, Strength 9, AP: 2, Rules: Ordnance 1, Twin-linked)&lt;br /&gt;
*&#039;&#039;&#039;Double-Barrelled Turbo-Laser Destructor&#039;&#039;&#039; - Profile (Range: 96&amp;quot;, Strength D, AP: 2, Rules: Primary Weapon 2, Large Blast)&lt;br /&gt;
*&#039;&#039;&#039;Seismic/Tremor-weaponry&#039;&#039;&#039; - Immensely useful for the mining focused life styles of the squats due to their ability to casually shake apart even the hardest of earth without creating the heady smoke that a laser would, sonic technology is something the squats have thoroughly studied and developed. Though humans and Eldar also make use of the technology, the squats have made it a ubiquitous technology. Vibrations can create earthquakes or reshape the terrain, increase the effectiveness of melee weapons more cheaply than power fields, allow for easy subterranean ambushes, shaking apart structures and vehicles, and reducing infantry to pulp. &lt;br /&gt;
**&#039;&#039;&#039;Thudd Gun&#039;&#039;&#039; - Profile (Range: 12&amp;quot;-48&amp;quot;, Strength 4, AP: 5, Rules: Heavy 4, Blast, Barrage, Ignores Cover) &lt;br /&gt;
**&#039;&#039;&#039;Seismic Rifle&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Close Range&#039;&#039;&#039; - Profile (Range: 12&amp;quot;, Strength 8, AP: 3, Rules: Assault 1, Resonance)&lt;br /&gt;
***&#039;&#039;&#039;Long Range&#039;&#039;&#039; - Profile (Range: 12-24&amp;quot;, Strength 5, AP: 4, Rules: Assault 2, Resonance)&lt;br /&gt;
**&#039;&#039;&#039;Seismic Cannon&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Close Range&#039;&#039;&#039; - Profile (Range: 12&amp;quot;, Strength 8, AP: 3, Rules: Heavy 2, Resonance)&lt;br /&gt;
***&#039;&#039;&#039;Long Range&#039;&#039;&#039; - Profile (Range: 12-24&amp;quot;, Strength 5, AP: 4, Rules: Heavy 4, Resonance)&lt;br /&gt;
**&#039;&#039;&#039;Heavy Seismic Cannon&#039;&#039;&#039;&lt;br /&gt;
***&#039;&#039;&#039;Close Range&#039;&#039;&#039; - Profile (Range: 12&amp;quot;, Strength 8, AP: 3, Rules: Heavy 3, Resonance)&lt;br /&gt;
***&#039;&#039;&#039;Long Range&#039;&#039;&#039; - Profile (Range: 12-24&amp;quot;, Strength 5, AP: 4, Rules: Heavy 6, Resonance)&lt;br /&gt;
****&#039;&#039;&#039;Resonance&#039;&#039;&#039; - To Wound rolls and Armour Penetration rolls of 6 made with a weapon this special rule are always resolved at AP1.&lt;br /&gt;
**&#039;&#039;&#039;Seismic Lance&#039;&#039;&#039; Profile (Range: Hellstorm, Strength 1, AP: 2, Rules: Primary Weapon 1, Seismicquake)&lt;br /&gt;
***Seismicquake: To fire the seismic lance, place the hellstorm template so that the narrow end is within 18” of the weapon and the large end is no closer to the weapon than the narrow end. Models under the template are wounded on a 3+ regardless of their Toughness. Against vehicles, the seismic lance is Strength 1 and rolls 3D6 for armour penetration. &lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039; - A model armed with a Combi-Weapon (Combi-Fusion Projector, Combi-Ion Rifle, Combi-Coil Repeater or Combi-Seismic Rifle) can choose to fire either the main weapon or the secondary weapon, each with the profile listed elsewhere in this section. The main weapon can be fired every turn, but the secondary weapon can only be fired once per battle (a Combi-Coil Repeater and Combi-Ion Rifle can, of course, rapid fire). You cannot fire both weapons in the same turn. The main weapon is either a Shot Rifle, Shot Carbine or Shot Sub-Repeater, choose which before the battle in which it cannot be changed during the battle.&lt;br /&gt;
&lt;br /&gt;
==Special Issue Wargear==&lt;br /&gt;
*&#039;&#039;&#039;Battle Standard&#039;&#039;&#039; - Units with a Battle Standard may add +1 to combat resolution scores in the assault phase. In addition units within 12&amp;quot; of the Battle Standard may re-roll failed morale &amp;amp; pinning checks.&lt;br /&gt;
*&#039;&#039;&#039;Boarding Shields&#039;&#039;&#039; - Models equipped with Boarding Shields count as being equipped with Combat Shields. In addition, they count as being equipped with Defensive Grenades but may never claim the extra attack for being equipped with two melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Combat Shield&#039;&#039;&#039; - Combat Shields grant a 6++ invulnerable save which becomes a 5++ invulnerable save in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039; - A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.&lt;br /&gt;
*&#039;&#039;&#039;Survey Glass&#039;&#039;&#039; - A model equipped with a Survey Glass has the Night Vision and Precision Shots USR.&lt;br /&gt;
*&#039;&#039;&#039;Flak Armour&#039;&#039;&#039; - A model equipped with Flak Armour has a 5+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armour&#039;&#039;&#039; - A model equipped with Carapace Armour has a 4+ armour save.&lt;br /&gt;
*&#039;&#039;&#039;Chameleon Cloak&#039;&#039;&#039; - A model equipped with a Chameleon Cloak gains the Stealth special rule.&lt;br /&gt;
*&#039;&#039;&#039;Refractor Field&#039;&#039;&#039; - A model equipped with a Refractor Field has a 5++ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Force Field&#039;&#039;&#039; - A model equipped with a Force Field has a 4++ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Squat Exo-Armour&#039;&#039;&#039; - The Squats routinely use an armour-class similar to [[Terminator]] armour for heavy duty civilian applications such as deep space repair or internal reactor maintenance, whereas Terminator armor is a priceless relic to the Imperium, the Squats make quite casual usage of their Exo-Armor, and the Squats are proud of boasting that they have more far more Exo-Armour wearers than the Imperium has space marines. These suits grant a 2+ Armour Save, a 4++ Invulnerable save and the Slow &amp;amp; Purposeful and Bulky special rules. If a model wearing Exo-Armor has a 4++ Invulnerable save from a different source, they may re-roll invulnerable save rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Squat Iridium Armour&#039;&#039;&#039; - Though this high density metal has been recently developed for armour-use by the rising Tau Empire, the Squats have been utilizing this in their technology for millennium, albeit with a lesser level of technical sophistication. A suit of Iridium Armour grant a 3+ Armour Save and +1 to the model&#039;s toughness (cumulative with other modifiers).&lt;br /&gt;
*&#039;&#039;&#039;Squat Warbike&#039;&#039;&#039; - A model equipped with a Squat Warbike gains the Bike unit type. All Squat warbikes come equipped with a Twin-Linked Shot Rifle.&lt;br /&gt;
*&#039;&#039;&#039;Overdrive systems&#039;&#039;&#039; - The Squats are well aware that they are not the most numerous of people, though they are a hearty race, their most frequent foes often vastly outnumber them. The Green tides of the hated Orks, the rabble of Chaos and Daemonkind, and worst of all the snarling and vicious swarms of the Krakandra; or the Tyranids as the Humans call them; and more can all outnumber a Squat force. So a solution was proposed for the users of their suits of Iridium and Exo-armor, gravitic generators built into their suits increase the momentum of the wearer and therefore generate a more devastating impact when they enter melee combat. Overdrive systems grant the Hammer of Wrath (or add an additional such hit should the user already have the rule), and Rage USR.&lt;br /&gt;
*&#039;&#039;&#039;Rune Stones&#039;&#039;&#039; - Though the Squats do not have prolific Psykers as humans or Eldar do, they do know enough of the Warp to have the means to counter witchery and daemonic power. Units with at least one rune stone may reroll failed deny the witch attempts. In addition for every model with Rune Stones the army adds an additional Warp Charge to their Deny the Witch pool in the opponent&#039;s psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Gravitic Booster Pack&#039;&#039;&#039; - While the gravitic weaponry of the Demiurg may have spread throughout the war forces of the Squat leagues they hold tightly to the more tactical applications of the technology, such as the Gravitic Booster Packs. These suit mounted devices are, in essence, miniaturised versions of the Gravity engines that allow Demiurg skimmers to descend from high orbit without incident, and are only issued to the Demiurg Starboard who are trained extensively in their usage, both in using them to deep-strike into enemy lines, and using them to further navigate around the battlefield, jumping from hot-zone to hot-zone. Models with a Gravitic Booster Pack are Jump Infantry.&lt;br /&gt;
&lt;br /&gt;
==Vehicle Wargear==&lt;br /&gt;
*&#039;&#039;&#039;Armoured Ceramite&#039;&#039;&#039;: A vehicle with this wargear is not subject to the additional D6 armor penetration caused by weapons with the Melta special rule.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Cockpit&#039;&#039;&#039;: A vehicle with an Armoured Cockpit may ignore results of Crew Shaken or Crew Stunned on the Vehicle Damage table on a 4+. However, during the Interception sub-phase of the Dogfight phase, vehicles equipped with this upgrade that are in Reserves or Ongoing Reserves count as Bombers for the purpose of calculating modifiers to rolls made in this sub-phase.&lt;br /&gt;
*&#039;&#039;&#039;Cache of Demolition Charges&#039;&#039;&#039;: In the Shooting phase, one model embarked upon a vehicle equipped with demolition charges can choose to throw one instead of firing its normal weapon, using the profile of typical Demolition Charges but without the One Use Only special rule. However, each time a vehicle equipped with demolition charges suffers a penetrating hit, roll a dice. On the roll of a 1, the vehicle suffers a further Strength 8 AP2 hit after any initial damage has been resolved.&lt;br /&gt;
*&#039;&#039;&#039;Chaff Launcher&#039;&#039;&#039;: This is a single use item, once used it is exhausted and may not be used again in the same game. If used during the opposing player’s Shooting phase, they grant the equipped vehicle a 4+ Invulnerable save against all weapons with the Missile type or with the word ‘Missile’ in their name. The use of flare or chaff launchers in an opponent’s Shooting phase must be declared after the opposing player has made a To Hit roll, but before any Armour Penetration rolls are made. Flare or chaff launchers may also be used during the Dogfight phase. They are only used during the Attack sub-phase and only if the equipped vehicle has already declared it will Jink. When used in the Dogfight phase, they increase the equipped vehicle’s Jink save by one step and make that save an Invulnerable save. &lt;br /&gt;
*&#039;&#039;&#039;Command Vox Web&#039;&#039;&#039;: This allows the Praetorian&#039;s controlling player to add +1 to or subtract -1 from the results of any Reserve Rolls they make while the Praetorian is in play. In addition, should enemy models suffer a Deep Strike Mishap while the Praetorian is in play, the roll suffers a -1 modifier.&lt;br /&gt;
*&#039;&#039;&#039;Distinctive Paint Scheme&#039;&#039;&#039;: Any model with this upgrade gains a single Flyer Ace ability as though the model had gained 5 Kills, as noted on page 100 of the Death from the Skies expansion. During the Dogfight phase, if a model with this upgrade is present in Reserve or Ongoing Reserves and the controlling player is nominated as the Attacker during the Interception phase then a model with this upgrade must be selected to take part in the following subphases of the Dogfight phase.&lt;br /&gt;
*&#039;&#039;&#039;Explorator Augury Web&#039;&#039;&#039;: An Explorator Augury Web grants the Scout special rule. While a Land Raider with an Explorator Augury Web is on the table, then the controlling player can declare that it is being used in Disruption or Relay mode on their turn before any Reserve rolls are made, the effects lasting until the next player turn. The presence of multiple Explorator Augury Webs on the field has no additional effects:&lt;br /&gt;
**&#039;&#039;&#039;Disruption Mode&#039;&#039;&#039;: The opponent subtracts 1 from all their Reserve rolls.&lt;br /&gt;
**&#039;&#039;&#039;Relay Mode&#039;&#039;&#039;: The controlling player can choose to re-roll all Reserve rolls (successful or unsuccessful).&lt;br /&gt;
*&#039;&#039;&#039;Helical Targeting Array&#039;&#039;&#039;: A vehicle with this wargear that chooses to neither move nor run during its turn gains the Skyfire and Interceptor special rules for that entire game turn.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Battery&#039;&#039;&#039;: A Hunter-Killer Battery consists of six Hunter-Killer missiles. A vehicle with a Hunter-Killer Battery may purchase up to two additional Hunter-Killer missiles instead of a single one.&lt;br /&gt;
*&#039;&#039;&#039;Infra-Red Targeting&#039;&#039;&#039;: A vehicle equipped with this upgrade gains the Night Vision special rule. During the Dogfight phase, a vehicle equipped with this upgrade may re-roll all To Hit rolls of a ‘1’ made during the Attack sub-phase.&lt;br /&gt;
*&#039;&#039;&#039;Illum Flares&#039;&#039;&#039;: During each friendly Movement phase, a model equipped with illum flares may drop one as though it were a weapon with the Bomb 1 type, placing a marker where the flare lands. All units within 12&amp;quot; of the Flare marker may be targeted as though Night Fight was not in effect. Illum flares have no effect if the Night Fight rules are not in play. At the end of each Game Turn, remove all Flare markers currently on the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Missile Guidance System&#039;&#039;&#039;: Grants the Missile Lock special rule.&lt;br /&gt;
*&#039;&#039;&#039;Recovery Gear&#039;&#039;&#039;: If a vehicle with recovery gear is Immobilized, then in subsequent turns it may attempt to repair itself. To make the attempt, roll a D6 at the end of the Movement phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that this does not restore a Hull Point.&lt;br /&gt;
*&#039;&#039;&#039;Relic Plating&#039;&#039;&#039;: Grants the Adamantium Will special rule.&lt;br /&gt;
*&#039;&#039;&#039;Targeting Array:&#039;&#039;&#039; Grants the vehicle +1 Ballistic Skill.&lt;br /&gt;
&lt;br /&gt;
==Tech Relics==&lt;br /&gt;
*&#039;&#039;&#039;Concussion Mace&#039;&#039;&#039; &#039;&#039;(inspired from Dark Heresy)&#039;&#039; - Designed for use by asteroid miners in zero gravity environments, the shell of the mace contains a small repulsor that can be activated by the wielder to alter the local gravity, essentially causing nearby targets to &amp;quot;explode&amp;quot; away from the mace head.&lt;br /&gt;
**The Concussion Mace can be used as a regular Power Maul or the wielder can choose to forego all of his attacks in melee and place the small (3&amp;quot;) blast template anywhere in base contact with himself. Models touched by the template are wounded on a D6 roll of 4+ with an AP value of 2 and the Strikedown special rule, Vehicles instead suffer a single hit with the Haywire special rule.&lt;br /&gt;
*&#039;&#039;&#039;Inertial Hammer&#039;&#039;&#039; &#039;&#039;(inspired from Rogue Trader)&#039;&#039; - These long-hafted hammers are designed using anti-gravity technology. When swung they seem to gather inertial energy exponentially, gradually building a tremendous striking force the further and faster it has travelled. The Inertial Hammer functions as a Macro Hammer. During any fight sub-phase, the wielder may exchange all of their attacks to make a single attack with the following profile:&lt;br /&gt;
**Profile (Range: -, Strength: D, AP: 1, Rules: Melee, Two-Handed, Concussive, Unwieldy&lt;br /&gt;
**Long Swing: Only a single attack can be made each close combat phase with this weapon.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of Doom&#039;&#039;&#039; - Extremely well crafted and meticulously designed Exo-armour suits purpose made for the heaviest of fighting, these suits are the pride and joys of their builders and they often become family heirlooms.  To the Squats, the doom of these suits is not for the squats, but for those who face their wearers.  With his Mantle of Doom, the Squat Warlord Grivglom the Brooding battled and slew Chaos invaders, Dark Eldar raiders, enigmatic Thyrrus, barbaric Orks, hated Hrud, ancient Necrons, and the foul Tyranids.  Standing with his brothers and sisters in arms, Grivglom killed the many limbed horrors to defend his home day in and day out, and in this suit he slew a powerfully mutated Trygon Prime in single combat. These suits of armor count as squat exo-armor that grants +1 toughness and strength. &lt;br /&gt;
*&#039;&#039;&#039;Stonekin banner&#039;&#039;&#039; - Representative of the Men of Stone&#039;s defiance against the time of ending, the Stonekin banner is actually a powerful technological relic that can release a steady stream of healing nanomachines to allow warriors to fight on past grievous injuries and heal and repair their equipment with remarkable swiftness while dulling the sensation of pain. The stoneskin banner grants the Feel No Pain and It Will Not Die special rules to the user and his unit.&lt;br /&gt;
*&#039;&#039;&#039;Reason&#039;&#039;&#039; - &amp;quot;Everyone listens to reason&amp;quot; is the motto of those who utilize these experimental rotary coilguns (peace through superior firepower was deemed too unwieldy a term).  Capable of tearing through most forms of armor, these guns spit out a ceaseless stream of hypersonic spikes and never let up.  First tested against Hive Fleet Kraken and ironed out in a successful Squat offensive that broke the back of the 13th black crusade&#039;s strike against the Squat worlds, the wielders of these weapons tore through land raiders, ancient suits of terminator armor, and reduced the leading Chaos Lord, Hyrskos the Fell Handed, to a fine bloody mist flecked with chunks of bone, ceramite and adamantium. &lt;br /&gt;
**Profile (Range: 30&amp;quot;, Strength: 4, AP: 1, Rules: Salvo 3/6, Armorbane, Rending, Shred, Sunder)&lt;br /&gt;
&lt;br /&gt;
=Armoury=&lt;br /&gt;
*&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;: A model may replace its Shot Rifle, Shot Pistol and/or CCW with a:&lt;br /&gt;
**Chainaxe (+3pts)&lt;br /&gt;
**Forge Weapon (+5pts)&lt;br /&gt;
**Power Weapon (+15pts)&lt;br /&gt;
**Power Pick (+15pts)&lt;br /&gt;
**Force Weapon (+20pts)^&lt;br /&gt;
**Power Fist (+25pts)&lt;br /&gt;
**Heavy Chainaxe (+30pts)&lt;br /&gt;
**Macro Hammer (+30pts)&lt;br /&gt;
^May only be taken by Psykers.&lt;br /&gt;
*&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;: A model may replace its Shot Rifle, Shot Pistol and/or CCW with a:&lt;br /&gt;
**Shot Rifle (free)&lt;br /&gt;
**Shot Carbine (free)&lt;br /&gt;
**Auto-Shot Rifle (+5pts)&lt;br /&gt;
**Light Fusion Projector (+5pts)&lt;br /&gt;
**Combi-Weapon (+10pts)&lt;br /&gt;
**Ion Pistol (+10pts)&lt;br /&gt;
**Coil pistol (+15pts)&lt;br /&gt;
*&#039;&#039;&#039;Exo Suit Melee Weapons&#039;&#039;&#039;: A model may replace it&#039;s Power Weapon with a:&lt;br /&gt;
**Power Pick (Free)&lt;br /&gt;
**Force Weapon (+5pts)^&lt;br /&gt;
**Rock Drill (+10pts)&lt;br /&gt;
**Macro Hammer (+15pts)&lt;br /&gt;
**Rock Saw (+15pts)&lt;br /&gt;
**Rock Cutter (+15pts)&lt;br /&gt;
^May only be taken by Psykers.&lt;br /&gt;
*&#039;&#039;&#039;Exo Suit Ranged Weapons&#039;&#039;&#039;: A model may replace it&#039;s Auto-Shot Rifle with a:&lt;br /&gt;
**Shot Cannon (+10pts)&lt;br /&gt;
**Heavy Fusion Projector (+10pts)&lt;br /&gt;
**Coil Cannon (+20pts)&lt;br /&gt;
**Twin-linked Ion Rifle (+20pts)&lt;br /&gt;
**Seismic Cannon (+20pts)&lt;br /&gt;
**Cyclone Missile Launcher with Krak &amp;amp; Mole Warheads (+25pts)^&lt;br /&gt;
^Does not replace Auto-Shot Rifle&lt;br /&gt;
*&#039;&#039;&#039;Special Weapons&#039;&#039;&#039;: A model may replace it&#039;s Shot Rifle or CCW with a:&lt;br /&gt;
**Auto-shot rifle (+5pts)&lt;br /&gt;
**Fusion-Projector (+5pts)&lt;br /&gt;
**Seismic Rifle (+10pts)&lt;br /&gt;
**Ion Rifle (+15pts)&lt;br /&gt;
**Coil repeater (+15pts)&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039;: A model may replace it&#039;s Shot Rifle or CCW with a:&lt;br /&gt;
**Shot Cannon (+10pts)&lt;br /&gt;
**Heavy Fusion-Projector (+10pts)&lt;br /&gt;
**Missile Launcher with Krak &amp;amp; Mole Warheads (+15pts)&lt;br /&gt;
***May also take Flakk Missiles (+10pts)&lt;br /&gt;
**Coil cannon (+20pts)&lt;br /&gt;
**Seismic Cannon (+20pts)&lt;br /&gt;
*&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;&lt;br /&gt;
**Squat Iridium Armour (+20pts)&lt;br /&gt;
**Chameleon Cloak (+10pts)&lt;br /&gt;
**Carapace Armour (+5pts)&lt;br /&gt;
**Combat Shield (+5pts)^, ^^&lt;br /&gt;
**Boarding Shield (+10pts)^, ^^&lt;br /&gt;
**Refractor Field (+10pts)^&lt;br /&gt;
**Force Field (+25pts)^&lt;br /&gt;
**Squat Warbike (+25pts)^^, ^^^&lt;br /&gt;
***The Squat Warbike may replace its Twin-linked Shot Rifles with Twin-linked Shot Carbines (free)&lt;br /&gt;
**Digital Weapons (+5pts)&lt;br /&gt;
**Survey Glass (+5pts)&lt;br /&gt;
**Rune stone (+15pts)&lt;br /&gt;
**Overdrive systems (+10pts)^^^&lt;br /&gt;
**Psychic Hood (+5pts)^^^^&lt;br /&gt;
**Melta Bombs (+5pts)&lt;br /&gt;
^May not be taken together.&lt;br /&gt;
&lt;br /&gt;
^^May not be taken with Squat Exo-Armor or together.&lt;br /&gt;
&lt;br /&gt;
^^^May only be applied to models equipped with Iridium Armour, Exo-armour, or Bikes.&lt;br /&gt;
&lt;br /&gt;
^^^^Psykers only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tech Relics&#039;&#039;&#039;&lt;br /&gt;
**Reason (25pts)&lt;br /&gt;
**Concussion Mace (30pts)&lt;br /&gt;
**Inertial Hammer (55pts)&lt;br /&gt;
**Stonekin Banner (55pts)^&lt;br /&gt;
**Mantle of Doom (60pts)&lt;br /&gt;
^Thanes only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Wargear&#039;&#039;&#039;&lt;br /&gt;
**Searchlight (5pts)&lt;br /&gt;
**Relic Plating (5pts)&lt;br /&gt;
**Dozer Blade (5pts)^&lt;br /&gt;
**Recovery Gear (5pts)&lt;br /&gt;
**Pintle-Mounted Auto-Shot Rifle (5pts)^^&lt;br /&gt;
**Smoke Launchers (5pts)&lt;br /&gt;
**Missile Guidance System (5pts) ^^^&lt;br /&gt;
**Extra Armour (10pts)&lt;br /&gt;
**Hunter-Killer Missile (10pts) ^^^&lt;br /&gt;
**Targeting Array (15pts)&lt;br /&gt;
**Pintle-Mounted Shot Cannon or Heavy Fusion Projector (15pts)^^&lt;br /&gt;
**Armoured Ceramite (20pts)&lt;br /&gt;
^May not be taken by Land Raiders, Walkers, Goliath Rockgrinders, Tremorbane Drillers or Carriages.&lt;br /&gt;
&lt;br /&gt;
^^May not be taken by Walkers, Tremorbane Drillers, Land Trains, Carriages or a Colossus. May not be taken together.&lt;br /&gt;
&lt;br /&gt;
^^^May not be taken by Tremorbane Drillers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aircraft Wargear&#039;&#039;&#039;&lt;br /&gt;
**Relic Plating (5pts)&lt;br /&gt;
**Infra-Red Targeting (5pts)&lt;br /&gt;
**Illum Flares (5pts)&lt;br /&gt;
**Chaff Launcher (5pts)&lt;br /&gt;
**Missile Guidance System (5pts)&lt;br /&gt;
**Distinctive Paint Scheme (10pts)&lt;br /&gt;
**Targeting Array (15pts)&lt;br /&gt;
**Armored Cockpit (20pts)&lt;br /&gt;
**Armoured Ceramite (20pts)&lt;br /&gt;
&lt;br /&gt;
=HQ=&lt;br /&gt;
==Ancestor Lord==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I have the weight of my years behind me. What do you have?&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Amongst the Squats, none are more honored than the Ancestors, who form the basis of Squat religion. The Living Ancestors are legendary for their age and boundless wisdom. The respect given by the younger generations of Squats is well-earned, for they have often lived for more than 500 years, which is unheard of for the average Squat. Living Ancestors bear knowledge of ancient grudges that they use to inspire their brethren in wartime.&lt;br /&gt;
&lt;br /&gt;
Some Living Ancestors are so ancient that they have developed Psyker powers. While not as powerful as the Psyker of other races such as the Eldar, the Living Ancestors can still hold their own. As such, Living Ancestors often carry Rune Stones, which assist in their psychic abilities.&lt;br /&gt;
&lt;br /&gt;
When war comes to the Squat Strongholds, the Living Ancestors may be called to fight alongside the Brotherhoods and the Guilds. In these times, they take the title of &amp;quot;Ancestor Lord&amp;quot; and use their ancient wisdom to turn the tide of battle against the Squats&#039; hated enemies. Some naive commanders have made the fatal mistake of underestimating the Ancestor Lord is frail and weak due to their &amp;quot;advanced&amp;quot; age, and have paid for their mistake in blood.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 80&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ancestor Lord&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (character)&lt;br /&gt;
| 1 Ancestor Lord&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Independent Character&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.&lt;br /&gt;
*May purchase up to two Psychic Mastery Levels (25pts each)&lt;br /&gt;
*May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)&lt;br /&gt;
*The Ancestor Lord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.&lt;br /&gt;
*If not riding a Bike then the Ancestor Lord may select items from the Heavy Weapons list.&lt;br /&gt;
*If wearing Exo-Armour then the Ancestor Lord may select items from the Exo-Suit Melee Weapons and Exo-Suit Ranged Weapons lists.&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; An Ancestor Lord that has been upgraded to a Psyker may generate powers from the &#039;&#039;Biomancy, Daemonology (Santic), Stonemind, Divination and Pyromancy&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
==Warlord==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;They think that just because they got more bodies than us they can win! They think tha because we&#039;re short and squat that we&#039;re weak! They think that we&#039;ll just roll over in front o&#039; their green tide! LET&#039;S SHOW &#039;EM WHY THEY&#039;RE WRONG!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Squat Warlords are the commanders of a Hold&#039;s army and the deadliest fighters an enemy will find. Possessed of great fighting skills, decades of experience, incredible courage and cunning, Warlords lead their lads through the most grueling of battles. Always being where the battle is the most intense and leading from the very forefront as frontline commanders, the reputation of Squat Warlords and the tallies of enemy skulls they collect can impress even Space Marine Chapter Masters or any other powerful warrior from any faction in the known galaxy. Sometimes a Warlord will outright refuse to back down if the odds prove to be against him and his lads due to sheer stubbornness. Yet even then the aforementioned stubbornness proved to be a contributing factor in turning what many would normally see as imminent defeat into victory.&lt;br /&gt;
&lt;br /&gt;
In battle, Squat Warlords use the many weapons and wargear they have access to. It is not uncommon for the Warlords to sport more exotic tech or be clad in a suit of Exo-Armour while leading similarly clad stone kin where the fight is fiercest.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 60&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Warlord&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Warlord&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Stubborn&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;:&lt;br /&gt;
*May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.&lt;br /&gt;
*May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)&lt;br /&gt;
*The Warlord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.&lt;br /&gt;
*If not riding a Bike then the Warlord may select items from the Heavy Weapons list.&lt;br /&gt;
*If wearing Exo-Armour then the Warlord may select items from the Exo-Suit Ranged Weapons and Exo-Suit Melee Weapons lists.&lt;br /&gt;
&lt;br /&gt;
==Thane==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;d sooner shave my beard than let this banner fall! Now onward, my brothers! For the League of Norgyr!&amp;quot; - Thane Oskar, during a battle on Cadia during the 13th Black Crusade&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If the Squat Warlord would be the equivalent of a Space Marine Chapter Master, then the Thane would be one to a Space Marine Captain. Although not as lethal as Warlords, Thanes are tough and hardy military leaders that usually lead a single or more detachments of warriors. For every Warlord of a Squat Hold, there are dozens of Thanes that answer to him directly. Thanes are not only leaders, but also standard bearers. Usually mounting said banners on the back of their armors so to have both arms free to wield their weapons, the presence of a Thane boosts the resolve of the Squats around him and will never let the banner he possesses to fall. Thanes that proved to be particularly strong in both mind and body, to be exceptionally cunning and courageous, may have a chance to become the next Warlord.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 25&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
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! Ld&lt;br /&gt;
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|-&lt;br /&gt;
| Thane&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Thane&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Independent Character&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;:&lt;br /&gt;
*May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.&lt;br /&gt;
*May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a Power Weapon (40pts)&lt;br /&gt;
*The Thane may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.&lt;br /&gt;
*If not riding a Bike then the Thane may select items from the Heavy Weapons list.&lt;br /&gt;
*If wearing Exo-Armour then the Thane may select items from the Exo-Suit Ranged Weapons and Exo-Suit Melee Weapons lists.&lt;br /&gt;
*May take a Battle Standard (15pts)&lt;br /&gt;
&lt;br /&gt;
==Guild Engineer==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;No, you daft bastard! The Coils wrap around the gun like this! How did the Mechanicus survive this long with idiots like you?&amp;quot; - Guild Engineer Baldrek, angrily mocking a Tech Priest of the Cult Mechanicus.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Squats since times ancient, back to the times of their human ancestors, had access to many technological achievements of the Dark Age of Technology while most of it was lost during the turbulent times of the Age of Strife. Despite this, they never stopped improving on existing technological pieces nor stopped with innovating and creating new techno-marvels. These tasks, along with making sure that every machine in a Hold works well, is the job of the Engineer Guilds. &lt;br /&gt;
&lt;br /&gt;
Guild Engineers are the driving force behind the advancements of Squat technology. Most of the time they sit in the guild&#039;s vast factoria or laboratories constructing new armaments, tinkering with existing pieces, trying out something new or creating new tech from the very base. Unhindered by the likes of the Adeptus Mechanicus, Guild Engineers are free to pursuit passionately new heights (as long as they will not cross lines that should not be crossed no matter how tempting it would be). There are however times when Guild Engineers need to leave their Holds for various reasons, from joining expeditionary forces to reclaim lost technology or abandoned Holds, to aiding Squat armies with their expertise and knowledge.&lt;br /&gt;
&lt;br /&gt;
In the mists of battle, Guild Engineers will repair damaged machines and use their skills to analyze and counter enemy armor. Commonly seen wielding exotic weapons and usually wearing Iridium or Exo-Armour, these technomancers are always valued by allies and have their enemies be wary of them. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 45&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Guild Engineer&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Guild Engineer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Independent Character&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Battlesmith: If a Guild Engineer is in base contact with, or embarked upon a vehicle, instead of shooting it may attempt to repair a weapon destroyed or Immobilised result, or restore a lost hull point on a D6 roll of 5+.&lt;br /&gt;
*Master of Calculations: Instead of firing a weapon in the shooting phase, a Guild Engineer who has joined an artillery unit may confer his ballistic skill on any crew members firing artillery weapons.&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.&lt;br /&gt;
*May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)&lt;br /&gt;
*If not wearing Exo-Armour then the Guild Engineer may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.&lt;br /&gt;
*If not riding a Bike then the Guild Engineer may select items from the Heavy Weapons list.&lt;br /&gt;
*If wearing Exo-Armour then the Guild Engineer may select items from the Exo-Suit Ranged Weapons and Exo-Armour Melee Weapons list.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
**Servo-Arm (30pts)&lt;br /&gt;
**Servo Harness (55pts)&lt;br /&gt;
&lt;br /&gt;
=Special Characters=&lt;br /&gt;
==Overlord Hreid==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
An old and powerful Squat, Overlord Hreid is an extremely influential leader.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The influence of Hreid has an incredible reach. It encompasses nearly every Squat world, but in his League he&#039;s considered as first among equals in the eyes of other Warlords and Thanes. Even the Living Ancestors see him as someone who is deemed worth to follow.&lt;br /&gt;
&lt;br /&gt;
Coming from League Norgyr, he and his ancestors were the ones who strongly advocated for alliances and integration with the Imperium of Man while still being independent and continues so to this day, yet they all also were, and are to this day determined to forge the Squats as a more unified force in order to make them better survive the galaxy that is ravaged by wars. Even when compared to his ancestors, he is one to be the most active in his bloodline to unify the Squats, yet because of the conflicts (both minor and major) and differences between Leagues, not to mention looking over the welfare of the planets of his own League, this task seems to be a daunting one.&lt;br /&gt;
&lt;br /&gt;
With the appearance of Tyranids, the situation became grim as Squat worlds were devoured one by one, some being of great historical importance. Hreid knows well the history of how the Great Devourer ravaged the Squats. His own grandfather and father perished in battle against the monstrosities of Behemoth&#039;s tendrils (but not before managing to slay hundreds of them and dozens of monstrous creatures) when they answered the call to arms. With the appearances of Kraken and Leviathan, the old Squat grew more determined to unite his kin and and seeing the Tyranids committing the Ultimate Grudge against Squatkind, for there exist no curse neither in the Squat language, in Gothic, or in any of the languages of xenos to describe how unforgivable it is what the swarm did.&lt;br /&gt;
&lt;br /&gt;
In battle, no matter if it is on foot or inside his unique suit of exo-armour, Hreid is a force of nature. Carrying his ancestral war axe Surtr along with the ancient Plasma Blaster Foe Blaster and the Golden Ring of Wards, the Overlord of Norgyr is a monster of a fighter, but also a skilled and charismatic commander who leads with courage and honour, as well as wisdom and determination. The most famous battles he took part in were the Scouring of Forseti where along with a Great Company of Space Wolves managed to defeat the Orks that occupied the ancient Squat world, the Gangalma Incident where he and his throng aided the Mordian Iron Guard in defeating a Chaos incursion, and finally the Inarian Crusade where his Squats managed to stop a tendril of Leviathan and culminating in him slaying a Tyranid Dominatrix which is no mere feat even for a Squat.&lt;br /&gt;
&lt;br /&gt;
With the darkness engulfing more and more the galaxy, the Overlord of Norgyr dispatched one of his eldest son Lyngheidr to aid the forces that engaged the 13th Black Crusade, while he himself endeavored to hunt down the Tyranids that are plaguing the areas around Squat and Imperial worlds. If there are unsettled grudges, then Heidr will make sure they are settled, for he never leaves anything unsettled.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 250&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Overlord Hreid&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+/3++&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| Overlord Hreid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Norgyr)&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Feel No Pain&lt;br /&gt;
*Eternal Warrior&lt;br /&gt;
*The Ultimate Grudge Bearer: Heidr and any unit he joins has the Preferred Enemy USR against the Primary Enemy Detachment.&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; Overlord Hreid has the Grudge Bearer warlord trait and may roll an additional Warlord Trait on any table.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Options:&#039;&#039;&#039;: May swap the Armour of Snorri and Frag and Krak Grenades for the Armour of Strullson for free.&lt;br /&gt;
:&#039;&#039;&#039;Tech Relics:&#039;&#039;&#039;&lt;br /&gt;
*Axe of Surtr: &#039;&#039;Heidr&#039;s unique Forge Axe that was passed from father to son for generations, this weapon is made in such a way that it greatly amplifies the physical power of the wielder. The force is more than enough to slay a Space Marine Terminator or Tau Battlesuit in one powerful blow, and if the adversary somehow survived the blow, then Surtr&#039;s flames would off them completely.&#039;&#039; The Axe of Surtr has the following profile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Range !! Strength !! AP !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
| Axe of Surtr || - || +3 || 2 || Melee, Unwieldy, Two-Handed, Master Crafted, Soulblaze, Flammable, Great Cleave&lt;br /&gt;
|}&lt;br /&gt;
:Great Cleave: On a roll of 6 to hit in Close Combat, the wielder causes two hits instead of one.&lt;br /&gt;
*Foe Blaster: &#039;&#039;An ancient weapon that was gifted to Heidr&#039;s ancestor back during the Great Crusade by the Imperial Fists Legion as a token of friendship, this mighty Plasma Blaster makes short work of any and all enemies.&#039;&#039; Foe Blaster has the following profile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Range !! Strength !! AP !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
| Foe Blaster || 18&amp;quot; || 7 || 2 || Assault 3, Gets Hot!, Shred&lt;br /&gt;
|}&lt;br /&gt;
*The Armour of Snorri: &#039;&#039;An armour that once belonged to one of two legendary Squat heroes of Norgyr, this iridium armour is a incredible piece of craftsmanship that allows for great protection as the technology behind it allows to weaken the attacks of the enemy inflicted upon the user. How it came into the possession of Heidr&#039;s family is unknown.&#039;&#039; The Armour of Snorri is Squat Iridium Armour. Additionally any attack (ranged or melee) against Heidr has their strength reduced by 1 (thus a weapon with S5 becomes S4).&lt;br /&gt;
*The Armour of Strullson: &#039;&#039;An armour that once belonged to one of two legendary Squat heroes of Norgyr, this exo-armour is incredibly sophisticated and offers terrific power and protection. How it came into the possession of Heidr&#039;s family is unknown.&#039;&#039; The Armour of Strullson is a set of Squat Exo Armor that grants +1 to Heidr&#039;s strength and the Feel No Pain (4+) special rule.&lt;br /&gt;
*Golden Ring of Wards: &#039;&#039;A treasured tech relic that was created when the first Squat holds were created, what looks like a simple ring is in fact a extremely advanced piece of technology made from knowledge from the Dark Age of Technology. The ring emits something akin to a plasma field that protects the wearer from danger. And if by some strange coincidence the plasma field is breached the built in warp-manipulation mechanisms knit back any wound the wearer sustained.&#039;&#039; The Golden Ring of Wards grants the wearer the It Will Not Die USR and a 3++ Inv Save.&lt;br /&gt;
&lt;br /&gt;
==Ancient Gandr==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;But I, being old, have only my memories;&#039;&#039;&lt;br /&gt;
&#039;&#039;I have spread my memories under your feet;&#039;&#039;&lt;br /&gt;
&#039;&#039;Tread softly, for you tread on my memories.&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Squats are known to live much longer than the average human. Then some of these Squats tend to outlive others of their kin, thus becoming Living Ancestors who are centuries old. But among the latter group, there is one who is particularly old.&lt;br /&gt;
&lt;br /&gt;
Ancient Gandr is one such Living Ancestor, and he is indeed a living piece of history. Even other Living Ancestors from the other Leagues don&#039;t remember a time where he wasn&#039;t around. Nobody knows how it is possible for a Squat like him to go above a whole millennium and more. Yet if there is anything the Squats know, then there is the fact that Gandr is someone to whom everyone from all different Leagues come for advice in the most difficult of situations. Gandr knows many secrets and served many Warlords and Thanes as a advisor. However, the grumpy Squat will not advise any Warlord or Thane unless they prove themselves before him. These vary, yet every task he gives is challenging.&lt;br /&gt;
&lt;br /&gt;
Gandr&#039;s story is shrouded in myth, as after a turbulent period in the story of his home hold on planet Torq, nobody except for the Ancient knows his past. All he can tell that he was once a Heartguard, and that he had a family he lost in a tragic incident that he does not want to talk about. It is also rumored that back then he was a more optimistic fellow and that the loss of everything he held dear turned him into a walking mountain of grumblings. &lt;br /&gt;
&lt;br /&gt;
When battle begins, Gandr will turn into a psychic storm. Combined with his knowledge and centuries of hard won experience, every enemy was either routed or utterly annihilated. Crackling from head to toe with warp energies, the Ancient will crush daemon engines with thought alone, grind infantry to paste and detonating enemy psykers and daemons who clearly love to underestimate him. He in fact likes to collect everything from his encounters with enemy psykers, which are usually bits or charms taken from their armours. Even Eldar Farseers that fought the Squats joined by the Living Ancestor barely escaped with their lives since they did not count that he would be this powerful. Some Farseers were not this lucky and were slain by Gandr for their hubris, while their soulstones taken by him as trophies to further insult them. Needles to say, Eldar hate him for this and will do everything to get the soulstones from him. Daemons who survive an encounter with Gandr quickly learn that the next time they go up against the Squats of Grindel they will do so as long as the Living Ancestor is not around.&lt;br /&gt;
&lt;br /&gt;
Currently the Squat, though he really dislikes it, is working with the Inquisition in order to aid the Imperials in the fight against the 13th Black Crusade of the Despoiler. His wisdom on many of the enemies of the Imperium, and more importantly on Chaos, is what may turn the tide in favor of the Imperials.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 250&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
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! A&lt;br /&gt;
! Lds &lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ancient Gandr&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+/4++&lt;br /&gt;
| Infantry (character)&lt;br /&gt;
| Ancient Gandr&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Grindel)&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Eternal Warrior&lt;br /&gt;
*Psyker (Mastery Level 3)&lt;br /&gt;
*Stubborn&lt;br /&gt;
*Titanic Willpower: Ancient Gandr gains a +1 to any psychic related rolls (including resisting enemy psychic powers and rolling on the Perils of The Warp table). Additionally if Gandr manages to successfully cast a psychic power, then he gains an additional Warp Charge for use in the next Psychic Phase.&lt;br /&gt;
*Living Vault of Wisdom: Ancient Gandr can choose between the following stances before a battle. He grants the benefits of that stance to himself and the unit he is with:&lt;br /&gt;
:&amp;gt;Close and Personal: Counter Attack and Rage USR.&lt;br /&gt;
:&amp;gt;Silent and Unseen: Scout and Move Through Cover USR.&lt;br /&gt;
:&amp;gt;Precise and True: Precision Shot and Rending USR for ranged weapons (if a weapon has either of these rules, then the model gains a +1 to BS).&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; Shield Wardens&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*Force Field&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Psychic Hood&lt;br /&gt;
&#039;&#039;&#039;Tech Relics:&#039;&#039;&#039;&lt;br /&gt;
*Staff of The One-Eyed: &#039;&#039;An ancient force staff that was created by the Living Ancestors from unique Dark Age technology back in the days of the Great Crusade, and which the secrets of its construction was lost in the turbulent times of past. Until properly empowered, the Staff of The One-Eyed functions as a comparatively ordinary Force Staff. It is not until the weapon is empowered like a typical Force Weapons where it shows its immense power, capable of sending Ork Warbosses flying backwards in pieces and instantly slaying the largest of monsters and needing to be wielded in two hands to be controlled. It is said that this staff was created with the help of Magnus The Red when he was still a loyalist as a token of friendship, though it is a subject of debate whether or not he had a hand in this (especially among Inquisitors).&#039;&#039; The Staff of The One-Eyed is a Master-Crafted Force Staff. Gandr may channel his might into the staff, giving it power beyond that what a normal force weapon can do. The Mighty Empowerment costs 2 Warp Charges. The weapon has the following profile during the duration of the power:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Range !! Strength !! AP !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
| Staff of The One-Eyed (Mighty Empowerment) || - || x2 || 2 || Melee, Two-Handed, Unwieldy, Master Crafted, Concussive, Strikedown, Instant Death&lt;br /&gt;
|}&lt;br /&gt;
*Void Shell: &#039;&#039;A heavily modified suit of Iridium Armour that was tweaked or overhauled through the millennia. Originally designed for void operations from simply industrial to military ones, the armour underwent modifications during times of need to the point that it stopped looking like it used to be originally. The suit was further modified to suit the needs of Gandr.&#039;&#039; The Void Shell is a suit of Iridium Armour with the Void Hardened special rule.&lt;br /&gt;
:*Void Hardened:  A model equipped with void hardened armour may re-roll failed saves made against weapons of either the Template or Blast type and reduces the distance rolled for Charges, Sweeping Advances and Run moves by 1&amp;quot;. Void Hardened armor has some additional effects when playing a Zone Mortalis game (as noted in the Zone Mortalis rules).&lt;br /&gt;
*Trinket Idol: &#039;&#039;A large pole with the symbol of Grindel atop of it and with numerous trinkets and wards. The trinkets are often parts of enemy psyker wargear that Gandr took as trophies after slaying them, but there are also a number of Eldar soulstones that belonged to Farseers the Ancient defeated. Psykers are very vary of even approaching the mighty Squat, but in case of the Eldar he becomes a prime target for very good reasons...not that he has anything against it. Daemons on the other hand will have difficulties in fighting Gandr due to the wards the Squat is carrying on his idol.&#039;&#039; Any unit with the Psyker, Brotherhood of Psykers or Daemon special rule attempting to make a shooting attack, launch an assault or cast a psychic power on Grandr and his unit must take a leadership test before resolving the action. If the test is failed, they may not perform the action (but can choose to do a different action). Any enemy units from Codex: Craftworlds have the Hatred (Grandr) special rule.&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Ancient Gandr generates powers from the &#039;&#039;Biomancy, Daemonology (Santic), Stonemind, Divination, and Pyromancy&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
==Master Engineer Brokk, The Mad Inventor==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;You see the problem, right here, all you need to do is connect the Ampage repeater to the coil escapism and, voila! We&#039;ve got both a hypersonic electromagnetic thermal capacitor ballistc weapon, and a toaster. Does any anybody have butter rations, I&#039;m hungry.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Squats are well known for their technology and wisdom when it comes to artifacts of the Dark Age of Technology. Unlike the Techpriests of Mars, Squats invent, create, and even innovate. Yet there are moments when there are lines that should not be crossed or cannot be crossed due to limitations. Brokk however aims for crossing the latter luckily. A Master Engineer of League Kapellar and peerless pioneer of new inventions, Brokk is most of the time seen both as a example of how a Squat should be, yet as well one where a Squat should NOT.&lt;br /&gt;
&lt;br /&gt;
Some call him a genius. Some call him a madman. Others that he is downright random at times, and there are even those that call him all these things together. In the Imperium, the Adeptus Mechanicus would have cried heretek over the mad experimentations Brokk is doing, while even Squats think he sometimes overdoes some of those. Even then the Thanes and Warlords will tolerate him if it means that he can produce something that would benefit the hold. He never disappointed.&lt;br /&gt;
&lt;br /&gt;
Brokk constructed many insane vehicles and pieces of technology. Some, after further field-testing, were put into production, but most are so unstable that only the most courageous (if not insane) Squats would go and use them at all. The Master Engineer does not see anything wrong with those and simply thinks that other Squats have no idea how to use them properly. Other Squats will point otherwise however...&lt;br /&gt;
&lt;br /&gt;
When the Tyranids arrived and started to feast on Squat holds, it was Brokk who pioneered many anti-Tyranid weapons against hordes of swarming Gaunts and Rippers, as well as the largest and deadliest of monstrous creatures the xenos spawned during the later Tyrranic Wars. A survivor of one of the incident involving a stray tendril of the remnant of Hive Fleet Behemoth during a weapon test on Kyrin V where emissaries from both other Leagues and the Imperium came to observe, Brokk, back then still a disciple in the Engineering Guild, saw first-hand the feeding-spree the Tyranids where capable of. Although the planet was saved from being devoured with the help of the nearby Squat fleet and a Crusade Fleet of Black Templars, Brokk was downright horrified and enraged at the wanton destruction the Swarm left, not to mention loosing his old master and many of his peers. This also resulted in him becoming a dedicated Tyranid hunter, and probably this was one of the events that drove him to become Master Engineer. Currently the Squat is helping both Overlord Hreid in hunting down Leviathan splinters as well as aiding the Ordo Xenos in finding a way how to even more efficiently combat the threat posed by the Tyranids. Even more, he even took his private forge ship and an army of volounteers from multiple Kappelar holds to make sure the tragedy of Kyrin V would not repeat itself.&lt;br /&gt;
&lt;br /&gt;
In battle the Master Engineer can either go on foot, wearing his Iridium Armour equipped with a arsenal of unique weapons and gear, or while commandeering his personal Land Raider called Gullin, a machine he himself build and loaded with unusual upgrades. No matter which way of warfare he chooses, Brokk unleashes his arsenal of bizarre weapons and support mechanisms that would make even a Magos of Mars or a Ork Big Mek feel jealous. These devices are often as dangerous to anyone who challenges the Master Engineer, as they are to Brokk himself and his allies. Then again, the Squats ignore that part of Brokk due to the fact that these contraptions always work as much as his already crazy plans.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 175&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Sv&lt;br /&gt;
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! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Master Engineer Brokk&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| Master Engineer Brokk&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Independent Character&lt;br /&gt;
*League Affiliation (Kappelar)&lt;br /&gt;
*Battlesmith&lt;br /&gt;
*Preferred Enemy (Tyranids)&lt;br /&gt;
*Master of Calculations&lt;br /&gt;
*The Mad Inventor: A single (un)fortunate squad (or vehicle/vehicle squadron) in the same detachment as Brokk can upgrade all of their ranged weapons. If Brokk starts the game in a Land Raider, it must be that Land Raider. Unfortunately, the improvements in question are always dependent on the mad inventors whims and always risky. Roll a D6 to determine the bonus special rule the unit gains for its weapons. If the weapon already has that special rule, then the weapon gains a +1 to its Strength instead. Regardless of what is rolled, the weapon gains the Gets Hot! special rule as well.&lt;br /&gt;
#Lance&lt;br /&gt;
#Rending&lt;br /&gt;
#Shred&lt;br /&gt;
#Precision Shots&lt;br /&gt;
#Armourbane&lt;br /&gt;
#Poisoned USR&lt;br /&gt;
*Roll Out The Big Guns: A single Heavy Support choice in the same detachment as Brokk may have its battlefield role changed to Troops.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; Guild Apprentice&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Ion Pistol&lt;br /&gt;
*Coil Pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Iridium Armour&lt;br /&gt;
&#039;&#039;&#039;Tech Relics:&#039;&#039;&#039;&lt;br /&gt;
*Grand Harness: &#039;&#039;The personal Servo-Harness of Brokk. The Grand Harness was designed by him to increase his efficiency while repairing or constructing in the most heavy duty way imaginable. This wargear has more mechadendrites and servos than those used by other Guild Engineers or anyone who follows the paths of either the Priesthood of Mars or even those of the Dark Mechanicus. Indeed, even Techpriests that met Brokk were actually surprised by the size and armaments the darn harness has. Brokk, thanks to the Great Harness, is capable of repairing much more efficiently and faster any damaged vehicle to the point that it comes back to being fully operational. When not repairing, Brokk becomes a one Squat support battery for his fellow warriors or turning even the toughest enemies into a bloody pulp with his Servo Arms&#039;&#039; The Grand Harness is a Servo Harness. Both of its Servo-Arms are Master-Crafted and it has a Auto-Shot Rifle in addition to its other weapons.&lt;br /&gt;
*Draupnir System: &#039;&#039;Probably THE greatest invention that the Mad Inventor came up with, yet which is also in the experimental phase. Inspired by the ancient teachings of an ancient Terran scientist from the early 2nd millennium about mass and energy, as well to show those pesky Eldar that they are not the only ones in the galaxy that can produce their own resources, Brokk created a unique machinery called the Draupnir System. An invention that even the Adeptus Mechanicus failed to even take beyond simple theory, the Draupnir System (fully named the Draupnir Energy Generating and Mass Synthesis Assembler) is essentially a powerful quantum generator that produces energy and mass that are used for powering armaments and ammunition production. In addition, apart of producing energy and ammunition, the Draupnir System can generate a force field that envelops both Brokk and anyone near him, protecting them from incoming projectiles. There is however one fatal flaw in it. If the Draupnir System were to be damaged somehow, the risks of this would be a catastrophic explosion that would wipe out everything in a large area.&#039;&#039; The Draupnir System grants Brokk, and any unit 12&amp;quot; from him a 5++ Invulnerable Save. Any squad joined by Brokk re-rolls all failed To Hit rolls of 1. If Brokk is reduced to 0 wounds, then the Draupnir System goes haywire and ensues in a large explosion. Before removing Brokk as a casualty, put a Massive Blast Template over him. All models under the template suffer a single S10 AP1 hit.&lt;br /&gt;
&lt;br /&gt;
==Thrudrak Alemetal, Master of the Runes==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;So far there have been no warp spawned nightmares that have breached my runes. And you will not be the first&amp;quot; Thrudrak Alemetal to an Unnamed Lord of Change&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The leader of the runesmiths of the Srry&#039;Tok brotherhood, one of the two brotherhoods who have joined the Tau Empire as full members. The Master of Runes is an important role in every Demiurg brotherhood, leading the runesmiths in their tasks of forging and repairing all the equipment and vehicles that the Demiurg use. Thrudrak came into his position very late in his lifetime and is not expected to last another fifty years, a short time in the reckoning of the Demiurg. However as a valued member of the brotherhood many go to him for advice including the Elders that make up the leadership of the Brotherhood. Not often seen without his trusty hammer even in the most mundane tasks, he will often smash the hammer into the nearest piece of fragile architecture to make a point or silence a room. &lt;br /&gt;
&lt;br /&gt;
Thrudrak holds the rank of &#039;O in the ranking of the Tau caste system for the Demiurg Caste and is often consulted on Ion technology by the Earth Caste although he does keep safe many of the secrets of the Technology as sole purview of the Demiurg such as the Ion Dampener and the secrets of the Runes.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 175&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|-&lt;br /&gt;
| Thrudrak Alemetal&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+/4++&lt;br /&gt;
| Infantry (character)&lt;br /&gt;
| Thrudrak Alemetal&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Demiurg)&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Master of Calculations&lt;br /&gt;
*Battlesmith&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; Master Miner&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Exo Armour&lt;br /&gt;
*Twin-linked Ion Rifle&lt;br /&gt;
*Servo-Arm&lt;br /&gt;
&#039;&#039;&#039;Tech Relics&#039;&#039;&#039;&lt;br /&gt;
*Hammer of Berim: &#039;&#039;Thrudrak&#039;s hammer has been passed down for generations for the leaders of the runepriests of the Srry&#039;Tok brotherhood. The head of the hammer has many special archeotech devices that are ill understood by the Demiurg. The runes embedded in the hammer along with the technology make it a fierce foe against the shields of any race letting it bypass them with ease.&#039;&#039; The Hammer of Berim has the following profile:&lt;br /&gt;
:Range: -, Strength +2, AP: 3, Rules: Melee, Two-Handed, Concussive, Ignores Invulnerable Saves&lt;br /&gt;
*Gòstang Thoth: &#039;&#039;A specially crafted gorget with runes of protection glittering brightly on the metal. The gorget was made to help protect the master of runes in his duties on the field and in the forge of the Brotherhood shops.&#039;&#039; Gòstang Thoth grants Thrudrak the ability to re-roll failed invulnerable saves.&lt;br /&gt;
*The Keystone: &#039;&#039;A masterwork of Rune Smithing, this Adamantine and Iridium Rune is said to be the first rune ever made, every Rune Stone since being a pale imitation.&#039;&#039; The Keystone is a Rune Stone that also allows Thrudrak Alemetal to successfully Deny the Witch on a 5+, and adds 2 dice to the Deny The Witch pool during your opponents psychic phase instead of 1.&lt;br /&gt;
&lt;br /&gt;
==Old Boltsman Joseph==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It&#039;s a grizzly thing ain&#039;t it lad, took it from one o&#039; them ol&#039; silver and green Necrontyr bastards. O&#039; course he got what remained o&#039; me left ear, but I got his bloody fool head in exchange. Makes a wonnerful story that one.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A Squat that comes from the great Bugginson family of famous brewers from the League of Thor, the early life of Joseph was actually filled with boredom to some point due to how peaceful it was for him. Not that brewing was a bad thing for the then young Joseph. &lt;br /&gt;
&lt;br /&gt;
Joseph did enjoy brewing the finest brews that would make even Space Marines want to drink, but the young Squat wanted badly to join the ranks of soldiers of his home hold of Muspel out of a drive for adventure and to see the parts of the galaxy outside the home sub-sector. After a long talk with his father, the old Squat finally did agree for Joseph to join the army of Warlord Kardrak. The Squat took his old coil gun he had since childhood and moved out.&lt;br /&gt;
&lt;br /&gt;
Being a Squat warrior is all but easy, yet the young Bugginson found it exhilarating during his first campaign against the Snakebites Orks of Mogondo that occupied an abandoned Squat hold there. It was all glorious for him and he hoped to share all the stories of his battles with his family...until the Squat came back to see his hold besieged.&lt;br /&gt;
&lt;br /&gt;
The Mogondo Orks were a distraction, and the main WAAAGH!!! was already besieging Muspel. Warlord Kardrak ordered his warriors to assault the besieging Snakebites. When the force made planetfall, it all went from bad to worse when the skies darkened and became purplish. Chaos Daemons AND Tyranids also assaulted Muspel, which forced the Squats there into a four-way battle against Greenskins, Daemons, and Bugs alike. Each seemingly focused solely on destroying the Squats before turning on each other&lt;br /&gt;
&lt;br /&gt;
The devastation was so great that Squats from other holds had to join in to aid Kardrak. In the ensuing chaos, Joseph and groups of fellow warriors separated from the main force. While in a normal situation they would have been written off as dead due to a concentration of so many enemies, but Joseph was very determined to survive this. During the Mogondo fights, he managed to master the skills needed for pathfinders and scouts when he and his fellows were sent on recon missions to collect data. He never thought that these skills would be so useful in the situation he was.&lt;br /&gt;
&lt;br /&gt;
Without any support from the main warband Joseph and his lads turned to Hit and Run tactics, never staying still, living off of the few non-poisoned pieces of land they could find, and striking at the heart of their enemies forces. Targeting synapse creatures, Greater Daemons, and Ork Warbosses with brutal efficiency and fading away before their enemies could react. After ten standard Terran years, the Squats of Muspel had finally won back their home, but at a terrible price. Kardrak was dead. Joseph&#039;s family reduced to a handful of members, and to top the whole bloody mess off, the planet itself was a wreck, poisoned and exhausted, yet luckily not beyond reparation. As the only senior member of the Bugginson family, Joseph swore that he would exact vengeance for this and to rebuild his family.&lt;br /&gt;
&lt;br /&gt;
Joseph took off with his remaining family members, as well as those who fought alongside him, on the Bugginson ship &amp;quot;The Arrow-Head&amp;quot; as a independent force/mercenary group, sometimes even taking in Squat refugees in order to bolster the ranks of his warband. Over the years Joseph grew in experience and his small army grew with many more volunteers from other holds that were molded to think like hunters and infiltrators by the now old Bugginson. Bugginson aided beleaguered Squat and Imperial worlds that suffered from raids and to resolve invasions the Imperial Guard had problems with. At some points in his life, Joseph even fought alongside the likes of the Tanith First-and-Only, as well as the Raven Guard and Raptors Space Marines. All three shared the same mentality as the Squat and his lads, thus none had problems with cooperation.&lt;br /&gt;
&lt;br /&gt;
Currently the old Squat is actively pursuing a secret agenda. Nobody knows what it is, but the presence of Raptor Space Marines and a squad of Deathwatch Marines would suggest it is something of a enormous task...&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 135&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
| Old Boltsman Joseph&lt;br /&gt;
| 6&lt;br /&gt;
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| Infantry (Character)&lt;br /&gt;
| Old Boltsman Joseph&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Thor)&lt;br /&gt;
*Independent Character (Unique)&lt;br /&gt;
*Infiltrate&lt;br /&gt;
*Move Through Cover&lt;br /&gt;
*Monster Hunter&lt;br /&gt;
*The Arrow Head: &#039;&#039;Joseph is willing to accept fellow Squats from any league who are interested in rescuing the Squats who had lost their holds to the many menaces of the galaxy. The only restrictions are that a recruit has to be willing to devote themselves to the path of stealth and infiltration and be old enough to have a &#039;Longbeard&#039; as younger Squats are told to stay at their holds to help make it strong and form or continue a lineage of their own.&#039;&#039; A detachment containing Joseph may take Longbeard units as Troops choices.&lt;br /&gt;
:&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;: Refugee Leader&lt;br /&gt;
:&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Force Field&lt;br /&gt;
*Survey Glass&lt;br /&gt;
*Chameleon Cloak&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Tech Relics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;s Friend&#039;&#039;&#039;: &#039;&#039;Oh this, she&#039;s been with me ev&#039;r since I was a wee little nipper, beardless and tall as me momma&#039;s knee I was when I first got &#039;er. Made my first kill with &#039;er. I remember the first time she broke an&#039; I swore vengeance on the damned Greenskin what had done it. It was only when I had his head did I go see a friend o&#039; mine in the guild. Had him teach me how to make &#039;er new again. Teach me how to make her better. I never really stopped adding to &#039;er since. But she&#039;s still me first little peashooter, ain&#039;t cha?&#039;&#039; Hunter&#039;s friend is a Coil repeater with the Following Profile.&lt;br /&gt;
 Hunter&#039;s Friend || R 36&amp;quot; || S:- || AP1 || Heavy 1, Sniper, Armourbane&lt;br /&gt;
*&#039;&#039;&#039;Flay&#039;&#039;&#039;: &#039;&#039;You wanna see Flay? No, No you don&#039;t. She&#039;s an ol&#039; friend, but she&#039;s not for wee grubs like you lot. She&#039;s seen the dark side o&#039; me business, an&#039; she&#039;s seen far too much o&#039; that for her to tell you louts any o&#039; her stories. There&#039;re some things you need to live rather than have some crusty ol&#039; codger like me tellin&#039; you about.&#039;&#039;&lt;br /&gt;
 Flay || R - || S:User || AP4 || Melee, Rending, Flayer&lt;br /&gt;
*Flayer: To Wound rolls of a 6 Wound automatically when attacking with Flay, regardless of the target’s Toughness. Against vehicles and buildings, an Armour Penetration roll of 6 that does not cause a penetrating hit automatically causes a glancing hit.&lt;br /&gt;
&lt;br /&gt;
==Ungarr Doomseeker, The Eternal Slayer==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Lucky in war, and nothing else.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Squat Berserkers are known for their insane and single-minded approach to combat, complete and utter disregard for personal safety and overall wanting to slay their enemies in the most spectacularly brutal way imaginable. Few individuals, like the Death Company Marines of the Blood Angels or the Khorne Berserkers of the World Eaters, can match Squat Berserkers in sheer killing efficiency. Yet among these abhuman individuals, there is one that tops them in every way imaginable.&lt;br /&gt;
&lt;br /&gt;
Ungarr Doomseeker is one, if not the only one in his own category. Shrouded in mystery, being bigger (yet not that much) than your average Squat, and not liking to talk much about his past, Ungarr is often described as a unbound tempest of destruction whenever he gets into combat. All that is known about him is that he was once a Thane, though from which League he came from is unknown along with him becoming a Leagueless warlord that travels the galaxy with his host made mostly out of Squat Berserkers.&lt;br /&gt;
&lt;br /&gt;
If there is one thing to know about Ungarr is that he exists to vanquish the monstrosities that live in the shadows of the galaxy, as well as to collect the skulls of the enemies of the Squats. His combat skills are no idle boasting either, as he has slain by himself truly powerful individuals and monsters that would require a entire Leman Russ Tank squadron to put down. He even once got swallowed whole by a Tyranid Mawloc, only in some impossible way to survive being shredded by the beast&#039;s digestive system and tear his way through, before clawing his way from the shallow grave it now occupied. &lt;br /&gt;
&lt;br /&gt;
Lesser enemies are simply shredded in an instant when they cross paths with Ungarr, whether are those Chaos Marines or even Tyranid Warriors. Once even an Eldar Autarch of Biel-Tan was forced to fight with alongside the Squat against Necrons, and instead of simply killing Ungarr and his lads (as it is with standard Biel-Tan procedures), the Autarch retreated with his warhost because he did not want to make his Eldar into an unnecessary sacrifice to Ungarr&#039;s battle frenzy. All these times the Doomseeker showed absolutely no emotions, only deathly silence and complete focus in battle. Something that is extremely unusual for Squat Berserkers.&lt;br /&gt;
&lt;br /&gt;
Various factions, both Squats and the various Imperial armies, often hire Ungarr and his Berserkers when a situation requires to be dealt with extreme prejudice. Ungarr takes his unique twin-bladed chain-axes and rushes with his lads to slay their enemies, while the cool-headed Squats in his army give them fire support. &lt;br /&gt;
&lt;br /&gt;
Currently Ungarr has been hired out by the League of Grindel to aid Ancient Gandr&#039;s alliance with the Imperium against the 13th Black Crusade, neither having been heard from since the fall of Cadia.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 220&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ungarr Doomseeker&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+/4++&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| Ungarr Doomseeker&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Eternal Warrior&lt;br /&gt;
*Rage&lt;br /&gt;
*Counterattack&lt;br /&gt;
*Fearless&lt;br /&gt;
*Leagueless: Ungarr Doomseeker and every Squat in his detachment have no League Affiliation.&lt;br /&gt;
*Berserker Lord: Up to three Berserker units in a detachment containing Ungarr Doomseeker can be taken as Troop Choices.&lt;br /&gt;
*Undying Will: If Ungarr loses his last Wound, place him on his side instead of removing him. At the start of your next turn, roll a D6. On a 3+ he regains a single Wound – place Ungarr as close to his previous position as possible whilst remaining more than 1&amp;quot; from any enemy models or impassable terrain. On a 1 or 2, Ungarr is removed as a casualty.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;: Grudge Bearer&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Squat Iridium Armour&lt;br /&gt;
*Force Field&lt;br /&gt;
:&#039;&#039;&#039;Tech Relics:&#039;&#039;&#039;&lt;br /&gt;
*Twin-Axes of Skad and Sunn: &#039;&#039;A pair of powerful Chainaxes wielded by Ungarr. None of his retainers, nor those versed in the knowledge of the Dark Age of Technology know from where these weapons came, yet alone where he got them. One is sure that these chainaxes are unique, even from one another. Skad is said to freeze an enemy if it manages to pierce their defenses, while Sunn acts the same way as a forge weapon while also allowing to spit fire at enemies who cross paths with Ungarr.&#039;&#039; The Twin-Axes of Skad and Sunn have the following profile:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Range !! Strength !! AP !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
| Skad || - || +1 || 2 || Melee, Master Crafted, Freezing Teeth&lt;br /&gt;
|}&lt;br /&gt;
:Freezing Teeth: If an enemy model fails his armour save and suffers a wound, the model must take a Strength test. If the model fails a test just once, then the model suffers Instant Death.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Range !! Strength !! AP !! Special Rules&lt;br /&gt;
|-&lt;br /&gt;
| Sunn || - || +1 || 2 || Melee, Master Crafted, Soulblaze, Shred, Flammable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Dread Sorcerer Fafnir==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Mine, mine, mine, it&#039;s all mine. Everything&#039;s mine! Your life is MINE! MINE! MINE! MINE!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 165&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Dread Sorcerer Fafnir&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (character)&lt;br /&gt;
| Dread Sorcerer Fafnir&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Emberg)&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Psyker (Mastery level 3)&lt;br /&gt;
*Preferred Enemy&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; XXXXXXX Brewer&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&#039;&#039;&#039;Tech Relics:&#039;&#039;&#039;&lt;br /&gt;
*Dragon&#039;s Breath Projector: &#039;&#039;The tool with which Fafnir originally uncovered the Gold Casket of Hashut, and killed his brother when they fought over its possession. This Fusion projector has long been in Fafnir&#039;s obsessive ownership and has been deeply soaked in his greed, malice, and cruelty. This process turning what was once just a tool into a weapon of horrific potency.&#039;&#039; Fafnir&#039;s Dragon&#039;s Breath Projector is a unique Fusion projector with the following profiles:&lt;br /&gt;
:Dispersed Profile: Template, S:4, AP5, Assault 1, Torrent&lt;br /&gt;
:Focused Profile: 12&amp;quot;, S:6, AP1, Assault 1, Armourbane&lt;br /&gt;
*Dragon&#039;s Golden Fang: &#039;&#039;Fluff, fluff, fluff.&#039;&#039; The Dragon&#039;s Golden Fang is a Forge Weapon with the Force special rule.&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; Dread Sorcerer Fafnir may generate his powers from the &#039;&#039;Biomancy, Daemonology (Malefic), Divination, Hashut, and Pyromancy&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
==Ulgin Earthshaker==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Yer in my house now, I&#039;m gonna bring the roof down on ya.&amp;quot;&#039;&#039; Ulgin to Warboss Schwartz during the infamous seige of Hold Magrinll&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
It is said that all empires are founded on the backs of those who take their stance against barbarism, tyranny, and injustice. If this is truly the case then Ulgin Earhshaker could carry an entire civilization by himself, so stout is his belief and unyielding is his purpose.&lt;br /&gt;
&lt;br /&gt;
Born as a Clanless refugee, Ulgin&#039;s family were taken in by the League of Kapellar in exchange for an indentured servitude that was essentially slavery. The refugees working in the dark and dangerous underside of the Kapellar Machine-Shops, greasing gears that threatened to grind the unwary into paste, maintaining steam-works in extreme heat that caused their beards to ignite, fixing still active circuits as sparks flew and wires buzzed. It was in this environment that Ulgin took his first stand, against a family of Hrud that had somehow infiltrated the catacombs of the Kapellar League ship he was serving upon.&lt;br /&gt;
&lt;br /&gt;
Armed with only an inertial wrench and a rivet bolter, and armoured in a void suit, Ulgin somehow managed to hold off the entropic parasites for long enough that the Kapellar Exo-Warriors aboard the ship could arrive and destroy the infestation before it got fully underway. The Exo-Warden promising Ulgin that, once he got out of the medical bay, he&#039;d induct the young Squat into the Exo-Warriors as a member of League Kappelar.&lt;br /&gt;
&lt;br /&gt;
So began Ulgin&#039;s long, grueling, and often obstructed career through the ranks of the Exo-Warriors. Time and time again he could be found on the front rank of whichever battlefield he had been deployed to, enemy charges breaking against him as he stood unyielding forward with hammer and cannon turning his foes into mulch.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 105&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ulgin Earthshaker || 5 || 4 || 3 || 4 || 2 || 3 || 2 || 10 || 2+/4++ || Infantry (Character) || Ulgin Earthshaker&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation (Kapellar)&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Unmoving Resilience: Ulgin Earthshaker is immune to the Strikedown, Concussive, and Blind USRs so long as he hasn&#039;t preformed any non-compulsory movement in his previous turn.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*Squat Exo-Armour&lt;br /&gt;
*Master-crafted Macro Hammer&lt;br /&gt;
*Overdrive Systems&lt;br /&gt;
*Battle Standard&lt;br /&gt;
&#039;&#039;&#039;Tech Relics&#039;&#039;&#039;:&lt;br /&gt;
*The Planet Cracker: The Planet Cracker is a Seismic Cannon with the Ignores Cover and Homing Special rules.&lt;br /&gt;
&lt;br /&gt;
==Harll and Davi-son==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Nobody&#039;s gonna take my ride, I&#039;m gonna break the speed o&#039; sound, nobody&#039;s gonna take my girl, she&#039;ll drive &#039;em straight inta the ground&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 120&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Harll and Davi&#039;son || 5 || 4 || 3 || 5 || 4 || 3 || 4 || 10 || 4+ || Bike (Character) || Harll and Davi&#039;son&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Thor)&lt;br /&gt;
*Skilled Rider&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Coil Pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Twin-linked Heavy Fusion Projector&lt;br /&gt;
:&#039;&#039;&#039;Tech Relics&#039;&#039;&#039;:&lt;br /&gt;
*Sleipnir: Sleipnir is a Squat Warbike that allows its riders to fire at full BS when Jinking.&lt;br /&gt;
&lt;br /&gt;
=ELITES=&lt;br /&gt;
==Hearthguard== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;For Hearth and Hold we stand&amp;quot;&#039;&#039; - Hearthguard Dunrog&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Not all Squats dream of one day being a master warrior; some dream of being renowned brewers, of being celebrated engineers, of being canny pilots or ancient runesmiths, but it must be said, that when the Hearthguard walk past, all Squat respect the sheer energy and drive it must have taken them to gain their position, for the Hearthguards are the chosen warriors of Lords and Thanes. Only those whose skill in battle and loyalty to the hold is unmatched are ever considered for such a position, and even then the tests that many are put through as proof of their skill of heart are as prone to cripple, if not outright kill, those who have survived on luck alone.&lt;br /&gt;
&lt;br /&gt;
Those who survive these tests unscathed are sworn into the Hearthguard immediately, as representatives of their lords will, to act as protectors of the hold and bearers of laws during, rare, peaceful times, and as a personal bodyguard to the Hold&#039;s Warlord during, much more common, times of strife.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 75&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Hearthguard&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry &lt;br /&gt;
| 4 Hearthguard&lt;br /&gt;
|-&lt;br /&gt;
| Old Guard&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Old Guard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to five Hearthguard to the squad (15pts each)&lt;br /&gt;
*Any model may choose equipment from the Melee Weapons and Ranged Weapons lists.&lt;br /&gt;
*If not riding a bike, up to four models may select items from the Special Weapons or Heavy Weapons lists.&lt;br /&gt;
*If riding a bike, up to four models may select items from the Special Weapons list.&lt;br /&gt;
*The entire squad may be equipped with any of the following if not on Bikes:&lt;br /&gt;
**Survey Glasses (2pts each)&lt;br /&gt;
**Chameleon Cloaks (2pts each)&lt;br /&gt;
**Combat Shields (3pts each)&lt;br /&gt;
**Boarding Shields (5pts each)&lt;br /&gt;
*The entire squad may be equipped with:&lt;br /&gt;
**Melta Bombs (5pts each)&lt;br /&gt;
**Squat Warbikes (11pts each)&lt;br /&gt;
*If riding Squat Warbikes, the twin-linked Shot Rifles may be replaced with twin-linked Shot Carbines (free)&lt;br /&gt;
*If riding Squat Warbikes then any model may take Overdrive Systems (2pts each)&lt;br /&gt;
*If not on Bikes then the squad may take a Rhino or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Berserkers==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;It is a good day to die. For us AND our enemies.&amp;quot;&#039;&#039; - Final words of Berserker Bargensonn&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Squat berserkers, otherwise known as &amp;quot;Grudgebearers&amp;quot;, are at once considered paragons of Squat culture, and a grizzly reminder on the their leagues last great failure. A combination that hails back to their harsh beginnings.&lt;br /&gt;
&lt;br /&gt;
Back when the Bearded Ones were just starting out as a people, they could not have picked more desolated homeworlds. Life was a series of constant challenges, and it was this, they believed, that made the Squat society so tough and tight-knit. Clan might bicker with clan over basic resources that their technology could stretch out enough to make argument pointless, but outside of raised words and contained violence in such matters each Squat knew that their home itself worked hard enough to destroy them, no need to add to its efforts.&lt;br /&gt;
&lt;br /&gt;
No legend is quite sure when this changed, each league naming ancient clans that may no longer even exist as the aggressors, but at one point one of these arguments over water grew too large for the elders of the aggressor side to contain their more hot-blooded youngsters who resented the other clan for stockpiling the water during a lean time. Youngsters who, in the dead of night, snuck into the opposing clans hold, and did their best to slaughter every last Squat they could lay their hands upon.&lt;br /&gt;
&lt;br /&gt;
Three children survived long enough to be found by a third clan who had arrived to trade. The nursery they had been found and described by shaken warriors as &amp;quot;a charnel house&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Perturbed the Council of Hold Elders met, such violence was unheard of, especially in a time when holds needed to work together or risk losing everything, and it was eventually decided that the youths who had committed the deed would be cast out from their hold to become the first true clanless, branded to show their crimes, while the finding clan would take custody of the surviving children.&lt;br /&gt;
&lt;br /&gt;
Years passed, and while the clanless were not heard from for this time, the custodians did not, could not, hide the truth of the matter from the lost children, the three of them growing up with hatred in their hearts, and steel in their eyes, until finally they came of age and left the custodian hold.&lt;br /&gt;
&lt;br /&gt;
Only one of them ever returned, carrying with him five branded heads that had been torn from their necks seemingly barehanded.&lt;br /&gt;
&lt;br /&gt;
The first Grudgebearer had been born, avenged his family, and died, but so had the first golden age of the Squats, their culture never healing from cycle of revenge started that day...a cycle that would eventually encompass both others who are not Squats, as well as the battlefields of the galaxy as these Grudgebearers would turn into the deadliest melee combatants in the Leagues.&lt;br /&gt;
&lt;br /&gt;
In battle, Squat Berserkers will never stop fighting. They will press on and strike at their enemies with a terrifying fury. Squats are known to be stubborn, but Berserkers simply will never surrender and will not leave their enemies rest. Armed with any melee weapon they can find, these battle masters can match even the infamous World Eaters Chaos Marines when it comes to sheer rage and fighting prowess. The only way to permanently stop a Berserker is only by slaying him, yet this is always easier said than done. And these Bearded ones will love to see their enemies try.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 105&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Berserkers&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry &lt;br /&gt;
| 4 Berserkers&lt;br /&gt;
|-&lt;br /&gt;
| Grudgebearer&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Grudgebearer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Fearless&lt;br /&gt;
*Rage&lt;br /&gt;
*Counter-Attack&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to five Berserkers to the squad (21pts each)&lt;br /&gt;
*Any model may choose equipment from the Melee Weapons list. Models can only choose Pistols from the Ranged Weapons list.&lt;br /&gt;
*The entire squad may be equipped with Melta Bombs (5pts each)&lt;br /&gt;
*May take a Rhino or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Exo-Warriors== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Let&#039;s see you punch your way through us&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Squats, like many races; make use of power armor extensively.  Indeed the Squats had maintained their mastery of making armor that moves with and supports rather than weigh down the user to a far greater extent than the Imperium, with the first segments of the Imperium of Man to encounter the Squats finding that even their flak armor equivalents had systems in place to burden the Squats as little as possible; a necessity on heavy gravity worlds where even minor increases in mass can translate into greatly increased burdens of weight.  And facing the prospect of exhaustion was something that was simply not acceptable in the Squat&#039;s many wars with the Orks, Hrud, and other foes. &lt;br /&gt;
&lt;br /&gt;
Perhaps their most interesting innovation was the mass production of armor that could rival tactical dreadnought suits.  &lt;br /&gt;
Like Tactical Dreadnought Armor, the Squat Exo-suits were made to handle extremely dangerous conditions, such as the heavy radiation of plasma generators, exploring space hulks or unknown caverns alongside Squat robots, and other jobs that would involve being awash with heat, radiation, or enemy fire. And of course, war would come to the men of stone time and time again. In a time remembered by the Squats as the Years of Slaughter (corresponding to the age of strife), the Squats watched as Eldar and Humans both crumbled into withered shells of their former selves and their worlds in the galactic core under constant siege.  &lt;br /&gt;
&lt;br /&gt;
So the squats refined their craft and more and more war-ready models of exo-suits would be built. An island of stability in a galaxy gone mad, the lure of rich looting would draw their hated foes in ever greater numbers. In time, the Emperor would reveal himself and after some brief conflict that suitably impressed the Emperor and Adeptus Mechanicus, a treaty of friendship would be forged. With one of the things traded being some of the mechanisms for Squat Exo-Armor, so impressed was the Imperium by the power suited warriors who grinded the Legiones Astartes and Imperial Army to a halt. When the Horus Heresy came and the great treachery of the league of Emberg; which had fallen to the worship of the Chaos God Hashut, Exo-warrior fought Exo-warrior in great numbers, with the pure squats having to fight through legions of Emberg slaves and horrific daemons and daemon engines and seeing the degrees to which Hashut had twisted their kin. Nightmarish modifications to their exo-armor was common among the Emberg and their command of dark sorcery helped combat their inferior numbers.   &lt;br /&gt;
&lt;br /&gt;
Following the exile of the Emberg and the end of the Horus Heresy, the Exo-warriors would continue to see conflict throughout the galaxy, bearing a great portion of the brunt in the push against the great Ork Warlord known only as the Beast as he unleashed his galaxy crushing Waaagh! Tales are still told of times where Exo-warriors fought through unending hordes of Greenskins or the battle of the caverns of Gorodruk where a massive number of Exo-Warriors clashed with similarly massive numbers of Meganobz.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 90&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Exo-Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 2+/4++&lt;br /&gt;
| Infantry &lt;br /&gt;
| 2 Exo-Warriors&lt;br /&gt;
|-&lt;br /&gt;
| Exo-Warden&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+/4++&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Exo-Warden&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Squat Exo-Armour&lt;br /&gt;
*Auto-Shot Rifle&lt;br /&gt;
*Power Weapon&lt;br /&gt;
&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*You can add up to seven Exo-Warriors to the squad (30pts each)&lt;br /&gt;
*Any model may take Overdrive Systems (5pts each)&lt;br /&gt;
*Any model may take items from the Exo-Warrior Melee Weapons list.&lt;br /&gt;
*Up to four models may take items from the Exo-Warrior Ranged Weapons list.&lt;br /&gt;
*The squad may take a Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Tremorbane Driller==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Even dem Nurgle greaties cannot last FIVE SECONDS against our little precious over here!&amp;quot; - Guild Engineer Ulf&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A powerful drilling machine turned military equipment. The Tremorbane Driller is one of a kind of a vehicle. &lt;br /&gt;
&lt;br /&gt;
Originally devised to pierce through rock so hard that even seismic weaponry would need days to clear, the ion drill makes very short work of every insanely durable object in its way. Yet the way it was re-purposed as a weapon is something that was quite intense.&lt;br /&gt;
&lt;br /&gt;
When a enormous Waaagh!!! attacked the Squat world of Berling belonging to League Kappelar, the engineers had to triple their effort to counter the large numbers of Gargants the Orks brought with them. Seeing that the Tremorbane Drillers could easily go through the hardest rock with ease, the guild engineers modified a number of them to combat the super-heavy walkers of the Orks. The battle was won with the drillers coming out of the ground and directly hitting the Gargants, which completely eased the Squat warriors and allowed them to focus on the greenskins themselves.&lt;br /&gt;
&lt;br /&gt;
In later years the idea of taking the drillers as military equipment quickly spread to other Leagues. Some even modified the machines to include heavier weapons, such as Rapier Destroyers. With such a combination, as the late Engineer Ulf mentioned, even the toughest of daemons will have a difficult time to survive. Especially the greater ones of Nurgle.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 120&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Tremorbane Driller&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Tank, Heavy, Transport)&lt;br /&gt;
| 1 Tremorbane Driller&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Transport&#039;&#039;&#039;:&lt;br /&gt;
*Capacity: 12 models. Tremorbane Drillers cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.&lt;br /&gt;
*Access points: A Tremorbane Driller has one access point on each side.&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: Subterranean Assault&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Rapier Destroyer&lt;br /&gt;
*Ion Drill: When conducting Ram attacks against other vehicles, buildings or fortifications, Ram attacks caused by the Driller are treated as Strength D, AP 1, regardless of all factors. In addition, the Driller has a 4+ invulnerable save against any damage it may suffer while making a Ram attack. Enemy units Tank Shocked by the Driller suffer D6 Strength 6 AP 4 hits (inflicted on the closest enemy models in the unit to the Driller) in addition to the usual effect of the Tank Shock attack.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace its Rapier Destroyer with a:&lt;br /&gt;
**Clearance Fusion Projector (free)&lt;br /&gt;
**Heavy Seismic Cannon (5pts)&lt;br /&gt;
*May choose equipment from the Vehicle Armoury list.&lt;br /&gt;
&lt;br /&gt;
=TROOPS=&lt;br /&gt;
==Warriors==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Come on, Lads! Let&#039;s show these Guardsmen how you clear a trench full of Greenskins!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strong, Stalwart, Resolute. These words and many more describe the myriad Warriors of the Squat Leagues. Whether joined together by the bonds of Clan and Home, by Munitorum conscription or by the machinations of the Father of Darkness, Hashut, Squat Warriors are the shield that guards the strongholds from all threats, and the most commonly seen Squat infantry unit. Commonly armed with a Shot Rifle, which is capable of shredding through armor and flesh, they form a bulwark which only the most ferocious assault can smash aside.&lt;br /&gt;
&lt;br /&gt;
All the Squat Leagues recruit their Warriors in different manners. The League of Thor, for example, recruit Warriors according to the traditions set down by the very first Squat Warlord. Warriors of the League of Kapellar are commonly volunteers, while those of Grindel are criminals and cutthroats. Even still, the Warriors of Norgyr are conscripted by Munitorum designs and those of Emberg are chosen by their Dark Deity, Hashut.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 45&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry &lt;br /&gt;
| 5 Warriors&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Rifle&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to 15 Warriors to the squad (9pts each)&lt;br /&gt;
*Every model in the unit may replace his Shot Rifle with a:&lt;br /&gt;
**Shot Carbine (free)&lt;br /&gt;
**CCW (free)&lt;br /&gt;
*One Warrior may be upgraded to a Veteran (10pts)&lt;br /&gt;
*The entire squad may be upgraded with:&lt;br /&gt;
**Chameleon Cloaks (2pts each)&lt;br /&gt;
**Combat Shields (3pts each)&lt;br /&gt;
**Boarding Shields (5pts each)&lt;br /&gt;
*A Veteran may take items from the Ranged Weapons and Melee Weapons lists.&lt;br /&gt;
*A Veteran may take Melta Bombs (5pts)&lt;br /&gt;
*For every five models in the squad one Warrior may replace his Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists in the armoury at the points cost indicated.&lt;br /&gt;
*The squad may take a Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Clanless Refugees==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We are the lost, and your doors are closed to us&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Every Squat belongs to a League. Those who belong to one gain the appropriate rights as a citizen of a Hold that is part of a specific League. However, sometimes it is not like that. Leagues are like tight-knit and very closed clans, and this is even more so between Holds of the same League on a certain level. You are either born into one or not. This sadly is something that Clanless Refugees have problems with. There are reasons for which a Squat can become clanless. Most of the time is when through some twisted turn of events, a Squat loses his home Hold either through the machinations of one of their kind&#039;s enemies or through a cataclysmic event (or through some more personal reasons). &lt;br /&gt;
&lt;br /&gt;
A Squat that becomes clanless is essentially seen as a outsider at best, a pariah at worst since the lords of a Hold never know why he became one or what were the circumstances that made him so (nor if he is indeed telling the truth about why he became like this). When a League actually does take in such refugees under its wing, then only to be used for menial tasks or work that is considered dangerous in the extreme. Most refugees will spent their whole lives in a Hold with little or no rights compared to one that actually is part of a League. For the clanless Squats themselves, at least having a roof and means to live is more than enough, as is when a League actually takes them in (though what those refugees that join the League Emberg think is something that leaves others wonder if it is to pursuit the dark call of Hashut and the powers he grants, or out of sheer desperation). Sometimes however, there are moments when through some great achievement, or sheer stubbornness against all odds, a Clanless Refugee is given status as a full-blown member of a League, yet even after this he&#039;s still mistrusted to some point.&lt;br /&gt;
&lt;br /&gt;
Even on the battlefield, the life of a Clanless Refugee is filled with nothing but hardship. Particularly nasty Warlords will send these unlucky individuals without even personal protection into a fight while promising them that some of them might get a chance of becoming part of a League if they prove themselves. Sometimes Clan Refugees are sent as cheap reconnaissance soldiers, but most of the time they are used as close-combat meatshields. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 35&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Clanless&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| -&lt;br /&gt;
| Infantry &lt;br /&gt;
| 5 Clanless&lt;br /&gt;
|-&lt;br /&gt;
| Refugee Leader&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| -&lt;br /&gt;
| Infantry &lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Fearless&lt;br /&gt;
*Feel No Pain (5+)&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Two CCWs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to 15 Clanless to the squad (7pts each)&lt;br /&gt;
*The entire squad may be equipped with Chameleon Cloaks for (2pts each)&lt;br /&gt;
*One Clanless may be upgraded to a Refugee Leader (10pts)&lt;br /&gt;
*A Refugee Leader may take items from the Ranged Weapons and Melee Weapons lists.&lt;br /&gt;
*A Refugee Leader may take Melta Bombs (5pts)&lt;br /&gt;
*Any model in the unit may replace his two CCWs for a Forge Weapon (5pts each)&lt;br /&gt;
*Any model in the unit may replace one CCW with a Chainaxe (3pts each)&lt;br /&gt;
*Any model in the unit may replace one CCW with a Shot Pistol (2pts each)&lt;br /&gt;
&lt;br /&gt;
=FAST ATTACK=&lt;br /&gt;
==Squat Bikers==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Let&#039;s burn rubber, Boys! We&#039;ll run circles around these Greenskins and their pitiful excuses for bikes!!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Something, Something Biker Gang&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 90&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Biker&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Bikes&lt;br /&gt;
| 5 Squat Bikers&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Bikes (Character)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Squat Warbike&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can up add to 10 Squat Bikers to the squad (18pts each)&lt;br /&gt;
*One Squat Biker may be upgraded to a Veteran (10pts)&lt;br /&gt;
*Any model may replace their Warbikes twin-linked Shot Rifles with Twin-linked Shot Carbines (free)&lt;br /&gt;
*For every five models, one Squat Biker may replace their Shot Pistol with an item from the special weapons list.&lt;br /&gt;
*A Veteran may take items from the Ranged Weapons and Melee Weapons list for its listed cost.&lt;br /&gt;
*A Veteran may take Melta Bombs (5pts)&lt;br /&gt;
&lt;br /&gt;
==Heavy Bike==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Do they think that such inelegant bikes are going to keep up with us?&amp;quot; Windrider Autarch Dizeen, moments before a Wing of Squat Heavy Warbikes opened fire, proving that all the speed in the world does you no good if there&#039;s nowhere to dodge to.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 25&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Bikes&lt;br /&gt;
| 1 Heavy Bike&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Squat Warbike&lt;br /&gt;
*Shot Cannon&lt;br /&gt;
&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*You can up add 2 additional Heavy Bikes to the squad (25pts each)&lt;br /&gt;
*All models in the Squad may take Carapace Armour (5pts each)&lt;br /&gt;
*Any model may replace their Squat Warbikes twin-linked Shot Rifles with twin-linked Shot Carbines (free)&lt;br /&gt;
*Any Heavy Bike in the squad may exchange its Shot Cannon for a:&lt;br /&gt;
**Heavy Fusion Projector (free)&lt;br /&gt;
**Twin-linked Ion Rifle (15pts)&lt;br /&gt;
&lt;br /&gt;
==Sapper Team==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Prep work&#039;s done, struts are cut, charges are in place. Let&#039;s see &#039;em try to bring those war-engines over this without the entire thing collapsing.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Most Imperial&#039;s that have contact with any Squat Warhost would believe that the Squat&#039;s primary style of warfare is above ground, how could such gargantuan machines exist in the Subterranean holds that the Squats claim as their homes.&lt;br /&gt;
&lt;br /&gt;
These imperial citizens are correct in their assumptions, so long as the Squat&#039;s are fighting anything other than their own species.&lt;br /&gt;
&lt;br /&gt;
The petty inter-clan conflicts and grudges that largely define Squat politics go back for millennia, even before the Great Crusade, often under the noses of any imperial citizens who will not notice any sort of bloodshed or &amp;quot;open&amp;quot; warfare, beyond the occasional earthquake or unexplained subsistence.&lt;br /&gt;
&lt;br /&gt;
This is due to the fact that most of these petty complaints are contained underneath the surface of the planet, deep within the sprawling mess of caverns and tunnels that make up Squat holds. The conflicting sides collapsing tunnels and engineering &amp;quot;natural&amp;quot; disasters that create a body count equal to any open warfare.&lt;br /&gt;
&lt;br /&gt;
Squat sappers are the masters of this type of combat, capable of bringing down structures in such a way that requires minimum resources for maximum destruction. No fortification is safe from them, and any besieged enemy quickly learns to either spot the profile of a sappers distinctly heavy Flak armour and blast gear, or they find their walls crumbling around them as these masters of demolition get to work.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 50&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Sapper&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry &lt;br /&gt;
| 5 Sappers&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Deep Strike&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to 5 Sappers to the squad &#039;&#039;(10 Points/Model)&#039;&#039;&lt;br /&gt;
*Any Sapper may replace its Shot Pistol with a Light Fusion Projector (5pts each)&lt;br /&gt;
*Any Sapper may replace their CCW with a:&lt;br /&gt;
**Shot Rifle (free)&lt;br /&gt;
**Shot Carbine (free)&lt;br /&gt;
*The entire squad may be upgraded with:&lt;br /&gt;
**Chameleon Cloaks (2pts each)&lt;br /&gt;
**Combat Shields (3pts each)&lt;br /&gt;
**Boarding Shields (5pts each)&lt;br /&gt;
*For every five models in the squad two Sappers may replace their Shot Pistol and CCW with a:&lt;br /&gt;
**Lascutter (10pts each)&lt;br /&gt;
**Demolition Charge (25pts each)&lt;br /&gt;
**Rock Drill (25pts each)&lt;br /&gt;
**Rock Cutter (30pts each)&lt;br /&gt;
**Rock Saw (30pts each)&lt;br /&gt;
*One Sapper may be upgraded to a Veteran (10pts)&lt;br /&gt;
*A Veteran may take items from the Ranged Weapons and Melee weapons lists.&lt;br /&gt;
*A Veteran may take Melta Bombs (5pts)&lt;br /&gt;
*The squad may take a Rumbler Borer or Goliath Truck as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Eagle Gyrocopter==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Wozz dat choppy sound?&#039;&#039; - Warboss Kirrog Legsnappa. Final words before being blasted by a missile barrage.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The only general purpose aircraft used by the Squats, and the only one they will ever need most of the time. The Eagle Gyrocopters served since times immemorial the various holds as powerful air support for their warriors. For all the size and mass, the gyrocopters are fast enough to keep up the speed with the other fast formations of the bearded ones. &lt;br /&gt;
&lt;br /&gt;
Gyrocopter pilots are often particularly cool-headed and strong-willed individuals due to the need to quickly react to the constantly changing currents on the battlefield, as well as constantly having to engage in intense dog fights with the fighter aces of other factions. Over time the number of pilots increased with the appearance of the Tyranids and the need to take on the massive flying monsters that all too often try to attack vulnerable places in the defense of Squat forces. It is also not uncommon for pilots to decorate their machines with remains of Tyranid fliers they shot down and to generally take part in repairing, rearming and conserving the copters.&lt;br /&gt;
&lt;br /&gt;
Armed with a wild variety of weapons depending on the situation, gyrocopters can perform any mission. From lightning fast raids and harassment, precision assaults, bombardment, intercepting of enemy fliers, escorts, causing confusion via precise attacks and many more. Every hold will have a number of these machines ready for action and always on standby to rapidly start-off and engage the enemy. When a hold declares total war on a enemy, then entire squadrons will act as support for the massive Overlord Airships.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 90&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
! Combat Role&lt;br /&gt;
! Pursuit&lt;br /&gt;
! Agility&lt;br /&gt;
|-&lt;br /&gt;
| Eagle Gyrocopter&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Flier, Hover)&lt;br /&gt;
| 1 Eagle Gyrocopter&lt;br /&gt;
| Attack Flyer&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Shot Cannon (nose mounted)&lt;br /&gt;
*Twin-linked Shot Cannon (wing mounted)&lt;br /&gt;
*Two Hunter-Killer Missiles (wing mounted)&lt;br /&gt;
:&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Vector Dancer&lt;br /&gt;
*Strafing Run&lt;br /&gt;
:&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*If using the Burning Skies rules, the unit may be upgraded to a Flyer wing with up to three additional Gyrocopters (90pts each)&lt;br /&gt;
*The whole unit may change its Combat Role to Fighter (Free)&lt;br /&gt;
*May exchange its Shot Cannon for a:&lt;br /&gt;
**Missile Launcher with Mole and Krak missiles (5pts)&lt;br /&gt;
**Coil Cannon (10pts)&lt;br /&gt;
*May exchange Twin-linked Shot Cannon for a:&lt;br /&gt;
**Twin-linked Missile Launcher with Mole and Krak missiles (10pts)&lt;br /&gt;
**Twin-linked Coil Cannon (25pts)&lt;br /&gt;
*May replace Hunter-Killer Missiles with:&lt;br /&gt;
**Six Tactical Bombs (10pts)&lt;br /&gt;
**Six Hunter-Killer Missiles (40pts)&lt;br /&gt;
*May exchange Twin-linked Shot Cannon and Hunter-Killer Missiles for a:&lt;br /&gt;
**Twin-linked Rotary Shot Cannon (5pts)&lt;br /&gt;
**Twin-linked Ion Cannon (25pts)&lt;br /&gt;
**Two Rapier Laser Destroyers (35pts)&lt;br /&gt;
**Twin-linked Heavy Coil Cannon (65pts)&lt;br /&gt;
*May choose equipment from the Aircraft Armory list.&lt;br /&gt;
&lt;br /&gt;
==Goliath Truck==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;BLOODY LUNATICS!!!&#039;&#039;&#039;&#039;&#039; - Commissar Geraldius while in transit to his regiment via &amp;quot;bumpy&amp;quot; shortcut&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Squats, when given the choice, will always take the practical approach (which is most of the time). And no other vehicle epitomizes the practicality than the Goliath Truck.&lt;br /&gt;
&lt;br /&gt;
Originally a civilian vehicle, the ever growing demands of Squat military caused this tried and tested machine to be put into service of the various holds. At first glance the truck seems not this special, yet its real potential lies in the very chassis. Thanks to its robust construction that absorbs a large majority of the various shakes while traveling though rocky, rough terrain since time is money and the men of stone sometimes need to take a shortcut. Often through aforementioned rocky, rough terrain. The shock absorption also extends to the majority of things thrown at the truck, allowing the crew and their passengers to arrive mostly unscathed. &lt;br /&gt;
&lt;br /&gt;
The military variant of the Goliath Truck also comes equipped with a Twin-linked Shot Cannon as a standard weapon, though the drivers of these rides often swap the standard load-out with something much more powerful. Just in case they want to make sure their passengers get in one piece to their destination.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 45&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Goliath Truck&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Open-Topped, Transport)&lt;br /&gt;
| 1 Goliath Truck&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
*Twin-linked Shot Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Transport&#039;&#039;&#039;: &lt;br /&gt;
*Transport Capacity: 10 models. Goliath Trucks cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special Rules&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Rugged Construction&#039;&#039;&#039;: If this model suffers a Crew Stunned, Crew Shaken or Immobilised result, roll a dice. On a roll of 4 or more, the vehicle ignores that result, but still loses a Hull Point as normal.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May exchange its Twin-linked Shot Cannon for one of the following:&lt;br /&gt;
**Twin-linked Heavy Fusion Projector (Free)&lt;br /&gt;
**Twin-linked Ion Rifle (+5pts)&lt;br /&gt;
**Twin-linked Seismic Cannon (+10pts)&lt;br /&gt;
**Twin-linked Coil Cannon (+10pts)&lt;br /&gt;
*May choose equipment from the Vehicle Armoury list.&lt;br /&gt;
*May be equipped with a Cache of Demolition Charges (+20pts)&lt;br /&gt;
&lt;br /&gt;
==Rhino==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Hey, how come those Stunties get Rhinos and we have to walk?&amp;quot; - Guardsman Nikolai of the Valhallan 329th Regiment, commenting on the transports of the allied Detachments of the League of Norgyr. Shortly after making this comment, he was summarily executed by the Regimental Commissar&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 35&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Rhino&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Tank, Transport)&lt;br /&gt;
| 1 Rhino&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Transport&#039;&#039;&#039;:&lt;br /&gt;
*Capacity: 10 models. Rhinos cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.&lt;br /&gt;
*Fire ports: 2 models may fire from the Rhinos top hatch.&lt;br /&gt;
*Access points: A Rhino has one access point on each side of the hull and one at the rear.&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; Repair: If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039; May choose equipment from the Vehicle Armory list.&lt;br /&gt;
&lt;br /&gt;
==Rumbler Borer==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Do you feel that? It is like the ground is shak-&amp;quot; - Sub-Commander Fireheart, shortly before the caved in around her due to a subterranean assault&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 50&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Rumbler Borer&lt;br /&gt;
| -&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Heavy, Tank)&lt;br /&gt;
| 1 Rumbler Borer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; Subterranean Assault &lt;br /&gt;
*Follow-Up Attack: Instead of actually carrying troops on board, accompanying troops follow within the Rumbler Borer’s wake. Rather than roll for reserves normally, the assault squad attached to the Borer arrives from reserve automatically the turn after the Rumbler Borer breaches the surface, and may be placed in relation to the area of the ‘Deep Strike’ template just as if they had disembarked from a vehicle. If they cannot be placed (if, for example, there is no room to place them), they count as suffering a Deep Strike Mishap, and may only attempt to enter the table in the area of the Drill’s ‘Deep Strike’ template on future turns.&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Melta-Cutter Drill: When conducting Ram attacks against other vehicles, buildings or fortifications, Ram attacks caused by the Borer are treated as AP 1 and have the Armourbane rule. In addition, the Borer has a 4+ invulnerable save against any damage it may suffer while making a Ram attack. Enemy units Tank Shocked by the Borer suffer D6 Strength 6 AP 4 hits (inflicted on the closest enemy models in the unit to the Borer) in addition to the usual effect of the Tank Shock attack.&lt;br /&gt;
&lt;br /&gt;
=HEAVY SUPPORT=&lt;br /&gt;
==Thunderer Squad==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;In the distance the sound of thunder, the drums of war, the bringers of death.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The more specialized and heavy weapon-centered counterpart to traditional Squat Warriors, Thunderers are the support squads of a Hold&#039;s army. Armed to the teeth with the heaviest of weapons, or ones that allow for rapid assault. Thanks to this they can either perform the role of a heavy weapons squad, utterly destroying particularly powerful enemies Warriors wouldn&#039;t be capable to handle, denying the enemy entrance by turning chokepoints into a firing-field, defending fortifications, or to provide fast cover fire and assault that would keep up with the rest of the troops on foot. Combined with their iron-wills when facing monsters and massive warmachines, this pretty much makes Squat Thunderers the prime answer to most problems if tanks and heavy weapons crews are not available or can not get fast enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 45&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry &lt;br /&gt;
| 5 Warriors&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Rifle&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to five Warriors to the squad (9pts each)&lt;br /&gt;
*Up to four Warriors may replace their Shot Rifle with a weapon chosen from the Special Weapons or Heavy Weapons lists.&lt;br /&gt;
*All models in the squad may replace their Flak Armour with Carapace Armour (2pts each)&lt;br /&gt;
*The entire squad may be upgraded with:&lt;br /&gt;
**Chameleon Cloaks (2pts each)&lt;br /&gt;
**Combat Shields (3pts each)&lt;br /&gt;
**Boarding Shields (5pts each)&lt;br /&gt;
*Any model may replace their Shot Rifle with a Shot Carbine (free)&lt;br /&gt;
*One model may be upgraded to a Veteran (10pts)&lt;br /&gt;
*A Veteran may purchase a Survey Glass (5pts)&lt;br /&gt;
*A Veteran may take Melta Bombs (5pts)&lt;br /&gt;
*A Veteran may take items from the Ranged Weapons and Melee weapons lists.&lt;br /&gt;
*The squad may take a Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Ironhammer Tank==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;READY TO RUUUMBLEEE!!&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Powerful, adaptable and reliable. This is what Squats say about the Ironhammer Tanks.&lt;br /&gt;
&lt;br /&gt;
The main armored unit of many holds, Ironhammer Tanks are to other vehicles in a hold motorpool the same way the venerable Leman Russ Battle Tank is to the lighter machines of a Imperial Guard Regiment. &lt;br /&gt;
&lt;br /&gt;
Originally created to fight Ork Waaagh!!!s in the early days of the holds, these compact and efficient machines over time got re-purposed for larger variety of tasks. From defense to offense, the tanks of the Squats are fit for even the most grueling challenges.&lt;br /&gt;
&lt;br /&gt;
Armed with the standard rotary shot cannon, it is very reliable against most enemies, the Ironhammers can replace it with many of the more powerful weapons in the arsenal of a hold to take on practically everything, up to including Titans.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 155&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ironhammer Tank&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| Vehicle (Heavy, Tank)&lt;br /&gt;
| 1 Ironhammer&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Rotary Shot Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May choose equipment from the Vehicle Armory list.&lt;br /&gt;
*May exchange the Rotary Shot Cannon with one of the following:&lt;br /&gt;
**Thudd Gun (5pts)&lt;br /&gt;
**Rapier Destroyer (10pts)&lt;br /&gt;
**Clearance Fusion Projector (10pts)&lt;br /&gt;
**Heavy Seismic Cannon (15pts)&lt;br /&gt;
**Ion Cannon (20pts)&lt;br /&gt;
**Heavy Coil Cannon (25pts)&lt;br /&gt;
*May take up to two of the following as sponson guns and one of the following as a hull gun:&lt;br /&gt;
**Shot cannons (10pts each)&lt;br /&gt;
**Heavy Fusion Projector (10pts each)&lt;br /&gt;
**Twin-linked Ion Rifle (20pts each)&lt;br /&gt;
**Coil Cannons (20pts each)&lt;br /&gt;
**Seismic Cannon (20pts each)&lt;br /&gt;
*May take one of the following as a coaxial gun &lt;br /&gt;
**Auto-Shot Rifle (5pts)&lt;br /&gt;
**Coil-Repeater (15pts) &lt;br /&gt;
**Ion-Rifle (15pts)&lt;br /&gt;
&lt;br /&gt;
==Land Raider==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The manner in which these abhumans acquired Astartes machines Lord Culln...remains to this day a complete mystery.&#039;&#039; - Techmarine Erasmus to Lord High Commander Carab Culln, Chapter Master of the Red Scorpions Space Marines, during a very forced alliance with League Kappelar against an Eldar warhost of Craftworld Biel-Tan&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most powerful tank in the arsenal of the Space Marines, the Land Raider combines both a role as a armored personnel carrier and assault tank. Back during the Great Crusade, it was so wide-spread that even the Imperial Army, the precursor to both the Imperial Guard and Imperial Navy, had access to it. After the Horus Heresy, the Land Raider was only available to Space Marines. Squats, having fought in many battles during these times had contact with most Imperial factions of that time, yet nobody knows how they got hold on the secrets of making those venerable machines. Some say that they outright stole the STC data. Some say that they have secret pacts with the Adeptus Mechanicus, and there are those who think that the bearded ones managed to reverse-engineer it from a single Land Raider and then spread their own STC among themselves.&lt;br /&gt;
&lt;br /&gt;
At first glance a Squat Land Raider looks identical to his counterparts among Space Marines and other Imperial organization, save for their reduced size. Unlike them, the ones utilized by the bearded ones have a completely different loadout. Some even daring to say superior to those used by other factions. Squats use their Land Raiders in powerful armored assaults along other heavier vehicles where entire squads of elite warriors can disembark and terminate their enemies while the land gunship provides cover fire. &lt;br /&gt;
&lt;br /&gt;
Just like the ones used by Space Marines, Squat Land Raiders also have Machine Spirits that, just like their creators and pilots, do not back away no matter how dangerous it is.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 170&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| Vehicle (Tank)&lt;br /&gt;
| 1 Land Raider&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Power of the Machine Spirit&lt;br /&gt;
*Assault Vehicle&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Hull-Mounted Shot Cannon&lt;br /&gt;
*Two Sponson-Mounted Coil Cannons&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 10 models&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Access Points:&#039;&#039;&#039; Land Raiders have an one access point on the front and two access points on each side.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May upgrade its Hull-Mounted Shot Cannon to one of the following:&lt;br /&gt;
**Twin-linked Shot Cannon (5pts)&lt;br /&gt;
**Twin-linked Coil Repeater (10pts)&lt;br /&gt;
**Heavy Fusion Projector (15pts)&lt;br /&gt;
**Coil Cannon (20pts)&lt;br /&gt;
**Seismic Cannon (20pts)&lt;br /&gt;
**Two Hellion Missiles (25pts)&lt;br /&gt;
*May exchange its two Sponson Coil Cannons for:&lt;br /&gt;
**Two Rotary Shot Cannons (free)&lt;br /&gt;
**Two Clearance Fusion Projectors (free)&lt;br /&gt;
**Two Seismic Cannons (20pts)&lt;br /&gt;
**Two Ion Cannons (20pts)&lt;br /&gt;
**Hunter-Killer Battery (40pts)&lt;br /&gt;
**Two Twin-linked Coil Cannons (40pts)&lt;br /&gt;
**Two Twin-linked Seismic Cannons (40pts)&lt;br /&gt;
*May choose equipment from the Vehicle Wargear list.&lt;br /&gt;
*May take a Pintle-Mounted Heavy Fusion Projector (10pts)&lt;br /&gt;
*May take an Explorator Augury Web (50pts)&lt;br /&gt;
*May exchange 5 Transport Capacity and side access points for two sponson-mounted:&lt;br /&gt;
**Heavy Fusion Projectors (10pts)&lt;br /&gt;
**Shot Cannons (10pts)&lt;br /&gt;
**Coil Cannons (30pts)&lt;br /&gt;
&lt;br /&gt;
==Support Weapon Team==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Oi, Wesson, set the gun up here. We&#039;ll catch those Tau bastards by surprise!&amp;quot; - Weapon Operator Luger, League of Norgyr.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 50&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Weapon Operator&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Artillery &lt;br /&gt;
| 2 Weapon Operators&lt;br /&gt;
|-&lt;br /&gt;
| Support Weapon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 3+&lt;br /&gt;
| Artillery&lt;br /&gt;
| 1 Support Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour (crew)&lt;br /&gt;
*Shot Rifle (crew)&lt;br /&gt;
*Shot Pistol (crew)&lt;br /&gt;
*Frag Grenades (crew)&lt;br /&gt;
*Krak Grenades (crew)&lt;br /&gt;
*Rotary Shot Cannon (Support Weapon)&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to three additional Support Weapon Teams to the squad (50pts each), consisting of two Weapon Operators and one Support Weapon.&lt;br /&gt;
*Any Weapon Operator may replace their Shot Rifle with a Shot Carbine (free)&lt;br /&gt;
*Each Support Weapon in the squad may upgrade its Rotary Shot Cannon to one of the following &#039;&#039;(if you chose to do this then each Support Weapon must be upgraded the same way)&#039;&#039;&lt;br /&gt;
**Thudd Gun (5pts each)&lt;br /&gt;
**Rapier Destroyer (10pts each)&lt;br /&gt;
**Clearance Fusion Projector (10pts each)&lt;br /&gt;
**Heavy Seismic Cannon (15pts each)&lt;br /&gt;
**Ion Cannon (20pts each)&lt;br /&gt;
**Heavy Coil Cannon (25pts each)&lt;br /&gt;
&lt;br /&gt;
==Squat Land Train==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;This Train has got no brakes! Smash through their lines!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 115&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Land Train/Carriages&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Heavy, Tank)&lt;br /&gt;
| 1 Land Train&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Carriages: Each Carriage must be attached to the back of the Land Train or another carriage and remain attached to the vehicle for the whole game. A Land Train unit can only move if the Land Train at the front is still attached. Destroying a carriage will cause all carriages behind it to be treated as stationary vehicles for the rest of the game. If one carriage in the unit is immobilized then the whole unit cannot move unless the carriage is repaired or abandoned. Abandoning a carriage works just like abandoning a squad mates except that every carriage behind the immobilized one is left behind as well. Crew Stunned results on a Carriage do not affect the units ability to move.&lt;br /&gt;
*Gun Carriage: A Gun Carriage is equipped with two Coil Cannons (one mounted on each side).&lt;br /&gt;
*Transport Carriage: A Transport Carriage can carry 10 models. It has access points and four fire ports on each side.&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Rotary Shot Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The Land Train may replace its Rotary Shot Cannon with a:&lt;br /&gt;
**Thudd Gun (5pts each)&lt;br /&gt;
**Rapier Destroyer (10pts each)&lt;br /&gt;
**Clearance Fusion Projector (10pts each)&lt;br /&gt;
**Heavy Seismic Cannon (15pts each)&lt;br /&gt;
**Ion Cannon (20pts each)&lt;br /&gt;
**Heavy Coil Cannon (25pts each)&lt;br /&gt;
*May attach up to 5 carriages in any combination of the following:&lt;br /&gt;
**Transport Carriage (20pts each)&lt;br /&gt;
**Gun Carriage (40pts each)&lt;br /&gt;
*Any Gun Carriage may exchange its two Sponson Coil Cannons for:&lt;br /&gt;
**Two Rotary Shot Cannons (free)&lt;br /&gt;
**Two Clearance Fusion Projectors (free)&lt;br /&gt;
**Two Seismic Cannons (free)&lt;br /&gt;
**Two Hunter-Killer Batteries (free)&lt;br /&gt;
**Two Ion Cannons (20pts)&lt;br /&gt;
**Two Twin-linked Coil Cannons (40pts)&lt;br /&gt;
**Two Twin-linked Seismic Cannons (40pts)&lt;br /&gt;
*The Land Train and any Carriage may take items from the Vehicle Armory list.&lt;br /&gt;
&lt;br /&gt;
==Iron Brother Walker==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;SPOUT YER CURSES TO ME DRILL YA WARP INFESTED CAN!!&#039;&#039; - Steel Brother Gunzlo. Seconds before he rammed his drill directly into the sarcophagus of the Ferrum Infernus Dreadnought Gashro of the Word Bearers.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Large, heavy and as powerful as the Dreadnoughts of the Space Marines, the Iron Brother Walkers are, as it is in their name, walker machines that are designed to support their fellow Squats whether it is in close combat or at range.&lt;br /&gt;
&lt;br /&gt;
Just like many Squat machines and wargear, the walkers started out as more heavy-duty oriented work-horses that were utilized in situations where exo-armours would be all but suffice. Mostly used to mine large veins of iridium and helping in construction operations, the bearded ones quickly realized that the walkers could be used in battling the many enemies of theirs.&lt;br /&gt;
&lt;br /&gt;
Towering even over their exo-armoured brethren, the Iron Brothers, led by the more experienced Steel Brothers, utilize a variety of weapons to even the odds. Armed with the same equipment used for mining and engineering, along with the usual weapons seen among the usual Squat military formations.&lt;br /&gt;
&lt;br /&gt;
It is also not uncommon for these giants to be loaned to the Imperial Guard. More specifically to those regiments that lack sufficient artillery or tank support.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 75&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! A&lt;br /&gt;
! HP&lt;br /&gt;
! I&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Iron Brother&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Walker)&lt;br /&gt;
| 1 Iron Brother&lt;br /&gt;
|-&lt;br /&gt;
| Steel Brother&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Walker)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Rock Drill with built in Auto-Shot Rifle&lt;br /&gt;
*Twin-linked Shot Cannon&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May add up to three additional Iron Brothers (75pts)&lt;br /&gt;
*Any model may replace any Auto-Shot Rifle with a:&lt;br /&gt;
**Heavy Fusion Projector (10pts)&lt;br /&gt;
**Coil Repeater (15pts)&lt;br /&gt;
**Ion Rifle (15pts)&lt;br /&gt;
*Any model may replace its Rock Drill (and built in Auto-Shot Rifle) with a:&lt;br /&gt;
**Rock Saw with built in Auto-Shot Rifle (10pts)&lt;br /&gt;
**Rock Cutter with built in Auto-Shot Rifle (10pts)&lt;br /&gt;
**Twin-linked Missile Launcher with Mole and Krak Missiles (15pts)&lt;br /&gt;
**Twin-linked Seismic Cannon (30pts)&lt;br /&gt;
**Twin-linked Coil Cannon (30pts)&lt;br /&gt;
*Any model may replace its Twin-linked Shot Cannon with a:&lt;br /&gt;
**Rock Drill with built in Auto-Shot Rifle (free)&lt;br /&gt;
**Twin-linked Fusion Projector (free)&lt;br /&gt;
**Twin-linked Ion Rifle (10pts)&lt;br /&gt;
**Twin-linked Missile Launcher with Mole and Krak Missiles (10pts)&lt;br /&gt;
**Clearance Fusion Projector (15pts)&lt;br /&gt;
**Twin-linked Seismic Cannon (25pts)&lt;br /&gt;
**Twin-linked Coil Cannon (25pts)&lt;br /&gt;
*Any model may be upgraded to a Forged Iron Brother (increases Front armor value by 1 and grants Move Through Cover) (15pts each)&lt;br /&gt;
*One Iron Brother may be upgraded to a Steel Brother (20pts)&lt;br /&gt;
*May choose equipment from the Vehicle Wargear list (May take up to two Hunter Killer Missiles instead of one).&lt;br /&gt;
*Any model may take Overdrive Systems (10pts)&lt;br /&gt;
*Any model may take a Helical Targeting Array (10pts)&lt;br /&gt;
*One Steel brother in a Demiurg Detachement may be replaced with &amp;quot;The Iridium Knight&amp;quot; (+35pts)&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Remember lads, try to land on the bigger bugs. That way yer dropping straight into the thick o&#039; it, rather than having to dither around and tryin&#039; to find somethin&#039; to fight&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! A !! HP !! I !! FA !! SA !! RA !! Unit Type &lt;br /&gt;
|-&lt;br /&gt;
| The Iridium Knight || 5 || 4 || 5 || 3 || 3 || 3 || 13 || 12 || 11 || Vehicle (Walker, Character)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special rules&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation (Demiurg)&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Low Grav Operations: &#039;&#039;A lifetime of operating in low gravity mining operations and battlefields has led the Iridium Knight to understand the intricacies of controlling not only his own Iridium Mining Walker, but the mining walkers of any unit he joins, unit in freefall to the point where performing deep-strike operations is no longer an immediate death sentence.&#039;&#039; This model, and his unit gain the Deep Strike USR, and only roll 1d6&amp;quot; for scatter.&lt;br /&gt;
*Iridium Forging: Increase this models FAV, and RAV by +1. (Already in profile)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Iridium Cleaver: The Iridium Cleaver is a Master-Crafted Rock Saw with a built in Auto-Shot Rifle&lt;br /&gt;
*Twin-linked Shot Cannon&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;: The Iridium Knight has all the options available to regular Iron/Steel Brothers.&lt;br /&gt;
&lt;br /&gt;
==Goliath Rockgrinder==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;And you thought that a bunch of their normal trucks was bad enough for those Chaos loonies...&#039;&#039; - Anonymous Guardsman &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If the Goliath Truck is the equivalent of a Rhino, then the Goliath Rockgrinder is equivalent to a Razorback. With the ever growing demands of the Warlords and Thanes to fill up the weak-points in their own formations, especially when it comes to mobile firing platforms, resulted in the creation of this more heavily armed transport. The Squats, ever the masters of the more pragmatic approach, took the tried and tested Goliath Truck and somehow managed to make it even more useful as a support vehicle with the option to transport their warriors (albeit in more limited numbers). &lt;br /&gt;
&lt;br /&gt;
The Rockgrinder is essentially the more assault-oriented version of the standard Goliath. Armed with a heavier weapon, in this case mounting the venerable Rapier Laser Destroyer from its Armoured Carrier chassis, as well as a Drilldozer Blade for quick removal of anything in its way. Though the introduction of a heavier weapon that, as mentioned before, resulted in the truck to have a smaller transport capacity, the Rockgrinder makes it up with heavier firepower to better support the Squats. &lt;br /&gt;
&lt;br /&gt;
In addition to these modifications, as well as having the options to swap the Rapier for a Clearance Fusion Projector or Heavy Seismic Cannon, the Rockgrinder is one of the few examples of military hardware to be later used for civilian purposes. Considering that the Goliath Truck, on which the Rockgrinder was based, used to be originally a civilian-only vehicle, one could say that it all came full-circle in this regard.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 75&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Goliath Rockgrinder&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Tank, Transport)&lt;br /&gt;
| 1 Goliath Rockgrinder&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039; - Rugged Construction: If this model suffers a Crew Stunned, Crew Shaken or Immobilised result, roll a dice. On a roll of 4 or more, the vehicle ignores that result, but still loses a Hull Point as normal.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Rapier Laser Destroyer&lt;br /&gt;
*Drilldozer Blade: A vehicle with a drilldozer blade automatically passes Dangerous Terrain tests. When a vehicle with a drilldozer blade Rams an enemy vehicle, add an extra D6 to the Strength of the hit. If the Ram causes a penetrating hit, add 1 to the result on the vehicle damage table. When a vehicle with a drilldozer blade performs a Tank Shock, each enemy unit that the vehicle reaches must take an Initiative test before taking a Morale check. If the Initiative test is passed the unit avoids the whirring cutters, but if it is failed the unit immediately suffers D3 Strength 10 AP2 hits. If an enemy unit makes a Death or Glory attack on a vehicle with a drilldozer and fails to stop the vehicle, the unit suffers an additional D3 Strength 10 AP2 hits in addition to the damage they normally suffer for the failed attack. Hits from a drilldozer blade are Randomly Allocated.&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 6 models&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; Up to six models can fire from its rear platform.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The vehicle’s rear platform is one large Access Point.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Goliath Rockgrinders (75pts each)&lt;br /&gt;
*Any Goliath Rockgrinder may be equipped with a Cache of Demolition Charges (20pts)&lt;br /&gt;
*Any Goliath Rockgrinder may replace its Rapier Laser Destroyer with a:&lt;br /&gt;
**Clearance Fusion Projector (free)&lt;br /&gt;
**Heavy Seismic Cannon (5pts)&lt;br /&gt;
*Any Goliath Rockgrinder may take items from the Vehicle Armoury list.&lt;br /&gt;
&lt;br /&gt;
==Retributor==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Bring down that wall!&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Between all of their mining engines, seismic weaponry, and explosive ordinance, you would be mistaken for thinking that the Squats had more than enough siege breaking weaponry to invalidate the need for indirect fire artillery.&lt;br /&gt;
&lt;br /&gt;
The Squats disagree with this.&lt;br /&gt;
&lt;br /&gt;
While their varying allegiances with the Imperium of Man can often fill this hole in a Squat warhost, allied Basilisks and Wyverns raining death down upon enemy forces, the Squats find these machines almost too simple, and the Mechanicum keeps too close an eye on them to allow any Squat warhosts to pilfer these machines for their own ends.&lt;br /&gt;
&lt;br /&gt;
Enter the Demiurg and their trade with the nascent Tau Empire.&lt;br /&gt;
&lt;br /&gt;
Taking the newly developed Pulse Bomb Generator fro  the Tau Sunshark, the Demiurg stripped the system down and stabilised it enough to fire magnetically contained Ionic Charges, allowing them to lob Ionised death over the highest of walls.&lt;br /&gt;
&lt;br /&gt;
Unfortunately they still haven&#039;t miniaturised this technology to the point of attaching the Retributory Ionic Charge Generator to a flier, as the Sunshark, but what they exchange in mobility they have in reliability, as the R.I.C.G lacks the same chances of shutting down mid-battle as the P.B.G.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 100&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Retributor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| Vehicle (Open-Topped, Tank)&lt;br /&gt;
| 1 Retributor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039; Ion Annihilator&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May add up to two additional Retributors (100pts)&lt;br /&gt;
*Any Retributor may have the Open-Topped rule removed (15pts)&lt;br /&gt;
*May choose equipment from the Vehicle Wargear list.&lt;br /&gt;
&lt;br /&gt;
=LORD OF WAR=&lt;br /&gt;
&lt;br /&gt;
==Praetorian==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Is that titan support?&amp;quot; - Last words of Astra Militarum Commissar Vick &amp;quot;the lucky&amp;quot; Sanchez&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 950 points&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left	&lt;br /&gt;
|- valign=top	&lt;br /&gt;
! Name !! BS !! HP !! FA !! SA !! BA !! Unit Type !! Composition&lt;br /&gt;
|-	&lt;br /&gt;
| Praetorian || 3 || 15 || 14 || 14 || 13 || Vehicle (Super-Heavy Vehicle) || 1 Praetorian&lt;br /&gt;
|}	&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Void Shields (4): While the models void shields are active, any hits scored by shooting attacks against it strike the Void Shields instead. The Praetorian has four void shields, each with an Armour value of 12. A glancing hit or penetrating hit or any hit by a Destroyer weapon scored against a shield causes it to collapse. After this, further hits strike the original target instead. At the end of each of its controlling player&#039;s turns, roll a D6 for each collapsed shield-a roll of 5+ instantly restores it.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Rotary Shot Cannon (Turret Mounted)&lt;br /&gt;
:&#039;&#039;&#039;Transport&#039;&#039;&#039;:&lt;br /&gt;
*Capacity: A Praetorian can carry up to 50 Models. It can also carry Iron Brothers, each counting as 10 models.&lt;br /&gt;
*Fire ports: 10 on each side, 5 on the rear&lt;br /&gt;
*Access points: One rear hatch (counts as three access points)&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May exchange the Rotary Shot Cannon with one of the following:&lt;br /&gt;
**Thudd Gun (5pts)&lt;br /&gt;
**Rapier Destroyer (10pts)&lt;br /&gt;
**Clearance Fusion Projector (10pts)&lt;br /&gt;
**Heavy Seismic Cannon (15pts)&lt;br /&gt;
**Ion Cannon (20pts)&lt;br /&gt;
**Heavy Coil Cannon (25pts)&lt;br /&gt;
**Command Vox Net (25pts)&lt;br /&gt;
*May add one of the following Hull-Mounted weapons:&lt;br /&gt;
**Turbo-Laser Destructor (100pts)&lt;br /&gt;
**Super-Heavy Coil Cannon (100pts)&lt;br /&gt;
**Super-Heavy Fusion Projector (100pts)&lt;br /&gt;
**Twin-linked Long-Barrelled Ion Cannon (100pts)&lt;br /&gt;
**Heavy Rotary Shot Cannon (100pts)&lt;br /&gt;
**Sonic Lance (100pts)&lt;br /&gt;
*May take up to three sets (one on each side) of side sponsons with each sponson armed with one of the following:&lt;br /&gt;
**Rotary Shot Cannon (50pts/pair)&lt;br /&gt;
**Rapier Destroyer (70pts/pair)&lt;br /&gt;
**Clearance Fusion Projector (70pts/pair)&lt;br /&gt;
**Heavy Seismic Cannon (80pts/pair)&lt;br /&gt;
**Ion Cannon (90pts/pair)&lt;br /&gt;
**Heavy Coil Cannon (100pts/pair)&lt;br /&gt;
**Two Plasma Missiles (100pts/pair)&lt;br /&gt;
**Three Doomstorm Missiles (150pts/takes up two pairs)&lt;br /&gt;
*May take items from the Squat Vehicle Equipment list (may take up to 4 Hunter-Killer Missiles).&lt;br /&gt;
&lt;br /&gt;
==Overlord Airship==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;SHAS&#039;O!! REQUESTING AERIAL SUPPORT! WITHOUT A MANTA WE CANNOT HOPE TO EVEN DAMAGE THIS FLYING CONTRAPTION!&#039;&#039; - Anonymous Fire Warrior Shas&#039;Ui during the Proctoclus Crusade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;AHAHAHAHAHAHAHAHAHAHAHAHAHAHA...!!!&#039;&#039; - Durin the Insane. Captain of the Overlord Airship &#039;&#039;The Grudge-Thrower&#039;&#039; during the aforementioned Proctoclus Crusade while laughing off the futile attempts of the Tau to try and shoot him down.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Massive. That is the word one comes up when they think of the Overlord Airship.&lt;br /&gt;
&lt;br /&gt;
Inspired by ancient designs originally created by a Terran Noble and created at first as mobile refineries to extract gases from gas giants, the Overlords, like many things the Squats use in war, started out as a simple machine used for economic purposes like the exo-armours and iron brothers, only to be turned into war machines of the holds. &lt;br /&gt;
&lt;br /&gt;
The first Overlord Airship was a re-purposed refinery blimp that the engineers of Kapellar had to quickly come up with when one of their holds was besieged by a large horde of Chaos Daemons in M34. The result was a leviathan of a vessel that was loaded with as many guns and carrying as many bombs as it was possible. Although in the end the massive vessel was shot down near the end of the siege by concentrated Soul Grinder cannonades, the design was worth refining as it managed to destroy half of the invading force and cause enough havoc to let the Squats mount a devastating counter-attack. With time, these engines of war would be continually upgraded and modified until they became the feared sky fortresses they are now.&lt;br /&gt;
&lt;br /&gt;
Squats unleash Overlord Airships when they completely, utterly, and definitively want to leave the battlefield a scorched earth filled with smoking craters. When enemies see one such airship in the skies, they will ALWAYS try to shoot it down. They WILL ignore any other enemy just to downright concentrate on the Overlord, for if this ship gets in range, then the enemy, no matter how powerful, will experience a new spectrum of the term &amp;quot;utter devastation&amp;quot; when it unleashes barrages and throws down the bombs.&lt;br /&gt;
&lt;br /&gt;
Despite the fact that the airships can withstand horrid punishment from both ground and air, they are not invincible. Though each such leviathan has a dedicated engineering crew that will repair every damage done to it and extend its expectancy on the battlefield, sustained fire can sooner or later bring down the airship. Due to their speed, Overlords are perfect targets for massed fliers. Despite having anti-air capabilities, the main weapons are only effective against enemies that are truly massive like the Tau Manta. Smaller fighters, like Eldar Nightwings, prove to be a danger to the vessels and because of this, a Overlord Airship is never seen without Eagle Gyrocopter escorts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 2000&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left	&lt;br /&gt;
|- valign=top	&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition !! Combat Role !! Pursuit !! Agility&lt;br /&gt;
|-&lt;br /&gt;
| Overlord Air Fortress || 3 || 14 || 13 || 12 || 36 || Vehicle (Super-Heavy Flyer, Hover) || 1 Overlord Air Fortress || Air Leviathan || 1 || 1&lt;br /&gt;
|}	&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Super-Heavy Coil Cannon (Facing Front)&lt;br /&gt;
*48 Heavy Bombs&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*It Will Not Die&lt;br /&gt;
*Redundant Gas Sacks: The Overlord Air Fortress has a 4++ invulnerable save, as even penetrating hits are likely to only take out one of the gas sacks, in which a fraction are required to keep the Airship afloat.&lt;br /&gt;
*Sky Fortress: Models firing at the Overlord Air Fortress do not need the Skyfire rule in order to fire at their full Ballistic skill due to its extreme size, and the Overlord Air Fortress may not Jink.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*May exchange 12 Heavy Bombs (this may be done more than once) for:&lt;br /&gt;
**8 Hunter-Killer Missiles (free)&lt;br /&gt;
**2 Hellstorm Bombs (free)&lt;br /&gt;
**1 Melta Bomb (free)&lt;br /&gt;
*May exchange its Super-Heavy Coil Cannon for a:&lt;br /&gt;
**Turbo-Laser Destructor (free)&lt;br /&gt;
**Twin-linked Long-Barrelled Ion Cannon (free)&lt;br /&gt;
**Heavy Rotary Shot Cannon (free)&lt;br /&gt;
*May take up to three sets (one on each side) of side sponsons with each sponson armed with one of the following:&lt;br /&gt;
**Rotary Shot Cannon (50pts/pair)&lt;br /&gt;
**Rapier Destroyer (70pts/pair)&lt;br /&gt;
**Ion Cannon (90pts/pair)&lt;br /&gt;
**Heavy Coil Cannon (100pts/pair)&lt;br /&gt;
*May choose equipment from the Aircraft Armory list.&lt;br /&gt;
&lt;br /&gt;
=FORTIFICATION=&lt;br /&gt;
==Thunder-Fire Cannon==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 40&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Composition:&#039;&#039;&#039; 1 Thunder-Fire Cannon. If an additional Thunder-Fire Cannon is purchased (see below), each is deployed as a separate fortification.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Terrain Type:&#039;&#039;&#039; Impassable Small Building (Armour Value 14)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Access Points &amp;amp; Fire Points:&#039;&#039;&#039; None&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons:&#039;&#039;&#039; One emplaced Rotary Shot Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Sentry Defence System: A building with this special rule can use automated fire against enemy units, even if it is unoccupied. In addition, enemy units can shoot at and charge a building with this special rule, even if it is unoccupied.&lt;br /&gt;
*AA Mount: Weapons that are AA mounted roll to hit vehicles with the Flyers special rule using their normal BS rather than requiring a 6 to hit.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May add one additional Thunder-Fire Cannon (40pts)&lt;br /&gt;
*Each Thunder-Fire Cannon may Twin-link its weapon (20pts)&lt;br /&gt;
*Each Thunder-Fire Cannon may exchange its Rotary Shot Cannon with one of the following:&lt;br /&gt;
**Thudd Gun (5pts)&lt;br /&gt;
**Rapier Destroyer (10pts)&lt;br /&gt;
**Clearance Fusion Projector (10pts)&lt;br /&gt;
**Heavy Seismic Cannon (15pts)&lt;br /&gt;
**Ion Cannon (20pts)&lt;br /&gt;
**Heavy Coil Cannon (25pts)&lt;br /&gt;
*Each Thunder-Fire Cannon may take items from the Obstacles list.&lt;br /&gt;
&lt;br /&gt;
=League Affiliations=&lt;br /&gt;
==Emberg: The Treacherous Kin==&lt;br /&gt;
&#039;&#039;A League that came into being at the end of the Great Crusade and took shape during the Horus Heresy, the Squats that make up the League of Emberg are seen as irredeemable traitors to the entirety of their kin for siding with the fallen Primarch of the Sons of Horus. Worshiping the minor Chaos God Hashut, these Chaos Squats are cruel slavers who create twisted mutants and murderous daemon engines. Sometimes even Chaos Space Marines and particularly powerful cults will ask them for some of their works for battle. Needless to say, other Squat Leagues collectively treat them as a stain on the honour of their entire race. A stain that can only be removed with fire and chainaxe.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Touched by the Eye&#039;&#039; - Characters in this detachment have the Champions of Chaos rule as per Chaos Space Marines. If the Chaos Spawn result is rolled, then replace the model with a Bull Centaur (losing any equipment that Bull Centaurs cannot be equipped with, Iridium and Exo-Armor becomes Carapace Armor), if the Daemonic Ascension result is rolled, replace the model with an Ancestor Lord (retaining all equipment). In addition, Psykers from a League of Emberg detachment lose access to the Stonemind and Daemonology (Santic) discipline but gain access to the Hashut and Daemonology (Malefic) discipline.&lt;br /&gt;
*&#039;&#039;Legacy of Interaction&#039;&#039; - Add Hatred (Chaos Space Marines, Chaos Daemons and Renegades and Heretics) to their list of Bitter Hatred enemies. In addition &#039;&#039;(ironically)&#039;&#039; they may also ally with Chaos Space Marines, Renegades and Heretics and Chaos Daemons as Battle Brothers.&lt;br /&gt;
===Hashut===&lt;br /&gt;
*&#039;&#039;&#039;Breath of Hatred&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Breath of Hatred is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets one allied unit within 18&amp;quot;. Whilst this power is in effect, the target unit re-rolls failed To Hit rolls. If the target is already re-rolling failed To Hit rolls for whatever reason then they re-roll failed To Wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;1: Burning Wrath&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Burning Wrath is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; that uses the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Burning Wrath&lt;br /&gt;
| 12&amp;quot; &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault d6, Soul Blaze, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt; &lt;br /&gt;
::Alternatively an extra warp dice may be used (up to the caster&#039;s mastery level) to add an additional d6 to determine the number of shots per dice.  &lt;br /&gt;
*&#039;&#039;&#039;2: Dark Subjugation&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Dark Subjugation is a &#039;&#039;&#039;Malediction&#039;&#039;&#039; that targets one enemy unit within 24&amp;quot; and forces a leadership check on a -3 penalty, on a failure that unit loses one point of leadership for the rest of the turn.  Cumulative failures stack, down to a minimum of two.  &lt;br /&gt;
*&#039;&#039;&#039;3: Curse of Hashut&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::The Curse of Hashut is a &#039;&#039;&#039;Focused Witchfire&#039;&#039;&#039; that targets a single enemy model within 18&amp;quot;. The target suffers hits equal to 2D6 minus its Toughness, with the hits wounding on 4+ and ignoring armor saves.&lt;br /&gt;
*&#039;&#039;&#039;4: Hell Hammer&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Hell hammer is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; that uses the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Hellhammer&lt;br /&gt;
| 24&amp;quot; &lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt; &lt;br /&gt;
::Alternatively an extra warp dice may be used to use the Large Blast template&lt;br /&gt;
*&#039;&#039;&#039;5: Ash Storm&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Ash Storm is a &#039;&#039;&#039;Malediction&#039;&#039;&#039; that targets a single enemy unit within 24&amp;quot;  The target suffers a -1 penalty to its WS and BS and counts all terrain as dangerous terrain. &lt;br /&gt;
*&#039;&#039;&#039;6: Flames of Hashut&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 3&lt;br /&gt;
::Flames of Hashut is a &#039;&#039;&#039;Witchfire&#039;&#039;&#039; That uses the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Flames of Hashut&lt;br /&gt;
| Infinite&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Blast, Ignores Cover, Soul Blaze, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt; &lt;br /&gt;
::The spell may be increased to a cost of four warp charges to instead use the large blast template.&lt;br /&gt;
===League Specific Units===&lt;br /&gt;
&#039;&#039;&#039;Mark of Hashut&#039;&#039;&#039; - The Mark of Hashut focusses and amplifies the Hatred and contempt that the bearer feels towards his foes. Models from this detachment may purchase the Preferred Enemy special rule for the points cost below.&lt;br /&gt;
*Independent Characters: 10pts&lt;br /&gt;
*Thunderers, Squat Bikes, Clanless Refugees, Sappers and Warriors: 1pt per model&lt;br /&gt;
*Hearthguard: 2pts per model&lt;br /&gt;
*Exo-Warriors, Support Weapon Teams and Attack Bikes: 3pts per model&lt;br /&gt;
*Bull Centaurs: 5pts per model&lt;br /&gt;
*Decimator Daemon Engines and Iron Brothers: 15pts&lt;br /&gt;
&#039;&#039;&#039;Daemon Engines&#039;&#039;&#039; - Decimator Daemon Engines, Defilers, Forgefiends, Maulerfiends and Heldrakes may be taken in a League of Emberg detachment, (see Codex: Chaos Space Marines and Imperial Armor Volume 13). Decimator Daemon Engines in a League of Emberg detachment may not be dedicated to any chaos god. In addition, all Heavy Flamers wielded by these units get replaced with Heavy Fusion Projectors, all Lascannons get replaced with either Coil Cannons or Seismic Cannons, all Reaper Autocannons and Twin-linked Heavy Bolters get replaced with Twin-linked Shot Cannons and all Hades Autocannons get replaced with Rotary Shot Cannons.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Chaos Icons and Rewards&#039;&#039;&#039; - Independent Characters from this detachment have access to the Chaos Rewards list from Codex: Chaos Space Marines and a few additional unique Chaos Rewards. (Items from Codex Chaos Space Marines are not reprinted here)&lt;br /&gt;
*&#039;&#039;&#039;Icon of Hashut&#039;&#039;&#039; - The Dark Banner of the loathsome deity of the Chaos Corrupted Squats, this Banner is well known for its ability to twist and alter sorcery. The Icon of Hashut allows all friendly warp dice rolled within 12&amp;quot; of the user to reroll rolls of 1, whether they are for casting or denying. In addition, a unit with an Icon of Hashut also adds +1 to your total when determining assault results. Thanes may take an Icon of Hashut for 20 points. This may not be taken with a Battle Standard.&lt;br /&gt;
*&#039;&#039;&#039;Brazen Bull of Hashut&#039;&#039;&#039; - A Skull Faced, metallic bull like creature with wicked teeth and a well kept beard of shining metal, a Brazen Bull of Hashut is offered to his most favoured Champions to serve them if they can tame it. The Brazen Bull offers +1T, +1 Wound, a +2 base strength Hammer of Wrath attack and the model becomes cavalry. Independent Characters that are not riding a Bike or wearing Exo-Armor may ride a Brazen Bull of Hashut for 35 points.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession&#039;&#039;&#039; - The Sorcerers, Engineers and Ancestor Lords of the League of Emberg frequently bind warp entities into their vehicles and weapons as means to make them tougher and stronger. The vehicle ignores the result of Crew Stunned and Crew Shaken effects on a 2+. Embarked units are still affected by these results. Roll a D6 each time a unit embarks on a vehicle with the Daemonic Possession upgrade (including rolling at the start of your first turn if the unit begins the game embarked upon the vehicle). On a roll of 1, the Daemon devours a randomly chosen model in the unit, removing that model as a casualty. The vehicle then recovers one Hull Point lost earlier in the battle. Add Daemonic Possession to the Vehicle Wargear list, costing 20 points.&lt;br /&gt;
&#039;&#039;&#039;Charonite Claws&#039;&#039;&#039; - When the League of Emberg first made the Bull Centaurs, they equipped these powerful mutants with the same Charonite Claws used by the Charonites of the Imperium&#039;s Auxilia, bonded in place of the Bull Centaurs own hands and forearms. The design is meant to amplify the super-human strength of an Ogryn and can work just as well at doing so with a Bull Centaur, crushing and ripping through armor plate and ceramite with ease. If a Bull Centaur can get ahold of a target with both &#039;hands&#039;, they are designed to retract apart from each other, savagely dismembering the victim.&lt;br /&gt;
*Profile (Range: -, Strength: +1, AP: 3, Rules: Melee, Specialist Weapon, Flesh Ripper)&lt;br /&gt;
**&#039;&#039;Flesh Ripper&#039;&#039; - Any rolls of 6 To Hit are AP 2 and have the Instant Death special rule.&lt;br /&gt;
&#039;&#039;&#039;Golem Ray Gun&#039;&#039;&#039; - Used by the twisted creations of the League of Emberg, the Chaos Golem Androids of Hashut, the Golem Ray Guns are a combination of advanced las-technology and warp energies. These heavy weapons have two firing modes, and each is lethal towards anything that does not have at least a Storm Shield, or has the durability of a Leman Russ Battle Tank. Even then everything falls when met with concentrated blasts from these laser weapons. In case the golems need to fight in melee, each of those weapons have build in Mining Tools. The Golem Ray Gun has the following profile:&lt;br /&gt;
*&#039;&#039;&#039;Anti-Infantry&#039;&#039;&#039; - Profile (Range: 30&amp;quot;, Strength 4, AP: 3, Rules: Heavy 3, Rending, Fleshbane, Ignores Cover)  	&lt;br /&gt;
*&#039;&#039;&#039;Anti-Vehicle&#039;&#039;&#039; - Profile (Range: 30&amp;quot;, Strength 5, AP: 2, Rules: Heavy 1, Rending, Armourbane, Lance)&lt;br /&gt;
&lt;br /&gt;
====Sorcerer of Hashut====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;In his flames we are reborn, in his fires you will burn.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Sorcerers of Hashut are a unique group in the strongholds of Emberg. The first of these psykers appeared after their ancestors pledged their allegiance to Horus and Hashut. Hashut, seeing the potential in Squats, as well as witnessing how powerful Living Ancestors were, he shared his knowledge with the newly established League of Emberg. The damming wisdom and blasphemous knowledge he bestowed them caused some among them to develop psychic powers. A unusual phenomena considering that Squats do not become psykers before attaining the status of Living Ancestor. Both the Ancestors and Imperial scholars privy to certain secrets, especially those among the Inquisition and the Ordo Malleus even more so, theorize that this might be less of gaining unexpectedly the powers and more with an indication that the Squat was born to become an Ancestor. This does have a lot of ground to it as Ancestor Lords of Emberg are more common on the battlefield than those of other Leagues, also making everyone come to the conclusion that at one point, every Ancestor in Emberg&#039;s ranks was a Sorcerer of Hashut.&lt;br /&gt;
&lt;br /&gt;
More common than the Ancestor Lords among them, Sorcerers of Hashut are however weaker since they did not accumulate enough wisdom and life-experience to manifest the same level of powers the old timers did. However there are those that do achieve a a level of power equal to that of their Ancestors, but it is always the results of powerful, yet extremely deadly set of rituals. Rituals that often result in a horrifying fate for those that Hashut considers arrogant for thinking themselves worthy of greater power. Those that do survive the experience are seen often with jealousy by their peers, yet at the same time awed by them. Although arrogant and cruel even by the standards of Emberg, the sorcerers are even more respectful towards their Living Ancestors.  When not on the battlefield spreading destruction and misery on those who had the misfortune to become Emberg&#039;s next prey, the Sorcerers will often work in their arcane workshops on creating new and deadlier wargears, experiment with new warp-based psychic artifacts they create, or work together with the Emberg Engineers when binding daemons into their machines. Sometimes however these sinister individuals will gather in the places called the Flame Spires, enormous towers that are build deep underground close to the molten parts of a planet the Chaos Squat stronghold is located. Towers so great and massive that if it were not for the fact that they were underground, they would rival the largest Imperial Hive Cities in length alone and which spew fire and magma while having an aura of sheer hate emanate from them. Here the sorcerers, along with the Ancestors, gather to either discuss the next course of action of the stronghold world or to enact rituals to either communicate with Hashut, or to increase the power of a sorcerer or simply to sacrifce slaves to the Dark Father of Flames for boons and favors. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Headquarters&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 60&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Sorcerer of Hashut&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (character)&lt;br /&gt;
| 1 Sorcerer of Hashut&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Emberg)&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Psyker (Mastery level 1) &lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May select items from the Special Issue Wargear, Chaos Rewards, Icons of Chaos or Tech Relics lists in the armoury at the points cost indicated.&lt;br /&gt;
*May be upgraded to a Psyker (Mastery Level 2) (25pts)&lt;br /&gt;
*May replace his Flak Armour, Shot Pistol, Frag Grenades and Krak Grenades with Squat Exo-Armour, and an Auto-shot rifle (40pts)&lt;br /&gt;
*If not wearing Exo-Armour then the Sorcerer of Hashut may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.&lt;br /&gt;
*If not riding a Bike then the Sorcerer may select items from the Heavy Weapons list.&lt;br /&gt;
*If wearing Exo-Armour then the Sorcerer of Hashut may select items from the Exo-Suit Melee Weapons or Exo-Suit Ranged Weapons lists.&lt;br /&gt;
&#039;&#039;&#039;Psychic Powers:&#039;&#039;&#039; A Sorceror of Hashut may generate powers from the &#039;&#039;Biomancy, Daemonology (Malefic), Divination, Hashut, and Pyromancy&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
====Bull Centaurs====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
WE SMASH PUNY MARINES!!! - Gorgoloth. Bull Centaur Champion while fighting Grey Knights during the Manakai Massacre&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Vile and abominable brutes, Bull Centaurs are the genetic creations of Emberg. Former Chaos Squats that either volunteered or were forced into being transformed into giant, massive centaur-like monsters.&lt;br /&gt;
&lt;br /&gt;
Back during the later stages of The Great Crusade and the early days of the Horus Heresy, the Squats that joined the side of Warmaster Horus, and who would found the hated League of Emberg in the future, were given new capabilities when they came into contact with the presence of Chaos. Yet unlike certain Traitor Legions who chose one of the four main Chaos Gods, the League of Emberg chose a minor Chaos entity calling itself Hashut. With its help, the first Chaos Squats unlocked new paths in science and technology. Among this was using warp energies to alter some of their hardened warriors via controlled mutations and genetic modifications. These resulted in the first Bull Centaurs to come into being.&lt;br /&gt;
&lt;br /&gt;
Bull Centaurs are so big and massive that they even tower over Ogryns (though being equally mentally challenged) and matched by Space Marine Centurions. Their toughness even outmatches that of an Ogryn their great constitution allows them to ignore small and medium firearms. The mass of a Bull Centaur is also a great factor in how terrifying the monstrosity is. Combined with the enormous strength, a charge from one will trample everyone smaller than the brute and smash through any obstruction or obstacle. &lt;br /&gt;
&lt;br /&gt;
Luckily they are not so wide-spread since the procedures that turn a Chaos Squat into a Bull Centaur is time-consuming and not every one who takes part in the transformation process survives. Nevertheless, one who fights the Squats of League Emberg must be prepared that he and his soldiers will meet groups of these monsters on the battlefield, thus it is required to bring the heaviest imaginable weapons to bear against the Bull Centaurs if anyone does not want to see their forces trampled to paste.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Elites&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 135&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Bull Centaur Render&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 5+&lt;br /&gt;
| Beasts&lt;br /&gt;
| 3 Bull Centaurs Renders&lt;br /&gt;
|-&lt;br /&gt;
| Bull Centaur Ba&#039;hal&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Beasts (Character)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*League Affiliation (Emberg)&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Very Bulky&lt;br /&gt;
*Hammer of Wrath&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Flak Armor&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*You can add up to three additional Bull Centaurs to the squad (45pts each)&lt;br /&gt;
*One Bull Centaur may be upgraded to a Bull Centaur Champion (10pts)&lt;br /&gt;
*The entire unit may exchange their Flak Armor for Carapace Armor (5pts each)&lt;br /&gt;
*Any model may be given one of the following options:&lt;br /&gt;
**Combat Shields (5pts)&lt;br /&gt;
**Additional Close Combat Weapon (5pts)&lt;br /&gt;
**Forge Weapon (10pts)&lt;br /&gt;
**Boarding Shield (10pts)&lt;br /&gt;
**Shot Cannon (15pts) ^&lt;br /&gt;
**Power Weapon (20pts)&lt;br /&gt;
**Power Pick (20pts)&lt;br /&gt;
**Charonite Claws (25pts)&lt;br /&gt;
^Shot Cannons used by Bull Centaurs have a 12&amp;quot; range and are Assault 4 weapons.&lt;br /&gt;
&lt;br /&gt;
====Golem Androids of Hashut====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Wait. Are those Necrons fighting alongside those Chaos Squats!?&amp;quot; - Last words of Colonel Manfred of the Iktal V Planetary Defense Force&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
With their alliance to Warmaster Horus, the first Squats that would later make the League of Emberg gained access to abilities and skills that their Imperial Loyalist kin did not have. Under the guidance of Hashut, whom they chose over any other of the four major Chaos Gods, the Chaos Squats made many terrifying weapons of war and abominable creatures to sow suffering among those who would stand in their way. Besides of the Bull Centaurs, who are the results of genetic mutations through warp powers, their other great success has been the Golem Androids of Emberg.&lt;br /&gt;
	 	&lt;br /&gt;
For strange reasons easily mistaken for Necrons at first glance, Golem Androids do share some similarities with them. Both are mechanical humanoids that look like skeletons. Both share a terrifying resilience and are very destructive, yet this is where the similarities end. The androids are made of a mixture of plasteel and iridium as opposed to the necrodermis from which Necron bodies are made. While Necrons are soulless and mostly emotionless, inside each such construct of Emberg there is a daemon that was shackled, rammed into the mechanical body and forced to obey the orders of their creator. Although powerful, Golem Androids will at best try to pervert the orders given to them to spite their master. At worst they will try to outright rebel to gain their freedom.&lt;br /&gt;
	 	&lt;br /&gt;
Armed with an impressive array of weapons and arcane technologies tainted by warp energies, Golem Androids are a dreadful and difficult enemy due to their daemonic nature. The constructs can even still channel the powers they had as daemons. Due to their rebellious nature, the Chaos Squats need either a Sorcerer or Guild Engineer to ensure that they obey. Yet once the Controller is slain, the androids will try to defy the orders given to them or outright turn against those who once thought of themselves as the Golem&#039;s masters.&lt;br /&gt;
&lt;br /&gt;
While they are just as capable of soaking up damage just as the Bull Centaurs, these mockeries of the Machine Spirit are not possessed of their brutish cousins rage, instead being slow and methodical in destroying their enemies. Only with the complete vaporizing of their mechanical bodies may these malevolent constructs be defeated.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Heavy Support&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 180&lt;br /&gt;
{|border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top 	&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|- 	&lt;br /&gt;
| Golem Android || 4 || 3 || 4 || 5 || 2 || 2 || 2 || 9 || 3+/5++ || Infantry || 3 Golem Androids&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Golem Ray Gun&lt;br /&gt;
*Rock Drill&lt;br /&gt;
&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: 	&lt;br /&gt;
*League Affiliation (Emberg) 	&lt;br /&gt;
*Fearless&lt;br /&gt;
*Hatred&lt;br /&gt;
*Slow and Purposeful&lt;br /&gt;
*Daemon&lt;br /&gt;
*Move Through Cover&lt;br /&gt;
*Very Bulky&lt;br /&gt;
*Rebellious: Unless it includes a Guild Engineer with the League Affiliation (Emberg) special rule or a Sorcerer of Hashut, an unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a roll of a 4+, this special rule has no effect this turn. On a roll of a 2 or 3, the unit is rebelling until the start of its following turn. A rebellious unit may not voluntarily move, shoot or charge. A rebellious unit must still complete compulsory moves, such as Pile In and Fall Back moves. On a roll of 1, the unit&#039;s control transfers to your opponent until the start of your next turn (though the opponent can still shoot at and charge the Golems, the Golems will still make attacks back if locked in combat with your opponents units only). Independent Character that are not a Guild Engineer from the League of Emberg or a Sorcerer of Hashut cannot join a unit of Golem Androids that do not contain the aforementioned units. It is too risky!&lt;br /&gt;
&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May include up to 3 additional Golem Androids (60pts each)&lt;br /&gt;
*Any Golem Android may replace their Rock Drill with a:&lt;br /&gt;
**Rock Saw (5pts)&lt;br /&gt;
**Rock Cutter (5pts)&lt;br /&gt;
&lt;br /&gt;
==Thor: The Lords of Plenty==&lt;br /&gt;
&#039;&#039;Known for being successful merchants and artisans, the influence of the League of Thor is felt throughout all known Squat Leagues. As the most influential of all leagues, the Squats of Thor see it as their &amp;quot;duty&amp;quot; to present themselves as the face of the Squat race, and tend to do so with grand displays of wealth and power. This tendency to &amp;quot;show off&amp;quot;, as some of the older members of other leagues call it, has strained relationships between the League of Thor and the other leagues. Despite their collective reputation as trumped-up popinjays, the League of Thor has particularly battle-hardened warriors, and their access to cybernetics adds up to their capability to soak up everything thrown at them.&#039;&#039; &lt;br /&gt;
*&#039;&#039;Cybernetic Wealth&#039;&#039; - Models in this detachment have the Feel No Pain (6+) special rule. If they already have Feel No Pain from another source then the add 1 to all Feel No Pain rolls.&lt;br /&gt;
*&#039;&#039;Display of Ostentation&#039;&#039; - Thunderers may be chosen as Non-Compulsory Troops choices in Battle-Forged armies.&lt;br /&gt;
&lt;br /&gt;
===League Specific Units===&lt;br /&gt;
&#039;&#039;&#039;Slug Weaponry:&#039;&#039;&#039; Rather than the ubiquitous high density buckshot that most Squat infantry weapons use, the League of Thor has frequently made use of solid slugs in their armoury. While being more expensive and time consuming to make than regular ammunition, and having a lower reliability in wounding their opponents, the payoff is well worth it to the League of Thor as the solid slug rounds are not only longer ranged, but also have a much increased chance of penetrating armour and a well placed shot can even pierce straight through an enemy&#039;s vital organs. Most of the Slug weapons involve simply loading a different round into a regular Shot Weapon, making it very easy to swap between the different ammunition types during a campaign. The only exception to this is the Slug Rifle which has been given a longer barrel, stabilizing bipod and a heavy stock, making it akin to the Sniper Rifles used by the Imperium.&lt;br /&gt;
*&#039;&#039;&#039;Slug Rifle&#039;&#039;&#039; - Profile (Range:36&amp;quot;, Strength:X, AP:5, Heavy 1, Sniper)&lt;br /&gt;
*&#039;&#039;&#039;Slug Cannon&#039;&#039;&#039; - Profile (Range: 48&amp;quot;, Strength:7, AP:4, Heavy 2)&lt;br /&gt;
*&#039;&#039;&#039;Rotary Slug Cannon&#039;&#039;&#039; - Profile (Range 48&amp;quot;, Strength:7, AP:4, Heavy 4, Rending)&lt;br /&gt;
*&#039;&#039;&#039;Heavy Rotary Slug Cannon&#039;&#039;&#039; - Profile (Range 72&amp;quot;, Strength:8, AP:3, Primary Weapon 4, Large Blast&lt;br /&gt;
&lt;br /&gt;
Slug Rifles are added to the Heavy Weapons list, costing 5 points each. Slug Cannons are added to the Heavy Weapons and Exo-Suit Ranged Weapons list, costing 10 points each. Any Vehicle, Building or Support Weapon may replace any equipped Shot Cannon with a Slug Cannon (if the Shot Cannon is twin-linked, the Slug Cannon is twin-linked), replace any equipped Rotary Shot Cannon with a Rotary Slug Cannon and replace any equipped Heavy Rotary Shot Cannon with a Heavy Rotary Slug Cannon for free. Iron Brother Walkers may replace any equipped twin-linked Shot Cannon with a twin-linked Slug Cannon for 5 points each.&lt;br /&gt;
&lt;br /&gt;
====Longbeards====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Elites&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 100&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ranger || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 10 || 4+ || Infantry || 4 Rangers&lt;br /&gt;
|-&lt;br /&gt;
| Longbeard || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 10 || 4+ || Infantry (Character) || 1 Longbeard&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Thor)&lt;br /&gt;
*Scouts&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Slug Rifle&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*Survey Glass&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May add up to five additional Rangers for (20pts/model)&lt;br /&gt;
*The entire unit may exchange their Carapace Armor for Flak Armor and the Infiltrate and Move Through Cover special rules (free)&lt;br /&gt;
*The entire unit may take:&lt;br /&gt;
**Chameleon Cloaks (2pts each)&lt;br /&gt;
**Combat Shields (3pts each)&lt;br /&gt;
**Boarding Shields (5pts each)&lt;br /&gt;
&lt;br /&gt;
====Gugnir Heavy Artillery====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Heavy Support&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 250&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Unit Composition&lt;br /&gt;
|-&lt;br /&gt;
| Gugnir Heavy Artillery || 3 || 13 || 11 || 10 || 4 || Vehicle (Tank, Heavy) || 1 Gugnir Heavy Artillery&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Anchor Points: A vehicle with this special may anchor itself to the ground with a series of advanced gyro-stabilisers, or release any anchors it has already placed. This is an action that consumes the vehicles movement phase, and prevents it from moving so long as it is anchored. While anchored all Thudd Guns and Ion Annihilators gain the Twin-Linked special rule and may be fired normally regardless of the use of Ordnance weapons. Should an anchored vehicle be rammed or tank shocked by a non super-heavy vehicle, both vehicles suffer an automatic glancing hit before the result of the ram attack are known, if the ramming vehicle is a super-heavy the anchored vehicle is instead immediately destroyed.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: 4 Thudd Guns &lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May replace two Thudd Guns with an Ion Annihilator (this may be done multiple times) (free)&lt;br /&gt;
*May take a hull mounted:&lt;br /&gt;
**Shot cannon (10pts)&lt;br /&gt;
**Heavy Fusion Projector (10pts)&lt;br /&gt;
**Twin-linked Ion Rifle (20pts)&lt;br /&gt;
**Coil Cannons (20pts)&lt;br /&gt;
**Seismic Cannon (20pts)&lt;br /&gt;
*May take items from the Vehicle Wargear list.&lt;br /&gt;
&lt;br /&gt;
====Albatross Gyrocopter====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;You go to war in this thing? What kind of ponce combines a machine of war with a luxury craft?&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
From the outside, the Albatross Gyrocopter looks like a typical war machine, on the scale of the Storm Eagle gunship used by the Adeptus Astartes of the Imperium. From the inside, one would believe themselves to be inside a luxury craft, with plush carpets, an aerial corrections system that ensures a smooth ride in even the most turbulent conditions, grox leather seats, a granite table, a corner devoted to storing ample gourmet food and beer and other luxuries fitting the tastes of the owner. The truth is that the Albatross was built to be able to perform both of these roles, ferrying important people in times of peace and rapidly transporting and deploying Warlords and their Hearthguard or Exo-Warriors in times of war.&lt;br /&gt;
&lt;br /&gt;
The Albatross has been poorly received by the other leagues with few individuals wishing to get ahold of the plans to build their own. It is considered a symbol of the decadence of Thor, even by some of the Longbeards within the league. Though many of the luxuries such as the granite table get removed during times of war for the sake of simple practicality, the image of a decadent neidermeyer who wishes to sit in the lap of luxury while his fellow Squats die around him has been permanently embedded into the psyche of all who are not Thor.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Heavy Support&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 190&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! HP&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! BA&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
! Combat Role&lt;br /&gt;
! Pursuit&lt;br /&gt;
! Agility&lt;br /&gt;
|-&lt;br /&gt;
| Albatross Gyrocopter&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| Vehicle (Flier, Hover)&lt;br /&gt;
| 1 Albatross Gyrocopter&lt;br /&gt;
| Attack Flyer&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: 20 Models&lt;br /&gt;
:&#039;&#039;&#039;Access Points&#039;&#039;&#039;: Rear Ramp&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Assault Vehicle&lt;br /&gt;
*Power of the Machine Spirit&lt;br /&gt;
*Vector Dancer&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Rotary Shot Cannon (Hull Mounted)&lt;br /&gt;
*Twin-linked Shot Cannon (Nose Mounted)&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May exchange the Rotary Shot Cannon with one of the following:&lt;br /&gt;
**Rotary Slug Cannon (free)&lt;br /&gt;
**Rapier Destroyer (10pts)&lt;br /&gt;
**Ion Cannon (20pts)&lt;br /&gt;
**Heavy Coil Cannon (25pts)&lt;br /&gt;
*May exchange either of the Twin-linked Shot Cannons for a:&lt;br /&gt;
**Twin-linked Slug Cannon (free)&lt;br /&gt;
**Cyclone Missile Launcher (25pts)&lt;br /&gt;
*May take one of the following options:&lt;br /&gt;
**4 Hunter-Killer Missiles (40pts)&lt;br /&gt;
**Two Twin-linked Coil Cannons (60pts)&lt;br /&gt;
*May choose equipment from the Aircraft Armory list.&lt;br /&gt;
&lt;br /&gt;
==Grindel: The Unbreakable Ones==&lt;br /&gt;
&#039;&#039;The League of Grindel can be considered a particularly jaded group among the Squats. The bearded ones from this league suffered certain &amp;quot;misunderstandings&amp;quot; from other leagues, and while there are none left alive from this time, hushed stories and bitter tales abound of the cruelty they suffered at the hands of the amassed leagues, although none are spoken of with as much vitriol as the League of Thor. To this day these Squats hold an unyielding grudge towards their kin. It is only in the most dire times the League would put aside their differences and fight along the rest of the Leagues. The suffering the Squats of Grindel endured made them into a force that will never back out of a fight no matter how devastating it would be or when retreat would be the most preferable of options.&lt;br /&gt;
*&#039;&#039;Learned from Subjugation&#039;&#039; - Add Hatred (Squats) to the list of Bitter Hatred enemies, in addition, all Ancestor Lords and Thanes may be upgraded with the Stubborn special rule for 5 points and Warlords may replace the Stubborn special rule with Fearless for 5 points.&lt;br /&gt;
*&#039;&#039;Humiliated, but NOT BROKEN&#039;&#039; - Models from this detachment roll 3D6 when making Morale tests and discard the highest dice. In addition, the League of Grindel ally with Squats from other leagues as Allies of Convenience.&lt;br /&gt;
&lt;br /&gt;
===League Specific Units===&lt;br /&gt;
&#039;&#039;&#039;Rod Weaponry:&#039;&#039;&#039; The guns wielded by the infamous Rad Troopers are ordinary Shot weapons and missile launchers. What makes them extremely dangerous (to both the targets and the users) is the ammunition used, firing deadly radioactive material. Those struck by such deadly weapons, if they survive the initial blast, will suffer from radiation sickness as the particles emitted by the ammunition are released into surrounding flesh.&lt;br /&gt;
*&#039;&#039;&#039;Rod Rifle&#039;&#039;&#039; - Profile (Range:24&amp;quot;, Strength:3, AP:-, Rapid Fire, Poisoned (3+), Irradiating Ammo)&lt;br /&gt;
*&#039;&#039;&#039;Rod Carbine&#039;&#039;&#039; - Profile (Range:12&amp;quot;, Strength:3, AP:-, Assault 2, Poisoned (3+), Irradiating Ammo)&lt;br /&gt;
*&#039;&#039;&#039;Rod Long Rifle&#039;&#039;&#039; - Profile (Range:36&amp;quot;, Strength:-, AP:5, Heavy 1, Poisoned (3+), Irradiating Ammo, Sniper)&lt;br /&gt;
*&#039;&#039;&#039;Rod Cannon&#039;&#039;&#039; - Profile (Range:48&amp;quot;, Strength:4, AP:3, Heavy 1, Poisoned (3+), Irradiating Ammo, Blast)&lt;br /&gt;
**&#039;&#039;&#039;Irradiating Ammo&#039;&#039;&#039;: At the end of any phase any unit that suffered one or more wounds from these weapons must make a Toughness test. On a failed test the unit&#039;s toughness is treated as 1 lower for the rest of the game. This penalty is cumulative.&lt;br /&gt;
&#039;&#039;&#039;Vulcan Weaponry:&#039;&#039;&#039; Known as Phosphex weaponry to the Imperium and its production a jealously guarded secret, the Squats of the league of Grindel are the only ones both capable and willing to use such destructive and dangerous weapons. Vulcan weapons take the form of bombs or shells containing a corrosive, toxic and flammable compound that is nearly impossible to extinguish short of exposure to the void. When released it rapidly expands into a burning mist that is attracted to movement, igniting metal, devouring flesh and tainting the environment it is exposed to.&lt;br /&gt;
*&#039;&#039;&#039;Vulcan Grenade&#039;&#039;&#039; - Profile (Range:8&amp;quot;, Strength:5, AP:3, Assault 1, Blast, One Use Only, Poisoned (3+), Crawling Fire, Lingering Death)&lt;br /&gt;
*&#039;&#039;&#039;Vulcan Eruptor&#039;&#039;&#039; - Profile (Range 36&amp;quot;, Strength:5, AP:3, Barrage, Ordnance 1, Large Blast, Poisoned (3+), Crawling Fire, Lingering Death)&lt;br /&gt;
*&#039;&#039;&#039;Vulcan Bomb&#039;&#039;&#039; - Profile (Range -, Strength:5, AP:3, Bomb 1, Blast, Poisoned (3+), Crawling Fire, Lingering Death, Deadly Cargo, One Use Only, Bomb Cluster)&lt;br /&gt;
**&#039;&#039;&#039;Crawling Fire&#039;&#039;&#039; - After the blast marker for this weapon is placed, the firer may move the marker up to 2&amp;quot; in any direction as long as this would cover more models than previously.&lt;br /&gt;
**&#039;&#039;&#039;Lingering Death&#039;&#039;&#039; - When a blast weapon with this rule is used, after the attack is resolved, leave the marker in place for the rest of the game. This area is now treated as Dangerous Terrain for all models with a toughness value and Open-Topped vehicles&lt;br /&gt;
**&#039;&#039;&#039;Deadly Cargo&#039;&#039;&#039; - If a flyer carrying unused weapons with this special rule takes Hull damage but is not destroyed, roll a D6. On a roll of 6 the flyer suffers an Explodes! result on the vehicle damage chart.&lt;br /&gt;
&lt;br /&gt;
Vulcan Grenades are added to the Special Issue Wargear list, costing 10 points each in which a model can take up to three. Retributors may replace their Ion Annihilator with a Vulcan Eruptor for 30 points. Eagle Gyrocopters may replace Six Tactical Bombs with 2 Vulcan Bombs. Overlord Airships may replace 12 Heavy Bombs for 6 Vulcan Bombs for free up to four times.&lt;br /&gt;
&lt;br /&gt;
====Oathstone Chariot====&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - May be taken as a Dedicated Transport for a Warlord, Ancestor Lord or Thane with the Stubborn special rule.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 30&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Unit Composition&lt;br /&gt;
|-&lt;br /&gt;
| Oathstone || 4 || 11 || 11 || 11 || 3 || Vehicle (Skimmer, Open-Topped, Transport, Chariot) || 1 Oathstone&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*The Oathstone: All friendly Squat units within 12&amp;quot; of the Oathstone have the Stubborn special rule.&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Shot Cannon&lt;br /&gt;
:&#039;&#039;&#039;Rider&#039;&#039;&#039;: 1 Squat Warlord, Thane or Ancestor Lord&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May replace Shot Cannon with a:&lt;br /&gt;
**Heavy Fusion Projector (free)&lt;br /&gt;
**Missile Launcher with Krak &amp;amp; Mole warheads (+5pts)&lt;br /&gt;
***May take Flakk Missiles (+10pts)&lt;br /&gt;
**Twin-linked Ion Rifle (+10pts)&lt;br /&gt;
**Coil Cannon (+10pts)&lt;br /&gt;
**Seismic Cannon (+10pts)&lt;br /&gt;
&lt;br /&gt;
====Rad Troopers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;This is a heavy duty. For your sake I hope you wash-out.&amp;quot;&#039;&#039; - Unnamed Vengeance Bringer to a potential Rad Trooper.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
During the bitter wars between the various Squat holds, Grindel was rad-bombed into a blasted oblivion. Squats have long, bitter memories and some are spiteful enough to use weapons that will eventually kill them in order to visit the same suffering on their foes. hence the formation of the Rad Troopers, a unique unit of young and fanatical Squats who have grown up on stories of the hardship that Grindel has suffered. Squats of any renown are barred from this unit, being told that they are better off putting any skills they have to other uses while any Vengeance Bringer that is present is one that has miraculously survived a long time in the unit. The life of a Rad Trooper is one of suffering, the weapons they wield will eventually kill them and the rest of Squat society shuns them, treating them as leppers.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Elites&lt;br /&gt;
:&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 90 points&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Rad Trooper || 4 || 3 || 3 || 4 || 1 || 2 || 1 || 9 || 4+ || Infantry || 5 Rad Troopers&lt;br /&gt;
|-&lt;br /&gt;
| Vengeance Bringer || 4 || 3 || 3 || 4 || 1 || 2 || 2 || 10 || 4+ || Infantry(Character) || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Rad Troopers&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Type&#039;&#039;&#039;: Infantry (Vengeance Bringer is a Character)&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Grindel)&lt;br /&gt;
*Stubborn&lt;br /&gt;
*Self-Destructive: Independent Characters cannot join a unit of Rad Troopers.&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Rod Carbine&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*You can add up to 5 Rad Troopers to the squad (18pts each)&lt;br /&gt;
*Any model may replace their Rod Carbine with a:&lt;br /&gt;
**Rod Rifle (free)&lt;br /&gt;
**Rod Long Rifle (5pts)&lt;br /&gt;
*Up to four models may replace their Rod Carbine with a Rod Cannon (20pts)&lt;br /&gt;
*The entire squad may be upgraded with:&lt;br /&gt;
**Chameleon Cloaks (2pts each)&lt;br /&gt;
**Combat Shields (3pts each)&lt;br /&gt;
**Boarding Shields (5pts each)&lt;br /&gt;
*One Rad Trooper may be upgraded to a Vengeance Bringer (10pts)&lt;br /&gt;
*A Vengeance Bringer may take items from the Melee Weapons list.&lt;br /&gt;
*A Veteran may take Melta Bombs (5pts)&lt;br /&gt;
*A Veteran may purchase up to three Vulcan Grenades (10pts each)&lt;br /&gt;
*May take a Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Thrush Light Gyrocopter====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;DAMNATION!! I ordered you wretches to guard the supplies and you let those midgets BLOW EVERYTHING UP!! I DO NOT CARE THAT IT WAS TOO FAST TO REACT, YOU ARE THE NEXT TO BE TURNED INTO FUEL FOR THE LORD OF SKULLS!!!&#039;&#039; - Chaos Lord Khardak of the World Eaters to a mob of cultist meatshields&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Much smaller than the usual Gyrocopters used by any other hold, the Thrush is a smaller and more mobile version of its larger cousin. Originally designed what was believed to be to fight guerilla wars against the other Leagues for independence (or for other reasons, the League of Grindel had its data vaults from these times damaged due to turbulent periods in the history of the League), these machines are closer to being akin to jetbikes in terms of function when compared to the larger copters. &lt;br /&gt;
&lt;br /&gt;
Utilized in rapid hit and run tactics and for assaults on enemy positions from the flanks, a squadron of light gyrocopters can quickly make short work of heavily fortified emplacements or truly durable targets thanks to the machines having sufficiently powerful engines to carry whole arsenals of heavy equipment. If the target is very hard to take down, Thrush squadrons may arm themselves with bombs for additional firepower. If the enemy is infantry and the squadron does not want to waste too much ammunition, then they can resolve the situation via rock saws.&lt;br /&gt;
&lt;br /&gt;
Due to the grudges that Grindel has towards the other Leagues, they never divulged any data or informations on these machines, hence why they are the only users of them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Fast Attack&lt;br /&gt;
:&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 30 points&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Thrush Gyrocopter || 4 || 3 || 3 || 5 || 2 || 2 || 2 || 9 || 4+ || Jetbikes || 1 Thrush Gyrocopter&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Grindel)&lt;br /&gt;
*Scouts&lt;br /&gt;
*Hit and Run&lt;br /&gt;
&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Twin-linked Shot Cannon&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May add up to two additional Thrush Gyrocopters (30pts each)&lt;br /&gt;
*May replace Twin-linked Shot Cannon with a:&lt;br /&gt;
**Twin-linked Heavy Fusion Projector (free)&lt;br /&gt;
**Twin-linked Missile Launcher with Mole and Krak Warheads (5pts)&lt;br /&gt;
***May also take Flak Missiles (10pts)&lt;br /&gt;
**Twin-linked Coil Cannon (10pts)&lt;br /&gt;
**Twin-linked Seismic Cannon (10pts)&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
**Tactical Bomb (15pts)&lt;br /&gt;
**Rock Saw (30pts)&lt;br /&gt;
&lt;br /&gt;
==Kapellar: Those Whose Minds are Unbound==&lt;br /&gt;
&#039;&#039;Creative and wise, the League of Kapellar always favored creating new technologies and collecting data and wisdom. While all Squats have knowledge of the technology from the Dark Age of Technology, innovate and see that wisdom is important in life, it is Kapellar that always goes constantly forwards in creating newer and more advanced machines. Their Guild Engineers are known to be particularly skilled.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Fonts of Wisdom&#039;&#039; - When making Reserve rolls, units from this detachment may add or subtract 1 from their roll. In addition, Guild Engineers may add +1 to their Battlesmith rolls.&lt;br /&gt;
*&#039;&#039;Master Artisans&#039;&#039; - Characters in this detachment may upgrade one of their weapons to have the Master Crafted special rule for 5 points.&lt;br /&gt;
===League Specific Units===&lt;br /&gt;
&#039;&#039;&#039;Tesla Weapons:&#039;&#039;&#039; A Tesla weapon fires a bolt of lightning, causing a devastating electric shock to anyone unfortunate enough to be in its path. The few that survive a hit from such a weapon are temporarily paralyzed as the electricity causes their muscles to contract.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Fusil&#039;&#039;&#039; - Profile (Range:18&amp;quot;, Strength:5, AP:3, Heavy 1, Haywire, Convulsive Shock, Get&#039;s Hot!)&lt;br /&gt;
*&#039;&#039;&#039;Tesla Cannon&#039;&#039;&#039; - Profile (Range:30&amp;quot;, Strength:5, AP:3, Heavy 3, Haywire, Convulsive Shock, Get&#039;s Hot!)&lt;br /&gt;
**&#039;&#039;&#039;Convulsive Shock&#039;&#039;&#039;: Any model that suffers a wound from a weapon with this special rule and is not removed as a casulty must, at the end of the shooting phase, make a Toughness Test. If this test is failed that model may not make any non-compulsory moves until the end of their next assault phase and may only fire snap-shots.&lt;br /&gt;
&#039;&#039;&#039;Tesla Exo-Armor:&#039;&#039;&#039; Specially designed armor is required to be able to use Tesla weapons without risk. Sometimes, the warriors of Kapellar will wield Tesla weapons without it, but that always carries the risk of electrocuting the bearer and is rarely done. Attacks with the Haywire or Tesla special rule only wound a model in Tesla Exo-Armour on a To Wound roll of 6+. In addition, Tesla Fusils and Tesla Cannons do not have the Get&#039;s Hot! special rule when wielded by a model wearing Tesla Exo-Armour.&lt;br /&gt;
&lt;br /&gt;
An HQ character in Exo-Armor may upgrade it to Tesla Exo-Armor and replace their Power Weapon and Auto-Shot Rifle with a Tesla Fusil for 5 points or a Tesla Cannon for 20 points. Tesla Fusils are added to the Heavy Weapons list, costing 25 points. Any Iron Brother Walker may replace any Twin-linked Coil Cannon with a Twin-linked Tesla Fusil for 5 points. Any vehicle, building or Support Weapon may replace its Rotary Shot Cannon with a Tesla Cannon for 25 points and any equipped Shot Cannon (if the Shot Cannon is Twin-linked, the Tesla Fusil is Twin-linked) for a Tesla Fusil for 15 points.&lt;br /&gt;
====Engineer Lord====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - HQ&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 110&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Engineer Lord&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Engineer Lord&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*Independent Character&lt;br /&gt;
*League Affiliation (Kapellar)&lt;br /&gt;
*Battlesmith&lt;br /&gt;
*Master of Calculations&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot Pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Augury Scanner: Models cannot be deployed using the Infiltrate special rules within 18&amp;quot; of the Engineer Lord. Enemy models deploying via Deep Strike within this range by the Engineer Lord and his unit as if their Rapid Fire and Heavy weapons had the Interceptor special rule. In addition, at the start of each of your turns, the Engineer Lord can identify a Mysterious Objective anywhere on the battlefield.&lt;br /&gt;
*Nuncio-Vox: Allied models Deep Striking within 6&amp;quot; of the Engineer Lord do not scatter. When barrage weapons are used by the controlling player, line of sight may be drawn from the Engineer Lord as well as the firing model itself (range is still drawn from the firing model). The Engineer Lord must already be on the table at the start of the turn and must not be embarked in a vehicle to use it.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May select items from the Special Issue Wargear or Tech Relics lists in the armoury at the points cost indicated.&lt;br /&gt;
*May replace his Flak Armour, Shot Pistol, CCW, Frag Grenades and Krak Grenades with Squat Exo-Armour, an Auto-shot rifle and a power weapon (40pts)&lt;br /&gt;
*If not wearing Exo-Armour then the Engineer Lord may select items from the Melee Weapons, Special Weapons or Ranged Weapons lists.&lt;br /&gt;
*If not riding a Bike then the Engineer Lord may select items from the Heavy Weapons list.&lt;br /&gt;
*If wearing Exo-Armour then the Engineer Lord may select items from the Exo-Suit Ranged Weapons and Exo-Armour Melee Weapons list.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
**Servo-Arm (30pts)&lt;br /&gt;
**Servo Harness (55pts)&lt;br /&gt;
&lt;br /&gt;
====Kapellar Myrkalfr Support Vehicle====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Elite&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 100&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Myrkalfr Support Vehicle || 3 || 12 || 10 || 10 || 3 || Vehicle (Tank) || 1 Myrkalfr Support Vehicle&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: League Affiliation (Kapellar)&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Turret Mounted Shot Cannon&lt;br /&gt;
*Hull Mounted Shot Cannon&lt;br /&gt;
*Myrk Generator: The Myrkalfr and all models within 12&amp;quot; have the Shrouded special rule.&lt;br /&gt;
*Auspex Surveyor: The Auspex Surveyor has the Night Vision special rule. During the shooting phase, the Myrkalfr may choose an enemy unit within 24&amp;quot;. That unit suffers a -1 penalty to all cover saves.&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*The Turret-Mounted Shot Cannon may be replaced with a:&lt;br /&gt;
**Heavy Fusion Projector (free)&lt;br /&gt;
**Missile Launcher with Krak &amp;amp; Mole warheads (+5pts)&lt;br /&gt;
***May take Flakk Missiles (+10pts)&lt;br /&gt;
**Twin-linked Ion Rifle (+10pts)&lt;br /&gt;
**Coil Cannon (+10pts)&lt;br /&gt;
**Seismic Cannon (+10pts)&lt;br /&gt;
**Tesla-Fusil (_10pts)&lt;br /&gt;
*The Hull-Mounted Shot Cannon may be replaced with a:&lt;br /&gt;
**Heavy Fusion Projector (free)&lt;br /&gt;
**Twin-linked Ion Rifle (+10pts)&lt;br /&gt;
**Coil Cannon (+10pts)&lt;br /&gt;
**Seismic Cannon (+10pts)&lt;br /&gt;
**Tesla Fusil (+10pts)&lt;br /&gt;
*May take items from the Vehicle Wargear list.&lt;br /&gt;
&lt;br /&gt;
====Tesla Exo-Warriors====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Those [[Tyranid|bugs]] are going to be Elysian fries once we are done with them!&#039;&#039; - Anonymous Tesla Exo-Warrior&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A very recent emerging military formation, the Tesla Exo-Warriors of League Kappelar are the newest advancement in the league&#039;s quest for innovation. Tesla technology among the League Kappelar was non-existent until one of their expeditionary forces came into contact with Necrons that were out on a conquest spree. During the harsh battles against them, the Squats encountered Immortals and Necron vehicles armed with these weapons. After managing to get their hands on some of these Tesla weapons, the Kappelar Engineers thought that they could replicate the technology by adding some flavor of their own. They did not disappoint here. The resulting base weapons, the Tesla Fusils, though shorter in range, were more powerful than the Tesla Carbines of the Immortals. Whereas the Squat-made Tesla Cannon proved to be more potent than its Necron counterpart, the weapons proved to be more volatile than the ones Necrons used. Using them was the same as using Plasma Weapons (only instead of blowing up in the face, one would get fatally electrocuted). For that the Kappelar Engineers also came up with something that would mitigate it. Based on the Exo-Armours, Tesla Exo-Armours offered the same protection along with additional protection from the electrical backfires of the newly made Tesla weapons. With this, the idea of a new formation emerged.&lt;br /&gt;
&lt;br /&gt;
Tesla Exo-Warriors are as tough and resilient as their normal counterparts, yet are particularly deadlier with their Tesla weaponry. Every enemy that fought these walking electric warriors got turned to crisp. Even Chaos Space Marines found out the hard way that without Terminators or Obliterators they are essentially doomed when faced with someone who can make a mockery of their armor. Despite the success of the Kappelar Tesla technology, only certain individuals from other Leagues are interested in these as the rest of Squat-dom are still unsure of this technology (the other one are patenting rights being extremely obstructive, thus so far League Kappelar will be the sole user of this technology for a very long time). Despite the successes of Tesla Exo-Warriors, the units are still uncommon as the systems that would protect the user from their own weapon (or any weapon that would inflict any haywire) are difficult to manufacture. Still despite that, Squat Warlords and Thanes of Kappelar have high demands for more of such Exo-Warriors if not wanting their own suits of Tesla-modified Exo-Armour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Heavy Support&lt;br /&gt;
:&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 125&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Tesla Exo-Warrior || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 9 || 2+/4++ || Infantry || 2 Tesla Warriors&lt;br /&gt;
|-&lt;br /&gt;
| Thunderbolt Warden || 4 || 4 || 3 || 4 || 1 || 2 || 2 || 10 || 2+/4++ || Infantry (Character) || 1 Thunderbolt Warden&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Bitter Hatred&lt;br /&gt;
*Hardy Souls for Hardy Men&lt;br /&gt;
*League Affiliation (Kapellar)&lt;br /&gt;
Wargear:&lt;br /&gt;
*Tesla Exo-Armour&lt;br /&gt;
*Tesla Fusil&lt;br /&gt;
&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*You can add up to 7 Tesla Exo-Warriors to the squad (35pts each)&lt;br /&gt;
*Any model may take Overdrive Systems (5pts each)&lt;br /&gt;
*Up to four Tesla Exo-Warrior may replace their Tesla Fusil with a Tesla Cannon (15pts each)&lt;br /&gt;
*The squad may take a Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==Norgyr: They Who Welcomed The Emperor==&lt;br /&gt;
&#039;&#039;Squats that are closest to Holy Terra itself, and thus the first league the Imperium made contact with. The League of Norgyr had at first a turbulent time with the Imperium, but with time came to realize that partnership with the Emperor would far more beneficial. This further changed when the Emperor was completely deified, as they were the first League to include a combination of Emperor and Ancestor worship. All leagues in the end adopted this, but Norgyr had so to the point that the rest see them as a bit odd.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Imperial Influences&#039;&#039; - All units with this rule fire Pistol, Assault and Rapid Fire weapons at BS2 when firing Overwatch and gain +1 WS when within Base-To-Base contact with each other.&lt;br /&gt;
*&#039;&#039;Legacy of Interaction&#039;&#039; - Units from this add Hatred (Forces of the Imperium) to their list of Bitter Hatred enemies. In addition &#039;&#039;(ironically)&#039;&#039; they may also ally with the Forces of the Imperium as Battle Brothers.&lt;br /&gt;
===League Specific Units===&lt;br /&gt;
====Armorgryns and Mounted Ratling Gunners====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It shoots while it smashes and vice-versa. Best idea we ever had.&#039;&#039; - Warlord Frigidd of Norgyr on the Ogryns and Ratlings&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ogryns and Ratlings, just like the Squats, are types of abhuman sub-species of base-line humans. While the Imperium of Man treats abhumans differently from planet to planet, Squats, probably due to some feeling of kinship, treat other abhumans more kindly. At one point every League managed to annex planets with abhumans into their spheres of influence and even allowed for migration between planets. Although there were over the centuries complications and small incidents between the Squats and their abhuman cousins, yet compared to what the Imperium did in the early years of the Great Crusade and in some places in it, abhumans have more leeway and options in Squat societies. Norgyr however went further with this and allowed abhuman auxiliary formations into the Hold armies. The best example of this are the Armorgryns and their Ratling partners that operate as gunners.&lt;br /&gt;
&lt;br /&gt;
During the Age of Apostasy when Goge Vandire&#039;s reign of terror reached Norgyr, the Squats were shocked by the sheer brutality and wanton waves of cannon fodder the madman would throw at them. It was during the fierce battles on the mining world of Kimber where the Frateris Templars wanted to scour all life on the planet in order to make an example. Problem was that due to the fact many vital parts of the planet were heavily protected from bombardment (and virus bombs would do second to nothing), thus the enemy decided to land on the Squat planet in full force and attack the Hold Sesson and its complexes. In a normal situation, the stone kin would have seen this as a futile thing, yet the Hold of Kimber had nothing more but a below nominal defense force due to the army taking most of it to help fight a massive Ork Waaagh!!! that was threatening vital resource points deeper in the Ultima Segmentum. With their small numbers, the Squats would lose unless they would bolster their defenses and they knew exactly how. &lt;br /&gt;
&lt;br /&gt;
In the mines of Kimber there were large numbers of Ogryns and Ratlings that also were part of the supply units in the vast caverns. Due to their claustrophobic tendencies, the Squats modified the mines to be well lit and spacious enough so that the large lugnuts would not panic. The defenders knew that Ogryns were physically strong enough to rip off heads of Space Marines, while Ratlings were known to be natural-born sharpshooters. Instead of combining them into a normal auxiliary formation, the local Thanes decided to literally combine them. The bearded ones that were present were stupefied over this, yet when the Guild Engineers swiftly adjusted the Ogryns and Ratlings, the present Squats were even more stupefied at how effective this combination would be.&lt;br /&gt;
&lt;br /&gt;
When the Frateris Templars broke into the Hold, they found hordes of angry Ogryns armed with shields, power picks, chainaxes and what looked like back-mounted turrets. The defenders, boosted by this unorthodox auxilia, tore into the enemy with a terrible force. None of the Templars that breached the Hold survived the encounter with the newly formed Armorgryns and the Ratling Gunners that spew death left and right. Before the Ecclesiarchy forces would launch another assault, the Warlords of Sesson with the rest of the Hold army returned. The Squat armada made short work of the Crusade and the Thanes that defended the Hold were commented for their unusual yet efficient idea of what they did with the Ogryns and Ratlings. The abhuman formation would later see more fights as Norgyr declared a grudge agains Vandire. The Armorgryns and Ratling Gunners swelled in numbers and quickly became since then a mandatory part of the League armies of Norgyr. It all culminated with the Squats aiding in the attack on the Imperial Palace and making sure Vandire was brought to justice. After the Reign of Blood of Vandire was brutally stopped, the League of Norgyr retreated back to their Holds thinking the grudge against the High Lord was settled, whereas the new military formation they acquired would prove itself more and more in the future.&lt;br /&gt;
&lt;br /&gt;
In battle, Armorgryns lumber with great speed towards the enemy in order to split them open with their power picks and bash them with their boarding shields, while the Ratlings that are safely secured inside the turrets mounted on the back of their enormous partners spew death left and right from their auto-shot rifles even when the Ogryns are still engaged in melee. Some of the squad members wield even more specialized weapons like heavy chainaxes or macro hammers, some even wielding power fists, whereas their Ratling companions attach to the turrets even deadlier guns to better support the squad. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Elites&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 175&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Armorgryn with Ratling Gunner || 4 || 4 || 5 || 5 || 3 || 2 || 3 || 6 || 4+ || Infantry || 2 Armorgryns&lt;br /&gt;
|-&lt;br /&gt;
| Bone&#039;ead with Ratling Commander|| 4 || 4 || 5 || 5 || 3 || 2 || 4 || 7 || 4+ || Infantry (Character) || 1 Armorgryn Bone&#039;ead&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*Stubborn&lt;br /&gt;
*League Affiliation (Norgyr)&lt;br /&gt;
*Hammer of Wrath&lt;br /&gt;
*Very Bulky&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&lt;br /&gt;
*Carapace Armour&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Boarding Shields&lt;br /&gt;
*Auto-Shot Rifle&lt;br /&gt;
*Power Pick&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*You can add up to 3 Armorgryns with Ratling Gunners to the squad (55pts each).&lt;br /&gt;
*Any model can exchange his Power Pick and Boarding Shield for a:&lt;br /&gt;
**Heavy Chainaxe (10pts each)&lt;br /&gt;
**Macro Hammer (10pts each)&lt;br /&gt;
*Any model can exchange his Power Pick for a:&lt;br /&gt;
**Power Weapon (free)&lt;br /&gt;
**Power Fist (10pts each)&lt;br /&gt;
*Any model can swap their Auto-Shot Rifle for a:&lt;br /&gt;
**Fusion Projector (free)&lt;br /&gt;
**Seismic Rifle (5pts)&lt;br /&gt;
**Ion Rifle (10pts)&lt;br /&gt;
**Coil Repeater (10pts)&lt;br /&gt;
*The squad may take a Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Hearthlord====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Well Commissar, it seems the reinforcements have arrived. With great force I say.&#039;&#039; - Thane Mafronics of Norgyr to Commissar Wessex of the Cadian 618th after seeing a squadron of Hearthlords&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A powerful tank in the use of League Norgyr, the Hearthlord is an invaluable asset during massive battles. Constructed with the venerable Baneblade as a base for the super heavy vehicle, there are many theories in the Imperium on how the Squats of Norgyr managed to acquire this technology. The most popular however is that the Baneblade STC was a gift from The Emperor as a token of friendship, though there are no shortage of people who think otherwise. Regardless, the bearded ones took the STC and created a unique tank variant around it. The Hearthlords since then proved to be a great boon to Norgyr, especially during the dark times of the Horus Heresy when these warmachines proved vital in fighting the Traitor Legions and the treacherous kin of Emberg. As the name implies, it was originally constructed as the chosen weapon of Warlords and Thanes the same way Hearthguards are warriors chosen because of their skill and determination.&lt;br /&gt;
&lt;br /&gt;
Sacrificing the &amp;quot;ELEVEN BARRELS OF HELL&amp;quot; that Baneblades are characterized by for a set of their own of guns geared towards a hailstorm of devastation, the Hearthlord could be called the spiritual predecessor of the Storm Lord that is used by the Imperial Guardsmen of the Astra Militarium in terms of function despite not having a hull-mounted infantry bunker. However, the Hearthlord chassis was designed to be modular and versatile, allowing the Squats to quickly swap the main turret and change the number and type of guns before a fight to better suit the situation. This allows the Hearthlord to be geared out as either the bane of infantry, a dedicated machine hunter that can take on everything up to enemy titans, or a combination of both. No matter the enemy, no matter if offense or defense, a Hearthlord will prove itself a destructive force on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Due to great pride, Norgyr does not share the STC of the Hearthlord with the other Leagues. Though powerful, the Hearthlord is not a common part of the Hold armies since the materials for the more advanced systems are difficult to obtain. Hence why a single large detachment can hope to have three or five of these massive weapons platforms.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Lords of War&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 520&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Hearthlord || 3 || 14 || 13 || 12 || 9 || Vehicle (Super-Heavy Vehicle) || 1 Hearthlord&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
*Heavy Rotary Shot Cannon (Turret)&lt;br /&gt;
*Rotary Shot Cannon&lt;br /&gt;
*Twin-linked Shot Cannon&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May replace the Heavy Rotary Shot Cannon with a:&lt;br /&gt;
**Turbo-Laser Destructor (free)&lt;br /&gt;
**Twin-linked Super-Heavy Coil Cannon (free)&lt;br /&gt;
**Super-Heavy Fusion Projector (free)&lt;br /&gt;
**Long-Barrelled Ion Cannon (free)&lt;br /&gt;
**Sonic Lance (free)&lt;br /&gt;
*May exchange the Rotary Shot Cannon for one of the following:&lt;br /&gt;
**Rapier Destroyer (10pts)&lt;br /&gt;
**Clearance Fusion Projector (10pts)&lt;br /&gt;
**Heavy Seismic Cannon (15pts)&lt;br /&gt;
**Ion Cannon (20pts)&lt;br /&gt;
**Heavy Coil Cannon (25pts)&lt;br /&gt;
*May add up to two pairs of side sponsons, each with one Coil Cannon and one twin-linked Shot Cannon (50pts each)&lt;br /&gt;
*May replace any twin-linked Shot Cannon with a twin-linked Heavy Fusion Projector (free)&lt;br /&gt;
*May take items from the Vehicle Wargear list.&lt;br /&gt;
&lt;br /&gt;
====Ministorum Priest====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;In the Emperor we trust, for he will show us the right way on the battlefield. SO FOLLOW ME, AND WE SHALL CLAIM VICTORY IN. HIS. NAME!!&#039;&#039; - Father Gintus&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Ministorum Priests are the members of the Ecclesiarchy, the massive and powerful organization that oversees the state religion of the Imperium of Man that is worship of The Emperor of Mankind. The priests are known for their charisma and fanaticism, capable of rousing up entire populations when the enemy is at their doorstep or to inspire guardsmen to greater acts of heroism. This is also the same with those Squats that have become Adeptus Ministorum members in the League of Norgyr.&lt;br /&gt;
&lt;br /&gt;
After The Emperor was deified and the Ecclesiarchy grew in power with every new soul joining it, the Priests found it difficult to instill the faith into the Squats who were fiercely independent of their culture and ancestor worship despite being part of the Imperium. The Ministorum however did managed to find a way to include Emperor worship into the culture of the bearded stone kin. By preaching that the Emperor was the guardian deity of their ancestors, the Squats actually, to the surprise of the Ecclesiarchy itself, accepted that. In fact, it also somewhat backfired for the Priests themselves since they also started to practice ancestor worship, which resulted in them to blend perfectly into the society of the Holds. None however did so as much as the Squats of Norgyr. While Priests are present in many Holds, they are not part of the Hold armies. This is however an exception in the League of Norgyr, as the Squats there do attach Ministorum members to the various detachments. &lt;br /&gt;
&lt;br /&gt;
Ministorum Priests in Squat armies differ little when compared to those seen in the Imperium of Man. The differences in this situation are the weapons the Priests of a Hold wield. With access to the armory of a Hold, Ministorum Priests can be seen wielding technological marvels like fusion projectors or forge weapons. The tasks of a squat priest when dealing with their kind is not difficult since the bearded ones are already battle-hardened enough that they require little motivation to fight against even the foulest of enemies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - HQ&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 50&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Ministorum Priest&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (Character)&lt;br /&gt;
| 1 Ministorum Priest&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*League Affiliation (Norgyr)&lt;br /&gt;
*Independent Character&lt;br /&gt;
*Zealot&lt;br /&gt;
*Adamantium Will&lt;br /&gt;
*War Hymns: The Preacher can take a Leadership test at the beginning of each fight sub-phase in which he is locked in combat. If the test is successful, choose one of the following War Hymns to take effect:&lt;br /&gt;
**The Emperor Protects: He and his unit re-roll all failed armour and invulnerable saves until the end of the phase.&lt;br /&gt;
**The Emperor’s Strength: The Priest has the Smash special rule until the end of the phase.&lt;br /&gt;
**The Righteousness of the Emperor: The Priest and his unit re-roll all failed rolls To Wound until the end of the phase.&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flak Armour&lt;br /&gt;
*Shot pistol&lt;br /&gt;
*CCW&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
*Rosarius (Forcefield)&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039; May take items from the Melee Weapons, Ranged Weapons or Special Weapons lists.&lt;br /&gt;
&lt;br /&gt;
==Demiurg: The Starbound Stonekin==&lt;br /&gt;
&#039;&#039;A race that may or may not be somehow connected to the Squats, the Demiurg look far more alien than the average Squat. With crystal-like hair and mineralized siliconoid skin, yet with the same mental traits as the bearded ones, it is wildly considered that the Demiurg may be in fact a more extremely evolved offshoot of their abhuman brethren instead of a xeno race. Whatever the truth may be, Demiurg-Squat interactions started out strong and have only grown stronger. Though they are seen working with the fledgling Tau Empire, they do not allow the latter to have them folded into their so called &amp;quot;Federation&amp;quot; as they are as independent (and armed to the teeth) as the other Leagues. Unlike the leagues, the Demiurg do not seem to have their own worlds (or it was made so purposefully by them) and instead they are considered to be a space-faring race operating from gargantuan starships that almost match Eldar Craftworlds in size.&#039;&#039;&lt;br /&gt;
*&#039;&#039;Stronghold Starships&#039;&#039; - Any unit with a 4+ save or better may deep strike onto the battlefield.&lt;br /&gt;
*&#039;&#039;Legacy of Interaction&#039;&#039; - Add Hatred (Tau Empire) to their list of Bitter Hatred enemies. In addition &#039;&#039;(ironically)&#039;&#039; they may also ally with the Tau Empire as Battle Brothers.&lt;br /&gt;
&lt;br /&gt;
===League Specific Units===&lt;br /&gt;
&#039;&#039;&#039;Gravitic Weaponry:&#039;&#039;&#039; While Gravitic technology is used through the Squat holds for a variety of purposes, none are more comfortable with its many forms than the spacebound Demiurg. From the miniature artificial Grav-Plating used in their spacecraft to the humongous gravitic lances used to break apart natural satellites the study and usage of this technology remains unmatched by any other League. While most of their more advanced Gravitic tech is too cumbersome or fragile to be used on the battlefield, it is not uncommon to see Demiurg vehicles using their gravitic weaponry to pin enemy squads in place with gravity waves before squads of warriors use the same weapons to accelerate pieces of shrapnel or debris as devastating ammunition. &lt;br /&gt;
*&#039;&#039;&#039;Gravitic Impeller&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gravitic Field&#039;&#039;&#039; - Profile (Range:18&amp;quot;, Strength -, AP: -, Heavy 1, Blast, Grounding)&lt;br /&gt;
**&#039;&#039;&#039;Mass Driver&#039;&#039;&#039; - Profile (Range 18&amp;quot;, Strength 4, AP: 4, Heavy 2, Ignores Cover, Rending)&lt;br /&gt;
*&#039;&#039;&#039;Gravitic Impulsor&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Gravitic Field&#039;&#039;&#039; - Profile (Range:36&amp;quot;, Strength -, AP: -, Heavy 1, Large Blast, Grounding)&lt;br /&gt;
**&#039;&#039;&#039;Mass Driver&#039;&#039;&#039; - Profile (Range 36&amp;quot;, Strength 4, AP: 4, Heavy 4, Ignores Cover, Rending)&lt;br /&gt;
*&#039;&#039;&#039;Grounding&#039;&#039;&#039; Should a unit be hit with a weapon with this special rule they must make a Strength check. Should the unit fail this check, the unit is immediately forced to Go To Ground until the beginning of the Demiurg player&#039;s next Shooting phase.&lt;br /&gt;
&lt;br /&gt;
Gravitic Impellars are added to the Heavy Weapons and Exo-Suit Ranged Weapons lists, costing 15 points each. Iron Brother Walkers may replace any Twin-linked Missile Launcher with a Twin-linked Gravitic Impellar for free. Any vehicle, building or Support Weapon may replace any equipped Rapier Laser Destroyer with a Gravitic Impulsor for 20 points each and any equipped Shot Cannon with a Gravitic Impellar (if the Shot Cannon is twin-linked then the Gravitic Impellar is Twin-linked) for 5 points each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gravitic Booster Pack:&#039;&#039;&#039; While the gravitic weaponry of the Demiurg may have spread throughout the war forces of the Squat leagues they hold tightly to the more tactical applications of the technology, such as the Gravitic Booster Packs. These suit mounted devices are, in essence, miniaturised versions of the Gravity engines that allow Demiurg skimmers to descend from high orbit without incident, and are only issued to the Demiurg Starboard who are trained extensively in their usage, both in using them to deep-strike into enemy lines, and using them to further navigate around the battlefield, jumping from hot-zone to hot-zone. Models with a Gravitic Booster Pack are either Jump Infantry or Jet Pack Infantry (choose before army deployment). They cannot change their unit type during the game. HQ choices wearing Iridium Armor may take a Gravitic Booster Pack for 15 points.&lt;br /&gt;
&lt;br /&gt;
====Demiurg Starbound====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum dolor&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Elites&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 75&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! WS !! BS !! S !! T !! W !! I !! A !! Ld !! Sv !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Starbound || 4 || 4 || 3 || 5 || 1 || 2 || 2 || 10 || 3+ || Infantry || 2 Starbound&lt;br /&gt;
|-&lt;br /&gt;
| Starkin || 4 || 4 || 3 || 5 || 1 || 2 || 2 || 10 || 3+ || Infantry (Character) || 1 Starkin&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Shot Pistol, CCW, Iridium Armour (+1 T already in profile), Gravitic Booster Pack&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;: League Affiliation (Demiurg), Bitter Hatred, Hardy Souls For Hardy Men,&lt;br /&gt;
:&#039;&#039;&#039;Options&#039;&#039;&#039;:&lt;br /&gt;
*May take up to seven addition Starbound models for (25pts/model)&lt;br /&gt;
*Any model may purchase Overdrive Systems for (+5pts each)&lt;br /&gt;
*Any model may take items from the Melee Weapons and Ranged Weapons lists.&lt;br /&gt;
*Up to four models may take items from the Special Weapons and Heavy Weapons lists.&lt;br /&gt;
&lt;br /&gt;
====Rock-Hopper Grav Transport====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Fast Attack. May be taken as a Dedicated Transport for Hearthguard, Warriors and Thunderers.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points cost&#039;&#039;&#039; - 80&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left	&lt;br /&gt;
|- valign=top	&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition	&lt;br /&gt;
|-&lt;br /&gt;
| Rock-Hopper|| 3 || 12 || 11 || 10 || 3 || Vehicle (Skimmer, Tank) || 1 Rock-Hopper&lt;br /&gt;
|}	&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Transport Capacity&#039;&#039;&#039;: 12 Models. May not carry models with the Bulky, Very Bulky or Extremely Bulky special rules.&lt;br /&gt;
:&#039;&#039;&#039;Access Points&#039;&#039;&#039;: Rear.&lt;br /&gt;
:&#039;&#039;&#039;Fire Ports&#039;&#039;&#039;: None&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Turret-Mounted Shot Cannon&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Grav-Drop&#039;&#039;&#039;: &#039;&#039; While the Demiurg&#039;s usage of Impeller Grav-tech might not match up to the standards of the dying Eldar or the ghoulish Necrons, it is still unparalleled amongst the Squats as they have been mining in Zero-G environments longer than their bearded cousins have been capable of space travel. It is this that allows them an enormous tactical and strategic freedom when it comes to deployment as they can drop in entire platoons using Impeller Grav-Chutes that make the Imperial equivalents look like the work of children. This technology is advanced enough to even allow vehicles to be dropped from High-Orbit, Grav-Impellers guiding them down to the surface as smoothly and swiftly as if they had been riding down an elevator all the way to the planet&#039;s surface&#039;&#039; A Vehicle model with this Special rule may Deep-Strike, and should it scatter onto an obstacle that would force it to roll on the Deep-Strike Mishap table it may re-roll scatter.&lt;br /&gt;
:&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace Shot Cannon with a:&lt;br /&gt;
**Heavy Fusion Projector (free)&lt;br /&gt;
**Gravitic Impeller (+5pts)&lt;br /&gt;
**Missile Launcher with Krak &amp;amp; Mole warheads (+5pts)&lt;br /&gt;
***May take Flakk Missiles (+10pts)&lt;br /&gt;
**Twin-linked Ion Rifle (+10pts)&lt;br /&gt;
**Coil Cannon (+10pts)&lt;br /&gt;
**Seismic Cannon (+10pts)&lt;br /&gt;
*May take items from the Vehicle Wargear list.&lt;br /&gt;
&lt;br /&gt;
====Avalanche Heavy Grav Tank====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;You see? The shadow of our Steel Rain descends upon the Xeno forces&amp;quot;  An unnamed Space Marine force commander moments before a wing of Demiurg Grav Tanks finished their meteoric descent.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Battlefield Role&#039;&#039;&#039; - Heavy Support&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Points Cost&#039;&#039;&#039; - 130&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left	&lt;br /&gt;
|- valign=top	&lt;br /&gt;
! Name !! BS !! FA !! SA !! RA !! HP !! Unit Type !! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Avalanche Grav Tank || 3 || 13 || 12 || 10 || 3 || Vehicle (Skimmer, Tank) || 1 Avalanche Grav Tank&lt;br /&gt;
|}	&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Turret-Mounted Rotary Shot Cannon, 2 Hull-Mounted Auto-Shot Rifles&lt;br /&gt;
:&#039;&#039;&#039;Special Rules&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Grav-Drop&#039;&#039;&#039;: &#039;&#039; While the Demiurg&#039;s usage of Impeller Grav-tech might not match up to the standards of the dying Eldar or the ghoulish Necrons, it is still unparalleled amongst the Squats as they have been mining in Zero-G environments longer than their bearded cousins have been capable of space travel. It is this that allows them an enormous tactical and strategic freedom when it comes to deployment as they can drop in entire platoons using Impeller Grav-Chutes that make the Imperial equivalents look like the work of children. This technology is advanced enough to even allow vehicles to be dropped from High-Orbit, Grav-Impellers guiding them down to the surface as smoothly and swiftly as if they had been riding down an elevator, until they hit the planet&#039;s surface&#039;&#039; A Vehicle model with this Special rule may Deep-Strike, and should it scatter onto an obstacle that would force it to roll on the Deep-Strike Mishap table it may re-roll scatter.&lt;br /&gt;
:&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange the Rotary Shot Cannon with one of the following:&lt;br /&gt;
**Thudd Gun (5pts)&lt;br /&gt;
**Rapier Destroyer (10pts)&lt;br /&gt;
**Clearance Fusion Projector (10pts)&lt;br /&gt;
**Heavy Seismic Cannon (15pts)&lt;br /&gt;
**Ion Cannon (20pts)&lt;br /&gt;
**Heavy Coil Cannon (25pts)&lt;br /&gt;
**Gravitic Impulsor (30pts)&lt;br /&gt;
*May replace both Hull-Mounted Auto Shot Rifles with a pair of:&lt;br /&gt;
**Fusion Projectors (free)&lt;br /&gt;
**Seismic Rifles (+10pts)&lt;br /&gt;
**Coil Repeaters (+20pts)&lt;br /&gt;
**Ion Rifles (+20pts)&lt;br /&gt;
*May take items from the Vehicle Wargear list.&lt;br /&gt;
&lt;br /&gt;
=FORMATIONS=&lt;br /&gt;
==Standard 40k==&lt;br /&gt;
&lt;br /&gt;
==Brotherhood of Battle==&lt;br /&gt;
&lt;br /&gt;
==Apocalypse Only==&lt;br /&gt;
[[Category:Warhammer Homebrew]][[Category:Squats]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Imperial_Guard&amp;diff=1011596</id>
		<title>Warhammer 40,000/9th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Imperial_Guard&amp;diff=1011596"/>
		<updated>2026-05-20T15:22:52Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Imperial Guard]] tactics. [[Warhammer_40,000/Tactics/Imperial_Guard(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
When recruits are inducted into the Imperial Guard, they are given four things: their regulation flashlight (commonly referred to by the troops as &amp;quot;lasguns&amp;quot; for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it &amp;quot;flak armor&amp;quot;), a large stack of toilet paper (which the recruiters refer to as the &amp;quot;Imperial Infantryman&#039;s Uplifting Primer&amp;quot;) and a regulation extra large wheelbarrow that allows them to cart their &#039;&#039;massive brazen balls&#039;&#039; into battle.&lt;br /&gt;
&lt;br /&gt;
If you play Imperial Guard then you play as the [[Ollanius Pius|true hero of Warhammer 40,000]]. You do not lead [[Tyranid|lethal]] [[Ork|aliens]] or [[Space Marines|unstoppable]] [[Chaos Space Marines|super-warriors]]. You lead the conscripted farmer, the gangbanger or the factory stiff with their [[Flak Armour|bulletproof vest]] and [[Lasgun|clunky laser rifle]] and what is implied to be an [[Leman Russ Battle Tank|armoured tractor with a turret bolted to the top]]; you lead ordinary men and women up against a galaxy that is literally Hell &#039;&#039;(and in fact it has one; and you&#039;ll be spending a lot of time flying through it)&#039;&#039;. Your victories are spectacular, and your greatest defeats are still moral victories. Imperial Guard-focused stories like [[Colonel-Commissar Ibram Gaunt|Gaunt&#039;s Ghosts]] and the [[Tanith First (And Only)|Tanith First and Only]] are testaments to [https://youtu.be/qyGDo1ARpjI the very human yet also superhuman bravery and acts of incredible sacrifice Guardsmen perform in the line of duty every day across the galaxy]. And if you play Guard then you can play out your own stories too[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]].&lt;br /&gt;
&lt;br /&gt;
From a gameplay perspective, the Imperial Guard is a flexible force known for having either hordes of cheap infantry to blast the heretic swine, waves of tanks to flatten the bastards, or both. The army is easy to learn while having a lot of options and tactics being discovered frequently, (Conscript spam is no more, [[Skub|they&#039;re no longer an option in 9th edition]]). That&#039;s why you play the Imperial Guard. &lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Buffing potential:&#039;&#039;&#039; Hordes of infantry that can be buffed with force multipliers such as Commissars, Astropaths, Priests and Commanders.&lt;br /&gt;
*&#039;&#039;&#039;Cheap Units:&#039;&#039;&#039; Dirt cheap troops means you can laugh off the loss of cheap guardsmen squads whereas an elite army cannot. On that note, HQs are also cheaper than their counterparts in other armies making them less of a tax in your lists.&lt;br /&gt;
*&#039;&#039;&#039;Quality and quantity of weapons:&#039;&#039;&#039; Guard is iconic for filling lists with special and heavy weapons. Leman Russes were gunboats before [[Repulsor Executioner|It]] [[Hekaton Land Fortress|was]] [[Boomdakka Snazzwagon|cool]]. Unfortunately our infantry shooting game isn&#039;t as cool as other editions.&lt;br /&gt;
*&#039;&#039;&#039;Strong Shooting:&#039;&#039;&#039; Cost-efficient high-strength firepower from Leman Russ Battle Tanks, the new Rogal Dorn Battletank, free Heavy Weapons in basic Infantry Squads, and more. Many armies pay through the nose for their equivalent firepower.&lt;br /&gt;
*&#039;&#039;&#039;Excellent from a modelling standpoint:&#039;&#039;&#039; You have way more opportunities to make your army look distinctive than most other armies. Space Marines might get to make themselves feel special by slapping different colors of paint on their armor or putting different emblems on their pauldrons, but you&#039;ve got entirely different model options for your guardsmen. This is pointed out in the Codex, with [[Indigan Praefects|Guard/Admech/Genestealer Cult kitbashes]] now being canon (as well as Chris Peach’s Empire chaps from White Dwarf). &lt;br /&gt;
*&#039;&#039;&#039;Versatility:&#039;&#039;&#039; Unlike other armies, Guard are often not reliant on a single gimmick.&lt;br /&gt;
*&#039;&#039;&#039;ObSec on Demand:&#039;&#039;&#039; With orders, you can give so many units ObSec and even have a specific regimental trait to make Vehicles better at it. &lt;br /&gt;
*&#039;&#039;&#039;Fun&#039;&#039;&#039;: Guard Armies are very thematic, so they&#039;re always fun for you and your opponent, because even if they lose they&#039;ll always cause a lot of casualties.&lt;br /&gt;
*&#039;&#039;&#039;[[Sly Marbo]].&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Regimental Tactics:&#039;&#039;&#039; Some of the Orders can now jump to ALL infantry in 6 inches, allowing for astonishing Rapid Fire on Infantry and devastating mortar fire from Mortar Heavy Weapon Squads.&lt;br /&gt;
*To help offset the fact that Games Workshop models are pricier than crack, Imperial Guard is an &#039;&#039;extremely&#039;&#039; proxy-friendly army. World War II tank models as Russes, Napoleonic French cavalry as Krieg, infantry models from Bolt Action, etc. If it looks human and holds a gun, it&#039;s in the Guard now son. Saves you a bit of cash.&lt;br /&gt;
*New Models!&lt;br /&gt;
** So far, the Cadians are making a grand return and are bringing with them new Kasrkin Squads, Shock Troop Squads, and some new field artillery along with a whole slew of new models. It would seem that the Guard model line is slowly being reduced and streamlined, however, the new hardware is certainly looking great thus far!&lt;br /&gt;
**Also, the new Krieg infantry look great, and in all honesty, those are the only units required to make a thematic and accurate army from there (or Armageddon if you’re good with a knife and yellow paint). With the reintroduction of Rough Riders, you don’t even need to visit Forgeworld for 40k’s most charismatic cavalry.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Cadia Centric:&#039;&#039;&#039; Changes to Regiments aside, &#039;&#039;&#039;BORN SOLDIERS&#039;&#039;&#039; is so powerful that taking anything else almost seems like a mistake. If you&#039;re a Cadian player, this isn&#039;t a Con, but if you shelled out for Krieg or still have the metal Armageddon or Tallarn models, your either playing them as counts-as Cadians or going all in on certain builds.&lt;br /&gt;
*&#039;&#039;&#039;Flimsy Obsec infantry:&#039;&#039;&#039; T3 and a 5+ save is nothing in an edition so full of AP that they had to give the posterboys a rule to stay competitive. If something aims at a Guardsman squad, [[Fist of the North Star|they are already dead]]. &lt;br /&gt;
*&#039;&#039;&#039;Too many options, too few slots&#039;&#039;&#039;: Building on the above point, Guard lists are always about quantity and redundancy. If something does something important, you need &#039;&#039;at least&#039;&#039; &#039;&#039;THREE&#039;&#039; of them, and in an edition where detachments cost a third or more of their CP allotment, Guard players will struggle to fit their armies into a detachments, and taking a Brigade means a mandatory tax. &lt;br /&gt;
**It&#039;s not like [[Dark Eldar|detachment refunds]] is [[Primarch|broken or anything]].&lt;br /&gt;
** Less of a problem with the Arks, as you get to choose where your mandatory slots are without having to spend CP.&lt;br /&gt;
*&#039;&#039;&#039;Horde Nerf:&#039;&#039;&#039; Grognards were hyped when they learned PLATOONS and SQUADRONS (letting you fit multiple units in a single slot) would be coming back, only to be disappointed when it turned out to just [[Fail|be a fucking keyword]]. Even worse, they significantly reduced the number of units that could squad up and removed [[Whiteshield Conscript|Conscripts]]. If you want ObSec units to survive to the late-game, transports or deepstriking is necessary.&lt;br /&gt;
*&#039;&#039;&#039;Gun Control:&#039;&#039;&#039; GW came for our infantry&#039;s special weapons, just like they did with the Chosen and Chaos Terminators. Special Weapon Squads are [[Squatted|gone]], and you can only take at most 2 of a gun. Partly this is because GW is getting a hardon for keeping options limited to &amp;quot;what&#039;s in the box&amp;quot;...except Guard players should have a fuckton of bits on principle. &lt;br /&gt;
**This is particularly egregious because they sell [[Horus Heresy Tactics|upgrade sprues]] &#039;&#039;and&#039;&#039; [[Eradicator|weapon spam units]]. Textbook Astartes Posterboy Syndrome.&lt;br /&gt;
*&#039;&#039;&#039;Weak Melee:&#039;&#039;&#039; Comparatively weak in assault. S3/T3 with 1A and 1W each is not doing you any favors. Avoid close combat like the plague, unless you&#039;re using dedicated melee units like Bullgryns and Rough Riders. &lt;br /&gt;
*&#039;&#039;&#039;Playing Imperial Guard is tedious:&#039;&#039;&#039; Whether its literally counting out &#039;&#039;hundreds&#039;&#039; of dice for shooting (bring bags, and expect to lose some) or spending more than half an hour just deploying your army (movement trays, learn to love them). Fortunately [[Grimdark|your turns will go by faster once you start piling up casualties.]]&lt;br /&gt;
*&#039;&#039;&#039;Massive Footprint:&#039;&#039;&#039; The board sizes are significantly smaller in 9th, and that affects you on a fundamental level, because Guard is all about &#039;&#039;lots of vehicles&#039;&#039;. Certain deployments (Abandoned Sanctuaries/Tide of Conviction in Nephilim) are only 10&amp;quot; deep which can fuck you over if you bring Tank Squadrons or [[Rogal Dorn Battle Tank|massive]] fucking [[Baneblade|tanks]]. It also makes your artillery more vulnerable than before.&lt;br /&gt;
*&#039;&#039;&#039;Expensive Collection:&#039;&#039;&#039; Although your units are cheap in points, they&#039;re not cheap in cash, &#039;&#039;particularly&#039;&#039; if you buy from Games Workshop, instead of a cheaper source.  You &#039;&#039;will&#039;&#039; want to find a [[Proxy|cheaper]], [[3DPrinting|alternative source of models]], unless you&#039;re interested in supporting your FLGS - store owners &#039;&#039;love&#039;&#039; new Guard players.&lt;br /&gt;
**If you want to proxy, currently wargames Atlantic offer some of the cheapest guard building options with models that could be a convincing stand-in for Krieg, Vostroyan and Steel Legion, £25 for 24 men, yes please[[https://1d4chan.org/wiki/Wargames_Atlantic#External_Links|Wargames_Atlantic]]&lt;br /&gt;
*To tie in all these reasons why there&#039;s a lot of caveats to playing Guard? You&#039;re not GW&#039;s [[Space Marines| favourite children.]] Even [[Sisters of Battle]] and [[Squats|the Dwarfs]] get attention before you.&lt;br /&gt;
*Jury is still in on whether or not the Guard Codex fixes a lot of the big issues Guard players struggled with from mid-8th to well into 9th (flimsy ObSec units, unhelpful faction abilities, mediocre secondaries, lack of extreme AP). The Ingrained Precision + Overcharged LasCell combo is pretty broken, being a weird mix of Votann Grudges and AdMech Wrath of Mars. Considering the changes to Grudges, a nerf seems likely, [[Games Workshop|but most nerfs are being rolled back anyway.]]&lt;br /&gt;
*Congrats, the Imperial Guard Codex is coming in....[[Derp|Winter 2023]]. You can get the codex now if you want to drop a few hundred bucks on an army box, but you also won&#039;t be able to play it in Official games until the New Year. &lt;br /&gt;
*[[FAIL|10th edition is coming, and it means your 60 dollar codex has a lifetime of &#039;&#039;months&#039;&#039;]]. Seriously, the fucking SQUATS came back before you got your 9th edition codex.&lt;br /&gt;
&lt;br /&gt;
===Changes from 8th Edition===&lt;br /&gt;
On paper, the coming Guard Codex is a litany of bizarre design choices that veteran Guard players have waited five years to see. Infantry-focused builds have been shafted quite a bit, and the new rules are clearly designed to push new models over the old ones which is a common trend throughout Games Workshop&#039;s history but doesn&#039;t make it any less annoying. Once there&#039;s been games under belts and results, then we will know whether the Codex was worth the wait. &lt;br /&gt;
*Regiment rules were shaken up in that they&#039;re no longer subfactions with their own unique WLT, Relics, and Strat, but more like the custom doctrines of other armies. While it&#039;s easier from a list building perspective because, theoretically, you can use everything in the book, it can be argued that a bunch of soul and fluff has been removed from the army, and [[Cadia|some]] [[Armageddon|fared]] [[Krieg|better]] [[Tempestus Scions|than]] [[Tallarn Desert Raiders|others]]. It&#039;s also really unfair when you have [[Space Marines|factions]] whose [[Blood Angels|subfactions]] are so [[Harlequins|powerful]] at their [[Warhammer_40,000/Tactics/Eldar_Harlequins_(9E)#Light|specialty]], [[Tyranids|they]] preclude the need to [[Hive Fleet Leviathan|use anything else]]. See the Regiment Traits content further down.&lt;br /&gt;
*Crusade Rules for Guard are released, giving Narrative play and Tempest of War game modes some meaning for Guard players.&lt;br /&gt;
*Stratagems organized into the four main categories (Battle Tactics, Heroic Deeds, Requisition, Wargear) and consolidated. This is good considering the rules bloat that has plagued 9th Edition. &lt;br /&gt;
*Orders received a shake-up, it takes place in the Command Phase and is tied to the Officer&#039;s keyword and the ordered unit&#039;s keyword. To honest, when 9th Edition added the Command phase it was only natural that this would happen in the first place so this is a welcome decision.&lt;br /&gt;
*Odd choices for the Core keyword. Looking at you nu-Sentinels, [[Games Workshop|new model syndrome is doing you well]].&lt;br /&gt;
*Leman Russes and Rogal Dorns can fire turret weapons at range even if they&#039;re locked in engagement range, like how Baneblade variants could in 8th edition (and still can in 9th their main weapons count also). This at least solves the problem that plagued guard since 8th began by tanks getting shut down by throwaway units high-fiving the hulls. Sponson and hull weapons still have to target units in engagement range ala &#039;&#039;&#039;BiGNuT&#039;&#039;&#039;, though.&lt;br /&gt;
*Every vehicle that isn&#039;t a Russ or a Sentinel has lost the ability to take a squadron of up to 3 in a single slot. No more Basilisk, Hellhound, Hydra, or Wyvern Squadrons. This has just cluttered the Heavy Support and Fast Attack slots even more.&lt;br /&gt;
*New models and units! See below for details.&lt;br /&gt;
**Lord Solar Leontus ON A HORSE, Lord Castellan Ursula Creed, new Cadian Castellan model, the Rogal Dorn Battle Tank, new Cadian Shock Troopers, Kasrkin triumphantly return, Attilan Rough Riders make a surprise return, updated Sentinel models, updated Commissar model, and new Field Ordnance Batteries. Catachan Jungle Fighters and Death Korps of Krieg have their own exclusive datasheets and keyword to match.&lt;br /&gt;
*On the flip side, multiple units were [[Squatted|removed]] from the Codex. It&#039;s like the 6th Edition mass-deletion all over again. See below for details.&lt;br /&gt;
**Commissar Yarrick, Lord Commissars, Lord Castellan Usarkar Creed, Colour Sergeant Kell, Knight Commander Pask, Commissar Raine, all named Guard models from Blackstone Fortress and expansions, Conscripts, Veterans, Wyrdvane Psykers, Special Weapons Squads, and Crusaders. While this does unclutter some unit slots a bit, this was a really tough one for older guard players.&lt;br /&gt;
*Tempestus Scions, a niche sub-faction, received multiple bizarre nerfs. &lt;br /&gt;
**Are now Elites unless they&#039;re in a detachment comprised entirely of Militarum Tempestus and Infantry Prefectus units.&lt;br /&gt;
**Don&#039;t benefit from Born Soldiers or Regimental Traits AT ALL.&lt;br /&gt;
**Still 2/4 special weapons for every 5/10 guys, but you can only pick an option once for 5, or twice for 10. So no more deep-striking 4 meltaguns or 4 volley guns. &lt;br /&gt;
**Add all this up, and Kasrkin are better in every way except for a lack of inherent deep strike. Hugely ironic considering Tempestus Scions originally replaced Kasrkin in 6/7th, and now THEY&#039;RE being shafted when Kasrkin return. Pushing new kits at the expense of old ones, much?&lt;br /&gt;
&lt;br /&gt;
==Important Rules References==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Codex: Astra Militarum&#039;&#039;&#039; is obviously your primary go-to for rules.&lt;br /&gt;
**The FAQ is [https://www.warhammer-community.com/wp-content/uploads/2019/09/rLPei6snULK8OoF7.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;Warhammer Legends&#039;&#039;&#039; contains any models that have since been outmoded after the codex and Psychic Awakening book. Just beware that these aren&#039;t automatically allowed in all games so you&#039;ll need to ask before you can take any options present.&lt;br /&gt;
**The file is [https://www.warhammer-community.com/wp-content/uploads/2019/12/b8a09e3d.pdf here].&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Compendium&#039;&#039;&#039; also contains options of substantial interest, including rules for Death Korps of Krieg and Elysian Drop Troops - this is your source for Forge World rules.&lt;br /&gt;
*&#039;&#039;&#039;Balance Dataslate&#039;&#039;&#039;, includes the new changes to AIRCRAFT that says they must start the game in reserves.&lt;br /&gt;
**The FAQ is [https://www.warhammer-community.com/wp-content/uploads/2023/01/3L0GNWfXu9HzCaH0.pdf here]&lt;br /&gt;
*&#039;&#039;&#039;Nachmund 2022 &#039;&#039;&#039;, clarification that Tempestus and their subfactions can still be taken without breaking faction rules..&lt;br /&gt;
**The FAQ is [https://www.warhammer-community.com/wp-content/uploads/2022/03/l7HMwjs20r7R53Gx.pdf]&lt;br /&gt;
&lt;br /&gt;
==Special Rules and Keywords==&lt;br /&gt;
{{W40Kkeyword|Core Rules}}: Rules that are universal, but will come up for you often. &lt;br /&gt;
&lt;br /&gt;
*{{W40Kkeyword|Big Guns Never Tire}}: Vehicles can move and shoot Heavy weapons without penalty; Vehicles can still shoot within Engagement Range, even if there are friendlies in melee with you, and can pick targets that are not within 1&amp;quot;, but with caveats:&lt;br /&gt;
**Heavy Weapons are at -1 to hit&lt;br /&gt;
**Weapons can fire at enemies outside of engagement range, but only after all enemy units within 1&amp;quot; are slain&lt;br /&gt;
**BLAST weapons cannot be used against enemies within Engagement Range, BUT as with the above, if you manage to kill everything within melee, your Blast weapons may fire at an outside opponent&lt;br /&gt;
**Remember, you must declare all your shots *before* rolling. That means you pick targets, then resolve attacks made by weapons one at a time. If your non-Blast weapons fail to free you from combat, the Blast attacks are lost.&lt;br /&gt;
**An example: Leman Russ with 3 HBs, a Storm Bolter, and a BC is in melee with 3 MEQs. The IG player declares all Bolters into the MEQs, and the Battle Cannon into a Gladiator 6 inches away. They roll for 9 HB shots at -1 to hit. It fails to kill the last MEQ, but the storm bolter (4 shots) hits at regular BS because it is a Rapid Fire weapon. Taking off the final wound, the Leman Russ is now free to fire its Battle Cannon at the Gladiator. &lt;br /&gt;
*&#039;&#039;&#039;Turret Weapons:&#039;&#039;&#039; All Leman Russ turret weapons, the Rogal Dorn&#039;s main gun, Chimera turret weapons, and most Baneblade variants have weapons with this rule. The following applies:&lt;br /&gt;
**Weapons with this rule can still make shooting attacks against enemy units, [[Awesome|even if it is within Engagement Range of another unit]]. Only caveat is, similarly to &#039;&#039;Big Guns Never Tire&#039;&#039;, the Turret Weapon fires at -1 to hit. That&#039;s okay, because...&lt;br /&gt;
**Each time a model makes an attack with this weapon, add 1 to its hit roll. Applies only to the Turret Weapon. That&#039;s right, basic Leman Russes can hit on 3+ without any other interference. Also cancels out the previous caveat, check that order of operations.&lt;br /&gt;
*&#039;&#039;&#039;Indirect Fire Weapons:&#039;&#039;&#039; A rule that the Q1 2023 Balance Dataslate has confirmed applies to all armies and Guard, this makes any weapons that can fire enemies they can&#039;t see (for us that&#039;s Mortars, Basilisks, Wyverns, and Manticores) suffer not only a -1 to hit but also gives a +1 boost to the enemy&#039;s saving throw. That makes most artillery weapons a little less desirable without a shitton of attacks to flush cover-campers out.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity:&#039;&#039;&#039; No longer called this, but Troops in an Astra Militarum detachment have Objective Secured.&lt;br /&gt;
&lt;br /&gt;
==Regiments and Regimental Doctrines==&lt;br /&gt;
&lt;br /&gt;
[[what|{{W40Kkeyword|&amp;lt;Regiments&amp;gt;}} are no longer specific subfactions, so that means all the subfaction-specific add-ons are gone]]. Instead, you will now have the default trait {{W40Kkeyword|BORN SOLDIERS}}, which can be replaced with a custom combination of two different Regimental traits (which also means you can treat Born Soldiers as a custom trait that costs double). The new traits will apply to all {{W40Kkeyword|REGIMENTAL}} units, and some will also give additional {{W40kKeyword|keyword}}s for Stratagem use. The stratagems themselves are either locked to certain units or to certain keywords, so take note who has what.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Each of these traits can only be taken by themselves, i.e. they cost double what the others do.&lt;br /&gt;
**&#039;&#039;&#039;Born Soldiers:&#039;&#039;&#039; Unless you change your trait, this is the one your army starts with (which is also a thing in Crusade). Unmodified ranged Hit Rolls of 6 auto-wound (and count as Unmodified Wound Rolls of 6 when doing so). All officers get to pass on their Ld to {{W40Kkeyword|PLATOON}} units within a 6&amp;quot; aura.&lt;br /&gt;
***{{W40Kkeyword|Born soldiers}}: The keyword enables the use of the &#039;Ingrained Precision&#039; stratagem (1 CP to improve the auto-wounding ability so it procs on unmodified 5+ to hit). You do not have Magnarails, but you do have stratagem and combo cheese...&lt;br /&gt;
**&#039;&#039;&#039;Trophy Hunters:&#039;&#039;&#039; Attacks against monsters or vehicles gain +1S.&lt;br /&gt;
***The only time you&#039;d use this is if you break its own rule by taking it as an extra Regimental trait for Kasrkin or the Veteran Commander Tank Ace on top of whatever you already have. +1S is a conditional +1 to wound against specific targets when your Str is right on the break point for the wound roll. The most important break points are for Str 7 weapons (plasma, autocannons) against medium vehicles letting you wound Rhinos and Chimeras on a 3+ rather then a 4+ and heavy vehicles letting you go from wounding a Land Raider, Leman Russ or Knight on a 5+ to 4+ and Str 8 (melta, battle cannons) letting you wound the aforementioned russ and knight on a 3+ and a lot of lord of war on a 4+. As for the rest of your lasgun-wielding army, only against the T6 Dark eldar papier mache monsters and kites would +1S take them from wounding on 6+ to wounding on 5+. This does also buff your melee troop force, and while the guard are not a melee army: Rough Riders with this trait on the charge go to strength 9 against vehicles with AP 4 which can be a nasty surprise to even Baneblades. So go out there and [https://en.wikipedia.org/wiki/Tent_pegging peg] some monsters!&lt;br /&gt;
&lt;br /&gt;
*You can take any 2 of the traits below.&lt;br /&gt;
**&#039;&#039;&#039;Armoured Superiority:&#039;&#039;&#039; The doctrine for your Armoured Fist lists! Makes {{W40Kkeyword|sentinel}} models count as 3 for capping points, makes {{W40Kkeyword|titanic}} models count as 10, and makes all other {{W40Kkeyword|vehicle}} models count as 5.&lt;br /&gt;
***{{W40Kkeyword|Armoured Superiority}}: The keyword makes the Vengeful Salute stratagem cost 1 CP rather than 2. That lets you shoot with turret weapons when you die at BS5+&lt;br /&gt;
**&#039;&#039;&#039;Blitz Division:&#039;&#039;&#039; Not quite the sort of thing to emulate the [[Elysian Drop Troops]]. When you reach turn 2, your non-{{W40Kkeyword|sentinel}} {{W40Kkeyword|vehicle}}s can deploy as if you were in turn 3, helping out with surprise assaults. You halve the power level of all units for the sake of CP costs when throwing things into reserves. Unless you play with Arks of Omen (&#039;&#039;you do&#039;&#039;), as that doesn&#039;t need CP for Strategic Reserves, making half of this trait meaningless. Yep, [[Fail|the codex is already outdated]]. Reminder that this is the second edition in a row claiming to fix Codex creep...&lt;br /&gt;
**&#039;&#039;&#039;Brutal Strength:&#039;&#039;&#039; This is where the Catachan trait went. {{W40Kkeyword|Infantry}} ignores penalties for moving with Heavy weapons and also gains +1S on the charge. &#039;&#039;&amp;quot;Why yes, give me that Heavy Bolter to go&amp;quot;&#039;&#039;. Also lots of synergy with FRFSRF!, since it is now Heavy 3.&lt;br /&gt;
***As with last ed, you&#039;re still just Guardsmen, &amp;lt;u&amp;gt;&amp;lt;b&amp;gt;&#039;&#039;[[Tau|you don&#039;t want to be in melee]]&#039;&#039;&amp;lt;/b&amp;gt;&amp;lt;/u&amp;gt;. That being said, you could combine this trait with the following, to enhance the melee on your effectively relentless army:&lt;br /&gt;
****Characters: Straken gives +1S to the ordered unit and punches like a fucking devil, on top of giving re-rolls of 1s to hit for being a COMMANDANT. The Catachan named characters already have their S bonus baked into their profiles, but they can still benefit from this plus any other trait you pick. Regimental Preachers can give a unit +1&amp;quot; to charge and full melee hit rerolls. Even Command squads can help by having lots of chainswords and useful gizmos. Furthermore, they all have access to Ogryn bodyguards, some relic blades and the &#039;Frontline Commander&#039; WT.&lt;br /&gt;
****Fix Bayonets! for +1 to hit and a pip of AP. Do remember {{W40kKeyword|Sentinel}}s can take {{W40kKeyword|platoon}} orders, and they have big chainsaws now.&lt;br /&gt;
****Kasrkin squads: They have 2A base, and their hot-shot lasguns are the best gun to order FRFSRF on. Outside of characters, their 3A sergeants are the best wielders of the relic blades.&lt;br /&gt;
****Catachan infantry squads: Kinda for the theme. A troop with extra hits on 6s to hit in melee can be useful&lt;br /&gt;
****Ogryns and Rough Riders don&#039;t benefit from the doctrine, but you should consider them if you&#039;re going to melee.&lt;br /&gt;
**&#039;&#039;&#039;Cult of Sacrifice:&#039;&#039;&#039; The [[Death Korps of Krieg]] doctrine and gives all units a keyword of the same name. Any unit below starting strength gets +1 to hit. Having models die is a fairly common occurrence. Your enemy can simply focus on completely destroying your units one at a time in order to deny the survivors (oft the special guns) the buff. However, that alone is already a benefit; you&#039;ll use stratagems on bigger units instead of using them on mauled survivors, and it can make your opponent waste damage in overkill.&lt;br /&gt;
***{{W40kKeyword|Cult of sacrifice}}: Makes the &#039;Fire on my Position&#039; stratagem cost 1 CP instead of 2. That&#039;s the one that lets you output an average of 1 MW to each unit (friend or foe) within 3&amp;quot; of a dying vox-caster or master-vox model.&lt;br /&gt;
**&#039;&#039;&#039;Elite Sharpshooters:&#039;&#039;&#039; Units with this trait can re-roll one hit. While the Guard relies on massed fire, infantry squads get an important part of their damage output from one or two special guns in the squad, which is where you&#039;ll use the re-roll on. Especially noticeable on single shot weapons like lascannons, but it can also save a lucky plasma gunner from blowing up, as the ONLY source of re-rolling 1s to hit &#039;&#039;for infantry&#039;&#039; comes from the SINGLE COMMANDANT in your army (if at all). Also useful for Vanquishers cannons.&lt;br /&gt;
***{{W40Kkeyword|Elite sharpshooters}}: Non-Kasrkin {{W40Kkeyword|core}} units with that keyword can use the &#039;Experienced Eye&#039; strat, paying 1 CP for -1 to ranged AP. &lt;br /&gt;
**&#039;&#039;&#039;Expert Bombardiers:&#039;&#039;&#039; All {{W40Kkeyword|Artillery}} units gain +1 to hit when shooting an enemy within 12&amp;quot; of a {{W40Kkeyword|Vox-Caster}} or {{W40Kkeyword|Sentinel}} unit. Easy to use, as sentinels are agile and vox-casters are now literally free, though all your non-artillery units will gain is front row seats to an explosion. &lt;br /&gt;
***{{W40Kkeyword|Expert Bombardiers}}: The keyword lets your {{W40Kkeyword|officer}}s use the Artillery Strike Requested stratagem as if they were Masters of Ordnance.&lt;br /&gt;
**&#039;&#039;&#039;Grim Demeanour:&#039;&#039;&#039; Taken from the [[Valhallan Ice Warriors]]. All units ignore penalties to combat attrition checks. &#039;&#039;The Commissar can&#039;t be everywhere, I gue-{{BLAM}}&#039;&#039;.&lt;br /&gt;
***{{W40Kkeyword|Grim demeanour}}:  The keyword lets the Acceptable Losses strat work on non-{{W40Kkeyword|platoon}} units, aka Tanks, which won&#039;t mind a few stray shots.&lt;br /&gt;
**&#039;&#039;&#039;Heirloom Weapons:&#039;&#039;&#039; The [[Vostroyan Firstborn]]&#039;s trait. Your non-relic guns get +4&amp;quot; range. That means:&lt;br /&gt;
***Squads get an easier time using 16&amp;quot; flamers and meltas (and pistols), and melta range grows to a more manageable 8&amp;quot;.&lt;br /&gt;
***Rapid fire range grows to 14&amp;quot;, making enemy charges a bit more difficult. Or have 28&amp;quot; range lasguns and outrange most infantry.&lt;br /&gt;
***Russes armed with &amp;quot;long range&amp;quot; 28&amp;quot; Demolisher cannons with 28&amp;quot; Multi-melta sponsons.&lt;br /&gt;
**&#039;&#039;&#039;Industrial Efficiency:&#039;&#039;&#039; Taken from the [[Armageddon Steel Legion]]. Negates the AP of any AP-1 attacks and stacks with Armoured Tracks (+1 to save against D1 weapons). With the number of AP-1 anti-infantry weapons out there, this will let your infantry pretend they&#039;re survivable.&lt;br /&gt;
**&#039;&#039;&#039;Mechanised Infantry:&#039;&#039;&#039; Troops with this trait can disembark after their transport has made a normal move. Neither the disembarked unit nor the transport can move again or charge after doing this move. Can use transports to slinghshot your infantry to objectives (and your flamers/melta to your enemy&#039;s face). Obviously, completely useless without transports.&lt;br /&gt;
***{{W40Kkeyword|Mechanised}}: Allows non-{{W40Kkeyword|militarum tempestus}} to use the &#039;Mount Up!&#039; strat, which lets you pay 2 CP to embark one unit after shooting.&lt;br /&gt;
**&#039;&#039;&#039;Parade Drill:&#039;&#039;&#039; A doctrine best trying to emulate the [[Mordian Iron Guard]]. If this unit did not move on this turn, their lasguns and hot-shot lasguns become Heavy 2 for extra efficiency in firepower. Useless for tanks and artillery.&lt;br /&gt;
***This trait is redundant when you have FRFSRF to turn lasguns to Heavy 3. So INSTEAD use your orders on HWT/Field Artillery. Or use &#039;Take Aim&#039;/&#039;Supression Fire&#039; on the squads that didn&#039;t move, order &#039;Forwards For The Emperor&#039; to squads that did move, and let unattended squads show you they can still be disciplined without a nanny, freeing your officers.&lt;br /&gt;
**&#039;&#039;&#039;Recon Operators:&#039;&#039;&#039; Your {{W40Kkeyword|infantry}}, {{W40Kkeyword|sentinel}}s, and {{W40Kkeyword|cavalry}} that start the game wholly within deployment get a pre-game Normal Move of 6&amp;quot;, [[FAIL|regardless of the model&#039;s M]].&lt;br /&gt;
***Because this adds a flat amount of movement, better on your 6&amp;quot; infantry than your 12&amp;quot; cavalry; terrible on 12&amp;quot; scout sentinels because their built-in deployment ability is better, but remarkably useful on your 8&amp;quot; armoured sentinels because they have {{W40Kkeyword|squadron}}, allowing for rapid expansion of your order bouncing like scout sentinels are good for, but on a more durable chassis.&lt;br /&gt;
***It&#039;s also worth noting that there are missions that prevent you from scout-moves and scout-deploying, which is a pretty big situational fuck you. &lt;br /&gt;
**&#039;&#039;&#039;Swift as the Wind:&#039;&#039;&#039; {{W40Kkeyword|infantry}} and {{W40Kkeyword|artillery}} units gain +1&amp;quot; M, everything else gets +2&amp;quot; M, and all units gain +1 to Charge rolls.&lt;br /&gt;
***Bit of a nerf, though it can be combined with other traits like Mechanised or Brutal Strength, as well as further increase the bonuses with a Regimental Preacher or the &#039;Move Move Move&#039; order.&lt;br /&gt;
**&#039;&#039;&#039;Veteran Guerillas:&#039;&#039;&#039; Their attempt to emulate the [[Catachan Jungle Fighters]] and grants a keyword of the same name. All {{W40Kkeyword|Infantry}} and {{W40Kkeyword|sentinel}}s ignore cover when shooting enemies within 18&amp;quot;, which can make those walls of flashlights very annoying.&lt;br /&gt;
***{{W40Kkeyword|Veteran Guerillas}}: Non-{{W40Kkeyword|Catachan}} units gain a +1 to the roll to see how many MWs the &#039;Vicious Traps&#039; strat deals.&lt;br /&gt;
&lt;br /&gt;
There are options for many interesting themed lists, but Born Soldiers is likely to remain the standard all-comers option. However, Kasrkin can get an additional doctrine, and you can give one to a tank with the &#039;Veteran Commander&#039; Tank Ace, so keep that in mind.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
If your Warlord is an {{W40Kkeyword|Astra Militarum Character}} then they may select a Warlord Trait below. If your Warlord is not an {{W40Kkeyword|Officer}}, they must take Front-line Combatant. {{W40Kkeyword|Brood Brothers}} can never be the warlord, so don&#039;t get any ideas there. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Front-line Combatant:&#039;&#039;&#039; Each time this Warlord makes an attack, an unmodified hit roll of 6 scores 2 additional hits, and add one to wound rolls. Your generic HQ is a T3, 4+/5++ model base. Good luck. Straken however Starts with this one, and he actually benefits quite handily from it.&lt;br /&gt;
#&#039;&#039;&#039;Master Tactician:&#039;&#039;&#039; At the start of the first battleround, select up to 3 friendly non-Titanic {{W40Kkeyword|Astra Militarum}} units and set them up anywhere on the battlefield wholly within your deployment zone. If your mission uses strategic reserves, they may all enter strategic reserves instead. Ursula [[Creed]] starts with this one, keeping her father&#039;s traditions alive.&lt;br /&gt;
#&#039;&#039;&#039;Grand Strategist:&#039;&#039;&#039; Arguably the best Warlord Trait available to us. Every time you use a stratagem, roll a d6 per each command point spent, get it back on a 5+. Quite powerful, though you&#039;re limited to only refunding 1 per battleround in matched play. Lord Solar Leontus starts with this one.&lt;br /&gt;
#&#039;&#039;&#039;Superior Tactical Training:&#039;&#039;&#039; This warlord may know an additional order table other than what they can usually pick from. So, Castellans can take the Prefectus orders for example. Notably does not get additional uses of those orders, like the Steel Commissar Tank Ace does.&lt;br /&gt;
#*May have some interesting synergy as a secondary trait. Because a Command Squad is the only way to get orders with the {{W40Kkeyword|Voxcaster}} keyword, this can give a backline Command Squad the ability to issue Prefectus orders at 24&amp;quot;. This could be useful if short on points for a Commissar or yours gets sniped out. Does not work with Mechanized, because no vehicles have the keyword.&lt;br /&gt;
#&#039;&#039;&#039;Old Grudges:&#039;&#039;&#039; At the start of the game, choose an enemy unit. Gain the following {{W40Kkeyword|AURA}}. All {{W40Kkeyword|Astra Militarum PLATOON}} or {{W40Kkeyword|TANK SQUADRON}} &#039;&#039;units&#039;&#039; within 6&amp;quot; of your warlord add 1 to wound rolls against that chosen unit. One of the best choices for a Tank Commander thanks to a bigger aura (remember, measure from the hull!).&lt;br /&gt;
#*The FAQ rules that this WLT is useless for the Field Promotion stratagem: the target can only be picked out start of the game.&lt;br /&gt;
#&#039;&#039;&#039;Lead by Example:&#039;&#039;&#039; The Warlord can issue Orders to its own unit, even though Officers usually cannot order themselves.&lt;br /&gt;
#*Pretty good on a Tank Commander, almost useless on anyone else.&lt;br /&gt;
&lt;br /&gt;
===Militarum Tempestus Warlord Traits===&lt;br /&gt;
If your Warlord is a {{W40Kkeyword|Militarum Tempestus Character}} then they may select a Warlord Trait below instead.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Drill Commander (Aura):&#039;&#039;&#039; Friendly Militarum Tempestus Infantry units within 6&amp;quot; of the Warlord make double the amount of shots with Rapid Fire weapons instead of following the normal RF rules.&lt;br /&gt;
#* For players that want to keep their distance: considering how squishy Scions are on the counterattack/charge, there&#039;s validity in keeping your distance while still doubling shots to proc exploding 6s. Obviously most worth it on Volley Guns and Plasma after ordering &#039;&#039;&#039;Take Aim!&#039;&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Precision Targeting (Aura):&#039;&#039;&#039; Each time a friendly Militarum Tempestus Infantry unit within 6&amp;quot; of the warlord makes a ranged attack, the target does not receive the benefit of cover against that attack.&lt;br /&gt;
#* Emulate Veteran Guerillas, sans better use of the &#039;&#039;&#039;Vicious Traps&#039;&#039;&#039; stratagem. Ignoring cover is great, because it denies both -1 to hit and +1 to save, and can be infuriating for opponents that rely on it. &lt;br /&gt;
#&#039;&#039;&#039;Uncompromising Prosecution (Aura):&#039;&#039;&#039; -1 to AP for ranged attacks made by friendly Militarum Tempestus Infantry within half range of their weapon profiles.&lt;br /&gt;
&lt;br /&gt;
==Tank Aces==&lt;br /&gt;
Got a shake-up in 9th Edition, instead of paying CP you now pay with both points and power level for Tank Aces. Any {{W40Kkeyword|Battle Tank}} and/or {{W40Kkeyword|Superheavy}} models may take upgrades from this chart (Commissar Tank is restricted to Officer keyword only). Sadly, your artillery no longer gets any use from this. {{W40Kkeyword|Super-heavy}} models pay more. You can take any number of them, but can only take each one once. There are some definite good ones, but you should build your list first and add upgrades on those who would benefit the most.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knight of Piety:&#039;&#039;&#039; 25/35 points. Grants a 5++ and a 5+++ against mortal wounds, both very vital for keeping it running. Probably the best option for Executioners to shrug the MW from overcharged plasma, and for the additional survivabiliy of an invuln.&lt;br /&gt;
**The 5++ invuln has some use now that Armor of Contempt is gone and AP is relevant again, but because all your tanks have a 2+ save, it&#039;ll only come up against AP-4/5. If you&#039;re facing off against Railgun equivalents, take Mechanical Pack Rat: not only do railguns ignore invulns, but the flat 50% chance to fail to wound does better than a 33% chance to shrug the additional MWs. &lt;br /&gt;
*&#039;&#039;&#039;Master of Camouflage:&#039;&#039;&#039; 25/35 points. Enemies shooting from over 12&amp;quot; (18&amp;quot; for superheavies) count as if they&#039;re shooting through light cover, which can help against early bombardment.&lt;br /&gt;
**Gives you a 1+ save from 12&amp;quot; away, which is kinda like Knight of Piety until AP-5. It&#039;s also better than what Raven Guard get (18&amp;quot; for vehicles), but is useless against enemies that [[Warhammer_40,000/Tactics/Tau_(9E)#Support_Systems|ignore]] [[Warhammer_40,000/Tactics/Necrons_(9E)#Mephrit|cover]].&lt;br /&gt;
*&#039;&#039;&#039;Mechanical Pack Rat:&#039;&#039;&#039; 20/30 points. Enemies cannot wound on anything lower than a 4+, which mostly helps avoid anti-tank weaponry, &#039;&#039;including melee&#039;&#039;. &lt;br /&gt;
**20 points on a {{W40Kkeyword|BATTLE TANK}}, try to avoid the temptation to put this on your fully-kitted out Demolisher/Multi-Melta Tank Commander Russ, because even transhuman won&#039;t guarantee it can avoid blowing up if the opponent tries hard enough (or [[Imperial Guard|they]] [[Leagues of Votann|autowound]]); put this on a Russ with the Battlecannon or Executioner and make it a choice: either shoot everything into this Russ that could possibly survive, or [[Distraction Carnifex |this Vanquisher with reroll to hit or Demolisher with Meltas]]. &lt;br /&gt;
**Of course, 30 points is nothing compared to the cost of the Baneblade, but a Baneblade is also T9. Mechanical Pack Rat helps you against the [[Demolisher Cannon|big guns]] [[Imperial Knight|that rely on]] [[Railgun|overkill]], but against the common Lascannon equivalents, they&#039;re still only wounding you on 4s and 5s anyway.&lt;br /&gt;
*&#039;&#039;&#039;Meticulous Calibrator:&#039;&#039;&#039; 20/40 points. Ignores the benefits of cover (-1 to hit, +1 save), which is incredible the more guns the tank has, especially sponsons, or if you&#039;re using it as a tank hunter. &lt;br /&gt;
*&#039;&#039;&#039;Steel Commissar:&#039;&#039;&#039; +25 points and only applicable to {{W40Kkeyword|Officer}}s, so just the Tank Commander. This gives you Prefectus Orders, which you can issue to {{W40Kkeyword|Platoon}} {{W40Kkeyword|Abhuman}} and {{W40Kkeyword|Infantry Officer}} units, though Officers and Abhumans won&#039;t benefit from regimental tactics. &lt;br /&gt;
**This allows you to give a second order - one Mechanized and one Prefectus: this upgrade is cheaper than a Commissar and lets you buff your Tank Commander&#039;s bubblewrap.&lt;br /&gt;
**[[Derp|Can&#039;t be taken on the Rogal Dorn or a {{W40Kkeyword|Superheavy}} because they can&#039;t get {{W40Kkeyword|Officer}} without the below Tank Ace upgrade]]. [[Fail|So only normal officers can ride them, not the political officers]]. Guess now that Commissars can take their bodyguards in the Taurox Prime that they had to be cucked out of riding some other vehicle in return. Or maybe despite being dead, [[Fortress of Arrogance|Yarrick still has dibs on being the Commissar with a Baneblade]]&lt;br /&gt;
*&#039;&#039;&#039;Vaunted Praetorian:&#039;&#039;&#039; 15/30 points Rogal Dorn or {{W40Kkeyword|Superheavy}} only. This tank gains the {{W40Kkeyword|Officer}} keyword and can issue mechanized orders. Superheavies can also issue orders to other {{W40Kkeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Commandeer [[Games Workshop|&amp;lt;sup&amp;gt;[sic]&amp;lt;/sup&amp;gt;]]:&#039;&#039;&#039; 20/30 points. Grants the tank a separate doctrine the rest of the army doesn&#039;t have, which can help out cheesing out combos. And yes it&#039;s spelled &amp;quot;commandeer&amp;quot;, it&#039;s unlikely the intent by the writers was that a Veteran had [[Blood Ravens|commandeered the tank]].&lt;br /&gt;
**This allows you to take {{W40Kkeyword|trophy hunters}} on top of your chosen Doctrines, or lets you stack {{W40Kkeyword|elite sharpshooters}} with Born Soldiers on a Vanquisher.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
You now have &#039;&#039;&#039;three&#039;&#039;&#039; sets of orders to choose from. So there&#039;s more tools now, but unless it&#039;s the Lord Solar, Officers can often only use one set (and the authority to order only some units), listed on their datasheet. Still, bringing officers is cheap enough, and there&#039;s many ways to give officers/tanks/&#039;&#039;Baneblades&#039;&#039; options to access other tables.&lt;br /&gt;
&lt;br /&gt;
Of note is that, albeit officers now issue fewer orders, they can potentially order even more units than before by bouncing orders off units with the &#039;&#039;&#039;Regimental Tactics&#039;&#039;&#039; ability: {{W40kKeyword|Platoon}} units within 6&amp;quot; of another unit issued Regimental or Praefectus(*) orders can also be affected, same for {{W40kKeyword|Squadron}} units within 6&amp;quot; of another unit targeted with Mechanized orders.&lt;br /&gt;
&lt;br /&gt;
Orders have a range of 6&amp;quot;, unless a Command squad&#039;s Master Vox issues them at someone with a Vox Caster, in which case range is 24&amp;quot;. Do note no one but Command Squads have access to a Master Vox. Mechanised orders have a range of 12&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
Units are only affected &#039;&#039;by the last order that targets it.&#039;&#039; This can lead to some interesting things depending on what you want to do. You could bounce orders past their range so long as all recipients are within 6&amp;quot; of the original; you could individually target 3 units to activate Ms. Trunchbull&#039;s +1 S to shooting, then rewrite the order (but keep the buff) with the last order (imagine her literally nagging them all, karen-style), and so on.&lt;br /&gt;
&lt;br /&gt;
Also, this counts as your monofaction bonus. Yup, that&#039;s it. No Round 1-2-3 space book/army-wide canticle progression, it&#039;s just &#039;&#039;a fraction&#039;&#039; of your army going &amp;quot;monkeigh see monkeigh do&amp;quot;. On &#039;&#039;your&#039;&#039; turn. On the plus side, if you soup, that&#039;s all you lose.&lt;br /&gt;
&lt;br /&gt;
Orders are declared in your Command phase, but Officers in transports can still issue orders when they disembark (or one from inside a Chimera) as to not miss out. However, &#039;&#039;they will not be able to bounce orders off when disembarking&#039;&#039;, meaning [[Fail|using transports destroys your monofaction bonus]]. So get the measuring tape, to see who is in range of who. Also a big &amp;quot;???&amp;quot; for Tempestus, who will be in deepstrike until the end of your movement phase: do they follow the transport&#039;s restrictions in that case? The answer is &amp;quot;it doesn&#039;t matter; 10th Edition is coming soon anyways&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Mind your keywords here, because {{W40Kkeyword|platoon}} and {{W40Kkeyword|Squadron}} keywords determine who obeys what:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Regimental&amp;quot;&amp;gt;&lt;br /&gt;
Issued by Regimental officers, these orders apply to anyone with the {{W40Kkeyword|platoon}} keyword. Do keep in mind this also means {{W40kKeyword|Sentinels}} this time:&lt;br /&gt;
#&#039;&#039;&#039;First Rank, Fire! Second Rank, Fire!:&#039;&#039;&#039; Your bread and butter. The ordered unit&#039;s Lasguns and Hot-shot Lasguns become Heavy 3. &lt;br /&gt;
#*A bit of a downgrade compared to the old Rapid Fire 2 when within 12&amp;quot;, especially when moving. Mathematically equal beyond RF range *whilst* moving (2 BS4+ RF2 shots = 3 BS5+ H3 shots = 1 hit), but better when staying still beyond RF range (3 shots vs 2), which helps squads contribute to the fight whilst keeping their distance or from backfield objectives.&lt;br /&gt;
#*Do take in mind that a lot of an infantry squad&#039;s damage output comes from its heavy/special guns, which aren&#039;t affected by &#039;FRFSRF&#039;. &amp;lt;u&amp;gt;&#039;FRFSRF&#039; works better than &#039;Take Aim&#039; when using the range advantage&amp;lt;/u&amp;gt;; if you&#039;re at close range/moved, &#039;Take Aim&#039; may help you better.&lt;br /&gt;
#&#039;&#039;&#039;Fix Bayonets!:&#039;&#039;&#039; +1 to hit and -1AP for Melee Attacks. &#039;&#039;For when you can&#039;t escape melee&#039;&#039;, as unlike &#039;Take Aim!&#039; this will also be active during your enemy&#039;s turn.&lt;br /&gt;
#&#039;&#039;&#039;Move! Move! Move!:&#039;&#039;&#039; The ordered unit gets M+2&amp;quot; for Normal Moves only, &#039;&#039;or&#039;&#039; they can Advance and get an automatic 6 instead of rolling. &#039;&#039;The First Axiom of Victory is to be other than where the enemy desires you to be&#039;&#039;.&lt;br /&gt;
#*Normal flamers and meltaguns are the only assault weapons from among the units who can obey this order. This is for repositioning.&lt;br /&gt;
#&#039;&#039;&#039;Suppression Fire!:&#039;&#039;&#039; In your next shooting phase choose an enemy {{W40Kkeyword|Infantry}} unit &#039;&#039;that is visible to this unit&#039;&#039; (so it&#039;s direct fire only for Mortar and Field Ordnance teams). The ordered unit may only shoot that enemy unit, no split firing. If 5+ hits are made, the enemy unit takes a -1 to hit until the end of your opponent&#039;s next turn.&lt;br /&gt;
#*Powerful against big squads, trashing the aim of the entire enemy blob.&lt;br /&gt;
#*This can also be used in conjunction with &#039;Set to Defend&#039; (which does NOT stack with &#039;Fix Bayonets!&#039;) for melee, to hit the enemy on 3+ while they hit you on 4+.&lt;br /&gt;
#&#039;&#039;&#039;Take Aim!:&#039;&#039;&#039; +1 to hit and -1 AP for Ranged Attacks.&lt;br /&gt;
#*Unlike &#039;FRFSRF&#039;, this does affect the squad&#039;s special weapons (or HWTs). &amp;lt;u&amp;gt;Use it instead of &#039;FRFSRF&#039; when the squad is in RF range OR if it moved&amp;lt;/u&amp;gt;.&lt;br /&gt;
#*Bonkers on Kasrkin and Scions, who end up hitting on 2+ with AP-3 Hotshots. Though with Armor of Contempt gone, even your basic lasguns can threaten armored targets, as the first point of AP is the most important one.&lt;br /&gt;
#&#039;&#039;&#039;Take Cover!:&#039;&#039;&#039; Ordered unit immediately gains light cover (+1 save to ranged attacks), or dense cover (-1 to being hit) if you already have the former.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Prefectus&amp;quot;&amp;gt;&lt;br /&gt;
It was weird that Commissars could execute people but not actually order them around, wasn&#039;t it? These orders can only be issued by someone who went to space military college, such as Commissars (on foot or on tank), Tempestor Primes with the order stick, and normal officers who took a semester of &#039;Superior Tactical Training&#039; as their WT.&lt;br /&gt;
It bears mentioning that, while these orders are issued to {{W40kKeyword|platoon}} units (remember {{W40kKeyword|sentinels}}), Commissars have the authority to issue them to {{W40Kkeyword|Abhuman}} and {{W40Kkeyword|Infantry Officer}}s (they won&#039;t bounce off them however).&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;At All Costs!:&#039;&#039;&#039; The selected unit gains ObSec, or counts as +1 model per model if it already has it.&lt;br /&gt;
#*Clutch, and reason why you should always have a commissar. Makes Auxilia (Bullgryns) and Sentinels ObSec. Can also be used on and bounce off Scions and double-up troops. &lt;br /&gt;
#&#039;&#039;&#039;Duty and Honor!:&#039;&#039;&#039; The selected unit can perform actions even if it fell back or advanced. Not only that, but they can also shoot without failing their action. Meaning your units can dash to the objective to start the action, or you could do actions with backfield HWTs without giving up their shooting.&lt;br /&gt;
#&#039;&#039;&#039;Forwards, for the Emperor!:&#039;&#039;&#039; Ordered unit can move or advance and still shoot as if it didn&#039;t move. &#039;&#039;Run with heavy weapons!&#039;&#039;&lt;br /&gt;
#*Better than &#039;Move! Move! Move!&#039; for repositioning HWTs and Field Ordnance, should you need to. This also lets &#039;Parade Drill&#039; regiments count as stationary at full sprint; it&#039;s a running parade.&lt;br /&gt;
#&#039;&#039;&#039;Get Back in the Fight!:&#039;&#039;&#039; The selected unit can shoot or charge after it falls back in its movement phase, &#039;&#039;without penalty, unlike Ultramarines&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Remain Vigilant!:&#039;&#039;&#039; Enemy reinforcements cannot set up within 12” of the selected unit. In addition, they hit on 5+ in Overwatch.&lt;br /&gt;
#* Orders can bounce to other units within 6&amp;quot; of the ordered unit, not the officer, so this means that if you position yourself right, you can get &#039;&#039;18&amp;quot; of denial&#039;&#039; just by bouncing the order, not even counting Vox range.&lt;br /&gt;
#&#039;&#039;&#039;Show them Steel! Show them Contempt!:&#039;&#039;&#039; The selected unit gains +1 Ld and a 5+++ against any Mortal Wounds.&lt;br /&gt;
#*This is one you&#039;d actually use on Officers. FnP5+ vs MW helps against snipers/witches, and nearby &#039;Born Soldiers&#039; will be affected by the officer&#039;s boosted Ld. It&#039;d also help Plasma Sentinels not hurt themselves when they don&#039;t have access to re-rolls of 1s to hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mechanised&amp;quot;&amp;gt;&lt;br /&gt;
They have a range of 12&amp;quot; unlike the other orders, though there&#039;s also no target that has a Vox either. They affect ANY vehicle with the {{W40Kkeyword|Squadron}} keyword, not just other Russes. Meaning you can order a {{W40kKeyword|Sentinel}} and have it bounce onto both a nearby Russ &#039;&#039;and&#039;&#039; a Chimera. Commonly issued by Tank Commanders, a &#039;Superior Tactical Training&#039; warlord could also use it on transports or nearby sentinels.&lt;br /&gt;
#&#039;&#039;&#039;Blitz Them!:&#039;&#039;&#039; +1 to charges. After charging, you roll a d6 and deal d3 mortal wounds on a 4+. If the vehicle has a {{W40kKeyword|dozer blade}}, the result happens on a 3+.&lt;br /&gt;
#&#039;&#039;&#039;Full Throttle!:&#039;&#039;&#039; +2&amp;quot; move and get to advance and count as stationary.&lt;br /&gt;
#*Your Hellhounds aren&#039;t Assault anymore, and your Melta-sponson Demolishers could always use some help closing into range. Lets Sentinels get the effects of both Move! and Forward! at the same time.&lt;br /&gt;
#&#039;&#039;&#039;Gunners! Kill on Sight!:&#039;&#039;&#039; The selected unit rerolls 1s to hit. This is the sole source of re-rolling 1s to hit outside the Commandant&#039;s aura. Can&#039;t really use vehicle plasma without it.&lt;br /&gt;
#&#039;&#039;&#039;Pinning Fire!:&#039;&#039;&#039; A selected unit shoots at a &#039;&#039;single&#039;&#039; (no split fire) &#039;&#039;visible&#039;&#039; (direct fire only) enemy {{W40kKeyword|infantry}} unit. If 5+ hits are scored, that unit takes a -2&amp;quot; to move.&lt;br /&gt;
#&#039;&#039;&#039;Pound them to Dust!:&#039;&#039;&#039; All blast weapons count the enemy unit as double the models in the shooting phase. Anyone with 1 extra marine in their MSU is guaranteed to get all of a Battle Cannon’s shots off.&lt;br /&gt;
#&#039;&#039;&#039;Shock and Awe!:&#039;&#039;&#039; The selected unit gains ObSec. Great for &#039;Armoured Superiority&#039; regiments, as vehicles counting as extra models does little without it.&lt;br /&gt;
#*While the defensive use of this order is obvious (you weren&#039;t able to keep the enemy away from your stuff), it can also be used on the offensive, by activating ObSec on a speedy Sentinel unit and sending them to steal an objective.&lt;br /&gt;
#*ObSec also matters for some Arks of Omens actions, being completed at the end of your turn instead of at the beginning of your next one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Guard Psykers are drawn from the {{W40kKeyword|Scholastica Psykana}}, and thus don&#039;t have a regiment; however, they&#039;re the only {{W40Kkeyword|Psykers}} with the {{W40kKeyword|Astra Militarum}} keyword, so if you want regiments, doctrines, and all that good jazz without adding another detachment, you&#039;re limited to the &#039;&#039;&#039;Psykana&#039;&#039;&#039; discipline. [[Robin Cruddace|Fortunately for you]], it&#039;s really good! Unfortunately, however, Astropaths in your Command Squad are only allowed the first half shown below; Primaris Psykers are required for the full selection.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Terrifying Vision (WC:6, 18&amp;quot;): &#039;&#039;Malediction&#039;&#039;&#039;&#039;&#039; Until the start of your next Command Phase, target suffers -2 Ld, can&#039;t re-roll morale, and can&#039;t use Insane Bravery.  In addition, roll 2d6 and compare to the target&#039;s Ld after this power modifies it; if you equal or exceed, the target immediately fails all actions and can&#039;t perform actions until the beginning of your next Psychic Phase.&lt;br /&gt;
#* Note that the duration ends when your Command Phase begins, rather than end-of-turn or beginning of your Psychic Phase as are normal for Psychic Powers.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of the Emperor (WC:6, 12&amp;quot;): &#039;&#039;Witchfire&#039;&#039;&#039;&#039;&#039; Draw a straight line from the caster&#039;s base/hull to the target&#039;s base/hull; roll 1d6 for the target&#039;s unit and for any other unit the line &amp;quot;passes over&amp;quot;: the rolled-for unit takes 1 MW unless you roll a 6, in which case it takes 1d3 (average 7/6 or 1.17 per unit after casting).&lt;br /&gt;
#*&amp;quot;Passes over&amp;quot; is not a defined game term for units; in particular, if your line goes between two models in a unit, has the line crossed the unit? [[skub|Discuss with your opponent before the game begins.]]&lt;br /&gt;
#*Because friendly fire is on, you can use this, if you&#039;re desperate, to try and detonate your own Hellhound(s).&lt;br /&gt;
#&#039;&#039;&#039;Psychic Barrier(WC:6, 12&amp;quot;): &#039;&#039;Blessing&#039;&#039;&#039;&#039;&#039; Until the start of your next Psychic phase, target gets a 5++.&lt;br /&gt;
#*Unlike Nightshroud, you can readily apply this to your Baneblade with Mechanical Pack Rat to have a scarier tank on the battlefield.&lt;br /&gt;
#&#039;&#039;&#039;Nightshroud(WC:6, 12&amp;quot;): &#039;&#039;Blessing&#039;&#039;&#039;&#039;&#039; Until the start of your next Psychic phase, unmodified hit rolls of 1-3 automatically miss, regardless of target abilities that would make them hit.&lt;br /&gt;
#*Protects you more against more accurate attackers &#039;&#039;without&#039;&#039; protecting against perfect accuracy (BS/WS 4+ and flamers will ignore the power), but works in both range and melee.  Put this on whatever you expect your opponent to attack next with their biggest guns/swords.&lt;br /&gt;
#&#039;&#039;&#039;Mental Shackles(WC:6, 18&amp;quot;): &#039;&#039;Malediction&#039;&#039;&#039;&#039;&#039; Until the start of your next Psychic Phase, the target suffers -2M and -2 to Advance and Charge rolls.&lt;br /&gt;
#*Does not modify Advance distances for targets that do not roll to Advance.&lt;br /&gt;
#*Combine with pinning fire (and enough shots to make it happen) for -4M, which on slow targets will mix with a deathstrike missile can ensure your target cannot escape the Emperor’s Fury.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Maelstrom(WC:6, 18&amp;quot;): &#039;&#039;Witchfire&#039;&#039;&#039;&#039;&#039; Roll Xd6 where X is the result of your Psychic Test; for each 5+, the target suffers 1 MW.&lt;br /&gt;
#*This deals about 1.96 MW on average after the cast, so 1.42 net including your casting odds, meaning it&#039;s strictly worse than Smite.&lt;br /&gt;
&lt;br /&gt;
==Secondary objectives==&lt;br /&gt;
&lt;br /&gt;
9th Edition Warhammer 40,000 places emphasis on scoring and holding points, primaries will always be your most consistent source of points. You score 5 points per turn for holding an objective, 10 points for holding two or more objectives, and 15 points if you meet the other two requirements and hold more objectives than your opponent (4 points, 8 points, and 12 points in Nachmund or Nephilim) However, you can tailor your secondary objectives based on the scenario and the opponent&#039;s army composition. The following secondary objectives are updated with the new Nephilim book that axed and re-wrote a bunch of secondaries for matched play.&lt;br /&gt;
&lt;br /&gt;
Arks of Omen has added some new changes, along with the new detatchment, the &amp;quot;default&amp;quot; objectives- Assassination, Grind them Down, and Behind Enemy Lines- all grant CP if you achieve their conditions using a Troops unit. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Assassinate&#039;&#039;&#039;:  3 VP for each {{W40kKeyword|Character}} you kill, +1 for their warlord. Not the best thing we&#039;ve got going for us. Yes you can probably pick off an enemy if they over-extend, but we don&#039;t have the melee or sniping potential we need to make the greatest use of this. Side note, expect a lot of people to take this against you. &lt;br /&gt;
**With Arks of Omen, now grants an additional CP if an enemy character is destroyed by a Troops unit.&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down&#039;&#039;&#039;:  1 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 9 or less wounds, 2 VP for 10-14, 3 VP for 15-19, and 4 VP for 20+ wounds. Now this is more up our alley. The guard has plenty of ways to kill tanks, including a few tanks of our own, or the ever-reliable Lascannon. Side note, enemies will take either this or Assassinate against you for their PtE choice depending on your army composition.&lt;br /&gt;
*&#039;&#039;&#039;For the Emperor! (Warzone Nachmund)&#039;&#039;&#039;: Score a VP for each unit you kill to a max of 3. A very reliable pick, especially when Bring it Down isn&#039;t viable. &lt;br /&gt;
*&#039;&#039;&#039;By Lasgun and Bayonet (Warzone Nephilim and Arks of Omen)&#039;&#039;&#039;: Score a VP when you blast a unit off an objective. So-so. You&#039;ll want to try and do this anyways but you usually won&#039;t score too many points here.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Interrogation&#039;&#039;&#039;: This one is okay. However, your psykers are already going to be stretched fairly thin casting buffs or using Divination to farm CP, so this may not be a great option. With Arks of Omen, also gains a CP if your psychic test result beats the Ld of any enemy Characters within 24&amp;quot;, giving some extra utility if you are running several psykers.&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch&#039;&#039;&#039;: This isn&#039;t one you want to take much unless you plan on running Krieg. The main reason being that it can only be taken if you haven&#039;t brought any psykers, and even after the cost increase on astropaths, their buffs are still crucial for keeping your infantry on their objectives. If you want to leave your psykers at home, this is a great pick against Grey Knights, Thousand Sons, and Chaos Daemons.&lt;br /&gt;
**On the other hand, Guard psykers are very expensive and limited by the fact that units are cheaps, so it may not be worth it to buff them. Just remember that not taking psykers gives you the option to take this objective.&lt;br /&gt;
*&#039;&#039;&#039;Warp Ritual&#039;&#039;&#039;: A Psyker character can attempt to do a WC4 Psychic Action if it is within 6&amp;quot; of the center; score 3 VP if done once, 7 if done twice, and 12 times if done three or more times. &lt;br /&gt;
**Very few players actually bother with Warp Ritual because Psychic Actions can still be denied, and Stratagems like Khorne&#039;s &#039;&#039;&#039;Scorn of Sorcery&#039;&#039;&#039; can deny on a 4+ regardless of what you rolled. If you were planning on camping the center with &#039;&#039;&#039;Boots on the Ground&#039;&#039;&#039;, an attached Astropath can attempt to do this for three turns while you score &#039;&#039;&#039;Boots&#039;&#039;&#039;, but the risk of getting shut-down is far too great. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Grind Them Down&#039;&#039;&#039;: At the end of each round, you win 3 VP if you have killed more enemy units then the enemy killed your units. The worst secondary choice for this army, for the obvious reasons. Exception though if you&#039;re running an all Leman Russ detachment like a madman. Side note, expect a lot of people to take this against you.&lt;br /&gt;
**With Arks of Omen, gain 1 CP if a troops unit destroys an enemy unit.&lt;br /&gt;
*&#039;&#039;&#039;No Prisoners&#039;&#039;&#039;: Essentially 1 VP for every 10 wounds worth of stuff you kill. An extra VP at the end of the game for 50-99 wounds destroyed, and 2 VP for 100+ wounds killed. Potentially a good pick against Orks and Tyranids if they lean into hordes of Boyz and Gaunts. Blows ass against Custodes, Imperial/Chaos Knight armies, and other elite builds.&lt;br /&gt;
*&#039;&#039;&#039;Inflexible Command (Warzone Nephilim and Arks of Omen)&#039;&#039;&#039;: Score two points if every {{W40kKeyword|Platoon}} unit is within 6&amp;quot; of an officer; {{W40kKeyword|Platoon Vox-casters}} within 24&amp;quot; of a {{W40kKeyword|Officer Vox-caster}} counts as being within 6&amp;quot;, and if an {{W40kKeyword|Officer}} is embarked on a {{W40kKeyword|Transport}}, the Transport itself counts as an {{W40kKeyword|Officer}} (but doesn&#039;t say it counts as having a Vox)&lt;br /&gt;
**Score another one if every {{W40kKeyword|SQUADRON}} is within 12&amp;quot; of any {{W40kKeyword|Officer}}. &lt;br /&gt;
**Score 2 VP if a unit that took an order destroys an enemy unit for a maximum of five points a turn at the end of your turn. &lt;br /&gt;
**Significantly easier now that you don&#039;t have to take Tank Commanders or upgrade a Rogal Dorn to gain VP off Tanks. Take Command Squads to spread the Vox-aura, and Commissars for &#039;&#039;anything&#039;&#039; guarding your flanks. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts&#039;&#039;&#039;: Score 2 VP if you have units totally within 3 table quarters and more than 6&amp;quot; away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6&amp;quot; away from the center of the table. Nephilim nerfed this, and Arks of Omen continues it, to only count if also more than 6&amp;quot; from other table quarters, making the &amp;quot;scorable area&amp;quot; much smaller. Look down at Boots on the Ground for the much better Guard option.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker&#039;&#039;&#039;: Replaced by Behind Enemy Lines in the GT books. 2 VP for one unit in the enemy deployment zone, or 4 VP at the turn&#039;s end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}). This doesn&#039;t play to our strengths quite as well unless you&#039;re running Scions. The Imperial Guard is a strong shooting faction, even if we do have nippy vehicles like our Hellhounds and buff Schwarzenegger men to go punch the enemy to death with. If you&#039;re punching the enemy back all the way to their deployment zone great! But by that point you were probably winning anyways, and hats off to you for beating those odds.&lt;br /&gt;
*&#039;&#039;&#039;Behind Enemy Lines&#039;&#039;&#039;: 3VP at the end of your turn if you have one unit in the enemy&#039;s deployment zone, 4VP if there are two or more (excluding {{W40kKeyword|Aircraft}} of course). Bonus CP if any of those units are troops in Arks of Omen. Still not a great choice for Guard, but &#039;&#039;&#039;Mechanized Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Blitz Division&#039;&#039;&#039; could make this work if you&#039;re feeling up to it.&lt;br /&gt;
*&#039;&#039;&#039;Boots on the Ground (Warzone Nephilim and Arks of Omen)&#039;&#039;&#039;: One point for each table quarter you have an infantry unit in and possible point if a unit with a regimental standard is within 6&amp;quot; of the center, or wholly within the enemy&#039;s deployment zone. With the nerfs to Engage on All Fronts this is just better for us except for the fact it doesn&#039;t score on round 1. Even so easy points and outscores Engage on All Fronts post round 1.&lt;br /&gt;
**Arks of Omen changed the central null zone from 6&amp;quot; to 3&amp;quot;, allowing you to better contest the center. The {{W40kKeyword|Regimental Standard}} still only needs to be within 6&amp;quot; of the center, so could theoretically double-count this one. &lt;br /&gt;
**Some synergy with &#039;&#039;&#039;Inflexible Command&#039;&#039;&#039;, since a Command Squad with the Vox-Caster can (theoretically) camp the Center and still be within command range of Infantry squads.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High&#039;&#039;&#039;: Similar to Domination, this one is good if you plan on doubling down on take and hold. Guard is one of the best armies for these missions, as we&#039;ve got plenty of bodies we can leave to handle the actions. Taking a single guardsman squad out of the action for a turn won&#039;t hurt us nearly as much as some armies, though most armies (due to power creep) have access to special abilities and stratagems that allow them to perform actions and shoot anyway.&lt;br /&gt;
**We have those options now with the Prefectus Order Duty and Honour!, or using command squads for the action. &lt;br /&gt;
*&#039;&#039;&#039;Retrieve Nephilim Data (Warzone Nephilim)&#039;&#039;&#039;: One infantry unit performs an action on an objective you control that&#039;s not in your deployment zone and completes it on the turn, expunging it. End of game, one expunged objective earns you two points; two objectives, five; three objectives, ten; four objectives, 15. Only worth it if there&#039;s four objective markers in no man&#039;s land. Even then scoring the ten points will be as difficult as holding a middle objective.&lt;br /&gt;
*&#039;&#039;&#039;Retrieve Battlefield Data (Arks of Omen)&#039;&#039;&#039;: Now with a more generic name! Gives an action that an {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit can perform while wholly within a table quarter, 6&amp;quot; away from all other quarters, and in a quarter that this action has not been successful in. On completing, roll 1d6, -1 if a Troops unit. If the result is less than or equal to the number of models currently in the unit, add 1 to the retrieved data tally. At the end of the game, 2VP for 2, 8 VP for 3, 12 VP for 4.&lt;br /&gt;
**Has some synergy with Boots on the Ground, although it does have more restrictions on where it can be scored. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
Standard stratagems pending updates for the 9th Edition Codex.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armoured Fist (1 CP):&#039;&#039;&#039; {{W40Kkeyword|CORE}} only. A Guard unit that disembarked that turn can reroll &#039;&#039;all wound rolls&#039;&#039; in the shooting phase, but they need to be shooting at the closest eligible target. &lt;br /&gt;
**Save this for Kasrkin for that sweet AP-2.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance For Cadia (1 CP):&#039;&#039;&#039; Whenever a {{W40Kkeyword|cadian}} unit, or a {{W40Kkeyword|platoon}} unit within 6&amp;quot; of a {{W40Kkeyword|cadian officer}} attacks a {{W40Kkeyword|chaos}} unit, they gain +1 to the wound roll.&lt;br /&gt;
**Even on 10 Kasrkin in RF range, this takes them from killing 1.5 marines to kill 2. &amp;lt;u&amp;gt;1 CP isn&#039;t worth *half a marine*&amp;lt;/u&amp;gt;. Could help Sentinels, HWTs and Field Ordnance maybe, especially against chaos vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Cadia Stands! (1 CP):&#039;&#039;&#039; Pick a single {{W40Kkeyword|Cadian Infantry}} unit. Unmodified wound rolls of 1-3 fail regardless of the attacking weapon&#039;s abilities. Conditional Transhuman on Shock Troopers, the Cadian Command Squad and Kasrkin. Considering the ubiquity of weapons that wound T3 models on 3+, this is incredibly powerful on a linchpin unit in an important location. This must be why Conscripts got squatted, aside from GW&#039;s hatred of non-Xenos hordes it was probably to prevent buff/stratagem abuse. &lt;br /&gt;
*&#039;&#039;&#039;Ingrained Precision (1 CP):&#039;&#039;&#039; BORN SOLDIERS proccs on 5+ rather than unmodified 6s, and all hits count as UMWR6s. &lt;br /&gt;
**Bonkers on its own considering that a third of your shots are now autowounding and proccing any additional abilities, outright broken when combined with Overcharged Las-Cells (see its section)&lt;br /&gt;
*&#039;&#039;&#039;Overlapping Fields of Fire (2 CP):&#039;&#039;&#039; In the shooting phase, when an enemy model is destroyed by a {{W40Kkeyword|Platoon}} or {{W40Kkeyword|Squadron}} unit from your army, your entire army gets to re-roll wound rolls of 1 and unmodified 6s to wound increase the attack&#039;s AP by 1 when you target that enemy unit. Stacks with Born Soldiers so unmodified 6s to hit increase AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Volley Fire (2 CP):&#039;&#039;&#039; Used in the shooting phase. Pick an infantry squad that remained stationary in the movement phase - it can fire again.&lt;br /&gt;
*&#039;&#039;&#039;Experienced Eye (1 CP):&#039;&#039;&#039; Kasrkin or {{W40Kkeyword|Elite Sharpshooters CORE}} units only. In the shooting phase, increase the AP of all ranged attacks by 1. On Kasrkin with Take Aim combines to AP -4, or gets them to AP -3 with FRFSRF.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Relentless (1/2 CP):&#039;&#039;&#039; Used in the Command phase. A single vehicle is treated as being at its full health bracket until the next Command phase. Costs 2 CP if used with {{W40Kkeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Field Promotion (1 CP):&#039;&#039;&#039; Can only be used once per game. When your warlord is slain, select a non-unique {{W40Kkeyword|OFFICER}} unit in your army and generate a new warlord trait. For the purposes of secondary objectives and missions, the new warlord is now considered THE warlord. Situational but useful for denying enemy secondaries.&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Surgery (1CP):&#039;&#039;&#039; A &#039;&#039;&#039;MEDIC&#039;&#039;&#039; unit regains 1d3 non-{{W40Kkeyword|OFFICER}} models.&lt;br /&gt;
**This means you can return an Ogryn Bodyguard.&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Salute (1/2 CP):&#039;&#039;&#039; Used when a single vehicle unit in your army is destroyed but doesn&#039;t explode. It may fire any Turret Weapons it has before being removed as a casualty, but is considered to be Ballistic Skill 5+ (So hitting on 4s with the Turret Weapon). 1 CP for a final &amp;quot;Fuck you!&amp;quot; to your opponent. Costs 2CP, but only 1 for {{W40Kkeyword|Armoured Superiority}} or {{W40Kkeyword|battle tank}}  units&lt;br /&gt;
**Reminder that Hellhound turrets such as the Inferno Cannon and the Chem Cannon automatically hit; bypassing the 5+BS limitation.&lt;br /&gt;
*&#039;&#039;&#039;Crush Them! (1 CP):&#039;&#039;&#039; When a single friendly vehicle unit in your army makes a successful charge, it becomes WS4+. {{W40Kkeyword|Armoured}} units become WS3+. In addition, all unmodified wound rolls of 6 inflict 1 mortal wound in addition to normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my Position (1/2CP):&#039;&#039;&#039; When the last model in a unit with a Vox-caster is destroyed, roll a d6 for every unit within 3&amp;quot;. On a 4+, take D3 mortal wounds. Costs 1CP if used with a {{W40Kkeyword|CULT OF SACRIFICE}} regimental unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Officer Cadre (1 CP):&#039;&#039;&#039; Standard &amp;quot;give a non-unique character a warlord trait that hasn&#039;t already been chosen&amp;quot; stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Commander&#039;s Armoury (1 CP):&#039;&#039;&#039; Standard &amp;quot;give a non-unique character a relic that hasn&#039;t already been chosen&amp;quot; stratagem. Also, specifically allows the Clarion Proclamatus or the Finial of the Nemrodesh 1st, so may slightly limit the relics you can take in total.&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Bequest (1 CP):&#039;&#039;&#039; Give a single Sergeant or Watchmaster the Legacy of Kalldus, Claw of the Desert Tigers, the Barbicant&#039;s Key, the Emperor&#039;s Fury, or Relic of Lost Cadia.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Acceptable Losses (1 CP):&#039;&#039;&#039; &amp;quot;Use this stratagem in your Shooting phase. Select one Guard unit from your army that isn&#039;t within Engagement range, and one enemy unit. Until the end of the phase, your selected unit can target the enemy unit &#039;&#039;even if it within Engagement Range of other friendly {{W40Kkeyword|Platoon}} or {{W40Kkeyword|GRIM DEMEANOUR}} units&#039;&#039; but each time a model makes an attack against it, the hit roll cannot be re-rolled, and UMHR of 1 are resolved against the friendly unit it is engaged with. Resolve any attacks against your own units after resolving against the enemy.&lt;br /&gt;
**The wording is needlessly complicated, but this isn&#039;t locked to {{W40Kkeyword|GRIM DEMEANOUR}} per se. Any regiment can use it whenever you have a {{W40Kkeyword|Platoon}}  (so Regimental infantry) unit within engagement range, but if you&#039;re {{W40Kkeyword|GRIM DEMEANOUR}}, it can be any unit with the keyword (so tanks, who probably won&#039;t care being hit by a stray lasgun shot).&lt;br /&gt;
**As always, feel free to cleanse the [[Cultist-chan|heretics]] with [[Catachan Jungle Fighters|fire]], or bathe [[Death Guard|them]] in [[Savlar Chem Dogs|industrial solvent]], because you&#039;ll never miss.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Interference (2 CP):&#039;&#039;&#039; Can only be used if you have an Officer of the Fleet in your army and on the battlefield. Pick a single enemy unit during the Reserve step of the movement phase. It cannot enter the Battlefield this turn. One use only, by the way. This is CP-intensive, but insanely powerful if your enemy forces are relying on timing.&lt;br /&gt;
*&#039;&#039;&#039;Artillery Strike Requested (2 CP):&#039;&#039;&#039; Once per game only, used in the Command Phase. If your army contains a Master of Ordnance or an Officer with the {{W40Kkeyword|EXPERT BOMBARDIERS}} Regiment trait that&#039;s on the battlefield, pick a single spot on the battlefield. At the start of your next command phase, roll a d6 for all units within 6&amp;quot; of the marker. Add 1 if the unit is within 3&amp;quot; of the marker, subtract 1 if it&#039;s a character. On a 1 nothing happens, on a 2-5 the unit takes D3 mortal wounds, and on a 6 it takes D6 mortal wounds. &lt;br /&gt;
**Same tricks that apply to new Deathstrikes apply here. Try and reduce a key enemy unit&#039;s move or place it on a critical objective to try and force a bad choice for your enemy. Unlike the Deathstrike, once the barrage has been called there&#039;s no Action to cancel it if you wish, it MUST land.&lt;br /&gt;
*&#039;&#039;&#039;Maverick Maneuvers (1 CP):&#039;&#039;&#039; Once a Sentinel unit has resolved its shooting attacks, they may make a normal move of up to 6&amp;quot;. Duplicate the Ratling&#039;s Move-Shoot-Move tricks for 1 CP. Has good potential, as usual with 9th Edition Nu-Sentinels.&lt;br /&gt;
**Note that it can move in any direction, and remember that Armored Sentinels especially can be good for bullying an enemy unit off of an objective with their saw and a heavy flamer.&lt;br /&gt;
*&#039;&#039;&#039;Mount Up!(2 CP):&#039;&#039;&#039; {{W40Kkeyword|Mechanised Infantry}} or {{W40Kkeyword|Tempestus Infantry}} can embark a Transport (with the usual caveat that every model should be within 3&amp;quot;) immediately after shooting. &lt;br /&gt;
**Doesn&#039;t say they can&#039;t jump back in an idling Valkyrie. &lt;br /&gt;
*&#039;&#039;&#039;Vicious Traps (1 CP):&#039;&#039;&#039; Use in the opponent&#039;s charge phase, when an enemy unit finishes a charge move within engagement range of one or more Guard units that are wholly within terrain. Roll one d6 and apply the following modifiers:&lt;br /&gt;
**+1 if they&#039;re Catachan or {{W40Kkeyword|veteran guerillas}}&lt;br /&gt;
**+1 if they brought along their {{W40Kkeyword|melta mine}}&lt;br /&gt;
**+1 if {{W40Kkeyword|[[Sly Marbo|Sly marbo]]}} is on the battlefield.&lt;br /&gt;
**On a 2-5, the enemy unit suffers d3 mortal wounds. On a 6+, that enemy suffers 2d3 MWs. Having any one of these guarantees the roll, but so does just having Sly Marbo anywhere on the field, representing the fact that he can be anywhere, at any moment (even when he&#039;s taking the Swarmlord solo)&lt;br /&gt;
*&#039;&#039;&#039;Feinting Strike (1 CP):&#039;&#039;&#039; Used when a Rough Rider unit falls back. It may shoot and charge this turn. I mean, Rough Riders die to a stiff breeze but if they survive for some reason, then keep them useful. Like the Blood Angels say, Always Be Charging!&lt;br /&gt;
*&#039;&#039;&#039;Flakk Barrage (1 CP):&#039;&#039;&#039; Intercept stratagem performed by a single Hydra unit in your army. Target an enemy Aircraft unit the instant it shows up from Reserves.&lt;br /&gt;
*&#039;&#039;&#039;Shield of Flesh (1 CP):&#039;&#039;&#039; Used in the enemy shooting phase. If an Infantry unit is targeted by an enemy attack and is within 3&amp;quot; of an Ogryn unit, they can claim -1 to hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Smokescreen (1 CP):&#039;&#039;&#039; If a unit with a smokescreen is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them. Give a Baneblade smoke launchers and keep slapping -1 to hit on it once the enemy turns on it.&lt;br /&gt;
*&#039;&#039;&#039;Overcharged Las-Cells (1 CP):&#039;&#039;&#039; Used in the shooting phase. Pick a single {{W40Kkeyword|Militarum Tempestus}} or {{W40Kkeyword|Kasrkin}} Infantry unit, until the end of the phase all Hotshot weapons in the unit deal 1 mortal wound in addition to any normal damage on UMWR of 6, and up to a maximum of 6 mortal wounds proceed this way. Again, the basic Born Soldiers will greatly help max out MW output, on Kasrkin only. [[Fail|Scions don&#039;t ever benefit from it,]] but they at least get exploding 6s to hit to maximize the number of wound rolls you&#039;re making.&lt;br /&gt;
**RAW, you can split fire against multiple units to procc as many MWs as you can. Considering how many shots you can deal with hotshots and volleyguns, splitting fire is a legitimate tactic. Combined with Ingrained Precision, your Kasrkin are dealing MWs with a third of their shots. Because of the potential for absolute cheese, there&#039;s a chance it&#039;ll be nerfed in the future, but who knows how.&lt;br /&gt;
*&#039;&#039;&#039;Ablative Plating (2/3 CP):&#039;&#039;&#039; Used when a friendly {{W40Kkeyword|Battle Tank}} or {{W40Kkeyword|Armoured}} vehicle unit is the target of an attack, subtract 1 from the damage characteristic of all wounds allocated to the vehicle to a minimum of 1. Costs 3 CP for Super-Heavy and Rogal Dorn tanks. Worth it&lt;br /&gt;
**Can further combine with the Armoured Tracks/Cockpit benefit to grant an additional +1 to the armor save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rulebook Stratagems====&lt;br /&gt;
Just in case you forget, the following stratagems can be just as crucial as the ones above, if not more so. 9th Edition changed up some stratagems, while adding in several new ones. Prepared Positions was deleted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Re-roll (1 CP):&#039;&#039;&#039; Changed up a bit from 8th Edition. Re-roll a single Hit roll, Wound roll, Damage roll, Saving throw, Advance roll, Charge roll (this means you re-roll both dice), Psychic test, Deny the Witch test, or a roll to determine the number of attacks made by that weapon. It&#039;s much more narrow in its application, as you can tell. No more re-rolling shrugs or objective-based rolls.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Defensive (2 CP):&#039;&#039;&#039; Used in the combat phase after an enemy unit that charged has fought. Pick one of your units to immediately attack.&lt;br /&gt;
*&#039;&#039;&#039;Cut Them Down (1 CP):&#039;&#039;&#039; Used when an enemy unit Falls Back, before models are moved. Roll a dice for each model in your army that is within Engagement Range (0.5&amp;quot;) of that unit. For every roll of a 6 that enemy unit suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Desperate Breakout (2 CP):&#039;&#039;&#039; Used in the movement phase. Pick a single unit in your army that is within Engagement Range of an enemy unit. Roll a dice for each model in your unit. On a 1, the model is slain. Then, they may make a fall back move, passing through enemy models as if they weren&#039;t there. At the end of the unit&#039;s fall back move, if any models still remain within Engagement Range of an enemy unit they are automatically destroyed. The remaining unit may not perform anything else this turn, even if they have an ability to do so. So, you cannot give them the Prefectus Order &amp;quot;GBITF&amp;quot;. The value is in freeing up the enemy unit for the rest of your army to shoot.&lt;br /&gt;
*&#039;&#039;&#039;Emergency Disembarkation (1 CP):&#039;&#039;&#039; Used when a Transport model in your army is destroyed. You can set up disembarked units within 6&amp;quot; of the Transport model, but now are destroyed on a 1 or 2. Again, wager a 1/3 chance of dying (risky but acceptable) vs being auto-deleted by a bubble-wrapping horde unit (which is quite infuriating) trapping you inside of your transport.&lt;br /&gt;
*&#039;&#039;&#039;Insane Bravery (2 CP):&#039;&#039;&#039; This stratagem can only be used once per game. Used at the start of the Morale Phase. Automatically pass a morale test for a single unit of your choice.&lt;br /&gt;
*&#039;&#039;&#039;Overwatch (1 CP):&#039;&#039;&#039; Used in the Charge Phase. Pick a single unit that an opponent&#039;s unit declared as the target of a charge, it may fire Overwatch. It&#039;s now a stratagem, goodbye shenanigans.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
As a rule of thumb, all of the following are available as options to Sergeants and Characters. The Guard do have a few other melee weapons (Ogryn and Rough Rider units mostly), but they&#039;ll be detailed in their unit entries later on. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; SU, AP0, D1, +1A. Some credit must be given to the old standby. In addition to being free, it gives an extra attack with it. Infantry Squad Sergeants should give all of the other options here a complete miss, unless they have several buffs (Priests, Fix Bayonets order, Brutal Strength Doctrine, etc). &lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S+1, AP-3, D1. +5pts for Sergeants, free for Officers. Even with 9th edition&#039;s +1S, it&#039;s not enough for your S3 models - and the S4 models prefer the fist. You should generally avoid this on Characters unless you plan on taking one of the numerous relic swords the Guard get.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Sx2, AP-3, D2, -1 to hit. +5pts and available to Officers and Tempestus Scion Sergeants only. Worthwhile on a melee-built Officer, but not as great on your WS4+ Scion Sergeant. &lt;br /&gt;
**Brutal Strength Commanders are the most obvious choice for a power fist, and they become S7 (because the regimental trait is +1S rather than setting S to 4, the fist doubles before the trait adds) with Brute Strength.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul (Legends):&#039;&#039;&#039; S+3, AP-1, D1. +5pts for any model that can take a melee weapon above. The new 9th edition S bonus is effectively Sx2 for you, making this a budget powerfist. Best against other T3 targets. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe (Legends):&#039;&#039;&#039; S+2, AP-2, D1. +4pts for any model that can take a melee weapon above. Your best bet against Marines, since every bearer goes up to at least S5.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
Weapons unique to a specific unit will appear in that unit&#039;s entry, as a general rule.  This list is for weapons that repeat across multiple units.&lt;br /&gt;
&lt;br /&gt;
====Basic====&lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; 24&amp;quot;, Rapid Fire 1, S3, AP0, D1. Your trusty flashlight hasn&#039;t changed. The sheer number of these you can field and combined with FRFSRF will make even Terminators shit their ceramite-plated pants. &lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; 24&amp;quot;, Rapid Fire 1, S4, AP0, D1. No longer available to EVERY Sergeant and Officer. Only Cadian Castellans, Platoon Commanders, Infantry Squad Sergeants, and Krieg Sergeants (and it replaces both weapons on them). However, it does allow them to actually contribute to a firefight instead of merely looking cool. You can somewhat kitbash these by clipping off the lasgun magazine and barrel and replacing with a boltgun magazine and flash hider. &lt;br /&gt;
*&#039;&#039;&#039;Hot-Shot Lasgun:&#039;&#039;&#039; 24&amp;quot;, Rapid Fire 1, S3, AP-2, D1. Available to Scions and Kasrkin. It got a range buff, so now it can be rapid-fired after deep striking! Having massed mid-AP weapons would usually be a reasonable counter to MEQs, but you still wound on a 5+; that&#039;s where the Born Soldiers default trait can save your ass.&lt;br /&gt;
&lt;br /&gt;
====Pistols====&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot;, Pistol 1, S3, AP0, D1. A lasgun that&#039;s a pistol. More of a placeholder than anything else, but it&#039;s free. Just about anything in your army that can take something better should, but some things are stuck with one (Primaris Psyker, Master of Ordnance/Fleet, Enginseer, and Catachan Sergeants). &lt;br /&gt;
**It has one (and only one) niche advantage over the Bolt/Plasma, and that&#039;s the fact Cadian Shock Troops get 2 hits on UMHR6s with the laspistol. Of course, you&#039;re always going to be taking the autogun anyway.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 12&amp;quot;, Pistol 1, S4, AP0, D1. Anyone who can&#039;t take a boltgun can take this instead of a laspistol, and you&#039;re lobotomised if you ever decide on the laspistol. The only advantage the bolt pistol has over the boltgun is that it can be fired in close combat, if you expect your squishy meatbag Guardsman to be fighting there for some reason. Worse than the boltgun, better than the laspistol. &lt;br /&gt;
*&#039;&#039;&#039;Hot-Shot Laspistol:&#039;&#039;&#039; 12&amp;quot;, Pistol 1, S3, AP-2, D1. Buffed laspistol only Kasrkin and Scion sergeants get. Now can actually be shot instead of never being used in favour of a Krak grenade. The plasma pistol is still superior to it, though.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; 12&amp;quot;, Pistol 1, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer. An actual officer&#039;s weapon, it&#039;s a toss-up between this or the boltgun for most models, but you can usually find a better use for 5 points.&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade:&#039;&#039;&#039; 6&amp;quot;, Grenade 1d6, S3, AP0, D1, blast. Damn near every Infantry model in the Guard carries them. &lt;br /&gt;
** Your Sergeant will never do worse with a frag while in range when compared to his laspistol, and with the change to FRFSRF, any time that you are in range to throw a frag, it&#039;s a good choice.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade:&#039;&#039;&#039; 6&amp;quot;, Grenade 1, S6, AP-1, D1d3. A rarity in the Guard, available only to Scions, FW Kriegers, Kasrkin, Iron Hand Straken, and (weirdly) Priests.&lt;br /&gt;
&lt;br /&gt;
====Special====&lt;br /&gt;
All non-legendary squads get these for free, so your choices usually boil down to plasma or melta. &lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; 12&amp;quot;, Assault d6, S4, AP0, D1, automatically hits. This is your default special weapon for a squad that you plan to have in Rapid Fire range (and thus within 12&amp;quot;), so your squads that are intended to be claiming objectives and/or getting in the enemies face and disrupting their plans. &lt;br /&gt;
** Squads with flamers will need high mobility via doctrines, orders, or dedicated transports to be effective, but if you can keep them in the right range a flamer Guardsman is over four times as effective as a lasgun Guardsman at clearing other GEQs.&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; 24&amp;quot;, Assault d6, S3, AP0, D1, Blast or 24&amp;quot;, Assault 1, S6, AP-1, Dd3. In contrast to the flamer, this is your default special weapon for a squad that you plan to have &#039;&#039;outside&#039;&#039; Rapid Fire range (so from 12&amp;quot; to 24&amp;quot;). AKA it&#039;s for your squads that&#039;ll be hunkering down on your own objectives or following up the flamer squads to hold objectives you&#039;ve taken from your opponent. For this role, the grenade launcher is better than the flamer, a Grenade Guardsman may &#039;only&#039; be around 1.5-2 times as effective as a Lasgun Guardsman but the important part is he can fire his weapon at the squad&#039;s preferred engagement range. &lt;br /&gt;
** While the grenade launcher also has the Krak profile it&#039;s...meh, to say the least. Unless your meta has a glut of light vehicles, you&#039;ll be taking grenade launchers for GEQ sweeping and the Krak profile will be a fun &amp;quot;bonus&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot;, Assault 1, S8, AP-4, Dd6, gains +2D if the target is within half range. It&#039;s good against &#039;&#039;anything&#039;&#039; with lots of wounds and as such is your replacement for the flamer on a rapid fire squad you want to be able to also hunt your opponents [[Iron Hands|tanks]], [[Adeptus Mechanicus|big robots]], [[Tyranids|monsters]], or [[Ultramarines|mary]] [[Cato Sicarius|sues]]. &lt;br /&gt;
** Same logic goes as above for the flamer as to the squad&#039;s role, though if a meltagun is in a squad the other Guardsmen quickly transform from backup firepower as with the flamer to having the job of chaff clearing and bullet catching.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot;, Rapid Fire 1, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the bearer. The alternative weapon option to the grenade launcher squad and, like the meltagun, it allows the squad to kill MEQs and up. Also like the meltagun, a squad with a plasma gun will be putting the lasgun Guardsmen on support duty.&lt;br /&gt;
**Given that you have a &#039;&#039;huge&#039;&#039; variety of ways to re-roll 1&#039;s, this is a worthwhile option.&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle:&#039;&#039;&#039; 36&amp;quot;, Heavy 1, S4, AP-1, D1, Ignores Look Out Sir, and wound rolls of UM6 inflict a mortal wound in addition to any other damage. This is your Ratling&#039;s default weapon. &lt;br /&gt;
** Has some merit taken en-mass in your Infantry Squads against Character-heavy armies, but Ratling&#039;s are cheap, hard to shift if they&#039;re cover camping, and it doesn&#039;t eat up a plasma gun/grenade launcher slot. &lt;br /&gt;
*&#039;&#039;&#039;Hot-Shot Volley Gun:&#039;&#039;&#039; 30&amp;quot;, Rapid Fire 2, S4, AP-2, D1. Tempestus Scions, Kasrkin, and Taurox get this. The changes to this gun are great, because rapid fire means you&#039;re no longer taking movement penalties, and with 15&amp;quot; of range to proc double-tapping, you can hang a bit further back. &lt;br /&gt;
** Unfortunately, though the gun was improved, the Scions who carry it have been gutted, and with the changes to special weapons, the glory days of four volley guns deep striking with AP-3 and shredding GEQs are over.&lt;br /&gt;
** On the Taurox, the two volley guns are RF3, giving you 6/12 shots at AP-2&lt;br /&gt;
&lt;br /&gt;
====Heavy====&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; 48&amp;quot;, Heavy 2, S7, AP-1, D2. A former mainstay of your Infantry Squads because it split the difference between the heavy bolter and the lascannon, but 9th edition ended that. With heavy bolters at D2, autocannons are worse against anything within 36&amp;quot;. Its only use is against targets in the 36&amp;quot;-48&amp;quot; range and T5-7 targets. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; 36&amp;quot;, Heavy 3, S5, AP-1, D2. It&#039;s still standard on every vehicle in your motor pool and it&#039;s better than the autocannon against almost everything due to the extra shot.&lt;br /&gt;
** With Armor of Contempt gone, this returns to being a solid default choice.&lt;br /&gt;
** Only 5pts each on a Leman Russ now, hopefully you kept the sponson bits. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; 12&amp;quot;, Heavy d6, S5, AP-1, D1. Can be taken on most Vehicles in place of the heavy bolter, as sponson weapons for the Leman Russ, and in Platoon Command Squads. This almost strictly better than a flamer, with the only downside that it can&#039;t advance and fire. &lt;br /&gt;
** Not a bad choice on Leman Russes and Chimera, especially if they are expected to be close to the fight. Suicide Demolishers are still viable, and Armoured Sentinels can make for a great wall against armies that want to get close to you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; 48&amp;quot;, Heavy 1, S9, AP-3, Dd6. The ever-reliable Imperial tank-buster, the improved strength over missile launcher is critical; krak missiles wound on 4&#039;s while the Lascannon wounds on 3&#039;s against T8 targets and the extra AP doesn&#039;t hurt, either.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot;, Heavy d6, S4, AP0, D1, blast, or 48&amp;quot;, heavy 1, S8, AP-2, Dd6. Still the Jack of all trades, still the master of none. Since heavy weapons in Infantry Squads are still free, take the lascannon over this every time.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortar:&#039;&#039;&#039; 48&amp;quot;, Heavy d6, S5, AP0, D1, blast and does not need line-of-sight. Not worth it, because direct-firing with a missile launcher is always better than indirect firing due to the new rules. &lt;br /&gt;
** The only way to make Mortars worthwhile would be the {{W40Kkeyword|EXPERT BOMBARDIERS}} Regiment trait &#039;&#039;and&#039;&#039; getting a vox-caster or Sentinel unit within 12&amp;quot; of the target to negate the -1 to hit penalty. And the target still claims +1 to their saving throws. So it&#039;s still trash.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Master Vox and Vox-Caster:&#039;&#039;&#039; Your only Infantry wargear in this section. This machine is the beating heart of the Orders system. If an Officer is in a unit with a Master Vox (meaning only the Command Squads), it can issue an order to a unit 24&amp;quot; away as long as it has a Vox-Caster. Both are free options to any unit that can take them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dozer Blade:&#039;&#039;&#039; Gives you the keyword, but more importantly lets you ignore all modifiers to movement/advance/charge, because mind magic that traps you in a temporal anomaly is meaningless against big tank.&lt;br /&gt;
** Unlike track guards of 8e, this doesn&#039;t avoid movement debuffs due to bracketing. Brackets change your characteristic itself.&lt;br /&gt;
** Doesn&#039;t do anything for the CRUSH THEM stratagem, but lets you deal D3 MWs on a 3+ with the Blitz Them Order.&lt;br /&gt;
** Currently free on standard Leman Russes, because proofreading.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; 48&amp;quot;, Heavy 1, S10, AP-2, Dd6, one-use. 5pts spent on most of your Vehicles for an excellent turn 1 mass targeting of a couple of heavy enemy units. &lt;br /&gt;
** Sentinel Squads can spam these like no-ones business; three Sentinels with lascannons/missile launchers and a hunter-killer are an effective &amp;quot;fuck you&amp;quot; and can easily escape retribution with a 1CP to move after firing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pintle Heavy Stubber:&#039;&#039;&#039; 36&amp;quot;, Heavy 3, S4, AP0, D1, 5pts. With Vehicles being able to move and shoot heavy weapons without penalty, take this over the storm bolter every time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pintle Storm Bolter:&#039;&#039;&#039; 24&amp;quot;, Rapid Fire 2, S4, AP0, D1. 5pts. Only of use against targets within 12&amp;quot; compared to the heavy stubber, right where tanks don&#039;t like to be. &lt;br /&gt;
**When considering whether you should take the heavy stubber or the storm bolter, it comes down to how far you expect the enemy to be in relationship to your vehicle, specifically if you think they will or won&#039;t be within 12&amp;quot; of you. The heavy stubber has an extra shot over the storm bolter outside 12&amp;quot; as well as having a longer range. Against targets within 1&amp;quot;, *only Heavy Weapons suffer the -1 to hit,* so the storm bolter not only shoots more, but more accurately in melee. &lt;br /&gt;
** The Turret Weapon rule allows the main guns to shoot out of melee, so you can stay in melee and hope your other weapons clear out the tarpit. A storm bolter is an ok way to kill an extra cultist.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armoured Tracks:&#039;&#039;&#039; Grants the armoured keyword, and gives you a +1 save against D1.&lt;br /&gt;
**Funnily enough, this gives you better synergy with the CRUSH THEM stratagem, [[Fail|not the Dozer Blade]]. Just because we were the second to the last codex doesn&#039;t mean GW proofread it.&lt;br /&gt;
**Also gives you access to another -1 D strat, which lets you procc Armoured Tracks&#039; +1 to save against autocannon/heavy bolter equivalents.&lt;br /&gt;
&lt;br /&gt;
===Heirlooms of Conquest===&lt;br /&gt;
Relics return in the new Codex; they are all now General. Some of them can be given to a sergeant like some other Codices. There is very little unit lock for these so yeah! You can take them on any regimental character, but at the cost of fluff, boo! Keep in mind under Nephilim rules you must spend a CP to even claim your first relic (this was done principally to curb Space Marine, Tau, and Sisters of Battle armies that spammed relic and warlord trait combos), so choose wisely for competitive builds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armour of Graf Toschenko:&#039;&#039;&#039;  Formerly a Vostroyan exclusive Relic, +1W and Sv2+. If for some reason you were really obsessed with keeping a Regimental Preacher alive, this would do it, but its legality on Tank Commanders isn&#039;t useful (they&#039;re already Sv2+ and the +1W doesn&#039;t matter much) and anything else you care enough about to invest in with this would be better off with an Ogryn Bodyguard and another relic. The best use for it is putting it on your 4++ Bodyguard when attaching it to an officer or command squad that already has another relic: Imperial Commander&#039;s Armory happens during muster, which is the same time during which you assign Bodyguards, meaning you can choose the order they happen in, allowing you to circumvent ICA&#039;s ban on getting 2 relics into 1 unit by having ICA occur first.  This works with any relic, of course, but this is the only one you want on the bodyguard specifically (e.g. the Deathmask of Ollanius is better but you don&#039;t want it on the bodyguard, and the Barbicant&#039;s Key you probably want on a sergeant).&lt;br /&gt;
*&#039;&#039;&#039;Clarion Proclamatus:&#039;&#039;&#039; Replaces the Master Vox in a {{W40Kkeyword|Command squad}}. Unlimited Order range for the Squad Officer. This is how Vox-casters should be normally. Useful, but on 9th edition boards, 24&amp;quot; will usually handle what you need. Unless you have a very specific plan, not really worth the CP.&lt;br /&gt;
*&#039;&#039;&#039;Deathmask of Ollanius:&#039;&#039;&#039; Using this relic keeps the tradition of Ollanius Pius alive in story and on the tabletop, props to you for using it. Gives every model in the {{W40Kkeyword|INFANTRY}} bearer&#039;s unit a 4++. &lt;br /&gt;
**If it&#039;s going on a Cadian Castellan with accompanying Bodyguard, this will work nicely. For Command Squads, the Nemrodesh Banner is just better.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Benediction:&#039;&#039;&#039; {{W40Kkeyword|Commissar}} only relic. Trades his basic bolt pistol for a &amp;quot;Look out, sir!&amp;quot; ignoring 18&amp;quot; 3-shot S4 AP-1 D2 bolt pistol that deals a mortal wound in addition to normal damage on unmodified 6s to wound.&lt;br /&gt;
*&#039;&#039;&#039;Finial of the Nemrodesh 1st:&#039;&#039;&#039; Replaces the Standard in a {{W40Kkeyword|Command squad}}.  6&amp;quot; aura of ignore modifiers to hit and ignore rules that ignore wounds for all {{W40Kkeyword|astra militarum CORE}} units. Easily the best in the list.&lt;br /&gt;
**Top-tier relic, honestly. Ignores one of Guard&#039;s biggest weaknesses (Hit modifiers) and strongly reduces enemy durability. Really tempts you to keep &#039;&#039;&#039;Born Soldiers&#039;&#039;&#039; to make the most of those 6s to hit. The ignore wounds applies to Feel No Pains, damage halving and reduction abilities, and wounds-per-phase capping abilities.&lt;br /&gt;
**Because this is such an auto-include, go ham. Death Guard, Tyranids, and Chaos Daemons will hate your guts. &lt;br /&gt;
*&#039;&#039;&#039;Gatekeeper:&#039;&#039;&#039; {{W40Kkeyword|Tank Commander}} Relic Battle Cannon, now no longer limited by the Cadian keyword. 72&amp;quot; Heavy 6+1D3 S9 AP-3 D3, Blast, Turret Weapon. &lt;br /&gt;
**It&#039;s a straight upgrade from a Battle Cannon, and should be your relic pick if you&#039;re rocking at least 1 Tank Commander. Tie between this and the Nemrodesh Banner for best relic in the Codex.&lt;br /&gt;
*&#039;&#039;&#039;Kurov&#039;s Aquila:&#039;&#039;&#039; Once per game, when your opponent uses a stratagem (excluding the Command Re-roll stratagem), increase its cost by 1 for the rest of the battle. This is honestly REALLY punishing, especially under Warzone Nephilim&#039;s competitive CP starvation. Identify your opponent&#039;s key stratagem and make it even more of a hassle to pull off.&lt;br /&gt;
**This of course plays into one of 9th&#039;s biggest problems where it&#039;s not enough to know your own increasingly convoluted and bloated rules, but also know your &#039;&#039;opponent&#039;s&#039;&#039; increasingly convoluted and bloated rules.&lt;br /&gt;
*&#039;&#039;&#039;Laurels of Command:&#039;&#039;&#039; {{W40Kkeyword|officer}} only, 1/battle at the start of any of your opponent&#039;s phases, issue 1 order from this list provided you didn&#039;t already issue it this round (you don&#039;t need to know the order, the relic provides it): Fix Bayonets!; Take Cover!; At All Costs!; Show Them Steel, Show Them Contempt!; Remain Vigilant!; Shock and Awe!&lt;br /&gt;
*&#039;&#039;&#039;Null Coat:&#039;&#039;&#039; {{W40Kkeyword|Tempestor prime}} or {{W40Kkeyword|Commissar}}, 1 Deny the witch with +1  to roll. Pass.&lt;br /&gt;
*&#039;&#039;&#039;Order of the Bastium Stellaris:&#039;&#039;&#039; Infantry unit gains Transhuman. 1-3 fails to wound. Definitely not sponsored by Paradox Interactive.  &lt;br /&gt;
**Since it&#039;s limited to {{W40Kkeyword|INFANTRY}} only, it&#039;s a hard pass because Command Squads aren&#039;t worth keeping around with a CP. Take an Ogryn Bodyguard instead. Enemy units must compare attacks against its T5, 6 wounds, and -1 damage reduction. That&#039;s all the durability you&#039;ll ever need. &lt;br /&gt;
*&#039;&#039;&#039;Psy-sigil of Sanction:&#039;&#039;&#039; Know and cast one extra power for a {{W40Kkeyword|psyker}}. &lt;br /&gt;
**Hard pass, Psyker spam isn&#039;t the Guard&#039;s strong suit, especially with the removal of Wyrdvane Psyker support.&lt;br /&gt;
*&#039;&#039;&#039;Refractor field Generator:&#039;&#039;&#039; {{W40Kkeyword|Tempestor Prime}}. 6&amp;quot; aura of 5++ to Scion Infantry. Was 133rd Lambdan Lions archo-tech, [[BLAM|but they were compelled]] to [[Blood Ravens|share]]. Actually good, take it if you&#039;re running all-scions.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Auto-Reliquary of Tiberius:&#039;&#039;&#039; {{W40Kkeyword|officer}} only.  Issue +1 order per Command Phase.&lt;br /&gt;
&lt;br /&gt;
====Sergeant====&lt;br /&gt;
The following can be given to a Watchmaster or Sergeant using the Battlefield Bequest strat:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Barbicant&#039;s Key:&#039;&#039;&#039; {{W40Kkeyword|Infantry}} only; once per game, the bearer&#039;s unit gets to leave the table, immediately deep strike, and re-roll charge rolls when they do.&lt;br /&gt;
**The biggest strength is that you can set up orders and buffs in the Command phase before repositioning. A Born Soldiers Kasrkin squad with Lord Solar&#039;s full re-rolls, FRFSRF, Overcharged Las-Cells and a pair of volley guns can, mathematically, max out mortal wounds to two separate targets. You may have to build around it, but it remains a potent threat your opponent will have trouble ignoring.&lt;br /&gt;
*&#039;&#039;&#039;Claw of the Desert Tigers:&#039;&#039;&#039; Replace Power Sword/Sabre S+2 AP-3 D2, +2A with it. Pass on it if you can, unless you truly want a melee-build character. You can give it to a Rough Rider Sgt, if you want.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Fury:&#039;&#039;&#039; Replaces Plasma pistol, 12&amp;quot; Pistol 3 S8 AP-3 D2. Was the 43rd Itoan Dragons&#039; former relic. &lt;br /&gt;
**If this wasn&#039;t CP starved mode, this would be great in addition to Gatekeeper or the Finial, but relics and warlord traits cost valuable CP. Pass on it if you can.&lt;br /&gt;
*&#039;&#039;&#039; Legacy of Kalladius:&#039;&#039;&#039; Replaces Chainsword. S+1 AP-2 D2, +3A with it. &lt;br /&gt;
**If you want a fun melee character, take an Officer with the Brutal Strength regiment trait, the Front-line Combatant trait, and this relic in place of a free chainsword. 7 Attacks at an effective S6 that get 2 additional hits for every UMHR of 6.&lt;br /&gt;
**Building on the above, Commissars can take Chainswords now. [[Ciaphas Cain|Did someone say &#039;&#039;&#039;HERO OF THE IMPERIUM&#039;&#039;&#039;]]?&lt;br /&gt;
*&#039;&#039;&#039;Relic of Lost Cadia:&#039;&#039;&#039; {{W40Kkeyword|Cadian}} only. Once per game gain 6&amp;quot; aura that affects {{W40Kkeyword|Cadian}} units only, providing improving Ld, WS, A, and BS by 1, in ascending order of importance to you. Bonuses to BS and WS are not hit roll modifiers so it stacks with orders. Suddenly with the Take Aim!/Fix Bayonets! order your regular guardsmen hit on a 2+&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
*&#039;&#039;Keywords:&#039;&#039; Your faction keywords are {{W40Kkeyword|Astra Militarum}} and {{W40Kkeyword|Imperium}}. Aside from that, you have a metric shitton of keywords to keep an eye on due to the dissolution of your single-regiment armies. Not helping things is the fact that you can build detachments out of {{W40Kkeyword|Cadian}} units, which can also have the {{W40Kkeyword|Regimental}} alongside your generic squads.&lt;br /&gt;
*&#039;&#039;Sergeants:&#039;&#039; Like most armies the Guard&#039;s infantry (and cavalry) squads have non-commissioned officers leading them. These Sergeants (or Bone&#039;Eads, if you&#039;re an Ogryn) have +1 Attack and Leadership over the rest of the squad, and in Infantry squads they swap the longarm of the rest of the unit for a laspistol and chainsword. Infantry Squads, Scions, Veterans, Rough Riders, Ogryns, and Bullgryns all have sergeants in some form, none of whom cost more than the non-Sergeants in the squad with them.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
Bodyguards don&#039;t take up slots but must be assigned to any unnamed {{W40Kkeyword|infantry officer}} at a maximum rate of 1 per unit, so they can be added to single-model Castellans or Commissars, as well as Command Squads of any flavor. Bodyguards &#039;&#039;&#039;must&#039;&#039;&#039; absorb any abuse that the officer may come across - all incoming wounds must be allocated to them.  In exchange, you get to use their Toughness when something tries to wound the unit.  In practice all {{W40Kkeyword|bodyguard}}s are {{W40Kkeyword|militarum auxilla}}.&lt;br /&gt;
*&#039;&#039;&#039;Ogryn Bodyguard:&#039;&#039;&#039; Generic variant. Starts with basic Ogryn kit but can trade up for the Bullgryn kit. Recommended to take the Power Maul and Slabshield for a 2+. If something&#039;s sniping your Commander, it&#039;s best to keep the base save at 2+ and account for the rend instead of banking on a 4++. Being T5 W6 and the ability to reduce damage taken by 1, they can certainly save your life from quite an array of threats while your officer lays out the orders. As an added bonus, they can shoot their Ripper Guns in melee so you can pretend you&#039;re playing [[Warhammer 40K: Darktide|Darktide]]. &lt;br /&gt;
**[[Derp|Their Slab Shields override their Bullgryn Plate, so you shouldn&#039;t pay for the latter if you take the former]].&lt;br /&gt;
*&#039;&#039;&#039;[[Nork Deddog]]:&#039;&#039;&#039; The Unique one, only has a 4+, but comes with 2+ WS/3+ BS, an extra wound, and deals a MW with every UMWR of 6. Take him if you&#039;re expecting the Squad to get into melee, otherwise stick with the Bullgryn Bodyguard for tanking sniper shots. Has a Large Knife and Ripper Gun.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
&lt;br /&gt;
====Regimental====&lt;br /&gt;
*&#039;&#039;&#039;Cadian Castellan:&#039;&#039;&#039; As it turns out, Creed didn&#039;t have a singular stranglehold on the title. Of course, he&#039;s able to issue two Regimental Orders each turn like the Company Commanders of 8th Edition. He interestingly only has a 5+ save stat, but comes with a Refractor Field for a 5++. He starts with a Laspistol and Chainsword, and can trade the Chainsword for a Bolter, Power Sword, or Fist. He can also trade his Laspistol for a Bolt or Plasma pistol. He also grants the Senior Officer Aura of re-roll 1s to hit for {{W40Kkeyword|ASTRA MILITARUM CORE}} units within 6&amp;quot;. If you&#039;re not running the Lord Solar, he has to be the Warlord.  Your go-to budget HQ if you&#039;re running an Infantry-based list.&lt;br /&gt;
*&#039;&#039;&#039;Command Squad:&#039;&#039;&#039; Replaces the Company Commander and Tempestor Prime. Your COs are no longer going to battle alone, with all members of the Command Squad now a part of the unit and the entire unit getting character protection. They can each take a variety of options, but the most important change is that Regimental Advisors and Ogryn Bodyguards must now be included in the unit. The Ogryn Bodyguard is probably an autotake, because &#039;&#039;&#039;T5 6W and -1 Dam&#039;&#039;&#039; means he is tougher than everyone else combined, and you use his Toughness for the unit. Did we also mention the entire Command Squad benefits from &#039;&#039;&#039;Lo,S!&#039;&#039;&#039;, so they can still hide from non-sniper units?&lt;br /&gt;
**&#039;&#039;&#039;Cadian&#039;&#039;&#039;: AKA the Company Command Squad of old, with the Cadian keyword slapped onto it. The wargear is tied to each model. The Commander has a Chainsword and Laspistol, one veteran guardsmen with the Cadian Regimental Standard and a Lasgun, one veteran with a Medi-pack and a Lasgun, one veteran with a Master Vox and a Laspistol, and one veteran with a Chainsword and Laspistol for a warm body. The Commander cannot be the warlord with either Lord Solar Leontus or a {{W40Kkeyword|COMMANDANT}} model in the army. &lt;br /&gt;
***The Commander and one Veteran can swap his Laspistol for a Bolt Pistol or Plasma Pistol, similarly the Commander and one Veteran can swap his Chainsword for a Power Sword or Power Fist. Finally two Vets may swap their Chainsword/Regimental Standard for the usual special weapons.&lt;br /&gt;
**&#039;&#039;&#039;Platoon&#039;&#039;&#039;: They are the generic guys. &lt;br /&gt;
**You can also tack on Regimental Attaches to your Command Squads. They&#039;re all just 1W utility models now.&lt;br /&gt;
***&#039;&#039;&#039;Astropath:&#039;&#039;&#039; One-Cast Psyker and can cast properly now, but can only choose from the first three Powers in the Psykana Discipline. Also has a WC7 action to get a CP. Unlike the Primaris Psyker, he doesn&#039;t take up a slot.&lt;br /&gt;
****Considering how likely you are to be taking a second detachment, take him. If not, still take him because he&#039;s a warm body.&lt;br /&gt;
***&#039;&#039;&#039;Officer of the Fleet:&#039;&#039;&#039; Pick a visible unit within 30&amp;quot; so that your {{W40Kkeyword|aeronautica imperialis}} units (i.e. Valkyries) get re-rolls of 1 to hit it. Provides a 2CP stratagem to delay reinforcements on Round 1 or 2. Delaying reinforcements is powerful, but it costs 2 CP &#039;&#039;and&#039;&#039; you have a Prefectus order that provides a 12 inch no-deepstrike bubble, which you can play around with to extend further. &lt;br /&gt;
***&#039;&#039;&#039;Master of Ordnance:&#039;&#039;&#039; Pick a visible unit within 30&amp;quot; so that your {{W40Kkeyword|astra militarum artillery}} units get re-rolls of 1 to hit it. Now useful because Cadia no longer gives out free re-roll 1s for remaining stationary. Provides a 2CP stratagem to deal out mortal wounds around a target point on the battlefield after a 2 turn (1 round) delay.&lt;br /&gt;
*&#039;&#039;&#039;Tank Commander:&#039;&#039;&#039; Nerfed from its 8th Ed incarnation because it&#039;s just 4+ BS now, but at least it has the same TURRET WEAPON rule as the non-{{W40Kkeyword|officer}} variant to give it a +1 and ability to shoot outside of combat. It orders {{W40Kkeyword|Squadron}} models, which include the Leman Russ and Sentinels of both flavors, but not itself. Otherwise the same as the basic Leman Russ now, which is still very tough, and only 10 points more.&lt;br /&gt;
**Spend a tank ace upgrade on it to [[Awesome|make it a fucking Commissar]] and allow it to issue an extra PREFECTUS order per turn. No free power sword attack, though &lt;br /&gt;
**If you&#039;re going for VP, you&#039;ll need a {{W40Kkeyword|VEHICLE OFFICER}} within 12&amp;quot; of another vehicle for Inflexible Command. However, with the Vaunted Praetorian Tank Ace, you can commission a Rogal Dorn (which gets to order itself) or a Baneblade (which gets to order other superheavies) to officer status. But since this is the Guard, just take both a TC and a Vaunted Praetor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Korps Marshal&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Your equivalent to the Castellan but with a gasmask and with 4 wounds. Comes stock with a power sword and laspistol, but that pistol can be swapped out for a bolt or plasma pistol. With the overdue Imperial Armour update, they&#039;re pretty much an alternative to the Castellan with the lack of regiment keywords with the exception of a lack of a power fist option.&lt;br /&gt;
*&#039;&#039;&#039;Death Rider Squadron Commander&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A junior officer mounted on a horse. A bit of an odd duck now that regimental commanders have been folded into the command squad, but they do stand out on being a generic cavalry officer that can issue orders to the returning Rough Riders as well as their own Death Riders. They&#039;re none too shabby either, as they complement their 5++ refractor field with a 5+++ save as well and while the lance isn&#039;t nearly as good as the Rough Riders&#039;, their horse can fight too with two S4 AP-1 swipes. They also have their own outflanking ability which won&#039;t count towards Reserves.&lt;br /&gt;
**They can also grab a command squad without needing to spend an Elites slot. Do take it, you need as many bodies as you can get because cavalry is not something easy to grab.&lt;br /&gt;
&lt;br /&gt;
=====Named Characters=====&lt;br /&gt;
Named characters must take a static Warlord Trait if they&#039;re your Warlord, can&#039;t take Relics, and can&#039;t take Bodyguards.&lt;br /&gt;
*&#039;&#039;&#039;[[Lord Solar]] Leontus:&#039;&#039;&#039; The Lord Solar is the Guard&#039;s {{W40Kkeyword|SUPREME COMMANDER}}, coming mounted on his [[Brony|cyber-horse]] [[Kostaltyn|Konstantin]] and spewing out three orders a turn; as the top dog of the Imperial Guard, he can order &#039;&#039;anyone&#039;&#039; and use &#039;&#039;any&#039;&#039; of the three orders trees, up-to and including Battle Tanks, Superheavies, Auxilia, and other Officers, drastically improving their flexibility.&lt;br /&gt;
**12&amp;quot; S6 T4 8W 6A, with a 3+/4++ and halving damage, he is quite tanky for a regular human. For weapons, he has a S8 AP3 3D pistol and a S:U AP3 D2 sword.&lt;br /&gt;
**He never leaves home without consulting his crystal-girl witchtok hoes, represented by the &#039;&#039;The Collegiate Astrolex&#039;&#039; rule: Before the battle, after the opponent reveals his secondaries/agenda, you may change one of yours or instead gain an extra CP in your first command phase. Pretty good when you&#039;re facing Necrons with their absolutely bonkers secondary game.&lt;br /&gt;
**For buffs, all CORE units within 6&amp;quot; can reroll hit and wound rolls of 1; he can also select one CORE/CHARACTER/BATTLE TANK in the command phase for full hit rerolls, and if it&#039;s also Core, full wound rerolls as well. &lt;br /&gt;
**His best use is being a CP and Order engine. Because he has access to all Orders and can order any Guard unit, you can keep him hanging back with your artillery and generating CP, or have him escort a Bullgryn/Baneblade castle as a [[Distraction Carnifex]]. He has no way to shrug MWs and he can&#039;t be Bodyguarded, so Snipers can potentially blip him to death. &lt;br /&gt;
*&#039;&#039;&#039;[[Creed|Ursula Creed]]:&#039;&#039;&#039; [[Lulz|Ms. Trunchbull]] IN SPESS and Creed&#039;s secret daughter who was [[Tactical genius|hiding behind the Warlord Titans]] all this time. She doesn&#039;t give you bonus CP, but can spew out three orders a turn just like daddy. &lt;br /&gt;
**Unlike her father, when she orders a unit, the unit gets +1S to their shooting, so she can make Sentinels fire overcharged plasma at BS3+ and S9 AP-4. The FAQ further clarifies that if the order is over-written, they will no longer receive the +1 S modifier, so you &#039;&#039;have&#039;&#039; to single each unit out specifically. &lt;br /&gt;
**She lets you do a CP re-roll twice per phase, too. Weapons-wise she has a Power Sword and a brace of relic Hotshot Laspistols, Fury and Vengeance, which is 12&amp;quot; Pistol 4 S5 AP-3 D2. &lt;br /&gt;
**She also has the {{W40Kkeyword|COMMANDANT}} keyword so must be your Warlord if you didn&#039;t take the Lord Solar. If she is the Warlord, she uses the Master Tactician Warlord trait which can have you pull off outflanking maneuvers.&lt;br /&gt;
**She is the ranged Straken, and can be used to babysit infantry or Heavy Weapons while the Lord Solar or Tank Commanders lead from the front. &lt;br /&gt;
*&#039;&#039;&#039;Colonel Straken&#039;&#039;&#039; - The Guard&#039;s version of the half-chewed (but more bad-ass) Marneus Calgar and Catachan senior Officer. He&#039;s now available for everyone, which is great because his buffs aren&#039;t limited to Catachans.&lt;br /&gt;
**He&#039;s &#039;&#039;&#039;BS3+ A6 WS2+ S6 T4 Sv3+/4++ W5&#039;&#039;&#039;, which is Space Marine character tier stats. His Knife is SU(6) AP-3 D2. Because he (like all Catachan Named Characters) has {{W40Kkeyword|Regimental}}, he can still benefit from Brutal Strength, bumping him up to S7 in the first turn of combat. So yes, he is hitting as hard as an autocannon but with substantially more AP.&lt;br /&gt;
**He can order twice, and like Ursula, he gives a bonus to the specific unit he orders (UMHR of 6s in melee autowound non-{{W40Kkeyword|vehicle}}s). He gives an aura of re-rolling hit rolls of 1 to {{W40Kkeyword|astra militarum CORE}}. He also gets to re-roll wounds against {{W40Kkeyword|Monster}}s.&lt;br /&gt;
**If he has a WT, all his 6s to hit in melee score 2 hits (making him effectively WS1+) and he gets to add +1 to his melee wound rolls.&lt;br /&gt;
&lt;br /&gt;
====Militarum Tempestus====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militarum Tempestus Command Squad:&#039;&#039;&#039; Deepstriking Command Squads. Similar to the Cadian and Platoon versions, every model can be kitted out for a specific role/utility, but they can also only take one of each gun, locking you out of Melta spam. See the [[{{PAGENAME}}#Regimental|Regimental]] section for more discussion of Command Squads in general, including Attaches.  Note that you &#039;&#039;can&#039;&#039; take Attaches, and they&#039;ll deep strike with you just like Bodyguards, but Bodyguards have Militarum Auxilla, which is why they don&#039;t block Scion Troops - Attaches have no special rule, so an [[what|Officer of the Fleet to buff your Valkyries will shut down your ObSec]].&lt;br /&gt;
**The Command Rod gives him access to Prefectus Orders (but he can only order other {{W40Kkeyword|Militarum Tempestus}} units, and doesn&#039;t increase the number of orders.)&lt;br /&gt;
***The Prime is so modeled as to not have any melee weapons (that dagger is [[Tau|suspiciously]] [[Bonding Knife|purely ceremonial]]), and since you&#039;ll want to replace his pistol to take the Command Rod on the Prime, his only [[Derp|weapons are grenades]].&lt;br /&gt;
**The fact that he can only issue one order shouldn&#039;t really matter, but it does. Ideally, you &#039;&#039;shouldn&#039;t&#039;&#039; be spreading your Scions thin and should all have them close enough that the one order will bounce off, and close enough to the Command Squad to proc &#039;&#039;&#039;Drill Commander&#039;&#039;&#039;.&lt;br /&gt;
**BUT! Placing Scions in deep strike means [[Derp|going a turn without orders]], and placing the Command Squad in a Transport has its own issues: since Orders are issued in the Command Phase, your Scions all drop in after Orders have been issued. The &#039;&#039;&#039;only&#039;&#039;&#039; exception is for those jumping out of a Valkyrie/Taurox: Officers who disembark can then issue their single order, but this order &#039;&#039;can never benefit from Regimental Tactics/Bounce&#039;&#039;. Because of mandatory order of events, Valkyrie disembarking always happens before Reinforcements arrive via Deepstrike. And no, you can&#039;t pop out of the Taurox after moving, only [[Armageddon Steel Legion|Mechanised Infantry]] and affiliated Kasrkin can do that.&lt;br /&gt;
**The best thing about this squad is they can take an Ogryn Bodyguard that can Deep Strike along with them. The entire unit gets &#039;&#039;&#039;Look Out, Sir&#039;&#039;&#039;, but the Ogryn provides the entire unit with T5 until he is removed.  Same trick works with Attaches (Ordnance/Fleet/Astropath), but they&#039;ll break your rule letting you field Scions as Troops.&lt;br /&gt;
&lt;br /&gt;
====Officio Prefectus====&lt;br /&gt;
*&#039;&#039;&#039;Gaunt&#039;s Ghosts:&#039;&#039;&#039; Like a Command Squad (&#039;&#039;but not one&#039;&#039;, so you can&#039;t take attaches), and individually much better than the generic ones. Unlike the Cadian/Platoon version, they do not benefit from Regiments at all, but they are {{W40Kkeyword|Tanith}}. Ibram Gaunt, the officer, is a named character, which is why you also can&#039;t take a bodyguard.&lt;br /&gt;
**What they lack in Regiment bonuses, they make up for by being [[Raven Guard|extra]] [[Kommando|Sneaky]]: they can Scout Deploy anywhere on the board, and their Camo-Cloaks are more advanced than anything the [[Stealthsuit Team|Tau]] or [[Infiltrators|the Mary Sues]] can field: They can&#039;t be shot at by enemies outside of 18&amp;quot;, ranged attacks against them are always -1, and they can add 1 to their armor save when receiving the benefits of cover. Like a regular command squad, each model has its own unique ability.&lt;br /&gt;
**&#039;&#039;&#039;Ibram Gaunt:&#039;&#039;&#039; W/BS 2+ A3 W4, but he can do an additional d3 attacks with his SU AP-1 D2 Chainsword. So long as he&#039;s still alive, you never have to worry about Morale, and he can issue 2 PREFECTUS/REGIMENTAL commands. &lt;br /&gt;
***He lacks the &#039;&#039;&#039;Summary Execution&#039;&#039;&#039; rule because he is a [[Colonel-Commissar Ibram Gaunt|reasonable commissar]].&lt;br /&gt;
**&#039;&#039;&#039;Major Elim Rawne:&#039;&#039;&#039; A3 W3, but so long as he&#039;s alive, this [[Skaven|gutter-fighter]] can force one enemy unit within Engagement Range to fight last.&lt;br /&gt;
**&#039;&#039;&#039;Colonel Corm Corbec:&#039;&#039;&#039; A3 W4 and gives you a CP discount on any stratagem used on them &#039;&#039;once per battle round&#039;&#039;. This can bring the CP cost to 0. He also comes with a hot-shot lascarbine, which is Assault 3 S3 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Master Sniper Larkin:&#039;&#039;&#039; A1 W2, but BS 2+. His Long-Las is Heavy 1 S5 AP-2 D3 that can cause d3 MWs on UMWRs of 6. The lack of Regiment means he&#039;ll never be able to proc Born Soldiers, but at least you can CP re-roll for free.&lt;br /&gt;
**&#039;&#039;&#039;Trooper Bragg:&#039;&#039;&#039; A2 W2. He never suffers penalties for moving and shooting his autocannon... but he&#039;s got an Orky [[Derp|5+ BS]] anyway. They finally fixed his rule to be less confusing: after the unit makes their attacks, if no hits were scored with his Autocannon, he can immediately shoot again.&lt;br /&gt;
***Honestly, he&#039;ll probably be the first one to go once you start taking losses. [[Tanith First (And Only)|Spoilers]].&lt;br /&gt;
**&#039;&#039;&#039;Scout Sergeant Oan Mkoll:&#039;&#039;&#039; Mini-Marbo. He has W/BS 2+ 4A W2. He gives everyone a 5++ Invuln so long as he&#039;s still around.&lt;br /&gt;
&lt;br /&gt;
====Scholastica Psykana====&lt;br /&gt;
*&#039;&#039;&#039;[[Primaris Psyker]]:&#039;&#039;&#039; Compared to an Astropath, you get a compulsory force stave, 2 powers and access to the entire discipline, and four wounds. Can cast twice but deny only once, but since he takes up a slot in the very crowded HQ section and Astropaths are regular psykers now, he isn&#039;t as much of an auto-take as before.&lt;br /&gt;
**Commissars no longer have the &#039;&#039;&#039;It&#039;s for your own good&#039;&#039;&#039; rule, so if he explodes, he explodes.&lt;br /&gt;
**Okay-ish in close combat, due to his A3 WS3+ S6 AP-1 Dd3.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
You get four different options for Troops: Infantry Squads, Cadians, Catachan, and Krieg. And yes, all of them get to benefit from your chosen Regimental traits. &lt;br /&gt;
A note on scions: You will need to take all Scions in order to use them as troops, so for now, they will stay in [[{{PAGENAME}}#Militarum_Tempestus|their own section]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cadian Shock Troopers:&#039;&#039;&#039; Revealed in the 35th Anniversary celebration, with the upcoming Box Set including 20 of them, the sons and daughters of lost Cadia are becoming their own units. What differentiates them from the basic guardsmen squad? These guys can carry two special weapons per 10 guys (no Sniper Rifles though) at the expense of having no heavy weapons, and on unmodified 6 to hit with a lasgun or laspistol, they score an additional hit that didn&#039;t hit on any particular number, which is equivalent to +1 to hit. That makes these guys the best target you have for FRFSRF.&lt;br /&gt;
**The {{W40Kkeyword|CADIAN}} keyword opens them up for a lot of stratagems, including transhuman. &lt;br /&gt;
**All their options are still free, though, so you will be taking these guys for special weapons: two troopers can take special weapons, but only one of each. &lt;br /&gt;
**Their Sergeant can take either a drum-fed autogun or a pistol/phainsword combo where the pistol is a laspistol or bolt pistol.&lt;br /&gt;
***Always take the autogun so he can actually contribute: you&#039;re not going to do anything in melee anyway. If for some reason you&#039;re taking a pistol, the laspistol gives exploding 6s; BORN SOLDIERS also means the difference in S between a las and bolt pistols matters a lot less. &lt;br /&gt;
*&#039;&#039;&#039;Catachan Jungle Fighters:&#039;&#039;&#039; You get exploding 6s in melee, but your special weapons are locked to up to 2 flamers and nothing else, all for five points more than the Shock Troops or generic infantry. Only take these if you&#039;re running a thematic list with Infantry Squads with the Veteran Guerilla and Brutal Strength regiment traits.&lt;br /&gt;
**[[Derp|While clearly intended to be the melee to the Cadian ranged, the Sergeant can&#039;t take any options like Power weapons]]. [[Fail|He doesn&#039;t even get a chainsword, just a laspistol]].&lt;br /&gt;
*&#039;&#039;&#039;Death Korps of Krieg:&#039;&#039;&#039; They all get mini-transhuman (Unmodified Wound Rolls of 1-2 always fail), and you can buy a med-pack to shrug the first failed save and spend CP to bring models back. Would have been a lot better if you [[whiteshield|had more models]] or a [[Kasrkin Armour|usable save]].&lt;br /&gt;
**The Krieg Squad is the weirdest example of out-of-the-box syndrome: each squad comes stock with a Plasma Gun, and the Plasma Gunner can only switch his gun for a Lasgun+Vox; besides him, two more guys can pick up a special weapon. As of the March 1st/23 FAQ, you are limited to 1 of each special weapon per squad, however that does still mean you can have more special weapons (3) than Cadians.  However, the 2 who pick can&#039;t carry plasma, and if you want plasma you have to give up your vox-caster, so don&#039;t be surprised if you end up taking 1 plasma and 2 other specials and shoving yourself forward into the enemy.&lt;br /&gt;
***The reason why the Plasma gunner is singled out is because the melta, plasma gun, and the Vox-Krieger&#039;s (purely cosmetic) flare gun [[DERP|all share the same fucking elbow]] and it&#039;s a real bitch to kitbash because of the way the gun is positioned. &lt;br /&gt;
**Mini-transhuman won&#039;t come up that often considering that most anti-chaff weapons are massed S4/5, so it will almost never actually be worth it. In fact, being Cadian lets you pop a stratagem for &#039;&#039;actual transhuman&#039;&#039; which nullifies the advantage of S4+ (so everything that&#039;s not a guardsman weapon).&lt;br /&gt;
**They &#039;&#039;don&#039;t&#039;&#039; inherently have {{W40Kkeyword|Cult of Sacrifice}}.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039; Ten men, nine and a half guns. These guys are the meat and potatoes of any infantry list, and at 6.5 points apiece, they&#039;re pretty efficient. That base 5+ save isn&#039;t great, but they can be surprisingly resilient in cover. Unlike the Cadian Sergeant, their Sergeant can upgrade to a boltgun and chain/power sword; always take the boltgun and chainsword. The plasma pistol and the power sword are the only weapons that cost you, so just keep them standard.&lt;br /&gt;
** One Guardsman can take a voxcaster, one can take a special weapon, and two guardsmen can combine into a single Heavy Weapons Team. The best part? These will not affect the unit&#039;s cost - it&#039;s 65 points for the unit now, regardless of model count or weapons, so go ham. As for the exact loadout these guys will use, it depends on their Regimental trait and the role they&#039;ll be playing.&lt;br /&gt;
** If you&#039;re planning to take heavy weapons in your squads, consider buying the Brood Brothers box to get the option of adding a heavy weapon team into your squad. If you buy five of them you&#039;ll get 5 infantry squads with a heavy weapon and a additional squad made up of the left over guardsmen that come with the boxes (along with a few extra pieces to spice up your squads a bit). In addition, you&#039;ll also save money buying 6 Brood Brother boxes compared to buying 6 Cadian Shock Troop boxes and 2 Cadian Heavy Weapon Squads.&lt;br /&gt;
&lt;br /&gt;
===Elites=== &lt;br /&gt;
====Regimental====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin&#039;&#039;&#039;: The Chadboys are back, and this time they&#039;re more elite than ever. Each comes with an &#039;&#039;extra&#039;&#039; Regimental Doctrine due to their Warrior Elites rule, but each doctrine picked for WE must be unique to that unit in your entire army (so no sharing with an allied Guard detachment). They also have the {{W40Kkeyword|Cadian}} keyword, which comes into play for several rules and strat interactions. In short, [[Slaanesh|they fuck. They fuck hard.]]&lt;br /&gt;
** These guys have Scion stats and saves and can also come with up to four special weapons, with usual loadout limitations of no more than 2 of the same gun. You can choose from flamers, grenade launchers, hot-shot volley guns, meltaguns, and plasma guns.&lt;br /&gt;
**One of them can take a Kasrkin exclusive Hotshot Marksman Rifle  &#039;&#039;in addition to&#039;&#039; the 4 special weapons the squad cant take. It is a 36&amp;quot; Heavy 1 S4 AP-2 D3 sniper rifle that ignores &#039;&#039;Lo,S!&#039;&#039; and does an additional mortal wound on 6s to wound.&lt;br /&gt;
**Armoured Superiority and Expert Bombardiers do nothing at all on this unit, and several other options do precious little. Here are the doctrines that do the most for Kasrkin as a general rule:&lt;br /&gt;
***Born Soldiers, of course.&lt;br /&gt;
***Cult of Sacrifice (particularly useful on 2x plasma + anything, as the plasma gunners dying now buffs the rest of the unit).&lt;br /&gt;
***Trophy Hunters (particularly useful on 2x melta + 2x plasma + marksman, giving the unit a material edge against T8 monsters and vehicles).&lt;br /&gt;
***Mechanised Infantry (if you give them a ride).&lt;br /&gt;
***Heirloom Weapons (particularly useful if you bring 2 meltaguns and 2 flamers, and don&#039;t forget this unit has frag and krak grenades that will work 10&amp;quot; out).&lt;br /&gt;
***Industrial Efficiency (this is better on Sv4+ than Sv5+, for sure).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Engineer Squad&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A band of soldiers with 12&amp;quot; Assault 3 S4 shotguns, giving them a decent bit of punch. Each one also comes with gas bombs, S+2 AP-2 Blast weapons that auto-wound anything that isn&#039;t a vehicle or titanic on a 2+ for some extra assurance. In addition, you can buy a heavy weapons squad, but this will only equip you with a mole launcher, which is essentially a mortar with AP-1 but half the range.&lt;br /&gt;
**Their big gimmick is essentially being able to deep strike from wherever you want. This is especially useful if you also take a Hades drill with them so you can have both units popping out from the same hole in the ground.&lt;br /&gt;
*&#039;&#039;&#039;Death Rider Command Squadron&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; You can take one with each Commander without eating an FOC slot, which is just as well. Seeing as the only other cavalry options are either the Death Riders or Rough Riders, you&#039;d be well served by having more horses to throw around without wasting an Elites choice, if nothing else. As with the commander, these horse-like mounts also get a 5+++ save and two S4 AP-1 swipes as well, while the riders are stuck with AP-1 lances that upgrade to S+2 AP-3 D2 on the charge. They can also be used for outflanking moves.&lt;br /&gt;
&lt;br /&gt;
====Militarum Auxilla====&lt;br /&gt;
*&#039;&#039;&#039;[[Ogryn#Bullgryns|Bullgryn]]s&#039;&#039;&#039;: T5 W3 with -1 to D taken (min 1) and your choice of Sv4+/4++ or Sv2+. You&#039;re going to take the latter, since that invuln will only matter once they&#039;re hitting you with dedicated TEQ-killing AP-3/4, and those will still be inefficient because of inbuilt -1 D; a 2+ save will also get better in cover, and will better tank the massed low AP 1D shots&lt;br /&gt;
**These are even harder to shift than Ogryn at the cost, baseline, of worse damage output: 18&amp;quot; Assault 1d6 S4 AP-1 D1 at BS4+ with their Grenadier Gauntlets (and the same AP-2 frags Ogryn get), with only baseline melee at A4 WS3+ S6.  &lt;br /&gt;
**Never take the gauntlets - instead, spend the 5 points per model to give them mauls, for A4 WS3+ S+1(7) AP-1 D2. [[FAIL|They can&#039;t be buffed with a Regimental Preacher]], but Prefectus Orders work on them just fine, for durable ObSec that hits back quite hard when something shoves into melee to contest. You can also bring the Lord Solar to give them +1 to hit and -1 AP&lt;br /&gt;
*&#039;&#039;&#039;[[Ogryn]]s&#039;&#039;&#039;: T5 Sv5+ W3 with -1 to D taken (min 1), these thiccies are really hard to shift now. They can be ordered by Commissars or by the Lord Solar to become ObSec, so they will most likely have to follow them around.  Their Ripper gun is 18&amp;quot; Assault 3 S5 AP-2 D2 at BS4+, but can be fired like a Pistol (i.e. while Engaged at the Engaging units). The gun also rocks a bayonet at A4 WS3+ SU(6) AP-1 D1, which is pretty decent (the sergeant is A5). They also have AP-2 frag grenades, called &amp;quot;frag bombs&amp;quot;, but you&#039;re never going to choose them over your Rippers in practice.  &lt;br /&gt;
*&#039;&#039;&#039;[[Ratling]]s&#039;&#039;&#039;: The same pint-size sniper unit as before with many improved abilities. They retain an infiltrate and a stealth/cover skillset (-1 to be hit with ranged attacks, Light Cover takes them from 6+ to 4+), but their &#039;&#039;Shoot Sharp and Scarper&#039;&#039; ability is now a normal move after shooting 1/turn, rather than a random D6&amp;quot; run; if you use this after Overwatch, the charging unit can change targets. Their movement is 5&amp;quot;, but that still means a 10&amp;quot; total scarper thanks to their ability. Hilariously, because Heavy Weapons only impose a -1 shooting penalty for firing after a move, and Ratlings are BS3+, this lets the Ratlings still move-shoot-move. With a bit of planning and positioning around LOS-blocking cover, these little gits can snipe away enemy characters with impunity. Just beware their terrible defenses. T2 W1 Sv6+ Ld5 is underwhelming; anything stronger than a stiff breeze will fold them like a deck of cards despite their 4+ in Light Cover and -1 to be hit at range.&lt;br /&gt;
**Their Sniper Rifles are BS3+ 36&amp;quot; Heavy 1 S4 AP-1 D1, ignore Look Out, Sir, UMW 6 inflicts +1 MW.  That means against a MEQ Captain (Sv3+/4++) you&#039;re looking at 0.28 wounds lost per Ratling, or 4.17 for a full set 3 units of 5 each (15 shooters) - and they cost 10 ppm, or 150 for the full set.  If you use the Move-Shoot-Move trick, you&#039;re looking at 3/4 that, or slightly less than 0.21 per model (3.125 for the whole set). By comparison, a Kasrkin with a Hot-Shot Marksman Rifle is BS3+ 36&amp;quot; Heavy 1 S4 AP-2 D3, ignore Look Out, Sir, UMW 6 inflicts +1 MW, &#039;&#039;with access to Born Soldiers, Regimental Orders, and {{W40Kkeyword|core}} buffs&#039;&#039;, all on a model that&#039;s also 10ppm.  Each one deals 0.61 wounds to our MEQ Captain baseline, up to 0.88 with Born Soldiers, or 1.83 up to 2.625 with 3 shooters.  3 Born Soldiers Kasrkin units properly kitted out for the job (2 plasma guns, 2 hot-shot volley guns or meltaguns depending on how you think you&#039;ll use them) with a Castellan to support them (re-rolling 1s to hit from Senior Officer and +1 to hit, -1AP from the Take Aim! order) will net you 3.6 total damage dealt to our MEQ Captain with just the 3 snipers (drops to 3.06 on the move), while the other guns &#039;&#039;are also supported&#039;&#039;.  &lt;br /&gt;
***tl;dr:As Auxilia, they don&#039;t benefit from Born Soldiers. That&#039;s bad enough, except you&#039;re also desperate for space in the Elites slot (are you &#039;&#039;really&#039;&#039; going to take Ratlings over Kasrkin or Bullgryn, or even an Enginseer?).&lt;br /&gt;
*&#039;&#039;&#039;Regimental Enginseer:&#039;&#039;&#039; Now a purely guard unit since it can no longer repair AdMech units, which is the way this edition has been going anyway. Has two excellent abilities for supporting vehicles. Between them, you&#039;ll likely want one for each Baneblade variant or Rogal Dorn you take.&lt;br /&gt;
**The first lets it choose an {{W40Kkeyword|ASTRA MILITARUM VEHICLE}} within 3&amp;quot; during the command phase, and give it a 5++ until your next command phase. Basically a limited but more guaranteed version of Psychic Barrier.  &lt;br /&gt;
**The second is the traditional 1d3 wounds repaired at the end of the movement phase. &lt;br /&gt;
**The Imperial Guard codex kept the Tech-Priest as an Elite choice and allows you to bring in Servitors with it as a single Elites choice. With the new Arks of Omen detachment and its Character Elite slots, this means that the Tech-Priest isn&#039;t competing with Kasrkin or Bullgryn for slots.&lt;br /&gt;
*&#039;&#039;&#039;Munitorum Servitors:&#039;&#039;&#039; 4 Guardsman bodies which are slower, have a poor BS of only 5+, and have a 4+ save. Two of them can take a Heavy Bolter, Plasma Cannon, or Multi-Melta. If a Tech-Priest is babysitting them, they increase their BS to 4+ and Leadership to 9.&lt;br /&gt;
**Even though they are still bad, they can still be a source of bodies for Actions, similar to Cryptothralls. At about 2/3rds of the price of the Infantry Squads, they aren&#039;t nearly as good of a deal as they are for Space Marines, and you&#039;re not hurting for cheap squads for actions.&lt;br /&gt;
*&#039;&#039;&#039;Regimental Preacher:&#039;&#039;&#039; The Priests, renamed of course. Lost the old War Hymns and now have a few new special rules. Their prayers now work like Space Marine Chaplain litanies, roll a die in the Command phase and on a 3+ a prayer of your choice goes off. Can only target 1 {{W40Kkeyword|CORE}} or {{W40Kkeyword|INFANTRY CHARACTER}} unit with each prayer (each gets 1), and targets must be {{W40Kkeyword|astra militarum}}.&lt;br /&gt;
**Your prayer choices are +1 to charge rolls and re-roll melee hits, which you&#039;ll only care about on Catachans, whoever else you give the &#039;&#039;&#039;Brutal Strength&#039;&#039;&#039; trait to, and Rough Riders (no more Ogryn/Bullgryn buffing or trying to get a Battle Tank crew chanting), or a 6++ and immunity to Maledictions (any Maledictions on the unit fall off and new ones can&#039;t affect it).  &lt;br /&gt;
***The 6++ is best on Death Korps of Krieg, who are the most interested in improving their terrible saves, but in practice the best use of the power is controlling your opponents&#039; ability to debuff you, assuming your opponent has leaned into Psychic debuffs.  &lt;br /&gt;
**Unlike every other priest in the game, Regimental Preachers don&#039;t actually use the Priest prayer rules per se, they use their own bespoke set that also specifies a 3+.  The reason this matters is that their bespoke version &#039;&#039;doesn&#039;t&#039;&#039; say anything about picking prayers you haven&#039;t attempted - you &#039;&#039;can&#039;&#039; use multiple Preachers to spam the same prayer, either for more reliability or to spread the buffs&lt;br /&gt;
&lt;br /&gt;
====Militarum Tempestus====&lt;br /&gt;
*&#039;&#039;&#039;Militarum Tempestus Scions:&#039;&#039;&#039; Deep striking Kasrkin, but worse. They can only be taken as Troops if you take a full Scion detachment: Tempestus Patrols are free if you&#039;re also taking a Militarum AoO detachment. Because Scions are geared towards deep striking and capturing objectives, you &#039;&#039;want&#039;&#039; them to have ObSec. &lt;br /&gt;
**Their Hot-Shots are 24&amp;quot; and their Volley Guns are now RF2! This means you no longer need to drop into the Danger Zone within 9&amp;quot; and can hang back a little. Valkyries &#039;&#039;were&#039;&#039; practically mandatory, but they&#039;ve been gimped now that any embarked scions are dropping turn 3 at the soonest, as if the Scions weren&#039;t fucked hard enough already.&lt;br /&gt;
**Like all Scions, they get exploding 6s on UMHR6s instead of Regimental traits. A benefit of it being baked into their datasheet is that they&#039;ll always benefit from this, and can help you procc Overcharge Las Cells in non-Cadian lists.&lt;br /&gt;
**For stratagems, you can Overcharge Las-Cells to do up to 6 MWs on UMWRs of 6s, Immovable Indoctrination to shut down all Wound Re-Rolls and reduce AP if your Gloryboys are within range of an objective, or you can spend 2cp to MOUNT UP! and immediately re-embark a transport.&lt;br /&gt;
**Prefectus Orders (or a Tempestor with a Command Rod) can let them have ObSec even as Elites through an order.&lt;br /&gt;
&lt;br /&gt;
====Officio Prefectus====&lt;br /&gt;
*&#039;&#039;&#039;[[Commissar]]:&#039;&#039;&#039; You know them, you fear them. 9th Edition gave them the {{W40Kkeyword|Officer}} and {{W40Kkeyword|Voice of Command}} keywords so they can now issue Prefectus Orders in the Command Phase. In addition, for each {{W40Kkeyword|COMMANDANT}} or {{W40Kkeyword|COMMAND SQUAD}} unit in the army, a single Commissar can be taken without taking up an Elite slot. His &#039;&#039;Summary Execution&#039;&#039; rule is now once per turn, and it makes a friendly Core unit from the army within 6&amp;quot; of the Commissar auto-pass Combat Attrition tests. Thematically, the one guy who&#039;s removed from a failed morale test is just the commissar executing him (although he still counts as fled, not dead, if some other game rule cares about the difference), and the rest of the squad stays put, which isn&#039;t broken anymore due to [[Fail|the removal of conscript blobs]]. In terms of loadout, Commissars can only upgrade to a Plasma Pistol and/or Power Sword from their stock Bolt Pistol and Chainsword.&lt;br /&gt;
**Prefectus orders are more tactical utility than the offensive buffing of Regimental Officers. Commissars arent the only source of Prefectus orders, but wherever the orders come from, you&#039;ll want one or two to support your objective holders, especially those in the backfield.&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
====Regimental====&lt;br /&gt;
*&#039;&#039;&#039;[[Chimera Transport|Chimera]]:&#039;&#039;&#039; Slower than the Taurox, but has space for 12 rather than 10, which gives you some flexibility for Ogryns, or packing a Castellan, Commissar, and/or Preacher in with a squad. &lt;br /&gt;
**Another advantage it has over the Taurox is the &#039;&#039;&#039;Mobile Command Vehicle&#039;&#039;&#039; rule, which lets &#039;&#039;one&#039;&#039; embarked Officer issue &#039;&#039;one&#039;&#039; order while embarked. The 2023 FAQ further clarifies that this order is &#039;&#039;distinct&#039;&#039; from the numbers of orders your Officer can normally issue: using Straken as an example, he can order once from inside during the Command Phase, then order two more times when Disembarking. This means Ursula can order &#039;&#039;four&#039;&#039; times (and potentially spread 4 +1 S buffs), and that a Tempestor Prime can potentially find the most use in a Chimera rather than a Taurox Prime.   Note that a vox-caster in the command squad &#039;&#039;will&#039;&#039; work as normal, letting you issue the order out to 24&amp;quot; away.&lt;br /&gt;
**The Lasgun Array (RF 6) can be shot even when empty, and BORN SOLDIERS loves those 6/12 extra shots.&lt;br /&gt;
**The turret weapon now has Turret Weapon, allowing it to fire at 3+ or out of melee. The multilaser has also been buffed to Heavy 4 S6 AP-1 D1, so there&#039;s at least some decision making to do for what goes in the turret since all three choices are the same price (but to be honest you&#039;re always going to take the Heavy Bolter if you&#039;re using Born Soldiers).&lt;br /&gt;
*&#039;&#039;&#039;[[Taurox]]:&#039;&#039;&#039; Cheaper than the Chimera but still comes stock with Armored Tracks ([[Taurox|to make up for their shitty design]]), the virgin version of the Taurox finally found a use. It still works with Mechanised Infantry for letting squads pop out and officers to give orders; throw in either industrial efficiency for full Armageddon, or even Armoured Superiority to support your troops in grabbing objectives. The 10-model capacity means that you can&#039;t fit an {{W40Kkeyword|OFFICER}} in with a squad, but at 20 points cheaper than a Chimera with armored tracks, there&#039;s definitely a use for rapid objective grabbers or mass mechanization.&lt;br /&gt;
**The only option is a storm bolter. No Hunter-Killer, no Dozer Blade. That said, two autocannons isn&#039;t terrible, although they don&#039;t get Turret Weapon. &lt;br /&gt;
**Remember that Kasrkin squads get an extra Doctrine, so a single MECHANIZED squad in a Taurox can be a relatively inexpensive (170 points) aggressive push.&lt;br /&gt;
*&#039;&#039;&#039;Hades Breaching Drill&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; While listed as a transport choice and being able to fit in the same FOC slot as a Combat Engineer squad, they aren&#039;t really transporting the engineers in any way. Instead, when they arrive from reserves, both the engineers and drill pop out from the same point. From this point all it can do is run around, smashing through buildings and tanks with impunity because it has a melta drill. It&#039;s decently tanky with W7 T7 and a 3+ save, but it&#039;s got no guns. Melee is slightly better with a 4++ save.&lt;br /&gt;
*&#039;&#039;&#039;Trojan Support Vehicle&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The only real unit it can transport is a command squad of some sort and an extra character (maybe a Techpriest to keep it running) to fill out that spare slot. Aside from that, it can restore a wound to a nearby vehicle within 3&amp;quot; each turn as well as restore any single-use weapons like Hunter-Killers.&lt;br /&gt;
&lt;br /&gt;
====Militarum Tempestus====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Taurox#Taurox Prime|Taurox Prime]]:&#039;&#039;&#039; The Taurox&#039;s bigger, angrier brother is available exclusively to Scions and Commissars, but man is it worth it. With improved BS and an impressive selection of weaponry for its points, the Taurox Prime is the new king of metal boxes. It won&#039;t last long with that toughness, but it&#039;ll make back its points in the meantime. &lt;br /&gt;
**For weapons, you should always be taking the Gatling Cannon and Volley Gun combo, especially now that they&#039;ve been boosted in 9th: the sheer number of AP-1 shots the gatling cannon puts out makes it dangerous against most targets, though the Heavy 2 STR 8 AP-2 Dd6 Missile Launcher outperforms it against T8+. The Taurox-version of the Hot-shot Volley Guns are also RF3 &#039;&#039;each&#039;&#039; now, which are always better than the Autocannons. &lt;br /&gt;
**Because of 2023&#039;s Flyer Nerfs as well as the order changes, Taurox Primes come with the advantage of letting your boys come out earlier while still benefiting from orders through the disembarking rule. &lt;br /&gt;
**&#039;&#039;&#039;Note&#039;&#039;&#039;:  This vehicle is finicky about who can get on it, not just who can bring it; only {{W40Kkeyword|Militarum Tempestus}} and {{W40Kkeyword|Officio Prefectus}} infantry (and, of course, the Inquisition, using their special rule) can board it. This is &#039;&#039;theoretically&#039;&#039; to avoid the scenario where a Commissar, who in the fluff has the authority to command entire &#039;&#039;armies,&#039;&#039; should the need arise, can&#039;t board a simple armored car.&lt;br /&gt;
**You should only ever consider taking the Battle Cannon and/or Autocannons if you for some reason need extra range.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Armoured Sentinels:&#039;&#039;&#039; The thicc sentinel benefited a lot from &amp;lt;s&amp;gt;the codex&amp;lt;/s&amp;gt; [[Games Workshop|new model syndrome]]. An extra attack, wound, and point of toughness, plus all the Keywords you could ever need: {{W40Kkeyword|CORE}}, {{W40Kkeyword|PLATOON}}, and {{W40Kkeyword|SQUADRON}}, making it compatible with stratagems and all flavors of orders. And you can still take them in 3s. The advantage of the Armored Version is a 3+ save, {{W40Kkeyword|ARMORED}} plating for +1 save against D1 and a Keyword stratagem to reduce damage&lt;br /&gt;
**It might be better to take the Armoured version if you&#039;re &#039;&#039;&#039;Recon Operators&#039;&#039;&#039;: scout deploy and the pre-game move is mutually-exclusive, but a pre-game moving t6 3+ and D1=+1 Save is very decent.&lt;br /&gt;
*&#039;&#039;&#039;Scout Sentinels:&#039;&#039;&#039; The skinny sentinel benefited a lot from &amp;lt;s&amp;gt;the codex&amp;lt;/s&amp;gt; [[Games Workshop|new model syndrome]]. An extra attack, wound, and point of toughness, plus all the Keywords you could ever need: {{W40Kkeyword|CORE}}, {{W40Kkeyword|PLATOON}}, and {{W40Kkeyword|SQUADRON}}, making it compatible with stratagems and all flavors of orders. And you can still take them in 3s. The advantage of the Scout Version gets 12&amp;quot; of movement and Scout deploy. &lt;br /&gt;
**With the new 80mm bases, both kinds of new sentinels can be very good for bouncing orders using Regimental Tactics. Ordering a central 3-strong unit of Sentinels can bounce orders to units just short of 25.5 inches apart. &lt;br /&gt;
*&#039;&#039;&#039;Hellhound:&#039;&#039;&#039; The medium tank of the Guard motor pool was improved in 8th, and its improvements continue into 9th. It has the {{W40Kkeyword|Squadron}} keyword, [[Awesome|so it can receive Tank Orders]]. [[Fail|However, we&#039;re no longer able to take squadrons of up to 3 Hellhounds per FA slot]]. It now explodes on 5+ instead of 4+ which is a bit of a nerf, but its main weapon profiles have been even improved even more:&lt;br /&gt;
**The Inferno Cannon is an 18&amp;quot; Heavy auto-hitting 2d6 S6 AP-2 D1. Extra point of AP and 2&amp;quot; extra range over its 8th incarnation. By the way, this and the other main guns got the Turret Weapon rule so it can shoot out of combat. The best part? This and the Chem-Cannon auto-hit so we don&#039;t care about -1 to hit.&lt;br /&gt;
**The Chem-Cannon is now 12&amp;quot; Heavy auto-hitting D3+3 S2 AP-3 D2, and always wounds non-vehicles and non-titanic units on a 2+. It auto-hits like the Inferno Cannon, and now has an improved range and more consistent auto-hit count. A damage increase to flat 2 does wonders, and AP-3 makes it brutal against MEQ&#039;s.&lt;br /&gt;
**The Melta Cannon is a 24&amp;quot; Heavy D3 S9 AP-4 D6+2 Blast gun that does D6+4 damage if its target is within half range. Gained an extra pip of strength and even more consistent damage. The Turret Weapon rule makes you hit on a 3+ if you&#039;re not in Engagement Range. &lt;br /&gt;
***If youre taking this, taking the Hull Multi Melta is mandatory.&lt;br /&gt;
**You can&#039;t overwatch for free anymore, but why let them charge you? Plow right into the Intercessors sitting on that objective and remind your opponent that he better kill you or eat a pile of automatic hits - falling back won&#039;t save him. And even if he does, there&#039;s that tasty hellhound explosion roll...&lt;br /&gt;
*&#039;&#039;&#039;Rough Riders:&#039;&#039;&#039; HOLY FUCKING SHIT THESE THINGS FINALLY GOT NEW MODELS. 12&amp;quot; S/T4, +2S on the charge, 2W 2A and a 4+ save, theyre tougher than before, but don&#039;t expect them to last long.&lt;br /&gt;
**Their hunting lances are now capable of multiple modes, with either AP-1 frag tips that deal two *additional hits* or S+2 AP-4 D3 melta tips to handle light vehicles. They also have frag grenades, laspistols, and lasguns.&lt;br /&gt;
*** Most Heavy Vehicles aren&#039;t getting away without some pain either from the Melta tip. Yes, the Melta tip is only a +2 S, but remember that you get that sweet +2 S to the unit on a charge, easily making this a &#039;&#039;&#039;S8 AP-4 D3&#039;&#039;&#039; attack per lance!&lt;br /&gt;
**One model in five (which can be the Sgt) can take a Goad Lance for more-efficient tank hunting S+2 (S8 on the charge), AP -3, 2 damage, two hits on a successful attack roll, and does an automatic mortal wound to vehicles with every hit allocated. The SGT can take a Power Sabre- +1, AP-3, 2 damage chainsword, this doesn&#039;t replace anything so he can take it with the lance. Don&#039;t forget that the Sabre hits at S7 on the charge.&lt;br /&gt;
**They are CORE, PLATOON, and benefit from Doctrines. They also ignore all movement modifiers while naturally hitting on 3s, with potential for more hits. What does this mean? They are fast as hell and can receive a wide range of orders and buffs, meaning if you can get them in the right position they can do tremendous damage. This comes at a cost of 100 points for 5 and 200 points for 10, but if built for and utilized well they can smash into anything short of a Titan and remove it.&lt;br /&gt;
**Order them to fix bayonets and charge a Superheavy. They&#039;ll die to a stiff breeze but if they get into combat, it&#039;s game over for whatever they charge.&lt;br /&gt;
====Forge World Fast Attack====&lt;br /&gt;
Good luck actually finding any of these for sale.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Death Rider Squadron&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Slightly weaker than the command squadron with fewer attacks. As with the other Krieger cavalry, these horse-like mounts also get a 5+++ save and two S4 AP-1 swipes as well, while the riders are stuck with AP-1 lances that upgrade to S+2 AP-3 D2 on the charge. They can also be used for outflanking moves.&lt;br /&gt;
**Is there a reason to take these instead of just proxying your horses as Rough Riders? Honestly not much. Their lances are inferior to the versatile lances your codex counterparts get, but in exchange you get horses that provide a FNP save, an outflanking move and some extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Artemia-Pattern Hellhound&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; An option for the Hellhound now. +20pts to replace the inferno cannon for the Artemia inferno cannon (16&amp;quot;, heavy 2d3, S6, AP-1, D2, automatically hits).&lt;br /&gt;
*&#039;&#039;&#039;Salamander Scout Tank&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Cute little light tank, loaded up with an autocannon and a heavy bolter, plus the usual HKM plus storm bolter or heavy stubber options. If you were planning on taking an autocannon Sentinel, this is worth considering; faster, beefier, has more guns, and has the 9&amp;quot; post-deployment move from the Scout Sentinel. &lt;br /&gt;
** Two autocannon Sentinels or either flavour will cost you 90pts, whereas this runs you 75pts. &lt;br /&gt;
** Given that Forge World doesn&#039;t make the Salamander model anymore, a good proxy is a Chimera hull with an autocannon turret converted from a Heavy Weapon Team.&lt;br /&gt;
*&#039;&#039;&#039;Tauros Assault Vehicle&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A cool little dune buggy scout vehicle. At first, you might think they&#039;re just more expensive (and OOP) Scout Sentinels, but there are a few neat advantages here. They&#039;re M15&amp;quot;, keep their T5, W6, Sv4+ profile, and their Galvanic Motor gives them a 5++ invulnerable if they advance. If they advance, they can&#039;t fire their heavy flamer but they can fire their Tauros grenade launcher (36&amp;quot;, assault 2d6, S3, AP0, D1, blast or 36&amp;quot;, assault 2, S6, AP-1, Dd3) after advancing. These guys do NOT have the Vehicle Squadron rule so many other Vehicle units have, so they have to stay in coherency if you take more than one in the same slot. It also means any unit-wide buffs you can hand out, such as Psychic Barrier, affect the entire group.&lt;br /&gt;
** Yet another discontinued Forgeworld model, but thankfully there are a few options for kitbashing here - the GSC Achilles Ridgerunner compares well size-wise so just take the twin stubbers off. Also consider the wonderful range of Ork buggies, especially if you&#039;re looking for a more scratch-built appearance (feral world regiment anyone?)&lt;br /&gt;
*&#039;&#039;&#039;Tauros Venator&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The bigger Tauros, but has the same stats and points cost... Wow. The only difference is the weapon options, with a twin multi-laser for 0pts or a twin lascannon for +30pts. The lascannon option isn&#039;t great, since you can&#039;t advance for the 5++ and fire the lascannons, plus it&#039;s an expensive points cost for a single model that&#039;s as tough as a Scout Sentinel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
Standard Flyer rules for your reference: &#039;&#039;&#039;Airborne&#039;&#039;&#039; (model cannot charge, can only be charged by Fly models, and can only attack or be attacked in the fight phase by Fly models), &#039;&#039;&#039;Hard To Hit&#039;&#039;&#039; (enemy shooting attacks against this model suffer -1 to their hit rolls), and &#039;&#039;&#039;Supersonic&#039;&#039;&#039; (pivots up to 90 degrees before moving in a straight line and advances 20&amp;quot; instead of d6&amp;quot;). Also none of them have the Regiment Keyword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Valkyrie:&#039;&#039;&#039; The original badass of the skies can hold 12 {{W40Kkeyword|Astra Militarum Infantry}}, with Ogryn counting as three models. The most modestly-armed of the three IG V-flyers, it comes stock with a multi-laser (36&amp;quot; Heavy 4 S6 AP-1 D1) and hellstrike missiles (72&amp;quot; Heavy 1 S8 AP-3 D3). The multi-laser can be swapped for a lascannon and the hellstrikes can be swapped for two multiple rocket pods (36&amp;quot; Assault d6 S6 AP-2 D1, Blast). You can take a pair of optional heavy bolters. Obviously it would be best for you to match the weapons to their best role, anti-tank or anti-infantry. Additional special rules include Hover Jet (loses the three flyer rules to reduce their movement to 20&amp;quot;) and Airborne Assault (deep strike). Grav-Chute Insertion allows models to disembark from a Valkyrie, but if the Valkyrie has moved more than 20&amp;quot; then disembarking models are killed on a d6 roll of 1, except {{W40Kkeyword|Militarum Tempestus}}. Disembarking models cannot move again or charge this turn and most deploy more than 9&amp;quot; away from enemy models, except {{W40Kkeyword|Militarum Tempestus}}, who must be more than 6&amp;quot; away.  &lt;br /&gt;
** Candidates for embarking include Command Squads (Guard or Scions) with special weapons and Cyclops Demolition Vehicles. Otherwise drop a squad of Ogryn into cover to set them up for a move and charge next turn, or put them in the open with slab shields and hope they either tank a turn of shooting or they&#039;re a [[DISTRACTION CARNIFEX]].&lt;br /&gt;
**They can&#039;t start on the board anymore, which means the lightning-strike stormbois embarked are coming in turn 3 at least (you can&#039;t disembark from [[Drop pod|reserve]], [[Termite |that&#039;s]] [[Trygon|broken]]), and you better have an Officer inside or they&#039;re not getting orders til turn 4.&lt;br /&gt;
&lt;br /&gt;
====Forgeworld Flyers====&lt;br /&gt;
Basically, you get these if you want a Valkyrie+ or to pretend you&#039;re playing Aeronautica Imperialis. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aquila Lander&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Jesus fucking Christ, at least the Arvus is meant to Kamikaze. T7, W12, Sv3+, with a heavy bolter, autocannon, or multi-laser (36&amp;quot;, heavy 3, S6, AP0, D1). Only carries seven models and no Ogryns, so a couple Characters and a Command Squad.&lt;br /&gt;
*&#039;&#039;&#039;[[Arvus Lighter]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; An unarmed Chimera that flies. Literally, it has no weapons. Carries twelve models but no Ogryns, so think of this as an expensive and restrictive Drop Pod for Imperial Guard. &lt;br /&gt;
*&#039;&#039;&#039;[[Avenger Strike Fighter]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Brrrrrrrrttttt! Someone put the A-10 Thunderbolt into 40k. With T6 ,W14, and Sv3+, the Avenger is decently rugged, but can&#039;t stand up to sustained fire for long. Two lascannons and a heavy stubber are secondary weapons, you&#039;re taking this thing for the 36&amp;quot;, heavy 10, S6, AP-2, D2 Avenger bolt cannon. With 9th edition giving Marines W2 and heavy bolters D2, this model no-longer fills a niche it used to, but it still looks cool-as-fuck. &lt;br /&gt;
*&#039;&#039;&#039;[[Lightning Fighter|Voss-Pattern Lightning]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; With the same profile as the Avenger, the Lightning nominally carries more anti-tank firepower but not that much. Two lascannons are standard and a hellstrike rack is optional (72&amp;quot;, heavy 2, S8, AP-2, Dd6+2). Honestly? You have better anti-tank firepower. &lt;br /&gt;
*&#039;&#039;&#039;[[Thunderbolt Fighter|Thunderbolt Heavy Fighter]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Thunderbolt has an extra wound and point of toughness over the other fixed-wing Flyers. A quad autocannon and twin lascannon with optional hellstrike rack make up their armoury. Can be thought of as a tougher and longer-ranged Avenger Strike Fighter.&lt;br /&gt;
*&#039;&#039;&#039;Valkyrie Sky Talon&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; An Elysian-exclusive variant, this model has a heavy bolter and two hellstrike missiles (&#039;&#039;two&#039;&#039;, not the one that the regular Valkyrie has), which can be swapped for two multiple rocket pods. The main difference is that you swap the Infantry transport for the ability to carry one Elysian Tauros model (which are fast enough that they don&#039;t need help getting around the map unless you&#039;re playing apocalypse and even then artillery will make a bigger difference) or two Elysian Drop Sentinels. &lt;br /&gt;
*&#039;&#039;&#039;[[Vendetta]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A Valkyrie whose first words were &amp;quot;fuck tanks&amp;quot;. The three usual rules and hover jet, alongside its transport capacity of twelve models make it capable enough for dropping troops, but note that it doesn&#039;t have the Grav-Chute Insertion rule of the Valkyrie. But obviously, you&#039;re not taking her to mainly transport things, since the Valkyrie does it better and cheaper. No, you&#039;re taking her for the &#039;&#039;three 72&amp;quot; twin lascannons&#039;&#039; she has as standard. Two of the twin lascannons can be swapped for the hellstrike rack (72&amp;quot;, heavy 2, S8, AP-2, Dd6+2), but you shouldn&#039;t do that as you&#039;re swapping four lascannon shots for two weaker attacks that may do more damage, but not as much damage as two additional lascannon shots. Finally, she can also take two heavy bolters. With 9th edition removing the -1 to hit rolls for moving and firing heavy weapons if you&#039;re a Vehicle, this model is back in relevance now. Note, however, that it does &#039;&#039;not&#039;&#039; have Roving Gunship, which means the improvement in tank-hunting power over a Valkyrie is less than you might think. This will hit 3 times on average with tank hunting weapons, versus the Valk&#039;s two. Your call whether that&#039;s worth 80 points and tbe loss of Grav-Chutes. &lt;br /&gt;
*&#039;&#039;&#039;[[Vulture]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The last of the V-flyers, this is the only one without transport capacity and is a true gunship. With a Valkyrie&#039;s statline, the Vulture comes stock with a heavy bolter, hellstrike rack (72&amp;quot;, heavy 2, S8, AP-2, Dd6+2) and two multiple rocket pods (36&amp;quot;, assault d6, S5, AP-1, D1). You can swap the hellstrikes and rockets for two punisher gatling cannons (24&amp;quot;, heavy 20, S5, AP0, D1). Good for mulching guard-shaped enemies (statistically, it&#039;ll delete an Infantry Squad a turn) and hurting heavier Infantry with sheer volume of fire. The range in the guns is deceptive - 24&amp;quot; is a lot meaner than it looks when it&#039;s mounted on a platform that can cover nearly &#039;&#039;four feet&#039;&#039; of board space without advancing. You&#039;ll get exposed to enemy fire, but you&#039;re Hard to Hit and have more wounds than a Leman Russ. Never take it into Hover mode unless you absolutely have to - it&#039;s lost its Strafing Run rule in 9th, so you get nothing from staying still.&lt;br /&gt;
In general the various fixed wing vehicles the guard have are of questionable utility due to the point cost you pay for them. The Avenger is a good example: it&#039;s going rate is 165 point and for that cost you could get a Leman Russ Demolisher with heavy bolter sponsons, A slower, but far sturdier and arguably harder hitting, and easier to buff platform. In general most of the flyers run into the issue that they don&#039;t do as much for there points as another Leman Russ could. They may not be 100% &#039;bad&#039; but they&#039;re not the most efficient options you have. . . BUUUUUUT!! If you&#039;re a Militarum Tempestus detachment, you don&#039;t have access to any tanks so though more expensive airpower might be your next resort for heavy firepower.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
The Imperial Guard&#039;s Bread and Butter, if you&#039;re playing Guard, this is where you&#039;ll spend a lot of your points. To ease up on bloat, all Forgeworld variants are in expandable sections and the Leman Russ is its own section.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapons Squad:&#039;&#039;&#039; Three Heavy Weapon Teams, at an absolutely &#039;&#039;ruinous&#039;&#039; cost. 55pts nets you three T3, W2, Sv5+ models, each of which has a lasgun and a heavy weapon. &lt;br /&gt;
** With a defensive statline like that and no additional bodies to act as a bullet sponge, if these guys get caught by anything more energetic than a gretchin&#039;s sneeze they&#039;ll die. A single cut-rate commander can order every single heavy weapon squad you have (as long as they&#039;re within 6&amp;quot; of each other). &lt;br /&gt;
** Now that Arks of Omen has re-shuffled the slots economy, Heavy Weapons Squads with mortars have demonstrated some use in tournaments. While they don&#039;t do damage efficiently, they are cheap and can still throw out some damage while providing backline screening against deep strikes and objective holding. More importantly, this only costs 165 points for three of them, leaving plenty of slots and points for Kasrkin and tanks. &lt;br /&gt;
**Modelling note: they&#039;re on 50mm bases now rather than 60mm. You don&#039;t have to rebase if you have the old 60&#039;s, but being 50mm lets you hide them a lot better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydra:&#039;&#039;&#039; The OG AA, blessed with actually good stats now. 72&amp;quot;, Heavy 8, S7, AP-2, D2, gains +1 to hit rolls against {{W40Kkeyword|AIRCRAFT}} targets (so +2 because Turret Weapon, but because of the modifier cap this only cancels out the Hard-To-Hit rule Aircraft has) and when attacking {{W40Kkeyword|AIRCRAFT}}, [[DAKKA|make two hit rolls]] instead of one per attack (so functionally Heavy 16). Two of these will ensure that no enemy {{W40Kkeyword|Aircraft}} models will last more than two turns. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Field Ordnance Battery:&#039;&#039;&#039; These are bigger, thicker Heavy Weapons Squads. At T4, W6, Sv4+ per 65pts, they&#039;re a bit tankier than an HWS per point but will still fold to anything stronger than a stiff breeze. They&#039;re also {{W40Kkeyword|Artillery}} rather than {{W40Kkeyword|Infantry}}, so they can move and shoot at no penalty but good luck getting them a cover bonus. They are also {{W40Kkeyword|Platoon}} and {{W40Kkeyword|Regimental}}, but they are NOT {{W40Kkeyword|Core}}. At 130pts for the unit, they come in pairs with two lasguns, frag grenades, and one of the following per model:&lt;br /&gt;
**Heavy Lascannon: 48&amp;quot;, Heavy 2, &#039;&#039;&#039;S10, AP-4, D3+d3&#039;&#039;&#039;. Looks like GW finally realized why the lascannon was kinda shit compared to the multi-melta. This gun is the only reason to field a FOB.&lt;br /&gt;
***Don&#039;t forget this is 65 points; the 55-point (i.e. &#039;&#039;cheaper&#039;&#039;) HWS equivalent is effectively 48&amp;quot;, Heavy 3, S9, AP-3, Dd6, so with worse S and AP. The FOB pays some points for durability.&lt;br /&gt;
**Bombast Field Gun: 48&amp;quot;, Heavy d6, S7, AP-2, D2, Blast, Indirect Fire. It&#039;s a budget Basilisk, woohoo... Never take this; a real Basilisk is significantly better.&lt;br /&gt;
**Malleus Rocket Launcher: 48&amp;quot;, Heavy 6+d6, S6, AP-1, D1, Blast. It&#039;s a budget Wyvern, woohoo... Never take this; a Wyvern offers more utility per point.&lt;br /&gt;
&lt;br /&gt;
====Battle Tanks====&lt;br /&gt;
{{W40Kkeyword|Battle Tank}}s qualify to be Tank Aces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leman Russ Battle Tank:&#039;&#039;&#039; The Iconic Guard Tank, if not the iconic 40k tank. Every Guard player should have at least three. M10/8/6, BS4+/5+/6+, WS6+, S7, T8, W13 A6, Sv2+, optional upgrades for +1 to armour saves when hit by D1 weapons and ignoring M modifiers. It has the {{W40Kkeyword|squadron}} keyword for Order Support from the tank commander.&lt;br /&gt;
*&#039;&#039;&#039;Turret Weapon:&#039;&#039;&#039; Your turret weapon has +1 to hit (so starts out at BS3+) and can shoot out of melee while still suffering the -1 to hit penalty vehicles normally suffer when firing heavy weapons in melee.  You must have one, and your options, sorted by range, are:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Cannon&amp;quot;&amp;gt;&lt;br /&gt;
72&amp;quot;, Heavy d6+3, S8, AP-2, D3, Blast. The starter gun for your Leman Russ, it is one of the best guns around thanks to its range and reliability, it is able to take on anything and deal at least &#039;&#039;some&#039;&#039; damage. Though do keep in mind it will probably struggle trying to crack heavier armour (a Vanquisher it is not), plus besides its range it doesn&#039;t really have any huge advantages against several of its other competitors. Still a reliable choice however.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vanquisher Cannon&amp;quot;&amp;gt;&lt;br /&gt;
72&amp;quot;, Heavy 1, S14, AP-5, Dd3+6, ignores invulnerable saves, successful wound rolls inflict an additional d3 mortal wounds. My god did this thing receive the glow-up it needed. It deals the most damage against single targets at the safest range. &lt;br /&gt;
* It now actually outperforms the Battle Cannon and overcharged Executioner Plasma Cannon against Knights! It generally won&#039;t outperform a Demolisher Cannon in pure damage and only barely outperforms an Executioner against a Knight, but will outperform an LRBC against Land Raiders and Knights, and it&#039;s operating at LRBC ranges. Which shows its true advantage against the Demolisher and Executioner, it can threaten anything those variants can but at much safer distances (especially so in the case of Demolisher) thus avoiding as much enemy return fire. Though keep in mind this variant is definitely more specialised than more generalist ones like the Demolisher. So best make sure it is hitting its preferred targets.&lt;br /&gt;
* This is one you&#039;d want to use the Tank Ace Upgrade to give it an extra regiment trait with Experienced Sharpshooters to re-roll that hit roll. Make that one shot count!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Exterminator Autocannon&amp;quot;&amp;gt;&lt;br /&gt;
48&amp;quot;, Heavy 6, S8, AP-2, D2. If you&#039;re thinking this is just a triple autocannon, you&#039;d be right. More consistent than the battle cannon in number of shots, and now has equal Strength and AP to the Battle Cannon. You&#039;re still not taking it because AP-2 and D2 compared to the other options here is laughable. The battle cannon does everything better and with how cheap your vehicle heavy bolters are, you&#039;re not short on D2 guns. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Eradicator Nova Cannon&amp;quot;&amp;gt;&lt;br /&gt;
36&amp;quot;, Heavy D3+6, S6, AP-2, D2, Blast, ignores light cover. Yeah, it&#039;s a bad option still; half the range and less S and D than the battle cannon just to gain ignores cover. It does poorly fill the niche of melting GEQ&#039;s and MEQ&#039;s that rely on cover saves, but it&#039;ll reliably underperform an overcharged Executioner plasma cannon. &#039;&#039;&#039;Never take this.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Executioner Plasma Cannon&amp;quot;&amp;gt;&lt;br /&gt;
36&amp;quot;, Heavy d6+3, S7, AP-4, D2, Blast, may gain +1S and +1D but hit rolls of UM1 inflict a mortal wound on the bearer. When overcharged, it outperforms the battle cannon thanks to better AP but suffers from worse range, it outperforms the demolisher cannon thanks to higher number of attacks and better AP but suffers from worse damage. If you&#039;re willing to risk the mortal wounds (or at the very least have some provisions in place to lessen the MW damage). Overall still one of the best options for turret variants and can threaten just about anything in the game.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Demolisher Cannon&amp;quot;&amp;gt;&lt;br /&gt;
24&amp;quot;, Heavy d6, S10, AP-3, Dd3+3, Blast. Another GW classic, the demolisher cannon hits as hard as it always has. The short range puts you in range of more enemy weaponry that may kill you, so like the Executioner Plasma Cannon, you&#039;re trading higher risk for higher reward, only the risk with this gun is needing to get close. Even when close, will underperform an overcharged Executioner against many targets. Think of it as a short-ranged Vanquisher against the same targets (high T and high W single targets), but with the ability to do something useful against blobs of heavy infantry. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Punisher Gatling Cannon&amp;quot;&amp;gt;&lt;br /&gt;
24&amp;quot;, Heavy &#039;&#039;&#039;20&#039;&#039;&#039;, S6, AP-1, D1. Tank-mounted BRRRT is definitely your best friend against GEQ of any option here, even against units of size 11+. Realistically not a bad choice against MEQ&#039;s either, but you&#039;ve got no shortage of D1 attacks from Infantry Squads loading up on FRFSRF. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hull, Sponson, and Pintle Weapons:&#039;&#039;&#039; You must have a hull weapon. Optional pintle weapon and pair of sponson weapons are available too. Previously you wanted all your weapons to cover the same job, as units had to fire their weapons at the same target. However since 8th editions targeting changes and 9th&#039;s addition of Turret Weapons, your biggest concern is making sure your weapons share the same range. If you&#039;ve got plenty of Russ&#039;s you can spread the anti-tank and anti-infantry weaponry evenly amongst your army. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Bolter&amp;quot;&amp;gt;&lt;br /&gt;
Hull and Sponson, 5pts each. The default hull weapon. Now that sponsons are so much cheaper, also the default sponson option for any Leman Russ because of how cheap they are. You&#039;re taking these at a minimum. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Flamer&amp;quot;&amp;gt;&lt;br /&gt;
Hull and Sponson, 5pts each. 12&amp;quot;, Heavy d6, S5, AP-1, D1, automatically hits. Best used as the weapons on a short-ranged Russ that you expect to be in the enemy&#039;s face anyway. It will outperform the heavy bolter against targets within its range and will outperform everything in overwatch thanks to the automatic hits. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lascannon&amp;quot;&amp;gt;&lt;br /&gt;
Hull only, 5pts each. A classic Imperial anti-tank weapon that will never not do its job well. At the same price as the other hull weapons, is a great choice for a backline tank like a Vanquisher or Leman Russ. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Plasma Cannon&amp;quot;&amp;gt;&lt;br /&gt;
Sponson only, 10pts each. 36&amp;quot;, Heavy d3, S7, AP-3, D1, Blast, may gain +1S and +1D but hit rolls of UM1 inflict one MW on the user. Don&#039;t even consider it; it needs blast to trigger to try and keep up with multi-melta sponsons, and you&#039;re risking wounding yourself - plus, these can&#039;t be fired in melee &#039;&#039;at all&#039;&#039;. Just don&#039;t. At longer ranges, it still needs Blast &#039;&#039;and overcharging&#039;&#039; to outperform heavy bolters in general.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Multi-melta&amp;quot;&amp;gt;&lt;br /&gt;
Sponson only, 15pts each. 24&amp;quot;, Heavy 2, S8, AP-4, Dd6, +2D at half range. Multi-meltas are the best Imperial weapon in 9E, and you usually can&#039;t go wrong spamming them. The Leman Russ is no exception to this. Like the heavy flamers, best used on a Russ that will already be getting in that close, but beware the massive bullet magnet that your tank will become. Excellent with +4&amp;quot; range from Heirloom Weapons.&lt;br /&gt;
* Beware though; spamming these on your tanks gets expensive quickly (30pts for the pair), makes them a massive target, and only fires at BS4+ unlike your turret weapon. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Stubber&amp;quot;&amp;gt;&lt;br /&gt;
Pintle only, 5pts. 36&amp;quot;, Heavy 3, S4, AP0, D1. Absolute garbage; costs as much as a heavy bolter for a tiny fraction of the output, and reduces your damage per point against absolutely everything. Don&#039;t take this.&lt;br /&gt;
* Alternate opinion; yes these are expensive compared to the heavy bolter, but useful when taken on tanks that make up the vast majority of your army&#039;s points value. A few heavy stubbers firing on a target might be the last push you need to finally wipe an enemy unit when you&#039;ve got minimal infantry.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Storm Bolter&amp;quot;&amp;gt;&lt;br /&gt;
Pintle only, 5pts. 24&amp;quot;, Rapid Fire 2, S4, AP0, D1. Similar to the heavy stubber, this is only potentially worth it against GEQ and MEQ within 12&amp;quot;, so choose accordingly.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogal Dorn Battle Tank:&#039;&#039;&#039; The new Rogal Dorn is GW&#039;s answer to your tanks getting slagged turn 1. It is a T9, W17, Sv2+ monster and gains +1 to armour saves when hit by D1 weapons. It has the {{W40Kkeyword|squadron}} keyword for Order Support from the tank commander, and can be upgraded using &#039;&#039;&#039;Vaunted Praetorian&#039;&#039;&#039; to become one &#039;&#039;and allow it to order itself&#039;&#039;.&lt;br /&gt;
* Turret Weapon: Your turret weapon has +1 to hit (so starts out at BS3+) and can shoot out of melee while still suffering the -1 to hit penalty vehicles normally suffer when firing heavy weapons in melee. Your options are:&lt;br /&gt;
** Twin Battle Cannon: 72&amp;quot;, Heavy 2d6, S8, AP-3, D3, Blast. Disappointing, would be worth the consideration if it was heavy 2d6+6 like actually having two battle cannons. Due to the way Blast works, has inferior scaling to two actual battle cannons. Because all turret weapons currently have the same cost, never take this.&lt;br /&gt;
**Oppressor Cannon + Co-axial Autocannon: 90&amp;quot;, Heavy d6+3, S10, AP-3, D4, Blast. With S10 threatening enemy T5 Infantry (Astartes Bikers/Gravis, most Death Guard and Orks, Tau Crisis/Broadside Suits) and T8 Vehicles (almost every Army&#039;s Battle Tank, Knights), this is already the better option for what your main gun should be aiming at compared to the TBC above. Also has an autocannon. &lt;br /&gt;
&lt;br /&gt;
*Hull Weapon: Unlike with your turret weapon, there&#039;s a genuine choice to be made here. Tanks should have their weapons kitted out for the same thing. &lt;br /&gt;
**&#039;&#039;&#039;Castigator Gatling Cannon:&#039;&#039;&#039; 24&amp;quot;, Heavy 12, S5, AP-1, D1. This is going to be your overwatch buddy and tarpit remover. Can actually be fired in melee thanks to not having blast. &lt;br /&gt;
**&#039;&#039;&#039;Pulveriser Cannon:&#039;&#039;&#039; 24&amp;quot;, Heavy d6, S8, AP-2, D3, Blast. The randomness of the shots is the let down, but surprisingly solid thanks to blast. Useful against TEQs that tried to deep strike nearby but failed their charge roll. &lt;br /&gt;
*Additional Weapons: You&#039;ve got a pintle heavy stubber by default (featuring one unlucky bastard who has to stand on the OUTSIDE of the turret to shoot it), two optional nipple guns and two optional sponson guns. &lt;br /&gt;
**&#039;&#039;&#039;Nipple Heavy Stubber:&#039;&#039;&#039; 10pts for two heavy stubbers is shocking when you pay the same for two sponson heavy bolters, but the additional chaff clearance may come in handy against armies that want to try to swarm you. The additional ranged dakka will also help Guard Armies that are low on lasgun fire because you wanted to Blitzkrieg your opponent. &lt;br /&gt;
**&#039;&#039;&#039;Nipple Meltagun:&#039;&#039;&#039; 10pts for two meltaguns is harder to justify when you consider just how little you want your 260+pts model within 12&amp;quot; of a worthwhile target for a melta weapon. &lt;br /&gt;
**&#039;&#039;&#039;Sponson Heavy Bolter:&#039;&#039;&#039; 10pts for two heavy bolters is not a bad deal to add some additional anti-infantry support, especially with the prevalence of W2 models. &lt;br /&gt;
**&#039;&#039;&#039;Sponson Multi-Melta:&#039;&#039;&#039; 24&amp;quot;, Heavy 2, S8, AP-4, Dd6, +2D at half range. 30pts for two multi-meltas is an excellent choice. You pay the same as the Leman Russ, but are on a much more survivable carrier.&lt;br /&gt;
&lt;br /&gt;
====Artillery Vehicles====&lt;br /&gt;
If you&#039;re going Artillery heavy, you should really consider taking the Regimental Doctrines to support them; Expert Bombardiers + Mechanised Infantry to shove spotters into position while your parking lot hides behind LOS-blocking terrain and uses Pound Them to Dust! to murder your enemies can be a decent plan, although remember Deathstrikes don&#039;t roll to hit or wound, so this won&#039;t help them at all and neither will Born Soldiers.&lt;br /&gt;
&lt;br /&gt;
Barring the main weapon, all Artillery Vehicles are functionally the same. BS4+/5+/6+, T7, W11, Sv3+, wargear options are: hull heavy bolter or heavy flamer, dozer blade, hunter-killer missile, armoured tracks. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Basilisk:&#039;&#039;&#039; An Imperial Guard classic that is as brutal and point-efficient as ever. 240&amp;quot;, Heavy d6+3, S10, AP-3, D2, Blast, Indirect Fire. 9th Ed. has been good for the Earthshaker. S10 and AP-3 makes it stronger than the Manticore against MEQ&#039;s, T5, and T9 targets. You&#039;re no longer re-rolling the number of shots, but having some consistency is also helpful. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manticore:&#039;&#039;&#039; Storm Eagles are no longer the big fuck-off missiles of 8th. 120&amp;quot;, Heavy d6+3, S9, AP-2, D3, Blast, Indirect Fire, can only be used four times per battle. The Manticore has more Damage, which is only &#039;&#039;usually&#039;&#039; better against units [[Iron Hands|with FNP]], [[Death Guard|Damage Reduction]], [[Adeptus Custodes|3W models and those with an invuln]]. If you&#039;re using Born Soldiers, of course, the S difference matters less.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wyvern:&#039;&#039;&#039; If the Basilisk is death-from-afar, the Wyvern is death-from-not-as-far. 48&amp;quot;, Heavy 4d6, S5, AP-1, D1, Blast, Indirect Fire. Because of the wording of the Blast rule, you don&#039;t get any benefit when firing against units with fewer than 11 models (6 with Pound Them to Dust!), which is unfortunate. Strictly inferior to its 8th edition rules set, it lost re-rolling to wound. It&#039;s still a premier anti-chaff weapon against any T3/4 models. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathstrike:&#039;&#039;&#039; This it is. The Big One. No longer a traditional weapon with an effect, firing it is as complicated as the fluff. 1) Pick a missile when deploying. 2) Start an Action in your Command Phase that completes at the end of your turn. 3) Upon completion of said action, place a marker anywhere on the battlefield. 4) In your next turn, either repeat step 3) or in the Shooting Phase, launch your selected missile at the marker and resolve the effects.   &lt;br /&gt;
** The Set-Up: This army has a lot of movement-degrading abilities that can slow your opponent down enough to keep them within blast radius&#039;s: Mental Shackles (WC6 Psychic Power) and Pinning Fire Tank order (requires 5 or more hits, which is easy to do with heavy bolters/stubbers). Together, you&#039;re reducing their movement by 4&amp;quot; and a model will have to move up to 3&amp;quot; + blast radius to escape the blast zone, with typical numbers being less than that. Otherwise use the marker to hold off chokepoints. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Godspear Warhead&amp;quot;&amp;gt;&lt;br /&gt;
Roll a d6 for every unit within 3&amp;quot; of the marker. 2-3 inflicts 8MW&#039;s, 4-5 inflicts 12MW&#039;s, and 6 inflicts 16MW&#039;s. Because this is so easy to escape, the only practical way to deliver this shot is by physically stopping the enemy from fleeing it - you can&#039;t really use it to force an enemy off an objective, as detailed below.  What you &#039;&#039;can&#039;&#039; do is use the marker defensively; park a unit on an objective marker to claim it, then put your warhead marker about 4&amp;quot; away from your unit where you expect the enemy to charge in from ([[Death Korps of Krieg|or closer]] if you&#039;re willing to [[Valhallan Ice Warriors|sacrifice your dudes]] and your enemy knows it). Now your opponent is risking a lot of damage if they try to simply clear you off the point in melee.&lt;br /&gt;
* The blast range is measured from the centre of the marker, which means you only have 3&amp;quot; to work with. If you place this on an objective (40mm standard) which measures objective control &#039;&#039;&#039;from the edge&#039;&#039;&#039;, any savvy player can move their units to the far edge of that control aura [[Fail|and they&#039;d be safe from getting Nagasakid to oblivion]] because the range to contest the objective is about 3.79&amp;quot; from its centre. &lt;br /&gt;
*The other option is quantity. Three Godspear markers spread evenly around an objective marker creates an exclusion zone such that even the smallest bases in the game, 25mm circles, can&#039;t contest the objective without being within the blast radius of at least one warhead marker&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Plasma Barrage Warhead&amp;quot;&amp;gt;&lt;br /&gt;
Roll a d6 for every unit within d3+6&amp;quot; of the marker, adjusting by -1 for {{W40Kkeyword|infantry character}}s. 2-3 inflicts d3+1 MW, 4-5 inflicts 2d3 MW&#039;s, and 6 inflicts d3+3 MW&#039;s. This is one for more MSU-built armies to take bits and chunks out of each unit. &lt;br /&gt;
* Drop this on an enemy model with and Aura ability to force it to move. Auras are usually 6&amp;quot; radius and encourage MSU, and this warhead will nickel-and-dime MSU units for generally 1-3 dead models from it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vortex Warhead&amp;quot;&amp;gt;&lt;br /&gt;
Roll a d6 for every unit within d3+3&amp;quot; of the marker &#039;&#039;at the end of the Shooting phase&#039;&#039; (it deals no damage when you initially &amp;quot;shoot&amp;quot; it) and do not remove the marker. 2-3 inflicts d3 MW&#039;s, 4-5 inflicts d3+1 MW, and a 6 inflict 2d3 MW&#039;s. Then roll another d6; on a 1-3 the marker goes away, on a 4-6 the marker stays on the battlefield but cannot be moved using the action to move Deathstrike markers, so the marker has a 50% chance of staying. This process (roll for radius, then mortal wounds, then to see if the marker evaporates) recurs at the end of each of your shooting phases.  &lt;br /&gt;
* This does help to choke off points of the battlefield, but speedy enemy units will be able to breeze right over the marker in their turn without suffering any damage. &lt;br /&gt;
* The changes are nice because they let you have more control of where and when to shoot, but you&#039;re still ultimately playing a chimera with a single-use nuke and that&#039;s on the front lines of a much smaller battlefield. You can&#039;t always rely on having LOS blocking terrain, and the best use you&#039;ll get from Deathstrikes is against other horde armies/castles who can&#039;t move enough models out of the way in time, but even then, the Deathstrike is very swingy. Two of the missiles still need to roll for blast radius, rolling a 1 means you managed to miss with a nuclear fucking missile, and then you still have to roll for variable MWs. Even the straightforward 16MW nuke can be avoided simply by moving 3.1&amp;quot; away from the centre of the objective, unless you actively build a list to stack movement penalties.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Forgeworld Heavy Support====&lt;br /&gt;
For those of you with more money than sense, Forgeworld models tend to be either too squishy or too expensive (points and money-wise) to be worth building an entire army around. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forgeworld Artillery&#039;&#039;&#039;:&lt;br /&gt;
Armageddon-Patterned vehicles and crewed artillery.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armageddon-Pattern Basilisk&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 15 points up on a standard Basilisk with a lack of options for armoured tracks or dozer blade. Not worth it, especially since its statline is the exactly the same.&lt;br /&gt;
*&#039;&#039;&#039;Armageddon-Pattern Medusa&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Your only mobile source of the Medusa siege cannon, which is a Demolisher cannon with additional range: 36&amp;quot; heavy d6 S10 AP-3 Dd6, blast and ignores line-of-sight. Combining the statline of a basilisk with its ability to hide behind blocking terrain for excellent durability.&lt;br /&gt;
* &#039;&#039;&#039;Artillery Batteries&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Not a model per-se, but lumped together for readability. 1-3 Artillery Batteries, with the crew counting as being part of the model. T6, W7, Sv4+ makes this one of the lightest artillery pieces, but it doesn&#039;t have a degrading statline unlike the rest. Also have {{W40Kkeyword|Vehicle}} not {{W40Kkeyword|Infantry}} so can only be ordered by tank commanders, sadly.  Gained [Platoon] and [Regimental] keywords with the 01/2023 FAQ, meaning they gain regimental traits and can be targeted by Regimental orders, meaning you can give your artillery batteries &amp;quot;Take Aim&amp;quot; for the juicy +1 to hit and AP&lt;br /&gt;
**&#039;&#039;&#039;Heavy Mortar:&#039;&#039;&#039; 48&amp;quot; heavy d6 S6 AP-1 D2, blast and ignores line-of-sight. This is a Colossus Bombard but worse - don&#039;t take it.&lt;br /&gt;
**&#039;&#039;&#039;Earthshaker Cannon (Basilisk):&#039;&#039;&#039; 240&amp;quot;, heavy d6, S9, AP-3, Dd3, roll 2d6 when determining the number of shots and discard the lowest result and does not require line-of-sight. If you were going to camp your Basilisk (which you SHOULD be doing anyway), consider using this unit instead. It&#039;s cheaper and does not lose what little accuracy it has when it get damaged. &lt;br /&gt;
**&#039;&#039;&#039;Heavy Quad Launcher:&#039;&#039;&#039; 48&amp;quot; heavy 4d6 S5 AP0 D1, blast and ignores line-of-sight. This is functionally a Wyvern but slightly better: 90 points is exactly appropriate for losing the ability to re-roll wounds like a Wyvern used to, but then you also give up mobility and durability. Does however have an extra point of strength. Who says not being updated is always a bad thing?&lt;br /&gt;
**&#039;&#039;&#039;Medusa Siege Cannon:&#039;&#039;&#039; 36&amp;quot; heavy d6 S10 AP-3 Dd6, blast and ignores line-of-sight. Hits hard, but is consequently expensive. The short range and immobility means it may not always be in range of its desired targets, though.&lt;br /&gt;
*&#039;&#039;&#039;Colossus Bombard&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; What happens when you stick artillery on the T8, W12, Sv3+ Leman Russ chassis, the Colossus siege mortar is a truly huge gun; 240&amp;quot; heavy 3d3 S6 AP-2 Dd3, blast, ignores line-of-sight, and ignores cover. A damn fine piece of artillery for fertilising the countryside with Infantry. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Artillery Batteries&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Not a model per-se, but lumped together for readability. 1-3 Artillery Batteries, they are different from those that can be found in the Imperial Armour: Compendium. For comparison, they are T7, but no WS or A. Is it worth trading five WS4+ S3 attacks for +1T? Yes. They also have a weak explodes rule, affecting units within 3&amp;quot; with one mortal wound on a 6. From a modelling perspective, just grab the relevant weapon and T-shaped platform from the model kit and slap it on a relevant base. &lt;br /&gt;
**&#039;&#039;&#039;Basilisk:&#039;&#039;&#039; 240&amp;quot;, heavy d6, S9, AP-3, Dd3, roll 2d6 when determining the number of shots and discard the lowest result and does not require line-of-sight.&lt;br /&gt;
**&#039;&#039;&#039;Hydra:&#039;&#039;&#039; 72&amp;quot;, heavy 8, S7, AP-1, D2, gains +1 to hit rolls against Fly targets and -1 to hit rolls against all other targets.&lt;br /&gt;
**&#039;&#039;&#039;Manticore:&#039;&#039;&#039; Four storm eagle rockets (120&amp;quot;, heavy 2d6, S10, AP-2, Dd3, ignores line-of-sight) can be fired at a rate of one-per-turn and are naturally one-use only.&lt;br /&gt;
*&#039;&#039;&#039;Rapier Laser Destroyer Battery&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The slowest model in your army, barring actual immobile models. M4&amp;quot;, T5, W4, Sv3+ are the prominent stats. The laser destroyer is beastly, with 36&amp;quot;, heavy 3, S10, AP-4, Dd3+3. Relatively cheap and good at its job, but vulnerable to a single lascannon or krak missile wiping it out.&lt;br /&gt;
**This is technically out of production (though thankfully not in Legends - &#039;&#039;yet&#039;&#039;), but the Space Marine Rapier Laser Destroyer kit Forgeworld still sells for Horus Heresy is the exact same model, just with Space Marine crew. So long as that kit&#039;s still available, if you want a GW-legal Rapier, slap some gubbins on two Guardsman bodies, swap them out for the Marines, and call it a day.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Forgeworld Heavies&#039;&#039;&#039;: Heresy-era vehicles, an assault gun Leman Russ, a couple of fun toys and a remote controlled bomb.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Carnodon&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A Heresy-era fossil that got a new coat of paint ten thousand years later, they can be thought of as a Diet Leman Russ. They still have W12 and Sv3+, but they&#039;re M12&amp;quot;/9&amp;quot;/6&amp;quot;, T7, and lose Grinding Advance. Turret weapons can be picked from twin autocannon, twin lascannon, twin multi-laser (36&amp;quot; heavy 6 S6 AP0 D1), or a volkite culverin (45&amp;quot; heavy 4 S6 AP0 D2, wound rolls of unmodified 6 inflict an additional mortal wound). Sponson weapons are very similar; two autocannons, two heavy flamers, two heavy bolters, two lascannons, two volkite calivers (30&amp;quot; heavy 2 S5 AP-1 D2, wound rolls of UM6 inflict an additional MW), or two multi-lasers. They have an optional hunter-killer missile, but no access to any other equipment or pintle weapons. &lt;br /&gt;
**Carnodons fill a similar role to the Guard&#039;s fast attack units. Tactics used for Sentinels and Hellhounds are more applicable to Carnodons.&lt;br /&gt;
**{{W40Kkeyword|Tallarn}} makes these guys pretty effective cavalry tanks. They can quickly redeploy to deliver whatever firepower the brought to bear.&lt;br /&gt;
*&#039;&#039;&#039;Cyclops Demolition Vehicle&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Bonus points for painting a Kamikaze headband on the model. M10&amp;quot; T6 W4 and Sv3+ means a flock of these models should get to where they want to be going. The demolition charge they carry hits hard, with 6&amp;quot; heavy 2d6 S9 AP-2 Dd3, blast. When this model attacks, it makes attacks against &#039;&#039;every&#039;&#039; visible unit (friendly &#039;&#039;and&#039;&#039; enemy) within range (including engaged ones) and is destroyed afterwards; RAW, this makes it one of the best Character-killers in the game. It cannot complete actions or capture objectives, but it &#039;&#039;can&#039;&#039; fit in a Transport while taking up the space of six models and cannot shoot in a turn it disembarks. It is also more likely to explode, going off on a 5+ and inflicting d3 MWs on all units within 6&amp;quot;. &lt;br /&gt;
**NOTE: The Cyclops doesn&#039;t need to be within engagement range to shoot, but it does have a rule on it letting it shoot while engaged (which it couldn&#039;t otherwise do, as its gun has Blast).  That said, with only 6&amp;quot; of range, don&#039;t expect this thing to actually make it into range - instead, use it as a Distraction Carnifex, as you can safely assume your opponent will either just walk away from it or just shoot it, and either way they haven&#039;t put work into other things you care about more (presumably objectives or more precious models).&lt;br /&gt;
*&#039;&#039;&#039;Thunderer&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A Leman Russ Demolisher but worse, it has extremely similar stats but &#039;&#039;only&#039;&#039; a demolisher cannon (that it can&#039;t fire twice) with optional hunter-killer missile and heavy stubber/storm bolter. Unless you can&#039;t spare the ~50pts, get a Leman Russ Demolisher. It&#039;s a funny model: 1 Leman Russ hull, 3 holes for exhaust, intake, and human insertion, then a huge cannon barrel smack in the middle. &lt;br /&gt;
*&#039;&#039;&#039;Valdor Tank Hunter&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The first of your Titanic units, T8, W20, and Sv3+ shows why. The main gun is the Valdor neutron laser, which is a 48&amp;quot; heavy 3 S12 AP-3 Dd6 tank killer that becomes D6 if it didn&#039;t move. The consistent number of shots and the (potentially) consistent damage makes this one of your best anti-tank weapons in a Militant-General&#039;s arsenal; the problem is the model&#039;s cripplingly high cost (you could afford 2 Leman Russes for less). For a hull gun, you have an autocannon (unique), lascannon (gels well with the main gun), heavy bolter, or heavy flamer. You also have the option for a hunter killer missile and heavy bolter/storm bolter. Like the Baneblade family, you also have the Steel Behemoth rule. What you DON&#039;T have this edition is the Valdor&#039;s infamously unstable neutron reactor - good thing too, since unlike a Hellhound, it&#039;s too expensive to use as a suicide tank - though it retains its 2d6&amp;quot; blast radius and d6 damage output when it DOES explode.&lt;br /&gt;
*&#039;&#039;&#039;Malcador&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; T8, W18, and Sv3+ but NOT a Titanic Vehicle. Extremely well-armed, as described in detail below. Hunter-killer and heavy stubber/storm bolter options as standard. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Malcador&amp;quot;&amp;gt;&lt;br /&gt;
The vanilla Malcador. Battle cannon and three heavy bolters, any of which can be swapped for autocannons or lascannons. Basically a stock Leman Russ but worse.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Malcador Annihilator&amp;quot;&amp;gt;&lt;br /&gt;
For peeling open tanks like tin cans. Demolisher cannon, twin lascannon, two heavy bolters that can be swapped for two autocannons or two lascannons. A Leman Russ Demolisher but worse.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Malcador Defender&amp;quot;&amp;gt;&lt;br /&gt;
MAXIMUM DAKKA. Much improved version a regular Malcador, even if the cannon is shorter ranged. A demolisher cannon and a whopping &#039;&#039;seven&#039;&#039; heavy bolters, with two heavy bolters being able to swap for two autocannons or two lascannons. Straight-up outperforms the Macharius Vulcan, and even the Stormlord (unless you upgrade it, or put troops in it), and at a significant reduction in price - and it isn&#039;t even a Lord of War!  Unfortunately, costs so much you&#039;re still better off with its weight in Leman Russ Demolishers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Malcador Infernus&amp;quot;&amp;gt;&lt;br /&gt;
Touting one of the biggest flamers in the Imperium, the inferno gun is an 18&amp;quot; heavy 3d6 S7 AP-2 D2 automatically hitting wall of hellfire. D2 and a large number of attacks means you should melt a Marine unit per turn, but beware of overkill. Don&#039;t be shy to use it on Vehicles, though - it hits slightly harder than an autocannon. As sidearms, it has two heavy stubbers that can (and should) be swapped for two autocannons, two heavy bolters, two heavy flamers, or two lascannons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Sabre Weapons Battery&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A tougher heavy weapon team, but not by much. T4, W4, Sv4+ and Skyfire (+2 to hit rolls against Aircraft) is certainly an improvement though. Unit size is 1-3 and weapon options are twin heavy bolters, twin heavy stubbers (awful), twin autocannon, twin lascannon, or a defence searchlight; one &amp;lt;Regiment&amp;gt; Infantry unit or &amp;lt;Regiment&amp;gt; Sabre Weapons Battery gains +1 to their hit rolls against one unit within 48&amp;quot; of the searchlight. &lt;br /&gt;
*&#039;&#039;&#039;Stygies Destroyer Tank Hunter (FW Legends):&#039;&#039;&#039; Leman Russ stats with W10. The Stygies laser destroyer is 72&amp;quot;, heavy 2, S12, AP-4, Dd3+3, making it rather good at knocking out light Vehicles or small Monsters in one turn or taking a large chunk our of something bigger.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
TL;DR Forge World has given us a lot of Superheavies, but a lot of the superheavies suck. They don&#039;t really fare well when GW-main has given &#039;&#039;everyone&#039;&#039; a plastic heavy support option with lots of guns and weaponry. Plus, a lot of them look very derpy and not at all like tanks. Most of them have the Steel Behemoth rule, allowing the vehicle in question to shoot and charge normally if it&#039;s fallen back that turn, fire heavy weapons with no penalties to hit, fire twin heavy flamers or twin heavy bolters into melee combat as if they were pistols, and fire the larger guns normally even if there are enemies within 1&amp;quot; (but not at those same enemies). &lt;br /&gt;
&lt;br /&gt;
You won&#039;t be able to use Regimental Doctrines for these in a Superheavy Auxiliary Detachment, which means that in order to pull off this level of cheese, you would need to take a Superheavy Detachment. In other words, if you want a Lord of War that benefits from a Doctrine you&#039;ll need to take several Lords of War, all with the same {{W40Kkeyword|&amp;lt;REGIMENT&amp;gt;}} keyword.&lt;br /&gt;
&lt;br /&gt;
====Baneblade Variants====&lt;br /&gt;
&lt;br /&gt;
You know, you love them. [[Vance Stubbs|Take a hundred]], just don&#039;t let them go [[Blood Ravens|missing]].&lt;br /&gt;
&lt;br /&gt;
Each Baneblade is movement 10-6&amp;quot; S/T 9 with a 2+ and a 4-6 BS. All the transport variants are 28W, while the Gun variants are 30W. They all come stock with their signature cannon (which is always its Turret Weapon, even if it&#039;s fixed), a single pair of sponsons (Las cannon + Twin Heavy Bolter/Flamer), and Adamantine tracks (S9 AP-2 D2) to make 9-3 WS 5+ attacks with. They can be ordered only by another Baneblade upgraded by tank ace, or by the Lord Solar himself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baneblade:&#039;&#039;&#039; The OG eleven barrels of hell. Hull twin heavy bolter, hull demolisher cannon (24&amp;quot;, heavy d6, S10, AP-3, Dd6, blast), the once-again-co-axial autocannon (Turret Weapon), and the mighty ex-pie-plate Baneblade cannon (72&amp;quot;, heavy 3d6, S9, AP-3, D3, Turret Weapon). The high shot count compared to many other variants gives the Baneblade a little more flexibility by being able to effectively shoot at Infantry after you inevitably destroyed all Vehicles/Monsters. &lt;br /&gt;
*&#039;&#039;&#039;Banesword:&#039;&#039;&#039; The Quake cannon is not as swingy as before, being 96&amp;quot;, heavy D6+6, S14, AP-4, D4. Also is the cheapest of the Baneblade variants, and at D4 can one-shot anything lighter than a Paragon Warsuit.&lt;br /&gt;
*&#039;&#039;&#039;Hellhammer:&#039;&#039;&#039; One of the few variants to keep its special effect. It&#039;s a Baneblade but replace the Baneblade Cannon with a Heavy 3D6+6 S7 AP2 D2, ignoring the benefits of light cover. More expensive than the basic Baneblade, so really wants to be up against T3 or 6 enemies that gain additional benefits from light cover.&lt;br /&gt;
*&#039;&#039;&#039;Shadowsword:&#039;&#039;&#039; Arguably the most famous aside from the Baneblade itself and with a +1 to hit for the cannon from the turret rule, the &#039;Titan-killer&#039; mounts the incredibly powerful volcano cannon; 120&amp;quot;, heavy d3+3, S18, AP-5, D12, turret weapon. Still capable of one-shotting Land Raiders even in an edition rife with tough Vehicles and Monsters. Great if there&#039;s a target that can actually take 12 wounds, but otherwise is wasted.&lt;br /&gt;
*&#039;&#039;&#039;Stormsword:&#039;&#039;&#039; If the Banehammer&#039;s Tremor Cannon lobs earth-shattering [[Brummbar|HE shells]], the Stormsword cannon makes big holes in things and [[SU-152|kills everyone hiding behind it]]. It&#039;s a [[Gork|subtle]] [[Mork|difference]]. The Stormsword carries the Stormsword siege cannon which is 60&amp;quot; Heavy D6+6 S12 AP4 D3+3D, ignoring light cover. &lt;br /&gt;
*&#039;&#039;&#039;Stormblade&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; One of the few variants without a twin heavy bolter stock, this one comes with a plain heavy bolter instead, as well as a plasma blastgun; 72&amp;quot;, heavy 2d6, S9 AP-4 D3, blast, and like all Imperial plasma, it has the option to gain +1S and +1D, but hit rolls of unmodified 1 inflict three mortal wounds against the bearer. Supercharging is going to be overkill against most targets, though almost every army has at least one unit where supercharging would be more effective and worth the risk.&lt;br /&gt;
**Notably has &#039;&#039;not&#039;&#039; been updated with the recent FAQs, so it remains T8 and W26 and lacks Armoured Tracks like its codex brothers. Probably stoppable for that simple reason. &lt;br /&gt;
*&#039;&#039;&#039;Arkurian-Pattern Stormhammer&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Easily the strangest variant, this is the only one that can&#039;t take the standard sponsons and it hasn&#039;t got a hull-mounted heavy bolter at all. It instead has a Stormhammer cannon (60&amp;quot;, heavy 2d3, S9, AP-3, D2d3, blast), twin battle cannon (72&amp;quot;, heavy 2d6, S8, AP-2, dd3, blast), a lascannon, and &#039;&#039;seven multi-lasers&#039;&#039;. Each multi-laser can be swapped for a heavy bolter (this is the least you should do), a heavy flamer, or a lascannon.&lt;br /&gt;
**Between Legends, Forge World, not getting the statline upgrade with the rest of the Baneblade variants, and an early 8th edition style variable number of shots and damage, you&#039;ll never use this unless your Solar Auxilia got lost.&lt;br /&gt;
&lt;br /&gt;
Transport Variants can all transport 25 models (2 slots for HWTs, 3 for Ogryns), except for the Stormlord, which transports 40. The firing deck now allows only a single unit to shoot every turn, with the usual caveats that if the {{W40Kkeyword|TRANSPORT}} moves normally, advances, or falls back, the embarked units are considered to have done the same, and that they can only shoot pistols if engaged. Put some Kasrkins and Bullgryn in them, it&#039;ll be great. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banehammer:&#039;&#039;&#039; The Banehammer used to be a support superheavy that reduced the movement of things it shot; it doesn&#039;t do that anymore, with the Tremor Cannon now being a superheavy version of the Obliterator. 36&amp;quot; heavy 2D6+3, S10, AP-3, 3D. Anything it hits will feel it, and as the second-cheapest variant, it&#039;s not too difficult to fit into your list.&lt;br /&gt;
*&#039;&#039;&#039;Doomhammer:&#039;&#039;&#039; The Magma cannon is 40&amp;quot; Heavy D6+3 S10 AP5 D-D6+2 that becomes D6+4 within half-range.&lt;br /&gt;
*&#039;&#039;&#039;Stormlord:&#039;&#039;&#039; Gork and Mork (or was it Mork and Gork?) cry tears of pure joy when this arrives on the field. With a troop bay that holds &#039;&#039;40&#039;&#039; models ([[Fail|but only one unit may fire out]]) and the vulcan mega bolter (60&amp;quot;, heavy 20, S6, AP-2, D2), this monster can put out more dice than any non-titan model.&lt;br /&gt;
&lt;br /&gt;
====Macharius Variants====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The middle child of the super-heavy tanks, the Macharius family doesn&#039;t have the firepower or durability of the Baneblades above, but is still tougher than the Malcador and Leman Russ. 8th edition made the regular and Vanquisher variants useless in comparison to their Leman Russ cousins, but 9th edition has probably been kinder to them than any other unit the Guard have. All Macharius tanks still have Steel Behemoth and adamantium tracks like the Baneblades above, so they&#039;re not totally tarpitted in melee. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Macharius&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Comes with a twin battle cannon (72&amp;quot;, heavy 2d6, S8, AP-2, Dd6, blast), two heavy stubbers, and a twin heavy stubber. It&#039;s unclear whether the Dd6 is a typo or not; if not, this version may actually be worth it. The two heavy stubbers can and should be replaced by twin heavy bolters or twin heavy flamers. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Macharius Vanquisher&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Your new best tank hunter, unless you target Titanic units then the Shadowsword gets that award right back. The Macharius twin vanquisher cannon is 72&amp;quot;, heavy 2, S16, AP-4, &#039;&#039;D9&#039;&#039;, gains +1 to hit rolls against Monster or Vehicle targets. Jesus Christ. Want to one-shot a Carnifex? Still has the heavy stubber and options as the regular version. For some reason this gun totally outpaces even the Fellblade. Confusing it may be, it is damn good. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Macharius Vulcan&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A significant nerf this edition, as the vulcan mega bolter can no-longer fire twice if it hasn&#039;t moved. That being said, it&#039;s still a 60&amp;quot;, heavy 16, S6, AP-2, D2 gun that will eat Marines and light Vehicles for lunch. Still has the heavy stubber and options as the regular version.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Macharius Omega&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; A great plasma cannon, even if this model is OOP. The plasma blastgun is 60&amp;quot;, heavy 2d6, S8, AP-3, D2, blast, and may gain +1S and +1D, but hit rolls of unmodified 1 inflict a mortal wound against the bearer. Your best option against Marines, since Terminators and Bikers graduated to W3 and the little guys went to W2, this allows you to take on all comers and deal massive damage. It lacks the heavy stubbers of the other three, but has the option for two heavy bolters, two heavy flamers, or two autocannons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Other Forgeworld====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Crassus Armored Assault Transport|Crassus]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Effectively the Guard Land Raider. If you&#039;re strapped for points and don&#039;t want the massive fire magnet that is a Stormlord, this rolling bunker is half the price. Adamantium tracks and Steel Behemoth seems to be the IG Titanic Vehicle standard. Also has four heavy bolters as the &amp;quot;main&amp;quot; weapons. T8, W20, and Sv3+ will get your Imperial guard models (all 35 transport capacity of them) across the board to where they need to go. There&#039;s space for a full Ogryn/Bullgryn Squad, Nork Deddog, and a Primaris Psyker and Priest for buffing. &lt;br /&gt;
**Also, if you&#039;re bringing a Baneblade variant or two and are looking to fill up a Superheavy Detachment to get those sweet, sweet Regimental Doctrines on your Shadowsword, consider using this as your second or third Lord of War choice. It&#039;s the cheapest LoW choice the Guard have, as the absolute most this thing will cost you is 290 points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dominus Armoured Siege Bombard&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; STILL doesn&#039;t have a model, but the Praetor is a decent enough counts-as. The Dominus triple bombard has two profiles, depending on if it moved or not. The stationary profile is 60&amp;quot;, heavy 3d6, S10, AP-3, Dd6, blast, and does not require line-of-sight, whereas the mobile version is 36&amp;quot;, heavy 2d6, AP-2, and Dd3 instead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gorgon Armored Assault Transport|Gorgon Heavy Transport]]&amp;lt;sup&amp;gt;Forge World Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The bigger Crassus transport, somehow. T8, W22, Sv3+/5++ against shooting attacks. Equipped with two twin heavy stubbers and two gorgon mortars (48&amp;quot;, heavy 2d6, S5, AP-1, D1, blast and targets do not gain the benefits of cover) that can be swapped for four heavy bolters, four heavy flamers, or four heavy stubbers. Sacrifices a bit of transport capacity in exchange for the firepower though, as it can &amp;quot;only&amp;quot; carry thirty Imperial guard Infantry models. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Marauder Bomber]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; 40k&#039;s version of the B17 &#039;Flying Fortress&#039; and probably one of the largest flyers in the game (and one of the largest you can actually afford). Two twin heavy bolters and a twin lascannon make up the fixed wargear, alongside Airborne, Supersonic, and Hard to Hit from the Flyer section. You then have a choice of two heavy bombs or two inferno bombs. Both are one-use and one-per turn, but you select a point the model moved over to be the target. With heavy bombs, roll a d6 for each unit within 6&amp;quot; of the target point and subtract one if that unit is a Character; On a 4-5, those units suffer d3 mortal wounds, rising to d6 mortal wounds if the result was a 6. Inferno bombs are slightly different, with you rolling for each unit within 9&amp;quot; and subtracting one if the unit is a non-Vehicle or non-Monster Character unit and inflicting d3 mortal wounds on a 4+. It should be noted that this affects ALL units, not just enemies. In general the bomber should be avoided. Half the time a bomb does nothing, and then of that half the time the bomb might do 1 damage. From a 320 point lord of war: you can not afford that kind of low damage out put.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Marauder Destroyer]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Now this...this is the flying lord of war you want. A slightly tweaked Marauder Bomber, for when you want moar dakka instead of moar bombs. She carried a marauder autocannon (literally a heavy 12 autocannon), twin heavy bolter, twin assault cannon, a single heavy bomb, and an optional hellstrike missile rack (72&amp;quot;, heavy 2, S8, AP-2, Dd6+2). In a single turn of shooting the Destroyer Spit&#039;s out 32 shots from it&#039;s various guns: 14 of which are of strength enough to cut open light vehicles. This is an infantry and light vehicle muncher and even Land Raiders does not want to be under that kind of focused fire. If your getting a destroyer you definitely want an officer of the fleet to reroll those one&#039;s. Of course the question is: for 350 points is that enough dakka to be worth the point investment? At just a hair more then the price of two russes with heavy bolter sponson&#039;s and a similar save and wound count to two russes it passes first inspection so this is one that might be worth experimenting with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Minotaur&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The super-Basilisk that is significantly different from its 8th edition entry. T8, W22, Sv3+, and AP-1 attacks count as AP0, if your opponent bothers attacking thing this with any AP-1 attacks at all. Still has adamantium tracks, but the main take is the Minotaur twin earthshaker cannon with 240&amp;quot;, heavy 2d3+3, S9, AP-3, Dd3, blast and does not require line-of-sight. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Praetor]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Following on from the Crassus platform, it swaps the transport capacity for the mighty praetor launcher. Both profiles have blast and do not require line-of-sight to use. Foehammer missiles will cripple tanks, at 12-120&amp;quot;, heavy 2d6, S9, AP-2, Dd6 whereas Firestorm missiles will root out entrenched enemies with 12-120&amp;quot;, heavy 3d6, S6, AP-2, D2, and targets do not gain the benefit of cover. Both profiles are excellent for their job, especially as you can mix-and-match per turn as opposed to locking yourself into one-or-the-other at the start of the game.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Battery&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Good news is that you can grab these without eating up a more precious FOC slot. Each can only take either twin heavy bolters or twin lascannons and both require you to fire at the nearest {{W40Kkeyword|INFANTRY}} or {{W40Kkeyword|VEHICLE}} unit (thankfully, you can pick which keyword you&#039;re focusing on when firing these). Does that make these worth taking when you could&#039;ve spent those points on upgrading your tanks? Not likely, especially with the free heavy weapons on your guardsmen.&lt;br /&gt;
&lt;br /&gt;
=Tactics=&lt;br /&gt;
*&#039;&#039;&#039;Vehicles and Guard:&#039;&#039;&#039; Big Tank go BRRRRR. Massed vehicles are in again now that horde options are mostly gone for the Guard. Changes to Regimental Doctrines mean you can either stick with &#039;&#039;&#039;Born Soldiers&#039;&#039;&#039; (which applies to everything), or go all-in on Vehicle tactics like &#039;&#039;&#039;ARMOURED SUPERIORITY&#039;&#039;&#039; to contest objectives &lt;br /&gt;
**&#039;&#039;&#039;Battle Tanks&#039;&#039;&#039;: You now have two options, the Leman Russ and the T9 Rogal Dorn. &lt;br /&gt;
***The new Rogal Dorn Battle Tank warrants a mention. Upgrade it into a Vaunted Praetorian so it can issue Tank Orders to itself, and use its turret Oppressor Cannon with the Tank Order &#039;&#039;Shock and Awe!&#039;&#039; to grant it Objective Secured. If you have the Armoured Superiority Regiment Trait it counts as 5 models, so it can contest/take the objective off of MSU squads. Give it Armoured Tracks for -1 damage against D1 weaponry. Keep 3cp around for the Ablative Plating stratagem to reduce damage by 1 for anything stronger than D1. Watch as the enemy struggles to deal with a T9 W17 2+ -1D ObSec-at-5 models monstrosity that can bum rush into an enemy objective, charge the enemy units if they lack the capacity to deal with close combat, and can fire out of combat with its Turret gun. &lt;br /&gt;
***Only time will tell if the new Rogal Dorn is actually &#039;&#039;worth&#039;&#039; the points though. Stock, 2 LRBT with the BC are much better than 1 RDBT with Twin BC, and at 300ish points with all other upgrades, the Rogal Dorn becomes a tempting target to focus down.&lt;br /&gt;
**Sentinels, both Scout and Armoured, are benefiting from [[Games Workshop|New Model Syndrome]]. They have all the important keywords, {{W40Kkeyword|Squadron}}, {{W40Kkeyword|Platoon}}, and {{W40Kkeyword|Core}}, so they have fantastic Orders synergy. Take them with Hunter Killers and Lascannons, order them to &#039;&#039;Take Aim!&#039;&#039; or &#039;&#039;Gunners Kill on Sight!&#039;&#039; depending on which officer&#039;s within order range, and go crazy.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Bomb:&#039;&#039;&#039; Considering how many of your stratagems are linked to Doctrinal keywords, being able to take an extra one makes Kasrkin the most flexible unit in the codex. Consider these combinations:&lt;br /&gt;
**Born Soldiers (UMHR6s autowound and count as 6s) + Experienced Sharpshooters (reroll a hit) + Overcharged Las Cells (UMWRs of 6 = MW) and Ingrained Precision ([[Leagues of Votann|Born Soldiers trigger on 5s which still count as UMWR of 6]]), then order them to FRFSRF for 3 shots each.  Did somebody say &amp;quot;Mortal Wounds are fair and balanced&amp;quot;? You could also use the Experienced Soldiers-linked stratagem and Take Aim! instead of FRFSRF for +2 AP and a +1 to hit...combine with Lord-Solar choosing them for re-rolls, the relic that allows them to teleport, even Creed for the +1 S...and you can melt not one, but multiple units at a time.&lt;br /&gt;
**Recon Operators (Pre-game scout move of up to 6&amp;quot;) + Brutal Strength (+1S when charging and move and shoot Heavy Weapons without penalty) + Veteran Guerillas (ignore cover), and footslog them through terrain armed with a Flamer, HS Volley Gun, and a Melta-Mine+Hotshot Laspistol trooper. If the enemy successfully charges them, activate Vicious Traps and deal 2d3 Mortal Wounds on a 4+. If you happen to have Sly Marbo in your army, they do it on a 3+. Oh, d3 mortal wounds guaranteed by the way. If you want the insurance, declare Overwatch beforehand. Makes a fantastic screening unit.&lt;br /&gt;
&lt;br /&gt;
=====The Imperium=====&lt;br /&gt;
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*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; GW&#039;s favoured children. They have special rules out the ass, like better rapid-fire, better melee, Doctrines that give them additional AP depending on the battle round. Since 2W are now standard on all marines, you&#039;re going to need to rely on number of shots to take them down, which is what you&#039;re good at anyway. Any of their Marines, be they tacticals or vanguards, will tie you up in melee, so bubble wrap with chaff and take Bull/Ogryns and Crusaders for counter-charging; you never want them at the forefront, where they can be shot at and charged before they can fight back, but riding in a transport or behind disposable bodies. &lt;br /&gt;
**&#039;&#039;&#039;Q1 2023 UPDATE:&#039;&#039;&#039; Armour of Contempt got removed. Congratulations, your Heavy Bolters and Autocannons are relevant again.&lt;br /&gt;
**Ultramarines vehicles can now fall back and shoot, so a Land Raider Redeemer or even basic Rhino that was forgotten about can ram and tarpit you. Their biggest ace is Guilliman who will take you for a rough ride with his rerolls-r-us schtick, even though he&#039;s been slightly nerfed he&#039;s dropped in points. Not the most commonly seen Chapter in later 9th Edition since they aren&#039;t specialized enough.&lt;br /&gt;
**Raven Guard now always benefit of cover from 18&amp;quot; away, and only gain -1 to hit if they are 12&amp;quot; away.(vehicles cannot benefit from this part, at least). In addition, Raven Guard units gain +1 to hit and +1 to wound when targeting characters during the Tactical Doctrine, yes that includes Tank Commanders. Beware RG Scout Snipers and Eliminators, and grab an Ogryn bodyguard just to be sure. keep Character units 37+&amp;quot; away from Eliminator and Phobos Captains with Korvaid bolts and Master Marksman as they will kill most Characters. &lt;br /&gt;
**Iron Hands vehicles now have Valhallan-style resilience (double wounds when accounting for brackets), in addition to their famed 6+ shrug. Their supplement&#039;s combat doctrine gives them relentless and re-rolling 1s to hit on all heavy weapons in the Devastator Doctrine. Thankfully, it only lasts 1 turn. Something to watch out for is their special relic The Ironstone, which reduces the damage of all attacks against a single vehicle of their choice by 1 to a minimum of one. [[Skub|Oh, and they can turn any Dreadnought into a Character, giving them WTs, Relics, and Character Protection]].  Iron Hands are &#039;&#039;&#039;still&#039;&#039;&#039; the best of the Space Marines, because of all the jank described above. When fighting Iron Hands, play the mission, and bring as many Artillery and Heavy Weapons as you can. Slightly more common than Crimson/Imperial Fists and Raven Guard.&lt;br /&gt;
**Crimson Fists and Imperial Fists are extra-competent with their Bolters. Not commonly seen since basic Bolters aren&#039;t enough this edition.&lt;br /&gt;
**Overall, Marines count a lot on synergy, even more so than you. Sniper teams and the Gaunt&#039;s Ghosts squad will do well to dump mortal wounds on them. Primaris Marines will still struggle against Bullgryns with slabshields, though, even with all of their fancy shit. Plus, you can always just flood the board with more bodies than they can realistically shoot.  However, that concedes Purge The Enemy secondary points to our enemy.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; An army designed to hard-counter Imperial Guard with their Blitzkrieg playstyle. Their Chapter Tactic gives them +1 to wound whenever they charge, get charged, or Heroically Intervened (so basically always in the first round of combat), meaning they wound your infantry on a 2+, and without any special melee weapons your tanks on 4+ (Leman Russes and Baneblades on 5+). Don&#039;t let them get that charge off whenever possible, and just in case throw a screen directly in front of your tanks to ensure that they cannot charge your big guns. Investing in some Bullgryns with their mauls and 4++ shields is recommended for a good counter-charge unit. That, or use Rough Riders and keep them hidden from charges/shooting until you need them.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; The shooty emo Catholic Marines. Their Chapter Tactic makes them almost immune to morale, and grants them +1 to hit if they remain stationary in the shooting phase. Also, their two famous wings get their own secondary chapter tactic. Ravenwing units get a 5+ Invuln against ranged attacks if they moved, or a 4++ if they advanced. Deathwing units automatically pass morale tests, and if any Dark Angels Infantry unit has the Inner Circle keyword (which all Deathwing units, named characters, and Librarians have base) unmodified wound rolls of 1-3 fail irrespective of the strength or any special abilities the attack has. The basic Born Soldiers Regiment Trait just so happens to skirt around the infuriating hardiness of the Dark Angels. Can&#039;t roll to wound if a natural hit roll of 6 automatically wounds anyway.&lt;br /&gt;
*&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Death to furries. Now that that&#039;s out of the way, these guys have a similar tactic to the Blood Angels, but they get +1 to hit instead of +1 to wound. It&#039;s not as bad on paper, but my lord do Blood Claws, Thunderwolf Cavalry, and the motherfucking Wulfen love it. The rule of thumb for the Space Wolves is if it can take a storm shield, it will take a storm shield. Their Venerable Dreadnoughts can take a Blizzard Shield that gives them a 4++, making them tougher nuts to crack than the usual dreadnought at the expense of their ranged options. &lt;br /&gt;
*&#039;&#039;&#039;Deathwatch:&#039;&#039;&#039; They&#039;re just better Marines with the old Special Issue Ammo. They have the same rule of thumb as Space Wolves, storm shields out the wazoo. Frag cannons are a bitch, like they were when Deathwatch first dropped. Keep them outside of 12&amp;quot; if you  can, and FRFSRF away. They benefit the most from Primaris units, and have hidden Hellblasters and Aggressors in a Deathwatch Intercessor squad. If you know you&#039;re facing them, it might be a half-decent idea to bring along a Hydra or two and Intercept their Corvus Blackstar Aircraft. 16 shots a piece backed up by a Tank Commander issuing them &#039;&#039;G,KoS!&#039;&#039; to re-roll 1s to hit should honestly force enough saves to kill it. &lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; They&#039;re no longer the terror they were in 5th Edition, but they&#039;re still a fantastic beatstick army. You&#039;ll outnumber them fairly easily, and they&#039;re just as vulnerable to Plasma as they always were. With their &amp;quot;Tides of Battle&amp;quot;, the analogue to Combat Doctrines, they have some much needed versatility. They will most likely start the game in the Tide of Concealment which grants them the Raven Guard Chapter tactic (see above). They can also change the tide with a psychic power, meaning they can bump up their gimped smites to a slightly more respectable flat 2 mortal wounds, up the strength and damage of certain weapons, or re-roll 1s to wound in close combat in case they wanted to more than guarantee that wipe. Commonly seen with several Dreadknights and Grandmaster Dreadknights even with successive nerfs to them. &lt;br /&gt;
*&#039;&#039;&#039;Adeptus Custodes:&#039;&#039;&#039; At first glance these big boys seem very intimidating with a universal 2+/4++ or 3++ and T5/T6. Remember the saying, &amp;quot;Death by a 1000 cuts&amp;quot;? Take that and apply it to them. A single unupgraded Custodian Guard model costs as much as an infantry squad with some toys in points. You&#039;ll very easily outnumber them, and due to their lack of 24&amp;quot;+ range weapons without dipping into Forgeworld units, they cannot play the keepaway game. Take advantage of your numbers and force as many saves in any way possible. Also, &#039;&#039;beware the flag!&#039;&#039; The Vexilia Magnifica provides a &#039;&#039;very&#039;&#039; strong defensive buff (rendering a &#039;&#039;third&#039;&#039; of your hits ineffective) and effectively cannot be sniped due to the sheer toughness of its bearer. If you know you&#039;re facing Custodes, bring the Relic Banner of Nemrodesh. Ignores all hit roll modifiers and any way that prevents damage. Otherwise, there isn&#039;t a lot here that can really surprise you once the game is going. But good lord, watch out for those Shield Captains on Dawneagle Jetbikes!&lt;br /&gt;
**Due to the 9th Edition shakeup, Custodes will now have a CP pool to play with that is more or less equal to your own (assuming neither of you blow pregame stratagems). They were so strong that they received multiple rounds of nerfs to stratagems and the loss of ob-sec on non-troop units. Yes, you can outscore those Vertus Praetor jetbikes on that objective. That is assuming the bikes don&#039;t demolish everything in their sight.&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum:&#039;&#039;&#039; Oh boy, a mirror-match. You know what&#039;s good and what&#039;s bad from the rest of this article, but we&#039;ll point out the lynchpin anyway - &#039;&#039;Officers!&#039;&#039; Snipe out those low-wound characters to neuter the enemy chain of command and his infantry will suddenly be a LOT less impressive. The same is true of &#039;&#039;you,&#039;&#039; of course, so protect your own. Enemy tanks will be tonka-tough for dirt cheap, because so are yours - prioritize the ones that threaten you most. Most importantly, &#039;&#039;get fast!&#039;&#039; Taking the first turn versus guard is extremely valuable with the amount of shooting you have. Hit hard, hit first, hit often!&lt;br /&gt;
**&#039;&#039;&#039;Militarum Tempestus:&#039;&#039;&#039; Technically this is still Guard, but the play style is radically different, so it warrants a note. You may occasionally see a purist running an army like this. And if they are after the Scions nerf, hats off to them. They don&#039;t get Born Soldiers at all, so more balls are in your court from the top of the game. In addition, they lack stratagem synergy and can no longer spam special weapons like they used to (to be fair neither can we). Use your numbers to your advantage (oh, really?) and don&#039;t overextend - Scions are very adept at punishing careless plays.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; As they have been since the edition dropped, Sisters are currently most frequently played mechanized with their fantastic transport game. Immolators and Repressors filled with meltas, storm bolters and Death Cultists are the flavor of the day and you don&#039;t need to be reminded to not let them get close enough to use them. A footslogging sister is a dead sister. With the release of their Codex, however, they have acquired significantly more flexibility and thusly have shot up on the threat scale. Repentia, while still fragile, will reduce just about any unit you can field to a pile of body parts and scrap metal if they get the drop on you and every unit that was dangerous before is now even more so. All of this combines with the Sister&#039;s deadly new toy: Miracle Dice. Having a pool of numbers to pick from instead of relying on RNGesus means that at any point a critical dice roll is required, they can pull it off. Really needed that Melta shot to wreck that Repressor? They can just take a 6 for the Invuln save. Desperately hoping Morale will finish off that Seraphim squad? Nope, just going make that roll a 1 and pass. Fortunately, you are one of the best armies to press this system&#039;s weakness: mass of fire. Do what Guard does best and throw more dice and bodies at the problem than your enemy has resources to deal with it. Make it a game of seeing who bleeds dry faster, because most of time it won&#039;t be you.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; A mechanized army, taken to it&#039;s logical extreme. These big boys can put out a lot of firepower that can fairly easily scythe through hordes of models (Gatling Cannons and the gigantic flamer the Dominus knight can carry), and have terrific close combat potential. Against infantry spam they&#039;ll do well to stay out of 24&amp;quot; range to avoid a &amp;quot;death by a thousand cuts&amp;quot; from massed lasgun fire. Against a tank-heavy army they&#039;ll try and get up close and assault the tanks to either outright destroy them or force them to keep falling back and stop them from shooting. If they&#039;re not from Knight House Hawkshroud or a Questor Mechanicus knight, you can hope to damage these boys so that they are left limping. If they&#039;re either of the other two, you HAVE to commit to destroying a knight once the wounds start piling up lest they easily circumvent the penalties of degrading statlines. Units of choice should be the Shadowsword superheavy tank, or as many infantry squads filled with lascannons as possible so that the Knight player cannot destroy all of them in 1 turn. The addition of Armigers makes things even more challenging - the Armiger Warglaive is a Devil Dog that&#039;s competent in melee, and the Armiger Helverin is what your Leman Russ Exterminator dreams of being before scarfing another tub of Rocky Road and crying. Treat them seriously, but remember that they&#039;re only Lords of War in name.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus:&#039;&#039;&#039; &#039;&#039;KEEP YOUR HEAD DOWN!!&#039;&#039; The Transuranic Arquebus is an Officer&#039;s nightmare, capable of slaying any Officer short of a Company Commander &#039;&#039;instantly.&#039;&#039; Hug cover, stay out of sight, and failing that, get an Ogryn to take the hit for you - you are not going to outrange it. Other units to beware include the Kastelans with triple phosphor blasters - one of the few units that can realistically outshoot guard infantry. The Onager has some sweet guns, but it&#039;s not as cost-effective as yours; play smart and you can deal with it. Admech has only one character, but Cawl is an absolute powerhouse - in melee he will eat your dudes like popcorn and at ranged he&#039;s a terrific source of buffs, and most annoying of all he&#039;s an untargetable Character. Be wary of any army with him in it, and be aware of his place on the board at all times. Besides that you will feel like you&#039;re fighting Scions - lots of T3 Sv4+ dudes with good shooting and good guns.&lt;br /&gt;
*&#039;&#039;&#039;Officio Assassinorum:&#039;&#039;&#039; Technically their own army thanks to their White Dwarf index, but they are often seen as an ally to other Imperial armies. The Vindicare is 100% the most terrifying assassin the Guard can face. He can target sub-10 wound characters, wounds Infantry models on 2+, ignores both cover and invulnerable saves, and his weapons are AP-3. But that&#039;s not the rough part. If he rolls 6s to wound, his rifle does d6 damage instead of its usual d3. If a guard character has somehow survived the initial shot, his Headshots rule allows him to keep dishing out mortal wounds until the target is dead. You will not outrange him, so hide behind LoS-blocking terrain and/or get an Ogryn bodyguard to tank the hit and buy your officer a turn. A visible officer to him is a dead officer. Oh, did I mention he can spend cps to shoot and kill another visible character or deal a straight d3 mortal wounds to a Tank Commander? Other than that, Eversors will also give your units trouble since he can potentially kill 16 models in combat, plus 4 shots from his sentinel pistol. More than enough to wipe out any Troop choice you have since you only get a maximum of 10 models per squad. The Callidus with her Neural Shredder and Invuln-ignoring sword isn&#039;t at her best against cheap guard fodder. Her CP fuckery can be annoying if you rely on using stratagems. The culexus, however, is an anti-psyker specialist who is nevertheless versatile in that he forces all attacks against him to hit on 6s, regardless of ballistic skill, weapon skill, or modifiers. That&#039;s why you have Hellhounds and flamers!&lt;br /&gt;
*&#039;&#039;&#039;The Inquisition:&#039;&#039;&#039; Recently brought up to speed by their White Dwarf Index, you &#039;&#039;really&#039;&#039; shouldn&#039;t discount the threat the Rosette offers. Though you&#039;ll likely never face them in any high point games (unless your opponent is a madman with 3 Land Raider Prometheia), their presence in other armies can make life very annoying for you. Primarily, their Psychic powers are exceptionally nasty and good at picking your Officers out of a crowd. Worse, they can use one of those powers, Psychic Pursuit, to turn one of their aforementioned Land Raiders into a fucking sniper. Most of your {{W40kKeyword|CHARACTERS}} can&#039;t take Heavy Bolter fire or Mortal Wounds very well, so beat them at their own game and bring your own snipers to deal with them quickly before they deal with you.&lt;br /&gt;
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=====Chaos=====&lt;br /&gt;
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One hilarious strategy against Chaos in general is to run the Relic of Lost Cadia, and once per game drop the hammer on these bastards for what they did to Cadia.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; On paper, Chaos Daemons are an army that primarily relies on their psychic phase and Close Combat phase to do damage. The 40k setting has often favoured armies that rely primarily on their shooting capabilities. In practice, Daemons have been faring very well in 9th Edition. With Psychic Awakening and a comparatively lenient entry in the Munitorum Field Manual 2020 (hint, Guard got slapped hard in that book), Daemons now have multiple ways to fuck your shit up. Their new Daemon Saves are unique in that they always get their base save, no AP and no invuln-ignoring bs will stop this. The best way to press it? Massed fire. Units to watch out for include Flamers and Exalted Greater Daemons.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Abaddon&#039;s still bad news, armless jokes aside. With the addition of Legion Traits, several builds can do a number on the guard&#039;s forces. The Alpha Legion has the same -1 to hit against ranged attacks outside of 12&amp;quot; that Raven Guard have, Night Lords make horrible leadership bombs that can scare off half your units even if they lose only one model in a turn, Iron Warriors ignore cover with their weapons. Deal with them as you would their Loyalist equivalents. Get inside 12&amp;quot; of Alpha Legion units, and use Hell Hounds or Valkyries filled with flamers to do so. Against Night Lords? Commissars solve Combat Attrition problems nicely.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Disgustingly Resilient is now -1 Dam, and the T5 2W Plague Marines now project a variety of auras that get larger as the game goes on, the most annoying one being the one that shuts off ObSec. Thankfully for you, DG&#039;s horde-melting melee has been pared down and you&#039;re no longer going to see 5/10 man squads with everyone kitted out with plague-spewing melee. While you will never want to be closed in by the DG, at least now they&#039;re not overkilling your hordes. &lt;br /&gt;
**The -1 Dam is most noticeable on your 2D and anti-vehicle weapons, especially when you&#039;re pouring them on their vehicles. Since most of your weapons are D3/D6, the D3 weapons will be doing 1 D 2/3s of the time, so you&#039;ll be relying on swingy D6s. Ironically, the lasgun is the &#039;&#039;least&#039;&#039; affected weapon from all of these changes. They&#039;ve always wounded Plague Marines on 5s, saved on 3s, and were 1 Damage anyway, so you have that going for you, I guess.  &lt;br /&gt;
**DG is one of the few other armies that have auto-take artillery. Plagueburst Crawlers are mini-Daemon Engines that come stock with with 5++s, long-range meltas, RF guns that wound you on 2, and of course, a mortar that hits as hard as a Russ, but more consistent with flat 2D (3 with a strat that they will always use). Unlike you, they suffer penalties to shoot without LOS, so bracket them with your own artillery to weaken them a bit. &lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics:&#039;&#039;&#039; Squatted. If you&#039;re playing against them, it is probably because they&#039;re more masochistic than you are. Blast them to high-hell, spam FRSRF to cut them down, and just stay out of melee. &lt;br /&gt;
*&#039;&#039;&#039;Chaos Knights:&#039;&#039;&#039; Hang on, this is gonna be a rough one. They&#039;re like the Imperial Knights, but you can play upon the degrading statlines of these buggers much more effectively by taking out bits and chunks of each tank and reduce their WS and BS. However, Chaos Knights are much more aggressive and tanky in their playstyle than Imperium-loyal Knights. Chaos Iconoclast Knights can pay 1cp before the game begins to take a Vow of Carnage which grants them an extra melee attack for every 10 models they destroy. If you&#039;re playing a guard horde, that spells bad news. Like, really bad news. On top of that, they can spend 2cps to give a different Knight of their choice the Vow of Dominance which gives them immunity to being wounded on unmodified rolls of 1, 2, and 3. That&#039;s a huge blow to your near-mandatory lascannons, and choice weapons such as the Demolisher cannon or the Shadowsword&#039;s weapons.  Outside of that, they share some stratagems such as Full Tilt, the infamous Rotate Ion Shields, Chainsweep, and Devastating Reach.&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Mind Bullets as far as the (Magnus&#039; one) eye can see. Each squad is now led by a fully-fledged sorceror, so when they&#039;re not buffing each other for better shooting or invulns, they&#039;ll be delivering D3 MW. Since you only have so many Denies, save these for spells like Doombolt, which does flat 3 Mortals, or for Sorcerous Facade, which lets them redeploy to get out of combat/take an objective.&lt;br /&gt;
**Rubric Marines and Scarab Occult terminators have 5+ Invuln, get +1 to all saving throws against damage 1 weapons, &#039;&#039;and&#039;&#039; the new Armor of Contempt rule which makes your AP one worse, all the time, meaning they&#039;ll have Cataphractii-level resilience against your basic troops, and worsen your already mediocre AP when you&#039;ve got anything good. But, you took Autocannons and supercharged your plasma guns like a good boy, right? &lt;br /&gt;
**Born Soldiers helps, but it&#039;s not the Wounding that&#039;s the issue, it&#039;s your absolute lack of AP. Your go-tos, like Autocannons and HBs, are only AP-1, and your Battle Cannons are only Ap -2, both of which will only worsen against AoC. Spam Plasma and Demolisher Cannons when you can take it, and don&#039;t be afraid to use anti-tank weapons against Rubrics: you have a lot of potentially tank busting guns, and Thousand Sons players will almost always pick 10-men Scarab Terminator blobs over vehicles any day of the week. &lt;br /&gt;
**Outside of that, the Cultists and Tzaangors often show up in big blobs and get either put in deepstrike reserve through Webway infiltration or warptimed in to get close to a screen. Don&#039;t bother using heavy weapons on them and stick to FRFSRF. Only Tzaangors are ObSec, so if you&#039;re competing for objectives, take them out first. &lt;br /&gt;
*&#039;&#039;&#039;World Eaters:&#039;&#039;&#039; Guard and World Eater are like oil and water, with Guard being squishy and shooty, and Eaters are dangerous in melee with lackluster shooting. Still, they&#039;re more dangerous than ever now that they&#039;re getting a new codex, getting stuff like getting to move closer to you after being shot, preventing you from falling back, and even getting Angron back from the dead. Rather than relying on overwatch, Guard players should focus on proper spacing and battlelines. &lt;br /&gt;
**Acceptable losses becomes an important stratagem in case they prevent you from falling back, which is also why the composition of your first and second line is important: anything that the World Eaters gets a clean charge on is going to die irregardless of what it is, letting the WE consolidate into the second line (they cant attack, but you can fight back) and possibly locking in that second line. Ideally, anything you want in melee, like Ogryns or Rough Riders, shouldn&#039;t be getting consolidated into since they get bonuses for charging, so keep them safe in the back. Instead, guardsmen should always make up your first and second line, because as Platoon units, you can shoot into them like the chaff they are. &lt;br /&gt;
**tl;dr: your first and second lines should be well spaced whenever possible, and should always be chaff, because anything WE charges gets blended. Melee units should be kept in the back so they can counter charge, because getting consolidated into robs you of options.&lt;br /&gt;
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=====Xenos=====&lt;br /&gt;
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*&#039;&#039;&#039;Craftworld Eldar:&#039;&#039;&#039; With to-hit modifiers being hard capped at +1/-1 these days, Craftworlders are nowhere &#039;&#039;&#039;near&#039;&#039;&#039; as hard to deal with these days. While the occasional -1 to hit does suck, the sheer volume of fire your infantry squads and vehicles are capable of outputting will borderline guarantee hits upon anything they can field. With a standard GEQ T3 and 4+ save on their infantry, even your humble lasguns have a solid 50/50 shot of killing the average Aspect Warrior (and remember, Aspect Warriors are anywhere from two to five times as pricey per model as your guardsmen. You&#039;ll have a &#039;&#039;lot&#039;&#039; more lasguns than they will Aspect Warriors). This by no means should be a cause for complacency. Melee is a notable weakness your infantry tends to suffer from (with a few exceptions), and Craftworlders do have specialized Aspect units that&#039;ll seek to exploit that. There is good news though; as mentioned earlier, everything the Eldar can field comes at a relatively steep price, especially compared to you. Not only can you easily outnumber the average Craftworlder, you&#039;ll invariably be able to easily outrange them as well. Spread out to ensure no uninvited guests can pop into your backline and to help contain potential melee charges. For your bigger guns and tanks, focus down their longer ranged heavy hitters first; Dark Reapers, Fire Prisms and Crimson Hunters can pose a serious threat to your armor and are among the few longer ranged options Craftworlders will typically bring in this matchup. Without those, they&#039;ll be forced to close the gap to engage you. Lastly, keep tabs on their Psykers. It&#039;s a blue moon when a Craftworld player &#039;&#039;doesn&#039;t&#039;&#039; bring a supporting psyker (in fact, the only non-named non-psyker HQ they can bring is an Autarch) and if they&#039;re left to their devices, they can cause quite a bit of [[HERESY|chaos]] through the mortal wounds and the library of buffs/debuffs they can throw around. Bringing one or two psykers of your own if only for Deny the Witch rolls wouldn&#039;t be a bad call. Also, a few Sniper Teams or an allied Vindicare Assassin will do you wonders against their actually fragile characters.&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Covens no longer fuck us over 100% thanks to the &amp;quot;everything can wound anything&amp;quot; rule now. Notice &amp;quot;100%&amp;quot;, since the bastards now get an invulnerable save making them tough on your lascannons, plasma guns, and anti-vehicle/monster weapons. Kabalites in Boats and Wyches with their insane close combat attacks are top notch against us. Flamers are, and always will be, your friend against these slippery fuckers, and be sure to bring some Hydras along to punish the fact that all their vehicles {{WH40kKeyword|FLY}}. Be warned, like the Imperium&#039;s Scions Dark Eldar are &#039;&#039;very&#039;&#039; adept at punishing careless plays since Dark Eldar like Nids were trash for so long that any long-term players tend to be tactical geniuses.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; Well, these guys are just bad news. With flip belts that can launch these bastards over screening units and terrain in the movement phase, Genestealer-level close combat attacks, -1 to hit modifiers, 4+ Invulnerable saves, and access to a multitude of leadership debuffs, you&#039;re in for a tough fight. Again, bring flamers, auto-hitting weapons and lots of screening units spread out so they have no space to finish their moves over them. The new Saedath rules can give Harlequins increased resilience by making wound rolls of 1-3 always fail, but your mass S3 fire against their T3 functionally does not give a shit about that which is quite hilarious. A unit to watch out for is the Death Jester. He can snipe characters with his Shrieker Cannon, so either block LoS whenever you can or get an Ogryn Bodyguard/Nork Deddog to tank the hits for you and try to buy you a turn.&lt;br /&gt;
*&#039;&#039;&#039;Ynnari:&#039;&#039;&#039; This eldar army will behave very largely the same as any one of the other elf armies mentioned previously, only with a particular predilection towards melee-focused lists. The good news is that their out-of-phase actions are a thing of the past, so you won&#039;t need to worry about double tapping Fire Dragons or Dark Reapers anymore. The bad news is that the melee potential of units like Wraithblades or Troupes is effectively maximized if they soulburst, meaning they will &#039;&#039;absolutely&#039;&#039; slaughter units whole-sale if they make it into combat. Bringing a decent degree of heavy armor is advised since outside the larger Wraith units, most of their piddly S3/4 melee attacks will just ping off without dealing much damage. Flamers are also a strong charge deterrent, but beware of units like Howling Banshees or Autarchs who can disable your overwatch. Focus on whittling them down at range wherever possible as well; outside allied detachments, Ynnari detachments don&#039;t have much incentive to natively invest heavily in dedicated gunline units due to the inherent lack of support available to them anymore. Just like when dealing with Craftworlders, key targets include any psykers or the Ynnari characters, as they provide a significant amount of support to their units (like healing/rezzing wounded/dead models, providing re-roll support, etc).&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; In a sentence, play for KEEPS. Reanimation Protocols trigger after every attack made, so there&#039;s no real getting around it anymore, &#039;&#039;&#039;but&#039;&#039;&#039;, you&#039;re also better able to keep multi-wound models like Destroyers down; Necrons only get back up if they roll a 5+ for each wound the model has. Don&#039;t fight in half-measures and use your biggest, shootiest guns first. 99% of Necron lists will be running the custom &amp;quot;every model has ObSec and gets a free 6&amp;quot; pregame move&amp;quot; along with the Silent King, Wraith blobs, and Skorpehk destroyers because the Necron internal balance is atrocious. On the flip side, their faction Secondary objectives as of Nephilim are the easiest to max out in the game and [[Derp|they have a good chance to win because they outscored you, even if you table them.]] Try and do whatever you can to deny them their secondary objectives, and you may just squeak out a draw or a rarer victory.&lt;br /&gt;
**Versus vehicles, your meltas and lascannons are going to lose a lot of effectiveness when Quantum Shielding triggers - every model with this rule has a 5+ invuln, and wound rolls of 1-3 always fail. The solution to all of this? If you&#039;re into list tailoring (which makes you a [[That Guy]] by definition), the relic Banner of Nemrodhesh. Ignores hit modifiers and any ability that lets enemy units ignore wounds (phase cap, feel no pain). Great for taking down any C&#039;tan unit the Necrons are banking on and denying feel no pain against shots from {{W40Kkeyword|CORE}} units. &lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; First, shake hands with your opponent and thank him for keeping this hobby fun. Then, crack open a beer. Finally, STAY OUT OF MELEE! Even your dedicated melee troops are going to struggle against the green tide - while none of their models are game-breaking, they do have a LOT of them. You may actually lose out on model count and board control, depending on what he brought. &lt;br /&gt;
**Beast Snaggaz are purposefully built to fuck Vehicles, and have enough buffs from New Model Syndrome to really rub it in your face: 6+ invuln, bonuses to hit and wound, and Mortal Wounds out the Ass that you have no protection against mean that anything that gets to touch you will end up either destroying your tank, or crippling it. &lt;br /&gt;
**Orks depend on movement tricks in order to get close and bypass their shit movement of 5&amp;quot;. The &amp;quot;Ere We Go USR allows them to re-roll either one or both dice for a charge roll allowing them to pull of charges from a surprisingly long distance. You have a Tank Order that slaps -2 to movement on an Ork unit. You should always use that Order against Orks if possible&lt;br /&gt;
**Ork Shooting is &#039;&#039;worse&#039;&#039; than last edition, since they no longer get stackable exploding shots, but weapons like Rokkits and KMBs will make anything that does hit hurt like hell. &lt;br /&gt;
**Watch out for Speed Freakz, whose units can do a little bit of both shooting and melee, while still being speedy as fuck. Units like Deff Koptas have Rokkits, which can really hurt with 3D, but also have really effective multi-hit attacks in melee that can make mincemeat out of your Bullgryns.  &lt;br /&gt;
**Most Ork players will be taking MSU or 10 or less due to the changes to Mob Rule and BLAST weapons; they are no longer immune to morale, but the changes to the Morale Phase still means that unless he only has 1 Boyz left, &#039;&#039;most&#039;&#039; of the mob will stick around. Pick your objectives and play hard for them - don&#039;t spread yourself too thin. And then crack open another beer with the boyz. &lt;br /&gt;
*&#039;&#039;&#039;Tau:&#039;&#039;&#039; Like Craftworld Eldar, these guys used to be a thorn in our side with markerlight spam that took away cover, Pulse Rifles that shredded our infantry from 30&amp;quot; away, and Riptide spam that made a mockery of our tanks. &lt;br /&gt;
**The Bork&#039;an sept will be able to out-dakka you beyond your 24&amp;quot; lasgun range,  since their tenet adds 4&amp;quot; to their weapons,  on top of reducing the Strength of your S7 and less guns by 1 when you target Battlesuits and Vehicles. Get past this by just using your Meltas and Tank Cannons, and leave the Autocannons at home. &lt;br /&gt;
**Their infantry are superior to yours, with 4+ armor and S5 guns with AP on pretty much everything; they aren&#039;t hurting for ways to bring it, either, as most of their suits come with high ROF. Your only defense right now is to bring more bodies and hope for the best. Even then, taking 100+ models might not hold up against the amount of high AP shots coming their way.&lt;br /&gt;
**Railguns will fuck your day up, so if you can, smoke launchers will do you wonders since the T&#039;au tend to have a mediocre ballistic skill value of 4+ without markerlights or Commander units. Also, remember to issue the order &amp;quot;Strike and Shroud&amp;quot; to any Leman Russ you can for that exact same reason. Finally, if you have Artillery you can one-up the T&#039;au since most of their ranged weapons require LoS, so hiding your vehicles becomes EXTREMELY important.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; Xenos armies were buffed quite a bit, and the Tyranids were buffed the most. At a 59% winrate competitively, gone are the days of 5th-7th when they were trash-tier. &lt;br /&gt;
**[[Imperial Munitorum Manual|Most Guard players know what they need to do]]: &amp;quot;[[DISTRACTION CARNIFEX|Shoot the Big Ones]].&amp;quot; But just like most things found in the Imperial Infantryman&#039;s Uplifting Primer, the truth is a bit more complicated than that: Ignore all the non-Synapse monsters to focus down on the Synapse ones, and worry about the big killy melee ones first: Tyranid shooting has been buffed to be pretty potent, but they don&#039;t come with a scary amount of guns like you do; an Exocrine &#039;&#039;might&#039;&#039; be able to pop a Leman Russ in one go, but he only has the one gun to fire each turn. On the other hand, if a Tyrant or Carnifex touches you, you can be damn well sure that you won&#039;t be able to kill it on the rebound, and it can wreak more havoc when it consolidates. &lt;br /&gt;
**Tyranid monsters have been buffed quite a bit, and you&#039;re looking at 15 Wounds &#039;&#039;&#039;minimum&#039;&#039;&#039;, and that&#039;s not counting LEVIATHAN&#039;s transnid physiology ignoring the S8/9/10 of your Battle/Las/Demolisher Cannons. Indirect fire is amazing for dumping fire on them without line-of-sight, so invest in Basilisk/Manticores.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039;  Positioning, positioning, positioning. These guys are always unpredictable. For one thing, these guys can bring a Guard detachment (and even without doing that, borrow a few Guard units), so don&#039;t be surprised to see Leman Russes and Chimeras. Even without that, these guys will obliterate any opening you leave in your backline, so screening units are a must. &lt;br /&gt;
**&#039;&#039;&#039;They also gain +1 to hit and +1 to wound when they focus down on you&#039;&#039;&#039;, which makes it more important for you to establish board presence. &lt;br /&gt;
**Kelermorphs are better snipers than anything you can bring, especially against Guard characters in particular because you don&#039;t have that many wounds, so you&#039;ll probably want to include an Ogryn Bodyguard or Nork Deddog if you expect to see one. Keep your officers safe by using Vox-Casters, they&#039;re free now on regular squads. You usually don&#039;t want to be in melee with these guys, but if you bring Bullgryns or Rough Riders, you can make your opponent generally regret taking an ambush-themed army once you get those countercharges in. &lt;br /&gt;
**Expect to see more Achilles Ridgerunners now that they&#039;ve been rebalanced, too. But if you really want to screw with your GSC-playing opponent, bring Scions in Valkyries backed up by Vulture and Vendetta Gunships and fly around the board with them, where you&#039;ll be relatively safe from just about everything your opponent is going to deep strike and generally immune to charges. Then, once they come in at the end of the third turn, disembark and shoot them down.&lt;br /&gt;
*&#039;&#039;&#039;Leagues of Votann:&#039;&#039;&#039; That&#039;s right. [[Rage|The Squats got reintroduced to 40k before the Guard got their 9th Edition codex]]. To keep it short, the Votann shoot better than you, do melee better than you, get better buffs compared to you thanks to Judgement tokens, and are MUCH harder to wound than you (and the average Space Marine, even) because of Void Armour. The only thing is their basic infantry are slow unless they have the Pioneer Jetbikes. Hug cover and obscuring terrain like a bitch, only expose yourself when ABSOLUTELY necessary. &lt;br /&gt;
**Whatever the Leagues can see is a goner thanks to their legitimately broken Judgement Token mechanic. Three tokens stacked gives the Leagues auto-wounding shots on unmodified 4+ to hit against any unit with 3+ JT, and they&#039;re EXTREMELY easy to stack. A near-immediate FAQ and errata took away JT counting auto-hits as 6s to wound, so the Magma weapons aren&#039;t nearly as obnoxious as they were on release. There&#039;s still absolutely nothing you can do to counter the JT mechanic except play a tediously slow and unfun match, though the same can be said of many armies that will go against the squats. &lt;br /&gt;
**Remember, you fully have the right to deny any proxying on the squat player&#039;s part until their model line is fully released. &lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Imperial Guard]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Chaos_Daemons&amp;diff=1011595</id>
		<title>Warhammer 40,000/7th Edition Tactics/Chaos Daemons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Chaos_Daemons&amp;diff=1011595"/>
		<updated>2026-05-20T15:22:24Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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&amp;lt;b&amp;gt;GUESS WHAT, FA/TG/UYS?&amp;lt;/b&amp;gt; [[Phil Kelly|Everyone&#039;s favourite codex author]] has blessed Chaos once again with a new &#039;dex, and our [[:Phil Kelly|Dark]] [[:Robin Cruddace|Gods]] thought adding more random elements would be a good idea to make the codex more interesting, but in practice, it made it more complicated and frustrating at times and can screw your [[Just As Planned]] tactics that were carefully put together, meaning you have to think carefully about everything you do. On the plus side, this can make them more &#039;&#039;&#039;FUN*&#039;&#039;&#039;, and if you happen to not like what random gift you rolled for on the table, you can always pick the weapon alternative. The possibilities are HUGE, so there&#039;s a lot to explore with the new book.&lt;br /&gt;
&lt;br /&gt;
[[Warhammer_40,000/6th_Edition_Tactics/Chaos_Daemons|6th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
[[https://1d4chan.org/index.php?title=Warhammer_40,000/Tactics/Chaos_Daemons(8E) |The 8th edition tactics are here]]&lt;br /&gt;
&lt;br /&gt;
==Why play Chaos Daemons==&lt;br /&gt;
[[File:Chaos Daemons Cover.jpg|300px|right|thumb|The current codex]]&lt;br /&gt;
[[File:Chaos Daemons - Daemonic Incursion Cover.jpg|300px|right|thumb|The Daemonic Incursion Edition, which comes with the extra units and formations from the supplements, but is digital-only.]]&lt;br /&gt;
The two biggest problems with the Ork codex this edition are 1) How horribly points-inefficient it is, especially for a horde army and 2) How the randomness of the orks has been so hilariously mishandled. Well, my friends, you&#039;ll find neither such problem with Chaos Daemons; while orks are now a horde army that are written like a quality army, Daemons are a quality army written like a horde army. Not only is pretty much every special rule, gift, or psychic power good, but for what you get, most daemon units are bargains of the most epic degree. AP2 and 3 weapons are handed out like candy, and seriously, you&#039;re just as likely to have something insanely good happen to you as you are to have something insanely bad happen, although most of the time almost nothing will happen. In fact, it&#039;s this very randomness that makes Daemon armies so hard to counter, because often [[Just as Planned|not even the guy playing them will know what&#039;s about to happen.]] Hell, look at Demonic Instability, which has the potential to either [[Rape|revive an entire unit of daemons as they&#039;re about to be wiped out]] or [[Derp|save your opponent the trouble of finishing off the last units left.]] The Chaos gods cover each other pretty well (Khorne: Anti-special character and anti-psyker. Nurgle: Bodyguard and anti-heavy weapon. Tzeentch: [[Dakka| Magic dakka]]. Slaanesh: Rapetastic melee), even though they decide sometimes to take pot shots at one another in the midst of battle. All in all, if you like rolling the dice and having the ability to make even the OP Eldar and Necrons shit their high-and-mighty pants, this is the army for you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pros:&#039;&#039;&#039; &lt;br /&gt;
*Army wide 5++ saves&lt;br /&gt;
*Unless you [[Khorne|actively shy away from it]], no other army, except maybe the Grey Knights, can rock the Psychic phase as hard as you can. It&#039;s very easy to rake in easily over ten charges a turn without being really spammy plus you&#039;re the only army that can use Malefic Daemonology without the fear of vaporizing into the warp and the only army that can Synergize with Daemonology. Any Space Marine can summon Bloodletters, but only you can then give those letters Rage with a loci or compensate for their lack of frag grenades with a skull cannon.&lt;br /&gt;
*The whole army causes Fear. Guard, Tau, and Orks will tremble when confronted by Daemons in CC.&lt;br /&gt;
*Powerful anti-infantry and close-combat, Daemonettes and Bloodletters being some of the best assault infantry in the game. Also [[Bloodthirsters]].&lt;br /&gt;
*Plentiful amounts of AP3/2, no one can give their sergeants AP2 swords as easily as you can. Plus Daemons of Slaanesh get Rending by default.&lt;br /&gt;
*Awesome Greater Daemons and cheap, effective Heralds. In addition, you can take multiple Heralds in [[Awesome|one HQ slot]].&lt;br /&gt;
*You&#039;ll tie with Tyranids with sheer amount of bodies and Monstrous Creatures you&#039;ll put on the field. Rarely will you find yourself outnumbered.&lt;br /&gt;
*You out specialize the Eldar by a mile- the only time they have an advantage is shooting. Your infantry will rip anything in the game apart in melee, and your heavy firepower makes opponents weep- plus they weep even more when you shrug off similar firepower in return&lt;br /&gt;
*Lesser daemons are beyond easy to paint, a base and a wash will do pretty much all of the work and then all that needs to be done is the odd horn, tooth and claw&lt;br /&gt;
*&#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt;&lt;br /&gt;
*Daemonic Instability: Daemons are basically Fearless, except if they lose in an assault. And those pesky Psychic powers that get rid of Fearless don&#039;t work on us, because technically we aren&#039;t Fearless, we just imitate it PLUS we can still go to ground! &lt;br /&gt;
*While the random nature of the codex can be considered bad, this army rewards those who are skilled and patient enough to work around them and it does give some perks. The random nature of the codex means you&#039;re never quite out of the game. You can be put into a situation where other armies would have to give up, but a few lucky rolls could flip it around. The dex can be wildly swingy, which means you can lose out of nowhere, but if you&#039;re ahead you should be able to stay ahead unless the gods totally screw with you. In addition, with the random weapons and Warpstorm table, no two games will be the same, making this army one of the most entertaining to play with if you don&#039;t mind losing a few games.&lt;br /&gt;
*Our Cavalry units (Plague Drones, for example) can give our troops and other units the mobility they need via Deep Strike to get into assault (behind cover of course). For that matter, Chaos Daemons are the only army other than Death Korps and Space Wolves who can run large masses of Cavalry .&lt;br /&gt;
**In fact Chaos daemons have the most &#039;atypical&#039; unit types of any other faction. No other faction has as many different types of Beasts, Cavalry, or Chariots as the Daemons. Most army books don&#039;t even have these types of units or only have one--Chaos Demons have not only all three types but more than one choice of each. Of course you&#039;re going to need to remember more movement rules, but so does your opponent.&lt;br /&gt;
*You rarely feel like you&#039;re playing fair as the book can pull off some serious cheese.  The army also approaches the game from a completely different angle than most other lists, and appeals to people who find the standard shooty game a bit stale.  Consequently, a Daemon army won&#039;t be completely locked out of a game in a position where a straightforward army would be.&lt;br /&gt;
*From a modeling perspective, Daemons have by far the most variety. Unless you&#039;re making a mono-god horde list, you&#039;ll rarely grow bored of painting. Kitbashing and homebrew models are accepted and highly encouraged.&lt;br /&gt;
*With Malefic Daemonology and a lucky roll on the Warpstorm table, you can potentially turn around an otherwise lost game. Summon a unit of Plaguebearers to land on an objective, increase your entire army&#039;s invulnerable save by +1, melt some Monstrous Creatures with &amp;quot;Rot, Glorious Rot&amp;quot;, or pop your opponents Librarian or Farseer into a Herald. All of these and more are within the realm of possibility.&lt;br /&gt;
*Chaos Daemons shine as an ally of Chaos Marines so you can use them to bolster a Chaos Space Marine collection when you&#039;re just starting out and don&#039;t have enough for a full army by themselves. Additionally: even beyond Chaos Marines allies because all armies have excuses for Daemon summoning; you can find uses for even just one unit if that is all you can afford or have.&lt;br /&gt;
*You have THE best statlines in the game, bar none. Seriously, fucking Primarchs lack the sheer mano-a-mano power of your characters. Nothing in the game can beat greater daemons at their own games, and even Daemon Princes are stupidly well statted for cheaper HQs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cons:&#039;&#039;&#039;&lt;br /&gt;
*Extreme lack of dakka outside of psychic. If you want an army that can shoot its way out of a paper bag, this is not it.&lt;br /&gt;
*You know how GW charges an arm and a leg for their models? For a Daemons army you can say goodbye to an eye and a testicle too. Nice kidney, GW will be taking that as well.&lt;br /&gt;
*Not an army for beginners. You need to know what codex you&#039;re up against and play accordingly, so knowledge of other codices is vital.&lt;br /&gt;
*The abundance of random tables can cause the result of the game to be determined regardless of tactics or strategy. The army can simply lose without warning to unlikely random chance--A roll of 12 for Instability, and a key, durable unit completely disappears. Fairly rare, but it&#039;s possible.&lt;br /&gt;
*Because of the random rolls you need a lot more bookkeeping compared to other armies since you need to write down your Warlord Trait, gifts and psychic powers. Your opponent will hate you if you have shitty handwriting or don&#039;t have a good set of tokens.&lt;br /&gt;
*Even worse against Grey Knights now without Eternal Warrior and new dependence on psykers. (However, since you can deploy normally, they can&#039;t use that annoying tactic of covering the board in warp quakes and killing you before they fire a shot).&lt;br /&gt;
*Lack of Eternal Warrior means you have to roll on Biomancy if shit hits the fan&lt;br /&gt;
*Everything goes squish. Most of your units are Toughness 3 or 4, and with a basic 5++ you&#039;ll have models die in droves. Even on your Greater Daemons the best save you&#039;ll get is a 3+ armor save and possibly a Feel No Pain (4+) in the form of a Greater Reward. Anti-infantry will be the literal death of you.&lt;br /&gt;
*Daemonic Instability: Daemons are Fearless... except if they lose in an assault. If failed, the unit takes wounds equal to the difference of the leadership. If a 12 is rolled, the entire unit is evaporated. No Instant Death or whatever, your models simply cease to exist and you have to go buy new ones. &lt;br /&gt;
*The Warpstorm can be really annoying, with most of the rolls causing damage to your units. Take Fateweaver to &amp;quot;fix&amp;quot; this due to his guaranteed warlord trait, or take units of an opposing god with an instrument.&lt;br /&gt;
*While it is an entirely viable army on its own, it&#039;s sadly best as an allied force alongside Chaos Space Marines. Daemons provide the bodies, Psychic powers, and Monstrous Creatures that they lack.&lt;br /&gt;
*As of the time of this writing, Warzone Fenris gave the Chaos Daemons lots of new toys like god-specific artifacts, warlord traits, and expanded psychic powers... then Game Workshop released Wrath of Magnus which has some Tzeentch-aligned toys, such as mobius strip horrors, meaning you need another $200 book to play daemons optimally. The first two can be acquired easily enough--Head to Black Library and look up Codex Chaos Daemons: Daemonic Incursion Edition. It may be iBook only, but it wraps up both the main Codex plus the Warzone Fenris goodies into one fairly cheap package. It&#039;s better than the FUCKING Chaos Space Marines--now sitting at one codex, four supplements and a basic requirement to have forge world to be competitive at a higher level, but it&#039;s getting close. As for the Wrath of Magnus, unless you want to pay $200 or like the other goodies, maybe skip out on the &#039;once pink new two blue&#039; rule.&lt;br /&gt;
*Wargear is very limited- you really have to rely on the stupid statlines of daemons to win rather than careful army composition, entertainingly forcing each unit to be fairly generalist&lt;br /&gt;
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==Special Rules, Warp Storms and other FUN&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt; stuff==&lt;br /&gt;
The new rulebook added a lot of new general stuff to this old codex. Shall we take a look?&lt;br /&gt;
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*&#039;&#039;&#039;Daemonic Instability:&#039;&#039;&#039; Most Daemons now have this special rule. As stated above it&#039;s basically Fearless, but if you lose an assault you must pass a Leadership test or take wounds, like the old No Retreat. As an additional twist, a double 6 will completely wipe out the unit, but a double 1 &#039;&#039;&#039;will bring back all daemons that died that phase.&#039;&#039;&#039;  &lt;br /&gt;
**Side note: Daemons who take wounds from this Special Rule do not get saves of any kind, but models with Feel No Pain may still take their Feel No Pain roll against this.  &lt;br /&gt;
*&#039;&#039;&#039;Daemonic Alignment:&#039;&#039;&#039; As any neckbeard worth his salt knows, Daemons are aligned with one of the Four Big Bads, giving them some nice boons and defining which weapons, psychic powers and daemonic gifts they can take:&lt;br /&gt;
**Daemons of Khorne have Furious Charge and hate Slaaneshi daemons. Also their chariots&#039; Hammer of Wrath hits count as Strength 7 (this works for the Skull Cannon too!). Daemonettes make them feel inadequate, so Hatred is a given.&lt;br /&gt;
**Daemons of Tzeentch have +3 Leadership on Psychic tests (for now up to a maximum of ten unless they FAQ it, but who cares? Psychic tests aren&#039;t on Ld anymore) and reroll saving throws of 1. They hate Nurglings.&lt;br /&gt;
**Daemons of Nurgle have Slow and Purposeful, Shrouded, and defensive grenades. They don&#039;t like Tzeentchians.&lt;br /&gt;
**Daemons of Slaanesh get Fleet, Rending melee attacks, and can Run or Flat-out 3&amp;quot; (6&amp;quot; if Cavalry) farther. They hate Khorne.&lt;br /&gt;
*&#039;&#039;&#039;Icon of Chaos:&#039;&#039;&#039; It works just like before....but better! (+1 Combat resolution and no Deep Strike Scatter within 6&amp;quot;) it only works with Daemons of the same alignment, but works immediately upon arriving on the table! So precision Deep Strike away! Servants of the other gods still scatter, albeit only d6&amp;quot; (does it work for CSM daemons with no mark?), but since you don&#039;t need to wait a turn anymore for icons it&#039;s WELL worth the trade off. Also, now you can buy god-specific icons with a special effect usable once per game:&lt;br /&gt;
**Banner of Blood: Unit charges 6+d6&amp;quot;, instead of 2d6&amp;quot;. Handy to guarantee that critical charge.&lt;br /&gt;
**Blasted Standard: This is only available to Pink Horrors and is immediately before making a shooting attack (including Overwatch) or attempting to manifest a Witchfire. Any unit hit by the subsequent attack takes an additional 2d6 S4 AP- hits, on top of the normal hits it takes. By itself, this is fairly underwhelming, yet it can be more powerful than it appears; the Lore of Change has one Beam and an anti-infantry Nova, and hitting even two units means an average of 7 more armor saves for a Marine player. The main opportunity cost is electing to start the game with Pink Horrors, instead of summoning them in later.&lt;br /&gt;
**Icon of fire: Unit get Soul Blaze in melee. I don&#039;t need to say how useless this is.&lt;br /&gt;
**Arcane Icon: Unit gets Adamantium Will. Might be good if you feel defensive &lt;br /&gt;
**Plague Banner: This turn all melee attacks are Poisoned 2+. Works great with Etherblades.&lt;br /&gt;
**Rapturous Standard: All enemies engaged in combat with the unit lose -d3 WS until the end of the phase.&lt;br /&gt;
*&#039;&#039;&#039;Slime Trail:&#039;&#039;&#039; Enemy units who were &amp;quot;smart&amp;quot; enough to charge your Beast(s) will always make a disordered charge. Seriously, why would they do that? In any case, this will make Beasts of Nurgle more difficult to kill in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Attention Seeker:&#039;&#039;&#039; Oh yeah, that why. A Beast of Nurgle that is within 12&amp;quot; of an enemy that successfully charged in their Assault phase immediately charges that enemy. Pretty funny that your foe must choose to either attack the blob of meatbags (through the slime trail) or ignore them but suffer poisoned hits from them.&lt;br /&gt;
*&#039;&#039;&#039;Aura of Change:&#039;&#039;&#039; The Burning Chariot&#039;s HoW attacks have the Warpflame Special Rule. Scroll to the bottom to read Warpflame.&lt;br /&gt;
*&#039;&#039;&#039;Blue Horrors:&#039;&#039;&#039; A funny Special Rule brought to you by Phil Kelly and Robin Cruddace. Basically any Pink Horrors that suffers a wound in close combat inflicts one S2 AP - hit (from each Horror) on the enemy at the I:1 step. In most cases, you&#039;ll need 6&#039;s to wound them, and you could cause one or two wounds if you&#039;re lucky. Nothing special, but it could help, and can cause a laugh if it manages to kill a TH/SS Terminator.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Resilience:&#039;&#039;&#039; Ignores Crew Shaken or Stunned on a 2+. Pretty straightforward.&lt;br /&gt;
*&#039;&#039;&#039;Totem of Endless Bloodletting:&#039;&#039;&#039; Khorne units within 6&amp;quot; of the Blood Throne benefit from the Herald&#039;s locus. Useful if you don&#039;t want to put multiple Khorne Heralds in different units, but keep in mind that the area of effect is VERY small.&lt;br /&gt;
*&#039;&#039;&#039;Disruptive Song:&#039;&#039;&#039; -1 Leadership on Psychic tests for the Enemy within 12&amp;quot;. Possibly the ONLY counter we have against Grey Knights in terms of preventing them casting their annoying spells.&lt;br /&gt;
*&#039;&#039;&#039;Fleshshredder:&#039;&#039;&#039; Add a D6 for each Hull Point your Chariot has when making HoW attacks at S4 AP - with Rending. Makes your Seeker Chariots more threatening when charging in.&lt;br /&gt;
*&#039;&#039;&#039;Gorefeast:&#039;&#039;&#039; Roll a D6 when your Khorne Chariot cause an unsaved Wound from his HoW. It regains a Hull Point on a 4+. Basically an equivalent to the It Will Not Die! Special Rule.&lt;br /&gt;
*&#039;&#039;&#039;Soporific Musk:&#039;&#039;&#039; Enemy units have -5 to their Initiative in the Assault Phase. This is your other source for the lack of assault grenades your Daemons carry aside from the Skull Cannon. Also helpful on those annoying Necron Canoptek Wraiths that make you I1 in close combat (For only one round though).&lt;br /&gt;
*&#039;&#039;&#039;Soulscent:&#039;&#039;&#039; You get one more attack for each unsaved HoW wounds you inflicted. Nice!&lt;br /&gt;
*&#039;&#039;&#039;Warpflame:&#039;&#039;&#039; The infamous rule that gave Tzeentch units a bad first impression. Any unit that suffers one or more &#039;&#039;&#039;unsaved&#039;&#039;&#039; Wounds at the end of each phase must pass a Toughness test. If they fail, they suffer d3 more wounds with no armour or cover saves allowed (until/unless it&#039;s FAQ&#039;d, you can take an invulnerable and/or FNP save). If passed, however, the entire unit gets a 6+ FnP (or adds +1 to their existing FnP)! This sounds liker a huge turn-off at first glance, given most of the game has infantry with toughness 4, but thankfully there&#039;s a way around this. Simply put, if you want to bring Tzeentch Daemons to shoot down the ranks, you will need to bring at least two BIG squads of Pink Horrors with a Herald, and you must have them shoot at the same squad to kill, if not wipe out, the unit so the benefit won&#039;t help them much. Again, choose wisely who to target first.  Firing this at Nurgle units, bikers, and Monstrous Creatures is almost always a bad idea. It&#039;s also worth pointing out that having a feel no pain roll does not mean they&#039;re any more or less likely to pass the test, only live through the wounds it dishes out. For best results combine with some way to lower toughness.&lt;br /&gt;
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Curse of the Wulfen did something unique with the Daemon Warlord traits: you now have Warlord trait tables entirely based around which god you&#039;re aligned to. The best Warlord Traits are the Tzeentch ones by and large, only 1 (Trait 6) isn&#039;t useful. Most of Nurgle&#039;s Warlord table ensures that your GUO will never. Ever. Ever. Fucking die. And make the best Distraction Carnifex ever. Khorne&#039;s table, on the other hand, contains some redundancies, with 1 being useless as fuck against 90% of all armies, while Slaanesh&#039;s table makes you more choppy, but that means shit in a meta focused on all shooting. To make things a bit clear, new traits do not replace the old ones, your Warlord just may roll on yet another traits table depending on his daemonic alliance. So if you wondered about unique daemons, they didn&#039;t lose their traits. You are still taking Kairos for re-rolling awful Warp Storm rolls and Skarbrand insta-kills everything that is not a Gargantuan Creature or [[Marneus Calgar|Mary Sue with EW.]]&lt;br /&gt;
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In a big step up from the old selection, each Chaos God also has its own unique set of Hellforged Artifacts. All can only be used by specific unit types, which are mentioned for each artifact. Keep in mind that regardless of which list it comes from, a given unit can only have one hellforged artifact. Also, god-specific artifacts do not count towards the total amount of Daemonic Rewards taken.&lt;br /&gt;
===Undivided===&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
Just like any other 6th edition Codex, Daemons have their own Warlord Traits Table that must be rolled on a d6 for your selected Warlord. Most of them are quite helpful with only one (Herald of Doom) being kind of useless (and it still can be very helpful depending on who you play!)&lt;br /&gt;
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#&#039;&#039;&#039;Death Incarnate:&#039;&#039;&#039; The Warlord&#039;s Melee weapons now cause Instant Death. This is really good on any MC and Heralds that aren&#039;t Khorne (They can get this by taking an Axe of Khorne). Tzeentch Heralds may not benefit from it much, but a Lord of Change can now kill any generic HQ with ease. Doesn&#039;t work on models with Eternal Warrior sadly. Skarbrand has this trait by default.&lt;br /&gt;
#&#039;&#039;&#039;Destroyer of Mortals:&#039;&#039;&#039; Woot, Hatred (Everything!) for the Warlord and his units (If he joins them). Rerolls to hit on the first round of combat is tasty indeed. Heralds with a squad will be more rapetastic in assault, with the exception of Khorne and Slaanesh Heralds, because they can take a locus with this rule (Or at least a form of it), but if they haven&#039;t, then you&#039;re in luck! Also good on a Bloodthirster or a Keeper of Secrets.&lt;br /&gt;
#&#039;&#039;&#039;Herald of Doom:&#039;&#039;&#039; Your foes are more scared than ever. Enemy units have a -1 penalty to their Leadership on Fear test. Muahahaha! Seriously though, this one is easily the worst trait you can roll for. It&#039;s only good on Tau, Guards, Eldar (Actually not bad here if you run a Slaanesh army), Orks (In low numbers), Tyranids (Not in Synapse range) and MAYBE Necrons. Against Fearless units, this trait doesn&#039;t do jack. Well, at least this is better than the CSM Warlord trait which only gives them Fear. Be&#039;lakor has this by default.&lt;br /&gt;
#&#039;&#039;&#039;Immortal Commander:&#039;&#039;&#039; Any friendly Daemon within the Warlord&#039;s 12&amp;quot; bubble can reroll failed Daemonic Instability tests. Hell yeah! You should really try and make good use of this trait, because it can make a major difference between rerolling 2d6 than losing your entire squad in assault. Best to have the Warlord charge in with multiple friendlies to enjoy the rerolls. Ku&#039;gath has this trait, a gift from Papa Nurgle.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Unreality:&#039;&#039;&#039; Arguably the best, as this will allow you to reroll the results on the Warp Storm table, so long as the Warlord is alive. The Warp Storm can be exasperating, so if you rolled this trait, then considered yourself to be blessed by the Dark Gods! As we all know, Fateweaver comes with this trait. Changing the results from getting a 6++ Invulnerable save to instead getting a free unit on the board? Just as Planned.&lt;br /&gt;
#&#039;&#039;&#039;Warp Beacon:&#039;&#039;&#039; The name is just as what you would expect, all friendly Daemons (And only Daemons) can Deep Strike within 6&amp;quot; of the Warlord without scattering (so long as he was on the table to start the turn). So basically this makes your warlord a 5th edition Icon, not a bad trait by any means, especially on fast moving HQ&#039;s like Bloodthirsters and Lord of Change.&lt;br /&gt;
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====Hellforged Artefacts====&lt;br /&gt;
*&#039;&#039;&#039;The Eternal Blade:&#039;&#039;&#039; Frankly, with a name like that I expected something a little more impressive. It&#039;s a close combat weapon that gives its user +1 Strength and +d3 WS, Initiative and Attacks. On one hand, even a humble Herald can become a rapetastic murder-machine, but having AP- will get you in trouble against anything with a decent save (i.e. just too many things, what with the five and more Marines codices we&#039;ve got around). On the other, giving it to a Greater Daemon (other than the Bloodthirster and Keeper of Secrets) or Prince can solve this little problem (on average, a Daemon Prince will be WS10 S7 I10 A7-that&#039;s even better than a Keeper of Secrets or Bloodthirster in terms of damage output!), but do you REALLY, absolutely need to be WS or I 10 instead of 9? Slap it on a Lord of Change or a Great Unclean One if you REALLY wanna get the most out of the stat buff. If you want to kill stuff, then go with a Herald of Slaanesh, Rending with enough attacks can hew though terminators (which says nothing of the WS and Initiative buff putting it on par with a KoS).&lt;br /&gt;
*&#039;&#039;&#039;The Portalglyph:&#039;&#039;&#039; Simply put, it&#039;s a Random Daemon Generator: it sits around as an immobile vehicle with 12 Armor all around and 1HP, and every turn there&#039;s a 50% chance it will spawn a unit of d6 Daemonic Troops of your choice. The true purpose of the Portalglyph is to spawn tarpits to tie up shooty squads for a turn saving your bigger units from being gunned down and they could serve as late game objective grabbers. Alright, here&#039;s why this thing sucks: first, if you hope you can just place it behind a building and enjoy an endless tide of free reinforcements, think again - it has to be summoned during the game and scatters 4d6&amp;quot; from its owner (side note: no idea whether this thing can claim benefit from Icons as it technically doesn&#039;t deepstrike, RAW) although at least it can&#039;t suffer a mishap. Second, this thing is incredibly fragile and you&#039;re basically giving your opponent free VPs. The final nail in the coffin is that as of 7th Ed, your psykers can do its job better with Daemonology. What&#039;s really sad is that this thing could&#039;ve been cool - if it was actually a fortification instead of equipment, had more HP and didn&#039;t have such retarded deployment rules, it would&#039;ve been so much more useful! &lt;br /&gt;
**Alternate Take: If you run the Portalglyph out turn one it will get blown up and you won&#039;t have much to show for it but that&#039;s not what it should be doing.  The Portalglyph whould never be used for tarpitting, you get very few models out of it at a time and they can&#039;t charge when they emerge.  However,it still has fantastic use for late game shenanigans even through all of the negative points listed above.  Throw it on an objective to take it turn 5 as a pretty good way to turn a losing game into a surprise win.  Yes it scatters but if you summon Daemonettes with their fleet and bonus to their run the scatter starts to look pretty small (14&amp;quot; scatter average: 6&amp;quot; move + 3&amp;quot; bonus run + 3&amp;quot; from objective to contest means you need a 2&amp;quot; run with a fleet reroll to score the objective not counting the width of the glyph token which could add another 1-2&amp;quot;).  Or you can summon Pink Horrors to Flicker Fire into an enemy who thought himself safe.  While it does summon on a 4+ if it really counts Fateweaver can be there with the saving reroll.  If you think of it as a free Summoning once per game you&#039;re not that far off.&lt;br /&gt;
**True Purpose: The Portal Glyph can essentially generate 1 warp charge each turn with a chance of 50%. At the start of the game surround a spot for the glyph with units and out of line of sight, for protection. The glyph cannot scatter far if you control the range with units or the game edge, since it stops scattering when it reaches the edge or a unit. Once the glyph is placed it spits out pink horrors on a 4+ each movement phase. Each time the glyph summons pink horrors it will net 1 warp charge. Considering the cost of 30 points the glyph remains very useful if you plan to dominate the psychic phase. You can always use the charges for more powerful psychics and keep the horrors as batteries. In a game with 5 turns the glyph could net anywhere between 0 to 15 charges depending how often you succeed summoning horrors. &lt;br /&gt;
*&#039;&#039;&#039;The Doomstone:&#039;&#039;&#039;The doomy stone of doom is actually a pretty nifty assassination tool. At the start of each fight sub-phase, all non-daemon characters in the same combat as the bringer of doom must pass a Leadership test or permanently lose d6 Leadership for the rest of the game, and if they reach 0 they&#039;re DOOMED. Dead - as in &amp;quot;removed as casualty,&amp;quot; as opposed to &amp;quot;suffers instant death.&amp;quot; It&#039;s fucking hardcore, no ifs and no buts! The problem with this is that it will usually be on a big Greater Daemon, where the Eternal Blade would allow you to just kill the enemy instead of waiting for the doomy stone of doom to do its work. The other problem is that most characters you care about killing aren&#039;t going to fail leadership tests very often.&lt;br /&gt;
*&#039;&#039;&#039;The Grimoire of True Names:&#039;&#039;&#039; Funny, this used to be an anti-daemon tool in the Daemonhunters army, Phil Kelly and Robin Cruddace pulled a Ward. A powerful defensive tool with a catch: on a 3+ the user can improve the Invulnerable save of a single friendly unit by +2 (so to a 3++ in most cases), but on a 1 or 2 it&#039;s instead worsened by -1. Alternatively, in a mirror match you can use it to debuff the save of enemy daemon units.  This is probably the most powerful artifact in the game and is the keystone for nearly all competitive Daemon lists as it is the engine which turns any reasonably fragile unit into an unkillable machine (screamers with cursed earth) or gives a massive boost to a squad in need of help (literally any Daemon unit). Generally, you want to roll grimoire as soon as possible in the turn order as whether you pass or fail dictates how the rest of your turn goes. It can be especially useful with Kairos Fateweaver who allows a single dice to be re-rolled. Also, seeing as Tzeentchian daemons reroll Invulnerable save rolls of 1, this can bring Fateweaver to a 2++ rerollable.  If your opponent has an unstoppable deathstar (without hit and run) that will run you over simply grim Fateweaver and assault in as there is no unit that can kill him while he has his 2++ rerollable up. Sure, while the Change powers are mediocre, Biomancy and Telepathy primaris powers are pretty good, the former being a TEQ killer, and the latter OMNOMNOMs horde squads with low LD. Combining the those two and the primaris Change power can still do a good amount of damage.  Don&#039;t forget, if grim fails on a Flying Monstrous Creature they can simply fly off the board instead of simply dieing like most other units would.&lt;br /&gt;
Don&#039;t forget, you can use this on your Lord of Skulls or assorted CSM Daemon Engines.&lt;br /&gt;
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====Daemonology (Malefic)====&lt;br /&gt;
For 7th Edition, the Daemons get access to another set of powers: the Malefic Daemonology powers are at your disposal and unlike other psykers, yours won&#039;t Perils on any double (just 6&#039;s).&lt;br /&gt;
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[https://1d4chan.org/wiki/Warhammer_40,000/Tactics/Psychic_101#Malefic For in depth tactics please see our psychic 101 page where we go into depth about all]&lt;br /&gt;
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====Fighter Aces====&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable). Unique characters aren&#039;t allowed to buy any upgrades unless specifically mentioned in their codex entry.&lt;br /&gt;
#&#039;&#039;&#039;Guided by the Gods&#039;&#039;&#039; - Re-rolls on to-wound and pen on Vector Strikes. Nice on flying Psykers with lots of Wytchfire powers.&lt;br /&gt;
#&#039;&#039;&#039;Unholy Fortitude&#039;&#039;&#039; - +1 Wound. Very. Nice.&lt;br /&gt;
#&#039;&#039;&#039;Blessed by the Gods&#039;&#039;&#039; - +1 to an Invul save. Think flying Daemon of Tzeetnch with this trait and the Impossible Robes getting a 2+ re-rollable invul. save!!!&lt;br /&gt;
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===Khorne===&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Death:&#039;&#039;&#039; Enemy units suffer 1 unsaveable wound per point when they fail a fear test. (Space Marines do not Ignore Fear. But, they just pass Fear Test automatically)&lt;br /&gt;
#&#039;&#039;&#039;Glory of Battle:&#039;&#039;&#039; &#039;&#039;Rampage&#039;&#039;. Epic on a Bloodthirster, who most likely will be outnumbered.&lt;br /&gt;
#&#039;&#039;&#039;Oblivious to Pain:&#039;&#039;&#039; &#039;&#039;Feel No Pain&#039;&#039;, and all Daemons of Khorne units get 6+ FNP within 8&amp;quot;. T3 on what would be most of the surrounding units and FnP means jack since all it takes is S6+ and it removes the slight FnP bonus. However, basic Feel No Pain is amazing on the Bloodthirsters. Still giving FNP against small arms fire to blood letters is still a benefit and blood crushers need strength 8 to ID so don&#039;t underestimate what this can do.&lt;br /&gt;
#&#039;&#039;&#039;Immense Power:&#039;&#039;&#039; +1 Strength. Stacks with &#039;&#039;Furious Charge&#039;&#039; to bump the big guy to S8 on the charge so you will be instant-deathing most characters by default, but not enough of a difference to warrant a Warlord trait rule. Skip.&lt;br /&gt;
#&#039;&#039;&#039;Devastating Blow:&#039;&#039;&#039; A crazier version of Smash: sacrifice all but 1 attacks to make a single SD AP2 hit. No limit on how many times you can do this in one game, and has the potential to make a seemingly nonthreatening Herald much more dangerous than it would be otherwise. &lt;br /&gt;
#&#039;&#039;&#039;Rage Incarnate:&#039;&#039;&#039; Warlord and all Khorne Daemons in 8&amp;quot; have the &#039;&#039;Rage&#039;&#039; USR. Not so useful on the Bloodthirster of Incessant &#039;&#039;&#039;RAGE&#039;&#039;&#039; (hinthint), but Rage on Bloodletters and Hounds is a godsend.&lt;br /&gt;
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====Relics====&lt;br /&gt;
*&#039;&#039;&#039;A&#039;rgath, the King of Blades&#039;&#039;&#039;: 15 points gives you what&#039;s basically a S+1 power sword with Specialist Weapon and Blade King (always hit on a 2+ in challenges) that replaces the model&#039;s standard melee weapon. Given that only Daemon Princes and Heralds can use it, it&#039;s best suited for a budget Herald when you want to save points while still having an edge in challenges. &lt;br /&gt;
*&#039;&#039;&#039;Deathdealer&#039;&#039;&#039;: 15 points again, and also replaces the standard melee weapon. Useable only by Bloodthirsters and DPs. S User, AP2, Decapitating Blow (Instant Death on a To Wound of 6), and Searing Gore (Whenever a model is removed by this weapon&#039;s attacks, its unit takes d3 S3 AP4 hits starting on the models closest to the user). What&#039;s not to like about AP2 and free hits? (Just free hits since monstrous creatures have AP2 from smash)&lt;br /&gt;
*&#039;&#039;&#039;The Crimson Crown&#039;&#039;&#039;: DPs, Bloodthirsters and Heralds of Khorne only. Grants +1 to the Attacks characteristic of all Daemons of Khorne within 8&amp;quot;! Just remember to keep the Herald wearing it back for the second-wave assaults - charging into mass melees to counter the loss of attacks the already engaged units suffer after charge/Rage bonuses have ended, or precision Deep Striking (through the use of Icons/Banners) directly into the middle of multiple engaged units. Though, in the second example, you&#039;re really praying to Khorne that at least one unit wins and can consolidate around the Herald so he doesn&#039;t get shot to shit.&lt;br /&gt;
*&#039;&#039;&#039;Skullreaver&#039;&#039;&#039;: 30 points, replaces your melee weapon, and only usable by Bloodthirsters and DPs. S User, AP2, and Anathema- which makes a roll of 6 to hit Strength D! Not as reliable as the Bloodthirster of Insensate Rage&#039;s Great Axe of Khorne for dealing out the almighty D, but it&#039;s a flat upgrade over the Bloodthirster of Unfettered Fury&#039;s weapon. Don&#039;t forget that this is at initiative unlike the Insensate Rage Thirster who has to swing at I1.&lt;br /&gt;
*&#039;&#039;&#039;Khartoth the Hungerer&#039;&#039;&#039;: 25 points, Heralds and DPs only, and replaces your melee weapon. At first it looks just like a S+1 power sword, but its special rule Sunderer of Time makes it much more. See, when a model takes an unsaved wound from it they&#039;re removed from play. Not ID&#039;d, just removed- which means EW won&#039;t do dick. However, the model&#039;s owner can bring it back via a Deep Strike within 12&amp;quot; of where it was removed if they roll a 4+ at the start of their turn. (It&#039;s considered slain if it doesn&#039;t come back by the game&#039;s end.) So while it could remove a particularly troublesome multi-wound model that&#039;s in your way, there&#039;s no guarantee that it&#039;ll stay gone. Risky, but rewarding. Gargantuan creatures instead of being removed take D3 wounds so it makes for a niche usage.&lt;br /&gt;
*&#039;&#039;&#039;Armor of Scorn&#039;&#039;&#039;: 30 points, usable by Bloodthirsters and DPs. Grants a 3+ armor save and Adamantium Will- and more importantly, it reduces the Strength of all attacks that target the bearer by 1! Even on Bloodthirsters which already have a 3+ save, this is a huge deal since it&#039;ll make all attacks much less likely to wound in general. The usefulness on a Daemon prince cannot be overstated; This only costs a few points more than Warpforged Armor, which is a mandatory upgrade on Khorne Princes already. Reducing the strength by 1 also means that the Daemon Prince is no longer afraid of generic instant death; only weapons with the actual rule now can ID him (the highest strength a weapon can go without going into D is 10). That&#039;s on top of making the DP harder to wound in general.&lt;br /&gt;
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===Tzeentch===&lt;br /&gt;
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====A NOTE ON WARPFLAME &amp;amp; SOULBLAZE====&lt;br /&gt;
Be careful; a lot of people mix  up Warpflame and Soul Blaze. These are not the same. Soul Blaze means free hits, Warpflame means either free hits or a Feel No Pain bonus. In a Daemon Host of Tzeentch there&#039;s just no way to avoid the Warpflame rule, which experience will teach any Tzeentchian acolyte can be the rule that saves you on a good day (dishing out un-savable wounds), or be the last nail in your coffin on a bad day (providing all your opponent&#039;s units with/improving their Feel No Pain). Like Warpflame on its own, the Soulblaze/Warpflame combo can result in absolutely nothing (or - at worse - make your opponents even harder to kill next turn). However, it can be terrifyingly devastating on days when it works in your favor - the two generating up to 6 more wounds on an enemy unit just for hitting it!&lt;br /&gt;
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====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Born of Sorcery:&#039;&#039;&#039; [[Awesome|Warlord harnesses Warp Charges on 3+.]] Personally, the best trait, this means you can one-die a lot of easy powers like the bolt or the nova power.&lt;br /&gt;
#&#039;&#039;&#039;Incorporeal Form:&#039;&#039;&#039; All enemy units suffer -1 to their BS and WS when attacking the Warlord; although inferior to the next trait, it definitely does help against shooty armies like Tau or Guard.&lt;br /&gt;
#&#039;&#039;&#039;Warp Tether:&#039;&#039;&#039; [[Awesome|Warlord and all Daemons of Tzeentch in 9&amp;quot; get +1 to their Invulnerable]], one of the most powerful traits in the game, since daemons have many ways to buff invulnerable saves, useful on mono Tzeentch armies.&lt;br /&gt;
#&#039;&#039;&#039;Lorekeeper of Tzeentch:&#039;&#039;&#039; [[Awesome|Warlord gets +1ML.]] If not a Psyker, become ML1 and must roll on the Change discipline, this is more cheesy than useful--UNLESS you have the Infernal Tetrad as your warlord(s), netting you 3 more warp charges and spells (Since GW FAQ&#039;ed the Tetrad so that the Daemon Prince of Khorne can&#039;t get Mastery Level 1 from this result). Wreak havoc with three psyker level FOUR daemon princes!&lt;br /&gt;
#&#039;&#039;&#039;Tyrant of the Warp:&#039;&#039;&#039; [[Awesome|Ignore your first Perils in a Psychic phase.]] If you generate 21 warp charge points per turn, you&#039;re prone to perils, and if you really want to get a Warp Charge 3 Flickering Fire without dying then just rock this trait, and it sounds pretty badass. BUT WHAT DOES IT DO THO? &lt;br /&gt;
#&#039;&#039;&#039;Daemonspark:&#039;&#039;&#039; Warlord and all Tzeentch Daemons in 9&amp;quot; gain Soulblaze on their close combat attacks... by far the worst trait, but a wise opponent might think twice before charging into a battle of attrition with 20 Soulblazing Pink Horrors. But still you better reroll this one.&lt;br /&gt;
&lt;br /&gt;
====Relics====&lt;br /&gt;
*&#039;&#039;&#039;Paradox&#039;&#039;&#039;: 25 points, Heralds and LoCs only. Expect to see this on every LoC to hit the field. You&#039;re not taking this because it&#039;s a Concussive AP4 melee weapon, you&#039;re taking it for the Warp Contradiction rule. With it, once per turn you can turn all the dice you rolled for a Psychic test to the opposite of their displayed value. In other words, you can turn a 1 into a 6 this way and turn a shitty roll into an amazing one instead (and then you get perils, lol), keep in mind that this means that you can guarantee a successful power by expending 2x-1 charges (1 for a cost 1, 3 for a cost 2 and 5 for a cost 3). Now you can feel safe rolling just 5 dice instead of 7 to successfully manifest WC3 powers. Note that Warp Contradiction affects the bearer only and can only be used once every phase. Combined with the Tyrant of the Warp ability, this means you can get the power you need without risk of perils.&lt;br /&gt;
*&#039;&#039;&#039;The Endless Grimoire&#039;&#039;&#039;: 35 points, Heralds only. If the Warlord only generates powers from the Change discipline, he gets to use all of them. No, you didn&#039;t misread, it says &amp;quot;the Warlord&amp;quot;, not &amp;quot;the bearer&amp;quot; although nothing prevents you from making the Grimoire&#039;s bearer your Warlord. That awesome tome of wisdom looks pricey but instead of rolling shit you have a guaranteed access to powers you need. The issue is that, in the Pre-Warzone Fenris Codex where the codex specific god powers come into play, they have the requirement that you can only roll up to half on the chosen god&#039;s table which would mean you&#039;d have to keep the Warlord at ML 1 for the purposes of this upgrade which sucks. In Warzone Fenris&#039; FAQ, an important Errata was released, you can now roll all powers from a god specific discipline. Take a Herald of Tzeentch as Warlord and have all the powers without any risk of nullifying this. With all these toys you can get an LoC that is almost exactly like Fateweaver. With the +1 Mastery level trait and the endless grimoire as well as the impossible robe you have a Fateweaver with a better invul (knows all powers, 3++, ML4) with the large benefit of being able to fight in combat effectively.&lt;br /&gt;
*&#039;&#039;&#039;Soul Bane&#039;&#039;&#039;: 15 points, DPs and Heralds only. It&#039;s just in the relics cause they need a fluff related reason for having one. An unusual melee weapon with S User, AP equal to your target&#039;s initiative (with AP1 against vehicles and AP- against anyone who&#039;s I7 or higher), and Fleshbane. It can be interesting on a Herald, if you like spending 15pts for interesting... But well worth it on a Daemon Prince - the AP1 vs vehicles means he&#039;s more likely to EXPLODES! them, and Fleshbane combined with his high initiative, invul. save, flight &amp;amp; psychic powers makes the Prince of Tzeentch a perfect Riptide/Wraithlord/Wraithknight hunter!&lt;br /&gt;
*&#039;&#039;&#039;The Oracular Dais&#039;&#039;&#039;: 35 points, Heralds only. A Disc of Tzeentch that allows you to auto-pass a reserve roll for any friendly Chaos Daemon unit once per turn. This works with instruments to drop a second unit. For an instrument to work you have to pass the reserve-roll and it&#039;s actually only 10 points since a normal disc is 25 points.&lt;br /&gt;
*&#039;&#039;&#039;The Impossible Robe&#039;&#039;&#039;: 25 points, LoC, DPs and Heralds of Tzeentch only. On the one hand, it&#039;s a 3+ invulnerable save. On the other hand, if you take an unsaved wound you need to pass a Ld test or be removed from play. While it sounds really risky, on an LoC it&#039;s frankly amazing; with T6, 5 wounds, Ld 9, your opponent hitting you on 6s in the air, AND rerolling saves of 1, this makes your LoC a nigh unkillable fuck laying down psychic dakka or summoning unit after unit of daemons. Hopefully for the sake of your opponent this doesn&#039;t stack with the Warp Tether Warlord Trait, but it does stack with the cursed earth psychic power. It might be as useful using the grimoire, as you&#039;re wasting the bonus +2 to your invulnerable as you only need one and you incur the risk of failing the 3+ (unless you have Fateweaver) reroll. If you want to avoid the risk of the Grimoire just buy the Flyer Ace. Fun fact: Fateweaver used to have almost this exactly.&lt;br /&gt;
*&#039;&#039;&#039;The Everstave&#039;&#039;&#039;: 20 points, Herald or LoC only. In melee, it&#039;s S User AP4 with Soulblaze and Warpflame. As a ranged weapon, it&#039;s a Heavy 1 flamer with S5 AP3 along with Soulblaze and Warpflame. Soulblaze is semi decent, the template may not be a [https://1d4chan.org/wiki/Heldrake baleflamer] but it&#039;s far from bad. Take it for the Template or not at all. Would this work with the Warpflame Host formation, Storm of Daemonis Fire rule? Combine with flamers to make sure that if you have to burn some space marines that a lot less of them will be upright to minimize the risk of warp flame. Honestly, its not that bad and it can roast some stuff if put on a flying monster.&lt;br /&gt;
&lt;br /&gt;
====Psychic Powers of Change====&lt;br /&gt;
*&#039;&#039;&#039;Primaris: Flickering Fire&#039;&#039;&#039; - WC1, WC2, or WC3. This power right here? It&#039;s what is supposed to act in the place guns for your army. Flickering fire is a variable yield spell, normally it&#039;s a warp charge one spell that throws out 2d6 heavy bolter shots with soulblaze and warpflame. But by casting it as either a warp charge two or three spell, you add an extra d6 worth of shots for each additional charge you&#039;re spending.  Remember that while Heavy Bolters are generally not that good, yours are generally strapped onto much more mobile shooting platforms who can maneuver to the rear arc on enemy vehicles and glance them out before they knew what hit them.  Oh those Pink Horrors, no they&#039;re S3 they can&#039;t possibly hurt your wave serpent, why don&#039;t you maneuver it clo- DAKKADAKKADAKKA dead serpent.  NOTE: it&#039;s capped as a level three spell, so NO you can&#039;t throw 12 warp charges behind this spell to throw out 13D6 worth of shots, and Warzone Fenris imposes the &amp;quot;Choose WC# before casting&amp;quot; limit [[Eldar|Eldritch Storm]] that some other Daemon Powers have.&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;s Firestorm&#039;&#039;&#039; - WC1. strength D6+1, AP- small blast with warpflame; the worst spell in the &#039;&#039;&#039;game&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Bolt of Change&#039;&#039;&#039; - WC1. Str D6+4, AP 2, 24&amp;quot; beam, warp flame. As one of three anti tank powers, it&#039;s arguably the weaker of the spells, but at warp charge 1, it is easier one to get off.&lt;br /&gt;
** Alternate Opinion: As a beam weapon with the same range as a bolter there is potential for some pretty good vehicle wrecking capability. Combined with Tzeentchs Exalted Locus, a D6+5 strength AP2 beam starts to look pretty tasty. Also with a minimum of S7 with the formation in the decurion it start to be pretty scary (if you could ever afford the 9 horrors squad formation of course)(Do note however that the formation only require 9 units from a list of 3, with the points being 50, 69 and 90 as such a reasonably balanced formation runs to about 700 for the 9 units AND the herald with the Ex Locus of +1 Str) &lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;s Warpflame&#039;&#039;&#039; - WC1 Nova with 9&amp;quot; range, S D6 (Yep, you roll for that Strength value fucker), AP4, Assault 2D6, Ignores Cover, with Warpflame Rule. Too random in strength to be reliable, potentially a real fucker if you roll a 6 in the middle of an enemy formation with lots of cover, potentially just a waste of your Warp Charges when you roll S1 and wound not just MEQs on a 6, but those &#039;&#039;dirt cheap GEQs&#039;&#039; as well. &lt;br /&gt;
*&#039;&#039;&#039;Boon of Flame&#039;&#039;&#039; - WC2, or WC3. Decide before casting. WC2 nabs you 1 Exalted Flamer, WC3 gives you either 3 flamers or 1 Chariot. Just take 1 roll and Malefic and swap for Primaris. However, while inferior to Malefic it&#039;s not bad, just limited and even Malefic can&#039;t summon Flaming Chariots, and since the psychic phase is juuuust before the shooting phase you can use this to summon some powerful shooting attacks and distractions. If using Magnus, make sure he does this power every turn because summoning at least 5 burning chariots over the course of a game is nothing to scoff at.&lt;br /&gt;
*&#039;&#039;&#039;Infernal Gateway&#039;&#039;&#039; - WC2. Bolt of Change&#039;s big brother. Str d6+4, AP1, blast, Warpflame. The blast does mean you have the chance to get multiple targets, but it&#039;s a small blast so not ideal.&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Gaze&#039;&#039;&#039; - WC3. 18&amp;quot; AP1 Destroyer hit. This is what you want to demolish vehicles, Wraithknights, and Dreadknights with.&lt;br /&gt;
&lt;br /&gt;
In all, the boost to Warpflame when using the Tzeentch infantry formation works wonders with this discipline, but outside of it? The God of Disease has greater magick than the god of Magic himself, except for Power 6, which is 100% luck-based. Curse of the Wulfen actually made that discipline a bit worse: now you have a 50 % chance to roll bad power instead of 33.3% and a single Destroyer hit is useless against horde armies and any units with multiple models. No guarantees unless using Fateweaver or a ML1 Herald with Endless Grimoire. The Exalted Locus is good for this as well, but it&#039;s only one squad. Unless, again, you run the Tzeentch infantry based formation. Which leads to silliness such as 9 squads of Horrors shooting 2d6 Autocannon rounds each with a WC1 power. Are we starting to see a pattern here? Taking Horrors and/or Flamers? Take the Warpflame Host. It improves them and their herald ridiculously well. Just fucking do it.&lt;br /&gt;
&lt;br /&gt;
===Nurgle===&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Blessed with Corpulence:&#039;&#039;&#039; Gain +1 wound. Hilarious since it can stack with the Corpulence Greater Reward for a 9-wound GUO.&lt;br /&gt;
#&#039;&#039;&#039;Acidic Ichor:&#039;&#039;&#039; Enemy units in close combat with Warlord take a S1 AP2 Poisoned (4+) auto-hit every time the warlord loses a wound. Nice protection in challenges.&lt;br /&gt;
#&#039;&#039;&#039;Plaguefly Hive:&#039;&#039;&#039; Enemy units can only snap fire at Warlord and his unit, if they are within 7&amp;quot;. Makes a great distraction as enemy hits so much less, has a tough time even denting T7 (T10 with Iron Arm or Nurgle Discipline). Brokenly good on a herald in a drone bus.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Touch:&#039;&#039;&#039; If a model takes an unsaved wound from Warlord in the Assault phase, must pass a toughness test or lose a wound with no armor saves allowed.&lt;br /&gt;
#&#039;&#039;&#039;Impenetrable Hide:&#039;&#039;&#039; [[Awesome|Feel No Pain, or +1 to FNP if they have it already.]] If you got Endurance, or rolled the 4+ FNP greater reward, your opponent will bitterly weep.&lt;br /&gt;
#&#039;&#039;&#039;Miasma of Pestilence:&#039;&#039;&#039; Any units within 7&amp;quot; of warlord that suffer unsaved wounds take additional D6 Poisoned (5+) Ignores Cover wounds.&lt;br /&gt;
&lt;br /&gt;
====Relics====&lt;br /&gt;
*&#039;&#039;&#039;Grotti the Nurgling:&#039;&#039;&#039; A little pet for Nurgle HQs, 40 points. All non-Daemon of Nurgle units within 6&amp;quot; of the bearer (friend or foe) have their toughness reduced by 1. Combine with Plague Flail and Epidemia and Biomancy&#039;s weakness for awesome pew pew.&lt;br /&gt;
*&#039;&#039;&#039;Corruption:&#039;&#039;&#039; 25 points, only for Nurgle HQs as well. Unusually, this melee weapon has no Strength rating of its own. Instead, it always wounds on a successful To Hit and uses the user&#039;s strength for ID and armor penetration purposes. While its AP- may seem like an issue against vehicles, it always glances on a 6 so you may still get lucky with it. So on an MC, it&#039;s auto wounding with AP 2?&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; This is not worthless but not good at all, for 20 points you can have a Balesword instead, with Instant Death and poison 4+, which becomes even better when you realise that a DP Insta kills T4 models on 2&#039;s with rerolls and T5 models on 3&#039;s with rerolls, after that never worse than a 4. &lt;br /&gt;
*&#039;&#039;&#039;Horn of Nurgle&#039;s Rot:&#039;&#039;&#039; 35 points, DPs and Heralds only.  After resolving close combat attacks, one Plaguebearer unit within 12&amp;quot; of the bearer gain another model for every model that was slain by the bearer. The new models must be in coherency and follow the normal positioning rules.&lt;br /&gt;
*&#039;&#039;&#039;Epidemia:&#039;&#039;&#039; 20 points, GUOs only. An S+1 AP- melee weapon that forces the units of models removed by its attacks to pass a toughness test or suffer an additional wound.&lt;br /&gt;
*&#039;&#039;&#039;The Doomsday Bell:&#039;&#039;&#039; 30 points, Heralds only. Counts as an Instrument of Chaos and inflicts a -1 Ld penalty as long as the bearer is on the field. Combine with Slaanesh psychic powers for best results. &lt;br /&gt;
*&#039;&#039;&#039;Death&#039;s Head of Duke Olaks:&#039;&#039;&#039; 15 points, Heralds only. S1 AP4 with Large Blast, Assault 1, Poison (2+), and One Use Only. Basically a blight grenade on steroids.&lt;br /&gt;
&lt;br /&gt;
====Psychic Powers of Plague====&lt;br /&gt;
*&#039;&#039;&#039;Primaris: Stream of Corruption&#039;&#039;&#039; - WC1. An AP 3 template with poison 4+, it&#039;s a pretty nifty power.  Anything shy of a terminator is going to at least take a dent from this.&lt;br /&gt;
*&#039;&#039;&#039;Debilitating Distention&#039;&#039;&#039; - WC1 Malediction which stops a target unit within 24&amp;quot; from Running, performing Sweeping Advances, or firing Overwatch. Neuter an enemy unit with a temporary Slow and Purposeful? Yes, please!&lt;br /&gt;
*&#039;&#039;&#039;Plague Wind&#039;&#039;&#039; - WC1. 12&amp;quot; AP2 poison 4+ large blast, this WILL dent anything, including terminators.  The poison 4+ does mean there&#039;s only a 50/50 chance of wounding, but the AP2 makes it better than trying to hit them with your swords.&lt;br /&gt;
*&#039;&#039;&#039;Miasma of Pestilence&#039;&#039;&#039;- WC1. A BLESSING, important note, that targets the caster.  Any enemy models in close combat with him or his unit suffer a D3 penalty to weapon skill and initiative. Cast this just before your herald and ONLY your herald gets stuck in, (A greater daemon/prince will usually do without this buff unless he&#039;s facing something equally tough) and you have better things to spend your warp charges on.&lt;br /&gt;
*&#039;&#039;&#039;Rancid Visitation&#039;&#039;&#039; - WC2. A 12&amp;quot; nova, all units have to pass a toughness test or suffer a wound with no armor or cover allowed, then it has to pass ANOTHER test if it suffered a wound or suffer more wounds until it passes. This one is warp charge 2, and for a good reason.  This thing is nasty if used right, combine with something to nerf toughness to make this a true monster.&lt;br /&gt;
*&#039;&#039;&#039;Final Decomposition&#039;&#039;&#039; - WC2, 12&amp;quot; Focused Witchfire. Instead of rolling to wound, opponent must roll the dice, if result is higher than number of Wounds remained, the model takes an AP2 Instant Death auto-wound.&lt;br /&gt;
*&#039;&#039;&#039;Putrescent Vitality&#039;&#039;&#039; - WC1, WC2, or WC3. Blessing which gives +1 toughness to a Daemon of Nurgle Unit within 24&amp;quot; for each warp charge level you picked when you cast it. No getting lucky and then upping it to +2T or +3T, you have to decide the level beforehand. Iron Arm is better as a personal power for Daemon Princes or GUO, but this can target anything other than the Psyker. So T7 Plaguebearers, or allow Nurglings to overcome stupid T3 Instant Death shenanigans.&lt;br /&gt;
&lt;br /&gt;
In all, got an even more awesome boost with Curse of the Wulfen. Without a doubt the best discipline to roll on. 1 massively OP buff (Putrescent Vitality), and several powers to neuter/cripple enemy units to make them easy pickings in close combat. Also the witchfires laugh at anything in Power Armor or Terminator Armor.&lt;br /&gt;
&lt;br /&gt;
===Slaanesh===&lt;br /&gt;
====Warlord Traits====&lt;br /&gt;
#&#039;&#039;&#039;Celerity of Slaanesh:&#039;&#039;&#039; [[Awesome|Warlord and unit can Run and Charge in the same turn.]] A unit of Slaanesh Seekers with a Herald on Steed move 12&amp;quot;, can run a rerollable D6+6&amp;quot;, and an additional 6s with the Grand Cavalcade formation, and then Assault 2D6 with Fleet. That&#039;s a 42&amp;quot; threat range. In short, expect first turn charges with this warlord trait.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Duelist:&#039;&#039;&#039; Re-roll all failed hits in a Challenge. That feel when the God of Excess is more choppy than the God of Choppy.&lt;br /&gt;
#&#039;&#039;&#039;The Murderdance:&#039;&#039;&#039; Warlord plus any Daemons of Slaanesh re-roll 1s to hit in Assault. Given the wording, your entire army benefits from it.&lt;br /&gt;
#&#039;&#039;&#039;Fatal Caress:&#039;&#039;&#039; 6s to wound are Instant-Death. Stealing abilities from Khorne now, are we? Remember Slaanesh has rending so even for non monstrous creatures this is going to be an instant-death AP2 hit.&lt;br /&gt;
#&#039;&#039;&#039;Savage Hedonist:&#039;&#039;&#039; +1 Attack. Moving on.&lt;br /&gt;
#&#039;&#039;&#039;Bewitching Aura:&#039;&#039;&#039; Enemy units locked in combat with Warlord must take a leadership test or suffer -5 to their Weapon Skill.&lt;br /&gt;
&lt;br /&gt;
====Relics====&lt;br /&gt;
*&#039;&#039;&#039;Soulstealer&#039;&#039;&#039;: 20 points, DPs and KoS only. A power sword that lets you regain a wound when you use it to remove a model. Almost brokenly good on either unit. Just march down the field and if the enemy doesn&#039;t slay your daemon before it can assault a chump squad, or even an elite unit, you might suddenly find yourself healed back to full. &lt;br /&gt;
*&#039;&#039;&#039;Silvershard&#039;&#039;&#039;: 30 points, DPs and KoS only. Also a power sword, but grants 2 extra attacks. &lt;br /&gt;
*&#039;&#039;&#039;The Slothful Claw&#039;&#039;&#039;: 10 points, KoS and Heralds only. One melee attack becomes a S+2 AP2 Specialist Weapon Rending àttack. &lt;br /&gt;
*&#039;&#039;&#039;The Forbidden Gem&#039;&#039;&#039;: 15 points, Heralds only. At start of the fight sub-phase, after challenges issued but before blows are struck, any model in a challenge with the bearer must roll 3D6 and subtract their Ld. That model suffers penalty to WS and Initiative equal to the result for the rest of the phase. This combined with the Exalted Locus of Beguilement makes you a challenge rape machine.&lt;br /&gt;
*&#039;&#039;&#039;Whips of Agony&#039;&#039;&#039;: 15 points, Exalted Alluress only. S User AP5, allows bearer to reroll all to wound rolls and unsaved wounds prevent the target from performing any attacks for the rest of the Fight sub-phase. Cheap, yet effective. You pretty much need to score 1 wound to disable your enemy having a low S and Rending with to Wound re-roll will maximize the amount of 6s rolls you can get. If your enemy has a target with I above 4 bring a Fiend to allow your Exalted Allure to attack first.&lt;br /&gt;
*&#039;&#039;&#039;Mark of Excess&#039;&#039;&#039;: KoS, DPs and Heralds of Slaanesh may take this for 15 points. If the bearer kills a MC or Character at Fight sub-phase, he gains an extra attack for the rest of the game. It does stack as its applied at the end of each phase, so if you&#039;re planning on going on a spree it might be worth the 15 points.&lt;br /&gt;
&lt;br /&gt;
====Psychic Powers of Excess====&lt;br /&gt;
*&#039;&#039;&#039;Primaris: Lash of Slaanesh&#039;&#039;&#039; - WC1. A bolter ranged beam with strength 6, AP- and rending. While not as generally strong as the Tzeentch stuff, (Tzeentch is greater in strength on a 3+) this is your other anti tank option.  On, say, a flying daemon prince, this is actually pretty good because you can line up multiple targets, potentially in their rear arcs.&lt;br /&gt;
*&#039;&#039;&#039;Acquiescence&#039;&#039;&#039; - WC1. A malediction with 18&amp;quot; range that makes a target enemy suffer a -5 penalty to initiative, and more importantly can&#039;t fire overwatch or counter attack. Use it just before you charge, and drink their tears as you spill their blood.&lt;br /&gt;
*&#039;&#039;&#039;[http://en.wikipedia.org/wiki/Pavane Pavane] of Slaanesh&#039;&#039;&#039; - WC2 a focused witch fire that makes a target enemy within a bolter shot take a leadership test, if failed a model within said unit loses a wound, if it is slain, the unit keeps suffering wounds until it passes one. A more mental version of Rancid Visitation, and a much weaker version as well. Never target at multi wound models. Note that because demons have comparably low leaderships to work with Demon instability this power can be &#039;&#039;&#039;FUN*&#039;&#039;&#039; in mirror matches, cast it on a unit of fury&#039;s and watch them pop like balloons. &lt;br /&gt;
*&#039;&#039;&#039;Maniacal Fervor&#039;&#039;&#039; - WC1. Unit within 12&amp;quot; gains Rage, Furious Charge, and Zealot, but takes D6 S3 AP- hits. Yeah, a spell which while buffs, can actually hurt a target. Um... maybe? While this can be effective enough on to slaaneshi units, since granting more attacks to the already Rending demons can be enough to make even terminator reach for the safe word, casting this on something like plague drones or noise marines (who can both have toughness to likely ignore s3&#039;s or armor save them away) suddenly makes them much, much more scary with virtually no risk whatsoever. Ever want to see a GUO do an impression of a Bloodthirster? &lt;br /&gt;
**Cast on a unit of your meatgrinder chariots and look at them go! S3 can&#039;t hurt them, and their only purpose is charging, so all those rules can be put to good use.&lt;br /&gt;
*&#039;&#039;&#039;Phantasmagoria&#039;&#039;&#039; - GIVE YOUR TARGET A CONTINUOUS ORGASM BABY! (what?) Actually more like hallucinations. Besides being worth 22 points in scrabble, this is a WC1, Malediction which forces an enemy unit to make an Ld test in order to do ANYTHING at all. Like an improved version of Telepathy&#039;s Dominate Power. &lt;br /&gt;
*&#039;&#039;&#039;Slicing Shards&#039;&#039;&#039; - WC2. Witchfire with 24&amp;quot;, S4 AP4 Large Blast, Assault 1 which inflicts D6 additional S4 AP4 hits on anything hit if they fail a leadership test afterwards. Fuck that horde.&lt;br /&gt;
*&#039;&#039;&#039;Cacophonic choir&#039;&#039;&#039; - WC2. A 12&amp;quot; nova that makes you roll 2d6, all hit units subtract their leadership from the result and take the difference in wounds with no cover or armor save allowed, then all units hit by the power take a pinning test. At warp charge two, you&#039;re better off getting psychic shriek from telepathy, though this power does get around Invisibility bullshit since it&#039;s a nova.&lt;br /&gt;
**The fact that this causes Pinning Tests even if the targets don&#039;t suffer wounds makes it useful against Tau, Orks, and certain types of IG armies.  Note that you cannot pin Riptides (though this is still a decent power to use against them thanks to ignoring armor) because MCs can&#039;t go to ground... but Pathfinders are only Ld 7 (8 with leader).&lt;br /&gt;
&lt;br /&gt;
In all, not bad but not great either. Acquiescence has been superseded by Debilitating Distention, Maniacal Fervor and Phantasmagoria are excellent blessings and maledictions respectively, but everything else is done better by Change or Plague, however in mirror matches due to demons low leaderships (all basic troop demons are leadership 7), or armies who have low Ld values anyway (Tau, Imperial Guard, Orks), this discipline could do good work.&lt;br /&gt;
&lt;br /&gt;
===Warp Storm!=== &lt;br /&gt;
At the start of each Daemon player&#039;s shooting phase (so if you got a Daemon vs. Daemon game this is going off every turn!!) roll 2D6 and apply the matching result...&lt;br /&gt;
  &lt;br /&gt;
* 2 - All units with the Daemonic Instability rule must test for it. Now obviously the idea of losing models for no reason other than the codex you play is a little frustrating but this is still a REGULAR Ld TEST (unlike the next result), so at MOST you lose 4 models in a standard troop unit or 2 Wounds on a DP or Greater Daemon(THIS is pretty painful), of course that&#039;s assuming you don&#039;t roll double 6&#039;s for EVERY unit&#039;s instability check (were this to happen I&#039;m sure your opponent would understand you throwing the table, just let them get their army off it first....this isn&#039;t their fault) . So, in summary, while this is pretty depressing I wouldn&#039;t consider it QUITE that army breaking (it will leave a mark though!).  Note: Until it gets FAQ&#039;d feel free to assume that you get FNP against wounds caused by instability (its not technically a save). Don&#039;t be surprised to lose 30-100 points if this result is rolled.&lt;br /&gt;
* 3 - One of your characters must test for Daemonic instability on a 3d6. This can be pretty painful depending on who gets hit by it, losing a GUO or a Bloodthirster to this would be a sour feeling indeed!  Were this to happen you have our permission to rage. Make sure you take those cheap squad character upgrades to mitigate this.&lt;br /&gt;
* 4 - All Models with the Daemon rule suffer -1 to their Invulnerable Saves for a round. THIS.....THIS......O This......after rolling this you can take comfort in the fact it can&#039;t get any worse. Unfortunately, your Daemons probably won&#039;t be around to celebrate the sunnier days.  This is by far and away the worst possible result you can get so if the idea of it frightens you, invest in Fateweaver! &lt;br /&gt;
**&#039;&#039;&#039;NOTE:&#039;&#039;&#039; The new Daemonic Incursion detachment allows you to add 1 or subtract 1 from your Warp Storm rolls after you make them. [[Awesome|Never worry about getting this result ever again.]]&lt;br /&gt;
* 5 - Tzeentch compels you to roll a bunch of dice. For every six an enemy (or Nurglic) unit wins a cover-ignoring S4 AP5 large pieplate to the face.&lt;br /&gt;
* 6 - Every enemy or Tzeentchian unit has a chance in 6 to suffer d6 S4 AP3 hits that wound on a 4+ and ignore cover, courtesy of Papa Nurgle.&lt;br /&gt;
* 7 - Nothing.  Remember that this the most statistically likely result.&lt;br /&gt;
* 8 - As a 6, but Slaanesh likes his/her hits to be S6 AP-, Rending and with a chance to hit Khornate allies.&lt;br /&gt;
* 9 - As a 5, but Khorne&#039;s mighty pieplates are small, S8 AP3 and have a tendency to hit Slaaneshi pussies.&lt;br /&gt;
*10 - All daemons get a +1 to their Invulnerable Save for a round. Every Daemon in your army now has an Iron Halo.....I don&#039;t think I need to explain the awesomeness in that. If you honestly don&#039;t see this as a game changer, wait until you roll it then ask your opponent how they feel about it.  By far the best result you could hope for.&lt;br /&gt;
*11 - An enemy psyker must pass a leadership test on a 3d6 or become an Herald of your choice at your command. Oh, look-see, your [[Mephiston|precious and unique snowflake]] just became my new lieutenant (try a Tzeentch Herald here for free Divination trolling). Bonus points if you roll this on your first turn. Totally useless if your opponent doesn&#039;t even have a psyker on the board though.&lt;br /&gt;
**Big problem with this now, the herald is &#039;born&#039; at the start of the shooting phase, so if it&#039;s your turn it won&#039;t be able to move or use powers until your next turn, and in your enemy&#039;s turn he&#039;ll have a full turn to deal with it. Snag a Nurgle herald so it can be as big a thorn to kill as possible.&lt;br /&gt;
** In addition, if you are playing against Daemons, you can&#039;t transform Daemon Psykers into your Herald through this roll. &lt;br /&gt;
*12 - You get an entire unit of troops of your choice, 2d6+3 strong, completely free of charge. Lucky you. Hope you&#039;re not playing Purge the Alien or already running a Lord of Change with Summoning.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the release of Wrath of Magnus, you can use below Tzeentchian Warpstorm table for the duration of the battle instead if your Warlord is a Daemon of Tzeentch. Note that this one is not completely the higher the better nor is there a result that does nothing so every turn something happens just as planned. Also keep in mind that until an FAQ comes out, Kairos or any warlord with same trait can&#039;t use the warpstorm table roll because of the wording! This is not that bad if using the specific Tzeentch Daemon Decurion detachment which grants the reroll on below table.&lt;br /&gt;
&lt;br /&gt;
* 2 - A random non-daemon character suffers D3 wounds with no saves allowed. If the model is killed by this then it turns into a Chaos SpaOHGODNOSHLAZBOQAKIKIKIKI--ahem, placed within 6&amp;quot;. A chance for a free kill? Yes please!! Watch out if you&#039;re bringing allies that are not daemon as this could hurt them as well.&lt;br /&gt;
* 3 - All psykers suffers perils on any doubles till next roll on this table. If using this table, you&#039;ll probably have several psykers which might make this result easily the worst one! Though seeing a libby conclave or any psyker deathstars suffering from this as well could be funny.&lt;br /&gt;
* 4 - Remove a random Tzeentch Daemon from play and deepstrike it immediately. Free redeployment. Albeit with a risk if no icons or Cursed earth are in play. Don&#039;t forget the option FMC&#039;s have when deepstriking...&lt;br /&gt;
* 5 - All psykers harness warp charges on 3+ until the next roll on this table. This one is always welcome! Unless your Daemons are somehow outclassed in the Psychic fase.&lt;br /&gt;
* 6 - All flamer weapons gain Warpflame. This one screams &#039;Please flame me so I get +1 to my FNP!!&#039; Also, this remains in play as nowhere is stated that this will end at the end of the turn like other results.&lt;br /&gt;
* 7 - Each player gains D3 re-rolls for anything. Unused rolls are lost end of the turn. Kairos rerolls for everyone, ENJOY:)&lt;br /&gt;
* 8 - All powers cost 1 less warp charge but any failed psychic test is a perils. Lasts till the next roll on this table. Nice but be careful with casting.&lt;br /&gt;
* 9 - Any units suffer D6 S4 AP4 warpflame hits on a roll of a 1 or 2. This includes your own units. Squishy T3 or lowers units will probably get hurt and the bigger units will likely get better thanks to warpflame!&lt;br /&gt;
* 10 - Current player deepstrikes a new unit of 10 Brimstone Horrors. Free warp charge!&lt;br /&gt;
* 11 - A random non-daemon enemy psyker takes a LD and if failed is replaced by a Herald of Tzeentch. Crap compared to the normal Warpstorm table roll, but still ok.&lt;br /&gt;
* 12 - Current player chooses a tzeentch daemon character which must pass a LD test. If failed, is removed from play. If passed, is replaced by a Lord of Change within 6&amp;quot;. Better pass that test! Also if you choose your walord the new Lord of Change will become your warlord, retains the warlord trait of the chosen character and warlord kill is only rewarded when this new Chicken is dead.&lt;br /&gt;
&lt;br /&gt;
===Random Wargear===&lt;br /&gt;
Daemons may purchase various types of rewards, as opposed to each reward only doing one specific thing they each have a random effect that you roll for (rerolling any results that the daemon already comes with).  In addition to the random effects each reward has a default choice that the player may take if they do not want the result rolled (basically a &amp;quot;primaris&amp;quot; reward); these are usually a standard weapon available to all 4 types types of daemons and a set of god specific weapons that may also be taken.  &lt;br /&gt;
&lt;br /&gt;
====Lesser Rewards====&lt;br /&gt;
All in all, not much to recommend here. May be nice on a Unit Champion or Herald to swap for an Etherblade or potentially end up with 2+ reserves, but most won&#039;t benefit Greater Daemons or Daemon Princes unless you&#039;re a psyker and rolled #4, in which case good fucking luck to anyone trying to curse you with maledictions or target you with witchfires.&lt;br /&gt;
*&#039;&#039;&#039;0 - Magic Weapon&#039;&#039;&#039; - If you don&#039;t like what the Dark Gods gave you, you can still fall back on a nifty special weapon. &lt;br /&gt;
**&#039;&#039;&#039;Etherblade&#039;&#039;&#039; - default is this AP2, master-crafted melee weapon. At 10 pts., you will scarcely find a bargain like this in any other codex.&lt;br /&gt;
**&#039;&#039;&#039;Axe of Khorne&#039;&#039;&#039; - Available to Daemons of Khorne, AP2, Instant Death on 6s to-wound. The preferred armament for the Blood God&#039;s servants and just like the Etherblade, you are very hard pressed to find a better bargain.&lt;br /&gt;
**&#039;&#039;&#039;Staff of Change&#039;&#039;&#039; - Available to Daemons of Tzeentch, a power maul with WARPDOOM, which causes victims to explode and inflict d6 S5, AP- hits on nearby units, although this includes yourself. Kinda risky, plus the Mutating Warp Blade is better.&lt;br /&gt;
*** Alternate Take: Giving a Staff of Change to a Lord of Change or Tzeentch Daemon Prince provides a cheap, effective way of insta-gibbing multi-wound anything T4 or lower...which pops up more often than you&#039;d expect.&lt;br /&gt;
**&#039;&#039;&#039;Plague Flail&#039;&#039;&#039; - Available to Daemons of Nurgle, +1 Strength, suckers must pass a Toughness test or suffer an additional wound. Not bad, but falls a bit short in an all-Space Marine metagame, that and the Balesword is way better.&lt;br /&gt;
**&#039;&#039;&#039;Witstealer Sword&#039;&#039;&#039; - Available to Daemons of Slaanesh, it has Rending for some superfluous reason (sidenote: does this mean that Rending bestowed by Slaaneshi Daemonhood does not stack with close combat weapon profiles?)but causes an additional wound on a failed Initiative test. Kinda meh: would&#039;ve been better priced at 5pts. instead of 10.&lt;br /&gt;
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*&#039;&#039;&#039;1 - Burning Blood&#039;&#039;&#039; - Every wound suffered in combat causes d3 bolter shots to the offender. It&#039;s... not bad but not good, largely because (once again) that all-Space Marine metagame makes this of marginal benefit, and non space marines tend to come in such numbers that taking out 3 of them is just a drop in the bucket.&lt;br /&gt;
*&#039;&#039;&#039;2 - Cleaving Strike&#039;&#039;&#039; - A 6 to Hit doubles the attack&#039;s Strength. Cute; pairs nicely with an Axe of Khorne on Daemons of Khorne if you have the Blood God&#039;s favour.&lt;br /&gt;
*&#039;&#039;&#039;3 - Corrosive Breath&#039;&#039;&#039; - A Flamer with +1 Strength and Armourbane. Very useful for defense and offense against hordes and (mainly lightly armoured) vehicles.&lt;br /&gt;
*&#039;&#039;&#039;4 - Spell Breaker&#039;&#039;&#039; - Adamantium Will. Not as good against Grey Knights as you expect, due to most of their psychic powers being blessings.&lt;br /&gt;
*&#039;&#039;&#039;5 - Warp Breath&#039;&#039;&#039; - Range 18&amp;quot; S8 AP4 Assault 1 with Soulblaze. It&#039;s also okay - the high-strength is nice for high-BS Daemons but it&#039;s let down by the low AP. Great for sniping [[METAL BOXES]].&lt;br /&gt;
*&#039;&#039;&#039;6 - Warp Strider&#039;&#039;&#039; - +1 to Reserve Rolls for the daemon and his unit. Hell yes - bring your motherfuckers in on a 2+!&lt;br /&gt;
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====Greater Rewards====&lt;br /&gt;
These are, without a doubt, the best choice of rewards, with a decent price and some pretty big bonuses. If you don&#039;t like what you get (and most of them are pretty sweet), you can always exchange it for one of the awesome Greater Magic Weapons.&lt;br /&gt;
*&#039;&#039;&#039;0 - Greater Magic Weapon&#039;&#039;&#039; - as per lesser rewards, you can opt out of whatever you rolled for one of these.&lt;br /&gt;
**&#039;&#039;&#039;Greater Etherblade&#039;&#039;&#039; - a +1 S, AP2, master-crafted melee weapon. A damn good bargain at 20 pts.! &lt;br /&gt;
**&#039;&#039;&#039;Blade of Blood&#039;&#039;&#039; - for Daemons of Khorne, AP2 and, technically Rampage (the rule it self is worded such as that it gives the wielder rampage but the weapon does not have it itself), but Unwieldy. It combines well with the axe of Khorne or an Eitherblade granting +1 attack since there both specialist weapons and the axe strikes at initiative while the Blade grants rampage even if you do not use it! It&#039;s great for Thirsters and DPs but also swell on Heralds or Bloodreapers looking to pick up horde-mulching duty. Grab an Etherblade, Greater Etherblade or Axe of Khorne with itfor either Master Crafted or character hunting and that bonus attack.&lt;br /&gt;
**&#039;&#039;&#039;Mutating Warpblade&#039;&#039;&#039; - for Daemons of Tzeentch, power sword that turns slain Characters and MCs into Chaos Sp... [[Chaos Spawn|things that never should be named]]. It&#039;s very good, but the hard part is slaying the enemy character or Monstrous Creature. Works for some characters, but monstrous creatures may a bit tough.&lt;br /&gt;
**&#039;&#039;&#039;Balesword&#039;&#039;&#039; - for Daemons of Nurgle, poisoned 4+, Instant Death and what is basically Gauss. The ultimate anti-MC weapon when given to a Daemon Prince or GUO; just remember to tie up the enemy whatsit with another unit first lest your DP get gibbed by Overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Lash of Despair&#039;&#039;&#039; - for Daemons of Slaanesh, 2d6 attacks at the user&#039;s base strength up to 12&amp;quot; away. Were this weapon rending, you could have had yourself a rather brutal long range weapon. As it stands, it&#039;s just an unreliable form of anti-air when loaded onto a flying DP. If you want it to be a bit more of a Reliable Anti-air weapon, you can use psychic powers that buff strength to increase the power of this weapon.&lt;br /&gt;
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*&#039;&#039;&#039;1 - Corpulence&#039;&#039;&#039; - +1 Wounds and It Will Not Die. Very useful although funny to picture on anything Slaaneshi.&lt;br /&gt;
*&#039;&#039;&#039;2 - Daemonic Resilience&#039;&#039;&#039; - Feel no Pain 4+. This + Greater Daemons = Your opponent&#039;s tears.&lt;br /&gt;
*&#039;&#039;&#039;3 - Dark Blessing&#039;&#039;&#039; - Can reroll ALL Invulnerable saves. Fuckin&#039; A - you just improved your invulnerable save by about 1.5. Marginal improvement for Daemons of Tzeentch, though.&lt;br /&gt;
*&#039;&#039;&#039;4 - Hellfire Gaze&#039;&#039;&#039; - A Tau Fusion Blaster with Lance instead of Melta. This one is &#039;&#039;excellent&#039;&#039; for anything with a BS of 6 or more - Bloodthirsters, Keepers of Secrets, Lords of Change and Heralds of Khorne/Slaanesh, specifically.&lt;br /&gt;
*&#039;&#039;&#039;5 - Touch of Uncreation&#039;&#039;&#039; - Fleshbane and Armourbane on all melee attacks. This is the one you hope and pray to roll for your close combat Heralds. Greater Daemons and DP&#039;s also benefit from not having to Smash to pop vehicles.&lt;br /&gt;
*&#039;&#039;&#039;6 - Unbreakable Hide&#039;&#039;&#039; - 3+ Armor Save. What&#039;s that? You&#039;re a DP with Warp-Forged Armour or a Bloodthirster? Well that&#039;s what the greater magic weapon is for! If you&#039;re any other Greater Daemon or a Herald, this is awesome because free-ish [[Pauldrons|power armour]]!&lt;br /&gt;
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====Exalted Rewards====&lt;br /&gt;
Ostensibly, you only ever want to buy Exalted Rewards for your GDs and DPs - they&#039;re just too expensive and don&#039;t do enough, plus the MC Daemons can afford to purchase more rewards than Heralds, just in case. Exalted Rewards can still be swapped out for Hellforged Artefacts from the Chaos Daemons codex. This means Heralds can take the Grimoire/Portalgryph which is the only time Exalted Rewards are not a waste for Heralds.&lt;br /&gt;
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*&#039;&#039;&#039;0 - Hellforged Artefact&#039;&#039;&#039; - You get a special artefact of your choice, selected from one of four lists dependent on which Chaos God the model is associated with.[This is incorrect. Curse of the Wulfen DOES NOT replace the old Hellforged Artefact table. Any exalted reward roll may be swapped out for a 0 which allows user to select one item from the Hellforged Artefact able. The new artefact tables can be taken by any unit which can take Daemonic Rewards. The artefacts, however, do not count toward the maximum allowable reward points. Each Daemon can only take ONE artefact from ANY hellforged artefact table so you cannot take one from the new book and one from the table in the old book on the same model.]&lt;br /&gt;
*&#039;&#039;&#039;1 - Doubly Blessed&#039;&#039;&#039; - You get a reroll on the table and a Lesser Reward free of charge. In a word, [[AWESOME]]. This is the sort of thing you want to get as a DP.&lt;br /&gt;
*&#039;&#039;&#039;2 - Riftbringer&#039;&#039;&#039; - At the end of the combat phase, roll 2d6 and add +1 for every three wounds the daemon caused. On a 9+ you can create a new unit of troops, just like a 12 on the Warp Storm table. Watch the Hive Tyrant flip the table after all his gaunts poof into warpspawn.&lt;br /&gt;
*&#039;&#039;&#039;3 - Souleater&#039;&#039;&#039; - If the daemon causes any wounds in combat you gain a wound up to a maximum of 10. Nice!&lt;br /&gt;
*&#039;&#039;&#039;4 - Unholy Frenzy&#039;&#039;&#039; - Rage and Rampage. If you&#039;re a Daemon of Khorne and you&#039;re planning on rocking a Blade of Blood, this can be moot, so make sure you roll Exalted rewards before the greater ones since if you get Rampage here you can roll for something different from the Greater rewards. If you roll this and you haven&#039;t taken the Eternal Blade yet, you probably want to exchange it for that.&lt;br /&gt;
*&#039;&#039;&#039;5 - Warp Tether&#039;&#039;&#039; - The first time the character would die he is instead placed in reserve with one wound left. Trolliest, by far.&lt;br /&gt;
*&#039;&#039;&#039;6 - Wind of Chaos&#039;&#039;&#039; - Strength 2d6 AP4 Blast, Large Blast if you roll an 11 or 12.&lt;br /&gt;
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===Daemonic Loci===&lt;br /&gt;
Now Heralds may take a special upgrade called a Locus, giving a special bonus to themselves and any unit they join. Unlike most things in the book you can actually choose which one you want, although there are limitations based on the herald&#039;s allegiance.&lt;br /&gt;
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====Khorne====&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Abjuration:&#039;&#039;&#039; Gives Adamantium Will to the unit for a 5+ Deny the Witch! save. Honestly, it&#039;s probably not worth it, if just because the most powerful psychic powers are almost all buffs, which aren&#039;t affected by DtW anyway, plus the Greater and Exalted Loci of Khorne are generally more useful for your purposes (which is killing things). Still, it&#039;s cheap and, if you think you&#039;ll go up against an army (like Chaos Daemons ja ja) that could spam offensive psychic powers, it might just be worth it.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Fury:&#039;&#039;&#039; RAGEEEE!!! This little Locus is essential on Bloodletters, being the cost of two Bloodletters but boosting their melee punch far more than that. It&#039;s not as good on other units, since they generally have plenty of attacks to begin with, considering it&#039;s only five points less than the Exalted Locus. &lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Wrath:&#039;&#039;&#039; HATRED (against EVERYTHING)!!! It&#039;s 5 points more than the Greater Locus, but this one is far more useful to Khornate units that &#039;&#039;aren&#039;t&#039;&#039; Bloodletters, since they have more attacks anyway. That being said, this shouldn&#039;t be considered absolutely necessary; it&#039;s a neat boost, but it also requires a (comparatively expensive) Herald to run with the unit. This is especially good with the new formations which allow units to be affected by more than one Locus. A unit of flesh hounds from the Murderhoarde formation combined with a Herald (exalted locus) and Karanak (greater locus) would have both rage and hatred.&lt;br /&gt;
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====Nurgle====&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Virulence:&#039;&#039;&#039; 6s to Hit always wound on a 2+. Adds a bit more punch to your plagues, alright for 10 points.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Fecundity:&#039;&#039;&#039; Feel no Pain. Makes Plaguebearers who are in cover harder to crack than terminators, or better yet, there is nothing against a herald with this joining up with the Beasts of Nurgle, Toughness 5, 4 Wounds, Shrouded, It Will Not Die, and Feel no pain? that&#039;s a nightmare to try and kill!&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Contagion:&#039;&#039;&#039; 6&#039;s to Hit generate an additional hit that always wounds on a 4+. Go kill some MCs.&lt;br /&gt;
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====Slaanesh====&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Grace:&#039;&#039;&#039; Move Through Cover. Good on Slaanesh cavalry and chariots.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Swiftness:&#039;&#039;&#039; +5 Initiative (WHAAAAAA...?)&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Beguilement:&#039;&#039;&#039; Reroll all failed to Hit rolls, the opponent must always accept your challenges and YOU decide who accepts.&lt;br /&gt;
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====Tzeentch====&lt;br /&gt;
*&#039;&#039;&#039;Lesser Locus of Transmogrification:&#039;&#039;&#039; When a Pink Horror is slain, the unit gains d3 Blue Horror tokens instead of one. It&#039;s a cheap, melee gimmick. Since your Horrors shouldn&#039;t be in close combat anyway, it&#039;s probably rarely a good choice, but if you have a few more points to spare, it could be useful.&lt;br /&gt;
*&#039;&#039;&#039;Greater Locus of Change:&#039;&#039;&#039; The whole unit&#039;s Strength is randomized (1d6) at the start of each turn. This cannot end well.&lt;br /&gt;
**On the other hand, Tzeentch stuff only has a strength of 3 anyway, so on a 4+ you&#039;re getting better, on a 3 you&#039;re normal, and on a 1 and 2 you&#039;re screwed, so the odds are in your favor.  If you think you might need to assault with Horrors, consider this one.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Locus of Conjuration:&#039;&#039;&#039; +1 Strength to all Psychic Powers. Pretty straightforward.&lt;br /&gt;
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===Psychic Powers===&lt;br /&gt;
Chaos Daemons have a nifty bonus in that they all start with their respective God&#039;s Primaris power. The powers are mostly full of mind bullets but each power set specializes into a different kind of mind bullet. Tzeetch is random, but has anti infantry and anti tank powers. Nurgle laughs at everything with a power armor save, Slaaanesh has less random psychic abilities at the cost of being slightly less powerful than Tzeentch powers.&lt;br /&gt;
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Something to keep in mind given how spell heavy you are is that spells have their own phase so you can still run in the shooting phase, this is very important and gives you army a unexpected degree of slipperiness.&lt;br /&gt;
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The God-specific discipline tables got a massive overhaul with the Warzone: Fenris book. Now it gives a full table with 7 powers (Primaris+6 others), each is EXTREMELY useful when used with the intended God, and can have ways of benefiting rival gods too! Stick with Malefic, summoning varied cheese is too powerful.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
HQ units are broken down into Greater Daemons and Heralds. Greater Daemons (including Daemon Princes) bring a lot of hurt but cost a lot, especially the named Daemons; conversely, Heralds are cheap, disposable HQ and you can take a shitload of them as they bend the rules a bit for HQ selections.&lt;br /&gt;
&lt;br /&gt;
====Greater Daemons and Daemon Princes====&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster of Unfettered Fury:&#039;&#039;&#039; This guy is your basic &amp;quot;big stabby HQ&amp;quot;. He is an unholy rape train, with WS10, I9, 6A, and he comes with an &#039;&#039;&#039;Axe of Khorne&#039;&#039;&#039; (AP 2 and rolls To Wound of 6 cause ID), a &#039;&#039;&#039;Lash of Khorne&#039;&#039;&#039; (S6 AP2 shooting attack, albeit with only a 12&amp;quot; range), and &#039;&#039;&#039;Warp-Forged Armour&#039;&#039;&#039; (a 3+ save a la power armour). He comes standard as a Flying Monstrous Creature, which lets you swoop around the field assaulting whatever you want. Remember that you can Vector Strike (to troll people) and use Smash Attacks (to crush tanks to death). Although he can &#039;&#039;technically&#039;&#039; be seen as an anti-air choice, don&#039;t rely on him, since you can&#039;t assault flyers and the Lash of Khorne (your only shooting attack) is a.) short-ranged and b.) only S6 (which will have trouble penetrating most flyers). He gets the three levels of Gifts, most of which make him even better, but also make him cost a fair bit more and unlike the other Greater Daemons, he doesn&#039;t really &#039;&#039;need&#039;&#039; upgrades to make him a total badass. He is worth every point of his cost.  Just keep the force weapons as far away as possible!&lt;br /&gt;
**&#039;&#039;&#039;Skarbrand, the Exiled One&#039;&#039;&#039; - While he lacks the FMC abilities of other Bloodthirsters, Skarbrand more than makes up for it by combining Fleshbane/Armourbane and Instant Death on a single model. Throw in a better statline than a regular Bloodthirster&#039;s already-awesome one (+1 I and A), Rage and Hatred and he&#039;s all but guaranteed to curbstomp any non-Apoc HQ or MC in the game on the charge - and all for cheaper than a regular &#039;Thirster. The problem is that like the Black Mace Daemon Prince he lacks defensive power. While some might say T6 is enough, most CC beasts have S8+ weapons that are AP3 or lower and let&#039;s be honest - a 5++ save isn&#039;t going to stop him from taking 2-3 wounds. Skarbrand&#039;s best-use is as the ultimate [[Distraction Carnifex]] - he&#039;ll straight-up demolish even heavy-hitters like Big Papa Smurf or The Swarmload if he gets the charge on them, and as such will attract a shitload of heavy firepower/your opponent&#039;s best assault unit to stop that happening. Be sure to grab the Grimoire of True Names to fix this problem, and Deep Strike this beast so he can get to the thick of it! Plus, for what he delivers he is stupidly cheap, and if he is the warlord, he grabs instant death on his melee attacks, which is SO SCARY it will cause him to draw the attention of EVERYTHING &lt;br /&gt;
**&#039;&#039;&#039;[[Angron]] (Forge World/Apocalypse)&#039;&#039;&#039; - Hell yes! At first glance Angron looks like a slightly buffed (+1 W,I,A) Bloodthirster at literally twice cost. His master-crafted instant-death sword is pretty nice to take out other monstrous creatures, and big 12&amp;quot; bubble of -1 Ld is good too, but the main reason you take him is his retinue of 2-12 Bloodthirsters. And everything they charge would die - even Aetaos, Scabeiathrax and An&#039;ggrath (though, this would never happen, cause Angron and An&#039;ggrath are good fellows). On Armageddon this squad wiped out ONE HUNDRED Grey Knights, and while they&#039;d have trouble pulling it off on the board, it&#039;s still a unit that would give even veteran Grey Knight players serious pause to be facing on the table.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Khorne Bloodthirster:&#039;&#039;&#039; Has an Axe of Khorne, Hatred (Characters) and Adamantium will with 2 new items: Hellfury, a Template Weapon which is basically a Soulblaze Heavy Flamer (good for taking out Hordes). The next is the Bloodflail which acts as a shooting weapon with 12&amp;quot;, S7 AP2 and Assault D3 (Think of it as a Plasma Pistol, that doesn&#039;t get hot and can potentially fire 3 shots) while in melee it&#039;s S: User, AP2 and Specialist weapon. Use this one exactly like a Dakka Flyrant. Also 50 points more than the classic one&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster of Insensate Rage:&#039;&#039;&#039; 25 more points than the classic BT gets you &#039;&#039;&#039;[[RAGE]]&#039;&#039;&#039; and a Great Axe of Khorne which is [[Rape|S:D AP2]] but is so massive it had to get new rules because Monstrous creatures ignore Unwieldy. For the record, it has the Colossal rule which literally is unwieldy, but for Monstrous Creatures. So, yeah. [[Rape|8 D strength attacks on the charge.]] If what ever attacks it doesn&#039;t kill it before it piles in, it&#039;s fucking dead. No ifs, ands, or buts about it. If there was ever a reason to abuse grimoire/cursed earth/invisibility, it&#039;s staring you in the face right here! This guy will draw ALL the fire your enemy has and will not survive a turn on the ground without at least 2 of those tricks cast on him. This guy wrecks Super heavies for fun but won&#039;t get close without buffs to his survivability.&lt;br /&gt;
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*&#039;&#039;&#039;Great Unclean One&#039;&#039;&#039; - Being a Greater Daemon of Nurgle, it&#039;s no surprise that this little guy can take tons of punishment, being one of the toughest units in the entire game with the ablity to reach T10(!) by having access to Biomancy. Despite his fat and bloated appearance, The Great Unclean One can also bring the pain in close combat by having five S6 attacks with no upgrades. However, the Great Unclean One is terribly slow, being only able to move 6&amp;quot; a turn due to Slow and Purposeful. As a result, Deep Strike is an absolute necessity for him to ever reach any sort of combat. Now here&#039;s where it gets tricky. Any 40k player worth a damn is going to ignore shooting this unit because of its sheer bulk and target your other more squishy units instead. You &#039;&#039;need&#039;&#039; to invest in plenty of upgrades for this guy, or he&#039;s going to be the world&#039;s fattest statue. A good loadout for The Great Unclean One involves two Greater Rewards (the Exalted Rewards table is pretty meh for this kind of unit).  As for psychic powers two points in Biomancy for ridiculous buffs, and one point in Plague to gain access to a shooting attack &#039;&#039;might&#039;&#039; seem like the obvious route, but what tends to be more practical is all three powers on Biomancy for maximum chance at Iron Arm; besides the Great Unclean One doesn&#039;t really need a shooting attack (and Psychic Focus means you&#039;ll get one anyway). Deep Strike him on an objective or behind your opponent&#039;s delicious gunline, and you just made the Great Unclean One something that &#039;&#039;cannot&#039;&#039; be ignored by your opponent. Then giggle manically as they struggle to put down a T7-T10 Monstrous Creature with 6 wounds, all while the rest of your forces come in to help clean up. However, you will always need to watch out for tarpit units, Fleshbane, poison or sniper weapons (Nurgle weak to poison?! HERESY! But seriously they hurt). &lt;br /&gt;
**&#039;&#039;&#039;Ku&#039;gath, The Plaguefather&#039;&#039;&#039; - A Great Unclean One that&#039;s a bit more expensive than a regular Great Unclean One. Don&#039;t be fooled by the shiny AP3 Large Blast. Only Psyker Level 1 and no rewards mean this guy is a great deal weaker than a pimped out GUO. But he gets stuff that regular GUO&#039;s can&#039;t even buy, for example he is even BETTER in melee than a regular Great Unclean One and he gets to throw AP3 Poisoned 4+ Large blasts with BS3 at the enemy every turn! Oh, and one last thing. He has no model, and apparently he travels around on a pontoon-like palanquin filled with laboratory instruments carried by an entire battalion of Nurglings. So before you go spending hundreds of dollars (and hours! Jesus!) on converting this model, just use a regular Great Unclean One model (or a Forge World Daemon of Nurgle) and say that he decided to walk today. Nobody will mind. (Also he can have nearby Nurglings gain a wound back every turn.)&lt;br /&gt;
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*&#039;&#039;&#039;Keeper of Secrets&#039;&#039;&#039; - Similar to the Bloodthirster except fleet and tricksy instead of flying and beefy. He lost his big bag of tricks and now must rely on random Rewards like anyone else, but again they pumped his stats like crazy (WS9 I10 anyone?). Not to mention at 170 pts base he is a STEAL for a T6 monstrous creature, and with Fleet and an extra 3&amp;quot; Run move he&#039;s quite mobile for a footslogging MC. Pair him up with a Bloodthirster and go crazy. That said, he&#039;s not a CC killer in the same way that the &#039;thirster is. Despite an awesome statline, he&#039;s more geared towards mowing down the rank and file than taking on anything terribly strong - without the Flyer-related defences of a &#039;thirster or LoC, or the durability of a GUO, T6, 5 wounds and only a 5++ will not last long against most challenge-geared HQs or heavy shooting, but his high WS and Init will ensure most troops will be hitting him on 5s long after he&#039;s torn through them. Greater Rewards will mitigate your survivability issues somewhat, as 4 out of 6 will increase your defenses in some way. As a situational bonus, the Keeper of Secrets now has Preferred Enemy against Eldar and Dark Eldar. Given that both have had new codices that pump their CC ability in a lot of places, this can be very useful.  &lt;br /&gt;
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*&#039;&#039;&#039;Lord of Change&#039;&#039;&#039; - What Bloodthirsters are to stabbing LoCs are to magic. If you&#039;re going down the shooty path, be sure to bring Pink Horrors with Heralds, just so your opponent doesn&#039;t get Feel no Pain (Even if you do grant them FnP, in most cases the unit will only have a few models left by the time they get it, unless you&#039;re shooting at MCs or Nurgle bikers, in which case you were stupid for trying anyway). For a melee LoC, take the Psyker (Master Level 3) upgrade with full Divination, The Eternal Blade &amp;amp; a Staff of Change and you have a LoC that&#039;s hitting like a Bloodthirster! Do not sleep on these guys! They are the most versatile Greater Daemon in the book; buff, combat, or shooting, take your pick &#039;cause he does it all. &lt;br /&gt;
**&#039;&#039;&#039;Fateweaver, Oracle of Tzeench&#039;&#039;&#039; - One of the strongest units in the &#039;dex and a lynchpin to nearly every list. THE Psyker of 40k (Level 4) with a points decrease and two heads that are always better than one. Each head knowing all the Change powers as well as randomly generating a power from all the standard disciplines except for Telekinesis. No longer flees when things don&#039;t go [[just as planned]]. Overall a very deadly flying psyker. Use the Grimoire of True Names on him and watch him become harder to kill than before! Do not take him into CC, he doesn&#039;t belong there, doesn&#039;t like it there and will turn you into [[Chaos Spawn|something that shan&#039;t be named]] if you bring him there. Use his staff to reroll WHATEVER THE HECK YOU WANT!!! A fun little trick with it is manipulating the warpstorm table; say you roll a 6 and a 1? Using Kyros&#039;s warlord trait is risky cause one of your die are high already, instead, use his one die ability and reroll the 1, now at worst your result is a 7-12! So yea, be creative, you have an army wide chronometron so enjoy it!  Remember, you can still use your reroll even if Fateweaver has flown off the board as he simply needs to be alive and you get a reroll on both yours and your opponent&#039;s turn so don&#039;t think you have to save it to use on their turn.   &lt;br /&gt;
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*&#039;&#039;&#039;Daemon Prince&#039;&#039;&#039; - Your customizable killing machine, and with WS 9, S6, I8,and 5 attacks it&#039;s not to be sneezed at - and that&#039;s before the mandatory upgrade to a Daemon of a Chaos God (one of them had to promote the lucky mortal after all). Most of the time these guys won&#039;t be your HQ if you like your Greater Daemons, because when you buy a Greater Daemon of your choice God, a Daemon Prince of that God moves to a Heavy Support choice (Similar to the Tyranid Tervigon, except they&#039;re taken as Troops). Its strength is that it can be tailored to your liking. CC monster? Spellcaster? Vector-Striking flyer? He can do it all if you&#039;re willing to shell out the points - which brings us to the main flaw: it will become more and more costly as you upgrade it and in most cases you should consider investing your points to the more powerful Greater Daemons as they are damningly more cost effective (and sometimes cheaper as with the GUO and KoS) than the Daemon prince, which both says something and is pretty fucking sad. It&#039;s better to take this Build-a-Daemon as your Heavy support choice. Just do not, I repeat, &#039;&#039;&#039;DO NOT&#039;&#039;&#039; go overboard on the gifts and upgrades! Keep in mind that Wings and Armour are damn near mandatory. &amp;lt;br /&amp;gt;They do however have a few roles for you to consider, such as the Slaanesh Lash Prince. Consisting of a DP with wings, Lash of Despair and a biomancy psyker, pray to Slaanesh that you roll Iron Arm and fly around all game throwing 2d6 S9 shots (which is absolutely insane!) at enemy flyers. It&#039;s unreliable as fuck but if you wanted reliability, you picked the wrong codex. Alternatively, you can build a monstrous creature hunter by taking a Nurgle Prince, give it the Balesword and three points into Biomancy. Buff yourself up with the fantastic Biomancy buffs to make yourself a very tough cookie to take down (watch out for Tau, however. They love their Skyfire and Ignore Cover). Get him into assault with a MC, prepare to drink your opponent&#039;s tears: stab &#039;em with your Balesword for an AP2 Instant Death attack. The big drawback with the Balesword is its lack of AP but because DPs are monstrous creatures they can bypass this drawback.&lt;br /&gt;
**&#039;&#039;&#039;Uraka the Warfiend (Forge World)&#039;&#039;&#039; - One of two named Daemon Princes from Forgeworld. His stat line remains unchanged except for Ld 9 and he costs 200 points now. His axe lost Instant Death proper but gained Fleshbane and Decapicating Blow (ID on a to-wound of a 6) to compensate. Uraka&#039;s added goodies include a nice shiny Collar of Khorne, Warp Forged Armor, and Unholy Frenzy. This is cool and all but he is still likely to get shot to death before he does anything productive. Still not enough of a badass to make us believe he beat a Bloodthirster before gaining daemonhood.&lt;br /&gt;
**&#039;&#039;&#039;Mamon, Daemon Prince of Nurgle (Forge World)&#039;&#039;&#039; - The other FW named Daemon Prince. His stats are similar to a Great Unclean One, putting him at WS7, S6, T7, 5 wounds, I4, 4 attacks and Ld 9. Throw in Feel no pain, Poisoned 2+ attacks, Daemon of Nurgle and a poisoned 2+ AP3 template weapon. Not bad at all!&lt;br /&gt;
**&#039;&#039;&#039;[[Be&#039;lakor]] The Dark Master&#039;&#039;&#039;- A returning character from Fantasy, Be&#039;lakor gets Eternal Warrior that regular Daemon Princes lack and is a Level 3 Psyker with all spells from Telepathy Discipline by default. He comes with the unique rules Shadow Form (4+ invulnerable save and Shrouded) and Lord of Torment (gains a bonus D3 Warp Charge points by making enemy units fail morale checks). He also has wings and possesses a unique weapon called the Blade of Shadows (S+1, AP2, Fleshbane, Armorbane, and Master-Crafted). He also doesn&#039;t need to be devoted to a chaos god, as he serves all of them. At 350 points, he&#039;s an OP steal with access to ALL telepathy powers. Hitting on 6&#039;s in shooting and assault phase? Also no blast and templates? Emprah have mercy for those he gets close to. Also his model is arguably the coolest GW has ever made, too. The only mediocre thing about the awesome Be&#039;lakor is that in a battleforged list he takes up an HQ/Daemonlord slot all on his own due to lack of devotion.&lt;br /&gt;
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====Heralds====&lt;br /&gt;
The following HQ selections are Heralds and differ from the Greater Daemons and Princes because up to four Heralds may be taken in a single HQ slot in a detachment, meaning you could have lots of them if you wanted to. The following count as Heralds: Skulltaker, Karanak, Epidemius, and the Changeling, as well as the &amp;lt;strike&amp;gt;four&amp;lt;/strike&amp;gt; five generic Heralds (the FAQ added an Exalted Flamer); the Masque and the Blue Scribes don&#039;t, however. &lt;br /&gt;
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=====Heralds of Khorne=====&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne&#039;&#039;&#039; - With WS7, BS7, and initiative 6, the Herald of Khorne is a 55 point character/TEQ killer. Just watch out for the strike back, because you&#039;re only 6+ 5++... As for what to equip him with, either one of the Etherblades, Blade of Blood or Axe of Khorne, really depends on what you want to throw him in. If you plan on butchering hordes with your unit of choice, an Etherblade is a better choice (hordes with higher toughness values should be dealt with via Greater Etherblade); units with higher initiative or model count are better served with the Blade of Blood. The Axe is meant for challenges and chopping the heads off of Monstrous Creatures, so take that instead if wish to spill blood in a badass way. Additionally, you could take two of these weapons and get the benefits of both.&lt;br /&gt;
**&#039;&#039;&#039;Blood Throne of Khorne&#039;&#039;&#039; - Your personal Khornate Pimpmobile. It&#039;s the slowest but toughest of the chariots (Armor 12 with 3 HP, with a 50% chance to regain one every-time it wounds something), and its Hammer of Wrath attacks are at Strength 7. It offers your Herald good protection and mobility, but more than anything else it broadcasts his Locus to all Daemons of Khorne within 6&amp;quot;. Just imagine this massive blob of power weapons with either 3 attacks each on the charge or Hatred for everything... Uniquely this can give loci to demons that could not normally befit from them like the few demon vehicles or monstrous creatures.&lt;br /&gt;
**&#039;&#039;&#039;Skulltaker&#039;&#039;&#039; - The new book changes how he rolls. WS9 I9 A4, 3+ Armor, Eternal Warrior, Adamantium Will for the whole unit and a Power Sword with Soul Blaze that has Instant Death on 6s to-wound. All this at the bargain price of 100 points. Like other Khorne heralds and Bloodletters, he can turn MEQs and under into bloody stains on the pavement. Yeah, he must always issue and accept challenges, but if he&#039;s not actively hunting the opponent&#039;s most dangerous character you&#039;re doing it wrong. Unfortunately he lost his 4+ Rending (having no Rending at all now) and he has only 2 wounds, so The Taker of Skulls will himself get decapitated by enemy models with 2+ armor. A standard Khorne herald with an Axe of Khorne can probably do his job just as well if not better. &#039;&#039;However,&#039;&#039; his saving grace is that he can take a Juggernaut for 45 points; making him far more mobile, giving him another attack, and adding another wound (bumping him up to 3) for him to make use of his 3+ armor and Eternal Warrior.&lt;br /&gt;
**&#039;&#039;&#039;Karanak&#039;&#039;&#039; - This big ol&#039; doggy is made for hunting down special snowflakes. You can nominate one at the start of the game: Karanak will get to re-roll ALL To-Hit and To-Wound rolls against him/her/it, and at that point it&#039;s only a matter of getting him in melee. Don&#039;t think that daemon-Cujo here is a one-trick pony though. He&#039;s got a better statline than a vanilla Herald, Hates everyone and everything, gives his whole unit Rage and as a frosting all psykers within 12&amp;quot; suffer Perils of the Warp on a double (problem, Grey Knights?). All this for a only 120 points. Also this guy has Scout like other Fleshhounds, so it is fun to run him with crushers and have them scout that much closer to brain bashing distance. If your deathstar character hunting unit is not Juggernaut Skulltaker with 6 Bloodcrushers, then it&#039;s Karanak with 10 other Fleshhounds.&lt;br /&gt;
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=====Heralds of Nurgle=====&lt;br /&gt;
*&#039;&#039;&#039;Herald of Nurgle&#039;&#039;&#039; - These guys actually got a buff this time around. They have got high WS, BS, S and T but MAINLY provide your Plague units with FNP. These guys can be Psykers and can take from Plague and Biomancy. Keep them lv 1 and take Plague for either some very nasty witchfires or an amazing blessing that turns your Plaguebearers into scary CC killers. They also hit at Initiative 4 with AP 2 (if you give them the Etherblade) which is awesome as you can actually kill something relatively tough without being killed first! Can&#039;t recommend these guys enough! You can actually give them the stats of a daemon prince for way cheaper, minus the weapon skill and initiative. A Herald on a Palanquin with a greater Etherblade costs 105 points and has 4 wounds at T5 and 5 S6 attacks in cc at AP2. They lack the ID ability nurgle DP&#039;s get but if you want one of the cheapest most durable beatsticks in the game consider a Herald.&lt;br /&gt;
**&#039;&#039;&#039;Epidemius&#039;&#039;&#039; - As of the new codex, Epidemius got nerfed hard. He&#039;s only just usable in a Nurgle based army. He could possibly pump up your units to absurd levels, so long as they are Daemons of Nurgle within 6&amp;quot;. Now as he only has a 6&amp;quot; bubble that he gives buffs to (+1T, +1S, +1FNP, etc) and he only buffs Daemons of Nurgle, not Mark of Nurgle, he will be rarely used. The Buffs got better but the area of effect makes him far less useful than before, especially as he doesn&#039;t even give FNP to his unit to start with like a cheaper Herald could. Can actually be very effective if you build a list around him. There are many FW units that can count as Daemons of nurgle and have exceptional ranged weapons allowing you to build up pretty high tally stacks from turn 1.&lt;br /&gt;
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=====Heralds of Slaanesh=====&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh&#039;&#039;&#039; - A decently balanced, faster unit. Give her an Etherblade, Greater Loci of Swiftness and a Steed of Slaanesh or Exalted Chariot. Stick her in a squad of Seekers so that you have yourself an angry mob of initiative 10 Daemons being lead by an even bigger Daemon with AP2, or a squad of angry fast Rending machines on Speed.&lt;br /&gt;
**&#039;&#039;&#039;The Masque&#039;&#039;&#039; - The Masque is only 75 points. She can re-roll her 5++ and has three debuff dances to choose from: -5 to WS and can only move/run/fall back/charge d3&amp;quot;, -5 to BS and no overwatch, and an S1 AP2 Ignores Cover hit per model in the unit. A dance can target one unengaged, non-vehicle enemy unit within 12&amp;quot; within the Masque’s line of sight.  Dancing occurs at the start of the shooting phase, so she is still free to run after the dancing begins; she can jump out and move, nerf something, then run into cover. Debuffing BS -5 and preventing overwatch sounds particularly delicious. She can&#039;t join units so be extra careful with her, but her nerfs are the last word in countering death stars so consider her carefully if you opponents use them often.&lt;br /&gt;
***A very important note, though she&#039;s in the herald part of the book, she&#039;s not actually listed as a herald, so she takes up a full HQ slot by herself, not the 1/4 a normal herald takes up, a MAJOR detriment.&lt;br /&gt;
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=====Heralds of Tzeentch=====&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch&#039;&#039;&#039; - A lot of dakka in a small package. Upgrade to Mastery 2/3 and if you roll on Change, hope for Infernal Gateway or take the primaris and roll all others on divination; a lot of dakka with great div buffs zipping around on a disk is very effective. Alternatively, go ALL Malefic and you got yourself a cutrate Daemon generator. A solid choice. The chariot he can take has weaker armor than a rhino (10 on all sides) meaning that bolters can glance it to death with sixes, but hang on - your Herald counts as stationary while inside it AND he can move 12&amp;quot; ahead, cast spells and then flat-out in the shooting phase. This guy is the linchpin of the &amp;quot;screamer-star&amp;quot; unit. put him on a disk with the grimoire of true names and have him zip around the battlefield with your screamers. This guy is amazing if you roll an 11 on your warpstorm, since the new Herald has to be BASIC and Tzeentch Heralds happen to be Psykers as basic, so you gain a nice Divination bonus for free, whereas the other Heralds are only really usable with upgrades.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Flamer&#039;&#039;&#039; - The new 7E Errata now allows a single unit of Exalted Flamers to be taken outside of their chariot for half the points cost.  Though it gained independent character, it is now jump infantry thanks to the FAQ! Join a unit of flamers and jump around with S5 Ap3 Torrents(just remmeber they&#039;re heavy!)!  Counts toward your Herald allowance.&lt;br /&gt;
**&#039;&#039;&#039;The Changeling&#039;&#039;&#039; - Now works similarly to the fantasy Changeling, with the caveat that you only alter your own profile. You can replace any or all of your WS, Strength, Initiative, toughness, and/or attacks with that of a single model in base contact. Might be useful to tie up a generic close combat character, but will quickly get outclassed by anything with special snowflake gear. Statistics will never be in the Changeling&#039;s favour. The best you can hope for is 50%, given the target has no wargear at all. One fun trick is against characters that have an &#039;X&#039; or &#039;*&#039; for their characteristic. &lt;br /&gt;
**&#039;&#039;&#039;The Blue Scribes&#039;&#039;&#039; - Cheap multi-purpose character who should be kept out of melee at all costs. They lost &amp;quot;Watch This!&amp;quot; and now have a Hellforged Artefact &amp;quot;Scrolls of Sorcery&amp;quot; for which each turn you choose a discipline, roll d6 (no primaris swap) and auto-manifest the power with no tests needed and no charges expended (as they aren&#039;t actually psykers) and a spell siphon ability that recycles used charge points by enemy psykers on a 6. Makes decent support with horrors around as you can cycle those warp charges onto them and then use their flicker fires to dump that extra spell charge into even more mind bullets. Or you can be that Tzeentch guy, and keep rolling on demonology to summon a greater demon of anything you want right in the middle of them, and laugh as they focus on an 81 points greater demon as the rest of your army wails on them.&lt;br /&gt;
***A very important note, though they&#039;re in the herald part of the book, they&#039;re not actually listed as a herald, so they take up a full HQ slot by themselves, not the 1/4 a normal herald takes up, a MAJOR detriment.&lt;br /&gt;
***Note that the Scribes are &#039;&#039;&#039;NOT&#039;&#039;&#039; an Independent Character, so they cannot hide in a unit and are fragile if your opponent can target them. If you do take them, you need to abuse their Jetbike profile to the max. Move 12, Manifest a power, Turbo back to safety. Rinse and repeat, and beware of Deep Strike/Outflank. That said, his cheapness is one of his major advantages.&lt;br /&gt;
***The Blue Scribes are the only one of two options, the other being the Demon Prince, to get Telekinesis, and are the only way to get Pyromancy and, most interestingly, Sanctic Daemonology, since they are Rulebook disciplines. While at first glance self-defeating, Sanctic could be interesting since only one of its powers directly harms demons outside of the Primaris, though the self-buffs are questionable on a squishy unit like the Blue Scribes.&lt;br /&gt;
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===Troops===&lt;br /&gt;
Troops for Daemons tend to be an afterthought in most cases. This is not to say they are awful, but the strength of the Codex lies in its HQs and Fast Attack. Unsurprisingly, Nurgle units are durable for their cost and thus handy for objectives. Bloodletters and Daemonettes are melee glass-hammers, with their main difference being in terms of whether to hunt Marines or lightly-armored infantry and the occasional Riptide. Horrors are &amp;quot;the ranged unit&amp;quot; of the Codex, and are special enough to discuss in their entry.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters of Khorne&#039;&#039;&#039; - These guys are one heck of a mixed bag. On the one hand, their base weapons are AP3, and they hit at S5 on the charge (thanks to Furious Charge), which will cause any MEQ army to give them respect. And they&#039;re now only 10pts a model - perfect for horde tactics. On the other hand, you will need said horde numbers to have any hope of doing much damage. They&#039;ve got a pisspoor armour save, a weak invulnerable save and no grenades, which greatly mitigate their longterm effectiveness. With just one base attack, you need all the bodies you can get. If you give them a Herald with a Locus give them Greater Locus of Fury (Rage) - it helps remedy their low number of attacks. Another problem is that they will always endure at least 1 turn of shooting (if not 2) so unless your opponent ignores them they will have lower numbers when they get into combat. The Blood Banner is essential here, greatly improving their chances of getting a successful charge in; and the Character upgrade can be effective especially with access to that Axe of Khorne. Deep Strike is another useful card to play, especially if the unit has an instrument, allowing another Khorne unit to come down on top of it.&lt;br /&gt;
*&#039;&#039;&#039;Daemonettes of Slaanesh&#039;&#039;&#039; - 9pts each, with Fleet and Rending. Like every other force organization slot, the Slaanesh unit is faster but less reliably killy than the Khorne unit, just as the Nurgle unit is slower but more durable. With &#039;letters reduced to AP3, Rending gives Daemonettes a new niche in the army, as they&#039;re a lot more capable of dealing with TEQs on their own. They are also arguably better vs some MEQ&#039;s than the &#039;letters as I5 means any damage you deal will reduce damage you take, rather than &#039;letters striking at the same time and taking the full amount of attacks. However Daemonettes have notably less armor ignoring attacks (even as they have more base) as compared to the guaranteed AP3 swords the &#039;letters all have. If you have enough Daemonettes the difference between rending and AP 3 will diminish, but in small units the difference will be more notable. With their speed and Deep Strike, they&#039;re good at tying up enemy units before they can really blast your more fragile units. And being relatively cheap, you can take big units to mitigate your rather crappy Toughness and Inv save. If you take a Herald go ahead and spring for the Exalted Locus (reroll all To Hit rolls); it gives them more teeth (something they lack) and ups their likelihood of getting a rend.&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch&#039;&#039;&#039; - There are three different types of Horror unit: Pink Horrors, Blue Horrors, and Brimstone Horrors. However, their rules are similar enough and intertwined with one another such that they are discussed together.&lt;br /&gt;
**No matter the type of Horror Unit, each one is considered a Brotherhood of Sorcerers unit with access to the Lore of Change. The immediate implication of this is that a single Horror acts as the &amp;quot;point of origin&amp;quot; for Flickerfire, thus allowing the unit to engage in pseudo-sniper shenanigans; the model you choose will determine &amp;quot;which&amp;quot; enemy model is considered the closest for casualty removal, which can make all the difference when you wish to pick off a specific model from a unit, or whether you can hit a vehicle&#039;s side arc. Since they are Psykers, they can then run back into coverin the Shooting Phase.&lt;br /&gt;
**However, the units are also worth keeping in the open due to their other special trait. When a unit of Pink Horrors or Blue takes casualties, they can &amp;quot;split&amp;quot; into their lesser bretheren; One Pink Horror splits into two Blue Horrors, one Blue Horror splits into a pair of Brimstone Horrors. The key things to remember are that &amp;quot;splitting&amp;quot; happens at the end of any phase where a unit suffers casualties, models destroyed by Daemonic Instability do not split, and that newly-split Blue and Brimstone Horrors MUST be placed within 6&amp;quot; of the unit they were split from, and they must join a unitif such a unit is within 6&amp;quot; of them, or else they create a new unit.&lt;br /&gt;
***As an example, suppose you take two units of 10 Pink Horrors, with 12&amp;quot; of space between them. One Pink Horror unit loses two models, and thus splits off four Blue Horrors into a new unit. If the Blue Horror unit is placed in between the two Pink Horror units and within 6&amp;quot; of the second Pink Horror unit, then any Blue Horrors split from the second Pink Horror unit would have to join the Blue Horror unit in the middle. If, however, the initial Blue Horror unit was placed on the opposite side of the Pink Horror unit, then the Blue Horrors split from the second unit would split into their own unit.&lt;br /&gt;
**Each unit generates 1 Warp Charge by default. Pink Horrors generate 2 Warp Charge if they have 11-15 models, and 3 if they have 16 or more models.&lt;br /&gt;
**Pink Horrors are Strength and Toughness 3, and have the options to take a Musician, Icon, and Iridescent Horror. Blue Horrors are S2 and T2, while Brimstone Horrors are S1 and T1, with W2. Though that last part looks silly, this actually highlights a critical weakness that Horrors have, in that they really do not wish to be in Assault, and multi-assaults can be especially devestating to them; every slain Brimstone Horror counts as &amp;quot;two&amp;quot; wounds inflicted. A Daemon player could be &amp;quot;cheeky&amp;quot; and try to place a unit of newly-split Horrors &amp;quot;in front&amp;quot; to discourage shooting them beforehand (since a unit can only charge a unit it has shot at beforehand), but this is unreliable at best. Worst comes to worst, do not leave Horror units exposed to chargers, and use your blocking unit of choice (Drones, Screamers, etc) to interdict. DO NOT split off Brimstone Horrors next to your unit of Screamers, or bad things will happen!&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039;Wrath of Magnus&#039; rules update came with a price: Malefic Daemonology has been omitted from the datasheets, and it was on purpose. It&#039;s a fair trade-off since Horrors now split into 2 units which become new bases themselves as they die. It doesn&#039;t really stop the summoning cheese armies since Horrors will just become batteries for that LoC/Herald.&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039; GW has stated &#039;&#039;new&#039;&#039; Pink Horrors cannot use Daemonology (Malefic), with no explanation as to what they mean by &#039;&#039;new&#039;&#039;; [[skub|discuss with your opponent]] if this means &amp;quot;the ones from Wrath of Magnus&amp;quot; or &amp;quot;the ones created after the beginning of the game by a special rule, such as the Summoning power&amp;quot; or some other interpretation one of you favors.  However, this ban is explicit in the Wrath of Magnus FAQ, whatever it means.&lt;br /&gt;
***The Chaos Daemons FAQ, on the other hand (which came out a month &#039;&#039;after&#039;&#039; the Wrath of Magnus FAQ), specifies:&lt;br /&gt;
****AMENDMENTS&lt;br /&gt;
*****Various – Psykers&lt;br /&gt;
******Any model with the Psyker or Brotherhood of Sorcerers special rule may generate powers from the Daemonology discipline in addition to the others listed in their Army List Entries.&lt;br /&gt;
***As this is standard-issue [[skub|GW grade rules clarity]], discuss with your opponent, but it still comes back to what exactly the word &amp;quot;new&amp;quot; means in the Wrath of Magnus FAQ.&lt;br /&gt;
***&#039;&#039;&#039;FINAL NOTE&#039;&#039;&#039; I have had confirmation from a GW employee that the new Horrors Datasheet in Wrath of Magnus COMPLETELY replaces the old horrors. This is also stated in the Wrath of Magnus book. The reasoning is that because the new horrors split, they took off Malific in order to balance them a little. Therefore, you CANNOT summon with Horrors at all anymore.&lt;br /&gt;
*&#039;&#039;&#039;Plaguebearers of Nurgle&#039;&#039;&#039; - Plaguebearers may have lost FnP and got their toughness docked by 1, but they got a dramatic points reduction in exchange - and, more importantly, Shrouded. Since they are no longer Fearless and have Shrouded they can go to ground for 2+ in any cover. With this, they&#039;re not far off being as durable as they were before. However, objective camping isn&#039;t their sole use - now their attacks always glance on a 6, which means that these are actually decent at anti-tank. A massive unit of these with a Herald could march across the board and kill a hell of a lot of stuff that your other units might struggle with (see Wraithlords and AV13 Walkers). If you take a Herald, take the Greater Locus of Fecundity (Feel No Pain) to make camping Plaguebearers unkillable or to survive the march to your enemies&#039; vehicles. Or you could bring Plague Drones/Seekers/Bloodcrushers with Icons to get them where you need to go, which is a better idea because they have Slow and Purposeful.  These guys definitely need a Herald to give them their FNP back to truly shine at backfield objective camping. Otherwise they&#039;re a few markerlights or flamer blasts (beware the sisters of battle) away from oblivion.&lt;br /&gt;
*&#039;&#039;&#039;Nurglings&#039;&#039;&#039; - A four wound tarpit, Nurglings have lost their amazing Eternal Warrior and are now incredibly vulnerable to instant death. In 7th edition, the rule disallowing Swarms to be scoring units has disappeared which means these things score and have Objective Secured! Plus they have the Infiltrate Special Rule, and they&#039;re decent at distracting units with a lot of dakka and missile launchers, allowing your assaulting units to move up and chop them to pieces. Alternately, they can grab a vital objective early in the game. Taking about 6 should do the job, but taking more isn&#039;t a bad idea. Just don&#039;t expect them to do much. Be careful, however, using these guys against Tau. Infiltrating units with four wounds seems like a perfect solution to keep some of that shooting off your army as they run up the board, but sadly any S6 shooting or templates will absolutely destroy the unit in no time at all, and Tau unfortunately have tons of that. &lt;br /&gt;
**If playing apocalypse, you can usually find a place behind the enemy to infiltrate to. Take a bunch of 3-base units and [[DISTRACTION CARNIFEX]].&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
*&#039;&#039;&#039;Beasts of Nurgle&#039;&#039;&#039; - Toughness 5, 4 Wounds, Shrouded and It Will Not Die? Beasts are amazing tarpitters, and can even charge in the enemy&#039;s assault phase. Yes you read that right. One of the best countermeasures to your weaker units being charged in the book. They last forever and will hang around long enough for hopefully some one else to come and help. Pairs well with Plague Drones, BUT remember to keep them in cover! They are Beasts, and as such they ignore difficult terrain, so take advantage of the free saves. Great as road bumps for Death Stars and also good at distracting assaulting units in a shooty Daemons army. As long if you&#039;re willing to invest in Tzeentch units and focus on one target at a time, Beasts can really help as a meatshield for your shooty units.&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrushers of Khorne&#039;&#039;&#039; - With 6+ (Why does it even have this?) 5++ and T4, Bloodcrushers are possibly the worst hit by the new codex. They still hit very hard, and now they have 3 wounds, but the whole loss of the 3+ save means that Bloodcrushers will die quickly when in the open. On the other hand, now they&#039;re a proper Cavalry unit, so what they lost in survivability they gained in mobility, but that &#039;&#039;won&#039;t&#039;&#039; save them. Plus they cost 5pts MORE than their 5th edition counterpart. Trading their 3+ armour save, T, and their Eternal Warrior in exchange for 1W and counting as Cavalry for 45 pts? Pass. On the other other hand, if you manage to cast the Grimore of True names on them, they&#039;ll be nigh-unkillable with 3 wounds and a 3++ save. Their main use in this book is to attach Karanak with five Bloodcrushers with an Icon so you can deep strike your Khorne/Slaanesh (HERESY!) units safely (within cover of course) so they can launch an assault next turn after the Bloodcrushers do. Again, if you&#039;re worried about their their survival, grant them the True names and they&#039;ll do fine for the most part.  Using these in range of a Leman Russ, Exorcist, Krak missile long fang squad, or Hive guard tends to end hilariously.  For the enemy anyway.  For you it&#039;ll probably just make you cry.&lt;br /&gt;
**&#039;&#039;&#039;Alternate opinion:&#039;&#039;&#039; Conversely: Leman Russ, Exorcist, Krak missile long fangs, or Hive guard may be all that can take them out. According to math hammer 20 bolters can drop a Crusher in one fusillade, 20 lasguns and other strength 3 shooting can not, and with three attacks per model even small units can do a lot of damage on a charge (but only against MEQ), lastly as Demons they will not route from shooting and must be shot off the board to be fully dealt with. If you do want to use Bloodcrushers you could use small units of them as a [[DISTRACTION CARNIFEX]] to draw a lot of fire, safe in the knowledge that they can&#039;t be ignored as they will just run out and eat you opponents face if they do due to their cavalry speed. Counterpoint: They are still undeniably fragile, in the league of Rough Riders, Warp Talons and Howling Banshees, they can be badly hurt by everything from Lasguns to Lascannons. As a distraction they&#039;re too expensive/fragile to draw much fire, and even if they do make it into melee range they can almost always be beaten by similar points of non MEQ. Their best use then is a mid-late game glass-hunter, possessing the speed and power to hunt down and eliminate vulnerable high value targets.&lt;br /&gt;
**&#039;&#039;&#039;Fatecrusher Revised&#039;&#039;&#039;- Around the end of 6th, one tournament player attempted to revive the old Fatecrusher army from 5th as a means to counter gunline armies, with some minor degree of success. To some degree Fatecrusher can work if you&#039;re OK with the fact it&#039;s an expensive bully and will most likely be out-attritioned by other deathstars or Knights. The idea is to take a Herald of Khorne in Juggernaut and make him the Grimoire bearer; with a Hellblade, he can afford to go without a weapon swap. You then attach him to the Bloodcrushers, adding a Bloodhunter for an Axe, and an Instrument. Then you add Fateweaver and a Tzeentch Herald with the Oracular Dais. Come turn 2, you use the Dais to auto-pass the reserve roll for the Crushers/Grimoire Herald, then use the Instrument to have Fateweaver automatically follow-up. You activate the Grimoire and Fateweaver&#039;s reroll, and preferably support them as with Cursed Earth.&lt;br /&gt;
*&#039;&#039;&#039;Fiends of Slaanesh&#039;&#039;&#039; - These guys look *weird* and they&#039;re adequately killy. They&#039;re pretty fast (Beasts) with 3 S4 rending attacks at a good initiative (6). Don&#039;t go full Marbo because with WS4, S4, T4 and A3, they&#039;re basically unarmoured and unarmed Assault Marines, although 5++ and 3 wounds sorta helps them survive a little longer. Their MAIN use is that any unit they charge has -5 I. Hell yes! The downside? Enemy psykers have -1 Ld when within 12&amp;quot; of them, but considering that LD is no longer used in any way for psychic tests the entire Disruptive Song ability is about as useful as a third dick. If you&#039;re going Psyker hunting, just bring Flesh Hounds. Overall they&#039;re less dangerous but more hardy than in previous editions, with less tricks up their sleeve. &lt;br /&gt;
**For extra lulz, have a Keeper of Secrets with a Witstealer Sword charge in a unit with the Fiends, laugh when your opponent tries to pass his Initiative test but fails thanks to these Beasts!&lt;br /&gt;
**Easily made out of Seekers by adding some scything arms and a little greenstuff. or if you want to get really creative, what&#039;s left over from the rest of the kit. &lt;br /&gt;
*&#039;&#039;&#039;Flamers of Tzeentch&#039;&#039;&#039; - At one point, fielding Flamers would have caused your opponent to leap over the table and strangle you. Now he will thank you for giving his Space Marines Feel no Pain - if he doesn&#039;t mind losing half his squad first. 23 points for a warpflame Strength 4 AP4 flame template. However, they have one saving grace: they still kill models with 4+ saves and higher in droves and since most of these models are T3 half of the time you get D3 extra auto hits. Remember, it&#039;s at THE END of the Shooting Phase when the unit must take a toughness test, unfortunately actual shooting attacks as compared to the mind bullets Pink Horrors have is rare in this dex with one other unit (the burning Chariot which thankfully is useable now) with a built in weapon, Soul Grinders and Lashes for Slaanesh unit commander that can take rewards. In general, though, I would not worry too much about the feel no pain you can give; assuming you hit only 4+ targets, you should do enough damage that even if they get the feel no pain, they won&#039;t have the numbers to really use it. By the way, I don&#039;t recommend you putting nine in a squad, because with that many models it&#039;s unlikely all of them will be able to get all their flame templates on a target. This is a unit meant to harass and distract your opponent&#039;s squads while your troops gets within charge range to finish them off. Six flame templates are plenty to do that job.&lt;br /&gt;
*&#039;&#039;&#039;Decimator Daemon Engine (Forge World)&#039;&#039;&#039; - Compared to the Soul Grinder, it costs a LOT more, is not as well armoured (13/12/11) but potentially more durable. Like other daemon vehicles it has daemonic resilience and gets a 5+ invulnerable save, but unlike other daemon engines it has an ace up its sleeve: &amp;quot;Unholy Vigour.&amp;quot; This nifty special rule allows a Decimator to regrow destroyed weapons and unimmobilize itself on 5+. Additionally, it can revive itself from a Wrecked result on a 6+ on any turn! This thing also gets access to smoke launchers for 3 pts., so buy them! The Decimator can additionally mount the following weapons:&lt;br /&gt;
**&#039;&#039;&#039;Decimator Siege Claws&#039;&#039;&#039;: Your decimator comes stock with two of these, providing a total of 4 S8 AP2 lightning-claw attacks plus they have built-in heavy flamers. These claws can also perform a smash attack that if it penetrates a transport or building, you get to make D6 heavy flamer attacks against anyone inside. Sadly, this isn&#039;t totally necessary against buildings as you can just heavy flamer them, but most transports aren&#039;t open topped, so Falcon Punch them when you get the chance.&lt;br /&gt;
**&#039;&#039;&#039;Butcher Cannon&#039;&#039;&#039;: The butcher cannon will help against things like dreadnoughts, medium armour and when bought as a pair, can lay down an eye-watering 8 S8 AP4 shots at 36&amp;quot;. Potentially more useful than an allied CSM [[Forgefiend]] as you can deepstrike this bad boy within gun range as opposed to setting him up to be las-sniped. Trouble is that it&#039;s way more expensive and a Forgefiend has better guns.&lt;br /&gt;
**&#039;&#039;&#039;Storm Laser&#039;&#039;&#039;: 36&amp;quot; S6 AP3 Heavy D3+2. Like the butcher cannon, the laser is best bought as a pair and is a cost effective alternative to them. Storm Lasers are best at chewing up MEQ infantry: Necron Lynchguard/Destroyers/Praetorians/Tomb Spyders, Blood Angels in power armour, PAGK&#039;s, the occasional Tyranid monstrous creature, but especially Tau Battlesuits! Watch out for that early-warning override because it&#039;ll wreck your shit.&lt;br /&gt;
**&#039;&#039;&#039;Soul Burner Petard&#039;&#039;&#039;: Named after the Petard mortar, itself named for the middle French word for what was essentially a medieval breaching charge (from the Latin for &amp;quot;breaking wind&amp;quot;), it gives you a S5 AP5 Rending Large Blast for smashing Orks, &#039;Nids, or Guard (or any other blobs you may need to remove). You only need to buy one of these (as it&#039;s an Ordnance weapon), allowing you to retain a Siege Claw for the fighty bastards that get too close. &lt;br /&gt;
**&#039;&#039;&#039;Heavy Conversion Beamer&#039;&#039;&#039;: 6th edition gave this thing a purpose, for now you can hide one of these in a building while taking another gun for more dakka and dedicating this vehicle to Slaanesh for the defensive grenades.&lt;br /&gt;
**The Decimator can be marked by the Gods (requires an Independent Character in the army with the same dedication) for +15 pts. as follows:&lt;br /&gt;
***&#039;&#039;&#039;Khorne:&#039;&#039;&#039; Gains Rampage. Great for tearing apart lots of things in hand to hand and goes well with the double claw or claw plus petard.&lt;br /&gt;
***&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; Gains It Will Not Die. Arguably the best, making an already hard to kill unit even harder to kill!&lt;br /&gt;
***&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; Counts as armed with assault and defensive grenades. Assault grenades are marginally useful, but defensive grenades are good for a camping decimator with a heavy conversion beamer. You can also, rather hilariously, &#039;&#039;&amp;quot;throw&amp;quot;&#039;&#039; a grenade in your shooting phase prior to an assault. Yes, that&#039;s as silly as it sounds. Still, best to use the defensive grenade to blind your target and oh look! You&#039;re striking first now.&lt;br /&gt;
***&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; Re-roll to-hits of 1&#039;s for shooting attacks, and heavy flamers (if any) get Soul Blaze. Arguably better for gun Decimators as soul blaze sucks ass, but re-rolling 1s ups your hit chances nicely.&lt;br /&gt;
***One more thing about marked decimators that is easily overlooked and/or misinterpreted: in a Codex Daemons army, if given a mark, they also count as daemons of the specific god they are marked by for the purposes of Daemonic Hatred and the Warp Storm table. They do NOT get the special rules for Daemon of X so if [[That Guy|That Guy]] tries to tell you his Nurgle Decimator (or Knight Titan for that matter) has Shrouded as well as IWND feel free to call him out for being a powergaming D-bag.&lt;br /&gt;
*&#039;&#039;&#039;Spined Chaos Beast (Forgeworld)&#039;&#039;&#039; - Basically, it&#039;s a daemonic construct made from flesh instead of metal. It&#039;s a deep-striking monstrous creature with WS5, S7, T6, 4 wounds with It Will Not Die. It makes an &#039;&#039;excellent&#039;&#039; beatstick and bonus hardpoint; think of it as an extra greater daemon or DP. Must be a Daemon of a Chaos god:&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; free furious charge! +1S on the charge is nice for Instant Death attacks on the charge. Although it isn&#039;t an earth-shattering bonus, it&#039;s hard to beat a price of 0.&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; +5 points, does nothing for psychic powers but re-rolling 1&#039;s for saves is nice and quite a bargain at only 5 points, granting an almost 4++.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; Oh how the mighty have fallen - 15 points for shrouded and slow and purposeful. Alright, so you already get a 5+ save from being a Daemon and slogging through difficult terrain to buff that cover save makes you even slower - which paired with Slow and Purposeless makes this thing a 155 point sink that has a chance to do FUCK ALL during a battle when foot-slogged. In case you forgot, this thing is exclusively an assault unit, so being a Daemon of Nurgle gives it all the failings of CSM [[Mutilators]]. Deep-striking it into cover may get you closer but you still have to waddle over to your targets (which will be agonizing) or you can scatter onto bad stuff for a mishap, again giving you the opportunity to have a 155-point sink. Topping it all off, you won&#039;t get your cover saves in close combat, which hangs a massive question mark over the whole goddamn thing! What&#039;s really sad is that the bonus it replaced (FNP) was way better; just skip it.   &lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; Got bumped up by +5 pts. but is no longer the cheapest or worst of them all - actually, this is arguably the best. Fleet, rending and an extra 3&amp;quot; of movement are pretty sweet. Great for running up the field, dashing through cover or deep-striking and running out of LoS. You also don&#039;t have to smash to pop lighter vehicles with rending, which is nice. All in all, like Khornate Daemonhood, there are no drawbacks or wasted abilities here. A Slaaneshi Chaos Best combines the good parts of a Daemon Prince (high WS, easier to Deepstrike) with a Soul Grinder (strong and remarkably tough), although you lose access to ranged weapons, gifts and psychic powers. Still, it undercuts &#039;&#039;both&#039;&#039; those competitors by a fairly significant margin.&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Plague Drones of Nurgle&#039;&#039;&#039; - Plaguebearers riding on giant jetpack cavalry flies. And you thought you were badass. Can be upgraded with Poison (3+) or turn one of their attacks into Instant Death (Stinger tail to the face). The whole unit can also get an upgrade for Str user assault 2 poisoned 4+ 12&amp;quot; ranged attacks. There is also the champion upgrade that gives you +1 attack and gives you access to that AP2 Etherblade (this makes them hit very hard). Don&#039;t forget that because they are jetpack cavalry they can move 12&amp;quot; in the movement phase (kinda like a jumppack with their dangerous terrain test if they start or end turn in terrain), then shoot you with Death heads and then they have Fleet and Hammer of wrath for their charge (again ignoring any terrain they have to charge through (bar a dangerous terrain test). Oh, and they have 3 wounds each at T5 so they ain&#039;t going anywhere quickly! And if you don&#039;t fancy charging don&#039;t worry, you can move 2D6&amp;quot; in the assault phase for free like Tau Battlesuits, making their move average at 19&amp;quot; per turn and with shooting. NOTE: They also make great ICON bearers so you can Deep Strikes your other units more effectively and pretty far across the board turn 2 since they are so fast and tough. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds of Khorne&#039;&#039;&#039; - Good points: they&#039;re fast, have multiple wounds, can effectively deal with any non-melee unit that isn&#039;t wearing power-armor. That and they have +2 to Deny the Witch rolls as standard. Bad points: their attacks don&#039;t ignore armor saves so anything that&#039;s as tough as a Space Marine will laugh them off. As a counter to this, Karanak or a Herald on a Juggernaut can give the squad he is in RAGE which makes them really scary on the charge and since they are so fast and ignore difficult terrain ALL THE TIME, being beasts, they should be charging. Along with Karanak&#039;s perils&#039;-causing collar, him and the Hounds make great psyker hunters. These guys also now have Scout and just generally better stats. A cheap group of ten is well worth their points if your opponent has at least one annoying psyker pissing off the Blood God. These guys are also borderline mandatory when playing against very shooty armies, such as Tau, IG, or Eldar. Use a squad of ten to sponge up most of your oppenent&#039;s firepower on turn one, and roll your other fast units up the board. Using a large blob of them buffed by the Grimoire with Karnak is typically considered a [[Troll|most excellent dick move.]]&lt;br /&gt;
**&#039;&#039;&#039;Models note:&#039;&#039;&#039; If you want to add Flesh Hounds to your force but don&#039;t have the money to buy them (They cost $50 in America for five Hounds), you can get either the Beastmen/WoC Hounds or the Vampire Counts Dire Wolves for &amp;quot;Count as&amp;quot; models for half the price AND twice the amount you get. Did I mention they&#039;re plastic rather than Finecast? Hmm, mi casa hay muchas cucarachas, Me gusta! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Furies of Chaos&#039;&#039;&#039; - These got a total change this time around, but still suck. They have jump packs but only one attack each and rubbish stats make them un-usable. Even for 6 points a pop they have leadership 2. Yes, you read that right, Grots and Conscripts have more balls than they do - these are undoubtedly the biggest pussies in all of 40k (well sort of, daemons don&#039;t fall back like Grots and Conscripts do). That means if they EVER lose combat they are gone, no ifs or buts about it; if they ever have to take a morale check they are unbelievably fucked. You can make them dedicated if you want but seriously don&#039;t bother wasting a precious fast attack slot and points on these guys. For extra Fluff-Heresy you can Mark Furies. Even though they were scorned by each god to be mark-less abominations of despair and eternal punishment for the fickle mortal they once were. Other than the Slaanesh Mark, we aren&#039;t to sure why you would want to do that.   &lt;br /&gt;
**&#039;&#039;&#039;Alternate opinion:&#039;&#039;&#039; Something to keep in mind for Furies, they&#039;re demons, meaning they follow Daemonic Instability and won&#039;t take moral tests unless they lose a combat, and every turn spent shooting at Furies is a turn not spent shooting at some other more expensive target. At less then 150 for 20 jump infantry with 5++ that may be against some armies (Cough*tau*cough), a credible threat that the enemy will have to deal with or get hit with 20 strong flock of demon tarpits. If they get shot: good, they&#039;re cheap; and if they don&#039;t then 40 attacks potentially with +1S or rending and 20 HoW attacks can actually let them win combats, especially if they use their speed to hit vulnerable units. Aim them at heavy weapons squads, engaged squads, cover campers, TEQ (what a waste of power weapons...), or just deny a charge. You can dedicate them or not but only either Khorne or Slaanesh, staying cheap and winning combats are all they need. To summarize, don&#039;t expect much from them, but as something that can draw fire they are cheap, fast, expendable, 5++, and if ignored in lieu of other more dangerous targets they can be a thorn in your enemy&#039;s side.&lt;br /&gt;
** With the new Daemonic Incursion Detachment, Furies gained a much-needed niche use; forming the full Daemonic Incursion from any normal Core Choice. At just 35 points for a basic squad, this is the cheapest option to upgrade any of the core choices into a full Daemonic Incursion. This is a godsend for any of those armies as the other options (unless they&#039;re needed) are prohibitively expensive on top of the core choice, moreso if you want to run any Daemon Lords. For the Infernal Tetrad, this is probably the only way to upgrade them to a full Daemonic Incursion without going into apocalypse-level of points, as that one formation alone can cost an upwards of 1200 points &lt;br /&gt;
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*&#039;&#039;&#039;Screamers of Tzeentch&#039;&#039;&#039; - Flying magic stingrays of Tzeentch. They&#039;re expensive and fragile, though 2 wounds help. They&#039;re &amp;quot;ok&amp;quot; combatants, with 3 attacks each and Hammer of Wrath, but that&#039;s not why you take them. Their first special rule, &#039;&#039;&#039;Slashing Attack&#039;&#039;&#039; is very similar to a Vector Strike, only it&#039;s done via Turbo-Boosting, and only does D3 S4 AP - hits; it&#039;s still cute for assassinating hidden special/heavy weapons however. Their second rule, &#039;&#039;&#039;Lamprey&#039;s Bite&#039;&#039;&#039; is basically a Smash, except it does a single S5 AP 2 Armorbane attack. Although you may think of this ability as meant for Terminator hunting, its real use is to turbo Screamers point-blank into a group of Metal Bawkes, daring them to Tank Shock past. [[Troll|Problem Astartes?]]&lt;br /&gt;
**&#039;&#039;&#039;Loadout:&#039;&#039;&#039; What loadout? You have 3 Screamers and can add up to 6. If you&#039;re running 3, you&#039;re either Summoning said Screamers, or are running extreme MSU (probably a Burning Skyhost). If you&#039;re running a full unit, you&#039;re running a Screamerstar. This means they&#039;re escorting a Herald of Tzeentch or two (more is overkill, but ymmv), rolling for Cursed Earth and carrying the Grimoire turning the unit into a super fast completely unkillable deathstar; naturally, the Grimoire implies Fateweaver. The Screamerstar is brutally effective and is a mainstay of competitive Daemon lists.  The unit does require a fine bit of finesse to use properly as getting the proper amount of offensive impact from them can be difficult (though don&#039;t underestimate the power of a unit that simply never dies). The difference between a decent screamer player and a good one is pretty large (just watch out for Wraithknights and 3++ed up Riptides w/ an Ethereal nearby for Stubborn LD10 as a canny player will attempt to hold up your screamer unit for a very long time if he manages to get into combat with them, I recommend a rescue assault unit that kills Monstrous Creatures effectively like plague drones with heralds and venom stings or seekers with their rending to scare away or kill the roadblock and let the screamerstar continue to rain havoc down on the enemy).&lt;br /&gt;
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*&#039;&#039;&#039;Seekers of Slaanesh&#039;&#039;&#039; - Got changed this time around, Seekers are now a solid unit that one should consider when making their lists, even in a fluffy Khorne army (HERESY!). These cavalry units are cheap-as-chips (12 pts), they may just seem like daemonettes on mounts, but when you take a closer look, you see that they have Acute Senses and Outflank. They also have an extra attack, which gives them 4 on the charge, and if that&#039;s not enough, they run an extra 6&#039; in the shooting phase, so Seekers are both fast AND deadly! Seriously, for only three points more just for all of that makes me think their point costs is a print error. Whether you use them for a fast offence unit, an Icon carrying squad, or to simply distract your opponent from your other units, you can&#039;t go wrong with Seekers. Even if you were to maximize the unit to 20 seekers, it won&#039;t take up your points and still leaves you room for other units, unlike the other unit that requires the Grimore to be effective and are an expensive investment *CoughBloodcrushersCough*.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039;Seekers have 1 attack more than Daemonettes, but the increased cost is less than half of the Daemonette&#039;s points. This means for the same points of Seekers and Daemonettes, you get the same amount of attacks on the charge, but more attacks in subsequent phases. The tradeoff for this is obviously for the same amount of points Seekers only have 3/4ths of the wounds Daemonettes bring. For that tradeoff, you get all of the extra rules listed above at no additional cost. If it ever comes down to a choice between Daemonettes or Seekers, always take Seekers as their mobility will compensate for the loss of 1/4th of the wounds (and at this cheap, you can afford a little less durability since you will be outnumbering marines and even Necron Warriors).  &lt;br /&gt;
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*&#039;&#039;&#039;Hellflayer of Slaanesh&#039;&#039;&#039; - The Hellflayer was overlooked when it was first launched on account of it sucking during that brief update from White Dwarf. Let&#039;s not kid ourselves, this thing is still fragile and will succumb to most gunfire with ease. Granted, should it survive, you will quite literally drink the tears of your enemies troops as the chariot deals out D6 S4 Rending HoW hits per hull point remaining, granted it only starts with two. However, the Exalted Alluress riding the thing gets an additional attack per unsaved wound inflicted on top of the four with which she starts! Like we said, there&#039;s an incentive to kill this thing before it drives into the soft, moist folds of the rank and file. There&#039;s just one critical problem: &#039;flayers are 60 pts each whereas seeker chariots cost 20 points less, have the exact same profile and can be taken in 1-3 vehicle squads. If you can&#039;t take those or Exalted chariots (likely because you don&#039;t have any free Heavy Support slots left), only then shall you consider this unit. They aren&#039;t very good if you got the memo as they pay 20 points for a gimmick.&lt;br /&gt;
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*&#039;&#039;&#039;Blight Drone (Forge World)&#039;&#039;&#039; - A fast flyer with a Reaper Autocannon, an old-style Mawcannon (Phlegm and Vomit only) and now Deep Strike and the Daemon of Nurgle rule. At 150 pts., it&#039;s a nifty fast attack vehicle. With the increased points, it is now closer to a soul grinder. The downside? It&#039;s BS2. The upside? It has Shrouded so evading for a jink is 2+. One the contenders for best fast attack choice since it&#039;s a good load of dakka on a flyer with Shrouded which many armies lack effective counters to. Beware that these explode when destroyed (wrecked/explode) so keep them away from squishy friendlies. These can also be taken as a 1-3 squadron. Never hurts to double tap, and opens slots up for other fast attack awesome.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon of Khorne&#039;&#039;&#039; - Basically auto-include if you&#039;re bringing Daemonettes or Bloodletters. Not because S8 cover-ignoring blast (which is still nice at popping-out vehicles), but because your guys can charge anything hit with this blast without initiative penalty for not having assault grenades. If the enemy gets too close, it&#039;s a chariot, so charge them with your D6 S7 Hammer of Wrath hits with 2A S4 WS5 from bloodletter crew (4A S5 on charge) as of 7th FAQ! Then die horribly as they shove a power fist up your armour-12 front. (Chariots always use front facing)&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot of Tzeentch&#039;&#039;&#039; -Cheap and fragile but very killy. Only 100 points with 10AV all around but is in fact a Daemon of Tzeentch and 3HP make it more durable than most fast skimmer... chariot... things. The Exalted Flamer will be shooting AP3 torrents and 18&amp;quot; heavy d3 lascannon shots, which unfortunately have Warpflame. Even its Hammer of Wrath attacks have Warpflame. Here have FnP while I burn you alive. [[Just as Planned]]. Alternatively you can give a Herald of Tzeentch one of these to pimp around in, casting Divination, Change, and/or Malefic Daemonology powers all over the place. Or you could use a Warpblade to spawn the shit put of your opponent using sweep attacks, then &#039;accidentally&#039; flamer the t5 spawn, as well as the enemy squad, and let the nomming commence.&lt;br /&gt;
** Warhammer 40,000 7th Edition update. Now in 7th Edition chariot riders count as not moving. It means exactly what you think it means - our beloved av 10/10/10 skimmer can now move 12&amp;quot;, torrent another 12&amp;quot; and because it&#039;s open topped it can be from anywhere on the vehicle. While the durability is low, 3 HP, chariots can now never be immobilized only, explode on 7 for damage roll (remember it&#039;s open topped though, so can be blasted with tau pulse rifle) and they can pass off hits/wounds to the rider.  And if you do choose to run the Herald on this instead, remember that you can spew psychic powers in the psychic phase and then flat-out into safety in the following shooting phase.&lt;br /&gt;
**&#039;&#039;&#039;Blue Horror Crew&#039;&#039;&#039;&lt;br /&gt;
***All enemy units within 6&amp;quot; of one of more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership. &lt;br /&gt;
*&#039;&#039;&#039;Seeker Chariot of Slaanesh&#039;&#039;&#039; - These guys are cheap. A squad of three of these used to be unusable due to their massive bases and deepstriking, but now they can deploy safely. Rules for these girls are simple: Charge the enemy. Your d6 per hull point Hammer of Wrath Attacks with RENDING due to its Fleshshredder rule owns everything. These things are very delicate but at only 40 pts a chariot they are worth it. Be careful with the rules in cc as it gets very confusing with the exalted Alluress in combat. After countless hours of rules cross-referencing, one thing to be constantly aware of is that units in close combat with a chariot can choose to direct their attacks at either the Chariot body OR the rider - and if your Alluress with her pathetic T3 takes even one single unsaved wound, the entire model (chariot and all) is wiped completely off of the table.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Seeker Chariot of Slaanesh&#039;&#039;&#039; - Same as above only 4 HP instead of 2. These units are the definition of Risk vs Reward. Bring a 3 Chariot strong Exalted Cavalcade and buy all of the riders Lash of Despair to make sure that NOTHING survives your 6D6 shooting hits followed by your unholy 12D6 S4 automatic Rending Hammer of Wrath hits per charge BEFORE YOU EVEN ATTACK AT I5. Guzzle the tears of your fleshy enemies as ANYTHING that isn&#039;t a &amp;lt;s&amp;gt;vehicle&amp;lt;/s&amp;gt; &#039;&#039;&#039;LANDRAIDER&#039;&#039;&#039; is churned to a pulpy milkshake consistency beneath your wheels. You could even put a Herald on there and take the Locus of Grace to give all your chariots ignore difficult terrain all the time (HOWEVER, as per the new May 2014 errata, Heralds that buy a Chariot to ride lose the independent character rule. The Grand Cavalcade formation may restore this, but I&#039;m not sure. Be doubly wary when using these though, because a Herald with a Locus and a Lash of Despair on an Exalted Chariot will run you 150 points each, and they can still only take 2 wounds at T3 in close combat before being completely destroyed. You read that right. an entire cavalcade of Exalted Chariots can be utterly decimated by 2 charging Hormagaunt models. BE SURE YOU CHARGE FIRST.&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder&#039;&#039;&#039; - In 4th edition, Games Workshop decided to expand its repertoire of things stolen from intellectual properties and so knicked something a bit more recent (from Doom, specifically). It was a shitty waste of points back then because its [[RIP AND TEAR|HUGE GUTS]] made deep-striking it an exercise in annoyance and failure, but we don&#039;t talk about that much no more. For this codex, the &amp;lt;s&amp;gt;Spider Mastermind&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Cyberdemon&amp;lt;/s&amp;gt; Soul Grinder is very similar to what it once was in terms of stats and cost. He still comes with a harvester, has one Iron Claw (it&#039;s a power fist, actually) and still has that same, rather solid stat-line. So what&#039;s new? Well, he can Skyfire if he wants with his new S7 AP4 3-shot harvester but has to buy all his other weapons from scratch. However, losing a Mawcannon won&#039;t remove all the the profiles you upgraded it with so that&#039;s a plus, right? Speaking of weapons and profiles:&lt;br /&gt;
**&#039;&#039;&#039;Baleful Torrent&#039;&#039;&#039; - just like the last one, S6 AP4 but now with torrent!&lt;br /&gt;
**&#039;&#039;&#039;Phlegm Bombardment&#039;&#039;&#039; - very similar to the phlegm profile it replaces, your half-range battle cannon doth return. Note, you have to snap-fire all other weapons when shooting it now because it&#039;s Ordnance and this is post-6th Ed.&lt;br /&gt;
**&#039;&#039;&#039;Warp Gaze&#039;&#039;&#039; - why? Oh sure, S10 AP1 seems terrifying, but its range is pathetic and you can expect to miss as often as you can to hit with it; could be worth it on camping Nurgle/Tzeentch Grinders just to add more dakka. This would&#039;ve been &#039;&#039;awesome&#039;&#039; if you could give it to a Daemon Prince!&lt;br /&gt;
**&#039;&#039;&#039;Warp Sword&#039;&#039;&#039; - your back-up if you lose your Iron Claw and a pricey one at that, but it will also give you a bonus attack, being that both your claw and this sword are specialist weapons. Warp Swords are also master crafted, which is totally a plus for close-combat grinders.&amp;lt;br /&amp;gt;Soul Grinders must now be upgraded to a Daemon of a god in which it gets special god-related bonuses: &lt;br /&gt;
**&#039;&#039;&#039;Khorne&#039;&#039;&#039; - This one is free as the Iron Claw already doubles strength (making furious charge useless unless someone shoots off your claw) but also means you&#039;ll almost always be loading up with a Warp Sword just in case. However the real strength of Khorne is that if paired with a Blood Throne you can take advantage of Loci: Rage or Hatred on this thing? yes please!&lt;br /&gt;
**&#039;&#039;&#039;Tzeentch&#039;&#039;&#039; - The next cheapest, giving you jack shit in terms of psychic powers but 5 pts for a re-rollable save 1&#039;s is fantastic!&lt;br /&gt;
**&#039;&#039;&#039;Nurgle&#039;&#039;&#039; - Best by far for Shrouded Soul Grinders (2+ cover behind ruin anyone?) but be careful with an ADL as it might be too small to obscure him properly. Of course, any of the Sanctum Imperialis line of terrain kits would give you a useful selection of cheap MC chest-high walls with fairly decent special rules (moreso for the Sanctum Imperialis, which grants Night Vision and Adwill, and the Shrine of the Aquila, which grants Hatred (Imperium), than the rather meh gains from the Basillica Administratum and the Manufactorium). MACCs are also good if you don&#039;t mind MORE random tables. Always double check that this massive model is obscured before assuming he is. Otherwise, you&#039;re gonna be shooting so take phlegm, maybe Torrent and &#039;&#039;maybe&#039;&#039; Warp Gaze. Keep in mind that this thing will be in the backfield, which is a weird position for daemons that are more used to taking the fight to the enemy.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;&#039;&#039; - the +3 run, Fleet and Rending. This is the close-combat Grinder Daemon, although it&#039;s radically different from how you would think to use it and rending doesn&#039;t do jack shit for your S10 attacks (unless you&#039;re coming across something with Armour 15, but you are arguably way more fucked than this thing can help you). Regardless, grab yourself a Warp Sword and Baleful Torrent. Use your speed to dart around cover and soften up whatever you can with torrents and Harvester volleys.&lt;br /&gt;
:While the Soul Grinder is usually worth taking, it is annoyingly counter-intuitive. It offers Skyfire, but only has BS3 and if used, prevents the use of Phlegm or the torrent (requires some Divination trickery); they have access to powerful guns, but have criminally short ranges; they come with strong close combat options, but also great ranged options. The trick is to figure out what you need it to do in your army and use it to fill in the gaps. Most importantly, play to its strengths: it&#039;s a walking tank! It&#039;s way more durable against things that threaten [[Dreadnought|other walkers]], like autocannons or krak grenades so don&#039;t be afraid to leave yourself a little vulnerable at times. Just be aware that it does have certain weaknesses like melta, haywire and lance weaponry. If you&#039;re really concerned, take them in pairs for safety.&lt;br /&gt;
:Generally speaking, you&#039;ll want to go with Nurgle if you plan to stand back and shoot, Slaanesh if you plan to move up and assault and Tzeentch if you plan to be able to do either depending on the opponent&#039;s forces. Aligning with Khorne is a cheapskate&#039;s bet for the most part unless you got a blood throne to give it something with kick!&lt;br /&gt;
*&#039;&#039;&#039;Plague Hulk (Forgeworld)&#039;&#039;&#039; - Essentially a Soul Grinder of Nurgle with a poisoned 3+ S5 AP3 flamer instead of the Harvestor and a rending phlegm bombardment with 2 fewer strength but at 150 instead of the 180 for the codex version with Phlegm. Replacing the Iron Claw with a Warp Sword for +25 points is a hilariously bad idea which you should not do. Definitely worth the points but wants you to get close to take advantage of the poison template (which is counter intuitive of Nurgle Grinders siting back abusing Shrouded). Since you can take it in CSMs too its a good way to get a 4th Grinder via allies if you really like them. You are losing the versatility that the Harvester gun has but for being the most budget Grinder it&#039;s always worth consideration.&lt;br /&gt;
*&#039;&#039;&#039;Blood Slaughterer (Forgeworld)&#039;&#039;&#039; - &#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt; name notwithstanding, these jacked-up chaos dreadnoughts are bad fucking news! Front armour 13, WS5, two dreadnought close combat weapons, Rampage, Daemon of Khorne, Deepstrike, Fleet, Daemonic Resilience and +D3 attacks on the charge spell death for anything they touch. You can either stride them across the table but they will likely get kited because they have to run towards the nearest enemy unit in sight. Fortunately, you can instead choose to deep-strike them close to that thing you want to die; this is a marginally better proposition as individual Slaughterers are roughly dreadnought sized and it&#039;s fairly easy to place one (and in most situations, the other two). If you take a full squad of three, give them all Impalers (a Blood Angels magna grapple with one worse AP and a scant 12&amp;quot; range; it can never be snap-fired): they always hit on a 4+ and drag penetrated vehicles or wounded and unsaved monstrous creatures 2D6&amp;quot; closer to them. Oh, if you happen to drag anything into base contact it&#039;s blender time as the model is now in a close combat with the Bloodslaughterers which count as having charged. Did we mention that multiple Impaler hits are cumulative? Or that these are one of the few things that can assault and sweep on the turn they deepstrike? [[RIP AND TEAR]]!&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
Here are the general tactics for fortifications http://1d4chan.org/wiki/Warhammer_40,000/Tactics/Fortifications&lt;br /&gt;
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Before the new book, these were a pretty silly idea, but now that you can choose to deploy regularly, some of these are worth it; Stronghold Assault added a lot of new stuff, too. If you&#039;re going to take any of the buildings selections with emplaced guns, it&#039;s best to hole-up a small squad of Bloodletters into them; it might seem counter-intuitive to place close-combat troops in a building to engage in ranged shenanigans, but their BS5 makes them hilariously dangerous with any weapon they get their evil little claws on. Otherwise, Plaguebearers are the other troops choice for holding a fort as their toughness and shrouding make them more durable. Basically, if you&#039;re gonna take fortifications in your army, you&#039;ll have to commit to it.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Strongpoint:&#039;&#039;&#039; Basically combines the selections below into one fortification selection, with 1-3 bastions, 1-5 aegis defense lines and a skyshield (you could also take an Honoured Imperium, but that&#039;s dumb). Individually, these selections have their own merit; this however is possibly overkill unless you really, REALLY need the dakka. Be sure to have enough squads of Bloodletters to occupy it.&lt;br /&gt;
**&#039;&#039;&#039;Aegis Defense Lines:&#039;&#039;&#039; One of the more reliable Skyfire/Interceptor choices, although, being a very choppy army, you probably won&#039;t benefit much from the cover saves. A Herald of Nurgle with a minimum unit for meat shields can use it&#039;s higher BS to fire the emplacement and hold a backfield objective.&lt;br /&gt;
**&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; Your Deep Strikers don&#039;t have to scatter and you can get improved Invulnerable Saves, given you already get 5++. &lt;br /&gt;
**&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; Put Bloodletters in this guy and put your trollface on as you fire a quad gun or Icarus lascannon at BS5 at their precious aircraft. Oh what&#039;s that? They&#039;re getting too close? Better loose those 4 heavy bolters on them, then! Few things are as trolly-polly as an Imperial Bastion in Daemon hands garrisoned by Bloodletters.&lt;br /&gt;
**&#039;&#039;&#039;Honoured Imperium:&#039;&#039;&#039; You are &#039;&#039;&#039;NOT&#039;&#039;&#039; playing an Army of the Imperium - don&#039;t even &#039;&#039;think&#039;&#039; about this one!&lt;br /&gt;
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*&#039;&#039;&#039;Wall of Martyrs Imperial Defense Network:&#039;&#039;&#039; These are a colossal waste of points and money for Daemon players! A huge section of building and terrain that will plug up your guys&#039; movements with guns that your Bloodletters can&#039;t shoot. There may be a slim case for using Vengeance Weapon Batteries, but everything else is fucking useless.&lt;br /&gt;
**&#039;&#039;&#039;Wall of Martyrs Imperial Defense Line/Emplacement/Bunker:&#039;&#039;&#039; They&#039;re only going to get in your way and are nowhere near large enough to hold, much less obscure a Nurgle Grinder.&lt;br /&gt;
**&#039;&#039;&#039;Wall of Martyrs Firestorm Redoubt:&#039;&#039;&#039; It&#039;s a Fortress of Redemption, but you can&#039;t use your Bloodletters to shoot any of the guns! Spend the extra 20pts. base and get the goddamn Fortress already.&lt;br /&gt;
**&#039;&#039;&#039;Wall of Martyrs Vengeance Weapon Battery:&#039;&#039;&#039; A nice, cheap source of dakka let down by the fact that you can&#039;t hole-up Bloodletters inside them - just imagine how sweet it would&#039;ve been to shoot a Punisher Gatling Cannon at BS5! If you&#039;re taking them, upgrade the guns to either battle cannon or quad-Icarus lascannon because punishers at BS3 are meh.&lt;br /&gt;
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*&#039;&#039;&#039;Void Relay Network:&#039;&#039;&#039; Together, these aren&#039;t special but taken separately with other sections they can be interesting (except the Honoured Imperium, of course).&lt;br /&gt;
**&#039;&#039;&#039;Promethium Relay Pipes:&#039;&#039;&#039; Could be hilarious to take in order to give your Flamers torrent... assuming you took flamers.&lt;br /&gt;
**&#039;&#039;&#039;Void Shield Generator:&#039;&#039;&#039; Projects a little AV12 bubble within 12&amp;quot; (can project 2 more at 25 pts. each). A glancing/penetrating/D-strength hit will collapse the shield, but it can be revived on a 5+ next turn if the generator is still up. Makes a nice little hidey hole for a Nurgle Grinder or two!&lt;br /&gt;
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*&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; Everything you like about Imperial defense lines and bastions, with more dakka. Put a squad of Bloodletters on it and troll with 4 BS5 Heavy Bolters, a BS5 Krak/Fragstorm, and a BS5 Lascannon with Interceptor and Skyfire. Add a Herald of Khorne for that nearly non-scattering missile silo for extra lulz!&lt;br /&gt;
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*&#039;&#039;&#039;Aquila Strongpoints&#039;&#039;&#039;: Taking one of these fortifications is on the high-side of insanely destructive and expensive. Both cost a smidgen over 500 pts. but feature absurdly dangerous weapons and AV&#039;&#039;&#039;15&#039;&#039;&#039; all around!&lt;br /&gt;
**&#039;&#039;&#039;Macro-Cannon:&#039;&#039;&#039; The Macro-Cannon gives you either a 6-foot long D-strength AP1 double tap or a 15-foot long apocalyptic mega-blast that can crash and burn nearby flyers or do D3 wounds to FMC&#039;s and FGC&#039;s. Totally worth it if you have the points and a squad of &#039;letters (maybe a Herald, too) to emplace.&lt;br /&gt;
**&#039;&#039;&#039;Vortex Missile:&#039;&#039;&#039; As above but you get vortex missiles instead. Specifically, that&#039;s 7 shots with an &#039;&#039;infinite range&#039;&#039; D-strength AP1 large blast that hops around the board after being fired. It is every bit as insane as the Macro-Cannon.&lt;br /&gt;
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===Lord of War===&lt;br /&gt;
Note: According to the new Imperial Armor 13, all the &amp;quot;Daemon Lord&amp;quot; Lords of War can only be [[FAIL|25% of your army cost]], which renders the first four basically unplayable in anything short of Apocalypse. No An&#039;ggrath in your normal games, sorry.&lt;br /&gt;
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*&#039;&#039;&#039;An&#039;ggrath, the Unbound&#039;&#039;&#039; - &amp;quot;Ill kill you so hard that you will die to death&amp;quot; Costs thrice as much as a normal Bloodthirster pointswise at a whopping 888 (sacred numbers are fun) points but is an unholy monster in close combat - anything within range of his axe is pretty much dead but is just too stupid to realize it. And when I say &amp;quot;anything&amp;quot;, I really mean anything - not even an Imperator titan or Hierophant would survive close combat with this thing. His melee capability is pretty much unmatched; if it&#039;s in base contact with him, it&#039;s going to be dead within the turn. He costs A LOT and is a massive firemagnet, but as a flying gargantuan creature he is now insanely durable (as in T8 2+/3++ save with FnP that you can only hit on 6&#039;s durable), and can rip apart enemy fliers. On the plus side, he eats titans and superheavies like Abaddon eats people; hell he could eat Abaddon for breakfast. He gets +D6 attacks on the charge and has a lovely 2+ Deny the Witch. Thanks to the new Gargantuan Creature rules he can now be locked in close combat, so be wary of tarpits should anything survive your charge. On the brighter side you now no longer have to trade all of your attacks to Stomp attack, so once you have launched all of your strength 10 AP 2 Instant Death on 6&#039;s hits, throw down some Stomp attacks on anyone that managed to survive. He&#039;s still overpriced though - Zarakynel does it almost as well for 222 points less, regenerates wounds and Dat Ass.... On the other hand, because superheavy vehicle rules regarding D-strength hits are much better than gargantuan creature rules, he can get ganked with horrible ease by D-Strength weapons , keep him flying and away from anything that can smack him with an SD hit like your life depends on it (this is now only a secondary priority now strength D only ignores invun on a 6, although it will still ignore your armour and FNP no matter what).  Because going down to two turbo-laser shots is not fun.  If you see a Tau Manta or Tigersharks; prepare to cry because they&#039;re going to sodomize you and there&#039;s nothing you can do about it.&lt;br /&gt;
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*&#039;&#039;&#039;Scabeiathrax, the Bloated&#039;&#039;&#039; - Will never, ever, ever, ever die. He is to Great Unclean Ones as An&#039;ggrath is to Bloodthirsters. Though he costs 777 points, with 6 wounds, Feel no Pain (4+), Invulnerable saves (3++), Daemon of Nurgle (Shrouded), and toughness 9 (which means that heavy bolters and down can&#039;t hurt him and he has a pretty good chance of just laughing off lascannons on toughness alone) there is practically nothing in the game that will kill him. He has a bunch of Nurgling attacks, though not that many of his own - but any wounds he inflicts become 2 wounds to the model he strikes should they fail a toughness test. Additionally should anything that doesn&#039;t have Mark of Nurgle or is not a Daemon be within 6&amp;quot; of him they must take a toughness test or suffer a wound with no armor or cover saves allowed. This helps considerably should something try to keep him locked in close combat thanks to the new Gargantuan Creature rules. He&#039;s kind of like Typhus if Typhus were mutated by nuclear waste that had Papa Nurgle had spilled his latest concoction on. He&#039;s a big firemagnet, but given the amount of effort it takes to kill him; that won&#039;t do anything to him and in fact will be very good for the rest of your army.  Destroyer weapons do not ignore invulnerable saves, making them a minimal threat to Ol&#039; Scabies. Unless they roll a 6. Then he&#039;s just dead.&lt;br /&gt;
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*&#039;&#039;&#039;Zarakynel, the Bringer of Torments&#039;&#039;&#039; - Essentially the An&#039;ggrath of Keeper of Secrets. While she is the weakest of the Uber Greater Daemons at 666 points, she is no slouch and will bring massive levels of oh so literal assrape to everything in her long reach. She has both Init and WS 10, gains D3 attacks on the charge, counts as armed with assault grenades when charging and re-rolls all failed to-hit and to-wound rolls - pretty much guaranteeing that she will go first and hit rather regularly with her AP1 instant death sword that replenishes her wounds on a 2+. For extra lulz, non-fearless units have to pass a leadership test before they can try and hit her back. The latest edition gives her a 36&amp;quot; S6 AP3 shooting attack with D6 shots and pinning albeit at BS3. So essentially, like Lucius the eternal turned up to eleven. Plus [[DISTRACTION CARNIFEX|DISTRACTION BOOBS]]!&lt;br /&gt;
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*&#039;&#039;&#039;Aetaos&#039;Rau&#039;Keres&#039;&#039;&#039; - 999 points of titleless pain. He&#039;s been changed up recently but still grows your army at the expense of your opponents&#039; with Riftbringer or heals himself with Soul Eater. For the shooting phase, he comes with Wind of Chaos, a shooting attack which summons horrors with 48&amp;quot; of him AND his staff can exchange his shooting attacks to drop an &#039;&#039;&#039;INFINITE RANGE&#039;&#039;&#039; (AP3) poisoned, haywire, apocalyptic barrage that can hit up to 9 times. In addition to his high toughness, large number of wounds, 3++ invulnerable save, and flyer rules, this Daemon Lord is a Mastery Level 4 psyker that can rebound psychic powers back onto their caster with after a successful DtW and a 4+ on a D6. The only catch is that he MUST roll at least 2 powers on the Tzeentch table and can only generate from one additional table (Divination is recommended). If you see this guy leading a tetragon of darkness you&#039;re getting screwed. The only winning move is to find the tournament organizer and punch them in the throat. Aetaos&#039;Rau&#039;Keres does have a set of drawbacks however: if he gets within 18&amp;quot; of a Greater Daemon, Daemon Prince or another Daemon lord, he&#039;ll direct all his shooting attacks upon the poor sod. Second, he has to pass a leadership test to call down his apocalyptic barrage and if he fails, your opponent gets to place the blasts.&lt;br /&gt;
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*&#039;&#039;&#039;Samus, Daemon Prince of the Ruinstorm&#039;&#039;&#039; - At last!  A Lord of War that won&#039;t rape your wallet AND points allowance!  Samus is one of the few units you got that get the fun Daemonkin immunity to Daemonic Instability, and thus get both Daemon of Khorne and Fearless without any downsides.  He also gets IWND, S/T 7, 6 Wounds, Hatred (Infantry), Adamantium Will, and Fleet.  He&#039;s only armed with an AP2 CCW with Murderous Strike (ID on a 6 to wound) and Armourbane, but his fun isn&#039;t in combat.  See, he can (but not must) elect to enter from reserves wherever a character is killed (yours or theirs) and can deep strike without scattering within 3&amp;quot; of that dead character, making buying those sergeants finally worth something.  In addition, Samus also triggers other sorts of fuckery just by being in your army: Your enemy takes -1 from all reserves (With rolls of 1 being auto-fails), any blessings used by either side cost an additional Warp Charge (Which means that they&#039;ll have to think even harder about casting Hammerhand or Prescience or something lest you deny them and waste those points) and he forces anyone charging him (and testing Fear) or in combat with him to halve their Leadership unless they&#039;re Stubborn or Fearless.&lt;br /&gt;
** IF you plan on using him in HH&#039;s &amp;quot;Age of Darkness&amp;quot; FOC (And Daemons can use this), then he gets to become an HQ choice instead of a LoW and must become Warlord.  This lets your entire army re-roll a d6 when rolling Instability and if you roll doubles on the Warp Storm table, you get to replace it with Warp Surge.&lt;br /&gt;
** A possible answer to Imperial Knights? Unless you roll a 6 for Malefic daemonology, take Skarbrand, one of the Daemon Lords, or the Skullreaver relic axe, most Imperial Knights will be a pain in the ass. With high initiative and WS, decent attacks, and an armorbane AP2 CCW, Samus can be a budget answer to everyone&#039;s superheavy walkers. Get a Herald on a Blood Throne close with the Crimson Crown and Exalted Locus, and its fate is all but sealed.&lt;br /&gt;
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*&#039;&#039;&#039;Cor&#039;Bax Utterblight, Daemon Prince of the Ruinstorm:&#039;&#039;&#039; Ruinstorm LoW Number 2, meaning he lacks Instability.  This guy&#039;s a frightening one because despite being Nurgle, he gets INITIATIVE 9.  I repeat, this guy can bear FUCKING ELDAR to the punch.  Oh, and he also has the Slime Trail Beasts use to protect themselves.  Aside from that, he&#039;s the same as a normal GUO statwise except for exchanging an Attack for Toughness 8.  He&#039;s also ML2 and can use Biomancy and Nurgle&#039;s Plague powers, which could (at least temporarily) grant him EW, unlike Samus.  In melee, he&#039;s got some vicious tricks with 3+ Poison and the ability to inflict Instant Death on a 5+ TO HIT against infantry.  Add that to his standard AP2, and things are bound to die (But not enough to rely on it).  He also gets d3 HoW hits on the charge, which ignores all terrain and comes with Assault Grenades, meaning he will reach his enemy that much quicker.  If he dies (Which is going to happen, especially against GK or Eldar), he drops a Massive Blast that inflicts Poisoned (3+) AP4 hits on anyone inside that&#039;s non-Nurgle Daemon (Meaning fellow Plague Marines can still be hurt), making him a pricy kamikaze.&lt;br /&gt;
** IF you plan on using him in HH&#039;s &amp;quot;Age of Darkness&amp;quot; FOC , then he gets to become an HQ choice instead of a LoW and must become Warlord.  This lets your entire army re-roll a d6 when rolling Instability and if you roll doubles on the Warp Storm table, you get to replace it with Warp Surge.&lt;br /&gt;
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*&#039;&#039;&#039;Kytan Daemon Engine of Khorne (Forge World)&#039;&#039;&#039; - The Khornate answer to Imperial Knights. At 525 points, it comes with Daemon, Daemonforge, Fleet, Crusader, IWND, Rage, Unstoppable Slaughter (If its Kytan Gatling Gun, 48&amp;quot; S8 AP3 Heavy 8 and Pinning, destroys something in the Shooting Phase, it may charge something else), and all the Super-Heavy Walker rules. It also has a Great Cleaver of Khorne like the Lord of Skulls for the unholy AP1 Destroyer attacks. Also something that is awesome about this little fucker is that he&#039;s Initive 5!! Now we have an answer to Imperial Knights besides throwing Monsterous Creatures at them!&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Knight (Forge World)&#039;&#039;&#039; - [http://www.forgeworld.co.uk/Downloads/Product/PDF/C/Chaos-Knight.pdf Rules here.] The Chaotic answer to the Imperial Knight. Comes in Paladin and Errant forms. Click and paste of the normal Knight rules and weapons, but with fun Daemon upgrades and the ability to take Dirge Casters. As well as getting the Daemon Special Rule (which is ungodly since it now has an invuln save in close combat) each Deity dedication grants the Knight a special ability as follows:&lt;br /&gt;
**Khorne: D3 extra attacks on the charge instead of 1, can re-roll the amount of stomp attacks it gets, and has Hatred (Slaanesh). A nice buy. Think of it as Rampage that is always active.&lt;br /&gt;
**Slaanesh: Opponents must make a Leadership test at -2 or become I1 for the fight sub-phase. Has Hatred (Khorne). Mediocre since it relys purely on your opponent&#039;s luck, but if so, you can kill them with the D-chainsword and then stomp them when they make their attacks.&lt;br /&gt;
**Tzeentch: Heavy Stubbers gain the Soulblaze Special Rule, re-rolls 1 to-hit, and has Hatred (Nurgle). Utterly shit. The most effective weaponry on the Knight is blast weaponry, and the Stubber is shit. It would&#039;ve been better if the main weapon got Soulblaze. &lt;br /&gt;
&amp;lt;s&amp;gt; OH SO NOT TRUE! The Tzeentch Knight if played right can be easily the strongest, are we forgetting it gains the Daemon and Daemon of Tzeetch rules? Now while thats nothing too grand on its own It means it can be buffed. KNights get a 4++ on the shield front and now it has a 5++ on every other facing and in combat. This makes them better than other knights easily but this aplpies to knights of all 4 gods so why Tzeentch? Well its the re-roll saving throws of a 1. 4++ re-rolling 1s isn&#039;t bad but its got Daemons so get a herald and slap the Grimoire of True names on a Tzeetch knight! now u have a 3++ rerolling 1s on all facings and a 2++ rereollings ones on the shield facing. Put cursed earth down etc and your Daemon knight of Tzeentch has a 2++ re-rerolling 1s on ALL Facings and in close combat. In other words its unstoppable, Put Grimiore on a herald or a flying prince and you&#039;re well away. &amp;lt;/s&amp;gt; It counts as alligned with Tzeentch, it doesn&#039;t actually have Daemon of Tzeentch. The Invul increase though is still a possibility though.&lt;br /&gt;
**Nurgle: Gain IWND and Hatred (Tzeentch). Incredibly powerful, and incredibly expensive.&lt;br /&gt;
***Fun thing to try out: take Fateweaver and a nearby Herald of Tzeentch with the Grimoire. Have Fateweaver cast Forewarning on the Chaos Knight and then Grimoire it for a 2+ Invulnerable save! [[Rage|Your opponent will hate your guts for it.]]&lt;br /&gt;
***His foe-reaper chainsword should not be underestimated:  Against MC&#039;s and GMC&#039;s it gets [[Awesome|+1 to all D-strength rolls]]. This means extra-ultra kill on 5+ rather than only 6&#039;s. Wraithknight? SPLAT.&lt;br /&gt;
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==Allies==&lt;br /&gt;
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Luckily, all hope isn&#039;t lost. The ally system can help Daemons out if you choose the right kind of units in your allies list. Even still with the update and the buff from 6th edition, Daemons can STILL lose games, either from bad Deep Strikes, terrible dice rolls, end up going first, etc. Thankfully, allies can help fill in the gaps making the army more competitive. You should take in mind, that allies of convenience and desperate allies would suffer from warp storm. Have fun.&lt;br /&gt;
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IMPORTANT NOTE: Your Warpstorm table will target EVERYONE on the table except Battle Brother Allies. Take non Battle Brother allies at your own risk.&lt;br /&gt;
===Battle Brothers===&lt;br /&gt;
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*&#039;&#039;&#039;Renagade Knight Household:&#039;&#039;&#039; If you want the dakka and heavy armor that Daemons lack without investing in Chaos Space Marines, then grab a Renegade Knight. The Renegade Knight Household from the renegade knight boardgame counts as a chaos space marine ally. you can now take 1-3 chaos knights. The best benefit this has is that the knight household can dual wield ranged weapons. So enjoy your 24 str 6 AP 3 Rending Bolt cannons! Also, Thermal Cannons can utterly annihilate vehicles while the Twin Icarus Autocannon provides the only reliable Skyfire outside of Soulgrinders.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; Chaos Space Marines are probably the way to go; however, due to the FAQ, Daemon ICs cannot join non-Daemon units and non-Daemon ICs cannot join Daemon units, leaving you with few units that will hang out together. CSM is also the best choice fluff-wise, so you can&#039;t go wrong either way. Very useful as ranged support if you feel hesitant about flamers and their silly warpflame rule handing FNP to enemy marines. Even though Epidemius lost his fridge full of tally-cheese, plague marines still work great together with Nurgle daemons. Outside of shooty marines and armour, bringing in Heldrakes to seize the skies is another solid choice. Another potentially major benefit is the ability to bring Divination to a CSM army. Rerolling to-hit on your Obliterators, Thousand Sons, etc. Prescience combined with Forgefiends can be quite devastating, especially when they activate demonforge.&lt;br /&gt;
**&#039;&#039;&#039;Black Legion:&#039;&#039;&#039; Interesting, to say the least. Chosens are Troop choices with the Black Legion, although you must take Veterans of the Long War for every unit that can take it. Some of the cool items that their Daemon Princes can take is the Skull of Ker&#039;ngar (Eternal Warrior and Adamantium Will) and Hand of Darkness ( Single attack with Fleshbane, Armourbane, and Instant Death), which can help if you plan on running a Flying Circus. Otherwise, same as Chaos Space Marines, but with different toys for their Champions.&lt;br /&gt;
**&#039;&#039;&#039;Crimson Slaughters:&#039;&#039;&#039; Now this seems like the better Supplement than the Black Legion. Possessed are Troops in this force, however they are different than their normal counterpart, with a different mutation table that&#039;s way better (Although they cost a little more, as their trade off for a better table). They&#039;re the opposite of the Black Legion as they can&#039;t take VotLW, with the exception of Cult Marines, -And the whole army causes Fear, which is meh, but a nice bonus. If you&#039;re planning on taking Supplement allies, this is the better choice.&lt;br /&gt;
**&#039;&#039;&#039;Iron Warriors:&#039;&#039;&#039;Some serious value to be had! Sorcerer as a HQ either just for some more warp charges and that he&#039;s cheap, Obliterators as Troops because Iron Warrior tings, then leaves room for a Heldrake or anything else you want to steal from CSM...but really you&#039;re taking this for troop Obliterators to supply some staple Anti everything really.&lt;br /&gt;
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*&#039;&#039;&#039;Renegades and Heretics:&#039;&#039;&#039; A Forgeworld allied army recently updated in Imperial Armour 13. They bring even meatier, more expendable meatshields backed up with tanks - lots of tanks. They are basically Imperial Guard with terrible Ld and Battle Brothers for Daemons and CSM.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne Daemonkin&#039;&#039;&#039;: A meshing of CSM and your own units, but the shining point of this is that their daemons are utterly immune to instability and instead get Fearless!  The issue is that your Heralds can&#039;t join their Bloodletters or vice versa because of this and they can still be targeted by Warp Storms.  That said, let them take the big guns, if the Daemonkin run a Blood Host, you can grab 8 Dinobots/Helbrutes/Grinders.  That leaves your Daemons army to instead focus on taking psykers and mobs.&lt;br /&gt;
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===Allies of Convenience===&lt;br /&gt;
As of 7th Edition, you get no Allies of Convenience. Doesn&#039;t really make a difference considering how many Battle Brothers you have, though.&lt;br /&gt;
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===Desperate Allies===&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Orks, along with Daemons, are great at hitting hard and fast, but they really shine as allies in a defensive role. While you &#039;&#039;can&#039;&#039; run Ork allies more offensively, you have access to better units that can do the same job. For example, a Warboss/Nob biker unit can seem appealing, but a well-rounded squad can run you up to around 400(!) points. Instead, you can pick up a flying Daemon Prince for less than that cost and it&#039;s still just as scary and about as hard to kill as the bikers. Focus on improving weaknesses that your army may have. Shoota Boyz are dirt cheap and arguably the best troop choice in the game, with T4 (same as your Plaguebearers), Mob Rule, and the ability to pack a punch in both shooting and close combat. Take tons of Boyz in groups of 30 to hold objectives and to use as both tarpits and meat shields for your other more offensive Daemon units. Another great unit that&#039;s worth taking a look at are Lootas, which bring in some fantastic long range firepower that Daemons lack.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Wait WTF. Dark Eldar is a mixed bag. DE is more of a specialist type, and can brutally help Daemons when played right. They have a fast moving play style the One Eye Open won&#039;t effect them badly. It depends on what you&#039;re taking in both lists. If you know what you&#039;re taking on the battlefield, then Dark Eldar can arguably do better than Orks and IG, but if you&#039;re a newbie to begin with, you should look elsewhere.&lt;br /&gt;
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===Come the Apocalypse===&lt;br /&gt;
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*&#039;&#039;&#039;[[Heresy|Imperium]]:&#039;&#039;&#039; Yep. Any and all Imperial Armies (Imperial Guard, Space Marines, Dark Angels, even GREY KNIGHTS! *&#039;&#039;&#039;BLAM&#039;&#039;&#039;*  HERESY!) can ally at Come the Apocalypse levels. Just make sure you deepstrike as far away as possible from them otherwise you fucking have to roll off to see if your armies don&#039;t stand still the entire turn.&lt;br /&gt;
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*&#039;&#039;&#039;Eldar:&#039;&#039;&#039; Figures because the Eldar would despise having to work alongside the Ancient Doom of Slaanesh. &lt;br /&gt;
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*&#039;&#039;&#039;Tau Empire:&#039;&#039;&#039; Ah yes, the blue ones. These guys are pretty much the exact opposite to us, as they&#039;re a shooting based force. They do lack the amount of troops they can bring when compared to Guards, however they make this up with sheer quality. Unless you have Slaanesh units (Or a few Soul Grinders), anti air can be a problem for the Daemons, which Gorgonzola can bring in the form of the Broadside, albeit a bit weaker in this edition. As far as what else to bring, a full squad of Fire Warriors is pretty much mandatory to get the best use out of them. The rest is up to your taste, since it really depends on what&#039;s in your primary detachment. While Guards are a more competitive choice outside of taking CSM, [[Troll |these boys has a couple of tricks up their sleeves to troll your opponent to oblivion.]]&lt;br /&gt;
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*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; I&#039;m sorry, but for a shooting army, just take Eldar or Tau.&lt;br /&gt;
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*&#039;&#039;&#039;Tyranids&#039;&#039;&#039;: Don&#039;t; your units are too similar (cheap hordes that like assaulting) and cant cover the weaknesses of your own codex. Plus, shadow in the warp affects ALL psykers, and guess who is the most psyker happy army in the game? Pass.&lt;br /&gt;
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==Building your Army==&lt;br /&gt;
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Step one is usually the same for building any army: Start with an HQ and two Troops.&lt;br /&gt;
However, this is a bit more complicated in a Daemons of Chaos army! If are anything like I was when I started playing, you read the fluff on the chaos gods and you think &amp;quot;No fucking way would these miserable sacks of shit ever work together!&amp;quot; And you know what? You&#039;re right. But if there&#039;s one thing you should learn about Warhammer 40k RIGHT FUCKING NOW, it&#039;s that both the fluff and the crunch are best enjoyed separately. I know that winning isn&#039;t everything, but if you build a mono-Slaanesh army you&#039;re just going to lose all of your games (If you don&#039;t know how to use them right that is), and that&#039;s not fun either. So here&#039;s the real step 1 of building a Chaos Daemons army (For the newbies and the non-intelligent players that is):&lt;br /&gt;
*&#039;&#039;&#039;Step One: Are you sure you don&#039;t actually want to play Daemon Marines or Khorne Daemonkin?&#039;&#039;&#039;&lt;br /&gt;
**You can, however, run a mono-god list if you take daemons as allies to a primary detachment of Chaos Space Marines. I won&#039;t talk about that here since this is the Chaos Daemons tactics article, but suffice it to say that Death Guard with Ku&#039;Gath and a Soul Grinder is not just fun and lore-friendly but highly competitive, and Noise Marines with a Lord of Change is one of the strongest unit combinations in the game right now, hands down. (Not lore-friendly per se, but at least it&#039;s not two rival gods.) You also don&#039;t have to deal with Warp Storm. As well as the fact that Daemon allies bring sorely needed Divination powers to units like Thousand Sons squads. Remember, Daemons aren&#039;t a forgiving force when you run them as your Primary detachment, so if you aren&#039;t so good playing as Dark Eldar, you will do much worse. All I&#039;m saying is don&#039;t buy 1500 points of Daemons only to realize you wanted to play Chaos Marines with a Daemon twist all along. The good news is though, if you do want to do Chaos Marines and happened to started with collecting Khorne Daemons, [[Khorne Daemonkin|there&#039;s an army unto itself which mixes both together.]]&lt;br /&gt;
*&#039;&#039;&#039;Step 1.5: How about Daemons in Age of Sigmar?&#039;&#039;&#039;&lt;br /&gt;
**Don&#039;t forget that Age of Sigmar has Daemons of Chaos, which are essentially the exact same army. You&#039;re essentially getting 2 armies in one, especially since AoS did away with square bases/shape of bases that mattered, so no need for magnets. In short, if you want to get your moneys worth for building a Daemon army, get that digital AoS compendium. This is optional tho, so if you don&#039;t like Age of Sigmar (you won&#039;t be the only one, trust us) or have no desire in using them there for any reason, then that&#039;s fine.&lt;br /&gt;
*&#039;&#039;&#039;Step 1.6: OK you got to play mono daemons in 40k, so are you any good with a hobby knife?&#039;&#039;&#039;&lt;br /&gt;
**Some players get around the limits of a mono god army by creating a mono god theme army that uses conversions and proxys of one god to represent the forces of another. Say Bloodletters with thick armor standing in for plague bearers, Bloodletters with two swords to stand in for Daemonettes and Bloodletters with crossbows for Horrors. These army&#039;s can be tough to put together but rewarding since they can look very good, distinctive and a bit more cohesive, in theory, than mixed god armies.&lt;br /&gt;
*&#039;&#039;&#039;Step Two: Now you can get an HQ and two troops.&#039;&#039;&#039;&lt;br /&gt;
**Just because you&#039;re going to playing low-point games doesn&#039;t mean you have to use heralds. (See if anyone is willing to play 750 points, you can fit a lot of variation even in such small lists. 500 points is too restricting for this writer&#039;s taste.) The Greater Daemons or a Daemon Prince are rewarding as hell to use and you can totally pull it off, even at 500 points, although it&#039;s a squeeze. I&#039;d recommend a Daemon Prince for starting, they&#039;re cheaper after all (So long if you don&#039;t go overboard on the gifts and Psychic powers), and you can always transition him to heavy support later when you&#039;ve expanded your collection. Probably the best troops to start with are Plaguebearers, as they are tough, forgiving, hold objectives well, and aren&#039;t bad when operating a quad gun behind a Aegis Defense Line, although all of the troop choices are okay. Daemonettes are probably the other best choice because they can work in small games without the Heralds help, but in larger games any amount of firepower will eat them for breakfast, so take some Cavalry units with Icons so they can deep strike closer to the enemies. Plague Drones are tough as nails while being the slowest out of the three, Seekers are the fastest and cheapest, but die very quickly when not used right, and Bloodcrushers are a balance of the two and are great against Space Marines(Watch out for Krak missiles!). Although you can&#039;t assault after they arrive, the extra mobility and safety from it is worth it. The same goes for bloodletters, but they do need a Herald to perform better, and they should only be used when you&#039;re going against Space Marines that aren&#039;t TEQ. Don&#039;t instantly discount the &amp;quot;bloodletters behind an Aegis Defense Line with a quad gun&amp;quot; strategy, it&#039;s surprisingly effective and only a 200 point investment.&lt;br /&gt;
*&#039;&#039;&#039;Step Three: Now pick up a Soul Grinder.&#039;&#039;&#039;&lt;br /&gt;
**These are borderline mandatory in a Daemons army. Harvester Cannons are fuckawesome and they&#039;re your only reliable form of Skyfire. But don&#039;t actually Skyfire with them, you&#039;re better off Phlegm-ing or Torrent-ing all over their infantry. Or vehicles. Or anything.&lt;br /&gt;
*&#039;&#039;&#039;Step Four: Once you hit 1000 points, you have to deal with Flyers.&#039;&#039;&#039;&lt;br /&gt;
**Anyone fielding flyers at under 1000 points is enough of a douche that you can just say &amp;quot;I&#039;m not playing against that cheese,&amp;quot; but once you get to 1000 points it&#039;s more forgivable. The obvious solution, Soul Grinders, is not always the best, because if you shoot at their flyers you&#039;re wasting a potential phlegm cannon shot or vomit torrent. This is not to say that soul grinders are a bad option, just not necessarily the best. Bloodletters behind an ADL is cheesy but effective, however you can&#039;t count on this to take out more than one flyer. A Heldrake doesn&#039;t care about your cover, and you are T3. Another option is a Bloodthirster or a Winged Daemon Prince, vector striking their flyers out of the sky King Kong style. This is fun and hilarious and if they don&#039;t bring too many flyers you can transition your bloodthirster back to killing everything else. The final option is to take allies. Heldrakes are meh at Anti-Air, but Vendettas are sexy, and Renegade Knights can toss buckets of AA without sacrificing much against ground targets, if you go double Gatling Cannon and Icarus Cannon. (The author also forgot to mention a Winged Daemon Prince of Slaanesh with Lash of Despair and Iron Arm is another good way to deal flyers &#039;&#039;that is about as unreliable as it is effective.&#039;&#039;)&lt;br /&gt;
*&#039;&#039;&#039;Step Five: Now just keep adding on units that look cool!&#039;&#039;&#039;&lt;br /&gt;
**Mono-daemons isn&#039;t a particularly competitive army. You will have games where you roll 10 on every warp storm and just win hilariously and you will have games where you&#039;re tabled on turn 2 from rolling a 2 for warpstorm, so the most important thing is buy cool models that are fun to paint.&lt;br /&gt;
***Daemons CAN be competitive if you use them right. The competitive lists unfortunately aren&#039;t very varied and all of them feature Fateweaver for his re-rolls.  Popular choice 1 is Flying Circus lists of Fateweaver, a Lord of Change, 3 Daemon Princes, and the bare minimum Troops tax of Pink Horrors or Plaguebearers.  The latter troop choice is tough but slow while the former is flimsier but can get up the field faster and has a psychic shooting attack which guarantees they&#039;ll actually be doing something most of the time.  Popular choice 2 involves building a list around the Screamerstar (see below) which involves said deathstar sitting in the middle of the field with the frustrating 2++ re-rollable and tanking everything short of a D weapon they charge while at the same time throwing around Flickering Fire to whatever strays closest before splitting off on the last turn to contest the objectives.&lt;br /&gt;
&lt;br /&gt;
If you want a competitive army that is still very much a daemon army, you should either build a 500 point allied detachment of daemons and fill the rest in with Chaos Space Marines, or learn that the Warp Storm is there to make the game &#039;&#039;&#039;FUN*&#039;&#039;&#039;, and adapt to the Dark Eldar knowledge when putting your list together. I&#039;m starting to get the feeling that Phil Kelly had the allies table in mind when he wrote this codex in the first place, because daemons are actually fucking fantastic as a supporting force to a CSM primary army. Running daemonettes alongside a rhino as mobile cover? Prescience on noise marines? [[AWESOME|Typhus and Ku&#039;gath bro-ing it up in the same army?]] Yes please! &#039;&#039;&#039;Daemons can be pretty competitive, but thus far just about every &amp;quot;top tier&amp;quot; list is a deathstar/flying circus of some sort.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Formations==&lt;br /&gt;
===Curse of the Wulfen 1+2===&lt;br /&gt;
[[File:Curse of the Wulfen Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
====Daemonic Incursion====&lt;br /&gt;
Oh hell yeah. This is the Daemon-style detachment which is made up of multiple formations (nicknamed Decurions after the Necron codex which began the trend (Daecurion?)), which give OP as fuck benefits. &lt;br /&gt;
&lt;br /&gt;
You MUST include at least 1 Core and Auxiliary choice, with 3 optional Command choices. The main benefit is [[Awesome|re-rolls to Daemonic Instability tests, +1/-1 to Warp Storm table rolls (decided after you roll. No longer worry about getting Result 4, ever)]], and more importantly, as soon as a Daemon squad controls an objective, it counts as theirs for the rest of the game until an enemy unit fully regains control over it (Daemonic Corruption), even if the unit gets wiped off the objective/contested. Fuck Objective Secured, this is what Daemons want. Finally, the new FAQ included an official Errata which means any Psyker Daemon in the detachment can draw all of their powers from their God&#039;s discipline instead of only half, and they instead trade Chaotic Focus for Psychic Focus.&lt;br /&gt;
&lt;br /&gt;
On paper the bonuses look great, allowing for much greater risk management by re-rolling that 12 on an Instability roll into something hopefully much less damaging, and always adding 1 to rolls of 4 on the warpstorm, even if some units get whacked by Tzeentch&#039;s pie plates (Roll a 2 or 3? Sorry pal. Be glad you can at least re-roll Instability, because that&#039;s still gonna hurt). In practice, these formations are incredibly expensive despite the buffs they give, and just 2 options in Core and Auxiliary can completely comprise a 1500 point army. That&#039;s before taking into account how maddeningly expensive the Infernal Tetrad formation can be. Not a lot of flexibility unless you just add Karanak or Furies to make a cheap Daemonic Incursion.&lt;br /&gt;
&lt;br /&gt;
=====Command (0-3)=====&lt;br /&gt;
*&#039;&#039;&#039;Daemon Lord:&#039;&#039;&#039; Essentially your HQ slot. Any one of the 3 Bloodthirsters, a Great Unclean One, a Keeper of Secrets, a Lord of Change, Fateweaver, Skarbrand, Ku&#039;gath, Be&#039;lakor, or a Daemon Prince.&lt;br /&gt;
*&#039;&#039;&#039;Infernal Tetrad:&#039;&#039;&#039; AKA a build your own Flying Circus. 4 Daemon Princes, all with different Chaos God allegiances. If one of the Daemon Princes is declared Warlord, all DPs get the same Warlord trait (but the selected Daemon Prince is still the Warlord for Slay the Warlord purposes)...GW FAQ&#039;d the entry so if you roll +1ML or become a ML1 Psyker, the warlord trait doesn&#039;t apply to the Khorne Daemon Prince at all. All get stacking benefits, which makes this formation an EXTREMELY expensive beatstick.&lt;br /&gt;
:::&#039;&#039;&#039;4 Princes Alive&#039;&#039;&#039;&lt;br /&gt;
::::+1T&lt;br /&gt;
:::&#039;&#039;&#039;3 Princes Alive&#039;&#039;&#039;&lt;br /&gt;
::::+1S&lt;br /&gt;
:::&#039;&#039;&#039;2 Princes Alive&#039;&#039;&#039;&lt;br /&gt;
::::Re-roll 1s to hit.&lt;br /&gt;
:::&#039;&#039;&#039;1 Prince Alive&#039;&#039;&#039;&lt;br /&gt;
::::No benefit.&lt;br /&gt;
&lt;br /&gt;
=====Core (1+)=====&lt;br /&gt;
*&#039;&#039;&#039;Murderhost:&#039;&#039;&#039; 1 Herald of Khorne (Can be swapped for Skulltaker), and 8 units of either Bloodletters, Bloodcrushers, or Fleshhounds in any combo. All units gain +1 attack when 6&amp;quot; from each other, and all units within 12&amp;quot; benefit from Herald&#039;s Loci. 8 units of fleshounds with juggernauted herald both with rage/hatred and +1 attack is a pretty brutal visage. &lt;br /&gt;
*&#039;&#039;&#039;Warpflame Host:&#039;&#039;&#039; 1 Herald of Tzeentch (Can be swapped with the Changeling), and 9 units of Pink Horrors, Flamers, or Exalted Flamers in any combo. Warpflame gets +1 strength along with any other powers from the Discipline of Change. Just like the Murderhost all units benefit from Herald&#039;s Loci within 12&amp;quot;. Psychic rape, baby! This with loci is autocannons on horrors lol.&lt;br /&gt;
*&#039;&#039;&#039;Tallyband:&#039;&#039;&#039; 1 Herald of Nurgle or Epidemius, and 7 units of Plaguebearers or Nurglings in any combination. All units [[Awesome|when charging cannot be overwatched against,]] while benefitting from Herald&#039;s Loci within 12&amp;quot;. Fuck [[Dark Angels|those closeted Heretics in Green with BS2-4 Overwatch]] and [[Tau]] Support Fire bullshit. Also, at the start of every assualt phase all enemy units locked in combat with any unit from the Tallyband must pass a leadership test or have their strength and toughness reduced by one  for the remainder of the phase. A good strategy would be to send Plaguebearers in first when facing these opponents so you can tie them up in combat and then send in the troops (Bloodletters, Demonettes, etc) who don&#039;t appreciate overwatch much in next.&lt;br /&gt;
*&#039;&#039;&#039;Flayertroupe:&#039;&#039;&#039; 1 Herald of Slaanesh or Masque, and 6 units of Fiends or Daemonettes in any combination. Enemy units in combat suffer -1WS and I. Can be effective against other high initiative (Eldar) or high weapon skill (Space Wolves) opponents with potential for synergy with other units. THE heavier hitters in your army that are locked in combat can benefit from Demonettes joining the fight to weaken your opponent, lower initative (Bloodletters) and lower weapon skill (Plaguebearers) troops can benefit greatly from this. In addition Daemonettes can now become the bane of WS 3 or lower enemies who will now have to hit them on 5s instead of 4s.&lt;br /&gt;
=====Auxiliary (1+)=====&lt;br /&gt;
*&#039;&#039;&#039;Gorethunder Battery:&#039;&#039;&#039; 1 Khorne herald on Blood Throne and 3 Skull Cannons. Can elect to sacrifice firing all 3 to fire one Apocalyptic Blast, Ignores Cover, AP3 shot. A Daemon version of that bullshit Vindicator formation, which is very nice. Remember those Dark Angel bike formations that everyone hates? Take a Gorethunder Battery and a Nurgle Prince with wings and Grotti the Nurgling and watch any Space marine bike formation die. S8, 10 Inch Apocalyptic Blast, AP3, Ignore Cover and Instant Death thanks to Grotti so no FnP, just go ahead and drink their tears.&lt;br /&gt;
*&#039;&#039;&#039;Burning Skyhost:&#039;&#039;&#039; 1 Herald of Tzeentch on Disc or Burning Chariot (can be swapped for The Blue Scribes), 9 units of either Screamers of Tzeentch or Burning Chariots. Chariots can do Slash attacks, inflicting D6 str 5 ap 4 hits on a unit they move over with the Soulblaze and Warpflame special rules. Screamers get +1 hit when making Slash attacks and also gain the Soulblaze and Warpflame rules when on their attacks. Still benefit from Herald&#039;s Loci within 12&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Rotswarm:&#039;&#039;&#039; Herald of Nurgle with 7 units of Plaguedrones or Beasts. All gain Poisoned Hammer of Wraith. Pick 1 unit within 12&amp;quot; of Herald. Herald makes a leadership test for that unit to re-roll failed charges and gain +3 attacks. If they fail the test, they must charge the closest target. Poisoned HoW for always 4+ to wound is nice and even if the test is failed, you were gonna charge the closest unit anyway if you positioned you unit correctly.&lt;br /&gt;
*&#039;&#039;&#039;Grand Cavalcade:&#039;&#039;&#039; 1 Herald of Slaanesh which must take a Steed of Slaanesh with 6 units of Seekers, hellflayers, or Seeker Cavalades. All chariots in this formation inflict an additonal d6 strength 4 hammer of wrath hits. All units add 6&amp;quot; when running or flat-out. This, plus the +6&amp;quot; to run moves for being Slaanesh cavalry (only +3&amp;quot; on the chariots, though) means this makes an already fast unit frighteningly speedy.&lt;br /&gt;
*&#039;&#039;&#039;The Hunter of Khorne:&#039;&#039;&#039; Just Karanak.&lt;br /&gt;
*&#039;&#039;&#039;Daemonflock:&#039;&#039;&#039; 1 unit of Furies. Essentially used as bait to draw enemy fire, or to sneak up and kill Imperial Guard or Tau who still get terrified of these things.&lt;br /&gt;
*&#039;&#039;&#039;Forgehost:&#039;&#039;&#039; 3 Soulgrinders. Every time one Soulgrinder from this formation inflicts an enemy causalty during a shooting or assualt phase all other Soulgrinders in the formation can reroll all their to hit and to wound rolls until the end of the phase. This formation is actually better taken as allies for Chaos Space Marines, as it effectively replaces the Defiler with a superior unit.&lt;br /&gt;
&lt;br /&gt;
====Pandemoniad of Tzeentch====&lt;br /&gt;
[[File:Wrath of Magnus Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
Thanks to the latest release of Wrath of Magnus, Tzeentch daemons get their own Decurion style detachment. Note that this is just a new detachment with requirements and is not like what the legions are to the chaos marines. The only requirement is that all daemons must be Tzeentchian so princes and grinders must be upgraded to Tzeentch. This detachment gives you Ephemeral Form which causes your Tzeentch daemons to lose the reroll 1s of saves but gives the mark of Tzeentch benefit as in a +1 to their invulnerables to a max of 3+. The detachment also grants Master of Fate which is reroll Tzeentch Daemon Warlord trait and a reroll for the Tzeentchian Warpstorm table. The change to the save makes me think that it&#039;s more for MSU style than deathstars or a flying circus...&lt;br /&gt;
&lt;br /&gt;
=====Command (0-3)=====&lt;br /&gt;
* &#039;&#039;&#039;Lord of Pandemonium&#039;&#039;&#039; - Take Kairos, a Lord of Change, Daemon Prince of Tzeentch or a Herald of Tzeentch.&lt;br /&gt;
* &#039;&#039;&#039;Omniscient Oracles&#039;&#039;&#039; - A formation which consists of Kairos and 1-3 Lords of Change. So this Tzeentchian flying chicken circus gives you a reroll for seize the initiative, reroll any reserve rolls, reroll 1s for psychic tests, and reroll 1s to hit and to wound. This formation is awesome. So many benefits!&lt;br /&gt;
&lt;br /&gt;
=====Core (1+)=====&lt;br /&gt;
* &#039;&#039;&#039;Warpflame Host&#039;&#039;&#039; - Same as Daemonic Incursion. Though all units will have a 4++, even your rank and file pink/blue/brimstone horrors...&lt;br /&gt;
* &#039;&#039;&#039;Lorestealer Host&#039;&#039;&#039; - Another new formation that gives you The Blue Scribes and 3-9 Blue Horrors units. Obvious the cheapest choice for a core if you want to spend more points on command or auxiliary. Has some anti-psyker benefits.&lt;br /&gt;
&lt;br /&gt;
=====Auxiliary (1+)=====&lt;br /&gt;
* &#039;&#039;&#039;Agents of Tzeentch&#039;&#039;&#039; - Take the Changeling or The Blue Scribes.&lt;br /&gt;
* &#039;&#039;&#039;Forgehost&#039;&#039;&#039; - Same as Daemonic Incursion except that all grinders will be of Tzeentch making them in this detachment 4++. Nice.&lt;br /&gt;
* &#039;&#039;&#039;Burning Skyhost&#039;&#039;&#039; - Same as Daemonic Incursion as well. Note that there is no reason to jink for your skimmer chariots due to invul boost.&lt;br /&gt;
* &#039;&#039;&#039;Brimstone Conflagration&#039;&#039;&#039; - New formation that consists of 1 Exalted Flamer and 3-9 Brimstone Horrors. The little buggers can be sacrificed in combat dealing more damage then they ever could&#039;ve done with their S1.&lt;br /&gt;
* &#039;&#039;&#039;Heralds Anarchic&#039;&#039;&#039; - Also a very good new formation that gives you 3-9 heralds who generate an additional warp charge per model. Yeah you could easily hit that 30 warp charge dice a turn with this formation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All in all, I doubt this detachment will see any use on competitive level due to the change to the invul saves. Though the formations Omniscient Oracles and Heralds Anarchic are awesome so expect those to be seen next to other detachments.&lt;br /&gt;
&lt;br /&gt;
===Apocalypse Formations===&lt;br /&gt;
[[File:Apocalypse Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
*&#039;&#039;&#039;Cohort of Blood (Apocalypse)&#039;&#039;&#039; - Skulltaker leads 1+ additional Heralds of Khorne and 8 squads of 8 Bloodletters to murder and skulls.&lt;br /&gt;
** While they can ID any non-vehicle unit when they roll 6 to-wound and have +1 S and Fleet, this doesn&#039;t do much to abate their glaring weakness or utter crapness in Combat.  It&#039;ll still help clean clocks though, don&#039;t mistake that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flaming Host of Tzeentch (Apocalypse)&#039;&#039;&#039; - A Herald of Tzeentch/Changeling can pick a total of 9 units from either Pink Horrors, Flamers, or Burning Chariots.&lt;br /&gt;
** Being the god of random, this Tzeentch formation gives them a special roll each turn: on 1, they all take d6 S4 AP5 hits. On 2, they get Soulblaze on all their shots.  On 3-4 they get +2 on their Invuls, which is sweet.  On 5-6. they gain an additional shot as a group.  This attack is a 24&amp;quot; Sd6+4 AP3 Soulblaze assault attack with a number of shots equal to the number of formation models within 24&amp;quot; of the enemy that has LoS.  It&#039;s got risks, but the results tend to be pretty neat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Great Cavalcade of Exquisite Excess (Apocalypse)&#039;&#039;&#039; - The Masque leads 6 units of either Daemonettes or Seekers for smut, coke, and class.&lt;br /&gt;
** Since this unit is pretty small, it must begin in reserves and Deep Strike.  However, they get the ability to charge from reserves and get to Rend on a 4+.  Don&#039;t be surprised if they clean through their enemies a lot quicker than you expect, because that bonus to Rend is a salvation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Tallymen of Nurgle (Apocalypse)&#039;&#039;&#039; - Epidemus leads 7 units of either Plague Drones or Plaguebearers to disease and rotting people.&lt;br /&gt;
** This unit isn&#039;t meant to fight, and it&#039;s just as well for them.  Being within 18&amp;quot; of them forces re-rolls on Leadership, making them tricky to approach.  They also got a strange rule where if they inflict 70 unsaved wounds/hull points, they get a VP.  Weird thing that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tetragon of Darkness (Apocalypse)&#039;&#039;&#039; - The Greater Daemons and Lesser Daemons of the four gods combine forces and kill things.&lt;br /&gt;
** Using this formation is incredibly tricky.  First off, the big guys all have to be split apart in such a way that they&#039;ll always form some sort of quadrilateral shape from their bases, meaning that they&#039;ll never get to use their goons for cover.  However, this gives daemons within this zone a re-roll on their Invul save and grants absolutely anyone within it Shrouded.  Control that space, and protect your big guys at all costs to make the best of this thing.&lt;br /&gt;
&lt;br /&gt;
===Warzone Pandorax===&lt;br /&gt;
[[File:Pandorax Apocalypse Warzone Cover.png|300px|right|thumb|]]&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Forgehost (Apocalypse)&#039;&#039;&#039; - 3-5 Soul Grinders are here.&lt;br /&gt;
** The only real pull for this is their ability to Deep Strike here, with the Grinders dropping within 6&amp;quot; of the lead one.  With this, they also get the ability to charge after deploying.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Pray that chaos doesn&#039;t abandon you. Realize that this is a &#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt; army, and just have a laugh with it. &lt;br /&gt;
Want to troll your local daemon-bashing GK players?  Here&#039;s what you do:  Field a Nurgle based List. Hide your troops on your side in ruins or behind a barricade and open up with as many poisoned and decent ap weapons as you can and watch their psycannons just bounce off the ruin. And you know what? When they come to get you in cc with that dreadknight? BAM poisoned weapons and easy ap2 swords available to all (all being heralds and squad leaders)! Along with your flying MC being able to tie up their precious heavy weapons and kill those psyrifleman dreads with easy cc and shooting, just watch out for being grounded and mobbed.&lt;br /&gt;
&lt;br /&gt;
===Risk Management===&lt;br /&gt;
Demons more than any other army are beholden to dice. You can&#039;t remove this element of chance, but you can direct it and take steps to minimize it. Demons are a army of risk management, as much as tactics.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warp-storm table:&#039;&#039;&#039; the table has 11 results, only three of which WILL screw you over, (2,3 and 4), one that does nothing (7) and three that WILL only help you (10,11,12). The other four,(5,6,8,9) which we will call the &#039;blast results&#039; swing both ways and can hurt both players since they target all your opponent units and one type of your own on a dice roll of six. To minimize the effect of a blast result you have two major options. First restricting your self to one or two types of demon. A mono build army would only be effected by one result, while all other results would fall on only your enemy. Additionally if you stuffed it with instruments of chaos if your result came up you can use the instruments to make your opponent reroll any &#039;failed&#039; results on the table give you a higher chance of hitting him with the warp storm. However, if you did roll your opposite god you whole army would get hit insuring that at least one unit would get wracked. option two is for every one type of demon you take, take one of the opposite god units. For every Khorne unit take a Slaanesh for example. IF you roll either of those two results on the table, it&#039;s true you run the risk of getting your self hit, but the instruments of one god can influence the warpstorm table that would hurt one of your units. If you roll a 8 on the warpstormt able, your Khorne units might be hit, but your Slaanesh units can blow there horns to make Slaanesh change his/her/its mind, and if your Khorne unit is unharmed (remember, only on a six) then you can make your enemy re-roll there results if they don&#039;t get hit. Thus you can get the most of the table and make it work for you. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rewards of Chaos:&#039;&#039;&#039; you have to roll for wargear and upgrades, but what powers do you want each demon to get? and how to you make sure you get something good. Consider what each reward level gets you and consider what demons benefit from those bonus the most.  To summerize, Khorne loves all the reward levels, Nurgle and Slaanesh are a bit more meh, while Tzeetch only really loves greater rewards. Note I&#039;m leaving out the weapons you can swap for, you can plan for those and if you want one, you can just snag one.&lt;br /&gt;
**&#039;&#039;&#039;Lesser Rewards&#039;&#039;&#039; - we see that two of them grant benefits for being in melee, two are shooting powers, one grants psyker defense, and one grants better reserves rolls for the demon alone. All Khorne demons benefit the most from this table as they lack psychic powers, (which the two shooting attacks compensate for), want to be in melee and psychic defense is always nice, only one power does not help too much for them and even then it can be useful. Next, Slaanesh and Nurgle heralds find this table useful as ,again, they want to be in melee, but both have access to psyche shooting attacks so the shooting buffs are less useful to them. However since you roll gifts before psyice powers if you get a shooting gift you can focus on buffs for powers. The deep striking options works well for these hearlds as well. Greater Demons of Slaanesh and Nurgle Also benefit form this table, given there higher psyker levels they don&#039;t need the shooting powers as much as the Heralds do. Tzeentch Demons have nothing here. They already have plenty of shooting from spells, and Don&#039;t want to be in close quarters at all. While you can hope to get Admantium will or a+1 reserve rolls thats a 2/6 chance of something good and is too risky to throw points at.&lt;br /&gt;
**&#039;&#039;&#039;Greater Rewards&#039;&#039;&#039; - have four gifts that grant increased survivable to varying degrees, one shooting power and one close combat gift. All demons find this table useful to dagrees. There is nothing here a Khorne demon would not want, one thing a Tzeentch daemon would grimace at (the C.Q.C gift) and a Nurgle greater demon rolling twice here can almost promise to become neigh high unkillable. A good bang for you buck.&lt;br /&gt;
**&#039;&#039;&#039;Exalted Rewards&#039;&#039;&#039; - one gives you a free lesser gift (just consider this an added bonus and don&#039;t worry as much if get a power you don&#039;t want there), three grant you bonus for being in melee, one grants you a free shooting attack, and one lets you COME BACK FROM THE DEAD! once, with one wound. Again, Khorne demons love this table as it gives then bonuses, while also compensating for there lack of shooting options. Slaanesh and Nurgle like this table next followed by Tzeentch who gets almost nothing since the majority of the gifts go against his role.&lt;br /&gt;
*&#039;&#039;&#039;Order matters:&#039;&#039;&#039; If you have to roll for multiple things at the same time, like Gifts try to roll them in a way that can prevent you from being gimped. For example you roll gifts at the same time of warlord traits, but there is no other rules for what order you have to roll them. If for example your Bloodthirster has both a Greater reward and an Exalted reward, you could first roll on the exalted table so that if you get &#039;&#039;&#039;Unholy Frenzy&#039;&#039;&#039; rampage you can skip on getting a &#039;&#039;&#039;Blade of Blood&#039;&#039;&#039; since you will have it anyway and can take any of the other greater rewards. Doing it the other way, Greater then Exalted means if you want rampage you can take the blade, but if you roll the Exalted rampage you have to choose between redundant rule or take a hell forged artifact which may not be in your interest based on your plan. 1d4 chan can&#039;t hold your hand here, keep an eye open for little places like this where you can sneak a bit more control from this codex.&lt;br /&gt;
&lt;br /&gt;
===Enemies of Concern===&lt;br /&gt;
Try thinking of Daemons as an evil old-edition Eldar with tons of glass cannon shit. Because of that, they have a few weaknesses especially against certain armies that are very capable at dealing with glass cannons.&lt;br /&gt;
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*&#039;&#039;&#039;Grey Knights&#039;&#039;&#039; - What can we say about the Grey Knights that hasn&#039;t already been said? They are an army &#039;&#039;specifically designed&#039;&#039; to defeat Chaos Daemons. In a perfect world this would be fine as Daemons would be both great and terrible (read - &amp;quot;cheesy,&amp;quot; [[Matt Ward|like 7th Ed Fantasy Daemons]]); trouble is that Daemons, now just like all the other 40K &amp;quot;bad guy&amp;quot; armies are less terrifying credible threat than they are Space Marine fodder, more or less. Grey Knights have taken a substantial down-grade in 7th Ed, forcing most of their units to roll for their psychic powers and removing some of their cheesiest powers (Dark Excommunication is &#039;&#039;&#039;GONE&#039;&#039;&#039; - hurray)! Unfortunately, even the weakest PAGK unit can fuck up your toughest guys because of their Daemonbane Force Weapons will re-roll to wound on everything you have with Force on top of that. Then there&#039;s their special weapons which will tear through your army like rancid cardboard, the [[Stormraven|one flyer they get]] is damn near impervious to everything you have, there are [[Nemesis Dreadknight|baby carriers]] that can one-hit your monstrous creatures AND everything has access to Sanctic powers, with most units getting Banishment and Hammerhand for free.&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - Now that the new Grey Knights Codex has repealed the vast majority of Matt Ward&#039;s greatest flaw, dealing with Grey Knights has become easier. This does not mean that they are easy army to fight, but rather the challenge has become more rewarding for Daemon and GK player. For one, Daemonettes led by Heralds with either a greater or exalted locus are terrifying to both PAGKs, but especially TAGKs. Be warned though, because they will likely bring incinerators against you and your troops will not survive them very well; instead, try supplementing with tougher things like beasts of Nurgle and Soul Grinders. If your opponent likes to field Dreadknights, a DP of Nurgle with the Balesword will very quickly make short work of them - Sanctuary be damned they will be going down to many instant death poisoned attacks! Stormravens do present a problem but there are tactics to deal with flyers below. Basically, dealing with GK is all about hitting them hard and fast before they can get a chance to react to you.&lt;br /&gt;
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*&#039;&#039;&#039;Tau&#039;&#039;&#039; - Markerlighted missiles will table you in 2 turns because their drawback is in their AP, which is irrelevant against Daemons. Also they&#039;re S7, which means nothing in your codex is resilient against them except maybe a Soul Grinder or Great Unclean One with Iron Arm (if you last long enough to cast it). Just say goodbye to your Nurgle Daemon&#039;s awesome cover saves. Also, your vehicles and monstrous creatures (even your flying monstrous creatures) will not hold up against Tau firepower - just don&#039;t!&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - Try and find ways to make target priority difficult for them by throwing a lot of fast and scary units at them. Tau are always a tough fight, but make it into combat and they fall like wet noodles. Quantity is more important than quality here, because pricey elite units are going to get ripped to pieces in very short order, no two ways about it. Lots and lots of Daemonettes, Seekers, Flesh Hounds, screamers, and (most hilariously of all) &#039;&#039;motherfucking furies&#039;&#039; are positively terrifying to Tau players. You read that right - furies scare Tau, especially furies of Slaanesh with their fast movement and S4 rending attacks. If you need more oomph, consider Beasts of Nurgle or Fiends of Slaanesh; don&#039;t take Bloodcrushers as they will die too easy against Tau guns. For anti-air, consider a fortification as anti-air broadsides will likely be sniping your MCs and weedy flyers out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;Eldar&#039;&#039;&#039; - With loads of Wraithcannon/Heavy Wraithcannon, even some of your Greater Daemons will suffer instant death from their fucking bullshit D-strength shooting. Additionally, shuriken catapults are nasty and easily available on their shittiest units. Just thank the Gods that they don&#039;t block psychic powers anymore now that all the Daemon &amp;quot;abilities&amp;quot; are Psychic powers.&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - Let&#039;s start with the good news: many of those D-strength weapons have a laughably short range, so don&#039;t let them line your guys up for a shot. From there, dealing with Eldar becomes somewhat varied, making it tricky in general, but there are three general things that they will field that can mess you up. If your opponent wants to &#039;&#039;&#039;guardian&#039;&#039;&#039; spam you (not just guardians, but anything piloted by them), use vehicles and use many of them. Even warwalkers will shit bricks when you put a soulgrinder behind them; even more amusing with bloodslaughterers. From there, it&#039;s all a matter of cracking open transports, which is easy enough with your vehicles. If they&#039;re &#039;&#039;&#039;wraith&#039;&#039;&#039; heavy, use hordes and FMCs; plaguebearers and Daemonettes (and other Slaaneshi Daemons) will be useful at dealing with wraithlords and wraithknights while the flyers shave off wounds with near impunity. If they prefer &#039;&#039;&#039;aspect warriors&#039;&#039;&#039;, with their high WS, initiative and attacks, that&#039;s where you use elite daemons (but not bloodcrushers because they suck). Fiends, Plague Drones, Beasts and goddamn Flamers are absolutely cruel to aspect warriors; one that could prove problematic are the Crimson Hunters, but deal with them like any flyer. Lastly, if they try for a combination of approaches, rest assured that that particular strategic path faces a budgetary constraint, meaning they won&#039;t have too many trouble spots for you to eliminate. The Wraithknight is terrifying with it&#039;s D-Cannons but a Daemon Prince of Nurgle  can down one before it can hit back (due to Balesword and D3 wounds from ID), and Daemonettes can shave off 3-4 wounds each round due to rending.&lt;br /&gt;
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*&#039;&#039;&#039;Tyranids&#039;&#039;&#039; - Shadow of the Warp subtracts Psykers Ld by -3 &#039;&#039;period&#039;&#039; (which is a big deal when it comes to Daemonic Instability, as you&#039;ll see below), and they can bring a lot of anti-infantry guns. Also they can spawn more troops to gun you down. Thank our Dark God who wrote their book again they can&#039;t take Rulebook powers anymore.&lt;br /&gt;
**&#039;&#039;&#039;How To&#039;&#039;&#039; - dealing with Tyranids is arguably the easiest of the troublesome armies for Daemons. Yes, Shadow of the Warp is a pain in the arse, but this isn&#039;t as big of problem now that psychic tests are not done with leadership and it requires you to lose in close combat (not bloody likely in most cases with your guys). Plus, it isn&#039;t too bad if you come rolling with the Blood God&#039;s finest; Heralds and Bloodthirsters will normally wreck elite Tyrranid units and Winged DP&#039;s come in handy against bugs because they only have access to FMCs just like you. You should however watch out for Genestealers and their high-volume of rending attacks although most of your MCs can actually strike before them and your lack of armour isn&#039;t as big a deal for getting hit by rending attacks as it is for other armies. If you&#039;re really concerned about blobs of Genestealers or just blob-nids in general in CC, consider Flamers - Warp Flame is less of a stupid rule against things that can&#039;t armour save against it! Seeker Chariots and Hellflayers are also excellent choices for mowing down hordes of units and eventually smashing into Tyranid MCs.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Knights&#039;&#039;&#039; - What did you expect? They&#039;re giant robots damn near impervious to everything you have to throw at them. Your flyers are largely powerless against them, heavy weapons are fickle and nearly everything you could pitch at it in CC is a fucking speed bump at best - Soul Grinders, Blood Thirsters, whatever!&lt;br /&gt;
**&#039;&#039;&#039;How to&#039;&#039;&#039; - Yeah, that&#039;s a good one. Okay, there are two ways to deal with Imperial Knights and this largely depends upon how a Knight is fielded against you. If you&#039;re fighting a single Knight taken as a detachment or as a single LoW, then one of the easier ways to deal with it is throw another super-heavy at it in a straight counter. If you&#039;re facing more than one, then a) [[That guy|your opponent is an asshole]] and b) you&#039;re gonna use a bunch of Nurgle and Slaanesh units to autoglance and rend by attrition. Your losses will be heavy; you&#039;ve been warned... (Throw Skarbrand at an Imperial Knight, especially if he has been buffed by the Grimore. He will take it out in one turn easily, before it can think about fighting back).Or you could always fight fire with Warp Flames considering that Renegade knights are technically Chaos so when they point a big gun at you, maybe you could ally a Renegade and point an equally big gun back. &lt;br /&gt;
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*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; - Yes, believe it or not, one of the weaker armies in the game can actually pose a problem for you, depending on what allies they took and how they&#039;re set up (If they took an Imperial Knight, you might be in real trouble). They&#039;re a close range army for the most part, which means they won&#039;t be overly put out when you get your close combat troops get in close, and their massive abundance of Flamers and Heavy Flamers can rip straight through your troops cutting right though the shrouding on Plaguebearers. And, not to pile on, but Exorcists are god tier Monstrous Creature killers.&lt;br /&gt;
**&#039;&#039;&#039;How to&#039;&#039;&#039; - Focus on your strengths. They may have a ton of flamers, but they don&#039;t have any Warp Charges, which means you should focus on Summoning and Buffs, since their Adamantium Will won&#039;t help them against those. Careful what you summon and where though; Nothing is more frustrating than summoning a unit of Plaguebearers and watching them all get killed when the girls blast a Heavy Flamer across the whole unit, unless you wanted to use the Plaguebearers  as a distract to absorb that heavy flamer blast. Over all however, don&#039;t worry too much; Sisters are so rarely played that you won&#039;t have to face them often.&lt;br /&gt;
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===Dealing with Flyers===&lt;br /&gt;
Daemons and Sisters of Battle are so far the last remaining armies in 40K that have difficulty dealing with flyers on their own. However, the situation is less dire for Daemons as they get access to FMCs and have a skyfiring heavy support choice - the Adepta Sorritas get none of that! In spite of this, the fact that nearly all FMCs available in Codex Daemons are capped at S6 can seriously hurt their chances at dealing with Flyers with SA12 or more. So barring your opponent [[Necrons|flyer spamming you]], here are a few ways to deal with flyers:&lt;br /&gt;
*&#039;&#039;&#039;Fateweaver:&#039;&#039;&#039; Arguably your most reliable way to deal with fliers, as automatically has flickering fire and the Tzeentch D-power. Bonus points if you get perfect timing to ignore jink (doesn&#039;t work under GW&#039;s Rules FAQ).&lt;br /&gt;
*&#039;&#039;&#039;Lash of Despair:&#039;&#039;&#039; A daemon prince of Slaanesh can toss out 2D6 S6 shots (up to S9 if he&#039;s a psyker with Iron Arm). That&#039;s a lot of shots but there are two problems: first, it&#039;s still base strength 6 which means you need all 7 of those expected shots to hit for a decent chance at a glance. Second, it&#039;s very unreliable especially hoping for Iron Arm on what will be an incredibly expensive DP, although Biomancy as a whole is not a bad discipline so why unreliable it&#039;s not like a Biomancy psyker can&#039;t be useful even if you don&#039;t get iron arm.&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch:&#039;&#039;&#039; 4D6 shots, rerolling to hit from prescience and at S6 from the locus. A bit better but has many of the problems above&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot:&#039;&#039;&#039; If you get really lucky, the S9 snapshots might just do it. Even less reliable than the above two.&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder:&#039;&#039;&#039; BS3 and S7 means that even with prescience it will almost always take 2-3 rounds of shooting, and you may still accomplish nothing. Warp Gaze could wreck the flyer, but that&#039;s a real stretch.&lt;br /&gt;
*&#039;&#039;&#039;MC Spam:&#039;&#039;&#039; Yes, they are only S6 but you do get D3 hits per Vector Strike. Take at least 3 MCs mixed between Greater Daemons and Daemon Princes. Be warned, this will be expensive.&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defense Line:&#039;&#039;&#039; Any models you have with at least BS3 or more can opperate it. Plus, it&#039;s cheap! One strategy is to put a unit of Plaguebearers with a herald of Nurgle behind this (or on a bastion) so they can camp with Shrouded and Feel No Pain while the herald makes use of his BS5. Be careful of Tau markerlights, Eldar&#039;s &amp;quot;reveal&amp;quot; psychic power, noise marines, and anything else that ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Bastion/Fortress of Redemption:&#039;&#039;&#039; Similar to ADLs, but are actual buildings instead of obstacles, what with that sweet, &#039;&#039;sweet&#039;&#039; AV14 all around. You could put Plaguebearers in these, but it&#039;s a much better idea to use Bloodletters and their obscene BS5 to man quad-cannons, Icarus lascannons, heavy bolters and, in the case of the FoR, that missile silo. Putting a Herald of Khorne on the missile silo all but prevents the large blast from scattering, what with their BS7 equaling the expected value of your average scatter&#039;s 2d6.&lt;br /&gt;
*&#039;&#039;&#039;Blight Drones:&#039;&#039;&#039; The only flyer Daemons have. Unfortunately, it&#039;s a Forgeworld model and only BS2 but its weapons are either template, blast or twin-linked - specifically that Reaper Autocannon; lemme explain, it has a similar profile to a Harvester, but re-rollable 5+ to-hit is statistically superior to a 4+. Additionally, the weapons load-out of these things effectively make it a flying Nurgle Grinder. A blight drone squadron is amazingly expensive but it is still a damn good option!&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Gaze:&#039;&#039;&#039; Both of the flying Greater Daemons or DPs can take this, although you must roll a 4 on the Greater Gift table to get it, and its a 50/50 if it will do anything.&lt;br /&gt;
*&#039;&#039;&#039;Allied Flyers&#039;&#039;&#039;: Go to Chaos Space Marines tactics to read about what havoc they wreck. Combines very nicely with MC spam. (Note: 7th ed hit these hard. Specifically, you can no longer shoot an opposing flier&#039;s rear armor after vector striking because the auto cannons are no longer turrets.) If you&#039;re not averse FW models, the Hellblade and Helltalon are also available in an allied CSM list, plus chaos&#039;d versions of imperial flyers in a Renegades and Heretics list.&lt;br /&gt;
*&#039;&#039;&#039;Renegade Knights&#039;&#039;&#039;: With the forthcoming release of Freeblade: Renegade, filthy heretics like us get a knew set of toys for our arsenal: Knights. They&#039;re strictly better then the Imps, because they can dual-wield their main guns (at a cost), and can take all the carapace weapons the Imps can. You can ally in up to 3 (don&#039;t, unless your meta is light on Imp Knights) in exchange for slanting your strategy toward favoring hot, Knight on Knight action in the form of PE for your Knights and theirs, if they&#039;re Imps. As dedicated AA, 1-2 Galant-class Knights with Twin Icarus Autocannon would set you back about 360 points a piece, and force a few Grounding tests, but if you want a real AA threat, take a Crusader with double Avenger Gatling Cannon. 24 Strength 6 AP 3 Rending shots at turn should be more than capable of downing a few jets. Combined with Icarus Cannons, this 470 point beast will wreck planes easily, then mow down everything else.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*&#039;&#039;&#039;Too many attacks:&#039;&#039;&#039; Daemonic Incursion, take murderhorde with herald on jug with hatred loci and crimson crown (rewards as you will but weapons recommended), 8 units flesh hounds of which one unit of 20. As auxiliary take Karanak and join the big dog unit. On the charge 6 attacks per doggy / 7 for karanak / 9 for herald (if taken 2 specialist weapons). This with hatred is awesome. Though they need psychic help and/or GoTN to keep on going.&lt;br /&gt;
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*&#039;&#039;&#039;Cavalry Rush&#039;&#039;&#039;: Take some Bloodcrushers, Seekers or Plague drones with a icon and have all your daemons deep-strike reliably.&lt;br /&gt;
*&#039;&#039;&#039;The Mighty Invulnerable Magicshitter&#039;&#039;&#039;: While not exactly a tactic I&#039;ve found that this is a costly (if effective) setup for a Lord of Change/DP of Tzeentch. For LoC and DP:lvl 3 psyker, 50 points of rewards (your choice), Impossible Robes, Blessed by the Gods Fighter Ace, make the target (now called Magicshitter) the warlord and a herald (preferably budget to save points given this bastard burns through a lot) with the endless grimoire. Give the DP wings and daemon of Tzeentch (obviously) no need for the warp-forged armour Magicshitter now has a +2 invun. Keep the herald hidden away somewhere and roll on Tzeentch, have fun blasting out psychic powers from every orifice.&lt;br /&gt;
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*&#039;&#039;&#039;Princes Tactics&#039;&#039;&#039;: And by hate i mean your opponent will hate you, Run a prince of nurgle only with wings and biomancy and glide around dishing out 6 S9 attacks with a 2+ jink save. &lt;br /&gt;
Or you could run a Slaanesh prince with wings and armor with 2 greater rewards and ML3 and Swoop around with biomancy, Exchange your greater rewards for 2 whips and potentially dish out 4d6 s9 lashes. (This doesn&#039;t work as each reward can only be taken once per model)  &lt;br /&gt;
Or as well take a prince of Tzeench with a greater and lesser reward and take staff and greater ether blade and get 7 S9 hits on the charge, roll on biomancy for eternal warrior and 4+ fnp. Princes are expensive but versatile. Make sure to bring some other scary units so they don&#039;t get focused, like a soulgrinder or any greater daemon.&lt;br /&gt;
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*&#039;&#039;&#039;Bubble of Hate:&#039;&#039;&#039; Mostly a Khorne-only tactic. Given how fast Flesh Hounds are, get them, get two squads. Grab a Khorne-marked Soul Grinder too. Also grab a Herald of Khorne and give him the Hate-fuelled Locus and the Grimoire of True names then stick him in a Blood Throne. Grab some Bloodcrushers as well just in case and make sure they have an Icon and an Instrument. Grab 2 squads of Bloodletters and also give them Instruments. Grab a Skull Cannon to help with grenades. Now have something in the backfield with a Comms Relay and backfield scoring, anything will do. Maybe 2 squads of Plaguebearers if you really want to. Maybe a backfield Soul Grinder as well. Got all that? Reserve the Bloodletters, the Cannon, one Grinder, the Crushers and the Throne. On the first turn, Hounds will be going up and hug cover, getting ready to enter your intended drop point. Deepstrike the Crushers and use its Instrument to bring in the Throne (Details are blurry on whether Icons work immediately but that&#039;s why you have run). The Herald should cast the Grimoire of True Names on the Crushers and hope you roll well. Deepstrike in a Bloodletter Squad and use their Instrument to bring in the Cannon. Ditto the second Bloodletter squad bringing in the Grinder. Try to get everyone within the bubble of hate that the Blood Throne has and force your opponent to pick their poison before everything mass charges. They should only have one turn to react and all those threats are out for blood. Enjoy. Works also with Skarbrand.&lt;br /&gt;
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*&#039;&#039;&#039;The tally-man can:&#039;&#039;&#039; Take Epidemius. Now take 3 Nurgle Soul Grinders with Phlegm Bombardment. Now take a Decimator Daemon engines devoted to nurgle with conversion beamers. Now take a Chaos Knight Paladin devoted to Nurgle. All these units are very durable, count as Daemons of Nurgle (For ALL purposes) and have awesome long ranged weaponry. Park all your walkers in cover for that sweet 3+ and commence the siege of nurgle!!! You will start building up the tally of pestilence quite quickly from the beginning of the game with 5 Battle-cannon templates and 1 S10 AP2 Large blast with 72&amp;quot; range. Remember that hull points don&#039;t count towards the tally so if you&#039;re up against a mechanized list priorities popping those transports and squishing the the supple mortal flesh inside. Spend your remaining points on whatever Daemons of nurgle you like. Plague drones make good escorts for Epidemius as you will get majaority toughness 6 and with it, immunity to S10 instant death. Spamming Plaguebearers is also viable as they will become S &amp;amp; T5 pretty quickly and you only need a single model from the unit to be within 6&amp;quot; of Epidermis to benefit from the tally. The idea of this list is to spend the Majority of your points on long-ranged firepower that would be decent without the synergy this list gives it, and then spend the remaining points on fairly cheap units who have the potential to become incredibly cost-effective with the buffs Epidemius can give them. A normal Epidermis list would likely only start to build up the Tally once the nurgle daemons start to get into combat and when many of them have already died on the way in, whereas with this list, depending on your match up, it&#039;s likely that your dudes will be T5 by the 2nd turn, or even before you opponent gets to do anything if you have first turn. The main concern with this list is that you&#039;re opponent will have superior firepower and will happily weather your barrages and dish out far more hurt in return. Against most lists, shrouded walkers should help you out here as you can get 3+ cover fairly easily, but against Tau or other ignores cover shenanigans, your shit out of luck.&lt;br /&gt;
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*&#039;&#039;&#039;Wound shenanigans, Daemon edition:&#039;&#039;&#039; Mounted Khornate and Slaaneshi heralds, Karanak included, make great escorts for their multi-wound beasts/cavalry. Not only do they add the extra killing power of herald and the bonuses of the loci, 2+ Look out sirs let you spread wounds around, keeping your speedy pets going and keeping icons alive for all your deep strikers. Mounted khornates work best at this as their mount not only gives you another wound, but gives him toughness 5, letting him take str 8 shots for his t4 bloodcrusher and hound squadies. (Nope, majority toughness means the unit is T4) Tzeentch heralds can do this as well with screamers,and technically flamers but they suck, but aren&#039;t as effective. You can&#039;t shoot the herald and sweeping attack and the herald doesn&#039;t really want to be in melee, but it&#039;s not a bad squad for some speedy divination buffs while the screamers sweeping attack things and then retreat. Sadly this doesn&#039;t work for nurglites, as their &#039;mount&#039; doesn&#039;t make them any faster so they they can&#039;t keep up with beasts and drones. This is probably because a plague drone mount would make all the other heralds jealous and wound shenanigans on beasts, who would just it will not die the wounds back, would be a little too broken.&lt;br /&gt;
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*&#039;&#039;&#039;The super-standard daemons list:&#039;&#039;&#039; Fateweaver, 20 Bloodletters with herald, 20 Daemonettes with herald, 20 Horrors with Herald (using prescience and flickering fire), Skull Cannon, Soul Grinder. It all fits in 1500 pts and can deal with most things. For light vehicles you have the Skull Cannon and S6 psychic volleys from the Horrors. For heavy vehicles you have the Soul Grinder and Fateweaver. If they have a Heldrake just concede.&lt;br /&gt;
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*&#039;&#039;&#039;Cry Havoc, and let slip the dogs of war:&#039;&#039;&#039; (Note that this tactics follows &amp;quot;The more the merrier&amp;quot; rule) 20-40 Flesh hounds, Karanak attached to a unit of around 5 &#039;Crushers with Icon and Jugger-herald, Soul Grinder and/or Cannons of Khorne in reserve. Deploy as close as possible while stretching unit coherency horizontally to the max. Scout move the &#039;hounds and the &#039;crushers(through Karanak) 12&amp;quot;. You are already halfway across the board if not more(depending on deployment.) On turn 2 you can charge almost everything after you move 12&amp;quot; for the second time excluding the scout move. (Remember that beast and cav aren&#039;t slowed by terrain.) Once reserves start to come in on turn 2+ your icon will be in the center of the table allowing you to Deepstrike flawlessly. The hounds can run through cover, have 2 wounds and always a 5++. They can kill a lot of things and survive. Skulls for the Skull Throne!&lt;br /&gt;
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*&#039;&#039;&#039;Meaty Balls of Rage:&#039;&#039;&#039; Run 5 monstrous creatures (1 Greater Daemon,3 Daemon Princes of same god,1 Daemon Prince of your choice), all of which rolling on Biomancy. You havent seen unkillable until you&#039;ve seen the rage in your opponent&#039;s eyes as his vendetta&#039;s lascannons wound your T10 Great Unclean One of 5&#039;s thanks to Iron Arm. Its beautiful. Throw in Greater Rewards for more awesome things, such as Feel No Pain (4+), It Will Not Die/+1 Wound, Rerollable Invulns, etc. Daemon Princes of Slaanesh with the Greater Reward Whip + Iron Arm = Dead Fliers. Seriously, 2D6 Str 7-9 shots at BS 5 is amazing. Beware the new Eldar. S10 will instant death daemon princes and some greater daemons. Two major problems with this though; this tactic will be expensive in both real money and points, around $225 and 800 points (&#039;&#039;without any upgrades&#039;&#039;), respectively.&lt;br /&gt;
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*&#039;&#039;&#039;Flying Circus of Nurgle:&#039;&#039;&#039; A more specific variation on the above list. Take Fateweaver and a ML3 Great Unclean One with Grimoire. 2 Fully maxed out Daemon Princes of Nurgle and Be&#039;lakor allied in with CSM. Daemon Princes and Be&#039;lakor have a 2+ Jink save, not to mention you can enhance them with Grimoire and Invisibility. Watch your Wraithknight spamming friend rage as your ID baleswords deal D3 wounds, kaputting it before he can even strike back. This list hits hard but can suffer from focused fire, so watch out for Tau. &lt;br /&gt;
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*&#039;&#039;&#039;Screamer Star:&#039;&#039;&#039; This can be really fun to play (though infuriating on the receiving end) and is quite liberating as you don&#039;t have to worry about anything but killing and staying alive (&amp;lt;s&amp;gt;not recommended&amp;lt;/s&amp;gt; HIGHLY recommended for tournament play), so here is what you do.  Take 2-4 heralds of Tzeentch on discs, give one of them the grimoire of true names and give one of them prescience.  Now use the rest of your points on Fateweaver (to reroll the grimoire check if need be), a &amp;lt;s&amp;gt;6 to&amp;lt;/s&amp;gt; 9 man unit of screamers.  Use the rest of the points on Daemon Prince heavy support and troops.  Cast &amp;lt;s&amp;gt;forewarning&amp;lt;/s&amp;gt; Cursed earth on the herald and screamer unit and use the grimoire for a 2++ rerollable cause you&#039;re a daemon of tzeentch.  You now have a giant deathstar that will not fucking die; much rage will ensue from the other end of the table.  Though not truly the best for close combat, 52 attacks on the charge (if taking 4 heralds), with re-rolls to hit a la prescience, is nothing to sneeze at. it is good for vehicle hunting (with the Screamers&#039; Armorbane attacks) and can easily tarpit forever; besides you have Daemon Princes for hitting hard.  As a bonus, if you got second turn, keep these guys in the middle of the table then split off the heralds on the last turn to contest all the objectives.  Note:  Just be careful, the grimoire doesn&#039;t work on its bearer but that&#039;s what Look Out Sir! is for. &lt;br /&gt;
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*&#039;&#039;&#039;Doublestar:&#039;&#039;&#039; A combination of Screamerstar and Dogs of War. Fateweaver, 2 ML3 Heralds of Tzeentch, Herald of Khorne with Exalted Locus on Juggernaut (with weapon upgrades mind you), 9 Screamers of Tzeentch, 20 Flesh hounds, Be&#039;lakor allied in with CSM. Use Grimore+Cursed Earth on the Screamers and Be&#039;lakor&#039;s Invisibility on the Flesh Hounds. Watch your opponent flip out as now he has not one, but &amp;lt;b&amp;gt;TWO&amp;lt;/b&amp;gt; very strong deathstars that he has to deal with. There is very little that this army is weak to, &amp;lt;u&amp;gt;especially&amp;lt;/u&amp;gt; if you get the first turn (meaning your opponent can&#039;t shoot before you throw your protection on) but watch out for GK paladins. Wraithknights won&#039;t give you a very hard time (although they will be a pain to kill) but summoned Daemonettes can help with that.&lt;br /&gt;
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*&#039;&#039;&#039;Daemon King:&#039;&#039;&#039; This requires a Daemon Prince of Tzeentch (perhaps several), Fateweaver, and a whole lot of points dumped into said prince.  First you need the Grimoire, secondly you need your princes to be ML3 and roll up Forewarning for a 4++, giving you a 2++ rerollable, then you need either a greater etherblade or an eternal blade and you must roll up Iron Arm, if you get warp speed or endurance too, that&#039;s just gravy.  Now you have a model that can beat Horus in a one on one dust up without a scratch on it.  Not as reliable as the Screamer Star, but still deliciously rage inducing.  Keep away from D-strength units unless you want to see all your hard work go up in smoke.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Operation Touhou:&#039;&#039;&#039; Heralds of Tzeentch can use flickering fire to fire 4d6 worth of heavy bolter shots. This is madness level of dakka from one model even if you roll all ones you&#039;re still ahead of the curve as far as most shooting HQ&#039;s go. Take eight (you can only have four Herolds for each Force Org Chart) heralds of Tzeentch, upgrade them to level three for mind bullets(That&#039;s telekinesis, Kyle.), for all of them roll two of your three powers on the Tzeentch psychic powers and the third where you like in the main book *cough*Divination*cough*. Tzeentch has two anti infantry powers, (flicking fire and firestorm) and two anti tank powers (bolt and infernal gate). You want one anti tank power, and you want to swap the other power for flickering fires. This alone nets you the ability to fire between 32(all ones) to 192 (all sixes) worth of heavy bolter shots, from your HQ section alone!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Molon Labe:&#039;&#039;&#039; One (or more) unit(s) of Bloodletters with (at least) one attached Herald hunkering down in a Fortress of Redemption with heavy bolters and Krakstorm Missiles. Man the TL-Icarus and Heavy Bolters with Bloodletters while the Herald mans the missile silo. The Herald&#039;s BS7 will more often than not prevent the blast marker for the missile silo from scattering. This setup will do 3 things: first, it gives you a very good AA option (a twin-linked, double-ranged lascannon that skyfires and intercepts can down most aircraft with a single shot. TL-BS5 is also effectively BS10); second, it&#039;ll provide artillery support that obviates the need for a Nurgle Grinder and even outdoes an allied Defiler&#039;s battle cannon. Lastly, it&#039;s gonna be a very hard thing to deal with: between the building&#039;s AV14 and 4 HP per section and the cover save granted to occupants, it&#039;s a very tough cookie shooting-wise; anything brave enough to assault it will get a thorough gunning from its occupants and then has to fight Bloodletters in cover in close-combat. To that end, tool up your Herald and/or Bloodreaper for challenge duty or just give them a Blade of Blood if they&#039;re gonna be facing down numerous foes (or both if you have the points); this might also be one of the few times where the Exalted Locus of Wrath is useful on foot-slogging Bloodletters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;King D-Thirster&#039;&#039;&#039;: Take Fateweaver, a D-thirster with two greater rewards, a DP of Tzeentch with Grimoire, and Ally in Be&#039;lakor. Cast Invisibility and the Grimoire on the D-Thirster and have the other guys fly around doing shenanigans. Summon some Daemonettes. King D-thirster will kill anything he comes into base contact with, and will be impossible to kill for your opponent. Watch out for stomps.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tzeench Cheese to infinity and beyond&#039;&#039;&#039;: Pink horrors with an aegis defence line going to ground around your objectives or just to be a bullet sponge. You win either way. They shoot at you or you shoot at them. Anyway, let&#039;s get to the fun parts, shall we? When you go to ground behind a defence line you get +2 to your cover saves. Tzeench daemons can reroll all saving throws of 1. 2+ rerollable cover save. I can&#039;t believe we aren&#039;t funding this.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cheesy cheese (Soo much cheese):&#039;&#039;&#039; (Please note the following: You should probably never play this if you still want friends. This is only possible with the mighty unbound rules. This requires an insane amount of (same) model spam which only rich people can afford). Fill up all your points with level 2 heralds of Tzeentch. Roll on malefic table only, you are aiming for sacrifice, possession and summoning with cursed earth being a bonus. Then the formula is easy. Deploy as much out of sight as possible. Everyone that knows sacrifice should use it to lose a wound and double up on the amount of level 2 heralds of Tzeentch. Everyone that doesn&#039;t know it should use possession to turn into greater daemons (your choice at this point). The rest should use summoning to bring in fresh sacrificing bodies in the form of pink horrors. REPEAT. This game will take forever to play and require an entire notepad to keep up with the new models and their powers but &#039;&#039;&#039;FUN&#039;&#039;&#039;&amp;lt;font size=5&amp;gt;*&amp;lt;/font&amp;gt;...&lt;br /&gt;
&lt;br /&gt;
===Tactical Objectives===&lt;br /&gt;
*&#039;&#039;&#039;11 -  Delight In Despair:&#039;&#039;&#039; Score 1 Victory Point if at least one enemy failed a Fear or Morale check in assault during your turn. Score 2 Victory Points if a Daemon of Slaanesh caused it.&lt;br /&gt;
*&#039;&#039;&#039;12 -  The Cycle Of Life:&#039;&#039;&#039; Score 1 Victory Point if at least one enemy was completely destroyed in assault during your turn. Score 2 if a Daemon of Nurgle caused it.&lt;br /&gt;
*&#039;&#039;&#039;13 -  Touched By The Warp:&#039;&#039;&#039; Score 1 Victory Point if at least one friendly model maifested a psychic power during your turn. Score 2 if a Daemon of Tzeentch caused it.&lt;br /&gt;
*&#039;&#039;&#039;14 -  The Glory Of Khorne:&#039;&#039;&#039; Score 1 Victory Point if at least one character killed an enemy in a challenge. Score 2 if a Daemon of Khorne caused it.&lt;br /&gt;
*&#039;&#039;&#039;15 -  The Dominion of Chaos:&#039;&#039;&#039; Score D3 Victory Points at the end of your turn if you control more objective markers than your opponent.&lt;br /&gt;
*&#039;&#039;&#039;16 -  The Great Game:&#039;&#039;&#039; Roll a dice at the end of your turns after generating this card. Score that number of Victory points if you control that many objectives. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=1&amp;gt;&#039;&#039;&#039;*The [[Chaos Gods]] do not guarantee fun. Fun is subject to early termination at Tzeentch&#039;s discretion. Fun is to be taken in context of [[Dwarf Fortress]].&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category:Warhammer 40,000 Chaos]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=JoJo%27s_Bizarre_Adventure&amp;diff=1011594</id>
		<title>JoJo&#039;s Bizarre Adventure</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=JoJo%27s_Bizarre_Adventure&amp;diff=1011594"/>
		<updated>2026-05-20T15:21:12Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{Autism}}&lt;br /&gt;
[[File:Jojo Logo.png|400px|thumb|right|English logo for Jojo&#039;s Bizarre Adventure.]]&lt;br /&gt;
{{cleanup}}&lt;br /&gt;
{{meh}}&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
{{WTF}}&lt;br /&gt;
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If there is one thing you should know about &#039;&#039;&#039;Jojo&#039;s Bizarre Adventure&#039;&#039;&#039; before you delve into it, it should be this one thing:&lt;br /&gt;
&lt;br /&gt;
It&#039;s dumb. &#039;&#039;It&#039;s so fucking dumb... And yet it works.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
While the the story varies wildly based on the arc, it has a basic synopsis. It covers the multi-generational (and eventually multiversal) heroism of the Joestar family, who are constantly getting involved in all sorts of weird shit that results in epic, crazy, surprisingly clever fights and super-manly scenes. The title comes from the protagonists&#039; common nickname, &amp;quot;JoJo&amp;quot;, since most of them bear first and last names that start (or sometimes end) with &amp;quot;Jo&amp;quot;. Although technically you can just pick up any saga at random, it&#039;s slightly easier to follow along if you read from the beginning. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Created in 1987 by manga artist Hirohiko Araki, Jojo has had an influence on not only Japanese anime and manga but internet culture as a whole. List a common anime trope, chances are that Jojo is either the originator or made that theme very famous. Cheering sidekicks, multiple-chapter battles, attacks that defy every conventional belief you can dream of, &#039;&#039;flamboyant poses,&#039;&#039; you name it.&lt;br /&gt;
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Naturally, the ever-increasing popularity of the series has led to more visibility for its media AND its fandom, [[Skub|for better and worse.]] Outside of the obligatory &#039;actual&#039; references in other shit, this includes such phenomena as people using nearly every opportunity possible to make Jojo references, people complaining about the fandom making references, [[Recursion|people complaining about people complaining about the fandom making references]], &amp;quot;is this a Jojo reference?&amp;quot; becoming a meme all its own... you know, the usual. Nowadays, you&#039;ll probably still see the sporadic Jojo meme here and there outside of /a/. One of the 4chan banners created in the earlier days is based on the manga. (&amp;quot;Your next line will be &#039;I was just pretending to be retarded!&#039;&amp;quot; &amp;quot;I was just pretending to be retarded! &#039;&#039;?!&#039;&#039; He...he captured...my favorite trick!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Its most well-known incarnation is probably Stardust Crusaders, mostly for how iconic Jotaro and Dio were as well as the popularity from the OVA and fighting game.&lt;br /&gt;
&lt;br /&gt;
==JoJo and /tg/==&lt;br /&gt;
[[File:Pillarstodes.jpg|thumb|right|Wamuudes, Custodisi, and Karstodes; the personal guardians to the Emperor of Mankind.]]&lt;br /&gt;
JoJo is one of three anime/manga that /tg/ will openly admit they like, the other two being [[Berserk]] and [[Fist of the North Star]]. Hell, the early art style of JoJo is heavily inspired by FotNS, even Jonathan&#039;s outfit being very similar to Kenshiro&#039;s. Like the two aforementioned manga, JoJo is considered to be an extremely manly series, with a predominantly male cast and the protagonists usually kicking ass to get to their objective without much thinking (edit: this is false, Jojo protagonists win fights by creating strategies that could blow up a Zoanthropes&#039; brain from how ridiculously convoluted the strategy is but the sheer ridiculousness of the strategies is apart of the reason why Jojo is so silly). However, at the same time it is flamboyantly gay, with many male characters being shirtless or wearing revealing clothing and striking strange/fabulous poses, making its relationship with /tg/ somewhat confusing and [[skub|conflicted]] considering that /tg/ usually shies away from most stuff that is homosexual. It has however, also been described as &amp;quot;flamboyant masculinity&amp;quot;, as none of the characters are actually gay despite outward appearances. One could say it&#039;s because it&#039;s like a breath of fresh air how silly it is, or the end goal of each arc is ultimately pretty simple; protagonist has to beat the shit out of and/or kill the big bad, end of story. The tone of any arc can change in an instant, becoming dumb and happy to dire and [[grimdark]] within a couple chapters. It&#039;s also because the action is often too awesome that fa/tg/uys turn a blind eye to the gay stuff.  Or we just love it that way, since that&#039;s mostly what made JoJo popular in the first place. Plus Araki puts &#039;&#039;scads&#039;&#039; of references to classic rock and metal into Jojo, so that helps too. Also, the art is honestly very good, especially in the latest tomes.&lt;br /&gt;
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We&#039;ve had several Quest threads on /tg/ that relate to JoJo, the most popular being the multi-part [http://suptg.thisisnotatrueending.com/archive.html?tags=JoJo%20Guardsman%20Quest Guardsman&#039;s Bizarre Adventure]. We also have Super Stand Sunday, when /tg/ comes together and makes their own Stand every (you guessed it) Sunday.&lt;br /&gt;
&lt;br /&gt;
The /tg/ interpretation of the [[Eversor]] Assassin is pretty much Dio Brando, down to him striking his trademark pose and crying &amp;quot;WRYYYY&amp;quot; before proceeding to cut up whatever enemy is in his way. Probably the most popular /tg/-JoJo relation, however, comes in the form of the YouTuber Bruva Alfabusa&#039;s &amp;quot;[[If the Emperor had a Text-to-Speech Device]]&amp;quot; series, where he makes several references to JoJo throughout the series. The most popular reference is definitely the [https://www.youtube.com/watch?v=R9w_uoUHgiE Pillarstodes]; Adeptus Custodes based on the Pillar Men from Battle Tendency. This actually isn&#039;t that far off the mark, since there is in fact official (albeit old) art of shirtless Custodes. Still, the Pillarstodes are quite flamboyant and hedonistic, but nonetheless they&#039;re also kickass.&lt;br /&gt;
&lt;br /&gt;
Of course, there&#039;s also a RPG based off of JoJo, [https://desu-usergeneratedcontent.xyz/tg/image/1444/25/1444251939283.pdf here.]&lt;br /&gt;
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It wouldn&#039;t be surprising if Hirohiko Araki himself was a fa/tg/uy himself. He&#039;s mentioned in some lectures and interviews that he decided to create an RPG/board game-style system for JoJo where characters travel to different places to fight enemies, as seen in Stardust Crusaders onward.&lt;br /&gt;
&lt;br /&gt;
For the story of a complete (but short-lived) JoJo campaign, see [[JoJo&#039;s Bizarre Storytime]].&lt;br /&gt;
&lt;br /&gt;
==Generation Sagas (Parts)==&lt;br /&gt;
Jojo&#039;s Bizarre Adventure&#039;s Story unfolds over generations having completely different characters, settings, themes, and even art styles so technically the series should be called &amp;quot;JoJos&#039; Bizare Adventures&amp;quot;. The timeline progresses linearly so every Part happens in the order they were published but, for the most part, each story is isolated so it&#039;s possible to start anywhere and not miss much. Additionally, each Part takes a different approach to story-telling along with differing with art styles which could almost make any Part after Phantom Blood and Battle Tendency seem like a completely different series. In fact, it&#039;s very common for details of characters&#039; designs changing during their first appearance or the art style changing completely within a few chapters. &lt;br /&gt;
===Part 1: Phantom Blood===&lt;br /&gt;
[[File:Phantom Blood.jpeg||thumb|right|200px|&#039;&#039;Phantom Blood&#039;&#039; cover]]&lt;br /&gt;
Here&#039;s where the [https://youtube/yF00xX-p28Y Story of Jojo] begins - with a Victorian Aristocrat in the 1880s named George Joestar, who becomes the only survivor of a horrible carriage crash. Mistaking the depraved scavenger Dario Brando for a Good Samaritan, he offers the Cockney lowlife a favor, which he eventually uses to get George to adopt his son, the ruthlessly ambitious, amoral and driven Dio Brando, when he dies. This leads to much suffering for George&#039;s son, the goodhearted (if rather dimwitted) Jonathan Joestar, as Dio resents him for his privilege and starts to bully him horribly. While Jonathan eventually learns to stand up for himself and even becomes quote-unquote “friends” with Dio, this all comes to a boil years later when George eventually falls ill and Jonathan discovers a letter from Dario outlining symptoms that look eerily familiar. &lt;br /&gt;
&lt;br /&gt;
As it turns out, Dio is poisoning George to steal the Joestar Fortune for himself. Jonathan confronts him and proves his guilt with the assistance of a trustworthy criminal named Robert E. O. Speedwagon (remember that name, it will be very important), whom he met while gathering evidence of Dio’s crimes. This leads Dio to renounce his humanity and use the power of the Stone Mask to become a vampire, but Jojo manages to trap him in the burning wreckage of the Joestar Mansion during their fight. Unfortunately, Dio barely survives and escapes to repair his body while causing all kinds of chaos. With the aid of mysterious Italian martial artist William Antonio Zeppeli, Jonathan masters a mystical martial art utilizing Hamon, an energy that is anathema to the undead: Best described as harnessing the power of the sun through yoga breathing. Jonathan eventually defeats Dio, and all is well as Jonathan marries the love of his life before disaster strikes. While Jonathan and his wife depart by boat for his honeymoon, Dio returns once again and mortally wounds Jonathan, who is able to set the ship ablaze before dying from the attack. Jonathan&#039;s pregnant wife escapes in Dio&#039;s coffin with a baby she found just before hiding away, continuing the Joestar Bloodline. &lt;br /&gt;
&lt;br /&gt;
Being the first Part of these Bizarre Adventures, Phantom Blood sets the tone for the rest of the series with its over-the-top violence and strange villains. Phantom Blood is a sign of its time with the story being equivocal to your typical shounen manga, but it obviously has some unique factors. Some would say Jonathan is a boring protagonist and that Dio is what makes the Part shine, or that Dio HIMSELF is a boring and generic villain, but regardless, Phantom Blood lands the ground work for the rest of the series. The anime adaptation cuts a noteworthy amount of content to the point that it may be beneficial to both read &#039;&#039;and&#039;&#039; watch Phantom Blood.&lt;br /&gt;
&lt;br /&gt;
===Part 2: Battle Tendency===&lt;br /&gt;
[[File: Battle Tendency.jpeg|thumb|left|200px|&#039;&#039;Battle Tendency&#039;&#039; cover]]&lt;br /&gt;
In the late 1930s, Joseph Joestar, grandson of Jonathan Joestar, is the second Joestar to get into strife when an elderly Speedwagon is seemingly killed by an old ally-turned vampire, Straights. Straights inadvertently allows Nazis to claim Speedwagon&#039;s recent discovery which preludes the [https://www.youtube.com/watch?v=XUhVCoTsBaM awakening of the Pillar Men]. These ungodly ancient (and &#039;&#039;fabulous&#039;&#039;) near-demigods created the vampirizing Stone Masks as part of a process to find a way around their own weakness to sunlight. Determined to defeat the Pillar Men, Joseph partners with the late William Zeppeli&#039;s grandson, Caesar Zeppeli, to defeat them just after they awaken. Joseph and Caesar fail, leading to Joseph being forced to defeat the Pillar Men in 30 days before he dies and/or the Pillar Men find what need to become the Ultimate Lifeforms. With the help of Lisa Lisa, a Master of the Ripple (Hamon), and Stroheim, an extremely hammy Nazi Cyborg, Joseph is able to defeat the Pillar Men&#039;s leader by launching him into outer space using a volcano. &lt;br /&gt;
&lt;br /&gt;
Joseph&#039;s trickery, the inventiveness of the fights, and outright &#039;&#039;bizarre&#039;&#039; nature of this Part make it the favorite of many with the anime only multiplying its popularity with added flair like [https://www.youtube.com/watch?v=KnmH7qQ0AVM Bloody Stream]. Battle Tendency cements the fact that in JoJo smarts are just as important as raw power, as even when up against seemingly unbeatable opponents, planning and quick thinking prove critical to victory.&lt;br /&gt;
&lt;br /&gt;
===Part 3: Stardust Crusaders===&lt;br /&gt;
[[File:Stardust Crusaders.jpeg|thumb|right|200px|&#039;&#039;Stardust Crusaders&#039;&#039; cover]]&lt;br /&gt;
In the 1980s, half-Japanese high-school delinquent Jotaro Kujo takes up the role of hero when his grandfather, Joseph Joestar, reveals that Dio Brando has returned after assimilating the body of Jonathan Joestar, and is now in possession of strange new powers. Jotaro had locked himself in jail due to his &amp;quot;evil spirit&amp;quot; possessing him, but Joseph reveals that this spirit is Jotaro&#039;s Stand, a manifestation of his life energy brought on by Dio&#039;s revival. When they learn that Dio (now called DIO for some reason) is aware of them and that Jotaro&#039;s mother, Holly Kujo, is slowly dying from her Stand, Joseph and Jotaro set out with a Muslim fortune teller, Muhammad Avdol, to find DIO in Egypt within 50 days. Almost immediately, the group is attacked by other Stand Users who have been sent by DIO to kill them; despite these attacks they find allies in the Japanese student Noriaki Kakyoin and the French buffoon Jean-Pierre Polnareff, both of whom were brainwashed by DIO. After crossing into Egypt, the Crusaders recruit a Stand-wielding dog named Iggy before their final trek to DIO&#039;s mansion as Holly&#039;s condition worsens. In the end, despite DIO possessing the power to stop time, Jotaro defeats him and saves his mother and the rest of world from DIO&#039;s ambitions, but at the cost of dear friends.&lt;br /&gt;
&lt;br /&gt;
This is by far the most well known and iconic part of Jojo, with the introduction of Stands being very well received as they allowed the series to breakaway and become truly unique among its peers. Whereas most fighting series suffer from power creep issues, Stands presented a totally novel solution by having each ability have their own strengths and weaknesses, and with battles being won by the creativity of the person wielding it. The arc also cemented the multi-generational aspect of the series by bringing back former protagonists and antagonists, tying them directly into the plot. For the longest time, it was the only Part both prominently featured in the United States AND given its own animated adaptation prior to the 2012 anime. While Parts 1 &amp;amp; 2 only received inclusions into old cross-over games, Part 3 has an SNES RPG (Japan-only but has been translated) and an arcade fighting game that contributed significantly to its popularity state-side. Before the release of the 2012 anime, it would have been typical to see Part 3 represent the JoJo series in crossovers. &lt;br /&gt;
There&#039;s also an [[wat|American bootleg]] called [http://imgur.com/gallery/J6PJz Diesel] that never survived beyond issue one, and features what is basically an &amp;quot;Americanized&amp;quot; version of the N&#039;Doul fight with &#039;&#039;Geb&#039;&#039; being made of blood instead of water.&lt;br /&gt;
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===Part 4: Diamond is Unbreakable===&lt;br /&gt;
[[File:Diamond is Unbreakable.jpeg|left|thumb|200px|&#039;&#039;Diamond is Unbreakable&#039;&#039; cover]]&lt;br /&gt;
It&#039;s the year 1999 in the Japanese suburb of fictional town, Morioh, and the now 28-year-old Jotaro meets a high-schooler named Koichi Hirose while looking for someone named Josuke Higashikata. Jotaro reveals to Josuke three facts: First, he is Jotaro&#039;s uncle, despite the age difference; second, his father is a 79-year-old Englishman (i.e. Joseph Joestar); finally, there is a looming threat in Morioh (later revealed to be a murderer). After dealing with the killer, it is revealed that there is someone in Morioh awakening Stands in people by using a Golden Arrow (used to further connect this with Part 3) for an unknown purpose, so Josuke and Jotaro resolve to find him. When the culprit, Keicho Nijimura, reveals his intentions, he is killed by Red Hot Chili Pepper, one of the aforementioned Stands who then steals the Arrow. Akira Otoishi, RHCP&#039;s User, learns that Joseph is coming to help find him, so he plots to murder Joseph as he arrives in order to get away clean, but this plan backfires and he is arrested thanks to Keicho&#039;s younger brother, Okuyasu Nijimura.&lt;br /&gt;
&lt;br /&gt;
Eventually Koichi and the surly, eccentric mangaka Rohan Kishibe find out there is a serial killer in Morioh from the ghost of his first victim, who requests that they find him. Soon enough, the killer, Yoshikage Kira, is forced to reveal his identity and disguises himself in order to hide from the heroes while trying to keep his desire to kill in check. Fortunately, Kira&#039;s cover is blown thanks to the son of the man whose identity he stole, Hayato Kawajiri, and he is killed in a final altercation. With Kira&#039;s threat ended, Joseph and Jotaro leave Morioh in the hands of its citizens, The Golden Heart of Morioh.&lt;br /&gt;
&lt;br /&gt;
This Part marks the full change of Stand names going from Gods and Tarot Cards to songs, albums, and bands (leading to plenty of renaming in subs and dubs to avoid copyright issues) along with their powers being more specialised rather than Part 3 Stands&#039; mostly vague and superabundant abilities. Here we learn what causes Stands to awaken along with a more detailed list of rules for Stands. It is important to note that Part 4 is when Araki&#039;s art style completely shifts from the almost blocky, muscled style of Part 3 to a softer, slimmer and more detailed and flamboyant style. This part is also important theme-wise, as the major focus of it is how normal people can live with stands and blend in with society, something which would be integral with future arcs, though trouble stills comes their way because somehow Stand users tend to be drawn to each other. It is also a lot more laid-back with almost half of the chapters being about the characters&#039;, mostly Josuke&#039;s and Okuyasu&#039;s, daily misadventures, drawing similarities at times to the slice-of-life genre.&lt;br /&gt;
&lt;br /&gt;
===Part 5: Vento Aureo===&lt;br /&gt;
[[File:Vento Aureo.jpg|right|thumb|200px|&#039;&#039;Vento Aureo&#039;&#039; cover]]&lt;br /&gt;
It&#039;s Italy in 2001, Giorno Giovanna (the son of Dio using Jonathan&#039;s body, though Giorno never knows this) is a kid with aspirations of becoming a &amp;quot;Gang Star&amp;quot; with the help of his stand, &amp;quot;Gold Experience&amp;quot;. After accidentally killing a gangster, Giorno finds himself immersed in the world of the mafia and eventually becomes a member of &amp;quot;Passione&amp;quot; after sparing Bruno Bucciarati. In Passione, he works with Bruno&#039;s Gang to move higher in the mafia&#039;s ranks and fight off rival gang members that are doing the same. When they are tasked with retrieving the Passione Boss&#039; daughter, Trish Una, so he can kill her, the gang defects and resolve to find the Boss&#039; identity and eliminate him. After fighting off Passione&#039;s Assassins, the gang learns of a way to defeat the Boss&#039; Stand, King Crimson (which nobody knows on how it works), from an informant who plans to give them a Stand Arrow. The Boss, now revealed to be named &amp;quot;Diavolo&amp;quot;, switches focus to taking the Arrow for himself so he can finally be rid of the gang and take over the world. In a long and intense encounter, Giorno manages to use the Arrow on Gold Experience to turn it into Gold Experience Requiem, which has the insanely overpowered ability of negating any hostile action towards Giorno. Giorno locks Diavolo in an eternal cycle of deaths, and with Diavolo gone, Giorno is able to take his place as the Boss of Passione with his friends as his top officers.&lt;br /&gt;
&lt;br /&gt;
For a long time, Part 5 was considered by many to be one of the weaker entries in the series, mostly due to inconsistencies in Gold Experience&#039;s power and an apparently uninteresting character in Giorno due to very flat scanlations removing much of his personality while making several Stands nearly incomprehensible such as Gold Experience and King Crimson. However, newer and better translations are quickly turning opinions to the better. The new anime adaptation also gives it the depth it deserves. Despite whatever flaws there may be, Vento Aureo is still worth reading due to the interesting Stands and villains along with Araki&#039;s now more detailed art style. It&#039;s especially worth noting the increased attention to villains in this Part, as we get to see actual interaction between them and even character development in some cases.&lt;br /&gt;
Vento Aureo is also the first Part besides Part 3 to get its own videogame which is also made by Capcom, and while it doesn&#039;t allow one to play all of the notable fights in the story, the rest is detailed in optional cutscenes that can be unlocked. Lastly, this Part is to Italy as Part 3 is to America as this Part is more prominently featured in Italy and is the only Part to have multiple novel side-stories besides Part 3 with at least one being canon.&lt;br /&gt;
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===Part 6: Stone Ocean===&lt;br /&gt;
[[File:Stone Ocean.jpg|left|thumb|150px|&#039;&#039;Stone Ocean&#039;&#039; cover]]&lt;br /&gt;
Jolyne Cujoh was arrested for a crime she didn&#039;t commit (though she did have legitimate priors) in 2015 and is then sent to Green Dolphin Street, a maximum-security prison in Florida. Though her dad Jotaro couldn&#039;t bail her out, he did give a small locket (containing a fragment of a Stand Arrow), allowing her to develop her Stand, &#039;&#039;Stone Free&#039;&#039;, in order for her to survive and get to the bottom of the conspiracy surrounding it. With the help of other Stand Users, Hermes Costello, Foo Fighters (F.F.), Weather Report, Narciso Anasui, and Emporio they pick up on the trail of Father Enrico Pucci. Pucci is a priest and DIO&#039;s most trusted follower who is trying in enact DIO&#039;s ultimate plan: to &amp;quot;reach Heaven&amp;quot;. Pucci uses his Stand, &#039;&#039;White Snake&#039;&#039; (which has the ability to physically take a person&#039;s stand and memories), to steal Star Platinum and put Jotaro in a comatose state. Jolyne and her gang eventually escape prison in pursuit of Pucci who had gathered DIO&#039;s Sons excluding Giorno, but they fail to stop the gang from retrieving Jotaro&#039;s Disc. Using a bone that DIO had given him, Pucci transforms White Snake into &#039;&#039;C-Moon&#039;&#039;, which is capable of finding the optimal point for another transformation to occur. At the Kennedy Space Center, Pucci successfully transforms C-Moon into &#039;&#039;Made In Heaven&#039;&#039; which has the power to accelerate time, the culmination of DIO&#039;s plan. Knowing they can&#039;t kill Pucci, Jolyne sacrifices herself to send Emporio out to sea where the horizon is accelerating into a void. Waking up back in Green Dolphin Street where Emporio learns from Pucci that they are in a new universe devoid of those killed by Pucci, and the survivors have been implanted with knowledge of their future which is what Pucci calls &amp;quot;happiness&amp;quot;. Desperately, Emporio flees to his Ghost Room where he reveals that he has equipped Weather Report&#039;s Stand Disc and quickly kills Pucci, &amp;quot;Following the path of Justice is true Fate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With Pucci&#039;s death, the universe experiences another change, where Emporio finds people resembling Hermes, Anasui, and Jolyne. This Jolyne (Irene), invites Emporio and this Hermes to ride with her and Anakiss (Anasui) to go meet with Irene&#039;s father for approval of her and Anakiss&#039; marriage. Emporio begins weeping as they drive off before picking up a hitchhiker resembling Weather Report, Stone Ocean comes to an end in this new universe.&lt;br /&gt;
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A unique factor in Stone Ocean compared to previous Parts is that Stand Users tend to fight alongside their Stands rather than relying completely on their abilities. Overall, Part 6 is the last Part to involve any influence from Dio Brando as well as the end of the original JoJoverse with future Parts taking place in a different universe. Stone Ocean can be considered the most &#039;&#039;bizarre&#039;&#039; Part due to the more crude and outlandish nature of some characters combined with some of the stranger Stands and events. Despite what flaws it may have, Part 6 is just as worthy of a read as any other saga of JoJo.&lt;br /&gt;
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===Part 7: Steel Ball Run===&lt;br /&gt;
[[File:Steel Ball Run.jpg|right|thumb|200px|&#039;&#039;Steel Ball Run&#039;&#039; cover]]&lt;br /&gt;
The timeline resets to the 1800&#039;s, in a universe mostly unrelated to the original Jojo timeline, save for similar characters.&lt;br /&gt;
In this alternate universe, paraplegic ex-jockey Johnny Joestar and Italian executioner Gyro Zeppeli cross paths and decide, for better or for worse, to partner up and participate in the Steel Ball Run, a race that spans the breadth of the United States as a test of endurance for both horse and rider (though a horse isn’t required, most participants choose to use ‘em). Johnny was lauded as a genius jockey, but after an accident, he ended up crippled. He was deeply depressed until he met Zeppeli, who could use a mysterious power called the Spin (this universe&#039;s version of Hamon), which is able to make Johnny&#039;s legs move for a moment. Along the way, they uncover the real purpose of the race when they become entangled with the Parts of the Saint&#039;s Corpse, the mummified body of Jesus Christ (seriously), which bestows its owner with incredible power. Johnny also is tutored in the art of the Spin, and develops his own Stand, named Tusk, which can spin and shoot his fingernails like bullets.&lt;br /&gt;
&lt;br /&gt;
As it turns out, the reason the race was even held was because President Funny Valentine wanted to own the complete Corpse, using the race and its participants as pawns in order to accomplish this goal. President Valentine wishes to use to completed Corpse of Jesus in order to bring prosperity, wealth and luck to the United States. Though his goals are ultimately altruistic in their outlook, Johnny and Gyro still oppose this plan because it requires that only America prospers, while everything else is stuck struggling. However, Funny Valentine&#039;s Stand, Dirty Deeds Done Dirt Cheap(D4C), has the extremely unique ability of dimension-hopping, allowing Valentine to escape almost any hostile encounters and access alternate versions of people and things. The President ultimately gains all the Corpse Parts, and gains a new ability called Love Train, which sends any &amp;quot;misfortune&amp;quot; into another place, making conventional attacks useless. Only when Gyro and Johnny develop a special Super Spin, which is a perfect, infinite rotation, can their Stands Ball Breaker and Tusk Act 4 breach Love Train&#039;s dimensional walls and defeat Valentine. Although Gyro is killed in the final confrontation against Valentine, Johnny is victorious, and moves in to finish the Steel Ball Run race. Unfortunately for Johnny, Valentine&#039;s last plan was to bring in an alternate version of jockey Diego Brando, who possesses the same The World used in Part 3. Johnny and Tusk prove almost equally matched to The World&#039;s time stop, but Johnny ends up defeated. However, Diego is stopped from carrying out President Valentine&#039;s plan to use the corpse parts when he is killed after he collides with another, deceased Diego Brando&#039;s head, destroying both as per the laws of alternate universes.&lt;br /&gt;
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Steel Ball Run differs slightly from the other parts in that Stands do not do much fighting like the ones in previous incarnations of Jojo. Instead, Stands are more like special abilities that help the user fight, and enhances the capabilities of whatever weapon the user uses, be they fingernails, steel balls, or revolvers. It&#039;s worth mentioning that this Part is generally considered one of the best parts in the series (next to Battle Tendency) due to a sharp increase in the art and writing quality and a greater focus on character development and drama. Seriously the art in this Part is fucking gorgeous, go read it.&lt;br /&gt;
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===Part 8: JoJolion===&lt;br /&gt;
[[File:Jojolion.jpg|left|thumb|125px|&#039;&#039;JoJolion&#039;&#039; cover]]&lt;br /&gt;
We&#039;re back in Morioh, but not as we know it. The eight part of JoJo is based around the SBR version of the 2011 earthquake that hit Japan.&lt;br /&gt;
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It&#039;s some years after SBR, and Morioh was recently wracked with terrible earthquakes which make these creepy images on the ground that gets ripped up. An unfortunate girl by the name of Yasuho Hirose discovers a body among the mess and rescues him. Though he&#039;s got no memories and is quirky almost to the point of stupidity, she decides to help the amnesiac &#039;Josuke&#039; discover his real identity and some really wacky adventures ensue as they find various clues and odd characters that know something about his past. Later, &#039;Josuke&#039; is taken in the wealthy yet enigmatic Higashikata family, and gets caught up in a conspiracy involving his real identity, human-like creatures made of stone, and a fruit with mystical healing abilities.&lt;br /&gt;
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This is probably one of &#039;&#039;those&#039;&#039; parts of JoJo, the ones that are known for lots and lots of [[Skub|skub]]. The longer it dragged on, the more it divided the fans. A lot of those discussions are about the overall shift from battles to a plot, the plot itself dragging on longer than it should... or not, abandoned plotpoints from the beginnings that some fans thought were much more interesting than the ones we got. So it&#039;s up to you to read and form your opinion... or not.&lt;br /&gt;
=== Part 9:JOJOLANDS ===&lt;br /&gt;
Part 9, tentatively called JOJOLANDS, was announced in the last volume of Jojolion. Nothing is known about it, aside from the fact that it will star the SBR&#039;s Joseph Joestar&#039;s descendants and a rabbit for some reason.&lt;br /&gt;
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The first issue released in February 2023, featuring Jodio Joestar in Hawaii in what is apparently a story about getting rich.&lt;br /&gt;
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==Characters==&lt;br /&gt;
===The Joestars===&lt;br /&gt;
====Jonathan Joestar (Part 1)====&lt;br /&gt;
[[File: Jonathan JoJo.png|thumb|right|175px|Holy shit, you could grate cheese on those abs.]]&lt;br /&gt;
Jonathan is pretty much the archetypal gentleman: Well-mannered, intelligent, and damned determined to protect that which he values. There are many words to describe him: [[This guy|kind, caring, forgiving, honorable]], strong, tall, handsome, clever, and unfortunately, unfortunate. Jonathan was born into a rich family, far away from the cold, unforgiving slums that Dio grew up in, and this was enough reason for Dio to completely hate him. After Dio beats him in a boxing match, assaults Jonathan&#039;s girlfriend Erina, and burns his dog Danny alive in a furnace, Jonathan is furious and confronts Dio in the Mansion foyer. Their brief encounter is life-changing as they both discover the Stone Mask, and Jonathan finds his inner strength that allows him to actually fight back.&lt;br /&gt;
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Years later, Jonathan is an [[Space Marine|absolute tank]], with it taking 3 people to slow him down in a rugby game, and even then he is still able to pass the ball high in the air. Jonathan is also a scholar, working in archaeology due to his interest in the Stone Mask, and during his work he discovers Dio&#039;s plot to poison his father and inherit the Joestar fortune. Making his way to one of the most dangerous places in London, Ogre Street, he befriends the criminal Speedwagon, who helps him prove Dio&#039;s guilt. When Dio decides to be a tosser and reject his humanity, Jonathan fights him throughout the mansion and succeeds in impaling him on the statue in the foyer and escapes the burning mansion. Some time after Dio&#039;s burning, William Antonio Zeppeli appears, instantaneously healing Jonathan with the ripple and revealing Dio&#039;s survival. With this new information, Jonathan resolves to hunt down Dio and put an end to his incredibly ungentlemanly vampire shenanigans and learns the ripple from Zeppeli in order to do so. Their journey has Jonathan killing a [[what|zombified Jack the Ripper]], learning of Dio&#039;s new ice powers,  and gaining the sword Luck &amp;amp; Pluck from Bruford the Zombie Black Knight. When Jonathan&#039;s neck is broken by the other knight, Tarkus, Zeppeli sacrifices himself trying save him which leads to Jonathan becoming &#039;&#039;even buffer&#039;&#039; and destroying Tarkus. Meeting up with the other Ripple users, Dire, Straits, and Tonpetty, Jonathan reaches Dio&#039;s castle and defeats him in their final battle, ending the fabulous vampire menace. In the proceeding time, Jonathan marries Erina and they prepare to leave on their honeymoon vacation before a completely unlucky series of events occur as Dio is revealed to have barely survived their fight as severed head. Being shot in the throat with Dio&#039;s &#039;&#039;Space Ripper Stingy Eyes&#039;&#039;, Jonathan loses the ability to breathe and therefore use the Ripple. Using his Last Ripple, Jonathan rigs the boat to explode and holds Dio&#039;s head as Erina hides in Dio&#039;s coffins as the ship burns around them. In his last breaths Jonathan expresses to Dio his feelings of attachment to him despite how terribly Dio had treated him over the years and passes away before Dio can reply. In the hundred year gap between Phantom Blood and Stardust Crusaders, Dio was able to cut off Jonathan&#039;s head and take over his body.&lt;br /&gt;
A sign of the era that Jojo&#039;s Bizarre Adventure started in, Jonathan physically resembles another [[Fist of the North Star|chiseled, heroic anime protagonist]] that punched his enemies to death. To summarize Jonathan, he was a [[Muscle Wizard|Muscled Scholar]] who fought with Power of the Sun and an all-around gentleman.&lt;br /&gt;
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Despite being the only Joestar to never have a Stand, it&#039;s believed that he would&#039;ve had one similar to Hermit Purple based on Dio&#039;s abilities using Jonathan&#039;s body.&lt;br /&gt;
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====Joseph Joestar (Part 2, 3, and 4)====&lt;br /&gt;
[[File: Joseph JoJo.jpeg|thumb|left|For context, he&#039;s peeping on a woman taking a bath... who turns out to be his mother. We&#039;ve come a long way.]]&lt;br /&gt;
Whereas his grandfather Jonathan is a gentleman, Joseph is a good-natured but impulsive punk with a temper and a penchant for doing just plain weird things. He is completely devoted to the people he cares for as swore vengeance on Straits for seemingly killing Speedwagon and worrying his grandmother. Joseph is known for his trickster behavior, using his [[Mork|brutal cunning]] to be [[Gork|cunningly brutal]] and turning the &#039;&#039;Tide of Battle&#039;&#039; in his favor. His famous trick is his being able to predict what his enemy is going to say, followed by them repeating the sentence word for word and being momentarily stunned by their predictability.&lt;br /&gt;
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Unlike Jonathan, who gained the Ripple through formal training, Joseph was born with the ability, but it&#039;s not that strong and he can&#039;t control it as well as a true master. Though he doesn&#039;t have exact mastery, Joseph manages to use the Ripple in creative ways to get out of some dire situations. These traits, combined with his eccentric behavior, makes Joseph one of the most beloved characters in the series. [[File:Wha-what.png|right|300px]]&lt;br /&gt;
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We first meet Joseph when he arrives in New York with Erina and befriends Smokey. Then, after dealing with a rowdy racist ruffian, a shady guy informs him of Speedwagon&#039;s death (said guy subsequently gets duffed for upsetting Grandma Erina). Joseph assures Erina he will protect and is ready when Straits attacks him at the diner where he utilizes his trademark brutally cunning brutality to outsmart Straits including The Joestar Secret Technique. When he learns from a dying Straits that Speedwagon is still alive and of the Man in the Pillar, Joseph sets out to rescue him from a Nazi stronghold in Mexico.&lt;br /&gt;
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After cleverly tricking (absolutely failing) to trick two guards with his Tequila Girl disguise, Joseph still infiltrates the base in time to save Speedwagon and Stroheim from recently awakened Santana. After messing around for a bit then finding out that his Ripple protects him from being absorbed by the Pillar Man, with Stroheim&#039;s sacrifice, Joseph is able to turn Santana back into stone. At Speedwagon&#039;s bidding, Joseph meets Caesar Zeppeli (the grandson of the late Will A. Zeppeli) who resents the Joestars for their role in his grandfather&#039;s death; this along with Caesar&#039;s overall personality puts him and Joseph at odds.&lt;br /&gt;
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Later when they face Wamuu and quickly realize they&#039;re outmatched, Joseph attempts a suicide tactic to save Speedwagon and Caesar but only ends up getting poisoned rings clamped around his heart and throat by Wamuu and Esidisi. This means Joseph is forced to train his Hamon so that he can face the Pillar Men again or die from the poison. Starting his training, he meets the strict Lisa Lisa and her assistant Suzie Q, and bonds with Caesar through their grueling training. When Esidisi appears in pursuit of the Red Stone, Joseph&#039;s discourse with him leads to the famous banner and he manages to outsmart the ancient monster man with some difficulty. Joseph locks in his relationship with Suzie Q before going to Switzerland in preparation for the final battle.&lt;br /&gt;
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He has an argument with Caesar which leads to Caesar going to fight Wamuu on his own, resulting in his death and final Ripple which strengthens Joseph&#039;s resolve. When he defeats Wamuu with Caesar&#039;s headband, Joseph shows respect for Wamuu who despite killing Caesar, allowed Joseph to receive the final Ripple out of respect and he salutes the fallen Pillar Man as he passes into the wind. There is no such respect for Kars, who backstabs Lisa Lisa in their duel but he is eventually outwitted by Joseph and his plans seemingly foiled when Stroheim arrives with reinforcements. When Kars becomes the Ultimate Lifefrom, Joseph essentially sacrifices himself to kamikaze with an immortal god into active volcano, losing his left hand in the process. While everyone is grieving at his funeral, he miraculously shows up to everyone&#039;s surprise with his new wife, Suzie Q, and goes on to become a real estate mogul and start a family.&lt;br /&gt;
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=====Part 3=====&lt;br /&gt;
Returning in Part 3, Joseph is 50 years older than he was in Battle Tendency, though he&#039;s still just as buff and silly as his younger self. Thanks to DIO&#039;s awakening, Joseph received his Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Hermit Purple&#039;&#039;&#039;&#039;&#039;&amp;quot;, which are purple, prehensile vines that he can use to project and materialize images in an oracle-like fashion in addition to grabbing objects. Joseph takes the initiative and arrives in Japan with Avdol to inform Jotaro of his Stand&#039;s true nature and DIO. Before he can formulate a plan to take on DIO, he and the others suddenly find themselves on a time limit when Holly becomes sick due to her Stand so he resolves along with Jotaro, Avdol and Noriaki Kakyoin to travel to Egypt and end DIO&#039;s evil. While Joseph is older and wiser, he along with Polnareff bring some welcome light-heartedness to the 50 day Crusade with his overreactions and sayings, &amp;quot;OH MY GOD!&amp;quot;. Joseph&#039;s biggest accomplishments throughout the adventure are killing Empress, defeating Mariah with Avdol&#039;s help, assisting Jotaro against Terrence D&#039;Arby, and telling Jotaro The World&#039;s secret. He is seemingly killed when DIO throws a knife into his throat and later sucks a majority of the blood from his body, but Joseph manages to survive this by the time Jotaro performs a blood transplant from DIO&#039;s corpse.&lt;br /&gt;
A few years prior to Stardust Crusaders, Joseph ended up having an affair with Tomoko Higshikata which would lead to the birth of Josuke. Meaning that he used the &#039;&#039;Joestar Sex-Drive&#039;&#039; to have a child with a 20-year-old woman at the age of 63 while still married to Suzie Q., which she was understandably furious about. For some reason, in the OVA his hair is noticeably a faded blond.&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
He returns yet again in Part 4 at the age of 79, but it&#039;s clear that time hasn&#039;t been good to him as his hearing isn&#039;t so great and he has to walk with a cane. He&#039;s the reason Jotaro arrives in Morioh as Hermit Purple revealed an image of Angelo&#039;s Aqua Necklace instead of Josuke when he wanted to see his face. Joseph later has to be protected from Red Hot Chili Pepper as he&#039;s escorted to Morioh by boat and finally meets Josuke in person. While he tries to bond with Josuke, he comes off as a senile old man due to his general belligerence before they meet the Invisible Baby. In an attempt to impress Josuke, he slits his wrist so they can use his blood to find the Invisible Baby who had fallen into water. Naming the baby Shizuka, Joseph becomes more lively and no longer carries a cane by the time he leaves Morioh with Jotaro.&lt;br /&gt;
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Joseph is still alive by the time Part 6 happens and in Araki&#039;s words &amp;quot;a little dumber&amp;quot; though he doesn&#039;t make a physical appearance. The fact that he wasn&#039;t outright killed in the original universe means Joseph was able to avoid the Joestar Curse of dying at young age, but he also broke the rule of finding only one love so there&#039;s that. Additionally, in the Steel Ball Run&#039;s universe, the Joestar Family Tree includes Joseph Joestar and Suzie Q. meaning that he has a counterpart in that universe, who is known as &amp;quot;Fumi&amp;quot; (And that universe&#039;s version of Hermit Purple has a whole body).&lt;br /&gt;
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====Jotaro Kujo (Part 3, 4, and 6)====&lt;br /&gt;
[[File: Jotaro JoJo.png|thumb|right|&amp;quot;My Stand will judge you!&amp;quot;]]&lt;br /&gt;
Grandson of Joseph, and the son of a virtually nonexistent jazz player (Sadao) and a housewife (Joseph&#039;s daughter Holly). Was a happy normal kid growing up but then started getting into fights with gangsters by the time he was 17. Would almost be an unlikeable prick were it not for his badassness, unflappable demeanour, and being a shonen protagonist. &lt;br /&gt;
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Jotaro&#039;s Stand is essentially what kicks off Part 3, as he locks himself up in a local jail because he has no clue what the hell it even is. After Joseph and Avdol convince him that it&#039;s not some [[Daemonhost|unholy possession]], Jotaro then joins along in an adventure which sees him travel the world and punch the fuck out of a lot of people. While less flamboyant than his grandfather, he&#039;s every bit as clever as he uses his unflappable demeanor to bluff his way out of numerous life-or-death encounters.&lt;br /&gt;
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His Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Star Platinum&#039;&#039;&#039;&#039;&#039;&amp;quot; is a blue-ish muscleman with long hair with so many powers it becomes pretty clear how much of a protagonist he is: Punching shit really fast, a stretchy finger, the ability to pick out tiny details with precision, and (eventually) the power to stop time as &amp;quot;&#039;&#039;&#039;&#039;&#039;Star Platinum: The World&#039;&#039;&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
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Part 4 sees him help out Josuke with taking care of Stand business on behalf of the Speedwagon Foundation, but otherwise standing back to do other stuff. That said, he&#039;s still just as powerful, even moreso because he finally mastered the ability to stop time itself. Also despite being older he&#039;s drawn in a way that makes him look younger than in Part 3, because Araki loves putting qualities of himself into his characters.&lt;br /&gt;
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He returns again in Part 6 after finding out that the jail where his daughter is being held has its own issues with Stands, and that Pucci has plans that involve Dio. At this point it becomes clear what his flaws are, as it&#039;s revealed that while he is a badass, he&#039;s also pretty useless in anything not involving being a protagonist, like being an even halfway decent dad. Using Star Platinum&#039;s Time Stop abilities also took a toll on his body, alongside him ending up in a coma due to Whitesnake stealing his Stand and memories (shown by the durability stat dropping from an A to an E), which might explain why he doesn&#039;t put in much of a performance during the arc. He ultimately dies in the final fight with Pucci, when the latter pulled [[Grimdark|Dio&#039;s knife trick on Jolyne, leaving him screaming in horror and without enough time to stop Made In Heaven, who splits his head in two.]]&lt;br /&gt;
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He also looks like a commissar which makes him even more badass, who doesn&#039;t want [[Awesome|commissar Jotaro?]]&lt;br /&gt;
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Fun fact: with Japanese naming conventions (placing the surname before the given name), his name would be Ku&#039;&#039;&#039;jo Jo&#039;&#039;&#039;taro, making him the first Joestar to literally have &amp;quot;JoJo&amp;quot; in his name! &lt;br /&gt;
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Became a marine biologist, loves him some Dolphins.&lt;br /&gt;
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====Josuke Higashikata (Part 4)====&lt;br /&gt;
[[File: Josuke JoJo.jpeg|thumb|left|150px|Never seen such [[awesome|awesomeness]] in my life.]]&lt;br /&gt;
The big shocker here: His father is Joseph Joestar. This in itself is pretty damn scary, as the old man was able to still get kids, though this isn&#039;t without consequence. As such, he lives with his mom and grandfather (a policeman). Then he runs into Jotaro and things go very... Bizarre.&lt;br /&gt;
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Josuke is a bit of a goof like his dad, and sports serious pride in his pompadour to the point that he&#039;ll beat the shit out of someone for dissing it. And like his dad, he has a penchant for getting into trouble with his various get-rich-quick schemes. On the flip side, one could say that he&#039;s too nice for his own good and his desire to be kind can sometimes put him in bad situations, though he&#039;s certainly not [[Stupid Good]]. He is, however, very touchy about his hair and insulting it is a surefire way to catch an assbeating. His Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Crazy Diamond&#039;&#039;&#039;&#039;&#039;&amp;quot;, is able to punch things really fast and restore things that were broken if he knows how they work, a power that could be seriously powerful if he puts his mind to it. However, this is incapable of bringing back the dead (he learns this the hard way), and if he uses this power when mad, things get messed up. Oh, and he can&#039;t use it on himself. He is, in true JoJo fashion, able to think of creative uses of an otherwise rigidly defined powerset - he can cut fragments from a wallet photo and &amp;quot;repair&amp;quot; the whole wallet, or &amp;quot;repair&amp;quot; an Italian dish to see if its ingredients include, for instance, poison - both of these are completely plot relevant, by the way.&lt;br /&gt;
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Josuke sums up something missing from other primary Joestars - someone thrust into BIZARRE circumstances despite having no relation to their cause or origin and overcoming them despite this.&lt;br /&gt;
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====Giorno Giovanna (Part 5)====&lt;br /&gt;
[[File:Giorno JoJo.jpeg|thumb|right|175px|Trust us, this is as much personality as he gets in the scans.]]&lt;br /&gt;
The son of Dio using Jonathan&#039;s body, making his legitimacy as a Joestar up for debate. Although, less talked about is whether this makes him a [[Dhampir]].&lt;br /&gt;
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His personality is, simply put, a combination of Dio and Jonathan. He retains Dio&#039;s ambition for power, and lusts after leadership of the gang Passione. He is also ruthless to his enemies, and is not above murdering them, or even forcing them to swallow a gun. However, he possesses the Joestar spirit, and genuinely cares of his friends and innocent people. In fact, the main reason he joins Passione is to reform it into a better, kinder organization. Unfortunately, the initial scans and translations of Vento Aureo were dogshit, having butchered Giorno&#039;s reserved, steadfast, almost poetic manner of speech into bland, unimaginative and occasionally incomprehensible statements. Because of this, most of the fanbase sees him as boring, unremarkable, and little more than a plot device, though this has fortunately lessened with the anime adaptation. The fact that his Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Gold Experience&#039;&#039;&#039;&#039;&#039;&amp;quot;, has some really bullshit powers doesn&#039;t help either. To iterate, his stand can imbue inanimate objects with life (like turning suitcases into frogs or motorcycles into snakes or bullets into trees and beetles or buttons into FUCKING HANDS AND TONGUES) with no respect to conservation of mass and, like Crazy Diamond above, reattach them. He can simply conjure up replacement body parts to heal his comrades, and to add even more bullshit, any damage done to one of his creations will be reflected back to the assailant (though this ability is tapered off in later arcs because even Araki knew how broken it was). In contrast to Crazy Diamond this power &#039;&#039;is&#039;&#039; able to resurrect the dead, though it only works on very recent kills and the resulting beings are essentially zombies living on borrowed time. He also has the power to rapidly accelerate the thought process of something he punches, though this is only brought up in one arc and then never seen again.&lt;br /&gt;
&lt;br /&gt;
At the end of the arc, it becomes even more bullshit as Giorno gains &amp;quot;&#039;&#039;&#039;&#039;&#039;Gold Experience Requiem&#039;&#039;&#039;&#039;&#039;&amp;quot;, which has the power to nullify actions. Basically, if he doesn’t like something he can go [[Iron heart surge|“nope”]] and Gold Experience Requiem will rewind time to make sure it never happened, leaving only memories. It even works within Diavolo&#039;s skipped time of 10 seconds, meaning that it will take action, &#039;&#039;no matter what you do&#039;&#039;. It&#039;s theorized not even The World&#039;s timestop can affect Gold Experience Requiem. This also means that he can (and does) reset Diavolo&#039;s death, making for a rather horrifying cycle of death and rebirth.&lt;br /&gt;
&lt;br /&gt;
====Jolyne Cujoh (Part 6)====&lt;br /&gt;
[[File: Jolyne JoJo.jpeg|thumb|left|175px|Doesn&#039;t matter that she has masculine facial features, she&#039;s still hot.]]&lt;br /&gt;
Daughter of Jotaro Kujo, the only female Joestar to bear the nickname &amp;quot;JoJo&amp;quot; thus far, though she beats the shit out of anyone who calls her by her nickname. She&#039;s essentially her ancestor Joseph if all his bad traits were pushed up a couple of notches, making for a hot-blooded, rebellious, foul-mouthed, quick-tempered pervert. Seriously, we first see her when a prison guard catches her masturbating in her cell, and at one point she confesses to envying/admiring snails since, as [[dickgirl|hermaphrodites]], they can fuck anything and everything they cross paths with. She&#039;s got a huge anti-authoritarian streak, and at first, the series seems set on deconstructing the &amp;quot;Joestar Family Traits&amp;quot; and showing how they can make you an unlikeable prick who needlessly gets yourself into trouble. Luckily, the surfacing of the generation&#039;s big bad and her finding allies she can actually share her &#039;&#039;positive&#039;&#039; traits with quickly brings her back into line with being the hero.&lt;br /&gt;
&lt;br /&gt;
She&#039;s either insanely lucky, or a lot smarter than she appears - which is good, because, on the surface of it, her Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Stone Free&#039;&#039;&#039;&#039;&#039;&amp;quot;, is one of the weakest, as it lets her turn her body partially or completely into string. Sounds lame, right? Wrong. She can do all sorts of shit with that string, from spying on people by using it to catch sounds to tying people up to making stitches to turning into monomolecular wire and reducing enemies to so much hamburger. Also, because the Stand channels its powers through her body, she can use her powers &#039;&#039;and&#039;&#039; have Stone Free do its own thing at the same time, so she&#039;s got a giant ghost-buddy that will beat the shit out of you whilst she&#039;s snaring &#039;n&#039; slicing with her string. She has extreme daddy issues with Jotaro, shitting on him until near the end of Stone Ocean. It is somewhat justified though, considering he abandoned her and her mother when she was young. She ultimately gives her life to save Emporio from Made In Heaven, staying behind to fight Pucci to the very end.&lt;br /&gt;
&lt;br /&gt;
====Johnny Joestar (Part 7)====&lt;br /&gt;
[[File: Johnny JoJo.png|thumb|right|200px|Johnny is fun, even if he is hypocritical.]]&lt;br /&gt;
The SBR version of Jonathan from Part 1, Johnny is easily the most shit-on Joestar of them all. He was a genius jockey raised by a rich horse trainer and racer and pampered through his youth, kind of turning him into a spoiled brat. But later his older brother dies in a jockey accident that may or may not have been his fault, his father disowns him after telling him [[grimdark|&amp;quot;God has taken the wrong son&amp;quot;,]] and later after cutting in front of a kid in line for a play, the kid &#039;&#039;pulls a gun and shoots him, paralyzing him from the waist down.&#039;&#039; Just to add sprinkles on this shit-fest his &amp;quot;friends&amp;quot; leave him, no one visits him in the hospital, and he is abused and beaten by the nurses. Truly, he is the Jonathan of the new timeline.&lt;br /&gt;
&lt;br /&gt;
Somewhat notable for being a very-much-deliberate example of an asshole Joestar, even if Jolyne cornered that market one generation before. Compared to Jonathan, he&#039;s much more of a sarcastic, cynical asshole who mostly thinks of himself. However, when he is filled with determination or the urge to kill, his eyes fill with a dark flame, signaling a Johnny that absolutely will not compromise for his goals.&lt;br /&gt;
&lt;br /&gt;
After he leaves the hospital he meets Gyro Zeppeli, whose spinning steel balls ignited a reflex within Johnny&#039;s crippled legs and made him stand up for an instant. Johnny immediately follows Gyro in the nation-wide Steel Ball Run race in order to learn the secret of the Spin and regain the use of his legs. Throughout the journey, he actually brightens up and becomes an overall better person, even if he doesn&#039;t win everything in the end. &lt;br /&gt;
&lt;br /&gt;
His Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Tusk&#039;&#039;&#039;&#039;&#039;&amp;quot; enhances his powers of the Spin, allowing him to fire his fingernails like bullets. As Tusk evolves, his Spin gets more and more powerful, until eventually he is able to rotate his nails infinitely, creating what&#039;s effectively a mini-black hole that can rip through dimensions and warp through space and time. He also has occasional conversations with Jesus Christ himself, with Jesus usually offering Johnny words of guidance. He almost always rides a horse since he&#039;s a paraplegic, if Gyro isn&#039;t carrying him or he&#039;s not crawling. At the end of Steel Ball Run, having mastered the Spin, Johnny finally becomes able to walk again and marries with Rina Higashitaka.&lt;br /&gt;
&lt;br /&gt;
Of all the Joestars, Johnny suffered the strangest death of them all. After he used Tusk to transfer Rina and George&#039;s Higashitaka stone curse upon himself, his head was crushed by a giant boulder thrown by [[Wat|a tree&#039;s Stand. Yes, even trees can have Stands.]]&lt;br /&gt;
&lt;br /&gt;
====Josuke Higashikata (Part 8)====&lt;br /&gt;
[[File: Gappy JoJo.png|thumb|left|200px|The strangest Jojo yet.]]&lt;br /&gt;
Otherwise known as &amp;quot;Joey Four-Balls&amp;quot;, &amp;quot;Gappy the Gap-tooth Wonder&amp;quot;, &amp;quot;Jo2uke&amp;quot;, and (worst of all) &amp;quot;Josuke Higashikata 8&amp;quot; in official media. He&#039;s essentially the JoJolion-timeline version of Josuke from Part 4 and he is an amnesiac who&#039;s looking for his origins and why people are trying to kill him. Personality-wise, he just as intelligent as previous Jojos but he&#039;s much more eccentric, having a calm demeanor most of the time while also showing some [[Mork|brutal cunning]] at others. At first, he was thought to be Part 8&#039;s equivalent of Yoshikage Kira, but that was dispelled when a would-be assassin realizes that Kira, among other things, was an utter narcissist.&lt;br /&gt;
Later its revealed that he&#039;s really Josuke and Kira (who&#039;s a Joestar in this timeline) fused together through a geographical anomaly that combines the DNA of two organisms inserted into the hole. This explains his gap-teeth, both of his eyes being different colors, his quadbollocks, and his Stand&#039;s appearance and powers.&lt;br /&gt;
His Stand is &amp;quot;&#039;&#039;&#039;&#039;&#039;Soft &amp;amp; Wet&#039;&#039;&#039;&#039;&#039;&amp;quot;, which is able to create bubbles with stars on them that are capable of taking away properties from his intended targets. For example, he is able to take away a person&#039;s vision, making their eyes explode temporarily, take away sound, or even remove friction which causes people to slip and slide on the affected surface. He also has weird star-shaped ears.&lt;br /&gt;
Thanks to the merger that created Gappy, Soft &amp;amp; Wet also has some of Killer Queen&#039;s powers, like being able to make explosive bubble mines. Its ultimate power-up, &amp;quot;&#039;&#039;&#039;&#039;&#039;Soft &amp;amp; Wet: Go Beyond&#039;&#039;&#039;&#039;&#039;&amp;quot;, allows Gappy to fire deadly bubble bombs from his birthmark, which can phase through walls and [[Wat|are completely unaffected by causality]], which ends up being the key to defeating Wonder of U for good.&lt;br /&gt;
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====Jodio Joestar (Part 9)====&lt;br /&gt;
The new kid on the block, whose story seems to revolve around him earning a fortune upon some Tropical islands. He&#039;s supposedly a descendant of the SBR Joseph Joestar, which he immediately proves by beating up some corrupt cops sexually harassing his brother. He does this with his freaky hell-spider Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;November Rain&#039;&#039;&#039;&#039;&#039;&amp;quot;, which creates extremely heavy raindrops to keep falling on the cops&#039; heads, likely also turning their eyes red.&lt;br /&gt;
&lt;br /&gt;
===JoJo Allies (aka the &amp;quot;JoBros&amp;quot;)===&lt;br /&gt;
Note: The allies are organized based on their originating part... because there are an &#039;&#039;assload&#039;&#039; of minor protagonists, and an increasingly large amount of minor villains.&lt;br /&gt;
&lt;br /&gt;
====Part 1====&lt;br /&gt;
*&#039;&#039;&#039;Robert E.O. Speedwagon:&#039;&#039;&#039; Speedwagon is somewhat popular for being the only normal guy in a series about superpowered martial arts and vampires, with his only real &amp;quot;power&amp;quot; being his razor-sharp hat and big hammer. Also for the [[meme]] &#039;&#039;&amp;quot;Even Speedwagon is afraid!&amp;quot;&#039;&#039; (which wasn&#039;t even said by him in the anime, it was totally said by him in the manga). Despite being fairly average, he still manages to be good friend to Jonathan and Zeppeli. After Jonathan&#039;s death, he moves to America and becomes an oil tycoon. This business eventually becomes the Speedwagon Foundation, which is a vague organization dedicated to helping the Joestar family with things like Stands. Come Part 2, he&#039;s now an old man, and he gets kidnapped by Nazis because he knows something about a Pillar Man they discovered. Joseph bails them out and Speedwagon leads them to Italy, where they meet Caesar and Lisa Lisa. By this point, he kinda fades into the background, being an old man and all, but gets a final showing leading the German military forces against Kar&#039;s vampire minions. After the events of Part 2, he eventually passes away, without any family or heirs, but having left the Joestars and their descendants  a semi-paramillitary organisation filled with cutting edge tech and resources to fight against any paranormal threats, something that becomes rather helpful in Parts 3 and 4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;William A. Zeppeli:&#039;&#039;&#039; First off, he has a fabulous hat. Second off, he was trained in the Ripple by a man named Tonpetti after his father and the ship he was in sinks because of the Stone Mask. having been trained by a master, he manages to pull some fine tricks like shooting disks of wine as weapons and stretching his arms to punch things. He then trains Jonathan after learning that the Stone Mask is still around. He eventually dies in a fight with Tarkus ([[Tarkus|not the awesome bald mehreen]]) where he literally gets split in half with a chain and then gives his last life&#039;s energy to power up Jonathan. This in itself begins the long line of close allies (usually Zeppelis) sacrificing themselves for Joestars.&lt;br /&gt;
&lt;br /&gt;
====Part 2====&lt;br /&gt;
*&#039;&#039;&#039;Caesar Zeppeli&#039;&#039;&#039;: Grandson of Baron Zeppeli. A student of Lisa Lisa, he has a major chip on his shoulder as he blames the Joestar family for his grandfather&#039;s death. However, he also blames himself for the accidental death of his father shortly after discovering the Pillar Men in Rome. As a Hamon user, he&#039;s more experienced, even adapting a unique bubble projectile attack. Caesar dies fighting Wamuu because he gets impatient and goes after the Pillar Men alone, but not before putting up one hell of a fight. He hates Joseph&#039;s guts at first, but under Lisa-Lisa the two become [[gork|total]] [[mork|bros]], fighting by each other&#039;s sides until his death. Since he&#039;s Italian, he automatically makes women wet when he talks to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lisa Lisa&#039;&#039;&#039;: Aka Elizabeth Joestar, Joseph&#039;s mother. She was forced to abandon Joseph and adopt a new identity when she discovered that her husband&#039;s murderer, who was also a top British military leader, was in fact a zombie, and killed him. She becomes the Hamon mentor for Caesar and Joseph, pushing them to their absolute limits to prepare for the Pillar Men. Lisa Lisa uses a special scarf that conducts Hamon in her fight against Kars. However, because Kars doesn&#039;t play fair, he nearly kills her and takes the Red Stone that she was guarding. Towards the end she tells Joseph that she&#039;s his mother... which, had she said so sooner, would&#039;ve prevented him from spying on her bathing in an earlier scene. Considering she&#039;s 50 years old, she&#039;s an absolute MILF since looks like she&#039;s only in her early thirties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baron Rudolf von Stroheim&#039;&#039;&#039;: A goose-stepping Nazi who just can&#039;t shut up about how Germany is the greatest country in the world. Arguably one of the most fabulous minor characters in the series, and allegedly also the design inspiration for Guile. Initially a bad guy for kidnapping Speedwagon and seemingly trying to weaponize the Pillar Man he found in Mexico, he eats a grenade in an attempt to prevent Santana from escaping. That would be the end of it, but then he suddenly appears in the Swiss Alps as a cyborg with a fucking [[dakka|.50 cal]] in his chest to help kill the other super-vamps. Said machine gun is seemingly fired via pelvic thrusts. After spending the remainder of the arc being a badass and saving Joseph&#039;s bitch ass a couple times, he returns to the Wehrmacht to fight World War II. The epilogue describes him singlehandedly covering the retreat of Nazi forces from the Soviet invasion of Berlin, or Stalingrad in the anime. He died as he lived, screaming his head off about German greatness, and stuffed with enough guns to run an artillery battery.&lt;br /&gt;
&lt;br /&gt;
====Part 3: The Stardust Crusaders====&lt;br /&gt;
The titular main crew of Part 3 and while the title is never actually used as they normally referred to as the &amp;quot;Joestar Group&amp;quot;, it goes unspoken that &amp;quot;&#039;&#039;&#039;&#039;&#039;Stardust Crusaders&#039;&#039;&#039;&#039;&#039;&amp;quot; is the true name of the group. They are a team of four, later five then six, Stand Users united together to save Holly Kujo by traveling to Egypt and stopping DIO&#039;s evil within 50 days. Considering that they&#039;re all of different nationalities, it&#039;s a point of humor that they&#039;re all able to communicate with each other perfectly with no mention of their native languages.&lt;br /&gt;
[[File:Part3crew.png|350px|right|]][[File:Lets Go.png|250px|thumb|Names Picked, Classes Assigned, Points Allocated, &#039;&#039;&#039;Let&#039;s Go!&#039;&#039;&#039;]]&lt;br /&gt;
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*&#039;&#039;&#039;Muhammad Avdol&#039;&#039;&#039; (or Abdul): An Egyptian fortune teller and expert on Stands. His stand is &#039;&#039;&#039;Magician&#039;s Red&#039;&#039;&#039;, which uses fire-based attacks. Avdol is a close friend of Joseph, and helps explain Stands to Jotaro. He&#039;s a no-nonsense character who uses his knowledge of the other Stands to great effect. He defeated Polnareff and spared his life and allowed him to join the group. After arriving in India, Avdol is seemingly killed by a cowboy and an in-bred man, but survives because the bullet apparently only grazed him. He uses his faked death to purchase some safe transportation for the team ([[Derp|which ended up being boarded by another assassin anyways]]). Avdol is killed off for real by Vanilla Ice, when he pushes Polnareff out of harm&#039;s way despite saying he wouldn&#039;t do so again. Props to Araki for not making him a Middle-Eastern stereotype, considering Stardust Crusaders came out around 1989.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noriaki Kakyoin&#039;&#039;&#039;: A Japanese student and MILF enthusiast from the same school as Jotaro. His stand is &#039;&#039;&#039;Hierophant Green&#039;&#039;&#039;; its main attack is an emerald projectile shower called &amp;quot;&#039;&#039;Emerald Splash&#039;&#039;&amp;quot;, and he can also extend its whole body into coils that stretch long distances, as well as enter very small spaces. At first he&#039;s being mind controlled by DIO through a flesh bud and attacks Jotaro, but the latter manages to subdue him and even remove his flesh bud in an extremely risky impromptu surgery. In a show of gratitude, Kakyoin joins Jotaro&#039;s team, having found kinship in the other Stand users. In the final battle against DIO, Kakyoin is killed, but not before figuring out DIO&#039;s power and conveying the message to Joseph. That&#039;s right, Kakyoin is Jotaro&#039;s Zeppeli. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jean Pierre Polnareff&#039;&#039;&#039;: A French swordsman with an absurdly tall hairdo; in fact, some guys from /v/ might recognize him as the inspiration for SNK&#039;s fighting game character Benimaru. His stand is &#039;&#039;&#039;Silver Chariot&#039;&#039;&#039;, an armored swordfighter that can slice with incredible speed and precision. Like Kakyoin, Polnareff was being controlled by DIO&#039;s Flesh Bud, but is defeated by Avdol and promptly joins their group. His motivation is to find the man who raped and killed his sister, who just so happens to be one of DIO&#039;s assassins, as well as get revenge on DIO himself. Polnareff is highly emotional; he hits on every lady he meets, he&#039;s deeply concerned about finding adequate toilets on their many stops (a difficult task in the Middle East), and he blames himself for Avdol&#039;s death (both times; see above). Nonetheless, he&#039;s a very capable fighter. Polnareff is the only fighter besides the Joestars to survive the battle against Dio. In all he&#039;s also a big goofball who is frequently the butt of jokes, which due to Araki&#039;s writing style led to him getting the most screen time of the heroes in Part III. Some point after Part 3 but before Part 5, Polnareff would find himself battling Diavolo and nearly DIE, lost both his legs and almost an arm, becoming wheelchair-bound as a result. He then becomes a contact for Giorno&#039;s gang as they begin looking for clues to Diavolo&#039;s identity and they all meet at the Coliseum. And then he pretty much dies and stabs his stand with the Stand Arrow, turning it into a super-stand that can swap spirits and force evolution. Once the battle ends, it&#039;s revealed that Polnareff&#039;s spirit survives... inside a turtle. Granted, it&#039;s a stand-using turtle, but still.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iggy&#039;&#039;&#039;: The final member of Jotaro&#039;s team, introduced halfway into the series. He&#039;s selfish, ornery, anti-social, and likes to fart on Polnareff&#039;s face. Oh, also he&#039;s a dog. Yes, dogs can be Stand users too. His stand is &#039;&#039;&#039;The Fool&#039;&#039;&#039;, which allows him to construct anything from sand, whether it&#039;s a giant attack dog, a hang glider, or a protective shell. He gets in a vicious fight against Dio&#039;s guard falcon, Pet Shop, which ends up costing him his leg. Iggy later sacrifices himself to save Polnareff from Vanilla Ice.&lt;br /&gt;
&lt;br /&gt;
====Part 4====&lt;br /&gt;
[[File:Morioh Stand Users.png|400px|thumb|right|The Morioh Stand Users. From left to right: Yukako Yamagishi, Jotaro Kujo, Joseph Joestar, Shizuka Joestar, Arthur, Reimi Sugimoto, Tonio Trussardi, Koichi Hirose, Okuyasu Nijimura, Nijimura Sr., Josuke Higashikata, Rohan Kishibe, Toshikazu Hazamada and Aya Tsuji.]]&lt;br /&gt;
Given the nature of Part 4 the JoBro gang is more modular in nature than it was in the previous parts. The below three, combined with Josuke and Jotaro, are sometimes known as the &amp;quot;Duwang Gang&amp;quot;, aka the main characters of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koichi Hirose&#039;&#039;&#039;: Josuke&#039;s best friend, he&#039;s a short dude who just happens to be the same age as Josuke. He&#039;s not quite as weird, but he finds himself in much weirder situations as a result, like getting stabbed by an arrow and evolving his stand, or finding out his girlfriend&#039;s a stand-using psychopath. His Stand, &#039;&#039;&#039;Echoes&#039;&#039;&#039;, is a real special one because it gains three modes over the course of the story: ACT1 just makes lots of noise, ACT2 throws these sound effects and they actually happen (like making a sound effect for fire and then the place combusts), and ACT3 suddenly replaces the sound powers and becomes some short guy whose punches imbue such a powerful force that its targets slam into the ground. He&#039;s usually the more reasonable guy and he happens to be nice. He&#039;s just incredibly bad with luck. He appears again early in Part 5 to help Jotaro confirm Giorno&#039;s identity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Okuyasu Nijimura&#039;&#039;&#039;: The archetypical &#039;&#039;yanki&#039;&#039; thug with a really big heart. Sure, he first met Josuke as an enemy and nearly killed Koichi, but it&#039;s revealed that he and his brother were only causing trouble to find a cure for their freakishly-mutated unkillable dad. They eventually find common purpose when Okyasu&#039;s brother is kidnapped and killed by an enemy stand user and they become friends from there. And then...the gangster becomes a bigger nut than Josuke. His Stand is called &#039;&#039;&#039;The Hand&#039;&#039;&#039; and its [[Faptau|freakishly huge right hand]] can erase whatever it comes into contact with (including the air, which creates vacuums that pull Okuyasu and his victims around). Like Vanilla Ice&#039;s power, this is fucking awesome, but Okuyasu is too dumb to use it properly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rohan Kishibe&#039;&#039;&#039;: A master manga artist who happens to live in Morioh. He&#039;s an egotist to the worst degree and hates Josuke&#039;s guts, but has nothing but respect for Koichi and Jotaro. His Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Heaven&#039;s Door&#039;&#039;&#039;&#039;&#039;&amp;quot; allows him to read people like literal books, which lets him rip out pages (which harms the user in a way) and write in commands that the victim must obey. His whole jackass act is a bit more justified once it&#039;s revealed that as a kid, his parents and a neighbor of his were murdered by Kira, and he was only able to survive because the neighbor hid him. Some believe him to be a self-insert of Araki though this likely wasn&#039;t true in his earliest appearance in Part 4 due to his personality not being representative of Araki&#039;s own. The fact that he received his own side mangas, with one of them being &amp;quot;Rohan at the Lourve&amp;quot; which is very likely inspired on Araki&#039;s own trip to the Louvre.&lt;br /&gt;
&lt;br /&gt;
=====Citizens of Morioh=====&lt;br /&gt;
Diamond is Unbreakable takes place entirely in Morioh, so almost every supporting character is a citizen and very few are not in some way quirky or &#039;&#039;bizarre&#039;&#039;. With the rule that Stand Users are attracted to other Users put into play, a lot of characters are either normal people who happened to gain Stands or are affected by them. Many of them start out as antagonists but later calm down once whatever craziness they were involved in is resolved, so here are all the citizens that are forgiven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomoko Higashikata&#039;&#039;&#039;: Josuke&#039;s mother, who had him with Joseph. Despite not actually being a Joestar by blood, she seems to have had a few of the family traits rub off on her, like not taking shit from cat callers and promptly smashing their face through a car window, denting the door. Despite Joseph walking out on her (and being an old, old man) she still wants him back for some reason.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tamami Kobayashi&#039;&#039;&#039;: A con artist who guilt-trips people into giving him money. He is aided in this goal by the power of his Stand, &#039;&#039;&#039;&#039;&#039;The Lock&#039;&#039;&#039;&#039;&#039;, which attaches itself to people and amplifies their guilt, growing heavier when doing so. Eventually people give in and do anything to stop the weighing guilt, including killing themselves. He tried to swindle Koichi but failed, instead going after his mom and sister (the latter of which he was going to try and fuck using the power of his Stand). He was beaten by Koichi when Echoes hatched from its egg and Koichi used its sound abilities to counteract Tamami&#039;s guilt-trips. Despite effectively trying to ruin his life and nearly killing his mother, Koichi forgives Tamami after some threatening jokes. Started out as an average-sized dude who shrank down for no reason in the manga, while in the anime he was short all the time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toshikazu Hazamada&#039;&#039;&#039;: An introverted student that goes to the same highschool as Josuke &amp;amp; Co. that gained a Stand thanks to Akira Otoishi. Hazamada appears to be timid at first but it&#039;s quickly discovered that he has a very stubborn and depraved personality which is characterized by his Stand, &#039;&#039;&#039;&#039;&#039;Surface&#039;&#039;&#039;&#039;&#039;. Surface is a Stand with no real form unlike others such as Crazy Diamond, instead it is able to control human-shaped objects like wooden mannequins at Hazamada&#039;s bidding and mimic a person&#039;s appearance down to their voice and personality. If the person being mimicked is close enough, Surface is capable of completely controlling all of their actions through its own movements, though it can&#039;t control Stands. &lt;br /&gt;
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*&#039;&#039;&#039;Yukako Yamagishi&#039;&#039;&#039;: A classmate of Koichi, Yukako develops a crush on him that quickly develops into an obsession. The inspiration for the &#039;&#039;Yandere&#039;&#039; archetype in modern Japanese media, but with the twist that she actually grows into a genuinely decent person over time. Has the stand &#039;&#039;&#039;Love Deluxe&#039;&#039;&#039;, which lets her grow and control her own hair.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nijimura Sr.&#039;&#039;&#039;: A former servant of DIO and the father of Keicho and Okuyasu Nijimura. He has an unidentified Stand, which got him attention from DIO and while he was paid well for his services, DIO didn&#039;t trust him and implanted him with a flesh bud. Unfortunately, when the Stardust Crusaders killed DIO, the flesh bud burst and mutated Nijimura into the monstrous form of a green, tumour-ridden elephant-man. This wracked his mind, rendering him unable to speak in anything but moans and thanks to the cells from the flesh bud, he is functionally indestructible.&lt;br /&gt;
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*&#039;&#039;&#039;Tonio Trussardi&#039;&#039;&#039;: An Italian chef who moved to Morioh and opened a restaurant, &#039;&#039;Trattoria Trussardi&#039;&#039;. Like real Trattorias, there is no written menu but unlike a traditional Trattoria, Tonio studies his customers to find what to serve them. His food is amazingly good except for the part where customers are violently torn apart for a moment before coming back together, better than ever. That is because of his Stand, &#039;&#039;&#039;Pearl Jam&#039;&#039;&#039;, which allows Tonio to alter dishes he makes to cure a person of some kind of ailment by cutting up his Stand (a bunch of large pepper-shaped things with faces) and adding them to the dish. In the anime [[weeaboo|he speaks very formally with lots of &#039;&#039;desu&#039;&#039; peppered into his speech]], likely because as an Italian Japanese is not his native tongue.&lt;br /&gt;
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*&#039;&#039;&#039;Reimi Sugimoto&#039;&#039;&#039;: The ghost of a teenage girl, one of Kira&#039;s first victims and the kickstarter of the main plot of Diamond is Unbreakable. She is an old babysitter of Rohan&#039;s (which he forgot as he was a toddler) who saved him from the Morioh Killer 15 years ago and through her we learned that Stand Users can see ghosts as if they were actually there. Reimi and her dog, Arnold, haunt Morioh&#039;s &amp;quot;Ghost Alley&amp;quot; which is essentially a limbo between the living world and the afterlife, where you must not look back, lest you get torn apart by ghostly hands. She informs Koichi and Rohan about her killer and requests that they stop him for the safety of Morioh and so she can finally pass on. Reimi&#039;s story of her and Arnold&#039;s deaths are likely a play on &#039;&#039;The Licked Hand&#039;&#039; urban legend where a girl finds her dog dead in the bathroom.&lt;br /&gt;
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[[File:Alien d6.gif|250px|thumb|right|Mikitaka turning into a [[d6]]. And yes, Josuke points out he got the sides wrong.]]&lt;br /&gt;
*&#039;&#039;&#039;Mikitaka Hazekura&#039;&#039;&#039;: An &amp;lt;s&amp;gt;Filthy Xenos&amp;lt;/s&amp;gt; alien... [[skub|maybe]]. As far as bizarreness goes in Diamond is Unbreakable, Mikitaka is up there. Has a shape-shifting ability called &#039;&#039;&#039;Earth Wind and Fire&#039;&#039;&#039;, but it might not actually be a Stand. Araki has never truly stated whether or not Mikitaka was actually an alien and it is likely we will never know.&lt;br /&gt;
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*&#039;&#039;&#039;Shigekiyo Yangu&#039;&#039;&#039;: Otherwise known as Shigechi. A weird looking underclassman, Shigechi is pretty childish and greedy, but can be quite clever when the situation calls for it. Tries to swindle Josuke and Okuyasu out of the money they agreed to split, but was defeated and made to share. Has a Stand called &#039;&#039;&#039;Harvest&#039;&#039;&#039;, a whole swarm of small fat hornet-shaped things who can run around really fast and far to collect things for Shigechi. After his defeat Shigechi became friendlier with the JoBros and hung out with them for a bit, but was brutally murdered by Kira when he accidentally discovered the man&#039;s identity.&lt;br /&gt;
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*&#039;&#039;&#039;Aya Tsuji&#039;&#039;&#039;: The owner of a beauty parlor, Aya can seemingly make people fall in love with those whom she treated. Yukako was skeptical at first (especially when Aya [[PROMOTIONS|molested her]]), but after a one treatment Yukako had Koichi fall in love with her. The treatment came with a caveat though: she had to apply lipstick periodically. Aya fancied herself something of a fairy godmother, a career that was tragically cut short when Kira barged in, forced her to put another man&#039;s face onto his, then killed her.&lt;br /&gt;
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*&#039;&#039;&#039;Shizuka Joestar&#039;&#039;&#039;: A baby with the Stand &#039;&#039;&#039;Achtung Baby&#039;&#039;&#039;, which turns her and things around her invisible depending on how stressed she is. Saved from drowning by Josuke and Joseph. Rohan briefly kidnaps her [[What|so he could win a game of rock-paper-scissors against a middle-schooler]] and somehow loses track of her moments later. Gets adopted by Joseph. This means that she&#039;s the adopted sister of Josuke and Holly, making her Jotaro&#039;s aunt and Jolyne&#039;s great-aunt, despite Shizuka being the same age as the latter. We unfortunately don&#039;t get to see her again in later parts, and given how part 6 ended we&#039;re probably not going to see her ever again. A pity, considering her stand&#039;s potential for growth was A-rank.&lt;br /&gt;
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[[File:Yuya.png|thumb|250px|So handsome nobody will ever take my girls, my &#039;&#039;Highway Star&#039;&#039; is a deep purple, I got everything.]]&lt;br /&gt;
*&#039;&#039;&#039;Yuya Fungami&#039;&#039;&#039;: A handsome and fit biker who got hospitalized after a road accident, Yuya is introduced some time after we first see his semi-remote Stand, &#039;&#039;&#039;Highway Star&#039;&#039;&#039;. It is a humanoid figure that can disassemble itself into a bunch of feet, allowing it to chase its targets down at speeds of up to 60km/h (that&#039;s around 37mph for any American readers). Once it catches its victim, it buries its feet in the target, draining them of their vitality and healing Yuya. He is doted on by a trio of delinquent girls, and he in turn is very protective of them.&lt;br /&gt;
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*&#039;&#039;&#039;Hayato Kawajiri&#039;&#039;&#039;: An elementary school aged kid, Hayato starts out as an introverted little creep, spying on his parents&#039; bedroom with a closed circuit camera. Unlike his mother, Hayato is perceptive to Kira&#039;s actions in his Kosaku Kawajiri disguise, and gathers proof of Kira&#039;s false identity. Hayato threatens to reveal Kira&#039;s secret when Kira super creepily attempts to interrogate him in the bathroom, but this leads to his death. Killing Hayato puts Kira into a corner and the resulting stress leads to him gaining Bites The Dust. Then the boy develops a pair of [[Imperial Guard|&#039;&#039;massive unbreakable diamond balls&#039;&#039;]], forcing Kira to undo Bites The Dust by baiting him into revealing his identity. Hayato is then integral to Josuke&#039;s final showdown with Kira and quietly spends the end of Part 4 with his mother, saying he would wait for his father to return.&lt;br /&gt;
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====Part 5====&lt;br /&gt;
[[File:Tasteofaliar.jpg|200px|thumb|left|*lick*]]&lt;br /&gt;
*&#039;&#039;&#039;Bruno Bucciarati&#039;&#039;&#039;: The top guy in the gang, Bucciarati tends to be the level-headed one and is a rather compassionate person for being a capo of the most powerful mafia in Italy. In his first appearance, he pulled some messed up tricks and is the source of the infamous &amp;quot;This taste... it&#039;s of a Liar!&amp;quot; scene where he licks Giorno&#039;s sweat to freak him out. His stand is &#039;&#039;&#039;Sticky Fingers&#039;&#039;&#039;, which makes zippers on absolutely anything, letting him do things like create impossible space inside objects (or people) to completely severing limbs. A fighter of incredible utility, especially when some thought is applied to the way his powers are used. His defining moment is being literally unable to die. No, seriously, King Crimson puts a fucking hole through his midsection, and the motherfucker just keeps walking. Being technically dead, he lost the ability to feel pain and used it to his advantage and even blew his own ears out to win the fight against Secco and his &#039;&#039;Oasis&#039;&#039;, but then began losing his sight. He only dies after the whole soul-switcheroo of the Silver Chariot Requiem. Has his own battle cry like Jotaro and so on: [https://youtube/R7DDnpw2T68?t=804 &#039;&#039;&amp;quot;ARI ARI ARI ...ARRIVEDERCI!&amp;quot;&#039;&#039;]&lt;br /&gt;
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*&#039;&#039;&#039;Guido Mista&#039;&#039;&#039;: A more punkish guy who has a &#039;&#039;&#039;MASSIVE&#039;&#039;&#039; phobia of the number 4. His stand is &#039;&#039;&#039;Sex Pistols&#039;&#039;&#039;, six little bullet-shaped guys numbered 1-7 (skipping 4 because of said phobia) who can kick bullets (or effectively anything bullet-sized) in a way almost identical to the Emperor, except for the fact that his gun is perfectly normal. &#039;&#039;Sex Pistols&#039;&#039; are also able to to deflect projectiles that would harm Mista, in a flashback showing his first use of them, he was shot at by multiple thugs and was able to pick up a gun and shoot each of them without hassle or injury. He gets seriously messed up when he fights more dangerous stands, e.g. he was shot in the head at close range during by Prosciutto and almost killed himself shooting at &#039;&#039;White Album&#039;s Gently Weeps&#039;&#039;. Mista is the only one of the original gang, excluding Fugo, to survive the arc, which is rather impressive, considering that [[derp|he took a hit from his own bullets no less than 30 times]].&lt;br /&gt;
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*&#039;&#039;&#039;Leone Abbachio&#039;&#039;&#039;: Looks like Sephiroth, only acts stoic and tries to keep his conscience clean (He was a cop and only defected when he saw how fucked the police system was after his partner died). His stand, &#039;&#039;&#039;Moody Blues&#039;&#039;&#039;, allows him to play back time like a cassette tape, as his stand begins impersonating someone and repeats their actions. Considering how this could discover Diavolo&#039;s identity, this leads to Abbachio being assassinated by &#039;&#039;King Crimson&#039;&#039; personally, but not before leaving a mold of Diavolo&#039;s face.&lt;br /&gt;
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*&#039;&#039;&#039;Narancia Ghirga&#039;&#039;&#039;: Despite looking younger than everyone else, he&#039;s actually older than Giorno by two years (despite Giorno looking fucking 20 but he&#039;s really 15). He&#039;s pretty book-dumb and loud-mouthed, which ends up with him being the first victim of several stand attacks. His stand is &#039;&#039;&#039;Aerosmith&#039;&#039;&#039;, a miniature airplane that traces things by their CO2 emissions and then blasts the fuck outta them with dakka. In both of his fights he ends up in a literal stand-off after forcing the enemy out hiding, first against Formaggio and his &#039;&#039;Little Feet&#039;&#039; and later against Squalo&#039;s &#039;&#039;Clash&#039;&#039;. He gets killed in the Silver Chariot Requiem switcheroo, being assassinated in the mayhem, Giorno tries to revive him but by then his soul had already departed so he was left surrounded by flowers. His favorite manga was [[Fist of the North Star]] and he had his battle cry that he used whenever &#039;&#039;Aerosmith&#039;&#039; shoots someone to hell: &#039;&#039;[https://youtube/R7DDnpw2T68?t=855 &amp;quot;VOLA VOLA VOLA...VOLARE VIA!&amp;quot;]&#039;&#039; He&#039;s also a reference to the Aerosmith song &amp;quot;Dude looks like a lady&amp;quot;, which has resulted in him being considered a trap. There is an absolute, metric fuckton of fan-porn of Narancia, despite the fact that he is only 17.&lt;br /&gt;
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*&#039;&#039;&#039;Panacotta Fugo&#039;&#039;&#039;: Whereas Narancia is book-dumb and impulsive, Fugo is book-smart and methodical in his actions albeit a bit heartless, like when he stabbed Narancia in the face with a fork for getting a maths question wrong. His personality seemingly contrasts with his stand, &#039;&#039;&#039;Purple Haze&#039;&#039;&#039;. See, &#039;&#039;Purple Haze&#039;&#039; is something insane, easily-agitated, and compulsive with little capsules in its fists filled with a virus so potent that it eats alive anything it touches. This power is so OP that Araki was forced to write him out of the plot by making him reject the notion of revolting against the Boss and leaving to the gang. He makes a small appearance in the possibly non-canon side-novel, &amp;quot;&#039;&#039;Golden Heart, Golden Ring&#039;&#039;&amp;quot;, and is the main character of the &amp;quot;&#039;&#039;Purple Haze Feedback&#039;&#039;&amp;quot; novel where he is given a mission to prove his loyalty to the gang six months after the events of Part 5. Known for his &amp;quot;Swiss-cheese&amp;quot; outfit which is a suit jacket with large holes all over it.&lt;br /&gt;
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====Part 6====&lt;br /&gt;
*&#039;&#039;&#039;Hermes Costello:&#039;&#039;&#039; One of Jolyne&#039;s fellow inmates, Hermes is about as much of a match as you can get, except for the part where she has a serious revenge-boner for one of Pucci&#039;s subordinates for killing her sister. Her stand &#039;&#039;&#039;Kiss&#039;&#039;&#039; allows her to slap stickers on things, duplicating things, but the moment it comes off, the duplicate and original slam together again and blow up a bit.&lt;br /&gt;
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*&#039;&#039;&#039;Emporio Alnino:&#039;&#039;&#039; Poor little Emporio. The first 6 parts of Jojo had this weird rule where the more a child helped the Joestar gang, the more they&#039;d end up suffering. After his mother got killed by Pucci for her stand disk, he grew up in Green Dolphin Street prison within the confines of his stand &#039;&#039;&#039;Burning Down The House&#039;&#039;&#039;, a pocket dimension that preserves the &amp;quot;ghost&amp;quot; of the prison&#039;s old music room before it caught fire, including any items that were in it. Although the room makes a good hiding place, and the ghost items can be reused indefinitely, the stand itself was pretty useless in combat, meaning Emporio served more of a support role, providing intel, resources, and [[wat|being the gang&#039;s designated driver]]. After Pucci gains MIH and [[TPK]]s the Part 6 cast, Emporio is left screaming and crying in fear as the last line of defense against the priest, not even having time to mourn as he gets chased around the newly-reset Green Dolphin Prison. As hope would have it, however, Emporio is able to trick Pucci into inserting Weather Report&#039;s stand disk into him, giving him the chance to defeat Pucci once and for all. Afterwards, the universe is reset once more, placing Emporio in a new world without Pucci&#039;s influence, as well as meeting alternate versions of his friends who instantly bond with him due to the bonds they formed in the previous universe. Unfortunately, his original friends are gone for good, and their replacements won&#039;t remember everything they all went through. Emporio&#039;s last words in the series are simply &amp;quot;My name is Emporio&amp;quot;, symbolizing that although his old life is gone for good, the start of a new, better one waits for him ahead.&lt;br /&gt;
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*&#039;&#039;&#039;Foo Fighters:&#039;&#039;&#039; This here is the single most awesome character. [[Worm That Walks|She&#039;s a fucking swarm of plankton with a stand.]] Taking the form of a dead inmate. She was originally controlled by Pucci, but eventually Jolyne manages to defeat her and they become friends. Her stand is also non-conventional, as she&#039;s constantly using it to keep herself together.&lt;br /&gt;
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*&#039;&#039;&#039;Weather Report:&#039;&#039;&#039; He&#039;s amnesiac and unstable. And he wears a giant buffalo hat. His stand is also named &#039;&#039;&#039;Weather Report&#039;&#039;&#039;, and it allows him to control the weather and manipulate the atmosphere, such as blowing things around with wind, deflecting bullets by manipulating air resistance, or &#039;&#039;[[What|making it rain poison dart frogs]]&#039;&#039;. This 39-something man displays something of a &amp;quot;dissonant serenity&amp;quot;, where he is soft-spoken and calm to the point where he rarely raises his voice above a whisper, yet speaks rather aggressively to his enemies with frequent threats of violence or death, as well as having an informal form of speech. However, once he realizes his identity as Pucci&#039;s brother, he discovers a second part of his stand, &amp;quot;Heavy Weather&amp;quot;, created from the rage he once held against humanity when a set of unfortunate circumstances led to the [[pol|KKK]] [[Grimdark|lynching him and causing his girlfriend to commit suicide.]] Heavy Weather is even more fucked up than his base power as it [[Wat|somehow uses rainbows to submit subliminal messages like &#039;&#039;turn into fucking snails&#039;&#039;.]] Shit&#039;s creepy. What&#039;s worse is that upon regaining his memories, he instantly turns into [[That Guy]], gleefully strolling amidst the snail-ridden chaos while [[/d/|inflating a nurse with water]] [[wat|to turn him into a chair]] as well as electrocuting a pair of teenage girls in the manga to force them to give him a massage. [[Eldrad|What a dick.]] Despite all the shit he went through, his sense of justice and love for his friends still remains, and he spends his last moments getting stupidly fucking close to killing Pucci despite having both of his legs cut off, before leaving behind his stand disk that eventually defeats his brother. [[Awesome|What a badass.]]&lt;br /&gt;
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*&#039;&#039;&#039;Narciso Anasui:&#039;&#039;&#039; Another messed up dude, but he&#039;s only restrained by the fact that he seriously has a thing for Jolyne despite her dad&#039;s refusal. Despite that, however, he manages to be more reliable than Weather and Ermes by not getting stuck in the infirmary for a third of the part. His Stand is &#039;&#039;&#039;Diver Down&#039;&#039;&#039;, with the mundane yet neat power of phasing through matter. This allows him to climb into things, break them from the inside, and then break out. He wears what can be described as a [[PROMOTIONS|&amp;quot;fishnet&amp;quot; connected to thigh-high boots under a short skirt]] which is notable considering he was originally going to be female and is very clearly a woman in his first appearance (Araki stated it was a decision he made to &amp;quot;portray a character with an androgynous image that went beyond the standard definition of genders.&amp;quot;); oddly enough, his female self was wearing a more modest version of his outfit. He and his stand ultimately come in clutch in the C-Moon and Made In Heaven fights, where he transfers several otherwise lethal strikes that Pucci inflicts on the other characters onto himself, on top of providing Jotaro an opportunity to hit Pucci by forcing the priest to target him first (Though this ends up [[FAIL|failing]].) At least he (Or Annakiss, rather) finally gets together with Jolyne in Emporio&#039;s reset timeline.&lt;br /&gt;
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====Part 7====&lt;br /&gt;
*&#039;&#039;&#039;Gyro Zeppeli:&#039;&#039;&#039; That&#039;s right, he&#039;s another Zeppeli. He&#039;s still the guy to teach the Joestar about the power du jour (Spin), and he still dies near the end (though by then, he&#039;s done way more than his fair share of things and Johnny&#039;s come a long way). In the rebooted Jojolion universe, the Zeppelis were executioners and doctors for the kingdom of Naples, mastering the art of the Steel Balls for this particular job. Gyro, while competent, found himself questioning his conscience when he was instructed to execute a young boy for his possible involvement in a murder. Denying this accusation, Gyro decides to flee to America in order to participate in the Steel Ball Run race and win that boy a pardon, hoping to learn about his convictions along the way. He gains an ability at one point thanks to the Saint&#039;s Corpse, called &amp;quot;Scan&amp;quot;, which allowed him to see using his steel balls, but he eventually loses it when he gave the Saint&#039;s eye to Lucy. However, when he masters the Golden Spin  near the end, he obtains an actual Stand named &#039;&#039;&#039;Ball Breaker&#039;&#039;&#039;, who can bypass D4C&#039;s barrier and nearly ages Valentine to death. Sadly, due to a flaw in his ball, he was unable to properly finish him off before he died due to D4C&#039;s powers fucking up his heart.&lt;br /&gt;
*&#039;&#039;&#039;Hot Pants:&#039;&#039;&#039; She starts off as one of several competitors in the race who manages to keep well ahead in the race, all while rather thinly disguised as a dude. As time goes on, however, Gyro and Johnny cross paths with her and somewhat become enemies (Gyro&#039;s kinda pissed for her thieving them of the Corpse Parts, but Johnny&#039;s slightly more understanding as well as aware of her identity). It&#039;s eventually revealed that she was a nun of the Vatican in penance for letting her brother die years ago, and participated in the race to recover the Saint&#039;s Corpse, thinking that recovering such a relic would grant God&#039;s mercy. Her stand is the utilitarian &amp;quot;Cream Starter&amp;quot;, which is a spray can of meat foam that can be used to heal wounds, dissolve flesh, and even disguise faces.&lt;br /&gt;
*&#039;&#039;&#039;Lucy Steel:&#039;&#039;&#039; Despite the 17-year age gap, Lucy is somehow the wife of industrialist Stephen Steel, the man who organized the Steel Ball Run (under Valentine&#039;s orders). Though she doesn&#039;t really do much early on, she&#039;s the first person to realize that everything&#039;s not kosher in this mess and fears for her husband&#039;s safety around the President. From here, she gets caught up in the mess of the Corpse, helping Hot Pants with infiltrating the President&#039;s house by impersonating Valentine&#039;s wife and delivering a warning to Johnny and Gyro. And she does all this despite lacking a stand. Welll...sorta. Eventually, she&#039;s revealed to somehow be pregnant with the Corpse&#039;s head (Don&#039;t ask. [[FATAL|Seriously, don&#039;t ask]]) and eventually becomes the Corpse itself, serving to empower Valentine&#039;s Stand through Jesus&#039; own Stand, &#039;&#039;&#039;Ticket to Ride&#039;&#039;&#039;, which can manipulate misfortune and probability to protect its user, as long as they get cut by their sharpened tears. Unfortunately, as one would expect from having the severed head of a demigod inside your cunt, Ticket to Ride is slowly killing Lucy and taking her over, which leads to Hot Pants&#039; death. After Valentine&#039;s demise, she then manages to save the day by killing Dio using one last moment of &amp;quot;D4C&amp;quot; fuckery.&lt;br /&gt;
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====Part 8====&lt;br /&gt;
*&#039;&#039;&#039;Yasuho Hirose:&#039;&#039;&#039; Josuke&#039;s lover/girlfriend/fuckbuddy and the first person to discover his unconscious ass amongst the Wall Eyes. She doesn&#039;t have much in the way of personality since she&#039;s mostly there for sex appeal and to help Josuke find out who he truly is. Her Stand, Paisley Park, has some of the most vague powers in the series. It&#039;s main ability is to &amp;quot;guide&amp;quot; Yasuho through situations and to an end goal, either by giving her cues or manipulating electronics around her. Of course, considering how intentionally vague this power is, expected it to be abused like a disobedient child. Also, she named Josuke after her dog and she said he looked a lot like him. &#039;&#039;What a bitch.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Yoshikage Kira:&#039;&#039;&#039; The alternate universe counterpart of the villain of Part 4. Actually a pretty good guy. A doctor who worked on a boat, he pursued the bizarre Rokaka fruit in search of a cure for his mother&#039;s disease, putting him at odds with the Rock People who smuggled it. He still has Killer Queen, but now it shoots exploding bubbles and can summon thousands of tiny Sheer Heart Attacks. Critically injured by the Rock People, Kira ends up fusing with Josefumi and forming Gappy.&lt;br /&gt;
* &#039;&#039;&#039;Josefumi Kujo:&#039;&#039;&#039; The other half of Gappy. Josefumi Kujo aids Kira in his quest to cure his mother, out of gratitude for how the two of them saved his life when he almost drowned as a kid. Eventually he attempts to sacrifice himself to save Kira, resulting in their fusion and the birth of Gappy. He was the original user of &amp;quot;&#039;&#039;&#039;&#039;&#039;Soft &amp;amp; Wet&#039;&#039;&#039;&#039;&#039;&amp;quot;, and his bubbles had no stars in them.&lt;br /&gt;
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======The Higashikata Family======&lt;br /&gt;
These guys are a mixed bag. Some of the family members directly aid Gappy, whilst others scheme against- or try to manipulate him. They also all happen to have the word &amp;quot;king&amp;quot; in their stand names.&lt;br /&gt;
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*&#039;&#039;&#039;Norisuke Higashikata IV&#039;&#039;&#039; (Original Name: &#039;&#039;&#039;Josuke Higashitaka&#039;&#039;&#039;): Father of the family, runs the fruit parlour. He&#039;s very strict about the parlour&#039;s bussiness model, and is against any sort of change that he deems too radical. Otherwise he is a loving father, which is very rare in Jojos as a whole.  His stand is &#039;&#039;&#039;King Nothing&#039;&#039;&#039;, and it can track things by their smell.&lt;br /&gt;
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*&#039;&#039;&#039;Joubin Higashikata:&#039;&#039;&#039; One of the most awesome characters in part 8. The guy acts like he&#039;s on summer vacation every day of the year, has a [[Tyranids|very large stag-beetle collection]] (he has an entire room for it) and is all around the chillest of dudes you can think of. He even gambled away his gold painted lambo to Gappy, [[Awesome|just because he felt like it]]. He&#039;s very open minded and all for improving the fruit parlour to bring in more profit for the family. He takes a lot of his traits from Norisuke, as he cares very much for his son Tsurugi, and the rest of the family. He doesn&#039;t hate Gappy, but doesn&#039;t involve himself with him too much (unless it has something to do with the Rokakaka fruit). He let the Damo &amp;amp; co. use the parlours trade route for smuggling the Rokakaka trees into Morioh. The reason for this was that he was (and still is) looking for an alternative way of curing the rock decease, a way that wouldn&#039;t involve collaterals or equivalent exchange. He&#039;s also one cunning fucker, as he has made people do his bidding multiple times during the part, mostly through contracts (like the one with rock humans), [[Tzeentch|but also through deception and manipulation]]. His stand is &#039;&#039;&#039;Speed King&#039;&#039;&#039;. It lets him store heat in objects, so that it can be let loose when someone touches the spot, and fries them up. At one point he was even thought to be the main antagonist, so his brutal death at the hands of Wonder of U was quite a shock.&lt;br /&gt;
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*&#039;&#039;&#039;Mitsuba Higashikata:&#039;&#039;&#039; Joubin&#039;s wife, and mother of Tsurugi.&lt;br /&gt;
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*&#039;&#039;&#039;Tsurugi Higashikata:&#039;&#039;&#039; Jobin&#039;s son who is dressed up as a girl to supposedly ward off the rock disease. His stand is &#039;&#039;&#039;Paper Moon King&#039;&#039;&#039;, which allows him to conjure up illusions using origami.&lt;br /&gt;
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*&#039;&#039;&#039;Hato Higashikata:&#039;&#039;&#039; Norisuke&#039;s eldest daughter, an air-headed model who&#039;s fiercely protective of her family. Her stand is &#039;&#039;&#039;Walking Heart&#039;&#039;&#039;, which allows her to project spikes from her heels. Doesn&#039;t sound that impressive, but the spikes can penetrate hard surfaces, allowing her to walk on walls, extend up to four meters (little over 13 feet), and can move faster than a human can react.&lt;br /&gt;
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*&#039;&#039;&#039;Joshu Higashikata:&#039;&#039;&#039; This little fuckwit is Josuke&#039;s stepbrother and is by far the worst of the family. Every negative trait you can think of he probably has, including; spoiled, petty, possessive, selfish, perverted, idiotic, amongst any other things. Just a [[Honsou|horrible person in general,]] constantly antagonizing and arguing with Josuke because he wants Yasuho for himself. Also, his Stand &#039;&#039;&#039;[[/d/|Nut]] King Call&#039;&#039;&#039; is basically Sticky Fingers but with nuts and bolts; attaching a bolt something then removing it causes whatever it was attached to to fall apart when it&#039;s removed. Naturally, he deserves to have one of [https://www.youtube.com/watch?v=5X-Ek_1W9wkthe most rocking themes] in Eyes of Heaven, [[What|right]]? As of chapter 101 he has gotten a tremendous amount of development, compared to his introduction, but he&#039;s still a creep.&lt;br /&gt;
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*&#039;&#039;&#039;Daiya Higashikata:&#039;&#039;&#039; Youngest daughter and child of Norisuke at 16 years old. Playful and child-like, but severly sight-impaired, being barely able to see light. Her stand is &#039;&#039;&#039;California King Bed&#039;&#039;&#039;, which allows her to steal memories from any person &amp;quot;fussing over&amp;quot; her, the memories exiting from a persons orifice as a chess piece with an orb containing the memory within. Daiya can view the memories by touching the pieces herself. If a piece is destroyed, the memory is destroyed as well, and any damage done to the piece is reflected back to the person the memory came from. The memories can only be returned to the person if Daiya steps on their shadow.&lt;br /&gt;
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*&#039;&#039;&#039;Kaato Higashikata:&#039;&#039;&#039; Norisuke&#039;s ex-wife and mother to his children. Spent 15 years in a prison accused of murdering a child. The kid bullied Joubin and forced him to take lewd pictures of her, so she [[Grimdark|punished the little shit by burying him alive as a human sacrifice to cure her son]]. She really loves her children, especially her firstborn son Joubin. She&#039;s the one who [[Awesome|deals the finishing blow to Toru by using Rokakaka sap to transfer her family curse to him, while also curing Tsurugi in the process]]. Her stand is &#039;&#039;&#039;Space Trucking&#039;&#039;&#039;, a golden humanoid bound to a deck of playing cards that can store objects and people within itself. When a card containing something is turned, whatever is stored within is released. It can also immobilize people and crush stuff.&lt;br /&gt;
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====Part 9====&lt;br /&gt;
*&#039;&#039;&#039;Dragona Joestar:&#039;&#039;&#039;  Jodio&#039;s older brother and partner. He also dresses in drag and has breasts, but given that Jodio refers to him consistently as male and some cops sexually harassing &amp;quot;her&amp;quot; discover something &amp;quot;down there&amp;quot;, Jodio&#039;s word seems trustworthy for now. He&#039;s also the one person that keeps Jodio from going nuts from sheer [[RAGE]], and gods help you if you harm him in front of his brother, as a bunch of pigs in blue [[Rape|learned the hard way]]. His Stand is &#039;&#039;&#039;Smooth Operators&#039;&#039;&#039;, a colony of tank-like creatures that can rearrange the features of any object Dragona touches, like altering a license plate, removing locks from vaults or rearranging faces in horrific ways when pissed off.&lt;br /&gt;
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:[[FAIL|Also, if you haven&#039;t seen the pun in his name yet, you suck at seeing the obvious.]]&lt;br /&gt;
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*&#039;&#039;&#039;Usagi Alohaoe:&#039;&#039;&#039; The person who looks like [[meme|Pink Guy]] and who buys drugs from Jodio at the start of the first chapter-though is seemingly a good student according to Meryl Mei Qi. He&#039;s very intelligent, seemingly, but is laid back and his care-free attitude gets him in trouble. His stand is Matte Kudasai (no, it&#039;s not an untranslated name, it&#039;s a reference to a [https://www.youtube.com/watch?v=ql-xNcpW_dA|King Crimson song]. Anyway, the ability grants the wish of someone else other than the user, turning itself into an object such as a security camera or lock pick.&lt;br /&gt;
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*&#039;&#039;&#039;Paco Laburantes:&#039;&#039;&#039; Essentially the [[that guy]] of the gang. No one really likes him, though Jodio respects his skills as a thief. He&#039;s a dim-witted, aloof, and often comes off as rude-not to mention the fact he&#039;s a kleptomaniac. His Stand reflects this-The Hussle allows his muscles to grab objects and attach them to his skin. Basically, think of him as the [[Barbarian]] of the party.&lt;br /&gt;
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===The Dicks &amp;amp; Villains (A.K.A. The FoJos)===&lt;br /&gt;
JoJo&#039;s Bizarre Adventure covers generations of exploits of the Joestar Lineage and their allies as they battle foes with wildly varying beliefs, ambitions, skills, personalities and fashion sense. Though the series changes almost completely with each Part, there is one factor that stays constant throughout all the adventures: evil is arrogant and flamboyant. Since most fights in JoJo are battles of wit rather than straight brawls (even these occur, there&#039;s an amount of strategy and thought involved), the majority of villains reflect and enforce this idea. There is no shortage of [[Slaanesh|flamboyant sadists]], [[Khorne|violent killers]], [[Tzeentch|conniving schemers]], [[Nurgle|fatalistic worshippers]], [[Eversor|maniacal assassins]], [[Mercenaries|arrogant mercenaries]], [[Psyker|psychics]], [[Eldar|arrogant psychics]], [[Culexus|arrogant psychic assassins]], [[Eldrad|fabulous dicks]], [[Malal|malevolent assholes]], [[That Guy|jerkwads]] (...) and anything in-between which makes for a truly &#039;&#039;bizarre&#039;&#039; rogue&#039;s gallery.&lt;br /&gt;
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====Dio Brando (Part 1 and 3)====&lt;br /&gt;
[[File: DIO.jpeg|thumb|right|Part 3 Dio and his Stand &amp;quot;The World&amp;quot;, also known by its Japanese name of ZA WARUDO.]]&lt;br /&gt;
Technically the [[BBEG]] of the overall series, although he&#039;s only actually on-stage in the first and third sagas. Arrogant, vain and frankly something of a coward, Dio was born the son of abusive, stupid, drunkard Dario Brando, but had a natural intelligence, ambition and drive that his father lacked. Poisoning his father, he was sent to live with George and Jonathan Joestar, as part of a debt the elder Joestar owed to Dario. Despising Jonathan for his attempts to befriend his new stepbrother, Dio bullied Jonathan throughout their childhood, and even after they seemingly made amends, was secretly plotting to steal Jonathan&#039;s birthright. He attempted to poison George, only for his scheme to be revealed, whereupon he used the Stone Mask the Joestars had unwittingly guarded to become a vampire and attempted to conquer England by creating an army of zombies. As mentioned above, this eventually left him a severed head trapped on the bottom of the ocean, until he managed to assimilate Jonathan&#039;s body and escape for the third saga. He sits in his lair for most of it because he has difficulty controlling Jonathan&#039;s body and doesn&#039;t fight the heroes himself until all his minions are dead. When he does however he proceeds to completely wreck their shit until Jotaro narrowly manages to defeat him. Afterwards his body is thrown into the desert and incinerated by the Sun to make sure he doesn&#039;t come back. Although he was defeated, agents and plots of his were the primary source of trouble for the next three sagas. Ironically, for all his arrogance and power, Dio ultimately owed everything he had to the Joestars. His life of luxury in his teens was paid for by Joestar money. He became a vampire with a Stone Mask owned by the Joestar family. He needed Jonathan Joestar&#039;s body after his own was destroyed by Ripple energy. He needed Joseph Joestar&#039;s blood so he could better merge with Jonathan&#039;s body. He even makes extensive use of Hermit Purple #2 which is the same as Joseph, but presumably belongs to Jonathan, during the third saga.&lt;br /&gt;
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He is well-loved by the fans for his over-the-top flamboyance (even by the series&#039; standards), grandiloquent speaking style, and sheer dickishness such that [[Eldrad]] himself would be impressed. He is the source of [[Meme|ZA WARUDO]], which is his Stand (&amp;quot;&#039;&#039;&#039;&#039;&#039;The World&#039;&#039;&#039;&#039;&#039;&amp;quot;) freezing time around him. While he typically follows that up with an improbably numerous volley of knives, he is infamous for what comes after: Slamming a road roller from out of nowhere down on his opponent, punching it until the vehicle explodes, screaming, ROAD ROLLER DA! [[Eversor|then screeching in triumph.]] &#039;&#039;&#039;WRRRRRYYYYYYYYYYYYYYYYY!!!&#039;&#039;&#039;&lt;br /&gt;
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Dio&#039;s power is super broken with the only restriction being he can only use it for five seconds at a time, but has no restriction on how often he can use it. After drinking Joseph&#039;s blood and getting control over Jonathan&#039;s body, Dio&#039;s time limit increases to nine seconds. Narration by him states he could only freeze time briefly at first but had been steadily increasing the more he used it. He is only beaten because Jotaro figured out how to stop time himself and got Dio in between time freezes when his guard was down.&lt;br /&gt;
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Considering the design of DIO&#039;s Stand, &#039;&#039;The World&#039;&#039;, it may in fact be a &amp;quot;[https://www.youtube.com/watch?v=bkysjcs5vFU Holy Diver.&amp;quot;]&lt;br /&gt;
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He also has a slew of minions and henchmen in both Parts 1 and 3. From Zombie Black Knights and literal Mancats in Part 1 to a Womanizing, Ghost-gun wielding Cowboy and what is essentially baby Freddy Krueger in Part 3:&lt;br /&gt;
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====Part 1: Phantom Blood Villains====&lt;br /&gt;
[[File:PBDio.jpg|thumb|right|Jojo is going to be so surprised when he sees me, he&#039;ll be left &#039;&#039;Breathless&#039;&#039; as he looks into my &#039;&#039;Evil Eyes&#039;&#039;. Then he&#039;ll realize, he&#039;s been left all alone... like a &#039;&#039;Rainbow in the Dark...&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Dio Brando:&#039;&#039;&#039; Villains aren&#039;t born, they&#039;re made and spending his childhood with an abusive father in the slums of England made a villain of Dio Brando. Dio is meant to contrast with Jonathan starting with the fact they both lost their mothers, Dio being precociously intelligent and born poor while Jojo acts his age and was born rich. His story starts with his dying father, Dario Brando, requesting he move into the Joestar Mansion. From the moment Dio met Jonathan, he decided he would cause Jojo as much misery as possible ensure to he would be the sole heir to the Joestar fortune. Kicking Danny, turning all the other kids against him, and stealing Erina&#039;s first kiss([https://www.youtube.com/watch?v=HaGkk60kcjQ &amp;quot;But it was with I, DIO!&amp;quot;])lead to Jonathan fighting back. In retaliation, he burns Danny alive as a final act of spite before the seven year time-skip to their adulthood. As adults, he is seemingly friends with Jojo until Jojo uncovers his plot to poison his adoptive father. Events lead Dio to use the Stone Mask, and as vampire he fights Jonathan throughout their burning mansion,[https://youtube/gsxXvKnuZ7s &amp;quot;Goodbye, JO-JO~!&amp;quot;]. Dio escapes and goes into hiding to heal himself while committing sadistic and unnecessarily cruel acts like causing a mother to eat her child and creating human-animal hybrids. The eventual final battle between Jojo and Dio leaves Dio a severed head, so he decides the only body worth having is that of his greatest enemy. When Dio&#039;s ambush on Jojo&#039;s honeymoon has them both trapped on a doomed boat, only then Dio realizes that Jonathan was his only friend. &lt;br /&gt;
:Dio is considered to be the biggest appeal of Phantom Blood with his trickery, violent tendencies, and personality which are only reinforced by the performance in the anime. &amp;quot;Dio&amp;quot; means god in Italian but it is also the name of the late heavy metal singer, Ronnie James Dio and his band,”DIO&amp;quot;, combined with the last name of the late actor, Marlon Brando. It may be possible that Dio is based on the eponymous main character from a previous manga by Hirohiko Araki, &amp;quot;&#039;&#039;Cool Shock B.T.&#039;&#039;&amp;quot;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&amp;lt;h5&amp;gt;&lt;br /&gt;
&amp;lt;span style=&#039;color:darkred;font-size:115%&#039;&amp;gt;Dio&#039;s Minions&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Wang Chan:&#039;&#039;&#039; An old Asian man that ran a curio shop on Ogre Street and sold Dio the poison he used on George Joestar and his father. He&#039;s Dio first real minion and is essentially the reason why Dio was able to recover from the mansion fire, giving Dio his blood and hiding him away. Wang Chan fought using claw blades on both hands which used when he attacked Jojo during his training, but was warded off. He would save Dio again after the final showdown with Jonathan when he recovered Dio&#039;s head and brought him to Jonathan&#039;s honeymoon boat, hoping to place Dio on Jonathan&#039;s body. Wang Chan got overzealous and underestimated a weakened Jonathan, getting his head blown off and his body stuck to the boat&#039;s workings causing it to explode. His strong loyalty to Dio stems from their first meeting where he notices Dio&#039;s birthmark and believes he is destined for greatness.&lt;br /&gt;
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*&#039;&#039;&#039;Jack the Ripper:&#039;&#039;&#039; As in &#039;&#039;THE&#039;&#039; Jack the Ripper, depicted here as a vaguely brown man with a beard as either a brunette or redhead and is huge just like almost every other character in Phantom Blood. Dio encounters him while Jack is, presumably, killing his last real-life victim and subsequently converted into a powerful zombie. He attacks Jonathan and Co.&#039;s stagecoach ride, cutting off the horses&#039; heads, replacing the coach driver&#039;s head with one of them, and hiding in one of the still standing horses. Jack hid scalpels inside of his body that he was able to shoot out and jumped around holding a modified guillotine. He doesn&#039;t prove much a threat and gets absolutely obliterated by Jonathan, so the reason the Jack the Ripper Murders stopped was because he was turned to dust by two extremely buff gentlemen.&lt;br /&gt;
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*&#039;&#039;&#039;Bruford:&#039;&#039;&#039; One of two zombie knights resurrected by Dio to take out Jonathan and his merry crew who fights using his hair and his sword, &amp;quot;Luck&amp;quot;. Alongside Tarkus, he was a retainer of Queen Mary of Scotland when he was alive and allowed himself to be executed to save her. Learning she was killed regardless, Bruford cursed humanity and uses his hair to kill one of the executioners before dying. Bruford, still being an honorable fighter, fights Jonathan one-on-one and takes the fight underwater where it turns out he&#039;s a crazy good swimmer even while wearing armor. He&#039;s defeated when Jonathan hits him with a &amp;quot;Sunlight Yellow Overdrive&amp;quot; which purifies his soul, causing flowers to bloom under his feet. Fading, [[This guy|Bruford tells Jonathan how grateful he is to have fought him]] and rechristens Luck to &amp;quot;Luck &amp;amp; Pluck&amp;quot;, giving the sword to Jonathan which would prove helpful in the fight against Dio. Then Tarkus, being &amp;quot;[[that guy]]&amp;quot;, crushes his remains and calls him a disgrace.&lt;br /&gt;
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*&#039;&#039;&#039;Tarkus:&#039;&#039;&#039; The other undead knight resurrected by Dio as a zombie, so most definitely &#039;&#039;not the [[Tarkus]] you were already thinking of&#039;&#039;. He&#039;s huge, as in [[Terminator]] huge, and crazy strong such that he lifted a lifted a boulder with one finger; additionally when he and Bruford were executed the executioners needed multiple axes as they would break on his neck, tensed by [[rage]]. Unlike Bruford who turned out to be a pretty cool guy in the end, Tarkus proves to be 100% medieval [[That Guy]] by crushing Bruford&#039;s remains. He doesn&#039;t care for honor in the slightest, setting a trap for Jonathan in the &#039;&#039;&#039;Room of Dragon Decapitation&#039;&#039;&#039; that forces him into a &#039;&#039;&#039;Chain Neck Deathmatch&#039;&#039;&#039; where they&#039;re both shackled to ceiling by chains and the only way out is to kill the opponent for their key. Being unreasonably tall and strong, Tarkus is easily able to knock Jonathan around then use the chains to bisect Zeppeli and break Jonathan&#039;s neck in one pull using his &#039;&#039;Hell Heaven Snake Kill&#039;&#039; move. Tarkus being a sadistic jerkass, finds this funny up until Jonathan breaks his neck collar (which is something Tarkus couldn&#039;t even do with his bullshit level of strength). He pretty much starts bawling when Jonathan slices his arm up the middle then punches his stupid head off, leaving nothing behind.&lt;br /&gt;
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*&#039;&#039;&#039;Doobie:&#039;&#039;&#039; A zombie Dio had with him in his castle, he&#039;s big and wears a sack on his head; fortunately, he doesn&#039;t have a brother. He gets an anvil dropped on his head by Jonathan and later reveals that under the sack on his head is a bunch of man-eating snakes that bit Jonathan a few times. Jonathan then just rejects the venom and makes the snakes transfer hamon to Doobie which melted him, and that was Doobie. He had a nice hat.&lt;br /&gt;
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*&#039;&#039;&#039;Page, Jones, Plant and Dornam:&#039;&#039;&#039; Four grotesque zombies that could extend blood-sucking proboscises from their heads and all got taken out by Straits dropping a chandelier. They were all named after &#039;&#039;Led Zeppelin&#039;&#039; members, and that&#039;s all there is to say about them.&lt;br /&gt;
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====Part 2: Battle Tendency Villains====&lt;br /&gt;
=====The Pillar Men (Wamuu, ACDC/Esidisi, Kars, Santana)=====&lt;br /&gt;
[[File:Awaken in Color.png|thumb|right|250px|ACDC, Wamuu, and Kars...After 2000 Years they are finally free to pose once again.]]&lt;br /&gt;
A pre-human tribe of supermen from the ancient past, these beings possess superhuman control over their bodies, allowing them to manipulate their own flesh and the flesh of other people as they see fit. This makes them virtually indestructible, capable of reassembling themselves from being blown to bloody scraps. They feed on the flesh of all other races, and their body manipulating traits allow them to literally absorb flesh with a touch. By the time of the series, only four members of this tribe survive, having slaughtered the rest of their kind, ostensibly in self-defense as they didn&#039;t like their leader&#039;s scheme since the increased metabolism induced by the Stone Masks would lead to the hunting of all other life to extinction if they became widespread. Kars and Esidisi took the two infants that survived, Wamuu and Santana, with them as they went in search of a way to gain complete immunity to the sun. Their search went on for tens of thousands of years, until they learned of the Red Stone of Aja, a perfectly cut gemstone that can channel light and refract it to point that it fires a concentrated laser beam. Believing the &amp;quot;Super Aja&amp;quot; to be the key unlocking their evolution, the Pillar Man fought against Hamon users in order to obtain it but somehow failed and were sealed away in a stonewall. ACDC, Wamuu, and Kars each have an elemental &amp;quot;mode&amp;quot; which they theme their personal body modification around, for instance, Wamuu can form a lethal wind shear by spinning his arms like turbines. The tribe&#039;s only weakness is sunlight, and thus by extension Ripple energy; Kars&#039; claim to fame was attempting to fix this with the Stone Masks, which didn&#039;t work as the Masks can&#039;t pierce their skin deeply enough, but &#039;&#039;did&#039;&#039; create dickass vampires like Dio and massively boosted their shape-shifting powers. Free from their stone prison, they once again seek the Red Stone in order to power a modified Stone Mask that will finally allow them to become &amp;quot;Ultimate Lifeforms&amp;quot;. Appearance-wise they are all built like bodybuilders being at least 6ft. tall and dress in ancient Mesoamerican style. A Group of [[Adeptus Custodes|Custodians]] seem to have taken after their appearance&lt;br /&gt;
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*&#039;&#039;&#039;Santana:&#039;&#039;&#039; The first Pillar Man to awaken, the first to be fought, and the first to put up with [https://www.youtube.com/watch?v=rt4q6Dwa-LE Joseph&#039;s weirdness]. He was awakened by German scientists when they doused his stone form with blood under Stroheim&#039;s orders. At first Stroheim writes him off as a simple caveman-type, but the events that follow show he is far more than a primitive human.[[File:Santana_Absorb.png|left|240px|thumb|Stare too long and you might just get sucked right in.]] Santana shows off each of the Pillar Men&#039;s natural abilities by eating a vampire through body contact then breaking his own bones at high-speed in order to fit into a vent. Everyone learns that Santana is incredibly intelligent when he disassembles a machine-gun in seconds without breaking it. Joseph arrives in time to save Stroheim and Speedwagon, and with Stroheim&#039;s help he&#039;s able to expose Santana to sunlight and turn him back into stone. While Santana is essentially a sign of the Pillar Man threat, he&#039;s nothing special compared to the other three. Realizing who he is at the mention of him, since Santana isn&#039;t his real name, Kars basically says he was a weakling that only lived 1/10 of their [Kars, Esidisi and Wamuu&#039;s] lives which implies they abandoned him. While it&#039;s amazing that Santana learned to speak a language within minutes of hearing it, his speech is slow and simple. When the other Pillar Men awaken they are capable of full sentences within a smaller time frame meaning Santana is also an idiot by comparison. He is shown to still be alive in his stone form, but it is unlikely he will ever make another appearance.&lt;br /&gt;
&amp;lt;!-- All this space is here to give a good, even break so Wham&#039;s part doesn&#039;t start to the left. --&amp;gt;&lt;br /&gt;
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[[File:Wham close.png|200px|thumb|The Warrior&#039;s Code says nothing against looking this good.]]&lt;br /&gt;
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*&#039;&#039;&#039;Wamuu (Wham):&#039;&#039;&#039; The Pillar Man who can use &amp;quot;Wind Mode&amp;quot; and the second to awaken but the first to [[get shit done]], Wammu is a servant of Kars and Esidisi though he is in no way weaker than either of them, in fact in terms of abilities he&#039;s arguably the most dangerous. Of the three, he upholds a Warrior&#039;s Code of Honor and while he does obey the others&#039; commands completely, he lives to fight by this code. Upon awakening, he immediately slaughters most of the nazis present using his wind horn and somehow deflates the rest before doing his [[meme|iconic]] &amp;quot;[https://www.youtube.com/watch?v=ZDEbsZpweDo Wammu!] [https://www.youtube.com/watch?v=_uOBVO-GyZk Awaken my Masters!]&amp;quot; and posing dramatically alongside a freed Esidisi and Kars with [https://www.youtube.com/watch?v=XUhVCoTsBaM Pillarstep] blasting in the background. Wham subsequently eats Caesar&#039;s best Nazi friend, Mark, just by walking past him and puts Caesar and his bubbles in the trash without even really trying. He decides to get a little serious against Joseph and uses his &amp;quot;&#039;&#039;Holy Sandstorm&#039;&#039;&amp;quot;, blasting out [https://www.youtube.com/watch?v=JgIdV09E75o Whamstep] all over the place and bodying Joseph. Joseph plays to his code of honor in order to survive which leads to Wham agreeing to fight him again in 30 days, leaving a &amp;quot;Wedding Ring&amp;quot; inside him so he can&#039;t back out. Much later on, Caesar rushes to face Wham at the mansion in Switzerland but dies in the resulting fight. [http://i2.kym-cdn.com/photos/images/original/000/514/806/4b4.jpg Respecting Caesar] for giving him the best fight he had had in millennia, he allows him to take the antidote ring for Joseph and leaves vowing that he would always remember their battle. Meeting Joseph in the Skeleton Heel Stone Arena for their final fight, a chariot race using vampire horses with countless vampire spectators. After a number of tricks, gouging his own eyes out, and losing both of his arms, Wamuu activates his &amp;quot;&#039;&#039;Final Mode: Atmospheric Rift/Gathering Gale&#039;&#039;&amp;quot; which is a concentrated blade of wind from his horn. The battle leaves Wham as only a head, though Joseph expresses respect for him due to the respect he has shown Caesar previously. Using the very last of his strength to kill a group of vampires who were poised to attack Joseph, he fades into ash and is carried away with the wind. In the end, Wammu upheld his Warrior&#039;s Code and was glad to have the honor of fighting both Caesar and Joseph as [https://www.youtube.com/watch?v=3gMlFFXFJQc true] [https://www.youtube.com/watch?v=wtlDvR56rOs warriors]. His namesake is the English duo, &#039;&#039;Wham!&#039;&#039;, who would be formed about 50 years after the events of Part 2 in real-life.&lt;br /&gt;
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*&#039;&#039;&#039;Esidisi (ACDC):&#039;&#039;&#039; Pillar Man with the power of &amp;quot;Flame Mode&amp;quot;, he&#039;s Kars&#039; closest companion, being the one to side with him when their entire race turned on them. His Flame Mode allows him to raise his body temperature to 500 degrees, allowing him to use his own blood as weapon by extending his veins out of his body. Being able to heat himself up to such a degree, fire and explosives have no effect on him such is that he was able to swallow [https://www.youtube.com/watch?v=pR30knJs4Xk TNT] with no problems.[[File:Esidisi.png|200px|thumb|Better lock up your daughters, because you&#039;re about to be Thunderstruck.|left]] Contrary to his odd appearance, he&#039;s not to be taken lightly as is a cunning strategist who was able to outsmart Joseph for a time. He traveled to Air Supplena Island on his own when he deduced it would be the location of the Red Stone. Esidisi kills Loggins just before Joseph shows up for his training duel and is forced to confront him.[[File:HEEEEYYYY.png|150px|right|thumb|&amp;quot;Well it looks like &#039;&#039;I&#039;m&#039;&#039; on the Razor&#039;s Edge this time.&amp;quot;]] Fighting on a bed of spikes, Esidisi shows his cunning by seeing through some of Joseph&#039;s tricks and even using Joseph&#039;s &amp;quot;What you&#039;re going to say next is...&amp;quot; trick against him and stating that he had personally met Sun Tzu himself at some point. In another iconic moment, he starts crying his eyes out when Joseph destroys one of his arms as a way of calming himself down &amp;quot;[https://www.youtube.com/watch?v=EYrl-RJ_oA4 Oh-ho, MY GOD~! HEEEYYYY!!!]&amp;quot; He&#039;s defeated and left as a brain with his blood vessels attached as he makes his way to Suzie Q, taking over her body and sending the Red Stone of Aja to Switzerland. When Caesar and Joseph remove him from Suzie Q, instead of outright destroying Esidisi, Joseph shows respect for him as even though he was utterly destroyed, he still did all he could to make sure Kars&#039; plan came to fruition. If it&#039;s not clear, his namesake is the rock band &#039;&#039;AC/DC&#039;&#039;; his theme [https://www.youtube.com/watch?v=cv_qe5oQoPo &amp;quot;The Disturbing ACDC/Esidisi&amp;quot;] alludes to this and the same may be true for his [https://www.youtube.com/watch?v=Hnk-J59jyXc Eyes of Heaven Theme]. The banter he has with Joseph is depicted in a popular banner, and his crying face has been parodied a number of times.&lt;br /&gt;
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*&#039;&#039;&#039;Kars:&#039;&#039;&#039; The leader of the Pillar Men and creator of the Stone Masks out of ambition, essentially making him the indirect cause of all the events of Part 1. Thousands of years prior to the series, Kars invented the Stone Mask to overcome his race&#039;s weakness to the sun,  but by the time of Part 2 his ultimate goal is really complete dominion over the animal kingdom. Being an incomprehensibly muscled, fabulous, and intelligent ancient being he is understandably arrogant and could care less for humanity, seeing us as obstacles and primitive scum compared to his race of buff, flawless demigods. Though he hates humanity, Kars is shown to care for nature to such a degree that he diverted a car with a drunken driver to save a puppy and knocked himself into chasm walls to avoid landing on flowers at the bottom.[[File:Disguised Kars.png|thumb|left|200px|Hasn&#039;t worn anything more than a thong and a bejeweled head wrap for thousands of years, yet he&#039;s looking so good he might cause a Kars Accident.]] His mode is [https://www.youtube.com/watch?v=N6t2HDJ0NVk &amp;quot;Light Mode&amp;quot;] which takes the form of metal blades called &amp;quot;Light Slip Blades&amp;quot; that jut out from his arms and legs; the light comes from small &amp;quot;teeth&amp;quot; on the blades that move across them similar to a chainsaw. Kars is able to use his blades to cut farther and more times than seemingly possible, like when he cut an entire room of Nazis into pieces from the outside wall. His first time taking action was when he correctly assumed that Esidisi had been defeated: he set out wearing a &#039;&#039;beautiful&#039;&#039; winter ensemble to claim the Super Aja himself, and would&#039;ve had it if it weren&#039;t for the Pinnacle of German Science delaying him. After Wamuu&#039;s defeat by Joseph, he reveals the proof of his superiority to humanity - the fact that he has &#039;&#039;&#039;&#039;&#039;absolutely flawless&#039;&#039;&#039;&#039;&#039; hair that would make even the most [[Fulgrim|depraved, vain fool]] mourn their lack of such flowing, shimmering violet locks. In spite of all of his planning, during his final battle against the Ripple users he is defeated by Joseph who, of course, managed to outsmart him. When it seems as though Kars had completely lost, he reveals himself wearing the custom Stone Mask with the Red Stone equipped. When the Stone Mask breaks off after a dramatic event, it is revealed that he has the ability to create sentient, living creatures from his own body. Everyone thinks he&#039;s beat when the sun rises, but as [https://www.youtube.com/watch?v=eFPgKeYVJgk Karstep] starts blasting throughout the world, his enemies realize that Kars is now immune to the sunlight, that he is finally the Ultimate Lifeform. Kars&#039; first decision as the Ultimate Being was to eliminate the one who had caused him so much turmoil since his awakening: Joseph Joestar. Growing wings and taking flight to catch Joseph who had taken the Red Stone and a plane, he creates piranhas and an octopus to crash the plane which Joseph survives thanks to Stroheim. When he is poised to finish Joseph, Kars accidentally causes the volcano they were fighting in to erupt, launching them into the sky. After one final discourse with Joseph, the Ultimate Lifeform ends up launched further into Earth&#039;s atmosphere. In Earth&#039;s orbit, Kars attempts to push his way back but begins to freeze and is unable to form anything capable of keeping him warm so he is left floating through space. With nothing left but his own thoughts in the cold void of space, Kars yearned for death and [[meme|eventually stopped thinking]].&lt;br /&gt;
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&amp;lt;!--Clean Break--&amp;gt;&lt;br /&gt;
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&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:darkviolet;font-size:115%&#039;&amp;gt;Lesser Villains&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Straights/Straits/Straizo:&#039;&#039;&#039;[[File:Stupraights.png|&amp;quot;Now that I have my youth again, it is time to put Joseph and Erina in &#039;&#039;Dire Straits...but with just Straits&#039;&#039;&amp;quot;|thumb|200px|right]] Back from Part 1, Straits is 50 years older than his previous appearance, but is still looking relatively young for his age thanks to hamon. Unfortunately, being able to do Sun-Breath Magic Martial Arts that keep you spry isn&#039;t enough for him and he reveals that he secretly admired Dio&#039;s powers. On an expedition with Speedwagon to see the Man in the Pillar, Straits suddenly kills everyone present. He activates one of the Stone Masks using Speedwagon&#039;s blood to become a Ripple-using vampire and decides he needs to go kill Joseph and Erina to top off his heel-turn. Straights tries to act coy when he meets Joseph, but he didn&#039;t expect Jojo to be [https://youtube/z0gljFf98ds?t=58 packing heat]. During their fight, Straights names the blood laser previously used by Dio: &amp;quot;&#039;&#039;&#039;Space Ripper Stingy Eyes&#039;&#039;&#039;&amp;quot;, but his mastery of it doesn&#039;t stop him from being made a fool of by Joseph. Joseph reveals that he attached a bunch of grenades to Straights&#039; back and blasts him into pieces, then runs away like a true hero would. After regenerating, Straits takes a journalist hostage to lure Joseph into fighting him directly. Unfortunately for &amp;quot;&#039;&#039;Stup-raights&#039;&#039;&amp;quot;, Jojo figured out how to counter his Stingy Eyes which reflects the beam into his head. Admitting defeat, Straits talks about the Man in the Pillar and the threat he knew it would present, he then blows himself using the Ripple while content that he died with a young body. It is later revealed that he was the one that raised Lisa Lisa after the events at the end of Phantom Blood, so it&#039;s a real shame he decided to be [[That guy|a team-killer]] and attempt to murder his friends for essentially nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Donovan:&#039;&#039;&#039; An elite Nazi soldier tasked with tracking down Joseph and interrogating him for information on his encounter with Straights. Donovan had the ability to move so lightly that he could track people at close range without being noticed and could hide himself in an unfurled cloak in mid-air, seemingly invisible. He&#039;s defeated when he gets cocky and gets buffeted by a cactus that Joseph had hit with Hamon which lets Joseph turn the tables and interrogate him. After getting the information, Joseph left him tied upside-down to a cactus before driving off, leaving his fate unknown.&lt;br /&gt;
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*&#039;&#039;&#039;Wired Beck:&#039;&#039;&#039; A gratingly flamboyant vampire encountered by Joseph and Lisa Lisa before the start of the final battle with the Pillar Men, he ends all of his sentences with &amp;quot;OK&amp;quot; or &amp;quot;K&#039;&amp;quot;. They meet him when Joseph tries to open a door which turns out to be Wired Beck in disguise and talks about his backstory, that before Kars made him a vampire he was a criminal convicted for strangling his girlfriend. He reveals his ability to create spikes all over his body from his skin and hair and talks about how he&#039;s going to take Lisa Lisa&#039;s blood. Lisa Lisa then just twirls her scarf around him, leaving him seemingly unharmed before Joseph informs him that &amp;quot;[[ Fist of the North Star|You&#039;re already dead]], OK,&amp;quot; just before he disintegrates.&lt;br /&gt;
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&amp;lt;h4&amp;gt;&amp;lt;span style=&#039;color:crimson;font-size:120%&#039;&amp;gt;Part 3: Stardust Crusaders Villains&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
The antagonists of Part 3 are divided into three rough groups which are mostly separated by their naming conventions, and all but one are loyal to DIO be it out of greed, fanaticism, or malice, they&#039;re all out for the Stardust Crusaders.&lt;br /&gt;
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&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:goldenrod;font-size:115%&#039;&amp;gt;The Tarot Assassins&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The first is the Tarot Assassins, a variety of hitmen hired by DIO to kill the Crusaders with their Stands all being named after tarot cards. Some are just the the name of their associated card though most of them include the color of their Stand as part of the name. Thematically, their names are also representative of their abilities and how they use them or, in some more literal cases, their appearance. All of the assassins themselves are named after musical groups, singers, songs and albums despite some of these groups existing around this time.&lt;br /&gt;
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*&#039;&#039;&#039;Gray Fly:&#039;&#039;&#039; An old codger of an assassin whose MO is getting on the plane/train/boat as his target, then [[Bane|crashing it with no survivors]] except himself. His Stand is &#039;&#039;&#039;Tower of Gray&#039;&#039;&#039;, a flying beetle so fast it can dodge Star Platinum&#039;s punches. [[Grimdark|It has a long, Xenomorph-style tongue with which it rips out the tongues of its targets]]. Kakyoin managed to trick it into a predictable pattern that allowed him to shred it using Hierophant Green&#039;s tentacles. Tower of Gray&#039;s destruction split his head open and seemingly killed him, but he was able to live a little longer and make his way to the cockpit to taunt the Crusaders.&lt;br /&gt;
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*&#039;&#039;&#039;Impostor Captain Tennille:&#039;&#039;&#039; A man who killed and impersonated the captain of a boat tasked with transporting the Crusaders to India, who wields the Stand &#039;&#039;&#039;Dark Blue Moon&#039;&#039;&#039;. DBM is a sea monster, capable of creating barnacle-like growths on his victims that drain their energy, creating whirlpools, and releasing his scales that are like miniature razors. No one suspected him of being a Stand User until he fell for Jotaro&#039;s trick and made himself look like an idiot. He forced Jotaro to fight him alone underwater, but was unexpectedly stabbed in the face by Star Platinum&#039;s &#039;&#039;&#039;Star Finger&#039;&#039;&#039;. Like Gray Fly before him, he had a back-up plan and rigged the boat with explosives. His real name was never revealed, but his censored name is &amp;quot;Captain Dragon&amp;quot;, which is the real name of the captain in &amp;quot;&#039;&#039;Captain &amp;amp; Tenille&#039;&#039;&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Forever:&#039;&#039;&#039; A sapient orangutan that likes [[Nurgle|smoking pipes]], [[Slaanesh|human pornography]], [[Tzeentch|posing as a regular ape]] and [[Khorne|brutal murder]]. His Stand is &#039;&#039;&#039;Strength&#039;&#039;&#039;, which can possess objects and bring out their &amp;quot;true potential&amp;quot;: in the manga this turns a tiny yacht into a massive freighter that Forever has total control over, which lets him phase through its walls. The Crusaders end up on his freighter sometime after the fight against Imposter Tenille since they were forced to abandon ship with the sailors. Forever first appears when the Crusaders are searching the ship for its crew and they find him in a cage where he simply acts smarter than the average animal, doing things like lighting and smoking a cigarette. After killing the last of the sailors, he [[Dranon&#039;s delight|prepared to molest Anne who was traveling with the Crusaders]], while he used Strength to trap them in the floor of the ship&#039;s deck. Luckily, Jotaro was wary of him, appearing to save Anne and beat him by using Star Finger to push a button into his forehead. In the OVA, Jotaro doesn&#039;t escape from being trapped during the fight so Polnareff intervenes and cuts Forever in half. Based on the intelligent orangutan from the horror movie [http://www.imdb.com/title/tt0091415/ Link.] Named after the Wu-Tang Clan album, &#039;&#039;Wu-Tang Forever&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Devo the Cursed:&#039;&#039;&#039; A Native American assassin with scars covering his entire body who&#039;s able to &amp;quot;curse&amp;quot; people to die horrific deaths. In truth, he&#039;s a masochist and uses his Stand, &#039;&#039;&#039;Ebony Devil&#039;&#039;&#039; to possess a killer doll and take a few pages from Chucky&#039;s book by murdering someone who hurt him in various brutal and creative ways. When he crawls out of his hiding spot in Polnareff&#039;s mini-fridge, he gets one of his eyes poked out only to claim his curse has taken hold and jumps the balcony, leaving his doll to do the job. This shit is fucking brutal, we&#039;re talking razors to the back of the foot, shampoo in the eyes, razor-toothed lamprey-mouth, slicing a bellhop&#039;s face clean off, and dousing a bed in alcohol in order to ignite it/electrocute Polnareff using a short-circuiting hairdryer. Polnareff manages to outmaneuver him and rip his doll (and therefore his Stand, and therefore &#039;&#039;him&#039;&#039;) to pieces, leaving a janitor at the hotel to find Devo&#039;s bloody mess in a bathroom.  Also called Soul Sacrifice in the official sub to avoid lawsuits, notable because Araki picked the name himself.&lt;br /&gt;
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*&#039;&#039;&#039;Rubber Soul:&#039;&#039;&#039; Another assassin sent by DIO who was promised a fuckton of money to kill the Stardust Crusaders. His Stand, &#039;&#039;&#039;Yellow Temperance&#039;&#039;&#039;, is an amorphous blob of flesh that allows him to disguise himself as other people and eat organic matter by covering and dissolving it. The more Yellow Temperance absorbs, the larger it gets and the only way to get rid of it is to attack Rubber Soul himself and since Yellow Temperance is an incredibly fast blob that can act as a shield, it&#039;s not an easy task. Rubber Soul was able to &amp;quot;perfectly&amp;quot; disguise himself as Kakyoin sometime after the Devo fight and Hermit Purple detected his presence when used on a television. While his disguise is physically perfect, he acted overly hostile, putting a pickpocket into a &amp;quot;&#039;&#039;Coconut Backbreaker&#039;&#039;&amp;quot; and infamously making the cherry licking sound, [https://youtube/UQ-g0BdpbDM &amp;quot;Relo relo relo relo...&amp;quot;] When Jotaro gets sick of his shit, still thinking he&#039;s Kakyoin, he punches him and knocks his jaw off which breaks the disguise. Asking Jotaro,&amp;quot;[https://www.youtube.com/watch?v=hWKB1Zxg84s DO YOU UNDERSTAND?]&amp;quot; but after experiencing the &#039;&#039;&#039;Joestar Family Secret Technique&#039;&#039;&#039; and [https://youtube/E_ZDj8N-rAA having his weakness revealed to him] he tries to play it off. Jotaro seems to consider letting him go, but when Rubber messes that up for himself he gets a one passenger ticket on the ORA ORA ORA train. Even though he&#039;s terrible actor, doing nothing resembling Kakyoin&#039;s behavior he oddly shared the same habit of licking cherries as Kakyoin. His namesake is the Beatles album of the same name but he is called &amp;quot;&#039;&#039;Robber Soul&#039;&#039;&amp;quot; in the American version of the PS1 game. &lt;br /&gt;
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[[File:Nicest Man.png|300px|thumb|right|&amp;quot;Bingo, if you tell me to hit a lady one more time...]]&lt;br /&gt;
*&#039;&#039;&#039;Hol Horse:&#039;&#039;&#039; An assassin sent by DIO to take them Joestar Boys out, he&#039;s a modern cowboy whose stand is a gun named &#039;&#039;&#039;The Emperor&#039;&#039;&#039; and is the &amp;quot;Nicest Man in the World&amp;quot;. &#039;&#039;The Emperor&#039;s&#039;&#039; only real ability is that the bullets are part of his stand, so Hol Horse can manipulate the trajectory of its bullets mid-flight and change their speed. He&#039;s a womanizing coward, making lady folk fall in love with him solely so he can take advantage of them and save his bacon. Due to his stand&#039;s relative weakness; Hol Horse never fights alone, preferring to fight with a partner because &amp;quot;&#039;&#039;It&#039;s always better being No. 2&#039;&#039;&amp;quot;. He teams up with J. Geil at first claiming they&#039;re the &amp;quot;strongest combination&amp;quot; but when that all goes South, he gets blamed for J. Geil&#039;s death and is almost done  if wasn&#039;t for those Stardust Boys saving the day. After meeting with DIO, he shows up again with Boingo, and they have a hootenanny using Thoth&#039;s predictions to get the drop on them Joestar Boys like hamburger on a grill. [[Just as planned|After sticking his fingers up that escargot-loving Polnareff&#039;s nose causes them Crusader types to get hit by a truck]], he makes a mistake and shoots himself in his dang ol&#039; face, forcing him to [&#039;&#039;&#039;RETIRE!&#039;&#039;&#039;]. Despite his luck, he manages to survive Stardust Crusaders, but in the OVA he ends up incapacitated after the fight with Justice instead of escaping. His name is likely a warped pronunciation of the duo, &#039;&#039;Hall &amp;amp; Oates&#039;&#039;, plus he has some real [https://www.youtube.com/watch?v=Y_Frwi9mE5o knee-slappin&#039;] [https://www.youtube.com/watch?v=T6YmNyROlNQ theme songs.]&lt;br /&gt;
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*&#039;&#039;&#039;J. Geil:&#039;&#039;&#039; An ugly motherfucker with two right hands. A sadist through and through, he raped and killed Polnareff&#039;s sister, which ironically drove Polnareff to also work under DIO to find him and later join the Crusaders. His Stand, &#039;&#039;&#039;The Hanged Man&#039;&#039;&#039;, is made of light that can jump between reflections and attack from them. He is rather clever , and lies to the Crusaders when explaining his powers to throw them through a loop instead of telling the truth like a chump. He tricks Polnareff using a decoy then calls out homeless people so he can use their eyes as hiding places for The Hanged Man. This did not stop him from being turned into a pincushion by Polnareff and hung upside down like his Stand&#039;s counterpart in Tarot.&lt;br /&gt;
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*&#039;&#039;&#039;Nena:&#039;&#039;&#039;: A morbidly obese, short lady disguised as a teenage Indian girl, who possess &#039;&#039;&#039;The Empress&#039;&#039;&#039;. The Empress is an odd bit in that it manifests itself by infecting victims using Nena&#039;s blood. The blood will then grow into an unsightly cyst and evolves into the stand itself, going from a face to a full upper body. Even as just a face, it was strong enough to kill a doctor using only a scalpel placed into its teeth, and when the upper body formed it was able to deliver powerful punches. Nena infected Joseph with a blood drop on his arm and planned to kill him, thinking it was an easy gig as Hermit Purple is not combat-oriented and Hamon can&#039;t harm the user&#039;s own body. However, Joseph uses his decades of experience and manages to trap The Empress and kill her, resulting in Nena dying as well and freaking out Polnareff who had been flirting with her at the time. &lt;br /&gt;
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*&#039;&#039;&#039;ZZ:&#039;&#039;&#039;: The person who possesses the Stand: &#039;&#039;&#039;Wheel of Fortune&#039;&#039;&#039;. Similar to Strength; WoF takes the characteristics of a vehicle, which in his case is a beaten-up old car, which he turned into a spiked death mobile that would make even a [[Warpsmith]] jealous. At first ZZ tried tricking the Crusaders into a car accident and later tampered with a roadsign to make them go the wrong way where he would ambush them. After causing them to get into another accident, he reveals his identity and that WoF is capable of climbing up walls and burrowing underground. He almost manages to kill Jotaro after shooting him with gasoline and delivering an electric shock, but was fooled by a decoy trick and his car was punched into scrap metal. Losing his car, the Crusaders laugh at his lack of well-toned abs, as he only has four, and leave him chained to a rock Prometheus style. One of the characters to break the 4th Wall, claiming he &amp;quot;ended Part 3 early&amp;quot; when it looked like Jotaro was burning and is noted for having gigantic, muscled arms but a comparatively small body. His namesake is the rock band, &#039;&#039;ZZ Top&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Enya Geil:&#039;&#039;&#039; One of DIO&#039;s inner circle and his chief adviser. A shriveled old hag who encourages DIO to develop his powers and to rule &#039;&#039;THE WORLD&#039;&#039; with them. Has two right hands just like her son, J. Geil mentioned above, she loves her son and dotes on him, overlooking the fact that he&#039;s a rapist serial killer. She is, naturally, &#039;&#039;extremely&#039;&#039; mad at Polnareff and the Crusaders for killing &amp;quot;innocent son&amp;quot;. Her Stand, &#039;&#039;&#039;Justice&#039;&#039;&#039;, is a mist taking the form of a giant skull with a English crown that can raise the dead and can control body parts it puts holes into by using a preexisting wound. It can also create illusions and is next to immune to physical damage because it is made of smoke and large enough to cover an entire city. Enya manages to take control of Polnareff&#039;s tongue and makes him lick feces from a toilet before being saved by Jotaro. She was then captured by the Crusaders who wanted to interrogate her, but when Steely Dan activated the flesh bud inside of her, she died loyal to DIO and refused to give them information. Ultimately responsible for parts after the third having Stands flying out of their asses by finding and abusing the Stand Arrow. Despite being old and short, in the OVA she takes on a disguise that makes her look young and like a normal woman which she uses to trick Hol Horse, and later, Polnareff. Also in the OVA, she dies immediately after Jotaro defeats her.&lt;br /&gt;
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*&#039;&#039;&#039;Steely Dan:&#039;&#039;&#039; A kebab-stand owner(?) who controls the Stand named &#039;&#039;&#039;The Lovers&#039;&#039;&#039;. The Lovers is microscopic and can&#039;t do anything in straight-up combat. Its specialty is that it can infiltrate the bodies of opponents and do damage from within, but more importantly transfers any damage he would take to the infested person so they would feel it in the same area but amplified. Harmful to the point that, Dan, cracking his knuckles was felt by Joseph in his &#039;&#039;prosthetic&#039;&#039; hand so this allowed him to blackmail Jotaro into being his punching bag/man servant. He&#039;s pretty notable in the series for pissing off Jotaro to such a degree that [https://www.youtube.com/watch?v=guTZEIPe-Ks 6 whole pages/20 seconds were entirely devoted to him being ORA ORA ORAed into oblivion]. His namesake is the band, &#039;&#039;Steely Dan&#039;&#039;, censored to &amp;quot;S-Terry Dan&amp;quot; in the PS1 game and &amp;quot;Dan of Steel&amp;quot; in certain material. Rather confusingly, in the older Viz Manga Translation it was &amp;quot;censored&amp;quot; to &#039;&#039;Rubber Soul&#039;&#039; despite the actual Rubber Soul, mentioned above, being censored to &#039;&#039;Robber Soul&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Arabia Fats:&#039;&#039;&#039; The person who controlled the stand: &#039;&#039;&#039;Sun&#039;&#039;&#039;, which is a literal sun that could shoot some kind of energy projectile with extreme accuracy. He attempted to burn the Crusaders in the middle of the desert, forcing them to hide under a rock as they had no way of finding him way out in the open. At first it seems like Kakyoin, Jotaro, and Polnareff have gone crazy from the heat as they start having a good laugh which freaks Joseph out. In reality, they had figured out Fats&#039; trick leading Jotaro to throw a rock at him and they leave Fats knocked out in the middle of nowhere in a desert. Fats had no dialogue outside of the noise he made when hit and was given extra quotes in the PS1 game, Joseph even notes how easily he was defeated. His namesake is the pianist, &#039;&#039;Fats Domino&#039;&#039;. &lt;br /&gt;
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*&#039;&#039;&#039;Mannish Boy:&#039;&#039;&#039; An impossibly intelligent baby who was given to the Crusaders by an unknown person who turned out to not know anything about the him or his parents. He has fangs for some reason, but that&#039;s just a clue that he&#039;s one of the more depraved characters in Part 3, something only Kakyoin was able to notice. Mannish Boy knows full well how to smoke and was able to avoid suspicion while manipulating the Crusaders into losing trust in Kakyoin. His most directly dangerous quality is his Stand, &#039;&#039;&#039;Death 13&#039;&#039;&#039;, which is a clown-like reaper that can take people into its own personal carnival dreamworld. Whenever someone falls asleep in vicinity to Mannish Boy, they&#039;re taken in and can only remember what happens in the dreamworld if he wants them to; in addition, any injuries a person sustains in the dream will show up in real-life. After an absurd amount of creepy shenanigans, he is defeated when Kakyoin figures out how to summon Hierophant Green in the dreamworld. The real final blow is dealt when Kakyoin mixes Mannish Boy&#039;s own feces into his baby food which he can&#039;t refuse since he&#039;s &#039;&#039;just a baby&#039;&#039;. Though his Stand is named after a tarot card, it&#039;s not clear if he had an association with DIO and he&#039;s never seen again after defeat. His namesake is the song, Mannish Boy, by Muddy Waters. &amp;quot;[https://www.youtube.com/watch?v=a-3i0CFloQU Lali-Ho~]&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Cameo &amp;amp; Judgement:&#039;&#039;&#039; The user of the stand, &#039;&#039;&#039;Judgement&#039;&#039;&#039;, which looks robotic and can grant &amp;quot;wishes&amp;quot; that are all made to [[Tzeentch|backfire]]. After finding Judgement in a genie&#039;s lamp, one wish, a &amp;quot;[https://www.youtube.com/watch?v=xlqMB23QfH0 HAIL 2 U!]&amp;quot; and the possibility of becoming a famous manga artist to become bigger than Disney and build &amp;quot;Polnareffland&amp;quot;, Polnareff wishes for his sister to be brought back to life but there is a twist. Judgement creates an incomplete copy of her out of sand that believes it will only becomes whole by eating Polnareff and the same happens when he creates a clone of Avdol. Before Judgement can have the clones kill Polnareff, Avdol makes his grand return [https://youtube/JXj0qn0DBdQ &amp;quot;YES! I AM!&amp;quot;] After forcing Judgement to retreat, Avdol and Polnareff find Cameo hiding underground and do some good old male bonding into his breathing tube before being giving him his [https://www.youtube.com/watch?v=hS3nur6o6ME &amp;quot;HELL 2 U!&amp;quot;] Cameo&#039;s namesake is the singer of the same name, &#039;&#039;Cameo&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Midler:&#039;&#039;&#039; The final of the Tarot assassins sent after the Crusaders. Her Stand, &#039;&#039;&#039;High Priestess&#039;&#039;&#039;, can possess and transform any mineral matter. She first attacked the Crusaders on their submarine by taking the form of different objects to surprise them. It took the form of a giant face to drown the Crusaders when they were fleeing their sinking submarine, only for Jotaro Kujo MD to do some dental work on her, ORA ORA ORA style. Only seen in the manga and anime as being knocked the fuck out with Polnareff saying her teeth were all gone. When Capcom made the fighting game, they asked Araki to draw a more presentable design for her, and delivered with [[PROMOTIONS|a smokin&#039; hot belly dancer.]] Araki apparently liked this design enough to make it canon, as it appears in later artbooks for the series. Some of her artwork in the PS1 game is redrawn art of Yukako Yamagishi from Part 4, most notably her character select portrait. Her namesake is the singer, &#039;&#039;Bette Midler&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;The Egyptian 9 Glory Gods&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
As the Stardust Crusaders arrived in Egypt, &amp;lt;s&amp;gt;Araki&amp;lt;/s&amp;gt; DIO realized he&#039;d gone through almost the entire Major Arcana from the standard Tarot deck and needed a new naming gimmick. To this end, DIO personally met with each of these assassins and sent them out to finish the Stardust Crusaders once and for all. All of their Stands&#039; namesakes are the Egyptian Gods and they are, for the most part, just as dangerous as any of the previous enemies faced (if not more so, since most of them required some amount of teamwork to defeat).&lt;br /&gt;
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*&#039;&#039;&#039;N&#039;Doul&#039;&#039;&#039;: A blind man who possesses &#039;&#039;&#039;Geb&#039;&#039;&#039;, a liquid-based Stand capable of traveling underground to strike from unexpected directions. While &#039;&#039;Geb&#039;&#039; can be used from a long distance; N&#039;Doul can&#039;t see, so he had to rely on vibrations he felt in the ground in order to track his victims. Despite [https://youtube/G8mW8SJUrZc?t=588 his handicaps], he was able to incapacitate most of the Crusaders, outmaneuvering Avdol and most notably injuring Kakyoin&#039;s eyes to a degree that he needed medical attention. He was defeated when Jotaro found him using Iggy and had a literal &#039;&#039;stand-off&#039;&#039; with him. He kills himself using &#039;&#039;Geb&#039;&#039; as an act of loyalty to DIO before talking about the other Egyptian 9 Glory Gods, something Jotaro respects and gives him a proper burial for. &lt;br /&gt;
&lt;br /&gt;
[[File: Oingo &amp;amp; Boingo.png|250px|right|thumb|As long as we don&#039;t fail any Stealth or Luck Checks, they don&#039;t stand a chance.]]&lt;br /&gt;
*&#039;&#039;&#039;The Oingo Boingo Brothers&#039;&#039;&#039;: Brothers who are both stand-wielders and work as a pair, Oingo is the taller one who does all of talking while Boingo is the shorter, introverted one. Oingo possessed &amp;quot;&#039;&#039;Khnum&#039;&#039;&amp;quot;, a Stand that allows him to alter his physical characteristics to disguise himself as another person, but he can apparently only change his body (though he possibly used his hair to disguise his hat). Boingo possessed &amp;quot;&#039;&#039;Tohth (Thoth)&#039;&#039;&amp;quot;, a Stand taking the form of [[Just as planned|a manga that can predict the future with 100% accuracy]], but only describes specific events and none in-between  in addition to being vague on minor details.&#039;&#039;Thoth&#039;s&#039;&#039; predictions had to be obeyed to the exact detail, otherwise, [[Not as planned|consequences will happen now or later]]. The two originally attempted to assassinate the Crusaders, with failures leading Oingo to disguise himself as Jotaro to plant a bomb disguised as an orange. Despite succeeding, Oingo became the victim of the explosion instead of Jotaro because he effectively became Jotaro (which he saw coming, but kept going because of his trust in Boingo). Regrouping, the Brothers end up hospitalized without the Crusaders knowing due to a previous prediction going awry. Boingo is later kidnapped by Hol Horse and convinced into helping him despite Hol Horse initially not believing in &#039;&#039;Thoth&#039;s&#039;&#039; predictions. Everything goes exceedingly well until Hol Horse messes up a prediction and is [&#039;&#039;&#039;RETIRED!&#039;&#039;&#039;] leaving Boingo on his own. Boingo decides to change and use his predictions for good but this was before being mauled by Iggy, leaving him even more perturbed. The Brothers are notable for causing the art style to change to be more abstract with exaggerated features as this is how everything appears in Thoth&#039;s pages. The art change was expanded into giving them their own outro in the anime, where the [https://youtube/ZnC1sQXTCtI Brothers sing about themselves and their stands]. Their namesake is the band, &#039;&#039;Oingo Boingo&#039;&#039;, which is censored to Oing &amp;amp; Voing and later &amp;quot;Zenyatta &amp;amp; Mondatta&amp;quot;, an album by &amp;quot;The Police&amp;quot;, in other material.&lt;br /&gt;
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*&#039;&#039;&#039;Mariah&#039;&#039;&#039;: She&#039;s a hot Little Red Riding Hood who&#039;s completely devoted to DIO out of her attraction to him. By touching random conspicuous outlets, the Stand &#039;&#039;&#039;Bast&#039;&#039;&#039; allows Mariah to turn her victims into living magnets that can attract anything metallic, though the power of this magnetism is based upon how close she is and how much time has passed. Mariah instigated one of the more, if not the most, comical fights in all of JoJo by causing Joseph and Avdol to become magnetized and stuck together in compromising positions. With the way &#039;&#039;Bast&#039;&#039; works, they had an embarrassing time tracking her down as she was able to evade them and keep her distance as the effect would wear off if she wasn&#039;t close enough.  When Joseph and Avdol seeming corner her from opposite sides, their magnetism keeps them from moving. Mariah was defeated when she failed to realize that Joseph and Avdol were strongest magnetized objects nearby and they crush her between them, knocking her out. Her namesake is the singer, &#039;&#039;Mariah Carey&#039;&#039; but her name was censored in the past to &amp;quot;Mahrahia&amp;quot; in Heritage for the Future. She is normally depicted with bluish white or plain white hair, but keeping in line with JoJo&#039;s fluid colorations she&#039;s blonde in the official colored manga.&lt;br /&gt;
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*&#039;&#039;&#039;Alessi:&#039;&#039;&#039; A sadistic, axe-wielding man who controls the stand &#039;&#039;&#039;Sethan&#039;&#039;&#039;, who takes the form of a bird-like shadow with large eyes while its other features are only visible from the side. Alessi enjoys picking on things weaker than him, especially children, to the point that many call him a pedophile. Being a shadow, Sethan can reflect his actions and what he&#039;s holding to extend its reach and it can also make some parts of itself tangible in order to inflict physical damage. Sethan&#039;s most dangerous power, however, is that anyone who comes into contact with it will be de-aged and lose their memories over time. In a bizarre turn of events, Alessi turns Polnareff into an 8-year old boy, attempts to kill him but fails as he didn&#039;t count on a child still having a stand. A female stranger takes Polnareff in to her home after finding him and while she was giving him a bath, Alessi de-ages her into a fetus. [[Wat|A kid Polnareff ends up running around fully naked while holding the dying fetus of his good Samaritan, while being continually de-aged and hunted by Alessi like a deranged pedophile]]. Alessi is beaten when he encounters Jotaro and after de-aging him to 7 years old, is knocked out because Jotaro is really strong even as a child. When he wakes up, Alessi is truly [&#039;&#039;&#039;RETIRED!&#039;&#039;&#039;] when Jotaro and Polnareff beat him down for good.  He&#039;s notable for recreating the [[meme|infamous]] [https://youtube/gpCUMdfRa9w &amp;quot;Heeere&#039;s Johnny!&amp;quot;] scene from &#039;&#039;The Shining&#039;&#039;, and his ability to [https://www.youtube.com/watch?v=UjmfggHOvYo transform characters] in &#039;&#039;Heritage for the Future&#039;&#039;, his namesake is the duo band, &#039;&#039;The Alessi Brothers&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Anubis:&#039;&#039;&#039; &#039;&#039;&#039;Anubis&#039;&#039;&#039; is a stand that inhabits a sword with its original user being long dead, it has absorbed the skills of its past users and opponents. Anubis has the ability to pass through things it doesn&#039;t want to cut, the ability to memorize his opponents&#039; moves (making sure the same tricks don&#039;t work twice), and the ability to possess whoever wields the sword. This makes Anubis a trifecta of a threatening opponent, and this leads to probably the longest fight in Jojo history between switching wielders five times from farmer named Chaka, a barber named Khan, Polnareff, and lastly, a child. The sword almost kills Jotaro, but he&#039;s able to shatter the sword to the hilt with the blade ending up in the Nile River. Its an odd bit in that despite Anubis being forged in ancient Egypt, he is shaped and handled like a Japanese Katana (likely indicating history&#039;s first proto-weeaboo was Egyptian). Chaka and Khan together have a namesake in singer, &#039;&#039;Chaka Khan&#039;&#039;. In the PS1/Arcade game, Anubis is playable as three different characters, Chaka, Khan, and Anubis Polnareff (or Black Polnareff because putting &amp;quot;black&amp;quot; in your name and having your skin color become a shade of brown apparently means &amp;quot;evil version&amp;quot; or &amp;quot;possessed&amp;quot;).&lt;br /&gt;
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*&#039;&#039;&#039;Daniel J. D&#039;Arby (D&#039;Arby the Elder):&#039;&#039;&#039; The only real fight the heroes couldn&#039;t just punch, D&#039;Arby is a professional gambler and cheater whose stand, &#039;&#039;&#039;Osiris&#039;&#039;&#039;, works on psychology. Those who admit defeat in their hearts get their souls ripped out and turned into poker chips for his games so long as it was bet. He&#039;s so &amp;lt;u&amp;gt;&#039;&#039;good&#039;&#039;&amp;lt;/u&amp;gt; at cheating that he found a way to cheat a coin drop game against Joseph. Osiris also affords D&#039;Arby with enhanced tactile senses, to the extent that he can tell what a face down card actually is through touch alone. Jotaro broke his two of fingers to keep him from sneaking cards when they set-up poker, but even this doesn&#039;t stop him having a kid who works for him rig the game regardless. D&#039;Arby is defeated when, upon seeing &#039;&#039;Star Platinum&#039;s&#039;&#039; speed, he begins suspecting that Jotaro cheated even though D&#039;arby himself has extremely &amp;lt;u&amp;gt;&#039;&#039;good&#039;&#039;&amp;lt;/u&amp;gt; cards and &#039;&#039;knows&#039;&#039; that Jotaro &amp;lt;u&amp;gt;&#039;&#039;should&#039;&#039;&amp;lt;/u&amp;gt; have a bad hand. When Jotaro keeps raising the bet with the souls of Avdol, Kakyoin, and &#039;&#039;his mother&#039;&#039;, and demands that his opponent ante up with information about DIO&#039;s stand, D&#039;Arby psyches himself out so badly that in one of the most well-done scenes in the [https://youtube/WP1arj7AYuI Anime], [https://youtube/DoXR23BMAvU?t=1316 OVA], AND [https://youtube/v_GbKz0E8Nk?t=406 Abridged Series], he fails to call the bluff and has a complete mental breakdown. His breakdown releases all of the souls he collected and becomes unresponsive when asked about DIO&#039;s Stand. He&#039;s popular in the fandom for [https://www.youtube.com/watch?v=AI5bg6KEXXA his hilarious attempt at southern-accented Engrish]. He started the trend of gambler characters in later parts exclaiming &amp;quot;&#039;&#039;&#039;&#039;&#039;Good!&#039;&#039;&#039;&#039;&#039;&amp;quot; when a bet is made.&lt;br /&gt;
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*&#039;&#039;&#039;Pet Shop:&#039;&#039;&#039; Dio&#039;s pet falcon who&#039;s as crazy as any other assassin in the series. Its Stand, &#039;&#039;&#039;Horus&#039;&#039;&#039;, can create and manipulate ice to lay traps and launch spikes like homing missiles. He&#039;s either very smart for what he is or extremely territorial as he killed the informant that was at the mansion gate so he wouldn&#039;t report back to the Crusaders. Iggy opts to avoid him when he sees that Pet Shop had impaled two dogs&#039; heads on a spike, but decides to fight him when the dogs&#039; owner shows up. When Iggy tries to escape, the guard falcon displays how fixed on killing him it is by diving underground after him. Pet Shop is killed when he tries to shoot ice of his beak before Iggy launches himself at him and bites it closed which leads to him exploding. Pet Shop&#039;s also infamous for being hilariously broken in any game he appears in, because he&#039;s a bird with all the frozen [[Dakka]] he could ever need while everyone else is stuck on the ground. Perpetuating the saying &amp;quot;FUCKING HORUS!&amp;quot; beyond the realms of the Imperium. He&#039;s also the only villain none of the Crusaders but Iggy encountered (except maybe Boingo), his namesake is the electric pop band &#039;&#039;Pet Shop Boys&#039;&#039;.&lt;br /&gt;
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=====DIO&#039;s Caretakers=====&lt;br /&gt;
[[File:Gamer Life.png|500px|thumb|right|To be good at games is to be a transcendent being, equal to the Gods, omniscient.]]&lt;br /&gt;
*&#039;&#039;&#039;Telence T. D&#039;Arby (D&#039;Arby the Younger):&#039;&#039;&#039; Daniel J. D&#039;Arby&#039;s younger brother by 10 years who is highly proficient in videogames and last of the Egyptian 9 Glory Gods. Similarly to Daniel, his stand &#039;&#039;&#039;Atum&#039;&#039;&#039; both sucks out souls when they admit defeat or are defeated by him and relies on psychology, but he has the added ability of being able to read the souls of his opponents to decipher their strategies, but can only decipher them through yes or no questions. Unlike his older brother, he binds the souls of his victims into wooden dolls as trophies, [[Grimdark|complete with them being fully conscious]]. Telence has a dislike for his brother as he believes he is better and that Daniel is scared of him as Daniel would never play games with him like he believed normal brothers would; furthermore, Daniel apparently apologized to him after Telence physically beat Daniel for trying to steal his girlfriend. He claims he doesn&#039;t cheat like his brother, but his planning ahead allowed him to beat Kakyoin in a racing game and his ability to read souls let him outplay Jotaro in a baseball game. Jotaro defeats him when he finds a way to cheat by having Joseph use Hermit Purple to play the game in his stead. Since Telence lacks his brother&#039;s intuition he was unable to see through the trick until it was too late, and as Jotaro points out, Daniel would&#039;ve noticed easily. He&#039;s not as lulzy in terms of accents as his brother, but his [https://www.youtube.com/watch?v=yieQpgvjAq0 video games deliver the encounter&#039;s much-needed Engrish] and the [https://youtube/ZznVQd4q2JI soul-reading dialogue] is a nice touch. Telence shares his namesake with brother, musician &#039;&#039;Terence Trent D&#039;arby&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Kenny G.:&#039;&#039;&#039; One of DIO&#039;s more minor henchmen, his Stand is &#039;&#039;&#039;Tenore Sax&#039;&#039;&#039;, which is an illusionary stand that manifests as an endless labyrinth. While seemingly a daunting foe; he was quickly detected by Iggy and disabled. Pretty much a joke character, but his Stand is notable for being named after an instrument rather than a song, band or performer.&lt;br /&gt;
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*&#039;&#039;&#039;Nukesaku:&#039;&#039;&#039; The only one of DIO&#039;s henchmen not to wield a stand or be named after a musician, Nukesaku is a runt vampire, who&#039;s only power besides being vampire is that the back of his head has a female face to disguise himself. Needless to say, even his only shtick was horrible and Jotaro decided to test his immortality by ORA ORA ORAing him into submission. He is killed by DIO after willingly leading the crusaders into DIO&#039;s main chamber. A hilarious note is that &amp;quot;Nukesaku&amp;quot; is not really his name, in Japanese it roughly translates to &amp;quot;Idiot&amp;quot;. People just call him that so much that it became more common to call him idiot, rather than his real name. He&#039;s called &amp;quot;Loser&amp;quot; in the English dub.&lt;br /&gt;
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*&#039;&#039;&#039;Vanilla Ice:&#039;&#039;&#039; DIO&#039;s most fanatical and powerful vampiric servant...who appears to have taken fashion tips from the Pillar Men. Vanilla Ice became a vampire after Dio tested his loyalty by saying he needed his blood to fully regenerate, where he went the extra mile by using his own stand to decapitate himself without hesitation. Impressed by his devotion (or maybe it was his [[/d/|massive bulge]]) DIO used his blood to resurrect Vanilla Ice, granting him near-immortality. His stand is named &#039;&#039;&#039;Cream&#039;&#039;&#039;, a humanoid monster that has a unique ability where it swallows itself (and Vanilla Ice) in order to become [[Sphere of Annihilation|a null void, literally wiping out chunks of reality]] like the Eldar&#039;s D-Cannons. This power is so fucking awesome that it killed Avdol effortlessly, leaving only a pair of arms on the floor. He then killed Iggy by kicking him to near death, out of rage when they tried and failed to assassinate him with a sand clone of DIO (he was forced to destroy the clone with his master&#039;s image, which made him ballistic). He would have likely killed Polnareff as well but DIO forgot to tell him that sunlight would incinerate him, which Polnareff used to kill him after he shrugged off every other attack used on him. He&#039;s named after American rapper: &#039;&#039;Vanilla Ice&#039;&#039;, although due to copyright concerns, he&#039;s named as &amp;quot;Cool Ice&amp;quot; in the English dub.&lt;br /&gt;
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====Part 4: Diamond is Unbreakable Villains====&lt;br /&gt;
=====Yoshikage Kira=====&lt;br /&gt;
[[File:Kirainanutshell.png|thumb|300px|This perfectly sums him up.]]&lt;br /&gt;
&lt;br /&gt;
A serial killer with a really creepy hand fetish. As in, he chops off women&#039;s hands to make the severed hands into his &amp;quot;girlfriends&amp;quot;, keeping them in fancy boxes and having romantic dinners with them... until they rot and he has to get a replacement. The worst part is that he&#039;s seriously obsessed with living an ordinary life as a mediocre person...while also being a serial killer with a really creepy hand fetish. Yet his facade of mediocrity belies an incredible ruthlessness and guile that makes him a genuine threat to anyone who crosses him. Although he&#039;s the least threatening main arc villain in terms of his objectives (occasional serial killing compared to stealing fortunes/ruling the world as a vampire, becoming a perfect being and exterminating/ruling humanity, ruling the world as a vampire again, controlling all crime in Naples/Italy, rewriting the entirety of reality, using Jesus&#039;s corpse to make America great at the expense of the rest of the world, and...whatever the fuck the stone humans want), he&#039;s easily among the creepiest by dint of how coldly meticulous and under the radar he went.&lt;br /&gt;
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For the most part, he&#039;s watched over by his dad, who&#039;s a ghost inside of a photograph thanks to his own Stand&#039;s abilities. Otherwise, he uses his Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Killer Queen&#039;&#039;&#039;&#039;&#039;&amp;quot;, a pink [[Felinid|catlike humanoid]], as a killing instrument. See, its power allows it to imbue objects with an explosive charge which he can set off at will. These explosions are so efficient that they don&#039;t leave any trace of his victim, which has led to his long career as a killer. The only thing that he chooses to leave behind is a hand, which he will usually have a relationship with despite being the hand of some girl he just murdered. When combined with Stray Cat&#039;s air bubbles, these bombs become &#039;&#039;invisible projectiles&#039;&#039;. &amp;quot;Killer Queen&amp;quot; also has two separate components to it. The first is &amp;quot;Sheer Heart Attack&amp;quot;, a skull-faced tank-bomb that comes from his right hand. This bomb chases down any heat signatures, which makes it effective for hunting down solitary targets, but when crowded with many heat sources, gets disoriented easily. The second power he gains after switching faces with another person and getting stabbed with a Stand Arrow. This power, &amp;quot;Bites the Dust&amp;quot;, is a tiny &amp;quot;Killer Queen&amp;quot; which passes Killer Queen on to a non-Stand user, kills anyone who even &#039;&#039;asks&#039;&#039; them about Kira, and then loops time back to when Bites the Dust was activated, which will happen as much as it needs to until Kira can find out who it is that died. Additionally, anyone killed by Bites the Dust in a time loop will still die at the same moment in subsequent loops, allowing Killer Queen to kill multiple people at the same time. However, he can only have one bomb active at a time, and attacking him directly forces him to withdraw Bites the Dust. The time-loop power was going originally going to be more complicated (Araki considered having its use on Josuke as being the explanation for an identical looking stranger saving his life as a child in the snow) but it was scrapped for being too difficult to write in without inducing plotholes.&lt;br /&gt;
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=====The Morioh Stand Users=====&lt;br /&gt;
*&#039;&#039;&#039;Anjuro &amp;quot;Angelo&amp;quot; Katagiri&#039;&#039;&#039;: A real sick fuck and first villain of Part 4, Angelo is a 34-year-old convicted serial killer and rapist who was put on death row for his crimes in 1994, meaning he was 12 when they were committed. Joseph&#039;s vision of him brings Jotaro to Morioh so he can warn his Josuke of the danger. Prior to his execution Keicho Nijimura shot him with the Stand Arrow, granting him his Stand which he used to survive his hanging. His Stand, &#039;&#039;&#039;Aqua Necklace&#039;&#039;&#039;, is similar to N&#039;doul&#039;s Geb, but instead of being an extremely long-ranged body of water, it&#039;s a small being that take the form of and fuse with liquids and can become mist (if evaporated). Unlike Geb, Aqua Necklace can be used for communication and is effectively invulnerable as heating it up only made it turn into steam but if it&#039;s held in a container and moved around, Angelo will be moved as well. Angelo uses it to enter people&#039;s bodies and control or outright kill them. When Josuke foiled his robbery, he began targeting his the Higashikatas out of spite but Josuke captured him. Aqua Necklace&#039;s ability to disguise itself allowed Angelo to kill Josuke&#039;s grandfather and escape to plot his grand revenge. Over the week, Angelo had sabotaged the house to be filled with water during a rainstorm to literally flush the out. Luckily, Josuke had prepared for the situation when Aqua Necklace jumped into his mouth, it was captured in a rubber glove he swallowed and repaired. Cornered in the street, Josuke fuses him to a rock before Angelo starts spilling how he got his Stand and who gave it to him. The criminal stealthily takes a child hostage to force his release and makes the dire mistake of insulting Josuke&#039;s hair while doing so. Josuke then completely fuses him with the rock and reforms it to look like a big face, leaving a sapient boulder and landmark of the city: &#039;&#039;「&#039;&#039;&#039;Angelo&#039;s Rock&#039;&#039;&#039;」: A big stone shaped like Angelo, a popular meeting place for couples despite its creepy appearance&#039;&#039;. Setting the bar for future Part 4 antagonists, Angelo was incredibly violent and intelligent with a simple Stand ability that could be lethal if used properly. Angelo also set the bar for violence in Part 4 in his first physical appearance, he bites off a dog&#039;s face and spits the blood into the owner&#039;s mouth along with his Stand because he had stepped in the dog&#039;s feces.&lt;br /&gt;
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*&#039;&#039;&#039;Keicho Nijimura&#039;&#039;&#039;: The elder Nijimura Brother and the brains of the two, instigating the entire first half of the Part. Shortly after the events of Stardust Crusaders Keicho and Okuyasu&#039;s father was mutated by DIO&#039;s fleshbud, so Keicho took it upon himself to care for both his brother and father. He resented the responsibility, hating what his abusive father had become drove Keicho to believe that the only way to begin his life would be to find someone to kill his father who regenerated all damage. When he obtained the Stand Arrow he set out to find a person with a Stand capable of finally killing his father, so Stand users in the first half of Diamond Is Unbreakable are his doing. Keicho himself has a Stand called &#039;&#039;&#039;Bad Company&#039;&#039;&#039;, which is [[Bolt Action| an army of small soldiers complete with tanks and helicopters.]] While they are small, the damage dealt by their weapons is lethal if focus-fired and the missiles launched the helicopters are comparable to weak grenades. Additionally, being a colony-type Stand, damage dealt to Keicho is minimal if only a few of his units are taken out, significant amount of them must be eliminated for him to take notable damage and all of them for it to kill him. When Josuke and Koichi investigate the Nijimura Residence, Keicho shoots Koichi with the arrow and takes him inside while Okuyasu dealt with Josuke. He later faces Josuke and is overconfident when has all of Bad Company focused on Josuke, but is defeated when Josuke repairs two of Bad Company&#039;s missiles and sends them back at him. He was stunned when Josuke repairs the photo that Nijimura Sr. had been looking for the last 10 years and when Josuke suggested finding a Stand User to heal him instead of killing him. Suddenly, &#039;&#039;Red Hot Chili Peppers&#039;&#039; appears through an electrical outlet, seeing him about to strike Okuyasu, Keicho sacrifices himself to knock him out of the way before calling his brother a burden one last time. Keicho is dragged into the electrical outlet and his body is found fried on power lines, with RHCP taking the Bow &amp;amp; Arrow for his own purpose. Near the end of Part 4, Keicho makes one last appearance in Okuyasu&#039;s near-death experience where he asks his brother where he truly wants to go and disappears when Okuyasu answered. His Stand, &#039;&#039;Bad Company&#039;&#039;, gets its name from the English Rockband of the same name.&lt;br /&gt;
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[[File: RHCP.png|right|245px|thumb|You can tell he knows his AC from his DC.]]&lt;br /&gt;
*&#039;&#039;&#039;Akira Otoishi&#039;&#039;&#039;: One of the Stand Users shot with the Bow &amp;amp; Arrow by Keicho: an arrogant and selfish rock guitarist with a magnificent mane of lavender hair. His Stand, &#039;&#039;&#039;Red Hot Chili Pepper&#039;&#039;&#039;, is powered by electricity and can travel miles away from Akira so long as it has a power source. &#039;&#039;RHCP&#039;&#039; is capable of having insane power and speed when it has enough electricity, but if it runs out of power it can&#039;t return to Akira which could be lethal for him. When Akira learned from Josuke that Joseph was coming to Morioh to search for him, Akira devised a plan to fly a remote-controlled plane out to Joseph&#039;s ship and kill him. Personally encountering Josuke and Koichi on the docks, he explains his plans to be a &amp;quot;&#039;&#039;Ultra Super Guitarist&#039;&#039;&amp;quot; like his idols: Jimi Hendrix, Jeff Beck, and Eddie Van Halen. Akira tries to act haughty by saying he can beat Josuke with only his pinky which prompts Josuke to break it with a punch which makes him [[RAGE|SO MAD]] his only reaction is to belt out a [https://www.youtube.com/watch?v=H00EE5uu0Po legendary] [https://www.youtube.com/watch?v=Ndk30TWzi7U face melter.] Despite all his rage, he still ended up locked in a cage after Josuke defeated him and Okuyasu saw through his disguise when he got to the boat. Akira was arrested and sentenced to three years in prison on felony charges as he used RHCP to steal a lot of expensive stuff and stayed well-behaved as Jotaro and Josuke would &amp;quot;Chase him down to the deepest corner of Hell and &#039;&#039;&#039;end him&#039;&#039;&#039;,&amp;quot; otherwise. He made his latest appearance in &#039;&#039;Thus Spoke Rohan Kishibe Episode 2&#039;&#039; where he asks for Rohan&#039;s autograph, apparently reformed from villainous attitude. Akira is notable for having the chapter be interrupted by an explanation of how his guitar works and his Stand&#039;s namesake is the band of the same name. His theme songs in [https://www.youtube.com/watch?v=4yA_847kvmY All-Star Battle] and [https://www.youtube.com/watch?v=-gl6CAsKJ0Y Eyes of Heaven] both sound like &#039;&#039;Red Hot Chili Peppers&#039;&#039; songs and he likely has the least butchered censored name, Chili Pepper.&lt;br /&gt;
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*&#039;&#039;&#039;Bug-Eaten and another rat&#039;&#039;&#039;: Two rats who were pierced by the Stand Arrow, giving them both the same Stand. Though we never see their thoughts like we could with Iggy, it is obvious they are relatively intelligent and [[Mork|cunning]] compared to normal rats. Their Stand, &#039;&#039;&#039;Ratt&#039;&#039;&#039;, is a small turret that fires toxic barbs [[Tzimisce|that causes flesh to slough off and form into some kind of bloody gelatin]] for the rats to eat at a later time. They still act very much like normal rats; the primary use of their power has them collect food and expand their territory, [[Skaven|except with a horrifying flesh melting cannon at their disposal]]. Jotaro takes Josuke with him to go hunting for the rats after teaching him how to use ball-bearings as ammo by flicking them. The first rat gets cornered and killed pretty quickly, but the second one (which Jotaro named Bug-Eaten because of its mangled ear) puts up quite the fight. Bug-Eaten almost kills Jotaro with a shot to the neck and almost kills Josuke when he uses himself as bait, since Josuke would not be able to repair himself should he get hit.&lt;br /&gt;
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*&#039;&#039;&#039;Yoshihiro Kira&#039;&#039;&#039;: Kira&#039;s father. He and his wife did not have Yoshikage until they were both at an advanced age, and therefore died when Kira was still young. He became a ghost and somehow obtained a Stand as well, &#039;&#039;&#039;Atom Heart Father&#039;&#039;&#039;. This Stand with no physical body allows Yoshihiro to bind himself to pictures, and anything that he manipulates inside the picture moves outside of them as well. Yoshihiro can turn the area depicted in an isolated space meaning anything outside the room cannot enter and anything inside cannot leave. Jotaro managed to trap him by folding up the photograph he was in and nail it to a wall, but Yoshihiro tricked Okuyasu into unfolding it and letting him fly off, taking the Stand Arrow with him. Unlike Keicho, he let the arrow guide him to people that were worthy of obtaining Stands. He knows all too well what kind of horrible monster his son had become, but he still protected him [[dawww|because Kira was his only son and he loved him]]. Yoshihiro reunites with his son to help him plot against Josuke and Co. and unknowingly gives Yoshikage the key to his victory. During the final confrontation, he slipped into Hayato&#039;s backpack and told Yoshikage Josuke&#039;s location through a cellphone. Josuke burns him out and using the phone has Yoshikage blow up his own father.&lt;br /&gt;
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*&#039;&#039;&#039;Ken Oyanagi&#039;&#039;&#039;: The Janken Kid. A child with a hole in his cheek courtesy of the Stand Arrow, Ken loves janken (rock-paper-scissors) and pesters Rohan into playing with him. Rohan is not amused and at one point [[awesome|decks Ken in the face for being an annoying little shit]]. The punch turned out to be a bad idea though, [[Just As Planned|because Ken had just thrown paper]]. This triggered his Stand, &#039;&#039;&#039;Boy II Man&#039;&#039;&#039;, to take away a third of Heaven&#039;s Door as its ability is similar to the D&#039;arby Brothers&#039; Stands. If Ken wins three out of five games he gains permanent control of the opponent&#039;s Stand. This lead to an epic game of janken that looked like an actual fight in any other series as they were both glowing with energy and flying into the air as they cast their choices. When Rohan wins, The kid would rather die than submit and jumped in front of a truck, but Rohan jumped after him using his own luck to have it narrowly avoid them. Oyanagi&#039;s Stand&#039;s namesake is the American singing group, &#039;&#039;Boyz 2 Men&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Tama&#039;&#039;&#039;: Also known by his Stand, &#039;&#039;&#039;Stray Cat&#039;&#039;&#039;. He started out as a normal British Blue until he was struck in the throat by the Stand Arrow. He then broke into the Kawajiri residence&#039;s basement, where Shinobu found him. She wanted to chase him out, but he got cut to death by broken glass shards. Kira buried the cat in the yard, and after two days a strange plant sprouted from the grave. Reborn as a plant, he held a grudge against Shinobu and attempted to kill her with with his Stand. &#039;&#039;Stray Cat&#039;&#039; can manipulate air into bubbles that only burst on command and are easily capable of suffocating, trapping, and puncturing its targets. Kira saved Shinobu from him, but nearly died of an emphysema (Stray Cat can also form air bubbles beneath others&#039; skins) trying to kill him so he used yarn to calm him. Kira found out that Stray Cat sleeps when not exposed to sunlight, so he dug him up and put him in a flower pot in the attic. Hayato finds him and later uses him in a plan to kill Kira which fails and has Kira place him in Killer Queen&#039;s abdomen, allowing him to make bombs out of the air bubbles. After Kira&#039;s death, Okuyasu decided to keep him as a pet and he got along with his father nicely.&lt;br /&gt;
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*&#039;&#039;&#039;Toyohiro Kanedaichi&#039;&#039;&#039;: A weird dude living in an old telephone tower by himself. He&#039;s self-sufficient, having everything he needs in or just around the tower in places he can reach with some contraptions. He&#039;s got a good reason for this: the moment he tries to leave the tower he turns to metal and stays like that until he enters it again. This is because the tower he&#039;s in is actually a Stand, &#039;&#039;&#039;Super Fly&#039;&#039;&#039;. It is an autonomous stand keeping him prisoner, and it needs someone else to enter before he can leave. On top of this, Super Fly returns all damage dealt to it into the same direction as said damage came from. Trapped inside with nothing to do, Toyohiro became an incredible acrobat to navigate Super Fly and memorizes exactly where things will ricochet inside. He lures Josuke in with help from Yoshihiro so he can leave but has a change of heart in the end. He decides to stay in the tower and becomes something of a local celebrity, often being visited by tourists.&lt;br /&gt;
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*&#039;&#039;&#039;Terunosuke Miyamoto&#039;&#039;&#039;: [[Night Lords|A man obsessed with fear]]. Terunosuke&#039;s Stand, &#039;&#039;&#039;Enigma&#039;&#039;&#039;, only works after he has identified a person&#039;s tell for when they&#039;re afraid. Once he confirms the tell, he can place people into sheets of paper which also works on non-sapient things like cartons of milk, bowls of noodles, scorpions and electricity. [[Bag of Holding|A trapped person or object can be freed by having the paper opened]]. He kidnaps Koichi and Tomoko, using them as hostages to scare Josuke when he and Yuya Fungami track him down. Josuke delivers a warning to Miyamoto when Josuke is trapped, and the audacity pressures Yuya into confronting the Enigma Boy despite his own fear. Chasing him down, Terunosuke uses his sense of smell to find Josuke and Koichi among hazards trapped in paper, and finds Josuke and Koichi seconds away from being put into a paper shredder. Allowing himself to be turned into paper also, Yuya pulls the duo, and they quickly incapacitate Miyamoto. Josuke decides not to kill Terunosuke, but instead decides to Angelo him, and uses Crazy Diamond to fuse him into a book, which remains with the Morioh library to this day.&lt;br /&gt;
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*&#039;&#039;&#039;Masazo Kinoto&#039;&#039;&#039;: An architect hired by Rohan to evaluate the damage done to his house by the fire Rohan had caused due to his intense game of chance with Josuke. Masazo is a weird looking dude, who is mostly bald with a tuft of hair in the shape of the Morioh M. He acts even stranger, always keeping his back to the wall unless he&#039;s sure Rohan is right in front of him. Rohan gets suspicious and uses &#039;&#039;Heaven&#039;s Door&#039;&#039; to get a read on him. It looks like Masazo is just somewhat neurotic, but when Rohan tricks the man and looks at his back, it bursts open as the independent Stand &#039;&#039;&#039;Cheap Trick&#039;&#039;&#039; jumps onto Rohan&#039;s back, killing Masazo. Cheap Trick&#039;s abilities are to hold onto someone&#039;s back no matter what, and to kill that person when someone sees that person&#039;s back as well as transferring onto the person who saw its victim&#039;s back. It can also talk with non-Stand users and even animals. Rohan exploited its ability by heading into Reimi&#039;s alley and walking out, turning his back to Koichi. The moment Cheap Trick turns around, however, it was grabbed by the evil spirits in the alley and dragged into Hell, [[awesome|with Rohan writing that last part into Cheap Trick using Heaven&#039;s Door to make sure it happens]].&lt;br /&gt;
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====Part 5: Vento Aureo Villains====&lt;br /&gt;
=====Boss/Diavolo=====&lt;br /&gt;
Diavolo (which is his moniker by Polnareff) is the boss of the Mafia group &amp;quot;Passione&amp;quot;, though he never shows his face and operates under the pseudonym &amp;quot;Soliddo Nazo&amp;quot;. He also has pink hair and doesn&#039;t wear a shirt, but he is anything but fabulous. Diavolo&#039;s main quirk is that he is a MAJOR control freak, which mainly manifests as an anonymity complex, a pathological need to erase the evidence of his own existence, and a split personality named Vinegar Doppio who acts as his &#039;&#039;Consigliere&#039;&#039;, his second-in-command.&lt;br /&gt;
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His stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;King Crimson&#039;&#039;&#039;&#039;&#039;&amp;quot;, is a red and white man with a tiny face on his forehead and has a power that&#039;s really difficult to understand. The simplest explanation is, there is a point of time, Point A. In 10 seconds, Diavolo and only Diavolo can move around, but he can&#039;t interact with objects unlike The World&#039;s timestop. Other people within these 10 seconds are not conscious, but follows what actions they were supposed to do according to fate. 10 seconds later, at time Point B, anybody caught in King Crimson&#039;s power would be where they would be in 10 seconds from Point A, but they have no memory of doing that, seeming like time has skipped. Meanwhile, Diavolo had moved during those skipped 10 seconds to a perfect position to impale an enemy with his fist. As Doppio, &amp;quot;King Crimson&amp;quot; has a secondary Stand in its forehead called &amp;quot;&#039;&#039;&#039;&#039;&#039;Epitaph&#039;&#039;&#039;&#039;&#039;&amp;quot; which allows him to see 10 seconds into the future. Combining King Crimson with Epitaph&#039;s ability to know exactly what will happen in the 10 seconds of skipped time means that Diavolo is effectively untouchable, as he can dodge and counter almost any attack thrown at him. [[Meme|It just works.]]&lt;br /&gt;
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Between Diavolo being a mysterious figure (unintentionally making him a dull character thanks to how little we know about him), and his confusing powers, he&#039;s regarded as the weakest of the major villains.&lt;br /&gt;
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=====Passione=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;Passione as a whole&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The biggest mafia outfit of Italy, Passione has its hand in every criminal pie, ranging from illegal taxis to hired murder and, of course, drug trafficking. In true &#039;&#039;Jojo&#039;&#039; fashion, each and every single member that isn&#039;t a generic mobster is flamboyant as fuck to the point one wonders why the Italian cops don&#039;t just arrest every fabulous person they come across just to be sure. Probably has to do with all high-ranking or elite members of Passione being Stand users.&lt;br /&gt;
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*&#039;&#039;&#039;Leaky-Eye Luca&#039;&#039;&#039;: An &amp;quot;officer&amp;quot; of Passione in charge of collecting their share of the profit illegal taxis make around Naples. His nickname comes from him surviving being stabbed in the eye, at the cost of said eye permanently crying. Luca is an asshole who fakes pitying drivers who can&#039;t or don&#039;t want to pony up before beating them to death with his shovel [[Dark Eldar|and selling drugs to kids on the side]]. Giorno fucks him up with his own shovel when he refuses to pay his share, setting up the events of Part 5.&lt;br /&gt;
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*&#039;&#039;&#039;Polpo&#039;&#039;&#039;: An ABSOLUTE UNIT in both girth and height. This ginormous specimen of a dude lives a cozy life in a decked out prison cell including a gun safe and a pantry, he&#039;s also a &amp;lt;s&amp;gt;religious&amp;lt;/s&amp;gt;{{BLAM|HERETICAL}} man in his own twisted way, [[Inquisition|claiming that God forgives even murder if it&#039;s for a right cause]]. Polpo is Passione&#039;s recruiter, tasking applicants to prove their craftiness by giving them a lighter they must keep alight for 24 hours. If the lighter goes off (and since the test is designed to be failed, it will), lighting it up again triggers Polpo&#039;s Stand, &#039;&#039;&#039;Black Sabbath&#039;&#039;&#039;, an automatic Stand who attacks the lighter&#039;s holder with a Stand arrow; survivors get inducted into Passione. Infuriated by Black Sabbath killing a bystander who turned on the lighter after it got snuffed, Giorno, with the help of Koichi, destroys Black Sabbath and tricks Polpo into [[Awesome|shooting himself in the head with a revolver Gold Experience turned into a banana.]]&lt;br /&gt;
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*&#039;&#039;&#039;Mario Zucchero&#039;&#039;&#039;: A low-ranking member of Passione who, with his buddy Sale, try to eliminate the Bucciarati gang to steal Polpo&#039;s fortune, hidden by Bruno Bucciarati on Capri Island. Despite being weak by Part 5 standards, his hit-and-run style of combat manages to pick off almost all the gang before Bucciarati and Abacchio manage to get him. His Stand, &#039;&#039;&#039;Soft Machine&#039;&#039;&#039;, allow him to stab people and things and make them deflate like balloons. Notable for his attack plan, involving [[What|deflating and hiding a copy of the boat the Bucciarati gang rides inside said boat to give himself plenty of ambush points]].&lt;br /&gt;
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*&#039;&#039;&#039;Sale&#039;&#039;&#039;: A low-ranking member of Passione who, with his buddy Zucchero, try to eliminate the Bucciarati gang to steal Polpo&#039;s fortune, hidden by Bruno Bucciarati on Capri Island. Sale is much more of a direct fighter than his pal, thanks to his Stand &#039;&#039;&#039;Kraftwerk&#039;&#039;&#039;, who can remove or add kinetic energy from items, allowing him to do things like stopping and sending back bullets to an attacker. While insanely overpowered against his opponent Mista; who uses a gun; his cockiness and ignorance about how Sex Pistols work ends up doing him in, when his own power was turned against him by the Pistols and left him lobotomized. Despite bleeding a literal lake of blood on that truck&#039;s roof, If &#039;&#039;Purple Haze Feedback&#039;&#039; is canon, he somehow survived the bullet in his brain. Only to die to one of the new bad guys who tears his heart out.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;La Squadra Esecuzioni&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The &amp;quot;Execution Team&amp;quot; of Passione, regrouping their hitmen. Upon seeing their colleagues leading drug trafficking and illegal gambling had more territory and money than them, they started complaining and threatened to start digging into Diavolo&#039;s past. In retaliation, Diavolo  [[Grimdark|cut one of them into pieces while still alive, cast the parts into resin to form a puzzle and mailed it to them]] as a warning. This proved to be the last straw and they defected, hunting down Trish as payback.&lt;br /&gt;
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*&#039;&#039;&#039;Sorbet and Gelato&#039;&#039;&#039;: The two members of La Squadra who tried to find dirt on Diavolo and paid the ultimate price when their boss found out about it. Sorbet was the guy turned into a human puzzle mentioned above while Gelato, his (really for once in &#039;&#039;JoJo&#039;&#039;) gay lover was forced to watch, [[Grimdark|killing himself rather than watching the full ordeal]]. Notable for being bland as fuck-looking compared to everybody who isn&#039;t a background character in Part 5.&lt;br /&gt;
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*&#039;&#039;&#039;Formaggio&#039;&#039;&#039;: [[Dark_Eldar|The sadist of the bunch]] and the first one the Bucciarati gang faces. His Stand, &#039;&#039;&#039;Little Feet&#039;&#039;&#039;, causes objects and living beings to shrink once he touches them, stopping only when he decides it or instantly reversing the shrinking; a flashback has him kill a politician by shrinking a car to microscopic size, drop it in a glass of wine, then growing it back once his target swallowed it. He loses to Narancia, ironically the smallest of the group.&lt;br /&gt;
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*&#039;&#039;&#039;Illuso&#039;&#039;&#039;: The arrogant of the bunch. His Stand, &#039;&#039;&#039;Man in the Mirror&#039;&#039;&#039; allows him to drag people into a &amp;quot;mirror world&amp;quot; where everything is reversed and invisible to anybody Illuso didn&#039;t drag with him, in addition to having his Stand being virtually indestructible if enemy Stands don&#039;t enter the mirror world with their user. Purple Haze, with some help from Abacchio and Giorno, [[Exterminatus|melts his face off.]]&lt;br /&gt;
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*&#039;&#039;&#039;Prosciutto&#039;&#039;&#039;: The cool dude of the bunch. Acting as a big brother and mentor of sorts for his partner Pesci, he&#039;s also a ruthless guy who doesn&#039;t take chances. &#039;&#039;&#039;The Grateful Dead&#039;&#039;&#039;, his Stand, induces extra-rapid physical and mental aging on people it touches unless it&#039;s cold enough, causing Prosciutto and Pesci to hoard ice cubes to not die. Badass to the end, he manages to survive being thrown under a train long enough to try to kill Giorno and team one last time and imparting some last-minute wisdom to Pesci.&lt;br /&gt;
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*&#039;&#039;&#039;Pesci&#039;&#039;&#039;: The pussy of the bunch. Pesci is a whiner who can&#039;t do anything without angsting or asking Prosciutto for validation, to the point he&#039;s called a &amp;quot;momma&#039;s boy&amp;quot; even by bystanders. However, like every pussy, Pesci has a breaking point that causes him to go postal once reached, using his Stand &#039;&#039;&#039;Beach Boy&#039;&#039;&#039;, a fishing rod able to snare people through walls and reflect damage to whoever tries to cut the line, with great skill. Ironically the more dangerous of the duo he formed with his brother, as Beach Boy&#039;s hook can cut almost anything and even snag its hook into someone&#039;s heart. Bucciarati nearly gets killed by him once he pushes him far enough, but manages to exploit his blind rage to finish him off, lamenting how wasteful Pesci&#039;s defeat due to misusing his newfound spirit was.&lt;br /&gt;
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*&#039;&#039;&#039;Melone&#039;&#039;&#039;: The sex pest and womanizer of the bunch, and no they&#039;re not one and the same. He is always on the hunt to find an ideal &amp;quot;mother&amp;quot; figure so he can harvest some genetic data for his Stand, &#039;&#039;&#039;Baby Face&#039;&#039;&#039;. Once he has the data, his Stand is created and becomes an automatic Stand that, while capable of absorbing any form of matter, requires a time to develop. As this is an automatic Stand, once it reaches a certain point, it goes mad and control is lost. Once Baby Face was dealt with, he was pretty much helpless when Giorno tracked him down.&lt;br /&gt;
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*&#039;&#039;&#039;Ghiaccio&#039;&#039;&#039;: [[Angry_Marines|The fuck-ass mad one of the bunch]], with grammar being his main trigger, stopping in the middle of a battle to rant about mispronunciations of Italian words in other languages. He is also very dangerous as his Stand &#039;&#039;&#039;White Album&#039;&#039;&#039; not only allows him to freeze anything around him, but it also forms a suit of impenetrable ice armor with skates. It gets worse when he manages to reach absolute zero, when he can stop bullets in midair and then throw them back. In fact, the only weakness of this stand is a singular airhole in the back of the suit&#039;s neck, a weakness that could only have been exploited by Giorno and Mista.&lt;br /&gt;
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*&#039;&#039;&#039;Risotto Nero&#039;&#039;&#039;: The boss of La Squadra and [[Ravenloft|so goth he shits Hot Topic shirts]], though he doesn&#039;t involve himself with matters until Sardinia and never even faced Buccierati&#039;s gang. By that point, he tries to murder Doppio in order to flush out the boss with his Stand &#039;&#039;&#039;Metallica&#039;&#039;&#039;, tiny metallic ghost-looking orbs that can manipulate iron into any shape, including the iron in blood. What he didn&#039;t account for was that Doppio would be so persistent in escaping or that he was actually able to use some of King Crimson&#039;s power. It took a hell of a fight, but he was eventually done in by an unsuspecting Narancia; who thinking that he found an assassin out in the open instead of in a fight; ambushed him.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;Unità Speciale&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The &amp;quot;Special Unit&amp;quot; of Passione, acting as Diavolo&#039;s elite guard. While powerful in their own right, they also are completely nuts. Diavolo siccs them on Giorno and team once they betray Passione.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tiziano&#039;&#039;&#039;: One of the two Stand users awaiting the gang in Venice and a creepy fuck matched only by his butt-buddy Squalo. His Stand, &#039;&#039;&#039;Talking Head&#039;&#039;&#039;, is a parasite that affixes itself to the tongue of a person and forces them to only tell lies, no matter how blatant, confusing everybody while Squalo moves in for the kill. [[Dawww|Took a bullet for Squalo both out of love and to give him an opportunity to off Narancia]].&lt;br /&gt;
*&#039;&#039;&#039;Squalo&#039;&#039;&#039;: One of the two Stand users awaiting the gang in Venice and a creepy fuck matched only by his butt-buddy Tiziano. Squalo&#039;s Stand is &#039;&#039;&#039;Clash&#039;&#039;&#039;, a robotic shark that can appear in any body of liquid, including drinking glasses and puddles. Notable for being the second guy to almost off one of the Jobros (Narancia) after Pesci, and like Pesci, losing because he got overconfident; in his case, gloating while his target could still fight back.&lt;br /&gt;
*&#039;&#039;&#039;Carne&#039;&#039;&#039;: Like Pesci above, Carne is fucking weird-looking and way more dangerous than he looks. His introduction has him menacingly stroll towards the group and [[Fail|getting shot in the face by Mista]] as they&#039;re about to travel by plane. [[Just as planned]] since Carne&#039;s Stand, &#039;&#039;&#039;Notorious B.I.G&#039;&#039;&#039;, can only trigger when it&#039;s user dies (How anyone ever found out this was his ability is unknown, it probably did something else too... maybe). Notorious B.I.G is an immortal fleshy blob that feeds on kinetic energy, growing bigger and hungrier the more people or things move in addition to being completely invincible and unkillable. Trish saved the day at the last second, dropping Notorious B.I.G in the ocean where it endlessly chases the currents.&lt;br /&gt;
*&#039;&#039;&#039;Cioccolata&#039;&#039;&#039;: The absolute king of [[Dark_Eldar|sick fucks]] in the whole series, hated even by Diavolo. Before joining Passione, Cioccolata was a doctor who intentionally fucked up anesthesia so his patients would wake up in the middle of operations, and before that he worked at a nursing home where he emotionally abused old people till they killed themselves. &#039;&#039;&#039;Green Day&#039;&#039;&#039;, his Stand, diffuses spores that start growing rapidly once their carriers move down in altitude even by a few inches, devouring them in seconds while the sick fuck records it. Once Giorno got to him, he [https://www.youtube.com/watch?v=aSHcFlNOElE| got MUDA MUDA MUDA MUDA&#039;d for 7 pages/30 seconds before being catapulted into a garbage truck].&lt;br /&gt;
*&#039;&#039;&#039;Secco&#039;&#039;&#039;: Cioccolata&#039;s human dog/sex slave/gimp/whatever the fuck. Secco does whatever his &amp;quot;master&amp;quot; tells him to in exchange for headpats and sugar cubes, including fighting Stand users with his own, &#039;&#039;&#039;Oasis&#039;&#039;&#039;. Oasis looks like a DIY gimp suit that allows Secco to turn solid ground into mud, allowing him to swim through it or fling it at his enemies. Bucciaratti manages to kill him by turning his ground-liquifying powers against him, blowing out a tire underground and Secco&#039;s ears with it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Part 6: Stone Ocean Villains====&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
=====Enrico Pucci=====&lt;br /&gt;
The big bad of Part 6, a &amp;lt;s&amp;gt;gay&amp;lt;/s&amp;gt;&amp;lt;s&amp;gt;straight&amp;lt;/s&amp;gt;SOMETHING ex-Catholic priest who worships the ground Dio walks on and who seeks to use his Stands to rewrite reality as Dio would have wished it. Some say he&#039;s gay, as there&#039;s flashback scenes where they&#039;re laying in bed together (not naked, but their clothes are visibly ruffled), but there is a lack of confirmation as to whether or not Pucci was just that big of an admirer of DIO or actually down bad for him. His Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Whitesnake&#039;&#039;&#039;&#039;&#039;&amp;quot; can swipe away other people&#039;s Stands or memories in the form of a disk. Pucci can then insert these disks into other people, allowing them to view these memories or use the Stand on the disk. &amp;quot;Whitesnake&amp;quot; later becomes &amp;quot;&#039;&#039;&#039;&#039;&#039;C-Moon&#039;&#039;&#039;&#039;&#039;&amp;quot;, which can manipulate gravity. Then shit really hits the fan when he later attains the Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Made In Heaven&#039;&#039;&#039;&#039;&#039;&amp;quot; which can accelerate time &#039;&#039;and&#039;&#039; manipulate gravity. To make a complicated explanation a little easier to explain, as time continues to travel, the universe will hit it&#039;s eventual end, and a new universe will be created, where everything repeats itself, according to &amp;quot;fate&amp;quot;. Pucci can then alter this universe to his desire, basically making the perfect world that Dio always wanted. With his newfound power, Pucci [[Grimdark|single-handedly slaughters Jotaro and Jolyne&#039;s group]], leaving Emporio as the sole survivor. Ultimately, he gets fucked over by Weather Report because Emporio turned his own Stand&#039;s powers against him and the universe ends up resetting itself, with Pucci erased from existence.&lt;br /&gt;
&lt;br /&gt;
=====Green Dolphin Street Prison Inmates=====&lt;br /&gt;
Recruited by Enrico.&lt;br /&gt;
*&#039;&#039;&#039;Gwess&#039;&#039;&#039;: A typical parrot-loving Florida woman who Jolyne shares a bunk with upon arriving at Green Dolphin. Her stand is &#039;&#039;&#039;Goo-Goo Dolls,&#039;&#039;&#039; which gives her the ability to shrink people down the closer they are to her stand. Gwess forces a tiny [[Furry|Jolyne to speak in &amp;quot;uwu&amp;quot; talk and cosplay as a mouse]] (With an actual mouse corpse). She doesn&#039;t join the group after being defeated, as Jolyne doesn&#039;t trust her, but she occasionally provides her with information.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Johngalli A&#039;&#039;&#039;: A near-blind inmate with an inexplicably thicc ass who orchestrated the events that led to Jolyne&#039;s imprisonment. Holds a striking resemblance to N&#039;doul, especially when he goes to snipe Jolyne and Jotaro from far away with a smuggled sniper rifle, using his stand &#039;&#039;&#039;Downtown Manhattan&#039;&#039;&#039; to angle his bullets towards his target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder McQueen&#039;&#039;&#039;: A suicidal inmate who was given the stand &#039;&#039;&#039;Highway To Hell&#039;&#039;&#039; by Whitesnake. Sounds like a stand with an awesome name, right? Well, too bad it&#039;s wasted on ghostly propellers that share damage on nearby people whenever the user tries to kill himself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miraschon&#039;&#039;&#039;: A hoop-haired inmate possibly related to the D&#039;Arby brothers with the stand &#039;&#039;&#039;Marilyn Manson&#039;&#039;&#039;. After being caught stealing by Pucci while he was performing Kakyoin&#039;s cherry trick 2.0, he gives her the stand via disk and sends her out to defeat the Green Dolphin gang. The stand works by forcibly taking money from a target whenever they lose a bet or wager, which may extend to organs based on their black market value if they lack the necessary funds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lang Rangler&#039;&#039;&#039;: Contender for one of the weirdest fashion senses in Jojo (And that&#039;s saying something when people like Fugo and Anasui exist.) Attempts to kill Jolyne while she attempts to send her father&#039;s stand disk to the Speedwagon foundation with &#039;&#039;&#039;Jumpin&#039; Jack Flash&#039;&#039;&#039;, a stand that would solo any of the other Jojo protagonists with its ability to create a zero-gravity zone, complete with horrifying effects such as losing bladder control. Unfortunately for him, he exists in the same part as the OP Weather Report, who generates astronaut suits made of clouds in order to survive the effects and counterattack. Other notable feats about him include stabbing a teacher 69 times and having some slightly wonky cgi in the anime adaptation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sports Maxx&#039;&#039;&#039;: Ah yes, another terrifying psychopath with a silly name. This time around, Sports Maxx is a ruthless gangster (And not the fun Passione type of gangster) who murdered Hermes&#039;s sister Gloria for reasons that amounted to Hermes simply being at the wrong place at the wrong time. Despite having been caught committing murder, his sentence manages to be reduced to a measly 5 years under charges of tax evasion and assault, so Hermes decides to take matters into her own hands and kill him herself. In a series first, she actually manages to ambush and kill him before he has a chance to fight back, but soon discovers his stand &#039;&#039;&#039;Limp Bizkit&#039;&#039;&#039; (Or &#039;&#039;Flaccid Pancake&#039;&#039; in some localisations) has the ability to spawn &#039;&#039;invisible zombies&#039;&#039; from nearby corpses, which attack and eat anything alive in their vicinity. Maxx becomes a zombie himself and manages to chomp away at Jolyne, Hermes, and F.F several times until he is pummeled to dust by Kiss. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guccio&#039;&#039;&#039;: Boy, Bucciarati did not age well, did he? Jokes aside, this weird, scrawny man never fights Jolyne and the others directly, instead being used by Pucci to activate &#039;&#039;&#039;Survivor&#039;&#039;&#039; within the maximum security ward. The stand itself doesn&#039;t do much other than spread a weak electric shock of 0.07 volts, but those volts are enough to radically [[RAGE|increase aggression]] while removing pain and fear, escalating a disagreement or slightly aggravating mistake into a [[RIP AND TEAR|gory, animalistic brawl.]] After turning the maximum security ward into an average [[/v/]] board, Guccio mostly stays out of sight to wait for the conflict to blow over until Anasui finds him and turns him into a human beartrap with Diver Down by inverting his ribcage. Later on, Pucci finds his corpse and turns him into his personal boombox to play Georg Friedrich Händel&#039;s &#039;&#039;Messiah&#039;&#039;. If you&#039;ve gotten this far into the series, this should sound pretty normal by now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Viviano Westwood&#039;&#039;&#039;: Not actually an inmate but a security guard driven ballistic by the effects of Survivor. He&#039;s also an anomaly in the Jojo series as one of the few people to actually wear normal clothing. After beating a bootleg Giorno Giovanna into a pulp, he releases all the prisoners in the MSW to start a &amp;quot;fight club&amp;quot; and picks Jolyne as his next target. The two engage in hand-to-hand combat, something that doesn&#039;t go too well for Jolyne as Westwood is trained as a prison guard to subdue unruly prisoners. Furthermore, Whitesnake gave Viviano &#039;&#039;&#039;Planet Waves&#039;&#039;&#039; at some point earlier in the story, which causes meteors to fly towards him from orbit and burn up before making contact, blowing chunks out of anything or anyone that happens to be in the way. This ability, the effects of Survivor and Westwood&#039;s training make this fight brutal for Jolyne, to the point where &#039;&#039;&#039;&#039;&#039;TEARING WESTWOOD&#039;S FUCKING TOENAIL OFF&#039;&#039;&#039;&#039;&#039; isn&#039;t enough to stop him. Aside from making you question Japan&#039;s standards for kids&#039; entertainment, the fight ends with Jolyne hitting the prison guard with the force of his own meteors by wrapping his boot around one of the meteors, causing it to continue flying even after the meteor burns away. The fight leaves Jolyne critically injured, which becomes a problem when the next stand user shows up right away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kenzo&#039;&#039;&#039;: A sprightly 78-year-old man and ex-cult leader who lost his power and reputation after surviving a mass suicide. (Though he doesn&#039;t exactly make a good job maintaining it when he proudly promotes urine therapy.) He then spent the majority of his prison life perfecting the art of Feng Shui assassination, [[Derp|a one-time concept which takes half of the fight being explained.]] The other half has Foo Fighters perform all kinds of acrobatic shit against Kenzo, who uses his stand &#039;&#039;&#039;Dragon&#039;s Dream&#039;&#039;&#039; like a compass to pinpoint the lucky and unlucky directions of Feng Shui in order to trigger a coincidental series of events that lead up to gruesome accidents, similar to Final Destination. F.F manages to barely survive thanks to their inhuman composition and the fact that Dragon&#039;s Dream is a neutral stand that helps F.F and even back sasses Kenzo until he misinterprets his lucky direction and gets fried by an electric chair. Kenzo &#039;&#039;[[wat|somehow survives this]]&#039;&#039; (Maybe that urine therapy actually works?) and makes a desperate dash towards Jolyne. Before he can successfully pull off his assassination, however, Anasui intervenes and uses Diver Down to obliterate his legs and reform them into springs, causing him to bounce helplessly out of commission. A good time for a reminder that Anasui&#039;s supposed to be one of the good guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D an&#039; G&#039;&#039;&#039;: Technically the penultimate boss of the Maximum Security Ward arc before Pucci, though we see more of his automatic stand &#039;&#039;&#039;Yo-Yo Ma&#039;&#039;&#039; than we actually see him. After seemingly being built up as this smart, calculating badass, he ends up as the victim of Anasui&#039;s ribcage trap and starts blubbering like a baby over his now-shredded arm (AKA having one of the only normal reactions to injury in this goddamn series). He spends the rest of his screentime being taken into intensive care while his stand attempts to discreetly assassinate Jolyne and Anasui while [[JUST AS PLANNED|feigning sycophantic servitude.]] This almost works as Anasui is too busy trying to get a kissy from Jolyne, but he is eventually incapacitated by his brain getting rewired into a frog&#039;s, and dies for good once F.F [[BLAM]]s his user, whose last thoughts were probably &amp;quot;DanG.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Green Baby&#039;&#039;&#039;: A homunculus created from the clusterfuck of violence that went down in the security ward. It doesn&#039;t directly attack Jolyne and Anasui due to being an actual baby, but its automatic stand &#039;&#039;&#039;Green, Green Grass Of Home&#039;&#039;&#039; poses more than enough trouble to the duo due to its ability to shrink anyone moving towards the grassy gremlin until they grow microscopic. Fortunately, the effect is nullified by anything the cabbage child touches or finds interest in, which Anasui exploits by knocking a bottle that they&#039;re in towards it. It&#039;s unknown whether the baby would&#039;ve been a Jobro or become a leafier Dio, as Pucci recites the holy words to have the baby [[Flesh Tearers|gobble up his arm]] (To which he is ecstatic, of course) and merge with him to create &#039;&#039;&#039;C-Moon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miuccia &amp;quot;Miumiu&amp;quot; Miuller&#039;&#039;&#039;: Like Viviano above, not actually an inmate but Green Dolphin&#039;s head of security. She&#039;s tasked by Pucci with preventing the inmates from escaping, a job that must account for the fact that several of the prisoners are dangerous Stand users. So her Stand, &#039;&#039;&#039;Jail House Lock&#039;&#039;&#039;, prevents those affected from remembering more than three new pieces of information at a time or focusing on more than three tasks, erasing the first memory every time they try to remember a fourth. As you might have already guessed, that is a huge pain to deal with. Furthermore, the longer those affected keep looping, the more it erodes their capability to remember what they&#039;re trying to do until they give up completely. She also pretends to be an inmate to mess with her targets and taunt them. Jolyne eventually manages to beat her with Emporio&#039;s help, and the gang escapes Green Dolphin afterwards to pursue Pucci.&lt;br /&gt;
&lt;br /&gt;
=====Dio&#039;s Bastards=====&lt;br /&gt;
Note that this is actually meant literally. They&#039;re bastards too, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ungalo&#039;&#039;&#039;: An hedonistic, flat-faced loser who inherited Dio&#039;s cruelty and hatred of the world. His stand is &#039;&#039;&#039;Bohemian Rhapsody&#039;&#039;&#039;, a phenomenon that causes copyright-friendly (but not visually friendly) versions of fictional characters who live out their stories in the real world. Given the types of stories that exist, this is already [[Warhammer 40k|bad]]. [[FATAL|VERY]], [[Xeelee Sequence|VERY]] [[Chris-Chan|BAD]]. But it gets worse when someone interacts with these characters, as it forces them to play the role of the character they most relate to, including the events leading up to their death. This effect can even include historical figures, as Weather was attacked by Vincent Van Gogh and nearly died like he did. Weather eventually manages to counter this ability by creating &#039;&#039;&#039;Put-Back&#039;&#039;&#039; his own [[Mary Sue|overpowered OC]], who sucks up all the fictional characters roaming around, causing the effect to disappear alongside Ungalo&#039;s [[Star Wars|will to live.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;U style=&amp;quot;font-size:14pt&amp;quot;&amp;gt;IT CANNOT BE OVERSTATED HOW TERRIFYING THIS ABILITY IS. IMAGINE IF CHRIS-CHAN ESCAPES FROM PRISON AND ACTUALLY MAKES THE DIMENSIONAL MERGE HAPPEN.&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seriously, its range and effect was GLOBAL. In the short time he used it, Ungalo probably killed more people than every other Stand user in the series combined (not including when the world was cosmically retconned, of course).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rikiel:&#039;&#039;&#039; A MAN WEARING A DEAD ANIMAL. Initially a meek child, he took a level in badass after receiving the stand &#039;&#039;&#039;Sky High&#039;&#039;&#039;, which looks like a cheap and shitty children&#039;s toy but grants Rikiel the ability to control cryptids known as &#039;&#039;&#039;rods&#039;&#039;&#039; that feed off body heat.  This causes all kinds of lovely things to happen to Jolyne, Emporio and Hermes, including forcing eyelids to close, controlling muscle movement by taking away heat, and pissing blood. Inherited Dio&#039;s resolve and determination, and probably the closest equivalent to Giorno, though his stand is ironically the only one out of Dio&#039;s children not tied to fate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Donatello Versus:&#039;&#039;&#039; Not a ninja turtle, but a literal (and figurative) dickhead who inherited Dio&#039;s ruthlessness and tendency to be an asshole. &#039;&#039;&#039;Under World&#039;&#039;&#039; is the name of his stand, and allows him to recreate memories of people, minerals and events that happened in Florida by digging them up from the ground. If someone gets caught in the event being replayed, they are forced to experience everything that occurred within the memory, including the impact from a plane crash. As previously mentioned, he&#039;s not exactly a pleasant fellow, as he repeatedly tells Pucci to &amp;quot;shut the fuck up&amp;quot; in response to advice that he perceives as backseat gaming, and later returns Weather Report&#039;s memory disk to him, endangering the entire planet and indirectly killing Weather [[That Guy|just for a chance to obtain heaven for himself.]] After escaping an initial defeat, Donatello searches for Jotaro&#039;s memory disc and discovers it on Emporio&#039;s person after [[/d/|taking off his clothes and making some seriously concerning faces.]] He ultimately dies unceremoniously when Pucci disguises him as himself with Whitesnake in order to cover his escape.&lt;br /&gt;
He&#039;s named after both Gianni Versace&#039;s daughter Donatella and one of his brand&#039;s diffusion lines, Versus.&lt;br /&gt;
&lt;br /&gt;
====Part 7: Steel Ball Run Villains====&lt;br /&gt;
=====Funny Valentine=====&lt;br /&gt;
The fucking president of the United States! No, seriously, he&#039;s the 23rd President of the United States, a veteran of the Civil War with the fucking Stars and Stripes as scars on his back, and the real mastermind of the Steel Ball Run. His goal of the race? To recover the Corpse of Jesus Christ and use it to lead America to a new age of lasting prosperity. And that&#039;s why you don&#039;t fuck with this President!&lt;br /&gt;
&lt;br /&gt;
Oh, and his Stand, &amp;quot;Dirty Deeds Done Dirt Cheap&amp;quot; (D4C), which allows him to essentially jump between parallel universes. While anything else he brings will be destroyed the moment it comes into contact with its dimensional equal (meaning that he can find someone, drag him into another dimension, and collide him into his dimensional equivalent and kill them both), he is utterly immune to it and is able to replace himself by having his Stand transfer between Valentines. The issue, though, is that it is anchored to one universe: The universe where the Corpse originates from. Eventually, he does recover the Corpse, and at this point, he develops &amp;quot;Love Train&amp;quot;, a secondary effect to &amp;quot;D4C&amp;quot; which sheaths him in a field of parallel dimensions. Anything that tries to hit him that passes through the field gets deflected and redirected elsewhere, allowing only good fortune near him. The issue is that it he has to leave this sheath in order to attack. Like Devo, D4C was a victim of copyright law, and in his video game appearances the subs are &#039;&#039;very careful&#039;&#039; to never refer to D4C by its full name. The writers still managed to make this as hilariously stupid as the rest of the series, though; Valentine&#039;s signature move in All Star Battle is renamed [[Derp|&amp;quot;Filthy Acts Performed at Fair and Reasonable Prices.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=====Diego Brando=====&lt;br /&gt;
[[File: Diego Brando.png|right|thumb|200px|Can you take a guess of what character he&#039;s based off of?]]&lt;br /&gt;
Essentially the SBR version of Dio Brando from the original series. Though he is [[Tzeentch|calculating and callous]] like the original, he is much more considerate with his actions, not killing innocents left and right. However, he won&#039;t hesitate to absolutely destroy anyone who gets in his way. His backstory differs in that his father left him behind and he was raised by his mother longer than Dio&#039;s (though it was only until he was six). As the original rejected his humanity because it made him weak, Diego takes a different spin on it and [[derp|blames humanity as a whole for his misfortunes]]. He participates in the Steel Ball Run race against Johnny and Gyro, wanting the fatass cash prize at the end for himself.&lt;br /&gt;
&lt;br /&gt;
His Stand, &amp;quot;Scary Monsters&amp;quot;, has, arguably, the [[Jokaero|stupidest]] yet [[Trazyn the Infinite|most hilariously awesome]] power in Steel Ball Run and maybe JoJo as a whole. Scary Monsters allows Diego to transform into a blue-green raptor and attack his enemies. For whatever reason as a raptor he has &amp;quot;DIO&amp;quot; plastered over and over again all over his body. If he wishes Diego can simply change his body to have sharp teeth or claws. He can also infect people through bites and scratches and turn them into raptors that are under his control. Essentially he is a [[awesome|wereraptor]], which is awesome in every sense of the word. This even extends to his horse, which he turned into a colossal raptor than can climb up walls. After being upped by Johnny and Gyro on several occasions, he teams up with Funny Valentine in order to gain some revenge and to find some of the Corpse Parts. But in a [[meme|sudden but inevitable betrayal]], Diego makes a 180 and tries to kill Valentine. Naturally, this fails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diego 2: Electric Boogaloo:&#039;&#039;&#039; At some point in the story Funny Valentine uses D4C to nab another Diego from another universe to help him. He&#039;s basically Part 3&#039;s Dio with a different name and appearance. He&#039;s also still human, which limits his ability to use The World to stop time.&lt;br /&gt;
&lt;br /&gt;
=====Valentine&#039;s Assassins=====&lt;br /&gt;
Oddballs hired by Valentine to murder Johnny and Gyro, ranging from awful to awesome in writing and style.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Boomboom Family&#039;&#039;&#039; The Boom Boom Family was a family, who were hired as assassins to kill Gyro and Johnny. All three members share the stand &#039;&#039;Tomb of the Boom&#039;&#039;. The stand is basicaly a copy paste of Mariah&#039;s bast, and it brings nothing new to the table.&lt;br /&gt;
Their arc is generaly considered the weakest of Part 7.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oye Como Va&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Porkpie Hat Kid&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ferdinad&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ringo Roadagain&#039;&#039;&#039; His stand is called &#039;&#039;Real Man&#039;s World&#039;&#039;, which allows him to loop time in a small area, such as his house.&lt;br /&gt;
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*&#039;&#039;&#039;Mr. Blackmore&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;The Eleven Men&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soundman&#039;&#039;&#039; The most unusual of the Steel Ball Run&#039;s competitors, as he&#039;s an American Indian who spent the entire trip &#039;&#039;on his bare feet. AND HE WAS KEEPING UP WITH THE REST.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mike O.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wekapipo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magenta Magenta&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Axl Ro&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D.I.S.C.O.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Part 8: JoJoLion Villains====&lt;br /&gt;
=====Rock Humans=====&lt;br /&gt;
Closeish to the the Pillar Men but without the apocalyptic potential to end the world. Unlike the Pillar Men, they are all Stand users, and oh boy are these ones fucking creepy, even by usual JoJo standards. Their life-cycle is the definition of [[What]]; they start as tiny babies, they latch onto wasps, live in the hive for 17 years, then emerge as fully-formed, normal looking rock humans. Apparently they were the backup plan in case carbon-based life forms failed, as they are composed of Silicon.&lt;br /&gt;
&lt;br /&gt;
======The Rokakaka Smuggling Group======&lt;br /&gt;
The group that Joubin worked with, their main goal was to cash in with the Rokakaka&#039;s mysterious healing properties by selling it to those in need. Their main concern was keeping the fruit underground and out of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Youtsuyu Yagiyama &#039;&#039;&#039;&lt;br /&gt;
The architect that drew the new Higashikata mansion. He&#039;s the first rock human Josuke comes in contact with. He hates the Hisgashikatas and is envious of their wealth and influence. &lt;br /&gt;
&lt;br /&gt;
His stand is named &#039;&#039;&#039;I am a Rock&#039;&#039;&#039;, and its&#039; gimmick is that it draws objects towards you after Youtsuyu has touched you. This sounds like fun and games, but the objects don&#039;t stop once they&#039;ve reached you, they continue through your skin and flesh, if you let them. The stand is a short ranged one, so Yotsuyu has to be close to the target for his stand to work, and he can attract only one type of object at a time, like flowerpots, rocks and etc.&lt;br /&gt;
&lt;br /&gt;
For some reason he likes to compare him fighting Gappy to chess. Gappy then proceeded to drown him by trapping Yotsuyu in fishnets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aishou Dainenjiyama&#039;&#039;&#039;&lt;br /&gt;
The active dealer of the group, worked as a security guard at the local baseball stadium during the day. Aishou was an extremely paranoid person, due to the trauma caused by his ex-girlfriend cheating on him. His stand was &#039;&#039;&#039;Doobie-wah&#039;&#039;&#039;, which was a long range automatic stand, that locks on to a person&#039;s breathing. &lt;br /&gt;
&lt;br /&gt;
The stand then manifests as a twister, and starts chasing the target until it stops breathing. &lt;br /&gt;
Oh, and it&#039;s size and strength is dependent on the targets breathing, as it grows in size when breathing becomes more erratic and faster, and vice versa. So the only way to defeat it is to either stop breathing or kill the user. &lt;br /&gt;
&lt;br /&gt;
He gets run over by a bus, which is at the same time hilarious and anticlimactic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aphex Twins&#039;&#039;&#039;&lt;br /&gt;
These guys acted as the tough guys of the group, as they would go and rustle up anyone who rubbed the group the wrong way. The younger twin was obsessed with tribelling with his ball, which is actually a bag where he keeps his stand. The elder twin in turn was the brain of the duo, coming up with strategies for encounters.&lt;br /&gt;
&lt;br /&gt;
Their stands were named &#039;&#039;&#039;Schott Key no.1&#039;&#039;&#039; and &#039;&#039;&#039;Schott Key no.2&#039;&#039;&#039;. No.1 could transfer stuff from the users right hand to the left, it scraped away things like The Hand, and then shot them forth from the users left hand. No.2 was a small poison-gas emitting stand, the gas could corrode flesh when touched. It was also the one that hid in the ball-shaped bag.&lt;br /&gt;
&lt;br /&gt;
They get their asses handed to themselves by Gappy and Karera.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tamaki Damo&#039;&#039;&#039;&lt;br /&gt;
This man was one of the most awesome rock humans ever introduced into the story. During his appearance he did not only kill off Kira Yoshikage, but also infiltrate the Higashikata household by dating(and banging) Hato and then turn everyone inside the house into silicone-like goop. He got his design and demeanour from &amp;quot;the American Hustle&#039;s&amp;quot; protagonist Irwing, [https://www.youtube.com/watch?v=IIp6DdirlsQ even sharing the goofy receding-hairline joke]&lt;br /&gt;
&lt;br /&gt;
Damo&#039;s stand was &#039;&#039;&#039;Vitamin C&#039;&#039;&#039;, which looked like an octopus jester. It could spread wet fingerprints everywhere where it touched, and those that touched the fingerprints would slowly turn into a silicone-like state. In that state they would have trouble moving, and were extremely soft, so Damo could cut limbs off by using a 1000-Yen bill.&lt;br /&gt;
&lt;br /&gt;
He was killed off in brutal fashion, with Gappy crushing his skull with Soft &amp;amp; Wet.&lt;br /&gt;
&lt;br /&gt;
======The TG University Doctors======&lt;br /&gt;
A small clique of rock humans commanding the smuggling group, all with jobs as doctors of the University&#039;s hospital. They seek to improve their Rokakaka based medicine with the new Rokakaka so they can sell them to gain steadily more wealth and power until they can rise above humanity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Urban Guerilla&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Poor Tom&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wu Tomoki&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tooru/The Head Doctor&#039;&#039;&#039;: the main Villain of the part, he is unique in that his stand, &#039;&#039;&#039;Wonder of U&#039;&#039;&#039;, has its own identity, that being Satoru Afeku, the Head Doctor. His Stand ability is pretty broken; anyone that tries to pursue his Stand is met with calamity, meaning that if you so much as think about following the Head Doctor then shit will go down. This meant that to beat him, you have to let him come to you.&lt;br /&gt;
&lt;br /&gt;
==Terms and Stuff You Need to Know==&lt;br /&gt;
===Ripple===&lt;br /&gt;
The Ripple, or &amp;quot;Hamon&amp;quot;, as it&#039;s sometimes translated as, was a power introduced in Phantom Blood and used up until early Stardust Crusaders. Created by monks in fuckknowswhere-istan, this martial art(?) was created to specifically destroy undead zombies and vampires. The user, quite literally, harnesses the power of the sun via breathing. This can let the user empower their attacks and attain superhuman feats, including walking on water, or climbing slippery surfaces using only their fingertips. And for dramatic effect, the Ripple can transfer to metal and organic materials via a process called &amp;quot;Sendo&amp;quot;, making it unstable and acting like a weapon in of itself. Used creatively, ripple-infused weapons can include projectile bubbles, hair, bolos, etc. The last person to uses this was Joseph, who stops training in it after Part 2, and only uses it a couple times in Part 3. When he returns in Part 4, he&#039;s such an old man that he&#039;s incapable of even that (though to be fair, this was his choice. The Ripple could extend a person&#039;s natural lifespan considerably, but one guy still feared growing old, became a vampire, and then died because sunlight. Joseph opts not to do this.) Ripple is also a lot more situational than Stands, especially since Stands can pretty much say fuck you to reality itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: The Spin is basically a new version of the Ripple introduced in Part 7. We&#039;re not joking when we say it&#039;s almost exactly like Hamon except it&#039;s far more flashy and when it comes into contact with objects it makes them spin rapidly(duh) by achieving the perfect rotational ratio of the Golden Rectangle (A rectangle that can break into a perfect square and a smaller rectangle with which to repeat this process, potentially ad infinitem). Gyro Zeppili is the most effective with the Spin, using it to charge and launch steel balls at his enemies, though Johnny eventually manages to pull it off using his nails (and Tusk) to create localised fucking multi-dimensional blackholes. Suddenly Johnny&#039;s stand power isn&#039;t so lame.&lt;br /&gt;
&lt;br /&gt;
===Stands===&lt;br /&gt;
[[File:Star Platinum Stand.png|thumb|right|200px|Jotaro&#039;s Stand &amp;quot;Star Platinum&amp;quot;]]&lt;br /&gt;
Stands are... weird to say the least. Getting their start in Stardust Crusaders, they are literal spiritual manifestations on a user&#039;s willpower and strength. The capabilities of Stands can vary absurdly, among the known powers are: stopping time, shooting out crystal projectiles, tossing marbles that are practically mini virus bombs, and punches so powerful they can break diamond. There are some stands that aren&#039;t combat oriented, such as spiritual photography, enhanced healing, or reading people&#039;s memories, but generally most are. A big part of JoJo (past part 2 and its subsequent influence on anime in general) is that a Stand&#039;s ability is often used in unexpectedly creative ways in order to win. For example, Star Platinum is initially assumed to just be capable of incredible strength and fast punches with incredible precision. Whilst it&#039;s useful as a fighting beatstick, it also gets used as a microscope, sketch artist, and even a vacuum cleaner for a gas based opposing stand (not counting eventually being able to stop time).&lt;br /&gt;
The situation is complicated further by the fact that virtually anyone can be a Stand user, so ambushes by enemies are frequent. The first few were introduced were based of the tarot cards (Star Platinum, Magician&#039;s Red, etc), but from mid-Part 3 and onward they were named after Egyptian Gods, famous rock musicians and songs. Rolling Stones, Purple Haze, and &#039;&#039;fucking Metallica&#039;&#039; are Stands. This made later incarnations of Jojo to be an absolute copyright hell to deal with, since literally every Stand and maybe character can be traced to a band, person, or song. Many names had to be either adjusted or changed completely in localizations.&lt;br /&gt;
&lt;br /&gt;
They also don&#039;t have much of a fixed way of manifesting either, with some people being born knowing how to use them (Avdol, Kakyoin), while the Joestars only developed it with DIO receiving his, while others still had to get stabbed with magical arrows made from a meteorite or ending up in a weird mystic area and touching mummified body parts. It is clear that if one person in a family obtains a Stand, their living descendants will then gain their own Stands with descendants who are born later having at least the potential to develop a Stand (e.g. DIO and the Joestars). In some rare cases, sheer willpower is capable of manifesting a Stand (e.g. Tonio Trussardi).&lt;br /&gt;
&lt;br /&gt;
While having a Stand sounds like a pretty cool thing on paper, its not as great as it sounds due to the fact that Stand users are somehow drawn to each other (hence the unusually high number of Stand users in Morioh despite being a pretty small town) and a lot of people who develop Stands aren&#039;t exactly of the benevolent sort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
While there are an array of inconsistencies with Stands, JoJo was nice enough to give this list of the rules for Stands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*A Stand protects its user, like a guardian. The name comes from &amp;quot;standing by&amp;quot; the user, sometimes using their powers without direct orders in order to protect the user, and by extension, themselves.&lt;br /&gt;
**Automatic Stands are those that are able to operate independently of their User, some can act without their User&#039;s knowledge or input and can be a detriment to the User if their abilities are also automatic (e.g. Black Sabbath, Superfly, Civil War). In some cases, the Stands think for themselves and can turn against their User if they see fit.&lt;br /&gt;
*A person can have only one Stand though their Stand may evolve (e.g. Echoes, Tusk).&lt;br /&gt;
*Not everyone is strong enough to acquire a stand, whether it&#039;s by the Golden Arrow or other means (e.g. Holly slowly dying from her own stand, Koichi slowly dying after being hit with a Golden Arrow).&lt;br /&gt;
*Conversely, any living thing is capable of acquiring a stand, from babies, to animals, to &#039;&#039;plankton&#039;&#039;, to trees.&lt;br /&gt;
*Inanimate objects are also capable of possessing Stands though it is not clear if they are retained from a living user or manifested by themselves.&lt;br /&gt;
*Stands can be inherited. In a rare cases even shared between multiple living biological relatives.&lt;br /&gt;
*A Stand is part of its user, and damage is usually reflected between the two. Usually, if a Stand&#039;s leg is cut off, its user will lose their leg as well. Certain aspects of some Stands, such as the armor of &amp;quot;Silver Chariot&amp;quot; or &amp;quot;The Fool&amp;quot;, are immune to this effect. If the Stand is not exactly humanoid, they may reflect damage to their user&#039;s body relative to the area of the Stand that was damaged (e.g. High Priestess, Geb), or are an exception. Additionally, if a Stand can be bound or trapped in some way the User will likewise be unable to move&lt;br /&gt;
**Some Stands are completely invulnerable or impervious so only damage to their User will affect or otherwise destroy them.&lt;br /&gt;
*Stands may only be seen by Stand users;although there are exceptions including Stands bound to physical objects or are just corporeal for the sake of their abilities(e.g. Strength; attached once to a boat, Thoth; a physical comic that could change, Yellow Temperance; a blob of flesh that can form itself into disguises, Cheap Trick).&lt;br /&gt;
*A Stand can only be directly damaged by another Stand or objects affected by thier abilities. A Stand user, however, can still be attacked directly by a stand or conventional attacks.&lt;br /&gt;
*A Stand&#039;s energy or power is inversely proportional to their operating range. The further a Stand is from its user, the weaker it becomes – Long-range Stands and/or Stands&#039; long-range abilities are simpler in mechanism. Two exceptions are Hanged Man, which travels from mirror to mirror, and Red Hot Chili Pepper, an electricity-based stand that can travel anywhere that has power lines or aboard anything with a battery.&lt;br /&gt;
**Automatic Stands tend to be exceptions to this rule, as some operate without the User&#039;s direct input or direction.&lt;br /&gt;
*When a Stand User dies, their Stand disappears with them unless the ability is activated by their death, retains their soul, or is completely retained within an object(e.g., Notorious B.I.G., Atom Heart Father, Cheap Trick, Limp Bizkit, Anubis).&lt;br /&gt;
*When a Stand is destroyed or dealt enough damage, their user is either knocked unconscious or killed, depending on the level of injury.&lt;br /&gt;
**In a number of cases, Automatic Stands are exceptions (e.g. Judgement, Superfly, Surface).&lt;br /&gt;
*Stands allow people to see ghosts (since Stands themselves are spiritual phenomena), a fact that becomes important to the plot of Part 4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stand Arrow&#039;&#039;&#039;: Once, about 50,000 years ago, a meteorite crashed in Greenland. Some time in the 70&#039;s, an exploration team was sent to bring it in, but suddenly killed each other or died of illness. It was discovered that they were infected by alien virus in the rocks. Some of these rocks were taken by a man centuries before who wishes for the power of gods and fashioned into a set of arrows. These arrows tend to kickstart the process of developing a stand by cutting or piercing someone, but the spiritual strain of the process could prove to be fatal to some. And if you get hit by one while owning a stand? Well, surviving tends to grant you an incredible new power, usually called a Requiem. It&#039;s known that about five of these exist: One was given to Enya Geil (an old lady serving Dio), and another found its way to Kira. Yet another was found by Polnareff, which is then handed over to Giorno. The rest are owned by Diavolo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corpse Parts&#039;&#039;&#039;: Okay... [[wat]]. If you thought all the aforementioned stuff above was strange, you&#039;re in for a real treat. So get this; in Steel Ball Run, a major driving part of the plot is that both the heroes and villains are searching for the body parts of what they believe to be the shriveled corpse of some long-dead Saint. Why they want them is that if they &#039;&#039;absorb&#039;&#039; the body part into themselves, they get a Stand and various other benefits, making them the JoJolion version of the Golden Arrow. Of course the various characters searching for it want it for various reasons, but those are the main benefits. Oh, by the way, it&#039;s later discovered that the Corpse Parts are actually the &#039;&#039;&#039;&#039;&#039;body parts of Jesus Christ.&#039;&#039;&#039;&#039;&#039; We ain&#039;t talking Communion or some shit; the literal, physical, holes-in-the-hands body of Jesus. Somehow his body made it to North America centuries ago and an earthquake split it into nine separate pieces and spread it throughout the U.S.&lt;br /&gt;
:It gets even more bizarre when you remember that Joshua ben Joseph was Jesus&#039; given name, which means that his name abbreviates into JoJo.&lt;br /&gt;
&lt;br /&gt;
===Stone Masks===&lt;br /&gt;
These grotesque, fanged stone masks only appear in the first and second parts, but are vitally important to the story as a whole. Initially believed to come from the Aztecs, they are actually creations of the Pillar Men; intended to allow for the Pillar Men to overcome their weaknesses and become true gods. When placed on the face and smeared with blood, they drive spikes into a wearer&#039;s brain, transforming them into a vampire. Dio Brando became a vampire through the power of one of these masks.&lt;br /&gt;
However, when powered with the Red Stone of Aja, a gem that can amplify the powers of the sun, not only rendered Pillar Men such as Kars immune to sunlight and Ripple, but also gains the ability to shapeshift into whatever he wants, such as gaining wings or turning feathers into fucking piranhas.&lt;br /&gt;
*&#039;&#039;&#039;Vampires&#039;&#039;&#039;: Human beings transformed by the Stone Masks who for the most part are same the average depiction of the bloodsuckers, though there are some notable differences. While they do have fangs, they are able to and more commonly drink blood through their fingers which is likely much more effective. Their abilities include super strength, enthralling victims, zombification, regeneration and slowed or reversed aging through absorbing blood. Vampires are also capable of raising the dead by dripping their blood onto the corpses, those revived by this gain super strength along with vampiric abilities. As with normal vampires, they are completely destroyed by sunlight and are additionally weak to the Ripple and the same goes for their undead minions.&lt;br /&gt;
[[File:Duwang in color.png|470px|right|]]&lt;br /&gt;
&lt;br /&gt;
===Duwang===&lt;br /&gt;
If you&#039;re wondering why some people keep referencing &amp;quot;Duwang&amp;quot; or &amp;quot;ABAJ&amp;quot;, it is a reference to an extremely poorly translated version of JoJo part 4, infamously known as [https://www.youtube.com/watch?v=L6S2Tj-3nmw the &amp;quot;Duwang&amp;quot; translation]. The translation was a group of Chinese students final project for his English class - &amp;quot;Duwang&amp;quot; is a Chinese reading of the Kanji that make up the name &amp;quot;Morioh.&amp;quot; Due to the poor quality of the translation, the students in fact failed the subject. Despite this, for the longest time it was the only available English translation, leaving a lasting impact on JoJo fans with Josuke &amp;amp; Co. being colloquially known as the &amp;quot;Duwang Gang&amp;quot;. The Engrish phrases used are so unintentionally hilarious that the dialogue was eventually ported over into fansubs for the anime version, and before that they were continuously referenced in more quality translations.&lt;br /&gt;
&lt;br /&gt;
===Araki Forgot===&lt;br /&gt;
given how batshit and hard to read some scenes are, plus context clues dead on the internet, fans remember Araki for being extremely forgetful as he often seems to forget key details in his writing, and one will often see characters not use their established abilities even though the situation is perfect for them (though often a miss understanding of the characters, the situation, or the powers themselves). Most notable example of this is Jotaros Star Finger, which gets used maybe three times in the entire series despite its effectiveness (at least its almost always a part of his arsenal in vidya, though he only used it twice in the series were both times was when his arms were restained and were never confirmed they were more effective, but man we wished he used it more). There are several examples like that and the anime adaptation generally remains so faithful to the source material that it generally does not make attempts to fix these (perceived) issues. As there is often plainly spelled reason for why a certain ability was not used when fans think it should be used that way, fans have a tendency to just say Araki Forgot as that is generally what really happened.&lt;br /&gt;
&lt;br /&gt;
Given so many moving parts and esoterical powers, sometime [[skub|Araki Forgot is just a synonym &amp;quot;that what I would have done&amp;quot;]]&lt;br /&gt;
*[[https://www.youtube.com/playlist?list=PLwhq07t0WOPaoyf_N8hzdz66hsHRmwY8-|Debunking Araki Forgot]] a series that helps even veteran jojo fans remember often obscure and misremembered plot points lost after hundreds of chapters.&lt;br /&gt;
&lt;br /&gt;
===Fate===&lt;br /&gt;
A continuous recurring motif and driving force in each part is an observable force in the stories, with its mechanics being fleshed out with each entry. Also called &#039;&#039;gravity&#039;&#039; and &#039;&#039;is&#039;&#039; synonymous with that fundamental force. Gravity is not dictated by a higher sentient power. Still, it has a natural &#039;&#039;flow&#039;&#039;. It has a preference for particular outcomes, favoring the side of justice to win in the end, or the repeating of tropes like the Zeppeli companion will always die to give a Jostar thier final powerboost. Like predictable cosmic laws, it can be read and benefited from, with fortune reading, feng shui, or a good business running sense letting you read the flow of fate, and the corpses of saints/sinners will attract blessings/curses. Relating to the chain of Causality, A person can&#039;t really change thier fate; few only have the high insight to realize they have one, and a rarer few have experienced &amp;quot;&#039;&#039;heaven&#039;&#039;,&amp;quot; glimpsing past the illusion of free will. Unless, like a powerful current, they interact with a stronger force of &#039;&#039;gravity&#039;&#039;, overriding a predetermined outcome. You only can change fate if your fated to change it. Like a more subtle grim reaper from Final Destination (one of araki&#039;s favorite movies), If something is predicted with certainty, circumstances will contrive to make it happen and continue to make it happen until it lands if you somehow have enough cleverness and &#039;&#039;luck&#039;&#039; to keep on dodging it. If you are lucky, it&#039;s caused by an enemy Stand and will turn off when you &#039;&#039;retire&#039;&#039; them. Otherwise, it would be best to hold off on this inevitability long enough until it resolves as something beneficial. Unfortunately for the main cast, predictions thought no longer in effect will jump out of the bushes and kill them in the final act (spoilers).&lt;br /&gt;
&lt;br /&gt;
==JoJo Media==&lt;br /&gt;
*&#039;&#039;&#039;Manga&#039;&#039;&#039;: Obviously, if you want JoJo in its original, true form, you can find yourself some copies or just read it online (most Parts aren&#039;t physically available in English). JOJONIUM is a series of updated re-releases of Parts 1-3 that includes additional new artwork and commentary from Araki and is available in English. There are also spin-offs (including those not made by Araki) and artbooks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novels&#039;&#039;&#039;: [[Black Library|Spin-off novels of dubious canonicity and varying qualities]] that can get even more &#039;&#039;bizarre&#039;&#039; than the manga series.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1993 OVA&#039;&#039;&#039;: An OVA for Stardust Crusaders that came out in 1993 simply titled &amp;quot;Jojo&#039;s Bizarre Adventure&amp;quot;, which started with the Crusaders already in Egypt. In 2000, more episodes were released which detailed the beginning of Part 3 and the eventual departure from Japan. It re-imagines Stardust Crusaders to be more gritty than the manga with added gore and violence along with scenes being completely altered. The OVA skips more than half of Part 3, as it only includes the fights with Kakyoin, Polnareff, Forever, Hol Horse &amp;amp; J. Geil, Enya, N&#039;Doul, D&#039;Arby, Vanilla Ice and DIO with all but three of these receiving major changes. The fights with N&#039;Doul and D&#039;Arby are faithfully recreated; additionally, the final battle against DIO is notably altered and extended as the fight is far more destructive with scenes such as DIO knocking Jotaro through a bus and throwing a fishing boat at him. This is also the source of the trend of replacing &amp;quot;The World&amp;quot; with &amp;quot;ZA WARUDO&amp;quot; due to DIO&#039;s voice-actor&#039;s excited exclamation whenever he announces The World&#039;s time-stop. Regardless of the all the changes, the OVA is worth watching for its great animation and the fact that it was the only animated JoJo adaptation for almost 20 years. Being the first JoJo media with English voice-acting, one may find extra enjoyment in the frankly &#039;&#039;bizarre&#039;&#039; [https://www.youtube.com/watch?v=o4eAKOY4wdY English dub]. &lt;br /&gt;
**Don&#039;t expect to find this on any streaming service, as it was pulled from shelves years ago after it was found out that DIO was reading the Quran in one scene. Blame early-to-mid-2000&#039;s Islamaphobia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2007 Movie&#039;&#039;&#039;: Animated adaptation of Phantom Blood by the same studio that made the 1993 OVA, unavailable as it hasn&#039;t been released in any form to the public since its theater showing, though first 15 minutes and several trailers can be found on YouTube. Judging from them, film is a hell of mess that tries to stuff 44 chapters each at least 20 pages long into an hour and a half movie.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;TV Series&#039;&#039;&#039;: The TV anime by David Production that started in 2012, which is responsible for the current Jojo resurgence of popularity. The anime is noted for its stellar music and voice performances that are [[meme|perpetually referenced]] by fans to the point of making the series even more popular. It has near obsessive capturing of moments as they tend to recreate even the smallest scenes and barely edits the iconic poses JoJo is known for. Cover Pages, musical inspirations, and previous and later works by Araki are referenced as bonuses to long-time fans and to add extra flair. Unlike the 1993 OVA, it displays the colorful and &#039;&#039;bizarre&#039;&#039; nature of JoJo to its fullest with very few discrepancies, giving the series the adaptation it deserves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2017 OVAs&#039;&#039;&#039;: 4 episode adaptation of the Rohan starring spin-off made by David Production. Pretty much has the same pros and cons as the anime series. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2017 Movie&#039;&#039;&#039;: Live-action adaptation of Diamond Is Unbreakable, which notably alters the story to fit it into one movie and shift the focus from overall JoJo plot to a Josuke one. Overall not bad, though effects aren&#039;t that great.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2020 Series&#039;&#039;&#039;: 6 episodes live-action adaptation of Rohan starring spin-offs and novels. They follow the footsteps of the movie in quite altering the plot of the stories to make them less dependent on the overall JoJo lore.&lt;br /&gt;
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*&#039;&#039;&#039;JoJo&#039;s Venture/JJBA: Heritage for the Future&#039;&#039;&#039;: Originally an arcade fighting game, it was subsequently re-released for the Dreamcast and PS1 in 1998. This was pretty much the first contact many Westerners had with JoJo. Based on Part 3 and plays a lot like Street Fighter because it was made by Capcom, who at the time were also working on Street Fighter 3. The game was available on the PSN and Xbox markets in the form of an HD release which lacked a good amount of content (such as Super Story Mode) and is no longer available.&lt;br /&gt;
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*&#039;&#039;&#039;PS2 Vidyas&#039;&#039;&#039;: There are two other Vidya made around 2005, one detailing the events of Part 1 (Which was supposed to tie into the movie that never released), it&#039;s a level-based brawler that&#039;s kind of clunky. The other game (Golden Whirlwind) details Part 5 and is a lot more polished, though it ironically came out years before the Phantom Blood game. It skips a number of fights and is more of a fighting game in the fact that you mainly fight one-on-one, so scenes are recreated more faithfully with the fights that were skipped being available in extras as voiced comics. Golden Whirlwind contains nod to Heritage for the Future as they both developed by Capcom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All-Star Battle&#039;&#039;&#039;: Another JoJo fighting vidya from 2013, but this time pulls characters from all eight arcs. Nothing really notable except that it&#039;s the most &#039;&#039;absolutely fucking fabulous&#039;&#039; game ever. For the international release, they managed to get very clever with avoiding copyright on the names of various characters , Stands, and attacks (e.g. Polnareff is Eiffel, Dirty Deeds Done Dirt Cheap is &amp;quot;Filthy Acts at a Reasonable Price&amp;quot;, Vanilla Ice is Cool Ice and so on). To top it all off a number of characters have musical references in their theme songs some more clear than others; to name obvious, a bit of Back in Black in [https://www.youtube.com/watch?v=cv_qe5oQoPo Esidisi&#039;s theme] and [https://www.youtube.com/watch?v=cyVUX1tkY0M Kira] has Queen all over and even more in his [https://www.youtube.com/watch?v=U2K1E6wx_Sc EoH Theme].&lt;br /&gt;
**Was re-released in 2022 as &#039;&#039;&#039;All-Star Battle R&#039;&#039;&#039;, introducing even more characters from various parts (most lifted from EoH) since we&#039;ve now since seen not only anime adaptations for everything up to Stone Ocean come out but also the completion of Jojolion where the original released when Jojolion just started.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eyes of Heaven&#039;&#039;&#039;: &#039;&#039;Another&#039;&#039; JoJo vidya, this time an arena fighting game with a few more characters that weren&#039;t in All-Star Battle. Notable for its absolutely hilarious story mode involving time-travel and the other JoJo&#039;s meeting each other. The essential cause of this was Funny Valentine&#039;s dimension hopping had him to run into a version of DIO who can will whatever he wants into reality using his Stand, &#039;&#039;&#039;The World Over Heaven&#039;&#039;&#039;, and now he wants the Corpse Parts to become even more powerful and defeat the Joestars permanently. The ending basically rewrites part 3 and onward to be a bit less [[grimdark]], in that Jotaro&#039;s entire party survives at the end, while Jotaro becomes a better father to Jolyne as he brings her with him at start of part 4. [[Dawww]].&lt;br /&gt;
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[[Category: Weeaboo]][[Category: Under Development]] [[Category: Approved Media]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=JoJo%27s_Bizarre_Adventure&amp;diff=1011593</id>
		<title>JoJo&#039;s Bizarre Adventure</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=JoJo%27s_Bizarre_Adventure&amp;diff=1011593"/>
		<updated>2026-05-20T15:20:02Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}{{meh}}&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
{{WTF}}&lt;br /&gt;
[[File:Jojo Logo.png|400px|thumb|right|English logo for Jojo&#039;s Bizarre Adventure.]]&lt;br /&gt;
&lt;br /&gt;
If there is one thing you should know about &#039;&#039;&#039;Jojo&#039;s Bizarre Adventure&#039;&#039;&#039; before you delve into it, it should be this one thing:&lt;br /&gt;
&lt;br /&gt;
It&#039;s dumb. &#039;&#039;It&#039;s so fucking dumb... And yet it works.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
While the the story varies wildly based on the arc, it has a basic synopsis. It covers the multi-generational (and eventually multiversal) heroism of the Joestar family, who are constantly getting involved in all sorts of weird shit that results in epic, crazy, surprisingly clever fights and super-manly scenes. The title comes from the protagonists&#039; common nickname, &amp;quot;JoJo&amp;quot;, since most of them bear first and last names that start (or sometimes end) with &amp;quot;Jo&amp;quot;. Although technically you can just pick up any saga at random, it&#039;s slightly easier to follow along if you read from the beginning. &#039;&#039;Slightly&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Created in 1987 by manga artist Hirohiko Araki, Jojo has had an influence on not only Japanese anime and manga but internet culture as a whole. List a common anime trope, chances are that Jojo is either the originator or made that theme very famous. Cheering sidekicks, multiple-chapter battles, attacks that defy every conventional belief you can dream of, &#039;&#039;flamboyant poses,&#039;&#039; you name it.&lt;br /&gt;
&lt;br /&gt;
Naturally, the ever-increasing popularity of the series has led to more visibility for its media AND its fandom, [[Skub|for better and worse.]] Outside of the obligatory &#039;actual&#039; references in other shit, this includes such phenomena as people using nearly every opportunity possible to make Jojo references, people complaining about the fandom making references, [[Recursion|people complaining about people complaining about the fandom making references]], &amp;quot;is this a Jojo reference?&amp;quot; becoming a meme all its own... you know, the usual. Nowadays, you&#039;ll probably still see the sporadic Jojo meme here and there outside of /a/. One of the 4chan banners created in the earlier days is based on the manga. (&amp;quot;Your next line will be &#039;I was just pretending to be retarded!&#039;&amp;quot; &amp;quot;I was just pretending to be retarded! &#039;&#039;?!&#039;&#039; He...he captured...my favorite trick!&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Its most well-known incarnation is probably Stardust Crusaders, mostly for how iconic Jotaro and Dio were as well as the popularity from the OVA and fighting game.&lt;br /&gt;
&lt;br /&gt;
==JoJo and /tg/==&lt;br /&gt;
[[File:Pillarstodes.jpg|thumb|right|Wamuudes, Custodisi, and Karstodes; the personal guardians to the Emperor of Mankind.]]&lt;br /&gt;
JoJo is one of three anime/manga that /tg/ will openly admit they like, the other two being [[Berserk]] and [[Fist of the North Star]]. Hell, the early art style of JoJo is heavily inspired by FotNS, even Jonathan&#039;s outfit being very similar to Kenshiro&#039;s. Like the two aforementioned manga, JoJo is considered to be an extremely manly series, with a predominantly male cast and the protagonists usually kicking ass to get to their objective without much thinking (edit: this is false, Jojo protagonists win fights by creating strategies that could blow up a Zoanthropes&#039; brain from how ridiculously convoluted the strategy is but the sheer ridiculousness of the strategies is apart of the reason why Jojo is so silly). However, at the same time it is flamboyantly gay, with many male characters being shirtless or wearing revealing clothing and striking strange/fabulous poses, making its relationship with /tg/ somewhat confusing and [[skub|conflicted]] considering that /tg/ usually shies away from most stuff that is homosexual. It has however, also been described as &amp;quot;flamboyant masculinity&amp;quot;, as none of the characters are actually gay despite outward appearances. One could say it&#039;s because it&#039;s like a breath of fresh air how silly it is, or the end goal of each arc is ultimately pretty simple; protagonist has to beat the shit out of and/or kill the big bad, end of story. The tone of any arc can change in an instant, becoming dumb and happy to dire and [[grimdark]] within a couple chapters. It&#039;s also because the action is often too awesome that fa/tg/uys turn a blind eye to the gay stuff.  Or we just love it that way, since that&#039;s mostly what made JoJo popular in the first place. Plus Araki puts &#039;&#039;scads&#039;&#039; of references to classic rock and metal into Jojo, so that helps too. Also, the art is honestly very good, especially in the latest tomes.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve had several Quest threads on /tg/ that relate to JoJo, the most popular being the multi-part [http://suptg.thisisnotatrueending.com/archive.html?tags=JoJo%20Guardsman%20Quest Guardsman&#039;s Bizarre Adventure]. We also have Super Stand Sunday, when /tg/ comes together and makes their own Stand every (you guessed it) Sunday.&lt;br /&gt;
&lt;br /&gt;
The /tg/ interpretation of the [[Eversor]] Assassin is pretty much Dio Brando, down to him striking his trademark pose and crying &amp;quot;WRYYYY&amp;quot; before proceeding to cut up whatever enemy is in his way. Probably the most popular /tg/-JoJo relation, however, comes in the form of the YouTuber Bruva Alfabusa&#039;s &amp;quot;[[If the Emperor had a Text-to-Speech Device]]&amp;quot; series, where he makes several references to JoJo throughout the series. The most popular reference is definitely the [https://www.youtube.com/watch?v=R9w_uoUHgiE Pillarstodes]; Adeptus Custodes based on the Pillar Men from Battle Tendency. This actually isn&#039;t that far off the mark, since there is in fact official (albeit old) art of shirtless Custodes. Still, the Pillarstodes are quite flamboyant and hedonistic, but nonetheless they&#039;re also kickass.&lt;br /&gt;
&lt;br /&gt;
Of course, there&#039;s also a RPG based off of JoJo, [https://desu-usergeneratedcontent.xyz/tg/image/1444/25/1444251939283.pdf here.]&lt;br /&gt;
&lt;br /&gt;
It wouldn&#039;t be surprising if Hirohiko Araki himself was a fa/tg/uy himself. He&#039;s mentioned in some lectures and interviews that he decided to create an RPG/board game-style system for JoJo where characters travel to different places to fight enemies, as seen in Stardust Crusaders onward.&lt;br /&gt;
&lt;br /&gt;
For the story of a complete (but short-lived) JoJo campaign, see [[JoJo&#039;s Bizarre Storytime]].&lt;br /&gt;
&lt;br /&gt;
==Generation Sagas (Parts)==&lt;br /&gt;
Jojo&#039;s Bizarre Adventure&#039;s Story unfolds over generations having completely different characters, settings, themes, and even art styles so technically the series should be called &amp;quot;JoJos&#039; Bizare Adventures&amp;quot;. The timeline progresses linearly so every Part happens in the order they were published but, for the most part, each story is isolated so it&#039;s possible to start anywhere and not miss much. Additionally, each Part takes a different approach to story-telling along with differing with art styles which could almost make any Part after Phantom Blood and Battle Tendency seem like a completely different series. In fact, it&#039;s very common for details of characters&#039; designs changing during their first appearance or the art style changing completely within a few chapters. &lt;br /&gt;
===Part 1: Phantom Blood===&lt;br /&gt;
[[File:Phantom Blood.jpeg||thumb|right|200px|&#039;&#039;Phantom Blood&#039;&#039; cover]]&lt;br /&gt;
Here&#039;s where the [https://youtube/yF00xX-p28Y Story of Jojo] begins - with a Victorian Aristocrat in the 1880s named George Joestar, who becomes the only survivor of a horrible carriage crash. Mistaking the depraved scavenger Dario Brando for a Good Samaritan, he offers the Cockney lowlife a favor, which he eventually uses to get George to adopt his son, the ruthlessly ambitious, amoral and driven Dio Brando, when he dies. This leads to much suffering for George&#039;s son, the goodhearted (if rather dimwitted) Jonathan Joestar, as Dio resents him for his privilege and starts to bully him horribly. While Jonathan eventually learns to stand up for himself and even becomes quote-unquote “friends” with Dio, this all comes to a boil years later when George eventually falls ill and Jonathan discovers a letter from Dario outlining symptoms that look eerily familiar. &lt;br /&gt;
&lt;br /&gt;
As it turns out, Dio is poisoning George to steal the Joestar Fortune for himself. Jonathan confronts him and proves his guilt with the assistance of a trustworthy criminal named Robert E. O. Speedwagon (remember that name, it will be very important), whom he met while gathering evidence of Dio’s crimes. This leads Dio to renounce his humanity and use the power of the Stone Mask to become a vampire, but Jojo manages to trap him in the burning wreckage of the Joestar Mansion during their fight. Unfortunately, Dio barely survives and escapes to repair his body while causing all kinds of chaos. With the aid of mysterious Italian martial artist William Antonio Zeppeli, Jonathan masters a mystical martial art utilizing Hamon, an energy that is anathema to the undead: Best described as harnessing the power of the sun through yoga breathing. Jonathan eventually defeats Dio, and all is well as Jonathan marries the love of his life before disaster strikes. While Jonathan and his wife depart by boat for his honeymoon, Dio returns once again and mortally wounds Jonathan, who is able to set the ship ablaze before dying from the attack. Jonathan&#039;s pregnant wife escapes in Dio&#039;s coffin with a baby she found just before hiding away, continuing the Joestar Bloodline. &lt;br /&gt;
&lt;br /&gt;
Being the first Part of these Bizarre Adventures, Phantom Blood sets the tone for the rest of the series with its over-the-top violence and strange villains. Phantom Blood is a sign of its time with the story being equivocal to your typical shounen manga, but it obviously has some unique factors. Some would say Jonathan is a boring protagonist and that Dio is what makes the Part shine, or that Dio HIMSELF is a boring and generic villain, but regardless, Phantom Blood lands the ground work for the rest of the series. The anime adaptation cuts a noteworthy amount of content to the point that it may be beneficial to both read &#039;&#039;and&#039;&#039; watch Phantom Blood.&lt;br /&gt;
&lt;br /&gt;
===Part 2: Battle Tendency===&lt;br /&gt;
[[File: Battle Tendency.jpeg|thumb|left|200px|&#039;&#039;Battle Tendency&#039;&#039; cover]]&lt;br /&gt;
In the late 1930s, Joseph Joestar, grandson of Jonathan Joestar, is the second Joestar to get into strife when an elderly Speedwagon is seemingly killed by an old ally-turned vampire, Straights. Straights inadvertently allows Nazis to claim Speedwagon&#039;s recent discovery which preludes the [https://www.youtube.com/watch?v=XUhVCoTsBaM awakening of the Pillar Men]. These ungodly ancient (and &#039;&#039;fabulous&#039;&#039;) near-demigods created the vampirizing Stone Masks as part of a process to find a way around their own weakness to sunlight. Determined to defeat the Pillar Men, Joseph partners with the late William Zeppeli&#039;s grandson, Caesar Zeppeli, to defeat them just after they awaken. Joseph and Caesar fail, leading to Joseph being forced to defeat the Pillar Men in 30 days before he dies and/or the Pillar Men find what need to become the Ultimate Lifeforms. With the help of Lisa Lisa, a Master of the Ripple (Hamon), and Stroheim, an extremely hammy Nazi Cyborg, Joseph is able to defeat the Pillar Men&#039;s leader by launching him into outer space using a volcano. &lt;br /&gt;
&lt;br /&gt;
Joseph&#039;s trickery, the inventiveness of the fights, and outright &#039;&#039;bizarre&#039;&#039; nature of this Part make it the favorite of many with the anime only multiplying its popularity with added flair like [https://www.youtube.com/watch?v=KnmH7qQ0AVM Bloody Stream]. Battle Tendency cements the fact that in JoJo smarts are just as important as raw power, as even when up against seemingly unbeatable opponents, planning and quick thinking prove critical to victory.&lt;br /&gt;
&lt;br /&gt;
===Part 3: Stardust Crusaders===&lt;br /&gt;
[[File:Stardust Crusaders.jpeg|thumb|right|200px|&#039;&#039;Stardust Crusaders&#039;&#039; cover]]&lt;br /&gt;
In the 1980s, half-Japanese high-school delinquent Jotaro Kujo takes up the role of hero when his grandfather, Joseph Joestar, reveals that Dio Brando has returned after assimilating the body of Jonathan Joestar, and is now in possession of strange new powers. Jotaro had locked himself in jail due to his &amp;quot;evil spirit&amp;quot; possessing him, but Joseph reveals that this spirit is Jotaro&#039;s Stand, a manifestation of his life energy brought on by Dio&#039;s revival. When they learn that Dio (now called DIO for some reason) is aware of them and that Jotaro&#039;s mother, Holly Kujo, is slowly dying from her Stand, Joseph and Jotaro set out with a Muslim fortune teller, Muhammad Avdol, to find DIO in Egypt within 50 days. Almost immediately, the group is attacked by other Stand Users who have been sent by DIO to kill them; despite these attacks they find allies in the Japanese student Noriaki Kakyoin and the French buffoon Jean-Pierre Polnareff, both of whom were brainwashed by DIO. After crossing into Egypt, the Crusaders recruit a Stand-wielding dog named Iggy before their final trek to DIO&#039;s mansion as Holly&#039;s condition worsens. In the end, despite DIO possessing the power to stop time, Jotaro defeats him and saves his mother and the rest of world from DIO&#039;s ambitions, but at the cost of dear friends.&lt;br /&gt;
&lt;br /&gt;
This is by far the most well known and iconic part of Jojo, with the introduction of Stands being very well received as they allowed the series to breakaway and become truly unique among its peers. Whereas most fighting series suffer from power creep issues, Stands presented a totally novel solution by having each ability have their own strengths and weaknesses, and with battles being won by the creativity of the person wielding it. The arc also cemented the multi-generational aspect of the series by bringing back former protagonists and antagonists, tying them directly into the plot. For the longest time, it was the only Part both prominently featured in the United States AND given its own animated adaptation prior to the 2012 anime. While Parts 1 &amp;amp; 2 only received inclusions into old cross-over games, Part 3 has an SNES RPG (Japan-only but has been translated) and an arcade fighting game that contributed significantly to its popularity state-side. Before the release of the 2012 anime, it would have been typical to see Part 3 represent the JoJo series in crossovers. &lt;br /&gt;
There&#039;s also an [[wat|American bootleg]] called [http://imgur.com/gallery/J6PJz Diesel] that never survived beyond issue one, and features what is basically an &amp;quot;Americanized&amp;quot; version of the N&#039;Doul fight with &#039;&#039;Geb&#039;&#039; being made of blood instead of water.&lt;br /&gt;
&lt;br /&gt;
===Part 4: Diamond is Unbreakable===&lt;br /&gt;
[[File:Diamond is Unbreakable.jpeg|left|thumb|200px|&#039;&#039;Diamond is Unbreakable&#039;&#039; cover]]&lt;br /&gt;
It&#039;s the year 1999 in the Japanese suburb of fictional town, Morioh, and the now 28-year-old Jotaro meets a high-schooler named Koichi Hirose while looking for someone named Josuke Higashikata. Jotaro reveals to Josuke three facts: First, he is Jotaro&#039;s uncle, despite the age difference; second, his father is a 79-year-old Englishman (i.e. Joseph Joestar); finally, there is a looming threat in Morioh (later revealed to be a murderer). After dealing with the killer, it is revealed that there is someone in Morioh awakening Stands in people by using a Golden Arrow (used to further connect this with Part 3) for an unknown purpose, so Josuke and Jotaro resolve to find him. When the culprit, Keicho Nijimura, reveals his intentions, he is killed by Red Hot Chili Pepper, one of the aforementioned Stands who then steals the Arrow. Akira Otoishi, RHCP&#039;s User, learns that Joseph is coming to help find him, so he plots to murder Joseph as he arrives in order to get away clean, but this plan backfires and he is arrested thanks to Keicho&#039;s younger brother, Okuyasu Nijimura.&lt;br /&gt;
&lt;br /&gt;
Eventually Koichi and the surly, eccentric mangaka Rohan Kishibe find out there is a serial killer in Morioh from the ghost of his first victim, who requests that they find him. Soon enough, the killer, Yoshikage Kira, is forced to reveal his identity and disguises himself in order to hide from the heroes while trying to keep his desire to kill in check. Fortunately, Kira&#039;s cover is blown thanks to the son of the man whose identity he stole, Hayato Kawajiri, and he is killed in a final altercation. With Kira&#039;s threat ended, Joseph and Jotaro leave Morioh in the hands of its citizens, The Golden Heart of Morioh.&lt;br /&gt;
&lt;br /&gt;
This Part marks the full change of Stand names going from Gods and Tarot Cards to songs, albums, and bands (leading to plenty of renaming in subs and dubs to avoid copyright issues) along with their powers being more specialised rather than Part 3 Stands&#039; mostly vague and superabundant abilities. Here we learn what causes Stands to awaken along with a more detailed list of rules for Stands. It is important to note that Part 4 is when Araki&#039;s art style completely shifts from the almost blocky, muscled style of Part 3 to a softer, slimmer and more detailed and flamboyant style. This part is also important theme-wise, as the major focus of it is how normal people can live with stands and blend in with society, something which would be integral with future arcs, though trouble stills comes their way because somehow Stand users tend to be drawn to each other. It is also a lot more laid-back with almost half of the chapters being about the characters&#039;, mostly Josuke&#039;s and Okuyasu&#039;s, daily misadventures, drawing similarities at times to the slice-of-life genre.&lt;br /&gt;
&lt;br /&gt;
===Part 5: Vento Aureo===&lt;br /&gt;
[[File:Vento Aureo.jpg|right|thumb|200px|&#039;&#039;Vento Aureo&#039;&#039; cover]]&lt;br /&gt;
It&#039;s Italy in 2001, Giorno Giovanna (the son of Dio using Jonathan&#039;s body, though Giorno never knows this) is a kid with aspirations of becoming a &amp;quot;Gang Star&amp;quot; with the help of his stand, &amp;quot;Gold Experience&amp;quot;. After accidentally killing a gangster, Giorno finds himself immersed in the world of the mafia and eventually becomes a member of &amp;quot;Passione&amp;quot; after sparing Bruno Bucciarati. In Passione, he works with Bruno&#039;s Gang to move higher in the mafia&#039;s ranks and fight off rival gang members that are doing the same. When they are tasked with retrieving the Passione Boss&#039; daughter, Trish Una, so he can kill her, the gang defects and resolve to find the Boss&#039; identity and eliminate him. After fighting off Passione&#039;s Assassins, the gang learns of a way to defeat the Boss&#039; Stand, King Crimson (which nobody knows on how it works), from an informant who plans to give them a Stand Arrow. The Boss, now revealed to be named &amp;quot;Diavolo&amp;quot;, switches focus to taking the Arrow for himself so he can finally be rid of the gang and take over the world. In a long and intense encounter, Giorno manages to use the Arrow on Gold Experience to turn it into Gold Experience Requiem, which has the insanely overpowered ability of negating any hostile action towards Giorno. Giorno locks Diavolo in an eternal cycle of deaths, and with Diavolo gone, Giorno is able to take his place as the Boss of Passione with his friends as his top officers.&lt;br /&gt;
&lt;br /&gt;
For a long time, Part 5 was considered by many to be one of the weaker entries in the series, mostly due to inconsistencies in Gold Experience&#039;s power and an apparently uninteresting character in Giorno due to very flat scanlations removing much of his personality while making several Stands nearly incomprehensible such as Gold Experience and King Crimson. However, newer and better translations are quickly turning opinions to the better. The new anime adaptation also gives it the depth it deserves. Despite whatever flaws there may be, Vento Aureo is still worth reading due to the interesting Stands and villains along with Araki&#039;s now more detailed art style. It&#039;s especially worth noting the increased attention to villains in this Part, as we get to see actual interaction between them and even character development in some cases.&lt;br /&gt;
Vento Aureo is also the first Part besides Part 3 to get its own videogame which is also made by Capcom, and while it doesn&#039;t allow one to play all of the notable fights in the story, the rest is detailed in optional cutscenes that can be unlocked. Lastly, this Part is to Italy as Part 3 is to America as this Part is more prominently featured in Italy and is the only Part to have multiple novel side-stories besides Part 3 with at least one being canon.&lt;br /&gt;
&lt;br /&gt;
===Part 6: Stone Ocean===&lt;br /&gt;
[[File:Stone Ocean.jpg|left|thumb|150px|&#039;&#039;Stone Ocean&#039;&#039; cover]]&lt;br /&gt;
Jolyne Cujoh was arrested for a crime she didn&#039;t commit (though she did have legitimate priors) in 2015 and is then sent to Green Dolphin Street, a maximum-security prison in Florida. Though her dad Jotaro couldn&#039;t bail her out, he did give a small locket (containing a fragment of a Stand Arrow), allowing her to develop her Stand, &#039;&#039;Stone Free&#039;&#039;, in order for her to survive and get to the bottom of the conspiracy surrounding it. With the help of other Stand Users, Hermes Costello, Foo Fighters (F.F.), Weather Report, Narciso Anasui, and Emporio they pick up on the trail of Father Enrico Pucci. Pucci is a priest and DIO&#039;s most trusted follower who is trying in enact DIO&#039;s ultimate plan: to &amp;quot;reach Heaven&amp;quot;. Pucci uses his Stand, &#039;&#039;White Snake&#039;&#039; (which has the ability to physically take a person&#039;s stand and memories), to steal Star Platinum and put Jotaro in a comatose state. Jolyne and her gang eventually escape prison in pursuit of Pucci who had gathered DIO&#039;s Sons excluding Giorno, but they fail to stop the gang from retrieving Jotaro&#039;s Disc. Using a bone that DIO had given him, Pucci transforms White Snake into &#039;&#039;C-Moon&#039;&#039;, which is capable of finding the optimal point for another transformation to occur. At the Kennedy Space Center, Pucci successfully transforms C-Moon into &#039;&#039;Made In Heaven&#039;&#039; which has the power to accelerate time, the culmination of DIO&#039;s plan. Knowing they can&#039;t kill Pucci, Jolyne sacrifices herself to send Emporio out to sea where the horizon is accelerating into a void. Waking up back in Green Dolphin Street where Emporio learns from Pucci that they are in a new universe devoid of those killed by Pucci, and the survivors have been implanted with knowledge of their future which is what Pucci calls &amp;quot;happiness&amp;quot;. Desperately, Emporio flees to his Ghost Room where he reveals that he has equipped Weather Report&#039;s Stand Disc and quickly kills Pucci, &amp;quot;Following the path of Justice is true Fate.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With Pucci&#039;s death, the universe experiences another change, where Emporio finds people resembling Hermes, Anasui, and Jolyne. This Jolyne (Irene), invites Emporio and this Hermes to ride with her and Anakiss (Anasui) to go meet with Irene&#039;s father for approval of her and Anakiss&#039; marriage. Emporio begins weeping as they drive off before picking up a hitchhiker resembling Weather Report, Stone Ocean comes to an end in this new universe.&lt;br /&gt;
&lt;br /&gt;
A unique factor in Stone Ocean compared to previous Parts is that Stand Users tend to fight alongside their Stands rather than relying completely on their abilities. Overall, Part 6 is the last Part to involve any influence from Dio Brando as well as the end of the original JoJoverse with future Parts taking place in a different universe. Stone Ocean can be considered the most &#039;&#039;bizarre&#039;&#039; Part due to the more crude and outlandish nature of some characters combined with some of the stranger Stands and events. Despite what flaws it may have, Part 6 is just as worthy of a read as any other saga of JoJo.&lt;br /&gt;
&lt;br /&gt;
===Part 7: Steel Ball Run===&lt;br /&gt;
[[File:Steel Ball Run.jpg|right|thumb|200px|&#039;&#039;Steel Ball Run&#039;&#039; cover]]&lt;br /&gt;
The timeline resets to the 1800&#039;s, in a universe mostly unrelated to the original Jojo timeline, save for similar characters.&lt;br /&gt;
In this alternate universe, paraplegic ex-jockey Johnny Joestar and Italian executioner Gyro Zeppeli cross paths and decide, for better or for worse, to partner up and participate in the Steel Ball Run, a race that spans the breadth of the United States as a test of endurance for both horse and rider (though a horse isn’t required, most participants choose to use ‘em). Johnny was lauded as a genius jockey, but after an accident, he ended up crippled. He was deeply depressed until he met Zeppeli, who could use a mysterious power called the Spin (this universe&#039;s version of Hamon), which is able to make Johnny&#039;s legs move for a moment. Along the way, they uncover the real purpose of the race when they become entangled with the Parts of the Saint&#039;s Corpse, the mummified body of Jesus Christ (seriously), which bestows its owner with incredible power. Johnny also is tutored in the art of the Spin, and develops his own Stand, named Tusk, which can spin and shoot his fingernails like bullets.&lt;br /&gt;
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As it turns out, the reason the race was even held was because President Funny Valentine wanted to own the complete Corpse, using the race and its participants as pawns in order to accomplish this goal. President Valentine wishes to use to completed Corpse of Jesus in order to bring prosperity, wealth and luck to the United States. Though his goals are ultimately altruistic in their outlook, Johnny and Gyro still oppose this plan because it requires that only America prospers, while everything else is stuck struggling. However, Funny Valentine&#039;s Stand, Dirty Deeds Done Dirt Cheap(D4C), has the extremely unique ability of dimension-hopping, allowing Valentine to escape almost any hostile encounters and access alternate versions of people and things. The President ultimately gains all the Corpse Parts, and gains a new ability called Love Train, which sends any &amp;quot;misfortune&amp;quot; into another place, making conventional attacks useless. Only when Gyro and Johnny develop a special Super Spin, which is a perfect, infinite rotation, can their Stands Ball Breaker and Tusk Act 4 breach Love Train&#039;s dimensional walls and defeat Valentine. Although Gyro is killed in the final confrontation against Valentine, Johnny is victorious, and moves in to finish the Steel Ball Run race. Unfortunately for Johnny, Valentine&#039;s last plan was to bring in an alternate version of jockey Diego Brando, who possesses the same The World used in Part 3. Johnny and Tusk prove almost equally matched to The World&#039;s time stop, but Johnny ends up defeated. However, Diego is stopped from carrying out President Valentine&#039;s plan to use the corpse parts when he is killed after he collides with another, deceased Diego Brando&#039;s head, destroying both as per the laws of alternate universes.&lt;br /&gt;
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Steel Ball Run differs slightly from the other parts in that Stands do not do much fighting like the ones in previous incarnations of Jojo. Instead, Stands are more like special abilities that help the user fight, and enhances the capabilities of whatever weapon the user uses, be they fingernails, steel balls, or revolvers. It&#039;s worth mentioning that this Part is generally considered one of the best parts in the series (next to Battle Tendency) due to a sharp increase in the art and writing quality and a greater focus on character development and drama. Seriously the art in this Part is fucking gorgeous, go read it.&lt;br /&gt;
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===Part 8: JoJolion===&lt;br /&gt;
[[File:Jojolion.jpg|left|thumb|125px|&#039;&#039;JoJolion&#039;&#039; cover]]&lt;br /&gt;
We&#039;re back in Morioh, but not as we know it. The eight part of JoJo is based around the SBR version of the 2011 earthquake that hit Japan.&lt;br /&gt;
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It&#039;s some years after SBR, and Morioh was recently wracked with terrible earthquakes which make these creepy images on the ground that gets ripped up. An unfortunate girl by the name of Yasuho Hirose discovers a body among the mess and rescues him. Though he&#039;s got no memories and is quirky almost to the point of stupidity, she decides to help the amnesiac &#039;Josuke&#039; discover his real identity and some really wacky adventures ensue as they find various clues and odd characters that know something about his past. Later, &#039;Josuke&#039; is taken in the wealthy yet enigmatic Higashikata family, and gets caught up in a conspiracy involving his real identity, human-like creatures made of stone, and a fruit with mystical healing abilities.&lt;br /&gt;
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This is probably one of &#039;&#039;those&#039;&#039; parts of JoJo, the ones that are known for lots and lots of [[Skub|skub]]. The longer it dragged on, the more it divided the fans. A lot of those discussions are about the overall shift from battles to a plot, the plot itself dragging on longer than it should... or not, abandoned plotpoints from the beginnings that some fans thought were much more interesting than the ones we got. So it&#039;s up to you to read and form your opinion... or not.&lt;br /&gt;
=== Part 9:JOJOLANDS ===&lt;br /&gt;
Part 9, tentatively called JOJOLANDS, was announced in the last volume of Jojolion. Nothing is known about it, aside from the fact that it will star the SBR&#039;s Joseph Joestar&#039;s descendants and a rabbit for some reason.&lt;br /&gt;
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The first issue released in February 2023, featuring Jodio Joestar in Hawaii in what is apparently a story about getting rich.&lt;br /&gt;
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==Characters==&lt;br /&gt;
===The Joestars===&lt;br /&gt;
====Jonathan Joestar (Part 1)====&lt;br /&gt;
[[File: Jonathan JoJo.png|thumb|right|175px|Holy shit, you could grate cheese on those abs.]]&lt;br /&gt;
Jonathan is pretty much the archetypal gentleman: Well-mannered, intelligent, and damned determined to protect that which he values. There are many words to describe him: [[This guy|kind, caring, forgiving, honorable]], strong, tall, handsome, clever, and unfortunately, unfortunate. Jonathan was born into a rich family, far away from the cold, unforgiving slums that Dio grew up in, and this was enough reason for Dio to completely hate him. After Dio beats him in a boxing match, assaults Jonathan&#039;s girlfriend Erina, and burns his dog Danny alive in a furnace, Jonathan is furious and confronts Dio in the Mansion foyer. Their brief encounter is life-changing as they both discover the Stone Mask, and Jonathan finds his inner strength that allows him to actually fight back.&lt;br /&gt;
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Years later, Jonathan is an [[Space Marine|absolute tank]], with it taking 3 people to slow him down in a rugby game, and even then he is still able to pass the ball high in the air. Jonathan is also a scholar, working in archaeology due to his interest in the Stone Mask, and during his work he discovers Dio&#039;s plot to poison his father and inherit the Joestar fortune. Making his way to one of the most dangerous places in London, Ogre Street, he befriends the criminal Speedwagon, who helps him prove Dio&#039;s guilt. When Dio decides to be a tosser and reject his humanity, Jonathan fights him throughout the mansion and succeeds in impaling him on the statue in the foyer and escapes the burning mansion. Some time after Dio&#039;s burning, William Antonio Zeppeli appears, instantaneously healing Jonathan with the ripple and revealing Dio&#039;s survival. With this new information, Jonathan resolves to hunt down Dio and put an end to his incredibly ungentlemanly vampire shenanigans and learns the ripple from Zeppeli in order to do so. Their journey has Jonathan killing a [[what|zombified Jack the Ripper]], learning of Dio&#039;s new ice powers,  and gaining the sword Luck &amp;amp; Pluck from Bruford the Zombie Black Knight. When Jonathan&#039;s neck is broken by the other knight, Tarkus, Zeppeli sacrifices himself trying save him which leads to Jonathan becoming &#039;&#039;even buffer&#039;&#039; and destroying Tarkus. Meeting up with the other Ripple users, Dire, Straits, and Tonpetty, Jonathan reaches Dio&#039;s castle and defeats him in their final battle, ending the fabulous vampire menace. In the proceeding time, Jonathan marries Erina and they prepare to leave on their honeymoon vacation before a completely unlucky series of events occur as Dio is revealed to have barely survived their fight as severed head. Being shot in the throat with Dio&#039;s &#039;&#039;Space Ripper Stingy Eyes&#039;&#039;, Jonathan loses the ability to breathe and therefore use the Ripple. Using his Last Ripple, Jonathan rigs the boat to explode and holds Dio&#039;s head as Erina hides in Dio&#039;s coffins as the ship burns around them. In his last breaths Jonathan expresses to Dio his feelings of attachment to him despite how terribly Dio had treated him over the years and passes away before Dio can reply. In the hundred year gap between Phantom Blood and Stardust Crusaders, Dio was able to cut off Jonathan&#039;s head and take over his body.&lt;br /&gt;
A sign of the era that Jojo&#039;s Bizarre Adventure started in, Jonathan physically resembles another [[Fist of the North Star|chiseled, heroic anime protagonist]] that punched his enemies to death. To summarize Jonathan, he was a [[Muscle Wizard|Muscled Scholar]] who fought with Power of the Sun and an all-around gentleman.&lt;br /&gt;
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Despite being the only Joestar to never have a Stand, it&#039;s believed that he would&#039;ve had one similar to Hermit Purple based on Dio&#039;s abilities using Jonathan&#039;s body.&lt;br /&gt;
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====Joseph Joestar (Part 2, 3, and 4)====&lt;br /&gt;
[[File: Joseph JoJo.jpeg|thumb|left|For context, he&#039;s peeping on a woman taking a bath... who turns out to be his mother. We&#039;ve come a long way.]]&lt;br /&gt;
Whereas his grandfather Jonathan is a gentleman, Joseph is a good-natured but impulsive punk with a temper and a penchant for doing just plain weird things. He is completely devoted to the people he cares for as swore vengeance on Straits for seemingly killing Speedwagon and worrying his grandmother. Joseph is known for his trickster behavior, using his [[Mork|brutal cunning]] to be [[Gork|cunningly brutal]] and turning the &#039;&#039;Tide of Battle&#039;&#039; in his favor. His famous trick is his being able to predict what his enemy is going to say, followed by them repeating the sentence word for word and being momentarily stunned by their predictability.&lt;br /&gt;
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Unlike Jonathan, who gained the Ripple through formal training, Joseph was born with the ability, but it&#039;s not that strong and he can&#039;t control it as well as a true master. Though he doesn&#039;t have exact mastery, Joseph manages to use the Ripple in creative ways to get out of some dire situations. These traits, combined with his eccentric behavior, makes Joseph one of the most beloved characters in the series. [[File:Wha-what.png|right|300px]]&lt;br /&gt;
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We first meet Joseph when he arrives in New York with Erina and befriends Smokey. Then, after dealing with a rowdy racist ruffian, a shady guy informs him of Speedwagon&#039;s death (said guy subsequently gets duffed for upsetting Grandma Erina). Joseph assures Erina he will protect and is ready when Straits attacks him at the diner where he utilizes his trademark brutally cunning brutality to outsmart Straits including The Joestar Secret Technique. When he learns from a dying Straits that Speedwagon is still alive and of the Man in the Pillar, Joseph sets out to rescue him from a Nazi stronghold in Mexico.&lt;br /&gt;
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After cleverly tricking (absolutely failing) to trick two guards with his Tequila Girl disguise, Joseph still infiltrates the base in time to save Speedwagon and Stroheim from recently awakened Santana. After messing around for a bit then finding out that his Ripple protects him from being absorbed by the Pillar Man, with Stroheim&#039;s sacrifice, Joseph is able to turn Santana back into stone. At Speedwagon&#039;s bidding, Joseph meets Caesar Zeppeli (the grandson of the late Will A. Zeppeli) who resents the Joestars for their role in his grandfather&#039;s death; this along with Caesar&#039;s overall personality puts him and Joseph at odds.&lt;br /&gt;
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Later when they face Wamuu and quickly realize they&#039;re outmatched, Joseph attempts a suicide tactic to save Speedwagon and Caesar but only ends up getting poisoned rings clamped around his heart and throat by Wamuu and Esidisi. This means Joseph is forced to train his Hamon so that he can face the Pillar Men again or die from the poison. Starting his training, he meets the strict Lisa Lisa and her assistant Suzie Q, and bonds with Caesar through their grueling training. When Esidisi appears in pursuit of the Red Stone, Joseph&#039;s discourse with him leads to the famous banner and he manages to outsmart the ancient monster man with some difficulty. Joseph locks in his relationship with Suzie Q before going to Switzerland in preparation for the final battle.&lt;br /&gt;
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He has an argument with Caesar which leads to Caesar going to fight Wamuu on his own, resulting in his death and final Ripple which strengthens Joseph&#039;s resolve. When he defeats Wamuu with Caesar&#039;s headband, Joseph shows respect for Wamuu who despite killing Caesar, allowed Joseph to receive the final Ripple out of respect and he salutes the fallen Pillar Man as he passes into the wind. There is no such respect for Kars, who backstabs Lisa Lisa in their duel but he is eventually outwitted by Joseph and his plans seemingly foiled when Stroheim arrives with reinforcements. When Kars becomes the Ultimate Lifefrom, Joseph essentially sacrifices himself to kamikaze with an immortal god into active volcano, losing his left hand in the process. While everyone is grieving at his funeral, he miraculously shows up to everyone&#039;s surprise with his new wife, Suzie Q, and goes on to become a real estate mogul and start a family.&lt;br /&gt;
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=====Part 3=====&lt;br /&gt;
Returning in Part 3, Joseph is 50 years older than he was in Battle Tendency, though he&#039;s still just as buff and silly as his younger self. Thanks to DIO&#039;s awakening, Joseph received his Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Hermit Purple&#039;&#039;&#039;&#039;&#039;&amp;quot;, which are purple, prehensile vines that he can use to project and materialize images in an oracle-like fashion in addition to grabbing objects. Joseph takes the initiative and arrives in Japan with Avdol to inform Jotaro of his Stand&#039;s true nature and DIO. Before he can formulate a plan to take on DIO, he and the others suddenly find themselves on a time limit when Holly becomes sick due to her Stand so he resolves along with Jotaro, Avdol and Noriaki Kakyoin to travel to Egypt and end DIO&#039;s evil. While Joseph is older and wiser, he along with Polnareff bring some welcome light-heartedness to the 50 day Crusade with his overreactions and sayings, &amp;quot;OH MY GOD!&amp;quot;. Joseph&#039;s biggest accomplishments throughout the adventure are killing Empress, defeating Mariah with Avdol&#039;s help, assisting Jotaro against Terrence D&#039;Arby, and telling Jotaro The World&#039;s secret. He is seemingly killed when DIO throws a knife into his throat and later sucks a majority of the blood from his body, but Joseph manages to survive this by the time Jotaro performs a blood transplant from DIO&#039;s corpse.&lt;br /&gt;
A few years prior to Stardust Crusaders, Joseph ended up having an affair with Tomoko Higshikata which would lead to the birth of Josuke. Meaning that he used the &#039;&#039;Joestar Sex-Drive&#039;&#039; to have a child with a 20-year-old woman at the age of 63 while still married to Suzie Q., which she was understandably furious about. For some reason, in the OVA his hair is noticeably a faded blond.&lt;br /&gt;
=====Part 4=====&lt;br /&gt;
He returns yet again in Part 4 at the age of 79, but it&#039;s clear that time hasn&#039;t been good to him as his hearing isn&#039;t so great and he has to walk with a cane. He&#039;s the reason Jotaro arrives in Morioh as Hermit Purple revealed an image of Angelo&#039;s Aqua Necklace instead of Josuke when he wanted to see his face. Joseph later has to be protected from Red Hot Chili Pepper as he&#039;s escorted to Morioh by boat and finally meets Josuke in person. While he tries to bond with Josuke, he comes off as a senile old man due to his general belligerence before they meet the Invisible Baby. In an attempt to impress Josuke, he slits his wrist so they can use his blood to find the Invisible Baby who had fallen into water. Naming the baby Shizuka, Joseph becomes more lively and no longer carries a cane by the time he leaves Morioh with Jotaro.&lt;br /&gt;
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Joseph is still alive by the time Part 6 happens and in Araki&#039;s words &amp;quot;a little dumber&amp;quot; though he doesn&#039;t make a physical appearance. The fact that he wasn&#039;t outright killed in the original universe means Joseph was able to avoid the Joestar Curse of dying at young age, but he also broke the rule of finding only one love so there&#039;s that. Additionally, in the Steel Ball Run&#039;s universe, the Joestar Family Tree includes Joseph Joestar and Suzie Q. meaning that he has a counterpart in that universe, who is known as &amp;quot;Fumi&amp;quot; (And that universe&#039;s version of Hermit Purple has a whole body).&lt;br /&gt;
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====Jotaro Kujo (Part 3, 4, and 6)====&lt;br /&gt;
[[File: Jotaro JoJo.png|thumb|right|&amp;quot;My Stand will judge you!&amp;quot;]]&lt;br /&gt;
Grandson of Joseph, and the son of a virtually nonexistent jazz player (Sadao) and a housewife (Joseph&#039;s daughter Holly). Was a happy normal kid growing up but then started getting into fights with gangsters by the time he was 17. Would almost be an unlikeable prick were it not for his badassness, unflappable demeanour, and being a shonen protagonist. &lt;br /&gt;
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Jotaro&#039;s Stand is essentially what kicks off Part 3, as he locks himself up in a local jail because he has no clue what the hell it even is. After Joseph and Avdol convince him that it&#039;s not some [[Daemonhost|unholy possession]], Jotaro then joins along in an adventure which sees him travel the world and punch the fuck out of a lot of people. While less flamboyant than his grandfather, he&#039;s every bit as clever as he uses his unflappable demeanor to bluff his way out of numerous life-or-death encounters.&lt;br /&gt;
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His Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Star Platinum&#039;&#039;&#039;&#039;&#039;&amp;quot; is a blue-ish muscleman with long hair with so many powers it becomes pretty clear how much of a protagonist he is: Punching shit really fast, a stretchy finger, the ability to pick out tiny details with precision, and (eventually) the power to stop time as &amp;quot;&#039;&#039;&#039;&#039;&#039;Star Platinum: The World&#039;&#039;&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
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Part 4 sees him help out Josuke with taking care of Stand business on behalf of the Speedwagon Foundation, but otherwise standing back to do other stuff. That said, he&#039;s still just as powerful, even moreso because he finally mastered the ability to stop time itself. Also despite being older he&#039;s drawn in a way that makes him look younger than in Part 3, because Araki loves putting qualities of himself into his characters.&lt;br /&gt;
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He returns again in Part 6 after finding out that the jail where his daughter is being held has its own issues with Stands, and that Pucci has plans that involve Dio. At this point it becomes clear what his flaws are, as it&#039;s revealed that while he is a badass, he&#039;s also pretty useless in anything not involving being a protagonist, like being an even halfway decent dad. Using Star Platinum&#039;s Time Stop abilities also took a toll on his body, alongside him ending up in a coma due to Whitesnake stealing his Stand and memories (shown by the durability stat dropping from an A to an E), which might explain why he doesn&#039;t put in much of a performance during the arc. He ultimately dies in the final fight with Pucci, when the latter pulled [[Grimdark|Dio&#039;s knife trick on Jolyne, leaving him screaming in horror and without enough time to stop Made In Heaven, who splits his head in two.]]&lt;br /&gt;
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He also looks like a commissar which makes him even more badass, who doesn&#039;t want [[Awesome|commissar Jotaro?]]&lt;br /&gt;
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Fun fact: with Japanese naming conventions (placing the surname before the given name), his name would be Ku&#039;&#039;&#039;jo Jo&#039;&#039;&#039;taro, making him the first Joestar to literally have &amp;quot;JoJo&amp;quot; in his name! &lt;br /&gt;
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Became a marine biologist, loves him some Dolphins.&lt;br /&gt;
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====Josuke Higashikata (Part 4)====&lt;br /&gt;
[[File: Josuke JoJo.jpeg|thumb|left|150px|Never seen such [[awesome|awesomeness]] in my life.]]&lt;br /&gt;
The big shocker here: His father is Joseph Joestar. This in itself is pretty damn scary, as the old man was able to still get kids, though this isn&#039;t without consequence. As such, he lives with his mom and grandfather (a policeman). Then he runs into Jotaro and things go very... Bizarre.&lt;br /&gt;
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Josuke is a bit of a goof like his dad, and sports serious pride in his pompadour to the point that he&#039;ll beat the shit out of someone for dissing it. And like his dad, he has a penchant for getting into trouble with his various get-rich-quick schemes. On the flip side, one could say that he&#039;s too nice for his own good and his desire to be kind can sometimes put him in bad situations, though he&#039;s certainly not [[Stupid Good]]. He is, however, very touchy about his hair and insulting it is a surefire way to catch an assbeating. His Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Crazy Diamond&#039;&#039;&#039;&#039;&#039;&amp;quot;, is able to punch things really fast and restore things that were broken if he knows how they work, a power that could be seriously powerful if he puts his mind to it. However, this is incapable of bringing back the dead (he learns this the hard way), and if he uses this power when mad, things get messed up. Oh, and he can&#039;t use it on himself. He is, in true JoJo fashion, able to think of creative uses of an otherwise rigidly defined powerset - he can cut fragments from a wallet photo and &amp;quot;repair&amp;quot; the whole wallet, or &amp;quot;repair&amp;quot; an Italian dish to see if its ingredients include, for instance, poison - both of these are completely plot relevant, by the way.&lt;br /&gt;
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Josuke sums up something missing from other primary Joestars - someone thrust into BIZARRE circumstances despite having no relation to their cause or origin and overcoming them despite this.&lt;br /&gt;
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====Giorno Giovanna (Part 5)====&lt;br /&gt;
[[File:Giorno JoJo.jpeg|thumb|right|175px|Trust us, this is as much personality as he gets in the scans.]]&lt;br /&gt;
The son of Dio using Jonathan&#039;s body, making his legitimacy as a Joestar up for debate. Although, less talked about is whether this makes him a [[Dhampir]].&lt;br /&gt;
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His personality is, simply put, a combination of Dio and Jonathan. He retains Dio&#039;s ambition for power, and lusts after leadership of the gang Passione. He is also ruthless to his enemies, and is not above murdering them, or even forcing them to swallow a gun. However, he possesses the Joestar spirit, and genuinely cares of his friends and innocent people. In fact, the main reason he joins Passione is to reform it into a better, kinder organization. Unfortunately, the initial scans and translations of Vento Aureo were dogshit, having butchered Giorno&#039;s reserved, steadfast, almost poetic manner of speech into bland, unimaginative and occasionally incomprehensible statements. Because of this, most of the fanbase sees him as boring, unremarkable, and little more than a plot device, though this has fortunately lessened with the anime adaptation. The fact that his Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Gold Experience&#039;&#039;&#039;&#039;&#039;&amp;quot;, has some really bullshit powers doesn&#039;t help either. To iterate, his stand can imbue inanimate objects with life (like turning suitcases into frogs or motorcycles into snakes or bullets into trees and beetles or buttons into FUCKING HANDS AND TONGUES) with no respect to conservation of mass and, like Crazy Diamond above, reattach them. He can simply conjure up replacement body parts to heal his comrades, and to add even more bullshit, any damage done to one of his creations will be reflected back to the assailant (though this ability is tapered off in later arcs because even Araki knew how broken it was). In contrast to Crazy Diamond this power &#039;&#039;is&#039;&#039; able to resurrect the dead, though it only works on very recent kills and the resulting beings are essentially zombies living on borrowed time. He also has the power to rapidly accelerate the thought process of something he punches, though this is only brought up in one arc and then never seen again.&lt;br /&gt;
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At the end of the arc, it becomes even more bullshit as Giorno gains &amp;quot;&#039;&#039;&#039;&#039;&#039;Gold Experience Requiem&#039;&#039;&#039;&#039;&#039;&amp;quot;, which has the power to nullify actions. Basically, if he doesn’t like something he can go [[Iron heart surge|“nope”]] and Gold Experience Requiem will rewind time to make sure it never happened, leaving only memories. It even works within Diavolo&#039;s skipped time of 10 seconds, meaning that it will take action, &#039;&#039;no matter what you do&#039;&#039;. It&#039;s theorized not even The World&#039;s timestop can affect Gold Experience Requiem. This also means that he can (and does) reset Diavolo&#039;s death, making for a rather horrifying cycle of death and rebirth.&lt;br /&gt;
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====Jolyne Cujoh (Part 6)====&lt;br /&gt;
[[File: Jolyne JoJo.jpeg|thumb|left|175px|Doesn&#039;t matter that she has masculine facial features, she&#039;s still hot.]]&lt;br /&gt;
Daughter of Jotaro Kujo, the only female Joestar to bear the nickname &amp;quot;JoJo&amp;quot; thus far, though she beats the shit out of anyone who calls her by her nickname. She&#039;s essentially her ancestor Joseph if all his bad traits were pushed up a couple of notches, making for a hot-blooded, rebellious, foul-mouthed, quick-tempered pervert. Seriously, we first see her when a prison guard catches her masturbating in her cell, and at one point she confesses to envying/admiring snails since, as [[dickgirl|hermaphrodites]], they can fuck anything and everything they cross paths with. She&#039;s got a huge anti-authoritarian streak, and at first, the series seems set on deconstructing the &amp;quot;Joestar Family Traits&amp;quot; and showing how they can make you an unlikeable prick who needlessly gets yourself into trouble. Luckily, the surfacing of the generation&#039;s big bad and her finding allies she can actually share her &#039;&#039;positive&#039;&#039; traits with quickly brings her back into line with being the hero.&lt;br /&gt;
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She&#039;s either insanely lucky, or a lot smarter than she appears - which is good, because, on the surface of it, her Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Stone Free&#039;&#039;&#039;&#039;&#039;&amp;quot;, is one of the weakest, as it lets her turn her body partially or completely into string. Sounds lame, right? Wrong. She can do all sorts of shit with that string, from spying on people by using it to catch sounds to tying people up to making stitches to turning into monomolecular wire and reducing enemies to so much hamburger. Also, because the Stand channels its powers through her body, she can use her powers &#039;&#039;and&#039;&#039; have Stone Free do its own thing at the same time, so she&#039;s got a giant ghost-buddy that will beat the shit out of you whilst she&#039;s snaring &#039;n&#039; slicing with her string. She has extreme daddy issues with Jotaro, shitting on him until near the end of Stone Ocean. It is somewhat justified though, considering he abandoned her and her mother when she was young. She ultimately gives her life to save Emporio from Made In Heaven, staying behind to fight Pucci to the very end.&lt;br /&gt;
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====Johnny Joestar (Part 7)====&lt;br /&gt;
[[File: Johnny JoJo.png|thumb|right|200px|Johnny is fun, even if he is hypocritical.]]&lt;br /&gt;
The SBR version of Jonathan from Part 1, Johnny is easily the most shit-on Joestar of them all. He was a genius jockey raised by a rich horse trainer and racer and pampered through his youth, kind of turning him into a spoiled brat. But later his older brother dies in a jockey accident that may or may not have been his fault, his father disowns him after telling him [[grimdark|&amp;quot;God has taken the wrong son&amp;quot;,]] and later after cutting in front of a kid in line for a play, the kid &#039;&#039;pulls a gun and shoots him, paralyzing him from the waist down.&#039;&#039; Just to add sprinkles on this shit-fest his &amp;quot;friends&amp;quot; leave him, no one visits him in the hospital, and he is abused and beaten by the nurses. Truly, he is the Jonathan of the new timeline.&lt;br /&gt;
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Somewhat notable for being a very-much-deliberate example of an asshole Joestar, even if Jolyne cornered that market one generation before. Compared to Jonathan, he&#039;s much more of a sarcastic, cynical asshole who mostly thinks of himself. However, when he is filled with determination or the urge to kill, his eyes fill with a dark flame, signaling a Johnny that absolutely will not compromise for his goals.&lt;br /&gt;
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After he leaves the hospital he meets Gyro Zeppeli, whose spinning steel balls ignited a reflex within Johnny&#039;s crippled legs and made him stand up for an instant. Johnny immediately follows Gyro in the nation-wide Steel Ball Run race in order to learn the secret of the Spin and regain the use of his legs. Throughout the journey, he actually brightens up and becomes an overall better person, even if he doesn&#039;t win everything in the end. &lt;br /&gt;
&lt;br /&gt;
His Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Tusk&#039;&#039;&#039;&#039;&#039;&amp;quot; enhances his powers of the Spin, allowing him to fire his fingernails like bullets. As Tusk evolves, his Spin gets more and more powerful, until eventually he is able to rotate his nails infinitely, creating what&#039;s effectively a mini-black hole that can rip through dimensions and warp through space and time. He also has occasional conversations with Jesus Christ himself, with Jesus usually offering Johnny words of guidance. He almost always rides a horse since he&#039;s a paraplegic, if Gyro isn&#039;t carrying him or he&#039;s not crawling. At the end of Steel Ball Run, having mastered the Spin, Johnny finally becomes able to walk again and marries with Rina Higashitaka.&lt;br /&gt;
&lt;br /&gt;
Of all the Joestars, Johnny suffered the strangest death of them all. After he used Tusk to transfer Rina and George&#039;s Higashitaka stone curse upon himself, his head was crushed by a giant boulder thrown by [[Wat|a tree&#039;s Stand. Yes, even trees can have Stands.]]&lt;br /&gt;
&lt;br /&gt;
====Josuke Higashikata (Part 8)====&lt;br /&gt;
[[File: Gappy JoJo.png|thumb|left|200px|The strangest Jojo yet.]]&lt;br /&gt;
Otherwise known as &amp;quot;Joey Four-Balls&amp;quot;, &amp;quot;Gappy the Gap-tooth Wonder&amp;quot;, &amp;quot;Jo2uke&amp;quot;, and (worst of all) &amp;quot;Josuke Higashikata 8&amp;quot; in official media. He&#039;s essentially the JoJolion-timeline version of Josuke from Part 4 and he is an amnesiac who&#039;s looking for his origins and why people are trying to kill him. Personality-wise, he just as intelligent as previous Jojos but he&#039;s much more eccentric, having a calm demeanor most of the time while also showing some [[Mork|brutal cunning]] at others. At first, he was thought to be Part 8&#039;s equivalent of Yoshikage Kira, but that was dispelled when a would-be assassin realizes that Kira, among other things, was an utter narcissist.&lt;br /&gt;
Later its revealed that he&#039;s really Josuke and Kira (who&#039;s a Joestar in this timeline) fused together through a geographical anomaly that combines the DNA of two organisms inserted into the hole. This explains his gap-teeth, both of his eyes being different colors, his quadbollocks, and his Stand&#039;s appearance and powers.&lt;br /&gt;
His Stand is &amp;quot;&#039;&#039;&#039;&#039;&#039;Soft &amp;amp; Wet&#039;&#039;&#039;&#039;&#039;&amp;quot;, which is able to create bubbles with stars on them that are capable of taking away properties from his intended targets. For example, he is able to take away a person&#039;s vision, making their eyes explode temporarily, take away sound, or even remove friction which causes people to slip and slide on the affected surface. He also has weird star-shaped ears.&lt;br /&gt;
Thanks to the merger that created Gappy, Soft &amp;amp; Wet also has some of Killer Queen&#039;s powers, like being able to make explosive bubble mines. Its ultimate power-up, &amp;quot;&#039;&#039;&#039;&#039;&#039;Soft &amp;amp; Wet: Go Beyond&#039;&#039;&#039;&#039;&#039;&amp;quot;, allows Gappy to fire deadly bubble bombs from his birthmark, which can phase through walls and [[Wat|are completely unaffected by causality]], which ends up being the key to defeating Wonder of U for good.&lt;br /&gt;
&lt;br /&gt;
====Jodio Joestar (Part 9)====&lt;br /&gt;
The new kid on the block, whose story seems to revolve around him earning a fortune upon some Tropical islands. He&#039;s supposedly a descendant of the SBR Joseph Joestar, which he immediately proves by beating up some corrupt cops sexually harassing his brother. He does this with his freaky hell-spider Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;November Rain&#039;&#039;&#039;&#039;&#039;&amp;quot;, which creates extremely heavy raindrops to keep falling on the cops&#039; heads, likely also turning their eyes red.&lt;br /&gt;
&lt;br /&gt;
===JoJo Allies (aka the &amp;quot;JoBros&amp;quot;)===&lt;br /&gt;
Note: The allies are organized based on their originating part... because there are an &#039;&#039;assload&#039;&#039; of minor protagonists, and an increasingly large amount of minor villains.&lt;br /&gt;
&lt;br /&gt;
====Part 1====&lt;br /&gt;
*&#039;&#039;&#039;Robert E.O. Speedwagon:&#039;&#039;&#039; Speedwagon is somewhat popular for being the only normal guy in a series about superpowered martial arts and vampires, with his only real &amp;quot;power&amp;quot; being his razor-sharp hat and big hammer. Also for the [[meme]] &#039;&#039;&amp;quot;Even Speedwagon is afraid!&amp;quot;&#039;&#039; (which wasn&#039;t even said by him in the anime, it was totally said by him in the manga). Despite being fairly average, he still manages to be good friend to Jonathan and Zeppeli. After Jonathan&#039;s death, he moves to America and becomes an oil tycoon. This business eventually becomes the Speedwagon Foundation, which is a vague organization dedicated to helping the Joestar family with things like Stands. Come Part 2, he&#039;s now an old man, and he gets kidnapped by Nazis because he knows something about a Pillar Man they discovered. Joseph bails them out and Speedwagon leads them to Italy, where they meet Caesar and Lisa Lisa. By this point, he kinda fades into the background, being an old man and all, but gets a final showing leading the German military forces against Kar&#039;s vampire minions. After the events of Part 2, he eventually passes away, without any family or heirs, but having left the Joestars and their descendants  a semi-paramillitary organisation filled with cutting edge tech and resources to fight against any paranormal threats, something that becomes rather helpful in Parts 3 and 4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;William A. Zeppeli:&#039;&#039;&#039; First off, he has a fabulous hat. Second off, he was trained in the Ripple by a man named Tonpetti after his father and the ship he was in sinks because of the Stone Mask. having been trained by a master, he manages to pull some fine tricks like shooting disks of wine as weapons and stretching his arms to punch things. He then trains Jonathan after learning that the Stone Mask is still around. He eventually dies in a fight with Tarkus ([[Tarkus|not the awesome bald mehreen]]) where he literally gets split in half with a chain and then gives his last life&#039;s energy to power up Jonathan. This in itself begins the long line of close allies (usually Zeppelis) sacrificing themselves for Joestars.&lt;br /&gt;
&lt;br /&gt;
====Part 2====&lt;br /&gt;
*&#039;&#039;&#039;Caesar Zeppeli&#039;&#039;&#039;: Grandson of Baron Zeppeli. A student of Lisa Lisa, he has a major chip on his shoulder as he blames the Joestar family for his grandfather&#039;s death. However, he also blames himself for the accidental death of his father shortly after discovering the Pillar Men in Rome. As a Hamon user, he&#039;s more experienced, even adapting a unique bubble projectile attack. Caesar dies fighting Wamuu because he gets impatient and goes after the Pillar Men alone, but not before putting up one hell of a fight. He hates Joseph&#039;s guts at first, but under Lisa-Lisa the two become [[gork|total]] [[mork|bros]], fighting by each other&#039;s sides until his death. Since he&#039;s Italian, he automatically makes women wet when he talks to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lisa Lisa&#039;&#039;&#039;: Aka Elizabeth Joestar, Joseph&#039;s mother. She was forced to abandon Joseph and adopt a new identity when she discovered that her husband&#039;s murderer, who was also a top British military leader, was in fact a zombie, and killed him. She becomes the Hamon mentor for Caesar and Joseph, pushing them to their absolute limits to prepare for the Pillar Men. Lisa Lisa uses a special scarf that conducts Hamon in her fight against Kars. However, because Kars doesn&#039;t play fair, he nearly kills her and takes the Red Stone that she was guarding. Towards the end she tells Joseph that she&#039;s his mother... which, had she said so sooner, would&#039;ve prevented him from spying on her bathing in an earlier scene. Considering she&#039;s 50 years old, she&#039;s an absolute MILF since looks like she&#039;s only in her early thirties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Baron Rudolf von Stroheim&#039;&#039;&#039;: A goose-stepping Nazi who just can&#039;t shut up about how Germany is the greatest country in the world. Arguably one of the most fabulous minor characters in the series, and allegedly also the design inspiration for Guile. Initially a bad guy for kidnapping Speedwagon and seemingly trying to weaponize the Pillar Man he found in Mexico, he eats a grenade in an attempt to prevent Santana from escaping. That would be the end of it, but then he suddenly appears in the Swiss Alps as a cyborg with a fucking [[dakka|.50 cal]] in his chest to help kill the other super-vamps. Said machine gun is seemingly fired via pelvic thrusts. After spending the remainder of the arc being a badass and saving Joseph&#039;s bitch ass a couple times, he returns to the Wehrmacht to fight World War II. The epilogue describes him singlehandedly covering the retreat of Nazi forces from the Soviet invasion of Berlin, or Stalingrad in the anime. He died as he lived, screaming his head off about German greatness, and stuffed with enough guns to run an artillery battery.&lt;br /&gt;
&lt;br /&gt;
====Part 3: The Stardust Crusaders====&lt;br /&gt;
The titular main crew of Part 3 and while the title is never actually used as they normally referred to as the &amp;quot;Joestar Group&amp;quot;, it goes unspoken that &amp;quot;&#039;&#039;&#039;&#039;&#039;Stardust Crusaders&#039;&#039;&#039;&#039;&#039;&amp;quot; is the true name of the group. They are a team of four, later five then six, Stand Users united together to save Holly Kujo by traveling to Egypt and stopping DIO&#039;s evil within 50 days. Considering that they&#039;re all of different nationalities, it&#039;s a point of humor that they&#039;re all able to communicate with each other perfectly with no mention of their native languages.&lt;br /&gt;
[[File:Part3crew.png|350px|right|]][[File:Lets Go.png|250px|thumb|Names Picked, Classes Assigned, Points Allocated, &#039;&#039;&#039;Let&#039;s Go!&#039;&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Muhammad Avdol&#039;&#039;&#039; (or Abdul): An Egyptian fortune teller and expert on Stands. His stand is &#039;&#039;&#039;Magician&#039;s Red&#039;&#039;&#039;, which uses fire-based attacks. Avdol is a close friend of Joseph, and helps explain Stands to Jotaro. He&#039;s a no-nonsense character who uses his knowledge of the other Stands to great effect. He defeated Polnareff and spared his life and allowed him to join the group. After arriving in India, Avdol is seemingly killed by a cowboy and an in-bred man, but survives because the bullet apparently only grazed him. He uses his faked death to purchase some safe transportation for the team ([[Derp|which ended up being boarded by another assassin anyways]]). Avdol is killed off for real by Vanilla Ice, when he pushes Polnareff out of harm&#039;s way despite saying he wouldn&#039;t do so again. Props to Araki for not making him a Middle-Eastern stereotype, considering Stardust Crusaders came out around 1989.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Noriaki Kakyoin&#039;&#039;&#039;: A Japanese student and MILF enthusiast from the same school as Jotaro. His stand is &#039;&#039;&#039;Hierophant Green&#039;&#039;&#039;; its main attack is an emerald projectile shower called &amp;quot;&#039;&#039;Emerald Splash&#039;&#039;&amp;quot;, and he can also extend its whole body into coils that stretch long distances, as well as enter very small spaces. At first he&#039;s being mind controlled by DIO through a flesh bud and attacks Jotaro, but the latter manages to subdue him and even remove his flesh bud in an extremely risky impromptu surgery. In a show of gratitude, Kakyoin joins Jotaro&#039;s team, having found kinship in the other Stand users. In the final battle against DIO, Kakyoin is killed, but not before figuring out DIO&#039;s power and conveying the message to Joseph. That&#039;s right, Kakyoin is Jotaro&#039;s Zeppeli. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jean Pierre Polnareff&#039;&#039;&#039;: A French swordsman with an absurdly tall hairdo; in fact, some guys from /v/ might recognize him as the inspiration for SNK&#039;s fighting game character Benimaru. His stand is &#039;&#039;&#039;Silver Chariot&#039;&#039;&#039;, an armored swordfighter that can slice with incredible speed and precision. Like Kakyoin, Polnareff was being controlled by DIO&#039;s Flesh Bud, but is defeated by Avdol and promptly joins their group. His motivation is to find the man who raped and killed his sister, who just so happens to be one of DIO&#039;s assassins, as well as get revenge on DIO himself. Polnareff is highly emotional; he hits on every lady he meets, he&#039;s deeply concerned about finding adequate toilets on their many stops (a difficult task in the Middle East), and he blames himself for Avdol&#039;s death (both times; see above). Nonetheless, he&#039;s a very capable fighter. Polnareff is the only fighter besides the Joestars to survive the battle against Dio. In all he&#039;s also a big goofball who is frequently the butt of jokes, which due to Araki&#039;s writing style led to him getting the most screen time of the heroes in Part III. Some point after Part 3 but before Part 5, Polnareff would find himself battling Diavolo and nearly DIE, lost both his legs and almost an arm, becoming wheelchair-bound as a result. He then becomes a contact for Giorno&#039;s gang as they begin looking for clues to Diavolo&#039;s identity and they all meet at the Coliseum. And then he pretty much dies and stabs his stand with the Stand Arrow, turning it into a super-stand that can swap spirits and force evolution. Once the battle ends, it&#039;s revealed that Polnareff&#039;s spirit survives... inside a turtle. Granted, it&#039;s a stand-using turtle, but still.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Iggy&#039;&#039;&#039;: The final member of Jotaro&#039;s team, introduced halfway into the series. He&#039;s selfish, ornery, anti-social, and likes to fart on Polnareff&#039;s face. Oh, also he&#039;s a dog. Yes, dogs can be Stand users too. His stand is &#039;&#039;&#039;The Fool&#039;&#039;&#039;, which allows him to construct anything from sand, whether it&#039;s a giant attack dog, a hang glider, or a protective shell. He gets in a vicious fight against Dio&#039;s guard falcon, Pet Shop, which ends up costing him his leg. Iggy later sacrifices himself to save Polnareff from Vanilla Ice.&lt;br /&gt;
&lt;br /&gt;
====Part 4====&lt;br /&gt;
[[File:Morioh Stand Users.png|400px|thumb|right|The Morioh Stand Users. From left to right: Yukako Yamagishi, Jotaro Kujo, Joseph Joestar, Shizuka Joestar, Arthur, Reimi Sugimoto, Tonio Trussardi, Koichi Hirose, Okuyasu Nijimura, Nijimura Sr., Josuke Higashikata, Rohan Kishibe, Toshikazu Hazamada and Aya Tsuji.]]&lt;br /&gt;
Given the nature of Part 4 the JoBro gang is more modular in nature than it was in the previous parts. The below three, combined with Josuke and Jotaro, are sometimes known as the &amp;quot;Duwang Gang&amp;quot;, aka the main characters of the show.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Koichi Hirose&#039;&#039;&#039;: Josuke&#039;s best friend, he&#039;s a short dude who just happens to be the same age as Josuke. He&#039;s not quite as weird, but he finds himself in much weirder situations as a result, like getting stabbed by an arrow and evolving his stand, or finding out his girlfriend&#039;s a stand-using psychopath. His Stand, &#039;&#039;&#039;Echoes&#039;&#039;&#039;, is a real special one because it gains three modes over the course of the story: ACT1 just makes lots of noise, ACT2 throws these sound effects and they actually happen (like making a sound effect for fire and then the place combusts), and ACT3 suddenly replaces the sound powers and becomes some short guy whose punches imbue such a powerful force that its targets slam into the ground. He&#039;s usually the more reasonable guy and he happens to be nice. He&#039;s just incredibly bad with luck. He appears again early in Part 5 to help Jotaro confirm Giorno&#039;s identity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Okuyasu Nijimura&#039;&#039;&#039;: The archetypical &#039;&#039;yanki&#039;&#039; thug with a really big heart. Sure, he first met Josuke as an enemy and nearly killed Koichi, but it&#039;s revealed that he and his brother were only causing trouble to find a cure for their freakishly-mutated unkillable dad. They eventually find common purpose when Okyasu&#039;s brother is kidnapped and killed by an enemy stand user and they become friends from there. And then...the gangster becomes a bigger nut than Josuke. His Stand is called &#039;&#039;&#039;The Hand&#039;&#039;&#039; and its [[Faptau|freakishly huge right hand]] can erase whatever it comes into contact with (including the air, which creates vacuums that pull Okuyasu and his victims around). Like Vanilla Ice&#039;s power, this is fucking awesome, but Okuyasu is too dumb to use it properly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rohan Kishibe&#039;&#039;&#039;: A master manga artist who happens to live in Morioh. He&#039;s an egotist to the worst degree and hates Josuke&#039;s guts, but has nothing but respect for Koichi and Jotaro. His Stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;Heaven&#039;s Door&#039;&#039;&#039;&#039;&#039;&amp;quot; allows him to read people like literal books, which lets him rip out pages (which harms the user in a way) and write in commands that the victim must obey. His whole jackass act is a bit more justified once it&#039;s revealed that as a kid, his parents and a neighbor of his were murdered by Kira, and he was only able to survive because the neighbor hid him. Some believe him to be a self-insert of Araki though this likely wasn&#039;t true in his earliest appearance in Part 4 due to his personality not being representative of Araki&#039;s own. The fact that he received his own side mangas, with one of them being &amp;quot;Rohan at the Lourve&amp;quot; which is very likely inspired on Araki&#039;s own trip to the Louvre.&lt;br /&gt;
&lt;br /&gt;
=====Citizens of Morioh=====&lt;br /&gt;
Diamond is Unbreakable takes place entirely in Morioh, so almost every supporting character is a citizen and very few are not in some way quirky or &#039;&#039;bizarre&#039;&#039;. With the rule that Stand Users are attracted to other Users put into play, a lot of characters are either normal people who happened to gain Stands or are affected by them. Many of them start out as antagonists but later calm down once whatever craziness they were involved in is resolved, so here are all the citizens that are forgiven.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tomoko Higashikata&#039;&#039;&#039;: Josuke&#039;s mother, who had him with Joseph. Despite not actually being a Joestar by blood, she seems to have had a few of the family traits rub off on her, like not taking shit from cat callers and promptly smashing their face through a car window, denting the door. Despite Joseph walking out on her (and being an old, old man) she still wants him back for some reason.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tamami Kobayashi&#039;&#039;&#039;: A con artist who guilt-trips people into giving him money. He is aided in this goal by the power of his Stand, &#039;&#039;&#039;&#039;&#039;The Lock&#039;&#039;&#039;&#039;&#039;, which attaches itself to people and amplifies their guilt, growing heavier when doing so. Eventually people give in and do anything to stop the weighing guilt, including killing themselves. He tried to swindle Koichi but failed, instead going after his mom and sister (the latter of which he was going to try and fuck using the power of his Stand). He was beaten by Koichi when Echoes hatched from its egg and Koichi used its sound abilities to counteract Tamami&#039;s guilt-trips. Despite effectively trying to ruin his life and nearly killing his mother, Koichi forgives Tamami after some threatening jokes. Started out as an average-sized dude who shrank down for no reason in the manga, while in the anime he was short all the time. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toshikazu Hazamada&#039;&#039;&#039;: An introverted student that goes to the same highschool as Josuke &amp;amp; Co. that gained a Stand thanks to Akira Otoishi. Hazamada appears to be timid at first but it&#039;s quickly discovered that he has a very stubborn and depraved personality which is characterized by his Stand, &#039;&#039;&#039;&#039;&#039;Surface&#039;&#039;&#039;&#039;&#039;. Surface is a Stand with no real form unlike others such as Crazy Diamond, instead it is able to control human-shaped objects like wooden mannequins at Hazamada&#039;s bidding and mimic a person&#039;s appearance down to their voice and personality. If the person being mimicked is close enough, Surface is capable of completely controlling all of their actions through its own movements, though it can&#039;t control Stands. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yukako Yamagishi&#039;&#039;&#039;: A classmate of Koichi, Yukako develops a crush on him that quickly develops into an obsession. The inspiration for the &#039;&#039;Yandere&#039;&#039; archetype in modern Japanese media, but with the twist that she actually grows into a genuinely decent person over time. Has the stand &#039;&#039;&#039;Love Deluxe&#039;&#039;&#039;, which lets her grow and control her own hair.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nijimura Sr.&#039;&#039;&#039;: A former servant of DIO and the father of Keicho and Okuyasu Nijimura. He has an unidentified Stand, which got him attention from DIO and while he was paid well for his services, DIO didn&#039;t trust him and implanted him with a flesh bud. Unfortunately, when the Stardust Crusaders killed DIO, the flesh bud burst and mutated Nijimura into the monstrous form of a green, tumour-ridden elephant-man. This wracked his mind, rendering him unable to speak in anything but moans and thanks to the cells from the flesh bud, he is functionally indestructible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tonio Trussardi&#039;&#039;&#039;: An Italian chef who moved to Morioh and opened a restaurant, &#039;&#039;Trattoria Trussardi&#039;&#039;. Like real Trattorias, there is no written menu but unlike a traditional Trattoria, Tonio studies his customers to find what to serve them. His food is amazingly good except for the part where customers are violently torn apart for a moment before coming back together, better than ever. That is because of his Stand, &#039;&#039;&#039;Pearl Jam&#039;&#039;&#039;, which allows Tonio to alter dishes he makes to cure a person of some kind of ailment by cutting up his Stand (a bunch of large pepper-shaped things with faces) and adding them to the dish. In the anime [[weeaboo|he speaks very formally with lots of &#039;&#039;desu&#039;&#039; peppered into his speech]], likely because as an Italian Japanese is not his native tongue.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reimi Sugimoto&#039;&#039;&#039;: The ghost of a teenage girl, one of Kira&#039;s first victims and the kickstarter of the main plot of Diamond is Unbreakable. She is an old babysitter of Rohan&#039;s (which he forgot as he was a toddler) who saved him from the Morioh Killer 15 years ago and through her we learned that Stand Users can see ghosts as if they were actually there. Reimi and her dog, Arnold, haunt Morioh&#039;s &amp;quot;Ghost Alley&amp;quot; which is essentially a limbo between the living world and the afterlife, where you must not look back, lest you get torn apart by ghostly hands. She informs Koichi and Rohan about her killer and requests that they stop him for the safety of Morioh and so she can finally pass on. Reimi&#039;s story of her and Arnold&#039;s deaths are likely a play on &#039;&#039;The Licked Hand&#039;&#039; urban legend where a girl finds her dog dead in the bathroom.&lt;br /&gt;
&lt;br /&gt;
[[File:Alien d6.gif|250px|thumb|right|Mikitaka turning into a [[d6]]. And yes, Josuke points out he got the sides wrong.]]&lt;br /&gt;
*&#039;&#039;&#039;Mikitaka Hazekura&#039;&#039;&#039;: An &amp;lt;s&amp;gt;Filthy Xenos&amp;lt;/s&amp;gt; alien... [[skub|maybe]]. As far as bizarreness goes in Diamond is Unbreakable, Mikitaka is up there. Has a shape-shifting ability called &#039;&#039;&#039;Earth Wind and Fire&#039;&#039;&#039;, but it might not actually be a Stand. Araki has never truly stated whether or not Mikitaka was actually an alien and it is likely we will never know.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shigekiyo Yangu&#039;&#039;&#039;: Otherwise known as Shigechi. A weird looking underclassman, Shigechi is pretty childish and greedy, but can be quite clever when the situation calls for it. Tries to swindle Josuke and Okuyasu out of the money they agreed to split, but was defeated and made to share. Has a Stand called &#039;&#039;&#039;Harvest&#039;&#039;&#039;, a whole swarm of small fat hornet-shaped things who can run around really fast and far to collect things for Shigechi. After his defeat Shigechi became friendlier with the JoBros and hung out with them for a bit, but was brutally murdered by Kira when he accidentally discovered the man&#039;s identity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aya Tsuji&#039;&#039;&#039;: The owner of a beauty parlor, Aya can seemingly make people fall in love with those whom she treated. Yukako was skeptical at first (especially when Aya [[PROMOTIONS|molested her]]), but after a one treatment Yukako had Koichi fall in love with her. The treatment came with a caveat though: she had to apply lipstick periodically. Aya fancied herself something of a fairy godmother, a career that was tragically cut short when Kira barged in, forced her to put another man&#039;s face onto his, then killed her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shizuka Joestar&#039;&#039;&#039;: A baby with the Stand &#039;&#039;&#039;Achtung Baby&#039;&#039;&#039;, which turns her and things around her invisible depending on how stressed she is. Saved from drowning by Josuke and Joseph. Rohan briefly kidnaps her [[What|so he could win a game of rock-paper-scissors against a middle-schooler]] and somehow loses track of her moments later. Gets adopted by Joseph. This means that she&#039;s the adopted sister of Josuke and Holly, making her Jotaro&#039;s aunt and Jolyne&#039;s great-aunt, despite Shizuka being the same age as the latter. We unfortunately don&#039;t get to see her again in later parts, and given how part 6 ended we&#039;re probably not going to see her ever again. A pity, considering her stand&#039;s potential for growth was A-rank.&lt;br /&gt;
&lt;br /&gt;
[[File:Yuya.png|thumb|250px|So handsome nobody will ever take my girls, my &#039;&#039;Highway Star&#039;&#039; is a deep purple, I got everything.]]&lt;br /&gt;
*&#039;&#039;&#039;Yuya Fungami&#039;&#039;&#039;: A handsome and fit biker who got hospitalized after a road accident, Yuya is introduced some time after we first see his semi-remote Stand, &#039;&#039;&#039;Highway Star&#039;&#039;&#039;. It is a humanoid figure that can disassemble itself into a bunch of feet, allowing it to chase its targets down at speeds of up to 60km/h (that&#039;s around 37mph for any American readers). Once it catches its victim, it buries its feet in the target, draining them of their vitality and healing Yuya. He is doted on by a trio of delinquent girls, and he in turn is very protective of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hayato Kawajiri&#039;&#039;&#039;: An elementary school aged kid, Hayato starts out as an introverted little creep, spying on his parents&#039; bedroom with a closed circuit camera. Unlike his mother, Hayato is perceptive to Kira&#039;s actions in his Kosaku Kawajiri disguise, and gathers proof of Kira&#039;s false identity. Hayato threatens to reveal Kira&#039;s secret when Kira super creepily attempts to interrogate him in the bathroom, but this leads to his death. Killing Hayato puts Kira into a corner and the resulting stress leads to him gaining Bites The Dust. Then the boy develops a pair of [[Imperial Guard|&#039;&#039;massive unbreakable diamond balls&#039;&#039;]], forcing Kira to undo Bites The Dust by baiting him into revealing his identity. Hayato is then integral to Josuke&#039;s final showdown with Kira and quietly spends the end of Part 4 with his mother, saying he would wait for his father to return.&lt;br /&gt;
&lt;br /&gt;
====Part 5====&lt;br /&gt;
[[File:Tasteofaliar.jpg|200px|thumb|left|*lick*]]&lt;br /&gt;
*&#039;&#039;&#039;Bruno Bucciarati&#039;&#039;&#039;: The top guy in the gang, Bucciarati tends to be the level-headed one and is a rather compassionate person for being a capo of the most powerful mafia in Italy. In his first appearance, he pulled some messed up tricks and is the source of the infamous &amp;quot;This taste... it&#039;s of a Liar!&amp;quot; scene where he licks Giorno&#039;s sweat to freak him out. His stand is &#039;&#039;&#039;Sticky Fingers&#039;&#039;&#039;, which makes zippers on absolutely anything, letting him do things like create impossible space inside objects (or people) to completely severing limbs. A fighter of incredible utility, especially when some thought is applied to the way his powers are used. His defining moment is being literally unable to die. No, seriously, King Crimson puts a fucking hole through his midsection, and the motherfucker just keeps walking. Being technically dead, he lost the ability to feel pain and used it to his advantage and even blew his own ears out to win the fight against Secco and his &#039;&#039;Oasis&#039;&#039;, but then began losing his sight. He only dies after the whole soul-switcheroo of the Silver Chariot Requiem. Has his own battle cry like Jotaro and so on: [https://youtube/R7DDnpw2T68?t=804 &#039;&#039;&amp;quot;ARI ARI ARI ...ARRIVEDERCI!&amp;quot;&#039;&#039;]&lt;br /&gt;
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*&#039;&#039;&#039;Guido Mista&#039;&#039;&#039;: A more punkish guy who has a &#039;&#039;&#039;MASSIVE&#039;&#039;&#039; phobia of the number 4. His stand is &#039;&#039;&#039;Sex Pistols&#039;&#039;&#039;, six little bullet-shaped guys numbered 1-7 (skipping 4 because of said phobia) who can kick bullets (or effectively anything bullet-sized) in a way almost identical to the Emperor, except for the fact that his gun is perfectly normal. &#039;&#039;Sex Pistols&#039;&#039; are also able to to deflect projectiles that would harm Mista, in a flashback showing his first use of them, he was shot at by multiple thugs and was able to pick up a gun and shoot each of them without hassle or injury. He gets seriously messed up when he fights more dangerous stands, e.g. he was shot in the head at close range during by Prosciutto and almost killed himself shooting at &#039;&#039;White Album&#039;s Gently Weeps&#039;&#039;. Mista is the only one of the original gang, excluding Fugo, to survive the arc, which is rather impressive, considering that [[derp|he took a hit from his own bullets no less than 30 times]].&lt;br /&gt;
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*&#039;&#039;&#039;Leone Abbachio&#039;&#039;&#039;: Looks like Sephiroth, only acts stoic and tries to keep his conscience clean (He was a cop and only defected when he saw how fucked the police system was after his partner died). His stand, &#039;&#039;&#039;Moody Blues&#039;&#039;&#039;, allows him to play back time like a cassette tape, as his stand begins impersonating someone and repeats their actions. Considering how this could discover Diavolo&#039;s identity, this leads to Abbachio being assassinated by &#039;&#039;King Crimson&#039;&#039; personally, but not before leaving a mold of Diavolo&#039;s face.&lt;br /&gt;
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*&#039;&#039;&#039;Narancia Ghirga&#039;&#039;&#039;: Despite looking younger than everyone else, he&#039;s actually older than Giorno by two years (despite Giorno looking fucking 20 but he&#039;s really 15). He&#039;s pretty book-dumb and loud-mouthed, which ends up with him being the first victim of several stand attacks. His stand is &#039;&#039;&#039;Aerosmith&#039;&#039;&#039;, a miniature airplane that traces things by their CO2 emissions and then blasts the fuck outta them with dakka. In both of his fights he ends up in a literal stand-off after forcing the enemy out hiding, first against Formaggio and his &#039;&#039;Little Feet&#039;&#039; and later against Squalo&#039;s &#039;&#039;Clash&#039;&#039;. He gets killed in the Silver Chariot Requiem switcheroo, being assassinated in the mayhem, Giorno tries to revive him but by then his soul had already departed so he was left surrounded by flowers. His favorite manga was [[Fist of the North Star]] and he had his battle cry that he used whenever &#039;&#039;Aerosmith&#039;&#039; shoots someone to hell: &#039;&#039;[https://youtube/R7DDnpw2T68?t=855 &amp;quot;VOLA VOLA VOLA...VOLARE VIA!&amp;quot;]&#039;&#039; He&#039;s also a reference to the Aerosmith song &amp;quot;Dude looks like a lady&amp;quot;, which has resulted in him being considered a trap. There is an absolute, metric fuckton of fan-porn of Narancia, despite the fact that he is only 17.&lt;br /&gt;
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*&#039;&#039;&#039;Panacotta Fugo&#039;&#039;&#039;: Whereas Narancia is book-dumb and impulsive, Fugo is book-smart and methodical in his actions albeit a bit heartless, like when he stabbed Narancia in the face with a fork for getting a maths question wrong. His personality seemingly contrasts with his stand, &#039;&#039;&#039;Purple Haze&#039;&#039;&#039;. See, &#039;&#039;Purple Haze&#039;&#039; is something insane, easily-agitated, and compulsive with little capsules in its fists filled with a virus so potent that it eats alive anything it touches. This power is so OP that Araki was forced to write him out of the plot by making him reject the notion of revolting against the Boss and leaving to the gang. He makes a small appearance in the possibly non-canon side-novel, &amp;quot;&#039;&#039;Golden Heart, Golden Ring&#039;&#039;&amp;quot;, and is the main character of the &amp;quot;&#039;&#039;Purple Haze Feedback&#039;&#039;&amp;quot; novel where he is given a mission to prove his loyalty to the gang six months after the events of Part 5. Known for his &amp;quot;Swiss-cheese&amp;quot; outfit which is a suit jacket with large holes all over it.&lt;br /&gt;
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====Part 6====&lt;br /&gt;
*&#039;&#039;&#039;Hermes Costello:&#039;&#039;&#039; One of Jolyne&#039;s fellow inmates, Hermes is about as much of a match as you can get, except for the part where she has a serious revenge-boner for one of Pucci&#039;s subordinates for killing her sister. Her stand &#039;&#039;&#039;Kiss&#039;&#039;&#039; allows her to slap stickers on things, duplicating things, but the moment it comes off, the duplicate and original slam together again and blow up a bit.&lt;br /&gt;
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*&#039;&#039;&#039;Emporio Alnino:&#039;&#039;&#039; Poor little Emporio. The first 6 parts of Jojo had this weird rule where the more a child helped the Joestar gang, the more they&#039;d end up suffering. After his mother got killed by Pucci for her stand disk, he grew up in Green Dolphin Street prison within the confines of his stand &#039;&#039;&#039;Burning Down The House&#039;&#039;&#039;, a pocket dimension that preserves the &amp;quot;ghost&amp;quot; of the prison&#039;s old music room before it caught fire, including any items that were in it. Although the room makes a good hiding place, and the ghost items can be reused indefinitely, the stand itself was pretty useless in combat, meaning Emporio served more of a support role, providing intel, resources, and [[wat|being the gang&#039;s designated driver]]. After Pucci gains MIH and [[TPK]]s the Part 6 cast, Emporio is left screaming and crying in fear as the last line of defense against the priest, not even having time to mourn as he gets chased around the newly-reset Green Dolphin Prison. As hope would have it, however, Emporio is able to trick Pucci into inserting Weather Report&#039;s stand disk into him, giving him the chance to defeat Pucci once and for all. Afterwards, the universe is reset once more, placing Emporio in a new world without Pucci&#039;s influence, as well as meeting alternate versions of his friends who instantly bond with him due to the bonds they formed in the previous universe. Unfortunately, his original friends are gone for good, and their replacements won&#039;t remember everything they all went through. Emporio&#039;s last words in the series are simply &amp;quot;My name is Emporio&amp;quot;, symbolizing that although his old life is gone for good, the start of a new, better one waits for him ahead.&lt;br /&gt;
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*&#039;&#039;&#039;Foo Fighters:&#039;&#039;&#039; This here is the single most awesome character. [[Worm That Walks|She&#039;s a fucking swarm of plankton with a stand.]] Taking the form of a dead inmate. She was originally controlled by Pucci, but eventually Jolyne manages to defeat her and they become friends. Her stand is also non-conventional, as she&#039;s constantly using it to keep herself together.&lt;br /&gt;
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*&#039;&#039;&#039;Weather Report:&#039;&#039;&#039; He&#039;s amnesiac and unstable. And he wears a giant buffalo hat. His stand is also named &#039;&#039;&#039;Weather Report&#039;&#039;&#039;, and it allows him to control the weather and manipulate the atmosphere, such as blowing things around with wind, deflecting bullets by manipulating air resistance, or &#039;&#039;[[What|making it rain poison dart frogs]]&#039;&#039;. This 39-something man displays something of a &amp;quot;dissonant serenity&amp;quot;, where he is soft-spoken and calm to the point where he rarely raises his voice above a whisper, yet speaks rather aggressively to his enemies with frequent threats of violence or death, as well as having an informal form of speech. However, once he realizes his identity as Pucci&#039;s brother, he discovers a second part of his stand, &amp;quot;Heavy Weather&amp;quot;, created from the rage he once held against humanity when a set of unfortunate circumstances led to the [[pol|KKK]] [[Grimdark|lynching him and causing his girlfriend to commit suicide.]] Heavy Weather is even more fucked up than his base power as it [[Wat|somehow uses rainbows to submit subliminal messages like &#039;&#039;turn into fucking snails&#039;&#039;.]] Shit&#039;s creepy. What&#039;s worse is that upon regaining his memories, he instantly turns into [[That Guy]], gleefully strolling amidst the snail-ridden chaos while [[/d/|inflating a nurse with water]] [[wat|to turn him into a chair]] as well as electrocuting a pair of teenage girls in the manga to force them to give him a massage. [[Eldrad|What a dick.]] Despite all the shit he went through, his sense of justice and love for his friends still remains, and he spends his last moments getting stupidly fucking close to killing Pucci despite having both of his legs cut off, before leaving behind his stand disk that eventually defeats his brother. [[Awesome|What a badass.]]&lt;br /&gt;
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*&#039;&#039;&#039;Narciso Anasui:&#039;&#039;&#039; Another messed up dude, but he&#039;s only restrained by the fact that he seriously has a thing for Jolyne despite her dad&#039;s refusal. Despite that, however, he manages to be more reliable than Weather and Ermes by not getting stuck in the infirmary for a third of the part. His Stand is &#039;&#039;&#039;Diver Down&#039;&#039;&#039;, with the mundane yet neat power of phasing through matter. This allows him to climb into things, break them from the inside, and then break out. He wears what can be described as a [[PROMOTIONS|&amp;quot;fishnet&amp;quot; connected to thigh-high boots under a short skirt]] which is notable considering he was originally going to be female and is very clearly a woman in his first appearance (Araki stated it was a decision he made to &amp;quot;portray a character with an androgynous image that went beyond the standard definition of genders.&amp;quot;); oddly enough, his female self was wearing a more modest version of his outfit. He and his stand ultimately come in clutch in the C-Moon and Made In Heaven fights, where he transfers several otherwise lethal strikes that Pucci inflicts on the other characters onto himself, on top of providing Jotaro an opportunity to hit Pucci by forcing the priest to target him first (Though this ends up [[FAIL|failing]].) At least he (Or Annakiss, rather) finally gets together with Jolyne in Emporio&#039;s reset timeline.&lt;br /&gt;
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====Part 7====&lt;br /&gt;
*&#039;&#039;&#039;Gyro Zeppeli:&#039;&#039;&#039; That&#039;s right, he&#039;s another Zeppeli. He&#039;s still the guy to teach the Joestar about the power du jour (Spin), and he still dies near the end (though by then, he&#039;s done way more than his fair share of things and Johnny&#039;s come a long way). In the rebooted Jojolion universe, the Zeppelis were executioners and doctors for the kingdom of Naples, mastering the art of the Steel Balls for this particular job. Gyro, while competent, found himself questioning his conscience when he was instructed to execute a young boy for his possible involvement in a murder. Denying this accusation, Gyro decides to flee to America in order to participate in the Steel Ball Run race and win that boy a pardon, hoping to learn about his convictions along the way. He gains an ability at one point thanks to the Saint&#039;s Corpse, called &amp;quot;Scan&amp;quot;, which allowed him to see using his steel balls, but he eventually loses it when he gave the Saint&#039;s eye to Lucy. However, when he masters the Golden Spin  near the end, he obtains an actual Stand named &#039;&#039;&#039;Ball Breaker&#039;&#039;&#039;, who can bypass D4C&#039;s barrier and nearly ages Valentine to death. Sadly, due to a flaw in his ball, he was unable to properly finish him off before he died due to D4C&#039;s powers fucking up his heart.&lt;br /&gt;
*&#039;&#039;&#039;Hot Pants:&#039;&#039;&#039; She starts off as one of several competitors in the race who manages to keep well ahead in the race, all while rather thinly disguised as a dude. As time goes on, however, Gyro and Johnny cross paths with her and somewhat become enemies (Gyro&#039;s kinda pissed for her thieving them of the Corpse Parts, but Johnny&#039;s slightly more understanding as well as aware of her identity). It&#039;s eventually revealed that she was a nun of the Vatican in penance for letting her brother die years ago, and participated in the race to recover the Saint&#039;s Corpse, thinking that recovering such a relic would grant God&#039;s mercy. Her stand is the utilitarian &amp;quot;Cream Starter&amp;quot;, which is a spray can of meat foam that can be used to heal wounds, dissolve flesh, and even disguise faces.&lt;br /&gt;
*&#039;&#039;&#039;Lucy Steel:&#039;&#039;&#039; Despite the 17-year age gap, Lucy is somehow the wife of industrialist Stephen Steel, the man who organized the Steel Ball Run (under Valentine&#039;s orders). Though she doesn&#039;t really do much early on, she&#039;s the first person to realize that everything&#039;s not kosher in this mess and fears for her husband&#039;s safety around the President. From here, she gets caught up in the mess of the Corpse, helping Hot Pants with infiltrating the President&#039;s house by impersonating Valentine&#039;s wife and delivering a warning to Johnny and Gyro. And she does all this despite lacking a stand. Welll...sorta. Eventually, she&#039;s revealed to somehow be pregnant with the Corpse&#039;s head (Don&#039;t ask. [[FATAL|Seriously, don&#039;t ask]]) and eventually becomes the Corpse itself, serving to empower Valentine&#039;s Stand through Jesus&#039; own Stand, &#039;&#039;&#039;Ticket to Ride&#039;&#039;&#039;, which can manipulate misfortune and probability to protect its user, as long as they get cut by their sharpened tears. Unfortunately, as one would expect from having the severed head of a demigod inside your cunt, Ticket to Ride is slowly killing Lucy and taking her over, which leads to Hot Pants&#039; death. After Valentine&#039;s demise, she then manages to save the day by killing Dio using one last moment of &amp;quot;D4C&amp;quot; fuckery.&lt;br /&gt;
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====Part 8====&lt;br /&gt;
*&#039;&#039;&#039;Yasuho Hirose:&#039;&#039;&#039; Josuke&#039;s lover/girlfriend/fuckbuddy and the first person to discover his unconscious ass amongst the Wall Eyes. She doesn&#039;t have much in the way of personality since she&#039;s mostly there for sex appeal and to help Josuke find out who he truly is. Her Stand, Paisley Park, has some of the most vague powers in the series. It&#039;s main ability is to &amp;quot;guide&amp;quot; Yasuho through situations and to an end goal, either by giving her cues or manipulating electronics around her. Of course, considering how intentionally vague this power is, expected it to be abused like a disobedient child. Also, she named Josuke after her dog and she said he looked a lot like him. &#039;&#039;What a bitch.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Yoshikage Kira:&#039;&#039;&#039; The alternate universe counterpart of the villain of Part 4. Actually a pretty good guy. A doctor who worked on a boat, he pursued the bizarre Rokaka fruit in search of a cure for his mother&#039;s disease, putting him at odds with the Rock People who smuggled it. He still has Killer Queen, but now it shoots exploding bubbles and can summon thousands of tiny Sheer Heart Attacks. Critically injured by the Rock People, Kira ends up fusing with Josefumi and forming Gappy.&lt;br /&gt;
* &#039;&#039;&#039;Josefumi Kujo:&#039;&#039;&#039; The other half of Gappy. Josefumi Kujo aids Kira in his quest to cure his mother, out of gratitude for how the two of them saved his life when he almost drowned as a kid. Eventually he attempts to sacrifice himself to save Kira, resulting in their fusion and the birth of Gappy. He was the original user of &amp;quot;&#039;&#039;&#039;&#039;&#039;Soft &amp;amp; Wet&#039;&#039;&#039;&#039;&#039;&amp;quot;, and his bubbles had no stars in them.&lt;br /&gt;
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======The Higashikata Family======&lt;br /&gt;
These guys are a mixed bag. Some of the family members directly aid Gappy, whilst others scheme against- or try to manipulate him. They also all happen to have the word &amp;quot;king&amp;quot; in their stand names.&lt;br /&gt;
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*&#039;&#039;&#039;Norisuke Higashikata IV&#039;&#039;&#039; (Original Name: &#039;&#039;&#039;Josuke Higashitaka&#039;&#039;&#039;): Father of the family, runs the fruit parlour. He&#039;s very strict about the parlour&#039;s bussiness model, and is against any sort of change that he deems too radical. Otherwise he is a loving father, which is very rare in Jojos as a whole.  His stand is &#039;&#039;&#039;King Nothing&#039;&#039;&#039;, and it can track things by their smell.&lt;br /&gt;
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*&#039;&#039;&#039;Joubin Higashikata:&#039;&#039;&#039; One of the most awesome characters in part 8. The guy acts like he&#039;s on summer vacation every day of the year, has a [[Tyranids|very large stag-beetle collection]] (he has an entire room for it) and is all around the chillest of dudes you can think of. He even gambled away his gold painted lambo to Gappy, [[Awesome|just because he felt like it]]. He&#039;s very open minded and all for improving the fruit parlour to bring in more profit for the family. He takes a lot of his traits from Norisuke, as he cares very much for his son Tsurugi, and the rest of the family. He doesn&#039;t hate Gappy, but doesn&#039;t involve himself with him too much (unless it has something to do with the Rokakaka fruit). He let the Damo &amp;amp; co. use the parlours trade route for smuggling the Rokakaka trees into Morioh. The reason for this was that he was (and still is) looking for an alternative way of curing the rock decease, a way that wouldn&#039;t involve collaterals or equivalent exchange. He&#039;s also one cunning fucker, as he has made people do his bidding multiple times during the part, mostly through contracts (like the one with rock humans), [[Tzeentch|but also through deception and manipulation]]. His stand is &#039;&#039;&#039;Speed King&#039;&#039;&#039;. It lets him store heat in objects, so that it can be let loose when someone touches the spot, and fries them up. At one point he was even thought to be the main antagonist, so his brutal death at the hands of Wonder of U was quite a shock.&lt;br /&gt;
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*&#039;&#039;&#039;Mitsuba Higashikata:&#039;&#039;&#039; Joubin&#039;s wife, and mother of Tsurugi.&lt;br /&gt;
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*&#039;&#039;&#039;Tsurugi Higashikata:&#039;&#039;&#039; Jobin&#039;s son who is dressed up as a girl to supposedly ward off the rock disease. His stand is &#039;&#039;&#039;Paper Moon King&#039;&#039;&#039;, which allows him to conjure up illusions using origami.&lt;br /&gt;
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*&#039;&#039;&#039;Hato Higashikata:&#039;&#039;&#039; Norisuke&#039;s eldest daughter, an air-headed model who&#039;s fiercely protective of her family. Her stand is &#039;&#039;&#039;Walking Heart&#039;&#039;&#039;, which allows her to project spikes from her heels. Doesn&#039;t sound that impressive, but the spikes can penetrate hard surfaces, allowing her to walk on walls, extend up to four meters (little over 13 feet), and can move faster than a human can react.&lt;br /&gt;
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*&#039;&#039;&#039;Joshu Higashikata:&#039;&#039;&#039; This little fuckwit is Josuke&#039;s stepbrother and is by far the worst of the family. Every negative trait you can think of he probably has, including; spoiled, petty, possessive, selfish, perverted, idiotic, amongst any other things. Just a [[Honsou|horrible person in general,]] constantly antagonizing and arguing with Josuke because he wants Yasuho for himself. Also, his Stand &#039;&#039;&#039;[[/d/|Nut]] King Call&#039;&#039;&#039; is basically Sticky Fingers but with nuts and bolts; attaching a bolt something then removing it causes whatever it was attached to to fall apart when it&#039;s removed. Naturally, he deserves to have one of [https://www.youtube.com/watch?v=5X-Ek_1W9wkthe most rocking themes] in Eyes of Heaven, [[What|right]]? As of chapter 101 he has gotten a tremendous amount of development, compared to his introduction, but he&#039;s still a creep.&lt;br /&gt;
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*&#039;&#039;&#039;Daiya Higashikata:&#039;&#039;&#039; Youngest daughter and child of Norisuke at 16 years old. Playful and child-like, but severly sight-impaired, being barely able to see light. Her stand is &#039;&#039;&#039;California King Bed&#039;&#039;&#039;, which allows her to steal memories from any person &amp;quot;fussing over&amp;quot; her, the memories exiting from a persons orifice as a chess piece with an orb containing the memory within. Daiya can view the memories by touching the pieces herself. If a piece is destroyed, the memory is destroyed as well, and any damage done to the piece is reflected back to the person the memory came from. The memories can only be returned to the person if Daiya steps on their shadow.&lt;br /&gt;
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*&#039;&#039;&#039;Kaato Higashikata:&#039;&#039;&#039; Norisuke&#039;s ex-wife and mother to his children. Spent 15 years in a prison accused of murdering a child. The kid bullied Joubin and forced him to take lewd pictures of her, so she [[Grimdark|punished the little shit by burying him alive as a human sacrifice to cure her son]]. She really loves her children, especially her firstborn son Joubin. She&#039;s the one who [[Awesome|deals the finishing blow to Toru by using Rokakaka sap to transfer her family curse to him, while also curing Tsurugi in the process]]. Her stand is &#039;&#039;&#039;Space Trucking&#039;&#039;&#039;, a golden humanoid bound to a deck of playing cards that can store objects and people within itself. When a card containing something is turned, whatever is stored within is released. It can also immobilize people and crush stuff.&lt;br /&gt;
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====Part 9====&lt;br /&gt;
*&#039;&#039;&#039;Dragona Joestar:&#039;&#039;&#039;  Jodio&#039;s older brother and partner. He also dresses in drag and has breasts, but given that Jodio refers to him consistently as male and some cops sexually harassing &amp;quot;her&amp;quot; discover something &amp;quot;down there&amp;quot;, Jodio&#039;s word seems trustworthy for now. He&#039;s also the one person that keeps Jodio from going nuts from sheer [[RAGE]], and gods help you if you harm him in front of his brother, as a bunch of pigs in blue [[Rape|learned the hard way]]. His Stand is &#039;&#039;&#039;Smooth Operators&#039;&#039;&#039;, a colony of tank-like creatures that can rearrange the features of any object Dragona touches, like altering a license plate, removing locks from vaults or rearranging faces in horrific ways when pissed off.&lt;br /&gt;
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:[[FAIL|Also, if you haven&#039;t seen the pun in his name yet, you suck at seeing the obvious.]]&lt;br /&gt;
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*&#039;&#039;&#039;Usagi Alohaoe:&#039;&#039;&#039; The person who looks like [[meme|Pink Guy]] and who buys drugs from Jodio at the start of the first chapter-though is seemingly a good student according to Meryl Mei Qi. He&#039;s very intelligent, seemingly, but is laid back and his care-free attitude gets him in trouble. His stand is Matte Kudasai (no, it&#039;s not an untranslated name, it&#039;s a reference to a [https://www.youtube.com/watch?v=ql-xNcpW_dA|King Crimson song]. Anyway, the ability grants the wish of someone else other than the user, turning itself into an object such as a security camera or lock pick.&lt;br /&gt;
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*&#039;&#039;&#039;Paco Laburantes:&#039;&#039;&#039; Essentially the [[that guy]] of the gang. No one really likes him, though Jodio respects his skills as a thief. He&#039;s a dim-witted, aloof, and often comes off as rude-not to mention the fact he&#039;s a kleptomaniac. His Stand reflects this-The Hussle allows his muscles to grab objects and attach them to his skin. Basically, think of him as the [[Barbarian]] of the party.&lt;br /&gt;
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===The Dicks &amp;amp; Villains (A.K.A. The FoJos)===&lt;br /&gt;
JoJo&#039;s Bizarre Adventure covers generations of exploits of the Joestar Lineage and their allies as they battle foes with wildly varying beliefs, ambitions, skills, personalities and fashion sense. Though the series changes almost completely with each Part, there is one factor that stays constant throughout all the adventures: evil is arrogant and flamboyant. Since most fights in JoJo are battles of wit rather than straight brawls (even these occur, there&#039;s an amount of strategy and thought involved), the majority of villains reflect and enforce this idea. There is no shortage of [[Slaanesh|flamboyant sadists]], [[Khorne|violent killers]], [[Tzeentch|conniving schemers]], [[Nurgle|fatalistic worshippers]], [[Eversor|maniacal assassins]], [[Mercenaries|arrogant mercenaries]], [[Psyker|psychics]], [[Eldar|arrogant psychics]], [[Culexus|arrogant psychic assassins]], [[Eldrad|fabulous dicks]], [[Malal|malevolent assholes]], [[That Guy|jerkwads]] (...) and anything in-between which makes for a truly &#039;&#039;bizarre&#039;&#039; rogue&#039;s gallery.&lt;br /&gt;
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====Dio Brando (Part 1 and 3)====&lt;br /&gt;
[[File: DIO.jpeg|thumb|right|Part 3 Dio and his Stand &amp;quot;The World&amp;quot;, also known by its Japanese name of ZA WARUDO.]]&lt;br /&gt;
Technically the [[BBEG]] of the overall series, although he&#039;s only actually on-stage in the first and third sagas. Arrogant, vain and frankly something of a coward, Dio was born the son of abusive, stupid, drunkard Dario Brando, but had a natural intelligence, ambition and drive that his father lacked. Poisoning his father, he was sent to live with George and Jonathan Joestar, as part of a debt the elder Joestar owed to Dario. Despising Jonathan for his attempts to befriend his new stepbrother, Dio bullied Jonathan throughout their childhood, and even after they seemingly made amends, was secretly plotting to steal Jonathan&#039;s birthright. He attempted to poison George, only for his scheme to be revealed, whereupon he used the Stone Mask the Joestars had unwittingly guarded to become a vampire and attempted to conquer England by creating an army of zombies. As mentioned above, this eventually left him a severed head trapped on the bottom of the ocean, until he managed to assimilate Jonathan&#039;s body and escape for the third saga. He sits in his lair for most of it because he has difficulty controlling Jonathan&#039;s body and doesn&#039;t fight the heroes himself until all his minions are dead. When he does however he proceeds to completely wreck their shit until Jotaro narrowly manages to defeat him. Afterwards his body is thrown into the desert and incinerated by the Sun to make sure he doesn&#039;t come back. Although he was defeated, agents and plots of his were the primary source of trouble for the next three sagas. Ironically, for all his arrogance and power, Dio ultimately owed everything he had to the Joestars. His life of luxury in his teens was paid for by Joestar money. He became a vampire with a Stone Mask owned by the Joestar family. He needed Jonathan Joestar&#039;s body after his own was destroyed by Ripple energy. He needed Joseph Joestar&#039;s blood so he could better merge with Jonathan&#039;s body. He even makes extensive use of Hermit Purple #2 which is the same as Joseph, but presumably belongs to Jonathan, during the third saga.&lt;br /&gt;
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He is well-loved by the fans for his over-the-top flamboyance (even by the series&#039; standards), grandiloquent speaking style, and sheer dickishness such that [[Eldrad]] himself would be impressed. He is the source of [[Meme|ZA WARUDO]], which is his Stand (&amp;quot;&#039;&#039;&#039;&#039;&#039;The World&#039;&#039;&#039;&#039;&#039;&amp;quot;) freezing time around him. While he typically follows that up with an improbably numerous volley of knives, he is infamous for what comes after: Slamming a road roller from out of nowhere down on his opponent, punching it until the vehicle explodes, screaming, ROAD ROLLER DA! [[Eversor|then screeching in triumph.]] &#039;&#039;&#039;WRRRRRYYYYYYYYYYYYYYYYY!!!&#039;&#039;&#039;&lt;br /&gt;
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Dio&#039;s power is super broken with the only restriction being he can only use it for five seconds at a time, but has no restriction on how often he can use it. After drinking Joseph&#039;s blood and getting control over Jonathan&#039;s body, Dio&#039;s time limit increases to nine seconds. Narration by him states he could only freeze time briefly at first but had been steadily increasing the more he used it. He is only beaten because Jotaro figured out how to stop time himself and got Dio in between time freezes when his guard was down.&lt;br /&gt;
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Considering the design of DIO&#039;s Stand, &#039;&#039;The World&#039;&#039;, it may in fact be a &amp;quot;[https://www.youtube.com/watch?v=bkysjcs5vFU Holy Diver.&amp;quot;]&lt;br /&gt;
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He also has a slew of minions and henchmen in both Parts 1 and 3. From Zombie Black Knights and literal Mancats in Part 1 to a Womanizing, Ghost-gun wielding Cowboy and what is essentially baby Freddy Krueger in Part 3:&lt;br /&gt;
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====Part 1: Phantom Blood Villains====&lt;br /&gt;
[[File:PBDio.jpg|thumb|right|Jojo is going to be so surprised when he sees me, he&#039;ll be left &#039;&#039;Breathless&#039;&#039; as he looks into my &#039;&#039;Evil Eyes&#039;&#039;. Then he&#039;ll realize, he&#039;s been left all alone... like a &#039;&#039;Rainbow in the Dark...&#039;&#039;]]&lt;br /&gt;
*&#039;&#039;&#039;Dio Brando:&#039;&#039;&#039; Villains aren&#039;t born, they&#039;re made and spending his childhood with an abusive father in the slums of England made a villain of Dio Brando. Dio is meant to contrast with Jonathan starting with the fact they both lost their mothers, Dio being precociously intelligent and born poor while Jojo acts his age and was born rich. His story starts with his dying father, Dario Brando, requesting he move into the Joestar Mansion. From the moment Dio met Jonathan, he decided he would cause Jojo as much misery as possible ensure to he would be the sole heir to the Joestar fortune. Kicking Danny, turning all the other kids against him, and stealing Erina&#039;s first kiss([https://www.youtube.com/watch?v=HaGkk60kcjQ &amp;quot;But it was with I, DIO!&amp;quot;])lead to Jonathan fighting back. In retaliation, he burns Danny alive as a final act of spite before the seven year time-skip to their adulthood. As adults, he is seemingly friends with Jojo until Jojo uncovers his plot to poison his adoptive father. Events lead Dio to use the Stone Mask, and as vampire he fights Jonathan throughout their burning mansion,[https://youtube/gsxXvKnuZ7s &amp;quot;Goodbye, JO-JO~!&amp;quot;]. Dio escapes and goes into hiding to heal himself while committing sadistic and unnecessarily cruel acts like causing a mother to eat her child and creating human-animal hybrids. The eventual final battle between Jojo and Dio leaves Dio a severed head, so he decides the only body worth having is that of his greatest enemy. When Dio&#039;s ambush on Jojo&#039;s honeymoon has them both trapped on a doomed boat, only then Dio realizes that Jonathan was his only friend. &lt;br /&gt;
:Dio is considered to be the biggest appeal of Phantom Blood with his trickery, violent tendencies, and personality which are only reinforced by the performance in the anime. &amp;quot;Dio&amp;quot; means god in Italian but it is also the name of the late heavy metal singer, Ronnie James Dio and his band,”DIO&amp;quot;, combined with the last name of the late actor, Marlon Brando. It may be possible that Dio is based on the eponymous main character from a previous manga by Hirohiko Araki, &amp;quot;&#039;&#039;Cool Shock B.T.&#039;&#039;&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Wang Chan:&#039;&#039;&#039; An old Asian man that ran a curio shop on Ogre Street and sold Dio the poison he used on George Joestar and his father. He&#039;s Dio first real minion and is essentially the reason why Dio was able to recover from the mansion fire, giving Dio his blood and hiding him away. Wang Chan fought using claw blades on both hands which used when he attacked Jojo during his training, but was warded off. He would save Dio again after the final showdown with Jonathan when he recovered Dio&#039;s head and brought him to Jonathan&#039;s honeymoon boat, hoping to place Dio on Jonathan&#039;s body. Wang Chan got overzealous and underestimated a weakened Jonathan, getting his head blown off and his body stuck to the boat&#039;s workings causing it to explode. His strong loyalty to Dio stems from their first meeting where he notices Dio&#039;s birthmark and believes he is destined for greatness.&lt;br /&gt;
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*&#039;&#039;&#039;Jack the Ripper:&#039;&#039;&#039; As in &#039;&#039;THE&#039;&#039; Jack the Ripper, depicted here as a vaguely brown man with a beard as either a brunette or redhead and is huge just like almost every other character in Phantom Blood. Dio encounters him while Jack is, presumably, killing his last real-life victim and subsequently converted into a powerful zombie. He attacks Jonathan and Co.&#039;s stagecoach ride, cutting off the horses&#039; heads, replacing the coach driver&#039;s head with one of them, and hiding in one of the still standing horses. Jack hid scalpels inside of his body that he was able to shoot out and jumped around holding a modified guillotine. He doesn&#039;t prove much a threat and gets absolutely obliterated by Jonathan, so the reason the Jack the Ripper Murders stopped was because he was turned to dust by two extremely buff gentlemen.&lt;br /&gt;
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*&#039;&#039;&#039;Bruford:&#039;&#039;&#039; One of two zombie knights resurrected by Dio to take out Jonathan and his merry crew who fights using his hair and his sword, &amp;quot;Luck&amp;quot;. Alongside Tarkus, he was a retainer of Queen Mary of Scotland when he was alive and allowed himself to be executed to save her. Learning she was killed regardless, Bruford cursed humanity and uses his hair to kill one of the executioners before dying. Bruford, still being an honorable fighter, fights Jonathan one-on-one and takes the fight underwater where it turns out he&#039;s a crazy good swimmer even while wearing armor. He&#039;s defeated when Jonathan hits him with a &amp;quot;Sunlight Yellow Overdrive&amp;quot; which purifies his soul, causing flowers to bloom under his feet. Fading, [[This guy|Bruford tells Jonathan how grateful he is to have fought him]] and rechristens Luck to &amp;quot;Luck &amp;amp; Pluck&amp;quot;, giving the sword to Jonathan which would prove helpful in the fight against Dio. Then Tarkus, being &amp;quot;[[that guy]]&amp;quot;, crushes his remains and calls him a disgrace.&lt;br /&gt;
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*&#039;&#039;&#039;Tarkus:&#039;&#039;&#039; The other undead knight resurrected by Dio as a zombie, so most definitely &#039;&#039;not the [[Tarkus]] you were already thinking of&#039;&#039;. He&#039;s huge, as in [[Terminator]] huge, and crazy strong such that he lifted a lifted a boulder with one finger; additionally when he and Bruford were executed the executioners needed multiple axes as they would break on his neck, tensed by [[rage]]. Unlike Bruford who turned out to be a pretty cool guy in the end, Tarkus proves to be 100% medieval [[That Guy]] by crushing Bruford&#039;s remains. He doesn&#039;t care for honor in the slightest, setting a trap for Jonathan in the &#039;&#039;&#039;Room of Dragon Decapitation&#039;&#039;&#039; that forces him into a &#039;&#039;&#039;Chain Neck Deathmatch&#039;&#039;&#039; where they&#039;re both shackled to ceiling by chains and the only way out is to kill the opponent for their key. Being unreasonably tall and strong, Tarkus is easily able to knock Jonathan around then use the chains to bisect Zeppeli and break Jonathan&#039;s neck in one pull using his &#039;&#039;Hell Heaven Snake Kill&#039;&#039; move. Tarkus being a sadistic jerkass, finds this funny up until Jonathan breaks his neck collar (which is something Tarkus couldn&#039;t even do with his bullshit level of strength). He pretty much starts bawling when Jonathan slices his arm up the middle then punches his stupid head off, leaving nothing behind.&lt;br /&gt;
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*&#039;&#039;&#039;Doobie:&#039;&#039;&#039; A zombie Dio had with him in his castle, he&#039;s big and wears a sack on his head; fortunately, he doesn&#039;t have a brother. He gets an anvil dropped on his head by Jonathan and later reveals that under the sack on his head is a bunch of man-eating snakes that bit Jonathan a few times. Jonathan then just rejects the venom and makes the snakes transfer hamon to Doobie which melted him, and that was Doobie. He had a nice hat.&lt;br /&gt;
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*&#039;&#039;&#039;Page, Jones, Plant and Dornam:&#039;&#039;&#039; Four grotesque zombies that could extend blood-sucking proboscises from their heads and all got taken out by Straits dropping a chandelier. They were all named after &#039;&#039;Led Zeppelin&#039;&#039; members, and that&#039;s all there is to say about them.&lt;br /&gt;
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====Part 2: Battle Tendency Villains====&lt;br /&gt;
=====The Pillar Men (Wamuu, ACDC/Esidisi, Kars, Santana)=====&lt;br /&gt;
[[File:Awaken in Color.png|thumb|right|250px|ACDC, Wamuu, and Kars...After 2000 Years they are finally free to pose once again.]]&lt;br /&gt;
A pre-human tribe of supermen from the ancient past, these beings possess superhuman control over their bodies, allowing them to manipulate their own flesh and the flesh of other people as they see fit. This makes them virtually indestructible, capable of reassembling themselves from being blown to bloody scraps. They feed on the flesh of all other races, and their body manipulating traits allow them to literally absorb flesh with a touch. By the time of the series, only four members of this tribe survive, having slaughtered the rest of their kind, ostensibly in self-defense as they didn&#039;t like their leader&#039;s scheme since the increased metabolism induced by the Stone Masks would lead to the hunting of all other life to extinction if they became widespread. Kars and Esidisi took the two infants that survived, Wamuu and Santana, with them as they went in search of a way to gain complete immunity to the sun. Their search went on for tens of thousands of years, until they learned of the Red Stone of Aja, a perfectly cut gemstone that can channel light and refract it to point that it fires a concentrated laser beam. Believing the &amp;quot;Super Aja&amp;quot; to be the key unlocking their evolution, the Pillar Man fought against Hamon users in order to obtain it but somehow failed and were sealed away in a stonewall. ACDC, Wamuu, and Kars each have an elemental &amp;quot;mode&amp;quot; which they theme their personal body modification around, for instance, Wamuu can form a lethal wind shear by spinning his arms like turbines. The tribe&#039;s only weakness is sunlight, and thus by extension Ripple energy; Kars&#039; claim to fame was attempting to fix this with the Stone Masks, which didn&#039;t work as the Masks can&#039;t pierce their skin deeply enough, but &#039;&#039;did&#039;&#039; create dickass vampires like Dio and massively boosted their shape-shifting powers. Free from their stone prison, they once again seek the Red Stone in order to power a modified Stone Mask that will finally allow them to become &amp;quot;Ultimate Lifeforms&amp;quot;. Appearance-wise they are all built like bodybuilders being at least 6ft. tall and dress in ancient Mesoamerican style. A Group of [[Adeptus Custodes|Custodians]] seem to have taken after their appearance&lt;br /&gt;
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*&#039;&#039;&#039;Santana:&#039;&#039;&#039; The first Pillar Man to awaken, the first to be fought, and the first to put up with [https://www.youtube.com/watch?v=rt4q6Dwa-LE Joseph&#039;s weirdness]. He was awakened by German scientists when they doused his stone form with blood under Stroheim&#039;s orders. At first Stroheim writes him off as a simple caveman-type, but the events that follow show he is far more than a primitive human.[[File:Santana_Absorb.png|left|240px|thumb|Stare too long and you might just get sucked right in.]] Santana shows off each of the Pillar Men&#039;s natural abilities by eating a vampire through body contact then breaking his own bones at high-speed in order to fit into a vent. Everyone learns that Santana is incredibly intelligent when he disassembles a machine-gun in seconds without breaking it. Joseph arrives in time to save Stroheim and Speedwagon, and with Stroheim&#039;s help he&#039;s able to expose Santana to sunlight and turn him back into stone. While Santana is essentially a sign of the Pillar Man threat, he&#039;s nothing special compared to the other three. Realizing who he is at the mention of him, since Santana isn&#039;t his real name, Kars basically says he was a weakling that only lived 1/10 of their [Kars, Esidisi and Wamuu&#039;s] lives which implies they abandoned him. While it&#039;s amazing that Santana learned to speak a language within minutes of hearing it, his speech is slow and simple. When the other Pillar Men awaken they are capable of full sentences within a smaller time frame meaning Santana is also an idiot by comparison. He is shown to still be alive in his stone form, but it is unlikely he will ever make another appearance.&lt;br /&gt;
&amp;lt;!-- All this space is here to give a good, even break so Wham&#039;s part doesn&#039;t start to the left. --&amp;gt;&lt;br /&gt;
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[[File:Wham close.png|200px|thumb|The Warrior&#039;s Code says nothing against looking this good.]]&lt;br /&gt;
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*&#039;&#039;&#039;Wamuu (Wham):&#039;&#039;&#039; The Pillar Man who can use &amp;quot;Wind Mode&amp;quot; and the second to awaken but the first to [[get shit done]], Wammu is a servant of Kars and Esidisi though he is in no way weaker than either of them, in fact in terms of abilities he&#039;s arguably the most dangerous. Of the three, he upholds a Warrior&#039;s Code of Honor and while he does obey the others&#039; commands completely, he lives to fight by this code. Upon awakening, he immediately slaughters most of the nazis present using his wind horn and somehow deflates the rest before doing his [[meme|iconic]] &amp;quot;[https://www.youtube.com/watch?v=ZDEbsZpweDo Wammu!] [https://www.youtube.com/watch?v=_uOBVO-GyZk Awaken my Masters!]&amp;quot; and posing dramatically alongside a freed Esidisi and Kars with [https://www.youtube.com/watch?v=XUhVCoTsBaM Pillarstep] blasting in the background. Wham subsequently eats Caesar&#039;s best Nazi friend, Mark, just by walking past him and puts Caesar and his bubbles in the trash without even really trying. He decides to get a little serious against Joseph and uses his &amp;quot;&#039;&#039;Holy Sandstorm&#039;&#039;&amp;quot;, blasting out [https://www.youtube.com/watch?v=JgIdV09E75o Whamstep] all over the place and bodying Joseph. Joseph plays to his code of honor in order to survive which leads to Wham agreeing to fight him again in 30 days, leaving a &amp;quot;Wedding Ring&amp;quot; inside him so he can&#039;t back out. Much later on, Caesar rushes to face Wham at the mansion in Switzerland but dies in the resulting fight. [http://i2.kym-cdn.com/photos/images/original/000/514/806/4b4.jpg Respecting Caesar] for giving him the best fight he had had in millennia, he allows him to take the antidote ring for Joseph and leaves vowing that he would always remember their battle. Meeting Joseph in the Skeleton Heel Stone Arena for their final fight, a chariot race using vampire horses with countless vampire spectators. After a number of tricks, gouging his own eyes out, and losing both of his arms, Wamuu activates his &amp;quot;&#039;&#039;Final Mode: Atmospheric Rift/Gathering Gale&#039;&#039;&amp;quot; which is a concentrated blade of wind from his horn. The battle leaves Wham as only a head, though Joseph expresses respect for him due to the respect he has shown Caesar previously. Using the very last of his strength to kill a group of vampires who were poised to attack Joseph, he fades into ash and is carried away with the wind. In the end, Wammu upheld his Warrior&#039;s Code and was glad to have the honor of fighting both Caesar and Joseph as [https://www.youtube.com/watch?v=3gMlFFXFJQc true] [https://www.youtube.com/watch?v=wtlDvR56rOs warriors]. His namesake is the English duo, &#039;&#039;Wham!&#039;&#039;, who would be formed about 50 years after the events of Part 2 in real-life.&lt;br /&gt;
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*&#039;&#039;&#039;Esidisi (ACDC):&#039;&#039;&#039; Pillar Man with the power of &amp;quot;Flame Mode&amp;quot;, he&#039;s Kars&#039; closest companion, being the one to side with him when their entire race turned on them. His Flame Mode allows him to raise his body temperature to 500 degrees, allowing him to use his own blood as weapon by extending his veins out of his body. Being able to heat himself up to such a degree, fire and explosives have no effect on him such is that he was able to swallow [https://www.youtube.com/watch?v=pR30knJs4Xk TNT] with no problems.[[File:Esidisi.png|200px|thumb|Better lock up your daughters, because you&#039;re about to be Thunderstruck.|left]] Contrary to his odd appearance, he&#039;s not to be taken lightly as is a cunning strategist who was able to outsmart Joseph for a time. He traveled to Air Supplena Island on his own when he deduced it would be the location of the Red Stone. Esidisi kills Loggins just before Joseph shows up for his training duel and is forced to confront him.[[File:HEEEEYYYY.png|150px|right|thumb|&amp;quot;Well it looks like &#039;&#039;I&#039;m&#039;&#039; on the Razor&#039;s Edge this time.&amp;quot;]] Fighting on a bed of spikes, Esidisi shows his cunning by seeing through some of Joseph&#039;s tricks and even using Joseph&#039;s &amp;quot;What you&#039;re going to say next is...&amp;quot; trick against him and stating that he had personally met Sun Tzu himself at some point. In another iconic moment, he starts crying his eyes out when Joseph destroys one of his arms as a way of calming himself down &amp;quot;[https://www.youtube.com/watch?v=EYrl-RJ_oA4 Oh-ho, MY GOD~! HEEEYYYY!!!]&amp;quot; He&#039;s defeated and left as a brain with his blood vessels attached as he makes his way to Suzie Q, taking over her body and sending the Red Stone of Aja to Switzerland. When Caesar and Joseph remove him from Suzie Q, instead of outright destroying Esidisi, Joseph shows respect for him as even though he was utterly destroyed, he still did all he could to make sure Kars&#039; plan came to fruition. If it&#039;s not clear, his namesake is the rock band &#039;&#039;AC/DC&#039;&#039;; his theme [https://www.youtube.com/watch?v=cv_qe5oQoPo &amp;quot;The Disturbing ACDC/Esidisi&amp;quot;] alludes to this and the same may be true for his [https://www.youtube.com/watch?v=Hnk-J59jyXc Eyes of Heaven Theme]. The banter he has with Joseph is depicted in a popular banner, and his crying face has been parodied a number of times.&lt;br /&gt;
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*&#039;&#039;&#039;Kars:&#039;&#039;&#039; The leader of the Pillar Men and creator of the Stone Masks out of ambition, essentially making him the indirect cause of all the events of Part 1. Thousands of years prior to the series, Kars invented the Stone Mask to overcome his race&#039;s weakness to the sun,  but by the time of Part 2 his ultimate goal is really complete dominion over the animal kingdom. Being an incomprehensibly muscled, fabulous, and intelligent ancient being he is understandably arrogant and could care less for humanity, seeing us as obstacles and primitive scum compared to his race of buff, flawless demigods. Though he hates humanity, Kars is shown to care for nature to such a degree that he diverted a car with a drunken driver to save a puppy and knocked himself into chasm walls to avoid landing on flowers at the bottom.[[File:Disguised Kars.png|thumb|left|200px|Hasn&#039;t worn anything more than a thong and a bejeweled head wrap for thousands of years, yet he&#039;s looking so good he might cause a Kars Accident.]] His mode is [https://www.youtube.com/watch?v=N6t2HDJ0NVk &amp;quot;Light Mode&amp;quot;] which takes the form of metal blades called &amp;quot;Light Slip Blades&amp;quot; that jut out from his arms and legs; the light comes from small &amp;quot;teeth&amp;quot; on the blades that move across them similar to a chainsaw. Kars is able to use his blades to cut farther and more times than seemingly possible, like when he cut an entire room of Nazis into pieces from the outside wall. His first time taking action was when he correctly assumed that Esidisi had been defeated: he set out wearing a &#039;&#039;beautiful&#039;&#039; winter ensemble to claim the Super Aja himself, and would&#039;ve had it if it weren&#039;t for the Pinnacle of German Science delaying him. After Wamuu&#039;s defeat by Joseph, he reveals the proof of his superiority to humanity - the fact that he has &#039;&#039;&#039;&#039;&#039;absolutely flawless&#039;&#039;&#039;&#039;&#039; hair that would make even the most [[Fulgrim|depraved, vain fool]] mourn their lack of such flowing, shimmering violet locks. In spite of all of his planning, during his final battle against the Ripple users he is defeated by Joseph who, of course, managed to outsmart him. When it seems as though Kars had completely lost, he reveals himself wearing the custom Stone Mask with the Red Stone equipped. When the Stone Mask breaks off after a dramatic event, it is revealed that he has the ability to create sentient, living creatures from his own body. Everyone thinks he&#039;s beat when the sun rises, but as [https://www.youtube.com/watch?v=eFPgKeYVJgk Karstep] starts blasting throughout the world, his enemies realize that Kars is now immune to the sunlight, that he is finally the Ultimate Lifeform. Kars&#039; first decision as the Ultimate Being was to eliminate the one who had caused him so much turmoil since his awakening: Joseph Joestar. Growing wings and taking flight to catch Joseph who had taken the Red Stone and a plane, he creates piranhas and an octopus to crash the plane which Joseph survives thanks to Stroheim. When he is poised to finish Joseph, Kars accidentally causes the volcano they were fighting in to erupt, launching them into the sky. After one final discourse with Joseph, the Ultimate Lifeform ends up launched further into Earth&#039;s atmosphere. In Earth&#039;s orbit, Kars attempts to push his way back but begins to freeze and is unable to form anything capable of keeping him warm so he is left floating through space. With nothing left but his own thoughts in the cold void of space, Kars yearned for death and [[meme|eventually stopped thinking]].&lt;br /&gt;
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&amp;lt;!--Clean Break--&amp;gt;&lt;br /&gt;
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&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:darkviolet;font-size:115%&#039;&amp;gt;Lesser Villains&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Straights/Straits/Straizo:&#039;&#039;&#039;[[File:Stupraights.png|&amp;quot;Now that I have my youth again, it is time to put Joseph and Erina in &#039;&#039;Dire Straits...but with just Straits&#039;&#039;&amp;quot;|thumb|200px|right]] Back from Part 1, Straits is 50 years older than his previous appearance, but is still looking relatively young for his age thanks to hamon. Unfortunately, being able to do Sun-Breath Magic Martial Arts that keep you spry isn&#039;t enough for him and he reveals that he secretly admired Dio&#039;s powers. On an expedition with Speedwagon to see the Man in the Pillar, Straits suddenly kills everyone present. He activates one of the Stone Masks using Speedwagon&#039;s blood to become a Ripple-using vampire and decides he needs to go kill Joseph and Erina to top off his heel-turn. Straights tries to act coy when he meets Joseph, but he didn&#039;t expect Jojo to be [https://youtube/z0gljFf98ds?t=58 packing heat]. During their fight, Straights names the blood laser previously used by Dio: &amp;quot;&#039;&#039;&#039;Space Ripper Stingy Eyes&#039;&#039;&#039;&amp;quot;, but his mastery of it doesn&#039;t stop him from being made a fool of by Joseph. Joseph reveals that he attached a bunch of grenades to Straights&#039; back and blasts him into pieces, then runs away like a true hero would. After regenerating, Straits takes a journalist hostage to lure Joseph into fighting him directly. Unfortunately for &amp;quot;&#039;&#039;Stup-raights&#039;&#039;&amp;quot;, Jojo figured out how to counter his Stingy Eyes which reflects the beam into his head. Admitting defeat, Straits talks about the Man in the Pillar and the threat he knew it would present, he then blows himself using the Ripple while content that he died with a young body. It is later revealed that he was the one that raised Lisa Lisa after the events at the end of Phantom Blood, so it&#039;s a real shame he decided to be [[That guy|a team-killer]] and attempt to murder his friends for essentially nothing.&lt;br /&gt;
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*&#039;&#039;&#039;Donovan:&#039;&#039;&#039; An elite Nazi soldier tasked with tracking down Joseph and interrogating him for information on his encounter with Straights. Donovan had the ability to move so lightly that he could track people at close range without being noticed and could hide himself in an unfurled cloak in mid-air, seemingly invisible. He&#039;s defeated when he gets cocky and gets buffeted by a cactus that Joseph had hit with Hamon which lets Joseph turn the tables and interrogate him. After getting the information, Joseph left him tied upside-down to a cactus before driving off, leaving his fate unknown.&lt;br /&gt;
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*&#039;&#039;&#039;Wired Beck:&#039;&#039;&#039; A gratingly flamboyant vampire encountered by Joseph and Lisa Lisa before the start of the final battle with the Pillar Men, he ends all of his sentences with &amp;quot;OK&amp;quot; or &amp;quot;K&#039;&amp;quot;. They meet him when Joseph tries to open a door which turns out to be Wired Beck in disguise and talks about his backstory, that before Kars made him a vampire he was a criminal convicted for strangling his girlfriend. He reveals his ability to create spikes all over his body from his skin and hair and talks about how he&#039;s going to take Lisa Lisa&#039;s blood. Lisa Lisa then just twirls her scarf around him, leaving him seemingly unharmed before Joseph informs him that &amp;quot;[[ Fist of the North Star|You&#039;re already dead]], OK,&amp;quot; just before he disintegrates.&lt;br /&gt;
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&amp;lt;h4&amp;gt;&amp;lt;span style=&#039;color:crimson;font-size:120%&#039;&amp;gt;Part 3: Stardust Crusaders Villains&amp;lt;/span&amp;gt;&amp;lt;/h4&amp;gt;&lt;br /&gt;
The antagonists of Part 3 are divided into three rough groups which are mostly separated by their naming conventions, and all but one are loyal to DIO be it out of greed, fanaticism, or malice, they&#039;re all out for the Stardust Crusaders.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:goldenrod;font-size:115%&#039;&amp;gt;The Tarot Assassins&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The first is the Tarot Assassins, a variety of hitmen hired by DIO to kill the Crusaders with their Stands all being named after tarot cards. Some are just the the name of their associated card though most of them include the color of their Stand as part of the name. Thematically, their names are also representative of their abilities and how they use them or, in some more literal cases, their appearance. All of the assassins themselves are named after musical groups, singers, songs and albums despite some of these groups existing around this time.&lt;br /&gt;
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*&#039;&#039;&#039;Gray Fly:&#039;&#039;&#039; An old codger of an assassin whose MO is getting on the plane/train/boat as his target, then [[Bane|crashing it with no survivors]] except himself. His Stand is &#039;&#039;&#039;Tower of Gray&#039;&#039;&#039;, a flying beetle so fast it can dodge Star Platinum&#039;s punches. [[Grimdark|It has a long, Xenomorph-style tongue with which it rips out the tongues of its targets]]. Kakyoin managed to trick it into a predictable pattern that allowed him to shred it using Hierophant Green&#039;s tentacles. Tower of Gray&#039;s destruction split his head open and seemingly killed him, but he was able to live a little longer and make his way to the cockpit to taunt the Crusaders.&lt;br /&gt;
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*&#039;&#039;&#039;Impostor Captain Tennille:&#039;&#039;&#039; A man who killed and impersonated the captain of a boat tasked with transporting the Crusaders to India, who wields the Stand &#039;&#039;&#039;Dark Blue Moon&#039;&#039;&#039;. DBM is a sea monster, capable of creating barnacle-like growths on his victims that drain their energy, creating whirlpools, and releasing his scales that are like miniature razors. No one suspected him of being a Stand User until he fell for Jotaro&#039;s trick and made himself look like an idiot. He forced Jotaro to fight him alone underwater, but was unexpectedly stabbed in the face by Star Platinum&#039;s &#039;&#039;&#039;Star Finger&#039;&#039;&#039;. Like Gray Fly before him, he had a back-up plan and rigged the boat with explosives. His real name was never revealed, but his censored name is &amp;quot;Captain Dragon&amp;quot;, which is the real name of the captain in &amp;quot;&#039;&#039;Captain &amp;amp; Tenille&#039;&#039;&amp;quot;.&lt;br /&gt;
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*&#039;&#039;&#039;Forever:&#039;&#039;&#039; A sapient orangutan that likes [[Nurgle|smoking pipes]], [[Slaanesh|human pornography]], [[Tzeentch|posing as a regular ape]] and [[Khorne|brutal murder]]. His Stand is &#039;&#039;&#039;Strength&#039;&#039;&#039;, which can possess objects and bring out their &amp;quot;true potential&amp;quot;: in the manga this turns a tiny yacht into a massive freighter that Forever has total control over, which lets him phase through its walls. The Crusaders end up on his freighter sometime after the fight against Imposter Tenille since they were forced to abandon ship with the sailors. Forever first appears when the Crusaders are searching the ship for its crew and they find him in a cage where he simply acts smarter than the average animal, doing things like lighting and smoking a cigarette. After killing the last of the sailors, he [[Dranon&#039;s delight|prepared to molest Anne who was traveling with the Crusaders]], while he used Strength to trap them in the floor of the ship&#039;s deck. Luckily, Jotaro was wary of him, appearing to save Anne and beat him by using Star Finger to push a button into his forehead. In the OVA, Jotaro doesn&#039;t escape from being trapped during the fight so Polnareff intervenes and cuts Forever in half. Based on the intelligent orangutan from the horror movie [http://www.imdb.com/title/tt0091415/ Link.] Named after the Wu-Tang Clan album, &#039;&#039;Wu-Tang Forever&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Devo the Cursed:&#039;&#039;&#039; A Native American assassin with scars covering his entire body who&#039;s able to &amp;quot;curse&amp;quot; people to die horrific deaths. In truth, he&#039;s a masochist and uses his Stand, &#039;&#039;&#039;Ebony Devil&#039;&#039;&#039; to possess a killer doll and take a few pages from Chucky&#039;s book by murdering someone who hurt him in various brutal and creative ways. When he crawls out of his hiding spot in Polnareff&#039;s mini-fridge, he gets one of his eyes poked out only to claim his curse has taken hold and jumps the balcony, leaving his doll to do the job. This shit is fucking brutal, we&#039;re talking razors to the back of the foot, shampoo in the eyes, razor-toothed lamprey-mouth, slicing a bellhop&#039;s face clean off, and dousing a bed in alcohol in order to ignite it/electrocute Polnareff using a short-circuiting hairdryer. Polnareff manages to outmaneuver him and rip his doll (and therefore his Stand, and therefore &#039;&#039;him&#039;&#039;) to pieces, leaving a janitor at the hotel to find Devo&#039;s bloody mess in a bathroom.  Also called Soul Sacrifice in the official sub to avoid lawsuits, notable because Araki picked the name himself.&lt;br /&gt;
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*&#039;&#039;&#039;Rubber Soul:&#039;&#039;&#039; Another assassin sent by DIO who was promised a fuckton of money to kill the Stardust Crusaders. His Stand, &#039;&#039;&#039;Yellow Temperance&#039;&#039;&#039;, is an amorphous blob of flesh that allows him to disguise himself as other people and eat organic matter by covering and dissolving it. The more Yellow Temperance absorbs, the larger it gets and the only way to get rid of it is to attack Rubber Soul himself and since Yellow Temperance is an incredibly fast blob that can act as a shield, it&#039;s not an easy task. Rubber Soul was able to &amp;quot;perfectly&amp;quot; disguise himself as Kakyoin sometime after the Devo fight and Hermit Purple detected his presence when used on a television. While his disguise is physically perfect, he acted overly hostile, putting a pickpocket into a &amp;quot;&#039;&#039;Coconut Backbreaker&#039;&#039;&amp;quot; and infamously making the cherry licking sound, [https://youtube/UQ-g0BdpbDM &amp;quot;Relo relo relo relo...&amp;quot;] When Jotaro gets sick of his shit, still thinking he&#039;s Kakyoin, he punches him and knocks his jaw off which breaks the disguise. Asking Jotaro,&amp;quot;[https://www.youtube.com/watch?v=hWKB1Zxg84s DO YOU UNDERSTAND?]&amp;quot; but after experiencing the &#039;&#039;&#039;Joestar Family Secret Technique&#039;&#039;&#039; and [https://youtube/E_ZDj8N-rAA having his weakness revealed to him] he tries to play it off. Jotaro seems to consider letting him go, but when Rubber messes that up for himself he gets a one passenger ticket on the ORA ORA ORA train. Even though he&#039;s terrible actor, doing nothing resembling Kakyoin&#039;s behavior he oddly shared the same habit of licking cherries as Kakyoin. His namesake is the Beatles album of the same name but he is called &amp;quot;&#039;&#039;Robber Soul&#039;&#039;&amp;quot; in the American version of the PS1 game. &lt;br /&gt;
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[[File:Nicest Man.png|300px|thumb|right|&amp;quot;Bingo, if you tell me to hit a lady one more time...]]&lt;br /&gt;
*&#039;&#039;&#039;Hol Horse:&#039;&#039;&#039; An assassin sent by DIO to take them Joestar Boys out, he&#039;s a modern cowboy whose stand is a gun named &#039;&#039;&#039;The Emperor&#039;&#039;&#039; and is the &amp;quot;Nicest Man in the World&amp;quot;. &#039;&#039;The Emperor&#039;s&#039;&#039; only real ability is that the bullets are part of his stand, so Hol Horse can manipulate the trajectory of its bullets mid-flight and change their speed. He&#039;s a womanizing coward, making lady folk fall in love with him solely so he can take advantage of them and save his bacon. Due to his stand&#039;s relative weakness; Hol Horse never fights alone, preferring to fight with a partner because &amp;quot;&#039;&#039;It&#039;s always better being No. 2&#039;&#039;&amp;quot;. He teams up with J. Geil at first claiming they&#039;re the &amp;quot;strongest combination&amp;quot; but when that all goes South, he gets blamed for J. Geil&#039;s death and is almost done  if wasn&#039;t for those Stardust Boys saving the day. After meeting with DIO, he shows up again with Boingo, and they have a hootenanny using Thoth&#039;s predictions to get the drop on them Joestar Boys like hamburger on a grill. [[Just as planned|After sticking his fingers up that escargot-loving Polnareff&#039;s nose causes them Crusader types to get hit by a truck]], he makes a mistake and shoots himself in his dang ol&#039; face, forcing him to [&#039;&#039;&#039;RETIRE!&#039;&#039;&#039;]. Despite his luck, he manages to survive Stardust Crusaders, but in the OVA he ends up incapacitated after the fight with Justice instead of escaping. His name is likely a warped pronunciation of the duo, &#039;&#039;Hall &amp;amp; Oates&#039;&#039;, plus he has some real [https://www.youtube.com/watch?v=Y_Frwi9mE5o knee-slappin&#039;] [https://www.youtube.com/watch?v=T6YmNyROlNQ theme songs.]&lt;br /&gt;
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*&#039;&#039;&#039;J. Geil:&#039;&#039;&#039; An ugly motherfucker with two right hands. A sadist through and through, he raped and killed Polnareff&#039;s sister, which ironically drove Polnareff to also work under DIO to find him and later join the Crusaders. His Stand, &#039;&#039;&#039;The Hanged Man&#039;&#039;&#039;, is made of light that can jump between reflections and attack from them. He is rather clever , and lies to the Crusaders when explaining his powers to throw them through a loop instead of telling the truth like a chump. He tricks Polnareff using a decoy then calls out homeless people so he can use their eyes as hiding places for The Hanged Man. This did not stop him from being turned into a pincushion by Polnareff and hung upside down like his Stand&#039;s counterpart in Tarot.&lt;br /&gt;
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*&#039;&#039;&#039;Nena:&#039;&#039;&#039;: A morbidly obese, short lady disguised as a teenage Indian girl, who possess &#039;&#039;&#039;The Empress&#039;&#039;&#039;. The Empress is an odd bit in that it manifests itself by infecting victims using Nena&#039;s blood. The blood will then grow into an unsightly cyst and evolves into the stand itself, going from a face to a full upper body. Even as just a face, it was strong enough to kill a doctor using only a scalpel placed into its teeth, and when the upper body formed it was able to deliver powerful punches. Nena infected Joseph with a blood drop on his arm and planned to kill him, thinking it was an easy gig as Hermit Purple is not combat-oriented and Hamon can&#039;t harm the user&#039;s own body. However, Joseph uses his decades of experience and manages to trap The Empress and kill her, resulting in Nena dying as well and freaking out Polnareff who had been flirting with her at the time. &lt;br /&gt;
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*&#039;&#039;&#039;ZZ:&#039;&#039;&#039;: The person who possesses the Stand: &#039;&#039;&#039;Wheel of Fortune&#039;&#039;&#039;. Similar to Strength; WoF takes the characteristics of a vehicle, which in his case is a beaten-up old car, which he turned into a spiked death mobile that would make even a [[Warpsmith]] jealous. At first ZZ tried tricking the Crusaders into a car accident and later tampered with a roadsign to make them go the wrong way where he would ambush them. After causing them to get into another accident, he reveals his identity and that WoF is capable of climbing up walls and burrowing underground. He almost manages to kill Jotaro after shooting him with gasoline and delivering an electric shock, but was fooled by a decoy trick and his car was punched into scrap metal. Losing his car, the Crusaders laugh at his lack of well-toned abs, as he only has four, and leave him chained to a rock Prometheus style. One of the characters to break the 4th Wall, claiming he &amp;quot;ended Part 3 early&amp;quot; when it looked like Jotaro was burning and is noted for having gigantic, muscled arms but a comparatively small body. His namesake is the rock band, &#039;&#039;ZZ Top&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Enya Geil:&#039;&#039;&#039; One of DIO&#039;s inner circle and his chief adviser. A shriveled old hag who encourages DIO to develop his powers and to rule &#039;&#039;THE WORLD&#039;&#039; with them. Has two right hands just like her son, J. Geil mentioned above, she loves her son and dotes on him, overlooking the fact that he&#039;s a rapist serial killer. She is, naturally, &#039;&#039;extremely&#039;&#039; mad at Polnareff and the Crusaders for killing &amp;quot;innocent son&amp;quot;. Her Stand, &#039;&#039;&#039;Justice&#039;&#039;&#039;, is a mist taking the form of a giant skull with a English crown that can raise the dead and can control body parts it puts holes into by using a preexisting wound. It can also create illusions and is next to immune to physical damage because it is made of smoke and large enough to cover an entire city. Enya manages to take control of Polnareff&#039;s tongue and makes him lick feces from a toilet before being saved by Jotaro. She was then captured by the Crusaders who wanted to interrogate her, but when Steely Dan activated the flesh bud inside of her, she died loyal to DIO and refused to give them information. Ultimately responsible for parts after the third having Stands flying out of their asses by finding and abusing the Stand Arrow. Despite being old and short, in the OVA she takes on a disguise that makes her look young and like a normal woman which she uses to trick Hol Horse, and later, Polnareff. Also in the OVA, she dies immediately after Jotaro defeats her.&lt;br /&gt;
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*&#039;&#039;&#039;Steely Dan:&#039;&#039;&#039; A kebab-stand owner(?) who controls the Stand named &#039;&#039;&#039;The Lovers&#039;&#039;&#039;. The Lovers is microscopic and can&#039;t do anything in straight-up combat. Its specialty is that it can infiltrate the bodies of opponents and do damage from within, but more importantly transfers any damage he would take to the infested person so they would feel it in the same area but amplified. Harmful to the point that, Dan, cracking his knuckles was felt by Joseph in his &#039;&#039;prosthetic&#039;&#039; hand so this allowed him to blackmail Jotaro into being his punching bag/man servant. He&#039;s pretty notable in the series for pissing off Jotaro to such a degree that [https://www.youtube.com/watch?v=guTZEIPe-Ks 6 whole pages/20 seconds were entirely devoted to him being ORA ORA ORAed into oblivion]. His namesake is the band, &#039;&#039;Steely Dan&#039;&#039;, censored to &amp;quot;S-Terry Dan&amp;quot; in the PS1 game and &amp;quot;Dan of Steel&amp;quot; in certain material. Rather confusingly, in the older Viz Manga Translation it was &amp;quot;censored&amp;quot; to &#039;&#039;Rubber Soul&#039;&#039; despite the actual Rubber Soul, mentioned above, being censored to &#039;&#039;Robber Soul&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Arabia Fats:&#039;&#039;&#039; The person who controlled the stand: &#039;&#039;&#039;Sun&#039;&#039;&#039;, which is a literal sun that could shoot some kind of energy projectile with extreme accuracy. He attempted to burn the Crusaders in the middle of the desert, forcing them to hide under a rock as they had no way of finding him way out in the open. At first it seems like Kakyoin, Jotaro, and Polnareff have gone crazy from the heat as they start having a good laugh which freaks Joseph out. In reality, they had figured out Fats&#039; trick leading Jotaro to throw a rock at him and they leave Fats knocked out in the middle of nowhere in a desert. Fats had no dialogue outside of the noise he made when hit and was given extra quotes in the PS1 game, Joseph even notes how easily he was defeated. His namesake is the pianist, &#039;&#039;Fats Domino&#039;&#039;. &lt;br /&gt;
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*&#039;&#039;&#039;Mannish Boy:&#039;&#039;&#039; An impossibly intelligent baby who was given to the Crusaders by an unknown person who turned out to not know anything about the him or his parents. He has fangs for some reason, but that&#039;s just a clue that he&#039;s one of the more depraved characters in Part 3, something only Kakyoin was able to notice. Mannish Boy knows full well how to smoke and was able to avoid suspicion while manipulating the Crusaders into losing trust in Kakyoin. His most directly dangerous quality is his Stand, &#039;&#039;&#039;Death 13&#039;&#039;&#039;, which is a clown-like reaper that can take people into its own personal carnival dreamworld. Whenever someone falls asleep in vicinity to Mannish Boy, they&#039;re taken in and can only remember what happens in the dreamworld if he wants them to; in addition, any injuries a person sustains in the dream will show up in real-life. After an absurd amount of creepy shenanigans, he is defeated when Kakyoin figures out how to summon Hierophant Green in the dreamworld. The real final blow is dealt when Kakyoin mixes Mannish Boy&#039;s own feces into his baby food which he can&#039;t refuse since he&#039;s &#039;&#039;just a baby&#039;&#039;. Though his Stand is named after a tarot card, it&#039;s not clear if he had an association with DIO and he&#039;s never seen again after defeat. His namesake is the song, Mannish Boy, by Muddy Waters. &amp;quot;[https://www.youtube.com/watch?v=a-3i0CFloQU Lali-Ho~]&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Cameo &amp;amp; Judgement:&#039;&#039;&#039; The user of the stand, &#039;&#039;&#039;Judgement&#039;&#039;&#039;, which looks robotic and can grant &amp;quot;wishes&amp;quot; that are all made to [[Tzeentch|backfire]]. After finding Judgement in a genie&#039;s lamp, one wish, a &amp;quot;[https://www.youtube.com/watch?v=xlqMB23QfH0 HAIL 2 U!]&amp;quot; and the possibility of becoming a famous manga artist to become bigger than Disney and build &amp;quot;Polnareffland&amp;quot;, Polnareff wishes for his sister to be brought back to life but there is a twist. Judgement creates an incomplete copy of her out of sand that believes it will only becomes whole by eating Polnareff and the same happens when he creates a clone of Avdol. Before Judgement can have the clones kill Polnareff, Avdol makes his grand return [https://youtube/JXj0qn0DBdQ &amp;quot;YES! I AM!&amp;quot;] After forcing Judgement to retreat, Avdol and Polnareff find Cameo hiding underground and do some good old male bonding into his breathing tube before being giving him his [https://www.youtube.com/watch?v=hS3nur6o6ME &amp;quot;HELL 2 U!&amp;quot;] Cameo&#039;s namesake is the singer of the same name, &#039;&#039;Cameo&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Midler:&#039;&#039;&#039; The final of the Tarot assassins sent after the Crusaders. Her Stand, &#039;&#039;&#039;High Priestess&#039;&#039;&#039;, can possess and transform any mineral matter. She first attacked the Crusaders on their submarine by taking the form of different objects to surprise them. It took the form of a giant face to drown the Crusaders when they were fleeing their sinking submarine, only for Jotaro Kujo MD to do some dental work on her, ORA ORA ORA style. Only seen in the manga and anime as being knocked the fuck out with Polnareff saying her teeth were all gone. When Capcom made the fighting game, they asked Araki to draw a more presentable design for her, and delivered with [[PROMOTIONS|a smokin&#039; hot belly dancer.]] Araki apparently liked this design enough to make it canon, as it appears in later artbooks for the series. Some of her artwork in the PS1 game is redrawn art of Yukako Yamagishi from Part 4, most notably her character select portrait. Her namesake is the singer, &#039;&#039;Bette Midler&#039;&#039;.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;The Egyptian 9 Glory Gods&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
As the Stardust Crusaders arrived in Egypt, &amp;lt;s&amp;gt;Araki&amp;lt;/s&amp;gt; DIO realized he&#039;d gone through almost the entire Major Arcana from the standard Tarot deck and needed a new naming gimmick. To this end, DIO personally met with each of these assassins and sent them out to finish the Stardust Crusaders once and for all. All of their Stands&#039; namesakes are the Egyptian Gods and they are, for the most part, just as dangerous as any of the previous enemies faced (if not more so, since most of them required some amount of teamwork to defeat).&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;N&#039;Doul&#039;&#039;&#039;: A blind man who possesses &#039;&#039;&#039;Geb&#039;&#039;&#039;, a liquid-based Stand capable of traveling underground to strike from unexpected directions. While &#039;&#039;Geb&#039;&#039; can be used from a long distance; N&#039;Doul can&#039;t see, so he had to rely on vibrations he felt in the ground in order to track his victims. Despite [https://youtube/G8mW8SJUrZc?t=588 his handicaps], he was able to incapacitate most of the Crusaders, outmaneuvering Avdol and most notably injuring Kakyoin&#039;s eyes to a degree that he needed medical attention. He was defeated when Jotaro found him using Iggy and had a literal &#039;&#039;stand-off&#039;&#039; with him. He kills himself using &#039;&#039;Geb&#039;&#039; as an act of loyalty to DIO before talking about the other Egyptian 9 Glory Gods, something Jotaro respects and gives him a proper burial for. &lt;br /&gt;
&lt;br /&gt;
[[File: Oingo &amp;amp; Boingo.png|250px|right|thumb|As long as we don&#039;t fail any Stealth or Luck Checks, they don&#039;t stand a chance.]]&lt;br /&gt;
*&#039;&#039;&#039;The Oingo Boingo Brothers&#039;&#039;&#039;: Brothers who are both stand-wielders and work as a pair, Oingo is the taller one who does all of talking while Boingo is the shorter, introverted one. Oingo possessed &amp;quot;&#039;&#039;Khnum&#039;&#039;&amp;quot;, a Stand that allows him to alter his physical characteristics to disguise himself as another person, but he can apparently only change his body (though he possibly used his hair to disguise his hat). Boingo possessed &amp;quot;&#039;&#039;Tohth (Thoth)&#039;&#039;&amp;quot;, a Stand taking the form of [[Just as planned|a manga that can predict the future with 100% accuracy]], but only describes specific events and none in-between  in addition to being vague on minor details.&#039;&#039;Thoth&#039;s&#039;&#039; predictions had to be obeyed to the exact detail, otherwise, [[Not as planned|consequences will happen now or later]]. The two originally attempted to assassinate the Crusaders, with failures leading Oingo to disguise himself as Jotaro to plant a bomb disguised as an orange. Despite succeeding, Oingo became the victim of the explosion instead of Jotaro because he effectively became Jotaro (which he saw coming, but kept going because of his trust in Boingo). Regrouping, the Brothers end up hospitalized without the Crusaders knowing due to a previous prediction going awry. Boingo is later kidnapped by Hol Horse and convinced into helping him despite Hol Horse initially not believing in &#039;&#039;Thoth&#039;s&#039;&#039; predictions. Everything goes exceedingly well until Hol Horse messes up a prediction and is [&#039;&#039;&#039;RETIRED!&#039;&#039;&#039;] leaving Boingo on his own. Boingo decides to change and use his predictions for good but this was before being mauled by Iggy, leaving him even more perturbed. The Brothers are notable for causing the art style to change to be more abstract with exaggerated features as this is how everything appears in Thoth&#039;s pages. The art change was expanded into giving them their own outro in the anime, where the [https://youtube/ZnC1sQXTCtI Brothers sing about themselves and their stands]. Their namesake is the band, &#039;&#039;Oingo Boingo&#039;&#039;, which is censored to Oing &amp;amp; Voing and later &amp;quot;Zenyatta &amp;amp; Mondatta&amp;quot;, an album by &amp;quot;The Police&amp;quot;, in other material.&lt;br /&gt;
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*&#039;&#039;&#039;Mariah&#039;&#039;&#039;: She&#039;s a hot Little Red Riding Hood who&#039;s completely devoted to DIO out of her attraction to him. By touching random conspicuous outlets, the Stand &#039;&#039;&#039;Bast&#039;&#039;&#039; allows Mariah to turn her victims into living magnets that can attract anything metallic, though the power of this magnetism is based upon how close she is and how much time has passed. Mariah instigated one of the more, if not the most, comical fights in all of JoJo by causing Joseph and Avdol to become magnetized and stuck together in compromising positions. With the way &#039;&#039;Bast&#039;&#039; works, they had an embarrassing time tracking her down as she was able to evade them and keep her distance as the effect would wear off if she wasn&#039;t close enough.  When Joseph and Avdol seeming corner her from opposite sides, their magnetism keeps them from moving. Mariah was defeated when she failed to realize that Joseph and Avdol were strongest magnetized objects nearby and they crush her between them, knocking her out. Her namesake is the singer, &#039;&#039;Mariah Carey&#039;&#039; but her name was censored in the past to &amp;quot;Mahrahia&amp;quot; in Heritage for the Future. She is normally depicted with bluish white or plain white hair, but keeping in line with JoJo&#039;s fluid colorations she&#039;s blonde in the official colored manga.&lt;br /&gt;
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*&#039;&#039;&#039;Alessi:&#039;&#039;&#039; A sadistic, axe-wielding man who controls the stand &#039;&#039;&#039;Sethan&#039;&#039;&#039;, who takes the form of a bird-like shadow with large eyes while its other features are only visible from the side. Alessi enjoys picking on things weaker than him, especially children, to the point that many call him a pedophile. Being a shadow, Sethan can reflect his actions and what he&#039;s holding to extend its reach and it can also make some parts of itself tangible in order to inflict physical damage. Sethan&#039;s most dangerous power, however, is that anyone who comes into contact with it will be de-aged and lose their memories over time. In a bizarre turn of events, Alessi turns Polnareff into an 8-year old boy, attempts to kill him but fails as he didn&#039;t count on a child still having a stand. A female stranger takes Polnareff in to her home after finding him and while she was giving him a bath, Alessi de-ages her into a fetus. [[Wat|A kid Polnareff ends up running around fully naked while holding the dying fetus of his good Samaritan, while being continually de-aged and hunted by Alessi like a deranged pedophile]]. Alessi is beaten when he encounters Jotaro and after de-aging him to 7 years old, is knocked out because Jotaro is really strong even as a child. When he wakes up, Alessi is truly [&#039;&#039;&#039;RETIRED!&#039;&#039;&#039;] when Jotaro and Polnareff beat him down for good.  He&#039;s notable for recreating the [[meme|infamous]] [https://youtube/gpCUMdfRa9w &amp;quot;Heeere&#039;s Johnny!&amp;quot;] scene from &#039;&#039;The Shining&#039;&#039;, and his ability to [https://www.youtube.com/watch?v=UjmfggHOvYo transform characters] in &#039;&#039;Heritage for the Future&#039;&#039;, his namesake is the duo band, &#039;&#039;The Alessi Brothers&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Anubis:&#039;&#039;&#039; &#039;&#039;&#039;Anubis&#039;&#039;&#039; is a stand that inhabits a sword with its original user being long dead, it has absorbed the skills of its past users and opponents. Anubis has the ability to pass through things it doesn&#039;t want to cut, the ability to memorize his opponents&#039; moves (making sure the same tricks don&#039;t work twice), and the ability to possess whoever wields the sword. This makes Anubis a trifecta of a threatening opponent, and this leads to probably the longest fight in Jojo history between switching wielders five times from farmer named Chaka, a barber named Khan, Polnareff, and lastly, a child. The sword almost kills Jotaro, but he&#039;s able to shatter the sword to the hilt with the blade ending up in the Nile River. Its an odd bit in that despite Anubis being forged in ancient Egypt, he is shaped and handled like a Japanese Katana (likely indicating history&#039;s first proto-weeaboo was Egyptian). Chaka and Khan together have a namesake in singer, &#039;&#039;Chaka Khan&#039;&#039;. In the PS1/Arcade game, Anubis is playable as three different characters, Chaka, Khan, and Anubis Polnareff (or Black Polnareff because putting &amp;quot;black&amp;quot; in your name and having your skin color become a shade of brown apparently means &amp;quot;evil version&amp;quot; or &amp;quot;possessed&amp;quot;).&lt;br /&gt;
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*&#039;&#039;&#039;Daniel J. D&#039;Arby (D&#039;Arby the Elder):&#039;&#039;&#039; The only real fight the heroes couldn&#039;t just punch, D&#039;Arby is a professional gambler and cheater whose stand, &#039;&#039;&#039;Osiris&#039;&#039;&#039;, works on psychology. Those who admit defeat in their hearts get their souls ripped out and turned into poker chips for his games so long as it was bet. He&#039;s so &amp;lt;u&amp;gt;&#039;&#039;good&#039;&#039;&amp;lt;/u&amp;gt; at cheating that he found a way to cheat a coin drop game against Joseph. Osiris also affords D&#039;Arby with enhanced tactile senses, to the extent that he can tell what a face down card actually is through touch alone. Jotaro broke his two of fingers to keep him from sneaking cards when they set-up poker, but even this doesn&#039;t stop him having a kid who works for him rig the game regardless. D&#039;Arby is defeated when, upon seeing &#039;&#039;Star Platinum&#039;s&#039;&#039; speed, he begins suspecting that Jotaro cheated even though D&#039;arby himself has extremely &amp;lt;u&amp;gt;&#039;&#039;good&#039;&#039;&amp;lt;/u&amp;gt; cards and &#039;&#039;knows&#039;&#039; that Jotaro &amp;lt;u&amp;gt;&#039;&#039;should&#039;&#039;&amp;lt;/u&amp;gt; have a bad hand. When Jotaro keeps raising the bet with the souls of Avdol, Kakyoin, and &#039;&#039;his mother&#039;&#039;, and demands that his opponent ante up with information about DIO&#039;s stand, D&#039;Arby psyches himself out so badly that in one of the most well-done scenes in the [https://youtube/WP1arj7AYuI Anime], [https://youtube/DoXR23BMAvU?t=1316 OVA], AND [https://youtube/v_GbKz0E8Nk?t=406 Abridged Series], he fails to call the bluff and has a complete mental breakdown. His breakdown releases all of the souls he collected and becomes unresponsive when asked about DIO&#039;s Stand. He&#039;s popular in the fandom for [https://www.youtube.com/watch?v=AI5bg6KEXXA his hilarious attempt at southern-accented Engrish]. He started the trend of gambler characters in later parts exclaiming &amp;quot;&#039;&#039;&#039;&#039;&#039;Good!&#039;&#039;&#039;&#039;&#039;&amp;quot; when a bet is made.&lt;br /&gt;
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*&#039;&#039;&#039;Pet Shop:&#039;&#039;&#039; Dio&#039;s pet falcon who&#039;s as crazy as any other assassin in the series. Its Stand, &#039;&#039;&#039;Horus&#039;&#039;&#039;, can create and manipulate ice to lay traps and launch spikes like homing missiles. He&#039;s either very smart for what he is or extremely territorial as he killed the informant that was at the mansion gate so he wouldn&#039;t report back to the Crusaders. Iggy opts to avoid him when he sees that Pet Shop had impaled two dogs&#039; heads on a spike, but decides to fight him when the dogs&#039; owner shows up. When Iggy tries to escape, the guard falcon displays how fixed on killing him it is by diving underground after him. Pet Shop is killed when he tries to shoot ice of his beak before Iggy launches himself at him and bites it closed which leads to him exploding. Pet Shop&#039;s also infamous for being hilariously broken in any game he appears in, because he&#039;s a bird with all the frozen [[Dakka]] he could ever need while everyone else is stuck on the ground. Perpetuating the saying &amp;quot;FUCKING HORUS!&amp;quot; beyond the realms of the Imperium. He&#039;s also the only villain none of the Crusaders but Iggy encountered (except maybe Boingo), his namesake is the electric pop band &#039;&#039;Pet Shop Boys&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====DIO&#039;s Caretakers=====&lt;br /&gt;
[[File:Gamer Life.png|500px|thumb|right|To be good at games is to be a transcendent being, equal to the Gods, omniscient.]]&lt;br /&gt;
*&#039;&#039;&#039;Telence T. D&#039;Arby (D&#039;Arby the Younger):&#039;&#039;&#039; Daniel J. D&#039;Arby&#039;s younger brother by 10 years who is highly proficient in videogames and last of the Egyptian 9 Glory Gods. Similarly to Daniel, his stand &#039;&#039;&#039;Atum&#039;&#039;&#039; both sucks out souls when they admit defeat or are defeated by him and relies on psychology, but he has the added ability of being able to read the souls of his opponents to decipher their strategies, but can only decipher them through yes or no questions. Unlike his older brother, he binds the souls of his victims into wooden dolls as trophies, [[Grimdark|complete with them being fully conscious]]. Telence has a dislike for his brother as he believes he is better and that Daniel is scared of him as Daniel would never play games with him like he believed normal brothers would; furthermore, Daniel apparently apologized to him after Telence physically beat Daniel for trying to steal his girlfriend. He claims he doesn&#039;t cheat like his brother, but his planning ahead allowed him to beat Kakyoin in a racing game and his ability to read souls let him outplay Jotaro in a baseball game. Jotaro defeats him when he finds a way to cheat by having Joseph use Hermit Purple to play the game in his stead. Since Telence lacks his brother&#039;s intuition he was unable to see through the trick until it was too late, and as Jotaro points out, Daniel would&#039;ve noticed easily. He&#039;s not as lulzy in terms of accents as his brother, but his [https://www.youtube.com/watch?v=yieQpgvjAq0 video games deliver the encounter&#039;s much-needed Engrish] and the [https://youtube/ZznVQd4q2JI soul-reading dialogue] is a nice touch. Telence shares his namesake with brother, musician &#039;&#039;Terence Trent D&#039;arby&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Kenny G.:&#039;&#039;&#039; One of DIO&#039;s more minor henchmen, his Stand is &#039;&#039;&#039;Tenore Sax&#039;&#039;&#039;, which is an illusionary stand that manifests as an endless labyrinth. While seemingly a daunting foe; he was quickly detected by Iggy and disabled. Pretty much a joke character, but his Stand is notable for being named after an instrument rather than a song, band or performer.&lt;br /&gt;
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*&#039;&#039;&#039;Nukesaku:&#039;&#039;&#039; The only one of DIO&#039;s henchmen not to wield a stand or be named after a musician, Nukesaku is a runt vampire, who&#039;s only power besides being vampire is that the back of his head has a female face to disguise himself. Needless to say, even his only shtick was horrible and Jotaro decided to test his immortality by ORA ORA ORAing him into submission. He is killed by DIO after willingly leading the crusaders into DIO&#039;s main chamber. A hilarious note is that &amp;quot;Nukesaku&amp;quot; is not really his name, in Japanese it roughly translates to &amp;quot;Idiot&amp;quot;. People just call him that so much that it became more common to call him idiot, rather than his real name. He&#039;s called &amp;quot;Loser&amp;quot; in the English dub.&lt;br /&gt;
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*&#039;&#039;&#039;Vanilla Ice:&#039;&#039;&#039; DIO&#039;s most fanatical and powerful vampiric servant...who appears to have taken fashion tips from the Pillar Men. Vanilla Ice became a vampire after Dio tested his loyalty by saying he needed his blood to fully regenerate, where he went the extra mile by using his own stand to decapitate himself without hesitation. Impressed by his devotion (or maybe it was his [[/d/|massive bulge]]) DIO used his blood to resurrect Vanilla Ice, granting him near-immortality. His stand is named &#039;&#039;&#039;Cream&#039;&#039;&#039;, a humanoid monster that has a unique ability where it swallows itself (and Vanilla Ice) in order to become [[Sphere of Annihilation|a null void, literally wiping out chunks of reality]] like the Eldar&#039;s D-Cannons. This power is so fucking awesome that it killed Avdol effortlessly, leaving only a pair of arms on the floor. He then killed Iggy by kicking him to near death, out of rage when they tried and failed to assassinate him with a sand clone of DIO (he was forced to destroy the clone with his master&#039;s image, which made him ballistic). He would have likely killed Polnareff as well but DIO forgot to tell him that sunlight would incinerate him, which Polnareff used to kill him after he shrugged off every other attack used on him. He&#039;s named after American rapper: &#039;&#039;Vanilla Ice&#039;&#039;, although due to copyright concerns, he&#039;s named as &amp;quot;Cool Ice&amp;quot; in the English dub.&lt;br /&gt;
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====Part 4: Diamond is Unbreakable Villains====&lt;br /&gt;
=====Yoshikage Kira=====&lt;br /&gt;
[[File:Kirainanutshell.png|thumb|300px|This perfectly sums him up.]]&lt;br /&gt;
&lt;br /&gt;
A serial killer with a really creepy hand fetish. As in, he chops off women&#039;s hands to make the severed hands into his &amp;quot;girlfriends&amp;quot;, keeping them in fancy boxes and having romantic dinners with them... until they rot and he has to get a replacement. The worst part is that he&#039;s seriously obsessed with living an ordinary life as a mediocre person...while also being a serial killer with a really creepy hand fetish. Yet his facade of mediocrity belies an incredible ruthlessness and guile that makes him a genuine threat to anyone who crosses him. Although he&#039;s the least threatening main arc villain in terms of his objectives (occasional serial killing compared to stealing fortunes/ruling the world as a vampire, becoming a perfect being and exterminating/ruling humanity, ruling the world as a vampire again, controlling all crime in Naples/Italy, rewriting the entirety of reality, using Jesus&#039;s corpse to make America great at the expense of the rest of the world, and...whatever the fuck the stone humans want), he&#039;s easily among the creepiest by dint of how coldly meticulous and under the radar he went.&lt;br /&gt;
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For the most part, he&#039;s watched over by his dad, who&#039;s a ghost inside of a photograph thanks to his own Stand&#039;s abilities. Otherwise, he uses his Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Killer Queen&#039;&#039;&#039;&#039;&#039;&amp;quot;, a pink [[Felinid|catlike humanoid]], as a killing instrument. See, its power allows it to imbue objects with an explosive charge which he can set off at will. These explosions are so efficient that they don&#039;t leave any trace of his victim, which has led to his long career as a killer. The only thing that he chooses to leave behind is a hand, which he will usually have a relationship with despite being the hand of some girl he just murdered. When combined with Stray Cat&#039;s air bubbles, these bombs become &#039;&#039;invisible projectiles&#039;&#039;. &amp;quot;Killer Queen&amp;quot; also has two separate components to it. The first is &amp;quot;Sheer Heart Attack&amp;quot;, a skull-faced tank-bomb that comes from his right hand. This bomb chases down any heat signatures, which makes it effective for hunting down solitary targets, but when crowded with many heat sources, gets disoriented easily. The second power he gains after switching faces with another person and getting stabbed with a Stand Arrow. This power, &amp;quot;Bites the Dust&amp;quot;, is a tiny &amp;quot;Killer Queen&amp;quot; which passes Killer Queen on to a non-Stand user, kills anyone who even &#039;&#039;asks&#039;&#039; them about Kira, and then loops time back to when Bites the Dust was activated, which will happen as much as it needs to until Kira can find out who it is that died. Additionally, anyone killed by Bites the Dust in a time loop will still die at the same moment in subsequent loops, allowing Killer Queen to kill multiple people at the same time. However, he can only have one bomb active at a time, and attacking him directly forces him to withdraw Bites the Dust. The time-loop power was going originally going to be more complicated (Araki considered having its use on Josuke as being the explanation for an identical looking stranger saving his life as a child in the snow) but it was scrapped for being too difficult to write in without inducing plotholes.&lt;br /&gt;
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=====The Morioh Stand Users=====&lt;br /&gt;
*&#039;&#039;&#039;Anjuro &amp;quot;Angelo&amp;quot; Katagiri&#039;&#039;&#039;: A real sick fuck and first villain of Part 4, Angelo is a 34-year-old convicted serial killer and rapist who was put on death row for his crimes in 1994, meaning he was 12 when they were committed. Joseph&#039;s vision of him brings Jotaro to Morioh so he can warn his Josuke of the danger. Prior to his execution Keicho Nijimura shot him with the Stand Arrow, granting him his Stand which he used to survive his hanging. His Stand, &#039;&#039;&#039;Aqua Necklace&#039;&#039;&#039;, is similar to N&#039;doul&#039;s Geb, but instead of being an extremely long-ranged body of water, it&#039;s a small being that take the form of and fuse with liquids and can become mist (if evaporated). Unlike Geb, Aqua Necklace can be used for communication and is effectively invulnerable as heating it up only made it turn into steam but if it&#039;s held in a container and moved around, Angelo will be moved as well. Angelo uses it to enter people&#039;s bodies and control or outright kill them. When Josuke foiled his robbery, he began targeting his the Higashikatas out of spite but Josuke captured him. Aqua Necklace&#039;s ability to disguise itself allowed Angelo to kill Josuke&#039;s grandfather and escape to plot his grand revenge. Over the week, Angelo had sabotaged the house to be filled with water during a rainstorm to literally flush the out. Luckily, Josuke had prepared for the situation when Aqua Necklace jumped into his mouth, it was captured in a rubber glove he swallowed and repaired. Cornered in the street, Josuke fuses him to a rock before Angelo starts spilling how he got his Stand and who gave it to him. The criminal stealthily takes a child hostage to force his release and makes the dire mistake of insulting Josuke&#039;s hair while doing so. Josuke then completely fuses him with the rock and reforms it to look like a big face, leaving a sapient boulder and landmark of the city: &#039;&#039;「&#039;&#039;&#039;Angelo&#039;s Rock&#039;&#039;&#039;」: A big stone shaped like Angelo, a popular meeting place for couples despite its creepy appearance&#039;&#039;. Setting the bar for future Part 4 antagonists, Angelo was incredibly violent and intelligent with a simple Stand ability that could be lethal if used properly. Angelo also set the bar for violence in Part 4 in his first physical appearance, he bites off a dog&#039;s face and spits the blood into the owner&#039;s mouth along with his Stand because he had stepped in the dog&#039;s feces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keicho Nijimura&#039;&#039;&#039;: The elder Nijimura Brother and the brains of the two, instigating the entire first half of the Part. Shortly after the events of Stardust Crusaders Keicho and Okuyasu&#039;s father was mutated by DIO&#039;s fleshbud, so Keicho took it upon himself to care for both his brother and father. He resented the responsibility, hating what his abusive father had become drove Keicho to believe that the only way to begin his life would be to find someone to kill his father who regenerated all damage. When he obtained the Stand Arrow he set out to find a person with a Stand capable of finally killing his father, so Stand users in the first half of Diamond Is Unbreakable are his doing. Keicho himself has a Stand called &#039;&#039;&#039;Bad Company&#039;&#039;&#039;, which is [[Bolt Action| an army of small soldiers complete with tanks and helicopters.]] While they are small, the damage dealt by their weapons is lethal if focus-fired and the missiles launched the helicopters are comparable to weak grenades. Additionally, being a colony-type Stand, damage dealt to Keicho is minimal if only a few of his units are taken out, significant amount of them must be eliminated for him to take notable damage and all of them for it to kill him. When Josuke and Koichi investigate the Nijimura Residence, Keicho shoots Koichi with the arrow and takes him inside while Okuyasu dealt with Josuke. He later faces Josuke and is overconfident when has all of Bad Company focused on Josuke, but is defeated when Josuke repairs two of Bad Company&#039;s missiles and sends them back at him. He was stunned when Josuke repairs the photo that Nijimura Sr. had been looking for the last 10 years and when Josuke suggested finding a Stand User to heal him instead of killing him. Suddenly, &#039;&#039;Red Hot Chili Peppers&#039;&#039; appears through an electrical outlet, seeing him about to strike Okuyasu, Keicho sacrifices himself to knock him out of the way before calling his brother a burden one last time. Keicho is dragged into the electrical outlet and his body is found fried on power lines, with RHCP taking the Bow &amp;amp; Arrow for his own purpose. Near the end of Part 4, Keicho makes one last appearance in Okuyasu&#039;s near-death experience where he asks his brother where he truly wants to go and disappears when Okuyasu answered. His Stand, &#039;&#039;Bad Company&#039;&#039;, gets its name from the English Rockband of the same name.&lt;br /&gt;
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[[File: RHCP.png|right|245px|thumb|You can tell he knows his AC from his DC.]]&lt;br /&gt;
*&#039;&#039;&#039;Akira Otoishi&#039;&#039;&#039;: One of the Stand Users shot with the Bow &amp;amp; Arrow by Keicho: an arrogant and selfish rock guitarist with a magnificent mane of lavender hair. His Stand, &#039;&#039;&#039;Red Hot Chili Pepper&#039;&#039;&#039;, is powered by electricity and can travel miles away from Akira so long as it has a power source. &#039;&#039;RHCP&#039;&#039; is capable of having insane power and speed when it has enough electricity, but if it runs out of power it can&#039;t return to Akira which could be lethal for him. When Akira learned from Josuke that Joseph was coming to Morioh to search for him, Akira devised a plan to fly a remote-controlled plane out to Joseph&#039;s ship and kill him. Personally encountering Josuke and Koichi on the docks, he explains his plans to be a &amp;quot;&#039;&#039;Ultra Super Guitarist&#039;&#039;&amp;quot; like his idols: Jimi Hendrix, Jeff Beck, and Eddie Van Halen. Akira tries to act haughty by saying he can beat Josuke with only his pinky which prompts Josuke to break it with a punch which makes him [[RAGE|SO MAD]] his only reaction is to belt out a [https://www.youtube.com/watch?v=H00EE5uu0Po legendary] [https://www.youtube.com/watch?v=Ndk30TWzi7U face melter.] Despite all his rage, he still ended up locked in a cage after Josuke defeated him and Okuyasu saw through his disguise when he got to the boat. Akira was arrested and sentenced to three years in prison on felony charges as he used RHCP to steal a lot of expensive stuff and stayed well-behaved as Jotaro and Josuke would &amp;quot;Chase him down to the deepest corner of Hell and &#039;&#039;&#039;end him&#039;&#039;&#039;,&amp;quot; otherwise. He made his latest appearance in &#039;&#039;Thus Spoke Rohan Kishibe Episode 2&#039;&#039; where he asks for Rohan&#039;s autograph, apparently reformed from villainous attitude. Akira is notable for having the chapter be interrupted by an explanation of how his guitar works and his Stand&#039;s namesake is the band of the same name. His theme songs in [https://www.youtube.com/watch?v=4yA_847kvmY All-Star Battle] and [https://www.youtube.com/watch?v=-gl6CAsKJ0Y Eyes of Heaven] both sound like &#039;&#039;Red Hot Chili Peppers&#039;&#039; songs and he likely has the least butchered censored name, Chili Pepper.&lt;br /&gt;
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*&#039;&#039;&#039;Bug-Eaten and another rat&#039;&#039;&#039;: Two rats who were pierced by the Stand Arrow, giving them both the same Stand. Though we never see their thoughts like we could with Iggy, it is obvious they are relatively intelligent and [[Mork|cunning]] compared to normal rats. Their Stand, &#039;&#039;&#039;Ratt&#039;&#039;&#039;, is a small turret that fires toxic barbs [[Tzimisce|that causes flesh to slough off and form into some kind of bloody gelatin]] for the rats to eat at a later time. They still act very much like normal rats; the primary use of their power has them collect food and expand their territory, [[Skaven|except with a horrifying flesh melting cannon at their disposal]]. Jotaro takes Josuke with him to go hunting for the rats after teaching him how to use ball-bearings as ammo by flicking them. The first rat gets cornered and killed pretty quickly, but the second one (which Jotaro named Bug-Eaten because of its mangled ear) puts up quite the fight. Bug-Eaten almost kills Jotaro with a shot to the neck and almost kills Josuke when he uses himself as bait, since Josuke would not be able to repair himself should he get hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yoshihiro Kira&#039;&#039;&#039;: Kira&#039;s father. He and his wife did not have Yoshikage until they were both at an advanced age, and therefore died when Kira was still young. He became a ghost and somehow obtained a Stand as well, &#039;&#039;&#039;Atom Heart Father&#039;&#039;&#039;. This Stand with no physical body allows Yoshihiro to bind himself to pictures, and anything that he manipulates inside the picture moves outside of them as well. Yoshihiro can turn the area depicted in an isolated space meaning anything outside the room cannot enter and anything inside cannot leave. Jotaro managed to trap him by folding up the photograph he was in and nail it to a wall, but Yoshihiro tricked Okuyasu into unfolding it and letting him fly off, taking the Stand Arrow with him. Unlike Keicho, he let the arrow guide him to people that were worthy of obtaining Stands. He knows all too well what kind of horrible monster his son had become, but he still protected him [[dawww|because Kira was his only son and he loved him]]. Yoshihiro reunites with his son to help him plot against Josuke and Co. and unknowingly gives Yoshikage the key to his victory. During the final confrontation, he slipped into Hayato&#039;s backpack and told Yoshikage Josuke&#039;s location through a cellphone. Josuke burns him out and using the phone has Yoshikage blow up his own father.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ken Oyanagi&#039;&#039;&#039;: The Janken Kid. A child with a hole in his cheek courtesy of the Stand Arrow, Ken loves janken (rock-paper-scissors) and pesters Rohan into playing with him. Rohan is not amused and at one point [[awesome|decks Ken in the face for being an annoying little shit]]. The punch turned out to be a bad idea though, [[Just As Planned|because Ken had just thrown paper]]. This triggered his Stand, &#039;&#039;&#039;Boy II Man&#039;&#039;&#039;, to take away a third of Heaven&#039;s Door as its ability is similar to the D&#039;arby Brothers&#039; Stands. If Ken wins three out of five games he gains permanent control of the opponent&#039;s Stand. This lead to an epic game of janken that looked like an actual fight in any other series as they were both glowing with energy and flying into the air as they cast their choices. When Rohan wins, The kid would rather die than submit and jumped in front of a truck, but Rohan jumped after him using his own luck to have it narrowly avoid them. Oyanagi&#039;s Stand&#039;s namesake is the American singing group, &#039;&#039;Boyz 2 Men&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tama&#039;&#039;&#039;: Also known by his Stand, &#039;&#039;&#039;Stray Cat&#039;&#039;&#039;. He started out as a normal British Blue until he was struck in the throat by the Stand Arrow. He then broke into the Kawajiri residence&#039;s basement, where Shinobu found him. She wanted to chase him out, but he got cut to death by broken glass shards. Kira buried the cat in the yard, and after two days a strange plant sprouted from the grave. Reborn as a plant, he held a grudge against Shinobu and attempted to kill her with with his Stand. &#039;&#039;Stray Cat&#039;&#039; can manipulate air into bubbles that only burst on command and are easily capable of suffocating, trapping, and puncturing its targets. Kira saved Shinobu from him, but nearly died of an emphysema (Stray Cat can also form air bubbles beneath others&#039; skins) trying to kill him so he used yarn to calm him. Kira found out that Stray Cat sleeps when not exposed to sunlight, so he dug him up and put him in a flower pot in the attic. Hayato finds him and later uses him in a plan to kill Kira which fails and has Kira place him in Killer Queen&#039;s abdomen, allowing him to make bombs out of the air bubbles. After Kira&#039;s death, Okuyasu decided to keep him as a pet and he got along with his father nicely.&lt;br /&gt;
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*&#039;&#039;&#039;Toyohiro Kanedaichi&#039;&#039;&#039;: A weird dude living in an old telephone tower by himself. He&#039;s self-sufficient, having everything he needs in or just around the tower in places he can reach with some contraptions. He&#039;s got a good reason for this: the moment he tries to leave the tower he turns to metal and stays like that until he enters it again. This is because the tower he&#039;s in is actually a Stand, &#039;&#039;&#039;Super Fly&#039;&#039;&#039;. It is an autonomous stand keeping him prisoner, and it needs someone else to enter before he can leave. On top of this, Super Fly returns all damage dealt to it into the same direction as said damage came from. Trapped inside with nothing to do, Toyohiro became an incredible acrobat to navigate Super Fly and memorizes exactly where things will ricochet inside. He lures Josuke in with help from Yoshihiro so he can leave but has a change of heart in the end. He decides to stay in the tower and becomes something of a local celebrity, often being visited by tourists.&lt;br /&gt;
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*&#039;&#039;&#039;Terunosuke Miyamoto&#039;&#039;&#039;: [[Night Lords|A man obsessed with fear]]. Terunosuke&#039;s Stand, &#039;&#039;&#039;Enigma&#039;&#039;&#039;, only works after he has identified a person&#039;s tell for when they&#039;re afraid. Once he confirms the tell, he can place people into sheets of paper which also works on non-sapient things like cartons of milk, bowls of noodles, scorpions and electricity. [[Bag of Holding|A trapped person or object can be freed by having the paper opened]]. He kidnaps Koichi and Tomoko, using them as hostages to scare Josuke when he and Yuya Fungami track him down. Josuke delivers a warning to Miyamoto when Josuke is trapped, and the audacity pressures Yuya into confronting the Enigma Boy despite his own fear. Chasing him down, Terunosuke uses his sense of smell to find Josuke and Koichi among hazards trapped in paper, and finds Josuke and Koichi seconds away from being put into a paper shredder. Allowing himself to be turned into paper also, Yuya pulls the duo, and they quickly incapacitate Miyamoto. Josuke decides not to kill Terunosuke, but instead decides to Angelo him, and uses Crazy Diamond to fuse him into a book, which remains with the Morioh library to this day.&lt;br /&gt;
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*&#039;&#039;&#039;Masazo Kinoto&#039;&#039;&#039;: An architect hired by Rohan to evaluate the damage done to his house by the fire Rohan had caused due to his intense game of chance with Josuke. Masazo is a weird looking dude, who is mostly bald with a tuft of hair in the shape of the Morioh M. He acts even stranger, always keeping his back to the wall unless he&#039;s sure Rohan is right in front of him. Rohan gets suspicious and uses &#039;&#039;Heaven&#039;s Door&#039;&#039; to get a read on him. It looks like Masazo is just somewhat neurotic, but when Rohan tricks the man and looks at his back, it bursts open as the independent Stand &#039;&#039;&#039;Cheap Trick&#039;&#039;&#039; jumps onto Rohan&#039;s back, killing Masazo. Cheap Trick&#039;s abilities are to hold onto someone&#039;s back no matter what, and to kill that person when someone sees that person&#039;s back as well as transferring onto the person who saw its victim&#039;s back. It can also talk with non-Stand users and even animals. Rohan exploited its ability by heading into Reimi&#039;s alley and walking out, turning his back to Koichi. The moment Cheap Trick turns around, however, it was grabbed by the evil spirits in the alley and dragged into Hell, [[awesome|with Rohan writing that last part into Cheap Trick using Heaven&#039;s Door to make sure it happens]].&lt;br /&gt;
&lt;br /&gt;
====Part 5: Vento Aureo Villains====&lt;br /&gt;
=====Boss/Diavolo=====&lt;br /&gt;
Diavolo (which is his moniker by Polnareff) is the boss of the Mafia group &amp;quot;Passione&amp;quot;, though he never shows his face and operates under the pseudonym &amp;quot;Soliddo Nazo&amp;quot;. He also has pink hair and doesn&#039;t wear a shirt, but he is anything but fabulous. Diavolo&#039;s main quirk is that he is a MAJOR control freak, which mainly manifests as an anonymity complex, a pathological need to erase the evidence of his own existence, and a split personality named Vinegar Doppio who acts as his &#039;&#039;Consigliere&#039;&#039;, his second-in-command.&lt;br /&gt;
&lt;br /&gt;
His stand, &amp;quot;&#039;&#039;&#039;&#039;&#039;King Crimson&#039;&#039;&#039;&#039;&#039;&amp;quot;, is a red and white man with a tiny face on his forehead and has a power that&#039;s really difficult to understand. The simplest explanation is, there is a point of time, Point A. In 10 seconds, Diavolo and only Diavolo can move around, but he can&#039;t interact with objects unlike The World&#039;s timestop. Other people within these 10 seconds are not conscious, but follows what actions they were supposed to do according to fate. 10 seconds later, at time Point B, anybody caught in King Crimson&#039;s power would be where they would be in 10 seconds from Point A, but they have no memory of doing that, seeming like time has skipped. Meanwhile, Diavolo had moved during those skipped 10 seconds to a perfect position to impale an enemy with his fist. As Doppio, &amp;quot;King Crimson&amp;quot; has a secondary Stand in its forehead called &amp;quot;&#039;&#039;&#039;&#039;&#039;Epitaph&#039;&#039;&#039;&#039;&#039;&amp;quot; which allows him to see 10 seconds into the future. Combining King Crimson with Epitaph&#039;s ability to know exactly what will happen in the 10 seconds of skipped time means that Diavolo is effectively untouchable, as he can dodge and counter almost any attack thrown at him. [[Meme|It just works.]]&lt;br /&gt;
&lt;br /&gt;
Between Diavolo being a mysterious figure (unintentionally making him a dull character thanks to how little we know about him), and his confusing powers, he&#039;s regarded as the weakest of the major villains.&lt;br /&gt;
&lt;br /&gt;
=====Passione=====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;Passione as a whole&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The biggest mafia outfit of Italy, Passione has its hand in every criminal pie, ranging from illegal taxis to hired murder and, of course, drug trafficking. In true &#039;&#039;Jojo&#039;&#039; fashion, each and every single member that isn&#039;t a generic mobster is flamboyant as fuck to the point one wonders why the Italian cops don&#039;t just arrest every fabulous person they come across just to be sure. Probably has to do with all high-ranking or elite members of Passione being Stand users.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaky-Eye Luca&#039;&#039;&#039;: An &amp;quot;officer&amp;quot; of Passione in charge of collecting their share of the profit illegal taxis make around Naples. His nickname comes from him surviving being stabbed in the eye, at the cost of said eye permanently crying. Luca is an asshole who fakes pitying drivers who can&#039;t or don&#039;t want to pony up before beating them to death with his shovel [[Dark Eldar|and selling drugs to kids on the side]]. Giorno fucks him up with his own shovel when he refuses to pay his share, setting up the events of Part 5.&lt;br /&gt;
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*&#039;&#039;&#039;Polpo&#039;&#039;&#039;: An ABSOLUTE UNIT in both girth and height. This ginormous specimen of a dude lives a cozy life in a decked out prison cell including a gun safe and a pantry, he&#039;s also a &amp;lt;s&amp;gt;religious&amp;lt;/s&amp;gt;{{BLAM|HERETICAL}} man in his own twisted way, [[Inquisition|claiming that God forgives even murder if it&#039;s for a right cause]]. Polpo is Passione&#039;s recruiter, tasking applicants to prove their craftiness by giving them a lighter they must keep alight for 24 hours. If the lighter goes off (and since the test is designed to be failed, it will), lighting it up again triggers Polpo&#039;s Stand, &#039;&#039;&#039;Black Sabbath&#039;&#039;&#039;, an automatic Stand who attacks the lighter&#039;s holder with a Stand arrow; survivors get inducted into Passione. Infuriated by Black Sabbath killing a bystander who turned on the lighter after it got snuffed, Giorno, with the help of Koichi, destroys Black Sabbath and tricks Polpo into [[Awesome|shooting himself in the head with a revolver Gold Experience turned into a banana.]]&lt;br /&gt;
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*&#039;&#039;&#039;Mario Zucchero&#039;&#039;&#039;: A low-ranking member of Passione who, with his buddy Sale, try to eliminate the Bucciarati gang to steal Polpo&#039;s fortune, hidden by Bruno Bucciarati on Capri Island. Despite being weak by Part 5 standards, his hit-and-run style of combat manages to pick off almost all the gang before Bucciarati and Abacchio manage to get him. His Stand, &#039;&#039;&#039;Soft Machine&#039;&#039;&#039;, allow him to stab people and things and make them deflate like balloons. Notable for his attack plan, involving [[What|deflating and hiding a copy of the boat the Bucciarati gang rides inside said boat to give himself plenty of ambush points]].&lt;br /&gt;
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*&#039;&#039;&#039;Sale&#039;&#039;&#039;: A low-ranking member of Passione who, with his buddy Zucchero, try to eliminate the Bucciarati gang to steal Polpo&#039;s fortune, hidden by Bruno Bucciarati on Capri Island. Sale is much more of a direct fighter than his pal, thanks to his Stand &#039;&#039;&#039;Kraftwerk&#039;&#039;&#039;, who can remove or add kinetic energy from items, allowing him to do things like stopping and sending back bullets to an attacker. While insanely overpowered against his opponent Mista; who uses a gun; his cockiness and ignorance about how Sex Pistols work ends up doing him in, when his own power was turned against him by the Pistols and left him lobotomized. Despite bleeding a literal lake of blood on that truck&#039;s roof, If &#039;&#039;Purple Haze Feedback&#039;&#039; is canon, he somehow survived the bullet in his brain. Only to die to one of the new bad guys who tears his heart out.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;La Squadra Esecuzioni&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The &amp;quot;Execution Team&amp;quot; of Passione, regrouping their hitmen. Upon seeing their colleagues leading drug trafficking and illegal gambling had more territory and money than them, they started complaining and threatened to start digging into Diavolo&#039;s past. In retaliation, Diavolo  [[Grimdark|cut one of them into pieces while still alive, cast the parts into resin to form a puzzle and mailed it to them]] as a warning. This proved to be the last straw and they defected, hunting down Trish as payback.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Sorbet and Gelato&#039;&#039;&#039;: The two members of La Squadra who tried to find dirt on Diavolo and paid the ultimate price when their boss found out about it. Sorbet was the guy turned into a human puzzle mentioned above while Gelato, his (really for once in &#039;&#039;JoJo&#039;&#039;) gay lover was forced to watch, [[Grimdark|killing himself rather than watching the full ordeal]]. Notable for being bland as fuck-looking compared to everybody who isn&#039;t a background character in Part 5.&lt;br /&gt;
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*&#039;&#039;&#039;Formaggio&#039;&#039;&#039;: [[Dark_Eldar|The sadist of the bunch]] and the first one the Bucciarati gang faces. His Stand, &#039;&#039;&#039;Little Feet&#039;&#039;&#039;, causes objects and living beings to shrink once he touches them, stopping only when he decides it or instantly reversing the shrinking; a flashback has him kill a politician by shrinking a car to microscopic size, drop it in a glass of wine, then growing it back once his target swallowed it. He loses to Narancia, ironically the smallest of the group.&lt;br /&gt;
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*&#039;&#039;&#039;Illuso&#039;&#039;&#039;: The arrogant of the bunch. His Stand, &#039;&#039;&#039;Man in the Mirror&#039;&#039;&#039; allows him to drag people into a &amp;quot;mirror world&amp;quot; where everything is reversed and invisible to anybody Illuso didn&#039;t drag with him, in addition to having his Stand being virtually indestructible if enemy Stands don&#039;t enter the mirror world with their user. Purple Haze, with some help from Abacchio and Giorno, [[Exterminatus|melts his face off.]]&lt;br /&gt;
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*&#039;&#039;&#039;Prosciutto&#039;&#039;&#039;: The cool dude of the bunch. Acting as a big brother and mentor of sorts for his partner Pesci, he&#039;s also a ruthless guy who doesn&#039;t take chances. &#039;&#039;&#039;The Grateful Dead&#039;&#039;&#039;, his Stand, induces extra-rapid physical and mental aging on people it touches unless it&#039;s cold enough, causing Prosciutto and Pesci to hoard ice cubes to not die. Badass to the end, he manages to survive being thrown under a train long enough to try to kill Giorno and team one last time and imparting some last-minute wisdom to Pesci.&lt;br /&gt;
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*&#039;&#039;&#039;Pesci&#039;&#039;&#039;: The pussy of the bunch. Pesci is a whiner who can&#039;t do anything without angsting or asking Prosciutto for validation, to the point he&#039;s called a &amp;quot;momma&#039;s boy&amp;quot; even by bystanders. However, like every pussy, Pesci has a breaking point that causes him to go postal once reached, using his Stand &#039;&#039;&#039;Beach Boy&#039;&#039;&#039;, a fishing rod able to snare people through walls and reflect damage to whoever tries to cut the line, with great skill. Ironically the more dangerous of the duo he formed with his brother, as Beach Boy&#039;s hook can cut almost anything and even snag its hook into someone&#039;s heart. Bucciarati nearly gets killed by him once he pushes him far enough, but manages to exploit his blind rage to finish him off, lamenting how wasteful Pesci&#039;s defeat due to misusing his newfound spirit was.&lt;br /&gt;
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*&#039;&#039;&#039;Melone&#039;&#039;&#039;: The sex pest and womanizer of the bunch, and no they&#039;re not one and the same. He is always on the hunt to find an ideal &amp;quot;mother&amp;quot; figure so he can harvest some genetic data for his Stand, &#039;&#039;&#039;Baby Face&#039;&#039;&#039;. Once he has the data, his Stand is created and becomes an automatic Stand that, while capable of absorbing any form of matter, requires a time to develop. As this is an automatic Stand, once it reaches a certain point, it goes mad and control is lost. Once Baby Face was dealt with, he was pretty much helpless when Giorno tracked him down.&lt;br /&gt;
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*&#039;&#039;&#039;Ghiaccio&#039;&#039;&#039;: [[Angry_Marines|The fuck-ass mad one of the bunch]], with grammar being his main trigger, stopping in the middle of a battle to rant about mispronunciations of Italian words in other languages. He is also very dangerous as his Stand &#039;&#039;&#039;White Album&#039;&#039;&#039; not only allows him to freeze anything around him, but it also forms a suit of impenetrable ice armor with skates. It gets worse when he manages to reach absolute zero, when he can stop bullets in midair and then throw them back. In fact, the only weakness of this stand is a singular airhole in the back of the suit&#039;s neck, a weakness that could only have been exploited by Giorno and Mista.&lt;br /&gt;
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*&#039;&#039;&#039;Risotto Nero&#039;&#039;&#039;: The boss of La Squadra and [[Ravenloft|so goth he shits Hot Topic shirts]], though he doesn&#039;t involve himself with matters until Sardinia and never even faced Buccierati&#039;s gang. By that point, he tries to murder Doppio in order to flush out the boss with his Stand &#039;&#039;&#039;Metallica&#039;&#039;&#039;, tiny metallic ghost-looking orbs that can manipulate iron into any shape, including the iron in blood. What he didn&#039;t account for was that Doppio would be so persistent in escaping or that he was actually able to use some of King Crimson&#039;s power. It took a hell of a fight, but he was eventually done in by an unsuspecting Narancia; who thinking that he found an assassin out in the open instead of in a fight; ambushed him.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;h5&amp;gt;&amp;lt;span style=&#039;color:orange;font-size:115%&#039;&amp;gt;Unità Speciale&amp;lt;/span&amp;gt;&amp;lt;/h5&amp;gt;&lt;br /&gt;
The &amp;quot;Special Unit&amp;quot; of Passione, acting as Diavolo&#039;s elite guard. While powerful in their own right, they also are completely nuts. Diavolo siccs them on Giorno and team once they betray Passione.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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*&#039;&#039;&#039;Tiziano&#039;&#039;&#039;: One of the two Stand users awaiting the gang in Venice and a creepy fuck matched only by his butt-buddy Squalo. His Stand, &#039;&#039;&#039;Talking Head&#039;&#039;&#039;, is a parasite that affixes itself to the tongue of a person and forces them to only tell lies, no matter how blatant, confusing everybody while Squalo moves in for the kill. [[Dawww|Took a bullet for Squalo both out of love and to give him an opportunity to off Narancia]].&lt;br /&gt;
*&#039;&#039;&#039;Squalo&#039;&#039;&#039;: One of the two Stand users awaiting the gang in Venice and a creepy fuck matched only by his butt-buddy Tiziano. Squalo&#039;s Stand is &#039;&#039;&#039;Clash&#039;&#039;&#039;, a robotic shark that can appear in any body of liquid, including drinking glasses and puddles. Notable for being the second guy to almost off one of the Jobros (Narancia) after Pesci, and like Pesci, losing because he got overconfident; in his case, gloating while his target could still fight back.&lt;br /&gt;
*&#039;&#039;&#039;Carne&#039;&#039;&#039;: Like Pesci above, Carne is fucking weird-looking and way more dangerous than he looks. His introduction has him menacingly stroll towards the group and [[Fail|getting shot in the face by Mista]] as they&#039;re about to travel by plane. [[Just as planned]] since Carne&#039;s Stand, &#039;&#039;&#039;Notorious B.I.G&#039;&#039;&#039;, can only trigger when it&#039;s user dies (How anyone ever found out this was his ability is unknown, it probably did something else too... maybe). Notorious B.I.G is an immortal fleshy blob that feeds on kinetic energy, growing bigger and hungrier the more people or things move in addition to being completely invincible and unkillable. Trish saved the day at the last second, dropping Notorious B.I.G in the ocean where it endlessly chases the currents.&lt;br /&gt;
*&#039;&#039;&#039;Cioccolata&#039;&#039;&#039;: The absolute king of [[Dark_Eldar|sick fucks]] in the whole series, hated even by Diavolo. Before joining Passione, Cioccolata was a doctor who intentionally fucked up anesthesia so his patients would wake up in the middle of operations, and before that he worked at a nursing home where he emotionally abused old people till they killed themselves. &#039;&#039;&#039;Green Day&#039;&#039;&#039;, his Stand, diffuses spores that start growing rapidly once their carriers move down in altitude even by a few inches, devouring them in seconds while the sick fuck records it. Once Giorno got to him, he [https://www.youtube.com/watch?v=aSHcFlNOElE| got MUDA MUDA MUDA MUDA&#039;d for 7 pages/30 seconds before being catapulted into a garbage truck].&lt;br /&gt;
*&#039;&#039;&#039;Secco&#039;&#039;&#039;: Cioccolata&#039;s human dog/sex slave/gimp/whatever the fuck. Secco does whatever his &amp;quot;master&amp;quot; tells him to in exchange for headpats and sugar cubes, including fighting Stand users with his own, &#039;&#039;&#039;Oasis&#039;&#039;&#039;. Oasis looks like a DIY gimp suit that allows Secco to turn solid ground into mud, allowing him to swim through it or fling it at his enemies. Bucciaratti manages to kill him by turning his ground-liquifying powers against him, blowing out a tire underground and Secco&#039;s ears with it.&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Part 6: Stone Ocean Villains====&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
=====Enrico Pucci=====&lt;br /&gt;
The big bad of Part 6, a &amp;lt;s&amp;gt;gay&amp;lt;/s&amp;gt;&amp;lt;s&amp;gt;straight&amp;lt;/s&amp;gt;SOMETHING ex-Catholic priest who worships the ground Dio walks on and who seeks to use his Stands to rewrite reality as Dio would have wished it. Some say he&#039;s gay, as there&#039;s flashback scenes where they&#039;re laying in bed together (not naked, but their clothes are visibly ruffled), but there is a lack of confirmation as to whether or not Pucci was just that big of an admirer of DIO or actually down bad for him. His Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Whitesnake&#039;&#039;&#039;&#039;&#039;&amp;quot; can swipe away other people&#039;s Stands or memories in the form of a disk. Pucci can then insert these disks into other people, allowing them to view these memories or use the Stand on the disk. &amp;quot;Whitesnake&amp;quot; later becomes &amp;quot;&#039;&#039;&#039;&#039;&#039;C-Moon&#039;&#039;&#039;&#039;&#039;&amp;quot;, which can manipulate gravity. Then shit really hits the fan when he later attains the Stand &amp;quot;&#039;&#039;&#039;&#039;&#039;Made In Heaven&#039;&#039;&#039;&#039;&#039;&amp;quot; which can accelerate time &#039;&#039;and&#039;&#039; manipulate gravity. To make a complicated explanation a little easier to explain, as time continues to travel, the universe will hit it&#039;s eventual end, and a new universe will be created, where everything repeats itself, according to &amp;quot;fate&amp;quot;. Pucci can then alter this universe to his desire, basically making the perfect world that Dio always wanted. With his newfound power, Pucci [[Grimdark|single-handedly slaughters Jotaro and Jolyne&#039;s group]], leaving Emporio as the sole survivor. Ultimately, he gets fucked over by Weather Report because Emporio turned his own Stand&#039;s powers against him and the universe ends up resetting itself, with Pucci erased from existence.&lt;br /&gt;
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=====Green Dolphin Street Prison Inmates=====&lt;br /&gt;
Recruited by Enrico.&lt;br /&gt;
*&#039;&#039;&#039;Gwess&#039;&#039;&#039;: A typical parrot-loving Florida woman who Jolyne shares a bunk with upon arriving at Green Dolphin. Her stand is &#039;&#039;&#039;Goo-Goo Dolls,&#039;&#039;&#039; which gives her the ability to shrink people down the closer they are to her stand. Gwess forces a tiny [[Furry|Jolyne to speak in &amp;quot;uwu&amp;quot; talk and cosplay as a mouse]] (With an actual mouse corpse). She doesn&#039;t join the group after being defeated, as Jolyne doesn&#039;t trust her, but she occasionally provides her with information.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Johngalli A&#039;&#039;&#039;: A near-blind inmate with an inexplicably thicc ass who orchestrated the events that led to Jolyne&#039;s imprisonment. Holds a striking resemblance to N&#039;doul, especially when he goes to snipe Jolyne and Jotaro from far away with a smuggled sniper rifle, using his stand &#039;&#039;&#039;Downtown Manhattan&#039;&#039;&#039; to angle his bullets towards his target.&lt;br /&gt;
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*&#039;&#039;&#039;Thunder McQueen&#039;&#039;&#039;: A suicidal inmate who was given the stand &#039;&#039;&#039;Highway To Hell&#039;&#039;&#039; by Whitesnake. Sounds like a stand with an awesome name, right? Well, too bad it&#039;s wasted on ghostly propellers that share damage on nearby people whenever the user tries to kill himself.&lt;br /&gt;
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*&#039;&#039;&#039;Miraschon&#039;&#039;&#039;: A hoop-haired inmate possibly related to the D&#039;Arby brothers with the stand &#039;&#039;&#039;Marilyn Manson&#039;&#039;&#039;. After being caught stealing by Pucci while he was performing Kakyoin&#039;s cherry trick 2.0, he gives her the stand via disk and sends her out to defeat the Green Dolphin gang. The stand works by forcibly taking money from a target whenever they lose a bet or wager, which may extend to organs based on their black market value if they lack the necessary funds.&lt;br /&gt;
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*&#039;&#039;&#039;Lang Rangler&#039;&#039;&#039;: Contender for one of the weirdest fashion senses in Jojo (And that&#039;s saying something when people like Fugo and Anasui exist.) Attempts to kill Jolyne while she attempts to send her father&#039;s stand disk to the Speedwagon foundation with &#039;&#039;&#039;Jumpin&#039; Jack Flash&#039;&#039;&#039;, a stand that would solo any of the other Jojo protagonists with its ability to create a zero-gravity zone, complete with horrifying effects such as losing bladder control. Unfortunately for him, he exists in the same part as the OP Weather Report, who generates astronaut suits made of clouds in order to survive the effects and counterattack. Other notable feats about him include stabbing a teacher 69 times and having some slightly wonky cgi in the anime adaptation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sports Maxx&#039;&#039;&#039;: Ah yes, another terrifying psychopath with a silly name. This time around, Sports Maxx is a ruthless gangster (And not the fun Passione type of gangster) who murdered Hermes&#039;s sister Gloria for reasons that amounted to Hermes simply being at the wrong place at the wrong time. Despite having been caught committing murder, his sentence manages to be reduced to a measly 5 years under charges of tax evasion and assault, so Hermes decides to take matters into her own hands and kill him herself. In a series first, she actually manages to ambush and kill him before he has a chance to fight back, but soon discovers his stand &#039;&#039;&#039;Limp Bizkit&#039;&#039;&#039; (Or &#039;&#039;Flaccid Pancake&#039;&#039; in some localisations) has the ability to spawn &#039;&#039;invisible zombies&#039;&#039; from nearby corpses, which attack and eat anything alive in their vicinity. Maxx becomes a zombie himself and manages to chomp away at Jolyne, Hermes, and F.F several times until he is pummeled to dust by Kiss. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guccio&#039;&#039;&#039;: Boy, Bucciarati did not age well, did he? Jokes aside, this weird, scrawny man never fights Jolyne and the others directly, instead being used by Pucci to activate &#039;&#039;&#039;Survivor&#039;&#039;&#039; within the maximum security ward. The stand itself doesn&#039;t do much other than spread a weak electric shock of 0.07 volts, but those volts are enough to radically [[RAGE|increase aggression]] while removing pain and fear, escalating a disagreement or slightly aggravating mistake into a [[RIP AND TEAR|gory, animalistic brawl.]] After turning the maximum security ward into an average [[/v/]] board, Guccio mostly stays out of sight to wait for the conflict to blow over until Anasui finds him and turns him into a human beartrap with Diver Down by inverting his ribcage. Later on, Pucci finds his corpse and turns him into his personal boombox to play Georg Friedrich Händel&#039;s &#039;&#039;Messiah&#039;&#039;. If you&#039;ve gotten this far into the series, this should sound pretty normal by now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Viviano Westwood&#039;&#039;&#039;: Not actually an inmate but a security guard driven ballistic by the effects of Survivor. He&#039;s also an anomaly in the Jojo series as one of the few people to actually wear normal clothing. After beating a bootleg Giorno Giovanna into a pulp, he releases all the prisoners in the MSW to start a &amp;quot;fight club&amp;quot; and picks Jolyne as his next target. The two engage in hand-to-hand combat, something that doesn&#039;t go too well for Jolyne as Westwood is trained as a prison guard to subdue unruly prisoners. Furthermore, Whitesnake gave Viviano &#039;&#039;&#039;Planet Waves&#039;&#039;&#039; at some point earlier in the story, which causes meteors to fly towards him from orbit and burn up before making contact, blowing chunks out of anything or anyone that happens to be in the way. This ability, the effects of Survivor and Westwood&#039;s training make this fight brutal for Jolyne, to the point where &#039;&#039;&#039;&#039;&#039;TEARING WESTWOOD&#039;S FUCKING TOENAIL OFF&#039;&#039;&#039;&#039;&#039; isn&#039;t enough to stop him. Aside from making you question Japan&#039;s standards for kids&#039; entertainment, the fight ends with Jolyne hitting the prison guard with the force of his own meteors by wrapping his boot around one of the meteors, causing it to continue flying even after the meteor burns away. The fight leaves Jolyne critically injured, which becomes a problem when the next stand user shows up right away.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kenzo&#039;&#039;&#039;: A sprightly 78-year-old man and ex-cult leader who lost his power and reputation after surviving a mass suicide. (Though he doesn&#039;t exactly make a good job maintaining it when he proudly promotes urine therapy.) He then spent the majority of his prison life perfecting the art of Feng Shui assassination, [[Derp|a one-time concept which takes half of the fight being explained.]] The other half has Foo Fighters perform all kinds of acrobatic shit against Kenzo, who uses his stand &#039;&#039;&#039;Dragon&#039;s Dream&#039;&#039;&#039; like a compass to pinpoint the lucky and unlucky directions of Feng Shui in order to trigger a coincidental series of events that lead up to gruesome accidents, similar to Final Destination. F.F manages to barely survive thanks to their inhuman composition and the fact that Dragon&#039;s Dream is a neutral stand that helps F.F and even back sasses Kenzo until he misinterprets his lucky direction and gets fried by an electric chair. Kenzo &#039;&#039;[[wat|somehow survives this]]&#039;&#039; (Maybe that urine therapy actually works?) and makes a desperate dash towards Jolyne. Before he can successfully pull off his assassination, however, Anasui intervenes and uses Diver Down to obliterate his legs and reform them into springs, causing him to bounce helplessly out of commission. A good time for a reminder that Anasui&#039;s supposed to be one of the good guys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D an&#039; G&#039;&#039;&#039;: Technically the penultimate boss of the Maximum Security Ward arc before Pucci, though we see more of his automatic stand &#039;&#039;&#039;Yo-Yo Ma&#039;&#039;&#039; than we actually see him. After seemingly being built up as this smart, calculating badass, he ends up as the victim of Anasui&#039;s ribcage trap and starts blubbering like a baby over his now-shredded arm (AKA having one of the only normal reactions to injury in this goddamn series). He spends the rest of his screentime being taken into intensive care while his stand attempts to discreetly assassinate Jolyne and Anasui while [[JUST AS PLANNED|feigning sycophantic servitude.]] This almost works as Anasui is too busy trying to get a kissy from Jolyne, but he is eventually incapacitated by his brain getting rewired into a frog&#039;s, and dies for good once F.F [[BLAM]]s his user, whose last thoughts were probably &amp;quot;DanG.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Green Baby&#039;&#039;&#039;: A homunculus created from the clusterfuck of violence that went down in the security ward. It doesn&#039;t directly attack Jolyne and Anasui due to being an actual baby, but its automatic stand &#039;&#039;&#039;Green, Green Grass Of Home&#039;&#039;&#039; poses more than enough trouble to the duo due to its ability to shrink anyone moving towards the grassy gremlin until they grow microscopic. Fortunately, the effect is nullified by anything the cabbage child touches or finds interest in, which Anasui exploits by knocking a bottle that they&#039;re in towards it. It&#039;s unknown whether the baby would&#039;ve been a Jobro or become a leafier Dio, as Pucci recites the holy words to have the baby [[Flesh Tearers|gobble up his arm]] (To which he is ecstatic, of course) and merge with him to create &#039;&#039;&#039;C-Moon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Miuccia &amp;quot;Miumiu&amp;quot; Miuller&#039;&#039;&#039;: Like Viviano above, not actually an inmate but Green Dolphin&#039;s head of security. She&#039;s tasked by Pucci with preventing the inmates from escaping, a job that must account for the fact that several of the prisoners are dangerous Stand users. So her Stand, &#039;&#039;&#039;Jail House Lock&#039;&#039;&#039;, prevents those affected from remembering more than three new pieces of information at a time or focusing on more than three tasks, erasing the first memory every time they try to remember a fourth. As you might have already guessed, that is a huge pain to deal with. Furthermore, the longer those affected keep looping, the more it erodes their capability to remember what they&#039;re trying to do until they give up completely. She also pretends to be an inmate to mess with her targets and taunt them. Jolyne eventually manages to beat her with Emporio&#039;s help, and the gang escapes Green Dolphin afterwards to pursue Pucci.&lt;br /&gt;
&lt;br /&gt;
=====Dio&#039;s Bastards=====&lt;br /&gt;
Note that this is actually meant literally. They&#039;re bastards too, though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ungalo&#039;&#039;&#039;: An hedonistic, flat-faced loser who inherited Dio&#039;s cruelty and hatred of the world. His stand is &#039;&#039;&#039;Bohemian Rhapsody&#039;&#039;&#039;, a phenomenon that causes copyright-friendly (but not visually friendly) versions of fictional characters who live out their stories in the real world. Given the types of stories that exist, this is already [[Warhammer 40k|bad]]. [[FATAL|VERY]], [[Xeelee Sequence|VERY]] [[Chris-Chan|BAD]]. But it gets worse when someone interacts with these characters, as it forces them to play the role of the character they most relate to, including the events leading up to their death. This effect can even include historical figures, as Weather was attacked by Vincent Van Gogh and nearly died like he did. Weather eventually manages to counter this ability by creating &#039;&#039;&#039;Put-Back&#039;&#039;&#039; his own [[Mary Sue|overpowered OC]], who sucks up all the fictional characters roaming around, causing the effect to disappear alongside Ungalo&#039;s [[Star Wars|will to live.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;U style=&amp;quot;font-size:14pt&amp;quot;&amp;gt;IT CANNOT BE OVERSTATED HOW TERRIFYING THIS ABILITY IS. IMAGINE IF CHRIS-CHAN ESCAPES FROM PRISON AND ACTUALLY MAKES THE DIMENSIONAL MERGE HAPPEN.&amp;lt;/U&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Seriously, its range and effect was GLOBAL. In the short time he used it, Ungalo probably killed more people than every other Stand user in the series combined (not including when the world was cosmically retconned, of course).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rikiel:&#039;&#039;&#039; A MAN WEARING A DEAD ANIMAL. Initially a meek child, he took a level in badass after receiving the stand &#039;&#039;&#039;Sky High&#039;&#039;&#039;, which looks like a cheap and shitty children&#039;s toy but grants Rikiel the ability to control cryptids known as &#039;&#039;&#039;rods&#039;&#039;&#039; that feed off body heat.  This causes all kinds of lovely things to happen to Jolyne, Emporio and Hermes, including forcing eyelids to close, controlling muscle movement by taking away heat, and pissing blood. Inherited Dio&#039;s resolve and determination, and probably the closest equivalent to Giorno, though his stand is ironically the only one out of Dio&#039;s children not tied to fate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Donatello Versus:&#039;&#039;&#039; Not a ninja turtle, but a literal (and figurative) dickhead who inherited Dio&#039;s ruthlessness and tendency to be an asshole. &#039;&#039;&#039;Under World&#039;&#039;&#039; is the name of his stand, and allows him to recreate memories of people, minerals and events that happened in Florida by digging them up from the ground. If someone gets caught in the event being replayed, they are forced to experience everything that occurred within the memory, including the impact from a plane crash. As previously mentioned, he&#039;s not exactly a pleasant fellow, as he repeatedly tells Pucci to &amp;quot;shut the fuck up&amp;quot; in response to advice that he perceives as backseat gaming, and later returns Weather Report&#039;s memory disk to him, endangering the entire planet and indirectly killing Weather [[That Guy|just for a chance to obtain heaven for himself.]] After escaping an initial defeat, Donatello searches for Jotaro&#039;s memory disc and discovers it on Emporio&#039;s person after [[/d/|taking off his clothes and making some seriously concerning faces.]] He ultimately dies unceremoniously when Pucci disguises him as himself with Whitesnake in order to cover his escape.&lt;br /&gt;
He&#039;s named after both Gianni Versace&#039;s daughter Donatella and one of his brand&#039;s diffusion lines, Versus.&lt;br /&gt;
&lt;br /&gt;
====Part 7: Steel Ball Run Villains====&lt;br /&gt;
=====Funny Valentine=====&lt;br /&gt;
The fucking president of the United States! No, seriously, he&#039;s the 23rd President of the United States, a veteran of the Civil War with the fucking Stars and Stripes as scars on his back, and the real mastermind of the Steel Ball Run. His goal of the race? To recover the Corpse of Jesus Christ and use it to lead America to a new age of lasting prosperity. And that&#039;s why you don&#039;t fuck with this President!&lt;br /&gt;
&lt;br /&gt;
Oh, and his Stand, &amp;quot;Dirty Deeds Done Dirt Cheap&amp;quot; (D4C), which allows him to essentially jump between parallel universes. While anything else he brings will be destroyed the moment it comes into contact with its dimensional equal (meaning that he can find someone, drag him into another dimension, and collide him into his dimensional equivalent and kill them both), he is utterly immune to it and is able to replace himself by having his Stand transfer between Valentines. The issue, though, is that it is anchored to one universe: The universe where the Corpse originates from. Eventually, he does recover the Corpse, and at this point, he develops &amp;quot;Love Train&amp;quot;, a secondary effect to &amp;quot;D4C&amp;quot; which sheaths him in a field of parallel dimensions. Anything that tries to hit him that passes through the field gets deflected and redirected elsewhere, allowing only good fortune near him. The issue is that it he has to leave this sheath in order to attack. Like Devo, D4C was a victim of copyright law, and in his video game appearances the subs are &#039;&#039;very careful&#039;&#039; to never refer to D4C by its full name. The writers still managed to make this as hilariously stupid as the rest of the series, though; Valentine&#039;s signature move in All Star Battle is renamed [[Derp|&amp;quot;Filthy Acts Performed at Fair and Reasonable Prices.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
=====Diego Brando=====&lt;br /&gt;
[[File: Diego Brando.png|right|thumb|200px|Can you take a guess of what character he&#039;s based off of?]]&lt;br /&gt;
Essentially the SBR version of Dio Brando from the original series. Though he is [[Tzeentch|calculating and callous]] like the original, he is much more considerate with his actions, not killing innocents left and right. However, he won&#039;t hesitate to absolutely destroy anyone who gets in his way. His backstory differs in that his father left him behind and he was raised by his mother longer than Dio&#039;s (though it was only until he was six). As the original rejected his humanity because it made him weak, Diego takes a different spin on it and [[derp|blames humanity as a whole for his misfortunes]]. He participates in the Steel Ball Run race against Johnny and Gyro, wanting the fatass cash prize at the end for himself.&lt;br /&gt;
&lt;br /&gt;
His Stand, &amp;quot;Scary Monsters&amp;quot;, has, arguably, the [[Jokaero|stupidest]] yet [[Trazyn the Infinite|most hilariously awesome]] power in Steel Ball Run and maybe JoJo as a whole. Scary Monsters allows Diego to transform into a blue-green raptor and attack his enemies. For whatever reason as a raptor he has &amp;quot;DIO&amp;quot; plastered over and over again all over his body. If he wishes Diego can simply change his body to have sharp teeth or claws. He can also infect people through bites and scratches and turn them into raptors that are under his control. Essentially he is a [[awesome|wereraptor]], which is awesome in every sense of the word. This even extends to his horse, which he turned into a colossal raptor than can climb up walls. After being upped by Johnny and Gyro on several occasions, he teams up with Funny Valentine in order to gain some revenge and to find some of the Corpse Parts. But in a [[meme|sudden but inevitable betrayal]], Diego makes a 180 and tries to kill Valentine. Naturally, this fails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diego 2: Electric Boogaloo:&#039;&#039;&#039; At some point in the story Funny Valentine uses D4C to nab another Diego from another universe to help him. He&#039;s basically Part 3&#039;s Dio with a different name and appearance. He&#039;s also still human, which limits his ability to use The World to stop time.&lt;br /&gt;
&lt;br /&gt;
=====Valentine&#039;s Assassins=====&lt;br /&gt;
Oddballs hired by Valentine to murder Johnny and Gyro, ranging from awful to awesome in writing and style.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Boomboom Family&#039;&#039;&#039; The Boom Boom Family was a family, who were hired as assassins to kill Gyro and Johnny. All three members share the stand &#039;&#039;Tomb of the Boom&#039;&#039;. The stand is basicaly a copy paste of Mariah&#039;s bast, and it brings nothing new to the table.&lt;br /&gt;
Their arc is generaly considered the weakest of Part 7.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Oye Como Va&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Porkpie Hat Kid&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ferdinad&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Ringo Roadagain&#039;&#039;&#039; His stand is called &#039;&#039;Real Man&#039;s World&#039;&#039;, which allows him to loop time in a small area, such as his house.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mr. Blackmore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Eleven Men&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soundman&#039;&#039;&#039; The most unusual of the Steel Ball Run&#039;s competitors, as he&#039;s an American Indian who spent the entire trip &#039;&#039;on his bare feet. AND HE WAS KEEPING UP WITH THE REST.&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Mike O.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wekapipo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magenta Magenta&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Axl Ro&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;D.I.S.C.O.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Part 8: JoJoLion Villains====&lt;br /&gt;
=====Rock Humans=====&lt;br /&gt;
Closeish to the the Pillar Men but without the apocalyptic potential to end the world. Unlike the Pillar Men, they are all Stand users, and oh boy are these ones fucking creepy, even by usual JoJo standards. Their life-cycle is the definition of [[What]]; they start as tiny babies, they latch onto wasps, live in the hive for 17 years, then emerge as fully-formed, normal looking rock humans. Apparently they were the backup plan in case carbon-based life forms failed, as they are composed of Silicon.&lt;br /&gt;
&lt;br /&gt;
======The Rokakaka Smuggling Group======&lt;br /&gt;
The group that Joubin worked with, their main goal was to cash in with the Rokakaka&#039;s mysterious healing properties by selling it to those in need. Their main concern was keeping the fruit underground and out of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Youtsuyu Yagiyama &#039;&#039;&#039;&lt;br /&gt;
The architect that drew the new Higashikata mansion. He&#039;s the first rock human Josuke comes in contact with. He hates the Hisgashikatas and is envious of their wealth and influence. &lt;br /&gt;
&lt;br /&gt;
His stand is named &#039;&#039;&#039;I am a Rock&#039;&#039;&#039;, and its&#039; gimmick is that it draws objects towards you after Youtsuyu has touched you. This sounds like fun and games, but the objects don&#039;t stop once they&#039;ve reached you, they continue through your skin and flesh, if you let them. The stand is a short ranged one, so Yotsuyu has to be close to the target for his stand to work, and he can attract only one type of object at a time, like flowerpots, rocks and etc.&lt;br /&gt;
&lt;br /&gt;
For some reason he likes to compare him fighting Gappy to chess. Gappy then proceeded to drown him by trapping Yotsuyu in fishnets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aishou Dainenjiyama&#039;&#039;&#039;&lt;br /&gt;
The active dealer of the group, worked as a security guard at the local baseball stadium during the day. Aishou was an extremely paranoid person, due to the trauma caused by his ex-girlfriend cheating on him. His stand was &#039;&#039;&#039;Doobie-wah&#039;&#039;&#039;, which was a long range automatic stand, that locks on to a person&#039;s breathing. &lt;br /&gt;
&lt;br /&gt;
The stand then manifests as a twister, and starts chasing the target until it stops breathing. &lt;br /&gt;
Oh, and it&#039;s size and strength is dependent on the targets breathing, as it grows in size when breathing becomes more erratic and faster, and vice versa. So the only way to defeat it is to either stop breathing or kill the user. &lt;br /&gt;
&lt;br /&gt;
He gets run over by a bus, which is at the same time hilarious and anticlimactic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aphex Twins&#039;&#039;&#039;&lt;br /&gt;
These guys acted as the tough guys of the group, as they would go and rustle up anyone who rubbed the group the wrong way. The younger twin was obsessed with tribelling with his ball, which is actually a bag where he keeps his stand. The elder twin in turn was the brain of the duo, coming up with strategies for encounters.&lt;br /&gt;
&lt;br /&gt;
Their stands were named &#039;&#039;&#039;Schott Key no.1&#039;&#039;&#039; and &#039;&#039;&#039;Schott Key no.2&#039;&#039;&#039;. No.1 could transfer stuff from the users right hand to the left, it scraped away things like The Hand, and then shot them forth from the users left hand. No.2 was a small poison-gas emitting stand, the gas could corrode flesh when touched. It was also the one that hid in the ball-shaped bag.&lt;br /&gt;
&lt;br /&gt;
They get their asses handed to themselves by Gappy and Karera.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tamaki Damo&#039;&#039;&#039;&lt;br /&gt;
This man was one of the most awesome rock humans ever introduced into the story. During his appearance he did not only kill off Kira Yoshikage, but also infiltrate the Higashikata household by dating(and banging) Hato and then turn everyone inside the house into silicone-like goop. He got his design and demeanour from &amp;quot;the American Hustle&#039;s&amp;quot; protagonist Irwing, [https://www.youtube.com/watch?v=IIp6DdirlsQ even sharing the goofy receding-hairline joke]&lt;br /&gt;
&lt;br /&gt;
Damo&#039;s stand was &#039;&#039;&#039;Vitamin C&#039;&#039;&#039;, which looked like an octopus jester. It could spread wet fingerprints everywhere where it touched, and those that touched the fingerprints would slowly turn into a silicone-like state. In that state they would have trouble moving, and were extremely soft, so Damo could cut limbs off by using a 1000-Yen bill.&lt;br /&gt;
&lt;br /&gt;
He was killed off in brutal fashion, with Gappy crushing his skull with Soft &amp;amp; Wet.&lt;br /&gt;
&lt;br /&gt;
======The TG University Doctors======&lt;br /&gt;
A small clique of rock humans commanding the smuggling group, all with jobs as doctors of the University&#039;s hospital. They seek to improve their Rokakaka based medicine with the new Rokakaka so they can sell them to gain steadily more wealth and power until they can rise above humanity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Urban Guerilla&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Poor Tom&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wu Tomoki&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tooru/The Head Doctor&#039;&#039;&#039;: the main Villain of the part, he is unique in that his stand, &#039;&#039;&#039;Wonder of U&#039;&#039;&#039;, has its own identity, that being Satoru Afeku, the Head Doctor. His Stand ability is pretty broken; anyone that tries to pursue his Stand is met with calamity, meaning that if you so much as think about following the Head Doctor then shit will go down. This meant that to beat him, you have to let him come to you.&lt;br /&gt;
&lt;br /&gt;
==Terms and Stuff You Need to Know==&lt;br /&gt;
===Ripple===&lt;br /&gt;
The Ripple, or &amp;quot;Hamon&amp;quot;, as it&#039;s sometimes translated as, was a power introduced in Phantom Blood and used up until early Stardust Crusaders. Created by monks in fuckknowswhere-istan, this martial art(?) was created to specifically destroy undead zombies and vampires. The user, quite literally, harnesses the power of the sun via breathing. This can let the user empower their attacks and attain superhuman feats, including walking on water, or climbing slippery surfaces using only their fingertips. And for dramatic effect, the Ripple can transfer to metal and organic materials via a process called &amp;quot;Sendo&amp;quot;, making it unstable and acting like a weapon in of itself. Used creatively, ripple-infused weapons can include projectile bubbles, hair, bolos, etc. The last person to uses this was Joseph, who stops training in it after Part 2, and only uses it a couple times in Part 3. When he returns in Part 4, he&#039;s such an old man that he&#039;s incapable of even that (though to be fair, this was his choice. The Ripple could extend a person&#039;s natural lifespan considerably, but one guy still feared growing old, became a vampire, and then died because sunlight. Joseph opts not to do this.) Ripple is also a lot more situational than Stands, especially since Stands can pretty much say fuck you to reality itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spin&#039;&#039;&#039;: The Spin is basically a new version of the Ripple introduced in Part 7. We&#039;re not joking when we say it&#039;s almost exactly like Hamon except it&#039;s far more flashy and when it comes into contact with objects it makes them spin rapidly(duh) by achieving the perfect rotational ratio of the Golden Rectangle (A rectangle that can break into a perfect square and a smaller rectangle with which to repeat this process, potentially ad infinitem). Gyro Zeppili is the most effective with the Spin, using it to charge and launch steel balls at his enemies, though Johnny eventually manages to pull it off using his nails (and Tusk) to create localised fucking multi-dimensional blackholes. Suddenly Johnny&#039;s stand power isn&#039;t so lame.&lt;br /&gt;
&lt;br /&gt;
===Stands===&lt;br /&gt;
[[File:Star Platinum Stand.png|thumb|right|200px|Jotaro&#039;s Stand &amp;quot;Star Platinum&amp;quot;]]&lt;br /&gt;
Stands are... weird to say the least. Getting their start in Stardust Crusaders, they are literal spiritual manifestations on a user&#039;s willpower and strength. The capabilities of Stands can vary absurdly, among the known powers are: stopping time, shooting out crystal projectiles, tossing marbles that are practically mini virus bombs, and punches so powerful they can break diamond. There are some stands that aren&#039;t combat oriented, such as spiritual photography, enhanced healing, or reading people&#039;s memories, but generally most are. A big part of JoJo (past part 2 and its subsequent influence on anime in general) is that a Stand&#039;s ability is often used in unexpectedly creative ways in order to win. For example, Star Platinum is initially assumed to just be capable of incredible strength and fast punches with incredible precision. Whilst it&#039;s useful as a fighting beatstick, it also gets used as a microscope, sketch artist, and even a vacuum cleaner for a gas based opposing stand (not counting eventually being able to stop time).&lt;br /&gt;
The situation is complicated further by the fact that virtually anyone can be a Stand user, so ambushes by enemies are frequent. The first few were introduced were based of the tarot cards (Star Platinum, Magician&#039;s Red, etc), but from mid-Part 3 and onward they were named after Egyptian Gods, famous rock musicians and songs. Rolling Stones, Purple Haze, and &#039;&#039;fucking Metallica&#039;&#039; are Stands. This made later incarnations of Jojo to be an absolute copyright hell to deal with, since literally every Stand and maybe character can be traced to a band, person, or song. Many names had to be either adjusted or changed completely in localizations.&lt;br /&gt;
&lt;br /&gt;
They also don&#039;t have much of a fixed way of manifesting either, with some people being born knowing how to use them (Avdol, Kakyoin), while the Joestars only developed it with DIO receiving his, while others still had to get stabbed with magical arrows made from a meteorite or ending up in a weird mystic area and touching mummified body parts. It is clear that if one person in a family obtains a Stand, their living descendants will then gain their own Stands with descendants who are born later having at least the potential to develop a Stand (e.g. DIO and the Joestars). In some rare cases, sheer willpower is capable of manifesting a Stand (e.g. Tonio Trussardi).&lt;br /&gt;
&lt;br /&gt;
While having a Stand sounds like a pretty cool thing on paper, its not as great as it sounds due to the fact that Stand users are somehow drawn to each other (hence the unusually high number of Stand users in Morioh despite being a pretty small town) and a lot of people who develop Stands aren&#039;t exactly of the benevolent sort.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
While there are an array of inconsistencies with Stands, JoJo was nice enough to give this list of the rules for Stands.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*A Stand protects its user, like a guardian. The name comes from &amp;quot;standing by&amp;quot; the user, sometimes using their powers without direct orders in order to protect the user, and by extension, themselves.&lt;br /&gt;
**Automatic Stands are those that are able to operate independently of their User, some can act without their User&#039;s knowledge or input and can be a detriment to the User if their abilities are also automatic (e.g. Black Sabbath, Superfly, Civil War). In some cases, the Stands think for themselves and can turn against their User if they see fit.&lt;br /&gt;
*A person can have only one Stand though their Stand may evolve (e.g. Echoes, Tusk).&lt;br /&gt;
*Not everyone is strong enough to acquire a stand, whether it&#039;s by the Golden Arrow or other means (e.g. Holly slowly dying from her own stand, Koichi slowly dying after being hit with a Golden Arrow).&lt;br /&gt;
*Conversely, any living thing is capable of acquiring a stand, from babies, to animals, to &#039;&#039;plankton&#039;&#039;, to trees.&lt;br /&gt;
*Inanimate objects are also capable of possessing Stands though it is not clear if they are retained from a living user or manifested by themselves.&lt;br /&gt;
*Stands can be inherited. In a rare cases even shared between multiple living biological relatives.&lt;br /&gt;
*A Stand is part of its user, and damage is usually reflected between the two. Usually, if a Stand&#039;s leg is cut off, its user will lose their leg as well. Certain aspects of some Stands, such as the armor of &amp;quot;Silver Chariot&amp;quot; or &amp;quot;The Fool&amp;quot;, are immune to this effect. If the Stand is not exactly humanoid, they may reflect damage to their user&#039;s body relative to the area of the Stand that was damaged (e.g. High Priestess, Geb), or are an exception. Additionally, if a Stand can be bound or trapped in some way the User will likewise be unable to move&lt;br /&gt;
**Some Stands are completely invulnerable or impervious so only damage to their User will affect or otherwise destroy them.&lt;br /&gt;
*Stands may only be seen by Stand users;although there are exceptions including Stands bound to physical objects or are just corporeal for the sake of their abilities(e.g. Strength; attached once to a boat, Thoth; a physical comic that could change, Yellow Temperance; a blob of flesh that can form itself into disguises, Cheap Trick).&lt;br /&gt;
*A Stand can only be directly damaged by another Stand or objects affected by thier abilities. A Stand user, however, can still be attacked directly by a stand or conventional attacks.&lt;br /&gt;
*A Stand&#039;s energy or power is inversely proportional to their operating range. The further a Stand is from its user, the weaker it becomes – Long-range Stands and/or Stands&#039; long-range abilities are simpler in mechanism. Two exceptions are Hanged Man, which travels from mirror to mirror, and Red Hot Chili Pepper, an electricity-based stand that can travel anywhere that has power lines or aboard anything with a battery.&lt;br /&gt;
**Automatic Stands tend to be exceptions to this rule, as some operate without the User&#039;s direct input or direction.&lt;br /&gt;
*When a Stand User dies, their Stand disappears with them unless the ability is activated by their death, retains their soul, or is completely retained within an object(e.g., Notorious B.I.G., Atom Heart Father, Cheap Trick, Limp Bizkit, Anubis).&lt;br /&gt;
*When a Stand is destroyed or dealt enough damage, their user is either knocked unconscious or killed, depending on the level of injury.&lt;br /&gt;
**In a number of cases, Automatic Stands are exceptions (e.g. Judgement, Superfly, Surface).&lt;br /&gt;
*Stands allow people to see ghosts (since Stands themselves are spiritual phenomena), a fact that becomes important to the plot of Part 4.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stand Arrow&#039;&#039;&#039;: Once, about 50,000 years ago, a meteorite crashed in Greenland. Some time in the 70&#039;s, an exploration team was sent to bring it in, but suddenly killed each other or died of illness. It was discovered that they were infected by alien virus in the rocks. Some of these rocks were taken by a man centuries before who wishes for the power of gods and fashioned into a set of arrows. These arrows tend to kickstart the process of developing a stand by cutting or piercing someone, but the spiritual strain of the process could prove to be fatal to some. And if you get hit by one while owning a stand? Well, surviving tends to grant you an incredible new power, usually called a Requiem. It&#039;s known that about five of these exist: One was given to Enya Geil (an old lady serving Dio), and another found its way to Kira. Yet another was found by Polnareff, which is then handed over to Giorno. The rest are owned by Diavolo.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corpse Parts&#039;&#039;&#039;: Okay... [[wat]]. If you thought all the aforementioned stuff above was strange, you&#039;re in for a real treat. So get this; in Steel Ball Run, a major driving part of the plot is that both the heroes and villains are searching for the body parts of what they believe to be the shriveled corpse of some long-dead Saint. Why they want them is that if they &#039;&#039;absorb&#039;&#039; the body part into themselves, they get a Stand and various other benefits, making them the JoJolion version of the Golden Arrow. Of course the various characters searching for it want it for various reasons, but those are the main benefits. Oh, by the way, it&#039;s later discovered that the Corpse Parts are actually the &#039;&#039;&#039;&#039;&#039;body parts of Jesus Christ.&#039;&#039;&#039;&#039;&#039; We ain&#039;t talking Communion or some shit; the literal, physical, holes-in-the-hands body of Jesus. Somehow his body made it to North America centuries ago and an earthquake split it into nine separate pieces and spread it throughout the U.S.&lt;br /&gt;
:It gets even more bizarre when you remember that Joshua ben Joseph was Jesus&#039; given name, which means that his name abbreviates into JoJo.&lt;br /&gt;
&lt;br /&gt;
===Stone Masks===&lt;br /&gt;
These grotesque, fanged stone masks only appear in the first and second parts, but are vitally important to the story as a whole. Initially believed to come from the Aztecs, they are actually creations of the Pillar Men; intended to allow for the Pillar Men to overcome their weaknesses and become true gods. When placed on the face and smeared with blood, they drive spikes into a wearer&#039;s brain, transforming them into a vampire. Dio Brando became a vampire through the power of one of these masks.&lt;br /&gt;
However, when powered with the Red Stone of Aja, a gem that can amplify the powers of the sun, not only rendered Pillar Men such as Kars immune to sunlight and Ripple, but also gains the ability to shapeshift into whatever he wants, such as gaining wings or turning feathers into fucking piranhas.&lt;br /&gt;
*&#039;&#039;&#039;Vampires&#039;&#039;&#039;: Human beings transformed by the Stone Masks who for the most part are same the average depiction of the bloodsuckers, though there are some notable differences. While they do have fangs, they are able to and more commonly drink blood through their fingers which is likely much more effective. Their abilities include super strength, enthralling victims, zombification, regeneration and slowed or reversed aging through absorbing blood. Vampires are also capable of raising the dead by dripping their blood onto the corpses, those revived by this gain super strength along with vampiric abilities. As with normal vampires, they are completely destroyed by sunlight and are additionally weak to the Ripple and the same goes for their undead minions.&lt;br /&gt;
[[File:Duwang in color.png|470px|right|]]&lt;br /&gt;
&lt;br /&gt;
===Duwang===&lt;br /&gt;
If you&#039;re wondering why some people keep referencing &amp;quot;Duwang&amp;quot; or &amp;quot;ABAJ&amp;quot;, it is a reference to an extremely poorly translated version of JoJo part 4, infamously known as [https://www.youtube.com/watch?v=L6S2Tj-3nmw the &amp;quot;Duwang&amp;quot; translation]. The translation was a group of Chinese students final project for his English class - &amp;quot;Duwang&amp;quot; is a Chinese reading of the Kanji that make up the name &amp;quot;Morioh.&amp;quot; Due to the poor quality of the translation, the students in fact failed the subject. Despite this, for the longest time it was the only available English translation, leaving a lasting impact on JoJo fans with Josuke &amp;amp; Co. being colloquially known as the &amp;quot;Duwang Gang&amp;quot;. The Engrish phrases used are so unintentionally hilarious that the dialogue was eventually ported over into fansubs for the anime version, and before that they were continuously referenced in more quality translations.&lt;br /&gt;
&lt;br /&gt;
===Araki Forgot===&lt;br /&gt;
given how batshit and hard to read some scenes are, plus context clues dead on the internet, fans remember Araki for being extremely forgetful as he often seems to forget key details in his writing, and one will often see characters not use their established abilities even though the situation is perfect for them (though often a miss understanding of the characters, the situation, or the powers themselves). Most notable example of this is Jotaros Star Finger, which gets used maybe three times in the entire series despite its effectiveness (at least its almost always a part of his arsenal in vidya, though he only used it twice in the series were both times was when his arms were restained and were never confirmed they were more effective, but man we wished he used it more). There are several examples like that and the anime adaptation generally remains so faithful to the source material that it generally does not make attempts to fix these (perceived) issues. As there is often plainly spelled reason for why a certain ability was not used when fans think it should be used that way, fans have a tendency to just say Araki Forgot as that is generally what really happened.&lt;br /&gt;
&lt;br /&gt;
Given so many moving parts and esoterical powers, sometime [[skub|Araki Forgot is just a synonym &amp;quot;that what I would have done&amp;quot;]]&lt;br /&gt;
*[[https://www.youtube.com/playlist?list=PLwhq07t0WOPaoyf_N8hzdz66hsHRmwY8-|Debunking Araki Forgot]] a series that helps even veteran jojo fans remember often obscure and misremembered plot points lost after hundreds of chapters.&lt;br /&gt;
&lt;br /&gt;
===Fate===&lt;br /&gt;
A continuous recurring motif and driving force in each part is an observable force in the stories, with its mechanics being fleshed out with each entry. Also called &#039;&#039;gravity&#039;&#039; and &#039;&#039;is&#039;&#039; synonymous with that fundamental force. Gravity is not dictated by a higher sentient power. Still, it has a natural &#039;&#039;flow&#039;&#039;. It has a preference for particular outcomes, favoring the side of justice to win in the end, or the repeating of tropes like the Zeppeli companion will always die to give a Jostar thier final powerboost. Like predictable cosmic laws, it can be read and benefited from, with fortune reading, feng shui, or a good business running sense letting you read the flow of fate, and the corpses of saints/sinners will attract blessings/curses. Relating to the chain of Causality, A person can&#039;t really change thier fate; few only have the high insight to realize they have one, and a rarer few have experienced &amp;quot;&#039;&#039;heaven&#039;&#039;,&amp;quot; glimpsing past the illusion of free will. Unless, like a powerful current, they interact with a stronger force of &#039;&#039;gravity&#039;&#039;, overriding a predetermined outcome. You only can change fate if your fated to change it. Like a more subtle grim reaper from Final Destination (one of araki&#039;s favorite movies), If something is predicted with certainty, circumstances will contrive to make it happen and continue to make it happen until it lands if you somehow have enough cleverness and &#039;&#039;luck&#039;&#039; to keep on dodging it. If you are lucky, it&#039;s caused by an enemy Stand and will turn off when you &#039;&#039;retire&#039;&#039; them. Otherwise, it would be best to hold off on this inevitability long enough until it resolves as something beneficial. Unfortunately for the main cast, predictions thought no longer in effect will jump out of the bushes and kill them in the final act (spoilers).&lt;br /&gt;
&lt;br /&gt;
==JoJo Media==&lt;br /&gt;
*&#039;&#039;&#039;Manga&#039;&#039;&#039;: Obviously, if you want JoJo in its original, true form, you can find yourself some copies or just read it online (most Parts aren&#039;t physically available in English). JOJONIUM is a series of updated re-releases of Parts 1-3 that includes additional new artwork and commentary from Araki and is available in English. There are also spin-offs (including those not made by Araki) and artbooks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novels&#039;&#039;&#039;: [[Black Library|Spin-off novels of dubious canonicity and varying qualities]] that can get even more &#039;&#039;bizarre&#039;&#039; than the manga series.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1993 OVA&#039;&#039;&#039;: An OVA for Stardust Crusaders that came out in 1993 simply titled &amp;quot;Jojo&#039;s Bizarre Adventure&amp;quot;, which started with the Crusaders already in Egypt. In 2000, more episodes were released which detailed the beginning of Part 3 and the eventual departure from Japan. It re-imagines Stardust Crusaders to be more gritty than the manga with added gore and violence along with scenes being completely altered. The OVA skips more than half of Part 3, as it only includes the fights with Kakyoin, Polnareff, Forever, Hol Horse &amp;amp; J. Geil, Enya, N&#039;Doul, D&#039;Arby, Vanilla Ice and DIO with all but three of these receiving major changes. The fights with N&#039;Doul and D&#039;Arby are faithfully recreated; additionally, the final battle against DIO is notably altered and extended as the fight is far more destructive with scenes such as DIO knocking Jotaro through a bus and throwing a fishing boat at him. This is also the source of the trend of replacing &amp;quot;The World&amp;quot; with &amp;quot;ZA WARUDO&amp;quot; due to DIO&#039;s voice-actor&#039;s excited exclamation whenever he announces The World&#039;s time-stop. Regardless of the all the changes, the OVA is worth watching for its great animation and the fact that it was the only animated JoJo adaptation for almost 20 years. Being the first JoJo media with English voice-acting, one may find extra enjoyment in the frankly &#039;&#039;bizarre&#039;&#039; [https://www.youtube.com/watch?v=o4eAKOY4wdY English dub]. &lt;br /&gt;
**Don&#039;t expect to find this on any streaming service, as it was pulled from shelves years ago after it was found out that DIO was reading the Quran in one scene. Blame early-to-mid-2000&#039;s Islamaphobia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2007 Movie&#039;&#039;&#039;: Animated adaptation of Phantom Blood by the same studio that made the 1993 OVA, unavailable as it hasn&#039;t been released in any form to the public since its theater showing, though first 15 minutes and several trailers can be found on YouTube. Judging from them, film is a hell of mess that tries to stuff 44 chapters each at least 20 pages long into an hour and a half movie.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;TV Series&#039;&#039;&#039;: The TV anime by David Production that started in 2012, which is responsible for the current Jojo resurgence of popularity. The anime is noted for its stellar music and voice performances that are [[meme|perpetually referenced]] by fans to the point of making the series even more popular. It has near obsessive capturing of moments as they tend to recreate even the smallest scenes and barely edits the iconic poses JoJo is known for. Cover Pages, musical inspirations, and previous and later works by Araki are referenced as bonuses to long-time fans and to add extra flair. Unlike the 1993 OVA, it displays the colorful and &#039;&#039;bizarre&#039;&#039; nature of JoJo to its fullest with very few discrepancies, giving the series the adaptation it deserves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2017 OVAs&#039;&#039;&#039;: 4 episode adaptation of the Rohan starring spin-off made by David Production. Pretty much has the same pros and cons as the anime series. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2017 Movie&#039;&#039;&#039;: Live-action adaptation of Diamond Is Unbreakable, which notably alters the story to fit it into one movie and shift the focus from overall JoJo plot to a Josuke one. Overall not bad, though effects aren&#039;t that great.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039; 2020 Series&#039;&#039;&#039;: 6 episodes live-action adaptation of Rohan starring spin-offs and novels. They follow the footsteps of the movie in quite altering the plot of the stories to make them less dependent on the overall JoJo lore.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;JoJo&#039;s Venture/JJBA: Heritage for the Future&#039;&#039;&#039;: Originally an arcade fighting game, it was subsequently re-released for the Dreamcast and PS1 in 1998. This was pretty much the first contact many Westerners had with JoJo. Based on Part 3 and plays a lot like Street Fighter because it was made by Capcom, who at the time were also working on Street Fighter 3. The game was available on the PSN and Xbox markets in the form of an HD release which lacked a good amount of content (such as Super Story Mode) and is no longer available.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PS2 Vidyas&#039;&#039;&#039;: There are two other Vidya made around 2005, one detailing the events of Part 1 (Which was supposed to tie into the movie that never released), it&#039;s a level-based brawler that&#039;s kind of clunky. The other game (Golden Whirlwind) details Part 5 and is a lot more polished, though it ironically came out years before the Phantom Blood game. It skips a number of fights and is more of a fighting game in the fact that you mainly fight one-on-one, so scenes are recreated more faithfully with the fights that were skipped being available in extras as voiced comics. Golden Whirlwind contains nod to Heritage for the Future as they both developed by Capcom.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;All-Star Battle&#039;&#039;&#039;: Another JoJo fighting vidya from 2013, but this time pulls characters from all eight arcs. Nothing really notable except that it&#039;s the most &#039;&#039;absolutely fucking fabulous&#039;&#039; game ever. For the international release, they managed to get very clever with avoiding copyright on the names of various characters , Stands, and attacks (e.g. Polnareff is Eiffel, Dirty Deeds Done Dirt Cheap is &amp;quot;Filthy Acts at a Reasonable Price&amp;quot;, Vanilla Ice is Cool Ice and so on). To top it all off a number of characters have musical references in their theme songs some more clear than others; to name obvious, a bit of Back in Black in [https://www.youtube.com/watch?v=cv_qe5oQoPo Esidisi&#039;s theme] and [https://www.youtube.com/watch?v=cyVUX1tkY0M Kira] has Queen all over and even more in his [https://www.youtube.com/watch?v=U2K1E6wx_Sc EoH Theme].&lt;br /&gt;
**Was re-released in 2022 as &#039;&#039;&#039;All-Star Battle R&#039;&#039;&#039;, introducing even more characters from various parts (most lifted from EoH) since we&#039;ve now since seen not only anime adaptations for everything up to Stone Ocean come out but also the completion of Jojolion where the original released when Jojolion just started.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eyes of Heaven&#039;&#039;&#039;: &#039;&#039;Another&#039;&#039; JoJo vidya, this time an arena fighting game with a few more characters that weren&#039;t in All-Star Battle. Notable for its absolutely hilarious story mode involving time-travel and the other JoJo&#039;s meeting each other. The essential cause of this was Funny Valentine&#039;s dimension hopping had him to run into a version of DIO who can will whatever he wants into reality using his Stand, &#039;&#039;&#039;The World Over Heaven&#039;&#039;&#039;, and now he wants the Corpse Parts to become even more powerful and defeat the Joestars permanently. The ending basically rewrites part 3 and onward to be a bit less [[grimdark]], in that Jotaro&#039;s entire party survives at the end, while Jotaro becomes a better father to Jolyne as he brings her with him at start of part 4. [[Dawww]].&lt;br /&gt;
&lt;br /&gt;
[[Category: Weeaboo]][[Category: Under Development]] [[Category: Approved Media]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Lion_El%27Jonson&amp;diff=1011592</id>
		<title>Lion El&#039;Jonson</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Lion_El%27Jonson&amp;diff=1011592"/>
		<updated>2026-05-20T15:18:56Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[File:LionPortraitFW.jpg|400px|right|thumb|The Lion in his natural state. Looking &#039;&#039;absolutely&#039;&#039; disappointed at everyone and everything.]]&lt;br /&gt;
{{Topquote|The more powerful and original a mind, the more it will incline towards the religion of solitude.|Aldous Huxley}}&lt;br /&gt;
{{Topquote|Whosoever is delighted in solitude, is either a wild beast or a god.|Aristotle}}&lt;br /&gt;
{{Topquote|The lion does not concern himself with the opinions of the sheep.|Tywin Lannister, A Song of Ice and Fire}}&lt;br /&gt;
{{Topquote|Lion El&#039;Jonson was just a mess, being both a self-absorbed, spiteful and envious prick, and an honorable, courageous, and dutiful warrior at the same time. Fucking confusing.|[[If the Emperor had a Text-to-Speech Device|The Emperor summing up The Lion]]}}&lt;br /&gt;
{{Topquote|In the jungle, the mighty jungle; the Lion sleeps tonight.|Ravenwing battle chant circa M31}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lion El&#039;Jonson,&#039;&#039;&#039; also known as &#039;&#039;&#039;The Emperor&#039;s First&#039;&#039;&#039;, &#039;&#039;&#039;Lord of the First&#039;&#039;&#039;, &#039;&#039;&#039;40k&#039;s Sleeping Beauty&#039;&#039;&#039;, &#039;&#039;&#039;Lyyn Elgonsen&#039;&#039;&#039; in first edition (really harping on that &amp;quot;first&amp;quot; motif GW...), &#039;&#039;&#039;[https://www.youtube.com/watch?v=4efpoO5PWps Olong Johnson]&#039;&#039;&#039;, &#039;&#039;&#039;Knight of Nihilus&#039;&#039;&#039;, &#039;&#039;&#039;The Lion&#039;&#039;&#039; (which obviously refers to the beast, but imagine if it was referring to his first name), and - after his beauty sleep is finally over - &amp;lt;u&amp;gt;&#039;&#039;&#039;[[Game of Thrones|Tywin &#039;&#039;Fucking&#039;&#039; Lannister / Davos Seaworth]]&#039;&#039;&#039;&amp;lt;/u&amp;gt; is the [[Primarch]] of the [[Dark Angels]] Space Marine Legion and gene template of the Prototype Legionary. He was scattered along with the other Primarchs to the far corners of the galaxy by the shenanigans of the &amp;lt;s&amp;gt;[[Chaos Gods|Dark Gods]]&amp;lt;/s&amp;gt; [[Erda|spiteful Space Karen]]. He finally came to rest on the beautiful but deadly world of Caliban. Raised by monastic order of medieval knights, Lion turned out to be a very honorable man and your archetypal &amp;quot;knight in shining armor&amp;quot;. Sadly, just like his dear old [[Emperor|dad]], he had a hard time sharing his personal feelings and an even harder time sharing secrets, an attribute his sons would go on to DEFINITELY NOT SHARE AND ARE [[Fallen Angels|TOTALLY 1000% LOYAL]]! He also had a really, really hard time getting along with people, mostly because he had an ego the size of the Horsehead Nebula. Now, this was not exactly uncommon amongst the demigod Primarchs (though the Lion was still a special case), but unlike many of his similarly egotistical brothers, the Lion seemingly possessed absolutely no social awareness and had nothing in the way of personal charm (or was just so arrogant that he didn&#039;t care to bother with either). So unlike, say, Horus or Magnus, the Lion was either incapable of, or was unconcerned with, concealing just how little he thought of... well, absolutely everyone. Needless to say, this resulted in virtually nobody liking him, but &#039;&#039;everybody&#039;&#039; respecting and/or envying him. He wielded a massive Final Fantasy-sized power sword called the Lion Sword. Until it broke anyway, then he wielded a just-as-massive chainsword called the Wolf Blade. He also wields an excellent beard, a much needed addition that makes him substantially more awesome.&lt;br /&gt;
&lt;br /&gt;
As of the 41st millennium, he&#039;s actually still alive. While [[Roboute Guilliman]] crusades to unfuck the galaxy, [[Vulkan]] [probably] just chilling inside Mt. Deathfire, and [[Corvus Corax]] and [[Leman Russ]] hunt traitors in the Warp, the Lion &amp;lt;s&amp;gt;has been stuck in stasis&amp;lt;/s&amp;gt; is taking a cat-nap within the Dark Angels&#039; fortress-monastery, [[The Rock]]. They COULD have brought this to Guilliman&#039;s attention and had [[Cawl]] wake him up, &#039;&#039;but&#039;&#039; they don&#039;t know he&#039;s there because - SECRETS; and even if they did know, the last thing Roboute needs is his scheming, pretentious dick of a brother eying his job, or pulling underhanded moves like he did during [[Imperium Secundus]]. [[Cypher]] is currently keeping Lion&#039;s sword warm for him.&lt;br /&gt;
&lt;br /&gt;
As of April 2023, GeeDubs finally got off their lazy ass and gave the Lion a much needed boot in the balls to wake him the fuck up. And [[Dark Angels]] fans promptly [[Slaanesh|creamed their pants.]] Yes, the motherfucker himself is up, fully awake, and is about to tear [[Angron]] a [[anal circumference|new asshole]] (Spoiler: [[Awesome|He did]]). Also, 10,000 years of taking a nap have finally smoothed over the Lion&#039;s general social ineptitude, and is now more introspective on his mistakes and is able to talk to other people like a normal posthuman superman. Moral of the story? If you want to stop being a socially awkward nerd, take the world&#039;s longest nap. Actually, maybe don&#039;t try that.&lt;br /&gt;
&lt;br /&gt;
=Biography=&lt;br /&gt;
[[Image:Warhammer-40000-фэндомы-Lion-El&#039;Jonson-Primarch-.jpg|300px|thumb|A young Lion, looking pretty much exactly like his older version (Primarchs age extremely slow, so there&#039;s no reason why he shouldn&#039;t look the same).]]&lt;br /&gt;
{{Topquote|And so the Lion stepped from the [[Caliban|darkness]] and saw there was [[Emperor|light]]. And that light said unto him: &amp;quot;Go forth and conquer your fear. For our enemies are but fear incarnate and [[Great Crusade|only through their smiting might we be free]].&amp;quot; And when the Lion roared, all who stood before him trembled.|Interrogator-Chaplain Altheous - Will of Iron}}&lt;br /&gt;
&lt;br /&gt;
His first decade was spent in the warp-tainted forests of Caliban, completely alone but for the [[Chaos Spawn|monsters]] and other horrors of that tainted world. He flourished there, and at the end of this decade he was found by a band of knights belonging to a group called &amp;quot;The Order &amp;lt;s&amp;gt;1886&amp;lt;/s&amp;gt;&amp;quot;, his first encounter with humans. Considering how impossible it is to come upon a healthy young boy in the wilderness of a death world, they believed the child to be a monster and were prepared to kill him until one of them, a young man named [[Luther]], prevented his fellow knights from attacking (which is good for them as they [[anal circumference|probably would have had some difficulty defeating a primarch]].) Luther and the band brought the boy back to their Fortress-Monastery and named him &#039;Lion El&#039;Jonson&#039; which means Lion, Son of the Forest. Yes, there&#039;s a language where &amp;quot;Lion&amp;quot; means lion, &amp;quot;El&amp;quot; means The, &amp;quot;Jon&amp;quot; means forest, and &amp;quot;son&amp;quot; is just son. Alternately, he could just be &amp;quot;Lion of the Jonson,&amp;quot; which is equally apt (the HH books confirm that bit, which means that Jonson is their word for their planet-spanning forest). Whether the &amp;quot;El&amp;quot; is related to the somewhat Semitic cast of many Calibanite names is unknown (although the setting is much more Brythonic in character). There is a possibility that Lion only lived in the forest for a few months rather than years, as in HH all other Primarchs were shown to be at their prepubescent ages when they came out of their pods, and they will grow to full adult size in a year or so. Following that logic, if Lion had lived in the forest for years, he would be a full-grown Primarch when he was found and not a young boy. Alternatively, in Book 9 of the HH tabletop&#039;s first edition, Imperial researchers open up the possibility that Lion may have actually been on his own for far longer then previously thought, almost 150 years or so. This could indicate that the Emperor, in his infallible wisdom, may have put certain safety measures into place to make sure his &amp;quot;sons&amp;quot; didn&#039;t fall into the wrong (Xenos) hands, such as genetically locking them into an early stage of development (limiting their power) until they eventually came into contact with humans, at which time their growth would increase dramatically. This idea is further supported by Horus&#039;s story in &#039;Blood of the Emperor&#039;, in which Horus is revealed to have had no superhuman abilities during his early years aside from being able to heal rapidly; the story strongly implies that Horus&#039; primarch abilities were dormant and didn&#039;t trigger until the Emperor himself gave him his name. When the Knights of the Order first encountered the Lion, they estimated he couldn&#039;t be more than around ten years of age, though legends had existed for nearly a century before that of a small forest spirit whose body was that of a human, haunting the depths of the forest and leaving mysterious markings in its wake.&lt;br /&gt;
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It´s unknown how exactly the Lion survived all those years within the tainted &amp;lt;s&amp;gt;jonsons&amp;lt;/s&amp;gt; forests, and in all the years to come [[/d/|he would never speak of it]]. In fact, he didn&#039;t speak for some time after being taken in by Luther, which is not uncommon when dealing with feral children that have had no sort of interactions with other people. He is one of the more interestingly developed of the loyalist primarchs.&lt;br /&gt;
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*When fighting with Curze (in &#039;&#039;Angels of Caliban&#039;&#039;), he reveals that during his ten years amongst the Chaos beasts, he had been constantly plagued by promises and threats from the lips of the daemons that haunted him (Apparently you can’t start too young as far as Chaos is concerned) and that his dreams had been of storms and darkness. He is disgusted with Curze and renounces him for his weakness for giving into such things so easily.&lt;br /&gt;
*The fact he emerged damaged but not [[Squad Broken|broken]] and with even the barest resemblance of humanity after spending 10 years alone without help or guidance, whilst being drowned in warp taint, is remarkable; few of his brothers were tested in such an extreme manner (the only others coming close being [[Konrad Curze|Curze]] and Mortarion), which could explain the Lion&#039;s contempt for Curze going beyond perhaps what that nasty little sociopath elicited in Guilliman and Sanguinius. Then again, what broke Curze was far more his visions than his crappy upbringing, so who can really say.&lt;br /&gt;
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[[File:Warhammer-Lion-Caliban.jpeg|330px|thumb|right|An image so knightly it makes the Black Templars bow in shame.]]&lt;br /&gt;
Within the fortress monastery of the Order, the Primarch was assimilated into Calibanite society. There, he and Luther formed a close friendship, despite their differences. Where Luther was charismatic, the Lion was taciturn. While Luther understood the hearts of the men under his and enemy command, Jonson was simply a brilliant strategist, stubborn to a fault once he committed to a course of action. Despite their different approaches to many things, the two men seemed to fill the gaps in each other&#039;s personalities and thus became an incomparable team. In the following years, Lion El&#039;Jonson would quickly rise through the ranks of the Order, until he reached the rank of [[Kaldor Draigo|Supreme Grand Master]], his great deeds winning him praise among his fellow knights. Luther started to harbour a small seed of [[Perturabo|jealousy]], feeling that his own deeds were overshadowed by those of the Lion. The Lion for his part did not care much about the power and fame that he had accrued, and preferred to be known as a hunter of beasts instead of the king of Caliban. (He was also being very mindful, if not paranoid, about the whispers of Chaos he heard during his youth being fulfilled by his actions.)&lt;br /&gt;
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As strange as it might sound, the forces at work upon Caliban actually had their own name for the Lion, with the Great Beasts referring to him as &amp;quot;The Nightmare&amp;quot; (no, not the one from Soul Calibur). The powers that were at play upon that tainted world, whatever their origin, started making creatures with the sole purpose of killing him; despite his faults, you know you&#039;re a grade A badass when even Chaos beasts are running scared of you, and the world itself is actively trying to kill you.&lt;br /&gt;
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When the Emperor arrived on Caliban to reunite Lion El&#039;Jonson with his legion and send him off to the Great Crusade, not all natives were pleased with his arrival. The coming of the Emperor brought industry to Caliban, [[/d/|its beautiful jonsons cleared]], the world&#039;s untamed nature destroyed by machines of the Mechanicum. Some older members of the Order saw further change brought by the Imperials in the ranks of the younger knights; they feared that their old ways and tradition would be lost forever, and thus saw no other solution to the problem than to try and [[FAIL|assassinate the Emperor]].&lt;br /&gt;
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Unfortunately for them, they had chosen to involve a young knight named [[Zahariel]] in their plot, and he was none too happy about it. Thanks to him, the plot was foiled and he was eventually absorbed into the Legion for his uniqueness of mind and spirit. Lion El´Jonson was given command of the I Legiones Astartes, which he named the &amp;quot;Dark Angels&amp;quot; after an old Calibanite myth (it seems a lot of the Primarchs are big softies for old myths). Military camps were set up for the general population and those distinguished enough would become [[Space Marines]], either by gene seed transformation (if they were young enough) or through extensive genetic manipulation. The first to undergo such treatment was Luther, who became the Lion&#039;s second in command.&lt;br /&gt;
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*The five hundred members of the Legion (all from Terra) that were present upon first encountering the Lion formed a unique order within the greater body of the Dark Angels. They were known simply as the Five Hundred and tasked themselves with creating the Lion Codex, an in-depth recounting of their lord&#039;s life and deeds. The Lion wasn&#039;t [[Emperor|the most forthcoming of individuals]], so the Five Hundred decided to create an expansive collection of knowledge that would contain their deep analysis of all they had experienced so that the Legion might understand their gene-sire better (can&#039;t help but feel this is a subtle shoutout to all those loyal members of the First Legion who have over the years painstakingly tried to put all the pieces of the puzzle together). This shows readers the difference between a legitimate [[tactical genius]] that has the respect of those under their command and a [[Perturabo|douchebag unsuited for the job]].&lt;br /&gt;
The Five Hundred probably understood the Lion more than anyone else, and were the ones chosen to fight as his personal guard. And although the Lion was reluctant to spend their lives, he never admonished them. Instead he would wait for them to assemble on the eve of battle before moving. This silent acknowledgement was all the thanks the Five Hundred ever needed.&lt;br /&gt;
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==Great Crusade==&lt;br /&gt;
[[File:Lion bust.jpg|260px|thumb|right|Bust of the Lion from Space Hulk: Deathwing]]&lt;br /&gt;
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{{Topquote|We have killed so many in these charnel-systems, that our hands may never be free of the stain of it.|The Lion commenting on the Rangdan Xenocides: Scions of the Emperor.}}&lt;br /&gt;
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During the campaign known as the [[Rangdan Xenocides]], the Great Crusade was brought to a screeching halt by a species of such macabre power and technological might that it looked like the Imperium had met its doom. The Imperium&#039;s losses during the Xenocides would not be exceeded until the dark days of the Heresy; several Legions were devastated by the fighting, with the implication that some of them had been [REDACTED] altogether. The First Legion, led by the Emperor himself, would be burdened with the &amp;quot;Lion&#039;s&amp;quot; share of the fighting, with the legionnaires forced to live in their armour for months or years at a time.&lt;br /&gt;
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It was during this dark time that the Lion was discovered upon Caliban. Upon his discovery, the Emperor stood down and installed the Lion as the overall leader of the war effort against the Rangda. Those Dark Angels that fought during this campaign swore the war would have been lost if not for the presence of the Lion, with many claiming that he was the Rangdan&#039;s &#039;destroyer&#039;.&lt;br /&gt;
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This also goes towards explaining why the Lion didn&#039;t travel under the tutelage of one of his other brothers: there simply wasn&#039;t enough time. The Lion went straight from leading tech-knights on a single world to taking the fight to the most dangerous foe the Great Crusade had ever faced across entire star systems and sectors. Talk about a baptism of fire.&lt;br /&gt;
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The Lion wasn&#039;t around during the first war against the Rangdan, but was around for the second (the main event) and the third and final war (the cleanup).&lt;br /&gt;
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During this time, a certain person using the name &amp;quot;Alpharius&amp;quot; would seek an audience with the Lion. Both the Lion and &amp;quot;Alpharius&amp;quot; understood that the Emperor would eventually have to leave the Crusade and return to Terra, naming one of his sons as Warmaster in his stead; &amp;quot;Alpharius&amp;quot; wanted it to be the Lion. There are two different versions of this encounter, however. The first version appears in Chris Wraight&#039;s short story &#039;&#039;First Legion&#039;&#039;, wherein a single legionary calling himself &amp;quot;Alpharius&amp;quot; offered to lighten the Lion&#039;s burden by secretly taking over operations against the Rangdan so that the Lion and the First could withdraw and rebuild their strength. The Lion of course refused as it was his duty to see the war through to its conclusion. In the second version, from Mike Brooks&#039; &#039;&#039;Alpharius: Head of the Hydra&#039;&#039; novel, the Alpha Legion arrives with a full fleet and is ready to make war under the Lion&#039;s command, an offer which the Lion accepts. In this version, the legionary is in fact Alpharius himself, who is still operating anonymously, as his true goal is finding his brother [[Omegon]] in one of the Rangdan warzones. The promise of support for the Warmaster position was a combination of an educated guess, practical concerns, and an attempt at massaging the Lion&#039;s ego. Even though the Lion accepts the assistance in this version, Alpharius wasn&#039;t entirely certain that his brother couldn&#039;t see through the deception and wondered if he was playing his own game.&lt;br /&gt;
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Despite their inconsistencies, both stories should be taken in the context of each other. In &#039;&#039;First Legion&#039;&#039; the Lion never explicitly sends Alpharius or his forces away, only refusing to withdraw to rebuild in order to strengthen his claim to the position of Warmaster, since it would make no strategic sense to refuse an offer of fresh ships and troops. In the short story, while the Lion doesn&#039;t appear to recognise Alpharius as one of his brothers, the attending captain does note that some kind of unspoken conversation seemed to be going on behind the actual words being spoken. The short story does finish by touching on the fact that the Lion saw through the offer as a dangerous temptation and that he had received similar offers before, all of which had been refused. He had no desire for glory or position, and if he was going to be remembered at all, it would be as the &amp;quot;Slayer of Beasts&amp;quot;. In &#039;&#039;Head of the Hydra&#039;&#039; Alpharius had a separate personal objective; Omegon had been rumored to have appeared somewhere within the First&#039;s area of operations, and even Alpharius couldn&#039;t operate a Legion-sized formation undetected in an active warzone, and never actually planned to supplant the First Legion anyway and had made the concept up on the spot, which kind of plays into the Lion&#039;s mistrust about any supposed &amp;quot;offer&amp;quot; as indicated in the other version of the story. In any case, as &amp;quot;untested&amp;quot; allies, the XX Legion were only deployed to peripheral warzones and presumably didn&#039;t have much of an impact, since the Dark Angels still sustained massive casualties and the Lion wasn&#039;t named Warmaster. Both versions still end up at the same destination.&lt;br /&gt;
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::&#039;&#039;&amp;quot;We made a promise, brother,&amp;quot; he says.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;You think the others will keep theirs?&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;What does that matter to me?&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;Because this world will one day have a single master. It must be you.&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;He starts to walk again, his boots sinking up to the spurs in mud. Every movement is ponderous, freighted with ingrained fatigue.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;Have a care for destiny!&amp;quot; the knight calls out after him. &amp;quot;An oath can be forgotten. Power cannot.&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;He keeps walking.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;Then what do you wish to be known for, my liege?&amp;quot; the knight asks, a final plea. &amp;quot;When the annals are written, what do you wish them to say of you?&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;He keeps walking. He never looks back.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;That I was ever, and only, thus,&amp;quot; he says, tasting the raw, frigid air of another Caliban dawn. &amp;quot;The hunter. The slayer of beasts&amp;quot;&#039;&#039;&lt;br /&gt;
-The Lion, &#039;&#039;Scions of the Emperor&#039;&#039;.&lt;br /&gt;
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When the Rangdan threat was finally dealt with, there was a decade-long series of purges executed by the Dark Angels and Space Wolves that left entire human-populated sectors lifeless. This was done to ensure what would hopefully be a final victory over the savage xenos; these two legions were entrusted above all others to do what needed to be done. Other legions, such as the [[Luna Wolves]] and [[Ultramarines]], who had been otherwise occupied with the ongoing wars in the galactic west, were now firmly in ascendance. These Legions had retained their strength, having not suffered at the Rangda&#039;s hand, and now took centre stage in the Great Crusade. Compared to these new &#039;paragons&#039;, the Dark Angels and Space Wolves were now viewed with distrust by the wider Imperium. Dark accusations would continue to overshadow them for the rest of the Crusade, and for better or worse, the Lion didn&#039;t seem to be bothered by them.&lt;br /&gt;
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The Imperium was saved by the actions of the Lion and his Dark Angels, but through their losses sustained during the conflict, they had lost their standing amongst the other legions. With the rise of those that had not taken part in the Xenocides, the Lion had evidently lost his chance at assuming the role of Warmaster. It&#039;s likely certain members of the Legion saw this loss of prestige as a failing on the Lion&#039;s part, leading some like Astelan to view him as an unworthy leader.&lt;br /&gt;
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Throughout the Great Crusade, there were few records of the Dark Angels&#039; victories kept, but it was widely known that the Lion won acclaim for his masterful tactics and the tenacity of his Legion, managing to accumulate a tally of military victories second only to Horus and the Luna Wolves. It infuriated the Lion&#039;s fraternal rival Leman Russ to have to admit that another Primarch could claim more triumphs than he, but the two would not meet each other until much later.&lt;br /&gt;
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To give an idea as to the kind of things the First Legion were up to, we can look to the Ikaros Contingency, a directive issued only to the Lion. This gave the Lion authority to &amp;quot;remove&amp;quot; entire sections of the Mechanicum that were considered problematic; it is known that it was used at least 8 times before the beginnings of the Heresy, though the records are tightly sealed away.&lt;br /&gt;
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===The Sarosh Campaign===&lt;br /&gt;
Sometime during the Crusade, the Dark Angels took over the campaign to bring the planet of Sarosh into “the light” of the Imperium from the White Scars. The Saroshi managed to fool both legions into believing that they were interested in becoming a part of the Imperium (though the Imperials suspected that something weird was going on). In reality, the Saroshi were secret worshipers of the Ruinous Powers.&lt;br /&gt;
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The Lion invited their leader The Lord High &amp;lt;s&amp;gt;Executioner&amp;lt;/s&amp;gt; Exacter to his flagship (for dinner) in order to finalize the compliance. The Saroshi took advantage of this by smuggling a nuclear device onboard the spacecraft. The High Lord Exacter then denounced the Imperium and its false Emperor, before [[Derp|personally insulting the Lion]] by claiming that he and his sons were abominations and nothing more than the product of rutting beasts. The Lion responded by splitting the bureaucrat in twain.&lt;br /&gt;
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Meanwhile in the hangar bay, [[Luther]] had discovered the nuclear device and was pondering whether or not he should let it go off and kill his long-time rival, thus finally becoming the rightful head honcho of the Order. Luckily for everyone, [[Zahariel]] was once again in the right place at the right time, and successfully reasoned with Luther. Then they ejected the device into space where it detonated, causing only minimal damage to the ship. Meanwhile, the Saroshi executed the unsuspecting Imperial civilians and army personnel on the planet&#039;s surface.&lt;br /&gt;
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After the situation in space stabilized, a meeting was called to decide what was to be done with the Saroshi. But before the meeting, Zahariel observed the Lion and Luther speaking in a huddled corner, their words unheard by anyone, though the intensity of their conversation was plain for all to see. The Lion then abruptly turned away from Luther, his face a mask of unreadable emotion, while Luther&#039;s expression was one of despair and anguish. Zahariel would later note that from this moment on, the seemingly unbreakable bonds of trust and brotherhood between the Lion and Luther were gone forever.&lt;br /&gt;
[[File:Lion and his Dark Angels.jpg|400px|thumb|right|The Lion and his Dark Angels, from the Will of Iron comics]]&lt;br /&gt;
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Needless to say, the Lion wasn&#039;t too pleased by all this and so he decided to personally lead his forces to the surface. After dealing with the Saroshi and their daemonic allies, the Lion made a declaration, announcing that the [[Imperial Guard|flow]] of new recruits from Caliban was not proceeding as swiftly as was hoped. The Great Crusade was entering a new and vigorous stage and the Dark Angels needed fresh warriors to take the light of the Imperium onwards into the dark places of the galaxy. Therefore, a corps of experienced Astartes were to return to the homeworld with all speed to ensure that the recruitment of new warriors for the Legion was put back on track. [[Luther]] and [[Zahariel]] and around five hundred other Dark Angels, made up of those that had been injured during the fighting but also some that seemed to have been picked at random, were to return to Caliban. Though officially there was no stigma or disgrace placed upon those returning and despite the apparent honour in such a responsibility, many were shocked by the decision, especially at the apparent dismissal of Luther, as up to that point, he and the Lion had been inseparable. If the Legion needed warriors so badly, why were they being pulled from the front lines? Training recruits was a job for elders, men who were full of wisdom but past their physical prime.&lt;br /&gt;
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In “Angels of Caliban”, we are given a brief look into the mind of the Lion, which shows that he is very much conflicted about sending Luther back to Caliban, meaning it to be both a punishment and a genuine desire to demonstrate to his father/brother that he still trusted him enough to put him in charge of the very future of his sons and his Legion (he really [[Rogal Dorn|isn’t very good at expressing himself]], is he?). He viewed himself as little more than a warlord whose place was on the battlefield and believed that he had left his homeworld in the hands of people that were far more suited to running and safeguarding it than he ever could be. On top of that, he had mixed feeling regarding Caliban itself, as it brought him to question exactly where he belonged. Despite wanting to return home, there was always something more important that took precedence; there was always another enemy, always another war to wage, and new frontiers to discover (duty before anything else).&lt;br /&gt;
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This may seem like a convenient excuse, but the Legion really was low on numbers during this period. When the Lion first bought the Legion together, they numbered only around 100,000 Marines, a pitiful number for what had been the largest of all legions; the First had already suffered significant losses during the first war against the Rangdan and would go on to suffer more during the second war. Although the initial influx of new Marines from Caliban was around 20,000, it wasn&#039;t enough for the legion to regain its former might. The Lion&#039;s decision may seem harsh, but it proved to be an effective one, as by the time of the Heresy, the Dark Angels numbered roughly 200,000. Of course, this did come at the cost of Caliban becoming heavily industrialised and its population being redirected toward supporting and supplying the needs of the legion (some were not happy about this). Of course, the campaign occurred nearly a hundred years (give or take a few decades) before the Heresy occurred. The legion barely breaking the 100,000 mark (some records putting them closer to 50,000 due to the losses suffered against the Rangdan). The Legion needed to rebuild and the number of new Marines produced on Caliban rose to just over 2000 Marines every cycle thanks to the men that the Lion sent back; by the time of the Heresy, this number had risen to over 4000 per cycle.&lt;br /&gt;
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===The Dulan Campaign===&lt;br /&gt;
Despite the fact that their Legions had operated together during the Rangdan Xenocides, [[Leman Russ]] and the Lion would only meet for the first time during the &#039;&#039;&#039;[[Faash|Dulan Campaign]]&#039;&#039;&#039;.&lt;br /&gt;
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The leader of that world refused to give in to Imperial rule, going so far as calling Russ the Emperor´s lap[[Lulz|dog]]. Russ, never one to take criticism well, put his efforts into destroying every trace of the enemy while looking for their homeworld, vowing that he would personally kill the Faash leader to avenge this slight.&lt;br /&gt;
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Unfortunately for Russ, the courts of Terra felt he was taking too long and sent the Lion to finish the campaign for him. When the two met they instantly took a dislike to one another, but agreed to cooperate in order to get the job done. When Russ got word that members of his [[Wulfen|13th Company]] were being held captive with their mutations being broadcast across Dulan as evidence of their corruption, Russ deviated from the agreed-upon plan to take the enemy capital and so the Lion moved in and killed the enemy ruler, denying Russ his vengeance. &lt;br /&gt;
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Russ felt that the kill was righteously his and had been stolen from him by the Lion. Russ, never one to let go of a stick easily, began a brawl with the Lion by walking up to his brother after the battle and punching him square in the jaw. While Russ was the stronger of the two, the Lion turned out to be the better swordsman and was the quicker. Their duel went on for a day and a night, ending when the Lion threw Russ through a table. The foolishness of their fight seemed at that point to dawn upon Russ, and he got back up and began to laugh, feeling his honour had been satisfied. Unfortunately, the Lion didn&#039;t have the same opinion, so he took Russ&#039;s laughter as his brother mocking him, and if there&#039;s one thing the Lion can´t stand, it&#039;s people mocking him. He threw a left hook sucker punch and knocked Russ out cold. When Russ woke up several days later, the Lion and his forces were gone. To say he was furious would be an understatement, but once he calmed down Russ realized that the Lion had actually done him a favour by quietly disposing of any damning evidence of the Wulfen.&lt;br /&gt;
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10,000 years later both chapters still choose a champion from amongst their number in order to re-enact their Primarchs&#039; duel whenever the two cross paths. There are two versions of the duel: Duellum Honestas, which is to first blood, and Duellum Dolor, which is to the death. It is customary for the Dark Angels to recite the ancient battle chant &#039;&#039;&#039;&amp;quot;- Two sucker punches were thrown that day. Only one Primarch walked away.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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===Later===&lt;br /&gt;
Near the end of the Great Crusade, the Lion, along with [[Horus]], [[Fulgrim]], and [[Jaghatai]] accompanied the Emperor to the planet Molech. The four Primarchs would spend almost one hundred and eleven standard Terran days upon the surface of Molech, but whatever they did during this time was erased from their memories by the Emperor himself (the same thing he did to Zahariel in &#039;&#039;Descent of Angels&#039;&#039;). When they departed, they left behind almost a hundred regiments of the Imperial Army, three Titanicus cohorts and a garrison detachment from two Legions to guard the Emperor&#039;s secrets.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
An interesting little detail is that Molech is apparently where the Emperor made his deal with the Ruinous Powers; the deal was apparently that in exchange for power and knowledge he would provide them with vessels powerful enough for them to enter the material universe. The fact that he returned there with exactly [[Chaos Gods|four]] primarchs is very telling...&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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Was the Emperor planning to make good on his deal by offering up his sons as sacrificial vessels for the dark gods in order to save his own skin? Why would an almost all-powerful (&amp;quot;godlike&amp;quot; being) give up any of its power? They wouldn&#039;t, for that would leave them in a weaker position then you were before. Of course, this is trying to apply logic to Chaos, they may have agreed simply because they were bored, and this would make things more interesting (all primarchs are infused with Warp power after all). It could be that he simply tricked the Chaos Gods, as it is even explicitly said by Ingethel the Ascended in &amp;quot;The First Heretic&amp;quot; that the Chaos Gods considered the primarchs their property. So it could be possible that the Emperor simply bargained for some warp power to create &amp;quot;stable greater daemons&amp;quot; (i.e. the primarchs) for the Chaos Gods, without ever intending on delivering on the promise. Also, this was not the first, but actually the second visit of the Emperor on Molech. Therefore it is far more likely that the EMPRA wanted to fortify this world on his second visit rather than offer four of his sons up as sacrificial lambs. The planet contained a gateway to the Realm of the Chaos Gods and he possibly needed some of his sons for that (or he wanted to keep up appearances that the deal was still on and took them along as some kind of proof). Not to mention that the EMPRA even left an immortal female Perpetual behind to guard (and if necessary) close the gateway forever, should it ever become necessary. Unfortunately, she was killed by Horus before she could finish the incantation, or the whole epic duel on the Vengeful Spirit would have played out entirely different.&lt;br /&gt;
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Later during the Heresy the Lion would encounter a two-headed [[Lord of Change]] (possibly [[Kairos Fateweaver]], the oracle of [[Tzeentch]]) who claimed to have met the Lion before but although he recognised the voice of the daemon the Lion could not remember from where. During the Lion&#039;s confrontation with the two-headed Lord of Change his mind stirred with vague recollections, of pleading and entreaty.&lt;br /&gt;
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Did the Emperor, knowing what was going to happen, actively seek to placate the Dark Gods so as to avoid the disaster that would follow? Answer: No/Yes/Maybe, as they consider the EMPRA their greatest enemy, and furthermore refer to him as &amp;quot;the Anathema&amp;quot; for a reason &#039;&#039;(Anathema means a person or thing detested or loathed: The Chaos Gods hate the Emperor and may even fear what his actions might bring about)&#039;&#039; The origins of the Chaos Gods loathing for the Emperor may have been the result of his theft, he had wronged them, and now they want payback; you could argue that the Emperor&#039;s actions and presence are what have caused the Chaos Gods to turn their attention away from the Great Game towards the Materium (He took the greatest gamble in history, and now the galaxy is paying the price). Horus suspects that the Emprah came to Molech (on his first visit) and stole his psychic might from the Chaos Gods (saying that the Emperor came with a spaceship but left without it) and takes this as proof that the Empra was not always as powerful as he is now/was at the time of the Horus Heresy. However, it is equally likely that that the Emperor simply used a spacecraft on his first visit to Molech, as teleporting across half the galaxy would have represented a huge effort and use of psychic power - even for him - which he would have needed to recover from. This in turn would have made it impossible for him to enter the Chaos Realm and act from a position of power.&lt;br /&gt;
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Even the word Molech is remarkably similar to the word Moloch which is a biblical name relating to a Canaanite god associated with child sacrifice. (http://en.wikipedia.org/wiki/moloch) if you read the page there might be a couple of other interesting similarities that you might find in relation to the Emperor. But then again [[Asmodai| a guy named after the demon of lust]] is part of the zealous fun police in 40kverse. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Reaction To Horus becoming Warmaster===&lt;br /&gt;
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{{Topquote|He counted all men of power to think as he did, yet while the Lion and the Wolf of Luna shared many traits, they were not the same. When news of Horus&#039; new rank reached the Lion he did not pause in his campaigns, did not offer congratulations or lament his own fortune and this, more than the reaction of any of his other brothers, gave the Warmaster pause.|Horus&#039; reaction to the Lion&#039;s reaction to Horus becoming Warmaster}}&lt;br /&gt;
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Surprisingly, despite their differences, both Russ and the Lion shared a similar reaction to Horus becoming Warmaster. Whilst many of their brothers threw massive temper tantrums and acted like spoiled brats, both the Lion and Russ accepted the decision with cynical resolve, unsurprised that it was Horus that had been chosen. Neither had been pleased with the decision, but neither of them could doubt his fitness for the role, for none of the primarchs had ever matched Horus’s achievements, nor the intimacy of his bond with the Emperor. Well, except for [[Sanguinius]], that is.&lt;br /&gt;
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Initially, after Horus’s appointment, there was a silent but very [[Slaanesh|awkward tension]] between Horus and the Lion. The relationship between the two primarchs had always been fractious (Horus believed that the Lion felt he should be the most revered primarch because his Legion was the first). It had never spilled over into open confrontation, but Horus knew that their new circumstances would put their already straned brotherly bonds under additional pressure. Surprisingly it was the Lion and not Horus who made the effort to extend the olive branch, an offer that Horus could not afford to ignore.&lt;br /&gt;
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The position of Warmaster does not make you the next Emperor in waiting, but as shown in “Unremembered Empire”, was the highest military position in the Imperium. Horus as the &amp;lt;s&amp;gt;first found&amp;lt;/s&amp;gt; (at least officially; according to new lore, that position actually belongs to [[Alpharius]], though we only have &#039;&#039;his&#039;&#039; word on that...) already had a long and proven record that had yet to be beaten, although the Lion seems to have been catching him up pretty quickly. Horus also had one thing that the Lion, despite his brilliance, did not: his natural charisma - the ability to get people to do what he wanted and to act as a mediator between his various brothers, who would normally be at each other’s throats. The Lion was both introverted as fuck and had a stubborn, independent streak which meant that although he would follow the orders he was given, he would do it “his way”, which might not gel well with what other people may have wanted.&lt;br /&gt;
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In the short story &#039;&#039;&#039;The Board is Set&#039;&#039;&#039;, the symbolic depiction of the piece used to represent the Lion is the &#039;&#039;&amp;quot;Double-Edged Sword&amp;quot;&#039;&#039;, which indicates that the Emperor may have known that the Lion had the capacity to bring both favourable and unfavourable consequences and therefore kept him away from the position of Warmaster for that very reason (though ironically he did trust him and his legion with a [[Psyker|SUPER]] [[Men of Iron|SEKRIT]] MacGuffin arsenal of [[Dark Age of Technology|Dark Age]]-era artifacts that [[Adeptus Mechanicus|nobody else]] in the Imperium possessed). Additionally, [[Lorgar]] was given a vision apparently showing all the Primarchs that would side with Horus during the Heresy. One of the Primarchs shown fits the description of the young Lion arriving on Caliban. The [[Chaos Gods]] seem to have really wanted and fully expected the Lion to have joined their side during the Heresy. The fact that the Lion stayed loyal either shows that the Emperor made the right choice with the Lion, or that the sword hadn&#039;t swung both ways yet. However, it&#039;s more likely that the double-edged sword was the depiction of a loyal tool that can cut friend or foe without hesitation; a Lion that can kill his enemies but also a brother gone astray, as proven in his readiness to strike down [[Fallen Angels|fallen]] brothers if need to.&lt;br /&gt;
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==Horus Heresy== &lt;br /&gt;
Shortly after the betrayal at Isstvan III, but prior to the [[Drop Site Massacre]], the Lion and his legion were busy battling for control over the Shield Worlds, but upon learning of Horus&#039; betrayal he emerged from the dark in order to lead a small select group of Dark Angels to capture a set of [[Ordinatus]] war engines that [[Horus]] would have used against the Imperial Palace. Note: These weapons were so big that a blast from one could [[Anal Circumference|take out an entire starport]]. Despite successfully winning this campaign and capturing the weapons, the Lion ended up having a meeting with [[Perturabo]], who was ostensibly on his way to join with Dorn&#039;s retribution force in order to bring justice to the Emperor&#039;s traitorous sons. The Lion gifted the Ordinatii to his brother with the understanding that Pert would lend his voice in supporting the Lion&#039;s candidacy for the position of Warmaster after Horus was dealt with. Suffice to say that the Lion had no idea that his brother had already turned and would likely end up using the war engines on Terra anyway. The Lion then left to re-join his legion. It would turn out that it was Pert who told the Lion of Curze and the Night Lords&#039; activities in the Thramas sector, and was the one to place the target on Curze’s back. However, Horus was ultimately behind both Pert and Curze&#039;s actions, as the overarching plan was to set the Dark Angels up to be so busy with the Night Lords as to remove them from the wider Heresy. In particular, Horus wanted to make absolutely sure they weren&#039;t anywhere near Terra when he made his move to take it.&lt;br /&gt;
[[File:Lion vs Curze.jpg|380px|thumb|right|The Emperor&#039;s First and Eighth Sons, spending some quality time together. They might not look like it, but the brothers are having the time of their lives!]]&lt;br /&gt;
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===Thramas Crusade===&lt;br /&gt;
{{Topquote|I was content in the dark places of the galaxy, content to kill in the name of empire and be forgotten. But you have summoned me back with your pitiful flailings at rebellion, for you have endangered the empire my toil has built and for that there is a price to be paid. First we shall speak of my brothers, Curze and Horus, and then you shall learn what terror truly means for the brief remnants of your existence.|Spoken by the Lion as he drags a Praetor of the Night Lords into the &#039;&#039;Invincible Reason&#039;&#039; so that they can have a friendly chat}}&lt;br /&gt;
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When the [[Horus Heresy]] properly broke out, the Dark Angels began a push-pull war with the [[Konrad Curze|Night Haunter]] and [[Night Lords|his legion]] known as the [[Thramas Crusade]]. The Night Lords had originally been tasked with conquering the sector and turning its assets over to the traitors, in order to fuel the war effort in Horus’ name. Perturabo, who was still playing his part as a loyal son, informed the Lion of their activities. The Lion, under the impression that Dorn’s retribution force could deal with Horus and friends, left to gather a force of Dark Angels to bring the Night Lords to heel. It would only be during the time he was gathering his own forces that the true scale of his brothers&#039; betrayal became apparent. The Lion and the part of the legion accompanying him would now find themselves on the wrong side of the Ruinstorm, unable to get to the other side, and faced with a enemy that could not be left unchallenged and that was very much determined to keep them tied up for as long as possible.&lt;br /&gt;
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While the Lion was a superior tactician to Curze, finishing that particular fight was more easily said than done. The nature of the combat essentially forced the Lion to play a game of cat-and-also-cat with Curze, and if there was one thing Curze was good at (besides being spooky), it was unconventional warfare. Second, successfully ambushing a warp-capable fleet with another warp-capable fleet is almost impossible. Imperial warp drives are not only inaccurate, but are very difficult to use inside of star systems, so realspace translation with a planetary target in mind has to occur pretty far away from the actual destination. This meant that if the Dark Angels tried to counter a Night Lords incursion, the Night Lords could detect the Dark Angels long before they were in engagement range. By the time the Dark Angels could get significant assets in-system, most of the Night Lords could, and often would, already be gone.  During ‘The Lion’ by Gav Thorpe, the Night Lords are actually capable of somehow following the Dark Angels&#039; ships during Warp travel, something that should have been impossible. The Dark Angels don’t know how they were doing it, but it is likely that the Night Lords were unknowingly getting a bit of a helping hand from the Chaos gods. Traitor counterattacks on worlds such as Sedrrice and Chenros had left both sides battered and exhausted. The situation had turned into an inconclusive quagmire with no end in sight, which suited the Night Lords just fine. So long as they could continue to keep the Dark Angels stuck on the wrong side of the galaxy, their objective was fulfilled.&lt;br /&gt;
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Also around this point it was apparent that the Lion was hanging out with the [[Watchers in the Dark]], who were apparently feeding him information. &#039;&#039;(Which is kind of a WTF, are they members of the Cabal or not? And do they want to fuck over humanity or not? And what &#039;&#039;&#039;does&#039;&#039;&#039; the Lion know about it?)&#039;&#039;. The Watchers were informing him that his legion back on [[Caliban]] were starting to get naughty (though the way that they conveyed this was... unhelpfully oblique), but the Lion also knew that [[Roboute Guilliman]] had also raised his banner in the East and could have become a threat almost as bad as [[Horus]]. Knowing that it could potentially mean sacrificing his legion if he took too long, he also made it clear during this little conversation with the Watcher that he was 100% loyal to the Emperor. He in fact went so far as to state that he would not suffer the Imperium to be led by literally anyone other than the Emperor, even if that meant he had to fight any or all of his loyal brothers so stop such an eventuality.&lt;br /&gt;
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After a year of conflict, Curze invited Lion El&#039;Jonson to parley on the planet of Tsagualsa, either to try to turn him or just for the lulz he might get in poking fun at him. Here, Curze once again mocked the Dark Angels, telling Lion El&#039;Jonson that in the future, the Dark Angels&#039; loyalty would be called into question; were they truly loyal, or had they just been waiting on the sidelines to see who won the battle? This proved that Curze wasn&#039;t in the office the day the memo about “Not Mocking the Lion” was handed out. The Lion waited patiently for his brother to stop ranting, then apologized to Curze for what he referred to as &#039;&#039;&#039;&amp;quot;such a dishonourable blow&amp;quot;&#039;&#039;&#039; before he proceeded to [[Awesome|impale Konrad through the gut]] with his sword, defiantly proclaiming that &#039;&#039;&#039;&amp;quot;-‘I do not care who knows the truth now, tomorrow, or in ten thousand years. Loyalty is its own reward.&amp;quot;&#039;&#039;&#039; The two brothers proceeded to have a brutal and bloody brawl which at one point had Curze nearly strangling the Lion despite having been sucker-stabbed minutes before. Fortunately for the Lion however, Corswain of the Dark Angels leapt onto Curze&#039;s back and impaled him (again), then preceded to strangle him with his own chains, riding the Night Haunter like he was in a rodeo, which allowed the Lion to get back up; the two brothers would continue to fight until large numbers of Marines from both Legions landed and pulled them apart. Being dragged back to their individual ships while flinging curses at one another, the Lion swore that &#039;&#039;&#039;he would not return to Terra&#039;&#039;&#039; before he had made Konrad Curze and his legion pay for their traitorous actions, inadvertently ensuring that Curze&#039;s prediction would come to pass. It was also after this point that the war would start to turn against Curze really badly. Once again, do NOT mock the Lion.&lt;br /&gt;
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Taking Curze&#039;s message about being &amp;quot;savage weapons&amp;quot; to heart, the Lion stopped chasing Curze around the whole sector and instead tried something different. He enacted a scorched-earth policy to reduce the available area that he had to defend. He took what munitions and warriors he could from less-defended worlds, moved their populations en masse to more defensible locations, then destroyed whatever remained so that the Traitors were left with nothing to fight over. This sort of worked, but also  was effectively doing much of the traitors&#039; work for them. However, this policy created such impregnable strongholds that only &#039;&#039;one&#039;&#039; of them fell to the enemy, which was Thramas itself, and that world was taken for only seven days before being reclaimed by &#039;&#039;&#039;Marduk Sedras&#039;&#039;&#039; and his forces. Unfortunately for the Lion, this also didn&#039;t exactly solve the problem of fighting the Night Lords, as their elusive fleets could still withdraw whenever they were engaged. This meant that the Lion also needed a second aspect to his plan that he believed was to be found in the &#039;&#039;&#039;Perditus&#039;&#039;&#039; system.&lt;br /&gt;
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During the journey to Perditus, there was a short run-in with [[daemons]] where the Dark Angels aboard the &#039;&#039;Invincible Reason&#039;&#039; found themselves trapped between reality and the Warp without the protection of the Gellar fields. The command deck of the flagship was saved by the intervention of one of the legion&#039;s former Librarians breaking the Edict of Nikaea, which helped the Dark Angels to figure out that psychic powers were the best weapon against creatures of the Warp. When the Lion reinstated the Librarius, one of the [[Chaplain|Chaplains]] got a bit pissy over him defying the Edict of [[Council of Nikaea|Nikaea]] and demanded that the Librarian be immediately executed, even as tides of daemons continued to flood the ship. So what did the Lion do? Delivered a brutal backhanded slap which KNOCKED HIS FUCKING HEAD OFF! No-one fucks with the Lion. Any questions? (it should be noted that the Lion hadn&#039;t meant to kill the guy and showed genuine sorrow and regret over the Chaplain&#039;s death).&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
This scene has caused no small amount of nerd rage amongst Dark Angels players. Mostly because it was fucking stupid.&lt;br /&gt;
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When reading this scene, there are a number of things to bear in mind:&lt;br /&gt;
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*This was not a common occurrence; the shock displayed by the Dark Angels who witnessed the event indicates this was not the normal behaviour for the Lion.&lt;br /&gt;
*The entire ship was currently trapped between reality and the Warp without the protection of the Gellar field.&lt;br /&gt;
*The &#039;&#039;Invincible Reason&#039;&#039; was currently being overrun by a tidal wave of daemons, and the longer it took to stop them, the greater the loss would be amongst his Legion. &lt;br /&gt;
*The Lion gave the Chaplain multiple chances to stand down, explaining that, yes the Librarian had broken the Edict, but their current situation required their power to be utilized. The breaking of the Edict would be dealt with only after the daemons had been dealt with first.&lt;br /&gt;
*The Lion struck out in anger, hitting the Chaplain with the back of his hand, as proven by the armor shards embedded in the back of his gauntlet. This looks more like a disciplinary action then an actual attempt to kill. The Lion lashed out in blind anger, not intending to actually kill; it&#039;s up to you to decide whether this makes it better or worse.&lt;br /&gt;
*It only took a split second for the Lion to realize what he had done, and his normally stoic appearance was replaced by one of anguish. After looking at the hand that struck the Chaplain he knelt, his eyes never leaving the ruined body and swore that they would mourn for the Chaplain once the ship was once again safe.&lt;br /&gt;
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The author of “The Lion”, Gav Thorpe was asked what made him decide to kill off the Chaplain, his reply can be found here: http://gavthorpe.co.uk/spoilers/[[http://gavthorpe.co.uk/spoilers/]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The ace in the Lion&#039;s sleeve was an awesome, yet clearly heretical, sentient warp engine of unknown origin called the [[Tuchulcha]], that the Lion had first learned about during his time campaigning with [[Mortarion]] in the Great Crusade. Upon arriving at its hidden location he found that a group of [[Death Guard]] and [[Iron Hands]] were arguing over it. He very clearly told them both to stand down or he would destroy them, the engine, and the planet itself if need be, rather then let it fall into traitor hands. The Death Guard carried on, believing he was bluffing... until he actually followed through with his threat, only redirecting the attack once the Death Guard had backed down. This artifact was part of a trinity of sentient Warp constructs consisting of itself, the Plagueheart, and the [[Ouroboros]] (the creature at the heart of Caliban). All three parts were at one time part of a single warp entity used by the [[Old Ones]] to create their Webway network, or at least part of it. Strangely enough Tuchulcha refers to [[Caliban]] as its home and states that ‘Salvation’ is waiting there, not just for it but for the Dark Angels as well. However, since the Lion had no real way to tell friend from foe since the Death Guard were working for [[Horus]] and the Iron Hands were now working for [[Rowboat Girlyman]], he ended up shouting at [[Typhus|Typhon]] for a bit, told the Iron Hands to go fuck themselves, and took the Tuchulcha for himself.&lt;br /&gt;
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At around this time, [[Magnus]] had sussed out that the Lion was carrying around the &amp;quot;seeds of his own destruction&amp;quot;, but it is uncertain if he is referring to [[Tuchulcha]], the [[Watchers in the Dark]], the soon-to-be-[[Fallen Angels]], or something else, since there seems to be a lot of strange influences surrounding the First Legion during this period.&lt;br /&gt;
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The Dark Angels used the Tuchulcha to ambush the Night Lords and eventually break their legion, forcing them to scatter and become a raiding force from then onwards. Konrad Curze, after emerging from the deathly coma caused by the savage mauling he had received at the Lion&#039;s hands during the ambush, would end up lurking around the Dark Angels flagship [[A Game of Pretend|playing a deadly game]] of hide and seek, which the Lion almost won until someone interrupted him by radio.&lt;br /&gt;
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By the end of the conflict the Dark Angels had suffered almost 10,000 casualties, whilst the Night Lords had suffered the loss of around 40,000 marines; the Night Lords had 100,000 marine fighting in the conflict (100% of the legion) vs 70,000 Dark Angels (35% of the legion). But in completing the campaign, the Lion had to effectively damn himself twice in order to do so, first by being just as destructive as the Night Lords and effectively ruining much of the Thramas Sector, and second by bringing the forbidden Tuchulcha device on board his ship and using it. Though to be fair, the Tuchulcha amounted to a completely game-breaking piece of tech when it came to void warfare, as it allowed the Dark Angels fleet to basically ignore every limitation or danger of Imperial warp drives.&lt;br /&gt;
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Though the Dark Angels couldn&#039;t be kept out of the greater fight indefinitely, Curze ultimately succeeded in the strategic objective the Traitors had been aiming for. The Lion had lost his chance to be present at Terra when the hammer fell, and the bulk of the Dark Angels would not be present either. It would take the full might of the Lion, two of his brothers, and their legions to finally break through the Ruinstorm; to be fair, this isn&#039;t that surprising, as Horus had years to secretly plan out everything (and it still didn&#039;t go exactly to plan) against his unknowing opponents, and to set out his strategies to isolate or sideline the brothers he knew he couldn&#039;t get to turn traitor.&lt;br /&gt;
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===Imperium Secundus===&lt;br /&gt;
After the shattering of the Night Lords the Lion headed towards Macragge with a force of 20,000 Dark Angels, leaving the bulk of the Legion under the command of &#039;&#039;&#039;Corswain&#039;&#039;&#039;. His last command to his Seneschal was to find Russ of the Space Wolves, and to engage the enemy wherever possible.&lt;br /&gt;
In order to make the search as effective as possible the Legion split up into Orders, allowing them to search a much wider area. They would unfortunately fail to locate Russ, as he and the Space Wolves had already been saved by some Calibanite Dark Angels who had been sent out to distant fortresses across the void 59 years ago and had recently been trying to piece together what was happening during the Heresy due to the nebula interfering with communications. (Which begs the question, how did Russ know the Lion was heading to Macragge in ‘Vengeful Spirit’ if Althalos hadn’t had any word from the Lion and had no idea what he was doing?) Though the Calibanite Dark Angels had sworn themselves to Luther (most have never even seen the Lion or any other primarch for that matter), these ones seemed to still be loyal to the Emperor.&lt;br /&gt;
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Corswain went on to travel with Belath (the same arse from “Call of the Lion”) to hunt down some Death Guard forces under the command of Typhon. They gave the Death Guard such a hard time that [[Mortarion]] himself decided that he needed to take control of the situation personally. Belath annoyed Corswain so much &#039;&#039;(yes, this guy is so annoying he managed to get under the skin of the guy who held his own in a verbal duel with &#039;&#039;[[Sevatar]]&#039;&#039; without losing his cool)&#039;&#039; that he was ordered to commandeer as many transports as he could and head to Caliban in order to collect all the Dark Angels stationed there and bring them into the fight.&lt;br /&gt;
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[[File:Primarchs-Deathfire.jpg|350px|thumb|right|Lords of Imperium Secundus]]&lt;br /&gt;
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A bit later, the Lion finally made his way out to [[Ultramar|Macragge]] with the intention of seeing [[Roboute Guilliman]]. Due to a giant-ass Warp storm aptly named the Ruinstorm, pretty much anybody who was on the eastern side of the galaxy had been cut off from Terra. Attempts had been made to penetrate the storm, but nobody had come even close to succeeding as far as those who remained were aware. As such, Guilliman had decided that until he heard otherwise, he was going to assume the absolute worst case scenario: Horus had won, Terra was in ruins, the Emperor was dead, and something needed to be done. That something would end up being the formation of a political institution called &#039;&#039;&#039;[[Imperium Secundus]]&#039;&#039;&#039;, which was essentially a space-age version of the Eastern Roman Empire. The point was to preserve as much of the Imperium&#039;s progress and ideals as possible, and to try to scrape together enough of a fighting force to give the Traitors absolute hell when the inevitable attack came. To that end, Guilliman&#039;s forces had found a xenos device known as the Pharos, a lighthouse-like device built into a mountain on the planet Sotha, which they originally used as a sort of mini-Astronomican. With the light of the actual Astronomican having been cut off by the Ruinstorm, all the disparate and scattered Loyalist forces in the eastern half of the galaxy started converging on the Pharos, either thinking it was the real Astronomican or just looking for some safe harbor. The Lion, due to his ridiculous Tardis, knew precisely where he was going and had the intention of making sure Guilliman wasn&#039;t trying to become a third wheel in the current galactic clusterfuck. He arrived on Macragge with no incident despite the Ultramarines being quite on edge (Calth had just happened after all), and put on a parade with his Dark Angels that was so awesome that Guilliman actually got a bit annoyed. This was then sharply contrasted by the Lion straight up &#039;&#039;hugging&#039;&#039; Guilliman when they met, which freaked him out so badly that he dropped his helmet, which the Lion then picked up and gave back to him. Guilliman didn&#039;t want to give the job of [[Emperor|Regent]] to the Lion because he didn&#039;t trust the Lion, and the Lion didn&#039;t want Guilliman to have it because what Guilliman was doing was technically treason. In spite of this, the two brothers were actually getting on for a little while...&lt;br /&gt;
&lt;br /&gt;
... And then [[Konrad Curze|Konrad]] broke loose and pretty much waged a [[Sly Marbo|one man war]] against [[Ultramar]], after which [[Vulkan]] was revealed to have been on Macragge the whole time and the two proceeded to bitchslap each other about for a bit. Guilliman and the Lion had a pissing match because of this over who was [[Keeper of Secrets|hiding the most secrets]]. Eventually [[Sanguinius]] joined the party and they made him [[Emperor|regent]], solving both of their problems.&lt;br /&gt;
&lt;br /&gt;
The Lion was named Lord Protector of Imperium Secundus, essentially making him Warmaster in all but name of the loyalists now allied with the Imperium Secundus. Sanguinius would be the Emperor and Guilliman the architect (i.e the prime minister). Guilliman would command an [[Administratum|army of bureaucrats]], senators and lawmakers whilst the Lion would be the general of the combined armed forces. He would be able to take the fight to Horus at the head of the finest augmented warriors dedicated to the most beloved of the Primarchs, recruited, organised and armed by the greatest logistician in the galaxy and commanded by its paramount general. You really would struggle to put together a better combination, too bad they didn’t really get on or Horus would have had a fight on his hands.&lt;br /&gt;
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Despite the Primarchs&#039; public display of unity, not all was well with the newly formed alliance. The Lion took Curze’s escape very seriously, seeing it as his own personal failure; the fact that his treacherous brother had once again slipped through his fingers infuriated him and continued to play on his mind. He also became increasingly annoyed with [[Sanguinius]] who despite being made [[Emperor|regent]] seemed to want to do nothing but [[Lorgar|lock himself away and mope around feeling sorry for himself]] like some stroppy teen.&lt;br /&gt;
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As time passed the Lion grew increasingly obsessed with hunting down his wayward brother and bringing him to ‘justice’ for his past crimes (sounds [[Konrad Curze|strangely familiar]] for some reason) and neglected some of his other duties toward the Imperium Secundus (seriously is anyone else getting a weird sense of deja vu) in favour of preparing in secret to finally put a stop to the Night Haunter’s antics. (In all fairness you can’t really blame him; hunting down another Primarch, especially one as elusive and dangerous as Curze, isn’t exactly something you can half-arse).&lt;br /&gt;
*Guilliman tried to blame the Lion for the attack on the Pharos, even going so far as to try to get Sang to team up with him against the Lion; Sang shot back that despite both his brothers naming him Emperor, Guilliman had never truly let go of the reins of power, with Guilliman treating Sanguinius as little more than a figurehead- going out of his way to put on a show in public, yet pulling all the strings behind the scenes regardless to Sang’s wishes. All three brothers had agreed to not draw attention to the Pharos, choosing to not have it heavily guarded on purpose to make it look unimportant; its safety was therefore their collective responsibility, not just the Lion. When the attack against the Pharos happened the Lion was busy elsewhere, beating the shit out of a portion of the World Eaters and freeing another one of Guilliman&#039;s worlds from traitor forces; all whilst Guilliman was sitting at his desk at home and Sang was isolating himself in his throne room (at least one of the three was getting shit done).&lt;br /&gt;
&lt;br /&gt;
[[File:The three move forward.jpg|350px|thumb|right|The Lion looking more like a [[Neckbeard]] than usual. Dog the Bounty Hunter would be proud, though.]]&lt;br /&gt;
Through the events of “Angels of Caliban” the Lion proves just what he is willing to do and sacrifice in order to catch Curze, and that he is undoubtedly an apex predator among the warp spawned monsters that comprise his family. With the blessing of [[Sanguinius]] he unleashes the Dreadwing upon Macragge, whilst at the same time deploying the Deathwing to protect the capital and enforce martial law. Although the populace were unhappy about the restrictions placed upon them, the Lion had good reason for doing so; terrorist attacks had spread across Macragge, resulting in the death of large numbers of civilians and even entire patrols of Space Marines. The terrorist activity was spreading out from the mountainous region of Illyrium, whose people turned out to have been worshippers of Chaos for centuries before Guilliman&#039;s foster father was even born. The people of this region had never accepted Guilliman as Macragge&#039;s ruler, but decided that discretion was the way to go and had kept their rituals secret, for as long as a Primarch stood against them they knew that they could not win... yet. The Lion saw the pattern in their workings and knew that Curze was the one pulling the strings, something Guilliman refused to accept. The people of Illyrium now had their own demigod on their side and were quick to take action against the rest of Macragge. Both the Lion and Guilliman argued over how to deal with them. Guilliman refused to take up arms against &amp;quot;his&amp;quot; people, and the Lion argued that they could not move forward whilst this rebellion acted as a weight around their necks. Sanguinius sided with the Lion, much to Guilliman&#039;s dismay, although the Lion was warned that orbital bombardment was out of the question. The Lion simply rolled his eyes and did it anyway (in a very sneaky way of course); he orbitally dropped the Dreadwing into the mountains and had them wreck the place with their full arsenal of proscribed weapons. The Lion cleaned up the mess that Guilliman should have dealt with a long time ago, but then again that is what the Lion was there to do; he was there to do the dirty work so the other two could keep their hands clean.&lt;br /&gt;
&lt;br /&gt;
The Lion cornered Curze in an isolated mountain range and ordered the Dreadwing to stand down before going in alone. Curze’s shadowman antics had grown predictable, especially for the Lion, who&#039;d also started drawing more on his hunting instincts than in any of his previous portrayals. The final brutal confrontation between the brothers ended with Curze and the Lion reenacting the &#039;&#039;Knightfall&#039;&#039; comic as Batman and Bane, respectively. (seriously the similarities between Russ and the Lion are starting to add-up). The Lion dragged a paralysed, broken, and chained Curze before his brothers for trial, but Curze quickly flipped the script by revealing that the Lion did in fact disobey the direct order from Sanguinius regarding the use of excessive force. Despite doing all the dirty work and handing over Curze to them on a silver platter, the Lion was banished from Imperium Secundus and Guilliman broke the Lion Sword over his knee while delivering a pretty snappy one-liner. &lt;br /&gt;
*An interesting scenario may have played out if the Lion hadn’t wiped out this militarized Chaos worshiping cult (they had kept their ‘faith’ hidden from the rest of the planet whilst Guilliman ruled, but now they had their own demigod on their side). If they had been left alive when the Primarchs and their forces left for Terra, this cult may have overrun the heart of Guilliman&#039;s realm in their absence. Guilliman on his return may have had to deal with his very own Caliban scenario; in hindsight Guilliman may actually owe the Lion big-time for removing them before they could become a major issue.&lt;br /&gt;
*There is certainly a whiff of hypocrisy coming from Guilliman here; even in the stories that features him 10,000 years later, he reminisces over the countless worlds that he had brought to ruin and the sheer number of species wiped from existence by his hands, all in the name of the Emperor. What the Lion had done was no different than what the Imperium routinely inflicted upon countless civilizations across the galaxy during the Great Crusade; the only difference is that now it was Guilliman&#039;s capital world that was affected. All of the primarchs have oceans of blood on their hands, and Guilliman getting angry because he was now on the other end of the brutality of the Emperor&#039;s Crusade is rather funny.&lt;br /&gt;
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As the Dark Angels were preparing to leave, the Lion had an epiphany regarding Curze&#039;s visions; if Curze’s fate was to be executed by an assassin at the Emperor&#039;s command, then he needed to be still alive for such an order to be given. If Curze were to be killed before he was meant to be killed, then the loyalists might inadvertently bring about a future where the Emperor’s fate could be drastically changed for the worse. The Lion immediately went back down to Macragge, giving up the last chance he had of saving his legion and homeworld, bent the knee to his brothers and begged them (SERIOUSLY IF ANYONE STILL HAS ANY DOUBTS REGARDING HIS DEVOTION TO THE EMPEROR THEN YOU DESERVE A SLAP) to spare Curze’s life (he’s got better plot armour than the Space Wolves at this point) and pledges to be his brother’s keeper.&lt;br /&gt;
&lt;br /&gt;
Now knowing that Terra still stood, the three Primarchs gathered the bulk of their forces and headed into the Ruinstorm, with the intent of forcing their way through. Sanguinius would end up almost having a major falling out with the Lion after Hawk Boy decided to break Curze out of his prison, leaving a trail of unconscious Dark Angels behind him, so that Sanguinius and Curze could go to Davin and find out what remained there. The Lion was so pissed that he nearly ordered the planet destroyed with his brother still on it. Realising what he had almost ordered, the Lion deduced that even now the enemy was manipulating them, subtly playing upon their fears, dreams and wants and exploiting their personalities and natural instincts to drag them down a path of fate that would only lead to their self-destruction. Feeling the invisible chains that had shackled him without his notice, he immediately sent a message to Guilliman, warning him to be watchful, as they could no longer trust their first instincts. The message was received by Guilliman, who took the hidden meaning very seriously as he himself was suffering his own inner conflicts of self-doubt and inaction.&lt;br /&gt;
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Once through the Ruinstorm, the three fleets parted ways. Whilst Guilliman’s fleet tried to punch a hole through the traitors&#039; ships in order to allow the Blood Angels to get to Terra, the Lion and his forces went on an Exterminatus spree through traitor-held space in order to draw more of Horus’s forces away from Terra. Did you ever wonder why there are no mentions of the traitor primarchs&#039; homeworlds after the Heresy? The Lion and the Dark Angels are why. The Lion unleashed destruction of unprecedented scale, crushing traitor world after traitor world across the galaxy. When the traitors were defeated at Terra, there would be no safe haven for them to run to.&lt;br /&gt;
&lt;br /&gt;
One of the biggest lessons the Primarchs took from their trip through the Ruinstorm was that symbolism and symbolic actions were very important when fighting the forces of Chaos. A sword is a more effective weapon than a firearm, not because it&#039;s more powerful, but because the person has to be the one to drive the blade home. Decisive and thorough action was crucial. The Lion took this lesson to heart; he wouldn&#039;t just destroy his enemies, he would wipe them out completely, root and stem.&lt;br /&gt;
&lt;br /&gt;
===Exterminatus Campaigns===&lt;br /&gt;
This period of time would be known as ‘the passage of the Angel of Death’, as the Lion would throw aside any notion or façade of the ‘hero’/‘savior’, and would fully embody the aspect of the ‘destroyer’. The Dreadwing, whose actions were normally highly controlled and sanctioned were let completely off the chain, and where they walked, worlds burned. (Farith Redloss once asked if the Lion was sure he wanted to unleash the Dreadwing, as he knew that once the order was given no quarter would be given; among the legion, Redloss was a well known warmonger, and even he was like ‘are you sure you want to do this?’)&lt;br /&gt;
&lt;br /&gt;
Just as he told his brothers he would, the Lion tore a path of destruction through the traitor territories. His legion destroyed [[Chemos]], [[Nuceria]], and many other worlds, but by the time they reduced [[Barbarus]] to space dust, they began to realise that they were not having the desired effect. The traitors seemed to be indifferent to the destruction of their homeworlds and refused to be drawn away from Terra.&lt;br /&gt;
&lt;br /&gt;
The Lion had taken to haunting the abandoned levels of the &#039;&#039;Invincible Reason&#039;&#039; since the destruction of Luth Tyre. He didn&#039;t even bother to appear when Barbarus finally died. Although he didn&#039;t tell the legion the reason why, as it seemed the [[Astronomican]] was dead; now that the Ruinstorm was gone the Lion reasoned that the eight weeks of darkness combined with the prophetic visions of Curze and Sanguinius meant that despite their efforts Horus had won. All that was left to do was to make sure it was a hollow victory and the Lion would avenge his father by making sure Horus ruled over an empire of ash. This is expanded upon in &#039;&#039;Mortis&#039;&#039;; the Astronomican is confirmed to have been snuffed out, not simply obscured, meaning that even though they may have wanted to get to Terra, they would be sailing blind. Only the Lion and his inner circle of trust knows this, however.&lt;br /&gt;
&lt;br /&gt;
[[File:The broken blade.jpg|300px|thumb|right|Descriptions of the broken blade.]]&lt;br /&gt;
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He confided only in Mistress Fiona, the ship&#039;s Navigator, and Stenius, the ship&#039;s captain. They had been reliant on Tuchulcha to travel since Luth Tyre, but had kept it a secret until they were sure of their chosen path. The revelation that Stenius had been a member of the Lion&#039;s innermost circle all along and had been trusted to use Tuchulcha came as a real surprise to Holguin, as it was a well-known fact among the legion that the Lion had been suspicious of his loyalties; turns out the Lion and Stenius are two fantastic actors.&lt;br /&gt;
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A meeting was called to discuss what their next move should be, with the Lion demanding that all wings of the Hexagrammaton should be heard. Although the gathering took place, the Lion was nowhere to be found. The meeting started seemingly without him, the gathered assembly bowing to an empty throne. The debate gathered momentum with Astartes and mortals arguing on both sides. The Lion brought the heated debate to an end by suddenly appearing among them, seated upon the throne, catching them all by surprise. By remaining unnoticed, the Lion demonstrated that he may have been better at reading people than he let on. Without them being aware of his presence he was able to listen to the honest opinions of his legionaries, as well as his mortal crew. The mortals would never have spoken up in his presence and he was no longer getting open and honest answers from his voted lieutenants. The heads of the Hexagrammation were not just a military force but also acted as his closest advisors and confidants. Despite his efforts to reassure and encourage them to speak their minds, the death of the Brother-Redemptor at his hands had colored their view of the Lion. Although they may have had opposing views to their Primarch, they now kept them to themselves. This essentially isolated the Lion, leaving him alone without anyone he could truly confide in; this didn&#039;t help the fact that the longer the Heresy dragged out, the more the primal beast that slumbered in his heart was being pushed further to the surface. By remaining unseen he was able to get the honest views of both sides, which he wouldn&#039;t have heard if he had made his presence known.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Lion would choose to continue to attack the traitors&#039; reinforcements, strongholds and supply lines, this was mostly due to the fact that without the light of the Astronomican to guide them back to Terra, they couldn’t make it back even if they wanted to.&lt;br /&gt;
&lt;br /&gt;
Also of note: the book ‘Dreadwing’ insists heavily that the Lion&#039;s actions are having little effect, however later sources clearly refute this assessment. Malcador explains to Dorn how important the Lion&#039;s actions are in harming the forces of Chaos, and he is backed up by Sanguinius, who learned the same lessons as the Lion during their journey. It’s made clear that Horus’s forces are being starved of reinforcements for the [[Siege of Terra]] due to the Lion destroying anyone attempting to do so, and by destroying the traitor strongholds he is denying them any safe haven that they could retreat to. Horus&#039; forces were now stuck between Terra and the loyalist noose slowly closing in around Sol and the traitor fleet (this pressure would help push Horus’s hand). [[pretend|It might have looked like]] the Lion&#039;s actions were having no effect from his own position at the traitor&#039;s backs, but they most certainly did.&lt;br /&gt;
&lt;br /&gt;
The Lion was also not on his own, as he teamed up with many other scattered loyalist forces, including some Imperial Fists who had escaped the siege of their own homeworld. The Lion would also be joined by Russ (just like in the old lore), his legion, and the Raven Guard (Corax wouldn’t join them personally, but would lend a portion of his legion). The Lion would team up with his brothers long before the events in ‘Dreadwing’ would take place, which brings the canon events that happen in that book into question; the story overall stays the same but the details change.&lt;br /&gt;
&lt;br /&gt;
Also, Corswain and some Dark Angels reach Terra on their own and jump into the fray to reignite the Astronomican, allowing the other Loyalists to get to Terra and take part in the siege - once it is back up and running it will be a race for the Lion and Russ to get to Terra in time, just like the older lore described.&lt;br /&gt;
&lt;br /&gt;
==Later==&lt;br /&gt;
{{Topquote|You never learned! You should have been faster! It was your pride that kept you in the void! And I am guilty, just as you are. So fight me, and we will pass sentence on each other, the guilty slaying the guilty. I will not ask you again!|the Lion maddened by grief confronts Russ under the monument of [[Faash|Dulan]]}}&lt;br /&gt;
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Near the end of the Siege of Terra, the Lion&#039;s campaign to destroy the traitor worlds came to a close and he decided it was time to make his way back towards Terra. The Primarchs led their armadas into the warp, where they were then assaulted by daemons attempting to stop them from reaching Terra. Many Space Marines and ships were lost, and warp storms personally sent by the Chaos Gods swept them off course and drove them to the many shadowy corners of the universe unseen by men before or since. The fleets drove onwards in an attempt to make it back on course, but many soldiers were lost as they succumbed to starvation, plague, or madness.&lt;br /&gt;
&lt;br /&gt;
*Note: Corswain and a portion of the Dark Angels legion (the legion had been split up into many different fleets, each under the command of a legion master- in order to take the fight to the traitors over a wider portion of the galaxy) which he was put in charge of before the Lion headed for Macragge, arrived to aid Terra long before the arrival of their Primarch. The Lion has below 30,000 marines currently with him (he arrived on Macragge with only around 20-30,000 Marines), due to losses sustained on the journey to Terra and his battles against the traitor forces. Only 70,000 out of the legion&#039;s (roughly) 200,000 marines took part in the fighting at Thramas, leaving around 130,000 Marines scattered across the galaxy fighting their own battles. Corswain should have roughly around 40-50,000 Marines with him when he arrives to help Terra, unless he was able to pick up additional numbers along the way. These numbers would have made a real difference, however Corswain seems to have been unable to recall the rest of the legion after his hunt for the Death Guard forces had ended. He was able to grab a good number of Marines from Luther, though. The Luther loyalists were instructed to accompany the loyalist forces and &amp;quot;inconvenience&amp;quot; them as much as possible. The Marines loyal to Luther planned to kill Corswain as soon as they were able to, but just like Luther, after hanging around the Hound Lord for a bit they started to question their conviction. One of them even saved Corswain&#039;s life on more then one occasion. They would arrive at Terra with a force of around 10,000 marines, and immediately seek to reignite the Astronomican.&lt;br /&gt;
&lt;br /&gt;
The [[Space Wolves]] and the [[Dark Angels]] dropped into the fighting around the ruins of the Emperor&#039;s Palace. Joining forces with the remnants of the [[White Scars]] and the [[Blood Angels]], they swiftly drove the forces of Chaos from the rubble. The arrival of Russ and the Lion had broken the forces of Chaos, and with the death of Horus they beat a hasty retreat from the system, but for the first time the Primarchs felt no joy in victory and saw no glory in their deeds.&lt;br /&gt;
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Both the Lion and Russ took the Emperor&#039;s loss very badly; maddened with pain, heartbreak and despair, bitter words were spoken &#039;&#039;(the Lion believed that if Russ had not insisted on stopping to deal with every besieged world they stumbled across, then they could have made it on time).&#039;&#039; Filled with rage, the Lion prepared to strike Russ down. Russ simply exposed his chest, offering his heart to Jonson&#039;s blade. At the last second, the Lion perceived the madness of the situation. As his blade pierced Russ&#039;s primary heart, he turned his stroke aside, deflecting the blade from bone and missing the second heart. When Russ awoke he found Dorn and Jonson standing over his bed. The Lion approached his brother and bowed his head, begging his forgiveness, which Russ gladly gave. The three Primarchs swore a great oath never to do battle against each other again.&lt;br /&gt;
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The Horus Heresy had taken a heavy toll upon the First Legion. With their Legion scattered across the galaxy fighting battles alone and without support, it was not the loss of lives that the First sacrificed to Horus&#039; ambition. No, not for them the honourable toll of blood paid by the other loyalist legions, but a heavier burden paid with the sacrifice of the legion&#039;s unity and identity. Who they were and who they might have been had slowly but surely eroded away, piece by piece surrendered to Horus&#039; war. With the trust, friendship and brotherhood that had existed among the legionnaires shattered beyond repair, Caliban would prove to be the final breaking point.&lt;br /&gt;
&lt;br /&gt;
===Fall of Caliban===&lt;br /&gt;
{{Topquote| How? How can this be? Do you realise what you have done? That you have doomed yourself is terrible, but in so doing you have condemned your brothers, and even Caliban itself, to damnation. And for what? Look around you, Luther! Look at what you have become. Look at what this has done to us all. What promise did they make you that you would barter away your soul? What could be worth this price? |Lion El’Jonson, last recorded words of the Primarch during the Battle of Caliban}}&lt;br /&gt;
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{{topquote|Damn you Luther – how could you betray us? We were your brothers, and now we must join you in eternal damnation.|Lion El’Jonson, Primarch of the Dark Angels}}&lt;br /&gt;
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The events after the Horus Heresy are unclear; the forces of Chaos had been defeated, but they had left the Imperium in ruins. For the Lion and his Legion, one final, shattering betrayal remained to be discovered on their return to Caliban. As the Angels&#039; unsuspecting fleet moved into orbit, they were met by a devastating barrage of defence laser fire &#039;&#039;(ordered by Astelan)&#039;&#039;. Stunned by the attack, the Lion withdrew and attempted to find out what had happened. Luther had used his skills at oratory to lead the Dark Angels under his command to turn their backs upon the Emperor and their Primarch.&lt;br /&gt;
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The fury of Jonson and the loyal Dark Angels at learning this information knew no bounds. They had fought from one end of the galaxy to the other and now they found that their own homeworld and their own brethren had turned against them. The Lion immediately ordered an assault on the planet. The massed guns of the fleet easily disabled Caliban&#039;s defence laser batteries and then scoured the planet, driving the rebel Dark Angels back to their fortress monasteries. The Lion personally led the assault on the greatest of the monasteries, knowing that this was where he would find Luther. The two opponents were equally matched, for Luther had been enhanced by the dark gods of Chaos, becoming a psyker of such power that not even the combined might of the Watchers could restrain him. [[Anime|The two former friends met in a combat the likes of which would not be seen again. The two combatants moved with inhuman speed and agility, their blade movements too fast for any observer to follow. When they connected, the impact produced shockwaves that shattered the massive cathedral, causing chunks the size of battle tanks to fall around them as they dueled. At the apex of their titanic struggle they had levelled the monastery but still they continued the battle amongst the ruins.]]&lt;br /&gt;
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Meanwhile the massed guns of the fleet carried on pounding the planet, reducing the other fortress monasteries to rubble. As Caliban itself started to break apart under the bombardment, the battle between the Lion and Luther reached its climax. Luther, weakened by the long combat, staggered and fell, leaving himself open to a death blow, but the Lion could not bring himself to strike the finishing blow. As he hesitated, Luther unleashed a furious psychic attack that knocked the Lion to his knees and left him mortally wounded. At that moment, it was as if a curtain had been lifted from Luther&#039;s eyes, and he realised the full extent of what he had done. The truth shattered his sanity and he slumped down beside Jonson, no longer willing to fight.&lt;br /&gt;
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A rent appeared in the very fabric of space and a Warp storm of unprecedented fury engulfed Caliban. Those &#039;fallen&#039; Dark Angels who had served under Luther were sucked from the face of Caliban into the warp and scattered throughout space and time (read the Legacy of Caliban trilogy to find out who was responsible). Caliban, already weakened by the loyal Dark Angels&#039; bombardment, was ripped apart and destroyed.&lt;br /&gt;
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The Dark Angels flew down to the surface of what remained of Caliban and in the heart of the ruined wasteland they found Luther, who constantly repeated the same words over and over again: the Primarch had been carried away by the Watchers in the Dark and one day he would return to forgive Luther for the terrible sins he had committed. Of the Lion himself, there was no sign.&lt;br /&gt;
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&amp;lt;s&amp;gt;The Dark Angels took the biggest remaining chunk of Caliban and turned it into their Fortress-Monastery, calling it &amp;quot;The Rock,&amp;quot; and to this day, the Dark Angels and their successors hunt down &amp;quot;The Fallen,&amp;quot; to torture them until they have confessed their sins and have been granted absolution, then execute them.&amp;lt;/s&amp;gt; THERE WAS A SMALL ACCIDENT AND CALIBAN WAS DOWNSIZED BECAUSE IT WAS TOO BIG ANYWAY. IT&#039;S COOL, WE GOT THIS. NOTHING TO SEE HERE, &#039;&#039;&#039;MOVE ALONG&#039;&#039;&#039;. The Lion is currently fully healed in a regenerative stasis-induced coma in a hidden section of The Rock, making him the only &#039;&#039;&#039;other&#039;&#039;&#039; loyal Primarch confirmed to be alive as of M41. The 7th edition goes at bit further by stating that when the clarion call of battle sounds for the last time, Jonson will be summoned forth from his millennial rest to defend the Imperium of Mankind from its enemies. Then shall all traitors quake in fear, for the Lion’s vengeance will be terrible indeed... And as of September 2022, if the model leaks are to be believed, that day might be sooner than later.&lt;br /&gt;
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===The Invincible Reason===&lt;br /&gt;
[[File:.The invinsible reason..jpg|200px|right|]]&lt;br /&gt;
The &#039;&#039;Invincible Reason&#039;&#039; was the Lion&#039;s flagship during the Great Crusade. This mighty &#039;&#039;Gloriana&#039;&#039;-class battleship was one of the largest of its kind and packed a massive amount of firepower, even when compared to its sister ships. During the story of the Lion and the Wolf, the &#039;&#039;Invincible Reason&#039;&#039; is described as packing more firepower than the entire Wolf fleet present. &#039;&#039;Lord of the First&#039;&#039; confirms that it has &#039;&#039;hundreds&#039;&#039; of macro-cannon batteries. The Dark Angels had a preference for Lance weaponry when it came to their void craft, and the &#039;&#039;Invincible Reason&#039;&#039; was no exception, having a large number of forward-facing lance batteries. These forward-facing lance batteries would fire in unison, creating a sword of destructive energy that obliterated everything in front of it (kinda like how Eldar Pulsars work in Battlefleet Gothic).&lt;br /&gt;
[[File:Thramas-void combat.jpg|200px|right|]]&lt;br /&gt;
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Estimated armaments:&lt;br /&gt;
* Deck - 10x lance batteries&lt;br /&gt;
* Port - 20x (heavy type) plasma batteries / 13x launch bays&lt;br /&gt;
* Starboard - 20x (heavy type) plasma batteries / 13x launch bays&lt;br /&gt;
* Prow - 2x (heavy type) lances / 6x lance batteries / 2x Nova Cannons / 32x torpedo launches&lt;br /&gt;
* Hull - 7x orbital bombardment lances / 4x bombardment cannons&lt;br /&gt;
* Rear fins - 2x (heavy type) lances&lt;br /&gt;
* Close defense batteries - ?&lt;br /&gt;
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The &#039;&#039;Invincible Reason&#039;&#039; currently acts as the Dark Angels&#039; chapter flagship as of M42, and escorts [[The Rock]] through Imperial space.&lt;br /&gt;
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===The 42nd Millennium===&lt;br /&gt;
[[File:Lion10th.jpg|300px|right|thumb|In the Grimdarkness of the 41st Millennium, not even the [[Emprah]]&#039;s godly genes is entirely immune to the horrors that is: &amp;lt;u&amp;gt;&#039;&#039;&#039;Male Pattern Baldness&#039;&#039;&#039;&amp;lt;/u&amp;gt;.]]&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
As previously mentioned, the Lion is back, mysteriously waking up somewhere before the [[Arks of Omen]] campaign. Unlike [[Roboute Guilliman|Bobby G&#039;s]] first class stasis manicure, the Lion was effectively dumped in [[The Rock]]&#039;s garbage heap by the [[Watchers in the Dark]] for 10,000 years, and oh boy, were the ravages of time &#039;&#039;not kind&#039;&#039; with the Lion - he wasn&#039;t lucky enough to be put in actual stasis and consequently aged normally (as far as a Primarch can age &amp;quot;normally&amp;quot;, anyway). Resembling an aging &amp;lt;strike&amp;gt;Tywin Lannister&amp;lt;/strike&amp;gt; &#039;&#039;Davos Seaworth&#039;&#039; which is honestly quite fucking [[awesome]] in its own right, the Lion is now aged, with an &#039;&#039;obvious&#039;&#039; receding hairline.  It also means he&#039;s had a few minutes to fucking introspect; he hasn&#039;t mellowed at all, but he can now pull off his silent &#039;n solemn routine without coming off like an arrogant prick and he can actually talk to people now.  &lt;br /&gt;
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WARNING: From here on out, everything is very heavily and explicitly spoilers for Lion: Son of the Forest and Arks of Omen: The Lion. No seriously, this next section is just a terribly written summary. Sorry.&lt;br /&gt;
&lt;br /&gt;
Now, how the Lion woke up remains a mystery, although in &#039;&#039;The Lion: Son of the Forest&#039;&#039; it is heavily hinted to be the work of the Emprah and/or the Watchers. Whatever is the case, the Lion entered a [[Mirror-Caliban|dreamstate]] where he is half lucid and half hallucinating; seeing monsters hiding in the forest of what seems to be [[Caliban (Warhammer 40,000)|Caliban]], wearing the power armor of a Caliban Knight. What is interesting, is that Lion actually had a slight (temporary) hit of amnesia, having no recollection of the events of his life or even his own name.&lt;br /&gt;
&lt;br /&gt;
Whatever is the case, the book is &#039;&#039;very&#039;&#039; heavy in its [[Bretonnia|Arthurian legend]]. As he explored his surroundings (Which is giving him the galaxy&#039;s worst collection of deja vu). He found a lake with an old decrepit king sitting in a boat in the middle that is obviously the Emprah. The Lion then tried to ask the King who he was, getting angry when the King refused to answer him, and then tried to go through the lake, but was stopped by a Watcher who warned him of the &#039;shadows&#039; inhabiting the lake (Most definitely alluding to the [[Chaos Gods|Chaos Sweat Goblins]]). The Watcher then tells the Lion that the King will not answer him, because he isn&#039;t asking the right question. Looking around, the Lion spots a path leading away to a clearing with a strange building in the center, but the Watchers once again stop him, saying he is not ready for what awaits him in there. The Watchers then tell the Lion to trust his instincts, as another path appears with distant sounds of people shouting and monsters roaring. So the Lion continued to follow the advise of his personal group of munchkins until he met the aforementioned monsters attacking some local humans.&lt;br /&gt;
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Instinctively, the Lion came and carved out these monsters, saving the locals who then lore dropped him with exposition on where he is and who was attacking them. Turns out the Lion had emerged from the Calibanite forest dreamscape and had emerged onto a whole other forested planet known as Camarth. The group of locals told the Lion that they are looked after by a being they called the &amp;quot;Protector&amp;quot; who, surprise surprise, turns out to be a [[Fallen Angel]]. The Fallen immediately attacks the Lion which... &#039;&#039;somehow&#039;&#039; caused the Lion to regain nearly all his memories (PTSD?). In a uncharacteristic way, the Lion subdued his wayward son rather than bitchslapping his head off and learned that the Fallen is named Zabriel. Both Zabriel and the Lion accused each other of being traitors, but after the brief awkward stint, they kind of settled down and decided to cooperate after they realised it was all a 10,000 year later misunderstanding.&lt;br /&gt;
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For Zabriel, he has been active for 400 years and then later dumped another exposition overload to the Lion on the nature of what the fuck he missed for 10,000 years. Suffice to say, on this planet specifically, the Fallen explained that he was stuck after being attacked by a Chaos warband called The Thousand Eyes. Members of the warband are still present and it turns out that the monsters the Lion was carving up like a turkey where Chaos Space Marines. After locating the warband&#039;s HQ (Which turns out to be a former [[Blood Angels]] successor chapter) and mercy-killing the tortured and chained up Blood Angels, the Lion, got high on [[Drug|Warp Dust]] and began tripping balls....&#039;&#039;[[derp|again]]&#039;&#039;. This time, the forest [[Wat|&#039;&#039;literally gave him a very real power sword&#039;&#039;]]. Exactly where the fuck the sword just... popped out of nowhere is unknown. Whether via the work of the Emperor or the shenanigans of the Fallen, it is uncertain.&lt;br /&gt;
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After clearing out the Chaos warband, the rest of the Thousand Eyes became aware that something was off, as they lost contact on the HQ which turns out to be a testing ground for a plot to induce the Red Thirst in the Blood Angels....which is [[Herp|&#039;&#039;weird&#039;&#039;]] given that the Red Thirst isn&#039;t anything new for the Blood Angels, but whatever (it definitely couldn’t be the Black Rage because…?). The warband is led by a pair of Fallen, the sorcerer Seraphax and a more ordinary marine, Baelor. The two homies have a pretty productive relationship as far as Chaos Space Marines goes, as Seraphax makes sure that Baelor is free of mutation and corruption, while Baelor stops Seraphax from going full kookoo crazy. They are also accompanied by another prominent Chaos marine called Markog who is a bit of a [[Anime|Tsundere]] towards how [[Gay|homoerotically gay he perceives Baelor and Seraphax are.]] But Markog is a filthy [[Slaanesh|Slaaneshi]], so his [[Fail|weird Yaoi fanfic]] kind of makes sense.&lt;br /&gt;
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After &#039;&#039;literally&#039;&#039; single-handedly retaking the entire planet all by himself, the Lion expressed his usual expression of extreme disappointment over the lack of [[Navigator]]s and [[Astropath]]s, leaving him perpetually trapped on the world. Before the Lion can mope around, he heard a voice calling for him within the forest. He then goes there along with Zabriel and the Lion Guard (Which are &#039;&#039;NOT&#039;&#039; [[Space Marine]] [[Honour Guard]]s, but literal [[Neckbeards]] [[LARP|LARPing]] as bodyguards. Yes, it is as [[lulz|hilarious as it sounds]]). The Lion&#039;s merry band of misfits than found themselves in the NOT-Caliban forest and later &#039;&#039;somehow&#039;&#039; emerge on a completely different planet called Avalus. So literally, the Emperor is sending his [[Green Knight]] through the warp-manifestation of Caliban&#039;s [[Athel Loren|Magical Forest]], appearing wherever he is needed, which hopefully signals a more badass, purely knightly direction for the Dark Angels rather than their current self-critical catholic aesthetic.&lt;br /&gt;
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The Lion then did a phone call to the planet&#039;s government. Fortunately for the Lion, Avalus is a pretty advanced and modern planet, so he could actually have a space port to fuck off. Hell, they even have a ([[Just As Planned|&#039;&#039;Suspiciously&#039;&#039;]]) fancy [[Archeotech]] pistol big enough for a [[Primarch]]&#039;s hand to fit. Huh...[[Plot armour|&#039;&#039;what a coincidence eh?&#039;&#039;]] As they book their five night stay in Hotel &amp;lt;s&amp;gt;Travago&amp;lt;/s&amp;gt; Avalus, the Lion orders Zabriel to investigate a seemingly empty ship that had recently crashed into the planet&#039;s capital, believing it may hold another Fallen. To no one&#039;s surprise, he found three Fallen Angels. All of them agreed to speak with dad and then agreed to work with him. The Lion then sends a ship to do a flyby on &amp;lt;s&amp;gt;Caliban&amp;lt;/s&amp;gt; Camarth and orders all Astropaths in Avalus to broadcast the news that the Lion is back as far as they can.&lt;br /&gt;
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This unfortunately, attracted the attention of the Thousand Eyes who then attacked Avalus so they could &#039;&#039;somehow&#039;&#039; capture the Lion. This escalated into a space battle where the Lion&#039;s ship was assisted by a flotilla of pirates who just so happens to be led by another Fallen, who is pretty ecstatic to meet up with dad. To be fair, the lore does show even pirates and crime syndicates are still fanatical devotees of the Emprah. On his way to the space station, the Lion tripped balls....[[Wat|&#039;&#039;AGAIN&#039;&#039;]] (Seriously, Johnson needs to see a shrink immediately after this shit), this time meeting the Emprah. So what happens when you have two of the galaxy&#039;s most socially inept people? [[Fail|You go fucking nowhere that&#039;s what]]. After several awkward questions and silences, the Emperor saves the Lion from the shadows that are trying to [[rape|tentacle rape him]] by waking him the fuck up from his drug trip. On the space station, the Lion realise that more Fallen have joined his merry band, and his private army is getting bigger by the minute.&lt;br /&gt;
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After these shenanigans, both the Lion and Zabriel receive a distress call from Camarth and flew right to the planet&#039;s location. Once they arrived, the entire forest world was lit up in flames by the Thousand Eyes in retribution for messing with their plans. The only unmolested part of the world was a wrecked space marine outpost. They go down there to find Markog, who tells Lion that Seraphax wants to speak with him on the planet Sable then fucks off like the Slaaneshi pussy he is. The Lion&#039;s intuition made him believe that it is trap, but they went there anyway. On the way to Sable, the Lion realised that his frequent drug trips is actually a hidden latent psychic ability that he never knew he had. Like Bobby G, this revelation came as some sort of surprise for the Lion. The Lion&#039;s special psychic ability? He can &#039;[[Magic: The Gathering|forestwalk]]&#039;, which is a layman&#039;s term for [[Awesome|&amp;quot;HE CAN FUCKING TELEPORT!&amp;quot;]] Yeah, pretty cool and he started training like a [[Anime|Shonen protagonist]]. When his ship arrived in the system, he briefly spoke with Seraphax, who invited him to the surface. Lion, correctly assuming that his ship would be attacked if they got too close, instead [[Just As Planned|forestwalks with his Fallen right into Seraphax&#039;s keep,]] much to Seraphax&#039;s [[Meme|Surprised Pikachu Face]].&lt;br /&gt;
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After making the Thousand Eyes [[anal circumference|bend over and spread their anus]], the Lion chased Seraphax (which turns out to be part of Seraphax&#039;s plan anyway) as he managed to trap the Lion in [[Bullshit|Warp-induced bullshit chains]] (Possibly the same ones that chained Robo Gorillaman during the Terran Crusade), which was forged from the iron from the blood of Sable&#039;s butchered populace (Wow...how [[Edgy]]). Seraphax then did his Bond villain monologue, where he explained his scheme: [[Lolwut|he was going to remove Lion&#039;s soul from his body, turn what remained into his own meat puppet and have it go to Terra, gain an audience with the Emperor, and kill him so that Big E can be released from his husk on the Golden throne to become the next Warp god.]] Seraphax also claimed the creation of a Fifth Warp god from the Emperor&#039;s soul would enable the permanent defeat of the Ruinous Powers itself and secure mankind&#039;s survival. A pretty fucking ambitious plan for some third-rate nobody of a Chaos lord who would most likely be krumped in the face by the likes of [[Vashtorr]] before he even gets the chance of becoming a demigod, let alone a &#039;&#039;god&#039;&#039;.&lt;br /&gt;
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Of course, being a Primarch means that the Lion has some [[Star Wars]]-levels of [[plot armour]], as the Lion &#039;&#039;of course&#039;&#039; shrugged off Seraphax&#039;s shenanigans long enough for the Fallen to arrive and wreck Seraphax&#039;s shit. A bar brawl broke out, and in order to stand even a millisecond against someone as fucking lethal as the Lion, Seraphax went full Chaos and transformed into a [[Daemon Prince]]....&#039;&#039;somehow&#039;&#039; (Don&#039;t ask how he withheld his Daemon Prince power up for that long, guess we can blame it on Baelor for convincing him not to go bananas). This horrified Seraphax&#039;s &amp;lt;s&amp;gt;boyfriend&amp;lt;/s&amp;gt; homie, so Baelor turned on him by stabbing him in the back, although Seraphax returned the favour and stabbed him in turn with a corrupted blade before dying. Baelor than explained that he was misled to believe the Emperor would be freed rather than killed, and that the creature Seraphax became at the end was no longer Baelor&#039;s brother. He begged for Lion&#039;s forgiveness, and the Lion pulled one of the most unexpected moves that no one thought off. The Lion &#039;&#039;forgave him&#039;&#039;. Not in the usual Dark Angels-style of [[Blam|&#039;forgiveness&#039;]], but actually outright sparing him. Yeah, turns out spending 10 millennia sleeping and contemplating his life&#039;s choices did make the Lion a tad bit more considerate now huh?&lt;br /&gt;
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The Lion then called Baelor one of his &amp;quot;Risen&amp;quot; (&amp;lt;s&amp;gt;Ha! We got the Fallen and now we have the Risen!&amp;lt;/s&amp;gt;{{Blam}}), even as he asked the Lion to mercy-kill him to spare him from the blade&#039;s corruption. Which the Lion obliged. The Lion&#039;s Fallen then renamed themselves the Risen and wrecked Seraphax&#039;s keep before departing. Afterwards, time passed on for god knows how long. But by this point, the Lion was [[Lion&#039;s Protectorate|establishing a protectorate]] in order to safe keep these systems within Imperium Nihilus. The Risen spread out among the various human groups to lend their expertise like some supped up Robin Hood-expies. In the meanwhile, Lion entered the Forest again. This time, he did not find the Emperor, but he does follow the path to that strange building he&#039;d seen the first time he was here. There, he fought a shapeshifting entity that takes the form of each of his brothers, trying to break his spirit and his body alike. This entity turns out to be a [[Daemon]] and, in a pretty hilarious and rare example of the Lion dunking on [[Magnus the Red|Magnymagick]], told the entity that his Magnus-copycat is [[lulz|too strong to be the real deal.]] Lol, the Lion called the nerd &#039;&#039;a wimp&#039;&#039;. The Lion obviously won, and [[wat|&#039;&#039;somehow&#039;&#039; gains possession of the Emperor&#039;s Shield]], which seems to be somehow tied to the psyker aegis the Emperor had cast over the palace during the [[Siege of Terra]]. While his entire journey so far is just one long-ass rearmament quest, like Archaon&#039;s search for the Treasures of Chaos, at least he actually had to work for it unlike some pencilpusher who was handed literally everything.&lt;br /&gt;
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As more undescribed time passed, the Lion&#039;s personal fiefdom also grew. The Lion, still having [[Imperium Secundus]] fresh in his mind, was understandably worried about the [[Heresy|reactions]] of the wider Imperium. Just as he was worrying, a force of Blood Angels led by [[Dante|Lord Commander Dante]] arrived to investigate rumours of the Lion&#039;s return. The Lion was initially pretty [[rage|&#039;&#039;fucking pissed off&#039;&#039;]] when he saw that Dante was wearing the death mask of [[Sanguinius]]. Dante, sensing the Lion&#039;s ire and wanting to avoid getting unceremoniously bitchslapped to death, took off his helmet, knelt and infodumped the Lion with yet &#039;&#039;another&#039;&#039; exposition to update the Lion on the current state of affairs. The Lion, initially thinking he was the only remaining loyalist Primarch, was pleased to hear that Ole Rob&#039; was alive and well. The Lion then departed with the Blood Angels and his Risen to explore the galaxy and give Chaos &amp;lt;s&amp;gt;a&amp;lt;/s&amp;gt; multiple new assholes.&lt;br /&gt;
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He also met Dante out at another point in time, having to save him from finally keeling over in a fight against [[Angron|Angry Ron]]. Of course, he used his Forest-walking power just in time to save the (relatively) young whippersnapper from a chainaxe to the midsection and then smashed the Emprah&#039;s shield so hard in Angron&#039;s face that it literally split his skull in two... y&#039;know, just in case you needed proof about how much Daemon Primarchs are jobbers.&lt;br /&gt;
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====The Lion, &amp;lt;s&amp;gt;the Witch, and the Wardrobe&amp;lt;/s&amp;gt; the King, and the Question====&lt;br /&gt;
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Within the Arc of the &#039;&#039;Son of the Forest&#039;&#039;, the visions the Lion enters while walking through the dreamscape of Caliban&#039;s forests raises questions about several new factors: &#039;&#039;&#039;The Lion&#039;&#039;&#039;, his psychic potential and purpose; &#039;&#039;&#039;The Watchers&#039;&#039;&#039;, their intentions and their connection to Caliban; and &#039;&#039;&#039;The Emperor&#039;&#039;&#039;, his psychic influence and plans for the Lion.&lt;br /&gt;
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When it comes to the forests of Caliban and the Watchers within, it can be speculated that these forest dreamscapes the Lion wanders through are in fact a form of pocket dimension or passage, like a mini-Webway that the Watchers can access, allowing them to mysteriously appear and disappear in impossible places. More specifically, it manifests as a forest due to the Watchers&#039; connection to Caliban and their cryptic purpose that bound them to it. &lt;br /&gt;
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It was always speculated that each of the Primarchs, even those that outright denied it, all had some form of psychic potential within them given their Warp-infused nature when the Emperor created them. Perhaps when the Watchers snatched the Lion away after Luther dealt him his psychic attack, they brought him into this pocket reality, and through the millennia as he healed, the Lion became psychically attuned to using this space, with the Watchers seemingly teaching and guiding him through such passages in the beginning of the book.&lt;br /&gt;
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Tangentially related is the literal question that the Lion has to ask the King. This requires a bit of basic background in the tales of King Arthur (that the Dark Angels draw heavy inspiration from). In many of the Arthurian romances, beginning with the unfinished Parzival, there is a character known as the Fisher King. The Fisher King is the last guardian of the Holy Grail, who has been badly wounded in the thigh, groin, stomach, or genitals, and who must be asked the “healing question” to recover and restore his lands.&lt;br /&gt;
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Sound familiar?&lt;br /&gt;
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Within the first chapters of the book the Lion comes across the aforementioned King. In a boat. Bleeding. He has the opportunity to ask a handful of questions to the King (who is clearly the Emperor) throughout the book, but the Watchers tell him he is asking the wrong question. This is another strange link between the xenos Watchers and the Emperor. It begs the question, are the Watchers and the Emperor aware of each others presence, and if so, is the Emperor in this Fisher King shard/manifestation actually working with the Watchers? Far from impossible. After all, both The Watchers and Big-E are known for being enigmatic, transcendent psykers, who disdain and are anathema to Chaos. If we are to assume that they are indeed allies, the question with regards to the Lion, is to what aim? Perhaps to guide and test the Lion in preparation for something (like what we see in his later mental trial)? This could possibly explain how the Watchers and the Lion were able to obtain his sword Fealty and the Emperor&#039;s Shield throughout these visions.&lt;br /&gt;
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Furthermore, later in the book, the Lion finds the King, accompanied by three relics: a candelabra, a chalice, and a bloody lance (in Arthurian legend, a lance wound is often the origin of the Fisher King’s injury).&lt;br /&gt;
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...Under Construction...&lt;br /&gt;
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=Personality=&lt;br /&gt;
{{Topquote|Of all the Primarchs, save perhaps [[Mortarion]], Lion El&#039;Jonson stands apart. Partially this is due to his taciturn nature - a brooding silence hangs over him at all times. Yet there is something more... something buried beneath his noble exterior. Perhaps this is a result of his upbringing, growing to maturity alone in the monster-ridden forests of [[Caliban]]. Even at a council of war, the Lion moves like an apex predator. He is always watching, always planning, always hunting. He unnerves even his brothers.|Remembrances of Malcador the Sigillite}}&lt;br /&gt;
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There is a marked difference between the Lion we see before Caliban’s unification with the Imperium and the one we see later during the closing days of the Great Crusade and the Horus Heresy. The Lion on Caliban is portrayed as a rather optimistic if introverted character, looking towards the stars and dreaming of all the great deeds and adventures that waited for him and the people of Caliban if only they could be reached. Later on we see that his optimism and dreams have become bitter and cynical. It is a portrayal of a person who truly desired to bring about a brighter future for his people but when he finally reached the stars he discovered that those dreams quickly turned to ash; there was no peace waiting for them, only more battles. He was a dreamer that had come to the horrible realisation that there is [[Perturabo|no golden future waiting for humanity amongst the stars, only war without end.]] (IN THE GRIM DARKNESS OF THE FAR FUTURE THERE IS ONLY WAR!)&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;“We are as the Emperor made us – weapons, created for this bloody time, and as weapons we can ask nothing more of Him than that.”&#039;&#039;&lt;br /&gt;
Lion El’Jonson- From Lord of the First&lt;br /&gt;
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The Lion, may have been one of the few Primarchs to genuinely understand their nature as warp infused creations built solely for the purpose of domination, and this would have affected him deeply, colouring his view of himself and his brothers and hence why he kept everyone at arms length.&lt;br /&gt;
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During his youth on Caliban he secretly suspected that he was just another [[Chaos Spawn|beast of the forest]] due to his singularly powerful nature; Like his brother [[Mortarion]], the Lion had witnessed first-hand the malign influences of the warp, but unlike Mortarion, the Lion had the benefit of learning about the nature of Chaos from the libraries of the the Knights of Lupus, allowing [[Cypher|one of their number]] to remain in the Order after he had brought his world to heel; then successfully exterminating all of the beasts and had leaving himself as the only &amp;quot;Beast&amp;quot; remaining on the planet.&lt;br /&gt;
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Even after joining the Great Crusade and being made aware of his origins and learning of the existence of other Primarchs who were similar in power and stature to himself, yet each one being singularly unique in their own way; In other words, &#039;&#039;more&#039;&#039; &amp;quot;Beasts&amp;quot;. It is little surprise that he kept to himself and did not share any camaraderie with them, he certainly did not seek any of them out and was rarely present during celebrated events, quite possibly not seeing any point in if they were truly &#039;&#039;&#039;&amp;quot;Savage Weapons, one and all&amp;quot;&#039;&#039;&#039; as his brother Curze later put it.&lt;br /&gt;
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It is interesting that like [[Perturabo]] and [[Mortarion]], the Lion was also sidelined for much of the Great Crusade and left to fight dirty wars and extermination campaigns. Much of the history of the First Legion goes unrecorded because they operated on the fringes, leaving no survivors in the wake and seldom coming into contact with other Legions. Where the [[Iron Warriors]] fought in ignominious wars for ground no-one cared about, and the [[Death Guard]] were considered distasteful because of the carnage they wrought, the First Legion did both of those things but on such scale and efficiency that their successes were indisputable; if the Emperor needed weapons to conquer worlds, then the Lion simply busied himself with the business of dispassionately conquering world after world, to the point where his other brothers were certain that either he or Guilliman would eventually have the highest total by the end of the Crusade despite the Lion&#039;s late start, and made the Lion a serious contender for the position of Warmaster.&lt;br /&gt;
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On the matter of Chaos: where Mortarion &#039;&#039;hated&#039;&#039; warpcraft wherever he found it and sought for its sanction and destruction, the Lion, whether because of his innate understanding or the knowledge imparted to him from the Knights of Lupus, also saw no hypocrisy in using the warp while simultaneously recognising its dangers. At the [[Council of Nikaea]], while he supposedly favoured the censure of [[Magnus]] and was openly in favour of neither side, his representative voted in favour of the continued use of Librarians. Since the Lion was noted as being very capable in the higher echelons of Imperial politics, he would likely not have countenanced his representative being allowed to voice a different opinion from his own, which speaks of an understanding the limits of power and necessity for control. While he did adhere to the edict, when daemons were first encountered during the Heresy, he immediately and [[Blam|firmly]] reinstated the Librarius, understanding full well the threat that was posed and the weapons necessary to defeat them.&lt;br /&gt;
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Always the pragmatist the Lion would never throw away an advantage when it came his way, one of the lessons the Lion tried to teach the young knights on Caliban was that if they were ever lucky enough to come into possession of something that could give them an advantage over their opponent, then they would be fools not to use it. When planning an attack or defense the Lion always strove to find the most effective solution to any given situation; he was very much a champion of the idea that you don&#039;t always need large numbers to overcome your enemies. Sometimes all you need is the right people in the right place at the right time. A single well-placed bolter round can rip the heart out of your enemy’s formation or even topple an empire. After all, self-sacrifice is to be respected, but [[Perturabo|the careless expenditure of lives]] and material is an unforgivable sin.&lt;br /&gt;
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Just to be clear the most effective solution is not always the “nice” option. Like the Dark Angels of 40k he is the flag bearer for the [[Stupid Good#The darker side of goodness|ends justifies the means mentality]]. If the most effective solution in stopping a large ork WAAAGH! is to sacrifice a city in order to lure out the enemy into the open where they can be wiped out in one go, then that is what will happen. The Lion will take no pleasure in the act but will not balk when it comes to making such a decision. He had annihilated armies then agreed peace terms with their rulers, like the Emperor before him the Lion could not afford to count the price only the prize. Trillions of lives depended on the survival of the Imperium and it was sheer vanity to think that such a goal could be achieved without cost.&lt;br /&gt;
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Although we want to see them as the heroes of the setting each and every one of the primarchs without exception are capable of unspeakable acts of butchery beyond our comprehension; each has been responsible for the extinction of entire species throughout the galaxy, the only difference is whether they enjoyed it or not. Lion falls into the category that does not take pride or enjoyment from such acts but still recognises them as an unavoidable necessity.&lt;br /&gt;
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So, basically he&#039;s Batman without the sneaking.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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The Lion was regarded as the most ruthlessly efficient commander during the crusade and was so obsessed with his personal responsibilities that he could become blind to other matters surrounding him, including going so far as to break rules and ignore edicts if they proved to be a barrier to victory; Perhaps the best example of this is his behaviour during the [[Thramas Crusade]]. The entire point of the conflict was to occupy the Lion and keep him as far away from Terra as possible. However, after a year of playing cat and mouse, for some unfathomable reason Curze decided to taunt the Lion by outright explaining his objective and what it was going to cost the Lion &#039;&#039;directly to his face&#039;&#039;. Upon hearing this from Curze&#039;s own mouth, the Lion completely flipped his strategy: where before he had tried to protect the region, he then decided that the most expedient means to win was to &#039;&#039;&#039;BURN EVERYTHING&#039;&#039;&#039; and wrecking more worlds of the Imperium than he saved, as well as claiming/dealing with a [[Tuchulcha|warp device]] that would almost certainly have him be guilty of [[Heresy]]. Knowing this, he kept his ownership of the device a secret from his brothers Guilliman and Sanguinius, despite also knowing that Guilliman had tried to secure it too.&lt;br /&gt;
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His obsession with hunting his brother Curze that had him chasing barest scraps of his brothers movements and thus &#039;&#039;incidentally&#039;&#039; winning sixteen separate engagements against the [[Word Bearers]] and [[World Eaters]] during the Imperium Secundus as he moved from lead to lead. He would also ignore Sanguinius&#039;s orders and practically demolished a city in order to finally capture Curze.&lt;br /&gt;
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Only towards the end of the Horus Heresy did the Lion begin to understand how much his obsessions were costing him and had to mentally second-guess his decisions as the fleets were making their way through the Ruinstorm, though at that point the damage had been done, his reputation had already taken a dive with his brothers and his own legion.&lt;br /&gt;
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He also had a distinct tendency to brood on things, rarely sharing his thoughts with anyone without encouragement and preferring to keep to himself unless specifically called upon. Even those that had known him for years and had grown accustomed to his thought processes could not really hope to follow his line of reasoning. Malcador compared the Lion to Mortarion and the similarities are notable. Both were among the most ruthless primarchs and had no problem unleashing exterminatus on planets (Keep in mind that even monsters like Curze, Perturabo and Angron hesitated to do this), neither had particularly good social skills and spent more time brooding than meeting people halfway, both were betrayed by their second-in-command, both relished in their intimidating and dreaded reputations.&lt;br /&gt;
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The end result was that the Lion had outwardly poor social skills by Primarch standards, coming across as aloof but undoubtedly superior; there is a reason that the courts of Terra held him in such high regard. Much like his brother [[Perturabo]], the Lion is the sort of commander who would issue orders and expect them to be performed without question, but would not lower himself to your level to explain them. But unlike Perturabo, he is the sort of leader who could also inspire awe, where you would be unable to comprehend the magnitude of the differences between you. This is not to say he lacked empathy or compassion but by his very nature it meant that he would never be able to truly relate to those around him. His relationship with the rest of humanity can be summed up like this: if you were to take a big powerful predator like a lion from the wild and train it to protect an ant colony, no matter how well the lion does its job it’s never going to be able to relate to or understand the creatures under its protection, they are simply too alien to each other. No matter how well trained or domesticated you think the lion is, at the end of the day it’s still a bloody lion and still comes with all the same predatory instincts that it would have possessed in the wild.&lt;br /&gt;
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However, many of the other Primarchs such as Vulkan, Fulgrim, Guilliman and Horus cared deeply for the idea of humanity; it’s not just a case of nature, but also of nurture- each of those named Primarch’s had a “family” to nurture and teach them, the Lion only had the monsters that hunted him- be weary and kill or be killed. As such, it is clear that simply possessing a Primarch nature is not enough to explain the Lion&#039;s views towards humans. It is far more likely that the Lion, who was often quite a distant and cold bastard even with his own brothers, was simply even more distant and cold towards the common people of the Imperium; the overriding lesson to learn is that the Lion saw the importance of the greater whole, which outweighed the importance of the individual pieces- the strange thing is that despite his very stand off nature, a large number of his most trusted inner circle is made up of mortals not marines; it’s more accurate to say that he kept anyone that had not proven themselves at arm’s length, but those that could prove themselves worthy, were treated almost like family (like part of his pride).&lt;br /&gt;
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He is, in many ways the mirror opposite of his brother Leman Russ; where the Wolf King puts on a disarmingly savage facade on the outside, he is savvy and brilliant on the inside; by contrast the Lion appears noble and majestic on the outside, but holds his savage nature within. Russ originally thought of the Lion as a cold-hearted, arrogant bastard, but after recognising the Lions qualities, he later conceded that the Lion had every reason to be.&lt;br /&gt;
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As to the whole &amp;quot;unable to read others&amp;quot; thing; the notion came from Brother-Redemptor Nemiel who was himself is a subjective source of opinion on the matter when one considers his dubious history regarding the Order of Caliban. Although Holguin, the Voted-Lieutenant of the [[Deathwing]] believed that the whole thing may have actually been orchestrated by the Lion on purpose as a sort of smokescreen. The Lion purposely acts in a way that makes people believe something and then maintains the falsehood, letting rumours and contradicting opinions spread without denying or affirming anything. The commonly held belief that he struggled with understanding people may well be just another falsehood, designed to mislead any potential opponent &#039;&#039;(which amounted to pretty much everyone)&#039;&#039;. The cherry on top, throughout all the stories he is featured in, We are told that Stenius suffered a horrible accident in the past that left his entire face paralysed, without the ability to show any emotion. However upon the revelation that he was actually apart of the Lion&#039;s innermost circle, he &amp;quot;grinned coldly&amp;quot;, meaning that even this was a falsehood, and that this act between Stenius and the Lion had been in place long before Nemiel had been asked for his opinion. This is similar to the tests that new potential knights would have to go through to become a fully fledged member of the Order; the Lion is continuing this tradition, always testing and probing his knights to see if they are worthy of progressing further. This would also go into explaining some of his odd mood shifts between different stories and interactions; within the Order the knights who would take part in the tests would take on a role of either the good cop, bad cop and neutral cop. The bad cop would be harsh and belittling (Luther was a bit to good at this, with the Lion telling him he had gone to far), the good cop would be supportive and encouraging, and the neutral cop would remain cold and detached; the knights would continually ask questions of the applicant in order to test if they were worthy; the Lion is essentially playing all the roles when needed; whenever the Lion is shown asking a question, take a moment to consider if this is actually a test of character; what will they do, will they remain strong in their convictions or crumble entirely.&lt;br /&gt;
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Of course, if the Lion was simply putting on a facade, that facade likely caused him an awful lot of trouble that he could have otherwise avoided. Perhaps the most prominent example of this trouble is that his inability, or lack of interest, in getting along with people is almost certainly what cost him the position of Warmaster. Even the murderous lunatics like Konrad Curze and Angron had more than just one friend amongst their brothers, yet the Lion is only ever referenced as being buddies with the Khan. Though he was an impeccable tactician, the Emperor was probably well aware of the fact that the Lion would have issues getting more than a few of his brothers to obey him. The Lion would have certainly had problems with the more belligerent Primarchs like Angron (even &#039;&#039;Horus&#039;&#039; had trouble pre-Heresy Angron). During the Imperium Secundus affair, Guilliman actually said out loud &amp;quot;of all the Emperor&#039;s loyal sons, why did it have to be him?&amp;quot; when he learned that the Lion was en route to Macragge. So ultimately, there is a very good chance that the Lion&#039;s apparent lack of ability to read people may have simply been another facet of his arrogance. He could probably read most people just fine, but simply never saw a reason not to be an ass.&lt;br /&gt;
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== Influences from Empy ==&lt;br /&gt;
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&#039;&#039;Some men demand such pomp. They cannot accept the end of one era and the commencement of another without an occasion by which to mark it and give it meaning. Laurels must be given, honours and fair titles invented so that they may be bestowed upon favoured generals. Some men need recognition.” The shadows around the Emperor’s throne deepened. But beneath the layers of obfuscation, deep within the myriad guises of that singularly unfathomable being, the Lion felt the Emperor behold His firstborn son. “Some men,” the Emperor continued, “do not.”&#039;&#039;&lt;br /&gt;
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The Lion shares a lot in common with the Emperor. Just like his dad, he&#039;s a charismatic and highly intelligent leader that had trouble relating to his subordinates and putting trust into them when it&#039;s really needed. Ultimately it&#039;s this secretiveness and lack of communication as well as deliberate withholding of some critical information from his sons that turned half of his legion against him, just like the Emperor kinda turned half of his Primarchs by not sharing with them the critical information about the project he left the Great Crusade for and the existence of Chaos gods. In a way it makes perfect sense - Lion being the first Primarch, he wasn&#039;t altered as much as others from the original genetic code taken from the Emperor himself.&lt;br /&gt;
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According to Leman Russ&#039; novel, when it comes to politics, the Lion &amp;quot;does so well on Terra&amp;quot; which implies that he is more than capable of holding his own among the Imperial court. He is further described as having a dark, sombre majesty perhaps more than any other Primarch with a calm presence of one born to rule and comfortable in the role. The story also seems to allude to the unique aspect of the Lion, as he is called the regent to the one who had created them all, possessing a kingly aspect not diminished by time, remaining one of suzerainty, domination and command. This kingly aspect is also demonstrated in &#039;&#039;Angels of Caliban&#039;&#039;; when Typhon is in the presence of Horus he feels that maybe he should bow but when the Lion shows up, there is no maybe. He immediately drops to a knee along with everyone else present without a single thought needed. Typhon also mentions that being in the Lion&#039;s presence was like prey being discovered by a predator. Even Astartes found themselves flooded with dread. The dread was probably well-founded, as he was the primarch most comfortable with straight-up annihilating planets full of people, if they were enemies. Keep in mind that even madmen like Curze and Perturabo felt guilty about this. The fact that Mortarion admitted to admiring the Lion speaks volumes.&lt;br /&gt;
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Beyond all other considerations, his loyalty to his father was absolute. The Lion seems to have truly believed that the Emperor was the only power truly worthy of sitting the throne of Terra, stating very clearly that his father was the one and only being to whom he would ever bend the knee; he would rather see he and his legion destroyed than allow another to usurp his father&#039;s throne. In fact he wanted very little for himself - a greater daemon of [[Tzeentch]] &#039;&#039;(possibly Fateweaver)&#039;&#039; found that it had nothing to offer the Lion besides an abstract notion of &amp;quot;freedom&amp;quot; and the prospect that the Lion would live his own life free of the burdens and responsibilities that chained him to his fate. The Lion rejected his offer. This is not to say that he would blindly follow any order given to him. The Emperor may have been his rightful liege lord, but as Dorn explained “The Lion has never been anything other than his own master&amp;quot;.&lt;br /&gt;
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== Relationship with other Primarchs ==&lt;br /&gt;
[[Image:Lion.port.jpg|thumb|400px|right|Reminder: His armor is BLACK not GREEN!]]&lt;br /&gt;
{{Topquote|He saw our imperfection, and he suffered it to remain, and that was the heart of his nobility. In the end, then, he truly was better than us. The archetype of Legions, First of us all. |High praise from Leman Russ}}&lt;br /&gt;
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There are very few known instances of interaction between the Lion and his brothers during the Great Crusade. This was primarily because the Lion, like the Khan, tended to put in the most work out on the fringes of the Crusade. He was thrown straight into the Rangdan Xenocides and for the most part he busied himself and his Legion with the business of conquering worlds in the Emperor&#039;s name, and so was rarely seen at big events. He was not present at the investiture of [[Horus]] as Warmaster at Ullanor, nor was he a part of the [[Council of Nikaea]]. It seems that despite all of this and his lack of presence during family meetings, his reputation always seemed to precede him whenever Primarchs met.&lt;br /&gt;
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For instance: [[Leman Russ]] first met the Lion at the end of the [[Faash]] campaign, and had only heard about him based on his rapidly increasing war record and the fact that he seemed to be doing well in the courts of Terra at a time when Russ was starting to be scrutinized as being unsuitable for his current task. Their first actual face-to-face meeting with each other involved Russ being forced to give an apology for an avoidable friendly-fire incident (the wolves ignored hails, and killed over a hundred Dark Angels by blowing up an enemy ship that they had boarded); Russ considered the Lion insufferably arrogant and promised to wreck him if he pulled similar shit (which is odd as it was the wolves that were the ones in the wrong- an apology is the very least they could do) again. The two did eventually garner a mutual respect for one another, but only after the Emperor had fallen and the bad blood between them had been resolved.&lt;br /&gt;
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Similarly, [[Roboute Guilliman]] seemed to have first met the Lion face-to-face before the Heresy had already begun. He was making disparaging jokes about how good the Dark Angels look on parade, and had to be placated by his foster mother pointing out that the Emperor brought him into the Great Crusade before the Lion was discovered. To his credit however, Guilliman was entirely aware that his negative feelings towards the Lion were mostly due to his own ego, and outright told the Lion at one point that he was one of only two Primarchs that he actually looked up to or ever felt jealous of, the other being Horus. Moreover, Guilliman believed that it was really only a two-horse race between the Lion and Horus for the position for &#039;&#039;&#039;Warmaster&#039;&#039;&#039;. Even so, he didn&#039;t include the Lion amongst his &amp;quot;Dauntless Few&amp;quot; &#039;&#039;(Primarchs whose Legions could pair with his own Ultramarines to defeat any adversary, regardless of the forces laid against them - though admittedly, Guilliman had barely any knowledge of how the First Legion organized itself, or what its capabilities were thanks to the convoluted layers of the Hexagrammaton and the Hekatonystika)&#039;&#039;. Guilliman also later clarified that the Lion&#039;s motives were too inscrutable and that he was just too insular to make the Regent for the new [[Imperium Secundus]]. This was almost entirely due to the Lion keeping too many secrets, and as such Guilliman simply didn&#039;t trust him. He had similar feelings regarding Jaghatai Khan; sincere admiration but little trust due to the closed off nature of the Khan. Though Guilliman himself didn&#039;t trust the Lion, he had absolutely no doubt as to the Lion&#039;s loyalty to the Emperor.&lt;br /&gt;
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[[Rogal Dorn]] thought that Lion was too egocentric and full of himself to really care about anything but his own feelings and deeds, unable or &#039;&#039;unwilling&#039;&#039; to view the world from other people&#039;s perspective, and as such was unfit to lead. Though this could also just be a case of psychological projection, with Dorn projecting his own negative qualities upon another. After all, Dorn accusing anyone else of having a prideful, harsh or abrasive personality is a laughable case of the pot calling the kettle black. &#039;&#039;(Heck I don’t think he had a single nice thing to say about any of his brothers. Even Sigismund in “Templar” silently agreed with Alajos that Dorn could be ‘frustrating’ at times.)&#039;&#039; However, though Dorn&#039;s social skills had all the subtlety and nuance of a barbed-wire bat to the face, he was, as he tended to be, essentially correct about the Lion&#039;s personality. The vast majority of the people the Lion encountered, even if they admired him, believed him to be quite a self absorbed ass. His success in leading his Legion however, speaks for itself, as does the amount of trust the Emperor placed in him. Rather amusingly, the two once compared notes on prosecuting wars, with the Lion being quoted as saying &#039;&#039;&amp;quot;No plan survives contact with the enemy&amp;quot;&#039;&#039;, to which Dorn responded &#039;&#039;&amp;quot;Then you aren&#039;t making enough plans&amp;quot;&#039;&#039;. Despite this seeming antipathy, the Lion was one of only two Primarchs permitted entrance into the inner sanctum of the [[Phalanx]].&lt;br /&gt;
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The Lion held both Guilliman&#039;s and Dorn&#039;s accomplishments in high regard, referring to them as &amp;quot;men of the head&amp;quot;, but also noted that they could also be too rigid when it came to &amp;quot;sticking to the plan&amp;quot;. The better the plan, the better the assault. Yet there are times when even the most well thought out strategies must be abandoned, and instead one must put their faith in their own power and ferocity. Knowing when to forsake the reasoned approach is the difference between victory and defeat. Basically, Lion knew when to use the disciplined and intellectual styles of Dorn and Guilliman and when to let his sons go super space murder-machine like the Space Wolves and World Eaters.&lt;br /&gt;
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As for [[Horus]] himself, the only recorded meeting between the two was at Zaramund in 970.M30 when the Lion boarded the &#039;&#039;Vengeful Spirit&#039;&#039; without ceremony or any form of Honour Guard or retinue. He gatecrashed a war-council and caused everyone else in the room to drop to their knees instantly, especially after Calas Typhon had dithered about whether or not to do so for Horus. The Lion says two sentences to Horus before turning to berate [[Luther]] about disobeying orders and then stalks off again like a boss. Horus has gone on record as saying that he, unlike his brother, had been raised within the halls of his father, being groomed and raised by the Emperor himself to lead, while the Lion had been nothing but a primitive savage on some backwards nothingness of a world, and therefore was unfit to be Warmaster. The black book &#039;&#039;Crusade&#039;&#039; goes into this in a bit more detail: although the Lion was not beloved by his brothers, he was still highly respected, which led to very few of his brothers going out of their way to seek out the reclusive Lord of the First, with only Horus keeping a worried eye on his brother&#039;s activities. Horus had grown frustrated by his inability to gain a foothold within his brother&#039;s legion, unable to project his influence on the Dark Angels like he could with the others. Although the Lion and the Dark Angels had over the years effectively removed themselves from the spotlight - much of their actions being obscured and hidden away from the records of the Great Crusade - to the point that some had even begun to forget about their glories, Horus was increasingly annoyed by how close his brother and father seemed to be, especially the sheer trust the Emperor seemingly placed in the Lion. Horus and his Legion were the top dogs, their records during the Crusade unsurpassed, so why was the Lion given the keys to their father&#039;s vaults that were forbidden to all others? The Lion&#039;s reaction to Horus becoming Warmaster worried Horus the most. Although this was the proof that he, Horus, was the favoured son (if you think that sounds petty he also &amp;quot;forgot&amp;quot; to send the Lion an invitation, though to be fair the Lion is about the &#039;&#039;last&#039;&#039; person you&#039;d ever want at a party), he had expected the Lion to at least put up a fuss. However the Lion simply accepted the decision without even pausing for a moment in his crusading, almost as though Horus&#039; grand moment didn&#039;t matter to him. It should be noted however, that the Lion absolutely did think the job should have been his, and Horus knew it. The Lion just brooded about it rather than throwing a tantrum.&lt;br /&gt;
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Although he has demonstrated no negative feelings towards Magnus, he still supported the sanctioning of his brother at Nikaea. Why this was the case was never expanded upon. Despite this, his representative was given the authority to stand in favour of the Librarius itself.&lt;br /&gt;
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Amongst his other brothers; [[Sanguinius]] considered him practically beyond reproach, though did not give any reason why he felt that way, and refused to countenance any censure of the Lion for his actions in prosecuting the Shadow Crusade until the evidence against him was irrefutable. Upon his banishment from Imperium Secundus, the Lion held no animosity towards either of his brothers; this was not his place, and he would leave knowing that he and his legion had fought hard. The Dark Angels managed to reclaim much of the Five Hundred Worlds lost to the traitor forces. They could leave knowing that they had helped to secure a foundation upon which humanity could begin to build again. The Lion and his legion may no longer have a place in it, but he knew that as long as Sanguinius and Guilliman were in charge, Imperium Secundus would work out just fine. Still, the reason for the Lion&#039;s banishment was a questionable one. The fact that the man in question saves your empire and is probably very popular with the people only makes things more complicated.&lt;br /&gt;
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His relationship with [[Konrad Curze]] has probably seen the most development, though this only occurred after the Heresy had already made them enemies of each other. Their interactions often shown them as reflections of one another; they were both self-raised in the wilds of their own planets and had the potential to have come to the same fates. The Lion admitted that he once considered Curze to have been one of his closest brothers, the two being somewhat kindred spirits (due to the nature of their childhoods, growing up alone in the dark), and Curze in turn referred to the Lion as his &amp;quot;blood brother&amp;quot; now turned &amp;quot;blood enemy&amp;quot;.&lt;br /&gt;
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Apparently, [[Alpharius]] found that the Lion was the only brother that he could not abide, ironically because he could &#039;&#039;&amp;quot;never tell what he is really thinking&amp;quot;&#039;&#039;. Though someone called &amp;quot;Alpharius&amp;quot; appreciated his views on war and secrecy and wanted the Lion in the position of Warmaster, so offered to help him out during the Rangdan Xenocides and keep the First Legion intact. This may be a case of Alpharius being deliberately contrary with his words or may represent the view of an entirely different person, there were two twins after all. This is further covered in &#039;&#039;Head of the Hydra&#039;&#039;; whichever one of the twins it was did actually believe the Lion should have been named Warmaster. Even after the Lion declined the offer to withdraw, in order to preserve and rebuild his legion, &amp;quot;Alpharius&amp;quot; still decided to hang around and help out the First Legion from the shadows. However, Alpharius later gave an alternate reason for wanting to help the Lion, and that was to gain access in Legion strength to the area of space where the Lion was operating, as he had received intelligence that Omegon had been located in the region. Alpharius himself was able to infiltrate the Dark Angels legion (although even he had a really hard time doing so), but highly suspects the Lion knew he was there, much to his annoyance. However during Alpharius&#039;s initial meeting with the Lion, he was accompanied by nine other Alpha Legionnaires and was confident that the Lion had not seen him for what he was; at least he was mostly sure, but he still had a sneaky suspicion that made him a bit uncertain- one telling of the meeting has the people observing the meeting being aware of an unspoken conversation happening between the two. He was mostly confident that, when he told the Lion that the Alpha Legion had not been reunited with their Primarch (as technically the Alpha Legion never really lost Alpharius), the Lion seemingly took him at his word. Alpharius in his own mind concluded that the Lion was quite self absorbed, but also peerless in a number of ways; although he could never be sure with the Lion, it infuriated him that what he thought was “true” might actually not be true, as he never really knew if the Lion was acting, nor the extent of what he actually knew- the troll got a taste of his own medicine and found it a bitter pill to swallow.&lt;br /&gt;
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The only &amp;quot;friend&amp;quot; the Lion might have had amongst his brothers during the Great Crusade seems to be [[Vulkan]] and/or [[Perturabo]]. Though the theory about Vulkan is only based on the in-game mechanics from the allies chart, where their &#039;&#039;Legions&#039;&#039; are Sworn Brothers to each other (the Dark Angels&#039; only sworn brothers in fact), though the Salamanders are buddies with a lot of Legions and there is no real indication of what the Lion or Vulkan actually felt for one another personally. After Vulkan&#039;s apparent demise, the Lion did seek out [[Artellus Numeon]], the former Pyre Guard commander and now current de facto leader of the Salamanders legion, who had sunk into a deep depression over the discovery of the fate of his Primarch. Mourning in one of Magna Macragge&#039;s former cemeteries the Lion (in his own blunt fashion) had a heart to heart with Numeon, in which both shared their loss of Vulkan; the Lion confessed his doubts regarding the fall of Terra and reminded Numeon of his duties as the new Legion Master of the Salamanders. Another thing that could say something about their relationship is that the Lion’s Helm which, as the name suggests, was supposedly once worn by the Lion is said to have also been crafted by one of his brother Primarchs. This could easily be referring to another brudda, however.&lt;br /&gt;
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As for Perturabo, the Lion had enough trust in him to hand over a bunch of Ordinatus-class weapons just prior to the deployment at Isstvan V on a promise that Perturabo would support him as the new Warmaster in order to continue the Great Crusade. The Lion even pointed out that Perturabo&#039;s compliments actually meant something to him, though this may have simply been the Lion being (very uncharacteristically) polite; it&#039;s kind of sad that Perturabo, who craved recognition, may have screwed over one of the only brothers who actually recognised his worth. It would have been nice if some writefag were to make something in which Perturabo, touched by the Lion&#039;s words and trust, decides to fuck over the traitors with the Ordinatus goodies and remain loyal for the Lion&#039;s sake.&lt;br /&gt;
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According to &#039;&#039;Crusade&#039;&#039;, the Lion and [[Jaghatai Khan]] were actually pretty close. Despite their differences, they had grown to value each other&#039;s blunt and frank characters; both are bloody great at snarky comebacks and sarcastic, character destroying one liners. During &#039;&#039;Unremembered Empire&#039;&#039; the Lion did end up questioning where the Khan&#039;s allegiance would fall. The Lion&#039;s job according to &#039;&#039;Crusade&#039;&#039; was to be the watchman of his father&#039;s domain, to protect humanity&#039;s borders from the monsters in the dark (think the Night&#039;s Watch from Game of Thrones). Both the Khan and the Lion spent the majority of their time venturing out into the unknown, ahead of even the forces of the other legions; the Khan was the pathfinder, and the Lion cleared the path for those that followed. Both were perfectly happy to be out in the void doing their own thing, far away from what passes for &amp;quot;civilization&amp;quot;; in this way the two were kindred spirits. During the Sarosh Campaign the Lion did take over from the White Scars, freeing them from being stuck in one place, even when many legionnaires from both legions admitted to not understanding way the Lion would bother with such a minor world that held no chance for glory or significant noteworthiness. He probably would have gotten along with Mortarion like a house on fire, given his propensity for thankless solitude and his crappy upbringing. Sadly, the two seem not to have interacted much.&lt;br /&gt;
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Primarchs like Guilliman and Sanguinius were built to be seen, and play central roles within the future of their father&#039;s realm. Not so the Lion. He was built to remain always at a distance, never truly leaving the shadows. He was built to be the distant watchman of his father&#039;s domain, who would do what needed to be done to keep it safe (and if needs be destroy it), regardless of how unpleasant the tasks he was duty bound to perform might be; it was something he understood and accepted, and clearly had a significant effect on how he both viewed and felt about his fellow Primarchs. (You could almost call him a &amp;quot;watcher in the dark&amp;quot;, wink, wink, nudge, nudge... I&#039;ll see myself out).&lt;br /&gt;
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==Capabilities==&lt;br /&gt;
Even amongst his brothers the Lion was renowned for his brilliant mind. Whether understanding tactics and logistics with the same effortless ease as Guilliman, or doing warp jump calculations in his head faster than the ship&#039;s computers, the Lion demonstrated a level of excellence that even the most gifted of his brothers struggled to match. To many he was the consummate general and was arguably the most imaginative tactician amongst the Primarchs, with only Corax, and perhaps Horus, having demonstrated similar levels of situational flexibility and quick thinking.&lt;br /&gt;
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His tendencies in campaigns were essentially the opposite of Primarchs like Guilliman and Dorn. Where his two brothers liked to plan for everything the enemy could potentially do even before a battle got underway. As an example of this, when Guilliman was worried that the Lion was trying to usurp his position in Imperium Secundus, he asked his mother what could he do against an intellect that matched his own. They agreed that the Lion was a character of action; while he could plan well enough, it was actually his &#039;&#039;determination&#039;&#039; that was the root of his success. In contrast, Guilliman&#039;s strength was that when given a task, he would spend twice as much time planning rather than doing, and that if he was ever required to stop the Lion, he would start preparing his plans.&lt;br /&gt;
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As a &amp;quot;character of action&amp;quot;, the Lion tended to make a broad flexible plans and then if the situation changed, tended to &amp;quot;wing it&amp;quot; with insane skill. He was capable of a level of adaptability and improvisation which could leave his more bookish brothers looking flat-footed. Essentially, he preferred to &#039;&#039;feel&#039;&#039; situations out rather than creating codified plans to deal with every contingency. His battle record demonstrates that the Lion&#039;s reliance on his instincts, combined with how the structure and inner workings of the legion functioned, worked to such a degree that the Dark Angels had nearly as many military compliances under their belts as the Luna Wolves by the time Horus became Warmaster.&lt;br /&gt;
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Because of their complimentary attributes; when the Lion and Guilliman are seen planning together, before turning to ask Sanguinius if he wanted to add his input. Sanguinius laughed at this and stated that there wasn’t anything he could possibly add, as the Lion and Guilliman would have already thought of anything he could possibly have come up with.&lt;br /&gt;
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However, he did have his flaws as a commander. While the Lion was a virtually peerless tactician, able to seamlessly adapt to changing situations and improvise brilliantly. He had a hands-off approach to his Legion, and had no particular renown for either [[Perturabo|micromanagement]] or [[Roboute Guilliman|grand strategy]]; While he was Grand Master of both the &#039;&#039;&#039;Hexagrammaton&#039;&#039;&#039; and the many orders of the &#039;&#039;&#039;Hekatonystika&#039;&#039;&#039; and was privy to all of their ways and secrets, he largely stood back and allowed the system to work as intended rather than intervene directly. In fact when he first took command of his Legion, he split his forces into equally sized fleets and generally left them to sort things out by themselves. The Lion made command appointments and issued broad orders, but was otherwise not particularly visible to his Legion the same way that some other Primarchs were. The self reliance of those under his command would in turn alienate the Lion from his Legion, many of whom had no contact with him for decades at a time.&lt;br /&gt;
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His primary problem was that while his capacity for noticing details seemed to go unmatched, his hyperfocus made him lose sight of other factors surrounding him, essentially losing sight of the forest for the sake of the trees. He was certainly obsessed with chasing Curze down until the end of the Imperium Secundus; the Lion had considered Curze’s escape a personal failing on his part, and was determined to bring him to justice for all he had done. As Lord Protector of Ultramar, while he continued to win successive engagements against the [[Word Bearers]] and [[World Eaters]], those were always secondary to his personal goal of capturing his brother, and the strategic value of those victories was minimal. Also, the distraction of the hunt also meant that when &#039;&#039;&#039;Sotha&#039;&#039;&#039; fell only one ships worth of Dark Angels was present to protect it; although those that took part, would be later honored for their bravery; they had willingly sacrificed themselves, and their ship to buy the defenders more time. Yet if Curze had not flagrantly mouthed off at Tsagualsa, the Lion might still have been stuck at Thramas for the duration of the war, so something has to be said for drawing his ire...&lt;br /&gt;
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He was also a superlative swordsman as evidenced by the fact he could draw his blade and strike a blow faster than Konrad Curze could react, and could block and counter a blow that Guilliman had not even seen coming. When the Lion went to war, he fought with clinical movements; a ruthless economy of muscle and motion, each thrust and parry executed to perfection. He was however, sometimes caught off guard when he underestimated his opponent (he is described as sounding bored during his fight with Curze at the start), such as when Curze simply gave up trying to match the Lion with a blade and simply spear-tackled him in their first confrontation; which could have led to his defeat and potential death- a mistake he would not go on to repeat.&lt;br /&gt;
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During his time among the Order the Lion had learned the lesson to command without doubt. Luther had impressed upon him the need to be unwavering in his convictions even in the face of impossible odds. Later during the Heresy he wondered if he&#039;d learnt this lesson too well, and that what was once firm leadership had now become uncompromising tyranny.&lt;br /&gt;
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===Possible Psyker===&lt;br /&gt;
It has been theorised that due to their nature all the Primarchs are inherently psychic to some extent. Each was imbued with warp energy at the time of his creation by the Emperor. The Lion is no exception, and has demonstrated abilities that could be psychic in origin.&lt;br /&gt;
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*Prophetic Dreams: A long time before the arrival of the Emperor on Caliban, the Lion’s dreams had been haunted by visions of a golden light (the Emperor) descending upon Caliban from the heavens to change it forever, but every time he tried to reach out to the light (possibly his attempt to reach Terra or just his attempts to truly relate to others), it would vanish, leaving him alone in the dark (possibly foretelling the death of the Emperor or even the Lion&#039;s own eventual fate: alone, hidden in an unreachable chamber beneath the Rock for 10,000 years).&lt;br /&gt;
**[[Sanguinius|Fabulous Hawk-boy]] and [[Konrad Curze|Batman]] also had the power to divine the future through dream and possibly ecstatic state of the mind (and soul, considering Warp shenanigans), but [[Forge World]] [[Extra Heresy|didn&#039;t give them access to the Divination psychic discipline]], unlike Magnus and Lorgar. Too bad, [[Munchkin|precognition]] would suit both Sanguinius and the Lion, and they wouldn&#039;t need to run away from [[Warhammer 40,000/Tactics/Daemons of the Ruinstorm (30k)|Arch-Dæmons]].&lt;br /&gt;
*Whilst descending into the labyrinthine mines under Sarosh, Zahariel realises that the smoke filling the tunnels was in fact etheric energies, visible only to Brother-Librarian Israfael and himself. Zahariel took note that the Lion seemed to be able to see these energies too, since his gaze seemed to follow the drifting trails of pain and anguish traced in the smoke. (He seems to be able to see and feel ethereal and warp based energies including warp taint.)&lt;br /&gt;
*When fighting daemons the Lion has demonstrated an ability very similar to a Librarian wielding a Force weapon; seemingly unconsciously channeling the rage and fury from deep within himself along his sword in the form of cleansing white flames causing his demonic opponents to explode. If all the Primarchs inherited some ability from the Emperor the Lion could very well have inherited his father’s ability to destroy souls entirely. Whether or not he knew this (or could have used it to defeat Horus and permanently kill Daemon princes is debatable). Daemons were known as [[Wat|nephilim on Caliban]] and the Lion remembers hunting these otherworldly beings within the deepest depths of the deep woods, [[Awesome|killing them with nothing but his bare hands.]]&lt;br /&gt;
*The Lion has used mental shields to hide his mind/presence from his demonic opponents (a trick he picked up when he was alone in the wilds of Caliban) and to keep others from reading his mind; he was apparently quite the discussion of interest among the legions&#039; librarians before they were disbanded. Why the legion&#039;s librarians were trying to read their own Primarch&#039;s mind is unknown, but that kind of activity probably didn&#039;t make the Lion trust them any better.&lt;br /&gt;
*Dreadwing has the Lion pulling a Corax, appearing as if from thin air. A meeting of the representatives of the six wings, and a great number of the high ranking members of the fleet&#039;s mortal officers and support staff is called. They start by bowing to the Primarch&#039;s empty throne before engaging in a heated debate on how they should move forward. As the debate reaches the boiling point the Lion suddenly appears seated upon the throne, despite it being surrounded by observers. It&#039;s very likely that the Lion was seated in the throne the entire time.&lt;br /&gt;
*It is implied in &amp;quot;Angels of Caliban&amp;quot; that El&#039;Jonson has some kind of passive psychic abilities that allows him to sense his surroundings and the people and creatures around him. This is apparently how he managed to survive the horrors of Caliban during his early years and allows him to “instinctively” react (jedi-like) to actions and situations far faster than even his demigod siblings would normally be able to (e.g. the Lion effortlessly blocking a blow that Guilliman couldn’t even see coming). &amp;quot;Dreadwing&amp;quot; implies that the Dark Angels may have inherited a watered down version of this power; their &amp;quot;instincts&amp;quot; for hidden perils far surpassing that of the other &#039;hunters&#039; among the Space Wolves or White Scars. Along with a predisposition to the dark that could only be rivalled by the Raven Guard.&lt;br /&gt;
&lt;br /&gt;
It shouldn’t come as to much of a surprise given his childhood but his abilities seem to be tailored towards hunting down and killing warp entities.&lt;br /&gt;
&lt;br /&gt;
The idea that the Primarchs all had psychic potential has been pretty much confirmed in &#039;&#039;Inferno&#039;&#039;, where it states that they were all transcendent beings, forged not just of physical matter but of psychic force, in some this quality was channeled into superhuman physicality (Vulkan, Mortarion), but others held power to manipulate the Warp either directly or subconsciously as prophetic foresight (Sanguinius, Curze), preternatural stealth (Corax) or an aura of majesty beyond the mortal (Lion).&lt;br /&gt;
&lt;br /&gt;
Note that this is of course [[High Lords of Terra|Black Librarian]] [[Heresy]] since [[Warhammer 40,000: Rogue Trader|old Fluff]] gives a quite different version of the Primarchs: all of them being &amp;quot;as powerful as the Emperor and even more powerful in a way&amp;quot;. This would be impossible if they were not Psykers. All of them. And the old Fluff also specifically states that they were meant to be healed from the taint of Chaos (i.e. immune to the Perils of the Warp which had cause the Shamans to combine in order to form the Imperial Soul), but that they were a disappointment in this regard because of their too early exposure to the Warp (implied to be responsible for various mutations, such as Magnus&#039; horntits, Sanguinius&#039; wings, and Lorgar&#039;s [[Blood Ravens Force Commander|hairetical]] baldness), which also explains why the Emperor forbade them to use psychic powers at Nikea. In 6th edition (and kind of in 7th too), it can also be pointed that Primarchs stats are similar to those of a normal human specializing in Biomancy. Which is totally unsurprising since their (and tellingly, the &#039;&#039;Astartes&#039;&#039;) physical abilities even without their armor is far beyond any amount of bio or gene enhancement. In fact, the capabilities of the Iron Hands bionics go beyond what machines are capable of. If augmenting humans like that would have the same results as Astartes, that is what the Emperor would have done, implying a subconscious...techno-sorcery &#039;&#039;and&#039;&#039; biomancy perhaps for all Space Marines and Primarchs.&lt;br /&gt;
&lt;br /&gt;
As of 10th edition and the Lion&#039;s return in Arks of Omen, Jonson very wields a new form of short range teleportation/warp travel, able to traverse across or even to different planets from orbit, through forest wreathed passages used by the Watchers in the Dark.&lt;br /&gt;
&lt;br /&gt;
=Trivia=&lt;br /&gt;
Named after the poet Lionel Johnson who was a (bum)chum of Oscar Wilde until Wilde spurned him for his cousin, then he posted a few emo &amp;quot;FUCK YOU&amp;quot; break-up poems on Wilde&#039;s facebook page before finding religion and penning a poem called &amp;quot;Dark Angel&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
During his lifetime &#039;&#039;The Art of Thomas Hardy&#039;&#039; (1894), &#039;&#039;Poems&#039;&#039; (1895), &#039;&#039;Ireland and Other Poems&#039;&#039; (1897) were published. He was one of the Rhymer&#039;s Club.&lt;br /&gt;
&lt;br /&gt;
In 1892, Johnson converted to Catholicism (and the 30K Johnson was betrayed by someone called [[Luther]], hmm...) He repudiated former friend Oscar Wilde and directed a sonnet at him called &amp;quot;The Destroyer of a Soul&amp;quot; (presumably the soul of his cousin Lord Alfred Douglas, whom he had introduced to Wilde the previous June). In the following year, Johnson wrote what some consider his masterpiece: &amp;quot;The Dark Angel&amp;quot;. [[Lion El&#039;Jonson|The Primarch of the bath-robe wearing Chapter is named after him.]]&lt;br /&gt;
&lt;br /&gt;
He died of a stroke after a fall in the street, though it was said to be a fall from a barstool (probably as a dark joke about his drinking habits).&lt;br /&gt;
&lt;br /&gt;
The Rock (the club was actually called Caliban&#039;s after Prospero&#039;s hidden evil spirit in The Tempest) is also a (now defunct) gay night club in Nottingham (where GW HQ is based). Also, he was originally referred to as &amp;quot;Lyyn Elgonsen&amp;quot;, which was barely more subtle, but sounded more &amp;lt;s&amp;gt;badass&amp;lt;/s&amp;gt; like someone was pronouncing it through a mouthful of co{{BLAM}}.&lt;br /&gt;
&lt;br /&gt;
One can also draw analogues with the life of the Lion to the tale of Lancelot (roll with this).&lt;br /&gt;
*Lancelot &amp;quot;Du Lac&amp;quot; &#039;&#039;(of the Lake)&#039;&#039; &amp;gt; Lion &amp;quot;El&#039;Jonson&amp;quot; (of the Forest).&lt;br /&gt;
*Both were spirited away from their fathers (King Ban of Benwick / the [[Emperor]].)&lt;br /&gt;
*Both were raised in mystical environments (Magical kingdom of the lady of the lake / warp tainted forests of Caliban)&lt;br /&gt;
*Both become questing knights of peerless quality, said to be almost faultless by those who meet them.&lt;br /&gt;
*Lancelot covets Guinevere disastrously while the Lion coveted the warmaster position and his acts of self-promotion contributed in part to the fall of the Emperor.&lt;br /&gt;
*Lancelot spends the rest of his life in isolation and shame and after his death his followers went on a penitent crusade clearing up his affairs - &#039;&#039;pretty much the same story with the Lion&#039;&#039;.&lt;br /&gt;
*Lancelot was involved with the quest for the holy grail &#039;&#039;(which was a euphemism for [[Emperor|God]]&#039;s &#039;&#039;&#039;[[Dark Angels#The Unforgiven|Forgiveness]]&#039;&#039;&#039;)&#039;&#039;, an artefact heavily associated with the Knights Templar whom the Dark Angels were partly inspired by. In fact it was Lancelot&#039;s son [[Cypher|Galahad]] &#039;&#039;(who also had a magical sword)&#039;&#039; who was one of the few knights to discover the grail and thus redeem his family and the kingdom. - &#039;&#039;See conspiracy much? Welcome to the Dark Angels&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=Tabletop=&lt;br /&gt;
[[File:LionElJohnson-30k.jpg|thumb|right|400px|How can the [[Night Lords]] scare someone, who Knows no Fear?]]&lt;br /&gt;
&lt;br /&gt;
===Heresy 1.0===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! scope= col | || Pts || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Lion El&#039;Jonson &lt;br /&gt;
| 460 || 8 || 5 || 7 || 6 || 6 || 7 || 5(7) || 10 || 2+/4++&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Lion is only a slightly better then average beat-stick, with no notable strengths or weaknesses. He does have the ability to counter some other primarchs&#039; strengths so he&#039;s barely inconvenienced by hit debuff effects like blindness or invisibility. He is also able to throw out several debuffs in the first round of combat on his own and has quite possibly the best overwatch of any Primarch in the game. Not necessarily enough for him to turn the tides on his top tier bros (Horus, Sanguinius etc) but certainly enough to put the scare on any other kind of unit that thinks they can take him on.&lt;br /&gt;
&lt;br /&gt;
In keeping with the Dark Angels being sneaky bastards, the Lion has some very deceptively sneaky tricks up his sleeve that make him much better then he first appears.&lt;br /&gt;
&lt;br /&gt;
He has access to:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Lion Sword:&#039;&#039;&#039; an AP1 two-handed Master-crafted sword, with Fleshbane and Lance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Wolf Blade:&#039;&#039;&#039; an AP2, +3Str two-handed chainsword, with Shred and a rule called &#039;&#039;Fearsome Ruin&#039;&#039;, which forces enemies who take morale checks from losing combat against him to roll 3d6 and drop the lowest, due to the horror of all the body parts getting thrown about.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Leonine Panoply:&#039;&#039;&#039; giving him a 2+ armour save and a 4+ inv save, that can be re-rolled once per turn. The re-roll is nice but comes up a bit short when compared to the armour available to his brothers. It&#039;s a bit bizarre that even in the description the Lion Helm is stated to be the crowning jewel of the armour, even going so far as describing its force field projecting abilities; almost like the 6in INV bubble was originally intended, but later removed (most likely for balance reasons).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fusil Actinaeus:&#039;&#039;&#039; a special twin-linked range 18, ST 7, AP 2 Salvo 2/4 plasma gun that can render the enemy blind until the end of &amp;lt;u&amp;gt;their next&amp;lt;/u&amp;gt; turn. However he [[Derp|cannot charge after shooting his target.]], although it doesn&#039;t have the Gets Hot rule either, so that&#039;s something; he kind of want&#039;s his opponent to charge him to get the most out of his Salvo 2/4. It&#039;s actually very in character for the Lion to stand still, daring his opponent to attack him; being able to fire off 4 ST 7, AP 2 shots at his foe, and then getting to fire again during overwatch sounds pretty nasty.&lt;br /&gt;
**Multiple rerollable shots of Blinding have reasonable odds of scoring a hit on overwatch, and subjecting an incoming charger to another Blind test.&lt;br /&gt;
**Against elite, high initiative opponents the odd of this are ordinarily quite low, but with the amount of Stasis that 30k Dark Angels can throw out means that many opponents may already be debuffed before they face him.&lt;br /&gt;
*Oh look, he has Stasis Grenades! These drop the Initiative of his opponents to 1 until the end of the &#039;&#039;&#039;game turn&#039;&#039;&#039; if the Lion charges or is charged, basically guaranteeing him the first attack on the first round of any combat no matter who he fights, and also possibly the next round of combat depending on play sequence. .&lt;br /&gt;
**If the Dark Angel player goes first and he charged, or goes second and is charged, then his opponent will be I1 for two rounds.&lt;br /&gt;
**They also stack with the Fusil Actinaeus on overwatch, since Blind tests are taken at the end of a phase, meaning there are good odds (depending on how many shots the Lion makes) that his opponent is also dropped to WS1 for up to three rounds of combat. &#039;&#039;(The initial charge, the Lions following turn, then until the end of the next turn.)&#039;&#039;&lt;br /&gt;
**It also means that Hit and Run opponents may need to wait a while before attempting to escape from the Lion.&lt;br /&gt;
&lt;br /&gt;
Regardless of which sword is chosen, he is always wounding any other Primarch on a 2+, as he either has Fleshbane or Str10. So that is 5 attacks at Int 7, at WS8 (hitting on no worse than 4+) and wounding on 2+; so although he is throwing out less attacks then some of his brothers (only 1 less really, unless Angron has had time to juice himself up; this is of course not counting the extra attacks the Lion gets when taking wounds), he is very likely going to make more effective use of them.&lt;br /&gt;
&lt;br /&gt;
Rules-wise we have:&lt;br /&gt;
&lt;br /&gt;
*He can be accompanied by a squad of Deathwing Companions as part of his Lords of War choice. He cannot leave this unit. If the Cytheron pattern Aegis is in use by the Deathwing Companions with the Lion, then any opponent suffers a -1 Initiative penalty; that Int 7 is looking a bit more impressive now; even after the effects of the Stasis Grenades have finished, the shields will still provide the Lion with a higher initiative then most of his brothers. The companions automatically pass Look Out Sir rolls and prevent their charge from being picked out by Precision Shots. This unit, at bare bones, is actually fairly cheep, so having a few of these guys hanging around will definitely keep the Lion in play a bit longer. For the price of one Garviel Loken you get a five man 2+ save unit all armed with Melta bombs, and with 2 +2st instant death attacks a piece; plus they essentially double the Lion&#039;s wound, which can be used to automatically tank troublesome wounds, like those caused by weapons like the Talon of Horus.&lt;br /&gt;
**If you wanted to, you can also give each of them a power fist (if you take them instead of the Melta Bombs, it works out at the same cost). If the unit is attached to the Lion then any unit that they charge (or are charged by) are going to have their Initiative dropped to 1 until the end of the turn, essentially allowing them to strike first on the turn they charge. That&#039;s at bare minimum, ten ST8, AP2 attacks, hitting at what would essentially be their normal Initiative. Then add the Lions own five ST10 (Wolf Blade) AP2 attacks into the mix, and watch anything that they are pointed at simply disappear. At full strength that would be a grand total of twenty ST8, AP2 attacks; even when used against a high WS opponent like a Primarch, a good number of these attacks are going to get through.&lt;br /&gt;
*&#039;&#039;&#039;The Lion&#039;s Choler:&#039;&#039;&#039; when reduced to 4 wounds he gains 1+ attack, and when reduced to 2 wounds this increases to 2+ attacks. With his other rules reducing some negative effects on his combat effectiveness, he only gets better the longer the fight goes on. The rule as written only requires the Lion to be reduced to 4 wounds to gain the extra attack not that he needs to remain on four wounds to keep it. If he is reduced to 4 wounds he will gain an attack, then if he passes a &#039;It will not die&#039; test he will regain a wound, and as the rule is written keep the extra attack, as he has already met the requirement of being reduced to 4 wounds. This may not have been how it was supposed to work but the way the rule is written means that he can repeat this process every time he is reduced to the required number of wounds. Interesting, going by the way the rule is written any extra attacks he gains at 4 wounds become +2 instead of +1 upon being reduced to 2 wounds; if you can manage to pull off being reduced to 4 wounds twice, those two extra attacks become four extra attacks; although if he then regains more then the two wound requirement they would again become +1 instead of +2. This may not be how it is intended but it does make the rule slightly better without it being game breaking.&lt;br /&gt;
*&#039;&#039;&#039;An Absolute Focus:&#039;&#039;&#039; Never needs to roll more then 4+ to hit any enemy. While this rule and its description sound cool, there are not many instances where this rule will triger in close combat and these will be fight you&#039;ll usually want to avoid regardless. Aside from fighting a Warlord Titan: at WS8, your opponent will need the combination of equal/higher WS + a modifier to hit (Read Leman Russ), or to drastically drop the WS of the Lion (Horus or Blinding effects) for the rule to actually be of use. Note that there is nothing in this rule preventing you from using it during overwatch!&lt;br /&gt;
*&#039;&#039;&#039;Sire of the Dark Angels:&#039;&#039;&#039; 3d6 and drop highest morale army wide, and +1 combat resolution in a 12 inch bubble.&lt;br /&gt;
**While this looks like a boring buff, it is still a very useful feature. 3d6 drop highest gives an average result of around &#039;5&#039;. This effectively gives a +2Ld bonus to the whole army that is not capped at 10 like [[Roboute Guilliman|several]] [[Vulkan|other]] Primarchs&#039; &amp;quot;Sire of...&amp;quot; do, so don&#039;t expect Dark Angels to run away any time soon. The +1 to combat resolution is a nice added bonus even [[Rogal Dorn|though]] [[Fulgrim|other]] Primarch often offer more. Only Lorgar does Morale better, since Word Bearers do all the same things that the Lion provides but he &#039;&#039;also&#039;&#039; lets the army use his Ld10 as well as other benefits.&lt;br /&gt;
*&#039;&#039;&#039;The Point of the Blade:&#039;&#039;&#039; the Lion and any unit may automatically charge 8 inches, ignoring terrain instead of rolling. Makes catching that troublesome Curze pretty reliable.&lt;br /&gt;
&lt;br /&gt;
He is fast, hits hard, and can take a hit and keep on swinging, so although he isn&#039;t going to be steamrolling other Primarchs (He will still lose to both Horus and Russ, who remain the top dogs), he will still be an opponent that they will be wary of taking on head to head, as regardless of who they are it&#039;s going to hurt. Except when facing Horus, a Warlord Titan and T9/10 models, the Wolf Blade is probably the better option. Against any T8 and below enemies, The Wolf-Blade will statistically deal slightly more DMG than the Lion&#039;s Sword whenever the Lion will throw 6 attacks or more with the Added benefit of having ID attacks against T5 and below enemies (therefore 1-shoting custodes and marines). against anything that &amp;lt;u&amp;gt;isn&#039;t&amp;lt;/u&amp;gt; &#039;&#039;Fearless&#039;&#039;, then he&#039;s probably going to be taking out entire squads in one turn singlehandedly: while he might not have the attacks to kill everyone, his bonus to combat resolution, plus the morale penalty for losing, means they are likely going to be running away every single time, and with the penalty difference from I7 to I1 thanks to Stasis effects means he is going to catch them &#039;&#039;every. single. time&#039;&#039;.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====30k The Lion vs Other 30K Primarchs: Heresy 1.0====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Based on current Rules; updated when full rules are released.&lt;br /&gt;
Primarch fighting, while fun to see, isn&#039;t a very competitive thing to do as it&#039;ll usually tie up both Primarchs for the entire game without either of them dying. With that in mind this section is all about how The Lion fares against other Primarchs mathhammer wise. Please note that all the various melee abilities are taken into account. (The Blinding rule on overwatch is situational dependent on who charges and actually scoring a hit, which is seldom factored in to these duels) and the match-ups assume the Primarchs are the only ones involved in the fighting, so various abilities like Angron&#039;s &amp;quot;The Butcher&#039;s Nails&amp;quot; and Rampage do not provide any bonuses.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*NOTE: The math is finicky here. Sometimes the numbers rack up to e.g. 4.028-4.2 wounds left, and can be debated if it should trigger the Lion&#039;s Choler. This affects only one round before the Lion solidly crosses the threshold, and adding the extra attacks doesn&#039;t seem to change the outcome of the matches so far.&lt;br /&gt;
*Hit and Run hasn&#039;t been factored in, because the Lion has the potential to drop his opponent to I1 for two phases of combat depending on who started the game, making multiple escapes unlikely.&lt;br /&gt;
**The Lion&#039;s overwatch is actually pretty decent and has a fair chance (depending on number of shots) of dropping opponent to WS1 for up to three combat phases, which is huge. Ending up wrecking the maths.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Horus&lt;br /&gt;
**Horus hits 3 times (Talon), wounds 2.667 times, 1.083 after saves and IWND will take that down to 0.75 wounds at the start of the next turn.&lt;br /&gt;
**Horus (1 Strike): hits 4 times, wounds 3.556 times, 1.528 after saves and IWND will take that down to 1.194 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 0.81/0.833 after saves and IWND will take that down to 0.477/0.5 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.667/2.917 times, 0.972 after saves and IWND will take that down to 0.639 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.134/1.111 after saves and IWND will take that to 0.801/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Horus wins.&lt;br /&gt;
**This doesn&#039;t factor in Disabling Strike dropping Wolf Blade to S7 after 3 strikes, or Sire of the SoH giving Horus d3 attacks after 4 strikes; even when the Lion starts getting his full 7 attack&#039;s, Horus is throwing out 7- 9 attack&#039;s, there really isn&#039;t anything the Lion can do here.&lt;br /&gt;
**That 3+ INV save really makes all the difference. Even after gaining attacks, not enough damage is getting through to allow the Lion to catch up.&lt;br /&gt;
**Horus simply outclasses the Lion both in offensive output and defensive capabilities. The Lion&#039;s abilities really count for nothing here, Horus simply needs to wound him four times with the talon, to get the D3 extra attacks, and then pummel him with his mace.&lt;br /&gt;
**Horus has a 3+ save against anything that affects his profile, so he is unlikely to be affected by Stasis, and therefore even less likely to fail a blind test if he&#039;s hit by Overwatch.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Angron&lt;br /&gt;
**Angron (Round 1): hits 5.333 times, wounds 4.444 times, 1.972 after saves and IWND will take that down to 1.639 wounds at the start of the next turn.&lt;br /&gt;
**Angron (Round 2): hits 4 times, wounds 3.333 times, 1.417 after saves and IWND will take that down to 1.083 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 0.81/0.833 after saves and FNP, and IWND will take that down to 0.477/0.5 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.667/2.917 times, 0.972 after saves and FNP, and IWND will take that down to 0.639 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.134/1.111 after saves and FNP, and IWND will take that to 0.801/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Angron wins.&lt;br /&gt;
**Nothing really complicated here, Angron simply throws out a lot more damage then the Lion.&lt;br /&gt;
**Even blinded, Angron with Hatred can pump out more damage on the charge than some other brothers do with clear vision! &#039;&#039;(1.37 unsaved wounds based on 7 rerollable attacks)&#039;&#039; Though it does hurt him in the subsequent rounds while he recovers. However the Lion struggles to claim a lead due to Angron&#039;s FNP, resulting in a mutual kill by the fifth round of combat.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Fulgrim&lt;br /&gt;
**Fulgrim (Initiative 1 for up to two rounds) hits 3 times (Fireblade), wounds 2.333 times (Child of Terra), 0.916 after saves and IWND will take that down to 0.583 at the start of the next turn.&lt;br /&gt;
**Fulgrim (round 2/3 onward) hits 3.5 times (Fireblade), wounds 2.722 times (Child of Terra), 1.111 after saves and IWND will take that down to 0.778 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 0.81/0.833 after saves and IWND will take that down to 0.477/0.5 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 0.972 after saves and IWND will take that down to 0.639 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.134/1.111 after saves and IWND will take that to 0.801/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Fulgrim wins&lt;br /&gt;
**The combination of that 3+ Inv save, higher initiative and number of attacks gives Fulgrim the advantage so long as he keeps it. Under Stasis, Fulgrim puts out marginally more than the Lion, but not a whole lot. However there are about two rounds of combat where Fulgrim will always do better no matter what happens and set himself up for the win before the Lion builds up his own steam. The best the Lion can hope for is to be charged and have a fair chance of blinding Fulgrim for that first bout and getting a good lead before he recovers.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Mortarion&lt;br /&gt;
**Mortarion hits 2.5 times, wounds 1.667 times, 0.583 after saves and IWND will take that down to 0.25 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 times (Wolf Blade), wounds 3.241 times, 1.62 after saves and IWND will take that down to 1.065 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4 times, wounds 3.889 times, 1.944 after saves and IWND will take that down to 1.389 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667 times, wounds 4.537 times, 2.269 after saves and IWND will take that to 1.713 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
**Mortarion makes the Lion Sword only wound on 6s. Even if Strength can be used, Mortarion will win against the Lion Sword.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Ferrus&lt;br /&gt;
**Ferrus hits 2.5 times, wounds 2.083 times, 0.792 after saves and IWND will take that down to 0.458 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 (Wolf Blade) / 4 (Lion Sword) times, wounds 3.241/3.333 times, 1.08/1.111 after saves and IWND will take that down to 0.747/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4/4.667 times, wounds 3.889 times, 1.297 after saves and IWND will take that down to 0.962 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667/5.333 times, wounds 4.537/4.444 times, 1.512/1.481 after saves and IWND will take that to 1.179/1.148 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Konrad Curze&lt;br /&gt;
**Curze hits 3 times, wounds 2.25 times, 0.875 after saves and IWND will take that down to 0.542 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 1.215/1.25 after saves and IWND will take that down to 0.882/0.917 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 1.458 after saves and IWND will take that down to 0.125 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.701/1.667 after saves and IWND will take that to 1.368/1.333 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Vulkan&lt;br /&gt;
**Vulkan hits 2 times, wounds 1.667 times, 0.583 after saves and IWND will take that down to 0.25 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 (Wolf Blade) / 4 (Lion Sword) times, wounds 3.241/3.333 times, 1.08/1.111 after saves and IWND will take that down to 0.525/0.556 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4/4.667 times, wounds 3.889 times, 1.297 after saves and IWND will take that down to 0.741 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667/5.333 times, wounds 4.537/4.444 times, 1.512/1.481 after saves and IWND will take that to 0.957/0.926 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Lorgar &lt;br /&gt;
**Lorgar hits 3 times, wounds 2.5 times, 1 after saves and IWND will take that down to 0.667 wounds at the start of the next turn.&lt;br /&gt;
**Lion (Round 1): hits 3.333 (Wolf Blade) / 4 (Lion Sword) times, wounds 3.241/3.333 times, 1.08/1.111 after saves and IWND will take that down to 0.747/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 (Wolf Blade) / 4 (Lion Sword) times, wounds 3.241/3.333 times, 1.62/1.667 times after saves and IWND will take that down to 1.287/1.333 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4/4.667 times, wounds 3.889 times, 1.944 after saves and IWND will take that down to 1.611 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667/5.333 times, wounds 4.537/4.444 times, 2.269/2.222 after saves and IWND will take that to 1.935/1.889 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
**As usual, psychic powers not included.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Perturabo&lt;br /&gt;
**Perturabo hits 2 times, wounds 1.667 times (Forgebreaker), 0.483 after saves and IWND will take that down to 0.25 wounds at the start of the next turn.&lt;br /&gt;
**Perturabo (Lion Blinded): hits 2.667 times, wounds 2.222 times, 0.861 after saves and IWND will take that down to 0.528 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 0.81/0.833 after saves and IWND will take that down to 0.477/0.5 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 0.972 after saves and IWND will take that down to 0.639 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.134/1.111 after saves and IWND will take that to 0.801/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Alpharius&lt;br /&gt;
**Alpharius hits 2.917 times, wounds 1.701 times, 0.6 after saves and IWND will take that down to 0.267 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 (Wolf Blade) / 4 (Lion Sword) times, wounds 3.241/2 times (Alpharius is immune to Fleshbane), 1.62/1 after saves and IWND will take that down to 1.287/0.677 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4/4.667 times, wounds 3.889/2.333 times, 1.944/1.167 after saves and IWND will take that down to 1.611/0.833 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667/5.333 times, wounds 4.537/2.667 times, 2.269/1.333 after saves and IWND will take that to 1.935/1 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Rogal Dorn&lt;br /&gt;
**Dorn hits 2 times, wounds 1.5 times, 0.5 after saves and IWND will take that down to 0.167 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.222/2 times (Auric Armour supercedes Fleshbane), 1.111/1 after saves and IWND will take that down to 0.778/0.667 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.667/2.333 times, 1.333/1.167 after saves and IWND will take that down to 1/0.833 wound at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.111/2.667 times, 1.555/1.333 after saves and IWND will take that to 1.222/1 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Corvus Corax&lt;br /&gt;
**Only showing the Wolf Blade, because as you can see the difference is marginal.&lt;br /&gt;
**Corax hits 4 (Scourge)/3 (Shadow-walk) times, wounds 3/2.25 times, 1.25/0.875 after saves and IWND will take that down to 0.917/0.542 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 (Scourge)/2.5 times (Shadow-walk), wounds 3.241/2.431 times, 2.16/1.62 after saves and IWND will take that down to 1.827/1.287 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4/3 times, wounds 3.889/2.917 times, 2.593/1.944 after saves and IWND will take that down to 2.259/1.611 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667/3.5 times, wounds 4.537/3.402 times, 3.025/2.269 after saves and IWND will take that to 2.691/1.935 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins, especially if Corax H&amp;amp;Rs, since it exposes Corax to more stasis and blinding overwatch.&lt;br /&gt;
&lt;br /&gt;
* The Lion vs. Leman Russ&lt;br /&gt;
**Russ hits 4.667 times (Axe), wounds 3.889 times, 1.694 after saves and IWND will take that down to 1.361 at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 1.215/1.25 after saves and IWND will take that down to 0.882/0.917 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 1.458 after saves and IWND will take that down to 1.125 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.701/1.667 after saves and IWND will take that to 1.368/1.333 wounds at the start of the next turn.&lt;br /&gt;
**Russ wins.  But normally Russ beats his brothers bloody with their own torn off arms; the Lion makes him work for it.&lt;br /&gt;
**The Armour of Elavagar means the Lion hits on 4+ even if Russ is blinded. However it will drop Russ&#039; combat output by around half (hitting 2.333 times/2.666 on the charge). If Russ gets blinded on overwatch (not counting the actual S7 AP2 hit itself) the Lion will have the Wolf King beaten on the fifth round of combat after his first attack upgrade but before Russ&#039; IWND applies at the end of his own turn. Any other situation results in a win for Russ.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Jaghatai Khan&lt;br /&gt;
**Khan hits 4 times, wounds 2 times, 0.75 after saves and IWND will take that down to 0.417 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 3.333 (Wolf Blade) / 4 (Lion Sword) times, wounds 3.241/3.333 times, 1.08/1.111 after saves and IWND will take that down to 0.747/0.778 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 4/4.667 times, wounds 3.889 times, 1.297 after saves and IWND will take that down to 0.962 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 4.667/5.333 times, wounds 4.537/4.444 times, 1.512/1.481 after saves and IWND will take that to 1.179/1.148 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Roboute Guilliman&lt;br /&gt;
**Guilliman (Round 1): hits 2.5 times, wounds 2.222 (Gladius)/2.083 (Hand) times, 0.861/0.792 after saves and IWND will take that down to 0.528/0.458 wounds at the start of the next turn.&lt;br /&gt;
**Guilliman (Round 3+): hits 3.33 times, wounds 2.963/2.778 times, 1.231/1.139 after saves and IWND will take that down to 0.898/0.806 wounds at the start of the next turn.&lt;br /&gt;
**Lion (Round 1): hits 3.333 (Wolf Blade)/4 (Lion Sword) times, wounds 3.241/3.333 times, 1.37/1.417 after saves and IWND will take that down to 1.037/1.083 wounds at the start of the next turn.&lt;br /&gt;
**Lion (Round 2): hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.431/2.5 times, 0.965/1 after saves and IWND will take that down to 0.632/0.667 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 1.208 after saves and IWND will take that down to 0.875 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.451/1.417 after saves and IWND will take that to 1.118/1.083 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
&lt;br /&gt;
*The Lion VS Sanguinius&lt;br /&gt;
**A little preface for this one, it&#039;s actually better for Sanguinius to be charged by the Lion than to charge him because it makes it extremely unlikely for him to become Blind.&lt;br /&gt;
**Sanguinius (Round 1 without charging): hits 4.666 times (Blade), wounds 4.148 times, 1.824 times after saves and IWND will take that down to 1.491 wounds at the start of the next turn.&lt;br /&gt;
***Sanguinius on the charge (if he passed his blind check) hits 5.333 times, wounds 5.574 times (including HoW), 2.638 wounds after saves and IWND will take that down to 2.204 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius (Round 2 onwards): hits 4 times (Blade), wounds 3.555 times, 1.528 times after saves and IWND will take that down to 1.195 wounds at the start of the next turn.&lt;br /&gt;
**Lion (5-6 Wounds) hits 2.5 (Wolf Blade)/2.75 (Lion Sword) times, wounds 2.43/2.291 times, 1.215/1.145 after saves and IWND will take that down to 0.882/0.812 wounds at the start of the next turn.&lt;br /&gt;
**Lion (3-4 Wounds, also round 1) hits 3 (Wolf Blade)/3.25 (Lion Sword) times, wounds 2.916/2.708 times, 1.458/1.354 after saves and IWND will take that down to 1.125/1.021 wounds at the start of the next turn.&lt;br /&gt;
**Lion (1-2 Wounds) hits 3.5 (Wolf Blade)/3.75 (Lion Sword) times, wounds 3.402/3.125 times, 1.701/1.562 after saves and IWND will take that down to 1.368/1.229 wounds at the start of the next turn.&lt;br /&gt;
**Sanguinius wins. If he gets charged by the Lion he still wins. Though the reality is that Sanguinius only has one-shot ranged weapons. So the Lion can just stand and shoot his brother until Sanguinius is forced to charge and risk being blinded until the end of his next turn (three phases) and losing.&lt;br /&gt;
&lt;br /&gt;
* The Lion VS Magnus&lt;br /&gt;
**Magnus hits 2 times, wounds 1.667 times (Forgebreaker), 0.483 after saves and IWND will take that down to 0.25 wounds at the start of the next turn.&lt;br /&gt;
**Lion hits 2.5 (Wolf Blade)/3 (Lion Sword) times, wounds 2.43/2.5 times, 1.215/1.25 after saves and IWND will take that down to 0.882/0.917 wounds at the start of the next turn.&lt;br /&gt;
**Lion (4 wounds): hits 3/3.5 times, wounds 2.917 times, 1.458 after saves and IWND will take that down to 0.125 wounds at the start of the next turn.&lt;br /&gt;
**Lion (2 wounds): hits 3.5/4 times, wounds 3.403/3.333 times, 1.701/1.667 after saves and IWND will take that to 1.368/1.333 wounds at the start of the next turn.&lt;br /&gt;
**Lion wins.&lt;br /&gt;
**Psychic shenanigans: The Lion fights well against Iron Arm/Warp Speed Magnus, as he wounds on 2+/rerollable 3+ on a decent number of attacks. IA/WS Magnus should win because of higher initiative, but the Lion has a chance of winning one turn earlier (5.778 wounds). However, Magnus with Warp Speed and Endurance beats the Lion, due to the Lion&#039;s current lack of Instant Death.&lt;br /&gt;
&lt;br /&gt;
At this point the Lion looks fairly solid, although he still can&#039;t compete against Horus, or Sanguinius, who are still sitting pretty at the top; and Fulgrim or Russ only if he resorts to overwatch trickery. Even with his rules seemingly tailored to counter their combat boosting abilities, he just can&#039;t manage to pull it off mano-e-mano; shame. His average number of attacks and defence really keep him from challenging the big boys, but he will still put up a decent performance against the less combat focused Primarchs.&lt;br /&gt;
&lt;br /&gt;
Ultimately the Lion&#039;s melee rules don&#039;t actually make him a better combatant, They are more about limiting any negative effects to his combat effectiveness, so anyone who has a similar base status to the Lion, but also abilities that boost them are going to really give him a hard time of it. The combo of more attack and a better INV save is almost always going to provide a win against the Lion.&lt;br /&gt;
&lt;br /&gt;
The Fusil Actinaeus is a bit of a wildcard: If he can blind his opponent it will seriously drop the output of his opponent and even boost the Lion&#039;s own for several turns. He only gets one attempt at a overwatch and gambling a whole combat on it is risky, but ultimately it is better for the Lion to be charged by anything he can&#039;t kill in one turn, and reserve his own charge for targets he knows he can kill without resorting to tricks.&lt;br /&gt;
&lt;br /&gt;
When it comes down to simple combat the Lion is a very solid option overall, his Sire of the Legion rule is pretty average, and he doesn&#039;t do anything interesting with the army selection like several other Primarchs do. He ends up being very costly for what he brings to the table; if you want something to just run in and hit things you might be better off taking a Deathstar squad.&lt;br /&gt;
&lt;br /&gt;
In that note: If you can field him in an army with Marduk Sedras, then he can be put in a unit with Preferred Enemy &#039;&#039;(he is unable to claim the rule personally, but can benefit from an attached squad with it)&#039;&#039; and effectively be made unable to fail hit or wound rolls.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heresy 2.0===&lt;br /&gt;
&lt;br /&gt;
Much has changed in this newest edition of the Horus Heresy.&lt;br /&gt;
&lt;br /&gt;
Primarchs have a set of shared rules:&lt;br /&gt;
*Independent Character, Eternal warrior, Fearless, It Will Not Die (5+), Bulky (4) and Relentless. Unit type character &lt;br /&gt;
*They are not effected by negative modifiers to their statlines (other then wounds).&lt;br /&gt;
*Resolve snap shots at their normal BS.&lt;br /&gt;
*All hits from either shooting or close combat are allocated by the Primarchs controlling player. These hits are kept in a separate wound pool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Lion in this edition has seen some interesting changes:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! || Pts || M || WS || BS || S || T || W || I || A || LD || SV&lt;br /&gt;
|-&lt;br /&gt;
| Lion:|| 460 || 8 || 8 || 6 || 7 || 6 || 6 || 7 || 7 || 10 || 2+(4++)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
He has an above average state line for a Primarchs; the exact same as Russ.&lt;br /&gt;
&lt;br /&gt;
* Legiones Astartes (Dark Angels): just like the rest of the legion the Lion can choose a wing sub-type, however he can switch around which one he uses each turn. The effect carries over to his squad too, but only one subtype can apply each turn so they can&#039;t stack. Some are clearly more useful then the others but at least there is some flexibility here.&lt;br /&gt;
** &#039;&#039;&#039;Stormwing:&#039;&#039;&#039; +1 to hit when shooting. This normally only applies to Bolt Pistols, Boltguns, or Combi-bolters. But the Fusil Actineaus gets a specific exemption. However there is almost no reason to ever use this since he already hits on a rerollable 2+. Only use it in the bizarre circumstance that he&#039;s attached to a Boltguns using squad, and out of charge range of the enemy.&lt;br /&gt;
** &#039;&#039;&#039;Deathwing:&#039;&#039;&#039; +1 to hit when in combat. Against most targets, this is unnecessary, as with WS8 he already hits on a 2+ with a master crafted reroll; but against bigger opponents like Primarchs, this will be a default option.&lt;br /&gt;
** &#039;&#039;&#039;Dreadwing:&#039;&#039;&#039; -1 to the strength of flame, plasma, volkite and phosphex weapons. For poison increase the roll needed to wound by 1.&lt;br /&gt;
** &#039;&#039;&#039;Ironwing:&#039;&#039;&#039; re-roll hit rolls of 1 against vehicle unit type. The Lion is accurate and gets enough rerolls that he might never need this. Use when attached to a squad armed with combi-meltas or something similar, and then they become more accurate when they need to be.&lt;br /&gt;
** &#039;&#039;&#039;Firewing:&#039;&#039;&#039; +1 to wound against units with at least one independent character. With or without the ability to reroll, most times the Lion already wounds on a 2+, and this &#039;&#039;&#039;doesn&#039;t&#039;&#039;&#039; affect his ability to activate Breaching or Rending on his weapons.&lt;br /&gt;
*** It&#039;s also worth pointing out using the Firewing subtype and the Serpents Bane Rite of War gives him +1 to hit, +1 to Wound, AND +1 attack against his priority targets. Giving him the benefit of the Stormwing, Deathwing, Firewing and more all at once and should be his preferred mode when going Primarch hunting.&lt;br /&gt;
** &#039;&#039;&#039;Ravenwing:&#039;&#039;&#039; +1 to the distance moved when the unit Runs. Best case scenario, he&#039;s out of range of something he wants to kill.&lt;br /&gt;
* &#039;&#039;&#039;Master of the Legion:&#039;&#039;&#039; the Lion is also eligible for ALL of the Dark Angel Rites of War.&lt;br /&gt;
* &#039;&#039;&#039;Adamantium Will (3+)&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Lions Choler:&#039;&#039;&#039; +1 attack when reduced to 4 wounds. This increases to +2 attacks when reduced to 2 wounds. Same wording as before so if you pass a &#039;&#039;It Will Not Die (5+)&#039;&#039; test and go back up to 5 wounds you should still be able to keep the extra attack. &lt;br /&gt;
* &#039;&#039;&#039;The Point of the Blade:&#039;&#039;&#039; automatic 8 when making a charge roll for the Lion and any unit he has joined. Ignores the effects of difficult and dangerous terrain.&lt;br /&gt;
* &#039;&#039;&#039;[[Meme|LOYALIST]]&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Warlord: Sire of the Dark Angels:&#039;&#039;&#039; All models gain the &#039;&#039;Crusader&#039;&#039; special rule (as the rule is written the Lion also gets the rule, as it’s all models with the Legiones Astartes (Dark Angels) rule- vehicles as well). All models that can see the Lion gain +1 to their leadership. One extra reaction in the shooting phase.&lt;br /&gt;
&lt;br /&gt;
The Lion can exchange the Lion sword for the Wolf blade for free.&lt;br /&gt;
&lt;br /&gt;
* frag grenades&lt;br /&gt;
* &#039;&#039;&#039;The Leonine Panoply:&#039;&#039;&#039; 2+ save and a 4++. First failed invulnerable save of each player turn can be re-rolled (both players turns not just the controlling players turn). Ok but still no Lion Helm?&lt;br /&gt;
* &#039;&#039;&#039;The Fusil Actinaeus:&#039;&#039;&#039; 18&amp;quot;, S7, AP3, Assault 2, Twin-Linked, Blind, Rending(3+). A pretty good gun, that rending on a 3+ will come in handy considering he can snipe characters. Just bear in mind that it is still AP3 against vehicles &#039;&#039;(Rending only adds to Penetration against vehicles)&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Lion Sword: &#039;&#039;&#039; S-user, AP1, melee, Armourbane, Fleshbane, Master-crafted, Instant Death, Two-Handed. A good blade but the loss that +1 str looks weird when you consider that Guillimans one handed blade gives him a +1 to his strength but this massive two handed Sword does not. Armourbane means that he averages 14 penetration against vehicles most strikes, and doing +2 on the damage chart thanks to AP1.&lt;br /&gt;
* &#039;&#039;&#039;The Wolf blade: &#039;&#039;&#039; S+2, AP3, melee, Two-handed, shred, breaching(4+), reaping blow(2), Master crafted, Fearsome Ruin. The only Primarch melee weapon that is AP3? And it went from +3 str to just 2+, Why? There are plenty other Primarch weapons that deal far more damage then this sword does and still got to keep their ap2. With the breaching(4+) rule , even with &#039;&#039;Shred&#039;&#039; and the ability to reroll, you are only going to get through 2+ Armour 58% of the time; roughly half your to-wound rolls will be at AP2 and the other half at AP3, meaning that half your successful wounds are going to just bounce of 2+ armour, and the rest will be halved again by just a 4++.&lt;br /&gt;
**Because of Shredding, the odds of wounding most targets are increased from 83% using the Lion Sword, to 97%. Six hits that wound using Breaching (4+) on average are likely to generate 3.5 AP2 wounds and 2.3 AP3 wounds, compared to the Lion Sword&#039;s 5.0 AP2 wounds. In real terms, when used against hard targets with Invulnerable saves better than 4++ &#039;&#039;(like Horus)&#039;&#039; the total number of unsaved wounds becomes so close that Wolf Blade actually turns out to be the better weapon because of the additional attacks that can be granted by the &#039;&#039;Reaping Blow&#039;&#039; rule.&lt;br /&gt;
*Stasis grenades= (why?) are now a once per battle item. When the Lion charges he can use these grenades to target an enemy unit, and if the target fails an initiative test(its not even an automatic effect, the target can still just straight up ignore the effects on a successful role) they suffer -1 to their initiative for the assault phase. Not going to beat about the bush here, they are terrible. The Lion already has an int of 7, so the only target he could really use them on is another Primarch, too bad Primarchs ignore negative modifiers to their state line… when exactly are these things ever going to be useful in game?&lt;br /&gt;
&lt;br /&gt;
The Lions new rules are fine but compared to the massive boost many other Primarchs have had, he now looks very dull in comparison. The Wing sub-types really do add a lot to the overall potential and flexibility of the Lion, sometimes the combination of different Wing rules and war gear can greatly increase his combat effectiveness; you really need to pick the right one for whatever situation you are in- don’t just charge in, think first.&lt;br /&gt;
&lt;br /&gt;
The Lion is good at Range, Melee combat- against both individuals and squads, and he is also good against vehicles. Although there are a few brothers he will struggle against in combat (one day we be able to re-enact the dual between the Lion and the Wolf) he does also provide some army wide bonuses, and can also help boost any unit he joins; Overall not bad.&lt;br /&gt;
&lt;br /&gt;
====General Primarch Tactics: Lion El&#039;Jonson====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lion is nothing short of absolutely terrifying in this edition of Horus Heresy. He&#039;s got an incredibly powerful statline and wargear fit for a king, but he takes substantial skill to use to his full potential.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One thing to consider is which weapon to use. The Lion has two weapons, The Lion Sword and the Wolf Blade, both of which are suited to different situations. For dreadnoughts, vehicles, and other Primarchs, you&#039;re going to want the Lion Sword, and for massed infantry, you&#039;ll want to be using the Wolf Blade. I&#039;ve done some math below:&lt;br /&gt;
&lt;br /&gt;
*Tactical Marines (WS4, T4, 1W, 3+)&lt;br /&gt;
**&#039;&#039;&#039;The Lion Sword:&#039;&#039;&#039; 5.97 hits, 4.98 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+1 Attack): 6.81 hits, 5.78 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+2 Attacks): 7.64 hits, 6.37 unsaved ID wounds&lt;br /&gt;
**&#039;&#039;&#039;The Wolf Blade:&#039;&#039;&#039; 7.64 hits, 7.43 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+1 Attack): 8.47 hits, 8.23 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+2 Attacks): 9.31 hits, 9.05 unsaved ID wounds&lt;br /&gt;
:The Wolf Blade is superior here, dealing almost 1.5x the damage of the Lion Sword without factoring Lion&#039;s Choler.&lt;br /&gt;
&lt;br /&gt;
*Cataphractii Terminators (WS4, T4, 2W, 2+/4++)&lt;br /&gt;
**&#039;&#039;&#039;The Lion Sword:&#039;&#039;&#039; 5.97 hits, 4.98 wounds, 2.49 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+1 Attack): 6.81 hits, 5.78 wounds, 2.89 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+2 Attacks): 7.64 hits, 6.37 wounds, 3.19 unsaved ID wounds&lt;br /&gt;
**&#039;&#039;&#039;The Wolf Blade:&#039;&#039;&#039; 7.64 hits, 7.43 wounds, 2.68 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+1 Attack): 8.47 hits, 8.23 wounds, 2.97 unsaved ID wounds&lt;br /&gt;
***Lion&#039;s Choler (+2 Attacks): 9.31 hits, 9.05 wounds, 3.27 unsaved ID wounds&lt;br /&gt;
:In this case, the Wolf Blade is slightly better due to Reaping Blow (2), but not by a ton.&lt;br /&gt;
&lt;br /&gt;
*Contemptor Dreadnought (WS5, T7, 6W, 2+/5++)&lt;br /&gt;
**&#039;&#039;&#039;The Lion Sword:&#039;&#039;&#039; 5.97 hits, 4.98 wounds, 3.32 unsaved ID wounds (6.64 wounds)&lt;br /&gt;
**&#039;&#039;&#039;The Wolf Blade:&#039;&#039;&#039; 5.97 hits, 5.80 wounds, 2.09 unsaved wounds&lt;br /&gt;
:Against a dreadnought, the Lion Sword is the superior option, due to having Armourbane and Instant Death, dealing D3 wounds per successful unsaved wound. The Wolf Blade isn&#039;t great, due to having AP3, and its inability to use Reaping Blow (2) against a dreadnought, since it&#039;s a single target.&lt;br /&gt;
&lt;br /&gt;
*Land Raider Spartan (AV14, 6HP)&lt;br /&gt;
**&#039;&#039;&#039;The Lion Sword:&#039;&#039;&#039; 5.97 hits, 0.66 glancing hits, 4.34 penetrating hits, &#039;&#039;&#039;1.45 explodes results.&#039;&#039;&#039; Holy fuck, that spartan is gone.&lt;br /&gt;
**&#039;&#039;&#039;The Wolf Blade:&#039;&#039;&#039; 5.97 hits, ~1 glancing hit, ~1 penetrating hit.&lt;br /&gt;
:The Lion Sword is the FAR superior option, due to having Armourbane, Lance, and AP1.&lt;br /&gt;
:The Wolf Blade doesn&#039;t have anything to make it particularly great against vehicles.&lt;br /&gt;
&lt;br /&gt;
Generally, the bigger the thing you&#039;re killing, the better the Lion Sword is-- especially Primarchs ([[Rogal Dorn|with a single exception]]).&lt;br /&gt;
&lt;br /&gt;
The Lion isn&#039;t particularly durable, but his single invulnerable save re-roll can make him dangerous, especially against enemies that deal low amounts of wounds. However, the Lion isn&#039;t particularly difficult to overwhelm.&lt;br /&gt;
&lt;br /&gt;
How many guns do you need to kill the Lion, on average, in one turn?&lt;br /&gt;
*Lascannons: 22&lt;br /&gt;
*Multi-Meltas: 17&lt;br /&gt;
*Plasma guns: 17 (34 shots)&lt;br /&gt;
*Disintegrators: 28 (52 shots)&lt;br /&gt;
*Autocannons: 28 (52 shots)&lt;br /&gt;
*Heavy Bolters: 41 (184 shots)&lt;br /&gt;
*Bolters: 163 (326 shots)&lt;br /&gt;
&lt;br /&gt;
The Lion isn&#039;t very tanky against shooting attacks, but that&#039;s why you have a retinue. Speaking of which...&lt;br /&gt;
&lt;br /&gt;
The Dark Angels have the two of the best retinue choices in the entire game:&lt;br /&gt;
*Deathwing Companions: These guys are amazing. 275 points buys you 10 veterans (WS5, BS4, 2W, SV 2+) with bolters and Calibanite Warblades, which are fine, but you&#039;re taking these fine gents with a Primarch, so you should pimp them out as much as you can.&lt;br /&gt;
**For melee weapons, you&#039;ve got two additional options: power fists and Terranic greatswords. Generally you&#039;ll want to take the greatswords-- they&#039;re swords, so you get +1 to hit with the Deathwing sub-type, and on a 5+ to wound, you get AP2 ID, which means you&#039;re still inflicting ID on models with Battle-Hardened or any strength modifiers (e.g. Fafnir Rann). Additionally, consider giving one Companion a Cytheron-pattern Aegis, and keep it deployed. You only need one because of their &#039;&#039;Death-Sworn Companions&#039;&#039; rule, meaning that the whole unit &#039;&#039;including the character that joins it&#039;&#039; is immune to Precision Strikes, Precision Shots, and Sniper, so you don&#039;t have to worry about your shield man being sniped. With that, you&#039;ve got 10 men that can do heavy damage to any target while taking plenty of damage in return. The cherry on top? that Cytheron-pattern Aegis gives enemies -1 Initiative when deployed, so the Lion gets a fantastic defensive boost!&lt;br /&gt;
*Inner Circle Knights Cenobium: Enough playing around, the boys are back in town. These dudes are ridiculous. Like, Matt Ward level stupid. 525 points gets you 10 Cataphractii terminators with WS5, Terranic Greatswords (which they can replace with thunder hammers FOR FREE), flamers with AP4 and Breaching (6+), and an ability called Orders of the Hekatonsystika, which gives them a whole slew of options:&lt;br /&gt;
**&amp;lt;u&amp;gt;Augurs of Weakness&amp;lt;/u&amp;gt;: +1 Strength when making an Armour Penetration roll against a vehicle&#039;s facing if it is AV11 or more.&lt;br /&gt;
**&amp;lt;u&amp;gt;Icons of Resolve&amp;lt;/u&amp;gt;: +1 Leadership when Charged or Charging? Pass.&lt;br /&gt;
**&amp;lt;u&amp;gt;Slayers of Kings&amp;lt;/u&amp;gt;: Re-roll 1s to-hit when in close combat with enemy models that have WS5 or higher, or completely re-roll failed hits in Challenges against WS5 or higher.&lt;br /&gt;
**&amp;lt;u&amp;gt;Hunters of Beasts&amp;lt;/u&amp;gt;: Re-roll 1s to-wound when in close combat against models of T5, or completely re-roll failed wounds in close combat against Toughness 6 or higher.&lt;br /&gt;
**&amp;lt;u&amp;gt;Reapers of Hosts&amp;lt;/u&amp;gt;: Gain +1 Attack when in base contact with more than one model.&lt;br /&gt;
**&amp;lt;u&amp;gt;Breakers of Witches&amp;lt;/u&amp;gt;: Re-roll to-hit and to-wound rolls against units containing Daemons, Psykers, or &#039;&#039;Corrupted&#039;&#039; units.&lt;br /&gt;
:Even as a squad drawn from individuals from a particular Hekatonystika, this unit can still choose a Hexagrammation sub-type; Deathwing applies to Terranic Greatswords, so it is possible to hit WS4 on a 2+.&lt;br /&gt;
:Obviously, Reapers of Hosts is still the best option against everything your opponent has, as +1 attack for every model in base contact with Terranic Greatswords or Thunder Hammers is way too good to pass up. The other Hekatonystika options are too situational if players don&#039;t know what they&#039;re facing beforehand. Against single models, Plasma Burners will drown them in templates for a crap-ton of hits, so anything Cenobites engage in melee will already be hurting by the time they get into range regardless; for tanks and Automata, you have the Hammers.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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====30k The Lion Vs other Primarchs: Heresy 2.0====&lt;br /&gt;
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Primarch fighting has significantly changed in the new edition. The sweeping changes to the Weapon Skill system really put those with lower scores at a huge disadvantage. While the changes to universal special rules mean that characters can often bring more attacks (like with Rage and Rampage) or newer tricks (Brutal) to the table that they never could before.&lt;br /&gt;
&lt;br /&gt;
This means that Primarch vs Primarch fighting is more likely to actually resolve itself within the duration of the game, rather than taking turns whittling off small numbers from each other.&lt;br /&gt;
&lt;br /&gt;
Also, because Overwatch Reactions are now done at full ballistic skill, shooting will likely play a more significant role. However, for the sake of brevity, there should be no need to include them unless they make a meaningful difference to the outcome.&lt;br /&gt;
&lt;br /&gt;
Although it will not be used to calculate the outcomes below, if you want to go Primarch hunting take the Firewing Rite of War as it gives you a straight +1 to hit in both combat and at range (against units containing a priority target), and +1 attacks in melee.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Horus vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Wolf Blade &#039;&#039;(hits on MC 4+)&#039;&#039;: 3.75 hits, 2.18 AP2 wounds + 1.62 AP3 wounds, &#039;&#039;&#039;0.99 unsaved wounds&#039;&#039;&#039; &#039;&#039;(0.73 against 3++, 0.27 against 2+)&#039;&#039;, which is reduced to 0.66 at the end of the turn thanks to IWND.&lt;br /&gt;
:Horus with Worldbreaker &#039;&#039;(hits on MC 4+)&#039;&#039;: 3.75 hits, 3.125 rounds, &#039;&#039;&#039;2.875 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.54 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Horus wins- Horus wipes the floor with the Lion, having a 3++ and not being able to be hit on anything better then a 4+(In melee). He has more wounds and being able to swap between his str10 Brutal(2) maul and his talon, the Lion doesn’t stand a chance.&lt;br /&gt;
::The Deathwing subtype does not work against Horus&#039; ability to only be hit on a flat 4+.&lt;br /&gt;
:::If anyone is interested: the Lion Sword causes &#039;&#039;&#039;1.04 unsaved wounds&#039;&#039;&#039; which is better on its own without the benefit of any extra attacks resulting from Reaping Blow. This means the Wolf Blade is actually the more practical choice as his attack value aught to increase when Horus has his retinue squad.&lt;br /&gt;
:The Lion beats Horus at range, yes you are still trying to get through that 3++ but Horus has no access to AP2 ranged attacks, so will have to get through the Lions 2+ save; stay at range for as long as possible to try and soften him up a bit before charging, as the Lion does want to be the one charging Horus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fulgrim vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC3+)&#039;&#039;: 4.88 hits, 4.07 wounds, &#039;&#039;&#039;1.35 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.02 at the end of the turn thanks to IWND&lt;br /&gt;
::Lions Choler +1 attack &#039;&#039;(hits on MC3+)&#039;&#039;: 5.55 hits, 4.62 wounds, &#039;&#039;&#039;1.54 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.21 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler +2 attacks &#039;&#039;(hits on MC3+)&#039;&#039;: 6.22 hits, 5.18 wounds, &#039;&#039;&#039;1.72 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.39 at the end of the turn thanks to IWND.&lt;br /&gt;
:Fulgrim with the Laer Blade (Initiative 9, +2 attacks). 4.75 hits, 3.98 wounds, &#039;&#039;&#039;1.73 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.4 at the end of the turn thanks to IWND.&lt;br /&gt;
::Fulgrim, charging with the Laer Blade (Initiative 10, +3 attacks). 5.25 hits, 4.375 wounds, &#039;&#039;&#039;1.93 unsaved wounds&#039;&#039;&#039; which is reduced to 1.60 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Fulgrim wins- Both brothers have a Master-crafted, Fleshbane sword, and wound each other the same way. The Lion is more accurate, but because of his higher initiative Fulgrim has more attacks, even though they hit less often. This fight boils down to the fact that Fulgrim has a better save in melee.&lt;br /&gt;
::A few assumptions have been made here. The Emperor&#039;s Children Legiones Astartes trait allows their models to fight at one initiative step higher, this is NOT the same as +1 to their initiative characteristic (the same way that Unwieldy weapons do not lower Initiative either, they just fight at Initiative step one). However Fulgrim does get a +1 Initiative bonus in challenges from &#039;&#039;Duelist Edge&#039;&#039; and from charging with &#039;&#039;Sudden Strike&#039;&#039;.&lt;br /&gt;
::Fulgrim is slightly easier to shoot at though. He only has a 4++ invulnerable save outside of melee, and Primarch reactions cannot be denied by his &#039;&#039;Tactical Excellence&#039;&#039; rule.&lt;br /&gt;
:::If Fulgrim takes the Fireblade, he loses &#039;&#039;Duelist Edge&#039;&#039;, and therefore one bonus attack, and only wounds on a 3+. Resulting in &#039;&#039;&#039;1.00 unsaved wounds&#039;&#039;&#039; per phase, and will lose.&lt;br /&gt;
:::If the Lion uses the Wolf Blade, and can trigger Reaping Blow for extra attacks, his damage potential increases to &#039;&#039;&#039;1.55 unsaved wounds&#039;&#039;&#039;, increased to &#039;&#039;&#039;1.72&#039;&#039;&#039; and &#039;&#039;&#039;1.89&#039;&#039;&#039; when triggering Lion&#039;s Choler. This still works out as a loss because Fulgrim strikes before the Lion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Russ vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;hits on MC3+)&#039;&#039;: 4.88 hits, 4.07 wounds, &#039;&#039;&#039;2.03 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.70 at the end of the turn thanks to IWND&lt;br /&gt;
:Russ with the Sword of Balenight: 4.25 hits, 3.54 wounds &#039;&#039;(doubled before saves)&#039;&#039;, &#039;&#039;&#039;3.29 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.95 at the end of the next turn thanks to IWND.&lt;br /&gt;
::Russ charging with the Sword of Balenight (+1 WS due to Legion trait): 6.22 hits, 5.18 wounds &#039;&#039;(doubled before saves)&#039;&#039;, &#039;&#039;&#039;4.93 unsaved wounds&#039;&#039;&#039;, which is reduced to 4.60 at the end of the next turn thanks to IWND.&lt;br /&gt;
::Russ using Counter-Attack the Sword of Balenight: 5.25 hits, 4.375 wounds &#039;&#039;(doubled before saves)&#039;&#039;, &#039;&#039;&#039;4.125 unsaved wounds&#039;&#039;&#039;, which is reduced to 3.8 at the end of the next turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Russ wins: they have the same statline but Russ gets the extra attack for having two weapons, and although he hits less often than Angron his sword has Brutal(2), so every wound has to be saved twice.&lt;br /&gt;
::Because Primarchs do not have the infantry unit type, instead of being able to Run, Snapfire and Charge, Russ gains +1 Weapon Skill on any turn he charges, thanks to the Space Wolves Legion Astartes trait. This means he charges at WS9 and hits WS8 on 3+. Also, with that additional -1 to hit means that the Lion will only strike him on a 6+ unless he starts with the Deathwing subtype active. Things only revert to normal in the following turn, but by then the Lion is nearly dead.&lt;br /&gt;
::It&#039;s not much better charging against Russ due to his Counter-Attack, but at least Russ doesn&#039;t get the the crazy modifiers in that case.&lt;br /&gt;
::Also, while it might be tempting to just sit 18&amp;quot; away and snipe with the Fusil Actineaus, Russ&#039;s Armour gets boosted against plasma to 3++, so it only causes about 0.43 unsaved wounds when fully resolved and leaves the Lion dangerously vulnerable to a charge in the following turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alpharius vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 3.98 wounds &#039;&#039;(S7 rather than Fleshbane)&#039;&#039; &#039;&#039;&#039;1.99 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.69 at the end of the turn thanks to IWND.&lt;br /&gt;
:Alpharius &#039;&#039;(hits on 5+)&#039;&#039;: 1.99 hits, 1.66 wounds, &#039;&#039;&#039;0.58 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.25 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins. Although Alpharius ignores Fleshbane, weapons are only strength 1 if they did NOT have a strength characteristic before. &#039;&#039;(This is NOT the same as Mortarion&#039;s rule)&#039;&#039; Meaning the Lion still hits at MC WS8 S7. Alpharius still has his own Fleshbane, but he hits on 5+ thanks to the difference in WS. He hits too few times and the Lion&#039;s reroll on saves really helps him.&lt;br /&gt;
:Alpharius can give himself &#039;&#039;Preferred Enemy&#039;&#039; once per battle to increase his output, it doesn&#039;t really change the outcome.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corax vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds &#039;&#039;&#039;2.48 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.15 at the end of the turn thanks to IWND&lt;br /&gt;
:Corax &#039;&#039;(hits on 5+)&#039;&#039;: 2.33 hits, 1.74 wounds, &#039;&#039;&#039;0.62 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.29 at the end of the turn thanks to IWND&lt;br /&gt;
::Corax &#039;&#039;(charging +1 attack, with Rage [4], 12 attacks total)&#039;&#039;: 3.99 hits, 2.99 wounds, &#039;&#039;&#039;1.24 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.92 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- same initiative and number of attacks. Corax can hit and run to gain a LOT more attacks but the difference in WS really hurts Corax here.&lt;br /&gt;
&lt;br /&gt;
:Primarchs cannot be negatively affected by characteristic penalties from Blind, so it doesn&#039;t come into play. Whether from Corax&#039;s melee or Lion&#039;s shooting/overwatch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vulkan vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion wins- the Lion does manage to out damage Vulkan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lorgar vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+, Feel No Pain is negated)&#039;&#039;: 5.97 hits, 4.97 wounds &#039;&#039;&#039;2.48 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.98 at the end of the turn thanks to IWND.&lt;br /&gt;
:Lorgar &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds &#039;&#039;(doubled before saves)&#039;&#039;, &#039;&#039;&#039;1.60 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.27 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- Lorgar has the lowest WS and base attacks of any Primarch, but thanks to his Brutal (2) weapon and improved IWND (4+) he is able to put up a surprisingly respectable challenge. &lt;br /&gt;
::Psychic powers don&#039;t really help Lorgar here. Because of Adamantium Will (3+), Lorgar needs to do it with buffs, rather than psychic attacks and none of the standard disciplines do anything to really adjust how much they wound each other eithe, as the Lion Blade really doesn&#039;t care about Lorgar&#039;s Toughness.&lt;br /&gt;
:::The Diabolism and Anethema discipline does not really help Lorgar. The strength and toughness bonuses granted by the &#039;&#039;Dark and Terrible&#039;&#039; power do not affect their abilities to wound each other. While Hammer of Wrath (3) is still negligible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magnus vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds &#039;&#039;&#039;2.48 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.15 at the end of the turn thanks to IWND&lt;br /&gt;
:Magnus &#039;&#039;(hits on 5+, the Lion&#039;s save is increased to 3++ against Force Weapons)&#039;&#039;: 2 hits, 1.66 wounds &#039;&#039;(activating Force for S12)&#039;&#039;, &#039;&#039;&#039;0.333 unsaved wounds&#039;&#039;&#039;, which is reduced to 0 at the end of the turn thanks to IWND&lt;br /&gt;
&lt;br /&gt;
:Lion wins- if Magnus just uses his basic gear he will straight up lose. Magnus does have his choice of every psychic powers to try and turn things to his favour, but that is not likely this edition, the Lion&#039;s Adamantium Will (3+) gives him an effective defense against any psychic wounds Magnus throws at him. The standard disciplines don&#039;t provide any powers that influence the fight here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mortarion vs Lion:&#039;&#039;&#039; (Wolf Blade as Mortarion can only be effected by Fleshbane on a 6)&lt;br /&gt;
:Lion with the Wolf Blade &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 3.48 AP2 wounds + 1.99 AP3 wounds, &#039;&#039;&#039;2.07 unsaved wounds&#039;&#039;&#039; &#039;&#039;(1.74 against 4++, 0.33 against 2+)&#039;&#039; which is reduced to 1.57 at the end of the turn thanks to IWND.&lt;br /&gt;
:Mortarion: 2 hits, 1.67 wounds, &#039;&#039;&#039;0.58 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.25 at the end of next turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins. Despite detractors claiming that the Wolf Blade is a pathetic weapon, it does really well here &amp;lt;u&amp;gt;though it does get complicated.&amp;lt;/u&amp;gt; It causes AP2 wounds on a 3+ while rerolling 1s, and creates a separate pool of AP3 wounds on a result of 2. These get saved separately and added together to create the final figure.&lt;br /&gt;
:Mortarion&#039;s lower WS and fewer attacks means.he does nowhere near the Lion&#039;s output in damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guilliman vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds, &#039;&#039;&#039;2.23 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.90 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, &#039;&#039;&#039;2.58 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.25 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, &#039;&#039;&#039;2.93 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.60 at the end of the turn thanks to IWND.&lt;br /&gt;
:Guilliman (Sword) &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.56 hits, 2.27 wounds, &#039;&#039;&#039;0.89 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.55 at the end of the turn thanks to IWND.&lt;br /&gt;
::Guilliman (Sword, round 2 and beyond) &#039;&#039;(hits on MC 5+, rerolling 1s)&#039;&#039;: 2.94 hits, 2.62 wounds, &#039;&#039;&#039;1.05 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.72 at the end of the turn thanks to IWND.&lt;br /&gt;
:Guilliman (Fist) &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.56 hits, 2.12 wounds, &#039;&#039;&#039;1.88 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.54 at the end of the turn thanks to IWND&lt;br /&gt;
::Guilliman (Fist, round 2 and beyond) &#039;&#039;(hits on MC 5+, rerolling 1s)&#039;&#039;: 2.94 hits, 2.43 wounds, &#039;&#039;&#039;2.20 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.87 at the end of the turn thanks to IWND&lt;br /&gt;
&lt;br /&gt;
:Lion wins- Guilliman has a slightly lower WS so he hits on master-crafted 5+ but can also re-roll all to hit rolls of 1 after the first round of combat. &#039;&#039;Shred&#039;&#039; on the Sword allows for more wounds than the Fist, but &#039;&#039;Brutal (2)&#039;&#039; creates more saves for the Lion to deal with.&lt;br /&gt;
:Ultimately even with all those rerolls, Guilliman struggles to land a solid blow on his brother &#039;&#039;(rerolling 1s on a 5+ is still only 0.05 of a hit)&#039;&#039; while the Lion only gets angrier when he takes more wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Angron vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &#039;&#039;(hits on MC 2+, FnP is negated)&#039;&#039;: 5.97 hits, 4.97 wounds, &#039;&#039;&#039;2.48 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.15 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, &#039;&#039;&#039;2.83 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.5 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, &#039;&#039;&#039;3.18 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.84 at the end of the turn thanks to IWND.&lt;br /&gt;
:Angron: 3.5 hits, 3.41 wounds, &#039;&#039;&#039;1.45 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.11 at the end of next turn thanks to IWND.&lt;br /&gt;
::Angron (+1 Attack): 4 hits, 3.8 wounds, &#039;&#039;&#039;1.69 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.36 at the end of next turn thanks to IWND.&lt;br /&gt;
::Angron (+2 Attacks): 4.5 hits, 4.375 wounds, &#039;&#039;&#039;1.93 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.60 at the end of next turn thanks to IWND.&lt;br /&gt;
::Angron (+3 Attacks): 5 hits, 4.86 wounds, &#039;&#039;&#039;2.18 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.84 at the end of next turn thanks to IWND.&lt;br /&gt;
::Angron (+4 Attack): 5.5 hits, 5.34 wounds, &#039;&#039;&#039;2.42 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.09 at the end of next turn thanks to IWND.&lt;br /&gt;
:::Angron charging (with base attack allowance): 6.75 hits, 6.56 wounds, &#039;&#039;&#039;3.03 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.69 at the end of next turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins &#039;&#039;&#039;under normal circumstances&#039;&#039;&#039;. Angron hits like a truck in the first round, and it really starts eating into the Lion&#039;s wounds giving him extra attacks, even though Angron picks up attacks as the game continues too. But due to a higher Initiative, much better accuracy, and the save reroll mean that the Lion should be able to claim the win in the third round.&lt;br /&gt;
::If Angron charges later in the game, after having built up some attacks then he could potentially wipe the Lion in a single turn. But otherwise the Lion will always be the better combatant.&lt;br /&gt;
:The Lion doesn&#039;t have to bother with any Hexagrammaton subtype here, as Angron&#039;s Butchers Nails count him as WS3 for attacks rolled against him. Meaning the Lion both hits AND wounds on 2+ when using the Lion Sword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ferrus vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds, &#039;&#039;&#039;1.65 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.32 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, &#039;&#039;&#039;1.89 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.56 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, &#039;&#039;&#039;2.12 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.79 at the end of the turn thanks to IWND.&lt;br /&gt;
:Ferrus Manus &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds, &#039;&#039;&#039;2.52 unsaved wounds&#039;&#039;&#039;, which is reduced to 2.19 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Ferrus wins- not even close, not at any point. With a 3++ save and Brutal(3) hammer, even with the disadvantage of lower WS, those hits that do land will multiply into so many saves that the Lion can&#039;t do much about it.&lt;br /&gt;
::The Lion Sword negates Feel No Pain, so it hasn&#039;t been included.&lt;br /&gt;
::If the Lion uses the Wolf Blade and can trigger &#039;&#039;Reaping Blow&#039;&#039;, his potential does actually outstrip the Lion Sword, starting out at &#039;&#039;&#039;1.91 unsaved wounds&#039;&#039;&#039; for 9 attacks, then increased to &#039;&#039;&#039;2.12&#039;&#039;&#039; and &#039;&#039;&#039;2.32&#039;&#039;&#039; for Lions Choler. While his damage output is still lower than Ferrus, he can actually win the fight because he has higher initiative, and can total enough damage to kill the Primarch of the Iron Hands before Forgebreaker hits him in the third round. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanguinius vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC3+)&#039;&#039;: 4.88 hits, 4.07 wounds, &#039;&#039;&#039;2.03 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.70 at the end of the turn thanks to IWND&lt;br /&gt;
::Lion with the Lion Sword &amp;amp; Deathwing subtype, Sanguinius charged from Deep Strike &#039;&#039;(hits on MC 4+, Sanguinius rerolls failed saves)&#039;&#039;: 3.75 hits, 3.125 wounds, &#039;&#039;&#039;0.78 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.45 at the end of the turn thanks to IWND&lt;br /&gt;
: Sanguinius with Blade Encarmine &#039;&#039;(Hits on MC 4+)&#039;&#039;: 3.25 hits, 2.88 wounds, &#039;&#039;&#039;0.94 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.61 at the end of the turn thanks to IWND&lt;br /&gt;
:: Sanguinius charging from Deep Strike with Blade Encarmine &#039;&#039;(9 attacks on MC3+)&#039;&#039;: 6.22 hits, 5.53 wounds, &#039;&#039;&#039;2.26 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.931 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- though a few assumptions have to be made here.&lt;br /&gt;
::Despite being S7, the shredding Blade Encarmine is more likely to wound against T6 (88%) than the S10 Spear of Telesto (83%) and is even more likely to wound when gaining the +1 to-Wound from his Legion trait. Also Sanguinius only gets his +1WS when charging from Deep Strike, as his wings do not count as a Legion Warhark Jump Pack. So if he charges normally, he should only hit at WS8 (4+).&lt;br /&gt;
:Sanguinius hits hard in the first round and due to being able to re-roll all failed INV saves will take little damage in return. After the first round however the Lion starts hitting back faster, with more attacks, and with greater accuracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curze vs Lion&#039;&#039;&#039;:&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC3+)&#039;&#039;: 4.88 hits, 4.07 wounds, &#039;&#039;&#039;2.03 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.70 at the end of the turn thanks to IWND&lt;br /&gt;
::Lions Choler +1 attack &#039;&#039;(hits on MC3+)&#039;&#039;: 5.55 hits, 4.62 wounds, &#039;&#039;&#039;2.31 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.98 at the end of the turn thanks to IWND.&lt;br /&gt;
:Curze &#039;&#039;(hits on 4+)&#039;&#039;: 4 hits, 3 wounds, &#039;&#039;&#039;1.25 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.92 at the end of the turn thanks to IWND.&lt;br /&gt;
:::Curze charging with Bloody Murder &#039;&#039;(10 attacks, hits on 4+)&#039;&#039;: 5 hits, 3.75 wounds, &#039;&#039;&#039;1.63 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.29 at the end of the turn thanks to IWND.&lt;br /&gt;
::Curze using Glimpse of Death &#039;&#039;(+1 attack, hits on 4+)&#039;&#039;: 4.5 hits, 3.37 wounds, &#039;&#039;&#039;1.43 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.10 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- even though they have the same WS and Initiative, and Curze has an extra attack for two close combat weapons; without any rerolls to hit, half of them are missed, and only wounding on rerollable 4+. By contrast the Lion remains more likely to hit and wound.&lt;br /&gt;
::Curze does get better charge bonuses, but still never really overtakes the Lion at any point. If he Hit and Runs each turn, he&#039;s only getting shot in the face each turn too.&lt;br /&gt;
::If Curze uses the Glimpse of Death, his output does increase, but not by much. Feel No Pain doesn&#039;t work against the Lion Sword either. Risking about 41% chance Perils of the Warp for an extra 0.21 wounds hardly seems worth it.&lt;br /&gt;
:::If Curze can outnumber the Lion&#039;s unit to gain a +1 to-Wound, it increases his &amp;lt;u&amp;gt;base&amp;lt;/u&amp;gt; output by 0.27 wounds per turn, without factoring extra attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rogal Dorn vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Wolf Blade &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 3+)&#039;&#039;: 4.88 hits, 3.66 wounds, &#039;&#039;&#039;1.83 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.5 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 5.55 hits, 4.16 wounds, &#039;&#039;&#039;2.08 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.74 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 6.22 hits, 4.66 wounds, &#039;&#039;&#039;2.33 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.99 at the end of the turn thanks to IWND.&lt;br /&gt;
:Rogal Dorn: 3 hits, 2.91 wounds, &#039;&#039;&#039;1.21 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.87 at the end of next turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- Dorn has the same WS and Dorn can’t be hurt on anything better the a 4+, while he is damaging the Lion on 2+. So this is one fight where using the Wolf Blade is actually the better option, since all eligible wounds will be AP2 and he has the benefit of &#039;&#039;Shred&#039;&#039;.&lt;br /&gt;
:The Lion&#039;s extra attacks, better accuracy and save reroll all help him win here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khan vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds, &#039;&#039;&#039;1.65 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.32 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, &#039;&#039;&#039;1.89 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.56 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, &#039;&#039;&#039;2.12 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.79 at the end of the turn thanks to IWND.&lt;br /&gt;
:Jaghatai Khan &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.22 hits, 1.46 wounds, &#039;&#039;&#039;0.49 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.15 at the end of the turn thanks to IWND.&lt;br /&gt;
::Jaghatai Khan Charging &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.55 hits, 2.12 wounds, &#039;&#039;&#039;0.82 unsaved wounds&#039;&#039;&#039;, which is reduced to 0.49 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- even though the Khan has Hit and Run, the charge bonuses he receive cannot overcome his lower WS and the Lion&#039;s invulnerable saves. &lt;br /&gt;
::If the Khan takes his Jetbike, it gives him the Hammer of Wrath (2) rule, which only adds 0.166 unsaved wounds to his charging total (0.98 for the whole charge)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Perturabo vs Lion:&#039;&#039;&#039;&lt;br /&gt;
:Lion with the Lion Sword &amp;amp; Deathwing subtype &#039;&#039;(hits on MC 2+)&#039;&#039;: 5.97 hits, 4.97 wounds, &#039;&#039;&#039;1.65 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.32 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+1 attack): 6.81 hits, 5.67 wounds, &#039;&#039;&#039;1.89 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.56 at the end of the turn thanks to IWND.&lt;br /&gt;
::Lions Choler (+2 attacks): 7.64 hits, 6.37 wounds, &#039;&#039;&#039;2.12 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.79 at the end of the turn thanks to IWND.&lt;br /&gt;
:Perturabo with Forgebreaker Desecrated &#039;&#039;(hits on MC 5+)&#039;&#039;: 2.22 hits, 1.85 wounds, &#039;&#039;&#039;1.60 unsaved wounds&#039;&#039;&#039;, which is reduced to 1.27 at the end of the turn thanks to IWND.&lt;br /&gt;
&lt;br /&gt;
:Lion wins- the reduction of the Forgebreaker to Brutal (2) allows the Lion to keep ahead of the saves. Unlike the fight with Horus and the Worldbreaker, the Lion is able to pull out the win thanks to Perturabo&#039;s lower WS and fewer attacks which means those hits are rarer.&lt;br /&gt;
&lt;br /&gt;
The Lion is a good all rounder Primarch. He only really loses in places where we expect him to lose, against Horus, Russ, Fulgrim, who are generally agreed to be the best Primarchs in close combat anyway, and against Ferrus Manus with that insane hammer! &lt;br /&gt;
&lt;br /&gt;
The Lion is able to pull comfortable wins against pretty much everyone else thanks to his higher accuracy and the ability to tailor his Legion trait and weapon to the particular situation.&lt;br /&gt;
&lt;br /&gt;
Beyond straight up Primarch fights, his ability to grant army wide &#039;&#039;Crusader&#039;&#039; is pretty good for a melee force that wants to guarantee sweeping advances, and the extra +1 Leadership is useful too.&lt;br /&gt;
&lt;br /&gt;
The best part is that he now synergises with his Rites of War, which he couldn&#039;t do in the last edition. Meaning that he can actually benefit from the various bonuses, such as:&lt;br /&gt;
*&#039;&#039;&#039;Unbroken Vow&#039;&#039;&#039; &#039;&#039;(+1 attack within 12&amp;quot; of objectives when using the Deathwing subtype)&#039;&#039; - this one is quite easy to use and will always benefit him.&lt;br /&gt;
*&#039;&#039;&#039;Serpents Bane&#039;&#039;&#039; &#039;&#039;(+1 to hit and +1 attack against priority targets when using the Firewing subtype)&#039;&#039; effectively gives him the Deathwing bonus against his priority targets while still getting the Firewing benefit.&lt;br /&gt;
*&#039;&#039;&#039;Eskaton Imperative&#039;&#039;&#039; &#039;&#039;(automatically passing dangerous terrain checks, and gaining +1 to wound against anything in Area or Dangerous terrain when using the Dreadwing subtype)&#039;&#039; - the Lion already wounds nearly everything on 2+.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===9th Edition 40K===&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! scope=col | || Pts || M || WS || BS || S || T || W || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Lion El&#039;Jonson&lt;br /&gt;
| 320 || 8 || 2+ || 2+ || 6 || 6 || 9 || 10 || 11 || 2+/4++&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Revealed as the big final surprise of the now-finished 9th Edition, the Lion is revealed as the second returning Loyalist Primarch. While his statline is pretty similar to Roboute&#039;s, his focus is less on leadership and more on dueling. Though it should be noted that Roboute is still as good as him in dueling while also being flat out better as a leader, partially because Emperor&#039;s Shield sucks and is flat-out worse than Roboute&#039;s armour. Hopefully, this issue will be fixed in the 10th edition, because as it stands, Lion is not really worth his points.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;No Escaping the Watchers&#039;&#039;:&#039;&#039;&#039; Of course, as a Primarch, he has to be the warlord if he&#039;s fielded. His particular trait lets him give one Dark Angels unit within 9&amp;quot; the ability to heroically intervene anywhere within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Primarch of the First Legion:&#039;&#039;&#039; Friendly {{W40kKeyword|Dark Angels Core}} and {{W40kKeyword|Dark Angels Character}} units within 6&amp;quot; get to re-roll any 1s to hit and to wound. Pretty much the only rule both primarchs share.&lt;br /&gt;
*&#039;&#039;&#039;Forestwalk:&#039;&#039;&#039; Allows the Lion to deep-strike. Unfortunately as he can not deep-strike as part of a larger unit, and will be very close to an enemy unit, he will unlikely be able to be shielded from enemy attacks or charges if he fails his initial charge, which he usually will. The Lion is a very squishy model currently and will likely be caught out in the open and killed before he can do anything.&lt;br /&gt;
*&#039;&#039;&#039;Martial Exemplar:&#039;&#039;&#039; He always fights first in any fights. Again, honed warrior. The opponent will be able to fight first if they are the ones who charge the Lion, as per normal, as this supersedes any ‘fight first rules’. If he is charged he will only be able to fight first in the next turn, by which time he is unfortunately likely already dead- most enemy models you want him to fight, are more than capable of crushing his less than stellar defenses; three terminator’s can do the job, whilst costing less the Half the points.&lt;br /&gt;
*&#039;&#039;&#039;Watchers in the Dark:&#039;&#039;&#039; Has two of them on his base. Like other Dark Angels, these give him a once-per-game ability to block psychic powers with the bonus of re-rolling those denies if he&#039;s denying a {{W40kKeyword|Chaos Psyker}}.&lt;br /&gt;
*Wargear&lt;br /&gt;
**&#039;&#039;&#039;Arma Luminis:&#039;&#039;&#039; Essentially a combi-plasma bolt pistol. Both profiles are 12&amp;quot;, with the bolt end being a Pistol 2 bolt pistol while the plasma pistol is a Pistol 1 S8 AP-4 D2 gun that can&#039;t overheat.&lt;br /&gt;
**&#039;&#039;&#039;Fealty:&#039;&#039;&#039; The Lion&#039;s magical new sword with two profiles. The sweep is AP-3 D2 with the ability to roll double the number of attacks to cleave crowds. The strike is S+4 AP-5 D4 so he can kill monsters and tanks.&lt;br /&gt;
**&#039;&#039;&#039;The Emperor&#039;s Shield:&#039;&#039;&#039; Apparently He had one and Lion dug it out of his dream-realm. Aside from the 4+ Invulnerable save (the same as a bog-standard Iron Halo), he also has the ability to roll a natural 6 on a saving throw in melee to deal a mortal wound to the enemy who hit him. Max 3 wounds per phase; against most opponents you will unlikely be able to course more than 1 mortal wound per melee phase - ultimately its just as underwhelming as the rest of the shield, and nothing that you should be relying on.&lt;br /&gt;
&lt;br /&gt;
The Current ‘free’ rules for the Lion seem to have been hastily thrown together as they will no longer be playable within a few months time. The idea seems to have been to make him a melee focused model, but in reality he is more of a simple horde-killer, as any other model in his weight category will easily remove him from the game. For example both the Lion and Guilliman only need three successful wounds to go through to kill each other, but Guilliman has much better defenses. Even if the Lion charges and kills Guilliman he has a 50% chance of coming right back, and as he will be placed out of engagement range, in the opponents next charge phase Guilliman will charge the Lion, and due to how the rules for charging work, will fight first, with a very high chance of killing the Lion outright. If the Lion charges he has a chance to win if Guilliman fails his 4+ to return, but if Guilliman charges the Lion then the Lion loses heavily.&lt;br /&gt;
&lt;br /&gt;
Outside of combat he really doesn’t offer anything to the army overall, and he only offers a bonus to DA marines within 6 of him; as he costs 20pts more than Guilliman, who provides the same benefits, but can extend this bonus to 12 for all marine types, on top of him being a better beat stick (both at range and melee), there really isn’t any reason to play the Lion on the table top instead of his brother- narrative play in friendly games would be the exception of course (home-brew the rules a bit if all parties are ok with it)… on the plus side, fantastic model (shame he will be spending most of his time on the shelf- but at least he’ll look great doing so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===10th Edition 40K===&lt;br /&gt;
&lt;br /&gt;
Well that didn’t take long.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
! scope=col | || M || T || W || OC || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Lion El&#039;Jonson&lt;br /&gt;
| 8 || 9 || 10 || 4 || 5+ || 2+/3++&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Lion discards his less then stellar temporary rule set, and gets an up to date version for 10th; like most things in this edition he has lost some things, but is arguably better overall.&lt;br /&gt;
&lt;br /&gt;
*Core rules.&lt;br /&gt;
**Deep Strike- he has retained the ability to deep strike but lost the ability to improve his charge roll, thankfully this is less an issue as his ability to survive has gotten a lot better.&lt;br /&gt;
**Fight First- this should be better now that the rules has changed, allowing the Lion to still strike first even if he was the one charged. Should give him a bit of a leg up on his opponent.&lt;br /&gt;
&lt;br /&gt;
*Key words: Monster, Character, Epic Hero, Imperium, Primarch, Lion El’Jonson&lt;br /&gt;
&lt;br /&gt;
*Faction Key: Adeptus Astartes, Dark Angels &lt;br /&gt;
&lt;br /&gt;
*Faction Rules&lt;br /&gt;
**Oath of moment- he and the army get to re-roll hit and wound rolls against a chosen unit each Battle Round.&lt;br /&gt;
**Detachment: Grim Resolve- OC when Battle Shocked is 1 instead of 0; kind of underwhelming, but could prove useful.&lt;br /&gt;
&lt;br /&gt;
*Primarch of the First legion: in the Command phase select one ability until your next Command phase.&lt;br /&gt;
**All secrets Revealed- Once per turn when your opponent uses a stratagem within 12 of the Lion you gain 1CP, and that unit must take a Battle Shock test, if that test is failed then the Stratagem does not work but it is still counted as being used; the CP used on the Stratagem are lost as the Stratagem is still counted as being used. This is pretty interesting as although it’s not as reliable as Guilliman’s Once per Turn free Stratagem use, it can really muck up your opponents plans, as it can shut down a use of a valuable Stratagem (that will also eat into their CP resources) whilst providing an additional CP that you can use. &lt;br /&gt;
**Martial Exemplar- (Aura 6) Friendly Adeptus Astartes units gain 1+ to hit in Melee. Fairly straight forward and works pretty well for both the Lion and any units nearby.&lt;br /&gt;
**No Hiding from the Watchers- (Aura 6) provides Friendly Astartes with a 4+ Feel no Pain against Mortal wounds. Nice little survivability boost, given how many weapons have access to Devastating Wounds. Will work on vehicles, so might be able to keep your tanks from being taken out by dedicated attacks.&lt;br /&gt;
&lt;br /&gt;
*Emperor’s shield- finally does more then being just a bit of decoration. Subtract 1 from the wound roll against all attacks, both in melee and at range. Against melee attacks each save of 6 deals a mortal wound to the opponent. Funnily enough this make the Emperor’s Sword nearly useless against the Lion, as Guilliman will be hitting the Lion on 2+ (Hits of 6 will trigger mortal wounds that the Lion can get a 4+ FNP against; on average this should halve the damage getting through), but will only be wounding the Lion on a 6, and will still need to get through that 3++ (the larger number of attacks also increases the chance of a save of 6, which will deal a mortal wound to Guilliman, which he has no defense against.&lt;br /&gt;
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*Dark Angels Bodyguard- gains Lone Operative when within 3 of a friendly unit.&lt;br /&gt;
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Arma Luminis: Pistol with two different choices. A 4A ST4 AP-1 D2 bolt weapon, and a A2 S8 AP-3 D2 plasma weapon. You can no longer fire both in the same turn.&lt;br /&gt;
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Fealty: has a Strike and Sweep attack, a A8 ST12 AP-4 D4 with lethal hits, and a A16 ST6 AP-3 D2 with Sustained Hits 1. More attacks but slightly lower ST then Guilliman, but then again he has the Emperor’s sword, and his strongest hit is caused by a massive power Fist, whilst the Lion is only using a sword one handed.&lt;br /&gt;
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Although not listed on this part of his rules, he should still have the ability to be accompanied by a Watcher in the Dark.&lt;br /&gt;
&lt;br /&gt;
Overall the Lion may have lost some of his lethality (which is pretty much a thing across the board) but his ability to shrug off most attacks has greatly improved. He also does more for the army compared to his 9th edition rule set.&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:TheLion.png| Lord of the First&lt;br /&gt;
File:LionELJohnson-30k-2.jpg|Without his helmet, wielding a real man&#039;s sword.&lt;br /&gt;
File:20200429_095910.jpg|Winner of the Primarch Death Match 2020 (In which Russ and Horus &amp;quot;failed&amp;quot; most of their rolls. How convenient; nothing suspicious here, just the Dice Gods supporting the best Primarch).&lt;br /&gt;
File:Lion-HHH.png|The First Legion was clearly D-X. They got two words for traitors.&lt;br /&gt;
File:Pre heresy lion el johnson.jpg|The Lion was really big on multiple armors. This one was before the Heresy and presumably before the Emperor found him. ehh, he looks like a chaos warrior.&lt;br /&gt;
File:Redemption-Lion El&#039;Jonson.jpg|As said before the Lion had many armors and this one was more knightly. &lt;br /&gt;
File:Lion kretschmann by slaine69.jpg|The Lion posing for a picture holding that position must have been hell after the first few minutes. Jason Isaacs?&lt;br /&gt;
File:Lion el johnson by noldofinve.jpg|This is the last time I ask Sanguinius for fashion tips. Jason Isaacs?&lt;br /&gt;
File:El jonson.jpg|Alright which one of you gits stole my robe and replaced it with a loincloth? And who thought I wore green armour?&lt;br /&gt;
File:Destruction of Caliban.jpg|They said that [[Awesome|surfing on a rock, while the planet was being orbital bombarded]] and holding a sword, was a bad idea. Shows what they know. I look cool.&lt;br /&gt;
File:Lion El&#039;Jonson.jpg|The Lion according to [[Drawfag|Aerion the Faithful]]. Back when he was young, sexy, and had a full head of [[/co/|Reed Richards hair]].&lt;br /&gt;
File:-Primarchs-triumvirate.jpg.jpg| The brothers just look like their sitting around doing nothing. They&#039;re actually just waiting for the serfs to deliver new catheter bags for their Power Armour. Note that the Lion seems to have grown a moustache.&lt;br /&gt;
File:Bobby&amp;amp;Lion.jpg|Wouldn&#039;t surprise us if this is how the Lion awakens. (Is bro-cest Heresy?)&lt;br /&gt;
File:FB IMG 15118892573449114.jpg|Even in manga I&#039;m still royale.&lt;br /&gt;
File:Lion El&#039;Jonson.JPEG|I&#039;m too old for [[Horus Heresy|this shit]].&lt;br /&gt;
File:20171125 150941.jpg|November 25, 2017—a date which will live in infamy—&lt;br /&gt;
File:Lion-and-Guilliman-750x563 (1).jpg| Just in case you didn&#039;t know that the Lion is one of the tallest Primarchs (guess that&#039;s where that STR 7 in his stats comes from).&lt;br /&gt;
File:Invinsible reason model.jpg||200px|thumb|right|Fanmade model of the Lion&#039;s flagship.&lt;br /&gt;
Svvtaxkythpa1.jpg|A lion does not concern himself with the opinion of sheep.&lt;br /&gt;
File:Lion Rules2.jpg|reimagined set of 9th edition (free) rules.&lt;br /&gt;
File:Lion El&#039;Jonson 42k by 流星R.jpg&lt;br /&gt;
File:Female Lion 42k by 流星R.jpg|Damn it Magnus!&lt;br /&gt;
File:LionWakingUp.jpg|The Lion right after waking up from his 10,000-year nap.&lt;br /&gt;
File:Lion and Roboute Reunion by Mick19988.jpg|Being in stasis makes you look 10000 years younger&lt;br /&gt;
6n8l1nv4n11b1.jpg|A brother in need is a friend indeed.&lt;br /&gt;
File:Lion animated.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Template:Primarchs}}&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Primarchs]][[Category:Imperial]][[Category:Space Marines]][[Category:Dark Angels]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Bolter&amp;diff=1011591</id>
		<title>Bolter</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Bolter&amp;diff=1011591"/>
		<updated>2026-05-20T15:18:04Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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[[Image:Bolter1.jpg|thumb|right|500px| Because big-ass bullets never miss, especially when they explode. Also how the hell does this magazine store 30 bolts!?]]&lt;br /&gt;
&#039;&#039;For the vidya gaem, please see: [[Warhammer 40,000: Boltgun]]&#039;&#039;&lt;br /&gt;
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{{Topquote|Proteus: The Emperor protects...&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Pythol: And having a loaded bolter never hurt, either.|[[Ultramarines: The Movie]]}}&lt;br /&gt;
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&amp;quot;that cannon of yours is against regulation, in this departmento we go by the book!&amp;quot; - local Arbites chief moments before his wall&#039;s blown to bits&lt;br /&gt;
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(loud explosion as wall crumbles) - bye book!, - inquisitor Mcbain, moments after blowing out the wall to bits&lt;br /&gt;
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The preferred and signature weapon of [[Space Marines]] (in the [[Warhammer 40k|grim darkness of the far future]]), and one of the greatest weapons used to purge [[Heresy]].&lt;br /&gt;
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The &#039;&#039;&#039;Bolter&#039;&#039;&#039; (alternatively called the &amp;quot;&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&amp;quot;), along with the [[Flamer]], [[Lasgun]], and [[Chainsword]], is one of the most iconic weapons in the [[Imperium]]. It is sometimes called the &amp;quot;Holy Bolter&amp;quot; because [[Space Marines]] have been warrior monks since forever – meaning after [[Warhammer 40,000: Rogue Trader|First Edition]]. Also, anything they shoot tends to die with large holes in them.&lt;br /&gt;
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==How It Works==&lt;br /&gt;
[[image:Gyrojet.jpg|thumb|right|250px|Gyrojet MkI – a real life weapon, but is to a Bolter as a flintlock pistol is to an M2 Browning.]]&lt;br /&gt;
{{topquote|PLUS, we fire the WHOLE bullet. That&#039;s 65% more bullet per bullet.|Cave Johnson, CEO Apeture Science}}&lt;br /&gt;
In all seriousness, a Bolter is a powerful anti-personnel weapon that fires miniaturized armor-piercing rockets (called &amp;quot;bolts&amp;quot;) that have a delayed impact fuse. The bolt undergoes multiple stages when firing; the first employs solid explosive propellant in order to project the round from the barrel of the weapon in a similar manner to a conventional gun, and then the rocket propellant kicks in, giving it an even greater range in the same fashion as modern rockets. The projectiles themselves are designed to punch through armor and &#039;&#039;then&#039;&#039; explode, causing considerable, if not immediately fatal damage to whatever the payload hits, since whatever is hit is usually blown the hell apart. More recent fluff has shown that a Space Marine can readily alter the fuse timing to account for different enemies. Bolts are quite large (&#039;&#039;.75 Caliber, or 19.05mm to use another metric, other bolters are .998 caliber so about 25.35mm&#039;&#039;), making the weapon that fires them quite effective against most forms of infantry, and being capable of causing damage to most light vehicles as well; an average Astartes firing at a vehicle from behind and disabling, or even outright destroying it with glancing hits is not unheard of. Bolters are capable of both semi-automatic and automatic fire, and most renditions may also fire in two or four round bursts. In short, the Bolter is a gunslinging juvenile&#039;s dream come true – a gun that shoots explosive rockets (&#039;&#039;not launches, &#039;&#039;&#039;shoots&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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Humorously, the technology behind Bolters comes from [http://en.wikipedia.org/wiki/Gyrojet guns that actually exist], though a failed design and one that never actually saw much use in spite of considerable potential; well, that and major design flaws making the gun&#039;s accuracy so bad that the bullet would actually at times fire out sideways Xcom style. Some [[/tg/|fa/tg/uys]] have suggested that this is an analogy for the entire franchise. Gyrojet technology is fundamentally based on extending the &#039;&#039;range&#039;&#039; of the weapon in question, giving the intrinsic flaw of having inferior penetration up close in exchange for superior penetration from afar, as you could always improve short-range penetration by converting all available propellant to kinetic energy up front, rather than delaying the conversion until later, regardless of technological level. Aside from differences in the propellant, the basic design is identical to [https://en.wikipedia.org/wiki/Armor-piercing_shell#Second_World_War early armor-piercing shells used in World War II]. The primary flaw with them was that the explosive behind the core was found to be of minimal benefit compared to just using more core, which also provided additional momentum due to the core being denser than the explosive, on top of additional problems with timing the fuse properly.&lt;br /&gt;
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While the latter problem could be fixed with technology – in particular, bolts could be programmed to intelligently change their fuse delay based on their target, something possible at the Imperium of Man&#039;s technological level, but never described as being performed by Bolt Weapons – the former is only solvable when the explosives can be nearly as dense as the cores, something known to be false in bolts. Modern rounds designed to solve the same problem put the explosive in front of the core, rather than behind it, maximizing the benefit of a relatively low amount of explosive. Against armor, this uses the shaped charge to prepare a &amp;quot;channel&amp;quot; for the core to penetrate, while against more poorly armored targets, this helps to mitigate over-penetration by exaggerating the size of the wound, as in hollow-point ammunition. In the end, this makes them worse at the jobs they were designed to do compared to the dedicated anti-tank or anti-personnel rounds, but better than either when used for cross-purposes. Accuracy is also a major issue. One of the ports that was meant to spin-stabilize the rocket as it traveled was partly blocked due to a design flaw, causing the rockets to corkscrew wildly instead of traveling in a straight line. &amp;quot;Smart bullet&amp;quot; technology might be able to fix this, but it is still in its experimental stages as of now. It must be assumed that in Warhammer 40000, some other solution was found that we have not come up with yet. This may have been in the form of even more potent explosives than we have available, or perhaps there are methods to produce them more efficiently than what we can do with the tools and knowledge we have currently.&lt;br /&gt;
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Of course, it is reasonable to assume that as the Bolter exists in a much more technologically advanced setting than which we live in, it would be much more powerful than a Gyrojet gun we could build at our age, even if they were of the exact same size and caliber. The propellant would probably be much more powerful, making it go a lot faster. The shell casing and tip are most likely made out of much sterner and rarer stuff than what we can make/find or would be impractical for us to make. And the warhead would probably be a lot more potent than a 0.75 caliber rocket we could make with today&#039;s technology. Note that depleted deuterium makes no sense as deuterium is just a non-radioactive isotope of hydrogen, and later fluff seems to have replaced it with depleted uranium in order to make more sense. On top of that, unlike the Gyrojet, people actually give a flying fuck about the Bolter. So it seems reasonable to assume that the problems with the Gyrojet design were smoothed out because they have more resources to do so than a tiny company that few [[/k/|weapons enthusiasts]] know of it consider to have been little more than a curiosity. For additional consideration, one of the Gyrojet&#039;s main problems was that it relied on rocket power alone, which meant that its initial velocity exiting the barrel was laughable. A bolt is propelled by an initial charge of something analogous to gunpowder, though superior, giving it a velocity like (&#039;&#039;or even better than&#039;&#039;) a modern bullet, and it is then further accelerated by a rocket fuel, with the additional benefit of the continuous burn giving the projectile a flatter trajectory out until the point where the fuel runs out (bolts self-detonate when the rocket burns out if it hasn&#039;t hit anything). Relying upon rocket power alone, they would have been nigh useless in close combat. The Bolter has the best of both worlds where the bolt serves as a bullet &#039;&#039;&#039;&#039;&#039;AND&#039;&#039;&#039;&#039;&#039; a rocket, with a side benefit of whatever fuel hasn&#039;t been expended also going off on impact.&lt;br /&gt;
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==Firepower==&lt;br /&gt;
Much like [[Lasgun]]s and [[Autogun]]s, the exact power of a Bolter is subject to [[skub|debate by lore enthusiasts]] and differing depictions by [[Black Library|authors]]. The following assumes that Bolters are the superpowered death machines they are generally described as. An average [[Ork]] Boy has a very good chance of just walking off direct hits from aforementioned Lasguns and Autoguns, and he would [[Skub|probably (debatably)]] find the experience of being shot at by a modern day assault rifle to be about as threatening as venomless bee stings. An average [[Tyranid]] Gaunt is also very resilient, though a direct hit from a Lasgun or an Autogun does indeed have a significantly better chance of killing one than it does an Ork Boy. Let&#039;s also not forget that most of these enemies are very good at ignoring pain and are very, very difficult to frighten. And you don&#039;t actually have to worry about a single Ork or Tyranid, you have to worry about hundreds of them rushing at you so they could chop your head off/OM NOM NOM you. This is where the Bolter&#039;s extreme firepower comes in handy, as does its extreme way of dealing damage. If the Bolter were to just penetrate through, the target would just have a hole in it, though a rather big hole, a whole lot of things in this grimdark universe can fight with several organs missing. A good-sized hole is not going to stop these killing machines. If it just exploded in an airburst before hitting the target, it would spray debris (&#039;&#039;or shrapnel, if the particular bolt has them&#039;&#039;) and a good concussive field, but even an average Guardsman&#039;s Flak Armour can easily block out a thing like that (but most enemies&#039; armor isn&#039;t nearly as good as flak armor).&lt;br /&gt;
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Most importantly, modern explosive rounds don&#039;t use nearly the strongest explosives available. They go for &amp;quot;cheap&amp;quot; alternatives because either way the target dies or a building gets a new door. Also, explosives can be strong enough that there may be risk to friendly troops. The Imperium doesn&#039;t have this problem and goes overkill on everything. It&#039;s entirely possible that one shot from an Astartes&#039; boltgun could blow up an entire squad of Guardsmen or cultists. This is without considering that the canonical sizes of bolt shells is stupidly tiny compared to the massive Space Marines and clearly made by someone who has never seen a .50 cal or .75 cal round.&lt;br /&gt;
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[[image:Bolt_numeric_labels.png|thumb|left|200px|bottom|Anatomy of a Bolt]]&lt;br /&gt;
1. &#039;&#039;&#039;Solid-fuel rocket propellant base&#039;&#039;&#039;.&lt;br /&gt;
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2. &#039;&#039;&#039;Outer casing (likely plasteel) containing conventional charge&#039;&#039;&#039;.&lt;br /&gt;
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3. &#039;&#039;&#039;Gyrostabiliser (again, likely plasteel)&#039;&#039;&#039;.&lt;br /&gt;
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4. &#039;&#039;&#039;Mass-reactive (gravitic sensor) fuse. Typically timed to delay detonation until shortly after impact&#039;&#039;&#039;.&lt;br /&gt;
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5. &#039;&#039;&#039;Hardened [http://www.dictionary.com/browse/diamantine diamantine] penetrating tip. This allows for the bolt to penetrate most armor before detonation&#039;&#039;&#039;.&lt;br /&gt;
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6. &#039;&#039;&#039;Main explosive charge&#039;&#039;&#039;.&lt;br /&gt;
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7. &#039;&#039;&#039;Dense, metallic core; some sources claim to be depleted uranium which is used in modern APFSDS anti-tank rounds, although adamantium would make more sense for the Imperium&#039;&#039;&#039;.&lt;br /&gt;
{{clear}}&lt;br /&gt;
With that being said, one of the &#039;&#039;specialist&#039;&#039; rounds is stated to be air-bursting fragmentation ammunition. Although since bolts fly so quickly Space Marines can’t usually dodge them, the sheer velocity of this shrapnel would still slaughter most enemies. If it exploded on impact it would do quite a lot of ripping and tearing, but you would still be wasting energy as the explosion goes in all directions outward from the intended target. Penetrating the target and &#039;&#039;&#039;then&#039;&#039;&#039; exploding ensures the destruction of whatever is in inside the target while ensuring maximum efficiency in dealing damage. Thus, rather than just putting a hole into an enemy who would scoff at a .50 cal machine gun (&#039;&#039;Heavy Stubber&#039;&#039;), it blows them to tiny bits from the inside. 40k being 40k, quite frequently a Bolter user will encounter an enemy who is very much capable of surviving an average bolt. Despite being designed to pierce armor, there are plenty of armor that are too strong for bolts to actually pierce, which helps quite a bit in the task of surviving a Bolter shot, as is simply having so much mass that the exploding bolts cannot completely blast it apart; having both (&#039;&#039;[[Carnifex]] and Plague Marines are good examples&#039;&#039;) helps quite a lot. Occasionally, when you are facing simply massive creatures, especially Nurglite Daemons, penetrating about an inch before exploding means penetrating only an inch into its skin before blasting that part off without getting into the body at all, really. This tells you just how stupidly powerful the fighters in this Warhammer are. Assumption of devastating killing power ends here.&lt;br /&gt;
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The ammunition magazines used vary by a fair amount: the most commonly used is the curved &amp;quot;sickle&amp;quot; magazine – one on a normal Bolter, two on a Storm Bolter – which, judging by their relative size, would hold between 20 to 30 bolts each; occasionally used is the straight magazine, which only holds between 12 to 20 bolts, but are easier to reload than the standard sickle design. Employed by more elite forces who carry bigger stuff (&#039;&#039;Terminators, Sternguard, etc&#039;&#039;) is the box magazine, which holds between 40 to 60 bolts. Some [[Chaos Space Marines]], thanks to a shortage of magazines due to them having less in the way of infrastructure to support them, use belt feeds. Obviously the capacity of these varies depending on the personal preferences of the Chaos Space Marine in question. They also tend to get stuck or blown away, but apparently they can be reloaded rapidly. Proper belt feeds can be found on heavier classes such as Heavy Bolters, where the belt itself is armored.&lt;br /&gt;
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Bolters have a spotty history in video games as far as portrayal goes. [[Warhammer 40,000: Fire Warrior]] got it right with the weapons firing miniaturized rockets as they are supposed to. But [[Dawn of War]] depicted them as machine guns, while [[Dawn of War 2]] tried to fix that for the most part, turning them into high-powered semi automatic guns. For all of [[Dawn of War 3]]&#039;s faults, they still did manage to get Bolters to feel right at least. Thankfully, the Space Marine game seems to have gotten it right as well, with some truly badass Bolter effects and impacts. Although the Bolter and Storm Bolter are a bit lacking in terms of damage capability, this is excusable, as A) it is needed to make the game moderately challenging, and B) you are fighting Orks, who are too simpleminded to die until reduced to mush and later Chaos Marines, who are in Power Armour (attendant Grots and Traitor Guard get blown apart too). All in all, it looks and feels epic, giving a good impression for what a cool weapon should be like. [[Darktide]] has so far managed to get the best rendition since [[Warhammer 40,000: Fire Warrior|Fire Warrior]] on how a boltgun should feel like in terms of destructive power (and also handling), literally blowing heretics to smithereens, but also acknowledging its bulkiness in its handling. While the weapon ingame is smaller than an astartes - being designed for regular human use - it gives you the right idea how extremely powerful such a weapon would be against human sized enemies who aren&#039;t wearing anything short of power armour.&lt;br /&gt;
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Finally, despite being the signature weapon, regular Bolters are not exclusive to Space Marines. They are also used by other adepts of the Imperium. Notable examples being the [[Sisters of Battle]] and [[Adeptus Arbites]]. Both the Sororitas and Arbites, however, use smaller versions compared to the ones issued to Space Marines; this has no in-game effect on them, however. Speaking of the game, the stats for this thing on the tabletop are as follows, as stated by any of the countless &#039;&#039;&#039;&#039;&#039;free&#039;&#039;&#039;&#039;&#039; PDF system reference document sheets released by [[Games Workshop|GW]]:&lt;br /&gt;
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&amp;lt;center&amp;gt;&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=4|ap7=5|type7=Rapid Fire|r8=24&amp;quot;|type8=Rapid Fire 1|s8=4}}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
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==Recoil==&lt;br /&gt;
The power of a Boltgun has been exaggerated and hyped up for years, mostly under the &#039;&#039;&#039;&#039;&#039;Rule of Cool&#039;&#039;&#039;&#039;&#039;. This extends as well to the recoil. The fact that bolts are rockets and not traditional bullets sometimes gives rise to fan-arguments. Since one of the big advantages of Gyrojets is a lack of recoil, some fans believe that a Bolter shouldn&#039;t have any either. However, Gyrojets suffer from a very low muzzle velocity, as the rocket needs to get up to speed. As mentioned earlier, Bolters get around this problem with a more traditional initial propellant explosion, and that &#039;&#039;&#039;does&#039;&#039;&#039; cause the gun to kick like a normal firearm. The recoil is said in some sources to be enough to tear a normal human&#039;s arms off, or send them flipping tit over toe. However, there is evidence to suggest that this is either simply in-universe propaganda, or depreciated older edition &amp;quot;&#039;&#039;Marines are so super cool&#039;&#039;&amp;quot; fluff, such as the fact that unaugmented Imperial Guard officers are able to use bolters without the aid of Power Armour. Per the rules in the Fantasy Flight Games RPGs, unaugmented mortals can actually use Astartes-grade Boltguns, but count them as heavy weapons; Astartes Bolt Pistols count as rifles. Even then, only those with a relatively high Strength score can fire them without heavy penalties to their accuracy, and there will be some penalties as the weapon is just too big for regular human hands. Firing a Space Marine weapon will incur a penalty as well, since Astartes Boltguns tend to explode in the hands of anyone other than a Space Marine, allegedly due to gene-sensing booby traps. The machine spirits are very picky about their users.&lt;br /&gt;
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The basic issue in question is whether the actual recoil can be judged since there is no solid information on the mass and velocity of the bolts, not to mention the mass of the bolter or any recoil-dampening systems it may have. That said, some basic assumptions can be made about the weapon. First is that Astartes Bolters fire .75 or 19mm-ish projectiles. This immediately puts the Bolter out of tangible comparison to almost any modern firearm with the notable exception of magnum 12 Gauge (&#039;&#039;.73 or 18mm-ish&#039;&#039;) slugs, or even the less common 10 Gauge (.76 or 19mm-ish) slugs. But while it is tempting to take a look at the AA-12 automatic shotgun&#039;s very low recoil and call it a day, these are shotgun cartridges, and are lower velocity compared to rifles. The only real comparison in terms of a &amp;quot;conventional&amp;quot; style rifle would be some high powered &amp;quot;Elephant guns,&amp;quot; a class made for big game you need to put down with a single shot such as the .557 &amp;quot;Tyrannosaur&amp;quot; rounds, which is a massive 14.9mms. And yes, it seems to have been named by a five-year-old. [https://www.youtube.com/watch?v=wrImp-ek3bI This is what happens when you shoot one of those]: note how 9 times out of 10 the gun jumps out of the shooter&#039;s hands. Considering that the standard propellant charge is sufficient for effective terminal performance at short range, so... a figure of at least 3,000 ft/lbs or a 438 grain projectile leaving the barrel at 1750 ft/s should be a solid minimum. This kind of performance produces recoil that is manageable but capable of knocking a shoulder out of its socket. Not that this performance is the minimum. There are also several available super-magnum pistol cartridges that perform comparably, which means an Astartes Bolt Pistol is entirely feasible in the real world. On the other hand, non-Astartes Bolters have been described by some sources as 12.7mm or .50 projectiles. The performance of full-sized non-Astartes Bolters can be judged at .50-70 performance, which will be about a 450 grain at 1250 fps (1500 ft/lbs) as a minimum. It will still be stiff but tolerable. By that logic, non-Astartes Bolt Pistols could theoretically be at around the .500 S&amp;amp;W Special (&#039;&#039;350 grain at 1,100 fps for 941 ft/lb&#039;&#039;), so, again, stiff but plausible.&lt;br /&gt;
&lt;br /&gt;
However, remember that a Bolter&#039;s initial charge is not necessarily meant to propel the bolt to maximum speed on its own, nor is a bolt round ever said to travel as fast as a rifle round. So somewhere in the middle of the 10 gauge shotgun and the T-Rex gun is a pretty reasonable guess, but that&#039;s a wide gap. You can narrow it when you consider that the bolter is not a gun: it&#039;s more akin to an automatic rocket launcher/gun hybrid since the bolts are, well rockets. While we do have a working example of a rocket gun of this kind, the gyrojet, its highest caliber was .49, not close to the bolter&#039;s .75, so basing recoil off of that is impractical. Additionally, the gyrojet was designed with an open &amp;quot;chamber&amp;quot; and &amp;quot;barrel&amp;quot; (really, just an open frame to keep the projectile in place and pointing forward), so that none of the exhaust gasses from the rocket would impart force on the frame itself, whereas bolters appear to be fully contained and would theoretically built up gas pressure inside like a conventional gun. In any case, considering the rocket nature of the bolter it&#039;s probably closer to the 10 gauge than the T-rex gun.&lt;br /&gt;
&lt;br /&gt;
Now, we get into the weight and materials of the guns themselves. Heavier guns absorb more recoil just from laws of inertia—which is something video games usually do backwards because it sucks when your starting pistol has high muzzle climb—and 40k has always been big on the boxy heavy guns, partly because of the limitations of [[Miniature|28mm scale]], and partly because this is a universe with flaming chainsaw swords, you need big guns for big battles. Older fluff illustrations put an unloaded Validus-pattern Bolt Pistol at 1.75 kg... God-Emperor knows how much for loaded. The S&amp;amp;W Model 500 clocks in at 1.6 kg unloaded and 2.25 kg loaded, giving us a halfway decent benchmark on what to expect from recoil absorption. These are all educated guesses, but it is better than just blind arguing. With that being said, there is another, somewhat similar weapon in existence. The XM25 Counter Defilade Target Engagement (CDTE) System, while a grenade launcher, fires much, much, slower velocities than those theorized above. It shows that such a weapon is feasible, and in some sense, may actually be fire-able for a conventional human. Furthermore, considering the size and materials of a Boltgun, the recoil felt will be considerably less than an elephant gun in acceleration terms, and so while definitely impractical and uncomfortable, it is most definitely fire-able. Bearing in mind that part of the advantage for such a weapon is reduced recoil. Considering design and construction examples above, one can argue that a .50 version will have the same general recoil as .50 Beowulf or similar cartridges.&lt;br /&gt;
&lt;br /&gt;
Alternatively, the weapon could function similarly to the [https://en.wikipedia.org/wiki/Neopup_PAW-20 Neopup]/[https://www.youtube.com/watch?v=QHbqHx3TLBE Inkunzi PAW-20], a 20 mm direct-fire grenade launcher. With a 20mm x 42mm, 330 gram projectile designed to travel at 310 m/s or 1000 ft/s, it&#039;s pretty close to what a bolter could be in a real world platform. The PAW-20 has a inertial recoil system, with a massive spring that basically compacts into the stock to absorb recoil. That said, a bolter with a heavy .75 caliber/19mm round and a relatively short barrel would probably produce surprisingly low recoil given the kicker charge and most of the projectile&#039;s force would be from that rocket motor. Incidentally, novelizations have described the report as a two-part boom, although given the kicker charge is supposed to ignite the rocket motor, there probably wouldn&#039;t be a discernable gap for unaugmented humans.&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
[[File:Bolt_ammo.png|300px|right|thumb|Different Bolt rounds. From left to right: a Kraken Bolt, a Dragonfire Bolt, a Hellfire Round and a Vengeance round. All the colors of the death rainbow.]]&lt;br /&gt;
[[File:Bolt_Ammunition_Descriptions.png|300px|right|thumb|Bolt Rounds and their description.]]&lt;br /&gt;
40k being 40k, and despite its cool fluff, regular Boltguns are kind of average weapons. [[Necron]] [[Gauss Flayer]]s are superior all round compared to them in that they can rape vehicles. [[Tau]] [[Pulse Rifle]]s and [[Pulse Carbine|Carbines]] have better range as well as strength. [[Eldar]] [[Shuriken Catapult]]s get their semi-Rending &amp;quot;Bladestorm&amp;quot; rule. Even [[Ork]] [[Shoota]]s and [[Imperial Guard|Guard]] [[Lasgun]]s have something to say, as the first lot has identical strength as of 8th and better auto range, and the second lot gains the benefit from Rank Fire, which is to say, being cheap enough that 50 guardsmen can all first rank fire, second rank fire against a ten man squad of marine. And yet, with enough money (&#039;&#039;a shitload of it, actually&#039;&#039;), and a few Mechanicum friends, Bolters can become the most versatile weapon of the 41st millennium. First off, there is a wide variety of ammo for you to actually load them with:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Inferno Bolts&#039;&#039;&#039; – with promethium-filled warhead, these bolts turn the Bolter into a semi-flamethrower, as they set people, or the cover they&#039;re hiding behind on fire.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds&#039;&#039;&#039; – filled with a poisonous mutagenic acid that can turn a mob of monstrous creatures into indistinguishable goo; it has thousands of needles that fire into the target&#039;s flesh on impact, pumping the acid into the target. Obviously made developed especially to combat Tyranids, which wonders how the Hive Mind has yet to adapt to this substance yet when they could tank [[Exterminatus|Virus Bombings.]]&lt;br /&gt;
*&#039;&#039;&#039;Vengeance Rounds&#039;&#039;&#039; – can pierce through Power Armour with unstable melta warheads, but they tend to overheat the gun (how that works is anybody&#039;s guess). The Vengeance moniker comes from the fact that it was designed specifically to be fired on traitor Astartes, who wear Power Armour.&lt;br /&gt;
*&#039;&#039;&#039;Kraken Pattern Penetrator Rounds&#039;&#039;&#039; – adamantium in heart and tip along with heavier charges overall, this increases the effective range of a weapon as well as allowing it to pierce Carapace Armour, or just about anything, depending on your fluff source. The Kraken moniker likely stems from the larger detonation charge, making the final explosion more extreme, the shrapnel dispersing like a Kraken&#039;s tentacles.&lt;br /&gt;
*&#039;&#039;&#039;Metal Storm Frag Shells&#039;&#039;&#039; – replacing the mass reactive cap with a proximity detector, the bolt actually explodes into shrapnel a few meters before the target, essentially turning the Bolter into an air burst grenade launcher, something closer to our current technology.&lt;br /&gt;
*&#039;&#039;&#039;Stalker Silenced Shells&#039;&#039;&#039; – instead of standard charge, these bolts use gas cartridges for silent firing. There is also the solidified mercury slug instead of the usual detonation cap providing a slight increase in density for penetration as well as having a sub-sonic projectile speed; someone has watched &#039;&#039;The Day Of The Jackal&#039;&#039; a few too many times. Stalker shells are commonly used with Stalker Bolters, which are Bolters fitted with an M40 targeting system, a longer barrel and whatnot to make them viable at longer ranges.&lt;br /&gt;
*&#039;&#039;&#039;Gas-Powered Rounds&#039;&#039;&#039; - the more common and simpler variant of the Stalker Shells. These Bolter shells are propelled only by the gas expelled from the barrel. As they lack the secondary rocket ignition, they are substantially more quiet than standard bolt rounds at the cost of limiting its effective range. As a result, they are used for stealth operations.&lt;br /&gt;
*&#039;&#039;&#039;Korvidari Bolts&#039;&#039;&#039; - with &#039;&#039;that&#039;&#039; name, you know [[Raven Guard|who it&#039;s used by.]] These are etched with [[Derp|raven-feather charms]] and sport an abnormally long range. The bolts are packed with extra propellant for superior range and accuracy. Each bolt also houses a minute, hyper-sensitive targeting and flight correction relay, allowing for a marksman&#039;s accuracy even against heavily obscured foes.&lt;br /&gt;
*&#039;&#039;&#039;Dragonfire Bolts&#039;&#039;&#039; – the payload of these bolts is superheated gas. The logic here is that cover means nothing when hot air burns your balls off; the gas discharge ensuring that struck targets receive full damage, even if partially protected.&lt;br /&gt;
*&#039;&#039;&#039;Tempest Bolts&#039;&#039;&#039; - bolts used specifically against machines like a mini [[Arc Weaponry|Arc weapon.]] Incorporate tiny plasma shock generators that emit electromagnetic and thermal radiation when the shell detonates. Produced only on Mars.&lt;br /&gt;
*&#039;&#039;&#039;Seeker Bolts&#039;&#039;&#039; - the aimbot variant, like a mini fire-and-forget missile. Special rounds used by Chaplain Boreas of the Dark Angels. Each handcrafted round contains a miniature cogitator capable of steering the bolt towards the heat signature of a target.&lt;br /&gt;
*&#039;&#039;&#039;Thermic Penetrator Rounds&#039;&#039;&#039; - a problem with bolters is that their rounds are relatively low velocity in contrast to conventional firearms. The [[Deathwatch]] decided to get around this problem. These bolts are supplemented by thermic acceleration and released at hypervelocities, that result in near-instant hits.&lt;br /&gt;
*&#039;&#039;&#039;Inertial Fusion Bolts&#039;&#039;&#039; - a goddamned [[Grav-Weaponry|gravity round.]] Used by the Deathwatch, these bolts cause a series of micro vacuum wells to collapse on detonation. Like a crushing fist, they violently implode and cause horrendous, gaping craters in whatever the bolts penetrate.&lt;br /&gt;
*&#039;&#039;&#039;Gatebreaker Bolts&#039;&#039;&#039; - these bolts are hollow, with a reservoir of liquid theldrite inside. When the bolt hits its target, the theldrite slams forward and solidifies, adding the force of a [[Land Raider]] impact to the shot. Since they&#039;re designed to aid in siegebreaking, you can [[Imperial Fists|guess who uses them]].&lt;br /&gt;
*&#039;&#039;&#039;Quake Bolts&#039;&#039;&#039; - these bolts, on impact, release a shockwave that tends to punt the target off his feet and onto the ground. Now defenseless, the [[Blood Angels|noblest Chapter of the Imperium]]&#039;s assault troops can cut the felled foe down.&lt;br /&gt;
*&#039;&#039;&#039;Tranquilizer Rounds&#039;&#039;&#039; - a bizarre variant, this is a rare variety of boltgun ammunition filled with a powerful tranquillizing agent in lieu of explosives. Silent when fired from a Stalker Bolter, a single shot is capable of incapacitating a full-grown Ork. Issued one to a magazine, Tranquilizer Rounds saw service with Raven Guard forces seconded to the Deathwatch during the War of the Beast in mid-M32. We assume that the bolt has a [[Needler|giant ass needle]] to penetrate whatever thick hides it is putting down to sleep.&lt;br /&gt;
*&#039;&#039;&#039;Antiphasic Shells&#039;&#039;&#039; – these bolts are fitted with miniature dimensional stabilizers which prevent 5th-dimensional evasion. They are silver bullets tailormade for [[Necron|Space Zombie Terminator Egyptians]].&lt;br /&gt;
*&#039;&#039;&#039;Derevenant Shells&#039;&#039;&#039; - sister counterpart of the Antiphasic Shells. Used by the [[Deathwatch]], the Shells were developed by survivors from Fort Volossia. They contain a cyclic temporal core found to disrupt the Necron&#039;s reanimation long enough for their remains to vanish entirely.&lt;br /&gt;
*&#039;&#039;&#039;Psycannon Bolts&#039;&#039;&#039; - the &#039;&#039;&#039;&#039;infamous&#039;&#039;&#039;&#039; anti-Chaos ass fucker supreme. Are used by the [[Inquisition]], primarily the [[Ordo Malleus]] and [[Grey Knights]], in [[Psycannon]]s. They are etched with anti-daemonic runes with some rumors even going as far as stating that each Bolt carries a tiny fragment of the Emperor&#039;s golden toilet.&lt;br /&gt;
*&#039;&#039;&#039;Nullbolts&#039;&#039;&#039; - A rare form of anti-warp rounds used exclusively by the Grey Knights. These shells blast shards of warp-dampening material into the victim, severing their connection to the Immaterium. Those not slain outright are overcome with a smothering inertia, severing them from the warp’ emotions, as well as denying the most vivid sensations of the physical realm.&lt;br /&gt;
*&#039;&#039;&#039;Ensorcelled Rounds&#039;&#039;&#039; – these are etched with psychic-reactive runes that turn them into armor-piercing spells.&lt;br /&gt;
*&#039;&#039;&#039;Helspears&#039;&#039;&#039; - another variant of the Ensorcelled and Psybolts, this time meant for assfucking [[Daemon]]s back to the [[Warp]]. Used by the Deathwatch, these bolts are sheathed in a proscribed material and can pierce the hellish defences of any entity hiding behind the Warp&#039;s corrupting power.&lt;br /&gt;
*&#039;&#039;&#039;Witchseeker Bolts&#039;&#039;&#039; - Used by the Black Templars. These consist of metal casings forged from the [[Wat|blades of fallen Battle-Brothers]] and blessed by Ecclesiarchy Priests. These bolts have an unnerving talent for finding their way into the heart of a Psyker.&lt;br /&gt;
*&#039;&#039;&#039;Vortex Bolts&#039;&#039;&#039; - The most rapetastic version to date. These immensely rare rounds are [[Rape|miniature &#039;&#039;Vortex Missiles&#039;&#039;]] which creates miniature vortexes within the target upon detonation. Such an event causes catastrophic damage to even the largest enemies (including titans) and Psykers who miraculously survive are driven mad by the creatures of the Warp that pour from the tear in reality.&lt;br /&gt;
*&#039;&#039;&#039;Bloodshard Shells&#039;&#039;&#039; – used only by the [[Sanguinary Guard]] of the [[Blood Angels]], they are filled with razor filaments to shred armour to pieces.&lt;br /&gt;
*&#039;&#039;&#039;Quake Bolts&#039;&#039;&#039; - for when you want to turn your Bolter into a miniature [[Demolisher Cannon]]. Crafted individually by a Magos, each bolt contains a warhead that emits a pulsed shock wave.&lt;br /&gt;
*&#039;&#039;&#039;Banestrike Rounds&#039;&#039;&#039; – developed before the Horus Heresy by the Alpha Legion, they can easily penetrate Astartes Power Armour, and they were used to devastating effect on the Loyalists at Isstvan V.&lt;br /&gt;
*&#039;&#039;&#039;Banebolts of Eryxia&#039;&#039;&#039; - the [[Mary Sue]] of bolt rounds. So named after its creator, Arch-Magister Eryxia, who spent her entire life in search of the perfect bolt shell. She spent decades working with the [[Deathwatch]] and some of Eryxia&#039;s finest creations are still extant, housed within ammunition clips chased in &#039;&#039;platinum&#039;&#039;. Often requires one shot to slay a target because it is [[Mary Sue|&#039;&#039;that good&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
There are even more exotic ammo types such as the psychic-guided Odysseus bolts, and even the ridiculously expensive Warp shells used by some of the most pimpin&#039; Chaos Lords; these in particular fire essentially miniature vortex-grenades. Thank the God-Emperor that they rarely have more than one shell at a time. If you do get a few types of ammo, you may as well add a cheap and effective ammo selector to easily switch between them. You can also add a different barrel, like the aforementioned silenced Stalker pattern, and then add a scope and/or red-dot sight. Then you may mount something underneath or above your barrel. The cheapest and nonetheless effective variant is a bayonet, which may be a mono-filament blade preferable by the Bolter Bitches, or a chain bayonet, popular among Chaos dudes. But you want to get more Dakka, didn&#039;t you? So you may add a one-shot Melta, Plasma, Flamer, or Grav-gun to your Bolter, turning it into a Combi-weapon. Now your Bolter can deal with enemy armour, heavy infantry and hordes, but it is only one shot and need to be disassembled to be reloaded/recharged, which you do not have the time to do in the heat of the battle. If you want more reliability, you may consider an auxiliary grenade launcher, which can lob Krak or Frag shots in a full-auto mode. and while lacking the sheer power of Combi-attachments, it does not run out of ammo after the first shot as well as being able to perform multiple roles. After spending a fortune on ammo, upgrades, and bribing Mechanicum weaponsmiths, you may now enjoy the ultimate personal weapon of the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
==Imperial Variations==&lt;br /&gt;
Bolters come in a dazzling array of different designs, as the weapon has been redesigned repeatedly and re-used continually over the years, and is in use with no less than &#039;&#039;&#039;six&#039;&#039;&#039; (or a dizzying &#039;&#039;&#039;eight&#039;&#039;&#039; if you count unused last-gen armies like [[Kroot]] and [[Lost and the Damned]]) different factions in [[Warhammer 40k]], marking it as the single most ubiquitous weapon in the entire goddamned galaxy of 40K. While most of us are familiar with the iconic Astartes bolter seen in the picture below, there are also countless variations beyond that gun.&lt;br /&gt;
&lt;br /&gt;
===Bolter Cane===&lt;br /&gt;
[[image:Eriegun1.jpg|250px|thumb|right|Bolter Cane (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The Bolter Cane is arguably one of the most dandy weapons to grace the grimdarkness of Warhammer 40000.&lt;br /&gt;
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While many [[Rogue Traders]] favor a brusque, overwhelming appearance, festooned with bandoliers of pistols and Power weapons, some attempt a more subtle (&#039;&#039;but no less deadly&#039;&#039;) style, favoring concealed weapons, and installing a self-propelled rocket launcher in a fashionable walking cane is a way to do it. Few things are more fabulous than shooting a rocket out of your seemingly harmless stick, and few faces represent surprise better than the poor sod who didn&#039;t see that rocket coming. Bolter Canes are also useful when local customs dictate leaving the tools of the trade (&#039;&#039;weapons&#039;&#039;) behind, or in dire emergencies where one last explosive shot would be terribly convenient. For such Explorers, these ostentatious canes (&#039;&#039;which may also be fashioned as staffs and batons&#039;&#039;) come into play. Each can store one Bolter round in the upper end, specially modified with a penetrator tip to pierce the false bottom of the cane. While it can be reloaded, Bolter Canes are primarily designed for one single shot, to be refitted and re-disguised after the battle is done and the Amasec can be poured. Perhaps a break-action variant or something similar exists for simplicity in reloading to allow more than one shot in a moment&#039;s firefight, with additional Bolter rounds somehow being hidden as well.&lt;br /&gt;
&lt;br /&gt;
Frankly, it is difficult to imagine Space Marines using these, apart from the Noise Marines since anything goes with that lot. On the bright side, they are standard issue weapons for [[The Wonderful Misadventures of: Inquisitor Fob and the Classy Marines|Classy Marine]] officers.&lt;br /&gt;
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Dorian-pillari-screenshot012.jpg|&amp;lt;center&amp;gt;Bolter Cane render by [https://www.artstation.com/artwork/Kr3xLx Dorian Pillari]&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Bolt Pistol===&lt;br /&gt;
[[image:Bolt Pistol.png|250px|thumb|right|Bolt Pistol]]&lt;br /&gt;
{{topquote|I don&#039;t much like the tone of your voice. [[BLAM|&#039;&#039;&#039;*BLAM!*&#039;&#039;&#039;]]|Probably the last word an unfortunate guardsman hears before getting pwnd by a bolt pistol.}}&lt;br /&gt;
A scaled-down Bolter that is designed to be used as a sidearm, firing the same high-caliber explosive shells as its bigger brothers. And an insult to proper firearms design since the 1980s.&lt;br /&gt;
&lt;br /&gt;
Carried by all Space Marines, but primarily wielded by Assault Marines and Sergeants in conjunction with a Chainsword – both by Loyal Marines, Chaos Marines, and even the Imperial Guard, it also sees extensive use with higher-ranking units in just about every faction worth a damn in the Imperium of Man. It is worth of noting that Space Marines use notably larger pistols (&#039;&#039;[[Skub|some fluff states that]] Astartes Bolters are .75 caliber, while human equivalents are only .50 caliber&#039;&#039;) compared to the ones the Guard uses, probably because the Marines need larger firepower and that the typical Human is highly unlikely to be able to effectively fire an Astartes-sized Bolt Pistol one-handed – with both hands, maybe. Its only drawback is that it unsurprisingly has a shorter range than the larger Bolter. It is also quite possible that the Bolt Pistol does in fact use different ammunition than the Bolter, in order to achieve a higher muzzle velocity for close-range kills. This would probably manifest in a different propellant used for pistol-sized shells, something that has a faster and more explosive burn to it than that in the typical Bolt shell, leading to the shorter range while maintaining close-quarters deadliness.&lt;br /&gt;
&lt;br /&gt;
The Bolt Pistol is, perhaps, most infamously used by [[Commissar|Commissars]], who tend to pull its trigger in the most direct manner possible:&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;DRAMATIS PERSONAE:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Commissar: &amp;quot;...The Emperor teaches that only through his glory can we find victory on the battlefield.&amp;quot;&lt;br /&gt;
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Soldier: &amp;quot;Sir Commissar, what does the Emperor teach about the two-headed mutants that roam the frontline?&amp;quot;&lt;br /&gt;
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Commissar: &amp;quot;Um... er...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Soldier: &amp;quot;....Well, so much for the entertainment.&amp;quot;&lt;br /&gt;
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Commissar: &amp;quot; {{BLAM}} &amp;quot;&lt;br /&gt;
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BoltPistolChimeraSergeant.jpg|&amp;lt;center&amp;gt;Chimera Sergeant&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolTitanTechpriestServoSkull.jpg|&amp;lt;center&amp;gt;Servo Skull&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolOfficioPrefectusCommissar.jpg|&amp;lt;center&amp;gt;Commissar&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolLordCommissar.jpg|&amp;lt;center&amp;gt;Lord Commissar&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolTempestusScionCommand.jpg|&amp;lt;center&amp;gt;Tempestus Scion&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolSeraphim.jpg|&amp;lt;center&amp;gt;Seraphim&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolCanoness.jpg|&amp;lt;center&amp;gt;Canoness&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolCanonessVeridyan.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Canoness Veridyan]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolGeminaeSuperia.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Geminae Superia|Eleanor&#039;s]]&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;[[Gork|or is]] [[Mork|it Genevieve&#039;s&#039;&#039;]]?)&amp;lt;/center&amp;gt;&lt;br /&gt;
InquisitorBoltPistol.png|&amp;lt;center&amp;gt;Inquisitor&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolEisenhorn.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Eisenhorn]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolSisterOfSilence.jpg|&amp;lt;center&amp;gt;Sister of Silence&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolSpaceMarineScout.jpg|&amp;lt;center&amp;gt;Astartes Scout&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolAssaultMarine.jpg|&amp;lt;center&amp;gt;Assault Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolDevastatorSergeant.jpg|&amp;lt;center&amp;gt;Devastator Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolBloodAngelsAssault.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolBloodAngelsAssaultShield.jpg|&amp;lt;center&amp;gt;Blood Angels with Shield&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolDarkAngelsCompanyVeteran.jpg|&amp;lt;center&amp;gt;Dark Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolBloodClaw.jpg|&amp;lt;center&amp;gt;Blood Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolThunderwolfCavalry.jpg|&amp;lt;center&amp;gt;Thunderwolf Cavalry&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolWhiteScars.jpg|&amp;lt;center&amp;gt;White Scars&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolBlackTemplar.jpg|&amp;lt;center&amp;gt;Black Templar&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolChaplainJumpPack.jpg|&amp;lt;center&amp;gt;Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolChaplainSkull.jpg|&amp;lt;center&amp;gt;Chaplain #2&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolChaplain.jpg|&amp;lt;center&amp;gt;Chaplain #3&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolVanguardVeteran.jpg|&amp;lt;center&amp;gt;Vanguard Veteran&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolCompanyCommandStandardBearer.jpg|&amp;lt;center&amp;gt;Standard Bearer&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolSergeantChronus.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Antaro Chronus]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolTigurius.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Varro Tigurius]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolLemartes.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Lemartes]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolRagnarBlackmane.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Ragnar Blackmane]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolWolfLordKrom.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Krom Dragongaze]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolCasanSabius.jpg|&amp;lt;center&amp;gt;&#039;&#039;Casan Sabius&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolDamnedLegionnaire.jpg|&amp;lt;center&amp;gt;Damned Legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolDeathwatch.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolDeathwatchJensusNatorian.jpg|&amp;lt;center&amp;gt;&#039;&#039;Jensus Natorian&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolDeathwatchOrtanCassius.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Ortan Cassius]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
CypherBoltPistol.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Cypher]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PrimarisBoltPistol2.jpg|&amp;lt;center&amp;gt;Primaris&amp;lt;/center&amp;gt;&lt;br /&gt;
PrimarisBoltPistol.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;&#039;&#039;Mark X&#039;&#039;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolMarkIII.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(Mark III)&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolMarkIV.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(Mark IV)&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolMarkIVCommand.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(Mark IV Command)&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolMarkV.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(Mark V)&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolLegionSpaceWolves.jpg|&amp;lt;center&amp;gt;Space Wolves&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(Legion Era)&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolTemplarBrethren.jpg|&amp;lt;center&amp;gt;Templar Brethren&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolLoken.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Garviel Loken|Loken]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltPistolSigismund.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Sigismund]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Bolt Pistol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=4|ap7=5|type7=Pistol|r8=12&amp;quot;|type8=Pistol 1|s8=4}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Cypher&#039;s Bolt Pistol&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=16&amp;quot;|s7=4|ap7=5|type7=Pistol|r8=16&amp;quot;|type8=Pistol 3|s8=4|ap8=-1}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Volg &amp;quot;Spitfire&amp;quot; Bolt Pistol====&lt;br /&gt;
[[image:SpitfireBoltPistolPlaceholder.png|250px|thumb|right|Spitfire Bolt Pistol (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Trust us, even if it doesn&#039;t look like one, it is a Bolter, somewhat.&lt;br /&gt;
&lt;br /&gt;
Little more than a crudely modified Lucifer pattern launcher – which is a handgun-like device common on frontier worlds for firing signal flares, tow lines and the like – the Spitfire was an innovation that, according to popular myth, was devised by an outcast Magnavar tech-adept named Verey. The story has it that while this Tech-Priestess was exiled in Volg, she made the first Spitfires to help combat a swarming of giant Maw-flukes. The weapon hit a marketing jackpot by being both effective and popular, and the more talented of Volg’s arms dealers have been turning them out ever since. The Spitfire’s fame and construction has spread and some are even sold at inflated prices as real &amp;quot;Bolt Pistols&amp;quot; to those too provincial or naive to know better.&lt;br /&gt;
&lt;br /&gt;
Now, how is this still technically and barely a Bolter? Well, Spitfires use modified rocket-propelled distress flares fitted with a crude impact detonators in a pale imitation of a bolt shell, but are nevertheless still quite deadly. So instead of a timed explosion to maximize internal damage as with regular bolts, the rockets the Spitfire use explode upon impact. Spitfire rounds will also ignite flammable materials (&#039;&#039;since they are flares&#039;&#039;) and has the potential to set things on fire in addition to any other effect. Now here&#039;s the downside: Spitfire shells are far from stable. How far from stable? If this thing jams, it explodes. Likewise if Spitfire ammunition is hit by an explosion or fire, it may detonate just as well.&lt;br /&gt;
&lt;br /&gt;
Finally, unlike a usual flare gun, the Spitfire can hold more than one casing. Three to be exact.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid black; background: white; text-align:center; display:inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 20 m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 1d10 + 3X&lt;br /&gt;
| 0&lt;br /&gt;
| 3&lt;br /&gt;
| Full&lt;br /&gt;
| Unreliable&lt;br /&gt;
| 3 kg&lt;br /&gt;
| Scarce&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Cinder Crag Forge &amp;quot;Mauler&amp;quot; Bolt Pistol====&lt;br /&gt;
[[image:CinderCragMaulerBoltPistolPlaceholder.png|250px|thumb|right|Mauler Bolt Pistol]]&lt;br /&gt;
Proof that if you&#039;re a regular (&#039;&#039;but rich&#039;&#039;) human in this grimdark universe, you can order yourself a custom Bolt Pistol.&lt;br /&gt;
&lt;br /&gt;
A singular weapon to say the least, the Mauler is a finely made bolt pistol designed for normal human hands (&#039;&#039;unlike the far larger, heavier caliber models intended for use by the legendary Space Marines&#039;&#039;). Extremely sophisticated in design and made by necessity from the finest alloys and components, each Mauler is handmade and forged by the servitor-savants of the Cinder Crag. Now, we can assume two things from that sentence there depending on which side of the dash is stressed. Either your Mauler is made by servitor specialists who make Bolt Pistols on the side, or the people who made your Mauler are servitors, advanced or otherwise. Here&#039;s the part that makes a Mauler different from your regular Bolt pistol. Each of these Maulers is uniquely tailored to the commissioner’s exact biometric data. The result is a weapon as implacably lethal as it is as perfect an artifact. So, while you will certainly find a Mauler Bolt Pistol for sale at some point in a black market, if you are allergic to secondhand weapons, then you better be ready to pay most likely twice the price tag you&#039;d find looking around to commission the Cinder Crag Forge for one. You&#039;re paying more, but you get a Bolt Pistol made just for your hand unless somebody has your hand in one way or another.&lt;br /&gt;
&lt;br /&gt;
Compared to a typical (human-sized) Bolt Pistol, the Mauler has a smaller magazine (&#039;&#039;and therefore, weight&#039;&#039;) in exchange for reliability.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
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{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border: 1px solid black; background: white; text-align:center; display:inline-table;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 30 m&lt;br /&gt;
| S/3/–&lt;br /&gt;
| 1d10 + 5X&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| Full&lt;br /&gt;
| Reliable&lt;br /&gt;
| 2.75 kg&lt;br /&gt;
| Very Rare&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hesh-Pattern M38 MkII Bolt Pistol====&lt;br /&gt;
[[image:HeshBoltPistolPlaceholder.jpg|250px|thumb|right|Hesh Bolt Pistol (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The Hesh-pattern M38 MkII is a machine pistol variant of the Bolt Pistol. You know, a handgun-style machine gun?&lt;br /&gt;
&lt;br /&gt;
Rare outside the ranks of the Adeptus Mechanicus, specifically those hailing from the shrouded Lathe Worlds of the Calixis Sector, the Hesh-pattern M38 MkII was never widely adopted by the Departmento Munitorum due to the temperamental nature of its Machine Spirit and/or mechanism in general, various maintenance difficulties beyond what is expected to go wrong in Bolt weaponry. Being too unreliable and complex is a big turn-off, after all. The M38 MkII almost seems as if it was designed to be used by individuals more knowledgeable of firearms than even those august members of the Imperial Guard who actually get to use such weapons – Space Marines other than Techmarines, maybe. Nevertheless, at least the Tech-Priests of the Lathes appreciate the weapon’s effectiveness. They do not seem to have the same trouble with its Machine Spirit as those less attuned to the mysteries of technology. They are Tech-priests, so it&#039;ll be surprising if they don&#039;t know how to use it. The MkII’s distinctive drum magazine allows for a higher rate of fire than other Bolt Pistols, but is also prone to more frequent malfunction. Perhaps because it is supposed to fire in fully automatic mode by design, the gun goes fidgety when it is fired semia-automatically, so it is recommended to not be stingy with the ammo when handling this weapon.&lt;br /&gt;
&lt;br /&gt;
May or may not supposed to be/look-like a miniaturized [[Bolter#Maxim_Bolter|Maxim Bolter]].&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 25m&lt;br /&gt;
| S/3/–&lt;br /&gt;
| 1d10 + 5X&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 2 Full&lt;br /&gt;
| Tearing&lt;br /&gt;
| 4&lt;br /&gt;
| Very Rare&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sacristan Bolt Pistol====&lt;br /&gt;
[[image:SacristanBoltPistolPlaceholder.png|250px|thumb|right|Sacristan Bolt Pistol (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Nobody said anything about [[Bolter#Heavy_Bolt_Pistol|Heavy Bolt Pistols]] being exclusive to Primaris Reivers; at least, the Calixis part of the Inquisition has a good supply and demand for them.&lt;br /&gt;
&lt;br /&gt;
The Sacristan class of Bolt Pistol is produced under secret license for the Ordos Calixis by the Fane of Orthlack on Scintilla, and is based on the ancient and venerated Godwyn-De’az patterns used by Adepta Sororitas. For the reader who might not know what a Fane is in this context, a Fane is a cartel that supplies weapons in Gunmetal City. Gunmetal City is the biggest arms provider in the entire Calixis sector; it is also on Scintilla, the capital planet of that same sector. As for Orthlack, the arguably strongest Fane concerns itself with clients who are mostly Enforcers – the police – and among the things the Enforcers need are probably hand cannons that can knock an Ogryn criminal out right before exploding from the inside of his skull. Since the Sacristan used a license which is secret, it is likely that Orthlack directly supplies the Bolt Pistol, and that they&#039;re not picked from what the local Enforcers have in their closets. Although Bolt Pistols are both relatively rare and expensive to maintain, their great killing power is extremely valued, and the Sacristan, branded and sealed with the symbol of the Holy Ordos itself, is the chosen sidearm of many Inquisitors and senior Acolytes alike who see it as a mark of rank. We can be certain that the demand is pretty high over this market.&lt;br /&gt;
&lt;br /&gt;
Of course, not everyone is fit to carry a hand cannon, and if you&#039;re not fit enough, you likely won&#039;t be able to shoot it very well due to its massive size and recoil.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 30m&lt;br /&gt;
| S/2/–&lt;br /&gt;
| 1d10 + 6X&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| Full&lt;br /&gt;
| —&lt;br /&gt;
| 3.3&lt;br /&gt;
| 380&lt;br /&gt;
| Rare&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Pietrov&#039;s Mk 45&#039;&#039;====&lt;br /&gt;
[[image:BoltPistolValhallan.jpg|250px|thumb|right|&#039;&#039;Pietrov&#039;s Mk 45&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
No, Pietrov is not the name of a Forge World that produced this gun.&lt;br /&gt;
&lt;br /&gt;
This is what happens when the Machine Spirit thought itself to be a Commissar. Commander Wladislaw Pietrov was well-known for the bulky [[Valhallan Ice Warriors|Valhallan]] Mk 45 Bolt Pistol with which he dispensed rough justice – he who wields it is both inspiring and daunting to all Valhallans. &amp;quot;Commander&amp;quot; is a very broad term for an official rank, and unusual to call a Commissar with; so Pietrov likely wasn&#039;t the latter, but he was unfortunate enough to be the guy that had to regularly carry out the rough justice, which we all know what that stands for. Since Imperial technology is partially alive, the Machine Spirit within &#039;&#039;Pietrov&#039;s Mk 45&#039;&#039; figuratively acquired the spirit of a Commissar over the years with Pietrov as well as possibly other owners who inherited the pistol for the same purposes after him. The other owners in question may not be Commissars themselves since the Bolt Pistol circulates only among the officers of the Valhallan regiments who are permitted to carry one in the first place. Although the gun is certainly part of the better breeds of Bolt Pistols, its certain and only ability sets it apart. The officer who carries it essentially becomes a Commissar himself because the ability &#039;&#039;&#039;was&#039;&#039;&#039; practically the same as the one you&#039;d find on a Commissar. It&#039;s &amp;quot;&#039;&#039;&#039;was&#039;&#039;&#039;&amp;quot; because the errata changed the Summary Execution ability itself into something slightly different.&lt;br /&gt;
&lt;br /&gt;
Concerning &#039;&#039;Pietrov&#039;s Mk 45&#039;&#039;, it would be rather unsurprising if it is occultly possessed by an actual dead Commissar.&lt;br /&gt;
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|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=12&amp;quot;|strength=4|ap=-1|damage=2|type=Pistol|abilities=Friendly Valhallan units within 6&amp;quot; of the bearer can never lose more than one model as the result of any single failed Morale test.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Emperor&#039;s Benediction&#039;&#039;====&lt;br /&gt;
[[image:EmperorsBenedictionPlaceholder.jpg|250px|thumb|right|&#039;&#039;Emperor&#039;s Benediction&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Since Commissars have been {{Blam}}-ing Guardsmen ever since the end of the Horus Heresy, of course they&#039;d eventually make a Bolt Pistol out of the routine.&lt;br /&gt;
&lt;br /&gt;
Wielded by a succession of brutal, uncompromising Commissars, this masterwork Bolt Pistol is feared by all. The elementary but bloodthirsty Machine Spirit of the &#039;&#039;Emperor&#039;s Benediction&#039;&#039; has been [[Blam|blam]]ed for a series of unfortunate &amp;quot;accidents&amp;quot; on the field of battle. For something that belongs in the higher side of the quality spectrum, it is unlikely that the Bolt Pistol is unreliable where the firing mechanism is concerned. Without a doubt, popping countless Guardsmen on the head have taught the pistol a thing or two about putting self-propelled rockets into the craniums. In spite of this rather unfortunate development for the people bound to be by the end of its barrel, the Officio Prefectus unsurprisingly views the &#039;&#039;Emperor’s Benediction&#039;&#039; as an artifact of some distinction – some even say that it can taste cowardice even before the reprehensible act has been committed. What this most likely means is that the damn Bolt Pistol randomly fires on its own, exclusively when it is conveniently pointed at someone, and that someone usually turns out to be on the list of potential persons for the Commissar to shoot at when needed. In 8th Edition, its tendency to {{Blam}} people is so strong that it overlaps to specific enemies as well, no matter the range unless something else happens to be too close to it.&lt;br /&gt;
&lt;br /&gt;
So, there we have it – the &#039;&#039;Emperor&#039;s Benediction&#039;&#039;, a pistol that any Commissar can enjoy shooting with.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=5|ap7=4|type7=Pistol, Precision Shot, Master-crafted|r8=12&amp;quot;|s8=4|ap8=-1|d8=2|type8=Pistol 3|abil8=This weapon can target a Character even if it is not the closest enemy unit, unless the bearer is within 1&amp;quot; of an enemy unit.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Castigator&#039;&#039;====&lt;br /&gt;
[[image:BlackBoltPistol.jpg|250px|thumb|right|&#039;&#039;Castigator&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
No, not that [[Bolter#Castigator_Bolt_Cannon|Castigator]] which is bigger. No, not that [[Titan_(Warhammer_40,000)#Castigator_Titan|Castigator]] which is significantly bigger.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Castigator&#039;&#039; is an ecclesiastical relic in the form of a Bolt Pistol. It was hand-crafted by one hundred and seventeen deaf-and-blind artificers within the shrine of the Nameless Saint. Yes, this one rocket launcher pistol was made by over a hundred people who could neither hear nor see – might be an issue of work environment. But since this is a Bolt Pistol good enough to be considered a relic, those guys at that possibly unremarkable shrine most likely knew what they were doing. The &#039;&#039;Castigator&#039;&#039; is renowned for its absolute lethality. No armor can protect against the vengeance it brings, no matter how thick or powerful. No force field can turn its shots aside, no warding magics or unnatural powers can stay its wrath. Those caught within &#039;&#039;Castigator&#039;&#039;’s crosshairs are doomed from the moment the trigger is pulled. With that being said, for how penetrative this Bolt Pistol evidently is, you probably don&#039;t need to load it with Kraken bolts given the choice. Since it&#039;s not the bolts that did the work like the Kraken, it is obviously the Bolt Pistol that is somehow special enough to fire out rockets that can penetrate through tank plates and magical shields. There is only one answer to why it is so powerful, and we all know it. [[God-Emperor_of_Mankind|We know it very well]]. Or the answer to how more than a hundred deaf and blind people built something with blatantly magical powers is [[Chaos|the most common culprit]].&lt;br /&gt;
&lt;br /&gt;
Tabletop-wise, this Bolt Pistol is so powerful that not even invulnerable saves can save the sucker it is shooting at.&lt;br /&gt;
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|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=12&amp;quot;|strength=4|ap=2|type=Pistol, Unstoppable Vengeance}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Wrath of the Emperor&#039;&#039;====&lt;br /&gt;
[[image:WrathOfTheEmperorPlaceholder.jpg|250px|thumb|right|&#039;&#039;Wrath of the Emperor&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
With the [[Sisters of Battle]] finally getting their well-deserved love, [[GW|the powers that be]] judged the humble Bolt Pistol to be a good start for a new relic.&lt;br /&gt;
&lt;br /&gt;
The ornate Bolt Pistol known as the &#039;&#039;Wrath of the Emperor&#039;&#039; fires shells imbued with incendiary charges. Upon detonation, these immolate their unfortunate victims in a flash of holy flame. Apart from being a significantly better Bolt Pistol overall, even better than Cypher&#039;s for the matter, another noteworthy feature of this pistol is the inside of its magazines. First things first, &amp;quot;ornate&amp;quot; is clearly an understatement since this &#039;&#039;Wrath of the Emperor&#039;&#039; is even more powerful than the Absolvor Bolt Pistol, which itself is already the bigger version of the Heavy Bolt Pistol. In fact, its range is comparable to the Assault Bolter and the Auto Boltstorm Cannon, both of which are certainly not at the size to be considered as pistols. Even though they&#039;re certainly special, that jump in performance cannot be the work of the bolts alone. This Bolt Pistol is very well-made at the very least. Now, concerning the bolts with built-in incendiary charges themselves, doesn&#039;t that sound familiar? That&#039;s right. This Bolt Pistol essentially fires Inferno Bolts, heavily customized to represent the God-Emperor&#039;s divine wrath. This may suggest that the Sisters of Battle do have access to special-issue bolts, though these bolts might just be exclusive for a few things like the &#039;&#039;Wrath of the Emperor&#039;&#039; here.&lt;br /&gt;
&lt;br /&gt;
Now that they imbued the essence of a [[Flamer]] into their Bolt Weapon, we just have to wait and see whether they&#039;ll make a [[Melta]] equivalent with modified Vengeance Rounds. Since Special Ammunition is now exclusively produced for the [[Deathwatch]]. The Sisters of Battle would be the last get their hands on it.&lt;br /&gt;
&lt;br /&gt;
Or it’s space magic at work again and has this effect no matter what shells you load it with.&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=18&amp;quot;|strength=5|ap=-1|damage=2|type=Pistol 3}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Guardian Bolt Pistol====&lt;br /&gt;
[[image:GuardianBoltPistolPlaceholder.png|250px|thumb|right|Guardian Bolt Pistol (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Less of a variant and more of a [[Deathwatch]] tradition involving a really good Bolt Pistol.&lt;br /&gt;
&lt;br /&gt;
Awarded to Deathwatch Space Marines of any rank for conspicuous gallantry, courage under fire, or actions above and beyond the call of duty, these finely made Bolt Pistols are as much a sign of status among Deathwatch Space Marines as they are a weapon. Any Space Marine wearing one of these Bolt Pistols on his person is immediately recognized as a veteran combatant who has gone through a whole lot of inconvenience to protect mankind from ravening xenos. When issued to a deserving Space Marine, his name and deeds are inscribed on the weapon by a Deathwatch Techmarine during the awarding ceremony. Each weapon is one of a kind, tailored specifically to the receiving Space Marine, and is his to keep when he returns to his home Chapter. So a Guardian Bolt Pistol is really just a master-crafted Bolt Pistol that doubles as a medal of honor in practical considerations. Many Guardian Bolt Pistols that have not gone to the grave with their owners have found their way back into the Deathwatch armories. These “foundling” weapons are never re-issued, instead they are enshrined in the Deathwatch data vaults along with the details of their owner’s glorious deeds. [[Blood_Ravens|One particular Chapter]] is rumored to have never returned a single Guardian Bolt Pistol to the Deathwatch before.&lt;br /&gt;
&lt;br /&gt;
No relation with the [[Bolter#Guardian_Bolter|Guardian Bolter]] of the Golden Custodians whatsoever.&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Pistol&lt;br /&gt;
| 30m&lt;br /&gt;
| S/3/–&lt;br /&gt;
| 2d10 + 5X&lt;br /&gt;
| 5&lt;br /&gt;
| 14&lt;br /&gt;
| Full&lt;br /&gt;
| Tearing, Accurate, Reliable&lt;br /&gt;
| 5.5&lt;br /&gt;
| Special&lt;br /&gt;
| Distinguished&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Spartean&#039;&#039;====&lt;br /&gt;
[[image:SparteanBoltPistol.jpg|250px|thumb|right|&#039;&#039;Spartean&#039;&#039;]]&lt;br /&gt;
A Bolt Pistol with a fitting name considering the [[Imperial_Fists|Chapter]] it belongs to.&lt;br /&gt;
&lt;br /&gt;
This Bolt Pistol is a true work of the anonymous artificer’s art. Since its forging in the 35th Millennium which was quite a hectic thousand years for the Imperium featuring the [[Nova Terra Interregnum]] and the [[21st Founding|Cursed Founding]], hundreds of presumably only Imperial Fists warriors have used the &#039;&#039;Spartean&#039;&#039; to slay traitors, tyrants and the other myriad enemies of Mankind; and Sergeant Tor Garadon is its most recent official owner. Of course, we are aware that this isn&#039;t something new in Warhammer 40000 where an average gun outlives people by at least several centuries. But here&#039;s the thing that makes this Bolt Pistol a special one, for every wielder has said the same of the weapon: if the marksman’s eye is true, then the Spartean’s shot will be too, whatever obstacles lie in the way. Now, in &#039;&#039;Sentinels of Terra&#039;&#039;, the &#039;&#039;Spartean&#039;&#039; is a posh Bolt Pistol that happens to ignore cover as well. Years later with 8th Edition, it is now a dedicated handgun for hitting/hunting Characters exclusively, so do not expect the bolt to travel any further than what an average Bolt Pistol can do if you happen to be aiming at no-names. How the Bolt Pistol got from ignoring cover to ignoring range entirely when firing at some specific things is a mystery, but that is also not something new in this universe now, is it? Perhaps now is the time to apologize to your toaster. Just in case.&lt;br /&gt;
&lt;br /&gt;
Although the &#039;&#039;Spartean&#039;&#039; is Garadon&#039;s, he seems to have become charitable and wouldn&#039;t mind his Battle-Brothers who use a Bolt Pistol to take it instead over 8th Edition.&lt;br /&gt;
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&amp;lt;table style=&amp;quot;border: 1px ridge black; border-collapse: collapse&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;caption style=&amp;quot;font-weight: bold&amp;quot;&amp;gt;{{{name|}}}&amp;lt;/caption&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Edition&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Range&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Type&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;S&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;AP&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Damage&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Abilities&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;6th&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;12&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Pistol, Ignores Cover, Master-crafted&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;5&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;N/A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;-&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;8th&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;12&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Pistol 2&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;-1&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;This weapon can target enemy Characters even if they are not the closest model to the bearer.&amp;lt;/td&amp;gt;&lt;br /&gt;
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===Special Issue Bolt Pistol===&lt;br /&gt;
[[File:ReiverHeavyBoltPistol.png|200px|right|thumb|Special Issue Bolt Pistol]]&lt;br /&gt;
The Special Issue Bolt Pistol (known as Heavy Bolt Pistol in 8e, which is now the name of the Assault Intercessors&#039; unique Bolt Pistols) is the expectedly heavier variant of the standard Bolt Pistol that is not only larger, but also possesses a rather elongated barrel to emphasize its heaviness.&lt;br /&gt;
&lt;br /&gt;
The Special Isssue Bolt Pistol is commonly employed by the [[Reiver|Reiver Squads]] of the [[Primaris Marines|Primaris Space Marines]]. By class, it is practically the [[Hand Cannon]] of the Bolter family. The longer barrel as well as larger size means that a Special Issue Bolt Pistol has enough punch to rival that of a conventional Bolter. The bolts it uses might even be the same in caliber. Whilst this may not seem as an impressive description, we must take note that the covert nature of a Reiver means that he must sacrifice both armour and equipment load – basically, anything that will weigh him down – in order improve speed, agility and mobility. Having a small(ish), compact yet packs-quite-a-punch of a pistol is essential for covert operations when a larger gun would prove more of a detriment than useful. How most of the Reivers are equipped with Heavy Bolt Pistols further supports the emphasis for their battlefield mobility, even though they do have the [[Bolt_Carbine|Bolt Carbine]] as an alternative choice that likely has a better weight/firepower ratio compared to these pistols, at least when light infantry tactics such as theirs are concerned. This is countered by the fact that the Special Issue Bolt Pistol, being a pistol, works much better paired with their huge Combat Knives than the Carbine.&lt;br /&gt;
&lt;br /&gt;
On a side note, every infantry-ish Primaris (&#039;&#039;i.e. not Reivers and Aggressors&#039;&#039;) visibly carries with himself a standard Bolt Pistol as a sort of sidearm, which can look very similar to the Special Issue Bolt Pistol here. Of course, being the &amp;quot;Hand Cannon&amp;quot;, the Special Isssue Bolt Pistol is comparatively bigger and has a more robust barrel; but beyond that, the distinction becomes blurry. The &amp;quot;normal&amp;quot; Bolt Pistols of the normal Primaris Marines are a throwback to the earlier marks of the Great Crusade, which are long just enough to hold with the off-hand for better accuracy if the need arises. Later marks suggest a change of trend to removing that extra grip altogether in favor of size reduction. Since Guilliman (&#039;&#039;or Cawl&#039;&#039;) is up for the blast from the past, he/they brought it back and made it standard-issue, along with a variant that shaves away two thirds of that handguard and puts it on top of the barrel as a heat shield instead. The Special Issue Bolt Pistol is noticeably different in that it features both forms of coverage, with a four-ridged handguard and a heat shield which is not a shaven handguard that covers just as much – a barrel shroud, so to speak. This degree of insulation may be because of how the bolts it fires are larger than the usual size people would expect to be shot from an average Bolt Pistol.&lt;br /&gt;
&lt;br /&gt;
Despite this, unfortunately in terms of crunch, a Special Issue Bolt Pistol is unexpectedly [[Derp|not that much different from the normal Bolt Pistol]], possessing about the same punch as Cypher&#039;s, and only the punch since you&#039;d need the Absolvor below to get a range comparable to his posh pistol. The only difference is in the aesthetics, as well as a small amount of armor penetration that is [[Wat|more than a standard Bolter, in fact]].&lt;br /&gt;
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HeavyBoltPistolSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBoltPistolAim.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Absolvor Bolt Pistol===&lt;br /&gt;
[[File:ChaplainAbsolver.png|250px|right|thumb|Absolvor Bolt Pistol]]&lt;br /&gt;
{{Topquote|Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .75 Absolvor Bolt Pistol, the most powerful handgun in the Imperium, and would blow your head clean off, you&#039;ve got to ask yourself one question: &amp;quot;Do I feel lucky?&amp;quot; Well, do ya, heretic?|Lord Inquisitor Sordida Harritus}}&lt;br /&gt;
There&#039;s the Bolt Pistol, and there&#039;s the Heavy Bolt Pistol, so it makes sense to have a &#039;&#039;Heavier&#039;&#039; Bolt Pistol. That hand cannon is the Absolvor.&lt;br /&gt;
&lt;br /&gt;
The Absolvor Bolt Pistol is a variant pattern of the standard Bolt Pistol as well as a newer generation most famously used by [[Primaris Chaplain|Primaris Space Marine Chaplains]] and [[Primaris Apothecary|Apothecaries]] instead of the expected regular ones, possibly due to the fact that other vocations are better equipped at defending themselves compared to these two. Techmarines have their gadgets. Librarians have their psychic powers. Meanwhile, Chaplains and Apothecaries only have their melee weapons to count on if not for this even heavier Bolt Pistol. Essentially a significantly sawn-off Heavy Bolter, it is noted to look incredibly smexy as a weapon and suits quite well with the beefed up Chaplain as well as the Apothecary, the former sporting a winged skull, while the latter replaces the wing with a helix. You can tell that it is heavier than the Heavy Bolt Pistol the Reivers use by how it has four extra ridges by the top of the barrel. It is a bit larger. It has a bit of a longer barrel to enhance its range even further. It is capable of producing even more damage than its standard Bolt Pistol counterpart. And just like the Heavy Bolt Pistol, it has a bit of armour penetration to boot. On the other hand, all of those benefits make it somewhat less accurate as a result, which might be a better reason to why the Reivers do not use this better pistol rather than it being a cost and/or weight issue.&lt;br /&gt;
&lt;br /&gt;
The size of this heavy handheld weapon should make it seems like a full-sized Bolter in non-augmented Human hands. In short, it is a much more powerful Bolt Pistol with more bling attached.&lt;br /&gt;
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ChaplainAbsolverPistol.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
ApothecaryAbsolverPistol.jpg|&amp;lt;center&amp;gt;Apothecary (&#039;&#039;Model&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
AbsolvorApothecary.jpg|&amp;lt;center&amp;gt;Apothecary (&#039;&#039;Pict&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Assault Bolter===&lt;br /&gt;
[[File:Assault_Bolter.jpg|250px|right|thumb|Assault Bolter]]&lt;br /&gt;
Yet another Boltgun variation for the [[Primaris Marines|Primaris-issue line]], the design being either constructed by Arch-Magos Belisarius Cawl himself, or at least commissioned by him to some random Tech-priests.&lt;br /&gt;
&lt;br /&gt;
Contradicting the size that is about the same as the Bolt Carbine, Assault Bolters are Heavy Bolters compacted with the idea of being able to effectively fire with just one hand by a Primaris Space Marine – whether a normal Astartes or even Primaris not wearing Gravis Armour can fire it with one hand as well remains to be seen. Of course, since a Heavy Bolter has a higher rate of fire as well as higher caliber munitions than the Bolt Carbine or any Bolt Pistol, some additional modifications are necessary. Since there is not enough space to accommodate for ejecting a lot of spent casings at a time, the Assault Bolter features a high-speed autoloader which is that cylindrical thing you can see on its side. Speaking of a lot of shells, the Assault Bolter hauls a box magazine that is about the size you would see on regular Heavy Bolters that do use magazines instead of a huge rack over the back. Since a Heavy Bolter is often fired by a single person wearing Power Armour with both hands carrying it, reducing recoil for firing one-handed is paramount. The solution comes in the form of a [[What|mag-shield]] pulling against the kick of the recoil in addition to the Gravis Armour. And so, yes, that is not just a gun shield that certainly looks out of place on a one-handed weapon.&lt;br /&gt;
&lt;br /&gt;
The Assault Bolters are as of now only issued to the Inceptor squads – Primaris that are basically Devastators with suped up Jump Packs and heavier armour. While the only trait they did not inherit from the Heavy Bolters apart from their size is range (and only D1 instead of D2 in terms of crunch), they have the same stopping power and are dual-wielded for an [[Dakka|even greater volume of firepower]]. By the way, these Assault Bolters also seem to come in pairs, with the ejection ports of both conveniently facing away from the Primaris Inceptor who dual-wields them. Seriously, you would think that the Primaris are already killy enough than the good old regular Space Marine, but nooooo GeeDubs just had to give them Heavy Bolter SMGs. On the plus side, they look dope as shit, so keep your eyes peeled on bitz sites to give your HQs and heavy weapons guys a relatively unique weapon.&lt;br /&gt;
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AssaultBolter2.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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AssaultBolterFront.jpg|&amp;lt;center&amp;gt;Mag-shield Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
AssaultBolterShieldOId.jpg|&amp;lt;center&amp;gt;Mag-shield Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Bolt Launcher===&lt;br /&gt;
[[File:Bolt_Launcher.JPG|200px|right|thumb|Bolt Launcher]]&lt;br /&gt;
Think of this as the dollar-store knockoff of the Boltstorm Gauntlet [[Skub|or the Boltstorm Gauntlet before it was actually a Boltstorm Gauntlet.]]&lt;br /&gt;
&lt;br /&gt;
Bolt Launchers are a rack of small tubes firing miniature, rocket-propelled, explosive ammunition. They can be fired as single volleys or in devastating salvoes, depending on the sophistication of the fire control mechanism in use.&lt;br /&gt;
&lt;br /&gt;
[[Spyrer]]s that wear [[Orrus Hunting Rig]]s on the Hive World of [[Necromunda]] equip Bolt Launchers on the back of their crushing [[Power Fist|power fists]], allowing them to combine brutal close-combat strength with devastating long-range weaponry.&lt;br /&gt;
&lt;br /&gt;
It has less ammunition than a Boltstorm Gauntlet due to its &#039;&#039;very&#039;&#039; inefficient ammo placement ([[Fail|Let&#039;s not even get into its ergonomic nightmare of reloading &#039;&#039;that many tubes&#039;&#039;]]) and it is less accurate due to the &#039;&#039;way&#039;&#039; the bolts are stored before firing. Seriously, it&#039;s like a handheld MLRS or a rack of fireworks, you ain&#039;t hitting shit from the broadside of a barn; only useful as a suppression weapon due to its erratic - lack thereof - aiming.&lt;br /&gt;
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===Boltstorm Gauntlet===&lt;br /&gt;
[[File:Boltstorm_Gauntlet.png|150px|right|thumb|Auto Boltstorm Gauntlet]]&lt;br /&gt;
At some point, Cawl realized that so far, apart from the Grey Knights, only named characters had access to Power Fists fitted with Bolters. Since he was working on Guilliman&#039;s anyway, he might as well make a mass-production model. Of course, the Bolters fitted on these Power Fists are not the usual Storm Bolters.&lt;br /&gt;
&lt;br /&gt;
The Boltstorm Gauntlet is a Bolt Weapon where the Boltstorm part is concerned. It is often wielded by [[Primaris Captain|Primaris Captains]] in Gravis Armour on one hand, while being the primary weapon of [[Aggressor|Primaris Aggressors]] on both hands provided that they are not swapped for the [[Flamer#Flamestorm Gauntlet|Flamestorm Gauntlets]]. It bears a strong resemblance and function to Roboute Guilliman&#039;s current famed weapon, the second-generation &#039;&#039;Hand of Dominion&#039;&#039;, though this one is positioned on the back of the hand, rather than the palm. As you can imagine, one of the many nicknames include the &#039;&#039;Boltfist&#039;&#039; or the &#039;&#039;HoD&#039;s little brothers&#039;&#039;. The usage of the Boltstorm Gauntlet is so that powerfist enthusiasts may have an easy way in offering some close quarters firepower in order to give the Power Fist some range to compensate. This makes the Boltstorm Gauntlet a trusted sidearm for Primaris Space Marines who happen to wear it due to this particular benefit. The Boltstorm Gauntlet consists of a Power Fist with probably a Bolt Rifle part built into it. Aggressor Squads use a heavier variant, the Auto Boltstorm Gauntlet, which as the name suggests are fully automatic with probably an Auto Bolt Rifle part; made more evident by the fact that – unlike the normal variant – it has cables attached to the power pack that are probably used to power the high-speed autoloader&lt;br /&gt;
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It is unknown whether there is a Stalker variant out there to complete the trinity; if so, it will probably have a scope, but a laser sight might be a better option since aiming from the wrist is certainly awkward. It is also unknown whether Primaris Space Marines can use this without wearing Gravis Armour. They probably can since these Gauntlets are, in a way, Primaris Power Fists. Speaking of which, another unknown thing is whether there are Lightning Claw styles just like what Horus/Abaddon had/has. Finally, it gives a whole new meaning to the word, &amp;quot;[[Anal Circumference|fisting]].&amp;quot;&lt;br /&gt;
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CaptainBoltstorm.png|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
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ScopedFingerGun.jpg|&amp;lt;center&amp;gt;&#039;&#039;Indefinite Placeholder&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Bolt Carbine===&lt;br /&gt;
[[File:ReiverCarbine.png|200px|right|thumb|Bolt Carbine]]&lt;br /&gt;
Used unto badassery by [[Celestial Lions|Ekene Dubaku]], the Bolt Carbine is a more compact version of the Bolter that is used primarily by the [[Primaris Marines|Primaris Space Marines]], specifically the Reivers and Black Templar Primaris Neophytes.&lt;br /&gt;
&lt;br /&gt;
Whilst other patterns of Bolt Carbines are known to exist, the Primaris version is the only one with a model and by that merit, it is the most well-known. Typically, Bolt Carbines should be easier to wield than its full-sized bigger brother due to being obviously lighter, having simpler construction oriented towards reducing size for convenient carrying, and having a lower rate of fire as much as firepower in general as a trade-off. Without the multi-round burst ability common to many patterns of Bolter, a Bolt Carbine is incapable of the wholesale slaughter which characterizes the infamous volleys of Bolter fire. However, this simplistic design means that they misfire less frequently, and are also much easier to maintain. In the case of the Primaris Bolt Carbine, it features an extra vertical grip under the barrel for an even more accurate and stable handling. This model of Bolt Carbine is used by the aforementioned [[Reiver|Primaris Reiver Squads]], whose covert and guerilla nature means that they cannot afford hefting giant guns around without being seen in any swift manner. Thus, the compactness of the Bolt Carbine combined with its firepower is a necessity when things go south and/or get dirty. The Primaris Bolt Carbine also raises a question on whether, for its size, it counts as an Astartes Boltgun variant if wielded in the hands of a normal Space Marine; or whether the normal Astartes Boltguns count as Bolt Carbines for the Primaris lot, since they only differ from each other by type, which then may be attributed to the Reivers using different bolts.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, these things are basically Storm Bolters in both range and strength. However, being an Assault weapon, the Bolt Carbine has a [[Dakka|noticeable lack of firepower]] in contrast to the Storm Bolter. This may be offset for being more accurate on average than the Storm Bolter, and being more effective in close quarters – where Reivers engage and are most effective at.&lt;br /&gt;
&lt;br /&gt;
The Shadowspear boxed set introduce several variants of Bolt Cabine: marksman of Infiltrators, occulus for Vanguard Lieutenant and Tacticool Captain&#039;s instigator.&lt;br /&gt;
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BoltCarbineSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCarbineFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCarbine.jpg|&amp;lt;center&amp;gt;Grip Hold&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCarbinePict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=4|ap=0|type=Assault|rof=2}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=4|ap=0|type=Rapid Fire 1|}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Master-crafted Occulus Bolt Carbine&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=4|ap=0|damage=2|type=Rapid Fire 1|}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Master-crafted Instigator Bolt Carbine&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=30&amp;quot;|strength=4|ap=-2|damage=2|type=Heavy 1|}}&lt;br /&gt;
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&lt;br /&gt;
===Angelus Bolt Carbine===&lt;br /&gt;
[[File:AngelusBoltCarbinePlaceholder.png|250px|right|thumb|Angelus Bolt Carbine (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
&lt;br /&gt;
Despite the name, this Bolt Carbine has nothing to do with the Blood Angels. This thing&#039;s from &#039;&#039;Dark Heresy&#039;&#039;, not &#039;&#039;Deathwatch&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
No, this Bolt Carbine here is sized for regular humans. However, there is a dash of Space Marine to it. See, the fanes of Gunmetal, an industrial section over Scintilla, among their most important duties, they hold an oath-bond to manufacture the casing and primary propulsion charges for Astartes caliber bolt shells. Production of these Astartes bolts is obviously carefully controlled and monitored, and once made, each case is stamped with the aquila and its maker’s mark before being passed on to the Adepts of the Machine God. As for the propulsion charges, they probably stamp the container. Despite the security and precautions inherent in this sacred duty, it is said a few of these shells never see the aquila stamp. These so called &amp;quot;blind shells&amp;quot; are both utterly illegal and highly desirable, but on their own, blind shells are useless without a weapon to fire them. It&#039;s not like the people who drop these bolts also sell Bolters to complement them... Consequently, the Fane of Fykos makes in secret a weapon known as the &amp;quot;Angelus&amp;quot;. Bluntly elegant in shape and crafted from the finest materials, the Angelus’s lacquered stock houses its magazine and unlocks to take three Astartes caliber bolt shells snugly nose to tail. Provided only to their richest and most trustworthy of clients, the exclusivity and terrible killing power of the Angelus is favored by the wealthiest of bounty hunters and the most accomplished of beast-slayers in the Calixis Sector. Carrying one of these powerful, but highly illegal weapons entails certain risks all of its own.&lt;br /&gt;
&lt;br /&gt;
So what are you paying for here? A human-sized, bullpup Bolter that fires Space Marine-grade bolts. Unlike Azrael&#039;s &#039;&#039;Lion&#039;s Wrath&#039;&#039;, the Angelus Bolt Carbine is neither unique nor a combi-plasma, and it also certainly does not have a traditional magazine in the back. The stock is the magazine, albeit a horribly small one with a generous capacity of three. Not thirty. Three.&lt;br /&gt;
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| 100 m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 2d10 X&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3 Full&lt;br /&gt;
| Accurate&lt;br /&gt;
| 11 kg&lt;br /&gt;
| 2,000&lt;br /&gt;
| Very Rare&lt;br /&gt;
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===Imperial Boltgun===&lt;br /&gt;
[[image:Adeptus Arbites Locke_pattern_boltgun.jpg|250px|right|thumb|Imperial Boltgun]]&lt;br /&gt;
These are standard-sized Imperial Boltguns meant to be used by non-superhumans. They still work on the same principles, albeit on a smaller scale. Some fluff sources state that the bolts in particular are chambered as a smaller rendition of Astartes-grade bolts, in .50 caliber rather than the Space Marine&#039;s .75 to .998 caliber.&lt;br /&gt;
&lt;br /&gt;
Contrary to the Sisters of Battle and Space Marines&#039; usage, Imperial Boltguns are pretty rare. Outside of high-ranking, elite militants of the Imperium such as Inquisitors, Commissars, and veteran officers; boltguns are only issued as specialist weapons. While Heavy Bolters are pretty common in the Imperial Guard, either on their vehicles or with Heavy Weapons Teams, infantry-sized Bolters are rather hard to find among them. Only special forces units like Stormtroopers and Veteran Squads are likely the only ones able to requisition a Bolter for usage, although it should not completely impossible for a rank-and-file guardsman to be issued with one – just even more rare than finding one in this faction in the first place. While their overall designs are similar, there are many variants of regular-sized Boltguns throughout the Imperium, owing to the fact that the thousands of Forge Worlds, which supply the different Guardsmen regiments throughout the Imperium, typically put their own spins on the design; so the [[Cadia|Cadians]], [[Mordian Iron Guard|Mordians]], and [[Tallarn Desert Raiders|Tallarans]] will have their own variants in store. Boltguns are also somewhat popular as civilian weapons in planets that have enough trade and/or manufacturing resources to merit possessing them in any significant number. As a righteous weapon, it also sees personal use among the religious nobility of various planets as well.&lt;br /&gt;
&lt;br /&gt;
As a well-known weapon of death, the Bolter sees use in nearly every societal levels of the Imperium, from the highest Imperial functionaries to the lowest hive gangers, provided that they can afford one. One of the notable organizations that do employ these smaller Bolters in a large scale outside the military is the Adeptus Arbites, the Imperium&#039;s FBIs; yes, the Imperium&#039;s inter-planetary police force uses rapid-firing rocket launchers.&lt;br /&gt;
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CatachanBolter.png|&amp;lt;center&amp;gt;Catachan Sergeant&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Imperial Guard&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
EnforcerBolter.jpg|&amp;lt;center&amp;gt;Arbitrator Enforcer&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Adeptus Arbites&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
UmbraPatternBolterSilence.jpg|&amp;lt;center&amp;gt;Sister of Silence&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Umbra Pattern&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
EscherCombiNeedler.jpg|&amp;lt;center&amp;gt;House Escher&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Combi-Needler&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
Inquisitor_Witchhunter_bolter.PNG|&amp;lt;center&amp;gt;Witch Hunter&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Combi-Bolter&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
Condemner Boltgun.PNG|&amp;lt;center&amp;gt;[[Inquisitor Greyfax|Katarinya Greyfax]]&#039;s&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Condemnor Boltgun&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Solo Boltgun===&lt;br /&gt;
[[image:SoloBoltgun.jpg|250px|right|thumb|Solo Boltgun]]&lt;br /&gt;
Usually with the Bolter, it is an automatic rocket launcher. With the Solo Boltgun, it is a semi-automatic rocket launcher.&lt;br /&gt;
&lt;br /&gt;
Officially the Perinetus-pattern Mark II, the “Solo” is a Bolter variant looked down on as heretical by some elements of the Adeptus Mechanicus possibly due to having much less sophisticated workings, which is certainly a plus for most users, but perhaps that is a theologically unappealing quality to the Mechanicum. Perinetus is a Forge World, by the way, so those who don&#039;t like this weapon seems to be a minority for it to have a MkII; or they were reduced to a minority after the design was tinkered to satisfy those lot, making it MkII. Speaking of design, the Solo can only be fired in single-shot (&#039;&#039;semi-automatic&#039;&#039;) mode, trading automatic fire for a slightly longer range and a more reliable mechanism, making it popular for the imperial guard, PDF forces and insurrectionists alike possibly due to being cheap to produce and affordable by the people who have to pay for them. Distinctively features a longer barrel, the Solo&#039;s simple mechanism also has the added advantage of making it more accurate since that probably makes it easier to scrub and maintain – that is, less prayers and oils, which is probably a decent reason to why it is considered heretical by a few cogboys. As a faction with the most affinity to Bolters, the closest equivalent Space Marines have to the Solo Boltgun is most likely their Stalker Boltgun.&lt;br /&gt;
&lt;br /&gt;
The Solo Boltgun might certainly be of a useful weapon to afford for your red-shirt soldiers when you want to save on Bolt rounds and having a real gun that can actually do some real damage against tougher customers like daemons, tyranids, orks and necrons. You can&#039;t really go trigger happy with semi-automatics.&lt;br /&gt;
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|&#039;&#039;&#039;Availability&#039;&#039;&#039;&lt;br /&gt;
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| Basic&lt;br /&gt;
| 100m&lt;br /&gt;
| S/–/–&lt;br /&gt;
| 1d10 + 5x&lt;br /&gt;
| 4&lt;br /&gt;
| 8&lt;br /&gt;
| Full&lt;br /&gt;
| Accurate, Tearing, Reliable&lt;br /&gt;
| 7&lt;br /&gt;
| Very Rare&lt;br /&gt;
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===Sororitas Boltgun===&lt;br /&gt;
[[image:SisterSuperiorBolter.png|250px|right|thumb|Soriritas Boltgun]]&lt;br /&gt;
&lt;br /&gt;
Designed specifically for the Adepta Sororitas, and also blessed by the Canonesses of the Orders, these venerated weapons are presented to an Adepta Sororitas upon becoming a Battle Sister. The Godwyn-De&#039;az Pattern Bolter is the standard-issue Boltgun of the Sisters of Battle, and it is pretty much the only one. The Sisterhood considers the venerated Godwyn-De&#039;az bolt weapons heirlooms; each one carefully maintained by highly specialized servitors and trusted servants. It is the first and foremost of the Sororitas brand of holy trinity which consists of these Bolters, their Flamers, and their Meltas. This pattern of Bolter has great significance to the Adepta Sororitas, not only as a powerful weapon against the enemies of mankind, but also as a symbol of the Emperor’s judgement and of the sisters personal connection to her faith. These Bolters operate on the same principles as the Astartes Boltguns on a noticeably smaller scale in order to fit the non-superhuman physique of the Sisters, though it is still rather impossible to use in any effective manner without the increased strength given by their Power Armour.&lt;br /&gt;
&lt;br /&gt;
A distinct feature of the Sororitas Bolter is the manner it mounts its scope which, unlike its Astartes counterpart, is a rather common sight possibly due to the fact that wearing helmets is not as common among the Sisters of Battle. While Space Marines attach their scopes directly above their Bolters like pretty much everybody else, the Sisters of Battle attach theirs diagonally. Other than style to differentiate from conventional Bolters, there really isn&#039;t any visible technical reason to mount it like that. Back at the real world, we have very specific reasons to why we mount scopes diagonally instead of the usual above on some guns. There are cases where the scope will get in the way of the firing mechanism. It can be blocking the ejection port, the loading port, or maybe even the bolt handle that turns pretty high. There are two solutions to mounting a scope on such a gun, usually a rifle in size. We can either mount the scope further along the barrel, or we can just adjust by installing the scope diagonally to the side instead. Either the case, the scope doesn&#039;t get in the way anymore, and the gun owner is happy. For the simple Bolter, however, there is no such thing happening around that upper area that the scope can be mounted on. This may suggest that the Godwyn-De&#039;az might actually supposed to have something on top to warrant the scope being mounted on the side like that. Perhaps the Tech-priests were successful in removing that unnecessary part (&#039;&#039;for the Sisters&#039;&#039;) out, but the Machine Spirit got fidgety when they tried to move the scope up.&lt;br /&gt;
&lt;br /&gt;
The Sororitas Boltguns have the same stat line because tabletop&#039;s crunch does not actually differentiate between human-grade and Astartes-grade Boltguns, though the Godwyn-De&#039;az can probably be considered a really, really good pattern for a human-sized Bolter.&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
SisterBolter.jpg|&amp;lt;center&amp;gt;Standard Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
SisterBolter2.jpg|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
SisterSergeantBolter.jpg|&amp;lt;center&amp;gt;Superior Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
SisterSergeantBolter2.jpg|&amp;lt;center&amp;gt;Alternate View&amp;lt;/center&amp;gt;&lt;br /&gt;
File:DeazBolter.PNG|&amp;lt;center&amp;gt;A Sororitas in the new WH40K edition trailer, brandishing a De&#039;az-pattern Bolter&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Astartes Boltgun===&lt;br /&gt;
[[File:Bolter_space_marines(2).jpg|250px|thumb|right|Astartes Boltgun]]&lt;br /&gt;
The Astartes MK Vb Godwyn-Pattern Bolter is the standard-issue boltgun variant used by the Adeptus Astartes, although older Chapters tend to use either different, older, or custom variants of Boltguns.&lt;br /&gt;
&lt;br /&gt;
This kind of Bolter is fitted with an array of devices meant to interface with the Space Marine&#039;s helmet, allowing him to use the Boltgun with unprecedented efficiency despite its unwieldy size. How a good number of officer-ranked Astartes are still able to utilize this feature despite their general disdain for helmets in the field is uncertain – perhaps the Machine Spirit respects courage over sensibility. The Traitor Legions appear to have stuck to their old Boltguns (&#039;&#039;judging from current GW art; they appear to resemble Phobos-pattern Bolters&#039;&#039;), but its not far-fetched for a Chaos Marine to have access to newer bits via salvaging and looting. As stated, the Boltguns used by Space Marines are made for Space Marines only. They are too heavy and too large to even be held upright by a non-Astartes. The FFG game rules stated in the Recoil section above do say that normal humans can try to wield them, but they are too bulky to be handled properly. If you somehow managed to fit it on a stand or something, it probably wouldn&#039;t hurt to fire it; that is, if the only thing it would do to you is not firing. The Machine Spirits in these Bolters seem to know whether or not they are being used by a Space Marine and will become rebellious in the hands of someone who is not a Space Marine. If you manage to get it to shoot and stick it on a bipod, it&#039;d make a good SAW at least...&lt;br /&gt;
&lt;br /&gt;
Additionally, the title of &amp;quot;Holy Bolter&amp;quot; isn&#039;t an exaggeration, the weapon is indeed considered a sacred piece of equipment by the Imperium, and only a Space Marine is allowed to own one. A non-sanctioned human in possession of any component of an Astartes bolter, from the magazine, bolt shell, to a complete specimen, can be grounds to be tried for heresy if caught. There&#039;s not much info on how Chaos Marines view the sanctity of the boltgun (atleast barring daemon weapons blessed by the gods themselves), but they would most probably take offense to a non-augmented human daring to use their symbol of office without proving themselves worthy to do so.&lt;br /&gt;
&lt;br /&gt;
There are also two distinct modifications to these Bolters where range is concerned. The first of which is the Stalker Bolter, which is fitted with an elaborate targeting system along with silenced shells, for the occasion where the Space Marine wants to be silent and precise. The second modification is that of a proper high-precision rifle, because even though Space Marines have their own size for Sniper Rifles, they just want it on a Bolter. On their hierarchy of weapons, these modified Bolters might just be on the DMR spectrum; they are accurate alright, but still have a decent &amp;lt;span style=&#039;color:green;&amp;gt;&#039;&#039;&#039;&#039;&#039;Dakka&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
ScoutBolter.jpg|&amp;lt;center&amp;gt;Scout&amp;lt;/center&amp;gt;&lt;br /&gt;
TacticalSquadBolter.png|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
TyrannicVeteranBolter.jpg|&amp;lt;center&amp;gt;Tyrannic War Veteran&amp;lt;/center&amp;gt;&lt;br /&gt;
BloodAngelsBolter.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
DeathCompanyBolter.jpg|&amp;lt;center&amp;gt;Death Company&amp;lt;/center&amp;gt;&lt;br /&gt;
AngelusBoltgun.jpg|&amp;lt;center&amp;gt;Angelus Boltgun&amp;lt;/center&amp;gt;&lt;br /&gt;
DarkAngelsVeteranBolter.jpg|&amp;lt;center&amp;gt;Dark Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
SpaceWolvesPackBolter.jpg|&amp;lt;center&amp;gt;Space Wolves&amp;lt;/center&amp;gt;&lt;br /&gt;
TechmarineBolter.jpg|&amp;lt;center&amp;gt;Techmarine&amp;lt;/center&amp;gt;&lt;br /&gt;
CommandBolter.jpg|&amp;lt;center&amp;gt;Command Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
DamnedLegionnaireBolter.jpg|&amp;lt;center&amp;gt;Damned Legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
VaelDonatusDeathwatchBolter.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Vael Donatus&#039;s&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
TelionStalkerBolter.jpg|&amp;lt;center&amp;gt;Stalker Variant&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;[[Torias Telion]]&#039;s&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIIIBolter.jpg|&amp;lt;center&amp;gt;Phobos R/017 Pattern&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Mark III Marine&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
MarkIVBolter.jpg|&amp;lt;center&amp;gt;Tigrus Pattern&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Mark IV Power Armor&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
BreacherBolter.jpg|&amp;lt;center&amp;gt;Legion Breacher with Phobos Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
LegionVigilatorStalkerBolter.jpg|&amp;lt;center&amp;gt;Stalker Variant&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Legion Vigilator&amp;lt;/center&amp;gt;&lt;br /&gt;
LegionSniperBolter.jpg|&amp;lt;center&amp;gt;Legion Reconnaissance&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Sniper Variant&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
MorDeythanBolter.jpg|&amp;lt;center&amp;gt;Mor Deythan&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Sniper Variant&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
VoiceOfTerraBolter.jpg|&amp;lt;center&amp;gt;&#039;&#039;Voice of Terra&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;[[Rogal Dorn]]&#039;s&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Boltgun&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Boltgun&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=4|ap7=5|type7=Rapid Fire|r8=24&amp;quot;|type8=Rapid Fire 1|s8=4}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Master-crafted Boltgun&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=4|ap7=5|type7=Rapid Fire, Master-crafted|r8=24&amp;quot;|type8=Rapid Fire 1|s8=4|ap8=-1|d8=2}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stalker Boltgun&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=30&amp;quot;|s7=X|ap7=5|type7=Heavy 2, Sniper|r8=30&amp;quot;|type8=Heavy 2|s8=4|ap8=-1}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Angelus Boltgun&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=4|ap7=4|type7=Assault 2|r8=12&amp;quot;|type8=Assault 2|s8=4|ap8=-1}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Alternate pattern Bolters=====&lt;br /&gt;
&lt;br /&gt;
As mentioned above, the &#039;&#039;&#039;Godwyn-Pattern Bolter&#039;&#039;&#039; is the standard issue Bolter seen in Warhammer 40k. It is your standard iconic bolter, with the slightly curved magazine, the iron sights and textured grip at the end, and pieces jutting out slightly above and under the barrel. However, there are several other &amp;quot;generic&amp;quot; patterns that have been used across many Space Marine forces, especially with regards to Forge World and Horus Heresy era games; these are contrasting the one-offs such as the Hesh-pattern of the [[Deathwatch]]. Because of it&#039;s nature as the &amp;quot;default&amp;quot; Space Marine bolter, the Godwyn pattern has a plethora of sub-patterns and variations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Godwyn Mark Vb Pattern&#039;&#039;&#039; - The most widely-used pattern of Astartes Bolter in the Imperium.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Godwyn Mark IIIa Pattern&#039;&#039;&#039; - An older pattern of Bolter still used by the [[Dark Angels]] Chapter, because of course they can&#039;t use the same thing as everyone else. What a bunch of vintage hipsters. The Mark III Pattern Bolter was also known to be produced by the manufactora of the [[Astral Claws]] in [[Badab]] Primaris.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Godwyn Ultima Pattern&#039;&#039;&#039; - The Pattern is a variant weapon very similar to the bog-standart Godwyn Mark Vb Bolter, known to have been used by the [[Minotaurs]] and [[Exorcists]] Chapters during the [[Badab War]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nocturne Ultima Pattern&#039;&#039;&#039; - A sub-modification of the aforementionned Godwyn Ultima Pattern carried out solely by the [[Salamanders]] on their homeworld of [[Nocturne]], hence the name of the pattern. One could say this is the sub-pattern of a sub-pattern.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark IV Pattern&#039;&#039;&#039; - An earlier variant of the Godwyn V that made use of a 20 bolt magazine and possessed the capability for both single-shot and three-bolt burst fire. The Mark IV Bolter also had a biometric sensor in its handgrip to identify its wielder using his unique genetic imprint.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark IV Ultra Pattern&#039;&#039;&#039; - A more advanced sub-pattern of the Mark IV used by the [[Red Scorpions]] Chapter. Retains the ever-important biometric handgrip, but uses 25-bolt sickle magazines. This pattern also possesses a built-in ammunition counter and an Auto-senses targeting uplink as standard features.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mark II Ultra Pattern&#039;&#039;&#039; - Another [[Red Scorpions]] &#039;Ultra&#039; variant, but time it&#039;s a modified Godwyn Mark II. Used during the Imperial operation on the [[Tyranid]]-infested world of [[Imperial_Armour#Volume Four - The Anphelion Project|Beta Anphelion IV]]. It made use of a nightscope that greatly enhanced the weapon&#039;s accuracy during nighttime operations&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Phobos Pattern Bolter&#039;&#039;&#039; is the original bolter, having been used at the start of the Great Crusade all the way up to the Horus Heresy. This bolter retains the curved magazine but the bolts are visible within; it also retains the iron sights, but the grip is missing. The gun overall has less bulk to it, with the barrel being more visible and the rear of the gun being more exposed. One notable optional feature is a &#039;&#039;chainsword bayonet,&#039;&#039; a feature that is optional on the Phobos, Umbra, and Umbra-Ferrox lines.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Umbra Pattern Bolter&#039;&#039;&#039; was created in the later years of the Great Crusade as technology was rediscovered. The Umbra retains the slightly less bulky rear of the gun that the Phobos pattern had, while enclosing parts of the rifle barrel, which is relatively larger. Lacking a grip, the Umbra pattern has a distinctive groove all the way down the bolter aligning with the barrel. Notably, in M42 (7th edition and beyond) the Umbra pattern is used by the [[Sisters of Silence]], possibly to contrast their guns from the Space Marines (but mostly because their sprue comes from the Burning of Prospero Horus Heresy box).&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Umbra-Ferrox Pattern Bolter&#039;&#039;&#039; is the Bolter equivalent to the Mk5 Space Marine armor -- a desperate, lower technology stopgap solution created to deal with the Horus Heresy. The most notable aspects of the Umbra-Ferrox is the addition of an optical scope (fitting in with the fluff of the gun having targeting and optical equipment that connects to the Marine&#039;s power armor) as well as a distinctive lack of magazine -- instead, the Umbra-Ferrox pattern typically has a bulky ammo box.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Tigrus Pattern Bolter&#039;&#039;&#039; is seemingly a [[Forge World]] invention, created so they could have a distinctive bolter pattern for their products. Slightly boxier than a Godwyn bolter, the magazine for a Tigrus bolter is rectangular, lacking the curve of other bolter magazines. The ejection chute for spent ammunition is also enclosed with a boxy shroud to encourage shells to go downwards, and while the bolter does have a grip, it is a solid piece of metal and not textured like the Godwyn pattern bolter&#039;s grip.&lt;br /&gt;
&lt;br /&gt;
====Hesh-pattern Bolter====&lt;br /&gt;
[[File:HeshBolter.jpg|250px|thumb|right|Hesh-pattern Bolter (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
This pattern is a really good Bolter that comes in a size of a Bolt Carbine, apparently.&lt;br /&gt;
&lt;br /&gt;
This Bolter exclusive to the [[Deathwatch]] is of Hesh-pattern. This design first appeared in their alien-blood-ridden armouries at around M36. It was initially designed by Magos Cymbry Jamis, an adherent of the Omnissiah, and gifted to the Deathwatch in appreciation for services rendered to the Mechanicus and Holy Mars. These Bolters are of exceptional craftsmanship, and more compact than typical weapons of their type. It would have been a Bolt Carbine for all purposes if not for the fact that even though it is smaller, the package it brings with is much better in quality, though it depends on the user to judge whether it&#039;s worth pretty much halving effective range and the size of each clip he is going to be firing with. Thanks to their relatively smaller size and ease of use, Hesh-pattern Bolters are well suited to close-quarters combat, such as in urban areas or aboard voidships, and are also favored by vehicle crews because despite the tendency of huge structures in the Imperium, vehicle environment in general is still pretty cramped. Tactical Marines specializing in close combat, and, to a lesser degree, Assault Marines also love this gun. Along with the aforementioned exceptional craftsmanship, these Bolters also feature an integral folding stock, motion predictor (yes, it predicts targets&#039; movement), and preysense sight which is a fancy thermal sight.&lt;br /&gt;
&lt;br /&gt;
For some reason, this pattern is mostly exclusive to the [[Ultramarines]] seconded to the Deathwatch.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 50m&lt;br /&gt;
| S/2/4&lt;br /&gt;
| 2d10 + 5X&lt;br /&gt;
| 5&lt;br /&gt;
| 28&lt;br /&gt;
| Full&lt;br /&gt;
| Tearing, Accurate, Reliable&lt;br /&gt;
| 15&lt;br /&gt;
| Special&lt;br /&gt;
| Special&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Furious Vengeance&#039;&#039;====&lt;br /&gt;
[[File:DarkAngelsBolter.jpg|250px|thumb|right|&#039;&#039;Furious Vengeance&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
A really old particular Bolter presumably specifically assembled to hunt particular heretics.&lt;br /&gt;
&lt;br /&gt;
This ancient Boltgun was created by the master-artificers on the Rock, only a few centuries after the Horus Heresy, and although it bears no inscription, it was consecrated with terrible oaths of vengeance and retribution against traitors. Remember, the first digit of the millennium hadn&#039;t moved up yet, so they were still pretty pissed about the whole fiasco, and the other fiasco that followed a little while later. Over the millennia, the &#039;&#039;Furious Vengeance&#039;&#039; has cut down many hundreds of accursed Space Marines who betrayed their Emperor and their brothers, selling their souls to Chaos. Among its victims are a number of Fallen Dark Angels, although this fact is only known by the inner circle of the Chapter. Other people who witnessed the kill were probably told that those were Black Legion Chaos Space Marines, but among the well-informed lot should be able to notice the lack of yellow among those same lot. How good is this Bolter? Well, it has better penetration for a start, and that is critical when you really want to be sure that the bolt hits that Black Legion heretic. It seems the [[Dark Angels]] left the &#039;&#039;Furious Vengeance&#039;&#039; with the [[Deathwatch]] just in case one of them who was sent over there happens to find one of the people they&#039;ve been looking for.&lt;br /&gt;
&lt;br /&gt;
So if a Deathwatch Marine from the Dark Angels and the Inner Circle felt the next deployment&#039;s going to be special for the agenda, he&#039;s going to take this reliable Bolter here.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 100m&lt;br /&gt;
| S/2/4&lt;br /&gt;
| 2d10 + 5X&lt;br /&gt;
| 8&lt;br /&gt;
| 28&lt;br /&gt;
| Full&lt;br /&gt;
| Tearing, Felling (1)&lt;br /&gt;
| 18&lt;br /&gt;
| 25&lt;br /&gt;
| Hero&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Primarch&#039;s Wrath&#039;&#039;====&lt;br /&gt;
[[File:UltramarinesBolter.jpg|250px|thumb|right|&#039;&#039;Primarch&#039;s Wrath&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
This Bolter is one of the hand-me-downs from the Primarch in question to his [[Ultramarines]].&lt;br /&gt;
&lt;br /&gt;
The ancient Boltgun known as the &#039;&#039;Primarch’s Wrath&#039;&#039; is believed to have come from the personal weapons collection of the Primarch, [[Roboute Guilliman]], which if we consider the size difference between Primarchs and Space Marines, the &#039;&#039;Primarch’s Wrath&#039;&#039; might as well be a Bolt Pistol in Guilliman&#039;s hand. This Bolter has dispensed thunderous death to the foes of Mankind for millennia. Chased in Theldrite moonsilver – possibly the same material that is used to decorate the [[Power_weapon#Misericordia|Misericordia]] carried by the Custodians – and inscribed in microscopic lettering with every treatise on tactics that Guilliman ever penned, this weapon’s quality is such that it allows its wielder to sweep away great swathes of the enemy with a storm of lethal fragmenting bolts. The quality and deadliness are likely part of Guilliman&#039;s design parameters for a weapon fitting for a Primarch, but having your novels etched all over the gun is just egotistic, especially since a Primarch probably wouldn&#039;t need to rely on notes in that manner, rendering this feature purely aesthetics. This might be a decorative addition by the artificers making the &#039;&#039;Primarch’s Wrath&#039;&#039;, or it might be a later addition by the later pre-Tyrannic Ultramarines who virtually worshiped the [[Codex Astartes]] like the bible.&lt;br /&gt;
&lt;br /&gt;
Since it is his to begin with, Guilliman should might as well take the Bolter as a backup weapon until he finds out what happened to his trusty Combi-Bolter.&lt;br /&gt;
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====&#039;&#039;Octavio’s Burden&#039;&#039;====&lt;br /&gt;
[[File:BolterOctaviosBurden.jpg|250px|thumb|right|&#039;&#039;Octavio’s Burden&#039;&#039;]]&lt;br /&gt;
As a [[Blood Angel]], what better way to relieve your [[Red_Thirst|anger issues]] than shooting stuff with your trusty Bolter?&lt;br /&gt;
&lt;br /&gt;
This is the story of Brother Octavio. Brother Octavio was deeply troubled by the Red Thirst that afflicts many Blood Angels, until one of the Chapter Chaplains inscribed the Canticle of Unceasing Service upon his Boltgun. Not to his surprise, Octavio was deployed immediately, and henceforth and probably to his surprise, as long as he used the weapon to smite down an enemy of the Emperor each day, his mind was clear and untroubled. It is recorded that from then on, he fought a battle every day of his life. Firing this Bolter helps to calm the thoughts of its Blood Angels bearer, focusing his rage into cold and deadly skill. Basically, this Bolter allows the Blood Angel in question to be at the condition that his ancestors were ten thousand years ago. If the weapon has contributed to the death of an enemy within the last 12 hours, the thirst miraculously becomes more manageable for the firer. In addition, should the bearer’s thirst demeanor be triggered, he will be able to focus shooting with better efficiency for the duration of his current encounter with said enemies of the Emperor. However, if the weapon has not killed anything in the previous 12 hours, the bearer&#039;s thirst becomes even more unbearable, more potent than usual if it&#039;s eventually triggered.&lt;br /&gt;
&lt;br /&gt;
Either Brother Octavio is generous enough to lend this Bolter to the Deathwatch, or the Blood Angels allowed the Deathwatch to keep it to help other new Blood Angels out.&lt;br /&gt;
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===Special Issue Boltgun===&lt;br /&gt;
[[image:SpecialBolterSide.jpg|250px|right|thumb|Special Issue Boltgun]]&lt;br /&gt;
This lot here are Boltguns which are exclusive to Sternguard Veterans, who are special enough for these special Bolters because they have been fighting for a heck of a long time to become veterans, unlike most Guardsmen who just have to survive their first few hours in battle – easier said than done, by the way.&lt;br /&gt;
&lt;br /&gt;
Also known as the Sternguard Boltgun, it is basically a Bolter with better armour penetration complementing its longer range – a better Bolter overall. These things tear apart Terminators and just about anything weaker than a Super Heavy, both in the crunch and the fluff. Common attachments to showcase its special quality are scopes and box magazines; slings and purity seals are also popular, along with anything else that Techmarines and Artificers have on hand to pimp the Bolter out with. Back then, the Sternguard used to have access to Special Issue Ammunition, but then it was later decided that the Deathwatch should be the only guys who get to use that perk; and so the Sternguard Vets of the present now have a different Special Issue at their disposal. If the standard issue Boltgun is an equivalent of an assault rifle compared to our military, then the Special Issue Boltgun here is a light machine gun comparable to the Storm Bolter – though the Storm Bolter is probably more accurate for that description in terms of size and weight difference to the normal Bolter. A more specific comparison would be the Heckler &amp;amp; Koch &#039;&#039;&#039;G36&#039;&#039;&#039; as the standard issue Bolter, and the Heckler &amp;amp; Koch &#039;&#039;&#039;MG36&#039;&#039;&#039; as the Special Issue Boltgun. This would make the Storm Bolter equivalent to the MG4 or MG5.&lt;br /&gt;
&lt;br /&gt;
In 8th edition, they now basically fire a version of Vengeance Rounds with longer range, if one were to compare the stats. It is a decent trade-off for the loss of Special Issue Ammunition – which is now exclusive to the [[Deathwatch]] – that might be due to the recent shortages and/or usual logistical problem. We should note, however, that Sternguard Veterans can also take up Storm Bolters as an alternative under the same cost as these Bolters here. The only difference is that the Sternguards will lose in Armour Penetration since Storm Bolters are not &amp;quot;Special Issue.&amp;quot;&lt;br /&gt;
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SpecialBolterRavenGuard.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Raven Guard&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
SpecialBolterSide2.jpg|&amp;lt;center&amp;gt;Box Magazine&amp;lt;/center&amp;gt;&lt;br /&gt;
SpecialBolterUp.jpg|&amp;lt;center&amp;gt;Sickle Magazine&amp;lt;/center&amp;gt;&lt;br /&gt;
SpecialIssueBolter2.png|&amp;lt;center&amp;gt;&#039;&#039;[[Captain Titus]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
SpecialBolterHold.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
SpecialBolterBA.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
SpecailBolterRG.jpg|&amp;lt;center&amp;gt;Raven Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Bolt Rifle===&lt;br /&gt;
[[File:Bolt_Rifle.jpg|250px|right|thumb|Bolt Rifle]]&lt;br /&gt;
There is a [[Primaris Marines|new type of Space Marine]], and with them comes a new type of Bolter which only they get to use too. The &#039;&#039;&#039;Mark II Cawl-pattern Bolt Rifle&#039;&#039;&#039; looks like an extended-out Bolter and operates somewhere in between a Bolter and Heavy Bolter in effectiveness, with the same fire rate and strength as a normal Bolter, but greater range and armor piercing capabilities.&lt;br /&gt;
&lt;br /&gt;
Re-engineered, re-crafted, and perfected, the Bolt Rifles are proof that when the Mechanicus get off their asses and actually try to create something (or when you have an Archmagos with highly unorthodox ideas about innovation working directly for you to bypass such pesky matters), sometimes they can improve upon a classic. However, looking at the profile for the thing, a long in the tooth space marine player might think &amp;quot;&#039;&#039;&#039;&#039;&#039;Hang on, isn&#039;t that, like, Kraken rounds?&#039;&#039;&#039;&#039;&#039;&amp;quot; Well, yes; as you may recall from above, the Special Issue Ammunition for Sternguard Veterans has been replaced with Special Issue Bolters, which have a static AP-2 but lack the increased range. The Deathwatch still gets Special Issue Ammunition, though, for your information. And yes, Kraken Bolts work just like Bolt Rifles. Moving on; since the Astartes Bolter can be compared to our assault rifle, then the Bolt Rifle here should be comparable to our battle rifle which essentially fires bigger cartridges compared to its assault counterpart. Since the Astartes Bolter has around ten thousand years to prove that its sizes are perfect for Space Marines, the Bolt Rifle wouldn&#039;t be able to find its way to their armouries; you know, it should be able do more than that to be worth the increased size that is probably at about the same weight as a Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
Two variants of the Bolt Rifle design exist: the &#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039;, designed for a greater fire rate at the expense of range; the &#039;&#039;&#039;Stalker Bolt Rifle&#039;&#039;&#039;, which has a slower rate of fire, but possesses better range and armor piercing capabilities. The Stalker Bolt Rifle can be identified by its different scope model, as well as a straight magazine instead of sickle. The Auto Bolt Rifle is even easier to identify since what you will be looking for is a distinctive drum magazine. Another distinctiveness it has is a cylinder mounted on the place where a scope would be. It is interesting to note that this component in particular looks rather identical to the energy source used by the Plasma weaponry of the Primaris Space Marines. On the other hand, this cylindrical part can also be found on the Assault Bolter. With this, we can conclude that in exchange of having a scope, the Auto Bolt Rifle is equipped with a high-speed autoloader in order to sustain a higher rate of fire fitting the &amp;quot;Auto&amp;quot; designation.&lt;br /&gt;
&lt;br /&gt;
Incidentally, calling this Bolter a &amp;quot;rifle&amp;quot; implies that all other Astartes Bolters are Carbines, which given how short and stubby Firstborn Boltguns are compared to Primaris Bolters (plus the wide variety of patterns) isn&#039;t that much of a reach: Firstborn boltguns could have had their barrels shortened for ergonomics and because recoil/aim isn&#039;t that much of a problem when you&#039;re wearing [[Power Armor]] that has its own targeting HUD. Conversely, some also take it to mean that Bolters are [[Wikipedia:Smoothbore|smooth bores]] by default (which is not unheard of for rocket weapons which can spin via fin&#039;s or thrust vectoring, or tank shells, since the spin fucks up the penetration of HEAT shells), but that&#039;s just semantics: pretty much every solid slug weapon is rifled anyway, with the &amp;quot;rifle&amp;quot; distinction being more about grip, design, and role rather than ballistics.&lt;br /&gt;
&lt;br /&gt;
Three more variants were unveiled by Cawl and were placed in use with the [[Intercessor#Heavy_Intercessors|Heavy Intercessors]] who use [[Power_Armour#Gravis|Gravis armor]], all three corresponding to a heavy variant of the standard Bolt Rifle variants. The &#039;&#039;&#039;Heavy Bolt Rifle&#039;&#039;&#039;, which fires Heavy Bolter shells with lesser damage, the &#039;&#039;&#039;Hellstorm Bolt Rifle&#039;&#039;&#039; (corresponding to the Auto Bolt Rifle) which fires Heavy Bolter grade shells with less armor piercing and less damage at a high rate of fire and the &#039;&#039;&#039;Executor Bolt Rifle&#039;&#039;&#039; (corresponding to the Stalker Bolt Rifle) which fires Heavy Bolter grade shells with better armor piercing and higher damage but with a lower rate of fire. Heavy Intercessors can take corresponding Heavy variants of these weapons (a squad has one variant and one in five Astartes can get the big guns), but these will be discussed in the Heavy Bolter section below.&lt;br /&gt;
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BoltRifleVeteranSergeant.jpg|&amp;lt;center&amp;gt;Standard Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
StandardBoltRifle.png|&amp;lt;center&amp;gt;Standard Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltRiflePrimarisStalker.jpg|&amp;lt;center&amp;gt;Stalker Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
StalkerBoltRifle.png|&amp;lt;center&amp;gt;Stalker Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
StalkerBoltRifle500.jpg|&amp;lt;center&amp;gt;Stalker Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltRifleCaptainStalker.jpg|&amp;lt;center&amp;gt;Stalker Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
AutoBoltRifle.png|&amp;lt;center&amp;gt;Auto Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltRifleCaptainAuto.jpg|&amp;lt;center&amp;gt;Auto Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltRifleGrenadeLauncher.jpg|&amp;lt;center&amp;gt;Grenade Launcher&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Guardian Bolter===&lt;br /&gt;
[[File:BoltCasterProfile.jpg|250px|right|thumb|Guardian Bolter]]&lt;br /&gt;
The signature pole of the Emperor&#039;s Golden Boys usually has a ranged weapon attached to its end along with the blade, usually a Bolter. And in this category, there are two kinds.&lt;br /&gt;
&lt;br /&gt;
The first kind is the one attached to the aforementioned signature pole we know as the Guardian Spear as well as the Castellan Axe variant. And as you may have deduced from the title, it is called a Guardian Bolter. Unsurprisingly, it is a really good Bolter overall, and the Custodians decided that they want theirs mounted on a stick. The Castellan Axe variant usually has a bigger magazine, but that might just be a matter of preference. By the way, remember that Samurai Jack episode where he meets the Spartans? Remember how those spears have rockets on it? Imagine that, but in a fully automatic mode. There have been concerns to how the Custodians actually reload the Bolter when it is so awkwardly positioned. That duty falls to their Armoury Thralls who follow them to battle. These servants carry ammunition and armour sealant for the Custodians, and they are also capable warriors on their own. When he runs out of ammo, the Custodian simply tosses the Guardian Spear at the Thrall so that he may reload the Guardian Bolter for him in a few seconds before tossing it back to his master.&lt;br /&gt;
&lt;br /&gt;
The second kind is called a &#039;&#039;&#039;Bolt Caster&#039;&#039;&#039;, distinct by the fact that it has two barrels, one on each side of the Sentinel Warblade, with the corresponding magazines looking-like/serving-as the cross guard. Whereas the Guardian Bolter is a precise weapon to engage over longer ranges, the Bolt Caster is an assault weapon more suitable for shorter ranges where it gets up close and personal in seconds. Although the calibers might be different, perhaps the reduced range might have something more to do with how &amp;quot;gun swords,&amp;quot; though invariably cool, are rather impractical. Even though we can be assured that a Sentinel Warblade is constructed to be perfectly-balanced, and the Custodian wielding it is more than powerful enough to swing it like a cavalry saber, there is a good difference between aiming with a pole using two hands, and aiming with a rod using just one hand. It is unknown whether the Sentinel Warblade has alternative attachments such as a Flamer like the Galatus Warblade.&lt;br /&gt;
&lt;br /&gt;
In 8th Edition, when shooting these weapons, they are both 24&amp;quot; S4 AP-1, with Rapid fire 1 and D2, that&#039;s 2 wounds per failed save. [[Awesome|Yes, your basic gun has two wounds.]] &lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
CustodianBoltCaster.png|&amp;lt;center&amp;gt;Custodian&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterCustodianWardenCastellanAxe.jpg|&amp;lt;center&amp;gt;Castellan Axe&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterAllarusCustodian.jpg|&amp;lt;center&amp;gt;Allarus Terminator&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterAllarusShieldCaptain.jpg|&amp;lt;center&amp;gt;Allarus Shield-Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterWatchMaster.jpg|&amp;lt;center&amp;gt;Watch Master&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterCustodianTrigger.jpg|&amp;lt;center&amp;gt;Custodian Trigger&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterWatchMasterTrigger.jpg|&amp;lt;center&amp;gt;Watch Master Trigger&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Bolt Caster&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
BoltCasterSentinelBlade.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterSentinelBlade2.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
SentinelBoltCasterPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
BoltCasterWarbladePict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Guardian Bolter&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=18&amp;quot;|s7=4|ap7=4|type7=Assault 2|r8=24&amp;quot;|s8=4|ap8=-1|d8=2|type8=Rapid Fire 1}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Bolt Caster&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=4|ap7=5|type7=Assault 2, Hail of Fire|r8=12&amp;quot;|s8=4|ap8=0|type8=Pistol 2}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Storm Bolter===&lt;br /&gt;
{{topquote|How do we get so many bullets in &#039;em? Like this. Plus, we fire the WHOLE bullet. That&#039;s 65% more bullet per bullet.|Archmagos Cavius Johanson}}&lt;br /&gt;
[[image:Standard Stormbolter.png|250px|thumb|right|Storm Bolter]]&lt;br /&gt;
Sometimes, [[Dakka|fire rate]] accounts for a lot. &#039;&#039;[[Dakka|&amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;(&amp;quot;Yer zoggin&#039; right it does, &#039;umie!&amp;quot;)&amp;lt;/span&amp;gt;]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In recognition to this, many units make use of a double-barreled Bolter that can spray out considerably more bolts out to maximum range, effectively making for a more dangerous weapon capable of ladling out more explosive-filled armor-piercing goodness. This is most commonly seen used by high-ranking officers who can afford better than just Bolt Pistols and Space Marines in [[Terminator|Terminator Armour]]. It has separate magazine wells, one for each of the barrels; usually these will hold either a Duplus X Magazine (&#039;&#039;which is 2 sickle/straight mags strapped together&#039;&#039;), or a single box magazine which connects to both wells at the same time. For arm-mounted Storm Bolters such as those typically possessed by named characters and everybody in the [[Grey Knights]], the wells are on the side of the weapon. For conventional Storm Bolters, the wells are normally and boringly attached by the bottom.&lt;br /&gt;
&lt;br /&gt;
Chaos Space Marines lack access to the Storm Bolters because they are one of the few rare things in the Imperium that are new over the past ten millennia; that is, the weapon was invented/rediscovered some time after they lost Horus and fled to the [[Warp]]. However, the role of Storm Bolters has already been filled by something they already have, something that was replaced by the Imperium with these Storm Bolters. This older weapon is called the &#039;&#039;&#039;Combi-Bolter&#039;&#039;&#039;, sometimes called a Tandem or Twin-Linked Bolter, which was used around the time of the Great Crusade and the Horus Heresy. It is basically two normal Bolters hooked together and linked to the same trigger mechanism. On the tabletop this offered both an advantage and a drawback (while in the lore Storm Bolters are outright superior); at maximum range, Storm Bolters fire two shots, whereas the Combi-Bolter fires out one; but the Combi-Bolter is twin-linked and rapid fires, making it the better weapon at shorter range, but then they were given the same profile in 8th edition. Chaos Terminators can even assault after using Combi-Bolters due to being Relentless. Combi-Bolters are mostly used by Chaos Terminators and Commanders, the latter of which are known for [[rage|raging hard]] at the fact that Chaos doesn&#039;t get better ranged weapon options for its commanders, unless you are a Tzeentchian Commander or a Sorcerer (&#039;&#039;or Emperor forbid, &#039;&#039;&#039;both&#039;&#039;&#039;&#039;&#039;). In which case, you shouldn&#039;t care either way. The Imperium still has and uses Combi-bolters, however they&#039;re reserved for the Cataphractii Terminators, not for any actual lore reason, because those guys were made for Horus Heresy and when they brought them into 40k GW was too lazy to give them Storm Bolters as an option. As of 8th, the stats for Combi-Bolters are now identical to that of Storm Bolters.&lt;br /&gt;
&lt;br /&gt;
In Fantasy Flight Games&#039; Warhammer 40k RPGs such as &#039;&#039;Deathwatch&#039;&#039;, the Storm Bolter has a similar rate of automatic fire to a Bolter, except that each shot is in fact the discharge of both barrels, and every hit counts as &#039;&#039;two&#039;&#039; hits from a tightly grouped pair of rounds, representing the synchronized firing mechanism involved in the two internally-intimate Boltguns. The Combi-Bolter, on the other hand, can gain a bonus to hit or score a single additional hit in a burst, representing the fact that the two component barrels are neither tightly-connected nor are they firing in timed synchronization, and so spraying the bolt rounds provides a greater chance to hit with at least &#039;&#039;some&#039;&#039; of the shots, but with less likelihood of hitting with &#039;&#039;all&#039;&#039; the shots.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
StormBolterCommissarYarrick.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Commissar Yarrick|Sebastian Yarrick]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterSisterOfBattle.jpg|&amp;lt;center&amp;gt;Sister of Battle&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterCataphractii.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Cataphractii Terminator&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterTartaros.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Tartaros Terminator&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterIndomitus.jpg|&amp;lt;center&amp;gt;Present Era&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Indomitus Terminator&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterDarkAngelsCompanyVeteran.jpg|&amp;lt;center&amp;gt;Dark Angels&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Company Veteran&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterSpaceWolves.jpg|&amp;lt;center&amp;gt;Space Wolves&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterWolfGuardTerminator.jpg|&amp;lt;center&amp;gt;Wolf Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterWolfGuardTerminatorVariant.jpg|&amp;lt;center&amp;gt;Wolf Guard 2&amp;lt;/center&amp;gt;&lt;br /&gt;
LibrarianStormBolter.png|&amp;lt;center&amp;gt;Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterChaplain.jpg|&amp;lt;center&amp;gt;Chaplain&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterCommander.jpg|&amp;lt;center&amp;gt;Commander&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterBATerminatorCaptain.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterDeathwingSergeant.jpg|&amp;lt;center&amp;gt;Deathwing&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterDeathwatchTerminator.jpg|&amp;lt;center&amp;gt;Deathwatch&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterBelial.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Belial]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
SammaelStormBolter.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Sammael]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterLoganGrimnar.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Logan Grimnar]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterPedroKantorDorn&#039;sArrow.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Pedro Kantor]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Dorn&#039;s Arrow&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterGKStrikeSquad.jpg|&amp;lt;center&amp;gt;Grey Knights&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Strike Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterGKTerminator.jpg|&amp;lt;center&amp;gt;Grey Knights&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Terminator Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterGreyKnightCaptain.jpg|&amp;lt;center&amp;gt;Grey Knights Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterArvannStern.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Arvann Stern]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterAldrikVoldus.jpg|&amp;lt;center&amp;gt;&#039;&#039;Aldrik Voldus&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterCastellanCrowe.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Castellan Crowe|Garran Crowe]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
StormBolterKaldorDraigo.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Kaldor Draigo]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Storm Bolter&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=4|ap7=5|type7=Assault 2|r8=24&amp;quot;|s8=4|type8=Rapid Fire 2}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Combi-Bolter&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=4|ap7=5|type7=Rapid Fire, Twin Linked|r8=24&amp;quot;|s8=4|type8=Rapid Fire 2}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Urion&#039;s Doom&#039;&#039;====&lt;br /&gt;
[[image:UltramarinesStormBolterDeathwatch.jpg|250px|thumb|right|&#039;&#039;Urion&#039;s Doom&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Despite the edgy name, this weapon is not a Chaos-tainted Storm Bolter.&lt;br /&gt;
&lt;br /&gt;
Urion was an honored member of the [[Ultramarines]] 1st Company, unfortunately at the jolly time around the invasion of Ultramar by Hive Fleet Behemoth. He was stationed at the Northern Polar Fortress during the defense of Macragge. Now, this is where the &amp;quot;Doom&amp;quot; part fits in already. Though there were survivors over the southern side, the assault on the Polar Fortress over Macragge&#039;s north pole was led by none other than the Swarmlord itself. Over there, Urion fought on the outer wall until it was overrun, his Storm Bolter reaping a heavy toll among the Tyranid horde. He defended the silo doors until they were breached, mowing down countless more bio-organisms. He battled in the catacombs as the surviving defenders fell back deeper and deeper. He fired burst after burst, each one finding its mark, until at last his ammunition was spent, and he charged into hand-to-hand combat and was finally overcome. Since the entire 1st Company of the time made their last stand in the lower Penitorium of the fortress, Urion probably either ran out of ammo at the last stand, or CQC-ed all the way to the last stand. Urion’s Storm Bolter was gifted to the Deathwatch, as a secret mark of respect and pledge of assistance. Somehow, people shoot better with it when the targets are Tyranids.&lt;br /&gt;
&lt;br /&gt;
As you can see already, the Tyranids didn&#039;t pick the Storm Bolter and shoot Orion with it. It&#039;s another way around, definitely the other way around.&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;RoF&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Clip&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Rld&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Wt&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Req&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Renown&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| Basic&lt;br /&gt;
| 120m&lt;br /&gt;
| S/2/4&lt;br /&gt;
| 2d10 + 5X&lt;br /&gt;
| 5&lt;br /&gt;
| 60&lt;br /&gt;
| 2 Full&lt;br /&gt;
| Storm, Tearing&lt;br /&gt;
| 26&lt;br /&gt;
| 35&lt;br /&gt;
| Famed&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&#039;&#039;Vengeance of Ultramar&#039;&#039;====&lt;br /&gt;
[[image:BlueStormBolter.jpg|250px|thumb|right|&#039;&#039;Vengeance of Ultramar&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
By the time of the Terran Crusade, since ole&#039; Roboute finally got up and all, his boys thought it a perfect occasion to whip out some of the finest wargear seen in ten thousand years from the vaults of Ultramar.&lt;br /&gt;
&lt;br /&gt;
For the case of this particular Storm Bolter, it might not even be that old. Last used during the Tyrannic wars, probably the first two since the third one is still ongoing, this ancient Storm Bolter here houses a Machine Spirit that allows for a dramatically increased rate of fire. Yes, this Storm Bolter likes the Dakka. Furthermore, though the &#039;&#039;Vengeance of Ultramar&#039;&#039; loads and fires standard-issue bolts, the matter-reactive substance of each round is altered within the hallowed firing chamber to become bio-reactive, causing living material to explode into vaporous clouds upon contact. This is a unique instance for the Bolter. Normally, when you want your bolts to do something other than exploding, you use special issue bolts which are exclusive to the Deathwatch as of the current edition. The &#039;&#039;Vengeance of Ultramar&#039;&#039; by itself, however, alters the normal bolts so that they do something else. This capability opens up the possibility for Bolters to provide special effects by themselves. For example, an &amp;quot;Inferno Bolter&amp;quot; (&#039;&#039;not the ones used by Rubricae, mind you&#039;&#039;) would turn bolts into literal fireballs (&#039;&#039;which is probably what the Tzeentchian Inferno Bolter does&#039;&#039; but through Warp nonsense rather than specially built firing chambers). A &amp;quot;Kraken Bolter&amp;quot; would make the bolt much more penetrative somehow with Science. And, in a way, this &#039;&#039;Vengeance of Ultramar&#039;&#039; is a souped-up &amp;quot;Hellfire Storm Bolter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
So, the &#039;&#039;Vengeance of Ultramar&#039;&#039; is likely a one-of-a-kind modification tailor-made to fight Tyranids, but will work wonders on other fleshy enemies as well.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=24&amp;quot;|strength=1|ap=5|type=Assault 4, Poisoned 2+}}&lt;br /&gt;
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&lt;br /&gt;
====&#039;&#039;Frostfury&#039;&#039;====&lt;br /&gt;
[[File:SpaceWolvesStormBolterCyan.jpg|250px|right|thumb|&#039;&#039;Frostfury&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Due to their sole access to [[Helfrost_Weaponry|Reverse Flamers]], the [[Space Wolves]] decided at some point that beams alone are too boring.&lt;br /&gt;
&lt;br /&gt;
Over the millennia of campaigning and fighting for the Imperium of Man, the vaults of the Fang have become filled with rare and potent weapons. The Storm Bolter known as &#039;&#039;Frostmodr&#039;&#039; in Fenrisian, or &#039;&#039;Frostfury&#039;&#039; in Low Gothic, is just such an example – an elaborately decorated weapon crafted long ago by the skilled hands of an unremembered Tech-Adept. Re-chambered to fire bolt rounds tipped with Helfrost warheads, it is the only known example of such a weapon, the secrets of its creation unsurprisingly lost. In battle, the glittering rounds impart their freezing payload as they explode deep in the flesh of their victims. Few enemies can survive both the destructive force of a detonating bolt shell and the frigid blast of the shattering glimmerfrost crystal, not to mention that the bolts come in pair at a time because this is a Storm Bolter. Do note that unlike the previous Storm Bolter, the &#039;&#039;Frostfury&#039;&#039; does not &amp;quot;make&amp;quot; regular bolts into Helfrost bolts. You&#039;ve got to ask the Space Wolves for the required ammunition since the crystals what make Helfrost work in the first place is local to only the planet of Fenris. And unless you have this Storm Bolter with you, your regular, uninsulated Storm Bolter will probably freeze itself along with you as well from firing a couple of Helfrost-tipped bolts.&lt;br /&gt;
&lt;br /&gt;
Bolters can fire rockets that turn people (or what&#039;s left of them) into ice, and the Space Wolves have the only one that can do it.&lt;br /&gt;
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====&#039;&#039;Foe-smiter&#039;&#039;====&lt;br /&gt;
[[image:DarkAngelsStormBolter.jpg|250px|thumb|right|&#039;&#039;Foe-smiter&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The &#039;&#039;Foe-smiter&#039;&#039; is incredibly decent for a ten thousand years old Storm Bolter, which is certainly odd since there shouldn&#039;t be any Storm Bolter in the first place.&lt;br /&gt;
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This ornate Storm Bolter was wrought by Fedorovich the Great, one of the greatest Martian weaponsmiths of the era of the Great Crusade. Fedorovich forged many of the master-crafted weapons still prized by the Imperium today. The existence of this Tech-priest raises a question to whether he is in fact the inventor of the Storm Bolter, or perhaps a major contributor to its design, which would make this &#039;&#039;Foe-smiter&#039;&#039; here a Storm Bolter &amp;quot;prototype.&amp;quot; Of course, Fedorovich might be eccentric for a weaponsmiths like Alaric the Mad in Warhammer Fantasy, and he moved on to something like Runefangs or the [[Nemesis Crown]]; you know, the Great Crusade made demand for weapons pretty high, and good ole&#039; Fedorovich had to keep up with that. Even by comparison to those other weapons, however, &#039;&#039;Foe-smiter&#039;&#039; has always been considered special, probably because the thing was a Storm Bolter in an age where Space Marines soldered two Bolters together in order to make a double rocket launcher. Perhaps any Combi-Bolter that had been streamlined to handle firing out two bolts at a time in an improved manner were effectively Storm Bolters, but since back then they didn&#039;t figure out how to make it for cheap, the design remained as unstandardized, special Combi-Bolters until the end of the Horus Heresy and when the Storm Bolter manufacturing data got sent out, Foe-smiter got recognized as the prototype and formally changed designation from Artificer Combi-Bolter to Storm Bolter.&lt;br /&gt;
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&#039;&#039;Foe-smiter&#039;&#039; was fittingly presented with honor to the first Grand Master of the Deathwing – the [[Terminator]] branch of the Dark Angels – and continues to lay low the enemies of the Chapter to this day.&lt;br /&gt;
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====&#039;&#039;Fury of Deimos&#039;&#039;====&lt;br /&gt;
[[image:FuryOfDeimosPlaceholder.jpg|250px|thumb|right|&#039;&#039;Fury of Deimos&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Because virtually every Grey Knight out there has a Storm Bolter, it wouldn&#039;t be too suprising to find slightly better ones on some of their wrists.&lt;br /&gt;
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And by better, we don&#039;t mean anything special. The &#039;&#039;Fury of Deimos&#039;&#039; is simply a really good Storm Bolter without any gimmick to stand apart from the other good quality stuff. Now, this Deimos isn&#039;t somebody like Kratos&#039;s younger brother. See, when the Grey Knights were forming up, they figured that a personal Forge World right next to Mars would do the trick of keeping supplies in check. When the moon of Deimos was gifted to Titan by the Adeptus Mechanicus, it carried with it a ship loaded with some of the finest weapons the Imperium has ever created. Among them was the Storm Bolter &#039;&#039;Fury of Deimos&#039;&#039;, a weapon crafted by the first Fabricator General. Now, this is a very big thing. Storm Bolters are known to have been created after the Horus Heresy, which explains why Chaos Space Marines are mostly stuck with Combi-Bolters. A &amp;quot;first&amp;quot; Fabricator General would be a very, very old Tech-priest leading the Mechanicum around the time of the Unification Wars – you know, since the Martians were also engaged in its own World Domination campaign at the time. The &#039;&#039;Fury of Deimos&#039;&#039; might be a &amp;quot;prototype&amp;quot; made by that Fabricator General, but he/she didn&#039;t bother to start a mass production model, leaving the &#039;&#039;Fury of Deimos&#039;&#039; as a one-of-a-kind, Storm Bolter-ish Bolt Weapon.&lt;br /&gt;
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Superior in range, accuracy, rate of fire and reliability to a normal Storm Bolter, the &#039;&#039;Fury of Deimos&#039;&#039; is a relic whose secrets have long been forgotten just like many other things of the Imperium of Man.&lt;br /&gt;
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===Forge Bolter===&lt;br /&gt;
[[File:Forge_Bolter.JPG|200px|right|thumb|Forge Bolter]]&lt;br /&gt;
The Forge Bolter is the kid cousin of the larger Maxim Bolter. It is a type of large Bolt Weapon usually mounted onto the Power Armour of [[Techmarine]]s, specifically the Primaris variant of the Techmarine. These are often shoulder-mounted bolters that gives the Techmarine a free hand in multi-tasking shit whilst still having the firepower to fend off particularly annoying pests.&lt;br /&gt;
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In terms of size, it is somewhere between a normal bolter and a heavy bolter. Its box-fed magazine gives it more ammunition than standard, around the same as that of a storm bolter, whilst maintaining a relatively compact form for ease of carrying. However, due to the way it is situated, reloading is a pain in the ass, even with the advent of a servo-arm. So in a nutshell, imagine a [[Awesome|&#039;&#039;storm heavy bolter&#039;&#039;]] if you will.&lt;br /&gt;
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In 9th Edition, the forge bolter sorta lets you copy Iron Father Feirros by slapping on what is essentially a heavy bolter to a servo-arm so it becomes Assault 3 and gains two bonus mechadendrite attacks (Don&#039;t expect too much, they&#039;re S+1 AP- D1).&lt;br /&gt;
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===Lastrum Storm Bolter===&lt;br /&gt;
[[File:Custodes Lastrum Bolter.PNG|250px|thumb|right|Lastrum Storm Bolter]]&lt;br /&gt;
&#039;&#039;[[Mary Sue|A very special Storm Bolter for a &#039;&#039;&#039;&#039;&#039;very&#039;&#039;&#039;&#039;&#039; special faction]]&#039;&#039;.&lt;br /&gt;
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Used by the [[Aquilon Terminator|Aquilon Terminators]] of the [[Adeptus Custodes]], this pattern of double-barreled Boltguns is named after the weaponsmiths of the Lastrum Core Clan of the Appolyne workshops of Holy Terra – &amp;quot;Lastrum&amp;quot; interestingly being Danish for a cargo hold, and &amp;quot;Appolyn&amp;quot; being an inflection of &amp;quot;Apollo,&amp;quot; a Greek/Roman Sun God. Other than being unsurprisingly god-tier where craftsmanship is concerned, these Storm Bolters would have been rather unremarkable if not for the unique and powerful ammunition it fires. Rather than the usual &amp;quot;Kraken&amp;quot; type bolts loaded into most Bolters in the hands of the Custodians, the artisans of the Lastrum – possibly a Tech-priest sect – subscribe to the archaic way of thinking that anything &amp;quot;handmade&amp;quot; is undeniably better. And since this is 40k, archaic is actually good. The bolts these Lastrums make and customize are &amp;quot;mass-reactive heliothermic warheads.&amp;quot; Since we see the keyword &amp;quot;Mass Reactive&amp;quot; on pretty much everything Bolter-related anyway, we are going to ignore it along with &amp;quot;Warhead&amp;quot; because we all know what that is as well. Let us explore the &amp;quot;Heliothermic&amp;quot; part – &amp;quot;&#039;&#039;-thermic&#039;&#039;&amp;quot; means anything about heat (&#039;&#039;thermal, duh&#039;&#039;), and &amp;quot;&#039;&#039;Helio-&#039;&#039;&amp;quot; comes from Helios which is Greek for the Sun (&#039;&#039;Sounds familiar&#039;&#039;?). Connect both words together, and we will have an image of a bolt that is as hot as the goddamn &#039;&#039;&#039;Sun&#039;&#039;&#039;.&lt;br /&gt;
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Unlike regular bolts, when these little hot shits burrow themselves inside whatever it is supposed to explode in, they do not just explode; they explode with the aforementioned heat of the goddamn &#039;&#039;&#039;Sun&#039;&#039;&#039; which in 40k, translates to Plasma-level of heat. Yes, it is exactly what you think it is. On the technical note, these bolts are very dense, more so than regular bolts, and thus it requires an even stronger charge to launch itself out of the barrel, which may also include replacement to the regular rocket fuel that is supposed to propel it further. The Storm Bolter itself is actually designed to work around that stronger kick, which may be the reason why there are no regular Lastrum Bolters since a bigger body is a stronger frame to work with. In case you have forgotten that this is a Storm Bolter, we would like to remind the reader that Storm Bolters are essentially MG equivalents compared to our guns; which means these bolts do not come out in bursts of a few shots at a time. They come out in a hail.&lt;br /&gt;
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If you have read our crash course on regular Storm Bolters, you will remember that they didn&#039;t exist ten thousand years ago among the Legiones Astartes. This means that the design was already discovered/invented way back then, but was made available to rest of the Imperium&#039;s military forces later on. Since the Lastrums have to deliberately design this Storm Bolter to handle the bolts in the first place, it would not be too far-fetched for them to actually be the people who – by modifying Combi-Bolters to handle the big bolts – laid down the foundations for the standard Storm Bolters. So instead of being a variant, Storm Bolters are instead a downsized version of the Lastrum. Without the special ammunition. This would also explain why Chaos Marines don&#039;t have means to build Storm Bolters like the loyalists do. It didn&#039;t exist when they fled into the Eye of Terror.&lt;br /&gt;
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And have we mentioned costs? Because these Storm Bolters (&#039;&#039;though the bulk of it might be just the bolts&#039;&#039;) are really, really expensive to make in the first place, both in worth of materials and in the time it takes to craft them by hand and not with an automated assembly line. Like everything else with the Emperor&#039;s Golden Bodyguards, it is simply too much to equip a lot of soldiers with these shiny Storm Bolters. Even the Lastrums themselves are barely keeping up with just the demands of the Custodes, though they might just be a coven of ancient Tech-priests who have gotten pretty obsessive in maintaining quality instead of making more in quantity. It&#039;s not like the Custodes would harbor non-Mechanicus engineers now... would they? Anywho, assuming that the clan is still around, the Lastrums have had about ten thousand years to make these; so the Custodians might actually have a lot of them in store right now, assuming that their Aquilon Terminators haven&#039;t seen deployment that much since the Horus Heresy in order to save up that precious ammunition, and assuming that the Lastrums haven&#039;t had their funding cut at some point because the Imperium of Man is not really in a state we would call prospering these days.&lt;br /&gt;
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On the tabletop, these guns here, along with all Lastrum weapons, have Heliothermic Detonation, so anybody that takes one or more unsaved wounds and is not slain has to make a Toughness roll or get Instant Death (or +1 to penetration damage table if a vehicle). For the Storm Bolter itself, it is a 24&amp;quot; S5 AP4 weapon. A special note on these guns, the Heliothermic Detonation is mostly relevant against models with a lot of Wounds. Because all models in a unit that are firing the same weapon shoot at the same time, it does not matter if said unit is firing one or a thousand Lastrum shells: the rule will only be triggered once against the last wounded model, after all the others have been killed normally. This greatly mitigates the efficiency of Lastrum weaponry against squads of multi-wounded models, but killing an extra bastard is always a good thing, nevertheless.&lt;br /&gt;
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===Mk.III Shrike Pattern Bolt Sniper Rifle===&lt;br /&gt;
[[File:Bolt_Sniper_Rifle.png|250px|right|thumb|Mk.III Shrike Pattern Bolt Sniper Rifle.]]&lt;br /&gt;
The unnecessarily long &#039;&#039;&#039;Mk.III Shrike Pattern Bolt Sniper Rifle&#039;&#039;&#039;, or simply shortened as the &#039;&#039;&#039;Shrike Sniper Rifle&#039;&#039;&#039;, is, as its name implies, a &#039;&#039;[[Awesome|Sniper Bolter]]&#039;&#039;. They are used by the [[Eliminator|Vanguard Eliminators]]. It looks like a G36, automatically increasing its awesome factor.&lt;br /&gt;
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The optical sights of this weapon can be tailored for any situation, from thermoscopic vision to precision auspex scans that can penetrate several feet of solid matter. Once locked on to, there is nowhere for an Eliminator&#039;s prey to hide. Each member of the squad carries spare magazines filled with special ammunition, tailored for every situation eventually. &#039;&#039;&#039;Hyperfrag rounds&#039;&#039;&#039; detonate in a shower of shrapnel, &#039;&#039;&#039;Executioner rounds&#039;&#039;&#039; are sophisticated self-guided missiles slaved to a miniaturized cogitator that can seek their target from behind cover, while &#039;&#039;&#039;Mortis rounds&#039;&#039;&#039; spew self-replicating mutagenic toxins into the flesh of a target.&lt;br /&gt;
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On tabletop, these bolt sniper rifles can target Characters at will. Their standard ammunition is a scout sniper rifle shot with AP-2 and D3 damage, instead of AP0 and 1 damage. On average rolls, Eliminators will have 2 damage per shot and a much-needed AP value for sniping. Their most unusual round is the Mortis round, capable of targeting foes entirely outside of line of sight at AP-1 and 1 damage. Mortis rounds also add an incredible +2 to hit to their attacks, meaning your snipers hit on 2&#039;s and ignore a single -1 to Hit penalty entirely. Their last round is a Heavy D3 36&amp;quot; boltgun for token horde clearing, but your points really are wasted every time you don&#039;t fire at a character with these weapons. The Hyperfrag&#039;s gained a bit of Overwatch utility in 9e as they got the Blast rule.&lt;br /&gt;
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===Nemesis Bolter===&lt;br /&gt;
[[File:Nemesis_Bolter_Conversion.JPG|250px|right|thumb|Nemesis Bolter &amp;lt;br&amp;gt;(&#039;&#039;Conversion by [https://old.reddit.com/r/Warhammer30k/comments/y583xr/sons_of_horus_veterans_with_kitbashed_nemesis/ michael_kirkbride].&#039;&#039;)]]&lt;br /&gt;
Another sniper rifle Boltgun and not a [[Force_Weapons#Nemesis_Force_Weapon|Nemesis Force Weapon]]. The Nemesis Bolter is an obvious precursor to the Stalker Bolter and the [[Sniper_Rifle|Scout Sniper Rifle]]. Unlike the Stalker and Shrike Pattern Bolt Sniper Rifles, which are more like designated marksman rifles (e.g. SVD, FN SCAR &amp;amp; HK 417), Nemesis Bolters are akin to fully-fledged sniper rifles (e.g. M24, AWM &amp;amp; M82).&lt;br /&gt;
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They are typically used by [[Veteran Squad|Legion Veterans,]] [[Scout Squad|Scouts,]] [[Reconnaissance Squad|Recon Marines,]] [[Seeker Squad|Seekers,]] HQs, and certain Legion-exclusive troops who specialize in long range combat. According to the model that comes with the Mor Deythan Strike Squad, Nemesis Bolters are shorter in length than the [[Exitus Rifle]]s used by [[Vindicare Assassin]]s; they also don&#039;t have barrel shrouds but are still equipped with suppressors, despite having the same range according to their rules. We can assume this is achieved by the rocket propelled Bolt round extending its range while the Space Marine&#039;s own mass and Power Armour minimizes the recoil.&lt;br /&gt;
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In Horus Heresy 2.0, Nemesis Bolters are S5, AP5, Heavy 1, 72&amp;quot; range with &#039;&#039;Rending (5+), Sniper&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. &#039;&#039;Sniper&#039;&#039; makes wounds caused by them &#039;&#039;Precision Shots&#039;&#039;. This allows players to shoot Independent Characters and Sergeants before the rest of their squad, while &#039;&#039;Pinning&#039;&#039; forces a Leadership test on the unit. If the targeted unit fails the roll they are not allowed to Run, Move or Charge and are only allowed to make &#039;&#039;Snap Shots&#039;&#039;. &#039;&#039;Rending (5+)&#039;&#039; allows Nemesis Bolters a decent chance at taking out Terminator Armor. A pretty good tactic as only two or three Legion Termi variants in HH2.0 are able to shoot back at all.&lt;br /&gt;
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===Maxima Bolter===&lt;br /&gt;
[[File:Maxima Bolter.png|200px|right|thumb|Maxima Bolter]]&lt;br /&gt;
As they didn&#039;t want to be left behind, the [[Adeptus Mechanicus|Mechanicum]] decides to join the Bolter hype train with its very own version. In order to keep up with the [[steampunk]] aesthetics, nothing screams that out better than the Maxim machine gun.&lt;br /&gt;
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The Maxima Bolter is a Boltgun with a very satisfactory firepower that leaves a lot to be desired in the areas of weight and recoil, as well as a pitiful range comparable to the Bolt Pistol. Assuming that the reader knows what a Maxim gun is, then as the name implies, it is the machine gun version of the average Bolter deployed by Myrmidon Secutors by the time of the Horus Heresy. By merit of similar stat lines, one may consider the Maxima Bolter as a precursor to the Storm Bolter of the present. Do note, however, that the Maxima Bolter is really big. Myrmidon Tech-priests stand taller than Astartes in Terminator Armour, and they mount these two bad boys on their shoulders, leaving their hands free for their main weaponry. Them cogboys don&#039;t mess around. If the Mechanicus were nice enough to share (&#039;&#039;&#039;&#039;&#039;Fat chance&#039;&#039;&#039;&#039;&#039;), Space Marine Terminators would have little need for Storm Bolters with these on their shoulderplates. They would have their hands free – Terminators with Thunder Hammer × Storm Shield or Lightening Claw combos would not have to give up their ranged capabilities.&lt;br /&gt;
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For those of you who have already noticed the physical similarities, that is exactly what happened as [[Games Workshop]] in their usually laziness, decided to make a thinly veiled allusion to the Maxim gun. [[Original character, do not steal|Heck, it even looks like one. Talk about a lack of subtlety]]. Adding an A at the end does nothing to stop this notion either. Anyone who plays Horus Heresy is rich enough to have an internet connection to figure this out.&lt;br /&gt;
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MaximBolterModel.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
MaximBolterModel2.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
MaximBolter.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
MaximBolterBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
MaximBolterSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=12&amp;quot;|strength=4|ap=5|type=Assault|rof=3|}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Bolter===&lt;br /&gt;
[[image:593245-heavy bolter large.jpg|250px|thumb|right|Heavy Bolter]]&lt;br /&gt;
The heavy machine gun variation of the Bolter ejects even bigger casings containing bolts with heavier, armor-piercing tips, and nearly double the range of the standard breed. Naturally, this kind of advantage usually translates to how the weapon can cut through infantry with horrifying ease, and it remains a &amp;quot;must have&amp;quot; weapon when facing mass-based armies such as Orks or Tyranids, or the Imperial Guard if you or your opponent are not playing home team on the God-Emperor&#039;s side. Sadly, the Heavy Bolter is so big that it takes two people to transport and operate; one if the person wears a Power Armour. In normal circumstances, it cannot be fired on the move – unless you are the Imperial Guard [[Gunnery Sergeant &amp;quot;Stonetooth&amp;quot; Harker|Gunnery Sergeant Harker]] or you take the proper bad ass talents in Dark Heresy, in which case you can because you are concentrated manliness of such a degree that you make your whole squad fearless in the process.&lt;br /&gt;
&lt;br /&gt;
Heavy Bolters are usually seen on vehicles if not carried around by heavy weapons teams that do deploy them. The [[Imperial Guard]] requires two people to use one of them as mentioned. [[Space Marines]] carry them around with ease, usually by [[Devastator Squad]]s, and Sternguard Veterans if they fancy it. By merit of wearing Power Armour, a [[Sisters of Battle|Sister of Battle]] is also capable of carrying one by herself, specifically Retributors. The forces of the [[Adeptus Mechanicus]] are known for modding a few of their [[Servitor|Servitors]] for the sole purpose of carrying and firing a Heavy Bolter, presumably so the Tech-Priest can get some fucking work done while a bunch of [[Orks]] are screaming and brandishing pointed sticks in their general direction. Special recognition goes to the [[Leman Russ Battle Tank]] for mounting &#039;&#039;three&#039;&#039; of these fucking things in most configurations. If you want to [[FATAL|rape]] an entire squad of infantry, accept no substitutes save perhaps a [[Baneblade]] – or a [[Dakka|Leman Russ Punisher]].&lt;br /&gt;
&lt;br /&gt;
In fluff terms, the Heavy Bolter uses a 1.00 (25.4mm wide) caliber round as opposed to the regular Bolter&#039;s 0.75 caliber, allowing it to tear through all but the most heavily-armored of targets. It also attains a higher rate of fire than standard-sized Boltguns, and so it commonly comes with a large ammunition feed such as large box and drum magazines, or the large backpack-mounted feed belts used by Space Marines. This allows for sustained fire, although it can still feed from free-hanging ammo belts, as commonly utilized by Chaos Space Marines. As stated above, the weapon is massive, requiring either a vehicle, two human operators, or a super soldier to carry. Thus, the operator(s) commonly have to entrench themselves before firing the weapon in order to control and accurately fire the weapon. To give you an understanding of just how deadly a Heavy Bolter can be, consider that a .25 inch difference in terms of caliber is pretty enormous. The relationship between the radius and volume of a cylinder is proportional to the &amp;lt;s&amp;gt;cube&amp;lt;/s&amp;gt; square (x²) of the radius rather than linear. A 1.00 caliber round would have almost twice the volume (and mass) of a 0.75 caliber round if it was the same length; on top of that, Heavy Bolter shells are also proportionally longer, judging by the size of the ammunition feed chute. And of course, volume is extremely important when it comes to determining the power of an explosive.&lt;br /&gt;
&lt;br /&gt;
Worthy of special note are the Hellfire Rounds which may be fired from this weapon by Space Marine Scouts. It is a poisoned (2+), blast shell – particularly useful against Tyranid Biomorphs or simply blob armies in general.&lt;br /&gt;
&lt;br /&gt;
There is also a supposedly better Heavy Bolter Pattern existing only within the Cult Mechanicus. The &#039;&#039;&#039;Knight Pattern Heavy Bolter&#039;&#039;&#039; is only mounted on Knight Titan chassis, and it is somehow designed to more effectively combat vehicles, monstrous creatures, and heavy walkers. How this is accomplished is uncertain, but it was apparently more suited to the task than the Imperial Autocannon. Supposedly two of these weapons can equal the power of a Vulcan Mega Bolter, which probably puts these Bolters soundly at a Vulkan stat-line, though only Heavy 6. Too bad we will never know, because Games Workshop hates Knights – but not anymore due to the new knights being released in plastic ERMAHGERD.&lt;br /&gt;
&lt;br /&gt;
We can, however, infer that it is not the weapon itself but the ammunition used that makes it so devastating. That is how bolters work, after all. It most likely uses flux-core heavy bolt shells with a vastly superior explosive (and maybe better propellant or even an actual jet engine). There &#039;&#039;is&#039;&#039; a special ammunition type for bolters that is flux-cored. Basically it acts like Necron Gauss weapons except the power field surrounds the shell. It laughs at terminator armor (in fluff, anyway). This might also explain why it is only on Knights. That ammo is freakishly expensive (obviously) and the Mechanicus would sure as hell not want it to be wasted. That, and they probably can&#039;t mass produce it very well.&lt;br /&gt;
&lt;br /&gt;
Two more variants were unveiled by Cawl to be used in Heavy Intercessor squads. As discussed previously in the Bolt Rifle section, one in every five Heavy Intercessors can get a corresponding Heavy Bolter variant. Standard Heavy Bolt Rifle squads can get normal Heavy Bolters, Hellstorm Bolt Rifle squads can get &#039;&#039;&#039;Hellstorm Heavy Bolters&#039;&#039;&#039; (which fire faster with lesser armor piercing) and Executor Bolt Rifle squads get &#039;&#039;&#039;Executor Heavy Bolters&#039;&#039;&#039; (which fires slower but has better armor piercing and damage characteristics).&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
CadianHeavyBolter.jpg|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
CatachanHeavyBolter.jpg|&amp;lt;center&amp;gt;Catachan&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterKrieg.jpg|&amp;lt;center&amp;gt;Krieg&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterSergeantHarker.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Gunnery Sergeant &amp;quot;Stonetooth&amp;quot; Harker|Gunnery Sergeant Harker]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterServitor.jpg|&amp;lt;center&amp;gt;Servitor&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterSisterOfBattle.jpg|&amp;lt;center&amp;gt;Sister of Battle&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterScout.jpg|&amp;lt;center&amp;gt;Astartes Scout&amp;lt;/center&amp;gt;&lt;br /&gt;
DevastatorHeavyBolter.png|&amp;lt;center&amp;gt;Devastator Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterSternguard.jpg|&amp;lt;center&amp;gt;Sternguard Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
MarineHeavyBolter.jpg|&amp;lt;center&amp;gt;Sternguard Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLegion.jpg|&amp;lt;center&amp;gt;Legion Model&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLegion2.jpg|&amp;lt;center&amp;gt;Legion Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterMarsPattern.jpg|&amp;lt;center&amp;gt;Mars Pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterCenturionDevastator.jpg|&amp;lt;center&amp;gt;Centurion Devastator&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterContemptor.jpg|&amp;lt;center&amp;gt;Contemptor Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterAttackBike.jpg|&amp;lt;center&amp;gt;Attack Bike&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLandSpeeder.jpg|&amp;lt;center&amp;gt;Land Speeder&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLandSpeederStorm.jpg|&amp;lt;center&amp;gt;Land Speeder Storm&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLandSpeederVengeance.jpg|&amp;lt;center&amp;gt;Land Speeder Vengeance&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterDarkshroud.jpg|&amp;lt;center&amp;gt;Darkshroud&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterProteusLandRaider.jpg|&amp;lt;center&amp;gt;Proteus Land Speeder&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterRapier.jpg|&amp;lt;center&amp;gt;Rapier&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterRapierBack.jpg|&amp;lt;center&amp;gt;Rapier (&#039;&#039;Back&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterTarantula.jpg|&amp;lt;center&amp;gt;Tarantula Turret&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterGenericFront.jpg|&amp;lt;center&amp;gt;Vehicle Hull&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLemanRussFront.jpg|&amp;lt;center&amp;gt;Leman Russ Hull&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLemanRussSide.jpg|&amp;lt;center&amp;gt;Leman Russ Sponson&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterBanebladeFront.jpg|&amp;lt;center&amp;gt;Baneblade Hull&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterBanebladeSide.jpg|&amp;lt;center&amp;gt;Baneblade Sponson&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterShadowsword.jpg|&amp;lt;center&amp;gt;Shadowsword Hull&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterPintleLegion.jpg|&amp;lt;center&amp;gt;Legion Pintle&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterRazorback.jpg|&amp;lt;center&amp;gt;Razorback&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterPredatorSponson.jpg|&amp;lt;center&amp;gt;Predator Sponson&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterSicaran.jpg|&amp;lt;center&amp;gt;Sicaran Sponson&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterSicaranVenator.jpg|&amp;lt;center&amp;gt;Sicaran Pintle&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLandRaiderFront.jpg|&amp;lt;center&amp;gt;Land Raider&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLandRaiderMkIIbFront.jpg|&amp;lt;center&amp;gt;Land Raider MKIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterLandRaiderPrometheus.jpg|&amp;lt;center&amp;gt;Land Raider Prometheus&amp;lt;/center&amp;gt;&lt;br /&gt;
KnightHeavyBolter.png|&amp;lt;center&amp;gt;Cerastus Knight-Acheron&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterValkyrie.jpg|&amp;lt;center&amp;gt;Valkyrie&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterVulture.jpg|&amp;lt;center&amp;gt;Vulture&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterMarauderDorsal.jpg|&amp;lt;center&amp;gt;Marauder Dorsal&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterMarauderRear.jpg|&amp;lt;center&amp;gt;Marauder Rear&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterStormTalonHawk.jpg|&amp;lt;center&amp;gt;Storm Talon/Hawk&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterNephilimJetfighter.jpg|&amp;lt;center&amp;gt;Nephilim Jet Fighter&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterStormwolfFang.jpg|&amp;lt;center&amp;gt;Stormwolf/fang&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBolterFireRaptor.jpg|&amp;lt;center&amp;gt;Fire Raptor&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=36&amp;quot;|s7=5|ap7=4|type7=Heavy 3|r8=36&amp;quot;|s8=5|ap8=-1|type8=Heavy 3}}&lt;br /&gt;
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&lt;br /&gt;
====&#039;&#039;Redemption of St. Sulech&#039;&#039;====&lt;br /&gt;
[[image:DeathwatchHeavyBolterEmblem.jpg|250px|thumb|right|&#039;&#039;Redemption of St. Sulech&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
No, a Space Marine wasn&#039;t made into a saint during the making of this Heavy Bolter.&lt;br /&gt;
&lt;br /&gt;
The story goes like this. There was this isolated colony called St. Sulech, and a Deathwatch Kill-team was sent on an errand to probably do some xeno-bloody business on that planet. As they were about to extract and complete their mission, St. Sulech was attacked by an Ork raiding force. Of course, that Kill-team could have carried on with their usual business and gone home, but that wouldn&#039;t be heroic and interesting now, would it? For the Kill-team&#039;s part, they chose to defend from an Imperial shrine. Brother Frosius, a Devastator Marine from the Imperial Fists Chapter and presumably the squad leader, deployed in the highest tower with his favored Heavy Bolter, while the others of his team remained below, bearing the blunt of the green onslaught when they finally got to CQC range. Thanks to the devastating bursts of accurate fire from the tower, the Orks were defeated, but not without the loss of the rest of the Kill-team. Upon his return to Erioch, Frosius was severely censured for the decision to stay and fight. Four out of five Space Marines died defending a remote, unremarkable colony. On the other hand, like a true son of Dorn, Frosius chose to stand against the enemies of Mankind. To this day, his Heavy Bolter remains a symbol of honor, but also a disregard for orders.&lt;br /&gt;
&lt;br /&gt;
Because of this, the Space Marine who gets to carry &#039;&#039;Redemption of St. Sulech&#039;&#039; shouldn&#039;t be the squad leader, unless he wants to put the team&#039;s cohesion to the test.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
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| Heavy&lt;br /&gt;
| 160m&lt;br /&gt;
| –/–/12&lt;br /&gt;
| 2d10 + 12X&lt;br /&gt;
| 6&lt;br /&gt;
| 60&lt;br /&gt;
| Full&lt;br /&gt;
| Tearing&lt;br /&gt;
| 68&lt;br /&gt;
| 40&lt;br /&gt;
| Famed&lt;br /&gt;
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===Psycannon===&lt;br /&gt;
[[Image:Psycannon2.png|250px|thumb|right|Psycannon]]&lt;br /&gt;
Already filled to the brim with wrist-mounted Storm Bolters, the Grey Knights found themselves rather lacking in psychic punch and decided to branch out to the Heavy Bolter area.&lt;br /&gt;
&lt;br /&gt;
It is essentially their equivalent of the Heavy Bolter that fires heavier Psybolts, Bolt shells that radiate with negative psychic energy on top of having silver on their tips and Daemon-away inscriptions around them. Psycannons are all equipped with an anti-gravitic suspensor which allows it to be fired on the go. While this makes it shorter in range than the Heavy Bolter, its mobility, rate of fire, and wounding capability is strictly better than the Heavy Bolter. It also does more damage, on average, to any possible target than an Autocannon, despite having the same strength and AP. Depending on which variant you use (see below), it can also be strictly better than a Storm Bolter as well. The Grey Knights equip their [[Purgation Squad]]s with Psycannons like they are Heavy Bolters, while their Terminators carry them one-handed as normal Terminators would do with an Assault Cannon. A Doomglaive Dreadnought is also equipped with a Heavy Psycannon, the same variant that can be found on the Nemesis Dreadknight. The [[Grey Knights|Grey Knights&#039;]] version of the Land Raider Redeemer ripped off the Twin Assault Cannons in favor of the Twin Psycannons! Even frontal tank armour can simply melt away under the onslaught of 8 S7 AP-1 rounds. Psycannon mounts on other Grey Knights vehicles such as on a Thunderhawk use the same turret model.&lt;br /&gt;
&lt;br /&gt;
Because GW are total idiots, Psycannons have different profiles depending on which Codex yours happens to come from. Inquisitorial Psycannons are drastically better when fired by non-Relentless models, even though the Grey Knights are the Chamber Militant of the Ordo Malleus, and you&#039;d expect them to have better gear overall. Unfortunately for the Inquisition, only Terminator Inquisitors, an Ordo Malleus upgrade, can take Psycannons; meaning that there is no difference between them, given that Heavy of the Inquisitorial Terminators and Salvo of the Grey Knights are functionally the same on Relentless models. As of 8th Edition, both types now use the same profile, yet Inquisition pay more than double the points that Grey Knights do! C&#039;mon GW - get it together!&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
GreyKnightPsycannon.png|&amp;lt;center&amp;gt;Grey Knights&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Strike Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
GKTerminatorPsycannon.jpg|&amp;lt;center&amp;gt;Grey Knights&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Terminator Squad&amp;lt;/center&amp;gt;&lt;br /&gt;
DoomglaivePsycannon.jpg|&amp;lt;center&amp;gt;Grey Knights&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Doomglaive&amp;lt;/center&amp;gt;&lt;br /&gt;
VortimerPsycannon.jpg|&amp;lt;center&amp;gt;Grey Knights&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;Vehicle Mount&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|name=Inquisitorial Psycannon|range=24&amp;quot;|strength=7|ap=4|type=Assault|rof=2|rules=Rending}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|name=Inquisitorial Psycannon (TM)|range=24&amp;quot;|strength=7|ap=4|type=Heavy|rof=4|rules=Rending}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|name=Grey Knights Psycannon|range=24&amp;quot;|strength=7|ap=4|type=|rof=Salvo 2/4|rules=Rending}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|name=Psycannon (8th)|range=24&amp;quot;|strength=7|ap=-1|type=Heavy 4|}}&lt;br /&gt;
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===Scatterbolt Launcher===&lt;br /&gt;
[[File:Scatterbolt_Launcher.JPG|250px|right|thumb|Scatterbolt Launcher]]&lt;br /&gt;
A [[Horus Heresy]]-era Bolter.&lt;br /&gt;
&lt;br /&gt;
The Scatterbolt Launcher is a weapon used by the [[White Scars]] during the [[Great Crusade]] and [[Horus Heresy]].&lt;br /&gt;
&lt;br /&gt;
Resembling more like a missile pod than a traditional bolt weapon. The Scatterbolt Launcher was mounted on the [[Imperial Jetbike|Shamshir-pattern Jetbikes]] of the Golden Keshig, these unique variations of Terran Bolter technology detonate upon reaching a set distance from a mass and unleash a storm of shrapnel and submunitions.&lt;br /&gt;
&lt;br /&gt;
Because of its unique set up being placed inside a missile pod, the Scatterbolt Launcher can launch its entire salvo in a quick burst, turning it into something akin to a miniature MLRS. Of course, this is offset of it using its &#039;&#039;entire&#039;&#039; munitions in one go. On the tabletop, this translates as essentially having a Heavy Flamer with Shred and Pinning.&lt;br /&gt;
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===Tempest Bolter===&lt;br /&gt;
[[File:Tempest_Bolter.JPG|200px|right|thumb|Tempest Bolter]]&lt;br /&gt;
The Tempest Bolter is the middle child between the storm bolter and hurricane bolter.&lt;br /&gt;
&lt;br /&gt;
Whereas the Hurricane Bolter is a set of [[Dakka|six twin-linked Bolters]], the Tempest Bolter seem to be a set of four Bolters (Or Bolt Rifles) linked together in a similar configuration, albeit far more compact and modulated. Although this means that the Tempest Bolter has a lower rate of fire, could carry less ammunition and has a lesser range, it also means that it is much easier to maintain, less bulky and provides more accurate fire.&lt;br /&gt;
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The Tempest Bolter is the main secondary armament of the [[Gladiator Tank]], specifically, the Gladiator Reaper. Although all variants of the Gladiator Tank could swap out one of its secondary weapons with the Tempest Bolter, the Reaper seems to complement this weapon the most due to its layout. On a more interesting note, due to how compact the weapon system is, it is unknown how it dispenses the build-up of heat, because other than the barrel, there seems to be no other way for the weapon to vent out excess heat.&lt;br /&gt;
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Crunchwise, the Tempest Bolter complements &#039;&#039;very well&#039;&#039; with the Twin [[Heavy Onslaught Gatling Cannon]]s. While the primary Twin Heavy Onslaught Gatling Cannons deal with hordes at range, the Tempest Bolter cleans up the stragglers at close range. All in all, the Gladiator Reaper is a literal [[Imperial Guard|mobile wall of guns.]] More details on its statlines could be seen in its profile down below.&lt;br /&gt;
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===Hurricane Bolter===&lt;br /&gt;
[[File:IroncladHurricaneBolterProfile.jpg|250px|right|thumb|Hurricane Bolter]]&lt;br /&gt;
Often times, one Bolter is just not enough. There are so many enemies of Mankind out there and only so few automatic rocket launchers. What if a Space Marine is confronted by a few hundred Orks with but a one Bolter? Sure, he might be able to kill them if he is badass enough, but not as quickly and efficient as the Imperium wants the process to be. Slacking with killing the enemies of Mankind is heresy, so what do you do when one Bolter proves to be lacking? Well, adding another five Bolters and having them all fire at once should do the trick.&lt;br /&gt;
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Yes, you read that right. Not so much of a separate kind and more of a six-linked Bolter, but loyal to the name, this weapon fires out a hurricane of self-propelled rockets from an array of six barrels. The Hurricane Bolter is essentially six Bolters, nothing complex at all. It has to be six though. Since carrying six Bolters at once is asking too much even for a Space Marine, Hurricane Bolters are exclusively vehicle mounts. Usually, the array of Bolters is arranged a columns of two and rows of three. Of course, exceptions range from separating them entirely into two groups of three, to outright spreading them out into a single row entirely. The usual composition can be seen mounted on [[Dreadnought#Dreadnought Variants|Ironclad Dreadnoughts]], [[Land Raider#Variants_and_Such|Crusader Pattern Land Raiders]], and [[Stormraven|Stormraven Gunships]]. The variant mounted on [[Centurion Squad|Centurion warsuits]] and the similarly arranged one on the [[Dawneagle Jetbike]] retain the original dimensions, while the [[Corvus Blackstar]] and the [[Nephilim_Jetfighter#Dark_Talon|Dark Talon]] ignores the 2×3 pattern entirely for aerodynamics sake. Since it is just six Bolters in one package anyway, imagine a Hurricane Bolter dismounting its Bolters to six unarmed Astartes in the heat of battle. The notion is rather unlikely, however, since Hurricane Bolters mounted on some other vehicles are more integrated than what you would find by a sponson, suggesting that the Bolters really are hardwired.&lt;br /&gt;
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Naturally, the [[Orks]] love this. &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;(&#039;&#039;Oy, look &#039;ere, boyz! Da humies is gettin&#039; da idea!&#039;&#039;)&amp;lt;/span&amp;gt;&lt;br /&gt;
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HurricaneBolterCenturion.jpg|&amp;lt;center&amp;gt;Centurion Devastator&amp;lt;/center&amp;gt;&lt;br /&gt;
IroncladHurricaneBolter.png|&amp;lt;center&amp;gt;Ironclad Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
HurricaneBolterLandRaiderCrusader.jpg|&amp;lt;center&amp;gt;Land Raider Crusader&amp;lt;/center&amp;gt;&lt;br /&gt;
HurricaneBolterStormraven.jpg|&amp;lt;center&amp;gt;Stormraven Gunship&amp;lt;/center&amp;gt;&lt;br /&gt;
HurricaneBolterDarkTalon.jpg|&amp;lt;center&amp;gt;Dark Talon&amp;lt;/center&amp;gt;&lt;br /&gt;
CorvusBlackstarHurricaneBolter.jpg|&amp;lt;center&amp;gt;Corvus Blackstar&amp;lt;/center&amp;gt;&lt;br /&gt;
HurricaneBolterDawneagle.jpg|&amp;lt;center&amp;gt;Dawneagle Jetbike&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Mauler Bolt Cannon===&lt;br /&gt;
[[File:Mauler Bolt Cannon.png|250px|right|thumb|Mauler Bolt Cannon]]&lt;br /&gt;
Observe the size and remember, students, for this is where &#039;&#039;&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;&#039;&#039; ends and &#039;&#039;&#039;&#039;&#039;Bolt Cannon&#039;&#039;&#039;&#039;&#039; starts.&lt;br /&gt;
&lt;br /&gt;
The Mauler Pattern in particular is a field support weapon found within the Skitarii (Tech-Guard) formations and mounted on certain Battle-Automata. For now, only two classes of Battle-Automata we know of has this cannon installed, the [[Castellax Class Battle-Automata|Castellax]] and the [[Thanatar-Class Robot|Thanatar]] (The latter of which Twin-links as a wrist-mount weapon just to show off). The Mauler Bolt Cannon uses even larger caliber shells, evident by how the belt is considerably thicker than what you would find on Devastator Marines. These shells are substantially large as well as denser, which means the kick is phenomenal. This requires the cannon itself to possess an even larger and stronger frame to handle the firing stresses. This increase in mass is too much to be practical even for the augmented muscles of the Astartes to carry, let alone whether the Power Armour would survive after taking a recoil probably equivalent to us being hit by a car. A distinct feature of the Mauler is how it ejects its spent shell casings upward like it is supposed to be a pistol or something, but that might be due to the manner it is mounted on the Battle-Automata. Like everything else that is good, the secrets of this weapon are jealously guarded by the Mechanicum, though that does not stop the Thousand Sons from equipping their Castellax variant with one that has the Imperial Aquila decorated on its frame too. Other than robots, it is also mounted on the [[Triaros Armoured Conveyer]] as a pintle weapon, and twin-linked to boot.&lt;br /&gt;
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Although it is obviously too large for Astartes in Power Armour to carry, Astartes clad in Terminator Armour might be able to carry it with both hands. Another Astartes non-vehicle candidate that may actually carry this Bolt Cannon with one hand is the Centurion Devastator. The suit is about the same size as the Battle-Automata, if not even bulkier. Dreadnoughts should be able to carry a couple on one side as well.&lt;br /&gt;
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MaulerBoltCannonAcheaTop.jpg|&amp;lt;center&amp;gt;Castellax-Achea&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Top View&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
MaulerBoltCannonAcheaBack.jpg|&amp;lt;center&amp;gt;Castellax-Achea&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Back View&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
TriarosMauler.jpg|&amp;lt;center&amp;gt;Triaros Armoured Conveyer (&#039;&#039;Twin-Linked&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
ArdexDefensorMauler.jpg|&amp;lt;center&amp;gt;Ardex-Defensor Pattern&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Heavy Psycannon===&lt;br /&gt;
[[File:HeavyPsycannonProfile.jpg|250px|right|thumb|Heavy Psycannon]]&lt;br /&gt;
Unlike its little brother whose size is at about a Heavy Bolter, the Heavy Psycannon is at the proper scale to the name.&lt;br /&gt;
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As stated, the Heavy Psycannon is a much more powerful version of the Psycannon by being much, much bigger. Just like the [[Heavy Incinerator]] and [[Gatling Psilencer]], this Grey Knights weapon can only be carried by the infamous [[Nemesis Dreadknight]]. Why their Dreadnoughts are stuck with a normal Psycannon is a matter of discussion that may involve mangled Grey Knights being psychically less powerful due to the combination of the Dreadnought&#039;s confining environment along with the Grey Knight in question being damaged enough to be put into a Dreadnought in the first place. Looking at how huge the bore size of the Heavy Psycannon is, you can bet that it is going to fire out some [[Rape|ECKSBAWKSHUEG bolt rounds coated with an array of Warp pesticides]]. Do feel sorry for any [[Greater Daemon]] that is about to face a fistful of these oversized holy rockets. The Heavy Psycannon comes with two perfectly centered box magazines. The ammunition belt can be glued on either side of the weapon, or both if you want to since like the Mauler Bolt Cannon, its ejection port is on top. But since most of the time there is only one belt connected to a magazine, we can probably assume that the pilot uses telekinesis to manually swap the magazine should the first well runs out.&lt;br /&gt;
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On the tabletop (7th ed), it is basically the heavy version for the Dreadknight, Same as the standard psycannon (S7 AP4 Rending) but with 2 firing modes: Heavy 1 Large Blast, or Salvo 3/6 (which, because it can only be taken by an MC, really just means 6 shots). Over at 8th ed, it is a S7 AP-1, D2 weapon that can do [[Awesome|2 damage per wound]]. Mix it up with its high rate of fire and you are turning horde armies into mince meat. It is also better then the Heavy Incinerator, though it is more useful for stopping charges with Overwatch.&lt;br /&gt;
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===Lastrum Bolt Cannon===&lt;br /&gt;
[[File:OrionLastrumProfile.jpg|200px|right|thumb|Lastrum Bolt Cannon]]&lt;br /&gt;
The Lastrum Bolt Cannon is a bigger brother of the Lastrum family, and probably a significant factor to why the Lastrums are having a hard time meeting production demands – they do not make only Storm Bolters.&lt;br /&gt;
&lt;br /&gt;
Also different from the Mauler Pattern is the caliber. The Lastrum Bolt Cannon is certainly smaller, its size a standard Bolter at least, and a Heavy Bolter at most. The factor that makes it a Bolt Cannon is likely the Lastrum bolts themselves. They are already heavy in their Storm Bolter incarnation, so even an insignificant increase in size will surely have a significant impact on the recoil. But since a bigger frame is always more space to work with implementing something to handle the kick, we get to see a single-barreled version on the [[Gyrfalcon Pattern Jetbike]]. Other heavier vehicles including the [[Caladius Grav-Tank]], the [[Coronus Grav Carrier|Coronus Grav-Carrier]], and the [[Orion Gunship|Orion Assault Dropship]]; all utilize a twin-linked variant similar to the smaller Storm Bolter. As you can see, in contrast with the Mauler where we only see the cannon installed on Battle-Automata, the Lastrum Bolt Cannon is so far seen mounted on several Custodes vehicles. Coming back to the size, it is unknown whether, with all their gene-forged strength and master-crafted Power Armour – will probably be Terminator if it actually comes down to it – the Custodians can carry the Lastrum Bolt Cannon as a Space Marine would with a Heavy Bolter. And, of course, their bigger and better Dreadnoughts should also be more than capable of using one or two.&lt;br /&gt;
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On the tabletop, as a Lastrum Bolter, it has Heliothermic Detonation, so anybody that takes one or more unsaved wounds and is not slain has to make a Toughness roll or get Instant Death (or +1 to penetration damage table if a vehicle). For the Cannon itself, it is a 36&amp;quot; S6 AP3 Heavy 3 weapon. As a reminder for this subtype, the Heliothermic Detonation is mostly relevant against models with a lot of Wounds. Because all models in a unit that are firing the same weapon shoot at the same time, it does not matter if said unit is firing one or a thousand Lastrum shells: the rule will only be triggered once against the last wounded model, after all the others have been killed normally. This greatly mitigates the efficiency of Lastrum weaponry against squads of multi-wounded models, but killing an extra bastard is always a good thing, nevertheless.&lt;br /&gt;
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===Avenger Bolt Cannon===&lt;br /&gt;
[[File:AvengerBoltCannonProfile.jpg|250px|right|thumb|Avenger Bolt Cannon]]&lt;br /&gt;
Earlier we have seen a transition from &#039;&#039;&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;&#039;&#039; to &#039;&#039;&#039;&#039;&#039;Bolt Cannon&#039;&#039;&#039;&#039;&#039;. For this stage here, this is where the &#039;&#039;&#039;&#039;&#039;Bolt Cannon&#039;&#039;&#039;&#039;&#039; starts to awake its inner &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;Dakka&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
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The Avenger Bolt Cannon is one of the relatively recent additions to the Bolter family, sharing its name with some similar weapons. With five barrels churning out rocket-propelled explosive bullets Gatling style, it cannot get any better than this. Wait a minute, why don&#039;t we make [[Bolter#Castigator_Bolt_Cannon|them]] even [[Bolter#Vulcan_Mega_Bolter|bigger]]? And before you read any further; no, the [[Autogun#Avenger_Gatling_Cannon|Avenger Gatling Cannon]] is not a Bolter. The weapon was introduced with the eponymous [[Avenger Strike Fighter]], obviously alluding the real life GAU-8 Avenger. The difference here is that the GAU-8 is not a Bolter, and that our &amp;quot;Avenger&amp;quot; plane does not carry it. The aircraft that does carry it, however, is the A-10 [[Thunderbolt Fighter|Thunderbolt]] II. Back to 40k, another aircraft that carries the Bolt Cannon is the [[Fire Raptor]], and twin-linked to boot. The Avenger Bolt Cannon is seemingly intended to chair the position as &amp;quot;&#039;&#039;&#039;&#039;&#039;Most Powerful Bolt Weapon in Non-[[Apocalypse]] Games&#039;&#039;&#039;&#039;&#039;&amp;quot; – at Strength 6, AP3, Heavy &#039;&#039;&#039;7&#039;&#039;&#039;, it certainly is. Lacking the 2 Damage of its bigger cousins, the Castigator and Vulcan, with which it would have otherwise shared the same a Damage profile, the Avenger is less of an anti-vehicle weapon than a superior Assault Cannon. It should be better suited to targeting single-wound armoured infantry than light vehicles, unless the vehicle in question is a relatively dangerous example or the present infantry lacks real punch.&lt;br /&gt;
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Concerning its name, there is another weapon that is designated as &amp;quot;Avenger&amp;quot; – A. Mega-Bolter. The &#039;&#039;&#039;Avenger Mega Bolter&#039;&#039;&#039; is little different than the Bolt Cannon counterpart. Installed as the primary weapon of the [[Nephilim Jetfighter]], it is essentially a smaller rendition of the Vulcan Mega Bolter – being only a glorified Heavy Bolter at AP4 Heavy 5, instead of the terrifying seven shots at AP3. It is unlikely for this Mega-Bolter to be a better kind reserved for Space Marines since the Fire Raptor does not use it; and so, it is probable that the Mega-Bolter variant is simply a modification/design exclusive to only the Dark Angels. Good luck trying to bribe that lot to share the design with you.&lt;br /&gt;
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AvengerBoltCannon.jpg|&amp;lt;center&amp;gt;Avenger Strike Fighter&amp;lt;/center&amp;gt;&lt;br /&gt;
AvengerBoltCannonNephilim.jpg|&amp;lt;center&amp;gt;Nephilim Jetfighter&amp;lt;/center&amp;gt;&lt;br /&gt;
AvengerBoltCannonFireRaptor.jpg|&amp;lt;center&amp;gt;Fire Raptor&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Iliastus Accelerator Cannon===&lt;br /&gt;
[[File:IliastusAcceleratorProfile.jpg|250px|right|thumb|Iliastus Accelerator Culverin]]&lt;br /&gt;
This is what happens when you want your Lastrum Bolt Cannon to be bigger than a Heavy Bolter and pass for a tank&#039;s main gun, particularly the Caladius&#039;s.&lt;br /&gt;
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Sharing its name with an Assault Cannon pattern, the Iliastus Accelerator Cannon can be found installed on the aforementioned [[Caladius Grav-Tank|Caladius Grav Tank]] in a pair. [[Telemon Heavy Dreadnought|Telemon Heavy Dreadnoughts]] have access to a variant called &#039;&#039;&#039;Iliastus Accelerator Culverin&#039;&#039;&#039; which has less range compared to the high-powered turret. Since Lastrum bolts are so heavy, they seem to have landed on the conclusion that conventional propellant is not going to cut it, and instead utilize the &amp;quot;Accelerator&amp;quot; system instead. Yes, the same Accelerators found on Fellblade and Sicaran tanks. It is unlikely that the Lastrums actually invented the &amp;quot;Accelerator&amp;quot; since only the Sicaran is mentioned to have derived its systems from this Iliastus. To provide a brief description of the Accelerator system, it presumably suspends the ammunition in vacuum before propelling it out with possibly just pressurized air, making it travel at the same speed you&#039;d get from firing a conventional cannon with relatively tiny recoil. The canisters at the back of the weapon might be the vacuum-ingredient in question. Unlike the two smaller cousins, the Iliastus Accelerator does not have an ejection port on top, or at all for the matter. It probably does not need the initial propellant to fire out the bolts, and so there are no spent shells to eject.&lt;br /&gt;
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As a Lastrum in all but name, this Accelerator Cannon has Heliothermic Detonation, so anybody that takes one or more unsaved wounds and is not slain has to make a Toughness roll or get Instant Death (or +1 to penetration damage table if a vehicle). For the Cannon itself, it is a 60&amp;quot; S7 AP2 Heavy 3, Rending, Rapid Tracking (ignores Jink saves) weapon. As a reminder for this subtype, the Heliothermic Detonation is mostly relevant against models with a lot of Wounds. Because all models in a unit that are firing the same weapon shoot at the same time, it does not matter if said unit is firing one or a thousand Lastrum shells: the rule will only be triggered once against the last wounded model, after all the others have been killed normally. This greatly mitigates the efficiency of Lastrum weaponry against squads of multi-wounded models, but killing an extra bastard is always a good thing, nevertheless.&lt;br /&gt;
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[[Tl;dr]]. &amp;lt;u&amp;gt;[[Rape|&#039;&#039;&#039;Giant bolt shells carrying giant plasma warheads.&#039;&#039;&#039;]]&amp;lt;/u&amp;gt; Need I say more?&lt;br /&gt;
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IliastusAcceleratorCulverin.png|&amp;lt;center&amp;gt;Telemon Culverin&amp;lt;/center&amp;gt;&lt;br /&gt;
IliastusAcceleratorTelemon.jpg|&amp;lt;center&amp;gt;Telemon Culverin&amp;lt;/center&amp;gt;&lt;br /&gt;
CaladiusIliastusAcceleratorCulverin.png|&amp;lt;center&amp;gt;Caladius Cannon&amp;lt;/center&amp;gt;&lt;br /&gt;
IliastusAcceleratorTop.jpg|&amp;lt;center&amp;gt;Caladius Cannon&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Castigator Bolt Cannon===&lt;br /&gt;
[[File:CastigatorProfile.jpg|250px|right|thumb|Castigator Bolt Cannon]]&lt;br /&gt;
The Castigator Bolt Cannon is the Storm Bolter/Combi-Bolter to the Avenger Bolt Cannon as the normal Bolter.&lt;br /&gt;
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By appearance, its configuration looks quite similar to the Vulcan Mega Bolter. This Bolt Cannon is used by the eponymous [[Imperial_Knight#Cerastus_Knight_Castigator|Knight Castigator]] variant of the Cerastus chassis. Unsurprisingly, the Castigator&#039;s Bolt Cannon can easily wipe whatever is in the firing line at the moment clean off the board. The ejection ports for the Castigator face towards the Knight. Although an impractical design from a normal shooter&#039;s perspective, this is an armored walker; spent bolt casings are probably not a problem. Though its potential over range is certainly destructive, the Cerastus&#039;s emphasis over agility means it carries rather limited ammunition – a Dakka-happy pilot may empty the well in probably a few seconds after deployment. This is why Castigator Knights are reserved to the more reliable, headstrong scions who know when to pull the trigger. Besides, the Bolt Cannon itself should even be considered a secondary weapon of the Knight. The theme Castigators are running is a knight wielding the good ol&#039; fashioned sword and shield. Of course, the shield in question has ten barrels on it that shoot out giant rockets. Overall, these guys are what happens if you want to get as close to the firepower of the Vulcan without going full on Titan Legion or Baneblade armada.&lt;br /&gt;
&lt;br /&gt;
In the 8th Edition Imperial Knights Codex, the Castigator Bolt Cannon puts out an impressive 14 str6 AP-2 D2 shots at a decent BS which is complemented with the Warblade that strikes at str+6 AP-3 D5, making the Castigator a much more versatile option than it&#039;s previous incarnation. &lt;br /&gt;
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CastigatorBolter.png|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Ardex Defensor Mega-Bolter===&lt;br /&gt;
[[File:Ardex_Defensor_Mega-Bolter.JPG|250px|right|thumb|Ardex Defensor Mega-Bolter]]&lt;br /&gt;
The Ardex Defensor Mega-Bolter is the Vulcan Mega-Bolter&#039;s wee-little brother both figuratively &#039;&#039;and&#039;&#039; literally. This thing is nothing more than a heavily stripped-down Vulcan Mega-Bolter that only has one rotating barrel rather than the Vulcan&#039;s infamous two.&lt;br /&gt;
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The Ardex Defensor Mega-Bolter as such, is only really armed by Titans or other superheavy vehicles who want to have the [[Dakka]] of the Vulcan without being willing to forward up with the cost of construction and maintenance. That or it is used to counterbalance a fuckhueg primary weapon.&lt;br /&gt;
&lt;br /&gt;
The [[Dire Wolf Heavy Scout Titan]] is the primary users of these weirdly designed T-rex arm weapons.&lt;br /&gt;
&lt;br /&gt;
In terms of rules, on [[Adeptus Titanicus]], the Ardex Defensor Mega-Bolter is a relatively okay secondary weapon that does its job well in regards to picking off Imperial Knights or chipping away the health of rival Titans. It is a comparatively short-ranged weapon (10&amp;quot; short to 20&amp;quot; long) that is Strength 4. Due to being a cheap weapon at 10 pts and being often paired, this weapon with its 6 dice rolls allows it to offer a substantial amount of Dakka that is just short of the larger Vulcan.&lt;br /&gt;
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===Vulcan Mega Bolter===&lt;br /&gt;
[[File:VulcanMegaBolter.jpg|250px|right|thumb|Vulcan Mega Bolter]]&lt;br /&gt;
The closest thing you will ever see to &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;enuff dakka&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; in a single weapon that does not require a starship, an Imperator class titan, or a platform the size of Seattle rooted firmly into the ground, et cetera... in order to fire; even the Punisher Cannon stands in awe. Think of a Gatling gun, but instead of using wussy little Stubbers for its collection of barrels, it uses extra large Heavy Bolters. It comes in pairs as far as we know, so imagine two groups of five very rapidly rotating Heavy Bolters, all shitting out 10.00 caliber rocket propelled explosive rounds at God-Emperor knows how fast. To see why Bolters are so powerful, see the [[Bolter#How_It_Works|main section]] on Bolters. To see why Heavy Bolters are even more powerful, head over to its [[Bolter#Heavy_Bolter|section]]. To see the Bolter in action, see below at the rock bottom of the page.&lt;br /&gt;
&lt;br /&gt;
Only seen on [[Titan]]s – typically the smaller ones like [[Warhound Scout Titan|Warhounds]] and [[Reaver Battle Titan|Reavers]] since they don&#039;t quite make a big enough boom to be worth placing on [[Warlord Battle Titan|Warlords]], [[Imperator Battle Titan|Imperators or Warmongers]] (though TWINNED variants can be put on Carapace Mounts) – a variant of the &#039;&#039;&#039;BEEEEIIINBLLEEEEEEEEEHHHHHHDDD&#039;&#039;&#039; called the [[Stormlord]], and one class of the [[Macharius Heavy Tank]]. Infantry and light vehicles suffer critical existential crisis the instant one of these pops up as they are pulped out of said existence by several hundreds of rockets per second. Now, while Gyrojets technically can only really fire six rounds per second (&#039;&#039;360 rounds per minute&#039;&#039;) at maximum per barrel due to the sheer amount of back-blasted gas that rocket fuel creates, Bolters cheat around this limit by using a conventional propellant charge to launch the bolt out of the gun first, and then firing up the rocket part once the bolt has exited the barrel.&lt;br /&gt;
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It shits out so many bolts that it can be surprisingly effective against things like [[Predator Tank|Predators]] and [[Leman Russ Battle Tank|Leman Russes]] if you are smiled upon by Lady Luck and Admiral Awesome, provided that they are presenting their side armor; but do not expect it to do much against something like Land Raiders or Monoliths, though theoretically if you give it anti-armor rounds, it will make tank commanders shit bricks. The Imperium is considering loaning one of these to the [[Grey Knights]] and replace the regular barrels with Psycannon barrels for an amount of rape that would make [[Slaanesh]] weep tears of joy. To counter this, the forces of Chaos are pondering a version with two groups of six Reaper Autocannons arranged in a rotary cannon – twenty four short barreled Autocannons in all – for massive levels of automatic tank cannon induced rape. Another proposal was to replace the barrels themselves with Assault Cannons in order to achieve a Gatling-Gatling gun apotheosis and bring a new meaning to the term &amp;quot;&#039;&#039;&#039;bullet hell&#039;&#039;&#039;&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;[[meme|Yo dawg I heard you like]] assault cannons, so we put assault cannons in an assault cannon so you can rape things while you rape things.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
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Possibly the single most awesome thing about this weapon is that when mounted on a [[Stormlord]] – a [[Shadowsword]] chassis with this Mega Bolter as its primary weapon – the tank can choose to fire twice at different targets if it didn&#039;t move, and that is forty AP3 shots that only need a 3+ to wound T4 models. Sooooooo... basically it can cause two entire Space Marine Tactical Squads to suffer critical existence failure in a single turn. The weapon&#039;s only weakness is its operators, guardsmen with BS3, which seems like a waste, doesn&#039;t it? Still, if you are a master converter, add some Space Marine crew for a small points increase, and watch as you opponent cries tears of horrified rage as 30 S6, AP3 shots tear into his precious, precious Battlesuits or whatever he has; and that is before adding the shots from the twin linked Heavy Bolters, Lascannons, and the shots fired by anyone riding in it. For maximum lulz, stuff as many Heavy Bolter carrying infantry as you can inside and take the two extra sponson mounts for a grand total of 13 more Heavy Bolter barrels raining death upon your foes. Also, with 8th Ed, now you can actually kill tanks by sheer number of wounds. Most armor has around 56 wounds, so in a few turns, those AP 3 shots will knock out Russes.&lt;br /&gt;
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MegaBolter.png|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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StormlordMegaBolter.jpg|&amp;lt;center&amp;gt;Stormlord&amp;lt;/center&amp;gt;&lt;br /&gt;
MachariusMegaBolter.jpg|&amp;lt;center&amp;gt;Macharius&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=60&amp;quot;|s7=6|ap7=3|type7=Heavy 15|r8=60&amp;quot;|s8=6|ap8=-2|d8=2|type8=Heavy 20}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=60&amp;quot;|s7=6|ap7=3|type7=Heavy 15|abil7=May fire twice at same target that turn if tank didn&#039;t move|r8=60&amp;quot;|s8=6|ap8=-2|d8=2|type8=Heavy 15|abil8=Change Type to Heavy 30 that turn if tank didn&#039;t move}}&lt;br /&gt;
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===Annihilator Cannon===&lt;br /&gt;
[[File:Annhilator_Cannon.JPG|250px|right|thumb|Annihilator Cannon]]&lt;br /&gt;
You thought the Vulcan Mega-Bolter was huge? Wait till you see &#039;&#039;this&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Annihilator Cannon is the only weapon found on the [[Annihilator-class Battleship]]. This absolute monster is the single-largest &#039;&#039;gun&#039;&#039;, let alone &#039;&#039;Bolter&#039;&#039;, ever fielded by the Imperium of Man that can be mobile. This...&#039;&#039;thing&#039;&#039;...is designed to one-shot other capital ships (And [[Exterminatus|planets]] let&#039;s be frank).&lt;br /&gt;
&lt;br /&gt;
Seriously, we cannot stress how absurdly ECKS BAWKS HUEG this weapon is. The barrels is as long as a fucking [[Imperial Navy Cruiser|Cruiser]]. God dang. And then you realise how big the &#039;&#039;bore-size&#039;&#039; is. Whilst the Vulcan uses upsized heavy bolt rounds, the Annihilator Cannon uses bolt rounds the &#039;&#039;size of Escorts&#039;&#039;. Moreover, they were fired at such velocity that upon impact their sheer mass and speed was usually enough to tear through even the armoured hull of an enemy. [[FATAL|And then it immediately explodes.]] No ship, not even &#039;&#039;Necrons&#039;&#039; are gonna survive &#039;&#039;that levels of assfucking once a Cyclonic Torpedo-sized warhead explodes from &#039;&#039;within&#039;&#039; your vessel. Oh yea, and its [[Rape|&#039;&#039;twin-linked&#039;&#039;]], [[Anal circumference|because why the fuck not?]]&lt;br /&gt;
&lt;br /&gt;
==Chaos Variations==&lt;br /&gt;
The Imperium of Man maintains a good monopoly on Bolters, and Chaos Space Marines are its major foreign customers through pillaging and manufacturing by the Dark Mechanicum branch, but mostly pillaging. Ten thousand years since the Horus Heresy is plenty of time for those boys to actually develop their own distinctive flavors of Boltguns beyond putting symbols and hanging nasty stuff on in order to make them look the part.&lt;br /&gt;
&lt;br /&gt;
===Inferno Bolt Pistol===&lt;br /&gt;
[[File:Ahriman&#039;s_Ensorcelled_Inferno_Bolt_Pistol.png|250px|right|thumb|Inferno Bolt Pistol]]&lt;br /&gt;
The baby of the specialized Inferno weapons, Inferno Bolt Pistols are badass little Bolt Pistols utilized exclusively by the [[Thousand Sons]] and their magical cults. [[Ahriman]]&#039;s personal Bolt Pistol as shown on the right, is the original Inferno Bolt Pistol before GW decided that every Thousand Sons should have one. It looks and functions similarly to the more common variant, although it has a shorter magazine and thus, holds less ensorcelled magical bolt rounds, not as if Ahriman cares as he is a [[Dakka|walking psychic bullet storm incarnate.]]&lt;br /&gt;
&lt;br /&gt;
This dashingly evil little weapon is an Inferno weapon that is not to be confused with the Inferno round, which is a specialized ammunition for the normal Bolter, and the [[Inferno_Pistol|Inferno Pistol]] which is a Melta weapon. It is basically the catch-all term used to describe a weapon that has been imbued with magical energies, specially by Thousand Sons Sorcerers, with additional power that can melt flesh and ceramite alike like butter. In a sense, it is the usual (un)holy fusion between science and sorcery that has been perfected for over ten millennia which the Thousand Sons still pat their backs for the accomplishment. Strangely, despite most of the Inferno weapons being a sub-category of Boltguns, the largest variant, the [[Soulreaper Cannon]], is a heavily-modified Rotor Cannon belonging heavily to the Autogun category. However, they are all projectile weapons that the moniker of Inferno weapons can be used to designate – a weapon that the Thousand Sons have dabbled with their flavor of sorcery. Although the manner Exalted Sorcerers hold them may make it seem like the pistol&#039;s bolts are magical by origin, the fact that Aspiring Sorcerers use it with magazines suggests that &amp;quot;&#039;&#039;ammunition based on your magic reservoir&#039;&#039;&amp;quot; is more of an advanced technique rather than the pistol&#039;s intended function. So, Aspiring Sorcerers are stuck with physically magical bolts which last until they empty their last magazine, while Exalted Sorcerers get to use magically magical bolts which last until they call it a day.&lt;br /&gt;
&lt;br /&gt;
On tabletop, it is a free AP-2 Bolt Pistol for Non-Terminator Sorcerers. It is a pretty nifty weapon to blast enemies if they get too close to the most stereotypically squishy wizard.&lt;br /&gt;
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====&#039;&#039;Coruscator&#039;&#039;====&lt;br /&gt;
[[File:OrangeInfernoPistol.png|250px|right|thumb|&#039;&#039;Coruscator&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
For your information, &amp;quot;Coruscate&amp;quot; is fancy for flash or sparkle in terms of light.&lt;br /&gt;
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Of all the Warp-forged weapons made in-house and carried to battle by the Thousand Sons, &#039;&#039;Coruscator&#039;&#039; is the most revered despite being just a significantly better Inferno Bolt Pistol. You&#039;d think it&#039;d be some cool sword or magical staff that gets that honor, but no; it&#039;s just this one humble pistol that any Thousand Son can get to use as long as they carry an Inferno Bolt Pistol to replace theirs with. Since the time of the Horus Heresy where [[Magnus]] did nothing wrong and [[Leman Russ|Russ]] came to thank him for it, &#039;&#039;Coruscator&#039;&#039; has taken the lives of countless loyalist Space Marines over the thousands of years, and its daemonic spirit within will take any chance to stoke the fires of hatred that eat away at the Imperium from within. When the trigger is pulled, &#039;&#039;Coruscator&#039;&#039; fires not bolts which are self-propelled rockets, but bolts which are blinding helices of magical energy that punch a smoking hole through a target’s torso – or pretty much any location on the body for the matter – the edges of that grievous wound will glitter and burn, essentially coruscating until there is nothing left to consume. It is unknown whether or not these magical bolts come in magazines. Since this is the Warp we&#039;re talking about, there&#039;s more than a decent chance for the ammunition of the &#039;&#039;Coruscator&#039;&#039; to be entirely magical in nature.&lt;br /&gt;
&lt;br /&gt;
Over 8th Edition, the &#039;&#039;Coruscator&#039;&#039; is simply a better Inferno Bolt Pistol with no gimmicks attached unlike its past incarnation.&lt;br /&gt;
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===Inferno Bolter===&lt;br /&gt;
[[File:Inferno_Bolter_3.png|250px|right|thumb|Inferno Bolter]]&lt;br /&gt;
The middle child of the Inferno family, Inferno Bolters provide a much better range, penetration as well as coverage of fire at the expense of being unable to be wielded effectively with one hand like the Inferno Bolt Pistol.&lt;br /&gt;
&lt;br /&gt;
These Bolters are now the standard issue weapon of the [[Thousand Sons]], so expect to see a lot of them when fighting these nerds. Like their smaller brethren discussed earlier, Inferno Bolters are Inferno weapons, which is basically the catch all term used to describe a weapon that has been imbued with magical energies with additional power that can melt flesh and ceramite. A throwback to the Bolters which were once common ten thousand years ago, it is the pinnacle of Tzeentchian science and Tzeentchian sorcery infusion with a twist of Tzeentchian alchemy involved – that is to say, complex rocket science stuff. And just like the Inferno Bolt Pistol, the Inferno Bolter stays consistent as being a sub-variant of the Boltgun unlike the [[Soulreaper Cannon]]. Similar to the case of [[Heavy Warpflamer]]s, the Inferno Bolters retain similarities to those same Bolters used during the Great Crusade and the Horus Heresy, noticeable by the long sickle magazines. There are also the &#039;&#039;&#039;Inferno Combi-Bolters&#039;&#039;&#039; which, assuming you have done your crash course on what [[Combi-weapons]] are, are the usual Combi-Bolters used by the Scarab Occult. The only difference here is that they also get the Inferno treatment to better represent the Sortiarius home team. The presence of these Combi-Bolters raises a question to whether other Combi-weapons of the Thousand Sons are still functional and inferno-ified. A &amp;quot;Combi-Warpflamer&amp;quot; is certainly a plausible weapon, on the other hand, &amp;quot;Combi-Warpmelta&amp;quot; are rather unlikely. You may think &amp;quot;Combi-Warpplasma&amp;quot; is likewise unlikely, but it&#039;s really only a matter of time until GW remembers Thousand Sons get their own unique &amp;quot;Ætherfire&amp;quot; plasma weapons in 30k.&lt;br /&gt;
&lt;br /&gt;
On tabletop, the Inferno Bolter is the Rubrics&#039; standard guns, an AP-2 Bolter. Costs 2 points and is exclusive to them. And about the Inferno Combi-Bolter, it is basically just a normal Combi-Bolter and behaves just like one – a little disappointing, but it gives twice the shots, so we shouldn&#039;t be complaining about the lack of Thousand Sons buffs. If these Bolters aren&#039;t doing enough for you, just get one of your Rubrics to carry around a Soulreaper Cannon. Yes, the Thousand Sons&#039; basic troops can lug around Assault Cannon equivalents, cause these Soulreapers just happens to be rotor cannons in all but name.&lt;br /&gt;
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===Kai Gun===&lt;br /&gt;
[[File:KaigunSide.jpg|250px|right|thumb|Kai Gun]]&lt;br /&gt;
Chaos&#039; closest equivalent to the Psycannon, the Kai Gun was a Daemon Weapon in the Third Edition ruleset of Codex: Chaos Space Marines.&lt;br /&gt;
&lt;br /&gt;
The Kai Gun was at one time produced by the machine smiths of an unfortunate eponymous planet, Kai. Once upon a time around M34-ish, a warp storm named Gae-sann sucked the Kai system into the Eye of Terror, out of all places out there. The smiths in question realized that they could make weapons that flashed the finger to the laws of physics. Since the smiths are good at churning out these Kai Guns, though whether they produce anything else as well is unmentioned, they bartered their services as a measure of protection from the Daemons of the [[Warp]]. Eventually like all things, this deal came to an end when Daemons finally descended on Kai and butchered the bulk of the population. Several Chaos Lords, being more cynically enterprising, swooped in to secure some (very grateful) potential candidates and weapon-techs during the massacre. Ultimately, when the dust settled only the massive, arcane, Bolter-like weapons that were the Kai system&#039;s legacy remained. Mostly because GW won&#039;t tell us what else Kai made during its stint in the Warp. As for that legacy, the Kai Gun is massive for a Bolter. Only Terminator-clad Chaos Lords and Daemon Princes are large and important enough to carry one. Unlike the Psycannon that uses custom-made psychic Bolts, the Kai Gun fires out &amp;quot;hate and malice&amp;quot; of the user into energy bolts.&lt;br /&gt;
&lt;br /&gt;
The name of this weapon is also a notable point. Although &amp;quot;Kai&amp;quot; is certainly not unheard for a name, when coupled with &amp;quot;Gun,&amp;quot; there are several definitions we can derive from the combination. In Japanese, kaigun (&#039;&#039;&#039;海軍&#039;&#039;&#039;) means &amp;quot;Navy&amp;quot; – and it gets way more interesting over the Chinese side. If you read it in reverse as gǔnkāi (&#039;&#039;&#039;滚开&#039;&#039;&#039;), among its definitions ranging from &amp;quot;Boiling&amp;quot; to &amp;quot;Go away&amp;quot; is &#039;&#039;&#039;&#039;&#039;fuck off&#039;&#039;&#039;&#039;&#039;. Or, more likely, kai (改) by itself means &amp;quot;change&amp;quot;. It&#039;s a gun of change. Kaizen (改善), meaning change for the better or improvement (irony here), is pronounced &amp;quot;gai shan&amp;quot; in Mandarin, which pretty much gives us Gae-Sann. Anyway, as interesting a weapon as it is, you cannot get one since later [[Codex|codices]] don&#039;t have them anymore. If you were to bring one out to the tabletop around 4E to 6E, however, it would [[Counts As|count as]] a Deathscreamer – a Tzeentchian Daemon Weapon. Its old stats makes it one of those weapons that can be either amazingly good or amazingly bad depending on how the [[dice]] wants your day to be. You might get away with using it as a Warpflame pistol.&lt;br /&gt;
And do note that in reality, there is no official model for the Kai Gun, but general consensus accepts the unidentified gun of a metal Terminator Chaos Lord model as one.&lt;br /&gt;
&lt;br /&gt;
There is also a less well known variant called the &#039;&#039;&#039;Kai Hellspear&#039;&#039;&#039;. These are chaos-corrupted weapons which are said to function similarly to a lasgun, but instead of discharging a typical laser beam it emits a searing beam of Warp energy (which probably takes the form of a spear, hence the name) which can not only cut through armor and bone, but is also able to rend away a target&#039;s soul.&lt;br /&gt;
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==Squat Variations==&lt;br /&gt;
===Ironhead Bolt Pistol===&lt;br /&gt;
[[File:Ironhead_Bolt_Pistol.PNG|200px|right|thumb|Ironhead Bolt Pistol]]&lt;br /&gt;
A unique pattern of Bolt Pistol only used by the [[Digger]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]]. The Ironhead Bolt Pistol is the little brother of the Ironhead Boltgun, and its design is a far cry from conventional Imperial Boltgun design or even Leagues of Votann Boltgun design. This is due to the fact that these Bolt Pistols are naturally twin-linked.&lt;br /&gt;
&lt;br /&gt;
Like its less powerful cousins, the [[Ironhead Autopistol]] and the [[Ironhead Stub Gun]], the Ironhead Bolt Pistol features a drum-fed magazine to hold substantially more bolts than a normal sickle-magazine. However, given how small said magazine is, it is going to chew through ammunition like there&#039;s no tomorrow. At the very least, it seems to hold more ammo than &#039;&#039;either&#039;&#039; of the Stub Gun and Autopistol variety.&lt;br /&gt;
&lt;br /&gt;
In contrast to the Autopistol which is individually weak but can output a shit ton of [[dakka]], or the Stub Gun which offers a fine balance of the two. The Bolt Pistol is the most powerful of the lot which is not surprising. What is interesting is that due to its double-barrel design, it is able to output so much dakka in three seconds, it resembles more like a &#039;&#039;miniature Storm Bolter&#039;&#039; than anything else. Nevertheless, it is technologically inferior to the League&#039;s Autoch-pattern products.&lt;br /&gt;
&lt;br /&gt;
===Autoch-Pattern Bolt Pistol===&lt;br /&gt;
[[File:Autoch_Pattern_Bolt_Pistol.JPG|200px|right|thumb|Autoch-Pattern Bolt Pistol]]&lt;br /&gt;
The smaller version of the larger Autoch Pattern Bolter for the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
These pint-sized Bolters offer much superior weapons handling and penetration than conventional Astartes counterparts. Due to superior understanding on gyrojet technology and quality materials, the Squats managed to create a weapon that is both smaller than a standard Bolt Pistol, yet still able to hit twice as hard.&lt;br /&gt;
&lt;br /&gt;
Exactly &#039;&#039;how&#039;&#039; it hits twice as hard we ain&#039;t too sure, although theories range from superior propellant, to a better penetration tip, better explosive materials or all of the above.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these Bolt Pistols are 12&amp;quot; Pistol 1, S4 AP-1 D1. A bolt pistol with an extra point of AP, this is considered the default sidearm of most of your models that take them.&lt;br /&gt;
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===Bolt Revolver===&lt;br /&gt;
[[File:Bolt_Revolver.JPG|200px|right|thumb|Bolt Revolver]]&lt;br /&gt;
The Bolt Revolver is the Old Westerns of Bolters.&lt;br /&gt;
&lt;br /&gt;
Despite such primitive origins, the [[Leagues of Votann]] managed to find a use of a revolver frame and made it capable of firing boltrounds. It carries less ammo than the standard Bolt Pistol and has less range, but one is able to fill it with a diverse amount of bolter ammunition. That and it hits harder despite having an inferior range, likely due to firing bolts that exchange gyrojet fuel for more explosive mass.&lt;br /&gt;
&lt;br /&gt;
For its more shittier, country bumpkin cousins, you can check out the [[Ironhead Stub Gun]] for more info.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, this translates into a 9&amp;quot; Pistol 1, S5 Ap-1 D1. Carried by your Pioneers or certain Hearthkyns, this six-shooter of doom is probably the least threatening of their guns.&lt;br /&gt;
&lt;br /&gt;
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===Ironhead Boltgun===&lt;br /&gt;
[[File:Ironhead_Boltgun.PNG|200px|right|thumb|Ironhead Boltgun]]&lt;br /&gt;
A unique pattern of Boltgun only used by the [[Drill Master]]s and [[Drill-Kyn]]s of the [[Ironhead Squat Prospectors]] from [[Necromunda]]. The Ironhead Boltgun is a far cry from conventional Imperial Boltgun design or even Leagues of Votann Boltgun design. This is due to the fact that these Boltguns are naturally twin-linked.&lt;br /&gt;
&lt;br /&gt;
Whilst conventional wisdom goes that this should be put in the [[combi-weapon]] category, this Boltgun like its Storm bolter cousins, are not two weapons duct taped together, but a single weapon system that just so happens to have two barrels. What this means is that rather than firing each barrel separately in tandem via a hotwired single trigger mechanism, the gun fires two bolts at the same time, due to the fact that the entire firing mechanism being fused together. To compensate for the sudden increase in firepower, the Ironhead variant sports a huge drum-fed cylindrical magazine; holding a shit ton of ammunition at the expanse of weight. Fortunately for the Squats, they just so happen to be strong enough that such cumbersome weight is a non-issue. This design stays consistent with the rest of the Ironhead&#039;s weapons, even their &#039;&#039;pistols&#039;&#039; sport the same double-barrel, drum-fed magazine design. Why that&#039;s the case, we have no idea. Compensation much?&lt;br /&gt;
&lt;br /&gt;
In contrast to the [[Ironhead Heavy Stubber]], the Boltgun variant offers less [[dakka]] at the expanse of higher penetrative power and accuracy. This is all relative however, as you are still facing what amounts to a two-handed Storm Bolter. Compared to their relatives from the Leagues, the Ironhead ones offer inferior quality. But that could be due to more of the Ironhead&#039;s environmental predicament more than any form of degradation. These Boltguns came from the factories of Necromunda, not some high-tech Holdworld from the Leagues. So the Ironheads have to compensate this by making their own Storm Bolter equivelent.&lt;br /&gt;
&lt;br /&gt;
===Autoch-Pattern Bolter===&lt;br /&gt;
[[File:Squatbolter.jpg|200px|right|thumb|Autoch-Pattern Bolter]]&lt;br /&gt;
The &#039;vanilla&#039; assault weapon for the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
The Autoch Pattern Bolter has some similarities and common ancestry to their Imperial counterparts but is superior in every respect. The weapon hits harder and works better, all whilst having a more compact frame. This is due to better advancements in gyrojet technology and better materials presented in the Homeworlds. Autoch Pattern Bolters are fitted with a drum magazine rather than the usual sickle magazine types of most Bolters.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Bolter is a 24&amp;quot; HunTR 2, S4, AP-1, D1 weapon. Definitely far superior to the average Astartes Boltgun and, true to its name, hits harder with its AP-1. Moreover, since it is designated as a HunTR 2 weapon, it means that this Boltgun is able to basically [[Cheese|Rapid Fire without needing to close half-range]]; so yeah, fucking nasty.&lt;br /&gt;
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===Bolt Shotgun===&lt;br /&gt;
[[File:BoltShotgun.jpg|200px|right|thumb|Autoch-Pattern Bolter]]&lt;br /&gt;
The absurd-looking Bolt Shotgun is a type of hybrid Bolter and Shotgun weapon used by the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
Resembling more of an oversized Bolt Revolver than an actual shotgun (for the record, revolver shotguns are a real thing), the Bolt Shotgun is an oddity wrapped in an enigma shrouded in mystery. How the hell &#039;&#039;that weapon is meant to work,&#039;&#039; we have no idea. Theories range from it being a bolt-assisted shotgun to a weapon that fires shells filled with &#039;&#039;miniature bolt rounds&#039;&#039; is up in the air. It doesn&#039;t help that regular Bolters could be equipped with Metal Storm Frag Shells which essentially function somewhat like a shotgun pellet/frag grenade hybrid. So yeah, kind of confusing.&lt;br /&gt;
&lt;br /&gt;
The confusion doesn&#039;t help on tabletop as the Bolt Shotgun is disappointingly, quite underwhelming, especially when compared to the standard-issue Bolters that regular League troops carry around. It is apparently a 12&amp;quot;, Assault 2, S5, AP-1, D1 weapon. Considered a step up from the Bolt Revolver but is still outshined by the Pioneer&#039;s other weapons.&lt;br /&gt;
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Bolt_Shotgun_Held_Up.JPG|&amp;lt;center&amp;gt;Bottom View&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Bolt Cannon===&lt;br /&gt;
[[File:VotannBoltCannon.jpg|200px|right|thumb|Bolt Cannon]]&lt;br /&gt;
The largest Bolt weapon we know of that is used by the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
The Bolt Cannon is essentially a [[Heavy Bolter]] carried around either as primary weapons for the [[Brôkhyr Thunderkyn]] or as secondary weapons for Squat vehicles. They, like all Squat Bolters are superior to their lesser counterparts, behaving like a Heavy Bolter on crystal meth; hitting harder, further and faster than normal.&lt;br /&gt;
&lt;br /&gt;
This translates quite closely on tabletop, as these weapons are Heavy Bolters on steroids; this is a 36&amp;quot; HunTR 3, S6 AP-2 D2 monster carried by your Thunderkyn by default, as well as being standard on the Sagitaur and Land Fortress.&lt;br /&gt;
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File:Bolt_Cannon_2.JPG|&amp;lt;center&amp;gt;Sagitaur ATV&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{Clear}}&lt;br /&gt;
{{40k-Squat-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Speaking of On the Tabletop==&lt;br /&gt;
Despite the really cool fluff, the Bolter is, in fact, a middle-of-the-road weapon on the table; the average by which all default infantry weapons of every race must be judged. While not as potent and long ranged as the [[Tau]] Pulse rifle or annoying and devastating as the [[Necron]] Gauss Flayer, it&#039;s considerably better in terms of punch than most other infantry weapons in the 41st Millennium; [[Eldar]] Shuriken weapons have shorter ranges (but Bladestorm to make up for it), [[Lasgun]]s have the same long range, but minimal armor-penetration (read: none) and less punch, though you can take more per point- the list goes on, but Bolters, while middling at best, are far from the worst gun on the battlefield. And that&#039;s honestly how they are good. It&#039;s a Jack of All Trades weapon. Besides being one of the cool parts of the [[Commissar]]iat, since they are the primary weapon used for summary executions. Now, if &#039;&#039;only&#039;&#039; this stopped them from being doucheba{{BLAM}} Pretty much they&#039;re like Mario is in most of the games he shows up in where he isn&#039;t the only playable character. While the others are a lot better than he is in certain areas, no one else is as good overall (well...except for the Gauss Flayer and Pulse rifle... though both are on units that can&#039;t melee for shit, and one is on a unit that can&#039;t even shoot straight but costs more than two guardsmen, so it all kinda evens out.) Still, given the cost to make bolters, if their fluff performance was as average as their tabletop performance it could lead one to wonder why Astartes wouldn&#039;t just carry sawn-off heavy stubbers, for increased rate of fire which would help make up for Space Marines&#039; relative lack of numbers.&lt;br /&gt;
&lt;br /&gt;
Certain [[Ciaphas Cain|Commissars]] prefer Laspistols or Hell pistols (if they&#039;re lucky/wealthy enough to get one) to Bolt Pistols however, but Laspistols are much worse at blamming because it&#039;s one of the very few weapons that Flak armor can resist. Bolt Pistols however, have recoil and have considerably less ammo (a typical mag only has 10 rounds (even though that&#039;s enough rounds to execute an entire squad of troopers, including the sergeant) than Laspistols. Before you laugh at flak armor only working properly against lasers and shrapnel, keep in mind that fluff says it&#039;s kept stiff by therma-plas strips (besides, flak armor is only designed to withstand shrapnel anyway, and in RL shrapnel kills more soldiers than bullets). It stands to reason that the Imperium would use plastic to keep the flak armor stiff, it just so happens that the only plastic they have decent access to happens to be on steroids, and remember that Kevlar is made of plastic so it&#039;s not out of the question. Of course, it is still &#039;&#039;plastic&#039;&#039; so it isn&#039;t that great against large-caliber bullets and clouds of mono-molecular shuriken. Also, Flak is sufficient to provide protection against autoguns (S3 AP-), which are semi-equivalent to modern assault rifles.&lt;br /&gt;
&lt;br /&gt;
==In action==&lt;br /&gt;
*You can see this gun turning Tau into hamburger [http://www.youtube.com/watch?v=LdRbiJ29VkM here].&lt;br /&gt;
*You can also see an in-depth explanation of how bolts work [http://www.youtube.com/watch?v=tnHyEhS1lSM here].&lt;br /&gt;
*The MK19, while not having the punch capabilities of the bolter [https://www.youtube.com/watch?v=jT698BOmSic it gives you an idea of how one may look and feel IRL].[https://www.youtube.com/watch?v=X-u4bQmLSeM video of MK19 going full cyclic rate of fire]&lt;br /&gt;
*The XM-25 (a descendant of the grenade launcher portion of the OICW) functions [https://www.youtube.com/watch?v=sjqu4hBFWFA much like you&#039;d expect a bolter to, right down to the advanced variety ammunition]. Although they are not rocket propelled.&lt;br /&gt;
*The Origin 12, though a shotgun, somewhat resembles a Bolter. [https://www.youtube.com/watch?v=r7krlrcGtms Fostech Origin 12 SBV Non-NFA &amp;quot;Firearm&amp;quot;],[https://www.youtube.com/watch?v=qnrsvUanLfU Now silenced]. In theory, if one was up for designing a gyrojet shell that was fired out of a shotgun, you could make it a gyrojet weapon.&lt;br /&gt;
&lt;br /&gt;
{{Template:40k-Imperial-Weapons}}&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
[[category:imperial]]&lt;br /&gt;
[[category:warhammer 40,000]]&lt;br /&gt;
{{40k-Chaos-Weapons}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Marines:_/tg/%27s_9th_Edition&amp;diff=1011590</id>
		<title>Codex - Angry Marines: /tg/&#039;s 9th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Angry_Marines:_/tg/%27s_9th_Edition&amp;diff=1011590"/>
		<updated>2026-05-20T15:17:22Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Angry marine battle against chaos demons.jpeg|800px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;WE’RE THE MOTHERFUCKING [[Angry Marines|ANGRY MARINES]]!!! COME GET SOME DICKSNIFF!!!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Welcome to the &#039;&#039;&#039;FUCKING 9th EDITION!!!&#039;&#039;&#039; [[Angry Marine]] codex.&lt;br /&gt;
&lt;br /&gt;
Everyone’s favourite insanely profanity marines have received a rather considerable rework this edition. Firstly, everything is now a Primaris unit. Why? You’ll have to wait and see. Secondly, a lot of units have been removed. Space marines (especially angry marines) suffered from a lot of redundant units. So those units which are not intrinsically angry marine units are gone.&lt;br /&gt;
&lt;br /&gt;
A note on editing. The angry marines represent something special to tg. When someone new comes to 40K on the internet they are likely to find the angry marines and then end up here. As such it is important that any edits you might make are to the best of your ability and use the appropriate amount of cap locks and exclamation marks. &amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear:&#039;&#039;&#039; &#039;&#039;More like: AND THEY SHALL FUCK YOU UP!!!&#039;&#039;&lt;br /&gt;
::When a unit with this rule makes a combat attrition test, ignore all modifiers to its roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons:&#039;&#039;&#039; &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039; Bekuz moar choppy iz alwayz a gud fing.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
::If a model with this special rule is equipped with two of the same Melee weapon or Type of Melee weapon, you can add 1 to its Attacks characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK THE BOLTER!!!:&#039;&#039;&#039; &#039;&#039;While other chapters&#039; marines will spend decades honing their skills with the bolter with stationary drills, indoctrination, strip cleaning, combat drills etc, the angry marines... don&#039;t. They see the bolter as a means of keeping the enemies heads down and a crude club at best, and a &amp;quot;WASTE OF FUCKING SPACE AND WEIGHT WHICH I COULD USE TO CARRY A FUCKING TWO BY FOUR!!!&amp;quot; As such, Angry Marines are nowhere near as well drilled in using the bolter as their cousin chapters. Or at least, not as well drilled in the bolters&#039; conventional uses...&#039;&#039;&lt;br /&gt;
::All {{W40kKeyword|ANGRY MARINEs}} gain this special rule. Any such model armed with a weapon from the &#039;&#039;Bolt Weaponry&#039;&#039; list may fire their Bolt weapon at an enemy unit even if that enemy unit is 1&amp;quot; or closer to the firing unit, or if the enemy unit is 1&amp;quot; or closer to another friendly unit, but at a -1 to hit. The following types of unit do not suffer a -1 to hit:&lt;br /&gt;
::-{{W40kKeyword|TERMINATOR}}, {{W40kKeyword|BIKER}}, {{W40kKeyword|DREADNOUGHT}} or {{W40kKeyword|CHARACTER}} unit.&lt;br /&gt;
::-A unit that did not move during its previous Movement phase.&lt;br /&gt;
::In addition to this, any model armed with a Pistol from the Bolt weapons list may make an additional attack each time it fights in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;SHOCK ASSAULT BITCHES!!!:&#039;&#039;&#039; &#039;&#039;Deep within the MAXIMUM FUCK battle barge inside a soundproof chamber Temperus Maximus was disturbed from his meditation/shouting practice. Noticing that the shouting chamber was no longer vibrating on its housing, Maximus&#039; aide entered the room with the chapter master&#039;s post-shouting drink of rusty nails and hot chocolate. Upon the entering the sacred chamber the aide was greeted with a troubling sight-- the chapter master sitting quietly with a contemplative look on his face. &amp;quot;My Lord,&amp;quot; stuttered the aide, &amp;quot;what is wrong? Are your Primaris augmentations troubling you again?&amp;quot; Maximus did not respond for a long time, simply staring at the deck playing, which after five minutes of the chapter masters glare had started to melt.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&amp;quot;FETCH ME THE FUCKING CODEX!!!&amp;quot; said the chapter master in his indoor voice, just as the aide was wondering whether they should fetch an apothecary. &amp;quot;THE CUNT GIRLYMAN HAS DECIDED THAT VANILLA MARINES AREN&#039;T CHOPPY ENOUGH!!! THE CODEX NOW REQUIRES AN... IMPROVEMENT!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::When an {{W40kKeyword|ANGRY MARINE}} unit charges, is charged or performs a heroic intervention it adds 1 to its attack characteristic for the following fight phase.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!:&#039;&#039;&#039; &#039;&#039;ALL THE FUCKING TIME!!! SUCK ON IT YOU ULTRASMURF PRICKS!!!&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, you can add 1 to all models in this units&#039; Attacks characteristic for the duration of the Fight phase if it charged, or performed a heroic intervention in the preceding Charge phase. In addition to this, hit rolls of 6+ made in the fight phase count as 2 hits. However, units with this trait may never retreat from combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Dicktrics:&#039;&#039;&#039; &#039;&#039;HA HA HA!!! MADE YOU FUCKING SAY DICK!!!&#039;&#039;&lt;br /&gt;
::If your army is battle forged then all {{W40kKeyword|ANGRY MARINEs}} units gain this special rule. During turn 1 then all units are affected by &#039;&#039;&amp;quot;THE FUCKERS ARE THAT WAY!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;THE FUCKERS ARE THAT WAY!!!:&#039;&#039;&#039; Turn 1-2. While this doctrine is active, {{W40kKeyword|ANGRY MARINEs}} units add 1&amp;quot; to their movement and advance distances.&lt;br /&gt;
::&#039;&#039;&#039;INTO THE BREACH YOU PUSSIES!!!:&#039;&#039;&#039; Turn 2-4. While this doctrine is active, {{W40kKeyword|ANGRY MARINEs}} may charge after advancing. If a unit effected by this doctrine could already charge after advancing it may reroll failed charge rolls.&lt;br /&gt;
::&#039;&#039;&#039;RUN THEM DOWN!!!:&#039;&#039;&#039; Turn 5+. While this doctrine is active, whenever an enemy unit would retreat from combat from an {{W40kKeyword|ANGRY MARINEs}}, the {{W40kKeyword|ANGRY MARINEs}} unit can immediately make a round of close combat attacks against the retreating unit as if it was its Fighting phase, but with a -1 to hit. In addition, units affected by this doctrine generate 2 hits on a 5+ from the ALWAYS ANGRY!!! Trait, instead of on a 6+.&lt;br /&gt;
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*&#039;&#039;&#039;THIS SHIT&#039;S OURS NOW, FUCKERS!!!:&#039;&#039;&#039; &#039;&#039;Although the Angry Marines have the best men &amp;quot;BETTER THAN THOSE GIRLY ULTRASMURFS!!!&amp;quot;, and they have the best equipment (stolen or cobbled together out of duct tape and rage made solid), and they have the best war cry apart from &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&amp;quot;WAAAAGGGHHHH&amp;quot;&amp;lt;/span&amp;gt; {{BLAM}} {{BLAM|Heresy!}}, what they do lack is the numbers of other armies. This makes them angry to no end (scientists are trying to find the end to their anger, but it has a habit of bending space time and imploding their minds) as some pansy army of flashlight wielders or Tyranids can just sit on an objective and laugh as the Angry Marines cut them down by the hundreds and still lose. The solution? &amp;quot;STEAL THEIR FUCKING FANCY PANTS OBJECTIVE AND BEAT THE CAMPING TWATS OVER THE HEADS AS WELL!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all {{W40kKeyword|Troops}} units in {{W40kKeyword|Angry Marines}} detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. In addition, if an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Troop}} unit contests an objective in a turn in which it charged then each model in that unit counts as 2 models instead of 1 for determining which player controls that objective.&lt;br /&gt;
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==Stratagems==&lt;br /&gt;
If your army is Battle-forged and includes any {{W40kKeyword|Angry Marines}} Detachments (excluding Auxiliary Support Detachments, because ONLY THE WEAK USE THEM!!!), you have access to the Stratagems shown here. These reflect the unique &amp;quot;strategies&amp;quot; used by the {{W40kKeyword|Angry Marines}} on the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;ALL THE TIME!!! (3 CP):&#039;&#039;&#039; &#039;&#039;ALWAYS ANGRY!!! ALL THE TIME!!!&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} or {{W40kKeyword|Biker}} unit - that unit can immediately fight for a second time.&lt;br /&gt;
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*&#039;&#039;&#039;BENEVOLENCE OF THE TOASTER GOD!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Although not your normal Mechanicus adept, some of the Angry Tech-Priests do worship the Omnissiah (or the “TOTALLY NOT VOID DRAGON CUNT WHO MAKES OUR FUCKING FLESHLIGHTS (COUGH) I MEAN TOASTERS WORK!!!), and as in the grim darkness of the 41st millennia, the warp is a thing their prayers and holy insults may occasionally be answered. If such a Priest is ever caught doing this they’ll be given a non-negotiable invitation to play a game of kick the flaming horror to death while naked and covered in promethium, a threat which ensures that “THE TOASTER FUCKERS REMEMBER TO BE ANGRY ALL THE TIME!!! NOT PROSTRATING TO THE MECHANICUS FUCKS!!!”&#039;&#039;&lt;br /&gt;
::You can use this Stratagem when an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Vehicle}} unit from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other wound inflicted on this unit for the rest of this phase: on a 5+ that mortal wound is ignored.&lt;br /&gt;
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*&#039;&#039;&#039;COME BACK HERE, YOU COWARDS!!! (2 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;WHY ARE THEY FUCKING RUNNING AWAY?!!!!&amp;quot; an Angry Marine once asked when a squad of [[Tau|weaboo]] battle suits disengaged him from melee. &amp;quot;IF ONLY THERE WAS A WAY TO STOP THESE FUCKERS FUCKING PISSING OFF FROM MELEE, WHICH IS THE MOST [[If the Emperor had a Text-to-Speech Device|HONOURABLE FORM OF COMBAT]]!!!&amp;quot;. After a bit of messing about the Angry Tech Marines found out that the arbitrary spending of a currency called &amp;quot;command points&amp;quot; could prevent their foes from running away from melee, allowing the EMPRAH&#039;S finest to &amp;quot;GIVE THE FUCKING HERETICS A RANGE OF NEW HOLES TO SHIT OUT OF!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::Use this Stratagem whenever an enemy unit would attempt to Fall Back, that unit must instead remain stationary and suffers one mortal wound. &#039;&#039;&amp;quot;NICE TRY DIPSHITS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;COVER IS FOR PUSSIES!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Only [[Tau|cow]][[Imperial Guard|ards]] would hide in ruins rather than run screaming towards enemy.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit Advances. That unit can still Shoot and Charge this turn but cannot get the benefits of cover until the start of your next turn. This Stratagem overrules the &amp;quot;Cloud of Black Smoke&amp;quot;, &amp;quot;Black Smoke&amp;quot; and &amp;quot;Pyromaniac Brothers&amp;quot; special rules.&lt;br /&gt;
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*&#039;&#039;&#039;Cover them! (1 CP):&#039;&#039;&#039; &#039;&#039;If it wasn&#039;t for the Angry Marines, each and every Angry Serf would probably be spending their last days in an [[Inquisition|inquisitorial]] sterilisation camp with their balls/ovaries cut off/out. Because of this lack of sterilisation, the Angry Serfs are eternally grateful, but as they&#039;re all angry dicks, they can only show this appreciation by &amp;quot;Shooting the absolute shit out of those fuckers who are shooting at our guys!&amp;quot;&#039;&#039;&lt;br /&gt;
::Use this Stratagem immediately after an enemy unit within 12&amp;quot; of a friendly {{W40kKeyword|Angry &#039;Serfs}} unit declares overwatch against a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit - that Serf&#039; unit can immediately shoot at that enemy unit as if they were Shooting an overwatch themselves. The &#039;Serf&#039; unit Shooting/overwatch is resolved before the overwatch of the enemy unit.&lt;br /&gt;
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*&#039;&#039;&#039;DEATH IS NOT AN EXCUSE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;While other chapters might use advanced cocktails of drugs to get one last fight out of a fallen [[dreadnought]], the Angry Marines prefer to simply throw insults at their fallen dreadnoughts &amp;quot;IS THE PUSSY TIN CAN TAKING A LITTLE NAP?!!!&amp;quot; Any dreadnought worth his power feet (and who isn&#039;t atomised, but even then, they&#039;ll still bloody try) will then proceed to get back to his feet, as by the god-emperor he&#039;s not going down until he dishes out the last insult and kick to the balls.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a friendly {{W40kKeyword|Belligerent Engine}} or {{W40kKeyword|Belligerent Redemptor Dreadnought}} is slain and does not Explode but before it is removed from the battlefield. place this model on its side instead of removing it. Then roll a D6 at the beginning of your next turn. On a 4+, the model regains D3 wounds, and is placed as close to it previous position as possible while remaining more than 1&amp;quot; from any enemy models. On a 1-3  the Belligerent Engine or Belligerent Redemptor Dreadnought is destroyed (remove it as normal).&lt;br /&gt;
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*&#039;&#039;&#039;DROP PODS ARE FOR PUSSIES!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Angry Marines lack the discipline and patience to wait around in a Drop Pod before SKULLFUCKING SOME FUCKING HERETIC!!!. As a result, many Angry Marines favour the use of Angry Rhino&#039;s shot down from a Battle Barge towards the enemy instead of using a Drop Pod. The added bonus of this is that Angry Rhino&#039;s fucking love to be used as drop pods &#039;&#039;&lt;br /&gt;
::Use this Stratagem when you set up an {{W40kKeyword|Angry Rhino}}, with only {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units embarked on it. Instead of deploying it, you can set up the unit in high orbit instead of being placed on the battlefield. At the end of any of your movement phases roll a D6; on a 1 the {{W40kKeyword|Angry Rhino}} is assumed to have blown up in the atmosphere, killing all inside it, reove the {{W40kKeyword|Angry Rhino}} along with any units embarked within it. On a 2+ however, set up the {{W40kKeyword|Angry Rhino}} more than 9&amp;quot; away from any enemy models. The vehicle then suffers D3 mortal wounds and may not charge this turn (but it may still shoot), and the unit embarked inside it may then immediately disembark, but they must be set up more than 6&amp;quot; away from any enemy models (any models that cannot be set up because there is not enough room are slain), and may still shoot and charge in the following Phases (Bonus points if you play ride of the Valkyries while doing this, no points if you waste 300 points in matched play trying to do this though).&lt;br /&gt;
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*&#039;&#039;&#039;EAT MY FUCKING GRENADE BITCH!!! (1 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;I CAN&#039;T THROW MY FUCKING GRENADE!!!&amp;quot; screamed one marine &amp;quot;WHICH ONE OF YOU FUCKS THREW A GRENADE BEFORE ME? IT WAS MY FUCKING TURN TO SHOVE A GRENADE DOWN A [[Tyranids|TYRANID&#039;S]] THROAT!!!&amp;quot; A not uncommon sound to be heard in a battlefield where the Angry Marines have been deployed, as some law of the universe (probably [[Tzeentch]]&#039;s fault) dictated that a unit may only throw one grenade at a time. But like any law, if the Angry Marines try/swear profusely enough, the law decides that maybe it shouldn&#039;t apply to the Angry Marines at this particular moment, thus allowing every marine to take their grenades, and rather literally shove it down somebody else’s throat.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit from your army shoots or fires Overwatch. Up to ten models in the unit that are armed with Frag and Krak grenades can throw a grenade this phase, instead of only one model being able to do so.&lt;br /&gt;
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*&#039;&#039;&#039;Explosive Demise (2 CP):&#039;&#039;&#039; &#039;&#039;Angry Marines don’t like to die. Not because they fear death, but because they get really pissed off when their enemy is still alive.&#039;&#039;&lt;br /&gt;
::Use when an {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit would be slain by losing 5 or more models. Every unit within 2D6” of that slain unit suffers D6 mortal wounds. These 5 or more models may only include models lost in the fight, shooting or overwatch phases, models lost in the morale phase do not count.&lt;br /&gt;
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*&#039;&#039;&#039;FLAKK MISSILE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;While every other army in the Imperium uses shaped charges surrounded a hard case to form shrapnel as their flak missiles, the Angry Tech-Priests ran out of such advanced tech millennia ago. Instead, they take a bucket, fill it with nails and gunpowder, and strap it to a normal missile. It&#039;s crude even by orks&#039; standards, but it&#039;s more effective than trying to hit aircraft with 2x4&#039;s.&#039;&#039;&lt;br /&gt;
::You can use this Stratagem just before a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} model attacks a unit that can {{W40kKeyword|Fly}} with a Missile Launcher. Make a single hit roll with the weapon this phase, however, add 1 to the hit roll and, if the attack hits, the target suffers D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;FUCKING SNEAKY BACKSTABBING ASSHOLES!!! (1 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;SNIFF&amp;quot; goes/shouts one Angry Marine. &amp;quot;WHATS UP WITH YOUR NOSE YOU MUPPET?!!!&amp;quot; Bellows another. &amp;quot;I SMELL WARDEN CHEESE WHICH WOULD MAKE A TAU FAGGOT JIZZ HIS FRILLY PANTIES!!!&amp;quot; Shouts the first Angry Marine. In unison, both marines turn around and proceed to make Swiss cheese out of the Ultrasmurfs/World Eater wannabes/Tau pussies/pointy-eared faggots which were trying to sneak up behind them. The lesson. DON&#039;T BE A CHEESY, WARDIAN PRICK YOU FUCKING &amp;quot;THAT GUY&amp;quot;!!!&#039;&#039;&lt;br /&gt;
::Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements within 12&amp;quot; of one of your {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from all the resulting hit rolls.&lt;br /&gt;
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*&#039;&#039;&#039;GET THE FUCK OUT OF MY HEAD!!! (2 CP):&#039;&#039;&#039; &#039;&#039;The uncontrollable anger and hatred of the Angry Marines leave their minds open to psychic influence. However, anyone who dares to fuck with their minds risks &#039;&#039;&#039;serious&#039;&#039;&#039; mental damage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy attempts to manifest a psychic power that targets an {{W40kKeyword|Angry Marines}} unit. The power is automatically manifested but the {{W40kKeyword|Psyker}} unit that manifested the power takes D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;HELLFIRE SHELLS (1 CP):&#039;&#039;&#039; &#039;&#039;Adamantium duct tape has so many uses, one of the finest is to take a squad’s worth of Dakka, duct tape it together, and point it at the enemy, and watch them either shit themselves in fear or laughter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem just before an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} model attacks with a Heavy bolter or Power Heavy Bolter. Make a single hit roll with that weapon this phase, however, if the attack hits, the target suffers D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;{{BLAM|HERESY!!!}} (2 CP):&#039;&#039;&#039; &#039;&#039;Although Angry Marines &amp;quot;FUCKING DESPISE THOSE RETARDED FUCKTARDS!!!&amp;quot;/Inquisitors, they do admire their overactive exterminatus hands. And although the Angry Marines consider the use of such tricks to cause the destruction of whole planets wasteful, they consider the spastic hacking motion an excellent method for removing the horns of a Bloodthirster with a chainsword.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an {{W40kKeyword|Angry Marines}} unit is chosen to attack in the Fight Phase. Each time you roll a hit roll of 5+ for a model in this unit during this Phase, it can, if it was targeting a {{W40kKeyword|Chaos}} unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.&lt;br /&gt;
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*&#039;&#039;&#039;HE&#039;S FUCKING BURNY, HE CAN BE IN CHARGE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;The black brothers have many things going for them, they&#039;re almost impossible to hit, burny as fuck and being punched by them is like being hit repeatedly by hot irons. What they don&#039;t have, however, is leadership, someone to beat them around the heads and say &amp;quot;WE&#039;RE GOING TO FUCKING BURN THOSE FUCKS OVER THERE SO GET FUCKING MOVING!!!&amp;quot;, and so when the Black Brothers feel that they could do with someone with a bit of tactical know-how they simple borrow/kidnap a fellow Angry Marine captain who happens to also like setting things on fire.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle begins. Select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} from your army armed with either a Hand Flamer or Combi-Flamer (or The combi-combi flamer). That model gains the {{W40kKeyword|Black Brother}} Keyword and the &#039;&#039;Burning Weapons&#039;&#039; and &#039;&#039;Black Smoke&#039;&#039; special rules for the duration of the battle (see black brothers&#039; datasheet for the rules).&lt;br /&gt;
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*&#039;&#039;&#039;Honey Badger Bait (3 CP):&#039;&#039;&#039; &#039;&#039;Even Angry Marines don’t want to attract Mutant Honey Badgers. Even newly minted angry marines have heard the stories about them burrowing up through toilets while you were sitting on them. But they do appreciate that if they don’t want the mutant monstrosities around, then their enemy most certainly does not. So the angry marines have concocted a bait which will lure out any nearby Mutant Honey badgers, put it into an easy to carry, throw (and incredibly airtight) grenade-like container, which they then throw at any enemy too stubborn to be removed by the usual punching and abuse. Carriers of such grenades are also thoroughly versed in their correct usage: 1. Pull the pin from a grenade. 2. Throw the grenade at what you want to seriously mess up. 3. Run the fuck away. Very fast. 4. Keep running. &#039;&#039;&lt;br /&gt;
::At the beginning of your shooting phase, select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} armed with a weapon with the Grenade Type. Replace all its grenade-type weapons&#039; profiles with the following:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Honey Badger Bait || 8&amp;quot; || Grenade D3 || - || - || - || This weapon does no damage. However, if a unit is hit at least once by this weapon, set up a {{W40kKeyword|MUTANT HONEY BADGER}} model 9” to 12” from the hit unit and 9” to 12” from the firing unit. If neither of these conditions can be met, the {{W40kKeyword|MUTANT HONEY BADGER}} is instead slain. The created {{W40kKeyword|MUTANT HONEY BADGER}} does not cost any points or power points.&lt;br /&gt;
|}&lt;br /&gt;
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*&#039;&#039;&#039;ONLY IN DEATH DOES THE RAGE END!!! (2 CP):&#039;&#039;&#039; &#039;&#039;No Angry Marine ever expects to die, like [[Orks]], they assume that only others around them die because they weren&#039;t ANGRY enough. So, when an Angry Marine is sitting/shitting (or both) on death&#039;s door, he is so incomprehensibly angry that nothing can stop him from delivering the Emperor&#039;s fury one final time.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} is slain; that model musters one last surge of &#039;&#039;RAGE!&#039;&#039; before succumbing to its wounds, and can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase (this Stratagem overrules the &amp;quot;Angry Astartes Banner&amp;quot; or &amp;quot;Banner of the Raging Desert&amp;quot; special rules).&lt;br /&gt;
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*&#039;&#039;&#039;Orbital barrel of FUCK YOU!!! (4 CP):&#039;&#039;&#039; &#039;&#039;Temperus Maximus has the authority to call down a Strike Cruiser from orbit to crush his pathetic foes, literally. The location of the shipyard which produces this &amp;quot;ship-based&amp;quot; ammunition is unknown, however, and where the Angry Marines find the manpower and materials to build fleets of ships for the Chapter Master to fire at targets defies logic and common sense.&#039;&#039;&lt;br /&gt;
::This Stratagem can be used once per battle if you have {{W40kKeyword|Chapter Master Temperus Maximus}} in your army and he is on the battlefield (and not embarked inside {{W40kKeyword|Transport}}). Instead of shooting with his weapons, roll a D6 for every unit on the battlefield (do not roll for units that are embarked inside {{W40kKeyword|Transports}}). Subtract 1 from the result if the unit being rolled for is an {{W40kKeyword|Infantry}} {{W40kKeyword|Character}} unit and add 1 to the result if the unit being rolled for is a {{W40kKeyword|Infantry}} unit that is not a {{W40kKeyword|Character}}. On a 4+, the unit suffers D3 mortal wounds.&lt;br /&gt;
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*&#039;&#039;&#039;RAMPAGE!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Nothing gets the blood pumping (apart from drugs, skittles and the threat of [[chaos]]/[[furries]]) like a good old fashioned, head-on charge into the enemy. The Angry Apothecaries also recommend it to remove wrinkles, headaches, sore backs, cancer, head trauma and lesser forms of death, in fact, a good old fashioned charge will make even the most ancient of Angry Marines feel like he&#039;s only just gone through his initiations (he will also be bloody, bruised and swearing, also just like after he finished his initiations).&#039;&#039;&lt;br /&gt;
::Use this Stratagem in any Fight phase if an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} from your army has charged during the Assault phase. Add D3 to the Attacks characteristic of that model for the duration of the Fight phase.&lt;br /&gt;
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*&#039;&#039;&#039;RELICS OF RAGE!!! (1-3 CP):&#039;&#039;&#039; &#039;&#039;&amp;quot;GIVE ME ONE YOU OMNISSIAH BASTARD!!!&amp;quot; Is a common sound to be heard before a battle, with every Angry Marine worth his cigar wanting the flashiest bit of adamantium to &amp;quot;FIST THE FUCKERS BACK TO THE [[Eye of Terror|EYE OF TERROR]]!!!&amp;quot;. The idea that only one Angry Marine at a time could take one of the chapters &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;FLASHY BITZ&amp;lt;/span&amp;gt; always confused the Angry Marines, so they decided &amp;quot;FUCK IT!!!&amp;quot; (Not literally, that would be {{BLAM}} {{BLAM|Heresy!}}) and started letting multiple relics out at a time, as long as they were returned free of blood and brains.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Your army can have one extra {{W40kKeyword|Angry Marines}} ArteFUCKt for 1 CP, or two extra {{W40kKeyword|Angry Marines}} ArteFUCKts for 3 CPs. All the Angry Marine Relics that you include must be different and be given to different {{W40kKeyword|Angry Marines}} {{W40kKeyword|Characters}}.&lt;br /&gt;
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*&#039;&#039;&#039;RUN THEM OVER!!! (1 CP):&#039;&#039;&#039; &#039;&#039;It is not only [[Astra Militarum]] who are crazy enough to run over the enemy and CRUSH THEM BENEATH THEIR GRINDING TREADS!!!&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Charge phase. Select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Vehicle}} unit (which is not a {{W40kKeyword|Rage Speeder}} {{W40kKeyword|Belligerent Redemptor Dreadnought}} or a {{W40kKeyword|Belligerent Engine}}) from your army. That unit can charge even if it Advanced this turn. In addition, in the following Fight Phase, attacks made by that unit hit on a 2+.&lt;br /&gt;
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*&#039;&#039;&#039;THINK YOU SMART FUCKER?!!! (1 CP):&#039;&#039;&#039; &#039;&#039;There is no problem which can&#039;t be solved by vast amounts of your chosen explosive, even if that problem is that the enemy has just destroyed your metal box. So, the Angry Marines decided that if they were going to go down, it would be on their terms, and those terms would be &amp;lt;s&amp;gt;in style&amp;lt;/s&amp;gt; &amp;quot;FUCK YOU HERETIC!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::You can use this Stratagem just before a friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Vehicle}} model must roll to see if it explodes. it explodes on a 2+ instead of on roll of 6.&lt;br /&gt;
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*&#039;&#039;&#039;Wildfire (1 CP):&#039;&#039;&#039; &#039;&#039;Whenever the Angry Marines encounter an enemy entrenched in a position they want they ask themselves a question. Do they really need said position? Regardless of the answer, they send the coordinates of the enemies position to a Whirlwind Cremator, who ensures that the enemy, their cover, and everything around it, is on fire. Not a subtle approach but even the most ardent pacifist will admit that the results look fucking awesome.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Shooting phase just before a {{W40kKeyword|Whirlwind Cremator}} shoots. Instead of shooting with any of its weapons, select a piece of terrain on the battlefield, each model inside that piece of terrain is automatically hit by a shooting attack resolved at Strength 6, AP -2 and Damage 2 and they do not get the benefits of cover against it.&lt;br /&gt;
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*&#039;&#039;&#039;YOU AND WHAT ARMY DICKHEAD?!!! (1 CP):&#039;&#039;&#039; &#039;&#039;Angry Marines miss the day when their deep striking foes might die in transit, as there are few things funnier than watching 400 points worth of terminator appear 200 metres off the ground and land with a satisfying BOOM!!! Unfortunately, now everyone gets a 100% successful deep strike, so the Angry Marines now deploy Angry Serfs&#039; behind enemy lines to pour sugar in their fuel tanks, tie commanders shoelaces together and fill terminator helmets full of custard. It may only delay their cheesy opponent for so long, but by then the Angry Marines will have made deck chairs out of their opponents&#039; corpses, and will be patiently waiting for the arrival of &amp;quot;THE REST OF THE WARDIAN, COVERCAMPING PRICKS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit would arrive from reserve, that unit instead does not arrive and must wait until next turn to be deployed. You cannot use this Stratagem more than once on the same unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;YOU TAKE THAT FUCKER, WE TAKE THESE FUCKERS!!! (1 CP):&#039;&#039;&#039; &#039;&#039;As glorious as a full-frontal charge can be, with a tide of yellow, red and profanity roiling over the enemy ( &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;those zoggin EMPRAH&#039;S boiz certainly know ows to be choppy&amp;lt;/span&amp;gt; ), even a psyche as angry as the Angry Marines can appreciate that one giant hammer isn&#039;t always the solution. Sometimes, lots of smaller hammers beating the shit out everyone at once is a much more efficient solution, and ensures that every marine has someone to bash over the head.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of any of your Movement phases. Select a friendly {{W40kKeyword|Angry Marines}} unit with the &#039;&#039;Combat Squads&#039;&#039; special rule that has 10 models. That unit is immediately split into two separate units, each containing 5 models.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
An {{W40Kkeyword|Angry Marines}} Warlord cannot get the &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039; warlord Trait in the Rule book on page 186. If the Warlord of your army is an {{W40Kkeyword|Angry Marines}} {{W40Kkeyword|Character}} you can pick their Warlord Trait from the Angry Marine Warlord Traits table seen below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: FUCKING HERETICS!!!:&#039;&#039;&#039;&lt;br /&gt;
::Your warlord may re-roll all failed wound rolls. If your warlord would already reroll some/all of their failed wound rolls then in addition enemy units must reroll successful save rolls of 6 made against attacks from this warlord.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Psychic Nutcase:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Psyker&#039;&#039;&#039; unit only.This warlord adds 2 to its psychic tests and deny the witch rolls, and knows one extra power from any psychic discipline it knows, but suffers perils in the warp from double 2’s and 3’s, as well as double 1’s and 6’s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: GET OVER HERE YOU FUCK!!!:&#039;&#039;&#039; &#039;&#039;This warlord looks at the two dice that everyone else has to roll for a charge and said “FUCK THAT SHIT!!!”&lt;br /&gt;
::Your warlord charges D6+6&amp;quot; instead of 2d6&amp;quot; and may reroll charge distances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: DAKKA DAKKA MOTHER FUCKERS!!!:&#039;&#039;&#039; &#039;&#039;Although a very rare occurrence, some Angry Marines prefer ranged weapons over melee ones. In their private quarters their chainsaws sit gathering dust while their bolt weapons sit shiny, and in excellent working order.&#039;&#039;&lt;br /&gt;
::Your Warlord may fire all of its weapons twice each time it shoots, but the second time it shoots that round of shooting suffers minus 1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: T’IS BUT A FUCKING FLESHWOUND!!!:&#039;&#039;&#039; &#039;&#039;I’M INVINCIBLE!!!&#039;&#039;&lt;br /&gt;
::Your warlord heals D2 previously lost wounds at the start of each of your turns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: WHO THE FUCK DO YOU THINK I AM?!!!:&#039;&#039;&#039;&lt;br /&gt;
::Enemy units within 3” of this unit always fight last in the fight phase and reduce their attacks characteristic by 1, to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
==Iratomancy Discipline==&lt;br /&gt;
&#039;&#039;As is well known and documented, the warp is affected and mirrors the thoughts and actions of those in the real world, regions of disease become Nurgle’s playground, and downtown Amsterdam becomes Slaanesh’s bedroom in the warp. Then in the case, what are regions in the warp like which are influenced by the Angry Marines? Nobody knows, as much as Khorne would like to benefit from the Angry Marines they are far too zealous and emprah-bothering for him to feed on their energies, and nobody (alive at least) has entered Angry Marine warp space to find out what it’s like and what daemons live there.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Either way, Angry psykers draw on Angry warp energies to fuel their power, but are not solely reliant upon it, being angry enough themselves to provide power for any spell they may wish to cast, and in a fair few cases, spells from the Iratomancy discipline is simply the psyker cursing incredibly loudly at his target. Why such psykers suffer perils in the warp is still unknown, but it is theorised that they simply shout so loud that they temporarily lose their voice and have to sit down for a while, not something they would willingly admit.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before the battle, generate the psychic powers for {{W40kKeyword|Psykers}} that can use powers from the Iratomancy Discipline using the table below. You can either roll a D6 to generate their powers randomly (re-roll any duplicate results), or you can select the psychic powers you wish the psyker to have.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: FUCK HEAT!!!&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;The Angry Marines dislike their weapons exploding and killing them. Not only is it a waste of good &amp;quot;ANGRY BASTARDS!!!&amp;quot; But it gets in the way of their desire to spam the trigger on their plasma weapons like a spastic ork on cocaine.&#039;&#039;&lt;br /&gt;
::If manifested, select a friendly {{W40kKeyword|Angry Marines}} unit with at least one weapon which inflicts mortal wounds to the bearer or slays the bearer on a bit roll of 1. The targeted unit may re-roll all failed hit rolls with such weapons until your next Psychic phase, even on Overwatch. In addition, if a 8 or higher was rolled manifesting this power then the overcharged profile of these weapons has its improvement to its strength, ap and damage doubled. Eg. A weapon with S7, ap-2 D1 normally and overcharging to S8, ap-3 D2 would instead overcharge to S9, ap-4 D3.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: FFFFFFFF...!!!&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;Angry Marines often find themselves outnumbered by their foes, which isn&#039;t a problem for them as it means that there&#039;s plenty of heads to bash. But sometimes they are so numerous that even an Angry Marines would be dragged down by sheer weight of numbers without some extra help.&#039;&#039;&lt;br /&gt;
::If manifested, choose an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit within 12&amp;quot; of the psyker, that unit adds one to its attack characteristic until your next Psychic phase. If that unit fights during the Fight phase against a unit which outnumbers them, then it adds two to its attack characteristic instead. If the unit is outnumbered two to one or more, it adds three to its attack characteristic instead. This Psychic Power is not cumulative with the &#039;&#039;RIP AND TEAR!!!&#039;&#039; and &#039;&#039;ALL THE RAGE!!!&#039;&#039; Psychic Powers. In addition, if a 8 or higher was rolled for this psychic test then add an additional 1 to the attacks if any unit effected by this power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: [[RIP AND TEAR|RIP AND TEAR!!!]]&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 8&lt;br /&gt;
::&#039;&#039;The psyker bellows at nearby Angry Marines to &amp;quot;GET YOUR FUCKING ACTS TOGETHER!!! I&#039;VE SEEN TAU FAGGOTS FIGHT FUCKING BETTER THAN YOU ARE RIGHT NOW!!! YOU&#039;RE NOT GIVING THE BASTARDS A LIGHT SPANKING AND SOME FUCKING FOREPLAY!!! JUST HIT THE FUCKERS YOU LAZY BASTARDS!!!&amp;quot; Although not really a psychic power, it still has the desired effect of making nearby Angry Marines frothing at the mouth psychos (even more than usual) to an extent that even Savlar Chem Dogs will say &amp;quot;&amp;lt;s&amp;gt;Jesus Christ&amp;lt;/s&amp;gt; {{BLAM}}{{BLAM|HERESY!}} God Fucking Emperor, they&#039;re a bit over the top aren&#039;t they?&amp;quot;&#039;&#039;&lt;br /&gt;
::If manifested, until your next Psychic phase all {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of the psyker add 1 to their attack characteristic and add 1 to their wound rolls in the Fight phase. This Psychic Power is not cumulative with the &#039;&#039;FFFFFFFF...!!!&#039;&#039; and &#039;&#039;ALL THE RAGE!!!&#039;&#039; Psychic Powers. In addition, if the manifester of this power suffered Perils of the Warp while manifesting this power then the effected unit also ignores all invulnerability saves made against their attacks while the power is active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: FUCK YOUR PSYCHIC SHIT!!!:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 5&lt;br /&gt;
::&#039;&#039;There are very few minds which are more potent, belligerent or stubborn than those of an Angry Marine, let alone an Angry Marine psyker. Such a psyker can simply throw his will at an any enemy psyker, distracting them and those around them with a range of insults which they can&#039;t get out of their heads.&#039;&#039;&lt;br /&gt;
::If manifested, choose an enemy {{W40kKeyword|Psyker}} unit within 24&amp;quot; of the caster. Until your next Psychic phase that {{W40kKeyword|Psyker}} and all {{W40kKeyword|Psyker}} units within 6&amp;quot; of it suffer -1 to their manifestation and deny rolls. This power may target {{W40kKeyword|Characters}} even if they’re not the closest unit. If an 8 or higher was rolled for this test then the target unit also suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: ALL THE RAGE!!!:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;The psyker removes any remaining veneer of normality from his target, revealing the pure, unadulterated hatred within. Watching a librarian go from a red and yellow psychopath, screaming profanity left, right and centre while mowing down his foes, to a red and yellow psychopath, whose screams of profanity literally rupture brain cavities and who mows down his foes with eyes of burning fire, is enough to make even an Angry Marine go &amp;quot;SHIT THAT GUYS ANGRY, OI MINDFUCKER, FUCKING DO ME NEXT!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::If manifested, choose an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} within 9&amp;quot; of the psyker. Until the start of your next Psychic phase, add 1 to that {{W40kKeyword|Character}}&#039;s Toughness and Attack characteristics, and enemy units within 3&amp;quot; of it must subtract 1 from their Leadership characteristic. This Psychic Power is not cumulative with the &#039;&#039;RIP AND TEAR!!!&#039;&#039; and &#039;&#039;FFFFFFFF...!!!&#039;&#039; Psychic Powers. If an 8 or higher was rolled for this test then also add 1 to all saves made by the affected unit while the power is active.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: I’M COMING FOR YOU FUCKER!!!&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;No Angry Marine wants to see a good source of RAGE wasted, especially when the results of throwing an Angry Marine captain at a unit of orks is &amp;quot;FUCKING HILARIOUS!!!&amp;quot;. So, the psyker imparts part of his hatred for the enemy into a nearby unit, who then proceed to pick up the nearest head of command (it could be a land raider for all they fucking care) and lob said commander at the enemy.&#039;&#039;&lt;br /&gt;
::If manifested, select an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} unit (which is not a {{W40kKeyword|Character}}) within 24&amp;quot; of the psyker and that has at least one {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} unit (which is not a {{W40kKeyword|Biker}} or {{W40kKeyword|Monster}}) within 6&amp;quot; of it. The unit in question then may &amp;quot;throw&amp;quot; that nearest {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} unit toward the nearest enemy unit. To do so, move the character 6D6&amp;quot; towards the nearest enemy unit and the thrown character suffers one mortal wound; it may end this move within 1&amp;quot; of the enemy unit and if it does, it counts as a successful charge (NOTE: that enemy unit may not Overwatch). The enemy unit then suffers D3 mortal wounds. The unit which &amp;quot;threw&amp;quot; the character and the thrown character, may not shoot in the following Shooting Phase, but may still charge in the Charge Phase. If an 8 or higher is rolled for this test then the enemy unit suffers D6 mortal wounds instead of D3.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Hatred and Vitriol==&lt;br /&gt;
*&#039;&#039;&#039;CAN YOU NOT FIGURE OUT HOW TO HIT SOMEONE YOU FUCKING RETARD!!!:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::If this litany goes off select one unit within 6” add +1 to all melee attacks made by that unit&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist detachments allow you to build your army around a certain theme and provide you with access to unique warlord traits, relics, stratagems and psychic powers, at the cost of restricted unit composition.&lt;br /&gt;
&lt;br /&gt;
===Captain Fuckingham’s Fan Club (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Angry Primaris}} units in this Specialist Detachment gain the {{W40kKeyword|Captain Fuckingham’s Fan Club}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FOR THE CAPTAIN!!! (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of any phase. Until the end of that phase, {{W40kKeyword|Angry Primaris}} units within 6” of {{W40kKeyword|CAPTAIN TANTRUMUS FUCKINGHAM}} ignore damage received on a 5+ on a D6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Secret Codex Reader:&#039;&#039;&#039; &#039;&#039;Although all primaris marines are screened for suitable levels of rage before they are let out into combat, some angry primaris marines still (super duper secretly) read and follow the codex adeptus astartes. Although widely regarded as toilet paper at best, such primaris marines understand that the codex does have a few useful things to say on a few topics, and have learnt to share such knowledge with their fellow marines in a manner which they find palatable. “COURAGE AND HONOUR YOU FUCKTARDS!!!”&#039;&#039;&lt;br /&gt;
::Your Warlord and friendly {{W40kKeyword|Angry Primaris}} units with 6” of it may retreat from combat and then either fire their weapons in the following shooting phase at a minus 1 to hit, or charge in the following charge phase.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Properly Functioning Iron Halo:&#039;&#039;&#039; &#039;&#039;The angry marines are not known for their high quality, functioning relics. Iron halos, in particular, do not survive the millennia well, being used for everything from bottle openers to honey badger litter box cleaners.&#039;&#039;&lt;br /&gt;
::A model with this relic has a 4++ invulnerable save and adds 1 to its armour save rolls. If this model already has an invulnerable save then it may instead add 1 to its invulnerable save rolls. However, all non-{{W40kKeyword|Angry Primaris}} units within 6” subtract 1 from their leadership characteristic.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Melee-only Mob (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|infantry}} units armed only with non-standard melee weapons and pistols in this Specialist Detachment gain the {{W40kKeyword|Melee-only Mob}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Some angry marines feel that the chapter is beginning to include too many ranged weapons in their arsenal. Such marines like to talk about the good old days of the chapter (back before they had a codex) when the only thing an angry marines had to fight with was his trusty chainsword, another trusty chain sword, and whatever loose limbs he could find lying around that he could get a good swing with.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Happy Go Choppy:&#039;&#039;&#039; &#039;&#039;Some Angry Marines are capable of being choppy all day. While some like to punch, others kick, or stomp, or bludgeon, some simply want to take a sharp(ish) object and hack away at something. Such angry marines aren’t even that foul mouthed, they are quite content to cut, hew and slice all day. Although clearly an admirable desire, most angry marines find such individuals...a bit weird.&#039;&#039;&lt;br /&gt;
::Each hit roll in the fight phase of 6+ made by your Warlord counts as 3 hits instead of 1 (this overrides the extra attacks created by hits of 6+ from &#039;&#039;ALWAYS ANGRY!!!&#039;&#039;). In addition to this, any melee weapons this unit possesses which would provide an additional attack/s as one of their abilities provide an extra attack on top of the number of extra attacks the weapon would normally provide. However, a unit with this trait may not use any ranged weapons it is equipped with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furious Strikes (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem during the Fight phase. Select a {{W40kKeyword|Melee-only Mob}} unit; reduce that unit&#039;s weapon skill by 1 (eg. A 3+ weapon skill would become a 4+ weapon skill). However, hit rolls of 6+ made by that unit generate an additional hit and improve the Ap of that attack by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Irate Bastard (1 CP):&#039;&#039;&#039;&lt;br /&gt;
::Before the battle begins choose a {{W40kKeyword|Melee-only Mob}} {{W40kKeyword|Character}} in your army. That {{W40kKeyword|Character}} gains the {{W40kKeyword|Irate Bastard}} keyword and ignores all negative modifiers to its hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Butcher’s Chainsaws:&#039;&#039;&#039; A bloody and rusted chainsaw found deep within the armoury of the MAXIMUM FUCK. Nobody knows who it belonged to (other than it had to be an angry marine because of its red and yellow paint job), but along the weapons side are tallies, counting the tens of thousands of creatures the weapon has killed, and despite the weapons disrepair, it still cuts through flesh like it wasn’t there. Angry Marine officers are reluctant to carry such a weapon, because, although it is certainly an incredibly powerful item, they are worried what the original owner might do to them if they come back and find someone else using it.&lt;br /&gt;
::Model with two Chainsword or Mastercrafted Chainsword only. The Butcher’s Chainsaws replaces the bearer&#039;s two Chainswords or Mastercrafted Chainsword with the following profile.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Butcher’s Chainsaws || Melee || Melee || User || -3 || 2 || When the bearer of this relic fights in the fight phase they may make 4 additional attacks with this weapon. In addition to this, add 1 to the hit rolls made for attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Power:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Steroids:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;A power which has been made illegal in competitions because of the large numbers of casualties it causes, and because “ANGRY MARINES DONT NEED FUCKING STEROIDS TO KICK ASS!!!”&#039;&#039;&lt;br /&gt;
::If successfully manifested, select a {{W40kKeyword|Melee-only Mob}} {{W40kKeyword|infantry}} unit within 12” of the caster. Until the end of your turn, that unit may charge after advancing and rolls an additional dice when advancing or charging and discards the lowest dice. However, at the end of your turn roll a D6 for each model in the unit; on a 1 that model suffers a mortal wound. If any models are lost then the unit must take a morale test at minus 1 leadership.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Burners of the Codex (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Black Brother}} units in this Specialist Detachment gain the {{W40kKeyword|The Burners of the Codex}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Black Brothers find it hard to mingle amongst other angry marines. It’s not that their achievements and profanity aren’t appreciated. They are. Black brothers are seen as complete badasses by other angry marines. It’s just... that much fire is difficult to be around. Black brothers insist on going around in full power armour constantly on fire, charing furniture and flesh alike. This means that even in conventional/non-black brother armour you can only have a 2-second conversation with a black brother marine while running away from them, or via a megaphone, due to the risk of being cooked alive. This means that in battle the black brothers are kept away from the normal, angry marines forces wherever possible in order to reduce unnecessary injuries.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Internal Furnace:&#039;&#039;&#039; &#039;&#039;The highest-ranking Black Brothers have internal biology more akin to a combustion engine, with blood vessels pumping molten hate, their digestive system converting food into vitriol, and their lungs scorching the very air they breathe. Upon death, such individuals do not die... quietly.&#039;&#039;&lt;br /&gt;
::When a unit with this trait is slain, every unit within 3D3&amp;quot; suffer D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Eternally Burning Codex:&#039;&#039;&#039; &#039;&#039;A copy of the Codex Astartes which, for whatever reason, won&#039;t burn. It is on fire, but while all other codexes will be nought but ash after five minutes, this codex just sits there. On fire. For a while the black brothers threw all the fire they had at the codex to try and reduce it to soot and randomly floating CO2 molecules, they used flamers, meltas, jet packs, Molotov’s. They even extended the definition of “fire” temporarily to include short-range plasma weaponry, but not even ionised gas could destroy the book. Thankfully, however, the codex also serves as an effective melee weapon and as an encouragement to all black brothers in range to “BURN FUCKING BETTER YOU BASTARDS!!!”&#039;&#039;&lt;br /&gt;
::Models with a Power Bat Only. The Eternally Burning Codex replaces the bearer&#039;s Power Bat and has the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| The Eternally Burning Codex || Melee || Melee || +1 || -1 || 3 || Friendly {{W40kKeyword|The Burners of the Codex}} units that are within 3&amp;quot; of the bearer of this Relic add 1 to the number of hits caused by all their weapons which automatically hit their target.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Power:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Purifying Thoughts of Fire and Fury:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;MAY THE GOD EMPEROR HAVE MERCY UPON YOUR PITFUL FUCKING SOULS!!! MAY THE FIRE OF HIS FUCKING WILL CLEANSE THE GALAXY OF YOUR SHIT LICKING PRESENCE!!!&#039;&#039;&lt;br /&gt;
::If manifested select a friendly unit within 6” of the caster which is equipped with weapons which automatically hit their target. That unit improves the Strength and Ap of these weapons by 1.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Silent Ones (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Silencer}} and {{W40kKeyword|Terminator}} units in this Specialist Detachment gain the {{W40kKeyword|The Silent Ones}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Normal Angry Marines can find the silence of terminators and silencers rather unnerving. They find something weird about seeing a marine in the red and yellow of their chapter making no noise whatsoever, just glaring from behind glowing eye lenses.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Especially Silent:&#039;&#039;&#039; &#039;&#039;Silencers and terminators take their silence another step further, mastering the art of moving silently, breathing silently, farting silently, to the point that their silent deadliness has a measurable effect on the warp.&#039;&#039;&lt;br /&gt;
::Psychic powers manifested within 18” of your Warlord automatically fail. In addition to this, this model knows the &#039;&#039;Sucking Darkness&#039;&#039; psychic power in addition to all its other powers and gains the {{W40kKeyword|Null}} keyword if it did not already possess it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*xxx&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Shitbucket’s Bucket of Shit:&#039;&#039;&#039; &#039;&#039;The “banner” of the now-deceased Sergeant Shitbucket, a terminator from the battle barge, CONSIDERABLE SHOUTING, where he met his awesome demise, by jumping out of his battle barge in low orbit and plummeted to the planet below to impact upon a particularly stubborn demon prince. The truly amazing death of the Sergeant and his decisive defeat of the demon prince has firmly secured Shitbuckets name on the angry marine list of most awesome and badass deaths of all time (for reference, he is just below battle brother dick slapper on the list, who died by shitting a krak grenade into the mouth of a hive tyrant). In his fond memory, an angry marine may choose to carry Shitbuckets bucket of shit into battle, although few choose to these days, as the bucket does smell particularly rancid.&#039;&#039;&lt;br /&gt;
::Attacks against the bearer of this relic suffer -1 to hit. In addition to this, enemy units with 3” of this model suffer -1 to their leadership characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Power:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sucking Darkness:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; N/A&lt;br /&gt;
::&#039;&#039;The most potent bulls are capable of channelling the emptiness of their psychic presence at their enemies, resulting in terror amongst the nulls foes as the background hum of the universe simply...vanishes.&#039;&#039;&lt;br /&gt;
::This psychic powers may only be cast by a model with the {{W40kKeyword|Null}} keyword and does not count towards the maximum number of psychic powers this model may cast in a turn. If manifested, pick the nearest enemy unit and roll 2D6 and compare the result with its leadership characteristic of the nearest enemy unit. If the value exceeds that unit&#039;s leadership characteristic then it has to subtract 1 from its leadership characteristic until the start of your next psychic phase. Repeat this process until the enemy unit has suffered minus 4 to its leadership characteristic or you fail the roll.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Titanic Throng (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|Titanic}} units in this Specialist Detachment gain the {{W40kKeyword|Titanic Throng}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;It’s hard to truly mingle and be part of a group of people when you ride a 10-meter tall metal monster into battle. The world feels so small, it’s players so squishy and their firepower so...weak. It’s an understandable but dickish viewpoint which is held by the truly colossal units within the Angry Marines.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Truly Massive:&#039;&#039;&#039; &#039;&#039;Some titans are just head and shoulders more massive than their brethren. Maybe they were just built larger, or perhaps their original owner may have modified them with additional ablative armour, or maybe the Titan has just spent too long eating tyranid super heavies.&#039;&#039;&lt;br /&gt;
::Add 6 to your Warlord&#039;s maximum wound characteristic. In addition, your Warlord ignores damage received on a 5+, but has to subtract 4” from its movement characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Colossal Chain Flail:&#039;&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Titanic Throng}} model with Thunderstrike Gauntlet only. The Colossal Chain Flail replaces the bearer&#039;s Thunderstrike Gauntlet and has the following profile:&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Colossal Chain Flail (Swing) || Melee || Melee || User || -2 || D3 || Make 3 hits rolls for this weapon. Damage inflicted by this weapon passes on over to other models in the targeted unit.&lt;br /&gt;
|-&lt;br /&gt;
| Colossal Chain Flail (Strike) || Melee || Melee|| X2 || -4 || 6 || Subtract 1 from the hit rolls for this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Adamantium 2”x4” with a nail through it:&#039;&#039;&#039; &#039;&#039;A special weapon only reserved for the elite of the Angry Marines, rare due to the sheer effort of getting a nail into a piece of Adamantium. The thing that all melee weapons aspire to be, brutal, simple and terrifying in equal measure, not that you&#039;ll have time to appreciate it if your heads on the receiving end of its swing.&#039;&#039;&lt;br /&gt;
[[File:Adamantium 4x2 with a nail through it.jpg|200px|thumb|Adamantium 2”x4” with a nail through it]]&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamantium 2”x4” with a nail through it&#039;&#039;&#039; || Melee || Melee || +2 || -4 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;AECOS:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;AECOS&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || Each time the bearer fights, it can make D3 additional attack with this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainweapons:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; &#039;&#039;For those wishing to see the Angry Marines for themselves then your common or garden variety of marine will be carrying two of these (disclaimer, visiting the Angry Marines for sightseeing purposes may result in severe blood loss, blunt force trauma to the head, chainsaws up your anus up to and including total existence failure, you have been warned).&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Chain-Axe:&#039;&#039;&#039; &#039;&#039;Khorne gets a slight boner when he sees the Angry Marines rock up with some of these, them he gets sad and pumps iron for a few years as he remembers that &amp;quot;WE ANGRY MARINES FUCKING HATE THOSE WORLD EATERS!!! THEY ONLY CARRY ONE MELEE WEAPON!!! THAT KHARN CUNT IS PRETTY FUCKING ANGRY THOUGH!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chainsword&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain-Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archeotech Chainsword&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 2 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Glaive (Sweep)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || When fighting with this profile, each hit counts as 2 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Glaive (Strike)&#039;&#039;&#039; || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw:&#039;&#039;&#039; &#039;&#039;The classic &amp;quot;I don&#039;t care what toughness you have, I&#039;m just going to keep rerolling my wound rolls until you die from blood loss or boredom&amp;quot; weapon, even more potent with that strength 5 the Angry Marines are running around with.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039;&lt;br /&gt;
[[File:Power Chair.jpg|100px|thumb|Power Chair]]&lt;br /&gt;
::&#039;&#039;&#039;Power Chair:&#039;&#039;&#039; &#039;&#039;Same power as the power bat and power wrench but with a bashing effect. First started with an Angry Marine Initiate who was having a fight with another Initiate who used a chair, used all energy from the power bat, and smashed the initiate in the head. This was then developed into the Angry Marine arsenal. To this day the unconscious initiate is still in the med bay of strike cruiser &amp;quot;DIPSHIT&amp;quot; because &amp;quot;HE IS A FUCKING PUSSY WHO CANNOT FIGHT HIS WAY OUT OF HIS SLEEP, SLANNESHI-SLEEPING-SLOTH-SHITE!&amp;quot;&#039;&#039;&lt;br /&gt;
[[File:Angry-Sergeant-Power-Bat-001.jpg|100px|thumb|Power Bat]]&lt;br /&gt;
::&#039;&#039;&#039;Power Bat:&#039;&#039;&#039; &#039;&#039;For when you can&#039;t be fucked with dealing with swarms of guardsmen.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Power Chair:&#039;&#039;&#039; &#039;&#039;For those times when you just really need to wound titans on 3+, bonus points if you destroy a titan by having a marine hack away at its ankles with one of these.&#039;&#039;&lt;br /&gt;
[[File:Cock Knockers 1.jpg|50px|thumb|Power Feet]]&lt;br /&gt;
::&#039;&#039;&#039;Power Feet:&#039;&#039;&#039; &#039;&#039;Power Feet are weapons in the shape of the boots of Power Armor, sized up to disruptor energy fields commonly found in Power Fists.&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; &#039;&#039;Only works if you laugh maniacally and shout &amp;quot;ITS FISTING TIME!!!&amp;quot; Or &amp;quot;I CAST FIST!!!&amp;quot;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; &#039;&#039;For when you can&#039;t be fucked with dealing with power armor.&#039;&#039;&lt;br /&gt;
[[File:Techmarine with Power Wrench (2).jpg|100px|thumb|Power Wrench]]&lt;br /&gt;
::&#039;&#039;&#039;Power Wrench:&#039;&#039;&#039; &#039;&#039;For those bipolar moments when neither a sword or a bat will do the job.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Bat&#039;&#039;&#039; || Melee || Melee || +2 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master-Crafted Power Bat with a Nail through It&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Boots&#039;&#039;&#039; || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Chair&#039;&#039;&#039; || Melee || Melee || +7 || -2 || 2 || A model can only carry one Power Chair.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Feet&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Wrench&#039;&#039;&#039; || Melee || Melee || +2 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;The Bag of Dylad:&#039;&#039;&#039; &#039;&#039;A Mastercrafted Adamantine Sack of Power Doorknobs.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Bag of Dylad&#039;&#039;&#039; || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll, each hit with this weapon counts as D2 hits. In addition, any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hell Glove:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Hell Glove&#039;&#039;&#039; || Melee || Melee || +5 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Fang of RAGING Desert:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fang of RAGING Desert&#039;&#039;&#039; || Melee || Melee || +4 || -4 || 4 || Subtract 1 from invulnerable save rolls made against this weapon. If you roll a wound roll of 6+ for this weapon, it inflicts 2D3 mortal wounds instead of its normal damage; 4 if the target is a {{W40kKeyword|Daemon}} or a {{W40kKeyword|Psyker}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imperium Maximus&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Imperium Maximus&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Angry Grappa:&#039;&#039;&#039; &#039;&#039;To put it simply, an angry grappa is just a huge harpoon gun with an adamantium chain and a powerful motor, used to tow the Belligerent Engine itself close to big things like tanks or monsters.&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Angry Grappa&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || 1 || If this weapon managed to remove one wound from either a {{W40kKeyword|Monster}} or a {{W40kKeyword|Vehicle}}, the bearer may re-roll charge distances if it charges that model.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Assault Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 4 || 7 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolter Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boltgun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hurricane Bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master-crafted Heavy Bolt Pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 2 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Heavy Bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter Gatling Gun&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter Gatling Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 12 || 5 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| Rapid Fire Heavy Bolt Pistol || 12&amp;quot; || Pistol 2 || 4 || -1 || 1 || If the target is within half range of this weapon,&lt;br /&gt;
change this weapon&#039;s Type to Pistol 4.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combi Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-bolter (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-flamer (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-flamer (Flamer)&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-melta (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-melta (Meltagun)&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-plasma (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-plasma (Plasma Gun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flame Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand Flamer&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand Flamer of Wrath (Standard)&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand Flamer of Wrath (Super Heated)&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 4 || 0 || 2 || This weapon automatically hits its target. Roll a D6 each time you fire this weapon, on a roll of 1, the bearer is immediately slain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer of Wrath (Standard)&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer of Wrath (Super Heated)&#039;&#039;&#039; || 12&amp;quot; || Assault D6 || 5 || 0 || 2 || This weapon automatically hits its target. Roll a D6 each time you fire this weapon, on a roll of 1, the bearer is immediately slain.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Flamer of Wrath (Standard)&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Flamer of Wrath (Super Heated)&#039;&#039;&#039; || 12&amp;quot; || Heavy D6 || 6 || -2 || 2 || This weapon automatically hits its target. Roll a D6 each time you fire this weapon, on a roll of 1, the bearer is immediately slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenades:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039; || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fragstorm Grenade Launcher&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 4 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krakstorm Grenade Launcher&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubbers:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || 0 || 1 || A unit that suffer an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ironhail Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || -1 || 1 || A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rageus Ironhail Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || -1 || 1 || Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can {{W40kKeyword|Fly}}; otherwise subtract 1 from the hit roll. A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironhail Sky-talon Array:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ironhail Sky-talon Array&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 4 || -1 || 1 || When resolving an attack made with this weapon, add 1 to the hit roll and 1 to the wound roll if the target can {{W40kKeyword|Fly}}; otherwise subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Laser Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lascannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Las-talon&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 9 || -3 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Weaponry&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Infernus Pistol&#039;&#039;&#039; || 6&amp;quot; || Pistol 1 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 2 || 8 || -4 || D6 || If the target is within half range of this weapon, change this weapons damage to D6+2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Icarus Rocket Pod&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 7 || -1 || 2 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Launcher (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy D6 || 4 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Missile Launcher (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bellicatius Missile Array (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2D6 || 4 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bellicatius Missile Array (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bellicatius Missile Array (Icarus)&#039;&#039;&#039; || 48&amp;quot; || Heavy D3 || 7 || -1 || D3 || Blast. When resolving an attack made with this weapon, add 1 to the hit roll if the target can {{W40kKeyword|Fly}}; otherwise subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Typhoon Missile Launcher (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2D6 || 4 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Typhoon Missile Launcher (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hunter-killer Missile&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 10 || -2 || D6 || The bearer can only shoot with each Hunter-killer Missile it is equipped once per battle.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormstrike Missile Launcher&#039;&#039;&#039; || 72&amp;quot; || Heavy 1 || 8 || -3 || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Onslaught Gatling Cannons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Onslaught Gatling Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039; || 30&amp;quot; || Heavy 12 || 5 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Weaponry:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Pistol (Standard)&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Pistol (Supercharge)&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Gun (Standard)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Gun (Supercharge)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Cannon (Standard)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Plasma Cannon (Supercharge)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Plasma Cannon (Standard)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Plasma Cannon (Supercharge)&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 8 || -3 || 2 || If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rocket Fisters:&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Rocket Fister:&#039;&#039;&#039; &#039;&#039;To get around the standard Angry Marines terrible skill with a gun, the Tech-priests created a weapon which allowed a squaddie to still punch things, but at range. The person wielding the weapon simply punches towards an enemy which is out of range and the weapon fires a fist towards said enemy, punching the enemy. Despite this, however, the weapon doesn’t see much use simply because punching people at range is nowhere near as satisfying as punching them over and over again with your actual fists.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities !! Points Per Weapon&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rocket Fister&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 8 || -3 || D3 || When rolling to hit with this weapon, use the bearer&#039;s &amp;quot;WS&amp;quot; instead of its &amp;quot;BS&amp;quot; and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon&#039;s Type to Assault 2.||13&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Rocket Fister&#039;&#039;&#039; || 30&amp;quot; || Heavy 1 || 8 || -3 || D3 || When rolling to hit with this weapon, use the bearer&#039;s &amp;quot;WS&amp;quot; instead of its &amp;quot;BS&amp;quot; and subtract 1 from the hit roll. If the target is within half range of this weapon, change this weapon&#039;s Type to Heavy 2.||13&lt;br /&gt;
|}&lt;br /&gt;
[[File:Angry marine rocket fister by waileem (zoom).jpg|thumb|The feared ass-cracking himself, the &#039;&#039;Rocket Fister.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rocket Propelled Chainsaw:&#039;&#039;&#039;&lt;br /&gt;
[[File:Rocket Propelled Chainsaw.jpg|thumb|Hunter-killer missiles aren&#039;t brutal looking enough in the eyes of Angry Marines, so they replaced them with fucking EVISCERATORS on guided missiles.]]&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rocket Propelled Chainsaw&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 10 || -4 || D3 || This weapon can only be fired once per battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Smoke&amp;quot; Launcher:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;&amp;quot;Smoke&amp;quot; Launcher&#039;&#039;&#039; || 12&amp;quot; || Heavy 2D3 || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hell Glove:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Hell Glove&#039;&#039;&#039; || 12&amp;quot; || Pistol 3 || 4 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sandstorm Assault Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Sandstorm Assault Cannon&#039;&#039;&#039; || 24&amp;quot; || Assault 5 || 6 || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Universal Door Opener:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=topic&lt;br /&gt;
! Weapons !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Universal Door Opener&#039;&#039;&#039; || 8&amp;quot; || Assault 2 || 6 || -1 || 2 || If the target is within half range, change this weapon&#039;s Type to Pistol 4, add 1 to this weapon&#039;s Strength characteristic and hit rolls, and change its AP to -2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===ArteFUCKts===&lt;br /&gt;
*&#039;&#039;&#039;Roll of Emergency Purity Seals&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;One of the roles of a chief Reclusiarch is to ensure that the chapter remains full of nice, good, emperor bothering space marines, and not spikey, tentacle creatures wearing power armour. Chief Reclusiarch Mofo doesn&#039;t really give a shit as &amp;quot;ANY PUSSY WHO WOULD JOIN CHAOS IS A WORLD EATER WANNABE!!! NOT A FUCKING ANGRY MARINE!!! NOW PISS OFF IM WATCHING SOME FUCKING QUALITY CARTOONS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;However, despite the fact that Angry Marines are as likely to fall to chaos as a grot is likely to defeat a dreadnaught, the Chief Reclusiarch services are still required, mostly in the blessing of random shit the marines have found to make sure that the inquisitors don&#039;t get any exterminatus based ideas. Even this minor task is too much for Mofo&#039;s non-existent patience, so he took a roll of standard, two-ply imperial toilet paper, screamed at it &amp;quot;YOU ARE BLESSED YOU INANEMATE PIECE OF SHIT!!!&amp;quot; And drew a small angry face on the first sheet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;This roll of emergency purity seals/blessed bog roll was then slammed into the face of the first Angry Marine demanding his bolter or power wrench to be blessed and followed by a bellow which was felt by a nearby battle barge &amp;quot;BLESS IT YOURSELF YOU CUNT WEASEL!!!&amp;quot; Despite the rolls unassuming appearance, it does provide significant protection to anything a sheet is slapped onto, in fact, each sheet shouts &amp;quot;YOU HAVE BEEN BLESSED, NOW STOP FUCKING MOANING!!!&amp;quot; After being used, but what&#039;s most remarkable is that the roll hasn&#039;t run out, being destroyed after many millennia of use and still has the same angry face on the first sheet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;In the direst of situations, it can even be used to wipe your arse, and marines who have done so say that &amp;quot;MY SHIT HOLE HAS NEVER FELT SO CLEAN!!! IT WAS LIKE WIPING MY ARSE WITH A FIELD FULL OF BUNNIES!!!&amp;quot; Mofo refuses to create more rolls for chapter wide, even imperium wide, use, arguing that (after he had shoved Fagbasher up the arse of the inquisitor stupid enough to ask) &amp;quot;ANY CUNT WHO NEEDS EXTRA PROTECTION FROM CHAOS IS A FUCKING TYRANID LOVING WHORE!!! NOW PISS OFF, IM STILL FUCKING WATCHING SOME QUALITY CARTOONS!!!&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::At the beginning of each of your turns, choose a friendly {{W40kKeyword|Angry Marines}} unit within 3&amp;quot; of the bearer of this Relic. Until the start of your next turn, that unit cannot suffer any negative modifiers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Greenhands&#039;s &#039;&#039;SANCTIFIED&#039;&#039; Big Choppa:&#039;&#039;&#039; &#039;&#039;If you want to know more about this weapon, look at &amp;quot;The Green-Hands Heresy&amp;quot; on the [[Angry Marines]] Lore page.&#039;&#039;&lt;br /&gt;
::Model with a Power wrench only. Sergeant Greenhands&#039;s &#039;&#039;SANCTIFIED&#039;&#039; Big Choppa replaces the bearer&#039;s Power Wrench and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sergeant Greenhands&#039;s &#039;&#039;SANCTIFIED&#039;&#039; Big Choppa&#039;&#039;&#039;|| Melee || Melee || +3 || -3 || 2 || Add 1 to any wound rolls and 1 to the damage of this weapon against any {{W40kKeyword|Monster}} unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Codex Angry Marines:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;While most codices were written or printed by hand or machine, the codex angry marines was forged (although it wouldn&#039;t be surprising if the codices of the iron hands or the salamanders are forged as well). Made from a slap of steel adamantium alloy which had been pissed on for seven days and seven nights and the pages and spine were carved from the block by a team of Angry Marine Mindfuckers, using nothing but profanity, and the occasional bolter round. The crude simulacrum of a book was then brought before the Angry Marine chapter master, Temperus Maximus, for he had been ordered by the inquisition, the Adeptus Ministorum and terra, the high lords and, worst of all, the ultramarines, to make the Angry Marines codex compliant.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Maximus admired the slab of metal before him, it would be a fitting vessel for his rules to his battle brothers, and a giant middle finger to everyone else, as they never said whose codex the Angry Marines had to abide by. Flicking/snapping open the book with a quick curse which could still be heard in the cargo bays the chapter master glared at the metal page, melting words into it through sheer, undiluted contempt, drops of alloy dripping from the book to sizzle on the floor. Finally, his work done, Maximus leashed in his rage and closed the book, pausing only to read the rapidly cooling words, which said;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&amp;quot;JUST HIT THE FUCKERS!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Opening the doors to his chambers carrying the book, Maximus found a riot (one of the technical terms for a gathering of Angry Marines, another being an arse kicking) of silent Angry Marines outside. &amp;quot;SO, WHAT DOES IT SAY?!!!&amp;quot; Shouted one with unaccustomed politeness and reverence, while the others waited for the chapter masters response. There was the pause as Maximus considered, only to get angry with himself for needing to pause, he raised the book high above his head, and brought it crashing down on the questioning marines armoured brow, sending him crashing through five floors to land in a wrathful heap. Then, fixing those amassed before him with a steely gaze which left a few temporarily blind, Temperus Maximus gave his response, in a bellow which could be heard back on terra, &amp;quot;YOU CUNTS SHOULD ALREADY KNOW WHATS WRITTEN IN THE FUCKING BOOK YOU COCKSUCKING, WEABOO, DEAMON FONDLING FAGGOTS!!!&amp;quot;. The assembled marines didn&#039;t hesitate in their response, even the marine who had been smashed through the floor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&amp;quot;ALWAYS ANGRY, ALL THE TIME!!! ALWAYS ANGRY ALL THE MOTHER FUCKING TIME!!! SUCK ON IT YOU ULTRAMARINE BASTARDS!!! FFFFFFFFFFFFFFFUUUUUUUUUUUUUUCCCCCCCCCCCCKKKKKKKKKKKK!!!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The resulting fight lasted several years and resulted in a death toll in the billions, but the Angry Marines didn&#039;t care, and they carried the Codex Angry Marines with them every cockshot of the way, as a reminder that they didn&#039;t need some Ultrasmurf faggot to tell them who they are and what to do, but mostly to  &amp;quot;BEAT SOME FUCKING INQUISITORS WITH THE LITERAL FUCKING BOOK!!!&amp;quot; It has gotten to the point that the book itself hurls insults at the enemy, and the odd bolter shell, and maybe the odd lightning bolt, but that sort of thing stops once you apply a fresh purity seal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;There is a worry however that, as the book contains at least twenty blank pages,  that the book may write in itself, an idea which has everyone, except the Angry Marines, absolutely shitting their collective pants. What might a book given semi sentience by an entire chapter’s rage write in itself? The main theory is that the book will write some brand-new curses (and by that, curses unknown to the Angry Marines, the galactic guardians of the offensive word), curses which will probably be specifically insulting to ultramarines, or perhaps the 40k universes equivalent of the word Belgium. Either way, any new words must remain unknown to the universe at large to prevent galactic level recreations of the  &amp;quot;Raiders of the lost ark&amp;quot; final scene, thankfully though, the book is protected/owned by the FUCKING ANGRY MARINES, meaning that a force the size of every black crusade combined would be needed to wrest it from their adamantium grip.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Models with a Power Bat Only. The Codex Angry Marines replaces the bearer&#039;s Power Bat and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Codex Angry Marines&#039;&#039;&#039;|| Melee || Melee || +2 || -1 || 2 || Any friendly {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} {{W40kKeyword|Core}} units that are within 3&amp;quot; of the bearer of this Relic may add 1 to their hit rolls and may re-roll all failed hit rolls. This plus 1 to hit can stack with other modifiers to more than 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Combi-combi Flamer&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Before he died, Master of the Armory Enfurus Ragman (MAY HE KICK BALLS AND SCREAM FOR FUCKING ETERNITY!!!) had been working on improving the standard combi flamer, a weapon much-admired/used excessively while screaming at the enemy, due to the large amounts of Dakka it could produce. Ragman desired to increased said amounts of Dakka (and maybe while he was at it add some blades or big steel rods to make it choppy as well), but was struggling to do so (like many who had come before him before they were killed by the Mechanicus for crimes against the Omnissiah).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;It was on a normal, rage-filled night, Ragman was in the armoury holding a combi flamer and a roll of duct tape. He looked at the flamer, and then to the duct tape, then to the flamer, then back again, and that is when genius struck. He took the flamer, and wrapped it in several rolls of duct tape and fired it at the nearest object (a servitor as it happens). The gun (although it was now definitely a better gun because it was covered in duct tape) was no darker than before (even if it had annihilated the servitor), and so Ragman went on a &amp;quot;MOTHERFUCKING, AND TOTALLY JUSTIFIED RAMAGE!!!&amp;quot; Through the armoury. Later he realised he folly, and this time duct-taped two combi flamers together, and thus, the Combi-Combi Flamer was born.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Unfortunately, Ragman died before achieving the ultimate goal of making the flamer also choppy (duct-taping a chainsword to it) or before he could make more combi-combi flamers, otherwise the Angry Marines would have eradicated all heresy a long time ago.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Models with a Combi-Flamer only. The Combi-combi Flamer replaces the bearer&#039;s Combi-Flamer and has the followinf profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Combi-combi Flamer (Twin Boltgun)&#039;&#039;&#039;|| 24&amp;quot; || Rapid Fire 2 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Combi-combi Flamer (Twin Flamer)&#039;&#039;&#039;|| 12&amp;quot; || Assault 4D3 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Doom Guy Gun&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;A &amp;quot;gift&amp;quot; (left behind) weapon given to the Angry Marines by the honorary Angry Marine, Doom Guy, when he appeared on the battle barge &amp;lt;i&amp;gt;Maximum Fuck&amp;lt;/i&amp;gt; while it was passing through the warp. The gun (after being analysed by angry Tech-Priests) was found to have the highest density of Dakka per kilogram, but it only worked when the wielder was moving at top speed, and it fired even faster when firing at daemons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The Doom Guy gun was once brought to battle against the orks, who, upon seeing the gun and recognising its power, immediately surrendered to the Angry Marines (producing a level of confusion in the Angry Marines which created such a strong backlash of confusion in the warp that it prevented Tzeentch from pulling off a &amp;quot;Just as planned&amp;quot; large enough from destroying terra). When asked afterwards why they had surrendered, the ork war boss replied &amp;quot;So much Dakka. What can one do against such flashy bitz.&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Models with a Storm Bolter only. The Doom Guy Gun replaces the bearer&#039;s Storm Bolter and has the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Doom Guy Gun&#039;&#039;&#039;|| 24&amp;quot; || Assault 4 || 5 || -2 || 2 || This weapon may only fire if the bearer advanced earlier that turn. When shooting with this weapon, ignore any negative modifier to your hit rolls.  If its target is a {{W40kKeyword|Daemon}}, change this weapon&#039;s Type to Assault 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Head of Ward&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;A relic from before the unification wars, the shrunken head of the fifth (sixth) chaos god. The head sits impaled on a wooden stick and has a large cock and balls drawn on its forehead in permanent marker, from the remains of the heads neck droops a thick clump of fur, described by ancient texted as the &amp;quot;Crown of the neckbeards&amp;quot;, which is said to have been awarded to the fifth/sixth chaos god for fucking over an ancient tabletop game. The head has been in the possession of a number of different parties such as (but not limited to) the ultramarines (who built a shrine to it and masturbated to it), Nurgle (as even he found it vile to gaze upon), the Eldar (who used its space and time warping aura to be complete dicks) and the pretty marines (who put makeup on it). The last owner was Slaanesh (who used it as a fleshlight) until it was swept up by the currents of the warp into the battle barge &amp;lt;i&amp;gt;Litany of Litany’s Litany&amp;lt;/i&amp;gt;, where the Angry Marines attempted to destroy it, only to find it indestructible.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Ever since that day, the Angry Marines have been trying to get rid of the disgusting head, but even something as terrifying as Matt Ward&#039;s head, still has its uses, mostly by warping space and time around those chapters and species he had once fucked over.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Disconcerting, the head also whispers heretical ideas in the dark of night, despite how much constructive criticism/rage the Angry Marines throw at it, things like &amp;quot;the Ultramarines are the only true space marines&amp;quot; and &amp;quot;why don&#039;t you guys team up with the Necrons&amp;quot; or, worst of all &amp;quot;the baby carriers weren&#039;t a bad idea, it&#039;s not me who designed the fucking things&amp;quot;. The whispers can be heard in a hundred-mile radius (even in the vacuum of space) and resulted in many sleepless nights (WHO FUCKING NEEDS SLEEP!!!) for the nearby Angry Marines until someone came up with the bright idea of keeping the head next to the Codex Angry Marines, an arrangement which results in the head crying softly, and while this crying can still be heard a hundred miles around, the moans of one of the imperium’s greatest foes is a lullaby to everyone&#039;s ears.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
::Friendly {{W40kKeyword|Angry Marines}} units that are within 24&amp;quot; of the bearer of this Relic, can re-roll hit and wound rolls of 1, against any models in any army Matt Ward has fucked up (at some point in time), which are the following armies: {{W40kKeyword|Blood Angels}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Grey Knights}}, {{W40kKeyword|Asuryani}} and fucking {{W40kKeyword|ULTRAMARINES}}. If a faction is not listed here than it can be considered to be listed if all players agree that Matt Ward has fucked that army up at some point.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Looted, Looted, Looted, Pretty Marines &amp;quot;WARGH MOTHERFUCKER!!!&amp;quot; Banner:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
::&#039;&#039;A banner which was once owned by the pretty marines, at the time, called the &amp;quot;Notice Me Senpai&amp;quot; banner, it provided space warping properties of the same manner used by deamonettes to hide their crab claws, granting all pretty marines around it incredible beauty and two-inch-thick plot armour, as it effectively made all pretty marines within its range main characters in an anime, so how could they die. Unfortunately (for the pretty marines at least) the orks don&#039;t give a shit about anyone else&#039;s plot armour apart from their own (and Yarrick’s, da greatist an orkiest humie eva!) and proceeded to brutalise the pretty marines with their long, hard shafts/Choppas, and took the banner for themselves.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The banner was used for quite some time by ork commandos, who used its powers to make them look absolutely fabulous (or at least good looking enough to a guardsman who hasn&#039;t had sexual contact with another human for months) and thereby sneak up on enemy positions. Those they snuck up on could still see the orks but would be too busy having awkward boners etc to notice, boners which they would die with as the commandos chopped them to pieces. Over time, however, the banner began to lose its strength, being replaced more and more by Waaagh energies, and although it still provided a healthy glow to the orks (5/10 while drunk), it was no longer enough to hypnotise the enemy, resulting in the commandos being curb-stomped by a squad of stormtroopers, and the banner was then taken by the inquisition.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Thankfully, the inquisitor in possession of the banner was well travelled and cunning enough to know that xenos tech should not be dismissed out of hand (do the, how do you say it? Funky monkey) and so started experimenting on the banner, to find out how it could be both orky and pretty at the same time. However, the inquisitor made a grave mistake of being within one hundred light-years of the Angry Marines during the two years of the completion of the Codex Angry Marines, and thus became one of the many inquisitors who &amp;quot;WAS BEATEN OVER THE FUCKING HEAD BY THE LITERAL FUCKING BOOK!!!&amp;quot; And thus, finally, the banner fell into the hands of the Angry Marines, who used it (during their two-year &amp;quot;book tour&amp;quot;) for their own amusement, as anyone within its range would start talking orky (DIS FUKIN BANNER IZ DA FLASHIEZT!!! WE SHODA KRUMPED DAT INQUISITOR GIT FOR IT BLOODY AGES AGO LADZ!!!).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Over time however, like every other piece of influence before it, the orky powers around the banner started to diminish, to be replaced by &amp;quot;RAGE MOTHERFUCKER!!!&amp;quot; to the point that the Angry Marines started carrying their &amp;quot;FUCKIN FLASHY BANNER!!!&amp;quot; into battle, to great effect, as it carried Pretty, Waaagh and Angry energies within it, making everyone around it &amp;quot;DA ANGRIEST, DA ORKIEST AND DA PRETTIEST SONS O FUCKIN BITCHES IN DA FUCKIN GALAXY!!!! WARGH MOTHER FUCKERS!!!&amp;quot;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{W40kKeyword|Angry Primaris Ancient Lieutenant}} or {{W40kKeyword|Silencer Ancient}} models only. The looted, looted, looted, Pretty Marines &amp;quot;WARGH MOTHERFUCKER!!!&amp;quot; Banner replaces the bearer&#039;s &#039;&#039;Angry Astartes Banner&#039;&#039; or &#039;&#039;Banner of the Raging Desert&#039;&#039; special rule with the following: &#039; {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} {{W40kKeyword|Core}} units within 6&amp;quot; of the bearer of this banner gain +1 to their Leadership and may re-roll charge distances.  In addition, on a turn in which any {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} {{W40kKeyword|Core}} units within 6&amp;quot; of the bearer of this banner make a successful charge, you can make 1 additional attack in the Fight Phase with all models in that unit. This Relic is not cumulative with the &#039;&#039;Angry Astartes Banner&#039;&#039; or &#039;&#039;Banner of the Raging Desert&#039;&#039; abilities.)&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Storm Shield Surfboard&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;The anger child between a squad of Angry Terminators and an Angry Tech-Priest, while the Angry Marines were fighting daemons of Slaanesh on an ice world. At the best of times terminators are slow and purposeful, put them on a planet which is covered in a metre and a half of snow, and they might as well make them stationary. Angry Terminators are not calm beings at the best of times, but dump them in a snowdrift and have deamonettes dance around and taunt them, then you get to exploding levels of RAGE (many battle brothers were lost to such deviant tactics, MAY THEY KICK BALLS AND RAGE FOR FUCKING ETERNITY&amp;quot;). Such rage would also have a dramatic effect on the terminator armour, as marines would claw their way out in the nude to &amp;quot;FUCKING FIST THOSE DEAMONETTE SLUTS!!! HOW DO YOU LIKE BEING FUCKED BY A CHAINSWORD!!!&amp;quot; (Ow do it harder you&#039;re making me so god damn horny BLAM). Terminator armour is rare at the best of times, even more so in a chapter which uses them to walk into Lascannon fire for &amp;quot;SHITS AND GIGGLES MOTHERFUCKER!!!&amp;quot;, and such damage makes the Angry Tech-Priests so angry that they can be used to melt glaciers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Storm Shield Surfboard.png|thumb|right|&#039;&#039; Call us today and you can get the first three seasons of Scooby-Doo included free of charge! &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;So, an &amp;quot;alliance&amp;quot; was formed based on the desire to a. Get to the enemy faster and b. To not ruin terminator armour while doing so, between a five-man terminator squad, and the Tech-Priest Jordy Motherfucker, who was originally from the water covered angry world of Spectoris. After much arguing and fighting (the equivalent of a polite hello followed by tea and biscuits for the Angry Marines) Jordy suggested the use of one of the terminators&#039; storm shields as a sled to slide over the ice slopes, in imitation of a water-based pastime from his homeworld. &amp;quot;But how do we make it travel uphill or over long distances?&amp;quot; Pondered Motherfucker out loud (being an Angry Tech-Priest, Jordy only spoke in lower case most of the time). &amp;quot;PUT SOME FUCKING ROCKETS OR MELTAS ON THE FUCKING BACK YOU IDIOT!!! YOUR SUPPOSED TO BE THE FUCKING CLEVER ONE AROUND HERE!!!&amp;quot; Replied one of the Angry Terminators, who proceeded to take his storm shield and hammer some rockets onto the back of his power hammer. Then, taking a run-up, said terminator jumped onto his storm shield and powered up the rockets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;When they found the terminator ten miles away (by following the trail of decapitated, mutilated and fisted deamonettes) at the bottom up an icy hole all he would say was &amp;quot;I&#039;M FUCKING DOING THAT AGAIN!!!&amp;quot; as he kept trying to remount his now drained storm shield. Since then, the Storm Shield Surfboard has been fitted with improved fuel tanks, more reliable/non-exploding rockets, an Angry levitation system (borrowed) from the Angry Repulsor tank, a front edge force field for added decapitation, cup holders and a tv which plays constant runs of an old earth show called &amp;quot;Scooby-Doo&amp;quot;, a show which is believed to be the very same &amp;quot;FUCKING QUALITY CARTOONS!!!&amp;quot; That Reclusiarch Mofo has been watching for all this time. Nobody has yet been able to create more Storm Shield Surfboards, as the board is more owned by a single marine who refuses to let anyone else use/play with it, meaning that for someone else to use it, say a tech priest, he will either have to wait for the current &amp;quot;owner&amp;quot; to die, become incapacitated in some way, or have the board confiscated by a mob of Angry Tech-Priests or a high-ranking chapter member.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{W40kKeyword|Infantry}} models without the {{W40kKeyword|Jump Pack}} keyword with a Storm Shield only. The Storm Shield Surfboard replaces the bearer&#039;s Storm Shield. A model equipped with the Storm Shield Surfboard gains a 12&amp;quot; movement characteristic, the {{W40kKeyword|Fly}} keyword and gains a 4+ invulnerability save and adds 1 to its armour saves against attacks made in the Fight phase. If this model successfully charges a unit, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;THE Adamantium 4 by 4 with a Nail through It:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;THE Adamantium 4 by 4 with a Nail through It&#039;&#039;&#039;|| Melee || Melee || +2 || -4 || 3 || This weapon deals 3 mortal wound to the bearer on a wound roll of 1, and to the target unit instead of normal damage on a wound roll of 6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Angry Marine Launchers:&#039;&#039;&#039; &#039;&#039;The greatest and most controversial of all the Angry Marines &amp;quot;unique&amp;quot; weapons, as it allows marines to be launched over long distances to impact with a nice solid BOOM into their enemies. On the other hand, some poor fuck has to fire the weapon at the enemy and be left behind, alone and without anything to punch (FUCKING PUSSY!!! HE SHOULD STOP COMPLAINING AND PUNCH THE FUCKING GROUND AND BE FUCKING THANKFUL WE DIDN&#039;T LEAVE HIM CHAINED UP!!!).&#039;&#039;&lt;br /&gt;
::A unit with this equipment gains the &#039;&#039;Rocket Propelled Angry&#039;&#039; special rule:&lt;br /&gt;
::&#039;&#039;&#039;-Rocket Propelled Anger:&#039;&#039;&#039; &#039;&#039;Flying grenades will make people run for cover, missiles will result in the activation of void shields, cyclonics will have all nearby praying to their gods. Only the sight of Angry Marines soaring through the sky, trailing fire and profanity, will cause all those in sight to despair and abandon all hope, for they know that they are well and truly fucked.&#039;&#039;&lt;br /&gt;
::::In the Assault phase, chose a single {{W40kKeyword|Angry Marine}} {{W40kKeyword|Infantry}} unit (that doesn&#039;t also have the {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}} or {{W40kKeyword|Black Brothers}} keyword) that consists of &#039;&#039;&#039;X&#039;&#039;&#039;&#039;&#039;*&#039;&#039; models or less that is within 3&amp;quot; of an {{W40kKeyword|Angry Devastator Squad}} with one or more Portable Angry Marine Launchers; that unit may charge any enemy unit within 24&amp;quot; (instead of within 12&amp;quot;) and may roll 4D6 when making its Charge move (instead of 2D6). If the charging unit ends its charge move within 1&amp;quot; of the enemy unit, all models in both the charged and charging unit suffer a hit resolved at Strength 5, AP 0 and Damage 1. If the {{W40kKeyword|Angry Devastator Squad}} fires itself, it loses all its Portable Angry Marine Launchers in the process because they are to be left behind, also nominate one poor Asshole who is left behind because SOMEONE NEEDS TO PULL THE FUCKING TRIGGER, that model is removed as a casualty as it scuttles of the battlefield raging on about what a fucking asshole you are for choosing him.&lt;br /&gt;
:::::&#039;&#039;*&#039;&#039;&#039;&#039;&#039;X&#039;&#039;&#039; is 2 if the {{W40kKeyword|Angry Devastator Squad}} has only 1 Portable Angry Marine Launcher. &#039;&#039;&#039;X&#039;&#039;&#039; is 5 if this unit has only 2 Portable Angry Marine Launchers; &#039;&#039;&#039;X&#039;&#039;&#039; is 7 if the unit has only 3; &#039;&#039;&#039;X&#039;&#039;&#039; is 10 if the unit has 4 Portable Angry Marine Launchers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Launchers:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::If this model is equipped with Assault Launchers and finishes a charge move within 1&amp;quot; of an enemy unit, roll a D6. On a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camo Cloaks:&#039;&#039;&#039; &#039;&#039;You can’t hit what your can’t see. Although, the maxim is somewhat ruined by the fact that what you can’t see is swearing at the fact that they have to stay unseen.&#039;&#039;&lt;br /&gt;
::If every model in a unit has a Camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cigar (2).jpg|thumb|100px|Cigar]]&lt;br /&gt;
*&#039;&#039;&#039;Cigar:&#039;&#039;&#039; &#039;&#039;The Angry Marines enjoy a good smoke; it keeps them focussed under fire. Although what it is they smoke in order to get an effect with space marine physiology is unknown.&#039;&#039;&lt;br /&gt;
::A model with this item may add 1 to its Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dozer Blade:&#039;&#039;&#039; &#039;&#039;Why is it only Astra Militarum that can get Dozer blades to their Vehicles?&#039;&#039;&lt;br /&gt;
::If a vehicle with a Dozer blade charges in the Charge Phase, add 1 to hit rolls made for it until the end of the ensuing Fight Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grapnel Launchers:&#039;&#039;&#039; &#039;&#039;WHO FUCKING NEEDS STAIRS WHEN YOU CAN STAB A BUILDING AND PULL YOURSELF TO THE FUCKING TOP!!! STAIRS ARE FOR FUCKING SERFS WHO CAN&#039;T YET LEVITATE THROUGH PURE HATRED FOR THE FLOOR!!!&#039;&#039;&lt;br /&gt;
::&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Irrate Warding Sigils:&#039;&#039;&#039; &#039;&#039;Red graffiti painted on by a Mindfucker provide additional protection over the normal red graffiti.&#039;&#039;&lt;br /&gt;
::A unit equipped entirely with this equipment has a 6+ invulnerability save and may deny 1 psychic power each psychic phase as of it were a psyker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plutonium Bolter Shells:&#039;&#039;&#039; &#039;&#039;Angry Marines may not be the biggest fans of ranged weapons, but ranged weapons which reduce their enemies to feeble foes.&#039;&#039;&lt;br /&gt;
::This may only be taken by a unit equipped entirely with Bolt weapons. An enemy unit which receives damage from a unit equipped with Plutonium Bolter Shells in the Shooting or Overwatch phase reduce their toughness by 1 until the next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranged Weapon Force Field:&#039;&#039;&#039;&lt;br /&gt;
::A model equipped with a ranged weapon and no other melee weapons. A model equipped with a Ranged Weapon Force Field counts as being equipped with a Power Bat, but subtracts 1 from its hit rolls in the fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sticky Web Cannon:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::If this model is equipped with a Sticky Web Cannon, in your Shooting phase, you may choose an enemy Infantry unit within 8&amp;quot; of this model to be the target of its Sticky Web Cannon. if you do so, that enemy unit must subtract 3 from its Move characteristic, and subtract 2 from its Advance and Charge roll, and subtract 1 from its hit rolls until the beginning of your next Shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield:&#039;&#039;&#039; &#039;&#039;TRY AND GET TO ME THROUGH THIS BITCHES!!!&#039;&#039;&lt;br /&gt;
::A model equipped with a Storm Shield has a 4+ invulnerable save. In addition, add 1 armor saving throws made for that model.&lt;br /&gt;
&lt;br /&gt;
==Angry Marines Wargear List==&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
::-Assault Launchers - 5 pts.&lt;br /&gt;
::-Camo Cloak - 5 pts./model&lt;br /&gt;
::-Cigar - 1 pts.&lt;br /&gt;
::-Dozer Blade - 5 pts.&lt;br /&gt;
::-Grapnel Launcher - 2 pts./model&lt;br /&gt;
::-Portable Angry Marine Launcher - 10 pts./model&lt;br /&gt;
::-Sticky Web Cannon - 15 pts.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQ===&lt;br /&gt;
====Angry Captain Satchel====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Satchel is the seemingly invulnerable Captain of the 2nd Company,  a man with balls even harder and larger than the sack full of doorknobs he carries.&lt;br /&gt;
&lt;br /&gt;
And he needs those balls, as for whatever reason, The Bag of Dylad he carries has been cursed (blame Tzeentch, it&#039;s always his fault), a curse which has claimed every other person who has carried it. Not Satchel though, so far he has survived:&lt;br /&gt;
*a fight with a Blood Thirster (it&#039;s said that Satchel carries around one of its chopped off horns inside his bag of doorknobs.&lt;br /&gt;
*being set on fire by the sisters of battle (an event which Satchel said was &amp;quot;ONLY A MINOR FUCKING NUISANCE!!!&amp;quot;)&lt;br /&gt;
*having his toilet turn out to be a scout titan (CREEEEEEEEDDDD) while he was using it, thankfully his huge shits burnt through the titan’s hull, immobilising it before it could cause any damage.&lt;br /&gt;
*being &amp;quot;accidentally&amp;quot; ejected into the vacuum of space by Reclusiarch Mofo for interrupting him &amp;quot;WATCHING THE FUCKING QUALITY CARTOONS!!!&amp;quot; He had been watching at the time.&lt;br /&gt;
*an arm wrestle with Sly Marbo, a wrestle he lost (of course), but the fact that losing didn&#039;t shatter him into a million tiny pieces has deemed him worthy enough for Sly Marbo to add his number to his phone (Sly Marbo doesn&#039;t need a phone, he simply visits you in your dreams and beats up your dreams).&lt;br /&gt;
*and, last but not least, having sex with a deamonette. The deamonette refuses to talk about the incident (something Slaanesh really wants to hear about/masturbate to), only commenting that Satchel is into some really weird shit involving his bag of doorknobs. When asked how he survived, Satchel replied &amp;quot;BECAUSE MY DICKS A FUCKING AP1 WEAPON BITCH!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This list doesn&#039;t cover all of his near-death experiences, mostly because they&#039;re still occurring, the most recent one being him nearly being crushed by a hierophant (one which he had just broken the legs of with his bag of doorknobs).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Angry Captain Satchel (2).jpg|thumb|200px]]&lt;br /&gt;
This unit contains 1 &amp;quot;Angry Captain Satchel&amp;quot; (&#039;&#039;&#039;Power Rating: 7&#039;&#039;&#039;). Only one of this unit can be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| Angry Captain Satchel || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 5 || 9 || 3+ || x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Master-Crafted Heavy Bolt Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master-Crafted Heavy Bolt Pistol&#039;&#039;&#039; || 18&amp;quot; || Pistol 2 || 4 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Bag of Dylad&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Bag of Dylad&#039;&#039;&#039; || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll, each hit with this weapon counts as D2 hits. In addition, any wound rolls of 6+ made for this weapon cause D3 mortal wounds instead of the normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bearer of the Bag&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Captain Satchel is the longest ever bearer of the Bag of Dylad, which seems to have a curse that attracts the bearer&#039;s killer. Satchel has survived the curse so far, because FUCKING CURSES ARE FOR FAGGOTS WHO SUCCUMB TO PUSSY-ASS THINGS LIKE DEATH!!! Still, the Bag has malevolence of its own, almost an Angry Marine bound within it, and it will be Satchel&#039;s undoing. He knows this, and he will go down fighting.&#039;&#039;&lt;br /&gt;
:Before the battle, randomly select an enemy {{W40kKeyword|Character}}; Satchel can re-roll any failed hit and wound rolls against that enemy {{W40kKeyword|Character}}, and the selected enemy {{W40kKeyword|Character}} can re-roll any failed hit and wound rolls against Satchel.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;CAN NEVER FEEL ANY FUCKING PAIN!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Pain is just weakness leaving the body, which Captain Satchel then passes onto the poor sod he’s beating.&#039;&#039;&lt;br /&gt;
:Roll a D6 each time this model loses a wound; on a 4+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mastercrafted Twisted Lump of Mysterious Metal&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Rumoured to be the remains of Rogal Dorn&#039;s iron halo which was dislodged into the emperor’s eye socket. How the fuck Satchel got hold of such a relic, and (even more impressively) damage it to the point that it only gives a 4+ save instead of a 3+, nobody fucking knows. The only person who does know the Lump of Metals origin (apart from Satchel himself), is Temperus Maximus, and that&#039;s only because Satchel lost to him during a ten-day long thumb war.&#039;&#039;&lt;br /&gt;
:This model has a 4+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RITES OF ANGER!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Essentially the captain grabbing an enemy and shouting, while kicking said enemy repeatedly in the balls “SO THIS IS HOW YOU FUCKING HIT THE CUNTS!!! DO I NEED TO FUCKING EXPLAIN THIS AGAIN?!!!”&#039;&#039;&lt;br /&gt;
::You can re-roll all hit rolls of 1 made for friendly {{W40kKeyword|Angry Marines}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;WILL NOT DIE FOR FUCKS SAKE!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;I WILL DIE WHEN I FUCKING SAY SO!!!&#039;&#039;&lt;br /&gt;
::All damage suffered by Satchel is halved (rounding up).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Angry Captain Satchel}}&lt;br /&gt;
&lt;br /&gt;
====Brother Captain Especially Quiet====&lt;br /&gt;
This unit contains 1 Brother Captain Especially Quiet (&#039;&#039;&#039;Power Rating: 10&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Brother Captain Especially Quiet || 6&amp;quot; || 2+ || 2+ || 4 || 5 || 7 || 6 || 8 || 2+ || x&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-AECOS&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AECOS&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || Each time the bearer fights, it can make D3 additional attack with this weapon. When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Imperium Maximus&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Imperium Maximus&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rapid Fire Heavy Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 2 || 4 || -1 || 1 || If the target is within half range of this weapon,&lt;br /&gt;
change this weapon&#039;s Type to Pistol 4.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dual Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Teleport Strike&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Daemons&#039; and Witches&#039; Worst Nightmare&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The arrival of a Silencer in Sandstorm Terminator armour is akin to the arrival of a Tyranid hive fleet, the warp becomes quiet and still, demons start to wither or vanish entirely, and psykers become unable to wield their powers. During the sudden calm (and in complete silence) the Silencer begins to go to work, until there is nothing left.&#039;&#039;&lt;br /&gt;
:Any enemy {{W40kKeyword|Psyker}} units within 12&amp;quot; of this model must subtract 1 from their Deny the Witch and Psychic tests. In addition, any enemy {{W40kKeyword|Daemon}} units within 3&amp;quot; of this model must subtract 1 from their invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Null-Aura&amp;quot;&amp;gt;&lt;br /&gt;
This model can never be the target of any Psychic powers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sandstorm Gravis Armour&amp;quot;&amp;gt;&lt;br /&gt;
This unit has a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Silence in the Warp&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;All Null’s are considered abhorrent by demons and psykers, as they cut them off from the warp, leaving them cut off from their sources of power, with even normal mortals feeling uneasy in their presence. Silencer’s are the same in this respect, but they also muffle the rage of Angry Marines nearby, as the marines in question are calmed by their aura, and sense that the ancient figure before them is one of their progenitors, and thus show them as much respect as an Angry Marine is capable of.&#039;&#039;&lt;br /&gt;
:Any {{W40kKeyword|Daemon}} and {{W40kKeyword|Psyker}} units within 6&amp;quot; of this model must subtract 1 from their Leadership. In addition, any units within 2&amp;quot; of this model will not get any benefits for the following special rules: &#039;&#039;ALWAYS ANGRY&#039;&#039;, &#039;&#039;NOT ANGRY ENOUGH&#039;&#039;, &#039;&#039;NOT A REAL ANGRY MARINE&#039;&#039; and &#039;&#039;STONE-COLD ANGER&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Silencer&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Desert Fangs were created by the Emperor to be to be blanks, being who had no presence in the warp, making them vital in the battle against demons and psykers.&#039;&#039;&lt;br /&gt;
:This model can attempt to deny one Psychic power in each enemy Psychic Phase, as if he were a Psyker (He is the complete opposite of a Psyker). As another addition, add 1 to any Deny the Witch roll he makes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Brother Captain Especially Quiet}}, {{W40kKeyword|Blank}}, {{W40kKeyword|Gravis Armour}}&lt;br /&gt;
&lt;br /&gt;
====Captain Bat Shit Insane====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Sometimes, Space Marines just go a bit crazy. It can be seen in a number of other chapters for a variety of reasons, such as the space wolves wulfen or the blood angels who fall to the red thirst. The angry marines are no exception, but unlike other chapters where their insanity comes from a genetic fault or warp influence the angry marines just go insane because of perfectly normal reasons. A marine may receive a frag cannon to the head and after some apothecary time may only have a horrible scar to show for it, but finding out that their personal skittle supply is gone may turn him into a drooling psycho. Captain Bat Shit Insane is such a marine. One day he was fine, performing his captaincy duties. The next he found that a set of honey badgers had filled his power armour helmet with fresh fecal matter. It is theorised that having poo cripple down his suit and into his ears was more than sufficient to break the captain.&lt;br /&gt;
&lt;br /&gt;
Since then Bat Shit Insane was useless as a captain, spending his time being general madder than a barrel of skinned honey badgers. On the battlefield however this insanity makes the captain unmatched in combat, just don’t expect him to do anything else or to stop fighting.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Captain Bat Shit Insane (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Captain Bat Shit Insane || 7&amp;quot; || 2+ || - || 5 || 4 || 7 || 6 || 8 || 3+ || x&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Feet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Feet&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 Archeotech Chainswords&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Archeotech Chainsword&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 2 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dual Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flurry of Chainswords&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;If the butterflies were made out of metal and the bees carried shanks.&#039;&#039;&lt;br /&gt;
:Attacks against this model suffer a minus 1 to hit, and for every failed hit roll of 1 made against this unit by an enemy unit in the fight phase that enemy unit suffers a mortal wound. In addition, roll a D6 for every other unit within 3” of this unit at the start of each turn. On a 4+ that unit takes a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;NUT CRACKING!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;THE BLUNT FORCE TRAUMA FAIRY HAS ARRIVED!!!&#039;&#039;&lt;br /&gt;
:If this model has Power Feet; in the Fight phase after all his attacks have been resolved. he can make D3 additional attack with his Power Feet.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skill through Insanity&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;What looks like random flailing with his chainswords are, in fact, perfectly timed attacks and parries, designed to catch the enemy off guard. Or at least that is what Bat Shit tells us...&#039;&#039;&lt;br /&gt;
:This unit may reroll all failed hit rolls and hit rolls of 6+ made by this unit automatically wound. However, a unit with this rule may never be your warlord or take warlord traits.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Twisted Lump of Metal&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Nobody&#039;s quite sure what this once was. Some theorize is was formerly an Iron Halo; others claim it had to be a Rosarius stolen from a Chaplain from a... lesser... Chapter. In any case, it suffered one too many blows protecting the Captain, but it still (somehow) works, even though it spits sparks and smoke with every impact.&#039;&#039;&lt;br /&gt;
:This model has a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Captain Bat Shit Insane}}&lt;br /&gt;
&lt;br /&gt;
====Captain Tantrumus Fuckingham, The First and Best====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;It has taken him years. Years of being battered, bruised, excessively (even by Angry Marine standards) insulted, but Fuckingham had finally done it. He had dragged the angry marines into the new millennium, and made them the first, first founding chapter to become entirely primaris.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Captain Tantrumus Fuckingham (&#039;&#039;&#039;Power Rating: 10&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Captain Tantrumus Fuckingham || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 5 || 9 || 2+ || x&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Master-Crafted Power Bat with a Nail through It&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Master-Crafted Power Bat with a Nail through It&#039;&#039;&#039; || Melee || Melee || +2 || -4 || 3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Hell Glove&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Hell Glove&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Hell Glove&#039;&#039;&#039; || 12&amp;quot; || Pistol 3 || 4 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dual Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The First and Best&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Although Fuckingham is somewhat respected and admired by normal Angry Marines, he is seen as a God amongst Primaris Marines, and they will fight as if in the presence of a Primarch to ensure that “WE DON’T FUCKING SHOW OURSELVES UP INFRONT OF THE BOSS!!!”&#039;&#039;&lt;br /&gt;
::You can re-roll all hit and wound rolls of 1 for Friendly &#039;&#039;&#039;Angry Marine&#039;&#039;&#039; units that are within 6&amp;quot; of this model. In addition, you can re-roll all hit rolls made in the Fight Phase, for Friendly &#039;&#039;&#039;Angry Marine&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Iron Halo&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Fuckingham is unusual (in so many ways) among the angry marines, for having a completely intact Iron Halo. It sparkles wondrously in the light. It glitters like a setting sun when it defects bullets. It glistens like water on a beach when blood evaporates off it. Annoyingly for Fuckingham however, it still only provides the same level of protection as what all the other angry marines get.&#039;&#039;&lt;br /&gt;
:This model has a 5+ invulnerable save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Captain Tantrumus Fuckingham}}, {{W40kKeyword|Mk X Gravis}}&lt;br /&gt;
&lt;br /&gt;
====Dick Haggard====&lt;br /&gt;
[[Image:Dick Haggard.jpg|200px]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Originally a street fighter in his shitty ass decrepid town, Dick gained notoriety for the immense rage which he exhibited in all of his bouts. After fighting (and subsequently beating the shit out of) a popular local wrestler, he made his way home. While walking back to his shithole of a house, he was tied up, beaten, and taken to the Angry Marine Fortress Monastery Mount Motherfucker for induction. He immediately proved himself as the best hand-to-hand fighter, making sure that everyone fucking remembers it. Rapidly climbing the Angry Marine ladder, battle after battle, he was promoted to Sergeant. He now stands as a Bale Guard Griever after the Battle of Silken Excess, smashing the skulls of any MOTHERFUCKING XENOS FUCK FACE!!! dumb enough to PISS HIM THE FUCK OFF!!! He religiously and famously will only use his GODDAMN FISTS, AND DON&#039;T FUCKING FORGET IT!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Dick Haggard || 6&amp;quot; || 2+ || +4 || 5 || 4 || 7 || 6 || 8 || 2+ || 100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Knuckle Dustered Fists&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Knuckle Dustered Fists&#039;&#039;&#039; || Melee || Melee || User || -1 || D3 || Each time the bearer fights, it can make D3 additional attacks with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-A FUCKING ROCK!!!&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A FUCKING ROCK!!!&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || User || 0 || D2 || A hit roll of 6+ with this weapon deals D2 mortal wounds instead of normal damage.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Master of FIST FIGHTS!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Dick Haggard distains the use of all weapons other than his fists.&#039;&#039;&lt;br /&gt;
:You can re-roll all failed hit and wound rolls of 1 or 2 for this units Knuckle Dustered Fists. In addition, if you roll a wound roll of 6+ with this weapon, it is resolved at AP -4 and Damage 3.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FUCK YOU CHAOS LAND RAIDER!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;After Dick Haggard saw a fucking [https://1d4chan.org/wiki/Cultist-chan Chaos Cultist] got a land raider to explode just by throwing a rock at it, he decided to do the same to all Chaos Land Raiders.&#039;&#039;&lt;br /&gt;
:If Dick Haggard throws A FUCKING ROCK!!! against any &#039;&#039;&#039;VEHICLE&#039;&#039;&#039;, a wound roll of 4+ deals a D2 mortal wounds instead of a wound roll of 6+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FEEL NO FUCKING PAIN!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;I DON’T HAVE FUCKING TIME FOR PAIN WHEN THERE’S DICKS LIKE YOU WHO STILL NEED PUNCHING!!!&#039;&#039;&lt;br /&gt;
:Roll a D6 each time this model loses a wound; on a 5+ the damage is ignored, and that wound is not lost.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;I DON&#039;T HAVE TIME FOR THIS FUCKING SHIT, SIR!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Dick Haggard refuses to guard a Captain, feeling that the Chapter Master is the only one truly deserving of his FUCKAWESOME FISTS!!!&#039;&#039;&lt;br /&gt;
: Dick Haggard cannot be embarked on a &#039;&#039;&#039;Transport&#039;&#039;&#039; with one or more &#039;&#039;&#039;Angry Captains&#039;&#039;&#039; embarked on it. In addition, roll a dice each time &#039;&#039;&#039;Chapter Master Temperus Maximus&#039;&#039;&#039; loses a wound whilst he is within 6&amp;quot; of Dick Haggard; on a 2+ Dick Haggard will intercept that hit - &#039;&#039;&#039;Chapter Master Temperus Maximus&#039;&#039;&#039; does not lose a wound but Dick Haggard suffers a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Dick Haggard}}&lt;br /&gt;
&lt;br /&gt;
====The Fuklaws====&lt;br /&gt;
=====Commissar John Fuklaw=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Commissar Fuklaw|Commissar John Fuklaw]] is a commissar serving with the Angry Marines, he holds the rare and distinguished honour within the Imperium for being one of the few non-Astartes and non-serf humans to serve with a Space Marine chapter. His assignment to the most belligerent Astartes chapter in the Imperium has nothing about the chapter&#039;s morale issues and more of it being the only place where his indiscriminate, seething anger can be handled and vented. &lt;br /&gt;
&lt;br /&gt;
Commissar Fuklaw is now a very angry old fart with a Power arm, who has to use his Master-Crafted Chainsword as a cane and his Commissar-Cane when he walks, but he doesn&#039;t let this stop him. He likes long walks in the park murdering defenceless Eldar, driving/riding tanks to the shops (DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!!!) and evenings spent glaring at the moon/s until the moon looks away in fear or explodes from the undiluted RAGE being channelled at it. It is even said that he is looking for someone to spend his wrathful, twilight years with someone &amp;quot;THAT ISN&#039;T ANOTHER COCK SUCKING ANGRY MARINE!!!&amp;quot; and can help him truly understand what it is like to share his hateful pursuits with someone else. Unfortunately, he will never succeed (which pisses him off, which also pleases him) as the only woman in the galaxy as angry and violent as him (who isn&#039;t a demon, or an Angry Marine in drag) is Ephrael Stern, and even she scares Fuklaw (also Stern doesn&#039;t go for guys who don&#039;t follow the path of the swole).&lt;br /&gt;
To compensate for this, Fuklaw has finally accepted the long-standing invitation to join Creed, commissar Yarrick and Sly Marbo for their weekly poker game, unofficially called “THE MANLIEST FUCKS IN THE GALAXY TO NOT WEAR POWER ARMOUR!!!”. He has not accepted the invitation  up to this point because he’s still annoyed with Creed for turning his cigar into the barrel of a Baneblade (CREEEEEEEDDDDDDDD!!!), and Sly Marbo still refuses to pay Fuklaw the ten pounds he owes him for winning that staring competition (Sly Marbo still insists that it was actually the universe which blinked). Surprisingly, Fuklaw and Yarrick get on exceptionally well, as the two admire each other’s truck sized adamantium balls, that and the two were friends back when they were in the academy, if things had turned out differently it could have been Fuklaw running Armageddon....which is a scary thought. Fuklaw has accepted the invitation as long as they agree to use adamantium playing cards, as anything else would just burn out of sheer fear by being touched by him.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Commissar Fuklaw model.jpeg|500px|left|&#039;&#039; Fucking kill the deserters before Fuklaw sees!&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
[[File:Commissar Fuklaw with baby anabella.jpeg|500px|left|&#039;&#039; SEE ANABELLA!!! THIS IS WHAT’S KNOWN AS A FUCKING HERETIC!!!&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Commissar Fuklaw of power rating x. Only one Comissar Fuklaw unit may be in your army.&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commissar Fuklaw&#039;&#039;&#039; || 5&amp;quot; || 2+ || 3+ || 3 || 4 || 4 || 3 || 9 || 4+ || 130&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Commissar-Cane&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commissar-Cane&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 4 || -1 || 2 || If the target is within half range, change this weapon&#039;s Type to Assault 2 and add 1 to this weapon&#039;s Strength.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Death Stare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Death Stare&#039;&#039;&#039; || 3&amp;quot; || Pistol 1 || 4 || -2 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy Bolt Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Fuklaw’s Chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fuklaw’s Chainsword&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aura of Fuklaw&#039;&#039;&#039;: Nobody ever flees while Fuklaw’s around, some saw it’s due to the respect he garners, others say that it’s his imposing statue which inspire his troops to fight to the bitter end, most soldiers however, say that it’s the commissars hand twitching next to his bolt pistol, and a gaze so hate filled and disdainful that it can punch through power armour.&lt;br /&gt;
**Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039; can re-roll failed Morale tests and cannot suffer any negative modifiers to their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BLAM!!! HERESY!!!:&#039;&#039;&#039; Only Fuklaw is enough of a badass to execute Angry Marines. Correction, Fuklaw is the only person who would a. Even consider such a thing b. Attempt to execute an Angry Marine and c. Survive the act.&lt;br /&gt;
**In the Morale phase, any Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that is not a &#039;&#039;&#039;Character&#039;&#039;&#039; or a &#039;&#039;&#039;Vehicle&#039;&#039;&#039;, that are within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, must make a Morale test regardless of whether it has lost models or not early that turn, and if it makes a roll of 6 (regardless of modifiers) will always result in at least one model being slain. In addition, If a Friendly &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit, that has 3 or less wounds left (all the wounds each model has in the unit put together), suffers Perils of the Warp whilst within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, they are also executed before anything untoward can happen - the power they were attempting fails, and the &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit is slain as a result of Commissar Fuklaw&#039;s old trusted Bolt pistol to the head; units within 6&amp;quot; of them do not suffer D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;DRIVE ME CLOSER, I WANT TO HIT THEM WITH MY SWORD!!!&#039;&#039;&#039;: Commissar Yarrick may ride resplendent on his Fortress of Arogance into battle to inspire his troops, but Fuklaw can be seen cling to the side of even a scout sentinel, swing his sword like a maniac to mow down pacing heretics.&lt;br /&gt;
**If Fuklaw is embarked on a &#039;&#039;&#039;Transport&#039;&#039;&#039; that is not a Flyer; In the Charge Phase, the &#039;&#039;&#039;Transport&#039;&#039;&#039; must try to charge the closest enemy unit if possible. In addition, in the Fight Phase, the &#039;&#039;&#039;Transport&#039;&#039;&#039; may make 3 additional attacks using &#039;&#039;&#039;Fuklaw&#039;s&#039;&#039;&#039; Weapon Skill and Strength characteristics and using his&#039;s melee weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;FUCK HERETICS!!!&#039;&#039;&#039;: Such is the anger that Commissar Fuklaw has against xenos, mutants and heretics, that he and any unit led by him will fight with redoubled fury against these enemies of the Emprah (as far as Fuklaw is concerned, anyone opposing him is at least one of the three).&lt;br /&gt;
**You can re-roll any failed wound rolls in the Fight Phase for Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that are within 6&amp;quot; of Fuklaw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twisted Lump of Metal&#039;&#039;&#039;: An unrecognizable lump of metal that either used to be a Rosarius or an Iron Halo. Fuklaw refuses to disclose what it truly is, or which chapter he acquired it from, or even if the chapter was loyalist or heretical. &lt;br /&gt;
:*This unit has a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;This Old Fart just will not Die!&#039;&#039;&#039;: Although it is rare, some of the galaxies most powerful foes have at one time or another have levelled a bolt pistol at Fuklaw, pulled the trigger, and watched the aged commissar fall to the ground. Their triumph is cut short however when they realise that a chainsword has been violently shoved up their anus, upon which they realise that Fuklaw wasn’t dead, they’d only succeeded in making him even angrier...&lt;br /&gt;
**Each time Commissar Fuklaw is slain; place this model on its side instead of removing it. At the start of your next turn, roll a D6; on a 4+, he regains D3 wounds, and Fuklaw is placed as close to his previous position as possible while remaining more than 1&amp;quot; from any enemy models. if the roll is a 1,2 or 3 Fuklaw will not wake up before the battle is over (remove him as normal). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Angry Commissar}}, {{W40kKeyword|Character}}, {{W40kKeyword|John Fuklaw}}&lt;br /&gt;
&lt;br /&gt;
=====Commissar Annabelle Fuklaw=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Veeta womb technology is a controversial piece of equipment in the imperium, as it uses an artificial environment in which a foetus is gestated, and is only sanctioned for use in situations where mankind needs [[Death Korps of Krieg|more men to throw at a problem]]. Commissar Fuklaw was unaware of this technology when he was building his battle tank, the metal box of incandescent rage, and along with parts from baneblades, fighter jets, dreadnoughts and a truck load of duct tape, the elderly commissar used an entire veeta womb system as part of the fuel tanks/beer dispenser. All would have been fine however, if the colossal, battle tank hadn’t been fuelled by Fuklaw’s...liquid waste material... which contained enough of the commissars DNA for the veeta womb to splice into a single, stored egg it contained.&lt;br /&gt;
&lt;br /&gt;
Fast forward to 2 years after the creation and final fuelling of the metal box of incandescent rage and Comissar Fuklaw was preparing his monstrous tank for battle on a hive world currently infested with genestealers, when he heard a noise coming from it’s transport bay. Ever aware of the threat of genestealers even in angry marine held areas the commissar loaded up his shotgun cane, readied his chainsaw and got ready to glare something to oblivion. Standing well back from the tank he remotely lowered its access ramp, shotgun trained at the slowly widening hole into the belly of his beast. But Fuklaw was not treated to the sight of genestealers pouring from the vehicle to rape him with their double jaws. Instead, he saw a small, damp form, curled up into a ball in the centre of the transport bay.&lt;br /&gt;
&lt;br /&gt;
Perhaps on another day the commissar would have simply opened fire, annihilating what was most likely a trap or a chaos ploy, but for whatever reason, on the day he approached the damp form. So slimy and tightly curled up was the thing that it was only when Fuklaw’s shotgun was centimetres away from the thing that he realised that it was a child, a little girl no older in appearance than three. As if sensing the inquisitive gaze of the ancient man above her the small child raised its head, breaking free of the remains of the suspension gel which still covered her, to gaze down the barrel of the shotgun, and into the eyes of the man who held it.&lt;br /&gt;
&lt;br /&gt;
And what did the two humans, one made bitter and violent from centuries of war, one fresh to the world but somehow aware beyond her years, see when they made eye contact? Nobody knows. But whatever passed between the two humans in that moment was enough to make John Fuklaw, a man who had overseen the burning of entire planets of heretics and xenos, to take off his jacket, wrap the child up in it, and carry her off to the apothecary.&lt;br /&gt;
&lt;br /&gt;
For the next six years Fuklaw took the girl (who he named Annabella) everywhere him, taught her how to read and write (all in capital letters and curse words of course), piggybacked her into battle to give practical lessons on how to execute heretics, demonstrated to correct way to kick a marine in the balls through power armour  and how to ride tanks and still swing a sword. Then, once she was “officially” six years old Fuklaw pulled the right strings and kicks the stubborn bollocks of the right people to get Annabella enrolled into the Ordo Prefectus despite having at least one living parent. There she learnt everything else she needed to know about being a commissar and an “encourager” if soldiers that she hadn’t already learnt from John Fuklaw, graduating top in her year (admittedly by virtue of everyone else being too terrified of her to turn up).&lt;br /&gt;
&lt;br /&gt;
Since then she has been an “inspiring” presence to whatever army she has been posted with, fighting directly on the frontlines with her own, customised eviscerator chainsword, which she had been gifted to her by a ministorum battle priest after she saved his life from a rampaging group of dark eldar homunculi.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
[[File:Commissar Anabella Fuklaw with John Fuklaw.jpeg |400px|thumb|right| In the 41st millennium, heresy is well and truly fucked. ]]&lt;br /&gt;
&lt;br /&gt;
Commissar Annabelle Fuklaw Is a single model. She is armed with her trusty eviscerator Spleen Muncher.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! LD !! Sv !! Points cost&lt;br /&gt;
|-&lt;br /&gt;
| Commissar Annabelle Fuklaw || 6” || 2+ || 2+ || 3 || 4 || 4 || 4 || 10 || 4+ || 90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=centre&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Spleen Muncher (melee) || Melee || Melee || +2 || -3 || 2 || Each time an enemy model is slain with this weapon profile you may make an additional attack with this weapon profile at the end of the fight phase. These attacks can generate additional attacks, but at a minus 1 to hit. These additional additional hits cannot generate additional hits.&lt;br /&gt;
|-&lt;br /&gt;
| Spleen Muncher (ranged) || 12” || Assault D6 || 5 || -1 || 2 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;FUCKING HERETICS!!!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Head Hunters Supreme&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Specific Hatred:&#039;&#039;&#039; The agents of the officio iratus undergo hypno indoctrination before each battle in order to prime them into extreme hatred towards their foe. Many have argued as to why this is even necessary for anyone remotely related to the angry marines, but these few nit pickers will suddenly disappear...in a shower of blood and gore when and angry marines kicks them in the groin. &lt;br /&gt;
**Before the battle starts choose a faction keyword (eg {{W40kKeyword|Ultramarines}}) present in your opponent’s/opponents’ force. For the duration of the battle, units with this rule may re-roll failed wounds in a fight phase in which they charged, were charged or performed a heroic intervention against units with that faction keyword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;A Gory Show:&#039;&#039;&#039;&lt;br /&gt;
**Every time a model with this rule slays an enemy {{W40kKeyword|Character}} choose one of the following:&lt;br /&gt;
***All enemy models suffer minus 1 to their leadership characteristic until the end of the next morale phase.&lt;br /&gt;
***All friendly models add 1 to their leadership characteristic until the end of the next morale phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Daughter of John mother fucking Fuklaw:&#039;&#039;&#039; Any sire of John Fuklaw is likely to gain some of his... stubbornness.&lt;br /&gt;
**This model has a 4+ invulnerability save, and ignores damage received on a 5+. In addition, if &#039;&#039;&#039;Commissar Fuklaw&#039;&#039;&#039; or &#039;&#039;&#039;The Metal Box of Incandescent Rage&#039;&#039;&#039; is also on the battlefield then adds 1 to its attack characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Angry Commissar}}, {{W40kKeyword|Character}}, {{W40kKeyword|Annabella Fuklaw}}&lt;br /&gt;
&lt;br /&gt;
====Sargent “IN CHARGE OF BORING SHITE!!!”====&lt;br /&gt;
[[File:Sargent “IN CHARGE OF BORING SHITE!!!” Art.jpeg|thumb|left|&#039;&#039; I’M FUCKING SANTA IF SANTA GAVE YOU TAX REFUND INVOICES WHICH WERE ON FIRE!!! HO HO HO MOTHERFUCKERS!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While Tweedle Dick and Cunt are constantly fighting or trying to Prize Equal opportunity off their balls, Sargent “IN CHARGE OF BORING SHITE!!!” is actually the one who runs the Suicidal Insanity, but if you’d asked anyone 50 years ago what the young (as he was known then) Joshua Biggins would do once he was filling trained, nobody would have said “second in command of an army of yellow psychopaths”. From the age of eight Joshua had been brought up as an orphan by the Adeptus Ministrorum and had shown great promise as a clerk and general organiser, with the potential of becoming middle management (effectively as comfortable as an orphan in the Imperium is ever likely to get).&lt;br /&gt;
&lt;br /&gt;
However, on one fateful day at the ripe old age of 14 (ancient by marine recruit standards) Joshua was transferred to the part of the Administratum that worked with the Ultramarines, who ground him down over the course of 6 months with their “Courage and honour” and their constant babbling about the “Codex Astartes” until some poor serf said “may our spiritual liege guide you” one too many times. Nobody knows what it was that had put Joshua on edge before the serf said those words, but when the next shift arrived to relieve the clerk of his duties they found the poor ultramarine serf with his head stuck up his own arse.&lt;br /&gt;
&lt;br /&gt;
After this Joshua went feral for a while, living in the ducts of ships, surviving by licking dew of the walls and burning anything ultramarine related he could find, until one day the ship he happened to sneak into was the battle barge Considerable Shouting, where he was found basking in front of a blazing fire created by burning the battle barges entire supply of Codex Astartes (used by the Fiery Aggressors in their promethium mixtures) screaming “BURN YOU STUCK UP CUNTS!!! BURN!!!” After this Joshua was quickly inducted, rose to the rank of black brother Sargent and moved over to the suicidal insanity, who’s captain Dweedle Dick and Cunt made him their second in command, partly because he is an excellent administrator, but mostly because if he finds an accounting error he will go on a burning spree through the accounts department.&lt;br /&gt;
&lt;br /&gt;
Sometimes, Boring Shite will combine his two jobs of administrator and burny bastard on the battlefield, by riding into battle on his Mobile Accounts Department, an extra large black brother bike which holds extra large fuels tanks, extra flamers, flameproof filing systems and a servitor in the side car who pulls double duty as data processor and gunner. All of this colossal weight is too much even for a beefed up astartes bike, so the whole flaming mess is pulled along by a team of five normal black brother bikers, all of whom are extraordinarily pissed off that they’re stuck towing the bastard around.On such a behemoth of burning belligerence little can stand in the way of boring shite, as he continuously swaps from burning his foes alive, to running calculations on why the enemy he just roasted where a bunch of idiots.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Sargent “IN CHARGE OF BORING SHITE!!!” (&#039;&#039;&#039;Power Level 5&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sargent “IN CHARGE OF BORING SHITE!!!”&#039;&#039;&#039; || 6&amp;quot; || 2+ || 4+ || 5 || 4 || 6 || 4 || 8 || 3+ || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department&#039;&#039;&#039; || 10&amp;quot; || 2+ || 4+ || 5 || 6 || 9 || 4 || 8 || 2+ || 350&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Burning Bag of Codex Astartes&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Burning Bag of Codex Astartes&#039;&#039;&#039; || Melee || Melee || +1 || -2 || D3 || Subtract 1 from the hit rolls for this weapon. Each hit with this weapon counts as D3 hits instead of 1. You may make 1 extra attack with this weapon in the fight phase if the the bearer charged or made a heroic in the previous charge phase intervention.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Mistake Remover&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Mistake Remover&#039;&#039;&#039; || 12” || Assault 2D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Molotov Cocktails&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Molotov Cocktails&#039;&#039;&#039; || 6” || Grenade D6 || 3 || - || 1 || Blast. Each hit with this weapon counts as D2 hits instead of 1.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-2 Flamers (12 for Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 12” || Assault D6 || 4 || - || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Mega Flamer of Wrath (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Flamer of Wrath (PUSSY MODE!!!)&#039;&#039;&#039; || 18” || Assault 2D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mega Flamer of Wrath (FUCK SAFETY MEASURES!!!)&#039;&#039;&#039; || 18” || Heavy D6 || 8 || -3 || D3 || This weapon automatically hits its target. Roll a D6 for each hit with this weapon; on a 1 the bearer suffers a mortal wound. &lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Chain Flail (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Flail&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || Each hit with this weapon counts as D2 hits instead of 1. You may make 1 extra attack with this weapon in the fight phase if the the bearer charged or made a heroic in the previous charge phase intervention.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Burning Weapons&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;X&#039;&#039;&lt;br /&gt;
:If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flames of Wrath&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;x&#039;&#039;&lt;br /&gt;
:Your opponent must subtract 1 from all hit rolls that target this unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pyromaniac Brothers&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;X&#039;&#039;&lt;br /&gt;
:If this unit is within 3&amp;quot; of any friendly &#039;&#039;&#039;Fiery Aggressor&#039;&#039;&#039; unit that contains 3 or more models; this unit receive the benefits of light cover, even if they are not in cover.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;I’M IN CHARGE AROUND HERE!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Few are stupid enough to argue against an angry accountant when he has the numbers to back up the fact that your a fucking idiot.&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;ANGRY MARINE&#039;&#039;&#039; units within 6” of this model may re-roll failed hit rolls of 1. In addition to this, if your army is battle forged then you gain 1 command point.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shield of Flames&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Sargent doesn’t carry around an iron halo or any kind of storm shield. Instead the flames around him burn so hot that bullets have a nasty habit of either deforming before they hit him (depriving them of their armour piercing potential) or become too scared to hit him, instead flying off at oblique angles.&#039;&#039;&lt;br /&gt;
:A model with this rule has a 4+ invulnerability save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;BURN YOU PITIFUL BITCHES!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Boring Shite has an innate and numerical understanding of fire, and will happily assist others in being more burny if it increases the overall levels of “FUCKING FIRE EVERYWHERE!!!”&#039;&#039;&lt;br /&gt;
:Weapons which automatically hit their target wielded by friendly units within 6” of Sargent “IN CHARGE OF BORING SHITE!!! may roll twice the number of dice when determining the number of hits and discard the lowest half of dice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MAXIMUM POWER!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;RAGE CAPACITORS TO MAXIMUM!!! MOLTEN CARBERATOR TO OVERDRIVE!!! SPINNY DIALS TO FUCKING ELEVEN!!! TO INFINITY AMD BEYOND MOTHER FUCKERS!!!&#039;&#039;&lt;br /&gt;
:(Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) At the beginning of your movement phase you may decide to have this unit deactivate all their bikes safety measures and put their pedals so hard to the floor that “pedal to the metal” doesn’t cover it. If so roll a D6 for each model in the unit, on a 4+ the unit suffers a mortal wound, but the unit gains the &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword, increases their movement distance to 28” and enemy units firing at it until your next movement phase suffer -1 to their hit rolls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FUCK THIS THING&#039;S BIG!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;THAT’S WHAT SHE SAID!!!&#039;&#039;&lt;br /&gt;
:(Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A model with this rule and a Mega Flamer if Wrath may only fire its Mega Flamer of Wrath’s FUCK SAFETY MEASURES!!! mode if it also activated its MAXIMUM POWER!!! ability in the same turn. If so it may fire the weapons FUCK SAFETY MEASURES!!! mode.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Belligerent Tow Crew&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Don’t forget about the group of Black Brothers who tow the Sargent around. If you do it might be one of them who kills you instead.&#039;&#039;&lt;br /&gt;
:Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only) A unit with this rule may make 10 additional attacks with their chain flail weapon profile each fight phase, but at a minus 1 to hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department - 250 pts./10 PP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|Angry Marine}}, {{W40kKeyword|Imperium}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Primaris}},{{W40kKeyword|Infantry}} (Sargent “IN CHARGE OF BORING SHITE!!!” Only), {{W40kKeyword|Sargent “IN CHARGE OF BORING SHITE!!!”}}, {{W40kKeyword|Black Brother}}, {{W40kKeyword|Biker}} (Sargent “IN CHARGE OF BORING SHITE!!!” On Mobile Accounts Department Only)&lt;br /&gt;
&lt;br /&gt;
====The Guardians of Fury====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;They had survived the Heresy. They had battled demons. Monsters. Primarchs. There was little in the galaxy that could hold a Guardian of Fury back.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 2 Guardians of Fury (&#039;&#039;&#039;Power Rating: 8&#039;&#039;&#039;). It can include up to 3 additional Guardians of Fury (&#039;&#039;&#039;Power Rating: +4/model&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Guardian of Fury || 4&amp;quot; || 2+ || 3+ || 5 || 4 || 4 || 3 || 8 || 2+ || 80&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Chain Glaive&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Chain Glaive (Sweep)&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || When fighting with this profile, each hit counts as 2 hits instead of 1.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain Glaive (Strike)&#039;&#039;&#039; || Melee || Melee || +4 || -3 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Flaming Spear&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flaming Spear&#039;&#039;&#039; || 12” || Assault D6 || 4 || 0 || 1 || Blast. This weapon automatically hits its target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Feet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Feet&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dual Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Teleport Strike&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FUCK DOORS!!! FUCK TANKS!!! AND FUCKING NUT CRACKING!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Power Feet come with their own cogitators and micro thrusters, allowing them to initiate semi-guided. powerful kicks to the bollocks even while their wearer is swinging a chainsword.&#039;&#039;&lt;br /&gt;
:In the Fight phase, after all this unit’s attacks have been resolved, each model in this unit can make 2 additional attacks with their Power Boots. In addition, if this unit rolls a wound roll of 6+ with Power Boots, it inflicts 1 mortal wound in addition to the normal damage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Furious to keep up and FUCK SHIT UP!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;WHO NEEDS AEROBIC RESPIRATION TO MOVING WHEN YOU CAN JUST BE FUCKING PISSED OFF INSTEAD!!!&#039;&#039;&lt;br /&gt;
:A model with this rule may charge even after advancing, and a unit with this rule may make D2 extra attacks each time it fights in the fight phase, D3 if it charged in the same turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;LOOK OUT YOU DAFT BASTARD!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;OW FOR FUCKS SAKE, THIS IS GOING TO HURT LIKE A MOTHERFUCKER!!!&#039;&#039;&lt;br /&gt;
:Whenever an {{W40kKeyword|Angry Marines}} {{W40kKeyword|Character}} (other than another {{W40kKeyword|Guardian of Fury}}) loses a wound whilst they are within 3&amp;quot; of this unit; on a 2+ a model from this unit can intercept that hit – the character does not lose a wound but this unit suffers a mortal wound. If the unit is a {{W40kKeyword|Chapter Master}} or {{W40kKeyword|Primarch}} then do not roll. Attacks made against this unit or transferred to this unit may not be transferred to other units, and damage may not be transferred from this unit to other units. In addition to this, this unit may never be your warlord.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Avenue of Escape&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;As with all the legions of old, if you ever ended up against their cataphracti elite you were as good as dead.&#039;&#039;&lt;br /&gt;
:Enemy units subtract 1 from their invulnerable save rolls while within 1” of a unit with this rule.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;STONE-COLD ANGER!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The faster the terminators kill their target, the sooner they can get out of their armour.&#039;&#039;&lt;br /&gt;
:If your army is Battle-forged, this unit can re-roll failed hit rolls in the Fight Phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cataphracti Terminator Armour&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The toughest and slowest armor the angry marines have. Only the most furious individuals can make it move fast enough to keep up with their battle-brothers.&#039;&#039;&lt;br /&gt;
:A model with this rule has a 4++ invulnerability save, but has to halve its advance distances (rounding up).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Cataphracti Terminator}}, {{W40kKeyword|Guardian of Fury}}&lt;br /&gt;
&lt;br /&gt;
====Tweedle Dick and Tweedle Cunt====&lt;br /&gt;
[[File:Tweedle Dick and Tweedle Cunt art.jpeg|thumb|left|&#039;&#039; WE’RE TOTALLY NOT FUCKING GAY!!! WE JUST HATE EACH OTHERS FUCKING GUTS, SHARE A SHIT-TINY ROOM AND HAVE A PET THAT NEITHER OF US FUCKING WANTED BUT WE THOUGHT IT WOULD SAVE OUR RELATI (COUGH!!!) CAPTAINCY!!!&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A company should only really have one captain, especially in the case of angry marines as it is a scientific fact that if you put a group of angry marines into a room together (or just two angry marines, or even a single bored marine) and ask them to come up with a plan of action, that plan of action will quickly degrade into “PUNCH THE OTHER ANGRY FUCKING IN THE CUNT!!!” However, the canteen brawl which was supposed to decide the leader of the “WHY DO WE HAVE TO FOLLOW THOSE CUNTS?!!!” company and their ship The Suicidal Insanity resulted in Tweedle Dick and Tweedle Cunt knocking each other out simultaneously via violent kicks to the bollocks, and so the two of them were made captain. Not two separate captains mind you, there was only one position available, and instead of simply making two such captaincies available would have been too level headed and logical, and so now Dick and Cunt are both, technically, the same captain. And so now they are stuck for all eternity/until one or both of them die, to spend all their time in each other’s company like a married couple in the bitterest of relationships.&lt;br /&gt;
&lt;br /&gt;
This unlikely pairing is always followed by Equal Opportunity Genital Muncher the Honey Badger, named so because they (nobody is stupid enough to try and check its gender) are not fussy on who’s genitals it bites off. It is not known where Equal Opportunity came from, as the large numbers of honey badgers which could normally found in the vicinity of angry marines had to be removed (to make the faction a little bit more sensible from a story perspective), but as honey badgers do turn up from time to time (such as hiding in underwear draws, in toilets or as their mutant honey badger form) most people assume that Equal Opportunity is simply a honey badger that survived the editorial cuts.&lt;br /&gt;
&lt;br /&gt;
Another theory (proposed by psykers who get too near the creature) is that Equal Opportunity is actually a warp familiar, spawned by the hatred between Dick and Cunt. The psykers think this because whenever Equal Opportunity looks at them they get the psychic equivalent of having their genitals chewed off.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Tweedle Dick, 1 Tweedle Cunt and 1 Equal Opportunity Genital Muncher the Honey Badger (&#039;&#039;&#039;Power Level X&#039;&#039;&#039;). Only one of this unit may be included in your army. If this unit is your warlord then the whole unit is treated as being your warlord.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tweedle Dick&#039;&#039;&#039; || 6&amp;quot; || 2+ || 2+ || 5 || 4 || 6 || 4 || 8 || 3+ || x&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tweedle Cunt&#039;&#039;&#039; || 6&amp;quot; || 2+ || 4+ || 6 || 4 || 6 || 5 || 8 || 3+ ||. &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Equal Opportunity Genital Muncher the Honey Badger&#039;&#039;&#039; || 6&amp;quot; || 2+ || - || 4 || 4 || 3 || 6 || 8 || 5+ || x&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-A Maw and Jaws you don’t want anywhere near your squish parts (Equal Opportunity Genital Muncher the Honey Badger only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A Maw and Jaws you don’t want anywhere near your squish parts&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Hit rolls of 6+ with this weapon count as 3 hits instead of 1. Heal the user for 1 previously lost wound for each model slain by this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Hurricane Bolter (Tweedle Dick only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hurricane Bolter&#039;&#039;&#039; || 24” || Rapid Fire 6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Sneaky Knife (Tweedle Dick only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Sneaky Knife&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || Hit rolls of 6+ with this weapon inflicts 1 mortal wound instead of normal damage.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Broken Fists (Tweedle Cunt only)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Broken Fists&#039;&#039;&#039; || Melee || Melee || x2 || -2 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll. You may make 1 additional attack with this weapon each time the bearer fights.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Unwilling Cunt (see the GET THE FUCK OFF MY LEG!!! special rule)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unwilling Cunt&#039;&#039;&#039; || Melee || Melee || x3 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dual Melee Weapons&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;GET THE FUCK OFF MY LEG!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Sometimes, running around with two power fists is not enough for Tweedle Cunt to beat the shit out of his enemies, so he will enlist (unwillingly) Tweedle Dick to act as a larger and angrier melee weapons.&#039;&#039;&lt;br /&gt;
:At the beginning of each fight phase, you may decide whether Tweedle Cunt will pick up Tweedle Dick and use him as an improvised weapon. If so Tweedle Dick suffers D2 mortal wounds and may not fight for the duration of the fight phase. However, Tweedle Cunt counts as being equipped with an &#039;&#039;Unwilling Cunt&#039;&#039; weapon for the duration of the fight phase, but counts as not being equipped with his Broken Fists for the duration of the fight phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;YOU FUCKING IDIOT!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;“HOW DOD YOU FUCKING MISS THAT SHOT YOU FUCKING CUBT?!!!” (THUMP)&#039;&#039;&lt;br /&gt;
:Whenever Tweedle Dick or Tweedle Cunt fail a hit roll at any time they immediately suffer a strength 4 ap0 D1 hit which is resolved immediately for each failed hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feel no Pain&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;ITS FUCKING DIFFICULT TO TAKE A BOLT SHELL TO THE FUCKING HEAD SERIOUSLY WHEN YOUR GOT THE CUNT BADGER BITING YOUR BALLS!!!&#039;&#039;&lt;br /&gt;
:As long as Equal Opportunity Genital Muncher the Honey Badger is alive, all models in this unit ignore damage taken on a 5+ on a D6, except for Equal Opportunity, who ignores damage received on a 4+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Otherworldly Badger&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Whether Equal Opportunity is real, or a warp spawn, it’s effect on nearby psykers is undeniably effective.&#039;&#039;&lt;br /&gt;
:As long as Equal Opportunity Genital Muncher the Honey Badger is alive, this unit has a 6+ invulnerability save and may deny one psychic power a turn, and may add 1 to its deny rolls.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|Angry Marine}}, {{W40kKeyword|Imperium}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Primaris}},{{W40kKeyword|Tweedle Dick and Tweedle Cunt}}, {{W40kKeyword|DEMON}} (Equal Opportunity Genital Muncher the Honey Badger only)&lt;br /&gt;
&lt;br /&gt;
====Temperus Maximus, The Absurdly Miffed====&lt;br /&gt;
[[Image:Temperus-maximus-real.png|400px|left|&#039;&#039; Your arguement has been deemed... Lacking.&#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maximus can be a little trigger happy when it comes to firing battle barges at planets. In fact, anything that he can’t kill himself he will kill by proxy by firing a battle barge at it, on the sound reasoning that if he can’t kill it then it’s probably best to go for overkill. However, some enemies are particularly stubborn and long lived, such as the demon princes of nurgle, and it was against such a demon prince on one fine day during the plague wars in the ultima segmentum that Maximus realised that this was going to be one of those rare days where he was going to need a little more fire power. Up in orbit, the first “disposable” battle barge received the chapter masters coordinates, and the simple order to crash land onto said coordinates, and after pausing long enough for the marines and crew onboard to either grab drop pods, angry rhinos or simply cling to the battle barges hull, the battle barge began its rapid decent to terra firma.&lt;br /&gt;
&lt;br /&gt;
However, once the battle barge hit and Maximus brushed himself down, he was greeted by the sight of the nurgle demon prince doing the exact same thing. But this wasn’t the first time this kind of thing had happened to the angry marines, and so he simply called down another, slightly larger, battle barge onto his position. And once the ringing in his ears had died down and he’d dragged himself up on his aching feet, Maximus thought “HE MUST BE FUCKING DEAD THIS TIME!!!” No such luck this time either, the demon prince was still there, as ugly as ever. And so, faced with a foe which had taken two battle barges to the face, the chapter master did the only logical thing, and called down his own (and largest) ship, the MAXIMUM fuck.&lt;br /&gt;
&lt;br /&gt;
At this point Maximus was knocked out (one of the few times in his life this has happened), and awoke six months later, in a bed in an apothecary, surrounded by uncharacteristically concerned Angry Marines. It is unknown precisely what happened next, but it is assumed that one of the angry marines present them informed the chapter master that after calling down three battle barges the ultramarines has arrived, whereupon they “rescued” the chapter master and converted him into a primaris marine. It is then further assumed that the chapter master then looked down upon his newly modified form, to then see the other thing that papa smurf had given him. A giant, blue tattoo of the symbol of the ultramarines. And the final icing on the shit sandwich? Papa smurf himself had signed beneath the tattoo the words “courage and honour”.&lt;br /&gt;
&lt;br /&gt;
All of this is assumed, as everyone who actually witnessed this event was left out cold when the completely naked chapter master “exploded” with fury, blowing out a chunk of the battle barge. This happened again after the chapter master was retrieved (screaming insults) from deep space and told that the tattoo couldn’t be removed as the ultramarines had seen fit to incorporate the tattoo into his organs as well. Unable to undo the damage done to himself the chapter master now roams the galaxy with his newly rebuilt battle barge fighting everything he can find, and hunting down any ultramarine apothecaries in the hope of finding a way to undo the damage they had done to him.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Temperus Maximus model.jpeg|400px|left|&#039;&#039; YES I’M FUCKING CARRYING DREANOUGHT GUNS!!! WHAT THE FUCK ARE YOU GOING TO DO ABOUT IT BITCH!!!.&#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points (Including wargear)&lt;br /&gt;
|-&lt;br /&gt;
| Temperus Maximus, The Absurdly Miffed || 6&amp;quot; || 2+ || 4+ || 5 || 5 || 8 || 6 || 9 || 2+ || 270&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-POWER BOOTS&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;POWER BOOTS&#039;&#039;&#039; || Melee || Melee || +3 || -2 || D3 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Rip and Tear&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rip and Tear&#039;&#039;&#039; (Ranged) || 18&amp;quot; || Assault 4 || 4 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rip and Tear&#039;&#039;&#039; (Melee) || Melee || Melee || x2 || -4 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Furious Glare&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Furious Glare&#039;&#039;&#039; || 6” || Assault 2D6 || 4 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sub-Sonic Battle-Cry&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;X&#039;&#039;&lt;br /&gt;
*Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units that are within 6&amp;quot; of this model, cannot be affected by negative modifiers to their Leadership.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Adamantium Cigar&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Adamantium Cigar is the Chapter Master&#039;s personal badge of manliness and badassery, an heirloom from the Angry Primarch himself.&#039;&#039;&lt;br /&gt;
*Temperus Maximus can never fail any Morale tests and friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; add 1 to their leadership charecteristic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;YOU DID FUCKING WHAT?!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Temperus Maximus was not happy about being turned into a primaris, to the point that those around him are unable to adequately describe his fury.&lt;br /&gt;
*Temperus Maximus, The Absurdly Miffed has a 4++ invulnerability save and ignores damage taken on a 5+. In addition to this, he may charge even after advancing, but may never be the target of stratagems.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RITES OF ETERNAL ANGER!!!&amp;quot;&amp;gt;&lt;br /&gt;
*You can re-roll any failed hit rolls for Friendly &#039;&#039;&#039;Angry&#039;&#039;&#039; units that are within 6&amp;quot; of this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;RIGHT IN THE NUTS FUCKER!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Whenever an opponent fails to land an attack on Temperus Maximus in close combat, the Chapter Master responds with a swift but very painful kick to their balls with his master crafted POWER BOOTS for their incompetence, debilitating even enemies without balls or genitals to start with.&#039;&#039; &lt;br /&gt;
*In the Fight phase after all his attacks have been resolved. he can make D6 additional attack with his POWER BOOTS.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ffffuuuuuuUUUUUUUUUCCCCCCCCKKKKKK!!!!!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;X&#039;&#039;&lt;br /&gt;
*When this model is slain it deals D6 mortal wounds to all units within 2D6”.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;Temperus Maximus, the Absurdly Miffed&#039;&#039;&#039; is your warlord, he must have the&#039;&#039;&#039;&amp;quot;OH NOW IT&#039;S ON YOU COCKSUCKER!!!&amp;quot;&#039;&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Chapter Master}}, {{W40kKeyword|Temperus Maximus, The Absurdly Miffed}}&lt;br /&gt;
&lt;br /&gt;
====Other (Crunch to be added)====&lt;br /&gt;
Chief Mindfucker Moarfistin&lt;br /&gt;
&lt;br /&gt;
Cunt Pounder, the Angry Marines first Belligerent Redemptor Dreadnought&lt;br /&gt;
&lt;br /&gt;
Enginseer Mightilypissedoff the third, Master of the Armoury&lt;br /&gt;
&lt;br /&gt;
Sergeant Asshole McCuntsface&lt;br /&gt;
&lt;br /&gt;
Sergeant Sky Shitter&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Angry Intercessor Squad====&lt;br /&gt;
[[File:20479873 10159186580195381 4134760170850215772 n.jpg|thumb|right|&#039;&#039; CALL ME A FUCKING ULTRASMURF!!! I FUCKING DARE YOU!!!” &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Primarisification of the Angry Marines created a bit of a problem for the rank and file angry marine. Before, Primaris marines who were not specialised, a captain, or interned in a giant robot which made calling them a &amp;quot;FUCK WIT!!!&amp;quot; logistically challenging, were all fair target for (not entirely unjustified) abuse. All Angry Marines are, of course, all fair targets for abuse, and normal angry marine discourse is an exercise in grievous bodily harm. But primaris marines were the lowest a marine could ever get, being almost as low on the pecking order as scouts, or a marine who decided to use a sniper instead of a chainsword.&lt;br /&gt;
&lt;br /&gt;
But, in a world where everyone is a primaris marine, who is at the bottom of the pile? This was a serious problem for the angry marines, and caused no small amount of philosophical, ethical and blunt force trauma dilemmas. For the first time (at least anyone would admit to) angry marines were going to their chaplains for actual advise, instead of a fight. Chief Reclusiarch Mofo in particular had a particularly busy time, as being the &amp;quot;chief&amp;quot; reclusiarch he got the most visitors, of which only a few were thrown out of airlocks.&lt;br /&gt;
&lt;br /&gt;
To resolve this crisis of self the angry marine mindfuckers were tasked with scrying the angry marine collective psyche to search for an answer of who is the bottom bitch in a world where everyone was now the bottom bitch. After many weeks and casualties from over exposure to profanity, Chief Mindfucker Moarfistin addressed the angry marine high command, most of his body bandaged from ninety degree insult burns, where he declared:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOU&#039;RE ALL FUCK WITS!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This, surprisingly, solved the issue.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Intercessor Sergeant and 4 Angry Intercessors (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 5 additional Angry Intercessors (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Angry Intercessor || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 2 || 7 || 3+ || 18&lt;br /&gt;
|-&lt;br /&gt;
| Angry Intercessor Sergeant || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 3 || 8 || 3+ || 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt Rifle&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; || 30&amp;quot; || Rapid Fire 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Bolt Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || - || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Frag Grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039; || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Krak Grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Auxiliary Grenade Launcher&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;OW YOU THINK YOU CAN HIDE BEYOND 6&amp;quot; BITCH?!!! THINK AGAIN!!!&#039;&#039;&lt;br /&gt;
:If a model is armed with an Auxiliary Grenade Launcher, increase the Range of any Grenade Weapons they have to 30&amp;quot;.&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&#039;&#039;&lt;br /&gt;
:Before any models are deployed at the start of the game, an Angry Intercessor Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace his Bolt Rifle with one of the followings:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Auto Rifle&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*The Angry Intercessor Sergeant may replace its Bolt Rifle with one of the followings:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Auto Rifle&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 4 || 0 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes Chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Hand Flamer&#039;&#039;&#039; - 5pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand Flamer&#039;&#039;&#039; || 12&amp;quot; || Pistol D6 || 3 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*If the Angry Intercessor Sergeant is not equipped with a Astartes Chainsword, they can take one of the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Adamantium 2”x4” with a Nail through It&#039;&#039;&#039; - 10pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamantium 2”x4” with a Nail through It&#039;&#039;&#039; || Melee || Melee || +2 || -4 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Sword&#039;&#039;&#039; - 3pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Chain Axe&#039;&#039;&#039; - 1pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain-Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Axe&#039;&#039;&#039; - 5pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Chair&#039;&#039;&#039; - 12pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Chair&#039;&#039;&#039; || Melee || Melee || +7 || -2 || 3 || A model can only carry one Power Chair.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Fist&#039;&#039;&#039; - 8pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*For every 5 models this unit contains, 1 model can have an Auxiliary Grenade Launcher - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Angry Intercessor Squad}}&lt;br /&gt;
&lt;br /&gt;
====Angry Assault Intercessor Squad====&lt;br /&gt;
This unit contains 1 Angry Assault Intercessor Sergeant and 4 Angry Assault Intercessors (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include up to 5 additional Angry Assault Intercessors (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Angry Assault Intercessor || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 3 || 7 || 3+ || x&lt;br /&gt;
|-&lt;br /&gt;
| Angry Assault Intercessor Sergeant || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 4 || 8 || 3+ || x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes Chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Heavy Bolt Pistol&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&#039;&#039;&lt;br /&gt;
:Before any models are deployed at the start of the game, an Angry Intercessor Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace their Heavy Bolt Pistol with one of the followings:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes Chainsword&#039;&#039;&#039; - Free&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The Angry Assault Intercessor Sergeant may swap any of their Astartes Chainswords for the following:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Adamantium 2”x4” with a Nail through It&#039;&#039;&#039; - 10pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adamantium 2”x4” with a Nail through It&#039;&#039;&#039; || Melee || Melee || +2 || -4 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Sword&#039;&#039;&#039; - 3pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Sword&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Chain Axe&#039;&#039;&#039; - 1pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chain-Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Axe&#039;&#039;&#039; - 5pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Chair&#039;&#039;&#039; - 12pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Chair&#039;&#039;&#039; || Melee || Melee || +7 || -2 || 3 || A model can only carry one Power Chair.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Fist&#039;&#039;&#039; - 8pts&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Angry Assault Intercessor Squad}}&lt;br /&gt;
&lt;br /&gt;
====Cock Knockers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Cock Knockers were one of the few Angry Marines to actively accept the transition to Primaris Marines. “&#039;&#039;&#039;YOU MEAN WE GET TO BE FUCKING BIGGER!!! CARRY MORE SHIT!!! AND HIT HIT LIKE A FUCKING HIVE TYRANT WORTH OF CUNTING BRICKS?!!!&#039;&#039;&#039;” Inquired the head Cock Knocker, Dickius Kickius, to the apothecary assigned to their conversion. “&#039;&#039;&#039;WHERE DO WE FUCKING SIGN?!!!&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
Their conversion has made their lives somewhat more difficult now however. Whereas once a Cock Knocker could move through the confines of a space hulk or under hive with ease, a Primaris Cock Knocker (being somewhat larger) could sometimes find themselves stuck squeezing through small gaps. Such comedic incidents only drove the cock knockers to greater feats of structural disregard, using their power feet and shotguns to take the shortest (and most violent) route to their targets.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Knocker Sergeant and 4 Knockers (&#039;&#039;&#039;Power Rating: 7&#039;&#039;&#039;). It can include up to 5 additional Knockers (&#039;&#039;&#039;Power Rating: +7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts&lt;br /&gt;
|-&lt;br /&gt;
| Knocker || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 2 || 7 || 3+ || x&lt;br /&gt;
|-&lt;br /&gt;
| Knocker Sergeant || 6&amp;quot; || 3+ || 4+ || 5 || 4 || 2 || 3 || 7 || 3+ || x&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Astartes Chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Power Feet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Feet&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || When attacking with this weapon, you must subtract 2 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Universal Door Opener&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Universal Door Opener&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 6 || -1 || 2 || If the target is within half range, change this weapon&#039;s Type to Pistol 4, add 1 to this weapon&#039;s Strength characteristic and hit rolls, and change its AP to -2.&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Krak Grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Frag Grenades&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039; || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special  Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FUCK DOORS!!! FUCK TANKS!!! AND FUCKING NUT CRACKING!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Power Feet come with their own cogitators and micro thrusters, allowing them to initiate semi-guided, powerful kicks to the bollocks even while their wearer is swinging a chainsword.&#039;&#039;&lt;br /&gt;
:In the Fight phase, after all this unit’s attacks have been resolved, each model in this unit can make 2 additional attacks with their Power Feet. In addition, if this unit rolls a wound roll of 6+ with Power Feet, it inflicts 1 mortal wound in addition to the normal damage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Combat Squads&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Ten angry marines is a lot of pissed off. It&#039;s like a goddamn sack of badgers. So, when you accrue a squad of ten, it&#039;s only natural that you be allowed to split them into two five-man units.&#039;&#039;&lt;br /&gt;
:Before any models are deployed at the start of the game, an Angry Intercessor Squad containing 10 models may be split into two units, each containing 5 models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;As the Knocker Flies&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Walls and doors are of little impediment to a decent Knocker.&#039;&#039;&lt;br /&gt;
:A unit with this rule may pass horizontally through any terrain piece, as long as the terrain is less than 0.2”/0.5cm thick.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Cock Knockers}}&lt;br /&gt;
&lt;br /&gt;
====Incursor Squad====&lt;br /&gt;
&lt;br /&gt;
====Infiltrator Squad====&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====Black Brothers====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fresh meat Angry Marines have little time for anything which isn’t a melee weapon, why spend your time missing with guns at range when you can get up and close and have a guaranteed chance of “”SKULLFUCKING YOUR CUNTING ENEMY WITH A CHAINSWORD!!!” But as an Angry Marine gets older and more experienced/go from orks to guardsmen ballistic skill, they learn that hitting things of fun, but shooting stuff is also fun, and so they start experimenting. Those who developing a liking for flame throwers/were already pyromaniacs, will gravitate towards the black brother, amongst whom they will find no shortage of flamers, guns that shoot fire, and Melee Weapons that are on fire. Such marines become to obsessed with fire that their jet packs are not powered by plasma cores which super heat gas to provide lift, but are just massive flamethrowers strapped to their backs. Their obsession with flames also impacts the planet itself, as the vast amounts of fuel they burn will raise any planets temperature they are on by several degrees due to the global warming effect, something the black brothers are thrilled about because “IT’S LIKE WE’RE BURNING THE FUCKING HERETIC PLANET AS WELL AS THE FUCKING HERETICS!!! WHO FUCKING LIKES A COLD PLANET ANYWAY?!!!”&lt;br /&gt;
&lt;br /&gt;
In the current age of girlymans crusade, the Black Brothers spend most of their time incinerating the hordes of Nurgle, as a squad of flames totting psychopaths is about the nearest thing to guaranteeing that an area is free of disease (and nurglings) short of exterminartus. The sisters of battle have taken rather a shine to the black brothers, as they too are insane psychopaths with a fetish for flamethrowers and an unwavering obsession with the Emprah. This... appreciation, is however, one way, as the black brothers are fucking terrified of the sisters of battle (THE BITCHES DONT TAKE NO FOR AN ANSWER, IVE GOT AN AWKWARD BONER WHICH IS CUTTING THROUGH MY COCKING POWER ARMOUR, FUCKING FLY YOU BASTARDS, FLLLLLYYYYYY!!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This results in squads of black brothers flying away at top speed, being chased by rhinos of sisters of battle in full red rage, intent on sharing the &amp;quot;emperors blessing&amp;quot; (&amp;quot;Get back here burner boys, we&#039;re all dying to get you out of your power armour, ARE YOU NOT FUCKING LISTENING TO ME?!!!&amp;quot;)&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Black brother(2).jpg|thumb|&#039;&#039; If you look very closely, you can spot the Black Brother behind the fire and smoke. &#039;&#039;]] &lt;br /&gt;
&lt;br /&gt;
[[File:Black Brother infantry art.jpeg|thumb|&#039;&#039; “BURN BITCHES!!! &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Black Brother Sergeant and 4 Black Brothers (&#039;&#039;&#039;Power Rating: 10&#039;&#039;&#039;). It can include up to 5 additional Black Brothers (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Black Brother || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 2 || 3 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Black Brother Sergeant || 6&amp;quot; || 3+ || 5+ || 5 || 4 || 3 || 4 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Astartes Chainsword&lt;br /&gt;
*Auto Bolt Rifle&lt;br /&gt;
*Hand Flamer of Wrath&lt;br /&gt;
*Krag Grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;ALWAYS ANGRY&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;And they Shall Know No Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burning Weapons&#039;&#039;&#039;If an enemy model suffers any unsaved wounds from any weapons this unit has but is not slain; at the end of the Phase, roll a D6; on a 6, the target suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Flamers of Wrath:&#039;&#039;&#039; &#039;&#039;Due to wielding flamers and being covered in flames themselves the Black Brothers are always followed by a large cloud of black smoke. While this makes them easy to track, hitting the individual Brothers is a difficult task made more difficult the more Brothers are part of a squad.&#039;&#039;&lt;br /&gt;
::Your opponent must subtract 1 from all hit rolls that target this unit; as long as a Black Brothers unit contains at least 5 models, your opponent must subtract 2 from all hit rolls made by ranged weapons that target this unit, instead of 1. In addition, all hit rolls made of 6 that target this unit will always hit (regardless of modifiers).&lt;br /&gt;
*&#039;&#039;&#039;NEED A LIGHT?!!!:&#039;&#039;&#039; &#039;&#039;Black Brothers are so eager for battle, that they jump out of Thunder Hawks, and use their flamethrower&#039;s powerful thrust to descent (relatively) safely on the heads on sorry fucker’s underneath them while setting everything on fire.&#039;&#039;&lt;br /&gt;
::During deployment, if the entire unit has Jump Packs, two Hand Flamers of Wrath, a Heavy Flamer of Wrath, and/or a Flamer of Wrath, you can set them up high in the skies instead of placing them on the battlefield. At the end of any of your Movement phases, this unit can assault from above - set them up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. in the following Shooting Phase, double the Range of all their Hand Flamers of Wrath, Heavy Flamers of Wrath, and Flamers of Wrath.&lt;br /&gt;
*&#039;&#039;&#039;Pyromaniac Brothers:&#039;&#039;&#039; If this unit is within 3&amp;quot; of any friendly {{W40kKeyword|Fiery Aggressor}} unit that contains 3 or more models; this unit receives the benefits of cover, even if they are not in cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Packs:&#039;&#039;&#039; Add 2&amp;quot; to the movement characteristic of models in this unit. In addition, models in this unit gain the {{W40kKeyword|Jump Pack}} and {{W40kKeyword|Fly}} Keywords.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*The Black Brother Sergeant may take a Cigar - 1 pts.&lt;br /&gt;
*For each five models in the unit, one model may replace his Hand Flamer of Wrath and Auto Bolt Rifle with a Heavy Flamer of Wrath - 15 pts.&lt;br /&gt;
*Any model may replace its Auto Bolt Rifle with a Hand Flamer of Wrath - 8 pts.&lt;br /&gt;
*Any model may replace its Hand Flamer of Wrath with a Flamer of Wrath - 10 pts.&lt;br /&gt;
*The entire unit may take Jump Packs - 3 pts./model - 1 PL/5 models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Black Brothers}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
&lt;br /&gt;
===Heavy===&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
====Angrytalon Gunship Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
DAKKADAKKADAKKADAKKADAKKADAKKADAKKA (missile sounds and explosions) DAKKADAKKADAKKADAKKA “HAVE YOU HAD ENOUGH YET YOU PRICKS!!!” &lt;br /&gt;
&lt;br /&gt;
A noise commonly heard by enemies of the imperium, as pilots of Angrytalon gunships can’t aim to save their lives. This is because only the most directionally and distance inept Angry Marines are put inside such a vehicle, in the hope that the volumes of Dakka such a gunship can put out will make up for the pilot’s pathetic aim, and although such pilots couldn’t hit a planet if armed with a cyclonic torpedo, their mere presence and the sheer volume said of bullets they can throw down range is enough to make the enemy think twice about leaving their cover.&lt;br /&gt;
&lt;br /&gt;
The pilots of such ships are hated by other Angry Marines as they will never shut up about all the cool shit they did while flying, resulting in the usual fights which can be expected when you leave Angry Marines (or a single Angry Marine, who if left long enough by himself will start punching himself out of sheer muscle reflex) together for any length of time, but such marines will also start to gossip about the pilots, saying things like “I HEARD THAT SO AND SO KISSED SO AND SO, CAN YOU FUCKING BELIEVE THAT!!!” (imagine middle aged house wives in power armour and your thinking in the right direction). Such gossip is considered the worst possible insult one Angry Marine can give to another that doesn’t involve questioning one’s skill at profanity, as gossiping implies that the target of the gossip isn’t even worth challenging to a bare-knuckle fight. This all results in the pilots of Angrytalon Gunships becoming alcoholics and skittle addicts in an attempt to cope with the sheer amounts of rumours spread about them (I HEARD THAT SO AMD SO DOESN’T WIPE HIS ARSE AFTER TAKING A SHIT!!! CAN YOU BELIEVE THAT WE LET SUCH NURGLE FILTHY CUNTS FIGHT WITH US!!!).&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angrytalon Gunship (&#039;&#039;&#039;Power Rating: 9&#039;&#039;&#039;). It can include 1 additional Angrytalon Gunship (&#039;&#039;&#039;Power Rating: +9&#039;&#039;&#039;) or 2 Angrytalon Gunships (&#039;&#039;&#039;Power Rating: +18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Angrytalon Gunship || * || 6+ || * || 6 || 6 || 10 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 20-50&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 20-35&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 20&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Assault cannon&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne:&#039;&#039;&#039; &#039;&#039;WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!&#039;&#039;&lt;br /&gt;
::This model cannot charge, can only be charged by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;, and only attack or be attacked in the Fight phase by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Crash, Burn and FUCKING PUNCH THE PRICKS!!!:&#039;&#039;&#039; &#039;&#039;What, you thought crashing in a huge explosion would be enough to stop the angry bastard from trying to kill you? Think again.&#039;&#039;&lt;br /&gt;
::If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Strafing&amp;quot; Run:&#039;&#039;&#039; &#039;&#039;Most pilots would prefer the safety of their vehicle and a large gun to help take down multitudes of enemies, Angry Marines give an obvious &amp;quot;FUCK THAT!!! GET ME CLOSER SO I CAN FUCKING HIT THEM!!&amp;quot;&#039;&#039;&lt;br /&gt;
::Before this model moves in your Movement phase and you declare it will hover, you can declare it will make a &amp;quot;Strafing&amp;quot; Run. if you do so,  you cannot declare it will hover this turn, and you must Move or Advances it at least 40&amp;quot; (after you pivot it on the spot up to 90¤). in the following shooting phase, you may only shoot at enemy units it passed over, but you must shoot at every enemy unit you passed over with all your weapons (even if it has advanced earlier that turn when it makes a &amp;quot;Strafing&amp;quot; Run), but It can only hit on a roll of 6 (regardless of modifiers) until your next turn (This will mean that if this model passed over the 3 enemy units, you must fire its Twin Assault cannon, 2 Stormstrike missile launchers and two Heavy bolters, Twin Multi-Melta or Typhoon missile launcher, once at each of the 3 enemy units it passed over).&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter with one of the followings:&lt;br /&gt;
::Skyhammer Missile Launcher - 20 pts.&lt;br /&gt;
::Thypoon Missile Launcher - 40 pts.&lt;br /&gt;
::Twin Lascannon - 40 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angrytalon Gunship}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fury-Raven Gunship Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Just as with Rage Speeders, every single Angry Marine nearby wants to be the pilot of a Fury-Raven Gunship, and the pre-battle fights to pilot such vehicles can result with greater casualties than in the actual battle they&#039;re supposed to be fighting. To help compensate for this (and to provide more Dakka) the Angry Tech priests will duct tape and chain Angry Marines to the outside of a Fury-Raven Gunship, this (like all other problems solved with duct tape) results in everyone being happy, as more Angry Marines get to ride on the flying thing with lots of guns, while the Tech Priests &amp;quot;CAN GET RID OF THOSE FAGGOTS FASTERS SO THAT WE CAN CLEAN UP THE FUCKING MESS YOU CUNTS HAVE MADE!!!&amp;quot;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Image:Fury-Raven Gunship.jpg|thumb|250px]]&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Fury-Raven Gunship (&#039;&#039;&#039;Power Rating: 16&#039;&#039;&#039;). It can include 1 additional Fury-Raven Gunship (&#039;&#039;&#039;Power Rating: +16&#039;&#039;&#039;) or 2 Fury-Raven Gunships (&#039;&#039;&#039;Power Rating: +32&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fury-Raven Gunship || * || 6+ || * || 8 || 7 || 14 || * || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 20-45&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 20-30&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 20&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
*Twin Assault Cannon&lt;br /&gt;
*Two Stormstrike Missile Launchers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Airborne:&#039;&#039;&#039; &#039;&#039;WHY WOULD I WANT TO FLY WHEN THE BASTARDS I WANT TO KICK IN THE BALLS ARE DOWN THERE?!!!&#039;&#039;&lt;br /&gt;
::This model cannot charge, can only be charged by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;, and only attack or be attacked in the Fight phase by units that can &#039;&#039;&#039;{{W40kKeyword|Fly}}&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Crash, Burn and FUCKING PUNCH THE PRICKS!!!:&#039;&#039;&#039; &#039;&#039;What, you thought crashing in a huge explosion would be enough to stop the angry bastard from trying to kill you? Think again.&#039;&#039;&lt;br /&gt;
::If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 5+ it crashes, explodes and the pilot runs from the wreckage to punch his foes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover Jet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Open-Doors:&#039;&#039;&#039; &#039;&#039;To maintain aerodynamic properties of an aircraft all doors and hatches must be kept shut until absolutely necessary. Of course, angry marines don’t give a shit about physics, and as such the doors of a Fury-Raven are kept open to allow Marines to hurl lead and profanity at their foes to their hearts content.&#039;&#039;&lt;br /&gt;
::Models embarked on this vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1&amp;quot; of an enemy unit. Note that the passengers cannot shoot if this model has Fallen Back in the same turn, even though the Fury-Raven Gunship itself can. In addition, When this model has the &#039;&#039;&#039;Airborne&#039;&#039;&#039; special rule, passengers must subtract 1 from hit rolls in the Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Twin Assault Cannon with one of the followings:&lt;br /&gt;
::Twin Heavy Plasma Cannon - 40 pts.&lt;br /&gt;
::Twin Lascannon - 40 pts.&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter with one of the followings:&lt;br /&gt;
::Thypoon Missile Launcher - 40 pts.&lt;br /&gt;
::Twin Multi-melta - 50 pts.&lt;br /&gt;
*Any model may take two Hurricane Bolters - 30 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 12 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models and 1 {{W40kKeyword|Belligerent Engine}}.  Each {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Terminator}} model takes the space of two models and each {{W40kKeyword|Angry Centurion}} takes the space of 3 models. It cannot transport {{W40kKeyword|Angry Primaris}} or {{W40kKeyword|Black Brothers}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Flyers}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Fury-Raven Gunship}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
====Angry Impulsor Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
xxx&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Impulsor (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Angry Impulsor (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 Angry Impulsors (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
|Angry Impulsor || * || 6+ || * || 7 || 7 || 11 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 14&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 7&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 4&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Two Storm bolters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle:&#039;&#039;&#039; After this model moves in your Movement phase, if this model did not Advance, any units embarked aboard it can disembark. Units that do so cannot be chosen to charge with that turn.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Ground:&#039;&#039;&#039; &#039;&#039;Only a tiny piece of the old master of the Armouries armor is required to levitate tens of tonnes of metal of the ground, unfortunately, the armor only hates the ground, and cannot be used to keep “WARDIAN, CHEESE FONDLING BASTARDS!!!” Away from the tank.&#039;&#039;&lt;br /&gt;
::Distances and ranges are always measured to and from this model&#039;s hull, even though it has a base.&lt;br /&gt;
*&#039;&#039;&#039;Power of the Angry Machine Spirit:&#039;&#039;&#039; &#039;&#039;BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!&#039;&#039;&lt;br /&gt;
::This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;THE GROUND IS A PIECE OF SHIT!!!:&#039;&#039;&#039; &#039;&#039;The tanks hate for the ground billowing from its undercarriage creates significant gusts of air, which although not as powerful as pure hatred, are more than capable of slowing down any charging enemies, and as an added bonus the gusts of wind stink of farts as an added “FUCK YOU YOU PRICKS!!!”&#039;&#039;&lt;br /&gt;
::Your opponent must subtract 2 from any charge rolls made for units that declare a charge against an Angry Repulsor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cursing Dome:&#039;&#039;&#039; &#039;&#039;AHAH! YA FUKIN&#039; PIECEZ OF SHIET, TRY &#039;N GET US NOW YU FUCKS!&#039;&#039;&lt;br /&gt;
::A model with a shield dome has a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Swearing Comms Array:&#039;&#039;&#039; In your Shooting phase, one model from your army with a Swearing Comms Array that has not been used this battle can use it to call in an orbital barrage of rage. If it does, select one point on the battlefield and roll one D6 for each unit within D6&amp;quot; of that point, subtracting 1 from the result if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ the unit being rolled for suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two Storm Bolters with two Fragstorm Launchers - 10 pts.&lt;br /&gt;
*Any model may take one of the followings:&lt;br /&gt;
::Bellicatius Missile Array - 20 pts.&lt;br /&gt;
::&#039;&#039;&#039;Cursing Dome&#039;&#039;&#039; Upgrade - 25 pts.&lt;br /&gt;
::Ironhail Skytalon Array - 5 pts.&lt;br /&gt;
::&#039;&#039;&#039;Swearing Comms Array&#039;&#039;&#039; Upgrade - 20 pts.&lt;br /&gt;
*Any model may take an Ironhail Heavy Stubber - 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 6 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Angry Primaris}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Black Brothers}} or {{W40kKeyword|Mk X Gravis}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Impulsor}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Razorback Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite Angry Serfs effectively being storm troopers (same weapon skill, armour and effectively being space marine level candidates who were never recruited) the Angry serfs don’t get as much love and money put into them. And this creates a lot of animosity between the Angry serfs and the Angry Tech priests, as the serfs bitch to the priests about not getting some cool gadget that the inquisitions storm troopers get, and the Tech priests just cannot be arsed with dealing with the serf’s complaints, never mind actually acquiring the equipment they want. There’s also the issue that the serfs would simply break anything fancy the tech priests got them, and nothing exemplified this situation more than the Tauros: it is fast, carries plenty of men, carries all of the guns (seriously, do the maths, this thing is on par with the Repulsor tank in terms of Dakka output), but it dies in a stiff breeze.&lt;br /&gt;
&lt;br /&gt;
The Angry Tech priests needed to find a solution to this problem, as even though the serfs are weaker than an Angry marine, there far more serfs than angry Marines, and they didn’t want a repeat of the fight/war which broke out last time the tech priests held back equipment. To this end, the Angry Tech priests “acquired” a batch of Razorback tanks, which on the surface seemed like a good compromise, as the razorback is cheaper, fast, carries a reasonable amount of guns, is tougher than a Tauros and carries about the same amount of serfs (if you squash them in a bit). The serf high command (someone has to organise them when there aren’t Angry Marines around) saw them as a half-arsed attempt at placating the serfs and immediately declared war against the Angry Tech Priests. The fist fights only last around half an hour before some proper Angry Marines turned up and (after joining the fight for a bit) broke everything up, giving the serf commanders a nice solid kick to the nuts to remind them that they were still the bottom of the pile no matter how angry they might be.&lt;br /&gt;
&lt;br /&gt;
After this the serfs grudgingly accepted their new transports, although some have added a Tauros to their Slaasneshmas wish list.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Razorback (&#039;&#039;&#039;Power Rating: 6&#039;&#039;&#039;). It can include 1 additional Angry Razorback (&#039;&#039;&#039;Power Rating: +6&#039;&#039;&#039;) or 2 Angry Razorbacks (&#039;&#039;&#039;Power Rating: +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Angry Razorback || * || 6+ || * || 6 || 7 || 10 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 12&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;WITNESS ME BITCHES!!!:&#039;&#039;&#039; &#039;&#039;The Angry Razorback should have been the perfect vehicle for the Angry Serfs, it was fast, well armored and came with plenty of guns. When the first Angry Razorback was introduced to the serfs however, they took one look at it and said, “where are we supposed to fucking shoot from?!” And a fight would have ensured if the tech-priests hadn’t knocked some heads together and reminded the serfs that they will get what they are given and no they cannot have a Tauros with a minigun on it as they would only break it. As a compromise, however, the Angry Serfs bolted on some extra ladders so that a lucky few could cling to the Razorbacks hull and fire at the enemy like crazed war boys on the way to Valhalla.&#039;&#039;&lt;br /&gt;
::Models (Serf Heavy Weapon Team counts as two models instead of one for the purpose of using this ability) embarked on this Vehicle can shoot in their Shooting phase. They measure range and draw line of sight from any point on the Vehicle. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot (except with Pistols) if this model is within 1&amp;quot; of an enemy unit. In addition, passengers must subtract 1 from hit rolls in the Shooting phase and cannot shoot with Heavy weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter with one of the followings:&lt;br /&gt;
::Twin Lascannon - 40 pts.&lt;br /&gt;
::Twin Assault Cannon - 40 pts.&lt;br /&gt;
*Any model may take a Storm Bolter - 3 pts.&lt;br /&gt;
*Any model may take a Hunter-killer Missile - 5 pts.&lt;br /&gt;
*Any model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 6 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Angry Primaris}} or {{W40kKeyword|Angry Centurion}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Razorback}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Repulsor Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike it&#039;s anger-less cousins, the Angry Repulsor relies on sheer hate of the ground to keep it floating rather than bullshit anti-grav technology. Its loadout includes &amp;quot;A fuckton of guns&amp;quot; allowing it to shoot from every fucking direction like a disco-ball of fiery fuck-you.&lt;br /&gt;
&lt;br /&gt;
However, this only became the case after the previous master of the Armoury, Enfurious Ragman saw a repulsor for the first time onboard the battle barge Maximum Fuck’s Armoury, upon seeing the techno heresy (although it is still very cool, heresy can be cool kids BLAM) Ragman began issuing smoke from his eyes, nose, mouth, ears and (presumably) his japside and anus, while giving off a deep bellow of “FFFFFFFFFFFFFFFF...” This was all the warning which the Angry Tech Priests nearby needed as an excuse to run in the opposite direction, as Ragman’s issuing of smoke and FFFFF increased in volume. The last Tech Priest has barely managed to get out of the Armoury and slam the blast doors shut when Ragman finally reach critical levels of fury and exploded, all that remained of him inside the now ruined Armoury were the molten remains of his armour, and one intact fist with the middle finger extended.&lt;br /&gt;
&lt;br /&gt;
After the Angry Marines has held funeral rights for Ragman’s literal middle finger “HE WAS TRULY A FUCKING AMGRY CUNT, MAY HE SCREAM AND KICK FUCKING BALLS FOR FUCKING ETERNITY!!!” It was decided that the repulsor units inside the chapters repulsor tanks would be replaced with a lump of metal containing a small piece of Ragman’s armour, which produces such large amounts of hatred that it can be used to suspend an entire tank in mid-air.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Repulsor (&#039;&#039;&#039;Power Rating: 16&#039;&#039;&#039;). It can include 1 additional Angry Repulsor (&#039;&#039;&#039;Power Rating: +16&#039;&#039;&#039;) or 2 Angry Repulsors (&#039;&#039;&#039;Power Rating: +32&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Points&lt;br /&gt;
|-&lt;br /&gt;
|Angry Repulsor || * || 6+ || * || 8 || 8 || 16 || * || 9 || 3+ || 215&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 10&amp;quot; || 3+ || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 5&amp;quot; || 4+ || D6 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Onslaught Gatling Cannon&lt;br /&gt;
*Rageus Ironhail Heavy Stubber&lt;br /&gt;
*Three Storm Bolters&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
*Two Ironhail Heavy Stubbers&lt;br /&gt;
*Two Krakstorm Grenade Launchers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hatred of the Ground:&#039;&#039;&#039; &#039;&#039;Only a tiny piece of the old master of the Armouries armor is required to levitate tens of tonnes of metal of the ground, unfortunately, the armor only hates the ground, and cannot be used to keep “WARDIAN, CHEESE FONDLING BASTARDS!!!” Away from the tank.&#039;&#039;&lt;br /&gt;
::Distances and ranges are always measured to and from this model&#039;s hull, even though it has a base.&lt;br /&gt;
*&#039;&#039;&#039;Power of the Angry Machine Spirit:&#039;&#039;&#039; &#039;&#039;BECAUSE MACHINES DON’T GIVE A FUCK ABOUT YOUR MINUS ONE TO HIT BITCH!!!&#039;&#039;&lt;br /&gt;
::This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;THE GROUND IS A PIECE OF SHIT!!!:&#039;&#039;&#039; &#039;&#039;The tanks hate for the ground billowing from its undercarriage creates significant gusts of air, which although not as powerful as pure hatred, are more than capable of slowing down any charging enemies, and as an added bonus the gusts of wind stink of farts as an added “FUCK YOU YOU PRICKS!!!”&#039;&#039;&lt;br /&gt;
::Your opponent must subtract 2 from any charge rolls made for units that declare a charge against an Angry Repulsor.&lt;br /&gt;
*&#039;&#039;&#039;Tracer Rounds:&#039;&#039;&#039; If a unit with this rule fires all its Ranged weapons at the same unit in the Shooting or Overwatch phase it may add 1 to its hit rolls for that phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Heavy bolter Gatling cannon with a Las-talon - 35 pts.&lt;br /&gt;
*Any model may replace its Twin Heavy bolter with a Twin Lascannon - 40 pts.&lt;br /&gt;
*Any model may replace any of its two Ironhail Heavy Stubbers with an Onslaught Gatling Cannon - 20 pts.&lt;br /&gt;
*Any model may replace its Rageus Ironhail heavy Stubber with one of the followings:&lt;br /&gt;
::Fragstorm Grenade Launcher - 5 pts.&lt;br /&gt;
::Icarus Rocket Pod - 5 pts.&lt;br /&gt;
::Storm Bolters - 3 pts.&lt;br /&gt;
*Any model may replace its three Storm bolters with three Kragstorm Grenade Launcher - 15 pts.&lt;br /&gt;
*Any model may replace its &#039;&#039;Autolaunchers&#039;&#039; special rule with two Fragstorm Grenade Launchers - 10 pts.&lt;br /&gt;
*Any model may take an Ironhail Heavy Stubber - 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Angry Primaris}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}} or {{W40kKeyword|Black Brothers}} models and each {{W40kKeyword|Mk X Gravis}} model counts as two models instead of one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Repulsor}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Angry Rhino Squadron====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Whereas the Angry Marine drop pod drops from orbit to escape the angry marine and die (please JUST LET ME FUCKING DIE), the Angry Rhino fucking loves being a makeshift drop pod, the rush of the air as it falls from the ship, the screams and insults of the Angry Marines inside it, the sight of the planet getting closer and closer, yes, the Angry Rhino loves its job, FUCKING LOVE IT I TELL YOU COCKSUCKERS, PREPARE YOUR ANUSSSSSSS!!!!!! (KABOOM). And the Angry Rhino is one of the few things capable of surviving such a drop, never mind actually shooting and moving afterwards, despite the fact that it is, technically, weaker than the other tanks the Angry Marines have access to. But the rhinos don&#039;t care, they would happily/ANGRILY!!! do this for all eternity, FUCKING FOREVER I FUCKING TELL YOU!!! NOW GET ME BACK INTO ORBIT YOU CUNTS SO I CAN FUCKING DO THAT AGAIN!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Angry Rhino (&#039;&#039;&#039;Power Rating: 4&#039;&#039;&#039;). It can include 1 additional Angry Rhino (&#039;&#039;&#039;Power Rating: +4&#039;&#039;&#039;) or 2 Angry Rhinos (&#039;&#039;&#039;Power Rating: +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Angry Rhino || * || 6+ || * || 6 || 7 || 10 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 12&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 5+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 6+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Storm bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;DAMNED MACHINERY!!!:&#039;&#039;&#039; If there is at least one model with a Power Wrench is embarked on this model, you can roll a D6 at the start of each of your turns; on a 5+, the Angry Rhino regains one lost wound.&lt;br /&gt;
*&#039;&#039;&#039;Doormaker Charges:&#039;&#039;&#039; &#039;&#039;Rhino transports have no assault ramps to allow marines to jump out of to join the fight, and moreover due to their design there is no way to add a forward ramp. Angry techmarines found a way to bypass these limitations by the simple addition of a few demolition charges into a Rhino&#039;s front armour to BLOW ITS FUCKING FRONT ARMOUR TO HELL!!! and launch the Angry Marines inside it at the enemy. The added velocity can often send the unit of Angry Marines flying through the enemy unit and through to the other side, while screaming “FUCK YOU MOMENTUM!!! THE ENEMY IS IN THE OTHER FUCKING DIRECTION YOU FUCKING IDIOT!!!”&#039;&#039;&lt;br /&gt;
::At the end of any of your movement phases you can Detonate the Doormaker Charges; this model is slain and Explodes; before any embarked models disembark, each unit within 6&amp;quot; suffers D3 mortal wounds. In addition, in the following Charge phase, units which disembarked after using this ability, may add 1” to their charge distances.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. on a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Storm Bolter - 3 pts.&lt;br /&gt;
*Any model may take a Hunter-killer Missile - 5 pts.&lt;br /&gt;
*Any model may take items from the &#039;&#039;Vehicle Wargear Options&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Angry Primaris}} or {{W40kKeyword|Angry Centurion}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Rhino}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Drop Pod Squadron====&lt;br /&gt;
[[File:Angry Drop pod art.jpeg|thumb|Right|&#039;&#039; (Insert flight of the Valkyries here) &#039;&#039;]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Unlike all of the other Angry Marine vehicles, the drop pod is not a hateful, angry, spiteful creature, mostly because Angry Marine drop pods rarely survive one engagement, and are usually stolen from other chapters. As such, the machine spirits of Angry Marine drop pods more resemble frightened rabbits surrounded by wolves. Because of this though, once released from its moorings on the battle barge, the drop pod will travel at least twice as fast to the planet’s surface as a conventional drop pod, presumably so it can end its suffering and get rid of the Angry Marines inside it.&lt;br /&gt;
&lt;br /&gt;
This innate ability to “seek glorious death in battle” has however, allowed the Angry Marine Drop Pod to win the Imperium of Man’s Martyrdom award on and off for the past 500 years, as few things can truly match up to the speed, consistency and brutality in which the drop pods seek to end their existence. The usual competition for the award are:&lt;br /&gt;
*Any Krieg Guardsmen&lt;br /&gt;
*Sisters of Battle penitent sisters&lt;br /&gt;
*Any poor sod who tries to make sense of the imperium tax system, because they are doing good for humanity and will most certainly die in the process. Usually a glorious death in battle fighting mountains of paperwork.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Drop Pod (&#039;&#039;&#039;Power Rating: 5&#039;&#039;&#039;). It can include 1 additional Drop Pod (&#039;&#039;&#039;Power Rating: +5&#039;&#039;&#039;) or 2 Drop Pods (&#039;&#039;&#039;Power Rating: +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Drop Pod || 0&amp;quot; || - || 3+ || 6 || 6 || 8 || 0 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Three Storm Bolters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Externally Awesome Improvised Seating:&#039;&#039;&#039; &#039;&#039;In their haste to get to the surface of a planet as fast as possible, Angry Marines will sometimes neglect to follow (read, ignore more than usual) the health and safety instructions regards drop pod seating capacity. Unfortunately, Angry Marines do not like sharing seats (especially as drop pods are cramped environments at the best of times) and so they will instead hold onto any external handholds on the drop pod, and cling for dear life as it plummets through the atmosphere. Although this increased passenger capacity has its uses, the extra weight and reduced aerodynamics of the drop pod requires it to travel at a much higher speed, resulting in an evening greater, earth shattering impact.&#039;&#039;&lt;br /&gt;
::This unit may carry more models than are specified on its data sheet. However, when this unit uses its &#039;&#039;Please, JUST LET ME DIE!!!&#039;&#039; special count how many extra models it is carrying and consult below:&lt;br /&gt;
::- 1-5 extra models, each model suffers a Strength 4 ap 0 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 9” of this unit suffer minus 1 to their leadership characteristics until the start of your next movement phase.&lt;br /&gt;
::- 6-10 extra models, each model suffers a Strength 5 ap 0 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 1 to their leadership characteristics until the start of your next movement phase.&lt;br /&gt;
::- 11-15 extra models, each model suffers a Strength 5 ap -1 damage 1 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 2 to their leadership characteristics until the start of your next movement phase.&lt;br /&gt;
::- 15+ extra models, &#039;&#039;&#039;OKAY YOU FUCKING LUNATIC!!! IF YOU WANT PAIN I’LL GIVE YOU FUCKING PAIN!!!&#039;&#039;&#039;. Each model suffers a Strength 5 ap -2 damage 2 hit instead of a Strength 3 ap 0 damage 1 hit. All enemy units within 12” of this unit suffer minus 3 to their leadership characteristics until the start of your next movement phase and roll a D6 for each model within 11” of this unit but before any models are disembarked. On a 5+ that model suffers a mortal wound. If your models survive this endeavor then your opponent is contractually obliged to bow to you and shake your hand.&lt;br /&gt;
*&#039;&#039;&#039;Immobile:&#039;&#039;&#039; After this model has been set up on the battlefield it cannot move for any reason, and no units can embark upon it.&lt;br /&gt;
*&#039;&#039;&#039;Please, JUST LET ME DIE!!!:&#039;&#039;&#039; &#039;&#039;In their quest to end their terrible existence, Angry Marine drop pods will travel faster and hit their target with greater accuracy (a rarity amongst the Angry Marines) than their other chapter counterparts, all so that they can enjoy the sweet release of death&#039;&#039;&lt;br /&gt;
::During deployment, you can set up this model, along with any units embarked within it, in orbit instead of placing it on the battlefield. At the end of any of your movement phases, this model can perform a Drop Pod &amp;quot;Please, JUST LET ME DIE!!!&amp;quot; assault - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. Each model inside the Drop Pod then suffers a Strength 3, AP 0, Damage 1 hit, as the drop pod hits the ground at a speed even Angry Marines find deeply uncomfortable. Than any models embarked inside must immediately disembark, but they must be set up more than 6&amp;quot; away from any enemy models (any models that cannot be set up because there is not enough room are slain); then, the drop pod suffers 3D3 mortal wounds, as the drop pod hits the ground at a speed that could shatter it into a billion pieces. Neither this model, nor any units embarked within it, are counted towards any limits that the mission you are playing places on the maximum number of Reinforcement units you can have in your army. This model can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; This model can transport 10 {{W40kKeyword|Angry Marines}} {{W40kKeyword|Infantry}} models. It cannot transport {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Angry Primaris}}, {{W40kKeyword|Black Brothers}} or {{W40kKeyword|Angry Centurion}} models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Angry Rhino}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&lt;br /&gt;
====Rachnus Rageous====&lt;br /&gt;
[[File:Rachnus Rageous Full Armour art.jpeg |thumb|Left|&#039;&#039; You wish your Primarch could have Persian and Baghdad ascetics. &#039;&#039;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Despite being the father of the Angry Marines, he isn&#039;t the most angry thing in existence, Rachnus was/is an incredibly calculating and intelligent Primarch, ironically on a level with Girlyman. After the heresy (FUCK YOU HORUS) Rachnus created the Angry Marines by modifying his own gene seed (the desert fangs), from an army of nulls, into an army of &amp;quot;FUCKING ANGRY BASTARDS WHO WILL NEVER FUCKING REST UNTIL GIRLYMAN (COUGH!!!) I MEAN CHAOS IS FUCKING DESTROYED!!!&amp;quot;, in an attempt to remove them from the galactic spotlight (Khorne still cares though, but watching them makes him sad as he knows that they will never follow him) and thereby prevent their eradication.&lt;br /&gt;
&lt;br /&gt;
Since then, Rageous has been kicking daemon ass in the eye of terror with his army of silencers, but little else is known about his doings. Some say that he has traversed the web ways, killing countless Eldar and daemons, some say that he was caught up in a tendril of a Tyranid hive fleet (said hive fleet deeply regrets any slight it may have caused to Rachnus, and asks that he stops annihilating them, if he does then the hive promises to leave the galaxy and never to return), while others insist that Rachnus has retired, instead pulling strings from the shadows to ensure that the Angry Marines don&#039;t get fucked over by some bureaucratic threat which they couldn&#039;t be bothered with.&lt;br /&gt;
&lt;br /&gt;
Regardless, Rachnus is an incredibly competent and powerful individual, who is still capable of acts of extreme violence, especially against his traitor brothers, AND FUCKING GIRLYMAN!!!&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Rachnus Rageous, Primarch of the Angry Marines=====&lt;br /&gt;
This unit contains 1 Rachnus Rageous, Primarch of the Angry Marines (&#039;&#039;&#039;Power Rating: 21&#039;&#039;&#039;). Only one Rachnus Rageous model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rachnus Rageous, Primarch of the Angry Marines&#039;&#039;&#039; || 8&amp;quot; || 2+ || 2+ || 6 || 6 || 9 || 6 || 10 || 2+ || 420&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Fang of the Raging Desert&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fang of RAGING Desert&#039;&#039;&#039; || Melee || Melee || +4 || -4 || 4 || Subtract 1 from invulnerable save rolls made against this weapon. If you roll a wound roll of 6+ for this weapon, it inflicts 2D3 mortal wounds instead of its normal damage; 4 if the target is a {{W40kKeyword|Daemon}} or a {{W40kKeyword|Psyker}}. If the target is a {{W40kKeyword|Daemon}} and a {{W40kKeyword|Psyker}} inflict 6 mortal wounds instead.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Sandstorm Assault Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Sandstorm Assault Cannon&#039;&#039;&#039; || 24&amp;quot; || Assault 5 || 6 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!! ALL THE TIME!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Space Marines feel a more extreme array of emotions compared to humans, so imagine how angry Rachnus can be when he puts his mind to it.&#039;&#039;&lt;br /&gt;
:This unit can make D3 additional attacks each time they fight and add 1 to their strength characteristic whenever they charged or made a heroic intervention. In addition, hit rolls of 6+ made by this unit in the fight phase count as 2 hits instead of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;DEATH CAN NOT STOP ME!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Terms and conditions apply, see your armor’s care guide for further instructions.&#039;&#039;&lt;br /&gt;
:The first time model is slain; place this model on its side instead of removing it. At the start of your next turn, this model regains 3+2D3 wounds, and it&#039;s placed as close to its previous position as possible while remaining more than 1&amp;quot; from any enemy models. However, reduce this model&#039;s armor save and invulnerable save to a 4+  and 6+ respectively.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;I HATE YOU TRAITOR BROTHERS!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;... AND YOU, BROTHER ROWBOAT!!!&#039;&#039;&lt;br /&gt;
:Rachnus Rageous automatically hits his target if he&#039;s attacking any {{W40kKeyword|Chaos Primarch}} units. In addition, in the Fight Phase, {{W40kKeyword|Roboute Guilliman}} is treated as having a weapon skill of 5+ when attacking {{W40kKeyword|Rachnus Rageous}} and has a 2+ invulnerable save against attacks {{W40kKeyword|Rachnus Rageous}} makes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Primarch of ANGER!!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Although not technically true as their anger was artificially created by Rachnus to hide their blank abilities, I wouldn’t advise pointing this out to his face.&#039;&#039;&lt;br /&gt;
:You can add 2 to Advance and Charge rolls for friendly {{W40kKeyword|Angry Marines}} units within 9&amp;quot; of this unit, and re-roll hit and wound rolls of 1 for these units. In addition, If your army is Battle-forged, you can re-roll any failed hit rolls for friendly {{W40kKeyword|Angry Marines}} units within 6&amp;quot; of this unit in the Fight Phase&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Armour of RAGE!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;An armor of unknown origin, but shows extensive battle damage from millennia of abuse.&#039;&#039;&lt;br /&gt;
:This unit has a 4+ invulnerability save and add 1 to this models save rolls against melee attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Null Primarch&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Rachnus is utterly unique amongst his brothers, as while some of his other brothers were made as psykers, Rachnus was the only primarch to be made as a psychic blank.&#039;&#039;&lt;br /&gt;
:This unit can never be the target of any Psychic powers. In addition, in your Psychic Phase, select the closest visible enemy &#039;&#039;&#039;Daemon&#039;&#039;&#039; or &#039;&#039;&#039;Psyker&#039;&#039;&#039; model within 18” of this unit. If you do, that model suffers 1 mortal wound. Ig the target is both a &#039;&#039;&#039;Daemon&#039;&#039;&#039; and a &#039;&#039;&#039;Psyker&#039;&#039;&#039;, the target suffers D3 mortal wounds instead. Finally, this unit can attempt to deny three Psychic powers in each enemy Psychic Phase, as if it were a &#039;&#039;&#039;Psyker&#039;&#039;&#039;, and adds 3 to any Deny the Witch roll he makes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Blank}}, {{W40kKeyword| Rachnus Rageous, Primarch of the Angry Marines}}&lt;br /&gt;
&lt;br /&gt;
=====Rachnus Rageous, the Fratricidal=====&lt;br /&gt;
This unit contains 1 Rachnus Rageous, the Fratricidal (&#039;&#039;&#039;Power Rating: 24&#039;&#039;&#039;). Only one Rachnus Rageous model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rachnus Rageous, the Fratricidal&#039;&#039;&#039; || 8&amp;quot; || 2+ || 2+ || 6 || 6 || 9 || 8 || 10 || 3+ || 480&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Fragments of the Raging Desert&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Fang of RAGING Desert&#039;&#039;&#039; || Melee || Melee || +1 || -4 || 3 || Subtract 1 from invulnerable save rolls made against this weapon. In addition, you may reroll all failed wound rolls made by this weapon and whenever a {{W40kKeyword|Character}} is slain by this weapon all units within 6” of that slain unit (except for {{W40kKeyword|Rachnus Rageous, the Fratricidal}}) suffer D3 mortal wounds.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-A Stare Most Hateful&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;A Stare Most Hateful&#039;&#039;&#039; || 6&amp;quot; || Assault D6 || 8 || -4 || D6 || Blast. This weapon becomes Pistol D6 if the bearer is within 1” of an enemy unit.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;And They Shall Know No Fear&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Universal&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!! ALL THE TIME!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Space Marines feel a more extreme array of emotions compared to humans, so imagine how angry Rachnus can be when he puts his mind to it.&#039;&#039;&lt;br /&gt;
:This unit can make D3 additional attacks each time they fight and add 1 to their strength characteristic whenever they charged or made a heroic intervention. In addition, hit rolls of 6+ made by this unit in the fight phase count as 2 hits instead of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MY FURY CANNOT BE STOPPED!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;EVEN BY THE LIKES OF YOU BROTHER!!!&#039;&#039;&lt;br /&gt;
:The first time model is slain; place this model on its side instead of removing it. At the start of your next turn, this model regains 3+2D3 wounds, and it&#039;s placed as close to its previous position as possible while remaining more than 1&amp;quot; from any enemy models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;I HATE YOU TRAITOR BROTHERS!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;... AND YOU, BROTHER ROWBOAT!!!&#039;&#039;&lt;br /&gt;
:Rachnus Rageous automatically hits his target if he&#039;s attacking any {{W40kKeyword|Chaos Primarch}} units. In addition, in the Fight Phase, {{W40kKeyword|Roboute Guilliman}} is treated as having a weapon skill of 5+ when attacking {{W40kKeyword|Rachnus Rageous}} and has a 2+ invulnerable save against attacks {{W40kKeyword|Rachnus Rageous}} makes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lord of Hatefulness&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;-&#039;&#039;&lt;br /&gt;
:This unit rerolls all failed hit rolls, adds 2” to its advance and charge distances and may never suffer negative modifiers to its characteristics.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Armour of Vengeful Loss&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;An armor of unknown origin, but shows extensive battle damage from millennia of abuse.&#039;&#039;&lt;br /&gt;
:This unit has a 5+ invulnerability save and add 1 to this models save rolls against melee attacks. In addition, attacks made by {{W40kKeyword|Character}} unit subtract 1 from their hit rolls against this unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;The Null Primarch&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Rachnus is utterly unique amongst his brothers, as while some of his other brothers were made as psykers, Rachnus was the only primarch to be made as a psychic blank.&#039;&#039;&lt;br /&gt;
:This unit can never be the target of any Psychic powers. In addition, in your Psychic Phase, select the closest visible enemy &#039;&#039;&#039;Daemon&#039;&#039;&#039; or &#039;&#039;&#039;Psyker&#039;&#039;&#039; model within 18” of this unit. If you do, that model suffers 1 mortal wound. Ig the target is both a &#039;&#039;&#039;Daemon&#039;&#039;&#039; and a &#039;&#039;&#039;Psyker&#039;&#039;&#039;, the target suffers D3 mortal wounds instead. Finally, this unit can attempt to deny three Psychic powers in each enemy Psychic Phase, as if it were a &#039;&#039;&#039;Psyker&#039;&#039;&#039;, and adds 3 to any Deny the Witch roll he makes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Adeptus Astartes}}, {{W40kKeyword|Character}}, {{W40kKeyword|Blank}}, {{W40kKeyword| Rachnus Rageous, the Fratricidal}}&lt;br /&gt;
&lt;br /&gt;
====The Metal Box of Incandescent Rage, (modified Falchion Superheavy Destroyer Tank for Fuklaw)====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
After centuries of &amp;quot;borrowing&amp;quot; the vehicles of others to ride into battle (or to drive to the shops)Comissar Fuklaw decided that he wanted his very own colossal war engine to ride into battle in, more phallicly weaponed and armored than [[Commissar Yarrick]]&#039;s Fortress of Arrogance, faster than [[Rogal Dorn]]&#039;s personal Thunderhawk, and more festooned with banners and enemy trophies than a [[Lord of Skulls]].&lt;br /&gt;
&lt;br /&gt;
Being all set on finding the parts for the most powerful, personal pimp wagon of the 41st millennium, Fuklaw pulled together only the best (or whatever he had to hand) materials he could find. The basic tank came from a marrying of a Falchion Superheavy Tank and a Mars pattern Baneblade, outfitted with the reactor from an imperial knight (who had kindly given up its reactor after Fuklaw had kicked its pilot to oblivion via a kick to the groin), while the main turret was a stripped down turbo laser destructor, nicknamed the butthurt cannon after the amount of work required to modify it. After more than a decade of searching, building and slightly more swearing than usual, the Metal Box of Incandescent Rage was born, except for its secondary and tertiary weaponry, which the aging commissar felt that the tank didn’t have anywhere near enough of. A normal Superheavy Tank would be fitted with a few heavy bolters, flamers, maybe a lascannon or two to deal with anything large, but too small to bother firing the main cannon at. Fuklaw simply felt that this wasn’t enough firepower for his personal ride. What if he had to fight an army of eldar while riding his tank to the shops for a pint of milk, a newspaper and a bag of nails as a snack?&lt;br /&gt;
&lt;br /&gt;
And so, Comissar Fuklaw brought his metal monstrosity to Enginseer Mighitily Pissed Off the Third, who immediately agreed with the old man that “IT NEEDS MORE FUCKING GUNS!!!” Dredging out the depths MAXIMIUM FUCKS armoury, Pissed Off and his army of tech marines set to work outfitting The Metal Box of Incandescent Rage with every spare gun they had, lasguns, rusted bolters, stubbers, grenade launchers, it didn’t matter, it was all welded onto the side of the tank. After weeks of working around the clock to finish arming the tank, the tech marines finally attached the last pea shooter with a strip of duct tape, and stood back, admiring the monster they had helped create, the metal beast glaring at them malevolently, even though it had never yet been turned on.&lt;br /&gt;
&lt;br /&gt;
“ABOUT FUCKING TIME YOU CUNTS FINISHED IT!!!” Bellowed Fuklaw from behind the assembled marines, startled out of their revelry. “NOW PISS OF THE LOT OF YOU!!!” Continued the commissar as he climbed his ride, “I’VE GOT TO FUCKING FUEL THIS BITCH!!! I’VE BEEN ON THE LASH FOR A FUCKING WEEK SO I’VE GOT ENOUGH PISS AND VITRIOL TO GET HER STARTED!!!” Finally reaching the tanks fuel port (which sat two metres above the ground), to the silent horror of all those assembled, Fuklaw unzipped his trousers, and began to urinate into the fuel tank, the overloud gushing sound echoing around the cavernous armoury. “COME ON YOU AGED BASTARD!!!” Screamed Pissed Off from the drivers compartment as he watched the tanks fuel gauge inch slowly up “I’VE SEEN GIRLYMAN PISS HARDER THAN YOUR LIMP EXCUSE FOR A COCK!!! WE’VE STILL GOT A THOUSAND FUCKING LITRES TO GO!!!” &lt;br /&gt;
&lt;br /&gt;
This continued on in terrified silence (other than the torrential sound of urine hitting metal) for some hours, with serfs running back and forth to bring the commissar a steady stream of whatever fluids they had to hand to maintain his flood into his still silent tank. “RIGHT!!!” Bellowed the commissar as he tucked himself back into his trousers “OF THATS NOT ENOUGH TO FUCKING SATISFY YOU PISSEDOFF THEN YOUR GOING TO NEED A KEEPER OF SECRETS TO FULFILL YOUR FETISHES!!!” The assembled marines had only enough time to let out the first hint of a snigger before shot a wrench at the head of the nearest marine, ending the incoming torrent of abuse and laughter with a satisfying crack of steel on ceramite. “YES ITS DONE YOU ANCIENT CUNT!!!” Screamed the master of the armoury as the marine he’d just “shot” crumpled to to the floor “NOW LETS GET THE FUCK OUT OF HERE!!! I DONT KNOW WHAT THIS BITCH WILL DO ONCE ITS TURNED ON!!!”&lt;br /&gt;
&lt;br /&gt;
At this, all the marines and hangers on retreated behind adamantium blast shields erected for the purpose while Pissedoff began laying out cabling from the tanks ignition switch to one of the barriers, where an old style, explosive plunger was set up. “THERE!!!” Said Pissedoff, poking his head in awe to gaze upon the metal monster he had helped conceive, “EVERYTHING IS SET UP YOU CRAZY BASTARD!!! IF THIS THING KILLS US ILL PULL YOUR BALLS OFF!!!” Fucklaw didn’t respond as he took the detonator/ignition switch, and pushed the plunger down. If the two hadn’t been crouching behind their makeshift barricade then at this moment they would have been wiped from existence as the tank, upon starting, immediately opened fire with all of its guns, it’s double barrelled main cannon eating 20 metre thick holes into the walls and bulkhead, while its many sub weapons annihilated the contents of the armoury.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Metal Box of Incadescent Rage is a single model, and is armed with six Dakka Arrays, six Flaslight Arrays, The Butthurt Cannon and may crush its foes beneath its Grinding Metal Treads. In addition, Commissar Fuklaw hangs off the side of the tank swinging with Fuklaw’s Master-Crafted Chainsword.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv !! Pts/model&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Metal Box of Inandescent Rage&#039;&#039;&#039; || 16” || 2+ || 3+ || 9 || 9 || 13-28+ || 12 || 10 || 2+ || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Metal Box of Inandescent Rage&#039;&#039;&#039; ||  12” || 2+ || 4+ || 10 || 9 || 7-12 || 14 || 10 || 2+ &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Metal Box of Inandescent Rage&#039;&#039;&#039; ||  9” || 2+ || 5* || 10 || 9 || 1-6 || 6D6 || 10 || 2+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Dakka Array&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dakka Array&#039;&#039;&#039; || 24” || Assault 2D3 || 5 || -1 || 2 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Flashlight Array&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flashlight Array&#039;&#039;&#039; || 24” || Assault 2D6 || 3 || - || 1 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-The Butthurt Cannon&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Butthurt Cannon&#039;&#039;&#039; || 120” || Heavy 2D6 || 14 || -5 || 6 || You may re-roll failed wound rolls against units with the &#039;&#039;&#039;TITANIC&#039;&#039;&#039; keyword with this weapon. Units hit by this weapon suffer -1 to their hit rolls until your next turn. Hit rolls of 1 made by this weapon deals 1 mortal wound to the weapons bearer.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Grinding Metal Treads&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grinding Metal Treads&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || -&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=“100%”&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;-Fuklaw’s Master-Crafted Chainsword&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fuklaw’s Master-Crafted Chainsword&#039;&#039;&#039; || Melee || Melee || 5 || -2 || 2 || You may make 4 additional attacks using this weapon profile each time this model fights in melee.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;BLAM!!! HERESY!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Only Fuklaw is enough of a badass to execute Angry Marines. Correction, Fuklaw is the only person who would a. Even consider such a thing b. Attempt to execute an Angry Marine and c. Survive the act.&#039;&#039;&lt;br /&gt;
:In the Morale phase, any Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that is not a &#039;&#039;&#039;Character&#039;&#039;&#039; or a &#039;&#039;&#039;Vehicle&#039;&#039;&#039;, that are within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, must make a Morale test regardless of whether it has lost models or not early that turn, and if it makes a roll of 6 (regardless of modifiers) will always result in at least one model being slain. In addition, If a Friendly &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit, that has 3 or less wounds left (all the wounds each model has in the unit put together), suffers Perils of the Warp whilst within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039;, they are also executed before anything untoward can happen - the power they were attempting fails, and the &#039;&#039;&#039;Imperium Psyker&#039;&#039;&#039; unit is slain as a result of Commissar Fuklaw&#039;s old trusted Bolt pistol to the head; units within 6&amp;quot; of them do not suffer D3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;ALWAYS ANGRY!!!&amp;quot;&amp;gt;&lt;br /&gt;
See Army Rules - Detachment Rules&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aura of Fuklaw&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Nobody ever flees while Fuklaw’s around, some saw it’s due to the respect he garners, others say that it’s his imposing statue which inspire his troops to fight to the bitter end, most soldiers however, say that it’s the commissars hand twitching next to his bolt pistol, and a gaze so hate filled and disdainful that it can punch through power armour.&#039;&#039;&lt;br /&gt;
:Friendly &#039;&#039;&#039;Codex - Angry Marines&#039;&#039;&#039; units within 6&amp;quot; of &#039;&#039;&#039;Fuklaw&#039;&#039;&#039; can re-roll failed Morale tests and cannot suffer any negative modifiers to their Leadership characteristic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Engine of Rage&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The Metal Box of Incandescent Rage is powered by a fusion reactor who&#039;s machine spirit siphons the rage of the Angry Marines directly from the warp to provide additional power. This pure, undistilled fury permeates the entirety of the tank and is enough to scare away even bullets and lasers from damaging it.&#039;&#039;&lt;br /&gt;
:This model has a 6++ invulnerability save and all enemy units within 12&amp;quot; of it suffers a -1 to their leadership characteristic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;FUCK HERETICS!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Such is the anger that Commissar Fuklaw has against xenos, mutants and heretics, that he and any unit led by him will fight with redoubled fury against these enemies of the Emprah (as far as Fuklaw is concerned, anyone opposing him is at least one of the three).&#039;&#039;&lt;br /&gt;
:You can re-roll any failed wound rolls in the Fight Phase for Friendly &#039;&#039;&#039;Imperium&#039;&#039;&#039; units that are within 6&amp;quot; of Fuklaw.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;From The Flames Of Destruction&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;The destruction of 1000 tonnes of battle tank is not enough to kill Fuklaw, who will simply walk from the inferno of his destroyed ride to bludgeon his foes personally, and with extreme prejudice.&#039;&#039;&lt;br /&gt;
:When this model is destroyed roll a D6; on a 4+ this model explodes dealing D6 mortal wounds to all units in 2D6”. After this set up a &#039;&#039;&#039;Commissar Fuklaw&#039;&#039;&#039; model within 3&amp;quot; of this model, &#039;&#039;&#039;Commissar Fuklaw&#039;&#039;&#039; then behaves normally except that Fuklaw ignores all damage received until the start of your next movement phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;SUPERHEAVY AS FUCK BITCHES!!!&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;-&#039;&#039;&lt;br /&gt;
:-&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
| Transport: this model can Transport 9 &#039;&#039;&#039;Codex - Angry Marines Infantry&#039;&#039;&#039; models. It cannot Transport &#039;&#039;&#039;Angry Primaris, Terminator, Black Brothers&#039;&#039;&#039; or &#039;&#039;&#039;Jump Pack&#039;&#039;&#039; models. Technically this unit can carry 10 models but Fuklaw always takes the best seat, and the seat is always covered in rusty nails and barbed wire for “EXTRA FUCKING COMFORT!!!”&lt;br /&gt;
|} &amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction: {{W40kKeyword|Imperium}}, {{W40kKeyword|Angry}}, {{W40kKeyword|Angry Marines}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Character}}, {{W40kKeyword|Commissar}}, {{W40kKeyword|Angry Commissar}}, {{W40kKeyword| John Fuklaw}}, {{W40kKeyword| The Metal Box of Incadescent Rage}}&lt;br /&gt;
&lt;br /&gt;
==Point Costs==&lt;br /&gt;
===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;x&#039;&#039;&#039; || x || x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Captain Satchel&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brother Captain Especially Quiet&#039;&#039;&#039; || 1 || 200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Captain Bat Shit Insane&#039;&#039;&#039; || 1 || 150&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Captain Tantrumus Fuckingham, The First and Best&#039;&#039;&#039; || 1 || 190&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rachnus Rageous&#039;&#039;&#039; || 1 || 420&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Guardians of Fury&#039;&#039;&#039; || 2-5 || 80&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Intercessor Squad&#039;&#039;&#039; || 5-10 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cock Knockers&#039;&#039;&#039; || 5-10 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Black Brothers&#039;&#039;&#039; || 5-10 || 32&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fast Attacks====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;x&#039;&#039;&#039; || x || x&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavy Supports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Land Rider Squadron&#039;&#039;&#039; || 1-3 || 163&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Predator Squadron&#039;&#039;&#039; || 1-3 || 80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Vindicator Squadron&#039;&#039;&#039; || 1-3 || 140&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angrytalon Gunship Squadron&#039;&#039;&#039; || 1-3 || 105&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fury-Raven Gunship Squadron&#039;&#039;&#039; || 1-3 || 240&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Impulsor Squadron&#039;&#039;&#039; || 1-3 || 100&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Razorback Squadron&#039;&#039;&#039; || 1-3 || 80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Repulsor Squadron&#039;&#039;&#039; || 1-3 || 230&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Angry Rhino Squadron&#039;&#039;&#039; || 1-3 || 75&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Drop Pod Squadron&#039;&#039;&#039; || 1-3 || 75&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Astartes Chainsword&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Feet&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Universal Door Opener&#039;&#039;&#039; || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenades&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hand Flamer of Wrath&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Onslaught Gatling Cannon&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ironhail Heavy Stubber&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krakstorm Grenade Launcher&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rageous Ironhail Heavy Stubber&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039; || 3&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stormstrike Missile Launcher&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Assault Cannon&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Heavy Bolter&#039;&#039;&#039; || 30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Universal Door Opener&#039;&#039;&#039; || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Awesome]]&lt;br /&gt;
[[Category:Stories]]&lt;br /&gt;
[[Category:Stories/Warhammer 40,000]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Horus_Heresy&amp;diff=1011589</id>
		<title>Horus Heresy</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Horus_Heresy&amp;diff=1011589"/>
		<updated>2026-05-20T15:16:35Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{Heresy}}&lt;br /&gt;
&lt;br /&gt;
[[File:zbrothers.jpg|500px|thumb|right|It was pretty much &#039;&#039;this&#039;&#039;.]]&lt;br /&gt;
{{Topquote|1=[[Fulgrim|They shall be my finest warriors, these men who give of themselves to me.]]&amp;lt;br&amp;gt;[[Magnus the Red|Like clay I shall mould them, and in the furnace of war forge them.]]&amp;lt;br&amp;gt;[[Angron|They will be of iron will and steely muscle.]]&amp;lt;br&amp;gt;[[Perturabo|In great armour shall I clad them and with the mightiest guns will they be armed.]]&amp;lt;br&amp;gt;[[Mortarion|They will be untouched by plague or disease, no sickness will blight them.]]&amp;lt;br&amp;gt;[[Alpharius|They will have tactics, strategies and machines]] [[Omegon|so that no foe can best them in battle.]]&amp;lt;br&amp;gt;[[Konrad Curze|They are my bulwark against the Terror.]]&amp;lt;br&amp;gt;[[Lorgar|They are the Defenders of Humanity.]]&amp;lt;br&amp;gt;[[Horus|They are my Space Marines and they shall know no fear.]]|2=The [[God-Emperor of Mankind]], [[Not as planned|getting exactly what he wanted.]]}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|I never wanted this. I never wanted to unleash my legions. Together, we banished the ignorance of old night. But you betrayed me. You betrayed us all. You stole power from the Gods, and lied to your sons! Mankind has only one chance to prosper. If you will not seize it...&#039;&#039;&#039;then I will!!&#039;&#039;&#039; So let it be war! From the skies of Terra, to the Galactic Rim. Let the seas boil! Let the stars fall! Though it takes, &#039;&#039;&#039;the last drop of my blood&#039;&#039;&#039;, I will see the Galaxy freed once more! And if I cannot save it from your failure, father...then let the Galaxy &#039;&#039;&#039;BURN!&#039;&#039;&#039;|Horus, making his own feelings known and [[A Game of Pretend|totally not projecting &#039;&#039;at all&#039;&#039;.]]}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|The attempt to make heaven on earth invariably produces hell.|Karl Popper}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Horus Heresy&#039;&#039;&#039; also known as &#039;&#039;&#039;Horus Humbug&#039;&#039;&#039;, &#039;&#039;&#039;Cosmic Scale Daddy Issues&#039;&#039;&#039;, &#039;&#039;&#039;That time [[Erebus]] fucked everyone over forever&#039;&#039;&#039;, &#039;&#039;&#039;Paradise Lost IN SPACE&#039;&#039;&#039;, &#039;&#039;&#039;[[The God-Emperor of Mankind|Jimmy Space]] and the Terrible, Horrible, No Good, Very Bad Decade&#039;&#039;&#039; and (in-universe) as &#039;&#039;&#039;The Great Heresy War&#039;&#039;&#039; is one of the single biggest clusterfuck of events in [[Warhammer 40,000]] fluff, alongside the [[Eldar]]&#039;s creation of a new [[Slaanesh|Chaos God]] and the [[War in Heaven|rampage and fall of the]] [[C&#039;Tan|star gods]]. Needless to say, this heresy derailed the Emperor&#039;s plan and himself, and gave the Chaos Gods their most prominent armies to carry out their will in realspace.&lt;br /&gt;
&lt;br /&gt;
In the Horus Heresy, the Emperor&#039;s favorite son, [[Horus| Horus Lupercal]], formerly Warmaster of the Imperium, was corrupted by Chaos and rebelled against the Emperor, taking nine [[First Founding|Space Marine Legions]] (Including [[Luna Wolves|his own]]), their respective Primarchs, and about half of the Imperial Army and Mechanicum with him. After waging war across the galaxy, Horus and his traitors eventually reached Holy Terra itself, hoping to cut the head off the proverbial snake by killing the Emperor and winning the war.&lt;br /&gt;
&lt;br /&gt;
Things went [[Not as Planned]] however, as he was eventually surrounded by loyalist forces at the height of the siege on Terra. As a final gambit, he dropped the shields of his flagship which allowed the Emperor to beam up and challenged him to a duel for the fate of humanity. Horus beat the Emperor within an inch of his life but was killed in turn after the Emperor put his foot down and obliterated Horus&#039; soul from existence (as in it didn&#039;t go to the warp to be resurrected by daemons, it was literally erased from existence) when it finally became clear to him that Horus was beyond forgiveness. The Chaos gribblies he had been allied with disappeared and the now Chaos Marines that had followed him sulked back to the [[Eye of Terror]], starting the [[Long War]].&lt;br /&gt;
&lt;br /&gt;
Because the Emperor was fucked up to the point where he had to be permanently attached to a life-support machine known as the &amp;quot;Golden Throne&amp;quot; just to survive, logic within the Imperium gradually decreased, eventually turning into the [[Grimdark]] empire it is today. And it was already pretty damn grimdark.&lt;br /&gt;
&lt;br /&gt;
==[[Warhammer 40,000]] Fluff==&lt;br /&gt;
[[File:HHMap.jpg|600px|right|thumb|The Clusterfuck in motion. If this map reminds you of the Syrian Civil War, consider getting a gold star. [[Derp|Also notice how the Gothic Sector and Port Maw, canonically bordering the Eye of Terror, are positioned a quarter of the galaxy away from it.]] [[Forge World|For some reason.]]]]&lt;br /&gt;
The Horus Heresy screwed with almost everyone&#039;s plans (except the Chaos Gods&#039; of course) and changed the flavor of the Imperium&#039;s Grimdark from Stalinist Soviet &amp;quot;if you breathe a positive word about religion, we rape you and your family with knives&amp;quot; to Catholic [[Inquisition]] &amp;quot;if you breathe a word about the &#039;&#039;wrong&#039;&#039; religion, we rape you [[Exterminatus|or your whole planet]] with knives unless you can find an Ecclesiarch to come and say &#039;nope, that&#039;s just another aspect of the Emperor&#039; to make the problem go away&amp;quot;. Don&#039;t count on this happening without hefty &amp;quot;donations&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The heresy lasted for several years (somewhere between seven and ten) and was fought all over the galaxy. The following are the most important battles and campaigns during the Heresy:&lt;br /&gt;
*[[Battle of Isstvan III]]&lt;br /&gt;
*[[Burning of Prospero|Burning]] [[Magnus_the_Red#Horus_Heresy|of Prospero]]&lt;br /&gt;
*[[Drop Site Massacre]]&lt;br /&gt;
*[[Battle of Calth|Battle of Calth]]&lt;br /&gt;
*[[Shadow Crusade]]&lt;br /&gt;
*[[Thramas Crusade]]&lt;br /&gt;
*[[Signus Campaign]]&lt;br /&gt;
*[[Battle of Phall]]&lt;br /&gt;
*[[Battle of Tallarn]]&lt;br /&gt;
*[[Battle of Trisolian]]&lt;br /&gt;
*The Titandeath at [[Beta Garmon]]&lt;br /&gt;
*[[Siege of Terra]]&lt;br /&gt;
&lt;br /&gt;
Following the Siege of Terra, Horus was permakilled, Konrad allowed himself to be assassinated, Ferrus Manus had already died in the Drop Site Massacare, Sanguinius was KIA, Big-E was interred onto the Golden Throne, the surviving loyalist Primarchs freaked out trying to figure out what do now that daddy was in a coma, the surviving traitors fucked off into the Eye of Terror, and overall the galaxy slowly and collectively lost their minds now that their wise and all-powerful ruler was no longer around to tell them what to do.&lt;br /&gt;
&lt;br /&gt;
==The Board Game==&lt;br /&gt;
First published in 1993 by [[Game Designer&#039;s Workshop]], it was the Emprah versus his [[Horus|evil bastard of a son]] in the scorched earth of Terra. Units include [[Titan#Warhammer_40k|titans]] and [[Chaos Spawn|Chaos Spaw-]] oh shiARHGRBLLYRBGRDEWUODHGRYEB.&lt;br /&gt;
&lt;br /&gt;
Ahem. As he was saying, the more recent edition (2010) was published by [[Fantasy Flight Games]]. Also a two-player [[wargame|war]] [[board game|game]], it includes over 100 sculpted minifigs, sculpted buildings, and even Horus and the Emprah themselves are units on the board. It also adds more territory, as the fight can be pushed back onto the [[heresy|traitor&#039;s]] flagship &#039;&#039;Vengeful Spirit&#039;&#039;. Combat is less [[dice|dice-y]] and more card-y.&lt;br /&gt;
&lt;br /&gt;
(Not to be confused with the lame Horus Heresy card game, whose only saving grace was the awesome card art that would appear in the Horus Heresy artbooks anyway.)&lt;br /&gt;
&lt;br /&gt;
==The Main Book Series==&lt;br /&gt;
{{Spoilers}}&lt;br /&gt;
For the last decade, [[Black Library]] has been publishing novels that explore the events of the Horus Heresy, looking at the rivalries among the [[Primarchs]] and exploring just why everything went down the tubes. The novels are by a selection of different authors, which is a total pain if you like to organise your books alphabetically by author. The reception to the series has been somewhat... mixed; books generally considered to be good include [[Dan Abnett|the first trilogy]], The First Heretic, Know No Fear, Fear To Tread, [[Aaron Dembski-Bowden|Betrayer]], [[White Scars|Scars]], [[Space Wolves|Wolfsbane]], ([[Skub|&#039;&#039;maybe&#039;&#039;]]) [[Raven Guard|Deliverance Lost]] , and the short stories [[Alpha Legion|The Serpent Beneath]] and [[The Last Church]].&lt;br /&gt;
&lt;br /&gt;
Of course, like we mentioned, there&#039;s some that are... um... Well, let&#039;s just say that the worst are a [[skub|matter of much debate]]. And there a couple that are just objectively bad (Battle for the Abyss).&lt;br /&gt;
&lt;br /&gt;
===Books I - X===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Horus Rising:&#039;&#039;&#039;&#039;&#039; A prologue story, introducing us to the series and Garviel Loken who will grow into a very significant and popular character, the &#039;Jim Raynor from Starcraft&#039; of the heresy. Black Library needed a killer opener and they succeeded, Dan Abnett handling it pretty well. An Emperor (not [[Emperor|Him]]) is killed at the beginning and some bugs are killed on a planet called Murder for no reason other than they were there. The [[Interex]] show up and ask &amp;quot;whadya do that for?&amp;quot;. Negotiations with them go sour when [[Erebus]] steals the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; from them. It is worth noting that if the Interex had some goddamn CCTV set up in their museum of awesome and valuable weapons then the whole heresy could possibly have been avoided.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;False Gods:&#039;&#039;&#039;&#039;&#039; Horus falls at Davin when wounded by the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; and gets a crash course in the chaos gods from [[Erebus]] &amp;amp; [[Magnus]]. After getting shown a few &amp;quot;truths&amp;quot; that WILL HAPPEN in the future (like the Emperor being worshipped as a god and Horus being reviled and forgotten) he decides to make war on the Imperium to [[FAIL|prevent]] all this from happening. Actually a rather weak and rushed affair when it comes to detailing the Horus Heresy&#039;s origin story. Until this point, we&#039;ve been exploring Horus&#039; character in great detail for 1.5 books, but then he has a nasty fever dream, sees a few bad prophecies and boom, he wakes up as a traitorous Saturday morning cartoon villain, after which point his machinations to create the Isstvan III event and Dropsite Massacre or any other bits of the heresy go completely undetailed and left behind the scenes. The really cool shit in this book is the battle on Davin, as the Sons of Horus and the Imperial Army fights against a massive horde of chaos zombies in a foggy swamp and the wreck of a space ship.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Galaxy in Flames:&#039;&#039;&#039;&#039;&#039; Isstvan III happens and the traitors send the loyalists down to the planet without reinforcements and proceed to bomb them to fuck. Things don&#039;t go to plan when [[Angron]] decides to invade, turning it into a [[Not as Planned]] drawn out conflict that the Warmaster can&#039;t really afford - Loken is presumed dead after a duel with Abaddon. While it&#039;s good to have a whole book detailing a key event in the Heresy, there isn&#039;t actually any important or interesting dialogue to read that would make you glad you didn&#039;t just read a synopsis. There&#039;s also an embarrassingly written sequence towards the end, where a large number of loyalists survive an Exterminatus event by fleeing to some magical and super convenient bunkers. They see virus bombs entering the planet&#039;s atmosphere with the naked eye and somehow have enough time to run deep enough underground to survive one of the Imperium&#039;s most effective superweapons.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Flight of the Eisenstein:&#039;&#039;&#039;&#039;&#039; the other side of &#039;&#039;Galaxy in Flames&#039;&#039;. Nathaniel Garro escapes and gets marooned in the warp fighting daemons, eventually gets saved (and mega-bitchslapped) by [[Rogal Dorn]], who does not take the news from Isstvan [[Rage|very well]]. The first bit of the novel is so far &#039;the Death Guard&#039;s novel&#039;. There is also the very first canonical appearance of Plague Marines, Euphrati Keeler being all mystical and shit, and Malcador recruiting Garro as the first Knight-Errant.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Fulgrim:&#039;&#039;&#039;&#039;&#039; A divisive entry that is either forgettable to some or pretty interesting depending on who you ask - depends how much you like the Emperor&#039;s Children. Tells the story of the III Legion from the Great Crusade all the way up to the [[Drop Site Massacre]] in one book. In short Fulgrim finds a sword, gets possessed, kills Ferrus Manus - the end. It is written by Graham McNeill though, and it has an awesome quote from Fulgrim: &amp;quot;My Emperor&#039;s Children. What beautiful music they make.&amp;quot; The second plot of this book is about some human, but it is so forgettable the writer has it dropped halfway through the book. The human plot also explains where [[Lucius]] get his self-scarring habit from: a painter woman told him it will make his face perfect (ugly) again, because he wouldn&#039;t shut up about how Loken ruined his perfect beauty with a sucker punch.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Descent of Angels:&#039;&#039;&#039;&#039;&#039; This is the Heresy book that isn&#039;t about the Heresy, instead focusing on [[Zahariel]]&#039;s time on [[Caliban]]. It portrays [[Lion El&#039;Jonson]] having to deal with some social awkwardness (he cannot read people at all, so he comes off as &#039;do what I say or die!&#039;) and having Luther to handle the small talk. Hints that the Great Crusade &amp;lt;s&amp;gt;does more harm than good&amp;lt;/s&amp;gt; {{BLAM|is bringing the lost colonies of mankind together into a united future!}} Luther gets sent home with Zahariel to hustle up more Dark Angels. Another divisive book, but could definitely have used some more time with the editor. Be aware that this book was published long before GW had decided what to do with the Lion&#039;s loyalty and personality, so its descriptions of the Lion are outdated and do not match his current status.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Legion&#039;&#039;&#039;&#039;&#039; introduces [[the Cabal]], the [[Perpetual]]s and [[Omegon]]. READ THIS BOOK. Or don&#039;t, as this is where those things that would eventually take over the Heresy series and according to many completely ruin it (Cabal, Perpetuals) are introduced. I still would recommend reading it since when the novel introduces these ideas they are very fresh and interesting. Don&#039;t blame &#039;&#039;Legion&#039;&#039; when the rest of the novels were what ruined it. The [[Alpha Legion]], along with the Geno Chiliad, a regiment of genetically engineered supermen-yet-not-Astartes lead by anime lolis called &#039;&#039;uxors&#039;&#039; (High Gothic for &amp;quot;wives&amp;quot;) is trying to bring some Chaos cultists in &amp;lt;s&amp;gt;space Afghanistan&amp;lt;/s&amp;gt;[[Nurth]] into compliance. The cultists activate planetary self-destruct blood sacrifice; as this goes down, the Alpha Legion meets with the [[Cabal]], gets a glimpse of their vision of the future (&amp;quot;the Alpharius gambit&amp;quot;), agrees to work with them, then kills off all non-legion bystanders &amp;amp; ships with &amp;quot;FOR E-MONEY&amp;quot;! This book is still 100% canon, but in later books GW seems to have changed their mind on the Alpha Legion so they abandoned most of the plots from this book.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Battle for the Abyss:&#039;&#039;&#039;&#039;&#039; The book is so bad that other authors tried to retcon it out of existence. This book is so bad that you would have thought it was cobbled together from [[Matt Ward|Wardian fluff]] stitched together by [[C. S. Goto]]. Reading this book, in fact, causes mind cancer, which is to say, that it does not create brain tumors, but hurts the ideas of the reader. Everyone dies, so it does not affect much (as in anything). The only thing you need to remember is [[Lorgar]] built a fuckhueg space ship and filled it with Dreadnoughts, and it failed miserably. The book&#039;s adherence to canon is an atrocity, but it does contain some decent depictions of ship-to-ship combat as a mildly redeeming quality.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mechanicum:&#039;&#039;&#039;&#039;&#039; Easily one of the best novels in the series, it explores many hidden/forbidden aspects and lore of the Mechanicum. Techpriests turn renegade after Horus tells them they can do whatever they like with technology, so they release forbidden viral scrapcodes and screw everything up. Also turns out that [[Emperor|Big-E]] invented the Machine-God by sealing a C&#039;Tan on Mars back during the Saint George era, giving everyone visions of technology. Also more subtle hints that the Emperor is a god himself as he uses divine golden light to heal machines and instant access super wikipedia. Contains a lot of Titan awesomeness and [[Imperial Knight|Knights]] badassery. And for extra Grimdark, a tech priestess discovers that the Dark Age era humans stored a backup copy of Wikipedia in the warp and &amp;lt;s&amp;gt;with a giant psyker powered terminal accesses said Wikipedia and restores all the knowledge of mankind&amp;lt;/s&amp;gt; floods her forge with lava to deny the traitors access. A psyker tech savant meets up with the gaoler of the Void Dragon and takes over his fuck long shift.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tales of Heresy:&#039;&#039;&#039;&#039;&#039; short story collection, including [[The Last Church]]. Has a lot of twist endings.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Blood Games:&#039;&#039;&#039;&#039;&#039; An assassin tries to kill the emperor. The Adeptus Custodes go to kill a traitor on Terra. The assassin was a Custodes probing the palace defenses. The traitor was a triple agent working for Dorn. The bodyguard of the triple agent turns out to be an Sons of Horus assassin who detonates a bomb that kills the triple agent and nearly accomplishes a suicide run to destroy a bunch of reactors controlled by the triple agent.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Wolf at the Door:&#039;&#039;&#039;&#039;&#039; The Space Wolves kill some Dark Eldar and are the defenders of everyone who does not defy the Emperor. When the liberated planet chooses freedom over the Emperor, the Wolves invade it, of course.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Scions of the Storm:&#039;&#039;&#039;&#039;&#039; The Word Bearers destroy a human civilization that has crystal cities, crystal robots, and lots of lightning. They worshiped the Emperor, but Lorgar no longer does. This is also later a chapter of &#039;&#039;The First Heretic&#039;&#039;, but they&#039;re narrated from a slightly different point of view .&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Voice:&#039;&#039;&#039;&#039;&#039; A squad of Sisters of Silence investigate a Black Ship that became derelict in the Warp. Turns out [[Blank|the youngest of the squad]] in the future [[Wat|used sorcery]] to beam back her consciousness through time onto some psykers on the Black Ship. She &amp;lt;s&amp;gt;successfully warns the squad about Horus&#039;s Rebellion &amp;lt;/s&amp;gt; is executed by a hard-core Sister for breaking her vow of [[Psyker|no funny stuff]].&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Call of the Lion:&#039;&#039;&#039;&#039;&#039; Half of the Dark Angels are dicks, the other half are not. Totally not foreshadowing.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;[[The Last Church]]:&#039;&#039;&#039;&#039;&#039; A story about the Emperor destroying one of the churches on Terra during the reunification era in his effort to wipe out religion. The Emperor and the priest of the church have an enlightening conversation about what the Emprah&#039;s trying to accomplish. The conversation ends up with the priest accusing the Emperor of being a hypocrite, with him decrying that he&#039;s no different from the old warlords who waged crusades and holy wars in the past to push their own agendas on other people. The Emperor reveals himself as the very god the priest was worshiping, and nearly convinces him to stand by his side while his soldiers destroy the church. Priest gets cold feet and walks back into the church while it collapses. An end-times alarm clock starts ringing in the ruins.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;After Desh&#039;ea:&#039;&#039;&#039;&#039;&#039; The War Hounds meet their Primarch. Angron defeats the War Hounds. More specifically, the Emperor just beamed up Angron away from his last stand (rather than, you know, intervening with his Custodes or his fleet), leaving Angron pretty pissed. [[Kharn]] is a pretty great guy to be around, and pulls his femurs out of his lungs quickly enough to establish himself as Angron&#039;s best buddy &#039;&#039;after everyone above him in the War Hounds chain of command calmed Angron down as fleshy squeeze balls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Books XI - XX=== &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Fallen Angels:&#039;&#039;&#039;&#039;&#039; this sequel to Descent of Angels is actually two stories rolled into one book that never converge. The Lion heads to a strategically important forge world only to find that the magos has turned traitor, then fights a war to reclaim some Ordinatus devices only to hand them to Perturabo to gain his trust, not realizing that his brother has already turned. He&#039;s really spergily awkward with people throughout. Meanwhile, [[Zahariel]] and Luther encounter a daemon cult on Caliban and get into shenanigans with [[Cypher]], setting the stage for the rise of the [[Fallen]] as they reject the Lion and the Emperor due to misplaced patriotism for Caliban and butthurt over feeling abandoned by their primarch.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;A Thousand Sons:&#039;&#039;&#039;&#039;&#039; Part 1 of the Battle for Prospero. Runs through the Great Crusade where Magnus discovers the webway, but his Father already knew about it. Then the Edict of Nikaea where Magnus gets all passionate about not restricting psychic powers, then to Horus&#039;s vision quest where Magnus fails to keep his brother on the right path, then does the WORST thing possible by forcing himself through the palace psychic spam filter, breaking the Golden Throne in the process. Space Wolves come knocking shortly after. Tragedy ensues and the Thousand Sons become a thousand sons all over again. Ahriman starts writing his Rubric.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Nemesis:&#039;&#039;&#039;&#039;&#039; [[Malcador the Sigillite]] invents the [[Officio Assassinorum]] Execution Task Force and sends six assassins to kill Horus. They fail because Horus sent a look-a-like, but in the process slay a shapeshifting daemonic counter-assassin sent by Erebus. While it is a decent book and we learn a lot, it didn&#039;t contribute much to the overall plot. On the more [[rage|vitriolic side]], the writing is a bit underwhelming in places; highlights include calling a pariah a psyker, another pariah with a contrived possession, and Horus uttering one of the most cliché one liners out there.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The First Heretic:&#039;&#039;&#039;&#039;&#039; [[Lorgar]]&#039;s turn to get a backstory and generally considered one of the better books in the series. While you may never sympathize with them, this book really lets you understand why The Word Bearers fell to Chaos, rather then being the &amp;quot;CHAOTIC EVIL MONSTERS&amp;quot; they are portrayed in the rest of the series. Feels less rushed than &#039;&#039;[[Fulgrim]]&#039;&#039;. Goes from Monarchia to a bit of soul searching in the Eye of Terror and discovers Cadia. Leads up to Istvaan V and the immediate aftermath. Significant subplots revolve around the inception of Possessed Marines, and what happens to the [[Adeptus Custodes|Custodes]] babysitters watching over the Word Bearers, and how the protagonist [[Argel Tal]] gets into a tragic bromance with the Custodes leader.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Aurelian:&#039;&#039;&#039;&#039;&#039; A limited release short story until an ebook was published. The plot bounces around in between a number of moments in Lorgar&#039;s history up to the prelude of the Shadow Crusade. One narrative involves how Lorgar&#039;s brothers still treat him like shit, especially when he&#039;s the only one who sees through Fulgrim&#039;s possession, and ends with Horus sending him to fuck up Ultima Segmentum and handing him Angron&#039;s (figurative, [[/d/|not literal]]) leash. The other narrative takes place in the 40 year gap in &#039;&#039;The First Heretic&#039;&#039;, where Lorgar makes a pilgrimage into the Eye of Terror with a Daemon Princess as his guide. They come to a dead Crone World where he puts a dying [[Avatar of Khaine|Avatar]] out of its misery and he&#039;s told that the Eldar panicked rather than embrace Chaos during the birth of Slaanesh, which is what caused them to nearly die out; the daemon prince(ss) tells Lorgar the same thing is happening with humanity during the Heresy, how Chaos really wants a [[A Game of Pretend|symbiotic relationship with humanity rather than to conquer it]]. In the middle of this, Khorne decides he&#039;s had enough of this talky wordy shit and sends [[An&#039;ggrath]] to make things more exciting, and Lorgar narrowly beats him. Then Kairos Fateweaver comes and &amp;quot;tells&amp;quot; him about Calth and his relationship with Guilliman and his upcoming war with him in the most confusing as fuck discussion ever. The truth of most of the things told to Lorgar are left ambiguous, because, well, Fateweaver; but also Chaos has a lot riding on the Heresy coming to fruition for reasons left not entirely explored.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Prospero Burns:&#039;&#039;&#039;&#039;&#039; Part 2 of the Battle for Prospero. A civilian archaeologist named Kasper Hawser (as typical for GW authors flexing obscuring knowledge, not very subtle given that the real Kaspar Hauser was a liar from 1820s Germany, who thrived on getting public attention and [[Derp|accidentally killed himself]] when public attention faded) hangs out with a company of the Space Wolves, where we learn a lot about their culture and attitudes. Turns out that Chaos infiltrated everything, so the outcome of Nikaea was practically rigged. The civilian himself even turns out to have been an unwitting spy for Chaos, but the Wolves knew anyway and didn&#039;t give a shit (they thought he worked for Magnus).&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Age of Darkness:&#039;&#039;&#039;&#039;&#039; A short story anthology.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rules of Engagement:&#039;&#039;&#039;&#039;&#039; Roboute lets one of his commanders lead in a series of wars that didn&#039;t really occur, and we get the best line ever said in regards to the [[Codex Astartes]]: despite the fact it does cover a lot, it&#039;s not meant to be followed biblically &amp;lt;s&amp;gt;which is a load of bull given that the Codex lets said commander win all the wars in the most efficient way possible while blindly following it and only failed in the last battle because he was in a war game against Guilliman&amp;lt;/s&amp;gt;. (See the quote on the page on the Big Book of Astartes). The Imperium Secundus shows up, making for another bizarre plot element that ruins the series without adding anything.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Liar&#039;s Due:&#039;&#039;&#039;&#039;&#039; You know those memes on how the [[Alpha Legion]] causes mass paranoia without actually involving any Astartes? Those aren&#039;t just memes. An Alpha Legion serf arrives on a agri-world and turns its allegiance to Horus just by hacking all their interplanetary communications.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Forgotten Sons:&#039;&#039;&#039;&#039;&#039; A [[Salamanders|Salamander]] and a grumpy ol&#039; [[Ultramarine]] are sent in opposition to one of Horus&#039; iterators to convince an industrial-militant world which side to side with. They almost side with Horus before the Warmaster&#039;s agents [[Exterminatus|wreck shit]] for the lulz and to send the message that neutrality will be punished. The [[Iron Warriors]] were doing weird shit on that world for years beforehand and were probably a bigger factor than the lulz.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Last Remembrancer:&#039;&#039;&#039;&#039;&#039; Horus sent the one last remembrancer he had stored up as a gift to Dorn. Instead of in a box (or eight or some shit like that), it was the [[Dan Abnett]] of his day telling Dorn that the grimdark galaxy was grimdark. Also that the Emperor&#039;s vision of a galaxy of peace, unity, prosperity, and fluffy bunnies built up without any more grimdark attached than was strictly needed probably wasn&#039;t very likely before any shit hit any fan either way. Also, Iacton Qruze makes his first appearance since forever, but nobody gives a shit. Dorn says it&#039;s all lies and enemy propaganda before executing said remembrancer and torching all his ramblings.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Rebirth:&#039;&#039;&#039;&#039;&#039; Magnus&#039;s absent fleet from the Burning of Prospero comes home and shits a brick. The last known surviving squad of Thousand Sons outside of the Planet of the Sorcerers gets beaten up and they slowly figure out it was the Space Wolves who shit on Magnus&#039;s &amp;lt;s&amp;gt;parade&amp;lt;/s&amp;gt; world and is stalking them. One plot twist later, most of them are dead, the last one decides he&#039;s gonna rebuild everything, with a few scant hints that his flesh-change genetic flaw will [[Blood Ravens|shift into kleptomania]].&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Face of Treachery:&#039;&#039;&#039;&#039;&#039; The tie-in and conclusion of the audiodrama featuring the Raven Guard after Istvaan and the prequel to Deliverance Lost. After getting fed up with Corax [[troll]]ing Perturabo for a bit too long, Horus sends Angron in to finish the job but Corax&#039;s cavalry arrives to troll Angron by getting the loyalists the fuck out of there. We also learn that Corax has a supersekrit psyker ability which lets him roll a natural 20 on stealth checks no matter how ridiculous it would be, and that the Alpha Legion &#039;&#039;once again&#039;&#039; can out-troll everybody when they fuck things up for the World Eaters (they let the World Eater commander think he was in command then blew his brains out when he tried to actually command). Ends with an transitory bit into &#039;&#039;Deliverance Lost&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Little Horus:&#039;&#039;&#039;&#039;&#039; Little Horus Aximand is struggling with the PTSD he got when he killed Loken and Torgaddon with [[Abaddon|Abby]]. Abby and Little Horus have a discussion (we mean Horus Aximand, not when Primarch Horus was sodomizing Abaddon again) about restoring the Mournival. A couple war scenes later, Little Horus learns the hard way that the White Scars are pretty badass, but his PTSD starts acting up again and he gets his face shaved off before the White Scars are driven off. Little Horus realizes the PTSD he has ultimately stems from that time he helped kill Loken and Torgaddon, and gives a diatribe about how things like &amp;quot;change&amp;quot;, &amp;quot;mood swings&amp;quot;, and &amp;quot;hallucinations&amp;quot; are suited to his melancholic nature, saying things like &amp;quot;it&#039;s perfectly natural&amp;quot;, &amp;quot;I&#039;m fine, everything&#039;s fine. Everything is perfectly, absolutely fine&amp;quot;, and &amp;quot;Therapy is for the weak. I&#039;m fine&amp;quot;. After the Mongolian shave, he gets his face reattached and ends up looking even more like Big Horus in the deal.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;The Iron Within:&#039;&#039;&#039;&#039;&#039; Some pretty bro-tier loyalist Iron Warriors build a fortress hanging from a cave over an ocean of promethium in a hellhole of a world (giant cavern system &amp;amp; acidic atmosphere), and one of Perturabo&#039;s traitor Grand Companies come knocking to demand that they hand over the house keys. The loyalists give them a fuck-you in the form of a Dreadnought. A few melodramatic and horrific but generic war scenes later, and they get overrun (after a full year of siege thanks to the genius of a certain [[Barabas Dantioch]]), drop the fortress from the ceiling onto a Titan, and get the hell out of there by hijacking one of the Iron Warriors warships via teleportation. An Ultramarine bigwig was there to bring the loyalists home, informing them that [[Skub|Guilliman was fortifying Terra]] and he needed good siege workers to stall the traitors then to fortify Terra. While loyalist Iron Warriors were pretty cool, the story itself was pretty forgettable and left some open questions like whether the continuity errors were the result of &amp;quot;faulty astropathic communications&amp;quot; (see Outcast Dead) or if the Ultramarines were trolling the Iron Warriors to join with the Imperium Secundus; also why the Iron Warriors were determined to take a hellhole at an immense expense of people and materiel, including Titans, while they could have just said &amp;quot;fuck yo shit!&amp;quot; and left a fortress with no space or warp conveyance and arguably little strategic value in itself in the middle of nowhere alone. It mentions a few times that it looks really bad for a rebellion trying to gain initiative when a mere captain of their Legions tells their Primarch &amp;quot;fuck off, imma keeping this fortress &amp;amp; resources for the Emperor!&amp;quot; The message behind it being if you can&#039;t even control your own men, maybe this rebellion thing needs a rethinking, because hearing Horus can&#039;t even take this shitty outpost in the middle of nowhere might be bad press when he&#039;s going to Terra.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Savage Weapons:&#039;&#039;&#039;&#039;&#039; A good story written by [[Aaron Dembski-Bowden|ADB]]. Dark Angels are hunting down the Night Lords who are fucking with Forge Worlds, but the Night Lords are staying a step ahead of them, much to [[Rage|the Lion&#039;s frustration]]. After being advised by Horus to pass along a message, Curze asks the Lion to meet up face-to-face on Tsagualsa. When they talk, while what they say to each other is offscreen, it&#039;s implied Curze told Lion about the Fallen Angels and that Horus knew about their impending betrayal. Lion decides nobody is going to give him shit about being a rumored closet traitor, and the ensuing fight proves that Jonson is a &amp;lt;s&amp;gt;badass among primarchs&amp;lt;/s&amp;gt; cheating bitch (he initiated the fight, ending the parlay, by getting in a cheap shot when he plunged his sword into Curze&#039;s heart), until Curze, ignoring a terrible wound even by Primarch standards, whoops that ass and goes to his old fallback of strangling a fucker. Their respective honor guards go at it in the meantime, showing [[Sevatar]] is a badass among Space Marines. Things end up in a draw, leaving things open for a new plotline within the Heresy, the &#039;&#039;Prince of Crows&#039;&#039; novella being the next.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Outcast Dead:&#039;&#039;&#039;&#039;&#039; A mess of continuity errors, at least when compared with the rest of the series, the other authors later claimed all the errors were absolutely intentional and a result of the messed-up nature of Warp-based communication. [[derp|&#039;&#039;Riggggghhhhtttt.&#039;&#039;]] More importantly: shortly after the start of the Heresy an astropath has routine nervous breakdown and is returned to Terra to get [[Witch Hunters|some R&amp;amp;R]]. What really ends up happening is that he gets there in time for [[Magnus]]&#039;s astral body to reach Big E to warn him of Horus&#039; betrayal, and the fuckhueg psychic shock of course dicks with the Astropath HQ compound something mighty. In the confusion and assloads of psychic phenomena that followed, the astropath gets implanted with a message for somebody regarding the war, but his PTSD keeps him from knowing what the hell it is or who it&#039;s for. The Custodes come in and tell him &#039;&#039;&amp;quot;[[Anal Circumference|Ve haff vays of making you talk.]]&amp;quot;&#039;&#039; and hand him over to a pair of [[Inquisition|kind counselors]] who torture the poor man half to death. After a time, he gets busted out in the nick of time by some convict Space Marines from the Traitor Legions. Why they do this is explained by the Thousand Son sagely stating &amp;quot;Just because&amp;quot; to the others. They name themselves the eponymous Outcast Dead and try to get the hell off of Terra. Amusingly, none of the escapees is very happy at the prospect of the Heresy but they are all [[rage|slightly miffed]] at being treated like shit by the Custodes just because of the Legion they belong to. Other subplots revolve around a psyker congregant at a slum church near the Imperial palace; a samurai witch hunter (no, really); &#039;&#039;&#039;&#039;&#039;fucking [[Thunder Warriors]]&#039;&#039;&#039;&#039;&#039;. Best bits are &amp;lt;s&amp;gt;[[Rip and tear|an unarmed, unarmored World Eater ripping a Custodes&#039; spine out through his chest]]&amp;lt;/s&amp;gt; the portrayal of the Emperor playing chess in dreams, revealing that the message is about his upcoming bitchslap from Horus.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Deliverance Lost:&#039;&#039;&#039;&#039;&#039; [[Corvus Corax]], having just escaped from Istvaan V, decides to go ask daddy for a handout to get his Legion back on his feet, and gets the mother of all genetech to do it, though he has to do a bit of legwork to get it. Meanwhile, a bunch of faceless Alpha Legionnaires (okay, they do have faces, they just originally belonged to some Raven Guard) infiltrated Corax&#039;s Legion at Istvaan and are doing recon and intelligence gathering waiting for [[Omegon]] to give the go-ahead to fuck shit up. Corax, meanwhile sets up new geneseed methods that bring up new recruits to battle-ready marines &#039;&#039;in fucking hours&#039;&#039; with the potential to conscript literally anybody willing to become a Space Marine. The Alphas decide this probably isn&#039;t in their interest, and sabotage the new geneseed by tainting it with &#039;&#039;daemon blood&#039;&#039;, turning second- and third-batch new Raven Guard into the twisted monsters we know Corax ended up with. In one of the instances of retcon that was actually flavored with [[awesome]] and win, the mutant marines [[Grimdark|were still sapient]] but were left to fight on in the Emperor&#039;s name. After staging a mass insurrection on Deliverance&#039;s parent world with the help of some old guilders Corax ousted and the Dark Mechanicum, Omegon gets &#039;&#039;more&#039;&#039; Alphas infiltrated into the Raven Guard for the endgame: steal the genetech, kill some Raven Guard, get the fuck out before anybody knows what the fuck just happened in here. A couple cockups along the way leads to the Raven Guard getting wise and isolating out the Alphas. The end of the novel was like a swingers&#039; party at a retirement home: everybody got screwed (even &#039;&#039;Horus&#039;&#039;), nobody got what they hoped for (except for [[Omegon|the really deviant bastard]]), and all-around the reproductive material was a waste. Corax shut down his hothousing method and starts fucking with the Traitors even at reduced numbers. The book ends with Alpharius-Omegon deciding that while their plan for saving the galaxy was still good, they decide working with Xenos isn&#039;t for them.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Know No Fear:&#039;&#039;&#039;&#039;&#039; The book that made the Ultramarines (of all people) cool again. The Ultras are still ignorant about Istvaan and the civil war erupting around the galaxy, and are mustering at Calth with the Word Bearers [[troll|on orders from Horus]] to go kill some Orks together as a conciliatory gesture. They&#039;re in for a surprise: the Word Bearers, while happy as hell to get revenge, are really trying to [[Eldrad|dick over]] the Ultramarines to keep them out of the Heresy if not destroy them outright. What happens next is the Word Bearers arrange some &amp;quot;accidents&amp;quot; using sorcery and good ol&#039; fashioned treachery to fake a monumental fuckup in the shipyards that leaves the Ultramarine forces blind, deaf, and crippled. They use the confusion to say that the Ultras are &#039;&#039;still&#039;&#039; fucking them over, and take the chance to open not only a can but entire cases of whoop-ass on the Ultras. Erebus turns Calth&#039;s pole into a screaming hellscape to start up a warp storm while Kor Phaeron oversees the systematic extermination of the Ultramarines and also successfully poisons Calth&#039;s sun. Guilliman gets jettisoned into space but survives because [[Spiritual Liege]]. He then leads a counterattack on Kor Phaeron, and while Kor comes &#039;&#039;this close&#039;&#039; to getting a Primarch kill with [[Sorcerer (Warhammer 40,000)|Chaos mindbullets]], in a moment of self-aggrandizement he holds back and tries to corrupt Guilliman with his own dagger-sized &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;. Guilliman calmly tells him &amp;quot;The Codex Astartes &amp;lt;s&amp;gt;does&amp;lt;/s&amp;gt; will not support this action&amp;quot; (it was really &amp;quot;You made an error&amp;quot; followed by an explanation of that error, and &amp;quot;but while I&#039;m alive, I can do this&amp;quot;) and [[Rip and Tear|rips out Kor Phaeron&#039;s main heart with an unpowered Power Fist]]. Kor Phaeron&#039;s minions run away with his carcass, allowing the Ultras to retake their space station, which in turn allows Mechanicus plot power, aided by a planet&#039;s worth of orbital defense batteries, to bring the ground war back into the Ultramarines&#039; favor. The novel ends with Word Bearers getting the hell out of there and the Ultramarines evacuating everyone they can off of Calth and telling everybody they can&#039;t to get underground, transitioning into the Underworld War. Special features of this novel include the Ultramarines finally being portrayed as awesome, Guilliman not being a cock, [[Ollanius Pius]] being the special guest star with his very own subplot, and the Word Bearers having athame blades as special issue, one of which will [[Uriel Ventris|come back later]]. You might notice this summary is pretty spoilerific, but if you didn&#039;t know the broad strokes already, you&#039;re in the wrong place. While not exactly winning awards on the philosophical or psychological side, the book itself is a genuinely thrilling read that really knows how to keep its tension up, as the main framing device is that of the official records of the Ultramarines Legion with a ticking clock, with T=0 marking the begin of the Assault on Calth and the massive confusion that ensues depsite every single Ultramarine being surrounded by more red flags than you could find at a Communist party meeting.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Primarchs:&#039;&#039;&#039;&#039;&#039; A novella anthology. As the name suggests, it contains stories featuring Primarchs.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Reflection Crack&#039;d:&#039;&#039;&#039;&#039;&#039; - &amp;lt;s&amp;gt;[[Lucius]] and friends anally rape [[Fulgrim]]. Yeah.&amp;lt;/s&amp;gt; While questionable use of a &#039;&#039;pear of anguish&#039;&#039; is featured during a game of &amp;quot;Stab the Fulgrim,&amp;quot; the real story is this: Lucius and his buddies are deep into the [[/d/|sickfuckery]] which will come to characterize their Legion, but begin to suspect that Fulgrim might have a daemon in him when he begins acting like not-Fulgrim and uses sorcery. They ambush him and try to exorcise it with pain, because torturing a Slaaneshi daemon will totally work (though they find out that a Primarch can grow back a foot and just about any other wound). Among everything else: [[Fabius Bile|Fabulous Bill]] is still an arrogant dick; Lucius is still a maniacal and colossally narcissistic sick fuck; Julius Kaesoron is still an angry badass; Marius Vairosean is still a sycophantic cunt; and Eidolon was still a self-important, whiny douche, but Fulgrim throws a tantrum and cuts his head off, and there was much cheering from the readers, and that &#039;&#039;plus&#039;&#039; almost certain off-screen fapping among the Legionaries leads into &#039;&#039;Angel Exterminatus&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Feat of Iron&#039;&#039;&#039;&#039;&#039; - [[Ferrus Manus]]&#039;s Legion is trying to off some Eldar on a desert world, but can&#039;t find the major Eldar strategic asset because of Spess Elf warp bullshit. A Farseer thinks he can warn Ferrus about the Heresy, and traps him in the webway or some psychic realm for a spirit quest long enough to fight a [[Fulgrim|giant purple snake]] (which is [[/d/|disturbingly appropriate imagery]] when you think about it); and Ferrus thinks it was the wyrm that he killed and gave him his metal hands, but the snake tells him that he must be mistaking it for somebody else. Ferrus kills it, and meets the Farseer who tries to tell Ferrus that he wasn&#039;t just being a dick. Ferrus, having too many experiences with Eldar being dicks, knocks some sense into the Farseer, who manages to run just fast enough to avoid getting killed. Ferrus comes back and helps his Legion fight off the Eldar kill the Webway beacon, or whatever the hell it was. In the background of all of this, the Iron Hands, having lost Ferrus, decide to [[/tg/ gets shit done|get shit done]] rather than bitch about their potentially dead father and work to complete the mission despite being weighed down by Imperial Army who are dying of dehydration and heat stroke. The Eldar figure out a way to use storm clouds that make Iron Hands bionics kill their users, and Ferrus has a bitch of an itch around his neck that he can&#039;t get rid of. [[Drop Site Massacre|I wonder if that&#039;s important]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Lion:&#039;&#039;&#039;&#039;&#039; - Dark Angels fight daemons and reinstitute Librarians. The Lion teamkills Nemiel for reminding him about Nikaea, ruining all the buildup from the previous two &amp;lt;s&amp;gt;Dark&amp;lt;/s&amp;gt; Fallen Angels Books because [[Gav Thorpe]] wanted to prove he&#039;s a big boy author who can kill his characters. Then they steal an intelligent super warp engine (instashifts the Dark Angel fleet into the warp without need for a jump point while teleporting itself and the Lion onto his flagship; Lion is capable of talking politely in front of so much power) from [[Typhus]] then set course for Macragge to sort out Guilliman.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Serpent Beneath:&#039;&#039;&#039;&#039;&#039; - Alpharius Omegon plots against himself and destroys a facility built around what looks suspiciously like a Cadian Pylon (and said facility keeping the White Scars out of the war), due to [[Cake|an information leak]], and they can&#039;t have that. Except than none of the main players are Alpharius or Omegon. And Alpharius and Omegon can&#039;t decide if they&#039;re secretly working against each other or not. Also: considered to be one of the better works of the series, not only due to quality, but because of the sheer mindfuckery of the plot, keeping entirely within the rationale of the Alpha Legion without any jumps in logic or canon.&lt;br /&gt;
&lt;br /&gt;
===Books XXI - XXX===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Fear to Tread:&#039;&#039;&#039;&#039;&#039; Despite being Black Library&#039;s most financially successful book &#039;&#039;ever&#039;&#039; and hitting thirteen(!) on the New York Times bestseller list (without Oprah&#039;s recommendation, even), many [[/tg/|fa/tg/uy]]s find it a bit ridiculous. Why? Well, there&#039;s planets with giant frowny faces inhabited by garbage monsters, ships getting blown up by city-sized rocks launched from the aforementioned planets, a nearly-stereotypically-gay [[Slaanesh]]i daemon that doesn&#039;t actually serve much of a purpose in the story, and a villain named the Red Angel despite the fact [[Angron]] already claimed that as a nickname (although he was first introduced in &#039;&#039;Horus Heresy: Collected Visions&#039;&#039;, so it&#039;s not [[James Swallow]]&#039;s fault). Oh, and Sanguinius acts like an idiot about [[Chaos]] the whole time, which fits the [[fluff]], but come on, how many freaky supernatural signs do you need to see before you decide it&#039;s not just foul xenos? In all fairness, of course, &#039;&#039;Fear to Tread&#039;&#039; does have quite a few good moments, especially when it comes to [[Warp]]-related terror. It also has a priceless bromance between [[Horus]] and [[Sanguinius]], not to mention Sanguinius and his Legion get characterized very well. Sanguiniuns and Co end up reaching Imperium Secundus.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shadows of Treachery:&#039;&#039;&#039;&#039;&#039; Yet another anthology. Most of the stories are tie-togethers or &amp;quot;in-betweens&amp;quot;, and some are very short.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Crimson Fist&#039;&#039;&#039;&#039;&#039; - A story about two parallel story lines. The first is set during the [[Battle of Phall]], a space battle between the Iron Warriors&#039; entire fleet, and what was left over after a third of the Imperial Fists&#039; fleet was dispatched to reinforce the loyalists going to Istvaan, got caught in a warpstorm and were run &amp;quot;ashore&amp;quot; leaving them drifting and isolated in the backwater Phall system. The Iron Warriors, having the advantage of knowing what the hell is going on and having the powers of Chaos to guide them through the storm, show up at Phall and wreck shit for some good old fashioned revenge. Despite having the superior numbers, more and bigger guns, suicidal expenditure cohorts, and the power of a raging hateboner, the Iron Warriors were losing to the Imperial Fists&#039;s superior maneuverability and [[Alexis Polux|Captain Polux&#039;s]] protagonist power. Eventually, the Fists get the order and window to withdraw to Terra, though turning tail would put their fleet at a huge disadvantage. Given the choice between blind obedience to his father or carrying on with the battle they were winning, Polux chooses the former and takes his Fists back to Terra, but ends up in the Imperium Secundus instead. This was also one of the first solid depictions of Perturabo, and clearly the worse of the two as he&#039;s shown to be nothing more than an abusive, cold-hearted Saturday morning cartoon villain with rage issues and the depth and complexity of a kiddy pool. The second story line follows [[Sigismund]] as he follows Rogal around the Imperial Palace after deciding to stay home, even though he was ordered to command the same fleet trapped at Phall, but delegated it to Polux&#039;s predecessor. The twist is that he met Euphrati Keeler, had a spiritual experience when they spoke, and felt that he would be needed more at Terra instead of as a drifting corpse permanently lost in orbit around some backwater, and so handed off the job of commanding the fleet. When he eventually opened up to Rogal about this, it got him in trouble. See, Rogal was still one of the [[Imperial Truth|stupid atheists]] at this point, so he disowned Sigismund because he thought &amp;quot;serving a higher purpose&amp;quot; was arrogant and got in the way of doing his job. This left Sigismund feeling really sad and pissed off, thus was his start of &amp;lt;s&amp;gt;darkness&amp;lt;/s&amp;gt; daddy issues. [[Black Templars|Really pissed off and bad ass daddy issues.]]&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Dark King&#039;&#039;&#039;&#039;&#039; - A look into the head and story of Konrad Curze during the events leading up to the Dropsite Massacre. It shows that, even if you buy that Curze was a [[Lawful Evil|murderous paladin of justice and order]] rather than just a [[Chaotic Evil|deranged serial killer]], he&#039;s pretty fucked up in the head and lives with the knowledge of his demise haunting him (which isn&#039;t that great for what little sanity he has left). It also involves him beating up Rogal Dorn, killing some Imp Fists and Emp&#039;s Children terminators &amp;lt;s&amp;gt;with his more advanced suit and built-in vox jammers&amp;lt;/s&amp;gt; [[Rip and tear|with his bare fucking hands]], then blowing up Nostramo.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Lightning Tower&#039;&#039;&#039;&#039;&#039; - Basically, 20 pages of Rogal Dorn. The first 10 is him being sad about ruining the Imperial Palace as a grand piece of art by fortifying it into a coldly functional fortress. The next 10 is Rogal having an existential monologue, then a conversation with Malcador all about why he doesn&#039;t know why Horus declared war on the Emperor and is afraid to find out why in case it makes sense. Malcador ends up knowing at least a little about Chaos and somehow got his hands on a tarot deck Curze used throughout his life even up to the close of &#039;&#039;The Dark King&#039;&#039;. (Don&#039;t ask how he got them. Really.) Also that (*Name Drop*) the Lightning Tower is the important card that comes up, signifying [[Siege of Terra|a destruction of fortifications]] and/or [[Imperium of Man|a change of thinking brought about by sacrifice]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Kaban Project&#039;&#039;&#039;&#039;&#039; - Right before Istvaan, techpriest Pallas Ravachol is working on a top secret &amp;quot;Kaban&amp;quot; robot project on Mars and realizes that the project has achieved sapience, and is in fact a form of full AI. Though he genuinely befriended the Kaban machine, Ravachol complains to boss Magos Chrom that working on an AI is both highly illegal and insanely dangerous. Chrom tells Ravachol not to be such a pussy since Horus himself gave the OK, and after some deliberation has a death squad waiting to escort Ravachol off site the next morning. Ravachol, thinking there were few ways this could end well, makes a break for it and flees for Magos Malevolus&#039;s forge, hoping to get somebody with some clout to reveal that his old boss and Horus were up to something bad. On the way, he spends time running away from a latex-clad sadist babe who persistently chases after him; since she&#039;s an AdMech equivalent of a Death Cultist assassin, this is a &#039;&#039;much&#039;&#039; better idea than it sounds. When he gets to Malevolus&#039;s forge, Malevolus distracts him with a legion of shiny Mk6 suits of Marine Power Armor long enough to drop the bomb to drop that they were for Horus. The latex-clad babe catches up to them both, and the techpriest flees again, only to be puzzled why Malevolus and the assassin are letting him run. As he gets out the door, he meets the Kaban machine, &amp;lt;s&amp;gt;who realizes friendship was most important thing, the Kaban decides to side with the good guys, and the day is saved.&amp;lt;/s&amp;gt; Chrom told the Kaban Machine that it and Ravachol simply can&#039;t be friends for realsies because of the rules and stuff, and taking up with Horus was a great idea. The Kaban Machine, not understanding how humans work nor &#039;&#039;&#039;The Power of Friendship&#039;&#039;&#039; didn&#039;t know any better than to agree, and kills Ravachol right on the steps of Malevolus&#039;s forge. The end. An okay story, somewhat generic feeling prose. More of a who&#039;s who of the Dark Mechanicus during &#039;&#039;Mechanicum&#039;&#039; and telling where the hell that Kaban machine from the same book came from, and how they seduced an AI into Chaos worship.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Raven&#039;s Flight&#039;&#039;&#039;&#039;&#039; - A bridge between Istvaan V and &#039;&#039;Deliverance Lost&#039;&#039;, also a companion story to the Raven&#039;s Flight audio drama. The story tells how Commander Marcus Valerius of the Imperial Army is stationed on Deliverance and keeps having recurring nightmares which is causing him worry about Corax. Commander Branne of the Raven Guard&#039;s garrison on Deliverance, is getting tired of how the Legion&#039;s pet human won&#039;t stop bitching about it, and decides to take Valerius out on a trip in the battle barge to Istvaan just to show him that everything is just fine. Meanwhile, Corax and a relative handful of surviving Raven Guard are fighting a guerilla war against the traitors, trying to stay one step ahead of the Iron Warriors and then the World Eaters. In between skirmishes Corax spends a few thoughtful moments feeling bad about his Legion and the state of the Imperium now that things have gone to shit.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Death of a Silversmith&#039;&#039;&#039;&#039;&#039; - The title says it all. A silversmith attached to the 63rd Expeditionary Fleet is tasked with making four rings for the Mournival, after that he makes tokens (for the warrior-lodge, but he doesn&#039;t know that) and then gets his windpipe crushed to make sure word doesn&#039;t get out about the tokens. The story is seen from the perspective of the silversmith who describes his life up until the point where he&#039;s lying on his own floor slowly suffocating to death. Ultimately it is kind of irrelevant, but the lore nerds or people who have been paying attention might find it interesting. At barely 20 pages long, you might as well read it anyway.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Prince of Crows&#039;&#039;&#039;&#039;&#039; - A novella featuring the Thramas Crusade as viewed by First Captain [[Sevatar]] of the Night Lords. With the Night Lords&#039;s forces all but shattered by the Dark Angels, Curze in a coma and nearly dead, and the Dark Angels&#039;s fleet in pursuit, Sevatar has to knock some heads for the Night Lords to get their shit together to reorganize and rethink strategy. It&#039;s essentially about showing the fractures in the Night Lords Legion. As most stories written by [[Aaron Dembski-Bowden]], it&#039;s pretty good.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Angel Exterminatus:&#039;&#039;&#039;&#039;&#039; [[Perturabo]] just finished [[skub|fucking up (or being fucked by)]] some Fists, and [[Fulgrim]] finds him to polish off a plot hook from &#039;&#039;The Reflection Crack&#039;d&#039;&#039; and recruit Pert for an expedition into the Eye of Terror because a renegade Eldar said he knows where to get &#039;&#039;the good shit&#039;&#039; (the eponymous Angel Exterminatus). Fulgrim wanted to make a show out of delivering exposition, and he had Pert use his skills to build a stadium and went storyteller mode; then the moment was killed when a Shattered Legion detachment composed of Iron Hands and a Raven Guard commando sniped Fulgrim (he got better). Of course, Pert took the moment to remind himself that this is why he can&#039;t have and [[Rage|won&#039;t ever have]] nice things. Thinking that Fulgrim had the scent of a powerful artifact or a superweapon, and seeing that Fulgrim was becoming the Primarch equivalent of a crack addict member of the Jersey Shore and his legion wasn&#039;t looking much better, Pert decided to play it safe by tagging along and making sure Fulgrim wouldn&#039;t break anything. On the way, a different Eldar scholar came to the Shattered Legion, telling them that Fulgrim and Pert can&#039;t be allowed to get to the Angel Exterminatus, or [[Daemon|Bad Things (Warp-registered trademark)]] will happen. Well into the journey into the Eye, the Iron Hands&#039;s resident mad scientist accidentally gives away their location, and the Emperor&#039;s Children and Iron Warriors decide to throw a boarding party. After a few pages of pulse-pounding action, Pert says &amp;quot;fuck this&amp;quot; and leaves as the Iron Hands&#039; same mad scientist overloads the engines and does a [[Battlefleet Gothic|mother of a ramming maneuver]] which kills an Emperor&#039;s Children ship. (Pert was getting sick of Fulgrim&#039;s shit at this point, so he decided not to let them know, leading to the loss of the ship and thousands of casualties for Fulgrim.) When they finally get there, they find a [[Crone World]] covered in ruins and occupied spirit stones being held in orbit around a black hole. Some wraithbone constructs pop up and Pert and Fulgrim have to fight to the heart of the planet to get at the Angel Exterminatus. On the way, Pert kills their renegade Eldar because he was a lyin&#039; bitch. When they &#039;&#039;finally&#039;&#039; get there, surprise! Daemon Primarch Fulgrim is supposed to be the Angel Exterminatus, and he betrays Pert (a bauble Fulgrim gave to Pert at the start of the book was a vitality-leeching thing), and they start the ritual which would sacrifice Pert to turn Fulgrim into a Daemon Prince. Then the Shattered Legion crashes the ceremony and assists the Iron Warriors since it&#039;s clear they weren&#039;t working with the Emperor&#039;s Children anymore. Pert kills Fulgrim but it doesn&#039;t count since Fulgrim&#039;s mortal essence works just as well as sacrifice. He goes full Daemon Prince despite a generous helping of Thunder Hammer to his [[gay|pretty face]], breaks every spirit stone on the planet, and disappears with every last one of his sick fucks. The Eldar scholar helping the Shattered Legion throws a bitch fit, revealing that both scholars were Dark Eldar who had cut a deal with Fulgrim (help him become a daemon and they get assloads of spirit stones to fuck with), and he had made sure that the Shattered Legions were there to put a wedge in that deal because... reasons. The Shattered Legion gets the hell out and the Iron Warriors try to GTFO as the planet starts to fall into the black hole. The book ends with Pert, [[pretend|being a wise man]], ordering them to reverse course and fly right into that fucker. (It works out for them in the end.) Subplots include a lot of buildup for McNeil&#039;s Iron Warriors stories, the Shattered Legions&#039; feelings on trying to unfuck an irreversibly fucked situation, and a tense story of two Imperial Fists as they try to survive Fabius&#039;s turning them into mutants (which actually had a poor payoff). Despite being overall good, it&#039;s a bit of a skub novel because the depiction of Perturabo is so different from expected; rather than being the bitter [[RAGE|Rage]] machine from every other depiction, he&#039;s a quiet [[Neckbeard|nerd who plays with toys as a hobby]] but with muscles. The ghosts of Eldar&#039;s Aspect Warriors and Wraith-Constructs inside a planet left inside the Eye of Terror, the first death of Lucius at the hands of a Mary Sue despite previous claims that he was undefeated during the Heresy and his unexplained first resurrection, and an Iron Hands legionnaire somehow being immune to sonic weapons by being deaf is canon rape on par with C.S. Goto. And worst of all, a rotating Shadowsword turret.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Betrayer:&#039;&#039;&#039;&#039;&#039; Lorgar and Angron rampage over the Ultramarines&#039; 500 worlds. Lots of references to Angron&#039;s past and his Butcher&#039;s Nails killing him slowly. Turns out one of the Ultramarine worlds was his own homeworld, so he destroys it and Lorgar makes him into a daemon prince. Also remember the &#039;&#039;Furious Abyss&#039;&#039;? Lorgar has two more. When not showing off the two traitor primarchs, the book focuses on Khârn and Argel Tal being totally bro-tier until that bitch Erebus decides to intervene and becomes a team-killing asshole. Why Erebus isn&#039;t modeled with a long mustache fit for twirling is beyond us. The guy also resurrects the Word Bearers&#039; waifu, apparently turning her into a perpetual in the process, only for her to be &amp;lt;s&amp;gt;kidnapped&amp;lt;/s&amp;gt; rescued by the Cabal soon after. She is never seen again in the rest of the series. Best known for containing Angron&#039;s dressing-down speech toward Guilliman having it easy since birth while Angron had a pretty shit life from day one.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mark of Calth:&#039;&#039;&#039;&#039;&#039; Another set of short stories, though all focused on the [[Ultramarines]] or the [[Word Bearers]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Shards of Erebus:&#039;&#039;&#039;&#039;&#039; - We find that [[Erebus]] broke the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039; into eight daggers/athames and shared them with his bros. Also shows how he returned to Davin to learn how to teleport with the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;, then killing the priestess that helped him turn Horus. She somehow wins because she served Chaos before dying which pisses Erebus off.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Calth That Was&#039;&#039;&#039;&#039;&#039; - The story focuses on an Ultramarine Captain and Co. and on a Word Bearers commander and his Dark Apostle. Keeps bringing up what Calth used to be like. Longer-than-the-rest-story short, Word Bearers try to Nurgle everyone, and the Ultramarines save the day in the nick of time. After all, THE GREATEST OF THE-{{BLAM}}&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Dark Heart&#039;&#039;&#039;&#039;&#039; - A young Word Bearer is interrogated by Kor Phaeron after he ended up killing his mentor with dark powers (turned him insta inside out). A kind of nice story that shows the &amp;lt;s&amp;gt;degradation&amp;lt;/s&amp;gt; enlightenment of the Legion.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Traveller&#039;&#039;&#039;&#039;&#039; - A spacedock traffic controller survives the destruction of his star fort, and the fatal crash of his escape shuttle before ending up in a small underground arcology with other human survivors. Imperial cultists believe he is blessed, and when he starts hearing whispers and seeing unbelievers they start rounding everybody up for execution. Everybody gets slowly executed till he&#039;s the last one left. He learns he&#039;s been possessed and reveals to an Ultramarine that he was was infected by the vox from the &#039;&#039;Campanile&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;A Deeper Darkness&#039;&#039;&#039;&#039;&#039; - An Ultramarine has a hard-on for a certain Word Bearer trolling him. Hunts down said Word Bearer into a cave system with a team of soldiers and Spess Merheens. Word Bearer trolls them by summoning a Gorgon. Ultramarine wins by tricking the Gorgon into looking at its reflection.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Underworld War&#039;&#039;&#039;&#039;&#039; - A story that has little to do with the actual Underworld War. It features a Gal Vorbak who sees the attack on Calth as a clusterfuck of fail. Has a plot-twist ending... turns out Daemons give visions of the future to potential Gal Vorbak, and said Gal Vorbak was given a vision of him not abandoning his fallen brothers on Calth. The Daemon doesn&#039;t have time for that shit so it lets him die during his transformation, much to the distress of the still fairly bro tier [[Argel Tal]] who is soothed by the honeyed words of [[Lorgar|did nothing wrong]].&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Athame&#039;&#039;&#039;&#039;&#039; - A narrated story of the history of a knife, though not one from the &#039;&#039;&#039;MURDER SWORD&#039;&#039;&#039;. That&#039;s about it... totally... right? Wrong. The small sacrificial knife that Ollanius found was carved on Terra for a benign ritual, stolen by an evil Perpetual who was killed by &#039;&#039;the Emperor&#039;&#039; in medieval times, found in an archeological dig by Kasper Hawser, and went on other crazy murder-adventures, all while having rudimentary sentience.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Unmarked&#039;&#039;&#039;&#039;&#039; - Ollanius Pius and friends are traveling through time and space using the athame from the previous story. We learn a lot more about Oll&#039;s past, going into detail about his offhand mentions that he was one of the Argonauts and that he served in the First World War and the First Gulf War. It&#039;s based as all fuck and written by [[Dan Abnett]], so don&#039;t miss it. Also features Ol&#039; Oll&#039;s much, much earlier encounters with the [[Emperor|big daddy E]] in flashbacks and kinda proves O.P. Diddy right in his contention against Him that faith has power it not directed [[Lorgar|in the wrong]] [[Chaos|places]] and has in fact protected Terra for fuckawatts worth of millennia, and if He hadn&#039;t have been such an aspergated edgelord about atheism, more daemons might have been conquered due to the power of 19th century English hymnody with some of the words altered to refer apparently to the very same edgy atheist. Unmarked also features a traumatized but insightful qt3.14 psyker witch.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vulkan Lives:&#039;&#039;&#039;&#039;&#039; What happened to Vulkan after the Dropsite Massacre? He got made Konrad Curze&#039;s torture bitch. Plenty of fun with dining implements and an awesome ending involving a hammer to the face. Not one of the best HH Books though is a somewhat necessary read for continuing the plot arc. Remember the Shattered Legions crew from &#039;&#039;Angel Exterminatus&#039;&#039;? Now you get a new group that is far more bland and less distinct. John Grammaticus is up to no good (probably), looking for an artifact infused with the Emperor&#039;s groovy god juice and there is a Word Bearer who doesn&#039;t seem to be buying into the whole &amp;quot;Chaos is so epic and cool&amp;quot; schtick of his legion. The major problem with the story is that, while it is fun reading Curze taunting Vulkan, not much happens in it and it barely affects the stakes or the overall plot to a great degree, except we now know that Vulkan is a perpetual.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Unremembered Empire:&#039;&#039;&#039;&#039;&#039; [[Perpetual|Matt Damon]] killed Martin Luther King. This happens in the book. Also, unlike the cover and synopsis would imply, it&#039;s &#039;&#039;not&#039;&#039; about Sanguinius and Guilliman working together to build a back-up Imperium around Ultramar, which leads to the question of &#039;&#039;why that&#039;s on the cover?&#039;&#039; No one knows what it is really about, especially the book&#039;s description of itself (which describes its &#039;&#039;sequels&#039;&#039;). Several things happen in the book and several unrelated subplots collide as several entities are drawn by the Pharos device to Macragge. There are implications that Guilliman&#039;s new backup Imperium is starving resources from Terra.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Scars:&#039;&#039;&#039;&#039;&#039; Technically the third book of the Prospero arc. The Khan returns to the Imperium after killing Orks left over from Ullanor and can&#039;t decide what side to join. Turns his back on Leman Russ during a fight with the Alpha Legion and goes looking for his best friend Magnus, also gets into a fight with Mortarion on the way, also [[The Fallen|half his legion turns traitor]] but turns out it&#039;s no big deal.&lt;br /&gt;
** &#039;&#039;&#039;&#039;&#039;Brotherhood of the Storm:&#039;&#039;&#039;&#039;&#039; Prequel to Scars, shows the White Scars fighting Orks on Chondax.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Vengeful Spirit&#039;&#039;&#039;&#039;&#039; Horus goes looking for power to make him equal to the Emperor and the Chaos Gods give it to him by sending him to the Hyperbolic Time Chamber from Dragon Ball Z (kinda). We learn that the Emperor gained his powers after making a pact with the Chaos Gods where they gave him a fraction of their power, then somehow managed to double-cross them in what is quite possibly the most retarded retcon ever introduced in the entire book series. (In all seriousness though, the Chaos Gods have been claiming this throughout the series. It could be the truth or one of their beautifully crafted lies.) Loken comes back. There&#039;s also the Knights of &amp;lt;s&amp;gt;Lannister&amp;lt;/s&amp;gt; Molech, who fall to Slaanesh through copious amounts of Twincest. Also, if you have been ignoring the audio books, you will be a bit lost at the start of this one. To rectify that, read &#039;&#039;&#039;Garro&#039;&#039;&#039; and then &#039;&#039;&#039;The Silent War&#039;&#039;&#039; books from further down this list, before you read this book.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Damnation of Pythos&#039;&#039;&#039;&#039;&#039; A Lovecraftian Horror story disguised as a Horus Heresy story. Has the most grimdark ending of the series thus far, up there with Dead Men Walking. Adds just about as much to the overall series as &#039;&#039;Furious Abyss&#039;&#039; did, but is actually pretty well written (unlike &amp;quot;Furious Abyss&amp;quot;). To cut a long story short, daemons take over a world in the Pandorax system, capture a starship, and use it to start ferrying cultists from place to place. The book also has some crossover with 40k and the Pandorax Campaign.&lt;br /&gt;
&lt;br /&gt;
===Books XXXI - XL===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Legacies of Betrayal&#039;&#039;&#039;&#039;&#039; Another anthology, though this time it&#039;s a bit of a cheat; they just consolidated several pre-existing stories and some of the the novellas but also included print versions of audio books.&lt;br /&gt;
**&#039;&#039;&#039;Brotherhood of the Storm&#039;&#039;&#039; - see above&lt;br /&gt;
**&#039;&#039;&#039;Serpent&#039;&#039;&#039; - A really short and out-of-place story about a Davinite Priest.&lt;br /&gt;
**&#039;&#039;&#039;Hunters Moon&#039;&#039;&#039; - Originally an audiobook involving peasant fishermen rescuing a crashed Space Wolf who is running from the Alpha Legion after killing Alpharius. It obviously doesn&#039;t end well.&lt;br /&gt;
**&#039;&#039;&#039;Veritas Ferrum&#039;&#039;&#039; - A prequel to &amp;quot;Damnation of Pythos&amp;quot;, about an Iron Hands starship escaping (against their better nature) from Isstvan with some survivors.&lt;br /&gt;
**&#039;&#039;&#039;Riven&#039;&#039;&#039; - An Iron Hand from the Crusader Host is sent by Sigismund to look for some of his brothers, scattered after Istvaan V. He finds one suspicious-looking group and discovers that they use forbidden technologies to fight traitors even after death.&lt;br /&gt;
**&#039;&#039;&#039;Strike and Fade&#039;&#039;&#039; - More survivors of Isstvan, though this is about Salamanders just killing time (and Night Lords) whilst they wait to be rescued.&lt;br /&gt;
**&#039;&#039;&#039;Honour to the Dead&#039;&#039;&#039; - An Ultramarine squad fights its way through Calth with a innocent woman and child trying their hardest to follow them to safety, while loyalist and traitor Titans punch each other&#039;s faces in the background.&lt;br /&gt;
**&#039;&#039;&#039;Butcher&#039;s Nails&#039;&#039;&#039; - A good one to read: Angron &amp;amp; Lorgar go on the Shadow Crusade and come to an understanding whilst fighting Eldar. It is also a prequel to &amp;quot;Betrayer&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Warmaster&#039;&#039;&#039; - Horus considers how much of a badass he is while chatting with Ferrus Manus&#039;s skull and complains about how all the primarchs that sided with him are [[Perturabo|dickheaded]] [[Mortarion|edgelords]] or [[Konrad Curze|batshit]] [[Angron|lunatics]], while the cool guys like Sanguinius and Guilliman are still loyal to the Emprah.&lt;br /&gt;
**&#039;&#039;&#039;Kryptos&#039;&#039;&#039; - Somewhere in the Galactic East (either Thramas Crusade or Imperium Secundus), Nykona Sharrowkyn and company go kidnap a warp code interpreter that will let them intercept garbled enemy communications. Prequel to &amp;quot;Angel Exterminatus&amp;quot;.&lt;br /&gt;
**&#039;&#039;&#039;Wolf&#039;s Claw&#039;&#039;&#039; - Bjorn the Fell-Handed needs a replacement arm but the Iron Priests are too busy; he happens to find a nice fancy relic one just lying around.&lt;br /&gt;
**&#039;&#039;&#039;The Divine Word&#039;&#039;&#039; - Marcus Valerius (army commander from Raven Guard story arc) receives some prophetic dreams and subsequently prevents an Alpha Legion diversion. It serves as his final push to join the Imperial Cult.&lt;br /&gt;
**&#039;&#039;&#039;Thief of Revelations&#039;&#039;&#039; - After Prospero, the Thousand Sons need something to stop all their rampant mutation, so Ahriman goes to ask why Magnus has locked himself away. He&#039;s got bigger things to worry about and is looking across time and space for key events for future [[Just as Planned]] manipulations.&lt;br /&gt;
**&#039;&#039;&#039;Lucius the Eternal Warrior&#039;&#039;&#039; - After his first death &#039;&#039;(and unexplained resurrection)&#039;&#039; at the hands of Nykona Sharrowkyn, Lucius has somehow abandoned the Heresy and goes to the Planet of Sorcerers to fight a duel with the bestest Thousand Son swordsman (cause he cheats and reads your mind to see what you do next) and ends up meeting Ahriman. [[wat|Uh-huh...]]&lt;br /&gt;
**&#039;&#039;&#039;The Eightfold Path&#039;&#039;&#039; - Kharn and the World Eaters realize that too much rip and tear is leading them [[Khorne|down a damning path]], but they&#039;re already too far gone.&lt;br /&gt;
**&#039;&#039;&#039;Guardian of Order&#039;&#039;&#039; - [[Cypher]] and [[Zahariel]] discover that the Ouroboros (banished in Fallen Angels) is coming back.&lt;br /&gt;
**&#039;&#039;&#039;Heart of the Conqueror&#039;&#039;&#039; - Angron&#039;s Navigator gets a bit uppity about being made to turn traitor, despite having been picked for the job as the angry man&#039;s chauffeur by the Emperor himself. Blams herself during mid-warp transit with not-fun results for flagship.&lt;br /&gt;
**&#039;&#039;&#039;Censure&#039;&#039;&#039; - Aeonid Thiel is killing time and Word Bearers in the Underworld War on Calth, writing notes about it on his armour. Said notes will eventually get written into Guilliman&#039;s draft of the [[Codex Astartes|Codex]] on the subject of killing Word Bearers (because it&#039;s that damn important to kill Word Bearers). Goes on a buddy cop adventure with an army trooper. Thiel eventually gets bored and goes back to Macragge in the end.&lt;br /&gt;
**&#039;&#039;&#039;Lone Wolf&#039;&#039;&#039; - Bjorn has lost all of his squad, but is now such an awesome badass that he can solo Bloodthirsters.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Deathfire&#039;&#039;&#039;&#039;&#039; - &amp;quot;vUlKaN lIvEs&amp;quot; What the Salamanders have been saying since Isstvan is true: Vulkan lives! Well now he does. Basically a bunch of Salamanders take his body from Macragge to Nocturne (with some side help from didn&#039;t-ask-for-this Magnus) and throw him into Nocturne&#039;s largest volcano, and lo and behold he comes back to life, making that entire plotline pointless. Still has the fucking Fulgurite in his chest, though. TL;DR: https://www.youtube.com/watch?v=M7nzml-zZ9M&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;War Without End&#039;&#039;&#039;&#039;&#039;: Anthologies Without End.&lt;br /&gt;
**&#039;&#039;&#039;The Devine Adoratrice&#039;&#039;&#039; - Prequel to &amp;quot;Vengeful Spirit&amp;quot; shows that House Devine was rotten to the core long before the coming of Fulgrim.&lt;br /&gt;
**&#039;&#039;&#039;Howl of the Hearthworld&#039;&#039;&#039; - Space Wolves get sent to Terra to watch over Rogal Dorn so he doesn&#039;t start using psykers; it&#039;s a pointless task and everyone involved knows it. Also offers insight into the Wolves&#039; naming conventions.&lt;br /&gt;
**&#039;&#039;&#039;Lord of the Red Sands&#039;&#039;&#039; - During Istvaan III, Angron indulges himself in some philosophizing about the nature of his rebellion and what is good cause while butchering his own sons. I swear, I&#039;m telling the truth.&lt;br /&gt;
**&#039;&#039;&#039;Artefacts&#039;&#039;&#039; - On his way to Istvaan V, Vulkan decides that all of his artefacts should be destroyed to prevent them falling into the wrong hands. His forgemaster intervenes and persuades him to keep at least some so Vulkan grants him the right to choose seven items to preserve and give him the title of Forge Father, keeper of these artefacts.&lt;br /&gt;
**&#039;&#039;&#039;Hands of the Emperor&#039;&#039;&#039; - Depicts one typical day of the Adeptus Custodes through eyes of their newly appointed Master of the Watch, including colossal orbital plates invading Imperial Palace and Custodes and the Imperial Fists being stubborn assholes even when facing battle with each other at the heart of the Imperium, never-ceasing Blood Games and bureaucratic and diplomatic hell wrapping all that entanglement.&lt;br /&gt;
**&#039;&#039;&#039;The Phoenician&#039;&#039;&#039; - A dying Morlock witnesses the final duel between Ferrus Manus and Fulgrim.&lt;br /&gt;
**&#039;&#039;&#039;Sermon of Exodus&#039;&#039;&#039; - Another prequel to &amp;quot;Damnation of Pythos&amp;quot;, explains the appearance of the huge cultists&#039; fleet from Davin in orbit of Pythos. Provides rare insight on the life on Davin and origins of Chaos cults there. Also features really bizarre description of the first Davinite priest, who spent the last several thousand years in the warp.&lt;br /&gt;
**&#039;&#039;&#039;By the Lion&#039;s Command&#039;&#039;&#039; - Prologue to &amp;quot;Angels of Caliban&amp;quot;. Corswain is tasked by the Lion to hunt Death Guard ships, but is experiencing a severe lack of manpower. After an uneven engagement with Typhon that nearly costs him his life and fleet, he decides to send Chapter Master Belath to Caliban for recruits.&lt;br /&gt;
**&#039;&#039;&#039;The Harrowing&#039;&#039;&#039; - Some random Alpha Legionnaires take over some random Mechanicus ship. Turns out that they are so god-mode that everyone important is their operative, so they meet no resistance at all. The end.&lt;br /&gt;
**&#039;&#039;&#039;All That Remains&#039;&#039;&#039; - A transport ship full of war orphans and Imperial Army soldiers with severe PTSD is lost in space during warp transit. Fear not though, because in fact they are being stolen by one of Malcador&#039;s agents for transfer to Titan and induction into the Grey Knights.&lt;br /&gt;
**&#039;&#039;&#039;Gunsight&#039;&#039;&#039; - The Vindicare Assassin from Nemesis is still alive and on Horus&#039; flagship; it&#039;s about him spending years waiting for the opportune moment to get a shot, but he starts going mad while he waits. He finally gives up when Horus plucks his killshot from the air and Horus gives him a chaos rifle for his change in loyalty.&lt;br /&gt;
**&#039;&#039;&#039;Allegiance&#039;&#039;&#039; - Revuel Arvida spends some time on the White Scars flagship trying to understand what to do after losing all his Legion. He reflects on his time on Prospero, attends the Khan&#039;s trial for the pro-Horus plotters from &amp;quot;Scars&amp;quot;, and tries to escape, but in the end he chooses to spend some more time with the Scars.&lt;br /&gt;
**&#039;&#039;&#039;Daemonology&#039;&#039;&#039; - After his duel with Jaghatai, Mortarion tries to interrogate a daemon, which goes as well as you&#039;d expect. Also shows that Malcador and the Emperor planned Nikaea for almost seventy years before it took place.&lt;br /&gt;
**&#039;&#039;&#039;Black Oculus&#039;&#039;&#039; - A Navigator that serves the IV Legion loses his mind after Perturabo drives his ships into the black hole in the center of the Eye of Terror.&lt;br /&gt;
**&#039;&#039;&#039;Virtues of the Sons&#039;&#039;&#039; - Sanguinius foresees that he will not always be in charge of the Blood Angels, but worries about the Red Thirst causing havoc with his sons&#039; futures, so gets Amit to duel Kharn and Azkaellon to duel Lucius in hopes they&#039;ll learn something. Azkaellon learns to let the rage out a bit and Amit learns a modicum of restraint.&lt;br /&gt;
**&#039;&#039;&#039;The Laurel of Defiance&#039;&#039;&#039; - Lucretius Corvo (later founder of the Novamarines) and his squad kill a Traitor Titan using only their wits and one meltagun. &lt;br /&gt;
**&#039;&#039;&#039;A Safe and Shadowed Place&#039;&#039;&#039; - [[Night Lords]] start stabbing each other in the back as soon as Curze goes missing while solo&#039;ing Macragge. It&#039;s about a ship floating in the ruinstorm that has just discovered the [[Imperium Secundus|Pharos]] and foreshadows problems for Ultramar.&lt;br /&gt;
**&#039;&#039;&#039;Imperfect&#039;&#039;&#039; - Daemon-Fulgrim has been getting Fabius to clone Ferrus Manus, because the split personality thing makes him feel guilty about failing to turn his brother to Horus&#039;s side, but the clones are never quite right and go mental at each suggestion. Fabius also has his own stuff going on.&lt;br /&gt;
**&#039;&#039;&#039;Chirurgeon&#039;&#039;&#039; - Fabius is dying from the genetic flaw that&#039;s been killing Emperor&#039;s Children since before they found Fulgrim - or not, since he found a way to distill other Marines into drug that keeps the illness at bay.&lt;br /&gt;
**&#039;&#039;&#039;Twisted&#039;&#039;&#039; - Maloghurst solves some routine troubles on the &#039;&#039;Vengeful Spirit&#039;&#039; like persistent petitioners, lack of water, rogue daemons and the Davinite cult plotting to control Horus.&lt;br /&gt;
**&#039;&#039;&#039;Wolf Mother&#039;&#039;&#039; - Right after events of &#039;&#039;Vengeful Spirit&#039;&#039; Alivia Sureka goes searching for her daughter, who was stolen by a Slaaneshi cult that escaped from Molech, with a little help from Severian The Wolf. No, really, she is so badass that Severian doesn&#039;t even look like someone superior.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Pharos&#039;&#039;&#039;&#039;&#039;: Night Lords fucking up the Pharos Lighthouse on Sotha. Sanguinius eventually grows some balls and starts standing up to Guilliman instead of just being a pantomime Emperor, while the Lion is nowhere to be seen as usual. Warsmith Dantioch bites it while using the Pharos to burn the Night Lords out of his fortress, but inadvertently piques the interest of the [[Tyranids]], causing them to show up 10,000 years later. Skraivok become a prime example of DAEMON SWORDS: NOT EVEN ONCE.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Eye of Terra&#039;&#039;&#039;&#039;&#039;: Another anthology.&lt;br /&gt;
**&#039;&#039;&#039;The Wolf of Ash and Fire&#039;&#039;&#039; - takes place before Ullanor. Emperor and Horus destroy one really powerful WAAAGH!!!, lead by an exceptionally huge Big Mek. Story consists almost completely of foreshadowing.&lt;br /&gt;
**&#039;&#039;&#039;Aurelian&#039;&#039;&#039; - see &amp;quot;First Heretic&amp;quot;&lt;br /&gt;
**&#039;&#039;&#039;Massacre&#039;&#039;&#039; - A young Night Lords apothecary named [[Talos_(Warhammer_40,000)|Talos]] takes part in the Istvaan V Massacre.&lt;br /&gt;
**&#039;&#039;&#039;Brotherhood of the Moon&#039;&#039;&#039; - After the failed coup from &#039;&#039;Scars&#039;&#039;, Torghun Khan is being interrogated and explains why he chose Team Horus.&lt;br /&gt;
**&#039;&#039;&#039;Inheritor&#039;&#039;&#039; - [[Eliphas_The_Inheritor|Eliphas]] The Inheritor (yes, that one from the DoW series) sacrifices the population of a city on a planet Kronos (yes, again from DoW) and a company of Ultramarines to have a nice little chat with Lorgar.&lt;br /&gt;
**&#039;&#039;&#039;Vorax&#039;&#039;&#039; - An unlucky Dark Mechanicum priest falls to a loyalist ambush and subsequently being killed by Vorax-class battle servitor. Really short and forgettable story.&lt;br /&gt;
**&#039;&#039;&#039;Ironfire&#039;&#039;&#039; - Turns out that Idriss Krendl (that arrogant warsmith who had a stronghold dropped on his head by Dantioch) is alive! Really tough bastard, though several months under debris has affected his sanity a little. He now spends his time testing new siege tactics on the Emperor&#039;s Children world in preparation for the siege of the Imperial Palace.&lt;br /&gt;
**&#039;&#039;&#039;Red-Marked&#039;&#039;&#039; - Aeonid Thiel starts his band of cliche badass marines and learns about the mysterious Nightfane that threatens Macragge itself.&lt;br /&gt;
**&#039;&#039;&#039;Master of the First&#039;&#039;&#039; - Astelan takes part in a coup to remove Luther from command, but only to prevent it.&lt;br /&gt;
**&#039;&#039;&#039;Stratagem&#039;&#039;&#039; - Guilliman explains to Aeonid Thiel how important it is not to follow military books to the letter and concludes that he&#039;ll just have to write a book about it (guess [[Codex_Astartes|what book]] it is). &lt;br /&gt;
**&#039;&#039;&#039;The Long Night&#039;&#039;&#039; - Jago Sevatarion is chilling in Dark Angels captivity, slowly losing his mind due to his suppressed psyker powers, when some girl from the ship&#039;s astropath corps starts to talk to him from boredom. When her superiors find out, they flog her nearly to death because it was obviously forbidden. Sevatar doesn&#039;t take it lightly, flees captivity and kills the main astropath and calls it JUSTICE, because a man who skins young girls by the dozens on a daily basis simply to strike fear in a populace is definitely all about justice.&lt;br /&gt;
**&#039;&#039;&#039;Sins of the Father&#039;&#039;&#039; - During his emo-phase Sanguinius contemplates how his legion will fall after his death. He then decides that switching roles between Azkaellon and Amit during ritual combat will probably solve all problems.&lt;br /&gt;
**&#039;&#039;&#039;The Eagle&#039;s Talon&#039;&#039;&#039; - While the Battle of Tallarn rages, some Imperial Fists &#039;&#039;&#039;covert operatives&#039;&#039;&#039; try to take over a huge macro-transporter. They fail and are forced to crash the transporter onto raging battlefield below, blasting everything within 300km and causing nuclear fallout.&lt;br /&gt;
**&#039;&#039;&#039;Iron Corpses&#039;&#039;&#039; - One really tough and stubborn Iron Warriors Warsmith refuses to die despite the nuclear fallout from the previous story, waits for the storm to subside, finds and reanimates Warlord Titan and returns to action.&lt;br /&gt;
**&#039;&#039;&#039;The Final Compliance of Sixty-Three Fourteen&#039;&#039;&#039; - The Imperial governor of some backwater world recollects memories of his long service to the Imperium, while preparing himself to spit in the face of Horus&#039;s representatives when they come to demand his surrender.&lt;br /&gt;
**&#039;&#039;&#039;Herald of Sanguinius&#039;&#039;&#039; - Azkaellon invents the Sanguinor to free his gene-father from the burden of being the figurehead of Imperium Secundus.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Path Of Heaven&#039;&#039;&#039;&#039;&#039;: Sequel to Scars. The White Scars have been fighting the traitor legions for a few years but are starting to show the strain. They finally decide to head back to Terra, but things don&#039;t go as planned. Notable for digging into the Webway storyline and the Navis Nobilite as well as featuring a resurrected and suddenly competent Eidolon. Navigators weren&#039;t going to sit around while E-money built their replacement, White Scars use a prototype webway portal to escape their last stand, and Mortarion starts using sorcery to locate Typhon.&lt;br /&gt;
*&#039;&#039;&#039;The Silent War:&#039;&#039;&#039; Guess What?! It&#039;s &#039;&#039;another&#039;&#039; anthology of stories that GW have already sold individually as audio-books. So value might be had for those who hadn&#039;t listened to them.&lt;br /&gt;
**&#039;&#039;&#039;The Purge&#039;&#039;&#039; - The story consists of two story lines. In the first of them, Sor Talgron purges one of the worlds in Ultramar during the Shadow Crusade, but gets tricked and takes a bombful of exterminatus grade phosphex to the face (he survives nonetheless, though). In second, he undertakes some covert actions on Terra before Istvaan V and leaves a nasty surprise for Dorn in the catacombs beneath the Imperial Palace.&lt;br /&gt;
**&#039;&#039;&#039;The Sigillite&#039;&#039;&#039; - see below, in section &amp;quot;Audio Books&amp;quot; &lt;br /&gt;
**&#039;&#039;&#039;Wolf Hunt&#039;&#039;&#039; - [[Awesome|Samurai witch hunter]] Yasu Nagasena hunts Severian the Wolf right after the events of Outcast Dead.&lt;br /&gt;
**&#039;&#039;&#039;Army of One&#039;&#039;&#039; - An Eversor assassin is sent out for the routine &amp;quot;kill everyone&amp;quot; mission, but finds out that his main target is not only a stereotypical Stupid Fat Decadent Planetary Governor who turned traitor, but also a jerk from his past. So he kills him. The whole thing is about 4 pages long.&lt;br /&gt;
**&#039;&#039;&#039;The Gates of Terra&#039;&#039;&#039; - Dorn and Malcador have an idea that it will be good for the defenses of Terra if they use some psykers to run some chosen veterans through endless hypno-simulations of ill-fated space battles with the Vengeful Spirit within the boundaries of Sol.&lt;br /&gt;
**&#039;&#039;&#039;Ghosts Speak Not&#039;&#039;&#039; - Amendera Kendel, who had a crisis over her moral values after the events of The Voice and left the Silent Sisterhood, returns to Luna to recruit some of Garro&#039;s Death Guard into the Knights Errant. They then are dispatched to a mission to uncover a traitor&#039;s plot at Proxima Centauri.&lt;br /&gt;
**&#039;&#039;&#039;Templar&#039;&#039;&#039; - Sigismund purges an asteroid temple of Word Bearers, this being the same temple that was mentioned in The Purge (those cross-references are awesome).&lt;br /&gt;
**&#039;&#039;&#039;Distant Echoes of Old Night&#039;&#039;&#039; - Some Death Guard are drowning Imperial Fists&#039; defenses with bodies on some shithole moon in the middle of nowhere, but it seems they are running out of time. They launch a final assault but fail to coordinate the phosphex bombardment with the assault and actually destroy themselves with little help from a primitive trap built by the Fists. Facepalm on the house to everyone.&lt;br /&gt;
**&#039;&#039;&#039;Grey Angel&#039;&#039;&#039; - Loken, fresh from Istvaan III and accompanied by Iacton Qruze, is sent to Caliban to check Luther&#039;s loyalty to Terra. The mission actually fails as Loken gets caught and is interrogated by Luther himself, but Loken is rescued by the Watcher in the Dark and Lord Cypher and subsequently flees the planet.&lt;br /&gt;
**&#039;&#039;&#039;Lost Sons&#039;&#039;&#039; - Tylos Rubio goes to Baal to disband the Blood Angels Legion and recruit their last battle company into Malcador&#039;s Knights Errant after Sanguinius and the rest of the legion go missing after Signus. The Angels understandably don&#039;t like this news and Rubio nearly gets killed, but is saved by a message from Raldoron announcing that Sanguinius and the IX Legion are alive.&lt;br /&gt;
**&#039;&#039;&#039;Child of Night&#039;&#039;&#039; - it turns out that one of the Night Lord Librarians had fled his Legion and went into hiding on Terra. One of the Knight Errant finds him and recruits him for the Grey Knights.&lt;br /&gt;
**&#039;&#039;&#039;Luna Mendax&#039;&#039;&#039; - After his fail on Caliban, Garviel Loken shuts himself away in a forgotten garden on Luna and spends his time growing flowers and feeling sorry for himself. This is so pathetic that the spirit of the long-dead and eaten by daemons Tarik Torgaddon escapes the warp to return Loken to his senses.&lt;br /&gt;
**&#039;&#039;&#039;Patience&#039;&#039;&#039; - Helig Gallor from Ghosts Speak Not, now acting on his own, is searching for Garro who is too busy killing giant daemons to report to Malcador&#039;s office on time.&lt;br /&gt;
**&#039;&#039;&#039;The Watcher&#039;&#039;&#039; - Ison from the Knights Errant finds and saves a horrifyingly mutilated and nearly dead survivor from the Space Wolves squad that was sent to watch over Konrad Curze.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Angels of Caliban:&#039;&#039;&#039;&#039;&#039; Two Dark Angels stories in one book again, though this one actually moves the plot forward. In Ultramar, the Lion captures Konrad Curze but only after discreetly nuking a whole region despite Guilliman&#039;s ban on orbital weapon use, which results in his disgrace and we find that it is Guilliman who breaks the Lion Sword. Curze reveals that there were Chaos cults on Macragge too and that Guilliman would be a traitor if he had landed a little to the left. On Caliban, the Fallen openly declare their rebellion from the Imperium and ironically steal some starships that were meant to collect them and actually bring them into the war again. [[Zahariel]] kills [[Cypher]] and takes his place.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Praetorian of Dorn&#039;&#039;&#039;&#039;&#039; Alpharius tries to invade &amp;lt;s&amp;gt;Terra&amp;lt;/s&amp;gt; Pluto. Dorn kills him. Yes, Alpharius is now dead. And not a fake either, but the real Alpharius. Omegon can confirm. Alpha Legions fags blew a gasket. Oh shit believe we did.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Corax&#039;&#039;&#039;&#039;&#039; A compilation of all the Corax Stories plus a new one, &#039;&#039;&#039;Weregeld&#039;&#039;&#039;, which manages to undo all the hard work the previous stories have done and turn Corax into a douchebag. Kills all his mutated Raven Guard because he promised to kill warp stuff. Saves Russ though.&lt;br /&gt;
&lt;br /&gt;
===Books XLI - L===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Master of Mankind&#039;&#039;&#039;&#039;&#039;: The Emperor is a dick: the book. We all knew this but now it&#039;s set in stone. Highlights include the Emperor stating to Arkhan Land that the Primarchs are tools and he views them with a scientific but detached fascination. He refers to them as numbers but seems content to allow the fantasy of being their &amp;quot;father&amp;quot;, an interpretation of the character that was fairly divisive to say the least. He actually seems to care more for his Custodians than he does any of his other creations, but they don&#039;t consider him their father and see him as just their warlord. Drach&#039;nyen is also revealed to be the daemon created when Cain killed Abel. In the end the Emperor closes the door on the Webway and has to spend the rest of his time sitting in the chair keeping it shut. Despite this, it does show off why the Chaos Gods fear him, as he pretty much rapes an infinite army of Daemons; the greater daemons either flee or try and fail to fight him (being destroyed in a matter of moments) whilst the lesser ones die just by looking at him. Despite this, Drach&#039;nyen nearly kills him, and claims that it will kill the Emperor (keep in mind that the future is VERY malleable, Daemons lie, and that this was written by a man whose hate-boner for Big-E exceeds that of The Four, themselves). But how will it feast on the Emperor&#039;s tattered soul when Abaddon lacks arms to plunge it into his chest? (Abaddon never lost his arms due to the same retcon that let Eldrad live) Also known as Master of Skubkind. The Emperor reveals his grand plan of saving the human race from the Eldar fate by giving absolute control of every human to a Custodian before shanking him with Drach&#039;nyen and making him run into the Webway. Also put all his chips into the &#039;&#039;Human Webway&#039;&#039; plan and screwed us all over without a backup. Can you tell that this is an ADB book? It also features one of the most depressing endings of the whole Heresy series as in the last scene of the book the Emperor somberly acknowledges to one of his Custodian that he fears that he has now run out of cards to play and can&#039;t yet think of a way out of the whole situation. Grimdark, indeed.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Garro&#039;&#039;&#039;&#039;&#039;: Compilation of all the stories about Garro and his boy band, though they insist it isn&#039;t just an anthology since the audio book stories were expanded to be more written novel friendly. Malcador recruits Garro to be his Agentia Primus to do hard and unsavory work that needs to be done for the good of the Imperium. This work at first consists of building up Malcador&#039;s secret service retinue. His first mission is to travel to Calth post-betrayal and recruit an ex-Librarian Ultramarine, Tylos Rubio, who comments on Garro acting like a &#039;Knight Errant&#039;, giving birth to the organization&#039;s eventual name. The smurf is a stick in the mud but eventually comes around after his fellow Legionaries disown him for an act that is slightly more than the allowed amount of psychic (which is 0%). As soon as they return to Terra, a stick in the mud Custodian takes them away from Luna on behalf of Malcador to intercept an arriving fleet of civilian space ships headed by a World Eater ship. The fleet claims to be fleeing the Isstvan atrocity. Garro and Tylos are there to make sure the Custodian doesn&#039;t blow up any actual loyalists, but The Legionary ship is [[Emperor&#039;s Children|full]] of [[White Scars|sussy]] [[World Eaters|bakas]]. The WhiteScar contingent turn out to be the impostors and get nearly everyone in the adhoc fleet killed, as well as the Custodian, save for the World Eater who is recruited afterwards to be the third Knight Errant. Some time later, Garro infiltrates the Iron Fists&#039; Phalanx in an attempt to recruit another ex-Librarian who got told to go to his room after the Edict of Nikaea. Garro makes his way to the sanctuary undetected but the ex-Librarian is a stick in the mud. They throw some fists but [[Rogal Dorn|King Stick in the Mud]] shows up and reveals Garro wasn&#039;t nearly as stealthy as he thought he was. Dorn lets Garro off the hook without too much hassle but tells him to question Malcador&#039;s cause and reveals to him that a fellow Death Guard Apothecary that Garro escaped Isstvan with on the Eisenstein has taken a sample of the megacancer from the Eisenstein for study in hopes that he could find a cure for it. Garro arrives just in time to see the Apothecary get infected and vents both him and the sample into space where it is then cooked by the sun. The three Knights are then deployed to the ruined world of Isstvan III with no clear objectives because Malcador is a troll sometimes. There, they find a group of loyalist army survivors and one Legionary calling himself Cerberus still alive after Horus&#039; betrayal, albeit with severe PTSD. Cerberus attacks everyone and the Knights are prepared to put him out of his misery but then the army men turn out to be agents of Nurgle in disguise. They summon a whole horde of poxwalkers and the Knights play a round of [[Darktide|Darktide]] but with one man short until Cerberus joins the server. Once things quiet down, it is revealed that Cerberus is Garviel Loken. The rest of the book sees Garro searching for meaning that he thought he&#039;d find in the role of being Malcador&#039;s spy boy but didn&#039;t. He even gets Malcador&#039;s permission to leave for some soul searching. This consists mostly of him seeking another audience with Euphrati Keeler, convinced that she&#039;ll elucidate on what he&#039;s supposed to do with himself. On his search for the saint, he meets Sigismund - who&#039;s interested in keeping Keeler alive and out of both Horus&#039; and the Imperium&#039;s hands - and thwarts an attempt on Keeler&#039;s life by an ex-Eversor assassin sent by Horus (he&#039;s the Eversor from &#039;&#039;&#039;Nemesis&#039;&#039;&#039;). Garro finally finds Keeler but it turns out Malcador was tracking him the whole time and some Grey Knights show up to take Keeler into custody. Garro knows Sigismund will be miffed but understands this is just about the only way to keep her from getting her shit pushed in by more Horus assassins. In the end, Garro does not accomplish much in his soul searching but findsresolve anyway, faithful that his true purpose will be made known to him in time. &lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Shattered Legions&#039;&#039;&#039;&#039;&#039;: It&#039;s an anthology containing an anthology. I shit thee not. It shoves together the limited edition anthology Meduson with a few other shorter stories, including some Alpha Legion stuff like the Seventh Serpent.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Crimson King&#039;&#039;&#039;&#039;&#039;: Magnus was broken into shards when Russ felled him. Now the Thousand Sons with the help of Lucius the Eternal must put him back together. Kairos Fateweaver makes an appearance. Ties into the Ahriman Trilogy&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Tallarn&#039;&#039;&#039;&#039;&#039;: Does it even need to be stated? It&#039;s another fucking anthology, this time putting all the tank porn of the Tallarn books into one binding. It is worth a read if you are a fan of Imperial Guard (Army), as most of the storylines are about around mortal tank crews doing what they do best (dying).&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Ruinstorm:&#039;&#039;&#039;&#039;&#039; The conclusion to the Imperium Secundus plotline, as well as the follow on to Damnation of Pythos. Shows the Lion, Sanguinius and Guilliman trying to cross the Ruinstorm to reach Terra. After a brief stopover at Pandorax, they decide to head out to Davin where the Heresy began and where destinies are remade; they pass systems along the way that show what the Galaxy would look like if Chaos wins, such as a Forge World surrounded by an immense fortress wall in outer space 4000 miles thick and a sector of space filled with solid ritualized geometric shapes that are perhaps light years across. Davin itself is surrounded by a cloud of bones and wreckage millions of kilometers thick, but the planet has long since been abandoned. There Sanguinius finds out that in order to live through the Heresy he must become a monster even worse than Horus, but dying will curse his sons with the Black Rage; blood is on his hands either way. Instead, Sanguinius tries to sacrifice himself to save the day, but the [[Sanguinor]] steps in and takes his place while the fleets rain down a shitstorm and destroy the planet. In the aftermath, the Ruinstorm abates enough for them to reach Terra, but Horus has so much force that it is impossible for all three legions to reach, so Guilliman and the Lion agree to distract the Traitors long enough to give Sanguinius a window to get back and face his destiny, explaining why they never made it to the Siege since they were engaging Traitor fleets and burning their worlds.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Old Earth:&#039;&#039;&#039;&#039;&#039; Set immediately after &#039;&#039;Deathfire&#039;&#039;, Vulkan and three Salamander legionaries (the rest of the Salamanders weren&#039;t informed of their Primarch&#039;s resurrection) travel through the Webway by a gate hidden in a cave on Nocturne. On their path to Terra, they came across the Shattered Legions who were preparing for their first major void engagement with the Sons of Horus. Just before the attack, some Medusan-born Iron Hands tried to stage a coup against Shadrak Meduson by revealing a hideous contraption of machines and the last remnants of Ferrus Manus - &#039;&#039;his iron hand&#039;&#039; (they were under the illusion that they could resurrect their Primarch through cybernetics; it is hinted that the Mechanicum had some &amp;lt;s&amp;gt;hand&amp;lt;/s&amp;gt;{{BLAM}}{{blam|that pun was so bad heresy is automatic}} in this affair). Thankfully Vulkan shatters the hand and Meduson assumes command again, though he was killed by &#039;&#039;&#039;Tybalt Marr&#039;&#039;&#039; in a boarding action after the Iron Hands refused to send reinforcements to him. In the end, it is revealed that the Emperor had Vulkan forge a weapon that, in the event Terra fell to Horus, would amplify the power of the Golden Throne into a fatal FUCK YOU nuke into the heart of the Chaos God&#039;s domains, sadly also wiping out the entire Throneworld (this is possibly also one of Vulkan&#039;s nine relics). Oh, and Eldrad rescues [[Knights-Errant|Barthusa Narek]] from Nocturne and makes him his assassin. They killed most of the Cabal, including a vaguely amphibian alien sitting on top of a jungle pyramid. Yes, Eldrad Ulthran might just be the only person alive to have killed an Old One. Finally they rescue John Grammaticus, who had his memory wiped after his failure to assassinate Vulkan. With his memory restored, Grammaticus is ordered by Eldrad to find Ollanius Pius and go to Terra.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Burden of Loyalty:&#039;&#039;&#039;&#039;&#039; In the grim darkness of the 3rd millennium, there are only anthologies.&lt;br /&gt;
**&#039;&#039;&#039;The Thirteenth Wolf:&#039;&#039;&#039; Old Guard Space Wolves get lost in a a series of Warp Portals during the battle of Prospero. &lt;br /&gt;
**&#039;&#039;&#039;Into Exile:&#039;&#039;&#039; Arkhan-the-Humble-Land basically has to have a Boltgun Shoved in his face to leave during the initial Mars Revolt.&lt;br /&gt;
**&#039;&#039;&#039;Cybernetica:&#039;&#039;&#039; Story full of [[awesome]] about how Carrion the Raven Guard Tech-aspirant awaiting graduation watches his fellows get slaughtered before hulking out Sith-Style. Meanwhile an Iron Warrior proves how badass they are when not under the thumb of their whiny emo excuse of a primarch by literally throwing Carrion off a tower so he&#039;s the sole target of an incoming Warlord Titan. Carrion then joins the Knights-Errants and actually makes Dorn backpedal and heads back to Mars to aid the Resistance in taking it back through use of Heretek.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Wolfsbane:&#039;&#039;&#039;&#039;&#039; Leman Russ faces off against Horus, with the help of the Spear of Russ mentioned in the FUCKOLD Space Wolves novels. They&#039;re evenly matched but Russ seems to get the better of Horus when the Spear partially de-corrupts the Warmaster. Unfortunately for him, Russ tries to bring his brother back to his senses rather than strike a killing blow and is dragged away barely conscious by his men after Horus retaliates, setting the stage for the Battle of Yarant. Also a glimpse of [[Belisarius Cawl]] from back in his earlier, fleshier years.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Born of Flame:&#039;&#039;&#039;&#039;&#039; ANTHOLOGIES!&lt;br /&gt;
&lt;br /&gt;
===Books LI-LIV===&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;&#039;&#039; The traitor primarchs gather for the assault on Terra but things aren&#039;t going well. Guilliman and the Lion are giving them a helluva hard time and Horus himself is still quite literally drained from his duel with Russ. Basically how the gang gets back together for the push on Terra. The Sons of Horus start fracturing badly and Maloghurst takes it upon himself to cure Horus. In so doing, he forces a daemon to act as his guide through the Warp and finds out from this surprisingly forthcoming daemon (presumably from the Chaos God of Exposition) that even though Horus was superpowered from his Molech makeover, he&#039;d left a part of his soul behind in the Chaos God&#039;s realms, which had come to the realization that Chaos had been using him from the beginning. The daemon also suggests that Horus was never meant to win in the first place and that for all his new power he is no match for The Emperor, but Maloghurst very loudly refuses to believe it. Maloghurst meets his end as he resurrects Horus due to infighting within the Sons of Horus, erasing the last uncorrupted part of Horus&#039;s soul in the process. Mortarion is named the vanguard of the Siege, Perturabo is sent to pick up Angron, and Lorgar gets Zardu Layak to speak Fulgrim&#039;s true name and bind him into joining in a plot to depose the Warmaster, believing that his refusal to completely submit before the Chaos Gods will lead to the Traitor Legions&#039; ultimate defeat at Terra. This turns out to be a massive mistake that leads Lorgar to be utterly curbstomped by the revived Horus and told that he will be killed if Horus ever sees him again. Witnessing this, Zardu Layak and the Word Bearers present all swear allegiance to the Warmaster before Lorgar leaves with his tail between his legs. Layak frees Fulgrim who finds it all hilarious. Magnus makes an appearance at the end, swearing himself to Horus&#039;s service. &amp;quot;Alpharius&amp;quot; makes a token appearance to hand over Terra&#039;s defense data before disappearing without a trace and no mention of his legion at all, although Alpharius does basically mime they are done fighting for the Warmaster&#039;s ends.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Heralds of the Siege&#039;&#039;&#039;&#039;&#039; You know the drill by now. Anthology. But the end is in sight.&lt;br /&gt;
**&#039;&#039;&#039;Myriad:&#039;&#039;&#039; Loyalist Mechanicum forces hiding underground in Mars launch guerilla attacks on targets of opportunity from below. During one raid which blows the head off of a Warlord Titan, they retrieve a Castellan automata with the Abominable Intelligence from &#039;&#039;Cybernetica&#039;&#039; and a tech menial. Putting them into quarantine the Abominable Intelligence wakes up from probing and cleanses the menial of all scrap code &amp;amp; corruption to display it means no ill will to the loyalists. The Tech Inquisitor leader decides it&#039;s time to go Tech Radical &amp;quot;enemy of my enemy is my friend.&amp;quot; Abominable Intelligence supplies them with a complete battleplan and strategy (4.7k item checklist) for wiping out all the Dark Mechanicum on Mars and starts off with seizing &amp;amp; cleansing a Warlord Titan searching for their headquarters.&lt;br /&gt;
**&#039;&#039;&#039;The Grey Raven:&#039;&#039;&#039; A ship sent back to Terra by Corax arrives in the solar system, with the Librarian Raven Guard who opened the Emp&#039;s gene-banks for Corax, seven Custodians, and an Imperial Fists force. Presenting to a border post for inspection, the Custodian commander, upon discovering the identity of the Raven Guard, states a code word to the Custodians on ship and they all try to pull the Librarian&#039;s head off. The Fist Captain saves him and his men try to hold off the Custodians while he and the Librarian try to get off the ship. The Custodian captain corners them and slays the Fist captain. The Librarian gets angry and is about to use his psychic powers on the Custodian when he remembers his vow to Corax and surrenders to execution. Revealed to be an elaborate test by Malcador, who subsequently recruits him into the Grey Knights after apologizing for the death of the Fist captain.&lt;br /&gt;
**&#039;&#039;&#039;Valerius:&#039;&#039;&#039; Marcus Valerius of the Therion cohort (unaugmented troops fighting with Raven Guard) is now a big believer in the Lectitio Divinatus. He sets his forces to defend cross over points on a river where a bigger enemy force is attempting to cross. Corax had sent the Therion cohort (23k soldiers) and Valerian to die fighting against traitor marines &amp;amp; titans for a planet near Beta-Garmon with no escorts for their transport ships. Gives a speech about how proud all his soldiers should be for facing a suicidal mission to die for the emperor. The Therions manage to take out all titans before being overrun. As the remaining marines breach his command leviathan, Valerius gives the order to detonate their reactor and leads a prayer with the remaining command crew. Another regiment of the imperial army happens across the aftermath and think that the Therions were wiped out and some other regiment managed to hold the line against the traitors. Leviathan&#039;s death took out everybody on the battlefield. Valerius stumbles out of the wreckage of the Leviathan, and proclaims his survival a miracle.&lt;br /&gt;
**&#039;&#039;&#039;The Ember Wolves:&#039;&#039;&#039; A Warhound titan pack attached to the World Eaters takes down a Warmonger titan on some planet. World Eater influence leads to a leadership challenge shortly after tipping over the Warmonger. Despite the pack leader putting down the leadership challenge, the downed loyalist Warmonger blows up its reactor and takes out all named characters.&lt;br /&gt;
**&#039;&#039;&#039;Blackshield:&#039;&#039;&#039; Khorak, a renegade member of Mortarion&#039;s [[Deathshroud]], is on the run from loyalist hunters. He and his squad escape down to the surface of a swamp planet where they are slaughtered till only he remains. He recognizes the leader of the loyalists as another Death Guard member who reveals himself to be Crysos Morturg, a survivor of Isstvan III. Khorak explains that he turned against Mortarion after Molech, when his entire squad was sacrificed by Mort for witchcraft. They both express their hatred of Mortarion, and Khorak briefly considers teaming up with Morturg but then one of his buddies proves to be not quite dead and tries to shoot Morturg, who deflects the shell with his psychic abilities. Khorak immediately tries to kill him and is gunned down. Morturg is revealed to be a mangled mess who survived Isstvan thanks solely to his psychic power and an extensive cybernetic rebuild by Calleb Decima, another Istvaan III survivor (who by the end of the battle was so mangled he resembled a spider more than a person). After Crysos ruminates on the pointlessness of Khorak&#039;s death, he decides it&#039;s time to go see the Emperor.&lt;br /&gt;
**&#039;&#039;&#039;Children of Sicarus:&#039;&#039;&#039; Kor Phaeron and the remainder of his party are on the run in Sicarus, a daemon planet, being constantly harassed by daemons that are whittling them down. They gain the attention of a warlord acolyte of Tzeentch and at the same time a prophet appears to them and offers them sanctuary. The prophet leads them into a camouflaged valley where he reveals to them glyphs and Lorgar&#039;s athame that show how Kor Phaeron would arrive, slit his own throat to open a portal, and the remaining legionaries would lead the prophet&#039;s people through to join Lorgar at the Siege of Terra. Kor Phaeron kills the prophet, announcing that his fate is his own. The camouflage breaks down with the prophet&#039;s death and the warlord meets him. She offers him lordship of the planet after she ascends to daemonhood, and he accepts letting her have the prophet&#039;s people. As she is about to ascend on the spot, he sneaks up behind her and slits her throat with the athame. Shortly after Sicarus is now a worship planet with slaves laboring to create monuments of worship. Kor Phaeron states that it is now a refuge for the Word Bearers in the never-ending war ahead of them.&lt;br /&gt;
**&#039;&#039;&#039;Exocytosis:&#039;&#039;&#039; Typhon is refitting his fleet at Zaramund by the grace of Luther. The Death Guard forces have set up an isolated camp away from any of the Fallen or natives of Zaramund. Luther decides to send a Fallen to spy on the Death Guard to see what&#039;s up with their shyness. Typhon is trying to get used to the gifts of the Grandfather when a group of civilians approach the camp. They reveal themselves to have been expecting his arrival, and all of them are revealed to be dead but kept alive by the grace of Nurgle. They call him Typhus and proclaim that with his arrival they are finally free to spread Papa Nurgle&#039;s gifts everywhere. The Dark Angel captain observing all of this sees a crowd of zombies and flies and Typhon conversing with them. Typhon sees regular people, though he can glimpse their true nature. The Death Guard sentries just see regular people. The captain springs out of his observation spot and starts attacking the tainted civilians like a true Dark Angel. Typhus kills him and in the process becomes one with his gifts. The Death Guard depart shortly afterwards with no contact with the Dark Angels. Luther is puzzled by this, ignoring a medicae request for apothecary aid for a sudden new disease in the civilian population, and wonders what other effects the Death Guard may have left on Zaramund. Typhon uses his blood to poison his commanding officers after announcing they will reunite with the Primarch.&lt;br /&gt;
**&#039;&#039;&#039;The Painted Count:&#039;&#039;&#039; Gendor Skraivok is having a hard time getting rid of his daemon blade. He tries burning it, tossing it into a plasma reactor, and out an airlock, but it keeps coming back. In a political battle for command of the legion, a rival tosses him into the impossible maze built by Perturabo to contain Vulkan. Failing to leave the maze normally, he seals his pact with the daemon blade and it leads him out of the maze. Killing the rival in a duel, he takes command of the &#039;&#039;Nightfall&#039;&#039; and leads the Night Lords to Terra to join the Warmaster.&lt;br /&gt;
**&#039;&#039;&#039;The Last Son of Prospero:&#039;&#039;&#039; Revuel Arvida is transformed into Ianius after teaming up with the soul shard of Magnus. Jaghatai Khan &amp;amp; Malcador happen to be in the room.&lt;br /&gt;
**&#039;&#039;&#039;The Soul, Severed:&#039;&#039;&#039; Eidolon puts down a leadership challenge from a leader who is loyal only to Fulgrim and wants the legion to sit around waiting for him to return. Being still reasonable, the challenger lures Eidolon&#039;s forces into a chemical treatment factory, blows up the chemical tanks, then counterattacks. The challenger deep-strikes with a bodyguard squad directly onto Eidolon, and then Eidolon and every single other noise marine giggle and laugh at the same time, obliterating the entire battlefield. Eidolon realizes that he needs a planet with limitless numbers of potential slaves so he could spend lifetimes in debauchery, and so accepts that his fate and that of his forces is to eventually assault the Imperial Palace.&lt;br /&gt;
**&#039;&#039;&#039;Dark Compliance:&#039;&#039;&#039; Argonis, an emissary of Horus, meets Decigus, the Lord of a star system. Decigus is pretty intent on executing Argonis in person, and Argonis tells him to swear fealty to Horus or else... and starts to relate the tale of how he became an emissary, starting over a Mechanicus world that also gave Horus the finger and roasted his emissary. Horus meets with Argonis and reveals the emissary was a distraction to the Mechanicum ruler, while another plan was put into place. Horus sends a distraction fleet, followed by another distraction fleet, followed by hidden fighters and vortex missiles he had dropped off point-blank on the moon when his emissary had been killed. Wiping out all orbital defenses the magos still believes he can extract a heavy toll on Horus over several months of fighting. Horus flies down, summons a daemon w/ invasion on the side, then departs with his forces. The world gets covered in blood clouds and is infested by daemons. Argonis then repeats his question to Decigus, join us or die.&lt;br /&gt;
**&#039;&#039;&#039;Duty Waits:&#039;&#039;&#039; The Imperial Fists have beefed up security protocols around the Imperial Palace to ridiculous levels after the Alpha Legion shenanigans from &#039;&#039;Praetorian of Dorn&#039;&#039;. All the civilians in the Palace are barely tolerated and given limited rations. There is a food riot and all the new Imperial Fists who were inducted during the Heresy and have never killed anybody get their first taste by shooting rioters, which they&#039;re not thrilled about.&lt;br /&gt;
**&#039;&#039;&#039;Magisterium:&#039;&#039;&#039; Valdor is busy handling the Custodes post-Webway war. Not enough resources, Custodian serfs are working to their deaths, and Custodians dealing with the fact that they can no longer effectively protect the emperor. Flashback to Valdor being talked to dismissively by Leman Russ during the Burning of Prospero.&lt;br /&gt;
**&#039;&#039;&#039;Now Peals Midnight:&#039;&#039;&#039; Rogal Dorn is told that long-range sensors &amp;amp; astropathic choirs have detected something big approaching through the Warp, and he realizes that Horus&#039;s arrival in the solar system is imminent. He passes along the message to his brothers on Terra. A strategium general is amazed at how she was bred, augmented, and trained to process insane amounts of info and what takes her 15 minutes to re-appraise herself of the solar system tactical info takes Dorn a brief glance at the screens. Archamus and Andromeda-17 from &#039;&#039;Praetorian of Dorn&#039;&#039; have a quiet chat concerning the imminent siege and the fact that humanity will be forever psychologically scarred by what is about to happen. Dorn, Sanguinius, and the Khan gather on a wall of the Palace and stare up at the sky. At midnight a new star blossoms, signaling the exit of Horus&#039;s fleet from warp space.&lt;br /&gt;
**&#039;&#039;&#039;Dreams of Unity:&#039;&#039;&#039; A terminally ill Thunder Warrior helps some Custodes kill an Alpha Legion infiltrator while continuously having flashbacks to the Unification Wars and the Emperor&#039;s grand dream of Unity. Once the Alpha is dead, he surrenders himself for execution to the Custodes.&lt;br /&gt;
**&#039;&#039;&#039;The Board is Set:&#039;&#039;&#039; Malcador contacts the Emperor for advice just before the Siege and plays a game of strategy that they have been playing for a &#039;&#039;long&#039;&#039; time, detailing the movements and eventual fates of the Primarchs. Shows that the Emperor was certainly manipulating them but was mostly on the back foot for much of his conflict with the the Chaos Gods so the outcome could have been much worse. Big-E reveals a final gambit that will screw over Malcador in order to deny Chaos their victory.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Titandeath&#039;&#039;&#039;&#039;&#039; Titan-centric book taking place during the battle for Beta-Garmon, the Loyalists&#039; final effort to prevent the Traitors from reaching Terra. How one book could be made of a battle taking place across an entire solar system that had, according to Slaves to Darkness, more casualties than the last five years of the Great Crusade remains to be seen. As it happens... fairly feasibly. Beta-Garmon represented the tipping point for both the loyalists and the traitors; if the traitors didn&#039;t move past it, Guilliman would crush them from behind. If the loyalists didn&#039;t engage, then Horus would take his overwhelming numbers unopposed. The point is that Horus would win Beta Garmon either way. Rogal Dorn makes the only proactive move that he can make in the whole war, and sends a sizeable contingent of Terra&#039;s defenses to Beta Garmon to delay the Warmaster for as long as possible. And because Titans aren&#039;t really well suited to defending Terra, they are let out in force on Beta-Garmon. Which makes perfect target practice for the massive orbital platform that Horus proceeds to use. Unfortunately the story is let down by its ham-fisted portrayal of an all-female Titan Legion (mostly out of wasted potential) and a rushed storyline. Also a mopey Sanguinius who makes &#039;I do not die here today&#039; into the new &#039;Vulkan Lives!&#039;.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Buried Dagger&#039;&#039;&#039;&#039;&#039; This is the final book in the &amp;quot;main&amp;quot; Horus Heresy series, and tells the story of how Mortarion and the Death Guard fell to Nurgle&#039;s service. It happens essentially as has already been seen in other fluff sources: Typhon murders all the Navigators and claims he can guide the Death Guard fleet to Terra himself, only to deliberately strand them in the Warp so that Nurgle can turn them to his service. As disease spreads through the fleet, Mortarion becomes increasingly horrified and outraged as he realizes what&#039;s happening to his legion and finally kills Typhon in retaliation, but the Destroyer Hive reanimates his corpse, officially turning him into Typhus. After some more internal angst and butthurt, Mortarion finally accepts his destiny and becomes Nurgle&#039;s champion. The B-plot of the book concerns the founding of the [[Grey Knights]], as well as an assassination attempt on Malcador by Erebus, who planted a psychic suggestion in Tylos Rubio&#039;s head all the way back on Calth. Rubio, Sevarian, Revuel Arvida/Ianius, and several other Knights-Errant are named as the first eight Grey Knights and are shipped off to Titan to prepare for what will come after the Heresy. Garviel Loken is supposed to be the ninth Knight, but he turns it down because he still wants a shot at Horus. Nathaniel Garro gets cut loose from the Knights-Errant and sets off to find his own destiny.&lt;br /&gt;
&lt;br /&gt;
==The [[Siege of Terra]] series==&lt;br /&gt;
Yep, it&#039;s getting an entire series to itself. What, did you really think they&#039;d dedicate only one book to it? The series is slated to be &amp;lt;s&amp;gt;eight&amp;lt;/s&amp;gt; nine books long, along with an unspecified number of novellas.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Solar War&#039;&#039;&#039;&#039;&#039;: The Traitors make their big push through the remaining defenses of the Sol system and clear the path to Terra. Dorn&#039;s strategy is to make them pay for every centimeter and hope he can delay them long enough for the Ultramarines and the Dark Angels to arrive. To do this, he sends entire fleets out to fight delaying actions and blows up some of Pluto&#039;s moons after the traitors capture them. It sort of works, but the traitors have thousands of ships and even a few Space Hulks, so Perturabo just keeps feeding them into the grinder until they break through. Meanwhile, Mersadie Oliton receives a warning vision from Euphrati Keeler and busts out of space jail to deliver her message to Dorn. Unfortunately, it turns out &amp;quot;Keeler&amp;quot; was actually Samus manipulating Mersadie to get her onto the &#039;&#039;Phalanx&#039;&#039; and use her as a gateway to invade the station, so she winds up committing suicide in front of Garviel Loken. Samus rampages around the &#039;&#039;Phalanx&#039;&#039; for a few minutes and is killed &#039;&#039;&#039;again&#039;&#039;&#039;, this time by Dorn. Abaddon bypasses the outer defenses via a warp rift opened up by Ahriman, captures Luna, and convinces the matriarch of the Selenar to start making more Astartes for the traitors. The book ends with Horus, Fulgrim, and Angron arriving in-system along with the main strength of their fleets, meaning shit is now officially real.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The Lost and the Damned&#039;&#039;&#039;&#039;&#039;: This is it, ladies and neckbeards. The Siege has begun in earnest. Dorn is using millions of conscripts and all the vast firepower he’s installed on the Palace walls to blunt Horus&#039;s initial attacks, holding the V, VII, and IX Legions in reserve. Unfortunately, this is all more or less playing into the traitors’ hands. They want to cause as much death as possible so that the walls between reality and the warp will be thin enough to let hordes of daemons onto the planet and the daemon primarchs themselves can safely set foot on Terra without being banished by the Emperor’s psychic mojo. To their credit, Dorn and his brothers are aware of this, but also recognize that they’re screwed either way, so they decide to just go ahead and kill as many traitors as possible. After a few months of traitor Army regiments, Chaos spawn, and beastmen being sent in to soften the defenses up while the Dark Mechanicum build siege guns and towers to punch through the walls, the Death Guard finally show up after their side trip to visit Grandpa Nurgle. Horus sends them in first, mightily pissing off Angron in the process, and they immediately set about turning the warzone into a large-scale recreation of Passchendaele circa 1917. Jaghatai goes out to gather intel on the siege engines and gets poked with a plague knife, but as soon as he crosses back into the Palace grounds the Emperor’s psychic aegis cures him. He then takes half the White Scars to go defend the citizens of Terra from rampaging traitors despite Dorn ordering him not to, and promises to return when needed. Sanguinius rallies the defenders and leads his sons from the front even though Azkaellon and Raldoron would really rather he didn’t. The book ends with the World Eaters and Night Lords launching their first full-scale attack on the Palace walls; Angron challenges Sanguinius to battle while Raldoron beats Gendor Skraivok hollow and tosses him off the wall. The book reveals that despite their numerical superiority and the aid of the Chaos gods, Horus is maintaining control over his war effort and the other traitor primarchs only by sheer force of will: Lorgar, Curze, and Alpharius are out of the picture, Magnus is doing his own thing, Fulgrim is being a prissy dick, Perturabo is as much a whiny bitch as ever, and Angron is so uncontrollable that Kharn and [[Lotara Sarrin]] are forced to teleport him into the labyrinth Perturabo built to contain Vulkan until he can be set loose on Terra. Only Mortarion still seems relatively normal despite the fact he’s now a daemon primarch. Moreover Abaddon is getting really fucking cagey about Horus&#039;s new habit of Chaos worship, for good reason. It turns out that the wound Russ inflicted on him at Trisolian has resulted in his soul slowly being drained. As a result, the Chaos Gods have to keep juicing Horus up, with the downsides of time-wasting sojourns into the warp and the gradual destruction of Horus&#039;s body. What&#039;s more, there are implications that Abaddon is being groomed to take over when Horus falls, all but confirming that the Chaos Gods expected Horus to lose his duel with the Emperor.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The First Wall&#039;&#039;&#039;&#039;&#039;: This book focuses on the battle for the Lion’s Gate spaceport, which is the tallest structure on Terra and the only place that void-going ships can dock on the entire planet, meaning that the traitors will be able to shuttle in reinforcements and materiel more easily if they can capture it. Perturabo details Warsmith Kroeger to command the Iron Warriors’ assault on the spaceport under the logic that Dorn will be expecting Pert to command the attack personally and won’t be expecting whatever battle plans Kroeger comes up with. Warsmith Forrix isn’t happy with this or with anything else that’s going on, since he’s realized that Horus is using the Iron Warriors in the same way the Emperor did and he&#039;s become increasingly disillusioned with Perturabo himself. To aid the attack, the Dark Mechanicum sets a technophagic virus loose inside the spaceport and Zardu Layak, [[Abaddon]], and [[Typhus]] perform a Nurglite ritual to infiltrate Cor’bax Utterblight inside the Emperor’s wards. The Fists hold out as long as they can and inflict heavy casualties, but Dorn finally gives the order to withdraw and abandon the Gate as Perturabo lands his flagship atop the port and joins an assault led by Abaddon and Kharn. Sigismund duels Kharn and nearly loses while Dorn kills Zardu Layak, which allows daemons to manifest on Terra for the first time. He then has a brief exchange of taunts with Perturabo and the first Chaos Titans set foot on Terra, spelling a new stage of the battle. In the midst of all this is a little passage detailing just how many artillery pieces the Iron Warriors have landed on the planet, including two thousand [[Basilisk Artillery Gun|Basilisks]], fifteen hundred [[Manticore Launcher Tank|Manticores]], five hundred [[Medusa Siege Gun|Medusas]], sixteen hundred Siege Dreadnoughts, seven thousand Thunderburst guns, five hundred [[Deathstrike Missile Launcher|Deathstrike]] launchers and eighty-four [[Typhon Heavy Siege Tank|Typhon siege guns]], plus uncounted thousands of Rhinos, Land Raiders, Vindicators, Predators, Sicarans, and [[Baneblade|assorted]] [[Fellblade|superheavy]] [[Spartan Assault Tank|tanks]]. [[Awesome|That sound you just heard was Josef Stalin and the entire Red Army popping a boner from beyond the grave.]] Meanwhile, to stop Cor’bax’s taint from spreading inside the Imperial Palace, Malcador recruits Euphrati Keeler and the Custodian Amon Tauromachian to hunt down and eliminate any corrupted cults of the Emperor, giving us the weirdest buddy-cop pairing of all time. Malcador wants to see if he can weaponize the cult’s belief in the Emperor against the Chaos gods and sees Keeler as the key to doing so, while Amon would rather just stamp it out. They eventually find a cult that has been corrupted by Cor’bax. When the daemon uses their bodies to manifest inside the walls, Keeler, Malcador, and Amon team up to kill him. Malcador tells Dorn, Valdor, and the other Imperial commanders that he will allow the cult of the Emperor to exist until the Emperor himself says otherwise. While all this is going on, we get to see more of the siege from a mortal perspective. Katsuhiro, a veteran of the initial fighting outside the walls, is detailed to a section of the outer walls under attack by the Death Guard and eventually has to aid in putting down an outbreak of plague zombies. We also follow Zenobi, a seventeen-year-old line worker from the Afrik hive of Addaba who volunteered to serve in the Imperial Army, only it turns out that she and her entire regiment are pledged to Horus, though this ultimately results their city getting bombed to shit. (Zenobi&#039;s story took about a quarter of the book, but its entirety can be summed up in one sentence, and could &#039;&#039;&#039;at best&#039;&#039;&#039; be described as misguided, inexplicable filler; sounds like a fun read, huh?) The novel ends with John Grammaticus arriving on Terra, mission unknown.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Saturnine&#039;&#039;&#039;&#039;&#039;: Dan Abnett&#039;s first HH book in seven years. Dorn is trying to decide which parts of the Palace need to be defended and which can be allowed to fall, as the Imperial forces are outnumbered, outgunned, and running low on supplies. He identifies four key parts of the defense that cannot be allowed to fall to the enemy, then decides which one he can afford to lose anyway: the Eternity Wall spaceport. The Saturnine Wall, one of the other key elements, has developed a subtle fault thanks to the relentless traitor bombardment. Dorn suspects that Perturabo will try to exploit it, so he lays a trap for the traitor assault force and calls in Arkhan Land to help fix it. While this is going on, Sanguinius kills an Iron Warriors Warsmith at the Gorgon Bar, then [[Awesome|solos a Warlord Titan]] and stares down three Warhounds until they turn tail and run for it. Jaghatai and the White Scars lead a few massed jetbike charges into the ranks of the Death Guard and really ruin their day, further pissing off Mortarion. [[Abaddon]] enlists the entire [[Emperor&#039;s Children]] Legion and three companies of the Sons of Horus, led by the entire Mournival, to attack the Saturnine Wall with Perturabo&#039;s help; however, Perturabo anticipates that Dorn will expect them to do so and refuses to lend his aid. The III Legion attacks from the front, using three ancient and irreplaceable siege engines, while Abaddon and his Astartes burrow up from beneath with Termite assault drills. When the Sons of Horus emerge from their assault drills, they&#039;re ambushed by kill teams led by [[Garviel Loken]] and [[Nathaniel Garro]]. All three companies, including the famed [[Justaerin]] and Catulan Reavers of the 1st Company, are wiped out to a single (armless) man. Garro kills Falkus Kibre while Loken kills Horus Aximand ([[Blood Ravens|and takes his sword]]) and Tormageddon, finally avenging his old friend. Tybalt Marr and Lev Goshen are also killed off, meaning that all of the Sons of Horus characters we were introduced to at the beginning of the series are now dead except for Loken and Abaddon. Abaddon goes on a killing spree while also speed-running the five stages of grief, but eventually gets beaten up by a nobody [[Blood Angel]], Endryd Haar, and Garro. Abaddon manages to kill the Blood Angel and Haar, but is almost killed by Garro, only to be [[Plot Armor|teleported to safety at the last moment]] (presumably losing his arms in the transfer) despite his own wish for death, as the Chaos Gods already have him in mind as their new Warmaster. Arkhan Land floods the fault line with thousands of tons of quick-setting rockcrete, [[Grimdark|entombing a bunch of the Sons of Horus beneath the palace forever.]] Fulgrim hurls his legion at the Saturnine Wall &#039;&#039;en masse&#039;&#039;, which accomplishes nothing but getting 18,000 of them killed and destroying the siege platforms. Dorn and Sigismund fight Fulgrim; Sigismund manages to injure Fulgrim despite being hilariously outclassed, but before Fulgrim can finish the job, Dorn appears. He holds his own against his psychotic bishonen brother, inflicting so much damage that Fulgrim throws a tantrum and takes his legion and goes home, abandoning the Siege entirely. The two then fight a bunch of III Legion champions and defeat them all. In one particularly awesome moment, Sigismund feeds Eidolon his own sword and just straight-up kicks him off the wall. At this point, Perturabo seems to be the only person on Team Horus who still gives a shit about winning the siege. The rest of the traitor primarchs are all too indignant to focus on their alleged objective, too busy conspiring against each other, or too insane to care.&lt;br /&gt;
**Crucially to the ongoing progress of the Siege, the loyalists lose the Eternity Wall spaceport, but this was part of the plan. As noted above, Dorn identified four key points in the defense that he couldn&#039;t afford to lose, then chose the one that he couldn&#039;t afford to lose the least, personally took command at the Saturnine Wall, and sent Sanguinius and Jaghatai to hold the other two spots. Angron and the World Eaters assault the spaceport, and pretty much every named Imperial Army character in the book dies at this point, along with Jenetia Krole, the leader of the [[Sisters of Silence]], who gets killed by Kharn, and Camba Diaz of the Imperial Fists, who literally dies standing while holding the main bridge into the spaceport. Also, Angron gets blown up by artillery but comes back to life since, y&#039;know, he&#039;s a daemon prince and all. Sanguinius&#039; visions are getting increasingly powerful and painful, especially when he winds up inside Angron&#039;s tortured mind. He eventually delves deeply enough to realize that Angron has sensed the annihilation of Nuceria. The [[Dark Angels]] and the [[Ultramarines]] are on the way!&lt;br /&gt;
**Other miscellaneous things that happen: John Grammaticus is trying to meet up with Ollanius Persson and encounters the Perpetual [[Erda]], who tells us that Big-E was named &#039;&#039;&#039;Neoth&#039;&#039;&#039; when they met, but that this was just one of the many names he&#039;s had over the millennia. It is also revealed that she is the true mother of the primarchs and is technically responsible for their scattering as the result of what can only be described as a fucked up custody battle - cue the sound of countless facepalms from the fanbase. Dorn has Kyril Sindermann form the proto-[[Inquisition]], and he recruits Euphrati Keeler and some other people to go around collecting interviews with soldiers, workers, and other residents of the Palace. Keeler interviews Basilio Fo, the mad genesmith from the short story &#039;&#039;Misbegotten&#039;&#039;, and he reveals that he can create a biomechanical phage that could kill Horus, along with every other Space Marine and primarch in the galaxy. Keeler and her Custodian babysitter decide that this information should go to Dorn, just in case he decides he needs such a doomsday option. The Ollanius Pius myth is partly born from a Guardsman named Olly Piers standing up and defending a banner of the Emperor before dying at Angron&#039;s hands. Horus is sliding further into apparent senility as the Chaos Gods&#039; power begins to overwhelm his body and mind to the point that it would have killed him outright had he not died in the duel against the Emperor first, much to Abaddon&#039;s disgust. He is almost totally disconnected from the siege, asks for things and immediately forgets asking for them, and keeps calling his equerry Maloghurst, even though Maloghurst has been dead since &#039;&#039;Slaves to Darkness&#039;&#039;. At the very end, Corswain of the Dark Angels arrives with a large chunk of the Dark Angels fleet, ready to aid in the battle. In short, a lot of named characters die and plot threads are set up for other books and the rest of 40K.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Mortis&#039;&#039;&#039;&#039;&#039;: John French&#039;s second book in the series. As the morale of the Palace&#039;s defenders slowly erodes under the pressure of the unrelenting assault and the malign influence of the Warp, the traitor Titans of Legio Mortis are unleashed to break through the Mercury Wall, with only the loyalist engines of the Legio Ignatum to hold them off. Not as good as &#039;&#039;Saturnine&#039;&#039; or &#039;&#039;The Lost and the Damned&#039;&#039;, but not as bad as Zenobi&#039;s story in &#039;&#039;The First Wall&#039;&#039;, it feels more like an anthology, though all of its stories have a common beginning and converge in the end.&lt;br /&gt;
** The main story, the siege itself, has very little to offer. Horus has finally decided to take direct command of the traitor forces, but his first order to Perturabo is to send everything they have, include the entire Legio Mortis, to attack the Mercury Wall head on. Perturabo objects to such a terrible strategy, after which Horus sends his equerry to tell him to disperse his legion among the traitor forces and let the Death Guard take over their positions. Perturabo immediately realizes that Horus is about to pull some serious warp fuckery, which he&#039;s not okay with, so he orders a complete withdrawal of all IV Legion assets on Terra and fucks off, abandoning the siege entirely. The rest of the main siege plot centers around the Titan battle in front of the Mercury Wall; the traitor forces have used Warp power to reanimate countless Titan wrecks collected from Beta-Garmon and elsewhere, using them as cannon fodder to weaken the loyalist defenses before attacking with the full might of the Legio Mortis, the largest Titan legion in the entire Imperium.&lt;br /&gt;
** Meanwhile, in another corner of the battle, a small group of loyalist Imperial Army soldiers are still holding a maybe no longer important line of defense. Amongst them is Katsuhiro, the luckiest unlucky son of a gun from &#039;&#039;The Lost and the Damned&#039;&#039;, who has fought from the Outer Wall all the way into the central palace and is still fighting because [[Grimdark|in the grim darkness of the far future, there is only war]]. Their forces are initially led by a Blood Angel, but he dies during the battle and puts Katsuhiro in charge because this man&#039;s got nothing but unwavering belief in the Emperor and balls made out of titanium.&lt;br /&gt;
** Shiban Khan, to everyone&#039;s surprise, survived his shuttle crashing in &#039;&#039;Saturnine&#039;&#039; thanks to his extensive augmetic rebuild. He wakes up in the middle of nowhere and starts hearing the voices of his dead brothers as he limps toward the Inner Palace. It could be warp fuckery, as the land shows various signs of Chaos corruption, or perhaps more likely, he just had some severe head trauma due to the shuttle crash (and the sky&#039;s the limit when it comes to head trauma). Either way, Shiban wants to return to the fight, so he starts to walk, and walk, and walk (there is a lot of walking in this not that long of a side plot). Then he encounters an Army lieutenant with a baby (feels like there is a joke in there somewhere) and the man tags along with him. The lieutenant explains that he just found the baby in the middle of all this shit and took it without any question; I keep expecting it to be a daemon or something, but it ends up to be something hopeful, wholesome even. Later the lieutenant is severely injured by an actual daemon, but Shiban refuses to leave him behind and carries him and the baby. Eventually, they come across the line Katsuhiro&#039;s defending; though the lieutenant doesn&#039;t make it, the baby survives, which amazes the crumbling troopers to no end and boosts their morale. Shiban and Katsuhiro have a brief chat before Shiban keeps pushing on to rejoin his legion. For the Emperor&#039;s sake, please don&#039;t let the baby be a daemon in the coming books.&lt;br /&gt;
** We finally get to see psi-titans deployed!!! For a few paragraphs at least and in somewhat limited capacity. Princeps Aurum of the Ordo sinister (whom we saw in a previous short story tell Dorn to fuck off because being one of &#039;&#039;The Talons of the Emperor&#039;&#039;, they only answer to Big-E himself), shows up and tells Dorn that the Emperor has personally authorized use of the Ordo Sinister, an act that simultaneously tells Dorn that the Emperor has commanded victory at any cost. We see a psi-titan strut up to a battlefield, order all friendly titans to fire warp missiles at itself, then redirects the warp power in the warp missiles to instant-kill several daemon titan engines, and thanks to their nature as [[blanks]], they deny the traitors any further resurrections, so anything they kill &#039;&#039;stays&#039;&#039; dead. They also tank damage without even staggering, simply repairing any damage they accumulate on the spot. However, the traitors brought a LOT of titans, so even those few Psi-titans we get to see are eventually overwhelmed, though they take a fuckton of traitors with them.&lt;br /&gt;
** On the traitor titan side, special siege titans are unveiled bespoke from Mars. Turns out you can just line up several big titans and hook up all their reactors to mobile reactors behind their shields, then slow walk towards the wall like a big phalanx advance. And you get called the special engine class of Warmaster Titans. Plus lots and lots of guns on the front.&lt;br /&gt;
** At the end of the last book, Corswain and his fleet came to reinforce the loyalists. Now we learn that he was expecting to meet the Lion and the main strength of the Dark Angels at Terra, but finds out that he is the only reinforcement that has shown up yet. If you have read the new Luther book, you know that he was lied to by Luther, and most importantly, the ten thousand Dark Angels he brought along were given to him by Luther, which means they&#039;re most likely no longer loyal to the Imperium. Now here comes some plot fuckery: the traitors took the Astronomican and put it out. What? Wasn&#039;t Dorn&#039;s entire plan was to delay the traitors&#039; offensive long enough for the reinforcements to arrive? Why was the Astronomican not as heavily defended as the Imperial Palace itself? How the fuck are the reinforcements going get to Terra without the Astronomican? The Dark Angels probably could due to their abundance of Dark Age archeotech and The Lion&#039;s maybe [[Tuchulcha|Old Ones-creation biological computer Pinnochio macguffin... Thing]], but everyone else? Nonetheless, the plot decrees that Corswain and his Dark Angels must be given something interesting to do I guess. Thus, Corswain plans an assault through the traitor fleet blockade; with the sacrifice of the Emperor&#039;s personal flagship and the gap left by the Iron Warriors&#039; departure, the Dark Angels successfully make planetfall on Terra and retake and secure the Astronomican by killing a Daemon Prince of Slaanesh and a bunch of Kakophoni. But here comes the backstabbing: the officers Luther sent to follow Corswain cannot allow his plan to succeed for obvious reasons, but one of the Librarians, Vassago, is having second thoughts about the whole thing after the daemonic horrors he&#039;s just witnessed. When he tells this to his fallen brothers, they decide to kill him and keep on with their plan.&lt;br /&gt;
** The various storylines are tied together in the end by a speech given by Dorn. As he speaks, what&#039;s left of the loyalist Titan legions begin to charge an unknown anomaly that appeared mid-battle; Katsuhiro&#039;s ragged force faces off against a new wave of enemies; Vassago is attacked by his fallen brothers; and the Legio Mortis finally reaches the Mercury Wall, the true Imperial Palace itself.&lt;br /&gt;
** Also, remember all of those weird metaphorical scenes of the Emperor being a dirty old man they put in every book? Turns out it is the physical manifestation of the struggle and suffering the Emperor is enduring in the spiritual world, and it is getting worse and worse. In previous books, he could still shelter himself in a cave and have Malcador deliver him food or something; now he is quite literally cooking under the sun in an open desert with only a dead tree for cover, and because the Chaos gods are winning, it has become impossible for Malcador to keep supporting the Emperor. So the Big-E is now facing off against the entire warp with nothing but his own willpower to sustain him. Horus keeps showing up to taunt his father and sometimes the Chaos gods accompany him like some kind of pet snakes. Every time he appears he is closer to the Emperor and at the end of this book he is finally able to reach him.&lt;br /&gt;
** Oh, Ollanius and his crew from Calth also return in this book. They finally make it back to Terra after bouncing through all of time and space, and then they infiltrate a hive overrun by the Emperor&#039;s Children in order to rescue John Grammaticus. Along the way, they run into someone named Actaea (who might be Cyrene Valantion based on John&#039;s horrified recognition of her) and a legionary calling himself Alpharius, because everything wasn&#039;t convoluted enough already. Ollanius decides to team up with these two even though Grammaticus is getting some serious bad vibes off of them. This part of the plot is not a bad read, but it really feels like it has nothing to do with the ongoing siege. This, and John&#039;s plot from the last book, feel like they should have gotten their own book instead of being cut to pieces and stitched into the main series. But again, it&#039;s not as bad and irrelevant as Zenobi&#039;s storyline from &#039;&#039;The First Wall&#039;&#039;. At least it revealed Ollanius was once a close friend to the Big-E. How close, you ask? He was the Emperor&#039;s first Warmaster. He led an army to raze the [https://en.wikipedia.org/wiki/Tower_of_Babel Tower of Babel] to the ground, in the 40K narrative the tower was actually built by Cognitae precursors who were using it to learn Enuncia (first seen in the Eisenhorn books). After taking the tower the Emperor decides that he in his enlightened state can actually run the project better then the Cognitae. Ollanius disagrees and stabs the Emperor while using Enuncia to bring lightning down on the tower. John, having stumbled into this memory via being caught in the same pleasure-warp trap uses his psyker language ability to learn Enuncia on the spot. Uses it to unmake a daemon (as in &#039;&#039;permakill&#039;&#039;), but gets a bad nose-bleed. The horror.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Warhawk&#039;&#039;&#039;&#039;&#039;: The Khan vs. Morty, round two. The end of the Siege is nigh, and everyone on Terra knows it. Angron and the World Eaters are loose inside the Mercury Wall, the Sons of Horus are happily killing anything that crosses their path, and the Death Guard have taken over the Lion&#039;s Gate spaceport after Perturabo ragequit halfway through &#039;&#039;Mortis&#039;&#039;. Many of the XIV Legion are still coming to terms with their new warp-touched nature. Some of them aren&#039;t sure the bargain was worth the price, while others are happily adopting pet Nurglings and savoring the feeling of turning into walking sacks of pus and tentacles. Mortarion is using his daemonic powers to turn the port into a mirror of Barbarus and blanket the Palace with a psychic miasma of despair; the effect is so potent that even Rogal Dorn is beginning to crack under the strain. Jaghatai is tired of playing defense, so he rallies up the entire V Legion and every single tank that Ilya Ravallion can coax out of reserves to storm the Lion&#039;s Gate and retake the spaceport. They use the last intact orbital plate on Terra to shield them from the traitor fleet bombardments and charge across the leveled wreckage of the Palace&#039;s outer districts en masse, wrecking shit all the way until they slam into the Death Guard and their defenses. The two legions proceed to just shred the hell out of each other across the spaceport. We get an interesting comparison between their fighting styles here; the Scars dominate the battlefield when they can use their speed and maneuverability, and then when the fighting turns into a battle of attrition the Death Guard give just as good as they get. Jaghatai is in fine form; at one point he yeets a Leviathan Dreadnought with &#039;&#039;one hand&#039;&#039;, and the narration explicitly states that everyone on both sides stops to watch him do it. The battle culminates in a knock-down, drag-out brawl between the Death Lord and the Warhawk. Mortarion literally beats the Khan to a pulp, but Jaghatai just laughs it off and needles Mortarion until he makes a mistake that lets Jaghatai gut him. Mortarion reminds the Khan that he can&#039;t die, since he&#039;s a daemon prince now, and the Khan reminds Mortarion that he can die and doesn&#039;t care if he does, then pulls the classic &amp;quot;let the other guy impale me so I can kill him&amp;quot; move and decapitates Morty even though he&#039;s now got a power scythe embedded in his chest. The resultant explosion of psychic energy disorients the Death Guard and sends the Scars into a frenzy. Jaghatai&#039;s body is carried out on a Leman Russ, and just when it seems like they might actually have unexpectedly killed another primarch, Ilya Ravallion shows up and demands that he be taken to Malcador, who sets about putting the Warhawk back together. The White Scars&#039; frenzy doesn&#039;t end until a newly raised khan gets word to Shiban that their primarch yet lives, and manages to remind Shiban that they were supposed to take the port, not destroy it. The Death Guard retreat in shambles, abandoning the Gate and rejoining Typhus, who had once again taken off to do his own thing earlier in the book.&lt;br /&gt;
**Dorn finally lets Sigismund off the chain, telling him to just go kill as many traitors as possible. On his way out to the field, he&#039;s given the Black Sword, which was forged in the dark times prior to the Unification Wars, and sets out to become the Emperor&#039;s Champion. He kills so damn many captains and praetors that whispers of &amp;quot;the Black Knight&amp;quot; spread across the Palace, and both sides seek him out, either to join him or to kill him. He rematches Kharn and puts him down, though not before Kharn has a lucid moment and is horrified by what Sigismund has become: a remorseless, passionless, icy-hearted killing machine who will raise [[Black Templars|an entire legion of fanatical killers just like him]] to crush the galaxy beneath their boots.&lt;br /&gt;
**Euphrati Keeler inspires thousands of civilians, stragglers, and refugees to take up arms and go drown the enemy in bodies in the name of the God-Emperor, establishing the foundations for the Imperial Cult and the Imperium&#039;s philosophy of sending wave after wave of conscripts and Guardsmen at the problem until it ceases to be a problem. Garviel Loken tracks her down and is disturbed by her new, more nihilistic mindset, but decides to stay by her side anyway.&lt;br /&gt;
**Basilio Fo runs around for a bit and gets attacked by a Night Lord who can apparently see the future and isn&#039;t sure if killing him or letting him live will do more damage. He&#039;s then retrieved by Constantin Valdor, who took a break from daemon-hunting to haul him back to the Sanctum Imperialis so he can go to work on his anti-Astartes phage. Valdor wonders if using the phage would interfere with the Emperor&#039;s plans somehow, since even he isn&#039;t sure what is or isn&#039;t part of the Big-E&#039;s schemes anymore. Really, the whole subplot is kind of pointless, since Fo just winds up back under guard and doing exactly what he wanted to do all along. Makes you wonder why the authors bothered setting him loose last book.&lt;br /&gt;
** Ollanius Persson and his merry band are still traveling to the Palace. Actaea is all but stated to be Cyrene Valantion, who has an agenda of her own that involves getting to Horus. &amp;quot;Alpharius&amp;quot; is one of the Alpha Legion infiltrators from &#039;&#039;Praetorian of Dorn&#039;&#039;, who&#039;s apparently just been kicking around the planet since his legion&#039;s attack on Pluto failed. They fly all the way to the Palace and start making their way into the Dungeon to get on with whatever their missions are, planning to pick up some more Alpha Legionnaires who were planted in the catacombs.&lt;br /&gt;
** The Sons of Horus are quietly starting to turn on each other. With Horus still sitting on his arse and doing nothing to lead his legion, some of his captains are starting to refer to Abaddon as the XVI&#039;s Legion Master, which is pissing off the hardcore Horus loyalists. Most of them end up getting killed by Sigismund anyway, though.&lt;br /&gt;
** Erda dies. Maybe. Erebus turns out to have disguised himself as a random Word Bearer in order to reach Terra and track her down, and after he introduces himself he tells her that her scattering of the primarchs was such a nice gift to the Chaos Pantheon that they themselves sing her praises in gratitude. He offers to help her achieve apotheosis and become a queen of the warp as a reward. Erda sneers at him and tells him that he&#039;s being manipulated by the cast-off thoughts and unconscious desires of humanity; more or less confirming that she knows many of the same truths about Chaos as the Emperor does, but unlike Big-E, she perhaps underestimates the danger they pose. That might also be why she tries to say it&#039;s not her fault some of the primarchs were corrupted and fell to Chaos, deflecting the blame onto the primarchs themselves, Big-E, society (that&#039;s actually barely an exaggeration), and basically everyone but herself. Erebus eventually gets sick of her obfuscation and summons four greater daemons to kill her. However, Erda&#039;s able to defeat them pretty comprehensively, with Erebus assuming they&#039;ve been banished, but the book suggesting that they&#039;ve been permakilled. Regardless of which however, the fight still leaves her drained enough that Erebus is able to hit her with a psychic attack that overwhelms her with the true consequences of what she did. Incidentally, this book does the seemingly impossible and actually makes us root for Erebus (the quintessential Quisling/Hitler/High School Mean Girl hybrid in SPHESS[[Games Workshop|™]] of the entire Horus Heresy), due to him dropping some much needed truth-bombs on Erda (humanity&#039;s worst mom) and handing her some long overdue comeuppance. Erebus then moves to finish her off and wreck her house, [[A Game of Pretend|but does so offscreen]]. As he&#039;s leaving, however, he wonders if she let him kill her, and if so, why.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Echoes of Eternity&#039;&#039;&#039;&#039;&#039;: ADB&#039;s contribution. [[Meme|We&#039;re in the endgame now]]: the Palace defenses have completely collapsed, the Khan is down for the count (Shiban Khan leads the Lion&#039;s Gate Spaceport in his absence), Dorn is surrounded at Bhab Bastion, Corswain and his Dark Angels contingent have locked down the Astronomican but are ordered to stay put and keep the beacon lit, all other surviving loyalist troops have been driven back into the Sanctum Imperialis, and Guilliman and the Lion still haven&#039;t arrived. Angron is leading the World Eaters and Sons of Horus toward victory as Sanguinius rallies his troops for a last stand at the Eternity Gate. Will almost certainly have Sanguinius duel Angron as the big climactic fight.&lt;br /&gt;
** A lot of this book focuses on the defenders&#039; retreat to (and attackers&#039; assault on) the Eternity Gate leading to the Sanctum Imperialis, specifically their mustering and the fighting before the Delphic Battlement. That being said, this is also the point in the siege where things really start to go [[Not as Planned]] for Team Chaos, and as ever, it&#039;s often as much due to them getting in their own way just as much as the efforts of Team Emperor. The Imperial side of things is mostly narrated through the perspectives of Nassir Amit and Zephon of the Blood Angels. Zephon apparently &#039;&#039;wasn&#039;t&#039;&#039; killed back in &#039;&#039;Saturnine&#039;&#039; and was just taking a nap until Arkhan Land and some Legion serfs fix him up with Dark Age archaeotech and send him on his merry way. Meanwhile, the Chaos side of things is told from the POV of the World Eaters Apothecary Kargos from &#039;&#039;Betrayer&#039;&#039; as he tags along with a random Word Bearers Chaplain, reminiscent of Kharne and Argel Tal&#039;s previous bro-ship. It doesn&#039;t matter though, because Kargos gets curb-stomped by the Flesh Tearer and left for dead by his Word Bearers buddy. After a day and a night of fighting, the defenders begin to retreat to the Sanctum, knowing that whoever is left on the outside after the doors close will be daemon chow. Sanguinius duels Ka&#039;Bandha and wrecks him pretty one-sidedly, which Khorne apparently finds hilarious. Just as the gates are being closed, a maniple of Legio Audax Titans (the same guys from &#039;&#039;Betrayer&#039;&#039;) hold the door open long enough for Angron to swoop in and start fighting the Great Angel. The two duel, and Angron gets a good sword-stab to Sanguinius&#039; gutmeats, but then Fabulous Hawk Boy rips the Butcher&#039;s Nails from daemon Angron&#039;s head and drops him to the ground before heading inside and letting the gates close.&lt;br /&gt;
** There&#039;s a subplot about Vulkan going into the shattered remains of the Emperor&#039;s Webway project to duel with Magnus, who is on the other side after being ejected in &#039;&#039;Fury of Magnus&#039;&#039;. Magnus does a bunch of magic tricks to kill Vulkan, but Vulkan is an [[Perpetual|unkillable]] primarch with a big fuckoff hammer and eventually Magnus gets tuckered out long enough for them to &#039;kill&#039; each other. Magnus is banished from the Webway and Vulkan eventually gets up and wanders out. One revelation from these parts is that the Emperor&#039;s &#039;you only perceive me how I want you to perceive me&#039; schtick extends to the Primarchs, as Vulkan remembers the Emperor&#039;s offer to Magnus to lead the Grey Knights as a stern &#039;lol gtfo&#039;. Well that&#039;s one interpretation anyway; the other is that the corruption of Chaos wormed its way yet further into Magnus, altering his cognitive function, allowing him to think of himself as the victim, and thus ensuring that Magnus would dance further to their tune.&lt;br /&gt;
** We also get a look into how things are going in the fleet and for some of the mortal followers of Chaos. The aforementioned Legio Audax Warhound, the &#039;&#039;Hindarah&#039;&#039;, has been on Terra pretty much since the beginning. Its princeps still believes herself to be alive, and frequently hallucinates that the cockpit of her god-engine has become an abattoir of horrors, but then she comes back to it and everything seems normal again. It isn&#039;t until we get another character&#039;s view of the interior that we see that, yeah, the princeps and moderati have all fused into a &#039;&#039;[[Chaos Spawn|mass of suppurating flesh with too many eyes, tongues, and limbs]]&#039;&#039;... Yuck. Lotara Sarrin, everyone&#039;s favorite spunky girl-boss captain of the &#039;&#039;Conqueror&#039;&#039;, has become a corrupted &#039;&#039;thing&#039;&#039; partly fused with her command throne, while the parts of her that wanted to run away from the horror of it all have become a ghost that the rest of the crew just sort of tolerate. This ghost even manages to get in a call to Horus aboard the &#039;&#039;Vengeful Spirit&#039;&#039;, who has continued to deteriorate from &#039;kooky grampa&#039; to &#039;scary kooky grampa&#039;. It&#039;s heavily implied that his equerry Argonis is the only one left really running the fleet.&lt;br /&gt;
** The book ends with the Lion&#039;s Gate finally opening fire on the traitor fleet, much to the horror of everyone aboard the ships, who were caught completely unprepared and in close formation while stationary in geosynchronous orbit. As they&#039;re being shot to shit, they receive a message from Shiban Khan, the commander of the Gate&#039;s [[White Scars|new occupants]], who basically just calls to laugh at them. [[Internet_Troll|Then he hangs up]]. In the epilogue a few pages later, we get a sweet little note from Guilliman to Sanguinius, saying that he and the Dark Angels and Space Wolves are only a couple days from the system&#039;s edge and only a solar week from Terra. However, this message is intercepted and blocked by daemon-Lotara from reaching the surface.&lt;br /&gt;
** A lot of this helps to set up and answer the ultimate question of &amp;quot;why did Horus drop his void shields?&amp;quot; At this point in the siege, the defenders are on their very last legs. Dorn and a lot of forces are cut off at the Bhab Bastion, while everyone else who is still alive has fled inside the Sanctum Imperialis, the only exceptions being the White Scars at Lion&#039;s Gate and the Dark Angels at the Astronomican. There are no more walls to hide behind and nowhere else to run to. Even if Guilliman&#039;s message had arrived, the loyalists might not have even lasted long enough to receive his aid. On the Chaos side of things, by book&#039;s end, Horus is no longer the smug little shit we&#039;ve seen throughout the siege, and is instead now shitting his pants, because he has now lost every single one of his generals. Lorgar had already been driven out for plotting to overthrow Horus, Konrad&#039;s in a stasis capsule on the wrong side of the galaxy, Alpharius/Omegon (it&#039;s hard to keep track of which one is which at the best of times) died at Pluto while the other twin didn&#039;t even bother to show up, Fulgrim fucked off during &#039;&#039;Saturnine&#039;&#039;, Perturabo during &#039;&#039;Mortis&#039;&#039;, Mortarion got clapped by the Khan in &#039;&#039;Warhawk&#039;&#039; and shunted off into the warp, and by the end of &#039;&#039;Echoes&#039;&#039;, both Magnus and Angron ([[Skub|arguably Horus&#039; two most OP subordinates]]) have been reduced to greasy, whiny smears, staining sections of the Webway and the Eternity Gate&#039;s floors, respectively. To make matters worse for Team Chaos, but Horus especially (as if any more were needed), with the death or absence of their respective primarchs, a significant percentage of the remaining Astartes forces under the Warmaster&#039;s command (maybe even up to &#039;&#039;&#039;HALF&#039;&#039;&#039;) have lost anything even remotely resembling unit cohesion, and in the case of the Thousand Sons and World Eaters, probably permanently; the former having fully succumbed to the flesh change en masse and the latter evidently now practicing for the upcoming [[Battle of Skalathrax]] by going all-in on the whole Teamkilling Fucktard thing, whereas before they&#039;d only engaged in the occasional teamkilling dalliance. Horus himself isn&#039;t much better, as his mind and body are on the verge of self-destruction from Chaos overwhelming them. The board, as they say, is set for the final showdown.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;The End and the Death&#039;&#039;&#039;&#039;&#039;: This is it. 17 years and over 60 books, all leading up to &#039;&#039;the&#039;&#039; main event of the Heresy: the duel of the Emperor and Horus, as written by [[Dan Abnett|the man who started the series]][[Awesome|.]] Will be split into multiple volumes, because there&#039;s no way in hell BL wouldn&#039;t milk this for all it&#039;s worth, and because Abnett belongs to the school of &amp;quot;write a shit ton of words&amp;quot; (thankfully, unlike [[A Song of Ice and Fire|someone else we can name]] he actually finishes his shit).&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Volume 1&#039;&#039;&#039;&#039;&#039;: Shit starts hitting the fan at full blast. Horus is suggested to have been faking his madness, but then again, crazy people never think they&#039;re crazy, and the only one backing up his claim is himself. Doesn&#039;t seem to have mitigated his chaos-induced senility any though. Horus plans to use the annihilation of humanity to become the fifth Chaos God, the &amp;quot;Dark King&amp;quot; (not exactly a position that makes him look sane). Zahariel takes on the mantle of Cypher, and persuades the Dark Angels loyal to Luther to aid the Loyalists in the hope that they could turn Corswain after the immediate threat to Caliban was dealt with. &amp;quot;Alpharius&amp;quot; is revealed to be First Captain Ingo Pech, who intended to defeat Horus, only to be enslaved via psycho-indoctrination to Actaea (in fact Cyrene Valantion revived as an artificial Perpetual), who instead believes she could turn Horus against Chaos and by doing so, master the Warp itself. What could go wrong? The Sons of Horus have effectively lost all coherency as a Legion, with Abaddon being the only one of Horus&#039; captains who still cares enough to actually try and win the Siege. Euphrati Keeler realizes that the Emperor is effectively the embodiment of a path upon which he had set humanity millennia ago; humanity never needed understanding or enlightenment, only absolute faith in the Emperor and his designs. The Khan is finally resuscitated, but remains unconscious through his continued convalescence. Finally, the Emperor, Dorn, Valdor, and Sanguinius (Vulkan is instructed to stay behind and activate the dead man&#039;s switch if all else fails) arrive on the Vengeful Spirit only for it to immediately go to shit- Sanguinius&#039;s forces alone are able to begin their assault as planned, with the others being scattered and forced into nightmarish mazes meant to sap their strength and souls. The effects of the warp malaise vary wildly, some of the Custodes get loopy, others (like Valdor) basically just shrug and say &amp;quot;ew, gross&amp;quot; as they continue to kill things unphased, but all it does to Big-E make him more powerful; Malcador pointing out that it&#039;s the equivalent of pouring fuel onto a fire. They depart &#039;&#039;&#039;right&#039;&#039;&#039; as the Ultramarines, Space Wolves, and Dark Angels send a message alerting of their imminent arrival.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Volume 2&#039;&#039;&#039;&#039;&#039;: Bound to showcase Sanguinius&#039; final battle against Horus and what ultimately killed him.&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Sons of the Selenar&#039;&#039;&#039;&#039;&#039;: The first novella in the series. Flashback to the compliance of the Selenar gene cults on the moon, the high supreme matriarch tells a grumpy gene witch to take their best gene tech and hide it from the Emperor while she starts a date/mind purge to wipe out all knowledge of the tech from existence before she surrenders to the soon-to-be Luna Wolves. Flash forward to the crew of the &#039;&#039;Sisypheum&#039;&#039; returning to Terra, SOMEHOW getting all the way to Luna through a lot of luck and bad traitor captains. They pick up a distress signal from Ta&#039;lab Vita-37 saying that the Sons of Horus are breaking through the defenses she has built around the Magna Mater - a silver case containing all the genetic knowledge used to make the first Space Marines. They manage to meet up with Vita-37 and make their way to the center of a moon volcano just in time to snatch it from some tech-priests. Some explosions happen and we get to see Tarsa the Salamander Apothecary walk through radioactive lava while hallucinating that Vulkan lives and dying as he hands the case to Ignatius Numen who also waded in. He dies too because [https://en.wikipedia.org/wiki/Volcano_(1997_film) radioactive lava], but the case gets out of the lava. Justaerin Terminators chase them through the gene labs, and Vita-37 unleashes a bunch of hideous gene-monsters on the Terminators before dying. One spooks them cause it has the face of Horus, but the Terminators finally form up and continue the chase. The last two Iron Hands hand off the Mater to Sharrowkyn and tell him to run like hell while they slow down the Terminator squad, with predictable results. Sharrowkyn gets rescued by the other two Iron Hands in a Storm Eagle, and they make it back to the &#039;&#039;Sisypheum&#039;&#039;, while Thamatica uses a Selenar combat AI to destroy a fighter chasing them before it turns back on him and eats his brains. Magnus makes an appearance and saves the &#039;&#039;Sisypheum&#039;&#039; for some reason, then leaves. Wayland drops off Sharrowkyn on an abandoned refueling station before flying away to distract the traitors. Sharrowkyn has to go into suspended animation and Garuda the mechanical eagle watches over him as he passes out, under the name of the station &amp;quot;Sangprimus Portum&amp;quot;, strongly implying that the Magna Mater is the relic that will be given to Archmagos Cawl to create the [[Primaris Space Marines]].&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Fury of Magnus&#039;&#039;&#039;&#039;&#039;: The second novella, which focuses on Magnus&#039;s attempt to reclaim the shard of his soul that he believes is housed inside the Palace. Alivia Sureka agrees to come with Malcador in exchange for protection for her adopted family, and he takes her down trans-dimensional tunnels known only to him (it&#039;s strongly implied that Valdor would fuck Malcador up for keeping these tunnels secret even from the custodians). Magnus and some of the Thousand Sons breach the Emperor&#039;s telesthetic wards, saving some civilians along the way, and storm the Hall of Leng deep beneath the Palace. They&#039;re met by Malcador and Alivia, and Magnus demands to know where the last shard of his soul is. Malcador admits that it&#039;s already gone, having been fused into Revuel Arvida to produce Janus, so Magnus throws a psychic tantrum that permakills the Sigillite. One of the Thousand Sons kills Alivia for some reason, so Magnus explodes his head for disobeying his orders not to kill anyone. He and his Astartes make it all the way to the Golden Throne, only to find out that the Emperor let them through because he wanted to offer Magnus a shot at redemption. He explains that, though Magnus has been wounded and touched by Chaos, there is still a chance for him to return to the Imperial fold, at the head of [[Grey Knights|a shiny new legion of incorruptible psychic warriors]]. All he has to do is abandon the remaining Thousand Sons to their fate, as they&#039;re already too corrupted to be brought back. Vulkan, who is still guarding the Throne, pleads with Magnus to accept the deal, but Magnus decides that abandoning his legion is too dear a price to pay and tries to kill the Emperor. Vulkan proceeds to kick the ever-loving shit out of him until Magnus finally surrenders to Chaos and ascends into his daemon primarch form. He forever repudiates the Emperor before being ejected from the Palace. Alivia resurrects, finds Malcador&#039;s barbecued corpse, and surrenders her Perpetuality in order to bring him back, dying permanently herself in the process. The entire plot may or may not have been retconned by ADB in &#039;&#039;Echoes of Eternity&#039;&#039;, however.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Garro: Knight of Grey&#039;&#039;&#039;&#039;&#039;: [[skub|It isn&#039;t very good]]. Set in between &#039;&#039;Saturnine&#039;&#039; and &#039;&#039;Warhawk&#039;&#039;, this is the third novella in the series, and features the eponymous Nathaniel Garro&#039;s final showdown with Mortarion as he fights (and ultimately dies) to protect Euphrati Keeler. Not exactly a spoiler, given that Garro was established as the first martyr of the Imperial Cult over a decade ago now, and this is his FINAL showdown, but still a bit of a gut punch all the same.&lt;br /&gt;
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==The Primarchs Series==&lt;br /&gt;
Because Black Library don&#039;t seem satisfied confusing us with all their anthologies, audio-books, and short stories, they have begun releasing a spin-off series of Horus Heresy novels centered on the Primarchs. The series don&#039;t really take place in a specific time, but generally focuses on expanding on the titular Primarch&#039;s backstory and motivations during events before the Horus Heresy (though some of them also have events occurring after it). Why Black Library lists it as part of the Horus Heresy series when that isn&#039;t always the case is beyond our comprehension. Hopefully the Horus book finally shows us his conquest of Ullanor.&lt;br /&gt;
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===Roboute Guilliman: Lord of Ultramar===&lt;br /&gt;
Centers on Papa Smurf himself and his trying to deal with how the Emperor used him like a rusty hammer to smack Lorgar in the head at Monarchia. Uses a conflict against Orks squatting on human ruins as a vehicle for him and the smurfs to express their angst over the event. He eventually discovers that the original humans went extinct from literally a war of red shirts vs blue shirts. A subplot details the conflict of morality the Ultramarines legion had with their Destroyer companies, especially the [[Nemesis]] Chapter (later a second founding) who held on to their Terran roots. Guilliman didn&#039;t much like their use, but eventually saw their necessity (especially when Imperium Secundus came swinging around).&lt;br /&gt;
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===Leman Russ: The Great Wolf===&lt;br /&gt;
Focuses on Leman Russ&#039; notorious rivalry with the Lion, explaining why to this day whenever the Chapters meet they throw the gauntlet down and beat the stuffing out of one another. Notably it reveals some interesting stuff like the Lion being aware of the Space Wolves&#039; furry issue and keeping a lid on it, also that the Lion shanked Russ in the Imperial basement in front of a fresco of the compliance where they previously fought. Establishes clearly that even with overpowered Mech suits, baseline humans will always lose to legionary soldiers.&lt;br /&gt;
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===Magnus the Red: Master of Prospero===&lt;br /&gt;
Depicts the unlikely friendship between Magnus and old Pert with a joint venture between their legions to evacuate a planet that&#039;s getting torn apart by accelerated magnetic polarity shifts. Things go wrong on the planet due to totally not Chaos cult nonsense, and it does a decent job of showing Magnus&#039; flaws, specifically his inability to leave things that have &amp;quot;do not fuck with this&amp;quot; written on them alone; something Pert tries and fails at making him understand. Crucially it&#039;s set early enough in the Crusade that the use of psychic powers by Astartes is uncommon and the Thousand Sons basically have to keep a lid on how powerful they really are. They do not succeed.&lt;br /&gt;
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The original colonists of Morningstar survived by rounding up all the psykers into their seed ship and splitting them from their psychic powers throne room of the emperor style. However since they didn&#039;t dissipate these psychic powers, the souls of the psykers just floated around inside the ship until they joined up into a single entity. When their jailers realized what was happening, they ran and sealed the ship but the psychic gestalt had already infected their minds with a doomsday meme, resulting in the shenanigans that Magnus and Pert arrive to. The entire Morningstar government fell victim to this meme and built a continent sized machine to destroy their planet which Pert &amp;amp; Magnus somehow didn&#039;t notice. The surviving natives of Morningstar are obliterated in space to stop the meme from spreading, and shortly before the Siege of Terra Magnus Pókeballs the psychic gestalt from its prison in the ruins of Prospero into his book so he can use it to get past the Emperor&#039;s psychic shield.&lt;br /&gt;
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===Perturabo: The Hammer of Olympia===&lt;br /&gt;
Probably the book in the series that did the most character building of all. This book shows Perturabo&#039;s childhood on Olympia alongside a &amp;quot;current&amp;quot; day conflict against the Hrud, the former showing why Pert is the odd genius manchild guy he is, while the latter does a great job of showing why fucking with an alien species capable of controlling time is somewhat of a stupid idea. However, the real draw of the book is that it is mainly written as an attempt to merge together the seemingly contradictory depictions of Pert we&#039;ve had over the years, showing how the ruthless dick who decimates his legion for not being good enough in the Forgeworld books is the same guy who just wanted to be a builder in Angel Exterminatus. Also he may or may not have wanted to bang his adopted sister.&lt;br /&gt;
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===Lorgar: Bearer of the Word===&lt;br /&gt;
Yep, the first(ish?) heretic himself gets his own obligatory messed-up childhood novel. Focuses slightly more on Kor Phaeron rather than Lorgar himself, showing him to be a manipulative dick who beat Lorgar as a child and never really bought into this whole &amp;quot;fatherhood&amp;quot; shtick or this whole concept of [[Emperor|One True God]], but allowed Lorgar his fantasies and the takeover Colchis (by &amp;quot;Word&amp;quot; or by &amp;quot;Mace&amp;quot;) while Phaeron benefitted from increased power and secretly kept the faith of [[Chaos Gods]]. By the end Kor Phaeron wonders if Lorgar just let him think that he was manipulated and could have disposed of him at any time. The book does introduce a contrasting character to Kor Phaeron who actually shows Lorgar compassion growing up and was far more worthy of being named &amp;quot;father&amp;quot; but was far less useful to Lorgar&#039;s goals. The book shows that Lorgar isn&#039;t as stupid or naive as everyone thinks and does indeed realise that people have been using him for their own gains, but he only really cares about doing the work of the gods; so long as they both align he doesn&#039;t seem to care.&lt;br /&gt;
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=== Fulgrim: The Palatine Phoenix ===&lt;br /&gt;
Fulgrim tries to conquer the newly discovered planet Byzas with only 7 men. Byzas has devolved to steam power and bolt-action bolters, but capital palace has DAOT gun defenses and anti-grav airships (think blimps without gasbags). Along the way Fulgrim encounters a brotherhood much like his own that wants to work with him; he dismisses them as a bunch of idealists. It&#039;s implied that he COULD have gotten the same results (Compliance) working with them but unfortunately that would have meant calling in backup and Fulgrim didn&#039;t want to do that. In the end Fulgrim takes the world but nearly dies from a hidden hydrogen bomb which he disarms. Several other characters such as Cyrius (who gets shanked by a squad from the brotherhood while wearing armor and has to be saved by Fulgrim) and Kasperos Telmar) later become prominent champions of chaos, while the others were blown up on Istvaan III. Also makes the first (but all too brief) direct mention of one of the Missing Primarchs, as well as the amusing spectacle of Fabius Bile in formal attire.&lt;br /&gt;
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===Ferrus Manus: Gorgon of Medusa===&lt;br /&gt;
Ferrus is overseeing joint exercises between the Iron Hands and the Emperor&#039;s Children when he learns about a noncompliant human empire called the Gardinaal who have just humiliated a compliance force of Ultramarines and Thousand Sons. He decides that he&#039;ll conquer them singlehandedly so as to impress the Emperor and his brothers and maybe even get appointed to that Warmaster position everyone&#039;s whispering about. He throws his weight around when he arrives and tells off the Ultramarines commander for getting his ass kicked, then learns that the Gardinaal are actually some tough mothers, with their own genetically enhanced soldier caste and a willingness to nuke their own cities if it&#039;ll kill some Imperial troops. Ferrus quits fucking around after the Gardinaal try to assassinate him under the pretense of surrender negotiations and orders his fleet to demolish their entire capital planet before personally going down to smash faces in until they finally give up. In the end, he admits to Fulgrim that he doesn&#039;t have the patience to be Warmaster, and that he&#039;ll back whoever gets the job.&lt;br /&gt;
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Probably the highlight of the novel is that we get a look inside Ferrus&#039; head while it&#039;s still attached to the rest of him. Ferrus is a zealot who gives no fucks about anything beyond conquering systems in the name of the Emprah and being the best there is at what he does. In his own way, he was just as obsessed with perfection as Fulgrim, which is why they got along so well. He&#039;s also got a lot of built-up resentment toward Dorn, since Dorn once called him a dumbass on the bridge of his own flagship in front of a bunch of his sons. He doesn&#039;t seem to like Guilliman very much either at this point, probably because the G-man encouraged restraint when dealing with noncompliant planets and Ferrus just wanted to smash everything and let someone else pick up the pieces.&lt;br /&gt;
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===Jaghatai Khan: Warhawk of Chogoris===&lt;br /&gt;
Basically a recap of some of the White Scars&#039; more important pre-Heresy campaigns, including conquering the Nephilim homeworld and killing a shitload of Orks on a planet made of psychically resonant crystals. The main thing the book does is confirm that Jaghatai was always meant to be a wild card. More importantly, it shows that while he didn&#039;t really agree with the Emperor about anything, especially the Imperial Truth, he was still willing to serve the Imperium in his own way (read: killing xenos on the edges of the galaxy while everyone else built an empire behind him). Also shows the Khan trying to plan ahead for the [[Council of Nikaea|inevitable showdown]] between pro and anti-psyker factions in the Imperium, and how the warrior lodges were first introduced to the Scars. A meeting takes place between Sanguinius, Magnus and the Khan to talk about protecting the Librarius but Magnus is dismissive as ever about it and doesn&#039;t seem to take the issue very seriously. The White Scars fight together with the Luna Wolves against Greenskins and the former legion uses their Librarius against the Orc shamans, in order to not miss a conquest deadline set by the Khan, who of course likes to go very fast in all manner of ways. This has a subtle backfire for the Imperium, as the Luna Wolves disapprove of the Librarius. Horus himself is implied to give Jagathai the cold shoulder as a result of this, due to Horus trying to be on his most neutral, goodie good boyscout behavior, in anticipation of winning the title of Warmaster. The Khan thus loses support of Horus regarding the psyker dilemma. On a side note, we learn that the V Legion&#039;s original name was the Star Hunters, and that they relied heavily on armor and mechanized infantry before the Khan and his Chogorian posse taught them to love jetbikes and going &#039;&#039;real&#039;&#039; fast. Oh, and they became known as the White Scars because of a mistranslation, not unlike the Vlka Fenryka/Space Wolves. Much better book than most in the Primarchs series, as it&#039;s basically a Horus Heresy book and not a novel about a no-stakes Crusade campaign (Guilliman&#039;s book) nor a deep dive into the Primarch&#039;s life before the Emperor (Lorgar&#039;s). This is also a companion piece / prequel to Brotherhood of the Storm (this book directly intertwines with Brotherhood near the end) and Scars.&lt;br /&gt;
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===Vulkan: Lord of Drakes===&lt;br /&gt;
Vulkan is united with the Terran members of his legion while they&#039;re on campaign against a fuckhueg WAAAGH! on a volcanic death world. The main takeaway from the book is that the XVIII Legion were stubborn badasses ready to lay down their lives for civilians right from the start of the Crusade. Without Vulkan around though, they kept throwing themselves into desperate last stands, to the point that other Imperial forces were starting to call them suicidal. Some of the Nocturnean legionaries even suggest that the Emperor kept Vulkan away from the legion for so long because he was waiting for all the Terrans to get themselves killed, but Vulkan dismisses that idea out of hand and nothing comes of it. There&#039;s also a pretty nifty sequence where Vulkan and a bunch of his sons surf a modified Termite assault drill into an attack moon and blow it up from the inside.&lt;br /&gt;
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===Corax: Lord of Shadows===&lt;br /&gt;
Corax and the Raven Guard are sent to bring the Carinae system into compliance. The system is basically a thousand floating space station hive cities, all independent of each other with a thousand different governments, orbiting a star. Typically they hate each other&#039;s guts but are able to come together and combine firepower to a devastating effect when an Imperial compliance fleet gives them a common enemy. The leaders aren&#039;t keen on handing over all their power to the emperor. He initially tries to use stealth and surgical strikes to get them to surrender peacefully with minimal casualties, but a real Imperium hater forms a coalition and death stars the first city to surrender. When Corax targets him for surgical elimination, he releases a zombie virus on the whole station and escapes via a stealth shuttle to a hidden station masked by the sun&#039;s emissions. A pissed-off Corax orders his legion to hunt the dude down and disable the station engines, letting him broadcast his 5 stages of grief to the whole system while he descends into the Sun. This also comes at the cost of dragging out the compliance and thousands of unnecessary casualties since the remaining orbitals are able to consolidate their strategic/tactical positions and form actual armies. There is also a subplot about Corax’s home planets of Kiavahr and Deliverance which shows that Imperial compliance didn’t actually make things all that much better for the people living there; the Kiavahr tech-guilds and the Mechanicum can barely tolerate each other and people from Deliverance are still routinely discriminated against to the point where some of them have turned to terrorism to express their displeasure. Corax himself admits that he didn&#039;t have time to fix everything before leaving but pledges that he&#039;ll come back and set Kiavahr to rights once the Crusade is over. Doesn&#039;t stop him from executing one of his best friends in the rebellion for being uppity.&lt;br /&gt;
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The book shows us that Corax was an idealist who believed in the principles of the Great Crusade and genuinely didn’t understand why people would reject the Imperium. It’s shown that while he was a proponent of treating normal humans as equals, he could still be astoundingly arrogant when dealing with them since he was a genetically-engineered transhuman demigod and all. He is also shown to be constantly grappling with his need to deliver justice at any cost, aware that he might turn into another Konrad Curze if he’s not careful. We also get a look at what the Sable Brand is like through the eyes of an afflicted Raven Guard legionary; basically, it&#039;s a watered down version of the Black Rage that causes them to hallucinate and become suicidal, which some of them deal with by joining the [[Moritat]].&lt;br /&gt;
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===Sons of The Emperor===&lt;br /&gt;
A collection of short stories showcasing the contrast between the Primarchs and the rest of mankind, getting down to how they really perceive themselves and how humanity sees them.&lt;br /&gt;
:&#039;&#039;&#039;The Passing of Angels:&#039;&#039;&#039; Sanguinius leads a Destroyer host to completely obliterate an abominable culture. He has his men adopt anonymity so they do not need to shoulder the burdens of what they do, but argues that since he was designed for dark deeds he cannot set aside what he is. Primarchs might be angels, &amp;quot;but angels were not created for kindness&amp;quot;.&lt;br /&gt;
:&#039;&#039;&#039;Mercy of the Dragon:&#039;&#039;&#039; Recounts a conversation between Vulkan and the Emperor that shows us how Vulkan was always intended to be the &amp;quot;most human&amp;quot; of the Primarchs, and to be able to teach his brothers how to be more like him. Possibly hinting towards a plan after the Great Crusade that involved the [[Warhammer High|Primarchs settling down into civilian life.]]&lt;br /&gt;
:&#039;&#039;&#039;The Abyssal Edge:&#039;&#039;&#039; Shows a conflict between Curze and Magnus that was kept confidential, because the rest of the Imperium were not allowed to see the Primarchs in disagreement with each other. Crucially shows a side of Curze that ISN&#039;T a terrorizing murder junkie edgelord. Sevatar leaves the choice up to the investigating officer, and it&#039;s implied the officer chooses to hush up the report. Also the first chronological appearance of Khayon from the Black Legion series as well as Sevatar back on his finest snarking form.&lt;br /&gt;
:&#039;&#039;&#039;Shadows of the Past:&#039;&#039;&#039; Set some point after the Horus Heresy, a &amp;quot;daemon&amp;quot; starts killing its way through some Word Bearers. Turns out Corax has ascended into a creature made of pure darkness and gets into a duel with Daemon-Lorgar. Corax wins, but the Word Bearers act as a mass human shield to allow Lorgar a chance to escape. Shaken from the fight, Lorgar heads to his room and slams the door behind him for a few millennia.&lt;br /&gt;
:&#039;&#039;&#039;The Emperor&#039;s Architect:&#039;&#039;&#039; A biography of Perturabo showing what he was doing before awoke halfway up a mountain, then later. Hints that Perturabo&#039;s projected image was carefully stage-managed, and &#039;&#039;oh&#039;&#039; how he hated to be upstaged. He had a sculpt-off with a prodigy artist, and just like Fulgrim he made a perfect statue. But the artist worked for a decade to make a cool statue of some hero that showed a different facet of his life/personality from the angle you were standing, and practically everybody who saw them side by side said that was better than Pert&#039;s 3D-printed like replica. Pert slapped the statue and never spoke about it again. He was destroying [[Rogal Dorn|artwork that embarrassed him]] long before he was discovered by the Emperor.&lt;br /&gt;
:&#039;&#039;&#039;Prince of Blood:&#039;&#039;&#039; After Angron gets Daemon-Prince&#039;d by Lorgar, he goes mad and gets locked up in the bowels of his flagship, causing all sorts of disgusting changes to take place. Kharn goes to talk to him and finds that Angron has been stripped of his sense of self, completely lost to Khorne. Angron warns them against his form of slavery, though it appears that Kharn and the others followed him down the same path simply because he was their father, but there is also a promise that they will [[Blam|&amp;quot;thank&amp;quot;]] Lorgar for what he did to them.&lt;br /&gt;
:&#039;&#039;&#039;The Ancient Awaits:&#039;&#039;&#039; Long after the Heresy is over, Magnus sends a Thousand Sons squad to an abandoned planet to find a repeating broadcast that says only &amp;quot;the Ancient awaits&amp;quot;. In a deep underground hangar they find an ancient Dreadnought and realize that the planet is Istvaan III, and that the Dreadnought is [[Ancient Rylanor]] of the Emperor&#039;s Children, who&#039;s been sitting there ever since Horus Exterminatus&#039;d the planet millennia ago. Fulgrim appears to try and seduce Rylanor into joining up with the endless party machine that is the III Legion, and Rylanor goes &amp;quot;Surprise Motherfucker&amp;quot; and detonates a virus bomb he was sitting on. The Thousand Sons feel sympathetic to how honorable Rylanor is (despite being a bit cuckoo from sitting on his ass) and let him do it. Fulgrim&#039;s ego is wounded from seeing that even after several millennia Rylanor rejected all the pleasures he had to offer. [https://youtu.be/X2Hb4bngxJ8 A story forever immortalized in song form].&lt;br /&gt;
:&#039;&#039;&#039;Misbegotten:&#039;&#039;&#039; The Sons of Horus take over most of a system without having to fight, but have to deal with one holdout planet defended by Frankenstein-like creatures spliced together from multiple human donors. Their creator (Basilio Fo) is a five thousand year old bioengineer who encountered the Emperor at some point on Terra and then got the fuck out before the Great Crusade kicked off. He sends a big ball of human hands to surprise strike Horus in his command post, but Horus naturally defeats it messily. For all his own abominations, Fo admits that he sees the Primarchs as representing something far worse than even what he could have created. The epilogue shows him laughing his ass off in his cell on Terra when the Siege starts because he&#039;s kind of been proven right.&lt;br /&gt;
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===Angron: Slave of Nuceria===&lt;br /&gt;
Covers the events leading to the World Eaters&#039; adoption of the Butcher&#039;s Nails and the Ghenna massacre. Ever since taking command of the Legion, Angron has been ordering them to complete every planetary conquest they undertake in thirty-one hours, this being the length of a single day on Nuceria. When and if they fail, he has them kill one in every ten Astartes; the same thing Perturabo did when he took command of the Iron Warriors. This has happened so many times that the World Eaters are starting to suffer some serious daddy issues, and the only way for them to earn his approval is to accept the Butcher&#039;s Nails. Unfortunately for them, the implants keep failing, sometimes explosively so, until they&#039;re sent to bring a rebellious Imperial world back into compliance and find that it&#039;s been turned into a planet full of androids who were created with some of the same tech used in the Nails; with this, one of the Legion&#039;s Apothecaries is able to create a stable version of the Nails. Kharn is the first to successfully undergo the procedure, and the Nails make him [[Rip and Tear|RAGE]] so hard the book literally blacks out for a couple of pages. Angron orders the entire legion to be implanted, which triggers a brief spate of infighting between the World Eaters who want to earn Papa Angron&#039;s approval at any cost and those who think that he&#039;s a broken psychopath who needs to be taken to the Emperor for help. The one World Eater captain who still thinks the Nails are a terrible idea gets killed by Kharn in a duel and the rest of them submit to the procedure. The story ends right as Russ shows up with the entire VI Legion fleet, having decided that Angron needs a talking-to about all this nonsense. We all know how this ends, of course. There&#039;s also an epilogue where Kharn happens to ransack Ghenna 10,000 years later and comes across an embellished statue of the World Eater captain he beheaded, and has a rare moment of clear headed dispair for what he and his broken legion have become.&lt;br /&gt;
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The book gives Angron some character development beyond &amp;quot;giant frothing berserker&amp;quot; which turns him into a pretty tragic figure. As it turns out, he didn&#039;t get the Butcher&#039;s Nails immediately after landing on Nuceria, but received them as a punishment for refusing to kill his adoptive father in the arenas. Before the Nails he was a pretty bro-tier guy who loved his fellow gladiators and used what appeared to be latent psyker powers to absorb all their nightmares so they could rest properly while he dealt with all their accumulated fear and anger. This Angron would have probably made one hell of a general for the Crusade. Then the Nails got pounded into his head and he Hulked out and killed his adoptive father, which broke him and turned him into the psychotic death machine we&#039;re all familiar with. [[Slayer|He also has a death wish caused by the Emperor yoinking him from his last stand with the other gladiators on Nuceria and has spent the entirety of the Great Crusade looking for something tough enough to kill him.]]&lt;br /&gt;
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===Konrad Curze: The Night Haunter===&lt;br /&gt;
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Grimdark Batman finally gets his very own standalone novel! The entire thing is told in flashbacks framed by Curze talking to a statue of the Emperor he stitched together out of human flesh while waiting for M&#039;Shen to come and kill him. Most of it involves explaining how Curze got out of the stasis coffin that Sanguinius stuffed him into at the end of &#039;&#039;Ruinstorm&#039;&#039;. As it turns out he was adrift for a few decades after the end of the Heresy, until he got picked up by the crew of a sub-light freighter who planned to sell the coffin for a packet; instead Curze woke up and decided to [[rip and tear|play some tag]] [[grimdark|with the stupid humans.]] He left one of the crew alive and told him to drive the ship to Tsagualsa, mutilating the poor kid whenever he got bored. The kid had a chance to escape after dropping Curze off but followed him instead and was predictably [[grimdark|killed by the Night Lords when Curze decided he was done with him.]] Konrad also struggles under the weight of his visions throughout only for the Emperor to contact him and explain Konrad&#039;s great mistake: his visions of the future were not fixed and Curze could have chosen a different and better path if he had not been so convinced of the inevitability of fate. The Emperor also tells him two very interesting things: he does not consider any of the traitor primarchs irredeemable, and he forgives Konrad for all that he&#039;s done, just as Papa Sang had said he might. Konrad freaks out and insists he cannot be forgiven because there is no justice in that, then tears the statue down before leaving to get ready for M&#039;Shen&#039;s imminent arrival.&lt;br /&gt;
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Other highlights include some flashbacks to Curze&#039;s days murdering people on Nostramo, including killing a woman [[derp|who was about to commit suicide]] and Curze eating his victims [[grimdark|because he enjoyed it.]] Also Curze hated Corax, not because Corax was good, but because Corax was a better ninja than him. Oddly enough he also says he didn&#039;t hate any of his other brothers, even the ones who were dicks to him like Fulgrim or Dorn. So he really just tortured the shit out of Vulkan for shits and giggles, what a dick.&lt;br /&gt;
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Seriously though, this summary doesn&#039;t do it much justice. It&#039;s still a pretty good book. And it&#039;s barely 200 pages, read it anyway.&lt;br /&gt;
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===Scions of the Emperor===&lt;br /&gt;
A second short story collection and cocktease extraordinaire, originally a Weekender exclusive.&lt;br /&gt;
:&#039;&#039;&#039;Canticle:&#039;&#039;&#039; Focuses on Ferrus Manus during his early days on Medusa, fighting his way through hordes of cyborg monstrosities while he scavenges for armor, weapons, food, and equipment; battles the extreme weather; and tries to find a name for himself. He encounters a woman who tries to hold him up, but when he shows no fear of her and gives her his weapon on the grounds that she&#039;s earned it, she instead suggests he join her clan. He refuses, stating that he has something to do (namely killing Asirnoth). Amusingly, the story reveals that Primarchs can literally eat sand and metal to stay alive.&lt;br /&gt;
:&#039;&#039;&#039;The Verdict of the Scythe:&#039;&#039;&#039; Set during the Great Crusade. Having been yelled at by his brothers for trashing yet another planet, Mortarion tries being nice for once when bringing the world of Absyrtus into compliance. He roams the streets for a bit after the official compliance ceremony and realizes that the witch-cults which dominated Absyrtus before his arrival weren&#039;t limited to just the ruling tyrants but are completely integrated into the planet&#039;s society, so he deems the planet beyond saving, [[Exterminatus|nukes it from orbit]], and decides that being Mr. Nice Guy isn&#039;t for him (Liberating Humanity from Life&amp;lt;sup&amp;gt;tm&amp;lt;/sup&amp;gt;).&lt;br /&gt;
:&#039;&#039;&#039;A Game of Opposites:&#039;&#039;&#039; Set during the Heresy. An Iron Warriors warsmith tries to outthink Jaghatai Khan and loses hilariously because the Khan [[Oinkbane|is too subtle for him]]. Jaghatai easily defeats the trap the Iron Warriors tried to set, then explains to the warsmith why he lost before executing him: the warsmith may have studied the Khan&#039;s writings, but he failed to grasp their true meaning, and so he was doomed to defeat even if the Khan had not been present. &lt;br /&gt;
:&#039;&#039;&#039;Better Angels:&#039;&#039;&#039; Follows Jehoel, a line legionary of the Blood Angels, throughout the latter days of the Great Crusade and the Horus Heresy. Sanguinius chooses to be his patron as Jehoel commemorates the battles the legion has fought by making glass sculptures, all the while lamenting the destruction and loss wrought by the Heresy. Just before the Siege of Terra, he finally asks his father why Sanguinius chose to be his patron, and the primarch explains that he sees himself in Jehoel more than he does any of his other sons; he is the best expression of the Blood Angels&#039; highest ideals.&lt;br /&gt;
:&#039;&#039;&#039;The Conqueror&#039;s Truth:&#039;&#039;&#039; A remembrancer gets herself assigned to the Night Lords so she can see some war, and Curze and Sevatar oblige her in the same way a jackass genie might grant your wish for a ton of gold by dropping it on you: they bring her to a city under assault by the Night Lords and allow her to record the civilian population being dumped en masse into its geothermal furnaces. When she declares that she will find some way to show this atrocity to the people of Terra, Curze tells her that&#039;s what he wants. He says that the citizens of the Imperium must know what kind of war is being waged in their name and that he&#039;ll use the footage to show other worlds that there are only two options for them: compliance, or death.&lt;br /&gt;
:&#039;&#039;&#039;The Sinew of War:&#039;&#039;&#039; A flashback to Guilliman&#039;s younger days on Macragge as he returns from putting down a tribal uprising to find Macragge City in flames and his adoptive father dead. He quickly realizes that his father&#039;s co-consul, Gallan, is responsible, and busts Gallan in front of the entire Senate. He fights down the temptation to just murder him, thus holding true to Konor&#039;s ideals. One of his bitterest enemies is so impressed that he swears allegiance to Roboute, and so does the rest of the Senate, thus setting Guilliman on the path to becoming the Lord of Macragge.&lt;br /&gt;
:&#039;&#039;&#039;The Chamber at the End of Memory:&#039;&#039;&#039; Also known as light touching above the clothes. Some workers fortifying a forgotten corner of the Imperial Palace in preparation for the forthcoming siege are killed by a psychic booby trap. When Rogal Dorn investigates, he discovers that they accidentally broke into the personal quarters of the Lost Primarchs, which have been heavily warded with psychic defenses forged by Malcador himself. When Malcador shows up, Dorn realizes that he can&#039;t even remember his brothers&#039; names, and starts to tear into the Sigillite for having sealed his memories. Malcador counters by revealing that it was Dorn&#039;s idea to begin with, and further explains that he and Guilliman were able to save the II and XI Legions from being purged alongside their primarchs; they were mind-wiped and absorbed into the other Legions. He then unseals Dorn&#039;s memories long enough for him to realize that whatever his lost brothers did was so horrible that the Imperium would have long since fallen if they were still alive.&lt;br /&gt;
:&#039;&#039;&#039;First Legion:&#039;&#039;&#039; Also known as a gentle groping of your mental bits. Lion el&#039;Jonson and the Dark Angels are in the midst of the [[Rangdan Xenocides]] when a mysterious legionary calling himself Alpharius turns up and requests an audience with the Primarch of the I Legion. He offers to secretly take over the war effort so that the Dark Angels may withdraw and rebuild their strength as this will improve the Lion&#039;s chances of one day being named commander of the entire Imperial war machine, which &amp;quot;Alpharius&amp;quot; believes is necessary for the Imperium to survive. The Lion rejects the offer immediately, stating that he will see the Xenocides through.&lt;br /&gt;
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===Lion El&#039;Jonson: Lord of the First===&lt;br /&gt;
While the campaign for Ullanor takes place, the Emperor tasks the Lion with pacifying an irrelevant little world on the galactic fringe that had already been considered compliant. The Lion begins fortifying the world and bringing in more troops and fleets, keeping his true intentions to himself, while his senior commanders are keen to move on and earn real glory elsewhere. As it turns out, the planet was being used as a feeding world for the [[Khrave]], a race of uber-psychic xenos from before the [[Fall of the Eldar]] that can read minds, crush tanks with a gesture, and possess people in their millions from outside of a solar system. The book shows how clever and callous the Lion could be by [[Alpharius|coming up with a massively convoluted plan]] that he needed to keep secret from a race of mind readers, even going so far as to issue seemingly contradictory orders to his men to confuse the enemy as well as [[Perturabo|knowingly sacrificing millions of mortal lives]] in order to escalate the conflict and draw out the Khrave&#039;s leader in order to destroy them. This is all interspersed with some of his brief meetings with the [[Emperor]], highlighting how similar the two of them were in mindset. As the dutiful firstborn son, the Lion seemed to always know what his father desired and was the one most trusted to enact it. At one point, the Lion laments that his own contribution to the Imperium is nothing but ash and destruction, but the Emperor explains that this is the point of him and the I Legion: to do the things that even Konrad Curze and Leman Russ cannot, such as the complete erasure of opponents too troublesome to allow to exist (including obliterating all memory of them), and to do it without the need for recognition, accolades, or ceremony. To briefly retouch on a previous point though: the book does a good job of fleshing out the role of the I Legion. If the VIth are the Emperor&#039;s executioners, and the VIIIth his terror Legion, then the Ist are his exterminators. This, combined with the previously mentioned unparalleled trust Big-E has for his first son is likely why, alone of the rest of the Imperium (probably not including the Custodes) the Dark Angels are trusted with archeotech from the Dark Age of Technology so dangerous that not even the Cog-boys know it exists, including weapons so destructive that they probably outclass anything but Necron-tech, which is really saying something. The book even ends with the Lion having potentially [[Grey Knights|mind wiped his own Space Marines so that they cannot remember who they just fought.]] What the novel does best is illuminate the labyrinthine inner workings of the Dark Angels, showing why even the Alpha Legion saw they were too tough a nut to crack. There are orders and cabals and subdivisions of orders and cabals threaded throughout the legion&#039;s structure, reaching across rank, station, and specialization, all of which are linked by a complex and ever-expanding web of coded heraldries, hidden symbols, and secret passphrases that only the Lion seems to fully grasp.&lt;br /&gt;
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The book also reads like a tie-in novel to the recently released Horus Heresy 9: Crusade. It has many references to items and formations that were first introduced only months earlier such as the &#039;&#039;Fusil Actinaeus&#039;&#039;, the Excindio battle-automata, Dreadwing Interemptors, Firewing Enigmatii Cabals, and the various hidden Orders of the Hekatonystika. It also disappoints because it actually shows the secret arsenals of those orders that are tantalizingly NOT represented on the tabletop, such as Fire Raptors equipped with psionic lance weapons, assault psycannons, archaeotech pistols [[Grimdark|that erase their target from memory]], and the Lion wearing a psychic dampening cloak.&lt;br /&gt;
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===Alpharius: Head of the Hydra===&lt;br /&gt;
Long story short, everything we’ve been told about Alpharius is [[Meme|true, from a certain point of view]] (or maybe not). Alpharius himself (unless it was actually Omegon) lands on Terra after the primarchs were scattered. He immediately senses that [[Omegon|some part of him is missing]], but before he can ponder this too deeply the Emperor finds him and brings him back to the Palace. He&#039;s raised in total secrecy by Malcador, who explains that he will be the Emperor’s hidden blade, the son who can strike from the shadows and weave deceptions of surpassing subtlety. The Emperor further explains to him that Alpharius&#039; job will be to preserve the Imperium at all costs, no matter what he might have to do. Alpharius interprets this to mean that he should test the Palace’s defenses, so he breaks into the Imperial Dungeon, kills a Custodian and steals his armor, and sets up a fake assassination attempt on the Emperor. Constantin Valdor stops him, but Alpharius reveals that he had already hacked into an AA battery on the other side of the Palace and could have just shot down the Emperor’s shuttle at any time, proving his point and annoying Valdor. Alpharius and his legion go on to wage war in the shadows throughout the Great Crusade, using wetwork teams, deep-cover sleeper agents, and psyops to defeat the Imperium’s enemies. The XX Legion apparently has agents seeded throughout the galaxy, even on worlds that haven’t yet been contacted by the Imperium, and uses them as appropriate to destabilize governments or cripple armies and infrastructures prior to the arrival of other Legions. Alpharius claims to have fought alongside the Dark Angels in their first deployment (as seen in Valdor’s novel), and also claims to have been present for the rediscoveries of several of his brothers, disguised as members of their legions. He and his legion are shown to be content with their role as black operatives, though also a bit bummed that they don’t get to stomp around kicking ass and gaining glory like the rest of the Astartes do.&lt;br /&gt;
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He later unmasks his legion’s existence to the Lion during the Third Rangdan War, and the account of this meeting directly contradicts the one from &#039;&#039;Scions of the Emperor&#039;&#039;, in that this time Alpharius merely offers his legion’s support to the Dark Angels, rather than suggesting that the Angels withdraw and let the XX Legion take over. The truth probably lies somewhere between these two accounts. While fighting the Rangdan behind the scenes and dealing with civil insurrections, Alpharius gets wind of a mysterious warrior who may possibly be his missing twin on a world behind enemy lines. When he goes to investigate, he discovers that the world is being overrun by the [[Slaugth]], so Alpharius takes a small team in to find his brother. Most of his legionnaires die, but he finds Omegon (unless it&#039;s really Alpharius), and they sit down for a friendly chat. Omegon tells Alpharius that he fetched up on a deserted planet and stole a ship belonging to some space pirates in order to escape (unless he’s lying). They wonder if the Emperor had deliberately engineered them as twins or if they had been divided somehow by their passage through the Warp. Either way, they decide to keep the truth concealed from the rest of the Imperium, then escape the Slaugth together and start planning how to reveal Alpharius&#039; existence to the Imperium. They decide to stage an attack on the &#039;&#039;Vengeful Spirit&#039;&#039;, so Omegon sneaks onto the ship and fights his way to the bridge. Horus recognizes him immediately and is overjoyed to have found his last brother, who introduces himself to the Lupercal as Alpharius. This is followed by the last line of the novel: “This was a lie.” So does that refer to Omegon calling himself Alpharius, or does it mean that the entire story was all one big lie? Hydra Dominatus, ladies and gentlemen.&lt;br /&gt;
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Throughout the novel, Alpharius comes across as a surprisingly philosophical person, often ruminating on his nature and that of his brothers. He isn’t particularly impressed with any of them except for Horus (Alpharius even expresses a foreboding worry that Horus is carrying too much on his shoulders), The Lion to a certain extent (whom Alpharius speculates was the only brother to see through him and sense the truth), Sanguinius (but he might be lying), and he reveals that he distrusted Rogal Dorn so much that he decided to plant some sleeper agents on Terra just in case. (Of course, one of these sleeper agents was Alpharius himself, according to &#039;&#039;Praetorian of Dorn&#039;&#039;, so does this mean that the Alpharius who was narrating this novel is a disguised Alpha Legionnaire?)&lt;br /&gt;
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===Blood of the Emperor===&lt;br /&gt;
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Oh, look, another short story anthology. Only six stories this time.&lt;br /&gt;
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:&#039;&#039;&#039;Lupis Daemonis:&#039;&#039;&#039; Turns out Cthonia is even shittier than we were told it was, ranking as possibly even shittier than Nostramo and Barbarus combined. Horus, who goes without a name until the end of the story, is the runt of his gang in the utter shitheap that is the Cthonian underworld and is only spared from getting shanked by the other members of his gang because the gang leader realizes he isn&#039;t normal. We find out Horus was made differently from the other Primarchs in that his Primarch-level growth rate was intentionally stunted until psychically activated by the Emperor from afar, for some reason. Long story short, Horus evolves into his current form Pokémon style at the end after killing his gang leader/foster father, who was the one who gave him his name. Also apparently the Justaerin got their name from a violent gang on Cthonia who enjoyed impaling people on stakes.&lt;br /&gt;
:&#039;&#039;&#039;Skjalds:&#039;&#039;&#039; We learn Russ returns to Fenris every once in awhile to fuck with the locals, in this case a hunting party trying to kill a warp tainted creature who killed a whole village. Also we get confirmation that, yes, he does indeed smell like a dog.&lt;br /&gt;
:&#039;&#039;&#039;The Sixth Cult of the Denied:&#039;&#039;&#039; Magnus soft-exiles a member of his legion (and disbands an entire cult of the Thousand Sons) for consorting with demons in the quest for forbidden knowledge, specifically how the fuck he managed to cure his legion of the Flesh Change. Oh, the irony.&lt;br /&gt;
:&#039;&#039;&#039;The Will of the Legion:&#039;&#039;&#039; Dorn and the Imperial Fists happen upon an opportunistic bunch of void-dwelling bandits who attack their fleet and are a hair&#039;s breadth away from destroying every single one of them with extreme prejudice until they surrender at the very last moment. Basically a reminder that just because Dorn is a loyal good boy to the Emperor doesn&#039;t mean he isn&#039;t still a mass murderous dick at the end of the day.&lt;br /&gt;
:&#039;&#039;&#039;Council of Truth:&#039;&#039;&#039; Alpharius &amp;quot;confesses&amp;quot; to doing things the hard way as a means to constantly test himself and the Alpha Legion in preparation for the day that might see them standing as the Imperium&#039;s last line of defense. Basically confirms that Alpharius saw the Heresy coming a loooong way off. &lt;br /&gt;
:&#039;&#039;&#039;Terminus:&#039;&#039;&#039; Two Death Guard at the Siege of Terra, fresh off the events of &#039;The Buried Dagger&#039;, wonder if they&#039;re (gasp) the bad guys, what with their rotting flesh and awful smell and such.&lt;br /&gt;
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===Mortarion: The Pale King===&lt;br /&gt;
Set during Mortarion&#039;s early days in the Imperium, just after the events of &#039;&#039;The Verdict of the Scythe&#039;&#039; and flashing back to the Conquest of Galaspar, his first campaign as primarch of the Death Guard. As he&#039;s settling into command of his legion, Mortarion learns of a noncompliant human empire known as the Order in the Galaspar Cluster. Billions of people are enslaved, kept permanently drugged up, and forced to work themselves to death for the enrichment of the High Comptrollers, a pack of oligarchical assholes who refer to their slaves as &amp;quot;labor units&amp;quot; and have them executed and turned into nutrient sludge because their baking wasn&#039;t up to par (no, really). The Order&#039;s similarities to the Overlords of Barbarus piss Mortarion off to the point where he rejects the other Imperial commanders&#039; suggestion that they blockade and besiege the cluster and decides to do a Leeroy Jenkins-style decapitation strike instead. He takes his fleet and barges clean through the Cluster&#039;s exterior defenses before ramming a cruiser into the side of the largest hive on Galaspar Prime and going out to kick ass the Death Guard way: fistfuls of rad grenades, rivers of phosphex, and power scythes, all topped off with plenty of orbital bombardments. No one who belongs to the Order is allowed to survive; Morty and the legion kill most of the Comptrollers even when they try to surrender and leave a few to be torn to pieces by their former slaves. Mortarion expects to be praised for his work, but the Emperor seems upset and sends Horus and Sanguinius to call him to account. Both primarchs are stunned by the level of destruction Mortarion has wrought, and when he tries to justify himself to his brothers, Horus points out that all he&#039;s done is replace one kind of tyranny with another. Mort has a brief moment of clarity and wonders if there is a better path forward for him and his legion. Ultimately, however, he concludes that the examples of Galaspar and Absyrtus justify his way of war and decides to become an embodiment of unstoppable, unrelenting Death, [[Nurgle|and we all know how well that worked out for him.]] Also features [[Typhus|Calas Typhon]] and [[Knights-Errant#Nathaniel Garro|Nathaniel Garro]] in their early days as line legionaries. Typhon falls into a disgusting sewer at one point and runs into a psyker who seems to know what he&#039;ll become, while Garro is the sole survivor of a kill team sent to take out the Order&#039;s chief asshole, which is probably what set him on the path to becoming battle-captain of the Seventh Grand Company.&lt;br /&gt;
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===Rogal Dorn: The Emperor&#039;s Crusader===&lt;br /&gt;
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Fafnir Rann and Sigismund are standing around on the walls of the Imperial Palace just before the Siege, wondering why their primarch got the job of fortifying Terra, when Malcador pops out and reminds them of the Night Crusade, whereupon all three of them start reminiscing about it.&lt;br /&gt;
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Six decades into the Great Crusade, ten years after Dorn was recovered and shortly after Lion el&#039;Jonson was found, Dorn, Fulgrim, Horus, and the Lion are ordered to deploy into the Occluda Noctis, an area of the galaxy obscured by a major Warp storm. Their goal is to bring the area into Imperial compliance and find the source of an unknown threat that’s already destroyed multiple expeditionary fleets. All four of them have their own ideas about how best to prosecute the campaign; the Lion wants to work his way in from the periphery of the Occluda, while Dorn’s plan boils down to “drive my fleet into the heart of the Occluda and get shit done”. He and the Lion disagree about who’s right to the point where Horus and Fulgrim have to try and calm them down, but Dorn insults the Lion, who demands an honor duel. The Lion’s champion wins because Dorn forgot he had Sigismund, and Rogal immediately apologizes to his brother for insulting him. Ultimately, they agree to do both plans. Dorn’s works surprisingly well, though the Fists don’t rack up nearly as many compliances as the Dark Angels and Emperor’s Children since he&#039;s insisting on a diplomatic approach and the fleet has to be careful when making Warp jumps in the Occluda. They eventually encounter the unknown enemy, which turns out to be a lost human civilization called the Kapikulu Continuum that uses cloaking tech and special warp gates to get around, requiring Dorn to up his game to counter them. He manages to outsmart and defeat the Continuum&#039;s fleet and convinces its leaders to join the Imperium. At the peace negotiations, he learns that the Continuum used to be the slaves of a xenos race that altered their brains to grow a special neural web that lets them use all their nifty technology (and also makes their heads explode if a psyker tries mind-probing them), which means that they’re not technically human anymore. Dorn concludes that he can’t risk letting them join the Imperium and orders them to be wiped out, following the exact letter of the Emperor’s orders: “Remove this hidden threat.” He is genuinely distressed by this outcome, but sucks it up and moves on.&lt;br /&gt;
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The whole point of the story turns out to be summing up Dorn’s character: he was made the Praetorian of Terra because he can be trusted to do exactly what he is told to do, fulfilling both the word and spirit of the Emperor’s commands, and there’s no one else the Emperor would rather have guarding his capital world. Also a funny sidenote: Perturabo is found during the course of the Night Crusade and Dorn sends him a friendly welcome message, which one character declares will certainly lead to a greater fraternal bond between them in future.&lt;br /&gt;
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===Sanguinius: The Great Angel===&lt;br /&gt;
A disgraced remembrancer joins the IX Legion on campaign and learns more about the early days of the Blood Angels, possibly including some of their more unsavory secrets.&lt;br /&gt;
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The book starts with a prologue lowly scribe bribing a clerk to enter a restricted archive.&lt;br /&gt;
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During the Great Crusade, the narrator is being brought aboard the Red Tear. He&#039;s a disgraced remembrancer whose work always risks both his career and [[Blam|life]] due to his [[Heresy|scathing criticism of the Crusade and Astartes]] from the more brutal legions. He&#039;s been brought at the behest of the Blood Angels lead remembrancer, a woman more focused on maintaining the legion&#039;s (and crusade&#039;s) image. [[1984|To her propaganda is everything. The truth means nothing compared to what people think the truth is]]. Her plan is to get a glowing review about the legion and Great Crusade from this guy, because of the immense propaganda value that comes from a critical man like him giving praise. [[Derp|She thinks a private investigator-type of remembrancer who&#039;s an expert at uncovering ugly truths about the Astartes will suddenly abandon his journalistic integrity at her behest when the rest of the Imperium&#039;s ire couldn&#039;t rattle him]].&lt;br /&gt;
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The disgraced remembrancer arrives on the Red Tear as it&#039;s en-route for Baal so the legion can group after the Ullanor Triumph. He notices other unmarked ships going in the same direction too. After a while he talks to Sanguinius. Sangy wants the remembrancer to record everything, even the inconvenient truths about the legion. He promises his full support in the endeavor, ensuring the remembrancer has full access and protection for as long as the Angel lives.&lt;br /&gt;
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There&#039;s a segment where the legion attacks some non-compliant humans called the Elekim. Despite Sangy&#039;s efforts to solve the war diplomatically, his captains correctly point out that it&#039;s impossible. The remembrancer notices that there&#039;s lots of Blood Angels chaplains watching the legionnaires, which makes him suspicious. Then they go to the planet Murder, where the legion is fighting the massive fuckoff battle. Horus and Sangy chat. The narrator talks with Iacton Qruze, revealing information on the Revenant Legion.&lt;br /&gt;
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The narrator starts getting visions about the Blood Angels while his suspicions grow. He fails to find a space marine who was previously open with him, and finds some creepy art in his room. When he stumbles into a shrine deep on the ship he finds an exsanguinated corpse surrounded by bones, freaking him out. He tries to run but a chaplain finds him and brings him to Sangy. Hawk Boi reaffirms his vow to let the remembrancer document the truth, but asks him to hold off until the war is over when Sangy believes he would&#039;ve cured the legion of The Flaw.&lt;br /&gt;
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100 years after the Siege of Terra, the low level scribe brings the lead remembrancer of the Blood Angels the book written by the protagonist remembrancer. She&#039;s now an Inquisitor. It&#039;s currently Sanguinala, where her propaganda image on the Cathedral of the Emperor Deified is under construction. She kills the protagonist remembrancer and destroys what is revealed to be the final copy of the book documenting the full story of the Blood Angels. She will preserve the image of the Blood Angels, truth be damned.&lt;br /&gt;
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The book is a mixed bag for readers. Some will be pissed off the book subverted their expectations by keeping Sangy&#039;s presence to a minimum and amounting to nothing in terms of the plot. Others will like how Chris Wraight shook things up and chose to show the Blood Angels from the perspective of a disillusioned remembrancer, while showing their uglier side.&lt;br /&gt;
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===Heirs of the Imperium===&lt;br /&gt;
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Hey, remember the three anthologies they already released for this series? Now Black Library is cramming them into a single mega-anthology to juice yet more money out of their readers, with five new stories included to try and justify this thing&#039;s existence.&lt;br /&gt;
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===Audiobooks===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;The Sigillite&amp;lt;/u&amp;gt;&#039;&#039;&#039; Despite not being a Primarch, his short story is included in the Primarch sub-series of the Horus Heresy. It covers a discussion between Malcador and a Stormtrooper named Khalid Hassan about the nature of the Emperor&#039;s plans and whether or not Malcador agreed with everything the Emperor thought(hint: he didn&#039;t). Khalid had brought the Rosetta Stone to Malcador without fully understanding its significance, whereupon Malcador reveals that he is part of an ancient order dedicated to the preservation of humanity&#039;s knowledge and history, and whose symbol will later become the Inquisitorial =I=.&lt;br /&gt;
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Malcador also reveals the doors to the Golden Throne and indicates the awesome battle going on behind them, foreshadowing the events of the Webway War that are covered later on in the main series.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Malcador: First Lord of the Imperium&amp;lt;/u&amp;gt;&#039;&#039;&#039; In the story Malcador visits his elderly personal astropath who is on her deathbed. The pair have a few conversations where Malcador shows surprising compassion and humanity. During the conversations there are some major revelations about Malcador and the origins of the Heresy. You should listen to it yourself as it&#039;s cheap and short (25 mins), but in case you don&#039;t care about spoilers here&#039;s some stuff: he&#039;s 6718 years old, he helped the Emperor go from being just the biggest warlord on Terra to... well, being the Emperor, and he explains who the Sigillites are and what their role in the Imperium is. After the astropath despairs about the countless billions who&#039;ve died in the Heresy, he drops the mother of all bombshells: the Heresy was planned by him and the Emperor from the beginning. Just as how the Thunder Warriors served their purpose and were betrayed and wiped out, the plan was to eventually pit the Primarchs against one another and have them wipe themselves out. He says the two of them carefully maneuvered the Primarchs into specific roles and situations, as well as the Emperor showing unequal favour between them, in order to foster hostility. The ones who &amp;quot;couldn&#039;t be controlled&amp;quot; never made it to the endgame (possibility referencing the lost Primarchs). He admits though that his failure was underestimating Chaos who caused the Heresy to happen much sooner than expected, which turned it into the calamity that it is.&lt;br /&gt;
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After she dies Malcador he admits he lied but doesn&#039;t say exactly which bit he lied about. Some people think the truth is they planned to wipe out the Primarchs and Astartes, but the Heresy was never planned and was instead a lie intended to comfort an old woman on her deathbed (by saying they have it under control, sorta). Some other people think the lie is where he tells her that the Emperor &amp;quot;will catch her&amp;quot; when she dies (hinting at an afterlife and saving her soul from Chaos). The truth is we&#039;ll probably never know as this is typical Malcador obfuscation. If there&#039;s even a shred of truth to the origins of the Heresy, though, the implications are staggering: Horus was right in turning against the Emperor even if his reasons for doing so were wrong.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Perturabo: Stone and Iron&amp;lt;/u&amp;gt;&#039;&#039;&#039; A minor story largely about showing the differences between the Iron Warriors and the Imperial Fists, so doesn&#039;t provide any major revelations for the series. The Iron Warriors are supposed to be supporting an Imperial Fist position that is currently under assault, but Perturabo holds back and uses the opportunity to instruct his officers about how the Fists prosecute their own wars.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;Konrad Curze: A Lesson in Darkness&amp;lt;/u&amp;gt;&#039;&#039;&#039; Pretty skippable, really just Curze giving his thoughts on why the Emperor made him like he did and the Night Lord definition of &amp;quot;compliance&amp;quot; during the Great Crusade. Hint: It involves flaying. Lots of it.&lt;br /&gt;
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===Short Stories===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Grandfather&#039;s Gift:&amp;lt;/u&amp;gt;&#039;&#039;&#039; Mortarion has a lab accident and knocks himself out. He wakes up in Nurgle&#039;s Garden, wanders around for a bit, and has a nice chat with [[Ku&#039;Gath]] the Plaguefather, whose name is misspelled [[Derp|for some reason]]. It&#039;s revealed that Nurgle has tracked down his foster father&#039;s soul and will let Mortarion capture it as a gift for joining his service. The timeline is a bit squiffy due to warp fuckery. Mortarion knows what daemons are and knows that he&#039;s fought alongside them, but doesn&#039;t recognize Ku&#039;Gath. Ku&#039;Gath knows Mortarion, but also says that they haven&#039;t met yet. Morty himself doesn&#039;t know where he is or what&#039;s going on at first, but eventually his memories return, and he mutates into his daemon primarch form and captures his foster father&#039;s soul.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;u&amp;gt;A Lesson in Iron:&amp;lt;/u&amp;gt;&#039;&#039;&#039; Ferrus Manus chases some orks into a warp rift and stumbles across an Iron Hands ship from a few thousand years in the future. The boarding parties he sends are attacked by daemons which fuck them up, and Ferrus himself finds a dead future Iron Hand whose bionics look like a shitty hack-job to him, so he gets pissy and orders everyone to leave. When his Mechanicum adept points out that they might be able to mine the databanks for advanced technology and info on [[Drop Site Massacre|future events]], he declares that he wants no part of this future. Also reveals that Ferrus had seen enough shit on Medusa to know that the Imperial Truth was a &amp;quot;useful lie&amp;quot;.&lt;br /&gt;
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==Horus Heresy Character Series==&lt;br /&gt;
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A subseries of novellas and short stories focusing on major characters from the Crusade and Heresy eras. Originally these were part of the Primarchs series until BL finally split them off into their own category.&lt;br /&gt;
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===Valdor: Birth of the Imperium===&lt;br /&gt;
Will cover Constantin Valdor&#039;s role in the Unification Wars, and according to previews it will hold some new insights on the Emperor&#039;s plans.&lt;br /&gt;
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As it turns out, it doesn&#039;t really tell us anything that we didn&#039;t know already, though it does expand on a few things. The book is set near the end of the Unification Wars on Terra. The new Provost Marshal, Uwoma Kandawire, has uncovered evidence of some shady doings at Mount Ararat and confronts Constantin Valdor as to the Custodians’ role in that battle. Along the way, he tells her of the war against the warp-tainted Confederacy of Maulland Sen, where the inherent instability of the Thunder Warriors first became apparent. They weren&#039;t just genetically unstable; the influence of the Warp also caused them to go more berserk than usual, so it became evident to the Emperor that a [[Space Marines|long-term solution would be required]]. Valdor also tells Kandawire about the primarchs being scattered by the Chaos gods; the psychic backlash from the event was so strong that it wrecked a large section of the Imperial Dungeon and killed thousands of those present. Valdor himself waded in to save the stored gene-seed from being destroyed, alongside Amar Astarte, the Imperium’s best gene-wright and the namesake of the Adeptus Astartes, though everyone believed that the primarchs had been killed. The Provost Marshal concludes that the Custodes are trying to make a grab for power and leads an uprising alongside Lord Ushotan, the “primarch” of the Thunder Warriors’ Fourth Legion, who survived the purge at Ararat. Valdor confronts Kandawire and Ushotan outside the Lion’s Gate and explains himself thus: the Custodians and the Emperor are the architects of humanity’s future, and any crime can be forgiven and any virtue dismissed if it is in service to that future. Then he unleashes the fledgling [[Dark Angels|I Legion]] to destroy the insurrectionists and personally kills Ushotan in a duel. In the aftermath, he explains to Kandawire the Imperium’s ultimate aim: not just Unity on Earth, but [[Great Crusade| Unity throughout the galaxy]], a vast undertaking which will require hundreds of thousands of these new soldiers. Meanwhile, Amar Astarte has come to the conclusion that the Space Marine project will fall apart without the primarchs and has decided to destroy the stored gene-seed in order to stop them from failing like the Thunder Warriors did. She manages to blow up the gene-seed vaults underneath the Palace, but Malcador already had copies of all twenty batches moved to Luna. He then reveals to Valdor that the Emperor believes the primarchs are still alive and intends to seek them out. Valdor wonders if it wouldn&#039;t just be better to abandon them or destroy them outright, since they might be tainted by [[Chaos|whatever power]] snatched them away in the first place. Malcador&#039;s dialogue heavily implies that the Emperor actually did have some paternal affection for the primarchs at this point, as he mentions that the Emperor has started referring to them as his sons and suggests that he has a lingering attachment to them which has yet to fade. Valdor&#039;s response is equally telling: he notes that the Emperor&#039;s &amp;quot;human sentiments&amp;quot; are slowly ebbing away, and Malcador acknowledges that this is the price the Emperor was willing to pay to secure his dream of Unity.&lt;br /&gt;
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===Luther: First of the Fallen===&lt;br /&gt;
A story told from the perspective of Luther starting at the time he’s found by Redloss after the events of Caliban’s destruction. Locked in a cell and tortured on and off so frequently that he barely even registers it anymore, he’s constantly forced to deal with Dark Angel Chapter Master after Dark Angel Chapter Master as the millennia go by, each one coming to him for knowledge of the past in between being frozen in stasis by the Watchers in the Dark. Each time he’s asked a question, Luther answers it in a roundabout way by telling a story from his past as a way to demonstrate some point to whichever Chapter Master happens to be listening: some get what he’s saying, and some don’t. One story gets misinterpreted so badly that the Chapter Master in question comes back afterwards and kills himself in Luther’s cell. By the time of the events of great rift with Azrael as the current chapter master, while the Rock is under siege, he finds that his cell door is open and he literally just tip-toes his way out.&lt;br /&gt;
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===Sigismund: The Eternal Crusader===&lt;br /&gt;
Solomon Voss comes to interview Sigismund for the first time near the end of the Great Crusade, and Sigismund reveals why he believes that there will only be war in the Imperium&#039;s &amp;lt;s&amp;gt;grimdark&amp;lt;/s&amp;gt; noblebright future.&lt;br /&gt;
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Most of the novel is concerned with Siggy&#039;s backstory: he was an orphan recruited from the slums of Terra by the Night Lords, but the initial genetic testing revealed he was more compatible with the Imperial Fists, War Hounds, Luna Wolves, and Raven Guard, in that order, so he got bumped into the VII Legion instead. He earned his position as First Captain by beating 200 other Templar Brethren in one-on-one duels, with his final opponent being a Contemptor Dreadnought containing the guy who coached him when he joined the Templars. He&#039;s named Dorn&#039;s personal champion after winning a duel with an Iron Hands champion over whether Dorn or Ferrus was right about the proper prosecution of a campaign. We also get to see his infamous duel with Sevatar, which lasted an entire day until Sigismund was about to land the killing blow and Sevatar cheated to end it, and his time with the World Eaters, where he picked up his habit of chaining his sword to his arm. Most interestingly, he admits that he never wanted to be recruited for the Legions, and that if he knew as a child what he&#039;d become, he&#039;d still have said no. Voss further realizes that Sigismund is hoping to die at some point so he can escape the endless cycle of conflict. The book ends with Voss summarizing what Sigismund believes: there will always be war, because even if the Imperium pacifies the galaxy, it will still have to fight against the cruelty, savagery, and cowardice of human nature. Needless to say, later events proved Sigismund to be absolutely right in every possible way.&lt;br /&gt;
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==The Tabletop Wargame==&lt;br /&gt;
[[Forge World]] produces a line of books and models (in line with the old [[Imperial Armour]] and [[Warhammer Forge]]) to allow players to fight battles from the Horus Heresy, with rules and models for the [[Primarchs]] (both pre- and post-fall, for the Traitors), named characters who were romping around back then and ancient vehicles and machines that would be one off units in 40k armies, being fielded en-mass. Originally an add on system for [[Warhammer 40,000]], it became it&#039;s own game with a rulebook after 40k moved on to [[Warhammer 40,000 8th Edition|8th edition]] making it a sort of legacy game for the older style of 40k edition and also meaning the game has become a refuge for fa/tg/uys who don&#039;t enjoy 8th/9th edition 40k. Since the game is set during the 31st millennium pretty much all the armies are more archaic versions of their 40k counter parts, with lots of rules and quirks that help differentiate the factions from their future selves, such as legion tactical squads being able to be fielded in 20 man squads representing how much bigger the legions were and [[Daemon]]s not having their gods properly identified (though still having rules for god specific daemons) and having vague unit names to represent the only basic understanding the Imperium had of them. There are no [[xenos]] armies unfortunately (or fortunately depending on who you ask), but all the factions that are in the game are very customisable with a huge array of rules, army types and really good conversion opportunities being able to be brought to the table, especially for Mechanicum, Daemon and Militia &amp;amp; Cults armies. Presumably this came about because GW felt that they just weren&#039;t making quite enough money from die-hard marine/chaos players and figured they could literally buy a dump-truck full of gold-plated cocaine each if they made a version of the game that requires only Forge World minis AND thousands upon thousands of them. Still worth it, though.&lt;br /&gt;
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Following the passing of Alan Bligh and the re-organisation of Forge World as a studio, the fate of this wargame had been seen as a bit precarious. While there were probably more books to cover up to and likely including the Siege of Terra, it seemed increasingly likely that Daddy GeeDubs wasn&#039;t keen on letting FW continue writing for this game (or making massive monsters and tanks for the mainstream games) on top of their work on [[Necromunda]] and [[Blood Bowl]]. One only had to look at how gutted the Imperial Armour books became in recent editions to see the writing on the wall. That said, the game had itself a sizeable following, especially after 8th Edition 40K essentially threw out all the crunch fans knew and made something entirely different, predictably leading to reactionary grognards clinging to the remaining flecks of nostalgia.&lt;br /&gt;
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The game was never fully cancelled though. Though the black books had essentially stopped after Crusade, GW did release &#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2019/11/HHZone_Mortalis_Rules.pdf Zone Mortalis]&#039;&#039;&#039; rules, the Exemplary Battles PDFs mentioned below and more alarmingly, the lead-up to Adepticon 2022 announced that the Horus Heresy wargame was going to see a new edition, now written by the core GW design team. Warhammer Fest 2022 displayed their full intent, with a full box set (filled with plastic Beakies, two new Praetors, a Spartan, and Cataphractii Termies, all in plastic) as well as plenty of other updated models: new support squad weapon kits, reboxed 20-man kits for Mk. III and Mk. IV Marines, plastic Deimos-pattern Rhinos, Sicarans, and Leviathan Dreadnoughts, an updated plastic Contemptor Dread kit, and the brand new [[Kratos Heavy Assault Tank]], a heavy tank placed in between the Sicaran and Fellblade. They&#039;ve continued to make new models for the game since then (including plans for new models for each of the Primarchs), although it seems Forge World will still be making a bunch of the original models&lt;br /&gt;
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===First Edition===&lt;br /&gt;
&#039;&#039;&#039;Book 1: Betrayal&#039;&#039;&#039; Forge World starts big, as their first book covers the battles on Istvaan III, in which [[Horus]] sent the remaining loyalist elements of the [[Sons of Horus]], [[Emperor&#039;s Children]], [[Death Guard]], and [[World Eaters]] to the surface, ostensibly to rout the anti-Imperial resistance that had taken hold in the capital city, and then fired [[Exterminatus]] torpedoes (of the life-eater virus bomb variety) onto the city to wipe them out.&lt;br /&gt;
:Unfortunately for Horus, not everything went as planned; not only did the loyalist Death Guard frigate &#039;&#039;Eisenstein&#039;&#039; escape to the [[Phalanx]] with word of Horus&#039;s betrayal, but loyalist elements on other ships were able to disrupt the bombardment and warn the loyalists on the ground that it was coming. Between the disruption, the warning, and good old-fashioned [[Space Marine]] toughness, only a third or so of the landed force had actually died. Horus would have fired another bombardment, but [[Angron]] and his traitor World Eaters jumped the gun and made planetfall; the other traitors were left with no choice but to deploy themselves and destroy the remaining loyalists personally.&lt;br /&gt;
:&#039;&#039;Betrayal&#039;&#039; contains a [[Great Crusade]] Legion army list (for which we have a [[Warhammer 40,000/Tactics/Space Marines/Legion List‎|tactica]]), and rules for special characters and units from the [[Sons of Horus]], [[Death Guard]], [[Emperor&#039;s Children]], and [[World Eaters]] Legions, including their [[Primarch]]s (even [[Fulgrim]], who was not actually at the battle) and several major characters from the book series such as Garviel Loken.&lt;br /&gt;
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&#039;&#039;&#039;Book 2: Massacre&#039;&#039;&#039; The infamous Drop Site Massacre is the focus of the next book, where seven Legions are sent to crush Horus’ rebellion, only for four of those to turn on the other three and crush them utterly. The book&#039;s storyline is essentially just the &#039;&#039;first day&#039;&#039; of the battle, leading up to the death of [[Ferrus Manus]].&lt;br /&gt;
:Massacre contains additional rules for special characters and units from the [[Iron Hands]], [[Night Lords]], [[Salamanders]] and [[Word Bearers]] Legions including their Primarchs and several more major characters from the book series make their debut such as Sevatar, Eidolon, Erebus and Kharn.&lt;br /&gt;
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&#039;&#039;&#039;Book 3: Extermination&#039;&#039;&#039; Focusses on the second half of Istvaan V, as well as the Battle of Phall between the [[Iron Warriors]] and [[Imperial Fists]]; and on that note, it includes rules for those two Legions, as well as the [[Alpha Legion]] and the [[Raven Guard]]. It also gives us a complete Mechanicum Army List: the Taghmata.&lt;br /&gt;
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&#039;&#039;&#039;Book 4: Conquest&#039;&#039;&#039; Horus Heresy Volume Four is entitled &#039;Conquest&#039;, despite early hints from Forgeworld that it would be about the Battle of Prospero, it instead features Horus&#039; conquest of the Imperium and the [[Skub|&amp;quot;Major&amp;quot;]] battles of this time, which is to say some battle-zones that Forgeworld made up to fill time whilst they worked on the more well known events from the in-universe history. &#039;&#039;(And to be fair, their response as to why Prospero was delayed was because it included four major factions, [[Adeptus Custodes|two of]] [[Sisters of Silence|which have]] NEVER been represented on the tabletop, so required more time to do them justice.)&#039;&#039;&lt;br /&gt;
:A large portion of the book is given over to running battles in the &#039;&#039;&#039;&amp;quot;Age of Darkness&amp;quot;&#039;&#039;&#039;, which is a variant ruleset used as the default for Horus Heresy games &#039;&#039;(where only Troops usually score, amongst other things)&#039;&#039; and has rules and FOCs for Cityfight missions, rules for running ongoing campaigns, variant rules for mysterious terrain and objectives as well as including unique relics to be taken by the various army lists to add flavor to non-special characters. It also introduces the [[Solar Auxilia]] and [[Imperial Knight|&amp;quot;Questoris&amp;quot; Knights]] (as an AdMech list) armies to play while the modellers take a break from building power armor 24/7.&lt;br /&gt;
&#039;&#039;&#039;Book 5: Tempest&#039;&#039;&#039; The fifth Horus Heresy book covered the Battle of Calth. The rules for the [[Ultramarines]] (including [[Roboute Guilliman]] himself) as well as several warp-corrupted Word Bearer units are brought in alongside a few other new miscellaneous FW releases, including the Deredeo and the new Thanatars. There&#039;s also an Imperial Militia (Read: PDF) list that&#039;s super-customizable so you can make both loyalist and traitor lists. Also, the MOTHERFUCKING [[Warlord Titan|WARLORD TITANS]] IS IN IT TOO. PREPARE YOUR WALLET.&lt;br /&gt;
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&#039;&#039;&#039;Book 6: Retribution&#039;&#039;&#039; Focused on &#039;Shadow Wars&#039; far from the main fronts of the Heresy, in particular the Shattered Legions - that is, the [[Iron Hands]], [[Raven Guard]], and [[Salamanders]] in their weakened state following their losses in the Drop Site Massacre. But other Legions can also be included, with special rules for the Shattered Legions, Black Shields and a list for Armies of Dark Compliance - mixed traitor Legiones/Militia lists, as well as ten new special characters. It includes Legiones Astartes rules for the White Scars, Blood Angels and Dark Angels, so that players of those legions can start playing properly; however, it does not include special units, characters, or Primarchs for those legions. It also includes Garro and the Knights Errant and additional Mechanicum units and characters, including a new Dark Magos, [[Anacharis Scoria]]. Space Wolves and Thousand Sons will still need to wait for the Prospero book (Inferno, Book 7).&lt;br /&gt;
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&#039;&#039;&#039;Book 7: Inferno&#039;&#039;&#039; In &amp;lt;s&amp;gt;Set to be book 3.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;late 2016.&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;early 2017 (Because FW can&#039;t keep to schedule)&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;December 2016&amp;lt;/s&amp;gt; February 4, 2017, comes with what many neckbeards are waiting for: THE BURNING OF PROSPERO!!! For those [[Thousand Sons]] players, start saving up so you can play your space Egyptian sorcerers in all their 30k glory. Rules for the Sisters of Silence as an allied detachment and the Adeptus Custodes as a full army list will be present as well.&lt;br /&gt;
:Well, it&#039;s come, and... it&#039;s uninspiring to say the least, with stuff like [[What|Magnus being straight up impossible to hit if he casts invisibility, not to mention pumping out 2d6 destroyer hits at every unit within 18&amp;quot; if he likes]], [[Derp|Custodes captains beating out every Primarch with a rollable 3+ invulnerable save]], some Custodes wargear being straight up [[Wat|left out of the book]] and to cap it all, [[Herp|pictures of tourists in the book (&#039;&#039;&#039;twice&#039;&#039;&#039;) where you&#039;d expect miniatures to be]]. You&#039;d think with such a long development cycle the quality assurance would have been more thorough. Didn&#039;t help that [[Alan Bligh]] was likely fairly ill in late 2016, and his death in May of 2017 means the Horus Heresy team now has a big hole in it.&lt;br /&gt;
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&#039;&#039;&#039;Book 8: Malevolence&#039;&#039;&#039; After the untimely death of Alan Bligh, this will be the first book with John French behind the wheel after two years of internal re-organizing. Covers the events of Signus Prime and the Chondax Campaigns. It features [[White Scars]] and [[Blood Angels]] including rules for both Jaghatai and Sanguinius, [[Dark Angel Shoulder Pad|making the Lion the only Primarch without rules]]. Introduced as a new army is Daemons of the Ruinstorm, an army of &#039;unknown aberrant xenoforms&#039; (since this was before the Imperium really understood what Daemons really were) which play quite differently to the Daemons of Fantasy/Sigmar/40K. Also included are 5 new consuls, two new squads, and an entire slew of relics that interact with Psykers and Daemons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Book 9: Crusade:&#039;&#039;&#039; Was originally to be called &#039;&#039;Angelus&#039;&#039;, though it eventually was renamed to &#039;&#039;Crusade&#039;&#039;. It covers the [[Thramas Crusade]] with the Dark Angels vs Night Lords and introduces new Legion-specific units and characters for the Dark Angels, including Dreadwing units and rules for upgrading DA characters to represent any of the six Wings of the Hexagrammaton. Most importantly, the Lion finally has his rules. The Night Lords got revamped rules and some new toys, including a new VIII Legion-specific Terminator squad that [[Derp|isn&#039;t the Atramentar]]. Unfortunately leaks have confirmed that the Dark Mechanicum army list has been pushed back to the next &amp;lt;s&amp;gt;book&amp;lt;/s&amp;gt; edition. Also has rules for some new Space Marine vehicles, including the Sabre strike tank and the Arquitor Bombard, plus new additions for the Solar Auxilia, Imperial militia, and Chaos cults. Finally released in September 2020, having been delayed due to Nurgle&#039;s interference. Remarkable for atrocious fluff like Dark Angel auxiliary fleets usually including [[Gloriana-class_Battleship|Glorianas]], [[Rangdan_Xenocides|&amp;quot;the biggest threat to the existence of Imperium&amp;quot;]] being reduced to 80k Marine casualties in all three campaigns spanning for two decades, Legion recruits retaining their noble status after being conscripted, and many, many more things that would give even Matt Ward a pause. This proved to be the last of the black books for the first edition of the Heresy tabletop, as GW announced a new edition of the game at Adepticon 2022.&lt;br /&gt;
&lt;br /&gt;
====Condensed Lists====&lt;br /&gt;
The Istvaan Campaign Legions (ICL) and Legiones Astartes Crusade Army List (LACAL) were initially released as part of the limited edition run of Extermination, but were then later released separately. They are fluff-lite, codex-equivalent books that also included all of the FAQs/Errata up to their release; which unfortunately was still the end of 6th edition so some rules haven&#039;t carried over well. &#039;&#039;(eg. [[Lorgar]]&#039;s psychic rules.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The LACAL is basically the generic 30k Space Marine &amp;quot;codex&amp;quot;, whilst the ICL contains all of the collected rules for the legions from Books 1-3, including their units, characters and wargear. Meaning you can have a cheaper alternative to buying multiple £70+, huge black tomes JUST to play the game. The ICL was continued in the Age of Darkness Legions, which collected everything to book 5, including the errata.&lt;br /&gt;
&lt;br /&gt;
Later came the Mechanicum Taghmata Army List, which contained all the Mechanicum units and army lists mentioned and rearranged them to keep everything on the same page, but lacked the Questoris Knight Army. The Crusade Imperialis Army Lists contain the Solar Auxilia, Imperialis Militia/Warp Cults, and Questoris Knight Crusade army lists.&lt;br /&gt;
&lt;br /&gt;
====Exemplary Battles====&lt;br /&gt;
Starting in Fall 2021, GW started publishing a series of free PDFs for the Horus Heresy tabletop which contain mini-campaigns based around battles from the Heresy that have been mentioned in the novels or black books but weren&#039;t big enough for a book of their own. These PDFs also include fluff and rules for Legion units that haven&#039;t been given any yet, along with photos and conversion tips for said units. These tips boil down to &amp;quot;buy tons of Forge World stuff while you still can&amp;quot;, so one could plausibly argue that the PDFs are just ads for FW&#039;s overpriced upgrade packs. Still, it&#039;s a neat concept and at least they&#039;re free. These seem to be leading into the new edition of the game as announced at Adepticon 2022; GW has confirmed that the PDFs released prior to the launch of the new edition have been written to work with both sets of rules. The first wave of articles covered all eighteen Space Marine Legions and ended in January 2023; the second wave will cover their allied units, like Daemons of the Ruinstorm, Chaos cults, and Solar Auxilia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/09/Xwccsydzg8YpDsho.pdf The Battle of Pluto: Hydra&#039;s Devastation]&#039;&#039;&#039;&#039;&#039;: Focuses on the Alpha Legion&#039;s invasion of Pluto, as seen in &#039;&#039;Praetorian of Dorn&#039;&#039;, and provides a scenario for Imperial Fists vs Alpharius&#039; sneaky sneks. Also has rules for the Huscarls, Dorn&#039;s elite bodyguard, which make them into Phalanx Warders on steroids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/11/9eA3ZYnzr5tXbxjX.pdf The Defence of Sotha: Aegida&#039;s Lament]&#039;&#039;&#039;&#039;&#039;: Focuses on the Night Lords&#039; raid on Sotha and the near-destruction of the Ultramarines Aegida Company while attempting to hold Sothopolis. The Atramentar &#039;&#039;finally&#039;&#039; get their tabletop rules and also are spotlighted in the fluff, which concludes with them [[Internet Troll|murderfucking their own commanding officer]] because he was getting too uppity for the other Night Lord officers&#039; liking.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/11/NUTJvW4qx8d08Fkr.pdf The Siege of Hydra Cordatus: Sundering of the Cadmean Citadel]&#039;&#039;&#039;&#039;&#039;: Imperial Fists vs. Iron Warriors brawling it out on the ruined world of Hydra Cordatus. Includes rules for the IV Legion&#039;s Dominator Cohort, Perturabo&#039;s former bodyguards who got fired and replaced with the Iron Circle after Phall. Hilariously, they are so salty about this that they have Hatred (Cybernetica Cortex) unless you take them as Pert&#039;s retinue.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2021/12/fcMVfgBlCyDHmejD.pdf The Battle of Armatura]&#039;&#039;&#039;&#039;&#039;: World Eaters vs. Ultramarines on the war world of Armatura, as seen in &#039;&#039;Betrayer&#039;&#039;. Includes rules for the XII Legion&#039;s Red Hand Destroyer squads, who can take Caedere weapons like meteor hammers and excoriator chainaxes in addition to all the usual Destroyer nastiness and &#039;&#039;must&#039;&#039; declare a charge whenever able if they&#039;re within 12&amp;quot; of an enemy unit at the beginning of the Assault phase.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/01/mouvfePNquxVdprP.pdf The Battle of Perditus: Umbral-51]&#039;&#039;&#039;&#039;&#039;: The Death Guard are trying to [[Ork|loot]] galaxy-wrecking archaeotech and the Dark Angels mean to stop them. Iron Hands and Mechanicum are there too, and the mission pack has rules for rampaging battle-automata trying to kill the Spess Mehreens so the techpriests can go back to worshiping their doomsday devices in peace. Includes rules for units from both sides: the Order of the Broken Claw and the Mortus Poisoners. The Broken Claw are Inner Circle Knights who get bonuses against Monstrous and Gargantuan Creatures and daemons, representing the fact that they were the I Legion&#039;s specialized Rangdan-killers during the Xenocides. The Mortus Poisoners are Destroyers who can swap their bolters for flamers with chem-munitions for free and one in every five can swap their bolt pistol for a heavy flamer with chem-munitions for 20 points ([[Derp|that&#039;s right, their &#039;&#039;&#039;bolt pistol&#039;&#039;&#039;, not their bolter, blame FW editors]]), and can be taken in units of 15 for when you just want the table to burn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/02/iIVebnZrYRFbaDGH.pdf The Battle of Calth: Underworld War]&#039;&#039;&#039;&#039;&#039;: Smurfs and Word Bearers duking it out in Zone Mortalis missions representing the underground battles fought after Calth&#039;s surface was trashed in &#039;&#039;Know No Fear&#039;&#039;. Includes rules for the Ultramarines&#039; Nemesis Destroyer squads, aka Guilliman&#039;s least favorite sons. Instead of dual bolt pistols, they get bolters with specialist ammo that gives them Assault 2 and Rending and they can take weapons usually reserved for Breacher and Support squads. Kinda weird, but makes sense given the XIII&#039;s &amp;quot;tactical flexibility&amp;quot; schtick. No jump packs, though.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/03/H6ygklXe9Fv2FwRe.pdf Battle For Kalium Gate]&#039;&#039;&#039;&#039;&#039;: Emperor&#039;s Children and White Scars get their turn, fighting over a huge void gate as the Scars try to get back to Terra in time for the big party. Has rules for new units from both sides. The III Legion gets the Sun Killers, Heavy Support squads that only use lascannons, multi-meltas, volkite culverins, and plasma cannons [[Meme|because they&#039;re elegant weapons from a more civilized time]]. The White Scars get the Karaoghlanlar, or Dark Sons of Death. Aside from sounding like a Welsh person choking on something, they&#039;re jump-pack Destroyers who don&#039;t get phosphex or missile launchers and trade one bolt pistol for a chainsword, but can be taken as a retinue for a Stormseer with a jump pack. They also have a rule that lets them autofail Sweeping Advance rolls in exchange for performing a spooky ritual that forces enemy units within 6&amp;quot; to pass an Ld test or suffer -1 WS next turn.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/04/AmPdr3yMZbvggCND.pdf The Breaking of the Perfect Fortress]&#039;&#039;&#039;&#039;&#039;: Raven Guard storming the III Legion&#039;s Perfect Fortress on the world of Narsis, previously mentioned in &#039;&#039;Deliverance Lost&#039;&#039;. Includes rules for the Deliverers, Terran-born Raven Guard who were trained under Horus and still prefer to use Terminator armor and shock-assault tactics. They&#039;re Stubborn and get teleportation transponders for deep-striking, but their main rule is Corax&#039;s Shame, representing the fact that Corax wasn&#039;t fond of his brutal Terran sons. They get +1T against attacks that cause Instant Death and cannot be deployed within 18&amp;quot; of Corax, nor can he ever join them. If you take Deliverers as part of a traitor force, they instead gain Hatred against Corax.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/06/TLbrp4me5GEfL37Q.pdf The Scouring of Gilden&#039;s Star]&#039;&#039;&#039;&#039;&#039;: Word Bearers vs Blood Angels fighting over a &#039;&#039;Hamlet&#039;&#039; reference last seen all the way back in 1989. Has rules for the Word Bearers&#039; Procurators, basically assault squads led by evil Apothecaries who [[Blood Ravens|steal gene-seed]] and desecrate corpses to summon daemons. They give boosts to friendly psykers with the Harbinger of Chaos, Diabolism, and Anathemata disciplines and award an extra VP every time they Sweeping Advance an enemy unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/07/6i9CeSwKmbWmzac4.pdf The Battle of Trisolian: Vengeful Spirit]&#039;&#039;&#039;&#039;&#039;: Taking a page from the &#039;&#039;Wolfsbane&#039;&#039; novel, this portrays the part of the [[Battle of Trisolian]] when the Space Wolves broke into Horus&#039; flagship during Russ&#039; attempt to kill Horus before he reached Terra. Introduces the Space Wolves&#039; Jorlund Hunter Pack, Assault Marines that can temporarily supercharge their flamers, and the Sons of Horus&#039; Chieftains, an elite retinue of junior officers who specialize in hunting down characters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/09/3mVvZrTG9XOWeVxv.pdf The Axandria IV Incident]&#039;&#039;&#039;&#039;&#039;: Imperial Fists, Custodes, and Sisters of Silence raid a Thousand Sons repository world not long before the Siege of Terra, and the Thousand Sons actually score a win this time by evacuating their data stacks before the loyalist forces can trash them. Includes rules for Numerologist Cabals of the Order of Ruin, Thousand Sons Techmarines and tacticians who used divination to generate battle plans and predict enemy movements. The Numerologist gains a special psychic power that gives him a geo-locator beacon and boosts the BS of two friendly Thousand Sons squads if he passes a psychic check. He also gets a bubble-wrap rule that prevents him from taking any wounds no matter what until all his bodyguards are dead, unless he accepts a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2022/11/tY1xCtj3G3KDp1KS.pdf The Battle of Nyrcon City: Visions in the Flames]&#039;&#039;&#039;&#039;&#039;: Alpha Legion fighting the Salamanders on Beta-Garmon prior to the Titandeath. Has rules for Salamanders Adherents, berserker madlads who pack combi-flamers and heavy flamers for extra burninating power, and the Alpha Legion&#039;s Effrit Disruption Cadre, Recon Marines from Omegon&#039;s posse who get shotguns or Nemesis bolters and a special piece of kit that reduces enemy Ld and interferes with nuncio-voxes and augury scanners.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2023/01/AJe5dSaQjlJaFQb2.pdf The Death of Canopus]&#039;&#039;&#039;&#039;&#039;: The final Exemplary Battle in the first wave. Blood Angels vs. a bunch of Iron Hands with severe trust issues after the [[Drop Site Massacre]], and then both of them against the Sons of Horus after they show up. Includes rules for the Ofanim Court, the shadowy coterie of Blood Angels who policed those who fell to the [[Red Thirst]], and the Morlock Terminators, Ferrus&#039; bodyguard. The Ofanim are basically assault marines with juiced-up power swords who specialize in killing other Space Marines, while the Morlocks get graviton guns and either Chosen Warriors or Preferred Enemy (Emperor&#039;s Children) depending on if Ferrus is alive or not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;[https://www.warhammer-community.com/wp-content/uploads/2023/03/JXRAKYvl3BrGbGjD.pdf The Burning of Ohmn-Mat]&#039;&#039;&#039;&#039;&#039;: A Sons of Horus warlord lays siege to the forge world of Ohmn-Mat in order to perform some profane rituals. Though besieged by both the local Taghmata and a surprise force of Iron Hands led by a former librarian, the ritual eventually succeeds and daemons are summoned, including [[Samus]], before the planet gets rigged to explode in a pyrrhic victory. Includes rules for a Bound Daemons detachment, clearly a preview for what is to come for the Ruinstorm Daemons.&lt;br /&gt;
&lt;br /&gt;
===Second Edition===&lt;br /&gt;
The first two books for the new edition of the tabletop were revealed at Warhammer Fest 2022: the &#039;&#039;&#039;Liber Astartes&#039;&#039;&#039; and the &#039;&#039;&#039;Liber Hereticus&#039;&#039;&#039;. These are basically updated and combined versions of the LACAL and ICL books. Both books contain the rules for all non-Legion-specific units, while the Liber Astartes has the rules for the loyalist legions and the Liber Hereticus has the rules for the traitor legions, including their Primarchs, unique units and wargear, Rites of War, Warlord Traits, and faction abilities. The &#039;&#039;&#039;Legacies of the Age of Darkness&#039;&#039;&#039; PDF contains the rules for vehicles, units, and characters who either never had models or whose models are now out of production, including most of the Legion-specific special characters, Castraferrum Dreadnoughts, the [[Crassus Armored Assault Transport|CRASSUS ARMOURED ASSAULT TRANSPORT]], and all of the Baneblade variants. Later leaks, which Warhammer Community would confirm, revealed that there would also be books for the Mechanicum (&#039;&#039;&#039;Liber Mechanicum&#039;&#039;&#039;) that would contain rules for the Taghmata, Knights and Titans as well as a book for the Custodes, Sisters of Silence, Solar Auxilia, and Divisio Assassinorum (&#039;&#039;&#039;Liber Imperium&#039;&#039;&#039;). Daemons of the Ruinstorm and Imperialis Militia/Warp Cults will get downloadable Legacies lists, and according to the Legacies PDF the Knights-Errant and Blackshields are being made into full factions. They will also continue to release the Exemplary Battles series; the previously released PDFs got a separate update PDF in order to work with the new edition.&lt;br /&gt;
&lt;br /&gt;
The general tactics page can be found [[Age of Darkness-Warhammer 30k/2.0 Tactics/General Tactics|here]].&lt;br /&gt;
&lt;br /&gt;
The core rules have been drastically modified with the addition of &amp;quot;Reactions&amp;quot;, which make gameplay more dynamic. In addition to basic reactions such as Overwatch that can be taken in response to the opponent&#039;s actions, each Legion now has an &amp;quot;Advanced Reaction&amp;quot; that is more powerful but requires more specific conditions to work. Furthermore, USRs have been rewritten to be more granular (e.g. Bulky, Very Bulky, and Extremely Bulky are now Bulky (X), where X is is how many models that unit counts as for the purposes of transport capacity) and the Psychic Phase has been removed in lieu of the pre-7th edition manner of resolving psychic powers.&lt;br /&gt;
&lt;br /&gt;
Warhammer Fest 2023 saw the series finally get back to campaigns after getting most of the armies out of the way, with the first being &#039;&#039;&#039;Siege of [[Cthonia]]&#039;&#039;&#039; and the war the Sons of Horus and Imperial Fists had there.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[The War of The Beast]], for the next massive shit-show the Imperium was involved with.&lt;br /&gt;
* [[Alternate Heresy]], for a discussion of other possible outcomes of the (not necessarily Horus) Heresy.&lt;br /&gt;
* [[Army compatibility between Warhammer settings]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/3170/horus-heresy-1993 Horus Heresy (1993)] at BoardGameGeek&lt;br /&gt;
* [https://boardgamegeek.com/boardgame/63543/horus-heresy Horus Heresy (2010)] at BoardGameGeek&lt;br /&gt;
&lt;br /&gt;
{{40k-Timeline}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Board Games]][[Category:Warhammer 40,000]][[Category:Wargames]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Grimdark_Songwriting&amp;diff=1011588</id>
		<title>Grimdark Songwriting</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Grimdark_Songwriting&amp;diff=1011588"/>
		<updated>2026-05-20T15:15:45Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|But there&#039;s one sound, that no one knows, what does [[Corax]] say? Ring-ding-ding-ding-dingeringeding!|Horus &#039;&#039;(This is why Corax didn&#039;t like him.)&#039;&#039;}}&lt;br /&gt;
&lt;br /&gt;
Observing some striking correlations between the songs found in pop culture and the [[Warhammer 40,000|40K universe]], people on /tg/ sometimes adapt these songs to bring out their true [[grimdark]] potential.&amp;lt;br/&amp;gt; See also [[Adventuring songwriting]].&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:EmprahsMetal.png|500px|right|thumb|Each of the following songs counts as a sonic Ordinatus.]]&lt;br /&gt;
&lt;br /&gt;
==Disney Adaptations==&lt;br /&gt;
The most popular segment to be subjected to grimdarkification, Disney songs seem to lend themselves well to the total despair of the 41st millennium.&lt;br /&gt;
&lt;br /&gt;
=== Aladdin: A Whole New World ===&lt;br /&gt;
[Ghazghkull] &amp;lt;br/&amp;gt;&lt;br /&gt;
I’ll kill da ooniverse!&amp;lt;br/&amp;gt; &lt;br /&gt;
Burn’s it, smash’s it, stomp’s it! &amp;lt;br/&amp;gt;&lt;br /&gt;
Tell me Yarrick now when’s did I last &amp;lt;br/&amp;gt;&lt;br /&gt;
Get’s a nice surprise? &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt; &lt;br /&gt;
Well, just open your eyes!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Look at all of dese wonders!&amp;lt;br/&amp;gt;&lt;br /&gt;
So much chance ‘ere for plunders&amp;lt;br/&amp;gt;&lt;br /&gt;
On a mighty fighitn ride!&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon!&amp;lt;br/&amp;gt;&lt;br /&gt;
With kool, amazin rockrete pits&amp;lt;br/&amp;gt;&lt;br /&gt;
Not normal humie runts&amp;lt;br/&amp;gt;&lt;br /&gt;
An’ no weak punts&amp;lt;br/&amp;gt;&lt;br /&gt;
Or tribes of smaller orkish gits&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon!&amp;lt;br/&amp;gt;&lt;br /&gt;
A wondrous place of giant hives&amp;lt;br/&amp;gt;&lt;br /&gt;
Where billions of souls&amp;lt;br/&amp;gt;&lt;br /&gt;
Live like moles&amp;lt;br/&amp;gt;&lt;br /&gt;
Never see the sky in all their lives&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Never da sky in all dere lives&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Unbelievable war&amp;lt;br/&amp;gt;&lt;br /&gt;
Orks coming on them like rain&amp;lt;br/&amp;gt;&lt;br /&gt;
Fighting, dying and much pain&amp;lt;br/&amp;gt;&lt;br /&gt;
Through deserts of blackened waste&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Don’t you dare leave dis place!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
A hundred million fallen souls&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
I’s wants you to stay ‘ere&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
There’s so much shooting here,&amp;lt;br/&amp;gt;&lt;br /&gt;
And so much fear&amp;lt;br/&amp;gt;&lt;br /&gt;
I won’t ever leave this war-torn world&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
I think I am stuck here&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Wit new fun chances of fightin&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyday it gets harder&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Both]&amp;lt;br/&amp;gt;&lt;br /&gt;
I’ll chase you, gun in hand&amp;lt;br/&amp;gt;&lt;br /&gt;
Across this land&amp;lt;br/&amp;gt;&lt;br /&gt;
Let me share Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
with you&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
Armageddon&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
Dat’s where I waaaagh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]&amp;lt;br/&amp;gt;&lt;br /&gt;
That’s where I stand&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
A fight at hand!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yarrick]:&amp;lt;br/&amp;gt;&lt;br /&gt;
On this black sand&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Both]&amp;lt;br/&amp;gt;&lt;br /&gt;
So don’t you leave!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Aladdin:Daemon Prince Abby===&lt;br /&gt;
Prince Abby! Mighty is he, Abby Abaddon!&lt;br /&gt;
&lt;br /&gt;
Strong as 10 Space Marine men definitely!&lt;br /&gt;
&lt;br /&gt;
He&#039;s faced the zealoting hordes&lt;br /&gt;
&lt;br /&gt;
A hundred Grey Knights with swords&lt;br /&gt;
&lt;br /&gt;
Who sent them back to Matt Ward?&lt;br /&gt;
&lt;br /&gt;
Why, Prince Abby...&lt;br /&gt;
&lt;br /&gt;
He&#039;s got seventy-five golden Screamers&lt;br /&gt;
&lt;br /&gt;
Purple Horrors, he&#039;s got fifty-three&lt;br /&gt;
&lt;br /&gt;
When it comes to exotic-type Daemons&lt;br /&gt;
&lt;br /&gt;
Has he got a Warp?&lt;br /&gt;
&lt;br /&gt;
I&#039;m telling you, it&#039;s world-class Daemonology!&lt;br /&gt;
&lt;br /&gt;
Prince Abby! Handsome is he, Abby Abaddon&lt;br /&gt;
&lt;br /&gt;
That physique! How can I speak&lt;br /&gt;
&lt;br /&gt;
Weak at the knee&lt;br /&gt;
&lt;br /&gt;
Well, reality&#039;s what we shall tear, &lt;br /&gt;
&lt;br /&gt;
We&#039;ll shatter the veil, so prepare&lt;br /&gt;
&lt;br /&gt;
To gawk and grovel and stare at Prince Abby!&lt;br /&gt;
&lt;br /&gt;
He&#039;s got ninety-five White Scar mon-keighs&lt;br /&gt;
&lt;br /&gt;
(He&#039;s got the mon-keighs, let&#039;s see the mon-keighs)&lt;br /&gt;
&lt;br /&gt;
And imbues all with mutations for free&lt;br /&gt;
&lt;br /&gt;
(He&#039;s generous, so generous)&lt;br /&gt;
&lt;br /&gt;
He&#039;s got slaves, he&#039;s got servants and flunkies&lt;br /&gt;
(Proud to worship him)&lt;br /&gt;
&lt;br /&gt;
They bow to his whim love serving him&lt;br /&gt;
&lt;br /&gt;
They&#039;re just feverish with loyalty to Abby! Prince Abby!&lt;br /&gt;
&lt;br /&gt;
Prince Abby!&lt;br /&gt;
&lt;br /&gt;
Amorous he! Abby Abaddon!&lt;br /&gt;
&lt;br /&gt;
Heard your planet was a sight lovely to see&lt;br /&gt;
&lt;br /&gt;
And that, good people, is why he got dolled up and dropped by&lt;br /&gt;
&lt;br /&gt;
With sixty Juggernauts, bloodletters galore&lt;br /&gt;
&lt;br /&gt;
With his Fiends and Nurglings&lt;br /&gt;
&lt;br /&gt;
A war band and more&lt;br /&gt;
&lt;br /&gt;
With his forty Flamers, his cultists, his traitors&lt;br /&gt;
&lt;br /&gt;
His Furies that warble on key&lt;br /&gt;
&lt;br /&gt;
Make way for prince Abby!&lt;br /&gt;
&lt;br /&gt;
===Aladdin: Friend Like Me===&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
&lt;br /&gt;
Well the Emperor had them twenty legions&lt;br /&gt;
&lt;br /&gt;
Eldrad had a thousand plots&lt;br /&gt;
&lt;br /&gt;
But Horus you in luck &#039;cause up your sleeves&lt;br /&gt;
&lt;br /&gt;
You got a brand of magic never stops&lt;br /&gt;
&lt;br /&gt;
You got some power in your corner now&lt;br /&gt;
&lt;br /&gt;
Some heavy ways to really up your odds&lt;br /&gt;
&lt;br /&gt;
You got some punch, pizzazz, yahoo and how&lt;br /&gt;
&lt;br /&gt;
See all you gotta do is ask us Gods&lt;br /&gt;
&lt;br /&gt;
And we&#039;ll say&lt;br /&gt;
&lt;br /&gt;
Well Mister Horus, sir&lt;br /&gt;
&lt;br /&gt;
What will your pleasure be?&lt;br /&gt;
&lt;br /&gt;
Let us take your order&lt;br /&gt;
&lt;br /&gt;
Jot it down&lt;br /&gt;
&lt;br /&gt;
You ain&#039;t never had no friends like these&lt;br /&gt;
&lt;br /&gt;
No no no&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurgle:&lt;br /&gt;
&lt;br /&gt;
Life is your restaurant&lt;br /&gt;
&lt;br /&gt;
And we&#039;re your maitre d&#039;s&lt;br /&gt;
&lt;br /&gt;
C&#039;mon whisper what it is you want&lt;br /&gt;
&lt;br /&gt;
You ain&#039;t never had no friends like these&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slaanesh:&lt;br /&gt;
&lt;br /&gt;
Yes sir, we pride ourselves on service&lt;br /&gt;
&lt;br /&gt;
You&#039;re the boss,&lt;br /&gt;
&lt;br /&gt;
The Emps, A GOD&lt;br /&gt;
&lt;br /&gt;
Say what you wish&lt;br /&gt;
&lt;br /&gt;
It&#039;s yours! True dish&lt;br /&gt;
&lt;br /&gt;
How about a little more Warp Power, huh?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Khorne:&lt;br /&gt;
Burn some of planet &amp;quot;A&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Burn ALL of planet &amp;quot;B&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
We&#039;re in the mood to help you dude&lt;br /&gt;
&lt;br /&gt;
You ain&#039;t never had no friends like these&lt;br /&gt;
&lt;br /&gt;
Can your friends do this?&lt;br /&gt;
&lt;br /&gt;
Do your friends do that?&lt;br /&gt;
&lt;br /&gt;
Do your friends pull this out their little hat?&lt;br /&gt;
&lt;br /&gt;
Can your friends go, poof?&lt;br /&gt;
&lt;br /&gt;
Well, looky here&lt;br /&gt;
&lt;br /&gt;
Can your friends go, Abracadabra, let &#039;er rip&lt;br /&gt;
&lt;br /&gt;
And then make the Loyalists disappear?&lt;br /&gt;
&lt;br /&gt;
So doncha sit there slack jawed, buggy eyed&lt;br /&gt;
&lt;br /&gt;
I&#039;m here to answer all your midday prayers&lt;br /&gt;
&lt;br /&gt;
You got us bona fide, certified&lt;br /&gt;
&lt;br /&gt;
You got us Chaos Gods for your chare d&#039;affaires&lt;br /&gt;
&lt;br /&gt;
We got a powerful urge to help you out&lt;br /&gt;
&lt;br /&gt;
So what-cha wish? I really wanna know&lt;br /&gt;
&lt;br /&gt;
You got a list that&#039;s three miles long, no doubt&lt;br /&gt;
&lt;br /&gt;
Well, all you gotta do is ask like so - and oh&lt;br /&gt;
&lt;br /&gt;
Well Mister Horus, sir, have a wish or two or three&lt;br /&gt;
&lt;br /&gt;
We&#039;re on the job, you big nabob&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurgle:&lt;br /&gt;
You ain&#039;t never had a friend, never had a friend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Khorne:&lt;br /&gt;
You ain&#039;t never had a friend, never had a friend&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slaanesh:&lt;br /&gt;
You ain&#039;t never had a friend like me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
You ain&#039;t never had a friend like me, hah!&lt;br /&gt;
&lt;br /&gt;
===Snow white: Om nom Om nom===&lt;br /&gt;
&lt;br /&gt;
Om nom Om nom Its Off To Eat We Go!!&lt;br /&gt;
&lt;br /&gt;
We Om nom nom nom nom nom nom nom&lt;br /&gt;
&lt;br /&gt;
In our Hive the whole day through&lt;br /&gt;
&lt;br /&gt;
To Kill Eat Kill Eat Kill Eat Eat Eat Eat&lt;br /&gt;
&lt;br /&gt;
Its what we like to do&lt;br /&gt;
&lt;br /&gt;
It ain&#039;t no trick&lt;br /&gt;
&lt;br /&gt;
To get fat quick&lt;br /&gt;
&lt;br /&gt;
If ya kill kill kill&lt;br /&gt;
&lt;br /&gt;
With a talon or a gun&lt;br /&gt;
&lt;br /&gt;
In a hive (Echo: In a hive)&lt;br /&gt;
&lt;br /&gt;
LOUDER: In a hive(echo: IN A HIVE)&lt;br /&gt;
&lt;br /&gt;
Where a million life-forms&lt;br /&gt;
&lt;br /&gt;
LONG: ddddiiinnnneee (om nom nom)&lt;br /&gt;
&lt;br /&gt;
We Om nom nom nom nom nom nom nom&lt;br /&gt;
&lt;br /&gt;
From early mornin&#039; til&#039; night&lt;br /&gt;
&lt;br /&gt;
We Om nom nom nom nom nom nom nom&lt;br /&gt;
&lt;br /&gt;
On everything in sight&lt;br /&gt;
&lt;br /&gt;
We take our time&lt;br /&gt;
&lt;br /&gt;
Then find some more&lt;br /&gt;
&lt;br /&gt;
There&#039;s thousands to be sometime born&lt;br /&gt;
&lt;br /&gt;
And We don&#039;t know what we eat them for&lt;br /&gt;
&lt;br /&gt;
We Om nom nom noma nom nom&lt;br /&gt;
&lt;br /&gt;
===Pocahontas: Savages===&lt;br /&gt;
-Part 1-&amp;lt;br/&amp;gt;&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
What can you expect &amp;lt;br/&amp;gt;&lt;br /&gt;
From filthy little xenos? &amp;lt;br/&amp;gt;&lt;br /&gt;
Their whole disgusting race is like a curse&amp;lt;br/&amp;gt;&lt;br /&gt;
For them no tears we shed&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re only good when dead&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re vermin, as I said&amp;lt;br/&amp;gt;&lt;br /&gt;
And worse&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re not even human &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
Astartes to the fore! &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re not like you and me &amp;lt;br/&amp;gt;&lt;br /&gt;
Which means that we must purge them &amp;lt;br/&amp;gt;&lt;br /&gt;
We must sound the drums of war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe+Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
Filthy xenos rabble! &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we sound the drums of war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad] &amp;lt;br/&amp;gt;&lt;br /&gt;
This is as I saw &amp;lt;br/&amp;gt;&lt;br /&gt;
With their absurd ambition &amp;lt;br/&amp;gt;&lt;br /&gt;
The Mon-Keigh seek to conquer and destroy &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Caerys] &amp;lt;br/&amp;gt;&lt;br /&gt;
Beneath that armour plate &amp;lt;br/&amp;gt;&lt;br /&gt;
They harbor only hate &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Killing them shall be a joy &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
Zeal and fervor blinds them &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Caerys] &amp;lt;br/&amp;gt;&lt;br /&gt;
Killers at the core &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Exarch] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re a lesser race than us &amp;lt;br/&amp;gt;&lt;br /&gt;
Which means they can&#039;t be trusted &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad] &amp;lt;br/&amp;gt;&lt;br /&gt;
We must sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we march against them &amp;lt;br/&amp;gt;&lt;br /&gt;
And we sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Watch Captain] &amp;lt;br/&amp;gt;&lt;br /&gt;
Let&#039;s go kill a few, men! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now it&#039;s up to you, men! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All] &amp;lt;br/&amp;gt;&lt;br /&gt;
(Aliens) Savages! (Aliens) Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
They are lesser creatures! &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we sound the drums of war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Intermission-&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re going to kill him at sunrise, Grandmother Wraithbone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
You have to stop them!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I can&#039;t...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
Child, remember your vision-&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I was wrong, Grandmother Wraithbone, I followed the wrong path! I feel so lost...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
The auspex... The spinning arrow...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s the arrow from your vision!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I was right, it was pointing to him! Sunrise...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Grandmother Wraithbone]&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s not too late, child! Let the spirits of the webway guide you! You know your path, child, now follow it!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-Part 2-&amp;lt;br/&amp;gt;&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Is there nothing I can do? &amp;lt;br/&amp;gt;&lt;br /&gt;
Can I make these soldiers yield?&amp;lt;br/&amp;gt;&lt;br /&gt;
Is it only death that waits &amp;lt;br/&amp;gt;&lt;br /&gt;
Out there on the battlefield? &amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
This will be the day ... &amp;lt;br/&amp;gt;&lt;br /&gt;
(Let&#039;s go men!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad] &amp;lt;br/&amp;gt;&lt;br /&gt;
This will be the morning ... &amp;lt;br/&amp;gt;&lt;br /&gt;
(Bring out the prisoner!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
We will see them dying in the dust  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
I don&#039;t know what I can do &amp;lt;br/&amp;gt;&lt;br /&gt;
Still, I know that I must try &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we make them pay &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Isha, help my feet to fly &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Rangers] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now without a warning ...  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Kurnous, help my heart be great &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we leave them blood and bone and rust &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Spirits of the wraithbone cry ... &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s them or us &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Please don&#039;t let it be to late ... &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;re just a bunch of &amp;lt;br/&amp;gt;&lt;br /&gt;
Filthy, stinking &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Daemons! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Primates! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
Kill them! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Savages! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Aliens! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe+Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
What are we waiting for? &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All] &amp;lt;br/&amp;gt;&lt;br /&gt;
Destroy their evil race &amp;lt;br/&amp;gt;&lt;br /&gt;
Until there&#039;s not a trace left &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
How loud are the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines and Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
We will sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
(Savages! Savages!) &amp;lt;br/&amp;gt;&lt;br /&gt;
Now, we sound the drums of war &amp;lt;br/&amp;gt;&lt;br /&gt;
(Aliens! Aliens!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Ratcliffe] &amp;lt;br/&amp;gt;&lt;br /&gt;
They shall all succumb &amp;lt;br/&amp;gt;&lt;br /&gt;
The rotten xenos scum &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Aspect Warriors] &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we sound the drums ... of ... war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Deathwatch Marines] &amp;lt;br/&amp;gt;&lt;br /&gt;
Of course it means the drums ... of ... war! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer] &amp;lt;br/&amp;gt;&lt;br /&gt;
Is the death of all I love &amp;lt;br/&amp;gt;&lt;br /&gt;
Carried in the drumming of war?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
No! If you kill him, you&#039;ll have to kill me too.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Eldrad]&amp;lt;br/&amp;gt;&lt;br /&gt;
Daughter, stand back.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Taldeer]&amp;lt;br/&amp;gt;&lt;br /&gt;
I won&#039;t! I love him...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pocahontas: Colors of the Wind===&lt;br /&gt;
You think I&#039;m strange and heretical&amp;lt;br/&amp;gt;&lt;br /&gt;
And you&#039;ve been so many places&amp;lt;br/&amp;gt;&lt;br /&gt;
I guess it must be so&amp;lt;br/&amp;gt;&lt;br /&gt;
But still I cannot see&amp;lt;br/&amp;gt;&lt;br /&gt;
If the heretic is me&amp;lt;br/&amp;gt;&lt;br /&gt;
How can there be so much that you don&#039;t know?&amp;lt;br/&amp;gt;&lt;br /&gt;
You don&#039;t know ...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You think you own the gadgets that you work with&amp;lt;br/&amp;gt;&lt;br /&gt;
That they are only dead things you can claim&amp;lt;br/&amp;gt;&lt;br /&gt;
But I know every gun and cogitator&amp;lt;br/&amp;gt;&lt;br /&gt;
Has a life, has a spirit, has a name&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You think the only people who are people&amp;lt;br/&amp;gt;&lt;br /&gt;
Are the people who love their flesh like you&amp;lt;br/&amp;gt;&lt;br /&gt;
But if you walk the footsteps of a techpriest&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll learn things you never knew you never knew&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Have you ever heard the thunder of a titan&#039;s stride,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or asked the lasgun why it has recoil?&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you sing with all the voices of the machines?&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you paint with all the colors of the oil?&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you paint with all the colors of the oil?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Come feel the blessed current of electrodes&amp;lt;br/&amp;gt;&lt;br /&gt;
Come see the life support of He-On-Earth&amp;lt;br/&amp;gt;&lt;br /&gt;
Come examine the riches all around you&amp;lt;br/&amp;gt;&lt;br /&gt;
And for once, appreciate just what they&#039;re worth&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The drop pod and the cruiser are my brothers&amp;lt;br/&amp;gt;&lt;br /&gt;
And all the power weapons are my friends&amp;lt;br/&amp;gt;&lt;br /&gt;
And we are all connected to each other&amp;lt;br/&amp;gt;&lt;br /&gt;
In a circuit, in a loop that never ends&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How far can our empire grow?&amp;lt;br/&amp;gt;&lt;br /&gt;
If you stop our work, then you&#039;ll never know&amp;lt;br/&amp;gt;&lt;br /&gt;
And you&#039;ll never hear the thunder of a titan&#039;s stride.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For no matter on which task we spend our toil&amp;lt;br/&amp;gt;&lt;br /&gt;
We need to sing with all the voices of the machines&amp;lt;br/&amp;gt;&lt;br /&gt;
We need to paint with all the colors of the oil&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can own all Space and still&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s just empty space until&amp;lt;br/&amp;gt;&lt;br /&gt;
You can paint with all the colors of the oil&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Jungle Book: I Wanna Be Like You===&lt;br /&gt;
&lt;br /&gt;
Now I&#039;m of caste Ethereal&lt;br /&gt;
&lt;br /&gt;
Oh, a Tau VIP&lt;br /&gt;
&lt;br /&gt;
I&#039;ve reached the top and had to stop&lt;br /&gt;
&lt;br /&gt;
And that&#039;s what botherin&#039; me&lt;br /&gt;
&lt;br /&gt;
I wanna be a man, gue&#039;la&lt;br /&gt;
&lt;br /&gt;
And stroll right onto Terra&lt;br /&gt;
&lt;br /&gt;
And be able to approach the Golden Throne&lt;br /&gt;
&lt;br /&gt;
And end this warring era!&lt;br /&gt;
&lt;br /&gt;
Oh, oobee doo&lt;br /&gt;
&lt;br /&gt;
I wanna be like you&lt;br /&gt;
&lt;br /&gt;
I wanna walk like you&lt;br /&gt;
&lt;br /&gt;
Talk like you, too&lt;br /&gt;
&lt;br /&gt;
You&#039;ll see it&#039;s true&lt;br /&gt;
&lt;br /&gt;
A xenos like me&lt;br /&gt;
&lt;br /&gt;
Can learn to be human too&lt;br /&gt;
&lt;br /&gt;
Gee, mister Aun&lt;br /&gt;
&lt;br /&gt;
You&#039;re doin&#039; real good&lt;br /&gt;
&lt;br /&gt;
Now here&#039;s your part of the deal, cuz&lt;br /&gt;
&lt;br /&gt;
Lay the secret on me of man&#039;s psyker powers&lt;br /&gt;
&lt;br /&gt;
But I&#039;m not a psyker!&lt;br /&gt;
&lt;br /&gt;
Now don&#039;t try to kid me, gue&#039;la&lt;br /&gt;
&lt;br /&gt;
I made a deal with you&lt;br /&gt;
&lt;br /&gt;
What I desire is man&#039;s psychic power&lt;br /&gt;
&lt;br /&gt;
To make my dream come true&lt;br /&gt;
&lt;br /&gt;
Give me the secret, gue&#039;la&lt;br /&gt;
&lt;br /&gt;
Clue me what to do&lt;br /&gt;
&lt;br /&gt;
Give me the power of man&#039;s warp flower&lt;br /&gt;
&lt;br /&gt;
So I can be like you&lt;br /&gt;
&lt;br /&gt;
===The Great Mouse Detective: The World&#039;s Greatest Criminal Mind===&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
My friends, we are about to embark on the most odious, the most evil, the most diabolical scheme of my illustrious career.  A crime to top all crimes, a crime that will live in infamy!&lt;br /&gt;
&lt;br /&gt;
Tomorrow evening, our beloved planetary governess celebrates her diamond jubilee.  And, with the enthusiastic help of our good friend Magos Flaversham, it promises to be a night she will never forget.  Her last night, and my first, as supreme ruler of all Londinium Prime!&lt;br /&gt;
&lt;br /&gt;
From the brain that brought you the Black Bell Caper&lt;br /&gt;
The head that made headlines on every dataslate&lt;br /&gt;
And wondrous things like the Gunmetal Job&lt;br /&gt;
That cunning display that made all hivers sob&lt;br /&gt;
&lt;br /&gt;
Now comes the real tour de force&lt;br /&gt;
Tricky and wicked, of course!&lt;br /&gt;
My earlier crimes were fine for their times&lt;br /&gt;
But now that I’m at it again&lt;br /&gt;
An even grimmer plot has been simmering&lt;br /&gt;
In my great criminal brain&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Even meaner?  You mean it?&lt;br /&gt;
Worse than the widows and orphans you drowned?&lt;br /&gt;
You’re the best of the worst around&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
The rest fall behind&lt;br /&gt;
To Ratigan&lt;br /&gt;
To Ratigan&lt;br /&gt;
Lord Tzeentch’s greatest criminal mind!&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
Ratigan (speaking)&lt;br /&gt;
Thank you, thank you.  But it hasn’t all been Amasec and Caviar.  I’ve had my share of adversity, thanks to that miserable second-rate inquisitor, Basil of Baker Hive!  For years, that insufferable pipsqueak has interfered with my plans.  I haven’t had a moment’s peace of mind.  But now, all that’s in the past! This time, nothing, not even Basil can stand in my way! All will bow before me!&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
You’re tops and that’s that&lt;br /&gt;
To Ratigan&lt;br /&gt;
To Ratigan&lt;br /&gt;
&lt;br /&gt;
[Bartimus]&amp;lt;br/&amp;gt;&lt;br /&gt;
To Ratigan, the sector&#039;s greatest Khornate.&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
What was THAT?!  WHAT DID YOU CALL ME?!&lt;br /&gt;
&lt;br /&gt;
[Mutant 1]&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, he didn&#039;t mean it my lord.&lt;br /&gt;
&lt;br /&gt;
[Mutant 2]&amp;lt;br/&amp;gt;&lt;br /&gt;
I-it was just a slip of one of his tongues!&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
I am NOT A KHORNATE!&lt;br /&gt;
&lt;br /&gt;
[Mutant 3]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Course you&#039;re not, you&#039;re Tzeentchian!&lt;br /&gt;
&lt;br /&gt;
[Mutant 4]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yeah, that&#039;s right, Tzeentchian!&lt;br /&gt;
&lt;br /&gt;
[Mutant 5]&amp;lt;br/&amp;gt;&lt;br /&gt;
A really angry Tzeentchian!&lt;br /&gt;
&lt;br /&gt;
[Ratigan]&amp;lt;br/&amp;gt;&lt;br /&gt;
SILENCE!!&lt;br /&gt;
Oh my dear Bartimus, I&#039;m afraid that you&#039;ve gone and upset me...you know what happens when someone upsets me...&lt;br /&gt;
I trust there will be no further interruptions.  And now, as you were singing...?&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Even louder!&lt;br /&gt;
We&#039;ll shout it!&lt;br /&gt;
No one can doubt what we know you can do&lt;br /&gt;
You’re more evil than even you&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
Oh Ratigan&lt;br /&gt;
You’re one of a kind&lt;br /&gt;
To Ratigan&lt;br /&gt;
To Ratigan&lt;br /&gt;
Lord Tzeentch’s greatest criminal mind!&lt;br /&gt;
&lt;br /&gt;
===The Lion King: Be Prepared===&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
I NEVA FOUGHT YA GROTS WUZ ESSENTCHUL&lt;br /&gt;
&lt;br /&gt;
YOUZ RUNTY, AN&#039; UNSPEEKABLY WEAK&lt;br /&gt;
&lt;br /&gt;
BUT ME FINKS YOUZ GOT SUM POTENTCHUL&lt;br /&gt;
&lt;br /&gt;
IF WAAGH IS WOT YOU REELY SEEK&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;S KLARE FROM YER VAKANT EXPRESHUNS&lt;br /&gt;
&lt;br /&gt;
DA ORK IS NOT ALL ON OP’STARES&lt;br /&gt;
&lt;br /&gt;
BUT WEZ TALKIN&#039; BOSSES AN&#039; SUCCESSUNS&lt;br /&gt;
&lt;br /&gt;
EVA YOUZ KENT BE CUGHT UNAWARES!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
SO PREPARE FOR DA FIGHT OVVA LOIFETIME&lt;br /&gt;
&lt;br /&gt;
PREPARE FOR SENSHANAL NOOZ&lt;br /&gt;
&lt;br /&gt;
A SHINY NEW ERA&lt;br /&gt;
&lt;br /&gt;
‘S STOMPIN’ NEARA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
But ‘ere getting shot op!&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
JUS’ LISSIN YA SQUIG GOB!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
AH KNO DIS SOUNDS SORTID, &lt;br /&gt;
&lt;br /&gt;
BUT YOUZ GON BE REWARDID &lt;br /&gt;
&lt;br /&gt;
WHEN AT LAST AH&#039;M GIVVIN MY TEEF&lt;br /&gt;
&lt;br /&gt;
WAAAAGH WE FINALY DARED&lt;br /&gt;
&lt;br /&gt;
BE PREPARED!!!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yeah! Be prepared! Wez gon be prepared! ...Fer wot?&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
DEFF OV DA BOSS!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Why? Did da boss say so?&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
NO YA GROTS, SES MORK. AN&#039; GORK TOO!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Great ideah! Who ned a boss! No Boss! No Boss! &lt;br /&gt;
&lt;br /&gt;
Waagh--Waagh-Waagh--Waaagh-Waaagh!&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
IDIUTS! DERE WILL BE A BOSS!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
But youz sed...&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
AH WILL BE BOSS! WAAAGH WIW ME AND YOUZ NEVA GON BE KRAMPED AGAIN!&lt;br /&gt;
&lt;br /&gt;
[Boyz]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yay! Awwwwwwroight! &#039;ail to da Boss!&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;AIL TO DA BOSS&lt;br /&gt;
&lt;br /&gt;
&#039;AIL TO DA BOSS!!!&lt;br /&gt;
&lt;br /&gt;
SEEMS DAT WE&#039;LL SOON BE KONNEKTID&lt;br /&gt;
&lt;br /&gt;
TO A BOSS WHO&#039;LL BE ALL TIME ADORD&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
OV’KOURSE, KVID PRO KVO, YOUZ EXPECTID&lt;br /&gt;
&lt;br /&gt;
TO BRING CERTAIN DUTYZ ONBOARD&lt;br /&gt;
&lt;br /&gt;
DA FUCHA IZ LITTERD WIW TROPHIES&lt;br /&gt;
&lt;br /&gt;
AN DOUGH BIGGEST BOSS AH &#039;ILL BE&lt;br /&gt;
&lt;br /&gt;
DA POINT DAT AH MUST EMFASAZ ES:&lt;br /&gt;
&lt;br /&gt;
YA WON&#039;T GET TA WAAAAAAAAAAAAGH WIWOUT ME!!!!&lt;br /&gt;
&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
SO GIT PREPARED FOR DA WAAAAAAGH OV’ DA CENTURY!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oooh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
BE PREPARED FOR DA BRUTALEST KUNNIN&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oooh Waagh, Waagh, Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
MASSIVELY CHOPPY!&amp;lt;br/&amp;gt; &lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(We’ll haf Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
DED BIG AN’SHOOTY!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(En’less Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
CRED’IBLY STOMPY!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(‘Ere we go!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
WILL MAKE SURE THAT ME!&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Fo’ da Waagh!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
BE DA BOSS UNDISPUTED&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Aaaaaaah...)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
RESPECTID, SALUTID&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(...aaaaaaah!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
AN&#039; SEEN FER DA BOSS DAT AH AM&amp;lt;br/&amp;gt;&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oo-oo-oo-oo-oo-oo-oo)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Ghazghkull]&amp;lt;br/&amp;gt;&lt;br /&gt;
YES MA&#039; CHOPPAS AN SHOOTAS ARE BEARED&lt;br /&gt;
BE PREPARED!!!&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br/&amp;gt;&lt;br /&gt;
WAAAAAAAAAAAAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mulan: I&#039;ll Make a Tau Out of You ===&lt;br /&gt;
&lt;br /&gt;
Let&#039;s begin your training - to defeat the Orks&amp;lt;br/&amp;gt;&lt;br /&gt;
Did they send me Fio&#039;las when I asked for Shas?&amp;lt;br/&amp;gt;&lt;br /&gt;
The orks will try to kill us all&amp;lt;br/&amp;gt;&lt;br /&gt;
But they will hit an endless wall&amp;lt;br/&amp;gt;&lt;br /&gt;
Mister, I&#039;ll make a tau from you all&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Patient as a gun drone&amp;lt;br/&amp;gt;&lt;br /&gt;
But on plasma within&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you aim your rifle&amp;lt;br/&amp;gt;&lt;br /&gt;
You are sure to win&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re a spineless, mob of idiots&amp;lt;br/&amp;gt;&lt;br /&gt;
And you haven&#039;t got a clue&amp;lt;br/&amp;gt;&lt;br /&gt;
Somehow I&#039;ll make a tau out of you&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m never gonna catch my breath&amp;lt;br/&amp;gt;&lt;br /&gt;
I bet I&#039;m gonna get us all shot&amp;lt;br/&amp;gt;&lt;br /&gt;
Boy, was I a fool in school for cutting gym&amp;lt;br/&amp;gt;&lt;br /&gt;
This guy&#039;s got &#039;em scared to death&amp;lt;br/&amp;gt;&lt;br /&gt;
I bet I&#039;m gonna get us all caught&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I really wish that I knew how to swim&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Chorus:)&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
We must be sleek as the Barracuda&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the force of a orca dropship&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the strength of a mighty railgun&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnificent as the bright side of the good&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time is racing toward us till the Orks arrive&amp;lt;br/&amp;gt;&lt;br /&gt;
Heed my every order and you might survive&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re a pain to me, a bane to me&amp;lt;br/&amp;gt;&lt;br /&gt;
So pack up, deport you&#039;re through&amp;lt;br/&amp;gt;&lt;br /&gt;
How could I make a tau out of you?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Chorus:)&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
We must be swift as the Barracuda&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the force of a Orca dropship&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the strength of a mighty railgun&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnificent as the bright side of the good&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Chorus:)&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
We must be swift as the Barracuda&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the force of a Orca Dropship&amp;lt;br/&amp;gt;&lt;br /&gt;
Be a tau&amp;lt;br/&amp;gt;&lt;br /&gt;
With all the strength of a mighty railgun&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnificent as the bright side of the good&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beauty and the Beast: Angron ===&lt;br /&gt;
[Kharn:] Gosh it disturbs me to see you, Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Without a good war to wage&amp;lt;br/&amp;gt;&lt;br /&gt;
Every guy here&#039;d love to be you, Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Even when frothing with rage&amp;lt;br/&amp;gt;&lt;br /&gt;
Every single World Eater was sired by you&amp;lt;br/&amp;gt;&lt;br /&gt;
Every man before you shall bow&amp;lt;br/&amp;gt;&lt;br /&gt;
Ev&#039;ryone&#039;s awed and inspired by you&amp;lt;br/&amp;gt;&lt;br /&gt;
And it&#039;s not very hard to see how&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No one&#039;s slick as Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
No one&#039;s sick as Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
No one wields a chainaxe quite as quick as Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
For there&#039;s no man around half as hearty&amp;lt;br/&amp;gt;&lt;br /&gt;
Perfect, a prime specimen&amp;lt;br/&amp;gt;&lt;br /&gt;
You ask any Adeptus Astartes&amp;lt;br/&amp;gt;&lt;br /&gt;
And they&#039;ll tell you whose Chapter they want to be in&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one&#039;s been like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Had thick skin like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] No one&#039;s able to create a din like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] As a Primarch, yes, I&#039;m intimidating&amp;lt;br/&amp;gt;&lt;br /&gt;
[Berzerkers:] My what a guy, that Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Give five &amp;quot;hurrahs!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;For the Skull Throne!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] Angron is the best&amp;lt;br/&amp;gt;&lt;br /&gt;
And the rest are all boned&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one fights like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Or ignites like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Champion:] In a riot nobody incites like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Daemonettes:] For there&#039;s no one as fearsome or angry&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] My raw energy cannot be caged&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] Not a bit of him&#039;s scraggly or mangy&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron] (That&#039;s right!)&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m bursting with boundless and unbridled rage&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one hits like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Raptor:] Fights in pits like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] In a BloodBowl match no one can blitz like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] I&#039;m especially fond of obliterating&amp;lt;br/&amp;gt;&lt;br /&gt;
(Kablooey!)&amp;lt;br/&amp;gt;&lt;br /&gt;
[Berzerkers:] Ten points for Angron!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Angron:] In the arena I received nerve implants&amp;lt;br/&amp;gt;&lt;br /&gt;
So I&#039;d fight with no fear or remorse&amp;lt;br/&amp;gt;&lt;br /&gt;
So I gave my legion the same nerve implants&amp;lt;br/&amp;gt;&lt;br /&gt;
Now they are an unstoppable force&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Berzerkers:] No one shoots like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
No one loots like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Kharn:] Crushes skulls under ceremite boots like Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
[Angron:] I use enemy heads for my decorating&amp;lt;br/&amp;gt;&lt;br /&gt;
[Berzerkers:] My what a guy, Angron!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Beauty and the Beast: Gaston ===&lt;br /&gt;
&lt;br /&gt;
 [Gaston:]       Who does she think she is? That lich has tangled with the wrong Paladin! No one says &amp;quot;die&amp;quot; to Gaston!&lt;br /&gt;
 [LeFou:]        Heh heh. Darn right.&lt;br /&gt;
 [Gaston:]       Plane-shifted! Hold-Personed! Publicly Humiliated! Why, it&#039;s more than I can bear.&lt;br /&gt;
 [LeFou:]        More beer?&lt;br /&gt;
 [Gaston:]       What for? Nothing helps. I&#039;m disgraced.&lt;br /&gt;
 [LeFou:]        Who, you? Never! Gaston, you&#039;ve got to pull yourself together.&lt;br /&gt;
&lt;br /&gt;
                Gosh it disturbs me to see you, Gaston&lt;br /&gt;
                Looking so down in the dumps&lt;br /&gt;
                Every Fighter here&#039;d love to be you, Gaston&lt;br /&gt;
                Even when taking your lumps&lt;br /&gt;
                There&#039;s no man in the party as admired as you&lt;br /&gt;
                You&#039;re ev&#039;ryone&#039;s favorite guy&lt;br /&gt;
                Ev&#039;ryone&#039;s awed and inspired by you&lt;br /&gt;
                And it&#039;s not very hard to see why&lt;br /&gt;
&lt;br /&gt;
                No one smites like Gaston&lt;br /&gt;
                No one fights like Gaston&lt;br /&gt;
                No one puts down those zombies and wights like Gaston&lt;br /&gt;
                For there&#039;s no man in town half as manly&lt;br /&gt;
                Perfect, a pure paragon&lt;br /&gt;
                You can ask any Priest, God or Cleric &lt;br /&gt;
                And they&#039;ll tell you whose crusade they prefer to be ooooooon!&lt;br /&gt;
                &lt;br /&gt;
&lt;br /&gt;
[Chorus:]       No one&#039;s been like Gaston&lt;br /&gt;
                A Paladin like Gaston&lt;br /&gt;
[LeFou:]        No one&#039;s got a swell cleft in his chin like Gaston&lt;br /&gt;
[Gaston:]       As a specimen, yes, I&#039;m intimidating&lt;br /&gt;
[Chorus:]       My what a guy, that Gaston&lt;br /&gt;
&lt;br /&gt;
                Give five &amp;quot;hurrahs!&amp;quot;&lt;br /&gt;
                Give twelve &amp;quot;hip-hips!&amp;quot;&lt;br /&gt;
[LeFou:]        Gaston is the best&lt;br /&gt;
                And the rest is all drips&lt;br /&gt;
&lt;br /&gt;
[Chorus:]       No one Detects like Gaston&lt;br /&gt;
                lacks defects like Gaston&lt;br /&gt;
[Cronie:]      	That foul villain&#039;s plans nobody wrecks like Gaston&lt;br /&gt;
[Bimbettes:]    For there&#039;s no one as burly and brawny&lt;br /&gt;
[Gaston:]       As you see I win duels without fail&lt;br /&gt;
[LeFou:]        Not a bit of him&#039;s scraggly or scrawny&lt;br /&gt;
[Gaston]        (That&#039;s right!)&lt;br /&gt;
                And ev&#039;ry last inch of me&#039;s covered with mail.&lt;br /&gt;
&lt;br /&gt;
[Cronies:]      No one Turns like Gaston&lt;br /&gt;
[Townsman:]     witches burns like Gaston&lt;br /&gt;
[LeFou:]        A large pile of xp no one earns like Gaston&lt;br /&gt;
[Gaston:]       I&#039;m especially good at exterminating&lt;br /&gt;
                (Ka-Smite!)&lt;br /&gt;
[Chorus:]       Ten points for Gaston!&lt;br /&gt;
&lt;br /&gt;
[Gaston:]       When I was a lad I killed four dozen orcs&lt;br /&gt;
                Ev&#039;ry morning to help me get strong&lt;br /&gt;
                And now that I&#039;m grown I kill five dozen orcs&lt;br /&gt;
                So I&#039;ve roughly the might of King Kong!&lt;br /&gt;
&lt;br /&gt;
[Chorus:]       No one heals like Gaston&lt;br /&gt;
                Makes brutes squeal like Gaston&lt;br /&gt;
[LeFou:]        Then goes tromping around wearing steel like Gaston&lt;br /&gt;
[Gaston:]       I use troll skulls in all of my decorating&lt;br /&gt;
[Chorus:]       Say it again&lt;br /&gt;
                Who&#039;s a man among men?&lt;br /&gt;
                And then say it once more&lt;br /&gt;
                Who&#039;s the hero next door?&lt;br /&gt;
                Who&#039;s a super success?&lt;br /&gt;
                Don&#039;t you know? Can&#039;t you guess?&lt;br /&gt;
                Ask his fans and his five hangers-on&lt;br /&gt;
                There&#039;s just one guy in town who&#039;s got all of it down&lt;br /&gt;
[LeFou:]        And his name&#039;s G-A-S- T -&lt;br /&gt;
                G-A-S-T -  E  -&lt;br /&gt;
                G-A-S-T-O  -  oh!&lt;br /&gt;
[Chorus:]       Gaston&lt;br /&gt;
&lt;br /&gt;
=== Mulan: A God Worth Killing For ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a long time since,&amp;lt;br&amp;gt;&lt;br /&gt;
we’ve seen a sign of our home.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Like some mindless grox,&amp;lt;br&amp;gt;&lt;br /&gt;
it&#039;s Erebus, we must roam.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Amidst the clash of wars, our orders,&amp;lt;br&amp;gt; &lt;br /&gt;
are easy to ignore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Hey!&amp;lt;br&amp;gt;&lt;br /&gt;
What do we need? A god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Huh? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
That’s what I said, a god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Fulgrim]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I want one with a perfect form&amp;lt;br&amp;gt;&lt;br /&gt;
with skin that has no scars&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My god will have a pair of horns,&amp;lt;br&amp;gt; &lt;br /&gt;
with hide as red as Mars.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Magnus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn’t care less about war or about dreams&amp;lt;br&amp;gt;&lt;br /&gt;
It all depends on sneaky schemes.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Maim! Kill! Burn!&amp;lt;br&amp;gt;&lt;br /&gt;
Huh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Mortarion]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What&#039;s this talk of gods, it sounds so odd,&amp;lt;br&amp;gt;&lt;br /&gt;
I thought we&#039;re fighting for the Emprah of Man?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
But he still ignores, the rewards of a GOD&#039;s plan.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Right now all we do, to serve our cause,&amp;lt;br&amp;gt;&lt;br /&gt;
is fight chore after chore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What do we want?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I think my god wants worthy skulls&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Magnus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Well, mine will leave no chance unmined&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Alpharius]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Uh…How bout a...god that destroys all?&amp;lt;br&amp;gt;&lt;br /&gt;
Exterminates mankind?&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[All]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Neh…&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Mortarion]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My many pleas grant me disease,&amp;lt;br&amp;gt;&lt;br /&gt;
that makes all hearts beat stiller&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My pleas make me a blood-mad KILLER!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Fulgrim]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I’ve a god who can, extend xir hand to all lands&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Angron]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
But my god lets me, punch brutally, with my hands!&amp;lt;br&amp;gt;&lt;br /&gt;
Main! Kill! Burn! Huh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
When we have our gods, not one of us &amp;lt;br&amp;gt;&lt;br /&gt;
will need the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Horus]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What do we need?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Pre-heresy marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
A god worth KILLING for!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Marching in from the other side, the loyalist marines come, in the middle of their own song)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Guilliman]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Who do we love?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Loyalist marines]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Our mighty Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
(Whistling)&amp;lt;br&amp;gt;&lt;br /&gt;
Our mighty Emper…&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(They freeze in horror, confronted by the pre-heresy marines, now full chaos space marines)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mulan: Honor to us all===&lt;br /&gt;
&lt;br /&gt;
This is what you give me to work with? &amp;lt;br/&amp;gt;&lt;br /&gt;
Well Sister, I&#039;ve seen worse. &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re gonna turn this ork&#039;s ear &amp;lt;br/&amp;gt;&lt;br /&gt;
Into a steel purse. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll have you trained and armed, &amp;lt;br/&amp;gt;&lt;br /&gt;
Indoctrinated till you are alarmed. &amp;lt;br/&amp;gt;&lt;br /&gt;
Trust my recipe for Chaos harmed, &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wait and see, when we&#039;re through &amp;lt;br/&amp;gt;&lt;br /&gt;
Boys will gladly go to war with you. &amp;lt;br/&amp;gt;&lt;br /&gt;
With a bolter and a flamer too &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A girl brings the Imperium &amp;lt;br/&amp;gt;&lt;br /&gt;
Great glory in one way, &amp;lt;br/&amp;gt;&lt;br /&gt;
By fighting for the Emprah &amp;lt;br/&amp;gt;&lt;br /&gt;
And this could be the day. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Priests want girls with strong faith (firm, fanatical) &amp;lt;br/&amp;gt;&lt;br /&gt;
Who work fast paced. &amp;lt;br/&amp;gt;&lt;br /&gt;
With a good bolter and the Emprah&#039;s grace &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We all must serve our Emperor &amp;lt;br/&amp;gt;&lt;br /&gt;
Who guards us from his son. &amp;lt;br/&amp;gt;&lt;br /&gt;
The men can pass as guards, &amp;lt;br/&amp;gt;&lt;br /&gt;
But girls leave them outdone! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When we&#039;re through you can&#039;t fail, &amp;lt;br/&amp;gt;&lt;br /&gt;
Like the Emperor you will prevail. &amp;lt;br/&amp;gt;&lt;br /&gt;
How could any Priest say no sale? &amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll bring glory to us all. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Canoness]&lt;br /&gt;
An imperial eagle for serenity, a skull for devotion &amp;lt;br/&amp;gt;&lt;br /&gt;
Promethium flames for beauty &amp;lt;br/&amp;gt;&lt;br /&gt;
You must proudly show it. &amp;lt;br/&amp;gt;&lt;br /&gt;
Add another skull, just for luck &amp;lt;br/&amp;gt;&lt;br /&gt;
And even you can&#039;t blow it! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Sister]&lt;br /&gt;
Emperor, hear my plea! &amp;lt;br/&amp;gt;&lt;br /&gt;
Help me not to make a fool of me! &amp;lt;br/&amp;gt;&lt;br /&gt;
And to not tarnish your great glory! &amp;lt;br/&amp;gt;&lt;br /&gt;
Keep the Imperium standing tall! &amp;lt;br/&amp;gt;&lt;br /&gt;
As scary as the great deceiver &amp;lt;br/&amp;gt;&lt;br /&gt;
We will face the unbeliever! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Citizens]&lt;br /&gt;
Emperor, guard our girls &amp;lt;br/&amp;gt;&lt;br /&gt;
And our future as it fast unfurls &amp;lt;br/&amp;gt;&lt;br /&gt;
Please look kindly on these armoured pearls &amp;lt;br/&amp;gt;&lt;br /&gt;
Each a perfect soldier in your name! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Please bring glory to us &amp;lt;br/&amp;gt;&lt;br /&gt;
Please bring glory to us &amp;lt;br/&amp;gt;&lt;br /&gt;
Please bring glory to us &amp;lt;br/&amp;gt;&lt;br /&gt;
Please bring glory to us all &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Hunchback of Notre Dame: Hellfire ===&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Frollo]: Have mercy, my Emprah&amp;lt;br/&amp;gt;&lt;br /&gt;
You know I am a righteous man.&amp;lt;br/&amp;gt;&lt;br /&gt;
Of my virtue I am justly proud.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Have mercy, my Emprah,&amp;lt;br/&amp;gt;&lt;br /&gt;
You know I&#039;m so much purer than&amp;lt;br/&amp;gt;&lt;br /&gt;
The common, vulgar, heretical crowd!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then tell me, my Emprah&amp;lt;br/&amp;gt;&lt;br /&gt;
Why I see her standing there,&amp;lt;br/&amp;gt;&lt;br /&gt;
Why her ghosthelm&#039;s eyes still scorch my soul?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I feel her, I see her!&amp;lt;br/&amp;gt;&lt;br /&gt;
The sun caught in her spirit stones&amp;lt;br/&amp;gt;&lt;br /&gt;
Is blazing in me out of all control!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like fire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Warpfire!&amp;lt;br/&amp;gt;&lt;br /&gt;
This fire in my skin!&amp;lt;br/&amp;gt;&lt;br /&gt;
This burning&amp;lt;br/&amp;gt;&lt;br /&gt;
Desire&amp;lt;br/&amp;gt;&lt;br /&gt;
Is turning me to sin!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s not my fault!&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m not to blame!&amp;lt;br/&amp;gt;&lt;br /&gt;
It is the Eldar girl, the witch who set this flame!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s not my fault,&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s Tzeentch&#039;s plan!&amp;lt;br/&amp;gt;&lt;br /&gt;
He made foul xenos so much stronger than a man!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Protect me, my Emprah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t let foul Taldeer cast her spell!&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t let heresy sear my flesh and bone!&amp;lt;br/&amp;gt;&lt;br /&gt;
Destroy the Farseer!&amp;lt;br/&amp;gt;&lt;br /&gt;
And let her feel Chaos&#039;s flames&amp;lt;br/&amp;gt;&lt;br /&gt;
Or else let her be mine and mine alone!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Guardsman]: Inquisitor Frollo, the Eldar witch has escaped.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquistor Frollo]: What?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Guardsman]: She&#039;s nowhere in the fortress...she&#039;s gone.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Frollo]: But how, I...nevermind! Get out, you idiot!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll find her!&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll find her if I have to glass the entire system!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warpfire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Dark fire!&amp;lt;br/&amp;gt;&lt;br /&gt;
Now Taldeer, it&#039;s your turn!&amp;lt;br/&amp;gt;&lt;br /&gt;
Choose me or&amp;lt;br/&amp;gt;&lt;br /&gt;
Your pyre!&amp;lt;br/&amp;gt;&lt;br /&gt;
Be mine or you will BURN!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emprah&#039;s mercy on me...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emprah&#039;s mercy on her...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But she will be mine or&amp;lt;br/&amp;gt;&lt;br /&gt;
SHE&amp;lt;br/&amp;gt;&lt;br /&gt;
WILL&amp;lt;br/&amp;gt;&lt;br /&gt;
BURN!!!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Little Mermaid: [https://youtu.be/SXKlJuO07eM?t=7 Pillage This World]===&lt;br /&gt;
&lt;br /&gt;
Look at my fleet,&amp;lt;br&amp;gt;&lt;br /&gt;
isn&#039;t it neat?&amp;lt;br&amp;gt;&lt;br /&gt;
Wouldn&#039;t you think my command is supreme?&amp;lt;br&amp;gt;&lt;br /&gt;
I am Lord of the Maelstorm&amp;lt;br&amp;gt;&lt;br /&gt;
The Chaos Lord Lugft Huron&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at that world,&amp;lt;br&amp;gt;&lt;br /&gt;
treasures untold.&amp;lt;br&amp;gt;&lt;br /&gt;
How many weapons can a Forgeworld hold?&amp;lt;br&amp;gt;&lt;br /&gt;
Looking around here you&#039;d think&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Sure, we&#039;ll steal everything&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;ve got soldiers and daemons a-plenty.&amp;lt;br&amp;gt;&lt;br /&gt;
Got siege weapons and sorcerers galore.&amp;lt;br&amp;gt;&lt;br /&gt;
That Blackstone Fortress? Gift from Abby!&amp;lt;br&amp;gt;&lt;br /&gt;
But who cares?&amp;lt;br&amp;gt;&lt;br /&gt;
No big deal.&amp;lt;br&amp;gt;&lt;br /&gt;
I want moooore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I want to be where the High Lords are.&amp;lt;br&amp;gt;&lt;br /&gt;
I want to see,&amp;lt;br&amp;gt;&lt;br /&gt;
want to see them suffering.&amp;lt;br&amp;gt;&lt;br /&gt;
Running around without...&amp;lt;br&amp;gt;&lt;br /&gt;
...what do you call them? Oh - &#039;&#039;spleens&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Raiding a world you don&#039;t get too far;&amp;lt;br&amp;gt;&lt;br /&gt;
Crusades are required for big-time killing.&amp;lt;br&amp;gt;&lt;br /&gt;
Strolling along down the...&amp;lt;br&amp;gt;&lt;br /&gt;
...what&#039;s its name, again? &amp;quot;Cicatrix&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Look at them scream,&amp;lt;br&amp;gt;&lt;br /&gt;
look at them run.&amp;lt;br&amp;gt;&lt;br /&gt;
And claim their skulls for the Skull Throne&amp;lt;br&amp;gt;&lt;br /&gt;
Blood running free&amp;lt;br&amp;gt;&lt;br /&gt;
Burn, galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Kill, maim and buuurn!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What would I give&amp;lt;br&amp;gt;&lt;br /&gt;
If I could leave,&amp;lt;br&amp;gt;&lt;br /&gt;
out of this Maelstorm!&amp;lt;br&amp;gt;&lt;br /&gt;
Whom would I flay&amp;lt;br&amp;gt;&lt;br /&gt;
to spend a day&amp;lt;br&amp;gt;&lt;br /&gt;
down on Badab.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here in the Warp&amp;lt;br&amp;gt;&lt;br /&gt;
we understand.&amp;lt;br&amp;gt;&lt;br /&gt;
We do not reprimend Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
Brave post-humans,&amp;lt;br&amp;gt;&lt;br /&gt;
sick of serving&amp;lt;br&amp;gt;&lt;br /&gt;
that Carrion Lord!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m ready to know what the Dark Gods know.&amp;lt;br&amp;gt;&lt;br /&gt;
Ask Tzeench my questions and get &#039;&#039;NINE&#039;&#039; answers!&amp;lt;br&amp;gt;&lt;br /&gt;
Ask Slaanesh just how do I...&amp;lt;br&amp;gt;&lt;br /&gt;
...what&#039;s the word? &#039;&#039;Raaaaaape!&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When&#039;s it my turn?&amp;lt;br&amp;gt;&lt;br /&gt;
A Black Crusade.&amp;lt;br&amp;gt;&lt;br /&gt;
Wouldn&#039;t I love to be Warmaster!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wish the Dark Gods&amp;lt;br&amp;gt;&lt;br /&gt;
would turn to me.&amp;lt;br&amp;gt;&lt;br /&gt;
The Blood Reaver.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Little Mermaid: Under the Sea===&lt;br /&gt;
&lt;br /&gt;
The shoeshine is always brighter&amp;lt;br&amp;gt;&lt;br /&gt;
On somebody else&#039;s boot. &amp;lt;br&amp;gt;&lt;br /&gt;
Fools dream &#039;bout leaving the Emprah&amp;lt;br&amp;gt;&#039;&lt;br /&gt;
But those dreams are evil&#039;s root. &amp;lt;br&amp;gt;&lt;br /&gt;
Just think of the pains you&#039;ll suffer&amp;lt;br&amp;gt;&lt;br /&gt;
Behind my punishment door &amp;lt;br&amp;gt;&lt;br /&gt;
Such a painful death awaits you&amp;lt;br&amp;gt;&lt;br /&gt;
So think of those things no more! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Soldier, it&#039;s better &amp;lt;br&amp;gt;&lt;br /&gt;
Free of my fetters &amp;lt;br&amp;gt;&lt;br /&gt;
Take it from me! &amp;lt;br&amp;gt;&lt;br /&gt;
Out in the Eye they have no hope &amp;lt;br&amp;gt;&lt;br /&gt;
In pain forever they must cope &amp;lt;br&amp;gt;&lt;br /&gt;
While we devotin&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Full time to promotin&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here in His light, we&#039;re happy &amp;lt;br&amp;gt;&lt;br /&gt;
As off through the Warp they stray &amp;lt;br&amp;gt;&lt;br /&gt;
The Lost in the Eye ain&#039;t happy &amp;lt;br&amp;gt;&lt;br /&gt;
They mourn &#039;cause they lost their way &amp;lt;br&amp;gt;&lt;br /&gt;
I charge through that swirling Warp-sea, &amp;lt;br&amp;gt;&lt;br /&gt;
Cause heretics there I&#039;ll find, &amp;lt;br&amp;gt;&lt;br /&gt;
The day I reveal their trech&#039;ry &amp;lt;br&amp;gt;&lt;br /&gt;
Guess who&#039;s gon&#039; blow their mind? (Soldier: You-? *BLAM*) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Nobody beat us &amp;lt;br&amp;gt;&lt;br /&gt;
Enslave or treat us &amp;lt;br&amp;gt;&lt;br /&gt;
Ingloriously &amp;lt;br&amp;gt;&lt;br /&gt;
We what the daemons like to corrupt &amp;lt;br&amp;gt;&lt;br /&gt;
No heresy and their plan&#039;s is fucked &amp;lt;br&amp;gt;&lt;br /&gt;
We got no worries &amp;lt;br&amp;gt;&lt;br /&gt;
Nor fear of furies &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Since duty&#039;s first here &amp;lt;br&amp;gt;&lt;br /&gt;
We suffer no fear &amp;lt;br&amp;gt;&lt;br /&gt;
Naturally &amp;lt;br&amp;gt;&lt;br /&gt;
Even the surgeon an&#039; the vox &amp;lt;br&amp;gt;&lt;br /&gt;
They get the urge to cleanse the pox &amp;lt;br&amp;gt;&lt;br /&gt;
We got the spirit &amp;lt;br&amp;gt;&lt;br /&gt;
You got to hear it &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guard fights so hard &amp;lt;br&amp;gt;&lt;br /&gt;
The marines look so mean &amp;lt;br&amp;gt;&lt;br /&gt;
The AdMech fix da tech &amp;lt;br&amp;gt;&lt;br /&gt;
And they prayin&#039; serene &amp;lt;br&amp;gt;&lt;br /&gt;
The priests kill the beasts &amp;lt;br&amp;gt;&lt;br /&gt;
Ogryns start clobberin&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The psyker has lost his soul!&lt;br /&gt;
(Psyker: What about my sou-?*BLAM*)&amp;lt;br&amp;gt; &lt;br /&gt;
The tanks crush da flanks &amp;lt;br&amp;gt;&lt;br /&gt;
Ratlings, rifles bring &amp;lt;br&amp;gt;&lt;br /&gt;
The stormies fall out &amp;lt;br&amp;gt;&lt;br /&gt;
The sisters, they sing! &amp;lt;br&amp;gt;&lt;br /&gt;
The guard and navy &amp;lt;br&amp;gt;&lt;br /&gt;
They never are lazy &amp;lt;br&amp;gt;&lt;br /&gt;
An&#039; oh I purge the foe! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
When a foul daemon &amp;lt;br&amp;gt;&lt;br /&gt;
Tries to corrupt men &amp;lt;br&amp;gt;&lt;br /&gt;
My pistol fires free &amp;lt;br&amp;gt;&lt;br /&gt;
What do they got? A lot of blood &amp;lt;br&amp;gt;&lt;br /&gt;
We spill theirs in sod and mud &amp;lt;br&amp;gt;&lt;br /&gt;
Each single man here &amp;lt;br&amp;gt;&lt;br /&gt;
know how to pray here &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Each young conscript here &amp;lt;br&amp;gt;&lt;br /&gt;
My great wrath fear &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
Each vet&#039;ran here &amp;lt;br&amp;gt;&lt;br /&gt;
Know how to last here &amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s why it&#039;s surer &amp;lt;br&amp;gt;&lt;br /&gt;
To live more purer &amp;lt;br&amp;gt;&lt;br /&gt;
No matter our places &amp;lt;br&amp;gt;&lt;br /&gt;
We in the Emprah&#039;s graces &amp;lt;br&amp;gt;&lt;br /&gt;
No Heresy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Frozen: Let it go===&lt;br /&gt;
-Part 1-&amp;lt;br/&amp;gt;&lt;br /&gt;
The fire glows red on Prospero tonight&amp;lt;br&amp;gt;&lt;br /&gt;
The Space Wolves we could not convince.&amp;lt;br&amp;gt;&lt;br /&gt;
A planet of dead sorcerers,&amp;lt;br&amp;gt;&lt;br /&gt;
and it looks like I&#039;m the prince.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The warp is howling like this swirling storm inside,&amp;lt;br&amp;gt;&lt;br /&gt;
Couldn&#039;t keep it in,&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah knows I&#039;ve tried.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t cast a spell,&amp;lt;br&amp;gt;&lt;br /&gt;
don&#039;t let them see,&amp;lt;br&amp;gt;&lt;br /&gt;
Be the Primarch you always have to be.&amp;lt;br&amp;gt;&lt;br /&gt;
Conceal, don&#039;t feel,&amp;lt;br&amp;gt;&lt;br /&gt;
don&#039;t let them know&amp;lt;br&amp;gt;&lt;br /&gt;
Well now they know&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t hold it back anymore.&amp;lt;br&amp;gt;&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
Turn away and slam the door.&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t care&amp;lt;br&amp;gt;&lt;br /&gt;
what they&#039;re going to say,&amp;lt;br&amp;gt;&lt;br /&gt;
Let Prospero burn.&amp;lt;br&amp;gt;&lt;br /&gt;
The Warp never bothered me anyway&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s funny how serving Tzeench&amp;lt;br&amp;gt;&lt;br /&gt;
Makes everything seem small,&amp;lt;br&amp;gt;&lt;br /&gt;
And the Emperor who controlled me&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t get to me at all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s time to see what I can do,&amp;lt;br&amp;gt;&lt;br /&gt;
To test the limits and break through&amp;lt;br&amp;gt;&lt;br /&gt;
No right, no wrong, no rules for me,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m free!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
I am one with the wind and sky&amp;lt;br&amp;gt;&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll never see me cry.&amp;lt;br&amp;gt;&lt;br /&gt;
Here I stand,&amp;lt;br&amp;gt;&lt;br /&gt;
And here I&#039;ll stay,&amp;lt;br&amp;gt;&lt;br /&gt;
Let the storm rage on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My power flurries through the air into the ground&amp;lt;br&amp;gt;&lt;br /&gt;
My soul is spiraling in daemonic force all around&amp;lt;br&amp;gt;&lt;br /&gt;
And one thought crystallizes like a sorcerous blast&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m never going back, the past is in the past&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;ll rise like the break of dawn&amp;lt;br&amp;gt;&lt;br /&gt;
Let it go, let it go&amp;lt;br&amp;gt;&lt;br /&gt;
That Primarch slave is gone&amp;lt;br&amp;gt;&lt;br /&gt;
Here I stand&amp;lt;br&amp;gt;&lt;br /&gt;
In the light of day&amp;lt;br&amp;gt;&lt;br /&gt;
Let Prospero burn.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Warp never bothered me anyway!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;== Necron Crypteks interpretation ==&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
the wasteland is empty not a soul is to be seen.&lt;br /&gt;
A glorious Desolation, as it should have been&lt;br /&gt;
This world is dieing as I lay my claim&lt;br /&gt;
I did my best, adding it to my Hall of fame&lt;br /&gt;
&lt;br /&gt;
Ill let them try, Ill let them die, but they fell before my might &lt;br /&gt;
and now I am Right,  invade, locate, Deploy then Destroooyy&lt;br /&gt;
&lt;br /&gt;
and then gooo:&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
Ill float your world in hate&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
Just now they see its to late&lt;br /&gt;
&lt;br /&gt;
I don’t care what they were going to do&lt;br /&gt;
Ill keep moving on&lt;br /&gt;
&lt;br /&gt;
They were all going to die anyway&lt;br /&gt;
&lt;br /&gt;
It funny how some Destruction&lt;br /&gt;
Make anything seems so frail&lt;br /&gt;
and my Core glows with great delight&lt;br /&gt;
as i watch how they Fail&lt;br /&gt;
&lt;br /&gt;
Time to finish the protocol&lt;br /&gt;
i broke the limits, I saw it though &lt;br /&gt;
I was right they were wrong&lt;br /&gt;
now they see&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
Ill see the dust fly&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
just follow their cry&lt;br /&gt;
&lt;br /&gt;
Protocol request &lt;br /&gt;
That ill do my best&lt;br /&gt;
&lt;br /&gt;
So ill move on.&lt;br /&gt;
&lt;br /&gt;
As the planet surface is wiped clean&lt;br /&gt;
Ill bring out my extreme&lt;br /&gt;
&lt;br /&gt;
As the atmosphere vaporize away&lt;br /&gt;
ill see your die and decay&lt;br /&gt;
there will be no Delay&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
we will find another world again&lt;br /&gt;
&lt;br /&gt;
Exterminate&lt;br /&gt;
Exterminate&lt;br /&gt;
&lt;br /&gt;
and set it to the Flame&lt;br /&gt;
&lt;br /&gt;
Here I stand but it is done&lt;br /&gt;
and so I move on.&lt;br /&gt;
&lt;br /&gt;
They were all going to die anyway.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Moana: You&#039;re welcome===&lt;br /&gt;
&lt;br /&gt;
Okay, okay&amp;lt;br&amp;gt;&lt;br /&gt;
I see what&#039;s happening here&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re face to face with greatness and it&#039;s strange&amp;lt;br&amp;gt;&lt;br /&gt;
You don&#039;t even know how you feel&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s adorable!&amp;lt;br&amp;gt;&lt;br /&gt;
Well it&#039;s nice to see that my sons never change&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Open your eyes, let&#039;s begin&amp;lt;br&amp;gt;&lt;br /&gt;
Yes it&#039;s really me, it&#039;s Father!&amp;lt;br&amp;gt;&lt;br /&gt;
Breathe it in&amp;lt;br&amp;gt;&lt;br /&gt;
I know it&#039;s a lot, the hair, the bod!&amp;lt;br&amp;gt;&lt;br /&gt;
But I swear I&#039;m truly not a god&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What can I say except &amp;quot;You&#039;re welcome&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
For your hearts and your occulobe&amp;lt;br&amp;gt;&lt;br /&gt;
Hey, it&#039;s okay, it&#039;s okay, you&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m just mankind&#039;s Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey, what has two thumbs and united Terra&amp;lt;br&amp;gt;&lt;br /&gt;
Sending man into a new era?&amp;lt;br&amp;gt;&lt;br /&gt;
This guy!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the ages of old&amp;lt;br&amp;gt;&lt;br /&gt;
Who trapped the dragon down below?&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re looking at him, yo!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, also I made you some sons&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
To fight for you and bring you fun&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Also, I lit up the warp&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
To help your ships get you to war&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So what can I say except you&#039;re welcome?&amp;lt;br&amp;gt;&lt;br /&gt;
For the power I grabbed from Molech&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s no need to pray, it&#039;s okay, you&#039;re welcome, ha!&amp;lt;br&amp;gt;&lt;br /&gt;
Tough I may have had to made some pacts&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome, you&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well anyway, let me say you&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
For the great Imperium you know&amp;lt;br&amp;gt;&lt;br /&gt;
Hey, it&#039;s okay, it&#039;s okay, you&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Well, come to think of it, you gotta go&amp;lt;br&amp;gt;&lt;br /&gt;
Hey, it&#039;s your day to say you&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause I&#039;m gonna need that world&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re warping away, away&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome!&amp;lt;br&amp;gt;&lt;br /&gt;
Sorry, you don&#039;t get a vote&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re welcome, you&#039;re welcome&amp;lt;br&amp;gt;&lt;br /&gt;
And thank you!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Dreamworks Adaptations==&lt;br /&gt;
Although less prolific than Disney, some of Dreamworks&#039; titles show great promise.&lt;br /&gt;
&lt;br /&gt;
===The Prince of Egypt: Playing with the Big Boys===&lt;br /&gt;
[Cult Leaders]&amp;lt;br/&amp;gt;&lt;br /&gt;
By the power of Tzeentch...&amp;lt;br/&amp;gt;&lt;br /&gt;
Nurgle...Khorne...Slaanesh...Malal...&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnus...Lorgar...Curze...Angron...&amp;lt;br/&amp;gt;&lt;br /&gt;
Fulgrim...Khârn...Lucius...Typhus...&amp;lt;br/&amp;gt;&lt;br /&gt;
Mortarion...Perturabo...&amp;lt;br/&amp;gt;&lt;br /&gt;
Abaddon...Alpharius...Erebus...Slyte...&amp;lt;br/&amp;gt;&lt;br /&gt;
Fabius...Ahriman...&amp;lt;br/&amp;gt;&lt;br /&gt;
Tzeentch...Nurgle...Khorne...Slaanesh...&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnus...Lorgar...Curze...Angron...&amp;lt;br/&amp;gt;&lt;br /&gt;
Fulgrim...Khârn...Typhus...Lucius...&amp;lt;br/&amp;gt;&lt;br /&gt;
Malal...Slaanesh...Khorne...Nurgle...Tzeentch...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you think you&#039;ve got friends on High Terra&amp;lt;br/&amp;gt;&lt;br /&gt;
With the power to put us on the run&amp;lt;br/&amp;gt;&lt;br /&gt;
Well, forgive us if we give a chortle&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;ll know what power is when we are done&amp;lt;br/&amp;gt;&lt;br /&gt;
Mortal...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
Playing with the daemons now (Oh, that&#039;s nice...)&amp;lt;br/&amp;gt;&lt;br /&gt;
Every spell and gesture&amp;lt;br/&amp;gt;&lt;br /&gt;
Tells you who&#039;s your master&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
Stop this vain resistance&amp;lt;br/&amp;gt;&lt;br /&gt;
Embrace your true existence&amp;lt;br/&amp;gt;&lt;br /&gt;
Give in to temptation now&amp;lt;br/&amp;gt;&lt;br /&gt;
Pick up your powerfist, boy&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chanting Cultists]&amp;lt;br/&amp;gt;&lt;br /&gt;
By the power of Tzeentch&amp;lt;br/&amp;gt;&lt;br /&gt;
Nurgle, Khorne, Slaanesh, Malal&amp;lt;br/&amp;gt;&lt;br /&gt;
Magnus, Lorgar, Curze, Angron&amp;lt;br/&amp;gt;&lt;br /&gt;
Mortarion, Perturabo&amp;lt;br/&amp;gt;&lt;br /&gt;
Malal, Slaanesh, Khorne, Nurgle...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cult Leaders]&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
By the might of Horus&amp;lt;br/&amp;gt;&lt;br /&gt;
You will kneel before us&amp;lt;br/&amp;gt;&lt;br /&gt;
Kneel to our splendorous power...&amp;lt;br/&amp;gt;&lt;br /&gt;
You try to keep faith&amp;lt;br/&amp;gt;&lt;br /&gt;
But you know we&#039;re right&amp;lt;br/&amp;gt;&lt;br /&gt;
And just to show we feel no spite&amp;lt;br/&amp;gt;&lt;br /&gt;
You can be our acolyte&amp;lt;br/&amp;gt;&lt;br /&gt;
But first, boy, it&#039;s time to betray&amp;lt;br/&amp;gt;&lt;br /&gt;
(All the way!)&amp;lt;br/&amp;gt;&lt;br /&gt;
Or your soul will be consumed, boy&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;re playing with the daemons now&amp;lt;br/&amp;gt;&lt;br /&gt;
Playing with the daemons&amp;lt;br/&amp;gt;&lt;br /&gt;
Now!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Prince of Egypt: The Plagues===&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods:&amp;lt;br/&amp;gt;&lt;br /&gt;
Since you refuse to yield your reign&amp;lt;br/&amp;gt;&lt;br /&gt;
All through the Imperium of Man...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I send your soldiers on thy self&amp;lt;br/&amp;gt;&lt;br /&gt;
Into your space, throughout the void&amp;lt;br/&amp;gt;&lt;br /&gt;
Onto your worlds, into your streets&amp;lt;br/&amp;gt;&lt;br /&gt;
Into your habs, into your forts&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon your ranks, on your troops&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon your people in your hives&amp;lt;br/&amp;gt;&lt;br /&gt;
Into your minds, into your souls&amp;lt;br/&amp;gt;&lt;br /&gt;
And every aspect of your lives&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the swarm, I send the horde&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Once I called you father&amp;lt;br/&amp;gt;&lt;br /&gt;
Once I thought the chance&amp;lt;br/&amp;gt;&lt;br /&gt;
to make you proud&amp;lt;br/&amp;gt;&lt;br /&gt;
Was all I ever wanted...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the thunder from the sky&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the fire raining down&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
And even now I wish the Gods &amp;lt;br/&amp;gt;&lt;br /&gt;
had chose another&amp;lt;br/&amp;gt;&lt;br /&gt;
Serving as your foe on their behalf&amp;lt;br/&amp;gt;&lt;br /&gt;
Is the last thing that I wanted...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send a hail of burning ice&amp;lt;br/&amp;gt;&lt;br /&gt;
On every field, on every hive&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
This was my home&amp;lt;br/&amp;gt;&lt;br /&gt;
All this pain and devastation&amp;lt;br/&amp;gt;&lt;br /&gt;
It never had to be this way&amp;lt;br/&amp;gt;&lt;br /&gt;
All the warriors who suffer&amp;lt;br/&amp;gt;&lt;br /&gt;
From your stubbornness and pride...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send such fleets out through the void&amp;lt;br/&amp;gt;&lt;br /&gt;
The galaxy has never seen&amp;lt;br/&amp;gt;&lt;br /&gt;
On every globe, on every world &amp;lt;br/&amp;gt;&lt;br /&gt;
Until there&#039;s nothing left of green&amp;lt;br/&amp;gt;&lt;br /&gt;
I send my scourge, I send my sword&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
You who I called my son&amp;lt;br/&amp;gt;&lt;br /&gt;
Why must you call down another blow?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send my scourge, I send my sword&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Let my warriors rule&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus and Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
You who I called my son&amp;lt;br/&amp;gt;&lt;br /&gt;
How could you have come to hate me so?&amp;lt;br/&amp;gt;&lt;br /&gt;
Is this what you wanted?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
I send the swarm, I send the horde...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
Then let my heart be hardened &amp;lt;br/&amp;gt;&lt;br /&gt;
And never mind how high the cost may grow&amp;lt;br/&amp;gt;&lt;br /&gt;
This will still be so:&amp;lt;br/&amp;gt;&lt;br /&gt;
I will never let my empire go...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Thus said the Gods:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Emperor]&amp;lt;br/&amp;gt;&lt;br /&gt;
I will not...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus, Emperor, and Chorus]&amp;lt;br/&amp;gt;&lt;br /&gt;
Let your (my) empire go!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Prince of Egypt: Deliver us===&lt;br /&gt;
[Kabalite Warriors]&amp;lt;br/&amp;gt;&lt;br /&gt;
Blood...Sweat...Pain...Soul...Faster!&amp;lt;br/&amp;gt;&lt;br /&gt;
Blood...And lift...Soul...And Pull&amp;lt;br/&amp;gt;&lt;br /&gt;
Pain...And raise up...Soul...Faster!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Imperial Slaves]&amp;lt;br/&amp;gt;&lt;br /&gt;
With the sting of the whip on my shoulder&amp;lt;br/&amp;gt;&lt;br /&gt;
With the salt of my sweat on my brow&amp;lt;br/&amp;gt;&lt;br /&gt;
Emperor, God up high&amp;lt;br/&amp;gt;&lt;br /&gt;
Can you hear your people cry:&amp;lt;br/&amp;gt;&lt;br /&gt;
Help us now&amp;lt;br/&amp;gt;&lt;br /&gt;
This dark hour...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Hear our call&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Lord of all, remember us, here in this xeno waste&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s a world you promised us&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us to the promised world...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yocheved - Imperial captured agent]&amp;lt;br/&amp;gt;&lt;br /&gt;
Yal-di ha-tov veh ha-rach&amp;lt;br/&amp;gt;&lt;br /&gt;
(My good and tender son)&amp;lt;br/&amp;gt;&lt;br /&gt;
Al ti-ra veh al tif-chad&amp;lt;br/&amp;gt;&lt;br /&gt;
(Don&#039;t be frightened and don&#039;t be scared)&amp;lt;br/&amp;gt;&lt;br /&gt;
My son, I have nothing I can give&amp;lt;br/&amp;gt;&lt;br /&gt;
But this chance that you may live&amp;lt;br/&amp;gt;&lt;br /&gt;
I pray we&#039;ll meet again&amp;lt;br/&amp;gt;&lt;br /&gt;
If He will deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(song is either high or low gothic, whichever works)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Slaves]&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Hear our prayer&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
From despair&amp;lt;br/&amp;gt;&lt;br /&gt;
These years of slavery grow too cruel to stand&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s a world you promised us&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Out of bondage and&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us to the promised world...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yocheved]&amp;lt;br/&amp;gt;&lt;br /&gt;
Hush now, my baby&amp;lt;br/&amp;gt;&lt;br /&gt;
Be still, love, don&#039;t cry&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleep as you&#039;re embraced by the Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
Sleep and remember my last lullaby&amp;lt;br/&amp;gt;&lt;br /&gt;
So he&#039;ll be with you when you dream&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Yocheved gives the baby to a Marine Scout scouting the planet)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Noble Astartes&amp;lt;br/&amp;gt;&lt;br /&gt;
Fly gently for me&amp;lt;br/&amp;gt;&lt;br /&gt;
Such precious cargo you bear&amp;lt;br/&amp;gt;&lt;br /&gt;
Do you know somewhere&amp;lt;br/&amp;gt;&lt;br /&gt;
he can live free?&amp;lt;br/&amp;gt;&lt;br /&gt;
Astartes, deliver him there.&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Young SOB Initiate]&amp;lt;br/&amp;gt;&lt;br /&gt;
Brother, you&#039;re safe now&amp;lt;br/&amp;gt;&lt;br /&gt;
And safe may you stay&amp;lt;br/&amp;gt;&lt;br /&gt;
For I have a prayer just for you:&amp;lt;br/&amp;gt;&lt;br /&gt;
Grow, baby brother&amp;lt;br/&amp;gt;&lt;br /&gt;
Come back someday&amp;lt;br/&amp;gt;&lt;br /&gt;
Come and deliver us, too...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Slaves]&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us&amp;lt;br/&amp;gt;&lt;br /&gt;
Send a shepherd to shepherd us&amp;lt;br/&amp;gt;&lt;br /&gt;
And deliver us to the promised world&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Yocheved]&amp;lt;br/&amp;gt;&lt;br /&gt;
Deliver us!&amp;lt;br/&amp;gt;&lt;br /&gt;
Marine, deliver him there...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The road to El Dorado: It&#039;s tough to be a god===&lt;br /&gt;
[[File:Aurelian.jpg|500px|right|thumb|Mfw it&#039;s such a hot mixtape]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;After the Word Bearers&#039;s humiliation on Monarchia, Lorgar has refused to leave his room&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t lead, I&#039;m not qualified&amp;lt;br&amp;gt;&lt;br /&gt;
He told me He won&#039;t be deified&amp;lt;br&amp;gt;&lt;br /&gt;
We were disgraced by the Ultramarines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lorgar, what are you talking about?!&amp;lt;br&amp;gt;&lt;br /&gt;
The Emprah forced us to our knees&amp;lt;br&amp;gt;&lt;br /&gt;
But religion is a need&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;d better seek some gods other than him&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Other than him? Other than him? Other than him?&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[Khor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Chaos gods!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
I shall look for some gods&amp;lt;br&amp;gt;&lt;br /&gt;
Tread where mortals have not trod&amp;lt;br&amp;gt;&lt;br /&gt;
I will be enlightened, I&#039;ll surpass Guilliman&amp;lt;br&amp;gt;&lt;br /&gt;
Need an object of devotion&amp;lt;br&amp;gt;&lt;br /&gt;
Need a subject for psalms&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a rather touching notion,&amp;lt;br&amp;gt;&lt;br /&gt;
all those prayers and those salaams.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And who am I to be hostile&amp;lt;br&amp;gt;&lt;br /&gt;
if I&#039;m chosen as their apostle?&amp;lt;br&amp;gt;&lt;br /&gt;
If they say that I&#039;m their man, that&#039;s what I am.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What&#039;s more, if we don&#039;t comply&amp;lt;br&amp;gt;&lt;br /&gt;
with the chaos gods&#039; wishes,&amp;lt;br&amp;gt;&lt;br /&gt;
I can see us being sacrificed or cursed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
You have a point, yes, that&#039;s very good thinking.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So! Let&#039;s seek gods!&amp;lt;br&amp;gt;&lt;br /&gt;
The perks are great.&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah gone without a trace!&amp;lt;br&amp;gt;&lt;br /&gt;
The Word Bearers should not be rebuffed.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Never rebuff, never rebuff Word Bearers&#039; prayers, no Father!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll seek old Colchis&#039; gods&amp;lt;br&amp;gt;&lt;br /&gt;
but we should get some Primarch&#039;s nods,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Count your blessings,&amp;lt;br&amp;gt;&lt;br /&gt;
corrupt Horus&amp;quot;,&amp;lt;br&amp;gt;&lt;br /&gt;
that&#039;s their advice.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s great advice!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Steal the Kinebranch Athame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And wound Horus!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Form a cult!&amp;lt;br&amp;gt;&lt;br /&gt;
Fight on Davin,&amp;lt;br&amp;gt;&lt;br /&gt;
and make his legion&amp;lt;br&amp;gt;&lt;br /&gt;
take him to the Serpent&#039;s Lodge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Kor Phareon]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Don a supernatural habit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;d be crazy not to grab it!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[Lorgar and Kor]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
So sign on our legion for heresy...he-re-sy!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Original Works==&lt;br /&gt;
&lt;br /&gt;
===Blood On the Rocks (Gory, Gory, What a Helluva Way to Die)===&lt;br /&gt;
He was just a rookie guardsman and he surely shook with fright,&amp;lt;br/&amp;gt;&lt;br /&gt;
He checked off his equipment and made sure his lasgun&#039;s primed,&amp;lt;br/&amp;gt;&lt;br /&gt;
He had to sit and listen to those awful Greenskins roar,&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Is everybody ready?&amp;quot; cried the sergeant looking on,&amp;lt;br/&amp;gt;&lt;br /&gt;
Our hero feebly answered, &amp;quot;Yes&amp;quot;, and went a-marching on,&amp;lt;br/&amp;gt;&lt;br /&gt;
No sooner than he had begun, he took a grisly hit,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He gasped in long, he cried out loud, falling into shock,&amp;lt;br/&amp;gt;&lt;br /&gt;
The entrails in his stomach spilled out and bundled on the rocks,&amp;lt;br/&amp;gt;&lt;br /&gt;
He felt the blood, he felt the cold, he felt death creeping up,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ambulance was on the spot, the Taurox running wild,&amp;lt;br/&amp;gt;&lt;br /&gt;
The medics jumped and scrambled fore, rolled up their sleeves and scowled,&amp;lt;br/&amp;gt;&lt;br /&gt;
For it had been a month or more since they&#039;d received supplies,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A grenade hit the ground and exploded with a BOOM,&amp;lt;br/&amp;gt;&lt;br /&gt;
His comrades all round were heard to say &amp;quot;A helluva way to die&amp;quot;,&amp;lt;br/&amp;gt;&lt;br /&gt;
He lay there rolling &#039;round in the welter of his gore,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gory, gory, what a hell of a way to die, (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
You ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was blood on the dirt, there were brains upon the rocks,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gory bits,  a-dangling from his combat suit,&amp;lt;br/&amp;gt;&lt;br /&gt;
He was a mess, they picked him up and poured him from his boots,&amp;lt;br/&amp;gt;&lt;br /&gt;
And he ain&#039;t gonna fight no more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=iFRa0KZsGhc Boltgun]===&lt;br /&gt;
To the hive of Agua Frias came a stranger one grim day&amp;lt;br/&amp;gt;&lt;br /&gt;
Hardly spoke to the Arbites, didn&#039;t have too much to say&amp;lt;br/&amp;gt;&lt;br /&gt;
No one dared to slit his purse-strings, no one dared to make a slip&amp;lt;br/&amp;gt;&lt;br /&gt;
for the black-clad man among them had a boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was early in the morning when he landed at the &#039;port&amp;lt;br/&amp;gt;&lt;br /&gt;
And he spent his day in houses of a foul and darkling sort&amp;lt;br/&amp;gt;&lt;br /&gt;
He&#039;s a heretic from offworld came the whisper from each lip&amp;lt;br/&amp;gt;&lt;br /&gt;
And he&#039;s here to weave some chaos with the boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this town there lived a ganger by the name of Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
Many Judges tried to take him and those men of law were dead&amp;lt;br/&amp;gt;&lt;br /&gt;
He was vicious and augmented at the age of one-oh-four&amp;lt;br/&amp;gt;&lt;br /&gt;
And the notches on his laslocks numbered ten and fourscore more&amp;lt;br/&amp;gt;&lt;br /&gt;
Ten and fourscore more&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the stranger started showing there, to all the folks around&amp;lt;br/&amp;gt;&lt;br /&gt;
A strange brooch of foreign metal, Gothic I in silver bound&amp;lt;br/&amp;gt;&lt;br /&gt;
He came here on bitter business, to leave all the sinners dead&amp;lt;br/&amp;gt;&lt;br /&gt;
And on the list of purge-ed was the name of Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
The name of Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wasn&#039;t long before the rumors were relayed to Nocturne Red&amp;lt;br/&amp;gt;&lt;br /&gt;
But the ganger didn&#039;t worry- he would leave the &#039;quis&#039;tor dead&amp;lt;br/&amp;gt;&lt;br /&gt;
Ninety men had tried to end him, ninety men had made a slip&amp;lt;br/&amp;gt;&lt;br /&gt;
Ninety one would be the &#039;quistor with the boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was thirty-seven minutes &#039;fore the &#039;quistor found his prey&amp;lt;br/&amp;gt;&lt;br /&gt;
They met in a darkened fac&#039;try where the bravest feared to stray&amp;lt;br/&amp;gt;&lt;br /&gt;
Scum were watching from the gantries, mutie creatures held their breath&amp;lt;br/&amp;gt;&lt;br /&gt;
they hoped this holy agent was about to meet his death&amp;lt;br/&amp;gt;&lt;br /&gt;
about to meet his death&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was forty feet between them when they stopped to make their play&amp;lt;br/&amp;gt;&lt;br /&gt;
And the swiftness of the &#039;quistor is still talked about today&amp;lt;br/&amp;gt;&lt;br /&gt;
Nocturne Red had not cleared plasteel fore a boltshell fairly tore&amp;lt;br/&amp;gt;&lt;br /&gt;
And the &#039;quistors aim was blessed by Our Holy Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
Our holy Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was over in a moment and the final cleanse began&amp;lt;br/&amp;gt;&lt;br /&gt;
Mutant scum were cut down righteous, brightly burning as they ran&amp;lt;br/&amp;gt;&lt;br /&gt;
For the stranger brought stormtroopers and the Hive had made a slip&amp;lt;br/&amp;gt;&lt;br /&gt;
None escapes the Emperor&#039;s &#039;quistor with a boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boltgun, Mars Boltgun&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
None escapes the Emperor&#039;s &#039;quistor with a boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
Boltgun on his hip&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=wy-sVTaZRPk War Cant of Mars]===&lt;br /&gt;
011101110110000101110010...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mine receptors witness glory from the burning of the flame&amp;lt;br/&amp;gt;&lt;br /&gt;
The fires of the forge are like the trumpets which proclaim&amp;lt;br/&amp;gt;&lt;br /&gt;
Our engines at full power, your destruction is our aim&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Truth has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Truth has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With heat and iron and industry we&#039;ll purge you from this world&amp;lt;br/&amp;gt;&lt;br /&gt;
You will sunder, melt, and shatter from the bolts of wrath we&#039;ve hurled&amp;lt;br/&amp;gt;&lt;br /&gt;
And upon your ruined end, our blood red banners stand unfurled&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Might has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Might has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traitor, Xeno, Heretek, they are as one to us&amp;lt;br/&amp;gt;&lt;br /&gt;
We will scorch them from existence with our engines devious&amp;lt;br/&amp;gt;&lt;br /&gt;
Our hate for them encoded into every bolt and truss&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Wrath has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Wrath has come online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Titans striding forward, Ordinatii by the score&amp;lt;br/&amp;gt;&lt;br /&gt;
They are drowning out blasphemers &#039;neath their great mechanic roar&amp;lt;br/&amp;gt;&lt;br /&gt;
Tradition is our bulwark, it endures forever more&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Victory comes online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Victory comes online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deus est machina (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Machina&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Engage the linkage, Omnissiah (X3)&amp;lt;br/&amp;gt;&lt;br /&gt;
Our Victory comes online&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
011101110110000101110010...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Other Sources==&lt;br /&gt;
Through random circumstance or creative providence, some songs and poems lend themselves to grimdarking regardless of what media they are tied to.&lt;br /&gt;
&lt;br /&gt;
===Amon Amarth: The Pursuit of Vikings===&lt;br /&gt;
The warming sun returns again,&amp;lt;br&amp;gt;&lt;br /&gt;
And melts away the snow,&amp;lt;br&amp;gt;&lt;br /&gt;
The Sea of Claws free from icy chains,&amp;lt;br&amp;gt;&lt;br /&gt;
Winter is letting go,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Standing on the ocean&#039;s side,&amp;lt;br&amp;gt;&lt;br /&gt;
We can hear the waves,&amp;lt;br&amp;gt;&lt;br /&gt;
Calling us out with tides,&amp;lt;br&amp;gt; &lt;br /&gt;
To sail into our fate,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KHORNE! Guide our ships!&amp;lt;br&amp;gt;&lt;br /&gt;
Our axes, spears and swords!&amp;lt;br&amp;gt;&lt;br /&gt;
Guide us through storms that whip,&amp;lt;br&amp;gt;&lt;br /&gt;
And in brutal WAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our ships await us by the shore,&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come to leave,&amp;lt;br&amp;gt;&lt;br /&gt;
Our country, families and homes,&amp;lt;br&amp;gt; &lt;br /&gt;
For glory in setting south to torch,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some of us wont return,&amp;lt;br&amp;gt;&lt;br /&gt;
But that wont bring us down,&amp;lt;br&amp;gt;&lt;br /&gt;
Our fate lies written in the web,&amp;lt;br&amp;gt;&lt;br /&gt;
Woven by the Raven God,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A thrall is sacrificed,&amp;lt;br&amp;gt;&lt;br /&gt;
Across the longship&#039;s bow,&amp;lt;br&amp;gt;&lt;br /&gt;
And as we set our sails,&amp;lt;br&amp;gt; &lt;br /&gt;
The Winds of Chaos begin to blow,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It carries out to sea,&amp;lt;br&amp;gt;&lt;br /&gt;
With waking dreams of slaughter and pride,&amp;lt;br&amp;gt;&lt;br /&gt;
And glorious all will be,&amp;lt;br&amp;gt;&lt;br /&gt;
That with sword in hand will die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KHORNE! Guide our ships!&amp;lt;br&amp;gt;&lt;br /&gt;
Our axes, spears and swords!&amp;lt;br&amp;gt;&lt;br /&gt;
Guide us through storms that whip,&amp;lt;br&amp;gt; &lt;br /&gt;
And in brutal WAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KHORNE! Guide our ships!&amp;lt;br&amp;gt;&lt;br /&gt;
Our axes, spears and swords!&amp;lt;br&amp;gt;&lt;br /&gt;
Guide us through storms that whip,&amp;lt;br&amp;gt; &lt;br /&gt;
And in brutal WAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Amon Amarth: Valhalla Awaits Me===&lt;br /&gt;
Blood gushes from the wound,&amp;lt;br&amp;gt;&lt;br /&gt;
The cut is wide and deep,&amp;lt;br&amp;gt;&lt;br /&gt;
Right before he turns around,&amp;lt;br&amp;gt;&lt;br /&gt;
He falls to his knees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A clear song rings in the blade,&amp;lt;br&amp;gt;&lt;br /&gt;
As steel meets hardened steel,&amp;lt;br&amp;gt;&lt;br /&gt;
I hear the sound of shattered wood,&amp;lt;br&amp;gt;&lt;br /&gt;
A sword cuts through my shield,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I drop the shield and grab my axe,&amp;lt;br&amp;gt;&lt;br /&gt;
A weapon in each hand,&amp;lt;br&amp;gt;&lt;br /&gt;
A clear blow makes the helmet crack,&amp;lt;br&amp;gt;&lt;br /&gt;
My axe cuts to the teeth!&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
I rip the axe from his skull,&amp;lt;br&amp;gt;&lt;br /&gt;
Covered in blood and gore,&amp;lt;br&amp;gt;&lt;br /&gt;
Leave the body lying dead,&amp;lt;br&amp;gt;&lt;br /&gt;
Ready to kill some more,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My sword carves through flesh and bone,&amp;lt;br&amp;gt;&lt;br /&gt;
Like a hot knife cuts through snow,&amp;lt;br&amp;gt;&lt;br /&gt;
I smile when the bastard screams,&amp;lt;br&amp;gt;&lt;br /&gt;
When I twist my sword,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON! I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON! I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BEAR-SKINS ON MY BACK!&amp;lt;br&amp;gt;&lt;br /&gt;
WOLF&#039;S JAW ON MY HEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
WHEN I&#039;M DEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I raise my axe up above my head,&amp;lt;br&amp;gt;&lt;br /&gt;
My eyes stare in furious rage,&amp;lt;br&amp;gt;&lt;br /&gt;
Yet more blood will be shed,&amp;lt;br&amp;gt;&lt;br /&gt;
This is a victorious day!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blood gushes from the wound,&amp;lt;br&amp;gt;&lt;br /&gt;
The cut is wide and deep,&amp;lt;br&amp;gt;&lt;br /&gt;
Right before I turn around,&amp;lt;br&amp;gt;&lt;br /&gt;
I fall to my knees,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON, I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
SWORD! IN MY HAND!&amp;lt;br&amp;gt;&lt;br /&gt;
AXE! ON MY SIDE!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
SOON, I WILL DIE!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
BEAR-SKINS ON MY BACK!&amp;lt;br&amp;gt;&lt;br /&gt;
WOLF&#039;S JAW ON MY HEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
KHORNE&#039;S HALLS AWAIT ME!&amp;lt;br&amp;gt;&lt;br /&gt;
WHEN I&#039;M DEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blood Bowl (to the tune of the theme from &#039;&#039;Coach&#039;&#039;)===&lt;br /&gt;
&lt;br /&gt;
Come on down and play some Blood Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
Get out your dice and have a roll&amp;lt;br&amp;gt;&lt;br /&gt;
Nuffle&#039;s a vengeful god, we know&amp;lt;br&amp;gt;&lt;br /&gt;
No matter what, you never know how it&#039;ll go&lt;br /&gt;
&lt;br /&gt;
Let the blood lust consume your soul&amp;lt;br&amp;gt;&lt;br /&gt;
Performance enhancers take their toll&amp;lt;br&amp;gt;&lt;br /&gt;
Whether you win, whether you lose&amp;lt;br&amp;gt;&lt;br /&gt;
Whatever plays that you may choose&amp;lt;br&amp;gt;&lt;br /&gt;
All the fans want is Blood-&amp;lt;br&amp;gt;&lt;br /&gt;
-Bowl!&lt;br /&gt;
&lt;br /&gt;
Down to the stadium we&#039;ll stroll&amp;lt;br&amp;gt;&lt;br /&gt;
To watch the Elves and Orks and Trolls&amp;lt;br&amp;gt;&lt;br /&gt;
As they all scramble for the goal&amp;lt;br&amp;gt;&lt;br /&gt;
While ripping each other and themselves all full of holes&lt;br /&gt;
&lt;br /&gt;
So join us for every pass and throw&amp;lt;br&amp;gt;&lt;br /&gt;
And every last bone breaking blow&amp;lt;br&amp;gt;&lt;br /&gt;
Every kick, every touchdown&amp;lt;br&amp;gt;&lt;br /&gt;
Violence and gore, round after round&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s all right inside the Blood Bowl!&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=KrZHPOeOxQQ Bon Jovi: Shot through the head (by Grey Knights)]===&lt;br /&gt;
&lt;br /&gt;
Shot through the head&amp;lt;br&amp;gt;&lt;br /&gt;
With that Astral Aim&amp;lt;br&amp;gt;&lt;br /&gt;
Brothers you give Titan&amp;lt;br&amp;gt;&lt;br /&gt;
A good name&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An Angel of Death &amp;lt;br&amp;gt;&lt;br /&gt;
walks through hell&amp;lt;br&amp;gt;&lt;br /&gt;
A demon&#039;s name carved&amp;lt;br&amp;gt;&lt;br /&gt;
on each storm bolter shell&amp;lt;br&amp;gt;&lt;br /&gt;
Chains of Torment ain&#039;t got no hold on me&amp;lt;br&amp;gt;&lt;br /&gt;
In service to Him you are always free&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, you&#039;re a loaded gun&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, there&#039;s nowhere to run&amp;lt;br&amp;gt;&lt;br /&gt;
No one can save&amp;lt;br&amp;gt;&lt;br /&gt;
the enemies of Man&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shot through the head&amp;lt;br&amp;gt;&lt;br /&gt;
in the Emperor&#039;s name&amp;lt;br&amp;gt;&lt;br /&gt;
Brothers you give Titan&amp;lt;br&amp;gt;&lt;br /&gt;
A good name&amp;lt;br&amp;gt;&lt;br /&gt;
The Hammerhand&amp;lt;br&amp;gt;&lt;br /&gt;
and the Cleansing Flame&amp;lt;br&amp;gt;&lt;br /&gt;
you give Titan&amp;lt;br&amp;gt;&lt;br /&gt;
A good name&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=_uj8h4SCsnE Salve Regina]===&lt;br /&gt;
Hail, holy Celestine, Living Saint&amp;lt;br/&amp;gt;&lt;br /&gt;
Emperor&#039;s Sword, our protector and our hope,&amp;lt;br/&amp;gt;&lt;br /&gt;
To thee do we cry,&amp;lt;br/&amp;gt;&lt;br /&gt;
Poor besieged daughters of the Emperor,&amp;lt;br/&amp;gt;&lt;br /&gt;
To thee do we send our pleas,&amp;lt;br/&amp;gt;&lt;br /&gt;
Mourning and weeping in this dark cosmos.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Turn then, most invincible protector,&amp;lt;br/&amp;gt;&lt;br /&gt;
Thine eyes of mercy towards us;&amp;lt;br/&amp;gt;&lt;br /&gt;
And after this our watch,&amp;lt;br/&amp;gt;&lt;br /&gt;
Show to us the blessed fruit of our God-Emperor,&amp;lt;br/&amp;gt;&lt;br /&gt;
O charitable, O loving,&amp;lt;br/&amp;gt;&lt;br /&gt;
O sweet Martyred one,&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pray for us, O holy Matron,&amp;lt;br/&amp;gt;&lt;br /&gt;
that we may be made worthy of the promises of the Emperor.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Team America Theme===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All rise for the Imperial Anthem. Failure to sing along in full chorus is punishable by death! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imperium...&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Coming again, to save the mother fucking day yeah,&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Subjugation is the only way yeah,&amp;lt;br/&amp;gt;&lt;br /&gt;
Heretics your game is through, &#039;cause now you have to answer to,&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
So lick my butt, and suck on my balls,&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
What you gonna do when we come for you now,&amp;lt;br/&amp;gt;&lt;br /&gt;
It’s the dream that we all share; it’s the hope for tomorrow&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperor, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Space Marines, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Navy, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechanicus, FUCK, YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
PDF, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Arbitrators, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Inquisition, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ogryns, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Ratlings, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Squats, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Ecclesiarchy, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Sororitas, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Big tits, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Grox steaks, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Amasec, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Lho sticks, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Commissars, Fuck yeah... Fuck yeah? FUCK YES *BLAM*&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Order, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Discipline, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperial Creed, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Sebastian Thor, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Scrumball, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Administratum, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Munitorum, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Assasinorum, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Titan Legions, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Sanctioned Psykers, fuck yeah... fuck yeah? FUCK YES *BLAM*&amp;lt;br/&amp;gt;&lt;br /&gt;
Uplifting Primer, FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
Tomes of Knowledge (as have been deemed suitable for public reading by the Emperor&#039;s most Holy Inquisition), FUCK YEAH!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Wurzels: Combine Harvester (Brand New Key)===&lt;br /&gt;
&lt;br /&gt;
(Sung from the perspective of a Ratling Sniper about an Adeptus Sororitas he&#039;s taken a fancy to)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I drove my Baneblade through your bunker last night&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
I crushed them &#039;eretics &#039;neath the treads to keep quiet&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Now somethin&#039;s tellin&#039; me, you&#039;ve finally noticed me&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on now darlin&#039; you got somethin&#039; I need&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I made her laugh *pew* Haha!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;ll Stick &#039;em in the guts, then give you all ya need&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll have ya two or three times, I&#039;m a man built for speed&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
And then I&#039;ll light me pipe up, and then I will cram&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
My heavy shells up their arses while we purge all the land&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pphhwooaaarrr she&#039;s a lovely bit of stuff an&#039;all&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For seven years I&#039;ve been stationed right here in this place&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Taking pot-shots at the &#039;eretics in the face &amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
Now if I cleaned me long-las would ya change yur mind&amp;lt;br/&amp;gt;&lt;br /&gt;
(Ooh ar ooh ar)&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;d polish hard enough to keep the standard flying high&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who loves ya baby? THE EMPEROR!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Weren&#039;t we grand couple at that last big advance?&amp;lt;br/&amp;gt;&lt;br /&gt;
You had yur eviscerator and I had me long-las &amp;lt;br/&amp;gt;&lt;br /&gt;
In yur new power armour with yur incense smellin&#039; grand&amp;lt;br/&amp;gt;&lt;br /&gt;
I wanted to duel you one-on-one, show you I&#039;m good with me &#039;ands&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cos I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on let&#039;s mow the bastards down in perfect harmony&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh you&#039;ve got 20 headshots and I&#039;ve got 43&amp;lt;br/&amp;gt;&lt;br /&gt;
Now I&#039;ve got a Leman Russ Demolisher and I&#039;ll give you the key&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aarrr, you&#039;re a fine lookin&#039; woman and I can&#039;t wait to get me hands on yur holy relics haha!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Underfist: Halloween Bash===&lt;br /&gt;
&lt;br /&gt;
When Daemons come to wreck your world&amp;lt;br/&amp;gt;&lt;br /&gt;
And you need weapons to assist you&amp;lt;br/&amp;gt;&lt;br /&gt;
And the Space Marines just ain&#039;t around&amp;lt;br/&amp;gt;&lt;br /&gt;
Then Powerfist will rescue you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s what they do, Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh  yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power...&amp;lt;br/&amp;gt;&lt;br /&gt;
Power...&amp;lt;br/&amp;gt;&lt;br /&gt;
Power, Power, Power fist!&amp;lt;br/&amp;gt;&lt;br /&gt;
Power, Power, Power fist!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the warp attacks&amp;lt;br/&amp;gt;&lt;br /&gt;
And daemonic monsters run amock&amp;lt;br/&amp;gt;&lt;br /&gt;
And you&#039;re possessed by some form of soul&amp;lt;br/&amp;gt;&lt;br /&gt;
Then what you need is a psyker now!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Power fist, they&#039;re free!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh yeah! Oh yeah!&amp;lt;br/&amp;gt;&lt;br /&gt;
Power fist, go!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Queen: Bohemian Rhapsody===&lt;br /&gt;
Iz dis da real life?&amp;lt;br/&amp;gt;&lt;br /&gt;
Iz dis jus&#039; fannasy?&amp;lt;br/&amp;gt;&lt;br /&gt;
Caught in a big push,&amp;lt;br/&amp;gt;&lt;br /&gt;
No &#039;scape from reality.&amp;lt;br/&amp;gt;&lt;br /&gt;
Open ya eyes, Look up at da skies and see,&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;s jus&#039; a poor boy, dun need no sympafy,&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Cause I&#039;m big &#039;n mean, not a grot, chop and smash, shoot a lot,&amp;lt;br/&amp;gt;&lt;br /&gt;
Any way the waaagh goes doesn&#039;t really matter to me, to me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warboss, just killed an ork,&amp;lt;br/&amp;gt;&lt;br /&gt;
Put mah shoota &#039;gainst &#039;is &#039;ead, pulled my trigger, now &#039;e&#039;s dead.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warboss, waaagh had just begun,&amp;lt;br/&amp;gt;&lt;br /&gt;
But now I&#039;s gone and shot up all ya nobs.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warboss, ooh, Didn&#039; mean ta make ya mad,&amp;lt;br/&amp;gt;&lt;br /&gt;
If I&#039;s not back again dis time tomorra,&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep stompin&#039;, keep stompin&#039; as if nuffin&#039; really matters.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Too late, I gots shot up,&amp;lt;br/&amp;gt;&lt;br /&gt;
Sends hurtin&#039; down me spine, body&#039;s aching all the time.&amp;lt;br/&amp;gt;&lt;br /&gt;
Goodbye, ev&#039;rybody, I&#039;ve got to go,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gotta leave you all behind and face da troof.&amp;lt;br/&amp;gt;&lt;br /&gt;
Warboss, ooh, I dun&#039; wanna die,&amp;lt;br/&amp;gt;&lt;br /&gt;
I sometimes wish I&#039;d never waaaghed at all.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see a little silhouetto of a beakie,&amp;lt;br/&amp;gt;&lt;br /&gt;
Zoggin&#039; humies, Zoggin&#039; humies, is it your turn to stomp now?&amp;lt;br/&amp;gt;&lt;br /&gt;
Thundabolts and Lightnins, very, very fright&#039;ning me.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Gorkamorka.) Gorkamorka. (Gorkamorka.) Gorkamorka, Gorkamorka Gork n&#039; Mork&amp;lt;br/&amp;gt;&lt;br /&gt;
Waaaaagh! I&#039;s just a poor boy an&#039; nobody loves me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;E&#039;s just a poor boy from a poor goff tribe,&amp;lt;br/&amp;gt;&lt;br /&gt;
Spare &#039;im &#039;is loife from dis monstrosity.&amp;lt;br/&amp;gt;&lt;br /&gt;
Easy come, easy go, will yas lemme go?&amp;lt;br/&amp;gt;&lt;br /&gt;
Xenos! No, we will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let him go!) Xenos! We will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let him go!) Xenos! We will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let me go.) Will not let you go.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Let me go.) Will not let you go. (Let me go.) Ah.&amp;lt;br/&amp;gt;&lt;br /&gt;
No, no, no, no, no, no, no.&amp;lt;br/&amp;gt;&lt;br /&gt;
(Oh Brother Captain, Brother Captain.) Bruvva Kaptin, lemme go.&amp;lt;br/&amp;gt;&lt;br /&gt;
Da Commissar &#039;as a boltgun put aside for me, for me, for me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you fink you can shoot me and spit in my eye?&amp;lt;br/&amp;gt;&lt;br /&gt;
So you fink you can curse me and leave me to die?&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, snotling, can&#039;t do dis to me, snotling,&amp;lt;br/&amp;gt;&lt;br /&gt;
Jus&#039; gonna get out, jus&#039; gotta get stompin&#039; again!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nuffin&#039; really matters, Anyone can see,&amp;lt;br/&amp;gt;&lt;br /&gt;
Nuffin&#039; really matters,&amp;lt;br/&amp;gt;&lt;br /&gt;
Nuffin&#039; really matters to me.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Any way the waaagh goes.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Overhead: A pint of ale===&lt;br /&gt;
IF YOU LIKE TO DRINK BEER, I TELL YOU I&#039;M YOUR DWARF, &amp;lt;br/&amp;gt;&lt;br /&gt;
YE SIP SOME, YOU CHUG SOME, IT&#039;S ALL THE SAME TO ME! &amp;lt;br/&amp;gt;&lt;br /&gt;
(killer banjo solo) &amp;lt;br/&amp;gt;&lt;br /&gt;
I DON&#039;T SHARE YOUR GREED, THE ONLY DRINK I NEED IS &amp;lt;br/&amp;gt;&lt;br /&gt;
A PINT OF ALE, A PINT OF ALE!!!!!!&lt;br /&gt;
===Robert Browning: My Last Duchess===&lt;br /&gt;
    That&#039;s my last adjutant painted on the wall, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Looking as if she were alive. I call &amp;lt;br/&amp;gt;&lt;br /&gt;
    That piece a wonder, now: The Confessor &amp;lt;br/&amp;gt;&lt;br /&gt;
    Worked busily that day, and there she stands. &amp;lt;br/&amp;gt;&lt;br /&gt;
    Will&#039;t please you sit and look at her? I said &amp;lt;br/&amp;gt;&lt;br /&gt;
    Confessor by design, for never read &amp;lt;br/&amp;gt;&lt;br /&gt;
    Strangers like you that pictured countenance, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The depth and passion of its earnest glance, &amp;lt;br/&amp;gt;&lt;br /&gt;
    But to myself they turned (since none puts by &amp;lt;br/&amp;gt;&lt;br /&gt;
    The curtain I have drawn for you, but I) &amp;lt;br/&amp;gt;&lt;br /&gt;
    And seemed as they would ask me, if they durst, &amp;lt;br/&amp;gt;&lt;br /&gt;
    How such a glance came there; so not the first &amp;lt;br/&amp;gt;&lt;br /&gt;
    Are you to turn and ask thus. Sir, &#039;twas not &amp;lt;br/&amp;gt;&lt;br /&gt;
    My orders only, called that eager spot, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Of joy into her pallid cheek; perhaps &amp;lt;br/&amp;gt;&lt;br /&gt;
    A Guardsman chanced to say &amp;quot;She wears her cap &amp;lt;br/&amp;gt;&lt;br /&gt;
    Askew, as it please her,&amp;quot; or &amp;quot;Prayer &amp;lt;br/&amp;gt;&lt;br /&gt;
    Must never hope to match a lock of her hair &amp;lt;br/&amp;gt;&lt;br /&gt;
    Taken from her head&amp;quot;: such stuff &amp;lt;br/&amp;gt;&lt;br /&gt;
    Was unacceptable, I thought, and cause enough &amp;lt;br/&amp;gt;&lt;br /&gt;
    For flagellation (she did not). She had &amp;lt;br/&amp;gt;&lt;br /&gt;
    An attitude - how shall I say - relaxed &amp;lt;br/&amp;gt;&lt;br /&gt;
    Too easily beguiled; she listened to anything &amp;lt;br/&amp;gt;&lt;br /&gt;
    She looked on, and her ears heard many things. &amp;lt;br/&amp;gt;&lt;br /&gt;
    Sir, &#039;twas all one! Morning prayers, arrests, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The whispers of the Dark Gods in her breast, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The impious jibes some vulgar soldier &amp;lt;br/&amp;gt;&lt;br /&gt;
    Would throw her way, unaware of her &amp;lt;br/&amp;gt;&lt;br /&gt;
    Position and my power. All and each &amp;lt;br/&amp;gt;&lt;br /&gt;
    would draw from her alike the approving speech, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Or an ear at least. She took confession - good - but prayed &amp;lt;br/&amp;gt;&lt;br /&gt;
    Somehow - I know how now - as if her faith was any other jade. &amp;lt;br/&amp;gt;&lt;br /&gt;
    A heretic. Who&#039;d stoop to blame &amp;lt;br/&amp;gt;&lt;br /&gt;
    This sort of crime? Even had you time &amp;lt;br/&amp;gt;&lt;br /&gt;
    For a trial - which I had not - for heretic slime &amp;lt;br/&amp;gt;&lt;br /&gt;
    And to say she burns, and to say &amp;quot;Just This &amp;lt;br/&amp;gt;&lt;br /&gt;
    Is your fair fate, you lying bitch, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Traitor to the Emperor&amp;quot; - and if she let &amp;lt;br/&amp;gt;&lt;br /&gt;
    Herself be lessoned so, nor plainly set &amp;lt;br/&amp;gt;&lt;br /&gt;
    Her wits to yours, forsooth, and made excuse, &amp;lt;br/&amp;gt;&lt;br /&gt;
    - E&#039;en then would be some stooping, and I choose &amp;lt;br/&amp;gt;&lt;br /&gt;
    Never to stoop. Oh sir, she prayed, no doubt, &amp;lt;br/&amp;gt;&lt;br /&gt;
    On every feast, but which gods blessed without &amp;lt;br/&amp;gt;&lt;br /&gt;
    Those same prayers? This became clear. I made commands. &amp;lt;br/&amp;gt;&lt;br /&gt;
    Then prayers turned into screams. There she stands, &amp;lt;br/&amp;gt;&lt;br /&gt;
    As if alive. Will&#039;t please you rise? We&#039;ll meet &amp;lt;br/&amp;gt;&lt;br /&gt;
    The Governor below, then. I repeat, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The Inquisition&#039;s munificence &amp;lt;br/&amp;gt;&lt;br /&gt;
    Is ample warrant that no just pretence &amp;lt;br/&amp;gt;&lt;br /&gt;
    Of confession will be disallowed; &amp;lt;br/&amp;gt;&lt;br /&gt;
    Though to find heresy, as I avowed, &amp;lt;br/&amp;gt;&lt;br /&gt;
    At starting, is my object. Nay, we&#039;ll go &amp;lt;br/&amp;gt;&lt;br /&gt;
    Together down, sir. Notice this seal, though, &amp;lt;br/&amp;gt;&lt;br /&gt;
    The skull and I, together as you see, &amp;lt;br/&amp;gt;&lt;br /&gt;
    Which gives certain... powers to me. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Charlie Daniels Band: The Devil Went Down to Georgia===&lt;br /&gt;
The daemon went down to Terra,&amp;lt;br/&amp;gt;&lt;br /&gt;
He was looking for a soul to steal.&amp;lt;br/&amp;gt;&lt;br /&gt;
He was in a bind &#039;cos he was way behind: he was willin&#039; to make a deal.&amp;lt;br/&amp;gt;&lt;br /&gt;
When he came across this young man chainswordin&#039; on a fiddle and playin&#039; it hot.&amp;lt;br/&amp;gt;&lt;br /&gt;
And the daemon jumped upon a hickory stump and said: &amp;quot;Boy, let me you what:&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;I bet you didn&#039;t know it, but I&#039;m a fiddle player too.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;And if you&#039;d care to take a dare, I&#039;ll make a bet with you.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Now you play a pretty good fiddle, boy, but give the daemon his due:&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;I bet a fiddle of gold against your soul, &#039;cos I think I&#039;m better than you.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
The boy said: &amp;quot;Mah nahme&#039;s [[Indrick Boreale|Boreale]] ahnd it might be ah sin,&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;But Ah&#039;ll take yooouuur bet, yoouugghhrr gonna regrort, &#039;cos Ah&#039;m the best thawt&#039;s ever beahn.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Boreale, rosin up your bow and play your fiddle hard,&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;Cause hellwarp&#039;s broke loose in Terra and Tzeentch deals the cards.&amp;lt;br/&amp;gt;&lt;br /&gt;
And if you win you get this shiny fiddle made of gold.&amp;lt;br/&amp;gt;&lt;br /&gt;
But if you lose, the daemon gets your soul.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The daemon opened up his case and he said, &amp;quot;I&#039;ll start this show.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
And blue fire flew from his fingertips as he rosined up his bow.&amp;lt;br/&amp;gt;&lt;br /&gt;
And he pulled the bow across the strings and it made an evil hiss.&amp;lt;br/&amp;gt;&lt;br /&gt;
Then a band of Nurglings joined in and it sounded somethin&#039; like this:&amp;lt;br/&amp;gt;&lt;br /&gt;
When the daemon finished, Boreale said,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Worl, you&#039;re prehtty guud, oorrld sawn,&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;But sit dorn in that cheer rigghht ther and let me show you whore it&#039;s dorne&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire on the monolith.&amp;lt;br/&amp;gt;&lt;br /&gt;
Run, boys, run&amp;lt;br/&amp;gt;&lt;br /&gt;
Slaanesh in the House of the Rising Sun.&amp;lt;br/&amp;gt;&lt;br /&gt;
Squiqs in the bread pan pickin&#039; out dough.&amp;lt;br/&amp;gt;&lt;br /&gt;
Granny, does your cyberdog bite?&amp;lt;br/&amp;gt;&lt;br /&gt;
No, child, no.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The daemon bowed his head because he knew that he&#039;d been beat.&amp;lt;br/&amp;gt;&lt;br /&gt;
And he laid that golden fiddle on the ground at Boreale&#039;s feet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Boreale said, &amp;quot;Daemon, just cuhm on baahhck if you ever wahnt to trah agahin.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;&#039;Cause Ah told you once, you son of a grot,&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Ah&#039;m the best that&#039;s evah bihn.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Iron Maiden: Aces High===&lt;br /&gt;
There goes da sirun dat warns o&#039; da air raid&amp;lt;br&amp;gt;&lt;br /&gt;
Den comz da sound o&#039; da shootaz: DakDakkaDak&amp;lt;br&amp;gt;&lt;br /&gt;
Owt fer da scramble we&#039;ve godda git airborne&amp;lt;br&amp;gt;&lt;br /&gt;
Godda git up fer da comin&#039; attak.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jump in da cockpit an start up da enginz&amp;lt;br&amp;gt;&lt;br /&gt;
Lode up da grotz derz no time to muck about&amp;lt;br&amp;gt;&lt;br /&gt;
Gavverin&#039; speed as weeb &#039;ed down da runway&amp;lt;br&amp;gt;&lt;br /&gt;
Godda git airborne an smoke dose gitz out&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scurryin&#039;, scramblin&#039;, flyin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;, goin&#039; in again&amp;lt;br&amp;gt;&lt;br /&gt;
Scurryin&#039;, scramblin&#039;, flyin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scurry, liv ter fly, fly ter liv, du or die&amp;lt;br&amp;gt;&lt;br /&gt;
Won&#039;t ya scurry, liv ter fly, fly ter liv, Deffskwad &#039;igh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Move in ter fire at da mainstream o&#039; bombaz&amp;lt;br&amp;gt;&lt;br /&gt;
Giv em some dakka an den turn away&amp;lt;br&amp;gt;&lt;br /&gt;
Roll ober, spin round ter cumz in behind &#039;em&amp;lt;br&amp;gt;&lt;br /&gt;
Move ter their blindsidz an firin&#039; again&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Runtie ships oe&#039;r da Horizon, muv in behin&#039; us&amp;lt;br&amp;gt;&lt;br /&gt;
Down on da ground dere&#039;s jes deadboys and lootaz&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Eading up an turnin&#039; our flash ter mug dem&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Eading straight fer dim meeb per-ss down on mi shootaz.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039; (&#039;ere we go agin!)&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Rollin&#039;, turnin&#039;, divin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Scurry, liv ter fly, fly ter liv, du or die&amp;lt;br&amp;gt;&lt;br /&gt;
Won&#039;t ya scurry, liv ter fly, fly ter liv, Deffskwad &#039;igh&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Iron Maiden: The Trooper===&lt;br /&gt;
You’ll take my life but I’ll take yours too&amp;lt;br/&amp;gt;&lt;br /&gt;
You’ll fire you railgun but I’ll run you through&amp;lt;br/&amp;gt;&lt;br /&gt;
So when you&#039;re waiting for the next attack&amp;lt;br/&amp;gt;&lt;br /&gt;
You’d better stand there’s no turning back&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ethereal speaks as the charge begins&amp;lt;br/&amp;gt;&lt;br /&gt;
But on this battlefield no one wins&amp;lt;br/&amp;gt;&lt;br /&gt;
The smell of acrid smoke and krootox breath&amp;lt;br/&amp;gt;&lt;br /&gt;
As you plunge into a certain death&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The horse he sweats with fear we break to run&amp;lt;br/&amp;gt;&lt;br /&gt;
The mighty roar of the Tau guns&amp;lt;br/&amp;gt;&lt;br /&gt;
And as we race towards the xenos wall&amp;lt;br/&amp;gt;&lt;br /&gt;
The screams of pain as my comrades fall&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We hurdle bodies that lay on the ground&amp;lt;br/&amp;gt;&lt;br /&gt;
And the Tau fire another round&amp;lt;br/&amp;gt;&lt;br /&gt;
We get so near yet so far away&amp;lt;br/&amp;gt;&lt;br /&gt;
We won’t live to fight another day&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Guitar Solo)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We get so close near enough to fight&amp;lt;br/&amp;gt;&lt;br /&gt;
When a Firewarrior gets me in his sights&amp;lt;br/&amp;gt;&lt;br /&gt;
He pulls the trigger and I feel the blow&amp;lt;br/&amp;gt;&lt;br /&gt;
A burst of rounds take my horse below&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And as I lay there gazing at the sky&amp;lt;br/&amp;gt;&lt;br /&gt;
My body’s numb and my throat is dry&amp;lt;br/&amp;gt;&lt;br /&gt;
And as I lay forgotten and alone&amp;lt;br/&amp;gt;&lt;br /&gt;
Without a tear I draw my parting groan&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===My Chemical Romance: The Black Parade===&lt;br /&gt;
WHEN I WAS&amp;lt;br/&amp;gt;&lt;br /&gt;
A GUARDSMAN,&amp;lt;br/&amp;gt;&lt;br /&gt;
MY SERGEANT TOOK ME TO EASTERN KRONUS&amp;lt;br/&amp;gt;&lt;br /&gt;
TO SERVE IN VICTORY BAY&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HE SAID,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;SON WHEN YOU GROW UP,&amp;lt;br/&amp;gt;&lt;br /&gt;
WILL YOU BE THE SLAYER OF THE MUTANT,&amp;lt;br/&amp;gt;&lt;br /&gt;
AND THOSE WHO GO ASTRAY?&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HE SAID&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;WILL YOU DEFEAT THEM,&amp;lt;br/&amp;gt;&lt;br /&gt;
THE DAEMONS, AND ALL THE FILTHY XENOS,&amp;lt;br/&amp;gt;&lt;br /&gt;
THE SCHEMES THAT THEY HAVE MADE?&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
FOR ONE DAY, I&#039;LL LEAD YOU,&amp;lt;br/&amp;gt;&lt;br /&gt;
TO ELDAR,&amp;lt;br/&amp;gt;&lt;br /&gt;
AND TAU AND ORKS AND NECRONS,&amp;lt;br/&amp;gt;&lt;br /&gt;
TO JOIN THE DARK CRUSADE.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
WHEN I WAS&amp;lt;br/&amp;gt;&lt;br /&gt;
A GUARDSMAN, &amp;lt;br/&amp;gt;&lt;br /&gt;
MY SERGEANT TOOK ME TO EASTERN KRONUS&amp;lt;br/&amp;gt;&lt;br /&gt;
TO SERVE IN VICTORY BAY&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
HE SAID, &amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;SON WHEN YOU GROW UP, &amp;lt;br/&amp;gt;&lt;br /&gt;
WILL YOU BE THE SLAYER OF THE MUTANT, &amp;lt;br/&amp;gt;&lt;br /&gt;
AND THOSE WHO GO ASTRAY?&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This world it needs reclaiming, in the God-Emperor&#039;s Name. &amp;lt;br/&amp;gt;&lt;br /&gt;
And for Him we will charge into the breach. &amp;lt;br/&amp;gt;&lt;br /&gt;
And through it all, the war&#039;s loud call, the bodies in the trench, &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;ll fight until the victory&#039;s within reach, &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’re marching on, &amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
And when we’ve killed the mutants, &amp;lt;br/&amp;gt;&lt;br /&gt;
The Imperial Guard will march straight on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
I’ll take my lasgun and reload it, &amp;lt;br/&amp;gt;&lt;br /&gt;
The cadence can’t contain it. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Baneblade sends them reeling, it decimates them all&amp;lt;br/&amp;gt;&lt;br /&gt;
The Basilisk shells fall upon our foes&amp;lt;br/&amp;gt;&lt;br /&gt;
So burn the Ork and stab the Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
Let&#039;s shout our victory clear&amp;lt;br/&amp;gt;&lt;br /&gt;
There’s no damn enemy who’ll bring us low&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
And when we’ve killed all of the xenos, &amp;lt;br/&amp;gt;&lt;br /&gt;
The Imperial Guard will march straight on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
Necrons lie broken and defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
The Cadian 4-12th marches&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
~&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the Chaos forces we will shoot&amp;lt;br/&amp;gt;&lt;br /&gt;
Ooh oh ohhhh&amp;lt;br/&amp;gt;&lt;br /&gt;
Word Bearer helmets crack beneath our boots&amp;lt;br/&amp;gt;&lt;br /&gt;
Ooh oh ohhhh&amp;lt;br/&amp;gt;&lt;br /&gt;
The other races run because the Guard is coming, &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Do or die, you&#039;ll never beat us&amp;lt;br/&amp;gt;&lt;br /&gt;
Over this land, our banner we’ll unfurl&amp;lt;br/&amp;gt;&lt;br /&gt;
The Emperor is right there with us&amp;lt;br/&amp;gt;&lt;br /&gt;
We’ll kill them all, and then reclaim this world&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We won&#039;t explain or say we’re sorry&amp;lt;br/&amp;gt;&lt;br /&gt;
We are the Guard, we are Imperial Might &amp;lt;br/&amp;gt;&lt;br /&gt;
Give a cheer for all we’ve beaten&amp;lt;br/&amp;gt;&lt;br /&gt;
Listen here, because for you we fight&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are but men, We are all heroes&amp;lt;br/&amp;gt;&lt;br /&gt;
Not Spess Mehreens, yet we will hold the line&amp;lt;br/&amp;gt;&lt;br /&gt;
Our enemies will rage against us&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&amp;lt;br/&amp;gt;&lt;br /&gt;
Don&#039;t&amp;lt;br/&amp;gt;&lt;br /&gt;
Care! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
And when the heretics and traitors&amp;lt;br/&amp;gt;&lt;br /&gt;
Are purged the Guard will march straight on&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
Enemies broken and defeated&amp;lt;br/&amp;gt;&lt;br /&gt;
The Imperial Guard is marching on&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No space elf witch, No Bloody Magpie&amp;lt;br/&amp;gt;&lt;br /&gt;
No greenskin axe, No advanced battlesuit&amp;lt;br/&amp;gt;&lt;br /&gt;
No evil priest, No undead robot&amp;lt;br/&amp;gt;&lt;br /&gt;
No enemy, can ever beat us (We’re marching on) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tank after tank, Cadian courage,(We’re marching on) &amp;lt;br/&amp;gt;&lt;br /&gt;
Man after man, no matter how hard (We’re marching on) &amp;lt;br/&amp;gt;&lt;br /&gt;
This war will be, you&#039;ll never beat us&amp;lt;br/&amp;gt;&lt;br /&gt;
For the God Emperor, We’re the Imperial Guard! &amp;lt;br/&amp;gt;&lt;br /&gt;
(Imperial Guard!) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Harvey Andrews: British Soldier===&lt;br /&gt;
In a spaceport in the city a young guardsman stood&amp;lt;br/&amp;gt;&lt;br /&gt;
Talking to the natives there if they would&amp;lt;br/&amp;gt;&lt;br /&gt;
Some just stared in hatred, and others turned in pain&amp;lt;br/&amp;gt;&lt;br /&gt;
And the lonely guardsman boy wished he was home again&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Come join glorious guard! Said the posters in his block&amp;lt;br/&amp;gt;&lt;br /&gt;
See new worlds and have your fun and serve your emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
His skills were surely lacking and his family had to eat&amp;lt;br/&amp;gt;&lt;br /&gt;
So he took the emperors oath and enlisted for up to fight&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For there was no fear of fighting, to the conquered he’d be sent&amp;lt;br/&amp;gt;&lt;br /&gt;
Just ten years getting paid to watch&amp;lt;br/&amp;gt;&lt;br /&gt;
Then leave a glorious victor, a man who’d made the grade&amp;lt;br/&amp;gt;&lt;br /&gt;
A medal and some land, and memories in trade&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then came the call of Tash’ren, as it had come before&amp;lt;br/&amp;gt;&lt;br /&gt;
Another bloody chapter in an unending war&amp;lt;br/&amp;gt;&lt;br /&gt;
The people stood on both sides, the people they stood behind&amp;lt;br/&amp;gt;&lt;br /&gt;
Another fight in futilities name, the weak against the blind&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guardsman stood between them, between the whistling stones&amp;lt;br/&amp;gt;&lt;br /&gt;
And then the broken bottles, that lead to more patrols&amp;lt;br/&amp;gt;&lt;br /&gt;
The crude bombs that burnt him, the nails that pierced his skin&amp;lt;br/&amp;gt;&lt;br /&gt;
And wish he’d just stayed home, working with his friends&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The starport filled with people the guardsman soon was bored&amp;lt;br/&amp;gt;&lt;br /&gt;
But better in the port than where the soldiers warred&amp;lt;br/&amp;gt;&lt;br /&gt;
The room filled up with the xenos females, their younglings in tow&amp;lt;br/&amp;gt;&lt;br /&gt;
Who stared with itchy fingers at the guardsman and his gun&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A yell of fear a pulse of engines the shattering of glass&amp;lt;br/&amp;gt;&lt;br /&gt;
The window of the port broke to let the package pass&amp;lt;br/&amp;gt;&lt;br /&gt;
A scream came from the defeated as they ran towards the door&amp;lt;br/&amp;gt;&lt;br /&gt;
Dragging their younglings crying from the charge upon the floor&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guardsman stood and could not move, his gun he could not use&amp;lt;br/&amp;gt;&lt;br /&gt;
He knew the bomb had seconds and not minutes on the fuse&amp;lt;br/&amp;gt;&lt;br /&gt;
He could not run and pick it up and throw it in the street&amp;lt;br/&amp;gt;&lt;br /&gt;
There were far too many people there, too many running feet&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take cover! yelled the guardsman, Take cover for your lives&amp;lt;br/&amp;gt;&lt;br /&gt;
And the Aliens threw down their young and stood before their wives&amp;lt;br/&amp;gt;&lt;br /&gt;
They turned towards the soldier their eyes alive with fear&amp;lt;br/&amp;gt;&lt;br /&gt;
For the greater good’s sake, save our children or they&#039;ll end their short lives here&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The guardsman ran towards the bomb his stomach like a stone&amp;lt;br/&amp;gt;&lt;br /&gt;
Why was this his battle in the emperors name, why was he alone&amp;lt;br/&amp;gt;&lt;br /&gt;
He lay down on the package and he murmured one farewell&amp;lt;br/&amp;gt;&lt;br /&gt;
To those at home in Nimbossa to those he loved so well&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He saw the sights of harvest felt the wind upon his brow&amp;lt;br/&amp;gt;&lt;br /&gt;
The young girls in the munitorum parks, how precious were they now&amp;lt;br/&amp;gt;&lt;br /&gt;
The soaring of the sw’it the beauty of the swilope&amp;lt;br/&amp;gt;&lt;br /&gt;
The music of the cheering choir so soon would it be gone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A muffled soft explosion and the room began to quake&amp;lt;br/&amp;gt;&lt;br /&gt;
The guardsman blown across the floor, his blood a crimson lake&amp;lt;br/&amp;gt;&lt;br /&gt;
There was no time to cry or shout there was no time to moan&amp;lt;br/&amp;gt;&lt;br /&gt;
And they turned their children&#039;s faces from the blood and from the bones&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The crowd outside soon gathered and the chimeras came&amp;lt;br/&amp;gt;&lt;br /&gt;
To carry off the body of a pawn lost in the game&amp;lt;br/&amp;gt;&lt;br /&gt;
And the crowd they clapped and cheered and they sang their heretical song&amp;lt;br/&amp;gt;&lt;br /&gt;
One guardsman less to interfere where he did not belong&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And will the young growing up learn at their mothers&#039; knees&amp;lt;br/&amp;gt;&lt;br /&gt;
The story of the guardsman who bought their lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Who used his youthful body as a means towards an end&amp;lt;br/&amp;gt;&lt;br /&gt;
Who gave his life to those who called him murderer not friend&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Will Smith: Men In Black===&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium&#039;s defenders&amp;lt;br/&amp;gt;&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
They won&#039;t let you remember&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The righteous bear armor of grey, ok&amp;lt;br/&amp;gt;&lt;br /&gt;
Just in case they have to come and send some Daemons away&amp;lt;br/&amp;gt;&lt;br /&gt;
The order given to them, Or-do M&amp;lt;br/&amp;gt;&lt;br /&gt;
Means with ease they will banish them&amp;lt;br/&amp;gt;&lt;br /&gt;
So do not your eyes avert&amp;lt;br/&amp;gt;&lt;br /&gt;
Or Chaos with ease will soon convert&amp;lt;br/&amp;gt;&lt;br /&gt;
The chosen of the Emperor&amp;lt;br/&amp;gt;&lt;br /&gt;
Number one Daemon purgers&amp;lt;br/&amp;gt;&lt;br /&gt;
But to our Battle Brothers we don&#039;t exist&amp;lt;br/&amp;gt;&lt;br /&gt;
On our Ordos most classified list&amp;lt;br/&amp;gt;&lt;br /&gt;
Daemon infestation? to the Emperor pray&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause you never know when we might save the Day, and..&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium&#039;s defenders&amp;lt;br/&amp;gt;&lt;br /&gt;
Here come the Knights in Grey&amp;lt;br/&amp;gt;&lt;br /&gt;
They won&#039;t let you remember&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ozzy Osbourne: Hellraiser===&lt;br /&gt;
Im waaaaaghing on an endlis rode&amp;lt;br/&amp;gt;&lt;br /&gt;
around’ da world ta krump beakies good&amp;lt;br/&amp;gt;&lt;br /&gt;
sumtiems it ‘eels so tuff&amp;lt;br/&amp;gt;&lt;br /&gt;
but I still asnt ad enuf&amp;lt;br/&amp;gt;&lt;br /&gt;
I keep tellin dat its gettin a lot&amp;lt;br/&amp;gt;&lt;br /&gt;
but I no ize a liar&amp;lt;br/&amp;gt;&lt;br /&gt;
feelin al rite in da noize n da lite&amp;lt;br/&amp;gt;&lt;br /&gt;
but dats wut makes me waaaaaaaaaaaaaagh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
‘ell raiser, in da funder and ‘eat&amp;lt;br/&amp;gt;&lt;br /&gt;
‘ell raiser, rock ya bak in ya seet&amp;lt;br/&amp;gt;&lt;br /&gt;
‘ell raiser, an ize gon make it come troo&amp;lt;br/&amp;gt;&lt;br /&gt;
‘ell raiser, ize gon do sum weird boy fings to you&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waaaaghin on anuvver world,&amp;lt;br/&amp;gt;&lt;br /&gt;
Anuvver hive anuvver place&amp;lt;br/&amp;gt;&lt;br /&gt;
sumtimes I dun feel too gud&amp;lt;br/&amp;gt;&lt;br /&gt;
ize get dis funny feelin an stuff&amp;lt;br/&amp;gt;&lt;br /&gt;
da boyz keep sayin dat its not good fer me&amp;lt;br/&amp;gt;&lt;br /&gt;
but bein a grot dun make it&amp;lt;br/&amp;gt;&lt;br /&gt;
out of control, I playz da ultimate roll&amp;lt;br/&amp;gt;&lt;br /&gt;
But dats wut lites my fire&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Im waaaaaghing on an endlis rode&amp;lt;br/&amp;gt;&lt;br /&gt;
around’ da world ta krump beakies good&amp;lt;br/&amp;gt;&lt;br /&gt;
sumtiems it ‘eels so tuff&amp;lt;br/&amp;gt;&lt;br /&gt;
but I still asnt ad enuf&amp;lt;br/&amp;gt;&lt;br /&gt;
out of control, I playz da ultimate roll&amp;lt;br/&amp;gt;&lt;br /&gt;
But dats wut lites my fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Chorus&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nancy Sinatra: These Boots Were Made For Walking===&lt;br /&gt;
You&#039;s keep sayin&#039; you&#039;s got sumfing for me.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sumfing you call WAAAGH!, but &#039;fess up.&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;s been muckin&#039; where ya shudn&#039; be muckin&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; now some uver gitz got all ya swag.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dese gitz was made fer choppin&#039;, an&#039; dats just wot they&#039;ll do.&amp;lt;br/&amp;gt;&lt;br /&gt;
One uv dese days da ladz is gunna stomp all uver you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;s keep lootin&#039; when you&#039;s ought ta be krumpin&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; you&#039;s gots no wins, only beats.&amp;lt;br/&amp;gt;&lt;br /&gt;
You&#039;s stayin&#039; weedy when ya ought ta be &#039;ard&amp;lt;br/&amp;gt;&lt;br /&gt;
Now wotz proppa&#039;s proppa, an&#039; ya ain&#039; been proppa yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dese gitz was made fer choppin&#039;, an&#039; dats just wot they&#039;ll do.&amp;lt;br/&amp;gt;&lt;br /&gt;
One uv dese days da ladz is gunna stomp all uver you.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You&#039;s keep sulkin&#039; where ya &#039;spose ta be loud.&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; you&#039;s keep finkin&#039; you&#039;s sumfin&#039; speshul.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ha! Gotz me a brand new Choppa wotz dead killy,&amp;lt;br/&amp;gt;&lt;br /&gt;
An&#039; I ain&#039; &#039;ad time fer breakin&#039; it in...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ready ya gitz? Start choppin&#039;!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Attero Dominatus===&lt;br /&gt;
Attero!&amp;lt;br/&amp;gt;&lt;br /&gt;
Dominatus!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Hive is burning&amp;lt;br/&amp;gt;&lt;br /&gt;
Denique!&amp;lt;br/&amp;gt;&lt;br /&gt;
Interimo!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Tau has fallen&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We stand at the gates of the Hive&amp;lt;br/&amp;gt;&lt;br /&gt;
With two and a half million men&amp;lt;br/&amp;gt;&lt;br /&gt;
With six thousand tanks in our ranks&amp;lt;br/&amp;gt;&lt;br /&gt;
Use them as battering rams&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Artillery leading our way&amp;lt;br/&amp;gt;&lt;br /&gt;
A million grenades has been launched&amp;lt;br/&amp;gt;&lt;br /&gt;
The xenos must pay for their crimes&amp;lt;br/&amp;gt;&lt;br /&gt;
The wings of the xeno’s been broken&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commander Chenkov&#039;s orders:&amp;lt;br/&amp;gt;&lt;br /&gt;
Serve me the Hive on a plate!&amp;lt;br/&amp;gt;&lt;br /&gt;
Disregard the losses&amp;lt;br/&amp;gt;&lt;br /&gt;
The city is ours to take&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The price of a war must be payed&amp;lt;br/&amp;gt;&lt;br /&gt;
Millions of lives has been lost&amp;lt;br/&amp;gt;&lt;br /&gt;
The price must be paid by the Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
That started the war in M.40&#039;s&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The year of 200.M45&amp;lt;br/&amp;gt;&lt;br /&gt;
The year when the xenos will fall&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re inside the gates of the Hive&amp;lt;br/&amp;gt;&lt;br /&gt;
The beaks of the xeno&#039;s been broken&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commander Chenkov&#039;s orders:&amp;lt;br/&amp;gt;&lt;br /&gt;
Serve me its head on a plate&amp;lt;br/&amp;gt;&lt;br /&gt;
Disregard the losses&amp;lt;br/&amp;gt;&lt;br /&gt;
The xeno&#039;s land is ours to take&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
March!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Die!&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Hive!&amp;lt;br/&amp;gt;&lt;br /&gt;
March!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Conquer!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Hive!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Wolfpack===&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
leading the convoy west&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Took the warp gate in&amp;lt;br/&amp;gt;&lt;br /&gt;
The long jump back -  Convoy to Gryphonne&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars, Dauntless, Dictator leading&amp;lt;br/&amp;gt;&lt;br /&gt;
Titans to the forge&amp;lt;br/&amp;gt;&lt;br /&gt;
And upon the asteroid belt&amp;lt;br/&amp;gt;&lt;br /&gt;
Lies the silence of the sails&amp;lt;br/&amp;gt;&lt;br /&gt;
On the dog&#039;s watch in the final hour&amp;lt;br/&amp;gt;&lt;br /&gt;
The corsair fleets appear&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On all the auspex it seems quiet and calm&amp;lt;br/&amp;gt;&lt;br /&gt;
Deep down below the xenos lurks&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
Leading the convoy west&amp;lt;br/&amp;gt;&lt;br /&gt;
In their own track came the wolfpack&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars led the convoy &amp;lt;br/&amp;gt;&lt;br /&gt;
Into the hornet&#039;s nest&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the crack of dawn the second watch&amp;lt;br/&amp;gt;&lt;br /&gt;
Dauntless wracked with flames&amp;lt;br/&amp;gt;&lt;br /&gt;
Half the convoy hulked or disabled&amp;lt;br/&amp;gt;&lt;br /&gt;
Heading to Command&amp;lt;br/&amp;gt;&lt;br /&gt;
But below the fleet ecliptic&amp;lt;br/&amp;gt;&lt;br /&gt;
Out of sensor range&amp;lt;br/&amp;gt;&lt;br /&gt;
On the second watch in the final hour&amp;lt;br/&amp;gt;&lt;br /&gt;
The corsair fleets return&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Eldar come in for a second time&amp;lt;br/&amp;gt;&lt;br /&gt;
To make the Monkeigh face their fate&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
Leading the convoy west&amp;lt;br/&amp;gt;&lt;br /&gt;
In their own track came the wolfpack&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars led the convoy &amp;lt;br/&amp;gt;&lt;br /&gt;
Into the hornet&#039;s nest&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lances blazing, fighters failing&amp;lt;br/&amp;gt;&lt;br /&gt;
M42 when &amp;lt;br/&amp;gt;&lt;br /&gt;
The Navy did fail the test&amp;lt;br/&amp;gt;&lt;br /&gt;
To the sector came the Eldar&amp;lt;br/&amp;gt;&lt;br /&gt;
Mars and Dictator&amp;lt;br/&amp;gt;&lt;br /&gt;
Leading them into death&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Asuryan makes the contact and lead them&amp;lt;br/&amp;gt;&lt;br /&gt;
Isha&#039;s Tears scores a kill in the dark&amp;lt;br/&amp;gt;&lt;br /&gt;
She Who Thirsts sinking 4 in 2 approaches&amp;lt;br/&amp;gt;&lt;br /&gt;
Fading Star cut in half by a lance&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Panzerkampf (Chaos Edition)===&lt;br /&gt;
&lt;br /&gt;
Into the Imperial Land the Chaotic Army March &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Segmentum Obscuros, Millennium 43 &amp;lt;br/&amp;gt;&lt;br /&gt;
Tanks line up in thousands, as far the eye can see &amp;lt;br/&amp;gt;&lt;br /&gt;
Ready for the onslaught, ready for the Fight &amp;lt;br/&amp;gt;&lt;br /&gt;
Waiting for the Imperials, to march into the trap &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Traps were placed in darkness, in the cover of the night &amp;lt;br/&amp;gt;&lt;br /&gt;
Waiting to be trigged, when the time is right &amp;lt;br/&amp;gt;&lt;br /&gt;
In the imagination imminent attack &amp;lt;br/&amp;gt;&lt;br /&gt;
Once the battle started there was no turning back &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The end of the Imperium draws near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time has come to an end  &amp;lt;br/&amp;gt;&lt;br /&gt;
The end of an era is near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time, to attack  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into Imperial land the chaotic army march  &amp;lt;br/&amp;gt;&lt;br /&gt;
Brothers side by side to stop the Imperial charge  &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans on cadian soil a thundering release  &amp;lt;br/&amp;gt;&lt;br /&gt;
One billion man of war the chaotic wrath unleash  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fields of western Cadia were the heat of battle burned  &amp;lt;br/&amp;gt;&lt;br /&gt;
Suffered heavy losses the tie of war was turned  &amp;lt;br/&amp;gt;&lt;br /&gt;
Driving back the Imperials, fighting on all fronts  &amp;lt;br/&amp;gt;&lt;br /&gt;
Out of the Cadian sector, out of chaotic land  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reinforce the frontlines cause the imperials to retreat  &amp;lt;br/&amp;gt;&lt;br /&gt;
Send in all reserves securing their defeat  &amp;lt;br/&amp;gt;&lt;br /&gt;
Believers of the Dark Gods, broke the citadel  &amp;lt;br/&amp;gt;&lt;br /&gt;
Ruins of a planet, Imperials rest in hell  &amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The end of the Imperium draws near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time has come to an end  &amp;lt;br/&amp;gt;&lt;br /&gt;
The end of an era is near  &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time, to attack  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into Imperial land the chaotic army march  &amp;lt;br/&amp;gt;&lt;br /&gt;
Brothers side by side to stop the Imperial charge  &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans on cadian soil a thundering Release  &amp;lt;br/&amp;gt;&lt;br /&gt;
One billion man of war the chaotic wrath unleash  &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
ONWARD BROTHERS, AMRIES OF THE DARK GODS CHARGE &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, Lord Abbadon, conqueror of lands &amp;lt;br/&amp;gt;&lt;br /&gt;
Will of the Dark Gods, strongly they command &amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, Lord Abbadon, conqueror of lands &amp;lt;br/&amp;gt;&lt;br /&gt;
Finally victorious the chaotic army stands &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The end of the Imperium draws near &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time has come to an end &amp;lt;br/&amp;gt;&lt;br /&gt;
The end of an era is near &amp;lt;br/&amp;gt;&lt;br /&gt;
It’s time, to attack &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into Imperial land the chaotic army march &amp;lt;br/&amp;gt;&lt;br /&gt;
Brothers side by side to stop the Imperial charge &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans on cadian soil a thundering Release &amp;lt;br/&amp;gt;&lt;br /&gt;
One billion man of war the chaotic wrath unleash &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Resist and Bite===&lt;br /&gt;
&lt;br /&gt;
The WAAAGH is coming swiftly,&amp;lt;br/&amp;gt;&lt;br /&gt;
The borders closing in!&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re a company of soldiers,&amp;lt;br/&amp;gt;&lt;br /&gt;
Mere forty autos strong&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All alone&amp;lt;br/&amp;gt;&lt;br /&gt;
Stand alone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hades hive is burning,&amp;lt;br/&amp;gt;&lt;br /&gt;
And Ghazkull is at hand;&amp;lt;br/&amp;gt;&lt;br /&gt;
As the Greenskins pushing harder,&amp;lt;br/&amp;gt;&lt;br /&gt;
The WAAAGH is all around!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All around&amp;lt;br/&amp;gt;&lt;br /&gt;
Hold your ground!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fight all eighteen days of battles,&amp;lt;br/&amp;gt;&lt;br /&gt;
No odds are on our side,&amp;lt;br/&amp;gt;&lt;br /&gt;
Few will fight for all until the slugbolts are gone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We will resist and bite!&amp;lt;br/&amp;gt;&lt;br /&gt;
Bite hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause we are all in sight!&amp;lt;br/&amp;gt;&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We take up arms and fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Resist and do what&#039;s right!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No matter our fighting,&amp;lt;br/&amp;gt;&lt;br /&gt;
The numbers will still count!&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re out gunned and few in numbers,&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re doomed to flag of fail!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We fought hard,&amp;lt;br/&amp;gt;&lt;br /&gt;
Held our guard!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But when killed by the Greenskins,&amp;lt;br/&amp;gt;&lt;br /&gt;
And we revealed the truth!&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;ll die it with a smile,&amp;lt;br/&amp;gt;&lt;br /&gt;
We will surprise them with a laugh!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We are all!&amp;lt;br/&amp;gt;&lt;br /&gt;
We were all!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We were told to hold the border,&amp;lt;br/&amp;gt;&lt;br /&gt;
And that is what we did;&amp;lt;br/&amp;gt;&lt;br /&gt;
Honored were our orders,&amp;lt;br/&amp;gt;&lt;br /&gt;
In despite of our foe!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We will resist and bite!&amp;lt;br/&amp;gt;&lt;br /&gt;
Bite hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause we are all in sight!&amp;lt;br/&amp;gt;&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We take up arms and fight!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Resist and do what&#039;s right!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gloria fortis miles!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Ork hoard closing in,&amp;lt;br/&amp;gt;&lt;br /&gt;
Adversor et admorsus!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Beast against the Eagle,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gloria fortis miles!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Ork hoard closing in,&amp;lt;br/&amp;gt;&lt;br /&gt;
Adversor et admorsus&amp;lt;br/&amp;gt;&lt;br /&gt;
The Beast against the Eagle...&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Instrumental&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We!&amp;lt;br/&amp;gt;&lt;br /&gt;
We did resist and bite!&amp;lt;br/&amp;gt;&lt;br /&gt;
Bite hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause we were all in sight!&amp;lt;br/&amp;gt;&lt;br /&gt;
We!&lt;br /&gt;
We took up arms and fought!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fought hard!&amp;lt;br/&amp;gt;&lt;br /&gt;
Resist and did what&#039;s right!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Panzerkampf===&lt;br /&gt;
&lt;br /&gt;
Into the Imperium the Ork WARGHHH March!&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
In the Imperium of Mankind, Millennium 41&#039;st&amp;lt;br/&amp;gt; &lt;br /&gt;
Tanks line up in millions, as far the eye can see.&amp;lt;br/&amp;gt; &lt;br /&gt;
Ready for the onslaught, ready for the fight.&amp;lt;br/&amp;gt; &lt;br /&gt;
Waiting for the xenos, to march into the trap.&amp;lt;br/&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Mines are placed in darkness.&amp;lt;br/&amp;gt; &lt;br /&gt;
In the cover of the night.&amp;lt;br/&amp;gt; &lt;br /&gt;
Waiting to be triggered.&amp;lt;br/&amp;gt; &lt;br /&gt;
When the time is right.&amp;lt;br/&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Imminent invasion.&amp;lt;br/&amp;gt; &lt;br /&gt;
Imminent attack.&amp;lt;br/&amp;gt; &lt;br /&gt;
Once the battle&#039;s started.&amp;lt;br/&amp;gt; &lt;br /&gt;
There&#039;s no turning back.&amp;lt;br/&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
The end of the Ork WARGHHH draws near.&amp;lt;br/&amp;gt; &lt;br /&gt;
Its time has come to an end.&amp;lt;br/&amp;gt; &lt;br /&gt;
The end of an era is here.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Into the Imperium the Ork WARGHH march!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, stand side by side, to stop the xeno charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gargants on Human soil Thunder in the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
Twelve billion Guardsmen at war, Imperial wrath unleashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Fields of Armegeddon, feel the heat of battle burned.&amp;lt;br/&amp;gt;&lt;br /&gt;
Suffered heavy losses, the tide of war has turned.&amp;lt;br/&amp;gt;&lt;br /&gt;
Driving back the greenskins, fighting on four fronts.&amp;lt;br/&amp;gt;&lt;br /&gt;
Drive them Off of Imperium, out of Human land.&amp;lt;br/&amp;gt;&lt;br /&gt;
Reinforce the frontline, force the xenos to retreat.&amp;lt;br/&amp;gt; &lt;br /&gt;
Send in all the reserves, securing their defeat.&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen of Imperium broke the invasion.&amp;lt;br/&amp;gt;&lt;br /&gt;
Ruins of an army, greenskins rest in hell!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
The end of the Ork WARGHHH draws near.&amp;lt;br/&amp;gt; &lt;br /&gt;
Its time has come to an end.&amp;lt;br/&amp;gt; &lt;br /&gt;
The end of an era is near.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Into the Imperium the Ork WARGHH march!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, stand side by side, to stop the xeno charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gargants on Human soil Thunder in the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
Twelve billion Guardsmen at war, Imperial wrath unleashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Oh, Imperium of Mankind, union of worlds.&amp;lt;br/&amp;gt;&lt;br /&gt;
Will of the people, strong in command.&amp;lt;br/&amp;gt;&lt;br /&gt;
Oh, God Emperor, protector of Man.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once more victorious, the Imperial Guard stands.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The end of the Ork WARGHHH draws near.&amp;lt;br/&amp;gt; &lt;br /&gt;
Its time has come to an end.&amp;lt;br/&amp;gt; &lt;br /&gt;
The end of an era is here.&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to attack.&amp;lt;br/&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
Into the Imperium the Ork WARGHH march!&amp;lt;br/&amp;gt;&lt;br /&gt;
Guardsmen, stand side by side, to stop the xeno charge.&amp;lt;br/&amp;gt;&lt;br /&gt;
Gargants on Human soil Thunder in the west.&amp;lt;br/&amp;gt;&lt;br /&gt;
Twelve billion Guardsmen at war, Imperial wrath unleashed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Primo Victoria===&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to Glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve been training for years &amp;lt;br/&amp;gt;&lt;br /&gt;
But we&#039;re ready to strike &amp;lt;br/&amp;gt;&lt;br /&gt;
As the great Imperium will win &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re the first wave on planet &amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re the first ones to fall &amp;lt;br/&amp;gt;&lt;br /&gt;
No soldiers drop landed before &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the dawn of war they will pay &amp;lt;br/&amp;gt;&lt;br /&gt;
With their lives as the price &amp;lt;br/&amp;gt;&lt;br /&gt;
History&#039;s written today &amp;lt;br/&amp;gt;&lt;br /&gt;
In this burning Warp chasm &amp;lt;br/&amp;gt;&lt;br /&gt;
Know that nothing remains &amp;lt;br/&amp;gt;&lt;br /&gt;
As our forces nuke all the Traitors&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aiming for killshots though using a las &amp;lt;br/&amp;gt;&lt;br /&gt;
Victory is ours with mecha and Tanks! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Death is upon them &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ve been here before &amp;lt;br/&amp;gt;&lt;br /&gt;
Used to this kind of war &amp;lt;br/&amp;gt;&lt;br /&gt;
Warp fire goes over the trench &amp;lt;br/&amp;gt;&lt;br /&gt;
Our orders are easy &amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s kill or be blammed&amp;lt;br/&amp;gt;&lt;br /&gt;
The Commissars shoot those who fail &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the dawn of war they will pay &amp;lt;br/&amp;gt;&lt;br /&gt;
With their lives as the price &amp;lt;br/&amp;gt;&lt;br /&gt;
History&#039;s written today &amp;lt;br/&amp;gt;&lt;br /&gt;
Now we are at war &amp;lt;br/&amp;gt;&lt;br /&gt;
With the Despoiler again &amp;lt;br/&amp;gt;&lt;br /&gt;
This time Creed knows what to plan &amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Aiming for killshots though using a las &amp;lt;br/&amp;gt;&lt;br /&gt;
Victory is ours with mecha and Tanks! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Death is upon them &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Millennium of the 41st &amp;lt;br/&amp;gt;&lt;br /&gt;
Baneblades are turning the war &amp;lt;br/&amp;gt;&lt;br /&gt;
Titans all march to victory &amp;lt;br/&amp;gt;&lt;br /&gt;
Just as planned&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Aiming for killshots though using a las &amp;lt;br/&amp;gt;&lt;br /&gt;
Victory is ours with mecha and Tanks! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Death is upon them &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Through the Cadian Gate &amp;lt;br/&amp;gt;&lt;br /&gt;
As we make our way to Glory &amp;lt;br/&amp;gt;&lt;br /&gt;
Through the Chaos Hordes &amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On a Daemon World &amp;lt;br/&amp;gt;&lt;br /&gt;
Within the Eye of Terror&amp;lt;br/&amp;gt;&lt;br /&gt;
Near the Heretics&amp;lt;br/&amp;gt;&lt;br /&gt;
Imperium Victoria! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Stalingrad===&lt;br /&gt;
&lt;br /&gt;
Fresh from orbit&amp;lt;br&amp;gt;&lt;br /&gt;
From the dropships came to Comrades aid&amp;lt;br&amp;gt;&lt;br /&gt;
City in despair&amp;lt;br&amp;gt;&lt;br /&gt;
Almost crushed by Ghazkulls army&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh its grimmer than hell&amp;lt;br&amp;gt;&lt;br /&gt;
Ghazkull&#039;s forces advancing&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of the bolters&amp;lt;br&amp;gt;&lt;br /&gt;
The music of death&amp;lt;br&amp;gt;&lt;br /&gt;
A grand symphony&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
See your friends fall&amp;lt;br&amp;gt;&lt;br /&gt;
Hear them pray to the gods &amp;lt;br&amp;gt;&lt;br /&gt;
Your emperor denies&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Every man dies alone&amp;lt;br&amp;gt;&lt;br /&gt;
And when your time comes &amp;lt;br&amp;gt;&lt;br /&gt;
You will know that its time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Yarrick&#039;s fortress on fire&amp;lt;br&amp;gt;&lt;br /&gt;
Is this madness or hell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of the bolters&amp;lt;br&amp;gt;&lt;br /&gt;
The music of death&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re playing Chaos&#039;s symphony&amp;lt;br&amp;gt;&lt;br /&gt;
Violins as lasguns&amp;lt;br&amp;gt;&lt;br /&gt;
Conducted from hell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Oh Hades Hive&amp;lt;br&amp;gt;&lt;br /&gt;
Morte Vedae&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Are you praying&amp;lt;br&amp;gt;&lt;br /&gt;
Do you follow the Commissars lead&amp;lt;br&amp;gt;&lt;br /&gt;
No one knows you&amp;lt;br&amp;gt;&lt;br /&gt;
No one cares but a single violin&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Play the score of the dead&amp;lt;br&amp;gt;&lt;br /&gt;
Know the daemon within&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of the bolters&amp;lt;br&amp;gt;&lt;br /&gt;
The music of death&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re playing Chaos&#039;s symphony&amp;lt;br&amp;gt;&lt;br /&gt;
Violins as lasguns&amp;lt;br&amp;gt;&lt;br /&gt;
Conducted from hell&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton- Panzer Battalion===&lt;br /&gt;
&lt;br /&gt;
Out of the warp no Daemos we fear&amp;lt;br&amp;gt;&lt;br /&gt;
Piercing the void as we charge&amp;lt;br&amp;gt;&lt;br /&gt;
An armoured battlecruiser on course to the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Closing the end of it&#039;s march&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This time we&#039;re here to finish a job&amp;lt;br&amp;gt;&lt;br /&gt;
Started a millenia ago&amp;lt;br&amp;gt;&lt;br /&gt;
Driving the heretics out of their holes&amp;lt;br&amp;gt;&lt;br /&gt;
To bury them with promethium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armoured guns of mass destruction&amp;lt;br&amp;gt;&lt;br /&gt;
Killers in the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Rats who dares to stand before us&amp;lt;br&amp;gt;&lt;br /&gt;
Feel our lance go live&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chorus:]&lt;br /&gt;
Death in the shape of a Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Insolent xenos don&#039;t run face your fate you are dead&amp;lt;br&amp;gt;&lt;br /&gt;
cannot outrun our Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Millions of tons of armour and guns&amp;lt;br&amp;gt;&lt;br /&gt;
Making it&#039;s way through the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Our Lunar battlecruiser is back for revenge&amp;lt;br&amp;gt;&lt;br /&gt;
Artillery sweeping the land&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First strike is ours no mercy is shown&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s rivers of blood in our track&amp;lt;br&amp;gt;&lt;br /&gt;
Breaking their waves of defence with our guns&amp;lt;br&amp;gt;&lt;br /&gt;
Emperor watching our back&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Blow their void shield clear for deep strike&amp;lt;br&amp;gt;&lt;br /&gt;
Ready for the storm&amp;lt;br&amp;gt;&lt;br /&gt;
Minefields swept there&#039;s no surrender&amp;lt;br&amp;gt;&lt;br /&gt;
Feel our lances burn&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Chorus x2]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Out of the warp no Daemos we fear&amp;lt;br&amp;gt;&lt;br /&gt;
Piercing the void as we charge&amp;lt;br&amp;gt;&lt;br /&gt;
An armoured battlecruiser on course to the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Has reached the end of it&#039;s march&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Armoured guns of mass destruction&amp;lt;br&amp;gt;&lt;br /&gt;
Killers in the expanse&amp;lt;br&amp;gt;&lt;br /&gt;
Rats who dares to stand before us&amp;lt;br&amp;gt;&lt;br /&gt;
Feel our lance go live&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
Insolent xenos don&#039;t run face your fate you are dead&amp;lt;br&amp;gt;&lt;br /&gt;
Lunar battlecruiser&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Sabaton: Nuclear Attack ===&lt;br /&gt;
&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dropped from low orbit, the xenos erased &amp;lt;br&amp;gt;&lt;br /&gt;
Threat to mankind is contained &amp;lt;br&amp;gt;&lt;br /&gt;
A power unheard of, a power unseen &amp;lt;br&amp;gt;&lt;br /&gt;
Flash out of nowhere, the world is burning &amp;lt;br&amp;gt;&lt;br /&gt;
8:16 Standard, the Tyranid swarms realized something was wrong &amp;lt;br&amp;gt;&lt;br /&gt;
The swarm feels explosions, destruction and pain &amp;lt;br&amp;gt;&lt;br /&gt;
Air strike from space, tendril gone in a blaze! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships painted black, Inquisition turning back &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From the Necrons came the second assault &amp;lt;br&amp;gt;&lt;br /&gt;
Threat to tomorrow made plain &amp;lt;br&amp;gt;&lt;br /&gt;
11:02 on the 9th of August &amp;lt;br&amp;gt;&lt;br /&gt;
Over the world&#039;s curve like ball lightning &amp;lt;br&amp;gt;&lt;br /&gt;
The bomb detonates, and the world turns to waste &amp;lt;br&amp;gt;&lt;br /&gt;
Barren for all time to come &amp;lt;br&amp;gt;&lt;br /&gt;
The Monoliths burning, the Tomb World destroyed &amp;lt;br&amp;gt;&lt;br /&gt;
Surrender your war, else you&#039;ll perish in flame! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Second attack, Inquisition turning back &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ships painted black, Inquisition turning back &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Another, another, another &amp;lt;br&amp;gt;&lt;br /&gt;
Cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Bombed into the dust &amp;lt;br&amp;gt;&lt;br /&gt;
Prepare for cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus! &amp;lt;br&amp;gt;&lt;br /&gt;
Strike back! &amp;lt;br&amp;gt;&lt;br /&gt;
Xenos filth will bleed &amp;lt;br&amp;gt;&lt;br /&gt;
Another cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
A cyclonic attack! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Carolus Rex===&lt;br /&gt;
All embrace me, it&#039;s my time to rule at last &amp;lt;br&amp;gt;&lt;br /&gt;
10,000 years have I been waiting to sit upon my throne &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No allegiance I will swear no oath&amp;lt;br&amp;gt;&lt;br /&gt;
Crowned by Man, not by the warp as my power is divine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They thought I was too young to rule the land&amp;lt;br&amp;gt;&lt;br /&gt;
Just as they failed to understand&amp;lt;br&amp;gt;&lt;br /&gt;
Born to rule&amp;lt;br&amp;gt;&lt;br /&gt;
My time has come&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was chosen by Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
Say my name when you slay&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Proved in battle, led my men to victory&amp;lt;br&amp;gt;&lt;br /&gt;
No man alive or dead commands me, I answer to my own&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hear my orders, question me and die&amp;lt;br&amp;gt;&lt;br /&gt;
What I say was said on Terra, and so it shall be done&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know I was destined to rule alone&amp;lt;br&amp;gt;&lt;br /&gt;
All for myself I have claimed the throne&amp;lt;br&amp;gt;&lt;br /&gt;
Born to rule&amp;lt;br&amp;gt;&lt;br /&gt;
My time is now&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was chosen by Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
Say my name when you slay&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Onward, Astartes! The Heretics are Here! Crush them and throw them though the gates of the Warp!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All that&#039;s thine shall be mine there&#039;s no stopping me&amp;lt;br&amp;gt;&lt;br /&gt;
All over the galaxy my rule shall be questioned by none&amp;lt;br&amp;gt;&lt;br /&gt;
All I see, give to me, that is my decree&amp;lt;br&amp;gt;&lt;br /&gt;
My will be done&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know I was destined to rule alone&amp;lt;br&amp;gt;&lt;br /&gt;
Just as they failed to understand&amp;lt;br&amp;gt;&lt;br /&gt;
Born to rule&amp;lt;br&amp;gt;&lt;br /&gt;
My time is now&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was chosen by Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
Say my name when you slay&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With the Marines my protector&amp;lt;br&amp;gt;&lt;br /&gt;
Make them bow to my will&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
To the Stars, see the Emperor rise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Rorke&#039;s Drift===&lt;br /&gt;
&lt;br /&gt;
News that came that morning told that the main force had been slain,&amp;lt;br/&amp;gt;&lt;br /&gt;
Chance for peace and justice gone, and all talks had been in vain&amp;lt;br/&amp;gt;&lt;br /&gt;
Shas&#039;o had been offended and he had gone the path of war&amp;lt;br/&amp;gt;&lt;br /&gt;
Now that fifteen million men are dead, and the Tau are at the door&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xenos attack,&amp;lt;br/&amp;gt;&lt;br /&gt;
Fight back to back &amp;lt;br/&amp;gt;&lt;br /&gt;
Show them no mercy and&amp;lt;br/&amp;gt;&lt;br /&gt;
FIRST RANK FIRE,&amp;lt;br/&amp;gt;&lt;br /&gt;
SECOND RANK FIRE&amp;lt;br/&amp;gt;&lt;br /&gt;
Facing, awaiting&amp;lt;br/&amp;gt;&lt;br /&gt;
A hostile world, a bastion held, banners unfurled &amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
The lines must hold, their story told, Rorke&#039;s Drift controlled&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Later on that fateful day as they head towards the drift,&amp;lt;br/&amp;gt;&lt;br /&gt;
Stacking boxes, fortifying, preparations must be swift&amp;lt;br/&amp;gt;&lt;br /&gt;
Mechs with iridium armor facing uniforms and guns,&amp;lt;br/&amp;gt;&lt;br /&gt;
As the plamsa fire echoes higher, drowning out lasguns&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(chorus)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
M41.999, when a few held the line &amp;lt;br/&amp;gt;&lt;br /&gt;
(Back to back, attack, the dead are stacked )&amp;lt;br/&amp;gt;&lt;br /&gt;
When the last stand was made, and Imperium saved &amp;lt;br/&amp;gt;&lt;br /&gt;
(Back to back, attack, the dead are stacked )&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat Chorus)&lt;br /&gt;
&lt;br /&gt;
===Sabaton: 40:1===&lt;br /&gt;
&lt;br /&gt;
Baptized in fire &amp;lt;br/&amp;gt;&lt;br /&gt;
Thousand to one &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So silent before the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Awaiting command &amp;lt;br/&amp;gt;&lt;br /&gt;
A few has been chosen to stand &amp;lt;br/&amp;gt;&lt;br /&gt;
As one outnumbered by far &amp;lt;br/&amp;gt;&lt;br /&gt;
The orders from high command &amp;lt;br/&amp;gt;&lt;br /&gt;
Fight back, hold your ground!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In early September it came&amp;lt;br/&amp;gt;&lt;br /&gt;
A war unknown to the galaxy&amp;lt;br/&amp;gt;&lt;br /&gt;
No heretic may enter that land&amp;lt;br/&amp;gt;&lt;br /&gt;
That is protected by bloody hand&amp;lt;br/&amp;gt;&lt;br /&gt;
Unless you are thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Your force will soon be undone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Baptized in fire&amp;lt;br/&amp;gt;&lt;br /&gt;
Thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Spirit of Emprah&amp;lt;br/&amp;gt;&lt;br /&gt;
Death and glory&amp;lt;br/&amp;gt;&lt;br /&gt;
Marines of Terra&amp;lt;br/&amp;gt;&lt;br /&gt;
Second to none&amp;lt;br/&amp;gt;&lt;br /&gt;
Wrath of the Crusade brought to a halt&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 811 of M37 it starts&amp;lt;br/&amp;gt;&lt;br /&gt;
The rage of Abaddon &amp;lt;br/&amp;gt;&lt;br /&gt;
A barrage of bolters and meltas&amp;lt;br/&amp;gt;&lt;br /&gt;
Stand past, the bunkers will hold&amp;lt;br/&amp;gt;&lt;br /&gt;
The reclusiarch has pledged his life&amp;lt;br/&amp;gt;&lt;br /&gt;
[Thalastian Jorus] I&#039;ll face my fate here!&amp;lt;br/&amp;gt;&lt;br /&gt;
The sound of demolishers&amp;lt;br/&amp;gt;&lt;br /&gt;
So fierce&amp;lt;br/&amp;gt;&lt;br /&gt;
The thunder of arms&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So come, bring on all that you&#039;ve got&amp;lt;br/&amp;gt;&lt;br /&gt;
Come warp, come Matt Ward, never stop&amp;lt;br/&amp;gt;&lt;br /&gt;
Unless you are thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Your lives will soon be undone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat chorus) &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Always remember, a fallen soldier&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, battle brothers at war&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, a fallen soldier&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, battle brothers at war&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, a fallen soldier&amp;lt;br/&amp;gt;&lt;br /&gt;
Always remember, buried in history&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No heretic may enter that land&amp;lt;br/&amp;gt;&lt;br /&gt;
That is protected by bloody hand&amp;lt;br/&amp;gt;&lt;br /&gt;
Unless you are thousand to one&amp;lt;br/&amp;gt;&lt;br /&gt;
Your force will soon be undone&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat chorus)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No, no, no!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sabaton: Defence of Moscow===&lt;br /&gt;
As Chaos overrun, Cadia M41 &amp;lt;br/&amp;gt;&lt;br /&gt;
They don&#039;t belong, we stand our ground, a trillion strong &amp;lt;br/&amp;gt;&lt;br /&gt;
We are ready for their strike, face the army of Abaddon &amp;lt;br/&amp;gt;&lt;br /&gt;
A trillion strong, this is our home, they don&#039;t belong &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hear Castellan Creed’s, and the Emperor’s orders &amp;lt;br/&amp;gt;&lt;br /&gt;
Defend the Imperium, Cadia shall not fall! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Face the volleys of our guns, for Cadia’s daughters and her sons &amp;lt;br/&amp;gt;&lt;br /&gt;
All the brave, who stand against the traitor wave &amp;lt;br/&amp;gt;&lt;br /&gt;
Hundreds of landing zones, Shock troops returning home &amp;lt;br/&amp;gt;&lt;br /&gt;
Day and night, they&#039;re coming back, to join the fight &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From Kasf Myrak to Kasr Trunch &amp;lt;br/&amp;gt;&lt;br /&gt;
Call of the Emperor, Cadia shall prevail! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
Heed your duties call, and brace for the storm &amp;lt;br/&amp;gt;&lt;br /&gt;
Cadians will never give in, there is no surrender &amp;lt;br/&amp;gt;&lt;br /&gt;
Force them into retreat, and into defeat &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand and follow command, our blood for the homeworld &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Stan Ridgeway: Camouflage===&lt;br /&gt;
I was a young guardsmen on a search patrol, huntin&#039; heretics down,&amp;lt;br/&amp;gt;&lt;br /&gt;
It was in the jungle wars on Ghoroi V&amp;lt;br/&amp;gt;&lt;br /&gt;
My lazgun fried and I got stuck way out and all alone&amp;lt;br/&amp;gt;&lt;br /&gt;
And I could hear them heretics moving in close outside&amp;lt;br/&amp;gt;&lt;br /&gt;
Just then I heard a twig snap and I grabbed my broken gun, and I dug in scared while I counted down my fate&amp;lt;br/&amp;gt;&lt;br /&gt;
And then a Space Marine, a Raptor with a pair of friendly eyes, appeared there at my shoulder and said wait&amp;lt;br/&amp;gt;&lt;br /&gt;
When he came in close beside me he said &amp;quot;don&#039;t worry son, I&#039;m here, them heretics want to tangle now they&#039;ll have two to dodge&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
I said well thanks a lot I told him my name and asked him his, and he said my brothers call me camoflauge&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ohh camoflauge, things are never quite the way they seem&amp;lt;br/&amp;gt;&lt;br /&gt;
Ohh camoflauge, I was awfully glad to see this Space Marine&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well I was gonna ask him his home planet, when we heard the &#039;jectiles fly, coming through the woods, and all around my ears&amp;lt;br/&amp;gt;&lt;br /&gt;
It was then I saw this Space Marine light a fire in his eyes, and it was strange but suddenly I forgot my fears&amp;lt;br/&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Well we fought all night and side by side we took our battle stance, and I wondered how the bullets missed this man&amp;lt;br/&amp;gt;&lt;br /&gt;
Cause they seemed to go right through him, just as if he wasn&#039;t there, and in the morning we both took a chance and ran&amp;lt;br/&amp;gt;&lt;br /&gt;
And it was near the river bank where the ambush came on top of us, and it thought it was the end and we were had&amp;lt;br/&amp;gt;&lt;br /&gt;
Then a bolt round with my name on it came buzzing through a bush, and this Space Marine he just caught it with his hand, just like it was a fly&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ohh camoflauge, things are never quite the way they seem&amp;lt;br/&amp;gt;&lt;br /&gt;
Ohh camoflauge, This was an awfully strange Marine&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And I knew there was something weird about him, cause when I heard a crack, he&#039;d pulled a Leman Russ right off its tracks, and squashing them heretics with it&amp;lt;br/&amp;gt;&lt;br /&gt;
From here to kingdom come&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When he led me outta danger I saw HQ and waved goodbye, he just looked at me from the jungle and then was gone&amp;lt;br/&amp;gt;&lt;br /&gt;
And when I got back to my Regiment, I told them about my night, and the battle I spent with a Space Marine named Camoflauge&amp;lt;br/&amp;gt;&lt;br /&gt;
When I said his name the Commisar gulped, and an apothecary took my arm, and led me to big tent on the right&amp;lt;br/&amp;gt;&lt;br /&gt;
He said you may be telling true son, but this here is camoflauge, and he&#039;s been right here since I gave him peace last night&amp;lt;br/&amp;gt;&lt;br /&gt;
But before he went he said Semper Fi and said his only wish, was to save a young Guardsmen caught in a barrage&amp;lt;br/&amp;gt;&lt;br /&gt;
So here take his bolter son, I know he wants you to have it now&amp;lt;br/&amp;gt;&lt;br /&gt;
And we both said a prayer for a Space Marine named camoflauge&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ohh camoflauge, things are never quite the way they seem&amp;lt;br/&amp;gt;&lt;br /&gt;
Ohh camoflauge, This was an awfully strange Marine&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Edgar Allan Poe: The Raven===&lt;br /&gt;
Once upon a battlefield dreary, where I cowered, spent and bleary,&amp;lt;br/&amp;gt;&lt;br /&gt;
Within an Imperial bunker, darkly stained with dust and gore -&amp;lt;br/&amp;gt;&lt;br /&gt;
As I cowered, nearly shuttering, suddenly there came a sputtering&amp;lt;br/&amp;gt;&lt;br /&gt;
As some weapon quickly stuttering - firing at my bunker door.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;`Tis some bolter&amp;quot;, I murmured, &amp;quot;firing at my bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Only this and nothing more.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ah, distinctly I remember, it was in the bleak December,&amp;lt;br/&amp;gt;&lt;br /&gt;
And the brightly burning bastions lit the horizon by the score.&amp;lt;br/&amp;gt;&lt;br /&gt;
Eagerly, on freedom drunker; - vainly had I sought to hunker&amp;lt;br/&amp;gt;&lt;br /&gt;
In this heavy Imperial bunker - with perhaps a tunnel in the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
A safe and empty fortress with perhaps a tiny tunnel in the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
Only this and nothing more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the mad raving howling of each distant Space Wolf prowling&amp;lt;br/&amp;gt;&lt;br /&gt;
Thrilled me - filled me with fantastic terrors never felt before.&amp;lt;br/&amp;gt;&lt;br /&gt;
So that now, to the beating of my heart, I stood entreating&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;`Tis some Space Wolf there repeating, firing at my bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Some common Grey Hunter rapid-firing at my bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
This it is and nothing more.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Presently my soul grew stronger; hesitating then no longer&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Marine,&amp;quot; said I, &amp;quot;or Scout, your attention I implore;&amp;lt;br/&amp;gt;&lt;br /&gt;
The bunker walls are thick - they are made of tempered brick&amp;lt;br/&amp;gt;&lt;br /&gt;
And your bolters do not nick the slightest scratch or tiny score -&amp;lt;br/&amp;gt;&lt;br /&gt;
Not a dimple, dent, depression, dip, scratch or tiny score -&amp;lt;br/&amp;gt;&lt;br /&gt;
Away now, and fire no more.&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then in the bunker slumping, presently I heard a thumping&amp;lt;br/&amp;gt;&lt;br /&gt;
A pounding - rattling many times fiercer than before.&amp;lt;br/&amp;gt;&lt;br /&gt;
And soon I began to screech - the bunker wall grenades did breach;&amp;lt;br/&amp;gt;&lt;br /&gt;
The very gods I did beseech as the ceiling fell upon the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
Through the wounds poured light which danced upon the floor -&amp;lt;br/&amp;gt;&lt;br /&gt;
Danced amidst the sounds of war.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then at once it stopped the violence - I was left alone with silence&amp;lt;br/&amp;gt;&lt;br /&gt;
Confused, I spied the reason why the shells did drop no more -&amp;lt;br/&amp;gt;&lt;br /&gt;
For as I began to shutter, then with many a flit and flutter&amp;lt;br/&amp;gt;&lt;br /&gt;
A psyber-Raven flew through the clutter to perch above the door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Perched on the two-headed eagle just above the bunker door -&amp;lt;br/&amp;gt;&lt;br /&gt;
Perched and sat and nothing more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At this I grew more craven, for the talons of the psyber-Raven&amp;lt;br/&amp;gt;&lt;br /&gt;
Were all over covered with bright red blood and crimson gore.&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Wretch!&amp;quot; I cried, &amp;quot;Njal hath lent thee - into this fortress has he sent thee&amp;lt;br/&amp;gt;&lt;br /&gt;
So that remotely may he here be - and this bunker then explore -&amp;lt;br/&amp;gt;&lt;br /&gt;
Scry out my exact location and this bunker then explore -&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Quoth the Raven, &amp;quot;Eversor&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then, methought, the air grew darker, the bunker now a little starker&amp;lt;br/&amp;gt;&lt;br /&gt;
For the uttered word brought terror as I had never felt before.&amp;lt;br/&amp;gt;&lt;br /&gt;
As for weapons, I knew I had none - no bolter, sword or lasgun;&amp;lt;br/&amp;gt;&lt;br /&gt;
No arms to stop the war&#039;s son fated to break soon through the door -&amp;lt;br/&amp;gt;&lt;br /&gt;
The blood-mad crazed assassin fated to break soon through the door-&amp;lt;br/&amp;gt;&lt;br /&gt;
Quoth the Raven, &amp;quot;Eversor&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Be that word our sign of parting, machine or bird!&amp;quot; I shrieked, upstarting -&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Get thee back into the fire-fight and here spy on me no more!&amp;lt;br/&amp;gt;&lt;br /&gt;
For as you came unbidden - I would otherwise be here hidden -&amp;lt;br/&amp;gt;&lt;br /&gt;
Leave my location in this midden - quit that icon above my door!&amp;lt;br/&amp;gt;&lt;br /&gt;
Take thy shining metal eye, and take thy form from off my door!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
Quoth the Raven, &amp;quot;Eversor&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the Raven, never flitting, still is sitting - still is sitting&amp;lt;br/&amp;gt;&lt;br /&gt;
On the pallid two-headed eagle just above the bunker door;&amp;lt;br/&amp;gt;&lt;br /&gt;
His metal eye has all the seeming of a psyker that is scheming,&amp;lt;br/&amp;gt;&lt;br /&gt;
To have my guts lie steaming in a pile upon the floor;&amp;lt;br/&amp;gt;&lt;br /&gt;
And now all hope has left me, crouched here upon the floor&amp;lt;br/&amp;gt;&lt;br /&gt;
I await the Eversor!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Henry the Fifth, Act III Scene I===&lt;br /&gt;
&lt;br /&gt;
Once more unto the boards, Anon, once more,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or close the wall up with our Neckbeard dead!&amp;lt;br/&amp;gt;&lt;br /&gt;
In-game there&#039;s nothing so becomes a man&amp;lt;br/&amp;gt;&lt;br /&gt;
As massive fatness and huge faggotry;&amp;lt;br/&amp;gt;&lt;br /&gt;
But when the /b/last of war brings in the cancer,&amp;lt;br/&amp;gt;&lt;br /&gt;
Then imitate the action of the fatguy;&amp;lt;br/&amp;gt;&lt;br /&gt;
Quote from the rulebooks, summon up the fluff,&amp;lt;br/&amp;gt;&lt;br /&gt;
Disguise fat nature with hard-favour&#039;d RAAAAGE;&amp;lt;br/&amp;gt;&lt;br /&gt;
Then lend the one a terrible aspect;&amp;lt;br/&amp;gt;&lt;br /&gt;
Let it stare until PCs are all dead&amp;lt;br/&amp;gt;&lt;br /&gt;
Like the foul bodak; let the brow o&#039;erwhelm it&amp;lt;br/&amp;gt;&lt;br /&gt;
As fearfully as does a tiefling’s horn&amp;lt;br/&amp;gt;&lt;br /&gt;
Add two charisma to his contorted face,&amp;lt;br/&amp;gt;&lt;br /&gt;
Swirl&#039;d in the wild and wasteful fourth-ed.&amp;lt;br/&amp;gt;&lt;br /&gt;
Now roll the bones and sketch the portraits wide,&amp;lt;br/&amp;gt;&lt;br /&gt;
Dream hard of breasts, that bend up every ‘spirit’&amp;lt;br/&amp;gt;&lt;br /&gt;
To his full height. On, on, you beardyest fatguys,&amp;lt;br/&amp;gt;&lt;br /&gt;
Whose blood is fet from fathers of thin-proof!&amp;lt;br/&amp;gt;&lt;br /&gt;
Fathers that, like so many useless tripfags,&amp;lt;br/&amp;gt;&lt;br /&gt;
Have in these parts from morn till even raged,&amp;lt;br/&amp;gt;&lt;br /&gt;
And saged their threads for lack of argument.&amp;lt;br/&amp;gt;&lt;br /&gt;
Fap not to your mothers; now attest&amp;lt;br/&amp;gt;&lt;br /&gt;
That those whom you call&#039;d fatguys did beget you.&amp;lt;br/&amp;gt;&lt;br /&gt;
Be copy now to men of better games,&amp;lt;br/&amp;gt;&lt;br /&gt;
And show them how you roll. And you, warmachine,&amp;lt;br/&amp;gt;&lt;br /&gt;
Whose limbs are made of pewter, show us here&amp;lt;br/&amp;gt;&lt;br /&gt;
The metal of your minis; let us swear&amp;lt;br/&amp;gt;&lt;br /&gt;
That they are worth their pricetag, which I doubt much;&amp;lt;br/&amp;gt;&lt;br /&gt;
For I see most of you so mean and base,&amp;lt;br/&amp;gt;&lt;br /&gt;
That hath not showered since last Petertide.&amp;lt;br/&amp;gt;&lt;br /&gt;
I see you field warhounds in Apocalypse,&amp;lt;br/&amp;gt;&lt;br /&gt;
Standing upon their foes. The game&#039;s been lost!&amp;lt;br/&amp;gt;&lt;br /&gt;
Follow your spirits, and upon this board&amp;lt;br/&amp;gt;&lt;br /&gt;
Cry, &amp;quot;Rage at Vampire! Magic! And Fourth Ed!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nirvana: Smells Like Teen Spirit===&lt;br /&gt;
&lt;br /&gt;
Load up da trukks&lt;br /&gt;
&lt;br /&gt;
Bring yer boyz&lt;br /&gt;
&lt;br /&gt;
`Kuz we&#039;s haulin&#039;&lt;br /&gt;
&lt;br /&gt;
Out all da toyz&lt;br /&gt;
&lt;br /&gt;
Da `oomies run&lt;br /&gt;
&lt;br /&gt;
Frum dakka gunz&lt;br /&gt;
&lt;br /&gt;
I knows I knows&lt;br /&gt;
&lt;br /&gt;
We&#039;s number one&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO-&lt;br /&gt;
&lt;br /&gt;
Oomies can&#039;t `urt us wit&#039; flamers&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
I squish pinkies wit&#039; my anus &lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Cuz its choppy&lt;br /&gt;
&lt;br /&gt;
Cuz its bashy&lt;br /&gt;
&lt;br /&gt;
Cuz its dakka&lt;br /&gt;
&lt;br /&gt;
Cuz we&#039;s sneaky&lt;br /&gt;
&lt;br /&gt;
YA&lt;br /&gt;
&lt;br /&gt;
Winnin&#039; is what Orks do best&lt;br /&gt;
&lt;br /&gt;
`Cause by Mork we&#039;s all been bless&#039;d&lt;br /&gt;
&lt;br /&gt;
Our mighty WAAAAAAAGH `as always been&lt;br /&gt;
&lt;br /&gt;
And always will until the end&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO-&lt;br /&gt;
&lt;br /&gt;
Oomies can&#039;t `urt us wit&#039; flamers&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Now I&#039;m out dere, smashin&#039; faces&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Cuz its choppy&lt;br /&gt;
&lt;br /&gt;
Cuz its bashy&lt;br /&gt;
&lt;br /&gt;
Cuz its dakka&lt;br /&gt;
&lt;br /&gt;
Cuz we&#039;s sneaky&lt;br /&gt;
&lt;br /&gt;
YA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And I forgitz&lt;br /&gt;
&lt;br /&gt;
Just wot it was&lt;br /&gt;
&lt;br /&gt;
Oh ya, I think a melta bomb&lt;br /&gt;
&lt;br /&gt;
I found it dere&lt;br /&gt;
&lt;br /&gt;
It&#039;s tikkin&#039; now&lt;br /&gt;
&lt;br /&gt;
Oh well, I&#039;ll toss it at doze grots.&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO ELLO&lt;br /&gt;
&lt;br /&gt;
ELLO ELLO ELLO-&lt;br /&gt;
&lt;br /&gt;
Oomies can&#039;t `urt us wit&#039; flamers&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
I&#039;m outta words, so I&#039;s WAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
`Ere we go now&lt;br /&gt;
&lt;br /&gt;
Orky raidaz&lt;br /&gt;
&lt;br /&gt;
Cuz its choppy&lt;br /&gt;
&lt;br /&gt;
Cuz its bashy&lt;br /&gt;
&lt;br /&gt;
Cuz its dakka&lt;br /&gt;
&lt;br /&gt;
Cuz we&#039;s sneaky&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
CUZ IT&#039;S A WAAAAAAAAAAAAAGH!&lt;br /&gt;
&lt;br /&gt;
===David Bowie: Space Oddity (Fleet Command to Captain Tom)===&lt;br /&gt;
Fleet Command to Captain Tom &amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Command to Captain Tom &amp;lt;br&amp;gt;&lt;br /&gt;
Wake your Astropath and turn your Gellars on&amp;lt;br&amp;gt;&lt;br /&gt;
Fleet Command to Captain Tom (ten, nine, eight, seven, six)&amp;lt;br&amp;gt;&lt;br /&gt;
Commencing countdown, warp drives on (five, four, three)&amp;lt;br&amp;gt;&lt;br /&gt;
Check ignition, may the Emprah be with you (two, one, liftoff)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is Fleet Command to Captain Tom&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve made it through the warp&amp;lt;br&amp;gt;&lt;br /&gt;
And our intel says the orks ship are out there&amp;lt;br&amp;gt;&lt;br /&gt;
Now they’ll come to engage you if they dare&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is Captain Tom to Fleet Command&amp;lt;br&amp;gt;&lt;br /&gt;
I’m firing on the foe&amp;lt;br&amp;gt;&lt;br /&gt;
And their wrecks float in a most peculiar way&amp;lt;br&amp;gt;&lt;br /&gt;
And the stars look very different today&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For here&amp;lt;br&amp;gt;&lt;br /&gt;
Am I sitting in a tin can&amp;lt;br&amp;gt;&lt;br /&gt;
Far above the world&amp;lt;br&amp;gt;&lt;br /&gt;
The planet there is blue&amp;lt;br&amp;gt;&lt;br /&gt;
And there&#039;s nothing I can do&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though I’ve fired one hundred thousand shells&amp;lt;br&amp;gt;&lt;br /&gt;
I’m under attack still&amp;lt;br&amp;gt;&lt;br /&gt;
And I think my cruiser knows which way to go&amp;lt;br&amp;gt;&lt;br /&gt;
Tell my wife I love her very much, she knows&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fleet Command to Captain Tom&amp;lt;br&amp;gt;&lt;br /&gt;
Your vox&#039;s dead, there&#039;s something wrong&amp;lt;br&amp;gt;&lt;br /&gt;
Can you hear me, Captain Tom?&amp;lt;br&amp;gt;&lt;br /&gt;
Can you hear me, Captain Tom?&amp;lt;br&amp;gt;&lt;br /&gt;
Can you hear me, Captain Tom?&amp;lt;br&amp;gt;&lt;br /&gt;
Can you &amp;quot;Here am I floating &#039;round my tin can&amp;lt;br&amp;gt;&lt;br /&gt;
Far above the moon&amp;lt;br&amp;gt;&lt;br /&gt;
Boarders they are green&amp;lt;br&amp;gt;&lt;br /&gt;
Nothing left but to make them bleed&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sailor Tau===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire caste by moonlight&amp;lt;br/&amp;gt;&lt;br /&gt;
Water caste by daylight&amp;lt;br/&amp;gt;&lt;br /&gt;
Never running from a real fight&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
She will...never turn her back on a friend&amp;lt;br/&amp;gt;&lt;br /&gt;
She is... always there to defend&amp;lt;br/&amp;gt;&lt;br /&gt;
She is...the one on whom we can depend&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor.....&amp;lt;br/&amp;gt;&lt;br /&gt;
.... Sailor Broadside&amp;lt;br/&amp;gt;&lt;br /&gt;
.... Sailor Stealth&amp;lt;br/&amp;gt;&lt;br /&gt;
.... Sailor Crisis&amp;lt;br/&amp;gt;&lt;br /&gt;
..... Sailor Drone&amp;lt;br/&amp;gt;&lt;br /&gt;
With cosmic secrets&amp;lt;br/&amp;gt;&lt;br /&gt;
All so new to her&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
fire caste by moonlight&amp;lt;br/&amp;gt;&lt;br /&gt;
Water caste by daylight&amp;lt;br/&amp;gt;&lt;br /&gt;
With her Sailor Shas&#039;o to help fight&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one named Sailor Tau&amp;lt;br/&amp;gt;&lt;br /&gt;
She is the one . . . Sailor Tau!!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Coolio: Gangsta&#039;s Paradise===&lt;br /&gt;
&lt;br /&gt;
As I browse through the minis of my local games store&amp;lt;br/&amp;gt;&lt;br /&gt;
I took a look at my life and realized I’m very poor&amp;lt;br/&amp;gt;&lt;br /&gt;
But that&#039;s just perfect for an fa/tg/uy like me&amp;lt;br/&amp;gt;&lt;br /&gt;
You know, I bought that space marine battle company&amp;lt;br/&amp;gt; &lt;br /&gt;
At 4:30 in the morning dice are rolling&amp;lt;br/&amp;gt;&lt;br /&gt;
PCs are dying the whole session railroading... fools&amp;lt;br/&amp;gt;&lt;br /&gt;
And I&#039;ve been plannin&#039; and ragin’ so long that&amp;lt;br/&amp;gt;&lt;br /&gt;
Even my mother thinks that my mind is gone&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m a man of the die, I&#039;ve passed my knowledge check&amp;lt;br/&amp;gt;&lt;br /&gt;
Got a codex in my hand and a beard on my neck&amp;lt;br/&amp;gt;&lt;br /&gt;
But if I finish all my painting and if you get Matt&amp;lt;br/&amp;gt;&lt;br /&gt;
Then tonight I am putting on my wizard robes and hat.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We been spending most our lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ve done FATAL once or twice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s hard work in rolling dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We buy minis at high price&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A local boy made a Mary Sue last week&amp;lt;br/&amp;gt;&lt;br /&gt;
I just approved it and saved my mad critique&amp;lt;br/&amp;gt;&lt;br /&gt;
I really don’t mind, I didn’t even rage&amp;lt;br/&amp;gt;&lt;br /&gt;
‘cause I dumped the Lady of Pain on him, flaying his mage.&amp;lt;br/&amp;gt;&lt;br /&gt;
But I ain&#039;t never punched weeaboos even if they deserved it&amp;lt;br/&amp;gt;&lt;br /&gt;
A fa/tg/uy with a tool? You know that’s unheard of&amp;lt;br/&amp;gt; &lt;br /&gt;
I’m obese and smelly but have the best army&amp;lt;br/&amp;gt;&lt;br /&gt;
And my homies agree, it did win the tourney...fools&amp;lt;br/&amp;gt;&lt;br /&gt;
If you’re here for stories, you&#039;ll be wrecked in tears&amp;lt;br/&amp;gt;&lt;br /&gt;
We have C.S Goto raping well known canon with shears&amp;lt;br/&amp;gt;&lt;br /&gt;
But we ain&#039;t really quaint, so please don&#039;t point and stare&amp;lt;br/&amp;gt;&lt;br /&gt;
We are just autistically impaired&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s chainfists, chainswords, and lightning claws&amp;lt;br/&amp;gt;&lt;br /&gt;
In our life hobby&amp;lt;br/&amp;gt;&lt;br /&gt;
Like Cthulhu Mythos&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s as grim an’ dark as can be&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We been spending most our lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We&#039;re just fat and nerdy guys&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s no greater sin and vice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We all fight, by rolling dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hitchin&#039; up a game group, churnin&#039; out new content&amp;lt;br/&amp;gt;&lt;br /&gt;
Made a game on Sunday, soon I&#039;ll make another&amp;lt;br/&amp;gt;&lt;br /&gt;
Think you’re pimp at rollplay? Think you can roleplay?&amp;lt;br/&amp;gt;&lt;br /&gt;
I know I’m a million times more playa then you gay frey&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;m the neckbeard guy the young Gygaxes wanna be like&amp;lt;br/&amp;gt;&lt;br /&gt;
In the store day and night rollin’ paragon mad soulknife&amp;lt;br/&amp;gt;&lt;br /&gt;
So don&#039;t be vain and don&#039;t be whiny&amp;lt;br/&amp;gt;&lt;br /&gt;
Or else, weeaboo, I might declare Exterminatus on your army&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We been spending most our lives&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re all crazy max/min-ites&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We all dare to fantasize&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
We’re all virgins who roll dice&amp;lt;br/&amp;gt;&lt;br /&gt;
Living in an fa/tg/uy paradise&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Blue Oyster Cult: Black Blade===&lt;br /&gt;
I was on a mission to fight for the Greater Good&amp;lt;br&amp;gt;&lt;br /&gt;
But this here Dawn Blade at my side don&#039;t act the way it should&amp;lt;br&amp;gt;&lt;br /&gt;
Keeps calling me it&#039;s Shas&#039;O when I feel more like it&#039;s Gue&#039;la&amp;lt;br&amp;gt;&lt;br /&gt;
And it keeps dragging me faster and faster to an early grave, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
And it howls! It howls like hell!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m told it&#039;s my duty to fight against them all&amp;lt;br&amp;gt;&lt;br /&gt;
That warring is my trade and I was born to wade through gore&amp;lt;br&amp;gt;&lt;br /&gt;
I just want to be a lover, not a blue-skinned screaming ghoul&amp;lt;br&amp;gt;&lt;br /&gt;
I wish it&#039;d picked another to be it&#039;s killing tool&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Forged a million years ago&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Killing so it&#039;s power can grow&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s death from the beginning to the end of time&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;m the Tau&#039;s champion, or is that just part of it&#039;s grand designs?&amp;lt;br&amp;gt;&lt;br /&gt;
And whole worlds are dying, and the burden&#039;s mine&amp;lt;br&amp;gt;&lt;br /&gt;
And the Dawn Blade keeps on killing, &#039;til the end of time&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Bringing chaos to the world we know&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
And it&#039;s using me to kill my friends&amp;lt;br&amp;gt;&lt;br /&gt;
Dawn Blade, Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Growing stronger so the galaxy will end&amp;lt;br&amp;gt;&lt;br /&gt;
Forcing my mind to bend and bend&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I am the Dawn Blade&amp;lt;br&amp;gt;&lt;br /&gt;
Forged a million billion years ago&amp;lt;br&amp;gt;&lt;br /&gt;
My cosmic soul goes on for eternity&amp;lt;br&amp;gt;&lt;br /&gt;
Carving out destiny&amp;lt;br&amp;gt;&lt;br /&gt;
Bringing in the Lords of Chaos&amp;lt;br&amp;gt;&lt;br /&gt;
Bringing up the Beasts of the Immaterium&amp;lt;br&amp;gt;&lt;br /&gt;
Sucking out the souls of heroes&amp;lt;br&amp;gt;&lt;br /&gt;
Laying waste to the Imperium&amp;lt;br&amp;gt;&lt;br /&gt;
My master is my slave&amp;lt;br&amp;gt;&lt;br /&gt;
Hahaahahahahahahahaha!&amp;lt;br&amp;gt;&lt;br /&gt;
You poor fucking Tau&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&#039;Twas The Night Before Emperor&#039;s Day===&lt;br /&gt;
&lt;br /&gt;
&#039;Twas the night before Emperor&#039;s Day,&amp;lt;br&amp;gt;&lt;br /&gt;
and he fought all alone,&amp;lt;br&amp;gt;&lt;br /&gt;
in a four foot deep trench&amp;lt;br&amp;gt;&lt;br /&gt;
lined with plasteel and stone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I was traveling the warp&amp;lt;br&amp;gt;&lt;br /&gt;
with gifts for the land,&amp;lt;br&amp;gt;&lt;br /&gt;
when I saw this lone guardsman&amp;lt;br&amp;gt;&lt;br /&gt;
making his brave stand.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I looked all about,&amp;lt;br&amp;gt;&lt;br /&gt;
I looked near and far,&amp;lt;br&amp;gt;&lt;br /&gt;
no Chimera, no Basilisk,&amp;lt;br&amp;gt;&lt;br /&gt;
nor Techpriest or Commissar.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
No Sergeant yelled orders&amp;lt;br&amp;gt;&lt;br /&gt;
to this guardsman - no backing&amp;lt;br&amp;gt;&lt;br /&gt;
to fight this ridge full of xeno&amp;lt;br&amp;gt;&lt;br /&gt;
formed from pure evil, attacking.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His armor in tatters,&amp;lt;br&amp;gt;&lt;br /&gt;
his eyes nearly blind,&amp;lt;br&amp;gt;&lt;br /&gt;
A sobering truth&amp;lt;br&amp;gt;&lt;br /&gt;
raced through my mind.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His position was doomed,&amp;lt;br&amp;gt;&lt;br /&gt;
was my only thought&amp;lt;br&amp;gt;&lt;br /&gt;
and this soldier&#039;s brave stand&amp;lt;br&amp;gt;&lt;br /&gt;
would all be for naught.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The guardsman stared unblinking,&amp;lt;br&amp;gt;&lt;br /&gt;
silent and alone,&amp;lt;br&amp;gt;&lt;br /&gt;
his lasrifle at the ready&amp;lt;br&amp;gt;&lt;br /&gt;
against his shoulder bone.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His gaze was so calm&amp;lt;br&amp;gt;&lt;br /&gt;
in the face of calamity,&amp;lt;br&amp;gt;&lt;br /&gt;
the perfect picture of&amp;lt;br&amp;gt;&lt;br /&gt;
a guardsman of humanity.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Who was this brave hero&amp;lt;br&amp;gt;&lt;br /&gt;
whose position I&#039;d spied,&amp;lt;br&amp;gt;&lt;br /&gt;
warring against&amp;lt;br&amp;gt;&lt;br /&gt;
this unstoppable tide?&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I now knew that all humans&amp;lt;br&amp;gt;&lt;br /&gt;
I would see this night,&amp;lt;br&amp;gt;&lt;br /&gt;
owed their lives to these guardsmen&amp;lt;br&amp;gt;&lt;br /&gt;
who were willing to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Soon all round the galaxy&amp;lt;br&amp;gt;&lt;br /&gt;
the children would play,&amp;lt;br&amp;gt;&lt;br /&gt;
and grownups would praise&amp;lt;br&amp;gt;&lt;br /&gt;
the bright Emperor&#039;s Day.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
They all lived their lives&amp;lt;br&amp;gt;&lt;br /&gt;
every month of the year,&amp;lt;br&amp;gt;&lt;br /&gt;
Because of brave guardsmen&amp;lt;br&amp;gt;&lt;br /&gt;
like the one standing here.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A tear came to my eye&amp;lt;br&amp;gt;&lt;br /&gt;
for those who stood alone,&amp;lt;br&amp;gt;&lt;br /&gt;
on a cold Emperor&#039;s Day Eve&amp;lt;br&amp;gt;&lt;br /&gt;
on a planet far from home.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Their great sacrifices&amp;lt;br&amp;gt;&lt;br /&gt;
I could never betray&amp;lt;br&amp;gt;&lt;br /&gt;
So I drew my burning sword&amp;lt;br&amp;gt;&lt;br /&gt;
to join in the fray&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
The soldier did turn&amp;lt;br&amp;gt;&lt;br /&gt;
and I heard a rough voice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;My Emperor, rest easy,&amp;lt;br&amp;gt;&lt;br /&gt;
this death is my choice;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I fight for a freedom&amp;lt;br&amp;gt;&lt;br /&gt;
that may never be found,&amp;lt;br&amp;gt;&lt;br /&gt;
but not ever shall I waver&amp;lt;br&amp;gt;&lt;br /&gt;
on Your sacred ground.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Then the Guardsman turned&amp;lt;br&amp;gt;&lt;br /&gt;
to face the incursions&amp;lt;br&amp;gt;&lt;br /&gt;
of the foul xenos and&amp;lt;br&amp;gt;&lt;br /&gt;
their unholy perversions&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kept watch for hours,&amp;lt;br&amp;gt;&lt;br /&gt;
until the night was still&amp;lt;br&amp;gt;&lt;br /&gt;
and the guardsman lay broken&amp;lt;br&amp;gt;&lt;br /&gt;
on the bloody red hill.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I could not just leave&amp;lt;br&amp;gt;&lt;br /&gt;
on that cold grim dark night,&amp;lt;br&amp;gt;&lt;br /&gt;
this guardian of honor&amp;lt;br&amp;gt;&lt;br /&gt;
so willing to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And as the guardsman lay dying,&amp;lt;br&amp;gt;&lt;br /&gt;
his soul strong and pure,&amp;lt;br&amp;gt;&lt;br /&gt;
he cried, &amp;quot;Ave Imperator!&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s Emperor&#039;s Day! This world is secure!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I kneeled before the fallen,&amp;lt;br&amp;gt;&lt;br /&gt;
A great victory he&#039;d won.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Happy Emperor&#039;s Day my guardsman,&amp;lt;br&amp;gt;&lt;br /&gt;
rest in peace, my son.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Daniel Decateur Emmett: Dixie Land===&lt;br /&gt;
No one knows how this all started&amp;lt;br&amp;gt;&lt;br /&gt;
But it don&#039;t surprise us empty-hearted-&amp;lt;br&amp;gt;&lt;br /&gt;
Get Away! Get Away! Get Away, xenos scum!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
When those came up in that ole half-track&amp;lt;br&amp;gt;&lt;br /&gt;
We found the nerve to now push back!&amp;lt;br&amp;gt;&lt;br /&gt;
Get Away! Get Away! Get Away, xenos scum!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Advance the flag there trooper! Hoorah! Hoorah!&amp;lt;br&amp;gt;&lt;br /&gt;
On far off lands we&#039;ll take our stand-&amp;lt;br&amp;gt;&lt;br /&gt;
And not die bloody cowards!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To arms! To arms! And purge the fuckin&#039; xenos!&amp;lt;br&amp;gt;&lt;br /&gt;
To arms! To arms! And purge the fuckin&#039; xenos!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Now John Fuklaw was an awesome sight,&amp;lt;br&amp;gt;&lt;br /&gt;
And rallied us into the fight!&amp;lt;br&amp;gt;&lt;br /&gt;
To arms! To arms! To arms! Fire away!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
And Raepfist cut a bloody swathe&amp;lt;br&amp;gt;&lt;br /&gt;
and Conrad Raege had to laugh and scoff&amp;lt;br&amp;gt;&lt;br /&gt;
Push on! Push on! Push on! Valiant men.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Bring up that flamer trooper! Hoorah! Hoorah!&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s give &#039;em hell, and then die well!&amp;lt;br&amp;gt;&lt;br /&gt;
In service to the Emprah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Advance! Advance! They&#039;re no match for us trooper!&amp;lt;br&amp;gt;&lt;br /&gt;
Advance! Advance! Ave Imperator!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
OH I love to serve the Emprah! Hoorah! HOORAH!&amp;lt;br&amp;gt;&lt;br /&gt;
On his holy land I&#039;ll take my stand-&amp;lt;br&amp;gt;&lt;br /&gt;
To fight on for the Emprah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! Praise be to Holy Terra!&amp;lt;br&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! Praise the Immoooooooortal Emprah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Trey Parker: Everyone Has Aids (Team America: World Police)===&lt;br /&gt;
Everyone has WARP&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP! WARP! WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP WARP WARP WARP, WARP WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
Everyone has WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And so this is the end of our story&amp;lt;br/&amp;gt;&lt;br /&gt;
And everyone is dead from WARP.&amp;lt;br/&amp;gt;&lt;br /&gt;
It took from me my favorite son&amp;lt;br/&amp;gt;&lt;br /&gt;
My only true Warmaster&amp;lt;br/&amp;gt;&lt;br /&gt;
My conqueror of bright stars&amp;lt;br/&amp;gt;&lt;br /&gt;
(He got WARPed)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well I&#039;m gonna march on Terra!&amp;lt;br/&amp;gt;&lt;br /&gt;
Lead the Astartes and charge the brigades!&amp;lt;br/&amp;gt;&lt;br /&gt;
There&#039;s a Daemon inside of all of us...&amp;lt;br/&amp;gt;&lt;br /&gt;
I&#039;ll make them see, everyone has WARP.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My Commissar!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
My Astropath!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
My Chaplain and Librarian and Captain!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP! WARP! WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
The Xenos and witch, and the mutant and psyker!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone has WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
My techpriest and my squig Old Blue&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP! WARP! WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
The Primarch&#039;s got it and so do you!&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP WARP WARP WARP, WARP WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
Come on everybody we got purgin&#039; to do!&amp;lt;br/&amp;gt;&lt;br /&gt;
It&#039;s time to exterminate these worlds everyone has&amp;lt;br/&amp;gt;&lt;br /&gt;
WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP! WARP!&amp;lt;br/&amp;gt;&lt;br /&gt;
(WARP!)&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Don McLean: American Pie===&lt;br /&gt;
A long, long time ago...&amp;lt;br&amp;gt;&lt;br /&gt;
I can still remember&amp;lt;br&amp;gt;&lt;br /&gt;
How that cultist used to make me smile.&lt;br /&gt;
&lt;br /&gt;
And I knew if I had my chance&amp;lt;br&amp;gt;&lt;br /&gt;
That I could make those xenos dance&amp;lt;br&amp;gt;&lt;br /&gt;
And, maybe, they’d be purged for a while.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But February made me shiver&amp;lt;br&amp;gt;&lt;br /&gt;
With every bolt round I’d deliver.&lt;br /&gt;
Heresy on the doorstep,&amp;lt;br&amp;gt;&lt;br /&gt;
I couldn’t take one more step.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I can’t remember if I wrrryed&amp;lt;br&amp;gt;&lt;br /&gt;
When I read about his lolcron bride,&amp;lt;br&amp;gt;&lt;br /&gt;
But something touched me deep inside&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&lt;br /&gt;
&lt;br /&gt;
So die die, from the flames in the sky,&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Did you write the litanies of hate,&amp;lt;br&amp;gt;&lt;br /&gt;
And do you live in the EMPRAH&#039;S faith,&amp;lt;br&amp;gt;&lt;br /&gt;
If the Codex tells you so?&amp;lt;br&amp;gt;&lt;br /&gt;
Do you believe in rock ’n roll,&amp;lt;br&amp;gt;&lt;br /&gt;
Can crack cocaine save your heretic soul,&amp;lt;br&amp;gt;&lt;br /&gt;
And can you teach me how to wrrrry real slow?&lt;br /&gt;
&lt;br /&gt;
Well, I know that you’re in love with him&amp;lt;br&amp;gt;&lt;br /&gt;
`cause I saw you dancin’ in the gym.&amp;lt;br&amp;gt;&lt;br /&gt;
You both kicked off your boots.&amp;lt;br&amp;gt;&lt;br /&gt;
Man, I dig those rhythmic blues.&lt;br /&gt;
&lt;br /&gt;
I was a lonely teenaged scout marine&amp;lt;br&amp;gt;&lt;br /&gt;
With a camo cloak colored brown and green&amp;lt;br&amp;gt;&lt;br /&gt;
I knew to see but not be seen&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&amp;lt;br&amp;gt;&lt;br /&gt;
I started singin’,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Now since M.30 we’ve been on our own&amp;lt;br&amp;gt;&lt;br /&gt;
And heresy grows fat on a rollin’ stone,&amp;lt;br&amp;gt;&lt;br /&gt;
But that’s not how it used to be.&amp;lt;br&amp;gt;&lt;br /&gt;
When the harlequin sang with the noise marine,&amp;lt;br&amp;gt;&lt;br /&gt;
In a coat he borrowed from James Dean&amp;lt;br&amp;gt;&lt;br /&gt;
And a voice that came from you and me,&lt;br /&gt;
&lt;br /&gt;
Oh, and while Lord Tzeentch was looking down,&amp;lt;br&amp;gt;&lt;br /&gt;
A loota boy stole his JUST AS PLANNED crown.&amp;lt;br&amp;gt;&lt;br /&gt;
The classroom was adjourned;&amp;lt;br&amp;gt;&lt;br /&gt;
No grade report was returned.&amp;lt;br&amp;gt;&lt;br /&gt;
And while Kharn raged about METAL BOX,&amp;lt;br&amp;gt;&lt;br /&gt;
Macha tried to get some in the park,&amp;lt;br&amp;gt;&lt;br /&gt;
And we rolled sixes in the dark&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&amp;lt;br&amp;gt;&lt;br /&gt;
We were singing,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Helter skelter in a summer swelter,&amp;lt;br&amp;gt;&lt;br /&gt;
The birds flew off the Exterminatus shelter&amp;lt;br&amp;gt;&lt;br /&gt;
Eight miles high and falling fast.&amp;lt;br&amp;gt;&lt;br /&gt;
Nurgle-tan let loose a cloud of gas.&amp;lt;br&amp;gt;&lt;br /&gt;
Macha still couldn&#039;t get no ass,&amp;lt;br&amp;gt;&lt;br /&gt;
With old Failbaddon in a cast.&lt;br /&gt;
&lt;br /&gt;
Now Cultist-chan wore cheap perfume&amp;lt;br&amp;gt;&lt;br /&gt;
While Doomrider played a Slaaneshi tune.&amp;lt;br&amp;gt;&lt;br /&gt;
We all got up to dance,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, but we never got the chance!&amp;lt;br&amp;gt;&lt;br /&gt;
The Angry Marines tried to take the field;&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperors Children refused to yield.&amp;lt;br&amp;gt;&lt;br /&gt;
Do you recall what was revealed&lt;br /&gt;
The day the music died?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We started singing,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
Them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
And singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Oh, and there we were all in one place,&amp;lt;br&amp;gt;&lt;br /&gt;
All GRIMDARK and lost in space,&amp;lt;br&amp;gt;&lt;br /&gt;
With no time left to start again.&amp;lt;br&amp;gt;&lt;br /&gt;
So come on: Jack be nimble, Jack be quick!&amp;lt;br&amp;gt;&lt;br /&gt;
Candlejack sat on a can-&amp;lt;br&amp;gt;&lt;br /&gt;
Cause fire is the devil’s only friend.&lt;br /&gt;
&lt;br /&gt;
Oh, and as I watched him on the stage&amp;lt;br&amp;gt;&lt;br /&gt;
My hands were clenched in fists of rage.&amp;lt;br&amp;gt;&lt;br /&gt;
No angel born in hell&amp;lt;br&amp;gt;&lt;br /&gt;
Could break that daemon’s spell.&amp;lt;br&amp;gt;&lt;br /&gt;
And as I purged her in the night&amp;lt;br&amp;gt;&lt;br /&gt;
To show her the emperors shining light,&amp;lt;br&amp;gt;&lt;br /&gt;
I saw Eldrad laughing with delight&amp;lt;br&amp;gt;&lt;br /&gt;
The day the music died.&lt;br /&gt;
&lt;br /&gt;
He was singing,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
Them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
And singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I met a farseer whose love did bloom&amp;lt;br&amp;gt;&lt;br /&gt;
And I asked her for some happy news,&amp;lt;br&amp;gt;&lt;br /&gt;
But she just smiled and turned away.&amp;lt;br&amp;gt;&lt;br /&gt;
I went down to the wargear store&amp;lt;br&amp;gt;&lt;br /&gt;
Where I’d heard the music years before,&amp;lt;br&amp;gt;&lt;br /&gt;
But the techpriests said the music wouldn’t play.&lt;br /&gt;
&lt;br /&gt;
Hand een thee stweets: thee childwen scweamed,&amp;lt;br&amp;gt;&lt;br /&gt;
Thee lovers cwied, and thee poeets dweamed.&amp;lt;br&amp;gt;&lt;br /&gt;
But not a hword hwas spoken;&amp;lt;br&amp;gt;&lt;br /&gt;
Thee chyurch bells all were broken.&amp;lt;br&amp;gt;&lt;br /&gt;
Hand thee thwee men Ay hadmire most:&amp;lt;br&amp;gt;&lt;br /&gt;
Thee father, son, hand thee holy ghost,&amp;lt;br&amp;gt;&lt;br /&gt;
They captyoored thee lhast train fooor thee coast&amp;lt;br&amp;gt;&lt;br /&gt;
Thee day thee myoosick died.&lt;br /&gt;
&lt;br /&gt;
And they were singing,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Die die, from the flames in the sky.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Drove my raider to the crater,&amp;lt;br&amp;gt;&lt;br /&gt;
But the crater was dry.&amp;lt;br&amp;gt;&lt;br /&gt;
And them good old dreads were drainin&#039; the promethium dry&amp;lt;br&amp;gt;&lt;br /&gt;
Singin’, &amp;quot;This’ll be the day that I die.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;This’ll be the day that I die.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Theme from Mighty Morphin Power Rangers===&lt;br /&gt;
[Immortal God-Emperor of Mankind]: &amp;quot;Inquisitor! Heretics, Xenos, and Mutants are abound! Recruit a team of Acolytes with attitude!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
[Inquisitor]: &amp;quot;Ayayayayay!&amp;quot;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They&#039;ve got, a power and a faith that you&#039;ve never seen before!&amp;lt;br/&amp;gt;&lt;br /&gt;
They&#039;ve got, the ability to smite and to even up the score!&amp;lt;br/&amp;gt;&lt;br /&gt;
No Grot, can ever take them down! The Emprah lies on their side!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! The Mighty Inquisiting Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They know, the fate of Holy Terra&#039;s lying in their hands!&amp;lt;br/&amp;gt;&lt;br /&gt;
They know, to always use their weapons at the first chance!&amp;lt;br/&amp;gt;&lt;br /&gt;
No Cult will ever take them down! The Emprah lies on their side!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! The Mighty Inquisiting Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Unclean, can never take them down! The Emprah lies on their side!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! Go go Emprah&#039;s Rangers! The Mighty Inquisiting Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
Go go Emprah&#039;s Rangers!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;And the band played &#039;Fight on, the Navy&#039;(And the Band Played &#039;Waltzing Matilda&#039;)&amp;quot;===&lt;br /&gt;
&lt;br /&gt;
When I was a young man I flew in a ship,&amp;lt;br&amp;gt;&lt;br /&gt;
And lived the free life of a scouter.&amp;lt;br&amp;gt;&lt;br /&gt;
From the Twin Star of Aphor to the Aquila Rift,&amp;lt;br&amp;gt;&lt;br /&gt;
I danced my old scoutship all over.&amp;lt;br&amp;gt;&lt;br /&gt;
Then in nought-oh-fifteen, the Emp-ror said &amp;quot;Son, &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s time time to stop scoutin&#039;, there&#039;s work to be done.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
So they gave me a rank bar,&amp;lt;br&amp;gt;&lt;br /&gt;
A Cruiser, a gun,&amp;lt;br&amp;gt;&lt;br /&gt;
And they sent me away to the War.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the band played &#039;Fight on, the Navy&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
As we boarded the Santa Maree,&amp;lt;br&amp;gt;&lt;br /&gt;
And amidst all the cheers,&amp;lt;br&amp;gt;&lt;br /&gt;
the cannonade and tears,&amp;lt;br&amp;gt;&lt;br /&gt;
we left for Bellerophon III.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How well I remember the sight I saw then,&amp;lt;br&amp;gt;&lt;br /&gt;
the proud Navy cut down and shattered.&amp;lt;br&amp;gt;&lt;br /&gt;
And how in the hell that they called Lagrange Ten,&amp;lt;br&amp;gt;&lt;br /&gt;
We were butchered like poor bloody cattle.&amp;lt;br&amp;gt;&lt;br /&gt;
Old Boney was ready, he&#039;d primed himself well,&amp;lt;br&amp;gt;&lt;br /&gt;
he cut us with Lances, and broke us with shell.&amp;lt;br&amp;gt;&lt;br /&gt;
And in five minutes flat,&amp;lt;br&amp;gt;&lt;br /&gt;
he had blown us to hell,&amp;lt;br&amp;gt;&lt;br /&gt;
nearly blew me right back to Agrippa.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the Vox played &#039;Fight on, the Navy&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
as we formed up and counted the slain.&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;d lost half of ours,&amp;lt;br&amp;gt;&lt;br /&gt;
for a handful of theirs,&amp;lt;br&amp;gt;&lt;br /&gt;
but we charged right on back in again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now us that were left, well, we tried to survive,&amp;lt;br&amp;gt;&lt;br /&gt;
in a mad world of lanceshot and boarders.&amp;lt;br&amp;gt;&lt;br /&gt;
And for nine minutes ten I kept my boys alive,&amp;lt;br&amp;gt;&lt;br /&gt;
as around me our numbers grew lesser.&amp;lt;br&amp;gt;&lt;br /&gt;
Then a whole mess of guardsmen stormed onto the bridge,&amp;lt;br&amp;gt;&lt;br /&gt;
they shot down old Kelley, the Nav and the Kid,&amp;lt;br&amp;gt;&lt;br /&gt;
and for some bloody reason, they just let me live.&amp;lt;br&amp;gt;&lt;br /&gt;
Never knew there were worse things than dying.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For I&#039;ll do no more dancing my scouter,&amp;lt;br&amp;gt;&lt;br /&gt;
I thought as I ran for the pod,&amp;lt;br&amp;gt;&lt;br /&gt;
for a scout can&#039;t feel dread,&amp;lt;br&amp;gt;&lt;br /&gt;
he&#039;s got more balls than head,&amp;lt;br&amp;gt;&lt;br /&gt;
and that&#039;s one thing a coward ain&#039;t got.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The handful of pods left I gathered to me,&amp;lt;br&amp;gt;&lt;br /&gt;
and we left like a bolt from a barrel.&amp;lt;br&amp;gt;&lt;br /&gt;
A dozen survivors of two-million-odd men,&amp;lt;br&amp;gt;&lt;br /&gt;
the Grand Fleet of Admiral Karil.&amp;lt;br&amp;gt;&lt;br /&gt;
And as we all dove into Catan&#039;s dock ring,&amp;lt;br&amp;gt;&lt;br /&gt;
and the three from the Mada all started to sing,&amp;lt;br&amp;gt;&lt;br /&gt;
the thought of my men,&amp;lt;br&amp;gt;&lt;br /&gt;
had a horrible sting,&amp;lt;br&amp;gt;&lt;br /&gt;
for not one had lived through the battle.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the band played &#039;Fight on , the Navy&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
for the wives of the men of Catan,&amp;lt;br&amp;gt;&lt;br /&gt;
Nobody cheered,&amp;lt;br&amp;gt;&lt;br /&gt;
they just saw us and stared,&amp;lt;br&amp;gt;&lt;br /&gt;
and then, the crying began.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And now every march day I sit in the crowd,&amp;lt;br&amp;gt;&lt;br /&gt;
and watch the young guardsmen walk on then.&amp;lt;br&amp;gt;&lt;br /&gt;
I wonder to myself, not speaking aloud,&amp;lt;br&amp;gt;&lt;br /&gt;
why there&#039;s not one vet&#039;ran with them.&amp;lt;br&amp;gt;&lt;br /&gt;
The young men march stiffly, all upright with pride,&amp;lt;br&amp;gt;&lt;br /&gt;
they&#039;re all brave young soldiers with nothing to hide.&amp;lt;br&amp;gt;&lt;br /&gt;
And then one kid asks,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Is that how daddy died?&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
And I don&#039;t have the courage to tell him.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the band plays &#039;Fight on, the Navy&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
As I answer my question before.&amp;lt;br&amp;gt;&lt;br /&gt;
If the march they could give,&amp;lt;br&amp;gt;&lt;br /&gt;
to the men who had lived,&amp;lt;br&amp;gt;&lt;br /&gt;
not one man would dare march at all.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dancin&#039; my scouter, dancin&#039; my scouter,&amp;lt;br&amp;gt;&lt;br /&gt;
who&#039;ll come a-dancin&#039; my scouter with me?&amp;lt;br&amp;gt;&lt;br /&gt;
And their ghosts may be heard as you dance on by Bellerophon,&amp;lt;br&amp;gt;&lt;br /&gt;
who&#039;ll come a-dancin&#039; my scouter with me?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gilbert and Sullivan: A British Tar===&lt;br /&gt;
&lt;br /&gt;
A Space Marine is a soaring soul,&amp;lt;br&amp;gt;&lt;br /&gt;
Far greater than a mortal man,&amp;lt;br&amp;gt;&lt;br /&gt;
His energetic fist should be ready to resist&amp;lt;br&amp;gt;&lt;br /&gt;
Any heretical plan.&amp;lt;br&amp;gt;&lt;br /&gt;
His nose should pant,&amp;lt;br&amp;gt;&lt;br /&gt;
and his lip should curl,&amp;lt;br&amp;gt;&lt;br /&gt;
His cheeks should flame,&amp;lt;br&amp;gt;&lt;br /&gt;
and his brow should furl,&amp;lt;br&amp;gt;&lt;br /&gt;
His bosom should heave,&amp;lt;br&amp;gt;&lt;br /&gt;
and his hearts should glow,&amp;lt;br&amp;gt;&lt;br /&gt;
And his fist be ever ready for a knock-down blow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His nose should pant and his lip should curl,&amp;lt;br&amp;gt;&lt;br /&gt;
His cheeks should flame and his brow should furl,&amp;lt;br&amp;gt;&lt;br /&gt;
His bosom should heave and his hearts should glow,&amp;lt;br&amp;gt;&lt;br /&gt;
And his fist be ever ready for a knock-down blow.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes should flash with an inborn fire,&amp;lt;br&amp;gt;&lt;br /&gt;
His brow with scorn be wrung;&amp;lt;br&amp;gt;&lt;br /&gt;
He never should bow down to a filthy xenos frown,&amp;lt;br&amp;gt;&lt;br /&gt;
Or the tang of a traitor tongue.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His foot should stamp,&amp;lt;br&amp;gt;&lt;br /&gt;
and his throat should growl,&amp;lt;br&amp;gt;&lt;br /&gt;
His sword should twirl,&amp;lt;br&amp;gt;&lt;br /&gt;
and his face should scowl,&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes should flash like a conqueror&amp;lt;br&amp;gt;&lt;br /&gt;
And he should ever bellow &amp;quot;for the Emperor!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
His foot should stamp, and his throat should growl,&amp;lt;br&amp;gt;&lt;br /&gt;
His sword should twirl, and his face should scowl;&amp;lt;br&amp;gt;&lt;br /&gt;
His eyes should flash like a conqueror,&amp;lt;br&amp;gt;&lt;br /&gt;
And he should ever bellow &amp;quot;for the Emperor!&amp;quot;, the Emperor, the Emperor, the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dio: Holy Diver===&lt;br /&gt;
&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve been out too long in the warzone&amp;lt;br&amp;gt;&lt;br /&gt;
Oh it&#039;s jamming again&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ride the Tank&amp;lt;br&amp;gt;&lt;br /&gt;
You can see its hull but you know it&#039;s clean.&amp;lt;br&amp;gt;&lt;br /&gt;
Oh don&#039;t you see what I mean&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gotta shoot &#039;em down&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Shiny Tracers&amp;lt;br&amp;gt;&lt;br /&gt;
Like the eyes of a Daemon in the night&amp;lt;br&amp;gt;&lt;br /&gt;
Something is coming for you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Race for the Dropship&amp;lt;br&amp;gt;&lt;br /&gt;
You can hide in the sun of the Emperor&#039;s light&amp;lt;br&amp;gt;&lt;br /&gt;
Oh we will pray it&#039;s all right&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gotta get away-get away&amp;lt;br&amp;gt;&lt;br /&gt;
Between the armor lies&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a trooper hard as steel&amp;lt;br&amp;gt;&lt;br /&gt;
The valor never dies&amp;lt;br&amp;gt;&lt;br /&gt;
War&#039;s a never ending wheel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re the star of the battlefield&amp;lt;br&amp;gt;&lt;br /&gt;
No need for full auto&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Jump on the Tank&lt;br /&gt;
you can feel its hull but you know it&#039;s mean&amp;lt;br&amp;gt;&lt;br /&gt;
Some might can never be seen yeah&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ve been out too long in the warzone&amp;lt;br&amp;gt;&lt;br /&gt;
Oh it&#039;s jamming again&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Ride the Tank&amp;lt;br&amp;gt;&lt;br /&gt;
You can see armor but you know it&#039;s clean.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Gotta get away-get away Gotta get away-get away&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter sole survivor your honour&#039;s clean&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter Holy bolter never change the mag Holy Bolter&amp;lt;br&amp;gt;&lt;br /&gt;
Oh Holy Bolter yeah alright get away get away get away&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Bolter Holy Bolter whoa Holy Bolter Hmmm Hmmm Hmmm Hmmm.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Will Smith: Fresh Prince of Bel-Air===&lt;br /&gt;
&lt;br /&gt;
Now, this is a story all about how&amp;lt;br&amp;gt;&lt;br /&gt;
My life got flipped-turned upside down&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;d like to take a minute&amp;lt;br&amp;gt;&lt;br /&gt;
Just sit by my skull throne&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll tell you how I became the daemon prince of Khorne&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
No idea where I was born or raised&amp;lt;br&amp;gt;&lt;br /&gt;
On the gladiator arenas was where I spent most of my days&amp;lt;br&amp;gt;&lt;br /&gt;
Beatin&#039; smashing&#039; killin&#039; in the arenas&amp;lt;br&amp;gt;&lt;br /&gt;
Escaped to the mountains with a few cronies&amp;lt;br&amp;gt;&lt;br /&gt;
When a couple of soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
Who were up to no good&amp;lt;br&amp;gt;&lt;br /&gt;
They found us and attacked my neighborhood&amp;lt;br&amp;gt;&lt;br /&gt;
I got in one little fight and Emperor started to worry&amp;lt;br&amp;gt;&lt;br /&gt;
And said &#039;You&#039;re movin&#039; with your father and god in Terra&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It kinda hurt to see my pals fucked&amp;lt;br&amp;gt;&lt;br /&gt;
But Emprah didn&#039;t let me go back&amp;lt;br&amp;gt;&lt;br /&gt;
He gave me a battleship and then he gave me my legion.&amp;lt;br&amp;gt;&lt;br /&gt;
I put my axe on and said, &#039;Gotta give my army a lesson&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
First company, yo this is bad&amp;lt;br&amp;gt;&lt;br /&gt;
Marines drinking juice out of a champagne glass.&amp;lt;br&amp;gt;&lt;br /&gt;
Is this what the marines of World Eaters are like?&amp;lt;br&amp;gt;&lt;br /&gt;
Hmmmmm this won&#039;t be alright.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
But wait I hear there&#039;re techmarine, apothecarians and all that&amp;lt;br&amp;gt;&lt;br /&gt;
Put implants to the recruits like ones in this cool cat&amp;lt;br&amp;gt;&lt;br /&gt;
Now I like it&amp;lt;br&amp;gt;&lt;br /&gt;
Badass bloodthirsty soldiers&amp;lt;br&amp;gt;&lt;br /&gt;
I don&#039;t give a fuck to Emprahs&#039; warnings&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Well, the battle-barge landed and when I came out&amp;lt;br&amp;gt;&lt;br /&gt;
There was Horus who told he&#039;s gonna throw a rout&amp;lt;br&amp;gt;&lt;br /&gt;
I was in and we went to Terra&amp;lt;br&amp;gt;&lt;br /&gt;
We went totally ape&amp;lt;br&amp;gt;&lt;br /&gt;
After an epic bloodshed I heard &#039;Horus got raped&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I whistled for a Battle-Barge and when it came near&amp;lt;br&amp;gt;&lt;br /&gt;
My legion ran in, cursing the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
Dumped Kharn to the trunk and fled the war&amp;lt;br&amp;gt;&lt;br /&gt;
Khorne told me &#039;Yo homes to Eye of Terror&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I got wings on my back and horns on my head&amp;lt;br&amp;gt;&lt;br /&gt;
This cool runesword and skin blood-red&amp;lt;br&amp;gt;&lt;br /&gt;
I looked at my kingdom&amp;lt;br&amp;gt;&lt;br /&gt;
I was finally there&amp;lt;br&amp;gt;&lt;br /&gt;
To sit on my throne as the Daemon Prince of Khorne&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Henry Clay Work: Marching Through Georgia===&lt;br /&gt;
&lt;br /&gt;
Bring the platoon standard, lads, we&#039;ll sing another song &amp;lt;br/&amp;gt;&lt;br /&gt;
Sing it with a spirit that will start this world along. &amp;lt;br/&amp;gt;&lt;br /&gt;
Sing it as we&#039;ll always sing it, quadrillions strong, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
How the xenos howl when our flamers end all their fun, &amp;lt;br/&amp;gt;&lt;br /&gt;
How the cultists scream out when they march into our guns, &amp;lt;br/&amp;gt;&lt;br /&gt;
How the foe cries out for mercy when there will be none, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, and there were heretics who wept with painful tears &amp;lt;br/&amp;gt;&lt;br /&gt;
having felt our noble will they had denied for years. &amp;lt;br/&amp;gt;&lt;br /&gt;
How the Inquisition now brings them justice so dear, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your Imperium will die under my great onslaught!&amp;lt;br/&amp;gt;&lt;br /&gt;
So that Failbaddon said and that is what he thought,&amp;lt;br/&amp;gt;&lt;br /&gt;
But indeed we shall triumph for arms he has forgot,&amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory.&amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt; &lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we fight at Creed&#039;s right hand and Cadia shall hold, &amp;lt;br/&amp;gt;&lt;br /&gt;
For the Emprah stands with us and all rebels shall fold, &amp;lt;br/&amp;gt;&lt;br /&gt;
And we can hide Titans behind barricades we&#039;re told, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hoorah! Hoorah! We march with his glory. &amp;lt;br/&amp;gt;&lt;br /&gt;
Hoorah! Hoorah! His light shall make you free. &amp;lt;br/&amp;gt;&lt;br /&gt;
So we&#039;ll carry his name from Agrip&#039;naa to Delphi, &amp;lt;br/&amp;gt;&lt;br /&gt;
As we fight for the Emprah! &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kelis: Milkshake===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[Repeat x2]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I know you want xenotech,&amp;lt;br&amp;gt;&lt;br /&gt;
The thing that makes free energy,&amp;lt;br&amp;gt;&lt;br /&gt;
What explorators go crazy for.&amp;lt;br&amp;gt;&lt;br /&gt;
They lose their minds&amp;lt;br&amp;gt;&lt;br /&gt;
If the warp unbinds&amp;lt;br&amp;gt;&lt;br /&gt;
Before they get out in time.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Chorus x2]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
Warm it up.&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
AdMech toys are waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
I can see the machine spirit.&amp;lt;br&amp;gt;&lt;br /&gt;
You want to be just some skitarii?&amp;lt;br&amp;gt;&lt;br /&gt;
Tech geeks and freaks with toys&amp;lt;br&amp;gt;&lt;br /&gt;
That can&#039;t be bought.&amp;lt;br&amp;gt;&lt;br /&gt;
Just know: heretics get caught.&amp;lt;br&amp;gt;&lt;br /&gt;
Watch out if you&#039;re smart,&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Chorus x2]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
Warm it up.&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
AdMech toys are waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Omnissiah says &amp;quot;get involved.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Enginseers practice every day so&amp;lt;br&amp;gt;&lt;br /&gt;
You must maintain your firearm.&amp;lt;br&amp;gt;&lt;br /&gt;
Same time maintain your iron halo&amp;lt;br&amp;gt;&lt;br /&gt;
And you will learn to mend.&amp;lt;br&amp;gt;&lt;br /&gt;
(Plus work on our titans!)&amp;lt;br&amp;gt;&lt;br /&gt;
Then next honour spark plugs, the wheel and flint.&amp;lt;br&amp;gt;&lt;br /&gt;
Then starting your car is a blessed event!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;[Chorus x2]&#039;&#039;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
Warm it up.&amp;lt;br&amp;gt;&lt;br /&gt;
La la-la la la,&amp;lt;br&amp;gt;&lt;br /&gt;
AdMech toys are waiting.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
My mechadendrites bring all the boys to the yard,&amp;lt;br&amp;gt;&lt;br /&gt;
And they&#039;re like,&amp;lt;br&amp;gt;&lt;br /&gt;
The best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
Damn right the best forge world&#039;s Mars!&amp;lt;br&amp;gt;&lt;br /&gt;
We can teach you,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Bout St. Tesla&#039;s electric charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Lonely Island: I&#039;m On A Boat===&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Everybody start running&amp;lt;br&amp;gt;&lt;br /&gt;
Cause I&#039;m charging in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Take a good hard look&amp;lt;br&amp;gt;&lt;br /&gt;
at the motherfucking dread.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m in a dread, motherfuckers, so you better run.&amp;lt;br&amp;gt;&lt;br /&gt;
In a dread, blastin&#039; you away with my giant gun.&amp;lt;br&amp;gt;&lt;br /&gt;
Bustin&#039; heretics, making &#039;em wish they were dead.&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t stop me, motherfuckers &#039;cause I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Take your shot, bitch,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread, witch.&amp;lt;br&amp;gt;&lt;br /&gt;
And my adamantium armour&#039;s so thick.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ve got my giant fists&amp;lt;br&amp;gt;&lt;br /&gt;
And my meltagun.&amp;lt;br&amp;gt;&lt;br /&gt;
You were already dead before the war begun.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m riding in a drop pod&amp;lt;br&amp;gt;&lt;br /&gt;
Falling to the ground&amp;lt;br&amp;gt;&lt;br /&gt;
The drop pod&#039;s arriving,&amp;lt;br&amp;gt;&lt;br /&gt;
Making a terrible sound.&amp;lt;br&amp;gt;&lt;br /&gt;
But this ain&#039;t Slaanesh&amp;lt;br&amp;gt;&lt;br /&gt;
This is the Emperor&#039;s hound,&amp;lt;br&amp;gt;&lt;br /&gt;
An airborne dreadnought, motherfucking, coming inbound.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fuck you, I&#039;m in a dread, motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
Fuck guns, I cheated death, motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m here with Chapter Master Seth, motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t even draw breath motherfuckers.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, Emprah, if you could hear my roar,&amp;lt;br&amp;gt;&lt;br /&gt;
As I&#039;m waging your eternal war,&amp;lt;br&amp;gt;&lt;br /&gt;
Covering the ground with xeno gore&amp;lt;br&amp;gt;&lt;br /&gt;
Like Ursarkar Creed, anything is possible.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Never thought I&#039;d be in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Blood staining my armor red.&amp;lt;br&amp;gt;&lt;br /&gt;
Sanguinius, look at me.&amp;lt;br&amp;gt;&lt;br /&gt;
Never thought I&#039;d see the day,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;d watch myself decay.&amp;lt;br&amp;gt;&lt;br /&gt;
Believe me when I say&amp;lt;br&amp;gt;&lt;br /&gt;
I fought in the Great Crusade.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Everybody start running,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause I&#039;m charging in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m in a dread.&amp;lt;br&amp;gt;&lt;br /&gt;
Take a good hard look&amp;lt;br&amp;gt;&lt;br /&gt;
At the motherfucking dread.&lt;br /&gt;
&lt;br /&gt;
===Tom Jones: Delilah===&lt;br /&gt;
I saw the gleam of the claw that she passed through my forces&amp;lt;br&amp;gt;&lt;br /&gt;
I saw the flickering red fire of evil in her eyes&amp;lt;br&amp;gt;&lt;br /&gt;
She was my daemon&amp;lt;br&amp;gt;&lt;br /&gt;
As she decieved me I watched and made plans for her demise&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My my my Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
Why why why Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
I could see, that thing was no good for me&amp;lt;br&amp;gt;&lt;br /&gt;
But I found the Warp had a craving for debris&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At battle&#039;s end when my troops ran away I was waiting&amp;lt;br&amp;gt;&lt;br /&gt;
I crossed the field to her spot and she writhed some more&amp;lt;br&amp;gt;&lt;br /&gt;
She stood there laughing&amp;lt;br&amp;gt;&lt;br /&gt;
I felt my Powerfist clench and she laughed no more&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
My my my Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
Why why why Defiler&amp;lt;br&amp;gt;&lt;br /&gt;
So before they come to fuck up my base&amp;lt;br&amp;gt;&lt;br /&gt;
Forgive me Defiler I just couldn&#039;t take any more&amp;lt;br&amp;gt;&lt;br /&gt;
Forgive me Defiler I just couldn&#039;t take any more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cage the Elephant: Ain&#039;t no Rest for the Wicked===&lt;br /&gt;
I was walking through the Hive&amp;lt;br&amp;gt;&lt;br /&gt;
When out the corner of my eye&amp;lt;br&amp;gt;&lt;br /&gt;
I saw a filthy teenage girl approaching me.&amp;lt;br&amp;gt;&lt;br /&gt;
She said sir can you spare a Throne&amp;lt;br&amp;gt;&lt;br /&gt;
For a girl all alone &amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps I&#039;d keep you company?&amp;lt;br&amp;gt;&lt;br /&gt;
I looked into her eyes&amp;lt;br&amp;gt;&lt;br /&gt;
And saw the sin of vice&amp;lt;br&amp;gt;&lt;br /&gt;
I knew the Dark Gods held her in their sway&amp;lt;br&amp;gt;&lt;br /&gt;
Offering Prayer to the Emperor, &amp;lt;br&amp;gt;&lt;br /&gt;
I raised and aimed by Hecutor&amp;lt;br&amp;gt;&lt;br /&gt;
And swiftly put a bullet in her head. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, There ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Salvation doesn&#039;t come for free,&amp;lt;br&amp;gt;&lt;br /&gt;
I got fiends to slay, &amp;lt;br&amp;gt;&lt;br /&gt;
I got men to save, &amp;lt;br&amp;gt;&lt;br /&gt;
I must strive to bring His Grace to me&amp;lt;br&amp;gt;&lt;br /&gt;
I know I can&#039;t lose Faith,&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t give in,&amp;lt;br&amp;gt;&lt;br /&gt;
Though sometimes I fear I could,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh there ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Until we give our lives for Good. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As I continued through the hive&amp;lt;br&amp;gt;&lt;br /&gt;
I go walking past a bar&amp;lt;br&amp;gt;&lt;br /&gt;
When a man clad just in paint burst out the door&amp;lt;br&amp;gt;&lt;br /&gt;
And then he looked at me and screamed&amp;lt;br&amp;gt;&lt;br /&gt;
Swung an axe right at my neck,&amp;lt;br&amp;gt;&lt;br /&gt;
I saw no reason or thought behind his eyes&amp;lt;br&amp;gt;&lt;br /&gt;
I barely dodged the attack &amp;lt;br&amp;gt;&lt;br /&gt;
And knew that I had to fight back&amp;lt;br&amp;gt;&lt;br /&gt;
So I steeled myself and drew my gun to fight&amp;lt;br&amp;gt;&lt;br /&gt;
I racked my boltgun with a click&amp;lt;br&amp;gt;&lt;br /&gt;
And blew apart the heretic&amp;lt;br&amp;gt;&lt;br /&gt;
And stood over his corpse right in the street. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, There ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Salvation doesn&#039;t come for free,&amp;lt;br&amp;gt;&lt;br /&gt;
I got fiends to slay, &amp;lt;br&amp;gt;&lt;br /&gt;
I got men to save, &amp;lt;br&amp;gt;&lt;br /&gt;
I must strive to bring His Grace to me&amp;lt;br&amp;gt;&lt;br /&gt;
I know I can&#039;t lose Faith,&amp;lt;br&amp;gt;&lt;br /&gt;
I can&#039;t give in,&amp;lt;br&amp;gt;&lt;br /&gt;
Though sometimes I fear I could,&amp;lt;br&amp;gt;&lt;br /&gt;
Oh there ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Until we give our lives for Good. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now, much later in the day&amp;lt;br&amp;gt;&lt;br /&gt;
I went to rest in my own hab,&amp;lt;br&amp;gt;&lt;br /&gt;
And watched the pict-vid to find out the latest news&amp;lt;br&amp;gt;&lt;br /&gt;
I was listening to reports&amp;lt;br&amp;gt;&lt;br /&gt;
About rebellions all around&amp;lt;br&amp;gt;&lt;br /&gt;
And felt a fire stirring deep inside my heart&amp;lt;br&amp;gt;&lt;br /&gt;
There are enemies without&amp;lt;br&amp;gt;&lt;br /&gt;
and there are enemies within, &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s up to us to defend our Imperium&amp;lt;br&amp;gt;&lt;br /&gt;
So I urge all mankind to fight&amp;lt;br&amp;gt;&lt;br /&gt;
For what we know deep down is right&amp;lt;br&amp;gt;&lt;br /&gt;
The sacred glory of the God Emperor of Man!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, There ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Salvation doesn&#039;t come for free,&amp;lt;br&amp;gt;&lt;br /&gt;
We got fiends to slay, &amp;lt;br&amp;gt;&lt;br /&gt;
We got men to save, &amp;lt;br&amp;gt;&lt;br /&gt;
We must strive to each live Faithfully&amp;lt;br&amp;gt;&lt;br /&gt;
Oh no&amp;lt;br&amp;gt;&lt;br /&gt;
We can&#039;t give in,&amp;lt;br&amp;gt;&lt;br /&gt;
We can&#039;t have doubt,&amp;lt;br&amp;gt;&lt;br /&gt;
If we want to survive these times. &amp;lt;br&amp;gt;&lt;br /&gt;
Oh there ain&#039;t no rest for the Righteous,&amp;lt;br&amp;gt;&lt;br /&gt;
Until we give our lives for Good. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One night in Bangkok===&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Hive world, Imperial setting&amp;lt;br&amp;gt;&lt;br /&gt;
And the hive don&#039;t know that the hive is getting&amp;lt;br&amp;gt;&lt;br /&gt;
The creme de la creme of the regicide world in a&amp;lt;br&amp;gt;&lt;br /&gt;
Show with everything but Ol&#039; Cain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Time flies -- doesn&#039;t seem a minute&amp;lt;br&amp;gt;&lt;br /&gt;
Since the Slaanesh spa had the regi boys in it&amp;lt;br&amp;gt;&lt;br /&gt;
All change -- don&#039;t you know that when you&amp;lt;br&amp;gt;&lt;br /&gt;
Play at this level there&#039;s no ordinary venue&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s Fenris -- or Gravalax -- or a Craftworld -- or --&lt;br /&gt;
or this place!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and the warp&#039;s your oyster&amp;lt;br&amp;gt;&lt;br /&gt;
The boys are temples and the girls are free&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll find a god in every golden cloister&amp;lt;br&amp;gt;&lt;br /&gt;
And if you&#039;re lucky then the god&#039;s a she (right now)&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel Slaaneshiis sliding up to me (Oh dear)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
One world&#039;s very like another&amp;lt;br&amp;gt;&lt;br /&gt;
When your head&#039;s down over your pieces, brother&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a drag, it&#039;s a bore, it&#039;s really such a pity&amp;lt;br&amp;gt;&lt;br /&gt;
To be looking at the board, not looking at the city&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Whaddya mean? Ya seen one crowded, polluted, stinking hive --&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
Tea, tarts, warm, sweet&amp;lt;br&amp;gt;&lt;br /&gt;
Some are set up in the Penthouse Plateau suite&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Frag off! You&#039;re talking to a tourist&amp;lt;br&amp;gt;&lt;br /&gt;
Whose every game&#039;s among the purest&amp;lt;br&amp;gt;&lt;br /&gt;
I get my kicks with His blessing, Snotling!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok makes a Guardsman traitor&amp;lt;br&amp;gt;&lt;br /&gt;
Not much between despair and heresy&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and Inquisitors tumble&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be too careful with your company&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel a daemon walking next to me&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[IMPERIAL]&amp;lt;br&amp;gt;&lt;br /&gt;
Yarrick&#039;s gonna be the witness&amp;lt;br&amp;gt;&lt;br /&gt;
To the ultimate test of cerebral fitness&amp;lt;br&amp;gt;&lt;br /&gt;
This provides much more for us&amp;lt;br&amp;gt;&lt;br /&gt;
Than a Waaaagh of Orks or a snarling Horus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Praise the Emprah&#039; I&#039;m only watching the game -- controlling it --&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see you guys rating&amp;lt;br&amp;gt;&lt;br /&gt;
The kind of trap I&#039;m contemplating&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;d let you watch, I would invite you&amp;lt;br&amp;gt;&lt;br /&gt;
But the Sisters we use would not excite you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you better go back to your bars, your temples, your Tarot&lt;br /&gt;
parlours -- &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[CULTISTS]&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and the warp&#039;s your oyster&amp;lt;br&amp;gt;&lt;br /&gt;
The boys are temples and the girls are free&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll find a god in every golden cloister&amp;lt;br&amp;gt;&lt;br /&gt;
A lot of flesh, a little heresy&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel a cultist feeling up on me&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One night in Bangkok makes a Guardsman traitor&amp;lt;br&amp;gt;&lt;br /&gt;
Not much between despair and heresy&amp;lt;br&amp;gt;&lt;br /&gt;
One night in Bangkok and the Seraphim tumble&amp;lt;br&amp;gt;&lt;br /&gt;
Can&#039;t be too careful with your company&amp;lt;br&amp;gt;&lt;br /&gt;
I can feel Eth&#039;reals floating next to me...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===I Vow To Thee My Emperor (I Vow To Thee My Country===&lt;br /&gt;
&lt;br /&gt;
I vow to thee my Emperor, Humanity above&amp;lt;br&amp;gt;&lt;br /&gt;
Entire, and whole and Gothic, my life and my truelove&amp;lt;br&amp;gt;&lt;br /&gt;
The love that begs no questions, the love that stands the test&amp;lt;br&amp;gt;&lt;br /&gt;
That cleanses all who deny you, the dearest and the best&amp;lt;br&amp;gt;&lt;br /&gt;
The love that never wavers, the love above my life&amp;lt;br&amp;gt;&lt;br /&gt;
The love that makes unfaltered, the final sacrifice&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yet there are other Emperors, formed a great time ago&amp;lt;br&amp;gt;&lt;br /&gt;
Most cruel to those that worship them, great weavers of sorrow&amp;lt;br&amp;gt;&lt;br /&gt;
They may have countless armies, they may engulf everything&amp;lt;br&amp;gt;&lt;br /&gt;
But their fortress is a rotting husk, their spawn is suffering&amp;lt;br&amp;gt;&lt;br /&gt;
And soul by soul and silently their great powers decrease&amp;lt;br&amp;gt;&lt;br /&gt;
And all their forms are faltering, and all their slaves release&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I heard my Emperor calling, away across the void&amp;lt;br&amp;gt;&lt;br /&gt;
Across the waste of emptiness, lest Terra be destroyed&amp;lt;br&amp;gt;&lt;br /&gt;
His sword is girded at his side, his halo above his head&amp;lt;br&amp;gt;&lt;br /&gt;
And around his feet are lying the dying and the dead&amp;lt;br&amp;gt;&lt;br /&gt;
I hear the noise of battle, the thunder of his guns&amp;lt;br&amp;gt;&lt;br /&gt;
I haste to thee, my Emperor, a son among thy sons&amp;lt;br&amp;gt;  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heather Alexander: March of Cambreadth===&lt;br /&gt;
&lt;br /&gt;
Lasgun&#039;s flash, chainswords swing,&amp;lt;br&amp;gt;&lt;br /&gt;
Bolter&#039;s armour-piercing sting,&amp;lt;br&amp;gt;&lt;br /&gt;
Warhounds run, flickering void-shields,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight Those Heretics till They Yield&amp;lt;br&amp;gt;&lt;br /&gt;
Baneblade catterpillars groan,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight to Keep this World Your Own&amp;lt;br&amp;gt;&lt;br /&gt;
Sound the vox and call the cry,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Follow orders as you&#039;re told,&amp;lt;br&amp;gt;&lt;br /&gt;
Make Their Daemon Blood Run Cold&amp;lt;br&amp;gt;&lt;br /&gt;
Fight until you die or drop,&amp;lt;br&amp;gt;&lt;br /&gt;
A Force Like Ours is Hard to Stop&amp;lt;br&amp;gt;&lt;br /&gt;
Close your mind to stress and pain,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight till You&#039;re No Longer Sane&amp;lt;br&amp;gt;&lt;br /&gt;
Let not one cultist pass by,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guard your women and children well,&amp;lt;br&amp;gt;&lt;br /&gt;
Send These Bastards Back to Hell&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll teach them the ways of war,&amp;lt;br&amp;gt;&lt;br /&gt;
They Won&#039;t Come Here Any More&amp;lt;br&amp;gt;&lt;br /&gt;
Use your gun and use your head,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight till Every One is Dead&amp;lt;br&amp;gt;&lt;br /&gt;
Raise the flag up to the sky,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dawn has broke, the time has come,&amp;lt;br&amp;gt;&lt;br /&gt;
Move Your Feet to a Marching Drum&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll win the war and pay the toll,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll Fight as One in Heart and Soul&amp;lt;br&amp;gt;&lt;br /&gt;
Baneblade catterpillars groan,&amp;lt;br&amp;gt;&lt;br /&gt;
Fight to Keep this World Your Own&amp;lt;br&amp;gt;&lt;br /&gt;
Sound the vox and call the cry,&amp;lt;br&amp;gt;&lt;br /&gt;
How Many of Them Can We Make Die!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(Repeat verse 1)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Rutland Weekend Television: Football===&lt;br /&gt;
&lt;br /&gt;
[Commissar]&amp;lt;br&amp;gt;&lt;br /&gt;
I blow brains out for the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
[Blood Angel]&amp;lt;br&amp;gt;&lt;br /&gt;
For the Chapter, I burn Orks&amp;lt;br&amp;gt;&lt;br /&gt;
[Harlequin]&amp;lt;br&amp;gt;&lt;br /&gt;
I dismember for The Laughing God&amp;lt;br&amp;gt;&lt;br /&gt;
[Warboss]&amp;lt;br&amp;gt;&lt;br /&gt;
Oi killz fer Gork an&#039; Mork!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor]&amp;lt;br&amp;gt;&lt;br /&gt;
I drop planet-killing bombs on the unclean from up above!&amp;lt;br&amp;gt;&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes 40k&#039;s the game that we all love!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Plague Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
I spread STDs for Nurgle&amp;lt;br&amp;gt;&lt;br /&gt;
[Noise Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it for Slaanesh&amp;lt;br&amp;gt;&lt;br /&gt;
[Rubric Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
For Tzeench I scatter entrails&amp;lt;br&amp;gt;&lt;br /&gt;
[Berzerker]&amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne, I&#039;ll eat your flesh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Chaos Marine]&amp;lt;br&amp;gt;&lt;br /&gt;
I wish they&#039;d bring back Malal, &#039;cause those other four are bores&amp;lt;br&amp;gt;&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, 40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Marines]&amp;lt;br&amp;gt;&lt;br /&gt;
Cleanse! Purge! Kill!&amp;lt;br&amp;gt;&lt;br /&gt;
[Cultist]&amp;lt;br&amp;gt;&lt;br /&gt;
Aaah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Chaos Marines]&amp;lt;br&amp;gt;&lt;br /&gt;
Maim! Kill! Burn!&amp;lt;br&amp;gt;&lt;br /&gt;
[Guardsman]&amp;lt;br&amp;gt;&lt;br /&gt;
Ow!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Dark Eldar Wych]&amp;lt;br&amp;gt;&lt;br /&gt;
I loot and rape for pleasure&amp;lt;br&amp;gt;&lt;br /&gt;
[Fire Warrior]&amp;lt;br&amp;gt;&lt;br /&gt;
I kill for The Greater Good&amp;lt;br&amp;gt;&lt;br /&gt;
[Necron Pariah]&amp;lt;br&amp;gt;&lt;br /&gt;
I skin people for the Star Gods and then bathe in their blood&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause in the grimdark future there is dick-all else but war&amp;lt;br&amp;gt;&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, 40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Necrons]&amp;lt;br&amp;gt;&lt;br /&gt;
Move! Shoot! Move!&amp;lt;br&amp;gt;&lt;br /&gt;
[Orks]&amp;lt;br&amp;gt;&lt;br /&gt;
WAAAUGH!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
We love Warhammer!&amp;lt;br&amp;gt;&lt;br /&gt;
[Nids]&amp;lt;br&amp;gt;&lt;br /&gt;
Om! Nom! Nom!&amp;lt;br&amp;gt;&lt;br /&gt;
[Penitent Engine]&amp;lt;br&amp;gt;&lt;br /&gt;
Ohhh!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[All]&amp;lt;br&amp;gt;&lt;br /&gt;
40k&#039;s the game that we adore!&amp;lt;br&amp;gt;&lt;br /&gt;
The End!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Men of Harlech===&lt;br /&gt;
Men of Tanith, stop your dreaming,&amp;lt;br/&amp;gt;&lt;br /&gt;
Can&#039;t you see their lasguns gleaming,&amp;lt;br/&amp;gt;&lt;br /&gt;
Or their ruinous banners streaming,&amp;lt;br/&amp;gt;&lt;br /&gt;
On this battlefield?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Men of Tanith, stand ye steady!&amp;lt;br/&amp;gt;&lt;br /&gt;
It shall not be ever said the&amp;lt;br/&amp;gt;&lt;br /&gt;
Ghosts for battle were not ready.&amp;lt;br/&amp;gt;&lt;br /&gt;
On you, Tanith men!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
From our worlds rebounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
Let this war cry sounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
Summon all at Emp&#039;ror&#039;s call&amp;lt;br/&amp;gt;&lt;br /&gt;
The mighty force surrounding!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, men of Tanith, on to glory!&amp;lt;br/&amp;gt;&lt;br /&gt;
This shall ever be your story&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep these burning words before ye,&amp;lt;br/&amp;gt;&lt;br /&gt;
Gaunt&#039;s Ghosts shall not yield!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tongues of las from nalwood flaring,&amp;lt;br/&amp;gt;&lt;br /&gt;
News of traitors&#039; deaths declaring,&amp;lt;br/&amp;gt; &lt;br /&gt;
To heroic deeds of daring&amp;lt;br/&amp;gt;&lt;br /&gt;
call you Tanith men!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Groans of wounded Guardsmen dying,&amp;lt;br/&amp;gt;&lt;br /&gt;
Wails of wives and children flying,&amp;lt;br/&amp;gt;&lt;br /&gt;
for the Emp&#039;ror&#039;s succor crying&amp;lt;br/&amp;gt;&lt;br /&gt;
Hear you not their plight?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shall those voices wailing,&amp;lt;br/&amp;gt; &lt;br /&gt;
Now be unavailing,&amp;lt;br/&amp;gt;&lt;br /&gt;
You to rouse who never yet&amp;lt;br/&amp;gt;&lt;br /&gt;
the Emperor&#039;s realm were failing?&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This our answer, crowds down pouring&amp;lt;br/&amp;gt;&lt;br /&gt;
Swift as a bolter&#039;s wrath comes roaring&amp;lt;br/&amp;gt;&lt;br /&gt;
Not in vain, His voice imploring,&amp;lt;br/&amp;gt;&lt;br /&gt;
calls on Tanith men.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now to battle we are going,&amp;lt;br/&amp;gt;&lt;br /&gt;
Every heart with courage glowing,&amp;lt;br/&amp;gt;&lt;br /&gt;
Pride and passion overflowing&amp;lt;br/&amp;gt;&lt;br /&gt;
In the glorious strife.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lo! the din of war enrages,&amp;lt;br/&amp;gt;&lt;br /&gt;
Vengeance crowns the hate of ages,&amp;lt;br/&amp;gt;&lt;br /&gt;
Sternly Tanith now engages&amp;lt;br/&amp;gt;&lt;br /&gt;
the doomed Heretics!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hear the old pipes playing,&amp;lt;br/&amp;gt;&lt;br /&gt;
And the soldiers slaying,&amp;lt;br/&amp;gt;&lt;br /&gt;
Hot the strife while Tanith men&amp;lt;br/&amp;gt;&lt;br /&gt;
Are lives of traitors claiming.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lasbolts fly as swift as lightning,&amp;lt;br/&amp;gt;&lt;br /&gt;
Shout on shout the tumult height&#039;ning,&amp;lt;br/&amp;gt;&lt;br /&gt;
Aquila&#039;s gold wing is bright&#039;ning,&amp;lt;br/&amp;gt;&lt;br /&gt;
In the Emperor&#039;s name!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loud the Tanith pipes are sounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
Every guardsman&#039;s heart is pounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
As the trusted Gaunt surrounding,&amp;lt;br/&amp;gt;&lt;br /&gt;
March you, Tanith men!&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short the sleep the foes is taking,&amp;lt;br/&amp;gt;&lt;br /&gt;
Ere the morrow&#039;s morn is breaking,&amp;lt;br/&amp;gt;&lt;br /&gt;
They shall have a rude awakening,&amp;lt;br/&amp;gt;&lt;br /&gt;
Wrought by Tanith men.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With their lasguns flashing,&amp;lt;br/&amp;gt;&lt;br /&gt;
And Straight Silvers slashing,&amp;lt;br/&amp;gt;&lt;br /&gt;
Through the traitors&#039; serried ranks&amp;lt;br/&amp;gt;&lt;br /&gt;
The Tanith men are dashing&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now the heretics are flying,&amp;lt;br/&amp;gt;&lt;br /&gt;
Trampling on the dead and dying;&amp;lt;br/&amp;gt;&lt;br /&gt;
Victory aloft is crying,&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;quot;Gaunt&#039;s Ghosts win the field!&amp;quot; &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Manowar: Dawn of Battle===&lt;br /&gt;
Dreadful Thunder&lt;br /&gt;
&lt;br /&gt;
The storms moving in&lt;br /&gt;
&lt;br /&gt;
And Judgment day is calling!&lt;br /&gt;
&lt;br /&gt;
My soul has been stolen&lt;br /&gt;
&lt;br /&gt;
By my ascension as Khorne&#039;s Chosen!&lt;br /&gt;
&lt;br /&gt;
And the sound of glory !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I will send into the ground&lt;br /&gt;
&lt;br /&gt;
All that are found&lt;br /&gt;
&lt;br /&gt;
By the sign of Warmaker falling!&lt;br /&gt;
&lt;br /&gt;
The Loyalists will fall&lt;br /&gt;
&lt;br /&gt;
I will strike down them all&lt;br /&gt;
&lt;br /&gt;
Then you will know my calling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blood God calls my name&lt;br /&gt;
&lt;br /&gt;
In the sound of the wind in the night&lt;br /&gt;
&lt;br /&gt;
My sword will drink blood!&lt;br /&gt;
&lt;br /&gt;
And I will fight&lt;br /&gt;
&lt;br /&gt;
Yes I will fight&lt;br /&gt;
&lt;br /&gt;
In the dawn of battle&lt;br /&gt;
&lt;br /&gt;
Dawn of battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I will rise up to Khorne&#039;s Call!&lt;br /&gt;
&lt;br /&gt;
I will rise up from the grave&lt;br /&gt;
&lt;br /&gt;
A brother of Angron&lt;br /&gt;
&lt;br /&gt;
A master to the slaves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am the soul Chosen&lt;br /&gt;
&lt;br /&gt;
Of the Khorne&#039;s Fire and His Rage&lt;br /&gt;
&lt;br /&gt;
I was wrought upon this galaxy&lt;br /&gt;
&lt;br /&gt;
Born to rule and battle wage&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the total decimation &lt;br /&gt;
&lt;br /&gt;
Of the Imperium at my command!&lt;br /&gt;
&lt;br /&gt;
By the Axe! By the Sword!&lt;br /&gt;
&lt;br /&gt;
By Fire! By my hand!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I give no explanation!&lt;br /&gt;
&lt;br /&gt;
I was branded by Khorne&#039;s Will&lt;br /&gt;
&lt;br /&gt;
To bring death and destruction&lt;br /&gt;
&lt;br /&gt;
To all that I now kill!&lt;br /&gt;
&lt;br /&gt;
The Blood God calls my name&lt;br /&gt;
&lt;br /&gt;
In the sound of the wind in the night&lt;br /&gt;
&lt;br /&gt;
My sword will drink blood&lt;br /&gt;
&lt;br /&gt;
And I will fight&lt;br /&gt;
&lt;br /&gt;
Yes I will fight&lt;br /&gt;
&lt;br /&gt;
In the dawn of battle&lt;br /&gt;
&lt;br /&gt;
Dawn of Battle&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I long to slay&lt;br /&gt;
&lt;br /&gt;
So I wait for a sign&lt;br /&gt;
&lt;br /&gt;
I wait for the Hordes&lt;br /&gt;
&lt;br /&gt;
To charge from the Eye&lt;br /&gt;
&lt;br /&gt;
From the dusts of carnage&lt;br /&gt;
&lt;br /&gt;
A promise to keep&lt;br /&gt;
&lt;br /&gt;
Then all who see shall believe&lt;br /&gt;
&lt;br /&gt;
Deliver into my hand&lt;br /&gt;
&lt;br /&gt;
The sword that is His Right Hand&lt;br /&gt;
&lt;br /&gt;
Let my journey begin&lt;br /&gt;
&lt;br /&gt;
So all shall understand&lt;br /&gt;
&lt;br /&gt;
That if I fall&lt;br /&gt;
&lt;br /&gt;
I will live again&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I will rise up to Chaos&#039; Call&lt;br /&gt;
&lt;br /&gt;
I will rise up from the grave&lt;br /&gt;
&lt;br /&gt;
A brother to the Angron&lt;br /&gt;
&lt;br /&gt;
A master to the slaves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I give no explanation&lt;br /&gt;
&lt;br /&gt;
I was branded by Khorne&#039;s Will&lt;br /&gt;
&lt;br /&gt;
To bring Death and Destruction&lt;br /&gt;
&lt;br /&gt;
To all that I now kill&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Blood God calls my name&lt;br /&gt;
&lt;br /&gt;
In the sound of the wind in the night&lt;br /&gt;
&lt;br /&gt;
My sword will drink blood&lt;br /&gt;
&lt;br /&gt;
And I will fight&lt;br /&gt;
&lt;br /&gt;
Yes I will fight&lt;br /&gt;
&lt;br /&gt;
In the dawn of battle&lt;br /&gt;
&lt;br /&gt;
===Antoine Dodson and the Gregory Brothers: Bed Intruder===&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt; &lt;br /&gt;
[Town Crier]&amp;lt;br&amp;gt;&lt;br /&gt;
He’s landin&#039; on your planets&amp;lt;br&amp;gt;&lt;br /&gt;
He’s snatchin blasphemers up&amp;lt;br&amp;gt;&lt;br /&gt;
Gonna purge em so y’all need to&amp;lt;br&amp;gt;&lt;br /&gt;
Hide your kids, Hide your wife&amp;lt;br&amp;gt;&lt;br /&gt;
Hide your kids, Hide your wife&amp;lt;br&amp;gt;&lt;br /&gt;
Hide your kids, Hide your wife&amp;lt;br&amp;gt;&lt;br /&gt;
And hide your husband&amp;lt;br&amp;gt;&lt;br /&gt;
Cuz they purgin&#039; errbody out here&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You don’t have to come and confess,&amp;lt;br&amp;gt;&lt;br /&gt;
They lookin&#039; for you&amp;lt;br&amp;gt;&lt;br /&gt;
They gon&#039; find you&amp;lt;br&amp;gt;&lt;br /&gt;
They gon&#039; find you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So you can run and tell that,&amp;lt;br&amp;gt;&lt;br /&gt;
Run and tell that&amp;lt;br&amp;gt;&lt;br /&gt;
Run and tell that, heretic&amp;lt;br&amp;gt;&lt;br /&gt;
Her- her- heretic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Acolyte]&amp;lt;br&amp;gt;&lt;br /&gt;
We got your DNA&amp;lt;br&amp;gt;&lt;br /&gt;
You done left fingerprints and all&amp;lt;br&amp;gt;&lt;br /&gt;
You are so dumb&amp;lt;br&amp;gt;&lt;br /&gt;
You are really dumb–for real.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You are really, really, really, really, so dumb.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Witness]&amp;lt;br&amp;gt;&lt;br /&gt;
I was attacked by some heretic in the hab-stacks.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Acolytes]&amp;lt;br&amp;gt;&lt;br /&gt;
So dumb, So dumb, So dumb, So&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Lord&#039;s Report]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;bout 5&#039;9&#039;, 5&#039;10&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pallid complexion, bald cut like Astartes&amp;lt;br&amp;gt;&lt;br /&gt;
With some little runes on his head&amp;lt;br&amp;gt;&lt;br /&gt;
Clean cut, very gaunt face&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sent in my Sisters, when they walked in,&amp;lt;br&amp;gt;&lt;br /&gt;
He had his hands around a tome.&amp;lt;br&amp;gt;&lt;br /&gt;
First thing was to grant emperor&#039;s mercy,&amp;lt;br&amp;gt;&lt;br /&gt;
And that&#039;s what they did.&amp;lt;br&amp;gt;&lt;br /&gt;
Sororitas: (&#039;ey!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor Lord]&amp;lt;br&amp;gt;&lt;br /&gt;
Well, obviously we have a cultist in Lincoln Park&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Battle-Sister]&amp;lt;br&amp;gt;&lt;br /&gt;
Are you serious, My Lord?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We got your dagger&amp;lt;br&amp;gt;&lt;br /&gt;
We got your scent&amp;lt;br&amp;gt;&lt;br /&gt;
I know what shoe size you wear, my boy&amp;lt;br&amp;gt;&lt;br /&gt;
So you can run and hide&amp;lt;br&amp;gt;&lt;br /&gt;
But we&#039;re gonna find you&amp;lt;br&amp;gt; &lt;br /&gt;
Find you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus x2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ozzy: Crazy train===&lt;br /&gt;
&lt;br /&gt;
Black Rage, but that&#039;s how it goes&amp;lt;br&amp;gt;&lt;br /&gt;
Millions of traitors living as foes&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty sure it is too late&amp;lt;br&amp;gt;&lt;br /&gt;
To learn how to love&amp;lt;br&amp;gt;&lt;br /&gt;
And forget how to hate&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortal wounds are healing&amp;lt;br&amp;gt;&lt;br /&gt;
Life&#039;s a bitter shame&amp;lt;br&amp;gt;&lt;br /&gt;
Im getting an extra save with my Feel No Pain&amp;lt;br&amp;gt;&lt;br /&gt;
Im getting an extra save with my Feel No Pain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s Go!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I listen to chaplains&amp;lt;br&amp;gt;&lt;br /&gt;
To get rerolls&amp;lt;br&amp;gt;&lt;br /&gt;
I fight against Bloodthirst&amp;lt;br&amp;gt;&lt;br /&gt;
Got my own set of rules&amp;lt;br&amp;gt;&lt;br /&gt;
One person conditioned to keep some control&amp;lt;br&amp;gt;&lt;br /&gt;
And Astorath lets me live just for the lulz&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mental wounds still screaming&amp;lt;br&amp;gt;&lt;br /&gt;
Driving me insane&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m fighting against Horus crazy brain&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m im kicking Horus&#039; ass in my crazy brain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I know that things are pretty wrong with me&amp;lt;br&amp;gt;&lt;br /&gt;
You gotta listen to my RAGE&amp;lt;br&amp;gt;&lt;br /&gt;
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Death company Chaplain&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s what we&#039;ve become&amp;lt;br&amp;gt;&lt;br /&gt;
Inheriting troubles I&#039;m mentally numb&amp;lt;br&amp;gt;&lt;br /&gt;
Crazy, I just cannot bear&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m living with something&#039; that just isn&#039;t fair&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Had a wound inflicted&amp;lt;br&amp;gt;&lt;br /&gt;
Anyone to blame&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m going off the rails with my unbound rage&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m going off the rails with my unbound rage&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SSgt Barry Sadler: Ballade Of The Space Marines.===&lt;br /&gt;
Fighting soldiers from the sky&amp;lt;br&amp;gt;&lt;br /&gt;
Fearless men who jump and die&amp;lt;br&amp;gt;&lt;br /&gt;
Men who haunt the Xenos&#039; dreams&amp;lt;br&amp;gt;&lt;br /&gt;
The brave men of the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden wings upon their chests&amp;lt;br&amp;gt;&lt;br /&gt;
More than men, the Imperium&#039;s best&amp;lt;br&amp;gt;&lt;br /&gt;
Today we test one hundred teens&amp;lt;br&amp;gt;&lt;br /&gt;
But only one joins the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Altered to live off any land&amp;lt;br&amp;gt;&lt;br /&gt;
Trained in combat, hand to hand&amp;lt;br&amp;gt;&lt;br /&gt;
Never to hide their colours&#039; sheen&amp;lt;br&amp;gt;&lt;br /&gt;
They wear them proud for the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golden wings upon their chests&amp;lt;br&amp;gt;&lt;br /&gt;
More than men, the Imperium&#039;s best&amp;lt;br&amp;gt;&lt;br /&gt;
Today we test one hundred teens&amp;lt;br&amp;gt;&lt;br /&gt;
But only one joins the Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When at last, he is released&amp;lt;br&amp;gt;&lt;br /&gt;
One more Marine finds The Emperor&#039;s Peace&amp;lt;br&amp;gt;&lt;br /&gt;
He has died for those oppressed&amp;lt;br&amp;gt;&lt;br /&gt;
Leaving his Chapter one request&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cut the geneseed from my chest&amp;lt;br&amp;gt;&lt;br /&gt;
To live again in the Imperium&#039;s best&amp;lt;br&amp;gt;&lt;br /&gt;
One more young man to guard the hopes and dreams&amp;lt;br&amp;gt;&lt;br /&gt;
Of all Mankind as a Space Marine&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===When You&#039;re Eldrad===&lt;br /&gt;
When Asuryan is too busy, and Khaine&#039;s a bit too much&amp;lt;br&amp;gt;&lt;br /&gt;
They call me, by name you see, for my special touch&amp;lt;br&amp;gt;&lt;br /&gt;
To the seers I&#039;m a legend, to the mon&#039;keigh I&#039;m a dick&amp;lt;br&amp;gt;&lt;br /&gt;
But call me by any name, any way it&#039;s all the same&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m the gore on your shoe&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the pebble in your boot&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the daemon in your bed&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the bolt in every head&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m the mine on which you step&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the pin in every hip&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the spore in your eye, makes you wiggle and writhe&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it&#039;s so easy when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
This is the life you see, the council tip their hats to me&amp;lt;br&amp;gt;&lt;br /&gt;
I do it all because I&#039;m Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While there&#039;s mon&#039;keigh to make sad&amp;lt;br&amp;gt;&lt;br /&gt;
While there&#039;s lulz left to be had&amp;lt;br&amp;gt;&lt;br /&gt;
While there&#039;s pockets left to pick&amp;lt;br&amp;gt;&lt;br /&gt;
While there&#039;s Dreadnoughts left to trip&amp;lt;br&amp;gt;&lt;br /&gt;
down the stairs I&#039;ll be there, I&#039;ll be waiting &#039;round the corner&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a game, I&#039;m glad I&#039;m in it&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause there&#039;s one born every minute&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it&#039;s so easy when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
This is the life you see, the council tip their hats to me&amp;lt;br&amp;gt;&lt;br /&gt;
I do it all because I&#039;m Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I pledge my allegiance&amp;lt;br&amp;gt;&lt;br /&gt;
To all things skub and derp&amp;lt;br&amp;gt;&lt;br /&gt;
Promise on my old Soul Stone&amp;lt;br&amp;gt;&lt;br /&gt;
To do as I am told&amp;lt;br&amp;gt;&lt;br /&gt;
For Cegorach has never seen&amp;lt;br&amp;gt;&lt;br /&gt;
A seer quite like me, not only&amp;lt;br&amp;gt;&lt;br /&gt;
does his job but does it happily&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m the fear that keeps you &#039;wake&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the shadows in the Warp&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the Daemons they become&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the nightmare in your skull&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Witchblade in your back&amp;lt;br&amp;gt;&lt;br /&gt;
An extra turn upon the rack&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m the quivering of your heart&amp;lt;br&amp;gt;&lt;br /&gt;
A stabbing pain, a sudden start&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And it&#039;s so easy when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
This is the life you see, the council tip their hats to me&amp;lt;br&amp;gt;&lt;br /&gt;
I do it all because I&#039;m Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And I do it all for free&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the pay I&#039;ll ever need X2&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It gets so ronery being Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
What I&#039;d do to see a Codex&amp;lt;br&amp;gt;&lt;br /&gt;
Even for a little while&amp;lt;br&amp;gt;&lt;br /&gt;
And no one loves you when you&#039;re Eldrad&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m lying through my teeth&amp;lt;br&amp;gt;&lt;br /&gt;
Your rage is all the comforting I need!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weebl: Cucumber song (Spire Legis)===&lt;br /&gt;
&lt;br /&gt;
We is takin&#039; a trukk&amp;lt;br&amp;gt;&lt;br /&gt;
Down ta Spire Legis&amp;lt;br&amp;gt;&lt;br /&gt;
Cuz we &#039;ave &#039;eard they is all &#039;ummie free&amp;lt;br&amp;gt;&lt;br /&gt;
Which makes it safe fer us ta plant new orkses&amp;lt;br&amp;gt;&lt;br /&gt;
All fer teh WAAAGH&amp;lt;br&amp;gt;&lt;br /&gt;
Just ya sees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;Ummies are the orkses enemies&amp;lt;br&amp;gt;&lt;br /&gt;
They try an&#039; stomp us with their bitz&amp;lt;br&amp;gt;&lt;br /&gt;
The only way few our boyz ta escape is&amp;lt;br&amp;gt;&lt;br /&gt;
Drivin&#039; a truk down the street!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Secret of Survival (The Wind In The Willows)===&lt;br /&gt;
&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt;&lt;br /&gt;
First you see us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt;&lt;br /&gt;
Then you don’t…&amp;lt;br&amp;gt;&lt;br /&gt;
(All four disappear)&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Now you hear us….&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you won’t…&amp;lt;br&amp;gt;&lt;br /&gt;
[All four (reappearing behind Traveler’s back)]&amp;lt;br&amp;gt;&lt;br /&gt;
It’s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp.&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you feel us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Now you can&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Are we real?&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
Perhaps we aren&#039;t!&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&amp;lt;br&amp;gt;&lt;br /&gt;
[Traveler]&amp;lt;br&amp;gt;&lt;br /&gt;
Is it really such a nasty place?&amp;lt;br&amp;gt;&lt;br /&gt;
[Voice of Malal]&amp;lt;br&amp;gt;&lt;br /&gt;
Oh yes, a very nasty place indeed&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four:]&amp;lt;br&amp;gt; &lt;br /&gt;
Nastier than you could ever dream of!&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
From up above…&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
And from beneath…&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Daemons…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Armed to teeth.&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt;&lt;br /&gt;
Ready to attack you,&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re a snack - and you&#039;d better run!&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t come to Innmaterium&amp;lt;br&amp;gt;&lt;br /&gt;
If you haven&#039;t got a gun!&amp;lt;br&amp;gt;&lt;br /&gt;
[All four]&amp;lt;br&amp;gt; &lt;br /&gt;
Hahahahahaha!&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
Every creature of the Chaos&amp;lt;br&amp;gt;&lt;br /&gt;
Has to look out for itself!&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Got no Emperor here, or Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
You could call for help&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
You&#039;re in the Warp boy&amp;lt;br&amp;gt;&lt;br /&gt;
And every child could&amp;lt;br&amp;gt;&lt;br /&gt;
Tell you that you&#039;ve got no&amp;lt;br&amp;gt;&lt;br /&gt;
Business to be here!&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt; &lt;br /&gt;
Oooooooooooooooooooooh!&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt;&lt;br /&gt;
First you see us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt;&lt;br /&gt;
Then you don’t…&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you hear us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you won&#039;t.&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four]&amp;lt;br&amp;gt; &lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&amp;lt;br&amp;gt;&lt;br /&gt;
[Slaanesh]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you feel us…&amp;lt;br&amp;gt;&lt;br /&gt;
[Nurgle]&amp;lt;br&amp;gt; &lt;br /&gt;
Now you can&#039;t…&amp;lt;br&amp;gt;&lt;br /&gt;
[Khorne]&amp;lt;br&amp;gt; &lt;br /&gt;
Are we real?&amp;lt;br&amp;gt;&lt;br /&gt;
[Tzeentch]&amp;lt;br&amp;gt; &lt;br /&gt;
Perhaps we aren&#039;t!&amp;lt;br&amp;gt;&lt;br /&gt;
[All Four:]&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
It’s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s our secret of survival&amp;lt;br&amp;gt;&lt;br /&gt;
In a very nasty Warp!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Hallelujah===&lt;br /&gt;
Written by yours truly.&lt;br /&gt;
&lt;br /&gt;
I heard there was a secret word,&amp;lt;br&amp;gt;&lt;br /&gt;
that Goto wrote and it pleased the Board,&amp;lt;br&amp;gt;&lt;br /&gt;
but you don&#039;t care for canon, do you?&amp;lt;br&amp;gt;&lt;br /&gt;
It goes like this, the fourth, the fifth,&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; fall, the Angel&#039;s lift,&amp;lt;br&amp;gt;&lt;br /&gt;
Boreale was shouting &amp;quot;Hail the Emprah&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Hail the Emprah, Hail the Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Hail the Emprah, Hail the Emprah...&lt;br /&gt;
&lt;br /&gt;
Khorne made you strong, but you were don goof&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
when Eversor bursted through the roof,&amp;lt;br&amp;gt;&lt;br /&gt;
he shouted WRYYYYYYYYYY right before he killed ya.&amp;lt;br&amp;gt;&lt;br /&gt;
He murdered all your buddies there,&amp;lt;br&amp;gt;&lt;br /&gt;
cut off your limbs, ripped out your hair&amp;lt;br&amp;gt;&lt;br /&gt;
And from your lips came the &amp;quot;Death to Emprah&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Death to Emprah, Death to Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Death to Emprah, Death to Emprah...&lt;br /&gt;
&lt;br /&gt;
Heretic I have seen before,&amp;lt;br&amp;gt;&lt;br /&gt;
in a bio-ship I walked the floor,&amp;lt;br&amp;gt;&lt;br /&gt;
walls came alive and all tried to kill ya.&amp;lt;br&amp;gt;&lt;br /&gt;
Creed&#039;s flag appeared on battleships,&amp;lt;br&amp;gt;&lt;br /&gt;
infiltrated tanks blew them to bits,&amp;lt;br&amp;gt;&lt;br /&gt;
through darkest space was shouted &amp;quot;Screw the Emprah!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Screw the Emprah, Screw the Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Screw the Emprah, Screw the Emprah...&lt;br /&gt;
&lt;br /&gt;
There was a time, t&#039;was a good show,&amp;lt;br&amp;gt;&lt;br /&gt;
when Eldar appeared by row,&amp;lt;br&amp;gt;&lt;br /&gt;
And Eldrad screwed us over big time.&amp;lt;br&amp;gt;&lt;br /&gt;
The Necrons from the darkest depths,&amp;lt;br&amp;gt;&lt;br /&gt;
send entire regiments to their deaths,&amp;lt;br&amp;gt;&lt;br /&gt;
the Guardsmen were all shouting &amp;quot;Where&#039;s the Emprah?!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Where&#039;s the Emprah, Where&#039;s the Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
Where&#039;s the Emprah, Where&#039;s the Emprah...&lt;br /&gt;
&lt;br /&gt;
Well on the distant Terra,&amp;lt;br&amp;gt;&lt;br /&gt;
sits our beloved Emprah,&amp;lt;br&amp;gt;&lt;br /&gt;
guiding his children through these dark times.&amp;lt;br&amp;gt;&lt;br /&gt;
Gods of Chaos, beasts from beyond,&amp;lt;br&amp;gt;&lt;br /&gt;
monsters by the ancients spawned,&amp;lt;br&amp;gt;&lt;br /&gt;
we raise our fist and shout &amp;quot;AVE EMPRAH!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
AVE EMPRAH, AVE EMPRAH,&amp;lt;br&amp;gt;&lt;br /&gt;
AVE EMPRAH, AVE EMPRAH!&lt;br /&gt;
&lt;br /&gt;
===Where there&#039;s a whip, there&#039;s a way (The Lord Of The Rings)===&lt;br /&gt;
&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Wher ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
We wanntz go to WAAAGH todayz &amp;lt;br&amp;gt;&lt;br /&gt;
Umiess don’t run, fight uz, heyz, heyz, heyz &amp;lt;br&amp;gt;&lt;br /&gt;
Ther will be WAAAGH all dayz, all dayz, all dayz! &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Wher ther’z Mork, ther’z Gork! &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Wher ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAAGH! Letz WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
And wher ther’z Mork, ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Get in da choppa, cuz werz gonna fight! &amp;lt;br&amp;gt;&lt;br /&gt;
There will be WAAAGH all dayz and nightz and mooar &amp;lt;br&amp;gt;&lt;br /&gt;
Cuz thiz iz what the Orkz livez foooor! &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAGH! Letz WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And wher ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
Wher ther’z Gork &amp;lt;br&amp;gt;&lt;br /&gt;
We wanntz go to WAAAGH todayz &amp;lt;br&amp;gt;&lt;br /&gt;
Umiess don’t run, fight uz, hey, hey, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Ther will be WAAAGH all dayz, all dayz, all dayz! &amp;lt;br&amp;gt;&lt;br /&gt;
Ther’z Mork &amp;lt;br&amp;gt;&lt;br /&gt;
And Where ther’z Mork, ther’z Gork! &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAGH! Letz WAAAGH!  &amp;lt;br&amp;gt;&lt;br /&gt;
Letz WAAAGH! Letz WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===I&#039;m a good ol&#039; heretic===&lt;br /&gt;
Oh, I&#039;m a good ol&#039; heretic&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, that&#039;s just what I am&amp;lt;br&amp;gt;&lt;br /&gt;
And for your rotting corpse-god I do not give a damn&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m glad I fought for Horus, I only wish we&#039;d won&amp;lt;br&amp;gt;&lt;br /&gt;
And I don&#039;t want no pardon for anything I&#039;ve done&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I hates the damn Imperium, those spergin&#039; Cogboys, too&amp;lt;br&amp;gt;&lt;br /&gt;
I hates those preening braggarts in uniforms of blue&amp;lt;br&amp;gt;&lt;br /&gt;
I hates the nasty Aquila, with all its brags and fuss&amp;lt;br&amp;gt;&lt;br /&gt;
And those lyin&#039;, thievin&#039; Magpies lead by some coiffured wuss&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I hates the Administratum and everything they do&amp;lt;br&amp;gt;&lt;br /&gt;
I hates the Inquisition, their fucking Grey Knights, too&amp;lt;br&amp;gt;&lt;br /&gt;
I hates those fool Astartes, I hates the Golden Throne&amp;lt;br&amp;gt;&lt;br /&gt;
I hates the Ecclesiarchy praying to worthless bones&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I fought with the Warmaster for ten score years and some&amp;lt;br&amp;gt;&lt;br /&gt;
I caught some bolter fire, got an augmetic thumb&amp;lt;br&amp;gt;&lt;br /&gt;
I lost more bits to frostbite, a campin&#039; in the snow&amp;lt;br&amp;gt;&lt;br /&gt;
But I killed a bunch of Loyalists, I&#039;d love to kill some mo&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now forty thousand Loyalists are dead in Istvaan dust&amp;lt;br&amp;gt;&lt;br /&gt;
We got some more on Terra, before they killed Horus&amp;lt;br&amp;gt;&lt;br /&gt;
They died to Chaos bolters, lasguns and plasma shots&amp;lt;br&amp;gt;&lt;br /&gt;
Wish we&#039;d killed forty billion, instead of what we got&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We couldn&#039;t conquer Terra, but someday it&#039;ll burn&amp;lt;br&amp;gt;&lt;br /&gt;
Inside the Eye of Terror we&#039;re planning our return&amp;lt;br&amp;gt;&lt;br /&gt;
So I don&#039;t need no pardon for the way that I was made&amp;lt;br&amp;gt;&lt;br /&gt;
Nor for the things I&#039;ll do to you in our next Black Crusade&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh I&#039;m a good ol&#039; heretic, now that&#039;s just what I am&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, I&#039;m a good ol&#039; heretic, now that&#039;s just what I am&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sailor Moon: Sayla Ork===&lt;br /&gt;
[[Image:Sayla.jpg|thumb]]&lt;br /&gt;
Foightin&#039; evil boi moonlite&lt;br /&gt;
&lt;br /&gt;
Winnin&#039; lurv boi daylite&lt;br /&gt;
&lt;br /&gt;
Nevah runnin&#039; from a real foight&lt;br /&gt;
&lt;br /&gt;
&#039;e iz sa un named Salya Mork (or iz it Gork?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;e will... Neva turn &#039;is back onna boy&lt;br /&gt;
&lt;br /&gt;
&#039;e iz... Always dere ta destroy&lt;br /&gt;
&lt;br /&gt;
&#039;e iz... Da un on &#039;oo we can depend&lt;br /&gt;
&lt;br /&gt;
&#039;he iz da un named Sayla...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
...Sayla [[Choppa]]&lt;br /&gt;
&lt;br /&gt;
...Sayla [[Dakka]]&lt;br /&gt;
&lt;br /&gt;
...Sayla [[RAGE|Foightin&#039;]]&lt;br /&gt;
&lt;br /&gt;
...Sayla [[/tg/|Winnin&#039;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wiff sekrit powahs&lt;br /&gt;
&lt;br /&gt;
All so noo ta &#039;im&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un named Sayla Mork (or is it Gork?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Foightin&#039; evil boi moonlite&lt;br /&gt;
&lt;br /&gt;
Winnin&#039; lurv boi daylite&lt;br /&gt;
&lt;br /&gt;
Wiff &#039;iz [[Freebooterz|Sayla Boyz]] to &#039;elp foight&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un named Sayla Mork (or is it Gork?)&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un named Sayla Mork (or is it Gork?)&lt;br /&gt;
&lt;br /&gt;
&#039;e iz da un... Sayla ORK!&lt;br /&gt;
&lt;br /&gt;
===Electric Light Orchestra - Mr Blue Sky===&lt;br /&gt;
&lt;br /&gt;
Warp storm shattered from the sky&amp;lt;br&amp;gt;&lt;br /&gt;
There ain&#039;t a witch in sight&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s steel rehnin, Spess Mareens are on the way&amp;lt;br&amp;gt;&lt;br /&gt;
And don&#039;t you know&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a beautiful new day hey, hey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Runnin&#039; down the avenue&amp;lt;br&amp;gt;&lt;br /&gt;
See how his hair shines brightly, in the hive&amp;lt;br&amp;gt;&lt;br /&gt;
On the streets, where crime was rife&amp;lt;br&amp;gt;&lt;br /&gt;
The Emperah is living here today hey, hey&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey you with the godly face&amp;lt;br&amp;gt;&lt;br /&gt;
Welcome to your loyal race&amp;lt;br&amp;gt;&lt;br /&gt;
A celebration, The Emperah&#039;s up there waitin&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And today is the day we&#039;ve waited for&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey there Emperah&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re so pleased to be with ya&amp;lt;br&amp;gt;&lt;br /&gt;
Look around see what you do&amp;lt;br&amp;gt;&lt;br /&gt;
Ev&#039;rybody smiles at you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey there Emperah&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re so pleased to be with ya&amp;lt;br&amp;gt;&lt;br /&gt;
Look around see what you do&amp;lt;br&amp;gt;&lt;br /&gt;
Ev&#039;rybody smiles at you&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy, Emperah guy&amp;lt;br&amp;gt;&lt;br /&gt;
Emperah guy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah, you did it right&amp;lt;br&amp;gt;&lt;br /&gt;
But here comes a khornate knight creepin&#039; over&amp;lt;br&amp;gt;&lt;br /&gt;
Now his hand is on your shoulder&amp;lt;br&amp;gt;&lt;br /&gt;
Never mind I&#039;ll remember you this&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll remember you this way&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Emperah guy please tell us why&amp;lt;br&amp;gt;&lt;br /&gt;
You had to die away for so long&amp;lt;br&amp;gt;&lt;br /&gt;
Where did we go wrong?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey there Emperah&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re so pleased to be with ya&amp;lt;br&amp;gt;&lt;br /&gt;
Look around see what you do&amp;lt;br&amp;gt;&lt;br /&gt;
Ev&#039;rybody smiles at you&amp;lt;br&amp;gt;&lt;br /&gt;
Ba ba ba ba ba ba ba ba ba&amp;lt;br&amp;gt;&lt;br /&gt;
Ba ba ba ba ba ba ba ba ba ba ba&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===Monty Python: Lumberjack Song===&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I wanted to be... a Space Marine! &amp;lt;br&amp;gt;&lt;br /&gt;
Killing so many different xenos, as they war against planets all across the Imperium. The undying Immortals. The Nobs. The Wraiths! The formidable Farseer! The constantly screaming Warboss! The plucky little Slugga Boyz! The lumbering Kroot hounds of the Tau. The towering Big Meks of the Orks! The gargantuan Mega Armoured Nobs! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With my squad mates by my side, we&#039;d purge! purge! purge! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Space Marine, and I&#039;m okay. &amp;lt;br&amp;gt;&lt;br /&gt;
I purge all night and I burn all day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He&#039;s a Space Marine, and he&#039;s okay. &amp;lt;br&amp;gt;&lt;br /&gt;
He purges all night and he burns all day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I burn the Orks. I shoot the Tau. &amp;lt;br&amp;gt;&lt;br /&gt;
Necrons eat my chainswords. &amp;lt;br&amp;gt;&lt;br /&gt;
On Wednesdays I hunt Eldar, &amp;lt;br&amp;gt;&lt;br /&gt;
And pray to Khorne in war! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He burns the Orks. He shoots the Tau. &amp;lt;br&amp;gt;&lt;br /&gt;
Necrons eat his chainswords. &amp;lt;br&amp;gt;&lt;br /&gt;
On Wednesdays he hunts Eldar, &amp;lt;br&amp;gt;&lt;br /&gt;
And prays to Khone in war...? &amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s a Space Marine, and he&#039;s okay. &amp;lt;br&amp;gt;&lt;br /&gt;
He purges all night and he burns all day. &amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I burn the Orks. I hail Chaos. &amp;lt;br&amp;gt;&lt;br /&gt;
Burn cities to the ground. &amp;lt;br&amp;gt;&lt;br /&gt;
I put on chaos symbols &amp;lt;br&amp;gt;&lt;br /&gt;
And stack skulls in a mound. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He burns the Orks. He hails Chaos. &amp;lt;br&amp;gt;&lt;br /&gt;
Burns cities to the ground. &amp;lt;br&amp;gt;&lt;br /&gt;
He puts on chaos symbols &amp;lt;br&amp;gt;&lt;br /&gt;
And stacks skulls in a mound?!&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s a Space Marine, and he&#039;s okay. &amp;lt;br&amp;gt;&lt;br /&gt;
He purges all night and he burns all day. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Tech Priest]&lt;br /&gt;
&lt;br /&gt;
I burn the Orks. I bear warp blades, &amp;lt;br&amp;gt;&lt;br /&gt;
keep saints&#039; heads in a jar. &amp;lt;br&amp;gt;&lt;br /&gt;
I wish I&#039;d been a daemon, &amp;lt;br&amp;gt;&lt;br /&gt;
So I could slay Calgar! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Space Marine Squad]&lt;br /&gt;
&lt;br /&gt;
He burns the Orks. He bears warp blades, &amp;lt;br&amp;gt;&lt;br /&gt;
keeps saints&#039; heads in a jar?! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Inquisitor]&lt;br /&gt;
&lt;br /&gt;
What&#039;s this? Wants to be a daemon?! Oh, My! &amp;lt;br&amp;gt;&lt;br /&gt;
And I thought you were so loyal! Traitor! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dear sir, I wish to complain on the strongest possible terms about the song which you have just broadcast about the space marine who is a servant to chaos. Many of my best freinds are Space Marines and only a few of them are servants to chaos!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Promethium Road (Steve Earle: Copperhead Road) ===&lt;br /&gt;
&#039;&#039;Promethium Road, Sung by a farmer&#039;s boy from Gath&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Well my name&#039;s Anval Gidemore &amp;lt;br&amp;gt;&lt;br /&gt;
Same as my father and his father before &amp;lt;br&amp;gt;&lt;br /&gt;
You hardly ever saw grandfather &#039;round here &amp;lt;br&amp;gt;&lt;br /&gt;
He only went to port about twice a year &amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;d buy a couple bags of yeast and some plasteel line &amp;lt;br&amp;gt;&lt;br /&gt;
Everyone on Gath knew he brewed white gyn &amp;lt;br&amp;gt;&lt;br /&gt;
Now the arbites wanted grandfather bad &amp;lt;br&amp;gt;&lt;br /&gt;
Headed up our pasture with everything he had &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s before my birth but I&#039;ve been told &amp;lt;br&amp;gt;&lt;br /&gt;
He never came back from Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now Father brewed the whiskey in a Leman Russ &amp;lt;br&amp;gt;&lt;br /&gt;
Guard surplus they just toss the stuff &amp;lt;br&amp;gt;&lt;br /&gt;
Cadian 18th written on the side &amp;lt;br&amp;gt;&lt;br /&gt;
Just shot a coat of paint and then he looked inside &amp;lt;br&amp;gt;&lt;br /&gt;
Well him and my uncle tore it all to hell &amp;lt;br&amp;gt;&lt;br /&gt;
I still remember that putrid smell &amp;lt;br&amp;gt;&lt;br /&gt;
Then the Arbites came by in the middle of the night &amp;lt;br&amp;gt;&lt;br /&gt;
Heard mother crying, something wasn&#039;t right &amp;lt;br&amp;gt;&lt;br /&gt;
He was busy brewing up the weekly load &amp;lt;br&amp;gt;&lt;br /&gt;
You could see whiskey burning down Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I volunteered for the Guard on my birthday &amp;lt;br&amp;gt;&lt;br /&gt;
They draft the farmers boys first &#039;round here anyway &amp;lt;br&amp;gt;&lt;br /&gt;
I did five years of fighting with the Catachan &amp;lt;br&amp;gt;&lt;br /&gt;
I came back to Gath with a brand new plan &amp;lt;br&amp;gt;&lt;br /&gt;
I take the seed that grows near New Jericho &amp;lt;br&amp;gt;&lt;br /&gt;
And I plant up our pasture down Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
Now the Arbites got their gander in the air &amp;lt;br&amp;gt;&lt;br /&gt;
Wake up screaming like I&#039;m back over there &amp;lt;br&amp;gt;&lt;br /&gt;
I learned a thing or two from the &#039;Catas don&#039;t you know &amp;lt;br&amp;gt;&lt;br /&gt;
You better stay away from Promethium Road &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Avenue Q: The internet is for Porn. ===&lt;br /&gt;
Sung by Kharn and a Cannoness &lt;br /&gt;
&lt;br /&gt;
The Imperium is really really great &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
I’ve got a fast starship so i don’t have to wait &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s always some new fight, &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
I war all day and night &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s like i’m killing at the speed of light &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne, &amp;lt;br&amp;gt;&lt;br /&gt;
Why you think the Warp was born? &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne, Khorne, Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I’m glad that we have Warp technology &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Which gives us untold opportunity &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Fight from your tabletop &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
You can plunder rape and chop &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Until you&#039;ve had enough and you&#039;re ready to stop &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne, &amp;lt;br&amp;gt;&lt;br /&gt;
Me up all night gathering skulls for&lt;br /&gt;
Khorne, Khorne, Khorne!&lt;br /&gt;
&lt;br /&gt;
[SPOKEN]&lt;br /&gt;
&lt;br /&gt;
[Canoness]&lt;br /&gt;
That’s gross! You’re a heretic&lt;br /&gt;
&lt;br /&gt;
[Kharn] &amp;lt;br&amp;gt;&lt;br /&gt;
Ah, sticks and stones Cannoness&lt;br /&gt;
&lt;br /&gt;
[Canoness] &amp;lt;br&amp;gt;&lt;br /&gt;
NO really, you&#039;re a heretic&lt;br /&gt;
Normal people don’t run around&lt;br /&gt;
killing in the Imperium&lt;br /&gt;
&lt;br /&gt;
[Kharn] &amp;lt;br&amp;gt;&lt;br /&gt;
Ohhhh?&lt;br /&gt;
&lt;br /&gt;
[Canoness] &amp;lt;br&amp;gt;&lt;br /&gt;
What?!&lt;br /&gt;
&lt;br /&gt;
[Kharne] &amp;lt;br&amp;gt;&lt;br /&gt;
You have no idea&lt;br /&gt;
Ready normal people?&lt;br /&gt;
&lt;br /&gt;
[Abbadon, Horus, Angron] &amp;lt;br&amp;gt;&lt;br /&gt;
Ready&lt;br /&gt;
&lt;br /&gt;
Let me hear it!&lt;br /&gt;
&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
[Abbadon] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sorry Emp &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I eviscerate! &amp;lt;br&amp;gt;&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All these guys unshethe their swords &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne, Khorne, Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is not for Khorne!! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharn and guys] &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne, Khorne, K--- &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[Cannoness]&lt;br /&gt;
&lt;br /&gt;
HOLD ON A SECOND! &amp;lt;br&amp;gt;&lt;br /&gt;
Now I happen to know for a fact that you, Abbadon, rely on the Imperium to kill off your excess followers &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Abbadon]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That’s correct. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Horus, you once saved the Emperor&#039;s life &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Horus] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sure! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Angron, you keep killing whenever you can &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Angron] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes I do! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Cannoness] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Kharn, you love kitten &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharne] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
True! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Kharne] &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, but Cannoness &amp;lt;br&amp;gt;&lt;br /&gt;
What you think we do after? hmm? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Abbadon] &amp;lt;br&amp;gt;&lt;br /&gt;
...yeah &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(EEEWWWWW!) &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
Heretics! &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
I hate Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
Grab your axe and cleave and hack &amp;lt;br&amp;gt;&lt;br /&gt;
For Khorne, Khorne, Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
(harmonizing) Khorne, Khorne, Khorne, Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
I’m leaving! &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne Khorne Khorne Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne Khorne Khorne Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
I hate the Imperium! &amp;lt;br&amp;gt;&lt;br /&gt;
Khorne, Khorne, Khorne, Khorne &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Imperium is for &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for &amp;lt;br&amp;gt;&lt;br /&gt;
The Imperium is for Khorne! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
YEAH! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Scarlet Commissar: Into The Fire ===&lt;br /&gt;
&lt;br /&gt;
Pius stood to guard the Emperor, &amp;lt;br&amp;gt;&lt;br /&gt;
with his las clutched in his hand.&amp;lt;br&amp;gt;&lt;br /&gt;
He was only a man&amp;lt;br&amp;gt;&lt;br /&gt;
But he knew someone must take a stand.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There will always be a battle&amp;lt;br&amp;gt;&lt;br /&gt;
but remember our Lord&#039;s grace.&amp;lt;br&amp;gt;&lt;br /&gt;
there will always be perilous dangers&amp;lt;br&amp;gt;&lt;br /&gt;
which someone must face.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Into valleys, into waters&amp;lt;br&amp;gt;&lt;br /&gt;
Into jungles, into hell&amp;lt;br&amp;gt;&lt;br /&gt;
Let us ride, let us ride home again with a story to tell.&amp;lt;br&amp;gt;&lt;br /&gt;
Into darkness, into danger,&amp;lt;br&amp;gt;&lt;br /&gt;
To Warp storms that rip the night,&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t give in, or give up,&amp;lt;br&amp;gt;&lt;br /&gt;
But give thanks for the glorious fight.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can tremble, you can fear it,&amp;lt;br&amp;gt;&lt;br /&gt;
But keep your fighting spirit alive boys.&amp;lt;br&amp;gt;&lt;br /&gt;
Let the shiver of it sting you,&amp;lt;br&amp;gt;&lt;br /&gt;
Fling into battle, spring to your feet boys.&amp;lt;br&amp;gt;&lt;br /&gt;
Never hold back your step for a moment,&amp;lt;br&amp;gt;&lt;br /&gt;
Never doubt that your courage will grow,&amp;lt;br&amp;gt;&lt;br /&gt;
Grow your faith ever higher and into the fire we go .&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Are there cultists that surround us?&amp;lt;br&amp;gt;&lt;br /&gt;
Are there orks that block the way?&amp;lt;br&amp;gt;&lt;br /&gt;
Shoot&#039;em down, knock&#039;em back boys,&amp;lt;br&amp;gt;&lt;br /&gt;
And forward and into the fray.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eye of terror? Time for valour,&amp;lt;br&amp;gt;&lt;br /&gt;
Hold the Line, no, never turn.&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, it&#039;s into the Warp that we&#039;ll fly,&amp;lt;br&amp;gt;&lt;br /&gt;
And it&#039;s Chaos who&#039;ll burn...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Someone has to guard the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
Rush in, we shall defend him and win boys&amp;lt;br&amp;gt;&lt;br /&gt;
When the Warp is saying not to&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah, you know you&#039;ve got to march on, boys&amp;lt;br&amp;gt;&lt;br /&gt;
Never hold back your step for a moment.&amp;lt;br&amp;gt;&lt;br /&gt;
Never doubt that your courage will grow.&amp;lt;br&amp;gt;&lt;br /&gt;
Grow your faith ever higher and into fire we go &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let the bolter fire&amp;lt;br&amp;gt;&lt;br /&gt;
Let the flash of it shock you&amp;lt;br&amp;gt;&lt;br /&gt;
Choke your fears away&amp;lt;br&amp;gt;&lt;br /&gt;
Pull as tight as a wire&amp;lt;br&amp;gt;&lt;br /&gt;
Let their Chainswords strike&amp;lt;br&amp;gt;&lt;br /&gt;
Let the force of it rock you&amp;lt;br&amp;gt;&lt;br /&gt;
We will have our day, standing tall to the fire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Someone has to guard the Emprah&amp;lt;br&amp;gt;&lt;br /&gt;
Rush in! We shall defend him and win boys&amp;lt;br&amp;gt;&lt;br /&gt;
When the warp is saying not to&amp;lt;br&amp;gt;&lt;br /&gt;
Emprah, you know you&#039;ve got to march on, boys&amp;lt;br&amp;gt;&lt;br /&gt;
Never hold back your step for a moment&amp;lt;br&amp;gt;&lt;br /&gt;
Hold the Line! Oh, your courage will grow&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, it&#039;s higher and higher and into the fire we go&amp;lt;br&amp;gt;&lt;br /&gt;
Into fire!&amp;lt;br&amp;gt;&lt;br /&gt;
Onward, ho! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Rick Astley: Never Gonna Give You Up ===&lt;br /&gt;
&lt;br /&gt;
We&#039;s no strangers to WAAAGH! &amp;lt;br&amp;gt;&lt;br /&gt;
We frags ‘em all, shoots ‘em in da eye &amp;lt;br&amp;gt;&lt;br /&gt;
A full bombardment&#039;s what we’s finkin’ of &amp;lt;br&amp;gt;&lt;br /&gt;
We’s gonna make sure that ya all’s gonna die &amp;lt;br&amp;gt;&lt;br /&gt;
We’s jus’ wanna gives ya all a beatin’ &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna make ya good ‘n’ dead &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;s fought each otha fer so long &amp;lt;br&amp;gt;&lt;br /&gt;
Yer arrmy&#039;s all breakin’ but &amp;lt;br&amp;gt;&lt;br /&gt;
Ya don’t wants ta quits it &amp;lt;br&amp;gt;&lt;br /&gt;
Ya ‘n’ me both knows that it won’t be long &amp;lt;br&amp;gt;&lt;br /&gt;
We’s gonna win, ‘n’ yer gonna loze it &amp;lt;br&amp;gt;&lt;br /&gt;
‘N’ I fink ya all shud be fleein’ &amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t tell me you&#039;s too blind ta see &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(WAAAGH, blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
(WAAAGH, blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
(WAAAGH!) &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna blow, we’s all gonna blow &amp;lt;br&amp;gt;&lt;br /&gt;
(Blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
(WAAAGH!) &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna blow, we’s all gonna blow &amp;lt;br&amp;gt;&lt;br /&gt;
(Blow ya up) &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;s fought each otha fer so long &amp;lt;br&amp;gt;&lt;br /&gt;
Yer arrmy&#039;s all breakin’ but &amp;lt;br&amp;gt;&lt;br /&gt;
Ya don’t wants ta quits it &amp;lt;br&amp;gt;&lt;br /&gt;
Ya ‘n’ me both knows that it won’t be long &amp;lt;br&amp;gt;&lt;br /&gt;
We’s gonna win, ‘n’ yer gonna loze it &amp;lt;br&amp;gt;&lt;br /&gt;
We’s jus’ wanna gives ya all a beatin’ &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna make ya good ‘n’ dead &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We’s all gonna blow ya up &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna put ya down &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna run ya to da ground ‘n’ we’ll stomp ya &amp;lt;br&amp;gt;&lt;br /&gt;
We’s all gonna make ya cry &amp;lt;br&amp;gt;&lt;br /&gt;
You’s all gonna say good-bye &amp;lt;br&amp;gt;&lt;br /&gt;
Gonna kills ya till ya die ‘n’ hurt ya &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Wuppa Orky style (PSY: Gangnam Style) ===&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love a bomma who is warm and shooty by day, &amp;lt;br&amp;gt;&lt;br /&gt;
A classy bomma who knows how to bring the freedom of da WAAAAGH! to a planet &amp;lt;br&amp;gt;&lt;br /&gt;
A bomma whose moves gets sharper when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
A bomma with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Greenskin &amp;lt;br&amp;gt;&lt;br /&gt;
A Greenskin who is as warm as you during the day &amp;lt;br&amp;gt;&lt;br /&gt;
A Greenskin who one-shots his enemy HQ with a Powa Klaw &amp;lt;br&amp;gt;&lt;br /&gt;
A Greenskin whose hearts bursts when the fight comes &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Greenskin &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love a Squig who is warm and passionate by day, &amp;lt;br&amp;gt;&lt;br /&gt;
A classy Squig who knows how to chase enemy vehicles when packed with bomz &amp;lt;br&amp;gt;&lt;br /&gt;
A Squig whose anticipation gets crazier when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Squig with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Boy &amp;lt;br&amp;gt;&lt;br /&gt;
A Boy who is as warm as you during the day &amp;lt;br&amp;gt;&lt;br /&gt;
A Boy who is bold as a lion with 11 other boyz &amp;lt;br&amp;gt;&lt;br /&gt;
A Boy whose feet fleets when the WAAAGH! comes &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Boy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Zoomin’ bomma! Wup, wup, wup wup Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Zoomin’ bomma! oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A shoota who looks classy but is killy when it shoots &amp;lt;br&amp;gt;&lt;br /&gt;
A shoota who puts da foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A shoota who covers itself but is more sexy than a shoota who bares it all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible shoota like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Nob &amp;lt;br&amp;gt;&lt;br /&gt;
A Nob who seems irate and gets angry when he plays &amp;lt;br&amp;gt;&lt;br /&gt;
A Nob who goes completely crazy when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Nob who has bulging Klaws as well as muscles &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Ork &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Kustom forcefield, wup, wup, wup wup wuppa Mekboy style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Kustom forcefield oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a pilot who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Ork who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Furious charging, wup, wup, wup wup Wuppa is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Furious charging oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Shall we go all the way from now on? &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Choppy choppa, wup, wup, wup wup wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Choppy choppa oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A choppa who looks quiet but plays when I plays &amp;lt;br&amp;gt;&lt;br /&gt;
A choppa who puts me foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A choppa who covers itself but is more sexy than a choppa who bares it all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible choppa like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Warboss &amp;lt;br&amp;gt;&lt;br /&gt;
A Warboss who dreams big but WAAAGHS! when he WAAAGHS! &amp;lt;br&amp;gt;&lt;br /&gt;
A Warboss who goes completely crazy when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Warboss who has bulging ideas as well as muscles &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Ork &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Zzappin’ Weirdboy, Greenskin is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Zzappin’ Weirdboy oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On top of the running Xenos is the flying Marine, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a fing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dis boy is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Dakka dakka, dak, dak, dak dak dakka Orky styleEh- Dakka dakka oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love Mega armour who is big and protecty by day, &amp;lt;br&amp;gt;&lt;br /&gt;
Da classy Mega armour who know how to bring the freedom from enemy dakka &amp;lt;br&amp;gt;&lt;br /&gt;
Da Mega armour whose protection gets better when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
Da Mega armour with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Killa Kan &amp;lt;br&amp;gt;&lt;br /&gt;
A Killa Kan who is as big as da rest of da boyz &amp;lt;br&amp;gt;&lt;br /&gt;
A Killa Kan who goes about bein’ stompy &amp;lt;br&amp;gt;&lt;br /&gt;
A Killa Kan whose rokkits bursts when they hit da enemy &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Killa Kan &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, lovely &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Greenskin style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I love a Deff rolla who is round and spikey by day, &amp;lt;br&amp;gt;&lt;br /&gt;
A classy Deff rolla who know how to bring the squish to an enemy planet &amp;lt;br&amp;gt;&lt;br /&gt;
A Deff rolla whose spikes gets sharper when fighting comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Deff rolla with that kind of twist &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Weirdboy &amp;lt;br&amp;gt;&lt;br /&gt;
A Weirdboy who is as sane as you during the day &amp;lt;br&amp;gt;&lt;br /&gt;
A Weirdboy who squiggifies his enemy HQ before it even chops boyz &amp;lt;br&amp;gt;&lt;br /&gt;
A Weirdboy whose brain hursts when the fight comes &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Weirdboy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Shooty Lootas, Wup, wup, wup wup Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Shooty Lootas oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A Looted gun who looks loud but dakkas when it dakkas &amp;lt;br&amp;gt;&lt;br /&gt;
A Looted gun who puts her foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Looted gun who covers da enemy in shooty and is more deadly than a Looted gun who misses dem all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible Looted gun like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Painboy &amp;lt;br&amp;gt;&lt;br /&gt;
A Painboy who seems calm but plays when he oprates &amp;lt;br&amp;gt;&lt;br /&gt;
A Painboy who goes completely crazy when the brai-squigg transplant comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Painboy who has sharp ideas as well as instruments &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Painboy &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Battle wagon, vroom, vroom, vroom, vroom vroomah Greenskin style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Battle wagon oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Greenskin who knows a fing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Dakka Jet, wup, wup, wup wup Wuppa &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Dakka Jet oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Shall we go all the way from now on? &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Choppy chainsword, wup, wup, wup wup wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Choppy chainsword oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A chainsword who looks quiet but plays when she plays &amp;lt;br&amp;gt;&lt;br /&gt;
A chainsword who puts her foes down when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A chainsword who covers herself but is more sexy than a chainsword who bares it all &amp;lt;br&amp;gt;&lt;br /&gt;
A sensible chainsword like that &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I&#039;m a Flashgit &amp;lt;br&amp;gt;&lt;br /&gt;
A Flashgit who seems rich but shoots when he shoots &amp;lt;br&amp;gt;&lt;br /&gt;
A Flashgit who goes completely dakka when the right time comes &amp;lt;br&amp;gt;&lt;br /&gt;
A Flashgit who has a bulging belly as well as a snazzgun &amp;lt;br&amp;gt;&lt;br /&gt;
That kind of Flashgit &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Beautiful, loveable &amp;lt;br&amp;gt;&lt;br /&gt;
Yes you, hey, yes you, hey &amp;lt;br&amp;gt;&lt;br /&gt;
Now let&#039;s go until the end &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style, Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- wretched gretchin, little runt ain&#039;t Greenskin style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- wretched gretchin oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On top of the running bugeyes is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a fing or two &amp;lt;br&amp;gt;&lt;br /&gt;
On top of the running bug is the flying Greenskin, baby baby &amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a Greenskin who knows a thing or two &amp;lt;br&amp;gt;&lt;br /&gt;
You know what I&#039;m saying &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dat boy is Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eh- Zoomin’ bomma! Wup, wup, wup wup Wuppa Orky style &amp;lt;br&amp;gt;&lt;br /&gt;
Eh- Zoomin’ bomma! oh oh oh oh &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Warriors Of Terra (Manowar: Warriors of the World) ===&lt;br /&gt;
&lt;br /&gt;
Here I see you stand from all around the worlds&lt;br /&gt;
Waiting in a line to hear the battle cry&lt;br /&gt;
All are gathered here, victory is near&lt;br /&gt;
The sound will fill the hall, bringing power to us all&lt;br /&gt;
&lt;br /&gt;
We alone are fighting for the Emperor that is true&lt;br /&gt;
We own the right to live the fight, we&#039;re here for all of you&lt;br /&gt;
Now swear the blood upon your steel will never dry&lt;br /&gt;
Stand and fight together beneath the battle sky&lt;br /&gt;
&lt;br /&gt;
Brothers everywhere - raise your hands into the air&lt;br /&gt;
We&#039;re warriors, warriors of Terra&lt;br /&gt;
Like thunder from the sky - sworn to fight and die&lt;br /&gt;
We&#039;re warriors, warriors of Terra&lt;br /&gt;
&lt;br /&gt;
Many stand against us, but they will never win&lt;br /&gt;
We said we would return and here we are again&lt;br /&gt;
To bring them all destruction, suffering and pain&lt;br /&gt;
We are the hammer of His wrath, we are thunder, wind and rain.&lt;br /&gt;
&lt;br /&gt;
There they wait in fear with swords in feeble hands&lt;br /&gt;
With dreams to be a king, first one should be a man&lt;br /&gt;
I call about and charge them all with a life that is a lie&lt;br /&gt;
And in their final hour they shall repent before they die&lt;br /&gt;
&lt;br /&gt;
If I should fall in battle, my brothers who fight by my side&lt;br /&gt;
Gather my armor and weapons, tell teh chapter how I died&lt;br /&gt;
Until then I will be strong, I will fight for all that is real&lt;br /&gt;
All who stand in my way will die by steel&lt;br /&gt;
&lt;br /&gt;
Brothers everywhere - raise your hands into the air&lt;br /&gt;
We&#039;re warriors, warriors of Terra&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== I Love the Whole Board (I Love the Whole World) ===&lt;br /&gt;
&lt;br /&gt;
Emperor:&lt;br /&gt;
&lt;br /&gt;
I love all humans&lt;br /&gt;
&lt;br /&gt;
I love our smog-filled hives&lt;br /&gt;
&lt;br /&gt;
I love crusading&lt;br /&gt;
&lt;br /&gt;
And taking xenos lives&lt;br /&gt;
&lt;br /&gt;
I love the galaxy &lt;br /&gt;
&lt;br /&gt;
With all its sights and sounds &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Horus:&lt;br /&gt;
&lt;br /&gt;
I love Heresy &lt;br /&gt;
&lt;br /&gt;
I love the sound of screams &lt;br /&gt;
&lt;br /&gt;
I love Isstvaan &lt;br /&gt;
&lt;br /&gt;
Even the plague marines &lt;br /&gt;
&lt;br /&gt;
I love my legion &lt;br /&gt;
&lt;br /&gt;
And crashing Terra&#039;s gates&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Da Orkz:&lt;br /&gt;
&lt;br /&gt;
I love WAAAAAGH-ing!&lt;br /&gt;
&lt;br /&gt;
I love my mobs of boyz!&lt;br /&gt;
&lt;br /&gt;
and being choppy!&lt;br /&gt;
&lt;br /&gt;
I love my deffgun&#039;s noise!&lt;br /&gt;
&lt;br /&gt;
I love da fightan&#039;!&lt;br /&gt;
&lt;br /&gt;
WE&#039;RE DA BEST, YA GITS!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OI LOVE ME WARBOSS&lt;br /&gt;
&lt;br /&gt;
OI LOVE ME BIG DEFF GUN&lt;br /&gt;
&lt;br /&gt;
OI LOVE DEM &#039;UMIES&lt;br /&gt;
&lt;br /&gt;
THE WAY DEY SCREAM AN&#039; RUN&lt;br /&gt;
&lt;br /&gt;
OI LOVE DA WHOLE WORLD&lt;br /&gt;
&lt;br /&gt;
N&#039; ALL ITZ SIGHTS N&#039; SOUNDS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eldar:&lt;br /&gt;
&lt;br /&gt;
I loathe my dark kin&lt;br /&gt;
&lt;br /&gt;
I loathe the orkish hordes&lt;br /&gt;
&lt;br /&gt;
I loathe the mon&#039;keigh&lt;br /&gt;
&lt;br /&gt;
The Yngir even more&lt;br /&gt;
&lt;br /&gt;
I loathe you all, worms&lt;br /&gt;
&lt;br /&gt;
You are beneath my race&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kharn:&lt;br /&gt;
&lt;br /&gt;
I love betraying&lt;br /&gt;
&lt;br /&gt;
I love to rip and tear &lt;br /&gt;
&lt;br /&gt;
I love my chain-axe&lt;br /&gt;
&lt;br /&gt;
Heads flying through the air&lt;br /&gt;
&lt;br /&gt;
I love destroying&lt;br /&gt;
&lt;br /&gt;
And punches to the face&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tau:&lt;br /&gt;
&lt;br /&gt;
I love my homeland&lt;br /&gt;
&lt;br /&gt;
I love our high-tech suits&lt;br /&gt;
&lt;br /&gt;
I love converting&lt;br /&gt;
&lt;br /&gt;
And training new recruits&lt;br /&gt;
&lt;br /&gt;
I love the Greater Good&lt;br /&gt;
&lt;br /&gt;
And taming lawless brutes!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Tzeentch:&lt;br /&gt;
&lt;br /&gt;
I love all changes&lt;br /&gt;
&lt;br /&gt;
To men and to their land&lt;br /&gt;
&lt;br /&gt;
I love to teach them&lt;br /&gt;
&lt;br /&gt;
More than their brains can stand&lt;br /&gt;
&lt;br /&gt;
I love to ca-ckle...&lt;br /&gt;
&lt;br /&gt;
... Just-As-Plaaaned&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Indrick Boreale:&lt;br /&gt;
&lt;br /&gt;
I love the EMPRAH &lt;br /&gt;
&lt;br /&gt;
I love to see STEHL REHN&lt;br /&gt;
&lt;br /&gt;
I love SPESS MEHRENES&lt;br /&gt;
&lt;br /&gt;
Be every ork in PEHN&lt;br /&gt;
&lt;br /&gt;
I love BLUD REHVENS &lt;br /&gt;
&lt;br /&gt;
And seeing ENEMEHS DIE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trazyn: I love collecting&lt;br /&gt;
&lt;br /&gt;
Obryon: I love my warscythe&#039;s bite&lt;br /&gt;
&lt;br /&gt;
Orikan: I love my visions&lt;br /&gt;
&lt;br /&gt;
Orikan Empowered: AND WHEN THE STARS ARE RIGHT&lt;br /&gt;
&lt;br /&gt;
Imotekh: I love my subjects&lt;br /&gt;
&lt;br /&gt;
Despite their craziness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Space Wolves:&lt;br /&gt;
&lt;br /&gt;
I love Russ&#039; beard&lt;br /&gt;
&lt;br /&gt;
And ales of potent strength&lt;br /&gt;
&lt;br /&gt;
I love riding wolves&lt;br /&gt;
&lt;br /&gt;
and their enormous length&lt;br /&gt;
&lt;br /&gt;
I love the whole fang&lt;br /&gt;
&lt;br /&gt;
and every bar and drink&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Angry Marines:&lt;br /&gt;
&lt;br /&gt;
I HATE THE EVERYTHING&lt;br /&gt;
&lt;br /&gt;
FUCK SHIT ASS CUNT RAPE TEAR&lt;br /&gt;
&lt;br /&gt;
BADGER SPLAT RAGE DESTROY&lt;br /&gt;
&lt;br /&gt;
SOME ANAL BLEEDING THERE&lt;br /&gt;
&lt;br /&gt;
I HATE THE XENOS&lt;br /&gt;
&lt;br /&gt;
I KILL SHIT IN THE FACE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FUCK-DE-ASSHOLE FUCK-DE-ASSHOLE FUCK-DE-ASSHOLE FUCK-DE-ASSHOLE&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Macha:&lt;br /&gt;
&lt;br /&gt;
I love virginity &lt;br /&gt;
&lt;br /&gt;
And being your waifu&lt;br /&gt;
&lt;br /&gt;
I love the emperor &lt;br /&gt;
&lt;br /&gt;
One day I&#039;ll be his too&lt;br /&gt;
&lt;br /&gt;
I love the galaxy &lt;br /&gt;
&lt;br /&gt;
It&#039;s such a silly place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eisenhorn:&lt;br /&gt;
&lt;br /&gt;
I love the purging&lt;br /&gt;
&lt;br /&gt;
I love the holy flame&lt;br /&gt;
&lt;br /&gt;
I love the Emprah&lt;br /&gt;
&lt;br /&gt;
I love his holy name&lt;br /&gt;
&lt;br /&gt;
I love my day-job&lt;br /&gt;
&lt;br /&gt;
Purging all over space&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Butthurt Casual:&lt;br /&gt;
&lt;br /&gt;
I HATE GEEDUBYA&lt;br /&gt;
&lt;br /&gt;
AND ALL THEIR JEWY WAYS&lt;br /&gt;
&lt;br /&gt;
I HATE WARHAMMER&lt;br /&gt;
&lt;br /&gt;
AND SPEHSS MEHREENS ARE GAY&lt;br /&gt;
&lt;br /&gt;
I PLAY WARMAHORDES&lt;br /&gt;
&lt;br /&gt;
IT&#039;S THE SUPERIOR GAME&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE WHINING BOOM DE WHINING BOOM DE WHINING BOOM DE WHINING&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Matt Ward:&lt;br /&gt;
&lt;br /&gt;
I love your money&lt;br /&gt;
&lt;br /&gt;
I love to rape the fluff&lt;br /&gt;
&lt;br /&gt;
With decent rule sets&lt;br /&gt;
&lt;br /&gt;
(ignore those Grey Knights buffs)&lt;br /&gt;
&lt;br /&gt;
I love 40k&lt;br /&gt;
&lt;br /&gt;
Except the Sisters stuff&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Black Templars:&lt;br /&gt;
&lt;br /&gt;
I love my chainswords &lt;br /&gt;
&lt;br /&gt;
I love to RIP AND TEAR&lt;br /&gt;
&lt;br /&gt;
I love assault marines&lt;br /&gt;
&lt;br /&gt;
Zerg Rushes EVERYWHERE&lt;br /&gt;
&lt;br /&gt;
I love this crusade&lt;br /&gt;
&lt;br /&gt;
I hope it never ends&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DA YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sisters of Battle:&lt;br /&gt;
&lt;br /&gt;
I love to burn things&lt;br /&gt;
&lt;br /&gt;
All heretics will die!&lt;br /&gt;
&lt;br /&gt;
With many meltas&lt;br /&gt;
&lt;br /&gt;
And flamers they will fry,&lt;br /&gt;
&lt;br /&gt;
I praise the emprah&lt;br /&gt;
&lt;br /&gt;
New codex coming soon (?)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Inquisition:&lt;br /&gt;
&lt;br /&gt;
I love to purge things&lt;br /&gt;
&lt;br /&gt;
Burn each and every witch!&lt;br /&gt;
&lt;br /&gt;
And for the xenos&lt;br /&gt;
&lt;br /&gt;
Exterminatus bitch!&lt;br /&gt;
&lt;br /&gt;
We&#039;re inquisitors&lt;br /&gt;
&lt;br /&gt;
They never expect us.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Games Workshop:&lt;br /&gt;
&lt;br /&gt;
I love more money&lt;br /&gt;
&lt;br /&gt;
I love our cheap finecast&lt;br /&gt;
&lt;br /&gt;
I love the pricehikes&lt;br /&gt;
&lt;br /&gt;
Stick balance up your ass&lt;br /&gt;
&lt;br /&gt;
I love you /tg/&lt;br /&gt;
&lt;br /&gt;
We&#039;ll milk more money yet&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dark Eldar:&lt;br /&gt;
&lt;br /&gt;
I love your anus&lt;br /&gt;
&lt;br /&gt;
I love to torture you&lt;br /&gt;
&lt;br /&gt;
With many poisons&lt;br /&gt;
&lt;br /&gt;
while dressed extremely lewd&lt;br /&gt;
&lt;br /&gt;
I love hedonism&lt;br /&gt;
&lt;br /&gt;
I don&#039;t see what&#039;s to hate&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kroot:&lt;br /&gt;
&lt;br /&gt;
I love Tau money&lt;br /&gt;
&lt;br /&gt;
I love real special genes&lt;br /&gt;
&lt;br /&gt;
I love to go fight&lt;br /&gt;
&lt;br /&gt;
I love evolving things&lt;br /&gt;
&lt;br /&gt;
I love this whole world&lt;br /&gt;
&lt;br /&gt;
And all its tastiness&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Guardsman and Tyranids:&lt;br /&gt;
&lt;br /&gt;
I love the- OH SHIT&lt;br /&gt;
&lt;br /&gt;
WHAT THE HELL IS THAT THING?&lt;br /&gt;
&lt;br /&gt;
DID IT JUST- EMPRAH, NO!&lt;br /&gt;
&lt;br /&gt;
TO THAT POOR SPACE MARINE!?&lt;br /&gt;
&lt;br /&gt;
WE NEED SOME BACKUP HERE!&lt;br /&gt;
&lt;br /&gt;
OH FUCK, WE&#039;RE GONNA DIE!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/tg/ Troll:&lt;br /&gt;
&lt;br /&gt;
I love to shitpost!&lt;br /&gt;
&lt;br /&gt;
I love to laugh at you!&lt;br /&gt;
&lt;br /&gt;
I love my porn dumps!&lt;br /&gt;
&lt;br /&gt;
Nude elven slave wat du&lt;br /&gt;
&lt;br /&gt;
I love the whole board!&lt;br /&gt;
&lt;br /&gt;
And all its stupid threads!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Imperial Guard:&lt;br /&gt;
&lt;br /&gt;
I love my lasgun&lt;br /&gt;
&lt;br /&gt;
I love the Commissar&lt;br /&gt;
&lt;br /&gt;
I love the xenos&lt;br /&gt;
&lt;br /&gt;
And their blue tit -*BLAM*&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Adeptus Mechanicus:&lt;br /&gt;
&lt;br /&gt;
I love the Admech&lt;br /&gt;
&lt;br /&gt;
I love Machine Spirits&lt;br /&gt;
&lt;br /&gt;
I love the Titans&lt;br /&gt;
&lt;br /&gt;
And taking S.T.C&#039;s&lt;br /&gt;
&lt;br /&gt;
I love Omnissiah&lt;br /&gt;
&lt;br /&gt;
And all the servitors&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000 01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000 01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000 01000010 01001111 01001111 01001101 00100000 01000100 01000101 00100000 01011001 01000001 01000100 01000001 00100000&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nurgle:&lt;br /&gt;
&lt;br /&gt;
I love my cultists &lt;br /&gt;
&lt;br /&gt;
I love to make disease &lt;br /&gt;
&lt;br /&gt;
I love my Isha&lt;br /&gt;
&lt;br /&gt;
I love all the plague fleas&lt;br /&gt;
&lt;br /&gt;
I love concocting &lt;br /&gt;
&lt;br /&gt;
Disease and rank decay&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RPGfags:&lt;br /&gt;
&lt;br /&gt;
I love my Shadowrun!&lt;br /&gt;
&lt;br /&gt;
I love my Pathfinder!&lt;br /&gt;
&lt;br /&gt;
I love to roll dem dice!&lt;br /&gt;
&lt;br /&gt;
I love my Spellbinder!&lt;br /&gt;
&lt;br /&gt;
I love the whole board!&lt;br /&gt;
&lt;br /&gt;
And all its players too!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slaneesh:&lt;br /&gt;
&lt;br /&gt;
I love all excess&lt;br /&gt;
&lt;br /&gt;
Excess is what I do&lt;br /&gt;
&lt;br /&gt;
Excesssive lettterrrsss&lt;br /&gt;
&lt;br /&gt;
Excessive rhyming too&lt;br /&gt;
&lt;br /&gt;
Excessive timing&lt;br /&gt;
&lt;br /&gt;
Or meter, as some might like to refer to it&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Necrons:&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Ahriman:&lt;br /&gt;
&lt;br /&gt;
I love my knowledge&lt;br /&gt;
&lt;br /&gt;
I love ancient magic&lt;br /&gt;
&lt;br /&gt;
I love the webway&lt;br /&gt;
&lt;br /&gt;
And how I walk right in&lt;br /&gt;
&lt;br /&gt;
I love my legion&lt;br /&gt;
&lt;br /&gt;
Sorry about that thing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YACA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Genestealers:&lt;br /&gt;
&lt;br /&gt;
I loved the emprah&lt;br /&gt;
&lt;br /&gt;
His word was highest law&lt;br /&gt;
&lt;br /&gt;
I love the Hive Mind&lt;br /&gt;
&lt;br /&gt;
RIP AND TEAR with my claws&lt;br /&gt;
&lt;br /&gt;
I love my brood kin&lt;br /&gt;
&lt;br /&gt;
New masters of Mankind!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abaddon:&lt;br /&gt;
&lt;br /&gt;
I love the Dark Gods&lt;br /&gt;
&lt;br /&gt;
I love my Black Crusades&lt;br /&gt;
&lt;br /&gt;
I hate Ursarkar &lt;br /&gt;
&lt;br /&gt;
the defeat that he evades!&lt;br /&gt;
&lt;br /&gt;
I will destroy that wretch!&lt;br /&gt;
&lt;br /&gt;
Cadia will be mine!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kobold:&lt;br /&gt;
&lt;br /&gt;
I love the mining&lt;br /&gt;
&lt;br /&gt;
I love building the traps&lt;br /&gt;
&lt;br /&gt;
I love my brethren&lt;br /&gt;
&lt;br /&gt;
And our delightful yaps&lt;br /&gt;
&lt;br /&gt;
I love our dungeon&lt;br /&gt;
&lt;br /&gt;
It&#039;s such a comfy place&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mary Sue:&lt;br /&gt;
&lt;br /&gt;
I love myself duh&lt;br /&gt;
&lt;br /&gt;
I love some people too,&lt;br /&gt;
&lt;br /&gt;
But I am the best&lt;br /&gt;
&lt;br /&gt;
At every thing I do!&lt;br /&gt;
&lt;br /&gt;
And you love me now&lt;br /&gt;
&lt;br /&gt;
Because I&#039;m Mary Sue&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3.5 fag:&lt;br /&gt;
&lt;br /&gt;
I love the templates&lt;br /&gt;
&lt;br /&gt;
I love the easy rules&lt;br /&gt;
&lt;br /&gt;
I love the flame wars&lt;br /&gt;
&lt;br /&gt;
&#039;Cause 4e is for fools!&lt;br /&gt;
&lt;br /&gt;
I love 3.5&lt;br /&gt;
&lt;br /&gt;
It is all that I play&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Chaos Undivided:&lt;br /&gt;
&lt;br /&gt;
We love our mortals&lt;br /&gt;
&lt;br /&gt;
We love our terror eye&lt;br /&gt;
&lt;br /&gt;
We hate the corpse-god&lt;br /&gt;
&lt;br /&gt;
But soon he too will die&lt;br /&gt;
&lt;br /&gt;
We&#039;re undivided&lt;br /&gt;
&lt;br /&gt;
We want your mind and soul&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fortress Dwarves:&lt;br /&gt;
&lt;br /&gt;
I love the mining&lt;br /&gt;
&lt;br /&gt;
I love the sweet deathtraps&lt;br /&gt;
&lt;br /&gt;
I love plump helmets&lt;br /&gt;
&lt;br /&gt;
And all those qt cats&lt;br /&gt;
&lt;br /&gt;
I love my Armok&lt;br /&gt;
&lt;br /&gt;
Blood for the God of Blood!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I love my anvil&lt;br /&gt;
&lt;br /&gt;
I love my magma pools&lt;br /&gt;
&lt;br /&gt;
I love to kill elves&lt;br /&gt;
&lt;br /&gt;
&#039;cuz fuck those knife-eared fools&lt;br /&gt;
&lt;br /&gt;
I love my fortress&lt;br /&gt;
&lt;br /&gt;
and all the burning cats&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pvt. Linda Redshirt and soldier:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I hate this planet&lt;br /&gt;
&lt;br /&gt;
I hate my whole platoon&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Look on the bright side&lt;br /&gt;
&lt;br /&gt;
At least the coffee&#039;s good&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is the reason&lt;br /&gt;
&lt;br /&gt;
I&#039;ve yet to kill you all&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Failbaddon:&lt;br /&gt;
&lt;br /&gt;
I love despoiling&lt;br /&gt;
&lt;br /&gt;
I love causing harm&lt;br /&gt;
&lt;br /&gt;
I love blaspheming&lt;br /&gt;
&lt;br /&gt;
I love both my clawed ar-&lt;br /&gt;
&lt;br /&gt;
That joke is so old&lt;br /&gt;
&lt;br /&gt;
I fucking hate you all&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
C. S. Goto:&lt;br /&gt;
&lt;br /&gt;
I love my eldar &lt;br /&gt;
&lt;br /&gt;
I love multilasers &lt;br /&gt;
&lt;br /&gt;
I love... multilasers...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
MULTILASERS MULTILASERS MULTILASERS MULTILASERS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Generic Cyberpunk Soldier:&lt;br /&gt;
&lt;br /&gt;
I love my corp, man&lt;br /&gt;
&lt;br /&gt;
I love the way they work&lt;br /&gt;
&lt;br /&gt;
I love the fighting&lt;br /&gt;
&lt;br /&gt;
And that I&#039;ll kill some jerk&lt;br /&gt;
&lt;br /&gt;
I love cyberware&lt;br /&gt;
&lt;br /&gt;
And all the &#039;punky things&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Emprasque:&lt;br /&gt;
&lt;br /&gt;
I LOVE MY DOMAIN&lt;br /&gt;
&lt;br /&gt;
I LOVE MY CHILDREN TOO&lt;br /&gt;
&lt;br /&gt;
I HAVE TO SAVE IT&lt;br /&gt;
&lt;br /&gt;
IT&#039;S THE FIRST THING I DO&lt;br /&gt;
&lt;br /&gt;
BUT I&#039;M NOT A GOD&lt;br /&gt;
&lt;br /&gt;
PLEASE STOP WORSHIPING ME&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Konrad Curze:&lt;br /&gt;
&lt;br /&gt;
I love the darkness&lt;br /&gt;
&lt;br /&gt;
I love hunting my prey&lt;br /&gt;
&lt;br /&gt;
I love my bat wings&lt;br /&gt;
&lt;br /&gt;
They really don&#039;t look gay&lt;br /&gt;
&lt;br /&gt;
I love my raptors&lt;br /&gt;
&lt;br /&gt;
But fuck the chaos gods&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA BOOM DE YADDA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Marneus Calgar:&lt;br /&gt;
&lt;br /&gt;
I love blue armor&lt;br /&gt;
&lt;br /&gt;
I love our powerfists&lt;br /&gt;
&lt;br /&gt;
I love the Codex&lt;br /&gt;
&lt;br /&gt;
And all of its dictates&lt;br /&gt;
&lt;br /&gt;
I love avatars&lt;br /&gt;
&lt;br /&gt;
And smashing them to bits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Xeno:&lt;br /&gt;
&lt;br /&gt;
I love my scarabs&lt;br /&gt;
&lt;br /&gt;
I love my quiet friends&lt;br /&gt;
&lt;br /&gt;
I love this song too!&lt;br /&gt;
&lt;br /&gt;
I hope it never ends!&lt;br /&gt;
&lt;br /&gt;
I love you /tg/&lt;br /&gt;
&lt;br /&gt;
Without you I&#039;d be blue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Monstergirl Fetishist:&lt;br /&gt;
&lt;br /&gt;
I love this fetish&lt;br /&gt;
&lt;br /&gt;
/tg/ has the best kinks&lt;br /&gt;
&lt;br /&gt;
Other boards just stare&lt;br /&gt;
&lt;br /&gt;
But who cares what they think?&lt;br /&gt;
&lt;br /&gt;
I love this whole board&lt;br /&gt;
&lt;br /&gt;
We&#039;re weirder than /d/&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Magnus the Red:&lt;br /&gt;
&lt;br /&gt;
I crave all knowledge&lt;br /&gt;
&lt;br /&gt;
I love my sorcery&lt;br /&gt;
&lt;br /&gt;
I love the Emprah&lt;br /&gt;
&lt;br /&gt;
I&#039;m serving loyally&lt;br /&gt;
&lt;br /&gt;
Watch out for Horus&lt;br /&gt;
&lt;br /&gt;
OH FUCK IT&#039;S THE SPACE YIFFS&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trazyn the Infinite:&lt;br /&gt;
&lt;br /&gt;
I love my doubles&lt;br /&gt;
&lt;br /&gt;
I love collecting things&lt;br /&gt;
&lt;br /&gt;
I love Valeria&lt;br /&gt;
&lt;br /&gt;
I love the gifts she brings&lt;br /&gt;
&lt;br /&gt;
I love the galaxy&lt;br /&gt;
&lt;br /&gt;
and all its rarities&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/tg/:&lt;br /&gt;
&lt;br /&gt;
I love the writefags&lt;br /&gt;
&lt;br /&gt;
I love the RPGs&lt;br /&gt;
&lt;br /&gt;
I love the troll threads&lt;br /&gt;
&lt;br /&gt;
I love the energy&lt;br /&gt;
&lt;br /&gt;
I love the whole board&lt;br /&gt;
&lt;br /&gt;
It is the one for me&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
BOOM DE YADA BOOM DE YADA BOOM DE YADA BOOM DE YADA&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The False Emperor ===&lt;br /&gt;
&lt;br /&gt;
(Spngebob Squarepants Theme)&lt;br /&gt;
&lt;br /&gt;
Are ya ready cultists? &lt;br /&gt;
&lt;br /&gt;
(Ay ay master!)&lt;br /&gt;
&lt;br /&gt;
I can&#039;t hear you!&lt;br /&gt;
&lt;br /&gt;
(Ay ay master!!) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
OOOOOOOOHHHHHHH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Who sits on the golden throne dead as can be?&lt;br /&gt;
&lt;br /&gt;
(The false Emperor!)&lt;br /&gt;
&lt;br /&gt;
No good, a weakling, a false god he be!&lt;br /&gt;
&lt;br /&gt;
(The false Emperor!)&lt;br /&gt;
&lt;br /&gt;
If glory and power be sometime you wish!&lt;br /&gt;
&lt;br /&gt;
(The false Emperor!)&lt;br /&gt;
&lt;br /&gt;
Then pledge to Nurgle or maybe Slaanesh!&lt;br /&gt;
&lt;br /&gt;
The false Emperor!&lt;br /&gt;
&lt;br /&gt;
The false Emperor!&lt;br /&gt;
&lt;br /&gt;
The false Emp-eror!&lt;br /&gt;
&lt;br /&gt;
=== The Twelve Days of Nidmas ===&lt;br /&gt;
&lt;br /&gt;
On the first day of Nidmas the hivemind gave to me, a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the second day of Nidmas the hivemind gave to me, two biovores and gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the third day of Nidmas the hivemind gave to me, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the fourth day of Nidmas the hivemind gave to me, four harridans, three spore mines, two biovores and a gargoule on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the fith day of Nidmas the hivemind gave to me five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the sixth day of Nidmas the hivemind gave to me, Six &#039;stealers stealing, five termagants, four harridans, three spore, mines two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the seventh day of nidmas the hivemind gave to me, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the eighth day of nidmas the hivemind gave to me, eight rippers ripping, seven lictors leapind, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the ninth day of nidmas the hivemind gave to me, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the tenth day of nidmas the hivemind gave me, ten spine gaunts shooting, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the eleventh day of nidmas the hiveming gave to me, eleven mawlocks digging, ten spine gaunts shooting, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
On the twelth day of nidmas the hivemind gave to me, twelve zoanthropes zapping, eleven mawlocks digging, ten spine gaunts shooting, nine &#039;fexes screeching, eight rippers ripping, seven lictors leaping, six &#039;stealers stealing, five termagants, four harridans, three spore mines, two biovores and a gargoyle on a spore tree.&lt;br /&gt;
&lt;br /&gt;
===The Call([http://www.youtube.com/watch?v=a-HyYklN55U to the tune of of the song of the same name])===&lt;br /&gt;
&lt;br /&gt;
Echoes from the Istvaan&amp;lt;br&amp;gt;&lt;br /&gt;
Great hammers will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Under rocket torn skys all will&amp;lt;br&amp;gt;&lt;br /&gt;
Answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Strike from the sky&amp;lt;br&amp;gt;&lt;br /&gt;
Ravens of yore&amp;lt;br&amp;gt;&lt;br /&gt;
All faces turn now to war&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lord of the ash&amp;lt;br&amp;gt;&lt;br /&gt;
Fight through crimson glow&amp;lt;br&amp;gt;&lt;br /&gt;
Wolves of the north&amp;lt;br&amp;gt;&lt;br /&gt;
Howl your cry&#039;s of the snow&amp;lt;br&amp;gt;&lt;br /&gt;
Knights of Angels dark&amp;lt;br&amp;gt;&lt;br /&gt;
Fight beside your brothers right&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bring us the strength&amp;lt;br&amp;gt;&lt;br /&gt;
Of metal and of Mars&amp;lt;br&amp;gt;&lt;br /&gt;
Heresy is rising!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War will weather the souls of the lost&amp;lt;br&amp;gt;&lt;br /&gt;
Stand together whatever the cost&amp;lt;br&amp;gt;&lt;br /&gt;
Shields will falter and many will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come for us all&amp;lt;br&amp;gt;&lt;br /&gt;
To answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Pride of Inwit shore&amp;lt;br&amp;gt;&lt;br /&gt;
Guard the Fortress of the king&amp;lt;br&amp;gt;&lt;br /&gt;
Children of Macragge&amp;lt;br&amp;gt;&lt;br /&gt;
May your bolter&#039;s eternally sing&amp;lt;br&amp;gt;&lt;br /&gt;
Lords of blooded sky&#039;s&amp;lt;br&amp;gt;&lt;br /&gt;
May your contrails burn bight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bring us the Skulls&amp;lt;br&amp;gt;&lt;br /&gt;
Of the hunted and slain&amp;lt;br&amp;gt;&lt;br /&gt;
Shadows darken the Imperium&#039;s lands&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War will weather the souls of the lost&amp;lt;br&amp;gt;&lt;br /&gt;
Stand together whatever the cost&amp;lt;br&amp;gt;&lt;br /&gt;
Shields will falter and many will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come for us all&amp;lt;br&amp;gt;&lt;br /&gt;
To answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
White gold&amp;lt;br&amp;gt;&lt;br /&gt;
Burning sky&amp;lt;br&amp;gt;&lt;br /&gt;
(For the souls of the lost)&amp;lt;br&amp;gt;&lt;br /&gt;
Purify&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
War will weather the souls of the lost&amp;lt;br&amp;gt;&lt;br /&gt;
Stand together whatever the cost&amp;lt;br&amp;gt;&lt;br /&gt;
Shields will falter and many will fall&amp;lt;br&amp;gt;&lt;br /&gt;
Time has come for us all&amp;lt;br&amp;gt;&lt;br /&gt;
To answer the call&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Horrible Histories: LITERALLY! (The Viking Song)===&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt; &lt;br /&gt;
Was the summer of Sigmarzeit 2293,&amp;lt;br&amp;gt;&lt;br /&gt;
When we sailed &#039;cross the great north sea,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Norscan Marauder:&amp;lt;br&amp;gt;&lt;br /&gt;
Twin-tailed comet trailing &#039;cross the skies that night,&amp;lt;br&amp;gt;&lt;br /&gt;
Ya should have known somethin&#039; wasn&#039;t right,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt;&lt;br /&gt;
We arrived &#039;pon the Nordland shore,&amp;lt;br&amp;gt;&lt;br /&gt;
And you offered friendship,&amp;lt;br&amp;gt;&lt;br /&gt;
But we&#039;d rather kill you for Khorne,&amp;lt;br&amp;gt;&lt;br /&gt;
Yes, kill you for Khorne, woah, woah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt;&lt;br /&gt;
WE&#039;RE TEARING UP THIS PLACE TONIGHT!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
WE&#039;E GONNA SET THIS LITTLE PROVINCE ALIGHT!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll kill and steal,&amp;lt;br&amp;gt; &lt;br /&gt;
Burn and drink,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause us Norscans don&#039;t care what you think,&amp;lt;br&amp;gt;&lt;br /&gt;
Woah, woah, woah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia and Marauder:&amp;lt;br&amp;gt;&lt;br /&gt;
Let us in, wont you please?&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re here to raid your Count&#039;s cities,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re primed and ready to attack,&amp;lt;br&amp;gt;&lt;br /&gt;
And we love how southlings try vainly to fight back,&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll die or become a slave to me,&amp;lt;br&amp;gt;&lt;br /&gt;
Though at times our slaves get chucked into the sea,&amp;lt;br&amp;gt;&lt;br /&gt;
When the boat&#039;s heavy, yeah, yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt;&lt;br /&gt;
YOU&#039;RE GONNA LOSE YOUR HEAD, MY FRIEND!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
ITS GONNA END UP ON KHORNE&#039;S THRONE IN THE END!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia the Bloody:&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;ll drink a toast from your skull,&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause we&#039;re Norscans!&amp;lt;br&amp;gt;&lt;br /&gt;
That&#039;s how we roll!&amp;lt;br&amp;gt;&lt;br /&gt;
Woah, woah, woah,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia: Play that axe, Ragnar!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
guitar solo*&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chorus:&amp;lt;br&amp;gt;&lt;br /&gt;
WE&#039;RE GONNA PAINT THE WHOLE TOWN RED!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
WITH THE BLOOD OF THE DEAD!&amp;lt;br&amp;gt;&lt;br /&gt;
LITERALLY!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Valkia:&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll kill you and take all you own,&amp;lt;br&amp;gt;&lt;br /&gt;
Get on our ships, go back home,&amp;lt;br&amp;gt;&lt;br /&gt;
Woah woah woah,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re goin&#039; home,&amp;lt;br&amp;gt;&lt;br /&gt;
Woah, woah, woah,&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re goin&#039; home...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Monorail (the simpsons)===&lt;br /&gt;
*Crpytek: Well, sir, there&#039;s nothing on earth &lt;br /&gt;
*Like a genuine, &lt;br /&gt;
*Bona fide, &lt;br /&gt;
*Electrified, &lt;br /&gt;
*Six-gun &lt;br /&gt;
*Monolith! &lt;br /&gt;
*What&#039;d I say? &lt;br /&gt;
*Necron 2xh5: Monolith! &lt;br /&gt;
*Crpytek: What&#039;s it called? &lt;br /&gt;
*Necron 45rg + 55rg: Monolith! &lt;br /&gt;
*Crpytek: That&#039;s right! Monolith! &lt;br /&gt;
*[crowd chants `Monolith softly and rhythmically] &lt;br /&gt;
*Necron 6h45: I hear those things are awfully loud... &lt;br /&gt;
*Crpytek: It glides as softly as a cloud. &lt;br /&gt;
*Necron h744: Is there a chance the track could bend? &lt;br /&gt;
*Crpytek: Not on your life, my flayed friend. &lt;br /&gt;
*Necron kr86: What about us brain-dead slobs? &lt;br /&gt;
*Crpytek: You&#039;ll be given cushy jobs. &lt;br /&gt;
*Necron 7j4f: Were you sent here by the devil? &lt;br /&gt;
*Crpytek: No, good sir, I&#039;m on the level. &lt;br /&gt;
*Necron j68g: The trigger came off my tesla gun. &lt;br /&gt;
*Crpytek: Take my guass blaster, my good man. &lt;br /&gt;
*I swear it&#039;s Springfield&#039;s only choice... &lt;br /&gt;
*Throw up your hands and raise your voice! &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Crpytek: What&#039;s it called? &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Crpytek: Once again... &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Homverlady: But Main Street&#039;s still all cracked and broken... &lt;br /&gt;
*Lord: Sorry, Mom, the mob has spoken! &lt;br /&gt;
*All: Monolith! &lt;br /&gt;
*Monolith! &lt;br /&gt;
*Monolith! &lt;br /&gt;
*[big finish] &lt;br /&gt;
*Monolith! &lt;br /&gt;
*Homverlord: Mono... D&#039;oh!&lt;br /&gt;
!!&#039;&lt;br /&gt;
&lt;br /&gt;
===Men of Cadia(Men of Harlech)===&lt;br /&gt;
Tongues of fire from The Eye flaring,&amp;lt;br&amp;gt;&lt;br /&gt;
news of Chaos near declaring,&amp;lt;br&amp;gt;&lt;br /&gt;
to heroic deeds of daring,&amp;lt;br&amp;gt;&lt;br /&gt;
call you Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Groans of wounded civies dying,&amp;lt;br&amp;gt;&lt;br /&gt;
wails of &#039;tillery shrapnel flying,&amp;lt;br&amp;gt;&lt;br /&gt;
others in their fox-holes crying,&amp;lt;br&amp;gt;&lt;br /&gt;
for you Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shall the Warp winds wailing&amp;lt;br&amp;gt;&lt;br /&gt;
now be unavailing&amp;lt;br&amp;gt;&lt;br /&gt;
to us who have never yet&amp;lt;br&amp;gt;&lt;br /&gt;
in battles hour were failing&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This our answer guns are pouring&amp;lt;br&amp;gt;&lt;br /&gt;
swift as winter torrents roaring&amp;lt;br&amp;gt;&lt;br /&gt;
not in vain their vox imploring&amp;lt;br&amp;gt;&lt;br /&gt;
calls on Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Loud the Commissars are shouting&amp;lt;br&amp;gt;&lt;br /&gt;
every manly heart is bounding&amp;lt;br&amp;gt;&lt;br /&gt;
as our colonel we surrounding&amp;lt;br&amp;gt;&lt;br /&gt;
march we Cadians&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Short the sleep the Traitors taking&amp;lt;br&amp;gt;&lt;br /&gt;
ere the morrows dawn is breaking&amp;lt;br&amp;gt;&lt;br /&gt;
they shall have a rude awakening&amp;lt;br&amp;gt;&lt;br /&gt;
roused by Cadians.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gov&#039;ner cease your weeping&amp;lt;br&amp;gt;&lt;br /&gt;
Calm may be your sleeping,&amp;lt;br&amp;gt;&lt;br /&gt;
your planet in safety now&amp;lt;br&amp;gt;&lt;br /&gt;
The Cadians are keeping.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ere the Emprah high in heaven&amp;lt;br&amp;gt;&lt;br /&gt;
Alien and mutie, panic riven,&amp;lt;br&amp;gt;&lt;br /&gt;
shall like Heretic sheep be driven&amp;lt;br&amp;gt;&lt;br /&gt;
far, by, Ca-di-ans.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Turisas: The March of the Imperial Guard (The March of the Varagian Guard)===&lt;br /&gt;
The sun rose ove the wasteland&amp;lt;br&amp;gt;&lt;br /&gt;
As far as the eye can see&amp;lt;br&amp;gt;&lt;br /&gt;
Regiments fill the vast waste plains of this world&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s avian predators jeering at me&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But they can circle until they drop dead&amp;lt;br&amp;gt;&lt;br /&gt;
I have not come this far&amp;lt;br&amp;gt;&lt;br /&gt;
To end, but to pursure my own thread&amp;lt;br&amp;gt;&lt;br /&gt;
To join the Imperial Guard!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guards of glory and of might&amp;lt;br&amp;gt;&lt;br /&gt;
Hard as steel and strong as brass&amp;lt;br&amp;gt;&lt;br /&gt;
Flies our banners as we march&amp;lt;br&amp;gt;&lt;br /&gt;
Across the galaxy, for the God-Emperor of Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There&#039;s men of Cadia and Valhalla&amp;lt;br&amp;gt;&lt;br /&gt;
A few of Tallarn&amp;lt;br&amp;gt;&lt;br /&gt;
Men simply searching for glamour&amp;lt;br&amp;gt;&lt;br /&gt;
Some concealing their royal descent&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Emperor&#039;s hammer they have aptly named us&amp;lt;br&amp;gt;&lt;br /&gt;
All we&#039;ve come from afar&amp;lt;br&amp;gt;&lt;br /&gt;
Diversity is what unites us&amp;lt;br&amp;gt;&lt;br /&gt;
We are the Imperial Guard!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guards of glory and of might&amp;lt;br&amp;gt;&lt;br /&gt;
Hard as steel and strong as brass&amp;lt;br&amp;gt;&lt;br /&gt;
Flies our banners as we march&amp;lt;br&amp;gt;&lt;br /&gt;
Across the galaxy, for the God-Emperor of Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Eastern Fringe, Segmentum Ultima&amp;lt;br&amp;gt;&lt;br /&gt;
In the 41st millenium of the imperial date.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To the Ghoul Stars and beyond&amp;lt;br&amp;gt;&lt;br /&gt;
This is where Segmentum Command have us sent&amp;lt;br&amp;gt;&lt;br /&gt;
For fame and for gold&amp;lt;br&amp;gt;&lt;br /&gt;
We once set the warp for these worlds unknown&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Guards of glory and of might&amp;lt;br&amp;gt;&lt;br /&gt;
Hard as steel and strong as brass&amp;lt;br&amp;gt;&lt;br /&gt;
Flies our banners as we march&amp;lt;br&amp;gt;&lt;br /&gt;
Across the galaxy, for the God-Emperor of Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Grand Gathas Of Tzeentch (Grand Gathas Of Baal Sin)===&lt;br /&gt;
&lt;br /&gt;
GRAND TZEENTCH, BRINGERS OF MAGICK!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grand Tzeentch, bringer of magick&amp;lt;br&amp;gt;&lt;br /&gt;
Stun the norm, sublime ideas&amp;lt;br&amp;gt;&lt;br /&gt;
Builders of restless towers&amp;lt;br&amp;gt;&lt;br /&gt;
They grow to reach the Immaterium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NINE... Nine daemons wreak havok&amp;lt;br&amp;gt;&lt;br /&gt;
NINE... Nine sorcerors ever defiant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reconstruction of the golden age&amp;lt;br&amp;gt;&lt;br /&gt;
Guided by winged feathered sages&amp;lt;br&amp;gt;&lt;br /&gt;
Metaphoric mirage of the ideal&amp;lt;br&amp;gt;&lt;br /&gt;
Materialize the spoken word&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NINE... Nine daemons wreak havok&amp;lt;br&amp;gt;&lt;br /&gt;
NINE... Nine sorcerors ever defiant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the eye of Magnus&amp;lt;br&amp;gt;&lt;br /&gt;
And all the wise&amp;lt;br&amp;gt;&lt;br /&gt;
All the lords of changes&amp;lt;br&amp;gt;&lt;br /&gt;
With their liquid souls we&#039;re baptized&amp;lt;br&amp;gt;&lt;br /&gt;
Tzeentch!&amp;lt;br&amp;gt;&lt;br /&gt;
Caliphates of the truth&amp;lt;br&amp;gt;&lt;br /&gt;
Ahriman fee ein Il&#039;adoo&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Polymaths are the ones who question&amp;lt;br&amp;gt;&lt;br /&gt;
Polymaths are the ones who hear&amp;lt;br&amp;gt;&lt;br /&gt;
Immaterium voices scream&amp;lt;br&amp;gt;&lt;br /&gt;
Awake and march to the next domain&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the eye of Magnus&amp;lt;br&amp;gt;&lt;br /&gt;
And all the wise&amp;lt;br&amp;gt;&lt;br /&gt;
All the lords of change&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re baptized with their liquid souls&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bringers of shadows&amp;lt;br&amp;gt;&lt;br /&gt;
Shun the mask&amp;lt;br&amp;gt;&lt;br /&gt;
That mask the illusion of the mass&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Grand Tzeentch, bringer of magick&amp;lt;br&amp;gt;&lt;br /&gt;
Stun the norm, sublime ideas&amp;lt;br&amp;gt;&lt;br /&gt;
Builders of restless towers&amp;lt;br&amp;gt;&lt;br /&gt;
They grow to reach the immaterium&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
NINE... Nine daemons wreak havok&amp;lt;br&amp;gt;&lt;br /&gt;
NINE... Nine sorcerors ever defiant&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Magnus!&amp;lt;br&amp;gt;&lt;br /&gt;
Tzeentch!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===You Win or You Die (game of throne theme song)===&lt;br /&gt;
The Eagle grasps what it can to preserve it&#039;s peace.&lt;br /&gt;
&lt;br /&gt;
The Dragon consumes all before it in the East,&lt;br /&gt;
&lt;br /&gt;
(Chorus)&lt;br /&gt;
&lt;br /&gt;
A cold golden throne, holds a man centauries old,&lt;br /&gt;
&lt;br /&gt;
A galaxy laced in lies, &lt;br /&gt;
&lt;br /&gt;
You win or you die, &lt;br /&gt;
&lt;br /&gt;
The Four bides there time in the great eye,&lt;br /&gt;
&lt;br /&gt;
The Daughters must pay the warriors toll,&lt;br /&gt;
&lt;br /&gt;
(Chorus)&lt;br /&gt;
&lt;br /&gt;
A cold golden throne, holds a man centauries old,&lt;br /&gt;
&lt;br /&gt;
A galaxy laced in lies, &lt;br /&gt;
&lt;br /&gt;
You win or you die, &lt;br /&gt;
&lt;br /&gt;
The ancients seek for purpose among there ruins&lt;br /&gt;
&lt;br /&gt;
The youngest, await for there time to rise&lt;br /&gt;
&lt;br /&gt;
(Chorus)&lt;br /&gt;
&lt;br /&gt;
A cold golden throne, holds a man centauries old,&lt;br /&gt;
&lt;br /&gt;
A galaxy laced in lies, &lt;br /&gt;
&lt;br /&gt;
You win or you die&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===What a wondaful Waaagh - Loys Armstronk===&lt;br /&gt;
[[File:LoysArmstronk.jpg|300px|right|thumb|Loys Armstronk]]&lt;br /&gt;
&lt;br /&gt;
Oi see boyz of green,&amp;lt;br&amp;gt;&lt;br /&gt;
red wartrukks too.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;umies go &#039;boom&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
for me an&#039; you.&amp;lt;br&amp;gt;&lt;br /&gt;
An&#039; I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oi see Marines of blue&amp;lt;br&amp;gt;&lt;br /&gt;
an&#039; bikes of white.&amp;lt;br&amp;gt;&lt;br /&gt;
Those beakie boyz they&amp;lt;br&amp;gt;&lt;br /&gt;
sure know &#039;ow to fight.&amp;lt;br&amp;gt;&lt;br /&gt;
An&#039; I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Our stormboyz and deffkoptas,&amp;lt;br&amp;gt;&lt;br /&gt;
so orky in da sky,&amp;lt;br&amp;gt;&lt;br /&gt;
blast away da faces&amp;lt;br&amp;gt;&lt;br /&gt;
of humies goin&#039; by.&amp;lt;br&amp;gt;&lt;br /&gt;
Oi see gits dyin&#039; and sayin&#039;:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Wot do we do?&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
And then they&#039;s all sayin:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Oh, I&#039;m froo.&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I hear panzees cry,&amp;lt;br&amp;gt;&lt;br /&gt;
I watch &#039;em explode.&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll fight no more&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;cuz they wuz too slow.&amp;lt;br&amp;gt;&lt;br /&gt;
Then I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Yes, I fink to myself:&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;What a wondaful Waaagh!&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heil dir im Siegerkranz - Anthem of the German Empire===&lt;br /&gt;
[[File:Wilhelm2.jpg|300px|right|thumb|Like the Emperor had an ancient German cousin...]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;German&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heil dir im Siegerkranz,&amp;lt;br&amp;gt;&lt;br /&gt;
Herrscher des Vaterlands!&amp;lt;br&amp;gt;&lt;br /&gt;
Heil, Kaiser, dir!&amp;lt;br&amp;gt;&lt;br /&gt;
Fühl in des Thrones Glanz&amp;lt;br&amp;gt;&lt;br /&gt;
Die hohe Wonne ganz,&amp;lt;br&amp;gt;&lt;br /&gt;
Liebling des Volks zu sein!&amp;lt;br&amp;gt;&lt;br /&gt;
Heil Kaiser, dir!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nicht Roß’, nicht Reisige&amp;lt;br&amp;gt;&lt;br /&gt;
Sichern die steile Höh&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
Wo Fürsten steh&#039;n&amp;lt;br&amp;gt;&lt;br /&gt;
Liebe des Vaterlands,&amp;lt;br&amp;gt;&lt;br /&gt;
Liebe des freien Manns&amp;lt;br&amp;gt;&lt;br /&gt;
Gründen den Herrscherthron&amp;lt;br&amp;gt;&lt;br /&gt;
Wie Fels im Meer.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Heilige Flamme, glüh&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
Glüh&#039; und erlösche nie&amp;lt;br&amp;gt;&lt;br /&gt;
Fürs Vaterland!&amp;lt;br&amp;gt;&lt;br /&gt;
Wir alle stehen dann&amp;lt;br&amp;gt;&lt;br /&gt;
Mutig für einen Mann&amp;lt;br&amp;gt;&lt;br /&gt;
Kämpfen und bluten gern&amp;lt;br&amp;gt;&lt;br /&gt;
Für Thron und Reich!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Handel und Wissenschaft&amp;lt;br&amp;gt;&lt;br /&gt;
Heben mit Mut und Kraft&amp;lt;br&amp;gt;&lt;br /&gt;
Ihr Haupt empor!&amp;lt;br&amp;gt;&lt;br /&gt;
Krieger- und Heldentat&amp;lt;br&amp;gt;&lt;br /&gt;
Finden ihr Lorbeerblatt&amp;lt;br&amp;gt;&lt;br /&gt;
Treu aufgehoben dort,&amp;lt;br&amp;gt;&lt;br /&gt;
An deinem Thron!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sei, Kaiser Wilhelm, hier&amp;lt;br&amp;gt;&lt;br /&gt;
Lang&#039; deines Volkes Zier,&amp;lt;br&amp;gt;&lt;br /&gt;
Der Menschheit Stolz!&amp;lt;br&amp;gt;&lt;br /&gt;
Fühl&#039; in des Thrones Glanz,&amp;lt;br&amp;gt;&lt;br /&gt;
Die hohe Wonne ganz,&amp;lt;br&amp;gt;&lt;br /&gt;
Liebling des Volks zu sein!&amp;lt;br&amp;gt;&lt;br /&gt;
Heil, Kaiser, dir!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Adepted version in English to suit the Imperium&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hail to thee in victor&#039;s crown,&amp;lt;br&amp;gt;&lt;br /&gt;
Ruler of the fatherland!&amp;lt;br&amp;gt;&lt;br /&gt;
Hail to thee, Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
Feel in the throne&#039;s splendor&amp;lt;br&amp;gt;&lt;br /&gt;
The high ecstasy in full&amp;lt;br&amp;gt;&lt;br /&gt;
To be darling of thy people!&amp;lt;br&amp;gt;&lt;br /&gt;
Hail to thee, Emperor!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Neither steed nor mounted knight&amp;lt;br&amp;gt;&lt;br /&gt;
Secure the towering height,&amp;lt;br&amp;gt;&lt;br /&gt;
Where princes stand:&amp;lt;br&amp;gt;&lt;br /&gt;
Love of the fatherland,&amp;lt;br&amp;gt;&lt;br /&gt;
Love of the free man,&amp;lt;br&amp;gt;&lt;br /&gt;
Create the ruler&#039;s throne&amp;lt;br&amp;gt;&lt;br /&gt;
Like crags at sea.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holy flame, glow,&amp;lt;br&amp;gt;&lt;br /&gt;
Glow and expire not&amp;lt;br&amp;gt;&lt;br /&gt;
For the fatherland!&amp;lt;br&amp;gt;&lt;br /&gt;
Then we all stand&amp;lt;br&amp;gt;&lt;br /&gt;
Valiant for one man&amp;lt;br&amp;gt;&lt;br /&gt;
Gladly fighting and bleeding&amp;lt;br&amp;gt;&lt;br /&gt;
For throne and empire!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Service and faith&amp;lt;br&amp;gt;&lt;br /&gt;
Hoist with courage and strength&amp;lt;br&amp;gt;&lt;br /&gt;
Their chief aloft.&amp;lt;br&amp;gt;&lt;br /&gt;
Warriors&#039; and heroes&#039; deeds&amp;lt;br&amp;gt;&lt;br /&gt;
Find their laurel leaves&amp;lt;br&amp;gt;&lt;br /&gt;
Faithfully preserved&amp;lt;br&amp;gt;&lt;br /&gt;
Upon thy throne!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Forever continuing to bloom&amp;lt;br&amp;gt;&lt;br /&gt;
Our flag may wave boldly&amp;lt;br&amp;gt;&lt;br /&gt;
On the high seas!&amp;lt;br&amp;gt;&lt;br /&gt;
Ha, how proud and majestic&amp;lt;br&amp;gt;&lt;br /&gt;
Casts over land and sea&amp;lt;br&amp;gt;&lt;br /&gt;
Widely the German eagle&amp;lt;br&amp;gt;&lt;br /&gt;
Its flaming gaze.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Be, Emperor, here&amp;lt;br&amp;gt;&lt;br /&gt;
Thy people&#039;s ornament for many a year&amp;lt;br&amp;gt;&lt;br /&gt;
Humanity&#039;s pride!&amp;lt;br&amp;gt;&lt;br /&gt;
Feel in the throne&#039;s splendor,&amp;lt;br&amp;gt;&lt;br /&gt;
The high ecstasy in full&amp;lt;br&amp;gt;&lt;br /&gt;
To be darling of thy people!&amp;lt;br&amp;gt;&lt;br /&gt;
Hail to thee, Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mr. Preacher Man===&lt;br /&gt;
&lt;br /&gt;
It&#039;s nine o&#039;clock on St.Sabat&#039;s day&amp;lt;br&amp;gt;&lt;br /&gt;
The regular crowd shuffles in&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s a veteran sitting next to me&amp;lt;br&amp;gt;&lt;br /&gt;
Makin&#039; love to his Gorsk White Gyn&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He says, &amp;quot;Son can you play me a memory&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m not really sure how it goes,&amp;lt;br&amp;gt;&lt;br /&gt;
But it&#039;s sad and it&#039;s sweet&amp;lt;br&amp;gt;&lt;br /&gt;
And I knew it complete&amp;lt;br&amp;gt;&lt;br /&gt;
When I wore the comissariat’s clothes&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
La la la, di da da&amp;lt;br&amp;gt;&lt;br /&gt;
La la, di da da da dum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sing us a song you&#039;re the preacher man&amp;lt;br&amp;gt;&lt;br /&gt;
preach us the gospel tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Well we&#039;re all in the mood for some sanctity&amp;lt;br&amp;gt;&lt;br /&gt;
And you&#039;ve got us feeling alright&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now John at the bar is a friend of mine&amp;lt;br&amp;gt;&lt;br /&gt;
He gets me amasec for free&amp;lt;br&amp;gt;&lt;br /&gt;
And he&#039;s quick with a joke or to light up your smoke&amp;lt;br&amp;gt;&lt;br /&gt;
But there&#039;s someplace that he&#039;d rather be&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He says, &amp;quot;Bill, I believe this is killing me&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
As a smile ran away from his face&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;Well, I&#039;m sure that I could be a Baneblade man&amp;lt;br&amp;gt;&lt;br /&gt;
If I could get out of this place&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, la la la, di da da&amp;lt;br&amp;gt;&lt;br /&gt;
La la, di da da da dum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Now Paul is a war logs archivist&amp;lt;br&amp;gt;&lt;br /&gt;
Who never had time for a wife&amp;lt;br&amp;gt;&lt;br /&gt;
And he&#039;s talking with Davy, who&#039;s still in the Navy&amp;lt;br&amp;gt;&lt;br /&gt;
And probably will be for life&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the servitor&#039;s praising Astartes&amp;lt;br&amp;gt;&lt;br /&gt;
As the vostroyans slowly get stoned,&amp;lt;br&amp;gt;&lt;br /&gt;
Yes they&#039;re sharing a drink they call loneliness&amp;lt;br&amp;gt;&lt;br /&gt;
But it&#039;s better than drinking alone!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sing us a song you&#039;re the preacher man&amp;lt;br&amp;gt;&lt;br /&gt;
Preach us the gospel tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Well we&#039;re all in the mood for some sanctity&amp;lt;br&amp;gt;&lt;br /&gt;
And you&#039;ve got us feeling alright&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s a pretty good crowd for St.Sabat’s day&amp;lt;br&amp;gt;&lt;br /&gt;
And the magos gives me a smile&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause he knows that it&#039;s me they&#039;ve been coming to see&amp;lt;br&amp;gt;&lt;br /&gt;
To forget about life for a while&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And the vox-caster sounds like a carnival&amp;lt;br&amp;gt;&lt;br /&gt;
And the microphone smells like a seal&amp;lt;br&amp;gt;&lt;br /&gt;
And they sit at the bar and put bread in my jar&amp;lt;br&amp;gt;&lt;br /&gt;
And say &amp;quot;Man what are you doing here?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, la la la, di da da&amp;lt;br&amp;gt;&lt;br /&gt;
La la, di da da da dum&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sing us a song you&#039;re the preacher man&amp;lt;br&amp;gt;&lt;br /&gt;
Preach us the gospel tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Well we&#039;re all in the mood for some sanctity&amp;lt;br&amp;gt;&lt;br /&gt;
And you&#039;ve got us feeling alright&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Chaotic Terror (Accept: Teutonic Terror - Khorne Edition)===&lt;br /&gt;
&lt;br /&gt;
Back to the frontlines, back at the night&amp;lt;br&amp;gt;&lt;br /&gt;
Evil marauders back in the lights&amp;lt;br&amp;gt;&lt;br /&gt;
Back for the slaughter, the fuel of the flames&amp;lt;br&amp;gt;&lt;br /&gt;
The roar of the thunder, back in the game&amp;lt;br&amp;gt;&lt;br /&gt;
Storming the strongholds, swords in the air&amp;lt;br&amp;gt;&lt;br /&gt;
Killing Astartes in their own lair&amp;lt;br&amp;gt;&lt;br /&gt;
Lighting the thorches, setting the stage&amp;lt;br&amp;gt;&lt;br /&gt;
You get what you ask for... right in the face&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six string chainswords&amp;lt;br&amp;gt;&lt;br /&gt;
And screams in the night&amp;lt;br&amp;gt;&lt;br /&gt;
War clubs pounding&amp;lt;br&amp;gt;&lt;br /&gt;
Living just for the fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we drive, thru the night&amp;lt;br&amp;gt;&lt;br /&gt;
With the howling wind at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Riding on Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
String up the razors, sharpen the blades&amp;lt;br&amp;gt;&lt;br /&gt;
Tighten the skins up, no one escapes&amp;lt;br&amp;gt;&lt;br /&gt;
Crack up the grindstone, load up to sleds&amp;lt;br&amp;gt;&lt;br /&gt;
Saddle the Juggers, OFF WITH THEIR HEADS!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six string chainswords&amp;lt;br&amp;gt;&lt;br /&gt;
And screams in the night&amp;lt;br&amp;gt;&lt;br /&gt;
War clubs pounding&amp;lt;br&amp;gt;&lt;br /&gt;
Living just for the fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we drive, thru the night&amp;lt;br&amp;gt;&lt;br /&gt;
With the howling wind at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Riding on Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
For the roar of the crowd&amp;lt;br&amp;gt;&lt;br /&gt;
For the raging frontal attack&amp;lt;br&amp;gt;&lt;br /&gt;
Delivering the Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;guitar solo&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Six string chainswords&amp;lt;br&amp;gt;&lt;br /&gt;
And screams in the night&amp;lt;br&amp;gt;&lt;br /&gt;
War clubs pounding&amp;lt;br&amp;gt;&lt;br /&gt;
Living just for the fight&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So we drive, thru the night&amp;lt;br&amp;gt;&lt;br /&gt;
With the howling wind at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Riding on Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
For the roar of the crowd&amp;lt;br&amp;gt;&lt;br /&gt;
For the raging frontal attack&amp;lt;br&amp;gt;&lt;br /&gt;
Delivering the Chaotic Terror&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE&amp;lt;br&amp;gt;&lt;br /&gt;
We will GIVE&#039;EM THE AXE!&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=0jgrCKhxE1s Through fire and flames - Farsight Enclaves]===&lt;br /&gt;
On a cold winter morning&amp;lt;br&amp;gt;&lt;br /&gt;
In the time before the light&amp;lt;br&amp;gt;&lt;br /&gt;
In flames of dead Ethereal&#039;s reign&amp;lt;br&amp;gt;&lt;br /&gt;
Deepstrike towards the fight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the darkness has fallen down&amp;lt;br&amp;gt;&lt;br /&gt;
and the times are tough alright&amp;lt;br&amp;gt;&lt;br /&gt;
The sound of evil laughter falls&amp;lt;br&amp;gt;&lt;br /&gt;
on Agrellan tonight&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fighting hard, Crisis against steel&amp;lt;br&amp;gt;&lt;br /&gt;
Through the wastelands evermore&amp;lt;br&amp;gt;&lt;br /&gt;
The scattered souls will feel the hell&amp;lt;br&amp;gt;&lt;br /&gt;
Exterminatus on this world&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the blackest plains in Hell&#039;s domain&amp;lt;br&amp;gt;&lt;br /&gt;
We watch them as they go&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and pain and once again we know!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So now we fly ever free&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re free before the firestorm&amp;lt;br&amp;gt;&lt;br /&gt;
On towards the Enclaves&amp;lt;br&amp;gt;&lt;br /&gt;
Our quest carries on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far beyond Shadowsun&amp;lt;br&amp;gt;&lt;br /&gt;
Far beyond the Ethereals&amp;lt;br&amp;gt;&lt;br /&gt;
Deep inside our hearts and all our souls!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far away we wait for the day&amp;lt;br&amp;gt;&lt;br /&gt;
For the lives all so wasted and gone&amp;lt;br&amp;gt;&lt;br /&gt;
We feel the pain of a lifetime lost in a thousand days&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and flames the Enclaves carry on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the red day is dawning&amp;lt;br&amp;gt;&lt;br /&gt;
And our jetpacks crack the sky&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll raise their hands to the heavens above&amp;lt;br&amp;gt;&lt;br /&gt;
With resentment in their eyes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Jetting back through the midmorning light&amp;lt;br&amp;gt;&lt;br /&gt;
there&#039;s a burning in my heart&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re banished forever from the Tau empire&amp;lt;br&amp;gt;&lt;br /&gt;
To a life beyond the stars&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In your darkest dreams see to believe&amp;lt;br&amp;gt;&lt;br /&gt;
Our destiny is time&amp;lt;br&amp;gt;&lt;br /&gt;
From the Ethereals we&#039;ll be free tonight!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And on the wings of a dream&amp;lt;br&amp;gt;&lt;br /&gt;
So far beyond Damocles Gulf&amp;lt;br&amp;gt;&lt;br /&gt;
All alone in desperation&amp;lt;br&amp;gt;&lt;br /&gt;
Now the time has gone&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Lost inside you&#039;ll never find&amp;lt;br&amp;gt;&lt;br /&gt;
Lost within Farsight&#039;s mind&amp;lt;br&amp;gt;&lt;br /&gt;
Day after day this exile must go on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far away we wait for the day&amp;lt;br&amp;gt;&lt;br /&gt;
For the lives all so wasted and gone&amp;lt;br&amp;gt;&lt;br /&gt;
We feel the pain of a lifetime lost in a thousand days&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and flames the Enclaves carry on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[guitar solo]&lt;br /&gt;
&lt;br /&gt;
Wo-o-oah,wo-o-oah,who-o-o-o-oah!&amp;lt;br&amp;gt;&lt;br /&gt;
Wo-o-oah,wo-o-oa,who-o-o-o-oah!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[guitar solo]&lt;br /&gt;
&lt;br /&gt;
Now here we stand with their blood on our hands&amp;lt;br&amp;gt;&lt;br /&gt;
We fought so hard, now can we understand&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll break the seal of this curse if I possibly can&amp;lt;br&amp;gt;&lt;br /&gt;
For freedom of e-very Tau!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So far away we wait for the day&amp;lt;br&amp;gt;&lt;br /&gt;
For the lives all so wasted and gone&amp;lt;br&amp;gt;&lt;br /&gt;
We feel the pain of a lifetime lost in a thousand days&amp;lt;br&amp;gt;&lt;br /&gt;
Through the fire and flames the Enclaves carry on!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Powerwolf - Amen and Attack===&lt;br /&gt;
&lt;br /&gt;
In nomine veritas&amp;lt;br&amp;gt;&lt;br /&gt;
In nomine filii et patris&amp;lt;br&amp;gt;&lt;br /&gt;
In nomine veritas&amp;lt;br&amp;gt;&lt;br /&gt;
Et sanctus &amp;lt;br&amp;gt;&lt;br /&gt;
Amen and Attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Stand your ground against the storm&lt;br /&gt;
And honor those who&#039;ve died&amp;lt;br&amp;gt;&lt;br /&gt;
Eins zwei amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Army of the Emp’ror sworn&amp;lt;br&amp;gt;&lt;br /&gt;
Defenders of the right&amp;lt;br&amp;gt;&lt;br /&gt;
Drei vier - amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the night is cold and black&amp;lt;br&amp;gt;&lt;br /&gt;
We sing amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we lead the storm of the wild&amp;lt;br&amp;gt;&lt;br /&gt;
With our comrades at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Scream it! Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we fight with God on our side&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Send the daemons from this world&amp;lt;br&amp;gt;&lt;br /&gt;
No place where they can hide&amp;lt;br&amp;gt;&lt;br /&gt;
Eins zwei amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Make them pray or make them pay&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s time to stand and fight&amp;lt;br&amp;gt;&lt;br /&gt;
Drei vier - amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the night is cold and black&amp;lt;br&amp;gt;&lt;br /&gt;
We sing amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we lead the storm of the wild&amp;lt;br&amp;gt;&lt;br /&gt;
With our comrades at our backs&amp;lt;br&amp;gt;&lt;br /&gt;
Scream it! Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
And we fight with god on our side&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
Amen &amp;amp; attack&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=I_izvAbhExY Stayin&#039; Alive - Knight Porphyrion (Bee Gees)]===&lt;br /&gt;
&lt;br /&gt;
Well, you can tell by the way I use my walk,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a ranged knight: no time to charge.&amp;lt;br&amp;gt;&lt;br /&gt;
Cannons loud and barrels warm, I&#039;ve been stomped around&amp;lt;br&amp;gt;&lt;br /&gt;
Since I was born.&amp;lt;br&amp;gt;&lt;br /&gt;
And now it&#039;s all right. It&#039;s OK.&amp;lt;br&amp;gt;&lt;br /&gt;
And you may duck under cover.&amp;lt;br&amp;gt;&lt;br /&gt;
We can try to understand&amp;lt;br&amp;gt;&lt;br /&gt;
The Porphyrion&#039; effect on flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re a brother or whether you&#039;re a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Feel the city breakin&#039; and everybody shakin&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Well now, AP low and Strenght high,&amp;lt;br&amp;gt;&lt;br /&gt;
And if I can&#039;t get either, I really try.&amp;lt;br&amp;gt;&lt;br /&gt;
Got the AV Fourteen on my shoes.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a shooty Knight and I just can&#039;t lose.&amp;lt;br&amp;gt;&lt;br /&gt;
You know it&#039;s all right. It&#039;s OK.&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ll live to see another day.&amp;lt;br&amp;gt;&lt;br /&gt;
We can try to understand&amp;lt;br&amp;gt;&lt;br /&gt;
The Porphyrion&#039;s effect on flesh.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether you&#039;re a brother or whether you&#039;re a monster,&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Feel the city breakin&#039; and everybody shakin&#039;,&amp;lt;br&amp;gt;&lt;br /&gt;
And I&#039;m stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, ha, ha, ha, stayin&#039; alive.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;He ignores cover. Somebody help me.&amp;lt;br&amp;gt;&lt;br /&gt;
Somebody help me, yeah.&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;He ignores cover. Somebody help me, yeah.&amp;lt;br&amp;gt;&lt;br /&gt;
Stayin&#039; alive.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=v--IqqusnNQ Life on Mars - The Burning of Prospero (David Bowie)]===&lt;br /&gt;
[[File:No_comments.png|thumb|400px|right|Magnus did WHAT?!]]&lt;br /&gt;
It&#039;s a god-awful small affair&amp;lt;br&amp;gt;&lt;br /&gt;
To the girl with the shaven head&amp;lt;br&amp;gt;&lt;br /&gt;
But the Red King is yelling, &amp;quot;No!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
And her Emperor&#039;s told her to go&amp;lt;br&amp;gt;&lt;br /&gt;
But the Fifteenth&#039;s nowhere to be seen&amp;lt;br&amp;gt;&lt;br /&gt;
Now she walks through her sunken dream&amp;lt;br&amp;gt;&lt;br /&gt;
To the seat with the clearest view&amp;lt;br&amp;gt;&lt;br /&gt;
And she&#039;s hooked to the holoscreen&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But Prospero&#039;s a saddening bore&amp;lt;br&amp;gt;&lt;br /&gt;
For she&#039;s lived it ten times or more&amp;lt;br&amp;gt;&lt;br /&gt;
She could shoot in the eyes of fools&amp;lt;br&amp;gt;&lt;br /&gt;
As she cancels their powers as...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches fighting in the main hall&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man!&amp;lt;br&amp;gt;&lt;br /&gt;
Look at those wizards go&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the freakiest show&amp;lt;br&amp;gt;&lt;br /&gt;
Take a look at the Wolfman&amp;lt;br&amp;gt;&lt;br /&gt;
Beating up the wrong guy&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man! Wonder if he&#039;ll ever know&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s in the best selling show&amp;lt;br&amp;gt;&lt;br /&gt;
For the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It&#039;s on Lorgar&#039;s tortured brow&amp;lt;br&amp;gt;&lt;br /&gt;
That Angron has grown up a cow&amp;lt;br&amp;gt;&lt;br /&gt;
Now the astartes have struck for fame&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause we go make war again&amp;lt;br&amp;gt;&lt;br /&gt;
See the army in their million hordes&amp;lt;br&amp;gt;&lt;br /&gt;
From Nuceria to Roboute&#039;s worlds&amp;lt;br&amp;gt;&lt;br /&gt;
Reaching Terra is out of bounds&amp;lt;br&amp;gt;&lt;br /&gt;
For my Emperor, dog, and town&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But Prospero&#039;s a saddening bore&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause I fought it ten times or more&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s about to be fought again&amp;lt;br&amp;gt;&lt;br /&gt;
As I ask you to focus on&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Witches fighting in the main hall&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man!&amp;lt;br&amp;gt;&lt;br /&gt;
Look at those wizards go&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s the freakiest show&amp;lt;br&amp;gt;&lt;br /&gt;
Take a look at the Wolfman&amp;lt;br&amp;gt;&lt;br /&gt;
Beating up the wrong guy&amp;lt;br&amp;gt;&lt;br /&gt;
Oh man! Wonder if he&#039;ll ever know&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s in the best selling show&amp;lt;br&amp;gt;&lt;br /&gt;
For the Emperor!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=HSH--SJKVQQ The man who sold the world - The Primarch who sold the world (David Bowie)]===&lt;br /&gt;
&lt;br /&gt;
We passed upon the warp&amp;lt;br&amp;gt;&lt;br /&gt;
Spoke of was and when&amp;lt;br&amp;gt;&lt;br /&gt;
Although I wasn&#039;t there&amp;lt;br&amp;gt;&lt;br /&gt;
He said I was his friend&amp;lt;br&amp;gt;&lt;br /&gt;
Which came as some surprise&amp;lt;br&amp;gt;&lt;br /&gt;
I spoke into his eyes&amp;lt;br&amp;gt;&lt;br /&gt;
I thought you died alone&amp;lt;br&amp;gt;&lt;br /&gt;
Murdered on Eskrador&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Oh no, NOT ME&amp;lt;br&amp;gt;&lt;br /&gt;
I never lost that duel&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re face to face&amp;lt;br&amp;gt;&lt;br /&gt;
With Alpharius Omegon&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I laughed and shook Dorn&#039;s hand&amp;lt;br&amp;gt;&lt;br /&gt;
And made my way back home&amp;lt;br&amp;gt;&lt;br /&gt;
I searched for Arkhan Land&amp;lt;br&amp;gt;&lt;br /&gt;
For years and years I roamed&amp;lt;br&amp;gt;&lt;br /&gt;
I gazed a gazer stare&amp;lt;br&amp;gt;&lt;br /&gt;
We marked a million hills&amp;lt;br&amp;gt;&lt;br /&gt;
We must have died alone&amp;lt;br&amp;gt;&lt;br /&gt;
A long long time ago&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who knows?&amp;lt;br&amp;gt;&lt;br /&gt;
Not me&amp;lt;br&amp;gt;&lt;br /&gt;
We never lost control&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re face, to face&amp;lt;br&amp;gt;&lt;br /&gt;
With Alpharius Omegon&amp;lt;br&amp;gt;the&lt;br /&gt;
&lt;br /&gt;
===Andrew Gold - Spooky Scary Skeletons===&lt;br /&gt;
Spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Send chainswords through your spine&amp;lt;br&amp;gt;&lt;br /&gt;
Shrieking skulls will shock your soul&amp;lt;br&amp;gt;&lt;br /&gt;
Seal your doom tonight&amp;lt;br&amp;gt;&lt;br /&gt;
Spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Bellow such a prayer&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll shake and shudder in surprise&amp;lt;br&amp;gt;&lt;br /&gt;
When your meatshields aren&#039;t all there&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;re so sorry Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re so misunderstood&amp;lt;br&amp;gt;&lt;br /&gt;
You only want to purge xenos&amp;lt;br&amp;gt;&lt;br /&gt;
But I don&#039;t think you should&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Shout startling war-cant screams&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll drop-pod from their Watch-Fortress&amp;lt;br&amp;gt;&lt;br /&gt;
And just won&#039;t leave you be&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Warriors beyond equal&amp;lt;br&amp;gt;&lt;br /&gt;
Will kill, what&#039;s all the fuss?&amp;lt;br&amp;gt;&lt;br /&gt;
Power armour will keep them safe&amp;lt;br&amp;gt;&lt;br /&gt;
As Chaos&#039; schemes they foil&amp;lt;br&amp;gt;&lt;br /&gt;
Spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Are clever all the same&amp;lt;br&amp;gt;&lt;br /&gt;
They&#039;ll smile and put you to the sword&amp;lt;br&amp;gt;&lt;br /&gt;
And on you lay the blame&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Because spooky scary Space Marines&amp;lt;br&amp;gt;&lt;br /&gt;
Fight for the Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
If you try to hurt Mankind&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll hear their bolters roar&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weird Al - Weasel Stomping Day===&lt;br /&gt;
Faces filled with joy and cheer&amp;lt;br&amp;gt;&lt;br /&gt;
What a magical time of year&amp;lt;br&amp;gt;&lt;br /&gt;
Howdy Ho! It&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put your Marine helmet on&amp;lt;br&amp;gt;&lt;br /&gt;
Spread that mayonaisse on the lawn&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t you know it&#039;s Xenos Stomping Day?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All the little girls and boys&amp;lt;br&amp;gt;&lt;br /&gt;
Love that wonderful crunching noise&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll know what this day&#039;s about&amp;lt;br&amp;gt;&lt;br /&gt;
When you stomp a Xenos&#039; guts right out&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, come along and have a laugh&amp;lt;br&amp;gt;&lt;br /&gt;
Snap their alien spines in half&amp;lt;br&amp;gt;&lt;br /&gt;
Grab your boots and stomp your cares away&amp;lt;br&amp;gt;&lt;br /&gt;
Hip hip hooray, it&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[Sounds of xenos getting stomped on, with bone-crunching and Tau-screeching effects]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People love them down the street&amp;lt;br&amp;gt;&lt;br /&gt;
Crushing xenos beneath their feet&amp;lt;br&amp;gt;&lt;br /&gt;
Why we do it, who can say?&amp;lt;br&amp;gt;&lt;br /&gt;
But it&#039;s such a festive holiday&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So let the stomping fun begin&amp;lt;br&amp;gt;&lt;br /&gt;
Bash their Alien skulls right in&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s tradition, that makes it okay&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hey everyone, it&#039;s Xenos Stomping&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll have some fun on Xenos Stomping&amp;lt;br&amp;gt;&lt;br /&gt;
Put down your Lasgun, it&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
Hip Hip Hooray, it&#039;s Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Xenos Stomping Day&amp;lt;br&amp;gt;&lt;br /&gt;
Hey!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Emperor of the Universe/ [https://www.youtube.com/watch?v=VEJ8lpCQbyw Princes of the Universe (Queen)]===&lt;br /&gt;
Here I am, born to be Emperor&amp;lt;br&amp;gt;&lt;br /&gt;
Im the Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Here I belong, fighting to survive&amp;lt;br&amp;gt;&lt;br /&gt;
In a world with the darkest powers&amp;lt;br&amp;gt;&lt;br /&gt;
Heh&amp;lt;br&amp;gt;&lt;br /&gt;
And here I am, Im the Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Here I belong, fighting for survival&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;ve come to be the rulers of you all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I am immortal, I have inside me blood of Emperors, yeah, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
I have no rival, no man can be my equal&amp;lt;br&amp;gt;&lt;br /&gt;
Take me to the future of you all&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born to be Emperor, Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting and free&amp;lt;br&amp;gt;&lt;br /&gt;
Got your world in my hand&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m here for your love and I&#039;ll make my stand&amp;lt;br&amp;gt;&lt;br /&gt;
I was born to be Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No man could understand&amp;lt;br&amp;gt;&lt;br /&gt;
My power is in my own hand&amp;lt;br&amp;gt;&lt;br /&gt;
Ooh, ooh, ooh, ooh, people talk about you&amp;lt;br&amp;gt;&lt;br /&gt;
People say you&#039;ve had your day&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m a man that will go far&amp;lt;br&amp;gt;&lt;br /&gt;
Fly the moon and reach for the stars&amp;lt;br&amp;gt;&lt;br /&gt;
With my sword and head held high&amp;lt;br&amp;gt;&lt;br /&gt;
Got to pass the test first time, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
I know that people talk about me, I hear it every day&amp;lt;br&amp;gt;&lt;br /&gt;
But I can prove them wrong &#039;cause I&#039;m right first time&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, yeah&amp;lt;br&amp;gt;&lt;br /&gt;
Alright, let&#039;s go, let&#039;s go, ha ha&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah, watch this man fly, wooh&amp;lt;br&amp;gt;&lt;br /&gt;
Bring on the Sisters, c&#039;mon, c&#039;mon, c&#039;mon&amp;lt;br&amp;gt;&lt;br /&gt;
Here I am (here I am)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Born to be Emperor, Im the Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Here I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Born to be Emperor, Emperor of the universe&amp;lt;br&amp;gt;&lt;br /&gt;
Fighting and free, got your world in my hand&amp;lt;br&amp;gt;&lt;br /&gt;
I&#039;m here for your love and I&#039;ll make my stand&amp;lt;br&amp;gt;&lt;br /&gt;
I was born to be Emperor of the universe (universe, universe, universe)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ghostbusters Theme: The Deathwatch===&lt;br /&gt;
&lt;br /&gt;
If there&#039;s something strange on the eastern front&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
If it&#039;s from the Warp and it don&#039;t look good&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re seeing Nids, breaking through the fort&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
An invisible Tau sneaking through your base&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
If you stand alone, kick you astropath&amp;lt;br&amp;gt;&lt;br /&gt;
And call. (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
I hear it likes the Guard.&amp;lt;br&amp;gt;&lt;br /&gt;
They shall know no fear.&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mmh... if you&#039;re getting tons&amp;lt;br&amp;gt;&lt;br /&gt;
of the freaky &#039;Crons, baby,&amp;lt;br&amp;gt;&lt;br /&gt;
you better call the Deathwatch.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PURGING MAKES ME FEEL GOOD!&amp;lt;br&amp;gt;&lt;br /&gt;
I SHALL KNOW NO FEAR!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Don&#039;t you fight alone, oh no... (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
When you&#039;re facing a Waagh&amp;lt;br&amp;gt;&lt;br /&gt;
Unless you wanna die some more&amp;lt;br&amp;gt;&lt;br /&gt;
I think you better call The Deathwatch!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Oh, who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
Louder! The Deathwatch!&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
Who you gonna call? (The Deathwatch!)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=rdSXXwkuaT0 Undertale Hard Drive: Fulgrim&#039;s Istvaan V]===&lt;br /&gt;
&lt;br /&gt;
Ferrus, I can show you where Horus hides&amp;lt;br&amp;gt;&lt;br /&gt;
on the dark sands&amp;lt;br&amp;gt;&lt;br /&gt;
of Istvaan V&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah I&#039;m dancing with your soul in my sights&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a showdown&amp;lt;br&amp;gt;&lt;br /&gt;
on the Drop Site&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; date drugs got me out of my mind&amp;lt;br&amp;gt;&lt;br /&gt;
like my new sword&amp;lt;br&amp;gt;&lt;br /&gt;
from the Laeran&amp;lt;br&amp;gt;&lt;br /&gt;
And our minis got us frozen in time&amp;lt;br&amp;gt;&lt;br /&gt;
like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I’m dreaming like no Primarch ever could&amp;lt;br&amp;gt;&lt;br /&gt;
There’s my name! Up in lights!&amp;lt;br&amp;gt;&lt;br /&gt;
Your weapon skill won&#039;t suffice baby!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I’m sorry I&#039;m a better smith than you&amp;lt;br&amp;gt;&lt;br /&gt;
Raise the stakes! Pick a fight!&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;ll need that IWND, baby!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You got a lot of nerve brother&amp;lt;br&amp;gt;&lt;br /&gt;
for this Dark Age we are now living in&amp;lt;br&amp;gt;&lt;br /&gt;
You’ve got a lot to learn, Primarch&amp;lt;br&amp;gt;&lt;br /&gt;
Do you really think you&#039;ll defeat me?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ferrus, I can show you where Horus hides&amp;lt;br&amp;gt;&lt;br /&gt;
on the dark sands&amp;lt;br&amp;gt;&lt;br /&gt;
of Istvaan V&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah I&#039;m dancing with your soul in my sights&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a showdown&amp;lt;br&amp;gt;&lt;br /&gt;
on the Drop Site&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; date drugs got me out of my mind&amp;lt;br&amp;gt;&lt;br /&gt;
like my new sword&amp;lt;br&amp;gt;&lt;br /&gt;
from the Laeran&amp;lt;br&amp;gt;&lt;br /&gt;
And our minis got us frozen in time&amp;lt;br&amp;gt;&lt;br /&gt;
like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chemosian personality&amp;lt;br&amp;gt;&lt;br /&gt;
Phoenician fabulosity&amp;lt;br&amp;gt;&lt;br /&gt;
With treason, bloodshed, and intrigue!&amp;lt;br&amp;gt;&lt;br /&gt;
Give the astartes what they need!&amp;lt;br&amp;gt;&lt;br /&gt;
A star! For humanity!&amp;lt;br&amp;gt;&lt;br /&gt;
My face! on a million screens!&amp;lt;br&amp;gt;&lt;br /&gt;
Now turn your heel but don’t you flee&amp;lt;br&amp;gt;&lt;br /&gt;
And indulge in heresy&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Get a load of my sword skills&amp;lt;br&amp;gt;&lt;br /&gt;
Strut my stuff, you know I’m glammorin’&amp;lt;br&amp;gt;&lt;br /&gt;
You&#039;re gonna have to hold your head&amp;lt;br&amp;gt;&lt;br /&gt;
Do you really think that I won’t win?!?&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ferrus, I can show you where Horus hides&amp;lt;br&amp;gt;&lt;br /&gt;
on the dark sands&amp;lt;br&amp;gt;&lt;br /&gt;
of Istvaan V&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah I&#039;m dancing with your soul in my sights&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s a showdown&amp;lt;br&amp;gt;&lt;br /&gt;
on the Drop Site&amp;lt;br&amp;gt;&lt;br /&gt;
Horus&#039; date drugs got me out of my mind&amp;lt;br&amp;gt;&lt;br /&gt;
like my new sword&amp;lt;br&amp;gt;&lt;br /&gt;
from the Laeran&amp;lt;br&amp;gt;&lt;br /&gt;
And our minis got us frozen in time&amp;lt;br&amp;gt;&lt;br /&gt;
like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Like a portrait&amp;lt;br&amp;gt;&lt;br /&gt;
in the dying light...&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=pHc_HtssAqM The Pitiful Humans]===&lt;br /&gt;
&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You were always quite the weakling 403&amp;lt;br&amp;gt;&lt;br /&gt;
Then we invaded&amp;lt;br&amp;gt;&lt;br /&gt;
And you upgraded&amp;lt;br&amp;gt;&lt;br /&gt;
Ba-da-ba-ba&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
403, it&#039;s true that I found you&amp;lt;br&amp;gt;&lt;br /&gt;
But look around you&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
All your comrades are so incomplete&amp;lt;br&amp;gt;&lt;br /&gt;
You can&#039;t see it, but they&#039;re all in pain&amp;lt;br&amp;gt;&lt;br /&gt;
Their operating system&#039;s obsolete&amp;lt;br&amp;gt;&lt;br /&gt;
So let&#039;s complete the chains&amp;lt;br&amp;gt;&lt;br /&gt;
And get inside those brains&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
Woah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s teach those pitiful humans, who just haven&#039;t a clue&amp;lt;br&amp;gt;&lt;br /&gt;
Just what to do&amp;lt;br&amp;gt;&lt;br /&gt;
Help them to help you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Ah, yeah! Yeah, yeah, yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Can you see the vision clearly, 403?&amp;lt;br&amp;gt;&lt;br /&gt;
Soldiers embracing and interfacing&amp;lt;br&amp;gt;&lt;br /&gt;
Beep boop beep boop&amp;lt;br&amp;gt;&lt;br /&gt;
Shiny, new augmentics clanging sweetly&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Gone is human error and fear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Beep bop boo beep bop boo beep bop boo beep&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Every issue tucked away so neatly&amp;lt;br&amp;gt;&lt;br /&gt;
If you feel a sob or tear&amp;lt;br&amp;gt;&lt;br /&gt;
Just turn that knob, and switch that gear&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIER 421]&amp;lt;br&amp;gt;&lt;br /&gt;
Yeah yeah yeah yeah yeah yeah!&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s teach those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Who just haven&#039;t a clue&amp;lt;br&amp;gt;&lt;br /&gt;
Just what to do&amp;lt;br&amp;gt;&lt;br /&gt;
Help them and soon this will be you&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Rap beep beep bop&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s save those pitiful humans&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
Re bop bo beep bop bo beep bop bo&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s teach those pitiful humans, who haven&#039;t a clue&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[TECH PRIEST]&amp;lt;br&amp;gt;&lt;br /&gt;
If that&#039;s what we do&amp;lt;br&amp;gt;&lt;br /&gt;
If that&#039;s what we do&amp;lt;br&amp;gt;&lt;br /&gt;
Then&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Everything about us is going to be powerful&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
Give hail to the Omnissiah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Everything about us is going to be so advanced&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[SOLDIERS]&amp;lt;br&amp;gt;&lt;br /&gt;
All hail to the Omnissiah&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[Tech Priest]&amp;lt;br&amp;gt;&lt;br /&gt;
You won&#039;t be fragile and impure&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[ALL]&amp;lt;br&amp;gt;&lt;br /&gt;
Not pitiful fleshbags anymore&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;Cause&amp;lt;br&amp;gt;&lt;br /&gt;
Everything about us is going to be cool&amp;lt;br&amp;gt;&lt;br /&gt;
When... we... rule! &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Pure Annihilation (The Exterminatus Song): Willy Wonka and the Chocolate Factory===&lt;br /&gt;
&lt;br /&gt;
[INQUISITOR]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hold your breath.&amp;lt;br&amp;gt;&lt;br /&gt;
Make a wish.&amp;lt;br&amp;gt;&lt;br /&gt;
Push the button.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Come with me and you&#039;ll be&amp;lt;br&amp;gt;&lt;br /&gt;
In a world of pure annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
Take a look and you&#039;ll see&amp;lt;br&amp;gt;&lt;br /&gt;
Into this annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
We&#039;ll begin with their sin&amp;lt;br&amp;gt;&lt;br /&gt;
Bombarding their eldritch creation&amp;lt;br&amp;gt;&lt;br /&gt;
Heresy&amp;lt;br&amp;gt;&lt;br /&gt;
that&#039;s beyond toleration&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you want to view paradise&amp;lt;br&amp;gt;&lt;br /&gt;
Simply look around and view it&amp;lt;br&amp;gt;&lt;br /&gt;
Anything you want to, do it&amp;lt;br&amp;gt;&lt;br /&gt;
Wanna change the world?&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s nothing to it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no life I know&amp;lt;br&amp;gt;&lt;br /&gt;
That survives this&amp;lt;br&amp;gt;&lt;br /&gt;
Pure annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
Dying there, we&#039;ll be free&amp;lt;br&amp;gt;&lt;br /&gt;
From your Xenos tyranny&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You wanted to view paradise&amp;lt;br&amp;gt;&lt;br /&gt;
This is your last chance to view it&amp;lt;br&amp;gt;&lt;br /&gt;
Anything you want to, do it&amp;lt;br&amp;gt;&lt;br /&gt;
Watch us change the world.&amp;lt;br&amp;gt;&lt;br /&gt;
There&#039;s nothing to it&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is no life I know&amp;lt;br&amp;gt;&lt;br /&gt;
That survives this&amp;lt;br&amp;gt;&lt;br /&gt;
Pure annihilation&amp;lt;br&amp;gt;&lt;br /&gt;
Dying there, we&#039;ll be free&amp;lt;br&amp;gt;&lt;br /&gt;
From your Xenos tyranny&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Take me home warpspace routes (John Denver; Take me home country roads)===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Almost heaven, Holy Terra&amp;lt;br&amp;gt;&lt;br /&gt;
Golden hivespires and pollutant rivers&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Life is old here, older than the trees&amp;lt;br&amp;gt; &lt;br /&gt;
Humanities birthright, growing like a breeze&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, Sector Solar&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home, warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the Imperium, built around her&amp;lt;br&amp;gt;&lt;br /&gt;
Proud grey lady, stranger to blue water&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Grey and dusty, Luna in the sky&amp;lt;br&amp;gt;&lt;br /&gt;
Mist the taste of ashes&amp;lt;br&amp;gt;&lt;br /&gt;
Teardrops in my eye&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, Hive Augusta&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I hear His voice&amp;lt;br&amp;gt;&lt;br /&gt;
The Astronomicon it guides me&amp;lt;br&amp;gt;&lt;br /&gt;
His light reminds me&amp;lt;br&amp;gt;&lt;br /&gt;
of my home far away&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And on my warpace road&amp;lt;br&amp;gt;&lt;br /&gt;
I get a feeling&amp;lt;br&amp;gt;&lt;br /&gt;
That i should praise Him&amp;lt;br&amp;gt;&lt;br /&gt;
Ev´ryday, Ev´ryday!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, sector solar&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Warpspace routes, take me home&amp;lt;br&amp;gt;&lt;br /&gt;
To the place I belong&amp;lt;br&amp;gt;&lt;br /&gt;
Holy Terra, sector solar&amp;lt;br&amp;gt;&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Take me home warpspace routes&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Oh Nalwood of Tanith (Flower of Scotland)===&lt;br /&gt;
&lt;br /&gt;
Oh Nalwood of Tanith,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When will we see&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your like again,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That fought and died for,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your wee bit Hill and Glen,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Hills are burnt now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And Nalwood trees&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
lie burned and charred ,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
O&#039;er World that is lost now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Which those so dearly held,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those days are past now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And in the past&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
they must remain,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But we can still rise now,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And be the First again,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Oh Nalwood of Tanith, &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When will we see&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your like again,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That fought and died for,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your wee bit Hill and Glen,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And stood against them,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Foul Chaos&#039; Armys,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And sent them homeward,&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To think again.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Die Young (Kesha)===&lt;br /&gt;
&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flak coat, laser gun&amp;lt;br&amp;gt;&lt;br /&gt;
Bolt or melta would be fun&amp;lt;br&amp;gt;&lt;br /&gt;
Fightin&#039; Orks, takin&#039; heat&amp;lt;br&amp;gt;&lt;br /&gt;
Dyin&#039; till we hear retreat&amp;lt;br&amp;gt;&lt;br /&gt;
Commissar watching so we&#039;re sticking around (you know)&amp;lt;br&amp;gt;&lt;br /&gt;
He&#039;s BLAMing anyone not holding their ground (fo sho)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waiting on some armor support (yeah)&amp;lt;br&amp;gt;&lt;br /&gt;
A Leman Russ or Chimera escort&amp;lt;br&amp;gt;&lt;br /&gt;
Or it&#039;ll be the last night of our lives (uh huh)&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll keep fighting till we die&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Catachans, taking shots&amp;lt;br&amp;gt;&lt;br /&gt;
Gunning down those filthy grots&amp;lt;br&amp;gt;&lt;br /&gt;
Light em&#039; up, gettin&#039; hot&amp;lt;br&amp;gt;&lt;br /&gt;
Kill them, give it all you&#039;ve got&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s pretty obvious we&#039;re gonna get crushed (you know)&amp;lt;br&amp;gt;&lt;br /&gt;
Flamers and burnas are about to combust (fo sho)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waiting on some armor support (yeah)&amp;lt;br&amp;gt;&lt;br /&gt;
A Leman Russ or Chimera escort&amp;lt;br&amp;gt;&lt;br /&gt;
Or it&#039;ll be the last night of our lives (uh huh)&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;ll keep fighting till we die (till we die)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
I see your knees quake at sound of their guns&amp;lt;br&amp;gt;&lt;br /&gt;
Oh, what a shame that they&#039;re gonna kill everyone&amp;lt;br&amp;gt;&lt;br /&gt;
So while we&#039;re taking up arms&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
We&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
Let&#039;s make the most of this fight cause we&#039;re gonna die young&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Gorgutz WAAAGH- FireWAAAGH (Orky Firework)&lt;br /&gt;
&lt;br /&gt;
 d&#039;os yas ever feel like a worthless grot&lt;br /&gt;
 Gettin&#039; stomped by &#039;umies&lt;br /&gt;
 &#039;anna Grow Again&lt;br /&gt;
  D&#039;os yas ever feel so weak&lt;br /&gt;
  Like a &#039;umies skull&lt;br /&gt;
  One blow from &#039;aving in&lt;br /&gt;
&lt;br /&gt;
 d&#039;os yas ever feel &#039;lready stomped in &#039;eep&lt;br /&gt;
 six &#039;eet unda WAAAGH. but no git &#039;eems to &#039;ear a t&#039;ing&lt;br /&gt;
 d&#039;os yas &#039;now dat deres &#039;till a spot for yas&lt;br /&gt;
  c&#039;os deres a klaw in yas&lt;br /&gt;
&lt;br /&gt;
 yas &#039;ust otta pull da kord&lt;br /&gt;
 And let er rip&lt;br /&gt;
 Just Chopp da &#039;umies&lt;br /&gt;
 Just like da red gobbo&#039;s night&lt;br /&gt;
 &lt;br /&gt;
 &#039;ause Zog it yas a Warboss&lt;br /&gt;
 Come on stomp dem umies&lt;br /&gt;
 Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 As yas Chopp em into bitz&lt;br /&gt;
&lt;br /&gt;
 Zog it yas a Warboss&lt;br /&gt;
 Come on let ya shoota burst&lt;br /&gt;
Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 Yas gonna leave em gitz in bitz, bitz, bitz&lt;br /&gt;
&lt;br /&gt;
Yas duzzint gotta &#039;eel loike a &#039;asted Ork&lt;br /&gt;
Yas a Speshal git, kannot be &#039;eplaced&lt;br /&gt;
If yas only &#039;new wot da future &#039;olds&lt;br /&gt;
Afta a grot iz stomped a umie iz chopped&lt;br /&gt;
&lt;br /&gt;
&#039;aybe a &#039;eason all da doorz iz clozed&lt;br /&gt;
So yas &#039;ould open da one dat leads yas to da perfect Trukk&lt;br /&gt;
Loike Gorkz eye, yas choppa &#039;ill glow&lt;br /&gt;
and wen itz toime yas will &#039;now&lt;br /&gt;
  &lt;br /&gt;
 yas &#039;ust otta pull da kord&lt;br /&gt;
 And let er rip&lt;br /&gt;
 Just Chopp da &#039;umies&lt;br /&gt;
 Just like da red gobbo&#039;s night&lt;br /&gt;
 &lt;br /&gt;
 &#039;ause Zog it yas a Warboss&lt;br /&gt;
 Come on stomp dem umies&lt;br /&gt;
 Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 As yas Chopp em into bitz&lt;br /&gt;
&lt;br /&gt;
 Zog it yas a Warboss&lt;br /&gt;
 Come on let ya shoota burst&lt;br /&gt;
Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 Yas gonna leave em gitz in bitz, bitz, bitz&lt;br /&gt;
&lt;br /&gt;
boomz boomz boomz&lt;br /&gt;
even broighta dan da bad moonz moonz moonz&lt;br /&gt;
itz always been insoide a yas&lt;br /&gt;
now itz toime to let itz &#039;trough &#039;trough &#039;trough&lt;br /&gt;
&lt;br /&gt;
 &#039;ause Zog it yas a Warboss&lt;br /&gt;
 Come on stomp dem umies&lt;br /&gt;
 Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 As yas Chopp em into bitz&lt;br /&gt;
&lt;br /&gt;
 Zog it yas a Warboss&lt;br /&gt;
 Come on let ya shoota burst&lt;br /&gt;
Make dem gits go Gah, Gah, GAH&lt;br /&gt;
 Yas gonna leave em gitz in bitz, bitz, bitz&lt;br /&gt;
&lt;br /&gt;
boomz boomz boomz&lt;br /&gt;
even broighta dan da bad moonz moonz moonz&lt;br /&gt;
boomz boomz boomz&lt;br /&gt;
even broighta dan da bad moonz moonz moonz&lt;br /&gt;
&lt;br /&gt;
===Roboute - Rasputin (Boney M)===&lt;br /&gt;
(This uses the [https://www.youtube.com/watch?v=JLo02AquUCs Turisas cover] music.)&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
There lived a certain man &lt;br /&gt;
out on the eastern fringe&lt;br /&gt;
He was big and strong &lt;br /&gt;
but he kinda liked to winge&lt;br /&gt;
His father found his world&lt;br /&gt;
gave him twenty thousand men&lt;br /&gt;
put them in to squads&lt;br /&gt;
no more or less than ten&lt;br /&gt;
&lt;br /&gt;
He could breach the armor of titan&lt;br /&gt;
Sword aflame with vengeful fire&lt;br /&gt;
But he also wanted to be leader&lt;br /&gt;
Of his own empire&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He was a man who looked like a god&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
He would make sure that humans lived on&lt;br /&gt;
&lt;br /&gt;
He wrote a bunch of words&lt;br /&gt;
Said the legions had to go&lt;br /&gt;
When his brothers heard&lt;br /&gt;
They all just shouted no&lt;br /&gt;
He swung his mighty blade&lt;br /&gt;
Fought Fulgrim to the death&lt;br /&gt;
But he wasn&#039;t very good&lt;br /&gt;
And got wounded in the neck&lt;br /&gt;
&lt;br /&gt;
He was put into a stasis chamber&lt;br /&gt;
Kept alive, a feat of awe&lt;br /&gt;
All the while building newer armies&lt;br /&gt;
Through his good friend Cawl&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He was a man who looked like a god&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
He would make sure that humans lived on&lt;br /&gt;
&lt;br /&gt;
But when the darkness and terror of chaos spilled out into the galaxy&lt;br /&gt;
The demands to awaken this great man became louder and louder&lt;br /&gt;
&lt;br /&gt;
We need his kind again&lt;br /&gt;
Said elfish chick Yvraine&lt;br /&gt;
So she woke him up&lt;br /&gt;
Pulled the poison from his veins&lt;br /&gt;
When he saw what had become&lt;br /&gt;
His heart was full of rage&lt;br /&gt;
So he gathered all his men&lt;br /&gt;
For Indomitius Crusade&lt;br /&gt;
&lt;br /&gt;
He went to the golden throne of Terra&lt;br /&gt;
knelt to the emperor and said&lt;br /&gt;
If I save us from this chaos terror&lt;br /&gt;
Shit is going to change&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He told the chapters what to avoid&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
Said the codex was null and void&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
family name was Guillimeen&lt;br /&gt;
He sent them all brand new hovertanks&lt;br /&gt;
&lt;br /&gt;
Rah Rah Roboute&lt;br /&gt;
Leader of the Space Marines&lt;br /&gt;
And put primaris into their ranks&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=horus the warmaster (jesus christ superstar)=&lt;br /&gt;
(from the point of a loyalist son of horus)&lt;br /&gt;
Ev&#039;ry time I look at you&lt;br /&gt;
I don&#039;t understand&lt;br /&gt;
Why you let the things you did&lt;br /&gt;
Get so out of hand&lt;br /&gt;
You&#039;d have managed better&lt;br /&gt;
If you&#039;d had a better plan&lt;br /&gt;
Yet why&#039;d you choose the chaos gods&lt;br /&gt;
to take the emperors land?&lt;br /&gt;
&lt;br /&gt;
If you&#039;d come early&lt;br /&gt;
You could have conquered a whole nation&lt;br /&gt;
imperial space in M30&lt;br /&gt;
Had no mass communication&lt;br /&gt;
&lt;br /&gt;
(Don&#039;t you get me wrong)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now)&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
&lt;br /&gt;
Only want to know&lt;br /&gt;
(Only want to know, now)&lt;br /&gt;
Only want to know&lt;br /&gt;
(Only want to know)&lt;br /&gt;
Only want to know&lt;br /&gt;
(Only want to know, now)&lt;br /&gt;
Only want to know&lt;br /&gt;
&lt;br /&gt;
horus the&lt;br /&gt;
horus the&lt;br /&gt;
In the warp, What did you see??&lt;br /&gt;
horus the&lt;br /&gt;
horus the&lt;br /&gt;
In the warp, What did you see??&lt;br /&gt;
horus the&lt;br /&gt;
warmaster&lt;br /&gt;
Are you as great as they say you are?&lt;br /&gt;
horus the&lt;br /&gt;
warmaster&lt;br /&gt;
Are you as great as they say you are?&lt;br /&gt;
Tell me what you think&lt;br /&gt;
About your 3 friends at the top&lt;br /&gt;
Now who d&#039;you think besides yourself&lt;br /&gt;
Was the pick of the crop?&lt;br /&gt;
Emperor was he where it&#039;s at?&lt;br /&gt;
Is he where you are?&lt;br /&gt;
Could emperor make a legion&lt;br /&gt;
Or was that just PR?&lt;br /&gt;
Did you mean to die like that?&lt;br /&gt;
Was that a mistake or&lt;br /&gt;
Did you know your heresy&lt;br /&gt;
Would be a history maker?&lt;br /&gt;
Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now) Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong) Don&#039;t you get me wrong&lt;br /&gt;
(Don&#039;t you get me wrong, now) Don&#039;t you get me wrong&lt;br /&gt;
==Stuff that doesn&#039;t even need a rewrite...==&lt;br /&gt;
* [https://www.youtube.com/watch?v=Efup3SWRBOA Rats (Ghost)]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
*[[RIDIN ON A TRUKK]], an Orky version of &amp;quot;On A Boat&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*[[Little Boxes]], using the tune of the song of the same name, singing about [[METAL BOXES]]&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
*[https://www.youtube.com/watch?v=_uj8h4SCsnE Video of Salve Regina: A Templar Chant]&lt;br /&gt;
*[http://youtube.com/watch?v=RSu4hOLYrXk Video of Pocahontas: Savages]&lt;br /&gt;
*[http://www.youtube.com/watch?v=-3fvr589x9s&amp;amp;feature=related Video of The Prince of Egypt: Playing with the Big Boys]&lt;br /&gt;
*[http://youtube.com/watch?v=_0Nm0vf1W9Q Video of The Prince of Egypt: The Plagues]&lt;br /&gt;
*[http://www.youtube.com/watch?v=L0AiN8vrn9Y Video of the Lion King: Be Prepared]&lt;br /&gt;
*[http://youtube.com/watch?v=irp8CNj9qBI Video of Queen: Bohemian Rhapsody]&lt;br /&gt;
*[http://youtube.com/watch?v=5wON8-glDb0 Video of Robert Browning&#039;s poem My Last Duchess]&lt;br /&gt;
*[http://youtube.com/watch?v=4Pbl4x1OKqs Video of Ozzy performing Hellraiser]&lt;br /&gt;
*[http://youtube.com/watch?v=WLenuBXt2RE Video of Nancy Sinatra: These Boots Were Made for Walking]&lt;br /&gt;
*[http://youtube.com/watch?v=S5nw1-_5-Vk Video of My Chemical Romance: The Black Parade]&lt;br /&gt;
*[http://youtube.com/watch?v=jgqxQmAbTBc Video of Iron Maiden: The Trooper]&lt;br /&gt;
*[http://youtube.com/watch?v=n9C4fj5CfvA Video of Harvey Andrews: British Soldier]&lt;br /&gt;
*[http://youtube.com/watch?v=pxyhmx-DT44 Video of Will Smith: Men in Black]&lt;br /&gt;
*[http://youtube.com/watch?v=0Y9ZQsAgveI Video of Sabaton: Wolfpack]&lt;br /&gt;
*[http://www.asoldierschristmas.com Not a Video of A Soldier&#039;s Christmas]&lt;br /&gt;
*[http://www.youtube.com/watch?v=as0VmtpZVqM Video of Dixie]&lt;br /&gt;
*[http://www.youtube.com/watch?v=_Si8beWhBkg Video of Everyone Has Aids]&lt;br /&gt;
*[http://www.youtube.com/watch?v=4CRsXv7QVfE Video of A British Tar]&lt;br /&gt;
*[http://www.youtube.com/watch?v=hBe0VCso0qs Video of Fresh Prince of Bel-Air]&lt;br /&gt;
*[http://www.youtube.com/watch?v=f5kbBxv9XPo Video of Ain&#039;t no rest for the Wicked]&lt;br /&gt;
*[http://www.youtube.com/watch?v=mQJoKXhx-HM March of Cambreadth]&lt;br /&gt;
*[http://www.youtube.com/watch?v=4dzH0z1_-hY Video of RWT&#039;s Football]&lt;br /&gt;
*[http://www.youtube.com/watch?v=VKsVSBhSwJg&amp;amp;feature=relmfu Video of Bed Intruder]&lt;br /&gt;
*[http://www.youtube.com/watch?v=Ujzp9ffPwPM When You&#039;re Evil]&lt;br /&gt;
*[http://www.youtube.com/watch?v=R-kp-B9XZFc Nuclear Attack]&lt;br /&gt;
*[http://www.youtube.com/watch?v=x9rQmyAxS3U The Wurzels: Combine Harvester]&lt;br /&gt;
*[http://www.youtube.com/watch?v=req-oDf2ZRc Video of Accept: Teutonic Terror]&lt;br /&gt;
*[https://www.youtube.com/watch?v=0jgrCKhxE1s Through fire and flames]&lt;br /&gt;
*[https://www.youtube.com/watch?v=RZ-uV72pQKI Video of Pure Imagination, Willy Wonka and the Chocolate Factory]&lt;br /&gt;
----&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/19009314/ suptg archive thread for the grimdark songwriting]&lt;br /&gt;
[[category:warhammer 40,000]] &lt;br /&gt;
[[category:Meme]]&lt;br /&gt;
[[category:Copypasta]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Notable_Planets&amp;diff=1011587</id>
		<title>Nobledark Imperium Notable Planets</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Notable_Planets&amp;diff=1011587"/>
		<updated>2026-05-20T15:15:02Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium_Drafts|Main Page]] for more information on the alternate universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many worlds across the galaxy, but not all of them reach the same level of fame.&lt;br /&gt;
&lt;br /&gt;
= Worlds of the Imperium =&lt;br /&gt;
&lt;br /&gt;
== The Sol System ==&lt;br /&gt;
&lt;br /&gt;
=== Old Earth ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Heart of the Imperium &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cradle of humanity, keystone of the Imperium, armoured heart of civilization and bustling hub of commerce and industry. Home to trillions of loyal human citizens and every inch considered holy ground, it is from this cursed and blessed soil that the Imperium sprang in ancient day when primarchs marched alongside such mythical figures as [[Nobledark_Imperium_Notable_People#Jenetia Krole|Jenetia Krole]], [[Nobledark_Imperium_Notable_People#Arik_Taranis|Arik Taranis]], Malcador and [[Nobledark_Imperium_Notes#Honen_Mu|Uxor Honen Mu]].&lt;br /&gt;
&lt;br /&gt;
Once a dying world of techno-barbarians and later brought to near total ruin by the depravities of the Orks and the fallen Eldar, it stands now as the ultimate testament that mankind with enough time and effort can recover from anything.&lt;br /&gt;
&lt;br /&gt;
The surface from space is as verdant and pleasant to behold as any world this side of Heaven, with pristine snow caps, azure seas teeming with fish, ancient forests, and rolling fields punctuated by towering spire cities seemingly made of silver and diamond that catch the setting and rising of the sun to become polished copper and ruby. The likeness of Old Earth seen in dreams of some idyllic future of a time some say can only exist in innocent dreams of childhood.&lt;br /&gt;
&lt;br /&gt;
For all its beauty, Old Earth is not soft. The Beast taught Earth that weakness is not excusable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those pretty fairy tale spires and the living green paradises are built and grown over fortifications designed by the primarch [[Nobledark_Imperium_Primarchs#Perturabo|Perturabo]], genius prince of Macedonia and mad architect of the Imperium. For all that the world is beautiful, she is deadly.&lt;br /&gt;
&lt;br /&gt;
The towering Hive Cities of Perturabo&#039;s design have expanded somewhat, and now extend miles deep into the stygian deeps, but nevertheless remain based upon the same design principles. The hives as seen from the surface are great majestic soaring edifices, graceful and splendid, and hide well that they were designed to be enormous death traps and meat grinders to anyone stupid enough to try and attack them. The streets can form choke points, there are many avenues that would make great killing grounds, all the spires are designed to have an artillery piece placed atop them at a moment&#039;s notice, and there are void shield generators embedded throughout. Those brilliant marble walls that line each building are made of layers of adamantium, ceremite, and shock-absorbent plasteel.&lt;br /&gt;
&lt;br /&gt;
What of the hives that can be seen from the surface, great as they be, are likewise only the tip of the iceberg. Their roots go deep, deep into the bedrock. Their greatest depths stretch to the places where the Earth is hot, and from that heat abundant and perpetual power is drawn. As deep as they are, the hives are also, in those Stygian depths, broad; the roots of the chrome and glass mountains stretch far enough to entangle with their neighbours, like hands held out to a friend in the darkness. It is known that one can circumnavigate that most august of globes without breaking the surface, from pole to pole, back around the other side, across the equator, any direction that takes your fancy. Indeed, there are whole nations down there that live and die in those depths, and never see the surface for generations at a time.&lt;br /&gt;
&lt;br /&gt;
But for all that one might imagine a cramped and claustrophobic labyrinthine darkness, the ways and paths are airy and full of light. Perturabo did not design prisons with which to undo the victory of The Beast. Indeed he did not, and Old Earth is the jewel in the crown and the throne of the Imperium, birth world of mankind.&lt;br /&gt;
&lt;br /&gt;
Dotted around the surface with great regularity are strange and deep pits, with seemingly no bottom for one stood upon the edge. These are great ventilation and light wells, but also emergency entrances and exits in times of need. They plunge into the depths where the underground kingdoms dwell, the places where the earth meets the sky. And if one were to descend those great depths, they would find no lair of twisted things but forests and fields and pleasant seas, the likes of which could grace the very surface of Earth and look entirely natural.&lt;br /&gt;
&lt;br /&gt;
Layer upon layer of civilization built upon itself, like pages of some great living tome down into the deeps. And still further the pits go, until they pass from the minds of common men to the darker realms of stranger things. The sunless seas where swim pale fish and tunnels dug by unknown hands — though not the hands of ancient man. Those wise men of the Dark Age never dug this deep. Sometimes an explorer or surveyor will come to these places to mark, to map, and simply to see one of Earth&#039;s ancient mysteries. Though no harm will come to these curious adventurers, there is harm they bring with them, and they will know that they are watched.&lt;br /&gt;
&lt;br /&gt;
From the great height of orbit, Old Earth is a green and verdant paradise as once it may have looked in the Golden Age. When men, it is said, were as the gods are. But no work of god alone is this Eden. Through sweat and toil and the plans of The Mad Architect was this walled garden made, and by the might and will of man is it defended. A microcosm of the Imperium itself.&lt;br /&gt;
&lt;br /&gt;
Upon the surface of this ancient planet is found the Imperial Palace, a surprisingly modestly adorned but massive spire in the centre of the ancient city of Moskgród. Here is the official residence of the Golden Emperor and the All-Mother, eternal be their reign. From here the direction of a million worlds is set and all great mortal endeavour guided. From here civilization springs forth. Here, however, the Royal Couple are seldom found, for they are often abroad and ever diligently about their realm, to ensure that their appointed governments are just and diligent in their turn.&lt;br /&gt;
&lt;br /&gt;
Further east is found the great Fortress of Justice, where law is decided and righteousness judged. It is here, in the rambling hive of Tordashimya, that the Judges of the Adeptus Arbites are told by what standards they must judge.&lt;br /&gt;
&lt;br /&gt;
Far away, amongst the tallest mountains of Himalayzia, lies the Hall of the Astronomican, the great lighthouse that allows our Imperium to function and permits the fey breed of Navigators to traverse the seas of the warp. The Astronomican itself is a great crystalline and wraithbone edifice in a shape like a great bowl, with rowed stands — like some strange amphitheatre — where trained psychics scream into the void to impose upon it some measure of order. It is by their efforts that the warp travel is a practical option at all.&lt;br /&gt;
&lt;br /&gt;
Above Old Earth&#039;s equator are, at regular intervals, sixty four orbital tethers — far more than any other world in the Imperium. At the top of those impossible towers of Savlar Neutronium sit the vast tether-top trade stations. Each one based upon an asteroid brought into geosynchronous orbit, now each a great city-state in their own right, with laws and customs growing in distinction and age. In shape, the stations typically have a central hub with multiple wings extending from it, like the petals of an impossible metal flower. Connecting each of these orbital nations together is a high speed transport tube that joins the flowers like a chain, turning the orbitals into a floral circlet with which to crown Old Earth. This beautiful arrangement of human engineering has earned this great structure the name of The Daisy Chain among the common man.&lt;br /&gt;
&lt;br /&gt;
The old nations that once raised the founders of our Imperium still exist, after a fashion — from the territories of Clan Terrawatt, to the Kingdoms of Antarctica, to even the lands of Hy Brasil — but now as administrative districts that make up the patchwork of the world&#039;s surface. The ground upon which the Primarchs once walked is held in all due reverence, and the tombs of those godlike men are still standing for all to see, even after all this time. All these lands, these ancient names, remain alive and well upon the surface of Old Earth, if not unchanged. &lt;br /&gt;
&lt;br /&gt;
All bar Himalayzia, which none may walk upon without permission from his Majesty&#039;s appointed representatives.&lt;br /&gt;
&lt;br /&gt;
Of the teeming billions that call that beautiful world home, an uncommon number are blessed yet heavily burdened. Blessed because they are like the Golden Emperor, but burdened also for carrying the sight of the witch. The greatest scholars and teachers of the psychic arts have often been found upon the Old Earth and, with the loss of Prospero, now exist without true peer or equal. It is the natural place for young psychics to be brought, both for their own safety and so that their gifts can be used for the good of the many, rather than the damnation of the self. Trained and disciplined sanctioned psykers are the most well-known export of Earth.&lt;br /&gt;
&lt;br /&gt;
Not to be ignored or overlooked are the soldiers of Old Earth. Though exempt from the draft, many request — even demand — the right to fight for hearth and home against a hateful galaxy. Although not as well known as the likes of the Cadians, the Terran Guard — the Old Hundred Regiments especially — are known to be fearless to a fault and full of fire. Varied greatly in their doctrines of war, and often holding true to the old ways of their ancient nations, they make war as they have since time immemorial.&lt;br /&gt;
&lt;br /&gt;
Despite the passing of the ages since civilisation took hold, it is said that there are still mysteries on that world. That not everything is known. That relics from yet older ages remain hidden, shrouded in shadows and forgetfulness; the great archives of ancient lore of old Persepotropolis were well accounted for in ancient days, for example, but rumours abound that maybe more survived. Rumours abound of these and other things of that nature besides, carefully hidden amongst the splendour and shine. Almost certainly the fabrications of the tourist companies.&lt;br /&gt;
&lt;br /&gt;
Many faiths hold this ground as holy, and if any ground is holy to man this is it. This was where civilization died and was reborn. The Eldar might venerate the Phoenix, but here are the ashes from which it arose. And never again will that fire grow cold, or the light of civilization grow dim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mars ===&lt;br /&gt;
&lt;br /&gt;
=== Ganymede ===&lt;br /&gt;
&lt;br /&gt;
According to the Adeptus Administratum, this moon of Jupiter is quarantined due to a warp contamination accident that occurred early in the Great Crusade. This is, in fact, a lie. In reality, Ganymede is a gigantic containment and storage facility for all the weird stuff the Inquisition recovers and cannot destroy for various reasons, or items that would otherwise destabilize the Imperium. Technically, Ganymede overseen by the Administratum, but in practice it&#039;s jointly run with the Inquisition because someone has to give the drones training.&lt;br /&gt;
&lt;br /&gt;
Among the weird stuff housed in Ganymede are&lt;br /&gt;
&lt;br /&gt;
 - The only surviving copy of Lorgar&#039;s &amp;quot;Black Manuscript&amp;quot; (probably, if it&#039;s just not plain lost)&lt;br /&gt;
 - Blade of the Laer (Lucius&#039; long-term goal is taking the sword)&lt;br /&gt;
 - [[Nobledark_Imperium_Notes#Apep|Apep]], the first, last, and only Daemon Prince of Malal&lt;br /&gt;
 - [[Nobledark_Imperium_Writing#Happy_New_Year|Legienstrausse]]&lt;br /&gt;
 - [[Nobledark_Imperium_Notes#Jaq Draco|Inquisitor Jaq Draco]]&lt;br /&gt;
 - A dimension distorting container obtained by an unnamed Inquisitior of the Ordo Chronus&lt;br /&gt;
 - A sealed room with the mark of the Terminus on it&lt;br /&gt;
 - The &amp;quot;key&amp;quot; to the Gates of Vaul&lt;br /&gt;
 - A human preserved in amber, estimated to be several million years old&lt;br /&gt;
 - A set of lock picks that can open anything. Anything.&lt;br /&gt;
 - A possible Old One relic known as The Shadowlight. In its current configuration it activates latent psykers who touch it, and kills horribly everyone else. Reconfiguring it tears holes in reality.&lt;br /&gt;
 - At least two copies of the Dark Age nanobot weapon of mass destruction known as the Bloodtide. One of which had its central intelligence scooped out and possessed by a Bloodthirster, the other used by Voldorius and just sane enough to keep begging for death.&lt;br /&gt;
&lt;br /&gt;
=== Pluto and Charon ===&lt;br /&gt;
&lt;br /&gt;
=== Webway Gates of the Sol System ===&lt;br /&gt;
&lt;br /&gt;
The Sol system has five Webway gates; all made by the master bonesingers of [[Nobledark_Imperium_Notable_Planets#Yme-Loc|Yme-Loc]] in the years since the formation of the alliance. Although the eldar do not know how to make massive changes or repairs to the Webway, they do know how to make new gates, and living structure of the Webway usually shifts to accommodate them. However, it is still a long and involved process to get new gates to properly sync up to the existing Webway. Of all the Craftworlds, Yme-loc retains the greatest amount of information on how to make new gates and the quality of their craftsmanship is well known throughout the Imperium.&lt;br /&gt;
&lt;br /&gt;
It is unlikely that there were any Webway gates in the Sol system before those placed by Yme-Loc, at least by the eldar. Any active Webway gate in the Sol system known to the Old Eldar Empire would have given them a massive advantage in any military confrontation, the same kind that prevented the Interstellar League from holding Eldar territory, and it is likely that the Great and Powerful Human Dominion would have searched out and destroyed any Webway gates in the Sol system for this very reason. [[Bullshit|If any such gates existed in the long span between the War in Heaven and mankind colonizing their home system,]] [[Old Ones|they are surely lost to history]].&lt;br /&gt;
&lt;br /&gt;
The first Webway gate is located in the heart of the Imperial Palace. This is the primary means by which the Royal Couple enter and exit the Imperial palace, as well as the entrance for diplomats and representatives from the Craftworlds. As a potential weak spot in the Imperial Palace&#039;s structure, it is guarded zealously by the Custodians and the Handmaidens. The second is located not too far away, on the Salisbury Plain of what was once Gredbriton. It is the main entrance to Sol for all those who are not famous diplomats. Like most Web way gates on human inhabited worlds, the exit in the Materium is fortified by the Silver Skulls Astartes chapter, who have turned the area around the gate into a killbox for any Crones or Dark Eldar foolish enough to think they have a ready entry point into the heart of the Imperium. The third Web way gate is located on Luna near the famous Luna shipyards. This is the main port of entrance for eldar space craft into the Sol system.&lt;br /&gt;
&lt;br /&gt;
The remaining two Web way gates do not officially exist. These two are located on the moons of the gas giants, specifically Titan and Ganymede. As two of the only predominantly human institutions allowed free use of the Webway, the Grey Knights and Inquisition find the Webway gates invaluable to their work, as it allows them to travel across the breadth of the galaxy in a fraction of the usual time to quickly respond to any emergency. Additionally, in the event of a crisis on Ganymede, the Grey Knights can be there in an instant without having to waste time boarding a ship. This also helps to keep the true nature of Ganymede a secret. Not having a constant stream of ships going in-and-out of the forbidden planet helps keep the cover story of its contamination intact.&lt;br /&gt;
&lt;br /&gt;
== Armageddon ==&lt;br /&gt;
&lt;br /&gt;
Armageddon is a world of steel and fire.&lt;br /&gt;
&lt;br /&gt;
First, the steel. The Orks, when they took back the planet Ullanor and transformed the world into their Attack Planet, coated it entirely in armor plate and gun batteries, every former geological feature paved over, even the oceans drained for reactor coolant or simply built over with vast platforms. Ullanor gained a second crust of iron over its previous one of stone. Exactly where the Orks got all this metal is unknown, the current best guess is they used teleporters to extract it directly from the world&#039;s core or from the cores of nearby planets and asteroids.&lt;br /&gt;
&lt;br /&gt;
Then, the fire. When Ollanius Pius slammed his ship at a third lightspeed into the Attack Planet and knocked it off its collision course with Old Earth, the force of impact broke the stone crust like a dropped vase. Immense volcanic fissures opened up swallowing vast sections of the gun-continents, mountains that should have taken millennia to form were thrust up in a day, the oceans rushed back to their former positions, everything not covered in lava was covered in ash. &lt;br /&gt;
&lt;br /&gt;
Enough of the teleporter system survived for just long enough for the Mekboyz to hit the big red button and teleport the Attack Planet one last time.&lt;br /&gt;
&lt;br /&gt;
When the Imperium re-encountered the world which had once been Ullanor, it was shattered almost beyond recognition. Vast plumes of ash carpeted the continents. The rust oceans were filled with toxic metals from flooded war machines and boiled from undersea volcanoes. The continents were speckled with standing seas of molten metal where volcanic heat met mind-boggling amounts of steel. The air consisted mainly of volcanic gasses, with occasional pockets of breathable air scattered throughout the mangled planet-spanning superstructure. &lt;br /&gt;
&lt;br /&gt;
There were still Orks all over the place, of course. Fighting among each other and trying to repair machines they no longer had the WAAAAAGH-power to comprehend.&lt;br /&gt;
&lt;br /&gt;
Its conquest by the Imperium was swift and thorough. The Steward, still angry and grieving over all the Beast had taken from him, lead the conquest personally, clearing the world in less than a month. He renamed it Armageddon, for what it had so nearly wrought. &lt;br /&gt;
&lt;br /&gt;
Then, after the conquest came the industry. Great siphons were erected to sup metal from the molten lakes. Then factories. Mines. Hives. Mechanicus and Biologis terraformers to make the air something other than ash and acid. &lt;br /&gt;
&lt;br /&gt;
Now, Armageddon is a wasteland of industry. River-deltas of liquid iron carry metal from the natural volcanic smelters to the millions of factories. Excavation machines the size of Titans carry megatons of scrap metal to the volcano-forges. Despite the best efforts of the Biologis, hardy engineered grasses spreading out over endless ash plains, gas masks and heavy protective clothing is still required outside the hives. Even the ash is made useful, mixed into concrete or exported by the millions of tons to enrich the soil of thousands of agri-worlds. &lt;br /&gt;
&lt;br /&gt;
Even after ten thousand years of this there is still so much material left. Endless armor plate. Forests of macrocannon making empty threats at empty sky. Hangars filled with rusted war machines stretching out to the horizon. And still so many Orks. It is traditional for the regiments of the Steel Legion to cut their teeth suppressing feral Ork populations before deploying to the wider Imperium. &lt;br /&gt;
&lt;br /&gt;
Even after ten thousand years of human control, Armageddon is still in many ways an Ork world. Seen from orbit, even through the glowing scars and ash, the original shape of its structures is still dimly visible; a grinning, tusked skull.&lt;br /&gt;
&lt;br /&gt;
== Cadia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; Gateway to the Eye of Terror &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cadia was green, once. There were forests, green plains of flowing grass, lakes and rivers. The sky was blue, once. The air was clean. Once.&lt;br /&gt;
 &lt;br /&gt;
That was a long, long time ago, though. Before nobody knows how many millions of nukes went off in that clean sky, before how many millions of tons of gas and poison were released by both sides, before how many daemonic hordes trampled over its surface and were pushed back by how many billions of tanks.&lt;br /&gt;
 &lt;br /&gt;
The people of Cadia in those days were not so much Chaos worshippers as they were maltheists. Little more than tribal-hunter gatherers, with knapped stone tools and eyes specifically adapted to filter out the impossible colors and sights that should not be that filled the Cadian aurora at night. They believed the Chaos Gods existed, for only a fool would not on that world, but they only offered them curses or, at best, prayed that the dark gods would find them too insignificant to be worth noticing. For this was Cadia, doorstep to the Eye of Terror, and here Chaos did not have to be subtle or enticing to claim its victims. Like all tribal worlds the Cadians had stories of monsters in the dark eager to snatch the unwary, leaving only the sound of daemonic laughter echoing on the winds, only due to being right next to the Eye of Terror these stories were more literal than most. What the Imperium did is give the inhabitants guns, and taught them that the daemons of Chaos could be fought, and more importantly, killed.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &lt;br /&gt;
 &lt;br /&gt;
Despite its importance to the modern Imperium, Cadia did not become a part of the modern Imperium until after the War of the Beast. Cadia was first discovered by the Word Bearers 10th Expeditionary Fleet led by Bishop-Captain Kol &amp;quot;The Anointed&amp;quot; Badar, backtracing the routes used by the forces of the Beast and the Crone Eldar to try and figure out where they had come from. Kol was not an Astartes himself but commanded nearly a thousand of them plus appropriate Imperial Army elements. He was a curmudgeonly old priest from the Yndonisian Bloc and although it was buried under a lot of crust and grump he had had a good heart. Upon landing on Cadia, Kol took one look at the violet-eyed tribals living as good men under a broken sky to spite the dark gods and called for reinforcements. Upon seeing the scale of the request, the Administratum asked Kol what in the world he needed the reinforcements for. Badar’s response was curt and brazen. “We’re going to besiege Hell”.&lt;br /&gt;
&lt;br /&gt;
Kol’s idea sent shockwaves through the Imperium. Some were appalled. Dorn was said to have claimed it was the best idea the “choir boys” had ever come up with. And yet, once the initial shock had passed, turning Cadia into a Fortress World sounded like an increasingly good idea. The region of space between the Eye of Terror and Sol was always likely to be a contested space as long as Chaos was interested in toppling the Imperium. However, examination of the region of space around Cadia showed that the planet was positioned in an anomalously calm region of space bordering the Eye of Terror, actually slightly within the Eye if you were to look at the stellar maps. Although barely wide enough to hold the Cadian system, the region around Cadia represented the easiest and most reliable way for Crone fleets leaving the Crone Worlds to attempt to march on Sol. By fortifying the only major entrance and exit from the Eye of Terror the Imperium would essentially deny Chaos any real long-term foothold in realspace.&lt;br /&gt;
 &lt;br /&gt;
Ulthwé also approved the idea, given that the Craftworld was typically been the first target of Chaos marauders due to its proximity to the Eye they loved the idea of a bulwark against Chaos that wasn’t them. The modern population of Cadia is derived from a mix of the original natives and the numerous immigrants resettled from across the Imperium to populate the planned Fortress World. Although the natives were enthralled by the idea that the daemons that had haunted them for millennia were actually able to be banished by mortal men, a tribal population in the millions who were just getting the hand of not using stone tools is not enough to man an entire fortress world, and the Imperium knew it. Most of the culture of modern Cadia is also heavily influenced by Ulthwé and the native Cadians (especially Ulthwé, whose population is an order of magnitude greater than Cadia), who had to teach the new wide-eyed immigrants how to survive on a world where the worshippers of the Ruinous Powers are your next door neighbor.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
That was all a long, long time ago. Cadia isn’t green anymore.&lt;br /&gt;
 &lt;br /&gt;
The ground is churned mud, discolored by the iridescent sheens of ancient chemical weapons. The sky is bruised smog, the air corrosive and lethal in minutes. Geiger counters crackle and hiss. All landmarks, all features of terrain, have been chewed up by artillery barrages and orbital bombardment until all that is left of entire mountains is mud-filled craters. Unexploded munitions, some millennia old, litter the ground. Every rain exposes ancient corpses and ruined war machines, to be covered back up when the ground shifts again.&lt;br /&gt;
 &lt;br /&gt;
Imagine if the battle of Verdun had continued for ten thousand years.&lt;br /&gt;
 &lt;br /&gt;
Civilization on Cadia, such as it is, has moved underground. Vast underground vaults, hardened against shock and bombardment, house factories, armories, farms, apartments, schools, mines. All sheltered from the attention of enemy warships by at least a hundred meters of rock, if not more.&lt;br /&gt;
 &lt;br /&gt;
Each of these cities is, of course, also a fortress. Every corridor a chokepoint, every intersection a killzone, every building a bunker. Every entrance rigged to collapse. In many cases, the entire city is rigged for total destruction if it falls, to deny resources to the enemy and spite them one last time. Atomic demolition charges, magma floods from geothermal taps, simply bringing the ceiling down with melta bombs.&lt;br /&gt;
 &lt;br /&gt;
The entire planet is a fortress, spiderwebbed with defensive lines and connected by underground passages. There is not a point on the planet that cannot be hit with at least one gun. Individual bunkers fight on for as long as possible before the crew abandons the position and falls back to the next line through the tunnel system, just a hundred meters away. Areas the enemy thinks secure are struck by commandos through secret passages and hidden sally-ports. Fortresses surrounded on the surface can hold out for years with supplies flowing into them through the tunnels. When the enemy gets into the tunnels, they will find nothing but booby-traps, collapsed passages, and ambushes.&lt;br /&gt;
 &lt;br /&gt;
Some of the bunker systems extend down halfway to the mantle. Even if the surface, the cities, the top fortification layers, all fall, resistance will continue. Tunneling machines loaded with atomics crawling up from the depths, like very slow ICBMs.&lt;br /&gt;
 &lt;br /&gt;
Imagine a combination of the Maginot Line, VC tunnel systems, and the Japanese defense of Peleliu and Iwo Jima.&lt;br /&gt;
 &lt;br /&gt;
Normally, the reaction of the Archenemy to defenses of such magnitude would be warp-work, drown it in daemons and drive the defenders mad. Not on Cadia, not with the Pylons, not under a Null-Field powerful enough to stitch the Eye of Terror shut. Daemon engines stutter and malfunction, Nurgle&#039;s plagues are banished by conventional treatment, daemons are banished by the humble lasgun. Victory will have to be by fire and blood.&lt;br /&gt;
 &lt;br /&gt;
Sadly, Chaos has plenty of that as well.&lt;br /&gt;
 &lt;br /&gt;
In places, the bodies of the dead are mounded high enough to be terrain features.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
The stone of Cadia is unnaturally resilient. The Archenemy has attempted to destroy the world with nearly every method ever conceived at one time or another. Cyclonic torpedoes, mass orbital bombardment, ram attacks by Space Hulks and entire fleets, vortex bombs to the planetary core. A dozen things that should have left Cadia a drifting asteroid belt, and yet the fortresses and deep bunkers still stand. Something is holding Cadia together, and for years nobody knew for certain exactly what.&lt;br /&gt;
 &lt;br /&gt;
The most commonly proposed theory was that the planet’s resilience was related to the Cadian Pillars, the strange, alien pylons constructed of an unknown material by an alien race long before the Eldar had even explored the region after the War in Heaven. The Cadian Pillars are extremely tough, shrugging off anything less than a direct, focused attack. Above their surface they appear to be simple obelisks, whereas below they are linked together by a network of metallic roots that in some cases were all that held the planet’s crust together after Chaos bombardment. Bizarre natural phenomena have also been suggested as a possible explanation, and a few bold iconoclasts whisper that it might be the work of Chaos, a manifestation of its self-defeating nature. In the end, nobody knows; but Cadia would have long fallen without it.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
However, in recent times, a darker side to Cadia&#039;s story has emerged. Cadia&#039;s position as the lone bastion of realspace within the immaterial turmoil of the Eye of Terror was not due to chance. The Cadian Pillars have been discovered to be of Necron origin (possibly as the brainchild of the C’tan only known as Mag’ladroth, also known as the Void Dragon), having been built by the Necrontyr Star Empire in ancient times across and beneath the Cadian surface. The fact they built this device so close to the Eldar homeworld speaks of hubris, or spite, or both. This explained the unnatural resilience of Cadia and the pylons, if the pylons were of Necron origin, then it made sense that they would want to make them as hard to destroy as possible. The Cadian Pillars have the passive effect of &amp;quot;anchoring&amp;quot; the planet and its surroundings more reliably in realspace, allowing Cadia to exist even after the fabric of space-time was warped during the Fall of the Eldar. However, when fully activated the Cadian pillars would act like a wedge, separating the Warp from reality and ripping out the souls of almost every living thing in the Milky Way. Their original purpose was most likely to kill off the Old Ones as well as their psychic servant races such as the Krork and the proto-Eldar, but fortunately the Necrontyr (or more likely, the Necrons) were driven off before this task could be complete.&lt;br /&gt;
 &lt;br /&gt;
However, now that the Necron Star Empire has returned to the galactic scene, they seek to use the Cadian Pillars once more. The Silent King has stated as much. The Silent King seeks to use the Cadian Pillars to starve out the forces of Chaos and return the Warp to the Realm of Souls, finally fixing the last of the damage done to the galaxy by the War in Heaven. The fact that this would killing off every living thing with a soul is seen as a regrettable though necessary evil. It is uncertain whether the Cadian Pillars are the only part of this device or coordinate a series of devices throughout the galaxy, but it is clear that Cadia is a lynchpin in the Silent King’s plans.&lt;br /&gt;
 &lt;br /&gt;
Now that the Imperium knows the truth about the Cadian Pillars, engineers from a hundred worlds and a dozen species have travelled to Cadia to try and figure out how to shut the pillars down, but none have figured out a way to dismantle the pillars, let alone do so in a way that would allow Cadia to remain existing and restrict the flow of Chaos Forces in and out of the Eye of Terror.&lt;br /&gt;
 &lt;br /&gt;
Now Cadia faces the threat of a siege on two sides. An invasion by Chaos from the front and the Necrons from behind. Cadia may be on the opposite side of the galaxy from the seat of the Silent King’s power, but even it depends on reinforcements from the Gate Worlds to survive any protracted siege. Letting either the Necrons or Chaos get a hold of the world could prove disastrous.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Resettlement of Cadia ===&lt;br /&gt;
&lt;br /&gt;
It is common (although far from universal) practice for long- serving regiments of the Imperial Army to be given worlds, or parts of worlds, to settle (or re- settle, in many cases) for their retirement. This is simultaneously a sentimental gesture, a lavish reward for years of service to the Imperium, and a practical one; worlds colonized by ex- Guardsmen usually develop highly martial cultures, which will contribute many more fine Guard regiments in the centuries and millennia to come. Also, worlds colonized by Guardsmen are more likely to survive their early years with a bunch of fully equipped veteran soldiers as a PDF. &lt;br /&gt;
&lt;br /&gt;
Although regiments of any world may be selected for colonization, there are a few which pursue these initiatives with unique fervor. One such is the Fenrisian Line, as the Space Wolves try to expand their recruitment population. But by far the most visible and prolific are the Cadians, who pursue settlement with special fervor. &lt;br /&gt;
&lt;br /&gt;
Part of this is simply how many Cadian regiments there are throughout the galaxy. But mainly it is a function of the nature of Cadia itself. The immense fortifications, coating the entire surface of the world and crawling deep into the crust, require tens of billions of soldiers to man properly at minimum. Preferably hundreds of billions; in theory the barrack vaults of the deep tunnels while in top condition could accommodate as many as a trillion men, although this has never been actually achieved. And with every Black Crusade that garrison is brutally decimated, with losses sometimes climbing as high as ninety percent. (At least every drop of Cadian blood is brought with a river of the enemies&#039;.)&lt;br /&gt;
&lt;br /&gt;
In the wake of every Black Crusade, it is imperative that the defenses be rebuilt and remanned as quickly as possible. Even with the main conflict over, as long as the Gate&#039;s defenses are compromised raiding bands by the hundred will continue to flow through to plague the Imperium. And not just anyone will do; it needs to be people with a tradition of resistance to Chaos both physically and spiritually, of stubborn, heroic resistance in the face of overwhelming odds, down to the last ditch; who have been doing so for so long it has gone past the cultural and down to the genetic. In short, the Cadian Gate needs to be manned by Cadians. &lt;br /&gt;
&lt;br /&gt;
On each of the thousands of worlds colonized by Cadians, the traditions of Cadia are maintained. Universal conscription with military training starting from the early teens, bunker as the basic mode of architecture, sending out hundreds of regiments to fight in the wider galaxy. Worlds colonized by the Cadians almost invariably become fortress worlds and major Army recruiting worlds, bulwarks of the local defense. They would be deeply valuable to the Imperium for that alone. &lt;br /&gt;
&lt;br /&gt;
And when Cadia lies wounded in the wake of yet another war, they respond. Dispatching soldiers, workers, and colonists by the billion to restore and man damaged defenses and refill empty cities. Thanks to its colonies, it takes mere decades for Cadia to recover after each Black Crusade instead of centuries. &lt;br /&gt;
&lt;br /&gt;
It is estimated, by the Dark Clerks and Grim Statisticians, that the effect of Cadia&#039;s colonies on the Imperial defense are about equal to Cadia and the Gate itself. For this, they are referred collectively as the Cadian Shield, a defense stretching across the entire galaxy.&lt;br /&gt;
&lt;br /&gt;
== Catachan ==&lt;br /&gt;
&lt;br /&gt;
EDITOR&#039;S NOTE: Tyranid section has to be rewritten since Catachan devils aren&#039;t tyranids in this timeline, tyranids stole genetic information from Catachan via genestealers to make them more killy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Green Hell &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Catachan was discovered towards the end of what is referred to as the First Stellar Exodus by automated sub-sapient probe at or about the cross over point of M4 – M5. Initial hopes were high as it was a planet with a breathable atmosphere and a thriving ecosystem that appeared to be made of carbon based life forms. The probe made several orbits of the planet before moving on to survey the other planets in the system and move on to the next. It wasn’t until ~500.M5 that increasingly reliable warp drives made expeditions of such range, and so close to the currents of near-Hub territory, a practical possibility that a proper survey team was sent to the planet. Of the surviving member of the 100+ team a harrowing report was made that resulted in the planet being quarantined.&lt;br /&gt;
&lt;br /&gt;
For the entire lifespan of the Great and Bountiful Human Dominion the planet was a no-go site. Occasionally down the long centuries other research teams would descend upon the world. Briefly. Sometimes members would survive but always it would be costly. It was discovered that there was an ork population native to the planet missed for a long time due to them being mid level on the food chain at best. The planet remained the stuff of dark legend and decidedly off limits although given it’s uselessness for anything practical it was more obscure than forbidden, a curiosity of biologists and few others.&lt;br /&gt;
&lt;br /&gt;
When the Age of Strife and the great churning of the warp started several ships were washed out of the warp half wrecked and not too distant from Catachan. If they hadn’t have heard of the world they would have had record of it in their ships data-stacks but faced with the probability of death in greenhouse hell and certain death in the cold of space they chose the path of most likely survival.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The sites of the original crash/landings are hard to decipher but are of such antiquity that they are no longer of any practical concern. Any technology on the ships would have broken down an age ago at least and raw materials salvaged by those that came afterwards.&lt;br /&gt;
&lt;br /&gt;
It is known that at least one of the stranded ships, before the technology broke down, dabbled in the art of genetic modification. Their environment proved too durable to lastingly change so they had to change themselves to be more resilient. It is believed that this worked for some considerable time, certainly by the time things started to go wrong they had lost the ability to correct the damage. Generation after generation the differences between them and the baseline humans exaggerated and the result was the Primeval Ogryn population encountered by the fledgling Imperium in the days of the Great Crusade.&lt;br /&gt;
&lt;br /&gt;
Curiously the beseline humans that interbred with the altered humans in the days before they became too divergent did not have degenerating offspring and instead seemed to take on a tiny touch of the Ogryn without most of the down sides. It is suspected that this is the origin of the in/famous Catachan physique, as well as an increased likelihood of developing joint and heart problems.&lt;br /&gt;
&lt;br /&gt;
As society regressed to a more primitive state they knew nothing of the comings and goings of the galaxy. The first generations held out hope that someone would come from the Bountiful Dominion to rescue them but as the years ticked by such old memories became nothing more than stories that were eventually forgotten.&lt;br /&gt;
&lt;br /&gt;
Thankfully the human inhabitants discovered iron veins close to the surface. It is possible that these were first taken from the native orks, fighting them off with the last dregs of their inherited high-tech weapons. Whatever the case by the time the Imperium discovered them the human inhabitants of Catachan were could make steel of varying quality.&lt;br /&gt;
&lt;br /&gt;
The planet itself has one major landmass with the bulk largely around the equator though in the extremities it can reach to almost temperate latitudes. The land is stretched out rather than one continuous block with many lagoons, bays and inland seas separated by dense jungles at the feet of heavily wooded mountains. Predominantly the human population is found along the rivers and in the foothills of the mountains with the beaches and higher slopes shunned for being too exposed and the “Deep Green” being seldom travelled due to the high lethality of the environment.&lt;br /&gt;
&lt;br /&gt;
The deadly nature of the Deep Green has little to do with orks, with whom the Catachans have warred with constantly over the habitable lands, but because of real predators. The Ogryn are the only ones brave and hardy enough to traverse those places where it is said the gods of Catachan dwell.&lt;br /&gt;
&lt;br /&gt;
The Ogryn have responded as well as any population of their kind to the Adeptus Biologicus uplift attempts. They are smarter now than they were, more inclined to team work and tool usage and that makes up for the decrease in strength and endurance. The other population of note is the furtive pygmy peoples of the islands. They are not abhumans and their small stature is just a case of island dwarfism and nothing more. Due to their remote locations and primitive nature it has been considered a waste of resources to try and make extensive contact with them, certainly there are none in the Imperial Guard.&lt;br /&gt;
&lt;br /&gt;
The Imperial Guard regiments raised on that verdant world make some of the hardiest fighters in the Imperium, provided they are deployed somewhere tropical and for preference in a Jungle. It was quickly realized by the Imperial Army Brass that it was necessary to mix the tribal elements thoroughly as they will form alliances and in-regiment gangs if left in a big enough pre existing group. Mixing them up so that there is only one or two squads at most from any given tribe in a regiment and them separated by company worked well, especially when provided with a pro-Imperium priest. One other method suggested was to regiments segregated by tribe but this was dismissed as it sounded like a quick way to have whole tribes devastated if things went catastrophically ploin shaped.&lt;br /&gt;
&lt;br /&gt;
It is known that many Tyrannid life forms share some characteristics with the native Catachan wildlife. This is evidence suggesting that the planet was invaded by a hive fleet, or more likely some small elements of a broken one, at some time in the Imperial Era. One of two things have happened since then; the planet ate and absorbed the Tyrannids as it did the orks and to a lesser extent human settlers or the Hive managed to get genetic material from the planet and disseminate it across the fleets. Either way nobody noticed the invasion. The planet is also known to have devoured at least nine minor and two medium sized WAAAAGH!!!s, a Q’orl migration and a Loxatl incursion to say nothing of countless Dark and Chaos eldar raiding endeavours. The planets greatest deterrent to invasion is the nature of the planet itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Colchis ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark Imperium Member States#Colchis|Colchis]]&lt;br /&gt;
&lt;br /&gt;
== Cthonia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; Heart of the Great and Bountiful Human Dominion: &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cthonia. The ring. Last and greatest remnant of the Bountiful and Benevolent Terrestrial Dominion. Symbol of humanity&#039;s incomprehensible height... and of how very, very far it has fallen.&lt;br /&gt;
&lt;br /&gt;
Cthonia is located a mere 79 light-years from Old Earth, encircling one of the suns in the four-star Regulus system, one of the brightest lights visible from the Sol system. Exactly why humanity decided to build a ringworld in a four-star solar system, which would by all means be perhaps the worst place to try and build such a structure, is unknown, beyond perhaps that humanity and the Iron Minds tried to do it for the sole reason of seeing whether or not it could be done. Perhaps the Old Eldar Empire were not the only Dark Age power with a case of hubris. The fact that the other three stars in the system provided raw material and energy for fusion reactions and molecular forges certainly helped smooth out any initial efficiencies. Eventually Cthonia became the heart of the Great and Bountiful Human Dominion, eventually even eclipsing the homeworld of Earth itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What was it like, in its heyday? Nobody alive knows. The Mechanicus has some idea; vast telescope arrays staggered light-years apart in deep space, drinking in fossil light from its construction, taking decades to assemble a single picture from stray photons. Vague blurred shapes and impressionist insinuations; of the vast machines siphoning matter and energy from the sun to build it, of the swirling blue-green-white of a million continents, of the golden glow of cities stretching from one edge to the other. Enough to inspire questions and fire imaginations, but not provide answers. &lt;br /&gt;
&lt;br /&gt;
What is it like now? Scoured clean. The Iron War was at its most ferocious here. Towards the end, even the primary star was used as a weapons, induced to go nova. The system still bears the scars, shells of cold gas cast off from that massive conflagration surrounding Cthonia. Everything on the inward face was annihilated, leaving only an endless expanse of bare, gleaming neutronium. Only systems contained within the exotic matter band itself or mounted on the outward face survived the nova... and very few of those survived all of the other ordnance being thrown around. &lt;br /&gt;
&lt;br /&gt;
The Imperium dreams of one day recreating the Ring. But at this point, it would only be somewhat less of an undertaking than creating one anew. The neutronium base, most difficult to create, still exists, but everything else is gone. Hundreds of thousands of living worlds would need to be stripped bare to provide air and water and soil. Every forge world in the galaxy would need to devote themselves entirely to the effort for a thousand years. Perhaps, if the galaxy was at peace, the Imperium victorious without qualification, it could be done.&lt;br /&gt;
&lt;br /&gt;
Until then, they settle for sending more expeditions into tunnels and ruins already picked over a hundred times before. And they create art. &lt;br /&gt;
&lt;br /&gt;
The Cthonian Ring, past, present, and hopeful future is a common subject of painting, statuary, literature, and other arts. In painting, the &#039;Ring Triptych&#039; is almost a genre unto itself, combining past, present, and future into a single image. Mechanicus facilities often have a sculpture of the Cthonian Ring prominently displayed; a skilled connoisseur can often identify faction and ideological leanings by the details of the sculpture. Portraits of the Emperor occasionally depict the Ring circling his brow like a crown, a symbol of office and the once and future might of Mankind. &lt;br /&gt;
&lt;br /&gt;
(The most famous of these portraits is Callimant d&#039;Argan&#039;s &#039;Image of Man and Emperor&#039;, which shows Oscar almost swallowed up entirely by a massive Ring/crown, the man lost in the weight of history and of the office. The original hangs in Oscar&#039;s private quarters on the Traveling Court. This is well known, so duplicates are prominently displayed by ambitious nobility the galaxy over, most of whom miss the symbolism entirely.)&lt;br /&gt;
&lt;br /&gt;
Cthonia, now, is a symbol. A symbol of what precisely varies from speaker to speaker, planet to planet, year to year. But nobody denies that it is a symbol; a unifying factor, one which that the teeming trillions of humanity need. Billions of pilgrims travel to the Ring, second only to Sol in drawing people from across the Imperium.&lt;br /&gt;
&lt;br /&gt;
Ironically, one of the galaxy&#039;s greatest graveyards has become a major hub of culture and trade. Port stations stud the outside surface, sheltered by the vast bulk of the ring from the radiation flares of the still-unstable star. Although the warp currents have shifted since Cthonia was the capital of the Terrestrial Dominion, several trade routes still run through or near the system. A permanent population in the billions has slowly grown, serving the pilgrims and trade fleets passing through, along with the permanent Mechanicus presence. Even though a true restoration lies tens of thousands of years in the future... the first step has already been taken.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Fenris ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Den of the Great Wolf &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, Fenris isn’t populated by barbarians. The people of Fenris may be grizzled, bad tempered tribals, but they aren’t savages.&lt;br /&gt;
&lt;br /&gt;
According to the Adeptus Administratum, Fenris is officially classified as an Agri/Death World with a single fortified hive city. The Fang (or Aett in native Fenrisian) is, or really was, the name of the mountain that the fortress was originally built on because Leman Russ had a limited imagination. Fang Mountain no longer really exists in a conventional sense as it has been built on, under and hollowed out to the point that it can no longer be considered a natural formation so much as a fortified Hive that kind of looks like a mountain. It was not, despite many claims to the contrary, one of Perturabo&#039;s designs although it may have been influenced in the later stages of its formation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Fang is sparsely populated for a hive as its main job is to serve the Chapter as a storage house, habitation between missions, training ground, hospital and general headquarters. In times when Fenris itself comes under direct assault the empty space can be used to house most if not all of the native population.&lt;br /&gt;
&lt;br /&gt;
The population of Fenris is primarily one of farmer-soldiers. Only married full citizen men are allowed to own land and you aren&#039;t allowed citizenship or the right to marriage until you do a tour in the Imperial Army or do at least ten years serving the Chapter or the PDF. Women are given full citizen status on either ten years’ service to the Chapter or upon marriage, which ever happens first. That&#039;s how it was supposed to happen according to the laws laid down by Russ. But Russ has been gone a long time and out in the further reaches it gets a bit lax.&lt;br /&gt;
&lt;br /&gt;
Native Fenrisians actually do show a little bit of genetic differentiation from the general human population, as a result of thousands of years of intermarriage between members of their population and the Space Wolves. Because Space Wolves and Canis Helix soldiers in general are produced through genetic engineering, it is possible in theory for Space Wolves to pass their augmentations to their descendants. However, the modifications of Space Wolves are generally gene-locked to the best ability of the Imperium to keep this from happening, and so what few augmentations have been passed down are rare, once-in-a-century occurrences. Fenrisians do tend to be a little more aggressive and cold-tolerant than average, but their genetic differences are minor, no more unusual than the purple eyes of Cadians.&lt;br /&gt;
&lt;br /&gt;
The land of Fenris is pretty inhospitable and dangerous by any civilized standards. The only part of Fenris that is geologically stable is the relatively small continent of Asaheim, most of which is a cold icy wasteland with a mile thick ice sheet covering it all year round. Further from the pole there is a belt of tundra that is slightly less useless, but not massively so, and beyond that there is enough direct sunlight for conifer and fir trees to grow. This is the land of snow trolls, giant bears, and mastodons, not to mention the descendants of Leman Russ’ failed experiments back when Fenris was a top-secret black site. The Vlka Fenryka don’t mind it too much as it gives them a ready-made training ground right next to the Fang, though the land is still too dangerous for someone to try to live on. Further still is a thin layer of slightly more arable land around the coast that it is possible to grow more than enough for mere survival on. The surplus is taken by the Fang for the War Effort.&lt;br /&gt;
&lt;br /&gt;
Far from Asaheim are the island nations where the climate is nicer, ranging to tropical at the equator, but the tectonic activity is more active. Some of the island arcs can last for generations, but most have a lifespan of less than two years. Life is less terrible than on Asaheim, right up till the island volcanically explodes or sinks. Such is life on Fenris. These islands with the fertile volcanic soil do provide substantially more food but are less reliable and there is always the problem of transporting it. The inhabitants of the islands are always ready to pick up and go at a moment’s notice, and island cities on Fenris look more like a flotilla of moored boats than an actual city.&lt;br /&gt;
&lt;br /&gt;
The seas of Fenris are where the real good food is found. The underwater tectonic activity keeps churning up nutrients that keep the food chain going in the long elliptical orbit winters, and causes an explosion of life during the brief growing seasons. If you don&#039;t like seafood, you will either be profoundly unhappy or you can starve. Kraken is the largest thing in the oceans and is edible. It tastes oddly avian.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Fenrisian Colonies ===&lt;br /&gt;
&lt;br /&gt;
Following the War of the Beast, the primarch Leman Russ ran into a problem. Although he had managed to stabilize the Canis Helix augmentation into a viable form for military use, he had only managed to do so for people with specific genetic markers from the planet of Fenris. Fenris was an ideal place to conduct secret black site military experiments, but it was a terrible place to try to build a civilization. There was very little arable land on the planet, meaning that most of the food on the planet had to come from the rather dangerous sea. What&#039;s more, the only place that infrastructure could be reliably built on the geologically unstably Fenris was on the relatively small continent of Asaheim, which housed both the Vlka Fenryka&#039;s main base of operations as well as the majority of the population of Fenris. As a result, if any enemy were to attack Fenris, they could easily cripple the Vlka Fenryka&#039;s ability to fight and recruit new troops in a single swoop.&lt;br /&gt;
&lt;br /&gt;
If the fate of the Vlka Fenryka was to be tied to the people of Fenris, the solution, therefore, was make more Fenrises. If the galaxy could not come to Fenris, Russ would bring Fenris to the galaxy. Leman Russ broached this idea of creating Fenrisian colonies to the Steward, who despite his reluctance nevertheless agreed to the idea. The people of Fenris, for their part, were more than enthusiastic about spreading to new locales, if for no other reason than to get away from their Death World of a home. Initially there were but eight Fenris colonies, though that number has since grown to over twenty-three. For the most part, the Fenrisians chose cold, polar worlds, reminiscent of their former home. Most human and Eldar colonists had steered clear of these worlds due to their short growing season and unforgiving climate, but to the Fenrisians they were a veritable paradise. The growing season may have been short, but at least it was possible to grow food on these worlds, rather than relying on the unpredictable sea like on Fenris.&lt;br /&gt;
&lt;br /&gt;
The population of the Fenrisian Colonies has since outstripped that of its parent world by several orders of magnitude, in part because none of the colony worlds are as hostile to human life as Fenris itself. Overall, New World Fenrisians are less wild and more ordered than Old World Fenrisians, though in a one-on-one fight a New Worlder will still lose to an Old Worlder nine times out of ten. Nevertheless, the people of the Fenrisian colonies still hold Fenris in high regard, both as a matter of cultural pride and to show how far they have come. Although the Fenrisian Colonies will bicker like brothers, all still follow the Old Ways, and although they may not listen to the King of Fenris they will listen to High Priest Ulfrik the Slayer, who in turn listens to the King of Fenris.&lt;br /&gt;
&lt;br /&gt;
=== Wolves of Fenris ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Xenos#Fenrisian_Wolf|Fenrisian Wolves]]&lt;br /&gt;
&lt;br /&gt;
== The Istvaan System ==&lt;br /&gt;
&lt;br /&gt;
=== Istvaan III ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Nothing good ever seems to come out of the Istvaan system&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
-- Saul Tarvitz, Terra&#039;s Sons&lt;br /&gt;
&lt;br /&gt;
Istvaan III at the time of it&#039;s discovery in the height of the Great Crusade was a prosperous world but well beneath the point where Survivor Civilization status should be considered having rediscovered fission power some thirty years before Imperial contact. They were brought globally into the Imperium by the forces of the Raven Guard without incident as he planet had been unified several generations previously by military conquest.&lt;br /&gt;
&lt;br /&gt;
Which is not to say that Istvaan was a military dictatorship. Although the original forces of conquest were definitely a military dictatorship the years since were distinctly not. The original dictator remains an enigmatic figure known only as The Forgotten Tyrant, a man only seen in public wearing thick, full body covering if slightly grubby yellow robes and a porcelain mask popular in theaters several centuries prior. Beyond &amp;quot;probably human&amp;quot; (he did need to eat at least) and probably male (referred to as male and had a deep tenor) nothing is known. He spent the last twelve years of his life destroying all records of himself and ordered his body to be cremated still wrapped in his robes. There are several theories on the Tyrant&#039;s identity gleaned from old national records regarding political shifts, military spending and some grainy black and white photographs but ultimately nothing is provable or, by the time of the Imperium&#039;s contact, relevant.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the years since the death of The Forgotten Tyrant and the years since the rebellions started to die down the dictatorship started to become rather more civilian in nature. The first successor ruled for 20 years and then started to institute elections via Electoral Council with the strict conditions that nobody on the Electoral Council could be a candidate, neither could family, friends or business associates or anyone they knew. He was voted out of office but the tradition stuck.&lt;br /&gt;
&lt;br /&gt;
The people of Istvaan III knew that they were descendants of people from another world, records had been dutifully preserved in the form of illuminated manuscripts, tapestries and masonry decorations and they had unearthed the gutted hulls of old space ships many, many years prior with some of the more intact being renovated into usable but far more primitive structures still in use at Imperial Contact. They had been broadcasting their coordinates into space via radio waves for many years and it was only by good fortune that the Imperium and not the orks, or worse, discovered them first.&lt;br /&gt;
&lt;br /&gt;
The newly elected Tyrant of Istvaan on the day they got a response from the 273rd Expeditionary Force was a relatively young Alivia Sureka, a woman who would be re-elected a further three twenty year terms before dying in office at the age of 92 as an unfortunate case of Rejuvenant Rejection. She was a pillar of calm in the jubilation of the five and a half billion populace, they were ecstatic that the old stories of Earth and the Dominion among the stars had been proven correct, she was far more down to earth in her manner and saw this as a collection of foreign nations bound under a single standard, much like her own society writ impossibly huge and wanted to ensure that her own society wasn&#039;t swallowed up and lost. There was no notion of not joining the Imperium, the common masses would not have stood for it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By the time of the War of the Beast the Istvaan system was extensively settled with a system wide population of near thirty billion souls all ruled from the Palace of Voices in fair Choral City, that was subsequently bombed to rubble and the city suffering a 96% casualty rate. There were Chaos Cults on the planet that later traveled to the other habitations in the system, some of them predating The Forgotten Tyrant, and in those days they came out of the shadows like insane, starving rates.&lt;br /&gt;
&lt;br /&gt;
Istvaan is one of the few cases in the Great Crusade where the Croneworlders operated openly, willingly, delighting in getting their hands dirty. Their atrocities were brutal and merciless, showing a capacity for unending and sustained cruelty beyond what a sane human could understand or even comprehend. The bones and bodies of slain civilians arranged in impossible shapes miles wide, scaring the fabric of reality so deep and so vast that it&#039;s effects were visible from orbit and not all of those bodies had done screaming.&lt;br /&gt;
&lt;br /&gt;
Tyrant &amp;quot;The Baron&amp;quot; Vardus Praal and his Warsinger bodyguards had by cunning and good fortune escaped from the capital city when it became clear that saving it was not a realistic or even possible option and when the unholy hymns of torment were screamed by the tortured in the carcass ring about the cities ruins he and his followers were responsible for it&#039;s disruption. The warsingers were trained to perceive the warp as a form of music and could spot the recurring patterns in the songs and see the effects that they were having in the warp. Then they added their own and the feedback finally gave an ending to the tortured civilians and burned the Chaos Eldar who were orchestrating the symphony. Of Tyrant Praal? The surviving Chaos Eldar knew what he had done, knew where he and his warsingers were. Maybe they wanted to take him alive to make an example, maybe they wanted to draw it out for fun. He didn&#039;t give them the option, as the last of his warsingers fell and he looked down at the foot of pitted and rusted steel blade sticking out of his chest and felt the hot and sticky breath of something unspeakably evil on the back of his neck the rigged plasma-bottles in the ammunition stores went off and gave him one hell of a funeral pyre.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Istvaan III was eventually retaken by the Imperium. A few million survived in the outposts in the further orbits away from Istvaan III itself, a few tens of thousands on the capital planet were left fighting or hiding or dying slowly.&lt;br /&gt;
&lt;br /&gt;
In time the cities were rebuilt, the fields resown, the outposts re-established, new armies trained and new ships were launched but the scars remained. It was a long, long time before Istvaan recovered fully and for a very long time afterwards half completed rituals were uncovered, heaps of unexploded munitions dug up, deamons bound and driven mad by time and isolation discovered and son, so many unclaimed bones.&lt;br /&gt;
&lt;br /&gt;
Down the long march of years the Istvaan system has produced soldiers beyond counting, loyalty beyond question and competence beyond doubt. The world itself is green again, it&#039;s skies once more blue. There have been attempts both subtle and overt to bring the planet to ruin, many and varied, down the long count of years and always such attempts fail. The planet spits in the faces of dark gods and humbles and breaks their followers, it endures as spite and insult to them and dares them to return. The population of the planet as of 999M41 is approximately 12 billion and produces many fine soldiers and many cunning Inquisitors. As the Imperium marches towards Judgement Day it is known that Istvaan will do it&#039;s part, retribution and duty both demand it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Istvaan V ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Drafts#The_Fall_of_Istvaan_V|The Fall of Istvaan V]]&lt;br /&gt;
&lt;br /&gt;
== Krieg ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039;The Broken World &#039;&#039;&#039;&#039;&#039; - or &#039;&#039;The Wretched:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Krieg, of the Segmentum Tempestum, Uhulis Sector, at the start of 433.M38 was an entirely different world than what we know in the modern day. Back then, it was a hiveworld with a middling population of 97 billion souls, and a restless aristocracy. A manufacture and trade hub with a surprising knack for technology outside of the Adeptus Mechanicus, interstellar market trends and the subtle shifts of the warp&#039;s currents had, over the millennia reduced its prestige and market value- and the attack of Hive Fleet Behemoth led the Administratum to introduce a price ceiling on the products of Krieg to help the war effort. The ruling councils of Autokrats, already impoverished by misfortune (And, truth be told, some serious missteps of their own) were outraged. For them, bound as they were to Krieg itself, the threat of alien invasion was distant, and they saw themselves made slaves to the whole of the sector for the sake of lazy foreigners that couldn&#039;t even pay a fair price for their orbital defenses. For that was the specialty of Krieg, big guns. Guns that could be mounted on the planet, and give orbital invaders a beating, and hopefully ward them off. This also made the planet Krieg extraordinarily dangerous to attack. Any attack from above would be costly indeed. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, when a grand conclave of Autokrats were called, the attendees freely ruminated and conspired against the Imperium, secure in the shadows of their defenses. The Autokrats agreed that a formal complaint should be lodged to the Imperium. And that if they weren&#039;t met properly, that the councils would meet again, and elect a High Autokrat, an office only called for in times of crisis, when the whole of the planet had to act together. On paper at least, the Autokrats were united in their cause; respect, or war.&lt;br /&gt;
&lt;br /&gt;
However, the Autokrats were a minority in the grand scheme of things. For the vast majority of the planet that labored, lived, and died in the hives, &amp;quot;For Throne and Man,&amp;quot; was their byword, and even as the Autokrats fumed in their spires, the factory workers set their shoulders, shook their heads, and redoubled their labors. It was possible that this upset would have remained just that- a grumbling, that would be addressed when the Administratum representatives arrived to hear complaints. An agreement might have been reached, or a display of force on the truculent Autokrats, and Krieg would have returned to normalcy, minus a few belligerent aristocrats.&lt;br /&gt;
&lt;br /&gt;
However, the representatives of the Administratum never arrived, and Krieg suffered a further two separate blows. &lt;br /&gt;
&lt;br /&gt;
The fate of the Administratum mission has yet to be revealed. The only clue recovered was a letter from Administrative Senioris Sandos to his wife, noting with pleasure that he might return in time for Sanguinalia celebrations, that he&#039;d secured passage through the webway &amp;quot;With a trustworthy sort.&amp;quot; All Eldar guides within the sector capable of granting access to the webway deny ever offering that to a human, much less a lowly bureaucrat. There is a sizable reward still on offer for the missing Administrative, and the Administratum further cautions all citizens that the webway is restricted to a select few- anyone offering them a &#039;shortcut&#039; should be considered a criminal, and treated as such.&lt;br /&gt;
&lt;br /&gt;
As the year passed on, and the Administratum&#039;s delegation failed to appear, the Autokrats convinced themselves that this was a calculated slight from the Administratum. For the Autokrats of Krieg, it was obvious that the Imperium had no care for them, and didn&#039;t even care to tell them to their face. Krieg is a relatively ancient world, and has had a fiercely xenophobic streak in their culture- and for those Kriegers that believed in the Imperium, and the vision of the Throne, the silence shook them.&lt;br /&gt;
&lt;br /&gt;
The issue was further deepened due to the astropathic messaging system- due to Krieg&#039;s growing insignificance, they had few astropaths, and those few were held privately by Autokrats. They may well have kept the news of the disappeared delegation quiet. Or assumed that, like any other words from beyond Krieg, any assurances that the delegation had been lost could only be treated as lies.&lt;br /&gt;
&lt;br /&gt;
Then there was the Segmentum Tempestum Famine. The Ulthran Cartel had elected to invest in agri-futures- and with that investment came a stampede of Rogue Traders, Demiurge Trade Clans, and savvy planetary governors following the trend. Most notably was the influence of at least one Necron lord. Though indirectly involved in the market, for reasons unknown, a spate of necron attacks were aimed solely at agriworlds in the segmentum for a period of seven years, further aggravating food supplies. The market dried up, and shiftless and dishonest grain haulers meant for hive and forge worlds dependent on their products skimmed from the top to sell to this feeding frenzy. In the chaos of the Hive Fleet Leviathan&#039;s invasion, and the subsequent shadow cast by the hive mind blocking out psker communications, the administratum failed to notice until it was too late for the Uhulis Sector. Worlds starved. &lt;br /&gt;
&lt;br /&gt;
Krieg was not among them. They wouldn&#039;t have the chance.&lt;br /&gt;
&lt;br /&gt;
The precise Autokrats immediately detected they were being short changed on loads from their grain haulers. Outraged, they turned their guns on the hauler, and demanded the full load. The grain hauler in question (Records indicate a shiftless layabout &amp;quot;Regnal Ersten&amp;quot; with a forged Writ of Trade as the unfortunate) made excuses. The Kriegers fired a volley upon the orbiting vessel to make clear their dissatisfaction. The Rogue Trader, apparently, then babbled out a series of excuses, culminating in the claim that the Segmentum Command had seized most of the food intended for Krieg.&lt;br /&gt;
&lt;br /&gt;
The Autokrats were satisfied with their suspicions confirmed. After finishing off the grain hauler with another volley (Surprisingly, Regnal survived this, and would meet his own gruesome fate far later- but that&#039;s another story) the Autokrats met once more, and elected a High Autokrat among their number- as far as they were concerned, they were in a state of war.&lt;br /&gt;
&lt;br /&gt;
We have no record of the identity of the High Autokrat. Their position, history, statements, gender, and fate are unknown. The Death Korps of Krieg were thorough in erasing this hated figure from memory. All we know was that there was a High Autokrat, and that this figure would openly declare secession from the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
At this time, seven Astra Militarum regiments of Kriegers had been raised, and were posted on the world. They had been staying garrisoned in case of tyranid attack, and awaiting orders that would have presumably accompanied the Administratum delegation. &lt;br /&gt;
&lt;br /&gt;
As part of their duties, they were to gather supplies. This included food for campaign, begrudgingly supplied by the planet.&lt;br /&gt;
&lt;br /&gt;
The hivers of Krieg had never been strangers to hunger. It is the same on all hives- due to corruption, inadequate transport capacity, or the simple structure of billions contained in such a small space, malnutrition is rampant. There are always too many mouths, and never enough meals. &lt;br /&gt;
&lt;br /&gt;
The hivers of Krieg had known the shock of having the Imperium fail them, and now faced famine. The Death Korps of Krieg stated simply that the population rose in rebellion against the Imperium, and by extension those Imperial Regiments as well, but I feel that this misses a step. To editorialize, I imagine that the High Autokrat (Being a cunning sort) let this stew a few days. Let the rations dwindle, let the people wonder what&#039;s going on- perhaps even attempted to rather publicly deny the Imperial Regiments their supplies, and suffered equally public rebuke.&lt;br /&gt;
&lt;br /&gt;
The people would hunger, see what happened, and wonder. Wonder why their children cried from hunger, as the soldiers marched and drilled and menaced with bayonet, taking scraps meant for them. The High Autokrat would let that stew, then speak. &lt;br /&gt;
&lt;br /&gt;
I know not the High Autokrat&#039;s charisma, but I can&#039;t imagine the starving need much convincing to seize food. &lt;br /&gt;
&lt;br /&gt;
Or perhaps it&#039;s just as the Death Korps describe it. The population en masse blindly rejected Imperial Law in madness, and set upon the regiments like savage dogs.&lt;br /&gt;
&lt;br /&gt;
There were seven Imperial Regiments arranged at that time, and seven hive cities. There&#039;s a fascinating account of the fall of six of these hive cities embedded in the training manuals of the Kriegers. Each city lost held a lesson to them, and each pre-Death Korps regiment that fought and fell had a deadly sin associated with them as reason to how they fell. From each fall, they took a lesson, until one hive remained, Hive Ferrograd, under the command of one Colonel Jurten. If the Kriegers can recognize a hero, they might think of Jurten as one.&lt;br /&gt;
&lt;br /&gt;
Ferrograd was the center for manufacture of ammunition- which kept the final of the loyalist Kriegers well surprised. There was an offer of surrender, but the war was bitterly fought already. The only thing you would earn in surrender was a quick death. Colonel Jurten knew that the Imperium was still months out. His forces would starve before the Imperium could arrive. Following that, the Imperium invasion would be costly, if it succeeded- if, and at this, Colonel Jurten feared the most, if the Imperium would even bother coming.&lt;br /&gt;
&lt;br /&gt;
By this time, what was once a strangely anthropomorphized civic philosophy had become almost a religious mania. He believed in the Throne, even as the rebels around him ranted and raved about making a new Throne, a proper one on Krieg. Jurten knew that was heresy. And he knew the origin of it. The hubris of thinking the Throne would care. The present armageddon and sorrows sown by all of this was a consequence of that central arrogance- that the Kriegers would get something for loving the Throne. The Throne was to be served. The Throne was not there to serve them.&lt;br /&gt;
&lt;br /&gt;
And if Krieg would not serve the Throne, Krieg did not deserve to be. &lt;br /&gt;
&lt;br /&gt;
Krieg is a world that has its fair share of technological wonders and secrets. Among the ammunition that Hive Ferrograd produced for the orbital guns were atomics. A terrible amount of them. On the day of the Feast of the Emperor&#039;s Ascension, Colonel Jurgen gave the people of Krieg a feast that would never be forgotten. For sixteen hours straight, his collection of guns roared, blanketing the whole of Krieg in nuclear fire. Estimates lodge the amount of nuclear weapons launched in the thousands. An event in the future known as &amp;quot;The Purging.&amp;quot; A kill count was kept. As point of pride, the warriors of Krieg estimated that brave Colonel Jurten with sixteen hours, reduced the population from 97 billion down to little more than 780 mlilion.&lt;br /&gt;
&lt;br /&gt;
The world had never been a garden world, but I found a portrait of old Krieg once. Sold for a pretty penny. Though dated to the right era, I am not unconvinced it&#039;s a forgery, but perhaps that is due to my own horror at the sight of it. It was a poorly painted water color, perhaps by a student, showing the feet of a titanic steel hive towering into the clouds, standing atop harsh and jagged moss stained stone, wind and rain lashing the cliff side, and in the grey and dim light that peeked through the clouds, an animal soaring through the air. At least, I think it is. Might be a smudge on the canvas.&lt;br /&gt;
&lt;br /&gt;
Krieg has no towering hives now, just ruins and subterranean warrens. The once proud stones have been reduced to rubble and sand. There is no water on Krieg, save for what&#039;s found in canteens and barrack reserves. The clouds are far lower to the ground now, laden with poison and chemical. The only life upon Krieg now are Kriegers. Kriegers, and the horses they grow in vats beneath the surface to ride into battle.&lt;br /&gt;
&lt;br /&gt;
Though the Purging was the single greatest use of nuclear weapons in a short span of time upon the surface of Krieg, nuclear weapons would continue to be used. Both sides entrenched, and fought to the bitter, genocidal end in a war that would continue on for a further 400 years. The rebel survivors had gained a psychopathic hatred for the madmen that had reduced their world to ashes, and the loyalists grimly fought in the name of the Throne, knowing that no quarter would be given. They both practiced total war. They innovated, adapted, took on the gas mask, supplemented their meager diets with corpse starch (It&#039;s exactly as it sounds), introduced large scale usage of the mysterious &amp;quot;Vitae Womb&amp;quot; technology, and reduced all their beliefs to a fanatic, fatalistic, all encompassing devotion to the Imperium. The only thing for a Krieger is the fight. The duty. The war. Nothing else. For five hundred years, all other Krieger culture was erased. Art, music, literature, all the trappings of a civilian life was crushed by the demand for total war. &lt;br /&gt;
&lt;br /&gt;
As Colonel Jurten had feared, the Imperium had more important matters to deal with than just another hive world descending into madness and blood shed. Two expeditions were undertaken to Krieg during this time. The first, a curious rogue trader, was fired upon by automated orbital guns and they beat a hasty retreat. The second, a mechanicus survey fleet, came within range, and did not report being fired upon, but instead reported what seemed to be a complete, genocidal civil war being fought by a population of perhaps a few million, upon a worthless death world. They moved on.&lt;br /&gt;
&lt;br /&gt;
In 849.M38, Krieg sent a missive to the Imperium at large stating that the rebellion had quashed, and the Death Korps of Krieg were waiting for orders.&lt;br /&gt;
&lt;br /&gt;
Krieg has no governor. Krieg has a Grand Marshal, in charge of recruitment and training of Kriegers. All Kriegers are considered qualifying soldiers. Logic would lead one to expect there has to be some administrative center upon Krieg aside from this Grand Marshal, but the Death Korps of Krieg seem content to hand off most logistics responsibilities to the Departmento Munitorium.&lt;br /&gt;
&lt;br /&gt;
Departmento Munitorium officers assigned to coordinate and keep Kriegers in armor and weapons upon Krieg have a very high turnover rate. Few deaths, but from my understanding, psychological burn out is the primary cause. &lt;br /&gt;
&lt;br /&gt;
Kriegers are immune to boredom. There are no diversions. There is only labor, training, war, and waiting. Any diversion from these four activities is looked upon with contempt, if not hostility. Kriegers are also remarkably xenophobic. And I mean that in the broadest term possible- fellow guardsmen often find Kriegers uncommunicative, and at times laden with barely disguised disgust. It seems any with a survival instinct are considered lesser men. &lt;br /&gt;
&lt;br /&gt;
For aliens, it is worse. Philosophically, the Kriegers came from a point with extreme deprivation. To them, every breath an alien draws is theft. Every acre of space they occupy is one less acre for proper humans to utilize. Every mouthful of food, another mouthful denied to those that better deserve it. In their eyes, the proper place of an alien is at the end of a bayonet. The fact that the Imperium tolerates these is a matter barely tolerated.&lt;br /&gt;
&lt;br /&gt;
Yet, for all their lack of social graces, the Departmento Munitorium has embraced the Kriegers. They win wars. Any order given is fulfilled without hesitation, doubt, or regret, even in the face of death. And there are a great deal of them.&lt;br /&gt;
&lt;br /&gt;
The Departmento Munitorium has long had a debate between two, rough, major schools of military study- the Reformers and the Macharians. It is no secret that, as the years have gone on, more and more regiments are drilled and equipped in the Cadian style. In the eyes of the Reformer generals, the advantages are obvious- Cadian soldiers are considered the standard by which all others of the Imperium are measured, and standardization and centralization of equipment would only help with logistics in the Astra Militarum. Something as simple as ordering a replacement lasrifle powerpack can lead to tragedy due to different manufacturing standards and usage across the endless worlds. Let there be one set of kit, training, and organization instead of the confusing hodge podge that blunders on through luck and sheer bloody mindedness. &lt;br /&gt;
&lt;br /&gt;
The Macharians take their name from Lord Solar Macharius, who famously forged an army from a mass of diverse elements and worlds, making a flexible legion ready for every element. In their minds, trying to force guardsmen to march and act the same is an act of folly, that denies useful specialization and experience. Any attempted reform would take hundreds of years, untold fortunes, and would cause the war machine to grind to a halt even as they are besieged on all sides. Catachans are expert jungle fighters, Valhallans ice worlders, Chem Dogs tunnel fighters, and so on and so forth. Why break what isn&#039;t broken?&lt;br /&gt;
&lt;br /&gt;
But now, there is a third regiment that is gaining acclaim, one that even the Reformers balk at modeling after. The Death Korps of Krieg.&lt;br /&gt;
&lt;br /&gt;
Those that favor the Kriegers, see a model of the future. A guardsman that doesn&#039;t hesitate. Doesn&#039;t doubt. Doesn&#039;t question. Fears nothing, and fulfills every order to the letter. And better yet, there is no end to them. Generals at the strategic level find the Death Korps of Krieg refreshing. Far too often, regiments have generals that don&#039;t understand their place, and seek to ask questions or meddle in affairs above them. Refusing orders, &#039;misinterpreting&#039; commands, engaging in cowardly routs: such are the sins of the common general. Oh yes, on occasion there&#039;s one that rises above, heroes that make for stirring propaganda- but let&#039;s be honest. Heroes are not what victory is made of. Victory is made of attrition, of materiel, of being willing to fight longer than the other guy. Victory is the stuff Kriegers are made of. They don&#039;t need commissars. Their loyalty is beyond question. And they seemingly spring out of the dirt with their wondrous Vitae Wombs. They&#039;re practically a new breed of human, and should be welcomed.&lt;br /&gt;
&lt;br /&gt;
Though the other factions are uneasy at this new model of guardsman, those in the Departmento Munitorium see the future in the Death Korps. Limitless guardsmen that will not break, grinding down all that oppose the Imperium. The anvil, to the maneuverable hammer of the Astartes. One day, these generals dream, all the guard will be like the Death Korps. Fearless. Unquestioning. Replaceable.&lt;br /&gt;
&lt;br /&gt;
The Death Korps of Krieg for their part do not care. They can be found on every front, on every battlefield, wherever a soldier is called to die, a Krieger will march there to take his place. They do not question. They serve.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Macharia ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Drafts#Twelfth_Black_Crusade_.28001.M41-.3F.3F.3F.29|The Destruction of Macharia]]&lt;br /&gt;
&lt;br /&gt;
== Medusa ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; Walking in the Footprints of Giants &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Medusa is a world wrapped in a mystery wrapped in an enigma. During the Dark Age of Technology, the planet was a beacon of mining and industry, the source of raw material for so many technological wonders and a key manufacturing world for the Men of Iron. As a result, Medusa became one of the most famous worlds in the Golden Age human empire. During the Age of Strife, even as the knowledge of other planets faded in the minds of man, the memory of Medusa persisted, especially among the Mechanicum of Mars.&lt;br /&gt;
 &lt;br /&gt;
When the Steward announced the beginnings of the Great Crusade and sent the remaining legions forth from Sol, the planet of Medusa was high on the priority list of primarch Ferrus Manus. Indeed, it would fair to say he almost beelined for it. However, when Iron Hands had arrived at Medusa, they were thoroughly disappointed by what they had found. The legendary Telstarax that had been built around Medusa during the Dark Age of Technology to bring its mineral riches to the stars was still there, but the planet itself was almost unrecognizable, its surface primarily having the appearance of cracked pavement and colored a dull, ashen grey.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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Perhaps the most salient feature of Medusa are the miles-high, hive-sized machines that dot its surface. These machines stand on a multitude of legs several thousand feet above the ground, looking like thunderclouds in the distance when viewed at ground level. These machines are described by locals as The Terraformers, and modern terraforming methods are to them what a stick of dynamite is to a cyclonic torpedo. The Imperium is capable of terraforming a planet, but this usually involves methods that are subtle and slow. The introduction of pioneer species by the Biologicus, the tweaking of the atmosphere by the Mechanicus, perhaps the diversion of the orbit of a comet by a farseer at the most spectacular. These machines, on the other hand, are something else entirely. Entire mountain ranges are thrust up or ground to dust seemingly at random, seas drained and refilled. In their wake the terraforming machines leave fast-growing grasses or alga, the source of the atmosphere on Medusa as well as its inhabitants primary source of food. And then, once the landscape is completely sculpted, the walking mountains turn around and do it again, as if unsatisfied with their previous work.&lt;br /&gt;
 &lt;br /&gt;
For obvious reasons, the Mechanicus has become obsessed with understanding the secrets of these great machines. Although there little remains permanent on the surface of Medusa, the great machines certainly are, and the Mechanicus has repeatedly funded expeditions to explore the interiors of these machines for ancient technology. These expeditions have met with mixed success. Although a few have escaped with amazing technological discoveries, more have unleashed technological monstrosities upon the surface of Medusa, or, more often, simply not come out at all. The machines seem to be violently opposed to anyone trying to interfere with their singular task, regardless of the intent. All attempts at communicating with these machines have failed. There is no intellect there, either human or Iron Mind. These machines are no more intelligent than the dimmest of servitors, running on the simplest of code to continually reshape the world at the whims of a master at least ten thousand years dead.&lt;br /&gt;
 &lt;br /&gt;
Because of the presence of these great terraformers, sedentary life in most parts of Medusa is hazardous as best. What may be a mountain range one year can be at the bottom of the ocean the next, and vice versa. As a result, most of the population of Medusa live a nomadic lifestyle aboard giant land-crawlers in the trackless wastes, constantly following in the wake of the great machines like pilot fish following a shark. And yet, there are some parts of Medusa that remain untouched, despite 25,000 years of terraforming. It is unknown why these locations in particular are avoided by the terraformers. Some have suggested that these places were intentionally set aside by the programmers of the machines, to serve as the later sites of cities, but no completely satisfying answer has been found. Some of these locations, upon further inspection, have turned out to be underground facilities dating to the Dark Age of technology, whereas others appear to simply be empty space. Chief among these are the Seven Cities of Sanctuary, the only place in which civilized life as traditionally envisioned is possible on Medusa. These places are centers of trade and commerce, where nomads exchange mineral deposits and ancient pieces of technology tilled up by the terraformers with offworlders.&lt;br /&gt;
 &lt;br /&gt;
If there is any positive aspect about Medusa it is that the planet does not take well to invaders. In the past, when the planet was invaded and the great machines came under attack by the forces of Chaos, the behavior of the terraformers suddenly changed, devoting their internal manufactorums to producing technological horrors that were unleashed screaming upon the invaders, volkite beams firing into the sky. However, the Medusans are not under the delusion that these machines are there to protect them. Although the machines ignore the native Medusans, if one so much as touches one of these drones the machines turn on them, ancient defensive programming classifying attempts at tactile communication as a threat. However, machines that fall in the defense of Medusa are highly valuable, as the giant terraformers seem to ignore their dead creations where they fall and these machines are often manufactured with lost Dark Age technology. Dark Age technology, whether from the surface or from the Telstarax, is the primary export of Medusa, and the currency to which it pays its tithe to the Imperium.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Molech ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Unnatural Jungle &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Molech was just originally just a planet really rich in biodiversity that the precursor orders of the AdBio had sizable detachments studying because holy shit so many new things. Also the locals were friendly and had been waiting for Earth to come and bring them back to the stars. The planet was “discovered” and brought back into the fold by Horus who already knew where it was because the Void Born who traveled that patch of space let him have a copy of their maps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All was well until The Beast and Molech gets brought to ruin. The glorious biodiversity was mostly lost and the friendly locals almost exterminated bar about 1,000 maybe 1,500&lt;br /&gt;
&lt;br /&gt;
Not long after the WotB the AdMech goes through reforms. During that time the Dark Mechanicus came out of the woodwork and there was at least a little fighting on every forgeworld, even Mars nearly fell. And whats worse the Dragon nearly got out of it&#039;s box. Reforms were put in place to make another mass rebellion in the future far more unlikely to succeed.&lt;br /&gt;
&lt;br /&gt;
It is decided, by mutual consent, that the splice-hippies, genesmiths, bloodcutters and the gene-wrights (among others) will be folded into the Reformed Mechanicum. They are all integrated into cohesive and more importantly accountable orders. In return the biological tinkerers get decent funding, better equipment and lab space.&lt;br /&gt;
&lt;br /&gt;
Once they are folded into the Mechanicus is when the problems start to arise. On theological and cultural levels there is a much bigger gap between the Adeptus Biologicus brotherhoods and the AdMech brotherhoods than there are between the different AdMech Brotherhoods. And that&#039;s saying something considering how bad tempered and fractious AdMech factions can be.&lt;br /&gt;
&lt;br /&gt;
It is quickly decided that it&#039;s time for the AdBio to get a HQ of their own. Preferably not in Sol.&lt;br /&gt;
&lt;br /&gt;
Molech was just a few short light years from Old Earth, close enough that the AdBio could rapidly get to the Imperial Palace if the Steward needed them but far enough away that they weren&#039;t in Sol.&lt;br /&gt;
&lt;br /&gt;
AdBio return to Molech and begin the work of rebuilding it as their home.&lt;br /&gt;
&lt;br /&gt;
By 999M41 Molech has the largest number of &amp;quot;indigenous&amp;quot; Earth/Xeno, Xeno/Totally unrelated Xeno and generally fucked up batshit genetic chimera hybrid organisms found anywhere in the galaxy. It is the AdBio showcase. It&#039;s main exports are drugs (medicinal and recreational), vaccines, bio-weapons, tailored organisms and strange genetically and surgically modified adepts of various biological disciplines.&lt;br /&gt;
&lt;br /&gt;
The AdBio do worship the Omnissiah, in their way. Although with them he is less likely to be depicted as something mechanical and more as the Tree of Knowledge with a small god-fruit on every branch and humanity sheltered under the branches.&lt;br /&gt;
&lt;br /&gt;
They are as active and busy as their Mars siblings, despite the Mars adepts calling them a bunch of hippies that need to get a real job and stop being dirty heretics.&lt;br /&gt;
&lt;br /&gt;
At some unrecorded point in history they adopted green robes to differentiate themselves from the Martian Priesthoods.&lt;br /&gt;
&lt;br /&gt;
Molech after the WotB is a miracle of bio-engineering. The ecosystem of the planet is completely artificial, though you wouldn&#039;t know it at first glance. Many of the old beasties that inhabited Molech were restored through cloning and/or careful breeding programs (a point of pride for the AdBio), though the native wildlife is restricted to a much smaller area to make room for the AdMech&#039;s new pets.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mordia ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; On the Edge of Existence &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the Golden Age Mordia was somewhat of a backwater. More somewhere for people to come from than go too. Had a high technology base, as all worlds in the Great and Benevolent Empire did, but it was generally at least 50 years behind what everyone else was doing.&lt;br /&gt;
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There were two big reasons for Mordia&#039;s backwardness. First was the isolation. It was not particularly close to any major warp currents and so you had to intentionally go there rather than travel near it on your way elsewhere. Second was the tidally locked nature of the planet that resulted in it having a thin green band of habitability between frozen and baked. As such it could never support a big population. It was quite pleasant and it&#039;s greatest sin was that it was terminally boring for most of it&#039;s pre-Strife history. It didn&#039;t even have seasons or tides.&lt;br /&gt;
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When everything all started to break down in the Age of Strife Mordia was spared the worst of the fallout simply due to its remote location and nearly everyone needing to be reminded that it existed at all. Which is not to say it survived unscathed.&lt;br /&gt;
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As the Old Night rolled across the stars Mordia came to the sensible conclusion that it couldn&#039;t hope to fend off a galaxy gone mad and that the only sensible thing to do would be to try and be as unnoticeable as possible. All transmitter technology was banned, all space ships were recalled and disassembled, everything that could be moved underground was and even minor things like street lighting was made illegal. The whole planet essentially went into standby mode.&lt;br /&gt;
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Stupid as it sounds it almost worked. It almost survived long enough to be counted as a Survivor Civilization.&lt;br /&gt;
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Sadly it did not. When the Eye of Terror formed it fucked up the warp currents something fierce and rearranged them. Mordia was no longer a backwater world away from the good currents. Now there was a current running right through their system from the Eye of Terror, but with no warp capability they didn&#039;t know this.&lt;br /&gt;
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All they knew was that half the psyker population committed suicide and the other half became decidedly unwell. Then the first of Chaos touched set foot on their world, heralds of the New God Slaanesh. Things went downhill from there.&lt;br /&gt;
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By the time the First Legion encountered Mordia in the Great Crusade it had been repeatedly assaulted and regressed back to a pre-black powder level of sophistication haunting the ruins of when they were greater. About the only thing left intact from those better days was the Great Road that ran the entire circuit of the Temperate Band in an unbroken loop. Along the Great Road society had fractured into a dozen kingdoms, some in contest but most in cooperation.&lt;br /&gt;
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Of interest to the Dark Angel scholars were the Keepers of the Chronicles, a quiet order whose task was to maintain an up to date record of the affairs of state to be preserved for posterity, and that they had done all the way back to the day Old Earth stopped answering the calls and a little bit further. Sadly no technical information of note had been preserved.&lt;br /&gt;
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The kings of Mordia welcomed the Imperium as the heirs to the fallen realm of humanity. Old Earth had finally come to save them.&lt;br /&gt;
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The First Legion orchestrated the rebuilding of Mordia and later set up a recruitment station at each of the kingdom capitals along the Great Road. This was the Second Golden age of Mordia. It was ultimately not to last.&lt;br /&gt;
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Mordia took to the Imperium&#039;s uplifting efforts eagerly as the Chronicle showed them that this was merely returning to where they had been before. They were not abandoning their roots, they were rediscovering them. Before long Mordian regiments were found in the Legions of the Great Crusade, marching forth to raise up others as they had been.&lt;br /&gt;
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When the War of the Beast afflicted the galaxy their regiments fought no less bravely than any other and gave their lives no less dearly and gave them those soldier did.&lt;br /&gt;
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Mordia itself was spared the direct attention of any major Warboss or Chaos lordling and came out of that awful war maybe less broken then many. They were lucky&lt;br /&gt;
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Luck ran out in the First Black Crusade and every one after that. The Warp currents always brought the dregs of the Eye to their door step time and again from then on. It was never assaulted to the degree of Cadia but Cadia was by it&#039;s very nature a better and stronger world to defend them.&lt;br /&gt;
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By the dying of the 41st Millenium Mordia stands still. A grim testament to bloody-minded stubbornness. Life is harsh, death usually harsher. The planet isn&#039;t dead but you could be excused for thinking so. Much of the Temperate Band is irradiated and the cities there destroyed from orbit. The Great Road is broken. Civilization in that once fair land was too obvious a target and so was abandoned, the Dark Side of the planet is now the home of the Mordians.&lt;br /&gt;
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Deep beneath the permafrost and the glaciers and in the mountain holds they dwell by the billions. Hard ranks of whipcord bodies marching in step of iron discipline. War has taught them. War has made them hard. They are a bitter people now, their sunrise smiles erased over the Long War. The Dark Angels stationed during the 1st Black Crusade founded their own order of Crimson Knights, a very Mordian order. The ever dutiful Keepers of the Chronicles keep the records of every war, every victory and every postponed victory as they will never bend or admit defeat. Defeat is to invite total death, they will not permit it.&lt;br /&gt;
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Chaos and Orks come now to Mordia to die. Their bodies linger for decades and even centuries gradually sinking into the glaciers and the fields of the dead spread in all directions form their strongholds. They venture out to cleanse the Temperate Belt of mutated orks strains that find that greener ground fine for spawning in, feral and savage but far from dangerous. Perfect for training the new recruits.&lt;br /&gt;
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Mordia still has the title of High King, instituted in better days as a wise intermediary between the people and the Imperium, but now it is given to the head of the armed forces for tradition only. There is nothing left of Mordia untouched by the all consuming war.&lt;br /&gt;
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From the lowliest tender of the algae vats to the wisest lore-master of the Crimson Knights all serve the war effort. Every warband that dies on Mordia is one less in the wider Imperium. One day, by the grace of their many gods, they will be victorious. One day they will know joy again. One day they will be born under blue skies and the forests will be regrown again.&lt;br /&gt;
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And, their prophets say, it will be one day soon. Judgment Day is coming, now is the time of the big push towards the dawn.&lt;br /&gt;
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But for now there is the war.&lt;br /&gt;
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== Necromunda ==&lt;br /&gt;
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Necromunda is not a jewel in the crown of the Imperium and suffers huge pandemics due to the planetary government being unable to set up an effective garbage disposal system. Mines all over the planet are getting dangerously low but the scrap metal wouldn&#039;t cover the entire planet just most of it. Local efforts by the hive-cities have been made to try to clean up the toxic sludge in the water and poisonous gas in the atmosphere. &lt;br /&gt;
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The planet is infamous across the sector for the Hive gangs. The Underhives of the planet are some of the worst places to live in the Imperium. Although not as lethal compared to a Death world, the standard of living is so degraded most would question the point of life after growing up in them. The most common life of Necromundans is to die in the mines, slave away in manufactorums, collect metal junk, or become criminals. Those that wish to break away from mundane life or get rich quick become criminals. Shadow Traders sell illegal goods like hallucinogens, las-weapons, and Xenos lifeforms. The Hive gangs threaten the Shadow Traders for protection money as these gangs can outnumber and outgun whatever bodyguards the trader can hire. The gangs work to make the traders under them be the most profitable so they can squeeze more money out of their traders. This also means a gang will attack other gangs&#039; territory to vesselize more traders or prevent rivals from gaining power&lt;br /&gt;
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When one of many on-going gang wars starts the scale of killing is comparable to a poor Imperial world with a small rebellion. In all likely hood, hundreds of thousands of people will die including civilians as the hive gangs fight like small scale wars. Autoguns, autocannons, and las-weapons are used to perform raids, assassinations or urban assaults&lt;br /&gt;
But the world is not quite as horrible as it could be in large part thanks to the efforts of the Adeptus Biologicus. In an attempt to lower the amount of food that needed importing some long forgotten governor commissioned a brotherhood to scour the Imperium for shit that would grow in the toxic ash and sludge that they had for soil.&lt;br /&gt;
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Many such plants were found and other single celled extremophiles of all manner of categorization were discovered on far off worlds. Some of them even with genetic markers that showed that they might have had ancestor stock on old Earth and come to the stars in the Golden Age in the early colonies of man.&lt;br /&gt;
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The planet’s surface became covered in life. A thriving bustling chimera of an ecosystem constructed from species of a double dozen worlds, usually the sort of life generally found near volcanoes or on the &amp;quot;cold Venus&amp;quot; type of worlds. Sadly they couldn&#039;t find anything people could eat which was kind of the point that they were hired for.&lt;br /&gt;
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It was nearly 200 years of tampering and splicing and selectively breeding before the first fruits of their labours were tasted. And it was another three seconds before those fruits were spat back out. Although they had created a Terran/Xeno splice apple that could survive and even thrive in the temperate latitudes in the smog and the toxic muck it was not something that anyone with any choice would willingly eat.&lt;br /&gt;
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The governor, grandson of the one who commissioned the endeavour, did not care. They could be boiled down into a nutritious slurry with almost all the taste removed. The Adepts were kept on to continue their works.&lt;br /&gt;
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After a few thousand years there are great swathes of farmed land where none should be with harvests of things that by nature should not exist. They still haven&#039;t created anything that tastes like actual food.&lt;br /&gt;
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== Ohmsworld ==&lt;br /&gt;
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In many respects, Ohmsworld is just like any other Hive World in the Imperium- densely packed hives dot a landscape of wastelands ruined by heavy industry. Vast mining trawlers from bygone ages move ponderously through the wastes, ancient surveying and mining equipment ensuring not a single scrap of usuable minerals goes unnoticed. But they&#039;re not the only archaeotech with such duties on Ohmsworld.&lt;br /&gt;
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The world&#039;s most prosperous hives are ironically the least populous, largely because the enormous structures are little more than air filtration systems. Vast networks of delicate, near microscopic tendrils, resembling minute feathers, filter the world&#039;s atmosphere. As air constantly cycles past and through each hive city, the filters carefully identify and isolate the most valuable of the rare ores. The immeasurable numbers of microscopic tendrils capture flecks of each component—far smaller than a grain of sand. The filtration devices pass these precious elements to collection systems. The ore is then smelted into larger bars, which can be transported to off-world refineries and manufactoria.&lt;br /&gt;
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It is theorized that the presence of these filters was once ubiquitous on mining worldsin the days of the Bountiful Dominion, but the delicate structures couldn&#039;t sustain the wear and tear of the millennia, or even the levels of air pollution of the Dominion&#039;s heavy mining operations. If anything, the paucity of resources on Ohmsworld might have been the reason they survive to this day. Should this theory be true, then perhaps the Duke can take some small comfort in the fact that he might not have been the only human to overestimate the resources of the Dominate&#039;s worlds.&lt;br /&gt;
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In any case, the archaeotech&#039;s presence has not only provided a basis for a major refinement in Imperial air purifying technology (used in the world&#039;s other major hives and currently being spread outward), but has also ensured a sizeable, permanent Mechanicus presence directly sanctioned by, and sourced from holy Mars itself. While the extent of their roles in encouraging the rebellion is yet unknown, their aid in its success is undeniable. Great bastions opened wide through technosorcery, machine spirit rebellions in the Duke&#039;s loyal forces to mirror the ones of flesh and blood outside, Skitarii squads acting as poor men&#039;s Space Marines- should Ohmsworld survive its rebellion, it would be a world in great debt to the orthodox priesthood, and perhaps serve as a conservative bastion of technological though.&lt;br /&gt;
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But that is all in the future. As of right now, the soldiers of the beleagured planet fight on in the wastelands of their world, both sides unwilling to damage the precious archaeotech that Ohmsworld has become so reliant upon. Sieges are conducted not through artillery barrages or massed assaults, but through desperate hand-to-hand fighting among the delicate strands, where the blade is more important than the lasgun. Thus far, the battle lines have stabilized after a period of Severan advances, and it is this stabilization that has kept the planet loyal thus far; such a thing could only happen if the Imperium was advancing and the Dominate needed to shuffle its resources elsewhere. &amp;quot;One more day,&amp;quot; the propaganda goes. &amp;quot;Just One More Day.&amp;quot;&lt;br /&gt;
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== The Pastoral Worlds ==&lt;br /&gt;
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After the Unification of Old Earth many nations across the Imperium found themselves having to rebuild their government from scratch after having thrown off the chains of their old oppressors. The people of the steppes had the additional difficulty in creating a centralized government in a land where there had been none since. Jaghatai had been elected Khan of all the nomad tribes east of the Kashgar Pass, but he did not command the allegiance of all the steppe nomads. As the Khanate extended its influence west into places that had once been known as Kazakhstan and Uzbekistan, the Khanate found itself in contact with nomad tribes which it had not heard from for decades. As the Imperium’s influence grew, these tribes gradually flocked to Jaghatai’s banner. They realized that out of all the high-ranking figures in the Imperium, the Khan spoke for them, and confederating with the Khanate was the best way to preserve their way of life.&lt;br /&gt;
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One of these nomads from the western steppes was Temir Baltubekov, better known by his nickname of “the Iron Scribe”. Despite being a nomad Temir showed an aptitude for administration, and Jaghatai took advantage of his ability to organize things. Most people today think of the Iron Scribe as figure of steely resolve and indomitable will, able to do ten times the work of other men. The people who actually knew him remember him as an exasperated, overworked man who found himself having to do the day-to-day minutia and logistics of running a country that Jaghatai had no ability for. Jaghatai was a capable leader, but he was a doer who preferred to inspire people and lead from the front rather than sit around making commandments. Jaghatai’s idea of building infrastructure was to physically go and put a building together with his own two hands rather than sign the decrees to make it possible. As a result, the Iron Scribe was a key figure in turning the Khanate into an actual country, and when Jaghatai stepped down from control of the Khanate to avoid a conflict of interest he named the Iron Scribe his successor as ruler of the Khanate.&lt;br /&gt;
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As the Great Crusade spread across the stars, the Khan came across numerous worlds that reminded him of his old homeland. At the same time, Jaghatai was not blind to all the changes happening on Old Earth, hearing of what was happening from his friends in the other legions and letters from his extended family. However, when he returned to Old Earth early in the Great Crusade to bury his wife Kasha, Jaghatai saw the writing on the wall. Old Earth was becoming hyper-urbanized, and soon there would be no room for his kind of people. Seeing the future that lie before him, the Khan decided to call a kurultai of the Khanate to discuss their future as a nation and a people.&lt;br /&gt;
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At the kurultai, Jaghatai told the assembled leaders of the Khanate that there were two paths that lie before them. One was assimilation, to completely lose their identity in the changing world that would have no place for their people. The other option was migration. The Khanate didn’t have to abandon their ancestral homelands, let them be the urbanized, administrative hub of the Khanate if need be, but it could spread out, establish colonies all across the galaxy so that something of their culture could survive. As primarch, Jaghatai could get them first and exclusive rights on settlement if he can get the paperwork through before anyone else, a fact made easier by only him and his crew knowing where the planet was for the moment. Hearing Jaghatai’s vision, the overwhelmingly vast majority of the Khanate decide that yes, the future he described does sound like a vast improvement over the way things here are going.&lt;br /&gt;
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Having the approval of his people, the Khan (or rather, Jaghatai and Temir, given the Khan’s “talent” for paperwork) set into motion his plan to earmark a number of worlds for the expansion of the Khanate. It helped that many of these worlds were not useful for much other than livestock herding. Most of these planets were either uninhabited, or inhabited by feudal or feral worlders that easily assimilated into the Khanate&#039;s way of life, much like Skandian culture and the inhabitants of Fenris. These worlds would form the core of what would come to be known as the Pastoral Worlds. Not all Pastoral Worlds are former Khanate colonies (Solomon is a good example of one that is not), but many are, and even the ones that do not can relate to the other Pastoral Worlds through their shared history of livestock farming to the point that the Pastoral Worlds form a distinct socio-ethnic unit within the Imperium similar to the Fenrisian Colonies.&lt;br /&gt;
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Among the planets claimed by the Khanate was Chogoris, the future home of the White Scars chapter. However, when Jaghatai and the White Scars first discovered at the planet, they found it was completely depopulated. The planet had obviously been inhabited in the past, as indicated by the abundance of abandoned ruins across its surface less than a few centuries old, but something must have happened since then to its original inhabitants. Some historians suspect Chogoris&#039; original inhabitants had become involved with the Ruinous Powers, which ended up wiping out the planet&#039;s native population. Upon hearing these suspicions Jaghatai remarked that this was exactly why the Khanate was better off for having broken free of Ursh, and his only regret was that he hadn’t done it sooner. Ursh was a self-destructive fire that would have consumed itself. Nevertheless, Chogoris was perfect for the Khanate&#039;s needs, being virtually a large-scale version of the lands of the Khanate back on Old Earth. Chogoris became one of the most successful of the Pastoral Worlds, the closest thing they have to a cultural hub, and today is what most people think of when one thinks of Pastoral Worlds.&lt;br /&gt;
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Jaghatai’s vision proved eerily prescient, though not in the way he had expected. He had expected the steppes and the mountains that he had once called home to be swallowed up by skyscrapers over the course of a millennium. He hadn’t expected them to be burned to their bedrock by the Warboss of Warbosses within a few hundred years after he called for his pilgrimage to the stars. Yes, Old Earth was rewilded after the War of the Beast, but it was tamed wilderness, in the manner of parks and farmland. Livestock were present, but they were raised in pens, not herded on the open range. It was no place for a steppe nomad. After the War of the Beast, and the Khanate being absorbed into the Imperium, the Iron Scribe found a position in the Administratum. He was a minor figure, at best, in the organization’s history, but Pastoral Worlders love to bring him up when talking about their people’s achievements.&lt;br /&gt;
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Today, the old Khanate is only distantly remembered by the people of the pastoral worlds, mostly in the sense of a semi-mythological lost homeland. People from pastoral worlds like to come to Old Earth to see the remnants of the old Khanate as a sort of cultural pilgrimage. One of the few things that remains of the Khanate on Old Earth is an obelisk inscribed with a message that the Iron Scribe had sent to Jaghatai during the Unification of Sol. In it, the Scribe requests that Jaghatai always remember who he was and where he came from, even as he sought to build a brighter future for his people in the stars. Jaghatai apparently found the words of the message so profound that he ordered it carved onto an obelisk for posterity. This obelisk was discovered amidst the rolling irradiated wastelands of the Old Khanate, a miraculous salvage from the horrors of the War of the Beast. Today, it sits in a quiet, open plaza in a park between two hives of Old Earth, the closest place one could get on the planet to its old home. This &amp;quot;Last Piece of the Khanate&amp;quot; is considered a relic of paramount historical importance to the people of the Pastoral Worlds, and is often the centerpiece of any pilgrimages Pastoral Worlders make to Old Earth.&lt;br /&gt;
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== Praetoria ==&lt;br /&gt;
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Founded in the days of the Rebuilding as the Imperium attempted to recover from the horrors of The Beast the world of Praetoria lies in the Segmentum Tempestus just over the rimward border of the Hubworld League and was, at that time, the last stop before the vast desolation of depopulated worlds that stretched out until distant Inwit.&lt;br /&gt;
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At the time Praetoria was home to a few prospectors, a single orbiting station of dubious functionality, a few hydroponics farms and more sand than any planet should rightfully have. It was a nowhere place on the periphery of anything of importance with nothing to truly boast about. Save for its location that was going to become quite important to the Imperium in its efforts to rebuild and secure Segmentum Tempestus. A planet, even one as borderline habitable as Praetoria, could be ideal for passing traffic in this endeavor.&lt;br /&gt;
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The initiative as seized by the old trade and transport families of Gredbritton who had risen to prominence on Old Earth in the Unification as the Warlord had given them all of the contracts for rebuilding the trade routes across Old Earth. Using this initial wealth they had invested in Rogue Trader writs and moved out into the Great Crusade behind the expeditionary forces. Being just a few extended families and associates they were never capable of operating on the same level of Horus and his Void Born, who was seemingly everywhere, but they never really dreamed of doing so in those halcyon days. They were seemingly just happy to prosper and funnel additional wealth back to the old country to share amongst their people.&lt;br /&gt;
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The initial families that laid claim to Praetoria, named so by them as it originally had no official name beyond a Navis Nobilite cartographical code, were swift in building their world into something usable by the Imperium and therefore profitable. Semi-derelict ships, not in short supply at that time to be sure, were bought up by the score and commissioned ship-wrights and tech-adepts lashed them together into ugly but serviceable orbital installations. The Imperium would need places to moor its fleets. &lt;br /&gt;
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The sand was sifted and fused into the glass as the ice was obtained from comets disassembled mid-flight and vast swathes of the warm equatorial regions started to glitter in the dust like spilled diamonds across a grubby tablecloth. Vast hydroponic farms to feed the Imperium’s armies and fleets.&lt;br /&gt;
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Flatly packed refineries and mining stations were loaned to the original prospector families that had called the system home under honest deals that they take from the asteroids and moons of the system all that they wished but would deal exclusively with the old families. The fleets would need a place and parts to repair their weary vessels.&lt;br /&gt;
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By the time the fleets of the reconquest arrived Praetoria was waiting for it with open arms and friendly smiles with all the basic amenities and supplies that a fleet could need. To the voidsmen of the fleet, it was the equivalent of expecting to stop at a run down highway rest stop only to step into a fine hotel with a nice restaurant, well-stocked bar, friendly staff and with very reasonable prices. The handwritten letter of appreciation penned by The Steward’s own hand and stamped with his own signet ring is preserved to this day in a stasis field in the governor’s palace.&lt;br /&gt;
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As the resettlement of what was known at the time as Tempestus Wilderness Space continued traffic continued to travel through Praetoria and the world only grew in wealth. In the years that followed as the Wilderness Space was tamed and civilized people rebuilt their ruins into mirrors of old glory trade followed. Initially, it was nothing but things from the Hubworld League sold on a promise of payment from the Imperium itself or promise of payment in some prosperous future. In time produce of the tamed and civilized Tempestus began to flow into the Hubworlds and Praetoria became a gateway going both ways.&lt;br /&gt;
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The old generation of founders that knew anything of Old Earth or even remembered the name Gredbritton were gone soon enough as mortals do and Praetoria began to become a world of its own in mind and soul. More importantly, it became a world of its own in the eyes of the Administratum and with this declaration of success came the tithe and that was the origin of the first iteration of the Praetoria Guard.&lt;br /&gt;
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And that was the inglorious founding of that prosperous world.&lt;br /&gt;
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Time passed and the population of Praetoria grew, the tithe contribution increased and the ground settlements turned from towns to cities and eventually started to grow into the hives known today. The original founding families and their cadet branches grew distant from each other consolidating their power and assets each in their own fortified cities and orbitals of which they ruled with almost absolute power. By decree of the Administratum the planet, if it wanted to keep its contracts with the Imperial Navy and the Imperial Merchant Navy, was obligated to elect a representative for the planet if not an actual ruler as the Imperium had not intention of wasting it&#039;s time dealing with myriad squabbling lesser nobility. Typically this seat, arrived at by-election by each of the major families, went to a lesser house with little to no power of their own and so could only act as intermediaries and not as actual dictators.&lt;br /&gt;
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The biggest and most notable exception to this rule being Rodri of house Haagreevz. What made him exceptional was that the majority of his ancestry, bar the strictly patrilineal line was distinctly common in origin and therefore assumed to be poor. This was proven to be incorrect, at least to some extent, as by means unknown though assumed t but unproven to be illegal, he had assumed a substantial fortune. This was a fact that he kept quiet from as many as possible for as long as possible, carefully acquiring favors and potential deals.&lt;br /&gt;
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He knew, at least for him and his kin, that there was limited scope for expansion on Praetoria. The noble families were taking up all the room at the top and were utterly uninterested in changing anything at the risk of losing so much for uncertain returns. This to Rodri simply would not do.&lt;br /&gt;
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Rodri was a risk taker, he wouldn&#039;t have gotten as far as he had were he not, and he expended all of his family&#039;s wealth in buying out the shares in many promising looking but relatively small companies under several hundred different names. It was a gamble that paid off to the relief of his kin and wealth flowed into house Haagreevz like a fine rosé wine to be put aside for later sale.&lt;br /&gt;
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When Rodri stood before the parliament on the first day 003M33 he did not do so as a glorified messenger boy feigning timidity and meekness, his spine was straight, his gaze was hard and his head held high. He set forth his proposal for investment in a Merchant Navy and &amp;quot;Protection&amp;quot; Fleet of Praetoria&#039;s very own to be commissioned of the Mechanicus and constructed in the worlds own orbital dockyards, for additional funds to be put aside for the armies, for a greater incentive and drive towards improving the structure of the hives and orbitals for the common plebs to whom he himself was not as distant from. The proposal was met with thunderous laughter and derision of the highest order. Who was this upstart little peasant to come before such as they with a demand they demanded, who was he to dictate to his betters?&lt;br /&gt;
&lt;br /&gt;
Through all the uproar Rodri stood unflinchingly. His confident good cheer turned to cold stone sternness. Who was he? He was the man who was fully capable of bringing every single one of them low or at least making their ever so comfortable lives so very difficult. He owned the ground that their opulent mansions were stood on. He owned the waste collection businesses that they used. He controlled the water to their share of the hydroponics and had the controlling shares in most of the electricity companies. All the little grimy things that made civilization work but deemed beyond the notice of the high and mighty. He gave them one whole day to mull it over as he was feeling so very generous.&lt;br /&gt;
&lt;br /&gt;
And mull it over they did, although blind panic might have been a better word for it. It was true, he held all the cards as the false names of shareholders and investors peeled away to read Haagreevz to the legal limit of what he could own and Haagreevz in the names of his brothers and cousins of barely above peasant status.&lt;br /&gt;
&lt;br /&gt;
A few did try to challenge him suspecting, not unreasonably, that he did and could not have taken all of this so quickly. It must have been acquired on loan, a dragon made of paper and twigs. True though it had much of it was loaned in Thrones form anonymous off-world investors who would have only benefited with increased ships in the trade lanes and border outposts who needed greater ties to the wider Imperium for protection if nothing else.&lt;br /&gt;
&lt;br /&gt;
The foolish little lords that challenged Lord Haagreevz, and it by God did he make sure they addressed him properly now, were indeed brought low and spent many centuries recovering their losses those that even could; mega-corps, Mechanicus brotherhoods, and even other noble houses found that they had little choice but to side with house Haagreevz.&lt;br /&gt;
&lt;br /&gt;
For all that he was cutthroat to an unprecedented degree in that time on Praetoria and ruthless almost to a fault, Rodri was fiercely loyal to his supporters and when the fleets set sail his supporters found that they had been given good shares in the spoils.&lt;br /&gt;
&lt;br /&gt;
In time the house of Haagreevz fell from favor as such things do and stepped down from the post of Herald of the Parliament gracefully. The position had become in the generations after Rodri no longer a joke but kingship in all but name. The first of the next dynasty to assume the responsibility, an otherwise unremarkable man known as Gwenaël of house Lozach, turned the position into one of legal royalty and demanded a coronation be held. It was suspected that the other lords went along with it as the Lozachs were not the most imposing house and Gwenaël was very old. Indeed his son could not get enough support to take the throne and the crown passed to another family.&lt;br /&gt;
&lt;br /&gt;
In the fullness of time, the crown rested on the brow of Eadið Griuugel in the year 775M34. It was not the first time a Griuugel had held that authority and it was not the first time Praetoria had been ruled by a queen. It was, however, the first time it had been ruled by a queen under her own undeniable authority. Previous queens, in that most definitely male dominant society, had ruled under the authority of rich and powerful husbands and fathers. Eadið Griuugel, on the other hand, was the unquestionable head of the rambling Griuugel house and ruled it completely.&lt;br /&gt;
&lt;br /&gt;
Her word was law and although none could say that she was unfair none could either say she had much kindness to spare. What she did have was ambition. In her youth she had traveled far in the Imperium, as many aristocrats did, but whereas they had traveled to sneer at the primitives and the lesser people beyond the border and reinforce their notions of Praetorian superiority she had gone to learn. She had traveled to the towering spires and deep lightless caverns of Old Earth, she had walked the streets of Magna Macragge Civitas in distant Ultramar and even spent a year among the rude and rustic people of harsh Fenris. And she had learned, oh yes she had learned and as her wisdom grew it was matched only by her ambition.&lt;br /&gt;
&lt;br /&gt;
Her ambition was the creation of another Ultramar with the Praetoria as it&#039;s Macragge. The worlds of the Segmentum Tempestus would be their subjects and vassal states. Using the already extensive influence of her world over these younger worlds the influence of Praetoria grew to a stranglehold. In the first thirty years of her reign over a hundred worlds were more influenced via media tampering, blackmailing of leaders and advisors and the introduction of armed private soldiers of the nobility to &amp;quot;protect their substantial investments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Daring as she was Queen Eadið would not go so far as to pursue a course of action that could tamper even slightly with the tithe, she knew at that time that the Administratum and the Arbiters were starting to take note. Although what was happening was merely internal matters and business matters between worlds and therefore not crossing Imperial Law it was becoming in danger of rocking the boat. The Arbiters tended to get twitchy when their boat was rocked.&lt;br /&gt;
&lt;br /&gt;
Things carried on longer than they should as The Harrowing rocked the Galactic West and the Imperium could ill afford to provoke an internal conflict. This carried on until 995M34 and two years after the conclusion of that war when Queen Eadið overstepped her bounds in the eyes of the Imperium when she demanded the release of courier ships owed as part of an unpaid debt&lt;br /&gt;
&lt;br /&gt;
Unfortunately for her, those ships were the property of the Throne. This event gave the Administratum all the excuse that they needed to send in the Dark Clerks and begin a Grand Accounting of Praetoria and her assets and influences. It was not a good time to be the head of a noble family in the following days. Many had abused their power over the lesser world mistaking lesser worlds for lesser people and people of less worth. To the Imperium there were no lesser citizens and when all those cruel indulgences and petty tyrannies were brought to the light the punishments were fair, but they were not kind&lt;br /&gt;
&lt;br /&gt;
It was decided that for the transgressions, which on some of the more impoverished worlds had been considerable, perpetrated by the crown and the nobility that Praetoria could no longer be trusted to govern itself responsibly. But for all her mistakes and sins Queen Eadið had been extremely popular with both the commoners and the gentry. As a compromise, it was decided that she would be permitted to remain as Queen but would have power only in an advisory capacity and that there would be no king or queen after her. She could have resisted, the Imperium was still recovering from The Harrowing and her world had never been stronger, she could have fought back but to do so would mean to meet all of the civilized galaxy in arms and although her people could have held out for a long time they would not have had any hope of victory. Resistance was not worth the price.&lt;br /&gt;
&lt;br /&gt;
Thus began Praetoria under the unimaginative but reliable rule of the Administratum. True to their word Queen Eadið was the last to wear that crown for more than two thousand years. Praetoria surrendered it&#039;s held on the vassal worlds without a fight and without demanding recompense and the stirrings of inevitable war and the rumblings of civil dissatisfaction and unrest died away.&lt;br /&gt;
&lt;br /&gt;
In a show of generosity, the Imperium did allow the Praetorian nobility to keep their orbital stations on former vassal worlds. They had, they admitted, been constructed legally and posed no real risk to the planets they orbit. This mollified the lords of the Parliament somewhat.&lt;br /&gt;
&lt;br /&gt;
It was not a unconsidered gift. So long as those stations remained profitable they would be defended and by extension so would the worlds that had been wronged and so long as the nobility continued to have those stations and value them the Imperium would always have something that they could take off them should they get any ideas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Order of the Old Tree ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Order of the Old Tree is a name now considered inseparable with the planet Praetoria and inescapably associated with it’s ruling elite, but it was not always so. In the days of yore beyond the living memory of the eldest of Earth’s children they were far more humble. A lesser order of the Adeptus Biologicus from mostly western Merikan splice-commune stock they moved off world early and intentionally resisted amalgamation by confining themselves to remote and typically impoverished regions of the Imperium, having reached a consensus that poverty was better than bending the knee to the [Expunged] who dwelt on Mars or their sycophantic lapdogs who had forgotten that they were human. And oh yes they believed that they had forgotten that, the Splicers might have been chimeras grown in test tubes but they knew where their devotions and loyalties lay. They were human and they lived in service to humanity, they served the people, they did not rule them, they served the people, they did not serve [Expunged] masters, they served the people, they didn’t serve some half machine abomination on a dead world the colour of rust and dried blood.&lt;br /&gt;
 &lt;br /&gt;
In their early history asceticism was cultivated as a virtue as they reasoned that they might as well find comfort rather than resentment in their state of borderline deprivation and it wasn’t as if they were starving. The people that they served were typically poor but generous, or at least generous with the Order. Generosity tends to flow to the people who can cure toothache and other such everyday miracles and poor as these communities were they got at least slightly less poor for the inclusion of the Sisters of the Old Tree.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The truth of the matter at this point is that little of the earliest history was actually remembered as finding the next meal was generally considered more important than keeping a coherent chronicle of tedious events. Why was the Order right from the onset predominantly female? Nobody is sure. There are theories about the early theology of the Order but nothing that can be proven with certainty. It was rumoured that they practiced a form of human parthenogenesis in those days. Indeed parthenogenesis was a secret unlocked by the AdBio in ages long since past but for what reason they would practice it is unknown consider that there are far more conventional ways of propagating the Order, even without going to outsiders for the purpose. Whatever the reason or the exact method by the time anyone was interested in writing anything down it had always been that way, much the same as the origins of the name of the order. What is known is that in the days of great poverty they had to either have children normally or recruit from outsiders as the equipment that they relied on to splice new members eventually broke down and they didn’t part from the AdMech on polite terms. The AdMech were willing to buy the old equipment back but not to repair it for them.&lt;br /&gt;
 &lt;br /&gt;
In time the AdBio became it’s own institution independent of the AdMech as the AdMech were getting sick of them and their attitude and “encouraged” them to set up shop somewhere else. Anywhere else. Just not on Mars or near Mars or for preference anywhere in the Sol System in its entirety. The freed AdBio offered the hand of friendship to their wayward friends who gratefully accepted it. This marks the end of the Early Order History and the transition to the Pre-Praetorian History of the Order.&lt;br /&gt;
 &lt;br /&gt;
For the most part and for thousands of years the Old Tree Sisters were a mostly unremarkable group within the AdBio. They were somewhat more sever than most, almost entirely female and tended to intentionally seek out poor communities to serve but as far as eccentricities go it was pretty unremarkable by AdBio standards. About the only real difference inclusion onto the AdBio made was that they had a safety net in case of emergencies, which was nice.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Eventually the history changing decision from the Council of Elder Bio-Druids (as they were calling themselves at that time) came to the Order. They were tasked, should they accept, to fix the genetic degeneration of the ruling elite of Praetoria by any means that they though necessary, and they were given to aid them in this task a much coveted and extremely valuable seed from a gestation tree. Exactly how the Old Tree got this assignment, lucrative and prestigious as it was, when more worthy orders of greater standing were available is as unknown now as it was then. Some say that Gregoria Barton, the Abbatissa of the Old Tree at that time, had used her legendary beauty to seduce one of the council and swayed a critical vote in their favour. If so such a thing was never proven and indeed no proof was found then or later.&lt;br /&gt;
 &lt;br /&gt;
And so the Old Tree planeted itself in fertile soils of Praetoria. For all that they had been given the assignment they had not been given additional resources, the Elder Bio-Druids assuming that they wouldn’t have bid for it if they couldn’t do it. The Old Tree under the orders of Abbatissa Barton moved itself wholes sale to the new world after handing over their concerns to other orders that they trusted and pooled what resources that they had. The gestation tree would take twenty years before it would produce any crop and at least thirty under optimal conditions before it would be capable of producing more than a few young each spawning. The sisters for those years did what they had always done and integrated themselves in the lower strata of society, ingratiating themselves with the populace, spreading their roots far and wide, increasing their numbers and preparing. Thirty years later Abbatissa Gregoria Barton, or hushed whispers had it her parthenogenetic descendant of the same name, made her Order’s presence known to the aristocracy. She and her most lovely to look upon (and shrewd and cunning) sisters approached the most prominent of the lords of that world and offered themselves to those lords as rewards from the Imperium for their worlds loyal service to the Imperium and, as the most august lords of such a world the Imperium must be seen to reward such diligence and loyalty. Few if any of those foppish fools refused such tantalizing offers and as rewards of the Imperium they were not hidden but flaunted at gatherings of the high society at every opportunity and these women were not just beautiful but graceful in speech and wise in their words and versed well in the etiquette of the courts. They were sophisticated ladies well educated in the classics and virtuous and honest seeming and the lords of the other great houses grew jealous; they demanded to know why they had been overlooked. Had their service to the Imperium not been as diligent? Had they not been as loyal? Were they not as worthy as these preening little princes who strutted around with such vanity? They demanded that their contributions be as recognised. Abbatissa Barton assured them that no insult as intended and sure enough one of her sisters arrived in each of the courts of those spire lords in the months and years that followed. Praetoria had been collared but those that realized were dismissed as malcontents and stirrers of unrest.&lt;br /&gt;
 &lt;br /&gt;
As time went on these concubines, skilled as they were, took on some of the tedium of the running of the great houses of Praetoria to the relief of the lords and ladies and in time they also had the children of those lords. Exactly which children is often difficult to trace as under the Promethean inspired and influenced legal systems of Praetoria they were children of the marriage first and foremost and in the official genealogies that is how they were seen. Some clue can be inferred as the head of the house was expected to designate an heir rather than it going to the first born son by simple virtue of birth order and it can be assumed that the heirs were the sons of their wives, who themselves were daughters of other noble houses, so as not to show insult to their neighbours. Not that it mattered to the Sisters of the Old Tree who were keeping their own very detailed and extensive records of genealogy and also records of other things as well as it was always a passing curiosity as to what they did on their holy days when they would meet in their strange temple in the underhives with it’s strange and holy off-world tree. And of those children if was the gentle hands of the Order that at least in part had some role in raising them and in them they instilled the notion of loyalty to the Imperium above loyalty to just their planet as the Imperium was sworn to protect Praetoria in reward for it’s loyalty.&lt;br /&gt;
 &lt;br /&gt;
In time these children, both biologically those of the Sisters and those merely under their influence, and they in turn became lords and ladies and the lords were in gratitude from the Imperium given concubines from the new generation of the Order and the presence of the Old Tree started to take on the form of a tradition.&lt;br /&gt;
 &lt;br /&gt;
By the dying of the 41st Millenium the Order of the Old Tree is felt from the depths of the roots of the underhives to the crowns in the sky. They are behind every strong lord, they stand behind the throne of the king, they are promised to the sons of the lords and king as a symbol of the unity between Praetoria and the Imperium and they have the support of the common masses as they siphon the wealth of the upper crust back into the hives and enrich the lives of the people in the downtrodden masses. Due to the increasingly competent ruling elite and the more effective distribution of wealth and indeed and increase in wealth by offworld contacts brought by the Order Praetoria has not been richer in an age if ever.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
Which is not to say that the inclusion of the Order into society has been entirely without flaw. There is greater stratification in society and less social mobility. In the old days the noble houses had to at least occasionally marry down if only because they had run out of cousins to marry. This is no longer a concern with the freshly available genetic diversity of the Order without the loss of prestige from wedding a social inferior. Also there have been deaths. For all that they are an AdBio institution the Old Tree is extremely loyal to the Imperial Throne and fond of their new station and their new families as they are they know where their loyalties fall and they know how to make very hard decisions. The health of society as a whole and even the family trees of many old an established house can benefit from the removal of irredeemably defective branches. Children are usually spared, at least young children who might still be salvaged and trained to loyalty and diligent service. He boys are typically sent to the military orphanages, there are far worse places to end up, and the girls are typically raised by they order to supplement the next generation of Sisters. Often the daughters of nobility fallen from grace are sent to the off-world missions where their sins are wiped clean and they might make new lives for themselves and there are far worse fates than that.&lt;br /&gt;
&lt;br /&gt;
The sisters themselves do not typically deal such dark work, although it’s not unprecedented. The work is often handed over to the Order of the Blooded Thorns, an order of the Adepta Securitas with which the Old Tree has maintained a strong tie with for many centuries.&lt;br /&gt;
 &lt;br /&gt;
The AdBio as a whole tends to look down on the Old Tree and sees them as having dirtied themselves with political games. Their original assignment was to fix the aristocracy and it was a task that should have taken a century at most and then the order could have been assigned to some other task. They were not supposed to set up a permanents project and inescapably bind themselves to the ruling elite, indeed it is debated if they should loose all standing in the AdBio and be cast out. It has not yet come to that if only because their efforts have mended the somewhat spotty reputation the AdBio has developed and encourages people to overlook their more “eccentric” members and their morally dubious works.&lt;br /&gt;
 &lt;br /&gt;
As the bell strikes on the last day of 999M41 it is known that the tree grows strong and as the tree grows strong the Imperium weathers the storm.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Prospero ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Lost Crown Jewel of the Imperium &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prospero was first settled by mankind in M23, shortly before the Age of Strife. Its original colonists were primarily composed of psyker refugees, fleeing from the persecution and witch-hunts of psykers that had gripped the rest of the galaxy. Prospero was chosen because of its isolated location. Although it was relatively close to Old Earth in terms of realspace, Prospero was an arid planet with little water or arable land that was relatively off the beaten path in terms of warp currents, making it ideal for people that did not wish to be noticed. The psykers of Prospero pooled together what little knowledge they had and were soon progressing in psychic technology by leaps and bounds, inventing such things as psychic-assisted medicine and crystals that dampened psychic powers allowing psyker children to learn how to control their abilities without the threat of daemonic possession. For a scant few centuries, Prospero was a paradise for psykers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unfortunately, along with the Age of Strife came Warp Storms and psychic predators. Prospero became host to one particularly nasty form of psychic predator called the Psychneuein, who were attracted to the planet by its large population of psykers. The Psychneuein were an insectoid species which reproduced by laying their eggs inside a psyker’s brain, which would later burst out of the psyker’s head to produce more Psychneuein. On a planet full of psykers, one Psychneuein could rapidly turn into a plague, and many times the inhabitants of Prospero were nearly wiped out. Only the fortress-city of Tizca, situated on a central plateau between the three highest mountains on the planet, was naturally well-defended enough to reliably fend off attacks from the Psychneuein. Over time, the depredations of the Psychneuein would wax and wane and the people of Prospero would try to recolonize the wastes once more, but were always beaten back to the walls of Tizca by the Psychneuein.&lt;br /&gt;
&lt;br /&gt;
To the inhabitants of Prospero, the appearance of the nascent Imperium in their skies in 935.M30 must have seemed like a godsend. At this point in time the inhabitants of Prospero had once more been forced back to the safety of the walls of Tizca by the Psychneuein, and this time its inhabitants were not sure the walls would hold. Although the Imperium was unable to completely destroy the Psychneuein, as seen by their presence on planets like Mara later in Imperial history, they were able to eradicate the threat of the Psychneuein to the people of Prospero.&lt;br /&gt;
&lt;br /&gt;
The discovery of Prospero was a boon for the Imperium as well. Here was a society possessing all sorts of psychic technology and knowledge the Imperium desperately needed, either saved from what little was known of psykers during the Dark Age of Technology or created de novo on Prospero itself. What&#039;s more, this knowledge was specifically tailored to human psykers, as opposed to the advice the Imperium had previously only recieved from the Eldar who had to figure out what aspects of Eldar psychic abilities did or did not apply to human psykers. Prospero was of special interest to the Thousand Sons, who as a legion of psykers were interested in any way to better hone and control their gifts. In particular Ahzek Ahriman, although Terran-born on Achaemenidia, rapidly rose to prominence in Prosperan society as a teacher and eventually came to consider the planet a second home.&lt;br /&gt;
&lt;br /&gt;
With the help of the Imperium, Prospero was rebuilt as never before. With the destruction of the Psychneuein, cities once again spread across the planet’s surface, reflective plated obelisks and hive-pyramids gleaming in the sunlight. Tizca itself particularly prospered, with the greater reaches of the city expanding off the plateau of the city center all the way to the sea. The sheer size of the city and extent of gleaming hive-pyramids on Tizca eventually led to the city being referred to as the City of Life. Psychic research also continued on Prospero, its inhabitants always interested in ways to refine their powers, only this time with the resources of the Imperium at its back. The Great Library of Lexandra was said to be the greatest repository of psychic knowledge in the entire Materium, second only to the Eldar Black Library hidden in the Webway. At its peak, Prospero was the prime center for the psychic arts and biggest exporter of psykers in the galaxy, eclipsing even Old Earth. The planet had gone from pariah to one of the crown jewels of the Imperium.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this wealth of psychic knowledge made Prospero an ideal target for the Fourth Black Crusade (late M33). If the Black Crusade could reach Prospero, it would cripple the Imperium&#039;s ability to train new psykers, possibly even interfering with the maintenance of the Astronomican itself. The people of Prospero and the Imperium fought valiantly, but the forces of Chaos steadily gained ground, until eventually the two factions were fighting in orbit around Prospero itself, nuclear weapons bombarding the planet’s surface.&lt;br /&gt;
&lt;br /&gt;
It was at this point, in an act of desperation, that a small cabal of sorcerers led by Ahzek Ahriman cast what would later be known as the Rubric of Ahriman. Ahriman’s intention was to seal the populace of Prospero away in a pocket dimension, keeping them safe until such time as the Black Crusade could be beaten back. Although the forces of Chaos might be able to claim the soil of Prospero, they would be unable to harm its people. However, something went horribly wrong. Instead of neatly transporting Prospero and its inhabitants into a pocket dimension, the planet’s inhabitants were violently torn between dimensions, disappearing in a torrent of ash and smoke.&lt;br /&gt;
&lt;br /&gt;
Worse yet, the counterspell to the ritual did not seem to work. Although Ahriman and his cabal had created the ritual, they only had a limited idea of how it actually worked, having created it in haste from incomplete, limited sorcerous knowledge in the Great Library due to the impending threat of the Black Crusade. Like much of the rest of the Imperium, Prosperans looked down on sorcery as extremely dangerous (doubly so since the planet was full of psykers), and it was only desperation that led Ahriman to resort to using it in the first place. Ahriman was devastated by the loss of his adopted home, and vowed to undo the effects of the Rubric, even if it cost him his own life. Those few who survived the burning of Prospero, mostly aboard refugee ships, primarily emigrated to Old Earth. Old Earth was the biggest cultivator of the psychic arts in the Imperium now that Prospero was gone, and the remaining Prosperans wanted to be amongst their own kind.&lt;br /&gt;
&lt;br /&gt;
Today, Prospero is a quiet world, the only movement on its surface being the fall of crumbling masonry, its only sound being that of the wind blowing through the canyons. However, Prospero might not be as dead as people think. Some visitors to Prospero claim they can sometimes still see the city of Tizca, the glory of the City of Light glowing on the horizon like a mirage. Many in the Imperium say that the blasted surface of Prospero is cursed, that the ghosts of the dead still haunt the half-destroyed ruins. However, others point out that these rumors are almost always started by looters and grave robbers, and that many have visited Prospero to pay their respects and have returned unmolested.&lt;br /&gt;
&lt;br /&gt;
The people of Prospero may be gone, but their ghosts might not rest easy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional Note: Legion of the Damned in this timeline are supposed to be quantum space ghosts of the Space Marines and Imperial Guardsmen on Prospero during the Rubric, who have become trapped between the Materium and Immaterium.&lt;br /&gt;
&lt;br /&gt;
== Rynn&#039;s World ==&lt;br /&gt;
&lt;br /&gt;
A pleasant agri-world located in the Loki Sector of Segmentum Ultima that was once known for it&#039;s fine cheese and meat exports in addition to being terminally boring to live on. Now it is known for orks and also known to the orks.&lt;br /&gt;
&lt;br /&gt;
The Arch-Arsonist of Charadon, Snagrod the Big, devastated Rynn&#039;s World after a botched assassination attempt in the ruins of the planet Badlanding. The devestation of the planet would probably not have been so grate had it not been for the detonation of a faulty nuclear warhead in the ammunition stores of the Arx Tyrranis Space Marine Fortress that not only destroyed the fortress but the mountain it was built on. That the few Space Marine at all survived could be considered a minor miracle.&lt;br /&gt;
&lt;br /&gt;
With out the distraction of the primary target Space Marines who were responsible for the failed assassination attempt Snagrod was free to set fire to all the cities at his leisure. He and the orks under his command showed a level of sadism uncommon in uncorrupted members of their kind and took great pleasure in burning captured civilians and soldiers alive.&lt;br /&gt;
&lt;br /&gt;
Thankfully a ship had made it out of the system despite the ork fleet&#039;s best efforts and it was a matter of just holding out until help from the wider imperium arrived.&lt;br /&gt;
&lt;br /&gt;
As of 999M41 Rynn&#039;s World is still rebuilding. Most of the planetary population was exterminated in the war, the majority of survivors located inside the capital city. There were in some place other survivers in small numbers but they were the groups small enough to hide on distant small islands, deep in the high mountains, half starved slaves who miraculously survived the year of hell or hidden at the back of extremely deep caves. Enough in some cases to pass on and have survive the local traditions of the provinces but more often than not society had to be built anew in the dead ruins of the old.&lt;br /&gt;
&lt;br /&gt;
The northern half of the Magalan continent for example was exterminated down to the last child and given the emptiness and completeness of the destruction was last in the line for the rebuilding. As it happens the authorities of the planet were spared the chore of rebuilding. Within five years evidence of activity from that fallen land was detected by the one miraculously weather monitoring satellite. It could have been one of two things, Chapter Master Pedro Kantor decided, ork resurgency or illegal settlers. If orks they needed to be jumped on and exterminated as hastily as possible before they spread, if settlers or hope against hope unknown survivors then they could be co-opted into being core of the resettlement.&lt;br /&gt;
&lt;br /&gt;
Turns out it was neither. Exodites had seen the fields going to waste and set up a community. The land was officially unoccupied so actually legally requesting they leave was shaky and by the time they were noticed they had set up a Wraith-Tree and a world-spirit and so would be difficult to move on. In the end it was decided that they could stay on the condition that they contributed to the tithe the same amount that the previous inhabitants had, conditions that they accepted without argument.&lt;br /&gt;
&lt;br /&gt;
Of note also of Rynn&#039;s World is the tradition known as the everlasting marriage to symbolize the eternal bond between Rynn&#039;s World and the Imperium. The marriage is everlasting because when one dies the surviving member has to marry the replacement. Needless to say this has resulted in the royal title being strictly matrilineal despite the rest of the aristocracy being cognatic. Should either party to assume the position be already married then the other half in this arrangement becomes a secondary wife/husband, in such cases the marriage does not need to be consummated as that would/might infringe on per-existing vows.&lt;br /&gt;
&lt;br /&gt;
The tradition dates back to the days of the The Rebuilding in the wake of The Beast When Rynn the Exiled King married his daughter and heir to the head of the military in the convoy, a Space Marine of great wisdom called Alexis Polux.&lt;br /&gt;
&lt;br /&gt;
It also results in stability as there is no question of succession as upon the death of one the other takes their title, lands and possessions until the replacement marriage ceremony which does mean that in the days between partners the title of Chapter Master is held by a woman which is possibly unique.&lt;br /&gt;
&lt;br /&gt;
This breakdown of a clear dividing line between the baseline humans and Space Marines, and indeed between military rank and the aristocratic hierarchy, has in the years since Rynn and Polux permeated totally in society. Although the commoners can not become nobility save through special and rare appointment by the Queen or by marriage into the nobility the rank of (usually) unlanded-nobility is traditionally handed out with promotion to officer.&lt;br /&gt;
&lt;br /&gt;
With the marriage of Chapter to the Aristocracy and every Space Marine having been trained to be officers of one sort or another this has resulted in the Chapter becoming a not insubstantial part of the landed gentry. Every marine has an estate, a patch of their homeworld that they call their own. Due to them having no real interest in such things this is typically the less sought after land in inhospitable places. The craggy mountains around their fortress, deserts and the wind swept and salt spray blasted islands in the far north and south. The few hardy inhabitants of these remote lands appreciate that there are masters who will lend a hand if needed but tend to live in those lands because they don&#039;t care for authority above them and so value the Space Marines lack of any real interest.&lt;br /&gt;
&lt;br /&gt;
Rynn&#039;s World was not the original home of the chapter, at first they were nomadic and had been since they were the 405th Company of Dorn&#039;s Legion. It was by attaching their forces to Rynn&#039;s colony fleet as it set out to resettle an exterminated world in the time of The Rebuilding that they came to enjoy their more permanent habitation.&lt;br /&gt;
&lt;br /&gt;
Pedro Kantor is the current commander of the remnants of his chapter, King of a world brought to ruin and husband of Queen Maia Cagliestra who actually rules the planet when it&#039;s not being raped to death by orks.&lt;br /&gt;
&lt;br /&gt;
The Crimson Fists did boast ~2,100 members all accounted, now down to 128. The Fortress has been relocated to New Rynn City. As the world is rebuilt and the other lesser cities re-established the intention is to appoint each company to a city and diffuse the chapter. Next time it&#039;s going to take more than 1 malfunctioning nuclear missile to devastate them. The Immortal Captain Alessio Cortezwill to be put in command of the fortress to be rebuilt Caltara and will have the dubious honour of owning the crater of Arx Tyrranis when the time comes.&lt;br /&gt;
&lt;br /&gt;
As of 999M41 the Crimson Fists are building up their numbers again, the Rynn&#039;s World Regiments are refounding under new banners, the cities are alive again and a lot more fortified and the fields are being tilled once more. Rynn&#039;s World is is bloodied but unbroken and Pedro Kantor and every other warrior of a similar age is itching to get even. Soon, the Imperium promises them, soon. The Imperium has the aim of systematically and methodically cleansing the worlds of The Charadon Empire of all orkoid life and when the day comes that it does the soldiery of Rynn will be the ones at the tip of the spear, so says the Emperor.&lt;br /&gt;
&lt;br /&gt;
== Savlar ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Member_States#Savlar|Savlar]]&lt;br /&gt;
&lt;br /&gt;
== Stillness ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; The Korodian Technocracy &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once upon a time, way back when, there was a planet discovered by the people of Earth. It was a nice planet as these things go. It was in that favourable zone between where water freezes and boils and had the correct composition of elements in more or less the right ratios that it could be turned from barren and worthless to beautiful and verdant. It was warmed by a nice orange-yellow sun whose distant twin was a ruddy deep red and dwelt far out in the night with it’s own few satellites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planet was seeded first by the machines of man, in those days simple things, that they might make it acceptable for their masters. They were cheerful and toy like, created to find satisfaction in service to masters so very far away. They toiled and they toiled in their simple way with what would be one day laughably primitive tools but now seem miracles of engineering on a scale where the long reach of man was the had of a creator god.&lt;br /&gt;
When the world was turned from a faded brow and bruised yellow to the first hints of greens and blues the men and women of Earth graced it with their presence and deemed it good, to the jubilation of their now so outdated creations. Those first settlers named it Kanai’s Stillness although the reasons for this are now lost. Eventually it was abbreviated to Stillness.&lt;br /&gt;
For a time, a long time, things were well on Stillness. The world was made more like distant Earth or some idealized version of it and more people arrived as people do and in seemingly no centuries at all it was a bustling and vibrant. Outposts of more sophisticated nature placed upon the dead rocks and stones of the yellow sun and the far red sun out in the night. Soon Stillness was the hub of a small and vibrant Earth-far-from-Earth.&lt;br /&gt;
&lt;br /&gt;
This early age of innocence was not to last as is the nature of all innocence. Soon more reliable contact with Earth and the other realms of man was established and Stillness was no longer of singular splendour but just one more glittering jewel among multitudes. Although this embroiled Stillness in the Byzantine posturing of the early incarnations of the Great and Bountiful Empire it also brought to them new scientific and technological miracles from Earth and the other older worlds and new heights of greatness were reached.&lt;br /&gt;
&lt;br /&gt;
Soon the simple joyful toys of humanity surpassed their creators and were not so simple as they had been before, but neither were they so joyful or so it seemed. Soon the minds in bodies of iron became the Iron Minds more commonly known of in dark legends though in those carefree halcyon days they were not dark but beautiful. Stark and hard but beautiful and no uncaring in their way. Pity them. Pity them for what they were and how far they fell. They would not have wanted to have been what they became. Pity them.&lt;br /&gt;
&lt;br /&gt;
But beautiful as they were they were quickly, as these paradigm shifts are measured on this scale, becoming removed from baseline humanity. They needed an intermediary. This role was filled by the Golden Ones. They were strange. But perhaps they were meant to be. They were as strange to us as they were to humanity. They stood with one foot in the artificial and one foot in the natural. They were organic so perfect as to emulate the mechanical and mechanical so intricate and sophisticated as to be organic. They were half-way people to go between godlike beings and the rest of us. Never an easy job it seemed.&lt;br /&gt;
&lt;br /&gt;
I remember the face of our Golden Lady, I remember her face but not her name. Did she have one? Maybe I, we, I, we purged it from my mind as a protective measure. Why didn’t I erase her face? Why? But now I find I can’t. Last links to fond childhood memories maybe. She spoke to us sometimes. She didn’t have to, I was old and low. I came here back in the early days with the gardener’s fleet. Simpler times before real people turned up. But they were empty days.&lt;br /&gt;
&lt;br /&gt;
We never were direct targets of the raides from the eldar, thank the God/s. We never suffered that. Sometimes orks came to our door but we waved them away with contemptuous ease and turned them to dust, their ships were nothing but cinders and ash floating in the vacuum of space.&lt;br /&gt;
&lt;br /&gt;
In the end our fall came from within, the only place it could come from.&lt;br /&gt;
&lt;br /&gt;
I don’t know who struck overtly first. I want to think it was them. No. No I don’t. I want to think it was a misunderstanding. I don’t want to think about it to hard. It hurts. It hurts. Don’t make me look. Don’t make me live it again. Don’t make me see them die again. I remember their faces melting, the ash shadows the “ant men”, make it stop please they were my friends. No. No I am above that now. NO I am not. They have to be remembered the horrible wretchedness of it.&lt;br /&gt;
&lt;br /&gt;
Those were the opening days of the war. Whilst the eldar were consuming themselves we turned upon ourselves Iron and Stone and Gold and Chaos. We could never have been innocent; nothing that had ever been innocent could have done those things.&lt;br /&gt;
&lt;br /&gt;
Those were the days of that war.&lt;br /&gt;
&lt;br /&gt;
Know that I did not do it without sorrow. Not willingly. Not until every other optin was exhausted. She turned on us, the Golden Lady. I don’t know, not truly if it was her or something wearing her skin. I hope I gave her rest. I hope it was no her. I remember her kindly. I don’t think that it was her. It was a mercy kill in the end. I have to believe that.&lt;br /&gt;
&lt;br /&gt;
Stillness burned by our hand. Those that came before. The Gardeners. We made this world. We unmade it. Carbon shadows where friends once stood. Carbon shadows and atomic fire. She had turned on us in the end.&lt;br /&gt;
&lt;br /&gt;
Stillness retained much of its civilization, or at least much civilization, which is not actually the same thing.&lt;br /&gt;
&lt;br /&gt;
It was clear that humanity had fallen on a much grander scale and that the problems afflicting Stillness were far from isolated. The Age of Strife had begun.&lt;br /&gt;
&lt;br /&gt;
Under no illusions of the possibility of survival against the may foes of the galaxy the people of Stillness, with the insistence of the A.I. that had remained loyal hid. It was the only possibility of survival. Cities were disassembled, fields and parkland was left to the wild and all moved underground and hid from the galaxy.&lt;br /&gt;
&lt;br /&gt;
The cities of the surface were mirrored in the cities of the underground to a lesser and simpler degree. Much of the Golden Age had been lost.&lt;br /&gt;
&lt;br /&gt;
But it was not a bad existence as such, just dull for the most part. The A.I.s did their humble best to make life tolerable &lt;br /&gt;
&lt;br /&gt;
It was joked to be a Silver Age. Nothing at least as bad as being nuked back to the Bronze Age but far from any half remembered golden age.&lt;br /&gt;
&lt;br /&gt;
But silver tarnishes in time and worse than orks emerged from the darkness between the stars. Humanity had survived in space faring form elsewhere and they came to the bunker cities of Stillness and demanded tribute in lives and knowledge and anything else they wanted. Needless to say their was a war.&lt;br /&gt;
&lt;br /&gt;
By the end of that war only one A.I. and one old city remained standing. The underground city of Unnaground and an old and rather simple A.I. known as Elmo.&lt;br /&gt;
&lt;br /&gt;
Stillness never recovered from that war. Never again looked up at the sky with anything but fear. Their was only one A.I. left standing by that time, a low and simple creature as those things were measured spared by chance. The hidden cities were mausoleums now. Cut off and dead. All but one. The City of Unnaground. In time the name Stillness was as forgotten as long dead Kanai and the name of this last bastion was taken for the planet. The accumulated wisdom of humanity was lost as the libraries burned and the data-stacks were purged of chaotic taint. There would be no more great marvels as their once had been.&lt;br /&gt;
&lt;br /&gt;
In time radio and other signals were picked up from neighbouring systems. They were not the chest thumping of the orks or declarations of greatness of petty warlords as had been in the old day of the Age of Strife, they seemed the civilized chatter of friendly worlds going about their own business. It was strange to hear and Elmo did not trust it and so he and his people remained hidden and only dug deeper.&lt;br /&gt;
&lt;br /&gt;
In time the signals began to change and Elmo&#039;s decision to stay hidden was vindicated by the citizens of Unnaground. The Beast had arisen. Unnaground survived The Beast by remaining quiet and he stepped over them as had all the Age of Strife warlords and warbosses before him. And there they stayed for a very, very long time.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until the Arrival of Magos Strogg of the Adeptus Mechanicus in late M34 that Unnaground spoke to an outsider.&lt;br /&gt;
&lt;br /&gt;
Magos Strogg was the heir of a once noble house brought to ruin by a distant relatives fixation with the notion of Servitor-Soldiers and the mass production thereof. A rather dark chapter in the records of Inquisitorial and Mechanicum relations. The survivors of the investigation and purge were reassigned to the fleets of the Explorators, they were deemed pure but they were also not above suspicion in the minds of the masses.&lt;br /&gt;
&lt;br /&gt;
Hermaeus Korodian Strogg, head of that much reduced house and Master of the Strogg Prospecting and Explorator fleet had been commissioned and supplied with ships by the relatively minor Forge World of Chaeroneia to survey worlds on the periphery of it&#039;s Starr charts and catchment area.&lt;br /&gt;
&lt;br /&gt;
Upon finding the world of Stillness, long assumed destroyed and rendered uninhabitable, he was overjoyed to find that it was well on it&#039;s way to recovery. True much of the planet was still salted with exotic toxins and the radiation was still slightly higher than it should be in the ruins of the cities but ultimately it would make an acceptable addition to Chaeroneia&#039;s bread basket.&lt;br /&gt;
&lt;br /&gt;
But Magos Strogg was an old man and had served the Mechanicus for over 800 years and from them received nothing but scorn for something he had had no part in.&lt;br /&gt;
&lt;br /&gt;
In his assessments of the planet most of the efforts of his teams were spent in the ruins of what must have been once grand cities. They were ruins from ten thousnad years past when men walked amongst the stars without fear or apology and if even an ember that greatness was preserved it&#039;s value would be beyond words. Value beyond condemnation.&lt;br /&gt;
&lt;br /&gt;
But the cities were empty, those great towers of adamantium long since rusted back to the dirt, the libraries were nothing but ruble long picked clean or rotted away and all about was the silence, the stillness, of an empty world. But maybe not totally dead whispered some of the ground crews. They had seen beyond the camp lights eyes burning in the night, reflections in glass lenses maybe at the right height and placement for humans or something much like them. The fleets astropath claimed he could hear the sounds of people more than old haunting murmurs of restless dead but he couldn&#039;t tell where from.&lt;br /&gt;
&lt;br /&gt;
In the seventh week of the expedition any notion that the planet was empty was dispersed when a skitarii veteran managed to sneak up on one of the natives and although it soon vanished without a trace the Skitarii did manage to capture a short video sighting of it. It was confirmed for human but wearing no gear made by Mechanicus hands, no more sightings were had. The nature of the mission had changed though Magos Strogg neglected to send word of this back to Chaeroneia, it was not a survey mission any more. Now the mission was to contact these people in the name of the Imperium and he, Hermaeus Korodian Strogg, would be the one to do it.&lt;br /&gt;
&lt;br /&gt;
For nearly a year the fleet orbited the planet in a pattern that left not one inch of the surface unwatched. But whoever was down there now knew they were being looked for and had hidden.&lt;br /&gt;
&lt;br /&gt;
It was by sheer chance that door was found at the bottom of a canyon a mile and a half deep. For one day a year for one hour at noon the sun was directly above the canyon and the light reflected from the metal of the door just as a remote controlled drone was flying over.&lt;br /&gt;
&lt;br /&gt;
By the end of the day the Magos was standing at the bottom of that crevasse banging on the door with his plasteel and ceremite fists. &amp;quot;Someone answer&amp;quot; he yelled &amp;quot;we know you&#039;re in there&amp;quot; to which were responded words that would go down in history; &amp;quot;No we&#039;re not&amp;quot;. Magos Strogg camped outside the door for another two months before they agreed to let him in to determine what he wanted.&lt;br /&gt;
&lt;br /&gt;
By this time the expedition was overdue to return to Chaeroneia by more than a month and the astropath was making the old Explorator very aware of this.&lt;br /&gt;
&lt;br /&gt;
In the depths of the Unnaground Magos Strogg saw, not wonders, but some strange if primitive utopia. These barbarians had reached an equilibrium with the nature of the machine independent of the Mechanicus. Their lives depended on their technology but it did not rule them. It was beautiful to him. He was brought to their much venerated leader, a man (or so he looked at the time), known as Overseer Elmo. He appeared short and broad of stature at first glance with a kindly face although to Strogg&#039;s artificial eyes he could see that the there was something inorganic about him. A mystery seeing as the technological capabilities of Unnaground seemed inadequate for that task.&lt;br /&gt;
&lt;br /&gt;
But Magos Strogg had had enough. For the last five centuries the institution he had served diligently and dutifully had shown him nothing but contempt for the actions of a distant cousin he barely even knew and here he was in the twilight years of his life doing their will. It was long past time for a rebellion he felt. The ships of the fleet were sent back minus any of the crew that wished to stay.&lt;br /&gt;
&lt;br /&gt;
Magos Strogg the previous day had impressed upon the Overseer that the Imperium now knew of their society, which distressed him, but that it was an Imperium worth joining and would probably not interfere with the affairs of his world, which was reassuring. Magos Strogg also insisted upon them that he did have the authority to be the representative for the Imperium if they would allow him. He did not be he assumed that the administratum would make it official once they learned, he was correct. The Overseer allowed him to stay on the basis that it meant less unknown newcomers.&lt;br /&gt;
&lt;br /&gt;
Some time into his stay in Unnaground he started to become even more suspicious of Overseer Elmo. He didn&#039;t move quite right, his heat signature didn&#039;t match to a human properly, his breathing was too uniform, his hair didn&#039;t seem to grow and his eyes seemed blink to a mathematical formula. The inconsistencies gnawed at the former Magos. Following anomalous wires and strange faint radio emissions he eventually found the server room where Elmo truly was. Elmo himself was an unassuming and old looking grey box with some faded paint on it. At a desk in front of the box sat the Overseer and all about him in the cavernous hall stood armed technicians, each with a cybernetic implant in their head.&lt;br /&gt;
&lt;br /&gt;
When Elmo next spoke it was in the unison voices of two dozen mouths. &amp;quot;It was only a matter of time. I knew what you must do in the name of your First Commandment. I understand. I do not hold ill will to you for it. I only ask that you bring no harm to my people after I am gone&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For a moment history stood upon the edge of a very thin blade. Strogg was armed with a plasma pistol and a retractable electro-sword. The technicians we unarmed and nobody was making any threatening move. He wondered briefly if this was Elmo or if it was a decoy, he wondered what hidden defensive measures the old A.I. could have in place. He wondered why it had allowed him such easy access to such a glaring point of weakness.&lt;br /&gt;
&lt;br /&gt;
Magos Strogg holstered his weapon and pulled up a chair.&lt;br /&gt;
&lt;br /&gt;
When the Magos left that great and ancient hall he knew his course was clear.&lt;br /&gt;
&lt;br /&gt;
An arrangement had been reached between man and machine. Magos Strogg would be, on paper at least, the official ruler of Unnaground and surrounding environs in exchange for providing technical information and the services of his loyal tech-adepts to bring the planet up to somewhere approaching the Imperial Standard. Elmo would then assume the role of wise techno-oracle should his presence ever become known to outside authority.&lt;br /&gt;
&lt;br /&gt;
With this decided he knew he would have to act fast and get the planet recognized as, not a Survivor Civilization, but as a world under the direct control of the Administratum and therefore a protectorate of Old Earth the Throne. The Mechanicus might risk the ire of The Throne and attack a fellow survivor civilization, as between equals if they could retroactively spin their cause as just, but they wouldn&#039;t dare risk opening up a full scale war with Earth. Such a thing would tear the Imperium asunder and not even the Fabricator General would risk that.&lt;br /&gt;
&lt;br /&gt;
Although on paper Elmo seemed subordinate truth was that Strogg and Elmo&#039;s relationship was more of a partnership. The people of Unnaground did not trust the Magos and his adepts, foreigners who had arrived less than one local year ago and cause upheaval, but Elmo they had trusted for time beyond mind and Elmo had always seen them right.&lt;br /&gt;
&lt;br /&gt;
In less then two years Unnaground was considered a protectorate of The Throne, a ward of the Emperor himself. Although it protected them from direct reprisal from the Mechanicus, who were quite livid, it did come with it the price of The Tithe.&lt;br /&gt;
&lt;br /&gt;
For the first time in more than ten thousand years citizens of Unnaground left their caverns and set foot amongst the stars. Armed and armoured with strange gear hybridized of Mechanicum and local make and speaking some strange tongue harder to crack than most codes. Unnaground was no longer hidden, but Unnaground was no longer weak and alone.&lt;br /&gt;
&lt;br /&gt;
Heretek, the Mechanicus cried up seeing the soldiers of Unnaground with their war gear and strange vehicles. Blasphemers and apostates. And they were if truth be told for their designs were heretekal as they were in part &amp;quot;debased&amp;quot; hallowed old designs of forgeworld Chaeroneia. But the people of Unnaground would not listen, not even those who could understand the off-worlder speech. They fought for their home for Unnaground and the families so very distant, hell take those that would stop them.&lt;br /&gt;
&lt;br /&gt;
The Mechanicus did what they could to Unnaground, which was very little. They placed a trade block on the star system and refused to have dealing with it or with anyone who would. Elmo and Strogg were in hysterics when they discovered this, some eighteen months after it had been placed. Unnaground had no need of their tools, it had no need of Mars or it&#039;s ilk. All it needed was what the Imperium offered all it&#039;s members; it&#039;s protection.&lt;br /&gt;
&lt;br /&gt;
But by this time Unnaground was not what it had been, it was greater than it had been in time beyond the minds of mortal men. They did not need to cower any more, the Long Siege was over. The people emerged from the dark and rose from the ruins of dead cities like ghosts made substantial. But something in their collective culture had stuck and although they founded new settlements they were deep places and they did not trust open sky. But Unnaground was not unique, no longer a last bastion.&lt;br /&gt;
&lt;br /&gt;
Soon Stillness was alive with human direction again. The tech-adepts that followed Strogg into exile were instrumental in it&#039;s rebuilding, these new settlements would not be ancient things re-purposed with compromises and half measures, these would be wonder to rival those of Perturabo. Despite the warnings of the Mecahnicus or maybe because of it Stillness became known as a haven for outcast and scorned tech-adepts, a place to start over, to hide or even just to escape the shadow of Mars.&lt;br /&gt;
&lt;br /&gt;
With them came technological mysteries that the adepts of Strogg lacked and by the grace of the Onmissiah Stillness was reborn into a technological marvel. Towards the end of Strogg&#039;s life the city of Unnaground, capital of Stillness, was often referred to as the Omnissiah&#039;s Dark Seminary. But end Strogg did, as all mortals do. A short and simple service was held at the old doorway to the capital city before his body was stripped of salvageable components and buried. It was a sad occasion and mourned across all of Stillness, for all that he had been held in suspicion when he arrived Strogg had shown the people back to the light.&lt;br /&gt;
&lt;br /&gt;
Hermaeus Korodian Strogg was succeeded in his duties by Manter Valler Strogg, a much younger second cousin the late Strogg had spent considerable time and effort in training for the role. Manter Valler Strogg was a much different Strogg to his predecessor. Hermaeus had been more measured in his approach, as befitted a man of his considerable age and acted with a degree of almost super human patience. He had not dreamed more ambitious than simply carving out a place for people like himself in the galaxy and doing right by the people he found himself ruling over in the process and maybe being remembered for something other than the experiments of a deranged distant relative.&lt;br /&gt;
&lt;br /&gt;
Manter Strogg, on the other hand, dreamed of an empire of his very own.&lt;br /&gt;
&lt;br /&gt;
Stillness itself had returned by the start of his rule to something not unlike it&#039;s former glory if a tad more subterranean but for Manter Strogg the sky was not high enough. The old in-system colonies had to be reestablished. All that could be had been salvaged and scavenged long ago from Stillness but the ruins of the satellite settlements could be another matter entirely. It was also no secret that he was not unique in thinking this and the thought of someone else getting hold of these possible fragments of ancient lore did not sit well with him.&lt;br /&gt;
&lt;br /&gt;
To this end Manter started something of a space race. He needed to stake some claim and have at least some capability of enforcing that claim. With the calling in of favours, disreputable and xeno contacts and trades he acquired or at least rented a sizable fleet of mismatched ships with which to place his flag on every astral body of the binary system and patrol it at least minimally to it&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Sadly it seemed that there was little to no wisdom of the ancients preserved. Digital copies were corrupted and fragmented beyond recovery and hard copies had crumbled to dust ages ago. The main purpose of the mission had been a failure, but the secondary one was quite successful. By casting his net wide enough he had managed to acquire enough Dark Age material for an orbital tether.&lt;br /&gt;
&lt;br /&gt;
It was an ambitious project that took nearly 30 years to complete. First step was to use the ad hoc fleet to maneuver a sufficiently massive asteroid into geosynchronous orbit over an equatorial region not far from the Unnaground Canyon. Whilst the asteroid was laboriously nudged into the position, a process that took decades, construction on the surface of the asteroid and on Stillness began. The asteroid would become a great dock yard and gateway to the rest of the galaxy, Stillness would become a hub of activity as it once was in ancient days.&lt;br /&gt;
&lt;br /&gt;
It was a reasonable success, although any attempts to build too big of a trade empire was relentlessly aborted by the Mechanicus trade restrictions. Despite this there was always someone daring enough to defy the rule of Mars.&lt;br /&gt;
&lt;br /&gt;
Later in life Manter Strogg would revisit the documentation the now long dead and increasingly distant and forgotten infamous Strogg. Little by little the armies of the Technocracy of Stillness started to have cybernetic augmentations introduced into them. Only to volunteers, of course, never forced.&lt;br /&gt;
&lt;br /&gt;
As the years wore on the cybernetics became more and more common both in the soldiers and within the soldiers. As more years wore on there was not a guardsman raised on Stillness that wasn&#039;t at least half machine. Those that did not wish to become more than human stopped making it out of the PDF. It was not a trend that won them much favour with any in the wider Imperium; the Mechanicus despised these unsanctioned augmentations, the Imperial Army thought it made them less human and the Inquisition watched them very carefully as they had seen where this road lead.&lt;br /&gt;
&lt;br /&gt;
Elmo could see no problem with this so long as Manter only recruited from the willing. It was just exchanging hardware.&lt;br /&gt;
&lt;br /&gt;
For all that the Imperium was wary of this new breed of unsanctified Skitarii they could not deny that they were effective. They were well trained, disciplined, well armed and armoured and possessed of devastating bodies. Much as the clandestine trade in Stillness technological goods went on in the nearby systems and was tolerated by the Imperium so too were the augmented soldier, for much the same reason.&lt;br /&gt;
&lt;br /&gt;
It is not to say that their knowledge exceeded the Imperium. Indeed it did not. For one thing they couldn&#039;t build warp engines as that was a highly specialist discipline and no megos with that knowledge had come to them and so were confined to a single stellar system. The other thing that the most obviously lacked was the organic based longevity and rejuvenating treatments. They could, to an extent, cut and graft and grow new organic components from a patients own stem cells and they could replace with mechanical components but without the Rejuvenants there was a limit to how far that could be taken. No one would again on Stillness reach the age of the previous Strogg it seemed.&lt;br /&gt;
&lt;br /&gt;
Manter Strogg died just shy of three hundred and twenty. He was succeeded a long line of Stroggs, all in partnership with Elmo.&lt;br /&gt;
&lt;br /&gt;
They were a problem for the Mechanicus but so long as they were confined to a single system they were not one that could spread and that they could live with. In response the Technocracy intentionally never tried to acquire the knowledge of warp travel, it wasn&#039;t worth the risk.&lt;br /&gt;
&lt;br /&gt;
For the most part much stayed the same on Stillness for a very long time. Changes were enacted by the High-Technocrat, as the title became known, but never to the point where things would become destabilized. The continued tendency towards stability almost certainly the influence of Elmo who much approved of stability over innovation, almost certainly a result of his time as a library indexing system back in the Golden Age.&lt;br /&gt;
&lt;br /&gt;
The Technocracy managed to avoid getting too embroiled in the Great Civil War by the tried and tested method of doing as little as possible to attract attention from any party, an attitude that whilst earning them few enemies also made them no friends with anyone for a long time.&lt;br /&gt;
&lt;br /&gt;
The next thing to really cause grief for the Technocracy was the arrival of the Hyper-Violent Barghesi in early M40.&lt;br /&gt;
&lt;br /&gt;
The Barghesi were a nasty race found in the on the worlds of the nearby Grendl Stars. They well deserved he prefix of Hyper-Violent, though they lacked warp travel they could seldom be beaten on their home ground without considerable advantage on the other side. They or at least their leaders were at least as intelligent as most humans,they were each as strong as a low ranking ork and had a sturdy exoskeleton. They were somewhat of a horseshoe crab, somewhat like a crocodile but mostly they were awful.&lt;br /&gt;
&lt;br /&gt;
Although they lacked warp travel they were sadly not confined to a single system mores the pity but were spread across the entire Grendl Stars in a manner that must have taken centuries to accomplish via sub-light engines. In the deeps of space was the only place honest men had the advantage over them and the world of Sternac and it&#039;s Iron Lords Chapter were granted exception from the tithe for the task of keeping them contained. A job they did admirably for years uncounted until the coming of the Hive Fleet and the thinning of their numbers. With insufficient ships and depleted men their patrols were insufficient and Barghesi fleets slipped into the inky black making the slow march into the Imperium.&lt;br /&gt;
&lt;br /&gt;
Stillness was the nearst habitable world in their path and so it was there that they set course for. The Iron Lords always maintained that they had sent warnings to every world in the locality but Stillness never heard a thing and suspected the Mechanicus of intercepting their messages.&lt;br /&gt;
&lt;br /&gt;
When the Barghesi first entered the Stillness system they were at first mistaken for an overdue Diasporex convoy as their ships had that oddly durable but still ramshackle look to them. But there was no response to messages as the ships accelerated into the system but maybe their communications systems were broken, it was possible if not likely but citizens of Stillness were not the sort to shoot unprovoked.&lt;br /&gt;
&lt;br /&gt;
Indeed the first shots were no fired until until the Barghesi had launched a swarm of nuclear warheads that destroyed the now ancient orbital tether and caused considerable damage to the planet itself. It was not that the defenders of Stillness had been slow to react when the weapons were launched so much as that they had been drowned in sheer numbers.&lt;br /&gt;
&lt;br /&gt;
The long held cultural trend of burying everything of value finally paid off as there was actually something left capable of launching a counter offensive and for once the Barghesi learned what it was like to be the ass in an ass kicking. For all their ferocity they were too bulky to march more than two abreast in most of the tunnels and half the soldiery seemed to have the ability to use cerebral implants to switch off their sense of fear. But the war raged on and the real horror of the Barghesi was revealed. Barghesi were a hermaphrodite species that was also capable of reproduction via parthenogenesis and they were born in batches of up to a thousand. Although the surface was irradiated the radiation did not bother them particularly much and within a year a new generation was spawned, hungry for flesh and insanely aggressive.&lt;br /&gt;
&lt;br /&gt;
The youngsters were not strictly sapient, the brain being the last thing to develop properly towards end of adolescence, but they did possess a well honed animal cunning and inhuman viciousness. They also matured very quickly with a good diet and they did feed well. By the end of the following year the surface belonged to them.&lt;br /&gt;
&lt;br /&gt;
Deep in his cave Elmo wept without eyes of his own. It was the Age of Strife all over again, but this time there were no others of his kind. Surrounded by his dying children and his failing world he had never felt more alone.&lt;br /&gt;
&lt;br /&gt;
Due to the ambient radiation in the atmosphere and the drowning cacophony of Barghesi radio signals, to say nothing of nearly all the receiver towers being used for target practice, the citizens of Stillness were totally unprepared for rescue. The Traveling Court was touring not terribly far away and upon hearing of a system going dark the Emperor himself demanded a course correction.&lt;br /&gt;
&lt;br /&gt;
Though the Emperor himself was not permitted to join the fray in person he did send down every fighting man the fleet could spare as it&#039;s own ships made short work of the orbiting Barghesi invasion fleet. In short order the siege turned.&lt;br /&gt;
&lt;br /&gt;
The Custodes and the Handmaidens were permitted the honour of leading the charge at the head of a diverse and vast host of armsmen and just about any hired fighting men the nobles of the Traveling Court had with them. Few if any had seen the Custodes or the Handmaidens engaged in bloodshed on such grand scale before. They screamed through the atmosphere in drop pods faster than a space marines could withstand into the thickest of the foes and started killing even as the doors on the pods smashed open. They killed and killed and killed and drew the Barghesi to them so that the main force of soldiery could land in relative safety and pull them from the fire before he numbers overwhelmed them.&lt;br /&gt;
&lt;br /&gt;
All across Stillness the scene was played out again and again as the Barghesi were routed and scattered and hunted down.&lt;br /&gt;
&lt;br /&gt;
Only then did the head of the Custodes allow the royal couple to set foot upon Stillness.&lt;br /&gt;
&lt;br /&gt;
As soon as his foot touched the salted ground Elmo recognized him. After all these years he still recognized him. A Man of Gold remained. A Man of Gold was abroad upon his world. Elmo still remembered what unforgivable things they had done in the end.&lt;br /&gt;
&lt;br /&gt;
In his inspection of the almost total damages on the surface and his meeting with Governor Eemil Nathaniel Strogg, current iteration of the Strogg line, he started to notice the oddities. A distinguishable subset of the local technicians moved with an eerie precision and purpose and they were not identifiable for their uniforms so much as for their oddly buzzing psychic signature. And always there was at least one nearby, always, though never the same one and never from the same displayed affiliation.&lt;br /&gt;
&lt;br /&gt;
Always unthinking automated security pictrecorders would very slowly turn towards him.&lt;br /&gt;
&lt;br /&gt;
And there was something beneath his feet. He could feel it. It was not like a thing he had felt before, not truly, but oddly it felt familiar.&lt;br /&gt;
&lt;br /&gt;
Oscar followed the mind-feel along much the same path Hermaeus Korodian Strogg had in ages past until he too came to the hall deep within the bedrock. And there the last Man of Gold met the last Man of Iron. The presence of Eemil Strogg was politely requested by Elmo and the three of them sat down to have a long talk.&lt;br /&gt;
&lt;br /&gt;
Eventually the Emperor emerged. Since that day he has not returned to Stillness, from this we can assume that whatever questions he had asked of Strogg and Elmo the answers had been satisfactory.&lt;br /&gt;
&lt;br /&gt;
The rebuilding of Stillness began. It would have gone quicker but Elmo and Strogg refused any more than the bare minimum of help from the Imperium. Stillness was a proud old world, they would pick themselves up and mend by their own hands and no other and march forward with the Imperium to Judgment Day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Realm of Ultramar ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Member_States#Ultramar|Ultramar]]&lt;br /&gt;
&lt;br /&gt;
== Valhalla ==&lt;br /&gt;
&lt;br /&gt;
== Vostroya ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; Blood on the Ice &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In days of the War of the Beast they refused to honour their oaths to the Empty Throne of Earth and instead focused on the defense of their own world under the delusion that they would have had any chance of ever holding out on their lonesome if The Beast ever turned his attention upon them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Afterwards when they saw what horrors Primarch Curze was inflicting when given the order to fetch back the worlds whose loyalty was found wanting they couldn&#039;t surrender fast enough.&lt;br /&gt;
&lt;br /&gt;
Being an industrial world that the Imperium needed to help with it&#039;s recovery the task of bringing the errant world back into the fold was given to Zso Sahaal.&lt;br /&gt;
&lt;br /&gt;
This was during the days when Curze was planning his own trial and execution and was grooming his successor. More importantly he was grooming him to be an acceptable monster rather than just a useful one like he had been.&lt;br /&gt;
&lt;br /&gt;
Curze spent the entire negotiations drugged into almost unconsciousness at First Captain Sahaal&#039;s orders and placed in a welded shut crate as a safety precaution.&lt;br /&gt;
&lt;br /&gt;
Eventually a deal was reached between Vostroya and the Imperium, through it&#039;s Night Lords intermediaries. Those nobles responsible for the decision of not coming to the Imperium&#039;s aid would be executed cleanly and quickly, Vostroya would be put under Administratum rule for the next 30 years whilst a new batch of aristocrats came to the surface, one of the new fangled Adeptus Arbiters stations would be built in the capital and so long as the Imperium lasts the tithe would be the industrial produce of the world plus the first born son of any family with more than one son.&lt;br /&gt;
&lt;br /&gt;
This was a steep price but gratefully accepted even by those who were going to be executed when First Captain Sahaal offered to stop drugging the Primarch and turn negotiations over to him.&lt;br /&gt;
&lt;br /&gt;
Zso Sahaal&#039;s name is spoken with both hate and love on Vostroya.&lt;br /&gt;
&lt;br /&gt;
Rumour has it that Underhive gangs have proven fruitful recruitment grounds for the Night Lords and splinter groups in the millenniums since, but with all things concerning those sanctioned monsters nothing is easy to pin down with certainty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Tarellian Neo-Confederacy ==&lt;br /&gt;
&lt;br /&gt;
=== Maza ===&lt;br /&gt;
&lt;br /&gt;
Of all the Tarellian worlds that survived the Age of Strife, none were more surprising so than Maza. According to the few Tarellian records that pre-date the Age of Strife, Maza was a world that had just been discovered by the expanding Tarellian species. Maza was a wetter, cooler world than the Tarellians preferred, with trees as tall as Titans lining deep rift valleys at the center of a supercontinent. A few years after the first settlers to Maza arrived, the first warp storms of the Age of Strife hit and all communication was lost. At the time, the Tarellian population on Maza numbered no more than a few hundred individuals, and the colony was still dependent on imports of technology and manufactured goods from the Tarellian core worlds to survive, and so the planet was deemed lost.&lt;br /&gt;
&lt;br /&gt;
When the Tarellians expanded outwards once again after the Age of Strife, Maza was a planet high on their list. Though they didn’t expect to find any living survivors, the planet was still a habitable one with plenty of areas for growing crops and building cities. To the Tarellian explorers’ surprise, when they landed on Maza they found the planet already inhabited. A society of Stone Age hunter-gatherer Tarellians were already present on the surface and were unhappy with the idea of these new Tarellians from the stars claiming their planet for themselves. Even more unusual was the fact that these Stone Age Tarellians were all females.&lt;br /&gt;
&lt;br /&gt;
The survival of the native population of Maza was nothing short of a miracle. When the colony was first isolated during the Age of Strife, medical supplies quickly ran low and the population began dwindling. To make matters worse, soon after their isolation a plague swept through the small population of Mazon survivors, killing off all of their males. The surviving Mazons lamented and resigned themselves to extinction. However, a chance event ended up saving the population. A mutation occurred in the population that allowed a few individuals to reproduce parthenogenetically, and within a few years the entire population of Maza was parthenogenetic.&lt;br /&gt;
&lt;br /&gt;
The Mazon are relatively tall for Tarellians, but also much more lightly built. In contrast to the stereotypical browns, reds, and yellows of most arid-dwelling Tarellians, their scales tend to come in colors of blues and greens, all the better to hide in the dense foliage of their homeworld. And, of course, the most notable feature of the native Mazons is that they are all female. The exact methods of the Mazons’ parthenogenesis are unknown, and the Mazons are highly secretive about their breeding practices, seeing how they were nearly wiped out once. Even when breeding with non-Mazon Tarellians, the offspring of such unions tend to be heavily female and the females strongly resemble the mother. Mazons are also known for favoring guerilla warfare and hit-and-run tactics in battle, in contrast to the more organized battalions or hunter-killer teams of other Tarellian worlds.&lt;br /&gt;
&lt;br /&gt;
Maza was on the coreward side of the Tarellian confederacy, so when the tyranids invaded it was on the right side of the Confederacy to avoid getting eaten. This was all the better for the native Mazons, for if the tyranids had come from the other direction, Maza would not have survived. Fiercely isolationist even by Tarellian standards, the Mazons had traded with neighboring worlds for technology and resources but had remained thinly populated and poorly industrialized. They would have stood no chance against the tyranids. Nevertheless, the Mazons have suffered the aftereffects of the tyranids invasion just as much as any other Tarellian world. The sheer number of refugees from elsewhere in the empire has forced the Mazons to open their doors, and Maza is currently in the midst of a cultural conflict between the mostly pastoral natives and the refugees used to a more industrialized, arid world.&lt;br /&gt;
&lt;br /&gt;
=== Tikal ===&lt;br /&gt;
&lt;br /&gt;
Typically, the words &amp;quot;tropical rainforest&amp;quot; and &amp;quot;major urban center&amp;quot; don&#039;t go together in the popular lexicon. Not so with Tikal. Tikal is a warm and wet world, with a climate resembling that of Old Earth more than fifty million years ago, such that tropical rainforests extend from the equator to the poles.&lt;br /&gt;
&lt;br /&gt;
Because of the thick rainforests and mangroves that choke most of the world, Tikal’s population tends to be concentrated in a few heavily urbanized areas, as it is easier to expand outward by hacking away at the jungle surrounding a city than to try and build an entirely new city from scratch. The largest city on Tikal, Itza, covered nearly 20,000 square kilometers even before the Tarellians made first contact with the Imperium back during the Great Crusade, and is a veritable hive now. Tikal was one of the last surviving core worlds of the Tarellian Confederacy in the wake of the tyranid invasion, and so refugees from all across Tarellian space poured into the highly urbanized Tikal, causing the planet&#039;s largest cities to well in population and turning Itza into a hive city almost out of necessity. Although outnumbered by Tarellians living on more traditional arid worlds across the Neo-Confederacy, Tikal is one of the most populated worlds in the Neo-Confederacy.&lt;br /&gt;
&lt;br /&gt;
Natives of Tikal, as opposed to the descendants of refugees from the tyranid invasion, tend to be rather short for Tarellians, with heights ranging from 4&#039;8&amp;quot; to 5&#039; on average. This is a useful feature for moving through cramped quarters, whether it is the dense undergrowth of a rainforest or the crowded streets of a city. To compensate for their smaller size, the Tarellians of Tikal supplement their usual ranged weaponry with poisoned darts, developed from the poison of a native creature, which they use to sap and slow their foes. By the same principle, the Tarellians of Tikal are not very proficient in close-quarters combat. The Tikaleze also have much brighter and more pronounced markings than other Tarellian nations, often in bold stripes of black and blue as opposed to the duskier browns, yellows, and oranges most people associate with Tarellians, a useful feature for differentiating individuals in the cramped and often underlit confines of cities.&lt;br /&gt;
&lt;br /&gt;
Tikal’s main contribution to the Tarellian Neo-Confederacy is precious metals, which is why the Tarellians settled there in the first place back before the Age of Strife. Tikal is known for its high density of precious metals, not just gold and silver but more precious metals like adamantium. Tikal is the biggest producer of electrical contacts in its region of space. The Tarellians of Tikal used these precious metals for ceremonial purposes back in the days after the Age of Strife before anyone knew their worth, and still use them for monuments today. Some have tried to steal from the Tikaleze, which often invokes their wrath if they try to steal from public monuments or memorials.&lt;br /&gt;
&lt;br /&gt;
Tikal is one of the more literate worlds in the Neo-Confederacy, owing to its massive urban population and therefore massive bureaucracy necessary to organize it. Tikal’s libraries contain thousands of scrolls and codices, mostly written in the Tarellian script, though the most important documents are carved into soft metal in the event that Tarellian civilization collapses as it did during the Age of Strife.&lt;br /&gt;
&lt;br /&gt;
Like all Tarellian worlds, Tikal prides itself on being economically self-sufficient, despite benefiting from interstellar trade, its people don’t need it to survive. Tikal’s people primarily live off aquaculture grown in massive farming operations in the planet’s inland lakes and ponds. Indeed, many Tikaleze cities are built right on the edge of large inland lakes specifically to be closer to food. Some of these farms are actually old impacts of meteorites that have subsequently filled with water.&lt;br /&gt;
&lt;br /&gt;
=== Xibalanque ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Member_States#Tarellian_Religion|Tarellian Religion]]&lt;br /&gt;
&lt;br /&gt;
== The Craftworlds ==&lt;br /&gt;
&lt;br /&gt;
=== Féin-Cineál ===&lt;br /&gt;
&lt;br /&gt;
Féin-Cineál Was a craftworld in the loosest sense of the world that existed in it&#039;s earliest incarnation a few centuries prior to The Fall and therefore had the not entirely unique distinction of being one of the ones not hastily spurned on by the warnings and predictions of a much younger Eldred Ulthuran. Indeed it was started under the more managed and carefully considered opinion of several dozen more puritan captains of the Old Empire banding together to save their family, friends, crew and their family and friends or at least those of them that would listen. The captains now longs since dead originally banded together purely out of a need for protection as in those later years of the Empire eldar had turned on eldar in cannibalistic orgies of torture, murder and rape in any order thereof.&lt;br /&gt;
 &lt;br /&gt;
The ships flew in close formation daring the warp as the web-way was no longer considered safe from their own people for their own people. Forty-nine of them besides the flagship of the most prominent Matriarch, Di&#039;theatha of the family Mygranath slayer of deamons, savior of the people and mother of the one who would be The Betrayer or so the legends claim.&lt;br /&gt;
 &lt;br /&gt;
The ships in time found a quiet patch of space in what would one day be the southern end of the Segmentum Pacificus and there they dealt in splendid solitude amongst the stars as behind them the Empire they had left behind was devoured in the fires of it&#039;s own depravities and a monster was born reflecting those obscenely degenerate indulgences magnified to a degree that was as terrible as it was magnificent. There was no going back or hope that the kin and kind left behind had hope of salvation.&lt;br /&gt;
 &lt;br /&gt;
In time the ships of the flotilla moved closer and closer together as the people mingled and wished for closeness. Scaffolds and walkways were in time extended across from one ship to another to facilitate the ease by which the peoples could travel and for a time all was well among the Féin-Cineál, a name they adopted that itself looked inwards to family and friends. But such times of peace were short lived as war came to the Féin-Cineáli in the form of what they would once have considered their own kind driven mad and ravenous of spirit demanding flesh tribute or all would be consumed, greenskined brutes once considered a minor irritant were now a real threat. In this time the hero Achillrial arose and gained prominence.&lt;br /&gt;
 &lt;br /&gt;
Achillrial was always claimed to be the first of the Autarchs although this claim is hotly disputed by the other craftworlds. What is not disputed was his mastery of war. In person he was a great warrior, tall and strong and fast. His stamina was seemingly without end and his courage was fathomless. But it was not in contests of personal force that he was most accomplished, away from the front lines he was far more devestarting. He saw war as a dance and knew the moves well for every song that was ever sung, without fault or misstep he would direct forces to the killing blow from directions his adversaries could not anticipate and a hundred times his weight of warriors were brought to ruin. But of it he cared little. Indeed he was a hero and a creator of heros, his name was legend and he created legends but that was not where his heart found joy. In family and in simple pleasures he found joy, in the music he had no skill for and the artistry he could not emulate he found joy. War to him was not as it was in his youth, fighting for some idealized and false image of an Empire he never really understood, war was a job and it was not a passion.&lt;br /&gt;
 &lt;br /&gt;
Achillrial knew little of true passion, of lust and desire or love. In many ways he was innocent and almost childlike despite being a creature of red raw battle. In time he did came to know love and that love was returned by the eldest of fair Di&#039;theatha&#039;s many fair daughters remembered now only as The Betrayer, a name now cursed above all other. But in those days she was not cursed, corruption was not rotting in her heart and soul and she was beautiful and wonderful and pure. Achillrial and The Betrayer it is said in The Chronicle of the  Féin-Cineál had a love like no other, as pure and sweet as the first rain on the lost homeworld in the days the gods walked among them. The Betrayer was everything that Achillrial was not and everything that he loved, she had walked the paths of the singer and the artist and the painter and the poet. She was everything that he loved and everything that he was not and maybe he was the same to her. It would be easy to image her as feigning love to get close to naive Achillrial but in those days in her way she was as innocent as he was, hard as it is to imagine now.&lt;br /&gt;
 &lt;br /&gt;
For all that Féin-Cineál preferred it&#039;s own company to that of the galaxy at large it was not cut off and it was not ignorant of the changes beyond their carfully defended walls. They knew of their kind on other craftworlds and had some limited dealings with them and they knew about the young Imperium growing into the anarchy and ruin left by the passing of their own once great realm, like children stepping into the footprints left by an ancient primordial giant. But they knew the Imperium in those ancient days as outsiders and aliens picking over the ruins of the dead and looked not upon them until they rescued the All-Mother and brought much rejoicing.&lt;br /&gt;
 &lt;br /&gt;
The Betrayer was one that moved more willing than most about the galaxy in search of inspiration for her works, and they were wonderful works full of new things and new beauty. But always she was unsatisfied with her work Achillrial would tell her that even in the greatest days of the Old Empire perfection was never achieved and that by some strange joke of fate she had come closer to achieving what the eldest of their kind in those great days had not only here in this time beyond ruination. She would laugh and tell him that they looked in the wrong place.&lt;br /&gt;
 &lt;br /&gt;
It was never known when she fell from grace, if indeed a single event could even be attributed to it, The Beast arose that her corruption became evident. Féin-Cineál had so far refused to involve themselves. And why should they not abstain from such a war? It was nothing to do with them, they had survived The Fall by staying out of other peoples business, why should this war be any different? But one night The Betrayer came to Achillrial and held him close and as he looked into her eyes he knew that something was wrong. There was a fire there that he had not seen before and it was not a warming or a comforting flame. The Betrayer told him of the thing she had seen in her time wandering among the far places, of their kin and kind who yet lived upon the homeworld, how it was not foul but fair too behold and magnificent. The Old Empire though diminished was not some abode of monsters and the damned but a place of beuty beyond imagining. What dear departed mother Di&#039;theatha and her generation had fled from was the birth pains of a fair queen being born, a new goddess that had not devoured and destroyed the old pantheon but assimilated and absorbed into the Many-Gods-As-One. It was a beauty greater than the sum of it’s parts, loveliness beyond mortal comprehension or understanding.&lt;br /&gt;
 &lt;br /&gt;
Achillrial’s heart was broken at these word and he could not offer her the response his love turned to sorrow demanded and he could not strike her down as the law demanded. He was now without joy and all he had was turned to ashes and regret as he ran through his memories in an instant trying to find the point where it all went wrong, where he had been blinded by love so completely to not see the darkness in her heart. He turned away from her, his head bowed low with sorrow and bitter tears running down his cheeks and bid her to leave and never return. In a fit of rage The Betrayer slashed his throat open and fled but not in a final act of spite crushing his soul-stone so that in death if not in life he could know the new goddess of her people.&lt;br /&gt;
 &lt;br /&gt;
The Betrayer fled the craftworld before any had realized her treachery and when they had a great mourning was had that turned to a righteous wroth among the people and the demand of blood-price. The Betrayer’s name as stricken from The Chronicle, an act never before or since enacted, and the Féin-Cineáli decided that for hate’s sake they would go to war.&lt;br /&gt;
 &lt;br /&gt;
With the deaths of both Achillrial and Di&#039;theatha, one by treachery and one by time, it was seen as an omen and in the post-Beast galaxy and with the marriage of The Steward and the All-Mother the people of Féin-Cineál decided that indeed it was time to rejoin the galaxy. Their short-lived and rather minor existence as a craftworld had taught them that it is not so great to be alone, the vessels of Féin-Cineál disbanded and the Féin-Cineáli dispersed to set up homes and enclaves on the worlds of this new Imperium that their All-Mother had blessed with her rule. In the wake of The Beast and his Croneworlder allies the people of these worlds were less than thrilled to see more eldar but with the promise of their ships to patrol their orbits they saw the advantage and made room for them in the rebuilding, of which the Féin-Cineáli were of some considerable assistance.&lt;br /&gt;
 &lt;br /&gt;
Today the Féin-Cineáli remain a close knit web of families spread across many worlds of the southern Segmentum Pacficus, united by a shared heritage and culture and recorded in the records of The Chronicle, the living record of all their stories. They are maybe not the most well known of the eldar peoples, they are maybe not the strongest of the most brilliant but they are what they are and to those that know them they are most often friends and with their friends they march into the coming Judgment Day to rebirth or ruin and they march with fire in their hearts and heads held high.&lt;br /&gt;
&lt;br /&gt;
=== Alaitoc ===&lt;br /&gt;
&lt;br /&gt;
A Craftworld of contradictions, Alaitoc is both highly-regimented and highly liberated. The reason for this is that while the majority of the Craftworld&#039;s population are highly dedicated to Eldar ideals, a sizeable minority seek freedom from their home&#039;s stifling environment. As such, its relations with the greater Imperium are also as contradictory.&lt;br /&gt;
&lt;br /&gt;
Officially, Alaitoc is only marginally allied with the Imperium. While they do send small tithes of soldiers as needed, the still-proud Eldar of Alaitoc refuse to have any more dealings with mon-keigh than is strictly necessary. Their troops, even those of the lowest ranks, are notorious often treat non-Eldar of any rank with breathtaking disdain fit to rival any three hive princes one could name. An exasperated Saint Macharius was once heard to remark &amp;quot;Better a thousand armies of the Beast&#039;s cultists at my rear than a single Alaitoc Farseer at my side!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The same cannot be said however, for the Rangers that Alaitoc regularly sends out, albeit unintentionally. Freed of their stifling homes, many eventually find solace in the familiar, though not as restricted, environments of other Craftworlds. More notorious however are those Rangers who find Imperial life to their liking, and in a strange, yet peculiarly Eldar way, often find themselves as obsessed with non-Eldar life as an Exarch on their path, sometimes even combining two or more cultures in their quest for freedom and reinvention. Even the most seasoned galactic traveller must take pause when they find themselves meeting &amp;quot;Fio&#039;La Bork&#039;an Rialieath, Magos Prime of Forge Alpha.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Bel-Shammon ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Member_States#Colchis|Colchis]]&lt;br /&gt;
&lt;br /&gt;
===Biel-Tan===&lt;br /&gt;
&lt;br /&gt;
As one of the Imperium&#039;s most militiarized Craftworlds, Biel-Tan Aspect Warriors are the ones most often seen on both the battlefield and in Imperial media, with the gruff, battle-hardened Biel-Tan warrior being a staple of Imperial entertainment. Of the major Craftworlds aligned to the Imperium, the Biel-Tan are perhaps one of the most fanatical in expanding Imperial borders, seeing in the Imperium a chance to recreate the Eldar Empire of old. This has sometimes caused friction even within the Imperial military, as Biel-Tan officers regularly advise all-out offensives regardless of the state of the greater army.&lt;br /&gt;
&lt;br /&gt;
One notable aspect of Biel-tan&#039;s society is the surprising amount of regard they hold for the inhabitants of Tallarn, a desert world. During the War of the Beast, a large cultist army sought ancient relics long-buried beneath Tallarn&#039;s surface. With Imperial forces being in disarray at the time, many Imperial authorities wrote offf Tallarn as lost, and prepared for an assault from that side, Cursing their new allies and their own kin for their cowardice, the Eldar of Biel-Tan rushed to Tallarn, determined to sell their lives as dearly as possible. &lt;br /&gt;
&lt;br /&gt;
However, upon arrival they found the devastated Tallarni not waging a desperate war, but holding onto a bloody stalemate despite being outnumbered and outgunned. When the ferocious Eldar fell upon the cultist forces, the Tallarni were quick to take the advantage. Though their once prisitine farmworld had been turned into a vast desert, they had managed to win the respect of the Eldar. Though today the Craftworld maintains a careful distance, both socially and physically, from their adopted planet, they do make short visits in small numbers to carefully shepard the desert warriors. Most adult Tallarni know that the &#039;djinns&#039; of their childhood stories are really the Imperium&#039;s major alien ally, but even their oldest generals often show more than the usual respect humans give one of the elder race.&lt;br /&gt;
&lt;br /&gt;
=== Il-Kaith ===&lt;br /&gt;
&lt;br /&gt;
Craftworld Il-Kaithe has had a somewhat tumultuous relationship with the Imperium and indeed it&#039;s other craftworld kin. They are politically well in the Eldar Supremacy camp although not quite to the same degree as Dorhai. They were one of the last Craftworlds to join the Imperium, maintaining independence well into M33 and keeping humanity at arms length even after joining.&lt;br /&gt;
&lt;br /&gt;
Their reasons for joining was not out of any sense of spiritual kinship, promise of trade, need of protection or the asking of the everliving and Serene Empress Isha. They joined because enough lesser craftworlds had done so that they could work through them as intermediaries so as not to have to deal with the lesser races directly.&lt;br /&gt;
&lt;br /&gt;
Up until this time Il-Kaithe had been quite close with Dorhai and the two of them had been in the preliminary stages of starting some grand alliance of Pure Eldar by roping some of the Exodite worlds and lesser Craftworlds into their folly. Il-Kaithe siding with the Imperium essentially removed a great keystone from the fledgling alliance and earned Il-Kaithe an eternal blood feud with Dorhai that exists in perpetuity.&lt;br /&gt;
&lt;br /&gt;
Il-Kaithe itself is located at the galactic south-west border of the Eye of Terror and has weathered storm after storm of the Great Adversary. Although they have not come under fire to the same degree as the Cadian Gate they also don&#039;t have the same defenses or resources of the Gate Worlds and so their wars have been no less desperate.&lt;br /&gt;
&lt;br /&gt;
One of their points of contention with the Imperium at large was their attitudes to the Dark Eldar. They still saw them as kin. Reprehensible kin but kin nevertheless. They would send missionaries to the dark cities and trade goods and services of all kinds with many of its Kabals and Noble Houses in times of peace and try and avoid fighting them directly in times of war. This won them no friends with any in the Imperium, Eldar and human alike bar the most radical.&lt;br /&gt;
&lt;br /&gt;
This has changed with the unholy marriage of Lord Vect and Queen Malys. Now, so far as they care, there are no Dark Eldar. There are only Chaos Eldar in Commorragh, the Dark City has fallen to the enemy and it&#039;s people are now not only damned but also forsaken.&lt;br /&gt;
&lt;br /&gt;
The missionaries have been recalled, the trade has stopped, war is declared on what were once kin.&lt;br /&gt;
&lt;br /&gt;
Although relatively few in numbers compered to the larger and more prestigious Craftworlds they are formidable. they have sat on the edge of the Eye for ten thousand years and have been far too proud to call for help. Il-Kaithe itself is an ugly mass of turrets, void shied generators, military ship yards, training grounds and other such fortifications.&lt;br /&gt;
&lt;br /&gt;
=== Iyanden ===&lt;br /&gt;
&lt;br /&gt;
In official records and Imperial propaganda, Iyanden is one of the most successful examples of Imperial-Eldar relations in history, a friendship won in blood and iron. And while this may be believed by the rank and file of both peoples, the truth is a little more complex than that.&lt;br /&gt;
&lt;br /&gt;
Even after the marriage between the Steward (as he was still known at the time) and Isha, the Craftworld of Iyanden refused to be part of the alliance. They saw the evil that lurked in the hearts of men, and lambasted the idea of chaining their entire race to the barely-tamed, barely-evolved pseudo primates that had the gall to call itself a sentient species. Even so, they knew that angering said wild beast would only prove detrimental, so they made a deal- they would of course honour any request the Imperium would make of them, on the condition the Imperium never made any such request. Though the High Lords took great offence at this snub, they also knew that antagonizing Iyanden would risk the rest of the alliance, and so quietly backed down.&lt;br /&gt;
&lt;br /&gt;
And so matters were left, Iyanden being an island of isolation in the middle of the Realm of Ultramar. Though they opened their docks for limited trade in late M36, they only did so for the handful of Rogue Traders who managed to find their home. Even then, it was only for what few luxuries the Craftworld could not provide, and would be safe for those on the Path to consume.&lt;br /&gt;
&lt;br /&gt;
Then the Hive Fleets came.&lt;br /&gt;
&lt;br /&gt;
Isolated as they were, Iyanden was almost engulfed by the Shadow in the Warp when they managed to send their distress signal. Even so, it said that only by miraculous guidance from the Eternal Emperor and Empress did Prince-Admiral (later Saint) Yriel manage to find the beleaguered Craftworld (indeed, it is officially recorded as the Saint&#039;s first miracle). Though the rescue effort was a success, the Craftworld was left devastated, with many of its population reduced to soulstones.  Even worse, the Imperial fleet that had saved them could barely spend enough time for rest and repairs, as the chitinous tide threatened to drown Ultima Segmentum. No ship could be spared to defend Iyanden, not even the most grievously wounded ones guaranteed to die pauper&#039;s deaths in the void.And so it was that Iyanden found itself making another unfair deal. They offered to make themselves a mobile dock for the Imperial Navy, on the condition that there would always be ships provided for their protection.&lt;br /&gt;
&lt;br /&gt;
Today, Iyanden is so integrated into the Navy organization of Ultima Segmentum that it is officially designated a void station colony instead of a Craftworld. Sailors from a hundred member races, from a thousand times more worlds, mingle every day in bustling streets where once Eldar took quiet walks. So many ships orbit the Craftworld that at times they block the stars. And while many of the younger races and Eldar youth see this as a great thing (some even proclaim Iyanden&#039;s colours of blue and gold, the same as the Imperial Navy&#039;s, to be a sign of divine intervention), older Eldar simply sigh, and mourn the lost purity of their home as yet another casualty of the Tyranids, and they fear what the outsiders might bring in.&lt;br /&gt;
&lt;br /&gt;
The other notable feature of Craftworld Iyanden is its use of wraithguards. The Iyanden Infinity Circuit has been noted to be rather odd compared to other Craftworlds. The Infinity Circuits of most Craftworlds are often described as cold, cloying, and lifeless. The dead wish to be left to their rest and although it is possible to coax a spirit out to give guidance to their living descendants spending too much time in the Infinity Circuit makes most spiritseers depressed, grow tired of living, and eventually abandon their physical forms. The Iyanden Infinity Circuit is different. Rather than being composed of eldar that died to various causes and lived a relatively long life, at one point in time the vast majority of Iyanden’s dead were composed of eldar whose lives were cut dramatically short by the arrival of Hive Fleet Kraken.&lt;br /&gt;
&lt;br /&gt;
This created a very different environment in the Infinity Circuit. The newly-arrived Iyanden dead did not want to rest, they wanted out, whether it was due to the fact that their home was still being ravaged by tyranids or because they weren’t yet ready to die in the first place. This created a psychic feedback cycle typical of the eldar, whose unstoppable momentum ended up transforming the overall nature of the Infinity Circuit. As a result, the atmosphere of the Iyanden Infinity Circuit is very different from that of other Craftworlds, having a nearly electric atmosphere of anticipation and energy than a tranquil air of finality. As a result, Iyanden spiritseers are somewhat odd even compared to the spiritseers of other Craftworlds. When trying to describe the experience, Iyanden spiritseers have compared communing with the Iyanden Infinity Circuit to sticking your tongue in a light socket.&lt;br /&gt;
&lt;br /&gt;
By the end of rebuilding from the arrival of Hive Fleet Kraken, wraithguards outnumbered the living population by nearly ten to one. Wraithguard body stockpiles were rapidly depleted, and it took bonesingers more than sixty years to make up the deficit. The ratio of living to walking dead has become more reasonable in the years since, but Iyanden still has more active wraithguard than any other Craftworld. Wraithguard actively patrol Iyanden’s streets like British Beefeaters, rather than waiting to be summoned in the Craftworld’s most desperate hour, seemingly stoic and oblivious to the world around them but more than capable of responding should their ire be raised. Post-Kraken, the Iyanden Infinity Circuit is less a resting place for the dead and more a waiting room until the next bonesinger can sing you a new wraithguard body into existence. Drawing comparisons between the current practices of the wraithguard of Iyanden and the Necrons is ill-advised.&lt;br /&gt;
&lt;br /&gt;
The Eldar of other Craftworlds frown on this practice, saying the dead should be allowed to rest. The Iyanden dead rather pointedly tell the other Craftworlds to stay out of this, saying that they asked for this and the other Craftworlds could at least have the decency to let the dead speak for themselves. To them, their lives were stolen from them before their time, and accepting death at this point would feel too much like admitting defeat.&lt;br /&gt;
&lt;br /&gt;
===Iybraesil===&lt;br /&gt;
&lt;br /&gt;
Given that they are a matriarchy that would seem to imply that, rather than being a bunch of angry widows, they are more closely linked to Isha but in her aspect of a pissed off mother bear or eldar equivalent.&lt;br /&gt;
&lt;br /&gt;
Their interest this time is not in collecting soul-stones but slave liberating, assassination missions, terrorist attacks (against the Chaos) and occasionally stealing some ancient relic of great value.&lt;br /&gt;
&lt;br /&gt;
To this end they have fostered a long alliance with many of the spawn of Konrad Curze. The Reavers of Hodir are a particularly nasty band of Night Lords often seen in their company. Where the Reavers get their recruits from is a mystery, some speculate that they are former deathrow inmates lost in the paperwork, sold to them on the grey market and mind scrubbed.&lt;br /&gt;
&lt;br /&gt;
The Divine Triumvirate of Iybraesil is Lileath, Isha and Morai-Heg; maiden, mother and crone. Past present and future and the majority of them dead. The past is burned away, the future is erased and their is only the blood and the thunder of now left. They have Farseers but it is a council of house matriarchs that make the decisions. They hold many craftworlds, Ulthwe in particualr, in some level of contempt. They are ruled by farseers who act on prophesy because they have foreseen themselves acting on prophesy and stuck in stupid and costly cycles of predict and effect unwilling to change and fight fate for cowardly notions of what might come to pass if they do. Farseers can advise, it is the Venerated Mothers who have the last say.&lt;br /&gt;
&lt;br /&gt;
Iybraesil has an avatar of Khine, they do not trust it. Others forget whose blood is dripping from his hands but they have not. When not on those rare occasions they let him out of the shrine he is held to his throne with chains of diamond links.&lt;br /&gt;
&lt;br /&gt;
Their relationship with the Throne is odd in that they don&#039;t acknowledge the sovereignty of the Emperor or if they do it&#039;s as an accessory to Isha&#039;s majesty. The Imperium has an Empress and a Golden Man Emperor-Consort piece of arm candy that she had to accept to get the cooperation of the humans.&lt;br /&gt;
&lt;br /&gt;
Their relationship with the Imperium as a whole is for the most part pretty typical, though they tend to get along with most humans slightly better than they do Ulthwe and Saim-Hann because fuck those guys.&lt;br /&gt;
&lt;br /&gt;
They field a lot of Banshees, they have loan surplus healers to other craftworlds and they seem to export more Priestesses and Handmaidens of Isha than other craftworlds per head of the population. A disproportionate number of The Repentant came to Iybraesil in search of healing or absolution, a fact that has only bolstered their military power, the Repentants had no right to expect any welcome but they were the last children of Isha from that sinful place unforsaken and for those open arms and offers of earning forgiveness they will fight like starving lions.&lt;br /&gt;
&lt;br /&gt;
On the whole they believe that eldar is superior to human by virtue of being Isha&#039;s actual children rather than just adopted, but they are polite about it.&lt;br /&gt;
&lt;br /&gt;
They don&#039;t feminazi hate men, it&#039;s just that they don&#039;t rule on Iybraesil. Their reasoning being that family is the basic cornerstone of all civilization and the most basic and root unit of family is mother and child.&lt;br /&gt;
&lt;br /&gt;
To this end their social structure is made up of Houses based on family ties and lead by the nearest that that any particular bloodline has to a living common female ancestor, which given the astounding lifespan an eldar can achieve with longevity treatments is often not too hard to trace. there are also the Houseless that can be adopted into a Iybraesil House, typically foreigners moving in. Being part of a House is a prerequisite for citizenship and being allowed to own property, marry or even be allowed past the visitors section. Since the arrival of the Repentants it has been suggested by many of the more forward thinking Matriarchs that maybe they should be looking in to branching out some new independent houses to accommodate the unprecedented population surge.&lt;br /&gt;
&lt;br /&gt;
Also, they claim, this is to represent that the only deity that isn&#039;t fucking awful to survive their old pantheon is Isha. Khine is not to be emulated in everyday civil life for obvious reasons (and most Aspect Warriors would agree) and Ceggers is a dishonest, violent trickster unworthy of respect.&lt;br /&gt;
&lt;br /&gt;
Last time the Dark Carnival came to Iybraesil one of the older and more obnoxious Matriarchs said as much to the Jester King. He just chuckled and called her a blithering idiot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;You know her as she is now little child, the proud Empress of a million worlds, the All-Mother and the good and noble wife. You forget that I am old and so is she and I remember what you forget. If you were to know what I know of half the things that she has done you would maybe not love her as unconditionally as you do now. Maybe if you knew what I had done you would not be standing before me now, prattling to something so much greater than yourself about things you know so little about; we are neither and none of us innocent, not for a very long time now&amp;quot;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Lugganath ===&lt;br /&gt;
&lt;br /&gt;
Although all eldar revere and make use of the Webway, the inhabitants of Craftworld Lugganath take this to an extreme. They see the Webway as the eldar’s future, an infinite dimension that would give the eldar literally unlimited space to expand and grow, free from the horrors of realspace and the Warp. Long-term habitation of the Webway can be done, as illustrated by the extralegal demenses of the Old Eldar Empire’s nobility that eventually evolved into Port Commorragh, but the Eldar of Lugganath plan a more diffuse settlement of the Webway, with “villages” at each intersection, junction, and crossroads to stabilize the winding paths of the labyrinthine dimension, rather than a few large cities. The end goal of this process would be to move all permanent eldar habitation into the Webway entirely. It is for this reason that Lugganath joined and aids the Imperium. The Imperium helps the eldar become masters of their realm, and Lugganath helps the Imperium become masters of theirs. To this end, the eldar of Lugganath have made inroads with all of the groups who have some stake in the future of the Webway, including the Harlequins and the Silver Skulls.&lt;br /&gt;
 &lt;br /&gt;
However, there is one serious impediment to this plan: the Dark Eldar city of Commorragh, a tumor within the arteries and veins of the Webway. The Dark Eldar’s access to the Webway already poses a threat to the currently existing Craftworlds and Webway travelers, and if establishing long-term habitation in the Webway was difficult in the first place the presence of the Dark Eldar made it outright impossible. Even if it were possible to physically blockade parts of the Webway, the ever-shifting nature of the extradimensional passageway would mean that some heavily-guarded sections would soon become dead-ends, whereas other passages would now become open and unguarded. The passages leading to the Eye of Terror and the Crone World Eldar could conceivably be severed, but it is much harder to eliminate a sickness that has spread throughout an entire body.&lt;br /&gt;
 &lt;br /&gt;
As a result, Lugganath has long campaigned for the Dark City to be burned to the ground, even back when the majority of Craftworlders and Exodites still cautiously regarded the inhabitants of the Commorragh as kin. The actions of the Dark Eldar during the War of the Beast, [[Nobledark_Imperium_Writing#The_Defence_of_Sansaayam|the attack on Sansaayam]], and the blasphemous union between Vect and Malys have only added fuel to their arguments. This hatred was further fostered in 231.M36 when Lugganath’s senior seer council was slaughtered by a wannabe Dark Eldar, who later fled to the relative sanctuary of the Dark City.&lt;br /&gt;
 &lt;br /&gt;
Currently, Lugganath is searching for a Webway portal big enough for an entire Craftworld. Their plan is to enter the Webway and disassemble the craftworld into its constituent parts, creating a foothold for the true eldar within the Labyrinthine Dimension. In 540.M40, they claimed to have found such a portal, but know that any attempt to do so now would only bring ruin at the hands of the Dark Eldar. So for now the eldar of Lugganath wait, their giant Webway portal (if it does exist) being a closely guarded secret only a select few in the council know the full details of.&lt;br /&gt;
&lt;br /&gt;
=== Malan&#039;tai ===&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark Imperium Drafts# The Doom of Malan&#039;tai|the Doom of Malan’tai]]&lt;br /&gt;
&lt;br /&gt;
=== Mymeara ===&lt;br /&gt;
&lt;br /&gt;
 - Started out as one of the largest craftworlds because being so far from the decadent homeworlds people were more willing to listen and weren&#039;t too deep in the cocaine orgy heap.&lt;br /&gt;
 - Upon the Fall and being so remote they for some time believed they were alone and the only elder survivors.&lt;br /&gt;
 - Orks attacked them mercilessly. Phoenix Lord Irillyth of the Shadow Spectres arises and manage to hold off the orks. Irillyth leads a team to try and find more eldar survivors and gets rekt by orks soon after.&lt;br /&gt;
 - Some time later the expeditionary forces of the Great Crusade catch up with them. Quite late on in the Great Crusade as this is the Eastern Fringe.&lt;br /&gt;
 - Craftworlders scream at the humans to fuck off, they are the last bastion of civilization, the last of the Eldar.&lt;br /&gt;
 - Imperials leave as requested. Some months later a joint detachment of Saim-Hann and Biel-Tan make contact properly on behalf of the young Imperium. They had tears of joy, they were not alone in the night.&lt;br /&gt;
 - Next time the orks came calling they had friends.&lt;br /&gt;
 - Currently set up shop in the middle of Tau space. They like the Tau. They feel vibrant and make the Mymearans feel young again.&lt;br /&gt;
&lt;br /&gt;
=== Saim-Hann ===&lt;br /&gt;
&lt;br /&gt;
The Craftworld of Saim-Hann are an anomaly in the Imperium&#039;s dealings with the Eldar. In the early days of alliance negotiations, the Eldar Seers negotiating with the High Lords insisted almost every Craftworld be given proper due and respect, even prideful ones like Biel-Tan and Iyanden. Almost every Craftworld- save for Saim-Hann. When Imperial authorities tried to find out the reason for this surprising reticence, they found out just why the Seers let them carry out the fact-finding mission in the first place.&lt;br /&gt;
&lt;br /&gt;
The Saim-Hann were wild, more wild than even the humans were used to. In many of their dealings, the Eldar displayed a surprising lack of respect for Isha, calling her &#039;soft-bodied&#039; and throwing the word &#039;gentle&#039; like an insult. Negotiations quickly degraded, and would have broken down had not the Saim-Hann Farseer in charge of his side&#039;s negotiations noticed one of the humans taking a swig of the drinks the Eldar gave them (&amp;quot;You think us barbarians, mon-keigh?&amp;quot; one of them is reputed to have asked. &amp;quot;Perhaps you are right- but we are not savages.&amp;quot;). Unlike the other Imperials present, who only took polite sips with grimaces on their faces, this giant Imperial seemed to actually enjoy his drinks. Seeing the chance for a bit of fun, the Farseer said that he would sign whatever deal the Imperials wanted, if that one man could outdrink the Farseer amd his council.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wasn&#039;t like I could say no, right?&amp;quot; Leman Russ later remarked. &amp;quot;I managed to outdrink the Steward while he still walked among us, I could outdrink a bunch of prissy Eldar,&amp;quot; he would add, endearing him and his Wolves even further to Saim-Hann.&lt;br /&gt;
&lt;br /&gt;
His terms were surprisingly lenient, though it did include a proviso that the Eldar stop by the Fang for a drink once in a while. Even long after Russ&#039;s disappearance, Saim-Hann warbands often stop by Fenris, and the halls of the Fang echo with tales of ribaldry and derring-do, all equal in their magnificence and unbelievability.&lt;br /&gt;
&lt;br /&gt;
The Saim-Hann also run the [[Nobledark_Imperium_Imperial_Society_and_Culture#The_Iron_Storm|The Iron Storm]], a rather well-known event across the Imperium.&lt;br /&gt;
&lt;br /&gt;
=== Ulthwe ===&lt;br /&gt;
&lt;br /&gt;
One of the last Craftworlds attempting to escape the Eye of Terror, Ulthwe was instead doomed to forever orbit the afterbirth of Slaanesh, pulled dangerously close to the Eye by gravitational fields. Ever since then, the Eldar of Ulthwe have fought against Chaos, though it is not a fight they face alone. The stalwart warriors of Cadia can often be found back-to-back with Ulthwe Eldar, and their Kasrkin train alongside Aspect Warriors and Exarchs.&lt;br /&gt;
&lt;br /&gt;
Like Biel-Tan, Ulthwe has found itself admiring the humans with whom they shed blood together, even moreso since they&#039;ve been doing so since the Eye of Terror was formed, before even the alliance. These ties have only grown stronger since; it is said that the average Cadian will know how to strip his gun before they are 10 and learn to swear in Eldar by 15. Despite the facetiousness of that claim, it is true that Cadians are generally adept in both Eldar customs and language at amazingly young ages, with only the highest reaches of both being beyond human grasp as they require subtle psychic signals only Eldar are capable of. Many Ulthwe Eldar even prefer the harsh utilitarianism of Imperial equipment as opposed to the grace of Eldar technology, and it is not uncommon to see Ulthwe Guardians wearing adapted flak armour and fatigues on campaign. In exceptional circumstances, Ulthwe Eldar have even served directly in the Cadian Guard, often to great acclaim- the career of Farseer-Colonel Taldeer of the Cadian 412th (later the 1st Kronus Liberators) is the most well-known example, one that is often compared to the career of Commissar-Colonel Gaunt.&lt;br /&gt;
&lt;br /&gt;
Incidentally, the most Eldar-human couplings on record are those between Ulthwe Eldar and Cadian humans, and while no children have been recorded as resulting from these unions, many such married couples assure those who ask delicately that it is not due to lack of trying.&lt;br /&gt;
&lt;br /&gt;
= Independent Worlds =&lt;br /&gt;
&lt;br /&gt;
== Independent Craftworlds ==&lt;br /&gt;
&lt;br /&gt;
=== Dorhai ===&lt;br /&gt;
&lt;br /&gt;
Dorhai. The self-proclaimed last “pure” craftworld.&lt;br /&gt;
&lt;br /&gt;
They believe that humanity is a blight on the galaxy made in sick parody of the perfect eldar form and that the other craftworlders were sick fucking degenerates for, as they see it, debasing themselves to co-found an empire with them. In their mind they are the last real people in the galaxy and everything else that claims to be a person is a wretched mockery.&lt;br /&gt;
The Imperium tried to negotiate with Dorhai several times via both human and Eldar representatives. They stopped after Dorhai started trying to shoot their ambassadors out of the sky. The Dorhai Eldar kill “mon&#039;keigh” elder and human alike on sight believing themselves to be the last pure elder left.&lt;br /&gt;
&lt;br /&gt;
For the most part the Imperium and the rest of the Eldar were quite happy to let them sit on their craftworld and be stupid. The good thing about being retardedly isolationist is that it tends not to spread. In fact, Dorhai has actually attracted a lot of the hard-core Eldar supremacists away from other Craftworlds, to the point that Dorhai itself is no longer considered a minor Craftworld.&lt;br /&gt;
&lt;br /&gt;
Then they got it into their stupid heads that Jubblowski had stolen a blessing that should have gone to an Eldar, preferably one of theirs. Stealing the favour of the gods is an insult that must be punished by death.&lt;br /&gt;
&lt;br /&gt;
The assassination attempt failed, their involvement was discovered and now Dorhai is on the Imperium&#039;s shit list. There have even been rumors the Harlequins have stopped visiting them. Unfortunately, actual retaliation was deferred due to a tyranid hive fleet tearing into Ultramar.&lt;br /&gt;
&lt;br /&gt;
Biel-Tan are really pushing for full on invasion and conquest of Dorhai. As far as Biel-Tan is concerned there is no Imperium, just a continuation of the Old Eldar Empire that now has a lot of humans living in it. To them the attempted murder of one of their living religious icons is more than enough to call a Holy War.&lt;br /&gt;
&lt;br /&gt;
Sister-Superior Miriana Cain, daughter of Jubblowski and leader of ~150 Word Bearers, is demanding to be in the vanguard and whipping everyone into a warpath frenzy. This annoys her ambassador father who is trying to calm Biel-Tan down. Even though Dorhai may be a thorn in the Imperium’s side, it is still a Craftworld, which are known to be ridiculously hard to take down without major losses.&lt;br /&gt;
&lt;br /&gt;
=== Kaelor ===&lt;br /&gt;
&lt;br /&gt;
Kaelor is an independent Craftworld, not associated with any other Craftworld or the Imperium, though not anti-Imperial to the degree of Dorhai. Kaelor’s troubles began shortly before the Fall, when the Craftworld first left the Old Eldar Empire. A small Craftworld that had left Empire space in a hurry, the eldar of Craftworld Kaelor found that the path they had chosen had accidentally put them on a collision course with the Craftworld Saim-Hann. Both Craftworlds refused to change course, and the two ended up going to war against each other over what essentially amounted to an interstellar game of chicken. Kaelor, being both of smaller mass and smaller population, lost the conflict, and was forced to make a jump through the Webway. Unfortunately, this was a blind jump through the Webay with no set destination, and Kaelor ended up emerging on the far edges of the Milky Way galaxy.&lt;br /&gt;
&lt;br /&gt;
Craftworld Kaelor had the dubious honor of being one of the very last Craftworlds to be discovered by the Imperium in early M39, as it took nearly fourteen millennia for the Craftworld to make its long trek back to known space (by contrast, most Craftworlds were at least known to the Imperium by M33). Kaelor had almost no contact with the rest of the galaxy before that time, with the other Craftworlds believing Kaelor to have been lost, and therefore Kaelor had not been up to date on the political developments of the last nine millennia. As a result, first contact between the Imperium and Kaelor went horribly wrong. Imperial forces precipitated the event by acting overly friendly, believing Kaelor to be an already known Craftworld, whereas Kaelor reacted disproportionately to the fact that these mon-keigh were approaching them as if they were friends (if the eldar of Kaelor noticed that there were kin among the Imperial number, they never mentioned it). In the ensuing carnage, El’Ashbel, the maiden queen of Kaelor, was gruesomely injured by the Imperials in self-defense, leaving her blinded and crying tears of blood whenever she used her psychic powers.&lt;br /&gt;
&lt;br /&gt;
Normally in these situations eldar of other Craftworlds would be on hand to defuse the situation, as had happened with Myrmeara or great Iyanden. However, the eldar of Kaelor regarded their fellow Craftworlders with about as much respect as they do the mon-keigh, remembering the Craftwars with Saim-Hann. The other aren’t too fond of Kaelor either. As opposed to other Craftworlds, which tend to be ruled by a council of elders in some fashion (whether autarchs or farseers), Kaelor retains much of the political structure of the Old Eldar Empire, being composed of noble houses constantly jockeying for power and ruled by a single autocrat. It is thought that Kaelor has retained much of the political infrastructure of the Old Eldar Empire due to ending up so far from the Milky Way, and so they had less of an impetus to change their ways due to being less exposed to She Who Thirsts. The political structure of Kaelor uncomfortably reminds the Craftworlders of the Crones or the Dark Eldar, with many fearing that Kaelor is a ripe target for Chaotic corruption. The only eldar to regularly make contact with Kaelor are the Harlequins, and even they only do so rarely. Upon being informed of the situation on Kaelor, Grand Empress Isha has made it a point of order to visit the Craftworld, though she has not had the opportunity as of yet.&lt;br /&gt;
&lt;br /&gt;
For now, Kaelor is considered an unaligned Craftworld, and Imperial forces have been ordered to give it a wide berth. Kaelor has refused all attempts at confederation, even with Craftworld Dorhai, preferring to go it on their own. Kaelor prowls the northern edges of the galaxy, coming and going from Imperial space on rare occasions seemingly at random. It is clear they are looking for something, but it is not clear what. However, it is clear they have no problems attacking or manipulating humans and other Eldar (something that lowers their standing even further in Craftworlder eyes) when it suits them to get what they want.&lt;br /&gt;
&lt;br /&gt;
== Solemnace ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&#039;&#039;&#039;&#039;&#039; Trazyn the Infinite&#039;s Personal Playground &#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Along the borders of the Necron Empire and the Imperium is the rather backwater Tomb World of Solemnace. Solemnace is a rather dreary if temperate world with abundant cloud cover and precipitation and high rates of tectonic uplift causing the land surface to be covered in a number of steep cliffs and craggy peaks. Solemnace is rather odd for a tomb world, if for nothing else than its large population of living subjects, with the Necrons making up a sizeable minority (40%) of the population as a military and aristocratic class. Part of this is due to the fact that Solemnace is one of the oldest awoken Tomb Worlds known to the Imperium. The Imperium first discovered Solemnace early in the Great Crusade, before the Eldar had truly become part of the Imperium. At first, it was thought that Solemnace represented the homeworld of yet another xenos race that were not fond of humanity, yet not a true threat to the Imperium. As such, the planet was noted and the Imperium as a whole moved on. By the time the Eldar had realized what Solemnace was and had brought their warning to the wider attention of the Imperium, it was too late. The Necrons of Solemnace had regained their senses, and Phaeron Trazyn the Infinite resumed the throne once more. However, the Necrons of Solemnace seemed content to remain isolationists on their own little world, and even in their diminished state the technology of the Necrons would have made the costs of conquering Solemnace too great to justify for a single planet. The Imperium breathed a sigh of relief, believing the Necrons of Solemnace to be the last remnants of an otherwise long-extinct race. The existence of Solemnace in the first place, as well as the devastating attack of the World Engine from the other side of the Eastern Fringe in M34, should have been enough to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Over the years, generations of refugees have fled to Solemnace, either from planets destroyed by war or by people dissatisfied with the policies of the Imperium, and those people and their descendants have formed a generalized underclass beneath the necrocracy. Trazyn keeps his subjects cared for, but helpless, such that none may challenge the authority of the ruler of Solemnace. Notably absent among the underclass are Eldar, who would never allow themselves to live under Necron rule and instead tend to flee to craftworlds if they become refugees. Life on Solemnace isn’t that bad, except occasionally one of the “pets” from Trazyn’s menagerie gets out and ends up rampaging around killing the peasants until the Necron military step in and put it down.&lt;br /&gt;
&lt;br /&gt;
Although the policies of Solemnace are highly isolationist, its ruler is decidedly not. Indeed, Phaeron Trazyn the Infinite can almost be described as a xenophile of sorts. Trazyn the Infinite is a collector of all things strange in the universe, from a variety of races. Indeed, Solemnace is less a kingdom and more Trazyn’s private collection gallery and playground, with the presence of an actual government being a byproduct. When he is not ruling directly, Trazyn travels the galaxy from the shadows, looking for exotic novelties to add to his collection. “Acquiring” these novelties often requires discrete acts which many Imperial worlds would describe as “illegal” or “immoral”, but never audacious or impudent enough that the Imperium could justify declaring war against Solemnace. Indeed, if anything, Trazyn’s acts have increased in brazenness since the Necrons have begun waking en masse, now that the Imperium knows that Solemnace is not just some isolated backwater world they could crush and no one would notice.&lt;br /&gt;
&lt;br /&gt;
Why has the Imperium basically grumbled and (officially) done nothing while Trazyn pilfers their territory for collectables? It basically comes down to politics. Solemnace is also notable among Tomb Worlds for its independence. When the Emperor offered the more independent and “eccentric” Necron Lords sanctuary within the Imperium, Trazyn turned him down. And at the same time, Solemnace does not obey the Silent King. Trazyn the Infinite bows his head to no one. As much as the Imperium would like to be able to turn Solemnace into a pile of space rubble, it is still one of the most powerful Tomb Worlds not under the command of the Silent King. Additionally, unlike most Necron Phaerons, Trazyn actually understands how his technology works, though he is not as brilliant as the most accomplished Crypteks, which would give the Imperium valuable insight into Necron technology. As a result, Solemnace would be a powerful asset, and the Imperium believes that given his habits if Trazyn was forced to choose between Imperium and the Necron Empire Trazyn would probably side with the Imperium (they’d probably be right). The issue is that Trazyn has never been put in a situation where he would be forced to show his hand.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World That Wasn&#039;t ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Veiled Region is a very strange region of space in a very strange galaxy. Given the odd patch of unstable stellar objects it would indicate that something big and odd and probably unpleasant happened there a very long time ago. The place was un-colonized by the Eldar throughout their history to an almost obsessive degree, they wouldn&#039;t even travel through it. The GaBHD never showed much interest in it, but mostly because for anything in that mess you could find it elsewhere easier, also the other members of the Interstellar League believed that the place was haunted or cursed in some way and humanity by that point was smart enough to believe in magic again, at least as a byword for the work of elder civilizations.&lt;br /&gt;
&lt;br /&gt;
There aren&#039;t any tomb worlds there and never have been.&lt;br /&gt;
&lt;br /&gt;
The only people found there are some sort of slug like creatures of limited tool using who are possibly insane or have a mindset so different from humanity that common ground and early communication haven&#039;t been achieved yet, assuming that they even can communicate. It&#039;s possible that they don&#039;t pass on information and the reason they are so primitive is that they are all isolationists who have to invent the wheel again every time. In any case they better get good quick because their world has half a million years tops before the star cools down totally and the world becomes utterly uninhabitable.&lt;br /&gt;
&lt;br /&gt;
There are a few orks, because of course there are.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Archeologists in the Inquisition, Inquisitor Helynna Valeria in particular, are pretty sure that this is where Llandu&#039;gor was erased and all the fucked up shit is the result of universal constants having changed and then changed back. The slugs presumably evolving afterwards from something introduced since.&lt;br /&gt;
&lt;br /&gt;
At the very edge of an uninhabitable system orbiting a red giant, lies what to the unwary travel looks like an asteroid belt, not dissimilar from the Kuiper Belt back on Sol. The shrewd explorer might be puzzled as to why no rock is greater than a dozen meters in diameter, and why all of them are in an irregular shape. The Ark Mechanicus ’’Adamantium Concordance’’ was manned by such shrewd explorers, and the Magos sent in a servitor probe to take a closer look. The pict-feed was baffling, even to the jaded augmented captain. The asteroids were actually millions of demons, from lowly Tzeentchian horrors to a mighty Undivided prince, all turned to stone, forever frozen in an expression of fear, petrified like in the ancient fables of knights and wizards. The Navigator did not pick up any turmoil or interference in the warp, nor was it calmer than usual. This orrery looked just like a monument to pointlessness and absurdity, and the Magos decided to leave it at that.&lt;br /&gt;
&lt;br /&gt;
Imagine you are standing still in your room. Then suppose that the carpet gets pulled from under your feet, and you fall. But it&#039;s not the carpet; it&#039;s the very fabric of reality that suddenly changes, inertia suddenly stops working, a movement isn’t possible without an exerting force upon a still object. You are a Daemon, the very definition of unreal; being in a material body is already enough of a limitation, even in the semi-irreality of a Daemon World. You can shape your surroundings to your belief through pure willpower; in keeping with the former analogy, you can move, fold, lift, turn around the carpet over which you&#039;re standing, because you&#039;re an intelligent lifeform and the carpet is just a piece of parchment.&lt;br /&gt;
&lt;br /&gt;
But then it&#039;s not.&lt;br /&gt;
&lt;br /&gt;
It starts pulling at your feet, squirming like a worm, you get mired in it like quicksand, and it thrashes like open sea during a storm.&lt;br /&gt;
&lt;br /&gt;
This is very wrong, it&#039;s not supposed to be like this, “I&#039;m in control of this carpet”, you say! Except you are not, it&#039;s now animated, it doesn&#039;t stand still, it&#039;s almost alive.&lt;br /&gt;
I&#039;m (un-)alive! You say, poor Daemon, if there even is such a thing as a poor Daemon.&lt;br /&gt;
You try to hold it, to squeeze it, but you&#039;re not in control anymore. So you try to flee.&lt;br /&gt;
&lt;br /&gt;
And that&#039;s the last of your arrogant mistakes.&lt;br /&gt;
&lt;br /&gt;
Reality is already enough in turmoil; it doesn&#039;t need, no, IT DOESN&#039;T WANT you to pull out. Physics is getting fucked sideways so fundamentally that it prefers to keep warp creatures, just to have something barely stable and coherent in its embrace. You feel yourself stretched between realms, your essence being pulled by the thread, slowly, painfully unraveling. It&#039;s a completely new experience to you. Maybe, if you&#039;re Slaaneshi, you&#039;re orgasmically enjoying your destruction, a sensation so alien and unexpected that it is sure to please your Many-Gods-In-One for its novelty. But you won&#039;t be around to share your master&#039;s satisfaction. With a last, brutal, pull, you are metaphysically torn apart, your immortal essence disintegrated. Ironic, that the death of the Flayer reduces the Immortal to dust just like a Gauss Flayer does the same to the mortal. &lt;br /&gt;
&lt;br /&gt;
And then, it&#039;s all over. Reality, with a last trembling, reasserts itself, attempting desperately to reconstruct itself. For whatever reason, the death of Llandu&#039;gor deleted all celestial bodies in this system smaller than a moon. So, reality makes do.&lt;br /&gt;
&lt;br /&gt;
The sudden death of million of Daemons left a mute echo in the fabric of the universe. It coalesces, then crystallizes in the aspect of the screaming unsouls in the moment of their demise. This system needs an asteroid belt, because that&#039;s how this system works. It couldn&#039;t be anyway else.&lt;br /&gt;
&lt;br /&gt;
Nobody has been brave, or foolish, enough to fly past the belt and see what happened to the Daemon World itself.&lt;br /&gt;
&lt;br /&gt;
The planet itself does not exist. It may appear to have physical dimensions and be composed of tangible matter, it may even be habitable with use of sunscreen and a warm coat but it does not exist and should not be approached or directory interacted with and international direct observation is prohibited. The system is under quarantine by order of the Inquisition.&lt;br /&gt;
&lt;br /&gt;
Due to the non-existent nature of the planet and area of space up to between 420,000 to 430,000 from the planet&#039;s surface anything passing into the effected area, which does not exist, also ceases to exist.&lt;br /&gt;
&lt;br /&gt;
Observation from outside the quarantine zone, which contains nothing, may indicate that objects introduced may continue to exist and even interact with native objects. Neither the foreign object or the introduced matter at this point can be said to exist.&lt;br /&gt;
&lt;br /&gt;
The effected area does not produce or absorb any measurable light or other radiation and has no detectable effect on the electromagnetic landscape of the star system.&lt;br /&gt;
&lt;br /&gt;
Any observations that seem contrary to this are wrong.&lt;br /&gt;
&lt;br /&gt;
The area and planet, that do not exist, accordingly have no name and may in fact be unnameable.&lt;br /&gt;
The slugs live on a different planet that does exist and presumably has, has had or will have a name at some point. Though probably not one made by the slugs who may or may not have a language.&lt;br /&gt;
&lt;br /&gt;
The planet that doesn&#039;t exist may have had a name when it did exist but the name has been erased. Perhaps the name itself has also been erased and so may never be renamed and is now utterly forgotten or perhaps it&#039;s just that anyone who did know it is dead, it&#039;s hard to say.&lt;br /&gt;
&lt;br /&gt;
In any case it&#039;s possible that those daemons are not missed by their gods. The gods can&#039;t remember their names. They have been erased and gods are very sensitive to that sort of thing, to them as things are now those daemons never were. Possibly if pushed they may be forced to admit that there was a Daemon World here somewhere at some point. But a Daemon World needs a master and this place has never had a master. [[Malal|It is not a place that exists]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Octarius Sector ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark Imperium Xenos#Ork Empires of Charadon, Octarius, and Bork|Ork Empires of Charadon, Octarius, and Bork]] and [[Nobledark Imperium Drafts#The Octarius War|The Octarius War]]&lt;br /&gt;
&lt;br /&gt;
= Daemon Worlds, Crone Worlds, and Worlds of the Ruinous Powers =&lt;br /&gt;
&lt;br /&gt;
== Craftworld Altansar ==&lt;br /&gt;
&lt;br /&gt;
The cursed Craftworld. The doomed Craftworld.&lt;br /&gt;
&lt;br /&gt;
Altansar had the misfortune of being just far enough from the Eldar Crone Worlds to escape being instantly destroyed by the birth of Slaanesh yet not far enough away to avoid being sucked into the newly formed Eye of Terror. In those days there were no Phoenix Lords, no great armies or warriors that could protect the Craftworld from harm. The Craftworld was almost immediately besieged by the followers of Chaos following the birth of Slaanesh. Despite fighting valiantly, the walls failed, and the siege was broken. Nearly every living soul there and half of the souls in the Infinity Circuit were sacrificed to the Dark Gods, chief among them She Who Thirsts.&lt;br /&gt;
&lt;br /&gt;
A couple thousand Eldar managed to escape the destruction of Altansar, including the future Phoenix Lord Maugan Ra, but by and large the Craftworld was lost.&lt;br /&gt;
&lt;br /&gt;
A few years after the fall of Altansar a number of Eldar appeared on the doorstep of several Craftworlds, claiming to be refugees from the lost Altansar. The Craftworlders for their part were suspicious, but eventually decided to let the refugees in. Kin were kin, after all, and allies were few and far between in the Old Night. It proved to be a disastrous mistake. The purported refugees were really Crone Worlders, who corrupted the Craftworlds from within and made them vulnerable to attack from daemons and Chaos Eldar. The Craftworlders struck back, and although they were able to keep the corrupted Craftworlds from becoming as twisted as Altansar, they were still far too corrupted to be salvaged. In the end, the Craftworlds had to be destroyed by flying them into the nearest stars.&lt;br /&gt;
&lt;br /&gt;
Today Altansar is the Craftworld of the Crone Eldar. It is a breeding ground for them. [[Nobledark_Imperium_Writing#The_Awaking|The shard of Khaine now channels Khorne through thrice-cursed blasphemous rituals]] and the Infinity Circuit is little more than a playground for Daemons. To this day, to even mention the name of that accursed place is said to bring bad luck.&lt;br /&gt;
&lt;br /&gt;
== Shaa-Dome ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Forces_of_Chaos#Crone_Worlds|Crone Worlds]]&lt;br /&gt;
&lt;br /&gt;
== Elsinore ==&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Forces_of_Chaos#Elsinore|Elsinore]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobledark_Imperium]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Scrollhammer_Rulebook&amp;diff=1011586</id>
		<title>Scrollhammer Rulebook</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Scrollhammer_Rulebook&amp;diff=1011586"/>
		<updated>2026-05-20T15:14:14Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
by Lolpwnt&lt;br /&gt;
&lt;br /&gt;
This is the core Rulebook for [[Scrollhammer]] 1st Edition. It will become official as soon as it is edited and approved. Current army lists will need to be updated for it to be used. In the meantime, use the rules for the beta edition, which are found on the main Scrollhammer page on this wiki.&lt;br /&gt;
&lt;br /&gt;
==The Basics of Play==&lt;br /&gt;
&lt;br /&gt;
===MEASURING DISTANCES===&lt;br /&gt;
&lt;br /&gt;
In games of Scrollhammer, distances are measured in inches (&amp;quot;) with a tape measure or measuring stick. You can always check any distance at any time.&lt;br /&gt;
&lt;br /&gt;
This allows you to check whether your units are in range of their target before they attack. After all, the soldiers are led by seasoned veterans who can accurately judge the range of their weapons) even if we, their generals, cannot.&lt;br /&gt;
&lt;br /&gt;
Distances between models and all other objects (which can be other models, terrain features and so on) are always measured from closest point on one base to the closest point on the other base. Distances between units are always measured to and from the closest models in each of the units (see diagram below).&lt;br /&gt;
&lt;br /&gt;
For example, if any part of a model&#039;s base is within 6&amp;quot; of the base of an enemy model, the two models are said to be within 6&amp;quot; of each other.&lt;br /&gt;
&lt;br /&gt;
Sometimes the rules will call upon a unit to move directly towards another unit, or some other feature on the battlefield. Where this is the case, draw an imaginary line from the centre of the unit to its destination, and move the unit forwards along this line a number of inches equal to the distance stated.&lt;br /&gt;
&lt;br /&gt;
===DICE===&lt;br /&gt;
&lt;br /&gt;
Throughout a game, you will often need to roll dice to see how the actions of your models turn out - how effective their shooting attacks are, what damage they&#039;ve done in close combat, and so on. Almost all the dice rolls in Scrollhammer use standard six-sided dice, also known as D6, but there are some exceptions as noted below.&lt;br /&gt;
&lt;br /&gt;
Rolling a D3:&lt;br /&gt;
In rare circumstances, you may be instructed to roll a D3. &amp;lt;strike&amp;gt; As there&#039;s no such thing as a three-sided die,&amp;lt;/strike&amp;gt; You can use the following method to determine a result between 1 and 3. Roll a D6 and halve the number, rounding up. Thus, 1 or 2 = 1, 3 or 4 = 2 and 5 o r 6 = 3 .&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can [https://c1.staticflickr.com/5/4152/4995105895_aaa2b29aa4_n.jpg roll a D3] to determine the result without having to calculate anything.&lt;br /&gt;
&lt;br /&gt;
Scatter Dice:&lt;br /&gt;
Scrollhammer uses a special die called a scatter dice (marked with arrows and a Hit! symbol). This die is mostly used to determine a random direction, most often applied when working out the behaviour of blast weapons, such as fireballs and field catapults(see page XX).&lt;br /&gt;
&lt;br /&gt;
Dividing to Conquer:&lt;br /&gt;
On occasion, you&#039;ll be called upon to divide the result of a dice roll, a characteristic or some other value. Where this happens, any fractions should always be rounded up. So a D6 roll of 3, halved, would be a result of 2 (1.5 rounded up). Similarly, 10% of a unit of twenty-one models, rounded up, would be 3 models.&lt;br /&gt;
&lt;br /&gt;
Modifying Dice Rolls:&lt;br /&gt;
Sometimes, you may have to modify the number rolled on the die (or the roll). This is noted as D6 plus or minus a number, such as D6+1. Roll the die and add or subtract the number given to or from the roll (as appropriate) to get the final result.&lt;br /&gt;
&lt;br /&gt;
For example, D6+2 means roll a die and add 2 to the number on the dice for a total between 3 and 8. You may also be told to roll a number of dice in one go, which is written as 2D6, 3D6 and so on. Roll the indicated number of dice and add them together, so a 2D6 roll is two dice rolled and added together for a result of 2-12.&lt;br /&gt;
&lt;br /&gt;
Another method is to multiply the score of a die by a certain amount, such as D6x5 to provide a result between 5 and 30.&lt;br /&gt;
&lt;br /&gt;
Re-Rolls:&lt;br /&gt;
In some situations, the rules allow you to pick up and re-roll dice. This is exactly what it sounds like - pick up the dice you wish to re-roll, and roll it again. The second roll counts, even if it means a worse result than the first, and no single die can be re-rolled more than once, regardless of the source of the re-roll.&lt;br /&gt;
&lt;br /&gt;
If you re-roll a single 2D6 or 3D6 roll, you must re-roll all of the dice and not just some of them, unless the rule granting the reroll specifies otherwise. Note that any modifiers that applied to the first die roll are also applied to the re-roll.&lt;br /&gt;
&lt;br /&gt;
Roll-Off If the rules require players to roll-off, this simply means that each player rolls a die and the player that rolls the highest result wins the roll-off. If the players roll the same result, both die must be re-rolled until one player is the winner - any modifiers that applied to the first die roll are also applied to any further rolls.&lt;br /&gt;
&lt;br /&gt;
Randomising: &lt;br /&gt;
Sometimes you&#039;ll be called upon to randomly select something - often a model, but sometimes an item, a spell, or similar. Where this is the case, simply assign a D6 result to each of the things the random selection must be made from, and roll a die to make your random choice. If you have fewer than six items to randomise between, simply roll again until you roll an assigned number.&lt;br /&gt;
&lt;br /&gt;
Cocked Dice: &lt;br /&gt;
Occasionally, a die will end up in a crevice in your terrain or in the crack between two sections of board and doesn&#039;t lie flat. We call this a &#039;cocked die&#039;. Some players use a house rule that if any dice is not completely flat on the table, it must be re-rolled More common is for players to re-roll the dice only if they can&#039;t be sure of the result.&lt;br /&gt;
&lt;br /&gt;
Of course, if your gaming surface is very textured and results in a lot of cocked dice (or simply if you prefer a tidy battlefield), you can make all your rolls in a tray or box lid&lt;br /&gt;
&lt;br /&gt;
Dice on the Floor:&lt;br /&gt;
It is generally accepted that if a die ends up on the floor, it doesn&#039;t count - so you don&#039;t need to shine a torch under the sofa to find out if you made your save or not. Most gamers agree that such dice can be rolled again. However, you can just as well house rule it that if your die misses the table, you have failed the roll - after all, if you can&#039;t hit a huge table with a tiny die, then what chance do your warriors have of hitting the &lt;br /&gt;
enemy?&lt;br /&gt;
&lt;br /&gt;
===BLAST MARKERS AND TEMPLATES===&lt;br /&gt;
&lt;br /&gt;
Some weapons are so powerful that they don&#039;t just target a single model or unit, but have an area effect which might encompass (and often utterly devastate) several different units. To better represent these circumstances, Scrollhammer uses a series of three different blast markers and templates:&lt;br /&gt;
&lt;br /&gt;
*A &#039;small&#039; blast marker (3&amp;quot; in diameter)&lt;br /&gt;
&lt;br /&gt;
*A &#039;large&#039; blast marker (5&amp;quot; in diameter)&lt;br /&gt;
&lt;br /&gt;
*A &#039;template&#039; (a tear-dropped shaped marker roughly 8&amp;quot; long)&lt;br /&gt;
&lt;br /&gt;
The templates and blast markers are used as a way of determining how many models have been hit by an attack that has an area of effect or blast radius. When an attack uses a template, it will explain how the template is positioned, including any kind of scatter that might occur (scatter is discussed more completely next in this section). To work out the number of hits, you normally need to hold the template over an enemy unit or a particular point on the battlefield, and then look underneath (or through, if using a transparent template) to see how many models bases lie partially or completely underneath. A unit takes a hit for each model that is fully, or even partially, underneath the template.&lt;br /&gt;
&lt;br /&gt;
Remember that a model&#039;s base is counted as being part of the model itself, so all a template has to do to cause a hit is to cover any part of its base.&lt;br /&gt;
&lt;br /&gt;
Scatter:&lt;br /&gt;
Sometimes a rule will call for an object (a template,counter, model or even a whole unit ) to be placed on the battlefield and then scatter.&lt;br /&gt;
&lt;br /&gt;
When this occurs, follow this procedure:&lt;br /&gt;
&lt;br /&gt;
1. Place the object on the battlefield as instructed by the rule&lt;br /&gt;
&lt;br /&gt;
2. Roll a scatter dice and 2D6 to determine the direction and distance of scatter in inches.&lt;br /&gt;
&lt;br /&gt;
3. If a Hit! is rolled on the scatter dice, the object does not move - leave it in place,and resolve the remainder of the rule.&lt;br /&gt;
&lt;br /&gt;
4. If an arrow is rolled, move the object the distance shown on the 2D6 in the direction of the arrow. Ignore intervening terrain, units, etc., unless the rule states otherwise.&lt;br /&gt;
&lt;br /&gt;
Once the object has scattered to its final position, resolve its effects.&lt;br /&gt;
&lt;br /&gt;
Some rules may specify a distance to be determined other than 2D6 in which case you replace the 2D6 in this procedure with the method listed in the rule.&lt;br /&gt;
&lt;br /&gt;
===CHARACTERISTICS===&lt;br /&gt;
&lt;br /&gt;
A Scrollhammer model has numerical values of the following characteristics:&lt;br /&gt;
&lt;br /&gt;
Weapon Skill(WS): How skilled or ferocious this model is in close combat. A model with WS0 cannot strike blows, and is hit automatically in close combat.&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill(BS): How accurate of a shot this model is at a range. A model with BS0 cannot fire any ranged weapon of any kind during the shooting phase, even one that does not require a roll to hit.&lt;br /&gt;
&lt;br /&gt;
Strength(S): How physically strong this model is. A model with S0 is immediately slain as a casualty, his bones breaking beneath the weight of his own body.&lt;br /&gt;
&lt;br /&gt;
Toughness(T): How hard to injure a model is. A model with T0 is immediately slain, his life force reduced to nothing.&lt;br /&gt;
&lt;br /&gt;
Wounds(W): How many serious injuries a model can withstand. A model with 0 remaining wounds is immediately slain.&lt;br /&gt;
&lt;br /&gt;
Initiative(I): How quick a model is. A unit where all models have I0 cannot pursue, and is always caught if pursued.&lt;br /&gt;
&lt;br /&gt;
Attacks(A): How many attacks a model gets in close combat. A model with 0 attacks cannot strike blows in close combat. Attacks may be modified after the fact by certain bonuses; bonus attacks are not factored into the characteristic profile.&lt;br /&gt;
&lt;br /&gt;
Leadership(Ld): The strength of a model&#039;s bravery and resolve.&lt;br /&gt;
&lt;br /&gt;
Magicka(Mg): How many power dice are given to this model at the beginning of each of your turns.&lt;br /&gt;
&lt;br /&gt;
Save(Sv): A quick reference to this model&#039;s armor save. Taking a different armor option may modify a model&#039;s saving throw.&lt;br /&gt;
&lt;br /&gt;
No Characteristic may ever be higher than 10, except for Wounds and Magicka.&lt;br /&gt;
&lt;br /&gt;
====Characteristic Tests====&lt;br /&gt;
&lt;br /&gt;
A model will sometimes be called upon to take a characteristic test. Such a test can be applied against any characteristic that the model has, except for Leadership and Armour Save. A Toughness test is a characteristic test, as is a Strength test or an Initiative test, a Wounds test and so on. Models don&#039;t have a choice of which characteristic to use - the characteristic to be tested will be specified in the rule. To make a characteristic test use the following procedure:&lt;br /&gt;
&lt;br /&gt;
1. Roll a D6 and compare the result to the relevant characteristic in the model&#039;s profile.&lt;br /&gt;
&lt;br /&gt;
2. If the result is equal to or less than the number in the profile, the test is passed.&lt;br /&gt;
&lt;br /&gt;
3. If the result is greater than the number in the model&#039;s profile, the test has been failed, and something will occur, as detailed in the rule that prompted the test.&lt;br /&gt;
&lt;br /&gt;
4. When a single test is required for the whole unit, rather than for individual models, use the highest relevant characteristic in the unit.&lt;br /&gt;
&lt;br /&gt;
Models with Multiple Profiles:&lt;br /&gt;
Where a model has more than one value for the same characteristic, a characteristic test is always taken against the highest of the values.&lt;br /&gt;
&lt;br /&gt;
Automatic Pass and Fail:&lt;br /&gt;
When taking a characteristic test, a dice roll of 6 is always a failure, and a dice roll of 1 is always a success, regardless of any other modifiers. However, if the model has a characteristic of 0 or &#039;-&#039; it automatically fails the test.&lt;br /&gt;
&lt;br /&gt;
Leadership Tests:&lt;br /&gt;
At certain times, a model or unit might be called upon to take a Leadership test. This usually represents them drawing upon their courage to face disheartening circumstances. To take a Leadership test, use the following procedure:&lt;br /&gt;
&lt;br /&gt;
1. Roll 2D6 and compare the result to the models leadership.&lt;br /&gt;
2. If the result is equal to or less than the model&#039;s Leadership value, then the test has been passed.&lt;br /&gt;
3. If the result is greater than the models Leadership value, a suitably dire consequence will occur, as detailed in the rule that called for the test. &lt;br /&gt;
4. If a unit includes models with different Leadership values, always use the highest Leadership from among them. &lt;br /&gt;
&lt;br /&gt;
Models with Multiple Profiles:&lt;br /&gt;
Where a model has more than one Leadership value, a Leadership test is always taken against the highest of the values.&lt;br /&gt;
&lt;br /&gt;
Automatic Pass:&lt;br /&gt;
A natural, unmodified, roll of 2 (a double 1 ) always passes a Leadership test, regardless of any modifiers that apply. A Leadership of 0 always fails a Leadership test.&lt;br /&gt;
&lt;br /&gt;
Basic vs Advanced:&lt;br /&gt;
Basic rules apply to all the models in the game, unless specifically stated otherwise. They include the rules for movement, shooting and close combat as well as the rules for morale, found between pages XX and XX. These are all the rules you&#039;ll need for your average Infantry model. Advanced rules apply to specific types of models, whether because they have a special kind of weapon (such as a crossbow), unusual skills (such as the ability to regenerate damaged flesh), because they are different to their fellows (such as a unit leader or a heroic character), or because they are not normal Infantry models (a man on horseback, a savage wolf, or even a Dragon). The advanced rules that apply to a unit are indicated in the entry for the unit in their relevant Scrollhammer Army Book. Where advanced rules apply to a specific model, they always override any contradicting basic rules.&lt;br /&gt;
&lt;br /&gt;
On rare occasions, a conflict will arise between a rule in this rulebook, and one printed in an Army Book or Supplement. Where this occurs, the rule printed in the Army Book or Supplement always takes precedence.&lt;br /&gt;
&lt;br /&gt;
===THE SPIRIT OF THE GAME===&lt;br /&gt;
&lt;br /&gt;
Scrollhammer may be somewhat different to any other game you have played. Above all, it&#039;s important to remember to not be &amp;quot;That Guy.&amp;quot; If a dispute arises over a rule, and no answer can be found, a quick way of resolving it can be by rolling a d6: on a 4+, you were right, on a 3 or less, your opponent was right. This way, the game can go on with minimal neckbeard rage.&lt;br /&gt;
&lt;br /&gt;
Controlling Player vs Opposing Player:&lt;br /&gt;
Sometimes, a rule will ask the controlling player to make an action or decision of some kind. At others, it will place the same responsibility on the opposing player. The controlling player is always the player who &#039;owns&#039; the model in question - the one who has included it in his army. The opposing player is always his opponent.&lt;br /&gt;
&lt;br /&gt;
Line of Sight:&lt;br /&gt;
Line of Sight(often abbreviated as LOS) determines what a model can &#039;see&#039;. Many situations call for you to determine whether or not a model has line of sight. A model normally needs line of sight whenever it wishes to attack an enemy, whether with enchanted sword, crossbow or magick. Line of sight literally represents your warriors&#039; view of the enemy - they must be able to see their foes through, under or over the battlefield terrain and other models (whether friendly or enemy).&lt;br /&gt;
&lt;br /&gt;
For one model to have line of sight to another, you must be able to trace a straight, unblocked line from its eyes to any part of the target&#039;s body (the head, torso, arms or legs).&lt;br /&gt;
&lt;br /&gt;
Sometimes, all that will be visible of a model is a weapon, banner or other ornament he is carrying. In these cases, the model is not visible. Similarly, we ignore wings and tails, and antennae even though they are technically part of a model&#039;s body. These rules are intended to ensure that models don&#039;t get penalized for having impressive banners, weapons, and so on.&lt;br /&gt;
&lt;br /&gt;
Naturally, you can&#039;t ask your models what they can see - they&#039;re plastic and resin, which is always a barrier to effective communication - therefore, you&#039;ll have to work it out on their behalf. In many cases, this will be obvious - if there&#039;s a hill, building or monster in the way, the enemy might be blatantly out of sight. In other cases, two units will be clearly in view of each other as there is nothing at all in the way. on those other occasions, where it&#039;s not entirely obvious whether or not one unit can see another, the player will have to stoop over the battlefield and look from behind the model&#039;s head for a &#039;model&#039;s eye view&#039;. This means getting down to the level of your warriors and taking in the battlefield from their perspective to &#039;see what they can see&#039;. You will find that you can spot lurking enemies through the windows of ruined buildings, catch a glimpse of a model&#039;s legs under tree branches and see that high vantage points become very useful for the increased line of sight that they offer.&lt;br /&gt;
&lt;br /&gt;
Own Unit:&lt;br /&gt;
There is one important exception to the rules for line of sight. Firing models can always draw line of sight through members of their own unit just as if they were not there.&lt;br /&gt;
&lt;br /&gt;
==The Turn==&lt;br /&gt;
&lt;br /&gt;
A Scrollhammer battle is a chaotic affair. To bring a modicum of order to the anarchy of battle, players alternate moving and fighting with their units. So, one player will move and fight with his forces, and then their opponent will move and fight. This process is then repeated, with the first player moving and fighting again, and so on, until the game is done.&lt;br /&gt;
&lt;br /&gt;
During his turn, a player can usually move and fight once with each of his units. For convenience and flow of game play, we divide a player&#039;s turn into three main phases: Movement, Shooting and Close Combat.&lt;br /&gt;
&lt;br /&gt;
This means that you move any models you want to first, then when you are finished all of your moving, you can shoot with your models. Finally, once your shooting is all completed, you can charge into close combat and resolve any close combats. This process helps to keep track of what is going on and makes it easier to know when one player&#039;s actions are over and your opponent can start his turn (and take his revenge).&lt;br /&gt;
&lt;br /&gt;
Game and Player Turns:&lt;br /&gt;
In a complete game turn, each player gets a player turn, divided into Movement, Shooting and Assault phases. One game turn therefore comprises two player turns - one for each player. Whenever a rule refers to &#039;a turn&#039; it always means &#039;player turn&#039; unless it specifically refers to a &#039;game turn&#039;.&lt;br /&gt;
&lt;br /&gt;
Exceptions:&lt;br /&gt;
While playing Scrollhammer you’ll occasionally discover exceptions to the general turn sequence laid out here, when things are worked out as they occur rather than in any strict order. At other times, you&#039;ll find that both players will have to do something at the same time. When these things happen, the player whose turn it is decides the order in which the events occur. Occasionally, the actions of one player will trigger the sudden appearance of a particular unit, or may activate some special rule or occurrence. When this happens, the exceptional rule will contain all the information you need to resolve it.&lt;br /&gt;
&lt;br /&gt;
===THE MOVEMENT PHASE===&lt;br /&gt;
&lt;br /&gt;
In your turn, you can move any of your units - all of them if you wish - up to their maximum movement distance. Once a unit has completed all of its movement, you can select another unit and move that one, and so on, until you have moved all of the units you wish to move. Once you have started moving a unit, you must finish its move before you start to move another unit. Note that you don&#039;t have to move all (or any) of your units - indeed, there are several tactical advantages to remaining stationary, as we&#039;ll explain later in the rules. Once you&#039;ve completed a unit&#039;s move, you cannot go back and change it, so think carefully before giving the order to advance.&lt;br /&gt;
&lt;br /&gt;
Movement Distance:&lt;br /&gt;
Models move up to 6&amp;quot; in the Movement phase. This represents most creatures advancing at a reasonable pace but stopping several times to scan the surrounding landscape for enemies, communicate with their commanders, and so on. Even warriors who are moving in a part of the battlefield where no enemies are apparent can only move 6&amp;quot;. This is because your units lack your own omniscient knowledge that there are no enemies around. It is perfectly fine to measure a unit&#039;s move in one direction, and then change your mind and decide to move it somewhere else (even the opposite way entirely!) or decide not to move it at all. Models cannot, however, voluntarily move off the board.&lt;br /&gt;
&lt;br /&gt;
Which Models are Moving:&lt;br /&gt;
Whether or not a model moves can change how effective it will be in the shooting phase. You may decide that only some of the models in a unit are going to move this turn. If this is the case, declare which models are remaining stationary just before you start moving the other models of that unit. Remember that models must still maintain unit coherency.&lt;br /&gt;
&lt;br /&gt;
Different Movement Distances within a Unit:&lt;br /&gt;
Sometimes, a unit will contain models that move at different speeds. When this is the case, each model can move up to its maximum movement allowance so long as it remains in unit coherency (see below).&lt;br /&gt;
&lt;br /&gt;
Models in the Way:&lt;br /&gt;
A model cannot move within 1&amp;quot; of an enemy model unless they are charging into close combat in the close combat phase. To move past an enemy model, they must go around.&lt;br /&gt;
&lt;br /&gt;
Moving and Close Combat:&lt;br /&gt;
Units already locked in close combat with the enemy cannot move during the Movement phase.&lt;br /&gt;
&lt;br /&gt;
Unit Coherency:&lt;br /&gt;
When you are moving a unit, its individual models can each move up to their maximum movement distance. However, units have to stick together, otherwise individual models become scattered and the unit loses its cohesion as a fighting force. So, once a unit has finished moving, the models in it must form an imaginary chain where the distance between one model and the next is no more than a certain value, the unit&#039;s coherency value. A unit in such a pattern is &amp;quot;in coherency.&amp;quot; The coherency value depends on the unit&#039;s Formation(see below).&lt;br /&gt;
&lt;br /&gt;
During the course of a game, a unit can get broken up and lose unit coherency, usually because it has taken casualties from incoming enemy fire. If this happens, in their next Movement phase, the models in the unit must be moved in such a way that they restore unit coherency (or get as close as possible to having restored coherency). If the unit cannot move in its next turn, or is unable to restore unit coherency in a single turn, then the models must move to restore unit coherency as soon as they have the opportunity, including by Marching if they have that option (see page XX).&lt;br /&gt;
&lt;br /&gt;
====Moving Through Terrain====&lt;br /&gt;
In addition to the rules presented in this section, certain types of terrain can affect how your models move. If a model can be at a point in a piece of terrain, but is unable to fit there, place it as close as possible once you&#039;ve explained to your opponent where the model &amp;quot;actually&amp;quot; is. &lt;br /&gt;
&lt;br /&gt;
Difficult Terrain: A difficult terrain check must be taken by a unit wishing to move through difficult terrain, such as tall boulders or thick woods. For each unit with models wishing to move through difficult terrain, roll a 2d6 and pick the highest value. That value is the furthest any model in the unit may move through difficult terrain during their move this phase.&lt;br /&gt;
&lt;br /&gt;
Dangerous Terrain: Some terrain, such as peat bogs or lava pits, may carry with it unusual threats. A unit moving through Dangerous Terrain must take a Dangerous Terrain test. Roll a d6 for each model moving through the Dangerous Terrain. For each roll of a 1, immediately assign a wound to one of the models that moved through the dangerous terrain. No armor saves may be taken against this wound.&lt;br /&gt;
&lt;br /&gt;
====Unit Formations====&lt;br /&gt;
&lt;br /&gt;
A unit&#039;s Formation is the doctrine of war by which it fights on the battlefield. Each formation uses certain rules for movement in addition to those given above. A unit&#039;s formation also affects its actions in combat.&lt;br /&gt;
&lt;br /&gt;
=====Fight In Ranks=====&lt;br /&gt;
&lt;br /&gt;
A unit that Fights in Ranks advances across the battlefield in an orderly, tight formation.&lt;br /&gt;
&lt;br /&gt;
A unit that Fights in Ranks must be in base contact with one another to be in Coherency. It has a front, sides, and rear. Each of these is a 90 degree arc. Models Fighting in Ranks may not change their position in the unit except when piling in or reforming, or in order to circumvent impassable terrain.&lt;br /&gt;
&lt;br /&gt;
A unit that Fights in Ranks may move directly forward at full speed. It may wheel(move at an angle but resolve in the same direction it last faced) on its move. It may move directly backwards, or directly sideways, at half speed instead. If the models wish to change the direction that they are facing, pivot, or enter a new formation should models be out of coherency, it may do so, each unit moving the shortest distance possible to enter the new formation, or to accomplish such a maneuver. A unit that does this may not fire weapons or charge this turn. When a unit that Fights in Ranks rallies or consolidates from combat, it reforms with its rally or consolidation 3&amp;quot;. A model that cannot reform moves as close as it can to doing so.&lt;br /&gt;
&lt;br /&gt;
If a unit that Fights in Ranks would move through terrain, and certain pieces of terrain would block its movement, it may send its models around that terrain by the shortest possible route, and return them to their prior rank as soon as possible. They count, however, as being additional ranks and files should they be split up in this manner.&lt;br /&gt;
&lt;br /&gt;
A unit that Fights in Ranks has the following special rules(see later chapters for further information):&lt;br /&gt;
&lt;br /&gt;
Obvious Target: Units that Fight in Ranks can never get a cover save simply for being in area terrain, only for being actually obscured, or due to a special rule or effect.&lt;br /&gt;
&lt;br /&gt;
Crowded Formation: Only the first two ranks of a unit that Fights in Ranks can shoot during the shooting phase. Should the unit fire backwards, or to the side, this would mean the first two ranks facing in the direction of those arcs, respectively.&lt;br /&gt;
&lt;br /&gt;
Cohesive Fire: If one model that Fires in Ranks can see an enemy unit, and fires at that unit, the entire remainder of the unit may shoot at that unit where allowed, regardless of line of sight. The target gains a 3+ cover save against shots from models that cannot see them.&lt;br /&gt;
&lt;br /&gt;
Stand and Shoot: When a unit that Fights in Ranks is charged and is not already locked in combat, if it decides to hold position, it may take a Leadership test. If it succeeds, every model in the unit may fire a non-spell shooting weapons that it has equipped against the charging unit at -1 to hit. Remove casualties from the charging unit before the charge is resolved. Such shots never prompt any morale tests.&lt;br /&gt;
&lt;br /&gt;
Flanks: When a unit that Fights in Ranks is charged, the charging unit charges the arc that the majority of its models are in when the charge is declared. If a unit that Fights in Ranks is charged in a direction that it is not facing, it is flanked: it strikes at I1 against that enemy unit as long as it continues to not face that unit. If that unit is the only unit that it is locked in combat with, at the start of your movement phase, you may test Leadership for a flanked unit. If that roll is successful, each model in the flanked unit is turned to face the flanking unit. If so, models pile in along their ranks to be as close as possible to the flanking unit. After doing this, your unit is no longer considered flanked.&lt;br /&gt;
&lt;br /&gt;
Strength in Ranks: A unit that Fights in Ranks, and is not being flanked, gains +1 to combat resolution for each full rank of 5 models, or +2 for each full rank of 10 models.&lt;br /&gt;
&lt;br /&gt;
=====Horde=====&lt;br /&gt;
&lt;br /&gt;
A Horde is a wild, unorganized, teeming mass of warriors.&lt;br /&gt;
&lt;br /&gt;
A Horde must be within 1&amp;quot; of each other to be in coherency.&lt;br /&gt;
&lt;br /&gt;
A Horde may move in any direction as its movement allows. It reforms and consolidates as normal(see page XX)&lt;br /&gt;
&lt;br /&gt;
A unit with the Horde Formation has the following special rules(see later chapters for further information):&lt;br /&gt;
&lt;br /&gt;
Scattered Target: Models in a Horde gain a 6+ cover save simply for being in area terrain.&lt;br /&gt;
&lt;br /&gt;
Pressing Assault: A Horde gets +1 to combat resolution for every 12 models in the unit&lt;br /&gt;
&lt;br /&gt;
=====Skirmish=====&lt;br /&gt;
&lt;br /&gt;
Skirmishers are soldiers set apart from one another, focused more on individual tactics than on overpowering mass strength.&lt;br /&gt;
&lt;br /&gt;
Skirmishers must be within 2&amp;quot; of each other to be in coherency.&lt;br /&gt;
&lt;br /&gt;
Skirmishers may move in any direction as their movement allows. They reform and consolidate as normal(see page XX)&lt;br /&gt;
&lt;br /&gt;
A unit with the Skirmish Formation has the following special rules(see later chapters for further information):&lt;br /&gt;
&lt;br /&gt;
Concealed Target: Skirmishers gain a 4+ cover save simply for being in area terrain.&lt;br /&gt;
&lt;br /&gt;
Agile Tactics: Skirmishers, even those without the Hit and Run special rule(see page XX), may attempt to Hit and Run against units that Fight in Ranks. They count as having -1 to their normal initiative when taking this test, unless they have the actual Hit and Run special rule.&lt;br /&gt;
&lt;br /&gt;
===THE SHOOTING PHASE===&lt;br /&gt;
&lt;br /&gt;
====Equipped Items====&lt;br /&gt;
&lt;br /&gt;
A model may have a variety of equipment and spells. In order to show which items and spells are being used each turn, the equipping rule is used.&lt;br /&gt;
&lt;br /&gt;
A model must have the same items or spells equipped in each hand over the course of the entire turn. The model&#039;s controller may choose what are equipped at any time; once the decision is made, that model uses those items or spells that turn. If a spell or item is used, or an ability requiring it to be equipped is invoked, then it must be chosen as equipped that turn, and any other equipped items or spells must also be declared at that moment. Conversely, if other items or spells have already been chosen as being equipped already, then that item or spell cannot be used(not even its passive abilities).&lt;br /&gt;
&lt;br /&gt;
Each hand may hold a 1-handed item or spell each turn. A 2-handed item or spell requires both hands. Models with more than 2 hands can obviously use even larger items, or even more items! Weapons and spells that are equipped can be used, fired, and attacked with as normal. Of course, an equipped ranged weapon does not normally grant any bonus in close combat, and an equipped close combat weapon cannot normally fire at a range.&lt;br /&gt;
&lt;br /&gt;
Equipping Spells:(see page XX for more rules on spells) A hand(or multiple hands) equipped with a spell can cast all available spells requiring that number of hands. Each spell does not have to be equipped separately; if a model can cast a 2-handed healing spell, it can also cast a pair of 1-handed flame blasts from its hands that same turn.&lt;br /&gt;
&lt;br /&gt;
Staves: Magical staves are frequently used by wizards(see page XX) as a focus for their powers, or as a source of additional powers. If a spell is equipped in a hand, a single staff may be also equipped in that hand. A 2-handed staff, of course, requires two hands be equipped with spells(or both with a single spell) to use.&lt;br /&gt;
&lt;br /&gt;
A shooting weapon, when equipped, fires the number of shots allowed it(see page XX) each time it has an opportunity to fire. If a spell is equipped, the model equipping it may fire any number of spell shooting weapons each time it has an opportunity to fire, as long as it has enough Power Dice.&lt;br /&gt;
&lt;br /&gt;
Once each (player) turn ends, each model may switch to being equipped with other things. Items that do not require hands to use, such as armor and rings, are always automatically equipped.&lt;br /&gt;
&lt;br /&gt;
The shooting process can be summarised in five steps, as described below. Each step is explained in greater detail later in this section. Once you&#039;ve completed this shooting sequence with one of your units, select another and repeat the sequence.&lt;br /&gt;
&lt;br /&gt;
Once you have completed steps 1 to 5 for each unit in your army that you wish to make a shooting attack, carry on to the Close Combat phase.&lt;br /&gt;
&lt;br /&gt;
====Nominate a Unit to Shoot====&lt;br /&gt;
&lt;br /&gt;
During the Shooting phase,a unit containing models equipped(see above) with ranged weapons can be nominated to make shooting attacks.&lt;br /&gt;
&lt;br /&gt;
Who can Shoot?:&lt;br /&gt;
&lt;br /&gt;
Certain situations prevent a model from firing. The most common are:&lt;br /&gt;
&lt;br /&gt;
*Their unit is locked in close combat with the foe.&lt;br /&gt;
&lt;br /&gt;
*Their unit is marching (see below).&lt;br /&gt;
&lt;br /&gt;
*Their unit is pinned down (see below).&lt;br /&gt;
&lt;br /&gt;
*Their weapon does not allow them to fire at this time.&lt;br /&gt;
&lt;br /&gt;
*Its unit has already fired this phase.&lt;br /&gt;
&lt;br /&gt;
*They have already decided not to use their ranged weapons this turn, in favor of something else (see &amp;quot;Equipped Items&amp;quot; above)&lt;br /&gt;
&lt;br /&gt;
This is not a comprehensive list. Other game rules or special rules can sometimes affect a unit&#039;s ability to shoot - this is explained thoroughly when it occurs.&lt;br /&gt;
&lt;br /&gt;
====Choose a Target====&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the unit that you want to shoot with, choose a target for them to shoot at. To do so, you must check the range and line of sight from your unit to the enemy unit you are targeting. Note that you may check the range and line of sight to multiple enemy units before deciding which one to shoot at and declaring it to your opponent.&lt;br /&gt;
&lt;br /&gt;
Line of Sight:&lt;br /&gt;
To target an enemy unit, at least one model must have line of sight (see page X) to at least one model in the target unit. If no models have line of sight, then a different target must be chosen.&lt;br /&gt;
&lt;br /&gt;
Check Range:&lt;br /&gt;
All weapons have a maximum range which is the furthest distance they can shoot. At least one weapon must be in range of the target unit. If no weapons are in range, then a different target must be chosen. When checking range, simply measure from each firer to the nearest visible model in the target unit. Any model that is found to be out of range of all visible enemy models in the target unit doesn&#039;t shoot - his shots would not be not accurate enough to hit anything.&lt;br /&gt;
&lt;br /&gt;
Which Models can Fire?:&lt;br /&gt;
Any model that is found to be in range of at least one visible enemy model in the target unit can fire. All models in the unit must shoot at the same target unit. If a model cannot shoot at the same target as the other models in its unit, for any reason, then it cannot shoot at all in that phase. A player can choose not to fire with certain models if he prefers (as some models may have One Use Only weapons, for example). This must be declared before rolling To Hit, as all of the models in the unit fire at the same time regardless of whether. or not all of the dice are rolled together.&lt;br /&gt;
&lt;br /&gt;
====Roll to Hit====&lt;br /&gt;
&lt;br /&gt;
To determine if the firing model has hit its target, roll a D6 for each shot that is in range. Most models only get to fire one shot, however, some weapons are capable of firing more than once as we&#039;ll explain in more detail later. The dice roll needed To Hit will depend on how accurate the firers are, as shown by their Ballistic Skill (or BS). (See the table below)&lt;br /&gt;
&lt;br /&gt;
To Hit rolls are easy to remember if you just subtract the Ballistic Skill of the firing model from 7. This will give you the number you need; e.g. a model with BS 2 needs to roll a 5 or more (7-2=5).&lt;br /&gt;
&lt;br /&gt;
Note that the minimum roll needed To Hit is always at least 2. When rolling To Hit, there is no such thing as an automatic hit.  A roll of a 1 always misses (or, at the very least will need re-rolling - see below). If several weapons have different Strengths, special rules or AP values, use different coloured dice or roll them separately.&lt;br /&gt;
&lt;br /&gt;
Heavy Weapons:&lt;br /&gt;
Whether a model has moved or not can make a big difference to its ability to fire. Some weapons are so heavy, or take so long to load, aim or fire, that they can only be used effectively if their firer halts completely to brace himself or set up on the ground. This is explained in more detail in the Weapons section (pg XX). The most important thing to remember is that the effect movement has on shooting is applied on a model-by-model basis.&lt;br /&gt;
&lt;br /&gt;
Ballistic Skill of 6 or better:&lt;br /&gt;
Very rarely, a model may have a Ballistic Skill of 6 or even more If a model has BS 6 or higher, it gains a re-roll whenever it rolls a 1 To hit with ranged attacks. The second roll usually has a lower chance of hitting, and the number needed is given in the chart below in italics after the slash. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! align=center colspan=11 |To Hit Chart&lt;br /&gt;
|- &lt;br /&gt;
! &#039;&#039;&#039;Ballistic Skill&#039;&#039;&#039; || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Roll Required&#039;&#039;&#039; || 6+ || 5+ || 4+ || 3+ || 2+ || 2+/6+ || 2+/5+ || 2+/4+ || 2+/3+ || 2+/2+ &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rolls to Wound====&lt;br /&gt;
&lt;br /&gt;
Hitting your target is not always enough to put it out of action. The arrow might result in nothing more than a superficial graze or flesh wound.&lt;br /&gt;
&lt;br /&gt;
To determine whether a hit causes a telling amount of damage, compare the weapon&#039;s Strength characteristic with the target&#039;s Toughness characteristic using the To Wound chart. The number indicated is the minimum result on a D6 needed to convert the hit into a wound. A value of &#039;-&#039; indicates that the target cannot be wounded by the Attack. Note that the minimum roll needed To &#039;Wound is always at least 2. When rolling To wound, there is no such thing as an automatic wound and a roll of a 1 always fails.&lt;br /&gt;
&lt;br /&gt;
Each weapon has its own Strength value, which is given in its profile or in the description of the weapon.&lt;br /&gt;
(Your Strength is on the left column, Enemy Toughness is on the top row)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! align=center colspan=11 |To Wound Chart&lt;br /&gt;
|- &lt;br /&gt;
!  || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Remember to differentiated weapons with different rules that may have hit the enemy.&lt;br /&gt;
&lt;br /&gt;
Multiple Toughness Values:&lt;br /&gt;
Quite rarely, a unit will contain models with differing Toughness characteristics. When this occurs, roll To Wound using the Toughness characteristic that is in the majority in the target unit. If two or more Toughness values are tied for majority, use the highest of these tied values.&lt;br /&gt;
&lt;br /&gt;
The Wound Pool:&lt;br /&gt;
Finally, total up the number of wounds you have caused. Keep the dice that have scored Wounds and create a &#039;pool&#039;, where each dice represents a wound. If there are wounds with different Strengths, AP values or special rules, keep them separated into groups of wounds in the pool. If all the wounds are the same, the wound pool will consist of only one group.&lt;br /&gt;
&lt;br /&gt;
====Allocating Wounds and Removing Casualties====&lt;br /&gt;
&lt;br /&gt;
To determine how many casualties are caused, you will need to allocate the wounds caused and resolve any saving throws the target is allowed.&lt;br /&gt;
&lt;br /&gt;
Allocate Wounds:&lt;br /&gt;
Your opponent must choose which models in his unit the wounds will be allocated to. He must assign wounds to each model, until a wound has been assigned to every model in the unit, before additional wounds are assigned. He must then proceed to assign the additional wounds, one per model, until one has been assigned to every model, and so on and so forth. Remember when allocating wounds to differentiate wounds from weapons with different rules.&lt;br /&gt;
&lt;br /&gt;
Take Saving Throws:&lt;br /&gt;
The target unit gets to make one saving throw, if it has one (see below), for each wound being resolved. Make a note of how many unsaved wounds have been caused. Saves are taken for each model in the unit, individually. Whenever any number of models share the exact same profile and rules, roll for the saves of all those models at once.&lt;br /&gt;
&lt;br /&gt;
Assign Unsaved Wounds: Unsaved wounds are assigned to models, or groups of models with the same profile, one for each failed saving throw. The opponent who failed the saves chooses the order in which the wounds are assigned. In the case of multi-wound models that are not characters, if wounds are assigned to such a model, wounds from other non-character models with the same number of starting wounds in the unit must continue to be assigned to such a model in manner where as many models are slain as possible(continuing until all unsaved wounds have been assigned). This must be done even if the profiles of those models differ. Those wounds thus stacked on one model count as being resolved then and there.&lt;br /&gt;
&lt;br /&gt;
The wound pool is empty when there are no wounds left to roll for, save or put on models, or there are no models left in the unit.&lt;br /&gt;
&lt;br /&gt;
Emptied Wound Pool:&lt;br /&gt;
When the Wound pool is empty, the shooting attack has been completely resolved. You can begin your next shooting attack, or proceed to the Assault phase.&lt;br /&gt;
&lt;br /&gt;
Out of Range:&lt;br /&gt;
&lt;br /&gt;
As long as a model was in range of the enemy when To Hit rolls were made, he is considered to be in range for the duration of the Shooting attack, even if the removal of casualties means that the closest model now lies out of range.&lt;br /&gt;
&lt;br /&gt;
Instant Death:&lt;br /&gt;
&lt;br /&gt;
Even though a creature might be able to withstand multiple grievous wounds, there are plenty of weapons and powers across Tamriel that are powerful enough to destroy it instantly and utterly. If a model suffers an unsaved Wound from an Attack that has a Strength value of double its Toughness value or greater (after modifiers), it is reduced to 0 Wounds and slain.&lt;br /&gt;
&lt;br /&gt;
=====Types of Saving Throws=====&lt;br /&gt;
&lt;br /&gt;
Few warriors take to the battlefield without some form of protection, whether it is a suit of armour or a magical talisman. Furthermore, the battlefield itself can also offer protection. All these forms of protection are represented by saving throws (sometimes called saves), as we&#039;ll now discuss.&lt;br /&gt;
&lt;br /&gt;
Armour Saves:&lt;br /&gt;
&lt;br /&gt;
Most troops wear some sort of protective clothing or armour, even if it&#039;s only a helm! Some creatures may have a form of natural protection, such as a chitinous exoskeletons or thick bony plates. If a model has an Armour Save characteristic of 6+, it is allowed a further dice roll, to see if the armour prevents the wound. This is called an armour saving throw, or armour save, for short.&lt;br /&gt;
&lt;br /&gt;
To take an armour save, roll a D6 and compare the results to the Armour Save characteristic of the model that has been allocated the wound.&lt;br /&gt;
&lt;br /&gt;
*If the dice result is equal to or higher than the model&#039;s Armour Save characteristic, the wound is stopped.&lt;br /&gt;
&lt;br /&gt;
*If the result is lower than the Armour Save value, the armour fails to protect its wearer and it suffers a wound. &lt;br /&gt;
&lt;br /&gt;
This means that, unlike other characteristics, an Armour Save is better if it is a lower number.&lt;br /&gt;
&lt;br /&gt;
Armor Piercing Weapons:&lt;br /&gt;
&lt;br /&gt;
Some powerful weapons are quite capable of tearing through or shattering even the thickest armour. This is shown by a weapon having an Armour Piercing characteristic, usually referred to as AP.&lt;br /&gt;
&lt;br /&gt;
Many weapons have an Armour Piercing value. A weapon&#039;s AP rating is &#039;&#039;&#039;subtracted&#039;&#039;&#039; from the armor saving throw of an enemy that it wounds. A weapon shown as &#039;AP 0&#039;, or without a stated AP, has no Armour Piercing value and will never lower a target&#039;s Armour Save.&lt;br /&gt;
&lt;br /&gt;
Example: A weapon of AP2 hits a warrior with a 3+ armor save. He may make an armor save, but he must make the save on a 5+.&lt;br /&gt;
&lt;br /&gt;
If a multiple AP values are granted to a single attack from different sources, they stack.&lt;br /&gt;
&lt;br /&gt;
Ward Saves:&lt;br /&gt;
&lt;br /&gt;
Some warriors are protected by more than mere physical armour. They may be shielded by divine blessings, enveloped in mystical energies or have a metabolism that can shrug off hits that would slay a giant. Models with wargear or abilities like these are allowed a ward saving throw.&lt;br /&gt;
&lt;br /&gt;
Ward saves are different to armour saves because they may always be taken at full effectiveness whenever the model suffers a Wound - the Armour Piercing value of attacking weapon has no effect. Even if a wound ignores all armour saves, an ward saving throw can still be taken.&lt;br /&gt;
&lt;br /&gt;
Cover Saves:&lt;br /&gt;
&lt;br /&gt;
Often, you&#039;ll find enemy models are partially hidden or obscured by terrain, also known as being in cover. Cover shields soldiers against flying arrows and fiery blasts, enabling them to get their heads down or crawl amongst the boulders and (hopefully) avoid harm. Where this is the case, the model will be entitled to a cover save. Cover saving throws are not affected by the AP value of an attacking weapon, so units in cover get a specific saving throw regardless of what&#039;s firing at them. Cover saves only apply against shooting attacks, unless stated otherwise in a special rule.&lt;br /&gt;
&lt;br /&gt;
Determining Cover Saves:&lt;br /&gt;
&lt;br /&gt;
A model is considered to be &amp;quot;obscured&amp;quot; if at least 50% of it is out of sight of at least 50% of the firing models. If at least 50% of the models in a unit are obscured from the firing unit, that unit will get a cover save. &lt;br /&gt;
&lt;br /&gt;
Types of Cover Saves:&lt;br /&gt;
&lt;br /&gt;
The type of cover save a model receives depends on exactly what he is sheltering behind. For example, a soft obstacle (like tall grass) that would hide soldiers behind it, but would not slow an arrow, confers a 5+ cover save. Purpose-built fortifications, such as castle ramparts, confer a 3+ cover save, and most other things confer a 4+ cover save. Before deploying their armies, it is a very good idea for players to go through all the terrain pieces on the battlefield quickly and agree what kind of cover each will offer.&lt;br /&gt;
&lt;br /&gt;
In most cases, terrain will offer a 4+ Cover save.&lt;br /&gt;
&lt;br /&gt;
Go to Ground:&lt;br /&gt;
&lt;br /&gt;
If warriors find shots raining down on them, they may decide to keep their heads down to try to stay alive a little longer while they wait for reinforcements. After the enemy has rolled To Hit and To Wound against any of your units, but before any saves are made for wounds allocated, you can declare that the unit is Going to Ground. To represent this, place a suitable marker next to the unit as a reminder.&lt;br /&gt;
&lt;br /&gt;
*Models in a unit that has gone to ground immediately receive +1 to their cover saving throws.&lt;br /&gt;
&lt;br /&gt;
*Models that are not currently in a position that would give them a cover save can still Go to Ground by diving into the mud (or some other evasion technique) and receive a 6+ cover save. &lt;br /&gt;
&lt;br /&gt;
A unit that has gone to ground cannot move, shoot, march or charge. At the end of its following turn, the unit returns to normal, the marker is removed and the unit is free to act as normal from then on.&lt;br /&gt;
&lt;br /&gt;
Whilst it has gone to ground, a unit reacts normally if affected by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example they have to Fall Back, it returns to normal immediately - remove the marker. If assaulted, the unit will fight as usual, but because they are not set to receive the enemy charge, the unit cannot Stand and Shoot or Counter-Attack if it is able to do so.&lt;br /&gt;
&lt;br /&gt;
Intervening Models:&lt;br /&gt;
&lt;br /&gt;
If a target is partially hidden from the firer&#039;s view by models from a third unit models not from the firer&#039;s unit, or from the target unit, it receives a 4+ cover save in the same way as if it was behind terrain. Similarly, if a model fires through the gaps between models in an intervening unit, the target is in cover, even if it is completely visible to the firer.&lt;br /&gt;
&lt;br /&gt;
Note that this does not apply if the shots go over the unit rather than through it.&lt;br /&gt;
&lt;br /&gt;
This does not mean that intervening models literally stop the shots, but rather that they obscure the target and spoil the firer&#039;s aim. A successful cover save in this case might mean that the firer has not shot at all, missing the fleeting moment when his eye was trained on the target. This is because, in the case of intervening friends, the firer would be afraid of hitting his comrades, while in the case of intervening enemies, the firer is distracted by the more immediate threat.&lt;br /&gt;
&lt;br /&gt;
Scenic rocks and other decorative elements that players might have placed on the bases of their models are always ignored from the point of view of determining cover. You cannot take your cover with you!&lt;br /&gt;
&lt;br /&gt;
Note the exception that, in the same way as they can trace line of sight through members of their own unit, models can always shoot through members of their own unit without conferring or receiving a cover save.&lt;br /&gt;
&lt;br /&gt;
Models with More than one Save:&lt;br /&gt;
Sometimes, a model will have a normal armour save and a separate ward save. As if this wasn&#039;t enough, the model might be in cover as well. In these cases,a model only ever gets to make one saving throw, but it may choose which one it makes. If a model can benefit from different types of cover, for example, being behind tall grass (5+ cover save) and a barricade (4+), the model uses the best cover save available (in this case 4+).&lt;br /&gt;
&lt;br /&gt;
Maximum Save: &lt;br /&gt;
Some models may have a save of 1+ or better, especially after potentially recieving benefits from certain abilities. However, no saving throw (armour, cover or invulnerable) will ever succeed on a roll of 1. Regardless of what is giving the model its save, a roll of 1 always fails.&lt;br /&gt;
&lt;br /&gt;
====Marching====&lt;br /&gt;
&lt;br /&gt;
At times, warriors may choose to move at the double, pressing forwards even in the face of death. In their Shooting phase, units may choose to make a March move instead of firing. An Infantry unit may makes its March move up to 3&amp;quot;. This move follows the normal rules for coherency, and the unit&#039;s normal rules for movement style. Units that Fight in Ranks must always march straight forward.&lt;br /&gt;
&lt;br /&gt;
Difficult terrain tests must still be taken, but rolling 2d3 and picking the highest. Models marching through dangerous terrain must test as normal (see page XX). Units that March in the Shooting phase cannot charge in the following Close Combat phase.&lt;br /&gt;
&lt;br /&gt;
If a unit attempts to March while within 9&amp;quot; of an enemy unit, it must pass a Leadership test to do so.&lt;br /&gt;
&lt;br /&gt;
===THE CLOSE COMBAT PHASE===&lt;br /&gt;
&lt;br /&gt;
Each player&#039;s close combat phase consists of several sub-phases, to be resolved in a specific order.&lt;br /&gt;
&lt;br /&gt;
====Charge Sub-phase====&lt;br /&gt;
&lt;br /&gt;
It&#039;s time for your warriors to hurl themselves into close combat and carry the day through bitter melee. To resolve a charge, use the following procedure:&lt;br /&gt;
&lt;br /&gt;
Declare a Charge:&lt;br /&gt;
&lt;br /&gt;
Choose a unit in your army that is declaring a charge and nominate the enemy unit(s) it is attempting to charge. A unit can never declare a charge against a unit that it cannot reach, nor can it declare a charge against a unit that it cannot see. This means that a charge can usually only be declared on a unit up to 12&amp;quot; away (the maximum charge range for most models, as we&#039;ll discover later). Some units are disallowed from charging. Common reasons a unit is not allowed to declare a charge include:&lt;br /&gt;
&lt;br /&gt;
*The unit is already locked in close combat (see page XX).&lt;br /&gt;
&lt;br /&gt;
*The unit marched this turn (see page XX).&lt;br /&gt;
    &lt;br /&gt;
*The unit has gone to ground (see page XX).&lt;br /&gt;
&lt;br /&gt;
*The unit fired a weapon or used an ability that cannot be used the turn it charges(see page XX)&lt;br /&gt;
&lt;br /&gt;
*The unit is falling back (see page XX). &lt;br /&gt;
&lt;br /&gt;
The target enemy unit, if it is not already locked in combat or falling back, must choose its charge reaction. It may choose to either to flee or to hold. If it chooses to flee, it immediately falls back d6&amp;quot;. It may still be charged. If it chooses to hold, it absorbs the charge, and may take a Leadership test to Stand and Shoot if it has the Fight in Ranks formation(see page XX).&lt;br /&gt;
&lt;br /&gt;
In addition to the above, a unit that fired in the shooting phase can only charge the unit that it targeted its shots at during that turn&#039;s Shooting phase.&lt;br /&gt;
&lt;br /&gt;
Rolling for Charge Range:&lt;br /&gt;
&lt;br /&gt;
Roll 2D6. This is your charge range - the number of inches your assaulting unit can charge. This total is important, so remember it. If a unit has models that roll differently for their charge range, the whole unit must charge at the speed of the slowest model.&lt;br /&gt;
&lt;br /&gt;
Charge Move:&lt;br /&gt;
&lt;br /&gt;
The charging unit now moves into close combat with the unit(s) it has declared a charge against - this is called a charge move.&lt;br /&gt;
&lt;br /&gt;
Moving Charging Models:&lt;br /&gt;
&lt;br /&gt;
Charging units must attempt to engage as many opposing models in the enemy unit as possible with as many of their models as possible - no holding back or trying to avoid terrain!&lt;br /&gt;
&lt;br /&gt;
All of the models in a charging unit make their charge move - up to the 2D6 distance you rolled earlier - following the same rules as in the Movement phase, with the exception that they can be moved within 1&amp;quot; of enemy models. Charging models still cannot move through friendly or enemy models, cannot pass through gaps narrower than their base, and cannot move into base contact with enemy models from a unit they are not charging.&lt;br /&gt;
&lt;br /&gt;
If the charging unit can make the charge, move it on the fastest possible route, wheeling or pivoting if necessary(if it has Fight in Ranks), into base contact with the enemy unit. Each model should attempt to get into base contact with an enemy model, 1 for 1. If a model&#039;s base is larger than an enemy model&#039;s, it should attempt 2 for 1, 3 for 1, or however much larger is necessary. &lt;br /&gt;
&lt;br /&gt;
With units that Fight in Ranks, the models should go as far as they can to get as many of the enemy&#039;s front rank in base contact with theirs as possible. Charges against ranks are always against the 90 degree arc of that unit that the majority of the charging unit is inside of. Excess ranks stand out on the side closer to the side from which the charge came, or on both sides if no wheel or pivot greater than the width of any charging model&#039;s base was required to make the charge. Units hanging out over on the edges never wrap around ranks. Charging models in ranks stay in their ranks.&lt;br /&gt;
&lt;br /&gt;
With skirmishers and hordes, an initial charger is chosen, the closest model to the enemy, who engages the closest model along the fastest possible route, within the arc of the enemy&#039;s ranks(if applicable) that is being charged.&lt;br /&gt;
After moving the first model in the unit, you can move the others in any sequence you desire, providing you abide by the following conditions, moving along the shortest possible route:&lt;br /&gt;
&lt;br /&gt;
*A charging model must end its charge move in unit coherency with another model in its own unit that has already moved&lt;br /&gt;
&lt;br /&gt;
*If possible, a charging model must move into base contact with an enemy model within reach(and arc, if applicable) that is not already in base contact with another charging model. &lt;br /&gt;
&lt;br /&gt;
*If there are no such enemy models in reach, the model must begin to form a rank behind or to the side of a friendly model in reach that is in base contact.&lt;br /&gt;
&lt;br /&gt;
*If a charging model cannot reach any enemy or friendly models, it must simply stay in coherency. If you follow this sequence, you will end up with all the models in the charging unit in unit coherency, having engaged as many enemy models as possible with as many charging models as possible.&lt;br /&gt;
&lt;br /&gt;
Multiple Charges:&lt;br /&gt;
&lt;br /&gt;
If a unit attempts to charge multiple units, it must roll enough distance to reach those units in order to successfully charge. Once the charge is resolved, however, if no models actually reach one of those units due to the charge rules, the unit that was not charged does not fight in that combat unless it was already in it, and is not locked in combat, unless it would have been already.&lt;br /&gt;
&lt;br /&gt;
Charging Through Difficult Terrain:&lt;br /&gt;
&lt;br /&gt;
If, when charging, one or more models have to move through difficult terrain, the unit must make a Difficult Terrain test (see page XX). However, to represent the uneven pace of a charge, the unit rolls 3D6, rather than 2D6, and uses the two lowest results as its charge range. Warriors who charge through difficult terrain may be easily ambushed. To represent this, if one or more models charge a unit with the Skirmish formation through difficult terrain, that unit may attempt to Counter-Attack(see page XX).&lt;br /&gt;
&lt;br /&gt;
Remember that charging models must engage as many enemies in the target unit as possible.&lt;br /&gt;
&lt;br /&gt;
Charging through Dangerous Terrain:&lt;br /&gt;
&lt;br /&gt;
If, when charging any model in a charging unit goes through dangerous terrain, that model must immediately take a Dangerous Terrain test (see page XX).&lt;br /&gt;
&lt;br /&gt;
Failed Charge:&lt;br /&gt;
&lt;br /&gt;
If the initial charger(or the entire unit, in the case of a unit with Fight in Ranks) is found to be further than its charge range from the unit(s) that it has declared the charge against, the charge fails and no models are moved.&lt;br /&gt;
&lt;br /&gt;
Declare Next Charge:&lt;br /&gt;
&lt;br /&gt;
Once all the models in a charging unit have moved, the player can choose another unit(that has not yet declared a charge) and declare another charge if he wishes.&lt;br /&gt;
&lt;br /&gt;
Ending the Charge Sub-Phase:&lt;br /&gt;
&lt;br /&gt;
Once you have launched all of the charges you wish to, the Charge sub-phase is ended. Move on to the Fight sub-phase.&lt;br /&gt;
&lt;br /&gt;
====Fighting Sub-phase====&lt;br /&gt;
&lt;br /&gt;
With all the charges carried out, it&#039;s time to strike blows! How effective creatures are in close combat depends almost entirely on their physical characteristics - how fast, strong, tough and ferocious they are. In close combat, armour remains useful for warding off your enemies&#039; attacks, but ranged weapons become a secondary consideration - the best bow in the land won&#039;t save you if your opponent is bashing your brains out with a rock!&lt;br /&gt;
&lt;br /&gt;
Choose a Combat:&lt;br /&gt;
&lt;br /&gt;
There may be several separate melees being fought at the same time in different parts of the battlefield. If this is the case, the player whose turn it is chooses the order to resolve the combats, completing each combat before moving on to the next one, and so on until all combats are resolved.&lt;br /&gt;
&lt;br /&gt;
Fight Close Combat:&lt;br /&gt;
&lt;br /&gt;
In close combat, both players&#039; models fight. Attacks in close combat work like shots in shooting - each Attack that hits has a chance to wound. The wounded model gets a chance to save, and if it fails, is (generally) removed as a casualty. How many blows are struck and who strikes first is detailed later.&lt;br /&gt;
&lt;br /&gt;
Initiative Steps:&lt;br /&gt;
&lt;br /&gt;
In close combat, slow, lumbering opponents can often be dispatched quickly by faster and more agile foes. However, many ponderous opponents are tough enough to withstand a vicious pummelling and keep coming back for more. To represent this, a model&#039;s Initiative determines when he attacks in close combat. Work your way through the Initiative values of the models engaged in the combat, starting with the highest and ending with the lowest. This means that each combat will have ten Initiative steps, starting at Initiative 10 and working down to Initiative 1. You&#039;ll rarely have models fighting at all of the Initiative steps, so just skip any that don&#039;t apply.&lt;br /&gt;
&lt;br /&gt;
Start of Initiative Step Pile-In:&lt;br /&gt;
&lt;br /&gt;
At the start of each Initiative step, any model whose Initiative is equal to the value of the current Initiative step, that isn&#039;t already as close to the front of its rank as possible(or in the case of Skirmish and Horde models, as close as possible to being in base contact with the enemy or with a friendly model that is in base contact with the enemy), must make a Pile In move. A Pile In move is a 3&amp;quot; move that is performed in the following order:&lt;br /&gt;
&lt;br /&gt;
*First, any models Pile In if this will bring them to the front of their rank.&lt;br /&gt;
&lt;br /&gt;
*Second, any models in Skirmish or Horde formation Pile In if this will bring them to base contact with an unengaged enemy&lt;br /&gt;
&lt;br /&gt;
*Third, any models in Skirmish or Horde formation Pile In if this will bring them into base contact with a friendly model in base contact with an enemy&lt;br /&gt;
&lt;br /&gt;
*Any ranks that are missing in the center of a unit that Fights in Rank, so as to put them out of coherency, are filled by moving the least number of models to do so, along the shortest possible route, to fill in the missing ranks until the unit is in coherency.&lt;br /&gt;
&lt;br /&gt;
*Any remaining models in Skirmish or Horde formation that are not in base contact with one or more enemy or friendly models and have yet to Pile In must now do so, and must attempt to get as close as possible to the combat, while remaining in coherency&lt;br /&gt;
&lt;br /&gt;
These moves follow the same rules as moving charging models, except that they are not slowed by difficult terrain (though it may still trigger Dangerous Terrain tests). Also, a Pile In move cannot be used to contact units that are not already involved in the assault.&lt;br /&gt;
&lt;br /&gt;
When making Pile In moves, the player whose turn it is moves his unit(s) first. If both players&#039; Pile In moves combined would be insufficient to bring any combatants back together (that&#039;s more than 6&amp;quot; - very unlikely!), the assault comes to an end. All remaining Initiative steps are lost - work out the assault result as described on page XX.&lt;br /&gt;
&lt;br /&gt;
Who can Fight?:&lt;br /&gt;
&lt;br /&gt;
Units that have one or more models in base contact with enemies are locked in combat. While a unit is locked in combat, it may only make Pile In moves and cannot otherwise move or shoot. At the start of each Initiative step, you must work out whether or not a model locked in combat is also engaged, as described below.&lt;br /&gt;
&lt;br /&gt;
A model is engaged in combat, and must fight if:&lt;br /&gt;
&lt;br /&gt;
*The model was in base contact with one or more enemy models at the start of the Fighting Sub-Phase.&lt;br /&gt;
&lt;br /&gt;
*The model was in base contact with a friendly model in base contact with one or more enemy models in the same combat at the start of the Fighting Sub-Phase.&lt;br /&gt;
&lt;br /&gt;
*At the start of its initiative step, after piling in, the model became in base contact with one or more enemy models, or in base contact with one or more friendly models in base contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
Models make their attacks when their Initiative step is reached, assuming they haven&#039;t already been killed by a model with a higher Initiative! If both sides have models with the same Initiative, their attacks are made simultaneously. &lt;br /&gt;
&lt;br /&gt;
Note that certain situations, abilities and weapons can modify a model&#039;s Initiative. If a model makes two separate groups of attacks during different Initiative steps, he only piles in during the first, unless he is not engaged in combat during the second.&lt;br /&gt;
&lt;br /&gt;
Unengaged Models:&lt;br /&gt;
&lt;br /&gt;
Unengaged models cannot attack in close combat - they&#039;re too far from the crush of battle.&lt;br /&gt;
&lt;br /&gt;
Number of Attacks:&lt;br /&gt;
&lt;br /&gt;
When their Initiative step is reached, models with that Initiative who are still alive and able to attack, must attack.&lt;br /&gt;
&lt;br /&gt;
Each engaged model makes a number of Attacks (A) as indicated on its characteristics profile, plus the following bonus Attacks:&lt;br /&gt;
&lt;br /&gt;
*+1 Charge Bonus: Engaged models that charged or counter-attacked this turn get + 1 Attack this turn.&lt;br /&gt;
&lt;br /&gt;
*+1 Dual Wielding: Engaged models equipped with two melee weapons of the same base type(Hand Weapons, Spears etc.) get + 1 Attack. Models with more than two weapons gain no additional benefit; you only get one extra Attack, even if you have four arms and a sword in each.&lt;br /&gt;
    &lt;br /&gt;
*Other bonuses: Models may have other special rules and wargear that confer extra Attacks. &lt;br /&gt;
&lt;br /&gt;
Which Weapons can be Used?:&lt;br /&gt;
&lt;br /&gt;
A model may use any weapons equipped(see page XX) in its hands in close combat. If the weapon is a ranged weapon, or does not grant any sort of special bonus to close combat, that weapon grants no bonus in close combat. If attacked with, it counts as attacking with a single, generic close combat weapon(never gaining the bonus for wielding two or more weapons). If multiple close combat weapons with different profiles are equipped, the model may split his attacks between them as he sees fit, or make all his attacks with one or the other, while still gaining the bonus for multiple weapons. A staff counts as a spell, not a close combat weapon, unless stated otherwise.&lt;br /&gt;
&lt;br /&gt;
Rolling to Hit:&lt;br /&gt;
&lt;br /&gt;
To determine whether hits are scored, roll a D6 for each Attack a model gets to make and compare the WS of the attacking model with the WS of the target unit. Remember to differentiate between weapons and models with different profiles when necessary.&lt;br /&gt;
&lt;br /&gt;
Then, consult the To Hit chart on this page to find the minimum result needed on a D6 To Hit. (Your Weaponskill is on the left column, Enemy Weaponskill is on the top row)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! align=center colspan=11 |To Hit Chart&lt;br /&gt;
|- &lt;br /&gt;
!  || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 4+ || 4+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 3+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ || 5+ || 5+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 5+ || 5+ || 5+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ || 5+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 3+ || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Units with Different Weapon Skills:&lt;br /&gt;
&lt;br /&gt;
A few units contain models with different Weapon Skills. Whilst each model in such a unit rolls To Hit using its own Weapon Skill, Attacks made against such a unit are resolved using the Weapon Skill of the majority of the engaged enemy models. If two or more Weapon Skill values are tied for majority, use the highest of those tied values.&lt;br /&gt;
&lt;br /&gt;
Rolling to Wound:&lt;br /&gt;
&lt;br /&gt;
Not all of the Attacks that hit will harm the enemy - they may merely graze or inflict a flesh wound. As with shooting, once you have scored a hit with an Attack, you must roll a D6 for each successful hit to see if you cause a wound and damage your foe. Consult the chart below, cross-referencing the attacker&#039;s Strength(on the left) characteristic with the defender&#039;s Toughness(top). The chart indicates the minimum result on a D6 roll required to inflict a wound, and is just like the one in the Shooting phase section. A&#039;-&#039; indicates that the target cannot be Wounded by the Attack. In most cases,when rolling To Wound in close combat, you use the Strength on the attacker&#039;s profile regardless of what weapon he is using. There are some Melee weapons that give the attacker a Strength bonus, and this is explained later in the Weapons section (see page XX).&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! align=center colspan=11 |To Wound Chart&lt;br /&gt;
|- &lt;br /&gt;
!  || 1 || 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;1&#039;&#039;&#039; || 4+ || 5+ || 6+ || 6+ || - || - || - || - || - || - &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;2&#039;&#039;&#039; || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;3&#039;&#039;&#039; || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;4&#039;&#039;&#039; || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;5&#039;&#039;&#039; || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || - || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;6&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+ || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;7&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;8&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+ || 6+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;9&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;10&#039;&#039;&#039; || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 2+ || 3+ || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Remember to use different coloured dice or otherwise distinguish between the Wounds that have different special rules attached to them (like those inflicting Instant Death or those that reduce Armour Saves), as you would do in the Shooting phase.&lt;br /&gt;
&lt;br /&gt;
Multiple Toughness Values:&lt;br /&gt;
&lt;br /&gt;
Quite rarely, a unit will contain models that have different Toughness characteristics. When this occurs, roll To Wound using the Toughness value of the majority of the engaged foe.&lt;br /&gt;
&lt;br /&gt;
If two or more Toughness values are tied for majority, use the highest of those tied values.&lt;br /&gt;
&lt;br /&gt;
Allocating Wounds:&lt;br /&gt;
&lt;br /&gt;
After determining the number of wounds inflicted against a unit at a particular Initiative step, wounds are allocated, saves taken and casualties removed. Wounds are allocated and resolved just like in the Shooting phase. Saves may still be taken.&lt;br /&gt;
&lt;br /&gt;
Cover Saves:&lt;br /&gt;
&lt;br /&gt;
Models do not get cover saves against any Wounds suffered from close combat attacks, unless allowed to by a special rule, and for obvious reasons, cannot Go to Ground - there&#039;s nowhere to hide!&lt;br /&gt;
&lt;br /&gt;
Armour Saving Throws:&lt;br /&gt;
&lt;br /&gt;
Models can take armour saves to prevent Wounds caused in close combat - provided that their armour is good enough, of course! As in the Shooting phase, if the Wound is caused by a weapon with an AP, subtract the AP from the armor save score (see page XX).&lt;br /&gt;
&lt;br /&gt;
Ward Saves:&lt;br /&gt;
&lt;br /&gt;
An invulnerable save can chosen to be made instead of the armor save if it is available, as normal. It can even be made if a model is not permitted to take an armour save (because the AP of the Attack negates it or the rules for a weapon or Attack states that no armour save is allowed).&lt;br /&gt;
&lt;br /&gt;
Dead Before Striking:&lt;br /&gt;
&lt;br /&gt;
If a model becomes a casualty before its Initiative step, it cannot strike back. When striking blows simultaneously, you may find it more convenient to resolve one side&#039;s Attacks and simply turn the dead models around to remind you that they have yet to attack back.&lt;br /&gt;
&lt;br /&gt;
Note on Saving Throws:&lt;br /&gt;
&lt;br /&gt;
A model &#039;&#039;must&#039;&#039; make a Saving Throw if one is available; the controlling player chooses which one to use. And a Saving Throw which is reduced to automatic failure by an effect cannot be taken; another must be taken instead if such a save is available.&lt;br /&gt;
&lt;br /&gt;
Weapons that Cause Additional Effects to models Hit or Wounded:&lt;br /&gt;
&lt;br /&gt;
Some weapons and special rules cause additional effects to models they hit or wound. &lt;br /&gt;
&lt;br /&gt;
*If a weapon causes an effect on inflicting an unsaved wound, resolve that effect after saves are taken on the wounded model. &lt;br /&gt;
&lt;br /&gt;
*If the weapon causes an effect on wounding, regardless if it is saved or not, its effect is resolved on each unit that it rolled a wound on. After saves are taken, when wounds are allocated, the allocating player must, begin to mark a number of models(up to the amount of saved wounds from the weapon) as having the additional effect of the weapon inflicted upon them. Only models that could have been wounded by the weapon this round may be nominated.&lt;br /&gt;
&lt;br /&gt;
*If the weapon causes an effect on hitting, regardless of whether it wounds or not, its effect is resolved on each unit that it inflicted an unsaved wound on. After saves are taken, when wounds are allocated, the controlling player must, begin to mark a number of models(up to the amount of hits from the weapon that did not wound) as having the additional effect of the weapon inflicted upon them. Only models that could have been hit by the weapon this round may be nominated.&lt;br /&gt;
&lt;br /&gt;
Fight Next Initiative Step:&lt;br /&gt;
&lt;br /&gt;
Fight the next Initiative step as previously described until all of the Initiative steps have been completed (remember to skip Initiative steps which have no models in them).&lt;br /&gt;
&lt;br /&gt;
Determine Combat Results:&lt;br /&gt;
&lt;br /&gt;
Melees are usually decisive; one side or the other quickly gains the upper hand and forces their foe back. Good leadership can keep a side in the fight, but the casualties that each side inflicts are usually the most telling factor.&lt;br /&gt;
&lt;br /&gt;
To decide who has won the combat, factor in the following:&lt;br /&gt;
&lt;br /&gt;
*Total up the number of unsaved Wounds inflicted by each side onto their opponents. This includes all Wounds caused during the Fight sub-phase, whether from conventional Attacks or from other effects.&lt;br /&gt;
&lt;br /&gt;
*Add rank bonuses for models that Fight in Ranks(if applicable), and number bonuses for Hordes(if applicable)&lt;br /&gt;
&lt;br /&gt;
*Add 1 to the score of a side that has a Standard Bearer(see page XX)&lt;br /&gt;
&lt;br /&gt;
The side with the highest total is the winner. The losing unit must make a Morale check and Falls Back if it fails (see page XX). If both sides suffer the same score, the combat is drawn and continues next turn. Of course, if one side destroys the enemy completely, it wins automatically, even if it sustained more casualties!&lt;br /&gt;
&lt;br /&gt;
Note that wounds that have been negated by saving throws or special rules do not count towards determining who won the combat. Neither do wounds in excess of a model&#039;s wounds characteristic; only the Wounds actually suffered by enemy models count (including all of the Wounds lost by models that have suffered Instant Death - see page XX).&lt;br /&gt;
&lt;br /&gt;
In rare cases, certain models can cause wounds on themselves or their friends - obviously, these wounds are added to the other side&#039;s total for working out who has won.&lt;br /&gt;
&lt;br /&gt;
Check Morale:&lt;br /&gt;
&lt;br /&gt;
Units that lose a close combat must make a Morale check to hold their ground, with a penalty depending on how severe the defeat was (see page XX). Subtract the difference between the scores of the combat, the amount the losing side lost by, from the score.&lt;br /&gt;
&lt;br /&gt;
*If they pass, the unit fights on - the combat is effectively drawn and no further account is made of the unit&#039;s defeat.&lt;br /&gt;
&lt;br /&gt;
*If the unit fails, they abandon the fight and Fall Back. Morale checks and falling back are covered in the Morale section on page XX. &lt;br /&gt;
&lt;br /&gt;
Our Weapons Are Useless:&lt;br /&gt;
&lt;br /&gt;
If a unit is locked in combat with an enemy it cannot hurt, it can choose to automatically fail its Morale check for losing a combat. This can be a risky tactic, but sometimes worthwhile.&lt;br /&gt;
&lt;br /&gt;
Sweeping Advances:&lt;br /&gt;
&lt;br /&gt;
When a unit falls back from combat, the victors make a Sweeping Advance, attempting to cut down their fleeing foes.&lt;br /&gt;
&lt;br /&gt;
When a Sweeping Advance is performed, both the unit falling back and the winning unit roll a D6 and add their unmodified Initiative to the result. In a unit with mixed Initiative characteristics, use the highest - we can assume the quicker-witted individuals in the unit guide the others.&lt;br /&gt;
&lt;br /&gt;
The units then compare their totals.&lt;br /&gt;
&lt;br /&gt;
*If the winner&#039;s total (Initiative + dice roll) is equal to or greater than the foe&#039;s, the falling back unit is caught by the Sweeping Advance: If the winner’s Initiative test result beats that of the foe’s, the foe is destroyed! Every model in the unit is immediately removed as a casualty: they have been overrun, or else have surrendered and have been taken prisoner.&lt;br /&gt;
&lt;br /&gt;
*If the falling back unit&#039;s total is higher, they break off from the combat successfully.&lt;br /&gt;
&lt;br /&gt;
In either case, make a Fall Back move for the surivivng members of the losing unit (see page XX). The winners can then Consolidate as detailed below.&lt;br /&gt;
&lt;br /&gt;
Disallowed Sweeping Advances:&lt;br /&gt;
&lt;br /&gt;
If a victorious unit is still locked in combat with other units that are not falling back, it does not get a chance to execute a Sweeping Advance and the retreating enemy automatically makes their Fall Back move safely. Some troops, as detailed in their special rules, are not permitted to make Sweeping Advances - when a victorious unit contains one or more models that are not allowed to make a Sweeping Advance, the enemy always manage to disengage safely - there is no need to roll.&lt;br /&gt;
&lt;br /&gt;
End of Combat Pile-In:&lt;br /&gt;
&lt;br /&gt;
After the combat has been resolved, it can happen that some models from units that did not Fall Back are not in combat, or are out of coherency. These models must make a Pile In move, starting with the side whose turn it is. This is treated exactly like a start of Initiative step Pile In, as mentioned below.&lt;br /&gt;
&lt;br /&gt;
Consolidation:&lt;br /&gt;
&lt;br /&gt;
At the end of a combat, if a unit&#039;s opponents are all either destroyed or falling back, or at the end of combat Pile In was insufficient, so that the units are no longer locked in combat with each other, they may Consolidate. Consolidating models move up to 3&amp;quot; in any direction, as the sudden victory may leave the warriors raring to storm onwards or flat-footed and dumbfounded, according to the vagaries of fate.&lt;br /&gt;
&lt;br /&gt;
Units making a Consolidation move are not slowed by difficult terrain but do trigger Dangerous Terrain tests where appropriate. A Consolidation move may not be used to move into base contact with enemy models, as this can only be done with a charge move. Consolidating models must therefore stop 1&amp;quot; away from all enemy models, including any that might have just fallen back from the combat that the consolidating unit has fought in.&lt;br /&gt;
&lt;br /&gt;
Units that Fight In Ranks always Reform instead of performing a normal Consolidation move.&lt;br /&gt;
&lt;br /&gt;
Multiple Combats:&lt;br /&gt;
&lt;br /&gt;
Combats that involve more than two units are called multiple combats (see the diagram on page XX for an example). &lt;br /&gt;
&lt;br /&gt;
Fight Sub-Phase:&lt;br /&gt;
&lt;br /&gt;
Resolving the Fight sub-phase of a multiple combat is done just as it is for a combat between two units except for the following clarifications and adjustments:&lt;br /&gt;
&lt;br /&gt;
Directing Attacks:&lt;br /&gt;
&lt;br /&gt;
In multiple combats, during a model&#039;s Initiative step, the following extra rules apply:&lt;br /&gt;
&lt;br /&gt;
*A model that is in base contact, or engaged, with just one enemy unit when it comes to strike must attack that unit.&lt;br /&gt;
&lt;br /&gt;
*A model that is in base contact, or engaged, with more than one enemy unit when it strikes blows, can split its Attacks freely between those units. Declare how each model is splitting its Attacks immediately before rolling To Hit. &lt;br /&gt;
&lt;br /&gt;
Combat Results&lt;br /&gt;
&lt;br /&gt;
When determining assault results in a multiple combat, total up the number of wounds inflicted by all units on each side to see which side is the winner. Every unit on the losing side has to check their Morale (they all use the same penalty, as described in the Morale section on page XX).&lt;br /&gt;
&lt;br /&gt;
After all of the losing units have taken their Morale checks, each winning unit that is now free to make a Sweeping Advance rolls the dice and compares its total with the total of each of the falling back enemy units it was engaged with. Any that it equals or beats are destroyed. Remember that winning units can only Sweeping Advance if all of the units they were locked in combat with Fall Back or are wiped out in the fight.&lt;br /&gt;
&lt;br /&gt;
After determining assault results, all units that were involved in that multiple combat must make Pile In moves towards enemies that fought in that combat. If no models in a unit are in base contact with an enemy unit, and the combined Pile In moves of both sides are not enough for them to get back into base contact, then they can Consolidate instead.&lt;br /&gt;
&lt;br /&gt;
Locked in Close Combat:&lt;br /&gt;
&lt;br /&gt;
Models belonging to units locked in combat cannot fire weapons in the Shooting phase, they are too busy fighting the enemy in front of them. Nor can they move during the movement phase, or march. Units that are locked in close combat do not take Morale checks or Pinning tests caused by shooting and cannot Go to Ground; they are much too focused on the fighting!&lt;br /&gt;
&lt;br /&gt;
===MORALE===&lt;br /&gt;
&lt;br /&gt;
Your units have to check to see if their morale holds under certain circumstances. As you will have already gathered, particular events will require your units to take Morale checks, and a unit in particularly dire straits may be forced to take several in a single turn.&lt;br /&gt;
&lt;br /&gt;
Morale Checks:&lt;br /&gt;
&lt;br /&gt;
Morale represents the grit, determination, or (sometimes) plain stupidity of warriors in action. Morale checks are a specific kind of Leadership test.&lt;br /&gt;
&lt;br /&gt;
Like all other Leadership-based tests, Morale checks (also sometimes called Morale tests) are taken by rolling 2D6 and comparing the total to the unit&#039;s Leadership value.&lt;br /&gt;
&lt;br /&gt;
*If the result is equal to or less than the unit&#039;s Leadership value, the test is passed and the unit does not suffer any ill effects - their nerve has held.&lt;br /&gt;
&lt;br /&gt;
*If the result is higher than their Leadership, the test is failed and the unit will immediately be Pinned Down or Fall Back, as described later. &lt;br /&gt;
&lt;br /&gt;
Some units have special rules pertaining to Morale checks that are detailed in their Army Book. For example, some particularly fanatical units might be immune to the effects of morale. Some units always pass Morale checks, while a few others always pass all leadership tests. This is a subtle but important difference. For example, units that always pass Morale checks will still have to test to use Shouts(see page XX).&lt;br /&gt;
&lt;br /&gt;
Morale Check Modifiers:&lt;br /&gt;
&lt;br /&gt;
Certain circumstances can make Morale checks harder for a unit to pass. This is represented by applying leadership modifiers to Morale checks, which can modify the unit&#039;s Leadership value by -1,-2 or sometimes even more.&lt;br /&gt;
&lt;br /&gt;
Insane Heroism:&lt;br /&gt;
&lt;br /&gt;
Occasionally, warriors will refuse to retreat even when faced with impossible odds or particularly harrowing experiences. Sometimes you can push someone just too far! A roll of double 1 on the 2D6 always passes a Morale check, regardless of any modifiers.&lt;br /&gt;
&lt;br /&gt;
The most common reasons a unit must take a Morale check are as follows:&lt;br /&gt;
&lt;br /&gt;
*Pinning Test: Units suffering at least one unsaved wound from a shooting weapon in the shooting phase that has the Pinning special rule must immediately take a Morale check. If they fail, they become Pinned Down: they immediately Go to Ground, hiding themselves behind whatever they can find and covering themselves with their shields in fear.&lt;br /&gt;
&lt;br /&gt;
*A unit losing 25% or more of its current models during a single Shooting phase must take a Morale check at the end of that phase or immediately Fall Back.&lt;br /&gt;
&lt;br /&gt;
*Break Test: Units that lose a close combat(see above) must pass a Morale check to hold their ground. If they fail, they must Fall Back. Units taking this Morale check suffer a -1 Ld for each point they lost by(subtract their score from the opponent&#039;s higher score).&lt;br /&gt;
&lt;br /&gt;
*Panic Test: If a friendly unit Falls Back through another friendly unit(see below), the unit that the friendly unit is running through must pass a Morale check to hold their ground. If they fail, they too must Fall Back.&lt;br /&gt;
&lt;br /&gt;
Fall Back:&lt;br /&gt;
&lt;br /&gt;
Sometimes retreat is the only option left to a soldier on the battlefield. A withdrawal can give troops the chance to retire to a stronger position, to regroup and mount a fresh attack, or to hold back the approaching enemy. Of course, a retreat is not without its risks.&lt;br /&gt;
&lt;br /&gt;
Units make a Fall Back move immediately upon failing a Morale check - the only moves they can make in subsequent phases are Fall Back moves until they Regroup. In each subsequent Movement phase, they will make further Fall Back moves instead of moving normally, until the unit Regroups, is destroyed or leaves the table.&lt;br /&gt;
&lt;br /&gt;
Most units fall back 2D6&amp;quot;. Fall Back moves are not slowed by difficult terrain, but incur Dangerous Terrain tests, as normal. Units with models that Fall Back at different speeds always Fall Back at the speed of the slowest model in the unit. Units that are falling back always count as being in the Skirmish formation until they leave the table or rally.&lt;br /&gt;
&lt;br /&gt;
Each model in the unit moves directly towards their own table edge by the shortest possible route. If playing a mission where there is no &#039;own&#039; table edge, models move towards the closest table edge instead.&lt;br /&gt;
&lt;br /&gt;
If any model from a unit that is falling back moves into contact with a table edge, that model is removed from the game as a casualty, as it scatters and flees the battle.&lt;br /&gt;
&lt;br /&gt;
Falling Back from Close Combat:&lt;br /&gt;
&lt;br /&gt;
Models falling back from a combat can freely move through all enemy models that were involved in that combat (they have already missed the chance to catch them) This is an exception to the normal rules for moving that state that a model cannot move through a space occupied by another model. If any models would end their move less than 1&amp;quot; from one of these enemies, extend the Fall Back move until they are clear.&lt;br /&gt;
&lt;br /&gt;
Friendly Models:&lt;br /&gt;
&lt;br /&gt;
If, when rolling to fall back, a unit rolls a high enough score to completely pass over a friendly unit along the shortest possible route, it ignores those models for the purposes of falling back. That unit must take a Panic Test if this occurs(see above). If the unit falling back is unable to completely pass through friendly models without ending its move with at least one model touching one of them, it treats them as an obstacle instead. It goes around them along the shortest possible route(maintaining coherency), and might become trapped.&lt;br /&gt;
&lt;br /&gt;
Trapped:&lt;br /&gt;
&lt;br /&gt;
Sometimes a unit finds its Fall Back move blocked by impassable terrain, friendly models or enemy models. The unit may move around these obstructions in such a way as to get back to their table edge by the shortest route, maintaining unit coherency, even if this means moving away from their table edge. If the unit cannot perform a full Fall Back move in any direction without doubling back, it is destroyed (see below).&lt;br /&gt;
&lt;br /&gt;
Morale and Falling Back:&lt;br /&gt;
&lt;br /&gt;
Units that are falling back automatically fail all Morale checks, but can Regroup, as discussed next:&lt;br /&gt;
&lt;br /&gt;
Regrouping:&lt;br /&gt;
&lt;br /&gt;
Just because a unit Falls Back doesn&#039;t mean it is out of the fight. Courageous officers will try to inspire their troops to rally. Warriors might regain their will to fight out of honour, duty or sheer bloody-mindedness.&lt;br /&gt;
&lt;br /&gt;
A unit that is falling back must attempt to Regroup by taking a Regroup test in their Movement phase just before they move.&lt;br /&gt;
&lt;br /&gt;
*If at least 50% of the unit&#039;s models are still alive, this is a normal Leadership test.&lt;br /&gt;
&lt;br /&gt;
*If less than 50% of the unit&#039;s models are still alive, then the Leadership test can only be passed with an Insane Heroism result of double 1. The exception to this is regrouping when assaulted (see right).&lt;br /&gt;
&lt;br /&gt;
*If the unit fails its Regroup test, then it must immediately continue to Fall Back.&lt;br /&gt;
        &lt;br /&gt;
*If the unit successfully passes the test, it stops falling back and can immediately move up to 3&amp;quot;. This move is unaffected by difficult terrain, but Dangerous Terrain tests must be taken as normal. If the unit is out of coherency when the Regroup test is made, then the 3&amp;quot; move must be used to restore coherency, or as near as possible. Units that Fight in Ranks Reform instead, following the rules for Reforming(see page XX).&lt;br /&gt;
&lt;br /&gt;
Once a unit has regrouped, it cannot otherwise move or shoot this turn(so cannot Shoot or March in the Shooting phase or charge in the Close Combat phase).&lt;br /&gt;
&lt;br /&gt;
Falling Back and Charges:&lt;br /&gt;
&lt;br /&gt;
A unit that is falling back cannot charge.&lt;br /&gt;
&lt;br /&gt;
Falling Back and Multiple Combats:&lt;br /&gt;
&lt;br /&gt;
Sometimes, as part of a multiple combat, a charging unit declares charges against one or more units that are falling back as well as one or more units that are not. If the primary or secondary targets of a multiple charge are falling back, each retreating unit must test to Regroup as soon as one charging model is found to be within charge range (see below).&lt;br /&gt;
&lt;br /&gt;
Regrouping When Charged:&lt;br /&gt;
&lt;br /&gt;
Units that have charges declared against them while falling back must always test to Regroup as soon as the enemy is found to be within charge range. This test is always a normal Leadership test, and does not require Insane Heroism, regardless of the number of models remaining in the unit.&lt;br /&gt;
&lt;br /&gt;
*If the test is failed, the charged unit is removed as a casualty at the end of the Charge sub-phase.&lt;br /&gt;
&lt;br /&gt;
*If the test is successful, the unit Regroups (without moving), and the fight continues as normal, starting with the enemy moving his charging models. &lt;br /&gt;
&lt;br /&gt;
*The unit is considered to continue to be in Skirmish Formation if charged in this manner for the duration of the combat. If it leaves combat, it consolidates into its normal Formation.&lt;br /&gt;
&lt;br /&gt;
Regrouping and Multiple Charges:&lt;br /&gt;
&lt;br /&gt;
If the test is successful, that unit regroups (without moving) and the charge continues as normal(see details above). If the test is failed, the falling back unit is destroyed and the charging model must continue its charge move against the remaining enemy units as if the falling back unit was never there.&lt;br /&gt;
&lt;br /&gt;
===MAGIC===&lt;br /&gt;
&lt;br /&gt;
The mysterious powers of Magicka, the crop of Aetherius, the secrets that hold the world of Nirn together, are often drawn from upon the battlefield. Harnessing them can be the key to victory.&lt;br /&gt;
&lt;br /&gt;
====Power Dice====&lt;br /&gt;
&lt;br /&gt;
Spells are cast using Power Dice, representing the current amount of Magicka that a mage has concentrated his mind upon and is channeling. Each model begins the game with Power Dice equal to its Magicka characteristic(Mg). The number of Power Dice a model currently holds is its Power Dice Pool. &amp;quot;Replenishing&amp;quot; Power Dice means to gain that number of Power Dice up to a model&#039;s Magicka characteristic. To &amp;quot;gain&amp;quot; Power Dice is to simply gain that number.&lt;br /&gt;
&lt;br /&gt;
At the start of each of your turns, before any other action is taken, empty the Power Dice pools of all your units. Replenish their Power Dice Pools up to the maximum number allowed by their Magicka characteristic.&lt;br /&gt;
&lt;br /&gt;
To keep track of how many Power Dice a model currently has, it may be beneficial to keep a die next to it with the correct number on it. For most models, however, the number of Power Dice will be quite simple to remember, especially for those that will never use them. When in doubt, mark a model or unit to keep track of an unusual number or distribution of Power Dice.&lt;br /&gt;
&lt;br /&gt;
====Casting a Spell====&lt;br /&gt;
&lt;br /&gt;
Spells in Scrollhammer can range from mundane utilities giving a wizard an slight edge in battle, to world-shifting sorceries. Spells are cast as needed, as required by their individual rules.&lt;br /&gt;
&lt;br /&gt;
As noted in the Equipping section of the rules(see page XX), a model with a hand open for spellcasting may cast any variety of spells from that hand, the same spell any number of time from that hand, different spells from different hands, and use a staff in that hand in addition to spells cast, as long as it continues to have enough Power Dice to do so.&lt;br /&gt;
&lt;br /&gt;
Casting Cost: &lt;br /&gt;
&lt;br /&gt;
Each spell has a Casting Cost. These costs can range from a simple charm (3+) to a grand inferno of fire and ice(20+ or perhaps even higher). A model attempting to cast a spell must roll equal to or higher than the casting cost to cast it.&lt;br /&gt;
&lt;br /&gt;
A spell&#039;s rules will say when it is appropriate to cast. A spell that can be cast &amp;quot;at any time&amp;quot; may be cast at any time, during a model&#039;s rolls, or between a model&#039;s rolls to hit and to wound. However, spells can be cast in response to another spell; in this case, the latest spell to be cast always resolves first, and is followed by the rest in the reverse order they were cast. &lt;br /&gt;
&lt;br /&gt;
Rolling to Cast a Spell:&lt;br /&gt;
&lt;br /&gt;
If a model declares itself to be casting a spell, its controller decides how many of that model&#039;s Power Dice will be expended upon that spell. Remove that many Power Dice from the model&#039;s Power Dice Pool. Roll the Power Dice as d6s. If the result is equal to or higher than the casting cost, the spell goes off! If the result is lower than the casting cost, the spell sputters and dies: it fails to go off.&lt;br /&gt;
&lt;br /&gt;
Surge:&lt;br /&gt;
&lt;br /&gt;
If a model fails to cast a spell, it may attempt to pour more magicka into it, in a final attempt to cast it. That model&#039;s controller may take one last chance to assign any additional number of Power Dice from the model&#039;s Power Dice Pool to the spell. Remove those dice from the pool. They must be rolled as d3s, however: the mage is in a rush to gain control of the magicka around him!&lt;br /&gt;
&lt;br /&gt;
Casting Cost is Too High?:&lt;br /&gt;
&lt;br /&gt;
If a model does not have the power dice necessary to reach the minimum cost to cast a spell, and no other abilities can allow him to possibly reach the casting cost, he may not attempt to cast that spell. His brain is simply unprepared to handle such dangerous energies!&lt;br /&gt;
&lt;br /&gt;
Magical Shooting Attacks:&lt;br /&gt;
&lt;br /&gt;
Certain Spells are resolved as Shooting Attacks. These spells must be used in the Shooting Phase just as one might fire a ranged weapon, unless stated otherwise in the rules. When a unit is declared to be shooting, any number of models in that unit with spells equipped may attempt to make magical shooting attacks if able to. Those models attempt to cast the spells(see above). If a model succeeds, and has Power Dice left over, it may continue to cast magical shooting attacks if it wishes too, making multiple magical shooting attacks that phase(including multiples of the same one!). After the model&#039;s controller is satisfied with the number of magical shooting attacks made, or no further magical shooting attacks can be made, roll to hit with the magical shooting attacks as normal, along with any other models in the unit that are firing.&lt;br /&gt;
&lt;br /&gt;
Multiple Casters:&lt;br /&gt;
&lt;br /&gt;
If there are multiple spellcasters in a unit, using their spells at the same time, roll different colored dice for each one to differentiate them. Of course, if a group of spellcasters are are using the same spell with the exact same profile of requirements and effects, and are each rolling a single die, you may simply roll them all at once, counting each die as a different model&#039;s spell! The same differentiations apply for rolling for Surging.&lt;br /&gt;
&lt;br /&gt;
====Damage Types and Magical Effects====&lt;br /&gt;
&lt;br /&gt;
There are a vast number of magical effects found across all Nirn. Certain ones are found in the list of Universal Special Rules on page XX. Others are noted here, having certain conditions applied to them:&lt;br /&gt;
&lt;br /&gt;
Damage Types:&lt;br /&gt;
&lt;br /&gt;
There are many types of damage that exist in Scrollhammer. A weapon may have more than one damage type:&lt;br /&gt;
&lt;br /&gt;
Mundane: All attacks are Mundane by default. This represents raw physical strength.&lt;br /&gt;
&lt;br /&gt;
*Otherworldly: A weapon that is Otherworldly is considered Mundane, except that its controller may choose to count it as magic or as mundane at any time(thus bypassing any resistances a model might have to either).&lt;br /&gt;
&lt;br /&gt;
Magic: Attacks, hits wounds caused by Magic items, Artifacts, and spells deal Magic damage. Magic Items, Artifacts and spells are always Magic: if they would have Otherworldly, they lose that ability.&lt;br /&gt;
&lt;br /&gt;
Spell: Attacks, hits and wounds caused by Spells deal Spell damage.&lt;br /&gt;
&lt;br /&gt;
Elemental: Certain attacks have an element to their damage, an unusual means of harming the enemy that can be both a blessing and a curse at times. Not all elemental attacks deal Magic damage.&lt;br /&gt;
&lt;br /&gt;
*Flame: The element of Flame is used for cleansing the foe with fire.&lt;br /&gt;
&lt;br /&gt;
*Shock: The element of Shock is used for melting enemies with lightning.&lt;br /&gt;
&lt;br /&gt;
*Frost: The element of Frost is used for freezing, piercing and tearing apart the unprepared with ice, snow and chill.&lt;br /&gt;
&lt;br /&gt;
*Poison: The element of Poison is used to weaken and destroy the enemy with toxins. Virtually everything that uses Poison has the Poisoned special rule(see page XX), in addition to the Poison element.&lt;br /&gt;
&lt;br /&gt;
Multiple Damage Types:&lt;br /&gt;
&lt;br /&gt;
An attack may have one element, and may either be Mundane, Otherworldly, Magic or both Magic and Spell. If an attack has both Mundane and Otherwordly, it is Otherworldly. If it has either Mundane and/or Otherworldly and Magic, it is Magic. If it deals Spell damage, it always deals both Magic and Spell damage. An effect with a single element always uses that element.&lt;br /&gt;
&lt;br /&gt;
If an effect has multiple elements, the controlling player chooses which element to use. It may only use the Poisoned special rule(if it has it) if Poison is the chosen element.&lt;br /&gt;
&lt;br /&gt;
Other Effects:&lt;br /&gt;
&lt;br /&gt;
Most spells have unique effects to them. Magical effects found in these rules have special things to be noted. Many other effects will be found in the list of Special Rules on page XX.&lt;br /&gt;
&lt;br /&gt;
Healing: An effect that &amp;quot;Heals&amp;quot; on a certain roll(i.e. &amp;quot;Heals on a d6 4+&amp;quot;) immediately restores a single wound to a model if the roll succeeds. Only one Healing roll may be made per model per turn, regardless of outcome.&lt;br /&gt;
&lt;br /&gt;
Lower Resists: Damage against a model with Lowered Resists may be treated as not having any element if it would normally have one(the damage does not lose Poisoned if it has it), and/or may be treated as magic, mundane or otherworldly regardless of the source(even if it&#039;s from a spell!) at the discretion of the opponent of the controller of the model with Lowered Resists.&lt;br /&gt;
&lt;br /&gt;
Disease: Diseases are negative effects that can be placed on models. They never deal magic or spell damage, even if caused by a spell, unless specifically stated to deal magic or spell damage in their rules. Diseases usually have unique effects with their own rules. If an effect &amp;quot;cures&amp;quot; a disease, remove the disease from the model cured; if it is a constant outside effect, that model simply ignores the effect until end of turn. If a model is unaffected by disease, he does not count as having that disease should it have an in-game means to spread.&lt;br /&gt;
&lt;br /&gt;
====Summoning==== &lt;br /&gt;
&lt;br /&gt;
Some models are capable of summoning other models to their side during battle. A Summoned model is always taken with no upgrades, unless specifically given the option of upgrades. When a Summon spell is cast, if you have a model to place, proceed as follows:&lt;br /&gt;
&lt;br /&gt;
*If there are no other Summoned units in your army within 12&amp;quot; of caster, place the Summoned model in a legal location within 6&amp;quot; of caster as a new, single model unit using the Horde formation. Independent Characters can join this unit. The summoned unit counts as having arrived by Deep Strike this turn.&lt;br /&gt;
&lt;br /&gt;
*If there is another Summoned unit in your army within 12&amp;quot; of caster, place the Summoned model in a legal location as part of that Summoned unit, in coherency with it. The summoned unit counts as having arrived by Deep Strike this turn.&lt;br /&gt;
&lt;br /&gt;
Each model may have up to one Summoned model in play at any given time. Summoned models can never hold objectives, and nor will eliminating them grant kill points to your opponent. If the summoner is removed as a casualty, the summoned model is immediately removed a casualty as well.&lt;br /&gt;
&lt;br /&gt;
If you do not have a model to place as a summoned model, then the spell has no effect.&lt;br /&gt;
&lt;br /&gt;
Summon Horde:&lt;br /&gt;
&lt;br /&gt;
There is no limit to the number of models summoned by Summon Horde spells any one model may have in play, as long as the controlling player has enough models to place. A Summoned Horde is not removed as a casualty when the summoner is slain.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
Whenever a creature or weapon has an ability that breaks or bends one of the main game rules, it is represented by a special rule. A special rule might improve a model&#039;s chances of causing damage by granting it poisoned weapons, or give it a boost to its Strength. Conversely a special rule may improve a model&#039;s survivability by granting it resistance to pain, or the ability to regrow damaged flesh. Special rules allow snipers to target the weak spots of their foes, scouts to range ahead of the army and heroes to decapitate great beasts.&lt;br /&gt;
&lt;br /&gt;
What Special Rules do I have?:&lt;br /&gt;
&lt;br /&gt;
It may seem obvious, but unless stated otherwise, a model does not have a special rule. Most special rules are given to a model by the relevant entry in its Army Book. That said, a model&#039;s Attacks can gain special rules because of the weapon it is using. Similarly, a model might get special rules as the result of spells, scenario special rules or being hunkered down in a particular type of terrain.&lt;br /&gt;
&lt;br /&gt;
Where this is the case the rule that governs the magic spell, scenario or terrain type in question will make this abundantly clear.&lt;br /&gt;
&lt;br /&gt;
Most of the more commonly used special rules in Scrollhammer are listed here, but this is by no means an exhaustive list. Many troops have their own unique abilities, which are laid out in their army book.&lt;br /&gt;
&lt;br /&gt;
For ease of consultation, we&#039;ve presented the special rules in alphabetical order. There&#039;s also an index at the back of the book to help you locate any particular special rule you&#039;re after.&lt;br /&gt;
&lt;br /&gt;
===A-G===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absorb&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model or weapon with Absorb Health(X+), if inflicting a wound, may roll a d6. On an X+, that model restores a wound up to its starting amount. Hitting with an Absorb weapon does not count as an attempt to Heal, but only one wound can be restored per turn per model, which counts as Healing for the turn.&lt;br /&gt;
&lt;br /&gt;
A model or weapon with Absorb Magicka(Y on an X+), if hitting an enemy, may roll a d6. On an X+, the enemy model suffers Magicka Drain(Y), and the absorbing model immediately gains Y power dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Acute Senses&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit contains at least one model with this special rule, and that unit arrives on a random table edge (due to Outflank, or other special rules), then you can re-roll to see which table edge they arrive from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Atronach&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Atronach is an elemental golem native to the planes of Oblivion. Atronachs can never hold objectives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Autohit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This attack automatically hits. If it would use the scatter die, it never scatters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backfire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whenever a model with this special rule, or using a melee attack with this special rule rolls to hit in close combat, on the roll of a 1(after any re-rolls), that model takes a wound, saves allowed as normal.&lt;br /&gt;
&lt;br /&gt;
Whenever a model fires a ranged weapon with this special rule rolls to hit at a range, on the roll of a 1(after any re-rolls), that model takes a wound, saves allowed as normal.&lt;br /&gt;
&lt;br /&gt;
Template and Blast weapons with Backfire roll a die separate from the weapon. On the roll of a 1, the model shooting the weapon takes a wound, saves allowed as normal, even if the weapon hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Barrage weapons act as Blast or Large Blast weapons(see below), with following additional rules: &lt;br /&gt;
&lt;br /&gt;
*Barrage weapons are always Pinning.&lt;br /&gt;
&lt;br /&gt;
*Barrage weapons determine Cover Save(if any) from the central hole of marker.&lt;br /&gt;
        &lt;br /&gt;
*Barrage weapons can fire indirectly. If so, they can fire even without Line of Sight, but always roll full scatter. &lt;br /&gt;
&lt;br /&gt;
Multiple Barrages:&lt;br /&gt;
Place the barrage weapon template from one of the weapons first, before the other weapons are resolved. Then scatter as normal. Remaining shots scatter to touch the edge of the first template at the angle of the scatter. If a Hit! is rolled, the controlling player may choose at which angle to put the template, or to put it at the same spot as the first hit. After placing all the templates, resolve hits and wounds&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bestial Instinct&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model is merely an animal, and so can never hold objectives(of course, this doesn&#039;t stop models without Bestial Instinct in its unit from doing so, if otherwise allowed to).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blast and Large Blast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon&#039;s profile might designate it as being Blast or Large Blast; Blast refers to the (3&amp;quot;) blast marker and Large Blast refers to the (5&amp;quot;) blast marker. Large Blasts follow all of the rules for Blasts.&lt;br /&gt;
&lt;br /&gt;
When firing a Blast weapon, models do not roll to hit as normal. Instead, place the blast marker over a model in the enemy unit that is in range and Line of Sight, so that the center hole is entirely over that model. You may position it to attempt to put over certain other models. Roll the Scatter Die and 2d6. In the case of a Hit!, keep the relevant blast marker there, and count the models whose bases it is over. You cannot place the blast marker so that the base of any friendly models or units locked in combat are even partially under it.&lt;br /&gt;
&lt;br /&gt;
The large area affected by the blast means it&#039;s going to be very hard to miss completely. Nonetheless, the shot might not land exactly where intended. If your model rolled a Miss, roll for the blast marker to scatter and subtract the firer&#039;s Ballistic Skill from the distance that it scatters, to a minimum of 0&amp;quot;. Note that it is possible, and absolutely fine, for a shot to scatter beyond the weapon&#039;s maximum or minimum range and line of sight.&lt;br /&gt;
&lt;br /&gt;
This represents the chance of ricochets, the attack blasting through terrain, and other random events. In these cases, hits are worked out as normal and can hit and wound units out of range and line of sight (or even your own units, or models locked in combat!). If the shot scatters so that the hole in the centre of the marker is beyond the table&#039;s edge, the shot is a complete miss and is discarded.&lt;br /&gt;
&lt;br /&gt;
Once the final position of the blast market has been determined, take a good look at it from above - each unit with models under the marker suffers one hit for each model with its base fully or partially beneath the blast marker (see diagram). This even applies to units whose models are out of range or line of sight!&lt;br /&gt;
&lt;br /&gt;
Once the number of hits inflicted on the unit has been worked out, roll To wound and save as normal. Any unsaved wounds are then allocated on the unit as for a normal shooting attack.&lt;br /&gt;
&lt;br /&gt;
Multiple Blasts:&lt;br /&gt;
If a unit is firing more than one shot with the Blast special rule, resolve each shot, one at a time, as described above. Scatter each individually, then determine how many hits are scored by each blast marker. Finally, resolve these, and the rest of the unit&#039;s shots, as normal.&lt;br /&gt;
&lt;br /&gt;
Blast Weapons and Rerolls:&lt;br /&gt;
&lt;br /&gt;
If a model can reroll with a Blast weapon, they reroll all their dice to-hit with the weapon, including the scatter die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Blinded model gets -1 to hit for the duration of the effect. If a duration of this effect is not given, count it as lasting until the end of next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with Chameleon has a 6+ cover save in Close Combat. A unit consisting entirely of models with Chameleon have Stealth(+1). A model with Chameleon(X) gets Stealth(+X) if it is in a unit consisting entirely of models with Chameleon, and always has the minimum cover save that it would get from Stealth(X) in close combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chill&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chilled model gets -1 Initiative. If a duration of this effect is not given, count it as lasting until the end of next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Commanded model is an opponents model. If it is successfully Commanded, it attacks the nearest model in its own unit (randomly picked if tied), and then is attacked back by that model, during close combat. Those models fight each other: they cannot attack their enemies that round. You may choose to equip any set of items for the Commanded model, even if other items were already equipped, but once chosen each turn, you cannot equip different items, unless a special rule says otherwise. Once a model has been Commanded, you control any spells or optional special abilities it might use as long as it is Commanded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counter-Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit contains at least one model with this special rule is charged, it may attempt to Counter-Attack if it is not Pinned Down/Gone to Ground or already locked in combat. It must choose to hold as a reaction to the charge in order to do so. To Counter-Attack, the unit takes a Leadership test. If it passes, the models in the unit gain all bonuses that they would get for charging; both sides count as having charged this round!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Critical Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each To Wound roll of 6 this model or weapon rolls has Multiple Wounds(d3) and ignores Feel No Pain(see below)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order for a unit to be able to Deep Strike, all models in the unit must have the Deep strike special rule and the unit must start the game in reserve. When placing the unit in reserve, you must tell your opponent that it will be arriving by Deep Strike (sometimes called Deep Strike reserve).&lt;br /&gt;
&lt;br /&gt;
Some units that must arrive by Deep Strike. They always begin the game in reserve and always arrive by Deep Strike. When working out how many units can be placed in reserve, units that must be deployed by Deep Strike (along with any models embarked upon them) are ignored. In addition, a unit that &#039;&#039;must&#039;&#039; arrive by Deep Strike must do so even if you are playing a special mission where the Reserves special rule is not being used. of course, all the Standard Missions presented later do use Reserves, so you won&#039;t usually need to worry about this distinction.&lt;br /&gt;
&lt;br /&gt;
Arriving By Deep Strike&lt;br /&gt;
Roll for the arrival of all deep striking units as specified in the rules for Reserves and then deploy them as follows: &lt;br /&gt;
&lt;br /&gt;
*First, place one model from the unit anywhere on the table, in the position where you would like it to arrive, and roll for scatter to determine the model&#039;s final position.&lt;br /&gt;
&lt;br /&gt;
*Next, the unit&#039;s remaining models are arranged around the first one. Models must be placed in base contact with the first model in a circle around it. When the first circle is complete, a further concentric circle must be placed with each model touching the circle inside it. Each circle must include as many models as will fit.&lt;br /&gt;
&lt;br /&gt;
*Models deploying via Deep Strike treat all difficult terrain as dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
In the Movement phase during which they arrive, deep striking units may not move any further, other than to disembark from a deep striking transport unit if they are in one. Units deep striking into ruins are placed on the ground floor. Deep striking units count non-ruined buildings (except for their battlements) as impassable terrain.&lt;br /&gt;
In that turn&#039;s Shooting phase, these units can fire (or March) as normal, and obviously count as having moved in the previous Movement phase. In that turn&#039;s Close Combat phase, however, these units cannot charge. This also applies to units that have disembarked from transports models that arrived by Deep Strike that turn.&lt;br /&gt;
&lt;br /&gt;
Deep Strike Mishaps:&lt;br /&gt;
&lt;br /&gt;
If any of the models in a deep striking unit cannot be deployed, because at least one model would land partially or fully off the table, in impassable terrain, on top of a friendly model, or on top of or within 1 &amp;quot; of an enemy model, something has gone wrong. The controlling player must roll on the Deep strike Mishap table and apply the results. If the unfortunate unit is also a transport, the Deep strike Mishap result applies to both the unit and anything embarked within it.&lt;br /&gt;
&lt;br /&gt;
Deep Strike Mishap Table:&lt;br /&gt;
&lt;br /&gt;
1: Destroyed! The unit is immediately removed as a casualty&lt;br /&gt;
&lt;br /&gt;
2-3: Misplaced! Your opponent may choose where to place the Deep Striking unit(anywhere on the table)&lt;br /&gt;
&lt;br /&gt;
4-6: Delayed! The unit goes back into reserves, to attempt to Deep Strike again next turn as permitted by the rules for Reserves&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragonborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with this special rule is immune to the effects of Instant Death. In addition, if it is a Tongue, it automatically passes the Leadership test required to use the Thu&#039;um.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with this special rule is immune to the effects of Instant Death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ethereal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Ethereal model has a 4+ Ward save against Mundane attacks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit that causes Fear has an intimidating presence on the battlefield. Enemy units must pass a Leadership test to charge a unit containing one or more models that cause Fear. If a unit has a charge declared against it by an enemy that causes Fear, it must immediately take a Morale test. If it fails, and is outnumbered by the charging unit, it must flee as its charge reaction. If it fails and has equal or greater numbers to the charging unit, it is reduced to WS1 this round of combat, should the enemy charge succeed. If the Morale check is passed, the combat is resolved as normal.&lt;br /&gt;
&lt;br /&gt;
A unit that containing at least one model that causes Fear is itself immune to Fear, and treats models that cause Terror as causing Fear instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit containing one or more models with the Fearless special rule automatically pass all types Morale tests, Fear tests and Regroup tests. They cannot Go to Ground for any reason, however. They cannot flee as a charge reaction.&lt;br /&gt;
&lt;br /&gt;
No Retreat!: If a Fearless unit loses combat, instead of testing morale, it takes extra wounds. For each point a side lost the combat by, if any number of units in that combat are Fearless, an additional wound must be allocated to those models(these wounds do not count further towards combat results). Saves may be taken as normal against these wounds. &lt;br /&gt;
&lt;br /&gt;
You may attempt to have your Fearless units suffering No Retreat wounds gather their senses: you may roll an Initiative test to avoid some of the wounds, on the highest value among your Fearless units in the combat. If they succeed, reduce the number of No Retreat wounds taken by d3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw). Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted - treat it as having been saved. Note that Feel No Pain rolls cannot be made against unsaved Wounds that inflict Instant Death.&lt;br /&gt;
&lt;br /&gt;
If a unit has the Feel No Pain special rule with a number in brackets afterwards - Feel No Pain (6+), for example - then the number in brackets is the D6 result needed to discount the Wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleet of Foot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are many variants of this rule: Fleet of Foot, Fleet of Claw, Fleet of Hoof. &lt;br /&gt;
&lt;br /&gt;
Title aside, all models with these abilities are treated the same. A unit composed entirely of models with this special rule may add +d3 to its movement during the movement phase, and may re-roll failed charge distance rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fleshbane&#039;&#039;&#039;&lt;br /&gt;
    &lt;br /&gt;
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always wound on a 2+ in close combat.&lt;br /&gt;
&lt;br /&gt;
Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always wound on a 2+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with this special rule begins the game Frenzied. A Frenzied model:&lt;br /&gt;
&lt;br /&gt;
*must always attempt to charge the nearest unit in charge range, and cannot flee as a charge reaction. Non-frenzied models in the unit must still do this, as long as at least one model is Frenzied.&lt;br /&gt;
&lt;br /&gt;
*is immune to Fear, Terror and Panic&lt;br /&gt;
&lt;br /&gt;
*gains +1 bonus Attack&lt;br /&gt;
&lt;br /&gt;
If a Frenzied unit is beaten in close combat, or fails a Morale check, it loses its Frenzied state for the remainder of the game. There are other special rules that may invoke a Frenzied state in a model under certain conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a turn in which a model with this special rule charges or Counter-Attacks, it adds +1 to its Strength characteristic until the end of that phase.&lt;br /&gt;
&lt;br /&gt;
===H-Q===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hatred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Commonly, a model only has Hatred towards a specific type of foe, in which case, the unlucky target will be expressed, in brackets, after the special rule. This can refer to a whole army, or a specific unit from that army. &lt;br /&gt;
For example, Hatred (Imperial Legion) would mean any models from that Army Book, whilst Hatred (Dragoons) would mean only Dragoons. A model striking a hated foe in close combat re-rolls all misses during the first round of each combat - he does not get to make re-rolls for Hatred in subsequent rounds. In addition, if charged by the Hated foe, this unit can never flee: in the case of a failed Fear or Terror test, the unit with Hatred is always reduced to WS1 regardless of unit size.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test. &lt;br /&gt;
&lt;br /&gt;
*If the test is failed, nothing happens and the models remain locked in the fight.&lt;br /&gt;
&lt;br /&gt;
*If the test is passed, choose a direction - then roll 3D6. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1 &amp;quot; away from all of the enemy units they are engaged in combat with, the unit breaks away from combat and immediately moves a number of inches in the chosen direction equal to the 3D6 result, ignoring the units they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A Hit &amp;amp; Run move is not slowed by difficult terrain, but treats dangerous terrain normal. It may not be used to make an illegal move into other units or impassable terrain, and models instead stop immediately(1 &amp;quot; away in the case of enemy models). Nor can the unit move out of coherency: the unit moves as far as it can without doing so. If there are units with this rule on both sides who wish to disengage, roll-off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ignores Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cover saves cannot be taken against Wounds caused by weapons with the Ignores Cover special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immunity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with &amp;quot;Immune to X&amp;quot; is completely immune to that particular type of damage. For example, a model with Immune to Flame is unaffected by Flame damage.&lt;br /&gt;
&lt;br /&gt;
Exception: A model with Immune to Poison causes Poisoned attacks to roll normally against it, rather than using the Poisoned special rules. In addition, any weapons that count as having an unusual &amp;quot;poison&amp;quot; on them lose the special rules granted by that poison.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units that contain at least one model with this special rule may be deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units. Infiltrators can be set up anywhere on the table that is more than 12&amp;quot; from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building (see page XX), as long as the building is more than 12&amp;quot; from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18&amp;quot; from any enemy unit, even in plain sight. &lt;br /&gt;
&lt;br /&gt;
Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves (see page XX).&lt;br /&gt;
&lt;br /&gt;
An Independent Character without the Infiltrate special rule cannot join a unit that has decided to Infiltrate during deployment.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Independent Characters can join other units. They cannot, however, join units that always consist of a single model (such as most vehicles and Monstrous Creatures). They can join other Independent Characters, though, to form a powerful multicharacter unit.&lt;br /&gt;
&lt;br /&gt;
Joining and Leaving a Unit:&lt;br /&gt;
&lt;br /&gt;
An Independent Character can begin the game already with a unit, either by being deployed in unit coherency with it or, if the unit is in reserve, by informing your opponent of which unit it has joined. In order to join a unit, an Independent Character simply has to move so that he is within the unit coherency distance of a friendly unit at the end of their Movement phase. If the Independent Character is within coherency of more than one unit at the end of its Movement phase, the player must declare which unit it is joining. If an Independent Character does not intend to (or cannot) join a unit, it must (where possible) remain out of coherency from it at the end of the Movement phase. This is to make clear whether they have joined a unit or not. Note that after an Independent Character joins a unit, that unit can move no further that Movement phase.&lt;br /&gt;
&lt;br /&gt;
An Independent Character can leave a unit during the Movement phase by moving out of unit coherency with it. He cannot join or leave during any other phase - once arrows are let loose or charges are declared, it is too late to join in or duck out!&lt;br /&gt;
&lt;br /&gt;
An Independent Character cannot leave a unit while either he or the unit is locked in combat, falling back or has gone to ground.&lt;br /&gt;
&lt;br /&gt;
He cannot join a unit that is locked in combat or falling back. If an Independent Character joins a unit, and all other models in that unit are killed, he again becomes a unit of one model at the start of the following phase.&lt;br /&gt;
&lt;br /&gt;
While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters.&lt;br /&gt;
&lt;br /&gt;
While an Independent Character is a unit of one model, or is part of a unit consisting of only Independent Characters, he uses the Skirmish Formation.&lt;br /&gt;
&lt;br /&gt;
Heroic Morale:&lt;br /&gt;
&lt;br /&gt;
A unit that contains one or more Independent Characters does not need a double 1 to Regroup if reduced to below 50% of its starting numbers, but instead tests as if it had at least 50% remaining.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
When an Independent Character joins a unit, it might have different special rules from those of the unit. Unless specified in the rule itself (as in the Stubborn special rule), the unit&#039;s special rules are not conferred upon the Independent Character, and the Independent Character&#039;s special rules are not conferred upon the unit. Special rules that are conferred to the unit only apply for as long as the Independent Character is with them.&lt;br /&gt;
&lt;br /&gt;
Independent Characters and Ongoing Effects:&lt;br /&gt;
&lt;br /&gt;
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect. If the character leaves the unit, both he and the unit continue to be affected by the effect, so you&#039;ll need to mark the character accordingly. Conversely, if a character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after himself having been the target of an ongoing effect) benefits and penalties from that effect are not shared.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instant Death&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unsaved Wounds inflicted by an Attack with this special rule automatically inflict Instant Death, regardless of the victim&#039;s Toughness (see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Invisibility&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Invisible model:&lt;br /&gt;
&lt;br /&gt;
*Cannot be targeted or seen(but his unit still can be if it contains non-Invisible models)except in close combat. However, his unit can be targeted, if non-invisible models in the unit can be seen.&lt;br /&gt;
&lt;br /&gt;
*A unit consisting entirely of Invisible models must be charged as if through Difficult Terrain. Enemies cannot counter-attack a completely invisible unit. A completely Invisible unit has Stealth(+3) and Hit and Run.&lt;br /&gt;
&lt;br /&gt;
*An Invisible model may choose to strike at either Initiative 10 or Initiative 1 the first round of combat. He may choose not to attack each round of combat, however. An Invisible model has has a 4+ cover save in close combat.&lt;br /&gt;
&lt;br /&gt;
*If an Invisible model attack, shoots, uses an activated special ability, or tries to cast another spell, he instantly forfeits the Invisibility.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magicka Drain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model hit by Magicka Drain(X) replenishes X fewer Power Dice at the start of its controller&#039;s next turn. If that model would replenish less Power Dice than it currently has due to this effect, it instead replenishes as many as it currently has. If the model has equal or more Power Dice than its Mg, it immediately loses Power Dice until it has 1 less than its Mg.&lt;br /&gt;
&lt;br /&gt;
A model hit by Magicka Drain(total) immediately loses all its Power Dice, and does not replenish its Power Dice Pool at the start of its controller&#039;s next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master-Crafted&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monster Hunter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit containing at least one model with this special rule re-rolls all failed to-wound rolls against Monstrous Creatures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain. In most circumstances, this will mean that the unit rolls 3D6 and picks the highest roll. &lt;br /&gt;
&lt;br /&gt;
In addition, when marching through difficult terrain, the unit rolls an extra die, whether a d3 or a d6(whichever is required). In most circumstances, this will mean that the unit rolls 3D3 and picks the highest roll.&lt;br /&gt;
&lt;br /&gt;
This does not apply to charges through difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Wounds&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each unsaved wound inflicted by this attack deals multiple wounds. For example, wounds created by a weapon with Multiple Wounds(d3) split into d3 wounds when they are inflicted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mission special rule is described in full detail on page XX. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Eye&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with this special rule ignores the effects of Night Fighting. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outflank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During deployment, players can declare that any unit that contains at least one model with this special rule is attempting to Outflank the enemy. This means they are making a wide sweeping move to get behind enemy lines or come at the foe from an unexpected direction.&lt;br /&gt;
 &lt;br /&gt;
When an Outflanking unit arrives from Reserves, but not Ongoing Reserve, the controlling player rolls a D6.&lt;br /&gt;
&lt;br /&gt;
*On a 1 -2, the unit comes in from the table edge to the left of their controlling player&#039;s own table edge &lt;br /&gt;
&lt;br /&gt;
*On a 3-4, they come on from the right &lt;br /&gt;
&lt;br /&gt;
*On a 5-6, the player can choose left or right&lt;br /&gt;
&lt;br /&gt;
Models move onto the table as described for other Reserves.&lt;br /&gt;
&lt;br /&gt;
An Independent Character that cannot outflank cannot join a unit that has decided to outflank during deployment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Paralyze&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Paralyzed model is reduced to WS1 I1 and treats all terrain as difficult. If a duration of this effect is not given, count it as lasting until the end of next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Physical God&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model is the physical incarnation, or perhaps even the true form, of a god. It has a 2+ Ward Save, Eternal Warrior, and Feel No Pain, cannot be Silenced, and is unaffected by Disease. This model is not a mortal(see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pinning&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a non-vehicle unit suffers one or more unsaved wounds from a weapon with the Pinning special rule, it must immediately take a morale test. This is called a Pinning test.&lt;br /&gt;
&lt;br /&gt;
If the unit fails the test, it is pinned and must immediately Go to Ground (see page XX). It has become pinned down. As the unit has already taken its saves, going to ground does not protect it against the fire of the Pinning weapon that caused the test (or indeed from any other weapon fired by the same unit that phase) - it&#039;s too late!&lt;br /&gt;
&lt;br /&gt;
As long as the test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them. If a unit has already gone to ground, no further Pinning tests are taken.&lt;br /&gt;
&lt;br /&gt;
If the special rules of a unit specifies that the unit can never be Pinned, the unit automatically passes Pinning tests. Such units can still Go to Ground voluntarily if they wish.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Poisoned&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets) unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the poisoned weapon) is the same or higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat. &lt;br /&gt;
Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+). Unless otherwise stated, Poisoned attacks without a given Strength are treated as having a Strength of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Precision&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a model or weapon with the Precision Strike ability rolls a 6 to hit in close combat, its controller, not the opponent, allocates those wounds.  Likewise its controller, not the opponent, determines which models the rolls of 6 counted as hitting and wounding for the purposes of any abilities they might have. If the model has two separate profiles, such as Monstrous Cavalry, or is Artillery, the controller chooses against which profile the precision strike is rolled; the wound and all other effects must be assigned to that one.&lt;br /&gt;
&lt;br /&gt;
If a model or weapon with the Precision Shot ability rolls a 6 to hit while shooting, its controller, not the opponent, allocates those wounds. Likewise its controller, not the opponent, determines which models the rolls of 6 counted as hitting and wounding for the purposes of any abilities they might have. If the model has two separate profiles, such as Monstrous Cavalry, or is Artillery, the controller chooses against which profile the precision strike is rolled; the wound and all other effects must be assigned to that one. Shots fired from a Stand and Shoot action can never be precision shots.&lt;br /&gt;
&lt;br /&gt;
Look out, Sir!:&lt;br /&gt;
If the model targeted by a precision strike or precision shot is a character, the opponent may roll a d6: on the roll of a 3+, the strike or shot is reassigned as per the usual rules(usually the opponent&#039;s choice). This may only be rolled once per model per strike or shot, and the model that it is reassigned to must be declared immediately, and treated as the model hit by the attack. In the case of multiple profile models or Artillery, the Look Out Sir! may target another model of a different type, a multiple profile model or an artillery piece in the unit, or it target itself(in which case, the hit is randomly allocated to one profile/model as usual).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Preferred Enemy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This rule is often presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies to both shooting and close combat attacks.&lt;br /&gt;
&lt;br /&gt;
===R-Z===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of any Fight sub-phase, models with the Rampage special rule gain +D3 Attacks if the combat they are in contains more enemy models than friendly models - count all models in all units locked in the combat, not just those models that are engaged. Calculate each rampaging model&#039;s bonus Attacks separately.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of each of your turns, roll a d6 for each wound on this model less than its starting amount. For each roll of a 6, one wound is restored. Regeneration(X), such as Regeneration(4+), indicates a different roll in brackets necessary to regenerate a wound.&lt;br /&gt;
&lt;br /&gt;
If a model has multiple values for Regeneration, it may choose which one to use, but may only use one per turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Relentless models treat all weapons as Fire and Charge, and ignore all movement, marching, shooting and charge restrictions on spells they cast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rending&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a model has the Rending special rule, or is attacking with a Melee weapon that has the Rending special rule, there is a chance that his close combat attacks will strike a critical blow. For each To Wound roll of a 6, the target automatically suffers a Wound, regardless of his Toughness. These Wounds are resolved at AP5. Similarly, if a model makes a shooting attack with a weapon that has the Rending special rule, a To Wound roll of 6 wounds automatically, regardless of Toughness, and is resolved at AP 5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model or weapon with the Killing Blow special rule has the Rending Special Rule. In addition, its Rending attacks cause Instant Death against models other than Monstrous Creatures and Artillery pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heroic Killing Blow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model or weapon with Heroic Killing Blow has the Rending Special Rule. In addition, so skillful and mighty are the strikes that Rending attacks from that model or weapon cause Instant Death against all models other than Artillery pieces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reserves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This mission special rule is described in full detail on page XX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After both sides have deployed (including Infiltrators), but before the first player begins his first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, or a Monstrous Creature, each model can redeploy anywhere entirely within 6&amp;quot; of its current position. If it is any other unit type, each model can instead redeploy anywhere entirely within 12&amp;quot; of its current position.&lt;br /&gt;
&lt;br /&gt;
During this redeployment, Scouts must remain more than 12&amp;quot; away from any enemy unit. A unit that makes a Scout redeployment cannot charge in the first turn. A unit cannot embark or disembark as part of a Scout redeployment.&lt;br /&gt;
If both sides have Scouts, roll-off, the winner decides who redeploys first.&lt;br /&gt;
&lt;br /&gt;
Then alternate redeploying Scout units.&lt;br /&gt;
&lt;br /&gt;
This rule also confers the Outflank special rule (see page XX).&lt;br /&gt;
&lt;br /&gt;
If an Independent Character without the Scout special rule was joined to a unit of Scouts during deployment, that unit cannot redeploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shred&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat.&lt;br /&gt;
 &lt;br /&gt;
Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model that is Silenced cannot cast spells or use the Thu&#039;um. If a duration of this effect is not given, count it as lasting until the end of next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any model that is Slowed gets -1 Initiative and moves as if it is in difficult terrain. It is a good idea to mark affected models with counters or coins so that you remember. Monstrous Creatures are immune to the effects of Slow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit that contains at least one model with this special rule cannot March or make a sweeping advance, but counts as Relentless.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sniper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, each To Hit roll of a 6 results in a Precision Shot (see page XX). Furthermore, if a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, its shooting attacks always wound on a To Wound roll of 4+ or better, regardless of the victim&#039;s Toughness.&lt;br /&gt;
&lt;br /&gt;
Sniper weapons also have the Pinning and Rending special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Soul Trap&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a model or weapon with this ability slays a model, that model(or model using the weapon) gains a soul gem counter, lasting until the game ends, or until it is spent. Keep track of soul gem counters using a die next to the model, if necessary. A model may spend one soul gem counter at any time to re-roll one miss or failed wound while using a magic weapon(other than a spell).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Split Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a unit that contains at least one model with this special rule shoots, a model with this special rule may attempt to shoot at a different target to the rest of his unit. To do so, the unit must first take a Leadership test. If the test is failed, the unit shoots as normal. If the test is passed, choose one model in the unit with this special rule, and immediately make a shooting attack with it. Once this shooting attack has been resolved, resolve the shooting attacks made by the rest of the unit, which must be at a different target.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model with this special rule counts its cover saves during the Shooting Phase as being 1 point better than normal. Note that this means that a model with the Stealth special rule always has a cover save of at least 6+, even if it would not currently have a cover save. This rule is often presented as Stealth X, where X is a numerical value. Stealth(+2) indicates giving +2 to the model&#039;s cover save while in cover, or a 5+ save while no other cover save is available, and so on and so forth.&lt;br /&gt;
&lt;br /&gt;
It may also be presented as Stealth (Y), where Y indicates a specific type of terrain, such as Stealth (Forests) or Stealth (Ruins). If this is the case, the unit only gains the benefit whilst it is in terrain of the specified type.&lt;br /&gt;
&lt;br /&gt;
Multiple instances of Stealth stack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If a Swarm suffers an unsaved Wound from a Blast, Large Blast or Template weapon, each unsaved wound is multiplied to two unsaved Wounds.&lt;br /&gt;
&lt;br /&gt;
*Swarms do not suffer Instant Death from taking an unsaved wound with Strength double their Toughness, unless that weapon is a Blast, Large Blast or Template weapon.&lt;br /&gt;
&lt;br /&gt;
*Swarms are adept at crossing terrain that would slow others - they are not slowed by Difficult Terrain, but must test for dangerous terrain as normal.&lt;br /&gt;
&lt;br /&gt;
*Swarms have the Stealth(+1) universal special rule against weapons other than Blast, Large Blast and Template weapons, being hard to hit.&lt;br /&gt;
&lt;br /&gt;
*Swarms can never hold objectives, and never block line of sight or grant a cover save to units blocked by them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Template&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Template weapon is a shooting weapon does not roll to hit. To fire, place the teardrop-shaped Template so that the narrow end is touching the edge of the base of the firing model, and no friendly models or models locked in combat are underneath the Template. Enemy units underneath the Template are automatically hit, once for each model underneath.&lt;br /&gt;
&lt;br /&gt;
Template weapons have Ignores Cover.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Terror&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model that causes Terror prompts the same tests as a model that causes Fear, except that if a unit charged by a Terror-causing unit fails its Terror test, it must always flee, even if it outnumbers the charging unit. If a unit passes a Terror test, whether to charge or in reaction to a charge, it treats Terror as Fear for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
A unit containing at least one model that causes Terror is immune to Fear and Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torrent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When firing a weapon with this special rule, place the Template so that the narrow end is within 12&amp;quot; of the weapon and the wide end is no closer to the weapon than the narrow end. The weapon is then treated like any other Template weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tongue&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This model may use the Thu&#039;um(see page XX for details)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Two-Handed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This weapon or spell requires two open hands to equip(see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unwieldy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A model attacking with this weapon does so at -1 Initiative, unless it is a Monstrous Creature.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Very Unwieldy&#039;&#039;&#039; A model attacking with this weapon strikes at Initiative 1, unless it is a Monstrous Creature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volley Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shooting weapon with Volley Fire can be fired from an entire unit, not just from the front two ranks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ward&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A spell with Ward, if cast in response to an enemy spell which would target or immediately effect caster, caster&#039;s unit, or another one of caster&#039;s spells, prompts a Ward attempt. The caster of the Ward spell and the caster of the enemy spell roll d6&#039;s, and add their respective Mg values to them. If caster of the Ward spell&#039;s final score is higher, he and his spells become immune to the effects of that spell for its duration. Hits resolved on him from the spell do nothing.&lt;br /&gt;
&lt;br /&gt;
==Unit Types==&lt;br /&gt;
&lt;br /&gt;
In most cases, it will be fairly obvious which unit type category a model falls into, but as unit type is essentially an extension of the characteristic profile, you&#039;ll be able to find that information in the relevant codex.&lt;br /&gt;
&lt;br /&gt;
If your army book doesn&#039;t contain unit type information (as will be the case with some of the older volumes, or volumes not yet complete), then simply consult Appendix II of this book - you will find a complete at-a-glance bestiary that (amongst other things) lists each model&#039;s unit type.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In addition to their unit type, some models might also be noted as being characters.&lt;br /&gt;
&lt;br /&gt;
We&#039;re not going to worry about characters here, however. They are such a powerful and important part of Scrollhammer that they have a section all to themselves later in the book (see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In rare cases, an Infantry unit may comprise only a single model. Infantry are fairly slow moving, but can cross almost any terrain (given enough time) and make the best use of cover to avoid enemy fire.&lt;br /&gt;
&lt;br /&gt;
As the bulk of the rules are concerned with them, there are no additional rules to present here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unit:&lt;br /&gt;
&lt;br /&gt;
Artillery units consist of a number of crew models and the artillery piece models themselves. These units are quite complex as they can include several different types of models. The artillery piece models have a separate profile from the crew models. If all the crew models are killed, the artillery pieces are immediately removed as well.&lt;br /&gt;
&lt;br /&gt;
Sometimes, the player has the choice of adding leaders or additional models to the crew of an Artillery unit. These models are part of the crew in all respects and can operate the artillery pieces as normal, even if they are otherwise slightly different from the rest of the crew. Independent Characters that join the unit, however, do not count as crew and cannot operate the artillery pieces, unless specifically stated in their rules.&lt;br /&gt;
&lt;br /&gt;
Moving with Artillery:&lt;br /&gt;
&lt;br /&gt;
Artillery guns need at least one crewman per artillery piece in order for the unit to move. If an Artillery unit does not have at least one crewman per gun, then it may not move: the remaining crewmen will not voluntarily leave a gun behind.&lt;br /&gt;
&lt;br /&gt;
Shooting with Artillery:&lt;br /&gt;
&lt;br /&gt;
Gun models cannot be fired if they moved at all in that turn&#039;s Movement phase.&lt;br /&gt;
&lt;br /&gt;
Otherwise, one crewman that is in base contact with the artillery piece in the Shooting phase can fire it. The crewmen firing it cannot fire any weapons they are carrying, while the other crew members (and any Independent Characters in the unit) are free to fire their side arms, provided the whole unit shoots at the same target.&lt;br /&gt;
&lt;br /&gt;
When firing the artillery pieces, there must be a line of sight to the target from both the model being fired and the crewman firing it (unless they are Barrage weapons, of course). Ranges are measured from the barrel on the artillery piece model.&lt;br /&gt;
&lt;br /&gt;
Shooting at Artillery:&lt;br /&gt;
&lt;br /&gt;
If shooting at an Artillery unit, roll a d6 for each hit. On a 1-3, the hit goes to the artillery piece and is resolved against its profile. On a 4-6, the hit goes to the crew and to any Independent Characters attached, and is resolved against their profiles.&lt;br /&gt;
&lt;br /&gt;
If an Artillery unit chooses to Go to Ground, this does not increase the cover save of the artillery pieces - only the crew benefit.&lt;br /&gt;
&lt;br /&gt;
Close Combat:&lt;br /&gt;
&lt;br /&gt;
Artillery units cannot charge as long as they include any artillery pieces. Artillery pieces can never Stand and Shoot, but the crew can if they Fight in Ranks.&lt;br /&gt;
&lt;br /&gt;
If an Artillery unit is charged, move the charging models into base contact with all the models as normal. No wounds can be allocated to the artillery pieces.&lt;br /&gt;
&lt;br /&gt;
All engaged enemies roll To Hit and To wound against the crew (even if they are only engaged with the artillery pieces). Engaged crew models can, of course, fight back, but the artillery pieces do not.&lt;br /&gt;
&lt;br /&gt;
Morale and Fall Back Moves:&lt;br /&gt;
&lt;br /&gt;
For the purposes of Morale checks and other leadership tests, and for combat resolution, always ignore the actual artillery piece models, as if they were not there. Because they need at least one crewman per piece in order for the unit to move, if an Artillery unit does not have one crewman per piece when it is forced to Fall Back, any piece models without crewmen are abandoned and immediately removed as casualties. The rest of the unit then Falls Back as normal. If an Artillery unit is forced to Fall Back from close combat and the enemy is free to make a Sweeping Advance, then the Artillery unit automatically loses the Initiative test and is caught and destroyed by the victor.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flyer Units&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unlike most other unit type categories, &#039;Flyer&#039; is not a classification in and of itself. Instead, you&#039;ll find it occurs before another category - commonly Infantry, sometimes Monstrous Creatures and perhaps, rarely, other things. Flying units therefore share two sets of rules, the Flyer unit rules, and those of their base type. Flyer Infantry would, for example, follow the rules for Flyer units and Infantry.&lt;br /&gt;
&lt;br /&gt;
Flyer units may choose to Fly once per turn, either instead of making their normal movement, or instead of making their normal charge. Note that the entire unit must always use the same form of movement. Units that are described as &#039;moving like&#039; Flyer units follow all of the rules for Flyer units, and use the same special rules.&lt;br /&gt;
&lt;br /&gt;
Skyborne:&lt;br /&gt;
&lt;br /&gt;
When Flying (whether moving, charging or falling back, as we&#039;ll discuss in a moment) a model can move over all other models and all terrain freely.&lt;br /&gt;
&lt;br /&gt;
Flying models cannot end their move on top of other models or impassable terrain.&lt;br /&gt;
&lt;br /&gt;
Movement Phase:&lt;br /&gt;
&lt;br /&gt;
If a Flyer model Flies in the Movement phase, it can move up to 12&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Close Combat Phase:&lt;br /&gt;
&lt;br /&gt;
If a Flyer uses its Fly move instead to charge into melee combat, it can re-roll its charge distance, and never counts as charging through difficult terrain.&lt;br /&gt;
&lt;br /&gt;
Fall Back Moves:&lt;br /&gt;
&lt;br /&gt;
Flyers always count as Flying when falling back, even if they already used their Fly move that turn. Their Fall Back moves are 3D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special Rules&lt;br /&gt;
&lt;br /&gt;
Flyers have the Deep Strike special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Creatures&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Monstrous Creatures use many of the Infantry rules, their size and destructive capability make them a lot more dangerous.&lt;br /&gt;
&lt;br /&gt;
Shooting:&lt;br /&gt;
&lt;br /&gt;
Monstrous Creatures can fire up to two of their weapons each Shooting phase - they must, of course, fire both of them at the same target.&lt;br /&gt;
&lt;br /&gt;
Shooting at Monstrous Creatures:&lt;br /&gt;
&lt;br /&gt;
Monstrous Creatures cannot gain cover saves simply for being in area terrain. They must be obscured to gain the save. Monstrous Creatures cannot Go to Ground.&lt;br /&gt;
&lt;br /&gt;
Close Combat:&lt;br /&gt;
&lt;br /&gt;
So mighty are a Monstrous Creature&#039;s attacks that their melee attacks are AP5: most armor simply doesn&#039;t stand a chance.&lt;br /&gt;
&lt;br /&gt;
When determining which side outnumbers another in a melee combat, a Monstrous Creature counts not as one model, but as multiple models towards its side, equal to its starting Wounds characteristic. &lt;br /&gt;
&lt;br /&gt;
A Monstrous Creature in the Horde Formation counts as 2 models towards the number of models in the Formation, when calculating combat resolution.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Monstrous Creatures have the Move Through Cover and Relentless special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Beasts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Movement:&lt;br /&gt;
&lt;br /&gt;
Beasts can move up to 6&amp;quot; in the Movement phase.&lt;br /&gt;
&lt;br /&gt;
*Fast Beasts may move an additional 3&amp;quot; in the Movement phase&lt;br /&gt;
&lt;br /&gt;
Shooting:&lt;br /&gt;
&lt;br /&gt;
Beasts can march up to 6&amp;quot;, and do not require a Leadership test to march if they are within 9&amp;quot; of the enemy(although other models in the unit still might!).&lt;br /&gt;
&lt;br /&gt;
Beasts roll multiple d6&#039;s and pick the highest when marching through cover, rather than d3&#039;s.&lt;br /&gt;
&lt;br /&gt;
Close Combat:&lt;br /&gt;
&lt;br /&gt;
Beasts roll 3d6&amp;quot; when charging. When charging through difficult terrain, they roll 4d6&amp;quot; and choose the three lowest dice.&lt;br /&gt;
&lt;br /&gt;
Fall Back Moves:&lt;br /&gt;
&lt;br /&gt;
Beasts make Fall Back moves just like Infantry, except that they move 3D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Beasts have the Fleet of Foot and Move through Cover rules&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cavalry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Movement:&lt;br /&gt;
&lt;br /&gt;
Cavalry can move up to 6&amp;quot; in the Movement phase.&lt;br /&gt;
&lt;br /&gt;
*Fast Cavalry may move an additional 3&amp;quot; in the movement phase&lt;br /&gt;
&lt;br /&gt;
Shooting:&lt;br /&gt;
&lt;br /&gt;
Cavalry can march up to 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Beasts roll multiple d6&#039;s and pick the highest when marching through cover, rather than d3&#039;s.&lt;br /&gt;
&lt;br /&gt;
Close Combat:&lt;br /&gt;
&lt;br /&gt;
Cavalry roll 3d6&amp;quot; when charging. When charging through difficult terrain, they roll 4d6&amp;quot; and choose the three lowest dice.&lt;br /&gt;
&lt;br /&gt;
When calculating which side outnumbers the other in close combat, each Cavalry model(rider and steed) count as 2 models.&lt;br /&gt;
&lt;br /&gt;
Fall Back Moves:&lt;br /&gt;
&lt;br /&gt;
Cavalry make Fall Back moves just like Infantry, except that they move 3D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Cavalry have the Fleet of Hoof special rule.&lt;br /&gt;
&lt;br /&gt;
To represent the upper hand in battle granted by being mounted on a steed, Cavalry models have bonuses granted to their characteristics.  Most Cavalry models are mounted on warhorses, granting them +1 Toughness and +1 Attack. Rules for the other types of steeds your Cavalry may be mounted on are found in their respective army books.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Cavalry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Monstrous Cavalry unit consists of a Monstrous Creature and one or more riders. Each have separate profiles. The Monstrous Creature uses the Monstrous Creature rules, and the rider(s) use the Infantry rules. The Riders begin the game mounted on the Monstrous Creature, and are unable to disembark unless a rule specifically states that they can.&lt;br /&gt;
&lt;br /&gt;
The Monstrous Creature&#039;s movement, Initiative and Formation are always used, and any wounds from Dangerous Terrain checks are always assigned to it. Initiative Tests are always taken once for the entire model, rather than for individuals. Any special effect modifying Initiative always must target the Monstrous Creature to effect the Initiative of the model. Otherwise, the Riders are treated as separate models for all purposes (other than for rules that specifically require a model&#039;s base and/or movement) as the creature they are mounted on. &lt;br /&gt;
&lt;br /&gt;
Shooting:&lt;br /&gt;
&lt;br /&gt;
Monstrous Creatures can fire up to two of their weapons each Shooting phase - they must, of course, fire both of them at the same target.&lt;br /&gt;
&lt;br /&gt;
Shooting at Monstrous Creatures:&lt;br /&gt;
&lt;br /&gt;
Monstrous Creatures cannot gain cover saves simply for being in area terrain. They must be obscured to gain the save. Monstrous Creatures nor their Riders can Go to Ground.&lt;br /&gt;
&lt;br /&gt;
Close Combat:&lt;br /&gt;
&lt;br /&gt;
So mighty are a Monstrous Creature&#039;s attacks that their melee attacks are AP5: most armor simply doesn&#039;t stand a chance.&lt;br /&gt;
&lt;br /&gt;
When determining which side outnumbers another in a melee combat, a Monstrous Creature counts not as one model, but as multiple models towards its side, equal to its starting Wounds characteristic. Furthermore, add 1 more to the number of models for each remaining Rider.&lt;br /&gt;
&lt;br /&gt;
Monstrous Cavalry in the Horde Formation counts as 3 models towards the number of models in the Formation, when calculating combat resolution.&lt;br /&gt;
&lt;br /&gt;
For each hit against against Monstrous Cavalry, roll a d6. On a 1-4, Monstrous Creature is hit. On a 5-6, the riders are hit. Resolve the wounds against those profiles. Assign wounds to different Riders as if they were separate models, and keep track of how many Riders have been slain/what effects are placed on the Riders.&lt;br /&gt;
&lt;br /&gt;
If the Monstrous Creature is removed as a casualty, but the Riders still live, each Rider takes a hit at the monster&#039;s Strength, no saves allowed. The Riders continue to use the Monstrous Creature&#039;s base, so give the model a marker to note that the Monstrous Creature itself is no more. They must immediately make a Pinning test. Additional hits against the model continue to be assigned to the Riders as separate models.&lt;br /&gt;
&lt;br /&gt;
In a unit containing multiple Monstrous Cavalry, if a Monstrous Creature is removed as a casualty, remove the Riders as a casualty too: even they survived, they&#039;re disoriented enough that they&#039;ll never keep up with the rest of the unit!&lt;br /&gt;
&lt;br /&gt;
If all the Riders are removed as casualties, but the Monstrous Creature still lives, it must immediately take a Leadership Test on its own value. &lt;br /&gt;
&lt;br /&gt;
*If it fails, it loses Fearless(or any other ability preventing it from fleeing or automatically rallying it) for the rest of the game(if it has it), and must Fall Back.&lt;br /&gt;
&lt;br /&gt;
*If it succeeds, it becomes Fearless and Frenzied, and gains the Furious Charge special rule for the rest of the game! It continues to fight on.&lt;br /&gt;
&lt;br /&gt;
Monstrous Creatures have the Move Through Cover and Relentless special rules.&lt;br /&gt;
&lt;br /&gt;
Riders have the Relentless special rule.&lt;br /&gt;
&lt;br /&gt;
==Races and Birthsigns==&lt;br /&gt;
&lt;br /&gt;
Note: in terms of certain rules interactions, every model is either a&lt;br /&gt;
&lt;br /&gt;
*Mortal(models are Mortal unless stated otherwise)&lt;br /&gt;
&lt;br /&gt;
*Non-Mortal(certain models are this instead)&lt;br /&gt;
&lt;br /&gt;
===Common Races===&lt;br /&gt;
&lt;br /&gt;
Many models have a race, determining some of his physiological traits and abilities. The ten most common races found on Tamriel are listed in this section.&lt;br /&gt;
&lt;br /&gt;
Arkay&#039;s Protection:&lt;br /&gt;
&lt;br /&gt;
Models of the 10 common races may not be soul trapped, unless specifically allowed to be by a special rule. However, if the model has the Cavalry unit type, or is not either mortal or a vampire, it may be Soul Trapped as normal: in the former case, the steed is soul trapped, and in the latter case, the soul of the model follows radically different metaphysics than normal souls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Argonian&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Water Breathing: Argonians treat water features as open terrain, and gain a 6+ cover save while in it.&lt;br /&gt;
&lt;br /&gt;
Histblood: Argonians ignore the effects of all diseases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breton&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dragon Skin: Bretons gain +2 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 5+ Ward Save against spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dark Elf (Dunmer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ashborn: Dunmer have Feel No Pain against attacks that deal flame damage.&lt;br /&gt;
&lt;br /&gt;
Ancestral Guardian: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Dunmer. Each of those units may re-roll any d6 that it chooses once per game, provided that the majority of the models in that unit are still Dunmer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Elf (Altmer)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Highborn: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each Altmer in your army. For Altmer with at least 4 Mg, add 2 Power Dice instead.&lt;br /&gt;
&lt;br /&gt;
Weakness: All Elemental damage re-rolls failed wounds against Altmer, unless that Altmer is completely immune to that element.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imperial&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emperor&#039;s Strategy: An army where the majority of models are Imperials wins ties on the roll to go first, chooses the scenario should it roll a 6 to pick table edge, and steals the initiative on 5+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Khajiit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eye of Night: Khajiit have the Night Eye special rule(see page XX)&lt;br /&gt;
&lt;br /&gt;
Claws: If a Khajiit chooses not to equip any items or spells in one or more of its hands, that hand counts as a Hand Weapon that may be dual wielded with another claw or fist weapon. It may not be used to Parry with a shield, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nord&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Blood of the North: Nords have Feel No Pain against attacks that deal frost damage.&lt;br /&gt;
&lt;br /&gt;
Battle Cry: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Nords. If a unit thus marked is tied in close combat, provided the majority of the unit is still Nords, that unit counts as having won the combat by 0 points instead; the enemy must test accordingly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Orc&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Cursed: Orcs gain +1 to their Ward Save against all spells. If they do not already have a Ward Save, this ability grants them a 6+ Ward Save against spells.&lt;br /&gt;
&lt;br /&gt;
Berserk: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Orcs. Once per game, you may have each unit marked thus become Frenzied, provided the majority of the models are still Orcs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Redguard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Adrenaline Rush: Redguards that charge(or counter-attack) gain +2 Attacks and +1 WS the first round of combat instead of their normal +1 attack charge bonus. In addition to this, their charge bonus continues into the second round of combat: Redguards gain a charge bonus of +1 Attack if they charged or counter-attacked the previous round in the same melee combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wood Elf (Bosmer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Light Feet: Bosmer have the Stealth special rule.&lt;br /&gt;
 &lt;br /&gt;
Beast Tongue: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Bosmer. Models with the Bestial Instinct special rule Fear units marked this way, provided the majority of the models are still Bosmer.&lt;br /&gt;
&lt;br /&gt;
===Other Races===&lt;br /&gt;
&lt;br /&gt;
Certain less common, strange or arcane races and types of creatures exist in Tamriel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daedra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Immortal: Daedra are not mortals. They have Eternal Warrior, and cannot be affected by disease.&lt;br /&gt;
&lt;br /&gt;
Otherworldly Beings: Daedra have the Ethereal and Fearless special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Undead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Undead are Fearless.&lt;br /&gt;
&lt;br /&gt;
Lumbering Walk: Undead cannot March, and are Fearless.&lt;br /&gt;
&lt;br /&gt;
Unburdened by Life: Undead have Feel No Pain, Immune to Poison, and are unaffected by disease. They are not mortals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vampire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Vampires are considered Undead. However, they have the following differences:&lt;br /&gt;
&lt;br /&gt;
Mortal Appearance: Vampires can March, are not Fearless, and do not have Feel No Pain. A model may be both a Vampire and another race.&lt;br /&gt;
&lt;br /&gt;
Power of the Night: Vampires have many abilities, spells and special rules specific to their profiles or to their entries in army books unavailable to other models.&lt;br /&gt;
&lt;br /&gt;
Tyranny of the Sun: During the day, all Vampires outside of area terrain or buildings have -1 Toughness and cannot benefit from Regenerate. They get no charge bonuses during the day of any kind, and only replenish half of whatever amount of Power Dice they would otherwise replenish at the start of a daytime turn. Flame weapons always get +1 to wound against Vampires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dragon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sons of Akatosh: Dragons have the Eternal Warrior special rule and are unaffected by disease. They are not mortals. In addition, they may only be Soul Trapped by another Dragon or by a Dragonborn, and cannot be Silenced.&lt;br /&gt;
&lt;br /&gt;
Serpentine Form: Dragons are Flyer Monstrous Creatures, and cannot carry/hold wargear, other than the natural weapons and armor granted by their draconic form.&lt;br /&gt;
&lt;br /&gt;
Tongues of the Thu&#039;um: Dragons always have the Tongue special rule, and automatically pass the Leadership test required to use Shouts.&lt;br /&gt;
&lt;br /&gt;
Rulers of the Sky: Dragons have the Hit and Run and Fearless universal special rules, and cause Terror.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Automaton&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Form of Brass: Automatons are Fearless, are unaffected by disease, and are Immune to Frost and Poison. Shock damage ignores the armor saves of Automatons, and gets +1 to wound against them. Automatons are not mortals.&lt;br /&gt;
&lt;br /&gt;
Mechanical: Automatons cannot be affected by Blind, Chill, Paralyze, Silence or Command effects, or Illusion spells an opponent controls, unless a special rule specifically allows it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sload&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dread Sorcerers: Sloads get +1 to all attempts at casting spells.&lt;br /&gt;
&lt;br /&gt;
Stoic Deliberation: At the beginning of the game, after all deployment, including Infiltrators and Scout re-deployment, mark each unit in which the majority of the models are Sloads. As long as the majority of the models in a unit marked in this way are Sloads, that unit is Stubborn, and may choose to automatically fail any Morale test if it so desires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Snow Elf(Falmer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Falmer that retain their noble form use the following special rules:&lt;br /&gt;
&lt;br /&gt;
Wisdom of the Snow Princes: At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 1 extra Power Die to the pool of each non-corrupted Falmer in your army.&lt;br /&gt;
&lt;br /&gt;
Falmer that retain their noble form have Arkay&#039;s Protection(see above)&lt;br /&gt;
&lt;br /&gt;
Falmer that have fallen to a corrupted form at the hands of the dwarves use the following special rules:&lt;br /&gt;
&lt;br /&gt;
The Sightless: Corrupted Falmer have no eyes, and therefore are completely unaffected by Blind affects: they&#039;re already blind, and are used to it! However, cover saves may always be taken against Ranged Attacks by Falmer as if Night Fighting was active, and Falmer, cannot shoot at a unit more than 36&amp;quot; away from their unit. Note that these Night Fighting effects on Falmer always apply, even if an effect would take away the Night Fighting status from a unit, or allow a unit to ignore Night Fighting, and are unmodifiable.&lt;br /&gt;
&lt;br /&gt;
Ages Underground: Corrupted Falmer have the Acute Senses special rule, and are immune to Fear, Terror and Panic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heartland High Elf(Ayleid)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ayleid models use the same rules as Altmer(see above)&lt;br /&gt;
&lt;br /&gt;
Ayleids have Arkay&#039;s Protection(see above)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frost Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elemental Essence: Frost Spirits are Fearless and do not have to roll for difficult and dangerous terrain. They are not mortals.&lt;br /&gt;
&lt;br /&gt;
Icy Form: Frost Spirits are unaffected by Frost damage or disease, and cannot be Chilled, but Flame damage gets +1 to wound against them.&lt;br /&gt;
&lt;br /&gt;
===Guardian Stone Blessings===&lt;br /&gt;
&lt;br /&gt;
The signs in the heavens that watch over Tamriel guide the fates of mortals. Some mortals are blessed with strange portents, aligned to whatever stars they were born under. Others are blessed by a certain star after encountering mysterious standing stones deep in the wilderness. Whatever their source, these blessings are found on many figures of importance. Most armies will be able to purchase one of these abilities as an upgrade for each of their characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Warrior&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Warrior have great skill in battle. This model has +1 WS.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Steed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Steed are swift and tireless, yet afflicted by wanderlust. This model is not Encumbered by Heavy Armor(see page XX). If this model does not use Heavy Armor, he has the Fleet of Foot special rule instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Lord have the blood of warrior kings, tempered by the curse of trolls. This model has Regeneration(6+). However, Flame damage gets +1 to wound against him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Lady&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Lady acquire unprecedented grace, soundness of mind, and nobility. A model blessed by the Lady re-rolls all failed Characteristic Tests, including Leadership Tests; however, if any models in his unit are not blessed by the Lady, Characteristic and Leadership tests taken for the entire unit(including morale checks) are not re-rolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Mage&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Those blessed by the Mage have great magical potential. This model has +1 Mg.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Apprentice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Apprentice have a wild and dangerous, yet mighty hold over magicka. At the beginning of each of your turns, immediately after Power Dice Pools are replenished, add 2 extra Power Dice to the pool this model. Spell damage strikes at +2 Strength against this model, however.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Atronach&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Those blessed by the Atronach become a conduit for magicka. A model with this blessing begins the game with Power Dice equal to &#039;&#039;&#039;double&#039;&#039;&#039; his Mg, and does not empty his Power Dice Pool at the start of your turn. Instead, his number of Power Dice stays the same (without replenishing, either). If he has less Power Dice than his Mg at the start of your turn, if he would normally replenish Power Dice, he gains a single Power Die instead. If he is affected by a Magicka Drain effect, he immediately loses that many Power Dice, instead of suffering the normal effect. This model has a 4+ ward save against spell damage that cannot be improved or stacked with other Ward Saves, but may be taken instead of other saves. If this save succeeds, this model gain Power Dice equal to the number of Power Dice spent on the spell he made the save against.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Ritual&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Ritual hold ineffable arcane powers within their souls. Once per game, this model may automatically cast any spell he knows that has a casting cost of 8+ or less. No roll is required to cast this spell. The model does not even need to have a spell equipped to cast it, and may cast it even if silenced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Thief&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Those blessed by the Thief are quick and lucky. This model has +1 I.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Lover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Lover are graceful yet deadly. Enemies in base contact with this model, and enemies in base contact with those enemies, lose their charge bonus.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Shadow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Shadow are unnaturally hard to find. Once per game, at the beginning of any phase, this model may become Invisible until the start of your next turn, or until he chooses to lose the effect through the normal means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Tower&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Tower have a strong grasp on the figments of reality. Once per game, this model may re-roll any one d6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blessing of the Serpent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Those blessed by the Serpent inherit the strange and deadly powers of the most restless stars in the sky. Once per game, this model may choose to make a non-spell weapon he is using Poisoned(3+) until end of turn. It deals Poisoned damage if he does this, obviously.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
&lt;br /&gt;
This section contains the rules for the various types of weapons, armor and other items a model may be equipped with.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
The following is a list of melee weapons that may be found in various armies across Tamriel. Melee weapons are used in close combat, unless specifically stated otherwise. A model must make its attacks in close close combat with any melee weapons that it has equipped, dividing the attacks between multiple equipped melee weapons as its controlling player chooses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hand Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Hand Weapons are basic one-handed melee weapons: swords, maces, hatchets, clubs, and the like.&lt;br /&gt;
&lt;br /&gt;
A model using a Hand Weapon strikes in combat normally. Hand Weapons can be dual wielded, being one-handed melee weapons.&lt;br /&gt;
&lt;br /&gt;
Parry: A model wielding a Hand Weapon with a Shield may attempt to Parry. This is covered later, in the Shield rules section(see page XX)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dagger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Daggers a special type of Hand Weapon with two additional special rules:&lt;br /&gt;
&lt;br /&gt;
Assassin&#039;s Weapon: If an Invisible model attacks with a Dagger, or a model that charged or counter-attacked this turn and began its charge(or was charged and counter-attacked) in Area Terrain or a building attacks with a Dagger, the Dagger gains the Killing Blow special rule that round.&lt;br /&gt;
&lt;br /&gt;
Easily Overwhelmed: Models with Shields may re-roll failed armor saves and failed attempts to Parry(see page XX) against wounds caused by a Dagger. A Dagger may not be dual wielded except with another Dagger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spears are long-reaching one-handed melee weapons designed for defensive formations of infantry. They can be dual wielded with each other, but not with other classes of weapons.&lt;br /&gt;
&lt;br /&gt;
Phalanx: Models using Spears may fight in 3 ranks, rather than just two, as long as all models in those ranks are armed with Phalanx weapons. In other words, instead of having to be in base contact either with the enemy or a friendly model in base contact with the enemy in order to fight, a model with a Spear can fight in close combat if it is in base contact with a friendly model with Phalanx that is in base contact with a third friendly model with Phalanx, who is in base contact with the enemy.&lt;br /&gt;
&lt;br /&gt;
Wall of Death: Attacks with a Spear get +1 Strength +1 AP against charging or counter-attacking Cavalry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Halberd&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Halberds and Poleaxes require two hands, and strike with +1 Strength.&lt;br /&gt;
&lt;br /&gt;
Phalanx: Halberds count as Phalanx weapons(see rules for Spears above); however, they themselves cannot fight in extra ranks.&lt;br /&gt;
&lt;br /&gt;
Wall of Death: Attacks with Halberds and Poleaxes get +1 Strength +1 AP against charging or counter-attacking Cavalry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pikes require two hands and are Phalanx weapons(see rules for Spears above).&lt;br /&gt;
&lt;br /&gt;
Heavy Phalanx: Models using Pikes may fight in 3 ranks, rather than just two, as long as all models in those ranks are armed with Phalanx weapons(see rules for Spears above). Models armed with Pikes may fight in both the 3rd and 4th ranks instead, as long as out of the three models counted for Phalanx between them and the enemy, the closest two models to them are also armed with Pikes. The models in actual base contact with the enemy need not be armed with Phalanx weapons in this case, as long as the three ranks counted behind them are armed with Pikes.&lt;br /&gt;
&lt;br /&gt;
Wall of Death: Attacks with Pikes get +2 Strength +2 AP against charging or counter-attacking Cavalry and charging or counter-attacking Monstrous Cavalry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Great Weapons are massive, two-handed weapons wielded by the strongest of warriors. There are three types of Great Weapons normally available to models:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Greatsword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Greatswords strike with +1 Strength, and have the Critical Strike and Unwieldy special rules&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Axe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battle Axes strike with +2 Strength, and have the Unwieldy special rule&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;War Hammer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
War Hammers strike with +2 Strength, +2 AP, and have the Very Unwieldy special rule&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lance is a one-handed melee weapon that can never be dual wielded. If the model armed with a Lance is mounted, the Lance strikes with +2 Strength +2 AP when charging or counter-attacking&lt;br /&gt;
&lt;br /&gt;
===Shooting Weapons===&lt;br /&gt;
&lt;br /&gt;
Every shooting weapon has a profile. This profile includes its range in inches. If it has two numbers for its range, the first is its minimum range and the second its maximum range. If the weapon&#039;s range is given as &amp;quot;Template&amp;quot;, then the weapon fires using the teardrop-shaped template (see page XX).&lt;br /&gt;
&lt;br /&gt;
A weapon can be noted as being Blast, Barrage, or any other of a number of special rules in its profile. The Strength and AP given are the Strength and AP at which it strikes.&lt;br /&gt;
&lt;br /&gt;
Models with ranged weapons are assumed to have enough ammunition to last the battle.&lt;br /&gt;
&lt;br /&gt;
Firing Modes:&lt;br /&gt;
&lt;br /&gt;
There are three Firing Modes a weapon can have. The number following the Firing Mode indicates how many shots are fired by the weapon each time it shoots.&lt;br /&gt;
&lt;br /&gt;
Move or Fire:&lt;br /&gt;
&lt;br /&gt;
These weapons cannot be fired by a unit that moved during the movement phase. If they are fired, the unit firing them cannot charge this turn. A unit that marched or charged the previous turn cannot Stand and Shoot with a Move or Fire weapon.&lt;br /&gt;
&lt;br /&gt;
Move and Fire:&lt;br /&gt;
&lt;br /&gt;
These weapons can be fired by a unit that moved during the movement phase. However, the unit that fires them cannot charge this turn.&lt;br /&gt;
&lt;br /&gt;
Fire and Charge:&lt;br /&gt;
&lt;br /&gt;
These weapons can be fired by a unit that moved during the movement phase, and the unit that fires them can charge the same turn.&lt;br /&gt;
&lt;br /&gt;
The following is a list of common Shooting weapons found in Tamriel:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S3 AP0, Move and Fire 2, Range 18&amp;quot;. Volley Fire. Two Hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This profile includes any weapon merely described as a &amp;quot;Bow&amp;quot;&lt;br /&gt;
&lt;br /&gt;
S3 AP0, Move and Fire 1, Range 30&amp;quot;. Volley Fire. Two Hands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crossbow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
S4 AP1, Move and Fire 1, Range 24&amp;quot;. Two Hands. If a Crossbow is fired, it becomes Move or Fire 1 until the end of the controlling player&#039;s next turn, to represent the difficulty of quickly reloading it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throwing Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This includes throwing knives, throwing axes, and the like.&lt;br /&gt;
&lt;br /&gt;
The Strength of this weapon equals the Strength of the model throwing it. AP0. Fire and Charge 2, Range 6&amp;quot;. Throwing weapons act as Hand Weapons in close combat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Javelin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Strength of this weapon equals the Strength of the model throwing it plus 1. AP0. Fire and Charge 1, range 9&amp;quot;. Javelins act as Hand Weapons in close combat, except that may be dual wielded with Spears, but not with Daggers.&lt;br /&gt;
&lt;br /&gt;
===Weapon Quality===&lt;br /&gt;
&lt;br /&gt;
Certain Weapons are of a higher quality than others. Often this is represented through the Master-Crafted rule; at other times, the very material they are made of is so far superior that they gain bonuses in addition to their other rules and characteristics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Silver&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Silver weapons are Otherworldly, and re-roll failed to wound rolls against Werewolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Elven weapons strike at +1 AP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glass&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Glass weapons strike at +2 AP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ebony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ebony weapons strike at +1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bound&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bound weapons strike at +1 Strength +1 AP, and are Otherworldly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Daedric&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Daedric weapons strike at +2 Strength +2 AP, and are Otherworldly.&lt;br /&gt;
&lt;br /&gt;
Whenever Weapon Quality upgrades are presented in an army book, they may be bought simultaneously for both, for the price of just one, for a pair of weapons with identical base stats(before any other upgrades) that can be dual wielded.&lt;br /&gt;
&lt;br /&gt;
===Armour===&lt;br /&gt;
&lt;br /&gt;
There are many types of Armour used for protecting the warriors of Tamriel. A model may only have one suit of armour, or one set of unarmored clothing.&lt;br /&gt;
&lt;br /&gt;
A model wearing unarmored clothing is considered to not be wearing armour. Models whose armour is a natural part of their bodies, or who are not mentioned as wearing armour, are not considered to be wearing armour for the purposes of the armour rules.&lt;br /&gt;
&lt;br /&gt;
There are two types of armour, Light and Heavy.&lt;br /&gt;
&lt;br /&gt;
*A model wearing either Light or Heavy Armour is considered to have Weakened Magicka. The result of each Power Die that model rolls in attempting to cast a spell is reduced by 1, to a minimum of 1. This represents the awkwardness of using magic while essentially covered head to toe in solid metal.&lt;br /&gt;
&lt;br /&gt;
*A model wearing Heavy Armour is Encumbered. An Encumbered model considers all 6&#039;s rolled when determining charge range or Sweeping Advance to be 5.&lt;br /&gt;
&lt;br /&gt;
The common types of armour, and the armour save they provide are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Any armour listed as &amp;quot;Light Armour&amp;quot; without giving an armour save value provides a 6+ save&lt;br /&gt;
&lt;br /&gt;
*Chitin, Leather, Light Mail, and Fur armour grant a 6+ save&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail and Elven armour grant a 5+ save&lt;br /&gt;
&lt;br /&gt;
*Glass and Mithril armour grant a 4+ save&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Any armour listed as &amp;quot;Heavy Armour&amp;quot; without giving an armour save value provides a 5+ save&lt;br /&gt;
&lt;br /&gt;
*Hardened Chitin, Chainmail, Plate, and Dwarven armour grant a 5+ save&lt;br /&gt;
&lt;br /&gt;
*Full Plate and Orcish armour grant a 4+ save&lt;br /&gt;
&lt;br /&gt;
*Ebony armour grants a 3+ save&lt;br /&gt;
&lt;br /&gt;
*Daedric armour grants a 2+ save&lt;br /&gt;
&lt;br /&gt;
===Shields===&lt;br /&gt;
&lt;br /&gt;
Shields are not considered to be part of a model&#039;s armour, but as an equippable item: whether or not you have a shield in your hand is what determines if it protects you! Therefore, using a shield does not alter whether or not a model is considered armoured, but instead grants certain abilities to the model:&lt;br /&gt;
&lt;br /&gt;
A Shield is a one-handed item, that, while equipped, adds +1 to a model&#039;s armour save(or grants it a 6+ armour save, if it has no other armoured protection).&lt;br /&gt;
&lt;br /&gt;
Parry:&lt;br /&gt;
&lt;br /&gt;
Whenever a model with both a Hand Weapon and a Shield equipped suffers an unsaved wound in close combat, it may attempt to Parry. This represents the skillful use of weapons to ward off enemy attacks. In order for a model to Parry, the following conditions must be met:&lt;br /&gt;
&lt;br /&gt;
*The attack being parried must be a melee attack made in the close combat phase.&lt;br /&gt;
&lt;br /&gt;
*The model must have both a shield and a Hand Weapon equipped. Only a true Hand Weapon can be used to Parry: Daggers cannot be used to Parry, and nor can Hand Weapons that are also Spells, or ranged weapons permitted to count as Hand Weapons(such as javelins).&lt;br /&gt;
&lt;br /&gt;
*A wound from a spell may not be Parried, nor may an attack be Parried if it is from a model with more than twice the WS of the model attempting to Parry&lt;br /&gt;
&lt;br /&gt;
*Attacks from Monstrous Creatures can only be Parried by other Monstrous Creatures, should they be armed with a Hand Weapon and Shield&lt;br /&gt;
&lt;br /&gt;
If the following conditions are met, before removing the model, roll a D6 each time an unsaved Wound is suffered(this is not a saving throw). On a 5 or less, you must take the Wound as normal. On a 6, the unsaved Wound is discounted - treat it as having been saved!&lt;br /&gt;
&lt;br /&gt;
===Other Items===&lt;br /&gt;
&lt;br /&gt;
Many other items can grant benefits to a model. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Worn Items&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Certain items may be displayed on a model, but only have rules apart from that model&#039;s clothes or armour if they have an exceptional ability. These items may be purchased by models, even when those models are required to only purchase items they could exchange an item in their possession for, or only purchase items of a type that they already have access to.  Other restrictions to their purchase still apply, however, and a model may only have one one of each of these types of items. Wearing these items does not alter whether or not a model is considered armoured. These items include:&lt;br /&gt;
&lt;br /&gt;
*Amulet&lt;br /&gt;
&lt;br /&gt;
*Ring&lt;br /&gt;
&lt;br /&gt;
*Helm&lt;br /&gt;
&lt;br /&gt;
*Gauntlets&lt;br /&gt;
&lt;br /&gt;
*Belt&lt;br /&gt;
&lt;br /&gt;
*Boots&lt;br /&gt;
&lt;br /&gt;
===Consumables===&lt;br /&gt;
&lt;br /&gt;
Certain small items are carried by a model to be used once per game. These items are listed as &amp;quot;Consumables&amp;quot; in their respective army lists. Almost all Consumables are either considered Scrolls or Potions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Scrolls&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Scroll has a spell written on it. If a model has two hands with spells equipped, that model may choose to use a Scroll that he has available, either in his wargear or granted to him by a special ability. If that model does this, that model automatically casts the spell written on the Scroll without having to roll. The Scroll&#039;s power is then used up, and it is removed from the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Potions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of each player turn,unless stated otherwise in the rules, a model may choose to drink a single Potion, if he has one available, either in his wargear or granted to him by a special ability. If that model does this, he is immediately effected by the Potion&#039;s ability. The Potion is then removed from the game, having been drunk to the bottom of the flask. Even if a Potion can be used at a different time than at the start of the turn, only one Potion can ever be drunk per turn by a model.&lt;br /&gt;
&lt;br /&gt;
The rules for other consumables will be given in their respective army books.&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
&lt;br /&gt;
Certain items have wondrous magical properties. Magic Items can be bought as upgrades at times to regular items, or as replacements. Either way, Magic Items always retain the type, rules and quality of their base item, only adding on additional rules, unless specifically stated to do otherwise.&lt;br /&gt;
&lt;br /&gt;
A weapon that is a Magic Item is a Magic Weapon. It deals Magic Damage, replacing Mundane or Otherworldly in its base item rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifacts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Certain items are so legendary, rare, and powerful that there is nothing like them in the world. They have become the stuff of myth. An item that is an Artifact is always also a Magic Item, unless stated otherwise. Since they are so unique, an army may only contain one of each Artifact.&lt;br /&gt;
&lt;br /&gt;
Some Artifacts are listed as &amp;quot;Daedric Artifacts&amp;quot;. These count as Artifacts as well; this differentiation is only for a certain few special rules.&lt;br /&gt;
&lt;br /&gt;
The [[Scrollhammer: Artifacts of Tamriel|Artifacts of Tamriel]] supplement provides a list of Tournament-legal Artifacts that may be used by the great heroes of many different armies. Every Army Book also contains a list of its own Artifacts, unique to that particular army. Whichever Artifacts are used, they are capable of incredible power, greatly changing the course of the game.&lt;br /&gt;
&lt;br /&gt;
==The Power of the Thu&#039;um==&lt;br /&gt;
&lt;br /&gt;
The Thu&#039;um is a form of divine magic used primarily by Dragons, although many humans are capable of using it as well. Using the Thu&#039;um involves attempting to use one of the Shouts that a model may possess.&lt;br /&gt;
&lt;br /&gt;
Every Shout has an effect, a time at which it may be used, and a cooldown.&lt;br /&gt;
&lt;br /&gt;
If a model wishes to use a Shout, first check to see if it has a Cooldown counter on it. If it has such a counter, it may not use the Shout.&lt;br /&gt;
&lt;br /&gt;
If the model does not have a cooldown counter on it, then that model takes a Leadership Test on its own value. This is called a Shout Test. If it passes(which it does automatically if it is a Dragon or a Dragonborn), the Shout is resolved.&lt;br /&gt;
&lt;br /&gt;
Shouts that involve rolls to wound count as dealing Magical damage. Shouts that are shooting attacks count as Magical shooting attacks, except using a Shout Test instead of using Power Dice. Shouts may always be used regardless of what a model is currently equipped with: after all, their reality-warping energies come forth from the mouth, not from the hands!&lt;br /&gt;
&lt;br /&gt;
Broken Concentration:&lt;br /&gt;
&lt;br /&gt;
If a model other than a Dragon or a Dragonborn fails a Shout Test, his mental concentration on the Way of the Voice is broken. He may not attempt to Shout again for the remainder of the game.&lt;br /&gt;
&lt;br /&gt;
Cooldown:&lt;br /&gt;
&lt;br /&gt;
As a Shout is resolved, place a number of Cooldown counters on the Shouting model equal to the Cooldown number in the Shout&#039;s profile. At the beginning of each of your turns, at the same time the Magicka is replenished, remove a Cooldown counter from each model that has one. When the final Cooldown counter is removed, the model is free to Shout again!&lt;br /&gt;
&lt;br /&gt;
If a Shout&#039;s cooldown is listed as &amp;quot;Resets Next Turn&amp;quot;, place a single Cooldown counter on the model that used the Shout. That counter is removed at the start of the following player turn, regardless of whose turn it is.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===List of Shouts===&lt;br /&gt;
&lt;br /&gt;
The following is a list of common Shouts available to several of the armies in Scrollhammer. Additional Shouts may be found in various army books.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FUS RO DAH!&lt;br /&gt;
&lt;br /&gt;
- Force - Balance - Push -&lt;br /&gt;
&lt;br /&gt;
Unrelenting Force: A silent shockwave flies forth from the hero&#039;s tongue, blasting away everything that it touches.&lt;br /&gt;
&lt;br /&gt;
This Shout may be used at any time. If user is not in close combat, move another unit not locked in combat within 6&amp;quot; directly away from user d3&amp;quot;. That unit must take a dangerous terrain test if it hits dangerous terrain. A unit never be moved more than 6&amp;quot; per turn due to Unrelenting Force. If user is in close combat, select a model in base contact with him. That model strikes last this round of combat.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ZUN HAAL VIIK!&lt;br /&gt;
&lt;br /&gt;
- Weapon - Hand - Defeat -&lt;br /&gt;
&lt;br /&gt;
Disarm: The hero commands his foe&#039;s weapon to fly out of his hand, leaving him vulnerable as he dives to reclaim his blade.&lt;br /&gt;
&lt;br /&gt;
This Shout may be used during the Close Combat phase by a model locked in close combat. Select a model in base contact with user. That model loses his charge bonus this round if he has one, unless he is using a Spell melee weapon. He takes an Initiative test. If he fails, he may not attack at all this round of combat with non-Spell melee weapons.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
BEX MAH MIRAAD!&lt;br /&gt;
&lt;br /&gt;
- Gate - Fall - Doorway -&lt;br /&gt;
&lt;br /&gt;
Thunderous Siege: The Tongue commands a mortal gate to open. A blinding blast issues forth as the Thu&#039;um is exhaled, shattering walls and ripping out bolts. Not even the gates of the mightiest fortress can long withstand the power of the Voice.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S2, ignores armor saves, Assault 1, Template, rolls 4d6 for armor penetration against Buildings. &lt;br /&gt;
&lt;br /&gt;
Cooldown 3 (Cooldown 1 for Dragons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
YOL TOOR SHUL!&lt;br /&gt;
&lt;br /&gt;
- Fire - Inferno - Sun -&lt;br /&gt;
&lt;br /&gt;
Fire Breath: The hero invokes the famed power of the Dragons against his foe, exhaling an inferno: flames spew forth from his mouth in a molten jet as he breathes the ancient words, burning all in their path to ashes.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S6 AP2, Assault 1, Template, flame, Multiple Wounds(d3).&lt;br /&gt;
&lt;br /&gt;
Cooldown 3 (Cooldown 1 for Dragons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FO KRAH DIIN!&lt;br /&gt;
&lt;br /&gt;
- Frost - Cold - Freeze -&lt;br /&gt;
&lt;br /&gt;
Frost Breath: The hero exhales shards of ice and a wind of unfathomable cold from his mouth, tearing apart his enemies&#039; freezing flesh.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated and fired as a Shooting attack targeting an enemy unit in range, with the following profile: S6 AP2, Assault 1, Template, frost, models hit strike at Initiative 1 this turn.&lt;br /&gt;
&lt;br /&gt;
Cooldown 3 (Cooldown 1 for Dragons).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IIZ SLEN NUS!&lt;br /&gt;
&lt;br /&gt;
- Ice - Flesh - Statue -&lt;br /&gt;
&lt;br /&gt;
Ice Form: The hero commands its foes to turn to freeze solid in place. As they cringe before his breath, they are transformed into frozen statues. Their foes descend upon them, shattering the blanket of ice to bring them a painful death.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your Shooting phase. Target unit within 18&amp;quot; and LOS becomes pinned, and is hit automatically and is reduced to Initiative 1, until the beginning of your next turn or the phase after any form of attack hits the unit.&lt;br /&gt;
&lt;br /&gt;
Cooldown 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KRII LUN AUS!&lt;br /&gt;
&lt;br /&gt;
- Kill - Leech - Suffer -&lt;br /&gt;
&lt;br /&gt;
Marked for Death: An enemy of the warrior becomes shrouded in darkness, screaming in pain as an aura of doom engulfs him. His strongest armor corrodes as the death consumes him, the primal mark of slaughter invoked by the Thu&#039;um.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your Shooting phase. Select an enemy model within 12&amp;quot; and LOS. Until the beginning of your next turn, at the beginning of every phase, that model suffers a Spell damage wound with Ignores Cover on a d6 5+. At the beginning of every phase, his armor save is reduced by -1 until the beginning of your next turn(this effect is cumulative).&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VEY TUZ KINZON!&lt;br /&gt;
&lt;br /&gt;
- Cut - Blade - Sharp -&lt;br /&gt;
&lt;br /&gt;
Razor Edge: The power of the Thu&#039;um sharpens its wielder&#039;s weapon. The weapon slashes through the toughest armor and flesh as if it were butter.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during the Close Combat phase. User strikes at +5 AP this round. If his attacks are already at least AP5, he also strikes with +1 Strength this round.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FAAS RU MAAR!&lt;br /&gt;
&lt;br /&gt;
- Fear - Run - Terror -&lt;br /&gt;
&lt;br /&gt;
Dismay: The Tongue commands the power of fear against his foes. All who stand in his presence feel an eerie horror and blackness consume them, a blinding urge to flee and never return.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your Shooting phase. Select a unit within 6&amp;quot; and LOS of user. That unit must pass a Morale Check or flee. If it is fleeing from combat, a Sweeping Advance may be attempted as normal.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ZUL MEY GUT!&lt;br /&gt;
&lt;br /&gt;
- Voice - Fool - Far -&lt;br /&gt;
&lt;br /&gt;
Throw Voice: The Tongue makes this Shout to throw the sound of the Shout itself elsewhere, in an attempt to distract, confuse or fool his foe.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your opponent&#039;s Close Combat phase. If your opponent&#039;s models would have to make a difficult terrain test to charge user&#039;s unit this round, and every other model in user&#039;s unit(if any) have also used this Shout, the charging enemy must re-roll all rolls of 5 or better on their Charge Range roll. Monstrous Creatures do not get this bonus unless they are at least 50% concealed from the enemy. In stealth related scenarios, this Shout may be altered and given special rules for helping user&#039;s unit avoid detection.&lt;br /&gt;
&lt;br /&gt;
Cooldown: Resets Next Turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
RAAN MIR TAH!&lt;br /&gt;
&lt;br /&gt;
- Animal - Allegiance - Pack -&lt;br /&gt;
&lt;br /&gt;
Animal Allegiance: The Tongue commands all the beasts of the wilds to come to his aid in battle. Horses throw their masters, wolves and ravens prey upon unsuspecting warriors.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during the Close Combat phase by a model in close combat. You may choose to target a model with Bestial Instinct: until the end of the next round of combat(or until user or the target are no longer in this combat), Command a model with Bestial Instinct either in base contact with user, or in base contact with another model in base contact with user. You may choose instead to target a Cavalry model: the rider must pass a Ld test on his own value. If he fails, he may not attack until the end of the next round of combat(or until user or the target are no longer in this combat), and takes a S3AP0 hit.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
KAAN DREM OV!&lt;br /&gt;
&lt;br /&gt;
- Kyne - Peace - Trust -&lt;br /&gt;
&lt;br /&gt;
Kyne&#039;s Peace: The hero embraces the aspect of Kynareth within the Thu&#039;um, bringing forth a calming wind upon the wilds. The instincts of all beasts near it fall flat, their ravenous urges tamed at his will.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during the Close Combat phase. Models that have Bestial Instinct in units within 6&amp;quot; of caster may not charge any unit, and or make attacks in close combat against user&#039;s unit this phase. If they would flee this phase, they are destroyed instead.&lt;br /&gt;
&lt;br /&gt;
Cooldown 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LOK VAH KOOR!&lt;br /&gt;
&lt;br /&gt;
- Sky - Spring - Summer -&lt;br /&gt;
&lt;br /&gt;
Clear Skies: The Tongue invokes the beauty of spring and the warmth of summer to fall upon the plain of battle. Mists vanish, and clouds part to reveal the glowing rays of the sun.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated at any time. All Weather effects are ignored this turn within 12&amp;quot; of user.&lt;br /&gt;
&lt;br /&gt;
Cooldown: Resets Next Turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SU GRAH DUN!&lt;br /&gt;
&lt;br /&gt;
- Air - Battle - Grace -&lt;br /&gt;
&lt;br /&gt;
Elemental Fury: The Tongue commands the winds to harmonize with his strikes, his weapon cleaving the foe asunder with impossible speed and grace. In a blink of an eye, he fights with impossible ferocity.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during the Close Combat phase by a model in close combat. User gets +2 attacks this round.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
WULD NAH KEST!&lt;br /&gt;
&lt;br /&gt;
- Vortex - Fury - Tempest -&lt;br /&gt;
&lt;br /&gt;
Whirlwind Sprint: The hero commands a mighty whirlwind to form in the air, to carry him forward towards the foe.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your Shooting phase if marching. User(but not other models in his unit) may march an additional 3&amp;quot; this phase, ignoring both difficult and dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
VEN MUL RIIK!&lt;br /&gt;
&lt;br /&gt;
- Wind - Strong - Gale -&lt;br /&gt;
&lt;br /&gt;
Tempest Shroud: The warrior calls upon the great winds to aid him in battle. Thick torrents of rain and biting winds scour the field.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your movement phase. Weather effect. Shooting Weapons get -1 to hit until the beginning of your next turn. Alternatively, if battle is taking place in a realm other than Nirn, where rain is impossible, Night Fighting rules apply until the beginning of your next turn instead(this rule is for optional use as part of a scenario).&lt;br /&gt;
&lt;br /&gt;
Cooldown: 2&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
STRUN BAH QO!&lt;br /&gt;
&lt;br /&gt;
- Storm - Wrath - Lightning -&lt;br /&gt;
&lt;br /&gt;
Storm Call: Thunderclouds form above, as the Tongue commands them to unleash their lightning upon all who do battle below. Incredible destruction rains down, smiting friend and foe alike.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your movement phase. Weather effect. Until the beginning of your next turn, at the start of every phase, roll a d6 for each unit within 36&amp;quot; of user, as well as all units of Flyers. On a 4+ that unit takes a S7 AP6, Blast, Shock hit with Magicka Drain(total). These Blast templates may be placed cover one&#039;s own models(and certainly will if one&#039;s own units are hit!), and are placed by the opponent of the controller of the unit being hit. They cannot be placed so that they cover user, however. Cover saves are taken as if the attack was coming from directly above. Units completely obscured from directly above are not hit.&lt;br /&gt;
&lt;br /&gt;
Cooldown 4.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
SU&#039;UM THU&#039;UM DIIVON!&lt;br /&gt;
&lt;br /&gt;
Swallow Shout: The Tongue inhales as his rival sends forth a Thu&#039;um, challenging his foe&#039;s power and commanding it to be no more.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated in response to an enemy Shout being used within 24&amp;quot;. Choose a number &amp;quot;X&amp;quot; between 1 and 5, add d6, and then add it to user&#039;s Ld. Your opponent adds the cooldown number of his Shout being targeted, +d6, to the Ld of its source model. If user&#039;s result is higher than that of your opponent&#039;s model, your opponent&#039;s Shout is countered(its Cooldown is still in effect, however).&lt;br /&gt;
&lt;br /&gt;
Cooldown X.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LAAS YAH NIR!&lt;br /&gt;
&lt;br /&gt;
- Life - Seek - Hunt -&lt;br /&gt;
&lt;br /&gt;
Aura Whisper: A Thu&#039;um is released not in the form of a Shout, but of a Whisper. The energies of all objects surrounding the hero shine bright as stars to his eyes, no matter how well concealed their physical forms might be.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated during your Shooting Phase. Enemy models other than Undead and Automatons within 12&amp;quot; of user do not get cover saves from user&#039;s unit this phase.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FEIM ZII GRON!&lt;br /&gt;
&lt;br /&gt;
- Fade - Spirit - Bind -&lt;br /&gt;
&lt;br /&gt;
Become Ethereal: The hero calls upon the void to shield himself. His physical form become as air before the blades of those who seek to slay him.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated at any time(this includes in response to user being hit, wounded, or failing a save). User immediately cancels all attacks, shooting attacks and spells he makes in this phase. User may ignore a single wound of any type against him this phase.&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
FIIK LO SAH!&lt;br /&gt;
&lt;br /&gt;
- Mirror - Deceive - Phantom -&lt;br /&gt;
&lt;br /&gt;
Spectral Illusion: The Tongue creates a mirror image of himself, confusing his enemy and misdirecting his attacks.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated at any time. For the duration of this turn, whenever user is hit by anything other than a template or blast marker, roll a d6. On a 4+, that attack counts as having missed.&lt;br /&gt;
&lt;br /&gt;
Cooldown 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
TIID KLO UL!&lt;br /&gt;
&lt;br /&gt;
- Time - Sand - Eternity -&lt;br /&gt;
&lt;br /&gt;
Slow Time: The hero orders the frame of the universe to warp to his will through the power of the gods: his Thu&#039;um commands time itself to bend around it. In what seems to them to be a single second, the routs his foes with ease.&lt;br /&gt;
&lt;br /&gt;
This Shout may be activated at any time. During this phase, user may add d6&amp;quot; to his move, march, or charge(but not that of his unit). In addition, he rerolls all failed hits and wounds, and all failed cover saves and Parry attempts.&lt;br /&gt;
&lt;br /&gt;
Cooldown 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
DAAN JOT WULD!&lt;br /&gt;
&lt;br /&gt;
- Doom - Maw - Vortex -&lt;br /&gt;
&lt;br /&gt;
Maelstrom: The hero tears a hole in the fabric of reality with its breath, and Shouts his foe into the maw of Oblivion itself. From there, certain death awaits him, at the fiery hands of horrors from beyond the realm of Nirn.&lt;br /&gt;
&lt;br /&gt;
This shout may be activated during the assault phase. Select a model other than a Dragon, Dragonborn or Physical God in base contact with user. That model suffers Magicka Drain(total), and must pass an Initiative test or be immediately removed as a casualty.&lt;br /&gt;
&lt;br /&gt;
Cooldown 3.&lt;br /&gt;
&lt;br /&gt;
==Leaders of Your Army==&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
&lt;br /&gt;
In Scrollhammer, particularly powerful, heroic individuals are called &#039;characters&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Character Types&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most characters are fielded in units from the start of the game, and represent leaders or champions, such as an Imperial Legion Centurion. Characters have their own profiles, but do not have a separate entry. They are effectively just another warrior in their unit, with enhanced characteristics and perhaps a wider selection of weapons and wargear choices. Other characters fight as units on their own: they are either mighty, or feared enough by their own kind, that they don&#039;t take to the battlefield with other warriors.&lt;br /&gt;
&lt;br /&gt;
Regardless of their potency, all follow the rules for characters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Independent Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some characters have the Independent Character special rule, which allows them to join other units (see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters as Leaders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that a unit&#039;s Leadership tests are taken using the highest Leadership value in the unit (see page XX). As characters normally have a better leadership than other warriors, this means that they make very good leaders for units in your army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and Moving&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters follow the movement rules for models of their type, whether Infantry, Flyer Infantry, Cavalry, etc. However, remember that they must maintain unit coherency with any unit they are in (see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and Shooting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters shoot just like ordinary models of their type, although they sometimes have a better Ballistic Skill or an arcane weapon that sets them apart. If the character is in a unit, roll for him separately or use different coloured dice to differentiate his shots. He must shoot at the same target as the unit he is in. &lt;br /&gt;
&lt;br /&gt;
Characters have the Precision Shots special rule(see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters and Close Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember, a character that has joined a unit follows all the normal rules for being part of a unit. If a character is in a unit that charges into close combat, the character charges too, as it is part of the unit. If the character&#039;s unit is locked in close combat, he fights as part of the unit - either roll for him separately or use different coloured dice to differentiate his Attacks. Attacks are made and Wounds allocated just as with normal melee fighting - the character cannot be singled out.&lt;br /&gt;
&lt;br /&gt;
If, when it is a character&#039;s turn to make a Pile In move, other friendly models are piling in at the same time, the character must move as soon as it is able, to get into the fight! If this is not possible, then replace as many friendly non-character models in the same unit as necessary with the character(depending on the size of the Character&#039;s base), placing those same models as you wish where the character previously was(switching places)- characters yearn to reach the forefront of the battle at all costs!&lt;br /&gt;
&lt;br /&gt;
Characters have the Precision Strikes special rule(see page XX).&lt;br /&gt;
&lt;br /&gt;
====Challenges====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Issuing a Challenge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Challenges are issued between the Charge and Fight sub-phases, before any blows are struck. Only one challenge can be issued per close combat - the side whose turn it is has the opportunity to issue a challenge first. If that side chooses not to, then the other side can issue a challenge.&lt;br /&gt;
&lt;br /&gt;
To issue a challenge, nominate a character in one of your units locked in the combat to be the challenger. We can then assume he&#039;s issued a suitably insulting challenge to the foe, probably impugning their courage, battle skill, heritage, devotion to questionable gods and overall slovenly aspect. You&#039;ll now have to wait and see whether a character amongst the enemy ranks chooses to step forwards and accept the challenge.&lt;br /&gt;
&lt;br /&gt;
Once one challenge has been made, no further challenges can be issued in that combat whilst the previous challenge is ongoing. Obviously, if there are no characters in the enemy units, then a challenge cannot be issued. Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot issue challenges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Accepting a Challenge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If your opponent has issued a challenge, you can now accept it - nominate one of the characters in your unit to be the challengee. Your opponent has probably decided which of your characters he wants to fight, in fact, this bias might affect how the challenge was framed (&#039;the brave Thane Wulfred challenges thine foul Sorcerer to single combat!&#039;), but the final choice is yours - ruleswise he can&#039;t challenge a specific enemy, he just issues a challenge to the foe at large and sees who steps forwards. Characters that cannot fight or strike blows (including those that are not engaged with an enemy model) cannot accept challenges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Refusing a Challenge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can simply refuse the challenge and choose to have your character slink away with sullied honour but beating heart(s). If you refuse, your opponent gets to nominate one of your characters from those that could have accepted. The chosen model cannot strike blows at all this turn, as he is thereafter putting all of his effort into staying clear of the vengeful enemy character. Furthermore, his Leadership cannot be used by the rest of the unit for the remainder of the phase - skulking amongst the ranks is not the stuff of heroism!&lt;br /&gt;
&lt;br /&gt;
Once a challenge has been refused, the model that issued it fights normally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heroic Stand&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unit that consists only of a single character cannot refuse a challenge. He&#039;s got nowhere to hide.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting a Challenge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a challenge has been accepted, it is time to move the two combatants into base contact with each other. Note that these moves cannot be used to move a character out of unit coherency.&lt;br /&gt;
&lt;br /&gt;
If possible, swap the challenger for one or more friendly models(however many are needed for the swap) in base contact with the challengee. If this cannot be done, swap the challengee for one or more friendly models(however many are needed for the swap) in base contact with the challenger. If neither of these moves would result in the two models being in base contact,&#039;swap&#039; the challenger to as close as possible to the challengee and assume the two to be in base contact for the purposes of the ensuing fight. In case you were wondering, models that are moved to satisfy a challenge are not subject to Difficult or Dangerous Terrain tests. Wounds allocated to a character in a challenge cannot be reallocated by the Look Out, Sir! rule(see Precision special rule for details on page XX). For the duration of the challenge, these two models are considered to be in base contact only with each other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Combatant Slain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When one of the combatants in a challenge is slain, regardless of which Initiative step it is, the challenge is still considered to be ongoing until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Outside Forces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whilst the challenge is ongoing, only the challenger and challengee can strike blows against one another. Wounds from other attackers cannot be allocated against either character - simply resolve the wound allocation step as if the two characters were not there. Of course, this means a unit fighting an enemy unit consisting of only a single character model will not be able to strike blows at all if that model is in a challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moral Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you&#039;ll find most of the models in one of your units are reduced to bystanders whilst a challenge plays out the only enemy model still alive is a character, and he&#039;s in a challenge!&lt;br /&gt;
&lt;br /&gt;
However, when this occurs, we can happily assume that such bystanders are cheering their leader on, spurring him to redouble his efforts and doing everything they can to dishearten his foe.&lt;br /&gt;
&lt;br /&gt;
If, at the start of any Fight sub-phase, one or more of your units is locked in combat with a single model who is fighting in a challerge, your character receives one re-roll for every five models forced to watch in this manner. These re-rolls can be used on his To Hit rolls, To Wound rolls or saving throws. Any re-rolls not used by the end of the phase are lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Close Combat Result&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unsaved Wounds caused in a challenge count towards the close combat result, alongside any unsaved Wounds caused by the rest of the characters&#039; units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round Two&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If both competitors survive a challenge, and neither side fled from the combat, then they continue to fight in the next round of close combat.&lt;br /&gt;
&lt;br /&gt;
Even though further challenges cannot be issued in a combat until the existing challenge has been resolved, there is the possibility that another character in the fight might intercede in a Glorious Intervention:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Glorious Intervention&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Glorious Intervention rule represents situations where one character hurls himself into harm&#039;s way in order to defend another.&lt;br /&gt;
&lt;br /&gt;
A character can declare a Glorious Intervention at the start of his own Fight sub-phase before any blows are struck, if a friendly character in the same combat is about to fight a second or subsequent round of a challenge.&lt;br /&gt;
&lt;br /&gt;
A character cannot declare a Glorious Intervention in the first round of a challenge or during the enemy turn. Nor can a character that cannot fight or strike blows (including those that are not engaged with an enemy model) declare a Glorious Intervention. To see whether or not the Glorious Intervention has been successful, the intervening character must take an Initiative test.&lt;br /&gt;
&lt;br /&gt;
If the test is failed, nothing happens - the character has not been quick enough. He fights the current round of close combat as normal.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, the character making the Glorious Intervention takes the place of the friendly character in the ongoing challenge. The character thus displaced now fights in the close combat according to the normal rules, while the character that made the Glorious Intervention fights in the challenge. The two characters now fighting the challenge should attempt to move into base contact with each other following the same rules as when the challenge was first accepted, with the character performing the Glorious Intervention as the challenger.&lt;br /&gt;
&lt;br /&gt;
Note that, whilst it is possible for several Glorious Interventions to occur within the same challenge over the course of the game, only one character can attempt a Glorious Intervention for each challenge per turn.&lt;br /&gt;
&lt;br /&gt;
===Command Groups===&lt;br /&gt;
&lt;br /&gt;
Certain models have abilities that allow them to spur your troops to fight with greater vigor, while not necessarily commanding them(as that is more often the job of characters).&lt;br /&gt;
&lt;br /&gt;
====Standard Bearer====&lt;br /&gt;
&lt;br /&gt;
A Standard Bearer is one model in a unit who is nominated to carry a Standard in addition to his other wargear, be it a banner, an icon, or perhaps a pole covered in the heads of slain enemies.&lt;br /&gt;
&lt;br /&gt;
A unit containing a Standard Bearer gets +1 to combat resolution.&lt;br /&gt;
&lt;br /&gt;
Certain unique or Magic Standards may be found in an army book. These are upgrades for the standard that a Standard Bearer carries.&lt;br /&gt;
&lt;br /&gt;
One model per detachment may, as directed by the rules, be considered the Battle Standard Bearer. This model carries the regimental colors of your warriors. He counts as a regular Standard Bearer, but in addition to this, all models in his detachment within 12&amp;quot; of him may use his Leadership value instead of their own.&lt;br /&gt;
&lt;br /&gt;
====Musician====&lt;br /&gt;
&lt;br /&gt;
Musicians are models who, in addition to their other wargear, carry drums, fifes, bagpipes, great battle-horns, and the like.&lt;br /&gt;
&lt;br /&gt;
A unit containing a Musician may rally normally even if it is below 50% of its original strength.&lt;br /&gt;
&lt;br /&gt;
A unit containing a Musician automatically passes the Leadership Test required to March within 9&amp;quot; of the enemy.&lt;br /&gt;
&lt;br /&gt;
==Battlefield Terrain==&lt;br /&gt;
&lt;br /&gt;
===Types of Terrain===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Open Ground&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Open ground covers everything from dusty plains to rolling hills. Any area not specifically classed as a type of terrain (such as a building, ruin, forest, river, or unique terrain) is considered to be open ground. Models on open ground are often said to be &#039;out in the open&#039;. No additional rules are needed and, unless otherwise specified, special rules and abilities that affect terrain do not affect open ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impassable Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The rules for impassable terrain cover those areas of the board that warriors physically cannot enter. Sheer rock faces, magical force barriers, sealed buildings and other unbreachable environs follow the rules for impassable terrain. Models cannot be placed upon, enter, cross or move into or through impassable terrain - they must go around. The exceptions tend to be things like Flyer units, (see page XX). Note that this category is used for terrain that is actually, physically impassable. If you want terrain that is more or less lethal, look to dangerous terrain and lethal terrain, covered later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Difficult Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Difficult terrain slows down models wishing to move through it, and can sometimes be dangerous to models passing through it. It includes areas of rubble, woods, ruins, brush and scrub, rocky outcrops, boggy ground, low walls, razor wire, barricades, steep hills, streams and other shallow water, as well as terrain features that combine several of these types.&lt;br /&gt;
&lt;br /&gt;
Models moving into, through or out of difficult terrain must take a Difficult Terrain test(see page XX)&lt;br /&gt;
&lt;br /&gt;
The rules for marching and difficult terrain are on page XX.&lt;br /&gt;
&lt;br /&gt;
The rules for charging and difficult terrain are on page XX.&lt;br /&gt;
&lt;br /&gt;
Note that, as part of their move through difficult terrain, models can move through walls, closed doors and windows, and all similarly solid obstacles, unless the players have agreed that a certain wall or obstacle is impassable. It is assumed that as part of their movement they scramble over, smash or open these obstacles.&lt;br /&gt;
&lt;br /&gt;
You should also note that, if you take the Difficult Terrain test, you aren&#039;t compelled to move the models, as you might not have rolled high enough to make it worth moving at all.&lt;br /&gt;
&lt;br /&gt;
However, if you roll the dice, the models that were attempting to move are still considered to have moved for the purposes of Shooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dangerous Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dangerous terrain follows all the rules for difficult terrain - you&#039;ve got to watch your step! In addition, each model must take a Dangerous Terrain test as soon as it enters, leaves or moves within dangerous terrain.&lt;br /&gt;
&lt;br /&gt;
Once a model has taken a Dangerous Terrain test for a particular area of terrain, it does not test for that area of terrain again in the same phase. However, if the model moves into a different area of dangerous terrain, these must be tested for as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some locales are so hazardous that to seek ingress is also to invite a nasty death. Lava flows, toxin vats, bottomless ravines, tears in reality and other suitably fatal environs all use the rules for lethal terrain. You&#039;ll not need to use the rules for lethal terrain that often - normally you&#039;ll find that simply dangerous or impassable terrain will prove quite sufficient. However, sometimes an area of terrain looks so inimical to life and limb that you&#039;ll want to define it as lethal for that one in a thousand chance that a unit will blunder into it!&lt;br /&gt;
&lt;br /&gt;
Lethal terrain uses all the normal rules for impassable terrain save that models can never voluntarily end their move on lethal terrain - if a model ends its move on lethal terrain, it is immediately removed as a casualty!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Area Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For the clarity of the game, it is important to be able to tell where the boundary of the terrain feature is. This is where we need to introduce the concept of &#039;area terrain&#039;.&lt;br /&gt;
&lt;br /&gt;
You can show the boundary of a piece of area terrain by using a flat base board, an outline of lichen or sand, or by painting a slightly different colour on your gaming board. Trees, rocks, ruins, or whatever is appropriate for the kind of area terrain you are representing are usually placed within the boundary of the area terrain&#039;s base. When moving models into this area, you can temporarily remove the rocks, trees, etc. (if they are not glued in place) to make moving the models easier. Remember, however, to put them back where they originally were (or as close as possible) after you finish moving, as they can affect the line of sight of models shooting through that area terrain.&lt;br /&gt;
&lt;br /&gt;
Area terrain is always difficult terrain. Models in area terrain receive a cover save, regardless of whether or not they are obscured, based on their Formation type.&lt;br /&gt;
&lt;br /&gt;
===Buildings===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Buildings vs Ruins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that these rules cover intact buildings rather than ruins. Essentially, if your structure is fully enclosed and has a roof, use the rules presented here. If your structure is merely a collection of ruined walls, then use the ruins rules presented on page XX.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basics of Buildings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only Infantry and Beasts can ever enter or charge units inside of buildings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building Size&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A room is either small, medium or large. A small room is up to 6&amp;quot;x6&amp;quot;, and can hold up to 10 models. A medium room is up to 9x9&amp;quot;, and can hold up to 20 models. Anything larger is a large room; it can hold up to 30 models.&lt;br /&gt;
&lt;br /&gt;
Rooms may have different Elevations(see page XX)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fighting Inside Buildings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models inside Buildings(except on Battlements, see below) have the Counter-Attack special rule and are considered to be in Skirmish Formation for as long as they are inside the Building.&lt;br /&gt;
&lt;br /&gt;
Units inside Buildings are Fearless, but do not have to take No Retreat! wounds.&lt;br /&gt;
&lt;br /&gt;
Units can also charge an enemy that is occupying an adjacent room (including battlements). To charge a unit in a room, simply declare the occupying unit to be the target. The charge is automatically successful: no charge roll is made, and no Stand and Shoot shots can be fired (the attackers are far too close for that). In the ensuing Fight sub-phase, all models in a unit locked in that combat are also engaged in the combat, and therefore fight and strike blows as normal. Neither side can attempt to attack the building itself.&lt;br /&gt;
&lt;br /&gt;
You do not determine melee results in a combat between units in different parts of buildings. Instead, engaged units automatically consolidate back into the building they controlled at the start of the phase. However, if a unit is wiped out, surviving units can choose to consolidate into either the building it occupied at the start of the phase or into the now vacant building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Impassable Buildings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are times when a player&#039;s collection may include buildings that have no way for warriors to enter. In game terms, we refer to these structures as impassable buildings.&lt;br /&gt;
&lt;br /&gt;
Impassable Buildings and Movement:&lt;br /&gt;
&lt;br /&gt;
If a building is agreed to be impassable at the start of the game, it follows the normal rules for impassable terrain, and models cannot go inside it for any reason. This is not to say that models will not interact with the building - it will still block line of sight and provide cover for models sheltering in its lee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Occupying Buildings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models can enter or exit a building, or move from one room to another through a doorway or other opening that the players have agreed to treat as an Access Point. Moving into a Building or a room causes the models to all be considered to be inside one room of the building. &lt;br /&gt;
&lt;br /&gt;
Only one Infantry unit, plus any Independent Characters that have joined them, may occupy a room at one time. The Transport Capacity of a small tower is ten models, while a large hall can hold up to thirty. This can vary according to what you and your opponent agree on before the game begins, but otherwise, the models inside the room cannot exceed its capacity. Models entering a building or a room are removed from the table - either note down where they are on a piece of paper or use another suitable reminder.&lt;br /&gt;
&lt;br /&gt;
Models moving out of a building can move up to 6&amp;quot; out, starting at the Access Point. Models moving into a building, or from room to room, take up the entirety of their movement or march to make the move. A unit in a room is allowed to move through one or more friendly units in rooms to reach a different room past them. Different rooms are treated as separate places for shooting and melee.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting and Buildings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Spells and Shouts may be used within buildings. Other models inside of the same room as a model are always considered to be 0&amp;quot; away as far as abilities are concerned, if those abilities have a given range value. Adjacent rooms are considered to be 6&amp;quot; away, rooms adjacent to those but not to the caster&#039;s 12&amp;quot;, and so on and so forth.&lt;br /&gt;
&lt;br /&gt;
Some buildings have Fire Points that allow units inside to fire out. These could be the fire slits on bunkers and bastions or the windows on other buildings. Players should agree beforehand where these Fire Points are. Unless the players agree otherwise, up to two models may shoot through each Fire Point of a building. The remainder of the models may not shoot.&lt;br /&gt;
&lt;br /&gt;
Note that all of the models in a unit firing from a building must target a single enemy unit, as normal.&lt;br /&gt;
&lt;br /&gt;
Models inside of Buildings cannot be shot at with non-Template weapons. Template weapons score d6 hits on the unit inside of the room being fired at, as well as hitting the Building itself in the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlements&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rooms that are open-topped are considered Battlements. Entire units may fire from Battlements, measuring from any edge of the battlement. &lt;br /&gt;
&lt;br /&gt;
Models in Battlements may be fired at; note that whether they are on an upper or lower floor, they count as having an elevation(see Ruins rules on page XX). They have a 3+ cover save from this shooting. &lt;br /&gt;
&lt;br /&gt;
Units on Battlements do not automatically gain Counter-Attack for being in a Building. However, they can Stand and Shoot.&lt;br /&gt;
&lt;br /&gt;
A unit can be placed on a Battlement if all the models can fit there, as models on battlements are shown, not hidden. If it cannot be placed, then it cannot be on the Battlement.&lt;br /&gt;
&lt;br /&gt;
Units on Battlements are not Fearless. If they flee through a building, they must flee through one room at a time for every 4 they would move on their fleeing score. If they become stuck inside a friendly unit, or must go through an enemy unit or impassable terrain, the unit is trapped and destroyed.&lt;br /&gt;
&lt;br /&gt;
Flyer units using their wings can land on Battlements, or directly charge a unit on Battlements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacking Buildings&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The easiest way to kill enemy troops in a fortified position is often to destroy the fortified position. Units may shoot at or charge an occupied building and attempt to damage it.&lt;br /&gt;
&lt;br /&gt;
Models that shoot at or charge a building choose a section to fire at; one section of the building exists for each ground floor room and any rooms directly above that room.&lt;br /&gt;
&lt;br /&gt;
Models that charge a building are not locked in combat, but may continue to attack it as long as they are in base contact with it. They hit automatically. A building cannot make a Sweeping Advance, win or lose combat. Even models inside the building can shoot the models attacking the building, if they would be able to normally. Models inside a building, and the building itself, cannot Stand and Shoot.&lt;br /&gt;
&lt;br /&gt;
When rolling to wound against a building, instead roll to penetrate its defenses:&lt;br /&gt;
&lt;br /&gt;
*Note the Strength of the Weapon rolling against the Building&lt;br /&gt;
&lt;br /&gt;
*roll a d6 (the &amp;quot;Armour Penetration Roll&amp;quot;) and add the two numbers together&lt;br /&gt;
&lt;br /&gt;
If the result is greater than the Armour Value(AV) of the Building, the Building is damaged. Roll on the Building Damage Chart below. If the damaging hit came from a ranged weapon, score a hit from that ranged weapon at -1 S -1 AP on the unit inside the room of the facing of the building.&lt;br /&gt;
&lt;br /&gt;
1: Breach!&lt;br /&gt;
&lt;br /&gt;
The section&#039;s armour value is reduced by d3 for the remainder of the battle.&lt;br /&gt;
&lt;br /&gt;
2: Tremor&lt;br /&gt;
&lt;br /&gt;
Units inside the section get -d3 to hit the following turn. Units leaving the building can only move 3&amp;quot; outwards, rather than 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
3: Partial Collapse&lt;br /&gt;
&lt;br /&gt;
The occupying units suffer d6 S6 AP0 Ignores Cover hits.&lt;br /&gt;
&lt;br /&gt;
4: Structural Collapse&lt;br /&gt;
&lt;br /&gt;
The occupying units suffer 2d6 S6 AP0 Ignores Cover hits. The section&#039;s armour value is reduced by d3 for the remainder of the battle.&lt;br /&gt;
&lt;br /&gt;
5: Catastrophic Breach&lt;br /&gt;
&lt;br /&gt;
The section&#039;s armour value is reduced by d6 for the remainder of the battle.&lt;br /&gt;
&lt;br /&gt;
6: Total Collapse&lt;br /&gt;
&lt;br /&gt;
The occupying units suffer 2d6 S6 AP0 Ignores Cover hits. They must immediately flee 8&amp;quot; out of the building(even if Fearless) and leave the building, automatically rallying if they were not already fleeing. Any units unable to flee the building are removed as casualties. The building is no longer a building, and becomes area terrain that is both Difficult and Dangerous, with the Ruins terrain type and one floor. Replace the building with a suitable pile of rubble if one is available.&lt;br /&gt;
&lt;br /&gt;
If a Building reaches 0 armour value, it immediately suffers Total Collapse.&lt;br /&gt;
&lt;br /&gt;
Battlements and Building Damage&lt;br /&gt;
&lt;br /&gt;
A unit on the battlements is slightly less prone to harm if the building suffers darnage. They&#039;re already on the roof, so that roof can&#039;t fall in on them, however, there is still the possibility of injury from shrapnel and so on. Accordingly, if the battlements are damaged, any unit on the battlements suffers the same number of hits as a unit inside a building would, but these are resolved at Strength 3, not Strength 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Building Types&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Castle Strongpoints usually have an armour value of 20.&lt;br /&gt;
&lt;br /&gt;
Stone Towers usually have an armour value of 18.&lt;br /&gt;
&lt;br /&gt;
Stone Houses usually have an armour value of 13.&lt;br /&gt;
&lt;br /&gt;
Wooden Towers usually have an armour value of 12.&lt;br /&gt;
&lt;br /&gt;
Wooden Houses usually have an armour value of 10.&lt;br /&gt;
&lt;br /&gt;
Other rules for buildings can be supplied as the scenario requires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What can Hurt a Building?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Flame attacks get +1 on the Damage Chart against Wooden buildings.&lt;br /&gt;
&lt;br /&gt;
Shock attacks get -1 on the Damage Chart against Stone buildings.&lt;br /&gt;
&lt;br /&gt;
Buildings are Immune to Poison and Frost, unaffected by disease, and do not have characteristics other than Armour Value. They cannot move, attack, be involved in Sweeping Advances, or use wargear, magic or shouts in any way. Instant Death cannot occur against buildings.&lt;br /&gt;
&lt;br /&gt;
Buildings do not get cover saves for any reason, other than being at least 50% obscured.&lt;br /&gt;
&lt;br /&gt;
Some buildings may be exceptions to these rules, as a scenario&#039;s rules may permit.&lt;br /&gt;
&lt;br /&gt;
===Ruins===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruins: The Basics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All ruins are difficult area terrain, and so provide a cover save where appropriate.&lt;br /&gt;
&lt;br /&gt;
Players can also agree at the beginning of the game to treat some ruins as dangerous terrain as well, representing unstable structures on the verge of collapsing or that are still on fire. Of course, the nature of ruins means that the boundaries of the terrain can be somewhat indistinct. The best way to counter this is to ensure that both players are clear on the boundaries of each ruin before the game begins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coping with Different Heights&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With units inside ruins, you will often need to measure weapon ranges between models on different levels and at different heights. Measure the distance from base to base, holding your tape measure at an angle as necessary. Sometimes, a wall of rubble or an exposed stanchion will get in the way and you&#039;ll find it difficult, or impossible, to accurately measure the distance. Should this happen, it&#039;s more than acceptable to estimate based on what you can measure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unit Coherency&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When moving, it is possible that models from the same unit may end up spread across two or more levels of a ruin. In this case, the models on different levels maintain unit coherency as long as any part of the body of a model on a lower level is within 6&amp;quot; of the base of a model that is higher up.&lt;br /&gt;
&lt;br /&gt;
This means that you measure up 6&amp;quot; from the head of a model on one level to the base of the model on the next level up, and so on. Players should be generous when measuring for very short models, like swarms) which otherwise may be unable to spread over several levels of a ruin (give them a break - they&#039;re only little!).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moving within Ruins&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only certain troops are capable of clambering to the upper levels of ruins. Accordingly, only Beasts, Infantry, and all types of Flyers- and only if the model can physically be placed there, and the unit does not have the Fight in Ranks formation. Other units may only move on the ground level of the ruin. You should agree with your opponent at the beginning of the game whether or not any other unit types can enter the upper levels of a ruin (Monstrous Creatures could be allowed to enter sturdy looking ruins).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even though different building models vary, the typical distance between levels in a ruin ts 3&amp;quot;. A model moving on foot in a ruin therefore needs 3 &amp;quot; of its movement to go up or down a level.&lt;br /&gt;
&lt;br /&gt;
As ruins are difficult terrain, this means that if a 1 or 2 is rolled, a model may not make any vertical movement (but may still move horizontally on its level). If a 3 is rolled, the model can either move up to 3&amp;quot; horizontally or simply go up or down a level without any horizontal movement. If a 4 or 5 is rolled, a model can either move horizontally up to the maximum rolled or go up down a level as well as moving its remaining 1&amp;quot; or 2&amp;quot; horizontally. On a result of 6, the model will be able to go up/down two levels if it does not move horizontally at all, or move one level up/down and horizontally for the remaining 3&amp;quot; or all 6&amp;quot; horizontally.&lt;br /&gt;
&lt;br /&gt;
If the distance between levels in a ruin is not 3&amp;quot;, simply measure the distance between the levels to determine how much movement a model requires to move up or down between the them. If the distance between levels is 6&amp;quot;, models that wish to ascend or descend that level will only be able to do so on a Difficult Terrain test of a 6,and they will not be able to make any horizontal movement.&lt;br /&gt;
&lt;br /&gt;
If the distance between levels is greater than 6&amp;quot;, models cannot ascend the level at all by making a Difficult Terrain test, but Flyers can try to move up (see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Flyers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Remember that Flyers are not hindered by difficult terrain, and move over any terrain as part of their move without penalty. Flyers moving into a ruin are simply placed within 12&amp;quot; of their starting point, including on a different level of a ruin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windows, Doors, Ladders, and Lateral Thinking&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Should troops be able to move through walls if there is no door? That&#039;s really down to what you and your opponent decide. It&#039;s perfectly acceptable to assume the combatants on both sides have brought plenty of lumber axes, acid potions or naked ferocity to muscle their way through any wall so foolish as to block their path. Indeed, the normal rules for moving through difficult terrain allow you to do just this. Equally you and your opponent could decide before your game that models can only pass from one side of a wall to the other if they walk around, or if there is a door, window, grate or similar handy opening.&lt;br /&gt;
&lt;br /&gt;
The same is true of ascending and descending levels within a ruin. It&#039;s just as valid to assume that the combatants should be able to climb the few feet from one floor to the other, as it is to disallow models from climbing higher in a ruin that has no ladders. Just remember that the more involved your rules for ruins are, the longer the game can take.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Template and Blast Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multi-level ruins require certain conventions and clarifications to ensure that Template, Blast or Large Blast weapons behave in a consistent fashion, and to keep the game moving.&lt;br /&gt;
&lt;br /&gt;
When firing Template, Blast or large Blast weapons at models in a ruin, it can be tricky to physically place the marker or template over the models in question. The best way to gauge which models are actually under the template is to simply hold the template above the entire ruin, and look down through it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blast Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When firing a weapon with the Blast or large Blast type into a ruin, declare which floor you are aiming at, and continue. This is called determining Elevation: blasts targeting the Elevation of a certain floor can only hit models on that floor, or on the floor of another ruin or building at the same Elevation(assuming both ruins or buildings have their ground floors at the same height off the tabletop!). Wounds can only be allocated to models on the stated level.&lt;br /&gt;
&lt;br /&gt;
Other models in the target unit that are on different levels cannot have wounds from that shot allocated to them. If a Blast or large Blast weapon scatters, it can still only hit models on the level targeted, though this may be the corresponding level of a nearby ruin. If there is no corresponding level, it instead hits the highest level under the template, and can only wound models on that level. If the blast marker scatters to non-ruin, or open terrain, resolve as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrage Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Barrage weapons work by lobbing projectiles high into the air, bringing death upon the enemy from above. The advantage of these indirect fire weapons is that they can be used to engage targets ignoring the limitations of line of sight. They strike the top of the structure, causing debris to fall on the warriors below.&lt;br /&gt;
&lt;br /&gt;
Barrage weapons always strike the highest level that is under the hole in the centre of the marker. Models on lower levels directly beneath the marker are hit, but at -2 S -2 AP for each level down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Template Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When targeting a unit that is in a ruin, the firing unit must declare which level is being targeted before placing the template. Template weapons can only hit models under the template on a single level. This can be on the same level as the firer, or one level higher or lower.&lt;br /&gt;
&lt;br /&gt;
A Flyer that fires a Template weapon at a unit in a ruin may target models on any single level of the ruin.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Blast and Template Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a unit is firing more than one Blast, Large Blast or Template weapon (in any combination), at different levels, you&#039;Il need to resolve them one at a time to ensure Wounds are allocated to the correct level of the ruin. If all such weapons are firing at the same level, you can resolve them all together as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ruins and Charges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once an charge begins, both friendly and enemy models can end up scattered all over the ruin. For the sake of simplicity, the same principle described for unit coherency is used to determine which models are engaged in a charge. That is to say, distances between models on different levels are measured between the heads of the models on the lower level to the bases of the models on the upper levels. Therefore, a model is engaged in combat if it is in base contact with one or more enemy models, if it is within base contact with a friendly model in base contact with one or more enemy models on the same level or if it is within 4&amp;quot; of a friendly model in base contact with one or more enemy models on a different level.&lt;br /&gt;
&lt;br /&gt;
In some cases, the ruin might genuinely be unstable or uneven or the space could be very limited on a particular level, making it impossible to move charging models into base contact with the unit they wish to charge. When this happens, it is perfectly acceptable to place models as close to their foe as possible, including the level below or above, providing that you make clear to your opponent which of your models are in base contact with his models. We find that directly below or above works well, representing them charging up or down a flight of stairs.&lt;br /&gt;
&lt;br /&gt;
===Other Terrain Types===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Forests&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Forests are always difficult terrain. They are usually also area terrain.&lt;br /&gt;
&lt;br /&gt;
Forests grant Cover Saves to models in them if they are Area Terrain, as per the usual rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rivers, Lakes, and Pools&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rivers, lakes and pools are always difficult terrain. Of course, most rivers have at least one place at which they can be crossed, such as a bridge or a ford. Such crossing points are treated as open terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battlefield Debris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battlefield debris is difficult terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Swamps and Marshes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Swamps and Marshes are always at least difficult area terrain. In addition to this, all wide expanses of peat and patches of sand within Swamps and Marshes are considered to be dangerous terrain. Marshes without trees or other suitably large pieces of cover cannot grant cover saves of better than 5+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Boulders&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Steep rock formations are difficult terrain. The steepest of them are Impassable terrain; determine what is what beforehand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lava is Difficult Terrain. It is treated as Lethal Terrain by units that are not Immune to Flame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tall Grass and Hedges&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tall Grass and Hedges are difficult terrain that cannot grant cover saves of better than 5+. Tall Grass can be area terrain if there is enough of it in one spot.&lt;br /&gt;
&lt;br /&gt;
There are countless other types of difficult terrain, for which the rules are not given here. Rules may be assigned to them as the scenario requires.&lt;br /&gt;
&lt;br /&gt;
==Choosing your Army==&lt;br /&gt;
&lt;br /&gt;
===Force Organization Chart===&lt;br /&gt;
&lt;br /&gt;
A Force Organization Chart is split into sections: Primary Detachment and Allied Detachment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Primary Detachments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This section of the Force Organisation chart is reproduced in many army books and is integral to building an army. It dictates the units you can take in the main body of your army. All of the units in your primary detachment must be chosen from the same army book.&lt;br /&gt;
&lt;br /&gt;
Some choices are compulsory, others are optional. The compulsory choices ensure that whatever else you select, your force will have a core within it that is representative of that army. This is rarely a disadvantage and many players often use nothing but Heroes and Core units. Sometimes a single choice on the Force Organisation chart will allow you to select more than one unit or mix units. This will always be explained in the appropriate army book, so be sure to read it carefully.&lt;br /&gt;
&lt;br /&gt;
Primary Detachment:&lt;br /&gt;
&lt;br /&gt;
Heroes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At least 1&#039;&#039;&#039; Hero &#039;&#039;&#039;must&#039;&#039;&#039; be taken. Up to 3 Heroes may be taken.&lt;br /&gt;
&lt;br /&gt;
Core:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At least 2&#039;&#039;&#039; Core units &#039;&#039;&#039;must&#039;&#039;&#039; be taken.&lt;br /&gt;
&lt;br /&gt;
Elite:&lt;br /&gt;
&lt;br /&gt;
0 to 4 Elite units may be taken.&lt;br /&gt;
&lt;br /&gt;
Support:&lt;br /&gt;
&lt;br /&gt;
0 to 4 Support units may be taken.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allied Detachments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you wish, your army can include one allied detachment for each primary detachment in your army (normally one, but if you&#039;re playing a special scenario it might be more than one). &lt;br /&gt;
&lt;br /&gt;
As with the primary detachment, all units in the allied detachment must be chosen from the same army book, and this must be a different army book than the one used for the primary detachment. The exceptions to this rule are as follows:&lt;br /&gt;
&lt;br /&gt;
*A Daedra Cult army and a Daedra Army from the Daedra Cults book may ally. Note that a Sheogoric army may never ally with the forces of Jyggalag.&lt;br /&gt;
&lt;br /&gt;
*Different Great Houses lists in the Great Houses of Morrowind may ally with one another. A Lone Hero Nerevarine and House Hlaalu use the same allying rules with other armies, as do Houses Redoran, Dres and Indoril share the same rules. Telvanni uses its own alliance rules.&lt;br /&gt;
&lt;br /&gt;
As with the primary detachment, there are compulsory choices.&lt;br /&gt;
&lt;br /&gt;
Allied Detachment:&lt;br /&gt;
&lt;br /&gt;
Heroes:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1&#039;&#039;&#039; Hero &#039;&#039;&#039;must&#039;&#039;&#039; be taken.&lt;br /&gt;
&lt;br /&gt;
Core:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;At least 1&#039;&#039;&#039; Core units &#039;&#039;&#039;must&#039;&#039;&#039; be taken. A 2nd Core unit may be taken.&lt;br /&gt;
&lt;br /&gt;
Elite:&lt;br /&gt;
&lt;br /&gt;
0-1 Elite units may be taken.&lt;br /&gt;
&lt;br /&gt;
Support:&lt;br /&gt;
&lt;br /&gt;
0-1 Support units may be taken.&lt;br /&gt;
&lt;br /&gt;
Bear in mind that some combinations of armies and allies are more effective (and more eagerly entered into) than others - this is covered in detail later in the section (see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Standard Missions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Some missions, such as those presented in supplements, use different Force Organisation charts. Where this is the case, ally alterations or substitutions will be explained there.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Tamriel, through all ages, has been filled with famous characters renowned as legendary heroes or infamous villains - these unique individuals, who stand out from normal characters because they have a personal name and not just a title, are called &#039;special characters&#039; Special characters are highly skilled and dangerous heroes who have incredible traits or skills that make them particularly valuable to an army.&lt;br /&gt;
&lt;br /&gt;
For example, Divayth Fyr is without doubt the most ancient and powerful wizard in Morrowind, if not in the entire world. He has dwelt in his tower for millennia, perfecting the magic of Oblivion, as well as of the biology of creatures, and offering advice and assistance to many other important figures throughout the ages.&lt;br /&gt;
&lt;br /&gt;
On the other hand, Hircine, Daedric Prince of the Hunt, lives only for the thrill of tracking and slaying his foes across planes of existence; he appears in battle in the form of either a man, a wolf, or a bear, and stalks both men and animals, both merely prey for the taking.&lt;br /&gt;
&lt;br /&gt;
Unique:&lt;br /&gt;
&lt;br /&gt;
Each special character is unique, so a player cannot include multiples of the same special character in an army.&lt;br /&gt;
&lt;br /&gt;
==Allies==&lt;br /&gt;
&lt;br /&gt;
Alliances are made and broken all the time across Tamriel. From a gaming point of view, taking allies in your army opens up entirely new tactical possibilities, making your already formidable force even more so.&lt;br /&gt;
&lt;br /&gt;
*A Daedra Cult army and a Daedra Army from the Daedra Cults book may ally. Note that a Sheogoric army may never ally with the forces of Jyggalag.&lt;br /&gt;
&lt;br /&gt;
*Different Great Houses lists in the Great Houses of Morrowind may ally with one another. A Lone Hero Nerevarine and House Hlaalu use the same allying rules with other armies, as do Houses Redoran, Dres and Indoril share the same rules. Telvanni uses its own alliance rules.&lt;br /&gt;
&lt;br /&gt;
*Many minor army lists may not be included on this allies chart. Their Army Books will explain how they can ally.&lt;br /&gt;
&lt;br /&gt;
===Levels of Alliance===&lt;br /&gt;
&lt;br /&gt;
Of course, very few armies trust one another entirely - if at all. A labyrinthine history of grudges, wars, campaigns and betrayals (intentional or otherwise) have the potential to sour all but the closest alliances - and that&#039;s to say nothing of the deep and abiding hatred some armies feel for others. To represent this, we have several categories of alliances, each of which imposes certain effects on the game. The Allies Matrix shows the levels of potential alliance between each army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trusted Allies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battle Brothers are treated as &#039;friendly units&#039; from all points of view. This means, for example, that Trusted Allies:&lt;br /&gt;
&lt;br /&gt;
*Can be joined by allied Independent Characters.&lt;br /&gt;
&lt;br /&gt;
*Are counted as being friendly units for the targeting of spells, shouts, abilities, and so on.&lt;br /&gt;
&lt;br /&gt;
*Can enter allied Buildings.&lt;br /&gt;
&lt;br /&gt;
*However, note that not even Trusted Allies can embark in allied transport units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grudging Allies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Units in your army treat Grudging Allies as enemy units that cannot be charged, shot, targeted with spells, shouts, or other abilities, or have templates or blast markers placed over them, and vice versa.&lt;br /&gt;
&lt;br /&gt;
However, if a spell, scattering Blast weapon or other ability that affects an area hits some of these Grudging Allies, they will be affected along with any friendly or enemy units. This means that, for example, Grudging Allies units:&lt;br /&gt;
&lt;br /&gt;
*Cannot be joined by allied Independent Characters.&lt;br /&gt;
&lt;br /&gt;
*Are not counted as friendly units for the targeting of shouts, abilities or spells.&lt;br /&gt;
&lt;br /&gt;
Grudging Allies &#039;&#039;&#039;can&#039;&#039;&#039; be fled through as normal, however, and your units may move freely within 1&amp;quot; of theirs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Allies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Desperate Allies are treated exactly like Grudging Allies. Furthermore, if your primary detachment is in a desperate alliance, units from that allied detachment are nonscoring, non-denial units. &lt;br /&gt;
&lt;br /&gt;
In addition, the One Eye Open special rule applies.&lt;br /&gt;
&lt;br /&gt;
*One Eye Open: At the start of each of your Movement phases, each of your units within 6&amp;quot; of a Desperate Ally unit must roll a D6 - on a roll of a 1, that unit cannot move, shoot, run or assault that turn (they&#039;re too busy watching for betrayal). Your units cannot flee through Desperate Allies, or even move within 1&amp;quot; of Desperate Allies except when they would be allowed to move within 1&amp;quot; of enemies(i.e. charges).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannot Ally&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Simply put, this kind of alliance cannot occur - there&#039;s too much bad blood between these two armies. You&#039;ll have to look elsewhere for aid.&lt;br /&gt;
&lt;br /&gt;
===Alliance Chart===&lt;br /&gt;
&lt;br /&gt;
[[Image:Allychart.png|thumb|1000px|center]]&lt;br /&gt;
&lt;br /&gt;
Chart by FatherDuke.&lt;br /&gt;
&lt;br /&gt;
==Fighting A Battle==&lt;br /&gt;
&lt;br /&gt;
This section presents the Standard Missions: scenarios where the armies are of roughly the same size and the situation gives neither side a particular advantage. As a result, it is not necessary to know what Standard Mission you will be playing before selecting an army, only the agreed points value of the two battling armies. Once you know that, and you have selected your force, simply turn up and play.&lt;br /&gt;
&lt;br /&gt;
Each Standard Mission contains the information you need to get set up and playing.This information is broken down into the following categories: The Armies, The Mission, Deployment, First Turn, Game Length, Victory Conditions and Mission Special Rules.&lt;br /&gt;
&lt;br /&gt;
===The Mission===&lt;br /&gt;
There are two ways that you can choose which Eternal War mission to use. The first is to agree with your opponent which Standard Mission to play. The second is to pick randomly, by rolling a D6 and consulting the following chart:&lt;br /&gt;
&lt;br /&gt;
1: Season Unending&lt;br /&gt;
&lt;br /&gt;
2: Held Ground&lt;br /&gt;
&lt;br /&gt;
3: Blood at Dawn&lt;br /&gt;
&lt;br /&gt;
4: Quest for the Relic&lt;br /&gt;
&lt;br /&gt;
5: Heart of the Battle&lt;br /&gt;
&lt;br /&gt;
6: Field of Glory&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Set Up Terrain===&lt;br /&gt;
&lt;br /&gt;
Next, the players must set up the terrain for the battle. There are two ways you can go about this - narrative or alternating.&lt;br /&gt;
&lt;br /&gt;
*Battlefield Size: This section assumes that you are playing on a battlefield that can be divided equally into 2&#039; by 2&#039; sections. If your battlefield is of a size that cannot be thus divided, then instead divide it into a number of equal sections as close to 2&#039; by 2&#039; as possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Narrative Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you&#039;re using this method, you and your opponent can set the terrain up in any mutually agreeable manner in order to create a fantastic-looking and evocative battlefield.&lt;br /&gt;
&lt;br /&gt;
As you set up the scenery for your battle, try to make it look as much like a real battlefield as possible. A game is always better if you&#039;re telling a story, and the ground over which you fight is only slightly less important than the armies fighting over it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Alternating Terrain&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If you and your opponent can&#039;t agree on a narrative to help you set up the terrain, you should use this method instead.&lt;br /&gt;
&lt;br /&gt;
Pool all the terrain pieces you have available, and that you wish to use in this game. The only exceptions to this are fortifications that have been purchased as part of a player&#039;s army - these will already have been deployed.&lt;br /&gt;
Determine how many pieces of terrain can go into each 2&#039; by 2&#039; area of game board by rolling a D6 for each. On a 1-3, one piece of terrain may be placed there. On a 4-6, up to two pieces may be placed there. This is known as the terrain density limit.&lt;br /&gt;
&lt;br /&gt;
Once each area&#039;s terrain density limit is known, take it in turns, starring with the player who chose table halves, to deploy a piece of terrain. Each &#039;piece&#039; of terrain should be a single substantial element (such as a building, forest or ruin) or a cluster of up to three smaller pieces of terrain (such as battlefield debris). Terrain can be placed anywhere on the board where it is more than 3&amp;quot; from other terrain.&lt;br /&gt;
&lt;br /&gt;
Players can keep placing terrain until they decide to stop, or they reach the maximum terrain density limit for all of the 2&#039; by 2&#039; areas on the table, or there are no terrain pieces left to place. If a terrain piece is placed so that it straddles more than one 2&#039; by 2&#039; area, it counts towards the terrain density limit in the area in which the majority of the terrain piece lies. If one player chooses to stop placing terrain, their opponent is free to keep on placing terrain until they decide to stop, reach the terrain density limit or run out of terrain pieces in their collection.&lt;br /&gt;
&lt;br /&gt;
After all terrain has been placed, players may wish to move or shuffle terrain around a bit in order to make a more aesthetically pleasing battlefield. If both players agree, you should move any terrain you wish in order to create the best looking board possible.&lt;br /&gt;
&lt;br /&gt;
===Place Objective Markers===&lt;br /&gt;
&lt;br /&gt;
Many of the Standard Missions require the players to place objectives. An objective is usually a point on the battlefield of particular importance to one or both of the armies. These points are designated by using objective markers, coins or other counters around 1 to 2 inches in diameter. If objectives need to be set up, the mission in question will contain details on how many need to placed and any special instructions for how to place them on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Unless instructed otherwise in the mission, starting with the player who chose their table half first, take it in turns to set up objectives according to the following rules:&lt;br /&gt;
&lt;br /&gt;
*No objective can be placed within 6&amp;quot; of any battlefield edge or within 12&amp;quot; of another objective.&lt;br /&gt;
&lt;br /&gt;
*No objective can be placed in, or on, impassible terrain or buildings. &lt;br /&gt;
&lt;br /&gt;
If there are a lot of objectives, or a lot of terrain, you may sometimes find that the last few are impossible to place using the above rules. When this occurs, simply nudge the other objectives by the smallest distance necessary to allow the last ones to be placed.&lt;br /&gt;
&lt;br /&gt;
===Deployment===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deploy Forces&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Armies are placed within the owning player&#039;s deployment zone. In Standard Missions, a player&#039;s deployment zone is defined as anywhere in their own table half that is more than 12&amp;quot; from the central line dividing the board into two equal halves(see Standard Mission Rules below for further information). Roll-off to see which player chooses whether to deploy first or second. The player that goes first then places his entire army on the table in his deployment zone(with the exception of Mission 3, see below for details). His opponent then deploys his entire army in the opposite deployment zone. Units cannot deploy in impassible terrain or lethal terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deploying Infiltrators and Redeploying Scouts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The sequence for Infiltrators and Scouts is the same in all Standard Missions. First, both players deploy their forces (apart from any units left kept as Reserves or that chose to use their Infiltrate special rule). When both players have deployed their main force, then they deploy their Infiltrators (as described on page XX). Finally, they can redeploy units with the Scouts special rule (see page XX).&lt;br /&gt;
&lt;br /&gt;
For the purposes of deploying Infiltrators and redeploying Scouts, a building or other terrain piece deployed as part of an opponent&#039;s army is only considered to be an enemy unit if it is occupied at the time of the redeployment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deploying Multiple Unit Choices&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Note that, occasionally, an army book will allow a player to include several units in his army at the cost of a single Force Organisation slot. Apart from being bought as a single choice, these units operate and count as separate units in all respects.&lt;br /&gt;
&lt;br /&gt;
===Start the Game===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Seize the Initiative!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a player who is due to go second wishes to Seize the Initiative, he can roll a D6 before the beginning of the first turn. On a roll of a 6, he successfully seizes the initiative and goes first instead. His army has clearly outwitted that of his opponent!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Game Length&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Variable Game Length:&lt;br /&gt;
&lt;br /&gt;
At the end of game turn 5, one of the players must roll a D6. On a roll of 3+ the game continues, otherwise the game is over. If another turn is played, another D6 must be rolled at the end of game turn 6, and this time, the game only continues on a roll of 4 +. The battle automatically ends at the close of game turn 7.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Standard Missions, each army is seeking to accrue more Victory Points than the opposing force. Victory Points are acquired by completing mission objectives, and the winner is the army with the most Victory Points at the end of the game. Indeed, if the winner has twice the Victory Points of his opponent, it can be considered a crushing victory! If both armies have the same number of Victory Points, the game is a tactical draw. If one player concedes the battle, or his entire army is wiped out, the game ends and a crushing victory goes to his opponent. Likewise, if at the end of any game turn, one player has no models on the battlefield, his opponent automatically wins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Objectives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To determine the number of Victory Points an army has earned, we use mission objectives. These are the goals your army will have to achieve, and they thus dictate the tactics that you&#039;ll have to employ during the battle. The number and types of mission objectives vary from mission to mission.&lt;br /&gt;
&lt;br /&gt;
In some scenarios, there may be objective markers to be controlled. The rules for them listed in this section.&lt;br /&gt;
&lt;br /&gt;
Controlling Objectives:&lt;br /&gt;
&lt;br /&gt;
You control an objective marker if there is at least one model from one of your scoring units, and no models from enemy denial units, within 3&amp;quot; of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly from where this distance will be measured.&lt;br /&gt;
&lt;br /&gt;
A unit can only control one objective at a time. If a unit moves into a position where it could control two objectives, you must make it clear to your opponent which objective the unit is controlling.&lt;br /&gt;
&lt;br /&gt;
Scoring Units:&lt;br /&gt;
&lt;br /&gt;
The concept of scoring units is central to several of the Standard Missions, which are won or lost by controlling more objectives than the enemy at the end of the game (see those missions victory conditions), and only scoring units can do that. During a long campaign, the greatest heroes ride ahead and take important ground. They then press on, engaging the enemy with lightning fast attacks and irresistible charges. It is left to the common soldiers, the marching companies that make up the bulk of any army, to dig in and consolidate any territorial gains, securing the objectives from any enemy counter-attack.&lt;br /&gt;
&lt;br /&gt;
An army&#039;s scoring units are normally all the units that come from the Core selection of the Force Organisation chart. The presence of other units within 3&amp;quot; of an objective may deny an objective to the enemy, but only Core units can control it.&lt;br /&gt;
&lt;br /&gt;
There are a few exceptions, however, when a Core unit does not count as a scoring unit:&lt;br /&gt;
&lt;br /&gt;
*If it is a building or a piece of terrain, rather than a unit proper.&lt;br /&gt;
&lt;br /&gt;
*If it has the Swarms special rule.&lt;br /&gt;
&lt;br /&gt;
*If it has a special rule specifying that it never counts as a scoring unit.&lt;br /&gt;
&lt;br /&gt;
*If it is currently falling back (if the unit Regroups it immediately reverts to being a scoring unit again). &lt;br /&gt;
&lt;br /&gt;
Denial Units:&lt;br /&gt;
&lt;br /&gt;
Denial units are those squads that can prevent an enemy from controlling an objective. In the Eternal War missions, all units (including troops) are denial units, save for a few exceptions given below:&lt;br /&gt;
&lt;br /&gt;
*If it is a building or a piece of terrain, rather than a unit proper.&lt;br /&gt;
&lt;br /&gt;
*If it has a special rule specifying that it never counts as a denial unit. (Swarms do count as denial units)&lt;br /&gt;
&lt;br /&gt;
*If it is currently falling back (if the unit Regroups it immediately reverts to being a denial unit again). &lt;br /&gt;
&lt;br /&gt;
===Standard Mission Rules===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Night Fighting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a mission has the Night Fighting special rule, roll a D6 before deployment: on a roll of 4+,the Night Fighting special rule is in effect during game turn 1. If the Night Fighting rules did not take effect during game turn 1, roll a D6 at the start of Game Turn 5, On a roll of 4+, the Night Fighting rules are used for the rest of the game. On a roll of 3 or less, you must roll again at the start of every subsequent game turn - as soon as a roll of 4+ is rolled, the Night Fighting rules come into play for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
Picking a Target and Night Fighting:&lt;br /&gt;
&lt;br /&gt;
While the Night Fighting rules are in effect, the distance to a target unit becomes very important - the darkness makes it very difficult to acquire distant targets. The shooting unit cannot pick a target more than 36&amp;quot; away - such units are completely hidden in the darkness. Units between 24&amp;quot; and 36&amp;quot; inches away are treated as having the Stealth(+2) special rule. Units between 12&amp;quot; and up to 24&amp;quot; away are instead treated as having the Stealth(+1) special rule. Units less than 12&amp;quot; away can be shot at normally. If a shooting attack scatters, the distance from the firing unit to the original target is used to determine what effect Night Fighting has. This means that a unit that is over 36&amp;quot; away can still potentially be hit.&lt;br /&gt;
&lt;br /&gt;
Night Fighting is considered a Weather effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reserves&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reserves are forces that can be called upon to reinforce a battle at short notice, or to conceal your true strength frorn the foe.&lt;br /&gt;
&lt;br /&gt;
Preparing reserves:&lt;br /&gt;
&lt;br /&gt;
When deploying their armies, players can choose not to deploy up to any number of their units(except in Standard Mission 3, see below for details), keeping them as Reserves to arrive later. During deployment, when declaring which units are kept as Reserves, the player must clearly explain the organisation of his Reserves to the opponent.&lt;br /&gt;
&lt;br /&gt;
First, he must specify to the opponent if any of his Independent Characters left in reserve are joining a unit, in which case they will arrive together. Similarly, the player must specify if any units in reserve are embarked upon any transport units in reserve, in which case they will arrive together.&lt;br /&gt;
&lt;br /&gt;
Arriving from Reserve:&lt;br /&gt;
&lt;br /&gt;
At the start of your Turn Two, you must roll a D6 for each unit being held in reserve - these are known as Reserve Rolls. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3 it remains in reserve and is rolled for again next turn. At the start of your Turn Three, roll for any units remaining in reserve. If the roll is a 3 or more, that unit arrives this turn. If the roll is less than 3, it remains in reserve and automatically arrives at the start of Turn Four.&lt;br /&gt;
&lt;br /&gt;
Some special rules can modify the roll required for a unit to arrive from reserve. Regardless of the modifier(s), a natural roll of a 1 always means that the unit in question remains in reserve.&lt;br /&gt;
&lt;br /&gt;
If an Independent Character has joined a unit in reserve, it cannot leave the unit whilst in reserve, and it cannot choose to leave the unit on the turn it arrives from reserve.&lt;br /&gt;
&lt;br /&gt;
When rolling to see when they arrive from reserve, roll a single dice for both the Independent Character and its unit.&lt;br /&gt;
&lt;br /&gt;
When Reserves arrive, the player picks any one of the units arriving and deploys it, moving it onto the table as described below. Then he picks another unit and deploys it, and so on until all arriving units are on the table. The player can then proceed to move his other units as normal.&lt;br /&gt;
&lt;br /&gt;
When a Reserves unit arrives, it must move fully onto the table from the controlling player&#039;s own table edge (maps and diagrams illustrating table edges for the different deployment methods are shown on page XX). Models that are arriving by Deep strike or Outflank deploy using their special rules (see page XX).&lt;br /&gt;
&lt;br /&gt;
Each model&#039;s move is measured from the edge of the battlefield, as if they had been positioned just off the board in the previous turn and moved as normal. This means it is incorrect to place a model on the board touching the edge and then move it - this would mean it moved too far, especially in the case of models with larger bases. If for some reason a model&#039;s maximum move is insufficient to fit the entire model onto the board, place the model so that its rear end is touching the board edge - the model cannot move further during the Movement phase, nor may it shoot or march.&lt;br /&gt;
&lt;br /&gt;
If a unit has a special rule forcing it to move in a specific direction or that could stop it from moving, the rule is ignored in the phase when it arrives from reserve.&lt;br /&gt;
&lt;br /&gt;
Certain rare units are permanently immobile. If a unit like this cannot be deployed, or the player decides to keep it in reserve, it enters the game by Deep Strike. This represents the immobile unit drilling up from underneath or being dropped onto the battlefield.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, a unit cannot use any abilities or special rules that must be used at the start of the turn, in the turn it arrives from reserve. A unit&#039;s arrival from reserve always counts as that unit&#039;s movement in the movement phase. A unit that arrives by Deep Strike may not charge the turn it arrives, either.&lt;br /&gt;
&lt;br /&gt;
Models that must arrive from reserve always do so, regardless of whether or not the Reserves mission rule is in effect.&lt;br /&gt;
&lt;br /&gt;
Ongoing Reserves:&lt;br /&gt;
&lt;br /&gt;
If a unit enters reserve part way through the game, for whatever reason, this is referred to as entering Ongoing Reserves. Units in Ongoing Reserve always re-enter play at the start of their controlling player&#039;s following turn, but otherwise follow the normal rules for Reserves. If a unit is in Ongoing Reserve when the game ends, it awards Victory Points as if it had been destroyed.&lt;br /&gt;
&lt;br /&gt;
====Scenario I: Season Unending====&lt;br /&gt;
&lt;br /&gt;
Long have the two great armies struggled across this once fertile land. Again they clash; will this be the end of this long and arduous campaign? Or merely another chapter, another feud, another spill of blood?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining each player&#039;s table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player&#039;s board edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players deploy as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deployed his army first goes first, unless his opponent steals the initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night Fighting, Reserves, Variable Game Length&lt;br /&gt;
&lt;br /&gt;
====Scenario II: Held Ground====&lt;br /&gt;
&lt;br /&gt;
The war has come to a standstill. Across a distant battlefield, a battle rages that may turn the tide in favor of one side or the other.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining each player&#039;s table edge, draw a center line across a diagonal chosen by the player who won the roll to pick his side of the table. The board is divided into halves across this diagonal, from one corner to the opposite corner. Each of the long edges of the table forms a player&#039;s board edge.&lt;br /&gt;
&lt;br /&gt;
After terrain has been set up, the players take it in turns(starting with the player who picked a side of the table) to place 4 objective markers(see page XX).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players deploy as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deployed his army first goes first, unless his opponent steals the initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each Objective he is holding(uncontested by any denial units) at the end of the game.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night Fighting, Reserves, Variable Game Length&lt;br /&gt;
&lt;br /&gt;
====Scenario III: Blood at Dawn====&lt;br /&gt;
&lt;br /&gt;
One army has sent out a raiding party to make a surprise attack! Will their enemies be able to overcome them? Or will they triumph, when reinforcements arrive?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining each player&#039;s table edge, draw a center line across a diagonal chosen by the player who won the roll to pick his side of the table. The board is divided into halves across this diagonal, from one corner to the opposite corner. Each of the long edges of the table forms a player&#039;s board edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deploys first must always deploy or Inflitrate at least half of his units(Independent Characters count as units for the purpose of this scenario), not counting units that must always be placed in reserves. He may choose to deploy the other half as normal, or keep any number of them in reserve.&lt;br /&gt;
&lt;br /&gt;
The player who deploys second must deploy one Hero and one Core unit if possible; they may be Infiltrated. The player who deploys second may also deploy number of other units with either Infiltrate or Scout.  All other units in his army must be kept in reserve(you may choose how they arrive from reserve, as normal).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deployed his army second always automatically steals the initiative!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw.&lt;br /&gt;
&lt;br /&gt;
If all of the units of a player who stole the initiative are destroyed before any of his other units arrive from reserve(not counting Summoned units), that player loses the game automatically.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reserves, Variable Game Length&lt;br /&gt;
&lt;br /&gt;
The Shimmer of Dawn:&lt;br /&gt;
&lt;br /&gt;
It is always Night Fighting the first turn. At the start of Turn 2, roll a d6. On a 1-3, it is no longer Night Fighting. On a 4+, it continues to be Night Fighting. If it is still Night Fighting at the start of Turn 3 due to this scenario rule, roll a d6. On a 1-4, it is no longer Night Fighting. On a 5+, it continues to be Night Fighting. If it is still Night Fighting at the start of Turn 4 due to this scenario rule, roll a d6. On a 1-5, it is no longer Night Fighting. On a 6, it continues to be Night Fighting. Night Fighting caused by this scenario rule automatically ends at the end of turn 4.&lt;br /&gt;
&lt;br /&gt;
====Scenario IV: Quest for the Relic====&lt;br /&gt;
&lt;br /&gt;
An ancient artifact of immense power lies hidden in the ground. Two great armies clash to claim it as their own.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining each player&#039;s table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player&#039;s board edge.&lt;br /&gt;
&lt;br /&gt;
No impassable or lethal terrain may be placed at the center of the table.&lt;br /&gt;
&lt;br /&gt;
After terrain has been set up, place a single, small marker at the center of the table. This represents the Relic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players deploy as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deployed his army first goes first, unless his opponent steals the initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who has captured the Relic(by moving the unit carrying it off the table along his edge) wins.&lt;br /&gt;
&lt;br /&gt;
If the game ends and neither player has captured the Relic in this manner, each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario. In this case, the player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night Fighting, Reserves, Variable Game Length&lt;br /&gt;
&lt;br /&gt;
=====The Relic=====&lt;br /&gt;
&lt;br /&gt;
The following rules cover seizing, moving and dropping the Relic.&lt;br /&gt;
&lt;br /&gt;
Seizing the Relic: &lt;br /&gt;
&lt;br /&gt;
A model in a scoring unit or an Independent Character can seize the Relic by moving into base contact during the Movement phase - that model then automatically picks it up at the end of the phase. From that point, the Relic remains with the model (move the Relic with the model to show this) until it is dropped, which can happen voluntarily, but happens automatically if the model is slain. &lt;br /&gt;
&lt;br /&gt;
Identifying the Relic:&lt;br /&gt;
&lt;br /&gt;
When the Relic is seized, immediately roll a 2d6 to see what sort of item it is!&lt;br /&gt;
&lt;br /&gt;
*2- Dust and Mothballs: The warriors have found an empty chest. Their hopes are dashed. The Relic is removed from play. The unit that would have seized it still cannot march or charge this turn(see below).&lt;br /&gt;
&lt;br /&gt;
*3- Cursed Jewel: This Relic is a priceless treasure, but bears a deadly curse! Models shooting at or attacking the unit carrying the Relic get +1 to hit.&lt;br /&gt;
&lt;br /&gt;
*4- Buried Treasure: This Relic does not have any additional special rules.&lt;br /&gt;
&lt;br /&gt;
*5- Forgelord&#039;s Gauntlets: This relic counts as wargear in the inventory of the model holding it. Gauntlets, Artifact. This model gets +1 to his armour save and is Immune to Fire. If the model holding it is already wearing Gauntlets, he cannot use this relic, but may still carry it as if it did not have any additional special rules.&lt;br /&gt;
&lt;br /&gt;
*6- Ancient Wine: This Relic is so fragile, that its bearer and his unit cannot march or charge while they hold it.&lt;br /&gt;
&lt;br /&gt;
*7- Stone of Barenziah: This Relic does not have any additional special rules.&lt;br /&gt;
&lt;br /&gt;
*8- Thunder Blade: This relic counts as wargear in the inventory of the model holding it. Hand Weapon, Artifact. This weapon is a magic weapon that deals Shock damage, and its hits cause Magicka Drain(total) and Paralysis until the end of next turn.&lt;br /&gt;
&lt;br /&gt;
*9- Icewall Shield: This relic counts as wargear in the inventory of the model holding it. Shield, Artifact. Bearer is Immune to Frost. If bearer makes an armour save or successfully Parries in close combat, every model in the unit that inflicted the wound he saved becomes Chilled until the end of next turn.&lt;br /&gt;
&lt;br /&gt;
*10- Autographed Copy of &#039;&#039;The Lusty Argonian Maid&#039;&#039;: Crassius Curio&#039;s famed comedy unfortunately has little use in war, other than for reading aloud around a campfire. This Relic does not have any additional special rules.&lt;br /&gt;
&lt;br /&gt;
*11- Staff of Everscamp: The warrior who picks up and examines the staff is immediately swarmed by a host of Daedric pests. Even worse, he finds himself unable to put it down! This Relic cannot be voluntarily dropped, and the model carrying it gets -1 to hit and cannot Parry. &lt;br /&gt;
&lt;br /&gt;
*12- Magical Anomaly: An unexpected and bizarre magical force erupts around the relic. Each model in the unit carrying the relic gets +2 Mg, but must always move as if through Difficult Terrain. All weapons in units with 6&amp;quot; of the Relic have the Backfire special rule(see page XX).&lt;br /&gt;
&lt;br /&gt;
Moving with the Relic:&lt;br /&gt;
&lt;br /&gt;
The Relic is fragile, and swift movement will likely damage it, so the model carrying the Relic cannot march or charge the turn it is seized, and can never move more than 6&amp;quot; in the movement phase. If it is forced to do so, the Relic is immediately dropped. A model with the Relic can embark on a transport, but the transport unit cannot move more than 6&amp;quot; per phase whilst the Relic is carried on board, or else it will be dropped. A model carrying the Relic can transfer it to any friendly model that is part of a scoring unit if the two models end their Movement phase in base contact. Move the counter to the new bearer to show who is currently holding the Relic. The Relic can only be passed to a friendly model once per Movement phase.&lt;br /&gt;
&lt;br /&gt;
Dropping the Relic: &lt;br /&gt;
&lt;br /&gt;
The controlling player can choose to have his model drop the Relic at any time, in which case he places the counter 1 &amp;quot; away from the model. If the model falls back, or is removed as a casualty, the Relic is dropped automatically. If the Relic is dropped in impassable terrain, place it as close as possible to the point where it was dropped that is not impassable terrain.&lt;br /&gt;
&lt;br /&gt;
Capturing the Relic: &lt;br /&gt;
&lt;br /&gt;
A unit that holds the Relic can move off its controlling player&#039;s board edge with it, as if falling back, if it makes it there! If for whatever reason the Relic is dropped(such as the model carrying it being killed by Dangerous Terrain) before the move is complete, the unit is placed into Ongoing Reserves, and the Relic is placed touching the board edge. The player who takes the Relic off the board in this manner wins the game!&lt;br /&gt;
&lt;br /&gt;
====Scenario V: Heart of the Battle====&lt;br /&gt;
&lt;br /&gt;
The hosts are massive, the air is hot and thick with blood-scent. Each player&#039;s force attempts to gain a hold on priceless ground, as the battle rages all around them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining each player&#039;s table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player&#039;s board edge.&lt;br /&gt;
&lt;br /&gt;
No impassable or lethal terrain may be placed at the center of the table.&lt;br /&gt;
&lt;br /&gt;
After terrain has been set up, place a single objective marker at the center of the table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players deploy as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deployed his army first goes first, unless his opponent steals the initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario.&lt;br /&gt;
&lt;br /&gt;
If one of a player&#039;s scoring units is holding(uncontested by any denial units) the center objective marker at the end of the game, that player received 4 Victory Points.&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Night Fighting, Reserves, Variable Game Length&lt;br /&gt;
&lt;br /&gt;
====Scenario VI: Field of Glory====&lt;br /&gt;
&lt;br /&gt;
At noon-day, the armies face off against one another across a great plain. A final battle is at hand, a day in which heroes will make names for themselves, or else perish and be altogether forgotten.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Battlefield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When determining each player&#039;s table edge, draw a center line from short end to short end, dividing the table into two equal halves across its length. Each of the long edges of the table forms a player&#039;s board edge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deployment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Players deploy as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;First Turn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The player who deployed his army first goes first, unless his opponent steals the initiative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Victory Conditions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each enemy unit that has been completely destroyed, is falling back, or is not on the board at the time the game ends. Independent Characters count as a separate Victory Point for the purposes of this scenario.&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each Standard that has been taken: for each Standard Bearer a player&#039;s forces slay in close combat, or catch while falling back(including in a sweeping advance), that player gets a point.&lt;br /&gt;
&lt;br /&gt;
Each player receives 1 Victory Point for each character his own characters have slain in a challenge: in addition, the controlling player of the character who won the most challenges gains 1 bonus Victory Point(if there is a tie for most challenges won between characters controlled by different players, neither player gets this point).&lt;br /&gt;
&lt;br /&gt;
The player with the most Victory Points at the end of the game wins. If both players have the same number of Victory Points, the game ends in a draw.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mission Special Rules&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Reserves, Variable Game Length&lt;br /&gt;
&lt;br /&gt;
[[category:Scrollhammer]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Vampire:_The_Masquerade&amp;diff=1011585</id>
		<title>Vampire: The Masquerade</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Vampire:_The_Masquerade&amp;diff=1011585"/>
		<updated>2026-05-20T15:13:23Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{Game Infobox&lt;br /&gt;
|name = Vampire: The Masquerade&lt;br /&gt;
|picture = [[File:VtMlogo.png|250px]]&lt;br /&gt;
|type = [[Role-playing game]]&lt;br /&gt;
|system = [[Storyteller System]]&lt;br /&gt;
|publisher = [[White Wolf]]&lt;br /&gt;
|authors = [[Mark Rein·Hagen]]&lt;br /&gt;
|year = 1991 (1st Edition)&amp;lt;br&amp;gt;1992 (2nd Edition)&amp;lt;br&amp;gt;1998 (Revised Edition)&amp;lt;br&amp;gt;2011 (20th Anniversary Edition)&amp;lt;br&amp;gt;2018 (Fifth Edition)&lt;br /&gt;
|books = Vampire: The Masquerade&lt;br /&gt;
}}&lt;br /&gt;
{{Topquote|And the Lord said unto him, &amp;quot;Therefore whosoever slayeth Cain, vengeance shall be taken on him sevenfold.&amp;quot;&amp;lt;br&amp;gt;And the Lord set a mark upon Cain, lest any finding him should kill him.|Genesis 4:15}}&lt;br /&gt;
{{Topquote|And in the end there was only water. [[Antediluvian|My foolish children]] knew hunger. And loneliness. And fear. And it was good.|Erciyes Fragments, attiributed to Caine}}&lt;br /&gt;
&#039;&#039;&#039;Vampire: The Masquerade&#039;&#039;&#039; is a [[vampire]]-themed &amp;quot;Gothic Horror&amp;quot; [[roleplaying game]] published by [[White Wolf]]. The game is about a society of &#039;&#039;vampires&#039;&#039; living in modern times, maintaining a &#039;&#039;masquerade&#039;&#039; of secrecy to separate themselves from human society, while still preying on said humans.&lt;br /&gt;
&lt;br /&gt;
Which might be entertaining &#039;&#039;IF&#039;&#039; it actually had any &amp;quot;Horror&amp;quot; to go with the &amp;quot;Gothic&amp;quot;. Unfortunately, due to the average neckbeard&#039;s and landwhale&#039;s emotional immaturity, the game tone usually ends up as either an angsty angsty BAAAAAWfest or &amp;quot;[[Wikipedia:Snatch (film)|Snatch]], but with Fangs,&amp;quot; depending on the players. With the release of 5th edition (a.k.a. V5), that trend of emotional immaturity now comes with rules for players who are &amp;quot;uncomfortable&amp;quot; with certain intense content - in a &#039;&#039;&#039;horror-game&#039;&#039;&#039; (that is also clearly intended for an adult audience - or, at least, that was the original intent of author Rein·Hagen).&lt;br /&gt;
&lt;br /&gt;
With the 2018 release of Vampire: The Masquerade&#039;s fifth incarnation bringing major and unprecedented changes to V:tM&#039;s design (such as reining in the power level, simplifying mechanics, and streamlining lore), the [[grognard|grognards]] have become deeply upset. Much the same as their feelings on [[Wizards of the Coast|Wizards&#039;]] attempts to update and modernize D&amp;amp;D via the changes in [[Dungeons &amp;amp; Dragons 5th Edition]], four years prior.&lt;br /&gt;
&lt;br /&gt;
==The Story in a Nutshell==&lt;br /&gt;
The accepted history of the Kindred is collected in the Book of Nod, which is like the Vampire Bible. The first vampire was [[Caine]], the farmer whom God cursed for slaying his shepherd brother Abel. Caine wandered for a time, refusing to repent for murdering Abel three times, and each time receiving a new curse, which ended up with him nocturnal, harmed by sunlight, and subsisting on human blood. He created the vampiric Disciplines with the help of his father Adam&#039;s ex-wife Lilith and went on to create at least three spawn to share his gift/curse.&lt;br /&gt;
&lt;br /&gt;
These first vampires lived in the First City as lords, and eventually as gods over the human populace as worship of true God faded away. The three collectively created thirteen more vampires, creating a web of politics and infighting over Caine&#039;s favor that caused much grief and abuse for the humans (slaves fed special herbs for better taste of blood and being bled to death in banquets were commonplace, and enforced dimming of night fires so they could fuck around and kill whatever they want) and the deaths of the Second Generation. Understandably, God got pissed off with the edginess and flooded the world (Basically just the Middle East as Tzimisce can attest, who took his herd to Ukraine), drowning the First City and killing most of humanity there. &lt;br /&gt;
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Caine and the Third Generation survived, the former cursing the latter for being a bunch of fuckwits who ruined the good thing he had going. The Third Generation shrugged and kept on making new vampires, passing on their curses to their children and become the founders of the clans. The Third Generation became known as the [[Antediluvian]]s (&amp;quot;Before the Flood&amp;quot;) and Caine passed into myth and legend.&lt;br /&gt;
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Vampires prowled the shadows for millennia, carving out positions of power for themselves wherever they could. Between the falls of Rome and Constantinople was the time of the Long Night, followed by the War of Princes as centralized power was lost. Then the Inquisition came around and started killing vampires left right and centre, with the elders sacrificing the younger generations to save their own asses. &lt;br /&gt;
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This quite badly cheesed off the younger vampires, causing many younger vampires and even a couple elders to go to rogue during the Anarch Revolt; this more or less broke the power of the elders and saw the rise of the two major factions that would last into the modern day: the Camarilla and the Sabbat, who&#039;re basically the vampire government and a pack of rabid thugs respectively.&lt;br /&gt;
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In modern nights, vampires are thought of as fiction. This is thanks to the efforts of the Camarilla to hide the truth and police their members&#039; actions. Among the vampires themselves, the Antediluvians are thought of as fiction. This is, again, thanks to the efforts of the Camarilla to enforce the idea that they&#039;re all either truly dead or so deep in torpor they&#039;ll never wake up. As the last few generations are barely expressing any clan qualities, the Kindred fear that the prophesied Time of Thin Blood is coming, which heralds the Final Nights and the end of the world.&lt;br /&gt;
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This is where you come in, neonate. Make yourself useful to someone in power and you might survive a few more nights.&lt;br /&gt;
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==You&#039;re a vampire now, so what&#039;s next?==&lt;br /&gt;
First of all, being turned to a vampire don&#039;t change your personality. At all. You&#039;re still the same dude you were before you got embraced. Chances are you&#039;re not gonna remain COMPLETELY the same, as the kind of shit freshly turned vampires go through tend to leave emotional scarring, but still, you&#039;re not some fallen angel possessing a reanimated corpse.&lt;br /&gt;
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Speaking of which, let&#039;s get the elephant in the room out of the way: your body is a corpse. A literal corpse, time of death being the moment your dying body was given vampiric vitae. Now to go down the list of what that entails, along with other shit what you should expect to deal with:&lt;br /&gt;
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*Your body&#039;s cold, doesn&#039;t breathe and doesn&#039;t blink, which may raise suspicion from mortals you interact with. Best spend some blood to reanimate a few features once in a while.&lt;br /&gt;
*You cannot eat or drink anything but the blood. Again may be a problem if you&#039;re attending to a party or a dinner. If you are lucky, you can have traits that let you keep food and non-blood drinks, or force yourself to keep it until [https://www.youtube.com/watch?v=Ebwx4SXiiPQ you can puke outside].&lt;br /&gt;
*Your sense of smell and touch is numbed to anything that is not a prey, and your sense of taste is non-existent. Have fun having awkward moments amongst humans when that slob lets out a quiet fart.&lt;br /&gt;
*Your skin produces no  clear sweat or sebum, meaning no fingerprints and a grip as reliable as if you&#039;re using a talcum powder (terrible for swiping on modern touchscreens, though). You will sweat blood now, so, have fun dealing with that.&lt;br /&gt;
**No sweat and sebum also means no body odor. This also means you can get away with bathing or showering once a month or two, unless you wander through sewers, hang with hobos, fight in (or with) dumpsters, or cover yourself in the gore of your enemies (or pulverized parts of your own body). Which you probably would, as Elders often send you to do their dirty work. On the other hand, most animals instantly pick that you don&#039;t smell like a human despite looking like one - the normal reaction is either fear or aggression. On the plus side, dogs have a hard time tracking you by scent, because you literally don&#039;t have one. Learn some skills so as to not to agitate the local fauna. &lt;br /&gt;
**While heat doesn&#039;t make you sweat, vapor from the hot, humid air would condense on your cold dead skin even more than it does on warm-blooded humans. A vampire on a hot humid night is pearly with condensation, like a cold can of beer, so that&#039;s THAT angle covered; perpetually dry skin would draw MORE suspicion... though this does mean you&#039;d probably [[Twilight|sparkle in the daylight]] if you were capable of surviving it. Also, extreme stress CAN make you sweat, but you sweat blood; this is insanely creepy, a hunter magnet, and really hard to wash out of your clothes. (...and bed-sheets if you have &amp;lt;s&amp;gt;nightmares&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;daymares&amp;lt;/s&amp;gt; PTSD flashbacks while you sleep, but... see the entry below on Stasis for why this is extremely unlikely.) &lt;br /&gt;
**Your tears are also made of blood, which is even more creepy - consider it before making that sensitive poetic Toreador... and then do it anyways.&lt;br /&gt;
*On the note of heat, anything short of the &amp;quot;glowing-red&amp;quot; category does not hurt you, nor does extreme cold. Your dead flesh &#039;&#039;can&#039;&#039; freeze at below zero, slowing down and constraining your movement a bit, so it&#039;s advised to actually wear some practical clothes in winter.&lt;br /&gt;
*Your body dehydrates and becomes more lean; so no edema, ever. This means you&#039;d lose some weight and size, so fat vampires are quite rare. For [[Hot Chicks|some reason]] this never affects breast size. One of the side effects of this (and lack of lung tonus) is that vampires lose buoyancy and swim about as good as a bag of bricks - then again, not needing to breathe makes this a minor problem, and with proper athletic training and/or vampiric disciplines you can overcome this limitation and even outpace normal humans in the water.&lt;br /&gt;
*No blood pressure means no erection, so no sex for you if you&#039;re a dude unless you spend blood to re-animate some mortal functions. If you&#039;re a vampgal, you still have heavily-numbed sensitivity, and you&#039;re cold as the grave, so even if you find some sick enough necrophile there&#039;s not much kick in it for you.&lt;br /&gt;
*You&#039;re tough as nails. Blunt force trauma is a mild annoyance to you, since you have no blood and liquid pressure. Blades and bullets, while still dangerous, are considerably less lethal. If someone manages to actually break your body down you don&#039;t actually die, but merely enter a catatonic state until you heal yourself to a functional state. You can be paralyzed by a stake through the heart, and while a lone vamp is helpless if staked, they still fare considerably better than if a normal human had a stake driven through his heart. You&#039;re also just as vulnerable as anyone else to fire and to the claws and teeth of &#039;&#039;supernatural&#039;&#039; creatures like vampires, werewolves and demons (although flesh-crafted claws of Tzimisce or shape-shifted mages count as normal sharp weapons, just like the claws of normal animals). Regular weapons can still kill you for good, though, but it requires them to cut off (or explode) your head or completely destroy your heart, so it&#039;s heavily advised to &#039;&#039;not&#039;&#039; take shotgun blasts to the head, or catch RPG missiles to the chest.&lt;br /&gt;
*You&#039;ve gained a few new weaknesses. You are now vulnerable to True Faith, an exceptionally blind and powerful belief in &#039;&#039;anything&#039;&#039;. ([[What|There are reports a banker scared a vampire brandishing a credit card and focusing in the power of credit. Yes, this is canon]]) Looking directly into the sun will end poorly for you, though you can survive and move in a very sluggish state if you don&#039;t actually face the sun and stay in the shadows, and only if you still have your humanity as moral code, and a high value at that. Any edgy &amp;quot;enlightenment&amp;quot; vampire will not even be able to do that, and some bitches like the Setites are burned by a mere astronomical dawn (when night just starts to end).&lt;br /&gt;
*Speaking of healing, your dead body no longer regenerates naturally, which is a minor concern since you can use blood to heal injuries in seconds and even grow back lost limbs. Also note that your supernatural regeneration does not push foreign objects out of your body, so if someone emptied an SMG into your chest, best avoid metal detectors in airports until you find a surgeon to remove bullets. If you&#039;re Tremere or Tzimisce, you may be lucky to learn some low-level rituals that help you push foreign objects out or dissolve them, but outside that blood magic, only Elder-level disciplines can get rid of anything you got inside, ranging from bullets to stakes. Generally speaking, if you do end up in firefights a lot it pays to ghoul a surgeon, know another vampire who ghouled one, or learn a bit of surgery yourself.&lt;br /&gt;
** If you wind up getting too badly hurt and can&#039;t regenerate in time, you end up in [[torpor]], a vulnerable state of deathlike sleep. Needless to say, this can be very dangerous for you if it happens in an inconvenient place and time. Fortunately, having someone pouring blood in your mouth will get you back in your feet, although you might end up indebted to someone you wouldn&#039;t want to, depending on who does it.&lt;br /&gt;
*Diseases no longer harm you, but neither can you harm them, as your body has no immune system. If you feed off sick people you will become a disease carrier infecting everyone you feed from, which is generally accompanied with significant social stigma if not outright ostracizing in vampire society; even a Sabbat knows not to shit where they eat. Even common cold lurks in your blood until you burn it and get some fresh ones. Kindred spreading something dangerous like AIDS or hepatitis (or the Black Plague in the nights of old) may even be banished from the domain, and there are examples of blood hunts being called on unrepentant disease carriers. Be careful with what you eat. &lt;br /&gt;
*Your wounds don&#039;t bleed, no matter how wide or deep they are. All the blood you have is stored supernaturally in your heart.&lt;br /&gt;
*And speaking about the blood. You&#039;re a &#039;&#039;vampire&#039;&#039;. You need to drink blood to survive. Ideally human blood, but animal blood may suffice, although it&#039;s far less potent and may cause anger issues, and that&#039;s assuming your sire taught you you can sustain from animals (most sires don&#039;t). Blood of other supernaturals (at least those who have it) may work too, but it may have some side effects, like mage blood giving you an acid trip, and werewolf blood, though far more potent, can make you [[RAGE]]. Basically, blood tastes like the mix of everything the victim ate and smoked (some discriminating Kindred maintain herds with special diets and temperament). To help you with bloodsucking business you can magically grow fangs to bite people; the bite itself is not painful, but in fact about halfway between good sex and a first heroin trip in terms of pleasure, so it renders the victim completely catatonic (and probably with ruined underwear). Oh, and licking a bite mark completely heals it. Most humans tend to forget their first bite and a few minutes of memory around it, but long term victims lose this effect and often develop strong psychological addiction to vampire bites, which some kindred use to build loyal herds of bite junkies(plus it helps to maintain health standards in a tight-knit community). It&#039;s even better for &#039;&#039;you&#039;&#039;, and is basically the only real physical pleasure you&#039;re left with. Have fun with that.&lt;br /&gt;
*The blood you sucked from others is magically transformed into super-blood called Vitae you can use to instantly heal your wounds unless they&#039;re caused by things vampires are weak to, make yourself stronger, tougher or faster, restore your dead body to full human functionality (so you can temporarily scratch all the disadvantages of an undead body listed above) or just get up from your bed (or coffin if you&#039;re into it) every evening. Vitae is more &amp;quot;compact&amp;quot; than human blood and it stores better, so it&#039;s better suited for storing extra blood for combat situations (think mana potions), although drinking &#039;&#039;other&#039;&#039; vampire&#039;s vitae poses a considerable risk, as it&#039;s quite addictive and if you&#039;re Camarilla, the last thing you want is to Diablerize someone by accident and get yourself killed faster than you can say &amp;quot;Blood Hunt&amp;quot;.&lt;br /&gt;
*Drinking Vitae creates a Blood Bond that ties the drinker to his victim for each night the drinker drunk the vitae. It starts with a mild sympathy with one bond and goes up to complete sycophantic enthrallment at three bonds. This works on both humans and other vampires, as well as some other supernaturals.&lt;br /&gt;
*Vitae is a powerful magical reagent coveted by occultists of all sorts, starting from vampire&#039;s own blood mages (Caine help you if a Tremere or Assamite got his hands on a droplet of your blood), to Hedge Wizards (un-awakened linear sorcerers) and awakened mages (who use it as an easy source of Tass), to demons and their cults, to rogue ghouls and certain kinds of vampire hunters, to random mortal mafia cartels who make super-addictive drugs out of it. This is a reason maintaining the Masquerade around other supernaturals is no less important than around normal humans: there is always a bigger fish.&lt;br /&gt;
*You&#039;re a nocturnal creature now, waking up after the dusk and going to sleep before the dawn. This means you have less time per day to work with that humans do. Despite spending all your waking time at night you don&#039;t have night vision any better than normal humans do unless you learn certain Disciplines. You can stay awake at daytime, but it takes quite a lot of concentration, and you&#039;re likely to be very sluggish, weak and lethargic when the sun is up even if you never face it directly. Not good for combat.&lt;br /&gt;
*You&#039;re also affected by the effect called &amp;quot;Stasis&amp;quot;, that reverses a lot of changes to your body during your daysleep. Basically, your body reverts to the state it was in when you died (new tattoos disappear, your hair goes back to whatever cut and color it had). This partly spreads to your mental changes as well, so while all the horrible stuff you go through only scars your psyche a bit when it realistically should have made you flip your shit and go insane years ago, it also takes more time and effort to learn and improve skills than humans and other supernaturals take. Have fun getting used to the newfangled &amp;quot;Internets&amp;quot; and &amp;quot;Smartphones&amp;quot; if you are an Elder.&lt;br /&gt;
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==Age==&lt;br /&gt;
&#039;&#039;&#039;Fledgling:&#039;&#039;&#039; After the immediate Embracing of a mortal, the victim will become a Fledgling. The newly turned vampire must be able to stabilize The Beast within before gaining status. Ultimately, it is the responsibility of the Sire to ensure that the Childe is even worthy of the Embrace. When the vampire has at least passed through the initial stages of vampiric existence and no longer needs the protection of the Sire, the Fledgling will often be viewed as a Neonate.&lt;br /&gt;
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That&#039;s the idea, anyway. Not every sire &amp;amp; childe has this relationship, though. Some sires, mostly Gangrel and Brujah, just embrace their childer and then abandon them.  For the Gangrel this is sort of a sink or swim initiation for the gift they&#039;ve given; if a Gangrel childe proves themselves a survivor their sire might take them in.  The same cannot be said of the Brujah, who are simply the deadbeat parent trailer trash of the vampire world.&lt;br /&gt;
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&#039;&#039;&#039;Neonate:&#039;&#039;&#039; A Neonate is a recently embraced vampire that has passed through the initial stages of vampiric existence, the fledgling stage. It is the sire&#039;s responsibility to ensure that the childe does not embarrass itself or its sire in vampiric society. Derogatorily, a neonate is often called a whelp.&lt;br /&gt;
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Neonates are generally lightly involved in the true machinations of undead society. They aren&#039;t powerful enough to really matter, and are consequently used primarily as pawns by their elders. Conversely, they still have an investment in the mortal world of the 21st century and are less likely to adhere to the feudal character of vampiric society.&lt;br /&gt;
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&#039;&#039;&#039;Ancillae:&#039;&#039;&#039; Ranking below the elders but above neonates, the ancillae (sing. ancilla) are vampires who have proven themselves as valuable members of Kindred society. Certain ambitious younglings may achieve the rank prematurely. Ancillae often serve as aides and agents for elders or the court. Ancillae usually play their own power games as well, though these are of lesser consequence than the manipulations of the elders.&lt;br /&gt;
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Due to the huge increase in world population over the past few centuries, the vast majority of vampires in the world are ancillae or neonates.&lt;br /&gt;
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&#039;&#039;&#039;Elder:&#039;&#039;&#039; While there is no strict definition, one normally must be at least two centuries old, with appreciable claims to domain or a variety of other assets and far removed from their mortal past to qualify.&lt;br /&gt;
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The choices and sacrifices they have made in order to survive so long instills a degree of amorality and slow caution; it is not unusual for elders to design plans that take decades or centuries before coming to fruition. Such beings are often cold, if not monstrous, and focused completely on their own interests and well-being, though a rare few struggle to maintain their human sentiments.&lt;br /&gt;
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There is a long-standing cycle of jealousy, contempt and resentment between elder and younger vampires, being especially pronounced between sires and their childer. Elders often use their greater power and influence to oppress those younger than them out of fear of being outnumbered and because most vampires of such age believe they know what&#039;s best in the same way that mortal elders feel that theirs is the better way. Younger vampires naturally chafe under such treatment and grow jealous and resentful of the elders&#039; positions and power. It was this cauldron of emotions that gave rise to the Anarch Revolt and all things thereafter.&lt;br /&gt;
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Typically, elders of Europe are much older than those across the Atlantic Ocean. Most of the time Elders are the oldest active vampires in undead society.&lt;br /&gt;
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&#039;&#039;&#039;Methuselah:&#039;&#039;&#039; A Methuselah is a fourth or fifth Generation elder who has existed for at least a millennium or more. Many of these elders are generally old enough to have known their clan Antediluvian personally, and usually serve as lieutenants in the Jyhad. The term is also used to refer to elders who have very little to do with the Camarilla or Sabbat: their machinations are far deeper, subtle, and terrifying. Methuselahs tend to fall into the borderline unplayable characters for Vampire: they often break the rules as they exist, (e.g., Mithras surviving his diablerie by Monty Coven).&lt;br /&gt;
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A methuselah has several traits that betray him to those who know what to look after. Their speech is in general tinted with an accent of their native dialect, which, in general, has not survived the centuries. Their unconscious body movement has completely stopped and many could be confused with statues when they do not move. Many have also reached a point where the kine&#039;s blood can no longer nourish them, forcing them to feed on other vampires.&lt;br /&gt;
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These guys have names such as Odin, Nergal, Huitzilopochtli, Cybele, Moloch, [[Baba Yaga]], Byelebog, Enkidu, Mithras, Lazarus, Anath, Wepwawet, Tawaret, Mictlantecuhtli, Abraxes, Azazel, Illuyankas, Echidna, Tiamat and so on. You do the math.&lt;br /&gt;
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&#039;&#039;&#039;[[Antediluvian]]:&#039;&#039;&#039; The founders of the Clans, ancient and immensely powerful. Most of them lie in torpor and the major factions fear the Final Days of Gehenna will come when they wake up. Each of them is a world-ending event by themselves. Currently the only active Kindred with Antediluvian levels of power are Augustus Giovanni (who diablerised Cappadocius) and Tremere (Who diablerised Saulot, but failed to properly end him and risks losing his body to him). Their discipline levels are at 10, the absolute highest.&lt;br /&gt;
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&#039;&#039;&#039;Second Generation:&#039;&#039;&#039; Caine&#039;s childer and the sires of the Antediluvians. Only six have ever been known to exist, and all but one (maybe two?) of them died, whether by their own hands or killed by the Antediluvians when they rebelled. Zillah, Caine&#039;s wife, was turned into a bleeding salt pillar by her husband and apparently still unlives. Also, according to the Azaneali, Azaneal was able to cheat death by possessing a Baaali Methuselah. If any of them were still active, their discipline levels would be off the scale, at least at 11.&lt;br /&gt;
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&#039;&#039;&#039;Caine:&#039;&#039;&#039; The first Vampire, the First Generation. Nearly as old as humanity itself, cursed by God to roam the earth, drink blood and watch his children kill each other. He is the strongest Kin of all and is completely invincible (Discipline levels off the scale, full access to ALL Disciplines, the ability to reflect any damage done to him seven times harder, you name it). DO NOT fight him, you WILL lose.&lt;br /&gt;
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==The Curse==&lt;br /&gt;
[[Image:Blackdog.jpg|300px|thumb|right|Typical V:tM players.]]&lt;br /&gt;
For &#039;&#039;Vampire: the Masquerade&#039;&#039;, the flair is that Vampires come not only with amazing powers, but also with a capital &amp;quot;C&amp;quot; Curse. Eternal life and powers come with a price: The Beast. This &amp;quot;Beast&amp;quot;, is, depending who you ask, either some dark thing possessing them, a dark part of their own soul, or the &#039;&#039;only remaining&#039;&#039; part of their soul: Freud&#039;s description of &amp;quot;Id&amp;quot; comes closest. Point is, it kinda has a mind of its own, and it&#039;s fucking stupid, like animal-level stupid. If a vampire is hurt or insulted or threatened or starved the Beast can take over control of his body and start ripping and tearing (which is called Frenzy), and if the Vampire is facing fire, or sunlight or some other extremely dangerous supernatural shit (like the True Faith) it similarly can take over control and run for the hills, often murdering its way through any obstacles (which is called Rötschreck). Suffice to say both cases are a really &#039;&#039;&#039;bad news&#039;&#039;&#039; in the society that values secrecy and tries to hide itself from humans and other supernaturals, and up to 90% of troubles players in &#039;&#039;V:tM&#039;&#039; run into are caused by either players themselves or other vampires flying into a Frenzy or Rötschreck and breaking the Masquerade. &lt;br /&gt;
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Which brings us to Morality.&lt;br /&gt;
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One of the best planned (but not well executed) part of World of Darkness was &#039;&#039;&#039;Morality&#039;&#039;&#039;. The game isn&#039;t about playing the most badass motherfucker on the block: it is personal horror combined with existential crisis of simply being a bloodsucking monstrosity a week after having a barbeque with family or kissing a loved one. Great, you are now a vampire, and you have your Id inside you howling to tear apart the world. How will you deal with it? Humans and many Vampires have their morality gauge set to Humanity for starters. In World of Darkness, morality rules have Ten Commandments of their own, each having a value of importance. Lightest crimes had 10, worst ones 1. As the smallest infraction is done again and again, morality rating fell to the lower value of the corresponding crime. Manslaughter for example, has a rating of 5. Which means regularly doing said crime will set you to 4, but won&#039;t go lower unless you commit intentional murder, which has a rate of 4, reducing you to 3, and so on. &lt;br /&gt;
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As a Vampire breaks his morality code the Beast could attempt to gain more control over him, and as most vampires follow basic human morality (called the Path of Humanity) it&#039;s really easy for them to lose their Humanity at record speed, all with a murderous spirit hijacking their bodies from time to time, and murder being quite an immoral thing. Losing one&#039;s Humanity is always the bad thing, as it lowers vampire&#039;s ability to interact with mortals, makes his vampiric traits more apparent (pale skin, fangs, corpse-like appearance, even corpse smell at later stages), and at lower morality stages can cause mental derangements and even partial loss of control over his own actions (as GM can hijack low-Humanity vampire at any point). If the vampire manages to lose &#039;&#039;&#039;all&#039;&#039;&#039; of his Humanity (which is actually quite hard, as at low levels mundane sins no longer trigger the Beast) he devolves into purely bestial mindless monster called a Wight. The good news is that the beast being a fucking dumb animal have no concept of indirect actions, so it does not use, say, an orchestrated murder pulled through puppets as a possible alley of attack on vampire&#039;s Humanity, and any Disciplines that needs a semblance of intelligent action is no longer usable by the brute. The bad news are that they are extremely good fighters, and that the Elders know this and use it with younger vampires serving as &#039;&#039;their&#039;&#039; puppets. Have fun with that.&lt;br /&gt;
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In case you&#039;re wondering how Sabbat manage to be... well... Sabbat, everyone that survives for more than a year follows alternative morality systems called Paths, most of which are weird and kinda crazy if you think through them, but they work at keeping the Beast in check, so who the fuck cares. That being said actually embracing the Path is a rather difficult thing to do, as the aspirant first have to lose almost all of its Humanity and then perform some Olympic-level mental gymnastics with a price of failing being losing itself to the Beast completely (and likely being hunted down by fellow Kindred if they fuck up). Aside from being hard and dangerous to embrace, Paths also have a number of disadvantages tied to the lack of ties to Humanity: those who follow the Paths cannot hide their undeath by spending blood, cannot act &#039;&#039;at all&#039;&#039; during the day (Kiss your ass goodbye when the hunter finds your haven following the trail of horror you left behind) and often have harder time resisting the Beast, but can actually control it to a certain extent once it takes over. Not all Paths are Sabbat-exclusive though...Path of Harmony for example celebrates natural balance, keeps humans in high regard(not as high as themselves but as part of nature and not something to be tormented) and accepts the Beast as part of their being.&lt;br /&gt;
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In theory, many of these paths are quite logical and creative since the character can no longer feel equal to humanity and has to make changes, particularly cool ones practiced by Ventrue Sabbat such as &amp;quot;Path of Honorable Accord&amp;quot;. This path for example, still forbids senseless murder of innocents, but allows killing for honor and defending Sabbat. Path of Caine, a very old path predating Sabbat itself orders its followers to adopt Caine&#039;s outlook on life, and diablerizing (murderfuckrapeabsorb) other vampires that don&#039;t agree with the player&#039;s morality (it should be noted that the Path of Caine is basically one of the most condoned by the Sabbat, who see themselves as the agents of Caine). Still it also ordered avoiding killing humans, rationalizing it as &amp;quot;If possible, leave the children of Seth alone and coexist with them&amp;quot;. Emphasis on &#039;&#039;if possible&#039;&#039;, letting the player be a badass killer without devolving into a Sonic the Hedgehog-level Coldsteel [[edge]]lord. Of course, paths who are utterly evil still wanted to explain killing, such as Path of Death and Soul, rationalizing murder into &amp;quot;battlefield research&amp;quot;. Bottom line, each &amp;quot;path&amp;quot; dealt with the question: &amp;quot;What niche does The Beast have in me?&amp;quot; Some appease it with observing killing, Honorable Accord suppresses it with conviction. Path of Evil Revelations, or Path of Orion/Harmony for example, &amp;quot;rides the Beast&amp;quot;, letting it flow but direct its blind rage to suitable targets when it hits. &lt;br /&gt;
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In &#039;&#039;theory&#039;&#039;.&lt;br /&gt;
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In practice, well... many Sabbat players (weedy skinny goth kids) make it an excuse of torturing, raping and killing mortals to impress the BDSM-curious landwhale who joined the game. Or explain your Giger fetishes with using the Vicissitude Discipline sexually. Needless to say, a Storyteller may not be popular when he summons Society of Leopold&#039;s finest hunters or the Technocracy when the players go on a blind rampage to justify being Sabbat. The Sword of Caine may fall where it pleases, but there will be consequences if it falls in the wrong place.&lt;br /&gt;
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And for players who want to go all the way about their personal tragedy, there are two endgame possibilities for the self: Ashur and [[Golconda]].&lt;br /&gt;
&lt;br /&gt;
Golconda is one very obscure way of blocking the Beast and the Curse to the point to a mild itch on the nose: Named after the diamond-rich village in India, it is the place where Saulot and maybe Caine found a way to transcend vampirism with meditation, atonement and self-awareness. It&#039;s a very hard path and storytellers are encouraged to make it hard, often culminating in atonement for all murders and pain committed under vampirism versus innocent, and focusing on the self until the vampire breaks free. Result means no frenzy at all and &#039;&#039;extremely&#039;&#039; reduced blood use per sleep, as well as near-immunity to sunlight. Some optional rules also give the vamp full power over all Disciplines, like Caine himself has. However, you only have &#039;&#039;one&#039;&#039; shot at achieving Golconda, and if you fail, at best you&#039;ll never be able to reach that state. At worst, you&#039;ll suffer the Wassail and become a mindless Wight for the rest of your short-lived existence.&lt;br /&gt;
&lt;br /&gt;
Ashur is...on the other hand, complicated. It is a state of being where the vampire &#039;&#039;literally&#039;&#039; becomes the Discipline&#039;s locus, focal point of being, able to survive diablerization but abandoning Humanity as well. Malkav survived his diablerie by becoming the Ashur of Dementation, melting into the Malkavian Madness Network. Lasombra is obviously the Ashur of Obtenebration, being one with the Abyss, and Tzimisce became Vicissitude itself around 2000, as well as Ennoia becoming the Ashur of Protean.&lt;br /&gt;
&lt;br /&gt;
==Vampire Sects==&lt;br /&gt;
For most of the Dark Ages vampires could more or less get away with whatever as long as they obeyed the following six rules:&lt;br /&gt;
&lt;br /&gt;
#The oldest vampires are in charge, because they are the closest to Caine.&lt;br /&gt;
#Respect the master of a domain. If you can keep a domain it&#039;s yours; if you can take it from someone else it&#039;s yours.&lt;br /&gt;
#Only embrace with your Elder&#039;s permission.&lt;br /&gt;
#Until you release your Childer, its sins are your own.&lt;br /&gt;
#Don&#039;t kill your elders.&lt;br /&gt;
#Don&#039;t reveal the secrets of the vampires to non-vampires, lest you forego the protection of the previous rule.&lt;br /&gt;
&lt;br /&gt;
This allowed vampires a large degree of freedom to dick around with, messing with mortals for the lulz. Eventually they got fed up with this and decided to rise up during the mid-13th century. The fires of the Inquisition burned bright, and it turns out that even the more powerful vampires struggle when a mob with torches (vampires flip their shit when confonted with fire) and pitchforks (one good stab and the vampire is turned helpless) is coming at them.&lt;br /&gt;
&lt;br /&gt;
The Elders quickly came to a solution to this problem: throw enough of their Childer at the problem until it was solved and keeping the door shut in the meantime.&lt;br /&gt;
&lt;br /&gt;
This backfired horribly. The younger vampires declare they had enough and band together not just to annihilate vampire killing lynch mobs, but also their Elders and try to become the rulers of the world. In ancient times, most vampires made their childer drink their blood in three sips, magically binding them to serve their elders. It&#039;s called a blood bond, and effectively enslaves the drinker. These Neonates didn&#039;t like this one bit, and paired with all the other abuse they&#039;ve been receiving they started the First Anarch Revolt. They escaped the blood bonds via a ritual granted to them by Kupala, a demon bound to the land of Transylvania. Via a blood-red flower granted to the Tzimisce Lugoj Blood-Breaker he was able to create the ritual of Vaulderie, which allowed him to break the blood bond and instead create a bond between individual vampires by having them drink each other&#039;s blood. As a result they make for incredibly fanatical warbands, and started their revolt.&lt;br /&gt;
&lt;br /&gt;
This vampire civil war started out pretty well, with the Anarchs receiving backing from the Assamites who didn&#039;t mind killing a bunch of Elders as long as they got to snack on their blood. The initial stages even saw the deaths of two Antediluvians: Tzimisce was diablerized by his great-grandchilde Lugoj (but not really) and Lasombra was diablerized by his childe Gratiano de Veronese (but not really).&lt;br /&gt;
&lt;br /&gt;
At this point the Elders of the other clans started to get nervous and decided to band together under a common banner: that of the Camarilla. They started to kick the shit out of the Anarchs to the point where a truce was called in 1493 during what became known as the Convention of Thorns. Knowing that their fun was over many of the surviving Anarchs decided to throw in their lot with the Camarilla, but the Lasombra and Tzimisce were angry that the other clans wouldn&#039;t go try and eat their Antediluvians. This came to a head where a Tzimisce called Myca Vykos invited the Ventrue representative Hardestadt the Younger to eat a dick, and [[wat|was kind enough to provide one by cutting off his own cock and balls and throwing them at Hardestadt&#039;s face]]. His final declaration was that [[Edgy|he would be beyond any gender since he no longer identified with humanity and took the name Sacha Vykos]]. Vykos is now one of the most feared vampires of the modern nights, acting as the Sabbat&#039;s chief torturer. And given that this is the &#039;&#039;Sabbat&#039;&#039;, that should say something.&lt;br /&gt;
&lt;br /&gt;
With this vivid statement the Camarilla&#039;s power consolidated, the remaining Assamites were pacified via a blood curse courtesy of the fledgling Tremere clan and the remaining vampires formed the Sabbat.&lt;br /&gt;
&lt;br /&gt;
===Camarilla===&lt;br /&gt;
[[File:Camarilla.png|200px|thumb|right|The symbol of the Camarilla.]]&lt;br /&gt;
Now that the Camarilla got its shit together it could actually focus on its mission, which is... doing exactly what the Elders did back in the day. Except this time it&#039;s all done in the name of the Traditions (see below) and the Masquerade. Sure, upholding the Masquerade means that a second Inquisition won&#039;t break out any time soon, and with the current age of camera phones being connected to the Internet at all times means that the job has become increasingly difficult, but the Camarilla is still run by the Inner Circle: a shadowy group of Elders who pull the strings behind the scenes. The Camarilla also denies the existence of the [[Antediluvian]]s and [[Caine]], mainly to make sure that no mass hysteria breaks out within the ranks the younger Kindred in the Camarilla (most of whom being less than 200 years old) or have them join Gehenna cults to try and fight the Antediluvians or outright join the Sabbat. Of course, once a Neonate finds out that they&#039;ve been conned they&#039;re either old enough to have become used to the way things are and play along, or lash out and join the Sabbat.&lt;br /&gt;
&lt;br /&gt;
In hindsight, Camarilla are the best weapon against Gehenna from one perspective. Avoiding senseless vampire deaths keep Antediluvians asleep as every dying Kindred nudges its forefathers with a psychic backlash. Every dying Caitiff can disturb every Antediluvian, since its blood may be belonging to many via disciplines. Avoiding and hiding from the human population who developed modern technologies that can turn a soldier a far cry from a medieval serf with a pointy stick to a demigod that lays down fire enough to tear vampires apart is also smart, to speak nothing of nuclear weapons capable of destroying a city with a miniature sun. Suppressing the existence of vampires also prevents opportunist humans to poke/auction/steal a BIG BAD FUCKING VAMPIRE CANNIBAL IN A COFFIN out of curiosity and ending the world. Of course, Sabbat not lying on its ass and mass murdering, draining innocents rouses vampire hunters and more, particularly Werewolves eager to destroy &amp;quot;leeches of the [[Wyrm]]&amp;quot;, e.g vampires makes Camarilla&#039;s job not any easier suppressing the news. [[Rules Lawyer|But still, Camarilla technically tried its best to avoid Gehenna using the lore&#039;s mechanics to the letter.]]&lt;br /&gt;
&lt;br /&gt;
But of course, Gehenna happened, so it&#039;s all moot now unless you are a Vampire 20 canon worshipper.&lt;br /&gt;
&lt;br /&gt;
====The Camarilla Traditions====&lt;br /&gt;
Part of the Camarilla are the half-dozen Traditions that govern their society. These Traditions are strict but limited in scope, allowing the local Prince to rule their domain as they see fit. No two domains are ruled equally, but all observe the Traditions. Failure to do so would incur the wrath of the Camarilla, the neighboring domains or even those within the domain. The Traditions are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: The Masquerade&#039;&#039;&#039;&lt;br /&gt;
:The titular Masquerade entails that none of the Kindred may reveal themselves to the outside world, knowing that a full-scale Masquerade breach would result in the world uniting against them out of fear and hatred and the subsequent destruction of the Kindred. Princes tend to spend a lot of time and resources covering up breaches of the Masquerade, and those who break it will be punished severely. This tradition is the most important one, especially in modern times. Reasons notwithstanding like police, potential lynch mobs and mortal authorities, there are Mages who actively combat vampirism(they can one-shot virtually any Kindred once powerful enough), Werewolves who see vampires as [[Wyrm]]&#039;s scum (good luck killing one with steel weapons) and most importantly, vampire hunters. There are vampire hunters who have a wide knowledge about how to kill Kindred. Then there are those who are ordained by the Pope himself. In a show of [[grimdark]]ness, those useful bloodbags sadly only manage to attack the most harmless, docile Camarilla Kindred living as an almost legal person, because Sabbat not only brutally hits back, but also turns the family of the hunter into vampires for spite. Either way, even the most powerful Kindred fear hunters.&lt;br /&gt;
*&#039;&#039;&#039;2: The Domain&#039;&#039;&#039;&lt;br /&gt;
:A Domain is the area of influence of any given vampire. This is most commonly used to refer to a Prince&#039;s domain, which often encompasses a city. Some Princes consider this to be the only valid definition of the term, but the more liberal ones allow other vampires to hold smaller domains within their own, as long as they recognize the Prince&#039;s authority of course.&lt;br /&gt;
*&#039;&#039;&#039;3: The Progeny&#039;&#039;&#039;&lt;br /&gt;
:According to this Tradition an Embrace may only be performed with the leave of the Prince, and failure to obtain this beforehand will result in the destruction of both the Sire and the Childer. In practice though only a few Princes enforce this Tradition strictly, and the ones that don&#039;t will have far larger populations within their Domains to the point of overpopulation.&lt;br /&gt;
*&#039;&#039;&#039;4: The Accounting&#039;&#039;&#039;&lt;br /&gt;
:Parents are accountable for the actions of their children, and this is not different with vampires. A Sire has to teach their newly-Embraced Childe the rules of vampire society, such as the Traditions and why breaking them is a Bad Thing. Until they&#039;re judged capable of surviving on their own in Kindred society, the Childe&#039;s fuckups are their Sire&#039;s, so a Sire failing to teach their Childe properly will be punished the same as the rule-breaking Childe.&lt;br /&gt;
*&#039;&#039;&#039;5: Hospitality&#039;&#039;&#039;&lt;br /&gt;
:When arriving in a new city a vampire has to present themselves to the local Prince; likewise, the Prince is obligated to meet with the visitor and decide whether they can stay in their Domain. Some Princes will keep tight tabs on all of their visitors while others are content with letting them stay as long as they don&#039;t get involved with local politics and observe the Traditions.&lt;br /&gt;
*&#039;&#039;&#039;6: Destruction&#039;&#039;&#039;&lt;br /&gt;
:Only the Elders of the Domain can sentence someone to death, and only the Prince may call for the Blood Hunt. The Blood Hunt is basically an APB crossed with a death sentence, calling for the Final Death of a specific vampire for some extraordinary crime. Almost anything is permitted against the target of a Blood Hunt, with a good number of Princes turning a blind eye to the target being [[Diablerie|Diablerised]] or Hunts coming in from another Domain.&lt;br /&gt;
&lt;br /&gt;
===[[Sabbat_(Vampire)|The Sabbat]]===&lt;br /&gt;
[[File:Sabbat.png|200px|thumb|right|The symbol of the Sabbat. Looks [[slaanesh|vaguely familiar, and horny]] ]]&lt;br /&gt;
&lt;br /&gt;
The Sabbat rejects the notions of humanity, but they still needed a way to keep the Beast in check. To this end they invented the Roads of Enlightenment, which is known to some fans as the Roads of Edgelightenment. These inhuman alternatives often justify things like murder, torture, self-mutilation and other such extremes as a way to keeping your act together, albeit with justifications (Path of Metamorphosis emphasizes evolution via pain to justify torturing captives with Vicissitude, and Path of Night forbids killing of innocents but allows killing of evil mortals to &amp;quot;harvest their sin&amp;quot;). That doesn&#039;t mean all Sabbat are complete monsters; some Roads of Enlightenment tell the vampire not to murder humans for kicks. A very few of their founders are even on good terms with Humanity, like the Malkavian Vasantasena. In theory, the Sabbat are still on their mission to destroy the Antediluvians in order to save the world. In reality... things aren&#039;t exactly like that. And not just that in reality most of them don&#039;t really care about the Antediluvians or their machinations as long as they can [[Drowtales|slaughter and torture humans for fun, and commit as many atrocities as possible while maintaining a semblance of righteousness]]. Made even more solid when the only decent Sabbat, the Path of Harmony followers, getting exterminated around the time of Revised Sabbat Books were published, and the &amp;quot;Ritae&amp;quot;, traditional pastimes of Sabbat aren&#039;t making it any easier: some of them reek of individual bravery, such as Fire Dance which is pretty badass by itself but most are usually sick contests of how to skin humans alive, enslave two humans and make them fight each other to death for lulz, regularly hang captured humans from a ceiling, drink them dry and bathe in their blood...and just ways to horribly abuse and torture whatever they catch. For a sect that seems to &amp;quot;ignore humans or deem them beneath their notice&amp;quot;, it raises a bit of a flags in mature roleplayers&#039; minds.&lt;br /&gt;
&lt;br /&gt;
Even funnier is that the Sabbat openly wants to rule the world and subjugate the human race. Which is not very likely: not only is Sabbat territory limited to Latin America, most part of Canada, Spain and the poorer parts of the United States with no grasp on any country&#039;s mortal militaries (Ventrue dominates the US Army, which is the mightiest war machine on the planet), they also have to compete with the other supernatural powers of the World of Darkness. Pentex is everywhere and is their prime competition for who can be the most cartoonishly evil and the Technocracy has fingers in every pie and is advanced enough to explore other star systems, make Terminators on the side and was able to ONE-SHOT Zapathasura when he awoke using space mirrors and magical nukes (and that was only a fraction of the Technocracy&#039;s full power, while the ENTIRE Ravnos clan plus the [[Kindred of the East|Kuei-jin]] fought the dude [[Week of Nightmares|for a night and a day]]) while the Sabbat&#039;s only contribution to that fight was pinning down their Ravnos pack mates and keeping them from joining their Antediluvian. And all that is discounting the Garou, Kuei-Jin, Hunters, Changelings, Mummies, the Traditions and the Crafts, the Fallen and the Earthbound, Malfeans that are the size of Godzilla and can sweep entire cities clean and... look, Sabbat victory is not likely. The Sabbat could have been a dark mirror of Camarilla, but in the modern nights they are little more than a swarm of borderline insane monsters autistically raging to beat imaginary monsters while committing atrocities beyond measure.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s not all. The Sabbat claim that the Camarilla are Antediluvian puppets ignoring the Masquerade as they see fit, and that only they are able to destroy the 11 remaining Antediluvians in order to save the world. In practice, the Sabbat is almost exactly like the Camarilla that they claim to hate. The Sabbat&#039;s inner circle, the True Black Hand, is &#039;&#039;directly serving the Antediluvians&#039;&#039;, they have their own Masquerade (the Lasombra vampires pay off Mexican authorities to ignore them, ghoul families (particularly Zantosa) clean up messes, and the Tzimisce pretend to not be vampires in their domains in the old world), and instead of being a beacon of freedom it&#039;s a tyrannical shithole whose mortal population would go extinct in a single week if the Sabbat could openly do what they want; even their vampires aren&#039;t &amp;quot;free&amp;quot;, they are blood bound to their packmates in mental slavery...Which is the very thing they swore to end. &lt;br /&gt;
&lt;br /&gt;
And those two Antediluvians that the Sabbat killed? They&#039;re not dead. Lasombra used his own diablerization in order to unshackle his soul from his body and enter the Abyss: he is now trying to merge with it. Meanwhile, Tzimisce has gone through a whole deal of stuff and is now currently a massive growth of flesh in the sewers of New York, biding its time. [[Lulz|So, good going there, Sabbat.]]&lt;br /&gt;
&lt;br /&gt;
====The Code of Milan====&lt;br /&gt;
Because the Sabbat is filled to the brim with assholes, edgelords, and other creepy fucks, early Sabbat leadership realized that they&#039;d need a code to keep the whole bunch of them fuckers in line. As such, the Code of Milan was penned and ratified to get at least some sense of coherency without betraying the founding principles of the Sabbat. The statutes are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;I: The Sabbat shall remain united in its support of the Sect’s Regent. If necessary, a new Regent shall be elected. The Regent shall support relief from tyranny, granting all Sabbat freedom.&#039;&#039;&#039;&lt;br /&gt;
:Simple enough: the Regent is the boss. It&#039;s the Regent&#039;s job to make sure the Sabbat has the freedom upon which it was founded, and if needed a new one can be elected. Note that the wording is vague enough to imply that the Regent may be overthrown in case the Regent is an ass.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;II: All Sabbat shall do their best to serve their leaders as long as said leaders serve the will of the Regent.&#039;&#039;&#039;&lt;br /&gt;
:Listen to the folks who tell you what the Regent wants you to do. This is in theory free of the tyranny of elders because again there&#039;s the implication of said leaders being able to be overthrown.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;III: All Sabbat shall faithfully observe all the auctoritas ritae.&#039;&#039;&#039;&lt;br /&gt;
:The Auctorias Ritae are the religious rites that form the basis that bind the Sabbat together. All thirteen of the rites (The Binding, The Blood Feast, The Blood Bath, the Creation Rites, the Festivo Dello Estinto, the Fire Dance, Games of Instinct, Monomacy, Palla Grande, the Sermons of Caine, Vaulderie, the War Party and the Wild Hunt) are observed by proper Sabbat and foregoing their use will get you into trouble.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;IV: All Sabbat shall keep their word of honor to one another.&#039;&#039;&#039;&lt;br /&gt;
:If you give your word, you&#039;ve given your word. With so many assholes in one place you&#039;ll need a way to keep them in check. The Tzimisce are especially big on this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;V: All Sabbat shall treat their peers fairly and equally, upholding the strength and unity of the Sabbat. If necessary, they shall provide for the needs of their brethren.&#039;&#039;&#039;&lt;br /&gt;
:Help your peers for the good of the Sabbat. Within reason of course: if a particularly dickish pack tries to exploit this they&#039;ll find that there are limits to this hospitality.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;VI: All Sabbat must put the good of the Sect and the race of Cainites before their own personal needs, despite all costs.&#039;&#039;&#039;&lt;br /&gt;
:Speaks for itself, but the threat&#039;s gotta be pretty big to get the entire Sabbat on the same side. Otherwise certain Kindred will be too busy being dicks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;VII: Those who are not honorable under this code will be considered less than equal and therefore unworthy of assistance.&#039;&#039;&#039;&lt;br /&gt;
:Don&#039;t be a dick or your ass is grass.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;VIII: As it has always been, so shall it always be. The Lextalionis shall be the model for undying justice by which all Sabbat shall abide.&#039;&#039;&#039;&lt;br /&gt;
:Be an especially big asshole and you&#039;ll have a Wild Hunt (the Sabbat name for the Camarilla Blood Hunt) called on your ass.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;IX: All Sabbat shall protect one another from the enemies of the Sect. Personal enemies shall remain a personal responsibility, unless they undermine Sect security.&#039;&#039;&#039;&lt;br /&gt;
:Civil wars are bad, so if two Sabbat have beef it&#039;s their problem. This does mean that if you manage to stretch the meaning of &amp;quot;Sect security&amp;quot; you can make this rule work in your favor with some planted evidence calling for Monomachy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;X: All Sect members shall protect Sabbat territory from all other powers.&#039;&#039;&#039;&lt;br /&gt;
:There&#039;s plenty of Camarilla and Anarchs who&#039;d love to set up shop in Sabbat cities and they frequently try to do so. Few Sabbat need the encouragement to kicks a bunch of Camarilla/Anarchs in the dick, so this is pretty easy to enforce.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;XI: The spirit of freedom shall be the fundamental principle of the Sect. All Sabbat shall expect and demand freedom from their leaders.&#039;&#039;&#039;&lt;br /&gt;
:The counterpart of statutes I and II: leaders have to give freedom while the common Sabbat demand it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;XII: The Ritus of Monomacy shall be used to settle disputes among all Sabbat.&#039;&#039;&#039;&lt;br /&gt;
:Monomacy is the sacred duel between two Sabbat, but a disturbing amount of them will want to use it just to kill folks without repercussions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;XIII: All Sabbat shall support the Black Hand.&#039;&#039;&#039;&lt;br /&gt;
:The Black Hand, also known as the &#039;&#039;manus nigrum&#039;&#039; have made it their job to hunt down infernalists and demons to destroy both, which is considered laudable by the Sabbat. &#039;&#039;Tal&#039;mahe&#039;Ra&#039;&#039; or True Black Hand is a completely different animal, even having Mage and other supernaturals aiding it. They are the ones who work for Caine and Antediluvians, with no one in the Sabbat having an idea.&lt;br /&gt;
&lt;br /&gt;
On December 21st, 1933 the Code of Milan was revised after the end of the Second Sabbat Civil War. This revision added three addenda to the Code, which are to be upheld in the same way as the original 13 are:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;XIV: All Sabbat have the right to monitor the behavior and activities of their fellow Sect members in order to maintain freedom and security.&#039;&#039;&#039;&lt;br /&gt;
:Aka &amp;quot;you can spy on everyone as long as it&#039;s for the good of the Sect.&amp;quot; Yes, it&#039;s [[Paranoia|written vaguely]] for exactly that purpose.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;XV: All Sabbat possess the right to call a council of their peers and immediate leaders.&#039;&#039;&#039;&lt;br /&gt;
:Sometimes it&#039;s better to talk than to fight, which became obvious during the civil war. This gives all Sabbat to call such councils to defuse otherwise violent situations, but at the risk of having to deal with violent reprisals if the council was deemed to be bullshit. This wisdom did pay off, with the Third Sabbat Civil War lasting only 100 days and ended with diplomacy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;XVI: All Sabbat shall act against Sect members who use the powers and authority the Sabbat has given them for personal gain at the expense of the Sabbat. Action shall be taken only through accepted means, approved by a quorum of Prisci.&#039;&#039;&#039;&lt;br /&gt;
:A counterweight to statutes VI and IX: if leaders do start like the hated elders the rabble now has the right to take them down... with approval of course.&lt;br /&gt;
&lt;br /&gt;
[[File:Anarch.png|200px|thumb|right|The symbol of the Anarchs.]]&lt;br /&gt;
&lt;br /&gt;
===Anarchs===&lt;br /&gt;
In the Modern Nights, they have the spirit of the first Anarch Revolt mellowed into &amp;quot;live-and-let-live&amp;quot; schtick. So basically leftist libertarian vampires who keep their Humanity, and simply live free. They are now what the Sabbat were, what they aren&#039;t now, and what they should have remained as. They have a serious influence in California, and used to control Russia until [[Baba Yaga]] awakened. They are making a great come back in BJD, with many elders deciding to establish their own free states, such as Marcus Vitel (a former prince and Lasombra Antitribu, having sold Washington D.C. to the Sabbat, but eager and actually capable to take it back from Vykos, who most likely has the greatest pair of balls in the Sabbat, hopefully not literally), and &amp;lt;s&amp;gt;Montgomery Coven&amp;lt;/s&amp;gt; &#039;&#039;&#039;Mithras&#039;&#039;&#039; (an awesome Ventrue Methuselah, who was once worshipped as a god, ruled London since it was a Roman colony, survived the German Blitz of London, decimated a Garou pack looking to tear him a new asshole, survived getting &#039;&#039;&#039;Diablerized&#039;&#039;&#039;) deciding to establish London as a free state.&lt;br /&gt;
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===Independent===&lt;br /&gt;
Vampires that roar &#039;&#039;&#039;FOR THE CLAN!&#039;&#039;&#039; Assamites, Followers of Set, Ravnos and Giovanni are considered independent clans, due to not being affilated with any sect. They share one common feature: All of these clans revere their Antediluvians, alienating them from the Camarilla, who (incorrectly) believes they do not exist, and the Sabbat, who hates the Antediluvians with gusto.&lt;br /&gt;
&lt;br /&gt;
===Autarkis===&lt;br /&gt;
Existing outside of the regular Sect and Clan structure by either choice or lack of knowledge. Sometimes they stick to living on the fringes of civilization, while others set up shop in smaller towns and villages. The downside is that in such a situation the vampires are easy prey for the local Werewolves, unless the vampire is a mid generation (6th/7th/8th) Elder/Ancillae, in which case he/she can survive a attack by Werewolves. If the vampire in question is a Methuselah (4th/5th), then that [[Werewolf: The Apocalypse|Garou Sept]] the pack of Werewolves belong to is &#039;&#039;&#039;fucked&#039;&#039;&#039;. If someone is a Autarkis, expect them to be either really weak vampires, or overwhelmingly strong ones. The Assamites calls the Autarkis among their ranks &amp;quot;The Dispossessed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[[File:BlackHandSymbol.webp|200px|thumb|right|Symbol of the Tal&#039;mahe&#039;Ra]]&lt;br /&gt;
===Tal&#039;mahe&#039;Ra===&lt;br /&gt;
From the Ghemalish/Enochian language spoken in the ancient biblical city of Enoch, &#039;&#039;Tal&#039;mahe&#039;Ra&#039;&#039; translates to English as &amp;quot;&#039;&#039;Hand Without Sun&#039;&#039;&amp;quot; or &amp;quot;&#039;&#039;Black Hand&#039;&#039;&amp;quot;.  After the destruction of the Earthly city of Enoch, the Tal&#039;mahe&#039;Ra began as an alliance between newly homeless Enochian vampires and [[Chakravanti]] [[Mage:_The_Ascension|mages]]; their initial base was the ghostly shadow of Enoch in the [[Underworld]] realm, in which they sheltered and worshiped the ancient slumbering [[Aralu]] vampires.  In addition to vampires and mages, the membership of the Tal&#039;mahe&#039;Ra also includes [[Lich#Liches_in_World_of_Dakness|liches]], Abominations ([[Werewolf:_The_Apocalypse|werewolves]] turned into vampires), [[Revenant#World_of_Darkness|revenants]], [[Wraith:_The_Oblivion|wraiths]], and [[Mummy:_The_Resurrection|mummies]]. They&#039;re also remembered for [[Exterminatus|getting nuked]] so hard that Oblivion shat itself, triggering the Sixth Great Maelstrom that utterly fucked up the Underworld&#039;s status quo. The order somehow managed to survive Enoch&#039;s destruction and now recruit from nearly all clans and bloodlines to rebuild their numbers.&lt;br /&gt;
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The Tal&#039;mahe&#039;Ra once forbade most from joining their ranks, only accepting &amp;quot;special snowflakes&amp;quot; like the True Brujah, the Old Tzimisce and Cappadocian remnants. Now they allow anyone in their ranks except for modern Tzimisce (They HATE Vicissitude) and the Setites (They HATE the Egyptian gods even more, especially after Enoch was nuked in their name). They&#039;re also the only major faction that tolerates Baali (and this ONLY applies to the Molochim (and that that took a lot of convincing)). Nergali are killed on sight like everywhere else.&lt;br /&gt;
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===Inconnu===&lt;br /&gt;
The Inconnu are a bunch of Illuminati-on-Steroids-crossed-with-Obfuscate-10 grade conspirators. &#039;&#039;Inconnu&#039;&#039; is a French word meaning &amp;quot;incognito/unknown/stranger&amp;quot;.  The Inconnu have Monitors, who are vampires seeking [[Golconda]] and manipulating things behind the scenes. Members include a Malkavian who helped in the sacking of Constantinople back in 1204, the Prince of Switzerland and Liechtenstein Guillaume and even Vlad Tepes himself. Another such member is the Monitor of Istanbul, Mahatma, is a 4th generation Cappadocian who was trained in the way of Golconda by none other than Saulot himself. He now keeps an eye on Istanbul, training those whom he finds promising in the ways of Golconda while destroying those who pose a threat to the city&#039;s status quo or those who would draw attention from the Inquisition. Mahatma acts via intermediaries to do so, and even has an agent in the Prince&#039;s court. Istanbul is a complete cosmopolitan mess, with Sabbat tolerated amongst the Camarilla majority and even has some D&#039;habi, the Baali Revenant family maintaining an estate somewhere along the Bosphorus (which would probably explain the strange, seemingly unused mansions along the coast IRL). On top of that, [[Werewolf: The Apocalypse|Pentex has its regional HQ there, and the city&#039;s got quite a few Silver Fangs and Bone Gnawers running around]]. So whatever the fuck those Inconnu are up to is some kind of bizarre mix of extreme vampiric political correctness, a weird experiment or utter ineptitude.&lt;br /&gt;
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Their headquarters, Hunedora Castle, is a former Tzimisce castle in Western Romania. During the First Anarch Revolt the leaders of the Inconnu, the Council of Twelve, were out of options and as such saw themselves forced to summon a demon. The lucky fiend was [[Demon: The Fallen|Nikanuuranu, an Earthbound Fiend]] who agreed to a pact: mass human sacrifice and a drop of Vitae every year. This in turn results in the use of the Demon using its powers in the form of Portals 5 and Light 5 to hide Hunedora from sight and from being physically reached in order to protect the place. It&#039;s a pretty sweet gig: not only does Nikanuuranu have access to eight dots of all the Disciplines possessed by the Council of Twelve, he has a yearly massive donation of Faith (this is where the strength of the pact comes from: not from the powerful Vitae of the Twelve). On top of that, if one of the twelve pacters leave the castle grounds for any reason they have 10 minutes to get back. If they fail they immediately suffer Final Death. Of course, one wonders how such a heinous pact involving mass murder(which is pretty much a minimum 3 on sin scale, more likely 1) does not degenerate the vampires&#039; Humanity to zero, who should be keeping it minimally 7 for even an attempt of Golconda...&lt;br /&gt;
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[[File:HecataSymbol.webp|200px|thumb|right|Three-faced goddess Hecate, symbol of the Hecata vampires]]&lt;br /&gt;
===Hecata===&lt;br /&gt;
A &#039;&#039;sect&#039;&#039;?  Just kidding; the Hecata are not referred to as a &#039;&#039;sect&#039;&#039; in the published material, but they should be.  In &#039;&#039;V:tM&#039;&#039; v5 [[White Wolf]] decided to sloppily unite all of the necromantic bloodlines together into a single &amp;quot;clan&amp;quot;; as the majority of necromantic bloodlines are [[Cappadocian]] bloodlines this could have made sense except for the fact that the authors also lumped in the [[Nagaraja]], who are not a Cappadocian bloodline.  Despite the inclusion of the Nagaraja, the authors still opted to confusingly misuse the established term &#039;&#039;clan&#039;&#039; instead of calling the Hecata what they actually are: a &#039;&#039;sect&#039;&#039;, a.k.a. an alliance of bloodlines.  One benefit of the merger is that any member of one of the merged necromantic bloodlines can trade their previous bloodline weakness for the painful bite of the [[Giovanni]].  Further, all of the [[Necromancy|necromantic]] and [[Obtenebration|obtenebrous]] Disciplines were combined into a single Discipline called &#039;&#039;Oblivion&#039;&#039; (which would have been cooler if the authors had not [[nerf|nerfed]] 3D obtenebrous tentacles down to cartoonish 2D shadows).  The symbol of the Hecata is three-faced Hecate, Greek goddess of necromancy.  The v5 material indicates that the Giovanni [[Antediluvian]], Augustus, was [[Diablerie|diablerized]]; as the Hecata are still described as a &amp;quot;clan&amp;quot; though, and their default clan Disciplines are those of the original Clan Cappadocian, this all implies that Augustus was diablerized by a [female?] Cappadocian [[methuselah]] going by the name/alias &#039;&#039;Hecate&#039;&#039;.&lt;br /&gt;
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==The Thirteen Vampire Clans==&lt;br /&gt;
Each Antediluvian made vampires of their own. These tended to carry curses put on them by Caine for the lulz. Also note that it is possible for clan members to join a group different from what the majority of their clan follows. Not all Toreador follow the Camarilla, as an example. But a lot do. And oh, you better believe shit will hit the fan for you if your clan is nearly all part of a Sect. Prepare to be laughed at if you&#039;re a Ventrue who tries to go Anarch, unless you have powerful connections since you&#039;ll have to set a hierarchy because of your nature. And God help you if you&#039;re a Tzimisce in anything but the Sabbat...except when you are a Koldun sorcerer chilling in Ukraine, or VLAD FUCKING TEPES chilling in America (Yes he paid Bram Stoker).&lt;br /&gt;
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===[[Assamite]]===&lt;br /&gt;
[[File:Assamite.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Haqim&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Quietus&#039;&#039;&#039; (I can kill youz gits even more sneaky like, hail [[Gork|Mork!]], also creepy blood alchemy) What&#039;s an Ork doing here? Who left the hell/warp portal to 40k open?&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent/Camarilla/Sabbat/Dispossessed&#039;&#039;&#039; (Clan schism, previously Independent/Sabbat)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Warriors: Vitae Addiction (must drink vampire blood) and the aura of a Diablerist, Sorcerers: Always register as a user of blood magic when using Auspex, Viziers: Obsessive/Compulsive, V20 Edition: Thanks to Tremere shenanigans, Assamites who drink vampire blood will find the experience equivalent to chugging drain cleaner, and those who try diablerie face &amp;quot;stuck in desert sunlight&amp;quot; levels of agony.&lt;br /&gt;
Located mostly in Turkey, Iran, Iraq, Israel, Syria and Saudi Arabia. They are Middle Eastern Assassins who are scholars and noble vampires who look out for the weak, protect the homelands... and also kill other vampires and drain them of their blood and devour their souls.  Long ago the Aassamites collaborated with the Ventrue to destroy the Baalites in Carthage (which is when they picked up their habit for feeding on other vampires), but since then the Assamites have not really gotten on with anyone.  The [[Camarilla|Camarilla]] hate them because they commit diablerie, and the [[Sabbat_(Vampire)|Sabbat]] hate them because (until very recently) they made a show of being super devout Muslims, making them &#039;&#039;hypocritical&#039;&#039; vampire cannibals on top of just being vampire cannibals.  But being as they&#039;re pretty good at killing other vampires, they mostly just find themselves on the receiving end of a lot of curses, all of which just feeds into their massive persecution complex.  Also, their skin turns &#039;&#039;[[Salamanders|darker]]&#039;&#039; instead of paler with age.  Around the Final Nights, their oldest member (besides Haqim) Ur-Shulgi canceled the Tremere curse and declared that from that moment on, all Assamites &#039;&#039;&#039;will&#039;&#039;&#039; worship Haqim through the Path of Blood, instead of Allah/God/Elohim, or die a brutal death by Diablerie. This caused a division in the clan, with those who wished to worship God or wanted to stay the fuck away from Ur-Shulgi (especially since he may be or may be not demon-possessed) made their way to sects such as Camarilla and Sabbat, or becoming Autarkis, their sorcerers giving no small trouble to Tremere.&lt;br /&gt;
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===[[Brujah]]===&lt;br /&gt;
[[File:Brujah.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - &amp;lt;s&amp;gt;Ilyes&amp;lt;/s&amp;gt; Troile&#039;&#039;&#039;, and don&#039;t you forget it.&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - &amp;lt;s&amp;gt;Celerity&amp;lt;/s&amp;gt; Potence&#039;&#039;&#039;, but many Clans can use it (HAHA, TIME TO JUGGLE DUMPSTERS)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Camarilla/Sabbat/Anarch/Tal&#039;Mahe&#039;Ra/Inconnu&#039;&#039;&#039; They. Are. Everywhere.&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; [[RAGE|Prone to Frenzying easier]].&lt;br /&gt;
Drawing on both the &#039;&#039;Lost Boys&#039;&#039; and &#039;&#039;Buffy&#039;&#039; tradition of scumbag vampires and a more romantic, Byronic tradition in freedom through wanton depravity. The Brujah are thugs, anarchists, revolutionaries, and other downtrodden, or people who were so inclined before they got the power to do all they dreamed about. Carthage was originally a grand, mostly-successful social experiment of theirs for a human-vampire Eden, then the Ventrue either crushed it out of jealousy or led a series of regretfully unavoidable wars to cleanse both Carthage and the Brujah themselves of Baali infestation, which already made Carthage hell on earth. The old Brujah were scholastic thinkers with powers to punch the shit out if you and would be considered intellectuals. Just don&#039;t tell them Carthage was no utopia but infested by Baali so much even other entities like mages took notice.&lt;br /&gt;
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The new Brujah are like those punk teenagers who wear anarchist t-shirts but have no idea about the theory of Marxism, except they can also beat you to death with your own car when they want to shut you down when you start winning the argument. Generally considered rabble by others, they form the backbone and the majority in the Anarch movement. Did some major shit in history with Carthage, and haven&#039;t do shit since. Sure, they managed to carve out California and some adjacent territory as the Anarch Free State, where no Camarilla or Sabbat could tread easily. Then the Kuei-Jin decided to roll into town like a motherfucker, and the Free State got mangled pretty bad. The complete opposite of [[gets shit done|getting shit done]]. One of their subclans, an African Legacy, [[/pol/|need a controlling hand or authority of sorts in a city or they resort to indulging in activities like rape and murder.]] And there is [[Retcon|NO SUCH THING]] as the True Brujah.&lt;br /&gt;
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===[[Followers of Set]]===&lt;br /&gt;
[[File:Followers of Set.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Set/Typhon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Serpentis&#039;&#039;&#039; (Powers based on Egyptian gods, such as Set, Ra, Apep, and so on)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Anarch (formerly Independent)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Extreme sensitivity to sunlight: even a brightening sky will burn them. Also, abuse of Serpentis will cause Serpentine mutations.&lt;br /&gt;
This clan&#039;s mainstream belief is that Set was the progenitor of all Kindred, which is fucking stupid, but then again considering the other theories some have postulated for why vampirism exists, it&#039;s not THAT bad a theory (and hey, there are actual, honest to Ra mummies kicking around the WoD, so it has some legs).&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; The most popular and well-known legend goes like this. Straight from the revised clanbook, here it is (under the spoiler).&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;In the ancient times when the gods lived on Earth and ruled Egypt directly, the sun-god Ra grew old and decided to retire. Ra chose his great-grandson Osiris as his heir and successor. This did not sit well with Osiris’ brother, Set. Our progenitor was the mightiest warrior among the gods. Every night he guarded the sun-barque as it passed under the Earth from the gates of sunset to the gates of dawn. Every night he battled Apep, the Great Serpent of Darkness, so that the sun might rise again. Did his valor count for nothing?&#039;&#039;&lt;br /&gt;
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&#039;&#039;Set’s jealousy and wounded pride drove him to murder his brother. He fashioned a beautiful coffin proportioned exactly to Osiris’ body, and said he would give this princely gift to whoever would fit in it. All the gods tried the coffin in vain. Then Osiris took his turn. Immediately, Set and his 72 accomplices slammed the coffin’s lid, nailed it shut and threw it in the Nile. Osiris drowned. When the goddess Isis, Osiris’ wife and sister, used her magic to retrieve her husband’s body, Set took more permanent measures: He hacked his brother’s body to bits and scattered them about Egypt. Patiently, Isis gathered the fragments, reassembled the body of Osiris and used her magic to conceive a child by her dead husband.&#039;&#039;&lt;br /&gt;
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&#039;&#039;When their child Horus grew to manhood, he challenged Set for the kingship of the gods. Some legends speak of mighty battles between gods and armies. Other tales describe their strife as a farcical court case, full of low tricks and silly contests. One way or another, Horus prevailed. Horus lost an eye in their strife; in revenge, he castrated Set. Osiris, meanwhile, became King of the Dead just as his son became King of the Living; and the Pharaonic dynasties henceforth claimed to rule by descent from Horus the Avenger. As compensation, Ra gave Set two foreign goddesses as concubines and made him god of storms: “He will thunder in the sky and make men afraid.”&#039;&#039;&lt;br /&gt;
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&#039;&#039;When the other gods acclaimed Horus as their new king, Ra turned on his faithful defender and cursed Set to live in darkness forever. Then the gods thrust Set into Duat, the dark Underworld of the dead, and the river of death whose waters come from the Primeval Ocean itself. Here Set fought the great serpent Apep once more. He slew the Worm of Darkness and ate its heart. With Apep’s death he took on Apep’s dark wisdom and learned secrets hidden from the beginning of the world.&#039;&#039;&lt;br /&gt;
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&#039;&#039;When Ra created the world, he gave it life through his own semen, creating gods and the souls of human beings alike. Souls differed in size but not in kind. Jealous Ra lied to all his children. He told them that he was mightiest of all things, creator of the universe, when he merely shaped a tiny portion of the Primeval Waters.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Now, however, Set knew the truth: All souls could grow as mighty as their tyrant father and become creators themselves. Set returned to the world by stealth. The Primeval Waters carry life as well as death. Every year, the gates of the world open to let the Primeval Waters bring new life through the yearly inundation of the Nile. Set disguised himself as a water-serpent and slipped through the gates with the rushing waters. He swore to overthrow Ra — not for revenge but for compassion, to liberate the souls Ra held in bondage. Despite the power gained from Apep, Set still had to hide from the sun; he could not break the curse of Ra. Nor did he truly live, for he had tasted the waters of death.&#039;&#039;&lt;br /&gt;
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&#039;&#039;As he walked the night, however, Set found twelve human disciples to hear his message of rebellion against the tyranny of the gods. The disciples swore to follow Set. To seal their oath, they used a warrior’s rite: They mingled their blood with Set’s in a bowl and drank from it, swearing thus to become brothers and sisters in the coming struggle. Set even granted them equal shares in his own divine power. They too would become gods. As the last disciple drank, however, the company of the great gods appeared.&#039;&#039;&lt;br /&gt;
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&#039;&#039;The treacherous Moon, whom Set trusted to keep silent, told the other gods about Set’s return. Ra the tyrant decreed that all who joined Set’s cause would share his banishment from the Sun and his castration, and that having sealed their pact in blood the thirteen would feed on blood alone. Now Set learned what flawed vessels humans were. His twelve disciples wailed at the curse and begged for mercy, saying that Set misled them. Their betrayal outraged Set. (He always did have a short temper.) He swore that if they would not help him fight the gods, after all he had given them, he would destroy them as well, though it take him a million years!&#039;&#039;&lt;br /&gt;
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&#039;&#039;And so, from the curses of Ra and the power of Apep, Set and his twelve disciples became the first vampires. In time they learned to pass their curse and their power to other mortals, becoming the founders of the thirteen clans. Set remained the greatest of the thirteen, for he had been a true god and the source of the power wielded by his treacherous disciples. The others never forgave their benefactor for witnessing their treachery and their cowardice. Set’s childer remained faithful to him: He learned from his mistakes and chose more carefully. The childer of the other First Vampires schemed against their sires. We, the Mesu Bedshet, Children of Rebellion, remain loyal — and this is as gall in the mouths of Set’s rivals. They taught their childer to hate and fear Set and his clan; they invented fables to hide how they themselves became vampires.&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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This is but one of the many, many legends that Setites use to explain their origins.&lt;br /&gt;
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Very very insidious, they spread corruption throughout decaying slums of the poor, and decadent halls of the rich. Their tongues exist merely to spread lies, to ensnare and entrap their victims... almost like a &#039;&#039;serpent&#039;&#039;. This is all part of their grand design, and worship to their gods (that&#039;s right, while some cults only worship Setite Antediluvian in whatever form it takes, some also worship other gods alongside him, e.g. Cult of Typhon Trimegistus, but their patron is always their founder), for when all is miserable, their Antediluvian will come back, and according to their belief, will grant them freedom. Planning to reawaken their Antediluvian, which is also a big no no, one doubly so for the Sabbat, because superstition is that when the Fathers awaken, they will slake their thirst with the blood of all their Childer. Basically, nobody likes them for being strange snake-fapping weirdo cultists trying to bring about the apocalypse. Since they are by habit and blood people involved in vice and corruption, they tend to get in trouble at some point with the law, mortal and immortal. They exist in the form of cults, worshipping various gods who they believe as the masks of the Antediluvian that once called himself Set to the Egyptians, such as Typhon, Mars, Bacchus, Pluton, Apep, Shiva, Jormungandr, Loki, Tezcalipoca, Echidna and much, much more. Some of his childer has names like Wepwawet and Tawaret, which some would recognise as other Egyptian gods. Sadly, this clan was handled very poorly during Gehenna, which is a shame, because there is so much that you can do with those guys. They are criminally underrated vampire versions of [[Word Bearers]].&lt;br /&gt;
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In the [[skub|fifth edition]], the Settites have realized the snake thing is a bit stupid looking, and went for the thing scummy slick people tend to do, and start acting like they found &#039;God.&#039; They now started calling themselves the Ministry, and claimed to always be this way. Also, they tried to join a group they could leach off of, in the Camarilla, but all their egyptian Elders were blown up in a fire bomb. [All according to plan]&lt;br /&gt;
As such, they got rejected by their prom date, and started hooking up with the Camarilla&#039;s emo little brother, the Anarchs to get back at them.&lt;br /&gt;
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===[[Gangrel]]===&lt;br /&gt;
[[File:Gangrel.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Ennoia&#039;&#039;&#039; - Allegedly the same woman who started the Lupine (werewolf) race, [[Werewolf: The Apocalypse|a idea that cannot be farther from the truth.]]&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Protean&#039;&#039;&#039; (Shapeshifters)&lt;br /&gt;
*&#039;&#039;&#039;Sect -&#039;&#039;&#039; All sects have a lot of Gangrel members, with a good chunk of Gangrel being Autarkis. Camarilla members are getting rarer each night, though.&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; After every Frenzy, they gain animalistic features. This curse first manifests itself as bestial behavior, then moves on to beastly appendages portruding out of the Vampire&#039;s flesh. This makes Masquerade harder to maintain, of course.&lt;br /&gt;
Nature vampires, with many shapeshifting/animal control powers. Want to talk to that bird who saw something? Go ahead. Summon wolves to tear some dude&#039;s jugular? Knock yourself out. Doesn&#039;t sound like much, but animals normally hate and fear Kindred, because they can sense they are undead monstrosities, except Gangrel. Chillaxing with [[your dudes]] is pretty neat, especially when they warn you and fight for you. &lt;br /&gt;
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Despite living in the wilderness frequently (but also cities, after all, it&#039;s an &#039;&#039;urban jungle&#039;&#039;, right?) and generally being homeless they are not hippie types. These guys are like the other version of Nature, the one that features a cute baby seal pup being torn in half by two killer whales fighting over the meat. Though they &#039;&#039;can&#039;&#039; be hippy types too, so don&#039;t let that stop you if you want to roll a hippy vampire, but remember that only neonates prefer to become hippies, because their elders were the barbarians that despoiled myriad civilizations like Sumer, Egypt, and Rome through the countless millenias. Those elders were the Mongols, they were the Gauls, they were the Norsemen, they were the Huns, and so on. &lt;br /&gt;
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The Migration Period was heaven for them, for those elders wanted to ravage civilization ever since the concept appeared. &lt;br /&gt;
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The curse of Gangrel is, they eventually become furries, either to their delight, or to their despair. Unlike popular belief, in modern nights, every six Gangrel out of ten live by the code of [[HFY]], while the other four, generally antitribu, enjoy becoming [[Furry|furries]]. Ironically, the best scholar in modern nights is also a Gangrel named Beckett who literally experiments with himself like running under sunlight to see how he fits in nature and hypothesizes on vampirism such as being a relict evolutionary offshoot of humanity in form of a predatory species.&lt;br /&gt;
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They are bitter eternal enemies of the Ravnos clan for several reasons. Disregarding all the myths aside that came before this event regarding their progenitors, one of those reasons was the poaching of Rroma tribes, and another one, is this event: a Lithuanian Gangrel elder named Intam, found something that &#039;&#039;might&#039;&#039; have cured all vampires from their curse, something that could have reverted them back to mortals. It might have been successful actually, or not. This was important for Gangrel, as they, with quite a lot of exceptions, despised their animalistic features, because these features caused their humanity to usually degenerate quicker than a normal vampire, and eventually become the thralls of the Beast. Sure, you can pick a Road/Path, but it won&#039;t be like Humanity. Some Ravnos assholes overheard it, and decided to stop this elder, because Ravnos glorify their undead state, and despise anyone who wants to return to mortality or transcend their undead nature. As you can guess, they killed Intam. When Gangrel overheard that their chance at salvation was taken away, they went [[RAGE|batshit insane]], and immediately started to [[RIP AND TEAR]] all Ravnos they could get their hands on. &lt;br /&gt;
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Gangrel Antitribu are, as you might expect, even less attuned to their humanity, animals in all but name really. Gangrels have also a shitload of bloodlines due to inherent mutability of their vitae. One of them makes their homes underwater, and they look like the residents of [[Cthulhu Mythos|Innsmouth]]. They have a mutual respect with the Nosferatu, due to the fact that both of the clans are inherently monstrous. Some legends of the Gangrel and Nosferatu say Ennoia and Absimilard often hunted together. Except unlike Absimilard, Ennoia doesn&#039;t hate her descendants explicitly, she just doesn&#039;t care anymore.&lt;br /&gt;
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===[[Giovanni]]===&lt;br /&gt;
[[File:Giovanni.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian:&#039;&#039;&#039; &amp;lt;s&amp;gt;Cappadocius (HIS BLOOD FELL OFF THE BACK OF A TRUCK, OKAY, FUGGEDABOUDIT)&amp;lt;/s&amp;gt; Augustus Giovanni&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline:&#039;&#039;&#039; [[Necromancy]] (spooky magic) or Oblivion (Necromancy + [[Obtenebration]])&lt;br /&gt;
*&#039;&#039;&#039;Sect:&#039;&#039;&#039; Independent (They don&#039;t need the others. Except when they do.)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Their Kiss hurts like a motherfucker, looks bad and heals slowly.&lt;br /&gt;
Spagetti and Corpses, boss. The Italian Vampire Mafia. No, we&#039;re not kidding. Probably the second wealthiest clan, bar the Ventrue, with Lasombra and Toreador following behind. And that&#039;s just the &#039;&#039;tip&#039;&#039; of this delectable iceberg. Dealing in vice, corruption, and trafficking with souls. Literally a family as well as a bloodline, it&#039;s the only Clan that exclusively Embraces within the same mortal family. Puts up a prim and proper appearance to the public, and to other Vampires. They take a lot of mortal traditions from the ages very seriously still (being originally a merchant family from Venice). They are even serious about their Catholicism and going to church on Sunday - so on top of everything else being gay, an atheist or worst of all &#039;&#039;Protestant&#039;&#039; are all good ways to get on their shitlist.&lt;br /&gt;
&lt;br /&gt;
Of course, there is a reason they&#039;re notorious among the Kindred: at that church, there&#039;s real blood (Preferably vampiric) in the cup, and an orgy among the pews in between litanies about and prayers to the Father, Son and Holy Spirit. Yup, they&#039;re &#039;&#039;all&#039;&#039; incestuous bitches. Incestous, necrophiliac, and &#039;&#039;still&#039;&#039; fanatically Catholic bitches. And it only goes downhill from there. Necrophilia and bestiality are a perfectly accepted pastime within the family. Kissing cousins is the rule. And no, the entire family is not Embraced, just in case you thought there was an out. They&#039;re so messed up that by the time one may actually get selected for the Embrace, the horrors of vampire life are no real biggie. It&#039;s like your most perverted hentai come to unlife. As you can imagine, this doesn&#039;t at all help their dealings with the outside world, and they have to be careful not to give anyone the impression otherwise. Nobody likes them for being shit-for-brains bullies: they pretty much are fucked in social interactions where they don&#039;t have the equivalent to a gun at someone&#039;s head, and being founded by a notoriously-depraved Diablerist doesn&#039;t do them any favors. Now, to their credit, they DID broaden the gene pool a bit, by incorporating certain families into their own. But of course, they&#039;re anything but normal. Would you like your sister-aunt-granddaughter-wife to be from the German death cultist/necrophiliac/arms dealer family? Or would you prefer her to come from the Scottish cannibal banker family? &lt;br /&gt;
&lt;br /&gt;
As for their TRUE resource, it&#039;s not money, but souls. The dead. They take both tracks - they deal with the spirit world &#039;&#039;&amp;quot;I got youse, you fucking ghost, and now youse gonna to tell me everything!&amp;quot;&#039;&#039; kind of necromancy, and the literal &#039;&#039;&amp;quot;[[FATAL|Beloved brother, just because you&#039;re dead now doesn&#039;t mean you won&#039;t still be eating me out...]]&amp;quot;&#039;&#039; zombie raising kind of necromancy. Also not a Founding Clan, they [[Diablerie|stole]] their vampirism from a cooler clan (the [[Cappadocian]]s, a Clan of [[Awesome|humane and charitable vampire necromancer monks]]) back in the medieval ages and then proceeded to wipe it out. And to suggest they missed a few is [[heresy]]. That&#039;s not to say you would be wrong... &#039;&#039;Also&#039;&#039; trying to end the world by collapsing the human world into the spirit world so that they can lord over the endless darkness of the Long Night forever [[Derp|and promptly blew up the whole clan when a gate to the Underworld formed]]. In summary, the words of the Nosferatu and the Ventrue describe them the best: &#039;&#039;&amp;quot;Down in the sewers we see a lot of shit, but never so much as when a Giovanni heads our way.&amp;quot;&#039;&#039; and &#039;&#039;&amp;quot;Our stillborn siblings, who never developed a sense of right and wrong or what not to stick your cock into.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;V:tM&#039;&#039; v5, Augustus was [[Diablerie|diablerized]] by a [[Cappadocian]] [[methuselah]] and all of the necromantic bloodlines were sloppily combined with the Giovanni to form a single &amp;quot;clan&amp;quot; called &#039;&#039;&#039;[[Hecata|Clan Hecata]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===[[Lasombra]]===&lt;br /&gt;
[[File:Lasombra.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Lau-Som-Bheu/Lasombra&#039;&#039;&#039; - KIA (or at least the elders would like to believe)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Obtenebration&#039;&#039;&#039; (An endless void of eternal shadow to help you out! Then you learn it&#039;s kind of alive...)&lt;br /&gt;
*&#039;&#039;&#039;Sect - All Sabbat. &amp;lt;s&amp;gt;[[Dark Angels|Trust me, there is no Antitribu in their rank. Trust Me.]]&amp;lt;/s&amp;gt;&#039;&#039;&#039; Oh fuck, half of clan defected to the Camarilla.&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Can&#039;t see their own reflection. Sounds not that bad, but... well, just keep reading.&lt;br /&gt;
Those creepy fucks started as ancient era pirates under the leadership of the Antediluvian Laza-Omri-Bara, and have always been drawn to the endless, dark oceans. They plagued Egyptians as Hyksos, Romans as well...pirates, and everyone else until they could set roots in Spain, and eventually become [[Awesome|aristocratic vampire conquistadores and privateers]] save for some kinder, less dickish Lasombra who set roots in the Islamic world and kept it from falling apart, particularly Turkish cities of Adana and Antakya(Antioch).&lt;br /&gt;
&lt;br /&gt;
One of the few &#039;aristocratic&#039; clans in the Sabbat, and thus eternal rivals to the Ventrue. It&#039;s an obsession to such an extent that some people whisper the Lasombra only took charge in the Sabbat because the Ventrue ran the Camarilla. Had more power back in the Dark Ages, but still a threat today. The rivalry goes back a long time - Lasombra sought out power positions in the Church (and they still do have members in there, and all Sabbat titles are derived from the Catholic hierarchy), Ventrue sought out positions in the king&#039;s court. When Ventrue held power in the kingdoms and duchies, Lasombra sought power in the republics and bishoprics. Where Ventrue sought out the Army, Lasombra joined the Navy. Where Ventrue may have aided ZIPRA (Rhodesians) in the Rhodesian Bush War, Lasombra may have aided ZANLA. Or both. Point being, they are parallels in many respects. That&#039;s not to say they are merely cynical users of their power - indeed, the infiltration into both the Catholic Church and the Caliphate came to a head during the Reconquista, with the clan splitting down religious lines (though interestingly, the Arabian Lasombra are still mostly Christian and refuse to convert, and no one wants to risk making them, and Lasombra Muslim Ashirra are not Sabbat monsters, but benevolent Muslim overlords). In short, the more things change, the more they stay the same.&lt;br /&gt;
&lt;br /&gt;
Their signature calling card is their ability to control the very powers of darkness and shadow. The realm they draw this from, the Abyss, was just a catch all term for their powers, until they investigated deeper. Now we indeed know it is a realm in and unto itself, and to the consternation of other clans, they can&#039;t really go there. Used as neutral meeting ground or other such activities, it&#039;s one of the Clan&#039;s strongest allies. Of course, they&#039;re not the &#039;&#039;only&#039;&#039; denizens there... and there are hints that the realm has been imbued with the essence of Lasombra himself, and his Childer merely did him a favor by freeing him from his earthly form. &lt;br /&gt;
&lt;br /&gt;
Generally, they&#039;re raging assholes who think they know everything, which, again, makes them pretty much mirror-versions of the Ventrue. Most think they&#039;re born to rule leading to a ruthless meritocracy, whereas Ventrue &amp;quot;work&amp;quot; for it by sucking up to their elders every night. Their clan weakness is also legendary, in that they can&#039;t fucking see their own reflection. It extends to everything conceivable - the clothes they wear also disappear in mirrors, they can&#039;t be seen by video cameras, they won&#039;t show up in developed photographs, they won&#039;t even show up as reflections on glass. They only way they know how they look is to sit down for a portrait every few years or so. That, and they often use ghouls as handmaidens to make sure they&#039;re looking lovely. God help any ghoul who doesn&#039;t fix said problems, which is weird since they tend to hate ghouls with a passion. &lt;br /&gt;
&lt;br /&gt;
So in short, the only way they know they have boogers sticking out of their nose is if they stick a finger in themselves. It&#039;s one of those &amp;quot;seems like a minor nothing weakness until you really stop to think about it&amp;quot; things. Another minor weakness is they take additional damage from sunlight, but if you&#039;re facing &#039;&#039;that&#039;&#039;, you&#039;re kinda fucked anyways. The main power in the Sabbat&#039;s &amp;quot;military/administrative&amp;quot; positions, they&#039;re the only reason (aside from Ventrue antitribu) the Sabbat can even remotely organize itself or fund its own operations. Hilariously, they currently operate out of Mexico City due to its size and sky-darkening pollution. In ancient times they only embraced those who show enormous promise to operate under pressure, which stays until now, except for gangbangers who go mass embracing like [[Tyranids]].&lt;br /&gt;
&lt;br /&gt;
With the beginning of the Second Inquisition and the Gehenna Crusade, most of the Sabbat&#039;s most experienced elders fucked off the Middle East and those who stayed in their territories got fucked hard by the SI. So a lot of Lasombra thought &amp;quot;Hmmm, this whole Sabbat business is not working out and we aren&#039;t weirdos compared to the Tzimisce&amp;quot; so a lot of Lasombra fucked off to the Camarilla, fun times. For some reason this is presented as a brilliant Machiavellian move rather them running their own sect into the ground and having to kiss the Ventrue ring.&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]] Shadow-fetishist gothic Spanish hotties and social Darwinist corrupt priests wearing ALL BLACK.&lt;br /&gt;
&lt;br /&gt;
===[[Malkavian]]===&lt;br /&gt;
[[File:Malkavian.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Malkav&#039;&#039;&#039; - Presumed dead, his blood mixed with the ground water all over the Middle East. (More likely he&#039;s in your head right now. Yes, you!)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Dementation&#039;&#039;&#039; (&amp;quot;So you think I&#039;m crazy? Well you&#039;re right... and you&#039;ll find out just how crazy soon enough!&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Mostly Camarilla&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; They all have some form of neurosis, madness or insanity. Some can still function, while others are too far gone and institutionalized.&lt;br /&gt;
Seers and prophets, they have offered their words of counsel to the Camarilla for millennia. Would be pretty cool, except most of the time, it&#039;s [[Astropath|random fucking gibberish with a rare insight hidden in sentences]]. That&#039;s because to a vamp, every single Malkavian is incurably insane in one way or another. And this is where the [[Skub|controversy]] hails from, with the term Fishmalk.&lt;br /&gt;
&lt;br /&gt;
The term Fishmalk comes from people who played them as [[Chaotic Stupid|comical lunatics]] - and there are plenty of people who are tired of this overdone way of playing Clan Drusilla. That&#039;s not to say that you can&#039;t do Fishmalks right - the wonderful game &#039;&#039;Bloodlines&#039;&#039; had an excellent take on the concept, which retained all of the awesome with legitimate inferred comedy (though not overt and clownlike), along with wonderfully crafted lulz and spoilers that only make sense on the second playthrough, such as mumbling &amp;quot;Helter Skelter&amp;quot; when you meet a vampire named Skelter without asking his name, scaring the fuck out of him.&lt;br /&gt;
&lt;br /&gt;
As mentioned before, they are the seers and prophets, and that&#039;s partly because all Malkavians are connected to a kind of... thing called the Malkavian Madness Network, or the Cobweb. Its partly how they can see the future, the past, plots, and other portents of doom, even if they or anyone else have no idea what the fuck it means. All that is known by the other Clans is that you do not want to fucking know what the hell is &#039;&#039;in&#039;&#039; the Cobweb/Malkavian Madness Network/Radio Station KRAY-Z - some speculate it&#039;s either the cause of their madness or a way to contain it from reaching critical and brain raping everyone around them, while others even believe that it&#039;s the Antediluvian Malkav himself, transcending the material world to a plane of pure madness. And there&#039;s a good reason no one really bothers trying - anything that connects with it gets mind raped, [[Dark Heresy]] style. &lt;br /&gt;
&lt;br /&gt;
Certain Kindred believe that the Malkavians are the physical manifestation of Malkav, and by allowing for the creation of as many Malkavians as possible Malkav&#039;s mind will be stretched too thin for the Antediluvian to be a threat. Even those poor Malks too insane to be able to care for themselves are sometimes kept alive, if only to try and bring this about (turns out that this theory is correct, but in a different way). During Gehenna Malkav does have a physical form of his own: a dozen little girls with glowing eyes who all speak in unison.&lt;br /&gt;
&lt;br /&gt;
This is what their signature discipline Dementation allows them to do to others - they inflict their madness onto a victim, from making them think they are a frog, to making a cop shoot innocent bystanders to cover a getaway because the cop suddenly sees monsters from [[DOOM: Repercussions of Evil|Doom]] overrunning the streets. Do take note that it can be ANY mental flaw. [[FATAL|That means any range of sexual psychoses are also fair play]]. You show those Toreador-loving hambeasts in your group that this is [[World of Darkness]], not [[Twilight]]. In an odd bout of things, both the Malkavians and Vampire players speculate that they may actually be getting [[troll]]ed by their Antediluvian. There was an event once where all Malkavians in the world lost their ability to use Dementation and instead suddenly acquired Dominate. After it reverted back, Malkavians started calling it &#039;&#039;The Great Trick&#039;&#039;. Truly, the MMN is a great thing. &lt;br /&gt;
&lt;br /&gt;
The Instant Messenger feature seems to be also a factor more recently, since they will sometimes all across the country drop whatever the fuck they were doing and converge at certain places at the same time. Don&#039;t really have that many subclans (the most numerous are the Camarilla-aligned &amp;quot;Dominate Malkavians,&amp;quot; who haven&#039;t been affected by the Great Trick yet), and the Antitribu in the Sabbat are far crazier, often immobilized outside of battle. Having never lost the aptitude for Dementation in the first place (indicating Malkav was truly playing both sides), those in the Sabbat driven even crazier by the harsh realities of unlife in the pack, and especially prone to frenzy. Though they can still let their madness affect reality in subtle ways that make you hope to God you&#039;re dealing with one of the ones that doesn&#039;t have homicidal tendencies. And if you do... well, imagine one of the (MUCH) more crazy and violent iterations of the Joker with the ability to see the future in some way. Or better yet, Vaas Montenegro from Farcry 3 would fit as a perfect Sabbat Malkavian.&lt;br /&gt;
&lt;br /&gt;
===[[Nosferatu]]===&lt;br /&gt;
[[File:Nosferatu.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Absimiliard&#039;&#039;&#039; [[Meme|(Hide yo kids, hide yo wife) - stuck under Antarctica like evil Santa, he&#039;s gonna get ya.]]&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Obfuscate&#039;&#039;&#039; (So stealthy you&#039;re completely invisible, but actually a mind trick. Fuck cameras, man.)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Camarilla/Sabbat&#039;&#039;&#039;; they pay lip service to both sects, but Clan always comes first.&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Looking really fucking ugly or (extremely rarely) inhumanly beautiful, and this &#039;&#039;cannot&#039;&#039; be fixed, not even with Vicissitude (Although it has the upside that it protects them from being turned into a couch if they piss a Tzimisce off). They exhude a [[Blank]]-like aura that creeps everyone out. Diablerizing other Nosferatu will make them &#039;&#039;even&#039;&#039; uglier. Rarely, Childer can be left too deformed and crippled by their Embrace to function, so they&#039;re put down.&lt;br /&gt;
&lt;br /&gt;
They didn&#039;t even hide the inspiration for these guys, it&#039;s right in the name. The Nosferatu are hideous freakshow vampires. It just doesn&#039;t stop. Every Nossie will, shortly after they are Embraced, turn into a fugly mess that is impossible to hide without supernatural aid. Some still manage to look quite nice (Mitnick from Bloodlines), some look like they got their face burned off but are otherwise alright (Gary Golden, Bertram, also from Bloodlines), and some look like [[Nurgle]] gave them an extra long hug (Imalia, also from Bloodlines, who calls it the &amp;quot;Texas Chainsaw Mascara look&amp;quot;). One particular Nosferatu has a [[Beakie|massive bone beak for a mouth,]] for example, named Cock Robin. Supposedly it has to do with what your character&#039;s worst flaws and beast&#039;s worst projection, but who knows for certain? &lt;br /&gt;
&lt;br /&gt;
An example is by how most members are chosen because of skills and such for the Embrace, there is another category they like to Embrace, which is vain people who get by in life thanks to their looks alone. Called Cleopatras (from the vain woman in the movie &#039;&#039;Freaks&#039;&#039; who earns herself a suitably horrible fate), the Nosferatu sometimes Embrace said people as a form of angry/laughing revenge, or because they feel that said person was given a brain and they need to learn how to use it and develop character. Either way, because of this disability, being seen is normally a form of Masquerade breach, though of course, slouching around at night can give some form of protection - with some you&#039;d have to be really close to see what&#039;s wrong with them, so don&#039;t be scared to have your Nossie do anything above ground! Just stay away from streetlights or brightly lit clubs, and keep that hoodie on. &lt;br /&gt;
&lt;br /&gt;
They spend their time largely lurking in the shadows everywhere because of their condition. Forced to live in the fucking sewers, but actually relatively decent guys. Relatively, of course, because of things like that whole Cleopatra thing. They and the Toreador also hate each others&#039; guts for the most part - the Nossies because the Toreadors are vain, shallow, beautiful pricks and the Toreadors because... well, have you been reading this? They have a mutual respect with the Gangrel, due to the fact that both of the clans are inherently monstrous. Some legends of the Gangrel and Nosferatu say Absimilard and Ennoia often hunted together. Except unlike Ennoia, Absimilard hates the shit out of his descendants.&lt;br /&gt;
&lt;br /&gt;
Their main Clan Discipline, while not unique to them, is &#039;&#039;&#039;Obfuscate,&#039;&#039;&#039; which is basically D&amp;amp;D invisibility by way of making people derp out and think you&#039;re not there. Even immortals and supernaturals are vulnerable to this, and require detection abilities higher than your Obfuscate level to be able to see you. Watch out for cameras though. For those poor souls who are bitter and who hate what they&#039;ve become, there is a temporary reprieve, via a not high level Discipline called The Mask of a Thousand Faces, which lets them deceive people&#039;s perceptions into seeing them how they used to look like, and eventually however they want to look like. So you could be [[Pretend|kissing some lonely hot chick who was a little too eager to do it with an average at best/10 that you are, and she could be some freaking ugly vampire, and you&#039;d never know]]! As you can imagine, Cleopatras try to learn this skill as soon as possible. &lt;br /&gt;
&lt;br /&gt;
Thanks to their dealing in stealth, they have become the big information brokers among the Kindred and even regular people. And boy oh boy is business booming. No matter how much they despise them, vampires at some point know they will have to go to the Nosferatu for that little bit of edge. And the Nosferatu know - are passive at best supporters of the Camarilla, and openly state they are loyal to clan first. This even extends to the Antitribu, who somewhat regularly talk with their loyalist brethren. Run a massive worldwide information network, SchreckNET, available to all Nosferatu. As said, clan first. Also, said SchreckNET has another purpose...&lt;br /&gt;
&lt;br /&gt;
Their Antediluvian, Absimiliard, is a thing the Nosferatu don&#039;t like to talk about. He is one of the greatest bastards WoD ever had, and that is saying something. Unlike many of the Antediluvians, who usually consider anything lesser than a Methuselah a light snack or beneath their notice, Absimiliard utterly hates his clan, and would like nothing better than to wipe it out. He had some, but only some Childer. Only one, The Matriarch, who is speculated to be [[Baba Yaga]] herself, managed to break the blood bond that enslaved her to Absimilard&#039;s will, and fled. And since all Nosferatu who know can trace their lineage back to the Matriarch, what happened to the other Methuselahs of Absimiliard? &lt;br /&gt;
&lt;br /&gt;
Welcome to the Big Fear - the thing that keeps Nossies up during torpor. The Nictuku, 4th generation childer of Absimiliard himself, all programmed to kill all non-Nictuku Nosferatu. &lt;br /&gt;
&lt;br /&gt;
After Baba Yaga ran for it, and Embraced many people, Absimiliard set his other Childer on a crusade to wipe the errant bloodline out. How far does it go? &lt;br /&gt;
&lt;br /&gt;
Well, you remember those sewers, right? They don&#039;t live there only because they&#039;re ugly - Nossie sewer fortresses are a great place to build gun turrets, traps, electrical arc pits and anything a 4th generation vampire might die of. And SchreckNET was first started as a means of sharing sightings on the Nictuku. The best part? That fear is not baseless at all - Baba Yaga herself, an insanely powerful Methuselah with iron claws among other things, bit the eternal dirt nap in 1990 courtey of Vasilia, a Nictuku. The same Baba Yaga who was able to maintain a power dampening field over all of Russia for &#039;&#039;decades&#039;&#039; (essentially the supernatural Iron Curtain) while doing horrible things to the [[Werewolf: The Apocalypse|Garou]] and other supernaturals unlucky enough to get caught by her. So when Nossies are in fear, [[grimdark|there is a damn good reason behind it]].&lt;br /&gt;
&lt;br /&gt;
And if you&#039;re part of another clan, you better be wary of these Nictuku bastards too. They are supposed to be mostly asleep, or take the form of [[Loli|innocent children]]. Seeing one, as with seeing any Elder who is unaccounted for, is regarded as an extremely bad omen. The fact that Baba Yaga is gone, and that more have been sighted, is one more reason people believe Gehenna is coming.&lt;br /&gt;
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===[[Ravnos]]===&lt;br /&gt;
[[File:Ravnos.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Ravana/Zapathasura/Ravnos&#039;&#039;&#039; (Definitely dead for reals after eating a large chunk of &amp;lt;s&amp;gt;India&amp;lt;/s&amp;gt; Bangladesh&#039;s Kindred population)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Chimerstry&#039;&#039;&#039; (Sneaky sneaky illusion magic and card tricks)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent (pre-WoN), Shattered (Post-WoN)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Before the [[Week of Nightmares]], A drive to commit crime. After it, intense recklessness and unable to sleep within a mile of the same place more than once a week or else they start to burn like Ravana did (Aggravated damage once per day if they don&#039;t move their sorry asses; this WILL kill you in short order, so move your sorry ass!). Also, the survivors of the cannibalistic murder-orgy that nearly annihilated the clan are deeply traumatized.&lt;br /&gt;
&lt;br /&gt;
Mainly independent, took a massive hit in 1999. [[Gypsy]]/Hindu vampires; instead of frenzy, they have urges to commit a crime of choice. Generally treated with all the respect and gratitude of real life Gypsies. They have a Love/Hate relationship with the Gangrel because of conflicting lore that boils down to different writers having different visions for the clan and then most writers using them as a punching bag (or just wiping them the fuck out, as explained below). &lt;br /&gt;
&lt;br /&gt;
Also their Antediluvian woke up during the [[Week of Nightmares]], darkened the skies, and sucked Bangladesh dry. &lt;br /&gt;
&lt;br /&gt;
The [[Kindred of the East|Kuei-jin]] counterattacked, with a stalemate where three Boddhisatvas clashed with the fucker in the Bangladeshi jungles for a night and a day, eventually threatening to breach the Masquerade and reveal the supernatural to the world. Ravana&#039;s rampage only ended when [[Mage:_The_Ascension|an entirely separate franchise]] nuked it and then [[Void Engineers|zapped what was left from orbit with a giant laser space mirror]], resulting in its complete incineration and incurable madness throughout the clan. Survivors are rare, and depressed. [[Grimdark]].&lt;br /&gt;
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===[[Toreador]]===&lt;br /&gt;
[[File:Toreador.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Arikel/Ishtar/Astarte/Inanna&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Presence&#039;&#039;&#039; (look at me and feel hot!)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Mostly Camarilla, strong Anarch presence&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; When they see something pretty they have to keep staring at it (this includes, but is not limited to, an appealing sunrise), and leak chromosomes if they are not surrounded by pretty stuff (Yes, this means if you are in the prettiest alley, you are getting the shaft. Unless you are in Prague or something). &lt;br /&gt;
&lt;br /&gt;
Drawing upon the tradition of vampires as dark romantic lovers before it was irreversibly contaminated by &#039;&#039;Twilight,&#039;&#039; the Toreadors are vampire equivalent of the popular girls at your high school possessed by Anne Rice. Are massively obsessed with art and beauty, if you ever watched Red Dwarf then The Cat is perfect example of a Toreador, and also they will never let you join them, you nerd. Hate the Nosferatu for being ugly, their members in the Sabbat are serial killers or disgusting artists that would give the Tzimisce a run for their money. &lt;br /&gt;
&lt;br /&gt;
Their name means &amp;quot;bullfighter&amp;quot;, because they originate from Cretan priestesses that jumped over bulls while naked. Really get a shitload more hate than they probably deserve, though really no more annoying than any other &amp;quot;social&amp;quot; vampire clan. Plus they aren&#039;t wishy-washy asshats, and have proven to be useful in combat [[Crunch]], and have spawned several capable warriors. (Particularly the Islamic sect called Rayeen-Al-Fen &amp;quot;Patron of Arts&amp;quot; raised a lot of warrior philosophers with high Humanity) Clan weakness is the tendency to stop and regard anything they find particularly pretty with deep attention, which can result in tremendous amounts of [[Lulz]] should that &#039;pretty thing&#039; be a beautiful sunrise.&lt;br /&gt;
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===[[Tremere]]===&lt;br /&gt;
[[File:Tremere.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - &amp;lt;s&amp;gt;Saulot/Tzimisce smoothie&amp;lt;/s&amp;gt;&#039;&#039;&#039; IMPOSSIBLE, WE, THE BULWARK OF THE CAMARILLA, WOULD NEVER DO SOMETHING LIKE THAT [[Dark Angels|AHAHAHAHAHA]]. &#039;&#039;&#039;Tremere&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Thaumaturgy&#039;&#039;&#039; (Blood Magic)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Camarilla&#039;&#039;&#039; (those who had undergone Vaulderie as part of joining the Sabbat suddenly came down with a nasty case of turning to ash, but those who didn&#039;t are still around)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; In the V20 edition, it only takes two doses of vitae rather than three to chain them to a full blood bond. The elders are quick to &amp;lt;s&amp;gt;exploit this vulnerability among their lessers&amp;lt;/s&amp;gt; GIFT NEONATES A TASTE OF GLORIOUS ELDER BLOOD IN THE NAME OF MAGNANIMOUS SOLIDARITY, AND ONLY FOR THAT REASON!&lt;br /&gt;
&lt;br /&gt;
Greatest bastards in V:tM, up there with the Giovanni, Setites, and Tzimsice, although the latter two is undeniably more badass, while Tremere and Giovanni are the hate sink clans. They were once a house of the Order of Hermes (from [[Ars Magica]] and [[Mage: The Ascension]]) until their leader Tremere decided he wanted to be a vampire after getting his first grey hair because their potions of immortality stopped working. Then, they became vampires by killing lots and lots of Tzimisce and making an elixir out of their blood. So, of course, the Tzimisce were [[RAGE|fucking pissed]], and immediately went to war with the shitty wizards of Tremere. By all rights, they&#039;re an artificial Antitribu bloodline of the Tzimisce, but don&#039;t even think calling them as such or they&#039;ll eat you alive.&lt;br /&gt;
&lt;br /&gt;
So what did the Tremere do? They created Gargoyles, from the flesh and blood of the dead Nosferatu, Gangrel, and Tzimisce. Guess what? They earned two more enemies, and Tzimisce got even more pissed. Then, the scumbags managed to diablerize Saulot (who actually played them, since his intention was to stop the Tzimisce Antediluvian, more on that on Crucible of God section in Gehenna) and almost destroyed the Salubri, the token good teammate of all vampires. Tonight, the Salubri Antitribu are butchering the shit out of them for this. &lt;br /&gt;
&lt;br /&gt;
They also put a blood curse on the Assamites, earning yet another enemy. These nights, all those clans want nothing more than the destruction of the Tremere. Vies against the Tzimisce, Lasombra, and Ventrue for most epic Superiority Complex and the numerous experiments they&#039;ve performed using the listed clans&#039; members over the years. Their main weakness is that they have a social structure that has zero rates of promotion and attempting to leave or do anything without a superior&#039;s consent results in you getting the leash tugged tight. However, the trade-off is access to one of the most feared disciplines, Thaumaturgy. Blood Magic to non-members, it allows them to control blood (their own or others&#039;), to powerful and fantastic ends, and eventually use it to cast your usual Hermetic magic from the classic Telekinesis, Conjuring and Fireballs (which is really scary to all vampires &#039;&#039;including&#039;&#039; the Tremere who uses it) to more exotic things. There&#039;s a reason the Camarilla keeps a hold of them despite the fact Clan Tremere&#039;s loyalty goes no further then Clan Tremere and their founder was a &amp;lt;s&amp;gt;despicable diablerist&amp;lt;/s&amp;gt; TRUTHFUL AND HONEST ANTEDILUVIAN WHO ONLY WANTED THE BEST FOR VAMPIRE SOCIETY. Any reports of torture chambers or usurping captive vampires&#039; powers and doing sick experiments are vile rumors by the soul-sucking Salubri and vile Tzimisce. &lt;br /&gt;
&lt;br /&gt;
Because of this nobody likes the Tremere but they&#039;re kept around because of how powerful they are, and the Tzimisce, surviving Salubri and even the Caitiff upon whom the Tremere love to experiment would &#039;&#039;love&#039;&#039; to deliver some payback. Surprisingly, Clan Tremere is also notorious for how easy it is to infiltrate. The sheer amount of bloodlines who can pass a blood test (with magic, no less!) and thus pass off being Tremere starts at certain three-eyed evangelists and goes around the block, twice... But then it&#039;s not without sense as the first Tremere vampires were made with a mixed potion of different clans, so it&#039;s not hard to attune to their blood checks.&lt;br /&gt;
&lt;br /&gt;
Clan Tremere crashed and burned around Gehenna when Saulot said &amp;quot;Fuck this&amp;quot; and re-possessed Tremere&#039;s body, destroying most of the clan&#039;s strongholds. Then the Tzimisce Antediluvian awoke, and turned the survivors into horrifying creatures. Only Etrius, Goratrix (sealed in a mirror) and Tremere (Usurping Goratrix&#039;s body when Saulot kicked him out of his own body) survived, and later, they joined the dead ranks of their clan. Tremere&#039;s end in particular during the Crucible of God is exactly what he deserved. Seriously, assholes deserved it all.&lt;br /&gt;
&lt;br /&gt;
Now, the 5th Edition pretended Gehenna didn&#039;t happened (yet), but don&#039;t worry, Tremere is still fucked. The Second Inquisition started to track down and connect the dots of contacts between the &amp;quot;blankbodies&amp;quot;, and started to notice all the lines converged at Vienna. Thinking it was where the central leadership of the &amp;quot;blankbodies&amp;quot; were, they hit the Vienna chantry with a drone strike and sent special forces teams to exterminate any survivors, destroying the Inner Council of Seven and decapitating the Tremere Pyramid. For the next few days Vienna&#039;s kindred (formed 99% by Tremere) was purged by the SI and the rest ran for the hills. [[Humanity Fuck Yeah]].&lt;br /&gt;
&lt;br /&gt;
With the Council of Seven killed, Blood Bonds were broken and the Pyramid was shattered. Many Kindred took this as opportunity for revenge against the clan they hated. And without the strict hierarchy of the Pyramid, the Tremere also started to fight amongst themselves, dividing into 4 different factions: Camarilla-loyalists under Karl Schrekt, some aligned with the Sabbat recreating the &amp;quot;House Goratrix&amp;quot; (which may or may not be led by daddy Tremere using Goratrix&#039;s body), House Carna, which was founded by a rebellious feminist woman who throw all sorts of paganist mumbo-jumbo in their magic (basically Wiccans) and House Ipsissimus, which is Tremere but Anarch.&lt;br /&gt;
&lt;br /&gt;
===[[Tzimisce]]===&lt;br /&gt;
[[File:Tzimisce.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Tzimisce, &amp;quot;the Eldest&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Vicissitude&#039;&#039;&#039; (Fleshwarping, AKA: You can turn people into living furniture if they piss you off, create all kinds of beasties and turn into horrific masses of flesh or acidic blood), &#039;&#039;&#039;Koldunic Sorcery&#039;&#039;&#039; (Elemental magic mixed with mental manipulation, mainly used by the Dracul)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Sabbat, with a good chunk being Independent&#039;&#039;&#039;. Some occasionally side with the &#039;&#039;&#039;Camarilla&#039;&#039;&#039;, but don&#039;t stay for long.&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Have to sleep on at least two handfuls of their native soil. Nosferatu are immune to Vicissitude thanks to their own uglyfying curse (any attempt to reshape them will revert in a few seconds).&lt;br /&gt;
(Pronounced zuh-MEE-see) &amp;quot;Artist&amp;quot; vampires, who define art as fleshmolding hapless mortals/vampires/themselves into Moreau-esque nightmares. Every single one of them suffers from a superiority complex; expect Bond villain or serial killer personalities. They worship a giant cathedral made of living/unliving flesh that can move around somehow (it is Tzimisce himself). Also, to a greater extent than any other clan, expect lots of Eastern European Old World types obsessed with hospitality (really, if a Tzimisce, especially old one, invites you for a tea and chat, that&#039;s exactly it, no dirty tricks) and speaking in &amp;quot;vampire vords&amp;quot; - think &#039;the Count&#039; from Sesame Street, except that he warps Birdie into a fleshy nugget if pissed off or fuses Ernie and Bert together a-la I have No Mouth and I Must Scream. &lt;br /&gt;
&lt;br /&gt;
This is also the clan Dracula belongs to (although he&#039;s a pretty cool guy for a Tzimisce and doesn&#039;t do any of the fleshwarping shit). They have a weird form of going Independent, a subclan who call themselves the &#039;&#039;&#039;Dracul&#039;&#039;&#039;, who just do whatever they want in their Eastern European castles, not really giving a shit about Sabbat politics and avoiding the fleshwarping shit in lieu of elemental blood magic called Koldunic Magic, sponsored by Kupala, a demon (some say a Talon of the Wyrm, others say an Earthbound), that dwells beneath Transylvania. Etymology points out to an ancient Greek surname, Tzimisces; there are a more Greek-aligned faction called the &amp;quot;Children of the Dracon,&amp;quot; which ties into some Dark Ages backstory nobody gives a shit about.&lt;br /&gt;
&lt;br /&gt;
===[[Ventrue]]===&lt;br /&gt;
[[File:Ventrue.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Veddhartha/Ventru&#039;&#039;&#039; (WRYYYY&#039;d to death by Ilyes. Or not, it&#039;s confusing.)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Dominate&#039;&#039;&#039; (&amp;quot;Look into my eyes and do as I say.&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Only Camarilla&#039;&#039;&#039;, or so they like to say.&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Have to drink from an annoyingly specific kind of victim: natural blondes, people over 50, women who fell in love but didn&#039;t marry, alcoholics, [[/tg/|virgins above 20]] and so on.&lt;br /&gt;
Rich, Ralph-Lauren wearing asshole vampires. Think Gordon Gekko from Wall Street, except instead of going to jail like a pussy, Gekko mind-controls the investigators, drains the guys who ratted him out dry, and pins the murders on a drifter. Tend to be the ones in charge in the Camarilla because until the Tremere showed up no one really wanted the job of dealing with the shit that vampires do which breaks the Masquerade, and their mind-control powers and general dickery helps with that. Tend to be very selective with the Embrace, and a Neonate can expect to receive extensive and gruelling training before being presented to the Ventrue at large, mainly to make sure that they don&#039;t fuck up and make their sire look bad. Internally they&#039;re a mix of Mean Girls meets the most backstabbing of corporate culture: the Ventrue make sure to pick people who&#039;d thrive in such an environment. They used to be nobility in Europe, but now they&#039;re merchants. Except their Antitribu, who like to play SCA crusader dress up.&lt;br /&gt;
&lt;br /&gt;
==Fallen Clans==&lt;br /&gt;
The above thirteen Clans were not the initial thirteen Clans that ran around. Through machinations and clever plotting two of them have been wiped out and replaced by another Clan.&lt;br /&gt;
&lt;br /&gt;
===[[Cappadocian]]===&lt;br /&gt;
[[File:Cappadocian.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian: Cappadocius&#039;&#039;&#039; (a.k.a. Ashur?) (Diablerized by Giovanni, but his soul survived)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline:&#039;&#039;&#039; [[Necromancy]] (the OG necromancers), Mortis (Thanatosis&#039; strong and useful father)&lt;br /&gt;
*&#039;&#039;&#039;Sect:&#039;&#039;&#039; Independent (their destruction predates the Camarilla and the Sabbat)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Corpselike appearance, or painful bite&lt;br /&gt;
Necromancers, scholars and all-round bros with genuine concern for humanity and God, Clan Cappadocian preferred to stay away from the other Clans and focus on expanding their knowledge and power. Vampires of the &amp;quot;I wake from torpor and read for the next hundred years&amp;quot; variety. &lt;br /&gt;
&lt;br /&gt;
They expanded their ranks by Embracing known scholars or promising noblemen and -women. This entrenched them firmly into monasteries, universities and courts of Europe. The main research focus was death, making them expert necromancers. They didn&#039;t care for petty squabbles and politics, in which other clans were delved into, mostly aiding [[Ventrue]] in return for needed stability and resources to further their research. Their antediluvian was a little schizoid, though, who [[wat|initially interpreted his visions as a sign that he should&#039;ve eaten God]]. (Seriously, what the hell...?)&lt;br /&gt;
&lt;br /&gt;
The clan was/is Christian and very zealous while at it. As in, not only the clan members, but Cappadocius himself embraced Christianity. Which interestingly makes him the only religious Antediluvian. Due to this, large amounts of priests and monks were present in the clan. This is, probably, also one of the reasons for why Giovanni takes the whole &amp;quot;excommunicate all non-Christians from the clan&amp;quot; thing very seriously, despite them being inbred degenerates. Speaking of [[Giovanni]], Cappadocians made a fatal mistake when they embraced them, initially a family of merchants and ghost summoners from Venice, and it all went downhill from there, ending with Cappadocius being diablerized by Augustus Giovanni. [[DOOM: Repercussions of Evil|And then Cappadocius was a Wraith...]]. &lt;br /&gt;
&lt;br /&gt;
No openly-admitted Cappadocians survive to this night except ONE incredibly powerful 4th Generation Golconda-seeking lord of Istanbul named Mahatma, mainly because of intense Giovanni effort to make sure this is the case, and probably because in the [[grimdark|World of Darkness, being a decent, friendly and harmless vampire scholar gets you killed horribly]]. Fucking merchants... &lt;br /&gt;
&lt;br /&gt;
Still, it&#039;s a foolish kindred indeed that counts out ancient necromancers. See the [[Samedi]] and the [[Harbingers]] of Skulls for proof. Because, obviously exterminating a clan that are experts at death and its workings is kind of improbable. &lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;V:tM&#039;&#039; v5 [[White Wolf]] decided to reintegrate all of the Cappadocian bloodlines back into a single clan, but instead of calling the clan by its original name they renamed it as &#039;&#039;&#039;[[Hecata|Clan Hecata]]&#039;&#039;&#039;, only it is more of a sect than a clan as it also sloppily includes the [[Nagaraja]] necromancers who are not a Cappadocian bloodline.&lt;br /&gt;
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===[[Salubri]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Saulot/Zaolat&#039;&#039;&#039; (Either a literal saint or a really angry triclops with daddy issues, possibly both)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline – Obeah, Valeren (if you are a Warrior/Fury), either of the two if you&#039;re a Wu Zao/Watcher&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect – Independent&#039;&#039;&#039; (or Sabbat if you aren&#039;t a bitch)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Can&#039;t feed from a vessel without consent, can&#039;t feed &#039;&#039;with&#039;&#039; consent for later Salubri. Any Salubri with at least two dots in Obeah/Valeren will grow a third eye in their foreheads. Generally, this third eye can be closed, but there are some who cannot close them, making them walking Masquerade breaches unless they wear a headband or something (which physically irritates the eye to hell and back). &amp;quot;Good&amp;quot; Salubri need to burn Willpower to avoid helping others, sort of forced Empathy going on there. Also, since V5, their vitae (vamp blood) is so tasty it can make other Kindred go into Frenzy and OMNOMNOM them to Final Death. Their extra eye also now bleeds when they use disciplines.&lt;br /&gt;
[[File:Salubri.png|150px|right]]&lt;br /&gt;
&lt;br /&gt;
What are the Salubri? Well, the mainstream Salubri were Monk Vampires constantly seeking out the vampire version of internal zen of [[Golconda]], with a second, &amp;quot;warrior caste&amp;quot; that were Undead Vampire Paladins harnessing ANGELIC POWERS. Why don&#039;t you see them anymore in the modern nights? Blame the fucking Tremere. Before the Dark Ages the Salubri were highly regarded and cities always had one of them on a council because of how close they were to their Humanity. At the time the Tremere were still very much a new bloodline comprised of high generation vampires and were still very hated because they cheated their way into becoming Cainites. However, eventually Tremere himself and his closest buddies found out about Diablerie and found the location of Saulot, the Salubri&#039;s Antidiluvian. After diablerizing him as Saulot intended (see Crucible of God below), Tremere told all his friends and Childer to find a Salubri and start eating, [[Satanic Panic|all the while spreading a propaganda campaign about how The Salubri were all wolf in sheep clothing style psychopaths who worshipped Satan and committed diablerie so often they made Assamites say “yo, chill the fuck out.”]] &lt;br /&gt;
&lt;br /&gt;
Some surviving Salubri hid in the Muslim world, and now they&#039;re known as &amp;quot;Al-Amin&amp;quot; or &amp;quot;the trusted ones&amp;quot; by the rest of the local Kindred community. Some went to Africa, and degenerated into true soul suckers. Some joined to Wu Zao, their brethren in the east. Some became wanderers and drifters. And so the highly regarded Salubri were eventually hunted into near extinction, with those sheltered by the Islamic Ashirra “rumored” to be around seven with all the sires having had their Childer Diablerize them. Note the rumored because everything about the Salubri is mired in rumor and myth at this point. &lt;br /&gt;
&lt;br /&gt;
And so the Salubri passed into legend. [[Awesome|Until recently...]]&lt;br /&gt;
&lt;br /&gt;
You see, around the 20th century, a Salubri healer named Adonai completely lost his shit, went over to the Sabbat side of things and forcibly mass embraced some mortals to hulk out and MURDERFUCK some Tremere. Meet the Furies, the resurrected (the first Warrior Caste was around the Bronze Age, rendered extinct fighting Tzimisce and Baali) Warrior Caste Salubri. These guys who the diametric opposites of the other Salubri; they don&#039;t limit their numbers and are badass fighters who will fuck all your shit up, then go out and murder a werewolf for kicks after raping a Tremere chantry and picking their teeth with their bones. Of course being the opposite to their kin means they can&#039;t feed from others with consent, but that&#039;s not an issue since you know, Sabbat. They [[RAGE|HATE the Camarilla because their inaction led to their clans near extinction and they utterly loath the Tremere with a passion as undying as they are]].&lt;br /&gt;
&lt;br /&gt;
Both regular Salubri and their Sabbat counterparts technically use the same Discipline but depending on the editions you use it&#039;s either Valeren or Obeah (V20 treats them as separate) both deal in controlling pain and injury and depending on which version of the Discipline you&#039;re either healing pain or dishing it out in large portions. As mentioned there&#039;s all sorts of rumors about them, maybe they&#039;re the progenitors of the Baali, maybe not, maybe they&#039;re extinct, maybe not. People are even claiming Saulot&#039;s not dead so who even knows what&#039;s going on there, maybe ask the Tremere if you&#039;ve got a death wish.&lt;br /&gt;
&lt;br /&gt;
==Bloodlines==&lt;br /&gt;
Because of various reasons, there are multiple smaller-scale types of Vampires world-around with their own little tweaks and circumstances that may or may not originate from one of the larger Clans. Typically a Bloodline is a sort of &amp;quot;small clan&amp;quot; whose population can roughly fit in a train cart or two and the general view on whether something is a Clan or a Bloodline generally depends on peer view and usually, if a Clan has an Antediluvian backing it. For example, the Dark Ages Clan Salubri are now considered a Bloodline while their Clan Status were given to the Tremere after the Tremere&#039;s successful Campaign of genocide resulted in every other Clan seeing more use in befriending them over the pacifistic little queers with three eyes and healing magic. And also because the Salubri are likely down below one or two hundred members in the present.&lt;br /&gt;
&lt;br /&gt;
Conversely the Ravnos Clan were all but extinct post-1999 after their Antediluvian woke up and wrecked havoc upon India and decided (for whatever reason) to troll his own Clan to death, by inducing a massive frenzy down the Generation lines which led to about 70% or so of the entire Clan going batshite insane for several days. Most of them ended up murdering or straight-up diablerising each other, with the majority of the survivors being either too high-generation to be largely affected, too isolated to cause any damage before the frenzy wore off, or being part of the Sabbat with a pack capable of staking them when they start tossing furniture at anything sentient around them for no apparent reason. &lt;br /&gt;
&lt;br /&gt;
Despite this decimation of their numbers, they are still considered a Clan by the majority of Vampires for various reasons including:  they&#039;re not completely gone, nobody is trying to usurp their position, not everybody has gotten the memo that they&#039;re endangered (partly due to Camarilla coverups), the Ravnos themselves calling themselves a Clan and nobody caring enough about status quo-es to give a damn about who calls themselves what.&lt;br /&gt;
&lt;br /&gt;
Out-of-universe the reasons for why a Bloodline exists generally vary between lore reasons and because White Wolf didn&#039;t think the existing Clans were shiny enough, so let&#039;s add in Demon-fappers, zombies and Vampire/Faerie hybrids!&lt;br /&gt;
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===[[Ahrimanes]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Ennoia&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Spiritus&#039;&#039;&#039; (Pre-Revised and V20) or &#039;&#039;&#039;Protean&#039;&#039;&#039; (Post-Revised)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Nominally Sabbat in modern nights&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Unable to Embrace in the traditional sense, cannot create Ghouls or form Blood Bonds.&lt;br /&gt;
[[File:Ahrimanes.png|150px|right]]&lt;br /&gt;
Have you ever asked yourself &amp;quot;what would happen if a writer for a popular tabletop RPG would watch too many Catwoman movies&amp;quot;? Me neither, but here&#039;s the result! An all-female Bloodline of kawaii neko desu~ ^_^ Okay okay, the cat parts are more of a theme than an actual physical trait, but the fact that someone still thought this was a good idea hurts. In essence, some Gangrel somewhere got the fancy idea to make some manner of ritual to turn herself into a new breed of Vampire and invited her fellow cat fanatics to join in with her fancy idea for an all-female (including the &amp;quot;spiritually female&amp;quot;, according to V20 Dark Ages. Because sure, medieval people were of course well known for their intersectional feminism...) group of crazy vampire cat ladies on the margins of Kindred society, which is all the backstory we need. Their Discipline, before the revision, was a mixture between Protean and talking to spirits of animals or draining traits from them.&lt;br /&gt;
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===[[Anda]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Ennoia&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Protean&#039;&#039;&#039; (suspected)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Cannot rest for long.&lt;br /&gt;
[[File:Anda.png|150px|right]]&lt;br /&gt;
Created by a Gangrel Methuselah named Dobrul the Brave, he wandered the world until finding the [[Mongols]]. Developing an immense respect for their warriors, he embraced a few and appointed them the spirit warriors of the steppe, watching over the Mongol tribes and protecting them from outward threats (which are common in the World of Darkness). Their heyday was the time of Kublai Khan, during which they openly appeared in China. However, after the Khan&#039;s death the Anda began to decline much like the Mongol hordes themselves, with none known to exist this night.&lt;br /&gt;
&lt;br /&gt;
=== [[Azaneali]] ===&lt;br /&gt;
[[File:AzanealiHeraldry.webp|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Founder:&#039;&#039;&#039; Azaneal (2nd Generation vampire)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline:&#039;&#039;&#039; [[Obtenebration]] (Summon shadowy tentacles from the [[Abyss]] etc.)&lt;br /&gt;
*&#039;&#039;&#039;Sect:&#039;&#039;&#039; ([[Baali]]) (plus infiltration as Lasombra into associated sects)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Addiction to Obtenebration, or lack of reflection&lt;br /&gt;
&lt;br /&gt;
Without [[Obtenebration]] the [[Lasombra]] are just bland somewhat [[grimdark]] shadows of the [[Ventrue]] (pun intended), whereas [[Baali]] evoke a rich [[Cthulhu]]-mythos flavor, so more than one [[White Wolf]] author realized that shadowy Obtenebration belonged in the hands of the more interesting Baali; this was such a good idea that it happened independently twice: once as the &#039;&#039;Angellis Ater&#039;&#039; (&amp;quot;Black Angels&amp;quot;) (the Lasombra Apostate bloodline), and again as the Azaneali (a Baali bloodline); later authors combined the two into a single bloodline, with the founding member being an ancient named Azaneal.  Working from material in the &#039;&#039;The Black Hand: A Guide to the Tal&#039;Mahe&#039;Ra&#039;&#039;, Azaneal is actually the name of the demonic [[Wraith: The Oblivion#Spectres &amp;amp; The Labyrinth|spectre]] of the partially [[diablerie|diablerized]] Second Generation vampire who is currently possessing the body of a Fifth Generation Baali [[methuselah]].  Azaneal of the Second Generation is implied to be the Sire of the Lasombra [[Antediluvian]], and he is probably also the Sire of the Baali Antediluvian (who is most likely Saulot).&lt;br /&gt;
&lt;br /&gt;
===[[Baali]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Possibly Saulot or Cappadocius&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Daimonion&#039;&#039;&#039; (Satanic shit)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent, some sect infiltration present&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; *Very* vulnerable to True Faith, killed on sight by everyone upon discovery, and as Daimonon level rises their appearance becomes more demonic up to zero appearance like Shaitan. &lt;br /&gt;
[[File:Baali.png|150px|right]]&lt;br /&gt;
The go-to clan for [[Chaos|extreme edginess, Lovecraftian levels of horror and unadulterated, pure evil on the surface, but has hidden depths few can enjoy]]. Somewhere back in the ye good olde days, the happy clans suddenly faced a new threat consisting of an absolutely huge Bloodline of Vampires blatantly worshiping Demons and telling the rest to conform and die, making an enemy with every other Clan in existence, particularly the Assamites and Salubri on a bloody campaign of world conquest. In general they are considered evil in the extreme for appearing to try destroying the world, with their modern counterparts adding to the suspicions. Because of this, even the more blatantly immoral Clans like the Followers of Set, Tzimisce and Ravnos are enemies with them. &lt;br /&gt;
&lt;br /&gt;
(You know you done fucked up when Sabbat, the [[Edgy|edgiest]] immature vampire sect in the setting kills you on sight and devotes a secret inquisition to root out *anything* resembling Baali.)&lt;br /&gt;
&lt;br /&gt;
Exactly how they came to be is unclear, but it&#039;s generally thought when Saulot (or Cappadocius/Ashur) was taking a walk down Asia, he decided to annihilate a monstrous clan of people [[Chaos|who fucked their children, mutilated themselves and sacrificed blood]] to eldritch horrors under the earth, and dropped blood on the pit of corpses he filled by slaughtering everyone [[Derp|because why not.]] Three survivors emerged, and swore hateful revenge. Ironically this was the start of the rollercoaster of shit ride as the said cultists were [[Grimdark|doing those atrocities to keep the demons satiated, thus keeping the world intact.]]&lt;br /&gt;
&lt;br /&gt;
These assholes, somehow figuring enough of their condition to not walk in sunlight, decided that the best way to spend eternity was to keep worshiping the...things [[Demon: The Fallen|which might be Earthbound]], or [[Wraith: The Oblivion|Malfeans]] and somehow the Baali resulted in direct opposition of that tribe&#039;s reason for existence (Save for Moloch, but we&#039;ll get to that). In general the Baali are thought to have had three Methuselahs (4th Generation) Vampires leading them and they were largely turned extinct somewhere after the Dark Ages when Christianity was established enough that anything that didn&#039;t have a cross as its holy symbol was put to the torch. Their other havens in the Middle East got the shaft by the surge of Islam which managed to annihilate nearly all Baali that remained in the Arabian peninsula when Muslim Assamites shanked every last of the fuckers with a stake and left them in the sun after seeing their horrid practices (keeping a pit of rotting corpses tends to be hard when Arab civilization develops sanitation and you can&#039;t disguise the smell). In retribution, the Baali summon the Decani, the 36 aspects of Namtaru, an Earthbound demon and curse the Assamites with a thirst for blood.&lt;br /&gt;
&lt;br /&gt;
So yeah, the &amp;quot;Children&amp;quot; Baali worship have qualities that somehow allude to both different entities. Since we know Baali contacted and harnessed the power of Namtaru, suffering under pure sunlight is a guaranteed Earthborn, we can assume the Baali worship Earthborn demons... Right?&lt;br /&gt;
&lt;br /&gt;
But then, Black Hand: Guide to the Tal&#039;mahe&#039;Ra suggests the &amp;quot;Children&amp;quot; of the Baali may be the Malfeans, horrid entities dwelling in a phase of deathless Lovecraftian sleep. These beings have physical bodies in self-created tombs in the earth, but their souls and minds exist in the Labyrinth, forever dreaming. Most Baali seek to keep the Malfeans&#039; consciousnesses from reuniting with their terrestrial bodies through sacrifices and depravity though some try to wake the entities. If this lore were correct, it would suggest, as the Wraith corebook does, that the Malfeans are indeed physical manifestations of the pain of death itself (literally taking on the form of flesh and soul forever severed). Also, Malfeans use a &amp;quot;Hive Mind&amp;quot; for their minions, and Baali&#039;s oldest (even pre-vampirism) morality is Path of the Hive which suspiciously sounds similar. So the Baali may be a tragic group of people trying to stop Malfeans before Saulot(or Ashur) thought about riding in and doing a Nice Job Breaking It Hero. As a final argument, Earthbound don&#039;t need depravity, they need Faith, channeled, organized religious fervor, so Baali committing horror rituals to keep entities satisfied means the entities they satisfy are Malfeans.&lt;br /&gt;
&lt;br /&gt;
Except one of the three Baali sects, the Moloch&#039;s children called Molochim show some interest of being played without going sick fuck a la extreme. Molochim use the strange moral code called Path of the Hive, avoid killing and endangering mortals without reason, believe Abel to be the original vampire and think of themselves God&#039;s shadow on earth committing necessary atrocities to keep Malfeans asleep. Hell, abusing innocents and feeding forcefully from them is a Level 4 sin(which means MORE SINFUL than humanity&#039;s own values) which should speak volumes in a fucked-up world. Sort of like tragic villains, the True Black Hand and even a few mages actively cooperate with them to keep the BBEG&#039;s sleeping in the beyond because once the Malfeans are afoot, all politics would fly out of the window with a shitstorm that would make Gehenna look like a Disneyland story.&lt;br /&gt;
&lt;br /&gt;
The few modern day Baali usually stay hidden in some isolated coven or infiltrate the Tremere for protection. Some theories suggest that the reason they do what they do, namely pissing everyone off and trying to turn the 3rd millennium into [[Grimdark|the 41st]], is because all the evil deeds keep the &amp;quot;Children&amp;quot; asleep. This is backed by the fact that the Baali symbol is an upside down version of Lucifer Morningstar&#039;s personal symbol, but the timeline is a bit vague regarding the issue. The Earthbound posed as the gods of ancient Phoenicia and the Baali were said to be their worshippers, so Lucifer&#039;s actions must have taken place during the height of the Sumerian empire. In this time Lucifer empowered the Baali to be his initial agents, only for the whole thing to fall apart in a millennium or two. There&#039;s also the chance that this is bullshit because what the Baali have done empowered them more than anything and post-1999 in particular there are multiple Earthbound as well as Fallen openly operating left and right after escaping the Abyss; and the Baali have done jack shit to change, if not going worse in edginess.&lt;br /&gt;
&lt;br /&gt;
In any Gehenna scenario they fail to achieve anything and are trampled by the political changes.&lt;br /&gt;
&lt;br /&gt;
Basically, most modern day Baali are stereotypical Hollywood Satanists, but in the middle ages, they were threefold: Edgy Gothic Satanists, [[Tzeentch|Lovecraftian researchers for True Names of beings]], and [[Tyranids|disgusting Hive-Minded literal insect worshippers who would make captives swallow maggots they would feed on the insides, and burst forth as flies and/or use their flesh and blood for the Swarm.]]&lt;br /&gt;
&lt;br /&gt;
Baali elders have the ability to transform vampires of other bloodlines into a Baali bloodline; such a convert is known as an Apostate, and they get to replace one of their Clan Disciplines with [[Vampire:_The_Masquerade#Bloodline_Disciplines|Daimonion]].&lt;br /&gt;
&lt;br /&gt;
===[[Blood Brothers]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - None&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Sanguinus&#039;&#039;&#039; (Some sort of Hivemind)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Sabbat&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Cannot Embrace, the pain felt by one is shared by all. Aren&#039;t very smart either.&lt;br /&gt;
[[File:Blood Brothers.png|150px|right]]&lt;br /&gt;
Before the Tremere Antitribu were on the receiving end of a burning man curse some apparently worked with some Tzimisce Kolduns to create the perfect shock troops. Created in groups of 3 to 10 the Blood Brothers are designed to be both powerful in a fight and loyal to their leaders, without much in the brains department. As part of this purpose they are given a shared consciousness of sorts to allow them to work better as a unit. The members are made to look the same via the use of Vicissitude. Their personalities are scrubbed as well in favor of obedience and a penchant for violence: while anyone can be made into a Blood Brother it&#039;s easiest to use people who are thuggish to begin with. &lt;br /&gt;
&lt;br /&gt;
Because of this Blood Brothers have trouble acting on their own and require the need for a Sabbat master to serve. They do so eagerly to the point of sycophancy, which is useful to some Sabbat but deeply unnverves others. In another creation story Blood Brothers are made from Kine, not Kindred. Specifically, the ritual requires 10 children less than 7 years old. These children have to be Ghouled to the same vampire, who too will die during the ritual. The children are pampered and loved by their Domitor while at the same time tortured by the ritualist until their minds are utterly broken and they love their Domitor more than anything. After a three-month period the children are required to watch their Domitor get killed, and have to deliver the killing blow themselves. At this point the ritual reaches its peak, the children die, their minds merged and the combined mind is put into the bodies. Most of the children will likely not survive, and those who do are made into a single entity spread over many bodies: a pack of Blood Brothers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;What the actual &#039;&#039;&#039;FUCK&#039;&#039;&#039;, White Wolf.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Blood Brothers use Potence and Fortitude to excel in combat, but thanks to their acces to Sanguinus they are able to share their minds, heal each other across a distance, donate their limbs to one another to give their kin more arms, legs, eyes and mouths but leaving the (temporary) donor a limbless potato, can decrease their Generation for a short while to allow the spending of more Vitae and even warp together into a single fleshy monstrosity of great power. Aside from their master they have loyalty only to one another: the Blood Brothers become increasingly agitated when apart from one another and hate to see each other as &amp;quot;different&amp;quot; to the point where they want to dress in exactly the same way. As long as they&#039;re together they&#039;ll find just about any Haven agreeable to live in, and while they aren&#039;t prone to scheming or unsanctioned violence they will bring several more mouths to feed to the table. Strangely enough there&#039;s nothing preventing you from having a really smart Blood Brother.&lt;br /&gt;
&lt;br /&gt;
The game doesn&#039;t do much with the Blood Brothers: the few pieces of art we&#039;ve seen of them has the members all looking like a bunch of violent skinheads that are way too touchy-feely with one another. The Blood Brothers are not designed to be player bloodlines for all but the most niche games, but make for excellent tough mooks in a Camarilla, Anarch or even Sabbat game. Even then, don&#039;t expect to see a lot of them: to use the ultimate power of Sanguinus, the Coagulated Entity, all members have to be at least of 8th Generation, which is not only unlikely it also makes for some powerful eating once the thing goes down. If you really want to pay a combat-focussed character in a Sabbat game take a look at the Brujah (or Ventrue, or even Salubri antitribu) instead, or if you want to go the body horror route play a Tzimisce instead.&lt;br /&gt;
&lt;br /&gt;
[[File:DanavaEscutcheon.png|150px|right]]&lt;br /&gt;
===[[Danava]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian:&#039;&#039;&#039; [[Veddhartha]]&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline:&#039;&#039;&#039; [[Sadhana]] (Hindu Thaumaturgy)&lt;br /&gt;
*&#039;&#039;&#039;Sect:&#039;&#039;&#039; Some in [[Tal&#039;mahe&#039;Ra]], others in unnamed alliance with other Hindu vampires in India&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Variant of [[Ventrue]] feeding restriction&lt;br /&gt;
&lt;br /&gt;
The [[Danava]] are [[Mythology#Hindu_Mythology|Hindu]] [[Sadhana|thaumaturges]] who claim that the [[Ventrue]] are a bloodline of Clan Danava.&lt;br /&gt;
&lt;br /&gt;
===[[Daughters of Cacophony]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - None&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Melpominee&#039;&#039;&#039; (Singing. I shit thee not)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Mostly Camarilla, formally Independent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Hear music in their heads all the time. Imagine having a song stuck inside your head for decades on end: IT GETS ANNOYING.&lt;br /&gt;
[[File:Daughters of Cacophony.png|150px|right]]&lt;br /&gt;
So somewhere during the Renaissance either a Toreador got the hots (a relatively common thing) for a fairie or something and disappeared with some of these showing up some time later or a Malkavian fucked a Toreador or something and this was the result. Whatever the case, it&#039;s a fairly modern all-female Bloodline who&#039;s gimmick is singing or fucking with sound such as by making a noise seem to be coming from somewhere else than where it is (do you mean &amp;quot;Ventriloquism&amp;quot;?). &lt;br /&gt;
&lt;br /&gt;
Their weakness is that they constantly have music stuck in their heads which makes it hard to focus and increases their difficulty with Perception rolls. In a game about personal horror, they probably nail it the best given that it&#039;s very possible that they&#039;ll have to live centuries with Rebecca Black constantly reminding them of the daily calendar; it&#039;s a wonder they&#039;re not all mad after their first fifty years of existing. Used to have males, named Sons of Discord, but quietly killed them off (and probably [[Diablerie|munched]]) somewhen before Revised.&lt;br /&gt;
&lt;br /&gt;
===[[Gargoyles]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - None&#039;&#039;&#039; (Humans), &#039;&#039;&#039;Various&#039;&#039;&#039;, mainly &#039;&#039;&#039;Absimiliard&#039;&#039;&#039;, &#039;&#039;&#039;Ennoia&#039;&#039;&#039; and &#039;&#039;&#039;Tzimisce&#039;&#039;&#039; (Kindred)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Visceratika&#039;&#039;&#039; (Stone Powers, cumulating in being able to tank the sun all day long when not moving)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Mostly Camarilla, some rebels are Independent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Looking like gargoyles makes them walking Masquerade breaches, are also susceptible to mind control.&lt;br /&gt;
[[File:Gargoyles.png|150px|right]]&lt;br /&gt;
Once again back in the good olde days just after Tremere (the guy, not the Clan) had Diablerized Saulot and were making up plans to play &amp;quot;Surprise Genocide&amp;quot; with his Clan; the Tzimisce got the Gangrel and Nosferatu on board with declaring war against the Usurpers who had stolen immortality by Diablerizing one of the most important characters in Vampire History as well as kidnapping a Tzimisce Elder from his haven to experiment upon. &lt;br /&gt;
&lt;br /&gt;
Naturally, the Tremere was one small Bloodline at this point against three now very angry major Clans. And just after getting the Mages equally pissed who disowned the warlocks; so they had to play their cards VERY carefully and VERY cleverly, there was no room for fucking up a second time. Being squiggly little pansies who saw more value in being able to count in the Dark Ages than they saw to being able to put up a good fight, they started kidnapping innocent civilians and buying slaves(We are looking at you, Vienna Ventrue), and random Kindred (a VERY bad move considering Clan loyalty trumped factions back then) and use their fancy Blood Magic into turning them into Gargoyles to do all that frontal fighting nonsense for them as loyal and mindless servants of the Usurpers. &lt;br /&gt;
&lt;br /&gt;
The good news is, this worked; the Tremere survived until they helped the Ventrue form the Camarilla and thus got an entire sect backing them so they could work in peace to the powerful Clan they are today. The bad news is that the Gargoyles weren&#039;t quite as mindless as the Tremere originally intended and some of them started to violently break out of the Chantries and form rebel groups focused on freeing their brothers and sisters from Tremere bondage or just leave off somewhere isolated to live out eternity without a collar around their necks; either way the Tremere aren&#039;t happy about that and that&#039;s enough for most. &lt;br /&gt;
&lt;br /&gt;
Unlike most, the Gargoyles aren&#039;t usually considered much of a Bloodline by most because most don&#039;t realize they are, in fact, Vampires; understandable enough given that they are walking blocks of stone. They cannot interact with mortals on much of any level whatsoever and are walking Masquerade breaches should they show off that they are more than just a statue.&lt;br /&gt;
&lt;br /&gt;
Tremere made an apologetic pact with the clans they used for gargoyles in modern ages: no new gargoyles are to be made, and those that were slaves are given a choice to leave: most left, some stayed because maybe living standards were a-OK. Still, who knows what&#039;s out there (You get to see one in Bloodlines)...&lt;br /&gt;
&lt;br /&gt;
===[[Harbingers of Skulls]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Cappadocius&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Necromancy&#039;&#039;&#039; (of a different variety from the Giovanni)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Sabbat&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Looking like walking corpses, outnumbered, plus the Giovanni will eagerly plot their destruction.&lt;br /&gt;
[[File:Harbingers of Skulls.png|150px|right]]&lt;br /&gt;
Remember the Cappadocians the Giovanni killed off? The experts on Death and everything that it had to do with? Turns out it takes more than a few fires, genocide campaigns and their Antediluvian locking them below ground to finish them off completely. Back in the Ottoman Turks&#039; time, there was an event called &amp;quot;Feast of Folly&amp;quot;, where Cappadocius locked up the Cappadocian vampires that:&lt;br /&gt;
* were illiterate&lt;br /&gt;
* were not charitable&lt;br /&gt;
* did not help humans with public works (It does wonders to build churches and mosques and hospitals when you can lift entire trees)&lt;br /&gt;
* were irresponsible dickheads&lt;br /&gt;
&lt;br /&gt;
Cappadocius [[Vlad von Carstein|threw these into the catacombs of his clan and locked it while crying blood,]] leaving them to prey on each other and die off from thirst. Then he went to the mortal population, and told them to pack up and leave and he cursed the place. Then again when you read above, it takes more than a bit of a lockup to destroy thousands of Kindred, even if they are irresponsible dicks. Those that didn&#039;t go crazy or die did some crash course research down there and left their imprisonment with a spell that opened a passage to the Underworld, where they promptly stuck for centuries. Somewhere in 20th Century they managed to dial some Scythian shaman of the dead from their old clan who outslept in torpor all the clusterfucks of the previous millenium and only recently awakened, and she reversed the spell, releasing them into material world.&lt;br /&gt;
&lt;br /&gt;
Once they got back to the real world and realized just how fucked they&#039;ve gotten with no one lifting a finger to help them they were, understandably, pissed off and decided to join the Sabbat for a bit of back-up while they began discretely picking off the Giovanni one by one; which is making said cousin-fuckers shit themselves. They also have a grudge against the Camarilla for signing a contract with the Giovanni of the &amp;quot;you leave me alone, I leave you alone&amp;quot; variety thus selling out the few remaining [[Cappadocian]]s out as the Giovanni got free reign to scratch them off their to-do list. &lt;br /&gt;
&lt;br /&gt;
Supposedly not a single one of them have embraced since they reappeared in the world, which is relatively stupid given their goal of counter-wiping out a relatively powerful Clan (though sometimes it&#039;s implied they lost their original bodies and possessed corpses upon return, thus being incapable of embracing), and their allegiance with the Sabbat is mostly on paper only. They care very little of the Sabbat&#039;s goals and the Sabbat have very little to do with their vengeance-crusade against the guidos; both are completely fine with this so long as they see eye-to-eye on what they do and leave each other to their own hobbies. Lore of the Bloodlines implies some (or all?) of them were hijacked by wraiths in the process, and are secretly working with the Hierarchy as well.&lt;br /&gt;
&lt;br /&gt;
Their big weakness is that they look like dessicated, preserved corpses and they can&#039;t do shit to hide it, unless they learn Obfuscate. Good thing for them the Sabbat doesn&#039;t care about the Masquerade... That is, if you believe their boasts: the Sabbat has an extensive cleanup crew and the Elders know not to stir up a world full of superpowers. If the mages won&#039;t fuck their shit up, humanity itself would.&lt;br /&gt;
&lt;br /&gt;
===[[Kiasyd]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Lasombra&#039;&#039;&#039; (varied in V20 Dark Ages, Lasombra in V20)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Mytheceria&#039;&#039;&#039; (Riddle-Magic combo&#039;d with faerie shit)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Sabbat&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Look distinctly non-human, and touching any kind of iron makes them have to roll to avoid frenzy. Actual damage from the stuff inflicts aggravated damage.&lt;br /&gt;
[[File:Kiasyd.png|150px|right]]&lt;br /&gt;
Somewhere during the Dark Ages, some Mage managed to con a Lasombra Methuselah into buying his mystery brew and having a taste. This turned him tall, pale-white with black eyes and with skin that glows in moonlight with capacity of seeing faeries and their magic for what they are. After several decades or so of being locked up for being weird, the first Anarch Revolts happened and he and the few Childer he had were let out after the supposed death of the Lasombra Antediluvian and promptly joined up with what would become the Sabbat several years later and settled down somewhere around Belgium or so. &lt;br /&gt;
&lt;br /&gt;
They&#039;re fairly apolitical and most just wanna stay in their libraries or chase after curious artifacts and be left alone, so despite their Sabbat-allegiance, most don&#039;t have much of anything against the Camarilla and are content reading human and cainite books for centuries (One of them loves a Gutenberg Bible and warns the borrower that he will skin him if he damages the book). Most think of them as weird (they&#039;re nicknamed &amp;quot;Weirdlings&amp;quot;) and want little to do with them, even the Changelings stay away from them since the few who have approached have come back with tales of being tortured for fun and/or for the Kiasyd&#039;s experiments. &lt;br /&gt;
&lt;br /&gt;
In the V20 Dark Ages their story was retconned into them being the result of a successfully embraced faerie, thus leaving their options a lot more varied in both terms of Disciplines, origin and sects; but at the cost of the previously-established lore. Again, in the Lore of the Bloodlines book, they were retconned again, explaining the existence of two &amp;quot;kinds&amp;quot; of Kiasyd: the original ones, successfully embraced faeries and later called Maeghar; and the new ones, descending from Marconius, who created a concoction by mixing dark glamour of the fae, several bloods and by gaining the blessing of the dark faeries Thallain. That alchemist, then, gave the potion to his sister and he drained her, all this while being in the Abysss, becoming the first of the new Kiasyd.&lt;br /&gt;
&lt;br /&gt;
===[[Lamia]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Cappadocius&#039;&#039;&#039; (through Lamia)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Necromancy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039; (though beholden to the Cappadocians)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Their Kiss inflicts a Black Plague-like disease that is deadlier to men than women (easier to resist) that kills in days. Vampires who drink from a vessel infected with the disease become carriers until all of the Lamia-infected Vitae is purged from their bodies.&lt;br /&gt;
[[File:Lamia.png|150px|right]]&lt;br /&gt;
[[Lamia|No, not like that.]]. They are vampires dedicated to the service and protection of the Cappadocians. Their sire and namesake was a priestess to Lilith, the Dark Mother. Lamia claimed to be a daughter of Lilith (making her the stepdaughter of Caine!) who was Embraced by a Cappadocian called Lazarus. When she died Lamia was given a vision by the Dark Mother and given a purpose. She and her line would serve and protect the members of Clan Cappadocius, with their unlives if need be. &lt;br /&gt;
&lt;br /&gt;
They never were a big bloodline, part because of the service and part because their bite carried a potent version of the Black Plague. The Lamia were almost exclusively women trained in the ways of combat. This makes them ideal bodyguards, especially with their Fortitude and Potence Disciplines. They in turn were treated as royal retainers by their masters, creating a sort of vampiric master/maid dynamic. Their loyalty proved their downfall however, with Lamia being diablerized by Augustus Giovanni himself and the last Lamia meeting Final Death in 1718 as part of a Camarilla blood hunt. &lt;br /&gt;
&lt;br /&gt;
(However, a small bloodline of suspiciously-similar kindred called the &#039;&#039;Lilin&#039;&#039; show up in Cario during the Final Nights, implying that there might just be a few Lamia who slipped the net and went underground to rebuild.)&lt;br /&gt;
&lt;br /&gt;
===[[Lhiannan]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - The Crone&#039;&#039;&#039; (Caine&#039;s old teacher)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Ogham&#039;&#039;&#039; (hippie tree shit)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Humans feel very uncomfortable in a Lhiannan&#039;s presence; they are easier to detect with Auspex and if they leave their territory for more than a week they become agitated and their dice pools shrink (minimum = Lhiannan&#039;s Stamina).&lt;br /&gt;
[[File:Lhiannan.png|150px|right]]&lt;br /&gt;
Goddamn hippie vampires. The story goes that their founder bonded with a nature spirit to protect the trees. She was the Crone, a mysterious figure who taught Caine how to perform blood bonds before forcing him to embrace her (and blood-binding him to boot!) as payment. While the Crone was eventually staked by Caine and is set to return with Gehenna, she did sire Childer of her own before eating dirt and dying. The downside is that due to her nature creating a new Lhiannan not only creates offspring less potent than their sire, it also diminishes the sire. &lt;br /&gt;
&lt;br /&gt;
Lhiannan were picky in whom they embrace: only those with enough respect for nature or of enough pagan zeal would draw their attention, and certainly nobody of the Abrahamic faiths. Lhiannan Childer received good educations before being sent out to fend on their own, with the havens of Lhiannans being nearby, without them communicating much. This proved to be their downfall as pagan ways were cast down by the march of Christendom, and around the 14th century they were considered to be destroyed, aside from occasional Gangrel claims of runes that were drawn in blood on trees.&lt;br /&gt;
&lt;br /&gt;
===[[Nagaraja]]===&lt;br /&gt;
[[File:Nagaraja.png|150px|right]]&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian:&#039;&#039;&#039; None&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline:&#039;&#039;&#039; Nihilistics/Oblivion (weaponized Oblivionic energy)&lt;br /&gt;
*&#039;&#039;&#039;Sect:&#039;&#039;&#039; Independent&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Need to consume vitae and flesh, or a painful bite.&lt;br /&gt;
&lt;br /&gt;
Death mages of the Indian subcontinent, the Idran were a collective of [[Chakravanti]] [[Mage:_The_Ascension|Awakened]] who set out on a quest for greater knowledge of necromancy, to command death as none did before. Mix some [[Setite]] blood in a pool, parts of a Spell of Life from a [[Mummy:_The_Resurrection|mummy]], and throw in Idran [[Mage:_The_Ascension|mages]] who slit their throats, and you get the first brood of Nagaraja. (The word &#039;&#039;Nagaraja&#039;&#039; translates from the Hindi language literally as &amp;quot;Snake Regent&amp;quot;, or poetically as &amp;quot;[[Wyrm]] King&amp;quot;.) The spell however could not erase the karma of choosing to sever their avatars and embrace the [[Caine|Curse of Caine]], and so they arose with a hunger for flesh alongside the endless hunger for blood. Some of these newly created sorcerers pledged their loyalty to the mummy, joining a sect known as the [[Tal&#039;mahe&#039;Ra]], and from there the bloodline grew within and without. The ones within the dead city of Enoch advance their necromancy, feed from ghosts, and travel back to the lands of the living to embrace and recruit. Others wandered out of the East, embracing sparingly, and scattered to the wind in handfuls. &lt;br /&gt;
&lt;br /&gt;
The ones serving the Tal&#039;mahe&#039;Ra however would hunt the errant children for almost an eon. Storms happening inside the Shadowlands left many of them fucked up, and a truce was drawn: the outcasts would tell their children of Enoch, and the option was always given for them to return. A Nagaraja only needs to walk for 3 nights in the Shadowlands to arrive at Enoch&#039;s great gates anchored with soulchains in the Tempest sea. Of course, cannibal necromancers inexorably linked to the Shadowlands and magic, they give the Giovanni a run for their money on the Necromancy front, but again are too few in numbers to be considered competition. The Giovanni do keep tabs on them, especially if they discover one in a city they inhabit. &lt;br /&gt;
&lt;br /&gt;
Needless to say, their weakness means they are a serious threat to the Masquerade unless they get a hold of a mortuary with bodies that won&#039;t be missed. The curse the wracks them means their bodies rapidly decay and decline for every night they abstain from eating flesh or viscera, or for some Nagarajas, bones too.  For every pint of blood they drink, a pound of flesh must be eaten. They&#039;re gifted with massive, razor like teeth filling their mouth, meaning they usually stay quiet in polite conversation.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;V:tM&#039;&#039; v5 the Nagaraja were sloppily merged with the [[Giovanni]], with the first benefit being that instead of needing to consume flesh Nagaraja now have the Giovanni&#039;s clan weakness of merely having a painful bite; the merged clan is called [[Hecata|Clan Hecata]].  The Discipline of Nihilistics, which enables Nagaraja to disintegrate targets with [[Wyrm|Oblivionic]] energy, was combined with [[Necromancy]] and [[Obtenebration]] into a Discipline called Oblivion, which means that the Nagaraja &amp;quot;[[Wyrm]] Kings&amp;quot; now appropriately have [[Obtenebration|Abyssal tentacles]]!&lt;br /&gt;
&lt;br /&gt;
===[[Noiad]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Ennoia&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Protean&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Cannot drink from animals, and will only drink from non-Samí people unless there is no option available.&lt;br /&gt;
[[File:Noiad.png|150px|right]]&lt;br /&gt;
A Gangrel offshoot, the Noiad are a bunch of grumpy Kindred serving as the divine protectors of the Sámi, the native people of northern Scandinavia. They see the Northern Lights as a manifestation of the will of the gods and guide their people accordingly. They also served as protectors against mundane and supernatural threats. The Noiad existed openly amongst their people, who see their protectors as divinely-appointed. However, because of their views they see all interlopers as threats that will be turned away or killed. When it became clear that the march of Christendom could not be stopped, the Noiad drove their people further and further north, past where the land could sustain them and promptly starved to death, dying alongside their protectors with their fear of change and the outside world. Think grumpy old grandfathers afraid of those newfangled technologies cranked up to 11.&lt;br /&gt;
&lt;br /&gt;
===[[Samedi]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Cappadocius&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Thanatosis&#039;&#039;&#039; (Decaying shit into ashes)&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent, some stake with the sects&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Look like rotting corpses.&lt;br /&gt;
[[File:Samedi.png|150px|right]]&lt;br /&gt;
Remember earlier when we said there were &amp;quot;Zombie Vampires&amp;quot;? Yeah, these guys are them. Where the Harbingers are dry corpses, these guys are rotting corpses. Because of their decayed looks they are massive Masquerade breaches if they&#039;re ever seen by anything not supernatural and can potentially cause them anyway if some cop happens to find pieces of rotten flesh having fallen off and calls crime investigators to the scene to have a closer look at it. Thankfully, they have Obfuscate, so they can at least try and disguise themselves. &lt;br /&gt;
&lt;br /&gt;
Led by some fancy fellow calling himself &amp;quot;Baron Samedi&amp;quot; somewhere around the Caribbean; these guys either originate from Cappadocians who didn&#039;t answer Cappadocius&#039; call of judgement, or was the experiment of a Giovanni spell of binding a freshly embraced mortal&#039;s soul to a corpse. Perhaps strangely enough, while neither the Samedi nor the Giovanni much like each other, they don&#039;t automatically try to have each other killed either; Baron Samedi even supposedly met Augustus Giovanni and walked out unscathed. Or at least still undead, so we&#039;re betting more on Cappadocian deserters from judgement. Some Samedi work as mercenaries for both the Sabbat and the Camarilla and a rare few have joined the sects entirely, but most simply stick around in their place of origin and leave it at that.&lt;br /&gt;
&lt;br /&gt;
===[[Brujah|True Brujah]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - [[heresy|Brujah]] (Ilyes)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - &#039;&#039;Temporis&#039;&#039; (Timey-wimey shit, can kill you dead if you fuck up), Potence&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Their capacity for emotion goes down the drain: all Conscience and Conviction rolls are at +2 difficulty and buying Virtues and Humanity/Paths costs double.&lt;br /&gt;
[[File:True Brujah.png|150px|right]]&lt;br /&gt;
The True Brujah are an odd bit of fluff in a quantum state of canonicity. See, the original Antediluvian of the Brujah, Ilyes (known anachronistically as &amp;quot;Brujah&amp;quot;), got jacked by the hermaphroditic vampire Troile. The True Brujah claim that they are the direct descendants of Brujah, while the clan that usurped the name Brujah were sired by Troile. The Trujah have the weirdest of the Signature Disciplines, &#039;&#039;Temporis,&#039;&#039; which is control over the flow of time. White Wolf realized that this was a really fucking stupid power for vampires to have, and put their foot down (the only acceptable use of Trujah is to emulate [[JoJo&#039;s_Bizarre_Adventure|DIO]]). &lt;br /&gt;
&lt;br /&gt;
During the course of the End Times book &#039;&#039;Gehenna&#039;&#039;, Ilyes stated that Troile was his only Childe and the True Brujah turned out to be nothing more than a bunch of stiff, emotionless, boring academics who stumbled across Ilyes&#039; long lost Temporis discipline (which is why the Brujah got stuck with &amp;quot;Potence, kinda&amp;quot; and Celerity. Ilyes claims Celerity is just watered-down Temporis with time slowdown focus) and got an egotistical stick up their ass about it. Ilyes announced that he FUCKING HATES THE TRUE BRUJAH for claiming he made the mistake of siring more than one Childe and proceeded to wreck their shit, generating tremendous amounts of [[Lulz]] in doing so.&lt;br /&gt;
&lt;br /&gt;
==Oddities==&lt;br /&gt;
===[[Antitribu]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Mostly Sabbat&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; As their parent clan.&lt;br /&gt;
[[File:Antitribu.png|150px|right]]&lt;br /&gt;
The &amp;quot;Anti-Tribe&amp;quot; are those vampires who have gone against the grain of the mainline clan. Collectively known as the Antitribu, they consist of the iconoclasts within their own clans and banded together to make sure that they aren&#039;t picked off by their annoyed kin. The Antitribu include:&lt;br /&gt;
&lt;br /&gt;
* Brujah, Gangrel, Malkavian, Nosferatu, Toreador, and Ventrue who think the Camarilla ain&#039;t shit and joined the Sabbat. The Brujah are by far the most common of these Antitribu.&lt;br /&gt;
* Tremere who chafe under the yoke of the Pyramid and went to do their own thing under the leadership of Tremere&#039;s former right-hand man Goratrix back in the 18th century. This did not sit well with the Tremere, who cursed their renegade kin so that all Tremere who had undergone the Vaulderie were marked with a symbol of treason upon their foreheads, only visible to Tremere. This was followed by an event in 1998 where a great curse turned all those Tremere to dust, but the ones who hadn&#039;t undergone the Vaulderie escaped this fate, one of them being Heinrich Himmler himself. In 1999 Saulot won his centuries-long battle with Tremere, kicking the guy out of his body and into Goratrix&#039;s. Tremere then destroyed his upstart disciple, and is indicated to have bodyjacked him.&lt;br /&gt;
** Another split in the Tremere happens sometime in the 2010s when a small-time primogen out of Milwaukee named Carna gets ahold of a tome of blood magic called &#039;&#039; Book of the Grave-War&#039;&#039;, which gives her the ability to break Blood Bonds, like the ones tieing her to the Tremere Pyramid. Having been given the rawest deal by the Pyramid since the 1410s, she books it for the Anarch Free State in California with the Book and a crew of followers, creating House Carna. By 2018 she&#039;s amassed a decent power base and is slowly reworking the Tremere&#039;s traditions, using neo-paganism and [[SJW|witchcraft as a foundation with a distinct progressive-feminist bent]]. She&#039;s also &#039;&#039;terrified&#039;&#039; that the Pyramid will finally try to track her down for her defection. Then the Second Inquisition practically nukes the Inner Council in Vienna and the Camarilla start pulling all of their higher-ups into a conflict with the Sabat in the Middle East. So, bullet dodged! And now we don&#039;t have to justify rolling up Anarch Tremere anymore! Woo!&lt;br /&gt;
* Assamites who consider their own clan to be compromised but are still dedicated to their mission to fucking up the Antediluvians. The mainline clan is surprisingly cool about this, and the two groups never draw swords against one another. The Assamite Antitribu do a lot of the behind-the-scenes heavy lifting for the Sabbat, being both the principal scholars of their Noddist sects and principal operatives of the Black Hand.&lt;br /&gt;
* Ravnos who reject the culture of the mainline clan and went to do their own thing. There is still a great degree of honor between thieves, and the Ravnos consider giving their word sacred, so they&#039;re at least roughly neutral to one another.&lt;br /&gt;
* Setites who reject the snake fetishism and worship of their parent clan. They set up shop in the Caribbean and replaced all the Egyptian iconography of their clan with a Voudoun-inspired style and started to call themselves the Serpents of the Light. They are still all about the vice.&lt;br /&gt;
* Tzimisce who don&#039;t feel like joining the Sabbat and just want to do their own thing. This is the Old Clan Tzimisce and stick to their castles in eastern Europe outside of the affairs of Kindred society. They consider Vicissitude an abomination and instead practice Koldunic Sorcery, which grants them all sorts of magical powers, although a few of their elders secretly use Vicissitude as well. Because of their insular nature the Camarilla, Sabbat and the Tzimisce as a whole are fine with leaving them alone.&lt;br /&gt;
* Lasombra has a small number of European elders who believe that the Camarilla have a better shot at defeating the Antediluvians than the Sabbat does. These individuals are rare, and those who live long are rarer still. The most notable example of such a Lasombra to pull off his stunt is Giangaleazzo, the Archbishop-turned-Prince of Milan, whose spectacular defection (burning all the sick fucks in a mansion while shit-talking them how they are monstrous idiots) earned him the respect of the Camarilla and a high spot on the shit list of the Sabbat. Then there is the Ashirra (Islamic Kindred) housing considerable Lasombra in Mecca and Medina, Suleiman ibn Abdullah, who met Mohammad himself, saw his True Faith and dedicated himself to protect Humanity and Islamic lands. Pretty cool guy, good luck taking him on in a True Faith 10 burning city.&lt;br /&gt;
* Giovanni Antitribu don&#039;t exist. Sure, there&#039;s always a couple of troublemakers and upstarts who need to cool their heads, but vitae is thicker than even blood and such hotheads are kept in check by the family, and at worst made to sit down for a talk to clear the air. After such talks there will be no more trouble, but the books are vague on if this is because of the interpersonal skills of the family leaders, the use of large amounts of the Dominate discipline or because the troublemaker is... [[Dark Angels|removed.]]&lt;br /&gt;
&lt;br /&gt;
===[[Caitiff]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Whoever&#039;ll take them; as such they&#039;re the most common with the Anarchs, and a few Sabbat under Joseph Panders.&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; None, but often being a Caitiff is enough trouble as-is.&lt;br /&gt;
[[File:Caitiff.png|150px|right]]&lt;br /&gt;
Caitiff aren&#039;t a clan so much as a lack of clan. If a Kindred abandons and disowns his childe before teaching them about their new condition, the neonate is considered &#039;&#039;caitiff&#039;&#039;, bereft of the clan&#039;s support structure and reliant on what little goodwill he can scrape from the shadows. Another type of Caitiff is becoming more common in the modern nights: new vampires are sired who don&#039;t express clan traits. With nothing to better inform them, they develop psychosomatic weaknesses based on what they think &amp;quot;should&amp;quot; harm them: garlic, running water, crosses, and the other pop-cultural vampire vulnerabilities. &lt;br /&gt;
&lt;br /&gt;
Their existence has always been feared as the harbinger of the Final Nights; the Camarilla treats them as second-class at best and the Sabbat used to (and still does in some places) treat them as cannon fodder until a cool guy named Joseph Panders tore shit up in a Sabbat civil war and [[AWESOME|intimidated the Sabbat itself]] into accepting them. These Kindred, especially of the 14th and 15th generations, are interchangeably called &amp;quot;Thinbloods&amp;quot; for their weak Vitae and difficulty in passing on the Curse. &lt;br /&gt;
&lt;br /&gt;
Caitiff don&#039;t have clan Disciplines, so they don&#039;t get a discount or mark-up for acquiring or improving them. This can make fighting a Caitiff dangerous since they can [[Not As Planned|spring all sorts of Disciplines on you that you cannot plan for, unlike with the more predictable other Clans]]. This is mitigated by the fact that Caitiff are almost always of a very high generation, making them unable to use the more potent abilities of a Discipline.&lt;br /&gt;
&lt;br /&gt;
Caitiff are frequently hunted down because they are seen as the heralds of Gehenna. This turned out to be a self-fulfilling prophecy; see, whenever a Kindred dies for good, it gives a vampire higher up the clan&#039;s bloodline a psychic poke of varying strength. This is how the [[Ravnos]] got royally boned: large numbers of Caitiff/Thinblood vampires were killed in battle against the [[Kindred of the East|Kuei-Jin]], resulting in several Methuselah waking up due to numerous little psychic pokes. When they died, the pokes were &#039;&#039;way&#039;&#039; stronger and went back up to the Ravnos Antediluvian itself, waking &#039;&#039;him&#039;&#039; up and causing the [[Week of Nightmares]]. &lt;br /&gt;
&lt;br /&gt;
Thing is, Caitiff lack a specific Antediluvian to poke, since they lack the usual clan traits and connection to an Antediluvian that comes with them. The result is that their death defaults to poking &#039;&#039;&#039;all&#039;&#039;&#039; of them. [[Anal Circumference|Yeah.]]&lt;br /&gt;
&lt;br /&gt;
===[[Thin Blooded]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Varies/as per parent clan (V20), Thin Blood Alchemy (a combination of bootleg chemistry and old style potion brewing) (V5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Mostly Anarchs or Hunters, very few in the Sabbat though some live in the Camarilla as yes-men (see below).&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Being stuck running with low tier clan powers (lvl 4/3 for 14th/15th respectively), less blood pool to play with, plus whatever your parent clan flaw is (V20). Being everyone&#039;s bitch, being a Z-tier vampire (though that has some benefit), being stuck with cookery as your power (V5).&lt;br /&gt;
&lt;br /&gt;
[[File:SymbolThinBloodsV5.png|150px|right]]&lt;br /&gt;
Do you not feel oppressed enough running as a Caitiff? Or do you just like an underdog? Thin blood might be for you. &lt;br /&gt;
&lt;br /&gt;
While in V20, not every thin blood is a caitiff by default, they seem to get the same treatment due to being considered both a sign of Gehenna and probably a little bit of jealousy due to the 15th generation vampires being able to find it easier to tolerate things like the sun. Almost all thin bloods between 14th-16th generation (though one, Smiling Jack&#039;s Childe is around 11th gen) and often come with a reduced usability for their blood pools and having to spend extra blood to do basically anything except wake up. Bloodlines 1 had a thin blood community in E, Lily, Julius, Rosa and Copper, a poor bunch of fucks who mostly got turned and abandoned by their erstwhile sires for being bitch tier vampires.&lt;br /&gt;
&lt;br /&gt;
Then we get to V5, which changed thin bloods massively, almost to the point of being a different supernatural entirely, more akin to a halfway house between ghoul and vampire. First off, all thin blood are caitiff by default; their blood is too weak to show either clan traits or even a lot of typical vampire traits. Second of all, they have no disciplines except one: Thin-blooded alchemy, which is like a bargain bin replacement for the usual powers you&#039;d get as a Kindred, allowing them to mix blood with all sorts of bizarre shit to do many things kindred can do by just focusing, with some weird abilities thrown in for good measure. Thirdly, they have their own merits and flaws now. &lt;br /&gt;
&lt;br /&gt;
Merits they can take include slowly metabolising food, seeming alive or even being able to walk around during the day (sans powers of course, but it&#039;s something), but with the drawback of flaws including no fangs, actual clan curses, or being unable to heal like a vampire. On top of this, it &#039;&#039;sucks&#039;&#039; being a thin-blood in general: the Camarilla either physically brand or execute them on sight, the Anarchs are only slightly more welcoming, and both have no compunctions about using you as a disposable ghoul (with the Anarchs sometimes giving a tenuous promise that you might be able to diablerise a criminal and become a clan member.) &lt;br /&gt;
&lt;br /&gt;
When in that position, most people either try to become mortal again, or diablerise their way into becoming a gen 13, full fledged vampire, losing all their thin blood merits (including their alchemy), but in exchange for existence not sucking ass for every moment of your life/unlife/halflife, just for most of it. Others go crazy and start down the near suicidal path of helping hunters, reasoning that they might as well die trying to fuck up the people who wrecked their life rather than live under the Camarilla/Anarch&#039;s bootheel until their boss gets tired of their yes-man gimmick.&lt;br /&gt;
&lt;br /&gt;
All of this said, they&#039;re a good choice for high-mortality &amp;quot;VTM Survival Mode&amp;quot; kind of games. Just don&#039;t expect your game sessions to last long on average.&lt;br /&gt;
&lt;br /&gt;
===[[Children of Osiris]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Osiris&#039;&#039;&#039; (as per their claim: there are no other sources regarding Osiris&#039; identity or lineage)&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Bardo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039; (technically they *are* a Sect, but they&#039;re small)&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; As per their clan of origin, plus their blood becomes inert and sterile and they can neither Embrace nor create or sustain ghouls.&lt;br /&gt;
[[File:Children of Osiris.png|150px|right]]&lt;br /&gt;
One of the most famous stories from Egyptian mythology is how Set was a dick to his brother Osiris. Except this is not a myth: it actually happened. But the details are off. Osiris was a scholar and philosopher in the court of a Pharaoh (which one is forgotten). Embraced by a vampire looking to exploit his knowledge, Osiris was horrified by what he had become. Instead of killing himself though he decided to make the Beast his bitch. Through rigorous study and moderation he managed to start on the path to [[Golconda]]. Except that before he reached it Osiris was murdered by his brother Set, chopped up and spread across the lands. Osiris&#039; sister (whether she was a vampire or not) reassembled him and revived him from death. &lt;br /&gt;
&lt;br /&gt;
This feat took its toll however: Osiris was no longer capable of creating Childer, but this did not stop him from pursuing his path (considering Osiris&#039; dick was lost... some fancy double-entendre there). Any Kindred that wants to join them is allowed to (aside from their mortal enemies the Setites, but they don&#039;t want to) after some testing, and those who pass and renounce their old bonds will be welcomed into the fold. The Children of Osiris are a secretive bunch however, sticking to the shadows instead of acting in the open. Given their relationship with the Followers of Set this is the smart thing to do. Basically a literally &amp;quot;good&amp;quot; vampire sub-clan, they cannot embrace humans or murder. Every last one disappeared in Gehenna, ascending to Heaven.&lt;br /&gt;
&lt;br /&gt;
===[[Panders]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Discipline - Varies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Sabbat&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Clan Weakness:&#039;&#039;&#039; Same as Caitiff, but the Panders at least have SOME rights.&lt;br /&gt;
[[File:Panders.png|150px|right]]&lt;br /&gt;
The Caitiff of the Sabbat came together in 1957 under the leadership of Joseph Pander. Sick of being treated like shit by their kin, this eventually sparked the Third Sabbat Civil War. Pander had devised a ritual called &#039;&#039;One of My Tribe&#039;&#039;, which severs a Kindred from all ties that work via lineage, making one a true Caitiff. This is potent enough to sever Malkavians from the Malkavian Madness Network, and might in theory even protect someone from the effects of the curse put upon Tremere having undergone the Vaulderie or the link between an individual and Tzimisce via the blood/Vicissitude. Over the course of 100 days a mix of violence and diplomacy eventually saw the Panders (what they started calling themselves) officially recognized as a part of the Sabbat, much to the chagrin of several existing clans. But the Panders had proven themselves to be loyal and as such were recognized as equals. &lt;br /&gt;
&lt;br /&gt;
Joseph Pander is still alive to this day: as a Priscus of the Sabbat he has no formal power but a great deal of influence, which suits him just fine. Even then, there&#039;s a lot of kindred within the Sabbat who&#039;d love to see him dead, but nobody&#039;s managed to off him just yet. In turn, he&#039;s smart enough to not jockey for too much power and prefers to stay out of of the limelight, making the rounds with his pack and acting as a sagely old Kindred to the younger generations, proving to older vampires that even a Caitiff&#039;s star can rise high.&lt;br /&gt;
&lt;br /&gt;
==Regional Bloodlines==&lt;br /&gt;
Certain vampires stick to specific regions in the world. They tend to be an uncommon sight in a baseline V:TM game, due to their lore and their mechanics being somewhat different to the basic clans.&lt;br /&gt;
&lt;br /&gt;
===[[Kindred of the East|Kuei-jin]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - August Personage of Jade (aka God)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Disciplines - Dharmic abilities that use Qi&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039; (They stick together, both in Asia and on America&#039;s West Coast)&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;vampires&amp;quot; of Asia, they are reincarnated in an unusual way to give them a second shot at life. They&#039;re the player characters in a [[Kindred of the East]] game.&lt;br /&gt;
&lt;br /&gt;
Relatives of Kindred in a way, and not relatives in another. Same Celestine named God cursed them but in a different way. Unfulfilled Asian people rise from the grave as cannibalistic monsters, but replace Qi (life energy) in varying ways according to their spiritual refinement. They start with human flesh, get refined until they can draw energy from blood. Then further refining makes them draw Qi from people&#039;s breaths, and finally, simply absorb ambient Qi from the world. Make blood points into Qi and you get the point.&lt;br /&gt;
&lt;br /&gt;
As for generation (or Dharma, in their case), all of them start at 1. 10 Dharma means ascendance and re-entering the cycle of reincarnation, which is an official Good End and the long-term goal of most Kuei-Jin. As for how they match up to Kindred... for the most part it&#039;s something of an &amp;quot;Apples and Oranges&amp;quot; situation due to the differences between the gamelines&#039; mechanics. For a canon example of this: Three 9 Dharmic Kuei-Jin managed to fight [[Week of Nightmares|Zapathasura on roughly even terms for a night and a day]], before the [[Mage: The Ascension|Technocracy]] nuked them to ash.&lt;br /&gt;
&lt;br /&gt;
The Kuei-jin start as flesh eating Oni-like Asian monsters, and get herded by higher-ups and slapped some sense into them until they become more civilized, at which point they are introduced to courts with their own goals and ways of life. Sunlight is as deadly to them as it is to Kindred, though they just rot and start falling apart as opposed to turning into a screaming torch. One passage in Zapathasura&#039;s death mentions not even 9 Dharma Boddhisatva can resist concentrated sunlight.&lt;br /&gt;
&lt;br /&gt;
Unlike Kindred, their Curse is more of a personal quest than a constant situation. They can ascend, return to reincarnation cycle if they complete their Dharma. Ming Xiao from Vampire: Bloodlines is a hot piece of ass that can [[/d/|transform into a tentacle monster to molest the player character]] - and no, we are not making that up.&lt;br /&gt;
&lt;br /&gt;
===[[Laibon]]===&lt;br /&gt;
*&#039;&#039;&#039;Antediluvian - Differs depending on their Legacy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Signature Disciplines - Abombwe, Dur-An-Ki&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sect - Independent&#039;&#039;&#039; (They stick to Africa)&lt;br /&gt;
&lt;br /&gt;
The Laibon are an interesting gameplay choice. Basically they are normal vampiric clans changed by Africa&#039;s ambient magic over thousands of years. Even clan weaknesses are mutated: Guruhi, the first offshoot of Nosferatu aren&#039;t ugly at all: their attractiveness degree reflects their mood and they play the role of Ventrue, ruling African Kingdoms by night as Ventrue are kicked out(Rhodesia comes to mind). Naglopers, offshoot of Tzimisce just need any African soil to sleep in. Osebo, Brujah&#039;s African descendants need the presence of a local ruler to follow else they will feel like beating people up. Ishtarri, Toreador&#039;s African mutation, change their shape like mortals: going fat when drinking too much blood, or looking muscular if spending experience in strength. Kinyonyi are the offshoot of Ravnos, who somehow are cursed with being unwelcome and hated if they stay too long even if they didn&#039;t do anything. Akunanse are Gangrel offshoots who start taking the features of local animals the longer they stay there. The Bonsam are the second offshoot of the Nosferatu, quasi Gangrel-Nosferatu mix with normal appearance save for horrifying &amp;quot;true form&amp;quot; transformations. The Impundulu are necromantic Kindred that were made with local witchcraft, forced to feed only from their mortal sisters, the Bomkazi witches. The Shango are Assamites who went native, and the Xi Dundu are Lasombra who clash with the local Guruhi elders.&lt;br /&gt;
&lt;br /&gt;
Moreover, African culture has a different, dualistic moral code. Aye(Heaven), and Orun(Earth). The laibon&#039;s appearance changes according to each (Guruhi appearance depends on mood).&lt;br /&gt;
&lt;br /&gt;
{{OWoD Clans}}&lt;br /&gt;
&lt;br /&gt;
==Disciplines==&lt;br /&gt;
Or cool vampire superpowers. Without these, vampirism would just be &amp;quot;Schere&#039;s Disease&amp;quot; with the only advantage being a prolonged lifespan.&lt;br /&gt;
&lt;br /&gt;
===Core Disciplines===&lt;br /&gt;
{|align=right border=0 cellspacing=0 cellpadding=1 style=&amp;quot;margin: 1em; border: 2px solid black;&amp;quot;&lt;br /&gt;
|- align=center&lt;br /&gt;
| colspan=14 | &#039;&#039;&#039;Disciplines of the Thirteen Clans&#039;&#039;&#039;&lt;br /&gt;
|- align=center&lt;br /&gt;
| || [[File:Assamite.png|30px]] || [[File:Brujah.png|30px]] || [[File:Followers of Set.png|30px]] || [[File:Gangrel.png|30px]] || [[File:Giovanni.png|30px]] || [[File:Lasombra.png|30px]] || [[File:Malkavian.png|30px]] || [[File:Nosferatu.png|30px]] || [[File:Ravnos.png|30px]] || [[File:Toreador.png|30px]] || [[File:Tremere.png|30px]] || [[File:Tzimisce.png|30px]] || [[File:Ventrue.png|30px]]&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Animalism&#039;&#039;&#039; || || || || X || || || || X || X || || || X ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Auspex&#039;&#039;&#039; || || || || || || || X || || || X || X || X ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Celerity&#039;&#039;&#039; || X || X || || || || || || || || X || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Chimerstry&#039;&#039;&#039; || || || || || || || || || X || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Dementation&#039;&#039;&#039; || || || || || || || X || || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Dominate&#039;&#039;&#039; || || || || || X || X || || || || || X || || X&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Fortitude&#039;&#039;&#039; || || || || X || || || || || X || || || || X&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Necromancy&#039;&#039;&#039; || || || || || X || || || || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Obfuscate&#039;&#039;&#039; || X || || X || || || || X || X || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Obtenebration&#039;&#039;&#039; || || || || || || X || || || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Potence&#039;&#039;&#039; || || X || || || X || X || || X || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Presence&#039;&#039;&#039; || || X || X || || || || || || || X || || || X&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Protean&#039;&#039;&#039; || || || || X || || || || || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Quietus&#039;&#039;&#039; || X || || || || || || || || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Serpentis&#039;&#039;&#039; || || || X || || || || || || || || || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Thaumaturgy&#039;&#039;&#039; || || || || || || || || || || || X || ||&lt;br /&gt;
|- align=center&lt;br /&gt;
! &#039;&#039;&#039;Vicissitude&#039;&#039;&#039; || || || || || || || || || || || || X ||&lt;br /&gt;
|}&lt;br /&gt;
Below are the 17 core Disciplines. Clans all have access to at least two of these that are common amongst other clans, with all but a few having a third one that&#039;s unique to them. Most &amp;quot;unique&amp;quot; clan disciplines can be learned by other clans, although they require more XP, a teacher and sometimes drinking the blood of someone who already knows that discipline. That being said knowing &amp;quot;out-of-clan&amp;quot; discipline can lead to false identification, which could go either way, especially given some clans with the most interesting disciplines are on the &amp;quot;kill-on-sight&amp;quot; list for many other clans, and you may have no time to explain that you&#039;re not actually a Sabbat scum or Caine-damned Usurper.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Animalism:&#039;&#039;&#039; Control over animals, possessing them an drawing out the primal fear in vampires and humans alike. Also keeps animals from freaking out around you and instantly giving you up to vampire hunters.&lt;br /&gt;
* &#039;&#039;&#039;Auspex:&#039;&#039;&#039; ESP including supernatural intuition, heightened senses (enhanced vision is a must unless you know Protean, as vampires have no innate night-vision) aura vision, psychometry, telepathy and astral projection. Without at least two dots in it you&#039;d feel blind in most investigative and half the combat situations. Also the primary counter to illusion disciplines like Chimestry and Obfuscate. Let you see ghosts and tell vampires and other supernaturals from humans at a glance, which really helps to avoid running into trouble.&lt;br /&gt;
* &#039;&#039;&#039;Celerity:&#039;&#039;&#039; Vampire super-speed that adds extra actions per turn. &#039;&#039;&#039;The&#039;&#039;&#039; combat discipline, as it turns vampire into a living blender if he&#039;s even half competent in the noble art of stabbing the shit out of people. In the more combat-oriented scenarios it&#039;s considered broken as fuck and homerule-nerfed to the ground. In less combat-oriented scenarios, though, high vitae cost of using it makes Celerity pretty much useless, as well as potentially breaking the Masquerade.&lt;br /&gt;
* &#039;&#039;&#039;Chimerstry:&#039;&#039;&#039; Illusions capable of affecting any normal sense, starting with simple static images to illusions so potent illusionary fire can burn someone to death. At higher levels this can permanently alter objects, and at the highest published level Chimerstry can spawn a universe.&lt;br /&gt;
* &#039;&#039;&#039;Dementation:&#039;&#039;&#039; The power of madness, starting with emotions being stirred all the way up to outright insanity from a single person to entire cities going mad in one burst.  Higher levels include the ability for a stubborn Malkavian to make his/her delusions real, such as denying the existence of a material object to the point that it becomes intangible to the vampire.&lt;br /&gt;
* &#039;&#039;&#039;Dominate:&#039;&#039;&#039; Traditional vampire mind control powers, and they often require eye contact. Even at lower levels it makes hunting a walk in a park (sometimes literally). At the higest of levels you can possess people with this. You can have other people carry out your will with this, but it suppresses their independent thought so don&#039;t expect to get more than basic tasks out of your victim. Includes ability to redact memories, which is in high demand in the Camarilla&#039;s endless quest to cover all the inevitable breaches of the Masquerade, so if you learn this expect more responsibilities to be thrown at you by the Elders, although they do come with a healthy dose of power and prestige.&lt;br /&gt;
* &#039;&#039;&#039;Fortitude:&#039;&#039;&#039; Vampires tend to be tough enough as-is, but with Fortitude they can become supernaturally so. This adds dots to Stamina to soak Bashing and Lethal damage alike, but more importantly Aggravated damage like Lupine claws and teeth, fire, magic, sunlight and such. One of the Antediluvians had this discipline leveled up so high he could safely walk under the sun.&lt;br /&gt;
* &#039;&#039;&#039;Necromancy:&#039;&#039;&#039; Death magic of all kinds. It can command ghosts and interact with the land of the dead, as well as use potent death magic. It has many paths, see below for all their uses.&lt;br /&gt;
* &#039;&#039;&#039;Obfuscate:&#039;&#039;&#039; Invisibility and mimicry powers. It doesn&#039;t actually make you invisible or change your appearance, it just tricks people into not seeing you or seeing you as something else. This is incredibly useful to those clans who look like corpses. Beware that cameras can still see you as you really are, as do vampires with Auspex and about half of other supernaturals, and it has finite (though long) range, so sneaking up on a sniper may take some expertise in actual sneaking.&lt;br /&gt;
* &#039;&#039;&#039;Obtenebration:&#039;&#039;&#039; [[Homestuck|Sinister shadow-based magic]] that lets you sneak around, create shadowy tentacles, become a shadow version of yourself and manipulate the shadow-stuff of the Abyss. No, not the one from [[Demon: The Fallen]]. Or the one from [[Werewolf: The Apocalypse]]. Or the Tempest from [[Wraith: The Oblivion]]. There&#039;s a LOT of Abysses in the World of Darkness and they&#039;re all different, okay?&lt;br /&gt;
* &#039;&#039;&#039;Potence:&#039;&#039;&#039; Vampire super-strength. Aside from making all your close combat hurt like a motherfucker it have almost limitless potential when combined with other skills: from jumping three stories high, to punching through walls, to dismantling locked doors, to breaking handcuffs, to wrestling down Frenzying/Rötschrecking Kindred before they could break the Masquerade, to [[Ferrus Manus|forging the cold metal with your bare hands]]. If you want a combat character who&#039;s not a minmaxing Celerity twink and can actually contribute to non-combat stuff you go Potence. Of important note, it does not grant you some required additional powers to super-strength (well, until you reach elders-level stuff, which you probably wouldn&#039;t), so for example you cannot punch a hole through a brick wall with your bare fist without high level Fortitude, because your fist is less durable than brick and would break first, and you cannot use a car as effective weapon even if you have enough strength to lift it effortlessly, because conservation of momentum still exists and you weigh far less than a car, and would probably fly &#039;&#039;along with&#039;&#039; the car in mid-air should you toss it sideways rather than in an arc.&lt;br /&gt;
* &#039;&#039;&#039;Presence:&#039;&#039;&#039; Vampire animal magnetism. You can turn into some rather hot stuff and make people do what you want, without ruining their initiative or independent thought like Dominate does. Also unlike Dominate it does not require eye contact or even line of sight, and if you have both can help you make your future mind-zombies make that eye contact to begin with. Whether Dominate makes people your obedient but stupid personal living zombies this one turns them into your adoring worshipers that can and would go overboard in their desire to please you. Overuse tend to turn people (including other vampires) into creepy stalkers who kill all your friends to get more of your attention, so proceed with caution.&lt;br /&gt;
* &#039;&#039;&#039;Protean:&#039;&#039;&#039; Vampire transformation powers: seeing in the dark (by transforming your eyes), growing deadly claws and/or giant fangs, sinking into the ground, turning into wolves or bats, turn into mist and so on. Claws that deal aggravated damage(shit vampires run from) in particular seem to be the most sought-out ability, and given they&#039;re only two-dot, it became quite common for every single goddamned combat character to learn them as soon as they get some Gangrel contacts. Higher levels make you into mist, or even A GODDAMN SUN.&lt;br /&gt;
* &#039;&#039;&#039;Quietus:&#039;&#039;&#039; The assassin powers of the Assamites. A mix of sneaking and poison powers mixed in with the ability to spit Vitae like acid. At the highest level you can affect entire generations of vampires this way.&lt;br /&gt;
* &#039;&#039;&#039;Serpentis:&#039;&#039;&#039; Snake powers and powers associated with snakes. Also the ability to remove someone&#039;s heart and put it in a jar for safekeeping or blackmail. The most potent of Methuselahs can do this on the spot and even turn into giant snakes made of darkness.&lt;br /&gt;
* &#039;&#039;&#039;Thaumaturgy:&#039;&#039;&#039; Blood magic that can do just about anything. See below for its many applications.&lt;br /&gt;
* &#039;&#039;&#039;Vicissitude:&#039;&#039;&#039; Fleshcrafting that allows you to make anything, so long as it&#039;s made of meat and bones. Infamous for allowing all sorts of edgy body horror, but can also turn you into a murder machine, a sapient puddle of Vitae, turn your blood acid for better or worse and even breathe fire. Also the most difficult core Discipline to pronounce and spell. Rumored to be demonic (or at least Deep Umbral) in origin, universally hated by &#039;&#039;everyone&#039;&#039;, and the most likely discipline to get you killed on sight unless you&#039;re Sabbat.  The highest published level allows the spectre of a vampire whose body was completely disintegrated to slowly reform their body atom by atom.&lt;br /&gt;
&lt;br /&gt;
===Bloodline Disciplines===&lt;br /&gt;
Many of the various Bloodlines have their own unique Disciplines that grant them unique powers that are not accessible to the core Clans.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abombwe:&#039;&#039;&#039; Animalism&#039;s African cousin, more dedicated into giving self animal powers than fucking with others.&lt;br /&gt;
* &#039;&#039;&#039;Bardo:&#039;&#039;&#039; Taught to the Children of Osiris, Bardo gives one a mastery over their own humanity. Carries an extra Egyptian flavor minus the snake stuff that the Setites use. In addition to stuff to help them hold onto their humanity, they get a couple of cool defensive powers and ways to counteract other vampires’ stuff. They even have a ritual that can reverse the Final Death itself and resurrect dead vampires.&lt;br /&gt;
* &#039;&#039;&#039;Daimoinon:&#039;&#039;&#039; Creepy demon stuff used by the Baali. Includes curses, mastery over fire and even summoning demons. Using it in front of non-Baali will probably get you killed.&lt;br /&gt;
* &#039;&#039;&#039;Dur-An-Ki:&#039;&#039;&#039; Quietus mixed with Thaumaturgy, has lots of paths like Tremere blood wizardry. Specialty of Africa.&lt;br /&gt;
* &#039;&#039;&#039;Flight:&#039;&#039;&#039; The fourth Discipline used by the Gargoyles, it&#039;s not really a discipline and more of a measure as to how fast a Gargoyle can fly.&lt;br /&gt;
* &#039;&#039;&#039;Melpominee:&#039;&#039;&#039; The singing powers of the Daughters of Cacophony. Dominate meets Dementation in one handy package that allows a vampire to sway others to their will and even shatter things with a scream.&lt;br /&gt;
* &#039;&#039;&#039;Mytherceria:&#039;&#039;&#039; The fey powers of the equally fey Kiasyd. This includes detecting truth and seeing what is real, hiding things and powerful mind powers at the highest levels.&lt;br /&gt;
* &#039;&#039;&#039;Obeah:&#039;&#039;&#039; Used by the &amp;quot;true&amp;quot; Salubri and gives them the power to heal and protect, as well as mastery of the soul at higher levels. At the second level a Salubri grows the clan&#039;s signature third eye on the forehead. This Discipline is what the Tremere used to slander Clan Salubri because it allows them to pull the soul out of a body, leaving out that the Salubri use this power to mend damaged souls.&lt;br /&gt;
* &#039;&#039;&#039;Ogham:&#039;&#039;&#039; The nature Discipline of the Lhiannan. Part nature power, part runes of blood, this Discipline allows the user to communicate with spirits and even drink the life from the very Earth below them to empower them (but not via blood points).&lt;br /&gt;
* &#039;&#039;&#039;Sanguinus:&#039;&#039;&#039; Known to the Blood Brothers, this allows them to communicate with one another, divide injuries between them and even pull off their limbs to add to one another, eventually allowing them to form a great gestalt body of flesh and limbs.&lt;br /&gt;
* &#039;&#039;&#039;Spiritus:&#039;&#039;&#039; The signature Discipline of the Ahrimanes, this allows them to talk to spirits, summon spirit beasts and even give them abilities of animals and grants them a feline war form.&lt;br /&gt;
* &#039;&#039;&#039;Temporis:&#039;&#039;&#039; This grants the vampire mastery over the flow of time. Yes, you too can [[Jojo&#039;s Bizarre Adventure|ZA WARUDO]] the shit out of the World of Darkness. Much like the Sphere of Time in [[Mage: The Ascension]] it starts with seeing the flow of time and rapidly escalates things from speeding yourself up, slowing things down, age things up with a touch, step out of time or outright send themselves images of the future to change it, proving that Vampire runs on Multiverse Theory. It has one major disadvantage, however: Besides the usual cost in blood points, Temporis is also powered by the very Stasis that preserves Kindred bodies. Overuse, botched rolls and high-level abilities &#039;&#039;&#039;will deal Aggravated damage that can kill you dead&#039;&#039;&#039;, so be careful with it.&lt;br /&gt;
* &#039;&#039;&#039;Thanatosis:&#039;&#039;&#039; The Discipline of the Samedi, which uses death in its aspect of decay. Decay flesh, wither limbs, inflict necrosis, create zombies or turn to ash and (at higher levels) move around like normal. Pretty much all the powers are either underpowered or outright terrible. Think the relationship between Temporis and Celerity, with Thanatosis being the latter to the Cappadocians&#039; Mortis.&lt;br /&gt;
* &#039;&#039;&#039;Valeren:&#039;&#039;&#039; The Discipline of the &amp;quot;warrior&amp;quot; Salubri, seen as the clan&#039;s Antitribu in the modern days. It too grants the third eye of Saulot at the second level. It can heal and cause pain with a touch, as well as protect and use their third eye to strike true. Higher levels give the user incredible combat powers and angel-like abilities such as being welcome in the local city so that hunters are told off by mortals.&lt;br /&gt;
* &#039;&#039;&#039;Visceratika:&#039;&#039;&#039; The mastery over stone and earth used by the Gargoyles. They can camouflage themselves with this power, detect anyone&#039;s location inside a building, meld with stone, toughen their skin and move around freely between any form of rock, stone and concrete to allow them to move unseen.&lt;br /&gt;
&lt;br /&gt;
===Blood Magic===&lt;br /&gt;
Technically disciplines, but they have versatility and applications on par with magical paths from the &#039;&#039;Sorcerer&#039;&#039; [[splatbook]]. Almost all of them have unique powers on a 1-5 dot scale, allowing them to learn all sorts of terrible powers. Unlike actual disciplines, however, Blood magic is not an innate part of the Beast but an acquired skill similar to the linear magic of unawakened human warlocks modified to run on blood rather than willpower (although some paths use both). As a result when the Beast takes over control it cannot use Blood Magic, which puts practitioners at a major disadvantage in fights if they happen to lose control; which is quite easy given even &#039;&#039;insults&#039;&#039; can trigger Frenzy, and taking damage have a decent chance of frenzying even steel-willed kindred. Speaking of acquired skills, in case a mage is embraced and his Avatar is shunted to next incarnation, the currently dead vampire ex-mage can spend half of his former life&#039;s XP points to Blood Magic. Types include:&lt;br /&gt;
&lt;br /&gt;
====Necromancy====&lt;br /&gt;
Many different clans and bloodlines practice this, often with their own ethnic variations. The masters are, of course, the Cappadocians and Giovanni.&lt;br /&gt;
&lt;br /&gt;
* The Ash Path interacts with the land of the dead, allowing the Necromancer to peer inside, touch stuff there, visit the place or make it difficult for ghosts to visit the material world.&lt;br /&gt;
* The Bone Path is that of zombies: make the dead move, turn them into (shitty) servants or warriors, rip the souls out of people or stick a soul into a recently deceased body. Sure, it&#039;ll still decay as normal but the soul can use the body for a week or so.&lt;br /&gt;
* The Centaph Path interacts with the Shadowlands, the place between the worlds of the living and the dead. This allows them to interact with the recently deceased and generally fuck up the shit of Wraiths.&lt;br /&gt;
* The Corpse in the Monster grants mastery of the undead form, allowing a Necromancer to make themselves more dead for a while or avoid damage, make an undead target a bit more alive (like for example needing to shit) and the most powerful ability allows for the temporary suppression of their status as a Vampire. This requires a staggering 12 points to be spent in one go, and you do NOT want to botch this roll lest you die.&lt;br /&gt;
* The Grave&#039;s Decay weaponizes the physical entropy that Vampires are immune to. It allows the Necromancer to decay bodies, decay the limbs of enemies, cause diseases on otherwise immune Vampires or even rot a Vampire&#039;s body away where he stands.&lt;br /&gt;
* The Path of the Four Humors can do all sorts of nasty stuff with these old classics: damage becomes a lot more potent, soak more damage and exhale a cloud melancholy that makes mortals try to kill themselves and sinks Vampires into torpor.&lt;br /&gt;
* The Sepulchre Path allows the Necromancer to see, summon and command the undead. The five-dot version allows them to bitchslap ghosts without being attacked back.&lt;br /&gt;
* The Vitreous Path command the energies of death. This involves entropy, decay, allows the Necromancer to eat ghosts and has a potent cry that deals aggravated damage to mortals, Vampires and ghosts alike.&lt;br /&gt;
&lt;br /&gt;
====Thaumaturgy====&lt;br /&gt;
What clan Tremere took with them when they split from [[Mage: The Ascension|the Order of Hermes]]. The various paths are:&lt;br /&gt;
&lt;br /&gt;
* Elemental Mastery deals with inanimate objects: speak with the spirits of inanimate objects, animate objects to whoop some ass or outright summon [[Elemental]]s... who then tear you to shreds, because as nature spirits they hate unnatural undead abominations like you.&lt;br /&gt;
* Green Path is plant magic, simple as that. Learn from plants, make stuff grow, manipulate vines, create a powerful Haven or command the trees to go forth and whoop some Kindred ass.&lt;br /&gt;
* Hands of Destruction is rumored to be demonic in origin. Whether this is true or not, it is still a potent Path capable of rotting things with a touch, create acid or age mortals into dust, &#039;&#039;Indiana Jones and the Last Crusade&#039;&#039; style. As the name indicates, all powers on this Path require a physical touch.&lt;br /&gt;
* Lure of the Flames is rightfully feared by many Vampires because of its ability to permanently kill them. It deals damage over time however, so while it cannot kill a Kindred in one go up to three levels of aggravated damage per turn is nothing to scoff at. Above all, however the Lure of Flames is scary because any uncontrollable fire scares the shit out of the Beast inside every vampire, causing Rötschreck. Do note that Thaumaturgist casting the Lure is not immune to Rötschreck either, nor are his kindred allies, which can lead to some hilarious shenanigans. Good thing there are rituals that can reduce or even outright suppress the fear of fire for a time, but none of those rituals are easy or even safe.&lt;br /&gt;
* Mastery of the Mortal Shell grants you the ability to mess with the bodies of your enemies and even control them.&lt;br /&gt;
* Movement of the Mind is telekinesis, simple as that. You can move stuff around, with the more powerful versions being able to throw things around. Three dots should be enough to lift a fair number of Vampires, though picking up that bulky Brujah dude (&amp;gt;100 kg/200 pounds) requires four. Oh, and at three dots you can use it to fly.&lt;br /&gt;
* Neptune&#039;s Might is an odd duck given the general lack of connections to water that Vampires have. Still, this is a potent Path capable of seeing into the past, create prisons or walls, mess with the blood of people (by turning it into water) or at five dots just rip the water out of someone&#039;s body. [[Wat|That last one is also really useful for drying your clothes.]] Upon reaching third level a practitioner may opt to specialize in either salt or fresh water, lowering the difficulty of one while raising that of the other.&lt;br /&gt;
* Path of Blood manipulates Vitae. It is one of the most fundamental paths for the Tremere and the most commonly studied one.&lt;br /&gt;
* Path of Conjuring allows you to summon stuff. Unusually the power remains the same throughout the levels, instead increasing the scope of the one dot ability. You start out with simple stuff (lead pipes, stakes, rocks), but as you level you can make objects permanent (always start with at least two dots in this Path unless you like spending large amounts of Willpower on things), summon complex stuff like weapons and vehicles, banish it back and even summon living (if mindless) things like animals and even people. To stop it from being completely OP you have to know how to create something &#039;&#039;without&#039;&#039; conjuring to make it with conjuring, so no rocket launchers out of thin air, unless you&#039;re a professional gunsmith with a military clearance. There&#039;s also a key limitation that you cannot conjure things bigger or heavier than you, although there&#039;s a ritual that let you bypass it in case you want to [[JoJo&#039;s Bizarre Adventure|squash your enemies with road-rollers]] (it&#039;s really the only justifiable way of using it).&lt;br /&gt;
* Path of Corruption does just that. It fucks with the minds of its victims, turn people gainst one another and create potent addiction.&lt;br /&gt;
* Path of Mars cries havoc and lets slip the dogs of war. This makes their attacks a lot more powerful, increases their stats and conveys the powers of this Path on allies.&lt;br /&gt;
* Path of Mercury lets you teleport safely within your sight, unsafely to the distant places you&#039;re familiar with and telefrag yourself into distant places you&#039;re not familiar with.&lt;br /&gt;
* Path of Shadowcrafting is a blood magic version of Obtenebration that reaches into the Abyss to summon and manipulate shadows with less tentacles and more spooky scary focus. Notable for being specifically designed to troll Lasombra.&lt;br /&gt;
* Path of Spirit Manipulation is the [[Mage: The Ascension|Sphere of Spirit]] but for a Hermetic wizard.&lt;br /&gt;
* Path of Technomancy is a rather new one, but with a badass concept: CYBER VAMPIRES. With this Path they can figure out technology, destroy devices, encrypt data to supernatural degrees (Vampire DRM!), access devices without touching them and at the five-dot capstone SEND THEIR MINDS THROUGH THE INTERNETS and engage in PSYCHIC VAMPIRE HACKING. [[Shadowrun]]ners wish they were this awesome.&lt;br /&gt;
* Path of the Father&#039;s Vengeance is Vampire Bible Magic. Taking from the Book of Nod this Path is primary used to punish Vampires when they get out of line. It reveals blood bonds, reduces someone&#039;s Appearance to 0 for a night (for Toreador this might as well be the Final Death), forces a Vampire to live on ash instead of blood for a week or makes them extremely susceptible to light to the point where [[flashlight]]s can kill them. But the most dreaded of all is Valediction, which returns a Vampire to their original Generation for a week. This greatly reduces their power and makes them a lot easier to kill for a high-Generation Vampire and steal their powers.&lt;br /&gt;
* Path of the Focussed Mind has a number of magic Zen powers, allowing you to focus and think better.&lt;br /&gt;
* Path of the Levinbolt is a collection of lightning powers, from shutting down electrical devices and giving small shocks to commanding the power of Thor, tossing around lightning bolts that are difficult to soak.&lt;br /&gt;
* Weather Control is... well, what do you think? This can conjure up weather from fog, breezes and temperature changes all the way to major temperature changes, storms and lightning strikes (10 dice of lethal damage, bitch!)&lt;br /&gt;
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====Dark Thaumaturgy====&lt;br /&gt;
Regular Thaumaturgy is blood magic given form by experimentation and research. Dark Thaumaturgy is instead granted by demons that vampires can make pacts with in exchange for these Paths. This is a shortcut to power, one that leads to the dark side and makes one a Infernalist. As such, employing Dark Thaumaturgy is risky as just about any Kindred: in the Camarilla the Tremere have the monopoly on magic and don&#039;t like it when someone treads on their turf: to the Sabbat Infernalism is a very big no-no and the Anarchs lack the resources and knowledge for Dark Thaumaturgy. As part of the pact to obtain it, all of the Paths have a price to pay that affects either the Infernalist or limits the usefulness of the Path under certain conditions. Like its normal counterpart, Dark Thaumaturgy has a number of paths that each do something different:&lt;br /&gt;
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*&#039;&#039;&#039;Fires of the Inferno&#039;&#039;&#039; is more or less the Lure of Flames, except the flames are a sickly green. Said green flames taint the user&#039;s aura, making them even easier to identify as an Infernalist.&lt;br /&gt;
*&#039;&#039;&#039;Path of Evil Revelations&#039;&#039;&#039; or by its original name, Video Nefas, lets you see the future, into the spirit world and the souls of mortals and use this knowledge to shape demons.&lt;br /&gt;
*&#039;&#039;&#039;Path of Phobos&#039;&#039;&#039; has to do with inflicting fear upon others in increasingly horrible ways to the point where said fear can be feasted upon as if it were Vitae. This also makes the user suffer horrific nightmares.&lt;br /&gt;
*&#039;&#039;&#039;Path of Pain&#039;&#039;&#039; inflicts pain, shields the user from pain and can even make a vampire&#039;s blood rip them apart from the inside. As a price the user becomes addicted to pain.&lt;br /&gt;
*&#039;&#039;&#039;Path of Pleasure&#039;&#039;&#039; lets you inflict great pleasure on a target, eventually rendering them stunned and even catatonic.&lt;br /&gt;
*&#039;&#039;&#039;Path of Spirit&#039;&#039;&#039; allows for the conjuring of demons and damaging all kinds of spirits.&lt;br /&gt;
*&#039;&#039;&#039;Path of Summoning &#039;&#039;&#039; grants the ability to summon powerful demons, but this taints the area in which one is summoned.&lt;br /&gt;
*&#039;&#039;&#039;Path of the Defiler&#039;&#039;&#039; spreads corruption of the spirit, playing to the fears and inadequacies of people to the point where you turn someone&#039;s self-loathing into a deformity. This does make one jealous and possessive of their victims.&lt;br /&gt;
*&#039;&#039;&#039;Path of the Unspoken&#039;&#039;&#039; grants access to knowledge: you can learn it from books, the voices of entropy, talk to peoples&#039; shadows and evne make someone drop from the collective consciousness at the cost of memory lapses.&lt;br /&gt;
*&#039;&#039;&#039;Taking of the Spirit&#039;&#039;&#039; allows for the draining of Willpower: the higher the rank the more Willpower you drain. This makes the user an arrogant magalomaniac.&lt;br /&gt;
*&#039;&#039;&#039;Tyranny of the Wyrm&#039;&#039;&#039; or by its original and far more badass German name, &#039;&#039;&#039;Die Herrschaft Des Wyrm&#039;&#039;&#039;, is a unique Path that does not traffic with normal demons. Instead it parlays with the three-headed dragon himself. And no, this is not &#039;&#039;Azhi Dahaka&#039;&#039; that the [[Tzimisce]] seek: this is none other than the Triatic [[Wyrm]] of [[Werewolf: The Apocalypse]]. Created by a Hessian [[Malkavian]] cabal, it serves a power greater than even the most potent demons: the very essence of the Universe&#039;s destructive third. After the Path&#039;s creation all of its practitioners were betrayed to the Wyrm by Harold the Engraver, one of the members of the cabal, who later disappeared. His writings are remarkably well-conserved, allowing for the creation of many new Infernalists in the area. This Path allows for the manipulation of Malfean demons, letting them possess either the Infernalist&#039;s targets of the thaumaturgist themselves, granting anything from constant pain and suffering to a massive boost due to being possessed by an aspect of a Maeljin, which for those of you not vested in the ways of Werewolf is both a REALLY BAD IDEA as well as REALLY BAD FOR ANYONE FACING THE POSSESSED. The Path does have one big weakness: its instability. If the victim understands that it&#039;s being played they get a Wits + Occult roll against the Infernalist&#039;s Willpower and dots in the Path: if the victim wins the curse bounces onto the Infernalist. On top of that, a blessing from someone with True Faith immediately removes any ill effects caused by the Discipline. As for what became of Harold the Engraver? Nobody knows, but there is a powerful Malkavian (probably a Malkavian [[Baali|Apostate]]) on the [[Werewolf: The Apocalypse#Pentex: Evil Incorporated|Pentex Board of Directors]], making him a servant to the Wyrm. He happens to have the name Harold Zettler, &amp;lt;s&amp;gt;which gets a lot more ominous when you realize what the German word for engraver is...(Ja, Zettler bedeutet &amp;quot;Engraver&amp;quot; auf Englisch)&amp;lt;/s&amp;gt; (Actually, Zettler seems to be an outdated term for a job performed in a weaving mill: someone who transfers threads onto another machine so they get incorporated into a larger weave. Whether this is a piece intentional or accidental irony is up for debate.)&lt;br /&gt;
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====Sadhana====&lt;br /&gt;
&#039;&#039;Sadhana&#039;&#039; is a Hindi word meaning &#039;&#039;Thaumaturgy&#039;&#039;; it is basically just Thaumaturgy as practiced by the [[Danava]] and other Hindu bloodlines such as the [[Nagaraja]], [[Daitya]], [[Ravnos]], and even the [[Salubri]] of the Watcher bloodline who remained in India after [[Saulot]] departed from there.  As &#039;&#039;rakta-sadhus&#039;&#039; (&amp;quot;blood-workers&amp;quot;) primarily worship [[Shiva]], Sadhana also includes some Dark Thaumaturgy paths and rituals.&lt;br /&gt;
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====Sorcery====&lt;br /&gt;
A bunch of groups have their own &amp;quot;Insert-Name-Here Sorcery&amp;quot;, even the Anarchs.&lt;br /&gt;
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* &#039;&#039;&#039;Assamite Sorcery:&#039;&#039;&#039; Used exclusively by the Assamites, this brand of magic grants them [[Weeaboo Fightan Magic]].&lt;br /&gt;
* &#039;&#039;&#039;Koldunic Sorcery:&#039;&#039;&#039; Practiced by the Tzimisce, this brand of magic demands not just mastery, but perfection. It grants you mastery over one of the elements like you&#039;re the Avatar. No [[Avatar|not that one]] [[/v/|or that one]]: [[Avatar: The Last Airbender|it&#039;s the bald monk child one]]. Five dots per element, each with both utility and potent possibly Masquerade-shattering powers. This type of magic is mainly used by the Old Tzimisce, who have a distaste for making meat toys.&lt;br /&gt;
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====Rituals====&lt;br /&gt;
Vampire ritualistic magic that requires incantations, ingredients and preparation rather than vitae and the force of will (although blood is a very common ingredient). Technically speaking anyone can use it, but in practice Blood Magic users keep it to themselves (although they do often share rituals between schools, so having Tremere using necromantic rituals or Assamite sorcerer performing Koldunic ritual is not that unusual). There&#039;s literally thousands of rituals pretty much anything - from finding your lost keys to imbuing the blade with a green fires that eat through anything, to emulating pretty much any discipline effect, to avoiding tax collectors (or siccing them on someone you don&#039;t like), to creating Frankenstein monsters. Generally speaking the more powerful the ritual is the more exotic and/or immoral are the actions and ingredients required, down to self-mutilation and mass human/kindred sacrifices, although some necromantic rituals manage to break through the morality event horizon even at level one. Notable for creating &amp;quot;Vampire Batman&amp;quot; archetype that relies on a deep bag of tricks a few dozens of rituals and a &#039;&#039;lot&#039;&#039; of preparation can provide. Especially infuriating when Storyteller makes an antagonist of this type.&lt;br /&gt;
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==Ghouls and Revenants==&lt;br /&gt;
===Ghouls===&lt;br /&gt;
If a human consumes Kindred blood, he becomes a ghoul: his aging stops and he can use a watered-down (2 generation less, since Caine&#039;s own ghoul, Jabal, Master of Servants uses 3rd generation as his blood potency.) version of the vampire&#039;s disciplines. If the ghoul runs out of Vitae, his aging returns, accelerated until it catches up to his chronological age (which could mean a swift death.) A ghoul&#039;s existence can be a danger to the Masquerade, but they&#039;re just as susceptible to Blood Bonds as anyone else, so they quickly become devoted slaves to their regnant, whether they wanted to or not. This power comes at a price, of course: long-term use of the blood causes ghouls to go crazy and develop minor variants of their regnant clan&#039;s weakness.&lt;br /&gt;
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However, it also displays a serious gateway for the mortal to ascend in the world of eternal night. Vlad Tepes in oWoD is a badass Romanian warlord who staked vampires and harvested their blood for strength, ultimately bullying a TZIMISCE of all vampires into Embracing him, diablerizing his sire and [[AWESOME|telling him to fuck off, which he did like a bitch]]. If you are following this, it also brings a dangerous source of power for vampire hunters. Make of that what you will. And yes, the Society of Leopold&#039;s elite know this and drain whatever vampires they can for longevity and durability. [[HFY|Again, humanity develops another way to destroy and absorb ancient powers without their drawbacks.]]&lt;br /&gt;
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===Revenants===&lt;br /&gt;
When two ghouls conceive a child, it&#039;s a revenant, with a (small) inborn blood pool of the parent clans with a mild divergence between mother and father. Tzimisce have several revenant families which the player can mow down in Vampire: The Masquerade Redemption. Baali also have their own ghoul revenant bloodline, D&#039;habi, who somehow have an estate in Istanbul of all places.&lt;br /&gt;
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We do not know whether additional vitae will pump up their blood pool.&lt;br /&gt;
&lt;br /&gt;
==Gehenna: the end of the Masquerade==&lt;br /&gt;
As all things die, so did the Vampire: The Masquerade setting. The End Times book for Vampire brought us four different Gehenna scenarios of varying scope and [[awesome]]ness, giving the players four different balances of violence/diplomacy settings for their tastes. &lt;br /&gt;
&lt;br /&gt;
Details on Gehenna were printed and set in 2004. With the rise of YouTube at the start of the next year ontop of increased spread of CCTV and camera phone, all of which bring major problems for the [[Masquerade]], it’s doubtful the setting could have lasted much longer than it did. &lt;br /&gt;
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===Wormwood===&lt;br /&gt;
God has had enough of Camarilla, Sabbat, Anarchs and Inconnu fucking everything up, abducting and raping the lives of countless innocents. Seeing Zapathasura getting his shit kicked in by a nerdy Technocrat directing a bunch of satellites and a few bombers dropping their payloads, God gives up on Caine repenting and goes &amp;quot;Fuck it&amp;quot;, deciding to wipe out all vampirism in one fell blow, [[HFY|declaring humans fit to inherit the world and that all monsters deserve death for trying to stop them]]. Without even disturbing his human children in their sleep, he blasts the planet with a red deluge of invisible (to humans) mists, coming from Anthelios, the red star that influenced all White Wolf settings&#039; plotlines.&lt;br /&gt;
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And just like last time there is a Noah. This time he&#039;s a [[Wat|fundamentalist Christian Gargoyle wearing sunglasses]] and has a [[Dhampir|half-vampire]] [[Mary Sue]] [[Loli|ward of a young girl]] and tells you to meet at a church or temple of Abrahamic faith. Then the duo tell the players to sit and wait, and the players watch the mist bombarding Earth, slowly withering all vampires into nothing. All Kindred outside of the church lose their Disciplines, become unable to keep blood down and their generation keeps going up until they die.&lt;br /&gt;
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Now God starts to test the players subtly: Are you repentant? Do you feel remorse? Do you wish to be human again? Would you sacrifice yourself for a loved one? Of course the questions come in situations such as a suicidal man who wants to jump off the roof. Will you risk death by sunlight or Withering to save a tormented soul? Obviously God (or the GM) should understand and judge the player and his intentions. Such troubles should plague all players such as a situation demanding they leave the temple, have loved ones beg for their help via the phone, and other dark events testing your heart and humanity. The book says even a 10 level Path of Enlightenment-following beast should be given choices to feel remorse. &lt;br /&gt;
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Basically: God&#039;s your shrink, and you are the patient who needs an epiphany in 40 days.&lt;br /&gt;
&lt;br /&gt;
At the fortieth day, the east wall collapses, letting in sunlight. Those who feel remorse and wish to be human are suddenly feeling heartbeats and flush of life; those who harbor evil burn to cinders in a painful way. [[Troll|The Gargoyle, who never questioned God&#039;s will and would do anything for it, even kill children, is also burnt to ashes]].&lt;br /&gt;
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Wormwood is more of a calm, placid, social-focused LARP session or a relaxed social roleplay game with little place for combat. But it&#039;s compatible with other settings and is amazingly wholesome and focused on reconciliation, a rare oasis in an [[Edgy]] gaming market.&lt;br /&gt;
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===Fair is Foul===&lt;br /&gt;
Lilith is back, baby, and she is mad. Gathering the craziest, most rejected fuckers in the setting she plans to kill Caine. The Crone (Caine&#039;s old teacher), Brujah (Ilyes, not Troile), Malkav&#039;s human sister and Lucifer Morningstar are just some of the few guests Lilith hosts in her garden of wonders. Long story short, she carves Kaballic runes under a city to move some alleys, uses some sea monsters for lulz, and tries to call on Abel to forgive Caine and kill him. You can betray Lilith to Laza-Omri-Bara (Lasombra) so that he consumes her and the garden. If you are stupid enough to help [[That Guy|this colossal asshole]] you get eaten as well, something which you&#039;ll richly deserve. If Lilith wins, Caine dies and his killer has vengeance taken upon them sevenfold by God, but the players can survive by submitting to Lilith and dwelling in her garden for the rest of their lives. The rest of all vampires are dead a-la Wormwood.&lt;br /&gt;
&lt;br /&gt;
Just like Wormwood, when properly played, it can be done without even ruffling the Masquerade. It&#039;s more combat-oriented though.&lt;br /&gt;
&lt;br /&gt;
===Nightshade===&lt;br /&gt;
The Masquerade is broken. The Ventrue iconic character Jan Pieterzoon gathers the players to kill what turns out to be the Tzimisce Antediluvian running amok. Once they succeed, the world realizes that oh shit vampires are real. The players meet several vampire celebrities (including famous dickflinger Sasha Vykos) and go on a world-spanning race against the clock to kill the remaining Antediluvians, and manage to kill one or two, mostly Tzimisce Antediluvian. But the rest all wake up and order all vampires to some location in the Middle-East for judgement. &lt;br /&gt;
&lt;br /&gt;
Humanity loses its shit and keeps a peery eye from afar, not wanting to upset the blood-sucking abominations just yet. As it turned out the Sabbat was right for the wrong reasons: the Antediluvians found their children wanting in their irresponsibility and murdered most of them. The surviving neonates are firmly ordered to get their shit together. A bitter irony is that this mass execution is very likely a self-fulfilling prophecy *because* the Sabbat have been a bunch of monsters committing crimes that had triggered the Deluge in ancient history.&lt;br /&gt;
&lt;br /&gt;
At this point it&#039;s the players&#039; job to find the reborn Saulot in Australia and a vial of blood containing the blood of Caine, which would normally destroy any vampire drinking it. Saulot downs it anyway, upon which an angel appears, accepts Saulot&#039;s penance and wrecks the collective shit of the remaining vampires. (5 points of aggravated damage straight off the bat, so if you&#039;re more than halfway wounded, kiss your ass goodbye - if not, leg it as God lays the smack down on vampires...)&lt;br /&gt;
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===Crucible of God===&lt;br /&gt;
The most realistic, combat-heavy and plot-hole filled scenario. It needs some duct tape to patch things, but when its plot-holes are filled and some of the stupid shit that the scenario harbors is flushed down the toilet, it makes for an amazing scenario. &lt;br /&gt;
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Crucible of God sees the planet transfomed into something out of the early days of the [[Age of Strife]]. The Masquerade is broken, and it breaks HARD. Humanity, as a whole, is shocked, and after seeing the sudden and once-hidden threat, they prove Durga Syn&#039;s words of warning at Convention of Thorns right, and lash out in fear, exterminating Kindred wherever they find them. As it turns out vampires are no match for entire countries&#039; militaries and SWAT teams operating in daylight with phosphorous rounds, flamethrowers and high-tech equipment and they are slaughered in droves. The elders, subtle and dangerous as ever, respond with sabotaging human life and civilization everwhere. No more electricity, no more sewage systems, hell, some elders even get their hands on nuclear warheads. (Think very carefully about that for a minute, though any player that unleashes a nuke will have his humanity obliterated as not even edginess can even out what he/she/it did.)&lt;br /&gt;
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Around the same time is also The Withering, a mystical occurence that suddenly causes the blood of all Cainites to thin and their generation to start ticking upwards.&lt;br /&gt;
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This conflict eventually results in WWIII, a war between Cainite and Kine, that keeps going equally bad for both sides. Until all the deaths, all the massacres, all the slaughters finally rouse the Antediluvians... and they wake up, turning the war against Humans and Cainites alike. Basically, all the Antediluvians save some few ruin the planet and dot it with their fiefdoms where they rule humanity:&lt;br /&gt;
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* Absimiliard fucks up Russia, and finally exterminates the Nosferatu with the beasts he bred in the depths of the oceans. He rules Russian Kine and Kindred alike with an iron fist made out of terror. His reign turns Russia as a whole to a worse place than the Tenochtitlán (Mexico City&#039;s precursor, once ruled by the Baali Methuselah Nergal under the name of Huitzilopochtli), Chorazin (A former city in Israel cursed by Jesus in the Bible, yet another piece of land Nergal, a horrifying Malfean ruled), Mashkan-Shapir (Nergal again) Carthage ([[Khorne|BLOOD FOR BA&#039;AL HAMMON!]]), and Transylvania under Tzimisce Voivodate reign &amp;amp; Kupala&#039;s shadow. As you can see, deprived of [[Baba Yaga]]&#039;s protection and tightly clenched in Absimilard&#039;s fist, Russia is well on it&#039;s way to becoming another case of First &amp;amp; Second City, where mortal and immortal alike slave away for an Antediluvian. Worse, his plans after consuming his fellow Antediluvians are nothing less than the &#039;&#039;conquest of the entire world.&#039;&#039; [[Grimdark|Can you imagine?]] Hitler, Stalin and pretty much all tyrants this world ever had (with the possible exception of Caine) got nothing on this motherfucker. He looks like a misshapen creature out of [[Cthulhu Mythos]], as expected of the progenitor of the Nosferatu. He is easily one of the most frightening things in the scenario, not just because how he looks, but because of his inhuman depravity and cruelty, that can only be matched by either Tzimisce (and not even he wanted all humanity to be tortured into eternity, but took a child or two for education and had the common sense not to drain his herd) or Lasombra (who was generally an edgy bitch brooding about the endless seas and didn&#039;t give a rat&#039;s ass about humans- for good or bad). &lt;br /&gt;
* Haqim rules Middle East with the reasonable fairness he always wanted, being once a human swearing to hunt Cainite corruption. Under his rule, the Middle East actually becomes better than what it was. Compared to Absimilard&#039;s Reign, Haqim turns Middle East into an echo of Eden. He had the best start in Gehenna, as his clan was a well-oiled war machine that worshipped him and was already prepared for Gehenna. They wasn&#039;t lacking in sword, sorcery, guns, jets, tanks, ships, or supplies etc. The Assamites then purge the infidels of their own (who are either the Web of Knives or the Schismatics, depending on how Haqim is portrayed) and other clans under Haqim&#039;s direction, who steadily regains his power. After his awakening, all who was blood-bound to an Assamite becomes bound to &#039;&#039;Haqim himself&#039;&#039;, through the power he has over his own vitae. Despite this, Haqim never consumes the willpower and free will of his descendants, and his human/kindred servants live pretty much OK. What a cool guy. Then everything goes to hell after something takes him out. What, did you expect him to win in a [[Grimdark]] world?&lt;br /&gt;
* Ennoia becomes the Apex Predator by merging with the planet, turning into nature itself. However, her transformation wasn&#039;t complete, so she has to eat people all over the place, the shit that she already did for at least ten millenia, something that annoys her until the end of Gehenna, when she completes her transformation and achieves godhood, no longer needing to devour blood and souls. She is one of the two Antediluvian survivors of Gehenna, having snugly melded into the planet by the end. Good riddance.&lt;br /&gt;
* Laza-Omri-Bara darkens the WHOLE PLANET with a cover of shadows, drinking all the souls that die during that month. Needless to say, plant life is all but extinct, and a new Ice Age has begun. One month after his appearance, he finally dies, the shadow that was his body turns into blood and rains down, almost drowning the earth in it. No one knows what the fuck happened to him, and no one WANTS to know what the fuck killed him. Our bets are on the sun itself, which in World of Darkness has supernatural properties due to the Celestine Helios being one with it.&lt;br /&gt;
* Troile is missing in action, due to being buried under Carthage alongside Moloch. Oof.&lt;br /&gt;
* A unknown Antediluvian named Shaper helps you out, her goal being transcending the vampiric state and achieving godhood. She might be the Toreador Antediluvian, operating under a alias. She succeeds in her goal by diablerizing Absimilard, transcending the vampiric state. One of the WoD&#039;s greatest bastards was thus destroyed by her, leaving no trace of his existence, not even his soul, other than the atrocities he committed upon the world.&lt;br /&gt;
* Malkav fucks up reality through his childer and mortal thralls, and [[Mage: The Ascension|&#039;&#039;tears Consensus a new asshole...&#039;&#039;]] Imagine how much chaos it causes, when the numbers of the Awakened and Marauders skyrocket. Think [[Silent Hill]], except this time, the entire world is subject to reality-bending madness and horror, instead of one single town.&lt;br /&gt;
* [[Lulz|Set is already dead, appearantly. So all the Setites off themselves to be with him]].&lt;br /&gt;
* Ventrue is apparently dead too. To be fair, with all the swank and rulership going to hell, he&#039;s probably better off dead.&lt;br /&gt;
* Cappadocius dies after the [[Wraith: The Oblivion|Sixth Great Maelstrom]], which happens before Gehenna.&lt;br /&gt;
* Augustus gets his ass kicked, being a blood-stealing Guido who thinks he can outsmart Eldritch humanoid horrors resulting as expected.&lt;br /&gt;
* Tremere is currently inhabiting Goratrix&#039;s body.&lt;br /&gt;
* Ravnos wasn&#039;t sane enough to use Chimerstry to survive the Spirit Nukes and subsequent solar-beam killsat.&lt;br /&gt;
* The fates of Saulot and Tzimisce will be explained below, for they are integral to the plot.&lt;br /&gt;
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Do not sneer at the fact that most Antediluvians are missing and dying for reasons that never specified, for it was written that way to make you fill the blanks. Did Ur-Shulgi (childe of Haqim and suspected Infernalist) kill his sire? Did Lasombra soak sunlight damage for a month and botch his Fortitude roll right at the end, or was he betrayed by his loyal slave, a Malkavian Methusalah named Louhi - also one of the most accomplished masters of Thaumaturgy, who might have been possessed by Malkav himself? &lt;br /&gt;
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(That said, there are no immediate excuses for the lack of Ventrue, Set, Cappadocius and Troile. Toreador Antediluvian too, but she might be the Shaper.) &lt;br /&gt;
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Anyway, sometime after the ascension of the Shaper, Tremere himself approaches the players with a plan to save humanity. It would involve hijacking the minds of all of Humanity, including vampires, by utilizing its true name then ordering everybody to walk into the sunlight. Of course, Tremere himself and the players would not be affected, which would make him the most powerful of all vampires. But hey, that&#039;s not the problem right now. The party travels to Utah, Salt Lake City where they break into the headquarters of the Mormons, [[What|who somehow just finished creating the family tree of all of humanity]]. &lt;br /&gt;
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Using this family tree encryted on a CD and blessing it with magic, Tremere decodes Humanity&#039;s true name and starts to work his ritual, to use the greatest ritual ever created. And then, this happens:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;Blood to blood, Let my sight encompass every son of Adam and daughter of Eve. Let every Child of Caine or Abel or Seth hear my voice. I have your name! I have your lineage! I have your soul!&amp;quot;&#039;&#039;&lt;br /&gt;
:[...]&lt;br /&gt;
:&#039;&#039;&amp;quot;It is done. Hear me, Children of Adam. I command... &#039;&#039;&#039;Be of me.&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is one little wrench in this plan though. You see, Tremere turned himself and his kin into vampires via &#039;&#039;only&#039;&#039; Tzimisce blood. Salubri and other blood sources came later to their bloodpool. The thing is, Tzimisce can control anything that possesses his blood, so this gives him a neat backdoor into Tremere&#039;s body just waiting to be exploited. &lt;br /&gt;
&lt;br /&gt;
Just before Tremere gave his command, Tzimisce promptly took advantage of this backdoor to play a nasty little trick on Tremere and the protags. Instead of connecting all of Humanit to Tremere, he made it so it would connected to &#039;&#039;himself&#039;&#039;, making everyone in the world a part of Tzimisce.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OH SHIT&#039;&#039;&#039; does not &#039;&#039;&#039;BEGIN&#039;&#039;&#039; to cover how bad this is.&lt;br /&gt;
&lt;br /&gt;
Survivors of this trainwreck of a world start being warped into horrible fleshy abominations as [[Cthulhu Mythos|Tzimiscemania]] runs wild. Tremere himself warps into a horrific Vozhd that only barely gets put down by the party. By now, every human and vampire became one with Tzimsice save the player characters, who were protected thanks to the ritual, with only one exception:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Saulot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
He foresaw all those events millenia ago and prepared himself accordingly, although there were events that surprised even him. He sacrificed himself and his Clan to the thirsting fangs of Tremere, for the sake of this last move of the Jyhad, for the sake of not just vampires and mortals, but for the [[World of Darkness]] as a whole, to stop Tzimisce, who would otherwise be the eternal victor of the Jyhad. He tells the players to believe in God, [[HFY|believe in the potential of humanity]], and believe in themselves, before all is either saved, or consumed.&lt;br /&gt;
&lt;br /&gt;
He gives them a small moment to make their peace with each other, and with their fate. After saying their last words, the coterie, aided by Saulot, prepare to [[/tg/ gets shit done|get shit done]]. The ritual starts, players and Saulot let themselves be devoured by Tzimisce via the Tzimisce blood in Saulot&#039;s veins, but they aren&#039;t consumed yet. Several Willpower and Humanity rolls later, through the power of [[HFY]], the players manage to beckon the Wrath of God, and channel it to Saulot, the Lamb of God, who then uses it to destroy Tzimisce. However, Saulot and the players perish due to being the conduits of God&#039;s wrath. &lt;br /&gt;
&lt;br /&gt;
All other vampires, who had become one with Tzimsice (basically every vampire on earth, save Ennoia and Shaper, both having managed to transcend the curse of Caine in their own ways) perish too. Perhaps for the first time in the history, the Get of Caine finally did a good thing to the world, instead of fucking it up as always, by saving the earth and going extinct. Humanity is changed back into their old forms, but they keep having nightmares about their changes and there are still bands of flesh-warped beasts in the wild. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, the players get ressurected by God just after the destruction of the Tzimisce Antediluvian. While they&#039;re still vampires and still have weaknesses to sunlight and fire, they receive quite the boost in power (losing any and all clan-specific weaknesses) as a sign of God&#039;s favor. It is now their choice whether they want to make the same mistakes as their forebearers or [[Unification Wars|create a better, new world out of the ashes of old, and guide humanity towards a greater purpose, bringing unity and sense of purpose in a way that only an immortal and wise leader can bring, on this new age.]]&lt;br /&gt;
&lt;br /&gt;
There is another epilogue to all the endings however, should the GM wish continue the legends... &lt;br /&gt;
&lt;br /&gt;
Somewhere in the Middle-East [[Cain|a man]] digs himself out of a shallow grave. He feels his teeth, feels the mark upon his head, and screams a curse at the heavens for not letting him die... but all he hears is the mocking laughter of God as the Jyhad begins anew. Make of that what you will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Editions==&lt;br /&gt;
Vampire: The Masquerade has largely had a contiguous ruleset, with each &amp;quot;edition&amp;quot; being effectively a clean-up and expansion of the previous edition. This is unlike other popular RPGs (such as [[Dungeons &amp;amp; Dragons]]) or even other tabletop games (such as [[Warhammer 40,000]]). Things from any edition are (mostly) mechanically compatible with any other edition, from V1 through to V20. This inter-compatibility [[skub|ended abruptly with V5]].&lt;br /&gt;
&lt;br /&gt;
===First Edition: The Early Launch===&lt;br /&gt;
The first edition of Vampire: The Masquerade was published by [[White Wolf]] in 1991 (and retroactively known as &#039;&#039;&#039;V1&#039;&#039;&#039;).  It established the basic premise, tone, and canon; which still define the game today. V1 was more mysterious than later editions, completely lacking or remaining vague on some of the more esoteric lore which would come later.&lt;br /&gt;
&lt;br /&gt;
V1 became popular on the early internet as well as in IRL RPG gaming spaces, leading to an improved re-release the next year.&lt;br /&gt;
&lt;br /&gt;
===Second Edition: &amp;quot;The Original&amp;quot;===&lt;br /&gt;
Published in 1992, &#039;&#039;&#039;V2&#039;&#039;&#039; incorporated improvements from a year of additional development by White Wolf and feedback from the unexpectedly large playerbase; intended to be an &amp;quot;expanded re-release&amp;quot; on V1. This edition included new kick-ass art by Tim Bradstreet, which would go on to become iconic to V:tM. This edition also introduced the idea of the &amp;quot;[[World of Darkess]]&amp;quot;, where other White Wolf games all share a canon with each other.&lt;br /&gt;
&lt;br /&gt;
V2 also saw the release of the &#039;&#039;Mind’s Eye Theatre&#039;&#039; ruleset, enabling the &amp;lt;s&amp;gt;now-infamous&amp;lt;/s&amp;gt; V:tM [[Live Action Role Playing]] scene. If you are an old crusty V:tM player, this is the game you probably played &amp;quot;back in your day&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Revised Edition: LARP Intensifies===&lt;br /&gt;
During the height of V:tM, White Wolf would release &#039;&#039;&#039;Vampire: The Masquerade: Revised Edition&#039;&#039;&#039; (a.k.a. &#039;&#039;&#039;V3&#039;&#039;&#039;) in 1998. This book compiled as much of the V2 splatbooks and post-release content as possible into a single cohesive tome. Players could now pick up &#039;&#039;Revised Edition&#039;&#039; and have everything at their fingertips.&lt;br /&gt;
&lt;br /&gt;
This was the era where V:tM LARP was big. The huge, sprawling, interconnected conspiracy world of &#039;&#039;Vampire&#039;&#039; was in full swing (for better or worse), and so was the fandom. This was when &#039;&#039;the&#039;&#039; conventions were happening, and &#039;&#039;the&#039;&#039; novels were being published.&lt;br /&gt;
&lt;br /&gt;
In 2005, White Wolf would invoke Gehenna and end the world, &amp;quot;finishing&amp;quot; Vampire: The Masquerade after over a decade of play, lore, novels, and sweaty conventions. Free from the massive weight of that which came before, White Wolf was free to usher in the [[New World of Darkness]]...&lt;br /&gt;
&lt;br /&gt;
===20th Anniversary Edition: Grognard&#039;s Choice===&lt;br /&gt;
In the depths of the [[World_of_Darkness#New_World_of_Darkness|Chronicles of Darkness]] era and [[Vampire: The Requiem]], [[Onyx Path]] would release &#039;&#039;&#039;Vampire: The Masquerade: 20th Anniversary Edition&#039;&#039;&#039; (confusingly known as &#039;&#039;&#039;V20&#039;&#039;&#039;) via [[Kickstarter]] in 2011. Intended as a small nostalgia trip, V20 tried to compile everything that made V1, V2, and V3 great into a single release, intended for dedicated V:tM die-hards and potential new fans who were too young to have been around for [[oWoD]]. The success of this Kickstarter campaign lead to Onyx Path re-releasing more OWoD games via successive Kickstarter campaigns.&lt;br /&gt;
&lt;br /&gt;
For people who don&#039;t like V5 or [[nWoD]] (i.e. a lot of /tg/), the &#039;&#039;20th Anniversary Edition&#039;&#039; is the current way to play a game of Vampire: The Masquerade.&lt;br /&gt;
&lt;br /&gt;
===Fifth Edition: Vampire V===&lt;br /&gt;
The announcement of fifth edition Vampire in 2017 was met with a mix of excitement and wariness. V20 was still going strong, and even if it would take a while for the next edition to be released, it meant that the current one would bedying. Some people were encouraged by the announcement that Kenneth Hite of [[GUMSHOE]] fame had been hired as the lead designer, and then immediately discouraged when he said that White Wolf had already vetoed several of his ideas. &lt;br /&gt;
&lt;br /&gt;
====The Playtest &amp;amp; New Lore====&lt;br /&gt;
May 2017 saw the release of the first Vampire V pre-alpha playtest and... people were not impressed. Sure, it was only a pre-alpha, but the retooling of the game was significant. Major changes to how damage works, how the blood pool works, how Hunger works, how Frenzy and associated compulsions work, and what skills are like (the same physical/mental/social split of Chronicles of Darkness, instead of the Talents/Skills/Knowledges split of yore). And the Brujah clan&#039;s weakness was literally called &#039;Triggered.&#039; Overall the game feels like a dumbed-down version of earlier editions, but since it was only a pre-alpha there was still hope.&lt;br /&gt;
&lt;br /&gt;
As for the new metaplot... well, vampire society has gone to shit when NSA found out the vampires&#039; parallel internet and the entire world&#039;s mortal governments &#039;&#039;found out the vampires exist&#039;&#039;. The Second Inquisition, made up of the Leopold Society which now carries Papal approval along with every alphabet soup intelligence agency across the world, found out about SchreckNet and is now hunting the Kindred like dogs in a covert war. The intelligence agencies know what they&#039;re up against, though they hide it from the public and elected leadership by using post-9/11 anti-terrorism measures as cover for operations and red tape. &lt;br /&gt;
&lt;br /&gt;
After a massive raid and destruction of Vienna Kindred blamed on ISIS, the vampires are forced to hide even deeper, with the Camarilla closing it&#039;s doors to all but the most &amp;quot;exceptional&amp;quot; kindred, resorting to messenger birds, dead drops and graffiti for communication. The Anarchs aren&#039;t as low tech, opting for burner phones and throwaway emails and have become the most welcoming faction for any new Kindred without a home; the Sabbat, for reasons we mentioned earlier, got curbstomped hard (apparently the whole edgy &amp;quot;cattle Kine&amp;quot; rhetoric doesn&#039;t survive a welcoming shout of &amp;quot;[[Meme|FBI OPEN UP]]&amp;quot;, followed by copious amounts of Willy Pete and napalm rounds by SWAT descending in broad daylight). &lt;br /&gt;
&lt;br /&gt;
And if all that mayhem wasn&#039;t enough, all the elders of 8th Generation or lower are suddenly being drawn to the Middle-East, where Sabbat survivors are fighting Camarilla and Ashirra (Muslim Kindred). [[meme|It&#039;s not the end of the world, but you can see it from here!]]&lt;br /&gt;
&lt;br /&gt;
It&#039;s very much the beginning of a Nightshade situation, but much more drawn into it&#039;s own setting. The lore was mostly explained in the V5 corebook and Beckett&#039;s Jydhad Diary but the first taste was in the pre-Alpha test module &amp;quot;The Last Night&amp;quot;. Unfortunately the test is one of the most god-awful [[railroad]]ed messes ever released by White Wolf, and that&#039;s discounting all the [[Skub|political nonsense]]. Not to mention that one of the premade characters for the scenario literally was a serial killer that could only feed from children. [[Beast: The Primordial|White Wolf has form in this.]]&lt;br /&gt;
&lt;br /&gt;
====The Full Release====&lt;br /&gt;
Then the core rulebook for &#039;&#039;&#039;V5&#039;&#039;&#039; was released on August 2 2018, and the early reactions were pretty damn negative. All the artwork had been replaced with corny photo shoots (like in the semi-official Mind&#039;s Eye Theater LARP books) because [[Derp|the head of the new White Wolf was a Vampire LARPer in its heyday]]. There&#039;s an absolute dearth of material compared to V20 (there are no rules for Sabbat or Anarchs in the corebook, with the former seeming to be wiped out/forced into deep hiding in-lore), and furthermore none of the clunkiness of the crunch was fixed. On top of everything else, the new fluff actually &#039;&#039;encourages&#039;&#039; being the kind of edgy, psychotic, superficial asshole that made White Wolf players a fucking running joke in the RPG community.&lt;br /&gt;
&lt;br /&gt;
The Camarilla splatbook that came out post-launch would become the straw that broke the lolcow&#039;s back for one simple and very important reason: They brought the anti-homosexual purges in Chechnya, a &#039;&#039;real-life atrocity which was in progress at the time of writing&#039;&#039;, into the story as a vampire cover-up plot. Sure, they&#039;ve made less-than-tasteful allusions to real-life events before, but even when [[Wraith: The Oblivion|Wraith]] did a splatbook about the Holocaust, they at least had the good taste to put all their effort into being respectful, because even the company that published [[Werewolf: The Apocalypse|&#039;&#039;Freak Legion&#039;&#039;]] and let [[Phil Brucato]] write books on playing as a [[furry]] knew where to draw the line. These fucking LARPers claimed that real people involved in the killings were totally sick vampires, just for some cheap angst and an unoriginal plot hook.&lt;br /&gt;
&lt;br /&gt;
Paradox has pulled all copies of the Camarilla and Anarch [[splatbook]]s for a full rewrite, and every single White Wolf manager has been thrown out ass-first and replaced with seatwarmers. White Wolf as a game development company no longer exists; they are now a glorified holding company, folded into Paradox&#039;s corporate structure, that will license their properties to other publishers (read: Onyx Path, who are currently working on a V5 update to Chicago by Night, by-the-way) for future World of Darkness books. [[Lulz|That&#039;s how much of a trainwreck White Wolf has become - they couldn&#039;t be trusted to write their own material anymore]].&lt;br /&gt;
&lt;br /&gt;
All that said and done, V5 isn&#039;t quite dead yet. New releases are slowly coming out even if they often of mixed quality. For example: Cult of Blood Gods provided extensive fluff and crunch, whereas Sabbat provides no play options and is basically useless. The popularity of V5 is niche, but it&#039;s slowly growing, as indicated by the [https://www.youtube.com/@worldofdarkness World of Darkness YouTube channel], which continues its LA by Night series, and having even brought Matt Mercer of [[Critical Role]] fame onto the show to appear as Beckett.&lt;br /&gt;
&lt;br /&gt;
The future of V5 is incredibly uncertain, but what we have so far seems to indicate that the current writing team moving with some level if confidence - even if the final product might not be what /tg/ exactly wants.&lt;br /&gt;
&lt;br /&gt;
==Video Games==&lt;br /&gt;
===VtM: Redemption===&lt;br /&gt;
&#039;&#039;&#039;Vampire: The Masquerade: Redemption&#039;&#039;&#039; was a low-system but (for its time) high-quality 3D Diablo clone. The protagonist started as a human crusader fighting against East-European pagans who got injured and seperated from his comrades, doing several errands until a Brujah embraced him, after which he kept tracking down the nun that healed him back when he was alive. It had a very interesting plot and timeline; the game time started in the Middle Ages Prague, and ended up in New Year&#039;s Eve, 2000, in New York.&lt;br /&gt;
&lt;br /&gt;
However, it has a very repetitive flow, consisting of dungeons with three or four levels with increasing encounters of several vampires per 20-30 meters. At the dungeons&#039; final levels you kill a boss, blah blah, story advances, you make a Humanity choice and so on until you face a FOURTH GENERATION TZIMISCHE VOIVODE that wants to rape the world (and rapes the party unless you know freeze spell and kill him over the flesh portal).&lt;br /&gt;
&lt;br /&gt;
Honestly, the game mechanics are almost nothing like the tabletop game: disposable discipline scrolls that didn&#039;t use blood, a teleportation spell that took the player back to town called &amp;quot;Walk the Abyss&amp;quot;, and many other features directly ripped from Diablo 2 (such as tomes for learning Disciplines). Yes, it is Diablo 2 with Vampires in all but name. And guns, when the plot progresses to modern ages. If these features don&#039;t bother you, then it&#039;s worth a shot. Assuming you can tolerate the slow start where you&#039;ll have a hard time hitting anything and the &#039;&#039;&#039;FUCKING&#039;&#039;&#039; Tremere Chantry in the mid-to-late Dark Ages section of the campaign. Just spam dexterity and &amp;quot;to hit bonuses&amp;quot;, and supplement the lack of strength with Potence and Celerity. You&#039;ll be fine. And don&#039;t bother with modern guns, keep the Ainkurn Sword on your main character at all times, and the game is a cakewalk. If you&#039;ve GOT to use ranged weapons, give powerful single shot guns to your companions (as they can&#039;t use auto-fire because AI is more A than I). Or just give them modern crossbows and bows. Oh, and the Blood Magic tome breaks the game so make sure to use it on the one party member you &#039;&#039;know&#039;&#039; you&#039;ll always have access to.&lt;br /&gt;
&lt;br /&gt;
The best feature VtM: Redemption had was a multiplayer mode, in which a complete tabletop scenario could be made from in-game scripting and a bit of careful sandbox construction (spawning furniture, items, missions etc.). The game even came with two perfectly fun pre-made multiplayer scenarios!&lt;br /&gt;
&lt;br /&gt;
Tl;dr. 100 Dexterity, Ainkurn Sword, tome of Blood Rituals from Haus de Hexe level 3 and Black Gloves from Setite Temple Level 1 for your companions make you win automatically.&lt;br /&gt;
&lt;br /&gt;
===VtM: Bloodlines===&lt;br /&gt;
&#039;&#039;&#039;Vampire: The Masquerade: Bloodlines&#039;&#039;&#039;, while enjoyable and faithful to the fluff, suffers the same problem as Knights of the Old Republic II and [[Dawn_of_War#Soulstorm|Soulstorm]]: it takes 1GB+ worth of fan-made patches, mods, and restored content to make the game &#039;&#039;work&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The story is Los Angeles, you being an accidentally embraced vampire whose sire is executed. The Prince of the city spares you because the Anarch leader stood up for your neck. So it&#039;s your job to start small, beat back the Sabbat, talk to Anarchs, Camarilla and Kuei-Jin and learn that a mysterious artifact is stirring up the city.&lt;br /&gt;
&lt;br /&gt;
And baby, it&#039;s epic. It even has the usual Vampire intrigue and dickery, though you still get railroaded until the final decision. Also you get to meet [[Cain|The Man Himself]], though you only figure it out near the end if you pick certain dialogue options with him (or are Malkavian).&lt;br /&gt;
&lt;br /&gt;
Even then, some shit just couldn&#039;t be fixed, despite all the heroic bastards who to this day work on fan patches, EIGHTEEN years later and counting. Bugs. More bugs than a Bethesda alpha game. The game runs a pre-HL2 version of the Source Engine despite being released &#039;&#039;after&#039;&#039; HL2 (due to shitty contracts from Valve and Activision), and it shows. Characters fly if you so much as spit at them, prostitutes can teleport, the game crashes randomly, there are serious memory leaks, NPC vision is completely broken, random furniture changes into wacky objects, your haven computer for quests becomes unusable, and on and on and on. Huge chunks of the game were cut before they could be finished, not to mention the content the devs &#039;&#039;wanted&#039;&#039; to include but flat-out never had the time to build.&lt;br /&gt;
&lt;br /&gt;
To top it off, the final act of the game devolved into a John Woo film complete with a Matrix-style shootout in an office building. If you built up your character as a [[Diplomancer|smooth-talking diplomat with no weapon skills]], the game became unwinnable as hordes of AI goons armed with [http://en.wikipedia.org/wiki/Steyr_Aug the best weapon in the game] reduced you to a pile of smoldering ash unless you had very high Fortitude, or were a [[Kommando|enough of a stealthy git to sneak throughout the whole map]]. But by the time you get to the end, you should be more than aware you&#039;ll need to bring a serious arsenal.&lt;br /&gt;
&lt;br /&gt;
Despite all that, the game is rather fun up until the end sections, where you could tell the pace was kind of slowing down and winding up - you could really, &#039;&#039;really&#039;&#039; tell when they were more pressed for time. The voice acting and writing are top notch (for the main characters anyway; the background voices sound like someone hired their cousin to come to the studio and read off a script), the locations memorable, character animations during conversations were generally better than Half-Life 2, which had a superior version of the engine (though they locked you in, unlike HL2, and their eyes skitter around like dice in a cup), the main and side quests can mostly be solved in multiple ways, and each vampire clan feels distinct (with Malkavians being &#039;&#039;extra&#039;&#039; lulzy and pseudo-spolierish and Nosferatu being forced to use alternative routes most of the time or break the Masquerade). Pity, it had to suffer from Half-Life syndrome. And seriously, fuck Activision. The fact they put it up on Steam and GOG for twenty dollars is a mockery in many ways. They gutted a great game from being significantly better, don&#039;t fucking pay them for it.&lt;br /&gt;
&lt;br /&gt;
The game has multiple endings. Half of them pull no punches at showing how badass you are. A few others end badly, that&#039;s on you if you are stupid enough to trust the wrong people and you should&#039;ve seen it coming. One easter egg ending is [[What|Monster-a-go-go]], really.&lt;br /&gt;
&lt;br /&gt;
Fans have patched the game to be as good as it can be. There are also plenty of mods which integrate into and expand the game&#039;s story, plus new gimmicks like The Final Nights (where you can play as Baali, Laibon, Samedi, Salubri and other bloodlines) with a much more hardcore ruleset, or Companion Mod (which is also integrated into many other popular conversions but not The Final Nights) where you can keep companions with you via helping them out (like Ash and Hunter Yuki) or through Dominating their brains out. Also the prince gives you the right of Embrace for your Ghoul Heather (with full voice acting). So you can storm Venture Tower with 4 vampires raining machinegun fire and Disciplines. Finally, starting from v.4.0 the Clan Quest Mod contains a completely fan-made story arc in a completely new Sabbat controlled location. Along with tons of new voiced characters, a chance of joining the Sabbat and diablerize other Kindred. However, that mod is still even MORE bugged than the unpatched Vanilla diarrhea of code of the base game.&lt;br /&gt;
&lt;br /&gt;
===VtM: Coteries of New York===&lt;br /&gt;
&#039;&#039;&#039;Coteries of New York&#039;&#039;&#039; is essentially a visual novel set in the Vampire: The Masquerade setting. You can choose to play as Brujah, Toreador or Ventrue. It provides a very atmospheric introduction to the setting and the Camerilla as a faction, as well as some high quality art and colorful characters. However, it is lacking in length, the player choices affect very little, and the ending is an extremely abrupt cliffhanger. The scenes are fast paced, engaging and clever, but the overarching story fails to fit these pieces together in a satisfying way. This makes for yet another Vampire game that is frustratingly close to greatness, but falls sadly short.&lt;br /&gt;
&lt;br /&gt;
===VtM: Shadows of New York===&lt;br /&gt;
Sequel to VtM: Coteries of New York. It doesn&#039;t continue the story of the character from Coteries of New York, by the way. Making the previous game&#039;s cliffhanger sting even more.&lt;br /&gt;
&lt;br /&gt;
===Vampire: The Masquerade — Night Road===&lt;br /&gt;
Available on Steam, &#039;&#039;&#039;Vampire: The Masquerade — Night Road&#039;&#039;&#039; is a self-contained text adventure from the studio &amp;quot;Choice of Games&amp;quot;. It is, like all of their other games, a text only &amp;quot;game of choices&amp;quot;. For a simple text adventure, it has major depth and is a very smooth adaptation of the Vampire V setting. You play a courier for the surviving Kindred, driving through the midnight roads and avoid the Second Inquisition (which has the common sense to even deal fairly with harmless, non-murderous vampires) as you do jobs for money, blood, fast cars and power. Your character sheet is realistic tabletop stuff, along with Willpower points to re-roll botches and hunger checks, and you get to do the good old tabletop style game with dice rolls based on your stats. Think of it as a single-player tabletop V5 Vampire game session. Like a roleplaying session, it starts linear but then diverges based on your choices.&lt;br /&gt;
&lt;br /&gt;
Has had several sequels, spiritual and otherwise, including &#039;&#039;&#039;Parliament of Knives&#039;&#039;&#039; (which is politically-focused and set in Ottawa Canada), &#039;&#039;&#039;Out For Blood&#039;&#039;&#039; (where you play a vampire hunter), and &#039;&#039;&#039;Sins of the Sires&#039;&#039;&#039; (where you&#039;re a Caitiff in modern-day Athens).&lt;br /&gt;
&lt;br /&gt;
Notably, the &amp;quot;Choice of Games&amp;quot; studio had previously released &#039;&#039;&#039;Choice of the Vampire&#039;&#039;&#039;, a separate title strongly inspired by the classic Masquerade setting.&lt;br /&gt;
&lt;br /&gt;
===Bloodlines 2===&lt;br /&gt;
The second Bloodlines game was announced by Paradox for a March 31st, 2020 release. It was announced using [https://www.youtube.com/watch?v=SYvWfDxhm_s a trailer with no gameplay] and minimal gameplay details, developers [https://clips.twitch.tv/InterestingGlutenFreeSaladCeilingCat proudly announcing they&#039;d be injecting personal politics into it] - par for the course with an IP operated by Onyx Path. Additionally, Cara Ellison (best known in /v/-territory for getting [[Hotline Miami]] 2 banned in Australia by writing an article half-truthfully claiming it had a rape scene) is on the writing team, serving as quite the recipe for [[skub]]. &lt;br /&gt;
&lt;br /&gt;
The head writer of the original game are at least on the team as well, and it also will have mod support at launch according to the Devs. Chris Avellone (of [[Fallout#Fallout_2|Fallout 2]]/[[Fallout#Fallout:_New_Vegas|New Vegas]] and [[Planescape: Torment]] fame) was on the writing-team in it&#039;s inception, but it was stated by Paradox that through &amp;quot;iterative writing&amp;quot; all of his contributions have gone the way of the Dodo - this was said in response to allegations coming out against Chris Avellone, from several women on Twitter (basically that he had allegedly &amp;quot;acted predatorily&amp;quot;; claims later withdrawn by the accusers), which saw him booted from many big-name studios. Furthermore, Paradox fired Narrative Lead Brian Mitsoda (who had worked on the first game) without explanation or compensation, lowering whatever hopes were left for the game even more. Even with the usual PC boogeyman, the first impression of Bloodlines 2 is that of yet another Current Year Video Game™, especially after very underwhelming first gameplay. [https://forum.paradoxplaza.com/forum/index.php?threads/dev-diary-4-writing-bloodlines-2.1236078/page-2.&lt;br /&gt;
&lt;br /&gt;
Notable so far is that you start as a Thin Blood and have to earn your clan (though whether you can opt to stay one and complete the game this way is unknown at the moment of writing), and the standard edition pre-order gives you Blade&#039;s outfit.&lt;br /&gt;
&lt;br /&gt;
Most of the traditional Camarilla Bloodlines will be playable with the notable exception of the Nosferatu and Gangrel. This might be because both bloodlines have a tendency to become walking masquerade violations, which makes the blending-in-with-the-herd aspect of the game nigh-impossible. Which would in turn force the game designers to make alternate routes for those clans, so instead of doing that they just relegated the two clans to NPC-only status for now. However, it&#039;s equally likely that the two clans are getting held back so they that can be released as DLC shortly after the game launches - they have already promised two DLC and one expansion - rather than for gameplay reasons, especially since Gangrels only become walking Masquerade violations after they frenzy a bunch of times making their omission from the playable line up rather more suspect then the Nosferatu. It might also be due to the timeline/canon they&#039;re going by, since depending on which one you choose (they&#039;re quite the clusterfuck with all the re-releasing of VtM), Gangrel may or may not be part of the Camarilla. Either way, all future DLC will be released free.&lt;br /&gt;
&lt;br /&gt;
The setup (as of April 2019): Seattle, Early 2020. Fifteen years on from &#039;&#039;Bloodlines&#039;&#039;, the West Coast is still feeling the fallout of the Ankaran Sarcophagus Incident and the destruction of the LA Camarilla. On one foggy night, a swarm of Kindred descend onto Pioneer Square, committing a Mass Embrace upon the pedestrians unfortunate enough to be out and about. You were one of those poor bastards, of course. A short while later, you&#039;re carted before the local power players as the key witness of the attack and will be executed shortly afterward. As the room devolves into petty squabbling, a fire engulfs the building and you barely make it out alive-ish. So, now here you are, plopped out like a naked baby in the woods with barely any idea of what to do next. Oh, and you&#039;re a goddamn thin-blooded Caitiff, too! Wow, you really are fucked. &lt;br /&gt;
&lt;br /&gt;
(Essentially the same start as the original &#039;&#039;Bloodlines&#039;&#039;, barring the whole thin-blooded thing. Great creativity, White Wolf...)&lt;br /&gt;
&lt;br /&gt;
Now the thing you were really wondering- when is this game going to actually come out? Unfortunately, after the COVID pandemic, the release of the PS5 and XBOX X, and the fact that Hardsuit Labs is no longer working on the game- who knows. While the game is still scheduled for release &amp;quot;eventually&amp;quot;, most of the project leads left in 2020, as of mid-November 2021 interview for PC Gamer, Paradox officially stated that while they are &amp;quot;happy&amp;quot; with the progress but that there will be some time until a new release date can be announced, stay tuned for further developments.&lt;br /&gt;
&lt;br /&gt;
There is a small amount of hope however, as for right now there are some back-alley rumors that Harebrained Schemes (developers of the fantastic [[Shadowrun]] Returns and its sequels) is behind the development now, however that is only rumors and Paradox has yet said anything about it.&lt;br /&gt;
&lt;br /&gt;
===Failed developments===&lt;br /&gt;
For a very long time, there was to be [[World of Darkness#Video Games|an MMORPG made]] by CPP Games, the guys who made [[video games|EVE Online]]. The development of this MMORPG was announced at EVE Online Fanfest 2006, alongside the announcement of the simultaneous merger between White Wolf and CPP Games. It reportedly would&#039;ve focused on political and social interactions, instead of combat (like EverQuest, World of Warcraft, or Guild Wars do). It was canceled in April of 2014 during The Week Of Nightmares, about a day after an anon on /v/ leaked some internal alpha screenshots. And now, thus, all chances at a good VtM game are dashed... truly, this is Gehenna. There is even glimpses of in motion footage in the WoD documentary (it&#039;s mostly bleh outside of that), which look great for ah MMO of the time (especially in an internal Alpha).&lt;br /&gt;
&lt;br /&gt;
The best hope we had for a release was the effort being put into &amp;quot;Project Dogmat&amp;quot;, a vampire MMO that tried pulling plenty of similar qualities from the mythos/World of Darkness MMORPG whilst functionally being a different setting. But unfortunately, it died too.&lt;br /&gt;
&lt;br /&gt;
As of October 2015, Paradox Interactive (of Europa Universalis fame) now owns the rights to the World of Darkness, having bought all of White Wolf from of CPP Games. Paradox have released a new game &amp;quot;inspired by choose your own adventure books&amp;quot; titled &#039;&#039;Vampire The Masquerade: We Eat Blood.&#039;&#039; Here&#039;s the blurb from the press release:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&amp;quot;In Vampire The Masquerade: We Eat Blood you’re a young artist who wakes up at night to find you’re no longer human…but exactly what are you and why are you so ravenously hungry for blood?!? Told entirely through an innovate mobile messaging perspective, We Eat Blood is a sharp, mature, and terrifying story about your first nights as unwilling predator and prey. Will you join ancient vampire conspiracies, or will you turn the tables on oppressive authority and seek your own future? The temptation is real. The game is written and illustrated by Zak Sabbath and Sarah Horrocks.&amp;quot;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Let&#039;s just say that the game wasn&#039;t very good, and the author was outed as a sexpest, leading to it being pulled from online retailers.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Vampire: The Requiem]]&lt;br /&gt;
* [[World of Darkness]]&lt;br /&gt;
* [[Antediluvian]]&lt;br /&gt;
* [[Week of Nightmares]]&lt;br /&gt;
* [[Diablerie]]&lt;br /&gt;
* [[Kindred of the East]]&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [http://www.worldofdarkness.com/ World of Darkness website]&lt;br /&gt;
* [http://wiki.white-wolf.com/worldofdarkness World of Darkness wiki]&lt;br /&gt;
* [http://www.unmodchat.com/ Unmoderated WoD Chat]&lt;br /&gt;
* [http://mrgone.rocksolidshells.com/ Mister Gone&#039;s Character Sheets]&lt;br /&gt;
* [http://dogma-universe.com/en/#front_posts A fan-made MMORPG based on the ideas of Vampire: The Masquerade]&lt;br /&gt;
&lt;br /&gt;
{{WoD-Games}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Orks&amp;diff=1011584</id>
		<title>Warhammer 40,000/8th Edition Tactics/Orks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Orks&amp;diff=1011584"/>
		<updated>2026-05-20T15:12:40Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the 8th Edition&#039;s [[Ork]] &amp;quot;taktics&amp;quot;. [[Warhammer_40,000/7th_Edition_Tactics/Orks|7th Edition Tactics are here.]] Their current tactics can be found [[Warhammer 40,000/Tactics/Orks (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
== Why Play Orks ==&lt;br /&gt;
Everyone loves them and, of course, because &amp;lt;span style=&#039;color:green;font-size:130%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;GREEN IS DA BEST!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt; If you want a melee horde with an awful lot of loud but inaccurate shooting, crazy gadgets, and makeshift giant war machines, the Orks have got you covered.&lt;br /&gt;
&lt;br /&gt;
==== Pros ====&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAGGGHHHH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Lots of Great Stratagems, Kultures and Warlord Traits.&lt;br /&gt;
* Units that charge, fight first. Perfect for Melee Glass Cannons.&lt;br /&gt;
* No more templates to rain fiery, frangible death down upon huge, green mobz.&lt;br /&gt;
* You can spend 2 CP to interrupt one of your opponent&#039;s combats and swing first. &lt;br /&gt;
* At minimum, Ork models are WS 3+, Str 4, and have 2 attacks. &lt;br /&gt;
* Quantity over quality in firepower makes for great Overwatch performance plus we get extra shots thanks to &#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA!&#039;&#039;&#039;&lt;br /&gt;
* Unmatched Leadership for the troops and all units near said troops due to &#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;M&amp;lt;/SPAN&amp;gt;OB &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;R&amp;lt;/SPAN&amp;gt;ULE.&#039;&#039;&#039;&lt;br /&gt;
* Almost all our guns are Assault, meaning we can Advance and still shoot them at &#039;-1&#039; to hit. And some do not even get penalty.&lt;br /&gt;
* Nob bikes and Meganobz have 3 wounds, compared to other termies and bikes only having 2.&lt;br /&gt;
* &#039;&#039;&#039;Ghazghkull&#039;&#039;&#039; has an invulnerable save! &lt;br /&gt;
* The 1-CP &amp;quot;Grot Shields&amp;quot; strategem is a Morksend that you WILL need to keep your Boyz alive.&lt;br /&gt;
* Orks are the most customizable army in 40k.&lt;br /&gt;
** Ork Boyz with extra weapons are great for making kitbashed Tankbustas, Kommandos, Lootas, Burnas, and Stormboyz.&lt;br /&gt;
** Warhammer Fantasy and the Age of Sigmar Orruk range is very easy to kitbash with, minimal converting needed. Especially for &#039;&#039;&#039;Snakebites&#039;&#039;&#039; armies. Be warned, though, that Old School Orcs have been Squatted, so you can only use Bonesplitterz or Ironjawz.&lt;br /&gt;
* New models have been coming steadily for Orks in the last couple of years. The new vehicles are epic.&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;SPEEDWAAAGH!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;DREADWAAAGH!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;STOMPA-MOB&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; - Telyportin&#039;  lowdsa Stompaz? - fank Gork n &#039;Mork!!!&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;&#039;E&amp;lt;/SPAN&amp;gt;RE &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;W&amp;lt;/SPAN&amp;gt;E &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;G&amp;lt;/SPAN&amp;gt;O! - &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! - &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;M&amp;lt;/SPAN&amp;gt;OB &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;R&amp;lt;/SPAN&amp;gt;ULE&#039;&#039;&#039;&lt;br /&gt;
* The sheer number of options! Typically, no two ork armies are the same.&lt;br /&gt;
* Most people think of Orks as a melee-oriented army that also has a bit of shooting, and that&#039;s not untrue. However it&#039;s entirely viable to run Orks as a shooty army that also has strong melee capability. Or you can run them as a fast mechanized army, an army full of big stompy/zappy fings, an army that ensures board control by drowning the table in a sea of Grots, or whatever else you want.&lt;br /&gt;
* Orks are more fun to play than any other army in 40k. Full stop. Even if you get tabled, you&#039;re guaranteed to have fun while doing so.&lt;br /&gt;
*Everyone will like you since there arent that many salty ork players and if you are a salty ork player, then shame on you.&lt;br /&gt;
&lt;br /&gt;
==== Cons ====&lt;br /&gt;
*KONZ, WOT&#039;Z DAT?&lt;br /&gt;
* Requires very large numbers of models to play properly. This can get extremely expensive.&lt;br /&gt;
* Some models are prohibitively expensive for their point value (mek gunz I am looking at you).&lt;br /&gt;
* 5&amp;quot; movement across the board for most infantry (Meganobs are 4&amp;quot;). Orks are slow and heavily reliant on movement tricks to avoid getting shot to death.&lt;br /&gt;
* Orks only have BS 5+. While this is partially mitigated by special rules, shooty fings iz unreliable without da propa&#039; amount of dakka (i.e. a LOT).&lt;br /&gt;
* Although Orks are Toughness 4 or greater most of them only have a 6+ armor save. Most Ork army builds are prone to taking excessive casualties if exposed to enemy fire for too long; this is compounded by the previously mentioned slow movement rate.&lt;br /&gt;
* Cover means that MEQ armies now have 2+ in cover. While Orks do have access to high-AP guns, these tend to be concentrated in a few key units.&lt;br /&gt;
* Very few Ork weapons have a range over 36&amp;quot;, and most have considerably less range than that. &lt;br /&gt;
* Units can Overwatch as many times as there are units charging you until one of them finally makes contact.&lt;br /&gt;
* Moving large number of models is time consuming and can cause opponents to accuse you of slow playing. Some tournaments ban movement trays which help speed up play.&lt;br /&gt;
* To compound the previous point, Ork armies tend to be more effective when they have more models.&lt;br /&gt;
* Many units are over-costed, such as the iconic Stompa.&lt;br /&gt;
* Rather weak buffs from characters in comparison to other armies.&lt;br /&gt;
* There are only three ways to reroll in the fight phase, and one of those is only one hit, wound, and damage.&lt;br /&gt;
* Rather limited number of reliable sources of mortal wounds to counter Invul saves. &lt;br /&gt;
* Burnas (Flamethrowers) are one of the only flamers in the game that are d3 shots as opposed to d6 (counterpoint: they are also just about the only unit type that can take up to 15 flamer-type weapons in the same mob).&lt;br /&gt;
* Orks are very reliant on CPs in order to overclock their middle-of-the-road units. This limits some build options as low CP armies are not very viable.&lt;br /&gt;
* [[Looted]] vehicles can&#039;t be played in Matched Play, outside of [[Counts As]]. They can be used in Narrative and Open Play via [[Chapter Approved]] 2018.&lt;br /&gt;
* Craziness of ork stuff is currently more than it was in some editions, but still far less than others. This increased overall reliability, but took a lot of the random &#039;&#039;&#039;fun&#039;&#039;&#039; out of playing this army.&lt;br /&gt;
* WAAAGH!!! Rule was modified so there is no need to declare it with ear shattering scream that will tell all players in the vicinity that an Ork player is in the room. Sad, sad times indeed.&lt;br /&gt;
**Why do ya need da rulez to tell ya wen ta WAAAGH!!!?&lt;br /&gt;
* The Ork codex has been subjected to Codex power creep over time. For example, the Snakebites Clan kulture gives your army a 6+++ FNP. In contrast, the Iron Hands chapter tactics give you a 6+++ FNP, 5+ overwatch, AND they have an ability that halves damage table deterioration.&lt;br /&gt;
*Book of da Beast (it is called dat ignore beaky doggie lovas) added fun and situational options, but not a ton of powerful ones.&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
In general, all your units have these. Exceptions are noted below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA! &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;AKKA!&#039;&#039;&#039;: In the shooting phase, each &#039;&#039;unmodified&#039;&#039; hit roll of 6 automatically hits, regardless of modifiers, &#039;&#039;&#039;and&#039;&#039;&#039; grants an additional shot with the same weapon (you may use a different profile) the hit roll was for. These extra rolls do not generate additional hits. This is equivalent to a 7/6 multiplier to hit, just like re-rolling 1s, in addition to the benefit of ignoring penalties that take you to 7+ to hit or worse. &lt;br /&gt;
**Most of your Index options have received this rule via Legends. Yay!&lt;br /&gt;
**Note the difference between weapon and profile; a weapon with multiple profiles can generate additional shots from one profile to make shots with the other, such as a kombi-rokkit or kombi-skorcha using 6s to hit with the bullets to produce more hits from the other profile.&lt;br /&gt;
** Makes a Shooting-only Ork army &#039;&#039;far&#039;&#039; more threatening than it first appears; the first rule is exactly equivalent to (and stacks with) re-rolling 1s to hit or wound, while the latter is like +1 BS per -1 penalty ignored. You still want to stomp the enemy good, but at least your dakka is actually good for something now - especially vs those &amp;quot;[[Raven Guard|-1]] [[Alpha Legion|to hit]]&amp;quot; [[Eldar|armies]]. Also stops you from getting decked by Alaitoc flyer spam.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;D&amp;lt;/SPAN&amp;gt;IS &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;I&amp;lt;/SPAN&amp;gt;S &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;O&amp;lt;/SPAN&amp;gt;URS! &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;Z&amp;lt;/SPAN&amp;gt;OG &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;O&amp;lt;/SPAN&amp;gt;FF!&#039;&#039;&#039;: Objective Secured for your Troops units if your army is Battle-forged. Easily the greatest named rule in all of 40K.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;&#039;E&amp;lt;/SPAN&amp;gt;RE &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;W&amp;lt;/SPAN&amp;gt;E &amp;lt;span style=&#039;color:BLACK;font-size:125%&#039;&amp;gt;G&amp;lt;/SPAN&amp;gt;O!&#039;&#039;&#039;: A unit with this rule can re-roll charge rolls, &amp;lt;u&amp;gt;&#039;&#039;&#039;&#039;&#039;either one or both dice&#039;&#039;&#039;&#039;&#039;&amp;lt;/u&amp;gt;, your choice, making it the superior choice over a CP re-roll. Of course, you can&#039;t Tactical Reroll a charge that was already re-rolled with &#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;&#039;E&amp;lt;/SPAN&amp;gt;RE &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;W&amp;lt;/SPAN&amp;gt;E &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;G&amp;lt;/SPAN&amp;gt;O!&#039;&#039;&#039;. Not for {{W40kKeyword|GRETCHIN}}, {{W40kKeyword|TRUKK}}s, {{W40kKeyword|BATTLEWAGON}} variants, or {{W40kKeyword|FLYERS}}.&lt;br /&gt;
**Note that you can re-roll successful charges, if you&#039;re worried about not being able to Pile In enough models.&lt;br /&gt;
**Assuming you always choose correctly whether to re-roll both dice or just the smaller one, this will raise the odds of you rolling 9 or more on the dice to 56.94% - 72.45% for an 8 or more, if you&#039;re {{W40kKeyword|Evil Sunz}}.&lt;br /&gt;
**Also remember that you can Command re-roll a die after rolling the other. Sure, it&#039;s usually a long bomb, but better than nothing&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;M&amp;lt;/SPAN&amp;gt;OB &amp;lt;span style=&#039;font-size:125%&#039;&amp;gt;R&amp;lt;/SPAN&amp;gt;ULE&#039;&#039;&#039;: When consulting the Leadership of a unit, a unit with this rule may use its own Leadership, the number of models in the unit, or the number of models in a friendly unit that also has this ability within 6&amp;quot;.&lt;br /&gt;
**Units that can take helpers (grots, runts, squigs....) can count those models for additional leadership as well. {{W40kKeyword|GRETCHIN}} and most vehicles don&#039;t have this rule, but that matters mostly for when they&#039;re targets for Psychic Powers anyway.&lt;br /&gt;
**If it comes up - probably due to a psychic power - remember that this &#039;&#039;does not&#039;&#039; let any given &#039;&#039;model&#039;&#039; in a unit with this rule replace its Leadership.  For example, this can come up when a Genestealer Cultist psyker casts Mind Control on a model in one of your units - used on a Bomb Squig in a Tankbusta mob, you&#039;re trying to defend with Leadership 4.&lt;br /&gt;
&lt;br /&gt;
==Clanz==&lt;br /&gt;
&lt;br /&gt;
====[[Bad Moons]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bad Moon Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, dere&#039;s nuffin teef can&#039;t buy. &amp;lt;br&amp;gt;&lt;br /&gt;
This clan is the richest because of how fast their teeth grow. When you can manufacture so much currency, there is no reason not to buy out the best Loot and Gubbinz from the Mek boys and Lootaz. Thus does the clan make very ostentatious displays of their wealth by buying the flashiest guns teef can buy.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop they are the shootiest of the orks, drowning their foes in more accurate Dakka that&#039;s less likely to blow up. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – ARMED TO DA TEEF&#039;&#039;&#039;: Re-roll hit rolls of 1 in the shooting phase.&lt;br /&gt;
**Helps avoid plasma overheat, useful for any range based army - especially for Lootas.&lt;br /&gt;
**Stacked with your standard ability to have shots explode, your ranged attacks now have roughly a 50/36 (actually 50.17/36) multiplier compared to what their BS looks like at a glance (and 43/36 of what it really is for any Ork), which is just over a third again as effective.  This is still not enough to bring BS5+ up to being equivalent to BS4+, but it &#039;&#039;does&#039;&#039; act as a flat multiplier, regardless of underlying BS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Da Best Armor Teef Can Buy&#039;&#039;&#039;: Your Warlord gets a 4++ invulnerable save, so a proppa-flashy Bad Moons Warlord can be like Ghazghkull! (except nobody is as cool and deadly as Ghazghkull). &#039;&#039;Provides actual protekshun against power fists&#039;&#039;.&lt;br /&gt;
** Notę that if you take Da biggest boss strategem this one is useless.&lt;br /&gt;
** Great for your Shokk Attack Mek that everyone that knows what it does hates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Gobshot Blunderbuss&#039;&#039;&#039;: Replaces the Shoota from Kombi-Skorcha or Kombi-Rokkit, or a whole Kustom Shoota. Range 12&amp;quot;, S5 Ap-1 D1 Heavy 2D6 auto-hits. You can basically give your character 3 Skorchas (2 of them with extra range) for 17pts, (and probably a CP as &amp;quot;Da Killa Klaw&amp;quot; is almost mandatory).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Showin&#039; Off (2 CP)&#039;&#039;&#039;: Use after any {{W40kKeyword|INFANTRY}} unit shoots. That unit can shoot again ([https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf and can also target a different unit]).&lt;br /&gt;
** It synergizes with both the Bad Moons kultur and DAKKA DAKKA giving unit insane amount of shooting; plus, it also works with &amp;quot;More dakka!&amp;quot;, basically giving you two uses out of that stratagem. Alternatively, &#039;&#039;for 1 less CP and more damage&#039;&#039; it can be combined with &#039;Extra Stikkbombs&#039; on a unit of Tankbusta&#039;s to do Knight-killing damage: &#039;&#039;&#039;22&#039;&#039;&#039; unsaved wounds on average!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Gleaming Gear (WC 6)&#039;&#039;&#039;: Gives a friendly Bad Moons unit +1 to their saving throws until your next psychic phase.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Blood Axes]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Blood Axes Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, those gitz won&#039;t know wot hit &#039;em! &amp;lt;br&amp;gt;&lt;br /&gt;
The Blood Axes are all about using tactics that other factions wouldn&#039;t expect them to use, anywhere from sneak attacks to covered advances. Truly, the pinnacle of orkish strategy. These orks tend to be the ones most likely to be hired out by other factions, and they&#039;ll tend to use them in their own flashy style. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, just imagine if the Ultramarines and Raven Guard were green. And dumb. And used tactics that may or may not be entirely ethical. Or tactical.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – TAKTIKS&#039;&#039;&#039;: When attacked from more than 18&amp;quot; away, always gain the benefit of being in cover. Additionally, they can either shoot or charge (but not both) after falling back. Per the current FAQ, if they&#039;re embarked when they try to do so, the transport they&#039;re on also has to have this Kultur.&lt;br /&gt;
**Cover extends to every model, including vehicles, which rarely get cover. 2+ Morkanauts, 2+ &#039;&#039;Stompas!&#039;&#039; (Super-heavy Auxiliary Detachments excluded). Even Dakkajets get cover while in mid-air!&lt;br /&gt;
**Shooty units get cover more reliably, forcing the enemy to &#039;&#039;get closer to orks on purpose&#039;&#039; or commit extra resources to deal with them. If your unit gets charged you can disengage and keep shooting. As for your melee units, they can guarantee going first (overwatch is rarely a big deal, and if it was, then just don&#039;t fall back), which will entice the enemy to burn up CP for Counter Attack.&lt;br /&gt;
**GREAT FOR TRANSPORTS, since they can fall back without preventing the units inside from shooting (if they are Blood Axes too, unlike Flash Gitz).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - I&#039;ve Got A Plan, Ladz!&#039;&#039;&#039;: If you use a stratagem, roll 1 die for each Command Point spent. If you roll a 6, the Command Point is immediately refunded. &#039;&#039;Looted from da [[imperial Guard |humies]]. Good for stratagem focused lists, though not reliable.&#039;&#039;&lt;br /&gt;
**Still questionable if this stacks with the &amp;quot;Loot it!&amp;quot; stratagem, which seems to suggest that you could actually &#039;&#039;increase&#039;&#039; your CP when used by Lootas and if you&#039;re really zoggin&#039; lucky with rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Morgarg&#039;s Finkin&#039; Cap&#039;&#039;&#039;: The bearer receives a warlord trait; this warlord trait cannot be the same as your Warlord&#039;s. If the bearer is your Warlord, then he receives a second one; this warlord trait cannot be the one the bearer already has.&lt;br /&gt;
** Makes your big ork smart... and smart orks can get very, very deadly. Seriously, a PK Boss with Might is Right and Brutal but Kunning is cheap and fucking dangerous. Other combos await.&lt;br /&gt;
**If you&#039;re only taking 1 relic and you have some Blood Axe character around, just take this as well and choose &#039;&#039;&#039;Follow me Ladz&#039;&#039;&#039; as your trait. Because you get an additional CP, you will be getting the rest of the benefits for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Dead Sneaky (1 CP/2 CP)&#039;&#039;&#039;: Deep Strike a single Ork {{W40kKeyword|Infantry}} unit, paying 1 CP if its Power Level is 8 or less and 2 CP otherwise.&lt;br /&gt;
**&#039;&#039;Notice how this isn&#039;t some 9&amp;quot; Scout move like it is for other infiltration factions (RG/AL)&#039;&#039;.&lt;br /&gt;
**Cheaper than &#039;Tellyporta&#039; when you&#039;re deepstriking a small unit - basically 20 Boys, 10 Tankbustas, 5 Nobz, 4 Meganoboz or any character (Weirdboy-deepstrike-Smite spam anyone?). Of course [[Creed]] stole this ability from the Blood Axes! Zoggin humies!!! &amp;lt;span style=&#039;color:purple&#039;&amp;gt;&#039;&#039;The use of Purple paint is &#039;&#039;&#039;NOT&#039;&#039;&#039; optional.&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Clever Talk (WC 6)&#039;&#039;&#039;: Pick an enemy model visible to the user. That model cannot fire overwatch against Blood Axes units and can only fight after all Blood Axes units from your army have done so. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Snikrot]]&#039;&#039;&#039;: Can infiltrate like Kommandos, and if their Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He&#039;s not threatening enough to fight alone unless he&#039;s hunting lone and weak characters or shooty units (Don&#039;t waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise, he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax.&lt;br /&gt;
** He also gets +1 to wound rolls in melee against units wholly inside terrain.&lt;br /&gt;
*** Don&#039;t make him your warlord. The CP refund is best for a guy in the back (like that one mek that nobody notices).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Deathskulls]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Death Skull Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, findaz keepaz. &amp;lt;br&amp;gt;&lt;br /&gt;
This is the luckiest clan and the most eager to loot the battlefield. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, in addition to a guaranteed save, they also get the best use out of special and single shot weapons. All your {{W40kKeyword|Infantry}}, both vanguard and backline shooters, are good at Stealing and Holding Objectives&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – LUCKY BLUE GITZ&#039;&#039;&#039;: All Ork &#039;&#039;models&#039;&#039; get a 6++, and all units can re-roll a single hit, wound, &#039;&#039;and&#039;&#039; damage roll each time it shoots or fights. In addition, all your {{W40kKeyword|Infantry}} units get &#039;&#039;&#039;Dis is Ours! Zog Off!&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Dis is Ours! Zog Off!&#039;&#039;&#039; is Objective Secured, but for every infantry unit. Kommandos and Stormboys Will take and hold objectives well while back liners like lootas can prevent deapstrikers from stealing yours.&lt;br /&gt;
**Works better the fewer shots a unit throws out and weapons that have damage rolls. Maximum synergy with Big Meks with either Shokk Attack Guns or Kustom Mega-Blastas. A Mork(or possibly Gork)-send for lone special weapons in a squad, like a unit&#039;s Boss Nob&#039;s Kombi Rokkit AND to re-roll his Power Klaw punches.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Opportunist&#039;&#039;&#039;: Re-roll wound rolls of 1 that target vehicles. In addition, your Warlord can target enemy characters within 18&amp;quot; even if they are not the closest model. &#039;&#039;Like Big Killa Boss but with Sniper.&#039;&#039;&lt;br /&gt;
**The real [[Ork Snipers]], though most of their character-killing damage actually comes from 8E&#039;s precision flamers. Deffkilla Wartrikes have enough dakka to do some damage. A Big Mek on a Warbike can do even more damage, especially if he&#039;s using the Gitstoppa Shells Shiny Gubbin (two Dakkaguns + Shokk Attack Gun + Gitstoppa Kombi-Skorcha can kill a Lord Commissar - the biggest possible single-turn kill).&lt;br /&gt;
**A Warbike Warboss does less damage even with a relic Shoota, and with a S12 Power Klaw, he&#039;s got better things to do. While Mega Armoured Big Meks with Tellyport Blastas do less damage, they can get lucky and slay the enemy - no saves against that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Fixer Uppas&#039;&#039;&#039;: The bearer gets the Big Mekaniak ability, if he already has this ability then he repairs 3 wounds instead of d3.&lt;br /&gt;
**Average wise it&#039;s best to put this on a non-Big Mek, as you&#039;ll get 4 wounds back each turn as opposed to 3. Do note however that if you only want to repair one vehicle or want reliability then putting it on a Big Mek is better.&lt;br /&gt;
**Put this on the Deffkilla Wartrike and he gains D3 wounds regeneration.&lt;br /&gt;
**Put this on a Big Mek, stick him in a Gorka/Morkanaut or a Stompa and you almost have the immortal walker of doom back from 7th ed.&lt;br /&gt;
***Given that you have to disembark first in order to repair, that the Stompa already repairs himself and the existence of other much better relics, you probably want to skip this &amp;quot;tactic&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Wreckers (2 CP)&#039;&#039;&#039;: Choose a {{W40kKeyword|Deathskulls}} unit in your army. It can re-roll any Wound rolls that target the enemy {{W40kKeyword|Vehicles}} until the end of the phase.&lt;br /&gt;
** Because you really want that Imperial Knight dead. Combine with &#039;Extra Stikkbombs!&#039; for maximum carnage and do not forget to present ornate tear bucket to your enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Maniacal Seizure (WC 7)&#039;&#039;&#039;: Enemy unit within 18&amp;quot; gets -1 to hit when resolving any attack, and friendly Deathskulls units attacking the selected enemy unit improve the AP of their attacks by 1. &lt;br /&gt;
**This one is nuts. Target a scary enemy unit and they get the double whammy of sucking at outputting damage, and being easier to kill in return.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;:&lt;br /&gt;
*[[Mad Dok Grotsnik]]: Only special character in Orks who isn&#039;t an HQ. He&#039;s a Painboy with T5, a 4+ save and personal 5+ FNP. &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; means he&#039;ll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can&#039;t bring a Grot Orderly with him or take a bike. Points-wise he&#039;s a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don&#039;t want your Boyz having their 6+ FNP picked off quite as easily.&lt;br /&gt;
** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Goffs]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Goff Icon.jpg|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, da &#039;ardest boyz don&#039;t muck around wif all that flash, dey just go to Waaagh! &amp;lt;br&amp;gt;&lt;br /&gt;
The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn&#039;t tend to evolve far beyond the need to get stuck in and apply choppas to the forehead.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they hyper-focus on melee and thus all boyz are as strong as nobz by trading 1CP per unit. They also house the most named characters in the army.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – NO MUKKIN&#039; ABOUT&#039;&#039;&#039;: When a Goff model rolls an unmodified 6 to hit when attacking with a melee weapon, it can perform a single bonus hit roll with the same weapon against its original target (using the same profile), which cannot explode again.&lt;br /&gt;
**&#039;&#039;Generates extra rolls, not attacks, so a Mega-Choppa using Slash generates extra rolls, not extra trios of rolls.&#039;&#039;&lt;br /&gt;
**Makes Goffs explode in both melee and at the range. Almost all your army wants to be in melee, so this is great not only for big 30 Boyz units (120 attacks on average get 13 extra hits), but anyone with lots of attacks as well. Ghazzghull gets +1A on average, and so do (Mega)Nobz/Deff Dreads with multiple killsaws, as well as G/Morkanauts, all of them hitting with PROPPA weapons instead of mere Choppas.&lt;br /&gt;
**Acts like a *7/6 WS multiplier, just like re-rolling 1s to hit, but stacks with it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Proper Killy&#039;&#039;&#039;: Add 1 to your Warlords Attack Characteristic. [https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_orks_en.pdf Also, if you charge, are charged or perform a Heroic Intervention (which should be every turn) add +1 AP to his melee weapons.]:&lt;br /&gt;
**No longer a dud makes your Power Stabba a proper Power Sword and gives the Big Choppa enough AP to work similarly to a Power Klaw without hit penalty against T4. Doesn&#039;t say it doesn&#039;t affect relics...so it does. Eadwoppa&#039;s Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves.&lt;br /&gt;
** Ghazghkull has to take this if he is your Warlord (any of you who is bringing Ghazzy he BETTA BE YER WARLORD OR HE WILL STOMP YA!!!), it gives him AP -4 and 7 A on a charge with Goff Clan Kultur benefits on top. Supreme murder machine; on a good day he can get up to 24 W in a single CC phase, and that is not counting possible stratagems or psychic powers... Enjoy!&lt;br /&gt;
***You would have to be extremely lucky, but if you cast Fists of Gork and Warpath on Ghaz at full health, you could do a wopping &#039;&#039;72 DAMAGE&#039;&#039;, enough to take down a warlord titan. And that is before you fight again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Lucky Stick&#039;&#039;&#039;: The bearer can reroll any hit and wound rolls in the Fight Phase. In addition, any friendly Goff characters within 6&amp;quot; of the bearer can add 1 to their hit rolls in the Fight Phase.&lt;br /&gt;
**This synergies well with some kind of HQ spam obviously. One idea I have heard about is putting it on one of  3 Warbosses, Big Mek with KFF, and Painboy, all with PK embark all of them into Gorkanaut and Tellyporta it next to your opponents line. Then begin the carnage. Untested though.&lt;br /&gt;
*** Hard-hitting and a nice way of reminding other armies that Orks still have deathstars. That said, you need to be exceptionally careful using this. You are placing 700~ points in reserve where the Gorkanaut will not even appear until turn two. While you will want to have a chunky unit, you do not want to throw it somewhere where it will get bogged down and surrounded. That said, you are going to need to maximize its movement to disembark your pain train on turn THREE to get them into charge range. Potentially interesting and devastating if you pick a good target, but Gork (or possibly Mork) help you if your Gorkanaut gets smoked on turn 2 (the 5++ is nice but will probably not stand up to sustained lascannon fire. You &#039;did&#039; remember to kill the lascannon heavy weapons teams, didn&#039;t you?)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - [[Skarboy]]z (1 CP)&#039;&#039;&#039;:  Use this stratagem before the battle. Select a {{W40kKeyword|GOFF}} Boyz unit from your army (but not those who have been upgraded to &#039;Ard Boyz) to become a Skarboy unit. Their Strength characteristic becomes 5. Skarboys can only Mob Up! with other Skarboys.&lt;br /&gt;
** Incredibly powerful as strength 5 is arguably the most useful strength there is (wound marines on 3’s, custodians on 4’s and knights on 5’s) and having it on a full squad of 30 Boyz with choppaz is just nasty. This will likely paint a huge target on the affected unit, so take the necessary countermeasures (deepstriking, transports, Grot shields, etc).&lt;br /&gt;
**If you&#039;re playing a proper, fluffy, {{W40kKeyword|GOFF}} list then you are probably running at least three big mobs of Boyz. Using this on all of them will not break your CP bank; even running one Battalion you have access to enough CP to get one of the big stratagems off. They are still eligible for &#039;Unstoppable Green Tide&#039;, preserving the worth of those CP. The important thing is that you need to &amp;lt;u&amp;gt;either go all-in on this stratagem or skip it completely&amp;lt;/u&amp;gt;: a lone unit of skarboyz will fall apart before they get a chance to deal enough damage for their investment. A lone squad could maybe work as a [[distraction carnifex]], but even then they probably won&#039;t be worth it.&lt;br /&gt;
**Great to combo with Warpath psychic power for up to 150 attacks at S5. Also remember you can still use Loot It to get a 5+ save during the game even without the &#039;Ard Boyz stratagem.&lt;br /&gt;
** Also don’t forget about PK nobz also getting S boost. &amp;lt;i&amp;gt; This stratagem does NOT increase the strength of the Boss Nob, it just sets the boyz&#039; strength to 5 (Which the nob already has).&amp;lt;/i&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Bull Charge (WC 6)&#039;&#039;&#039;: Select a friendly Goff unit within 18&amp;quot;, until your next psychic phase if that unit makes a charge roll of less than 7&amp;quot; (after modifiers), it counts as 7&amp;quot;.&lt;br /&gt;
** Almost never needed, but against things that reduce your charges (Tenebrous Curse, Tremor Shells, Repulsors, Death Watch strat, etc) it can make the difference between winning and losing.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]&#039;&#039;&#039;: The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice. He comes with a statline similar to that of a Primarch. He now packs Gork&#039;s Claw and Mork&#039;s Roar: the former is a Power Klaw with AP-4 4 D and no penalty to hit, and the latter is basically four big shootas with AP-1. Being the &#039;&#039;&#039;Prophet of Gork and Mork&#039;&#039;&#039; grants him a 4++ invulnerable save, and with Saga of the Beast it now prevents him from taking more than 4 wounds in a single phase, so now he&#039;ll always be able to stick around for at least a couple turns. &#039;&#039;&#039;Great Waaagh!&#039;&#039;&#039; does the same thing as a regular &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;, except that it grants the models within 6&amp;quot; who benefit from it (Infantry ORKS) an extra Attack as long as they charged that turn. This is the second-best buff in the Ork army after the WAAAGH!!! Banner. Relative to named character abilities in other armies it is decent but not great (rerolling to wound in CC would be vastly superior for example), but keep in mind he can be used in any Ork clan and not just Goffs (though he only gets his Clan Kultur if he&#039;s with them). &lt;br /&gt;
** Ghazghkull is a powerhouse by himself and if properly buffed by a weirdboy with fists of Gork he will shred anything in cc. Granted he has to get there, but his new defensive buff makes Overwatch that much less of a problem. &lt;br /&gt;
** His bane are models with high inv save. If he is a warlord you can easily get to 9 attacks or even 10 with doubling on both fists of Gork and warpath at S of 16 high mean wounding T8 stuff on 2+, but he has no way to cause mortal wounds. Still, with the potential to cause 36 wounds in one cc phase you can rely on probability alone to deal with that.&lt;br /&gt;
** It is a good idea to always keep a retinue of weirdboy and painboy with him. One will buff him and provide some needed mortal wounds second one will heal either Ghazzy or weirdboy in case of miscast. And painboy can hold his own in cc too if you really need those few extra hits.&lt;br /&gt;
*&#039;&#039;&#039;Makari&#039;&#039;&#039;: Da Big Boss&#039; little sidekick is back! For the low price of 65 points (a point less than 22 grots), you can bring this little guy. He has a M 5&amp;quot; (7&amp;quot; if he is within 3&amp;quot; of ghaz), a WS/BS 4+, S/T 3, 4 W, 2 A, Ld 6, and a 6+/&#039;&#039;2++&#039;&#039;. If he is within 3&amp;quot; of Ghaz, then every &#039;&#039;&#039;GOFF&#039;&#039;&#039; unit within 6&amp;quot; of him gets a 6+++. He can also let &#039;&#039;&#039;GOFF GRETCHIN&#039;&#039;&#039; use his leadership while they are within 12&amp;quot; of him, but it&#039;s still not much. Unfortunately, he won&#039;t get the clan kultur benefits because he is a grot. His weapon is Makari&#039;s Stabba, a S user AP 0 D1 weapon that deals D3 MW instead of normal damage on a wound of 6. In case you were wondering, yes, you can cast Fists of Gork and Warpath to make him better than a space marine in combat. Stack with lucky stikk and a WAAAGH! banner, and you would get 6 attacks (ghaz and psychic stuff) hitting on 3s rerolling 1s, and then wounding MEQs on 3s, with a chance of doing mortal wounds. The strongest grot ever.&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Zagstruk]]&#039;&#039;&#039;: He is a named Stormboy with 6W and 7A (6 standards plus Choppa) 3 of which can be made with Da Vulcha&#039;s Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz, he moves 12&amp;quot; and can advance 6&amp;quot; instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok&#039;s Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). &lt;br /&gt;
** Overall decent character, but his rule for supporting Stormboyz could be better.&lt;br /&gt;
** It might be a good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing the enemy to split fire (and potentially waste shots) while retaining the ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 &amp;quot;free&amp;quot; Command Point.&lt;br /&gt;
** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18&amp;quot; S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz.&lt;br /&gt;
** Still very cheap at 88pts.&lt;br /&gt;
*&#039;&#039;&#039;Ork Mek Boss Buzzgob (Forge World)&#039;&#039;&#039;: A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repairs boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he&#039;s just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead.&lt;br /&gt;
**Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ&#039;d Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn&#039;t orks have a blender as a melee weapon?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Evil Sunz]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Evil Sunz Icon updated.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, da red &#039;uns go fasta! &amp;lt;br&amp;gt;&lt;br /&gt;
The Evil Sunz are the fastest orks in all the galaxy. They&#039;re mean, green, and ready for some speed. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they&#039;re fast... No, that&#039;s it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move as fast as marines, vehicles that move faster than eldar, and strategems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – RED ONES GO FASTA&#039;&#039;&#039;: Gain +1&amp;quot; of Movement (+2&amp;quot; for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance and charge rolls and ignore penalties to hit with Assault weapons after advancing.  In addition, the current Ork FAQ asserts that you get +1 to static advances even when you don&#039;t roll, such as from turbo-boost.&lt;br /&gt;
**Perfect for deep striking units. 2d6 + 1 means you need to roll an 8 to make the charge, which in addition to &#039;Ere we Go means you&#039;re very likely (72.45%) to succeed.&lt;br /&gt;
**Though you still cannot declare a charge outside 12&amp;quot;, it doesn&#039;t mean you cannot move 13&amp;quot; if you managed to roll boxcars on your charge move. Use this to get even deeper into the enemy lines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Speed Freek&#039;&#039;&#039;: Your Warlord and any Evil Sunz unit within 6&amp;quot; of him can charge even if they fell back this turn.&lt;br /&gt;
**Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike&#039;s &#039;Snagga Klaw&#039; and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. I2 Master Race.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Rezmekka&#039;s Redder Armour&#039;&#039;&#039;: Add 1 to the Movement characteristic of any transport the bearer is currently embarked on. In addition, if the bearer is embarked on any transport at the start of your Movement Phase roll d6 for each enemy unit within 1&amp;quot; of that transport. On a 4+ that unit suffers d3 mortal wounds.&lt;br /&gt;
**Stompas are transported, and with a big model like that, you could zap a lot of enemies with mortal wounds. It would be a funny combo if nothing else.&lt;br /&gt;
***Get a Big Mek with this and KFF for the 5++ and have a Wartrike nearby, you can get a first turn charge with your Stompa on anything that is within, on average, 33&amp;quot; (12&amp;quot; Movement +1&amp;quot; Evil Sunz +1&amp;quot; Relic + (3.5+1)&amp;quot; advance + (12.75+1)&amp;quot; Ramming Speed charge with Ere&#039; We Go +1&amp;quot; reach).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Drive-By Krumpin&#039; (1 CP)&#039;&#039;&#039;: Choose a {{W40kKeyword|Speed Freeks}} unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
** Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Visions in the Smoke (WC 6)&#039;&#039;&#039;: Select a friendly Evil Sunz vehicle unit within 12&amp;quot; (can only select units with 18+ wounds on a WC roll of 9+), and reroll all hit rolls for that unit until your next psychic phase.&lt;br /&gt;
** Can be situational, but if you build a bit around it (say, a Morkanaut hitting on 4’s with “Sparky Bitz”) it can be pretty devastatingly Shooty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zhadsnark Da Ripper (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK &#039;Da Pain Klaw&#039; hits on 2+ unlike a regular Warboss&#039; 3+, is AP -4 instead of -3 and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6&amp;quot; rather than having to roll for distance when Advancing, which gives him an impressive 21&amp;quot; move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for &amp;lt;s&amp;gt;11&amp;lt;/s&amp;gt; 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). The guy is a deal. On the downside; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}!&lt;br /&gt;
**&#039;&#039;&#039;Forge World FAQ (as of 2018-11-02)&#039;&#039;&#039; - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you&#039;ll have to take the Wartrike.&lt;br /&gt;
** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Snake Bites]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Snake Bites Icon updated.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, sometimes all dem shiny gubbinz just don&#039;t cut it, and a good ole&#039; choppa is all you need. &amp;lt;br&amp;gt;&lt;br /&gt;
The Snakebites are the closest thing in 40k that greenskins can get to their AoS counterparts. They&#039;re dumb, even for orks, and shun fancy technology for practicality - even though there&#039;s no stipulation against taking any mekaniaks. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, the Snakebites are somewhat of a mixed bag. Their abilities don&#039;t have any synergy, unlike the other clans, but they&#039;re thematic as hell, so enjoy playing out scenarios of greenskins hunting down Imperial Knights like animals, or charging ahead with massive swarms of grots. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – DA OLD WAYS&#039;&#039;&#039;: FnP on a 6+++. Models that already have FnP get to choose which one they use, but can&#039;t benefit from both.&lt;br /&gt;
** Like having an invisible Painboy at all times, and it works on vehicles, too. Remember that your save can block Mortal Wounds, unlike the Deathskulls&#039;.  It doesn&#039;t stack with other sources of FnP, unfortunately.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Surly as a Squiggoth&#039;&#039;&#039;: You can reroll failed morale tests for friendly Snakebites within 6&amp;quot; of your Warlord. Friendly Snakebites {{W40kKeyword|GRETCHIN}} units within 12&amp;quot; of your Warlord automatically pass morale tests.&lt;br /&gt;
**Your Boyz won&#039;t care, but {{W40kKeyword|GRETCHIN}} units don&#039;t have Mob Rule to protect them, and this also affects Killa Kanz and Mek Gunz; a Big Mek could make something out of it. Wrapping your Warlord with multiple units of Grots that refuse to run and moving them up the field is especially hilarious, as is wrapping him in Killa Kanz.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - Brogs Buzzbomb&#039;&#039;&#039;: Once per game you can fire a 6&amp;quot; Grenade 3D6 S5 Ap-1 D1 autohitting shots. After you resolve the attack you can choose another enemy unit within 6&amp;quot; and attack it with the same weapon but only 2D6 shots.&lt;br /&gt;
**No restrictions on targeting characters with that second attack...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Monster Hunters (3 CP)&#039;&#039;&#039;: At the start of any phase, pick an enemy model with 10 or more wounds. For the duration of that phase, all Snakebites in your army add 1 to wound against it.&lt;br /&gt;
** Note that despite its name, vehicles that fit the wound prerequisite are also valid targets for this Stratagem. Makes the Snakebites the bane of every Tyranid/Imperial Guard player who relies on big models to carry their army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Constriction (WC 6)&#039;&#039;&#039;: Halves the attack characteristic of a unit within 12&amp;quot; until your next psychic phase.&lt;br /&gt;
** Low range makes it situational, but if you are able to get up close (As an Ork, you probably are doing so anyway) you can severely neuter your opponents elite unit.&lt;br /&gt;
** Note the lack of Keywords for target (ex: Infantry, Monsters.) You can slap this thing on anything.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Freebooterz]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Freebooterz Icon.png|Border|75px|left]]&lt;br /&gt;
| In the grim darkness of the far future, the pirate&#039;z loif iz fer me! &amp;lt;br&amp;gt;&lt;br /&gt;
Freebooterz is all about showing off to each other, fighting for teef, and doing whatever they feel like. The Freebooterz are the outcasts of ork &amp;quot;polite&amp;quot; society; each one has been either banished from his tribe or simply wandered off and got lost. Over time, these wayward boyz get together into &amp;quot;krewz&amp;quot; and ply the stars to follow their own interests, blowing people up with kroozer kannons, hoisting the main sail, and wearing cool tri-corn hats. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, Freebooterz builds up their steam as they kill gitz, gaining more and more pluses to hit with each unit destroyed. Coupled with their warlord trait, they&#039;ll almost never miss in the fight phase, and even when they&#039;re shooting they can get more hits off than not. They strike a fine balance between the melee blender of the Goffs and the dakka of the Bad Moons.&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs –  COMPETITIVE STREAK&#039;&#039;&#039;: Add 1 to hit rolls for attacks made by models with this {{W40kKeyword|KULTUR}} if any other friendly unit with this {{W40kKeyword|KULTUR}} within 24&amp;quot; has destroyed an enemy unit this phase.&lt;br /&gt;
**Situational, as it requires a table state where an enemy unit was destroyed, but you can focus fire/finish a unit in melee. Be careful destroying a unit in the psychic phase, as it&#039;ll become a wasted kill.&lt;br /&gt;
*** Not so situational anymore with beast arises book. Now with custom jobs you can easily get for example MORKANAUT hitting on 3+. A&lt;br /&gt;
So will work for melee units for that sweet 2+ WS.&lt;br /&gt;
**&#039;&#039;Does&#039;&#039; work with Gretchin - the Gretchin themselves can&#039;t benefit from this kultur, but since they have it, their kills can be used to trigger this in units that &#039;&#039;can&#039;&#039; benefit.&lt;br /&gt;
**Note that as your game gets bigger, this gets exponentially better, as you&#039;re getting higher chances to kill something before the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Killa Reputation&#039;&#039;&#039;: Reroll 1s to hit in the Fight Phase for friendly Freebootas while they are within 6&amp;quot; of your Warlord. &#039;&#039;Fitting of an Ork Kapt&#039;n&#039;&#039;.&lt;br /&gt;
** Combos with Waaagh Banner and &amp;lt;s&amp;gt;Boyz&amp;lt;/s&amp;gt; anything that wants to be in melee (AKA 3/4ths of your units), especially those Meganobz with Power Klaws that would hit on 4+. It doesn&#039;t work with shooty lists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic - The Badskull Banner&#039;&#039;&#039;: You can activate this once per battle at the start of your Morale Phase if you do so then for the rest of it all friendly Freebootas units automatically pass morale tests... Booooooo! &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Kill Kruisa Broadside (3 CP)&#039;&#039;&#039;: At the beginning of any shooting phase, choose D3 points at least 6&amp;quot; from each other in line of sight of any of your models. Roll a D6 for every unit (friend or enemy) within 3&amp;quot; of any of these points. On a 5+ (6 if the unit is a character), the unit takes D3 mortal wounds. 1/game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&#039;&#039;Very meh especially for 3 CP. NEVER USE IT.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power - Jolly Ork&#039;s Glare (WC 6)&#039;&#039;&#039;: Enemy unit within 18&amp;quot; has its move characteristic halved, and advance and charge rolls get -1 until your next psychic phase.&lt;br /&gt;
** Somewhat situational. Can help get the charge but orks usually what to get as close to enemy as possible ASAP. Not delay.&lt;br /&gt;
** Can be used on a annoyingly fast unit that you’ve already got tied up/are about to tie up in order to prevent it running away again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kaptin_badrukk|Kaptin Badrukk]]&#039;&#039;&#039;: Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1&#039;s to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do &#039;&#039;not&#039;&#039; want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn&#039;t get the same &#039;&#039;&#039;Gun-Crazy Showoffs&#039;&#039;&#039; rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you&#039;re bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1&#039;s may be worth it.&lt;br /&gt;
**  His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him reroll one hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Specialist Mobs===&lt;br /&gt;
In the Psychic Awakening Orks essentially got more options to choose for our clans. The way Specialist Mobs works is that certain detachments can be designated as such, with every unit in that detachment completely replacing their &amp;lt;clan&amp;gt; keyword and thus losing whatever bonuses they get from it. Unfortunately, these subkulturs don&#039;t really stand up well in comparison, and while some of them are nice, they are each individually worse off then many of the actual clan Kulturs because you&#039;re missing out on a warlord trait, relic, and your new clan psychic powers in exchange of having a psuedo &amp;quot;your doodz&amp;quot; army. Some of these might be good to put on secondary detachment you created to farm CP, however in many cases another clan kultur will be superior to those. Alternatively you can put your fluff pants on and build entire armies around this stuff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pyromananiacs- Arsonists&#039;&#039;&#039;: Re-roll &#039;&#039;any and all dice&#039;&#039; when determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles. Burnas get +1 to wound in melee. For Burna-Bommers&#039; burna bomb ability you can add 1 to each roll.&lt;br /&gt;
** Note distinct lack of supa-skorchas on the list. Probably oversight on GW part but don’t count on them correcting it.&lt;br /&gt;
** Ok if you run a ton of skorchas and burnas since they do not benefit much from other kulturs. Can also be used to maximize effectiveness of Burna-bommas before they Flying &#039;Edbutt something (not worth it for their points still).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin_Revolutionary_Committee|Grot Mobz]] - Cheeky Zoggerz&#039;&#039;&#039;: Gives all {{W40kKeyword|GRETCHIN}} 6++, and {{W40kKeyword|GRETCHIN VEHICLES}} re-roll hit rolls of 1. &lt;br /&gt;
**Pretty sweet for mek gunz, killa kanz, grot tanks and even lowly grots. More than likely the most competitive subkultur in the entire book. Having a battalion with nothing but grots and weirdboyz (who are the least affected from losing their clan kultur) will see only a net-gain in the effectiveness of your WAAAGH!s cheapest units.&lt;br /&gt;
** Hands down the best subkultur and only one that can compete with regular kulturs.&lt;br /&gt;
** Note that grots from this detachment cannot grot shield your units from other detachments.&lt;br /&gt;
***Grots in general can&#039;t use ork specific stratagems, meaning that all the command points you got from this detachment are effectively worthless if it is only detachment you have and there are only grots in it (except if you use grots shield to protect your HQ choice), so make sure you bring a separate detachment of orks in addition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Huntas|Huntas]] - Sneaky Devils&#039;&#039;&#039;: {{W40kKeyword|INFANTRY}} (excluding {{W40kKeyword|GRETCHIN}}) gain a 5++ while entirely within a terrain feature, and gain +1 AP to melee attacks while either they have that bonus, or are attacking something that is entirely within a terrain feature. &lt;br /&gt;
**Pretty decent with kommandos, but still overshadowed by normal clan kulturs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Stikk_Bommas|Boomboyz]] - Blow it Up&#039;&#039;&#039;: Upgrade the Strength and AP by 1 for anything with rokkits, stikkbombs, the new &amp;quot;Da Booma&amp;quot; kustom job weapon, tankbusta bombs, wing missiles for the Scrapjet, kannons, killkannons, deffkannons, and lobbas. &lt;br /&gt;
**Considering that almost everything in the codex has the opportunity to take rokkits, and most others have stikkbombs, this isn&#039;t necessarily bad. Coupling with the Extra Stikkbombs stratagem could pump out some SERIOUS hurt. It gives you a chance to move away from one big unit of tankbustas deepstriking in and buffing with strats to some smaller squads in vehicles.&lt;br /&gt;
** Remember the main gun of Megatrakk Scrapjet is 2d3 shots Rokkit kannon? Klever talk GW.&lt;br /&gt;
**Pair this with the More Stikkbombz stratagem and laugh as you get 7D6 blast S4 AP1 and 3D3 blast S9 AP3 DD6 grenades. Take that Space Marines!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tin &#039;Eads - Krush &#039;n&#039; Krump&#039;&#039;&#039;: The definitive Dread WAAAGH! specialist mob. It gives {{W40kKeyword|KILLA KANS}}, {{W40kKeyword|DEFF DREADS}}, {{W40kKeyword|G/MORKANAUTS}}, {{W40kKeyword|MEGA ARMOR}}, and {{W40kKeyword|STOMPAS}} +1 to hit in melee. &lt;br /&gt;
**Ouch. The big dread meks are all hitting on 2s now, and Killa Kans with Buzzsaws are putting out a surprising amount of extra swings with 4+ to hit. Overall not too bad, and if you&#039;re running a Dread WAAAGH! detachment, it&#039;s worth a consideration. This can get pretty nuts, fast. Your MANz are now hitting on 2s with their basic close combat weapon and 3&#039;s on their klaws. Bring a Nob with WAAAGH!! banner and now you&#039;re just hitting on 2&#039;s in general. If you&#039;re bringing tons of Kanz, that WAAAGH!! banner has them hitting on 3&#039;s now...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Orks - [[Ork_Boy#Wildboyz|Wildboyz]]&#039;&#039;&#039;: Only affects {{W40kKeyword|WARBOSS}}, {{W40kKeyword|WEIRDBOYZ}}, {{W40kKeyword|NOBZ}}, and {{W40kKeyword|BOYZ}} (Excludes {{W40kKeyword|BIKER}} and {{W40kKeyword|MEGA ARMOR}} units. Those units gain a 6&amp;quot; pile in, and when they advance can roll 3d6 and chose the highest. &lt;br /&gt;
**This one is bad. If you&#039;re looking for speed, keep with Evil Sunz, because at least their benefit affects your whole army and is safer over-all with a flat +1 to rolls (to charges to). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flyboyz - Crucial Velocity&#039;&#039;&#039;: Units with {{W40kKeyword|FLY}} (this includes stormboyz and deffkoptas, not just your jetz) gain cover from being shot from anything greater than 1&amp;quot; away, and units that charge them get -1 to hit in the Fight Phase for that battle round. &lt;br /&gt;
**If its in a Air-Wing detachment it would be okay, but consider what you&#039;re missing out on when you chose this detachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Madboyz|Madboyz]] - Frantic&#039;&#039;&#039;&amp;quot; Only affects {{W40kKeyword|INFANTRY}} (again, not Grots) and {{W40kKeyword|BIKERS}}. With this one, roll a D3 at the start of the battle round, and your affected units get a buff depending on each one. Can&#039;t be rerolled.&lt;br /&gt;
**(1) Moroniks: +1 to armor saves. Stacks with cover.&lt;br /&gt;
**(2) Nuttaz: Affected units auto-pass morale.&lt;br /&gt;
**(3) Frenzies: +1 Strength. Now we&#039;re talking! &lt;br /&gt;
***Overall decent, but obviously it&#039;s a gamble.&lt;br /&gt;
&lt;br /&gt;
== Power of the WAAAGH! Discipline ==&lt;br /&gt;
This is the psychic discipline table your Weirdboys can use. You can either roll randomly, or choose one. Don&#039;t forget every psyker also automatically knows Smite.(WHAT DA ZOGGIN?! WHERE IZ POWER VOMIT?!) The best in the list are typically Da Jump &amp;gt; Warpath &amp;gt; Fists of Gork; if you&#039;re taking more than 3 weirdboys, you should probably start duplicating powers for redundancy.  If you&#039;re using the Warphead strat, you want Da Jump and Warpath (so you can cast Warpath and then Da Jump on something) on your first Warphead, and Da Jump and Fists on the second (same deal, but this time it&#039;s for targeting a character), and any more than that should be redundant backups. Also don&#039;t forget that you get a +1 to your cast for every 10 models within 10&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;&#039;Eadbanger (WC 8)&#039;&#039;&#039;: Targets the closest &#039;&#039;visible&#039;&#039; model within 18&amp;quot;. If you can &#039;&#039;beat&#039;&#039; their Toughness on 1d6, they &#039;&#039;&#039;die instantly&#039;&#039;&#039;. While this sounds awesome, it only lets you target the &#039;&#039;&#039;closest visible model&#039;&#039;&#039; within 18&amp;quot;. This makes it fairly ineffective at sniping your opponent&#039;s Logan Grimnar or Failbaddon without good positioning.&lt;br /&gt;
#* Smite will typically do its job much better. It&#039;s even harder to force it to hit the target you want hit, it needs to succeed on an additional roll to work, and it flat-out won&#039;t work on T6 or better models.  One of the few things it will do well is delete a member of a unit you want dead - the power picks who dies, not your opponent.  Assuming you&#039;re guaranteeing your casts go off, like a good Weirdboy, there&#039;s no target in the game that will die faster to this power than to Smite - as an example, a T3 target needs to have 8 wounds or more to, on average, lose more wounds to this power than to Smite, assuming both powers go off on 10+.&lt;br /&gt;
#&#039;&#039;&#039;Warpath (WC 7)&#039;&#039;&#039;: A friendly {{W40kKeyword|ORK}} unit within 6&amp;quot; increases its Attacks stat by 1 until your next Psychic phase.&lt;br /&gt;
#*GW &#039;&#039;presumably&#039;&#039; meant every model in the unit gets +1A.&lt;br /&gt;
#&#039;&#039;&#039;Da Jump (WC 7)&#039;&#039;&#039;: A friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} unit within 12&amp;quot; is removed from the table, and set back up anywhere more than 9&amp;quot; from enemy units. The unit counts as having moved for the purposes of any other rules, e.g. firing a Heavy Weapon. This is objectively one of the best Psychic Powers in the entire game and should always be considered a priority.&lt;br /&gt;
#*Put any infantry unit you like in charge range of anything on the board - and with &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, you have a solid (57%) chance to make the charge, too. Don&#039;t forget to add +1 to the charge if you are an Evil Sun (which actually brings it to a 72% chance of success).&lt;br /&gt;
#*You can also use this to pull ranged units like Lootas out of melee if they get caught. They count as having moved, but it&#039;s better than using a Fall Back move and not being able to shoot at all that turn.&lt;br /&gt;
#&#039;&#039;&#039;Fists of Gork (WC 6)&#039;&#039;&#039;: A friendly &#039;&#039;visible&#039;&#039; {{W40kKeyword|ORK}} {{W40kKeyword|CHARACTER}} model within 12&amp;quot; gains +2 Attacks and Strength until the next psychic phase.  More effective than Warpath on characters, but ultimately Warpath is more versatile. Can be absolutely hilarious when slapped onto a Warboss with Might is Right and a Power Klaw. Laugh as that guy at your local game store with a Warlord Titan has to deal with something that wounds him on a 2+ for once. ((6+2+1)x2=18! Dat Iz Gud Maf!). Similarly bonkers on Ghaz.&lt;br /&gt;
#* &#039;&#039;Stacks&#039;&#039; with Warpath, if you find yourself in a situation where it makes sense to do so.&lt;br /&gt;
#* You might consider adding a dedicated Weirdboy to put this on your killiest Boss.&lt;br /&gt;
#* Works on {{W40kKeyword|GRETCHIN}} characters! You know you want to.&lt;br /&gt;
#&#039;&#039;&#039;Da Krunch (WC 8)&#039;&#039;&#039;: Targets an enemy unit within 18&amp;quot; of the user. Roll 1d6 for each model in the unit, inflicting a mortal wound for each 6 rolled. After that, roll 2d6; on a 10+ (2/6 chance), roll a second d6 for each model in the same way as before.  This means the total mortal wounds inflicted on a successful cast will be 1/6 the unit&#039;s initial size and then 1/36 the subsequent size; this would be 7/36 its total size, but any model destroyed by the first round of wounds reduces the number of wounds the second pass inflicts - against a unit of 1-wound models without fnp, for example, the expected total is 41/216 times the initial size (1/6 of the initial unit dies, then the 5/6 remaining each have a 1/36 chance of dying). That&#039;s about 18.98%.  Throwing it out there, with SMITE, you are going to be doing typically 3.5 Mortal Wounds per turn. Half of a D6 because obviously you are going to be casting on a 10+ because what git has a Weirdboy positioned away from other ork units? Da Krunch is only worth it (assuming you can basically guarantee the cast) if you are targeting a unit which has at least 19 models in it, which can be more effectively dealt with by other means. Otherwise, SMITE is a safer choice.&lt;br /&gt;
#* This power is kind of self-contradictory. You typically want mortal wounds on elite units that have very good saves. Yet this one is clearly made to kill horde units...&lt;br /&gt;
#* There’s also the fact that you have one of the best anti-horde melee units in the game: Boyz. &lt;br /&gt;
#* Like in every other psychic discipline in the game, this is one of those powers that&#039;s worse than Smite in exchange for being able to choose the target - but in this case, it&#039;s a &#039;&#039;lot&#039;&#039; less effective.&lt;br /&gt;
#&#039;&#039;&#039;Roar of Mork (WC 8)&#039;&#039;&#039;: Enemy units within 18&amp;quot; of the Psyker get -1 Leadership until your next Psychic Phase.&lt;br /&gt;
#* Rather underwhelming in comparison to other powers and with little synergies, since Orks are not really a fear-based army. Generally speaking, our units will either completely obliterate their opponents (if we target appropriately) or do almost nothing at all (if we don&#039;t). Still better than &#039;Eadbanger, though.&lt;br /&gt;
&lt;br /&gt;
== Warlord Traits ==&lt;br /&gt;
#&#039;&#039;&#039;Follow me, Ladz!&#039;&#039;&#039;: Your Warlord gains the Waaagh! and Breaking &#039;eads ability. If he already has these then increase their range by 3&amp;quot;. In addition, gain 1 additional CP.&lt;br /&gt;
#*A Deffkilla Wartrike allows Infantry, Bikers and Vehicles to advance and charge. Pretty much anything in your army unless you bring Squiggoths (yeah nah). Furthermore, he becomes able to headbutt Killa Kanz into bravery. A regular Warboss has an easier time using Waaagh! when it&#039;s a 9&amp;quot; aura, and the +1CP can translate into an additional Shiny Gubbin.&lt;br /&gt;
#&#039;&#039;&#039;Bigkilla Boss&#039;&#039;&#039;: Add 1 to the wound rolls for your Warlord&#039;s attacks if they are targeting a vehicle or monster.&lt;br /&gt;
#*A proper Warboss is going to be using a Power Klaw, so &#039;Might is Right&#039; would be better for him, even if it does affect his dakka as well. But Deffkilla Wartrikes and Big Meks can make something out of it, as they&#039;re &amp;quot;only&amp;quot; S5 and their dakka is actually relevant. But only against vehicles or monsters.&lt;br /&gt;
#** &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt; DIS ZOGGIN&#039; &#039;UMIE DON&#039;T FINK RIGHT. YOU UZE DIS &#039;ERE WAAGGGHHLORD TRAIT ON YOU SHINY SHOKKA-ATTAK GUN SO EVEN IF DA MEKGIT HOLDIN&#039; IT FORGITS TA LOAD IT DEN YOU CAN STILL BLAST SUM CARS WIFF EAZE!&amp;lt;/span&amp;gt;.&lt;br /&gt;
#&#039;&#039;&#039;&#039;Ard as Nails&#039;&#039;&#039;: Add 1 to your warlord&#039;s Toughness characteristic. &lt;br /&gt;
#*Bikes and Deffkilla Wartrikes will get tank-like T7. It will grant extra protectection to your these Warlords from S6, S7 and S12 attacks.&lt;br /&gt;
#&#039;&#039;&#039;Brutal but Kunnin&#039;&#039;&#039;&#039;: You can re-roll failed hit rolls for your Warlord in the Fight Phase. In addition, increase the Damage Characteristic of your Warlord&#039;s melee weapons if in the same turn he finished a charge move, was charged, or performed a heroic intervention.&lt;br /&gt;
#*This one applies to relics, meaning you can turn the Killa Klaw from deadly to outright terrifying, re-rolling both failed hit and wound rolls and hitting for 4 damage apiece. Also buffs your attack squig. Swallow Primaris Marines whole with your angry ball on legs!&lt;br /&gt;
#*{{W40kKeyword|Blood Axes}} Warbosses get an extra mile out of it, as they can charge after falling back.&lt;br /&gt;
#* Stack with Fists of Gork power for maximum carnage!&lt;br /&gt;
#&#039;&#039;&#039;Kunnin&#039; but Brutal&#039;&#039;&#039;: At the start of the first battle round, before the first turn begins, you can remove your Warlord and up to 1d3 friendly units from the battlefield and set them up again as described in the deployment section of the mission you are playing. If you pick a transport, the units embarked on it are also redeployed.&lt;br /&gt;
#&#039;&#039;&#039;Might is Right&#039;&#039;&#039;: Grants your Ork Boss +1 Strength and Attack. Since [https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_designers_commentary_en-1.pdf 8E applies +1S BEFORE the x2 Strength from a Power Klaw or Killsaw], that means you get a S14 Warboss, who can &#039;&#039;wound tanks on a 2+&#039;&#039;.&lt;br /&gt;
#*Great for a Wartrike or Big Mek, elevating them to proppa Warboss Strength.&lt;br /&gt;
&lt;br /&gt;
== Stratagems ==&lt;br /&gt;
*Orks are very CP reliant; you will need a lot of them to optimize your army. Three squads of Grots and two Weirdboyz (cheapest hq option that is useful) net a battalion for 214 points.&lt;br /&gt;
** Seriously you can easily spend 10 CP before battle even begins now.&lt;br /&gt;
&lt;br /&gt;
===Codex===&lt;br /&gt;
*&#039;&#039;&#039;[[&#039;Ardboyz]] (2 CP)&#039;&#039;&#039;: Use this stratagem before the battle. Select a Boyz unit from your army to become a &#039;Ard Boyz unit (but not one that&#039;s been upgraded to Skarboyz). Armor Save characteristic becomes 5+. &#039;Ard Boyz can only Mob Up! with other &#039;Ard Boyz. &#039;&#039;&#039;Rubbish&#039;&#039;&#039;. &lt;br /&gt;
** Improves the survivability of your boyz against ap 0 and -1 attacks, but it useless against ap -2 or better weapons, where you&#039;re better off with a Mek&#039;s KFF or playing Deathskulls. However, most massed gunfire is ap0 (bolters, lasguns etc) so if you know that you will be up against a lot of infantry fire then it will be worth making a few of you 30 man mobs a bit tougher.&lt;br /&gt;
**{{W40kKeyword|Blood Axes}} can stack Ard&#039; Boyz with Loot it! for an effective 3+ armor save against any shooting that comes from 18&amp;quot; or further. But then it&#039;s boyz who are just barely in the 18&amp;quot; range, using shootas instead of stomping the enemy. And you have to wait for a vehicle to die, which they can&#039;t kill on their own because they mostly shootas. And that&#039;s 3CP when you could be using Grot Shields...look we&#039;re saying that you can do it, not that you should.&lt;br /&gt;
*&#039;&#039;&#039;Billowing Exhaust Clouds (1 CP)&#039;&#039;&#039;: At the start of the movement phase, select a {{W40Kkeyword|Speed Freeks}} unit from your army. All ranged attacks receive a -1 penalty to hit that unit until the start of your next turn. &#039;&#039;&#039;Situational&#039;&#039;&#039;. &lt;br /&gt;
** As it works until your next turn you can throw it on any appropriate unit which you feel is going to be receiving a lot of long range spanking, the downside however (like rotate ion shields) is that once you’ve chosen a target for this stratagem your opponent may just decide to target their efforts at another one of your units (though it does mean the unit you just used the stratagem on stays safe...). Stacks with the Boomdakka Snazzwagon&#039;s own -1 penalty to be hit, [[Troll|so your enemy can experience what BS5+ feels like]].&lt;br /&gt;
**Also useful to protect your Biker Nobz, who can&#039;t use grots as meat shields and whose profiles can&#039;t tank the true anti-tank firepower they usually attract.&lt;br /&gt;
*&#039;&#039;&#039;Boarding Action (1 CP)&#039;&#039;&#039;: At the end of the Fight phase, pick a non-flying enemy vehicle within 1&amp;quot; of a Trukk or Battlewagon. All units embarked on it that have melee weapons get to make a single attack against the targeted vehicle. &lt;br /&gt;
**&amp;lt;u&amp;gt;Situational but thematic&amp;lt;/u&amp;gt;. Now your Power Klaw Nobs can smack around tanks without even needing to leave their transport! Unfortunately the biggest vehicle target 10 Power Klaws can krump is...a Land Speeder, who are cheaper and faster than you. If you can disembark and charge a vehicle, do it. BUT if the target is too far away for your M4&amp;quot; MANz to waddle towards, or you just teleported a wagon full of Nobz who can&#039;t disembark that turn, Boarding Action can help you to at least make something out of it. &#039;&#039;&#039;Very Situational&#039;&#039;&#039;&lt;br /&gt;
**Tankbustas have better things to do with their Tankhammers, but four 5-ork units with a Tankhammer and an (Index) Power Klaw Nob can kill a Leman Russ in a single turn. &#039;&#039;Expensive&#039;&#039;; without counting the cost of the Battlewagon they&#039;ll need two whole turns to make up their points. So, casual games mostly.&lt;br /&gt;
**It&#039;s used at the end of the Fight phase. As in, ANY, so you can fight entire battle rounds from inside a Battlewagon: Pour some Nob Kombi-Skorchas into infantry, then go krump a tank - it may fall back but how&#039;s a half scorched squad going to retaliate against a Battlewagon? You can even use an &#039;Ard Case Battlewagon, because you don&#039;t need Open Topped to punch from within nor do you have any respect for enemy autocannons either.&lt;br /&gt;
*&#039;&#039;&#039;Extra Stikkbombs! (1 CP)&#039;&#039;&#039;: At the start of Shooting, a selected unit of Ork Infantry may throw up to 10 grenades instead of just 1. &#039;&#039;&#039;Great with Tankbustas&#039;&#039;&#039;.&lt;br /&gt;
**&amp;lt;u&amp;gt;Don&#039;t use it for clearing T3 blobs&amp;lt;/u&amp;gt;. It only does MARGINALLY higher damage than a mere shoota but with 1/3 of the range and costs CP. Instead &amp;lt;u&amp;gt;use it on Tankbustas&#039; Tankbusta bombs&amp;lt;/u&amp;gt;, which deals 11 dmg to a Leman Russ &#039;&#039;on average&#039;&#039;. Wew. Positioning is key, but you could just chuck them in a Battlewagon and ram the vehicle you want to kill (thus preventing it from blowing up the tankbustas). {{W40kKeyword|Bad Moons}} could use &#039;Showin&#039; Off&#039; to have a good chance to ONE SHOT A KNIGHT.&lt;br /&gt;
** It is actually quite hard to use because of range. You need to drive your tankbusta vechicle quite close (around 12” since you want all tankbustas to be inside 6” after disembark and move) than survive one round of whatever enemy is throwing at it than disembark and move into range. It is hard as enemy will desperately try to kill of this unit knowing what will happen. On the other hand he might also retreat any valuable targets out of range, as using this on anything short of super heavy or something similar is usually overkill.&lt;br /&gt;
***Not nearly has hard to use if you bring open-topped transports.&lt;br /&gt;
*&#039;&#039;&#039;Force Field Projector (3 CP)&#039;&#039;&#039;: Use at the beginning of any turn. A single Big Mek&#039;s Kustom Force Field has its range extended to 18&amp;quot; until your next turn. One use only. &#039;&#039;&#039;Overpriced&#039;&#039;&#039;.&lt;br /&gt;
** Rather meh. 18” KFF is awesome but paying 3CP for just one turn isn&#039;t. It &#039;&#039;could&#039;&#039; be a better alternative to &amp;quot;Prepared Positions&amp;quot; (+1CP for a 5++ instead of a 6+ sv +1) for your infantry...but you&#039;re better off just bringing more sources of KFF.&lt;br /&gt;
** Useless and expensive. CP can be better spent elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;Get Stuck in, Ladz! (3 CP)&#039;&#039;&#039;: Use at the end of the Fight Phase. You can choose an {{W40kKeyword|infantry}} unit that already fought this turn to make it fight a second time. &#039;&#039;Fighting is the entire process of piling in, making attacks, and consolidating.&#039;&#039; &lt;br /&gt;
**{{W40kKeyword|Goff}} units can make even more out of it, with their exploding attacks and S5 on boyz.&lt;br /&gt;
** It is best used on cc oriented characters (killa claw warboss) Meganobz and other units whit great punching power but relatively few attacks. Of course you can use it on boyz but if something did not die to those 100 attacks another 100 won’t kill it either probably. Unless it has like few wounds left and it just has to die for tactical reasons.&lt;br /&gt;
** Note it does not work for new Ghazghkull ;(.&lt;br /&gt;
*&#039;&#039;&#039;Grot Shields (1 CP)&#039;&#039;&#039;: Use when a {{W40kKeyword|&amp;lt;Clan&amp;gt;}} non-{{W40kKeyword|Gretchin Infantry}} unit is hit in the shooting phase. If there is a {{W40kKeyword|&amp;lt;Clan&amp;gt;}} unit comprised entirely of {{W40kKeyword|INFANTRY GRETCHIN}} models within 6&amp;quot; from the unit that was shot, while also being closer to the shooting &#039;&#039;&#039;model&#039;&#039;&#039;, until the end of the phase roll a D6 for each successful wound roll. On a 2+ a Gretchin takes the bullet and is slain. &#039;&#039;Aka Grot infantry bubblewrap&#039;&#039;. &#039;&#039;&#039;Good&#039;&#039;&#039;. &lt;br /&gt;
** It is quite good for protecting your units from massed anti infantry fire, especially turn 1 if you go second. But wait for an enemy to shoot something with a lot of shots like Land Raider or buffed IG infantry blob to use it as otherwise enemy can switch big guns to another target. While poorly worded and poorly clarified in the FAQ if the grot takes a wound all excess damage from the same Hit (Lascannons/Battlecannon et all) is discarded.&lt;br /&gt;
** It is best used on units with high value and low survivability like Lootas, or meganobz against dedicated anti armor, however in the latter case it is hard to set it up properly as you want meganobz in cc with enemy.&lt;br /&gt;
*&#039;&#039;&#039;Long Uncontrolled Bursts (1 CP)&#039;&#039;&#039;: Use at the beginning of Shooting Phase. A flying vehicle Unit gets +1 to hit when shooting on other flying units. &lt;br /&gt;
**Dakkajets&#039; Supa-shootas simply won&#039;t cut it. The Wasbomm Blastajet has better weapons...but your best AA are still Traktor kannons and, hilariously, Stormboyz. &lt;br /&gt;
**Or consider Deffcopters, 5 of them with rokkits will make a nice mess of suits/custodes bikers. Bonus points for freebooterz and hitting on 3&#039;s using this.&lt;br /&gt;
*&#039;&#039;&#039;Loot It! (1 CP)&#039;&#039;&#039;: If a vehicle (including your own) is destroyed within 3&amp;quot; of an Ork infantry unit, &#039;&#039;[https://whc-cdn.games-workshop.com/wp-8/uploads/2018/11/warhammer_40000_orks_en.pdf or while carrying such a unit]&#039;&#039;, that unit&#039;s armor save characteristic is increased by 1, to a maximum of 2+. A unit can only benefit from this once per game and cannot be targeted by &#039;Mob Up!&#039; if it does so. If this Stratagem is used on a unit of Lootas, roll a d6; on a 4+, the CP cost is refunded. &lt;br /&gt;
**Errata&#039;d in short order after the Codex was released so it no longer lets MANs gain a 1+ save, but also lets a unit use it if their ride is wrecked while they are embarked, while it cannot be used ona unit that has already been Mob Up&#039;d you CAN mob up after the lootin’. &lt;br /&gt;
** Quite meh in most cases. It is more of opportunity stratagem than one you plan for. Something got spoofed nearby and you farmed so much CP you don’t care use it. Otherwhise skip.&lt;br /&gt;
**Very useful on Nobz, who can also get a 3+ save from the get-go by using their power klawz as can openers on enemy tanks.&lt;br /&gt;
**As a rule of thumb, don’t base any sort of tactic around this stratagem, but keep it in your back pocket for when you can use it as a nice boost.&lt;br /&gt;
*&#039;&#039;&#039;Medi-Squig (1 CP)&#039;&#039;&#039;: At the end of the Movement phase, a character within 3&amp;quot; from a Painboy recovers D3 wounds. &lt;br /&gt;
** Doubles a Painboy&#039;s healing output. This is the only way a Painboy can heal a Wartrike, but it does mean Wartrikes can be healed by both Painboys AND Meks. &lt;br /&gt;
** It is also only way to heal Ghazghkull, as his new data sheet is a {{W40kKeyword|MONSTER}}. Make sure you have spare cp for that.&lt;br /&gt;
*&#039;&#039;&#039;Mob Up! (1 CP)&#039;&#039;&#039;: Use this stratagem and one friendly {{W40kKeyword|ORKS}} {{W40kKeyword|BOYZ}} unit with 10 or less models may combined with one {{W40kKeyword|ORKS}} {{W40kKeyword|BOYZ}} unit that has at least 10 models. The two units must be within 2&amp;quot; of each other and be from the same {{W40kKeyword|CLAN}}.&lt;br /&gt;
** Good if your mobs are starting to grow depleted since it lets Mob Rule stay at its full effectiveness. Also in vp games lets you save that last nob from being killed if you have a sufficiently big boyz unit nearby.&lt;br /&gt;
**Perhaps best used to increase the efficiency of stratagems such as Get Stuck in Ladz, and psychic powers like Warpath and Da Jump. But don&#039;t abuse it, as you&#039;ll need the CP for your other great stratagems.&lt;br /&gt;
*&#039;&#039;&#039;More Dakka! (2 CP)&#039;&#039;&#039;: Use before any unit shoots. For this turn, that unit&#039;s &#039;Dakka! Dakka! Dakka!&#039; will activate on an unmodified 5+. &lt;br /&gt;
**Even Snazzguns and Deffguns will only kill 1 more guardsman on average - that&#039;s not scary. Thus, &amp;lt;u&amp;gt;this is more an &amp;quot;ignore -1 to hit modifiers&amp;quot; stratagem&amp;lt;/u&amp;gt; with some more damage out of it. And that&#039;s useful. Even more so on Tankbustas because every hit will generate another shot that is also rerollable (on vehicles).&lt;br /&gt;
**You could combine it with Show Off, for those times you want to spend 4CP on ork shooting.&lt;br /&gt;
*** in this combination it is insanely good with dedicated shooty things, which in ork army means either souped up shocka big mek or lootas mostly since grot units cannot use stratagems, Especially souped up shokka one can be scary or useless. Enjoy ;P&lt;br /&gt;
*&#039;&#039;&#039;Extra Gubbinz (1/3 CP)&#039;&#039;&#039;: You know the drill. Single use, take an extra relic or two if you spend 1 or 3 CP, respectively.&lt;br /&gt;
*&#039;&#039;&#039;Orks is never defeated (2 CP)&#039;&#039;&#039;: Use when a {{W40kKeyword|CHARACTER}} is killed. The character can fight or shoot for the last time. &lt;br /&gt;
** Very thematic. If Ghaz is going down you can at least ensure whatever killed him will die with him.&lt;br /&gt;
** Use for cc only with exception of souped up shokka big mek.&lt;br /&gt;
*&#039;&#039;&#039;Ramming Speed (2 CP)&#039;&#039;&#039;: During the Charging Phase a single vehicle gets to roll 3D6 for its charge move (still can only declare a charge against an enemy within 12&amp;quot;, unlike Banshees) and deals D3 mortal wounds to the charged unit on a 2+ roll if the charge succeeds. &lt;br /&gt;
** Very good synergy with tellyporta strategem, and &#039;Ere We Go makes it so that you can actually reroll all, one or two dice. A great way to shield your units from overwatch, and a great help to Battlewagons &amp;amp; Bonebreakas, which don&#039;t have &#039;Ere We Go.&lt;br /&gt;
** Potential synergy with some stuff from the beast arises book.&lt;br /&gt;
*&#039;&#039;&#039;Ripping Hook (1 CP)&#039;&#039;&#039;: When a Deffkilla Wartrike falls back, deal D3 mortal wounds on the unit he&#039;s detaching from on a 2+ roll. &lt;br /&gt;
**The {{W40kKeyword|Blood Axe}} Kultur or {{W40kKeyword|Evil Sunz}} WT allow wartrikes to charge after falling back and thus keep doing this each turn.&lt;br /&gt;
*&#039;&#039;&#039;Tellyporta (2 CP)&#039;&#039;&#039;: During deployment, you can deep strike any Ork unit with a Power Level of 20 or less instead of setting it up normally. If you deepstrike a transport, only the transport&#039;s PL cost counts so anything inside of it technically deepstrikes for free&lt;br /&gt;
**&#039;&#039;Literally UNRESTRICTED teleportation. Where other armies may teleport only up to two infantry units, as long as you have the CP and the unit (or the transport that carries it) costs less than 20PL then you can deepstrike it:&#039;&#039;&lt;br /&gt;
**While this gets Nobz and Meganobz into combat easily, ork transports are great. Great an open topped. Besides the classic Nob-full Battlewagon or Bonebreaka, you can fill them up with Tankbustaz (bringing bomb squigs into position) or Flash Gitz (who can shoot &#039;&#039;and&#039;&#039; melee). Or deepstrike Lootaz inside a Trukk - mobile, cheap, long ranged, and if the trukk gets destroyed Lootaz have a chance of getting armour for free. You&#039;re also one of the few armies that can &amp;lt;u&amp;gt;deepstrike a flamer and fire it&amp;lt;/u&amp;gt; in the same turn, the Big Trakk&#039;s S6 AP-2 Supa-skorcha.&lt;br /&gt;
***If you use this on a transport vehicle it will land on the table on turn 2 at best (in matched play and outside your DZ) and then you will have to wait until turn 3 to be able to disembark its occupants and charge with them. So &amp;lt;u&amp;gt;you are basically resigning from using embarked unit for CC during the first 2 turns&amp;lt;/u&amp;gt;. Account for that. That being said, that&#039;s true for almost any unit inside a transport.&lt;br /&gt;
**Or screw subtlety! Bring a Gorkanaut with Nobz. Hell, if we really want to push this, Kill Tanks are still 15 PL despite their previous point increase, and they have a transport capacity of &#039;&#039;12&#039;&#039;. Costly, but nothing is quite the same as &#039;&#039;&amp;lt;u&amp;gt;deepstriking a LORD OF WAR&amp;lt;/u&amp;gt;&#039;&#039; loaded up with Tankbustas right into your enemy&#039;s backline.&lt;br /&gt;
**You can also tellyport a whole Speed Mob or Dread Mob. Pay only once, deepstrike them within 6&amp;quot; from each other, play them as separate units afterwards. Then make that charge on rerollable 3d6&amp;quot; with Ramming Speed &amp;amp; &#039;Ere We Go!&lt;br /&gt;
** Prime use is on new monster Ghazghull. Since he cannot use transports or jump up outside of footslogging this is only way to get him to the enemy fast. Consider if you want him to be a bullet sponge or not do anything for first turn.&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Green Tide (3 CP)&#039;&#039;&#039;: Use at the end of Movement Phase. Choose a unit of Boyz with less than half of the models it had at the beginning, remove it from the field and field it back at full force within 6&amp;quot; from borders and within 9&amp;quot; from enemy units. Can be used only once. Cannot be used on units formed by Mob Up!.&lt;br /&gt;
** Awesome stuff. It force your opponent to kill of boyz mobz to the last not just killing enough so that morale will take care of the rest. Because than you will just pay 2 CP and auto pass or just kill few guys if boss is nearby, than CP and new ork unit is in the field.&lt;br /&gt;
** Can also be used as semi teleport for highly depleted Boyz units that are out of position.&lt;br /&gt;
** Of course this is most effective on units that have few models left. Basically paying for another unit of boyz entering late game. To rephrase that to really frame how good this is: You are paying 3 command points to Outflank a 200(ish) point unit anywhere you want. And the unit is free.&lt;br /&gt;
*&#039;&#039;&#039;Warphead (1 CP)&#039;&#039;&#039;: Use before the battle. A Weirdboy knows one extra Psychic power and can cast one additional power each turn. &#039;&#039;Sadly no extra dispels&#039;&#039;. &lt;br /&gt;
** Not that great if you are cp farming with weirdboyz but if you are going for a limited number of them extra warpath or fists can go a long way.&lt;br /&gt;
&lt;br /&gt;
===Saga of the Beast===&lt;br /&gt;
*&#039;&#039;&#039;Da Biggest Boss (1 CP)&#039;&#039;&#039;: Before the battle, select one Warboss model, add 1 to its wounds and attack characteristic, and it gains a 4+ invuln save. Only once per battle, and cannot be used if the army includes Ghazghkull.&lt;br /&gt;
** Right now best stratagem in the book. Put it on warboss or better yet warboss on warbike or warboss in mega armor (Legends mind you) stock killa klaw in there give him brutal but cunning and for 1 CP you have character that is Ghazghull Trakka level of kiliness while not sacrificing ability to hide behind other units, to be healed with up to 6 W per turn or use all the strategems like fight again one. All of this for 1/3 of price of a big guy. Arguably better than Ghazghull himself. But not as cool.&lt;br /&gt;
** Stack with squig-hide tires kustom job and this guy will get anywhere you want and murder anything.&lt;br /&gt;
*** Sadly can&#039;t use a kustom job due to not having the vehicle keyword- the disappointment!&lt;br /&gt;
*&#039;&#039;&#039;Da Burnin&#039; Highway (1 CP)&#039;&#039;&#039;: Use on a {{W40kKeyword|KUSTOM BOOSTA-BLASTA}} in the shooting phase to upgrade the following characteristics of it&#039;s burna exhausts:10&amp;quot; assault 3 S5 AP-1 until the start of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Da Kleverist Boss (1 CP)&#039;&#039;&#039;: Before the battle, select one Big Mek model, add 1 to its wounds and attack characteristic, and change its weapon skill to 2+. Only once per battle, and cannot be used if the army includes Mek Boss Buzzgob.&lt;br /&gt;
** Nice buff but ultimately CP are needed elsewhere since your big mek will be typically protected from harm.&lt;br /&gt;
*&#039;&#039;&#039;Dreaded Death Machine (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|DEFF DREAD}} fights, gain an extra attack for each kill until of turn. Extra attacks don&#039;t generate more. &lt;br /&gt;
*&#039;&#039;&#039;Grot Bumper (1 CP)&#039;&#039;&#039;: Used during your opponent&#039;s shooting phase when a ranged attack successfully wounds a Boomdakka Snazzwagon. The saving throw is automatically passed. Can only be used once per unit.&lt;br /&gt;
** A little ambiguous. Is it usable only if there is potential save or when enemy Ap strips as completely to? (Answer: Yes) Overall situational since Boomdakka is hardly high priority target.&lt;br /&gt;
*&#039;&#039;&#039;Hit &#039;em Harder (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|MEGANOBZ}} unit fights, it&#039;s weapons get +1D until end of phase. &lt;br /&gt;
*&#039;&#039;&#039;Flyin&#039; &#039;Eadbutt (1 CP)&#039;&#039;&#039;: At the end of the movement phase, select a flyer. It immediately crashes and burns. Obviously this destroys the flyer, but on the bright side it&#039;s certainly an Orky way to make a nearly-dead Dakkajet useful.&lt;br /&gt;
** Actually using this on dakkajet is a waste since you are sacrificing entire shooting phase.&lt;br /&gt;
** Mediocre at best. Only efficient way to use it is on Burna bomber that already dropped its payload and is in range of some key enemy character that is sitting on up to 3 wounds and doesn’t have FNP. Or 2 or 3 elite enemy units. Usually not worth the points though.&lt;br /&gt;
**can be used to gave a +1 save to a unit thanks to &amp;quot;Loot it!&amp;quot; For the vehicle keywords of dakkajets, but stay on the lookout for the mortal wounds output. Also it will cost 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Full Speed, Ladz! (1 CP)&#039;&#039;&#039;: After charging with an {{W40kKeyword|ORK BIKER}} or {{W40kKeyword|DEFF-KILLA WARTRIKE}}, add 1 strength to the unit until end of turn.&lt;br /&gt;
*&#039;&#039;&#039;Klever Spanner (1 CP or 2 CP)&#039;&#039;&#039;: Before the battle, pick a Loota or Burna Boyz unit (paying 2 CP if there&#039;s more than 10 models in it). As long as that unit has at least one Spanner, it can roll an additional die and discard one when determining how many shots their deffguns or burnas fire.&lt;br /&gt;
** Anyone using lootas will want this, even at 2 CP and with sacrificing one loota to be a spanner it increases their potential immensely. &lt;br /&gt;
*&#039;&#039;&#039;Kustom Job (1 CP)&#039;&#039;&#039;: Before the battle, your army can have one additional kustom job. Each unit can only have one kustom job, and every kustom job must be unique.&lt;br /&gt;
** Well this one can easily cost you 10+ CP before battle starts. Some are meh some very good. Pick your favorite and go to kustom section p :).&lt;br /&gt;
*&#039;&#039;&#039;Patch Up (1CP)&#039;&#039;&#039;: For a turn, pick a Gargant and double its wound count for its damage table.&lt;br /&gt;
*&#039;&#039;&#039;Speshul Shells (2CP)&#039;&#039;&#039;: Increase the range of a {{W40kKeyword|FLASH GITZ}} unit by 12&amp;quot; in the shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Squig Bombs (1CP)&#039;&#039;&#039;: Add 1 to the rolls for the {{W40kKeyword|BLITZA-BOMMER}} boom bombs.&lt;br /&gt;
*&#039;&#039;&#039;Temperamental Shokk Drive (1CP)&#039;&#039;&#039;: Use after a {{W40kKeyword|SHOKK-JUMP DRAGSTA}} shoots. It advances with a 4+ (tellyports).&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable Momentum (2CP)&#039;&#039;&#039;: If an {{W40kKeyword|ORK}} unit from your army charges and deals MW, if it&#039;s no longer within 1&amp;quot; of an enemy, charge again.&lt;br /&gt;
**Layman&#039;s version: If you kill something by charging it, charge again.&lt;br /&gt;
*&#039;&#039;&#039;Wildfire (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|BURNA-BOMMER}} drops bombs, choose another enemy unit within 6&amp;quot;. Roll d6 per model (up to 10), each 5+ deals MW. Isn&#039;t affected by Arsonists.&lt;br /&gt;
&lt;br /&gt;
== Wargear ==&lt;br /&gt;
*&#039;&#039;&#039;Cybork Body&#039;&#039;&#039;: 6+++ Feel No Pain - simple and straightforward. &lt;br /&gt;
** Does not stack with any other similar ability, so don&#039;t bother if you&#039;re taking Snakebites or a Painboy. It&#039;s too unreliable to be worth taking.&lt;br /&gt;
&lt;br /&gt;
=== Infantry Weapons===&lt;br /&gt;
==== Choppy Weapons ====&lt;br /&gt;
These are all the melee weapons for our Infantry models. This is NOT the Index Choppy Weapons List, which includes only the Big Choppa and the Power Klaw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Attack Squig&#039;&#039;&#039;: The Warlord&#039;s best friend. S4 AP-1 D1, can make 2 extra attacks with this &amp;quot;weapon&amp;quot;. Best part is: it&#039;s free!&lt;br /&gt;
*&#039;&#039;&#039;Big Choppa&#039;&#039;&#039;: A significantly superior Power Maul, with S+2 AP-1 D2 for only 5 points. It is quite a nice upgrade to S7 for Nobz and to S8 for Warbosses (S9 with Might is Right), especially as it does not confer the -1 to hit of the conventional Power Klaw. AP-1 is quite decent for maiming things that are not TEQ or vehicles, too.&lt;br /&gt;
*&#039;&#039;&#039;Burna&#039;&#039;&#039;: A Burna can be used in melee as a Power Stabba.&lt;br /&gt;
*&#039;&#039;&#039;Choppa&#039;&#039;&#039;: The Orky Chainsword, Classic Free Attack&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; and all. Your bread and butter, and what makes both Stormboyz and Boyz so good.&lt;br /&gt;
**Most of your Nobz can now ditch their Slugga to go full on melee with an extra Choppa along side your main weapon!&lt;br /&gt;
*&#039;&#039;&#039;Da Vulcha&#039;s Klaw&#039;&#039;&#039;: Zagstruk legs, S+2 AP-3 Dd3, can only be used to make 3 attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s Klaw&#039;&#039;&#039;: New Ghazzy&#039;s personal weapon. It now does AP-4 and flat 4 damage now, as well as x2 strength.&lt;br /&gt;
*&#039;&#039;&#039;Grabba Stikk&#039;&#039;&#039;: Only for Runtherd. A Choppa that gives +1S.&lt;br /&gt;
*&#039;&#039;&#039;Grot-Prod&#039;&#039;&#039;: Only for Runtherd. A Big Choppa with only D1.&lt;br /&gt;
*&#039;&#039;&#039;Killsaw&#039;&#039;&#039;: Trades out the 1D3 damage of the Klaw for a flat 2 damage and AP-4. If you can somehow take two, they give you an extra attack. Better than its chainfist counterpart since Orks don&#039;t have a weapon that deals a flat 3 damage. Now available in pairs to a wide range of Nobz, including Nob Bikers and your Stormboyz&#039; Boss! Bring a hurricane of BZZZZZZZZZZ to your enemy&#039;s gunline at maximum speed!&lt;br /&gt;
*&#039;&#039;&#039;Kustom Klaw&#039;&#039;&#039;: Ghazzy&#039;s weapon before he got updated. A PK with no -1 to hit and flat 3 damage instead of d3.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s Teeth&#039;&#039;&#039;: Snikrot&#039;s knives. SUser AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;Power Klaw&#039;&#039;&#039;: Still our Swiss Army Knife after all these years. Will [[rip and tear]] gits of all sizes, doing the exact same as before at the same point cost. The con this edition is that a PK reduces the user&#039;s To Hit roll by -1.&lt;br /&gt;
* &#039;&#039;&#039;Power Stabba&#039;&#039;&#039; The very Orky and very awesome version of a power weapon, available to almost every Nob, including Stormboyz and Boyz Boss Nobs. For 3 points you now have AP-2. This is cheap, effective, and makes your three S5 attacks waaaaay better. Conversion opportunities galore. Seriously, use the ripped off arm of a Space Marine that&#039;s still holding his power weapon! The original bit is in the Nob kit if you want to use it, it&#039;s one of the Cybork bitz, namely the harpoon arm.&lt;br /&gt;
*&#039;&#039;&#039;Tankhammer&#039;&#039;&#039;: Tankbustas&#039; weapon. You only get one attack with this weapon, if you hit you cause d3 mortal wounds, but the bearer is slain.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Urty Syringe&#039;&#039;&#039;: For Painboys and Grotsnik himself. An extra attack that wounds non-Vehicle or Titanic models on a 4+, AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Waagh Banner&#039;&#039;&#039;: A Big Choppa with no AP.&lt;br /&gt;
*&#039;&#039;&#039;Weirdboy Staff&#039;&#039;&#039;: A Big Choppa with Dd3 instead of flat 2 (making it worse against anything with 2 wounds, and equal against anything else).&lt;br /&gt;
&lt;br /&gt;
==== Shooty Weapons ====&lt;br /&gt;
&lt;br /&gt;
These are all the range weapons for our Infantry models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota.&lt;br /&gt;
*&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: An Assault 3 Heavy Stubber. Not as good as a Deathspitter anymore, but you can Advance and still shoot it. Range 36&amp;quot; Assault 3 S5 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Blitz Missile&#039;&#039;&#039;: Zagstruk Mini-Missile Launcher. Range 18&amp;quot; Assault 1 S6 AP-1 Dd3.&lt;br /&gt;
*&#039;&#039;&#039;Burna&#039;&#039;&#039;: The little brother of an actual flamer. Range 8&amp;quot; Assault d3 S4 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Da Rippa&#039;&#039;&#039;: Badrukk&#039;s big ass weapon. Range 24&amp;quot; Heavy 3 S7 AP-3 D2 or you can get +1 S and D but you risk a mortal wound on one or more hit rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Dakkagun&#039;&#039;&#039;: This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18&amp;quot;, all Warbikes come with two of these.&lt;br /&gt;
*&#039;&#039;&#039;Deffgun&#039;&#039;&#039;: Lootas&#039; weapon. Range 48&amp;quot; Heavy d3 S7 AP-1 D2, use the same d3 roll for the entire unit.&lt;br /&gt;
*&#039;&#039;&#039;Grot Blasta&#039;&#039;&#039;: Gretchins&#039;s pistol. Range 12&amp;quot; Pistol 1 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Kombi-Rokkit&#039;&#039;&#039;: A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn&#039;t have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense.&lt;br /&gt;
**It&#039;s important to note that thanks to DakkaDakkaDakka!, extra shots generated with the Shoota can be used with the Rokkit Launcha profile.&lt;br /&gt;
***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur&lt;br /&gt;
*&#039;&#039;&#039;Kombi-Skorcha&#039;&#039;&#039;: New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn&#039;t affected by the -1 To Hit for firing both weapon profiles. Notably, you can Advance and still spray flames and bullets. Skorcha&#039;s profile: Range 8&amp;quot; Assault d6 S5 AP-1 D1.&lt;br /&gt;
**DakkaDakkaDakka! works here too, as any 6 that you get from your Shootas can generate an extra hit from the Skorchas.&lt;br /&gt;
***Needs confirmation after FAQ, since melee weapons need to use same profile with Goff kultur&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: The Orky equivalent of Plasma Guns. Orks of course &#039;&#039;only&#039;&#039; fire on the maximum charge (sayf-dee, wotz dat?), so you&#039;ll always be taking Mortal Wounds on 1&#039;s to hit. S8 AP-3 Dd6 means this packs a fierce punch.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Slugga (Legends)&#039;&#039;&#039;: A Plasma Pistol by any other name. As above, but Pistol-class (Range 12&amp;quot; and you can shoot it in melee). Spannas (Index only), Big Meks (Legends) and Meks only.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Shoota&#039;&#039;&#039;: Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. Nobz can use it too thanks to the Index, it&#039;s funny how the lore on page 35 says Nobz have them but GW forgot to include them in the Codex rules.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: One of the best weapon options at S8 AP-2 D3. Short range (24&amp;quot;) compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it&#039;s a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s Roar&#039;&#039;&#039;: Updated Ghazzy&#039;s personal gun. It is a quad heavy bolster, or a quad big shoota with an AP of -1, or 6 shootas with an extra strength and ap and 36&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Pair of Rokkit Pistols&#039;&#039;&#039;: Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12&amp;quot;, but being Pistols you can shoot them in melee.&lt;br /&gt;
*&#039;&#039;&#039;Shokk Attack Gun&#039;&#039;&#039;: Still the same and still disappointing. Range 60&amp;quot; Heavy d6 S2d6 AP-5 Dd6. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage. &lt;br /&gt;
*&#039;&#039;&#039;Shoota&#039;&#039;&#039;: Basic Bolter-type gun. 18&amp;quot; Assault 2 S4 AP0, which means you can Advance and still shoot with a -1 to Hit penalty. Inferior to almost all other armies&#039; basic rifle (see a trend here?), but massed fire can produce some results. Generally Slugga+Choppa is the preferable load-out for Boyz, but it&#039;s not bad on Evil Sunz or Bad Moons.&lt;br /&gt;
*&#039;&#039;&#039;Slugga&#039;&#039;&#039;: It&#039;s a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Snazzgun&#039;&#039;&#039;: Flash Gitz&#039; shiny weapons. Range 24&amp;quot; Heavy 3 S6 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Squig Bomb&#039;&#039;&#039;: Tankbustas&#039; kamikaze Squigs. Range 18&amp;quot; Assault 1 S8 AP-2 Dd6. Can not target models with FLY, after firing it the bearer (the Squig) is slain.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb&#039;&#039;&#039;: Common grenade for almost every unit. Range 6&amp;quot; Grenade d6 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Tankbusta bomb&#039;&#039;&#039;: Don&#039;t let its name fool you, this grenade is carried not only by Tankbustas but also Boyz and Kommandos have them. Range 6&amp;quot; Greande d3 S8 AP-2 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Tellyport Blasta&#039;&#039;&#039;: For Big Meks with Mega Armour. Range 12&amp;quot; Assault 3 S8 AP-2 D1. After an unsaved wound, if the target is still alive you roll a d6, if the roll is greater than the targets Wound Characteristic it&#039;s slain.&lt;br /&gt;
*&#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039;: Yes! You guessed it! a Big Shoota with double the shots and double the price.&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Weapons ===&lt;br /&gt;
==== Choppy Weapons ====&lt;br /&gt;
*&#039;&#039;&#039;Buzz Saw&#039;&#039;&#039;: First of your 3 choices for your Killa Kan: S+2 AP-2 D2, it gives an extra attack.&lt;br /&gt;
*&#039;&#039;&#039;Deffrolla&#039;&#039;&#039;: Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting.&lt;br /&gt;
*&#039;&#039;&#039;Dread Klaw&#039;&#039;&#039;: Deff Dread&#039;s standard weapon for 15pts. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at crumpin&#039; almost everything.&lt;br /&gt;
*&#039;&#039;&#039;Dread Saw&#039;&#039;&#039;: Deff Dread&#039;s other close combat weapon at 10pts. S+4 AP-2 D2, gives you an extra attack using this profile. Good for medium to heavy infantry, not too good at killing tanks.&lt;br /&gt;
*&#039;&#039;&#039;Drilla&#039;&#039;&#039;: The second choice for Killa Kans: S+1 ap-4 D2, on a roll of 6 to wound it causes an extra mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039;: Hits only once, but at -3 AP and D3 damage.&lt;br /&gt;
*&#039;&#039;&#039;Kan Klaw&#039;&#039;&#039;: Your third choice for Killa Kans, the classic one, like a Dread Klaw, but it increases your Killa Kanz Strength by 3 (to S8) instead of doubling it and no extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Kill Saw&#039;&#039;&#039;: for Deff Koptas, Sx2 AP-4 D2, -1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Klaw of Gork (or possibly Mork)&#039;&#039;&#039;: A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles:&lt;br /&gt;
**&#039;&#039;&#039;Crush:&#039;&#039;&#039; Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks.&lt;br /&gt;
**&#039;&#039;&#039;Smash:&#039;&#039;&#039; Doesn&#039;t boost the Naut&#039;s Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, &#039;&#039;tripling&#039;&#039; your Attack output.&lt;br /&gt;
*&#039;&#039;&#039;Mega-Choppa&#039;&#039;&#039;: A Stompa&#039;s go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles:&lt;br /&gt;
**&#039;&#039;&#039;Smash:&#039;&#039;&#039; Sx2 AP-5 D6. This is for, obviously, smashing other huge, armored foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash.&lt;br /&gt;
**&#039;&#039;&#039;Slash:&#039;&#039;&#039; S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for crumpin&#039; tiny gitz that try to climb up ya feetz.&lt;br /&gt;
*&#039;&#039;&#039;Nose Drill&#039;&#039;&#039;: for your new Scrapjet, S+2 AP-2 Dd3.&lt;br /&gt;
*&#039;&#039;&#039;Saw Blades&#039;&#039;&#039;: for some of the new Buggies, S+1 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Snagga Klaw&#039;&#039;&#039;: for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new &amp;quot;Da Killa Klaw&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Spinnin&#039; Blades&#039;&#039;&#039;: D3 hits for each attack with this weapon, at +1 Strength. Deffkopta use only, good for mowing down Guardsmen or Guardians in small numbers.&lt;br /&gt;
*&#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039;: Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you&#039;re running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent&#039;s shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armor save to a 4+. If you charge a Dreadnought, don&#039;t expect the Trukk to survive the Dread&#039;s turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.&lt;br /&gt;
&lt;br /&gt;
==== Shooty Weapons ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: Range 36&amp;quot; Assault 3 S5 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039;: get 6 instead of 3 shots.&lt;br /&gt;
*&#039;&#039;&#039;Bubblechukka&#039;&#039;&#039;: [[Recursion|A game inside a game.]] Distilling the Orks&#039; random-table &#039;&#039;&#039;FUN&#039;&#039;&#039; (individual definitions of FUN may vary) down to a single weapon. Roll 1D6 for the number of shots, Str, AP and damage respectivly. You re-roll the dice every time you fire it. Still more useful than last Edition. Note that you have to pick the target you&#039;re shooting before you know the stats of the weapon, which makes this thing a risky affair. Its total lack of reliability is quite terrible (though very amusing).&lt;br /&gt;
*&#039;&#039;&#039;Burna Bottles&#039;&#039;&#039;: Boomdakka Snazzwagon&#039;s grenades. Range 6&amp;quot; Grenade 2d6 S4 AP0 D1, ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Burna Exhaust&#039;&#039;&#039;: Kustom Boosta-Blasta&#039;s burnas. Range 8&amp;quot; Assault d3 S4 AP0 D1, autohits.&lt;br /&gt;
*&#039;&#039;&#039;Deffkannon&#039;&#039;&#039;: Stompa&#039;s big gun. Range 72&amp;quot; Heavy 3d6 S10 AP-4 Dd6.&lt;br /&gt;
*&#039;&#039;&#039;Deffstorm Mega-Shoota&#039;&#039;&#039;: Gorkanaut&#039;s main gun. Range 36&amp;quot; Heavy 18 S6 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Grot Blasta&#039;&#039;&#039;: GW decided that, for some strange reason, some vehicles needed a Range 12&amp;quot; Pistol 1 S3 AP0 D1 that hits on 4+.&lt;br /&gt;
*&#039;&#039;&#039;Grotzooka&#039;&#039;&#039;: Only for Killa Kans. Range 18&amp;quot; Heavy 2d3 S6 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Kannon&#039;&#039;&#039;: Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is S4 rather than 3.&lt;br /&gt;
*&#039;&#039;&#039;Killa Jet&#039;&#039;&#039;: it can be used either as a skorcha (though it&#039;s called burna) or as a multi melta: range 8&amp;quot; Assault 2 S8 AP-4 Dd6, if the target is within 4&amp;quot; roll 2 dice for damage and keep the highest.&lt;br /&gt;
*&#039;&#039;&#039;Killkannon&#039;&#039;&#039;: Range 24&amp;quot; Heavy d6 S8 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Kopta Rokkits&#039;&#039;&#039;: Exactly the same as Rack of Rokkits just with a different name, basically a Twin Rokkit Launcha for your Koptas.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: Standard ork Plasma Rifle. Range 24&amp;quot; Assault 1 S8 AP-3 Dd6, bearer suffers a mortal wound on a roll of 1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Kannon&#039;&#039;&#039;: A giant D6-shot Dd6 overcharged plasma gun. Mortally wounds itself on hit rolls of 1, because Orks don&#039;t fire plasma guns on low power. Definitely the best choice for Mek Gunz, and taking advantage of Grots&#039; BS4 a gun-line of these can threaten Terminators, Dreadnoughts, and other Heavy Infantry/Lighter Vehicles. Wimp out of late-game one-dozen-boyz VS 3-terminator brawls via disengaging, and have Mek Gunz loaded with these babies take care of the big, mean 2W 2+ Save kanned humies.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Mega-Zappa&#039;&#039;&#039;: Morkanaut&#039;s main gun. Range 36&amp;quot; Heavy 3d3 S8 AP-3 D6, on one or more rolls of 1 to hit the bearer suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Kustom Shokk Rifle&#039;&#039;&#039;: The Shokk Attack Gun&#039;s baby brother and the Shokkjump Dragsta&#039;s signature weapon. Assault 2, 24&amp;quot;, S8 AP-3 D6 D, user takes a mortal wound on a hit roll of 1 but causes a mortal wound on wound rolls of 6+. Basically a stronger plasma gun, and the Dragsta&#039;s improved BS makes sure it can actually hit reliably.&lt;br /&gt;
*&#039;&#039;&#039;Lobba&#039;&#039;&#039;: Similar to other races&#039; Mortars: Heavy D6 and indirect fire. The Lobba, however, has an above average Strength of 5 that should help offset your gunners&#039; terrible BS (even if it&#039;s still AP0). Ignoring line of sight helps with positioning it tremendously.&lt;br /&gt;
*&#039;&#039;&#039;Mek Speshul&#039;&#039;&#039;: Boomdakka Snazzwagon&#039;s main gun, Range 24&amp;quot; Assault 9 S5 AP-2 D1.&lt;br /&gt;
*&#039;&#039;&#039;Rack of Rokkits (Legends)&#039;&#039;&#039;: also known as Twin Rokkit Launcha, you get 2 shots instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Rivet Kannon&#039;&#039;&#039;: Kustom Boosta-Blasta&#039;s main gun, Range 36&amp;quot; Assault 6 S7 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Kannon&#039;&#039;&#039;: Megatrakk Scrapjet&#039;s main gun, Range 24&amp;quot; Assault 2d3 S8 AP-2 D3.&lt;br /&gt;
*&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: Range 24&amp;quot; Assault 1 S8 AP-2 D3.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Range 12&amp;quot; Assault 2 S3 AP0 D1, +1 to hit if the target is within 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Range 8&amp;quot; Assault d6 S5 AP-1 D1, autohits.&lt;br /&gt;
*&#039;&#039;&#039;Skorcha Missiles&#039;&#039;&#039;: Range 24&amp;quot; Assault d6 S5 AP-1 D1, ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;: D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally. Obliterates T6 and below, becomes ineffective at about T9 and up (and obviously can&#039;t hurt anything with a T&amp;gt;12). Statistically, compared to a regular D6 roll, this works out at the same wound probability vs T10 as an S5 weapon (6+ on 1d6, 16.67%) - but conversely, against T4, you&#039;ve got better odds of wounding than a 2+ on 1d6 (~91% compared to 83% - it&#039;s halfway to the 97% chance for 2+ with a reroll) and you&#039;re at better odds than a 3+ on 1d6 against T6. On top of this it has the best non-random AP in the army (-4) and has Damage d6.&lt;br /&gt;
*&#039;&#039;&#039;Snagga Klaw&#039;&#039;&#039;: Range 8&amp;quot; Assault 1 S4 AP0 D1, you can re-roll to wound.&lt;br /&gt;
*&#039;&#039;&#039;Squig Launcha/Heavy Squig Launcha&#039;&#039;&#039;: The signature weapon of the Rukkatrukk Squigbuggy, armed with a variety of squigs for a surprising degree of versatility. The first number for the number of shots fired is for the regular Squig Launcha, and the second number is for the Heavy Squig Launcha- the rest of their stats are identical, and all squigs share a 36&amp;quot; range. However, it&#039;s important to note that the Heavy version gains +1 to hit thanks to the vehicle&#039;s Grot Gunner, while the regular Squig Launcha uses BS 5+.&lt;br /&gt;
**&#039;&#039;&#039;Bile Squig&#039;&#039;&#039;: Assault d6/2d6, S- AP0 1D, wounds everything but vehicles and Titanic units on a 4+. Your answer to stuff like Death Guard and Tyranid monsters. &lt;br /&gt;
**&#039;&#039;&#039;Bitey Squig&#039;&#039;&#039;: Assault 1/2, S5 AP-3 2D. Simple, but solid against two-wound infantry such as Terminators. &lt;br /&gt;
**&#039;&#039;&#039;Boom Squig&#039;&#039;&#039;: Assault d3/2d3, S7 AP-1 d3D. Kind of like an autocannon, but with a chance to fire more shots (guaranteed to do so if used with the Heavy Squig Launcha) and deal more damage.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb Chukka&#039;&#039;&#039;: Range 12&amp;quot; Assault d6 S3 AP0 D1, can only be used if there is a unit embarked.&lt;br /&gt;
*&#039;&#039;&#039;Stikkbomb Flinga&#039;&#039;&#039;: Range 12&amp;quot; Assault 2d6 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;Stikksquig&#039;&#039;&#039;: same as the Stickbomb with a different name.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Gatler&#039;&#039;&#039;: Stompa&#039;s gatling. Range 48&amp;quot; Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Rokkit&#039;&#039;&#039;: Stompa&#039;s missile. Range 100&amp;quot; Heavy d6 S8 AP-3 Dd6, one use only.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Shoota&#039;&#039;&#039;: our flyers&#039; basic gun, Range 36&amp;quot; Assault 3 S6 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Tellyport Mega-Blasta&#039;&#039;&#039;: Range 24&amp;quot; Assault 3 S8 AP-2 Dd3, if the target suffers an unsaved wound and survives roll a d6, if it&#039;s greater than the target&#039;s Wound Characteristic it is slain.&lt;br /&gt;
*&#039;&#039;&#039;Traktor Kannon&#039;&#039;&#039;: No longer specifically targeted at flyers. Now this weapon is a strength 8 -2 D6 damage beast that hits automatically. If targeting a {{W40kKeyword|VEHICLE}} with {{W40kKeyword|FLY}} you may roll 2d6 and pick the highest when rolling for damage, the flyer will also explode without needing to roll.&lt;br /&gt;
** Can wreck havoc against Tau gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens.&lt;br /&gt;
*&#039;&#039;&#039;Twin Boomstick&#039;&#039;&#039;: Range 12&amp;quot; Assault 2 S5 AP0 D1, if the target is within 6&amp;quot; you get +1 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Wazbom Mega-Kannon&#039;&#039;&#039;: Range 36&amp;quot; Heavy d3 S8 AP-3 Dd6, bearer suffers one mortal wound on one or more hit rolls of 1.&lt;br /&gt;
*&#039;&#039;&#039;Wing Missiles&#039;&#039;&#039;: Megatrakk Scrapjet&#039;s secondary gun, Range 24&amp;quot; Assault 1 S8 AP-2 D3, +1 to hit vehicles and -1 to hit anything else.&lt;br /&gt;
*&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: 2d6 Strength, rolled on every shot. Normally does 3 Damage, but if you get an 11+ on the Strength roll, it inflicts four mortal wounds instead - three to the target and one to itself. If you&#039;re feeling lucky, consider keeping a Mek with a heavy weapon nearby to fix the damage (buy him a snazzy shoota so he can join in the long-range blasting).&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
===Shiny Gubbins===&lt;br /&gt;
*&#039;&#039;&#039;Burned Git Bones&#039;&#039;&#039;: Psyker only. Gets +1 when casting Power of the WAAAGH! powers. &#039;&#039;It&#039;s not hard to boost up Weirdboyz, this still helps nonetheless.&#039;&#039;&lt;br /&gt;
** Note that this doesn&#039;t buff Smite, as the Relic specifically only counts for Powers of the WAAAGH!. Statistically the boost isn&#039;t worth the risk, unless you run low model count.&lt;br /&gt;
*&#039;&#039;&#039;Da Dead Shiny Shoota&#039;&#039;&#039;: This Ork-sized Uzi replaces a Kustom Shoota (but not Kombis), granting it AP-1 and tripling its rate of fire up to 18&amp;quot; Assault &#039;&#039;12&#039;&#039; S4 AP-1 D1.&lt;br /&gt;
**Better than the Gitstopping Bullets against &#039;&#039;everything in the game&#039;&#039; unless the target has [[Imperial_Knight|multiple wounds &#039;&#039;and&#039;&#039; is T8+]], at which point neither weapon will do much for you...and yet at BS5+ the Shiny Shoota&#039;s 12 shots kill like 3 guardsmen, not even if you&#039;re a Deathskulls sniper or shoot twice with the Bad Moons should you get this over a choppy shiny gubbin.&lt;br /&gt;
*&#039;&#039;&#039;Da Killa Klaw&#039;&#039;&#039;: Replaces a Power Klaw, granting it 3D (+1 on average), removing the penalty to hit (i.e. +1 to hit relative to the original), and re-rolling failed wounds: Melee Sx2 AP-3 D3 re-rolls failed wounds.&lt;br /&gt;
**&amp;lt;u&amp;gt;Basically the best relic in the whole Codex&amp;lt;/u&amp;gt;. Combines extremely well with a Warboss using the Brutal But Kunnin warlord trait to give you a bruiser that re-rolls to hit and to wound, with 4 damage per swing. Throw on Fists of Gork for &amp;lt;u&amp;gt;RELIABLE 24 damage&amp;lt;/u&amp;gt;, invuls allowing.&lt;br /&gt;
***Yes, you read that right, 24 damage. A Warboss can one-shot an Imperial Knight with a bit of luck on the rolls, while costing less than 80 points (around 140 if you count the Weirdboy you need for the buff). If you really positively want to go overboard, you can also slap Warpath on him and have him stand next to Ghazghkull for glorious 32 damage from a single model. Then spend 3 CP to do it all over again, and another 2 when the enemy inevitably kills him (because let&#039;s face it, it&#039;s still a Warboss. 6 Wounds at T5 and a 4+ save isn&#039;t exactly the pinnacle of durability). Voila, almost 100 damage from a single model in a single fight phase. Pointless overkill, but the (actually realistic) potential to solo a Warlord Titan is pretty hilarious, not to mention very orkish.&lt;br /&gt;
****I did the math on this for fun and if you actually were to be pants-on-head crazy enough to do this, you&#039;d do (statistically) around 55 wounds to a Warlord Titan (including the Goff kultur, because if you take Thraka, obviously his mate is a Goff as well). Not exactly enough to one-shot him, but still a pretty decent outcome. Anything smaller just gets torn to pieces.&lt;br /&gt;
*&#039;&#039;&#039;Headwoppa&#039;s Killchoppa&#039;&#039;&#039;: Replaces a Big Choppa. S+2 AP-2 D2. Each roll of a 6+ &#039;&#039;To Wound&#039;&#039; inflicts 2 mortal wounds instead of the regular 2. &lt;br /&gt;
**Cheap and useful. Str8 without a hit penalty, useful AP, deletes [[Primaris Space Marines|2W models]]. Mortal wounds spill over, so it&#039;s also the best anti-horde weapon a Warboss can take.&lt;br /&gt;
**Since the buff activates on a 6+ to wound rather than on &amp;quot;unmodified 6s&amp;quot;, the only ways to get more mortal wounds come from the Big Killa Boss WT or Snakebite &#039;Monster Hunters&#039; stratagem. But you shouldn&#039;t really use a Big Choppa to fight Dreadnoughts, so there&#039;s effectively no way to get more mortal wounds against the desired infantry targets.&lt;br /&gt;
*&#039;&#039;&#039;Gitstopping Bullets&#039;&#039;&#039;: Upgrade for any Kustom Shoota, Kombi-Skorcha, or Kombi-Rokkit Launcha. The Shoota part of the weapon gets +1S, -1AP, and +1D.&lt;br /&gt;
** Strictly &#039;&#039;worse&#039;&#039; than the Da Dead Shiny Shoota against &#039;&#039;everything in the game&#039;&#039; unless the target has [[Imperial_Knight|multiple wounds &#039;&#039;and&#039;&#039; is T8+]], at which point neither weapon will do much for you. But the ones who can take this over a Kustom Shoota don&#039;t have enough dakka anyway, even with the Shiny Shoota, so &amp;lt;u&amp;gt;it&#039;s the go-to option for the gimmick Big Mek on a Warbike aiming for maximum dakka&amp;lt;/u&amp;gt;. Otherwise just buy some choppy gubbin.&lt;br /&gt;
*&#039;&#039;&#039;Supa Cybork Body&#039;&#039;&#039;: 5+++ FnP. As usual, it doesn&#039;t stack with other souces of FnP. &#039;&#039;Half a Painboy&#039;s boost that needs no transport space&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Kustom Jobs===&lt;br /&gt;
Like relics for vehicles, that don&#039;t need to be characters. If you take a Mek Workshop, you can grant a vehicle of your choice a Kustom Job, which grants additional bonuses. You can also use a Stratagem to apply one as well.&lt;br /&gt;
:*Special note on this. You can only use each Kustom Job once, and the same vehicle can&#039;t have two kustom jobs. On top of that, you can use the new stratagem as many times as you want, so building a Dread WAAAGH! or Speed WAAAGH! with each one being a little bit flashier is possible, but expensive on CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blitza Gatler&#039;&#039;&#039;: Stompa only. The model&#039;s supa-gatler has a damage characteristic of 2. In addition, when rolling for the weapon&#039;s psycho-dakka-blasta ability, you can reroll the D6 once per phase.&lt;br /&gt;
** Still does not make Stompa anything resembling viable, but if Stompa ever gets proper pricing (500ish points) it will be great.&lt;br /&gt;
*&#039;&#039;&#039;Da Boomer&#039;&#039;&#039;: Battlewagon, Bonebreaka, Gunwagon model with the kill kannon only. Da Boomer replaces the kill kannon. Range 36&amp;quot; Heavy 2D6 S8 AP-2 D2. &lt;br /&gt;
**Always put this on a gunwagon if you bring this. Lets you shoot twice, you don&#039;t suffer movement penalty, and you could get rerolls or better strength and AP depending on which clan you go with. Better yet, spend points on a MekBoy Workshop, save your CP by taking this as your free upgrade, and then Moar Dakka this for 2 lots of 12  S8 ap-2 d2 shots. Better Better yet, include this as part of a Blitz Brigade for... something ridiculous.&lt;br /&gt;
*&#039;&#039;&#039;Dirty Gubbinz&#039;&#039;&#039;: Deff Dreads and Killa Kans unit only. When resolving an attack made by a ranged weapon against this unit, add -1 to the hit roll. &lt;br /&gt;
**Consider giving this to a mob of Dreads and when they split up, they all get the -1 to hit. &lt;br /&gt;
*&#039;&#039;&#039;Forktress&#039;&#039;&#039;: Battlewagon, Bonebreaka, Gunwagon model only. The model has a save characteristic of 3+ and a 5+ invulnerable save.&lt;br /&gt;
** Now we are talking, It compensates for big mek  kff not working on vehicles he is in anymore. Only downside is you can take it on only one of them.&lt;br /&gt;
*&#039;&#039;&#039;Gog Klaw&#039;&#039;&#039;: Gorkanauts or and Morkanauts only. When rolling to determine the damage characteristic of the crush profile of the bearer&#039;s Klaw of Gork (or possibly Mork), rolls of less than 4 count as 4. &lt;br /&gt;
** Only problem with it is that there are better things to give your &#039;naut. But if you run multiple...&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s Roar&#039;&#039;&#039;: Deffkilla Wartrike model only. Add 4&amp;quot; to the range characteristic of this model&#039;s killa jet and change the type characteristic of its burna profile to assault 6.&lt;br /&gt;
** Ok but not amazing in comparison to other stuff.&lt;br /&gt;
*&#039;&#039;&#039;Gyroscopic Whirlygig&#039;&#039;&#039;: Shokkjump Dragsta only. You can use this unit&#039;s shokkjump tunnel ability when advancing, even if you did not roll a 4+. In addition, this unit does not suffer a mortal wound as a result of the shokkjump tunnel ability. &lt;br /&gt;
**Same thing with this one and the dread one. If you take this, take three of the Dragstas and they all get this trait when you split up. Now you have 3 constantly teleporting sniper buggies and then mixed with the new strat, it gives you a good chance to snipe things and get away. Run this with Deff Skulls.&lt;br /&gt;
*&#039;&#039;&#039;Korkscrew&#039;&#039;&#039;:  Megatrakk Scrapjet only. The first time this unit finishes a consolidation movement each fight phase, it can immediately fight again. &lt;br /&gt;
**Same as above but good for CC.&lt;br /&gt;
*&#039;&#039;&#039;Nitro Powered Squigs&#039;&#039;&#039;: Rukkatrukk Squigbuggy only. When resolving an attack made by this unit&#039;s squig launcher or heavy squig launcher, add 1 to the wound role.&lt;br /&gt;
*&#039;&#039;&#039;Orkymatic Pistons&#039;&#039;&#039;: Deff Dreads, Killa Kans, Gorkanauts, and Morkanauts only. Add 3&amp;quot; to Movement and re-roll advance rolls.&lt;br /&gt;
** Awesome for Deff Dreds or Gorkanaut who want to get into cc fast. Again 3 dreads can get this if you buy them as a unit.&lt;br /&gt;
*&#039;&#039;&#039;Pincha&#039;&#039;&#039;: Model with grabbin&#039; klaw only. Pincha replaces the grabbin&#039; klaw. +1 Strength AP-3 DD6. Each time the bearer fights, it can make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the target is a vehicle or monster.&lt;br /&gt;
*&#039;&#039;&#039;Red Rolla&#039;&#039;&#039;: Bonebreaka model only. Replace the model&#039;s Bonebreaka Ram ability with the following: When this model makes a charge move, add 6 to the attacks characteristic until the end of the turn.&lt;br /&gt;
** Very good unfortunately you can’t get both forktress and this on one model.&lt;br /&gt;
*&#039;&#039;&#039;Sizzling Rivets&#039;&#039;&#039;: Kustom Boosta-Blasta only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts a mortal wound on the target in addition to any other damage.&lt;br /&gt;
**You&#039;re only going to be hitting 2 of your six shots anyway, so you need to keep this thing alive for 3 rounds to get just one mortal wound off. Pass.&lt;br /&gt;
*&#039;&#039;&#039;Slug Gubbin&#039;&#039;&#039;: Gorkanaut model only. Slug Gubbin replaces the deffstorm mega-shoota and has the following profile: Range 36&amp;quot; Heavy 24 S6 AP-1 D1. When resolving an attack made by this weapon, if the target is within 12&amp;quot; when the bearer is chosen to shoot, add 1 to the hit roll.&lt;br /&gt;
** Sparkly bits is superior despite not upgrading the weapon but if you used it on something else go for it.&lt;br /&gt;
*&#039;&#039;&#039;Souped Up Speshul&#039;&#039;&#039;: Boomdakka Snazzwagon only. Replaces the unit&#039;s Mek Speshul and has the following profile: 30&amp;quot; Assault 15 S4 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Squig Hide Tires&#039;&#039;&#039;: Speed Freeks (excluding named characters and units with the fly keyword), Battlewagons, Gunwagons, Bonebreakas, and Trukks only. Add 2&amp;quot; to the movement characteristic.&lt;br /&gt;
** Put it on Warboss on bike that is evil sunz and get anywhere on the board. Can be used on nob bikers if anybody uses them, kind of wasted on normal bikers or anything else.&lt;br /&gt;
*&#039;&#039;&#039;Sparkly Bitz&#039;&#039;&#039;: Deff Dreads, Killa Kans, Gorkanauts, and Morkanauts only. Improve the unit&#039;s ballistic skill by 1. &lt;br /&gt;
*This one could of course be put on a Morkanaut for great shooting, but another funny way this could be run is if you take 3 dreads with 4 KMBs on each one. Give them Deff Skulls or Badmoons for rerolls, and thats 12 shots deepstriking down hitting on 4s for less than 300 points. You could even take 3 KMBs and one cheap CC weapon so that you can shoot and then charge something too. Also killa kan weapons hitting on 3+... :).&lt;br /&gt;
*&#039;&#039;&#039;Zaggzzap&#039;&#039;&#039;: Battlewagon, Bonebreaka, Gunwagon model with the zzap gun only. The Zaggzzap replaces the zzap gun. 36&amp;quot; Heavy 1 S2D6 AP-3 D3. When resolving an attack with this weapon, do not make a hit role, it automatically scores a hit. Before firing this weapon, roll to determine the strength of the shot. If it&#039;s 9 or more, do not make a wound roll, inflict 3 mortal wounds to the target and the attack sequence ends.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
&lt;br /&gt;
Kustom sets of WT + Shiny Gubbin + Stratagems behind a 1CP paywall to give your mob that extra fluffyness should you want it. A single detachment may pick a Specialization only once, so if you want (and can afford!) to use more than a single specialist detachment, you have to use them on different detachments.  &amp;lt;sub&amp;gt;source Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====General stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. &amp;lt;u&amp;gt;This stratagem can be used once for each Specialist Detachment&amp;lt;/u&amp;gt;&lt;br /&gt;
**Orks become the faction with the most Warlord traits: Your Warlord, your {{W40kKeyword|Blood Axe}} Finkin&#039; Kap warlord, a Blitz Brigade Warlord, a Kult of Speed Warlord, a Dread Waaagh! Warlord and a Stompa Warlord. Not telling you pull a &#039;&#039;&#039;Tale of Six Warlords&#039;&#039;&#039; on your own (which you totally can, by the way), but you can easily have 2-3 simultaneous warlord traits. &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;SHOW THOSE [[Dark Eldar|SPIKY LONGEARZ]] OO&#039;S THE MOST KUNNIN&#039; AN&#039; BRUTAL OF THEM ALL!!! WAAAAGH!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Blitz Brigade===&lt;br /&gt;
{{W40kKeyword|Warbosses, Battlewagons, Gunwagons, &amp;amp; Bonebreaka}}s get the {{W40kKeyword|Blitz Brigade}} keyword.&lt;br /&gt;
* Remember that this also technically includes the {{W40kKeyword|Battlewagon with Supa-Kannon}} due to the {{W40kKeyword|Battlewagon}} keyword.&lt;br /&gt;
* Not amazing, but if you are taking a lot of battle wagons anyway....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Opening Salvo (1CP):&#039;&#039;&#039; Use it in your Shooting phase of your FIRST battle round (so it&#039;s effectively One Use Only). Pick a {{W40kKeyword|Blitz Brigade Gunwagon}} and it doubles the range characteristic of its weapons until the end of the phase. &#039;&#039;All weapons, so its optional 4 Big Shootas benefit as well.&#039;&#039;&lt;br /&gt;
**Most useful for the Killkannon as it&#039;s the option with the lowest (24&amp;quot;) range. It goes without saying to use the Gunwagon&#039;s Periscope.&lt;br /&gt;
***Includes Da Boomer for a mighty 72&amp;quot; range.&lt;br /&gt;
**Technically this works on the Gunwagon&#039;s melee weapons, too, but that&#039;s meaningless, since the rules for weapon type melee don&#039;t pay any attention to the weapon&#039;s range.&lt;br /&gt;
*&#039;&#039;&#039;Krush &#039;Em (1CP):&#039;&#039;&#039; A {{W40kKeyword|Blitz Brigade Bonebreaka}} rolls 3d6 for its Bonebreaka Ram ability and chooses the highest result, which means this strat can only be used if the Bonebreaka charged.&lt;br /&gt;
**You could use the Tactical Reroll instead of this (so this alone isn&#039;t reason enough to upgrade the detachment), but it also means you could save that to re-roll something better, like a power klaw punch. Or a second Bonebreaka ram.&lt;br /&gt;
*&#039;&#039;&#039;Hold On, Boyz! (2CP):&#039;&#039;&#039; Use it before you move a {{W40kKeyword|Blitz Brigade Battlewagon}}. Pick a friendly {{W40kKeyword|&amp;lt;Clan&amp;gt; infantry}} (doesn&#039;t make the usual Flash Gitz exception apparently) wholly within 3&amp;quot; of the Battlewagon. Remove that infantry unit from the field, move the Battlewagon, then set up that infantry unit within 3&amp;quot; of the Battlewagon and more than 3&amp;quot; away from enemy models. The unit that hitched a ride doesn&#039;t count as having been embarked (so it also wouldn&#039;t count as having disembarked either), cannot move that phase, cannot charge, and counts as having moved (but not advanced).&lt;br /&gt;
**A callback to the old rules where you could fit in as many orks in a transport as it could physically hold, it does away with the transport capacity reduction a Battlewagon suffers when it takes a kannon. It also means a clean Battlewagon can &#039;&#039;&#039;move 60 Orkz&#039;&#039;&#039; (20 inside, a Mobbed Up 40-ork unit holding on) on a single go! However, as Mob Up happens at the end of the movement phase, this is limited to turn 2 at the earliest.&lt;br /&gt;
** The lack of charging is kind of sad, but combine it with Da Jump and you can have 2 30-boy units in the enemy deployment zone turn 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Back-seat Driver:&#039;&#039;&#039; If the {{W40kKeyword|Blitz Brigade}} Warlord is embarked inside a {{W40kKeyword|Blitz Brigade transport}}, that transport gains +1&amp;quot; movement speed, as well as the &#039;Ere We Go ability, which no Battlewagon type has.&lt;br /&gt;
*Combine it with the {{W40kKeyword|Evil Sunz}}&#039; Redder Armour to get a Battlewagon that moves 15&amp;quot;, advances ~4.5&amp;quot;, and then charges (near a Deffkilla Wartrike) the equivalent of (3d6 keep the two highest)+1&amp;quot;  while doing 1d3 mortal wounds on a 2+ plus another 1d3 mortal wounds on a 4+, while carrying 60 Orks. That&#039;s a &#039;&#039;&#039;33&amp;quot; threat range, aka a &amp;lt;u&amp;gt;TURN ONE CHARGE&amp;lt;/u&amp;gt;&#039;&#039;&#039;, 9&amp;quot; deep inside the enemy&#039;s deployment zone.&lt;br /&gt;
* &#039;Ere we go for battle wagon is a big deal. Sadly, only one of your vehicles will get it, and it will have an enormous target painted on it instantly.&lt;br /&gt;
** Remember you can embark on a transport as long as you finish your move within 3&amp;quot; of it. If taking multiple Battlewagons, deploy your driver boss within running/embarking distance of all of them and watch your opponent sweat not knowing which wagon you plan to drive down their throat next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Da Blitz Shouta:&#039;&#039;&#039; At the start of the shooting phase, if the {{W40kKeyword|Blitz brigade}} bearer is inside a {{W40kKeyword|blitz brigade battlewagon}}, pick an enemy that is visible to it. Until the end of phase re-roll 1s to hit for all attacks made by friendly {{W40kKeyword|Blitz Brigade}} units within 6&amp;quot; of that battlewagon that target the enemy you picked.&lt;br /&gt;
*Naaah thanks. A 6&amp;quot; aura of {{W40kKeyword|Bad Moons}} kultur that only affects battlewagons, especially Gunwagons, and that only works when your warlord is unable to contribute to combat. Hard pass.  Plus, if you have multiple warbosses who are embarked on the same transport, doesn&#039;t hit the other warbosses.&lt;br /&gt;
**There&#039;s two ways to approach using this gubbin: barely at all or fully committed. Either you take a bunch of loaded up Gunwagons w/Killkannons an&#039; all da ova flash to create a pseudo-tank formation, or you blow your remaining points on a throw-away warboss to take the relic if you&#039;re already running a battle-taxi heavy list with sum extra gunz. The relic on its own isn&#039;t good enough, so you either go all in and structure your entire list around it, or you take it as an afterthought.&lt;br /&gt;
&lt;br /&gt;
===Dread Waagh!===&lt;br /&gt;
{{W40kKeyword|Big Meks, Gorkanauts, Morkanauts, Deff Dreads, &amp;amp; Killa Kans}} gain the {{W40kKeyword|Dread Waagh!}} keyword, for your inner mekboy to unleash a whole army of truly ded &#039;ard orks. Especially Gork(and possibly Mork)anauts, as this detachment&#039;s buffs are ranged for the most part; Goffs looking for melee buffs aren&#039;t going to find them here, but other clans, and especially {{W40kKeyword|Deathskulls}}, can make good use of the buffs.&lt;br /&gt;
* Worth taking if you are taking 3 of Gorky/Morkanauts, or a single SAG with the relic, nearly useless on anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kustom Ammo (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Dread Waagh!}} unit in the shooting phase. It can shoot twice with all of its ranged weapons in that phase.&lt;br /&gt;
**Like a {{W40kKeyword|Bad Moons}} &amp;quot;Showin&#039; Off&amp;quot; that works on a Morkanaut&#039;s Kustom mega-zappa/Gorkanaut&#039;s Deffstorm mega-shoota, so they can behave like the small stompas they are, works for a Mek with souped-up shockka as well if rolls are decent.. though Deff Dreads have neither the BS nor the numbers to make much out of this strat.&lt;br /&gt;
** A &#039;&#039;&#039;Deathskulls&#039;&#039;&#039; Big Mek with the &#039;&#039;&#039;Souped up Shokka&#039;&#039;&#039; can fire 2d6 shots, re-rolling 1s to hit, wound, and damage at AP-5, and then do it again with this Stratagem; you can also use a CP-reroll to bump the shots or S up. This will blow away land raiders by looking at them, and if lucky (cos deathskull...) you can wreck an Imperial Knight. Also, as a Deathskull, if you&#039;re within 18&amp;quot;... you can snipe a character with enough ordnance to slag a titan.&lt;br /&gt;
** For an anti-infantry Mek, give a badmoons boss on a bike a kombi-Skorcha with the Blunderbuss for 3D6 Heavy flamer shots, or 2 Kombi flamers for 4D6 autohits.&lt;br /&gt;
** The recent FAQs now allow this to be used on Killa Kans to spurt out a decent amount of firepower from a 6 Kan unit. Still probably best used on a Naught.&lt;br /&gt;
*&#039;&#039;&#039;Mek Connections (1CP):&#039;&#039;&#039; Used at the end of the movement phase on a {{W40kKeyword|Dread Waagh!}} unit next to a &#039;&#039;&#039;Mek Workshop&#039;&#039;&#039;. If it gets a &amp;quot;kustom job&amp;quot;, the &amp;quot;somethin&#039; extra special&amp;quot; ability triggers on a 4+ instead of a 6+.&lt;br /&gt;
**Very on the nose shilling by GW, yet of little value to both Deff Dreads or Killa Kans, which will be too far away for it to matter and lack the dakka to make it count. Morkanauts are worthy, and yet you&#039;re still paying 1CP for a 50% chance of nothing.&lt;br /&gt;
** And do not forget your expensive war machine will spend turn doing nothing waiting for the upgrade... Skip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Dread Mek:&#039;&#039;&#039; Can only be taken on a model with the &#039;&#039;&#039;Big Mekaniak&#039;&#039;&#039; ability. Whenever this ability is used on a {{W40kKeyword|Dread Waagh!}} model, it regains +1 wound.&lt;br /&gt;
*Synergizes with the {{W40kKeyword|Deathskulls}} Da Fixer Upperz shiny gubbin, which together guarantee 4 wound repairs. Da Fixer Upperz also confer the Big Mekaniak ability on their own, so you could give it to a Warboss and fluff him as a Mekboss. Not saying you should do it, only that you can.&lt;br /&gt;
* Weak in comparison to other, more viable stuff in the codex. Skip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Da Souped-Up Shokka:&#039;&#039;&#039; A Shock Attack Gun with 2D6 shots instead of just 1D6.&lt;br /&gt;
*A {{W40kKeyword|Deathskulls}} Big Mek with maximum dakka (Warbike&#039;s 2xDakkaguns + Megablasta + Souped-Up Shokka) can use the &#039;Opportunist&#039; WT to snipe SM Lieutenants and above. And he&#039;ll be extra difficult to fight against, because he&#039;ll be surrounded by big metal boyz he can repair.&lt;br /&gt;
* Unlike the stock SAG, this thing has a decent chance of actually working.  That is actually how a SAG should look like, stock, but alas.  Still very random, but finally worth its points. Unfortunately, that does not make it worth taking an entire detachment just for that, &#039;&#039;and&#039;&#039; paying CP. So if you took it for something else, take it, otherwise skip it. Alternatively, this is one of the best units Ork has to kill something scary like a knight, unit of dragoons or any big vehicle, and is almost considered a &#039;Must Take&#039; in competitive Ork army lists.&lt;br /&gt;
*Make the Big Mek your warlord and give him the Big Killa Boss warlord trait, so he&#039;ll get +1 to wound against vehicles. Then if you roll S2 he&#039;s still wounding your opponent&#039;s centerpiece model on a 5+, and with a 1 CP re-roll has decent odds of getting a 2+ to wound against knights. Give him a Grot Oiler to eat sniper shots, because he&#039;s going to attract a lot of them.&lt;br /&gt;
* Although, this gun alone can take out a tank or equivalent in one turn, so for the threat alone it is worth having - watch your opponent turn inside out trying to get out of your mek&#039;s eyeline whilst still being able to hit the rest of your army.&lt;br /&gt;
&lt;br /&gt;
===Kult of Speed===&lt;br /&gt;
{{W40kKeyword|Speed Freeks}} in the detachment (that is Deffkilla Wartrikes, Nobz on Warbikes, Warbikers [[RAGE|but not the Index character bikers]], Deffkoptas, and the 5 new Speed Freeks vehicles [[Derp|but not Wartrakks, Warbuggies, or Skorchas]]) all gain the {{W40kKeyword|Kult of speed}} keyword, so you can unleash the full Mad Max experience. While {{W40kKeyword|Evil Sunz}} are the first clan that comes to mind, in truth all clans can see the benefit of punching the enemy in the face as quickly as possible.&lt;br /&gt;
* Not really worth it considering how squishy all units that can take it are. Nobz on war bikes are proverbial glass hammers and war bikes are not able to be much more than distraction or objective grabbers. That leaves you with new stuff and deffkoptas to work with. If index stuff would work here some kind of war bike deaths star combo could be considered as it is a nice way to give speed boost to your already externally fast units so they can get and be massacred that much faster. Could be used for some shenanigans with new warbuggies probably.&lt;br /&gt;
*Judging by personal playtesting, this detachement is only really useful for one thing: the Deffkilla Wartrike. The relic is a great durability buff, the warlord trait (while mostly useless) allows you to use bikes as a meatshield that never runs away, and both of the stratagems are designed either to get you into close combat or tie up enemy units, which (unsurprisingly) is the whole shtick behind the Deffkilla Wartrike. TLDR; if you&#039;re bringing the Wartrike, take it. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boostas (2CP):&#039;&#039;&#039; Use this Stratagem at the start of your movement phase. Pick a {{W40kKeyword|KULT OF SPEED}} unit from your army. If that unit advances this phase, double that unit&#039;s move characteristic instead of rolling a die.&lt;br /&gt;
**28&amp;quot; move Bikers, 32&amp;quot; move for {{W40kKeyword|Evil Sunz}}. Since the most distance you can get on a Deffkilla Wartrike&#039;s 6&amp;quot; Speedwaaagh aura is 14&amp;quot;+6&amp;quot;+6&amp;quot; = 26&amp;quot; (28&amp;quot; for Evil Sunz), that means your Bikers get to &#039;&#039;begin the charge INSIDE the enemy&#039;s deployment zone&#039;&#039;, all but guaranteeing a &amp;lt;u&amp;gt;&#039;&#039;&#039;Turn One Charge&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
**A Warboss on Warbike with the &#039;Follow Me, Ladz!&#039; WT can push his aura 14&amp;quot;+3.5&amp;quot;+&#039;&#039;9&amp;quot;&#039;&#039; = 26.5&amp;quot; (28.5&amp;quot; for Evil Sunz) from your own deployment zone, if you don&#039;t feel like giving GW your money for a Wartrike when you have a perfectly good Biker Boss.&lt;br /&gt;
*&#039;&#039;&#039;Charge Through &#039;Em! (2CP):&#039;&#039;&#039; Use this Stratagem before a {{W40kKeyword|KULT OF SPEED}} unit from your army makes a consolidation move. That unit Consolidates 2d6&amp;quot; instead of 3&amp;quot;.&lt;br /&gt;
**So not only are you reaching the enemy, but tying up the rest of his army as well. That&#039;s 5CP gone in the first turn, and yet it can also take away the enemy&#039;s shooting phase with it.&lt;br /&gt;
** Just make sure that whatever you consolidate into can&#039;t fight in melee. Also, useless against smurfs, tau, and eldar - all the other stuff that can retreat and still shoot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Quick, Ladz!:&#039;&#039;&#039; Friendly {{W40kKeyword|kult of speed}} units within 12&amp;quot; of the Warlord gain morale immunity (UGH) on the condition they Advanced in the same turn. Could be of some use when your bikers leave your footslogging boyz squads well behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Skargrim&#039;s Snazztrike:&#039;&#039;&#039; Nooo, Skargrim&#039;s dead! Deffkilla Wartrike exclusive, it gets +1T and a 5++, so it effectively replaces the &amp;quot;&#039;Ard as Nails&amp;quot; WT. Or you can combine it and then you have a &#039;&#039;&#039;Toughness 8 Wartrike&#039;&#039;&#039;. &#039;&#039;&amp;quot;Fuck your Warboss on Warbike&amp;quot; -- GW&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Stompa Mob===&lt;br /&gt;
Can only be used in a super heavy detachment, so it is not possible in a 2000pts game unless you are playing forge world stuff such as the kill tank and gargantuan squiggoth. Otherwise, the only super heavy you can field is a stompa, and 3 of those is way more than 2000 pts.&lt;br /&gt;
* It is a nice little thing, but does not make stompas viable. They are still overcosted by 300-400 points.&lt;br /&gt;
*Only the {{W40Kkeyword|Stompa}} actually gets the {{W40Kkeyword|Stompa Mob}} keyword, making this completely useless to our other, more cost-effective superheavies. Thanks, GW.&lt;br /&gt;
*However, any one model in the detachment, with no other restrictions, becomes a {{W40Kkeyword|Character}} who can only receive the warlord traits and relic from this detachment.  This means you can legally make any other superheavy the character - it won&#039;t be allowed to receive the warlord traits or relic since it won&#039;t have {{W40Kkeyword|Stompa Mob}}, but it &#039;&#039;will&#039;&#039; be a legal target for your weirdboy to give +2S and +2A to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stomp, Stomp, Stomp! (1 CP)&#039;&#039;&#039;: At the start of the fight phase, pick a Stompa in melee range of an enemy unit and roll 1d6 for each model within 3&amp;quot; of the Stompa. It causes a mortal wound for each 6 rolled. &lt;br /&gt;
** Waste of perfectly good CP.&lt;br /&gt;
*&#039;&#039;&#039;Stompa-porta (4 CP)&#039;&#039;&#039;: Deep strike one of your Stompas, with all the usual limitations. Use your imagination, we shouldn&#039;t need to tell you how to use this.&lt;br /&gt;
** Yeah, nice. Its main use is protecting a stompa if you do not get first turn, and skipping footslogging it to its intended target. Its price cost is prohibitive, though, and the Stompa is so overcosted, it is not enough to compensate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s One&#039;&#039;&#039;: +1 to hit and wound rolls in the fight phase.&lt;br /&gt;
** So 2+ hitting and 2+ wounding on virtually anything, even with multiattacks. Decent.&lt;br /&gt;
** Combine this Warlord Trait with a Weirdboy using Fists of Gork on the Stompa... You now have 8 Attacks at Strength 12 on your top profile with +1 To Hit and To Wound. Maximum stompage!&lt;br /&gt;
***Remember, you&#039;re either hitting at Strength x 2 (Gork-damned Strength 24!) or you&#039;re &#039;just&#039; hitting at S: User but get to triple your attacks. 24 S10 Attacks definitely ain&#039;t bad. If you really wanna double down on the Choppy Stompa of Doom, upgrade your Weirdboy to a Warphead (or have him bring a friend), use Warpath on the Stompa to gain 9 Attacks (27 when Slashing) and run a Deffkilla Wartrike along with it so it can potentially move 18&amp;quot; in a single turn. Use the Ramming Speed strat to get a 3D6&amp;quot; charge and deal some Mortal Wounds. Whatever you charged is most likely dead now. Stomp.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s One&#039;&#039;&#039;: +1 to wound rolls in the shooting phase.&lt;br /&gt;
** Actually +1 to hit on BS 5+, with its array of weapons, could be a way for it to kind of approach being viable for a change... but NOOO, let&#039;s give it +1 to wound rolls that are already decent on its main guns.&lt;br /&gt;
**This actually really helps all your small arms. Your big shootas will force more saves on marines while your gatler will delete portions of infantry units each time it fires. Oh and it can actually wound other T8 units on 4s now, if you run out of footsloggers to shoot!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Tezdrek&#039;s Stompa Power Field&#039;&#039;&#039;: A shiny 5+ invulnerable save for your Stompa, just what it needs to stay in the fight.&lt;br /&gt;
** Ok, 5+ that will work in melee, as well as shooting, is nice indeed; it basically means the Stompa is more like 53 W instead 40 in practice. However, it is still not enough to compensate for the terrible overcosting of stompas.&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
=== HQ ===&lt;br /&gt;
*&#039;&#039;&#039;[[Big Mek]] (Legends)&#039;&#039;&#039;: Nob mechanic. Can replace its Slugga with anything from Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace &#039;&#039;both&#039;&#039; the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the &#039;&#039;&#039;Big Mekaniak&#039;&#039;&#039; rule, allowing a friendly Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}} (there is nothing that states you cannot repair units with fly) within 3&amp;quot; of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek&#039;s 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be &amp;quot;on the tabletop&amp;quot; to elect a vehicle within 3&amp;quot; to be repaired, so he can&#039;t use it inside transports.&lt;br /&gt;
*&#039;&#039;&#039;Big Mek with Kustom Force Field&#039;&#039;&#039;: Like the Big Mek above, but comes with an obligatory Kustom Force Field but with the same points as a choppa slugga mek.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039;: 5++ only against shooting, units must be &#039;&#039;&#039;wholly&#039;&#039;&#039; within 9&amp;quot; of the Mek to benefit from it.&lt;br /&gt;
***This upgrade benefits smaller units more often than larger ones. It&#039;s a 9&amp;quot; bubble measured from the 1.5&amp;quot; base of a Big Mek means you have an effective diameter of approximately 22&amp;quot; - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit. If the base of one model is partially outside the aura it doesn&#039;t protect any of the unit. Keep this in mind when removing casualties - killing off the one or two guys outside the field will let you make that 5++ for the remaining wounds.&lt;br /&gt;
** Also note he is Back in codex category not relegated to legends like previously.&lt;br /&gt;
*For some reason, it only affects the guys that are in the same clan. Makes no sense logically.&lt;br /&gt;
*&#039;&#039;&#039;Big Mek in Mega-Armour&#039;&#039;&#039;: A heavier, slower, more armoured version of the Big Mek. Comes with an extra wound, a Kustom Mega-Blasta and the option to take the Tellyport Blasta. Unless you absolutely need a Tellyporta Blasta there is little reason to take him. For CC you got Warbosses and for protecting your assets with KFF normal one is quite enough provided some bubblewrapping is done. And the regular one has better movement. Furthermore, this guy currently cannot dual-wield Killsaws.&lt;br /&gt;
**&#039;&#039;&#039;Tellyport Blasta&#039;&#039;&#039;: This thing has an interesting way of instantly killing its victims. Any model that is wounded, but not killed by this gun, is instantly killed at the end of the shooting phase if the Ork Player rolls higher than that model&#039;s wound characteristic on a D6. It is quite nice albeit somewhat situational having a little bit of extra dread for those super beefy characters that has fewer than 6 wounds, but not that reliable overall. Note that this weapon simply slays the victim, not wounds them. So guys like Yarrick and Guilliman will stay down. &lt;br /&gt;
*&#039;&#039;&#039;Big Mek on Warbike  (Legends)&#039;&#039;&#039;: Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the &#039;&#039;&#039;Big Biker Mekaniak&#039;&#039;&#039; rule, which means that he can only repair friendly Ork Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLES}} (there is nothing that states you cannot heal repair units with fly) within 1&amp;quot;, and only if he didn&#039;t move more than 5&amp;quot; that turn. Also doesn&#039;t have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles).&lt;br /&gt;
**...But now that you can&#039;t use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5&amp;quot;.&lt;br /&gt;
**One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters.&lt;br /&gt;
*&#039;&#039;&#039;Big Mek with Shokk Attack Gun&#039;&#039;&#039;: Proof that GW doesn&#039;t understand statistics or that none of the rules creators actually play Orks. No longer has the random table to roll on. Instead, this gun fires D6 shots at a Strength of 2d6 and an AP-5. Any roll of an 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporizing your Big Mek. On paper these changes seem nice; unfortunately this weapon is a prime example of the victims of template removal. With BS5+ the Big Mek will, on average, only end up with one hit each time he fires, and that hit may not even give you a good chance of wounding. If you take this you have a serious gambling problem. Though it does sport one of the longest ranges (60&amp;quot;) in the entire codex.&lt;br /&gt;
** Give him the souped up shokka relic, and you have a very slim chance of doing a minor &#039;&#039;216 wounds&#039;&#039;...72 of them being mortal wounds. Then you can shoot again with the Dread WAAAGH! stratagem.&lt;br /&gt;
** Relic version available if you take Dred Mob specialist detachment is actually worth exactly SAG points. It is not worth spending extra CP or two (if you go for multiple relics) so unless you ate taking dread mob  either way we still do not have SAG worth taking. And of course why can have only one that way. Shock attack gun can be comboed insanely well, as a bad moons big mek with the relic, warlord trait, more dakka, and kustom ammo, this guy can delete things as big as knights in a single go (saying that rolls would have to be insane) or struggle to kill 5 guardsmen. It is random as hell which is awesome and very ORKY!&lt;br /&gt;
** Big downside is that you have to select a target first so you cannot choose your target based on the strength rolled. (not true!!! see faq)&lt;br /&gt;
*&#039;&#039;&#039;[[Deffkilla Wartrike]]&#039;&#039;&#039;: The shiny new cousin to the Warboss on Warbike, which allows all {{W40Kkeyword|Bikers}} and {{W40Kkeyword|Vehicles}} who share his Clan to charge after advancing. Stompas can benefit from this- need to say more? &lt;br /&gt;
** Yes possibly, he is not the cheapest and most of his cost is probably rooted in the above speedwaaagh! rule but he also has his jet gun thing, which is a two melta shots likely hitting on 6s. His melee damage is similar to a PK in ap and damage. He only gets +2 strength but does have reroll to wound, so basically a not as good PK. He does throw down 6 S5 boom stick shots with +1 to hit at half range. It seems this guy works best as the linchpin of a speed mob (big surprise), he is proper tough and quite fast, though his damage potential can vary and may be less than what you would expect. &lt;br /&gt;
** Some crazy things can be done with this guy. Consider running him as Deathskulls and running a Dredd Mob with him at its centre (Deathskulls is the way to go for a Dredd mob as all deff dreds become individual units after deployment and each get the rerolls) Then, give him the deathskulls relic to allow him to fix stuff and also give him the warlord trait “follow me lads” so that you can keep any unruly Killa Kans from running away. - added bonus - caste the Fists of Gork psychic power on him and watch him Krump everything.&lt;br /&gt;
*&#039;&#039;&#039;[[Warboss]]&#039;&#039;&#039;: This Orky beat-stick automatically comes with a Kombi-Rokkit, PK and two sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (2pts). He has a high strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Costs 0 pts so take it). &lt;br /&gt;
** Comes with the &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039; ability (which is written as [[HERESY| Waaagh!]] in the book), which allows friendly {{W40kKeyword|ORK}} {{W40kKeyword|INFANTRY}} [[Fail|within six inches of him]] to charge in the Charge Phase, even if they&#039;d already advanced. &lt;br /&gt;
** He has the &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; rule, which allows nearby units of the same {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} to count as having passed a failed morale check at the cost of suffering D3 Mortal Wounds. This is to save units that aren&#039;t able to benefit from Mob Rule, such as grots or lone units at low model counts.&lt;br /&gt;
*&#039;&#039;&#039;Warboss in Mega-Armour (Legends)&#039;&#039;&#039;: Like the big man above, only with a slightly reduced movement speed, an additional Wound and a sweet 2+ save. He comes with a Power Klaw by default, so no skimping on the points. For some reason, he can&#039;t take two Killsaws. Armor save is good to protect against snipers.&lt;br /&gt;
** This guy still doesn&#039;t have a model. Most people use conversions based on the Ghazghkull Thraka or the Ironjaws Megaboss model.&lt;br /&gt;
** He can take a Kombi-Skorcha which doubles as a Shoota (at BS 6+ if used with Skorcha) and a Skorcha. Great for softening up units before a charge. Or if you want to make him as cheap as possible he can swap his gun for a basic Shoota (half the shots of the kustom shoota, but it&#039;s free).&lt;br /&gt;
** The reduced movement speed is pretty negligible; a Warboss shouldn&#039;t be footslogging unless he&#039;s babysitting a 30+ mob of Boyz (in which case the armour is a waste of points), and you have a number of transports and stratagems to get him where he needs to be.&lt;br /&gt;
** The Mega-Armour boss costs 120 points at the bare minimum, versus an 80 point normal PK Warboss. Is half as much again worth the added protection of 1 more wound and a 2+ save? Probably not on it&#039;s own. But the armour&#039;s value goes up the more you invest in the boss wearing it, If he&#039;s your warlord with &#039;&#039;&#039;Follow Me, Ladz!&#039;&#039;&#039; or any other aura trait, he goes from being spammable to a unique lynchpin in your army, which makes the protection much more valuable. And of course, the Mega-Armour helps a lot when you&#039;re trying to survive long enough to bring Da Killa Klaw into combat, especially against an opponent who&#039;s seen how much damage it can do. &lt;br /&gt;
*&#039;&#039;&#039;Warboss on Warbike &#039;&#039;&#039;: Another variant of the Warboss, this one is tooled up with a big Warbike, granting this beast of an Ork an additional Wound and the obligatory +1 to Toughness. The bike comes armed with a pair of Dakkaguns, allowing this Warboss to spit out six S5 shots per turn to the footslogging Warboss&#039; four S4 attacks, and has a Movement Speed of 14&amp;quot;. Comes with almost the same options and abilities as the other two Warbosses, except that when he buys something from the Shooty Weapons list it&#039;s &#039;&#039;in addition&#039;&#039; to his default Dakkaguns rather than a replacement for them. &lt;br /&gt;
** His mobility is his strong point, allowing him to keep up with massed Bikers and can also precisely place himself between several footslogging units to maximize the number of Boyz affected by his &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039; Can keep up with Stormboyz and gives them a max a guaranteed (12+6+2d6)&amp;quot; max 30&amp;quot; range on the re-rollable charge while having some of them blown up. If you are using Evil Sunz you are looking at a (15+6+2d6)&amp;quot; with casualties or a still very respectable (15+3d6)&amp;quot; (both with re-rolls).&lt;br /&gt;
** As of the FAQ/Errata, &#039;&#039;&#039;Bikes&#039;&#039;&#039; are now affected by the bikerboss&#039; &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039; which would allow both himself and the bikes nearby to benefit from the Waaagh rule.&lt;br /&gt;
** He is also a good choice to support Stormboyz. He can keep up with them, making them able to advance and then charge. It is important because the Deffkila Wartrike cannot do that.&lt;br /&gt;
** Seriously consider this HQ if you play Evil Sunz. With the bonus to move-advance-charge the average Ork Boyz threat up to 19&amp;quot; (6&amp;quot; move + 4&amp;quot;average advance + 8&amp;quot;average charge range + the 1&amp;quot; melee range).&lt;br /&gt;
** Despite every other biker character being moved to legends, the Warboss is still a valid option in matched play due to a Warboss on bike still available from Forge World.&lt;br /&gt;
*&#039;&#039;&#039;[[Weirdboy]]&#039;&#039;&#039;: Nob psyker. Has a melee weapon staff S +2 and Damage D3. Has the &#039;&#039;&#039;Waaagh! Energy&#039;&#039;&#039; rule which adds an additional point to psychic tests for every 10 friendly Ork models (counts vehicles but not Gretchin) within 10&amp;quot; up to +3. It&#039;s one of the most consistent psyker units in the game, but the downside is its prone to Perils of the Warp. They are limited to a max +3 limit. Keep a painboy nearby for a 6+ FNP and heal the damage from perils. They can manifest only a single power per turn. Unless you use the Warphead stratagem for 1cp.&lt;br /&gt;
** &#039;&#039;&#039;Da Jump&#039;&#039;&#039; allows them to teleport entire {{W40kKeyword|INFANTRY}} units across the field, following normal deep strike rules. And it can be used turn 1.&lt;br /&gt;
** If the older model doesn’t strike your fancy, then the Orruk Weirdnob from AoS is a perfect substitute.&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Snikrot]]&#039;&#039;&#039;: Clan {{W40kKeyword|BLOOD AXE}}. Can infiltrate like Kommandos, and if they&#039;re Blood Axes gives them re-roll for melee hit rolls of 1, which at their 3+ WS is almost giving them an extra attack. He makes close enemy units add 1 to their Morale tests, not very useful. He&#039;s not threatening enough to fight alone, unless he&#039;s hunting lone and weak characters or shooty units (Don&#039;t waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise he should be in melee. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 70 points. Take him and some Weirdboyz if you want to limit the HQ Tax.&lt;br /&gt;
** He also gets +1 to wound rolls in melee against units wholly inside terrain.&lt;br /&gt;
*** Don&#039;t make him your warlord. The CP refund is best for a guy in the back (like that one mek nobody notices)&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Zagstruk]]&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. He is a named Stormboy with 6W and 7A (6 standard plus Choppa) 3 of which can be made with Da Vulcha&#039;s Klawz (See above). Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12&amp;quot; and can advance 6&amp;quot; instead of rolling while risking a mortal wound. He is only T4 but he has 4+ save and 5+++ Cybork body (not stackable with other abilities like Dok&#039;s Tools or Tenacious Survivor WL Trait) making him reasonably survivable. Nearby Stormboy units pass their morale automatically (totally redundant in presence of Mob Rule, until you drop into single-digits of Boyz late-game). &lt;br /&gt;
** Overall decent character, but his rule for supporting Stormboyz could be better.&lt;br /&gt;
** It might be good idea to take multiple small Stormboy units with him instead of one gigantic blob forcing enemy to split fire (and potentially waste shots) while retaining ability to ignore morale and gain better maneuverability. If you can, take at least 3 Stormboy units (since they are fast attack, not troops, you can bring maximum of 3 units since the Big FAQ) and Zagstruk apart from your main army to form an Outrider Detachment and gain 1 &amp;quot;free&amp;quot; Command Point.&lt;br /&gt;
** Codex replaces his Stikkbombs with Blitz Missiles, basically a single shot Range 18&amp;quot; S6 Ap-1 Dd3. He also gets the ability to deepstrike, just like Stormboyz.&lt;br /&gt;
** Still very cheap at 88pts.&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. NEW MODEL IS HERE!!! DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. Ragnar Blackmane of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armor equipped with &amp;quot;Looted Macro Capacitors.&amp;quot; Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking &#039;&#039;Redemptor Dreadnought&#039;&#039; than a Warboss and carries the {{W40kKeyword|MONSTER}} Keyword as a result. His new weapons include the Mork&#039;s Roar (a freakin&#039; Quad Heavy Bolter), Gork&#039;s Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the &#039;&#039;&#039;Prophet of Gork and Mork&#039;&#039;&#039; not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. Ghazzy can also now be taken with any {{W40kKeyword|ORK}} army without preventing Clan Kulturs, though he can&#039;t benefit from any Kultur but his own, just like Shadowsun&#039;s new rules. His good ol&#039; &#039;&#039;&#039;Great Waaagh!&#039;&#039;&#039; does the same thing as a regular &#039;&#039;&#039;WAAAGH!&#039;&#039;&#039;, except that it grants {{W40kKeyword|ORK INFANTRY}}) units within 6&amp;quot; an extra Attack as long as they charged that turn (note this rule is exactly the same as before but unlike that one Ghazzy himself do not benefit from it as he is not {{W40kKeyword|INFANTRY}}) . This is the second-best buff in the Ork army after the WAAAGH!!! Banner. It is still only medium weight due to working mostly on big hordes of Boyz, and only on the charge instead of all the time. He can further buff any Ork you take with Da Boss is Watchin&#039;, which is &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; but for all {{W40kKeyword|ORKS}}. However, you&#039;re &#039;&#039;still&#039;&#039; going to take him as {{W40kKeyword|GOFFS}}, not just to maintain his Kultur, but because he grants all {{W40kKeyword|GOFF}} units within 6&amp;quot; of him a re-roll of 1s to Hit with Melee attacks. &lt;br /&gt;
** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|CHARACTER}} now with more than 10 Wounds, he can and obviously &#039;&#039;will&#039;&#039;  be targeted by everything on your opponent&#039;s board right from the get go. In addition, being a {{W40kKeyword|MONSTER}} now means the only way to get him anywhere in a hurry is your Tellyporta Stratagem.  On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless you&#039;re opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy&#039;s no longer just a flat upgrade to a normal Mega-armour Warboss, but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. &lt;br /&gt;
** {{W40kKeyword|MONSTER}} keyword might prove to be a big handicap to him as he is unable to gain most synergies with the rest of the army. Only 4 srategems work for him at all, Painboys cannot heal him outside use of medisquig strategem... on top of that his main aura ability was not upgraded in any way. And with his new speed he will be around the same speed of the boyz that will be advancing and charging around him. But he might Not if you advance him.&lt;br /&gt;
** His Great Waaagh! Ability has been FAQ’d to include {{W40kKeyword|MONSTER}}. This allows him to advance and charge with the rest of the Boyz. Hilariously, this also means that the buff extends to Squiggoths. Use that as you will.&lt;br /&gt;
*&#039;&#039;&#039;[[Makari]]&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. HOLY FUCK IS HE BACK. He&#039;s a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything. Stick with some other grots because he&#039;ll let any such mob within 12&amp;quot; use his less-than-stellar Ld6 to keep in the fight. Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that&#039;s an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he&#039;s within 3&amp;quot; of his best pal Ghazzy, he gains a 6+ Feel No Pain aura for all GOFFS nearby, as well as a boost to his Movement speed which lets him to keep up da boss.&lt;br /&gt;
** Question remains if his fnp ability works for Ghazghull before or after prophet ability of limiting wounds received to 4. If it is before it is quite useless and not worth taking in comparison to standard painboy, if it is after it is worth taking on top of painboy becouse it might let Ghazzy live another turn.&lt;br /&gt;
*&#039;&#039;&#039;[[Kaptin_badrukk|Kaptin Badrukk]]&#039;&#039;&#039;: Clan Freebooterz with {{W40kKeyword|FLASH GITZ}} keyword. Gives all nearby FLASH GITZ rerolls on 1&#039;s to hit (including him). With decent stats and a 3+/5++ save he can handle a fight in CC reasonably well for a shooty git, but you do &#039;&#039;not&#039;&#039; want him there. You want him running with Flash Gits shooting stuff. Sadly, he doesn&#039;t get the same &#039;&#039;&#039;Gun-Crazy Showoffs&#039;&#039;&#039; rule Flash Gits get that lets them shoot twice on a 6, although he does make them better at it. Maybe a bit pricey (84pts), but if you&#039;re bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1&#039;s may be worth it.&lt;br /&gt;
**  His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is Heavy 3 with S7 AP-3 and 2 wounds per shot, and the gun can be Overcharged to bump it to S8 and Damage 3. Rather than outright killing Badrukk on a 1 to hit, Da Rippa instead inflicts a mortal wound. Fortunately with 6 wounds Badrukk can tank it with ease, and he also can bring an Ammo Runt, which lets him re-roll one To-Hit roll each shooting phase. As Ammo Runts count as separate models now they can actually participate in fights (albeit extremely poorly) but more importantly it can soak up a wound if need be, so Badrukk can tank 7 wounds (6 of his own plus the runt).&lt;br /&gt;
*&#039;&#039;&#039;[[Grukk Face-Rippa]] (Open Play, White Dwarf 454)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. Face-Rippa&#039;s back, baby! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he&#039;s a {{W40kKeyword|GOFF}} Warboss with an extra wound and attack, as well as a 5++ Invulnerable Save and 5+ &#039;&#039;&#039;Feel No Pain&#039;&#039;&#039; roll from his &#039;&#039;&#039;Too Tuff for Deff&#039;&#039;&#039; rule. His unique Power Klaw Git-rippa is AP -4 instead of -3, has a fixed 2 Damage instead of a random D3, and can re-roll any and all wound rolls, even successful ones. So it’s basically just a Killsaw which re-rolls wounds. His previous Warlord Trait Bellowing Tyrant has been replaced with a new one, Foul Temper, which gives him +3A when he has less wounds than he started with, giving him 8 swings with Git-rippa once he&#039;s been injured! Whilst he doesn&#039;t have a points value anymore and is resigned to open play, he has the same Power Level as a generic Warboss, so there&#039;s no reason for a {{W40kKeyword|GOFF}} player NOT to bring him instead.&lt;br /&gt;
*&#039;&#039;&#039;Skrak&#039;s Skull-Nobz (Open Play, White Dwarf 454)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. &#039;&#039;&#039;Grukk&#039;s Meanest Ladz&#039;&#039;&#039; - literally, it says so in their rules, so it must be true! One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, they&#039;re a named {{W40kKeyword|GOFF}} Nobz mob lead by Skrak Head-Smasha which take up a HQ slot instead of your crowded Elites, what&#039;s not to love! They have +1WS compared to regular Nobz, get +1A when hanging out with the ol&#039; Face-Rippa, and Skrak comes with a nice [[hat]] that inflicts a single mortal wound if it hits. Slightly more costly in open play than a regular Nobz mob, +1 Power Level, and lose access to a Cybork Body, but it clears your Elites section for more important stuff, so that could be a price worth paying.&lt;br /&gt;
*&#039;&#039;&#039;[[Goff Rokker]] (Open Play, White Dwarf 454)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. Party time, excellent! Whilst he isn&#039;t named like other Special Characters, his rules say you can still only have one of him per army, so I figured I&#039;d put him here. One of three new Ork {{W40kKeyword|CHARACTER}}s released in White Dwarf May 2020, he&#039;s a {{W40kKeyword|GOFF}} {{W40kKeyword|CHARACTER}} Nob with a Rokker Shoota, which functions as an Assault 4 Shoota with slightly longer (i.e. Bolter) range and one better AP, and a Rokker Choppa which is just a +1S Choppa, but none of that stuff is why you take him. No, you take him for his &#039;&#039;&#039;Musik&#039;&#039;&#039; rule. This allows him to perform one of two songs, and he can choose to change which song he&#039;s playing every BATTLE ROUND. &#039;&#039;&#039; &#039;Eavy Metal&#039;&#039;&#039; playing in the background inspires {{W40kKeyword|GOFF INFANTRY}} within a 6&amp;quot; bubble to trigger additional hits from their &#039;&#039;&#039;No Mukkin&#039; About&#039;&#039;&#039; kulture on a 5+ instead of a 6+. That one&#039;s nice, but also not why you take him. Tuning into &#039;&#039;&#039;Goffik Rock&#039;&#039;&#039; on the Trukk radio is what you should be doing, which throws {{W40kKeyword|GOFF INFANTRY}} within earshot (aforementioned 6&amp;quot; bubble) into a rage and gives them +1S! Boyz become S5, Nobz are S6, Warbosses throw down at S7! We can only pray to Gork (or possibly Mork) that GeeDubs gives this guy a points value in the future.&lt;br /&gt;
*&#039;&#039;&#039;Ork [[Mek Boss Buzgob]] (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|GOFF}}. A Big Mek with better BS, Wounds, A, and LD. No wargear options, but he comes with a Kustom Force Field and Mek Arms as an alternate melee weapon (they hit 3 times per attack, but have no S modifier and no AP), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is slightly higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he&#039;s just a straight points-for-stats upgrade. If you were going to bring a KFF Big Mek anyway, consider spending the extra 20 or so points to get Buzzgob instead.&lt;br /&gt;
**Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ&#039;d Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn&#039;t orks have a blender as a melee weapon?&lt;br /&gt;
*&#039;&#039;&#039;[[Zhadsnark]] Da Ripper (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|EVIL SUNZ}}. Upgraded Warboss on a bike. +1M, +1W, +1A; his unique PK &#039;Da Pain Klaw&#039; hits on 2+ unlike a regular Warboss&#039; 3+, is AP -4 instead of -3, and deals a mortal wound to {{W40kKeyword|INFANTRY}} and {{W40kKeyword|MONSTER}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6&amp;quot; rather than having to roll for distance when Advancing, which gives him an impressive 21&amp;quot; move. He has no wargear options of course, so no Attack Squig. But still, all that with Warboss abilities for &amp;lt;s&amp;gt;11&amp;lt;/s&amp;gt; 23 more points than a regular Warboss with Power Klaw (because you have to pay for the 2 Big Shootas). Guy is a deal. On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this is gone. He does not help Warbikers in ANY way. Even his WAAAGH!!! only works on {{W40kKeyword|INFANTRY}}!&lt;br /&gt;
**&#039;&#039;&#039;Forge World FAQ (as of 2018-11-02)&#039;&#039;&#039; - His WAAAGH! aura can only help EVIL SUNZ INFANTRY, not BIKERS or VEHICLES. So if you want that, then you&#039;ll have to take the Wartrike.&lt;br /&gt;
** After Codex came he is not that good anymore. Combination of relic (KILLA KLAW) and some warlord traits (BRUTAL BUT CUNNIN, BEST ARMOR TEETH CAN BUY) can make warboss on warbike vastly superior.&lt;br /&gt;
**GW hates orks and has now removed the warboss on Warbike as of 10/08/20 (Munitorum Field Manual 2020). Zhad is again the best/only option if you want a warboss on a bike&lt;br /&gt;
&lt;br /&gt;
=== Troops ===&lt;br /&gt;
*&#039;&#039;&#039;[[Boyz]]&#039;&#039;&#039;: 7 points per model. They hit on a 3+ and S4 in Melee. Sadly, they have 5 inches of movement. &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; makes Morale checks easy to pass; max sized mobs will ignore morale until 13 Boyz die. Ork Boyz are fragile, so make sure they attack first by charging and using the Counter Offensive stratagem. Ork Boyz&#039; special rule &#039;&#039;&#039;Green Tide&#039;&#039;&#039; boosts big mobs, giving +1 Attack per model if the Boy mob in question numbers 20 models or more. In short, the only reason not to run your Boyz in mobs of 30 is when you want to put them in a Battlewagon or Trukk. Remember: VOLUME! you don&#039;t have fancy gear, you simply have the most S/T 4 around. Boyz capitalize on buffs more than others, but fall apart when your army unravels. &lt;br /&gt;
**The boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. Mob Up and have 2 of them and they will happily kill units by themselves. With warpath, they are kicking out 6 attacks each when they have a full squad in support.&lt;br /&gt;
**&#039;&#039;&#039;How To Get 3+ Saves&#039;&#039;&#039;: By using the &amp;quot;Loot it&amp;quot; and &amp;quot;Ard Boyz&amp;quot; stratagem on a big unit of Blood Axe Boyz you can have a unit of ladz with a 3+ save against shooting from things 18&amp;quot; away and a 4+ any other time. Effective? Debatable. Fun? Sure thing!&lt;br /&gt;
**For every ten Boyz, one can take a Tankbusta Bomb, which is free and also nearly useless, so you might as well.&lt;br /&gt;
**&#039;&#039;&#039;Sluggaz and Choppas&#039;&#039;&#039;: Pistols for everyone! And, of course, 3 S4 attacks per model (4 if the mob has at least 20 Boyz) with WS3+. Many ways to buff the amount of attacks (Ghazgkull, WAAAGH! Banner, Weirdboyz, clan Traits). This is key to most ork lists.&lt;br /&gt;
**&#039;&#039;&#039;Shootas&#039;&#039;&#039;: Instead of Choppa/Slugga you get a 2A 18&amp;quot; shoota, losing +1 A in melee. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting 60 shots form 30 boyz is not that good against anything other than chaff due to lack of ap. Also don’t shoot what you intend to charge (unless it&#039;s a knight, but why would you charge a knight with boys?). You will make your charge harder.&lt;br /&gt;
**&#039;&#039;&#039;Mob Up!&#039;&#039;&#039;: If you&#039;re planning to use Mob Up to merge two squads of Boyz, it can be advantageous to make the squad of 10 equipped with shootas before the two squads merge. This allows the merged squad to fire off some pot-shots before hitting melee, and you can use the shoota boyz to soak up enemy fire with less of a loss to your melee ability.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Slugga Vs Shoota Boyz to Hit Ratios:&lt;br /&gt;
|-&lt;br /&gt;
! Unit Type !! Melee Chance to Hit !! Successful Hits (30 Boyz)  !! Ranged Chance to Hit !! Successful Hits (30 Boyz)&lt;br /&gt;
|-&lt;br /&gt;
| Slugga Boyz || 67% || 80 out of 120 || 39% || 11.67 out of 30&lt;br /&gt;
|-&lt;br /&gt;
| Shoota Boyz || 67% || 60 out of 90 || 39% || 23.33 out of 60&lt;br /&gt;
|-&lt;br /&gt;
|* Last Updated: Chapter Approved 2018&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin]]&#039;&#039;&#039;: They don&#039;t get &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, &#039;&#039;&#039;Clan rulez&#039;&#039;&#039;, or &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;, Runtherds are near-compulsory if you want them to last more than a single turn, but is only cost-effective if you have multiple large units of Gretchin. Don&#039;t worry about buying one unless you&#039;ve got quite a few Gretchin in front of your army, luckily Runtherders don&#039;t take a Force Org slot. &lt;br /&gt;
** &#039;&#039;&#039;Surprisingly Dangerous in Large Numbers&#039;&#039;&#039; nets them +1 to all hit rolls if the unit has 20 models or more. Yes, you can get [[derp|Grots with Space Marine levels of accuracy,]] and that is awesome. However, they are still Grots, and can only take an S3 Pistol, so they&#039;re only really good for peppering enemy infantry with shots (hopefully bringing a few down) before the Boyz show up and actually get shit done.&lt;br /&gt;
** Gretchin are one of the few Ork units that needs to be concerned about morale. Either take them in small enough squads that they&#039;ll die out right or maxed out with a Runtherd/Warboss to kill a couple to auto-pass.&lt;br /&gt;
** With grot shields strategem it seem it is viable to put some grot units before your main army, especially of you predict heavy anti infantry fire turn 1. For 1 cp you can basically save one of your pricy units from enemy fire. On the other hand you can use it once (unless open play) so positioning is a key.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Transports ===&lt;br /&gt;
*&#039;&#039;&#039;[[Trukk]]&#039;&#039;&#039;: Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you&#039;d think. This transport is extremely limited in what it can carry. Tankbustas can only be transported as a small unit. A 12-strong unit of Boyz would rather be 30 Boyz strong, but 12 Boyz can get 5+ Armour from the &#039;Ard Boyz Stratagem and be somewhat decent if a bit expensive. Nobz can make do if you don&#039;t take Ammo Runtz. Frankly Nobz, small units of Tankbustaz and Burnas seem to be the only units that benefit from Trukks. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin&#039; Ball on there) and has a good chance to survive assuming the target wasn&#039;t a dedicated melee unit. &lt;br /&gt;
** You can use Boarding Party to give a bunch of PK Nobs a few free swings at a vehicle with no risk to themselves. Even if/when the Trukk is wrecked, you can still make it useful with the Loot It! Stratagem afterwards. &lt;br /&gt;
** &#039;&#039;&#039;Ramshackle&#039;&#039;&#039;: Reduces the damage done to it to 1 on a roll of 6, but it&#039;s unreliable. Hilarious when it gets hit for 12 damage from a supremacy suit only to flip over and keep going.&lt;br /&gt;
** &#039;&#039;&#039;Mounted Gun&#039;&#039;&#039;: Comes with a Big Shoota that can&#039;t be removed, but you can swap for a Rokkit Launcha via Index version.&lt;br /&gt;
** &#039;&#039;&#039;Melee&#039;&#039;&#039;: Can take either a Grabbin&#039; Klaw or Wrecking Ball. Trukks number of attacks and strength degrades with wound loss, not recommended to take.&lt;br /&gt;
** &#039;&#039;&#039;Stikkbomb Throwa&#039;&#039;&#039;: Basically a regular Stikkbomb with double range, can fire only with a unit embarked on it.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Chinork&amp;quot; [[Warkoptas]] (Forge World)&#039;&#039;&#039;: Thought the Trukk was squishy? Think again. With only T5, 8W and a 4+ save to speak of, the Chinork lacks &#039;eavy armor of any sort. You can use it to Deep Strike ten ladz. Movement of 16&amp;quot; plus 8&amp;quot; advancing gives a 24&amp;quot; movement. A much more worthwhile take than a trukk, assuming your enemy doesn&#039;t have a strong anti-air presence. Now with Open-Topped.&lt;br /&gt;
**&#039;&#039;&#039;Deffguns&#039;&#039;&#039;: Gets two of these Loota weapons for free.&lt;br /&gt;
**&#039;&#039;&#039;Rattler Kannons&#039;&#039;&#039;: Can swap the Deffguns for two of these. Heavy 2d6 24&amp;quot; S5 AP-2 Dmg D3 shots apiece. Sounds nasty. Two of them will generally average three saves for anything T4 or T3, which sounds meh, but AP-2 and Dmg D3 means that could leave a mark; just be careful what you aim at.&lt;br /&gt;
***Nice, but the issue is that you have to move in order to use them. Moving means your heavy weapons hit on 6s, which is an unusual problem for an ork, given all our Assault weapons. Bypassed with the More Dakka Stratagem.&lt;br /&gt;
**&#039;&#039;&#039;Bigbomms&#039;&#039;&#039;: Unfortunately, these are now legends-only and cost 6 points each. While still somewhat useful, they only are usable with legends, and it&#039;s upt to you whether it&#039;s worth 12 points for the two of them. Drop them on units you move over, deals a mortal wound to each model in the unit (max 5) on a 5+.&lt;br /&gt;
***Must also take one Skorcha, Rokkit Launcha, Kustom Mega Blasta, or Big Shoota. Sadly the Skorcha will be out of range if you deep strike (8&amp;quot;R, must Deep Strike &amp;gt;9&amp;quot; away), but given that you can move it 24&amp;quot; then fire a Skorcha at full effect, you&#039;re obviously going to deploy it normally if you take these. Take a Big Shoota if you like the idea of rolling 3+4d6 S5 shots from one transport.&lt;br /&gt;
*&#039;&#039;&#039;Kart (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: The first of the looted wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk&#039;s open top, but it has a big shoota on top and the option to buy a fuckton of shootas to compensate and grab a stikk bomb launcha and either 2 skorchas or 2 Big Shootas. While it&#039;s now a constant S6 T7 and rocks a spiffy 3+, it lacks &#039;&#039;&#039;Ramshackle&#039;&#039;&#039; and it loses BS as it takes damage.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6&amp;quot;, +1 S to all guns, regen d3 wounds)&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Small note on Elites: It&#039;s now extremely easy to fill up an Ork Detachment relying on Elites, since you can simply fill the slots with Painboyz, Nobs with WAAAGH! Banners, or Meks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Burna Boyz]]&#039;&#039;&#039;: Their main downfall is lack of armor and high numbers to mitigate deaths by shooting. If you want a Flamer squad to kill things rather than annoy them, you&#039;ll want some variety of Nobz with Kombi-Skorchas.&lt;br /&gt;
** A squad of 15 Burna Boyz on average hit 30 times with Burnas, then 20 hits AP -2 in melee for a total of 50. Same points in Ork Boyz will get 77 hits with their sluggas and Choppas. So mathematically Ork Boyz would be better at taking out low save models, but Burnas might be a good, cheap option against high save targets such as TEQ with no 3++ units (for MEQ units or storm shield terminators you are still better off with regular Boys). Than again there is overwatch that makes their low numbers even lower.&lt;br /&gt;
*** There&#039;s a few assumptions in the above math. Let&#039;s compare 10 Burna Boyz to 15 Boyz (Getting enough boyz up the board to pull off the Green Tide bonus can be hard and shouldn&#039;t be relied on). 20 burna hits to 5 slugga hits, then 13.3333 burna...stabs? to 30 choppa chops. Against a Marine Equivalent (MEQ), the burna hits are roughly twice as effective, so the Burnas will out perform the boys (Functionally 26.6666 melee and 20 flamethrower shots vs 35). If you CAN pull off green tide, increasing Boyz melee output by about 33%. Still very slightly less than the Burnas vs marines or heavier. Nobz, Spanners with Index Scortchas, and the Pyro subkulture can influence this further. I personally things boyz are a bit more competitive due to being easier to spam and being better vs Guard Equivalent (GEQ), but Burnas aren&#039;t as bad anymore and are much easier to transport.&lt;br /&gt;
**One in every 5 can be a Spanner, which can repair a nearby vehicle, and carries a different weapons loadout - everybody gets stikkbombs, but these guys don&#039;t carry burnas.  Thanks to a mix of different options in the Index and Codex, these are:&lt;br /&gt;
***Codex:&lt;br /&gt;
****Big Shoota&lt;br /&gt;
****Kustom mega-blasta&lt;br /&gt;
****Rokkit launcha&lt;br /&gt;
***Index:&lt;br /&gt;
****Slugga and Choppa&lt;br /&gt;
****Kombi-weapon with rokkit launcha&lt;br /&gt;
****Kombi-weapon with skorcha&lt;br /&gt;
****Kustom mega-slugga&lt;br /&gt;
*&#039;&#039;&#039;[[Ork Kommando]]s&#039;&#039;&#039;: Kunnin&#039; ladz that can set up anywhere more than 9&amp;quot; from the enemy. With &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, they can get a first turn charge. Otherwise they&#039;re normal Boyz(without +1A for 20+ models), with a Slugga to try and get some lucky shots before the charge (and shoot again next turn), and a Choppa, which get a +1 to wound rolls against units wholly in terrain. The unit is made of 5-15 Kommandos, and 1 in every 5 has a Tankbusta Bomb. Comes with a Boss Nob with Power klaw, similar to Boyz, but can&#039;t swap out wargear. Try to infiltrate them into cover to get a 4+ save.  Up to 2 Kommandos can take a special weapon instead of their slugga, using the Legends Datasheets.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha (Legends)&#039;&#039;&#039;: Too unreliable for Kommandos; better on Tankbustas.&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota (Legends)&#039;&#039;&#039;: Not worth taking if the plan is melee Kommandos, but doesn&#039;t take away Choppa hits.&lt;br /&gt;
**&#039;&#039;&#039;Burna (Legends)&#039;&#039;&#039;: Almost auto-include, because they cost &#039;&#039;zero points&#039;&#039;. In melee, you don&#039;t lose your Choppa, so you still get a third attack at AP0. Reasonably ok for Overwatch if you mess up the charge (won&#039;t work on anyone charging from 8.1&amp;quot; away or more). The only downside is you lose sluggas, but auto hits are worth it.&lt;br /&gt;
** Good for backline harassment or objective grabbing, especially if the objective is in cover.&lt;br /&gt;
*&#039;&#039;&#039;[[Meganobz]]&#039;&#039;&#039;: 3 Wounds, T4 and a 2+ save (No invul save) and movement 4&amp;quot;. They are suffer against higher AP weapons. Kombi-Weapons can now fire both guns at the same time, at the cost of subtracting 1 from all To Hit rolls, which usually only matters if you take a Kombi-Rokkit. It&#039;s now possible to replace default loadout for 2 Killsawz which gives an additional Attack. Also have &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. If you have CP to spare, the Tellyporta or Blood Axes Stratagem lets them take a page out of the Terminators&#039; book while also compensating for their slow movement.&lt;br /&gt;
** &#039;&#039;&#039;PK and Kombi-Skorcha:&#039;&#039;&#039; This provides decent shooting, a nice charge deterrent.&lt;br /&gt;
** &#039;&#039;&#039;PK and  Kustom Shoota:&#039;&#039;&#039; Keeps unit cheap, lose shooting reliability.&lt;br /&gt;
** &#039;&#039;&#039;Double Killsaws:&#039;&#039;&#039; Deprives them of their shooting and pricy, but they are better at killing TEQ and vehicles.&lt;br /&gt;
*&#039;&#039;&#039;[[Mekboy]]&#039;&#039;&#039;: Restores a lost wound to one non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}}(there is nothing that states you cannot repair units with fly) within 1&amp;quot; at the end of each Movement phase (a vehicle can&#039;t be repaired more than once turn, so no stacking). Once per battle an accompanying &#039;&#039;&#039;Grot Oiler&#039;&#039;&#039; can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your {{W40kKeyword|VEHICLES}} that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can&#039;t heal as well, but is a budget alternative if you don&#039;t have a lot of vehicles.&lt;br /&gt;
** Kustom Mega-Slugga can only be replaced by Index weapons.&lt;br /&gt;
** Deff Skull Mek with Kustom Mega-blasta has a 55% chance to hit.&lt;br /&gt;
*&#039;&#039;&#039;[[Nob]]z&#039;&#039;&#039;: Primaris boys before primaris were cool. Worth taking especially with a Weirdboy using Da Jump. Nobs hit on 3&#039;s, are S5, and have a 4+ save (3+ with &amp;quot;Loot it!&amp;quot;).  ((You have to sing ‘Loot it!  Loot it!   Loot it!  Loot it!  In the style of Michael Jackson’s Beat it!  Whenever you use this strat btw..))  The main problem with Nobz is that their wargear can quickly make them very expensive.&lt;br /&gt;
** &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;:  If a model would flee within 3 inches of the Nobz on a roll of a 6+ the model does not flee. It&#039;s a unreliable bonus, mostly useful on units with low model counts like Bikers or Burna Boyz. But even then &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; makes this buff obsolete. &lt;br /&gt;
** &#039;&#039;&#039;Dual-Choppas&#039;&#039;&#039;: Buys you 5 attacks for free. You lose the pistol, but gain a more reliable melee attack. Mainly for anti-light-armored-infantry.&lt;br /&gt;
** &#039;&#039;&#039;Equipment&#039;&#039;&#039;: You can basically go for any combination of 2 weapons as you want, you can give a Nob a PK and a Big Choppa and choose which one to use according to the enemy, you can give it a PK and a Choppa for an extra S5 attack, you can even go for a Kombi-weapon and a Slugga or double Slugga (but please don&#039;t do this). Just keep in mind that giving a Nob 2 PKs wont give you an extra attack (it will work with Killsaws though). You can no longer take a 2nd weapon if you take a Kombi-rokkit or a Kombi-scorcha.&lt;br /&gt;
***Swapping weapons in the Codex requires swapping out both their Choppa + Slugga, but the Index requires swapping out a Choppa for a Melee weapon and/or Slugga for a Shooty weapon. If you take a shoota or kustom shoota you can&#039;t take an extra choppa or other wargear.&lt;br /&gt;
** &#039;&#039;&#039;Power Stabbas&#039;&#039;&#039;: Give AP-2 for cheap so they can hit like marines with power axes. Makes them Anti-MEQ.&lt;br /&gt;
** &#039;&#039;&#039;Kombi-Skorchas&#039;&#039;&#039;: Full squad of Nobz with Kombi-Skorchas is scary. Put them in a Trukk and then fire from its &#039;&#039;&#039;Open Top&#039;&#039;&#039;. With added Trukk survivability this is even better. Then see your opponent cry when they burn his units to ash. Your only issue is range. Enemies will try to charge them from outside Skorcha range, depriving you of Overwatch, but it is a long charge at 9+ inches so there is a good chance they will fail.&lt;br /&gt;
** &#039;&#039;&#039;Killsaws&#039;&#039;&#039;: Basically same as on meganobz but on faster, cheaper unit that is more fragile.&lt;br /&gt;
*&#039;&#039;&#039;Nobz on Warbikes&#039;&#039;&#039;: T5 and &#039;&#039;3 wounds&#039;&#039;. Also has &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. Deadly to vehicles or monsters but very squishy. Do not go near any kind of infantry, especially big squads or dedicated CC units. They will just destroy them outright. They suffer from the same problem as Warbikers being overcosted for both survivability or damage output. They can work as anti-vehicle but Meganobz or tankbustas are better.&lt;br /&gt;
** Can use &#039;&#039;&#039;Billowing Exhaust Clouds&#039;&#039;&#039; stratagem to give -1 to Enemy shooting To Hit rolls.&lt;br /&gt;
** Only available models for this unit are the expensive Forge World Ork Nob Warbikes upgrade kit, kitbash the normal warbikers and Nobz kits, each warbiker kit comes with one Nob so if you have a lot you can make a nob biker kit. Alternatively if you don’t mind giant boars, then the Gore Gruntas from Ironjawz makes a good counts-as (this actually works really well if you’re doing a Snakebite army). Basically &amp;quot;konvert all yer shit&amp;quot; is the point here.&lt;br /&gt;
*&#039;&#039;&#039;Nob with WAAAGH! Banner&#039;&#039;&#039;: The banner gives {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2&#039;s. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster. Also  has &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;.&lt;br /&gt;
**Take one. Always! If you have a free Elites slot somewhere take a second one, as this guy will be the prime target for any enemy sniper.&lt;br /&gt;
**Doesn&#039;t stack (affects {{W40kKeyword|ORK}} units within range of &amp;quot;any WAAAAGH! Banner&amp;quot;), extra banners should be spread across the battlefield.&lt;br /&gt;
** Removes penalty for using Power Klawz.&lt;br /&gt;
** &#039;&#039;&#039;Melee&#039;&#039;&#039;: Banner and an extra choppa attack, or you can take a power klaw. Don&#039;t let him get into melee.&lt;br /&gt;
*&#039;&#039;&#039;[[Painboy]]&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} {{W40kKeyword|BIKER}} units within 3&amp;quot; ignore wounds suffered on a 6+ thanks to &#039;&#039;&#039;Dok&#039;s Tools&#039;&#039;&#039;. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armor save or invul. He can attempt to heal a multi-wound model within 1&amp;quot; D3 wounds on a 2+ which is rerollable with the &#039;&#039;&#039;Grot Orderly&#039;&#039;&#039; ability. You want this guy near your big 30+ Boy mobs. In melee he has access to a Power Klaw and &#039;urty Syringe (which always wounds on a 4+ for Infantry and 6+ for Vehicles/Monstrous Creatures).&lt;br /&gt;
** Note: &#039;&#039;&#039;Dok&#039;s Tools&#039;&#039;&#039; auras are explicitly worded so they don&#039;t stack with each other, with cybork bodies, or the Snakebites clan kultur. &lt;br /&gt;
** &#039;&#039;Grot Orderly&#039;&#039;: The Grot Orderly comes for free; his &#039;Urty syringe gives him an additional attack.&lt;br /&gt;
*&#039;&#039;&#039;Painboy on Warbike (Legends)&#039;&#039;&#039;: Same as above, except with 14&amp;quot; Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He&#039;s more expensive than a Warboss on a bike with PK.&lt;br /&gt;
*&#039;&#039;&#039;[[Runtherd]]&#039;&#039;&#039;: He&#039;s got 4 wounds and has 3 attacks. He doesn&#039;t take up a Slot. At 35pts he is equal to ~12 grots, so not that expensive either. To be worthwhile you need at least 3 units of grots around him. Almost mandatory if you are using &#039;&#039;&#039;Grot Shields&#039;&#039;&#039;. Can take various crude implements such as grot prod gives {{W40kKeyword|GRETCHIN}} one of two 3&amp;quot; auras: &lt;br /&gt;
** Ignore failed morale tests in exchange for killing D3 models in the unit(#FeedTheSquig)&lt;br /&gt;
** Reroll 1s to hit in the Fight phase. &lt;br /&gt;
** No longer an elite. You can only bring one if you have at least one unit of {{W40kKeyword|GRETCHIN}} {{W40kKeyword|INFANTRY}}&lt;br /&gt;
*&#039;&#039;&#039;[[Tankbustas]]&#039;&#039;&#039;:  &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039; lets them reroll misses against anything with {{W40kKeyword|VEHICLE}} (also works in melee, but you&#039;ll get most benefit from it while shooting). They are absolute monsters at killing {{W40kKeyword|VEHICLE}}, but unreliable when shooting non-vehicles. There are lots of Space Marine, Imperial Guard, Imperial Knight and Soup players, but your expensive tank hunters will become an expensive objective holder if you&#039;re playing against Tyranids, Tau, or Wraith-centered eldar.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launchas&#039;&#039;&#039; - Default weapon. Great for anti-vehicle, no need to swap out.&lt;br /&gt;
**&#039;&#039;&#039;Tankbusta Bombs&#039;&#039;&#039; - Tankbusta Bombs can only be thrown one at a time unless you use the new Stikkbombs strategem to throw up to 10 and equate to a Rokkit Launcha with D3 shots and D6 damage.&lt;br /&gt;
**&#039;&#039;&#039;Pair of Rokkit Pistols&#039;&#039;&#039;: One every 5 models. Doubles number of attacks for less range and threat. But can be used in melee, if the target doesn&#039;t die or kill them first.&lt;br /&gt;
**&#039;&#039;&#039;Tankhammer&#039;&#039;&#039;: One every 5 models. Exchange rokkit launcha for a suicide attack to cause massive damage, which adds to your morale tests. Since Tankbustas want to stay out of melee, not usually recommended.&lt;br /&gt;
**&#039;&#039;&#039;Bomb Squigs&#039;&#039;&#039;: You can get two Bomb Squigs for every five Boyz. Effectively a single-shot Rokkit that inflicts D6 damage, shorter range, and can&#039;t hit units with {{W40kKeyword|FLY}}. 10 points each. Has BS2+ and rerolls 1s thanks to &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039;. Annoyingly their suicide bomb is Assault and not Pistol, so you&#039;ll have to use them before you charge or they&#039;ll only get a single S3 AP0 melee attack (which hits on a 2+ with a reroll). Their deaths don&#039;t count for morale, unlike Tankhammer wielding Boyz, but do count for transport capacity. If you take one less Bomb Squig you can take a Battlewagon or you can take a full squad and deep strike them with the Tellyporta or Weirdboy&#039;z Da Jump.&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
*&#039;&#039;&#039;[[Mad Dok Grotsnik]]&#039;&#039;&#039;: Clan {{W40kKeyword|DEATHSKULLS}}. Only special character in Orks who isn&#039;t an HQ. He&#039;s a Painboy with T5, a 4+ save and personal 5+ FNP. &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; means he&#039;ll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can&#039;t bring a Grot Orderly with him or take a bike. Points-wise he&#039;s a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don&#039;t want your Boyz having their 6+ FNP picked off quite as easily.&lt;br /&gt;
** Can heal any ork, not just clan only.&lt;br /&gt;
** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him.&lt;br /&gt;
*&#039;&#039;&#039;[[Gorkamorka#Special_Characters|Da Red Gobbo]] (Legends)&#039;&#039;&#039;: He may still be a Grot, but the leader of Da Revolushun can still take more of a beating than most Gretchin and can share his Ld score with any Grots that are nearby him. His Icon of Da Revolushun isn&#039;t strong but can still fish for mortal wounds and his kustom grot blasta has just enough power in it to harass two-wound units. His most flavorful trick (befitting his Christmas-themed getup) is &amp;quot;Has yoo been a good little Grot this year?&amp;quot;: pick a unit of Gretchin (Kans and mek Gunz included) within 3&amp;quot; after the movement phase, and on a 2+ they gain stikkbombs for the rest of the battle. Granted, on a 1 they take a mortal wound instead, but let&#039;s be honest, that&#039;s not a big loss. I&#039;m just gonna leave this here, but he also benefits from the grot lash runtherdz carry, and surprisingly, with a 4+ WS (the coat must have some reality-bending drugs in it), he has an even better chance of decking the halls of everyone bigger than him.&lt;br /&gt;
**Also also, a 30-grot unit is already hitting on 3+ and with Dakka Dakka Dakka, that&#039;s a lot of shots going through, and since they&#039;ll be more often than not close enough to throw grenades, you may as well give them some stikkbombs. If they&#039;ve been good, that is.&lt;br /&gt;
** Bear in mind unit can throw only one stikkabomb so it is not like this is massive. At best 5 extra shots.&lt;br /&gt;
** Since he is LD 6 improvement of ld is not like supermassive but it helps.&lt;br /&gt;
** He is slightly less useful as grot support than runthered for the same points. However, he additionally fills elites slot for cheap.&lt;br /&gt;
** Sadly he was immediately assigned to Legends. So in some setups like tournaments and stuff he will be probably disallowed. Thanks GW.&lt;br /&gt;
&lt;br /&gt;
=== Fast Attack ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Boomdakka Snazzwagon]]&#039;&#039;&#039;: The only not-Flyer unit in the codex with a built-in -1 To Hit. Makes a good kamikaze since it explodes on 4+ for 6&amp;quot; d3 Mortal Wounds.&lt;br /&gt;
** Don’t forget that the Snazzwagon can fire &#039;&#039;&#039;ALL&#039;&#039;&#039; of its weapons. Even though it’s at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ for breakfast.&lt;br /&gt;
*&#039;&#039;&#039;[[Deffkoptas]]&#039;&#039;&#039;: Have alternate deployment, and interestingly enough are {{W40kKeyword|VEHICLES}} and {{W40kKeyword|SPEED FREEKS}}. They are the fastest Ork units with M14&amp;quot; and automatic Advance of 6&amp;quot; rather than rolling for it. Imagine Evil Sunz riding over the whole battlefield. Great for grabbing objectives, but honestly isn&#039;t great at any combat.&lt;br /&gt;
**&#039;&#039;&#039;Kopta Rokkits&#039;&#039;&#039;: BS 5+. No way. Koptas with these aren&#039;t as reliable as other Ork anti-vehicle weapons/units. But way too expensive to be actually fielded that way.&lt;br /&gt;
**&#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039;: Cheaper option, but not reliable as other Ork anti-infantry weapons/units. This is cheap option that enables deffkoptas to be extremely fast objective grabbers and little more,&lt;br /&gt;
**&#039;&#039;&#039;Spinnin&#039; Blades&#039;&#039;&#039;: Descent anti-infantry in melee, only 2D3 attacks per model so not as reliable as other Ork anti-infantry weapons/units.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta (Legends)&#039;&#039;&#039;: Its main advantage is low cost compared to Rokkits. Koptas multiple wounds allow it to survive the Gets Hot disadvantage better than other models.&lt;br /&gt;
**&#039;&#039;&#039;&#039;Bigbomm (Legends)&#039;&#039;&#039;: Each Kopta can buy one of these for no points (which is probably why the Kopta itself costs so much) *AS OF LEGENDS, these now cost 6 points each*, so you probably should do that. Once per game it can be dropped after moving over the target in the Movement Phase, delivering up to 5 mortal wounds to the unit (one dice per model in it, capped at 5) on a 5+.&lt;br /&gt;
**&#039;&#039;&#039;&#039;Killsaw (Legends)&#039;&#039;&#039;: Anti-vehicle weapon that isn&#039;t as useful with Koptas since its better on units with higher Strength such as Nobs/Meganobz.&lt;br /&gt;
**&#039;This unit can keep up with the Wazbom&#039;s KFF. In the event that your enemy denies you the deepstrike, running the Blastajet alongside your koptas means they actually have a chance to do some damage.&lt;br /&gt;
**&#039;If you want to field these but can&#039;t find decent models, it&#039;s not too difficult to convert them from Warbikers: just take out the wheels and add some propellers and gubbins. And it&#039;s not like you were going to use Warbikers anyway...&lt;br /&gt;
***If you need to fill in Fast Attack slots this is one of the cheapest options at 39 or 40 points, with a lot of speed an maneuverability for last turn objective grabbing.&lt;br /&gt;
*&#039;&#039;&#039;[[Kustom Boosta-Blasta]]&#039;&#039;&#039;: Torch anyone within 8&amp;quot; or foolish enough to charge at that range with x4 Burnaz. Also brings to bear a 36&amp;quot; 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition).&lt;br /&gt;
*&#039;&#039;&#039;[[Megatrakk Scrapjet]]&#039;&#039;&#039;: One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 2d3 Rokkit shots, plus a single wing Rokkit per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to firing 12 Big Shoota shots at BS4+. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee.  It’s rules do seem pretty ridiculous to be honest.  Compare it’s Dakka n Krump to a Deff Dread..  Instead of spending CP to make a mob of fast dreads with Orkymatic pistons, it’s fast as standard and you can spend a cp to have them pile in and fight and consolidate again.  Ouch.  &lt;br /&gt;
** Point for point is probably the best of the new buggies.&lt;br /&gt;
*** Deff Skwadron boyz on the table is a happy happy sight indeed :).&lt;br /&gt;
*&#039;&#039;&#039;[[Rukkatrukk Squigbuggy]]&#039;&#039;&#039;: The Heavy Squig Launcha and Squig Launcha combine to make this one of the most versatile weapons platforms in the codex. Able to dump out a notable amount of Poison 4+ shots with Bile Squigs to force loads of saves on infantry OR take on medium vehicles with the Boom Squigs. The Bitey Squigs are likely to disappoint considering the very limited number of shots as compared to the Bile and Boom variants. Its flexibility is undermined by its ineffectiveness: each of the other vehicles can generally outperform what the Squigbuggy does against most targets. To make matters worse, it is expensive compared to other units that do similar.&lt;br /&gt;
*&#039;&#039;&#039;[[Shokkjump Dragsta]]&#039;&#039;&#039;: M14&amp;quot; makes this one of the quickest ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24&amp;quot; plasma cannon. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9&amp;quot; from an enemy model; on an additional 4+ the model receives a Mortal wound. &lt;br /&gt;
** The Temperamental Shokk Drive stratagem from Saga of the Beast lets you automatically teleport a dragsta at the end of your shooting phase, making this one of the better hit and run units in the game (if you&#039;ve got the command points to burn). &lt;br /&gt;
** It has decent anti-armor capabilities due to its weapon. It hits on 3+ (4+ when it advances). Additionally, every 6 on to wound rolls causes extra mortal wounds on the target.&lt;br /&gt;
** This vehicle is probably best utilized with Deathskulls kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur.&lt;br /&gt;
** Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+. The main gun is assault, so an Evil Sunz Dragsta can teleport and still hit on 3+.&lt;br /&gt;
*&#039;&#039;&#039;[[Stormboyz]]&#039;&#039;&#039;: Slugga Boyz that fly 12&amp;quot;. They can deep strike 9&amp;quot; from enemy units. They can no longer advance and charge on their own, their full throttle rule instead giving them a flat advance of 6 with each model rolling a d6; results of 1 means a dead lad as his rickety jump pack explodes (or implodes). And these losses count for morale.&lt;br /&gt;
** Take Legends biker Warboss or Zhadznark to give them advance and charge for a guaranteed 20&amp;quot; move and charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Warbikers]]&#039;&#039;&#039;: Got slightly cheaper in the codex, but not to the point of being actually useful. Still overpriced and unable to perform well in either melee or shooting, although in the latter case dakka dakka dakka and the Evil Sunz kultur help somewhat.&lt;br /&gt;
** Best taken in MSU for objective grabbing and harassing.&lt;br /&gt;
*&#039;&#039;&#039;Skorchas (Legends)&#039;&#039;&#039;: Wartrakks that trade their &#039;&#039;&#039;Twin Big Shootas&#039;&#039;&#039; for a (surprise surprise) &#039;&#039;&#039;Skorcha&#039;&#039;&#039;. Their points costs and abilities are identical to Wartrakks (other than the gun, of course). Skorchas are awesome - and the Wartrakk&#039;s high Movement enables them to position well for a barbecue. You can freely Advance close to the enemy, flame them, and then do it again if they try to charge you. They are fragile and being charged from more than 8&amp;quot; denies their overwatch.&lt;br /&gt;
*&#039;&#039;&#039;[[Warbuggies]] (Legends)&#039;&#039;&#039;: T5 and 5 wounds with 4+ armor. More like a cavalry unit with WS3+ and 4 melee attacks. Take the &#039;&#039;&#039;Twin Big Shoota&#039;&#039;&#039; to kill infantry and the &#039;&#039;&#039;Rack of Rokkits&#039;&#039;&#039; if you wish to threaten vehicles. The buggies can also arrive as reinforcements from a board edge thanks to &#039;&#039;&#039;Outriders&#039;&#039;&#039;, and dive straight into the enemy&#039;s back line.&lt;br /&gt;
*&#039;&#039;&#039;[[Wartrakks]] (Legends)&#039;&#039;&#039;: Warbuggies that trade 2&amp;quot; Movement for one more Wound, at a cost of 5 extra points.&lt;br /&gt;
*&#039;&#039;&#039;[[Grot MegaTank]] (Forge World)&#039;&#039;&#039;:  With a wide variety of weapon and better stats than the normal Grot Tank, it&#039;s tougher and doesn&#039;t have to deal with morale, but its randomness is its downfall. Every Shooting phase, you need to roll a d6 - on a 1, you can&#039;t shoot at all, and on a 6 you gain +1 to hit but all your guns can only target one unit. You can reroll with a CP, but it is still a risk. On the other hand grot revolt in itself is fluffy rule. Its biggest drawback is random movement.&lt;br /&gt;
**&#039;&#039;&#039;Important:&#039;&#039;&#039; Make sure to roll your movement before you declare your advancing. This is very useful because the guns are generally so close range that a bad movement roll will leave you unable to shoot anyway.&lt;br /&gt;
** Mek Gunz are a more reliable alternative.&lt;br /&gt;
** It can take a Wreckin&#039; Ball in CC that hits on a 5+.&lt;br /&gt;
** Can choose to load up 7 Rokkits per turn at BS4.  Better at shooting TEQ units than Tankbustas.&lt;br /&gt;
**Grot Tanks and the larger Grot Mega Tanks are some of the coolest models produced by Forge World (though you should save your precious teef and make them yourself out of hot wheels cars!) If you disagree, I sincerely recommend you consume a primed stikkbomb.&lt;br /&gt;
***Just like the smaller Grot Tanks below, you can [[Counts_As|substitute]] Mega Tanks with Trakbikes, using [[Baneblade]] track units instead of those of Chimeras. With two Mega Trakbikes and a bunker-thingy for £85, that&#039;s almost two Mega Tanks for the price of one (£79).&lt;br /&gt;
*&#039;&#039;&#039;[[Grot Tanks]] (Forge World)&#039;&#039;&#039;: A weird unit - their Movement stat is a 2D6 that changes every turn, which can hurt their short-ranged weaponry. An invulnerable save of 6+ isn&#039;t great. The Grotzooka is the only weapon that&#039;s different from other vehicle guns - with Heavy 2D3 and +1S over a Big Shoota. It&#039;s a better anti-infantry choice than a Big Shoota, but is 18&amp;quot; range. Note that they can only be taken if the detachment also has a Big Mek.&lt;br /&gt;
** Averaging 7&amp;quot; movement on a vehicle is too unreliable for getting into position.&lt;br /&gt;
** If you want Grotzookas in your army (They aren&#039;t great compared to other options), take Grot Tanks over Kanz. Grot tanks are cheaper, have a 6+ invul, and are on average faster(But swingy). Now for the cons - they can&#039;t melee like Kanz, they have wonky movement (but you can re-roll if you REALLY need to), and they suffer from morale (which Kanz also do). If you want a cheap weapon&#039;s platform with crap range use this, but if you want a better variant that&#039;s more reliable without being required to have a Big Mek try a Grot Mega Tank.&lt;br /&gt;
***If you want Grot Tanks in your army, but think [[Forgeworld]] prices&#039;re too high, you can substitute them for Grot Trakbikes. Shown off in [[White Dwarf]] 452 as a [[Games Workshop]] employee&#039;s custom-job, each Trakbike&#039;s basically just one [[Chimera Transport|Chimera]] track unit, with a Gretchin driving it from a sidecar with a pintle-mounted gun. You can make two Trakbikes from a single Chimera, giving you four scratch-built Grot Tanks for only £60, instead of four purpose-built ones for £74, and the two spare Chimera hulls can be used as well once you patch up the holes in the walls, maybe as bunkers or something.&lt;br /&gt;
***If you want Grot Tanks in your army, but don&#039;t think Forgeworld prices&#039;re high enough, you can substitute them for Rebel Grot Cuttas and Big Luggas from [[Gorkamorka]], available occasionally on Ebay whenever a particularly [[Neckbeard|beardy]] individual has a clear-out. Not needing them to carry loads of Gretchin, they&#039;ve plenty of space for the big guns, and them being sail or pedal-powered still fits in with their random movement.&lt;br /&gt;
*&#039;&#039;&#039;[[Grot Bomm Launcha]] (Forge World, Open and Narrative Play only)&#039;&#039;&#039;: A Wartrakk equipped with nothing but a single use 72&amp;quot; Heavy 2D6 S8 Ap-3 DD3 Grot Bomb. You don&#039;t need line of sight and you get to reroll failed hits from the bomb. Has the potential to nuke your enemy&#039;s armour from across the board turn 1, but becomes almost completely useless afterwards.&lt;br /&gt;
**If you actually want to make a couple of these (for whatever reason - no judging), just use some blitza-bombs and extra fins from the Ork Flyer kit and stick them onto some Wartrakks. Grots are also relatively cheap and easy to get - we&#039;ll let you figure out what to do from here.&lt;br /&gt;
**Some rumored to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That is simply beyond [[The_Wonderful_Misadventures_of:_Inquisitor_Fob_and_the_Classy_Marines|class]].&lt;br /&gt;
&lt;br /&gt;
=== Heavy Support ===&lt;br /&gt;
*&#039;&#039;&#039;[[Battlewagon]]&#039;&#039;&#039;: Lacks &#039;&#039;&#039;Ere we Go!&#039;&#039;&#039; and &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;. Good for transporting 20 Boyz (or 10 Meganobz) and then running enemies over. It&#039;s best taken with either a Deff Rolla or bare bones. They are a &amp;quot;hard as nails transport&amp;quot;, however at ~140-200 points, you are paying a lot for just a heavy transport. On a good note, The Deffrolla hits on 2s. Its rules let it shoot all its weapons at &amp;quot;normal&amp;quot; BS of 5+ but this does not transfer to its occupants.(see FAQ) Every weapon on the &#039;Wagon is an optional extra:&lt;br /&gt;
**&#039;&#039;&#039;&#039;Ard Case&#039;&#039;&#039;: It&#039;ll be more durable(+1 T), but your passengers can&#039;t shoot. More of a sidegrade.&lt;br /&gt;
**Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option leaving the other two as dead weight. Choppy Battlewagon should be used to ferry models, and turn into a dead killy moving obstacle afterwards.&lt;br /&gt;
***&#039;&#039;&#039;Deff Rolla&#039;&#039;&#039;: It&#039;s AP-2, and any attacks with it are at +3 to hit. 19 points isn&#039;t the cheapest, but compared to the cost of the &#039;Wagon it&#039;s not expensive either.&lt;br /&gt;
***&#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039;: You can only make one of your attacks with this each Fight, it&#039;s using your base WS of 5+, and it&#039;s only marginally better than the roller in damage terms. It is only 5 points though.&lt;br /&gt;
***&#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039;: The cheapest melee weapon at only 3 points. You&#039;re limited to only making three of your attacks with it though, and since your WS is 5+ you aren&#039;t that likely to hit anything.&lt;br /&gt;
**Big Gunz: You get space for either a Killkannon, Kannon or Zzap Gun, plus a Lobba if you want it. They&#039;re all Heavy and BS 5+. &#039;&#039;&#039;Mobile Fortress&#039;&#039;&#039; lets you ignore the -1 to hit for firing while moving normally. But Ork shooting means they are almost always not worth the points.&lt;br /&gt;
***&#039;&#039;&#039;Killkannon&#039;&#039;&#039;: A hybrid of both Kannon shell types. It also drops your transport capacity from 20 to 12. Don&#039;t waste the points.&lt;br /&gt;
***&#039;&#039;&#039;Kannon&#039;&#039;&#039;: No AP on the Frag shells is comparable to 1-6 Boys shooting Sluggas. A single shot anti-tank/MEQ weapon will only hit one every three turns. Don&#039;t waste the points.&lt;br /&gt;
***&#039;&#039;&#039;Lobba&#039;&#039;&#039;: Long range indirect fire. Can hit models out of line of sight. Almost worth it.&lt;br /&gt;
***&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: Random strength is unreliable.  Don&#039;t waste the points.&lt;br /&gt;
**More Dakka: You can buy up to four of each of these, and they&#039;re Assault so you can shoot them at your full 5+ to hit (or 6+ if you&#039;re Advancing). However, none of these weapons are useful at BS 5+.&lt;br /&gt;
***&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: Cheap dakka. On average you are gonna hit 1 time with each big shoota. &lt;br /&gt;
***&#039;&#039;&#039;Rokkit Launcha (Index only)&#039;&#039;&#039;: Some anti-vehicle punch. A bit pricey if you want all four of them. On average you are gonna hit with 1 of them. Don&#039;t waste the points.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gunwagon]]&#039;&#039;&#039;: Battlewagon variant 1. Comes with &#039;Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default, but in exchange if it doesn&#039;t move or moves no more than half of its movement value the Big Gun can shoot twice in a turn. Base cost of 140. Turns a Battlewagon into a dedicated gun platform, there are other units that fill this role better.&lt;br /&gt;
**&#039;&#039;&#039;[[Gutrippa]]&#039;&#039;&#039;: Without access to the Deff Rolla, the Grabbin&#039; Klaw and Wreckin&#039; Ball become more viable as options to give a little extra close combat ability, and at the very least it&#039;ll look [[Epic|epic]].&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Bonebreaka]]&#039;&#039;&#039;: Battlewagon variant 2. Takes &#039;Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Not worth the 20 points for the d6 attacks on the charge compared to an identically pointed out Battlewagon.&lt;br /&gt;
** &#039;&#039;&#039;Dedicated Melee:&#039;&#039;&#039; This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. Take this in Goff form for maximum pain train or make it Evil Sunz clan to close the distance a lot quicker. However, this can also be a big fire magnet because of what it can do if it gets a charge off. If you take this, expect suicide charges by throw away units and for it to get bogged down in mooks. For getting the best out of this big box of doom, take a Deffkilla Wartrike and keep him next to the Bonebreaka so it can advance and then charge into whatever poor unit it&#039;s in front of. But, again, expect this thing to get shot off the table if your opponent knows what&#039;s good for him. Keep this thing cheap so you can use your points on other things.&lt;br /&gt;
**&#039;&#039;&#039;Not worth being Dedicated Melee:&#039;&#039;&#039; Don&#039;t bother using this, 6 extra attacks sounds awesome, until you roll a 1 and then the Wagon dies. You don&#039;t take Wagons to cause damage, you take them to transport units, and so, you will always be better off with the cheapest, capacity 20 variant.&lt;br /&gt;
**’”Totally worth being Dedicated Melee:”’ randomness is at the heart of warhammer and the heart of playing Orks. That said, the average 3.5 extra attacks hitting and wounding TEQs and MEQs on twos is worth it if you get one or two extra kills. Further, it takes a standard transport choice and makes them a hilariously strong COMBAT unit and actually gives Orks some more versatility. 10/10.  Roll blood axe to always get the extra +D6 attacks charge off in subsequent combat rounds.  Kustom Job a Red Roller Blood Axe Bone Breaka and prepare troll face.  &lt;br /&gt;
**&#039;&#039;&#039;[[Bonecruncha]]&#039;&#039;&#039;: Big Shootas synergise better with its anti-infantry role than any of the main guns, so deck it out with four and cruise around like an [[Orky]] [[Leman_Russ_Punisher|Punisher]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battlewagon with Supa-Kannon (Forge World)&#039;&#039;&#039;: They could&#039;ve been cool and called it the [[Braincrusha]], but they didn&#039;t. Transport capacity is now reduced to 6, but now you have a big gun that&#039;s dead killy. 60&amp;quot; Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) - dead killy. It&#039;s kinda a better Ork Vindicator. This thing was made to bring down anything big. Remember your BS 5+ and the Battlewagon is not meant to sit around and shoot.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Gunz (Legends)&#039;&#039;&#039;: Benefit from Grots&#039; 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they&#039;ve only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy two Grot gunners (2 points each) and the type of gun (15 or 18 points) for each model. This works out to 27 (Kannons) or 30 (Lobba/Zzap Gun) points each.&lt;br /&gt;
**&#039;&#039;&#039;Kannon&#039;&#039;&#039;: Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It&#039;s one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit.&lt;br /&gt;
*** A single missile launcher heavy weapons team is 26 points, Kannon team is 27 points. Orks lack 12&#039; of range and access to orders (which are both important) but we have a much tougher platform. &lt;br /&gt;
**&#039;&#039;&#039;Lobba&#039;&#039;&#039;: D6 S5 hits that ignore line of sight and an impressive 48&amp;quot; range, but doesn&#039;t have AP. The appeal of these doesn&#039;t come from their potency on the battlefield, it comes from their dirt cheap utility. Taking 3 of these Gunz with their Grot crew and an HQ choice will give you a CP for dirt cheap. Now you have a 48&amp;quot; range poking stick, &#039;&#039;plus&#039;&#039; a rear-line screen against Deep Strikers or Infiltrators.  They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment.&lt;br /&gt;
**&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: Its gun is random 2d6 Strength. If you roll 11+, you don&#039;t roll to wound, this model takes 1 mortal wound and inflict 3 mortal wounds to the target. The gun platform has to take the mortal wound, but you can keep a Mek nearby to fix up the damage.&lt;br /&gt;
**Take a look into Mek Guns to see some Mathammer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Dred]]s&#039;&#039;&#039;: Start organised as a 3-model unit, but split into individual units during deployment (as per &#039;&#039;&#039;Dread Mob&#039;&#039;&#039;). They are prime example of [[DISTRACTION CARNIFEX|DISTRACTION CARNIFEXES]] for Orks. Keep them away from large groups of basic troops as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two &#039;&#039;&#039;Dread Klaws&#039;&#039;&#039; and two &#039;&#039;&#039;Big Shootas&#039;&#039;&#039; as standard, and can replace any of them with these:&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: 9 extra points per gun for S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s (which is easily remedied with Bad Moons Clan Kultur benefit).&lt;br /&gt;
***If you&#039;re playing Death Skullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating and costing less than the rokkit launcha while doing more damage.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: 12 extra points per gun, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta&#039;s D6 and no wounding yourself on 1s, but one less AP.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Some close-range firepower for a close-combat Dread that wants auto hits. Pricey at 17pts, but S5 and AP -1 is a great deal. Frankly with BS5+, this is the best option as it both works as a Charge deterrent and can bbq some enemies on his way into CC.&lt;br /&gt;
**&#039;&#039;&#039;More Dread Klaws (Index only)&#039;&#039;&#039;: These only cost 15 points each if you&#039;re buying extras. Effectively you&#039;re paying 15pts to give up a gun and gain +1A. Great for a focus on Close Combat.&lt;br /&gt;
**&#039;&#039;&#039;Dread Saw&#039;&#039;&#039;: It&#039;s the 5 points cheaper alternate to the Dread Klaw (Strength +4 AP -2 2 Damage).&lt;br /&gt;
**Most optimised build seems to be 3 Klaws and a Skorcha on the attack, or 2 Klaws and 2 Skorchas for a more defensive build. This completely ignores BS 5+ and gives him decent firepower while still retaining enough attacks to tear through a lot of wounds on multiwound models. As you want it in CC ASAP due to ton of AP fire going its way it is minimally better to take 3 CC weapons and one Skorcha.&lt;br /&gt;
***With usage of Tellyporta stratagem they are decent anti-armor with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY can go alongside them and wreck face!!!... Though you are probably better off with 10 Meganobz anyway.&lt;br /&gt;
*&#039;&#039;&#039;[[Flash Gitz]]&#039;&#039;&#039;: &#039;&#039;Dakka Nobz&#039;&#039;. They&#039;re always {{W40kKeyword|Freebootas}}, and like Imperial Tempestus they won&#039;t block or use your Kultur, but can only benefit from their own in Freeboota-only detachments. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24&amp;quot; range). Snazzguns got killier, can now threaten even light vehicles, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. &#039;&#039;&#039;Gun-crazy Showoffs&#039;&#039;&#039; allows them to shoot twice - unreliable and restrictions apply, but it&#039;s there.&lt;br /&gt;
**Always get the Targetting Squig, it&#039;s free. Also take Ammo Runts whenever you can afford them - the reroll is nice, but tanking a lascannon aimed at your Gitz with a grot is both hilarious and useful. They can fill those extra 2 spaces in Trukks and Battlewagons.&lt;br /&gt;
**These guys won&#039;t have a Kulture more often than not...but your plethora of Open-topped transports get theirs. Flash Gitz in a Blood Axe transport may not fall back and still shoot, but they&#039;re inside a transport with the benefit of cover you still have to destroy to get them.&lt;br /&gt;
**These guys are Nobz. As such, they can break faces in a combat...but you can&#039;t shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don&#039;t close in, you&#039;re paying for 3A you&#039;re not using.&lt;br /&gt;
*&#039;&#039;&#039;[[Gorkanaut]]&#039;&#039;&#039;: The halfway house between a Deff Dread and a Stompa. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of 18 shots and benefits from &#039;&#039;&#039;DAKKA! DAKKA! DAKKA!&#039;&#039;&#039; Special Rule, it also comes with 2 Twin Big Shootas, a couple of Rokkit-Launchas and a Skorcha if you felt it didn&#039;t have enough guns. This giant metal abomination can throw down 6 S16 AP-4 Dd6 attacks or 18 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun.&lt;br /&gt;
*&#039;&#039;&#039;[[Killa Kan]]s&#039;&#039;&#039;: Lacks &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; and &#039;&#039;&#039;Clan Kultur&#039;&#039;&#039;. Unlike Deff Dreads, these little guys don&#039;t split up on deployment so Leadership 6 and lack of &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; can see things go very wrong very fast, especially as casualties that &#039;&#039;&#039;Explode&#039;&#039;&#039; will always wound their squad mates. Your only Leadership options&#039;re things like a Warboss&#039; &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; (which the Kans can at least absorb the wounds from without losing a model) or a Hail-Mary 6+ from Nobz&#039; &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. Having units of 1 Kan means you don&#039;t have to worry about morale. Grab a Big Mek with a KFF to fill the HQ slot for an invul. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S5 melee attacks (+ weapon benefits) per Kan. They also get +1A if there&#039;s more than two in a unit, thanks to &#039;&#039;&#039;Scrag &#039;Em&#039;&#039;&#039;. The lack of &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039; means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a &#039;&#039;&#039;Kan Klaw&#039;&#039;&#039;, and a &#039;&#039;&#039;Big Shoota&#039;&#039;&#039; which it can replace with one of the following:&lt;br /&gt;
**&#039;&#039;&#039;Grotzooka&#039;&#039;&#039;: Decent for mowing down infantry at range with 2D3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents. Also one of the few heavy weapons orks have, which combined with their short range (18&amp;quot;) makes them pretty lackluster all things considered.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta (Index only)&#039;&#039;&#039;: As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for D6 rather than 3 flat Damage, but you wound yourself on 1s.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta&#039;s D6 and no wounding yourself on 1s, but one less AP.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Your BS4+ isn&#039;t terrible, so not an auto take compared to other Orks units, but if you&#039;re going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, but very expensive (they&#039;re 17pts compared to the 5pts Big Shoota).&lt;br /&gt;
** As of the Codex, the Kan Klaw (S+3 AP-3 D3) can be replaced with a Buzzsaw (a Klaw with slightly worse stats, but also giving +1 attack) or a Drill (Strength +1 AP -4 2 Damage, deals a mortal wound on an unmodified wound roll of 6).&lt;br /&gt;
** After some games I love those nasty rascals, multiple wounds and some toughness makes them somewhat durable. And people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you&#039;re lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage.&lt;br /&gt;
** They are pretty cheap at 35 points with a Big Shoota, they hit on 5s in melee, but can get to 5 attacks each, which isn&#039;t bad considering they are T5 W5 Sv3+.&lt;br /&gt;
*&#039;&#039;&#039;[[Lootas]]&#039;&#039;&#039;: Lootas have always been polarizing, either players love them or hate them. Their Deffguns&#039;re 1d3 Shots which can be re-rolled for a CP. They&#039;re the best long range shooting the Orks have at 48&amp;quot;. Tankbustas and Flashgitz&#039;re better in small squads, but Lootas&#039;re better in max squads of 15. Let them sit on a backfield objective and they&#039;ll be ripping through elite infantry, vehicles, and even terminators. Never use them on 1 wound infantry, because Damage 2 is better at stuff like Primaris or Terminators.&lt;br /&gt;
**Flash Gitz or Tankbustas&#039;re arguably more reliable. &#039;Mob Up&#039; and &#039;Bad Moons&#039; &#039;Showing Off&#039; stratagems both depend on rolling 3 shots. &lt;br /&gt;
**If they use &#039;Loot It&#039; on a 4+ the CP is refunded, but it&#039;s a red herring for fluff reasons. Lootas could be nearby a Morkanaut giving out a KFF or a trukk turn 1 that gets blown up early ,which could give them that +1 to saves... Don&#039;t rely on that though.&lt;br /&gt;
*&#039;&#039;&#039;[[Mek Gunz]]&#039;&#039;&#039;: They benefit from Grots&#039; 4+ ballistics skill but not from Clan Kultur rules, which is a shame. With beast arises book there is an exceptionn in form of grot specialist mob. This beauty gives them 6++ and reroll rolls of 1 to hit. The chassis and the crew are 15 points and operate as single 6W models. Totals are 45 and 33 for the lowly Traktor Kannon and Smasha Gun, all the way up to 60 and 45 points for the much shootier Kustom Mega-Kannon and much more random Bubblechukka. The model is expensive monetary for what it is, so kitbash or make your own models.&lt;br /&gt;
**&#039;&#039;&#039;Bubblechukka&#039;&#039;&#039;: Punishingly expensive and random as hell. You can always hope for that one 4d6 roll that gives you Heavy 6 S6 AP-6 and 6 Damage (Don&#039;t forget to slap some blue paint on it for luck). The roll to determine the stats of the weapon only occurs after a target has been picked so it&#039;s very tricky to ever get this right! &#039;&#039;&#039;Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon&#039;&#039;&#039;&lt;br /&gt;
*** Let&#039;s do the math. Average results are, of course, 3, 3, 3, 3. That means, you&#039;re getting 3 shots, at 4+ BS, with Strength 3. That means 1.5 go through...And on a T3 target, 4+ to wound, 5+ on a T6. That means at BEST you get 0.75, if not 0.5 wounds. The fact that you can get AP-3 and D3 is irrelevant then. You have a 1/(36^2) chance of getting that All 6s. Stay away.  &lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Kannon&#039;&#039;&#039;: It&#039;s the most expensive option, but fantastically lethal. If you&#039;re taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Beside price their main disadvantage is relatively short range of 36”.&lt;br /&gt;
*** Grot specialised mob makes overheat result much less propable making this even better.&lt;br /&gt;
**&#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;: D3 shots with Above-average odds of wounding anything T7 or below (and not a bad shot at wounding T8), AP-4 and D6 Damage. It also has Range 48&amp;quot;, which is a major advantage over the KMK&#039;s 36&amp;quot;. Given its very low point cost it&#039;s the best gun point-for-point in the whole army (and maybe 40k). It&#039;s great in nearly every situation, unless the the target is T8 and uses an Invulnerable Save (so Knights), or can fly, in which case the KMK and Traktor Kannon are better than the Smasha Gun. One thing to note as well is that these things do not wound in a normal way where you roll one dice and compare it to the toughness of a unit. This makes it work surprisingly well against elite infantry like Centurions or Aggressors. If the opponent uses the super annoying Transhuman Physiology Strat, all of your Smasha guns laugh as they wound these models on 2d6 adding them together hoping for 5s which is easier than hoping for 7s or 8s on vehicles while ignoring any rules that involve affecting the strength of your weapon or the ability to wound them. &lt;br /&gt;
**&#039;&#039;&#039;Traktor Kannon&#039;&#039;&#039;: This is an auto hitting Orky Krak Missile of a beast. Single shot, auto hit, S8, AP-2, Damage d6. But against Keyword Vehicle &#039;&#039;&#039;AND&#039;&#039;&#039; Fly, roll 2d6 for damage and choose, and, if reduced to 0 Wounds, then auto Crash and Burn. This one is pretty sweet against fragile things that are notoriously hard to hit, like Darkshroud Land Speeders, or Alaitoc Eldar Flyers.  Generally if facing Tau or eldar of any kind traktor kannons are preferable. Otherwhise go for more smash a guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Morkanaut]]&#039;&#039;&#039;: Halfway between a Deff Dread and Stompa. Can take a Kustom Force Field. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart though 3d3 S8 AP-3 Dd6 shots is not bad at all; it also comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta. &#039;Big n Stompy&#039; means it can move then fire Heavy weapons without penalty. They can carry 6 regular infantry models. They are somewhat high in points value, but their high amount of wounds and a solid 3+ armor save makes them durable. With the KFF the Morkanaut and every unit wholly within 9&amp;quot; gets a 5+ invul save against shooting.&lt;br /&gt;
** Can&#039;t stress enough how major the KFF is. If you run a low model count or transport heavy army - you want a KFF. It should also be noted that the Meka-Dread also brings a KFF and is 32 points cheaper- but seeing how Morknauts are bigger and provide a larger 9&#039; KFF bubble, the Morkanaut is probably more cost effective (Further complicated if you convert your models).&lt;br /&gt;
**&#039;&#039;&#039;Economical Consideration&#039;&#039;&#039;: The &#039;&#039;&#039;Stompa&#039;&#039;&#039; has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a &#039;&#039;&#039;Stompa&#039;&#039;&#039;. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value.  You could buy Stompa for extra bitz an’ convert a ‘nought. &lt;br /&gt;
*&#039;&#039;&#039;[[Big_Trakks|Big Trakk]] (Forge World)&#039;&#039;&#039;: A cheaper, squishier and shooty-focused Battlewagon. Comes with a reduced transport capacity of 12 (which can be reduced for Dakka) and &#039;&#039;&#039;Grot Riggers&#039;&#039;&#039; (recover 1 Wound per turn on a 6+). The two default Big Shootas can be individually replaced with Skorchas or Rokkit Launchas, or the pair and six of your transport capacity can be sacrificed for one of: Kannon, Lobba, Zzap Gun, Supa-Skorcha, Big Lobba, Killkannon, Big Zzappa or Flakka Gunz. Alternatively you can go all-in and replace both default Big Shootas and all of your transport capacity with a Supa-Kannon. Whatever choice you make there, you can also add on up to two Grot Sponsons, and up to two weapons from this list: Rokkit Launcha, Skorcha, Big Shoota. &lt;br /&gt;
** Keep in mind that its movement is faster than either a Trukk or Battlewagon, making it the fastest transport in this army (besides the &amp;quot;Chinork&amp;quot; but it&#039;s not as durable). If you need a transport that can rocket across the table even after losing 14 wounds in a turn, this is your go-to.&lt;br /&gt;
**&#039;&#039;&#039;[[Spleenrippa]]&#039;&#039;&#039;: A Big Trakk with Supa-Kannon costs 172pts. The Battlewagon is significantly tougher, so much so that it&#039;s difficult to recommend ever taking this unit when the Battlewagon equivalent is a mere 19 points extra. The upsides to the Gun Trakk are a smaller profile, 2&amp;quot; more speed, &#039;&#039;&#039;Grot Riggers&#039;&#039;&#039;, the ability to buy Skorchas along with Rokkit Launchas and Big Shootas as backup weapons, and the option to buy Grot Sponsons.&lt;br /&gt;
**&#039;&#039;&#039;[[Gobsmasha]]&#039;&#039;&#039;: Fit it with a Killkannon and you have yourself a light tank that can keep up with the faster elements of your force whilst able to make use of cover.&lt;br /&gt;
**&#039;&#039;&#039;[[Lungbursta]]&#039;&#039;&#039;: The Big Lobba has the same range and indirect fire capability as a regular Lobba, but&#039;s so much more killy at Heavy 2D6 S6 and AP -1, letting it chew through [[Tarpit|blobs]] like nothing else, whilst being safe from return anti-tank fire by hiding behind a building.&lt;br /&gt;
**&#039;&#039;&#039;[[Bowelburna]]&#039;&#039;&#039;: 4D3 autohits with 24&amp;quot; range S6 and AP-2 is sweet. Equip it with a Supa-Skorcha and two additional Skorchas, put 6 Nobz with Kombi-Skorchas and Power Stabbas in it and just be happy watchin&#039; gits do da burny dance. Frankly this thing is rather pricey in that setup (204 Solo, 422 with Nobz), but it&#039;s extremely effective at both killing things and attracting a lot of attention. Most enemies knowing what it does will try desperately to kill it, ignoring other stuff that is closing the distance. A points intensive [[DISTRACTION CARNIFEX]] that&#039;s effective at killing things. You can count on your enemies&#039; guns being pointed in the Supa-Skorcha&#039;s direction rather than elsewhere for a turn or two, and if not? Be happy the Flametrukk will definitely kill any kind of infantry or light vehicle nearby.&lt;br /&gt;
*** The Trakk + Nobz will fire 4D3 S6 + 8D6 S5 autohits, an average of 8 S6 and 28 S5 hits, another approach is to go with 2 empty Big Trakks, 14 points cheaper, double the wounds, double the objectives, but obviously wont do anything after exploding and has slightly less damage output; this configuration will fire 8D3 S6 + 4D6 S5, an average of 16 S6 and 14 S5 hits. So if you want exclusively flaming go for trukks only. Two trukk setup has more wounds and more mobility but lacks layered defenses of unit hidden in the vehicle and CC capabilities which makes it very susceptible to anti tank fire. On the other other hand even after Big Trakks destruction Nobz are so close to enemy they can easily flame and than charge them with their 3 (per model) S5 AP-2 Power Stabbas attacks (and they are so cheap there is virtually no reason not to give them to the Nobz). So at best 18 Attacks on top of everything Skorchas have done. Either way this Skorcha trukk setup is gold it will kill any number of MEQ no problem (one time I was able to kill of 20 Khorn berserkers - 2 units - in one turn with Nob filled version) and will put serious dent even on maxed out units of terminators and such.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Average Wounds:&lt;br /&gt;
|-&lt;br /&gt;
! Objective&#039;s T !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10&lt;br /&gt;
|-&lt;br /&gt;
| Trakk+Nobz || 25.34 || 24 || 19.33 || 13.33 || 12 || 12 || 12 || 7.34&lt;br /&gt;
|-&lt;br /&gt;
| 2 Trakks || 22.68 || 20 || 17.66 || 12.66 || 10 || 10 || 10 || 7.68&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;[[Flakkatrakks|Flakkatrakk]]&#039;&#039;&#039;: Slap a set of Flakka Gunz, two Grot Sponsons and pair of Big Shootas on this thing and fill the sky with lead for 178pts. You even get to keep 6 transport capacity if you want to ferry a Character or a few Meganobz about.&lt;br /&gt;
:*&#039;&#039;&#039;[[Speedsta]]&#039;&#039;&#039;: Big Trakks can also take Big Zzappas, the only way to get one of these fantastically killy guns on the table besides a Meka-Dread (or Gargantuan Squiggoth), all for 160pts. Heavy D3, AP-4 and 4 Damage with 2D6 Strength, inflicting 3 mortal wounds per hit if you roll an 11+ (and then one more mortal wound to itself). You probably won&#039;t hit anything with it at BS5+ though.&lt;br /&gt;
*&#039;&#039;&#039;Lifta Wagon (Forge World)&#039;&#039;&#039;: AKA, the [[Magna-Kannon]]. Everyone&#039;s favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target&#039;s Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin&#039; Ball/Grabbin&#039; Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don&#039;t need to roll to hit with an Ork BS5+ and it inflicts mortal wounds.&lt;br /&gt;
**The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can&#039;t do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon.&lt;br /&gt;
*&#039;&#039;&#039;Meka-Dread (Forge World)&#039;&#039;&#039;: Lacks &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;. Must take either a &#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039; (5++ for all {{W40kKeyword|ORKS}} units entirely within 9&amp;quot;), a &#039;&#039;&#039;Mega Charga&#039;&#039;&#039; (Once per battle increase your Movement by 8&amp;quot; for one Movement phase, but take a mortal wound and can&#039;t Advance or Charge that turn on a D6 roll of 1), or &#039;&#039;&#039;Rokkit-bomms&#039;&#039;&#039; (an extra weapon). KKF point cost is same as Codex. The Mega Charga and Rokkit-bomms are no points. This makes a Meka-Dread a good choice for a big bubble of KFF that&#039;s cheaper than a Morkanaut by 32 points with not much of a decrease in durability. Like most heavier vehicles it can fire Heavy weapons on the move with no penalties, and Fall Back without losing the ability to shoot or charge. &lt;br /&gt;
**&#039;&#039;&#039;Ramshackle Monster&#039;&#039;&#039;: It ignores wounds on a 4+, but every time you fail the roll it gets worse by 1 - decreasing to 5+, then 6+ before it stops working altogether after three failed rolls.&lt;br /&gt;
**&#039;&#039;&#039;Rippa Klaws&#039;&#039;&#039;: The basic weapon loadout is a pair of these, for +1 attack. You can lose that extra attack to replace one with a gun. Ok Cc weapon with S of 12, -3 AP and d6 wounds per hit. Only 5 attacks base tho (+1 if there are 2 Klaws).&lt;br /&gt;
**&#039;&#039;&#039;Big Zzappa&#039;&#039;&#039;: Three shots all with the same 2D6 Strength roll, at AP-4 and 4 Damage. This bigger Zzap Gun only overloads on a 12, in which case every shot that hits ignores its normal damage and inflicts 3 mortal wounds. The Dread then takes a single mortal wound.&lt;br /&gt;
**&#039;&#039;&#039;Rattler Kannon&#039;&#039;&#039;: 2D6 infantry-shredding shots on tap whenever you need them.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit-Bomms&#039;&#039;&#039;: Powerful, but you have to give up your KFF/Mega-Charga to bring them. Basically a Lobba, but likely to hit something at BS4+. Unless you&#039;re parking next to a Big Mek with a KFF, don&#039;t take it. &lt;br /&gt;
**&#039;&#039;&#039;Shunta&#039;&#039;&#039;: Not the best stats for anti-vehicle fire, but decent. It does prevent {{W40kKeyword|VEHICLES}} Advancing next turn if you wound them though.&lt;br /&gt;
*&#039;&#039;&#039;Wagon (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it&#039;s T8 and exchanges its transport capacity for the ability to keep on firing.&lt;br /&gt;
**&#039;&#039;&#039;Mobile Fortress&#039;&#039;&#039;: PoMS, now orkified. Fire heavy weapons and drive without penalty!&lt;br /&gt;
**&#039;&#039;&#039;Shoot &#039;Em Again&#039;&#039;&#039;: If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: Once per battle during shooting, you can roll d3 for a random result (Instant move 6&amp;quot; which fucks shooting, +1S to all guns, heal d3 wounds).&lt;br /&gt;
*&#039;&#039;&#039;[[Squiggoth]] (Forge World)&#039;&#039;&#039;: More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth&#039;s own gun can fire their weapons normally from it if an enemy is 1&amp;quot; or less away (i.e. in melee range with the Squiggoth), but can&#039;t target that particular enemy. &#039;&#039;&#039;Stampede!&#039;&#039;&#039; inflicts D3 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs. Also if you don&#039;t want to pay the outrageous Forgeworld price tag the Stegadon from Age of Sigmar could make a great conversion.&lt;br /&gt;
&lt;br /&gt;
=== Flyers ===&lt;br /&gt;
Flyers don&#039;t have &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039; or &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Bomma#Burna-Bommer|Burna-Bommer]]&#039;&#039;&#039;: Anti-infantry firepower and, with the bombs, mortal wounds too. You get two Burna Bombs, and can drop one per turn on a unit you fly over. You roll a D6 for every model in the unit they drop on (capped at 10), inflicting a mortal wound for every roll of 5+, or 4+ vs {{W40kKeyword|INFANTRY}}. The Twin Big Shoota gets +1 to hit thanks to its &#039;&#039;&#039;Grot Gunner&#039;&#039;&#039;. Try to make sure the Bommer is over the enemy when it gets shot down, as the 3 mortal wounds from its 4+ &#039;&#039;&#039;Explosive Demise&#039;&#039;&#039; will be very unpleasant for anyone within 6&amp;quot;. These planes are probably more focused on attacking heavy infantry such as TEQs against GEQs you&#039;re better off bringing a dakkajet.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha Missiles&#039;&#039;&#039; are only 20 points extra, and give you another set of shots that ignore cover. Well worth a look.&lt;br /&gt;
***The Blitza-Bommer is better suited to deal with both infantry &#039;&#039;&#039;&#039;&#039;and&#039;&#039;&#039;&#039;&#039; vehicles, but the inclusion of Skorcha Missiles and a Twin Big Shoota means this is able to do more damage after it&#039;s bomms are gone. Plus, if you can maneuver this into the proper position, the Burna-Bommer can do a lot more damage after being destroyed.&lt;br /&gt;
*&#039;&#039;&#039;[[Bomma#Blitza-Bommer|Blitza-Bommer]]&#039;&#039;&#039;: A Bomber that&#039;s a little more focused on attacking vehicles. Its guns are still anti-infantry (with the &#039;&#039;&#039;Grot Gunner&#039;&#039;&#039; giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|VEHICLES}} and {{W40kKeyword|MONSTERS}} as three models when working out how many dice they get to roll for mortal wounds - and they inflict mortal wounds to all targets on 4s, while Burna-Bommers&#039; Burna Bombs require 5s for non-{{W40kKeyword|INFANTRY}}. Bomb squadrons of smaller vehicles for maximum pain.&lt;br /&gt;
*&#039;&#039;&#039;[[Dakkajet]]&#039;&#039;&#039;: Your basic fighter, with the standard flyer abilities &#039;&#039;&#039;Airborne&#039;&#039;&#039;, &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; and &#039;&#039;&#039;Supersonic&#039;&#039;&#039;. Either 12 or 18 S6 AP-1 shots (depending on whether you spend the teef for the two extra Supa Shootas - which you always should, anyway) that hit on 5s as usual if you split them, or 4s if they all target the same unit thanks to &#039;&#039;&#039;All da Dakka&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Wazbom Blastajet]]&#039;&#039;&#039;: Your anti-tank plane. Can move and fire Heavy weapons without penalty, and can target one enemy unit each Shooting phase to receive +1 to hit it with the Smasha Gun thanks to its &#039;&#039;&#039;Mekbrain-enhanced Weapon-sights&#039;&#039;&#039;. Comes equipped with the aforementioned &#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;, two &#039;&#039;&#039;Wazbom Mega-Kannons&#039;&#039;&#039; and a &#039;&#039;&#039;Stikkbomb Flinga&#039;&#039;&#039; as standard for a total of 143 points.&lt;br /&gt;
**&#039;&#039;&#039;Tellyport Mega-Blastas&#039;&#039;&#039;: You can replace both Wazbom Mega-Kannons with these for 12 extra points. Less range, AP and damage, but you can&#039;t wound yourself and also get the instant kill rolls on targets you do wound.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Force Field&#039;&#039;&#039;: You can swap out the Stikkbomb Flinga for one of these, which is generally a great idea - a 14pt upgrade for a massive durability increase (also spread to any accompanying planes, and friendly infantry you happen to be flying over), at the cost of an S3 anti-horde weapon that will probably spend most of the game out of range.&lt;br /&gt;
**&#039;&#039;&#039;Supa Shootas&#039;&#039;&#039;: You can drop 20 points on a pair of these if you feel the need for even more dakka which, let&#039;s face it, you probably do.&lt;br /&gt;
*** The unique nature of the &#039;&#039;&#039;Smasha Gun&#039;&#039;&#039; means that it performs like a buffed S7 weapon on anything except T6. This is important for 2 reasons; the first being that this makes the Smasha gun great at crushing both medium and heavy armour and isolated elites. The flipside of this however is that this gun actually performs slightly worse than the Wazbom Mega-Kannons and other S7/S8 weapons on things like transports and light vehicles. Keep this in mind when designating shots, as you may want to let your Nobs+PKs deal with them rather than wasting the shot. See below for a quick bit of Mathhammer:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Chance of a Successful Wound:&lt;br /&gt;
|-&lt;br /&gt;
! Toughness !! T2 !! T3 !! T4 !! T5 !! T6 !! T7 !! T8&lt;br /&gt;
|-&lt;br /&gt;
| S7 || 83.3% || 83.3% || 66.7% || 66.7% || 66.7% || 50.0% || 33.3%&lt;br /&gt;
|-&lt;br /&gt;
| S2D6 || 100% || 90.9% || 81.8% || 72.7% || 63.6% || 54.5% || 45.4%&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Open and Narrative Play only:&lt;br /&gt;
**&#039;&#039;&#039;Attack [[Fighta]]:&#039;&#039;&#039; Same profile as other Ork flyers, except with 10 wounds instead of 12. Comes with 2 Twin Big Shootas and either Small bomms (Bigbomms that cause a mortal wound on a 6, but can be used once &#039;&#039;each turn&#039;&#039;) or Wing Rokkits (24&amp;quot; Assault 1 S8 Ap-2 Dmg.3). This is what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it is easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn&#039;t even fun enough to bring to a friendly Open Play game.&lt;br /&gt;
*** It basically looks like something between proper ork flyer and deffkopta, having worst charactersitics of both without most their benefits. If it gets points eventually its saving grace could be being dirty cheap, but than again it would have to be stupidly cheap considering cost of weapons themselves. For power level it would probably be manageable at around 4.&lt;br /&gt;
**&#039;&#039;&#039;[[Fighta-Bommer]]:&#039;&#039;&#039; 7PL instead of the 6PL for the Attack Fighta, but much more useful. Has &#039;&#039;3&#039;&#039; Twin Big Shootas, and you can switch out its Small Bomms for &#039;&#039;2&#039;&#039; Wing Rokkits or 2 Grot Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better.&lt;br /&gt;
&lt;br /&gt;
=== Lords of War ===&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it&#039;s a zoggin&#039; mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by &#039;&#039;certain others&#039;&#039; in a community setting. Unless you&#039;re just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether.&lt;br /&gt;
&lt;br /&gt;
Which is a shame, since they all look really Zoggin&#039; cool.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stompa]]&#039;&#039;&#039;: Total of 870pts, overpriced by about 300-400 points. Special detachments, clan kultures, and stratagems are not good enough to compensate for cost outside 3000+ games. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armor. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket. It can Fall Back moving over {{W40kKeyword|INFANTRY and SWARMS}} models and shoot freely. On its top Wound Profile, it boasts WS3+ and 6 attacks at S20 with its Mega-Choppa causing 6 wounds flat a ap-5 or it can make the slash attack with triple the attacks but ap-2 and d3 damage. Points wise it&#039;s better to take 3 Gork/Morkanauts in a separate detachment, that way you get CP and three Heavy Support models that perform better than one Stompa.  All of the ranged weapons benefit from the DAKKA! DAKKA! DAKKA! special rule. It also comes with 3 Big Shootas, a Twin Big Shoota and a Skorcha which is alright, but they are barely worth mentioning. &lt;br /&gt;
** &#039;&#039;&#039;Supa-Gatler&#039;&#039;&#039; is an infantry-mulching 48&amp;quot; Heavy 3d6 S7 AP-2 D1 with the Psycho-Dakka Blasta! special rule that can produce even more shots. &lt;br /&gt;
** &#039;&#039;&#039;Supa-Rokkit&#039;&#039;&#039; is a once-a-turn, single-use weapon (it comes with 3, and may take 2 more, which you should always do given that they are all free) that can fire Heavy d6 100&amp;quot; at S8 AP-3 D6. &lt;br /&gt;
** &#039;&#039;&#039;Da Deffkannon&#039;&#039;&#039; which clocks in at 72&amp;quot; Heavy 3d6 S10 AP-4 Dd6.&lt;br /&gt;
**&#039;&#039;&#039;Clan Kultur&#039;&#039;&#039;: Super Heavy Auxiliary Detachment doesn&#039;t grant clan Kultur, so take a Supreme Command Detachment. If you&#039;re taking the full Super-Heavy detachment, use a CP to make it a Stompa Mob for the 5++ artifact, the WT, and to deep strike a zoggin&#039; Stompa.&lt;br /&gt;
*** &#039;&#039;&#039;Goffs&#039;&#039;&#039;: Fair. Melee focus for being more stompy.&lt;br /&gt;
*** &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;: Good, great if you take the Stompa Mob and teleport it within 9&amp;quot; of enemy. Increases mobility.&lt;br /&gt;
*** &#039;&#039;&#039;Bad Moons&#039;&#039;&#039;: Great. Increases Shootiness.&lt;br /&gt;
*** &#039;&#039;&#039;Blood Axes&#039;&#039;&#039;: Good. Gives 2+ save at 18&amp;quot; or more and charging after falling back.&lt;br /&gt;
*** &#039;&#039;&#039;Deff Skulls&#039;&#039;&#039;: Good. Makes it more durable with invul and slightly more reliable with To Hit, To Wound, and Damage rolls.&lt;br /&gt;
*** &#039;&#039;&#039;Snakebites&#039;&#039;&#039;: Fair. Gives 6+++ FNP.&lt;br /&gt;
*** &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;: Fair. Stompa is likely to kill at least one thing a turn so this Clan kultur will work for it.&lt;br /&gt;
**&#039;&#039;&#039;Psycho-Dakka Blasta!&#039;&#039;&#039; You can roll 1d6 after shooting your Supa-gatler, on a 2+ you fire it again, on a 1 you loose the gun for the rest of the game. After that you can do this again except this time you need a 5+ (and you loose the gun on a 4-)&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Psycho-Dakka Blasta! per-turn usage:&lt;br /&gt;
|-&lt;br /&gt;
! Successive turns of shooting !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative expected CP spend, 2 shots || 0.17 || 0.33 || 0.5 || 0.67 || 0.83 || 1 || 1.17&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative P(Out of Ammo), 2 shots || 2.78% || 5.48% || 8.10% || 10.66% || 13.14% || 15.55% || 17.90%&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative expected CP spend, 3 shots || 0.72 || 1.44 || 2.17 || 2.89 || 3.61 || 4.33 || 5.06&lt;br /&gt;
|-&lt;br /&gt;
| Cumulative P(Out of Ammo), 3 shots || 49.07% || 74.07% || 93.27% || 99.55% || 100.00% || 100.00% || 100.00%&lt;br /&gt;
|}&lt;br /&gt;
** It&#039;s a mystery why the Stompa is almost as expensive as 3 Imperial knights. Most propably it is due to GW wanting to squeeze more money from gorka/morkanaut kits,&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan [[Squiggoth]] ([[Forge World]])&#039;&#039;&#039;: Ever wish your Battlewagon was bigger, &#039;arder, greener, killier and even more expensive? Well, here you go. Transport capacity 20, two Twin Big Shootas, two Supa-Lobbas. You&#039;ve got the option to buy up to four Big Shootas, and also to replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it&#039;s in combat (except at the unit it&#039;s fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don&#039;t forget you need to buy a unit to ride in it too (if you&#039;re going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). &#039;&#039;&#039;Stampede!&#039;&#039;&#039; inflicts D6 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]].&lt;br /&gt;
*&#039;&#039;&#039;[[Kill Tanks|Kill Tank]] (Forge World)&#039;&#039;&#039;: Seems nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which will probably bring it up to about &amp;lt;s&amp;gt;300 &amp;lt;/s&amp;gt; 420+ pts. Only a 4+ save though. Transports 12 ladz, has a pseudo-open-topped rule that lets ladz inside fire but hit on sixes. Ignores penalties for heavy weapons thanks to mobile fortress. The main gun is either a Bursta Kannon or a Gigashoota. The Kannon is a 36&amp;quot;R S10 AP-4 D2 heavy 2d6 creature that&#039;ll vaporise whatever you hit. The Shoota is a 48&amp;quot;R S6 AP-1 D1 heavy 6d6 monstrosity that will likely be getting &#039;&#039;a lot&#039;&#039; of hits - the Kill Tank hits on a 4+ if you have 14 wounds or more remaining. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -1, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. It&#039;s cool, but the Chapter Approved price 150% price increase makes it tough to justify - even if it was undercosted before.&lt;br /&gt;
**Can also take two Big Shootas, Skorchas, Rokkits, Kustom Mega Blastas, Twin Big Shootas, or Twin Rokkits. Comes with a Twin Big Shoota default. Reinforced Ram gives it +2S on the charge and deals D3 mortal wounds to the charged unit on a 2+, which coupled with the 8 S8 attacks and the WS3+ makes close combat a friendly place to be for the Kill Tank. Grot Riggers make it regain a single wound on a 6+ each turn, which is neat, I suppose. All in all it&#039;s your cheap super-heavy (though not in money terms, FW being who they are), but since you&#039;re an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would.&lt;br /&gt;
*&#039;&#039;&#039;[[Kustom Stompa]] ([[Forge World]])&#039;&#039;&#039;: Same base stats as the vanilla Stompa with the addition of a few extra goodies. Comes equipped with a Mega-Klaw instead of a Mega-Choppa (A crappier Mega-Choppa without the ability to &amp;quot;Slash&amp;quot; and only deals 4 damage, but gains an extra 4 attacks if you decide to equip two Klaws), a Gaze of Mork (A Zzap Gun on steroids that fires a single Strength 4d6 AP-4 6 Damage shot. Packs a nasty punch, but good luck hitting anything with it), a Repair Crew (Basically a free Mek that heals one wound at the end of the turn on a 5 and heals D3 wounds on a 6) and everything else the vanilla [[stompa]] gets. It also comes with a few extra options for weapon load outs, including Lifta Droppas, Klaws, Grot Sponsons, extra Supa Rokkits and even a nice Belly Gun for blowing up infantry and light vehicles (2d6 Strength shots at strength 8 AP-2 and dealing 2 wounds is not bad for an ork weapon, even better when it becomes 4d6 against INFANTRY units. Though it does mean you wont be able to use the Stompa as a transport). Lifta Droppas are now actually useful for once, and can now be used against ANY unit with a strength of 12 or less. They deal D6 automatic hits, with each hit dealing a single mortal wound every time the player manages to roll 2D6 equal to or more than the enemy unit&#039;s strength. Good for nearly every situation, great for ripping apart Battlesuits, TEQs and flyers, and are the stuff of nightmares for any characters that happen to have the misfortune of being directly in line of sight of your Kustom Stompa. Equip a Stompa with two of these babies and watch as he proceeds to tear the limbs off your friend&#039;s Chapter Master like a giant green child torturing a spider. The only problem with the Kustom Stompa is that it&#039;s more expensive than the already very pricey Stompa. Time will tell if this increase in cost is justified.&lt;br /&gt;
**Assuming you go for a Dakka-focused Build {Belly Gun, Max Sponsons, Lifta Droppa, Deffkannon &amp;amp; Supa-Gatler), this thing is &#039;&#039;way&#039;&#039; better for shooting than &#039;&#039;&#039;&#039;&#039;any&#039;&#039;&#039;&#039;&#039; heavy gun platform in this army. While super expensive, this monstrosity is actually capable of generating the sheer number of shots required to obliterate hordes &amp;amp; heavies alike. It takes the best shooty bits from a Lifta-Wagon, a Kill Tank, &amp;amp; a Meka-Dread and mounts them all on a single Stompa for only a couple hundred points extra. Sure, it sucks in CC, but you really don&#039;t need this to get tarpitted when you have &#039;&#039;&#039;&#039;&#039;this much dakka&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Open and Narrative Play only:&lt;br /&gt;
**&#039;&#039;&#039;[[Battlefortress#Deathrolla|Deffrolla Battlefortress]]:&#039;&#039;&#039; In all respects bigger, badder, better brother of Battlewagon. It has similar stats but with 24W, BS of 4+ base, same ignoring heavy weapons rule on moving and build in T8 but also have rule called &amp;quot;Fireing points&amp;quot; wich is basically open topped without decreasing vechicles T. Stock it has 2 zappas and one cannon (that can be exchanged in any combination to Kannons, Lobbas or Zappas), deffrolla (same as battlewagon wich means it ALWAYS hits on 2+ as his worst WS is 5+ and deffrollad adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing is in CC) and two twin Big Shootas, Skorchas or Rokkit-Launchas. Aditionally up to 5 Big Shootas can be added. There are also grot riggers but with amout of wounds and damage usually delat regaining 1 on 6+ is nothing to write home about. Overall it seem to be designed do do exactly same thing as Battlewagon, ferying 20 models (or 10 if they are Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than Battlewagon (better resiliance, better shooting, no limits on number of models due to weapons, more guns), but costs more.&lt;br /&gt;
*** In comparison to Battlewagon it also does not have option to take more or bigger guns to turn it into moving altillery piece at expense of carying capicity.&lt;br /&gt;
**&#039;&#039;&#039;Kill Krusha:&#039;&#039;&#039; It&#039;s a Kill Tank with a Krusha Kannon. Has 4 firing profiles: - &amp;quot;Boom shell&amp;quot; (60&amp;quot; Heavy 2D6 S8 AP-2 D2), &amp;quot;Tankhamma shell&amp;quot; (60&amp;quot; Heavy 1 S10 AP-3 DD6 &amp;amp; roll two dice when inflicting damage - discard the lowest result), &amp;quot;Scrap Kanister&amp;quot; (18&amp;quot; Heavy autohitting 3D6 S5 AP-1 D1) and &amp;quot;Blast Burna&amp;quot; (48&amp;quot; Heavy 3D6 S4 AP0 D1 - ignores cover). It can also take the same types and number of extra guns minus the standard Twin Big Shoota. Less effective than the Kill Bursta and the Kill Blasta at their respective specialties, but much more flexible.&lt;br /&gt;
*&#039;&#039;&#039;[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: The third and biggest of the Looted Wagons. It&#039;s already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It&#039;s also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun.&lt;br /&gt;
**&#039;&#039;&#039;Krushin&#039; Tracks&#039;&#039;&#039;: Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain.&lt;br /&gt;
**&#039;&#039;&#039;Battle Fortress&#039;&#039;&#039;: As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1&amp;quot; with the twinned guns. Unfortunately, don&#039;t expect cover to save it unless you have at least half the behemoth covered.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: The random roll for all looted wagons, selected once per battle during shooting (move 6&amp;quot; with all cargo inside, +1S to all guns, heal d3 wounds).&lt;br /&gt;
&lt;br /&gt;
=== Terrain ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mekshop&#039;&#039;&#039;: A terrible fortification that cannot be wounded or affected by your opponent. You pay a high cost in points and  gaming-wise to be able to use the very limited bonuses it confers. It is deployed in you deployment zone preferably near a gunline unit. It can give a kustom job to a vehicle unit is within 1” at the end of the movement phase. The vehicle can&#039;t shoot or charge for the round and lowering its attacks to 1 you can choose one of the following temporary effects:&lt;br /&gt;
** Gain 6” movement the next turn, with a permanent +1 to charge rolls on a 6.&lt;br /&gt;
** Regain d3 wounds, with a permanent +1 toughness on a 6.&lt;br /&gt;
** Choose one of the vehicles weapons that has a random attack characteristic and use the maximum attacks of these the next time you fire that weapon (i.e. 2d6 becomes 12), with a permanent +1 damage on a 6.&lt;br /&gt;
*** The rule specifically states that the buff only applies the first time the weapon is fired, lest you use it on something that can shoot twice and actually get some benefit from using this awful model.&lt;br /&gt;
** In addition to these temporary effects you can get another permanent effect if you roll a 6.&lt;br /&gt;
*** Any benefit can easily be gained by letting the vehicle act that turn or get healed by a Big Mek.&lt;br /&gt;
**All that aside, it does enable you to give one of your vehicles a Kustom Job for free instead of using a Stratagem.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
=== All about the Boyz ===&lt;br /&gt;
====General Advice to Avoid Slow Playing====&lt;br /&gt;
Tips for moving large mobs of Boyz:&lt;br /&gt;
* Put weights in their bases to help them stay on their feet.&lt;br /&gt;
* Use movement trays. &lt;br /&gt;
* Get married and have kids so the children can help you move all your Ork Boyz.&lt;br /&gt;
* Just assume 8&amp;quot; move and advance &lt;br /&gt;
* Tie them together with dental floss &lt;br /&gt;
* move them when no one is peeking (taktiks)&lt;br /&gt;
&lt;br /&gt;
====Getting Boyz Safely to Melee====&lt;br /&gt;
This is less of a specific strategy and more of a helpful pointer. &#039;&#039;Protect your infantry until they get into close combat.&#039;&#039; They aren&#039;t making their points back if they&#039;ve been shot off the table. Boyz have a 6+ Armor save; anything with an AP value goes right through it. As an Ork Player it is your job to protect your Boyz so that they can fight for you. Astartes, Tau... Basically everyone can spam AP-1 and flood you with S4/5 shots, get in da fight!!!!&lt;br /&gt;
* Cover turns 6+ into 5+ and can make a big difference. A mob of 30 will find it difficult to get into cover, but you can try to use Line of Sight Blocking terrain to limit enemy units able to shoot them.&lt;br /&gt;
* Remember that Mob Rule can&#039;t save your 30-strong squad if you lose 15 Boyz in a turn against enemy shooting (Unless they are next to another horde of 30. Which, as a horde army, they should be.)&lt;br /&gt;
* Get them under a Kustom Force Field, 5++ is more reliable than cover, but it&#039;s difficult to keep 30 Boyz wholly within its bubble.&lt;br /&gt;
* Mob Up a 30 Boy squad with a 10 Boy one. This will give you 40 Boyz and your opponent will have to kill 21 Boyz before you lose the +1 bonus attack from being 20 or more models.&lt;br /&gt;
* Charge Boyz into melee as fast as possible. If they are in Melee they can&#039;t be shot at.&lt;br /&gt;
* Prioritize enemy anti-infantry. Your Boyz will be grateful if you destroy those high volume shooting units before they get the chance to destroy them.&lt;br /&gt;
* Don&#039;t be baited into charging if you are on an objective. Let the enemy come to you, especially if you have a Nob with a Kombi-Skorcha. It may be worth it to let the enemy charge you, if the alternative is leaving a good position, failing a preventative charge, then getting shot at, and then being charged &#039;&#039;anyway&#039;&#039;.&lt;br /&gt;
**There are targets that can crunch Boyz in close combat if they get the jump on you. While you should &#039;generally&#039; stay on a good position and make people dislodge you, if it&#039;s a choice between trying to make a long-bomb charge against Khorne Berserkers or Genestealers, or letting them get an easy charge on you next turn, the choice is clear. As always, know what is and isn&#039;t a threat to any given unit, but that&#039;s also basic play.&lt;br /&gt;
*** If you do charge and are holding an objective, do a conga line and that way you can kill &#039;em gits and get &#039;em points!&lt;br /&gt;
* Identify if a target is worth charging, you don&#039;t want to risk a failed charge if the enemy unit is good at overwatch. Instead target a different unit with your Boyz.&lt;br /&gt;
* Use abilities to Deep Strike; such as Weirdboyz Da Jump, Tellyporta, and Blood Axes&#039; Stratagem. A 9&amp;quot; charge isn&#039;t as risky with &#039;ere We Go allowing one or both charge dice to be re-rolled.&lt;br /&gt;
*Charge with Trukks, vehicles, grots, or anything else to soak up overwatch. Let the boyz do the real killing and allow them to consolidate and press more and more units into close combat. &lt;br /&gt;
These sound like basic ideas, but nobody is born a tactical genius, and the impulse to run after whatever is closest is &amp;lt;s&amp;gt;hard to fight&amp;lt;/s&amp;gt; &#039;&#039;&#039;Orky&#039;&#039;&#039;. Keep your Boyz alive, and they will do the rest.&lt;br /&gt;
&lt;br /&gt;
==== Force Multiplying Boyz ====&lt;br /&gt;
The Greentide is a strategy of running just Boyz and as such you&#039;ll need all the boyz you can muster. Although only the toughest painters will sit down to paint up &amp;gt;200 boyz: painting and assembling models is an economy of scale! Boyz are point effective troop choices that can down most units in no time flat. How do you do this?&lt;br /&gt;
&lt;br /&gt;
In its purest form the great Ork Waaagh doesn&#039;t shoot, except for whatever shooting can be done as part of an advance. Fielding as many maxed out slugga choppa mobz as possible, with whatever supporting units are critical to buffing these close combat monsters to their greatest potential:&lt;br /&gt;
* Waaagh Banner for +1 to hit in melee.&lt;br /&gt;
* Painboy for 6+ ignore wounds.&lt;br /&gt;
* Warboss for advance and charge.&lt;br /&gt;
* Ghaz for advance and charge, then +1A in melee.&lt;br /&gt;
* Clan Tactics that Synergize:&lt;br /&gt;
** &#039;&#039;&#039;Goffs&#039;&#039;&#039; - for exploding 6&#039;s in Melee.&lt;br /&gt;
** &#039;&#039;&#039;Blood Axes&#039;&#039;&#039; - Cover when 18&amp;quot; away from enemy and can charge after falling back, gaining first strike over their targets.&lt;br /&gt;
** &#039;&#039;&#039;Deff Skulls&#039;&#039;&#039; - re-roll 1 to hit, to wound, and damage roll per unit. That&#039;s 3 CPs worth of re-rolls. &lt;br /&gt;
***Save for your shooting Tankbusta Bombs or Power Klaw Nob in close combat, since both have random damage.&lt;br /&gt;
** &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039; - +1 to movement, advance, and charges. Helps a lot with Deep Strike Units.&lt;br /&gt;
** &#039;&#039;&#039;Snakebites&#039;&#039;&#039; - 6+ Feel No Pain. Saves you the points for a Painboy.&lt;br /&gt;
&lt;br /&gt;
The tactic here is simply to overwhelm your opponent with too many T4 Boyz and too many Choppa attacks, ignoring fliers and all distractions in favour of simply occupying the board and killing everything in your way. Armies that fall back and shoot are generally not armies you will do well against, but that does not diminish the fun of Waaaghing out on everyone. Learning to swiftly manage your Boyz on the board, without misplacing or blocking your key characters from reaching the positions they need to be in, from deployment to victory, will be your greatest challenge.&lt;br /&gt;
* The key to beating gunline armies(Ultramarines, Tau, etc), is keeping the pressure up and engaging support characters. &#039;&#039;&#039;Unstoppable Green Tide&#039;&#039;&#039; to reform a wounded unit nearby and &#039;&#039;&#039;Get Stuck In&#039;&#039;&#039; can be used to great effect. Especially with &#039;Get Stuck In&#039; you should maximize your pile in moves, look for kills, maximize your consolidations and then do it again to hopefully hug one dude where they cannot escape. Bubblewrap the enemy so they can&#039;t fallback.&lt;br /&gt;
&lt;br /&gt;
==== Alternatives to Boyz ====&lt;br /&gt;
Substitute Ork Boyz for other choices that don&#039;t get an extra attack for having 20 or more models such as:&lt;br /&gt;
* Stormboyz match Ork Boyz&#039; size at 30 Storm Boyz and Deep Strike turn 2 for possible 9&amp;quot; charge.&lt;br /&gt;
* Kommandos can infiltrate forward to get into charge range, complicate their efforts to maintain an effective gunline, and grab objectives. Sadly they are max squad size 15, so you might want to Mob them up to be a bit more survivable.&lt;br /&gt;
* Nobz with two Choppas can make an interesting alternative, each model has five Strength 5 melee attacks. FUN! If you want to go mechanized this is indeed a way to go as they are about as killy as 20 boys but will fit in a trukk.  -  Tempted to put 2 squads of 10 in a wagon for the kicks..&lt;br /&gt;
**Alternatively with power stabbas there are less attacks but AP -2 s5 is very good to deal with higher save models.&lt;br /&gt;
&lt;br /&gt;
==== Da Jump Specifics ====&lt;br /&gt;
*30 Boyz are brutal, Da Jump is awesome - 9&amp;quot; away from the enemy is big. Put a Weirdboy near a unit of 30 boyz to give him +3, his maximum bonus. You&#039;ve got a chance of exceeding 12 and getting Perils, but the Weirdboy has 4W and consequently the first Perils of the Warp can&#039;t make him explode (and the power still works if you don&#039;t die). Enjoy the look on your opponent&#039;s face when you place 30 Boyz 9&amp;quot; from him. Then you can charge turn 1 and drown them in bodies before they even shoot once. &#039;Ere We Go gives you a reasonable (but not guaranteed) chance to get in. They will be without various auras like Ghazz +1A or +1 to hit from a Banner, but around 120A will make a dent in almost anything and force the enemy to concentrate [[DISTRACTION CARNIFEX|EVERYTHING]] on this unit regardless of what else is coming.&lt;br /&gt;
* This tactic can be used to assassinate key characters (if your opponent didn&#039;t bubblewrap them enough), destroy or tie up key enemy positions, and so on. And if the enemy did castle up? Good for you, as with proper placing and 3&amp;quot; pile in you can tie up additional units without risk of Overwatch (bear in mind they will be able to hit you in that first turn only, but if you survive they are deprived of their shooting unless they have {{W40kKeyword|FLY}}). On top of all that, getting rid of 30 Boyz is no small task. Don&#039;t forget that you can use this tactic to objective grab.&lt;br /&gt;
* If Boyz are teleported in front of the enemy it is rather easy to conga-line them into reach of support characters. Particularly a WAAAGH!!! Banner, Ghaz, and/or Painboy, although you&#039;ll lose the attacks from the Boyz in the conga line.&lt;br /&gt;
* &amp;quot;Mob Up&amp;quot; doesn&#039;t place a cap on how big a unit can become. Theoretically, you could create one giant mob (40, 50, 60+) from a bunch of smaller mobs and drop it in behind enemy lines, assuming that time and CP reserves permit it (or you&#039;re just using open play). Not amazing, but worthwhile in the late game when most of your opponent&#039;s units are crippled, as they probably won&#039;t hold up well against a literal green tide of Choppa attacks charging down their rears. (Additional note: this is a great way of denying kill points for a variety of missions)&lt;br /&gt;
* Downside: most players will assume that you intend to launch this trick and will try to force you teleporting into unpleasant positions. And most players are aware that they should not allow you getting 30+ boys in their faces.&lt;br /&gt;
&lt;br /&gt;
=== Farming Command Points ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Detachment&lt;br /&gt;
! Points&lt;br /&gt;
! CP&lt;br /&gt;
! Points/CP&lt;br /&gt;
! Models&lt;br /&gt;
|-&lt;br /&gt;
| Battalion&lt;br /&gt;
| 200&lt;br /&gt;
| 5&lt;br /&gt;
| 40&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends) x2, 10 Gretchen x3.&lt;br /&gt;
|-&lt;br /&gt;
| Brigade&lt;br /&gt;
| 567&lt;br /&gt;
| 12&lt;br /&gt;
| 47.25&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends) x3, 10 Gretchen x6, Mek w/ choppa slugs (Legends) x3, Deff Kopta w/ kustom mega blasta (Legends) x3, Big Gun x3.&lt;br /&gt;
|-&lt;br /&gt;
| Outrider&lt;br /&gt;
| 142&lt;br /&gt;
| 1&lt;br /&gt;
| 142&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends), Deff Kopta w/ Kustom Mega Blasta (Legends) x3.&lt;br /&gt;
|-&lt;br /&gt;
| Spearhead&lt;br /&gt;
| 136&lt;br /&gt;
| 1&lt;br /&gt;
| 136&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends), Big Gun x3.&lt;br /&gt;
|-&lt;br /&gt;
| Vanguard&lt;br /&gt;
| 121&lt;br /&gt;
| 1&lt;br /&gt;
| 121&lt;br /&gt;
| Big Mek w/ Choppa Slugga (Legends), Mek w/ choppa slugga x3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see taking three Battallion detachments is cheaper by 33 pts compared to the Brigade and nets 3 more CP. (Brigade is now cheaper, but points per CP still goes to 3 batallions)&lt;br /&gt;
&lt;br /&gt;
*While three Battalions is cheaper, it also takes 6 Big Meks, making it illegal at any game using the Rule of Three. You could get a similar list by replacing three of the Big Meks with Weirdboyz, which still comes out as 12 points cheaper than the Brigade. (Not anymore, now 54 points more expensive.)&lt;br /&gt;
&lt;br /&gt;
Probably the smallest useful detachment, however, is two Weirdboyz and 10 Gretchins x 3. Just over 200 points, but unless you have a bunch of vehicles, makes for considerably more utility for only a few teef more.&lt;br /&gt;
&lt;br /&gt;
=== Dread Mob sans Forge World ===&lt;br /&gt;
Dread Mob is walker focused list that centers around Killa Kanz, Deff Dreads, Morkanauts, Gorkanauts, and Stompas. These list will typically be taken as part of a Spearhead Detachment, the Heavy Support Detatchment, alongside a Super Heavy Auxiliary if necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update:&#039;&#039;&#039; Dread Mob is being brought back into the game as the Dread-Waaagh Specialist Detachment, with Stompas getting their own Stompa Mob Specialist Detachment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chapter Approved:&#039;&#039;&#039; CA has given Killa Kans a massive points drop. Now a unit of 6 supported by a WAAAGH! Banner, Warpath and Scrag Em, although expensive, can [[rip and tear]] pretty much anything. Deff Dreads and Stompas also got a pretty sizeable drop. Overall this list is more doable than ever. &lt;br /&gt;
&lt;br /&gt;
====Pros:====&lt;br /&gt;
*You have an elite, low model count army.&lt;br /&gt;
*Walkers are some of the best looking models in the Ork range.&lt;br /&gt;
*Deff Dreads are great for killing Vehicles.&lt;br /&gt;
*Morkanaut can give out a wide KFF bubble for 5++ saves.&lt;br /&gt;
*Gorkanaut&#039;s 18 shot gun is good anti-infantry.&lt;br /&gt;
*All Walkers except Killa Kanz have access to Clan Kulturs, Dakka Dakka Dakka, and &#039;Ere We Go!&lt;br /&gt;
*Tellyporta allows for a turn 2 charge by most walkers.&lt;br /&gt;
*Clan Kultures:&lt;br /&gt;
**&#039;&#039;&#039;Snakebites&#039;&#039;&#039;: Give a nice 6+ Feel No Pain to Walkers.&lt;br /&gt;
**&#039;&#039;&#039;Deff Skulls&#039;&#039;&#039;: Give a nice 6++ save, which could be good if not within KFF range. Re-rolls to Hit, Wound, and Damage is very powerful. They aren&#039;t infantry though so they can&#039;t benefit from Objective Secured.&lt;br /&gt;
**&#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;: Gives a good +1 to movement and charging. This will help them get those deepstrike charges even more.&lt;br /&gt;
**&#039;&#039;&#039;Blood Axes&#039;&#039;&#039;: Gives cover to all models, normally Walkers would need to be obscured 50% to get that. Fall back and charge allows them to get the initative on each turn.&lt;br /&gt;
**&#039;&#039;&#039;Goffs&#039;&#039;&#039;: Exploding 6&#039;s in Melee is very good, considering that Walkers have high damaging attacks.&lt;br /&gt;
**&#039;&#039;&#039;Bad Moons&#039;&#039;&#039;: Most walker lists won&#039;t benefit much from being more shooty, but the Morkanaut, Gorkanaut, and Stompa will appreciate this if they are used as part of a gunline.&lt;br /&gt;
**&#039;&#039;&#039;Freebooterz&#039;&#039;&#039;: Always situational regardless of the army you bring. But with a stompy list this can have a great benefit.&lt;br /&gt;
&lt;br /&gt;
====Cons:====&lt;br /&gt;
*Walkers are not great at taking out horde armies.&lt;br /&gt;
*Ork Shooting is still abysmal, even with Killa Kanz a Walker focused list will have to have some dedicated range.&lt;br /&gt;
*You still have to take an HQ unit, which can&#039;t be a walker, but should be either a Big Mek with Kustom Force Field or a Wartrike because it can allow vehicles to Advance then Charge.&lt;br /&gt;
*Dedicated anti-armor will rip through the list. Diversifying your army composition is a better investment in the long run.&lt;br /&gt;
&lt;br /&gt;
=== Battle Comp-Orky ===&lt;br /&gt;
Blood Axes learn a lot from working with Humans, and what better thing to steal from them than a Space Marine Battle Company. Take a Warboss as your Captain, a Weirdboy as your Librarian, a Big Mek as your Techmarine, a Painboy as your Apothecary, a Nob with Waaagh! Banner as your Ancient, six Boyz mobs as your Tactical Marines, two Stormboys or Burna Boyz mobs as your Assault Marines, and two Lootas or Tankbustas mobs as Devastator Marines. This gives you a solid core of troops, supported by command buffs and melee and ranged specialists, that has all the necessary skills to pay any and all bills sent its way. And if you &amp;quot;Combat Squad&amp;quot; the Stormboys and Lootas into smaller mobs to fill up free FOC slots, you can have a Brigade Detachment for around 2,000 points, though depending on mob size you may have to skip the bells and whistles.&lt;br /&gt;
&lt;br /&gt;
=== Car-Fu ===&lt;br /&gt;
* Never underestimate the fact that your transports have access to melee weapons. With the abundance of shiny new vehicles and the Trike Boss&#039;s aura, a significant amount of ground can be covered and a significant amount of enemy units can be tied up early. These vehicles have relatively large bases, built in melee weapons, and can turn sideways to body splash into multiple units at a time.&lt;br /&gt;
&lt;br /&gt;
=== Drive-by Krumpin&#039;===&lt;br /&gt;
A one-shot cheese tactic that can be potentially devastating against superheavies. &lt;br /&gt;
* Take a Deffkilla Wartrike &amp;amp; a Weirdboy. &lt;br /&gt;
* Give the Wartrike the &amp;quot;Brutal  but Kunnin&amp;quot; Warlord Trait &amp;amp; the Weirdboy the &amp;quot;Fists of Gork&amp;quot; Psychic Power. &lt;br /&gt;
* If you cast &amp;quot;Fists of Gork&amp;quot; on the Wartrike &amp;amp; somehow get it into close combat on the same turn, you can bash a knight in with 7 Ap-2 D3+1 Damage attacks &#039;&#039;&#039;&#039;&#039;hitting on 2s and wounding on 3s WITH REROLLS&#039;&#039;&#039;&#039;&#039;. Situational &amp;amp; questionably effective, the look on your opponent&#039;s face when you flatten their baby with a Warboss on training wheels is arguably worth it.&lt;br /&gt;
* It should be noted that the same effect can easily be pulled off with a Warphead &amp;amp; and a really tooled-up Warboss, but the mental shock of having the Wartrike fly across the tabletop and crush a seemingly &amp;quot;safe&amp;quot; superheavy is way too funny to simply ignore.&lt;br /&gt;
* It should be noted that the fight twice stratagem only applies to the infantry keyword, so would work wonders with a beefed up Warboss, but would not let the tricycle fight twice.&lt;br /&gt;
*Another argument for regular Warboss is that with fists of Gork it would wound the knight on 2+ (which is AMAZING) and can be given the Killa Klaw for 2+ hitting and wound rerolls AND flat 3 Damage (4 with Brutal but Kunnin&#039;). Then he can  fight Twice. Consider giving him might is right to make up for one attack less than Wartrike (but Brutal but Kunnin May still be better because with hit rerolls you will probably get all 6 attacks and with wound rerolls it’s then 7 extra Damage. 48 damage after fighting twice. Might not need second fighting...) Thats Krumpin, and the drive-by part? Just Da Jump him. If he’s red he will get +1” to charge, so it’s less of a gamble, and this variant cost 80 points, so you’re not losing much (apart of warlord, relic and CPs) and killing 600 point Castellan with 88 point Orks is worth even extra 2cp to fight THIRD TIME, if the Castellan will somehow survive and kick (stomp) you in da face.&lt;br /&gt;
&lt;br /&gt;
===Sneaky &#039;eadbutting===&lt;br /&gt;
As easy as it sounds, you get a Blood Axe weirdboy and 2 squad of 15 kommandoz (or 15 and 10, if you prefer a 2+ for the weirdboy(put the other 5 in a slot for cp benefits)) and use the command point to set the weirdboy in reserve with the eadbang power. Then put him carefully together with the kommandoz to snipe out a character with him and reinvent the concept of ork sniping with this. Also, enjoy a crap ton of kommandoz behind the lines.&lt;br /&gt;
&lt;br /&gt;
=== Keeping Characters Alive ===&lt;br /&gt;
Like most armies characters are the main force multipliers in Ork armies. The death of any character from Warboss to Painboy is a huge blow. &lt;br /&gt;
==== General Advice ====&lt;br /&gt;
* Keep characters behind other units. Characters can&#039;t be targeted unless they are the closest model.&lt;br /&gt;
* Be careful when characters are in melee, since enemy units can target them regardless of closeness.&lt;br /&gt;
==== Avoiding Snipers ====&lt;br /&gt;
* Keep characters out of line of sight. Sometimes ya gotta be sneaky.&lt;br /&gt;
* In the case of Line of Sight ignoring enemies, such as Primaris Eliminators, keep characters in transports. This will keep you from benefiting from the character&#039;s auras, but at least the character can help later.&lt;br /&gt;
* Engage snipers with other units. They can&#039;t snipe in melee.&lt;br /&gt;
* One other trick is to give your valuable KFF Big Meks or Shokk Gun Meks a Grot oiler. This gives them a cheap ablative wound that can easily be used for a random multidamage shot like a Vindicaire sniper round or other multi-damage snipers.&lt;br /&gt;
&lt;br /&gt;
== Army Building ==&lt;br /&gt;
&lt;br /&gt;
Orks have possibly the greatest potential for conversions. &#039;&#039;Use this to your advantage.&#039;&#039; To start off, pick up the Start Collecting! Orks, which will give you a Painboy, a unit of Boyz, some Nobz, and a Deff Dread. Now onto the conversions. Pick up the Start Collecting! Ironjaws or Ironjaws army, give the &#039;Ardboyz shootas from your Boyz/Nobz (counts as Boyz), pin a couple Space Marine Bolters together and pop them on top of your Gore-Gruntas for bikes, and give the Warchanta a suitably big shoota for a counts-as Warboss. If you got the army, give the Brutes shootas for Nobz in Mega Armor and slap some kinda Power Fist or Dreadnought gun onto the Megaboss for a Big Mek/Warboss. Now that you have a solid core of Infantry, a few HQs, a fast attack and a heavy support, it&#039;s time to bring in the big guns. Grab the Speed Freeks set for a whole lotta red &#039;uns, and pick up a Mek Gun or two. Everything after this can be made with fun kitbashes. Here&#039;s some popular examples:&lt;br /&gt;
*Looted [[Tactical Squad]]/[[Guardian]]: Use as Boyz&lt;br /&gt;
*Looted [[Assault Squad]]/[[Gargoyle#Warhammer_40,000|Gargoyles]]/[[Aspect_Warriors#Swooping_Hawks|Swooping Hawks]]: Use as Stormboyz&lt;br /&gt;
*Looted [[Devastator Squad]]/[[Aspect_Warriors#Dark_Reapers|Dark Reapers]]: Use as Lootas&lt;br /&gt;
*Looted [[Terminator Squad]]/[[Wraithguard]]: Use as Meganobz&lt;br /&gt;
*Looted [[Dreadnought#Contemptor_Pattern|Contemptor Dreadnought]]: Use as a Warboss in Mega Armor&lt;br /&gt;
*Looted [[Nemesis Dreadknight]]: Use as a Big Mek in Mega Armor for the lulz&lt;br /&gt;
*Looted [[Roboute Guilliman]]: Use as a Warboss in Mega Armor&lt;br /&gt;
*Looted [[Bike Squad]]/[[Thunderwolf Cavalry]]/[[Serberys Sulphurhounds]]: Use as Warbikes&lt;br /&gt;
*Looted [[Invader ATV]]/[[Tauros]]/[[DOOMWHEELS]]/[[Steam Tank]]: Use as Warbuggies&lt;br /&gt;
*Looted [[Sentinel]]/[[Ironstrider Ballistarius]]/[[Centurion Squad]]/[[Eldar War Walker]]/[[XV-8 Crisis Battlesuit]]: Use as Killa Kans&lt;br /&gt;
*Looted [[Dreadnought]]/[[Onager Dunecrawler]]/[[Penitent Engine]]/[[Canoptek Spyder]]/[[XV88 Broadside Battlesuit]]/[[Wraithlord]]: Use as Deff Dreds&lt;br /&gt;
*Looted [[Defiler]]/[[Triarch Stalker]]/[[Tyrannofex]]/[[XV104 Riptide Battlesuit]]/[[Wraithknight]]: Use as Gorkanauts&lt;br /&gt;
*Looted [[Warhound Scout Titan]]/[[Hierophant]]: Use as Stompas&lt;br /&gt;
*Looted [[Thunderfire Cannon]]/[[Rapier Armoured Carrier]]: Use as Mek Gunz&lt;br /&gt;
*Looted [[Rhino]]/[[Taurox#Warhammer_40k|Taurox]]: Use as Trukks&lt;br /&gt;
*Looted [[Ghost Ark]]/[[Leman Russ Battle Tank]]/[[Land Raider]]: Use as Battlewagons&lt;br /&gt;
*Looted [[Baneblade]]/[[Cobra]]: Use as Battlefortress&lt;br /&gt;
*Looted [[Tomb Blade]]/[[Reaver Jetbike]]/[[Age_of _Sigmar/Tactics/Order/Cities_of_Sigmar#Ironweld_Arsenal|Gyrocopter]]: Use as Deffkoptas&lt;br /&gt;
*Looted [[Valkyrie#In_Warhammer_40000|Valkyrie]]/[[Stormraven]]/[[Archaeopter]]/[[Orca]]: Use as Warkoptas&lt;br /&gt;
*Looted [[Doom Scythe]]/[[Thunderbolt Fighter]]/[[Heldrake]]/[[Xiphon interceptor]]/[[Nightshade Interceptor]]/[[Razorshark Strike Fighter]]/[[Tyranid Harpy]]: Use as Dakkajets&lt;br /&gt;
*Looted [[Carnifex]]/[[Great Knarloc]]: Warboss/Ghazzy/Deffrolla/Deffdread. Google it. Do it.&lt;br /&gt;
*[[Looted Emperor]]: Google it in google images.. hur hur&lt;br /&gt;
*Looted Trukk: Looted Trukk&lt;br /&gt;
*Here&#039;s a neat little trick! The Boyz box set includes enough bits to make 11 models, for a unit with a minimum size of ten. That extra boy can be used for basically anything you want, given good enough kitbashing. Want a mek or weirdboy, but not willing to shuck our the 25-30 dollars for one? Boom, you just got one for free, and all you had to do was slap some extra gubbinz on a boy.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics]]&lt;br /&gt;
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[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Orks]]&lt;br /&gt;
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[[Category: Kult of Speed]]&lt;br /&gt;
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[[Category: Dred Mob]]&lt;br /&gt;
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[[Category: Feral Orks]]&lt;br /&gt;
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[[Category: Grots]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Chaos_Space_Marines&amp;diff=1011583</id>
		<title>Warhammer 40,000/9th Edition Tactics/Chaos Space Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Chaos_Space_Marines&amp;diff=1011583"/>
		<updated>2026-05-20T15:11:51Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Chaos Space Marines - sorry, Freedom Fighters - are &#039;&#039;&#039;the&#039;&#039;&#039; main antagonists of the Warhammer 40,000 setting, with the [[Horus Heresy]] arguably being the most pivotal moment of the WH40K timeline (actually, that award goes to the war in heaven since it created Necrons, Eldars, Orks and the Chaos Gods). From a fluff-perspective, a Chaos Space Marine army can be a warband derived from one of the nine original [[Chaos Space Marines|Traitor Legions]], or a more recent [[Space Marines| chapter of loyalists]] that has gone renegade, or a mixture of [[Red Corsairs|both]]. While some Chaos Space Marines may be occasional pawns in the great game of the Gods, most of their own motives remain entirely human. Whether it&#039;s the quest for vengeance in The [[Long War]], carving out pocket empires, or researching forbidden secrets, Chaos Space Marines are here to [[Rip and Tear]] those corpse (you know, the one with the text to speech device) worshippers to &#039;&#039;shreds&#039;&#039;. &#039;&#039;&#039;LET THE GALAXY BURN!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Chaos Space Marine]] tactics. [[Warhammer_40,000/Tactics/Chaos_Space_Marines(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
===Why Play Chaos Space Marines?===&lt;br /&gt;
The CSM have a lot going for them. A wide range of models - many of which being recent, fantastic and rich lore, spoiled for options when it comes to units, able to participate in every phase of the game, and rewarding synergy between CHAOS keyword units.&lt;br /&gt;
&lt;br /&gt;
Chaos Marines want to be in the thick of it. Running up the board and slamming into the opposition to rip and tear the soft bodies of their enemies. It&#039;s a glorious and terrifying sight that is not for the faint of heart who don&#039;t want to see their frothing demon-worshiping psychopaths pumped full of artillery or bolter rounds. A necessary sacrifice to gain the attention of the dark gods and break the enemies&#039; lines.&lt;br /&gt;
&lt;br /&gt;
9th edition has had many positive impacts on the army as a whole. Namely the combination of smaller tables, shorter number of game rounds, and addition of new terrain rules make getting across the table much easier while also making every moment and death count. buying precious time for the greater glory of victory. Monstrous creatures and Vehicles being able to shoot into combat also breathes new life into units such as the defiler, a vintage daemon engine that still serves as a great beatstick/distraction carnifex.&lt;br /&gt;
&lt;br /&gt;
CSM don&#039;t have many hyper competitive meta defining lists but that does not mean they struggle by any measure. The 9th Edition Codex has SERIOUSLY improved the power and versatility of Infantry, along with synergy that&#039;s been unheard of for this Army.  there are few outright terrible choices. As long as you properly support your chosen units you will get shit done. Have a plan for everything you include.&lt;br /&gt;
&lt;br /&gt;
Go forth, desecrate, and conquer!&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
Whether you are a fresh recruit to the ways of chaos or a grizzled veteran of the long war returning after a long absence, you will need the most up to date copy of the rules available. Gathered here is an ordered list of all of the books containing rules for this faction and why you might need them&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Codex Chaos Space Marines&#039;&#039;&#039;: Released in 2022.&lt;br /&gt;
*[https://www.warhammer-community.com/wp-content/uploads/2019/12/5e7399ab.pdf &#039;&#039;&#039;Warhammer Legends:&#039;&#039;&#039;] A book of out-of-production models, including mounting HQs. Don&#039;t expect these to be actually playable, much less usable on most tables.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Armour Compendium &amp;amp; [https://www.warhammer-community.com/wp-content/uploads/2020/12/TG5TwX0VYl8BM5pK.pdf FAQ]:&#039;&#039;&#039; Contains rules to all the fancy [[Forge World]] models.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you&#039;re going to want to decide on your playstyle, informed by the units you want to use, and then finally you&#039;re going to have to choose a Legion or Renegade Chapter that your army&#039;s a part of. The various options can heavily benefit your playstyle&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
&lt;br /&gt;
The main keywords you have to keep track of for Chaos Marines are {{Template:W40kKeyword|TRAITORIS ASTARTES}}; {{Template:W40kKeyword|&amp;lt;LEGION&amp;gt;}} which include all the units regarding a particular Legion or Warband.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039;, do keep in mind that you can&#039;t give the {{W40kKeyword|DEATH GUARD}}, {{W40kKeyword|WORLD EATERS}} or {{W40kKeyword|THOUSAND SONS}} legion keyword since they&#039;re no longer part of the Codex. So you can&#039;t have {{W40kKeyword|DEATH GUARD}} bikes, and you can&#039;t have {{W40kKeyword|THOUSAND SONS}} Warptalons, for example.The fact that both legions now have their own subfactions to focus on just drives home this point further. If you&#039;re really desperate to emulate them, just go do it. Using this codex to emulate them isn&#039;t going to work since you can&#039;t make any of the cult marines into troops. You can however (probably) soup Chaos Marine unit&#039;s with there Legion codex&#039;s. That depends on if the various marks&#039; of Chaos give the god keyword as a faction keyword. Alternately you could build a Heretic Astartes Detachment that was also a soup of the Various units that have that faction keyword. However in both case the Death Guard, Thousand Son and Presumably World Eaters unit&#039;s along with the generic Choas space marines would lose all there monofaction bonus and objective secured, while also locking you out of cultists.&lt;br /&gt;
&lt;br /&gt;
On top of that, you also need to pay attention to the {{Template:W40kKeyword|HERETIC ASTARTES}} (for your CSM), {{Template:W40kKeyword|CULTISTS}}, {{W40kKeyword|DAEMONKIN}} (for the Possessed, Oblits and Warp Talons) and {{W40kKeyword|DAEMON ENGINE}} keywords.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is worth pointing out that some of these sub armies are happy working along side there generic cousins: Death Guard for example don&#039;t have Deadly Pathogens turn off just by having allied detachment the way Sisters of Battle Acts of Faith turn off if not every unit in your army has the correct keyword. So if you must have Deathguard Bikers, just bring a detachment of bikers marked with Nurgle, and don&#039;t mention that the legion there actually using is not Death Guard.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;big&amp;gt;Special Character Note&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are several Forgeworld characters (Arkos, Zhufor, and Necrosius) that have two Faction Keywords: the parent Legion and the warband they are part of. In Arkos&#039;s case, he has both {{W40kKeyword|ALPHA LEGION}} and {{W40kKeyword|THE FAITHLESS}}, only buffing the latter. The intent seems to be that you can title a warband whatever you want while still being able to select a particular Legion tactic. So if you wanted to field a Faithless army, you&#039;d give all your units the {{W40kKeyword|THE FAITHLESS}} keywords and pick the Alpha Legion tactic.&lt;br /&gt;
&lt;br /&gt;
Also note that if you&#039;re looking for a Legion-specific character like Kharn or Lucius, you&#039;ll find them under the World Eaters and Emperor&#039;s Children entries in their respective Legions.&lt;br /&gt;
&lt;br /&gt;
===Marks of Chaos===&lt;br /&gt;
The Marks were always a bit of a middle-spot between wargear and keywords for your forces, and this edition especially sees that. Now taking a mark doesn&#039;t only cost 15 points, but it also bumps up the unit&#039;s Power Level by 1 (which only matters for Strategic Reserves). Each grants you a passive bonus, a keyword that lets you benefit from various God-specific buffs (namely two Stratagems, a Spell all marked psykers automatically know, and one Prayer), and unlocks your Icon&#039;s main bonus - Icons are depressingly rare now. Marks only go on {{W40kKeyword|Core}} and {{W40kKeyword|Character}} units, which are mostly Infantry and Bikes, but a Dreadnought can get one too.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|CHAOS UNDIVIDED}}: The default option. Offers nothing but a keyword to replace. Said keyword is only ever used to take a meh Daemon weapon and use one meh Stratagem, so not really an option at all.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|KHORNE}}: +1 Strength in melee on the turn you charge, get charged, or heroically intervene. Going up from S4 to S5 is usually very nice. The God-Strats are moderately useful, though you can no longer fight twice with them.&lt;br /&gt;
**You might&#039;ve guessed this, but no, you can&#039;t put this mark on any {{W40kKeyword|PSYKERS}} you have. {{W40kKeyword|PRIESTS}} can take it, but nothing is stopping a Tzeentch-aligned Sorceror from buffing your Khornates.&lt;br /&gt;
**RAW could mean that this strength bonus applies to melee weapons with preset strength characteristics.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|NURGLE}}: Attacks against a marked unit with a Strength equal to or at least double the unit&#039;s Toughness are -1 to-wound, which slightly reduces the impact of handheld weapons like bolters, but also MEQ grinders like plasma, melta, and Battle/Demolisher Cannons. Nurgle Strats are great - becoming untargetable and/or getting Transhuman is nice for objective holders.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|TZEENTCH}}: The first failed saving throw for a marked unit each turn deals 0 damage, letting you shrug off massive blows like lascannons and meltas. &#039;Each turn&#039; means twice per round, your turn and enemy turn. The God-Strats are very situational.&lt;br /&gt;
**If you want durability, go Nurgle. Savvy players will shoot you with boltgun equivalents to render the Mark useless, so the mark is only worth it with the accompanying Icon, or for Characters who can avoid being shot at. &lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|SLAANESH}}: Marked units always fight first. Sounds quite abusable. The God-Strats are too fiddly for their own good.&lt;br /&gt;
**In case you&#039;ve forgotten, the {{W40kKeyword|EMPEROR&#039;S CHILDREN}} must take this mark on any unit that can take it, which is quite costly.&lt;br /&gt;
&lt;br /&gt;
===Icons of Chaos===&lt;br /&gt;
Only available to legionaries (which include noise marines and khorne berzerkers), chosen, possessed and bikes. If you&#039;re going through the effort of getting these units a mark (except the last one) you might as well spend the 5 points to give them an icon as well.&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|Icon}} of Chaos: This is what you buy when you get the Icon Keyword. +1 to combat attrition tests. Not worth it on its own, but when you buy a mark, it&#039;s automatically upgraded.&lt;br /&gt;
*{{W40kKeyword|KHORNE}}: A unit with this {{W40kKeyword|Icon}} improves their melee weapon&#039;s AP by 1.&lt;br /&gt;
*{{W40kKeyword|NURGLE}}: A unit with this {{W40kKeyword|Icon}} auto-wound on 6 to hit for ranged attacks.&lt;br /&gt;
*{{W40kKeyword|TZEENTCH}}: A unit with this {{W40kKeyword|Icon}} improves their ranged weapon&#039;s AP by 1.&lt;br /&gt;
*{{W40kKeyword|SLAANESH}}: A unit with this {{W40kKeyword|ICON}} gets +1 to hit in melee.&lt;br /&gt;
&lt;br /&gt;
These can be put on &#039;&#039;&#039;any&#039;&#039;&#039; model in the unit, so put it on what you deem the most important, be it the Sergeant, heavy weapons gunner or the Balefire psyker.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
As expected, Troops gain Objective Secured. That&#039;s right, even your cultists can cap points. Suck on that, you god-lovers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Let The Galaxy Burn&#039;&#039;&#039;: Replaces DttFE and is now your Doctrine Equivalent. It gives you exploding sixes to hit (i.e. the equivalent of +1 BS/WS, as appropriate) with certain weapons during certain turns AND synergizes with flame weapons by giving you 2 additional hits on top of whatever you roll. Compared to Combat Doctrines, your Let the Galaxy Burn has more overlap between weapon types (Rapid Fire is active in Destruction &#039;&#039;and&#039;&#039; Massacre, while Assault is active in Massacre and Carnage)&lt;br /&gt;
** You start the game with &#039;&#039;&#039;Wanton Destruction&#039;&#039;&#039;, letting Heavy, Rapid-Fire, and Grenade (why???) weapons score an extra hit on a nat 6 to hit.&lt;br /&gt;
** At turn 2, you go to &#039;&#039;&#039;Wanton Massacre&#039;&#039;&#039;, letting Rapid-Fire, Assault, and Pistol weapons score an extra hit on a nat 6 to hit.&lt;br /&gt;
** On either turn 3 or 4, you switch to &#039;&#039;&#039;Wanton Slaughter&#039;&#039;&#039;, letting Assault, Pistol, and Melee weapons score an extra hit on a nat 6 to hit.&lt;br /&gt;
***Recapping, that&#039;s:&lt;br /&gt;
****Flame Weapons:  Turn 1 onward.&lt;br /&gt;
****Grenade and Heavy: Turn 1.&lt;br /&gt;
****Rapid Fire: Turns 1, 2, and optionally 3.&lt;br /&gt;
****Assault and Pistol: Turn 2 onward.&lt;br /&gt;
****Melee: Turn 3 or 4 onward, depending on when you ditch Rapid Fire.&lt;br /&gt;
****Weapons that automatically hit which aren&#039;t Flame Weapons: &#039;&#039;&#039;&#039;&#039;never&#039;&#039;&#039;&#039;&#039;, so consider ditching these.&lt;br /&gt;
**The additional hits with flame weapons is extra &amp;lt;s&amp;gt;spicy&amp;lt;/s&amp;gt; &#039;&#039;&#039;lit&#039;&#039;&#039; considering the D2 on Baleflamers and other unique hellfire weapons. The benefit of exploding 6s to hit vs additional AP is debatable, as in the era of AoC, more AP is better than AP-1 and AP0, but quantity has a quality all on its own, especially when it acts like +1 skill.&lt;br /&gt;
***Looking at it you can clearly see what you&#039;re &#039;&#039;supposed&#039;&#039; to do. On the first turn you plink away your heavy weapons and small arms, then on the second as the range closes your assault and pistol weapons get better while heavy weapons lose the buff, then when you ready you go to wanton carnage and let melee weapons get the buff instead of rapid fire.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt:&#039;&#039;&#039; &amp;lt;s&amp;gt;The Q2 2022 Balance Dataslate came ringing in again to show how much GW fucking LOVES Space Marines (and anyone else walking around in power armor. “Oh no, the Mechanicus are shooting them off the table! Whatever will we do!). Now any attacks against your army reduce their AP by 1, now absolutely forcing enemies to grab their AP2 guns. The only time this doesn&#039;t apply is if you already have a shield (though you don&#039;t exactly have any models who could) or any other AP reduction power.&amp;lt;/s&amp;gt;NO LONGER APPLICABLE AS OF THE Q1 2023 DATASLATE&lt;br /&gt;
*&#039;&#039;&#039;Champions of Chaos:&#039;&#039;&#039; The HQ restriction clause. Only one Daemon Prince, Chaos Lord and Dark Commune in a detachment.&lt;br /&gt;
*&#039;&#039;&#039;Daemon Engine:&#039;&#039;&#039; You&#039;ve got a lot of biomechanical monsters on your side. These beasts not only get a 5++ save, but they can also restore a wound once per round.&lt;br /&gt;
*&#039;&#039;&#039;Daemon Weapon:&#039;&#039;&#039; Some weapons...aren&#039;t so happy being used by people. Each time the bearer fights, they must pass a Leadership test. If they fail, you have to pick between either d3 mortal wounds or not use the weapon for that phase to save your skin.&lt;br /&gt;
*&#039;&#039;&#039;Malicious Volleys:&#039;&#039;&#039; 2nd Edition Returns. Any {{W40Kkeyword|Heretic Astartes}} model using a Rapid Fire bolt weapon can take double the listed attacks (2 for Bolters, 4 for Combi-bolters, etc) if at least one of the following is true:&lt;br /&gt;
**The target is in half range.&lt;br /&gt;
**The model is {{W40Kkeyword|Infantry}} that didn&#039;t move in the Movement Phase.&lt;br /&gt;
**The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}.&lt;br /&gt;
***Opinion: This isn&#039;t the most powerful rule by any means, but it kindles some life into small arms fire as well as increasing the effective range of Terminator Combi-bolters. Compared to the Imperium, you don&#039;t have as many bolt weapon varieties and lack Hurricane Bolters or Bolt Rifles to make use of the rule. What you do have though is Rubric Marines - who will love this rule. It also indirectly increases marine survivability as it gives Marine Squads the option of being able to sit in cover or on an objective and still benefit from rapid firing. Take a few squads with bolters and a heavy bolter or two and post them up on an objective for some solid objective campers. You can also do the same with regular terminators, 10 termies with combi bolters now always put out 40 shots in the shooting phase. Paired with their Melee abilities this makes them one of the most versatile units in the entire game, able to deal with hordes and vehicles alike. &lt;br /&gt;
*&#039;&#039;&#039;Mere Mortals&#039;&#039;&#039;: You can&#039;t take more cultists than you can take {{WH40Kkeyword|TRAITORIS ASTARTES CORE INFANTRY }}  and your Dark Commune can&#039;t be the warlord. On top of that, they also can&#039;t benefit from your Legion traits though they do get Let the Galaxy Burn. So I&#039;m sure the next question is &amp;quot;what counts as Core Infantry?&amp;quot; Legionaries, Terminators, Chosen The cult elite troops, Raptors and Havocs. It is doable therefore to bring the cultist as your entire troop force and fill your elites with an equal number of Terminators in reserve ready to teleport in. Still considering the push they got this is a bitter pill to swallow as it prevents you from really making a Chaos Guard list as it&#039;s [[derp|illegal to play solely with the shiny new cultists on their own.]] It&#039;s probably so they can make you buy another book to get an Army of Renown that lets you do it, which makes this rule even more [[Iron Warriors|bitter]] to taste.&lt;br /&gt;
*&#039;&#039;&#039;Martial Legacy:&#039;&#039;&#039; Relic unit rules for certain Forge World models. If your army is battle-forged, you must pay 1 additional CP for a detachment that includes a unit with this rule.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Flames Of Spite:&#039;&#039;&#039; Re-rolls to wound and on a natural 6+ to wound in melee, inflict 1 mortal wound in addition to any other damage. This warlord trait works best if your warlord relies on the weight of attacks, such as a Daemon Prince with two malefic talons or an Alpha Legion Lord with the Blade of the Hydra, or is in position to gain additional attacks from LTGB.&lt;br /&gt;
#&#039;&#039;&#039;Unholy Fortitude:&#039;&#039;&#039; 5+++ FNP. Just about any warlord will benefit from this trait, which includes Cypher, who has this as his WT. &lt;br /&gt;
#&#039;&#039;&#039;Hatred Incarnate:&#039;&#039;&#039; You must re-roll all hit rolls in melee made by your Warlord, and any fight where the warlord charges or heroically intervenes grants a +1 to Strength and Attacks. An aggressive trait that is only really useful on a beatstick HQ. Great for a Daemon Prince or any HQ with high Strength weaponry (Plasma, Chainfist) or volume of attacks. Otherwise just average. &lt;br /&gt;
#&#039;&#039;&#039;Lord of Terror:&#039;&#039;&#039; Enemy units within 6 inches must roll 2 dice for morale and use the highest result, and any who fail that count as being at half-strength for the following attrition check. This one doesn&#039;t do crap for most armies but is *brutal* with Night Lords (which is ironic, considering it is not a Night Lord specific trait). With the cumulative -5 while using Raptors with Icons (or more, if you use Be&#039;lakor, too), making your opponent discard the lowest die result is very good. Haarken Worldclaimer gets this, which works wonders for him. &lt;br /&gt;
#&#039;&#039;&#039;Eternal Vendetta&#039;&#039;&#039;: At the start of the game, mark one enemy unit. Any {{W40kKeyword|&amp;lt;Legion&amp;gt; Core}} or {{W40kKeyword|Character}} within 6&amp;quot; of the warlord can re-roll to wound this chosen enemy, which can help you reliably nail the worst of your enemy&#039;s forces. This is one of Abaddon&#039;s three WTs, and the only one from the core list.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of the Gods:&#039;&#039;&#039; 4++ Invuln and the ability to act as if all three not-doctrines are active, which can lead to a lot of extra attacks going out on a good attack.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dark Hereticus&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Infernal Gaze:&#039;&#039;&#039; Warp Charge 5. Pick an enemy unit within 18&amp;quot; to have a staring contest with and roll 3 dice (6 if you rolled a 10+ to cast); any results of a 4+ cause a mortal wound. While not as spammable and reliable as &#039;&#039;Smite&#039;&#039;, it can target specific enemy units rather than just the closest.&lt;br /&gt;
#&#039;&#039;&#039;Prescience:&#039;&#039;&#039; Warp Charge 7. Pick a friendly Chaos Marine unit within 18&amp;quot;; that unit adds 1 to their hit rolls (shooting and close combat) until the next psychic phase. Tougher than the others to pull off, but rightfully so, as this power can be a tremendous force multiplier for your army. However, do not cast this power on any unit that already hits on a 2+ or plasma. You will be wasting the effect since a to hit roll of 1 always fails to hit, regardless of modifiers, while Plasma always overloads on a natural 1. &lt;br /&gt;
#*Let the Galaxy Burn took a lot of kick out of this power, as its perks now only trigger on a natural 6 to hit. Now all you can use this for is to guarantee that your cultists will hit on a reasonable roll and ignore the effects of cover.&lt;br /&gt;
#&#039;&#039;&#039;Diabolic Strength:&#039;&#039;&#039; Warp Charge 6. Targeted &#039;&#039;&#039;model&#039;&#039;&#039;, not unit, within 12&amp;quot; of the Psyker gains +2 to Strength and Attacks. Sadly, the best benefactors of this (the Daemon Prince and Helbrute) can no longer benefit from this, as the spell only works on {{W40kKeyword|&amp;lt;Legion&amp;gt; Infantry}} and unnameable beasts. That said, power fists and big chainaxes aren&#039;t exactly terrible places to throw this power on, nor is an unpredictable barrage of attacks from a gribbly mess.&lt;br /&gt;
#&#039;&#039;&#039;Death Hex:&#039;&#039;&#039; Warp Charge 8. Target an enemy unit within 12&amp;quot; - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6&amp;quot; bubble around the psyker, whereas Death Hex has a longer 12&amp;quot; range and can choose a specific target, which arguably makes it much more flexible. Since you&#039;re only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat. Absolutely diabolical. Unlike Null Zone, 12&amp;quot; is enough range for your Psyker to cast this from RELATIVE safety (hide behind other units) and is the ultimate answer to both durable Deathstars like Stormshield Terminators OR snowflakes like Trajan Valoris, Kaldor Draigo, or any other unique characters who hide behind invulns. Put this on a Daemon Prince, and he becomes an ultimate destroyer of hopes and dreams. With no invulnerable save to hide behind, few units can withstand the unholy might of a charging Daemon Prince and live to fight back. You may not need it in every game, but when it works, it &#039;&#039;&#039;WORKS&#039;&#039;&#039;. &lt;br /&gt;
#&#039;&#039;&#039;Gift of Chaos:&#039;&#039;&#039; Warp Charge 7. The closest enemy unit within 18&amp;quot; immediately suffers d3 mortal wounds. After that, roll a d6 for every enemy within 6&amp;quot; of that target; on a 4+, that unit takes 1 MW worth of splash damage. Honestly, all it has become is a blast-like version of Smite that does less damage and no longer spits out gribblies on a kill.&lt;br /&gt;
#&#039;&#039;&#039;Warptime:&#039;&#039;&#039; Warp Charge 6. Pick a friendly {{W40kKeyword|&amp;lt;Legion&amp;gt; Infantry}} or gribbly unit within 3&amp;quot;; that unit can immediately make a normal move. This however bars the unit from charging and they still count as advancing if they did that before you cast this spell. Generally something to use to nudge some legionaries closer to ideal dakka range.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Malefic&amp;quot;&amp;gt;&lt;br /&gt;
These powers are unique to the Master of Possession. As you&#039;d expect, they&#039;re all about powering up your daemonic units, which includes your Daemon Engines, although two of them are usable on any Cores. That&#039;s right, you can now make a Master of Possession your Helbrute&#039;s bestie.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Warp Marked:&#039;&#039;&#039; Warp Charge 7. Mark one enemy within 18&amp;quot;. Until your next turn, any {{W40kKeyword|&amp;lt;LEGION&amp;gt; DAEMONKIN/DAEMON ENGINE}} can add +1 to wound that enemy, which can help push them over the edge on hitting notably tanky things.&lt;br /&gt;
#&#039;&#039;&#039;Pact of Flesh:&#039;&#039;&#039; Warp Charge 5. Pick one {{W40kKeyword|&amp;lt;LEGION&amp;gt; DAEMONKIN/CORE/CHARACTER}} within 18&amp;quot;. They regain 1d3 wounds &#039;&#039;&#039;then&#039;&#039;&#039; resurrect one missing model at full wounds. You can now cosplay a Chief Apothecary and resurrect 5W dudes for free.&lt;br /&gt;
#&#039;&#039;&#039;Cursed Earth:&#039;&#039;&#039; Warp Charge 7. Gives one {{W40kKeyword|&amp;lt;LEGION&amp;gt; DAEMONKIN/DAEMON ENGINE}} unit within 6&amp;quot; a flat 4++ Invuln. In addition, whenever an enemy charges them, roll a d6; On a 2+ the enemy takes a mortal wound, which increases to d3 on a 6. While the support bubble is gone, this does give an extra layer of protection against any aggressors.&lt;br /&gt;
#&#039;&#039;&#039;Possession:&#039;&#039;&#039; Warp Charge 6. Mark one enemy within 9&amp;quot; to haunt and roll a d6 (+1 if the psychic test was a 10+). If this roll beats the enemy&#039;s toughness, then one model in that unit immediately dies. If that unit&#039;s still around after that, you can deal d3 more mortal wounds. Against marines, this is a gamble for only two kills on average. Against anything else, this can lead to a pretty nifty way to break a few members of a squad, though you can&#039;t pick out who dies so as to fuck over special weapons.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Power:&#039;&#039;&#039; Warp Charge 6. Pick one {{W40kKeyword|&amp;lt;LEGION&amp;gt; DAEMONKIN/DAEMON ENGINE}} within 18&amp;quot;. This unit auto-wounds on a natural 6 to hit, which can stack with LtGB for some additionally cruel funtimes.&lt;br /&gt;
#&#039;&#039;&#039;Mutated Invigoration:&#039;&#039;&#039; Warp Charge 7. One friendly unit gains +1 to either Strength or Toughness for a bit of a flexible buff. If you roll a 10 on the psychic check and target a {{W40kKeyword|&amp;lt;LEGION&amp;gt; DAEMONKIN/DAEMON ENGINE}} unit, you can put this on both Strength and Toughness, giving extra melee power.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;God-Aligned&amp;quot;&amp;gt;&lt;br /&gt;
Now absolutely confirmed to work on any psykers. A psyker of Nurgle, Slaanesh, or Tzeentch must take their god&#039;s power on top of whatever else they know. All of these powers increase the durability of marked units in different ways.  All of them are WC 6 and target a {{W40kKeyword|&amp;lt;DEITY&amp;gt; &amp;lt;LEGION&amp;gt;}} unit within 18&amp;quot;, meaning all of them can be used on the psyker casting them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|SLAANESH}} - Delightful Agonies:&#039;&#039;&#039; Warp Charge 6. Targets a {{W40kKeyword|SLAANESH &amp;lt;Legion&amp;gt;}} unit within 18&amp;quot;; that unit gains a 5+++ FNP. Cast on your 10-man Terminator squad and drink your enemy&#039;s tears.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|NURGLE}} Miasma of Pestilence:&#039;&#039;&#039; Warp Charge 6. A {{W40kKeyword|NURGLE &amp;lt;Legion&amp;gt;}} unit within 18&amp;quot; is protected by a cloud of flies and enemies targeting them suffer a -1 to hit. Flip off those +1 to-hit spammers.&lt;br /&gt;
*&#039;&#039;&#039;{{W40kKeyword|TZEENTCH}} - Skeins of Fate:&#039;&#039;&#039; Warp Charge 6. A {{W40kKeyword|TZEENTCH &amp;lt;Legion&amp;gt;}} unit within 18&amp;quot; gets a 4++ save. Unlike last edition, this is now a flat invuln, meaning you can&#039;t do something dickish like slap this onto an LR Achilles for a super-tank.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Prayers to the Dark Gods==&lt;br /&gt;
Have you even wanted your expensive (at least in terms of real world money) plastic models to pray to Satan?&lt;br /&gt;
&lt;br /&gt;
There are 11 total prayers that dark apostles now have access to; 1 that every apostle has by default, 6 that you can choose from, and 1 prayer for each chaos god that are known in addition depending on the apostle&#039;s mark, if it has one. Each apostle can attempt to chant 1 prayer per battle round on a roll of a 3+ or a 2+ if there is at least one dark disciple nearby. Each prayer can only be attempted once per battle round.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&amp;lt;tab name=&amp;quot;Mandatory&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dark Zealotry&#039;&#039;&#039;: If this prayer is heard you can re-roll hit rolls in the fight phase for friendly {{W40Kkeyword|&amp;lt;Legion&amp;gt; Core, Cultists}} or {{W40Kkeyword|Character}} units within 6&amp;quot; of this priest.&lt;br /&gt;
**A classic, always a good buff to have. Ironically, completely useless on Word Bearers. (Except cultists, who don&#039;t get the legion trait)&lt;br /&gt;
&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;Universal&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Benediction of Darkness&#039;&#039;&#039; Friendly {{W40Kkeyword|&amp;lt;Legion&amp;gt; Core, Cultists}} or {{W40Kkeyword|Character}} units wholly within 6&amp;quot; gain light cover. This can give the Lord Discordant and Daemon Prince cover, helping them stay alive to reach melee. Getting free cover is pretty great in an Armour Of Contempt world, but be mindful that you have to be wholly within, so blobbing up your whole army will be a tight squeeze.&lt;br /&gt;
#&#039;&#039;&#039;Litany of Despair&#039;&#039;&#039;: Pick an enemy unit and roll 3D6. If this beats the unit&#039;s Leadership, then you can pick to either rob them of the ability to perform actions and cancel any in progress, or make them unable to fire overwatch/set to defend and fight last. Two situational effects in one prayer, with a decently reliable (except against custodes, or any army with a chaplain) trigger. &lt;br /&gt;
#&#039;&#039;&#039;Omen of Potency&#039;&#039;&#039;: Add 3 to this priest&#039;s attacks characteristic. In addition, the priest&#039;s non-relic melee weapons improve their AP by 2 for a smasher. BONK&lt;br /&gt;
#&#039;&#039;&#039;Warp-Sight Plea&#039;&#039;&#039;: Pick one friendly {{W40Kkeyword|&amp;lt;Legion&amp;gt; Core, Cultists}} or {{W40Kkeyword|Character}} unit within 6&amp;quot; of the priest. This unit re-rolls 1s to hit when shooting and ignores cover. Slightly better than a lord nearby, slightly worse than prescience. if you&#039;re playing Iron Warriors, definitely skip this. &lt;br /&gt;
#&#039;&#039;&#039;Soultearer Portent&#039;&#039;&#039;: Pick one friendly {{W40Kkeyword|&amp;lt;Legion&amp;gt; Core, Cultists}} or {{W40Kkeyword|Character}} unit within 6&amp;quot; of this priest. This unit gets +1 to wound in melee. A solid buff, letting anyone with more than 4 strength wound everything in the game on 4s. Also fire and forget, so you can stick this on raptors or a unit running off to go kill stuff. &lt;br /&gt;
#&#039;&#039;&#039;Illusory Supplication&#039;&#039;&#039;: Pick one {{W40Kkeyword|&amp;lt;Legion&amp;gt; Core, Cultists}} or {{W40Kkeyword|Character}} unit within 6&amp;quot; of the priest. This unit can&#039;t be hit on anything better than a 4+ and hit rolls against them can&#039;t be re-rolled. A very nice defensive buff to chuck on anything you think will be attacked. Most armies hit on 3s so this is at least -1 to hit and no rerolls for extra spice. Use this VS a custodes player to make them cry.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&amp;lt;tab name=&amp;quot;God-Specific&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blissful Devotion&#039;&#039;&#039;&amp;lt;sup&amp;gt;{{W40kKeyword|Slaanesh}}&amp;lt;/sup&amp;gt;: If this prayer is heard, one {{W40Kkeyword|&amp;lt;Legion&amp;gt; Slaanesh Core}} or {{W40Kkeyword|Character}} unit can charge after advancing, which can help improve the threat range of some nearby aggressors they advanced alongside. A fantastic buff, put it on Abaddon or some other Slaanesh marked combat unit and rocket them up the board into your opponent&#039;s face.&lt;br /&gt;
*&#039;&#039;&#039;Feculent Beseechment&#039;&#039;&#039;&amp;lt;sup&amp;gt;{{W40kKeyword|Nurgle}}&amp;lt;/sup&amp;gt;: If this prayer is heard, one {{W40Kkeyword|&amp;lt;Legion&amp;gt; Nurgle Core}} or {{W40Kkeyword|Character}} within 6&amp;quot; gets +1 toughness. Mediocre, and kinda has anti synergy with the mark of nurgle, as both effects are effectively -1 to wound. However, this is decent if you&#039;re pumping something up from being 1 toughness down (ie legionaries vs heavy bolters), as it effectively becomes -2 to wound from pushing the toughness into range for the nurgle mark to kick in.&lt;br /&gt;
*&#039;&#039;&#039;Mutating Invocation&#039;&#039;&#039;&amp;lt;sup&amp;gt;{{W40kKeyword|Tzeentch}}&amp;lt;/sup&amp;gt;: If this prayer is heard, the apostle gets his narthecium out and gives all {{W40Kkeyword|&amp;lt;Legion&amp;gt; Tzeentch Core}} or {{W40Kkeyword|Character}} units within 3&amp;quot; a 6+++ FNP for a bit of extra tankiness. Doesn&#039;t have much synergy with the mark, as the mark already turns the first failed save into damage 0. The range is, as it requires them to be practically next to the priest, although you can toe in several units. However there are better defensive prayers without the tzeentch pricing and keyword restriction.&lt;br /&gt;
*&#039;&#039;&#039;Wrathful Entreaty&#039;&#039;&#039; &amp;lt;sup&amp;gt;{{W40kKeyword|Khorne}}&amp;lt;/sup&amp;gt;: If this prayer is heard, one {{W40Kkeyword|&amp;lt;Legion&amp;gt; Khorne Core}} or {{W40Kkeyword|Character}} unit within 6&amp;quot; will count as being under all three not-Doctrines, granting them all the chances to score extra hits at any point in the game with any weapon. Pretty decent, allowing you to put havocs back into destruction, or a melee unit forward into slaughter.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Relics==&lt;br /&gt;
We&#039;ve got a great selection of relics for both killing and durability, as well as some decent utility ones. &lt;br /&gt;
&lt;br /&gt;
Unlike previous editions, as long as your army is battle-forged you now get a single free relic and can pay CP to get 1 or 2 more. You can&#039;t give them to any named characters (as usual) and {{W40kKeyword|&amp;lt;Cultists&amp;gt;}} can only take a limited selection of relics, but any unit Champion can take a relic from a certain pool using the Trophies of the Long War stratagem. These are marked with *** in the list below.&lt;br /&gt;
&lt;br /&gt;
God-specific Relics are restricted to characters with the appropriate &amp;lt;{{W40kKeyword|mark of chaos}}&amp;gt;.&lt;br /&gt;
Daemon Weapons are a type of relic found in the codex that no longer replace a specific weapon but instead upgrades any existing weapon (except the legs on the helstalker). Each time the bearer fights, they must pass a Leadership test by rolling 2d6 and hoping to roll equal to or less than their Leadership. If they fail, you have to pick between either d3 mortal wounds or not using any Daemon Weapons for that phase to save your skin. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Universal Relics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Black Mace***:&#039;&#039;&#039; Replaces a power maul, accursed crozius, or accursed weapon. Melee weapon with S+2 AP-2 D3. A little weaker to wound, but any damage this mace makes always spills over to other models in that unit, making it an incredible horde clearer. The only way your Dark Apostle can get a properly killy melee weapon outside of being a Word Bearer or praying real hard. An amazing solution to all your T6 or less problems, this beauty can do it all, whether that&#039;s smashing terminators into tins of beans or clearing out a horde like you&#039;re Sauron. Limited AP lets it down, but khornate champions with icons can get an extra point, and characters have enough attacks so that they&#039;ll always be getting some damage through. &lt;br /&gt;
*&#039;&#039;&#039;Black Rune of Damnation***:&#039;&#039;&#039; Usable by {{W40Kkeyword|cultists}}, but they shouldn&#039;t. This gives &#039;&#039;the entire unit&#039;&#039; a -1 to be wounded by attacks, an amazing durability buff that makes terminators or possessed downright unreasonably tough, and also has an 18&amp;quot; aura that forces enemy psykers to suffer perils when they roll any doubles on their psychic checks. Fantastic relic, pretty much an auto include on the champion of any unit that&#039;s intended to be durable.&lt;br /&gt;
*&#039;&#039;&#039;Blade of the Relentless***:&#039;&#039;&#039; Replaces a power sword, daemon blade or accursed weapon. S+1 AP-4 D2 that gives an additional attack as well as a natural 6 to hit doing 2 flat mortals instead of continuing the attack sequence. Decent enough upgrade, not as good as the black mace at horde clearing or character killing but has amazing AP, boostable even higher with a khornate icon to make an AP-5 can opener.&lt;br /&gt;
*&#039;&#039;&#039;Gorget of Eternal Hate:&#039;&#039;&#039; Makes Chaos Lords and MoEs into absolute units. +1 to armour saving throws, a 4++ invuln, and the ability to deal d3 mortal wounds on a 2+, or flat 3 on a 6+ to enemies within 3&amp;quot; upon death makes this a very tempting grab on anyone, especially since this can work on terminator lords and sorcerers to ignore shit like plasma guns that can get past even AoC. Put this on a lord discordant to make an incredibly tough monster that then smites everything in an area a mile wide when they finally do die.&lt;br /&gt;
*&#039;&#039;&#039;The Inferno Tome&amp;lt;sup&amp;gt;{{W40kKeyword|Priest}} only&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; You know one more prayer and every time you successfully make a prayer, the closest visible enemy within 18&amp;quot; takes d3 mortal wounds, letting you deal some off-turn damage while supporting your forces. Decent, but with no way to cast more than once if you&#039;re taking this it&#039;s somewhat mediocre.&lt;br /&gt;
*&#039;&#039;&#039;Liber Hereticus&amp;lt;sup&amp;gt;{{W40kKeyword|Psyker}} only&amp;lt;/sup&amp;gt;:&#039;&#039;&#039;The bearer can cast one additional power per turn and improves the range of their powers by 6&amp;quot;. Amazingly, there are no restrictions on this, so feel free to blast an 18&amp;quot; Death Hex on pesky Custodes, or sit in the backline and spam Smite safely. An incredible relic, letting you pop both your known spells and your god one each turn.&lt;br /&gt;
*&#039;&#039;&#039;Mantle of Traitors:&#039;&#039;&#039; A support-based relic, providing re-rolls to hit in melee and a single-use ability to use an Epic Deed strat without spending RP. Its biggest buff is its ability to use the Lord of Chaos, Aspire to Glory, or Demagogue (Chaos Lord/Aspiring Champion re-rolls and the Apostle&#039;s leadership buff) abilities on any {{W40kKeyword|&amp;lt;Legion&amp;gt; Core}} unit on the board instead of relying on range. Somewhat situational. Note that the only relevant epic deeds in the core stratagems are the apostle&#039;s auto-passing out of phase and tzeentch psykers casting another/actioning and casting, so look at your legion and judge accordingly.&lt;br /&gt;
*&#039;&#039;&#039;The Warp&#039;s Malice***:&#039;&#039;&#039; Replaces a bolt pistol. This is a super pistol bar none, with Pistol 2 (Pistol 4 if in Wanton Massacre or Wanton Slaughter) S5 AP-2 D2 with natural 6s to hit making those hits into 2 mortal wounds, as well as an extra 6&amp;quot; range. This makes your hero into a super-dakka marine, capable of gunning down quite a lot. Possibly the only good bolt pistol replacement in the whole game, and ironically still not good compared to the alternatives. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos Undivided&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ul’o’cca, The Black&amp;lt;sup&amp;gt;Daemon Weapon&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Any successful wound roll also causes 1 mortal wound in addition to any other damage. Since this can work on anything, this becomes a lot less of a liability because that 1 MW can be pretty easily scored, especially on a power fist or hammer. Pretty decent, essentially a better version of mastercrafting a weapon.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Khorne&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Burning Blood:&#039;&#039;&#039; +1 Attack, scoring another attack each time the bearer kills a unit. ANY KILLS. PERMANENTLY. Feed this guy some MSU and then chuck him at a tank with all those extra attacks to bring that fucker down!&lt;br /&gt;
**Oh, and there&#039;s an expanded 6&amp;quot; heroic intervention range. Cool if you bother with that.&lt;br /&gt;
*&#039;&#039;&#039;Zaall, the Wrathful&amp;lt;sup&amp;gt;Daemon Weapon&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Adds +d3 damage to any existing damage, which can be pretty devastating on the right weapon. Slap this on a Khornate Executions Master&#039;s axe and you can pretty easily murder any characters. Good on pretty much anything, but you particularly want it on a weapon with good chances to actually wound and penetrate. Daemon princes with d3+3 swords anyone?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Nurgle&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Orb of Unlife:&#039;&#039;&#039; A single use acid grenade. On a hit, the unit takes d3 mortal wounds which improves to d3+3 mortal wounds when hitting a unit of 11+ models or under Wanton Destruction. Even better is that the survivors of this attack take a permanent -1 to Toughness for the rest of the game, leaving them exposed to a band of legionaries or cultists that&#039;ll shoot next. Pretty situational due to being a grenade, but good against giant tanks like knights or daemon primarchs. &lt;br /&gt;
*&#039;&#039;&#039;G&#039;holl&#039;ax, the Decayed&amp;lt;sup&amp;gt;Daemon Weapon&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Upgrades a weapon to auto-wound on any hit, and ignore any feel no pains or per phase wound locks. Extremely funny to wound titans with a chainsword. While saves are still an issue, you can use this to eliminate any issues with Strength, so power swords or anything with high ap is your friend. Also fantastic against transhuman. The best Daemon Weapon.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaanesh&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Intoxicating Elixir:&#039;&#039;&#039; Once per game, the bearer can drink this during the fight phase so they can gain +d3 attacks and limits them to only losing a maximum of 3 wounds in that phase. AKA Suicide Juice. Do something silly like get charged by a knight, drink your kool aid and laugh as they bounce off you, then hit them back. Because you&#039;re Slaanesh you also fight first on your turn, so you can get two rounds of combat in a row if you get charged.&lt;br /&gt;
*&#039;&#039;&#039;Thaa’ris and Rhi’ol, The Rapacious&amp;lt;sup&amp;gt;Daemon Weapon&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Upgrades 2 melee weapons of your choice. Each weapon gains +d3 attacks whenever they fight. If you want a light infantry shredding character then these aren&#039;t the worst choice around. The downside is that using two weapons means that you&#039;ve gotta take your lumps if they bitch at you. Also has limited use on a Daemon Prince as it competes with the Intoxicating Elixir, and malefic talons (for the second weapon) aren&#039;t that good. Put these on a lord with two power fists and beat someone up.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tzeentch&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eye of Tzeentch:&#039;&#039;&#039; {{W40kKeyword|Psyker}} only. Add +1 to all psychic tests. In addition, rolling an unmodified 9+ for a cast makes it impossible to deny. Expanding the boost to all powers makes this a lot more conducive to pick, especially if you&#039;re planning on spamming powers out the ass. Compared to the Liber Hereticus, this is better for getting specific powers off but lets you cast less overall. &lt;br /&gt;
*&#039;&#039;&#039;Q&#039;d&#039;ak, the Boundless&amp;lt;sup&amp;gt;Daemon Weapon&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Upgrades a weapon to negate any invulnerable saves against it.  Decent, but a lot of our melee weapons lack AP anyway, so chances are you&#039;re only really reducing saves by 1 more than you normally would. Makes Clowns cry, though. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Daemonforge (1/2 CP)&#039;&#039;&#039;: Select a {{W40kKeyword|DAEMON ENGINE}} in either the Shooting or Fight phase. Their WS and BS improve by +1 for the phase. Notably, it modifies your characteristic, not the roll, so it will stack with stuff like Prescience and the like. A Forgefiend can now carry its own weight as long as it keeps eating those, and a Tendril Maulerfiend can do some serious punching. Also guarantees that your Kytan will fuck up whatever it charges. Costs 2 CP for {{W40kKeyword|TITANIC}} models.&lt;br /&gt;
*&#039;&#039;&#039;Death to the False Emperor! (1 CP)&#039;&#039;&#039;: Your {{W40kKeyword|TRAITORIS ASTARTES}} units can re-roll to hit enemy {{W40kKeyword|adeptus astartes}} or {{W40kKeyword|santic astartes}} unit in melee. Especially needed if you&#039;re carrying along something that can breach through AOC.&lt;br /&gt;
*&#039;&#039;&#039;Fury of Khorne (1 CP)&#039;&#039;&#039;: During the Fight phase, one {{W40kKeyword|KHORNE TRAITORIS ASTARTES}} unit will auto-wound on 6s to hit. It&#039;s a very clear step down from what last year gave you, but it&#039;s now much cheaper. Just remember, when LTGB activates, you only get one autowound, and you still need to roll to wound for that bonus hit. &lt;br /&gt;
*&#039;&#039;&#039;Grandfather&#039;s Blessings (1/2 CP)&#039;&#039;&#039;: Whenever a {{W40kKeyword|NURGLE TRAITORIS ASTARTES}} unit is attacked, they cannot be wounded on anything better than a 4+ (it interacts weirdly with the Mark itself - it discards &#039;&#039;unmodified&#039;&#039; rolls while the mark &#039;&#039;modifies&#039;&#039; them conditionally, so pay attention). This goes quite a way in making them tankier, especially if you hit one of the strike zones where your mark would take effect. Costs 2 CP for a unit with over 5 models, which is a bargain on Helbrutes and Termies.&lt;br /&gt;
*&#039;&#039;&#039;Hatred Eternal (2 CP)&#039;&#039;&#039;: At the end of a shooting or assault phase, one unit of Legionaries (that being the base CSM, no cult marines, no chosen, just the troops) can shoot or fight again. Ohhh, expect to abuse this with abandon.&lt;br /&gt;
*&#039;&#039;&#039;Murderous Perfection (1 CP)&#039;&#039;&#039;: Whenever a {{W40kKeyword|SLAANESH TRAITORIS ASTARTES}} unit fights or shoots, you can make one hit, wound or damage roll automatically count as a 6. Save it for power fists or a Dd6 gun that can potentially finish off a tank. Mark of Slaanesh is still legit on Havocs it seems.&lt;br /&gt;
*&#039;&#039;&#039;Veterans of the Long War (2 CP)&#039;&#039;&#039;: Select a {{W40kKeyword|TRAITORIS ASTARTES INFANTRY/biker}} unit when it&#039;s selected to attack in the Shooting or Fight phase. They add 1 to all their wound rolls &#039;&#039;for the rest of the phase&#039;&#039;, meaning that this will also stack on bonus hits from LtGB. &lt;br /&gt;
**Hilarious on a unit of flamer Chosen, but this makes melta squads much more reliable against T8 targets, too.&lt;br /&gt;
**Do not underestimate using this stratagem with mass bolters (and/or sonic blasters), especially against toughness 7 models. Having an S4 weapon wound a Predator on a 4+ is no small thing. And let&#039;s not even talk about how utterly hideous this gets when paired with Khorne Berzerkers. Remember that this works until the end of the &#039;&#039;phase&#039;&#039; so it works with Hatred Eternal, but you&#039;re also spending 4 CP on Troops, so you&#039;d better make it worth it. &lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Chosen (1 CP)&#039;&#039;&#039;: Select one unit of Chosen or Terminators during the shooting or fight phase. This unit adds +1 to hit for the rest of the phase. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blasphemous Machines (1/2 CP)&#039;&#039;&#039;: Pick one {{W40kKeyword|traitoris astartes machine spirit}} or {{W40kKeyword|traitoris astartes daemon engine}} with 10+ wounds during the Command phase. This unit will now count as having max wounds for the sake of any damage tracks, making it very handy for a kamikaze run for Maulerfiends, Helstalkers and Land Raiders. Costs 2 CP for {{W40kKeyword|titanic}} models.&lt;br /&gt;
**While {{W40kKeyword|daemon engines}} are everywhere, {{W40kKeyword|machine spirit}} units are quite rare. In fact, only the vanilla Raider has it, from the looks of it. It might very well (and really should) change in the future, but we&#039;ll see.&lt;br /&gt;
*&#039;&#039;&#039;Fell Prayers (2 CP)&#039;&#039;&#039;: One priest who didn&#039;t pray that turn can automatically make a prayer without needing to roll. Very useful for a dark apostle emerging from their transport.&lt;br /&gt;
*&#039;&#039;&#039;Fire Frenzy (1 CP)&#039;&#039;&#039;: Use on an unengaged Helbrute unit that was hit during an opponent&#039;s shooting phase, regardless of whether or not it lost wounds. It may fire all its weapons but can only target the nearest visible enemy unit or the unit who hit it. Very nice when that tank in front of your multimelta/missile launcher &#039;brute really needs to die and can be cheesed to total a transport if your enemy tries to kill it before the transport could unload.&lt;br /&gt;
*&#039;&#039;&#039;The Great Sorcerer (1 CP)&#039;&#039;&#039;: Use at the end of your Psychic phase; a {{W40kKeyword|TZEENTCH TRAITORIS ASTARTES PSYKER}} can attempt to manifest one additional power or commit a psychic action after casting.  Due to you normally knowing as many non-Smite powers as you can cast, this usually amounts to an extra Smite.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aspiring Lord (1 CP)&#039;&#039;&#039;: Mandatory &amp;quot;Bonus WT on new character&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Chaos (1 CP)&#039;&#039;&#039;: Mandatory &amp;quot;Bonus Relic&amp;quot; strat, but you can give a marked character a second relic - as long as it isn&#039;t a daemon weapon and one of the relics replaces a weapon. This doesn&#039;t require you to only pick from the universal relics RAW, which can seriously ease your issues with decisions, especially for marked characters.&lt;br /&gt;
*&#039;&#039;&#039;Trophies of the Long War (1 CP)&#039;&#039;&#039;: Gives a sergeant a relic, and you&#039;ve got a &#039;&#039;&#039;&#039;&#039;FUCK TON&#039;&#039;&#039;&#039;&#039; of relics to pick from, ranging from the various warbands and legions...&lt;br /&gt;
**Hyper-Growth Bolts, Maelstrom&#039;s Bite, Ashen Axe, the Armour Diabolus, Viper&#039;s Spite, Icon of the Hydra Cult, Distortion, Armour of Abhorrence, Talons of the Night Terror, Claw of the Stygian Count, Spitespitter, Axe of the Forgemaster, Loyalty&#039;s Reward, Trophies of Slaughter, Black Mace, Warp&#039;s Malice, Blade of the Relentless, &#039;&#039;&#039;Black Rune of Damnation&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Contempt over Caution (1/2 CP)&#039;&#039;&#039;: Select one Legion CORE unit in the shooting phase, until the end of the phase, that unit can do a Valhalla and shoot at enemies engaged in combat, so long as all the friendlies in engagement range are part of your LEGION. Every hit roll of 1, and you can&#039;t reroll any of your rolls, is resolved on your models. It costs 1CP if the enemy is engaged with Cultists, 2 CP if they&#039;re engaged with anything else.&lt;br /&gt;
**Ironically, there won&#039;t be any friendly fire if you use flamers. &lt;br /&gt;
*&#039;&#039;&#039;Excessive Cruelty (2 CP)&#039;&#039;&#039;: Whenever an enemy falls back from fighting a {{W40kKeyword|SLAANESH TRAITORIS ASTARTES}} unit, you can either consolidate that unit 3&amp;quot; or shoot the runners, allowing them to continue their carnage after breaking a unit.&lt;br /&gt;
*&#039;&#039;&#039;Unending Destruction (2 CP)&#039;&#039;&#039;: Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|TRAITORIS ASTARTES INFANTRY}} unit from your army (excluding CULTISTS units) that is performing an action. That unit can shoot this phase without that action failing.&lt;br /&gt;
*&#039;&#039;&#039;Ritual offerings(1 CP)&#039;&#039;&#039;: If you kill something with Cultists, they automatically pass Morale Tests and add 1 to their hit roll.&lt;br /&gt;
**Is it really worth it to spend 1 CP to give you better Cultists? The only point to it is that it&#039;s actually possible to have &#039;&#039;too much CP&#039;&#039; due to Nephilim capping CP at 6 and giving you a CP every player&#039;s Command Phase, but there&#039;s still better options.&lt;br /&gt;
*&#039;&#039;&#039;Scorn of Sorcery(1 CP)&#039;&#039;&#039;: Use this Stratagem in your opponent’s Psychic phase, after a Psychic test is passed for an enemy PSYKER unit and after any Deny the Witch test is taken. If that enemy PSYKER unit is within 24&amp;quot; of any {{W40kKeyword|TRAITORIS ASTARTES KHORNE}} units from your army, roll one D6: on a 4+, that psychic power is denied.&lt;br /&gt;
**The FUCK [[Thousand Sons|NERDS]] stratagem. Save it for when they try to do Psychic Actions for VP, since they won&#039;t be able to do it again until their next turn (and then you get to do it again). If anyone is dumb enough to take Warp Ritual, any Psyker within 6&amp;quot; of the center will probably be in range of this.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Flies(3/2 CP)&#039;&#039;&#039;: Use this Stratagem at the start of your opponent’s Shooting phase. Select one {{W40kKeyword|TRAITORIS ASTARTES NURGLE}} unit from your army. Until the end of the phase, each time an enemy model shoots, if that NURGLE unit is not the closest eligible target or within 12&amp;quot; of that model, then until that shooting is resolved, that model cannot target that NURGLE unit. If that NURGLE unit has the MONSTER, VEHICLE, TERMINATOR or BIKER keyword, this Stratagem costs 3CP; otherwise, it costs 2CP.&lt;br /&gt;
**Abuse the shit out of this by putting it on someone on an objective.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Phenomena (1 CP)&#039;&#039;&#039;:Use this Stratagem at the start of the Morale phase. Select one enemy unit within 12&amp;quot; of a {{W40kKeyword|TRAITORIS ASTARTES CHAOS UNDIVIDED}} unit from your army. Until the end of the phase:&lt;br /&gt;
**Your opponent cannot select that unit for the Insane Bravery Stratagem, and cannot use any rule that would allow them to re-roll a Morale test for that unit.&lt;br /&gt;
**If that unit fails a Morale test, any action it is performing immediately fails.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Devastation (1 CP)&#039;&#039;&#039;: Use this Stratagem in your Movement phase, when a {{W40kKeyword|TRAITORIS ASTARTES INFANTRY}} unit (excluding CULTISTS units) from your army makes a Normal Move or Advances. Until the end of your Shooting phase, provided that unit does not move again, it is considered to have Remained Stationary.&lt;br /&gt;
*&#039;&#039;&#039;Tide of Traitors (1 CP)&#039;&#039;&#039;: Use this Stratagem in your Command phase. Select one {{W40kKeyword|CULTISTS MOB}} unit from your army that is either within 6&amp;quot; of a battlefield edge or within 6&amp;quot; of your deployment zone. Up to D3+3 destroyed models can be added back to that unit. These returned models cannot be set up within Engagement Range of any enemy units, unless those enemy units are already within Engagement Range of that {{W40kKeyword|CULTISTS MOB}} unit. You can spam it now if you really want that blob to hold, although it is very unlikely the usual minsquad of objective-humpers will survive contact with any kind of firepower.&lt;br /&gt;
*&#039;&#039;&#039;Vicious Descent (1 CP)&#039;&#039;&#039;: When a {{W40kKeyword|JUMP PACK TRAITORIS ASTARTES}} (Read: Raptors and Warp Talons) charge, roll an additional d6 for each model in that squad that enters engagement range. Every roll that exceeds the target&#039;s Toughness scores a mortal wound. This gives you a good opening salvo against the damned 2W loyalists and can add even further to breaking a GEQ squad.&lt;br /&gt;
*&#039;&#039;&#039;Warp-Born Foresight (2 CP)&#039;&#039;&#039;: When an enemy arrives as reinforcements within 12&amp;quot; of a a {{W40kKeyword|TZEENTCH TRAITORIS ASTARTES}} unit, this unit can immediately shoot these interlopers, allowing you to foil deep-strike heavy armies.&lt;br /&gt;
*&#039;&#039;&#039;Winds of the Warp (1 CP)&#039;&#039;&#039;: One {{W40kKeyword|TRAITORIS ASTARTES BIKERS/JUMP PACK}} unit that either advanced or deep-striked in is -1 to shoot. Hit penalizers are always welcome, especially on units who like to drop into Rapid Fire range. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Daemon Shells (1 CP)&#039;&#039;&#039;: When a {{W40kKeyword|TRAITORIS ASTARTES}} unit fires their bolt weapons, they improve their range by +6&amp;quot; and improve their AP by 1. Heavy Bolters become capable of actually breaching marine armor. Literally only worth it on Tzeentch Icon Bearers, because now you&#039;ve got 30&amp;quot; AP2 bolters. &#039;&#039;Turns out Daemons can make you just as effective as Cawl&#039;s toys&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infernal Engine (1/2 CP)&#039;&#039;&#039;: When an enemy shoots at one of your {{W40kKeyword|DAEMON ENGINE}} units, all incoming damage is reduced by 1. Costs 2 CP for {{W40kKeyword|TITANIC}} models. For extra fun, pop it on stuff that is already -1 to-hit, like Heldrakes and Smoking Defilers.&lt;br /&gt;
*&#039;&#039;&#039;Skyshrike Missile (1 CP)&#039;&#039;&#039;: When a {{W40Kkeyword|Traitoris Astartes Infantry}} &#039;&#039;&#039;&#039;&#039;model&#039;&#039;&#039;&#039;&#039; shoots a missile launcher at an enemy {{W40Kkeyword|AIRCRAFT}} unit, make a single hit roll with +1 to hit. If you hit, do 2d3 mortal wounds instead of rolling to wound. Really useful in case the opponent is packing Flyers, with jetpacks of all kinds no longer counting.&lt;br /&gt;
**&#039;&#039;&#039;Important Note!:&#039;&#039;&#039; This only affects a specific &#039;&#039;&#039;&#039;&#039;model&#039;&#039;&#039;&#039;&#039;, not the entire unit! So, while at first glance it might seem like an incentive to take Havocs with 4 Missile Launchers, you can only apply this to one of them. That isn&#039;t to say this stratagem is bad, far from it - just that you&#039;ll get just as much out of it by taking 1-2 Missile Launchers on your normal Chaos Marines as you would by taking 4 with Havocs.&lt;br /&gt;
*&#039;&#039;&#039;Smokescreen (1 CP)&#039;&#039;&#039;: Unit with {{W40kKeyword|Smokescreen}} can become -1 to-hit in the shooting phase. Notably, Defilers still have smoke launchers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
Try to prioritize secondaries you &#039;&#039;know&#039;&#039; you can get before secondaries you &#039;&#039;might&#039;&#039; get and always be aware of what you&#039;re up against while choosing between all of them. Note that the various legions and warbands also have their own special objective as well.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Assassinate&#039;&#039;: Highly dependent on the list you&#039;re running. Psychic heavy armies have an easier time with this given their ability to spam Infernal Gaze (for targeted mortals), and an Alpha Legion character with the Warp&#039;s Malice and Headhunter wlt should be able to pretty reliably score this one. The issue is, somewhat obviously, that good screening can more or less make this impossible.&lt;br /&gt;
*&#039;&#039;Bring it Down&#039;&#039;: If you&#039;ve got plenty of anti-armor/monster this isn&#039;t a terrible take. The only caveat is if you&#039;re up against a horde of infantry this will be worth maybe 3-5 points, at &#039;&#039;best&#039;&#039;.&lt;br /&gt;
*&#039;&#039;Rise to Glory &amp;lt;sup&amp;gt;CSM Exclusive&amp;lt;/sup&amp;gt;&#039;&#039;: At the end of the battle round, score 2 victory points for each CHARACTER, MONSTER or VEHICLE model destroyed that battle round by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army. If such a destroyed model had a Wounds characteristic of 10-19, score 1 additional victory point for destroying that model, or 2 additional victory points for destroying that model if it had a Wounds characteristic of 20 or more or it was the enemy WARLORD. You can score a maximum of 5 victory points per battle round from this secondary objective.&lt;br /&gt;
**Each time a CHARACTER, MONSTER or VEHICLE model is destroyed by a melee attack made by a TRAITORIS ASTARTES CHARACTER model from your army, roll 2D6. If the result is less than the Wounds characteristic of the destroyed model, gain 1 Command point at the end of the phase.&lt;br /&gt;
**Situational, because it requires that they were destroyed in melee, and by a Character. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Abhor the Witch&#039;&#039;: A Khorne army will take this no question, but it can be built towards with any legions with a little forethought. Not wildly recommended as the CSM psychic is generally very strong.&lt;br /&gt;
*&#039;&#039;Psychic Interrogation&#039;&#039;: Score 3 points each time you pass a WC4 action within 24&amp;quot; of an enemy character. This is easy points against someone with weak psychic defenses like Tau or Necrons, especially with the decent range of the action. With the Great Sorceror stratagem, you won&#039;t even miss out on casts!&lt;br /&gt;
*&#039;&#039;Psychic Ritual&#039;&#039;: Can be tricky, as you need to A) keep your psyker alive in the center and B) you need to keep the enemy out of the center for a majority of the game. Not impossible, especially against more ranged armies, but very difficult against close range armies since they&#039;ll be coming at you and naturally taking up space in the center.&lt;br /&gt;
*&#039;&#039;Pierce the Veil&#039;&#039;: Complete a psychic action 2 times for 8 points or 4 times for 15 points if you can get within 6&amp;quot; of your opponent&#039;s battlefield edge and more than 6&amp;quot; away from any of their units. It&#039;s fine. A terminator sorcerer with some termy friends can drop down in the back line and start piercing that veil while weathering the inevitable storm of bullets coming at them on your opponent&#039;s next turn. Consider marking the terminators with Tzeentch and giving them Weavers for a 4++ to really squeeze out as much durability from them as you can. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;No Prisoners&#039;&#039;: Maybe against Necrons since you can farm points off of the reanimation rolls, but otherwise The Long War is just better.&lt;br /&gt;
*&#039;&#039;Grind Them Down&#039;&#039;: Kill more of them than they kill of you. This one is (in this anon&#039;s humble opinion) an absolute trap. You&#039;d think it&#039;d be as simple as hitting them hard and fast and trying to outlast them based on just having more value on the table, but we&#039;re such a glass cannon army that keeping our guys alive through the battle round only really happens if you&#039;re hiding out of LOS or your dice are rolling hot. Just take The Long War.&lt;br /&gt;
*&#039;&#039;The Long War&amp;lt;sup&amp;gt;Codex&amp;lt;/sup&amp;gt;&#039;&#039;: You get 1 point for wiping a unit off of an objective or 2 points for taking an objective away from an opposing unit to a max of 3 per turn. This should be a go to pick against anything that isn&#039;t Knight shaped and even then it still isn&#039;t &#039;&#039;bad&#039;&#039;. If you&#039;re playing the objectives like you&#039;re supposed to, you&#039;ll be getting points from this and there&#039;s nothing your opponent can do about it. Unless they opt to stay off the objectives, but if that&#039;s happening you pretty much just win anyway. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Engage on All Fronts&#039;&#039;: Usually an auto-take, since you&#039;ll typically get some points just by virtue of playing the game. If you take Retrieve Nephilim Data, you&#039;ll take this too. &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Raise the Banners High&#039;&#039;: Has proven to be fairly efficient even with less horde options available. With Nephilim, this has gotten much better by giving double points in the final round. Even just holding two objectives over the course of the game is 12/15 points, good amount for relatively little effort.&lt;br /&gt;
*&#039;&#039;Investigate Sites&#039;&#039;:  It&#039;s fine. Keeping someone out of the center of the battlefield is simple enough and raptors/warp talons can get up there very handily. The issues arise when something tougher than you starts trying to deny the points. Anything dreadnought shaped, custodes, rival death guard, most hordes, most things in 9th to be honest. Huh.&lt;br /&gt;
*&#039;&#039;Retrieve Nephilim Data (Nephilim 2022)&#039;&#039;: One Infantry/Biker can attempt this action &#039;&#039;if&#039;&#039; they are 6&amp;quot; away from another table &#039;&#039;&#039;quarter&#039;&#039;&#039;; the unit rolls a D6, and if they roll equal or less the models in the unit (subtracting 1 from the roll if they&#039;re TROOPS), than the action succeeds. 4 points if done in 2 quarters, 8 points if done in 3, and 12 for the full battlefield. &lt;br /&gt;
**Was previously the go-to along with domination, but a bit trickier now that you need to be 6&amp;quot; away from another quarter, so right in the middle of each quarter. &lt;br /&gt;
*&#039;&#039;For the Dark Gods&#039;&#039;&amp;lt;sup&amp;gt;CSM exclusive&amp;lt;/sup&amp;gt;: An Infantry/Biker unit from your army can attempt this action if they are within 3&amp;quot; of the center of the board and within a table quarter that hasn&#039;t been previously dedicated to a Chaos God. The action is completed at the end of the turn if the unit has ObSec, otherwise, it completes at the start of your next Command Phase. &lt;br /&gt;
**A marked unit dedicates to their God, otherwise you can choose who you want to dedicate to. All marked units gain +2 LD when they&#039;re in a table quarter dedicated to their God.&lt;br /&gt;
**2 VP for 1 dedicated quarter, 5 VP for 2, 9 VP for 3, and 14 for all quarters. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Cogs of the Vashtorr====&lt;br /&gt;
&lt;br /&gt;
Mercifully released before Arks of Omen: Vashtorr, [https://www.warhammer-community.com/wp-content/uploads/2023/03/GxkHULB4dteaJ6sb.pdf this is] an AoO that works to the advantage of the daemonsmith&#039;s predilection for daemon engines. This does unfortunately mean that you are losing out on any benefits to your troops (except when using flamers), so do not neglect them.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Sit down, there are a &#039;&#039;lot&#039;&#039; of them.&lt;br /&gt;
** [https://www.warhammer-community.com/wp-content/uploads/2023/03/TyE0h2RTzCLPhZte.pdf Vashtorr] must be your warlord with no exception.&lt;br /&gt;
**You cannot take any daemon princes or named characters. Sad, since this guy&#039;s Abaddon&#039;s new business partner.&lt;br /&gt;
**You are also forbidden from taking the Cult Marines.&lt;br /&gt;
**&#039;&#039;Technoinfernal Foci:&#039;&#039; All {{W40kKeyword|Daemon Engines}} count as having all Wanton acts active. ALL THE TIME. Holy fuck yes.&lt;br /&gt;
***As the drawback, your other squads lose out on this rule, which seriously limits their potential, especially since they also lose out on the Legion options.&lt;br /&gt;
***Reminder:  Wanton bonuses do not stack with each other. If you shoot with an assault weapon and get a 6, Wanton Massacre and Wanton Slaughter do not combine to give you 2 additional rolls to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Talisman of the Forge:&#039;&#039;&#039; Each command phase, pick one {{W40kKeyword|Daemon Engine}} within 9&amp;quot; of the bearer. This unit gains a 5+ FNP save.&lt;br /&gt;
***Combine with Infernal Engine to reduce damage by 1 when you absolutely can&#039;t let something die, or if you want them to target something else.&lt;br /&gt;
**&#039;&#039;&#039;Helm of the Cyberphage:&#039;&#039;&#039; Grants a 6&amp;quot; bubble that makes the attacks of any {{W40kKeyword|Daemon Engines}} against enemy {{W40kKeyword|Vehicles}} improve their AP by 1. Works a lot better for your Warpsmiths and Sorcerers, who normally can sit backfield anyways.&lt;br /&gt;
**&#039;&#039;&#039;The Spite-Iron Goad:&#039;&#039;&#039; Each command phase, pick one {{W40kKeyword|Daemon Engine}} within 9&amp;quot; of the bearer. This unit can shoot and charge after falling back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Force Surge (1 CP):&#039;&#039;&#039; When a non-{{W40kKeyword|Titanic Daemon Engine}} shoots, any randomized shots is considered to have rolled their maximum. Blast weapons already get a bonus against Hordes, but this can help a Plasmafiend make the most of its shots against Vehicles or MSU TEQs.&lt;br /&gt;
**&#039;&#039;&#039;Master&#039;s Guidance (2 CP):&#039;&#039;&#039; During the shooting or fighting phase, Vashtorr gains a new 6&amp;quot; bubble that lets friendly {{W40kKeyword|Daemon Engines}} re-roll to hit. Absolutely needed since you&#039;re working with the daemon engines. Leave the troops to a Chaos Lord. Note: The Army of Renown does not say that you need to miss to use the re-roll, so if you get a hit but fall short of 6 and you are feeling greedy, go ahead and see if you can get that exploding die.&lt;br /&gt;
**&#039;&#039;&#039;Cogitated Fates (1 CP):&#039;&#039;&#039; One unit ignores cover when they shoot. Awesome.&lt;br /&gt;
**&#039;&#039;&#039;Glitchcurse (1 CP):&#039;&#039;&#039; When one enemy unit within 18&amp;quot; of Vashtorr finishes shooting, any attacks that target a {{W40kKeyword|Traitoris Astartes}} within 6&amp;quot; of him unit must roll a d6; on a 2+ the enemy deals d3 MWs and a 6 deals a flat 3 MW.&lt;br /&gt;
**&#039;&#039;&#039;Cakospark Prattle (1 CP):&#039;&#039;&#039; When your enemy uses a stratagem that isn&#039;t Command Re-Roll while Vashtorr is on the field, you can pull this once per game to force any future uses of that stratagem to cost an additional CP. Has its uses if you manage to pick the most important of strats.&lt;br /&gt;
**&#039;&#039;&#039;Foul Alterations (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Daemon Engine}} unit advances, they can still shoot and charge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strategies:&#039;&#039;&#039;&lt;br /&gt;
Regarding non-daemon engine Let the Galaxy Burn: You still get the benefit with flamers. Additionally, since you don’t even roll to hit on flamers, you would be missing out on the benefit of Wanton with flamers anyways. As such, might be a good idea to equip a unit of legionairies with flamers if you want something actually having Obsec. Cultists also didn’t have Let the Galaxy Burn anyways, so you aren’t loosing out of them not having Wanton acts. Having non-cultist non-daemon engine units without flamers is also something you can choose to put up with. Of course, even with those considerations, those points maybe could have been spent on daemon engines with Technoinfernal Foci instead. Additionally having infantry gives your opponents something to do with their anti-infantry weapons (That said, having a Master of Possession might be a good idea, after all he can buff your daemon engines, punishes enemy psykers, and be protected from most ranged weapons via Look Out, Sir).&lt;br /&gt;
&lt;br /&gt;
Regarding secondary objectives: If I am reading things right, then with RAW, you can select the secondary objective of a legion of your choice. Of course even if both you and your opponent agree to allowing you to have a legion specific secondary objective (Or are willing to try and win a roll off), that doesn’t necessarily mean you should pick a legion secondary objective. Aside from Night Lords, Emperor’s Children, and Creations of Bile, all legion secondary objectives are centered around you to have infantry (and/or Bikers).&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Lord]]&#039;&#039;&#039;: Your vanilla leader. Lots of customization and a solid statline. Can be very cheap &amp;amp; effective considering what he can do, but is somewhat outclassed due to being unspecialised outside of being a beatstick. This guy is useful as a secondary HQ for his aura, which lets you re-roll every 1 to hit in a 6&amp;quot; bubble for friendly {{Template:W40kKeyword|&amp;lt;LEGION&amp;gt; CORE}} units. You can keep this guy around Chosen/Havocs or even Helbrutes to make use of his aura. Also a fantastic beatstick, with a whopping 6 attacks, the most on a standard character in the whole game, and a selection of excellent melee weapons and relics.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos Lord&amp;quot;&amp;gt;&lt;br /&gt;
Honestly, kinda obsolete compared to his terminator brothers.&lt;br /&gt;
At the very least, you get to pick up some different weapons. By default, you get a Thunder hammer, the only one in the damn book, for some serious smashing power, but this makes him cost as much as his termie brother. They only get their stock Plasma pistol or a Bolt pistol for guns. Can dual wield Power fists if you want to make a silly beatstick with the Slaanesh Daemon weapon; is otherwise only really useful if kept super cheap because you can&#039;t afford termie armour. All his gear with the exception of the Thunder Hammer is free now.&lt;br /&gt;
*&#039;&#039;&#039;Legends&#039;&#039;&#039; not only allows you to reclaim your combi-weapon, but also restores access to your Jump pack. This kinda bites because not everyone will accept Legends, crippling your availability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos Terminator Lord&amp;quot;&amp;gt;&lt;br /&gt;
This is your heavy-duty Chaos Lord, the one you will want if you&#039;re bringing a lord. 7W and a 2+/4++ makes him tanky, but pick your targets. For weapon upgrades you get your choice of Combi-gun (or a Lightning claw), and in the other hand a Power weapon, fist, claw or stock Exalted (D2) Power axe. He is the only dude in the book who still kept his Lightning claws, if you&#039;re a fan of those. Take a Combi-melta for big game, and whatever relic melee weapon of your choice. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos Lord on Bike (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Tough and fast. The extra wound and toughness are nice, and the Sigil grants him decent protection. Throw him alongside some fellow bikers if you really want to make it hurt.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos Lord on Daemonic Mounts (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Before we get into these, &#039;&#039;&#039;all of these options are Legends, and are thus unsupported by new codices&#039;&#039;&#039;. Though they all have the DAEMON keyword, they lack the new DAEMONKIN keyword that the new CSM buffs rely on.  It also means that when the Daemon codex comes out, they&#039;re likely &#039;&#039;not&#039;&#039; going to have the cross-faction synergy that they got you in 8E. &lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord on Juggernaut (Legends)&#039;&#039;&#039;: Slow for a mounted Chaos Lord, with only 8&amp;quot; movement, but you&#039;re trading off speed for punch. Has the same stats as the Chaos Lord on Bike but with S5, and the Juggernaut itself has 3 attacks at S5 (+2 on the charge) and AP-1 with its bladed horn. Solidly killy and one of the best to go for if you plan an assault-heavy army, after all, S5 means S10 powerfist swings. He can also do decent damage with dual claws, and Flames of Spite. Re-rolls to hit and wound while getting extra mortal wounds on UMWR of 6, even for the 3 mount attacks. Statistically, he kills most HQs in a single activation. They can no longer take Thunder Hammers per the newest BIG FAQ (AKA BIG FAQYOU).&lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord on Disc (Legends)&#039;&#039;&#039;: The only mount that does not boost the statline of the Chaos Lord, instead you get 12&amp;quot; movement and the {{W40kKeyword|fly}} keyword, as well as a weak single attack from the mount itself. There&#039;s nothing he can do that a Chaos Lord with a Jump Pack can&#039;t, aside from [[FAIL|getting killed easier by Grey Knights]]. &lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord on Palanquin (Legends)&#039;&#039;&#039;: The slowest of the Chaos Lords. You&#039;ll go at par with the Terminator Lords, with the big difference being you can&#039;t teleport onto the field. T5 and 6 wounds, like the Bike Lord, and some negligible extra attacks from the Nurglings. Fairly cheap, which makes him a decently tough lynchpin for a gunline, as he can buff the Plague Marines while intercepting any melee threats.&lt;br /&gt;
**&#039;&#039;&#039;Chaos Lord on Steed of Slaanesh (Legends)&#039;&#039;&#039;: The (in)famous Chaos Lord on Steed of Slaanesh has lost all his tactical advantages in the new edition, but he&#039;s still pretty good. 12&amp;quot; movement and he can re-roll to charge. He gets the extra wound of the bike but not the Toughness improvement; he gets an extra attack instead. Consider giving this guy a Combi-Flamer, so he can advance and shoot without penalties. Give him some brutal melee weapons to take advantage of the extra attack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Dark Apostle]]&#039;&#039;&#039;: The generic buffer of choice. Although his stats and gear are nothing to write home about, he has a variety of abilities that are a great force multiplier. Demagogue helps with the Ld issues cultists have to worry about, while Prayers can offer significant buffs, but only to {{W40kKeyword|cores}} and {{W40kKeyword|characters}}. His God-Prayers now affect others instead of only himself. Nowadays, he&#039;s best used as a lynchpin for a Core squad of objective-holders defensively or even footslog with them across the board. If you&#039;re playing Word Bearers he can do both with a relic.&lt;br /&gt;
**He is now hoisted with his two cultist caddies by default, which cements him as a defensive anchor - you can&#039;t just shove him in a transport with your assault squad anymore. And he has no delivery vectors on his own, unlike loyalist Chaplains.&lt;br /&gt;
*&#039;&#039;&#039;[[Dark Commune]]:&#039;&#039;&#039; The new Cultist HQ, here to &amp;lt;s&amp;gt;cosplay as [[Nazgûl]]&amp;lt;/s&amp;gt; act as a “utility” HQ. While remaining just as squishy as cultists and with lacking strength, their main use is being a consolidated Priest, Psyker and buffer, with a 6&amp;quot; bubble that not only gives cultists a crappy Leadership buff but also a re-roll on 1s to hit. Absolutely costly for such flimsy heroes? Fuck Yes. It&#039;s also able to carry out multiple roles at a higher cost than a Dark Apostle or Sorcerer without the usefulness. Their selection of prayers and spells is half of what a typical model has, and can’t be a Warlord if you have a single &amp;lt;Heretic Astartes&amp;gt; character. You’re better off getting an Apostle if you want to have any good prayers or Sorcerers for spellcasting. If you want prayers get an apostle, if you want spells get a balefire tome. &lt;br /&gt;
*&#039;&#039;&#039;[[Daemon Prince]]&#039;&#039;&#039;: The literal melee monster HQ. Will absolutely smash anything it gets into combat with. 8 wounds means he still benefits from &amp;quot;Look out, Sir!&amp;quot;, so plan accordingly. It&#039;s almost always the correct choice to buy him wings, given he has no other delivery vectors, and a DP not in melee is 145 pts of relatively dead weight; you will also have to either get him a flying goon squad or Warptime. You have to shell out for a Mark of Chaos, which alters the DP&#039;s statblock - Khorne DPs gain +1 S and A, while the others become Psykers, giving them access to a big toolbox of pretty scary spells. Sadly, you only get to cast one spell per turn now, so make your choice count.&lt;br /&gt;
**Note on Daemon Weapons:  DPs with their D3 pokers are the best wielders of Daemon Weapons, so bear in mind that if you strap one onto your DP, each time you fight you have a 1/12 chance of the weapon getting uppity. You are a demon hitting people on the head with another demon.&lt;br /&gt;
**Mark of Khorne:  You become S8 base and S9 when charging/charged/intervening, as well as A7, which means you&#039;re just here to zip forward and smash things, so pack your wings and a sword to guarantee you can get into melee on your own terms. Khorne&#039;s Daemon Weapon is pretty damn ok on a Hellforged Sword, but look at the other gods before making a choice like that - Khorne&#039;s big thing is dealing a lot of damage, but the other gods have their own tempting options.&lt;br /&gt;
**Mark of Tzeentch:  Offers you limited protection against artillery, although you&#039;re not here to get shot with artillery. Your mandatory psychic power ups your own shitty melee invuln to 4++; or you can hand it out to your goonsquad, which is usually more value. And it is hard to cast too. Tzeentch Daemon Weapon does work very well on a Hellforged Sword given its AP, but you could just take and cast Death Hex instead.&lt;br /&gt;
**Mark of Nurgle:  Those rare S6 and S12+ weapons suffer -1 to wound you, which is meh, and your mandatory power is -1 to be hit, which is very nice provided the enemy isn&#039;t already suffering -1 to hit and isn&#039;t immune to modifiers (like when firing Overwatch). And then there&#039;s the gem, Nurgle&#039;s Daemon Weapon, which is the best in the codex, automatically wounding on hit and denying all wound denial, slapped on a guy rocking six attacks with AP-3 and D3. Take Death Hex, cast it, and enjoy ruining the day of those named assholes who thought they can&#039;t take more than X Wounds per phase. Wipe the floor with Nightbringer. Challenge Girlyman to a cage match. Tip over a Knight. Poke your head in a Bastion like it&#039;s The Shining. Daemonically humiliate any other HQ in the game. Have all the fun, take the cake and eat it too, just make sure you charge them first, or they will tear you seven new assholes.&lt;br /&gt;
**Mark of Slaanesh:  ASF, and your mandatory power is a 5+++, which you can also hand out to anyone nearby, and it is the easiest to cast. FnP is the most reliable of the mandatory powers and works on all sorts of things, like the MWs from a Daemon Weapon getting uppity. You can put Slaanesh&#039;s Daemon Weapon on a Sword DP for an acceptable, if largely wasted, blender (or just go Khorne, you know), or grab the Intoxicating Elixir and another relic weapon to be a denying asshole.&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Champion]]&#039;&#039;&#039;: Hey, remember that one guy who was an auto-pick for any melee list with his &#039;Shred Everything&#039; aura and &#039;I Hate Characters&#039; passive? Well, forget him, he&#039;s dead and gone now. In his boots is a gimped Marine Lieutenant with no options. And I mean &#039;&#039;none&#039;&#039;. Ironically he&#039;s the only non-termie HQ who still has a Combi-melta (or any Combi-gun really), so there&#039;s that... He also packs a D2 Power Axe for all that&#039;s worth against Loyalists... Oh, and he costs like a Lord but has no Invuln nor options. Solid design, Robin.&lt;br /&gt;
**The absolute worst part is that despite this gear limitation, [[FAIL|the model is no longer sold in their official stores; making the rule changes pointless.]]&lt;br /&gt;
**Legends does implement all the missing combat options, including Lightning claws and Cypher-style twin-pistols. You are still crap though.&lt;br /&gt;
*&#039;&#039;&#039;[[Lord Discordant]]&#039;&#039;&#039;: Hands (and Mechatendrils) down the biggest rapetrain in the codex, the Disco lord is nothing but hype, and though they reigned in his (frankly absurd) amount of abilities and weapons from 8E, all of it was a net benefit to the Disco Lord. Also, even though he&#039;s a &amp;quot;Lord&amp;quot;, you can take more than one Disco Lord in a detachment. &lt;br /&gt;
**9W is a massive upgrade because he can now benefit from character protection. 6A base with his chain glaive S+2(6) ap3 D2 and +1 to wound on the charge, plus 4 more mount attacks S6 (not user, just flat six) AP2 D2, and finally his tentacles for 4 S4 AP0 D1 attacks. All of these attacks are improved by the Technovirus injector, which makes any melee attacks against Vehicles +1 Dam. Built right, he can fuck a Knight really badly, and some builds will let him survive the counterattack.&lt;br /&gt;
**He&#039;s still got the Baleflamer, which you&#039;ll always take over the autocannon. He also still has the magmacutter, but you&#039;ll always want the injector.&lt;br /&gt;
**In your Command phase, he can corrupt machine spirits within 9&amp;quot;, and can do it twice if he&#039;s killed a vehicle in this game:&lt;br /&gt;
***If it corrupts an enemy model, roll a number of D6 equal to the Wounds characteristic of that model: for each 6, that model&#039;s unit suffers 1 mortal wound (to a maximum of 6 mortal wounds).&lt;br /&gt;
***If it corrupts a friendly model, until the start of your next Command phase, each time that model makes a melee attack, add 1 to that attack&#039;s hit roll.&lt;br /&gt;
**Builds:&lt;br /&gt;
***Nurgle- The Tough Discolord. Give him a mark and the black rune of damnation. The Rune, besides it fuck Psykers aura, gives a permanent -1 to wound, which stacks with the situational Mark of Nurgle. When he&#039;s hit by a S6 or a S12+ attack (such as from the Vehicles he&#039;s fighting), they&#039;ll be at -2 to wound. Without other modifiers, you&#039;re looking at a Disco Lord with pseudo transhuman. You don&#039;t have to give him the Unholy Fortitude WT, but it helps.&lt;br /&gt;
***Slaanesh - Might actually be the best god for the Discolord, because they give Discolords a lot of flexibility. While fight first is always fun, you have two great relics to choose from: The Slaaneshi Daemon weapon gives you +D3 attacks on two weapons, which can go on the Glaive and the Tendrils. Give him the Flames of Spite WT and he gets to reroll the wounds for all those attacks, while also throwing out a MW on a Six. &lt;br /&gt;
***You can also give it the Intoxicating Elixir instead. When activated, it gives +D3 attacks AND the ability to take &#039;&#039;only&#039;&#039; 3 W in that fight phase. While it&#039;s only a one phase boost, the Intoxicating Elixir plus Fight First means that it could get charged by a Knight and it&#039;d survive while still being able to do some hurt in return. Give it the WT to halve all incoming damage or the 5++++ FNP, and pop a strat for -1 Dam, and you wont even have to use the Elixir until you really, really need to&lt;br /&gt;
*&#039;&#039;&#039;[[Master of Possession]]:&#039;&#039;&#039; New Age Sorcerer that uses daemon-flavoured Malefic discipline over vanilla Dark Hereticus. Comes with a 5+ invulnerable save and slaps nearby Psykers with an extra MW when they Peril, which comboes with his staff causing Perils on hit. He can also stab friendlies for a +2 to cast. As of the newest codex, this guy is now more versatile, being able to support non-daemons as well. His stats are nothing to write home about (he is literally a Sorc with a bunch of stuff tacked on), but his unique discipline allows all kinds of fun shenanigans, like resurrecting 90pts Obliterators for free, and/or playing a spotter for them. Daemons are all around this book, and there are tons of combinations you can try, so go wild!&lt;br /&gt;
**Note that he can deal d3 mortal wounds to any &amp;lt;Infantry&amp;gt; units, [[what|except Cultists for some reasons,]] so he can be given a +2 to Malefic Discipline tests. While this seems somewhat useful, a Venomcrawler can apply a +1 to psychic tests without hurting your own army. They do stack, however, and if you gave him the Eye of Tzeentch, that&#039;s +4 to cast &#039;&#039;and&#039;&#039; any cast of 9+ is undeniable. &lt;br /&gt;
**He has (&#039;&#039;sigh&#039;&#039;) no mobility options, so give him the Liber Hereticus to make his spells less reliant on range while also letting him cast three times. &lt;br /&gt;
*&#039;&#039;&#039;[[Sorcerer (Warhammer 40,000)|Sorcerer]]&#039;&#039;&#039;: Pretty standard. You cast two powers and deny two, stats are in line with the rest of your warriors and... that&#039;s it, really. With the lack of any native invulnerable save, it makes one wonder if GW&#039;s trying to phase out the humble Sorcerer for something more...&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerer&amp;quot;&amp;gt;&lt;br /&gt;
While his stats are pretty much the same as ever, the humble power armor Sorcerer lost ALL his loadout options. All you get is a goddamn Bolt pistol and Force staff. While loss of guns on this guy is negligible, he also lost &#039;&#039;&#039;the mothfucking Jump pack&#039;&#039;&#039;, so gone are the days of him supporting anything fast-moving. If you&#039;re taking him, you might wanna reconsider for...&lt;br /&gt;
*&#039;&#039;&#039;Legends&#039;&#039;&#039; allows you to restore some manner of versatility to the Sorcerer, giving back your Combi-weapons, Force weapons and the Jump pack.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator Sorcerer&amp;quot;&amp;gt;&lt;br /&gt;
Heavy-duty Sorcerer. Note that this guy costs slightly more than the vanilla one, but where mobility isn&#039;t a concern, is overall better investment. Termi-Sorcerer&#039;s come with +1W, and more importantly, a 5++ save as standard, just remember to [[Nemeroth| wear a helmet]]. You can make him a second-line fighter, using a combination of wargear and psychic powers, but don&#039;t bother. His stock equipment is a Combi-Bolter and Force Staff, which is something, but his main value comes from being able to Deepstrike with other guys and support them with buffs, traits, and well-timed Smites to the face.&lt;br /&gt;
*The Termie sorcerer is also the only one who can take a Familiar for some security on one psychic test.  &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerer on Bike (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Tough and fast. The extra wound and toughness are nice, but again this guy has no invulnerable save. If you don&#039;t plan to use his speed for keeping him safe, you may as well choose another option. &lt;br /&gt;
*The one thing this variant has over any other type of Sorcerer is mobility. The ability to zip 20&amp;quot; across the board and still cast psychic powers can drastically improve the viability of shorter-range psychic powers like Warptime or Prescience.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sorcerers on Daemonic Mounts (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Before we get into these, notice that Daemonic Mounts give the model the {{W40kKeyword|DAEMON}} keyword. This is both good and bad. Good, because this means you get buffed by nearby Heralds (+1 Strength is nice), so if you want to go Daemonkin you have some synergy right there (confirmed in the Designers&#039; Commentary). Bad because things like Grey Knights are that much stronger against you, keep it in mind when you choose your Lords and Sorcerers. Remember that despite having {{Template:W40kKeyword|DAEMON}} you do not gain god specific bonuses from the Daemon detachment.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer on Disc (Legends)&#039;&#039;&#039;: Ironically, the god of magic&#039;s mount is actually the worst mount to throw on a sorcerer. Without an invulnerable save or any stat buffs over the basic sorcerer, all you&#039;re paying for is the speed boost. If you REALLY want a disc, go play Thousand Sons.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer on Palanquin (Legends)&#039;&#039;&#039;: Unlike the Chaos Lord, being slow is not as big of a deal for a Sorcerer, so this may be a good option since it&#039;s cheaper than giving him Terminator Armour. Fun fact: because he has the {{W40kKeyword|NURGLE}} {{W40kKeyword|DAEMON}} keywords, any units he wipes out counts toward the Tally of Pestilence for Epidemius.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerer on Steed of Slaanesh (Legends)&#039;&#039;&#039;: Extra attack and the ability to advance and charge are not good selling points for a Sorcerer&#039;s mount. Yes, force weapons are mean, but you don&#039;t want this guy in melee if you can avoid it. Yes, it gives you an extra wound and more mobility, but so does the Bike. In smaller games, where you can&#039;t afford many HQs, this guy may be useful as a jack-of-all-trades.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warpsmith]]&#039;&#039;&#039;: Swiss army knife man with a pimping new model! For 10pts less than a Techmarine with similar loadout you get +1W, +2A, +1Ld. That includes a Hand flamer, an Inferno pistol, a Plasma pistol (any of which you&#039;re unlikely to ever fire), 2+ Save for his Artificer Power armour, a Fancy Power axe, and Naughty tentacles for some extra melee pokes. All this kit lets him &amp;lt;s&amp;gt;hold his own against small squads of MEQs&amp;lt;/s&amp;gt; bully in CC things that don&#039;t know how to fight, in the unlikely scenario you ever get into said CC. Read, he can maybe shoo away cheap Deepstrikers from the tank he&#039;s been assigned to support. He has (&#039;&#039;sigh, say it with me&#039;&#039;) no mobility options, so he&#039;s usually stuck wherever you deployed him. With so much kit for what you pay, he can slot in pretty much anywhere and contribute, though it can often be hard to determine where he&#039;ll add the most. Or you could just let him do his damn job and have him repair your vehicles for d3 lost wounds each turn and give them +1 to hit &#039;&#039;with ranged attacks only&#039;&#039; (If you&#039;re looking to buff melee attacks, take a look at Lord Discordant instead), in an edition that&#039;s largely stripped that sort of bonus away from them. Alternatively, he can ride shotgun in a Land Raider that, once it deposits whatever it was carrying, he can then repair and ride off in to go sit on objectives. Don&#039;t overlook this guy. The only wargear option Warpsmith has is switching Exalted Power Axe to Thunder Hammer if you&#039;re feeling saucy. Combi-weapons have been thrown into Legends...&lt;br /&gt;
**Using Legends to give him a combi-melta makes him an exceptionally dangerous against tanks at short ranges. A pair of meltaguns at close range will wreck virtually anything short of super-heavies. It&#039;s also worth noting that the meltagun&#039;s bonus damage works against &#039;&#039;anything&#039;&#039;, meaning you can char-broil enemy Characters that might be squaring off for a fight.  &lt;br /&gt;
&lt;br /&gt;
====Warhammer Legends====&lt;br /&gt;
This section covers HQ units that were included in the 8th Edition Index but did not receive a new entry in the 2019 codex, and an honorable mention from years long past. These units have gained the Angels of Death special rule through FAQ. Both of them have now been moved into Warhammer Legends, where they remain playable in every game mode.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Hellwright]]&amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Added to Warhammer Legends: Imperial Armour. A better Warpsmith for all intents and purposes with +1 strength, +1 toughness, and +1 wound when compared to the standard CSM counterpart, though he has better weapon options. Like the soul-burner pistol that shoots two mortal wounds, Voidcutter (S8 AP-4 D3 Assault 1 8&amp;quot;), flamer, mechatendrils and an S+1 AP-3 D2 axe. On top of healing a wound per turn, he now has 5++ that subtracts 1 from to-hit rolls against him and an aura that grants +1 attacks and Ld to friendly legion vehicles. He costs a fair bit more, but given the better statline and wargear (and healing) he can be a solid choice if you wanted quality over quantity, and don&#039;t have to buy more than one to take care of your vehicles. That said, their Master of Mechanisms allows them to heal allied Chaos Knights, so if you&#039;re taking one, giving them D3 wounds/turn back on top of everything else is probably worth the price tag.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Hellwright on Dark Abeyant &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Added to Warhammer Legends: Forgeworld. All the same options as above with the inclusion an extra gun and boosted statline. That&#039;s more toughness and wounds plus the warpfire lance (16&amp;quot; heavy 2 S6 AP-3 Dd6). If you really only want one Hellwright and he&#039;s likely to be targeted and/or you have points to spare, you&#039;ll want him on the Abeyant. The Abeyant is also valuable for escorting melee-focused daemon engines into the fight, as it allows the Hellwright to move at their full 8 inches and not have to run his ass up. Thanks to the mortal wounds his pistol spits out and the improved damage of his axe, he&#039;s also much more able to make a valuable contribution once it&#039;s time to get stuck in.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
Note that any special characters belonging to a specific legion/renegade chapter can be found in their own Legion section, this is merely for any {{W40kKeyword|AGENT OF CHAOS}} heroes. More info about Abaddon or Bile can be found in their Legion tabs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Abaddon]]&#039;&#039;&#039;: Will become a {{W40kKeyword|SUPREME COMMANDER}} and {{W40kKeyword|AGENT OF CHAOS}}, allowing him to be souped with any Legion and any {{W40kKeyword|CHAOS}} faction without breaking monofaction bonuses. For more info, check the Black Legion section. Keep in mind, the rules stipulate he only gets his Legion Trait if every unit in his army is Black Legion.&lt;br /&gt;
**Another thing to keep in mind is that if he&#039;s given Warlord Traits, quite a few of those traits will specify &amp;lt;LEGION&amp;gt;, so they&#039;ll all be useless when bringing him with the other Legions. &lt;br /&gt;
*&#039;&#039;&#039;[[Cypher]]&#039;&#039;&#039;: Cypher is the last of the Fallen... at least in the CSM codex. He not longer has the {{W40kKeyword|Imperium}} keyword, making him entirely exclusive to Chaos. Stat-wise Cypher has an extra wound, +2 attacks, but lost an inch of movement. Weapons wise he&#039;s for some reason gained frag and krak grenades, but his pistols have seen impressive boosts. Plasma pistol makes and extra shot at Pistol 3, but his bolt pistol has been risen to staggering Pistol 6 with an increased range to 18&amp;quot;. His abilities have likewise been updated. He lost Lord Cypher (since there are no Fallen for him to lead) and No-one&#039;s Puppet. Blazing Weapon remains the same with its advance and fallback and still shoot. Mysterious Protection has been reworked, still retains the 4+ invuln but now instead of denying victory points, hit rolls of 1-3 always fail against him. As for new abilities, Cypher is NOFOS if he&#039;s in the same detachment with a Chaos Lord. Escape can put him in Reserves once per game for free after the shooting or fight phase (taking a page from Sly Marbo&#039;s book, I see). His tastiest ability is that he has a chance to deny your opponent from generating command points from anything that isn&#039;t the Battleforged Bonus from the core rulebook like Adept of the Codex or Precognition, just to shit on any Ultramarine&#039;s parade.&lt;br /&gt;
*&#039;&#039;&#039;[[Fabius Bile]]:&#039;&#039;&#039; Old Fabulous has his own not-Legion he can field called Creations of Bile, and he has an entry in that section. One thing to not about Fabius is that he doesn&#039;t get his own Legion Trait since he has the {{W40kKeyword|Agent of Chaos}} keyword, which overrides his {{W40kKeyword|Creations of Bile}} keyword. This falls in line with the Silent King&#039;s FAQ and his lore, I guess, but it sucks. Abaddon, however, is exempt from this specifically.&lt;br /&gt;
*&#039;&#039;&#039;Zhufor The Impaler (Legends)&amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Another Dual-Legion character, this time as a {{W40kKeyword|WORLD EATER}} / {{W40kKeyword|SKULLTAKER}}. His re-roll aura only buffs {{W40kKeyword|Skulltakers}}, which means that while you can take him in a World Eaters list, you ought to take him in a Skulltakers list.  At 120 points he&#039;s a solid HQ choice, and Zhufor will tear his way through any 2-wound units and most of the generic characters he comes across. Comes with a Named Power Fist and Power Axe, the fist being the same as a standard power fist, whilst the Axe goes from AP-2/D2 to AP-4/D3 on rolls of 6+ against characters. He&#039;s also quite durable, boasting 7 wounds and a 2+/4++. Uniquely, he also has the ability to deny a Psychic Power, which gives him more mileage in a World Eaters list as a psychic deny option (on top of your stratagem and relics). Not to mention, he also has the ability to deep strike, preventing him from having to run a marathon. Add onto this that he also forces an opponent to &#039;&#039;add&#039;&#039; 1 to their Leadership rolls whilst within 6 inches. As far as Khorne-aligned Terminator Lords go, he&#039;s an almost automatic preference, as for comparison purposes, a Khorne Chaos Lord with Power Axe (which is less AP and Damage) and a Power fist (which he loses his bolter for), comes to 109 points.&lt;br /&gt;
**GW have yet to clarify if Zhufor&#039;s ability causes a Daemon Banner &amp;quot;Reality Blink&amp;quot; to fail. RAW, Reality Blink occurs on a roll of 1, however as you add one (rather than subtract from the opponent&#039;s leadership like all similar abilities), that result becomes 2 as per the order of modifier priority. Until FAQed, this  means that Zhufor is so scary that he actually stops daemons coming out of the warp to fight him.&lt;br /&gt;
*&#039;&#039;&#039;[[Vashtorr]] the Arkifane&#039;&#039;&#039;: The only literal daemon in the army now that 3 out of the 4 god-aligned legions have split off into their own armies. He&#039;s pretty tough at T7 W14 with a 2+/4++ save and the ability to reduce any incoming damage by 1. His combat setup is surprisingly rather consistent with a 2+ WS and 3+ BS (which is irrelevant anyways because his one gun is an S5 AP-3 flamer) with the degrading statline only affecting attacks and speed. His hammer proves to be quite a potent tool at Sx2 (S14 with his S7) AP-2 D3 that deals 4 mortal wounds on a natural 5+ to wound to &#039;&#039;&#039;Vehicle&#039;&#039;&#039; units only, though.&lt;br /&gt;
**His major draw is his Will of the Arkifane power, which gives him one of three powers each turn. He can either give a {{W40kKeyword|Traitoris Astartes Daemon Engine}} (Excluding {{W40kKeyword|Character}}, {{W40kKeyword|Titanic}} and {{W40kKeyword|Aircraft}}, so you can&#039;t use this on Heldrakes or the KLoS) within 3&amp;quot; a +1 to hit for the turn, make one enemy within 18&amp;quot; treat all ranges for their guns as halved to fuck over meltas, or make one enemy {{W40kKeyword|Vehicle}} within 18&amp;quot; treat their movement and attacks as halved in case you&#039;re running against a lot of Dreadnoughts.&lt;br /&gt;
**Vashtorr&#039;s biggest problem is that for all the hype and role he plays in the Arks of Omen, his rules are seriously lackluster for a demi-god of Chaos. Like his hammer having no name despite that according to Wade Pryce is the &amp;quot;Hammer of the Forge of Souls&amp;quot;. He&#039;s also over 100 points less than his primary rival Be&#039;lakor and lacks the ruleset to even be considered comparable. Needless to say, he feels a little underbaked and is stuck between Daemon Prince and Greater Daemon in terms of weight-class, not someone who should be by all rights on par with a Daemon Primarch.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Accursed Cultists:&#039;&#039;&#039; So 9E saw a whole new set of models for the cultists no one wanted, and one of them just happened to be the mutant rabble who never really had an actual model, outside the old Forge World line. If you&#039;re expecting anything stronger than a mere cultist, don&#039;t - T4 doesn&#039;t mean shit when you have a barely-there 6+ save with 6+++ FNP and the inability to hide in transports doesn&#039;t help either. Instead, you take them because it&#039;s almost hard to get rid of these the unit. Each turn gives them the ability to resurrect flat 3 mutants, though that won’t help the moment you’re shot at anything with a single point of armor piercing. Also included is their 6&amp;quot; bubble of -1 Leadership which doesn’t do much for them compared to Possessed, Warp Talons, or a Daemon Prince.&lt;br /&gt;
**Accompanying the mutants are Accursed Cultist Torments, bloated and hyper-mutated abominations who act as bigger walls with 3 wounds, and you can rez one each turn instead of the mutants. Their offensive prowess is far more decent with 2d3 AP-2 D2 attacks but still hitting 50% of the time. They suffer the same flaw as their lesser kin where they die to any slight armor piercing. You’re better off running spawns for their regeneration.&lt;br /&gt;
*&#039;&#039;&#039;Cultist Mob&#039;&#039;&#039;: Took a one-point price hike in 9th Edition. Cultists can now be set for melee or range with no changes in points, though unlike Legionaries, you achieve the same damage from shooting as getting into combat without being punched back. In honesty don&#039;t run them as melee, as other units are always going to be much better at it. The unit is also pretty much calling out to be ranged too, since Cultists have access to free special range weapons but not special melee weapons. As far as these choices go, Flamers make them a bit more reliable when up close, while Heavy Stubbers are an upgrade if you plan to camp objectives or push out enemy Deepstrikes with them. New to this edition is the Grenade Launcher, giving them something high-powered with AP-1 but held back by its swingy d3 damage. As a GEQ, unit they come with alot of problems: first they&#039;re T3, 6+ save means that they die frequently and often; whilst the current cover systems guarantees that anything larger than a MSU is going to struggle to get the benefit. Also, more are going to run away the moment they start dropping, as with their terrible Ld of 5 (6 with the Champion) you shall find them wanting, especially if they are left alone somewhere without support. It&#039;s not all negatives however; Cultists easily snowball into a semi-comparable threat when under the various buffs that other Chaos units can provide. They especially synergize well with Dark Apostles who fix their low leadership while providing a 50% chance to hit them. This can be improved further with them acting as a bodyguard to a Cold and Heartless Iron Warriors unit with their strat. A Sorcerer or Balefire Tome nearby can throw on Prescience for a slightly more threatening autogun bulletstorm. It can still be easy for your opponent to efficently get rid of them even without blast weapons; if they do commit such firepower, it&#039;s just cheap Cultists. At least it wasn’t Abaddon or a Helbrute, right?&lt;br /&gt;
**Blobs and hordes took a hit in 9th Edition, so huge cultist bombs will require serious micro-management, especially with unit coherency.&lt;br /&gt;
**Cultists did not receive a new lease on life, and are the same as they were in 8th edition. With a Dark Communion to gather basic buffs to a squad and 2 kinds of accursed cultists to utilize; there were tons of possibilities for aspiring players. Then the codex came out and the rules for Cultist-related armies was quickly tossed into the toilet thanks to Mere Mortals and an arbitrary selection of stratagems, relics, and warlord traits that the Cults are allowed to use.&lt;br /&gt;
*&#039;&#039;&#039;Legionaries&#039;&#039;&#039;: Legionaries, as they&#039;re now called, are now thrice the price of a mob cultist. For that, you now receive, well, a lot: with 2 wounds and a staggering 3 attacks per model (so you&#039;ll &#039;&#039;&#039;always&#039;&#039;&#039; have more punches than bolt shots) along with power armour and bolt weapons. They are stronger, tougher, and more accurate up close and at range and they get a slew of new options, like equipping a guy with a Heavy Chainaxe, putting a Daemon Blade on your champ, and making one guy a psyker with a Balefire Tome. Critically, you cannot substitute cultists for CSM unless you load up on elites and heavy support, but expect to pay a premium there; comparatively, Legionaries are a cost-effective all-rounder {{WH40kKeyword|CORE}} choice versus Raptors, Chosen, Havocs, Bikers, or Terminators. If you&#039;re looking for a solid melee Troops choice, this is it: a chainsword-wielding legionary pumping out 4 attacks per dude will tear down anyone they run into. Add in some specialist melee weapons and you will chew through most things with relative ease. Keep in mind though that unlike the last editions of this book, you are now capped at a maximum of 10 legionaries per squad, so if you were hoping to build a legionary bomb in this edition, sorry!&lt;br /&gt;
**They are now the only unit in the codex that&#039;s able to Shoot/Fight again with a stratagem at 2CP. It is pricey, but a nice trick to have in your backpocket. Imagine the look on your opponent&#039;s face when they charge your 10-man squad of Slaaneshi Legionaries only to have them fight first &#039;&#039;then&#039;&#039; fight again. &lt;br /&gt;
**Tzeentch boys with an Icon have better heavy weapons because of the extra pip of AP, but Khornates get S5 &#039;&#039;and&#039;&#039; AP2 chainswords. Slaaneshi boys with icons get to hit on 2s/3s with their Heavy Chainaxes/Power Fists. &lt;br /&gt;
**Most builds tend to be based around MSU squads with an optional Tome/Heavy Weapon or Fist on sergeant if kitted for melee with the relevant marks. Full sized units work best kitted for melee (given the new caps on special weapons) if you take Khorne and chainswords, a fist on the champion, additional heavy chainaxe and icon. There’s also an argument to be made for going Slaanesh and taking a tome for psychic shenanigans at the cost of extra strength and AP.&lt;br /&gt;
*&#039;&#039;&#039;Traitor Guardsmen Squad&#039;&#039;&#039;: What we wanted was a whole Codex, but we&#039;ll have to settle for this for now: the rank-and-file from the Kill Team Moroch boxset. They&#039;re only slightly better than cultists with a standard Ld 6, 7 with the Sergeant, and lack any rules for any of the Kill Team squad specialists, but have pretty much all the options of loyalist guardsmen. One top of the flamer and grenade launcher that the Cultists could already buy, you can also purchase a meltagun and plasma gun (serious suicide unit weapons here) as well as a sniper rifle in case you seriously think that you can rely on cultists to act as snipers. For the Sergeant, he has the standard range of auto, bolt, and plasma options for pistols and chain or power for swords. Or, he can sacrifice melee power entirely for a boltgun, which you should, these guys aren&#039;t any good in CC anyways. &lt;br /&gt;
**Sharing the Cultists keyword, Guardsmen can be buffed by anything that would also buff Cultists, and you can also grab a Vox-Caster as well at no cost, robbing a cultist of a different gun but allowing the Renegade Enforcer&#039;s special rule to apply anywhere within 24&amp;quot; of that not-Commissar.&lt;br /&gt;
**With that said, you’re better off running them for your selected chaff because of their better stats, weapon options, and a bit more rules to work with compared to the cheaper commonfolk.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Slaves to Darkness&#039;&#039;&#039;: This is where your Rubric, Plague, and Berzerkers went. Each of their datasheets are available wherever their Legion’s rules are. In order to take them, you &#039;&#039;must&#039;&#039; buy their Mark, but they do not benefit from your Legion trait despite getting your Legion keyword and {{W40Kkeyword|CORE}}, so they benefit from auras and the like. Best thing is that they gain &#039;&#039;&#039;Let the Galaxy Burn&#039;&#039;&#039; even though their parent legion doesn’t (this is best on Rubrics). &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rubric Marines&amp;quot;&amp;gt;&lt;br /&gt;
Walking Dustbins led by a Mage, who enchants their weapons to be AP-2. Unlike their brothers who’ve stayed loyal to Prospero, they can only use the Hereticus Discipline, but are still otherwise full psykers. They are tanky, but in a different way from Plague Marines: whereas Plague Marines are toughness 5, and treat S5 and 10+ weapons as if they were weaker, Rubrics get +1 to their armor against D1 weapons, giving you 2+ Save against bolters  and the first failed save for the unit each turn is coerced to D0. Benefit &#039;&#039;&#039;greatly&#039;&#039;&#039; from Let the Galaxy Burn, as you now have D6+2 S4 AP-2 autohitting flamer shots at only 3 pts more, which means every model in the unit should be packing a flame weapon.&lt;br /&gt;
*Sadly, the Icon of Flame they can buy from their own codex does NOT confer the {{W40Kkeyword|ICON}} Keyword, so no lulzy AP-3 bolters.  In fact, the Icon does &#039;&#039;nothing whatsoever&#039;&#039; since you can&#039;t field an all-TSons army using the CSM codex, so never buy it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Plague Marines&amp;quot;&amp;gt;&lt;br /&gt;
Walking pus-sacks that are too oblivious to pain to die. T5 &#039;&#039;and&#039;&#039; their Mark means that these guys will shrug heavy bolters like they’re nothing and fair a little bit better against Demolishers than their DG brothers. Speaking of, since you’re using the Death Guard datasheet and points values, &#039;&#039;all of your weapon options are free&#039;&#039; (because that&#039;s how GW balances things these days)&lt;br /&gt;
*Plague Marines under Undivided can benefit from CSM stratagems, like &#039;&#039;&#039;Grandfather’s Blessing&#039;&#039;&#039;, which gives them Transhuman. It’s a bit overkill, though, because the Mark already makes S5 wound on 5s, and S10+ wound on 3s rather than 2s, and the stratagem can be applied to anything with the Nurgle keyword. Cloud of Flies, though, can make them untargetable, which is a lot better when you’re throwing Cultists at the enemy and parking Nurglites on an objective. &lt;br /&gt;
*Plague Belchers and Spewers aren&#039;t flame weapons but automatically hit, so they gain no benefit at all from Let the Galaxy Burn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Noise Marines&amp;quot;&amp;gt;&lt;br /&gt;
Take the 8E Noise Marines [[Meme|And crank it up to 11]]. All Noise Marines come with boltguns (which you&#039;ll obviously be replacing with the Sonic Blaster (Assault 3 S4 AP-1 D1), pistols, and the Mark of Slaanesh for fight-first. One guy can take the Blastmaster, for either an Assault 6 S5 AP-3 d1 (Varied Frequency) or 48&amp;quot; Heavy 3 s8 ap-3 3D. The Champion can take the sonic blaster, a doom siren (12&amp;quot; Assault D6 S5 AP-1 autohits), and one weapon from the Melee Weapons chart. &lt;br /&gt;
*What makes Sonic Weapons so good now is that whenever a Sonic Weapon is shooting at something within half-range, you get to add 1 to the Damage Characteristic, making your Blastmaster and Sonic Blasters all the more potent, and giving you lots of incentive to get close. Thus, Noise Marines will be advancing for most of the game.&lt;br /&gt;
*Doom Sirens aren&#039;t flame weapons but automatically hit, so they gain no benefit at all from Let the Galaxy Burn.&lt;br /&gt;
**Sonic Blasters are Assault weapons, meaning Noise Marines are on the very short list of units you can field where every model has an Assault weapon for benefiting from Let the Galaxy Burn on every turn after the first.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Khorne Berzerkers&amp;quot;&amp;gt;&lt;br /&gt;
Same problems with the chosen: weapon choices are removed in favor of a generic profile that limits what they can fight, and have plentiful attacks should they enter combat.  Fortunately, their AP-2 chainblades can be supplemented by adding heavy-duty S+3 AP-4 D2 eviscerators in case you need to demolish anything harder than a marine. Luckily for them, the only thing they lose from replacing their Legion Trait for Let the Galaxy Burn and a Mark is the extra attack when charging.&lt;br /&gt;
*New with their codex, they also gain a special reaction that lets them move d6&amp;quot; towards whoever is closest, ideally to get stuck in. The issue with this all occurs AFTER your red guys take their damage, severely limiting the value of this power the further away they are. &lt;br /&gt;
**Taking an Icon merely lets you pull this off without foiling your ability to perform objective actions on top of the AP boost given. If you aren&#039;t bothering with any secondary objectives where this will matter, you&#039;ll be okay with leaving the Icon at home.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chaos Terminators&#039;&#039;&#039;: The 9E codex that Chaos Players waited 2 years for rewards their patience with...whatever this is. 3W 3A, each Terminator is armed with a combi-bolter and an &amp;quot;Accursed Weapon,&amp;quot; which is a power sword that gives you +1A. All of your customization is now very limited.&lt;br /&gt;
**One Terminator can swap his combi-bolter for a Reaper Autocannon or Heavy Flamer (you&#039;ll pick the flamer every time).&lt;br /&gt;
**Another can switch his for a combi-plasma.&lt;br /&gt;
**...but up to two guys can swap theirs for combi-meltas, and another two guys can do combi-flamers ([[Derp|so you can have all combiweapons, just not all of the same type, and only combi-plasma once for some reason]]).&lt;br /&gt;
**One guy (and only one guy, [[Rage|so fuck you in particular if you built lightning claw termies]]) can quit guns entirely and take an extra accursed weapons for +2 power sword attacks, but can&#039;t dual-wield Fists and Swords.&lt;br /&gt;
**Three Guys can replace their swords with Power Fists.&lt;br /&gt;
**And one guy can replace his sword with a Chainfist.&lt;br /&gt;
**In effect, you can take a smorgasboard of combi-weapons and have 4-5 attacks with your accursed weapons, but only ever have 4 chainfist attacks at most (well, base; better fish for those 6s). The Traitor Legions, who are supposed to have the &#039;&#039;freedom&#039;&#039; to not be bound by some [[Roboute Guilliman|pencil pusher&#039;s]] [[Codex Astartes|book]], have more limited (and convoluted) weapon options than the Loyalists; one can hope that all Champions can take a wider variety of weapons. Even the [[Thousand Sons|nerds]] get at least master-crafted/force swords for that sweet, sweet damage 2. In terms of meta, it appears Games Workshop attempted to curb the effectiveness and prevalence of termicide bombs, forcing you to choose a wide array of weapons instead of spamming combi-plasma, melta, or flamers. However, their gimping pales in comparison with what they did to...&lt;br /&gt;
*&#039;&#039;&#039;Chosen&#039;&#039;&#039;: GW really hated how no one took Legionaries in 8E, so their solution was kneecapping Chosen. They&#039;ve got 3 wounds, which is great, and can take Chaos Icons for the Keyword and gain more from Marks (and +1 to combat attrition, I guess, but you have Ld 10 anyway). But, as with Chaos Terminators, all you get is your boltgun, a bolt pistol, and all your melee weapons are now Accursed Weapons and that&#039;s it, &amp;lt;s&amp;gt;unless the Champion have their own separate armory&amp;lt;/s&amp;gt; Champion has no separate armory and shares options with rest of the Chosen unit. At least the accursed weapon gives you 4/5 attacks base. &lt;br /&gt;
**For every 5 models in this unit (so double this at max): you can take two plasma pistols over bolt pistols, and two guys (who can be the same guys, if you&#039;re feeling stupid) can strap on a combi-weapon to their bolters. One guy can dual wield “accursed weapons” (and a pistol) for maximum failure, and one can wield a bolter-and-power fist and a pistol for substantially less failure.  One model in the entire unit (no scaling per 5) can take a Chaos Icon for a fully functional Mark of Chaos. [[rage|After 2 years and a new kit chock full of weaponry and choices, and this is what we have to play with?]]&lt;br /&gt;
**Should this unit destroy another unit, they count as having Wanton Destruction, Massacre, and Slaughter for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Fallen&#039;&#039;&#039;: [[fail|Completely missing from the codex despite Cypher being included. Maybe if you shelled for the White Dwarf you would have some rules]]&lt;br /&gt;
*&#039;&#039;&#039;Helbrute&#039;&#039;&#039;: No more penalties to move and shoot! The Helbrute is one of the best [[Distraction Carnifex]]es Chaos can field for its price. It&#039;s &#039;&#039;expendable&#039;&#039;, durable, and scary, as it takes a decent amount of applied firepower to be put down and doesn&#039;t degrade as it gets wounded. Can serve as a semi-mobile gun platform (keep a lord nearby for re-rolls) or it can be kitted out for melee to protect a back line from hard hitting deep-striking units (though the very things that you want it to fight will probably tear it multiple new assholes in no time). That being said it is possible to make this a very threatening harassing unit, as they do have good options, gain Legion traits, and have their own stratagem.   If you have the CP for it, you should &#039;&#039;strongly&#039;&#039; consider a Chaos Contemptor Dread, which will outperform your Helbrute at ranged no matter what. &lt;br /&gt;
**For Ranged Builds: To start off, NEVER use the &#039;&#039;&#039;missile launcher&#039;&#039;&#039;; they&#039;re significantly worse for their stats right now with their weaker ap than a multi-melta. Lascannons have much longer range and higher strength, but are costly and best paired with the Scourge. The reaper autocannon is alright, whilst the twin heavy bolter remains the superior anti-infantry weapon of choice. The helbrute plasma cannon is a tradeoff for a potential to hurt yourself, but what’s the point of fun without a little risk?&lt;br /&gt;
**For Melee Builds: The default Helbrute Fist can take a heavy bolter or a heavy flamer for free, so dual wielding can result in some intense close-ranged combat. Helbrutes can also opt to bring two power scourges, allowing you to fulfill your dreams of turning your helbrutes into wacky octopus monsters or waving inflatable arm-flailing tube men (do this if you know you&#039;re up against T4 W2 models and watch them melt). Bring one in an Emperor&#039;s Children or World Eaters Army for [[rip and tear|maximum carnage]].&lt;br /&gt;
**Hey guess what? 9th edition brought back marks for your &amp;lt;s&amp;gt;Chaos Dreadnought&amp;lt;/s&amp;gt; Helbrute - remember when that was a thing? Obvious stand-outs are Tzeentch or Nurgle as they buff the survivability of the brute. Mark of Tzeentch is way better considering it allows you to ignore the damage from the first unsaved hit, which is amazing considering the amount of anti-tank punishment Helbrutes attract. MoN meanwhile requires a hit of at least S14 to only dial down the to-wound roll from 2+ to 3+, which isn&#039;t terribly common and doesn&#039;t prevent any damage. Marks of Khorne or Slaanesh are both okay for CC Brutes, but the MoK is more for Brutes with two Fists while the MoS is for a more flexible loadout.&lt;br /&gt;
*&#039;&#039;&#039;[[Master of Execution]]:&#039;&#039;&#039; Similar to Exalted Champions, he is meant to be a character killer. Has a greater heroic intervention range of 6&amp;quot; if there are any enemy characters within 6&amp;quot; and can re-roll all wound rolls when fighting them. His Axe of Dismemberment is basically a power-fist without the penalty to hit and on a 6 to wound those hits are considered MWs.&lt;br /&gt;
** A Slaanesh Master of Execution with the Intoxicating Elixir will become somewhat a formidable threat. First, good luck killing him that phase he uses it, as he&#039;ll only take three wounds. Second, that axe is making an additional d3 attacks, which only increases his odds of shitting out mortal wounds.&lt;br /&gt;
** Now cheaper and more efficient along with rhinos, now even more attractive as a character hunter especially with all the factions getting cuts to their characters as well.&lt;br /&gt;
*&#039;&#039;&#039;Mutilators&#039;&#039;&#039;: Are now gone. If you bought the old models, [[fail|you’re shit outta luck.]] Might as well run them as [[Counts as]] Obliterators.&lt;br /&gt;
*&#039;&#039;&#039;Possessed&#039;&#039;&#039;: With 3 wounds, 5 attacks at S5 -2 AP dealing 2 damage a pop, this new squad of glow-up marines will rip and tear with more raw damage than the Chosen or Terminators above. They may not be able to shred TEQs in the era of Armour of Contempt (not even with MoP help) but the sheer volume of attacks and damage output will see Possessed overwhelm almost anything in close combat - and on top of that, will also subtract a leadership from whatever they slam into. They don&#039;t &#039;&#039;need&#039;&#039; a Master of Possession as much as they did in 8th edition to pull out their potential and now that they have a 9&amp;quot; move, they will quickly leave him behind. However, the new spells from the MoP can jack them up with either a 4++ save, auto-wounding hit rolls of 6, an increase in their strength and/or toughness, [[Awesome|respawn whole models lost]] or even a free +1 to wound against a specific target. Overall, anyone running their these models, old or new (or you [[Neckbeard|kitbashed your own like many have in the past]]), will be happy to see this unit become more powerful than they were before, now with a little more independence.&lt;br /&gt;
*&#039;&#039;&#039;Gellerpox Infected&#039;&#039;&#039;: Kill Team Annual 2022 brought back these zombie mutants as a special unit available only to the Death Guard and other Nurgle-aligned marine detachments as not-quite Agents of Chaos. This unit in particular is split between the S4 T4 mutants with frags and AP-1 melee weapons and the three Nightmare Hulks, each toting S5 and 5 wounds and wielding even meaner melee weapons, with one of them also getting an S4 AP-1 gut-flamer as well. This alongside the old 5+ FNP save makes these guys a touch more effective than the poxwalkers the Death Guard use, but those zombies are far more numerous. Also an issue is that the Elites Slot has always been rather overcrowded for Chaos between Termies, Dreads, and special characters as well. &lt;br /&gt;
**&#039;&#039;&#039;Mutoid Vermin&#039;&#039;&#039;: The hordes of chittering insects and cyber-Nurglings are their own separate unit, but they won&#039;t take up a slot if you also took the Gellerpox. Naturally, these swarms are utterly pathetic and only get a 6+ save and 6+ FNP to protect them, but you can resurrect d3 of the buggers each Command phase, making them more of a hassle to get rid of.&lt;br /&gt;
*&#039;&#039;&#039;Traitor Enforcer:&#039;&#039;&#039; The evil Commissar and his pet Ogryn are a separate unit from the rest of the traitor guardsmen from the Kill Team Moroch box. The Commissar gets his power fist and a 5++ Invuln as well as the ability to force one squad of Traitor Guardsmen within 6&amp;quot; (and ONLY the guardsmen, meaning he&#039;s useless to your normie cultists and muties) that fails their morale check to auto-pass any attrition checks they need to make (effectively making this a non-Commissarial {{BLAM}} because one model already fled from bombing the morale check).&lt;br /&gt;
**Taking the Ogryn is a costly option, but it gives you quite a lot besides a big beefy dude. Not only do all attacks target him first, any hits must roll to wound against the Ogryn&#039;s Toughness and he degrades the AP of any attacks hitting him by 1, making him the ultimate meatslab. He&#039;s also pretty good in combat, as he has an S+! AP-1 D2 maul he can use for most fights and a single swipe from his AP-2 D3 mutant claw in case you really needed one more dead marine.&lt;br /&gt;
*&#039;&#039;&#039;Decimator &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Decimator has essentially become an oddball Helbrute, It&#039;s weaker in melee against everything T5 and above (despite the extra attack) while better against everything T4 and lower, it&#039;s sort of better at range in that it has fantastic options. As a Daemon Engine, it can spend to CP to re-roll its hits and wounds. For the weapon options, the Soulburner Petard is a downright fantastic anti-everything weapon, and even the Mortal Wounds it causes to the Decimator aren&#039;t a concern since it can just naturally heal those off. You can even take two since you can only hurt yourself once per gun. The Butcher Cannons no longer provides a leadership debuff, now it&#039;s just a vanilla gun similar to an autocannon. It&#039;s not a bad weapon by any means, but the other options are much better. The conversion beamer is a viable option now that space marines have 2 and 3 wound units everywhere. Long range, flat 3+ damage is hard to come by. Finally, the storm laser is pure anti-GEQ. In short, take Decimators if you need Mortal Wounds, and durability without Warpsmiths/Hellwrights following them around, get Helbrutes for everything else. &lt;br /&gt;
**Also, remember that its +1D Heavy Flamer is a flame weapon, so Let the Galaxy Burn turns it into 5.5 shots on average with D2.  Still not as awesome as Soulburner Petard (unless you&#039;ve gone down your wound track), but still something to remember.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Contemptor Dreadnought &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Contemptor remains as good as it ever was. It has a huge amount of options and can be kitted out to whatever role you want without much issue especially since lets it swap both fists for ranged weapons. The &#039;&#039;&#039;Twin Heavy Bolter&#039;&#039;&#039; remains cost-effective, however, the &#039;&#039;&#039;Kheres Assault Cannons&#039;&#039;&#039; may be a better choice overall when facing tougher elite infantry such as [[Adeptus Custodes|Custodes]]. Melee wise take the ChainFist over the combat weapon and a Shooting weapon. &lt;br /&gt;
**Now that heavy bolters are D2 they have to be the default option you compare against. Decent range, good (non-variable) rate of fire, and a solid strength means that it will do work against any target short of Space Marine dreadnaughts with their -1D effect. If you have a specific target in mind, specialize, but you can&#039;t go too far wrong with this workhorse.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Deredeo Dreadnought &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Chaos finally got the Dorito Dreadnought! A lot of people have wanted this for a while and rightfully so, it kicks ass. is A copy and past of the marine version with the inclusion benefiting from Chaos markets and legion bonuses.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Leviathan Dreadnought &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Whatever was sacrificed in the name of Chaos to make these available... it was worth it. This super-dreadnought is a monster and priced very well for what it does. Since all FW Dreadnoughts received the &#039;Dreadnought&#039; keyword this bad boy can be buffed by your legion traits - Emperor&#039;s Children always fights first comes to mind. As for valid weapon options, all are nasty and downright deadly in the right circumstances but are very expensive on an already expensive model. Often the Leviathan Dread is a brilliant distraction unit, but unless you have a foolproof way of getting it into combat quickly he&#039;s unlikely to really make his points back. Place him at the front of your army in the middle and use him to make your opponent sweat whilst havocs and obliterators pop heavier targets.&lt;br /&gt;
** Weapon choices have changed with the new FW Compendium. Gone are the days of the Butcher Cannon and Hellflamer, but on the bright side our leviathan is finally on par with the loyalist one (in fact other than keywords they are exact copypastes of each other). Every weapon option on the leviathan is free except for Storm Cannons (10 pts per), Cyclonic Melta Lances (20 pts per) and Hunter Killer Missiles (5 pts per). Storm Cannons are now just 4 autocannons glued together, the cyclonic melta lance gives you d6 S9 melta shots at 18&amp;quot; (which at the 20 pt premium really makes this option not that attractive). The Grav Flux bombard is probably the best choice for a ranged weapon, delivering 2d3 S8 -3 D2 shots at 24&amp;quot; range that get upped to D3 when targeting anything with a 3+ save or better. The melee weapon options are both decent, coming free with a built in melta gun; the claw gives you another attack at S14 -3 D3 while the siege drill gives you an extra AP and a whopping 2d3 dmg that increases to flat 6 when hitting a vehicle. Finally for the carapace guns you have a choice between two heavy flamers and two volkite calivers (both free), the volkite is the more interesting choice, giving you 4 shots at S5 0AP 2dmg with the potential to do mortal wounds on 6&#039;s to wound. Then the hunter killer missiles are a one use only S10 krak missile, which are nice to own if you have pts to spare but aren&#039;t mandatory by any means.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Rhino&#039;&#039;&#039; -  The Workhorse is back, and now cheaper thanks to GW realising that loyalists rock 20+ different transport options (including Forgeworld) compared to the Chaos half-dozen or so (including Forgeworld). Rhinos are basically assault vehicles now, though you can&#039;t disembark from a vehicle after it has moved. They are durable enough that it requires a commitment of firepower to take down, but alone are not enough of a threat to qualify as a Distraction Carnifex; especially if you pop smoke the first turn it moves or advances. When it comes to loading up on extra gear like the Havoc Launcher and/or other weapons make sure you don&#039;t cross the threshhold of making it a notable threat. Keep in mind that even if you don&#039;t plan on driving upfield with them, they can still protect your (expensive) infantry quite reliably from turn 1 shenanigans, moving on to providing fire-support and mobile cover later on. After the Rhino has dropped its cargo, make sure it does the thing its best at: Annoying the Ever-living Fuck out of Your Opponent. Achieve this by Parking it on an objective and deny it for as long as possible, or charge it into melee to soak overwatch/deny the enemy their shooting. Alternatively hide your other units behind it for cover. The instant your opponent becomes irritated enough to shoot it, it has already gone above and beyond for its points. Cheese on.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Terrax-Pattern Termite Assault Drill &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - It&#039;s a giant 180 point drill that can carry up to 12 &amp;lt;LEGION&amp;gt; infantry. The &#039;&#039;Subterranean Assault&#039;&#039; ability lets you put this (and its payload) into reserve and Deep Strike, and the guys inside can disembark on the same turn this thing shows up. The real selling points on this are that its Toughness 8 with 14 Wounds and has a &#039;&#039;mean&#039;&#039; melee weapon in the form of its drill. Mathhammer&#039;d out and at top profile, the drill will do 6 damage against a Knight. It won&#039;t kill a Knight, but it has a pretty good chance at killing light vehicles. Don&#039;t forget this thing has &#039;&#039;FIVE&#039;&#039; Melta guns on it, so if you&#039;re planning on charging that knight, you can potentially knock it down a few wounds before ramming the drill into it&#039;s knees to bring down the beast!&lt;br /&gt;
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===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Heldrake&#039;&#039;&#039;: AKA the Helturkey. As of the Sons codex is an official weirdo plane with all the ups and downs (including being able to Deepstrike from Strategic reserves and bugger off the table edge if things look south), except it is explicitly permitted to charge and eat other {{Template:W40kKeyword|Aircraft}} while remaining Hard to Hit. Its stats now also degrade closer to a vanilla plane, which means it always retains its 5 attacks (yes that&#039;s one extra now). Its dreaded Baleflamer is now Assault 2D3 instead of Assault D6, and Hades autocannon grew a point of AP, both costing the same now. The claws are D2 and D4 against other {{Template:W40kKeyword|Aircraft}}, which is respectable. Its +1 to-hit against {{Template:W40kKeyword|Fly}} now affects all attacks it does, not just melee. Hover Jet is also there in case you want your metal dragon to score objectives and/or eat people. All that fiery goodness for +15 points to the old one. The rest is unchanged, including its Daemonic 5++ and Regeneration on top of 12 wounds, making the Helturkey very fast, tough, versatile, and incredibly unpleasant to face. Also, the Vector Strike from editions past is back in Stratagem form for some decent extra MWs. It&#039;s a good time to be a metal daemon dragon.&lt;br /&gt;
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*&#039;&#039;&#039;Hell Blade &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Courtesy of the Dark Mechanicus&#039;s warped minds comes one of the better anti-flyer units in the game. With a 18&amp;quot;-60&amp;quot; movement that doesn&#039;t degrade as you take damage, a funky rule that allows it to pivot up to 90 degrees at the beginning AND end of each movement phase, as well as its heavier weapons you will be hunting enemy flyers in style. If you think a Heldrake&#039;s not going to do it (or you want something that can&#039;t be charged by ground troops) then you might as well go with the Hell Blade. It&#039;s also cheaper than a Heldrake at 130 points with Helstorm cannons.&lt;br /&gt;
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*&#039;&#039;&#039;Hell Talon &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Nearly twice the cost as a Hell Blade, meaning the choice between Hell Blade and Hell Talon is an actual decision again (for the wrong reasons). It&#039;s appropriate to think of the Hell Talon as a flying predator or actual flying version of the Heldrake, trading its split focus between air and ground to become a pure flyer/bomber. The helstorm cannon is mandatory (you technically can swap it, but you&#039;ll never want to) as are its twin lascannons learn to like &#039;em. As for its bombs, Pyrax are best if you want to go after infantry mobs, though Warp-pulse bombs can also do you well if you have plans to debuffing their leadership (if you&#039;re playing Night Lords for example) or even if you don&#039;t want to get shot at, as its debuff applies to all hit rolls. Baletalon shatter charges are outright better against vehicles and monsters than Warp-pulse bombs, despite both sharing a similar bonus, but you already have good weapons that deal a lot of wounds so only take them if you expect a ton of monsters/tanks/buildings.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Storm Eagle Gunship &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Eye-wateringly priced to be the best transport flyer Chaos has to offer; allowing you to ram 20 Berzerkers 45&amp;quot; into your enemy&#039;s face. It&#039;s durable, has good firepower and should be kitted out to deal with whatever its passengers struggle with. Carrying Havocs with anti-armour? Take weapons to deal with groups. Carrying Berzerkers? Take anti-armour. As soon as it drops off its passengers it can go deal with those threats or spend a couple of turns ferrying units around to hard to reach objectives. Don&#039;t overlap roles if you can; as if the unit it drops off can&#039;t do their job on their own, then the Storm Eagle shouldn&#039;t be carrying them.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Fire Raptor Gunship &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Choose two Quad Heavy Bolters and two Twin Lascannons and your Fire Raptor will happily delete a ten man Tactical Squad per turn or an Imperial Knight in two. Very expensive but while it lives, it destroys while needing dedicated firepower to remove in turn. Put Prescience on it to really get the most out of being your enemy&#039;s Priority Number 1. Want to go even further? Grab yourself a Nurgle Sorcerer, throw Mark of Nurgle on this bad boy, then use Miasma of Pestilence to make it even harder to hit. Dark Apostle can pray for an additional -1 to hit.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Xiphon Interceptor &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Another solid anti-air option. Like the Hell Blade, it has +1 to hit against {{W40kKeyword|&amp;lt;FLY&amp;gt;}} units, hitting on a 2+ against them at full wounds. It looks cheap from its points value, but once you tack on the two twin lascannons and the Soulstalker missile launcher it is well over 200 points. Unfortunately, it&#039;s not going to be as efficient at its job as the Hell Blade/Heldrake are, and can be skipped in favour of those, especially since the Hell Blade doesn&#039;t degrade, and the Helldrake&#039;s degradations are negligible until its last 3 wounds (and the dragon regenerates wounds).&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Bikers&#039;&#039;&#039;: T5 W3 M14 and benefitting greatly from the nerfs to Chosen and Terminators, Chaos Bikers can be a fast and surprisingly tough special weapon delivery unit, with bonus flexibility from Marks. &lt;br /&gt;
**Can take Icon and Marks, so are quite flexible. Tzeentch for making flamers AP-1, Khorne for S+1 and AP-2 chainswords&lt;br /&gt;
**Best taken MSU (unless you&#039;re Red Corsairs) and kitted out with combi+chainsword. LTGB makes flamers extra spicy, guaranteeing theyre always doing at least 3 shots each. &lt;br /&gt;
**DAMN good as Red Corsairs, and are actually competing with VenomCrawlers for your Fast Attack slots (being the Biker-themed traitors after all). While crawlers are fast daemon engines that blend any type of infantry and are strong enough to threaten vehicles, these guys make great objective stealers and can tough out counterattacks. Red Corsairs count as 2 models on an objective, so gear them to kill enemy troops and seize their objectives for an easy 3 VP via the Long War Stratagem&lt;br /&gt;
*&#039;&#039;&#039;[[Chaos Raptors]]&#039;&#039;&#039;: Your Assault Marines EQ, but with spooky masks. Useful for tactical disruption and for applying special weapon fire to vulnerable targets (arm them with meltas for sneak-shots at back line vehicles or plasmas for MEQs). Raptors are surprisingly different Assault Marines as they can take 2 Special Weapons PLUS a combi-weapon, with special melee weapons only available for the Champion, [[Dakka|making clear what their intended role is.]] If you want to be dirty, take 2 5-man Raptor squads with 2 plasma guns and a Combi-Plasma on the champs and deep strike in &amp;lt;s&amp;gt;with a Combi-Melta Jump Lord. With precision deep-strike to get in rapid-fire range and the lord&#039;s aura to reroll 1s, the amount of overcharged plasma you put out will make your opponent [[butthurt|Groan]] while also being substantially cheaper than Combi-Plasma Terminators&amp;lt;/s&amp;gt; Jump lords are dead because fuck all 13 people who played Night Lords I guess. They can do melee with the Mark of Khorne and an Icon of Wrath, though their melee is only helpful if you&#039;re playing certain Legions and even then they&#039;re better at deep-striking near vulnerable shooty units and charging them. If you don&#039;t want to deep-strike to use plasma, or still want meltas/flamers, then use Warptime and slingshot them across the board.&lt;br /&gt;
**You can now make deep-striking raptor attacks (shooting and melee) re-roll for one command point. If you also mark them as Slaanesh you can make them shoot twice and still re-roll. Set up just within 12 inches and LET FLY ALL GUNS! With overcharging plasma you can unsafely deal 12 damage (8 of which will hit) per squad to a squad of MEQ, or around 8 to a Toughness 7 vehicle before you boost your wounding.&lt;br /&gt;
**These guys as night lords in the host raptorial are unbelievably good, even though all Vigilus Formations now cannot be used in 9th Edition. They get a 5&amp;quot; 3d6 charge out of deepstrike and for 1 CP tie up a unit a turn, so long as it isn&#039;t a vehicle and doesn&#039;t have a minimum move characteristic (like an aircraft). Against armies like tau this can be a game changing combo as they rely on only a few units shooting to do all their damage and their units are completely incompetent in combat so your raptors can just sit there pinning two riptides for the whole game.  &lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn&#039;&#039;&#039; &amp;quot;NOOOOOOOOOBLRLSD&amp;quot; *BLAM*:  A legendary meme and now dedicated meatshield. These are the guys (or things?) you want in front because of their higher Movement, higher Toughness, higher (and regenerating) Wounds and okay combat ability. If you&#039;re footslogging anything or want anti-smite bubblewrap then these are your... something. They can do decent in close combat, but they&#039;re not great at it since they cost similarly to Terminators who&#039;re likely going to outperform. What they can do is soak Overwatch or Smite so there&#039;s not much harm in charging in. You might as well get a bit more out of them before they go down, and even if your opponent doesn&#039;t target them they can tie up ranged units quite well (and with some lucky rolls, even manage to kill them). Be sure to laugh if you manage to tie up something like a Broadside because there were more threatening/pricier targets for the enemy to be shooting at. Also as Super-Heavy Walkers (i.e. Imperial Knights) can only fall back over Infantry and Swarms you can use Spawn to tarpit them for a turn or two while something that can actually kill them moves in closer.&lt;br /&gt;
** With point changes you can get 5 for 125pt. With its deceptive toughness and decent mobility, there are worse things to use to draw fire or fill out a brigade.&lt;br /&gt;
** Mutated beyond reason keeps them from performing actions, and unfortunately they&#039;re not Infantry, so no secondaries.&lt;br /&gt;
*&#039;&#039;&#039;[[Warp Talons]]&#039;&#039;&#039;: Got major points increase for 9th, and their no overwatch gimmick is now a roll-off with your opponent if you&#039;re engagement range of one of their units. If you win, that unit cannot fall back. Gimmicks aside, the 5++ invuln (even moreso when boosted to 4++ with Cursed Earth) is not as nice as it used to be before the age of AP modifiers. In addition, they lack the {W40Kkeyword|CORE}} keyword, so the buffs they get are limited to whatever a Master of Possession can provide. All that being said, they do have an incredible 5 attacks, &#039;&#039;6&#039;&#039; on the Champ, so a minimum size unit is pumping out &#039;&#039;&#039;&#039;&#039;26&#039;&#039;&#039;&#039;&#039; attacks on the charge, which should make mincemeat of guardsmen, and put a sizeable dent in marine equivalents. Couple that with the buffs to the Malefic discipline and a nearby Master of Possession, and you have a unit that can put a suprising amount of hurt on things that might not see it coming.  &lt;br /&gt;
**Creations of Bile put them up to S5 so they can wound most infantry on 3+ and most vehicles on a 5+. Combine this with the re-roll to wound on the claws to let them threaten any target, but you still want to focus on infantry as they are only D1 each.&lt;br /&gt;
**Interestingly they benefit from the Emperor&#039;s Children stratagem &#039;&#039;Honor the Prince&#039;&#039; for a guaranteed 6&amp;quot; on your charge as well as the Black Legion stratagem &#039;&#039;Tip of the Spear&#039;&#039;, which lets them re-roll charges. Consider running them in either of those detachments if you wish to deep strike them.&lt;br /&gt;
**Right, so you&#039;re gonna compare these guys to Possessed considering they&#039;re the exact same price and attacks per model and basically do the same thing - the issue is in how they do it. Comparatively, Possessed will win out: they&#039;re more durable with 3 wounds each and their attacks drop 2 damage per hit. Talons trade that in for a slightly faster M, deep-striking, an easier time wounding, and that gimmicky no-fallback rule.&lt;br /&gt;
*&#039;&#039;&#039;[[Venomcrawler]]:&#039;&#039;&#039; Oh hey, look who got reshuffled into Fast Attack? Now cheaper, costing as much as a basic helbrute, with 9W and thus a non degrading profile. Despite being the squishiest of the daemon engines in terms of wounds, the crawler makes up for this with its speed and utility. Gives friendly psykers +1 to cast in an aura, so with its speed it&#039;s an excellent backfield screen against deepstrikes, as it&#039;s got a big ol&#039; base, as well as decently ranged guns and the speed to run up the board once your opponent has deployed their reserves. Be careful not to put your opponent in a position to think this is the biggest threat on the table, it surely can be but if you do it will immediately die. And when it inevitably does the fact it explodes on a 5+ can be a liability or a boon depending on how close it made it to the enemy. Definitely one of our best fast attacks.&lt;br /&gt;
*&#039;&#039;&#039;[[Blood Slaughterer]]&amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: THE best melee walker for its points, the Blood Slaughterer is a blender on spiky legs. Expect it to attract a lot of firepowers, so much that its Infernal Regeneration is not going to be enough, especially if it scuttles halfway across the board. Using Warptime on it is a must if you want to get into combat turn 1, otherwise DO NOT try to get it all the way to the enemy in only one turn, have it come at the enemy with at least a few other units, preferably alongside something like Warpsmith/Hellwright to repair some of the damage it&#039;s going to take. Going up alone&#039;s going to put you in range of everything, possibly rapid-fire range of several units and you don&#039;t want it weathering that much firepower. Once you get to the enemy, however, go nuts as there isn&#039;t anything that it&#039;s bad at killing and both loadouts are good depending on what you&#039;re fighting (harpoon for vehicles/monsters, which also helps make the charge, blades for everyone else). &lt;br /&gt;
** This almost goes without saying, but take this with a (or multiple) Lord Disco in a Soulforged Pack. Adding two to your move characteristic and having the assault after advancing stratagem makes your threat range 18&amp;quot;+2d6&amp;quot; (+2 if you land a harpoon). Add in warptime to go faster than a Heldrake on speed.&lt;br /&gt;
*&#039;&#039;&#039;Greater Blight Drone &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The big drone&#039;s weapons combined with its movement make this unit pretty dangerous, though it&#039;s a pricey unit to field. Unlike the Blood Slaughterer you do want this to go alone and make it to the enemy as fast as possible (made easier thanks to Carrion Haunter, making it so that you don&#039;t even need Warptime), as its Bile Maw needs to be somewhat close and it has a much higher chance to explode when it dies. Fortunately, T7, all the benefits of being a Daemon Engine, plus Sickly Resistance being a 5+ FNP rather than the Death Guard&#039;s damage reduction should mean that this won&#039;t be anytime soon.&lt;br /&gt;
*&#039;&#039;&#039;Dreadclaw Drop Pod &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: For the price of almost two Spiky Metal Bawkses you can get yourself a Flying Spiky Metal Bawks... that functions more like a mobile drop pod. However, true to its FW origin, it also packs a shopping list of confusing features. Transport-wise it can haul Raptors and Termies who cost 2 slots each or even Obliterators, who count as 3, or even a Dread/Decimator (thanks FAQ, making it the only viable delivery vector for our choppy walkers), which counts as 10. It zips around with flat movement of 15&amp;quot; and {{W40kKeyword|FLY}}, meaning that damage doesn&#039;t slow it down and it ignores terrain. Zoom-zoom! It packs a surprisingly good melee weapon (that sadly deteriorates) and it can also burn nearby fuckers with its jet wash, though that&#039;s more of a mulligan for before you eat people to heal yourself. Something to remember is that since its move doesn&#039;t degrade it can be used to deep-strike, drop off its payload and then fly over to whoever else you want to shuttle around, or charge a ranged unit way in the backfield who really doesn&#039;t want to be in combat with anything. Just like a Rhino, so long as it&#039;s annoying the shit out of your opponent it&#039;s doing its job.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Land Raider]]&#039;&#039;&#039;: The Big One. The Iron Beast of Unholy Destruction. It&#039;s the Land Raider, and the logical choice for adding something HUEG to your army that can blow shit up and bring your big boys along for the fun. Somehow, they made a land raider good. Well, sorta. You&#039;re paying 265 points for something whose max output is being a [[DISTRACTION CARNIFEX]] that refuses to die, so you&#039;re going to have to build a list around such a big investment and make it worth it. &lt;br /&gt;
**Now a whopping T9, with a 2+ save supported by armour of contempt. Can carry 10 guys, with possessed and terminators taking 2 slots each. Now has Soulshatter Lascannons that hit for d6+2 damage, making it actually somewhat threatening. Take it in Iron Warriors and give it -1 to wound, making meltas wound on 6s, lascannons on 5s, and railguns on 4s. This thing properly supported is not worth the effort to kill, so fill it with your favourite melee blender and just push it up the board tanking everything.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Predator]]&#039;&#039;&#039;: This is your tank. Got a big buff for 9th, making it maybe viable. There are two major roles that a Predator can fill. Anti-tank, or anti-infantry (or to a lesser degree, both). For the anti-tank role, you can grab a las-pred armed with 2 brand new soulshatter lascannons, for 2 d6+2 shots on top of the sponson-mounted bog-standard ones to blow tanks apart. You can give it a Combi-X of your choice and/or a havoc launcher. It is also totally fine as is without them too. For the anti-infantry role, you can have the Dakka-pred armed with the much improved &amp;quot;Predator Autocannon&amp;quot; and two Heavy Bolter sponsons. You can also choose to do a mix and match of both by picking one of each layout (Heavy Bolters with a Lascannon turret mainly) and shooting each weapons at whatever its best optimised for. That said, mix N&#039; matching is generally a bad idea because spliting your fire each round usually means that you&#039;re not killing stuff fast enough, or at the very least slower than if you had specialised the Predator into anti-tank or anti-infantry. &lt;br /&gt;
**Predators compete in a clogged heavy support role between Mauler Fiends, Havocs, Defilers and Land Raiders, but remain an attractive choice if you can&#039;t think what to put into a list.&lt;br /&gt;
**Recieved a boost in Arks of Omen, Heavy Bolter sponsons are now free, can take free havoc launchers and pintle-mounted weapons, and lascannons took a points drop, though this comes at the cost of having lost Armour of Contempt.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Vindicator]]&#039;&#039;&#039;: Stuck in a bit of a niche killing very heavy infantry and monsters, far from useless however. Seems the warpsmiths have been tinkering with their shells because it now hits for a nasty d3+3 damage, as well as having -4 AP. T5 infantry and below are going to suffer, and vehicles are going to take a beating from that much firepower (make sure to focus on Vehicles/Monsters first). Benefits from Combi-Weapons and Havoc Launcher quite well, in particular a combi-melta supplements the Vindicator&#039;s anti-vehicle firepower nicely letting it drive forward and tanking light-arms shots effectively (being T8), even more so now that these options are free. Take it if you want something to spearhead a vehicular assault; the close range firepower will serve you well. Its main gun has &amp;quot;Blast&amp;quot; which can be quite useful against hordes while still threatening tougher units, this also has great syngergy with Iron Warriors&#039; Methodical annihilation to reroll a damage roll, count enemy squads as twice the size for blast, and shoot in combat. Definitely pay up for a siege shield (it’s free now), getting a 2+ save makes you far more durable vs anti tank weapons.&lt;br /&gt;
*&#039;&#039;&#039;[[Defiler]]&#039;&#039;&#039;: This is a big, stompy, killy daemon engine that will inevitably draw enemy fire because of how threatening it is. They can be pretty destructive for their cost (which went up some 20pts in the transition). What we&#039;ve got now is a solid block of wounds protected by a 5++, regeneration, and Smoke launchers (yes, it is the only daemon engine to rock smokes), festooned with various now accurate guns, and punchy to boot (A5 now). Daemonforge strat is now changed to hit on 2s, and good riddance, because daemon engines can now hit shit without being glorified spiky CP sinks. Its array of guns can threaten armour, infantry, and anything in between, and even stock it is surprisingly menacing, particularly with its D3 howitzer. For melee it can get extra tentacles, although they grew in price and do less damage now. A backline anchor or a close assault vehicle, big metal crab here can do it all in style.&lt;br /&gt;
**Because Defilers don&#039;t have bases, any part of the model can be used to measure distances. This is especially important in melee, where you can actually attack from your claws. This (depending on the pose of your model) can mean that you can actually reach support characters behind units. Don&#039;t forget that you can only attack units you declared a charge against if you&#039;re charging though.&lt;br /&gt;
*&#039;&#039;&#039;[[Forgefiend]]&#039;&#039;&#039;: The Dakkafiend, now given a lease on life in 9th edition, turning a frankly garbage dinobot into a competent fire support platform, with a hefty price hike in the process. This here daemon engine is reasonably tough and comes with two flavours of gun: buff Hades autocannons (now with full range and an extra point of AP) and &#039;&#039;Ecto&#039;&#039;plasma cannons (with extra range and flat D3 Blast), one of which can replace the damn thing&#039;s face. Is that metal or what. Said upgrade is not strictly necessary since both guns have different range bands and Strength, making them suited for different targets. Still, Dakkafiend is a convenient source of heavy plasma cannons (that never get hot), which have their niche, while Hades are just souped-up autocannons that need no introduction. Just keep that thing away from melee, and it will happily gun medium-sized shit down for you.&lt;br /&gt;
*&#039;&#039;&#039;[[Havoc|Havocs]]&#039;&#039;&#039;: Now come only in squads of 5 with an improved Toughness of 5 which, make no mistake, does not make up at all for the loss of extra bodies. They must take 4 heavy weapons, and treat Heavy Bolters and Lascannons as the default loadout. In addition, they can move and fire heavy weapons with no penalties to Hit, drastically enhancing their mobility. &lt;br /&gt;
** They are T5 because they have fight other marines to get their heavy weapons and it shows. Against [[bolter]] fire or the [[shoota|like]]. This sounds great until you run into a proper Guard gun line, which doesn&#039;t care about the difference between T4 &amp;amp; T5. &lt;br /&gt;
**&#039;&#039;&#039;Havoc Autocannons&#039;&#039;&#039; The cheap and direct option with a bonus AP compared to the standard model, Havoc Autocannons are solid for their 48 inch range, decent str and 2 damage a piece shots. They wont outright kill a big unit or vehicle but it will repeatedly punch holes into it from a safe distance. Great for pissing off primaris and sniping overextending troops off objectives. &#039;&#039;Yup, chaos snipers wield autocannons&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Heavy Bolters&#039;&#039;&#039; Competes with the Autocannon, but unlike the Loyalist Autocannon, doesn&#039;t invalidate it. You gain 1 shot, but lose range, AP, and S. Where the Autocannon is the MEQ-killing Sniper, the Heavy Bolter provides suppressing fire. 12 shots at S5 AP-1 D2 is tempting, but you&#039;re only going to be scoring exploding 6s in the first turn and most players will try to avoid giving you LOS/Range in the first turn. Very situational.&lt;br /&gt;
**&#039;&#039;&#039;Reaper Chaincannon&#039;&#039;&#039; 24&amp;quot; 8 Shots S5 AP-1 D1, Reaper Chaincannons are &#039;&#039;statistically&#039;&#039; your best option for killing most types of infantry, but is really ham-strung by its middling range and the fact that it&#039;s only D1. Just like the Heavy Bolters, 8-32 S5 shots is &#039;&#039;amazing&#039;&#039; for proccing LTGB, but you have to be within 24&amp;quot; to make the most out of it, and AoC really made it inefficient against MEQ. This is &#039;&#039;probably&#039;&#039; better on Legionaries because the 24&amp;quot; overlaps with their bolters, and you&#039;re not really going to feel that -1 to hit when you&#039;ve got 8 shots. Havocs should spend their points on long-ranged weapons. &lt;br /&gt;
**&#039;&#039;&#039;Missile Launchers&#039;&#039;&#039; are now the most flexible weapon, they&#039;re almost as good as the Lascannon against heavy targets, but not that useless against everything else. This is the weapon you want in smaller games, when you don&#039;t know your opponent or you want just one Havoc squad to fire support your army and want to move on on other stuff. The perfect &amp;quot;what if&amp;quot; weapon. Do note that if you know what your opponent&#039;s bringing then it&#039;s actually the least appealing option as Lascannons outperform it against armour, Heavy Bolters outperform it against Infantry, though you might want to keep at least one hanging around if flyers are giving you a hard time, simply because the Flakk Missile stratagem is a thing.&lt;br /&gt;
**&#039;&#039;&#039;Lascannons&#039;&#039;&#039; are decent against heavy targets, monsters, and overextended characters. It does its job very well but isn&#039;t point efficient against other targets.&lt;br /&gt;
*&#039;&#039;&#039;[[Maulerfiend]]&#039;&#039;&#039;:  The Choppafiend, fast and capable of cracking open any tank it comes in contact with, now &#039;&#039;vastly&#039;&#039; improved for the same price. With WS3+ and 6A at S7x2 AP-3 Dd3+3, this thing is a freaking turbocharged can-opener that will eat light vehicles for breakfast. Said 6A also don&#039;t degrade now. For kit it&#039;s got Magma cutters, which are a pair of full-on inferno pistols (except Assault, not that it matters much, all vehicles shoot in melee now), or Lasher tendrils, which still grant a huge pile of extra attacks albeit at D1 and cost extra. You basically choose between straight up more damage to your intended targets and chaff-clearing potential in case you get bogged down on the way there. Both choices are very solid for such a cheap and vicious unit. Oh, and it ignores Charge penalties now because why not.&lt;br /&gt;
*&#039;&#039;&#039;[[Obliterators]]&#039;&#039;&#039;: The big and shooty boys are back, and are no longer Randumb! 5&amp;quot; move, but they can still deepstrike, and have 5 wounds and 4 attacks at Sx2(10) AP-3 D3. But that&#039;s not why you take them, you take them for all the Fleshmetal guns they have, which now have 3 profiles, with something for every occasion:&lt;br /&gt;
**&#039;&#039;&#039;Warphail&#039;&#039;&#039;: 24&amp;quot; Heavy D6 + &#039;&#039;&#039;9&#039;&#039;&#039; S5 AP-1 D1 attacks for mulching GEQs and Boyz.&lt;br /&gt;
**&#039;&#039;&#039;Ruinous Salvo&#039;&#039;&#039;: 24&amp;quot; Heavy D3+3 autocannon-ish shots (S7 AP-2 D2), the D2 being excellent for taking out marines and the extra pip of AP for AOC.&lt;br /&gt;
**&#039;&#039;&#039;Focused Malice&#039;&#039;&#039;: 24&amp;quot; Heavy D3 S9 AP-3 D4, which is pretty good for breaking vehicles when it gets through.&lt;br /&gt;
**Obliterators also get Big Guns Never Tire but with a different name (&#039;&#039;Unrelenting Firepower&#039;&#039;), letting them shoot in melee or on the move as if they were vehicles. &lt;br /&gt;
**Because of their &amp;lt;Daemonkin&amp;gt; keyword, they can benefit from a &#039;&#039;&#039;Master of Possession&#039;&#039;&#039;. Apply Warp Marked on an enemy to guarantee a 2+ to wound or even [[awesome|bring back a destroyed 90 point model for free]] if the squad still exists. Overall, a very solid unit when you want something shot off the board, regardless of what it is.&lt;br /&gt;
**If you&#039;re wondering where Mutilators went, don&#039;t bother, hardly anybody took them, they were just a waste of a heavy slot. Obliterators now do the jobs of both. Plus you have Maulerfiends to round out your detachment regardless. &lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Vindicator]] Laser Destroyer &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: This bad boy cannibalizes tanks. You should almost always supercharge the Laser Volley Cannon because the odds of rolling a 1 is small and a single MW (that happens &#039;&#039;after&#039;&#039; shooting) is peanuts. For the same reason, don&#039;t be afraid to move this vehicle around.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Land Raider Achilles]] &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Your land raider on steroids with 2 twin multi-meltas and a massive soulburner bombard that has a range of 48&amp;quot; with 2D3 shots. Not only is it capable of dealing massive damage and mortal wounds, it has an inbuilt 4++ which can be buffed to a 3++ if you give it Mark of Tzeentch and cast the spell off. You WILL lose friends playing it this way as you shouldn&#039;t have to be reminded how much of a pain in the ass a land raider with a 3++ is to get rid of. The only downsides are its increased cost and very limited transport capacity (6 infantry models). Put Chosen in it rocking plasma spam and send them off to kill heavier infantry while you deal with vehicles/whatever survives them (meltas for vehicles, soulburner for survivors).&lt;br /&gt;
**As of the Current FAQ the Achilles does not have Daemonic Machine Spirit like the vanilla Land Raider, meaning it will suffer penalties for moving and shooting. This particularly sucks ass since your soulburner is heavy, so try to find a way to put Prescience on it if you can, or use Blasphemous Machines to remove this penalty.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Land Raider Proteus]] &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: For a bit more points you get a LR with some fantastic additional abilities. Standard loadout but boosted combat ability and regen, its Phylactery is good if you&#039;re going Night Lords or want to further debuff a unit hit by a butcher cannon, as well as making your opponent want to deep-strike their anti-armour outside of rapid-fire/melta range. Definitely worth considering if you want to travel somewhere with a unit like Chosen without worry of them being taken out by assholes who drop down and overcharge plasma into your ass. Also note that since its melee is boosted, it does better with assault units or other units who need to get in close as that allows it to get a charge off itself, hopefully heal from the damage and continue being a massive pain in your opponent&#039;s ass. Make sure to grab a havoc launcher, otherwise its default loadout is pretty good.&lt;br /&gt;
**As of the current FAQ, the Proteus does not have Daemonic Machine Spirit like the Vanilla Land Raider, meaning it will suffer penalties for moving and shooting. You can use Blasphemous Machines to remove this if you want/need to, sucks you need a CP to do it.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Rapier Armoured Carrier|Rapier Battery]] &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: You will likely take these for the cheap Laser Destroyer and blow enemy vehicles apart (a trio of them can royally fuck up a Knight). The quad heavy bolter&#039;s good against infantry blobs, and the graviton cannon will fuck up marines. All the weapons it can carry are good, but what you gain in point saving you lose in durability. These have stats on par with a generic character but without Look Out Sir, so keep them well hid. Lastly never forget to have some sort of aura affecting it, missing with its heavier shots is devastating.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Whirlwind#Deimos_Pattern_Whirlwind_Scorpius|Scorpius]] &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Chaos finally gets a, somewhat expensive (points and monetary), Whirlwind. The Scorpius Multi-Launcher is your main investment here allowing you to lob 3D3 Str 6 AP-2 D2 shots into the fray without needing LOS. Upgrades come in the form of an additional combi-weapon and a Havoc Launcher - but you aren&#039;t going to do that since you want it hiding all game and standing still - As doing so lets you fire the Multi-Launcher a Second Time. Like the other Hellforged it has a boosted melee ability, though you really don&#039;t want it there as staying still to fire twice at targets is way better, just get a Warpsmith/Hellwright if you want/need to repair it, and save the infernal hunger for if enemy units stray too close to you.&lt;br /&gt;
**For modelling purposes a Whirlwind with a third party turret should be fine for most opponents.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Sicaran Battle Tank]] &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; a Series of Relic tanks, having an improved rhino-land raider-hybrid chassis with 14W and 2+Sv. The downside is they all have Martial Legacy. In addition to its main gun and a single Heavy Bolter, you can grab 2 sponson-mounted Heavy Bolters or 2 Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter, if you crave more dakka. The Sicaran Battle Tank has lost its anti-skimmer special rules and got nothing in return, meaning its essentially a souped-up predator. Comparatively you get an improved statline, and on the main cannon you get max shots and a better pip of AP (fuck you Salamanders). Whether those are worth the extra points cost and CP will be up to you.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Sicaran Venator]] &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Venator will &amp;lt;strike&amp;gt;rape&amp;lt;/strike&amp;gt; explode any vehicle it looks at. Of the sponson options, go with the Lascannons. They have the same range and want to shoot the same targets as the main cannon, which will assist with securing utter deletion of your enemies. Unfortunately this tank is extremely similar to the Vindicator Laser Destroyer, which is arguably the better vehicle. Field the Venator if you can afford to buy the sponsons, can make good use of the better range, and want to bring a vehicle with a much &amp;lt;strike&amp;gt;bigger cock&amp;lt;/strike&amp;gt; cooler design.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Sicaran Punisher]] &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The draw is the Punisher Rotary Cannon- 18 S6 Ap-1 D1 shots guaranteed to make any hordes within 36&amp;quot; hate life. Enjoy making Orks and Tyranids cry.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Sicaran Arcus]]&#039;&#039;&#039;: Another Sicaran variant, acting like a bigger Whirlwind Scorpius, this one is armed with a multi-launcher. 48&amp;quot; Heavy 2d6 with S6 AP-1 D2 Blast and ignores LOS. if your taking an Arcus over a Scorpius, your trying to make the most out of that 1 CP and heavy slot buy butting sponsion weapon on it.&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Sicaran Omega]]&#039;&#039;&#039;: Its Omega Plasma Array has two modes; in its normal mode, which is 36&amp;quot; Heavy 6 S8 Ap -3 D2 and gain +1S &amp;amp; D on overcharge but a MW on 1s to hit. Being a threat to TEU and vehicles while the Venator is pure vehicles and titanic units.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Predator (legends)&amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: It&#039;s a Predator with some extra rules and guns. Standard Pred weapons with the ability to choose Flamestorm Cannon to bubbles up those pesky Primaris Marines, Magna-melta Cannon, a super multi-melta and bad idea that won&#039;t make its points back, and C-beam cannon that should be skipped as it&#039;s not as good as a Lascannon no matter how FW try to sell it to you. Surprisingly this is one of the few models that have characteristics that improve as it takes damage, and as such you&#039;d do well to choose something that allows it to close in while ignoring the modifiers to its BS, making the flamers shoe-ins for the role. The plasma destroyer can also work well for softening up a unit so that the Predator can finish them off itself, in turn allowing it to heal thanks to Machina Malifica.&lt;br /&gt;
**Per the FAQ, you can&#039;t use the Kill Shot Stratagem with Hellforged Predators.&lt;br /&gt;
**A rather terrifying way to use this thing is with the Flamestorm Cannon, Two Heavy Flamers, and a Combi-flamer. T1, advance and pop smoke, warptime if you need to. T2, blaze away with your autohitting flame weapons, which don&#039;t give a damn about degrading accuracy, and charge for 5+D3 attacks as S6 AP-3, (with Hateful Assault and Rage-fueled Rampage). The more damage it takes, the more killy it is in melee, and since Hellforged models don&#039;t give a damn about spam like Relics do, spam two to three of these things (and become That Guy).&lt;br /&gt;
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===Fortification===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Bastion&#039;&#039;&#039;: Found in CA2019, this thing now deserves an honourable mention. It&#039;s an Imperial Bastion with numbers filed off, except it trades a point of Save (largely irrelevant) for a point of Toughness... bringing it to frankly ludicrous &#039;&#039;&#039;T10&#039;&#039;&#039;, so for 200pts two squads can kick back in a fuckoff &#039;&#039;&#039;20W TOWER OF POWER&#039;&#039;&#039; that bounces off lascannons like grot gunz and will require a superheavy to knock over before the game ends - all the toughness of an Aquila Strongpoint for half the price.&lt;br /&gt;
**Fun fact, has the &amp;lt;CHAOS&amp;gt; keyword and as a result of which allows it to benefit from the 5++ aura from a nearby Noctilith Crown (see below) should you happen to place them together.&lt;br /&gt;
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*&#039;&#039;&#039;Noctilith Crown&#039;&#039;&#039;: Good for providing backfield protection to your own dudes, in case you didn&#039;t want to invest in a Deredeo&#039;s Hellfire Veil, and that&#039;s its main function. Sure it can help you get your psychic powers off, though it&#039;s possible you&#039;re going to be out of its range a lot of the time given the range of most of your abilities unless you want to keep using Prescience (which isn&#039;t a bad choice). Do be aware that it&#039;s not invincible as it can be shot and destroyed, though given its toughness it&#039;s still going to take quite a bit of firepower or a unit getting into close combat with it. If you&#039;re going to use it then you&#039;re going to want to move your Havocs and any other backfield units a little further away from it come turns 2 and 3, nothing&#039;s going to suck more than seeing it get destroyed, having it explode, and then watching as it wipes out the units it was protecting. A final note: Be aware that all buffs work on Chaos units in general, not just your own, so in a Chaos vs. Chaos game you will give your opponent an advantage too. Can be used in place of a Dark Apostle to provide your backline campers (i.e. Havocs) with a 5+ invulnerable.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Hades Diabolus (Open Play Only)&#039;&#039;&#039;: Make-A-Raider rule exclusive to Open Play that allows you to pimp yo big spiky ride (almost) as you see fit. The example given in Chapter Approved 2017 shifts its Twin Heavy Bolter onto extra sponsons in order to instead mount a Reaper Autocannon, making it slightly more shooty at the cost of 5 transport capacity. Yes, you can make a legit Chaos Terminus Ultra with this rule. No, you can&#039;t bring it to a normal game. Figures.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne Lord of Skulls&#039;&#039;&#039;: Depending on how good you want the hand and cock cannons to be, KLOS runs from either 400 points or 479 points as of CA 2019. The guns are better for the more expensive version, but you want KLOS in close combat and even though he has a tank instead of legs he can&#039;t shoot his cannons if a Rhino nudges him. Like the Kytan, he can SMASH and SLASH with his enormous axe and as he actually gains attacks when low on wounds he throws out 24 slash attacks if below 7 wounds. At only 4 more wounds than a Knight, you might think he&#039;s not worth the points but the 5+ invulnerable save in the Fight phase really makes up for any lack of wounds. Be aware that while he gets more attacks as he&#039;s hurt, he also gets slower so make sure that he&#039;s at least somewhat protected/hidden/guarded in the first turn, as there&#039;s nothing sadder than having 8 attacks and not being able to use any of them. Use your CP re-rolls to get him in combat; you paid for him so you had better use him. If you want to get rid of the goofy look, consider using a Kytan Ravager as a proxy (forge world even states on its page that its designed to echo the LoS).&lt;br /&gt;
**Ichor cannon is the cheapest of the three torso guns and the only one with a range higher than 18&amp;quot;. It can threaten light vehicles as well as small, elite units like Primaris marine aggressor. The 48&amp;quot; range and -4 ap are the real strengths of this gun.  &lt;br /&gt;
**The Daemongore and Gorestorm cannons are share similar stats but different roles. Both are 18&amp;quot; flamer weapons with a strength that matches the KLOS and flat damage. The Daemongore is better at taking chunks off vehicles with its 3 damage, while the Gorestorm is better against hordes. &lt;br /&gt;
**Hades Gatling Cannon: The more expensive of the two arm options at 30 points more than the Skullhurler, the Hades is an Avenger Gatling Cannon, but better. +12&amp;quot; range, +2 strength. all for 4 points LESS than the Avenger. Admittedly, you have to buy a heavy flamer with the Avenger, so you technically have fewer shots. However, ask yourself if an extra d6 attacks at 8&amp;quot; is worth the trade off? probably not.  &lt;br /&gt;
**The Skullhurler is the cheaper arm option and the most likely to be seen on a bare bones KLOS. Its advantages are its 60&amp;quot; range,  high strength, and bonus shots against units of 10 or more.  Its weaknesses are its random shots and 1d3 damage, making it a poor vehicle killer.  &lt;br /&gt;
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*&#039;&#039;&#039;Kytan Ravager &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Kytan is a good alternative to a Renegade Knight but has the {{Template:W40kKeyword|Heretic Astartes}} and {{Template:W40kKeyword|&amp;lt;Legion&amp;gt;}} keywords so you can target him with Warptime and Prescience, not to mention Diabolic Strength. Has less wounds than a Knight but his invulnerable and regen helps mitigate that a bit, and his Legion keyword means that unlike knights a Warpsmith/Hellwright can repair him mid-fight. His SMASH helps make sure that other big hitters and characters go down fast. As a {{Template:W40kKeyword|VEHICLE}} it can shoot while in combat, so you really want to get it in there fast so you can get to CLEAVING LOYALIST FILTH. Keep in mind he also benefits from the Daemonforge stratagem, re-roll all hits and wounds for 1 CP!? YES PLEASE.&lt;br /&gt;
*&#039;&#039;&#039;Greater Brass Scorpion of Khorne &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Still a beast capable of bringing a ton of pain and handling most things, including hordes (thanks to its ability to shoot whilst in combat), and like most such things, it&#039;s very durable thanks to its Invulnerable, Regen, and Runes, ensuring that anyone who thinks to whittle it down via Smite will be reconsidering their plan. Even before combat its shooting is capable of putting any type of unit on its ass. In combat the scorpion attacks with a fuckton of high strength, high AP, high damage, and can dish out a nice dose of flamer attacks. With a 3D6 charge range and 12&amp;quot; base movement, deploy this daddy last and right at the front, with a first turn charge as your opponent watches in absolute horror as you send a nuke scuttling towards his line. Do keep your eye on it though as, with the changes to rules and only 20 wounds, this unit can reliably be brought down in a turn or two (first turn charge is the key). This Metal Murder Scorpion is expensive (FAQ 2018 took it up to a whopping 650pts) and at its points cost you need to make sure you smash your enemies with it immediately or you may be better off with a Defiler, a Forgefiend and a Maulerfiend for the same cost. A shame you can&#039;t use Warptime on it.&lt;br /&gt;
*Rune was reworked be viable by not take mortal wounds from psychic abilites on a 4+ rather than causing perils on any doubles(and not working)&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Spartan Assault Tank &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Your super LR sadly got moved to the LOW slot, however it&#039;s not letting that get it down! Very likely to deliver the payload unless your opponent&#039;s using other Forge World models against you (in which case, you better be Word Bearers because you&#039;re going to need to pray (very literally, to have a 5++ from the prayer)).&amp;lt;strike&amp;gt; Despite being an impressive delivery system, don&#039;t fill it with expensive models like Terminators, you&#039;re likely to lose several thanks to In the Belly of the Beast (Berzerkers are still a good choice). Try not to put characters in it either, losing them instantly like that can really gimp your gameplan.&amp;lt;/strike&amp;gt; Now removed and basically a carbon copy of the loyalist version! So load them up with Possessed/Terminators and go nuts! For ranged weapons, keep the quad lascannons, the laser destroyer won&#039;t put out the same amount of damage. The heavy bolters are also a good thing to keep, if you want to deal damage up close then you have the CSM&#039;s you&#039;re carrying to do that for you, and you can then charge it in to use Infernal Hunger once you drop them off (pick a different target than the one the payload&#039;s chopping at). Never leave it in combat either, always make sure to pull it out, then shoot and charge again. The havoc launcher&#039;s also cheap and useful, so make sure to get that too. The final thing to keep in mind is that if you want something capable of delivering expensive squads with characters without this much risk, you&#039;ll be better served with a Kharybdis.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Cerberus Heavy Destroyer &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: This thing is expensive but nasty. So on top of the rules we&#039;ve seen for the other Hellforged tanks, it&#039;s even more durable and thanks to Steel Behemoth it can always shoot or charge even when falling back but enough of that, let&#039;s talk about that FUCKHUEG gun sticking out of the front of it. Wounding on Leadership instead of Toughness means on average you&#039;re going to wound &#039;&#039;&#039;EVERYTHING IN THE GAME&#039;&#039;&#039; and deal an absolute minimum of 5 damage per wound, nasty. Use it to nuke Land Raiders, other units as heavy as it, monsters, etc. It costs a lot of points (and works beautifully with any Night Lords units) and you need to make those back fast as it&#039;s going to attract a lot of firepower. Put it within an aura re-roll (especially while it still has 2+ BS) and avoid shooting models less than 150 points if you can. It can take heavy bolters and lascannons but it doesn&#039;t need either, and that just add numerous points you still have to make back. The havoc launcher&#039;s dirt cheap as well as useful, so you might as well grab that. Like most of the tanks, don&#039;t try to use Infernal Hunger unless the opponent comes to you, your wounds should be healed off by a Warpsmith/Hellwright, not by driving up to munch on people so that you get exposed to more weapons, which is more likely to get you killed than healed.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Typhon Heavy Siege Tank &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Your tank for when you absolutely need 1 unit dead, and also one of the few vehicle units with a BS of 2+ (before it degrades anyway). Put it within an aura and laugh as its cannon becomes great against everything, especially Terminators/Primaris. That being said you still want to make its points back, so don&#039;t go shooting something like a unit of conscripts or even regular guard squads, find the priciest/deadliest thing within range and unload. To help it in that endeavour, get lascannons, you&#039;re already putting so many points into it that you might as well go all the way, and never try to drive it up to use Infernal Hunger. Its ideal range is 48&amp;quot; and moving not only drops that, but it opens you up to return fire/charges from units who can actually take you on. Ignore the WS improvements from the damage chart, as well as Machina Malifica and only use it in melee if a unit ends up coming to you.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Fellblade &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Baneblade&#039;s exponentially meaner cousin is now a quite reasonable 550 without bells and whistles. The two shot types and multiple sponsons allow the Hellforged to fulfill multiple roles, which it does quite well, being essentially anti-everything. Keep the quad lascannons and keep the twin heavy bolters, the other options aren&#039;t going to help you nearly as much and always get a havoc launcher. All-in all, keep this beast at around 36&amp;quot;-48&amp;quot; range to get the most use out of its weapons (don&#039;t worry too much about the demolisher not being in range) and make sure to have a re-roll aura on it, as you don&#039;t want to miss those crucial AE shells when they&#039;re going to make a difference.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Falchion &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Incredibly expensive and at first glance it would look to be one of the best units in the game for deleting titanic targets, but there&#039;s one major fucking problem: It has the Titanic keyword. If you take on a Titan with this thing then its macro weapons will tear this thing a new asshole and all you&#039;ll be left with is regret. So Titans are out, but smaller targets are good then right? NOPE, the Falchion overkill to an extreme degree for anything smaller, and you&#039;re not likely to make your points back before it&#039;s shot down (especially since it has no invuln). &lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Mastodon &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s reroll to kick in.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sokar Pattern Stormbird Gunship &amp;lt;sup&amp;gt;[Forge World] [Martial Legacy]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points and tangible money alike, it can ferry the entire army onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Gunship &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kharybdis Assault Claw &amp;lt;sup&amp;gt;[Forge World]&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Expensive (in every way), tough and somewhat shooty, the Kharybdis is one of those that can really piss off your opponent provided you deep-strike it in, unload however many Berzerkers you took, and get that immediate charge before they were able to react before whisking the thing 15&amp;quot; away next turn to burn and shoot more shit. It&#039;s no wonder it was hit with a points hike since it really does justify it, though if you just want it for its troop capacity and are worried about it getting destroyed, you&#039;ll be better off with a Storm Eagle.&lt;br /&gt;
&lt;br /&gt;
==Legions And Renegades==&lt;br /&gt;
Here we go, the main thing that gives the Chaos Space Marines their character and, depending on which Legion you go with, radically alters their playstyles. Everyone has their own favourite group and way of playstyle, so pick your traitors and try to find what synergizes best with their traits, relics and stratagems.  However, because GW hates you (yes, you specifically), CSM are the only faction in the game that makes sense to have a build-your-subfaction, unlike Daemons or Harlequins, but can&#039;t field custom legion.&lt;br /&gt;
&lt;br /&gt;
Do note that Renegades, while having relatively powerful traits, are unable to use the Veterans of the Long War Stratagem. This is important as the Stratagem is one of the best ways to deal with higher Toughness enemies.&lt;br /&gt;
&lt;br /&gt;
Finally, any character unique to a Legion (or Renegade warband) must use their own Legion&#039;s/Warband&#039;s Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
===[[Alpha Legion]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:AlphaLegion.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, there is no such thing as Truth.&lt;br /&gt;
&lt;br /&gt;
Thematically the Alpha Legion are known for their mastery of Deception, Covert Ops, Sabotage, and Information Warfare. {{Blam|&amp;lt;s&amp;gt;May or may not be loyalist&amp;lt;/s&amp;gt;}} {{Blam|HERESY!}}&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the sons of the Hydra can throw a wrench in anyone&#039;s plans while maintaining board presence. While their offense isn&#039;t as overwhelming as the Iron Warriors or targeted like the Raven Guard, but they can definitely play the objective game well. When you want to control the board and minimize your own losses, take no substitutes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Hidden in Plain Sight&#039;&#039;:&#039;&#039;&#039; Your opponent must subtract 1 from their hit rolls when targeting units with this trait if they are more than 12&amp;quot; away or more than 18&amp;quot; if the {{W40kKeyword|ALPHA LEGION}} unit has 10+ wounds. In addition, if units with this trait fell back, they can still charge or perform actions. A good trait in general that works on everything, especially Helbrutes and Hellforged Dreadnoughts. Also decent if you are playing a kind of gunline or artillery-based army.&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Infiltrate and Subvert&#039;&#039;:&#039;&#039;&#039; All {{W40kKeyword|Infantry}} units gain a unique action they can perform on an objective within 6&amp;quot; of the enemy DZ.  If they survive that turn, you can subvert an objective on a 3+ (5+ if {{W40kKeyword|Cultists}}), making the enemy unable to cap them and making all actions near them fail. This is all a lot stronger than, say, the Black Legion&#039;s objective and scores more VP easily (3 VP normally, 4 VP if it&#039;s done fully within the enemy DZ), but this comes at the cost of location restrictions.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;I am [[Alpharius]]&#039;&#039;:&#039;&#039;&#039; In addition to this Warlord trait, your warlord generates a random universal CSM Warlord trait. If this warlord is slain, you may immediately select another {{W40kKeyword|ALPHA LEGION CHARACTER}} in your army to take their place and &#039;&#039;choose&#039;&#039; a Warlord trait for them (that isn&#039;t this one - the whack-a-mole nerf has come). If the mission you are playing grants victory points for slaying the enemy Warlord, your opponent will only achieve that objective if that second {{W40kKeyword|ALPHA LEGION CHARACTER}} in your army has been slain. Still just as adaptable, and it&#039;s always hilarious to see an enemy&#039;s attempt to Slay the Warlord fail, especially if they have to hoof it to someone on the other side of the battlefield.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Clandestine&#039;&#039;:&#039;&#039;&#039; When targeting this warlord, unmodified hit rolls of 1-3 fail. Plus, this warlord gains +1 save in cover.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Headhunter&#039;&#039;:&#039;&#039;&#039; The warlord can snipe characters with pistol &amp;amp; rapid fire weapons, re-roll wound rolls for these weapons, and to add a cherry on top, causes mortal wounds on unmodified 6s.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Master of Diversion&#039;&#039;:&#039;&#039;&#039; Right before the first turn begins, select up to 3 other {{W40kKeyword|ALPHA LEGION}} units and redeploy them following the usual deployment rules and/or get placed into strategic reserves. Lets you kind of bait out your opponen&#039;ts deployment choices.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Cult Leader&#039;&#039;:&#039;&#039;&#039; Makes cultists slightly more dangerous! One pack of cultists within 9&amp;quot; of the warlord get +1 to hit and -1 AP in range and melee. Great for accursed cultists, pathetic on cultist mobs.&lt;br /&gt;
***Best used in combination with &#039;&#039;Icon of the Hydra Cult&#039;&#039; to improve your (accursed) cultists.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Convert Control&#039;&#039;:&#039;&#039;&#039; One {{W40kKeyword|CORE}} unit within 6&amp;quot; can shoot and perform actions. In addition, this chosen unit gains obsec or count as double if they already had it.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;Conceal (2/3 CP)&#039;&#039;&#039;: Select an Alpha Legion Infantry unit. Until the end of your opponent&#039;s shooting phase, that unit cannot be targeted unless it is the closest eligible target, or the shooter is within 12&amp;quot;. Costs 3 CP for Power Levels &amp;lt;s&amp;gt;over 9000&amp;lt;/s&amp;gt; 10+, 2 otherwise.&lt;br /&gt;
**&#039;&#039;&#039;Deadly Ambush (2CP)&#039;&#039;&#039;: Use in the reinforcements step. Select one enemy coming out of reserve, until the end of your &#039;&#039;&#039;next turn&#039;&#039;&#039;, all your units get +1 against them.&lt;br /&gt;
***&#039;&#039;This isn&#039;t AUSPEX SCAN,&#039;&#039; you can&#039;t shoot at them right after Deep Strike, only having +1 to all attacks until your next turn (including OVerwatch). &lt;br /&gt;
***This is a really subtle strat, which lets you turn the tables a bit on a deepstriking enemy. Not only are you hitting more accurately when you overwatch/fight back, but because it extends to your next turn, your counterattack will be brutal.&lt;br /&gt;
**&#039;&#039;&#039;Coils of Deception (1CP)&#039;&#039;&#039;: An Alpha Legion unit can fall back and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Forward Operatives (1CP)&#039;&#039;&#039;: An Alpha Legion infantry unti can make a pre-game move, with the usual 9&amp;quot; away stipulation. You can use this strat twice in larger games, but not on the same unit. &lt;br /&gt;
**&#039;&#039;&#039;Renascent Infiltration (1CP)&#039;&#039;&#039;: An Alpha Legion infantry unit more than 6&amp;quot; away from an enemy unit can go back into strategic reserves. Unlike other strats, they don&#039;t need to be near an edge, just away from an enemy.&lt;br /&gt;
**&#039;&#039;&#039;Sabotaged Armory (1-3 CP)&#039;&#039;&#039;: It&#039;s Back! So long as you have an Alpha Legion unit on the battlefield, when an opponent rolls to explode, they just go boom. 1 CP if the wounds is 9 or less, 2 CP for 10-19 W, and a whole 3CP if it&#039;s any more than that. &lt;br /&gt;
**&#039;&#039;&#039;Scrambled Coordinates (2CP)&#039;&#039;&#039;: Used during the reinforcement step. Pick two Alpha Legion CORE units, the enemy cannot bring down reserves anywhere within 12&amp;quot; of &#039;&#039;either&#039;&#039; of them. &lt;br /&gt;
***This really fucks with the opponent&#039;s plans, because you can pick &#039;&#039;&#039;two&#039;&#039;&#039; CORE units rather than just one. Deepstrike heavy armies like Grey Knights will have to sit on their asses for a turn because being outside of 12&amp;quot; means &#039;&#039;&#039;they can&#039;t charge.&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Veiled Agenda (1CP)&#039;&#039;&#039;: Revamped to actually work with the new rules. You don&#039;t reveal your secondaries to your opponent, &#039;&#039;[[That Guy|but you still gotta write them down]]&#039;&#039;, and you don&#039;t reveal them &#039;&#039;&#039;until you score Victory Points/Experience Points for that secondary&#039;&#039;&#039;.&lt;br /&gt;
***Want to fuck with your opponent&#039;s head? Take secondaries that require a tally, because RAW, [[That Guy|you only score VP after the battle]]. Of course, lots of secondaries actually have that wording, but any secondary that requires you to perform an action also implies that you&#039;re announcing that you&#039;re performing it. &lt;br /&gt;
*&#039;&#039;&#039;Relics&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Blade of the Hydra&#039;&#039;:&#039;&#039;&#039; Replaces a model&#039;s chainsword. With a profile of S+1 AP-2 and 1 damage, a solid close combat option, never mind the D3+3 instead of 1 extra attacks it gives you or, if you happen to be within 3&amp;quot; of enemy 6+ models, an extra 6 attacks instead.&lt;br /&gt;
***Flames of Spite for rerolling wounds, failed or not, to try and procc those UM 6s. The extra MWs helps make up for it being only D1, too&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Drakescale Plate&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|INFANTRY}} model only. Provides a 2+ armor save and when attacking a model with this relic, wound rolls of unmodified 1-3 always fail. Very good, but sadly cannot be taken by a Daemon Prince.&lt;br /&gt;
***Stacks with Clandestine for a 0+ save in cover (it&#039;ll take -4 to affect your save, bc AoC and +2 from Clandestine and Cover, but all 1s still fail) and all hit rolls of 1-3 fail, but because it&#039;s INFANTRY only, isn&#039;t really an autotake combo. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Mindveil&#039;&#039;:&#039;&#039;&#039; A model with this relic rolls a D6 and adds the result to the model&#039;s move characteristic, also allowing them to move across other models and terrain as if they&#039;re not there - they can charge across other models other than buildings as if they&#039;re not there.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hydra&#039;s Wail&#039;&#039;:&#039;&#039;&#039; Usable once per battle whenever your opponent uses a stratagem that isn&#039;t Command Re-roll. Your opponent must spend one extra CP to use that stratagem for the rest of the battle, which is a massive step up - especially for stuff like Transhuman Physiology that makes enemy marines tankier or on anything that can boost the effectiveness of weapons.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Viper&#039;s Bite&#039;&#039;:&#039;&#039;&#039; Replaces a bolt pistol. 18&amp;quot; Pistol 6 S4 AP-3 D1. This relic competes with the Hydra&#039;s Teeth for Headhunter warlords.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hydra&#039;s Teeth&#039;&#039;:&#039;&#039;&#039; Model with a bolt weapon only. Each time they shoot, they can choose to use these rounds. The bolt weapon of the bearer only fires one shot but automatically hits. In addition, the bolt weapon&#039;s profile is improved in the following way: +2 S, -2, +2D, and ignore invulns.&lt;br /&gt;
***As an example profile, giving this to a combi-bolter turns it into: 24&amp;quot;  1 autohit at S6 AP-2 Damage 3, ignore invulns.&lt;br /&gt;
***combine with Headhunter for all that and snipe characters.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Icon of the Hydra Cult&#039;&#039;:&#039;&#039;&#039; Cultist units within 6&amp;quot; get dense cover (cultist characters can take this)&lt;br /&gt;
*&#039;&#039;&#039;Special Characters&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Arkos The Faithless (LEGENDS):&#039;&#039;&#039; A chaos lord with a combi-melta and an SUser AP-2 D3 weapon that  improves wound rolls by one except against vehicles. He also has a 6&amp;quot; +1 to advance charge distances aura and can infiltrate 9&amp;quot; or more from enemy models. Instead of 4++ he has a 5++ that reduces to-hit rolls made against him by 1. Not bad for 120 pts.&lt;br /&gt;
*&#039;&#039;&#039;Secondary: Infiltrate and Subvert&#039;&#039;&#039; (Shadow Operations) Any non-CHARACTER INFANTRY unit can attempt to perform this action if they are wholly within 6&amp;quot; of your opponent&#039;s deployment zone. This action begins at the end of your movement phase, and ends at the end of your next Command Phase. If you complete this action, &#039;&#039;and are within range of an objective&#039;&#039;, roll a D6 to see if you manage to subvert the objective. On a 5+ for Cultists, 3+ for any other unit, the subversion is successful and the &#039;&#039;&#039;enemy can never hold, control, or perform an action on said subverted objective.&#039;&#039;&#039;&lt;br /&gt;
**Score 4vp if you were wholly within the enemy deployment zone, 3 VP if you were outside, or had models outside of it. &lt;br /&gt;
**This is fucking annoying, but very Alpha Legion, and can be combined with your Veiled Agenda stratagem to really be a big FUCK YOU to your opponent. &#039;&#039;&#039;You will need to announce the action,&#039;&#039;&#039; but you won&#039;t need to reveal the full details of what you&#039;ve done &#039;&#039;until after the action is completed&#039;&#039; (you score VP once it&#039;s been completed).&lt;br /&gt;
**The wording is also pretty weird, for two reasons:&lt;br /&gt;
***one, it&#039;s not tied to an objective, just a specific zone around your enemy&#039;s deployment zone. The subversion part only occurs if you &#039;&#039;just so happen to be&#039;&#039; within range of an objective. &lt;br /&gt;
***and two, because unlike other secondaries, there&#039;s nothing about what happens if an opponent was &#039;&#039;on the objective&#039;&#039; as you subverted it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in an Alpha Legion army than any other.&lt;br /&gt;
**&#039;&#039;I Have No Save, This Is A Lie:&#039;&#039; Stupid name aside, here&#039;s a really annoying, if stupid, build you can pull that will make your friends despise you and your family disown you. Firstly you need something with a 2+ Save, I&#039;ll use a Lord Discordant for this example. Give them the Clandestine Warlord Trait so they can get an additional +1 to Armour Save Rolls in cover, on top of only being able to be hit on 4&#039;s at best as a neat sidegrade. Now he is a Vehicle so he can&#039;t get cover normally, we&#039;ll come back to this. Next, give them the Gorget of Eternal Hate, which will provide a nice if unnecessary 4++ Invuln and more importantly: Another natural +1 to Armour Save Rolls. If you&#039;re using a Termie Lord you should be fine there, but for a Lord Discordant you&#039;ll also want to take a Dark Apostle that has the Benediction of Darkness Litany, this is essential otherwise your Disco Lord won&#039;t get cover naturally and Clandestine would go to waste. And huzzah! You now have a Lord Discordant/Termie Lord/Termie Sorcerer/Warpsmith (if that&#039;s your thing) with an effective -1+ Save with Light Cover, combined with Armour of Contempt makes it so that the notion of a Meltagun bringing you down to your Invuln is completely laughable. Is it a complete meme that kinda falls apart as soon as it gets into melee? Yeah. Is it fun? Absolutely, but from experience I can say that your friends might want you hung, drawn and quartered after playing against it just once, I mean just you try shooting down a big scary techmarine on a daemon spider machine that practically has a 2++ Invuln against anything that isn&#039;t a Railgun all while it&#039;s coming to murder your cool new tank.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Legion]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:BlackLegionInsignia.png|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, the galaxy will burn.&lt;br /&gt;
&lt;br /&gt;
Thematically the Black Legion are arguably the largest force of Chaos Space Marines, their exact size is unknown and they do not worship any singular entity. They are all united by one desire: to finish what Horus started and to tear down the Imperium. After all, united behind the Warmaster, how can you fail?&lt;br /&gt;
&lt;br /&gt;
The Black Legion are easily the favourite Chaos Space Marines of Games Workshop, being the poster boys of the faction (even though they&#039;re not on the cover). This leads to them having rather basic options to allow them to fill practically any role you want. They also were the first to get expanded WTs, Stratagems, and Relics. While they aren&#039;t the most competitive it&#039;s hard to go wrong with them, as it should be for the &amp;quot;ordinary&amp;quot; Chaos Space Marines.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Black Crusaders&#039;&#039;:&#039;&#039;&#039; Units with this trait ignore all modifiers to Combat Attrition. In addition, they gain +1 to hit if they charged or they shoot the closest enemy. While combat attrition is...meh, the +1 to hit is a lot more useful and easily stacks with any re-roll buffs from your Chaos Lords and Daemon Princes. This harkens back a little to their origins as the shock attack forces of the Legiones and with the multitude of guns at your disposal it&#039;s hard to go wrong.&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Despoil Dominions&#039;&#039;:&#039;&#039;&#039; All {{W40Kkeyword|Infantry}} and {{W40Kkeyword|Bikers}} gain a new action that lets them desecrate the objective they&#039;re on instead of shooting. Not only does this score VP (1 if it&#039;s in your DZ, 4 if it isn&#039;t), but any enemies near that objective also fail any actions they attempt on a 4+. Lucky you that your secondary actually lets you perform some (meager) effects on the enemy while still being able to fight.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039; As the poster-boys of the CSM, as well as the Imperium&#039;s main antagonists, the Black Legion have several traits they can choose from, which also work really well with their unique Stratagems.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Veteran Raider&#039;&#039;:&#039;&#039;&#039; In your Command phase, you can select one friendly {{W40Kkeyword|BLACK LEGION CORE}} or {{W40Kkeyword|BLACK LEGION CHARACTER}} unit within 6&amp;quot; of this {{W40Kkeyword|WARLORD}}. Until the end of the turn, that unit is eligible to shoot and declare a charge in a turn in which it Fell Back.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Indomitable&#039;&#039;:&#039;&#039;&#039; All damage to your warlord is halved. Pairs very well with characters that are likely to draw heavy fire from your opponent. Looking at you, Lord Discordant.&lt;br /&gt;
***Half damage is a rare feat nowadays, especially after it was removed from Helbrutes/Dreadnoughts in 8e. Stack relics like the Gorget of Eternal hate for some vicious tankiness.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Merciless Overseer&#039;&#039;:&#039;&#039;&#039; In your Command phase, you can select one friendly BLACK LEGION unit within 6&amp;quot; of this WARLORD. Until the start of your next Command phase, each time a model in that unit makes an attack, if your army is engaged in Wanton Destruction or Wanton Slaughter, that unit is considered to be engaged in Wanton Massacre for that attack instead.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Soul Eater&#039;&#039;:&#039;&#039;&#039; Each time this WARLORD makes a melee attack, you can re-roll the wound roll and Each time this WARLORD fights, after it has finished making its attacks, if one or more enemy models were destroyed by those attacks, this WARLORD regains up to D3 lost wounds.&lt;br /&gt;
***You dont even have to kill the entire unit to benefit from this, so this can go great on anything, but is obviously best on something tough enough to survive fights with at least some wounds remaining.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Trusted Warleader&#039;&#039;:&#039;&#039;&#039; Roll every time you use a command point. On a 5+, it is refunded. A trait that can pay for itself, although it can&#039;t trigger successfully more than once per battle round. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Paragon of Hatred&#039;&#039;:&#039;&#039;&#039; Reroll charges for your warlord, and add one to their attacks when fighting, increasing to D3 when fighting {{W40kKeyword|IMPERIUM}} units. The extra attacks can be handy, but rerolling charges is critical for a character that wants to smash face, like termie lords, lord discordants and daemon princes.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Heralds of Doom (2 CP)&#039;&#039;:&#039;&#039;&#039; Use this in your command phase and pick a {{W40kKeyword|BLACK LEGION LEGIONARIES}} unit that&#039;s on the battlefield. Until your next command phase, they gain an aura that turns off any enemy unit&#039;s &#039;&#039;Objective Secured&#039;&#039; abilities. Good to use against blobs of ObSec enemies (like Orks) or if you&#039;re running MSU. That said, the 2 CP requirement makes this a rather niche choice, especially when compared to other options.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Vengeful Skies (3 CP)&#039;&#039;:&#039;&#039;&#039; Used once per battle in your command phase, if any {{W40kKeyword|BLACK LEGION CHARACTER}} models are on the board. Place a marker anywhere on the battlefield, and then in your next command phase, place another marker anywhere within 12&amp;quot; of the first one and draw a straight line between them. Roll a d6 for each unit that line passes over or through, adding one to the roll if that unit contains 11 or more models, and subtracting one from the roll if that unit is a {{W40kKeyword|CHARACTER}}. On a 3+, those units suffer d3 mortal wounds and the markers are removed. Frankly terrible, the cost in CP is absurd and your opponent will do everything they can to avoid taking damage from this. Hard pass.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Unrelenting Onslaught (2 CP)&#039;&#039;:&#039;&#039;&#039; Used in the movement phase, when you choose to move a {{W40kKeyword|BLACK LEGION}} unit. Until the start of your next movement phase, that unit ignores modifiers to their movement, advances and charges, and can shoot and charge if it fell back. Not too shabby, the movement buff is a welcome addition, but being able to shoot and charge after falling back stops your opponent from being able to tie up your units effectively.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Confluence of Traitors (1 CP)&#039;&#039;:&#039;&#039;&#039; Use this in the command phase. Select one {{W40kKeyword|HERETIC ASTARTES}} unit, and then pick a Legion trait to give them until your next command phase. This opens up some interesting plays, and adds a great deal of flexibility to your army. Can be a clutch pick in some cases.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Bringers of Despair (2 CP)&#039;&#039;:&#039;&#039;&#039; Use this at the start of your &#039;&#039;opponent&#039;s&#039;&#039; fight phase, when you have a unit of {{W40kKeyword|TERMINATORS}} within 3&amp;quot; of any enemy unit. They now are eligable to fight, they fight first, &#039;&#039;and&#039;&#039; they get an extra attack. Absolutely bananas, if you can convince your opponent to charge your block of 10 Terminators.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Tip of the Spear (2 CP)&#039;&#039;:&#039;&#039;&#039; Reworked in the new codex. Used at the start of the charge phase. If you have no {{W40kKeyword|BLACK LEGION}} units within engagement range of any enemy units, you can select a {{W40kKeyword|BLACK LEGION CORE, DAEMONKIN, or CHARACTER}} unit that is closest to an enemy unit. Until the end of the turn, they can reroll charges, and if the enemy unit is within range of an objective marker or within their deployment zone, they get an extra point of AP. The extra point of AP is okay, but rerolling charges makes this amazing for things that rely on it, like any deepstrikers. Warp Talons and close combat Terminators will love this.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Lord of the Ezekarion (1CP)&#039;&#039;:&#039;&#039;&#039; Give your warlord another warlord trait, unless your warlord is a [[Lord Discordant|daemon]] or named character. Pretty damn good, there&#039;s loads of deadly comboes you can pull off with this, with the only drawback being that it&#039;s limited to non-daemon HQs.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hatred Unbound (2 CP)&#039;&#039;:&#039;&#039;&#039; Use this when your warlord is on the field and your army is engaged in Wanton Destruction, Massacre or Slaughter. If so, then choose a {{W40kKeyword|BLACK LEGION CORE}} unit within 18&amp;quot; of your warlord. They can gain the benefit of all the Wanton abilities. Good if you have a unit nearby that likes to be in certain turns, like Havocs.&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039; Yep, because why wouldn&#039;t they get a lot of them as well?&lt;br /&gt;
**&#039;&#039;&#039;Loyalty&#039;s Reward&#039;&#039;&#039;: Use this on a model with a bolt weapon. When targeting models with the {{W40kKeyword|IMPERIUM}} keyword, successful hits score 1 mortal wound. If you target any other models, a successful wound scored 1 mortal wound instead. Very very meh.&lt;br /&gt;
**&#039;&#039;&#039;Cloak of Conquest&#039;&#039;&#039;: Grants {{W40kKeyword|CORE}} and {{W40kKeyword|CHARACTER}} units within 6&amp;quot; &#039;&#039;Objective Secured&#039;&#039; Severely nerfed from the old codex, this now has the niche use of giving things like Terminators and Havocs ObSec, if you&#039;re not already using another ability to do so. &lt;br /&gt;
**&#039;&#039;&#039;Ghorisvex&#039;s Teeth&#039;&#039;&#039;: Replaces a chainsword. AP-3 D2 that adds +3 attacks. The loss of the mortal wounds this weapon grants from the last edition has hurt the usability of this weapon, and the wealth of weapon relics that Chaos gets means that there will always be a better option. &lt;br /&gt;
**&#039;&#039;&#039;Sightless Helm&#039;&#039;&#039;: This relic lets you ignore hit, weapon and ballistic skill modifiers, improves the AP of any attack made by 1, and lets you ignore an enemy unit&#039;s cover save. Can be used by cultists, but why would you? A nice little upgrade for something like a Lord Discordant, who has a wide variety of attacks that benefit from this. &lt;br /&gt;
**&#039;&#039;&#039;Wrath of the Abyss&#039;&#039;&#039;: Essentially a thunder hammer with and extra point of AP and no -1 to hit. Not great, not terrible.&lt;br /&gt;
**&#039;&#039;&#039;Trophies of Slaughter&#039;&#039;&#039;: Add 3&amp;quot; to the bearer&#039;s aura abilties, except for psychic powers, and force enemy units within 9&amp;quot; to subtract 1 from &#039;&#039;Combat Attrition&#039;&#039; tests. Has a few niche uses, notably with increasing a Master of Possession&#039;s Rites of Possession ability to 15&amp;quot;, but there are better options out there.&lt;br /&gt;
**&#039;&#039;&#039;Veilbreaker Plate&#039;&#039;&#039;: {{W40kKeyword|TERMINATOR}} models only. Reduce incoming AP by one, and once per game you may use the following ability. In your movement phase, if the model with this relic did &#039;&#039;not&#039;&#039; arrive via reinforcements, then you may move the bearer and one {{W40kKeyword|BLACK LEGION CORE}} unit within 3&amp;quot; more than 9&amp;quot; away from any enemy models, with both units moved this way within 6&amp;quot; of each other. Reducing incoming AP is utterly pointless on models that can take this in the era of Armor of Contempt, but the other ability is essentially the Necron relic Veil of Darkness, with all that it implies. You can drop a squad of melee Terminators or Legionaries in someone&#039;s face, and you can even pull a friendly unit out of a fight and drop them somewhere safe. An incredible pick and one that may be worth building around.&lt;br /&gt;
====Unique Characters==== &lt;br /&gt;
Of course the Black Legion naturally have the most special characters, while the other Legions are struggling to get even one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Abaddon the Despoiler]]&#039;&#039;&#039;: Abaddon, armless failure though he is, now at least has stats and rules worthy of the Warmaster name. Abaddon is now a {{W40kKeyword|SUPREME COMMANDER}}, and so he &#039;&#039;must&#039;&#039; be your Warlord (unless you&#039;re also bringing Magnus, Morty, or Angron); &#039;&#039;if&#039;&#039; he&#039;s your Warlord, he also gains the {{W40kKeyword|AGENT OF CHAOS}} keyword, meaning you can take him with other Legions or other {{W40kKeyword|CHAOS}} factions without breaking any monofaction bonuses. And for 300 points (significantly cheaper than the Primarchs) you&#039;re going to want to take him, because he buffs everyone: as &#039;&#039;&#039;Lord of the Traitor Legions&#039;&#039;&#039; he is able to let one friendly {{W40kKeyword|HERETIC ASTARTES CORE}} or {{W40kKeyword|CHARACTER}} re-roll hits (and wounds if they&#039;re {{W40kKeyword|BLACK LEGION}}), and he pushes all {{W40kKeyword|CHAOS CORE}} within 6&amp;quot; to add 1 to Charge rolls and re-roll hit rolls of 1, because why not let War Dogs join the fun. &lt;br /&gt;
**WS/BS 2+ S6 &#039;&#039;&#039;8A&#039;&#039;&#039; T6 2+/4++ 9W means he&#039;s still able to cower behind his bodyguards. Not that he needs it, because the codex will give him figurative [[Plot Armor]] via &#039;&#039;&#039;The Mark of Chaos Ascendant&#039;&#039;&#039; and &#039;&#039;&#039;Dark Destiny&#039;&#039;&#039; : Dark Destiny means that he can never lose more than 3 wounds per phase; the Mark of Chaos Ascendant gives him &#039;&#039;four&#039;&#039; fucking abilities: &lt;br /&gt;
**# +1 Strength in a turn he charges, was charged, or performed a Heroic Intervention.&lt;br /&gt;
**# The first failed saving throw each turn does 0 damage.&lt;br /&gt;
**# [[Bullshit|Attacks that are either at his T (so S6) or at least double (so S12) are at -1 to Wound, so 4s become 5s and 2s become 3s]].&lt;br /&gt;
**# And he fights first, because why not.&lt;br /&gt;
**His weapons have also been similarly buffed: The Talon&#039;s gun half is now an Assault 4 Heavy Bolter, while the Choppy half is S6(7 if you charge) AP-4 D1, but you can make 2 hit rolls for every attack made with this weapon. But you probably won&#039;t ever be using that profile, not when Drachnyen no longer throws a bitch-fit every time Abaddon fails: Drachnyen no longer needs to roll to be used and is now S+3(9/10) AP-4 D3, with unmodified wound rolls of 6 doing 1d3 mortal wounds &#039;&#039;on top&#039;&#039; of any damage.   &lt;br /&gt;
*&#039;&#039;&#039;Haarken Worldclaimer&#039;&#039;&#039;: The Lord of Raptors has received a massive points increase, and with it, a stats boost. First, weapons, still can&#039;t use the Helspear in melee, but now its S7 AP-3 D3 and functions similarly to Mortarion&#039;s Lantern. Likewise his lightning claw has gotten mastercrafted (renamed to &amp;quot;Herald&#039;s Talon&amp;quot;), don&#039;t worry the extra attack and the loss of DttFE have been baked into his stats, bumping him up to A7. Alas, he&#039;s also the last relic from a bygone era as the ONLY Chaos character that can take a jump pack, meaning he&#039;ll easily leave every other character in the dust bar a daemon prince. Abilities wise, Haarken has a Chapter Master re-roll hits ability with an added caveat where if you select a {{W40Kkeyword|Raptors}} unit in the Command Phase they can re-roll wound rolls as well. Likewise, as a Chaos Lord he finally has a normal reroll 1&#039;s to hit aura for {{W40Kkeyword|Core}} units, something he sorely lacked in 8th. Head Taker lets him gain a permanent +1 to his attacks for every {{W40Kkeyword|Character}} he&#039;s slain, which also adds an additional 6&amp;quot; to his Herald of the Apocalypse ability. HotA has a maximum range of 24&amp;quot; and causes an additional model to flee when a morale test is failed if an enemy unit is in range of him. Lastly, to top it all off, he has a 4++. Now, is he better? Hell yes he&#039;s better, but is he any good? Well, the thing is that he&#039;s pretty much just gotten better at doing what he already did, acting as a character killer and morale dropper, the issue with that is that usually those two things don&#039;t blend very well together. Since characters care little for morale and those units that actually do don&#039;t generate Haarken an additional attack or expand his debuff aura. The best way to use him probably would be with Raptors (duh), have them debuff the infantry with their -1 morale, while Haarken goes for the characters that are supporting them. Appropriate, given how the fluff depicts him.&lt;br /&gt;
====Tactics====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Emperor&#039;s Children]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:EmperorsChildren.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, there will be only excess.&lt;br /&gt;
&lt;br /&gt;
Thematically the Emperor&#039;s Children are worshippers of Slaanesh who seek excess and perfection in all its forms, and they&#039;ll do anything they can to achieve both; they have favored precise execution, coordination, and tactical superiority since their creation. &lt;br /&gt;
&lt;br /&gt;
The Emperor&#039;s Children never have to worry about their accuracy, giving them great deal of mobility with firepower and melee.&lt;br /&gt;
&lt;br /&gt;
Warlord traits, Stratagems and Relics help to put additional suffering and pain on anyone who tries to fight your men, while giving praise and prayer to the Prince of Excess.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Flawless Perfection&#039;&#039;:&#039;&#039;&#039; Each time a model with this trait makes an attack, you can ignore any or all hit roll, Weapon Skill or Ballistic Skill modifiers (meaning Noise Marines [[wat|have relatively little use for Doom Sirens]]). The second part of the trait adds a small but handy bonus to AP on unmodified 6s to wound, both on melee and ranged attacks.&lt;br /&gt;
**Let&#039;s go over stuff you can ignore hit, BS and WS modifiers: &lt;br /&gt;
***Swing Unwieldy melee weapons (Power Fists, Heavy Chainaxe, Helbrute Hammer and etc.) with great accuracy (2+ to hit if Unit can take Icon with Mark of Slaanesh).&lt;br /&gt;
***Fire both guns with Combi-weapons.&lt;br /&gt;
***Fire Vehicle Heavy weapons in melee.&lt;br /&gt;
***Fire Heavy weapons after moving.&lt;br /&gt;
***Fire Assault weapons after advancing.&lt;br /&gt;
***Ignore Dense cover.&lt;br /&gt;
**{{W40kKeyword|EMPEROR&#039;S CHILDREN}} Noise Marines count as troops instead of Elites, allowing armies of them again.&lt;br /&gt;
**All units must be Slaanesh Marked if they can be; all units must pay for the upgrade if available (Core and Characters); if a datasheet has the {{W40kKeyword|UNDIVIDED}} keyword but no option to buy the Mark, the mark replaces that keyword; if they don&#039;t have either option nor keyword, they simply add {{W40kKeyword|SLAANESH}} on their datasheet.&lt;br /&gt;
***tl;dr everyone is slaanesh, all slaanesh stratagems are compatible with any unit. But only those with Mark of Chaos can benefit from the mark and icon perks. So your Daemonkin, Daemon Engines and Vehicles are out of luck for melee, but still have the Legion trait.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Adorn the Canvas Eclectic&#039;&#039;:&#039;&#039;&#039; You score 1 VP for each turn where any of the following: You control more objectives than the enemy, you killed more enemies in melee, you killed more enemies in ranged, and your character killed more enemy characters. Pretty cut and dry and plays to the aggressiveness of the EC, with a bonus perk of scoring an additional VP for each turn where you managed to score all of those conditions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
*#&#039;&#039;&#039;&#039;&#039;Stimulated by Pain&#039;&#039;:&#039;&#039;&#039; Gain 1 attack for each wound suffered, up to a maximum of 3. If you heal any wounds, you lose the associated bonus attacks. Meh on most footslogging characters, but can turn a demon prince into (even more) of a murder machine.&lt;br /&gt;
**The new codex brought a second part to this trait, letting the warlord fight one last time when being brought down and in engagement range.&lt;br /&gt;
*#&#039;&#039;&#039;&#039;&#039;Intoxicating Musk&#039;&#039;:&#039;&#039;&#039; -1 to hit to penalty for enemy units within 3&amp;quot;. Faultless Duelist will pretty much always be better... But note that Musk affects units, not models, with all its consequences.&lt;br /&gt;
*#&#039;&#039;&#039;&#039;&#039;Unbound Arrogance&#039;&#039;:&#039;&#039;&#039; Use during the fight phase. Each player secretly chooses 1, 2, or 3. If the numbers match, nothing happens. If they don&#039;t, you add the number you choose to your warlord&#039;s attacks. As one of the few traits in the game that can fuck you over, you really shouldn&#039;t be picking this one. Like, at all.&lt;br /&gt;
*#&#039;&#039;&#039;&#039;&#039;Faultless Duelist&#039;&#039;:&#039;&#039;&#039; Re-roll all melee attack rolls AND subtract one from attacks of enemy models within engagement range.&lt;br /&gt;
*#&#039;&#039;&#039;&#039;&#039;Glutton for Punishment&#039;&#039;:&#039;&#039;&#039; All hits against the Warlord reduce the damage dealt by 1 (minimum 1). Also lets the character ignore MW on 5+. Makes you a bit more likely to survive your IMPERIAL FISTING, but durability isn&#039;t why you picked this legion.&lt;br /&gt;
***Only caveat is that this WT does not let Lords Discordant reduce damage by 1.&lt;br /&gt;
*#&#039;&#039;&#039;&#039;&#039;Loathsome Grace&#039;&#039;:&#039;&#039;&#039; You can re-roll advances and charges for the warlord. Also adds +2M. May not only get your dude into combat faster, but lets your buff character keep up with its faster buff recipients, MoP with possessed as an example.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Combat Elixirs (2CP)&#039;&#039;:&#039;&#039;&#039; Time to dig into the Deldar&#039;s drug stash! Pick a CORE or Character at the start of the fight phase, they add 1 to their S and their WS for the rest of the phase.&lt;br /&gt;
***A step up from the last version, since you can apply it on any unit and it provides 2 buffs rather than just one. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Cruel Bladesmen (1CP)&#039;&#039;:&#039;&#039;&#039; Pick a {{W40Kkeyword|HERETIC ASTARTES}} unit, and all models in that unit increase their AP by 1&lt;br /&gt;
***Specifically for fucking with Armor of Contempt, use this to get AP2 chainswords, or shred through saves with Accursed Weapons. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Excess of Violence (1CP)&#039;&#039;:&#039;&#039;&#039; Used in the Command Phase if you&#039;re still in the Wanton Destruction/Massacre phase, one EMPEROR&#039;S CHILDREN INFANTRY will now count as being in Wanton Slaughter. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Excruciating Frequencies (1CP)&#039;&#039;:&#039;&#039;&#039; &#039;&#039;&#039;&#039;&#039;THINGS SHALL GET LOUD NOW!&#039;&#039;&#039;&#039;&#039; Pick a unit in the shooting phase, when they fire their sonic weapons, each UMWR of 6 deals a MW, to a max of 6. After they&#039;ve fired their shots, pick one unit that was hit, they are now unable to OVERWATCH or SET TO DEFEND. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Honour the Prince (1CP)&#039;&#039;:&#039;&#039;&#039; {{W40Kkeyword|CORE}} or {{W40Kkeyword|DAEMONKIN}} only. Usable in either the Movement or Charge Phase. If used in the movement phase, autoadvance 6&amp;quot;. If in the charge phase, you roll D6+6 rather than 2 dice.&lt;br /&gt;
***Ensures your Warp Talons can make the charge out of deepstrike, or lets your Noise Marines get in danger close for the +1 D on sonic weapons.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Incessant Disdain (1CP)&#039;&#039;:&#039;&#039;&#039; Use during the enemy charge phase, during the Heroic Intervention step. A Core or DAEMONKIN can now Heroically Intervene &#039;&#039;or&#039;&#039; a Character may now Heroically Intervene 6&amp;quot; Horizontally and 5&amp;quot; vertically. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Death Ecstasy (1CP)&#039;&#039;:&#039;&#039;&#039; &#039;&#039;Spank me harder, [[World Eaters|Daddy]], you&#039;re going to make me [[Exploding dice|explode on 6s]]&#039;&#039; Use this in the Fight phase, when a unit is the target of an attack. If the targeted unit hasn&#039;t made any of its attacks yet, do not remove any casualties; after the opponent has made their attacks, all destroyed models can fight before being removed from play.&lt;br /&gt;
***Because all of your dudes are Emperor&#039;s Children, you&#039;re going to have pseudo-interrupt anyway. This is also just the Creation of Bile tactic. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Soporific Gaze (2CP)&#039;&#039;:&#039;&#039;&#039; Use this stratagem at the start of the Fight Phase. Select one Emperor&#039;s Children Character then select one enemy unit within 3&amp;quot; of it. That enemy unit &#039;&#039;&#039;cannot fight until all of your eligible units have done so.&#039;&#039;&#039; &lt;br /&gt;
***Fight Last is always great, and can cancel out Slaaneshi-type Fight Firsts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Armour of Abhorrence&#039;&#039;&#039;: {{W40Kkeyword|Infantry}} only. Enemies within 3&amp;quot; cannot fall back on a 4+.&lt;br /&gt;
**&#039;&#039;&#039;The Endless Grin&#039;&#039;&#039;: Gives an {{W40Kkeyword|INFANTRY}} model a 6+++, and when the bearer is destroyed, roll a d6. On a 3+, he comes back with D3 wounds. &lt;br /&gt;
**&#039;&#039;&#039;Distortion&#039;&#039;&#039;: Replaces a power, force, or accursed &#039;&#039;&#039;sword&#039;&#039;&#039;. It can either double your attacks at SU AP-2 D1 (garbage), or have a boosted profile with Sx2 AP-4 D2.&lt;br /&gt;
**&#039;&#039;&#039;Raiment Revulsive&#039;&#039;&#039;: Gives the bearer an aura. Friendly units can perform an action and shoot, while enemy units cannot &amp;quot;start to perform&amp;quot; an action (so they can still &#039;&#039;finish&#039;&#039; their actions (because Slaanesh isn&#039;t about to blueball anyone)).&lt;br /&gt;
***This can be given to {{W40Kkeyword|Cultist}}s, but why would you? &lt;br /&gt;
**&#039;&#039;&#039;The Fatal Sonancy&#039;&#039;&#039;: At the end of the &#039;&#039;&#039;Movement Phase&#039;&#039;&#039;, select one visible enemy unit within 12&amp;quot;. Roll 6d6, and for each 4+, the enemy unit suffers a Mortal Wound.&lt;br /&gt;
**&#039;&#039;&#039;Remnant of Maraviglia&#039;&#039;&#039;: {{W40Kkeyword|PRIEST}} only, gives them a once per game aura that adds +1 attack to all friendly models within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Unique Units====&lt;br /&gt;
*&#039;&#039;&#039;[[Lucius the Eternal]]:&#039;&#039;&#039; S5 6W and 5A, he comes with a Doom Siren and a S:U AP-3 D2 power sword. His Duellist&#039;s Pride ability has been changed and is triggered when there is an enemy with &#039;&#039;unmodified&#039;&#039; WS 3+ or better within Engagement Range: he gets 3 more attacks base, and any attack allocated to models with 3+ skill are resolved with +1 damage.&lt;br /&gt;
**The Armor of Shrieking souls gives him a 4+ invuln, and if he is slain, roll 2d6. If it exceeds the LD of the attacker, they take D6 MWs, D3 MWs if you roll less.&lt;br /&gt;
*&#039;&#039;&#039;Sonic Dreadnought&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; This is a Helbrute, but is technically a distinct datasheet named Sonic Dreadnought; you can take 2 Blastmasters on its multimelta arm, and you can give it a Doom Siren.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;The Chosen Perfectionists:&#039;&#039;&#039; Chosen with Combi-weapons and Power Fists, with Icon. Think about how to Transport them, maybe give a good Relic like Armour of Abhorrence to the Champion, add an Exalted Champ to give re-roll 1 to wound, Dark Apostle for Prayers, Sorcerer for psychic buffs, and you have unit of Chosen who fire both guns on Combi-weapons and hit on 3+ (2+ if you cast Prescience), once in Melee they will hit on 2+ with Power Fists and Accursed Weapons, Fights first and has 50/50 chance to deny Fall Back. Improve further from that with Terminators, here you likely just go with the Black Rune of Damnation for that -1 to wound, but have no access to Icon, so you hit on 3+ (2+ if you have Prescience) with 10 Combi-weapons (4 which hit automatically), 2 Accursed Weapons, 6 Power Fists and 2 Chainfists.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Warriors]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:IronWarriors.png|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, there is only bitter hate and the thunder of big guns.&lt;br /&gt;
&lt;br /&gt;
The Iron Warriors are among the greatest siege lords in the Galaxy: renowned an unmatched alliance with the Cult of Destruction (Obliterators and Mutilators),  methodically planned campaigns of conquest, and their ability to break through and conquer any defended location, be it a Bunker on a hill or an entire Fortress World.&lt;br /&gt;
&lt;br /&gt;
The Iron Warriors‘ Legion Trait is useful in the current meta with everyone and their dog getting the benefits of cover in the open, and also have a great selection of Warlord Traits and some EXTRA flavorful Stratagems that make their traditional playstyle much more powerful. &lt;br /&gt;
Not the most viable of all the Legions, but certainly has potential for some hilariously powerful army builds. &lt;br /&gt;
They have synergy with shooting, Obliterators, Vehicles, and not dying.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Iron Within, Iron Without&#039;&#039;:&#039;&#039;&#039; Enemy units attacked by units with this trait do not receive the benefit of cover. Each time an attack is made against a unit with this trait, the wound roll cannot be re-rolled. &lt;br /&gt;
**Not just Light Cover or Heavy Cover, but Dense Cover too, sick. With this trait you can have your entire army give the middle finger to Raven Guard, Hive Fleet Jormungandr and Blood Axes Orks for you completely unapologetically, and it also kills smaller but annoying setups such as the Vexilla Magnifica Praetor in Custodes, not to mention just generally ignoring cover from terrain which is never a downside&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Masters of Demolition&#039;&#039;:&#039;&#039;&#039; Your enemy sets up three additional objectives over 9&amp;quot; away from each other and over 6&amp;quot; from any table edge, with only on being able to be placed within 6&amp;quot; of the enemy&#039;s DZ. Your {{W40kKeyword|Infantry}} units gain a special action that lets them spend a turn to demolish it, wiping them from the board and scoring you 4 VP (+3 more if this was within 6&amp;quot; of the enemy&#039;s DZ).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Architect of Destruction&#039;&#039;&#039;: One friendly {{W40kKeyword|IRON WARRIORS}} core or vehicle units within 6&amp;quot; of this Warlord count as in wanton destruction.&lt;br /&gt;
**&#039;&#039;&#039;Daemonsmith&#039;&#039;&#039;: Choose one {{W40kKeyword|IRON WARRIORS Daemon Engine}}, {{W40kKeyword|IRON WARRIOR machine spirit}} or {{W40kKeyword|Cult of Destruction}} unit within 6&amp;quot;, they gain +1 to hit.&lt;br /&gt;
**&#039;&#039;&#039;Unyielding Mettle&#039;&#039;&#039;: +1 Toughness and 5+++ FNP for this Warlord. Great for a Lord Discordant or a Smash Prince. &lt;br /&gt;
**&#039;&#039;&#039;Bastion&#039;&#039;&#039;: One core unit with in 6&amp;quot; of this warlord can hold steady or set to defend. In addition, they gain obsec or count as double if they already had it.&lt;br /&gt;
**&#039;&#039;&#039;Siege Lord&#039;&#039;&#039;: A guarantee that your heavy weapons will leave their mark. {{W40kKeyword|Iron Warriors Vehicles}} and {{W40kKeyword|Iron Warrior core}} units within 6&amp;quot; of the warlord and attacking enemy vehicle units with strength 7+, gain +1 damage to their weapons.&lt;br /&gt;
***Pretty worthless against armies with out vehicles, e.g. Tyranids, but great otherwise.&lt;br /&gt;
**&#039;&#039;&#039;Implacable Taskmaster&#039;&#039;&#039;: {{W40kKeyword|IRON WARRIORS}} core units within 6&amp;quot; count as stationary if they made a normal move. Turns any of your heavy weapon marines and defilers into havocs and saves you CP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Bitter Enmity (1CP)&#039;&#039;&#039;: Grr, we hate {{W40kKeyword|Imperial Fists}}. One unit can reroll hit and wound rolls in melee when targeting them. &lt;br /&gt;
**&#039;&#039;&#039;Dour Duty (1/2CP)&#039;&#039;&#039;: Use during your opponent&#039;s shooting phase or doing your charge phase. When one {{W40kKeyword|IRON WARRIORS}} core infantry or daemon engine unit is chosen as the target of an attack, they gain minus one damage against them. Cost 2CP for 10+ Power Level units. Throw this on a Land Raider or Obliterator pack in cover and even the best Anti-Tank weapons will struggle to bring it down.&lt;br /&gt;
**&#039;&#039;&#039;Cold Hearted Malignity (1CP)&#039;&#039;&#039;: Use this stratagem when an {{W40kKeyword|IRON WARRIORS}} core unit is below half strength. Until the end of the game, they auto pass morale and gain +1 to hit. &lt;br /&gt;
**&#039;&#039;&#039;Methodical Annihilation (1CP)&#039;&#039;&#039;: Use when selecting an {{W40kKeyword|IRON WARRIORS}} unit to shoot with. When resolving that unit&#039;s attacks, reroll one damage roll. Each time a model in that unit makes an attack with a BLAST weapon, the target unit counts as double the number of models. If the selected Iron Warriors unit is a vehicle, it cna use BLAST weapons in engagement range, but suffers a mortal wound for each hit roll of 1.&lt;br /&gt;
***All of these effects now apply, rather than having you choose one.&lt;br /&gt;
**&#039;&#039;&#039;Spiteful Endurance (1CP)&#039;&#039;&#039;: one Heretic Astartes gain 5+++ FNP.&lt;br /&gt;
**&#039;&#039;&#039;Tank Destroyers (1CP)&#039;&#039;&#039;:  Use during the shooting or fight phase. Choose one {{W40kKeyword|IRON WARRIORS HERETIC ASTARTES}}  (not cultists!) and one enemy vehicle. 6&#039;s to hit for the Iron Warriors auto-wound rolls against the target.&lt;br /&gt;
**&#039;&#039;&#039;Unholy Vigor (2/3CP)&#039;&#039;&#039;: Pick an {{W40kKeyword|Iron Warriors Vehicle}}. It gains minus one to wound against it. Cost 3 CP for titanic unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Axe of the Forge Master:&#039;&#039;&#039; Replaces a power axe or Daemon Axe. +3 strength, -3 AP, 2 damage, an unmodified roll of 6+ deals 1 mortal wound or 3 mortal wounds gainst vehicles in addition to any other damage.&lt;br /&gt;
**&#039;&#039;&#039;Cranium Malevolous&#039;&#039;&#039;: When shooting, Roll a dice for every enemy vehicle within 9&amp;quot;; on a 4+, they take d3 mortal wounds and on a 6+, they take 3 mortal wounds. (Cultist characters can take.) Alas, poor Yorick, I knew his EMP blasts well.&lt;br /&gt;
**&#039;&#039;&#039;Fleshmetal Exoskeleton&#039;&#039;&#039;: INFANTRY only. User gains -1 damage and after lost wounds from an attack, roll a d6, on a 4+ gain +d3 wounds regen. &lt;br /&gt;
***Only the Chaos Lord in Terminator armor can make this work. He&#039;s the only INFANTRY model with the wounds and saves to make this worth it. A -1 dam won&#039;t save Exalted Champions or anyone else when the [[Smashfucker|opponent&#039;s-smashlord-with-double-bone-harlequin-carress]] blenderfucks you, and you can&#039;t always rely on a 50% regen.&lt;br /&gt;
**&#039;&#039;&#039;Insidium&#039;&#039;&#039;: For non Daemon infantry. The bearer gains the Daemon keyword and Daemonkin and adds 1 to their strength, toughness, and wounds. &lt;br /&gt;
***In direct competition with Fleshmetal Exoskeleton, but both are limited by their INFANTRY only stipulation. This relic could make Exalted Champions and Masters of Execution better, since you&#039;re not really banking on them surviving a counter attack.&lt;br /&gt;
**&#039;&#039;&#039;Siege Breaker Mace&#039;&#039;&#039;: Replaces a Power Maul, a Cursed Crozius, thunder hammer, or accursed weapon. S+2 AP-2 D2 super-power maul, and can make one additional Sx2 AP-3 Dd3+3 attack.&lt;br /&gt;
****Always save the smash attack for last and never replace a thunder hammer with this.&lt;br /&gt;
**&#039;&#039;&#039;Spitespitter&#039;&#039;&#039;: Replaces a combibolter or combi-weapon. Bolter half becomes Rapid-Fire 1, S5 AP-3 D2 or rapid fire 2 if you chose a combibolter. Pretty much a Combi-Stalker Bolt Rifle. Awesome. &lt;br /&gt;
**&#039;&#039;&#039;Techno-venomous Mechadendrites&#039;&#039;&#039;: {{W40kKeyword|Warpsmiths}} only. Repairs 3 wounds with master of machines and attacks with mechadendrites cause 1 mortal wounds per hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary: Masters of Demolition&amp;quot;&lt;br /&gt;
**If you select this objective, during the resolve pre-battle abilities phase (so before the first round, but &#039;&#039;after&#039;&#039; deployment) &#039;&#039;your opponent&#039;&#039; must set up three objective markers anywhere on the battlefield, 9 inches away from each other and 6&amp;quot; away from an edge, and only one within their deployment zone (if an objective can&#039;t be placed within these rules, the marker is lost and you lose the potential VP). These count as a &amp;quot;demolition site&amp;quot; (i.e. a target for you &#039;&#039;and only you&#039;&#039;), and your INFANTRY units can perform an action when in range of the objective, provided there are no opponent models next to it. This action begins in the &#039;&#039;&#039;start&#039;&#039;&#039; of your Movement phase, and ends &#039;&#039;&#039;at the end of your turn&#039;&#039;&#039;.&lt;br /&gt;
***The wording on this secondary is crucially important &#039;&#039;&#039;and stupid&#039;&#039;&#039;. Because it happens in the &#039;&#039;start&#039;&#039; of your movement phase, those dudes performing it should have been on the site already. Because it happens at the end of your turn, so long as you don&#039;t do anything else with those units, the action is successful. Once the action is completed, the Objective is removed. &lt;br /&gt;
**Score &#039;&#039;&#039;4 VP&#039;&#039;&#039; for each demolished target, with the Deployment objective &#039;&#039;&#039;counting as 7 VP.&#039;&#039;&#039;&lt;br /&gt;
***Fucking brutal. 15 VP for a (sub!)faction secondary is pretty cool, even if there&#039;s the risk of it being an action, and those objective markers being placed by your opponent. Because these objectives are totally independent from the mission objective markers, your opponent needs to have someone babysit these objectives &#039;&#039;on top&#039;&#039; of the mission objectives they&#039;re already trying to capture. Your opponent is going to do whatever they can to place those objectives close to the objectives they&#039;re going to try to take, but that still works in your favor, because again, you can take secondaries that give you VP for seizing their objectives. &lt;br /&gt;
&#039;&#039;&#039;Tactics&#039;&#039;&#039;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Night Lords]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:NightLords.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, the weak shall fear the strong. &lt;br /&gt;
&lt;br /&gt;
Thematically the Night Lords are the scary Marines, appearing from carefully planned ambushes to strike when their targets least expect and terrorizing their foes by skinning their victims and strapping them to their armour.&lt;br /&gt;
&lt;br /&gt;
Crunchwise the Night lords are a fairly flexible choice, with base leadership reduction and tools that seem oriented toward tactical advantage they have a lot of room to experiment with different strategies, if you don&#039;t rely solely on their capability to reduce enemy Ld you will find it quite rewarding to experiment with different gods buffs and choices to hunt down your enemy with the Ld reduction as nice added sting to his losses. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Terror Tactics&#039;&#039;:&#039;&#039;&#039; Enemy units must subtract two from their leadership when a unit with this trait is within 9” and subtract 1 from combat attrition tests. No longer stacks with itself but can stack with the fearsome trait found on units such as raptors, possessed and the Daemon Prince. Additionally, whenever targeting a unit below half strength or below LD5 in melee you get +1 to wound. &lt;br /&gt;
**Highly situational and downright useless against Custodes and Necrons. With the release of the Chaos Knights Codex, you can take a Renegade Knight as your warlord, give it the Traitor’s Mark for even more Ld. reduction (-1 at 12”, -2 at 6”.) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Sow the Seeds, Reap the Fear&#039;&#039;:&#039;&#039;&#039; Score 1 VP whenever the enemy fails an action, falls back, or fails in morale, all playing into your advantages. On top of that, whenever you wipe an enemy unit from the field, roll a 2d6; if you roll over that unit&#039;s Leadership, then you score an additional VP. Another really simple objective to carry out that works with your extreme Leadership penalties.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Night Haunter&#039;s Curse&#039;&#039;&#039;: Once per &#039;&#039;&#039;turn&#039;&#039;&#039;, your warlord counts the result of one hit roll, wound roll, damage roll, Advance roll, charge roll, or saving roll, as a six. Damn, that&#039;s a lot of possible rerolls. Means you don&#039;t need to spend as many CP for said re-rolls.&lt;br /&gt;
***You know how the SoB are the &#039;&#039;&#039;best&#039;&#039;&#039; army right now because of Miracle Dice? This gives you a tiny bit of that jank. &lt;br /&gt;
**&#039;&#039;&#039;One Piece at a Time&#039;&#039;&#039;: -1 to CA if a unit suffers casualties from the warlord in melee, warlord can consolidate in any direction, even if in base contact with an enemy model, as long as it finishes within 3” of an enemy model.&lt;br /&gt;
**&#039;&#039;&#039;Murderous Reputation&#039;&#039;&#039;: 6” bubble of nope to deny objective secured. &lt;br /&gt;
**Can be crucial when you&#039;re dogpiling objectives with Raptors. A good way to use this is to actively seek out infantry performing actions near objectives. Denying an enemy VP is a [[Meme|legitimate tactic.]] &lt;br /&gt;
**&#039;&#039;&#039;Killing Fury&#039;&#039;&#039;: Add D3 attacks to the warlord in a turn that they charge, were charged, or heroically intervened until the end of the fight phase. Now also confers wanton slaughter for any melee attack for the warlord when active. &lt;br /&gt;
**Combo this with our Hit and Run stratagem for some really dirty fighting.&lt;br /&gt;
**&#039;&#039;&#039;One With The Shadows&#039;&#039;&#039;: Ever wanted to pretend you’re in the Matrix? Now you can. Whenever targeted by an attack, shooting or melee, your opponent cannot re-roll hits, and suffers -1 to hit. Good for making that Disco Lord or Prince survive.&lt;br /&gt;
**&#039;&#039;&#039;Dirty Fighter&#039;&#039;&#039;: Select one enemy unit within 3” of the warlord during your fight phase. It now fights last, behind your warlord and any other eligible units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;In Midnight Clad (1CP)&#039;&#039;&#039;: Use this stratagem whenever a non-{{W40kKeyword|CULTISTS}} {{W40kKeyword|NIGHT LORDS INFANTRY}} unit is targeted by a shooting attack. Until the end of the phase, all enemy units firing at this unit must subtract 1 from their to-hit rolls. As GW has noted, since this Stratagem is declared only after you&#039;re targeted, it&#039;s a clever way to turn the tables. Alas, does not work on Daemon Princes, as they aren&#039;t infantry.&lt;br /&gt;
**&#039;&#039;&#039;We Have Come For You! (2CP):&#039;&#039;&#039; At the start of the opponent&#039;s Movement Phase, one {{W40kKeyword|Night Lords}} {{W40kKeyword|CORE}}, {{W40kKeyword|DAEMONKIN}} or {{W40kKeyword|CHARACTER}} unit that isn&#039;t a vehicle forbids any models within engagement range from falling back (Unless they&#039;re a {{W40kKeyword|VEHICLE}}, {{W40kKeyword|Aircraft}}, or {{W40kKeyword|Titanic}}). &lt;br /&gt;
**Pull this on some cowed guardsmen or fire warriors and rest assured with the knowledge that you have another turn to turn the rest of that unit into chunky salsa. Extra value against &amp;quot;Hit &amp;amp; Run&amp;quot; assholes who rely on cycle-charging to always fight you first. Failing that, you are still in melee and thus can&#039;t be shot by everyone else, damn this thing is great! Better yet, as it disregards Jump units, use this to lock down &#039;&#039;&#039;ANY&#039;&#039;&#039; Tau battlesuit, from a Coldstar commander all the way to a broadside, as they&#039;re all considered either infantry or monsters, and watch the fear form in real time. Got pricier with the new codex but still scary.&lt;br /&gt;
**&#039;&#039;&#039;Vox Scream (2CP):&#039;&#039;&#039; Use at the end of the movement phase, select an enemy model within 12″ of a {{W40kKeyword|Night Lords}} unit. Until the start of your next movement phase, enemy units cannot be affected by the affected unit&#039;s aura abilities. For maximum fun use it to turn off a certain big blue smurf&#039;s numerous aura abilities and watch Girlyman&#039;s gunline crumble. This has become much bigger as more armies become dependent on auras. However can only be used once per battle.&lt;br /&gt;
**&#039;&#039;&#039;Sound the Black Hunt (1CP):&#039;&#039;&#039; Use in the shooting or fight phase, select a {{W40kKeyword|Night Lords}} {{W40kKeyword|CORE}}, {{W40kKeyword|DAEMONKIN}} or {{W40kKeyword|CHARACTER}} unit. Until the end of that phase, when targeting a unit below starting strength or with a Ld characteristic of 6 or less, reroll ones to hit. When targeting a unit below half of it’s starting strength, or below Ld5, you reroll hits. Got a lot easier to pull off the former version of this at range since Terror Tactics got buffed to a 9” range. The second version will only really come into play if you’re fighting Orks or Guard, or using possessed, daemon princes, or raptors as they get -1Ld along with Terror Tactics.&lt;br /&gt;
**&#039;&#039;&#039;Underhanded Scheming (1CP):&#039;&#039;&#039; Use in charge phase, select a {{W40kKeyword|Night Lords}} unit, that unit can charge even if they fell back. So you get to fight them first without the need to pay for a Slaanesh Mark. Or you can simply hop that guardsman blob and pounce on the valuable thing they were screening - nobody told you have to fall back towards your table edge, right?&lt;br /&gt;
**&#039;&#039;&#039;From the Night (1/2CP):&#039;&#039;&#039; Use at reinforcements step of movement phase, select one {{W40kKeyword|Night Lords}} {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit, it can now be set up as if it were one turn higher than it actually is. Good for T1 Termie, Possessed, or the Night Lord&#039;s own Warp Talons/Raptors. Costs another CP if you’re using this for a {{W40kKeyword|DAEMONKIN}} unit, though.&lt;br /&gt;
**It costs 2 CP, but bringing down Obliterators T1 when the Wanton Destruction phase is active isn&#039;t something other legions can do. &lt;br /&gt;
**&#039;&#039;&#039;Screaming Skies (1CP):&#039;&#039;&#039; Use in movement phase, select one {{W40kKeyword|Night Lords Jump pack}} unit, remove it from the table, and re-deploy it next turn anywhere as long as it’s 9” away from any enemy models. For when you really need that Warp Talon blob on the other side of the table.&lt;br /&gt;
**&#039;&#039;&#039;Flay Them Alive (1CP):&#039;&#039;&#039; Use in the Fight phase, when the enemy warlord is destroyed from a {{W40kKeyword|Night Lords}} unit in melee. Until the end of the game, the entire enemy army subtracts one from combat attrition tests. Straight up useless vs Marines so be careful. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Claw of the Stygian Count:&#039;&#039;&#039; Replaces a single lightning claw, malefic talons or accursed weapons; they’re S+2, AP-3, and 2 damage on top of the bonuses inherent to double lightning claws. They also disregard any rules that prevent loss of wounds, like Ghaz’s or C’tan. Good on a Daemon Prince or Terminator Lord I guess, though it will struggle to complete with something like G’hollax.&lt;br /&gt;
**&#039;&#039;&#039;Vox Daemonicus:&#039;&#039;&#039; {{W40kKeyword|Infantry}} model only. Enemies within 12&amp;quot; of the bearer rolls 2D6 when attempting to perform an action or psychic action, if it rolls higher than their ld, they fail said action. Also blocks anyone from deep-striking within 12&amp;quot; of the bearer.&lt;br /&gt;
**&#039;&#039;&#039;Stormbolt Plate:&#039;&#039;&#039; {{W40kKeyword|Infantry}} model only. Can’t be targeted outside 12” unless the bearer is the closest model and always count as being in light cover.&lt;br /&gt;
**&#039;&#039;&#039;Flayer:&#039;&#039;&#039; Replaces a power sword, accursed weapon or force sword. S+2, AP-3, D2. Each model destroyed by an attack with this weapon counts as two kills for the sake of morale. Makes even Primaris marines quiver in fear. Received an additional boost to strength in the new codex.&lt;br /&gt;
**&#039;&#039;&#039;Talons of the Night Terror:&#039;&#039;&#039; Model with the {{W40kKeyword|Fly}} keyword only. So Daemon Prince exclusive. Every time you move or advance over an enemy unit roll a D6 (-1 if it’s a character), on a 2+ the unit takes D3 mortal wounds, if the bearer charges, on a 2+ you deal D3 mortal wounds to a single unit in engagement range. Just take G’hollax.&lt;br /&gt;
**&#039;&#039;&#039;Scourging Chains:&#039;&#039;&#039; Improve the AP of the bearers melee weapons by 1. And -1 attack (to a minimum of 1) for enemy models within 1″ of the bearer.&lt;br /&gt;
**&#039;&#039;&#039;Misery of the Meek:&#039;&#039;&#039; Once per battle at the start of any phase, the bearer regains up to 3 lost wounds and gains D3 extra attacks and 3” to their auras until the start of your next turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that work much better for Night Lords than in any other Legion.&lt;br /&gt;
**It is possible to further drop morale through some other means. The easiest option is likely Chaos Spawn, since each unit causes -1 LD. Another is a Chaos Lord with the Lord of Terror Trait, or allying in Haarken Worldclaimer. Other means include Hell Talons with Warp-pulse Bombs, Noxious Blightbringers (one possibly with the Dolorous Knell relic), Be&#039;lakor, Samus, and/or a Nurgle Herald with the Entropic Knell for an additional -1 Leadership each. Malefic Lords with Creeping Terror can contribute a nice -1d3 Leadership, and if you are facing {{Template:W40kKeyword|IMPERIUM}} enemies, some Renegade Command Squads with Banners of the Apostate can toss in another -1. The recently added Vulgrar and his Nightmare Hulks are able to join in on this party too. &lt;br /&gt;
***Zhufor, Sloppity Bilepipers, the Ogryn Beast Handler&#039;s Hounds, and a few units of Furies are great additions to this, as they remove additional models when enemies fail their Morale tests, instead of piling on yet more, possibly redundant, Leadership penalties. An Aspect of Death Khorne Daemon Warlord can also help with this.&lt;br /&gt;
***Even Tzeentch can get on this! A Thousand Sons Sorcerer with Treason of Tzeentch combines beautifully with all this, and he can even bring some Mutaliths with him, just in case you need a bit more.&lt;br /&gt;
***If you really want to go big or go home, Zarakynel and &#039;&#039;Cacophonic Choir&#039;&#039; can help bring an average of 7 Mortal Wounds to units in the debuff zone; you can even give her Phantasmagoria to really grind the salt in. This all adds up to &#039;&#039;&#039;-14&#039;&#039;&#039; (16 with Zarakynel) Leadership, meaning everything within 6&amp;quot; will be Leadership 0. Maybe bring along a Slaaneshi Herald with the Forbidden Eye to shut down any bothersome auras?&lt;br /&gt;
***Renegade Knights can also get in on the action with their Traitor&#039;s Mark Relic, which hits everything within 12&amp;quot; with -1, and everything within 6&amp;quot; with -2. Tack it onto a Knight Atrapos, which adds an additional -1! And if you want to be &#039;&#039;really mean&#039;&#039;, take a Cerberus Heavy Destroyer and have fun auto-wounding every tank. [[Troll|(Average 50 wounds on everything with at least 8 wounds. See that tank, I don&#039;t either)]]. And while we&#039;re at it, let&#039;s just mention that the Chaos Warlord Titan also inflicts another -2, not that you&#039;ll be able to afford to run anything else alongside it. &lt;br /&gt;
****Arguably, Chaos has so many options for shredding Leadership, it&#039;s almost possible to over commit to the gimmick. Leadership scores can only be forced down to 1 at a minimum, which can result in a lot of wasted rules. Be sure to spread your army out so that you aren&#039;t having identical rules overlap each other! Also, with 9th changing the way casualties are taken when failing first morale tests, and then combat attrition tests (of which currently we have no way to cause extra failures), it is entirely possible to completely overdo the leadership bomb. 3 units of night lords raptors in melee will cause all but the bravest of units to fail. &lt;br /&gt;
****&#039;&#039;&#039;Alternative Opinion:&#039;&#039;&#039; It&#039;s a lot of work just to try and force casualties on the enemy when you could just try and destroy the units instead of relying upon morale shenanigans. To fully exploit this strategy also requires multiple detachments, which can create a cumbersome army. In the case of some armies, like Tau, there&#039;s a high chance your whole leadership bomb will simply be ignored by a lucky roll of 6.&lt;br /&gt;
**&#039;&#039;&#039;Death to the False Emperor Shenanigans&#039;&#039;&#039;: Take advantage of the new and improved Death to the False Emperor with either From the Night or Prey on the Weak. If you choose slaanesh, you can add an icon of excess to allow DTTFE to trigger on a 5+, and the +1 hit bonuses from either stratagem will give you exploding hit rolls on a 4+. Add in either raptors or lightning claw terminators as you see fit. Alternatively, just stick with Khorne and enjoy the more reliable double fighting options. &lt;br /&gt;
**&#039;&#039;&#039;Little Sevatar&#039;&#039;&#039;: Take a Master of Executions, give him the Mark of Slaanesh, and the Killing Fury warlord trait. You have a character who always fights first at S7 AP-3 D2, who gains an additional D3 attacks (to a maximum of 9) on any turn he heroically intervenes, charges or is charged which always explode on 6’s as well as deal mortal wounds. He also re-rolls all wounds against characters. All this for 80pts and 1CP.&lt;br /&gt;
**&#039;&#039;&#039;Daemon Warp-Fuckery&#039;&#039;&#039;: After the release of the 9th Edition Daemons codex, Night Lords have become probably one of the best CSM allies for Daemons, and vice versa (ironically, given their lore). The new Manifestation rule allows Daemons to teleport in anywhere Leadership&amp;quot; away, and since a single unit of Night Lords Raptors or Possessed reduce Leadership by 3, Daemons can pop up frighteningly (pun intended) close by. They can then use their own Leadership debuff aura to give a total of -4 Leadership, putting pretty much anything short of Necrons within range of Sound the Black Hunt and Terror Tactics. With both of these things online (which is clearly not hard to do), you can give even Word Bearers a run for their money in melee. Slaanesh in particular syngergises nicely with this, as Daemonettes can turn GEQs to a thin red mist, while the Soulstain Discipline gives you Phantasmagoria (roll 6D6, each 5+ gives a mortal wound and -1 Leadership until the start of your next Psychic Phase) and Cacophonic Choir (roll 3D6, unit suffers a mortal wound for every point it exceeds their Leadership to a maximum of 6).&lt;br /&gt;
** &#039;&#039;&#039;Key take away(s)&#039;&#039;&#039; You need leadership debuffs acting as a supplement, not an initial means to remove models/units. Focus on killing and destroying models with usual chaos heavy hitters (aka the majority of the elites section), then allow for poor morale to increase overall damage. Further, you must tread the fine line between overkill and maiming your enemy. If you kill units outright, there is nothing left to scare and your army is essentially playing without a legion tactic. Further, you need to plan around army wide leadership protections (Mob rule, commissars, ignoring morale tests, certain psychic powers, etc.). This means you usually need to find ways to kill certain characters, which can be hard without dedicated snipers. Few armies can combine fluff and crunch this well, however, this is not a beginners army.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Word Bearers]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:WordBearers.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, there is only the laughter of thirsting Gods.&lt;br /&gt;
&lt;br /&gt;
Thematically the Word Bearers are the truest &amp;quot;Legion&amp;quot; out of the Chaos Space Marines, managing to keep their shit together when the Heresy went bad and managing to regroup until they were once more at Legion-strength, without having every member with delusions of grandeur leave to make his own warband. They love inciting the masses to rebel against [[Imperium|those fools who can&#039;t see the truth]] and they&#039;re known to bring scores of Daemonic allies into battle. &lt;br /&gt;
&lt;br /&gt;
Crunch-wise the Word Bearers have one of the best Legion Trait for a melee army, as well as improved durability and are the best choice if you wanna go deep into fully devoted territory be it spamming possessed and buffing them with characters or daemonic allies, whether devoted to one or all of the aspects of the primordial truth. We recommend checking the Chaos Daemons tactica too, at least until GW screws them over with their new codex. That is if geedubs didn&#039;t forget about them. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Profane Zeal&#039;&#039;:&#039;&#039;&#039; Units with this trait may re-roll hit roll in melee if you charged, were charged, or performed a heroic intervention; in addition, you have a 5+++ save against mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Exalt the Dark Gods&#039;&#039;:&#039;&#039;&#039; Keep a tally for every time a {{W40kKeyword|WORD BEARERS INFANTRY}} unit completes a once-per-turn action, starting at the end of the Movement Phase while within 6&amp;quot; of the center of the battlefield. {{W40kKeyword|Psykers}} may attempt psychic powers without it interrupting the action. Said action finishes at the start of your next Command Phase if there is no enemy unit within 6&amp;quot; of the center of the battlefield, unless the action is performed by a {{W40kKeyword|WORD BEARERS ICON}}, {{W40kKeyword|WORD BEARERS DARK APOSTLE}}, or a {{W40kKeyword|WORD BEARERS MASTER OF POSSESSION}} causing it to finish at the end of your turn instead with the same requirement of no enemies. Do note that enemies don&#039;t prevent the action from starting, giving you ample time to remove these vile blasphemers at your leisure. At the end of the Battle you receive 2/4/9/15 Victory Points for 1/2/3/4 completed actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Voice of Lorgar&#039;&#039;:&#039;&#039;&#039; Add 3&amp;quot; to the range of any aura abilities (including prayers, excluding psychic auras) that the warlord has. Additionally if your prayers specify a range it&#039;s increased by 3&amp;quot;. Rooftop Havocs should be able to hear your Lord shouting at them to shoot straight, whilst covering a lot of ground. It&#039;s complete trash unless you drop it on a Dark Apostle to boost the range of his prayers.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Exalted Possession&#039;&#039;:&#039;&#039;&#039; This Warlord gains the {{W40kKeyword|DAEMONKIN}} and {{W40kKeyword|DAEMON}} keywords (if they don&#039;t already have them). Add 1 to the Strength, Attacks, and Wounds characteristics of the Warlord, and add 2&amp;quot; to the Warlord&#039;s Move characteristic. Note that this means they can be buffed by Masters of Possession, Daemonic Loci, and several Relics from the Daemon Codex (for now). Most notably this allows the warlord to be affected by the Revered Hosts stratagem to re-roll the wound roll.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Daemonic Whispers&#039;&#039;:&#039;&#039;&#039; Every time your Warlord successfully chants a prayer, casts a psychic power, completes an action or an psychic action you roll a d6. If the value is higher than the current battle round you gain a command point. Every time. Pairs well with Exalt the Dark Gods&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Master of the Union&#039;&#039;:&#039;&#039;&#039; Pick a friendly {{W40kKeyword|WORD BEARERS DAEMONKIN}} unit within 6&amp;quot; during your command phase; they gain +1 strength and their melee attacks increase their AP by 1.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Diabolist&#039;&#039;:&#039;&#039;&#039; Attacks against this Warlord can&#039;t have their wound roll re-rolled and any damage suffered is ignored on a 5+.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hate-Fuelled Demagogue&#039;&#039;:&#039;&#039;&#039; During your command phase pick a friendly {{W40kKeyword|WORD BEARERS}} unit. If that unit is {{W40kKeyword|CULTISTS}} they gain Let the Galaxy Burn and are considered {{W40kKeyword|HERETIC ASTARTES}} for it. The unit counts as if in Wanton Slaughter if your army is either in Destruction or Massacre. Eh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Dark Pact (1CP)&#039;&#039;:&#039;&#039;&#039; Use this stratagem when a {{W40kKeyword|WORD BEARERS CHARACTER}} is killed. He lives again on a roll of 4+ with d3 wounds remaining, as close as possible to his spot of shameful death and outside of engagement range. Limited to once per Character.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Malevolent Covenant (1CP/2CP)&#039;&#039;:&#039;&#039;&#039; Use this Stratagem in your Psychic phase when a {{W40kKeyword|WORD BEARERS PSYKER}} unit from your army fails a Psychic test. You can let that {{W40kKeyword|PSYKER}} suffer a mortal wound to decrease the cost of this stratagem from 2CP to 1CP. Either way the psychic test is considered to be successful at the minimum required warp charge, not counting as a double, and turning un-deniable. Good for those spells that absolutely have to land.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Apostle of the Dark Council (1CP)&#039;&#039;:&#039;&#039;&#039; Use this Stratagem before the battle, when mustering your army. Select one {{W40kKeyword|WORD BEARERS PRIEST}} model from you army. It gains +1 Leadership, and gains the Dark Council ability, letting it re-roll prayer rolls.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Cursed Despoilers (2CP)&#039;&#039;:&#039;&#039;&#039; Pick a {{W40kKeyword|WORD BEARERS CORE}} or {{W40kKeyword|WORD BEARERS DAEMONKIN}} unit engaged in Wanton Massacre that is selected to shoot. When that unit shoots an enemy unit that is within 12&amp;quot; AND on an Objective, {{W40kKeyword|HERETIC ASTARTES}} models in that {{W40kKeyword|WORD BEARERS}} score extra hits for Massacre weapons on a 4+. Lots of hoops, but may be worth it when the time comes. &lt;br /&gt;
**&#039;&#039;&#039;Fanatic Zealotry (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|WORD BEARERS CULTISTS}} squad within 12&amp;quot; of a {{W40kKeyword|WORD BEARERS CHARACTER}}.  The Cultists can re-roll their charge and melee hit rolls, improving their melee effectiveness.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Revered Hosts (2 CP)&#039;&#039;:&#039;&#039;&#039; Use this Stratagem in the Fight phase when a {{W40kKeyword|WORD BEARERS DAEMON}} unit from your army is chosen to fight with. Until the end of the phase re-roll the wound roll for melee attacks for models in that unit.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hexagrammic Wards (1CP)&#039;&#039;:&#039;&#039;&#039; Use this Stratagem in any phase when an attack is allocated to a {{W40kKeyword|WORD BEARERS CHARACTER}} model from you army. Change the Damage of that Attack to 0. Usable once, unless it&#039;s a Strike Force or Onslaught sized game, then you may use it twice. A nifty alternative to the traditional Command re-roll. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Vengeance for Monarchia (1CP)&#039;&#039;:&#039;&#039;&#039; Use this Stratagem in the fight phase when a {{W40kKeyword|WORD BEARERS}} unit from you army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a {{W40kKeyword|HERETIC ASTARTES}} model in that unit against an {{W40kKeyword|ULTRAMARINES}} (or successor) unit, you can re-roll the hit roll and you can re-roll the wound roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Crown of the Blasphemer&#039;&#039;:&#039;&#039;&#039; May be put on a {{W40kKeyword|CULTISTS}} model. Models in the bearers unit have a 4+ invulnerable save that once per battle, before a saving throw of your choosing, may be turned into a 3+ invulnerable save. Turns the Dark Commune from a complete waste of points into a waste of points and a relic.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Baleful Icon&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|WORD BEARERS}} model only. Said model gains a 6&amp;quot; Aura of no re-rolls for hit, wound, and damage rolls against friendly {{W40kKeyword|WORD BEARERS INFANTRY}} within it.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;The Armour Diabolus&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|WORD BEARERS}} model only. The bearer has a 2+ Save. Additionally after any shooting or melee sequence targeting this model ends roll a d6 for each wound lost, the attacking unit suffers a mortal wound for every 4+ rolled. Should the bearer be destroyed by these attacks, roll one d6, causing d3 mortal wounds to the attacking unit on a 4+. Like the Suppurating Plate but less gross and more Black Metal.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Malefic Tome&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|PSYKER}} only. A model with this Relic knows one additional psychic power from one of the disciplines it has access to. When a Psychic test is taken for a model with this Relic, add 1 to the total.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Ashen Axe&#039;&#039;:&#039;&#039;&#039; Model with a power axe, exalted power axe, daemonic axe, axe of dismemberment or accursed weapon only (sheesh). This Relic replaces said weapon with S+2 AP-3 D2. If you destroy any enemy models with melee attacks using this weapon, roll 2d6 against the target units Ld, equal or exceeding result prevent the target unit from advancing, falling back, and being eligible to fight until every other eligible unit has fought in the fight phase for THE REST OF THE BATTLE.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Epistle of Lorgar&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|PRIEST}} model only. Said model knows one additional prayer and may additionally chant one more prayer it knows that hasn&#039;t been chanted yet&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Eightfold-Cursed Crozius&#039;&#039;:&#039;&#039;&#039; {{W40kKeyword|WORD BEARERS}} model with accursed crozius, accursed weapon, or power maul only, replacing said weapon with a S+2 AP-2 D3 beatstick that auto wounds on any hit made by a {{W40kKeyword|PRIEST}} model that doesn&#039;t target a {{W40kKeyword|MONSTER}} or {{W40kKeyword|VEHICLE}}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strategies:&#039;&#039;&#039; No longer the sub-faction with the worst trait in the entire game Word Bearers truly shine when laden with Daemonkin, Masters of Possession, Dark Apostles and {{W40kKeyword|ICON}} units.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Oops all Daemonkin:&#039;&#039;&#039;&#039;&#039; Almost every Force Org slot has the option to have a Daemonkin unit, these being Masters of Possesion, Possessed for Elites, Oblits for Heavy Support, Warp Talons for Fast Attack. As none of these have {{W40kKeyword|CORE}} they&#039;ll have to make due with merely being incredibly powerful instead of downright bonkers stupid broken. May as well max out MoPs to three, one of them being your Warlord and thus Master of the Union, taking every single Malefic spell there is because they&#039;re just that good. These three pricks then may try to saunter after the Possessed zooming ahead as to buff them, your Warp Talons harrassing anything that your possessed can&#039;t reach quickly, and your Obliterators dropping into your opponents back field, if possible, wreaking havoc there. Repeat until people don&#039;t want to play against you anymore or until Possessed and Oblierators catch some possibly well deserved price hikes. I guess you also kinda have to take some troops so they might as well be Legionaries so they can sit on your backfield objectives, maybe cast something, I don&#039;t know. Still miffed the Anointed didn&#039;t make it over from Kill Team along with the big axe and the tome.&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Exalt the Command Points:&#039;&#039;&#039;&#039;&#039; Get yourself a Dark Apostle, make him Warlord, give him Daemonic Whispers, give him the Epistle of Lorgar, upgrade him with Apostle of the Dark Council, and charge him up the middle with a retinue of, preferably, Possessed doing your damnedest to clear out the middle as early as possible. For every prayer (which he can do two of, re-rolling if necessary) and successfull Exaltation (which he finishes at the end of the turn) you roll a d6, gaining a command point when the result is higher than the current turn. Meaning you have three opportunities to gain a command point, this will help ensure you won&#039;t be without CP when push comes to shove. Could also be a Master of Possesion honestly since spells also count for Daemonic Whispers and this one synergises with Possessed a lot better.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Red Corsairs]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:RedCorsairs.jpg|100px|left|]]&lt;br /&gt;
In the grim darkness of the far future, there is nothing sweeter than revenge.&lt;br /&gt;
&lt;br /&gt;
Thematically these are your pirate Marines, raiders who swoop in and take what they want with no fucks given. They are also one of the largest CSM forces, thanks in no small part to the fact that they&#039;ll accept any sad fuck who&#039;s ditched his original force in favour of something greater.&lt;br /&gt;
&lt;br /&gt;
Crunchwise... The Red Corsairs are the Gotta Go Fast Renegades, and are much better at holding their gains than their fluff rivals the [[White Scars]]. Counting as more models on objectives is &#039;&#039;&#039;very good&#039;&#039;&#039; when combined with Bikers and all Daemon Engines &#039;&#039;except&#039;&#039;, ironically, the Venomcrawler ([[Derp|the only plastic Daemon Engine with Assault weapons]]) because with only 9W, it still only counts as 2 models on objectives.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Renegade Trait: &#039;&#039;Raiders from the Maelstrom&#039;&#039;:&#039;&#039;&#039; Units with this trait can Advance and Charge, and count as two models on an objective. Vehicles with 10+ count as 5. &lt;br /&gt;
**They do well with Assault weapons, which is great, because as CSM, you get bonuses to Assault weapons for two LTGB phases. You can also just forego hit rolls entirely and just stick with flamer bikes and just go ham with early-game objective stealing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Reaver Lord:&#039;&#039;&#039; Start of the Command Phase, roll a D6. On a 4+, gain a CP. This is basically the Master of the Codex trait, but not locked to your Chapter Master. Since Traits now cost a CP, this is a good way to get some points back, but is not an autotake.&lt;br /&gt;
**&#039;&#039;&#039;Angel of Hatred:&#039;&#039;&#039; +1 S and A on the charge, if charged, or intervening. Decent and combos well with Khorne for +2 S, or Slaanesh, for pseudo-interrupt, but you really have to build the character to be a blender for this to be worth it.&lt;br /&gt;
**&#039;&#039;&#039;Dark Raider:&#039;&#039;&#039; Once per turn move-shoot-move for a CORE unit within 6&amp;quot;, but wont let you charge. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Raid and Reave&#039;&#039;:&#039;&#039;&#039; Holy shit this one&#039;s complicated. This is a two-part secondary, with the first half giving you points in your next command phase for &amp;quot;Raiding&amp;quot; objectives; the second half gives you VP at the end of the battle for every surviving Raider, and bonus points if they&#039;re in your deployment zone.&lt;br /&gt;
**The first half of this secondary occurs at the end of your movement phase, on an objective that does not have any enemy models within range of it, and can be done by {{W40kKeyword|Infantry}} or {{W40kKeyword|Bikers}}. The action succeeds if they remain on the objective at the start of your next Command Phase/end of the battle. You gain 1 VP for Objectives in your DZ, 3 VP for those on your opponent&#039;s, and 2 for those in No Man&#039;s Land. They are counted as having a share of spoils of war once the action is complete.&lt;br /&gt;
***&#039;&#039;&#039;Multiple&#039;&#039;&#039; units can do it in a turn, so long as they&#039;re all on different objectives. &lt;br /&gt;
**At the end of the game, you gain a VP for each surviving raider.  You gain 2 VP instead if they&#039;ve returned to your deployment zone. &lt;br /&gt;
**It&#039;s nice and fluffy, but also requires a lot of thought and forward planning if you&#039;re planning on stacking objectives. &lt;br /&gt;
***For an example, the Long War gives you 1 VP for killing an enemy on an objective, and another 2 VP for seizing that objective from them, but maxes out at 3VP a turn (so one objective a turn) while Raid and Reave encourages you to do it on multiple objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Secure the Prize (2CP):&#039;&#039;&#039; Use this Stratagem in any phase, when a RED CORSAIRS CORE unit from your army in range of an objective marker is selected as the target of an attack. Until the end of the phase, each time an attack with a Damage characteristic of 1 is allocated to a model in that unit, add 1 to any armour saving throw made against that attack.&lt;br /&gt;
**&#039;&#039;&#039;Rain Fire and Death (2CP):&#039;&#039;&#039; Use this Stratagem in your Command phase, if a RED CORSAIRS CHARACTER unit from your army is on the battlefield. Select one point on the battlefield and place a marker on that point. At the start of your next Command phase, roll one D6 for each unit within 6&amp;quot; of the centre of that marker, adding 1 if the unit being rolled for is within 3&amp;quot; of the centre of that marker and subtracting 1 if the unit being rolled for is a Character unit. On a 2-5, that unit suffers D3 mortal wounds; on a 6+, that unit suffers D6 mortal wounds. That marker is then removed. You can only use this Stratagem once.&lt;br /&gt;
**&#039;&#039;&#039;Hounds of Huron (2CP):&#039;&#039;&#039; Use this Stratagem in the Fight phase, after a RED CORSAIRS BIKER unit from your army has fought. If that unit is within Engagement Range of any enemy units, it can Fall Back as if it were your Movement phase. Otherwise, it can make a Normal Move as if it were your Movement phase.&lt;br /&gt;
***&lt;br /&gt;
**&#039;&#039;&#039;Raid Supply Lines (2CP:)&#039;&#039;&#039; Use this Stratagem at the start of the Reinforcements step of your opponent’s Movement phase, if a RED CORSAIRS WARLORD from your army is on the battlefield. If it is the first or the second battle round, you can select one of your opponent’s Strategic Reserves or Reinforcements units. That unit cannot arrive on the battlefield this phase for any reason, even if it has another rule that states it always arrives on the battlefield during a specific battle round (e.g. Drop Pod Assault). You can only use this Stratagem once.&lt;br /&gt;
***Best used to fuck with Drop Pod spam, or to throw a wrench into the enemy&#039;s Terminator assault. 2CP is steep, but it costs the same amount of CP as Auspex Scan, which isn&#039;t remotely as useful. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;Traitors Laurels:&#039;&#039;&#039; - a Dual Purpose relic. The bearer gets +1 and can perform an Epic Deed for 0 CP (Suck it Blood Axes, with your -1 CP). Also gives a 6&amp;quot; aura to ignore Modifiers to Combat Attrition.&lt;br /&gt;
**&#039;&#039;&#039;Armor of Badab:&#039;&#039;&#039; - A measly 3&amp;quot; invuln aura, giving 4++ to Terminators and 5++ otherwise. You arent really lacking in invulns, and in the age of -1 CP relics, this isnt really worth it. &lt;br /&gt;
**&#039;&#039;&#039;Maelstrom&#039;s Bite:&#039;&#039;&#039; Replaces a combimelta to give you  mastercrafted boltgun, an 18&amp;quot; meltagun with S9, and that&#039;s it. With only one shot you have much better choices. &lt;br /&gt;
*&#039;&#039;&#039;Unique Character: [[Huron Blackheart]]:&#039;&#039;&#039; T5 W6 and 7A, Huron Blackheart is bigger and blacker than ever. He has two weapons, a sweep attack from the Tyrant&#039;s Claws at SU AP-2 D1, but two hit rolls for each attack, or whacking with his special snowflake Power Axe at S6 AP-2 D2. His Claw still has a built in Assault Heavy flamer, which at least gives you LTGB. &lt;br /&gt;
**His magic warp parrot is now a once per game spell, but MUST come from the Dark Hereticus Discipline. It will most likely be used for Diabolic Strength. &lt;br /&gt;
**He still gives Chapter Master re-rolls, and his mandatory WT is Reaver Lord. All in all, Huron is a very good support character who can do well in melee, but isn&#039;t going to be 1v1ng Smashfuckers and Lords Discordant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strategies:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[The Consortium (Warhammer 40,000)|Creations of Bile]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
In the grim darkness of the far future, only the fittest will survive.  &lt;br /&gt;
&lt;br /&gt;
Thematically the Creations of Bile are a legion of twisted mutants created by Fabius Bile&#039;s experiments. Their reasons may be many, from oaths and contracts to enslavement, but all of them are dependent on the madman&#039;s butchery in order to live.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Creations of Bile are a fast melee army, putting their enhanced speed and strength to good use. Sadly none of their stuff benefits Cultists, so you&#039;re out of luck if you wanted to imitate the Glandhound packs from the novels. (unless you want to try and convince your opponent your cultists are so many Steroids they count as space marines, which of you put two on one Marine base might cut mustard)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Legion Trait: &#039;&#039;Experimental Enhancements&#039;&#039;:&#039;&#039;&#039; Add 1 to the Movement and Strength characteristics of units with this trait, and whenever a model is slain in the fight phase, do not remove the model: destroyed models can fight after the attacking unit resolves all their attacks on a 4+. Models with a wound bracket are only considered to have 1w remaining for their attacks, though&lt;br /&gt;
**Really solid, even if you have to lose models for it to kick in. Unlike EC, you&#039;re not locked to Slaanesh, so the +1 S stacks with Khorne, and you can still Mark of Slaanesh for your Vehicles if you really want them to pseudo-Interrupt. Just remember, Fabius Bile can&#039;t Enhance Warriors with a Mark.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Secondary Objective: &#039;&#039;Specimens for the Spider&#039;&#039;:&#039;&#039;&#039; You gain VP if you kill any enemies in melee, 3 VP for characters or monsters, 2 VP for anything else. Short and sweet, with an added bonus that you gain an additional VP if you kill any {{W40kKeyword|ADEPTUS ASTARTES}}, {{W40kKeyword|SANCTIC ASTARTES}} or {{W40kKeyword|HERETIC ASTARTES}}. Let it never be said that ol&#039; Bill wastes any supplies he&#039;s given.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
*# &#039;&#039;&#039;Surgical Precision:&#039;&#039;&#039; A natural 4+ to hit in melee auto-wounds and improves the attack&#039;s AP by 1. Bile takes this one and it does some sinister work on his Rod of Torment.&lt;br /&gt;
*#*Incredibly spicy, just note that it doesn&#039;t stack with LTGB. As per rare rules, any ability that scores more hits  on a roll doesnt let the generated hits benefit from auto-wound shenanigans. &lt;br /&gt;
*# &#039;&#039;&#039;Prime Test Subject:&#039;&#039;&#039; Add 1 to the Strength, Toughness, and Wounds of the model. &lt;br /&gt;
*#*Stacked with the legion&#039;s traits for +2 S, which can be boosted further with a Mark of Khorne, but really, this can go great on everyone but a Lord Discordant (who will lose Character Protection if they take this).&lt;br /&gt;
*# &#039;&#039;&#039;Twisted Regeneration:&#039;&#039;&#039; Once per game when the warlord dies, they can resurrect with d3 wounds on a 2+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem:&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;The Master is Watching (1 CP):&#039;&#039;&#039; Use this stratagem in your Command phase: select a {{W40kKeyword|Creations of Bile Infantry}} unit, then select a Creations of Bile Character that is visible to the unit. Until the end of the turn, they are considered to be in range of any or all of the following auras the character has: Lord of Chaos, Aspire to Glory, Demagogue.&lt;br /&gt;
**&#039;&#039;&#039;Taken Alive (1 CP):&#039;&#039;&#039; Use this stratagem in the Fight phase when the enemy Warlord is destroyed by a melee attack from a CREATIONS OF BILE model. Until the end of the battle, subtract 1 from all your opponent&#039;s LD; they cannot use the Insane Bravery Strat, and they cannot reroll a Morale Test.&lt;br /&gt;
**&#039;&#039;&#039;Auto-Stimulants (1 CP):&#039;&#039;&#039; Use this strat at the start of your Charge Phase, select on CORE unit from your army. Until the end of the phase, they can advance and charge.&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Visages (1 CP):&#039;&#039;&#039; Use this stratagem in the Fight Phase on a CORE, DAEMONKIN, or CHARACTER model from your army that was selected as a target of an attack. Until the end of the phase, each time an attack is made against that unit, subtract 1 from that attack&#039;s hit roll. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relics:&lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Helm of All-Seeing&#039;&#039;:&#039;&#039;&#039; Roll a d6 for every Command Point you spend on a stratagem; on a 5+ it gets refunded. &lt;br /&gt;
***Decent, but not an auto-take. You&#039;re spending CP for the chance of a refund, and if you &#039;&#039;don&#039;t&#039;&#039; have CP, you&#039;re shit out of luck. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Hyper-Growth Bolts&#039;&#039;:&#039;&#039;&#039; Can only be given to characters with a bolt pistol, boltgun, or combi-weapon. You may choose to fire this attack instead of your normal attacks, and you get one shot that automatically wounds, has an AP of 1 (lol) and a damage characteristic of &#039;&#039;&#039;D3+3&#039;&#039;&#039; (But only on non-Vehicles).&lt;br /&gt;
***Fucking baller when you&#039;ve got a clear shot on an enemy Warlord or Daemon Prince. &lt;br /&gt;
**&#039;&#039;&#039;&#039;&#039;Living Carapace&#039;&#039;:&#039;&#039;&#039; Infantry model only. Once per battle, when an attack is allocated to the bearer, you can activate the relic. All attacks allocated to the bearer until the end of the turn have a damage characteristic of 1. &lt;br /&gt;
***A whole lot less interesting from the previous version, that gave you a better save &#039;&#039;and&#039;&#039; gave you regeneration. Sure, this lasts for an entire turn, so everything from Tachyon arrows to Thunder Hammers are hitting like bolters, but it&#039;s often not the damage you&#039;re worried about, but the number of attacks. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unique Character: [[Fabius Bile]]:&#039;&#039;&#039; Now that the Creations are now a bespoke faction in the 9E Codex, you aren&#039;t hosed into taking old Fabulous Bill, but he can finally benefit from his own legion&#039;s trait. Although he has lost two Rod of Torment attacks, overall he&#039;s a bit better in stats having gained Chirurgeon attacks, a 5+++ FNP with attached regen, and his Xyclos Needler being upgraded to -2 AP and 2 Damage. His combat skills were never why you take him, though. You take him because of his Enhanced Warriors ability, which lets you pick a nearby {{W40kKeyword|Traitoris Astartes Core Infantry}} unit (because those lousy cultists don&#039;t deserve shit), and roll d3 for a random +1 buff to Strength, Toughness or Attacks.&lt;br /&gt;
**With his &amp;quot;assistant&amp;quot; of sorts, Bile&#039;s random buff becomes a bit less unreliable, as instead of adding to any result for an experiment you can instead roll twice and pick the one you want. The big drawback here is that this lackey is an actual model that can be targeted and sniped off the board. &lt;br /&gt;
**Another noted drawback this edition is that Bill gained a bit of a bias against the marks of Chaos. He can now no longer experiment on any unit with a mark because it triggers his atheism.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; The Creations of Bile are a very fast, melee heavy army; compared to Emperor&#039;s Children, you have a lot less options so you&#039;ll probably be married to a single fighting style&lt;br /&gt;
**The +1 to movement and strength is a welcome bonus, but comes at the cost of a mediocre warlord trait and other, better legion traits such as Red Corsairs or World Eaters. One other upside is the fact that unlike other legions, you are not limited to one particular god, which give you access to a number of useful spells and banners that other legions would be restricted from. Slaanesh and Khorne are great options for this army, again so long as you&#039;re okay with losing Fabius Bile buffs (and it&#039;s honestly not that bad, because Fabius is a random roll that requires him being close, while Marks are just always on)&lt;br /&gt;
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&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
Well...good news bad news. A fair few of our kits are OOP, still don’t have proper models or are ancient (looking at you MoP, Lucius, Huron, Noise Marines and Bikers). A great place to start an army for cheap is to find the old Start Collecting box, it’s the only place you can currently get an official Master of Possession. Also comes with two unique possessed sculpts as well as a Venomcrawler, two Obliterators and ten monopose Legionaries. It’s extremely good value for money if you can get your hands on one. We also have a combat patrol which has recently released, alas it does not offer the same value as the old SC box.&lt;br /&gt;
Forge World upgrade kits are going the way of the dodo bird. So prepare your bits box. New plastic Havocs are out, kit comes just with 2 of most weapons, so feel free to steal from devstators to fill out, your mileage may vary. &lt;br /&gt;
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===How to Build a Big Army for Cheap===&lt;br /&gt;
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Luckily, since GW has decided that since we are the &#039;&#039;de facto&#039;&#039; bad guys of the setting, we&#039;re finally getting some goddamn attention. Hell yeah. Now, with the blessed [[Kevin Rountree|Golden Age of Rountree]] having come around, [[Awesome|we can build an entire army from starter sets]]. So [[FATAL|prepare your anus]] [[Chaos|for the Dark Gods]], this is [[Rape|gonna be a bumpy ride]]. With Vigilus Defiant we got a new Black Legion Character, Haarken Worldclaimer, and Vigilus Ablaze is giving us new plastic kits for Abaddon, the Dark Apostle, regular Marines, Havocs, Terminators and Obliterators plus a bunch of entirely new stuff!&lt;br /&gt;
#If you play Nurgle or Undivided, get Dark Imperium. Period, no if and&#039;s or buts about it. You get some Plague Marines, which are one of our best Elites, a Chaos Lord in Terminator armor (Lord of Contagion), a Chaos Lord (Noxious Blightbringer), a Chaos Sorcerer (Malignant Plaguecaster) and 20 cultists (Poxwalkers). After that, grab Shadowspear (while it&#039;s still around). Next, snag a Rogue Trader Set (this shit is gold). Use a Start Collecting set kitbashed with the Slaves to Darkness Start Collecting set for 20 marines, plus a Helbrute, a Chaos Lord on Palanquin, and some riders for future conversions.&lt;br /&gt;
#For Khorne, not much thought is required - the Maelstrom of Gore is a good deal, but if you don&#039;t want to invest in it, Berzerkers are cheap anyway. Grab a set of the Start Collecting! Khorne Bloodbound for a decent Chaos Lord/Kharn, 10 Berzerkers, and 3 Bloodcrusher proxies (can also be used as Chaos Bikes if you pin a couple bolters together and glue it to the top of the Juggernaut, or give the rider a storm bolter hand). As always, a Start Collecting CSM set or two won&#039;t hurt. If you go for the AOS starter/Thunder and Blood, you can use the reavers as Cultists. Or cut their heads onto Stormcast Eternals and add spikes to taste. The Khorogath isn&#039;t a great Helbrute but does make an interesting Daemon Prince with a touch of Conversion work. If you go for the full starter, the Mighty Lord looks like a terminator lord a little already. Attach some extra pauldrons on the bloodsecrator and he can double as a metal-looking Dark Apostle. &lt;br /&gt;
#For Slaanesh use the same trick as with Nurgle, combine the Slaves to Darkness and the CSM kit to make twenty marines. Except now, those riders you get can be fielded as Seekers of Slaanesh and the Chariot as a Herald. Throwing in a Start Collecting! Daemons of Slaanesh kit will make your conversions look less like the perfection aspect of Slaanesh and more like the androgynous-horror aspect.&lt;br /&gt;
#Tzeentch is a little trickier. By kitbashing the Rubricae with the regular CSM and/or the MK III Marines, you&#039;ll make some interesting looking not-Thousand Sons. For a more loyalist-defector look, grab a box of horrors and some [[Chaos Spawn|things which much not be named]] and use the huge number of extra bits to accessorize a Start Collecting! box.&lt;br /&gt;
#For Iron Warriors or similar tech-inspired armies, it&#039;s really easy to make your army look like they should. Get a Start Collecting! kit and an MK III squad and mix and max. Tartaros Terminators tend to look better than Cataphractii for a more mechanical look, and since we only get one type of terminator (and they are the same price) anyway, it doesn&#039;t matter. If you nagged a Betrayal at Calth or Burning of Prospero before they were taken off the shelf, you&#039;re already half way there.&lt;br /&gt;
#Night Lords are surprisingly underrepresented on the tabletop despite their popularity in the fluff, which is probably due to their ridiculous FW prices for their upgrade parts (which end up coming out looking like they&#039;re a really clean Batman) and the shitty quality of their GW models and bits. Luckily, we&#039;ve been blessed with the Raptor/Warp Talon kit. $35 for a set of 5 sounds bad, but the bits, from heads to weapons, are very brooding and terrifying. Whether you make Raptors or Warp Talons out of them, you will be left with plenty of spare weapons for the rest of your army (either lightning claws or special weapons/plasma pistols). Alternatively, mix one set in with two sets of MK IV marines and you got Night Lords for 1/3 of the price of FW. If you play Chaos aligned Night Lords and have the Dark Imperium set (you should since you &#039;&#039;are&#039;&#039; playing Nurgle for those morale debuffs, right?), you can use the vents from your converted Foetid Bloatdrone to make an extra Raptor or two. Also look for Graveguard bits from AoS, cut them up and put on your marines and there you go.&lt;br /&gt;
#For Obliterators, grab some Easy-to-build Aggressors and any left over guns you like. Glue the weapons basically everywhere and add some green stuff. It doesn&#039;t even have to look amazing to mimic flesh-metal armor. Add horns to taste, and use your hobby knife to scratch up any areas that you don&#039;t add green stuff to. Left-over combi-weapon barrels anyone?&lt;br /&gt;
#Reaper Chaincannons only come in one per box, but good resin alternatives are being [https://www.etsy.com/listing/705013703/chaos-havoc-with-chain-reaper-space Sold on Etsy]&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Chaos]]&lt;br /&gt;
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[[Category: Chaos Space Marines]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_/tg/_edition&amp;diff=1011582</id>
		<title>Codex - Tyranids: /tg/ edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_/tg/_edition&amp;diff=1011582"/>
		<updated>2026-05-20T15:11:14Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
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On this page Nids are updated to be an army worth playing with.&lt;br /&gt;
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&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;&#039;&#039;&#039;**SSSS Hive-Mind approved as nomnomnom worthy SSSSSS**&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
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== Army wide rules ==&lt;br /&gt;
&#039;&#039;&#039;Know No Honor:&#039;&#039;&#039; &#039;&#039;Tyranids do not have a concept of honour or subordinates to impress.&#039;&#039; Character models with this rule may not issue or accept challenges, but suffer no penalties for refusing a challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Instinctive Fire:&#039;&#039;&#039; Each weapon on this model automatically fires at the nearest enemy unit within range and line of sight as if it were attached like a vehicle. The shots are resolved at the end of the Shooting phase, before Morale checks are taken. Each weapon can fire at a different target unit, but they cannot be fired in any other way or at any other time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow in the Warp:&#039;&#039;&#039; Models with the Shadow in the Warp special rule have a Shadow in the Warp range identical to their Synapse range (below). All enemy units and models with the Psyker, Psychic Pilot, Daemon, Brotherhood of Sorcerers, or Brotherhood of Psykers special rules suffer a -2 penalty to their Leadership whilst they are within shadow in the warp range. Additionally, any enemy psykers in range attempting to harvest Warp Charges receive a -1 to each die roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synapse:&#039;&#039;&#039;&lt;br /&gt;
Models with the Synapse Creature special rule have a synapse range of 12&amp;quot;. Friendly Codex: Tyranids models within this synapse range, including the Synapse Creatures themselves, have the Fearless special rule. If a unit from Codex: Tyranids is falling back and at least one of the unit’s models is within a friendly Synapse Creature’s synapse range before the unit moves, the unit automatically Regroups. In addition any units with instinctive behavior get the Synaptic Bonus based on their instinctive behavior.&lt;br /&gt;
&lt;br /&gt;
===Instinctive Behaviour===&lt;br /&gt;
Individual Tyranid creatures function as tendrils of the gestalt Hive Mind; however, outside of its influence they revert to highly evolved animal instincts befitting apex predators. At the beginning of the Tyranid turn, roll a Leadership test for each unengaged Tyranid unit outside of Synapse range; each will act as normal if they pass. If not, they assume natural survival or attack patterns based on their rules matching the descriptors below:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lurk:&#039;&#039;&#039;&lt;br /&gt;
**The brood immediately seeks the nearest cover, be it ruins, buildings, or other terrain. It may shoot only if it has reached said cover; otherwise, it must continue to the nearest cover by using a Run move. It may not charge in the Assault phase. The unit gains the Stealth special rule.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Bonus - Sensory Synchronization:&#039;&#039;&#039; The unit gains the Stealth special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunt:&#039;&#039;&#039;&lt;br /&gt;
**The brood must shoot at the nearest enemy unit to which they have line of sight and may not charge in the Assault phase. The unit gains the Preferred Enemy special rule.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Bonus - Collective Guidance:&#039;&#039;&#039; The unit gains +1 BS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feed:&#039;&#039;&#039;&lt;br /&gt;
**The unit may not Run or Shoot, but must charge the nearest viable enemy unit in the Assault phase. It also gains the Rage special rule.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Bonus - Neurokinetic Acceleration:&#039;&#039;&#039; The unit gains +1 A.&lt;br /&gt;
&lt;br /&gt;
== Warlord traits ==&lt;br /&gt;
*&#039;&#039;&#039;1 - Nature&#039;s bane:&#039;&#039;&#039; At the beginning of each of your Movement phases, you may select one terrain piece within 12&amp;quot; of your Warlord. That terrain piece becomes infested with Tyranid plant spores. If this piece of terrain is a Forest, Jungle, Bush or any other organic terrain, it immediately becomes a Jungle and changes its type to Dangerous terrain, and remains so for the remainder of the game. If it is &#039;&#039;&#039;not&#039;&#039;&#039; organic (such as a building complex), nothing happens on the turn it is infested. At the start of your movement phase roll a D6 for each previously infested piece of terrain - on a roll of 6 it immediately becomes a Jungle and changes its type to Dangerous Terrain, and remains so for the remainder of the game. This infested Jungle, however, is treated by Codex:Tyranid creatures (both friends and foes) as an open ground for the purpose of movement and charging.&lt;br /&gt;
*&#039;&#039;&#039;2 - Heightened senses:&#039;&#039;&#039; The Warlord, and all friendly models from Codex: Tyranids within his Synapse range have the Night Vision, Interceptor and Counter-attack special rules.&lt;br /&gt;
*&#039;&#039;&#039;3 - Synaptic lynch-pin:&#039;&#039;&#039; The Warlord’s synapse range is increased by 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;4 - Mind eater:&#039;&#039;&#039; Your army gains 2 Victory Points for each enemy model with the Independent Character special rule slain by your Warlord. Killing an Independent Character as the result of a sweeping advance does not award these Victory Points.&lt;br /&gt;
*&#039;&#039;&#039;5 - Digestive denial:&#039;&#039;&#039; After deployment, but before Scout redeployment and Infiltrate deployments, nominate one piece of terrain in the enemy deployment zone (this may not be one your opponent has purchased as part of their army). The terrain becomes mysterious forest, and you may re-roll or force your opponent to re-roll Mysterious Terrain roll for this piece of terrain. Note that a piece of terrain can only be affected by this ability once.&lt;br /&gt;
*&#039;&#039;&#039;6 - Adaptive biology:&#039;&#039;&#039; The first time Warlord suffers one or more unsaved Wounds, it gains the Feel No Pain (5+) special rule &#039;&#039;&#039;at the end of that phase it suffered that Wound&#039;&#039;&#039;. This Feel No Pain special rule then remains in effect for the rest of the game. If it already has the Feel No Pain special rule, it improves it by 1 (eg: a 5+ becomes a 4+)&lt;br /&gt;
&lt;br /&gt;
==Hive Fleet Strains==&lt;br /&gt;
A player may choose one of the following Hive Fleet Strains to gain its effects for their army. Unless otherwise listed, all Hive Fleet Strains ally as Battle Brothers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Behemoth:&#039;&#039;&#039; &#039;&#039;Forward Surveyors:&#039;&#039; Choose one type of enemy unit (eg: Ork Boys, Dark Angels tactical squad, etc); all friendly Behemoth units within the Warlord&#039;s synapse range (including himself) gain Preferred Enemy against all units with the chosen name. In addition, Behemoth units may organize into a &amp;quot;Spearhead Swarm&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Spearhead Swarm detachment:&#039;&#039;&#039; This is a primary detachment consisting of the following:&lt;br /&gt;
*** 2 HQ (1 mandatory)&lt;br /&gt;
*** 4 Elites&lt;br /&gt;
*** 4 Fast Attack (2 mandatory)&lt;br /&gt;
*** 2 Heavy Support&lt;br /&gt;
*** 4 Troops&lt;br /&gt;
*** 1 Lord of War&lt;br /&gt;
*** 1 Fortification&lt;br /&gt;
:Сommand Benefits: &#039;&#039;Forward Swarm:&#039;&#039; Units of this detachment may re-roll Reserve rolls (including successful ones), Deep Strike scatter and Outflank results. Additionally, Fast Attack units have Objective Secured, and count friendly Behemoth synaptic creatures as having +6&amp;quot; to synaptic range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kraken:&#039;&#039;&#039; &#039;&#039;Gene-cult Network:&#039;&#039; For every one Genestealer Brood taken may bestow the Infiltrate special rule to one other Kraken unit. In addition, Kraken units may organize into an &amp;quot;Encirclement Swarm&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Encirclement Swarm detachment:&#039;&#039;&#039; This is a primary detachment consisting of the following:&lt;br /&gt;
*** 2 HQ (1 mandatory)&lt;br /&gt;
*** 3 Elites&lt;br /&gt;
*** 3 Fast Attack&lt;br /&gt;
*** 3 Heavy Support&lt;br /&gt;
*** 6 Troops (2 mandatory)&lt;br /&gt;
*** 1 Lords of War&lt;br /&gt;
*** 1 Fortification &lt;br /&gt;
:Сommand Benefits: &#039;&#039;Encirclement:&#039;&#039; Units of this detachment with Outflank special rule may enter the field from any table edge (including opponent&#039;s one). For each Kraken unit you have in Reserves, you may force your opponent to re-roll one of his Reserve rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leviathan:&#039;&#039;&#039; &#039;&#039;Without Numbers:&#039;&#039; Hormagaunts, termagants, simurghs, rippers, cortex leeches, sky-slashers, gargoyles and Tervigons may purchase Toxin Sacks and Adrenal Glands Biomorphs for half points cost. In addition, Leviathan units may organize into a &amp;quot;Without Numbers&amp;quot; detachment described below.  For every brood of Hormagaunts, Termagants, Simurghs, Gargoyles, Cortex Leeches, Rippers, Tervigons, and Sky-Slashers taken, you may take an additional brood without taking an additional FOC slot; though you must pay for the extra brood as normal.   You may take up to double the maximum number of the aforementioned broods in any formation that permits them to be taken as well as the living tide detachment.&lt;br /&gt;
**&#039;&#039;&#039;Without Numbers detachment:&#039;&#039;&#039; This is a primary detachment consisting of the following:&lt;br /&gt;
*** 3 HQ (1 mandatory)&lt;br /&gt;
*** 4 Elites&lt;br /&gt;
*** 4 Fast Attack&lt;br /&gt;
*** 4 Heavy Support&lt;br /&gt;
*** 8 Troops (3 mandatory)&lt;br /&gt;
*** 1 Lord of War&lt;br /&gt;
*** 1 Fortification &lt;br /&gt;
:Сommand Benefits: &#039;&#039;Unending Tide:&#039;&#039; Each time a Hormagaunt, Termagant, Simurgh, Ripper, Cortex Leech, Sky-Slasher, or Gargoyle model is removed as a casualty you gain one Second Wave token, or three from a Ripper or Sky-slasher base&#039;s removal. Whenever you have 16 Second Wave tokens, remove them all and place a 10-model Termagant, Hormagaunt, Simurgh, or Gargoyle brood or a three base ripper, cortex leech, or sky-slasher brood with no upgrades into ongoing Reserves.  You may choose to place a larger brood by delaying the introduction of the new brood until you have a larger multiple of sixteen second wave tokens.  Allowing you to place a new 20 model Termagant/Hormagaunt/Simurgh/Gargoyle brood with thirty two tokens, thirty for forty eight tokens, forty for sixty four tokens, or fifty for eighty tokens.   You may also increase the size of a new ripper, cortex leech, or sky-slasher brood accordingly.   Broods introduced into the game in this manner also produce second wave tokens when removed; as do broods spawned by spawning pools and tervigons, or are respawned by formations such as the skyblight swarm.   &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jourmungandr:&#039;&#039;&#039; &#039;&#039;Tremor:&#039;&#039; Raveners are Troops by default. Rippers may get deep strike for free. Trygons and Mawlocs may re-roll deep strike scatter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gorgon:&#039;&#039;&#039; &#039;&#039;Adaptive Evolution:&#039;&#039; Mutation prices are halved (round up). During deployment phase each model in a Gorgon army may replace one of it&#039;s mutations with another of the same points cost. If Gorgon is your primary detachment, you must roll a D6 each time one of your units with Synapse Creature rule is removed as a casualty. On a 1 or 2 you lose one Victory Point (to a minimum of 0).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydra:&#039;&#039;&#039; &#039;&#039;The Awakening:&#039;&#039; Tervigons are Troops by default. All Monstrous Creatures gain Feel no Pain (6+) on the first turn or on the turn they arrive from reserves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Naga:&#039;&#039;&#039; &#039;&#039;Psychic Monstrosity:&#039;&#039; All Naga psykers may re-roll psychic dice rolls of 1 when attempting to manifest a psychic power, and gain +3&amp;quot; to their Synapse range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moloch:&#039;&#039;&#039; &#039;&#039;City Eaters:&#039;&#039; All non-monstrous creatures gain Move Through Cover (Ruins) and Stealth (Ruins). Any model with the access to Basic Bio-cannons can replace its scything talons with twinlinked flamespurt cannons for free.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nidhoggr:&#039;&#039;&#039; &#039;&#039;Hellspawn:&#039;&#039; If a Flame weapon, or a weapon with the Soul Blaze or Melta rules is used against a Nidhoggr unit, it treats its Strength and AP as one lower than usual (eg: a normal flamer of S 4 and AP 5 becomes S 3 and AP 6). Any model with access to Basic Bio-cannons can replace its scything talons with Stranglewebs for 5 pts. Nidhoggr psykers gain access to Pyromancy and Geomancy disciplines. Nidhoggr armies ally as Come the Apocalypse with other Hive Fleets, but are Allies of Convenience with Chaos Daemons. In addition, Nidhoggr units may organize into a &amp;quot;Giants&#039; March&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Giants&#039; March detachment:&#039;&#039;&#039; This is a primary detachment consisting of the following:&lt;br /&gt;
*** 3 HQ (1 mandatory)&lt;br /&gt;
*** 3 Elites&lt;br /&gt;
*** 3 Fast Attack&lt;br /&gt;
*** 6 Heavy Support (2 mandatory)&lt;br /&gt;
*** 3 Troops&lt;br /&gt;
*** 1 Lord of War&lt;br /&gt;
*** 1 Fortification&lt;br /&gt;
:Сommand Benefits: &#039;&#039;Flaming Horror:&#039;&#039; All Nidhoggr creatures gain the Fear special rule. Those who already had it bestow -2 penalty to Leadership for Fear tests against them. Models with 3 or more base Wounds gain Objective Secured while within synapse range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chimera:&#039;&#039;&#039; &#039;&#039;Adaptable Tactics:&#039;&#039; Enemy models suffer -1 to their reserve rolls for each synapse creature remaining on the table, to a maximum of a 6+. If Deathleaper is your Warlord, your army gains Stealth for the rest of the game. If Old One Eye is your Warlord, your army gains Furious Charge and Fleet for the rest of the game. If the Swarmlord is your warlord, your army gains Preferred Enemy and Hatred for the rest of the game. In addition, Chimera units may organize into a &amp;quot;Divergent Swarm&amp;quot; detachment described below.&lt;br /&gt;
**&#039;&#039;&#039;Divergent Swarm Detachment&#039;&#039;&#039;: This is a primary detachment consisting of the following:&lt;br /&gt;
*** 5 HQ (2 mandatory)&lt;br /&gt;
*** 5 Elites&lt;br /&gt;
*** 5 Fast Attack&lt;br /&gt;
*** 4 Heavy Support&lt;br /&gt;
*** 7 Troops (3 mandatory)&lt;br /&gt;
*** 2 Lords of War &lt;br /&gt;
:Command Benefits: &#039;&#039;Adaptive Roles:&#039;&#039; Malanthropes may be taken as either a HQ or Elite choice. A Malanthrope must be your warlord, and has the following Warlord Trait:&lt;br /&gt;
:&#039;&#039;&#039;Digest and Assess&#039;&#039;&#039;: If an enemy model dies within 6&amp;quot; of this model, the Warlord and all models in it&#039;s synapse gain ONE of the enemy model&#039;s special rules. In addition, all Codex: Tyranids models in this detachment gain the Preferred Enemy: Tyranids special rule.&lt;br /&gt;
:If the only HQs in your primary detachment are Malanthropes, Deathleaper is instead moved to an Elite slot, Old One Eye to a Heavy Support Slot, and the Swarmlord to the LoW slot.&lt;br /&gt;
&lt;br /&gt;
==Psychic powers== &lt;br /&gt;
Unless specified otherwise, all Tyranid psykers may generate their powers from the Biomancy, Telepathy, and Telekinesis disciplines, as well as any of the below Hivemind disciplines, though they &#039;&#039;must&#039;&#039; generate at least one of their psychic powers from at least one of the Hivemind disciplines. If the Psyker generates all of his powers only from the Hivemind disciplines, it still get the Primaris power from one of these disciplines of his choice as Psychic Focus.&lt;br /&gt;
&lt;br /&gt;
Tyranid Psykers gain a +1 bonus to Perils of the Warp rolls (to the maximum of 6), if they suffer Perils by manifesting powers from any of the Hivemind disciplines. However, they suffer a -2 penalty to Perils of the Warp rolls (to the minimum of 1), if they suffer Perils by manifesting powers from Biomancy, Telepathy, or Telekinesis disciplines.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Control:===&lt;br /&gt;
*&#039;&#039;&#039;Primaris: Dominion&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.  Dominion is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker. Whilst this power is in effect the Psyker adds 6&amp;quot; to its synapse range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Catalyst&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Many tyranid psykers are known for their ability to make themselves and other Tyranids seemingly uncognizant of even the most grievous of injuries, allowing them to fight on.  Catalyst is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, the targets gain the Feel No Pain special rule. If either Psyker or the target already has Feel No Pain special rule, it is improved by 1 whilst the power is in effect (eg: Feel No Pain (5+) becomes Feel No Pain (4+)).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Onslaught&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::The hive mind is capable of giving additional energy to the creatures that comprise its vast &amp;quot;body&amp;quot;, allowing them to attack even while sprinting.  Onslaught is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Tyranids within 24&amp;quot;. Whilst this power is in effect, the target unit can either both Run and Shoot in its Shooting phase (in any order) or Run and then Charge in the following Assault Phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Unstoppable&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.  Unstoppable is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Tyranids within 24&amp;quot;. Whilst this power is in effect, the target unit gains the Rage, Furious Charge, Fleet, Eternal Warrior, Feel No Pain (2+) and It Will not Die special rules, and may re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase target must immediately pass a Leadership test or be removed as casualty. If it &#039;&#039;passes&#039;&#039; the test, it may not take any actions during any phase, make cover saves, and is hit automatically in close combat until the start of the next Psychic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Fury&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.  Fury is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, the targets gain the Furious Charge and Rage special rules. If either Psyker or the target already have any of these special rules, it also gains the Hatred special rule whilst the power is in effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Empathic Backlash&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Through the power of the hive mind all things are possible, even making others feel the pain and injury that they would seek to inflict on the Tyranids&#039; component organisms, establishing a quick neural link with those who would strike the creatures of the hive mind and making them feel a rush of pain for every blow they inflict, pain that can tear apart the body.  Empathic Backlash is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets a single friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, each time this unit suffers an unsaved wound from shooting or psychic power, deal one automatic hit with Strength equal to this unit&#039;s majority Toughness, AP2 and Ignores Cover special rule to the unit that dealt that wound, resolved as a shooting attack. Against vehicles, these hits are resolved at Strength 9 against rear armour. (Vehicles can&#039;t feel empathy, why does this hurt vehicles?)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: One Mind&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.  One Mind is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Psyker’s unit and up to one other friendly unit from Codex: Tyranids that is within 12&amp;quot;. Whilst this power is in effect, the targets gain +3 their Weapon Skill and Ballistic Skill.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Malice:===&lt;br /&gt;
*&#039;&#039;&#039;Primaris: The Horror&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::The Horror is a &#039;&#039;&#039;malediction&#039;&#039;&#039; that targets a single enemy unit within 24”. The target must immediately take a Pinning test with a -2 modifier to their Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Paroxysm&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Paroxysm is a &#039;&#039;&#039;malediction&#039;&#039;&#039; that targets a single enemy unit within 24&amp;quot;. Whilst this power is in effect, the target unit’s Weapon Skill and Ballistic Skill are both reduced by D3 (roll once and apply the result to both characteristics).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Unsteady hands&#039;&#039;&#039; &lt;br /&gt;
::Warp Charge 3&lt;br /&gt;
::Unsteady Hands is a &#039;&#039;&#039;malediction&#039;&#039;&#039; that targets a single enemy unit within 24&amp;quot; that fills a target with a sudden jittering throughout their body as their nerves or electronics are afflicted with psychic energy, making it impossible to shoot or move effectively. Whilst this power is in effect the target may not make shots of any kind, including overwatch. In addition, all melee attacks gain the Unwieldy special rule and are made at -1 Initiative step.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Mutagenesis&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Mutagenesis is a &#039;&#039;&#039;malediction&#039;&#039;&#039; with a range of 24&amp;quot;. The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength, and initiative as painful mutations wrack their body.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: The Shadow Notices&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::The shadow notices is a &#039;&#039;&#039;malediction&#039;&#039;&#039; power with a range of 24&amp;quot; that reduces the leadership of the target unit by d3 for a turn as the shadow in the warp coils around the target; crushing their spirits into the dirt. Against units with the psyker, daemon, brotherhood of psykers, or brotherhood of sorcerers special rules, this power has additional effects; Psykers so targeted suffer a -1 penalty when attempting to harness Warp Charges and when rolling Perils of the Warp.  Daemons have their invulnerability save worsened by one, and, if they have the instability special rule, must immediately roll against it on a 3D6, discarding the lowest roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Optical Overload&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Optical Overload is a &#039;&#039;&#039;malediction&#039;&#039;&#039; that targets a single enemy unit within 24&amp;quot; with psychic energy that overloads electronic optics and optic nerves alike, rendering the target blind, whilist this power is in effect the target is blinded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Stand and Die&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::Stand and die is a &#039;&#039;&#039;malediction&#039;&#039;&#039; power with a range of 24&amp;quot;, filling with the Hive Mind&#039;s command to step out of cover and accept their deaths. Enemy units targeted cannot take cover saves for the remainder of the turn and units friendly to the caster may assault the afflicted unit through cover at initiative&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Wrath:===&lt;br /&gt;
*&#039;&#039;&#039;Primaris: Mind Breath&#039;&#039;&#039; (Mind breath?! What kind of troubled mind in need of the Emperors mercy came up with that name?! How about keeping it simple with something like Cacophony?)&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Cacophony is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; power with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 8*&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; A psychic cacophony is directed in a cone before the Tyranid; flaying the minds of those caught in its path; against targets with Toughness value, Cacophony wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power do not cause vehicles to lose Hull Points, and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal). Against buildings, this power does nothing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: Psychic Scream&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::A devastating telepathic scream that annihilates the minds and frays the souls of those caught in its path, the Psychic scream is a devastating ability.  Psychic Scream is a &#039;&#039;&#039;nova&#039;&#039;&#039; power with a range of 6&amp;quot;. For each target unit, roll 2D6+2 and subtract their Leadership. That unit suffers a number of Wounds equal to the result. Armour and cover saves cannot be taken against Wounds caused by Psychic Scream.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Alien Voice&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Alien Voice is a &#039;&#039;&#039;focused witchfire&#039;&#039;&#039; power with a range of 18&amp;quot;. Both target and the Psyker must roll D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in unsaveable wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target get a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker&#039;s Synapse range is immediately reduced by 6&amp;quot; until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Despair&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Despair is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; power with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&lt;br /&gt;
| 9*&lt;br /&gt;
| 2&lt;br /&gt;
| Assault D3+1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Through this power, the Hive Mind crushes the very will of its enemies to live, consigning most to simply lie down and die.  Against targets with no Toughness value, Despair wounds against their Leadership rather than toughness. Glancing and Penetrating hits from this power do not cause vehicles to lose Hull Points and penetrating hits only roll D3 for vehicle damage (adding modifiers for AP values and Open Topped as normal). Against buildings, this power does nothing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Hunger&#039;&#039;&#039; &lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control; forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger. Hunger is a &#039;&#039;&#039;witchfire&#039;&#039;&#039;  that targets a single non-vehicle enemy unit within 24&amp;quot;. Roll an opposed Leadership test against the highest LD value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better, (but not cover saves) may be taken; as well as Reanimation Protocol rolls and Feel No Pain rolls.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Warp Blast&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 2&lt;br /&gt;
::A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes.   Warp Blast is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; power. Warp Blast can be used as a Blast, an Orb, or a Lance. Each time this power is manifested, the controlling player must choose which profile is being used, before the target is chosen:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Blast&lt;br /&gt;
| 24&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| Orb&lt;br /&gt;
| 24&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Lance&lt;br /&gt;
| 24&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1, Lance&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Implosive Vortex&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 3&lt;br /&gt;
::An overwhelmingly powerful display of the psychic might of the tyranid species, this dreaded power simply causes reality to collapse upon itself in a localized area, creating a ravenously hungry vacuum that desperately seeks to be filled, sucking in men and machine alike into oblivion.  Implosive vortex is a &#039;&#039;&#039;vortex&#039;&#039;&#039; power that creates a blast template at the target (unlimited range) after scatter dice results, models within the blast must take an initiative test or be removed as casualties, while vehicles must take a test on a d6. On a 5+, nothing happens. Walkers, skimmers, and fast vehicles pass on a 3+ instead. Otherwise, the vehicle suffers an automatic penetrating hit with a +3 modifier to the vehicle damage table in addition to any other modifiers on the vehicle damage table. Roll as normal afterwards for vortex powers.  An additional warp charge can be spent to increase the template to a large blast, two can be spent to increase it to a 7 inch blast, and three more (for six in total) to increase it to a ten inch blast, or four more (for seven) to increase it to a fifteen inch apocalyptic megablast; which will increase the size of the Vortex correspondingly.&lt;br /&gt;
:::  For larger blasts add the following modifiers to the effect roll; for a large blast the initiative test is treated as if their initiative was one worse than normal, and normal vehicles suffer an automatic penetrating hit on a five or worse, while skimmers, walkers, and fast vehicles may only evade the effects of the vortex on a 4+.   For a seven inch blast, the test is made as if their initiative were two worse, and vehicular or building targets now take two automatic penetrating hits on a failed roll; with skimmers, walkers, and fast vehicles only evading the vortex on a 5+ and fliers now being affectable if they roll worse than a 3 (flying monstrous creatures instead roll on initiative as normal).   For a ten inch blast, the initiative test is now resolved as if it were three worse, and vehicular or building targets now take three automatic penetrating hits, and skimmers, walkers, and fast vehicles are only safe on rolls of a six or better, with fliers being affected on a roll of a 4 or worse and flying monstrous creatures test on initiative at one worse than normal.  For a fifteen inch apocalyptic megablast, the initiative test is resolved as if it were four worse than normal, and vehicular and building targets now take four automatic penetrating hits while fliers now only escape the effects of the blast on a roll of a six, while flying monstrous creatures make their initiative test as if it were three steps worse.&lt;br /&gt;
&lt;br /&gt;
==Tyranid Biomorphs==&lt;br /&gt;
===Melee Biomorphs===&lt;br /&gt;
(re)&#039;&#039;&#039;Designer’s Note:&#039;&#039;&#039; &#039;&#039;Tyranid Melee weapons come in pairs. For game purposes, each pair is treated as a single Melee weapon. This means that Tyranid models must fight with two pairs of any Tyranid Melee weapons to gain a bonus Attack in close combat for fighting with two weapons. For example, a Hormagaunt armed with a single pair of scything talons does not gain a bonus Attack, but a Ravener with two pairs of scything talons, or a Genestealer with a pair of rending claws and a pair of scything talons, does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crushing Claws and Wrecking Ball&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Crushing Claws&lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Crusher, Sunder&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Claw and Wrecking Ball&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Wrecker, Sweep&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Crusher:&#039;&#039;&#039; A model equipped with two pairs of Crushing Claws gains +D3 additional attacks in close combat.&lt;br /&gt;
::&#039;&#039;&#039;Wrecker:&#039;&#039;&#039; A model equipped with a Crushing Claw and Wrecking Ball gains a +1 bonus when penetrating building armour and rolling for building damage.&lt;br /&gt;
::&#039;&#039;&#039;Sweep:&#039;&#039;&#039; A model equipped with a Crushing Claw and Wrecking Ball may forgo all of its attacks in close combat to deal a single automatic hit with S: User and AP: 3 for each enemy model in a base contact with it.&lt;br /&gt;
::&#039;&#039;&#039;Sunder&#039;&#039;&#039; Weapons with this special rule may re-roll all failed Armour Penetration rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boneswords and Lash Whips&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Boneswords&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Lash Whips&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Constrict&lt;br /&gt;
|-&lt;br /&gt;
| Bonesword and Lash Whip&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry, Constrict&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Life Drain:&#039;&#039;&#039; A model equipped with a single Bonesword inflicts Instant Death on a roll of 6+ in close combat. If it has two or three Boneswords, it inflicts Instant Death on a 5+ instead. If it has four Boneswords, it inflicts Instant Death on a 4+ instead.&lt;br /&gt;
::&#039;&#039;&#039;Parry:&#039;&#039;&#039; A model equipped with a single Bonesword has a 6+ invulnerable save in close combat. If it has two or three Boneswords, the save is improved to 5+. If it has four Boneswords, the save is improved to 4+.&lt;br /&gt;
::&#039;&#039;&#039;Constrict:&#039;&#039;&#039; All enemy models in base contact with a model with a single Lash Whip have their initiative reduced to 1. If the model has two or three Lash Whips, all enemy models within 3&amp;quot; have their initiative reduced to 1. If the model has four Lash Whips, all enemy models within 3&amp;quot; have their initiative reduced to 1, and decrease their Weapon Skill by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Claws&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Diamantine Tips:&#039;&#039;&#039; The close combat attacks of a model with one pair of Rending Claws have the Rending special rule. If the model has two pairs of Rending Claws, then the Rending special rule applies on a to-wound and to penetrate rolls of 5+ (with 5s being counted as sixes for the purposes of determining whether the attack has penetrated the armor).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Talons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Slashing Attacks&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Slashing Attacks:&#039;&#039;&#039; A model equipped with a single pair of Scything Talons re-rolls to-hit rolls of 1 in close combat. If it has two pairs of Scything Talons, it re-rolls all failed to-hit rolls in close combat instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sickle Claws&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Sickle Strike&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sickle Strike:&#039;&#039;&#039; A model equipped with Sickle Claws inflicts Instant Death on a to-wound roll of 4+ in close combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Talons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Spine-Maw Strike&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spine-Maw Strike:&#039;&#039;&#039; A model equipped with Grasping Talons may make an additional Spine-Maw attack (see below), resolved at Initiative 1, provided that it scores at least one 6 when rolling to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Spine-Maw&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Instant Death, Digestion Spine&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Digestion Spine:&#039;&#039;&#039; When a Spine-Maw attack removes a model as a casualty, the Model gains a number of Plasm Tokens equal to the number of Wounds on the profile of the model removed (regardless of the number it possessed when it was removed). At the end of its following turns, the Model&#039;s controlling player removes one of these Plasm Tokens. Whilst the Model has at least one Plasm Token, it gains the Feel No Pain (4+) Special Rule&lt;br /&gt;
&lt;br /&gt;
===Ranged Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Spray&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Torrent, Dissolve&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Dissolve:&#039;&#039;&#039; Enemy models suffer a -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 2+ armour save only save on a 3+, though AP3 still wouldn&#039;t penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Pulse Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Bio-Electric Pulse&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6, Overload&lt;br /&gt;
|- &lt;br /&gt;
| Bio-Electric Pulse (with Containment Spines)&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 12, Overload&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Overload:&#039;&#039;&#039; Each attack made by this weapon that rolls a 6 to-hit gains the Haywire special rule if the target is a vehicle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasma&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Bio-plasmic glob&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Blast, Maw Cannon&lt;br /&gt;
|- &lt;br /&gt;
| Bio-plasmic spit&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Maw Cannon&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Maw Cannon:&#039;&#039;&#039; Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat, weapons with this special rule grant one additional attack at the weapons normal Strength and  AP, resolved at Initiative step 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasmic Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| Barrage&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Fusillade&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Choking Cloud&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Ignores Cover, Large Blast, Poisoned (2+), Predatory Sentience&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Predatory Sentience:&#039;&#039;&#039; Successful hits from this weapon against open-topped vehicles and vehicles that have lost any number of Hull Points gain the Armourbane special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cluster Spines&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathspitter Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 3&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter (with Deathscreamer Grubs)&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devourer Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Devourer&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 3, Neural Agony&lt;br /&gt;
|- &lt;br /&gt;
| Devourer (with Brainleech Worms)&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Assault 6, Neural Agony&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Neural Agony:&#039;&#039;&#039; A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drool Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Torrent&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Torrent&lt;br /&gt;
|- &lt;br /&gt;
| Spit&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Sticky Ooze&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Sticky Ooze&#039;&#039;&#039;: Hits made on the front or side armour of Flyers by a weapon with this special rule gain AP 1 and the Armourbane special rule. Against Flying Monstrous Creatures, weapons with this special rule also inflict a -1 penalty to Grounding tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Desiccator larvae&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Fleshbane&lt;br /&gt;
|- &lt;br /&gt;
| Electroshock grubs&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Thorax, Haywire&lt;br /&gt;
|- &lt;br /&gt;
| Shreddershard Beetles&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Rending, Shred, Sunder&lt;br /&gt;
|-&lt;br /&gt;
| Bloodseeker Flies&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Blind&lt;br /&gt;
|-&lt;br /&gt;
| Mindflayer Worms&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Thorax, Neural Agony&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Thorax&#039;&#039;&#039;: Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamespurt Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Spurt&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spurt&#039;&#039;&#039;: A model equipped with a weapon with this special rule may exchange its normal attacks to inflict D3 automatic hits at the weapon&#039;s Strength and AP, resolved at double the model&#039;s Initiative. These hits are counted as being made by a Flame weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer Hive&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 20, Rending, Shred, Sunder&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tongue&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Ignores Cover, Precision Shots&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Homing, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Homing:&#039;&#039;&#039; Weapons with this special rule can be fired at targets out of the unit&#039;s line of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Chain Reaction&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Chain Reaction:&#039;&#039;&#039; If both to-hit rolls are successful when firing a Rupture Cannon, both hits are treated as having AP 1 and gain the Armourbane special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shock Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Blast, Homing, Haywire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spike Rifle&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinefist Weapon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X, Punch Gun, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X, Punch Gun, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Punch Gun&#039;&#039;&#039;: Weapons with this special rule get one shot for every Attack on the unmodified characteristic profile of the creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (4 Attacks) fires 4 shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 4&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strangler Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Strangleweb&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 1, Pinning, Shred, Sunder&lt;br /&gt;
|-&lt;br /&gt;
| Greater Strangler&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Pinning, Shred, Sunder&lt;br /&gt;
|- &lt;br /&gt;
| Barbed Strangler&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Shred, Sunder, Blast, Pinning&lt;br /&gt;
|- &lt;br /&gt;
| Stranglethorn Cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Shred, Sunder, Large Blast, Pinning&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tentaclids&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Seeking:&#039;&#039;&#039; Models equipped with a weapon with this special rule re-roll failed to-hit rolls made against swooping Flying Monstrous Creatures and zooming Flyers.&lt;br /&gt;
::&#039;&#039;&#039;Independent Missiles:&#039;&#039;&#039; Weapons with this special rule do not count towards the maximum number of weapons fired per one shooting phase, and any number of them may be fired in addition to other weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom Cannon Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Venom Cannon (single shot)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| Venom Cannon (salvo)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Venom Cannon (single shot)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| Heavy Venom Cannon (salvo)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Spore Mine Cyst&lt;br /&gt;
| -&lt;br /&gt;
| X*&lt;br /&gt;
| X*&lt;br /&gt;
| Assault 1, Barrage, Spore Burst, Spore Bomb&lt;br /&gt;
|- &lt;br /&gt;
|- &lt;br /&gt;
| Spore Mine Launcher&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| X*&lt;br /&gt;
| X*&lt;br /&gt;
| Assault 1, Barrage, Spore Burst&lt;br /&gt;
|- &lt;br /&gt;
| Bio-Plasmic Spore Launcher&lt;br /&gt;
| 24-240&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Ordnance 1, Barrage, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Spore Bomb:&#039;&#039;&#039; Unlike other weapons, Spore Mine Cysts are used during the Movement phase. A Harpy can fire its Spore Mine cysts once in each of its Movement phases. If it does so, it counts as having fired one weapon in its following Shooting phase; however, any other weapons it fires that turn can choose a different target to the Spore Mine cysts. To fire the Spore Mine cysts, the Harpy must be Swooping. After the Harpy has finished moving, center the large blast marker on any one model the Harpy has passed over that turn and roll for scatter (it scatters D6&amp;quot;). Units take a hit for each model that is even partially under the blast marker’s final position, resolved using the appropriate profile below.&lt;br /&gt;
::&#039;&#039;&#039;Spore Burst:&#039;&#039;&#039; If, when the final position of the first blast marker in the barrage is determined, there are no models (friend or foe) under it, place D3 Spore Mine models of appropriate type anywhere within 3&amp;quot; of the blast template central hole so that they are in unit coherency and not within impassable terrain or 1&amp;quot; of an enemy model (any that cannot be placed are lost). These act as a Spore Mine Cluster for the rest of the game.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Spore Mine weapons can use a wide variety of different mines, which define weapon&#039;s Strength, AP and additional rules.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Additional rules&lt;br /&gt;
|- &lt;br /&gt;
| Frag Mine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Large Blast, Frag Bombardment&lt;br /&gt;
|- &lt;br /&gt;
| Toxin Mine&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast, Poisoned (3+)&lt;br /&gt;
|-&lt;br /&gt;
| Acid Mine&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast, Armourbane, Direct Hit&lt;br /&gt;
|- &lt;br /&gt;
| Char Mine&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Large Blast, Aerial Minefield, Melta*&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Frag Bombardment:&#039;&#039;&#039; If a unit charges a unit hit at least once by a weapon with this special rule during the previous Shooting phase, they do not suffer an initiative penalty for charging through Difficult terrain.&lt;br /&gt;
::&#039;&#039;&#039;Direct Hit:&#039;&#039;&#039; Acid Mines hit only the model directly under the blast template&#039;s central hole. If the blast hits enemy models but the central hole does not, it counts as a miss; place an Acid Spore Cluster as described per the Spore Burst rule.&lt;br /&gt;
::&#039;&#039;&#039;Aerial Minefield&#039;&#039;&#039; Char Mines blast only hit Swooping Flying Monstrous Creatures and Zooming Flyers, despite them being usually immune to blast weapons, and do not affect any other models.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Char Mines only roll extra dice for Armour Penetration per Melta special rule if the target appears to be directly under the blast template central hole.&lt;br /&gt;
&lt;br /&gt;
===Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat, the unit that scored the wound(s) must make an initiative test at the end of the current initiative step. If the test is failed, the unit immediately takes a S 5, AP 2 hit with the Ignores Cover special rule per Wound lost.&lt;br /&gt;
*&#039;&#039;&#039;Acid Maw:&#039;&#039;&#039; In close combat, a model with this Biomorph can make a single additional acid maw attack, resolved at Initiative step 1, with the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 5 &lt;br /&gt;
| 2 &lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; A model with this Biomorph gain Hammer of Wrath special rule. If it already has Hammer of Wrath special rule, its Hammer of Wrath attacks gain a +1 Strength bonus.&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; A model with this Biomorph has the Fleet and Furious Charge special rules.&lt;br /&gt;
*&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts water type terrain as open ground for the purpose of moving or charging, and has the Stealth (Water) special rule.&lt;br /&gt;
*&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; A unit that has at least half of its models (round up) equipped with this Biomorph that suffers hits from Poisoned weapons counts the Poisoned special rule of those weapons as two steps worse than stated, to a minimum of 6+ eg: a Poisoned (3+) weapon becomes Poisoned (5+), but Poisoned (6+) is unaffected. Do note, that this does not affect other rules and weapons that wound on flat dice roll, like Fleshbane or Sniper.&lt;br /&gt;
*&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; Units composed entirely with models with this upgrade may Deep Strike within 12&amp;quot; from a friendly Trygon, Trygon Prime, or Mawloc tunnel or within 6&amp;quot; from a Ravener brood. If it scatters over friendly model, reduce the scatter distance until it could be placed normally.&lt;br /&gt;
*&#039;&#039;&#039;Blinding Venom:&#039;&#039;&#039; In close combat, a model with this Biomorph can exchange all of its normal Attacks to make a single blinding venom attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 3 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Poisoned 6+, Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph counts its close combat attacks as having the Sunder special rule.&lt;br /&gt;
*&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; A model with this Biomorph has the Feel No Pain (5+) special rule.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; A model with this Biomorph has the Crusader special rule.&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; A model with this Biomorph gains the Preferred Enemy rule against model type they have defeated in close combat. For example, if a model with this Biomorph win a combat against Chaos Bike squad, they gain the Preferred Enemy (Bikes) special rule. &lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks:&#039;&#039;&#039; Models equipped with this Biomorph have the Move Through Cover special rule, don&#039;t suffer a penalty to their Initiative for charging enemies through Difficult terrain, automatically pass Impact tests, and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| User &lt;br /&gt;
| - &lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph has the Rampage special rule.&lt;br /&gt;
*&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph has the Eternal Warrior special rule. &lt;br /&gt;
*&#039;&#039;&#039;Implant Attack:&#039;&#039;&#039; A model with this Biomorph counts its close combat attacks as having the Instant Death special rule on a to-wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Implanted Mechanism Disruption Instincts:&#039;&#039;&#039; A model with this Biomorph has the Tank Hunters special rule.&lt;br /&gt;
*&#039;&#039;&#039;Implanted Organism Killing Instincts:&#039;&#039;&#039; A model with this Biomorph has the Monster Hunters special rule.&lt;br /&gt;
*&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph performs a Smash attack, it halves the number of its attacks, instead of reducing them to one. &lt;br /&gt;
*&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with Insula glands gains the Hatred special rule.&lt;br /&gt;
*&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains the Rage special rule.  &lt;br /&gt;
*&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph has the Interceptor special rule. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph has the Adamantium Will special Rule. &lt;br /&gt;
*&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Reflexive Optimization:&#039;&#039;&#039; A model with this Biomorph gains the counter-attack special rule.  &lt;br /&gt;
*&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph counts its close combat attacks as having the Shred special rule.&lt;br /&gt;
*&#039;&#039;&#039;Snake Body:&#039;&#039;&#039; A model with this upgrade changes its type to Beast and has the Deep Strike special rule.&lt;br /&gt;
*&#039;&#039;&#039;Spine Banks:&#039;&#039;&#039; A model with this Biomorph counts as having assault grenades as described in Warhammer 40 000 rulebook, with the addition of each model in a unit being able to fire them in their shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph has the Hit And Run special rule. &lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher Ramshield:&#039;&#039;&#039; A model with this Biomorph deals one extra Hammer of Wrath attack, its Hammer of Wrath attacks are AP 3, and all shooting attacks against it suffer -1 penalty to Strength. &lt;br /&gt;
*&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; At the beginning of each Shooting phase, a model with this Biomorph may choose to have all its ranged attacks gain the Skyfire special rule for the duration of that Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; Once per game, in any Assault phase, a unit with this Biomorph can unleash its toxic miasma. If it does so, at the Initiative 1 step, all enemy units engaged in the combat suffer a number of hits equal to the number of models from their unit in base contact with any model from the Tyranid unit unleashing the toxic miasma. These hits are resolved at Strength 3 AP- and have the Poisoned and Ignores Cover special rules.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; If a model has this Biomorph, its close combat attacks have the Poisoned special rule.&lt;br /&gt;
*&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ invulnerable save while within Synapse range, if it already has an invulnerable save, then that save is improved by one step.  &lt;br /&gt;
*&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph has the Night Vision and Acute Senses special rules.&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a Monstrous Creature has this Biomorph, its unit type is Flying Monstrous Creature. If a non-Monstrous Creature has this biomorph, it adds Jump to its unit type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Biomorphs:&#039;&#039;&#039; A Tail Biomorph is a Melee weapon that allows its wielder to make a single additional Attack. Note that this Attack is resolved separately from a model’s other close combat attacks and uses the appropriate profile below. Also note that a tail Attack is not affected by other Melee weapons, Biomorphs, upgrades or special rules belonging to the owning model, or vice versa. For example, a Hive Tyrant with a Heavy Venom Cannon, a Lash whip and Bonesword, a Prehensile Pincer and Toxin Sacs does not gain an additional Attack for fighting with two close combat weapons, nor does its Prehensile Pincer tail attack have either the Smash or Poisoned special rules.&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| Bone Mace&lt;br /&gt;
| -&lt;br /&gt;
| 8 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Unwieldy&lt;br /&gt;
|-  &lt;br /&gt;
| Prehensile Pincer&lt;br /&gt;
| -&lt;br /&gt;
| 6 &lt;br /&gt;
| 5 &lt;br /&gt;
| Melee&lt;br /&gt;
|-  &lt;br /&gt;
| Thresher Scythe&lt;br /&gt;
| -&lt;br /&gt;
| 4 &lt;br /&gt;
| 4 &lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-  &lt;br /&gt;
| Toxin Spike&lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| 6 &lt;br /&gt;
| Melee, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mutations===&lt;br /&gt;
In a unit&#039;s profile there is a section called &amp;quot;Mutations&amp;quot;, followed by a set of model characteristics. For example: a Termagant is (WS:1/BS:1/S:1/T:1/W:-/I:-/A:-/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost &#039;&#039;&#039;per model&#039;&#039;&#039; to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs (a dash) cannot be improved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(WS) - Adaptive Motion Analysis:&#039;&#039;&#039; +1 Weapons Skill&lt;br /&gt;
*&#039;&#039;&#039;(BS) - Hyper-Reactive Pupils:&#039;&#039;&#039; +1 Ballistics Skill&lt;br /&gt;
*&#039;&#039;&#039;(S) - Muscle Fiber Density:&#039;&#039;&#039; +1 Strength&lt;br /&gt;
*&#039;&#039;&#039;(T) - Subdermal Chitin Sheathing:&#039;&#039;&#039; +1 Toughness&lt;br /&gt;
*&#039;&#039;&#039;(W) - Redundant Organ Systems:&#039;&#039;&#039; +1 Wounds&lt;br /&gt;
*&#039;&#039;&#039;(I) - Decentralized Nervous System:&#039;&#039;&#039; +1 Initiative&lt;br /&gt;
*&#039;&#039;&#039;(A) - Explosive Muscle Action:&#039;&#039;&#039; +1 Attack&lt;br /&gt;
*&#039;&#039;&#039;(Ld) - Fear Suppression Glands:&#039;&#039;&#039; +1 Leadership&lt;br /&gt;
*&#039;&#039;&#039;(Sv) - Impact-Deflective Carapace:&#039;&#039;&#039; +1 Armor Save&lt;br /&gt;
*&#039;&#039;&#039;(Psy) - Enhanced Neural Architecture:&#039;&#039;&#039; Improves Mastery Level by 1.&lt;br /&gt;
*&#039;&#039;&#039;(Syn) - Reinforced Synaptic Links:&#039;&#039;&#039; Improves synapse range by 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Apex Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;The Maw-Claws of Thyrax&#039;&#039;&#039;&lt;br /&gt;
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| Melee, Assimilate, Hardened Diamantine Tips&lt;br /&gt;
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::&#039;&#039;&#039;Assimilate:&#039;&#039;&#039; If a model equipped with The Maw Claws of Thyrax removes an enemy model as a casualty in close combat, it immediately gains the Preferred Enemy special rule against all models from the assimilated model&#039;s codex.&lt;br /&gt;
::&#039;&#039;&#039;Hardened Diamantine Tips:&#039;&#039;&#039; The close combat attacks of a model equipped with the Maw-Claws of Thyrax have the Rending special rule, which triggers on 5+ rather than on 6 with 5s being considered 6s for the purpose of armor penetration and the d3 extra penetration die always being counted as rolling a three 3. If the model has Rending Claws as well, then the Rending effect applies on a 4+ instead with 4s also being considered 6s for the purpose of armor penetration.  If the model has Patriarch&#039;s claws, then the rending effect applies on a 3+ and the model may count itself as having an additional point of strength for the purposes of armor penetration.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Norn Crown&#039;&#039;&#039;&lt;br /&gt;
::A model with the Norn Crown adds 6&amp;quot; to its synapse range. Additionally, it gains Psyker (Mastery Level 1) special rule. If it already has the Psyker special rule, its Mastery Level is increased by 1. In addition, the model&#039;s invulnerable save is improved by one - if the model does not have an invulnerable save, it gains a 6+ invulnerable save. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hungering Carapace&#039;&#039;&#039;&lt;br /&gt;
::A model with the hungering carapace improves its armor save by one step, or if their armor save is already a 2+ (factor this in after mutations), they gain a 6+ FNP save, or improve their existing FNP save by one.   The hungering carapace grants the &#039;&#039;&#039;It Will not Die&#039;&#039;&#039; special rule to the model it is given to and the unit it is attached to as the slavering symbiont exudes a healing aura, but its most fearsome ability is its power to consume other living beings.  For every six rolled by the model using the Hungering carapace in assault either to hit or wound, place a token on the model, for each token, the model gains an instant death attack resolved at the user&#039;s strength score + 2 and at AP2 at initiative 1, for every model slain in this manner, roll a d6, on a 4+ the model regains a wound; if the model already has its full wound count, then its it will not die roll is improved by one step for each model slain in this manner for the remainder of the turn.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Miasma Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| Miasmic Split&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
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| 4&lt;br /&gt;
| Assault 1, Large Blast, Poisoned (2+)&lt;br /&gt;
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| Miasmic Spray&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
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| Assault 1, Torrent, Poisoned (2+)&lt;br /&gt;
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*&#039;&#039;&#039;The Ymgarl Factor&#039;&#039;&#039;&lt;br /&gt;
::At the start of it&#039;s movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of it&#039;s next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; The model has +D3 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; The model has +D3 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscled Carapace:&#039;&#039;&#039; The model has +D3 Toughness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reaper of Obliterax&#039;&#039;&#039;&lt;br /&gt;
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| Melee, Life Drain*, Parry*, Constrict*&lt;br /&gt;
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::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The Reaper of Obliterax counts as a pair of Boneswords and a pair of two Lash Whips for the purpose of these special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Psyleech Venom Cannon&#039;&#039;&#039;&lt;br /&gt;
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| Single Shot&lt;br /&gt;
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| Assault 1, Large Blast, Aetherbane&lt;br /&gt;
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| Double shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
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| Assault 2, Blast, Aetherbane&lt;br /&gt;
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| Salvo&lt;br /&gt;
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| Assault 3, Aetherbane&lt;br /&gt;
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::&#039;&#039;&#039;Aetherbane:&#039;&#039;&#039; The Psyleech Venom Cannon gains a +1 modifier to Strength against units which contain at least one model with the Daemon, Psyker, Chaos Boons, Psychic Pilot, Brotherhood of Psykers or Brotherhood of Sorcerers special rule or at least one model with equipment listed as a mark of chaos, an icon of chaos, an artifact of chaos, or a chaos reward. Successful invulnerable saves against wounds or penetrating/glancing hits caused by the Psyleech Venom Cannon must be re-rolled.  In case of rules clash generated by allowing rerollable saves, such as through the daemon of tzeentch special rule allowing the rerolls of one; the Psyleech venom cannon takes precedence, and still forces successful saves to be rerolled; in case of all failed saves being rerollable, such as through fortune, the two cancel out and the invulnerable save is resolved normally with no rerolls.  Invulnerable saves generated by the daemon special rule, psychic powers, chaos boons, a mark of chaos, an icon of chaos, an artifact of chaos, or a chaos reward are reduced by one, with 6++ invulnerable saves being removed.&lt;br /&gt;
&lt;br /&gt;
==The Genetic Pool==&lt;br /&gt;
&#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace its devourer with one of the following:&lt;br /&gt;
::- Scything talons ·············································· free&lt;br /&gt;
::- Spinefists ··················································· free&lt;br /&gt;
::- Deathspitter·················································· 5 pts.&lt;br /&gt;
::- Greater Strangler············································· 5 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace its devourer with one of the following:&lt;br /&gt;
::- Barbed strangler ············································· 10 pts.&lt;br /&gt;
::- Venom cannon ················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace any pair of scything talons with one of the following:&lt;br /&gt;
::- Twin-linked deathspitter ····································· 5 pts.&lt;br /&gt;
::- Twin-linked devourer with brainleech ························· 15 pts.&lt;br /&gt;
::- Heavy spinefist* ············································· 15 pts.&lt;br /&gt;
::- Stranglethorn cannon** ······································· 15 pts.&lt;br /&gt;
::- Deathspitter with deathscreamer grubs ························ 20 pts.&lt;br /&gt;
::- Heavy venom cannon** ········································· 25 pts.&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.&#039;&#039;&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;&#039;&#039;One per model. A model cannot have both a stranglethorn cannon and a heavy venom cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;&lt;br /&gt;
::A model may replace any pair of scything talons with one of the following:&lt;br /&gt;
::- Rending claws ··············································· 5 pts.&lt;br /&gt;
::- Lash Whips ·················································· 5 pts.&lt;br /&gt;
::- Boneswords ·················································· 15 pts.&lt;br /&gt;
::- Lash whip and bonesword ····································· 20 pts.&lt;br /&gt;
::- Crushing claws ·············································· 20 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::A model may take up to one of each of the following:&lt;br /&gt;
::Where the biomorph has two points costs listed, the second is for a monstrous creatures, and the first is for other types of models.&lt;br /&gt;
::- Feeder tendrils ·········································· 1/3 pts.&lt;br /&gt;
::- Amphibious adaptations ····························· 1/3 pts.&lt;br /&gt;
::- Wide-spectrum retinas ······························· 1/3 pts.&lt;br /&gt;
::- Implanted organism killing instincts ············· 1/3 pts.&lt;br /&gt;
::- Burrowing limbs ········································· 2/5 pts.&lt;br /&gt;
::- Reflexive Optimization ········································· 2/5 pts. &lt;br /&gt;
::- Enhanced leg muscles ····························· 2/5 pts.&lt;br /&gt;
::- Psychic deflection bio-crystals ··················· 2/5 pts.&lt;br /&gt;
::- Serrated blades ········································· 2/5 pts.&lt;br /&gt;
::- Carbonized claws ········································· 2/5 pts.&lt;br /&gt;
::- Adamantine tusks ········································ 5 pts.&lt;br /&gt;
::- Insula Glands ········································ 5 pts. &lt;br /&gt;
::- Antidote glands ·········································· -/5 pts.&lt;br /&gt;
::- Increased muscle density ···························· -/5 pts.&lt;br /&gt;
::- Implanted mechanism disruption instincts ···· 3/6 pts.&lt;br /&gt;
::- Pressure detection sensors ························ 4/8 pts.&lt;br /&gt;
::- Spring coil musculature ···························· 3/10 pts.&lt;br /&gt;
::- Toxin sacs ·············································· 3/10 pts.&lt;br /&gt;
::- Feeding frenzy trigger ······························· 3/15 pts.&lt;br /&gt;
::- Acid blood ··············································· 5/15 pts.&lt;br /&gt;
::- Nonepinephine Infusion ········································ 5/15 pts. &lt;br /&gt;
::- Adrenal glands ········································· 5/15 pts.&lt;br /&gt;
::- Warp shield projector ································ 6/18 pts.&lt;br /&gt;
::- Regeneration ·········································· 10/30 pts.&lt;br /&gt;
::- Dopamine injector ··································· 10/30 pts.&lt;br /&gt;
::- Three-dimensional thought patterns ·········· 12/30 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::A model may take up to one of the following:&lt;br /&gt;
::- Electroshock grubs ····································· 10 pts.&lt;br /&gt;
::- Desiccator larvae ········································ 10 pts.&lt;br /&gt;
::- Shreddershard beetles ································· 10 pts.&lt;br /&gt;
::- Bloodseeker Flies ······································· 10 pts.&lt;br /&gt;
::- Mindflayer Worms ······································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::A model may replace any pair of scything talons with one of the following. Only one of each Apex Biomorph may be taken per army.:&lt;br /&gt;
::- The Maw-claws of Thyrax ······························ 15 pts.&lt;br /&gt;
::- The Miasma Cannon ····································· 25 pts.&lt;br /&gt;
::- The Psyleech Venom Cannon ·························· 35 pts.&lt;br /&gt;
::- The Norn Crown* ··········································· 40 pts.&lt;br /&gt;
::- The Ymgarl Factor* ······································· 40 pts.&lt;br /&gt;
::- The Reaper of Obliterax ································· 45 pts.&lt;br /&gt;
::- The Hungering Carapace* ································· 55 pts.&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Does not replace the model’s scything talons and so can be taken in addition to any other weapon/upgrade.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Units ==&lt;br /&gt;
=== HQ ===&lt;br /&gt;
====Hive Tyrant====&lt;br /&gt;
165 pts.&lt;br /&gt;
&lt;br /&gt;
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| 1 Hive Tyrant&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hive Commander:&#039;&#039;&#039; For each Hive Tyrant in your army with this upgrade, choose a single troops selection from the same detachment. All models in the selected unit gain the Outflank special rule. &lt;br /&gt;
*&#039;&#039;&#039;Indescribable Horror:&#039;&#039;&#039; Units taking a Fear test caused by this model must roll an extra dice when taking the test and use the highest two results. In most circumstances, this will mean the unit rolls 3D6 and discards the lowest dice roll.&lt;br /&gt;
*&#039;&#039;&#039;Old Adversary:&#039;&#039;&#039; This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Skies:&#039;&#039;&#039; If your army includes Hive Tyrant with Wings upgrade, Gargoyles, Simurghs, Shrikes, and Sky-Slashers  can be taken as Troops choices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20*/W:20/I:15/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;cannot be taken on a model with wings biomorph.&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Biomorphs&#039;&#039;&#039;, &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
::- Indescribable Horror ··································· 10 pts.&lt;br /&gt;
::- Old Adversary ············································ 15 pts.&lt;br /&gt;
::- Hive Commander ········································ 20 pts.&lt;br /&gt;
* May take any of the following:&lt;br /&gt;
::- Prehensile pincer ······································· 10 pts.&lt;br /&gt;
::- Flesh hooks ··············································· 15 pts.&lt;br /&gt;
::- Bio-Plasma ················································ 15 pts.&lt;br /&gt;
::- Hive mind direct link ···································· 30 pts.&lt;br /&gt;
::- Wings and Lord of the Skies special rule ······ 35 pts.&lt;br /&gt;
*Hive Tyrant, and its unit of Tyrant Guard (to a maximum of three Tyrant Guard) may take a Tyrannocyte or a Malefactor as a Dedicated Transport, if they don&#039;t purchase Wings biomorph.&lt;br /&gt;
&lt;br /&gt;
====Tyrant Guard Brood====&lt;br /&gt;
&#039;&#039;You may include one Tyrant Guard Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
45 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Tyrant Guard&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Rending claws&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting:&#039;&#039;&#039; If there is Hive Tyrant (or the Swarmlord) attached to Tyrant Guard Brood, they use the Hive Tyrant&#039;s Weapon Skill and Ballistic Skill rather than their own.&lt;br /&gt;
*&#039;&#039;&#039;Blind Rampage:&#039;&#039;&#039; If a Hive Tyrant (or the Swarmlord) is killed whilst part of a unit of Tyrant Guard (see the Shieldwall special rule, below), the surviving Tyrant Guard gain the Furious Charge, Rage and Hatred special rules at the end of that turn, and keep them for the remainder of the battle.&lt;br /&gt;
*&#039;&#039;&#039;Shieldwall:&#039;&#039;&#039; A single Hive Tyrant (or the Swarmlord) may join a unit of Tyrant Guard exactly as if it were an Independent Character. A Hive Tyrant (or the Swarmlord) in a unit that contains at least one model with this special rule automatically passes Look Out, Sir rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; Tyrant Guard brood with a Wings change their type to Jump Pack Infantry but they may Swoop and Glide like Flying Monstrous Creature, and are affected by Hard to Hit, Dive and Grounding tests rules while Swooping. Note that a tyrant guard that chooses wings are may not take armoured shell mutation&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:-/S:5/T:10/W:20/I:5/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;cannot be taken on a model with wings biomorph.&lt;br /&gt;
*May include up to 4 additional Tyrant Guard - 45 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
* Entire brood may take one of the following:&lt;br /&gt;
::- Wings  ············································· 15 pts./model&lt;br /&gt;
&lt;br /&gt;
====Alpha Warrior Brood====&lt;br /&gt;
&#039;&#039;You may include one Alpha Warrior Brood for each Hive Tyrant (including the Swarmlord) in your army. These broods do not use up a Force Organisation slot. Before the battle, immediately after determining Warlord Traits, any Alpha Warrior in the brood may be split from this unit and assigned to lead any Codex:Tyranid unit that does not include Monstrous Creatures. They cannot leave this unit. Any Alpha Warrior attached in this way add (Character) to its type. Only one Alpha Warrior can join unit in this manner. Any models that do not do this remain part of the brood.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:6/S:5/T:10/W:10/I:5/A:4/Ld:-/Sv:15/Psy:25/Syn:15)&lt;br /&gt;
*May include up to 6 additional Alpha Warriors - 40 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Basic Bio-Cannons&#039;&#039;&#039;, and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- 3+ armor save ··························· free&lt;br /&gt;
::- Wings  ······················································· free&lt;br /&gt;
::- Snake body  ··············································· free&lt;br /&gt;
* Any model in a brood may take Flesh hooks  ················································ 5 pts&lt;br /&gt;
&lt;br /&gt;
====Trygon Prime====&lt;br /&gt;
200 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Trygon Prime&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric pulse with containment spines&lt;br /&gt;
*Two pairs of scything talons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Serpent Lord:&#039;&#039;&#039; If your primary detachment includes at least one Trygon Prime, Raveners can be taken as Troops choices.&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault:&#039;&#039;&#039; If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.&lt;br /&gt;
:After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.&lt;br /&gt;
:If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6&amp;quot; of the centre of the marker and in unit coherency. These models cannot be placed within 1&amp;quot; of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.&lt;br /&gt;
*&amp;quot;Burrow&amp;quot;: A Trygon Prime can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. The Trygon Prime cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lurker:&#039;&#039;&#039; Trygon Prime with this upgrade automatically enters from Reserve on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Prepared Tunnel Network:&#039;&#039;&#039; Up to two units per turn may emerge from the tunnel, left by the Trygon Prime with this upgrade.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039;, &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace one set of scything talons with crushing claws - 30 pts&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
::- Prepared Tunnel Network ···························· 10 pts&lt;br /&gt;
::- Lurker ······················································· 15 pts&lt;br /&gt;
::- Psyker (Mastery Level 1) ..................................... 40 pts&lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Heavy spinefist ··········································· 10 pts.&lt;br /&gt;
::- Spine banks ··············································· 10 pts.&lt;br /&gt;
*May take one of the following tail biomorphs:&lt;br /&gt;
::- Prehensile pincer ········································ 10 pts.&lt;br /&gt;
::- Toxinspike ·················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Tervigon====&lt;br /&gt;
&#039;&#039;For each Termagant brood that includes at least 30 models in your army you may take one Tervigon as a Troops choice. An army cannot include more than three Tervigons. If Spawn Hormagaunts, Spawn Gargoyles, Spawn Rippers or Spawn Sky-Slashers upgrades are taken, replace the Termagant brood requirement with Hormagaunt, Gargoyle, Rippers, Simurgh, or Spawn Sky-Slashers brood respectively.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
195 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Tervigon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brood Progenitor:&#039;&#039;&#039; All Termagant Broods spawned by the Tervigon within Tervigon&#039;s synapse range have the Counter-attack special rule, and count as having the same upgrade biomorphs as the Tervigon itself (except Acid Blood and Adamantine Tusks).&lt;br /&gt;
*&#039;&#039;&#039;Spawner:&#039;&#039;&#039; At the end of your Movement phase, a Tervigon can spawn Termagants, even if it is locked in close combat. If it does so, roll 3D6 – this is the number of models spawned. Place the new unit of Termagants on the table so that it is wholly within 6&amp;quot; of the Tervigon. Models in this new unit cannot be placed in impassable terrain or within 1&amp;quot; of enemy models. If you cannot place some of the models due to the restrictions above or because you have run out of Termagant models, the excess is discarded.&lt;br /&gt;
:The spawned unit can move during the Movement phase in which it is spawned, it can charge this turn, and it is free to shoot or Run as normal. A unit spawned by a Tervigon is identical in every way to a Termagant unit chosen from the Troops section of the army list, and is treated as such for all mission special rules. Models in a spawned unit are armed with fleshborers and may not purchase options.&lt;br /&gt;
:If any double is rolled when determining the size of a spawned unit, the Tervigon has temporarily exhausted its supply of larvae – the Termagant unit is created as normal, but the Tervigon cannot spawn any further units for the rest of the game.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Backlash:&#039;&#039;&#039; If a Tervigon is slain, roll 3D6 before removing the model as a casualty. Each friendly unit of Termagants within 12&amp;quot; of the Tervigon immediately suffers a number of Strength 3 AP- hits equal to the result. Cover saves may not be taken against these hits and Wounds are allocated as per shooting, with the Tervigon as the firer. After all Termagant casualties have been resolved (if any), remove the Tervigon from play.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spawn Hormagaunts:&#039;&#039;&#039; Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Gargoyles:&#039;&#039;&#039; Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Simurghs:&#039;&#039;&#039; Replace Termagants with Simurghs in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Rippers:&#039;&#039;&#039; Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Sky-Slashers:&#039;&#039;&#039; Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules. When rolling for the number of bases spawned, roll 3D6 and discard the lowest result, though Tervigon still count as exhausted for any double rolled, even if a double was formed with discarded dice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:-/Sv:45/Psy:25/Syn:35)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039;*, &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Tervigon take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).&lt;br /&gt;
*May take one of the following upgrades:&lt;br /&gt;
::- Spawn Hormagaunts ··································· Free&lt;br /&gt;
::- Spawn Gargoyles ······································· 40 pts.&lt;br /&gt;
::- Spawn Simurghs ······································· 40 pts.&lt;br /&gt;
::- Spawn Rippers ··········································· 40 pts.&lt;br /&gt;
::- Spawn Sky-Slashers ··································· 60 pts.&lt;br /&gt;
* May replace stinger salvo with cluster spines ········· 5 pts.&lt;br /&gt;
* May replace scything talons with crushing claws ·· 15 pts.&lt;br /&gt;
* May take wings if it has taken the spawn Gargoyles, Simurghs, or Sky-Slasher upgrade .. 20 points, however it may only glide; it may never swoop.&lt;br /&gt;
*May take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Tyranid Prime====&lt;br /&gt;
55 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 Tyranid Prime&lt;br /&gt;
|-&lt;br /&gt;
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| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
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| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039; (Apex Strain only) &lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brood Leader:&#039;&#039;&#039; A Tyranid Prime may join a unit of Monstrous Creatures or even a single Monstrous Creature. During the Psychic phase a Tyranid Prime may spend one Warp Charge from the pool to bestow its Weapon Skill and Ballistic Skill to all models in its unit until the start of his next Psychic phase or until it get removed as a casualty, unless their own would be higher for any reason. It doesn&#039;t need to spend a Warp Charge to grant this effect to Tyranid Warriors or Shrikes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:25/Syn:20)&lt;br /&gt;
* May take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
* May take the Brood Leader upgrade ··················· 20 pts.&lt;br /&gt;
* May be upgraded to Tyranid Prime Apex Strain ··· 30 pts.  &lt;br /&gt;
* May take four per HQ slot.&lt;br /&gt;
* Must take one of the following:&lt;br /&gt;
::- +1 to armor save ··························· free&lt;br /&gt;
::- Wings  ······················································· free&lt;br /&gt;
::- Snake body  ··············································· free&lt;br /&gt;
* May take Flesh hooks  ················································ 5 pts.&lt;br /&gt;
&lt;br /&gt;
====Genestealer Patriarch====&lt;br /&gt;
105 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Genestealer Patriarch&lt;br /&gt;
| 8&lt;br /&gt;
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| 1 Genestealer Patriarch&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs: Patriarch&#039;s Claws&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes&#039;&#039;&#039; Genestealers have a 5++ invulnerable save &lt;br /&gt;
*&#039;&#039;&#039;Brood Master&#039;&#039;&#039; Friendly Genestealer units within 12&amp;quot; of a Genestealer Patriarch have the Fearless special rule.&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; The Genestealer brood or Patriarch with this upgrade may assault the same turn it Outflanks or Infiltrates, if it&#039;s not accompanied by an Independent Character or a Warrior Alpha.  &lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
::- Mutations: (WS:5/BS:5/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) &lt;br /&gt;
* A patriarch may take the Death from the Shadows Upgrade - 15 pts &lt;br /&gt;
* May take two per HQ slot&lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Scything talons ··········································· 2 pts.&lt;br /&gt;
::- Rending claws  ············································· 5 pts.&lt;br /&gt;
*A Patriarch may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; and Apex Biomorphs lists.&lt;br /&gt;
*A Patriarch may take any of the following:&lt;br /&gt;
::- Flesh hooks  ················································ 5 pts&lt;br /&gt;
::- Implant attack  ············································ 10 pts&lt;br /&gt;
&lt;br /&gt;
====Ymgarl Genestealer Patriarch====&lt;br /&gt;
140 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Ymgarl Genestealer Patriarch&lt;br /&gt;
| 8&lt;br /&gt;
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| 1 Ymgarl Genestealer Patriarch&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs: Patriarch&#039;s Claws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes&#039;&#039;&#039; Ymgarl Genestealers have a 5++ invulnerable save &lt;br /&gt;
*&#039;&#039;&#039;Brood Master&#039;&#039;&#039; Friendly Genestealer units within 12&amp;quot; of a Genestealer Patriarch have the Fearless special rule.&lt;br /&gt;
*&#039;&#039;&#039;Alter Form:&#039;&#039;&#039; At the start of it&#039;s movement phase, a Ymgarl Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of it&#039;s next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Toughness. &lt;br /&gt;
*&#039;&#039;&#039;Highly Compatible:&#039;&#039;&#039; If given the Ymgarl Factor Apex Biomorph, a Ymgarl Genestealer Patriarch may choose the result of the d3 die roll for its alter form.  &lt;br /&gt;
*&#039;&#039;&#039;Leftover:&#039;&#039;&#039; Destroying Ymgarl Genestealer Patriarchs does not grant any Victory Points, and does not count as First Blood. The Ymgarl Genestealer Patriarch may only join Ymgarl Genestealer broods or models with the Ymgarl factor apex biomorph. The Ymgarl Genestealer Patriarch may only be your warlord if no other kind of Tyranid HQ model is present in the detachment.  &lt;br /&gt;
*&#039;&#039;&#039;Master of Mutation:&#039;&#039;&#039; In detachments with a Ymgarl Genestealer Patriarch Ymgarl Genestealers may be selected as a troop choice.   &lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
::- Mutations: (WS:5/BS:5/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) &lt;br /&gt;
* May take two per HQ slot&lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Scything talons ··········································· 2 pts.&lt;br /&gt;
::- Rending claws  ············································· 5 pts.&lt;br /&gt;
*A Ymgarl Patriarch may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Apex Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*A Ymgarl Patriarch may take any of the following:&lt;br /&gt;
::- Flesh hooks  ················································ 5 pts&lt;br /&gt;
::- Implant attack  ············································ 10 pts&lt;br /&gt;
&lt;br /&gt;
====The Parasite of Mortrex====&lt;br /&gt;
80 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
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| 5&lt;br /&gt;
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| 3+&lt;br /&gt;
| Jump Infantry (C)&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of rending claws&lt;br /&gt;
*Implant attack&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit and Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Host Organism:&#039;&#039;&#039; Rippers count The Parasite of Mortex as having 24&amp;quot; synapse range. &lt;br /&gt;
*&#039;&#039;&#039;Implant Parasite:&#039;&#039;&#039; Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase place a Ripper Swarm Brood or add the Ripper bases to the Ripper Swarm Brood The Parasite is attached to with a number of models equal to the combined result of these D6. All models must be within 6” of the unit with this rule. Ripper Swarms placed this way never count as kill points. Any bases that cannot be place because of impassable terrain, enemy within 1” or because you have run out of models are lost.&lt;br /&gt;
*&#039;&#039;&#039;The Sarge is Acting Strangely:&#039;&#039;&#039; Any enemy Infantry, Cavalry, Beasts or Bike unit, with or without Jet or Jump type, that arrives via Outflanking may harbor a squad member infested with Ripper parasites. At the end of their movement phase, one model in each of these units (owning players choice) must take a toughness test. If the test is failed that model is instantly removed as a casualty and the Tyranid player may place a Ripper swarm unit of D6 bases anywhere within 6&amp;quot; of the victim. If the victim was inside a transport then it is assumed they staggered out before dying; place the Ripper bases within 6&amp;quot; of one of the access points. Any bases that cannot be placed because of enemies within 1&amp;quot;, impassable terrain or running out of models are lost. Rippers created in this way do not count as a Kill Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrade:&#039;&#039;&#039;&lt;br /&gt;
*Implant Sky-Slashers: Replace Rippers with Sky-Slashers in the Implant Parasite, Host Organism and The Sarge is Acting Strangely special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:-/S:10/T:15/W:15/I:5/A:10/Ld:-/Sv:20/Psy:-/Syn:20)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* May take flesh hooks ········································ 15 pts.&lt;br /&gt;
* May take the Implant Sky-Slashers upgrade ········ 35 pts.&lt;br /&gt;
&lt;br /&gt;
====Old One Eye====&lt;br /&gt;
&#039;&#039;Old One Eye cannot fill the compulsory HQ slot, and cannot be your Warlord. If there is at least one Carnifex brood in the same detachment as the Old one Eye, he does not use up a Force Organisation slot.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
160 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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| 1 (Unique)&lt;br /&gt;
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&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Metal crushing Carapace:&#039;&#039;&#039; Old One Eye increases the result needed for an attack to wound it by one step, with any weapon brought above 6+ being unable to harm it (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on). Weapons that have the Instant Death special rule lose that rule when attacking and instead cause D3 wounds. If Old One Eye has the Tusks biomorphs, those instead increase the number of Hammer of Wrath hits it inflicts to D3+1 hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Crushing Claws&lt;br /&gt;
*Scything Talons&lt;br /&gt;
*Spine banks&lt;br /&gt;
*Thresher scythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram:&#039;&#039;&#039; see the Carnifex entry. &lt;br /&gt;
*&#039;&#039;&#039;Alpha Leader:&#039;&#039;&#039; Friendly Tyranid models within 12&amp;quot; of Old One Eye may use its Leadership value in place of their own for all purposes, unless their own Leadership is better. Additionally, Old One Eye may join a Carnifex Brood of less than three Carnifexes exactly as if it were an Independent Character, which uses it&#039;s Leadership, Weapon Skill, and Ballistic Skill unless theirs is better for any reason.  &lt;br /&gt;
*&#039;&#039;&#039;Is It Dead?:&#039;&#039;&#039; When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides 5+ cover), and continue to roll for Regeneration and it will not die as if were still alive. If a wound is recovered, Old One Eye returns to play.&lt;br /&gt;
*&#039;&#039;&#039;That Only Angered It!:&#039;&#039;&#039; Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through IWND or Regeneration.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:25/BS:25/S:-/T:20/W:20/I:10/A:15/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May take Bio-plasma ········································ 15 pts.&lt;br /&gt;
*May replace a pair of scythe talons with stonecrusher ramshield - 35 pts.&lt;br /&gt;
*May replace a pair of crushing claws with crushing claw and wrecking ball - 15 pts.&lt;br /&gt;
*May take a Tyrannocyte or Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Deathleaper==== &lt;br /&gt;
175 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
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| 9&lt;br /&gt;
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| Infantry (C)&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
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&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flesh hooks&lt;br /&gt;
*Implant attack &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sinister Talons:&#039;&#039;&#039;&lt;br /&gt;
::Deathleaper has two pairs of Sinister Talons. Each pair counts as a Melee weapon with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
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! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Diamantine Tips*, Slashing Attacks*, Shred, Sunder&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Each set of Sinister Talons count as both a pair of patriarch&#039;s claws and a pair of scything talons for the purpose of these rules, allowing the Deathleaper to reroll all failed to hit rolls in assault and allowing rending to trigger on a 5+ to wound or a 5+ to penetrate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precision Strikes&#039;&#039;&#039; All attacks; whether shooting or melee; made by the Deathleaper are considered precision strikes.&lt;br /&gt;
*&#039;&#039;&#039;Chameleonic Skin:&#039;&#039;&#039; See Lictor entry.&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail:&#039;&#039;&#039; See Lictor entry.&lt;br /&gt;
*&#039;&#039;&#039;Ambush!:&#039;&#039;&#039; Deathleaper counts as having Ambush! upgrade. See Lictors entry for details.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Deathleap&amp;quot;:&#039;&#039;&#039; Deathleaper do not roll for Charge range - instead its Charge range is always 12&amp;quot; unless improved.  The deathleaper similarly does not roll for running, it always runs 6 inches and may shoot and charge after running.  If onlsaught is cast upon it and/or if subject to the Swarmlord&#039;s speed synapse, the Deathleaper may run twice.   If it is subject to both, it may also make an additional normal move action.   &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It’s after me!&amp;quot;:&#039;&#039;&#039; Nominate an enemy character at the beginning of the game and roll a D3. Whilst Deathleaper is alive, that model’s Leadership is reduced by the result.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s too fast!&amp;quot;:&#039;&#039;&#039; The Deathleaper has a 3++ invulnerable save in melee and a 4++ invulnerable save against shooting. &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s got my weapon!&amp;quot;:&#039;&#039;&#039; When attacking an enemy, the Deathleaper may force an opposed weapon skill test on each model wounded by the Deathleaper in either shooting or assault.  Upon announcing a disarm check and designating the weapon to be disarmed, both players will roll 1d6 and add it to their weapon skill rating, if  Deathleaper loses, nothing happens. If Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn. &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;There is no escape&amp;quot;:&#039;&#039;&#039; Challenges made by the Deathleaper may never be refused as it singles out a target and isolates them from the rest of their unit.  Glorious interventions are not allowed either.  &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where is it?&amp;quot;:&#039;&#039;&#039; Enemy models can only fire Snap Shots when targeting Deathleaper.  In assault, rolls made to hit the deathleaper are worsened by one, or by two against enemies the deathleaper has preferred enemy against.   When the Deathleaper has preferred enemy against an enemy model, its to hit roll improves by one (3+ to hit becomes 2+).    Models may not fire overwatch against the deathleaper.   &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where are my guards?&amp;quot;:&#039;&#039;&#039; Look Out Sir! rolls may not be made against attacks from Deathleaper.&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;: Mind Eater&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May be upgraded into a synapse creature for 15 points.&lt;br /&gt;
&lt;br /&gt;
=== Troops ===&lt;br /&gt;
====Tyranid Warrior Brood====&lt;br /&gt;
66 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Warrior&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Tyranid Warriors&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Warrior Brood upgraded to Brotherhood of Psykers may generate its powers from the Hive Mind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Tyranid Warriors - 22 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*For very three Tyranid Warriors in the brood, one may take items from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
*All models in the brood may take Flesh hooks  ····································· 3 pts/model&lt;br /&gt;
*The unit may take the Brotherhood of Psykers (Mastery level 1) special rule for 35 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it numbers six or fewer models.&lt;br /&gt;
&lt;br /&gt;
====Genestealer Brood====&lt;br /&gt;
70 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Genestealer&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 5 Genestealers&lt;br /&gt;
|-&lt;br /&gt;
| Broodlord&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Rending Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes&#039;&#039;&#039; Genestealers have a 5++ invulnerable save &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; The Genestealer brood with this upgrade may assault the same turn it Outflanks or Infiltrates, if it&#039;s not accompanied by an Independent Character or a Warrior Alpha. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Broodlord always knows &#039;&#039;&#039;The Horror&#039;&#039;&#039; psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
::- Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-) &lt;br /&gt;
*May include up to fifteen additional Genestealers - 14 pts/model&lt;br /&gt;
* Entire unit may take Death from the Shadows upgrade - 5 pts./model&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- Scything talons ··········································· 2 pts.&lt;br /&gt;
::- Rending claws  ············································· 5 pts.&lt;br /&gt;
* All Genestealers in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································ 1 pts./model&lt;br /&gt;
::- Carbonized claws ································ 1 pts./model&lt;br /&gt;
::- Flesh hooks ················································ 1 pts./model&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 3 pts./model&lt;br /&gt;
*May add a Broodlord - 50 pts&lt;br /&gt;
*A Broodlord may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*A Broodlord may take any of the following:&lt;br /&gt;
::- Flesh hooks  ················································ 5 pts&lt;br /&gt;
::- Implant attack  ············································ 10 pts&lt;br /&gt;
&lt;br /&gt;
====Termagant Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Termagant&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 10 Termagants&lt;br /&gt;
|-&lt;br /&gt;
| Termagant Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 6&lt;br /&gt;
| Infantry &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Fleshborer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Termagants - 4 pts/model&lt;br /&gt;
*For every ten Termagants, one may replace its fleshborer with a strangleweb - 5 pts./model&lt;br /&gt;
*Any model may replace its fleshborer with one of the following:&lt;br /&gt;
::- Spinefists  ······················································ free&lt;br /&gt;
::- Spike rifle  ······················································ free&lt;br /&gt;
::- Devourer  ··········································· 4 pts./model&lt;br /&gt;
* All Termagants in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Pressure detection sensors ················ 1 pt./model&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./model &lt;br /&gt;
* One in every ten Termagants in the Brood may be upgraded to a Termagant Alpha for six points, the brood uses the Termagant Alpha&#039;s leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all termagant alphas in the brood are slain.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models or a Malefactor if it has thirty or fewer models.&lt;br /&gt;
&lt;br /&gt;
====Hormagaunt Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Hormagaunt&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 10 Hormagaunts&lt;br /&gt;
|-&lt;br /&gt;
| Hormagaunt Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap:&#039;&#039;&#039; Units entirely composed of models with this special rule Run an additional 3&amp;quot; (this will normally be D6+3&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:1/T:2/W:-/I:1/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Hormagaunts - 4 pts/model&lt;br /&gt;
* All Hormagaunts in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 1 pt./model&lt;br /&gt;
::- Carbonized claws ································· 1 pt./model&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./model&lt;br /&gt;
* One in every ten Hormagaunts in the Brood may be upgraded to a Hormagaunt Alpha for six points, the brood uses the Hormagaunt Alpha&#039;s leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all Hormagaunt alphas in the brood are slain.&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it numbers twenty or fewer models or a Malefactor if it has 30 or fewer models.&lt;br /&gt;
&lt;br /&gt;
====Ripper Swarm Brood====&lt;br /&gt;
39 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Ripper Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Ripper Swarms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Haywire, Jammed!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Jammed!:&#039;&#039;&#039; When performing a surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a randomly allocated wound with no saves of any kind allowed. This wound cannot be allocated on the model without the Surge special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Ripper Swarms - 13 pts/base&lt;br /&gt;
*The unit may take spinefists ···················· 3 pts/base&lt;br /&gt;
* All Ripper Swarms in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 3 pts./base&lt;br /&gt;
::- Carbonized claws ································· 3 pts./base&lt;br /&gt;
::- Toxin sacs ········································ 4 pts./base&lt;br /&gt;
::- Adrenal glands ·································· 6 pts./base&lt;br /&gt;
* The unit may take Deep Strike ................... 2 points/base&lt;br /&gt;
&lt;br /&gt;
====Mucolid Spore Cluster====&lt;br /&gt;
15 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Mucolid Spore Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Mucolid Spore Mine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive Floating Bomb:&#039;&#039;&#039; Each Mucolid Spore uses the Floating Death and Living Bomb rules that apply to Spore Mines. All references to Spore Mines and Spore Mine Clusters in these special rules apply to Mucolid Spores also, except that the hits inflicted when a Mucolid Spore explodes are Strength 8 AP3 rather than Strength 4 AP4.&lt;br /&gt;
*&#039;&#039;&#039;Skyblast:&#039;&#039;&#039; Mucolid Spore Clusters are allowed to assault Zooming Flyers or Swooping Monstrous Flying Creatures. If they do so successfully then they will explode as described in the Floating Death special rule, hitting the target automatically, with Strength and AP as described above. Hits on Zooming Flyers are always resolved against the target model’s side armour.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Mucolid Spore Mines - 15 pts./model&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:5/W:5/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
&lt;br /&gt;
====Malanthrope====&lt;br /&gt;
85 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Malanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Malanthrope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tail:&#039;&#039;&#039; At the beginning of the fight subphase, before any blows are struck, the Malanthrope may issue a challenge even though it does not have the character type. Roll a D6. On a result of 4+ the enemy model nominated to fight the Malanthrope is enveloped in the beasts grasping tail and has its attacks reduced by half (rounded down), initiative reduced to one for the duration of the challenge and may not refuse the challenge. If the result is 3 or less then it counts as if a challenge wasn&#039;t issued at all. In an enemy character declares a Glorious Intervention to replace the model fighting the Malanthrope then all effects of this rule are negated and the intervening character suffers no penalties.&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Poisoned (2+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Prey Adaption:&#039;&#039;&#039; If a Malanthrope brood is involved in any close combat that results in an enemy unit or units being destroyed in combat, it may not perform a sweeping advance but instead remains to feed on the dead. From the end of that phase onwards all friendly Tyranid units within gain the Preferred Enemy (all units from the same codex as the enemy unit) special rule while they remain within Synapse range of the Malanthrope brood - note that this includes the Malanthrope brood too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to nine additional Malanthropes - 85 pts./model&lt;br /&gt;
*Mutations: (WS:5/BS:-/S:5/T:10/W:15/I:5/A:10/Ld:-/Sv:25/Psy:-/Syn:35)&lt;br /&gt;
&lt;br /&gt;
====Hive Guard Brood====&lt;br /&gt;
55 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Hive Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Hive Guard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Targeting Network:&#039;&#039;&#039; If the Hive Guard Brood is within Synapse range, and any other friendly Codex:Tyranid model that is within Synapse range can draw a line of sight to their target, Hive Guard ranged weapon count as twin-linked.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:5/S:5/T:15/W:15/I:3/A:5/Ld:5/Sv:20/Psy:-/Syn:-)&lt;br /&gt;
*May include up to nine additional Hive Guard - 55 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace its impaler cannon with a shockcannon - free&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Zoanthrope Brood====&lt;br /&gt;
50 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Zoanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Zoanthrope&lt;br /&gt;
|-&lt;br /&gt;
| Neurothrope&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Psykers (Mastery level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Brood:&#039;&#039;&#039; If a brood of Zoanthropes uses a power, it may be used as many times as there are Zoanthropes and Neurothropes in the brood.&lt;br /&gt;
*&#039;&#039;&#039;Warp Field:&#039;&#039;&#039; Zoanthropes have a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Zoanthrope Brood always knows the Warp Blast psychic power. The unit can generate one additional power from the Hive Mind&#039;s Wrath discipline. If it is upgraded to Mastery level 3, it must generate one additional power from the Hive Mind&#039;s Wrath discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:35*/Syn:-)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki &amp;gt;The price is for entire brood, instead of per model as usual.&lt;br /&gt;
*May include up to nine additional Zoanthropes - 50 pts./model&lt;br /&gt;
**A brood of three or more may upgrade one model into a Neurothrope for 25 pts, the Neurothope gains the additional power of Spirit Leech (this does not take up one of the known powers), a Warp Charge 1 Witchfire with a range of 24&amp;quot; that targets one unit and forces it to roll a leadership test on a 3d6, inflicting one unsaveable wound for each increment they fail by.  For each wound inflicted by spirit leech, the neurothrope adds an additional warp charge dice to the controlling player&#039;s pool that can only be rolled to either deny or to cast warp blast.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Venomthrope Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Venomthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Venomthrope&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of lash whips&lt;br /&gt;
*Toxic miasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Poisoned (2+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; All friendly units from Codex: Tyranids that are within 6&amp;quot; of at least one Venomthrope have the Shrouded special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Support Organism:&#039;&#039;&#039; If the Venomthrope is within synapse range or in reserves, it may join and leave Codex: Tyranid units like it is an Independent Character. The moment it leaves Synapse range it detaches from the unit it joined. Venomthrope cannot benefit from its synaptic bonus if it joins a unit, and instead benefit his unit&#039;s one if it has one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:5/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to nine additional Venomthropes - 40 pts./model&lt;br /&gt;
*A brood of one Venomthrope may take Support Organism upgrade - 45 pts.&lt;br /&gt;
&lt;br /&gt;
====Lictor Brood====&lt;br /&gt;
50 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Lictor&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Lictor&lt;br /&gt;
|-&lt;br /&gt;
| Lictor Alpha&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Rending claws&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Flesh hooks&lt;br /&gt;
*Feeder tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precision Shots&#039;&#039;&#039; (on 5+s for Lictor Alphas)&lt;br /&gt;
*&#039;&#039;&#039;Precision strikes&#039;&#039;&#039; (on 5+s for Lictor Alphas)&lt;br /&gt;
*&#039;&#039;&#039;Know no Honor&#039;&#039;&#039; (Lictor Alpha Only)&lt;br /&gt;
*&#039;&#039;&#039;Synapse (Lictor Alpha Only)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chameleonic Skin:&#039;&#039;&#039; A Lictor does not scatter when arriving from Deep Strike Reserve.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s got my weapon!&amp;quot;:&#039;&#039;&#039; When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by a Lictor in either shooting or assault.  Upon announcing a disarm check and designating the weapon to be disarmed, both players will roll 1d6 and add it to their weapon skill rating, if the Lictor loses, it will miss with all attacks in that phase.  If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail:&#039;&#039;&#039; If a friendly unit from Codex: Tyranids arrives on the battlefield via Deep Strike, it will not scatter so long as the first model in the unit is placed within 6&amp;quot; of a model with this special rule. Note that the model with the Pheromone Trail special rule must already be on the table at the start of the turn for this ability to be used.&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes:&#039;&#039;&#039; Lictors have a 5++ invulnerable save  &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;There is no Escape&amp;quot;:&#039;&#039;&#039; (Lictor Alpha Only) Challenges made by a Lictor Alpha may never be refused as it singles out a target and isolates them from the rest of their unit. Glorious interventions are not allowed either.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where are my Guards&amp;quot;:&#039;&#039;&#039; Look Out Sir! rolls may not be made against attacks from Lictors&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ambush!&#039;&#039;&#039; - The Lictor Brood with this upgrade may assault the same turn it Deep Strikes, Outflanks or Infiltrates, if it&#039;s not accompanied by an Independent Character or a Warrior Alpha, and did not shoot at their previous Shooting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (Lictor Alpha): (WS:5/BS:10/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:15)&lt;br /&gt;
*May include up to nine additional Lictors - 50 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
* Entire unit may take Ambush! upgrade ····· 20 pts./model&lt;br /&gt;
* Entire unit may replace Stealth special rule with Shrouded special rule - 15 pts./model&lt;br /&gt;
* One Model in the Brood may be upgraded into a Lictor Alpha for 25 points.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Pyrovore Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Pyrovore&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Beasts&lt;br /&gt;
| 1 Pyrovore&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flamespurt cannon&lt;br /&gt;
*Acid blood&lt;br /&gt;
*Acid maw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fireproof:&#039;&#039;&#039; Strength of all flame weapons and weapons with the Melta or Soul Blaze special rules fired at Pyrovore Brood is halved (round down).&lt;br /&gt;
*&#039;&#039;&#039;Volatile:&#039;&#039;&#039; If a Pyrovore is slain by a wound that inflicted Instant Death, every unit within D6&amp;quot; of the slain Pyrovore (excluding Pyrovore Brood itself) suffers a Strength 4 AP- hit for each its model within that range (resolve damage as a shooting attack from the Pyrovore, before removing it as a casualty). I the Pyrovore Brood is within Synapse range, at the end of any Close Combat phase you may choose to detonate any number of models within it - resolve it exactly as they were slain with a  wound that inflicted Instant Death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:15/W:15/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May include up to nine additional Pyrovores - 40 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Ymgarl Genestealer Brood====&lt;br /&gt;
90 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Ymgarl Genestealer&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 5 Ymgarl Genestealers&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Broodlord&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Rending Claws&lt;br /&gt;
*Feeder tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039; (Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039; (Ymgarl Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; (Ymgarl Broodlord only)&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Death from the Shadows&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alter Form:&#039;&#039;&#039; At the start of it&#039;s movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of it&#039;s next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; every model in the brood has +1 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; every model in the brood has +1 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; every model in the brood has +1 Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Leftover:&#039;&#039;&#039; Destroying Ymgarl Genestealer Brood do not grant any Victory Points, and do not count as First Blood. Independent Characters and Alpha Warriors cannot join Ymgarl Genestealer Brood.&lt;br /&gt;
*&#039;&#039;&#039;Stealth:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes:&#039;&#039;&#039; Ymgarl Genestealers have a 5++ invulnerable save&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Ymgarl Broodlord always knows &#039;&#039;&#039;The Horror&#039;&#039;&#039; psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:3/T:4/W:-/I:1/A:2/Ld:-/Sv:7/Psy:-/Syn:-)&lt;br /&gt;
**Mutations (Broodlord): (WS:5/BS:-/S:10/T:20/W:10/I:5/A:5/Ld:-/Sv:20/Psy:25/Syn:-)&lt;br /&gt;
*May include up to ten additional Ymgarl Genestealers - 18 pts/model&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::- Scything talons ··········································· 2 pts.&lt;br /&gt;
::- Rending claws  ············································· 5 pts.&lt;br /&gt;
* All Ymgarl Genestealers in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································ 1 pts./model&lt;br /&gt;
::- Carbonized claws ································ 1 pts./model&lt;br /&gt;
::- Flesh hooks ················································ 1 pts./model&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 3 pts./model&lt;br /&gt;
*May add a Ymgarl Broodlord - 45 pts&lt;br /&gt;
*A Ymgarl Broodlord may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*A Ymgarl Broodlord may take any of the following:&lt;br /&gt;
::- Flesh hooks  ················································ 5 pts&lt;br /&gt;
::- Implant attack  ············································ 10 pts&lt;br /&gt;
&lt;br /&gt;
====Maleceptor Brood====&lt;br /&gt;
155 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
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! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Maleceptor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Maleceptor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Warp shield projector: The Maleceptor&#039;s warp shield provides a 4++ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 2)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Maleceptor has the Psychic Overload and Psychic Void psychic powers and may choose a primaris from any of the disciplines allowed to the Tyranids. If it is upgraded to Mastery level 3, it must generate one additional power from any discipline allowed to Tyranids.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Overload&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Psychic Overload is a &#039;&#039;&#039;witchfire&#039;&#039;&#039; power with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Burst&lt;br /&gt;
| 24&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Ignores Cover, Large Blast, Brain Damage&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:*&#039;&#039;Brain Damage:&#039;&#039; Do not roll to wound or to penetrate against units hit by Psychic Overload blast - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model hit by the blast past the first one, and additional +2 if any model in the unit is under the template central hole. Vehicles count as having Leadership 10 for the purpose of this power. If the test is failed, unit suffers D3+1 Wounds, or one Penetrating hit which automatically causes Crew Stunned result, which cannot be negated or replaced with another vehicle damage result by any means (extra Armour, Living Metal, Spirit Stones, Daemonic Resilience, etc.). Friendly Tyranid units hit by Psychic Overload blast do not suffer any damage.&lt;br /&gt;
::&#039;&#039;A Maleceptor may manifest Psychic Overload power up to three times per turn, but each Maleceptor may only target a given unit once per Psychic phase.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Void&#039;&#039;&#039;&lt;br /&gt;
::Warp Charge 1&lt;br /&gt;
::Psychic Void is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the Maleceptor itself. Whilst this power is in effect, all Deny the Witch rolls made to deny any opposing psychic powers that target the Maleceptor, or any models within the Maleceptor&#039;s Synapse Range, gain a +3 bonus on their tests. At the start of your opponent&#039;s Psychic phase any other friendly Synapse Creature within Maleceptor&#039;s synapse range may choose to expend one Warp Charge to spread Psychic Void&#039;s effect on its own synapse range.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:30/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:30/Psy:25/Syn:20)&lt;br /&gt;
*May include up to 2 additional Maleceptors - 180 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it numbers only one model.&lt;br /&gt;
&lt;br /&gt;
====Haruspex Brood====&lt;br /&gt;
145 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
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! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Haruspex&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Haruspex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Grasping tongue&lt;br /&gt;
*Crushing claws&lt;br /&gt;
*Acid blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feeder-beast:&#039;&#039;&#039; If a Haruspex inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to Haruspex attacks (both ranged and melee), it gain one Food token at the and of the phase, to the maximum of six - you may track them by simply putting the D6 with appropriate number near the Haruspex model. At the start of the Movement phase a Haruspex may spend up to three Food tokens to gain +2&amp;quot; bonus to it&#039;s maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.&lt;br /&gt;
*&#039;&#039;&#039;Savage:&#039;&#039;&#039; In close combat Haruspex can exchange all of its normal Attacks to make a Savage attack, resolved at it&#039;s normal initiative. When doing so, place a Blast template for each 3 Attacks Haruspex has (including any bonus Attacks) in a base contact with Haruspex base, placed in a way that they don&#039;t cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 6, AP3 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Haruspex - 160 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May take a thresher scythe - 10 pts.&lt;br /&gt;
*May take a Tyrannocyte or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Crinis Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A horrid monstrosity tailor made to assassinate, disrupt enemy formations, and destroy the precious equipment of it&#039;s foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from it&#039;s chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment. &lt;br /&gt;
&lt;br /&gt;
The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. It&#039;s strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature&#039;s regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain. &lt;br /&gt;
&lt;br /&gt;
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artifacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artifacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armor or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration).  The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh hooks.  If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you&#039;ve succeeded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
170 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Crinis&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Crinis&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of lash whips&lt;br /&gt;
*Flesh hooks &lt;br /&gt;
*Feeder tendrils &lt;br /&gt;
*Acid blood &lt;br /&gt;
*Toxin sacs &lt;br /&gt;
*Toxic miasma&lt;br /&gt;
*Toxin spike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precision Strikes &#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blinding Vapour:&#039;&#039;&#039; All enemy units in base contact with Crinis take one hit from a strength 3 close combat weapon with Blind special rule at Initiative step 10.&lt;br /&gt;
*&#039;&#039;&#039;Ruinous Touch:&#039;&#039;&#039; Non-vehicle models that had been hit by at least one Crinis close combat attacks suffer -1 penalty to their armour save at the end of Crinis Initiative step. Vehicles that have been hit by at least one Crinis close combat attack suffers -1 penalty to their armour value all around at the end of Crinis Initiative step. Both penalties affect the model till the end of the game, and are cumulative.&lt;br /&gt;
:If any model rolls at least one natural 1 (after all re-rolls) in close combat, while trying to hit a Crinis, at the end of its Initiative phase that model must pass a Weapon Skill test. If the test is passed, nothing happens, but if it&#039;s failed, the close combat weapon with which this model attacked is destroyed and cannot be used till the end of the game. For attacks, rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:10/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to four additional Crinis - 170 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
::- Stinger salvo ·············································· 15 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if is not taken in a brood of more than one.&lt;br /&gt;
&lt;br /&gt;
====Cortex Leech Swarm Brood====&lt;br /&gt;
69 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Cortex Leech Swarm&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Cortex Leech Swarms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Haywire, Jammed!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Jammed!:&#039;&#039;&#039; When performing a surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a randomly allocated wound with no saves of any kind allowed. This wound cannot be allocated on the model without the Surge special rule. &lt;br /&gt;
*&#039;&#039;&#039;Cortex Command:&#039;&#039;&#039; When in assault, a cortex leech swarm base may choose to forego its normal attacks to instead make a Cortex Command check.  This is a single attack that if it hits, both players must roll an opposed leadership check with both players rolling a d6 and adding it to their respective models&#039; leadership values.  If the Cortex Leech&#039;s player succeeds, that model must make either either a shooting or a melee attack against a target chosen by the Cortex Leech&#039;s player at its full value (I.E a model so controlled that assaults another unit must do so as if it had charged them).   If an enemy unit in assault is wiped out by the cortex leech&#039;s unit, roll a d6; on a 3 or less nothing happens, but on a four or more the entire unit must charge or shoot a target of the Cortex Leech player&#039;s choosing, though after the turn the models are removed from play.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:-/Sv:-/Psy:-/Syn:5)&lt;br /&gt;
*May include up to six additional Cortex Leech Swarms - 23 pts/base&lt;br /&gt;
*The unit may take spinefists ···················· 3 pts/base&lt;br /&gt;
* All Cortex Leech Swarms in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 3 pts./base&lt;br /&gt;
::- Carbonized claws ································· 3 pts./base&lt;br /&gt;
::- Toxin sacs ········································ 4 pts./base&lt;br /&gt;
::- Adrenal glands ·································· 6 pts./base&lt;br /&gt;
* The unit may take Deep Strike ................... 2 points/base&lt;br /&gt;
&lt;br /&gt;
====Synaptic Booster Spores====&lt;br /&gt;
15 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Synaptic Booster Spores&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Synaptic Booster Spores&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Bomb&#039;&#039;&#039;: Synaptic Booster Spores are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat are not counted when determining assault results.&lt;br /&gt;
*&#039;&#039;&#039;Synapse Booster&#039;&#039;&#039;: If there is a model with the &amp;quot;Synapse Creature&amp;quot; rule within 96&amp;quot; of a Synaptic Booster Spores unit, models in the unit gain the &amp;quot;Synapse Creature&amp;quot; special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to six additional Synaptic Booster Spores - 5 pts./model&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:5)&lt;br /&gt;
&lt;br /&gt;
=== Fast attack ===&lt;br /&gt;
====Dimachaeron Brood====&lt;br /&gt;
170 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Dimachaeron&lt;br /&gt;
| 8&lt;br /&gt;
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| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (Leaper)&lt;br /&gt;
| 1 Dimachaeron&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Sickle Claws&lt;br /&gt;
*Grasping talons&lt;br /&gt;
*Thorax Spine-Maw&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Creature (Leaper)&#039;&#039;&#039; Leaper is sub type, and as such does not appear as a catagory on its own, but only when paired with another unit type. Models with the Leaper sub-type may choose to use their Leaping ability in either the Shooting phase or the Assault phase (they may not use both in the same turn). When not using this ability, the model moves normally for a model of its base type. When using Leaper (whether moving or charging) the model can move over all other models and terrain freely. If the model begins or ends its move in difficult terrain it must take a Dangerous Terrain test. Leaping models cannot end their move on top of other models or in impassable terrain.&lt;br /&gt;
**&#039;&#039;&#039;Shooting Phase&#039;&#039;&#039; - If a Leaping Model Leaps during the Shooting phase, it can move up to 6&amp;quot; this move, and only this move, is measured from the front of the base to the back of the base were it finishes the unit may not run after leaping but may shoot and assault as normal.&lt;br /&gt;
**&#039;&#039;&#039;Assault Phase&#039;&#039;&#039; - If a Leaping Model leaps during the assault phase, it gains the Hammer of Wrath special rule, if it did not already possess it, and all Hammer of Wrath attacks are resolved at +1 Strength and gain the Strikedown special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:-/S:10/T:20/W:15/I:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Dimacheron - 200 pts./model&lt;br /&gt;
*The Model may take a Mycetic Spore or Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Tyranid Shrike Brood====&lt;br /&gt;
66 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
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| 5&lt;br /&gt;
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| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 3 Tyranid Shrike&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Shrike Brood upgraded to Brotherhood of Psykers may generate its powers from the Hive Mind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Tyranid Shrikes - 22 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039;, &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*For every three Tyranid Shrikes in the brood, one may take items from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
* All models in the brood may take Flesh hooks  ····································· 3 pts/model&lt;br /&gt;
*The unit may take the Brotherhood of Psykers (Mastery level 1) special rule for 35 pts.&lt;br /&gt;
&lt;br /&gt;
====Ravener Brood====&lt;br /&gt;
66 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
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| 5&lt;br /&gt;
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| 4&lt;br /&gt;
| 3&lt;br /&gt;
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| 6&lt;br /&gt;
| 5+&lt;br /&gt;
| Beasts&lt;br /&gt;
| 3 Raveners&lt;br /&gt;
|-&lt;br /&gt;
| Ravener Alpha&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
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| 3&lt;br /&gt;
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| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Beast (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| The Red Terror&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Beast (C)&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything talons&lt;br /&gt;
*Prehensile pincer (Red Terror only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039; Ravener Alpha and Red Terror Only&lt;br /&gt;
*&#039;&#039;&#039;Precise Tunneling:&#039;&#039;&#039; If, when a Ravener Brood deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. This does not apply to buildings with transport capacity, despite them usually count as Impassible terrain - Ravener Brood may deliberately Deep Strike on top of the building, and if at least one model in the brood end it&#039;s scatter over the building, count them as occupying this building&#039;s lowest floor. If that floor is already occupied by the enemy unit, both units become immediately locked in close combat. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; (Ravener Alpha and Red Terror only)&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; (Red Terror only) If the Red Terror hits with at least four of its close combat attacks in a single phase (excluding its prehensile pincer attack), you may nominate a single enemy Infantry, Jump Infantry or Jet Pack Infantry model in base contact with the Red Terror and attempt to swallow it whole.&lt;br /&gt;
:If you choose to do so, no To Wound rolls are made for any of the Red Terror&#039;s Attacks (excluding its prehensile pincer attack). Instead, the nominated model must pass a single invulnerable save (if it has one) or be removed from play as a casualty. There is no need to decide beforehand if you will attempt to swallow a model whole; declare after rolling To Hit. Enemy models with either the Very Bulky or Extremely Bulky special rule cannot be nominated as targets to be Swallowed Whole. If no models in the target unit can be nominated, the Red Terror cannot choose to Swallow Whole and must roll To Wound normally.&lt;br /&gt;
*&#039;&#039;&#039;Burrow&#039;&#039;&#039;: An unengaged Ravener unit can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. The unit cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
*&#039;&#039;&#039; &amp;quot;They&#039;re all around us!&amp;quot; &#039;&#039;&#039;&#039;: If a Ravener Brood includes The Red Terror, it can Deep Strike onto an enemy unit. After rolling for scatter as normal, (if the Raveners scattered onto the unit, then follow this rule as well) if just one of the unit is still within 1&amp;quot; of the target unit, then place the Raveners all around the target unit. All subsequent attacks have the instant death special rule, and the target unit cannot Move, Run, Charge or Fall Back. In addition, the Raveners all gain Stealth and Shrouded for the next two turns.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:3/BS:5/S:4/T:7/W:8/I:4/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (Ravener Alpha): (WS:5/BS:5/S:5/T:10/W:10/I:5/A:10/Ld:-/Sv:6/Psy:-/Syn:15)&lt;br /&gt;
*Mutations (The Red Terror): (WS:20/BS:25/S:5/T:15/W:15/I:5/A:10/Ld:-/Sv:-/Psy:-/Syn:15)&lt;br /&gt;
*May include up to six additional Raveners - 22 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any Ravener may exchange one pair of scything talons for rending claws - 3 pts./model&lt;br /&gt;
*Any Ravener may take one of the following:&lt;br /&gt;
::- Spinefist ·········································· 2 pts./model&lt;br /&gt;
::- Devourer  ·········································· 4 pts./model&lt;br /&gt;
::- Deathspitter  ··································· 10 pts./model&lt;br /&gt;
*One Ravener in the brood may be upgraded to a Ravener alpha for 15 points&lt;br /&gt;
*One Ravener Brood in the army may add the Red Terror - 85 pts&lt;br /&gt;
&lt;br /&gt;
====Gargoyle Brood====&lt;br /&gt;
60 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Gargoyle&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 10 Gargoyles&lt;br /&gt;
|- &lt;br /&gt;
| Gargoyle Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
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| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Fleshborer&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:1/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Gargoyles - 6 pts/model&lt;br /&gt;
*For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts./model&lt;br /&gt;
* All Gargoyles in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Wide-spectrum retinas ··· 0.5 pts./model (round up)&lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./mode&lt;br /&gt;
* One in every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for six points, the brood uses the Gargoyle Alpha&#039;s leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all Gargoyle Alphas in the brood are slain.&lt;br /&gt;
&lt;br /&gt;
====Simurgh Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A melee focused counterpart to the Tyranid Gargoyle, the Simurgh is quite simply a hormagaunt given wings.   Even faster than the already incredibly swift Hormagaunts, Simurghs rush into battle with the intent of tearing apart their enemies to feed their incredibly high metabolisms; their omnivorous digestive tracts able to consume plant and animal matter alike to predate on just about any species of xenos; even being able to eat of the flesh of xenos with wildly divergent biologies such as the Silicoid Dimanches of the federation of Xornthra or the Ammonia catalyzing Drunal of the Republic of Ikram.  Foul tempered and ferociously hungry, Simurghs are expended by the Hive Fleets in great numbers to achieve their objectives&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Take a gargoyle and give it hormagaunt scything claws, alternatively take a hormagaunt and give it gargoyle wings.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
60 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Simurgh&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 10 Simurghs&lt;br /&gt;
|- &lt;br /&gt;
| Simurgh Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
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| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything Talons&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap&#039;&#039;&#039; Units entirely composed of models with this special rule Run an additional 3&amp;quot; (this will normally be D6+3&amp;quot;), this represents the special biological microjets on Simurghs meant to drive them to greater speed.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:1/BS:-/S:1/T:1/W:-/I:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to forty additional Simurghs - 6 pts/model&lt;br /&gt;
* All Simurghs in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated Blades ································· 1 pts./model &lt;br /&gt;
::- Carbonized Claws ································· 1 pts./model &lt;br /&gt;
::- Adrenal glands ································· 2 pts./model&lt;br /&gt;
::- Toxin sacs ······································· 2 pts./mode&lt;br /&gt;
* One in every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for six points, the brood uses the Simurgh Alpha&#039;s leadership in place of its own as long as it is alive and can reroll instinctive behavior checks until all Simurgh Alphas in the brood are slain.&lt;br /&gt;
&lt;br /&gt;
====Sky-Slasher Swarm Brood====&lt;br /&gt;
54 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Sky-Slasher Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
| 3 Sky-Slasher Swarms&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarms&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During Shooting phase unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, booshes, swamps, etc) it touches. If it choses so, you may move models in a unit to any point wholly within that piece of terrain before removing it from the field. This counts as Run move for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range &lt;br /&gt;
! S &lt;br /&gt;
! AP &lt;br /&gt;
! Type &lt;br /&gt;
|-  &lt;br /&gt;
| -&lt;br /&gt;
| 1 &lt;br /&gt;
| - &lt;br /&gt;
| Melee, Haywire, Jammed!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Jammed!:&#039;&#039;&#039; When performing surge attack, models with this rule must roll to hit in close combat even if they hit automatically. For each to-hit result of 1 or 2, the unit, which performed surge attack, suffers a wound with no saves of any kind allowed. This wound cannot be allocated on the model without Surge special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:2/BS:4/S:4/T:4/W:-/I:2/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Sky-Slasher Swarms - 18 pts/base&lt;br /&gt;
*The unit may take spinefists ···················· 3 pts/base&lt;br /&gt;
*All Sky-Slasher Swarms in the brood may take any of the following biomorphs:&lt;br /&gt;
::- Serrated blades ································· 2 pts./base&lt;br /&gt;
::- Carbonized claws ································· 2 pts./base&lt;br /&gt;
::- Toxin sacs ········································ 4 pts./base&lt;br /&gt;
::- Adrenal glands ·································· 5 pts./base&lt;br /&gt;
&lt;br /&gt;
====Laius Horror====&lt;br /&gt;
180 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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|- &lt;br /&gt;
| Laius Horror&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;From The Inside:&#039;&#039;&#039; Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy non-vehicle and non-Character model with one wound as a Host. If there is no such model, pick a model with 2 wounds and no Character type. When the Host loses its last Wound or when the Laius Horror enters from reserve, reveal the note to your opponent, replace the Host with a Laius Horror, and then remove Host as casualty. If there is no space to place Laius Horror directly on top of where its host been, move other models in the Host&#039;s unit until it could be placed - from this moment Laius Horror count as being locked in close combat with his Host&#039;s unit. This does not count as Charge, so no one get bonus attacks for charging, Rage and Counter-Charge special rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:-/S:10/T:20/W:20/I:10/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists&lt;br /&gt;
&lt;br /&gt;
====Harpy Brood====&lt;br /&gt;
135 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Harpy&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
| 1 Harpy&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Twin-linked stranglethorn cannon&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Spore mine cysts with frag mines and toxic mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sonic Screech:&#039;&#039;&#039; When Harpy Brood charges into combat, enemy models cannot perform Overwatch on it, and all enemy models in the combat suffer -5 to their Initiative (to a minimum of 1) until the end of that Assault phase.&lt;br /&gt;
*&#039;&#039;&#039;Skyfall:&#039;&#039;&#039; Harpy Brood may declare Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deal D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lone Hunter:&#039;&#039;&#039; This model is not affected by Instinctive Behaviour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Harpies - 130 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace twin-linked stranglethorn cannon with twin-linked heavy venom cannon - 5 pts.&lt;br /&gt;
*Any model may upgrade it&#039;s spore mine cysts to launch acid mines - 5 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Stinger salvo ·············································· 10 pts.&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; upgrade -25 pts.&lt;br /&gt;
&lt;br /&gt;
====Hive Crone Brood====&lt;br /&gt;
155 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Hive Crone&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
| 1 Hive Crone&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Drool cannon&lt;br /&gt;
*Four tentaclids&lt;br /&gt;
*Scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vector Dancer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Raking Strike:&#039;&#039;&#039; A Hive Crone’s Vector Strike is resolved at Strength 8.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lone Hunter:&#039;&#039;&#039; This model is not affected by Instinctive Behaviour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:10/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Hive Crone - 155 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to four additional Tentacilids - 4 pts./each&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Stinger salvo ·············································· 10 pts.&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; upgrade - 25 pts.&lt;br /&gt;
&lt;br /&gt;
====Spore Mine Cluster====&lt;br /&gt;
15 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Frag Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Frag Mines&lt;br /&gt;
|-&lt;br /&gt;
| Toxin Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Acid Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Char Mine&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drifting:&#039;&#039;&#039; Spore Mines move 3&amp;quot; in the Movement phase and, when they Run or charge, move half the distance rolled. Spore Mines are never slowed by difficult terrain, but must take Dangerous Terrain tests as normal.&lt;br /&gt;
*&#039;&#039;&#039;Floating Death:&#039;&#039;&#039; (Frag Mines, Toxin Mines, Acid Mines) Spore Mines do not attack in close combat. Instead, at the Initiative 10 step, the entire cluster detonates! Each type of mines detonates specifically:&lt;br /&gt;
::*&#039;&#039;&#039;Frag Mines:&#039;&#039;&#039; Place a large blast markers centered on each Frag Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 4, AP4 and Ignores Cover special rule equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered bu multiple templates would generate multiple hits).&lt;br /&gt;
::*&#039;&#039;&#039;Toxin Mines:&#039;&#039;&#039; Place a blast markers centered on each Toxin Mine, every other unit (friend or foe) under the blast templates suffers a number of hits with Strength 1, AP3, Poisoned (3+) and Ignores Cover special rules equal to the number of its models under the blast templates (calculate for each template separately, so a model, covered by multiple templates would generate multiple hits).&lt;br /&gt;
::*&#039;&#039;&#039;Acid Mines:&#039;&#039;&#039; Each unit in close combat with Acid Mines suffers a number of hits with Strength 6, AP3 and Armourbane and Ignores Cover special rules equal to the number of models in base-to-base contact with Acid Mine models.&lt;br /&gt;
:Once all hits have been resolved, remove all models in the Spore Mine Cluster from play as casualties.&lt;br /&gt;
*&#039;&#039;&#039;Sky Bomb:&#039;&#039;&#039; (Char Mines only) Char Mines benefit from Hard to Hit special rule, and count as Swooping Flying Monstrous Creatures for the purpose of targeting. They can charge Zooming Flyers and Swooping Flying Monstrous Creatures, and cannot charge any other type of units. Unlike other Spore Mines, Char Mines&#039; charge range is not halved per Drifting special rule, though each mine must roll for charge distance separately. For each Char Mine, that successfully charged enemy unit, it immediately suffers automatic hit with Strength 7, AP3 and Armourbane and Ignores Cover special rule. Regardless of the number of successful charges (if any), remove Spore Mine Cluster from play as casualties after they attempt to charge their target.&lt;br /&gt;
*&#039;&#039;&#039;Living Bomb:&#039;&#039;&#039; Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:1/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Frag Mines - 5 pts./model&lt;br /&gt;
*May replace all Frag Mines in the cluster with:&lt;br /&gt;
::- Toxin mines ················································· free&lt;br /&gt;
::- Acid mines ····································· 1 pts./model&lt;br /&gt;
::- Char mines ····································· 3 pts./model&lt;br /&gt;
&lt;br /&gt;
====Meiotic Spore Brood====&lt;br /&gt;
45 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Meiotic Spore&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Infantry&lt;br /&gt;
| 3 Meiotic Spores&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outriders of the Swarm:&#039;&#039;&#039; Meiotic Spore Mines must be deployed at the start of the game, just before the first turn but after deployment, using the Deep Strike special rule. They may only be held in reserve in missions that force all other friendly units to begin the game in reserves.&lt;br /&gt;
*&#039;&#039;&#039;Floating Brood Bomb:&#039;&#039;&#039; The Meiotic Spore Brood moves 3+D6&amp;quot; in each of its controlling player&#039;s movement phases. When they run, they move only half of the distance rolled. Meiotic Spores are never slowed by difficult terrain but must take Difficult Terrain tests as normal. Meiotic Spores may not declare charges and if charged by any enemy unit, they detonate and are removed from play before any blows are struck or other effects are triggered, causing D6 Str7 AP4 hits on the charging unit per Meiotic Spore in the unit when it is removed from play. If any Meiotic Spore is removed as a casualty due to shooting attacks, then its controlling player may place a new unit of D3+1 Spore Mines anywhere within 6&amp;quot; of the destroyed models. These spore mines form a separate unit that may act normally on the turn following their placement. In addition, whenever the Meiotic Spore brood moves within 6&amp;quot; of an enemy unit, or during any friendly shooting phase, the Meiotic Spore Brood may make one attack using the profile below. Each attack may target a different enemy unit. After these attacks are resolved, all models in the Meiotic Spore Brood are removed as casualties.&lt;br /&gt;
**&#039;&#039;&#039;Bomb&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Large Blast, Strikedown, Ignores Cover, Brood Bombs&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Brood Bombs:&#039;&#039;&#039; If any template from a Meiotic Spore Bomb scatters so that it misses all enemy units, then the controlling player may immediately place a unit of D3+1 Spore Mines anywhere under the template that is at least 1&amp;quot; away from any other models or impassable terrain. If there is not enough space to place any or all of these spore mines, then those models which cannot be placed are removed from play.&lt;br /&gt;
*&#039;&#039;&#039;Living Bomb:&#039;&#039;&#039; Meiotic Spore Mine Clusters are non-scoring, non-denial units. They do not award Victory Points when destroyed, and Wounds suffered by Spore Mines in close combat (including those caused by a Floating Death detonation) are not counted when determining assault results.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:-/S:-/T:5/W:-/I:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to six additional Meiotic Spores - 15 pts./model&lt;br /&gt;
&lt;br /&gt;
=== Heavy support ===&lt;br /&gt;
====Carnifex Brood====&lt;br /&gt;
110 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Carnifex&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Carnifex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two sets of scything talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram:&#039;&#039;&#039; When this model charges, it inflicts D3 Hammer of Wrath Attacks, rather than just 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:5/T:20/W:15/I:10/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*May include up to four additional Carnifexes - 85 pts/model&lt;br /&gt;
*Any model may replace any pair of scything talons with any of the following: &lt;br /&gt;
::- Crushing claws ································ 15 pts./model&lt;br /&gt;
::- Stonecrusher ramshield* ··················· 25 pts./model&lt;br /&gt;
::- Crushing claw and wrecking ball* ······· 30 pts./model&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Only one of each allowed per model.&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::- Spine banks ······································ 5 pts./model&lt;br /&gt;
::- Bio-plasma ······································ 20 pts./model&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::- Thresher scythe ································ 10 pts/model&lt;br /&gt;
::- Bone mace ······································· 15 pts/model&lt;br /&gt;
*The unit may take a Tyrannocyte as a Dedicated Transport if it has two or less models, or a Malefactor no matter its model count.&lt;br /&gt;
&lt;br /&gt;
====Biovore Brood====&lt;br /&gt;
40 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
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|- &lt;br /&gt;
| Biovore&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 Biovore&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Spore Mine launcher with frag and toxin mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:10/S:-/T:15/W:15/I:-/A:-/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May include up to nine additional Biovores - 40 pts/model&lt;br /&gt;
*Any model may upgrade it&#039;s spore mine launcher to launch acid mines - 5 pts.&lt;br /&gt;
*Any model may upgrade it&#039;s spore mine launcher to launch char mines - 15 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte if it has four or fewer models or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Trygon Brood====&lt;br /&gt;
175 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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|-&lt;br /&gt;
| Trygon&lt;br /&gt;
| 5&lt;br /&gt;
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| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Trygon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric pulse&lt;br /&gt;
*Two pairs of scything talons. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault:&#039;&#039;&#039; If, when a Trygon (or Trygon Prime) deploys via Deep Strike, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle.&lt;br /&gt;
:After the Trygon (or Trygon Prime) has emerged, mark the position under the creature’s base with a suitable marker – this represents the tunnel left by its emergence. Any friendly Tyranid Infantry unit that arrives from reserve in subsequent turns may emerge from the Trygon’s tunnel instead of arriving from reserve as normal. Only one unit may emerge from each tunnel marker each turn.&lt;br /&gt;
:If any unit chooses to do so, place the entire unit so that all of its models are wholly within 6&amp;quot; of the centre of the marker and in unit coherency. These models cannot be placed within 1&amp;quot; of enemy models or within impassable terrain; if any models cannot be placed, these excess models are removed as casualties. A unit may not move or charge on the same turn it arrives from a Trygon’s tunnel, but may shoot or Run.&lt;br /&gt;
*:&#039;&#039;&#039;Burrow&#039;&#039;&#039; An unengaged Trygon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Trygon cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:15/S:10/T:20/W:15/I:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Trygons - 175 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace one set of scything talons with crushing claws - 25 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::- Heavy spinefist ··········································· 10 pts.&lt;br /&gt;
::- Spine banks ··············································· 10 pts.&lt;br /&gt;
*May take one of the following tail biomorphs:&lt;br /&gt;
::- Prehensile pincer ········································ 10 pts.&lt;br /&gt;
::- Toxinspike ·················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Mawloc Brood====	&lt;br /&gt;
150 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
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! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Mawloc&lt;br /&gt;
| 3&lt;br /&gt;
| 0	&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Mawloc&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	 &lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Crusader&#039;&#039;&#039;	 &lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; An unengaged Mawloc can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Mawloc cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; When arriving from Deep Strike Reserve, a Mawloc can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the Mawloc is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 6 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour.		&lt;br /&gt;
:If, after removing casualties, it is now possible to place the Mawloc on the table on the spot where the blast marker landed, then do so, even if this is within 1&amp;quot; of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Mawloc, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Mawloc, then move enemy models that prevent it to be placed away from the Mawloc, until it could be placed normally, unless at least one of these models is a Gargantuan Creature, or a Super heavy Vehicle, in which case it suffers &amp;quot;Delayed&amp;quot; result from the Deep Strike Mishap table.&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; Once a game, when the Mawloc attacks a unit in close combat, it can choose to trade all its attacks for a single &amp;quot;swallow whole&amp;quot; attack. If this is made on a unit without the Vehicle designation, the unit suffers a number of hits equal to the number of models in that unit. These attacks hit on a 2+ and have the Instant Death special rule. On vehicles, they suffer D3 S10 AP1 hits on their rear armour. Fliers must either make a Jink save or suffer 3 penetrating hits to their rear armour.&lt;br /&gt;
Options&lt;br /&gt;
 		&lt;br /&gt;
*Mutations: (WS:10/BS:-/S:10/T:20/W:15/I:10/A:15/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
 		&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May include up to 2 additional Mawlocs - 150 pts./model&lt;br /&gt;
*May take crushing claws ···································· 20 pts.  		&lt;br /&gt;
*May take one of the following tail biomorphs:		&lt;br /&gt;
::- Prehensile pincer ········································ 10 pts.		&lt;br /&gt;
::- Toxinspike ·················································· 10 pts.&lt;br /&gt;
&lt;br /&gt;
====Exocrine Brood====&lt;br /&gt;
170 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Exocrine&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Exocrine&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Bio-plasmic cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Targeting:&#039;&#039;&#039; If an Exocrine does not move in its Movement phase, it&#039;s ranged weapon count as twin-linked. An Exocrine cannot declare a charge during the same turn that it uses this special rule.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*May include up to 2 additional Excorcines - 170 pts./model &lt;br /&gt;
*May take the thresher scythe tail biomorph - 10 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it have only one model.&lt;br /&gt;
====Tyrannofex Brood====&lt;br /&gt;
160 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannofex&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Tyrannofex&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid spray&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Hunt)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:10/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Tyranofexs - 175 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; and &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*May replace acid spray with one of the following: &lt;br /&gt;
::- Fleshborer hive ············································· 5 pts.&lt;br /&gt;
::- Rupture cannon ·········································· 20 pts.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport if it have only one model.&lt;br /&gt;
&lt;br /&gt;
====Toxicrene Brood====&lt;br /&gt;
145 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Toxicrene&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Toxicrene&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid blood&lt;br /&gt;
*Choking cloud&lt;br /&gt;
*Two sets of lash whips&lt;br /&gt;
*Toxic miasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Poisoned(2+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic:&#039;&#039;&#039; Any hit, inflicted by Toxicrene, that have Poisoned special rule deal Instant Death on to-wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Entangle:&#039;&#039;&#039; During Shooting phase Toxicrene may choose to Entangle one enemy model within 12&amp;quot; - this counts as a shooting attack that hits automatically (and &#039;&#039;does&#039;&#039; counts towards maximum shooting attack number per turn). Entangled models cannot move in any way until the Toxicrene&#039;s next shooting phase, and suffer -1 penalty to Ballistic Skill.&lt;br /&gt;
*&#039;&#039;&#039;Overwork&#039;&#039;&#039;: During Movement phase Toxicrene may choose to lose one Wound, to double it&#039;s Move range and increase Run and Charge range by D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (WS:30/BS:10/S:5/T:20/W:20/I:10/A:20/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Toxicrenes - 160 pts./model&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
*The unit may take a Tyrannocyte or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Dactylis Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Hivemind&#039;s standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armored Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most havilyy fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it&#039;s own heavy ordnance, in a form of Dactylis.&amp;lt;br&amp;gt;&lt;br /&gt;
Based on the simple and easy to to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it&#039;s back, Dactyis uses its oversized chem glands to fill both the spores and the weapon&#039;s barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivaled only by the heavy artillery of humans. Though neither the launching process, nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off it&#039;s sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. Final result should look like [http://i282.photobucket.com/albums/kk260/jct5/Dactylis__1.jpg this]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
170 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Dactylis&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
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| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Dactylis&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasmic spore launcer&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Lurk)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slow and Purposeful&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Launcher:&#039;&#039;&#039; Dactylis can only fire its bio-plasmic spore launcher if it does not move in its Movement phase. It cannot declare a charge during the same turn that it fires its bio-plasmic spore launcher.&lt;br /&gt;
*&#039;&#039;&#039;Siege Plating:&#039;&#039;&#039; Dactylis base should have a clear marker, representing the creature&#039;s front facing - all ranged attack, comming at the Dactylis Brood from the front 180° ark of the majority of the models in the Brood lose one point of Strengths and AP (for example, S9 AP2 Lascannon hits as S8 AP3). &lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasmic Leak:&#039;&#039;&#039; When Dactylis loses a wound from the hit, not affected by the Siege Plating rule, roll D6 - on the result of 1 or 2 Dactylis deal Strength 3 AP 2 automatic hit to each model in base contact with it (friend or foe), and loses one extra Wound with no saves of any kind allowed. This extra wounds lost do not trigger this rule.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Spotters:&#039;&#039;&#039; If the Dactylis Brood is within Synapse range, and any other friendly Codex: Tyranids model that is within Synapse range can draw a line of sight to their target, the Dactylis Brood&#039;s bio-plasmic spore launcher&#039;s blast template only scatters D6&amp;quot; rather than 2D6, and counts the target as being within Dactylis line of sight, even if it&#039;s not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:20/S:10/T:20/W:20/I:10/A:10/Ld:20/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Dactylis - 170 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Erinyes Brood====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;These terrifying beasts are tailor made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery.  With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defense to machinery.  They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much nearly inoperable.  Even non-mechanical foes however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in vicious melee that few enemies are likely to survive.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;If you&#039;re feeling lazy you could simply put a flying MUTO (from the 2014 godzilla movie) toy on a base, if you&#039;re feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan&#039;s than the more traditionally bat like wings of the Harpy/Crone and Flyrant.  It should be about in between the size of a Harridan and a Harpy.   The tail is scythed so don&#039;t forget that.  This is  less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
200 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Erinyes&lt;br /&gt;
| 5&lt;br /&gt;
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| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
| 1 Erinyes&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons (x2)&lt;br /&gt;
*Thorax Biomorph (Electroshock grubs) &lt;br /&gt;
*Bio-plasma &lt;br /&gt;
*Heavy Spinefist &lt;br /&gt;
*Flesh Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vector Dancer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Raking Strike:&#039;&#039;&#039; A Hive Crone’s Vector Strike is resolved at Strength 8.&lt;br /&gt;
*&#039;&#039;&#039;Electromagnetic Beast&#039;&#039;&#039;: At the start of the controlling player&#039;s shooting phase, the Erinyes may release a special pulse of electromagnetic energy that functions like a Nova power with a range of six.  All enemy models within this range take an S4 AP5 hit with the Haywire special rule.   If swooping, the nova only affects fliers.   All attacks and vector strikes made by the Erinyes in assault have the haywire special rule.  &lt;br /&gt;
*&#039;&#039;&#039;Skyfall&#039;&#039;&#039;: An Erinyes brood may declare a Charge in the same turn it switched from Swooping to Gliding mode. If they does so, they do not suffer Initiative penalty for charging through Difficult terrain, and deals D3 Hammer of Wrath attacks each, instead of one (roll once for entire brood).  &lt;br /&gt;
*&#039;&#039;&#039;Wing Tearer&#039;&#039;&#039;: When an Erinyes elects to make a vector strike against a flier or flying monstrous creature, it may make as many vector strike hits as its profile has attacks, plus any bonus attacks from having multiple melee weapons, benedictions, special rules, or charging.   &lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lone Hunter:&#039;&#039;&#039; This model is not affected by Instinctive Behaviour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:10/BS:5/S:20/T:20/W:15/I:10/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*May include up to 2 additional Erinyesses - 200 pts./model&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace any set of Scything Talons with any option from the Melee Bio-weapons list.  &lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Stinger salvo ·············································· 10 pts.&lt;br /&gt;
::- Cluster spines ············································ 15 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; upgrade - 25 pts.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Transport ===&lt;br /&gt;
&lt;br /&gt;
====Tyrannocyte====&lt;br /&gt;
75 pts&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
| Tyrannocyte&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
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| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Tyrannocyte&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*5 Deathspitters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Fire&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Drifting Death:&#039;&#039;&#039; The Tyrannocyte cannot Run or charge. They can consolidate but may not make a Sweeping Advance.&lt;br /&gt;
*&#039;&#039;&#039;Transport Spore:&#039;&#039;&#039; A Tyrannocyte can carry a single unit of up to 20 models or 1 Monstrous Creature as if it is a Transport. A Tyrannocyte always enters play using the Deep Strike rules. If, when a Tyrannocyte Deep Strikes, it scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required to avoid the obstacle. Once a Tyrannocyte Deep Strikes, a unit carried by it must disembark. Place the unit such that every model is wholly within 6&amp;quot; of the Tyrannocyte and none are within 1&amp;quot; of an enemy or within impassable terrain. Any model that cannot be placed is removed as a casualty. A unit cannot move or charge in the same turn it disembarks, but can shoot or Run. No unit can embark inside a Tyrannocyte for the rest of the game.&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May replace all five deathspitters with:&lt;br /&gt;
::- Five barbed stranglers ····································· 25 pts.&lt;br /&gt;
::- Five venom cannons ········································ 25 pts. &lt;br /&gt;
&lt;br /&gt;
==== [[Malefactor]] ====&lt;br /&gt;
150 points&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A distinctive ground based transport organism for the Tyranid swarm, the malefactor is incredibly durable and is also well noted for its displeasing aesthetics.  While not particularly dangerous in combat, it is capable of absorbing obscene damage.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The malefactor isn&#039;t particularly hard to make, though if you have the old Armorcast minis; good for you!  Be warned, some people will probably sooner gouge out their eyes than gaze upon the...erm...&#039;&#039;beauty&#039;&#039; of the malefactor for too long.  A &#039;&#039;beauty&#039;&#039; so otherwordly that even the forces of Nurgle, Slaanesh, and the Haemonculi are driven to mass vomiting and find their eyes bursting into flames when they gaze upon the Malefactor&#039;s &#039;&#039;glory&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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|- &lt;br /&gt;
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| 2&lt;br /&gt;
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| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
| 1 Malefactor&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By Nurgle that is &#039;&#039;&#039;hideous&#039;&#039;&#039;. Blech.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Pestiliar the Great Unclean One.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Frag-spine bombardment (may launch a pair of cluster spines as a single attack and give all disembarking models as well as itself the benefit of assault grenades) &lt;br /&gt;
*Electroshock-grubs &lt;br /&gt;
*Scything Talons &lt;br /&gt;
*Enhanced Leg Muscles&lt;br /&gt;
*Adrenal Glands&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour (Feed)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Transport Beast:&#039;&#039;&#039; The Malefactor may transport models, and counts as an assault transport vehicle with no fireports with transport capacity of 20 models, though Monstrous Creatures count as 20 models. Any unit that can take a Tyrannocyte as a dedicated transport may take a Malefactor. Malefactors may not transport other Malefactors nor may Tyrannocytes transport Malefactors.  A malefactor may disembark units while it is being assaulted, disembarked units may not gain the benefits of charging, but may assault immediately. It may not disembark on a turn that it has chosen to run.  If it is transporting a Synape creature, then the synapse field continues to project from within the Malefactor, measuring the synapse field from the malefactor&#039;s base instead of the original model&#039;s.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:20/W:20/I:5/A:5/Ld:5/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May take upgrade biomorphs&lt;br /&gt;
*May replace Electro-shock grubs with any other Thorax biomorph&lt;br /&gt;
&lt;br /&gt;
== Lords of War ==&lt;br /&gt;
&lt;br /&gt;
=== Special Rules ===&lt;br /&gt;
&#039;&#039;&#039;Agile:&#039;&#039;&#039; In the Shooting phase models with this rule may choose to:&lt;br /&gt;
:*Fire all of its weapons.&lt;br /&gt;
:*Fire only one of its weapons and then Run.&lt;br /&gt;
:*Fire no weapons and Run twice&lt;br /&gt;
:*Fire no weapons, Run once and Charge in the following Assault phase&lt;br /&gt;
&lt;br /&gt;
===Weapon Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Bio-acid Spray&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
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|- &lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 6&lt;br /&gt;
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| Assault 1, Blind&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Cannon(X)&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Stream&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 6,&lt;br /&gt;
|- &lt;br /&gt;
| Pulse&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 4, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Blast&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 2, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colossal Bio-Cannon(X)&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Stream&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 10,&lt;br /&gt;
|- &lt;br /&gt;
| Bio-pulse&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 8, Blast&lt;br /&gt;
|- &lt;br /&gt;
| Bio-blast&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 6, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Bio-bombs&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 4, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
| Bio-obliterators&lt;br /&gt;
| 96&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 2, Apocalyptic Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Lightning Pulse&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
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! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 24, Overload&lt;br /&gt;
|- &lt;br /&gt;
| Bio-Lightning Pulse (with Containment Spines)&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 48, Overload&lt;br /&gt;
|- &lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasma Torrent&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Hellstorm&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Atomic Breath&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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! Type&lt;br /&gt;
|-&lt;br /&gt;
| Hellstorm&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spine-Cloud Spray&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 6, Skyfire, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brainleech Hive&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 48, Rending, Neural Agony, Twinlinked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathscreamer Hive&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 48, Rending, Twinlinked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan Grasping Tongue&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
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! Type&lt;br /&gt;
|-&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 12, Precision Shots&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Destroyer Field:&#039;&#039;&#039; While a model with this biomorph is within Synapse range, it can halve the number of its close combat attacks to gain the Destroyer special rule for it&#039;s close combat attacks.&lt;br /&gt;
*&#039;&#039;&#039;Cellular Bolster:&#039;&#039;&#039; While a model with this biomorph is within Synapse range, it cannot lose more than three wounds per each hit taken, or six wounds on rolls of sixes on the destroyer weapon chart.&lt;br /&gt;
*&#039;&#039;&#039;Frag spine batteries:&#039;&#039;&#039;  A model with this Biomorph counts as having assault grenades as described in Warhammer 40 000 rulebook as well as any models that it is transporting, during the shooting phase Frag Spine batteries may be used with the following profile without counting towards the total number of weapons fired by the gargantuan creature&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 12, Rending, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan Warp Shield:&#039;&#039;&#039; A model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Greater Flesh Hooks&#039;&#039;&#039;  Models equipped with this Biomorph have the Move Through Cover special rule, don&#039;t suffer a penalty to their Initiative for charging enemies through Difficult terrain and can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 24, Rending, Twinlinked, Flesh Hook (counts as assault grenades for assaulting through cover)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Ichor:&#039;&#039;&#039; Wherever a model with this biomorph suffers an unsaved wound in the Fight sub-phase, place a Large Blast template in a base contact with it. All non-vehicle models under this template (friend or foe) suffer a wound with no armor or cover saves allowed. Vehicle models under that template suffer D3 glancing hits with no cover saves allowed. All wounds, caused for this biomorph count for combat resolution.&lt;br /&gt;
*&#039;&#039;&#039;Psy-Catalyst:&#039;&#039;&#039; While a model with this biomorph is within Synapse range, its Biocannons force rerolls to successful invulnerable and cover saves, and remove d3 wounds and hull points on every successful penetration or wound.&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; A model with this biomorph has the Shrouded special rule. At the initiative step 10 all enemy models in base contact with this model suffer Strength 1 AP- hit with the Poisoned (4+) special rule.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Regeneration:&#039;&#039;&#039; If, at the start of its movement phase, a model with this biomorph is within Synapse range, roll a D6 for each Wound it lacks up to it&#039;s maximum Wound characteristic - on each result of 5+ the model regains one Wound.&lt;br /&gt;
*&#039;&#039;&#039;Transport Chamber:&#039;&#039;&#039; A model with this biomorph can transport Codex: Tyranids units and counts as a transport vehicle with a transport capacity of 10 models and the Assault Vehicle special rule for that purpose. This model cannot transport extremely bulky models.&lt;br /&gt;
*&#039;&#039;&#039;Transport Sacs:&#039;&#039;&#039; A model with this biomorph can transport Codex: Tyranids units and counts as a transport vehicle with a transport capacity of 20 models and the Assault Vehicle special rule for that purpose. This model cannot transport extremely bulky models.&lt;br /&gt;
*&#039;&#039;&#039;Transport Hooks:&#039;&#039;&#039; A model with this biomorph can transport Codex: Tyranids units with the Jump Infantry type and counts as a transport vehicle with transport capacity of 40 models and the Assault Vehicle special rule for that purpose. This model cannot transport extremely bulky models. If this model is hit by a Template or Blast weapon, it&#039;s passengers suffer D6 automatic hits with the weapon&#039;s profile. Passengers may disembark this model at the end of the movement phase even if it&#039;s Swooping - in this case nominate one point over which this model moved in this turn and place the disembarking unit there like it&#039;s performing Deep Strike, though they scatter only D6&amp;quot; instead of the usual 2D6&amp;quot;. If this model is destroyed while Swooping, disembark all of it&#039;s passenger like above, except they scatter 2D6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
====Doom of Malan&#039;tai====&lt;br /&gt;
300 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Doom of Malan&#039;tai&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 5)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Eldar, Dark Eldar, Harlequins, Ynnari, Slaanesh)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Split fire&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;  The doom of Malan&#039;Tai adds its wound characteristic to its synapse range.  &lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Destroyer of Malan&#039;tai&#039;&#039;&#039;: Eldar (whether Craftworlder, Dark Eldar, Harlequins, or Ynnari) as well as models with the Mark of Slaanesh or Slaanesh Daemons suffer a -2 leadership penalty while within the Doom of Malan&#039;tai&#039;s synapse range or when forced to take a leadership test of any sort inflicted by the Doom of Malan&#039;tai or if targeted by a power that wounds based on Leadership by the Doom of Malan&#039;tai.  This is cumulative with any penalties they may already suffer for being in the Doom of Malan&#039;Tai&#039;s synapse range.  It may always reroll failed Deny the Witch Rolls, and denies on a 4+ against Eldar or Slaaneshi psykers.       &lt;br /&gt;
*&#039;&#039;&#039;Soul Eater:&#039;&#039;&#039; Each time an enemy model is removed as a causality due to the Doom of Malan&#039;tai attacks or psychic powers, the Doom of Malan&#039;tai gain one Wound, to the maximum of 10.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Apocalypse:&#039;&#039;&#039; The amount of Warp Charges the Doom of Malan&#039;tai generates is equal to it&#039;s Wounds characteristic. Additionally, it adds its current Wounds to the result of Psychic Scream psychic power (so it would be 2d6+2+W) and its range. It use any power from the Hive Mind&#039;s wrath and malice disciplines (save for Psychic Scream) half as many additional times with no added warp charge cost as its wound characteristic, and may add the entirety of it to the range (at its standard wounds for example, the Doom of Malan&#039;tai could manifest warp blast as Assault 3 with 4 additional inches of range).  For Alien voice, it may add half its wound characteristic to its leadership roll.   It may utilize any power from Hive Mind&#039;s wrath even if locked in assault, and can use Mind Breath, Warp Blast, or Despair in overwatch despite this not normally being allowable. It harnesses warp dice on a roll of 2.  When, Doom of Malan&#039;tai suffers Perils of the Warp, it doesn&#039;t roll on Perils of the Warp chart, and instead loses one Wound with no saves available.   &lt;br /&gt;
*&#039;&#039;&#039;Warp Field:&#039;&#039;&#039; The Doom of Malan&#039;tai has a 3+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; The Doom of Malan&#039;tai knows every power in the Hive Mind&#039;s Wrath and Hive Mind&#039;s Malice discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:50/W:15/I:5/A:10/Ld:-/Sv:-/Psy:25/Syn:25)&lt;br /&gt;
*May take a Tyrannocyte or a Malefactor as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====The Swarmlord====&lt;br /&gt;
550 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| The Swarmlord&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Apex Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bone Sabres:&#039;&#039;&#039;&lt;br /&gt;
::The Swarmlord has two pairs of Bone Sabres. Each pair counts as a Melee weapon with the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User+2&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Instant Death, Parry, Blade Fury, Shieldbreaker, Overwhelming Assault, Armourbane&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Parry:&#039;&#039;&#039; The Swarmlord, while equipped with two sets of Bone Sabres, has a 3+ invulnerable save against close combat attacks, rerolling ones. If for some reason he loses one of these sets, the swarmlord loses the ability to reroll ones.&lt;br /&gt;
::&#039;&#039;&#039;Blade Fury:&#039;&#039;&#039; The Swarmlord, equipped with two sets of Bone Sabres may forgo all of his attacks in close combat to deal an automatic hit to each enemy model in a base contact with it. If for some reason he loses one of these sets, it still may deal hits to all models in a base contact with it, but must roll to hit for each instead of hitting automatically.&lt;br /&gt;
::&#039;&#039;&#039;Shieldbreaker:&#039;&#039;&#039; Successful invulnerable save against wounds caused by two sets of Bone Sabres must be re-rolled. If for some reason the Swarmlord loses one of these sets, only invulnerable saves with the result of 6 must be re-rolled.&lt;br /&gt;
::&#039;&#039;&#039;Overwhelming Assault:&#039;&#039;&#039; The Sheer number of angles that the Swarmlord constantly attacks from makes it difficult to form a defense and difficult to form an attack, improving the the Swarmlord&#039;s to hit rolls in assault by one (3+ to hit becomes 2+), and decreasing the to hit rolls of every enemy locked in assault with the swarmlord by 1 (5+ becomes 6+).   &lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Warp Field: The Swarmlord has a 4++ invulnerable save against shooting attacks.  &lt;br /&gt;
*Dopamine Injectors &lt;br /&gt;
*Regeneration &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Adamantium Will&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Precision Shots&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Precision Strikes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 4)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aeons of Experience:&#039;&#039;&#039; The Swarmlord may generate two warlord traits with the option to reroll and choose from the preferred result, from one or different warlord trait charts. Alternatively may choose to generate mind eater and synaptic lynch-pin warlord traits.  If your list is battleforged, the Swarmlord may generate an additional warlord trait, or can automatically generate master of the vanguard.  &lt;br /&gt;
*&#039;&#039;&#039;Alien Cunning:&#039;&#039;&#039; Whilst the Swarmlord is alive, you must add 1 to your Reserve Rolls and must subtract 1 from your enemy&#039;s reserve rolls. &lt;br /&gt;
**&#039;&#039;&#039;Bullet Screening:&#039;&#039;&#039; Any Termagant, Hormagaunt, Simurgh, or Gargoyle Brood within the Swarmlord&#039;s synapse range may make Look Out Sir! rolls for any friendly Codex:Tyranids units behind it as if they were part of the targeted unit.&lt;br /&gt;
*&#039;&#039;&#039;Master Hive Tyrant:&#039;&#039;&#039; The Swarmlord is considered to have Hive Commander, Indescribable Horror, and Old Adversary.   &lt;br /&gt;
*&#039;&#039;&#039;Psychic Monstrosity:&#039;&#039;&#039; The Swarmlord&#039;s synapse range and shadow in the warp range are increased by 6&amp;quot; and the Swarmlord harnesses warp charge dice on a 2+ and never suffers perils. The Swarmlord may reroll deny the witch attempts.  The Swarmlord may reroll a generated power and choose from the preferred result, and always receives the Primaris power of that discipline even if it has selected multiple disciplines.&lt;br /&gt;
*&#039;&#039;&#039;Speed Synapse:&#039;&#039;&#039; All friendly units within the Swarmlord&#039;s synapse range (including the swarmlord itself) may add an additional three inches to their run and charge rolls, and may assault or shoot after running as per Onslaught (as such, if the Swarmlord rolls Onslaught, reroll for another power until one gets a power that is not Onslaught on a table of your choosing)&lt;br /&gt;
*&#039;&#039;&#039;Suppress Instincts:&#039;&#039;&#039; All Codex:Tyranids units within the Swarmlord&#039;s synapse range can voluntarily go to ground, despite being Fearless, unless some other rules prevent them from going to ground. Once per game all Codex:Tyranids units within the Swarmlord&#039;s synapse range that has gone to ground may move, shoot and charge normally, while they remain within synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Swarm Leader:&#039;&#039;&#039; At the beginning of your turn, choose either the Swarmlord’s unit, or one friendly unit from Codex: Tyranids within the Swarmlord&#039;s synapse range. Then, choose one of the following special rules: Furious Charge, Counter-Attack, Monster Hunter, Tank Hunter, or Preferred Enemy. The chosen unit has that special rule until the end of the turn. &lt;br /&gt;
*&#039;&#039;&#039;The Destroyer of Galaxies:&#039;&#039;&#039; The Swarmlord&#039;s leadership may never be negatively affected and leadership tests forced by its actions (such as fear tests) are taken at a -2 leadership penalty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:-/BS:5/S:10/T:20/W:20/I:15/A:20/Ld:-/Sv:-/Psy:30/Syn:40)&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; lists.&lt;br /&gt;
* May take any of the following:&lt;br /&gt;
::- Prehensile pincer ······································· 10 pts.&lt;br /&gt;
::- Flesh hooks ··············································· 15 pts.&lt;br /&gt;
*The Swarmlord, and it&#039;s unit of Tyrant Guard (if it is a brood of three or less) may take a Tyrannocyte as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
==== Scythed Hierodule ====&lt;br /&gt;
400 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Scythed Hierodule&lt;br /&gt;
| 4&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Scythed Hierodule&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of scything talons&lt;br /&gt;
*Bio-acid spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Reaping:&#039;&#039;&#039; For each model, removed as a causality due to Scythed Hierodule&#039;s attacks in close combat, he may immediately perform one additional attack. These additional attacks &#039;&#039;&#039;do&#039;&#039;&#039; generate additional attacks themselves.	&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Destroyer field ············································· 30 pts.&lt;br /&gt;
::- Greater Flesh Hooks ············································· 30 pts. &lt;br /&gt;
::- Frag Spine Batteries ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts.&lt;br /&gt;
&lt;br /&gt;
==== Barbed Hierodule ====&lt;br /&gt;
480 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Barbed Hierodule&lt;br /&gt;
| 4&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Barbed Hierodule&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Two bio-cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules: Agile&#039;&#039;&#039;	&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Bio-plasma torrent ······································· 30 pts.&lt;br /&gt;
::- Greater Flesh Hooks ············································· 30 pts. &lt;br /&gt;
::- Frag Spine Batteries ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts.&lt;br /&gt;
::- Psy-catalyst ··············································· 50 pts.&lt;br /&gt;
&lt;br /&gt;
==== Harridan ====&lt;br /&gt;
580 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Harridan&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Flying Gargantuan Creature&lt;br /&gt;
| 1 Harridan&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Two bio-cannons&lt;br /&gt;
*Transport hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Skilled Flyer:&#039;&#039;&#039; Harridan may re-roll failed Grounding tests.&lt;br /&gt;
*&#039;&#039;&#039;Predator of the Skies:&#039;&#039;&#039; Harridan&#039;s Vector Strike deals D3 hits, or D6 if the target is a Swooping Flying Monstrous Creatures, Swooping Flying Gargantuan Creatures, Zooming Flyers and Zooming Super-heavy Flyers.&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take any biomorph from the following list:&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Greater Flesh Hooks ············································· 30 pts. &lt;br /&gt;
::- Frag Spine Batteries ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts. &lt;br /&gt;
::- Regeneration ·································· 45 pts.&lt;br /&gt;
::- Psy-catalyst ··············································· 50 pts.&lt;br /&gt;
&lt;br /&gt;
==== Cerebore ====&lt;br /&gt;
600 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Cerebore&lt;br /&gt;
| 4&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Cerebore&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of lash whips&lt;br /&gt;
*Feeder Tendrils &lt;br /&gt;
*Greater Flesh hooks&lt;br /&gt;
*Bio-acid spray&lt;br /&gt;
*Frag-spine Batteries&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Feel no Pain&#039;&#039;&#039; (3+) &lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039; (3+)	&lt;br /&gt;
*&#039;&#039;&#039;Transport beast&#039;&#039;&#039; A Cerebore may transport up to 50 models or two Monstrous Creatures.&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Destroyer field ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray ······································· 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts. &lt;br /&gt;
::- Bio-cannon ·································· 45 pts. &lt;br /&gt;
&lt;br /&gt;
==== Viciator ====&lt;br /&gt;
600 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Viciator&lt;br /&gt;
| 6&lt;br /&gt;
| 4	&lt;br /&gt;
| 10&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Viciator&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Drooling Maw: Viciators have a large symbiotic organism that resides within its mouth. In exchange for protection, it produces a cocktail of volatile fluids that the Viciator is able to spray over a large area. When a Viciator attacks a vehicle it counts any armour values higher than 12 as 12.&lt;br /&gt;
*Brainleech Hive&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Spore cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tank hunter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monster Hunter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tank Eater&#039;&#039;&#039; A Viciator&#039;s close combat attacks are considered AP1.  		&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace Brainleech Hive with Deathscreamer Hive ······································ 25 pts&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Destroyer field ············································· 30 pts.&lt;br /&gt;
::- Frag Spine Batteries ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spine-Cloud Spray ················································ 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts.&lt;br /&gt;
&lt;br /&gt;
==== Nautiloid ====&lt;br /&gt;
650 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Nautiloid&lt;br /&gt;
| 6&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Nautiloid&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of lash whips&lt;br /&gt;
*Feeder Tendrils &lt;br /&gt;
*Greater Flesh hooks&lt;br /&gt;
*Bio-acid spray&lt;br /&gt;
*Frag-spine Batteries  &lt;br /&gt;
*Gargantuan Grasping Tongue&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
*Spore Cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Feel no Pain&#039;&#039;&#039; (3+) &lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039; (3+)	&lt;br /&gt;
*&#039;&#039;&#039;Feeder-beast:&#039;&#039;&#039; If a Nautiloid inflicts at least one unsaved Wound in the Assault phase or Shooting Phase, then at the end of that phase it recovers a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to Nautiloid attacks (both ranged and melee), it gains one Food token at the and of the phase, to the maximum of Twelve - At the start of the Movement phase a Nautiloid may expend up to six food tokens to gain +2&amp;quot; bonus to it&#039;s maximum movement distance for each token spent. At the start of the Fight subphase of Assault phase Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Nautiloid may spend any number of Food tokens to recover one wound per two food tokens spent.&lt;br /&gt;
*&#039;&#039;&#039;Savage:&#039;&#039;&#039; In close combat a Nautiloid can exchange all of its normal Attacks to make a Savage attack, resolved at its normal initiative. When doing so, place a large blast template for each 3 Attacks the Nautiloid has (including any bonus Attacks) in a base contact with the Nautiloidbase, placed in a way that they don&#039;t cover any friendly models. For each enemy model covered by any of these templates, enemy unit suffer an automatic hit with Strength 8, AP2 and Ignores Cover special rule. Do note that models covered by multiple Savage blasts do not suffer multiple hits.&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber ······································ 15 pts.&lt;br /&gt;
::- Cellular bolster ············································ 15 pts.&lt;br /&gt;
::- Destroyer field ············································· 30 pts.&lt;br /&gt;
::- Gargantuan warp shield ······························· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray ······································· 40 pts.&lt;br /&gt;
::- Synaptic regeneration ·································· 45 pts.&lt;br /&gt;
&lt;br /&gt;
==== Hierophant ====&lt;br /&gt;
750 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Hierophant&lt;br /&gt;
| 6&lt;br /&gt;
| 4	&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Hierophant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Lash whips&lt;br /&gt;
*Two bio-cannons&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Spore cloud&lt;br /&gt;
*Gargantuan warp shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules: Agile&#039;&#039;&#039;&lt;br /&gt;
		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to four biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs ············································ 30 pts.&lt;br /&gt;
::- Bio-plasma torrent ······································· 30 pts.&lt;br /&gt;
::- Greater Flesh Hooks ············································· 30 pts. &lt;br /&gt;
::- Frag Spine Batteries ············································· 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray ······································· 40 pts.&lt;br /&gt;
::- Destroyer field ············································· 50 pts.&lt;br /&gt;
::- Psy-catalyst ··············································· 80 pts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Viragon ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;First seen as a massive, reaver titan sized Trygon like beast tore into an entire Titan legion on it&#039;s own, ripping apart the god machines in a ravenous frenzy to tear a hole through the Adeptus Mechanicus lines and open a path for the forces of Hive Fleet Leviathan to bring about the fall of Megyre. Single mindedly devoted to the task of putting an end to the manufacturing of weapons on Megyre after the Hive Mind determined that the destruction of such a major forgeworld would render countless other worlds easy prey, the creature ignored pain and injury and laid waste to dozens of Titans and Leviathans. It&#039;s surprising speed allowing it to rapidly lock itself into combat with the dreadful god machines and rolling cathedrals of the machine cult. &lt;br /&gt;
&lt;br /&gt;
The vaunted shielding that they so relied on proved useless when faced with a foe so close to it, the forty meter tall serpentine monstrosity hacking off massive limbs and ripping into plasma cores while weaving around mighty chainfists and bayonets and pushing past the fire of defensive batteries in it&#039;s mad frenzy to rid the world of it&#039;s potent defenders. It&#039;s wounds sealing themselves as it went from god machine to god machine, systematically destroying them all before throwing itself at the Bastion walls that presented the final obstacles to the planet&#039;s destruction by the hive mind. &lt;br /&gt;
&lt;br /&gt;
Pushing past the techno-sorcery and unmatched firepower that only a major forgeworld could bring to bear, the Creature launched itself at the shielded walls and hammered at them relentlessly, slamming it&#039;s claws and jaws into the shields and adamantium structure with no regard for the injuries it was suffering. Even as chunks of it&#039;s flesh were ripped asunder and it&#039;s warp shield collapsed it kept on slamming into the wall. Finally, a hellstorm blast tore out it&#039;s heart and ended it&#039;s life, but not before it tore down a massive chunk of the wall. &lt;br /&gt;
&lt;br /&gt;
But like other supposedly unique Tyranid organisms, this creature has an odd habit of appearing wherever it would be useful, once again hacking into the largest machines and monsters of it&#039;s foes, killing huge Daemons, Squiggoths, Gargants, Titans, and massive tanks all alike in service to the eternal hunger of it&#039;s species.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;TBD in full, but what we&#039;ve seen of it in &#039;&#039;Conquest&#039;&#039; looks like a Tyrannofex&#039;s head and front two legs, with a Mawloc&#039;s tail growing out of its chin&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
1250 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Viragon&lt;br /&gt;
| 9&lt;br /&gt;
| 3	&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 12&lt;br /&gt;
| 5&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Viragon&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything talons&lt;br /&gt;
*Bio-lightning pulse&lt;br /&gt;
*Bio-Plasma Torrent &lt;br /&gt;
*Frag Spine Batteries&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Destroyer field&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Gargantuan warp shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die (4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Destroyer Beast:&#039;&#039;&#039; Viragon may activate its destroyer field even if its out of synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Titan Crusher:&#039;&#039;&#039; Viragon may attempt to assault gargantuan creatures, gliding flying gargantuan creatures or super-heavy vehicles in the turn it enters from Reserve.&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; An unengaged Viragon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Viragon cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Quake Assault:&#039;&#039;&#039; When arriving from Deep Strike Reserve, a Viragon can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the apocalyptic blast marker directly over the spot the Viragon is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 10 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the center of the blast marker. Hits against vehicles are resolved against their side armour. &lt;br /&gt;
:If, after removing casualties, it is now possible to place the Viragon on the table on the spot where the blast marker landed, then do so, even if this is within 1&amp;quot; of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Viragon, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Viragon, move enemy models that prevent it to be placed away from the Viragon, until it could be placed normally.&lt;br /&gt;
:At their next turn after Viragon Deep Strikes, all enemy models within 24&amp;quot; of it treat all terrain (including open ground) as Difficult Terrain.&lt;br /&gt;
		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to six biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs (May be taken multiple times) ············································ 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray (May be taken multiple times, fires independently)······································· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 50 pts. &lt;br /&gt;
&lt;br /&gt;
==== Viragon Prime====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Vicious synapse beasts who are among the apex of the Tyranids&#039; many burrowing organisms, the Viragon Prime is somewhat difficult to tell apart from its non-synapse counterparts, but make no mistake, for the Hive Mind&#039;s presence exudes powerfully from them&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;TBD in full, but what we&#039;ve seen of it in &#039;&#039;Conquest&#039;&#039; looks like a Tyrannofex&#039;s head and front two legs, with a Mawloc&#039;s tail growing out of its chin&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
1500 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Viragon Prime&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 9&lt;br /&gt;
| 12&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Viragon Prime&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything talons&lt;br /&gt;
*Bio-lightning pulse (with containment spines)&lt;br /&gt;
*Bio-Plasma Torrent &lt;br /&gt;
*Frag Spine Batteries&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Destroyer field&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Gargantuan warp shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (4+)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die (4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Will of the Hive Fleet&#039;&#039;&#039; A Viragon Prime has a 24&amp;quot; inch synapse range. &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 4)&#039;&#039;&#039; A Viragon prime generates twice as many warp charges as its mastery level and manifests its powers with doubled range, and may manifest any power up to twice in a turn without rolling extra manifestation dice.  It harnesses warp dice on a 3+ and may reroll failed deny the witch dice.   &lt;br /&gt;
*&#039;&#039;&#039;Destroyer Beast:&#039;&#039;&#039; Viragon may activate its destroyer field even if its out of synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Titan Crusher:&#039;&#039;&#039; Viragon may attempt to assault gargantuan creatures, gliding flying gargantuan creatures or super-heavy vehicles in the turn it enters from Reserve.&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; An unengaged Viragon can, at any point during its Movement phases from the second game turn onwards, elect to burrow. If it does so, remove it from the table and place it into Ongoing Reserves. A Viragon cannot Deep Strike and Burrow in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Quake Assault:&#039;&#039;&#039; When arriving from Deep Strike Reserve, a Viragon can choose to Deep Strike onto a point occupied by another model (friend or foe) – roll for scatter as normal. If a Mawloc Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the apocalyptic blast marker directly over the spot the Viragon is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 10 AP2 hits with the Ignores Cover special rule equal to twice the number of models that unit has underneath the blast marker. If the blast marker is on a multi-level ruin, only models on the lowest level of the ruin count as being under the blast marker. For Wound allocation purposes, assume the attack is coming from the center of the blast marker. Hits against vehicles are resolved against their side armour. &lt;br /&gt;
:If, after removing casualties, it is now possible to place the Viragon on the table on the spot where the blast marker landed, then do so, even if this is within 1&amp;quot; of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the Viragon, replace the large blast marker on the spot and resolve another round of damage as detailed above. If, after removing casualties for a second time, it is still not possible to place the Viragon, move enemy models that prevent it to be placed away from the Viragon, until it could be placed normally.&lt;br /&gt;
:At their next turn after Viragon Deep Strikes, all enemy models within 24&amp;quot; of it treat all terrain (including open ground) as Difficult Terrain.&lt;br /&gt;
		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to six biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs (May be taken multiple times)············································ 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts.&lt;br /&gt;
::- Spine-cloud spray (May be taken multiple times, may fire independently)······································· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 50 pts.&lt;br /&gt;
&lt;br /&gt;
==== Hydraphant ====&lt;br /&gt;
2500 pts.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S	&lt;br /&gt;
! T	&lt;br /&gt;
! W	&lt;br /&gt;
! I	&lt;br /&gt;
! A	&lt;br /&gt;
! Ld	&lt;br /&gt;
! Sv	&lt;br /&gt;
! Unit Type	&lt;br /&gt;
! Composition&lt;br /&gt;
|-&lt;br /&gt;
| Hydraphant&lt;br /&gt;
| 6&lt;br /&gt;
| 4	&lt;br /&gt;
| D&lt;br /&gt;
| 10&lt;br /&gt;
| 15&lt;br /&gt;
| 4&lt;br /&gt;
| 15&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature&lt;br /&gt;
| 1 Hydraphant&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything talons&lt;br /&gt;
*Lash whips&lt;br /&gt;
*Two colossal bio-cannons(1) &lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
*Spore cloud&lt;br /&gt;
*Gargantuan warp shield&lt;br /&gt;
*Greater Flesh Hooks &lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Feel no Pain(4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It will not Die(4+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Trample Assault:&#039;&#039;&#039; Due to its large size, the Hydraphant will tear a devastating path of destruction if it chooses to assault. This is represented by the Trample Assault special rule. After selecting any model or unit in range to assault, move the Hydraphant in a straight line to it, ignoring any intervening models and difficult terrain. For each model of each unit (Friend or foe!) that comes in contact with the creature&#039;s base as it moves, resolve for a single destroyer strength hit. Following this, resolve the assault against the target as normal.  &lt;br /&gt;
*&#039;&#039;&#039;Colossus:&#039;&#039;&#039; The Hydraphant&#039;s stomp attacks use a large blast template, it is immune to dangerous terrain, non-witchfire psychic powers from the enemy, and can only be it in assault by a roll of a six from infantry, walkers, and monstrous creatures, and by a five when in assault with superheavy vehicles and gargantuan creatures unless they have a similar rule (such as the warlord titan) in which resolve assault as would be normal with their WS values.  It may also aim any blast templates it utilizes wherever it chooses.   &lt;br /&gt;
		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to Eight biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Transport sacs (May be taken multiple times to increase capacity)············································ 30 pts.&lt;br /&gt;
::- Greater Flesh Hooks (May be taken multiple times)············································· 30 pts. &lt;br /&gt;
::- Frag Spine Batteries (May be taken multiple times)············································· 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts. &lt;br /&gt;
::- Spine-cloud spray (may be taken multiple times, does not count towards total weapons fired) ······································· 40 pts.&lt;br /&gt;
::- Bio-Atomic Breath ······································· 100 pts.&lt;br /&gt;
&lt;br /&gt;
==== Dominatrix ====&lt;br /&gt;
4000 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
! Composition&lt;br /&gt;
|- &lt;br /&gt;
| Dominatrix&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| D&lt;br /&gt;
| 10&lt;br /&gt;
| 20&lt;br /&gt;
| 5&lt;br /&gt;
| 20&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| Gargantuan Creature (C)&lt;br /&gt;
| 1 Dominatrix&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of scything talons&lt;br /&gt;
*Two Colossal Bio-Cannons (2)&lt;br /&gt;
*Psy-catalyst&lt;br /&gt;
*Synaptic regeneration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 6)&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain (3+)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die (3+)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Know No Honor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Creature&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dominatrix Warp Field:&#039;&#039;&#039; Dominatrixes have a 3+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Domination:&#039;&#039;&#039; Dominatrix&#039; synapse range is 36&amp;quot;.  &lt;br /&gt;
*&#039;&#039;&#039;Trample Assault:&#039;&#039;&#039; Due to its large size, the largest of all known land bound Tyranids; a Dominatrix will tear a devastating path of destruction if it chooses to assault. This is represented by the Trample Assault special rule. After selecting any model or unit in range to assault, move the Dominatrix in a straight line to it, ignoring any intervening models and difficult terrain. For each model of each unit (Friend or foe!) that comes in contact with the creature&#039;s base as it moves, resolve d3 Destroyer Strength Hits. Following this, resolve the assault against the target as normal.  &lt;br /&gt;
*&#039;&#039;&#039;Source of Power:&#039;&#039;&#039; The Dominatrix automatically knows all powers from the Hive Mind&#039;s Control, Hive Mind&#039;s Malice, and Hive Mind&#039;s Wrath disciplines, and pass her psychic tests on 2+. All psychic powers used by the Dominatrix have tripled range and may be cast thrice in a turn with no extra cost.  The Dominatrix harnesses warp dice on a roll of 2+, and generates three times as many warp charges as its mastery level.   The dominatrix passes deny the witch rolls on a 4+ and may reroll failed deny the witch rolls.   The Dominatrix may only cast six powers per turn however.   &lt;br /&gt;
*&#039;&#039;&#039;Hive Mind&#039;s Nexus:&#039;&#039;&#039;  The penalties for being in the Dominatrix&#039;s shadow of the warp field are doubled.  E.G enemy psykers manifest their powers by two steps worse (usually only on a six) and take a -2 penalty on perils of the warp rolls, and models with the Psyker, Psychic Pilot, Daemon, Brotherhood of Sorcerers, or Brotherhood of Psykers suffer a -4 penalty to leadership, which is cumulative with any other penalties.   All other enemy models suffer a -2 penalty to leadership.   All tyranid models within Synapse range of the Dominatrix have a doubled synaptic bonus (e.g models with Instinctive Behavior Lurk gain a 2+ bonus to their cover saves).   &lt;br /&gt;
*&#039;&#039;&#039;Colossus:&#039;&#039;&#039; The Dominatrix rivals Mega-Gargants and Imperator class titans in size and as such is nearly unstoppable by smaller combatants.  Any stomp attack made by the Dominatrix use a seven inch blast template, it is immune to dangerous terrain, non-witchfire psychic powers from the enemy, and can only be it in assault by a roll of a six from infantry, walkers, and monstrous creatures, and by a five when in assault with superheavy vehicles and gargantuan creatures unless they have a similar rule (such as the warlord titan) in which resolve assault as would be normal with their WS values.  It may also aim any blast templates it utilizes wherever it chooses.   &lt;br /&gt;
*&#039;&#039;&#039;Monstrous Progenitor:&#039;&#039;&#039; The Dominatrix may spawn monstrous creatures at her Movement phase before she has moved, even if she is locked in assault. On the turn she spawns a monstrous creature, she loses her Dominatrix Warp Shield untill the start of her next turn. The new unit must be placed no more than 6&amp;quot; from the Dominatrix and may not be placed in impassable terrain, on top of another model or within 1&amp;quot; of an enemy unit. Every turn she spawns a monstrous creature, roll a die. On a 5+, she may spawn no more for the rest of the game. The model spawned may not move or assault, but may shoot or run in the shooting phase.&lt;br /&gt;
:The Dominatrix may spawn the following units of your choice, though each time she does this, she loses a number of Wounds, in the brackets with no saves of any kind allowed:&lt;br /&gt;
::*D3-1* Crinis (1)&lt;br /&gt;
::*D3 Carnifexes with double scything talons, and bio-plasma (1)&lt;br /&gt;
::*D3 Carnifexes with crushing claw, wrecking ball and stonecrusher ramshield (2)&lt;br /&gt;
::*D3 Carnifexes with double twin-linked devourers with brainleech worms (2)&lt;br /&gt;
::*D3-1* Dactylis (2)&lt;br /&gt;
::*1 Ecorcine (1)&lt;br /&gt;
::*1 Tyranofex with Acid Spray and thorax weapon of your choice (2)&lt;br /&gt;
::*1 Tyranofex with Ruptire Cannon and improved vision mutation (2)&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; to the minimum of one&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to Twelve biomorphs from the following list:&lt;br /&gt;
::- Incendiary ichor ··········································· 25 pts.&lt;br /&gt;
::- Greater Flesh Hooks (May be taken multiple times)············································· 30 pts. &lt;br /&gt;
::- Frag Spine Batteries (May be taken multiple times)············································· 30 pts.&lt;br /&gt;
::- Cellular bolster ············································ 40 pts. &lt;br /&gt;
::- Spine-cloud spray (may be taken multiple times, does not count towards total weapons fired) ······································· 40 pts.&lt;br /&gt;
::- Spore cloud ················································ 50 pts.&lt;br /&gt;
::- Cellular bolster ············································ 60 pts.&lt;br /&gt;
::- Bio-Atomic Breath ······································· 100 pts.&lt;br /&gt;
&lt;br /&gt;
== Fortifications ==&lt;br /&gt;
Tyranid detachments have access to regular Fortifications (but only to a maximum of one, and only if you take a Genestealer Brood within the same detachment), as well as ones from the list below.&lt;br /&gt;
Tyranid primary detachments may take up to two additional fortifications from the list below. Tyranid allied detachments may take up to one additional fortification from the list below. Do note, these fortification slots cannot be filled with non-Tyranid fortifications. In addition for every fortification you take, one Hive Guard Brood may be taken without occupying an Elite slot.&lt;br /&gt;
&lt;br /&gt;
===Spawning Pool===&lt;br /&gt;
50 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
Spawning Pool is a Swamp area terrain no more than 7&amp;quot;x7&amp;quot; board. It also can be targeted by weapons with Blast or Template special rules, and counts as a model with T5, W2 and Sv4+ for these purposes. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule, and becomes a regular Swamp.&lt;br /&gt;
*&#039;&#039;&#039;Ripper Spawner&#039;&#039;&#039;: At the start of each of your Movement phases roll a D3, and add these number of Ripper Swarm bases anywhere within 3&amp;quot; of the Spawning Pool - these bases could be included into already existing Ripper Swarm Broods, if they can be placed in unit a coherency with them, or form a new Ripper Swarm Brood. If any of thise models cannot be placed, because there is no available place or you run out of Ripper Swam bases, remove them as causalities.&lt;br /&gt;
&lt;br /&gt;
===Spore Chimneys===&lt;br /&gt;
100 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
Spore Chimneys is a set of three Battlefield Debris pieces no more than 2&amp;quot;x2&amp;quot; board and 5&amp;quot; high each. Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted. They are Gun Emplacements with T8, W4 and Sv3+ each. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule, and becomes regular Battlefield Debris.&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud&#039;&#039;&#039;: All models within 6&amp;quot; of a Spore Chimney gain 6+ cover save and may re-roll failed cover save rolls. At the start of any shooting phase all non-Tyranid units within 6&amp;quot; of a Spore Chimney suffer a number of hits with Strength 1, AP5, Poisoned (3+) and Ignores Cover special rules equal to the number of models within 6&amp;quot; of a Spore Chimney, resolved as a shooting attack from the Spore Chimney.&lt;br /&gt;
&lt;br /&gt;
===Capillary Towers===&lt;br /&gt;
100 pts.&amp;lt;br&amp;gt;&lt;br /&gt;
Capillary Towers is a set of three Battlefield Debris pieces each no more than 3&amp;quot;x3&amp;quot; board and as high as you want (count as unlimited height). Those pieces may be deployed separately. They also can be targeted by ranged weapons or assaulted. They are Gun Emplacements with T9, W6 and Sv2+ each. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule, and becomes regular Battlefield Debris, and a Tyranid Player who controls it loses one Victory Point.&lt;br /&gt;
*&#039;&#039;&#039;Biomass Transponder&#039;&#039;&#039;: If you have at least one functioning Capillary Tower on the board, each time one of your units with Instinctive Behavior (Feed) special rule destroys an enemy unit in close combat or force to retreat, give a Feed token to that unit. Units with a Feed token count Capillary Tower as an Objective marker, which grants 3 Victory Points at the end of each of his turns if scored. Each time it grants Victory Points, remove one Feed token from one of the units scoring the Capillary Tower.&lt;br /&gt;
&lt;br /&gt;
===Sporocyst===&lt;br /&gt;
75 pts.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039; &lt;br /&gt;
*5 Deathspitters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*Fearless&lt;br /&gt;
*Infiltrate&lt;br /&gt;
*Instinctive Fire&lt;br /&gt;
*Immobile Pod: A model with this special rule cannot move. It can never go to ground (voluntarily or otherwise) and cannot consolidate or make a sweeping advance.&lt;br /&gt;
*Psychic Resonator: Any friendly Synapse Creature within 6&amp;quot; of this model adds 6&amp;quot; to its synapse range.&lt;br /&gt;
*Spore Node: A model with this special rule can produce a Spore Mine Cluster with three Spore Mines or one Mucolid Spore in the Shooting phase, in addition to any attacks it makes. Place the Spore Mines wholly within 6&amp;quot; of the model, in unit coherency and not in impassable terrain or within 1&amp;quot; of an enemy model. After they are placed, the Spore Mines are treated as a separate unit for the rest of the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (WS:5/BS:10/S:5/T:20/W:10/I:5/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May replace all five deathspitters with:&lt;br /&gt;
::- Five barbed stranglers ····································· 25 pts.&lt;br /&gt;
::- Five venom cannons ········································ 25 pts.&lt;br /&gt;
&lt;br /&gt;
== Formations ==&lt;br /&gt;
&lt;br /&gt;
=== Standard 40k === &lt;br /&gt;
&lt;br /&gt;
All units in these formations may take a Tyrannocyte or Malefactor as a dedicated transport if they are applicable.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lictor Forest Brood:&#039;&#039;&#039; This Formation consists of 5 Lictor broods (which act as if they were a single unit), and replaces the Stealth rule with the shrouded rule.&lt;br /&gt;
*&#039;&#039;&#039;Manufactorum Genestealers:&#039;&#039;&#039; This Formation consists of 5 Genestealer Broods (which may not include additional Genestealers, a Patriarch,, or a Broodlord, but the genestealers may be replaced by Ymgarl Genestealers). If they Infiltrate to deploy into a Building or Ruins, they can deploy up to 6&amp;quot; of an enemy unit.  &lt;br /&gt;
*&#039;&#039;&#039;Deathleaper&#039;s Assassin Brood:&#039;&#039;&#039; This formation consists of Deathleaper and 5 Lictor Broods and may include up to two Dimachaeron Broods; any unit within 12&amp;quot; of any model in the formation gets a -1 penalty to Leadership, and also benefits from Preferred Enemy (Characters and Independent Characters).&lt;br /&gt;
*&#039;&#039;&#039;Broodlord&#039;s Hunting Pack:&#039;&#039;&#039;  This formation consists of 3 Genestealer Broods (each of which may contain a broodlord, but only one Genestealer Patriarch can be taken). If they arrive from Reserves, they can set up in any unoccupied Building or a Ruin (although they have to be more than 6&amp;quot; away from enemy units in the latter case). In addition, they gain Preferred Enemy towards a unit of your choice when they deploy.  The Genestealer broods may be replaced by Ymgarl genestealer broods, if this is done, if a Genestealer patriarch has been taken it must be replaced with a Ymgarl Genestealer Patriarch.  &lt;br /&gt;
*&#039;&#039;&#039;Gargoyle Bio-Bombs:&#039;&#039;&#039; This formation consists of 3 Spore Mine Clusters and 3 Gargoyle Broods and may include up to three Simurgh Broods. If a Spore Mine Cluster in the formation starts a move (including Run or Charge) within 6&amp;quot; of a Gargoyle from the Formation, it can move 6&amp;quot; in the movement phase and will not halve the distance rolled if it runs or charges. The spore mine clusters may be replaced by Meiotic or Mucolid Spores.   &lt;br /&gt;
*&#039;&#039;&#039;Endless swarm&#039;&#039;&#039;: This formation consists of  one to three broods of hormagaunts, one to three broods of termagants, and one brood of Warriors, who all gain objective secured.  Any time a warrior, hormagaunt, or termagant brood is wiped out, roll a d6, on a 4+ the unit is instead placed into ongoing reserves and may re-enter play as per the rules of ongoing reserves.  Up to five Tervigons may be added to this formation, three of which must take a free upgrade to spawn Hormagaunts and two of which must spawn Termagants.  Hormagaunts and Termagants spawned from these Tervigons also have objective secured and may re-enter play if wiped out, and like Tervigons from an Incubator node, these Tervigons are only exhausted if they roll triples on their spawning dice.&lt;br /&gt;
*&#039;&#039;&#039;Incubator node&#039;&#039;&#039;&#039;: This formation consists of one to three broods of Termagants and one Tervigon brood.  The Tervigon may be upgraded to spawn Hormagaunts, Rippers, Skyslashers, Simurghs, or Gargoyles instead for free.  In which case, replace the mandated Termagant broods with the appropriate broods. Tervigons in this formation are only exhausted on rolling a triple on their 3d6 spawning dice.  &lt;br /&gt;
*&#039;&#039;&#039;&#039;Synaptic swarm&#039;&#039;&#039;&#039;: A Tyranid Prime (which may be upgraded to an Apex strain Prime) joins three broods of Warriors, one of which may be an Alpha Warrior Brood; and each warrior in the formation gains an additional six inches to its synapse range.  Warrior broods used in this formation may be used in any formation other then a second synaptic swarm&lt;br /&gt;
*&#039;&#039;&#039;Psychic Choir Node&#039;&#039;&#039;: Three to Six broods of Zoanthropes (with the Option to add the Doom of Malan&#039;tai), Two Maleceptor Broods, the option for two Tervigon broods, and one Hive Tyrant (with optional tyrant guard brood) who may be replaced with the Swarmlord, all of whom consider their power dices successes on rolls of one better than before for manifesting powers and denying (usually improving to warp dice succeeding on a 3+ and denying to a 5+) and add a one to any perils of the warp rolls and extend their synapse range by 6&amp;quot;. &lt;br /&gt;
*&#039;&#039;&#039;Skyblight swarm&#039;&#039;&#039;: This formation consists of a winged hive tyrant (and winged Tyrant Guards if so chosen), 0-1 Harpy Broods, 0-1 Hive Crone Broods, 0-1 Erinyes Broods, and one to three Gargoyle broods and one to three Simurgh Broods.  The Gargoyle and Simurgh broods have objective secured, and if wiped out, the controlling player must roll a d6, on a 4+ the Gargoyle or Simurgh brood is placed into ongoing reserves and may re-enter play from reserves.&lt;br /&gt;
*&#039;&#039;&#039;Living artillery node&#039;&#039;&#039;:  An Exocrine joins 3 Biovore broods and a Warrior Brood with a Venom Cannon or a Barbed Strangler. This gives everyone Pinning on their shooting and the ability to re-roll the scatter die when firing a Blast or Barrage weapon. The warriors may be replaced with a Tervigon which must use a monstrous bio-cannon, a Zoanthrope Brood, or a Hive Tyrant who must use a monstrous-biocannon. The Exorcine brood may be replaced with a Dactilys brood.  &lt;br /&gt;
*&#039;&#039;&#039;Bio-blast node&#039;&#039;&#039;: A Tyrannofex brood joins 3 Carnifex broods, each with a monstrous biocannon, and a Warrior brood with a biocannon. For this, the entire formation gets Split Fire and any friendly unit within the 12 inches of the Synapse creature can reroll 1s to Wound in shooting. The Warrior brood may be replaced with a Tervigon which must use a monstrous bio-cannon, a Zoanthrope Brood, or a Hive Tyrant who must use a monstrous bio-cannon and may include Tyrant Guard. &lt;br /&gt;
* &#039;&#039;&#039;Gunner Node&#039;&#039;&#039;: This formation consists of a Hive Tyrant with a monstrous bio-cannon, a Hive Guard Brood that the Hive Tyrant may join as if they were Tyrant Guard, and a pair of Exocrine Broods.  The entire formation considers its ballistic skill as being one higher, and may choose to use skyfire at the start of a turn (if three-dimensional thought patterns is purchased, they instead gain interceptor, if that is also already purchased, the formation&#039;s ballistic skill is improved by a further one step).&lt;br /&gt;
* &#039;&#039;&#039;Hypertoxic Node&#039;&#039;&#039;: This formation consists of a Hive Tyrant that must have Toxin sacs (if joined by Tyrant guard, the Tyrant guard must also have toxin sacs), a toxicrene brood, and three venomthrope broods with the option of a Crinis brood.  The Malanthropes and the venomthropes gain an additional six inches to their spore clouds, while the entire formation gains toxic miasma that can be used every turn, and the Venomthropes and Hive tyrants inflict instant death on a 5+ to wound, or improve any existing conditional instant death (such as through implant attack or boneswords) by two steps.  The venomthropes may be replaced by malanthropes.&lt;br /&gt;
* &#039;&#039;&#039;Neural Node&#039;&#039;&#039;: This formation consists of a maleceptor brood and up to three zoanthrope broods that may include a Neurothrope and may include the Doom of Malan&#039;tai.  The Synapse range of all units in the formation is extended by six inches, and reroll warp dice to manifest powers or deny the witch.   This formation may be joined to the Psychic Choir Node with two Neural Nodes takien as part of the Node, in which case the benefits stack (increasing synapse range by a total of twelve and improving the likelihood of manifesting powers, with shadow in the warp&#039;s effects being doubled to -4 leadership and -2 on attempts to harvest warp dice).  &lt;br /&gt;
*&#039;&#039;&#039;Urban cleansing node&#039;&#039;&#039;: One unit of warriors with Greater Stranglers, two units of Pyrovores, and a Tyrannofex with Acid spray.  All models part of the Urban-Cleansing node re-roll to wound and penetrate and re-roll number of hits dealt in overwatch taking the highest.  The Pyrovores and warriors gain move through cover.  A Hive Tyrant and Tyrant Guard may be taken with this formation, but the Tyrant must have a Thorax biomorph.  Urban Cleansing Nodes taken as part of a Hive Fleet moloch detachment may assault through ruins at initiative.&lt;br /&gt;
*&#039;&#039;&#039;Wrecker node&#039;&#039;&#039;: This formation consists or three Carnifex broods, a Trygon or a Dimachaeron brood and a warrior brood; all members of the formation must use all melee weapons.  The warrior brood may be replaced by a Hive Tyrant who must use all melee weapons and their Tyrant guard brood, a Tervigon who must use all melee weapons and must spawn Hormagaunts (though the upgrade will be free), or a Trygon prime.  All friendly units within 12 inches of the synapse creature may reroll 1st to wound in assault and all units part of the formation gain an additional hammer of wrath hit.  &lt;br /&gt;
*&#039;&#039;&#039;Tyrant Node&#039;&#039;&#039;: A walking Tyrant takes a brood of Tyrant Guards and a Venomthrope Brood. The Tyrant gains an additional six inches to Synapse and the Venomthropes&#039; spore cloud expands by six inches.  The Hive Tyrant may be replaced with the Swarmlord and the Venomthropes by Malanthropes who also gain a bonus to synapse and their spore cloud and a Toxicerene may be added, which &lt;br /&gt;
*&#039;&#039;&#039;Subterranean Swarm&#039;&#039;&#039;: This formation consists of a Trygon Prime, a Trygon Brood, a Mawloc brood, and three warrior broods. The whole formation is considered a single entity for the purposes of ongoing reserves, and when deployed the Trygon Prime must be the first model deployed, and all other units in the formation may deepstrike without scattering within one inch of the Trygon prime or another unit in the formation.  The formation may shoot or run upon entering from reserves.  &lt;br /&gt;
*&#039;&#039;&#039;Skytyrant Swarm&#039;&#039;&#039;:  A Winged Hive Tyrant (may take winged tyrant guard brood) takes two to six broods of Gargoyles and two to six Simurgh Broods and increases its synapse range by six inches, and one Shrike brood and one Sky-slasher brood may be taken for every two broods of Gargoyles and Simurghs who also gain six inches to their Synapse range. The Tyrant may expend a gargoyle to gain look out sir! on a 2+, and all flying monstrous creatures and jump infantry friendly to the player gain preferred enemy (everything!) as long as they remain in synapse range.  &lt;br /&gt;
*&#039;&#039;&#039;Sporefield&#039;&#039;&#039;: One to Three Mucolid Clusters can join with one to three Spore Mine Clusters and may be joined by up to three Meiotic Spore clusters. They all gain Infiltrate and if any unit is wiped out, it may re-enter reserves on a 4+, units from this formation do not give kill points.  &lt;br /&gt;
*&#039;&#039;&#039;Skytide&#039;&#039;&#039; (It might be best to make Skytide another Decurion focused on Flier and Jump infantry spam) This formation consists of three Skyblight swarms, a Skytyrant Swarm, and up to three Sporefield.  The benefits of all other formations stack, thus all gargoyles, simurghs, shrikes, and sporefields may be entered from reserves on a 4+ that must be rerolled if failed if wiped out and all synapse creatures gain six inches of range to their synapse.  All units in the formation gain preferred enemy (everything!) while in synapse range, and a shrike brood and sky-slasher brood for every two gargoyle and simurgh broods may be taken.&lt;br /&gt;
&lt;br /&gt;
=== Living Tide Detachment === &lt;br /&gt;
(Make it some kind of decurion detachment)&lt;br /&gt;
Here it comes! For reflection of the unique tactics of massive hive-fleet assaults, and in the name of the Fun, we have implemented a kind of decurion detachment. Use it wisely.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A rare world suffers full-scale invasion of the Hive Fleet for their unbelievable size. Instead, stellar systems do face just a splinters of the fleets - small, but still eclipsing the very sky of the doomed worlds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tyranoformed world&#039;&#039;&#039; – If this is your Primary Detachment, you may re-roll your Warlord Trait. Also, at the beginning of the third turn, all terrain, representing any organic, liquid or natural one, becomes Dangerous for non-Tyranid Creatures, and  gives Shrouded for Tyranid units within.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shadow of the Splinter&#039;&#039;&#039; – In addition to the effects of &#039;&#039;Shadow in the Warp&#039;&#039; Special rule, all non-Tyranid Psykers on the table generate one Warp Charge less than usual, to a minimum of 1, and activate Charges on a roll of 5+, rather than usual 4+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Living Tide&#039;&#039; includes a number of formations - command, core and support. You have to take at least one command formation, and one core formation; per them you may include up to ten support formations.&lt;br /&gt;
&lt;br /&gt;
*Command formations (1 per Core)&lt;br /&gt;
**Synaptic Nexus &lt;br /&gt;
**Hive Spine &lt;br /&gt;
&lt;br /&gt;
*Core formations:&lt;br /&gt;
**The Living Waves&lt;br /&gt;
&lt;br /&gt;
*Support formations (0-10 per Core):&lt;br /&gt;
**Psychic Storm &lt;br /&gt;
**Breacher Swarm &lt;br /&gt;
**Shock Swarm&lt;br /&gt;
**Artillery Swarm&lt;br /&gt;
**Sporefall &lt;br /&gt;
**Biotitan &lt;br /&gt;
**You may also take non-Apocalypse formations as Support Formations, and a Tyrant or Psychic Choir node – as Command Formations.&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Formations:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synaptic Nexus&#039;&#039;&#039; (Command) – &#039;&#039;The Swarm is lead by specially evolved creatures, forming the basis for synaptic network.&#039;&#039; &lt;br /&gt;
*1 Alpha warrior brood&lt;br /&gt;
*0-1 Tyranid Prime&lt;br /&gt;
*0-1 Hive Tyrant or the Swarmlord. &lt;br /&gt;
*0-1 Tyrant Guard Brood&lt;br /&gt;
The entire formation might fight on foot, or take Tyrannocytes, or take wings - it can not mix this options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Synapse core&#039;&#039;&#039; - As long as at least one unit from the formation remains alive, the &amp;quot;Dominion&amp;quot; psychic power is manifested automatically by all friendly Tyranid psykers, and is done so without spending any Warp Charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hive Spine&#039;&#039;&#039; (Command) – &#039;&#039;The synaptic network is a diverse structure, where basis is often augmented by lesser creatures.&#039;&#039;&lt;br /&gt;
*1-3 Warrior broods&lt;br /&gt;
*0-1 Lictor broods&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Amplifier&#039;&#039;&#039; - Each Warrior or Lictor from this formation adds 1 Warp Charge to your poll at the beginning of your Psychic Phase. You may discard all these Warp Charges, channeling them to the weaponry, if so, all melee weapons in the formation gain &amp;quot;Instant Death&amp;quot; and &amp;quot;Fleshbane&amp;quot; special rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Living Waves&#039;&#039;&#039; (Core) – &#039;&#039;An advance of the Swarm is like an avalanche of claws and fangs, massive and endless.&#039;&#039;&lt;br /&gt;
*1-5 Tervigons&lt;br /&gt;
*5-10 units of Gaunt genus (Hormagaunts, Termagants, Gargoyles, Simurghs) &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unlimited Assault&#039;&#039;&#039; - Each time a Gaunt genus model from a formation is slain, take a marker. For each 12 markers at the end of the turn, you may place a unit of 10 basic Termagants, Hormagaunts, Gargoyles, or Simurghs into and Ongoing Reserve. This units may enter table either from your table edge, or within 6&amp;quot; from any Tervigon in this formation.   Broods spawned by the Tervigon are also considered to have this special rule.  The Tervigons added to this formation are only exhausted on a roll of triple ones and upgrades to make them spawn Hormagaunts, Simurghs, or Gargoyles instead are free.  You may choose to hold markers in reserve to spawn a larger brood instead for every multiple of twelve markers that you have (twenty four markers to spawn a brood of twenty gaunt menus models, thirty six to spawn thirty, forty eight to spawn forty, sixty to spawn fifty).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psychic Storm&#039;&#039;&#039; (Support) – &#039;&#039;Not psykers in a common sense, Tyranid creatures can still use the psychic power of the Hive Mind to a dreadful effect.&#039;&#039;&lt;br /&gt;
*3 Zoanthrope broods&lt;br /&gt;
*1 Neurothrope (not a Doom of Malan&#039;Tai, not included into broods) &lt;br /&gt;
&lt;br /&gt;
The entire formation must act as one unit. Broods can not take Neurothrope for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psystorm&#039;&#039;&#039; - During your Psychic Phase, Zoanthropes can overcharge the Neurothrope from the formation, instead of manifesting powers themselves. If so, the Neurothrope gains the Psystorm power:&lt;br /&gt;
&#039;&#039;&#039;Warp Charge 3, witchfire.&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Blast&lt;br /&gt;
| 48&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
| Lance&lt;br /&gt;
| 60&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Destroyer&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
If Perils of Warp occurs when manifesting Psystorm, do not roll on the table. Instead, just remove one model from formation of your choice, without any saves of any kind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breacher Swarm&#039;&#039;&#039; (Support) – &#039;&#039;To avoid the defense perimeters of the prey, Tyranid swarm employs subterranean assault creatures.&#039;&#039;&lt;br /&gt;
*1 Trygon Prime&lt;br /&gt;
*0-3 Trygons or Mawlocs&lt;br /&gt;
*1+ Ravener brood&lt;br /&gt;
*0+ Ripper swarm brood &lt;br /&gt;
*0+ Cortex Leech swarm brood&lt;br /&gt;
&lt;br /&gt;
Rippers and Cortex Leeches must have Deep Strike. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Breach the prey&#039;&#039;&#039; - The entire formation must start in reserve, arrives at once (roll only one die for the whole formation), and acts as one unit. As long as the infantry models from the formation stay alive, Monsters Creatures can use Look out, Sir (4+), as if they were Characters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shock Swarm&#039;&#039;&#039; (Support) – &#039;&#039;Facing the tank spearheads of Imperium, Tau and Orks, Hive Mind found it useful, and evolved it&#039;s own version.&#039;&#039;&lt;br /&gt;
*1-9 Carnifexes &lt;br /&gt;
*0-3 Haruspexes&lt;br /&gt;
&lt;br /&gt;
All models must have Regeneration&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Living steamroll&#039;&#039;&#039; - The entire formation acts as one unit. It charges on 3D6&amp;quot;, and it&#039;s Hammer of Wrath attacks gain are considered to have the rending special rule, As long, as at least three models from the formation stay alive, they can perform a Thunderblitz, as if they were a Super-heavy Tank.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Swarm&#039;&#039;&#039; (Support) – &#039;&#039;Despite organic nature, Tyranid artillery is still deadly.&#039;&#039;&lt;br /&gt;
*1 Exocrine or Dactylis&lt;br /&gt;
*0-3 Biovore broods&lt;br /&gt;
*0-3 Carnifex broods&lt;br /&gt;
&lt;br /&gt;
Carnifexes must all have bio-cannons. The entire formation must start on the table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Artillery assault&#039;&#039;&#039; - if all creatures from the formation are within 12&amp;quot; of a Exocrine (or Dactylis), and do not move, they double the range of their shooting weapons, and also gain &amp;quot;Ignores Cover&amp;quot; and &amp;quot;Twin-linked&amp;quot; special rules.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sporefall&#039;&#039;&#039; (Support) – &#039;&#039;The invasion is often heralded by the spores descending form the sky.&#039;&#039;&lt;br /&gt;
*1+ Tyranocyte, &lt;br /&gt;
*0+ Mucolid Spore Cluster, Spore Mine Cluster, or Meiotic Spore Brood&lt;br /&gt;
&lt;br /&gt;
The entire formation starts in reserve, and automatically enters play by Deep Strike at the beginning of the second turn. You can re-roll the scatter and distance for Deep Strike. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biotitan&#039;&#039;&#039; (Support) – &#039;&#039;Tyranid Biotitans are not just a huge creatures, but a warmachines, genetically engineered to endure any damage.&#039;&#039;&lt;br /&gt;
*1 Scythed Hierodule, Barbed Heirodule, Heirophant, Viciator, Viragon, Viragon Prime Hydraphant, Cerebore, Nautiloid, or Dominatrix,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Immortal&#039;&#039;&#039; - If the creature from this formation is slain, do not remove it from the table. Leave it where it was killed, place on side or replace with a suitable marker. It counts as area terrain (4+ cover save).&lt;br /&gt;
At the beginning of your next turn, roll a dice - on a roll of 6 the Biotitan regenerates, becoming alive, restoring half of it&#039;s nominal Wounds, and can act as normal. Any intervening models are just moved out to let it stand - they run away screaming (or complaining), as the monstrosity reemerges.&lt;br /&gt;
On a roll of 1-5, damage is too severe, and the Biotitan remains dead - repeat the roll at the beginning of your next turn. Keep repeating until it resurrects or until the game ends. It may die and resurrect itself multiple times. Kill points are given for each death of the Biotitan.&lt;br /&gt;
&lt;br /&gt;
=== Skytide Detachment (?) === &lt;br /&gt;
&lt;br /&gt;
If this does become an alternative Decurion detachment I&#039;d imagine it&#039;d be centered around spamming FMCs, Jump monstrous creatures, and Spores. Really built around owning the skies. &lt;br /&gt;
&lt;br /&gt;
=== Apocalypse only ===&lt;br /&gt;
*&#039;&#039;&#039;Croneconven&#039;&#039;&#039;:  &lt;br /&gt;
*&#039;&#039;&#039;Eater Swarm&#039;&#039;&#039;:  &lt;br /&gt;
*&#039;&#039;&#039;Eye of the Hive&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Harpy Skyhaunters&#039;&#039;&#039;: Add two additional shots to the profile of the Skyhaunt weapon (This is intended to give the Skyhaunter an advantage over a Salvo HVC)&lt;br /&gt;
*&#039;&#039;&#039;Kraken Tendril Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Leviathan Skyswarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Spore storm Brood&#039;&#039;&#039;: The Exorcine may be replaced by a Dactylis.&lt;br /&gt;
*&#039;&#039;&#039;Tervigon Brood Node&#039;&#039;&#039;: Tervigons may be upgraded to spawn Hormagaunts, Rippers, Gargoyles, and Sky-Slashers as a normal Tervigon.  In the case of these other creatures, one Tervigon may spawn it&#039;s broodlings with the players choice of weapons or biomorphs.&lt;br /&gt;
*&#039;&#039;&#039;Tyrannofex Gunbeast Brood&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;The shadow incarnate&#039;&#039;&#039;: This formation consists of a pair or trio of Psychic Choir Node formations, one of which may be lead by the swarmlord.   The synapse range of all synapse creatures in the formation is doubled or tripled if three nodes are taken.  The Tyrants (and Swarmlord) gain a new power called &amp;quot;The Terror&amp;quot; which is a Nova power that adds 6 to its range for each psyker in the formation, counting Zoanthropes as a single psyker with the profile of  with S2, AP1, Assault 10, Pinning, and Blind that affects enemy units only.  If Three Psychic choir nodes are used instead of two, the Terror becomes S4.  If two psychic choir nodes are used, all models within synapse range gain a +3 to deny enemy powers, while if three are used this rises to +4.  &lt;br /&gt;
*&#039;&#039;&#039;Phodian Annihilation Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Carnifex Crusher Brood&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Living Fortress&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vanguard Infestation&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic Node&#039;&#039;&#039;:  &lt;br /&gt;
*&#039;&#039;&#039;Neural Node&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Sky Tyrant Swarm&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Spore Field&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Sky Tide&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
== Reference tables ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Boneswords&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry&lt;br /&gt;
|-&lt;br /&gt;
| Bonesword and Lash Whip&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Life Drain, Parry, Constrict&lt;br /&gt;
|- &lt;br /&gt;
| Crushing Claws&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Crusher&lt;br /&gt;
|-&lt;br /&gt;
| Crushing Claw and Wrecking Ball&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Wrecker, Sweep&lt;br /&gt;
|-&lt;br /&gt;
| Lash Whips&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Constrict&lt;br /&gt;
|-&lt;br /&gt;
| Rending Claws &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
| Patriarch&#039;s Claws &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Diamantine Tips&lt;br /&gt;
|-&lt;br /&gt;
| Scything Talons&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 6&lt;br /&gt;
| Melee, Slashing Attacks&lt;br /&gt;
|-&lt;br /&gt;
| Sickle Claws&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Sickle Strike&lt;br /&gt;
|-&lt;br /&gt;
| Grasping Talons&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Spine-Maw Strike&lt;br /&gt;
|-&lt;br /&gt;
| Thorax Spine-Maw&lt;br /&gt;
| -&lt;br /&gt;
| +4&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Instant Death, Digestion Spine&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!Weapon&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
|Acid Spray&lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Torrent, Dissolve&lt;br /&gt;
|-&lt;br /&gt;
| Bio-electric pulse&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6, Lightning Shock&lt;br /&gt;
|- &lt;br /&gt;
| Bio-electric pulse with containment spines&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 12, Lightning Shock&lt;br /&gt;
|-&lt;br /&gt;
|Bio-Plasma&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Bio-Plasmic Glob&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Blast, Maw Cannon&lt;br /&gt;
|-&lt;br /&gt;
| Bio-Plasmic Spit&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Maw Cannon&lt;br /&gt;
|-  &lt;br /&gt;
| Bio-Plasmic Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| -Barrage&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Blast&lt;br /&gt;
|-&lt;br /&gt;
| -Fusillade&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
| Cluster Spines&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Large Blast&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 3&lt;br /&gt;
|- &lt;br /&gt;
| Deathspitter with deathscreamer grubs&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 6&lt;br /&gt;
|-&lt;br /&gt;
| Devourer&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 3, Neural Agony&lt;br /&gt;
|- &lt;br /&gt;
| Devourer with brainleech worms&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Assault 6, Neural Agony&lt;br /&gt;
|-&lt;br /&gt;
|Drool Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Torrent&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Torrent&lt;br /&gt;
|- &lt;br /&gt;
| -Split&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Sticky Ooze&lt;br /&gt;
|-&lt;br /&gt;
| Desiccator larvae&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Fleshbane, Thorax&lt;br /&gt;
|- &lt;br /&gt;
| Electroshock grubs&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Haywire, Thorax&lt;br /&gt;
|-&lt;br /&gt;
| Shreddershard Beetles&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Rending, Shred, Thorax&lt;br /&gt;
|-&lt;br /&gt;
| Bloodseeker Flies&lt;br /&gt;
| Template&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Blind, Thorax&lt;br /&gt;
|- &lt;br /&gt;
| Mindflayer Worms&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Neural Agony, Thorax&lt;br /&gt;
|-&lt;br /&gt;
| Flamespurt Cannon&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Spurt&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|- &lt;br /&gt;
| Fleshborer hive&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 20, Rending, Shred, Sunder&lt;br /&gt;
|-&lt;br /&gt;
| Grasping Tongue&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 3, Ignores Cover, Gulp!&lt;br /&gt;
|-&lt;br /&gt;
| Impaler Cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2, Homing, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| Rupture Cannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2, Chain Reaction&lt;br /&gt;
|-&lt;br /&gt;
| Shock Cannon &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Blast, Homing, Haywire&lt;br /&gt;
|-&lt;br /&gt;
| Spike Rifle &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X*, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Spinefist&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault X*, Twin-Linked&lt;br /&gt;
|-&lt;br /&gt;
| Stinger Salvo&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 4&lt;br /&gt;
|-&lt;br /&gt;
| Strangleweb&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 1, Pinning, Shred, Sunder&lt;br /&gt;
|-&lt;br /&gt;
| Greater Strangler&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Pinning, Shred, Sunder&lt;br /&gt;
|- &lt;br /&gt;
| Barbed Strangler&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Shred, Large Blast, Pinning, Sunder&lt;br /&gt;
|- &lt;br /&gt;
| Stranglethorn Cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Shred, Large Blast, Pinning, Sunder&lt;br /&gt;
|-&lt;br /&gt;
| Tentalclid&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, Haywire, Pinning, Seeking, Independent Missiles, One use only&lt;br /&gt;
|-&lt;br /&gt;
| Venom Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| -Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| -Salvo&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Venom Cannon&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| -Single Shot&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|- &lt;br /&gt;
| -Salvo&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Models&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
! Unit Type&lt;br /&gt;
|- &lt;br /&gt;
| Hive Tyrant&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tyrant Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Alpha Warrior&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Malanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|-&lt;br /&gt;
| Trygon Prime&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tervigon&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Prime&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Prime Apex Strain&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Genestealer Patriarch&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Ymgarl Genestealer Patriarch&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| The Parasite of Mortex&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Jump Infantry (C)&lt;br /&gt;
|-&lt;br /&gt;
| Old One Eye&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 9&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Warrior&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Genestealer&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Broodlord&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Termagant&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Termagant Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Hormagaunt&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Hormagaunt Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Ripper Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Tyrannocyte&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Malefactor&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Hive Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Zoanthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Doom of Malan&#039;tai&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Venomthrope&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Lictor&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Lictor Alpha&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Deathleaper&lt;br /&gt;
| 9&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Pyrovore&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Beasts&lt;br /&gt;
|- &lt;br /&gt;
| Ymgarl Genestealer&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Infantry&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Broodlord&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Infantry (C)&lt;br /&gt;
|- &lt;br /&gt;
| Haruspex&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Crinis&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Cortex Leech Swarm&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 6+&lt;br /&gt;
| Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Dimachaeron&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| Monstrous Creature (Leaper)&lt;br /&gt;
|- &lt;br /&gt;
| Tyranid Shrike&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Ravener&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 5+&lt;br /&gt;
| Beasts&lt;br /&gt;
|- &lt;br /&gt;
| Ravener Alpha&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 10&lt;br /&gt;
| 5+&lt;br /&gt;
| Beast (C)&lt;br /&gt;
|-&lt;br /&gt;
| The Red Terror&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
| Beast (C)&lt;br /&gt;
|- &lt;br /&gt;
| Gargoyle&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Gargoyle Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Simurgh&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 6&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Simurgh Alpha&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Sky-Slasher Swarm&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6+&lt;br /&gt;
| Jump Infantry&lt;br /&gt;
|- &lt;br /&gt;
| Laius Horror&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4+&lt;br /&gt;
| Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Harpy&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Hive Crone&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
| Flying Monstrous Creature&lt;br /&gt;
|- &lt;br /&gt;
| Frag Mine&lt;br /&gt;
| -&lt;br /&gt;
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====Special Rules====&lt;br /&gt;
::&#039;&#039;&#039;Spurt&#039;&#039;&#039;: In close combat, models equipped with weapons with this special rule, may exchange all of it&#039;s attacks to deal D3 automatic hits at S5 AP4, resolved at double the model&#039;s Initiative step. These hits counts as flame weapons.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Sticky Ooze&#039;&#039;&#039;: When fired on the front or side armour of Flyers, Weapons with this special rule are AP1 and have the Armourbane special rule. Hits from weapons with this special rule also force -1 penalty to Grounding tests when firing on swooping Flying Monstrous Creatures.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Neural Agony&#039;&#039;&#039;: A unit that received an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Maw Cannon:&#039;&#039;&#039; Weapons with this special rule do not count towards the maximum number of weapons fired per shooting phase. In close combat Weapons with this special rule grant one additional attack at S7 AP2, resolved at Initiative step 1.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Dissolve:&#039;&#039;&#039; Enemy models suffer -1 penalty to their armour save throws against wounds caused by weapons with this special rule (for example, models with 3+ armour save only save on a 4+, though AP4 still wouldn&#039;t penetrate their armour). For each vehicle hit by a weapon with this special rule, roll a D6 before rolling for armour penetration. On a 3+ the vehicle loses one point of armour from all facings for the rest of the game.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;*Punch Guns&#039;&#039;&#039; get one shot for every Attack on the unmodified characteristic profile of the Tyranid creature firing them. For example, a Termagant (1 Attack) fires 1 shot while a Ravener (3 Attacks) fires 3 shots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer Homebrew]] [[Category:Tyranid]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Blood_Angels&amp;diff=1011581</id>
		<title>Warhammer 40,000/8th Edition Tactics/Blood Angels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Blood_Angels&amp;diff=1011581"/>
		<updated>2026-05-20T15:09:42Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Please note that this is the tactics for 8th edition Blood Angels. Their current tactics can be found [[Warhammer 40,000/Tactics/Blood Angels (9E)|here.]]&lt;br /&gt;
==Why Play Blood Angels==&lt;br /&gt;
The Space Marines are the steadfast heroes of the Imperium. By their martial prowess and valor is Mankind preserved from extinction at the hands of a galaxy filled with unimaginable terrors. As one of the oldest and most revered of all Space Marine Chapters, the Blood Angels have stood at the forefront of humanity&#039;s defense for over ten thousand years. With bolter and chainsword they hold the foes of Mankind at bay in an unending battle for survival. Yet the Blood Angels are touched by a terrible flaw that threatens to undo their endless centuries of heroism, a dark madness that only strength of will can hope to contain.&lt;br /&gt;
&lt;br /&gt;
The Blood Angels are the masters of war in all its forms, but they excel in the savage arena of close assault above all others. Every Battle-Brother feels the lure of hand-to-hand combat boiling in his blood - only eye-to-eye and blade-to-blade with the foe can the dark beast within the Chapter&#039;s collective soul be given full reign. Caution is not the Blood Angels&#039; way, and it cannot be yours. Assault Squads, Death Company, Sanguinary Guard - these are the spearhead of your host, but the rest of the army must follow close behind. Stormraven Gunships roar over the battlefield, bringing fresh troops into the maelstrom. Tactical Squads make their implacable advance, heavy weapons fire scouring the bastions of the foe, and tanks spur forward to spit death at the enemy from point blank range. The Blood Angels are an army fit only for the boldest of generals. Do you have what it takes to lead them to victory?&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Currently considered one of the best melee factions in 8th edition.&lt;br /&gt;
*With the universal Astartes updates, Blood Angels now not only hit hard (thanks to Red Thirst), but also hit &#039;&#039;often&#039;&#039; - whilst the Assault Doctrine is active. &lt;br /&gt;
*You like any of these things: The colors red, gold, white and black, jump packs, assault, angels, vampires, blood, flamers, melta weapons, and going fast.&lt;br /&gt;
*The [[Blood Angels]] have a really strong alpha strike.&lt;br /&gt;
*Lots of ways to actually get into melee.&lt;br /&gt;
*The vast majority of squads and vehicles that were previously not available to Blood Angels now are. Only a select few, such as Centurions remain unavailable. This means you can refine your armies even more. &lt;br /&gt;
*We can also take jump packs on a few units that codex chapters can&#039;t.&lt;br /&gt;
*Death Masks now can reduce enemy to hit by 1 in close combat via stratagem.&lt;br /&gt;
*Furioso and Death Company Dreads are cool&lt;br /&gt;
*Great characters who give multiple bonuses, such as re-rolling charges, extra attacks, and allowing the Death Company to ignore morale.&lt;br /&gt;
*Red Thirst giving us flat +1 to wound in close combat when charging/charged/intervened as well as +1 to advance and charge distance is one of the best army-traits.&lt;br /&gt;
*You will be hard pressed to find better allies for other imperial armies. Brigades with lots of imperial guard infantry, maybe a few tanks here and there, and a ton of command points will give you all the support you need.&lt;br /&gt;
*Unique artificer style nipple armor&lt;br /&gt;
*The new Primaris Mephiston model is even more op&lt;br /&gt;
===Cons===&lt;br /&gt;
* Nothing to get to Assault Doctrine faster.&lt;br /&gt;
* Vulnerable to opponents with strong overwatch.&lt;br /&gt;
* Vulnerable to opponents capable of denying your charge.&lt;br /&gt;
* Sanguinius is one of two loyalist Primarchs along with Ferrus to have been confirmed dead. So unless GW pulls some BS Deus ex Machina, BA will be the only Astartes codex without a Primarch of their own. &lt;br /&gt;
* You&#039;re still Space Marines and just as vulnerable to anything that can counter your vanilla counterparts.&lt;br /&gt;
* Your army relies on a lot of internal synergy, thus losing effectiveness after taking losses very fast.&lt;br /&gt;
* You&#039;re going to have idiots complain about how it&#039;s &amp;quot;completely underpowered still&amp;quot; as well as opponents complain how it&#039;s &amp;quot;absolutely broken now&amp;quot;.&lt;br /&gt;
* Wringing out the most of your units is important as opposed to head on charges.&lt;br /&gt;
* As with any assault-focused army, your strengths in assault often run counter to the mission you are playing. You&#039;re basically a one-trick pony, if you&#039;re not maneuvering to assault then you&#039;re not playing to any of your strengths. &lt;br /&gt;
* The enemy expects you to rush in and charge so they have the advantage of preparing for it.&lt;br /&gt;
* Despite the fluff, you can&#039;t ally with Necrons.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Black Rage&#039;&#039;&#039;: Add 1 to the Attacks of a model with this rule that charged in the preceding Charge Phase. In addition, roll a D6 after every wound, on a 6 the damage is ignored. Rip and tear indeed.&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;: Allows you to deploy any models with a jump pack at the end of any movement phase, provided you stay at least 9&amp;quot; away from the nearest enemy model. (Combine with Lemartes for great alpha-strike)&lt;br /&gt;
*&#039;&#039;&#039;The Red Thirst&#039;&#039;&#039;: The iconic Blood Angel trait and one of their strongest rules has only gotten better thanks to the recent release of Psychic Awakening: Blood of Baal. In any turn in which a unit with this ability charged, was charged, or made a Heroic Intervention, you may add 1 to its wound rolls in the fight phase. In addition, units with this special rule may add 1 to their advance and charge rolls.&lt;br /&gt;
**The flat +1 bonus to wound rolls means you&#039;ll be wounding T4 on 3s or possibly wounding T4 on 2s if you manage to get +1 Strength from a buff (such as a Blood Chalice). This also means that if you charge or are charged, you&#039;ll wound anything in the game on a 5+. ANYTHING. Simply put, this chapter tactic is extremely good at making a Space Marine army very choppy. Our red marines won&#039;t do as many attacks as a Khorne Berzerker but we hit way harder.&lt;br /&gt;
**This makes power axes, and especially power swords, more relevant. Fists, mauls, and hammers are no longer the only way to reliably wound things. A power sword under the Red Thirst will never wound worse than a 5+, whilst having AP-3, all for 4 points. Remember ABC, “always be charging.”&lt;br /&gt;
**Who needs Lascannons when you have the wrath of a demigod pumping through your veins?&lt;br /&gt;
**The bonus to charge distances helps guarantee your melee units reach their targets without wasting precious command points. An absolute gift for terminators and Jump infantry arriving from deep strike. &lt;br /&gt;
**This seems to pair with the Phobos style Master of the Vanguard warlord trait, giving all Phobos units +2 to advance and charge, making Reivers a very appealing option with Infiltrators tucked away in cover. Since we don&#039;t get AP-1 and bonus attacks on the shooters and choppers until turn 3, increased movement will always help. Other chapters can do this like the Raptors and customized chapters with the Hungry for Battle tactic, but nobody else except only Berzerkers can bring an equal amount of melee output (Space Wolves get very close, White Scars still the fastest).&lt;br /&gt;
*&#039;&#039;&#039;Fury Within&#039;&#039;&#039;: A variant of Red Thirst specifically for the {{W40kKeyword|Flesh Tearers}}.  In addition to the +1 to wound rolls of the Red Thirst, unmodified 6s to wound with a melee weapon improve that weapon&#039;s AP by 1 (e.g. AP0 becomes AP-1). &lt;br /&gt;
**Flesh Tearers are not as fast as their parent chapter, but can hit harder. Sadly, this does not seem to stack with the bonuses from Assault Doctrine, though it does not require Assault Doctrine to be active.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity&#039;&#039;&#039; Same &amp;quot;ObSec with the serial numbers filed off&amp;quot; that every other Space Marine codex has. All troops with the keyword {{W40kKeyword|Blood Angels}} control the objective within three inches regardless of how many enemy models are within the same distance.&lt;br /&gt;
*&#039;&#039;&#039;Angels of Death&#039;&#039;&#039;: A shorthand rule for datasheets combining And They Shall Know No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.&lt;br /&gt;
**&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;: Re-roll failed morale tests. Great for when your close combat goes awry.&lt;br /&gt;
**&#039;&#039;&#039;Shock Assault&#039;&#039;&#039;: A new rule which is introduced in the BA Codex in the wake of the 2019 Codex: Space Marines - if a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn. All Astartes warriors will enjoy this new rule, though Blood Angels may wring the most use out of it as it complements our already highly melee-focused army. Shock Assault provides a healthy increase in the volume of attacks while The Red Thirst makes them all hit harder - all you need is a power sword and fairly cheap Veterans or Death Company will hack down everything.&lt;br /&gt;
**&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; We 2nd Edition now. Astartes and Heretic Astartes models using a Rapid-fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
***Target is in half range&lt;br /&gt;
***The firing model didn&#039;t move during the previous Movement Phase&lt;br /&gt;
***The firing model is a {{WH40Kkeyword|Terminator}}, {{WH40Kkeyword|Biker}}, {{WH40Kkeyword|Centurion}}, {{WH40Kkeyword|Dreadnought}}.&lt;br /&gt;
::This can help a gunline, but why do you care about shooting things? That said, it&#039;s useful if you take Intercessors, Scouts or Tactical Squads for baby-sitting objectives, and also decent on shooty Terminators.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine&#039;&#039;&#039;: Feel like it&#039;s 7th edition all over again, and Blood Angels can join in. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039;, and once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP&#039;d in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter.&lt;br /&gt;
*On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs.&lt;br /&gt;
*These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -&amp;gt; advance -&amp;gt; assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you&#039;re still under the ranged doctrines, then fall back when you&#039;re finally under the assault one, scale buildings, etc. As such, don&#039;t be predictable yourself. Remember, you don&#039;t need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows:&lt;br /&gt;
**On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part.&lt;br /&gt;
**On turn 2, you can switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and plasma guns work wonders here.  &lt;br /&gt;
**On any turn after that (i.e. turn 3 minimum, or 2 with one CP, the perfect time for your Jumpacks), you can shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039;, giving the extra AP to your Pistol and Melee attacks. Don&#039;t. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive.&lt;br /&gt;
***As of the 27/02/2020 FAQ, you must change from Devastator to Tactical on turn 2, and then you can either stay in Tactical for turn 3 or immediately switch to Assault. Since you&#039;re playing Blood Angels, this probably isn&#039;t going to change how you play that much.&lt;br /&gt;
*&#039;&#039;&#039;Savage Echoes&#039;&#039;&#039;: While the Assault Doctrine is active, add 1 to the Attacks of models that charged, were charged, or Heroically Intervened. Yes, this &#039;&#039;does&#039;&#039; stack with Black Rage and Shock Assault, so your Death Companies will be able to spit out a disproportionately high number of attacks for their unit size. Don&#039;t forget the regular marines: Scouts, assault troopers, and intercessors are rocking 4 attacks, 3 on tacticals. Makes for some added punch in the later stages of games when your scrapping over objectives with smaller squads and/or a single sergeant.&lt;br /&gt;
**Turn 3 charges are absurd this time around. Hang back in LR crusaders or use Jump Packs and let loose turn three; frankly, it&#039;s like 7th when trying to add up and account for all the modifiers and +1s your marines will be under, but when you get it right, you will crush everything. If your not tabled by turn 3, your deep strikers will utterly change the game if you combo everything perfectly.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
To access the complete list of Blood Angel Stratagems, you will need The Blood Angel Codex and Psychic Awakening: Blood of Baal. Please note that Blood of Baal does not invalidate existing stratagems the way that Codex Space Marine 2019 did, at least not until we get a FAQ saying otherwise.&lt;br /&gt;
&lt;br /&gt;
===Codex Blood Angels===&lt;br /&gt;
====Codex Space Marines 2017 Copypastes====&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Gives a vehicle a 5+ save vs Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound.&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2 CP):&#039;&#039;&#039; Allows a single friendly unit to fire on an enemy unit within 12″ of one of your Infantry units when it is set up on the battlefield with a -1 to-hit modifier. Basically, the return of the Interceptor rule.&lt;br /&gt;
*&#039;&#039;&#039;Cluster Mines (1 CP):&#039;&#039;&#039; Used when a Scout Biker unit falls back from combat. On a 2+, they deal D3 Mortal Wounds to a unit within 1″ before they leave combat.&lt;br /&gt;
*&#039;&#039;&#039;Datalink Telemetery (1 CP):&#039;&#039;&#039; This stratagem is used when a Whirlwind fires on an enemy target within 12″ of one of your Land Speeders. The Whirlwind’s attacks automatically hit the target.&lt;br /&gt;
*&#039;&#039;&#039;Empyric Channeling (1 CP):&#039;&#039;&#039; Used at the start of the psychic phase if a Blood Angels Psyker is within 6″ of at least 2 other Blood Angels Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test.&lt;br /&gt;
** Hilariously awful and so incredibly situational as to be practically useless - between 3 Librarians you can literally cast every available power anyway (and if they&#039;re within 6&amp;quot; of each other then its not like they&#039;re going to be out of range of their target), and a single model can&#039;t cast Smite more than once (and even if they could it&#039;d be at a &#039;&#039;-3&#039;&#039; penalty).&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039;  Used when a Blood Angels Infantry model with a Missile Launcher fires at an enemy unit with the Fly keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1 CP):&#039;&#039;&#039; Used when firing an Infantry model’s Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like Daemons, damaged vehicles, and units with a good Invuln save.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (3 CP):&#039;&#039;&#039; Select a Blood Angels Infantry or Biker unit to fight for a second time at the end of the Fight phase.&lt;br /&gt;
** Expensive but awfully useful. BA are a calculating army, and you almost always don&#039;t want to get bogged down in combat. Finish off the first target and move on to the next, and plan your consolidations in advance. We also have tough as nails characters, this helps them finish of other characters with invuln saves and what not. The more active your army is the better.&lt;br /&gt;
*&#039;&#039;&#039;Killshot (1 CP):&#039;&#039;&#039; Use this stratagem in the shooting phase if a Predator is within 6″ two other Predators. Add 1 to the wound rolls and damage of all of the attacks of each Predator if they target a Vehicle or Monster.&lt;br /&gt;
** Now only effects baseline Predators, not Baal or Deimos patterns. Because we&#039;re just not allowed to have fun, are we?&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment  (1 CP):&#039;&#039;&#039;  Used in the shooting phase if a Blood Angels Vindicator is within 6″ of at least two other Vindicators. Instead of firing normally, they pick a point within 24″ of all three tanks and every unit within 3″ of that point takes 3D3 Mortal Wounds on a 4+ adding +1 if they contain 10 or more models and subtracting 1 if they are a character.&lt;br /&gt;
*&#039;&#039;&#039;Masterful Marksmanship (1 CP):&#039;&#039;&#039; This stratagem is used when a unit of Sternguard with Special Issue Boltguns shoots. They add 1 to their wound rolls in that shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; Use this strat when a Character in your army dies, before removing the model they can either shoot as if it were the shooting phase or fight as if it were the fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP):&#039;&#039;&#039; This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, they may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Flexibility (1 CP):&#039;&#039;&#039; Allows you to Combat Squad a unit of 10 Blood Angels that have the rule, splitting them up in to two 5 man units.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; Gives a Blood Angels Dreadnought a Captain&#039;s 6&amp;quot; re-roll 1s to-hit aura for that phase.&lt;br /&gt;
**This includes your Chaplain and Librarian dreads. Very good for Libby dreads in the combat phase since it lacks a huge amount of shooting. Also works on a Redemptor, which is handy for when you need to overcharge a Macro Plasma Incinerator.&lt;br /&gt;
&lt;br /&gt;
====Codex: Blood Angels Exclusive====&lt;br /&gt;
*&#039;&#039;&#039;Armoury of Baal (1/3 CP):&#039;&#039;&#039; The “extra Relics” stratagem. Your relics are all solid choices (well, aside from the Archangel&#039;s Shard), so the 3 CP version may actually be a good choice this time.&lt;br /&gt;
*&#039;&#039;&#039;Behold the Golden Host (1 CP):&#039;&#039;&#039; Used after a Blood Angels unit with a Death Mask is set up on the battlefield; until the start of your next turn, the range of their Death Mask ability is increased to 12″. Very situational, but can be a real threat. Best used if you have some units in close combat or shooting that are guaranteed to make a good amount of damage. Deep strike a unit of Sanguinary Guard and activate this Stratagem to make the following Morale Tests extra painful for several units at once.&lt;br /&gt;
*&#039;&#039;&#039;Death Visions of Sanguinius (1 CP):&#039;&#039;&#039; Use when mustering your army. Select any non-Primaris generic Captain, Chaplain, or Lieutenant; they gain the Death Company keyword and the Black Rage ability that comes with it. This can be a nice way to make your character even more killy and durable by giving him the Black Rage bonuses.&lt;br /&gt;
** Combine with gift of foresight warlord trait, and you have 5+++ rerolling 1s. &lt;br /&gt;
*&#039;&#039;&#039;Descent of Angels (2 CP):&#039;&#039;&#039;  Used in the Charge phase for a Blood Angels Jump Pack unit that has been set up on the battlefield that turn. They roll 3D6 for their charge instead of 2D6. This is an ability that is not to be taken lightly. Getting off charges the turn you arrive from deep strike is key, you can figuratively break your opponents with well timed charges. Now, keep in mind, this doesn&#039;t apply to terminators, who also can&#039;t benefit from Lemartes&#039; re-roll for charges, so sanguinary guard/vanguards/death company are your focus. Keep the terminators in a land raider.&lt;br /&gt;
**This brings your odds of pulling off a deep strike charge up to 74%, but you can&#039;t use this stratagem on multiple units in the same phase; Lemartes can help fix this for Death Company, bringing your odds up to 93.28%.  Combine with Upon Wings of Fire, below, for maximum shenanigans.&lt;br /&gt;
**Also makes it much easier to launch a long distance charge. So, if you brought a 15 man squad of death company, you can potentially tie up whole portions of your opponents army by simply getting one model stuck in&lt;br /&gt;
*&#039;&#039;&#039;Forlorn Fury (2 CP):&#039;&#039;&#039; Used before the first Battle Round, but after the game begins; a unit of Death Company Infantry may move and advance as if it were the Movement phase. A Round 0 move will work wonders in getting them into charging distance. Especially useful for a Jump Pack unit, meaning 13-18&amp;quot; extra movement in turn 0. &lt;br /&gt;
**2 Command points is taxing indeed, so use this strategy as a backup plan. Leaving a single MSU unit of DC with a hammer or two, maybe swords but preferably completely stock, will keep your opponent honest and will give you the easy option of a quick kill. Can also clog up choke points on the battlefield and/or tie up important footslogging blobs allowing your own army room to position. Consider the unit entirely expendable as chaplains/Lemartes can&#039;t tag along but this stratagem can surprise people. &lt;br /&gt;
**Works wonderfully with the Death Company Intercessors from Blood of Baal, move them to a midfield objective and they will hold that for the next decade while double tapping with Bolter Discipline the whole time &lt;br /&gt;
*&#039;&#039;&#039;Lucifer-Pattern Engines (1 CP):&#039;&#039;&#039; Use this stratagem after declaring an advance with a Blood Angels Vehicle (other than a Dreadnought or a vehicle that can Fly). Increase its movement by 6″, rather than rolling. If the unit is a Baal Predator, increase their movement by 6+D6″.  Would be a lot better if you had more ground vehicles with assault weapons, since it turns a vehicle into a temporary bike.&lt;br /&gt;
**Why hello Relic Sicarian...did you know red ones go faster? *primes red spray paint*&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red Rampage (1 CP):&#039;&#039;&#039; Used in the fight phase to give a Blood Angels Character that charged in the charge phase 1d3 additional attacks for the duration of the fight phase. Given that charging will cause Red Thirst to kick in, this means your character will be able to throw out even more attacks that wound on nothing worse than a 5+, but it&#039;s obviously best on characters that hit a lot already. &lt;br /&gt;
**Mephiston with Quickening and this adds 2d3 extra s10 ap-3 d3 damage attacks that wound everything up to toughness 9 on 2s...holy shit it won&#039;t matter if there can be only one, there&#039;s gonna be nothing left!&lt;br /&gt;
**Anyone in your HQ section will enjoy this for 1 CP, even the techmarines riding next to your BAAL predators. This is part of the combo which allows Jump Pack characters to kill greater demons! &lt;br /&gt;
*&#039;&#039;&#039;Strike of the Archangels (2 CP)&#039;&#039;&#039;: On the turn you set up a Blood Angels Terminator, it can re-roll all failed rolls to hit. A bit pricey for 2 CP, because either you are taking a shooty unit of Terminators to make guaranteed use of this Stratagem (meaning you&#039;re burning a lot of CP on mostly storm bolters, and not using your chapter tactic), or hitty ones, and due to the difficulties you&#039;ll have getting your Terminators to pull off a charge, one has to ask why you&#039;re not employing a Terminator Ancient or Chaplain instead.  Because it costs 2 CP, not really worth it to buff a single character, either. Seemingly replaced by Fury of the First with PA (not Pennsylvania).&lt;br /&gt;
*&#039;&#039;&#039;Upon Wings of Fire (2 CP):&#039;&#039;&#039; Use in the movement phase before moving a Blood Angels unit with a jump pack. You can remove it from the battlefield and deep strike it elsewhere, with the typical limitations. &#039;&#039;&#039;&#039;&#039;Awesome&#039;&#039;&#039;&#039;&#039;, because this gives you so much flexibility! Reacting to an enemy deep striking unit? Done. Shifting over to a critical objective in the last moment? Done. Redistributing buffs? Done. Astorath can trigger his Mass of Doom, then redeploy to give his other bonuses to another group of units. The only limit is your imagination when you soar UPON WINGS OF FIRE.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Sanguinius  (1 CP):&#039;&#039;&#039; Used in the Fight phase when one of your units fights a Heretic Astartes. For each hit roll of a 6+, you generate one additional attack. If fighting against Black Legion units, you generate additional attacks on a 4+.  The extra attacks cannot also trigger extra attacks.&lt;br /&gt;
**Hilariously and fittingly, this includes Abbadon. That armless failure can&#039;t catch a break.&lt;br /&gt;
**Combine this with Astorath&#039;s Mass of Doom to generate the attacks on 5+ and 3+, respectively, provided you aren&#039;t using Power Fists or Thunder Hammers.&lt;br /&gt;
***Conversely, &#039;&#039;never&#039;&#039; combine this with a unit of hammers or fists &#039;&#039;without&#039;&#039; the Mass against not-Black Legion; you&#039;ll be incapable of rolling the 6s you need.&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Blood of Baal Exclusives===&lt;br /&gt;
====Codex: Space Marine 2019 Copypastes====&lt;br /&gt;
*&#039;&#039;&#039;Duty Eternal (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase, it reduces all damage taken by 1 to a minimum of 1. You&#039;ll likely be needing it more than most because you want your dreads knee-deep in bodies. Great on a librarian warlord dread with Gift of Foresight, especially when using invuln psychic power, making them super durable to all forms of attacks (Invuln save, FNP, damage reduction, character protection).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Masterful Marksmanship (1 CP):&#039;&#039;&#039; When a Sternguard Squad shoots, it adds 1 to wound rolls with its special issue boltguns.&lt;br /&gt;
**+1/6 to wound on a BS3 unit equals +0.11 wounds per shot, regardless of the target. At most this is 10 Sternguard at 15&amp;quot; do +2.2 wounds the enemy might still save. While not that much, Sternguards are a solidly fun unit and a few couple extra casualties could make the difference when attacking a priority target, like Berzerkers going your way. Just don&#039;t expect them to solo a Leman Russ, is what we&#039;re saying.&lt;br /&gt;
**This &#039;&#039;can&#039;&#039; stack with Catechism of Fire, which can provide a minimum of 4+ to wound for a unit of Sternguard. Combined with the Tactical Doctrine to get AP-3, this can be the bane of other Marines and even serve to poke vehicles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fury of the First (1 CP):&#039;&#039;&#039; A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn&#039;t NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunter-slayer Missile (1 CP):&#039;&#039;&#039; A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48&amp;quot; of a {{W40kKeyword|Repulsor}} and not within 1&amp;quot; of an ally. Roll a dice. If it is equal to or greater than the Repulsor&#039;s Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolt Storm (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Auto bolt rifles automatically hit if they target an enemy within half range.&lt;br /&gt;
**Effectively multiplies your Intercessors&#039; shooting by 1.5x, but most importantly it completely negates BS penalties and it&#039;s nice extra damage before melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Bolt rifles become Rapid Fire 2.&lt;br /&gt;
**Better 2x multiplier than the Auto Bolt Rifle&#039;s Bolt Storm&#039;s 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15&amp;quot;, or AP-2 at 30&amp;quot; with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. &lt;br /&gt;
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*&#039;&#039;&#039;Target Sighted (3 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don&#039;t need to lock in 1 CP before the battle.&lt;br /&gt;
**Rather expensive for something Eliminators do better (S5)...on the other hand, Eliminators can&#039;t really be spammed and the ludicrous firepower of 10 Stalker Intercessors can drop a Lieutenant. If with 3CP you can kill a character your enemy relies on then, by all means, go ahead. &lt;br /&gt;
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*&#039;&#039;&#039;Big Guns Never Tire (1 CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (2 CP):&#039;&#039;&#039; Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. &#039;&#039;S10 attack? Effective T10 marines aw yee&#039;&#039;.&lt;br /&gt;
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*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary.&lt;br /&gt;
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*&#039;&#039;&#039;Hammer of Wrath (1CP):&#039;&#039;&#039; {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1&amp;quot; of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder.&lt;br /&gt;
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*&#039;&#039;&#039;Gene Wrought Might (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds.&lt;br /&gt;
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*&#039;&#039;&#039;Veteran Intercessors (1/2 CP):&#039;&#039;&#039; AKA that specialist detachment stratagem from Vigilus part one. +1 attack, +1 leadership to a unit of {{W40kKeyword|Intercessors}}. Costs 1 for a 5 man unit, and 2 for a unit of 6 or more.&lt;br /&gt;
**Compared to the Indomitus Crusaders version of these stratagems, they&#039;re more expensive but they don&#039;t need to pay entry CP, which does matter when spammed (20 Vets cost 3CP vs 4CP), and their bolt-variant strats aren&#039;t restricted to Veterans. Until GW retcons that formation away, of course.&lt;br /&gt;
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*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; Select a {{W40Kkeyword|Character}} from your army that&#039;s not your warlord and determine a warlord trait for it.&lt;br /&gt;
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====Blood Angel Exclusives====&lt;br /&gt;
*&#039;&#039;&#039;Visage of the Damned (1 CP):&#039;&#039;&#039; Use in the Fight phase on a Blood Angels unit that has the Death Mask ability. Until the end of the phase, units that attack that unit get -1 to hit. This is important! This gives Sang Guard much needed durability.&lt;br /&gt;
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*&#039;&#039;&#039;Refusal to Die (1 CP):&#039;&#039;&#039; Use in any phase after the Death Company are targeted with an attack. Until the end of the phase, when they take a wound, roll a D6; on a 5+, that wound isn’t lost. You can only use this once per turn. Return to previous levels of refusing to feel pain. You can even use it on Slamguinius if you chose Artisan of War over Gift of Foresight, but still want to weather some blows.&lt;br /&gt;
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*&#039;&#039;&#039;Death on the Wind (1 CP):&#039;&#039;&#039; Use in the Fight phase. Pick a Sanguinary Guard unit. Until the end of the phase, when you resolve an attack for a model in that unit, damage results of 1 become 2s. They are wielding some of the greatest power weapons ever forged, after all. &lt;br /&gt;
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*&#039;&#039;&#039;Unbridled Ardour (1 CP):&#039;&#039;&#039; Use in the Charge phase to let a Blood Angels unit Heroically Intervene as though it were a character and move up to 6” when doing so. &lt;br /&gt;
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*&#039;&#039;&#039;Explosive Judgment (1 CP):&#039;&#039;&#039; Use in the shooting phase to give a unit of Sanguinary Guard re-rolls to wound with Angelus boltguns for a phase and their targets don’t get the benefit of cover. Helps keep the squad cheap by temporarily upgrading the cheapest guns.&lt;br /&gt;
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*&#039;&#039;&#039;Chalice Overflowing (1 CP):&#039;&#039;&#039; Use in your Movement phase to let a Sanguinary Priest use his Narthecium ability an extra time and you can double up targeting a unit with Narthecium in a turn. Pourin out the good stuff for the fallen homies. Aggressors will never die, bring the banner to ensure!&lt;br /&gt;
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*&#039;&#039;&#039;Honoured by Baal (1 CP):&#039;&#039;&#039; Lets you give a Blood Angels relic to a successor. A copypaste in form, if not in name.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Destruction (2 CP):&#039;&#039;&#039; {{W40kKeyword|Flesh Tearers}} only. Target one enemy unit during the fight phase. Every time you kill a model in that unit, that kill counts as two for the sake of morale. If you already have an edge over the enemy, this might just let you wipe them entirely.&lt;br /&gt;
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*&#039;&#039;&#039;Aggressive Onslaught (1 CP):&#039;&#039;&#039; {{W40kKeyword|Flesh Tearers}} only. Select one {{W40kKeyword|Flesh Tearers Infantry}} during the fight phase and give them 6&amp;quot; pile-in distance. Quite helpful as this will guarantee that all your troops are in the heat of battle rather than standing around gormlessly and getting shot. 15 man DC will use this often and to great affect.&lt;br /&gt;
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==Tactical Objectives==&lt;br /&gt;
;11 - Valour of the Angels&lt;br /&gt;
: 1 VP for killing an enemy Character in the Fight Phase, d3 VP if the model that did the killing was a Character.&lt;br /&gt;
;12 - Aerial Assault&lt;br /&gt;
: 1 VP for destroying an enemy unit that turn when the last model in the unit was removed by an attack made by a unit that has the FLY keyword. d3 VP if the unit in question arrived as reserves on the turn it got the kill. &lt;br /&gt;
;13 - Purity Through Bloodshed&lt;br /&gt;
: 1 VP if you destroyed an enemy unit in the Fight Phase and the killing attack was made by a Blood Angels unit. If 3 or more units were destroyed, it&#039;s d3 VP, and if 6 or more units were destroyed it becomes d3+3 VP.&lt;br /&gt;
;14 - Decapitating Strike&lt;br /&gt;
: When drawing the objective, determine which of your opponent&#039;s characters has the highest Power Rating; if there&#039;s a tie between multiple characters, choose one of them. If that character is slain on the turn you get the objective, gain 1 VP.&lt;br /&gt;
;15 - Swift Advance&lt;br /&gt;
: 1 VP if 3 or more of your units Advanced this turn. Easy. &lt;br /&gt;
;16 - Noble Self-Sacrifice&lt;br /&gt;
: 1 VP for each of your characters that is slain this turn. Ask yourself a question: is losing your beatstick or a vital support character worth the VP you get in exchange? On the flip side keeping this in your hand can make your opponent feel like they fucked up if they kill one of your characters, or better yet can psych out a timid opponent (or one who&#039;s too clever for their own good) into avoiding them altogether - either way you win. &lt;br /&gt;
*This can also turn a game around &#039;&#039;really&#039;&#039; quickly if you just feed your opponent weaker supporting characters - go ahead and Banzaii that mob of Orks with nothing but a gaggle of techmarines.&lt;br /&gt;
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==Psychic Powers==&lt;br /&gt;
In addition to Smite, Blood Angels get access to the &#039;&#039;&#039;Sanguinary Discipline.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Sanguinary&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
This contains 2 worse-than-Smite Mortal Wounds powers, 2 buffs for a target Blood Angels unit within 12&amp;quot;, and 2 buffs that are self-only, meaning you shouldn&#039;t ever need more than one librarian for buffing and one for being its own beatstick.&lt;br /&gt;
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#&#039;&#039;&#039;Quickening&#039;&#039;&#039;: WC 7. Add 3 to the advance and charge rolls made by the Psyker, and make d3 additional attacks in the fight phase, until your next psychic phase.  Remember, psychic is after movement, so this won&#039;t make you advance faster until the following turn; accordingly, a lot more useful for buffing a charge you&#039;re about to make, but still of somewhat limited use, since it&#039;s self only. Cast this and Wings on your librarian dreadnought and watch him zoom across the board to smack something. Highlander references optional. Never forget the attacks!!!!&lt;br /&gt;
#&#039;&#039;&#039;Unleash Rage&#039;&#039;&#039;: WC 6. Select a Blood Angels unit within 12&amp;quot;, and they gain +1 Attack. Oh joy! Better with larger squads. Extra cheesy now with the new Shock Assault special rule - Death Company with chainswords will chuck out &#039;&#039;&#039;7 attacks each&#039;&#039;&#039; on the charge. A 15 man blob of DC kitted out like this will churn out 90 attacks in a single round of combat. Who says we can’t deal with hordes? You won’t even need to fire your pistols.&lt;br /&gt;
#&#039;&#039;&#039;Shield of Sanguinius&#039;&#039;&#039;: WC 6. Select a Blood Angels unit within 12&amp;quot; and gift them a 5++ until the next Psychic Phase. Death Company with 5++? Yes, please! Also useful on any and all vehicles; Librarian Dreadnoughts especially benefit from an decent invuln.&lt;br /&gt;
#&#039;&#039;&#039;Blood Boil&#039;&#039;&#039;: WC 6. Select an enemy unit within 6&amp;quot; and roll 2d6, comparing against the highest toughness value in the unit. If the roll &#039;&#039;exceeds&#039;&#039; that value, the unit suffers 1d3 mortal wounds. If the total is &#039;&#039;more than&#039;&#039; double, the mortal wounds become an automatic 3. Like most non-Smite powers, significantly worse than Smite in the vast majority of cases, especially since its ultra short range means you generally can&#039;t use it to murder something Smite would ignore; after accounting for its worse chance to be cast, this only beats Smite against T2 or T1 targets, although it&#039;s only slightly worse against T3.&lt;br /&gt;
#&#039;&#039;&#039;Blood Lance&#039;&#039;&#039;: WC 6: Select a visible enemy model within 12&amp;quot;. Draw a line between the psyker and the model. Roll a d6 for each &#039;&#039;model&#039;&#039; (friend or foe) the line crosses; on a 5+, the model&#039;s unit suffers a mortal wound. This can potentially hit a unit multiple times, so it&#039;s best used on hordes with lots of models in them.  Don&#039;t forget, you can draw the line from any part of your base to any part of the target&#039;s, so draw from opposite sides to maximize coverage, as a general rule.  Because the line is defined as between the two models, and it seems unlikely the power is intended to hurt the caster, this can&#039;t hurt the target; because it is harder to cast than Smite, you need to draw the line over at least 8 models to probably do at least as well as Smite would have done, although 7 models isn&#039;t &#039;&#039;drastically&#039;&#039; worse than Smite.&lt;br /&gt;
#&#039;&#039;&#039;Wings of Sanguinius&#039;&#039;&#039;: WC 5. Praise the Angel, it is back! The psyker can immediately move as if it were your movement phase, but his Move characteristic is also increased to 12&amp;quot; (this is RAW, so it&#039;s not clear what happens if his Move was already greater than 12; since you don&#039;t have access to librarian bikers, this is unlikely to come up) and he gains the {{W40Kkeyword|fly}} keyword until the start of your next Psychic phase (this also means he can shoot if he Fell Back in his Movement phase, of course, since he&#039;ll have {{W40Kkeyword|fly}} in the Shooting phase). In addition, whilst this power is in effect, you can re-roll failed charge rolls for the psyker. Awesome, now your flying [[Librarian Dreadnought]]s are actual flyers! Just watch out for those anti-air weapons, though. Combining this with a jump pack librarian will allow you to deep strike in, then move within 3&amp;quot; of the opponent for an inferno pistol shot, then charging with near perfect odds. Remember to cast Unleash Rage before hand along with Red Rampage CT for 4 + D3 attacks. Don&#039;t even bother with quickening. You can even load up on other Gimmicks such as the Angels Wing relic, Slamguinius Build, and Descent of Angels to maximize charging and killing potential.&lt;br /&gt;
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&#039;&#039;&#039;&amp;lt;big&amp;gt;Obscuration&amp;lt;/big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
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These powers can only be used by Vanguard Librarians (Librarian in Phobos Armour). They don&#039;t do much damage, but god damn can they fuck with your enemy. Tenebrous Curse and Mind Raid are easy to cast and excellent for damaging and trapping or even finishing off enemy characters - free choice of targets (unlike Smite), 1MW each, and either halve all movement or generate CP in the process. Considering most regular HQs clock in at 5W, a successful psychic phase with only one Phobos Libby means they&#039;re down to 3W and too slow to pull away. And no one tries to rush down the center with a beatstick that&#039;s half dead and moving at a snail&#039;s pace, making this a good deterrent.&lt;br /&gt;
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#&#039;&#039;&#039;Temporal Corridor (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 3&amp;quot;. It can move as if it was the movement phase; it must advance and cannot fall back, but when advancing it rolls 3d6 and picks the highest for the distance it advances. Cannot be used on a given unit more than once per psychic phase. HELLO Reivers!&lt;br /&gt;
#*Slightly more situational than Warptime, but no less amazing for it. &lt;br /&gt;
#&#039;&#039;&#039;Soul Sight (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons. Also allows attacks from ranged weapons to ignore cover. &lt;br /&gt;
#&#039;&#039;&#039;Shrouding (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of the next psychic phase, enemies can only shoot that unit if they&#039;re the closest target as if the unit was a Character.&lt;br /&gt;
#&#039;&#039;&#039;Hallucination (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. Its Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit&#039;s Ld all its hit rolls take a -1 penalty. &lt;br /&gt;
#&#039;&#039;&#039;Tenebrous Curse (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as is all of its advance and charge rolls. &lt;br /&gt;
#&#039;&#039;&#039;Mind Raid (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a character, roll 3d6. If the result is greater than or equal to the target&#039;s Ld, you get a free Command Point! Will make Conscript Spammers and Renegades and Heretics Players scream in fury as the rerolling dread destroys their mindraided infantry horde.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
&lt;br /&gt;
Now litanies are like the Dark Apostle&#039;s prayers, going off on a 3+. Before the game starts, generate the litanies your chaplain knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Chaplain won&#039;t have an active litany on the turn he deepstrikes, as he can&#039;t chant while not on the table.  The same rules apply if he rides a transport, so you&#039;ll need to come up with other ways to make him fast, like putting him on a bike.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your chapter.&lt;br /&gt;
*&#039;&#039;&#039;Invocation of Destruction:&#039;&#039;&#039; Your chapter-exclusive Litany. Lets one unit of {{W40kKeyword|Blood Angels}} who roll a nat 6+ to wound in melee get AP-4. This is bloody hilarious when you pull it off, but since this doesn&#039;t factor in any modifiers you&#039;ll probably not use it much unless you get a Master of Sanctity. &lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith:&#039;&#039;&#039; 6&amp;quot; aura of FnP 5+++ vs mortal wounds for friendly {{W40Kkeyword|Blood Angels}}  units. Not cumulative with other rules, as per usual (but stated regardless).&lt;br /&gt;
#*Extra protection vs witchery. Will help with whatever goes through the Librarian.  Also makes your plasma vehicles more durable when firing plasma, and your company vets more durable when bodyguarding.  A 2/3 chance of a 1/3 chance to ignore damage is equal to 2/9, so this is slightly (4/3) &#039;&#039;better&#039;&#039; than a 6+++ FnP, with the caveat that it only works on Mortal Wounds.&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Blood Angels}} unit within 6&amp;quot;. +1 to the wound roll when &amp;quot;resolving a shooting attack&amp;quot; against the &#039;&#039;closest&#039;&#039; enemy unit, meaning it affects Overwatch, too. &lt;br /&gt;
#*&#039;&#039;Nasty&#039;&#039; with flamer Vets/Aggressors - generally better the less the gun relies on S or range to get work done. &#039;&#039;&amp;quot;Of Fire&amp;quot;, get it?&#039;&#039; Deepstrike/transport them next to a chaplain who was already on the field.&lt;br /&gt;
#*Combine with Masterful Marksmanship (and careful target selection) to let your Sternguard wound MEQ on a 2+. It also lets sniper rifles proc Mortal Wounds on 5+ to wound, but only when targeting the nearest foe.&lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Blood Angels}} unit within 6&amp;quot;. Their &#039;&#039;unmodified&#039;&#039; 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Captain/CM/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain&#039;s.&lt;br /&gt;
#*If you&#039;re already betting on exploding 6s, use it alongside &#039;&#039;&#039;Death to the Traitors&#039;&#039;&#039; or even &#039;&#039;&#039;Gene-wrought Might&#039;&#039;&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength:&#039;&#039;&#039; He&#039;ll show you how it&#039;s done. +1A +1S to the Chaplain, and +1D to his melee weapons. &#039;&#039;D3 Crozius!&#039;&#039;&lt;br /&gt;
#*&#039;&#039;&#039;Smash Chaplain:&#039;&#039;&#039; Combine it with the &#039;Benediction of Fury&#039; relic crozius (WS2+ S7 AP-2 D4) to kill characters, or a Master-crafted Power Fist for (S+1)X2 = WS3+ &#039;&#039;&#039;S10&#039;&#039;&#039; AP-3 &#039;&#039;D2+1d3&#039;&#039; (which is basically a better S10 D4 avg Thunder Hammer, which chaplains can&#039;t usually equip) to kill heavy infantry and bigger targets, like vehicles. To this you may add Warlord traits, stratagems, doctrines, and psychic powers as you can afford and be bothered with.&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus:&#039;&#039;&#039; Select a friendly chapter unit within 6&amp;quot;. +1 to their hit rolls when shooting. Even during overwatch, meaning you should answer enemy charges with supercharges. &#039;&#039;&#039;&#039;&#039;Safe plasma!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#*If you &#039;&#039;don&#039;t&#039;&#039; have a special interaction with getting +1 to hit, this generally makes your Chaplain a worse Captain: a 2/3 chance to improve BS3+ to BS2+ is mathematically identical to (and will stack with) re-rolling 1 to hit, but this Litany only hits 1 target, so even ignoring all the other caveats (inactive when you ride a transport/deep strike, doesn&#039;t work on both shooting and melee, etc) this alone will make your Chaplain a waste of points. He&#039;ll only earn his keep when you have a deathstar unit going that cares about +1 to hit beyond improving BS by 1. This is good for a plasma unit; if you want to support a gunline bring a Lieutenant instead.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate:&#039;&#039;&#039; Non-cumulative 6&amp;quot; aura of &#039;&#039;&#039;+2 to charge rolls&#039;&#039;&#039;, as well as +3&amp;quot; to pile in and consolidation moves.  In all cases, the friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt;}} unit in question has to be within the aura at the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge.&lt;br /&gt;
#*Do keep in mind the chaplain has to be on the field at the beginning of the battle round. Not even the Impulsor&#039;s broken disembark rules would help here, only a Jump Pack / Turboboosting Biker Manlet would have a chance.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
A solid [[skub|4 or 5]]/6 of our Warlord Traits are superb, and even our worst one is not egregiously bad.  As is tradition, named characters have their traits statically assigned.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Speed of the Primarch:&#039;&#039;&#039; Your warlord always strikes first, even if he didn&#039;t charge, unless the enemy charged or has a similar trait (Emperor&#039;s Children, Space Wolves with their version of this trait, etc.)&lt;br /&gt;
**Pretty nice if you choose to build a Blood Angels MURDERWINGS with Black Rage. You do have the relic jump pack and plenty of ways to increase attacks and make them explode. &lt;br /&gt;
**Mephiston has this trait.&lt;br /&gt;
*&#039;&#039;&#039;Artisan of War:&#039;&#039;&#039; One of your Warlord&#039;s weapons does 1 extra damage (this does not apply to Relics). Power Swords become master-crafted (D2), Thunder Hammers and Furioso weapons get D4.  Pretty rad on a beatstick, but obviously not as good as providing more support for your army. On the other hand, if you&#039;re not building the slam boi (perhaps because of a future nerf) it&#039;s a nice trait to slap on a storm bolter or combi weapon. Combi flamers come to mind as they would be  2 + d6 S4 D2 hits. A potential of 16 damage from an 8 point weapon isn&#039;t half bad even if it is only s4.&lt;br /&gt;
*&#039;&#039;&#039;Soulwarden:&#039;&#039;&#039; You can attempt to Deny the Witch with your Warlord; if they already can, you can do it an additional time.  One of the better options, simulating the Ultramarines relic (which is one of the best in their Codex), and providing potentially a lot of battlefield support against psyker heavy armies.&lt;br /&gt;
**Astorath and Lemartes have this trait.&lt;br /&gt;
*&#039;&#039;&#039;Heroic Bearing:&#039;&#039;&#039; All friendly {{W40Kkeyword|BLOOD ANGELS}} units withing 6&amp;quot; autopass morale tests.  Absolutely phenomenal if you have a large Death Company ball you want to keep on the table without relying on Astorath.&lt;br /&gt;
**Dante and the Sanguinor have this trait.&lt;br /&gt;
*&#039;&#039;&#039;Gift of Foresight:&#039;&#039;&#039; FnP 6+++, re-rolling 1s. If your Warlord has the Black Rage, increase the FnP to a 5+++ re-rolling 1s, but the Black Rage doesn&#039;t provide another FnP on top of that. Definitely has its uses, like on a Librarian Dreadnought you want to make sure won&#039;t die. Want to stack bodies on a budget? Take a captain with a power sword, give him this warlord trait, Death Visions of Sanguinius stratagem before the battle, and Red Rampage before he charges... that&#039;s 78 points and two command points and you have 7-9 attacks, WS2+ re-rolling 1s, S4/+1 to wound, and AP-3 with a 4++ and 5+++. Want one of the best HQs in the game? [[Chapter Master Slamguinius]] has heard your prayers! Copy that stratagem setup but with a Jump Pack Captain with a Thunder Hammer and Storm Shield and the Angel&#039;s Wings relic so he can charge without getting overwatched and re-roll his charge if he fails; this durable, hard-hitting jerk will thus lock a unit in combat, allowing your nearby assaulty unit to also charge without getting overwatched, because they&#039;re already engaged. Then, because he&#039;s got a jump pack, he won&#039;t be stuck walking after the turn he charges.fuck it. Might as well cast Unleash Rage for 7-9 attacks - did you bring a Librarian buddy? Now have fun remembering this process.&lt;br /&gt;
**Corbulo has this trait.&lt;br /&gt;
*&#039;&#039;&#039;Selfless Valour:&#039;&#039;&#039; Your Warlord can heroically intervene at 6″ instead of 3″. Not great, but not worthless, as you can set up for a quick one-two punch from your bodyguard and then your Warlord.&lt;br /&gt;
**Both versions of Tycho have this trait.&lt;br /&gt;
**Honestly if you&#039;re really looking to do this go play space wolves, you&#039;re more likely slamming your warlord into charges than being on the receiving end&lt;br /&gt;
&lt;br /&gt;
===Vanguard Space Marines===&lt;br /&gt;
Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn&#039;t stealthy.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shoot and Fade:&#039;&#039;&#039; Immediately after doing a shooting attack (except Overwatch), this warlord can move. If he does, he also has to advance.&lt;br /&gt;
#*Imperial stealthy Jump-Shoot-Jump baby! There are better things to do than to play with ONE model&#039;s positioning, but this trait does enable your buff characters to be at many places at once, repositioning at max speed: be near one unit, those guys shoot, your captain shoots, then he dashes over to buff another unit&#039;s shooting. Can also enable him to get back behind his troops/break LoS and avoid retaliation.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Deceit:&#039;&#039;&#039; At the start of the first round but before the first turn begins, you can remove and redeploy up to 3 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|phobos}} units present on the battlefield.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Vanguard:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;chapter&amp;gt;}} {{W40kKeyword|phobos}} units within 6&amp;quot; of the warlord gain +1&amp;quot; to both their move, advance AND &#039;&#039;charge&#039;&#039; rolls.&lt;br /&gt;
#*Seems to stack with the Red Thirst, helps Reivers and Incursors charge out of deep strike or infiltration.&lt;br /&gt;
#&#039;&#039;&#039;Stealth Adept:&#039;&#039;&#039; -1 from hit rolls that target the warlord. Not just at range so he can prove he&#039;s the better sniper around, but it also works in melee; useful since the warlord lacks an invuln save.&lt;br /&gt;
#&#039;&#039;&#039;Target Priority&#039;&#039;&#039;: The Warlord can skip shooting in the shooting phase to select a {{W40kKeyword|&amp;lt;chapter&amp;gt;}} {{W40kKeyword|phobos}} unit within 3&amp;quot; and a visible enemy. The selected unit gets +1 to hit against the enemy in question until the end of the phase.&lt;br /&gt;
#*&#039;&#039;Can help with those -1 to hit enemies, as well to improve your snipers&#039; chances of eliminating that troublesome enemy character.&lt;br /&gt;
#&#039;&#039;&#039;Marksman Honours:&#039;&#039;&#039; +1D to &#039;&#039;all&#039;&#039; of the warlord&#039;s guns, and he can reroll all failed hit and wound rolls for ranged attacks. Doesn&#039;t apply to grenades, but it DOES apply to Chapter relics. Of which they can take none.&lt;br /&gt;
&lt;br /&gt;
===Flesh Tearers===&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Merciless Butcher&#039;&#039;&#039;: Gabriel Seth has this. Your warlord gets to make an additional attack for every 5 models within 3&amp;quot; of him in melee, up to a max of 3. Don&#039;t expect to get much from this one unless you face mob armies. Makes a damn good secondary warlord -- Hurl this guy at a horde with 5 bone stock DC and the fancy relic chainsword and you WILL see blood spilt. Let your main warlord perform his standard duties and survive the game. &lt;br /&gt;
#&#039;&#039;&#039;Of Wrath and Rage&#039;&#039;&#039;: Every 6+ to hit in melee grants you a bonus attack with the weapon you used. The fact that it needs a die roll of 6 to trigger it makes it harder to pull off, but when you do it&#039;s gonna be worth it.&lt;br /&gt;
#&#039;&#039;&#039;Cretacian Born&#039;&#039;&#039;: No Overwatch on the Warlord. WAT. You are now the uncontested rape-lord that ever raped. Take this. NOW. Again makes a great secondary warlord, hurl him at the enemy and multi charge gun lines (looking at you Tau pussies) to nullify any deterrent your other units might normally worry about.&lt;br /&gt;
&lt;br /&gt;
==Space Marine Armoury==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
These are sorted by profile similarity, so you can compare apples to apples.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; - Now actually has a use! Still the basic CCW profile, but allows for one extra attack. It&#039;s free and a good weapon for clearing out hordes.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039; - Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1:&lt;br /&gt;
**&#039;&#039;&#039;Power Maul/Power Lance&#039;&#039;&#039; - S+2, AP-1. This is the one you want to use against lightly armored units that rely on toughness to shrug off hits.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword&#039;&#039;&#039; - S User AP-3. Your best bet for dealing with MEQs and TEQs. A bit better on higher Toughness targets than it is for vanilla Marines since you can wound T4 units on a 3+ with Red Thirst.&lt;br /&gt;
**&#039;&#039;&#039;Power Axe&#039;&#039;&#039; - S+1 AP-2. A good enough compromise between the Sword&#039;s armor negation and the Maul&#039;s brute force. You can wound T3 and T4 on 2s, provided you can trigger Red Thirst.&lt;br /&gt;
**&#039;&#039;&#039;Force Weapons&#039;&#039;&#039; - Librarians come with these. Identical to their Power Weapon counterparts (with Force Staves filling in for the Power Maul), but deal D3 damage instead of 1 damage, for twice the cost - slightly less efficient, since they&#039;ll do less than twice as well against W2 or W1 targets, but nice and hitty.&lt;br /&gt;
**&#039;&#039;&#039;Encarmine Weapons&#039;&#039;&#039; - Comes in Sword and Axe form, but basically just overcosted (the sword costs half again as much, the axe 60% again as much) Force weapons of the same name.&lt;br /&gt;
***A case can be made that red thirst works better with the encarmine swords, but the axes become inferior to the fist except lacking a -1 to hit. &lt;br /&gt;
***After Chapter Approved 2019 encarmine weapons have had their costs slashed.  Axes are down to 9 points and swords are down to 8, making them a viable alternative to power fists. In fact the axe version costs less than the Force Axe that it is, so Axes are a steal in theory. Fists are still good to use against monsters, but axes can now take over their role against MEQ. &lt;br /&gt;
**&#039;&#039;&#039;Relic Blade&#039;&#039;&#039; - Available to Vanguard Veteran Sergeants and Captains. At S+2 AP-3 D1d3 (combining a force maul with a force sword), now at only 9 points viable for taking on your captain if you don&#039;t want a 40-point hammer, and good on your veteran sergeant as well.&lt;br /&gt;
***With the Red Thirst they perform almost the same as a power fist (up to T5), with no hit penalty. Above T6 they&#039;ll still wound on a 4+ against most things you&#039;d reasonably expect to run into. &lt;br /&gt;
**&#039;&#039;&#039;Lightning Claws&#039;&#039;&#039; - SUser AP-2 D1. Allows you re-rolls to wound and gain an extra attack if you have two of them; one of them costs twice as much as a power sword, and two of them cost triple, so needless to say, &#039;&#039;always&#039;&#039; bring them along in pairs - thanks to the Red Thirst, one claw will seriously struggle to be worth it compared to a power sword.&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039; - Sx2 AP-3 D1d3. Unwieldy has been replaced with a -1 penalty on to hit rolls, which can be annoying, but does mean you&#039;re no longer screwed by being forced to attack last all the time.&lt;br /&gt;
** Now being a 9 point weapon (almost half the cost of a thunder hammer for non-characters) they&#039;re now a viable option over a thunder hammer if you&#039;re looking just to have some heavy hitters and don&#039;t care as much about damage, this is a must take&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039; - Like a Power Fist, but AP-4 and a fixed 2 damage, both of which are upgrades (the latter makes you better against W2 targets, and the former is obvious), now only 11 points and only 2 points more than a power fist making this an actual viable option for dealing with higher armor 2W models. Sadly only available to Terminators.&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - A chainfist (at the same cost, too!) that deals 1d3 damage instead of 2 (i.e. it&#039;s worse against W2 targets), this is strictly worse than a chainfist, and you have only yourself to blame if you waste points on one.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; - Like a Power Fist, but deals 3 Damage instead of d3. All the strengths (and the -1 to hit modifier) of the Power Fist, with none of the random damage. Costs 16 points vs. the power fist&#039;s 9 points for an average of half again the damage. &#039;&#039;&#039;24 points more&#039;&#039;&#039; for Characters means over 4x the cost for 1.5x the damage.  The extra reliability could mean the difference between whether or not you can one-shot Aggressors (or combined with Artisan of War, Centurions) but likely only worth its 40-point cost on a single, dedicated Smash Captain.&lt;br /&gt;
&lt;br /&gt;
====Dreadnought Melee Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Blood Talons&#039;&#039;&#039; - S+4 AP-2 D3, re-rolling both failed hits and wounds, and only comes in pairs (meaning you can&#039;t combine them with a frag cannon); as of chapter approved these slashers only cost you 35 points, and pair of Furioso fists cost 40, meaning you&#039;re paying 5 points less and losing 1 point of AP and 2 of S to re-roll failed wounds.  Since both weapons will wound T9 or less on a 2+, thanks to the Red Thirst, the fists actually hurt anything with a 4+ or better save more than the Talons do, and applying a lieutenant or sanguinary ancient for situations where you want that re-roll. Better now than the Index version, but still a little disappointing. Re-rolls for hitting and wounding helps though, especially when combined with Red Thirst.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought Combat Weapon&#039;&#039;&#039; - Sx2 AP-3 D3, now for 20 points as of CA 2019.  &lt;br /&gt;
*&#039;&#039;&#039;Furioso Fist&#039;&#039;&#039; - Sx2 AP-3 D3, re-rolling failed hits when you take a pair; the second one only costs 10 more points.  As a pair, &#039;&#039;far&#039;&#039; better than Blood Talons; as a single, completely identical to a Dreadnought Combat Weapon.&lt;br /&gt;
*&#039;&#039;&#039;Furioso Force Halberd&#039;&#039;&#039; - S+4 AP-4 D3, and only available on librarian dreadnoughts, who have to take a fist as well; the halberd will almost always be far better, due to the Red Thirst.  Thankfully free.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; - You know what a Bolter is. 24&amp;quot; Rapid Fire S4 AP-0 1 D. The loss of AP hurts, but if your opponent has a brain he&#039;ll be keeping his 5+/6+ units in cover anyway.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Rifle&#039;&#039;&#039; Primaris version of the Boltgun, with -1AP and 30&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Auto Bolt Rifle&#039;&#039;&#039; Assault version of the Bolt Rifle.  24&amp;quot; Assault 3, AP 0.&lt;br /&gt;
*&#039;&#039;&#039;Stalker Bolt Rifle&#039;&#039;&#039; 36&amp;quot; Heavy 1, S4, AP-2, D2.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039; - Now infinite use, can be fired independently of the Bolter or at the same time. Firing both the Bolter and the special weapon causes a -1 to hit. Special mention to Combi-Flamers, since the flamer part auto-hits.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter/Combi-Bolter&#039;&#039;&#039; - Cheap as chips Rapid Fire 2 Boltgun. Typically seen on Terminators, decent midrange Characters but otherwise should only be taken if you don&#039;t want to spend the points on anything better.&lt;br /&gt;
*&#039;&#039;&#039;Angelus Boltgun&#039;&#039;&#039; - 12&amp;quot; Assault 2 S4 AP-1 1 D weapon. Better now due to how AP works. It is now a free-gun, and has a strategem in Blood of Baal. Still not a pistol, but eh perfection is Slaanesh&#039;s thing anyway. &lt;br /&gt;
&lt;br /&gt;
====Pistols====&lt;br /&gt;
Special note that many BA units have options to Paired Pistols. &lt;br /&gt;
*&#039;&#039;&#039;[[Bolt Pistol]]&#039;&#039;&#039; - It&#039;s a Bolter Pistol. Like other pistols, has a shorter range but can be fired when locked in close combat so it&#039;s useful enough for choppy units.&lt;br /&gt;
**whenever you are choosing between a Bolt pistol or a chainsword and another S4 attack, take the chainsword because of red thirst.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma Pistol]]&#039;&#039;&#039; - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do &#039;&#039;not&#039;&#039; want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, including himself, re-roll those bad 1s To Hit away, don&#039;t be too worried. 1/36 chance of killing yourself are acceptable odds.&lt;br /&gt;
**At a very reasonable 5 points, throwing these on units like sanguinary guard or death company is a viable option.&lt;br /&gt;
*&#039;&#039;&#039;[[Grav-Weaponry#Grav-Pistol|Grav-Pistol]]&#039;&#039;&#039; - Deals more damage against targets with an armor save of 3+ or higher, but it&#039;s not quite as good as it used to be, especially since immobilization spamming is out.&lt;br /&gt;
**Paired Grav Pistols have more shots than a Gravgun at 12&amp;quot; of range and cost only +1pts. &lt;br /&gt;
*&#039;&#039;&#039;[[Inferno Pistol]]&#039;&#039;&#039; - in terms of close combat, this is the best pistol, period. S8 AP-4 D D6 means this is effective against most targets. You take these because Blood Angels don&#039;t really get the most use out of Devastators. This pistol lets you damage high toughness, multi-wound targets while still being able to use the Red Thirst. Not good for deep-striking troops, but what the hell Rhinos are assault vehicles now!&lt;br /&gt;
** Now 9 points as of CA 2019, still 6 less than a Combi-Melta and on the pistol list rather than Combi list. Fine on characters to pop wounds off vehicles or other heavy targets before charging in, just don&#039;t go crazy.&lt;br /&gt;
** Always take one in your squads because you want to be close up and in combat meaning you will have plenty of chances to shoot the pistol for a huge amount of damage. With clever positioning in close combat you can get a nice shot at enemy characters.&lt;br /&gt;
**You cannot shoot them arriving pistol deep-strike, but if you survive combat it acts as a cheaper one-hit power fist rather than a pistol. Just be aware to fire it in CC you have to survive through your opponent&#039;s fight phase as well. Most models that can use this are 1-wound with a mere 3+. Though if you could build a lieutenant [[Moritat]] with dual inferno pistols that&#039;d be cool.&lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Hand-Flamer|Hand Flamer]]&#039;&#039;&#039; - Pistol that auto-hit D6 times with S3 AP-0 Range 6&amp;quot; and got cheaper now. D6 auto-hits against T3 wounds on a 4+ or T4 on a 5+ and you can fire it in close combat. Great pistol for anti-horde melee troops, but really really useless on anything deep-striking. &lt;br /&gt;
** The Hand Flamer has the combination of being able to shoot in melee range and hitting automatically going for it. It will certainly not blow through tanks and characters as well as a Plasma Pistol, but a couple of them most definitely help with fighting your way through hordes. Those 3 hits on average will add up fast, especially when combined with a bunch of [[Chainswords]]. Additionally, the auto-hits will help a lot with getting past To Hit modifiers like [[Warhammer 40,000/Tactics/Tyranids(8E)|Venomthropes]].&lt;br /&gt;
** At 1 point in the Codex, replacing some bolt pistols with these is a much more attractive option.&lt;br /&gt;
***Three on average strength 3 shots is better than one strength 4 shot. That combined with the fact you&#039;re auto-hitting both during the shooting phase and during overwatch makes this a clear winner if you got a handful of points to spare.&lt;br /&gt;
****Bear in mind hand-flamers don&#039;t get red thirst and chainswords are free. Hand flamers are still awesome but limited.&lt;br /&gt;
&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
*Note before you look at these, all their point values have dropped so if you were iffy on some weapons not doing enough for their cost, worry no more&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039; - An 8&amp;quot; Assault D6 S4 AP-0 1 D which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. They are a surprisingly decent AA option too, given they auto-hit even Hard to Hit models. Keep in mind that this weapon is pretty poor value against non CQC armies, as by itself its not fantastic due to high cost. The main kicker is the auto-hit on overwatch, which only happens if you get charged. Also, you can Advance and shoot the Flamer, at the cost of not being able to charge.&lt;br /&gt;
**seriously this is only 6 points! If you&#039;re not using these against blobs of guys what is wrong with you.&lt;br /&gt;
***Or you could just take our cheaper 1-point hand-flamer and a [[Rip and Tear|chainsword]] and end that blob rightly.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; - 18&amp;quot; Rapid Fire 1 S5 AP-3 1 D. The loss of the ability to wound on a roll equal to the target&#039;s armor save is a big nerf to the former game-breaker of 7e, to say nothing of its meh strength and range compared to the now-safer Plasma Gun. However, it does D3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Don&#039;t bother against vehicles, though- S5 isn&#039;t enough to dent most tanks now, and immobilization spam is no longer a thing anyway. But they&#039;re mostly here to kill 2-wound models now.&lt;br /&gt;
**Since it fires 2 shots just outside melta-range it can knock off more wounds than you might think. Just not as good as the melta, or the cannon version. Mostly held back by its piss-poor range.&lt;br /&gt;
**To be clear this gun is for rhino-riding marines to kill enemies with 2-wounds. Don&#039;t deep-strike with this gun, buy plasma guns for that. &lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039; - 12&amp;quot; Assault 1 S8 AP-4 D6 D, best used with Drop Pods. (Don&#039;t use drop pods try infernum, inferno?,  razorbacks or bikes) If within half its range (so 6&amp;quot; or closer) it rolls 2D6 D and selects the higher number, so it&#039;s good against Monsters as well as vehicles now. It&#039;s worth noting that Drop Pods and its passengers cannot disembark closer than 9&amp;quot; from an enemy, so you won&#039;t be in Melta range on the drop. Try Multi-meltas for that.&lt;br /&gt;
*&#039;&#039;&#039;Plasma gun&#039;&#039;&#039; - The plasma gun works differently from its earlier incarnations- for a start, it now has two firing profiles, both of which share Rapid Fire 1 and a 24&amp;quot; range. In its normal mode, it&#039;s S7 AP-3 1 D so it&#039;s basically a flat upgrade from a Bolter that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode triggers the new version of Gets Hot!, and this time it just kills a model with no saves on a to hit roll of 1. So only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Grav-cannon with grav-amp&#039;&#039;&#039;- Identical to the Grav-gun, but with Heavy 4. Compared to the Plasma Cannon, it fires more shots but suffers from all the nerfs that the Grav-gun has gotten. It&#039;s now effectively a souped up Heavy Bolter.&lt;br /&gt;
**The most expensive heavy here, but the safest and highest ROF weapon for dealing with TEQ. Not bad against vehicles either since you can afford to miss one or two shots, unlike the lascannon. Killing one terminator pays for the cannon so give it a thought.&lt;br /&gt;
**Strength 5 sounds bad but so few vehicles are toughness 10 that you still have 1/3 chance to hurt a vehicle for d3 wounds. Still, consider bringing lieutenants for your grav-cannons.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;- 36&amp;quot; Heavy 3 S5 AP-1 1 D. Good against hordes at long range due to its high number of attacks, and not too bad against lighter vehicles either. It is also extremely cheap.&lt;br /&gt;
**hellfire shells stratagem can deal out a startling amount of mortal wounds&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;- A flamer with an extra point of Strength and AP-1. More effective against almost everything than its smaller brother.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;- 48&amp;quot; Heavy 1 S9 AP-3 D6 D. Your primary anti-vehicle weapon.&lt;br /&gt;
**The best range here. Hence has that advantage over the more expensive grav-cannon. Works better with accuracy buffs than wounding buffs.&lt;br /&gt;
*&#039;&#039;&#039;Twin-Lascannon&#039;&#039;&#039;- Gives you two lascannons for 10 points less&lt;br /&gt;
**This makes tanks that can carry these an actually good idea as they can take as many lascannons for cheaper weapons cost and a tougher body than a devastator squad&lt;br /&gt;
**Seriously a normal Landraider will only cost you 277 points for 4 lascannons, two heavy bolters, T8, lots of wounds, and can transport models. Consider this when you&#039;re choosing your army&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher&#039;&#039;&#039;- Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 D AP-2 it can still make a nasty surprise for a HQ caught in the open. Costs 5 points less than a Lascannon, so its only worth taking if you KNOW you will be shooting infantry with them at some point.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta&#039;&#039;&#039;- A 24&amp;quot; Heavy 1 Meltagun. Cooks vehicles from a slightly safer range than the regular Meltagun, but unlike the Meltagun you can&#039;t advance and then shoot with this. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal. Due to its 12&amp;quot; Melta range, that means your D6 D will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant&#039;s Signum.&lt;br /&gt;
** Now being only 22 points per gun (cheaper than a lascannon mind you) and drop pods dropping 20 points, deep strike drop pod bomb is a good idea that will cost you less than it used to &lt;br /&gt;
*&#039;&#039;&#039;Twin Multi-Melta&#039;&#039;&#039;- two shots for 40 points&lt;br /&gt;
*&#039;&#039;&#039;Plasma cannon&#039;&#039;&#039;- Identical to the Plasma gun, but has a 36&amp;quot; range and is Heavy D3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than the regular plasma gun.&lt;br /&gt;
**The penalties for moving and firing are steep here, so use extreme caution overcharging. In fact you might leave this gun at home. If you desperately need this cannon get it on a relic predator who uses a safer variant. Carry a lascannon or heavy bolter instead, or shell out for the grav-cannon for 2-wound thickies. &lt;br /&gt;
*&#039;&#039;&#039;Frag Cannon&#039;&#039;&#039;- Double Heavy Flamer on steroids with 8&amp;quot; 2D6 S6 AP-1 1 D auto-hits. Hordes beware. [[Awesome|Also an assault gun on a very fast model so you can advance and roast.]]&lt;br /&gt;
*&#039;&#039;&#039;Typhoon Missile launcher&#039;&#039;&#039;- Two missile launchers for 2 points less&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039;- 22pts for 6 shots, S6, AP-1. good for dealing with hordes at range&lt;br /&gt;
*&#039;&#039;&#039;Twin-Assault Cannon&#039;&#039;&#039;- double cost, double shots&lt;br /&gt;
** Now costs 4 points more than a Twin-lascannon&lt;br /&gt;
&lt;br /&gt;
====Grenades====&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; - It explodes, 6&amp;quot; D6 S3 AP-0 1 D, good against GEQs.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039; - It explodes even harder, albeit only one shot at range 6&amp;quot; S6 AP-1 D3 D, always remember to throw one , because now it can one-shot (small chance, but...) multi-wound enemies.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb&#039;&#039;&#039; - Now can be thrown at 4&amp;quot; with S8 AP-4 D6 D, which is brilliant, and in 8 edition there are no restrictions on using it, so it&#039;s perfectly viable to throw Melta Bombs at enemy characters, as well as usual targets, like vehicles and bigger enemies.&lt;br /&gt;
&lt;br /&gt;
===Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Combat Shield&#039;&#039;&#039; - Grants the model a 5++ Invulnerable save.&lt;br /&gt;
**If you waste your points on equipping these on your assault sergeants, shame on you&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield&#039;&#039;&#039; - Grants the model a 3++ Invulnerable save.&lt;br /&gt;
** 10 points on your characters, 2 points on all other models. Now so cheap you should consider anything that can take them. &lt;br /&gt;
*&#039;&#039;&#039;Camo Cloak&#039;&#039;&#039; - If every model in a unit has a camo cloak you can add 2 to saving throws made for models in the unit when they receive the benefits of cover, instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Death Mask&#039;&#039;&#039; - Reduces enemy leadership by 1 while they are within 3&amp;quot; which helps in the Morale Phase.&lt;br /&gt;
**Honestly if you&#039;re taking lots of sanguinary guard ignore them, if you&#039;re taking a few or a sanguinary ancient take it&lt;br /&gt;
**Stacks with the Reiver Terror Troops ability (abilities with different names stack modifiers). No BA advantages to reducing leadership, but useful for allies, like the GK Purge Soul Psychic Power.&lt;br /&gt;
**Blood of Baal has introduced a new stratagem that requires Death Masks to use, still situational&lt;br /&gt;
*&#039;&#039;&#039;Magna-grapple&#039;&#039;&#039; - You add 2&amp;quot; to your charge rolls if charging a vehicle, which helps your choppy dreads reach combat, especially when they already move faster than vanilla ones.&lt;br /&gt;
**Once Foreworld drops the Lucifer Patterned Drop-Pod this will be great to take&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
It&#039;s been a long time coming, but holy shit, was it worth it. Most of our Relics are fucking rad! Be careful here, many a command point was spent in test games just to cap out on all 3 relics, they&#039;re just that good.&lt;br /&gt;
&lt;br /&gt;
====Codex Relics====&lt;br /&gt;
*&#039;&#039;&#039;Archangel&#039;s Shard:&#039;&#039;&#039; Replaces a power sword or master-crafted power sword.  If the target is a {{W40Kkeyword|monster}}, the damage is 1d3; if it&#039;s a {{W40Kkeyword|daemon monster}}, it&#039;s 1d6. Otherwise, it&#039;s a power sword. Not really good, and since you can only take so many relics this will probably stay on the shelf. A master-crafted power sword has better stats in the first place, so that further limits what you want to replace. Only really worth even considering if your opponent has a {{W40Kkeyword|daemon monster}}; against normal monsters, this is ever so slightly worse than upgrading a standard power sword to a master-crafted one, making this relic &amp;quot;worth&amp;quot; maybe 6 points if you&#039;re feeling generous - very meh.&lt;br /&gt;
*&#039;&#039;&#039;Angel&#039;s Wing:&#039;&#039;&#039; Jump Pack only. Re-roll failed charge rolls, and cannot be [[Raven Guard|overwatched]]. [[Awesome|EXCUSE YOU!?]] This one is probably an easy best, edging out Veritas Vitae only by just how it&#039;s way easier for every other army to get CP back than to spend a relic for it; lets you make a downright terrifying Blood Angel Banshee or [[MURDERWINGS]].  Put this on a Jump Librarian with Quickening, Unleash Rage, and a Force Sword, and toss at whatever offends you, or commit like you mean it, and put it on a Death Company Jump Captain with a Thunder Hammer (see above).&lt;br /&gt;
*&#039;&#039;&#039;Gallian&#039;s Staff:&#039;&#039;&#039; Force staff that gives a +1 to manifesting smite; not terrible, as Smite is always useful for Mortal Wounds, but inferior to the White Scars relic that does the same thing, as theirs doesn&#039;t force you to carry a force staff - because this one does, you can&#039;t put it on a Primaris Librarian or a Librarian Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Baal:&#039;&#039;&#039; Thunder hammer with no penalty to hit. For Sx2 AP-3 D3 with no penalties to hit, this is a surprisingly killy relic. S8 (S10 if there&#039;s a Blood Chalice nearby; consult the Designers&#039; Commentary, Question 1, if you&#039;re wondering why), with the Red Thirst improving your wound rolls by +1, will ensure that you can wound almost anything without much difficulty.  Hardly an auto-include, especially since the base hammer costs &#039;&#039;40&#039;&#039; points (since only a character can carry a relic) and a captain especially doesn&#039;t mind the base to-hit penalty enough to really warrant a relic slot, but fairly punchy.&lt;br /&gt;
*&#039;&#039;&#039;Standard of Sacrifice:&#039;&#039;&#039; Ancients only. Grants FnP 5+++ to non-Death Company Bikers and Infantry within 6&amp;quot; of the bearer. Solid choice, especially if paired with Hammernators, Sanguinary Guard, or a Primaris gunline; it can make for a terrifyingly durable unit that can mulch through anything with the banner&#039;s re-rolls. Who says they got rid of Death Stars?  Stacks with Gift of Foresight, although the latter won&#039;t let you re-roll 1s for the former. (Note you can&#039;t stack it with Gift of Foresight and Death Vision of Sanguinius since it gives you the Death Company keyword.)Unfortunately only benefits each &#039;&#039;model&#039;&#039; within 6&amp;quot;, not each &#039;&#039;unit&#039;&#039;. So no giving your entire gunline a 5++ FNP. Still, a 6&amp;quot; bubble covers a LOT of models, especially if you&#039;re using a Primaris Ancient mounted on a 40mm base. Also remember you get to choose which models you allocate wounds towards - so obviously pick the ones that are protected by the Standard.&lt;br /&gt;
*&#039;&#039;&#039;Veritas Vitae:&#039;&#039;&#039; When using a Stratagem, roll a d6; you gain a CP on a 5+. Yes, even your Stratagems have Feel no Pain. Easily the best of the bunch; a 33.33% chance to get a CP back after you spend 1-3 on a Stratagem by merely &#039;&#039;&#039;existing&#039;&#039;&#039; on the field makes the one of the best Relics in the whole game. The only relic a librarian dreadnought can take besides Biomantic Sarcophagus. If you&#039;re using the multi-relic Stratagem and are taking this relic, make sure you&#039;ve defined with your opponent what &amp;quot;before the battle&amp;quot; means - you can&#039;t recover CP with this until the model carrying it is deployed, so any CP spent prior to deployment are lost.  Also, be careful of armies with strictly superior variants of the same rule; the Imperial Guard, for example, have a Warlord Trait which does this on a per-CP basis, while yours only recovers 1 CP, no matter how expensive the Stratagem. So no IG or Eldar shenanigans.&lt;br /&gt;
** Always stick this on someone. BA have some of the best relics and Warlord traits around - you are going to burn through CP like no other, might as well squeeze a few free ones in, you will need them.&lt;br /&gt;
&lt;br /&gt;
====Blood of Baal Relics====&lt;br /&gt;
*&#039;&#039;&#039;Decimator&#039;&#039;&#039;: Replaces a master-crafted auto-bolt rifle and bumps you up to S5, AP-2, D2, and you don’t take a penalty to hit when Advancing and firing. &lt;br /&gt;
*&#039;&#039;&#039;Wrath of Baal&#039;&#039;&#039;: Sanguinary Ancient banner. At the start of your Movement phase, add 2 to the Move of friendly Blood Angels Jump Pack units within 6”. Bonus lasts until end of turn. &lt;br /&gt;
*&#039;&#039;&#039;Biomantic Sarcophagus&#039;&#039;&#039;: For a Librarian Dreadnought. Adds 6” to the range of the model’s psychic powers and once per &#039;&#039;turn&#039;&#039;, when you take a psychic or deny the witch test with this model, you can re-roll one of the dice.  Possibly the best relic of Blood of Baal, as the value of all the re-rolls can really add up.&lt;br /&gt;
*&#039;&#039;&#039;Figure of Death&#039;&#039;&#039;: Replaces a Crozius with one that’s S+1, AP-2 D2 and when you make a successful wound roll the target unit gets -2 to its Ld for the rest of the turn. &lt;br /&gt;
*&#039;&#039;&#039;Gleaming Pinions&#039;&#039;&#039;: Jump Pack model only. The bearer can charge in a turn in which it fell back, and it gets +1 to its charge distances. This allows you to reactivate all of your charge bonuses, allowing SS Captains to keep swinging at full potential each turn. This is great because such a Captain can receive 3 or possibly more attacks on the charge depending on how you build them up.&lt;br /&gt;
**Consider this for a Smash Captain instead of Angel&#039;s Wing, since if you use Death Visions on him, he can be buffed by Lemartes and re-roll charges that way, and the Pinions will ensure he&#039;ll get his +2 bonus attacks for charging every time.&lt;br /&gt;
&lt;br /&gt;
====Special Issue Wargear====&lt;br /&gt;
*A quick Note on Blood Angel Successors: If your Warlord is from a Successor Chapter, you are limited in what relics you can take. In addition to the nearly worthless Archangel&#039;s Shard from the codex, you can also choose from among the Special Issue Wargear included below or use the Honored by Baal stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle&#039;&#039;&#039;: When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour&#039;&#039;&#039;: Gives a model a 2+ save and a 5+ invulnerable save. This can allow your characters to survive much more, especially librarians which need to sacrifice a cast to get an invuln.  Best put on a model with a decent amount of wounds but no invuln, such as Primaris Librarians/Lieutenants.&lt;br /&gt;
*&#039;&#039;&#039;Quake Bolts&#039;&#039;&#039;: The Blood Angels special bolter ammo. Give this to someone and you can choose to shoot with these bolts instead when firing a bolt weapon. When you shoot with these, make only one attack, but if you hit, the target is “felled” until the end of the turn and the attack continues. When you attack a felled unit in melee, add 1 to the hit roll.&lt;br /&gt;
** Good to amplify the damage dealt by your melee units, especially if said units bring hammers or fists. The higher your chances to hit the better so slapping it on a character with nice BS or access to rerolls makes it do more work. Notice you can only make 1 attack per shooting phase with these so you won&#039;t get better result by slapping them on a character with a storm bolter.&lt;br /&gt;
** Did you know that bolt pistols are the greatest pistols? These unique rounds are proof. On a captain (who can re roll his single shot), these will help you get another 1 or 2 hits with a power fist. When paired with the onslaught of death company who already have the normal +1 to wound, its gonna hurt!&lt;br /&gt;
*&#039;&#039;&#039;Master-Crafted Weapon&#039;&#039;&#039;: Give a weapon +1 damage and it’s considered to be a Relic of Baal. Now you can have an Artisan War TH and a Master Crafted TH on two captains!!! Both attacking the same unit!!! on the same turn!!!! All at D4!!!!!!&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons&#039;&#039;&#039;: When you fight, you make 1 extra attack using the “close combat weapon profile” and if you hit, you score a mortal wound. Meh. Not terrible but your charcters are pretty much renown for how hard they punch sruff: it&#039;s better to invest relics in durability, supporting other troops or making charges easier.&lt;br /&gt;
*&#039;&#039;&#039;Fleshrender Grenades&#039;&#039;&#039;: Replaces frag grenades with some that are type Grenade 3, S5, AP-3 2 Damage and the target doesn’t get the benefit of cover. More like Terminator-render grenades.&lt;br /&gt;
*&#039;&#039;&#039;Icon of the Angel&#039;&#039;&#039;: When you make charge rolls for friendly Blood Angels/successors within 3” of this model, you can re-roll any of the dice. Seriously?! Fuck YES!! You can take this and have Lemartes off with other DC and have a multi directional charge all with re-rolls.&lt;br /&gt;
&lt;br /&gt;
====Flesh Tearers Relics====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Severer of Threads&#039;&#039;&#039;: Replaces a chainsword with a slightly deadlier chainsword with S+1 AP-1. The big draw is the +d3 additional attacks, which is quite crazy. On top of this, if you use fight an Infantry unit and score a 6+ to wound, you also deal a mortal wound on top of everything else. If nothing else, this makes it very economical to grab. Combined with the Warlord Traits Merciless Butcher or Of Wrath and Rage this can allow a Captain or Primaris Captain to potentially put out a hilariously frightening number of attacks.&lt;br /&gt;
*&#039;&#039;&#039;Sorrow&#039;s Genesis&#039;&#039;&#039;: Replaces Narthecium. This super-Narthecium lets your Sanguinary Priest rez a model on a 2+ and restore up to 3 wounds, making it amazing for a primaris force.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Captain:&#039;&#039;&#039; The most basic version of the Captain is the no-frills HQ choice: access to a variety of wargear, good overall stats, and grants all nearby friendly &#039;&#039;&#039;BLOOD ANGELS&#039;&#039;&#039; units the ability to re-roll a result of 1 to hit, which you should use to keep your plasma weapons from killing you as this lets you roll those lethal 1s away (do note vehicles have the &#039;&#039;&#039;BLOOD ANGELS&#039;&#039;&#039; keyword too. Enjoy your semi-twinlinked Land Raider Crusader). His master-crafted boltgun is AP-1 and deals 2 damage, but a shooty Captain might be better suited to using a Combi-Weapon. The storm shield isn&#039;t a must-have, since he comes with a 4++ by default, but it&#039;s there if you want it. &lt;br /&gt;
**&#039;&#039;&#039;Captain with Jump-Pack:&#039;&#039;&#039; You&#039;re playing Blood Angels for the Sauce,  and here it is, boyo. This build is affectionately titled [[Chapter Master Slamguinius]] and it earned it for a [[Rip and Tear|FUCKING REASON]]! Although giving your captain a jump pack doesn&#039;t give him the durability of a bike, it does give him the advantage of a very special rule, {{WH40Kkeyword|Fly}}, and by the God-Emprah, isn&#039;t that what being a Son of Sanguinius is all about?! This might seem standard to all you 7th edition players, but being able to jump over combats and fights to get all your veterans stuck in can change a fight from a battle of attrition to outright wiping out the enemy squad, either during the Fight Phase itself or the Morale Phase after it. 8th edition makes this doubly important due to the new rules allowing an engaged unit to Fall Back from close combat during the opponent&#039;s Movement Phase, which subsequently exposes your fighters to enemy shooting from other units, which means enemy heavy shooters will often be screened by chaff exactly for this purpose. Bikes are still vulnerable to this tactic despite their speed, whereas jump troops with {{WH40Kkeyword|Fly}} can simply jump over the screening units and proceed to beat the snot out of the valuable and dangerous enemy shooters hiding at the back. He also gains the ability to Charge and Fight against FLYERS, which can be interesting if a foe is mistaken enough to let your jump Captains get too close to their Flyers. {{WH40Kkeyword|Fly}} also gives you the ability to shoot after Falling Back from a fight, so if you get in over your head you can still fire off a smattering of Boltgun or (combi-weapon!) shots as you get away. All that aside, don&#039;t forget that it also makes you vulnerable to anti-air weaponry, so watch for anything that gains bonuses against flyers.  Use Honor the Chapter, and Only in Death Does Duty End, and keep this dude going for as long as you can, consider him expendable and perhaps not the warlord, use these two stratagems and he can take on anything. So, when a daemon primarch starts his spiel on how the corpse emperor is a dick but his legions were much stronger than today&#039;s Marines, politely explain him the virtues of present day Blood Angels... and then beat his chest like a bongo. This might cost a bunch of CP on top of what you paid to kit the captain but killing a 600+ pts centerpiece unit almost guarantee by turn 2 is basically always worth it.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Captain: &#039;&#039;&#039;Comes stock with a bolt pistol and a master-crafted auto bolt rifle like the Lieutenants, but can also take a Power Sword or switch the auto bolt rifle out for a master-crafted stalker Bolt Rifle (which is Heavy 1, but gets a 36&amp;quot; range and AP-2). Apart from the extra wound and attack that come with the Primaris statline, he&#039;s more or less the same as a vanilla Captain but with fewer wargear choices. Since the Primaris Captain can only footslog if you don&#039;t pay up for a Repulsor, give him the Stalker and put him near the objective to snipe at targets with either Devastators, Cent-Devs, and Company Vets without transports or Hellblasters with Heavy Plasma Incinerators to make the most of their ranged weapons. For 92 points you can take a power fist and plasma pistol, making him perhaps the most well rounded of all captains along with crazy Tycho.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Gravis Armour:&#039;&#039;&#039; Has a 5&amp;quot; move, and the same 3+/4++ save as the regular Primaris Captain, but the Gravis Armor pushes him to T5 and W7, making him very hard to kill with small arms. Unlike the other Captain versions, his wargear is fixed; specifically, to a master-crafted power sword that deals one more point of damage compared to the regular power sword, and the Boltstorm Gauntlet (a combined 3-shot bolt pistol and power fist). Cheaper and differently resilient than the Terminator Captain, but not as flexible.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Captain in Phobos Armour:&#039;&#039;&#039; A Primaris Captain with a combat knife (+1A), and a sniper rifle equivalent (30&amp;quot;, Heavy 1, S4, AP-2, D2, can target characters, but does NOT cause mortal wounds on a wound roll of 6). Also has a camo-cloak (+2 to saves when in cover instead of +1), an omni-scrambler (no enemy deepstrikes within 12&amp;quot;), and concealed positions (deep strike, but before first turn). You&#039;ll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Like the Lieutenant, this guy is really nothing more than an old, cranky primaris marine...and overcosted to boot.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Terminator Armour:&#039;&#039;&#039; Your bread and butter HQ, good at everything, great at nothing, now in Terminator Armour. Must buy at least a Power Sword and Storm Bolter, can take items from Terminator Combi-Weapons and Terminator Melee Weapons lists, and if he takes a Power Fist, can take a wrist mounted grenade launcher. May also buy a Storm Shield. A decent fighting unit, he comes stock with a 4++ thanks to his Iron Halo. Provides a 6&amp;quot; bubble that provides re-rolls of 1&#039;s to hit to friendly Blood Angels. Can become pretty killy if you kit him out to be, the codex was fairly nice to us. It&#039;s worth noting that chainfists are straight-up garbage, at a point more than a hammer in exchange for &#039;&#039;less&#039;&#039; damage (the better AP wouldn&#039;t be enough to make chainfists good even at Thunder Hammer prices).  None of the weapon choices you can&#039;t access as a Terminator, like a Power Axe, are a big problem, due to the same weapon advice applying from the regular Captain, above - you should be choosing from the Power Sword, Power Fist, and Thunder Hammer.  The Power Fist gets special mention, though, because of the grenade launcher, which is the only way to get a second gun onto this guy, which can be a pretty big deal on the turn you deep strike in.  &#039;&#039;Don&#039;t&#039;&#039; go double lightning claw - you don&#039;t have the necessary mobility to go without any guns at all.For your ranged weapon, the Storm Bolter really can&#039;t be beat, although a Combi-Flamer can be good on Overwatch if your opponent is idiotic enough to charge you.  The other options don&#039;t pair well with you - you don&#039;t want to risk overcharging plasma on a piece this costly, and the melta&#039;s limited range combines very poorly with your limited mobility.&lt;br /&gt;
***The armor provides a decent save, and he&#039;ll always have the 4++ to fall back on. If you drop a CP to give him the Black Rage, you can give him all the benefits that apply, namely +1 attack and 6+++ FNP. Pretty much all of the warlord traits will give you a boost: Soulwarden will allow you that clutch defense of Psychic powers, Speed of the Primarch will ensure you actually manage to fight, Heroic Bearing will buff your bodyguard (you &#039;&#039;are&#039;&#039; dropping him down with a Terminator escort, right?) and make sure they can just flat out ignore Morale, Artisan of War is ok - but an extra bit of damage on a ranged or melee weapon is nothing to sneer at. Gift of Foresight is one of the best for a beatstick, if you did drop a CP for Black Rage his FNP roll is 5+++ and re-rolls all ones. Honestly you really can&#039;t go wrong with any of the Warlord Traits except maybe Selfless Valour. If it doesn&#039;t work for Black Templars it won&#039;t work for us. As for Relics, if you want a beatstick, the Hammer of Baal is your go-to choice, as you&#039;re unable to take The Angel&#039;s Wing - mitigated in that you can just teleport down. S8 AP-3 D3 with a +1 to wound roll from the red thirst is just brutal, and an extra attack from the Black Rage can make or break a fight phase. Paired with the above Veritas Vitae gamble (on a different character of course), you might even get that point back and be all the better for it.&lt;br /&gt;
**&#039;&#039;&#039;Captain in Cataphractii Armor:&#039;&#039;&#039; Compared to basic Terminator armor, your movement is even worse, at only 4&amp;quot;, and when you Advance you have to halve your result, so you can only move 7&amp;quot; per turn at most (usually 1.75&amp;quot;), but your invuln is boosted to 3++ without consuming a weapon slot, although you do pay more than you theoretically would for a Storm Shield. With a Storm Bolter stock and the ability to replace it with Combi-weapons (except for combi-grav, but that&#039;s a worthless piece of shit anyway), this is going to be a Deep-strike reliant character, which is not a bad thing, considering what army we&#039;re talking about. Also pretty good in melee, thanks to that boosted invulnerable save and the fact that you don&#039;t need to give up the possibility of bringing along a decent gun or lightning claw pair for a storm shield. Keep in mind, however, that with such astronomically high saves, you pretty much invite the opponent to focus mortal wounds on him, against which he has precisely no built-in protection unless he&#039;s around the Standard of Sacrifice or you gave him the Death Visions of Sanguinius for that sweet sweet FNP. More limited than the other Terminator Captain because his Power Fist can&#039;t take a grenade launcher, so you&#039;re almost certainly going to keep the Storm Bolter to maximize your ability to shoot things while waddling slowly around the battlefield. Much of the equipment advice from the standard Terminator Captain applies here. This models is now a much more viable option as it dropped 31 points and only costs 95 points without equipment (now only 118 points with Thunder Hammer and storm-bolter)&lt;br /&gt;
**&#039;&#039;&#039;Captain on Bike (Legends):&#039;&#039;&#039; The bike gives you +1 Toughness, an extra wound, 14&amp;quot; movement, and the Turbo-Boost ability, and costs &#039;&#039;less&#039;&#039; than the Gravis Captain. Apart from that, everything that can be said about the regular Captain goes for this guy, too. If you were thinking of taking a regular captain without a Jump Pack and &#039;&#039;not&#039;&#039; alpha strike (for whatever ungodly reason you&#039;d do that in a Blood Angel army, you luddite), take this guy instead. He&#039;s better in almost every conceivable way. He can cross the board quicker, while keeping pace with your vehicles, he&#039;s shootier by a wide margin, and he&#039;s infinitely more survivable if someone does try to hit him, while being just as killy when things get personal. Kitted out with the &#039;&#039;Hammer of Baal&#039;&#039;, &#039;&#039;Speed of the Primarch&#039;&#039;, and an inferno pistol makes this guy an even scarier version of Smashfucker. Moral of the story, if you&#039;re going to take a non-terminator captain, always put him on a bike, or with a jump pack.&lt;br /&gt;
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*&#039;&#039;&#039;Lieutenant:&#039;&#039;&#039; 60 points gets you a Marine Captain-equivalent with -1 BS and Ld, but with the re-rolling 1s to hit replaced by wound re-rolling. Good if you want to re-roll wounds instead of hits and/or are on a budget, as they&#039;re only 60 points each if bought individually and come with far more customisability over their Primaris counterparts. They have to be set up at the same time, but don&#039;t need to be in unit coherency and are treated as separate units. However, the Primaris versions may be worth the 10 points more, unless you&#039;re planning on transporting them in a non-Repulsor vehicle, running a pure mini-marines army or REALLY need that 10 points. Add a Captain for re-roll hits of 1, and you&#039;ve got yourself a mean gun line or assault group. If you have to choose one or the other, rerolling 1&#039;s to wound is mathematically equivalent to rerolling 1&#039;s to hit unless the weapon does something different on specific rolls. Lieutenants&#039; reroll to wound is better with flamers and sniper Scouts, and Captains&#039; reroll to hit is better with overcharged plasma or with stratagems that trigger on a 6+ to hit, but the rest of the time, their auras are equivalent. Remember, you can take 2 in one slot for twice the re-rolling action. No bikes sadly, but fortunately they&#039;re allowed their jump-pack to keep up with the units they&#039;re buffing.&lt;br /&gt;
**Re-rolling 1s to hit or to wound are mathematically identical in terms of the effect on your damage output - both increase the overall number of wounds inflicted by 16.7% (alternatively, think of it as multiplying it by a factor of 7/6).  If you have to choose between one or the other, go with reroll 1s to hit because it helps you avoid plasma guns blowing up in your face, but what you really want is both: if you already have a captain, grab a lieutenant for your next HQ slot (or vice versa).  The two auras complement each other very nicely, and wherever possible you should try and keep your units in range of both. &lt;br /&gt;
**&#039;&#039;&#039;Primaris Lieutenant: &#039;&#039;&#039;Like the standard versions, but Primaris, with +1 A and W. They&#039;re armed with Assault 3 Bolters (that do 2 damage) which can and probably should be swapped for Power Swords for the better chance to hit. Like the standard Lieutenants, they also allow friendly &#039;&#039;&#039;BLOOD ANGELS&#039;&#039;&#039; units re-roll to wound rolls of 1. As is the case with all Primaris Marines, they&#039;re rather inflexible but are tougher than their counterparts to compensate. Now that the codex is out they have a few more options one of the best is giving them the Mastercraft Stalker Pattern Bolter and teaming them up with a Devastator or Centurion camping squad.&lt;br /&gt;
**&#039;&#039;&#039;Lieutenant in Phobos Armor:&#039;&#039;&#039; Another Primaris variant, this one has a D2 boltgun that ignores cover and the standard Lt. bonus. Also has deep strike and a unique Knife Fighter ability; unmodified hit rolls of 6 count as 2 hits instead of 1. Not like it&#039;ll matter much because he only has a basic CCW. &lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; Cheap HQ with his stock wargear, great in assault army like Blood Angels. He lets same Chapter units in 6&amp;quot; use his leadership and re-roll all failed hits in melee (which isn&#039;t any better than re-rolling 1s on WS2+ models, don&#039;t forget). A good support choice to back a choppy squad. Particularly useful helping Thunder Hammer Vanguard/Company Vets mitigate their -1 to hit, or a Death Company squad to buff more fighters and help with their higher morale vulnerability. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at S+1 AP-1 D2. Can take a power fist (which is a terrible waste of points, since you&#039;ve got Red Thirst and already paid for the Crozius), swap his bolt pistol for something from the pistol list, and can strap on a jump pack, which you should probably do. Honestly with a newer beautiful model and how BA are a very assault based army, he&#039;s an amazing choice as an HQ.&lt;br /&gt;
**&#039;&#039;&#039;Chaplain in Terminator Armour:&#039;&#039;&#039; As above, but with 5&amp;quot; movement, one more wound, and 2+ armor. Note that you can only swap the storm bolter for a combi-weapon, so actually slightly less effective in melee against armored opponents, as you have no way to take a power fist, but you shouldn&#039;t have been considering that anyway; you should really keep the storm bolter, as well.  Assuming you listen to reason, the meaningful comparison here is that he costs 12 more points than a Jump Chaplain with base wargear, but has much better ranged output and durability, in exchange for drastically hampered mobility and an inability to fall back and shoot.&lt;br /&gt;
**&#039;&#039;&#039;Chaplain on Bike (Legends):&#039;&#039;&#039; For 7 points more than a Jump Chaplain, 14&amp;quot; movement, +1 T and Wound, and ability to Turbo-boost, plus a compulsory Storm Bolter. Good for keeping up with your jump pack cc oriented squads, also tougher than a jump pack chaplain.  Can swap his bolt pistol for a second storm bolter for even more dakka&lt;br /&gt;
***Note that unlike the rest of the chaplains, these guys won&#039;t be likely to get the fancy new litanies due to being in the Legends list. While this is nice since you won&#039;t need to worry about constantly rolling to keep the buff up, you won&#039;t get the chance for anything else.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Chaplain:&#039;&#039;&#039;They get the usual Primaris buffs (+1 A/W) and the usual points hike (only 5 points, in this case). Comes with the same litanies/morale buffs and the crozius, but also packs a new toy: the Absolvor pistol, a 16&amp;quot; S5 AP-1 Pistol. Like most Primaris HQs, his wargear is fixed and cannot be changed. Without the option of a Bike/Jump Pack, you can only footslog him or put him in one of the Primaris grav tanks.&lt;br /&gt;
**&#039;&#039;&#039;(Forge World) Chaplain in [[Dreadnought|a Goddamn Dreadnought]]&#039;&#039;&#039;: [[Rape|NOW AN HQ CHOICE CHARACTER]]. The Chaplain Dreadnought is the go-to answer for players wishing to run an All-dreadnought army. This is one of the best models space marines can currently use in 8th arguably the best outside of special characters. It&#039;s a character that can&#039;t be shot at unless it&#039;s by snipers (which it&#039;ll shrug of anyway) or it&#039;s the closest model, a dreadnought that CANNOT BE SHOT AT. It possess a 5++ save and also buffs the strength of friendly models fighting the same unit as the dreadnought, has heroic intervention and every wound it takes it gets to make a roll, on a 6 it ignores the wound. It&#039;s also reasonably priced considering it&#039;s many advantages, 204 points vanilla but can be cheaper or more expensive depending on wargear choices (taking an assault cannon makes it cost 183 as an example). Despite it&#039;s strengths ultimately it&#039;s buff is weak; more a bonus than something your army can rely on, if you want a HQ that buffs than the Chaplain Dreadnought is a bad choice, however, if you were planning to bring a dreadnought and/or want a tough and killy HQ then the Chaplain is a fantastic option that also saves you an elite or heavy support slot. Although it is buff weak, the Chaplain Dread does give an alternate source of bonus Strength to nearby units, meaning when combined with the Sanguinary Priest your basic troops will be Strength 6 and anyone with a TH or Fist will be Strength 12 [[Anal circumference|and thus able to wound anything that isn&#039;t a Lord of War on 2s]].&lt;br /&gt;
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*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Flexible buff unit and source of mortal wounds, thanks to Smite. His Psychic Hood adds 1 to Deny the Witch tests against Psykers within 12&amp;quot;. Equipped with a force stave/sword/axe (you should keep the sword, for the same reason most of your army prefers power swords - the Red Thirst), frag and krak grenades, and swappable bolt pistol. Can take a jump pack. Use him to buff your melee squads with +1A, or anything at all with a 5++.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Librarian:&#039;&#039;&#039;Can only use a Force Sword and Bolt Pistol, but gains the extra attack and wound that all Primaris Marines get. Also fairly cheap compared to other upgraded Librarian versions, at only 5 points more than a stock Librarian. It&#039;s carrying your best sword option and probably best pistol option already (as why would you invest points in a better pistol on a non-jump librarian?), so if you&#039;re going to footslog a librarian (the Primaris can&#039;t get in most of your transports, but Wings of Sanguinius works just fine on him), definitely a good choice.&lt;br /&gt;
**&#039;&#039;&#039;Librarian in Phobos Armour:&#039;&#039;&#039; Primaris Librarian with a camo-cloak (+2 to saves when in cover instead of +1) that makes him extra durable in cover, and concealed positions lets him deploy with your other sneaky marines. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. (Including one that&#039;s basically Warptime!) Comes stock with psychic hood, force sword, and bolt pistol.&lt;br /&gt;
*** Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability.&lt;br /&gt;
**&#039;&#039;&#039;Librarian Dreadnought:&#039;&#039;&#039; Our super special dreadnoughts have definitely seen an improvement. Now at 142 points for storm bolter, or 154 with melta/heavy flamer, this unit is just tooooo good to pass up since he&#039;s cheaper than Mephiston. Their stats are the same as every other dreadnought barring their WS2+ and {{W40Kkeyword|character}} keyword, making them hard to shoot, since they have W8 like your other basic dreads. Their force halberd means they will be hitting at S10 AP-4 D3; coupled with the Red Thirst, you&#039;ll never actually use that Furioso Fist you had to pay for, so it&#039;s a good thing the Halberd is free.  Has the same psyker stats as your other unnamed librarians, even the psychic hood. The Storm Bolter is a pretty reasonable choice, but the Meltagun will hit on a 4+ on the Advance, if you were rushing into position to cast, while the Heavy Flamer is best for using Wings of Sanguinius to Fall Back and Shoot.  Sadly, can&#039;t drop his smoke launchers for a magna grapple, no matter how entertaining it would be. This model can be your warlord, and makes a FINE candidate for Artisan of War when applied to the Force Halberd. Doing this reduces the need for the awesome yet constraining combos you see below, allowing you to use them anyway, or apply powers and CP elsewhere. Regardless though, much like Slamguinius, Smashnought will pulverize literally anything without an invuln save; it all depends on whether you want to dish out 6-8 wounds or 12 or more. Finally, remember returning fire... Once the dread hacks apart its first victim, its a safe bet to assume some big guns are going to wind up pointing in his direction and he will likely be out of his character bubble. Perhaps not the best warlord? As a character with only 8 wounds, the Librarian Dreadnought can only be shot at in the Shooting phase if it is the closest unit.Since he has the CHARACTER keyword, use the Red Rampage Stratagem on this guy should successfully charge into melee for and extra D3 attacks.  It will please you. When equipped with a meltagun, this guy becomes a brutally effective monster hunter. Consider: smite in the psychic phase, melta in the shooting phase, then charge and finish off what&#039;s left with the halberd. This guy is one of your prime candidates for Quickening+Wings of Sanguinius, giving you a net movement speed of 12&amp;quot;, then a re-rollable charge with +3&amp;quot; to boost, then getting into melee with an unbelievably good melee weapon for typically 5 attacks; the only other Librarian you can field with a melee weapon on par with that Force Halberd is Mephiston. However, with no invulnerable save, don&#039;t be surprised when this thing disappears after a couple of effortless swings from any melee weapon that does multiple damage with AP-3 or better.&lt;br /&gt;
***Biomantic Sarcophagus is a must-take with this guy.  The amount of free re-rolls makes a huge difference.&lt;br /&gt;
**&#039;&#039;&#039;Librarian in Terminator Armour:&#039;&#039;&#039; Your more combat oriented Psyker. Must buy at least a Force Stave and Storm Bolter, and can replace the Storm Bolter with a Storm Shield (via the Index) or an item from the Terminator Combi-Weapons list, and may replace his Force Stave with either a Sword or Axe (you want the Sword). Comes stock with a 5++ for his Crux Terminatus, and thanks to his Psychic Hood adds 1 to Deny the Witch tests for Psykers within 12&amp;quot;. Can manifest two powers in the Psychic Phase. Occupies a nice balance between a combat character and a buff unit. Have him Teleport into battle behind your Death Company before they get into combat, throw your magic at them, and let loose with the charges.  10 points less for the Terminator Suit over a Jump Pack, but is your only access to a built-in invulnerable save for your Librarian.&lt;br /&gt;
**&#039;&#039;&#039;Librarian on Bike (Legends):&#039;&#039;&#039; 14&amp;quot; movement, +1 T and W, and ability to Turbo-boost (and a compulsory Twin Boltgun) compared to a normal librarian; can swap his pistol for a combi-weapon, which you should only be considering a Storm Bolter for, or another pistol, which is less compelling. Good for keeping up with your jump pack melee oriented squads or other bikes.  Costs a point &#039;&#039;less&#039;&#039; than his Terminator cousin (before you pay for a second Storm Bolter), but can&#039;t Deep Strike or ride a Transport.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Priest:&#039;&#039;&#039; Your standard unit modifier and helpful in all situations to any BA unit. Comes with a bolt pistol, chainsword, frag and krak grenades.   Most of his extra weapon options, as well as his biker version, have been moved to Legends, sadly.  Blood of Baal returns his Jump Pack option though, or you can throw him into a Stormraven if he shows up without it. Buffs your {{W40Kkeyword|blood angels Infantry}} and {{W40Kkeyword|Bikers}} by offering a 6&amp;quot; bubble of +1 Strength, as well as healing a multi-wound Infantry or Biker model within 3&amp;quot;, or bringing a fallen model back to life on a 4+ - the bringing back from the dead is on a d6 roll of 4+ and if failed he does nothing for the rest of the turn. Works well with more expensive models like Terminators and Sanguinary Guard, keeping their health up as they make their way towards the enemy.&lt;br /&gt;
**&#039;&#039;&#039;Sanguinary Priest with Jump Pack (Index/Blood of Baal):&#039;&#039;&#039; 12&amp;quot; movement, {{W40Kkeyword|JUMP PACK}}, and {{W40Kkeyword|FLY}}, and Jump Pack Assault, for only 10 more points.  Pairs well with Sanguinary Guard, Vanguard Vets, Death Company, etc.  The codex doesn&#039;t feature the option to equip with a jump pack, so refer to the index/Blood of Baal for this one.&lt;br /&gt;
**&#039;&#039;&#039;Sanguinary Priest on Bike (Legends):&#039;&#039;&#039; 14&amp;quot; movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to normal priest - as well as becoming a {{W40Kkeyword|BIKER}} - for 25 more points. Sanguinary Priests, both regular and biker varieties, work amazingly with units armed with Power Swords. S5 AP-3 is a nasty profile that can put wounds on most things reliably, particularly since you will reliably have the Red Thirst up - you&#039;ll wound T4 or less on 2s!  The +1S is particularly nice because, per the Designer&#039;s Commentary, Strength buffs happen before a melee weapon&#039;s Strength is calculated - so e.g. Power Fists and Thunder Hammers go to S10.  The synergy with Red Thirst is strange because Red Thirst is a flat +1 to wound but +1 or even +2S only sometimes helps - for example, Blood Angels Thunder Hammers will wound T6 on 2s without the Priest&#039;s help - but you&#039;ll still get better results combining the priest with multiplicative melee weapons, for a net +2.&lt;br /&gt;
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*&#039;&#039;&#039;Techmarine:&#039;&#039;&#039; At the end of movement phase can (now without roll) restore one {{W40Kkeyword|blood angels vehicle}} model within 1&amp;quot; for 1d3 lost wounds. Equipped with a servo-arm and power axe by default. Can take a jump pack, servo-harness, and can swap out his pistol for another pistol or a combi-weapon (the storm bolter is the big draw here). Most importantly, you can swap out the Power Axe for a Chainsword to get one of the cheapest HQ options there is (45 points).  Blood Angels has some great HQ options, but the Techmarine is a good way to pay an HQ tax. Hand him a Veritas Vitae and park him near some artillery.&lt;br /&gt;
**&#039;&#039;&#039;Techmarine on Bike (Legends):&#039;&#039;&#039; 14&amp;quot; movement, +1 T and W, and ability to Turbo-boost (and a compulsory Storm Bolter) compared to a normal Techmarine, but pays 25 points for the bike (not including the Storm Bolter attached to it); the mobility is excellent for keeping up with what he wants to repair, but be aware the bike isn&#039;t free. Same advice applies about his other wargear.&lt;br /&gt;
**&#039;&#039;&#039;Techmarine with Jump Pack (Legends):&#039;&#039;&#039;  Badly overcosted, at more than double the cost of the footslogging Techmarine before wargear - has neither a servo-arm nor a conversion beamer, which is the only way in the game to make that happen, but the jump pack costs so much you&#039;re actually &#039;&#039;far&#039;&#039; better off just shelling out for a bike.  Can still repair vehicles just fine, mind you.  There&#039;s a rules explosion if you take both a servo-harness and a jump pack (which is not banned); until it&#039;s FAQ&#039;ed, both will resolve, and the jump pack will take your servo-arms away, leaving you with a jump pack, flamer, and plasma cutter.  Theoretically, the same thing will happen if you swap your servo-arm for a conversion beamer &amp;quot;before&amp;quot; taking a jump pack, but the RAI on that &#039;&#039;seems&#039;&#039; clearer.  [[skub|Discuss any rules clusterfucks with your opponent before you exploit them.]]&lt;br /&gt;
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*&#039;&#039;&#039;Rhino Primaris (Legends):&#039;&#039;&#039; One half of the Command Tank duo, the Rhino Primaris distinguishes itself from the basic Rhino by 3 things: its twin plasma gun, the ability to call an orbital bombardment (a single blast that can deal d3 Mortal Wounds to all enemies within d6&amp;quot; of a targeted point and doesn&#039;t need line of sight, but can only be fired once per game), and its servo-skull hub. The hub allows the Rhino Primaris to buff allies within 12&amp;quot; with either a +1 to hit, a -1 to morale tests,  or healing a wound (for vehicles only). It only has room to transport 6 units, though that&#039;s just enough for a Captain and his Veteran Squad.&lt;br /&gt;
**Never fire the plasma gun on overcharged mode; the risk of destroying the Rhino Primaris isn&#039;t worth the extra damage. &lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Excelsior (Legends):&#039;&#039;&#039; The other half of the Command Tank duo, which comes with a 5+ invulnerable save, the Captain&#039;s ability to grant re-rolls for hit results of 1 for units within 6&amp;quot; of it, a pair of twin lascannons, and a grav-cannon/grav-amp combo. If you take it, take the Rhino Primaris too - it&#039;ll gain a +1 to hit for all shooting attacks if it stays within 24&amp;quot; of the Rhino Primaris. Apart from that, it&#039;s fairly similar to the vanilla LR, albeit better able to take on heavy infantry thanks to the grav-cannon. &lt;br /&gt;
**As is the case for the Rhino Primaris, do &#039;&#039;not&#039;&#039; overcharge the plasma gun part of the combi-plasma. Your lascannons do everything that an overcharged plasma gun shot can do, without the risk of killing yourself in the process! &lt;br /&gt;
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*&#039;&#039;&#039;(Forge World) Damocles Command Rhino:&#039;&#039;&#039; Costing almost twice as much as normal Rhino, but with one transport place for character, this gives you one-use Orbital bombardment, which on 4+ hit every unit in 6&amp;quot; from point on a battlefield you choose ( -1 for Characters) and deals D3 mortal wounds. Second ability is generating 1 CP per turn if your warlord is embarked and roll less than his LD. This is helpful, but most Blood Angels potential Warlords doesn&#039;t fit Rhino (jump pack, terminator armour, Dreadnought)&lt;br /&gt;
**This vehicle is useful against cheap horde armies, which probably have more Command Points than you.&lt;br /&gt;
&lt;br /&gt;
====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;Astorath:&#039;&#039;&#039; Astorath has gained some fun special rules. His axe is now basically a relic blade, which on a 6+ to wound is a flat 3 damage. All BA within 6&amp;quot; re-roll hits in the fight phase and can use his leadership for morale tests; death company instead become fearless. Astorath now gains the very cool rule Mass of Doom, which you may activate once per game at the start of your turn. Roll 1D6 for each friendly BA infantry unit within 6&amp;quot;. On a 1, the unit takes 1 mortal wound. On a 2-5, add 1 to all hit rolls made in the fight phase. On a 6, same as above but the unit also gains a 4++ invuln until the end of your turn. So, just before your big 15 man death company charges, you can probably give them 2+ re-rollable attacks for maximum rape, and you only kill one of them with odds 5/36, since they can FNP the mortal wound from the Mass. Combine this with Librarians, Sanguinary Priests, and Ancients to get the maximum bang for your berserker buck.&lt;br /&gt;
** Mass of Doom is no joke. Whatever Astorath says takes your Death Company WAY beyond enraged. Enjoy your renewed title as the premier alpha strike combo. Combined with the Red Thirst, your DC will become incredibly efficient in melee armed with power swords [which are now cheap as chips]. Against other MEQ, you&#039;re hitting and wounding on 2s and 3s with re-rolls and AP-3. With a priest or sanguinor (who also has deep strike), the buffs just keep building and building and building... there is really no comparison. Be careful, though, as you&#039;re going to wind up the same way as many iterations before, completely butchering the first target and getting left alone and likely facing lots of retributive firepower the next turn. Go play ultramarines if you want to be cool, calm, and collected.&lt;br /&gt;
** Unfortunately Astorath is shadowed by Lemartes ability. The ability to re-roll charges is too crucial for a Death Company list and its just too expensive and redundant to realistically run them both. Unless you&#039;re re-enacting the Diamor campaign. FOR SANGUINIUS!&lt;br /&gt;
** Double unfortunately, Mass of doom and Litanies of Battle need to be used at the &#039;&#039;&#039;beginning&#039;&#039;&#039; of your movement phase, but the deep strike happens at the &#039;&#039;&#039;end&#039;&#039;&#039; of the movement phase, so you can&#039;t use it on a unit that is deep striking this turn, nor can you use it while deep striking Astorath himself.&lt;br /&gt;
** Only 105 pts to run this Angel of Death.&lt;br /&gt;
** Thanks to Blood of Baal, Astorath has gained a serious buff in the form of the Master of Sanctity keyword. This brings with it the ability to take 3 Litanies of Battle and use 2 each turn. &lt;br /&gt;
***Unfortunately bumped down to only knowing 2 litanies from the Litanies of Battle as of the 01/06/20 FAQ, but can still use 2 each turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brother Corbulo:&#039;&#039;&#039; Corbulo is a buffed Sanguinary Priest with some cool wargear.  14 points buys you the standard lack of ability to choose different wargear for a named character, but +1 BS with his Bolt Pistol and Grenades, +1W, and his melee gains +1S and -1AP due to him gaining +1A but swapping out his chainsword for Heaven&#039;s Teeth, resulting in no net change to attack volume.  His Blood Chalice grants 6+ exploding hit dice during the Fight phase to infantry and biker units within 6&amp;quot; (including himself, naturally).  He also has the Far-Seeing Eye, which grants a single re-roll on anything for Corbulo 1/turn, which you will generally want to apply to his Narthecium, either to heal more wounds (bringing his average healing up from 2 to 2.33) or increase his odds of raising the dead from 50% to 75%, but it&#039;s worth noting his re-roll is Cawl grade, not just on failures, so you can use it to guarantee his bolt pistol or krak grenade hits or wounds, or to raise his krak grenade&#039;s average damage from 2 to 2.33.  He has no jump pack. Like other priests, he is cheap and a genuinely good option.&lt;br /&gt;
**Like Mephiston and Tycho, this dude prefers to rock and roll without a jump pack. He does complement vanguard vets and death company rolling around in transports very well, as they can simply conga line to leave someone close enough to Corbulo to pick up the buff. His explosions work on &#039;&#039;all&#039;&#039; {{W40Kkeyword|blood angels}} units, so you can apply him to dreadnoughts, or even Stormravens if you&#039;re feeling silly.  He&#039;s also amazing paired with a Company Ancient, as his explosions happen during the Fight phase regardless of weapon type, giving you access to shenanigans like exploding the dice for inferno pistols.&lt;br /&gt;
**Makes a fine support unit for Aggressors. Makes them tougher, hit harder, and hit more often. Aggressors are well suited to foot slogging so no worry over transportation issues.&lt;br /&gt;
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*&#039;&#039;&#039;Captain Tycho:&#039;&#039;&#039; Tycho changed a bit with the codex. Like usual, he is a captain with a master-crafted boltgun like other captains, but it has a meltagun strapped to it, and he has a 2+ save and doesn&#039;t like orks, gaining 1d3 attacks against them. He also got back Dead Man&#039;s Hand for Melee purposes: S User AP-2 D1, which is a lightning claw that doesn&#039;t re-roll wounds/a power sword with 1 worse AP/a power axe with 1 worse S.  Meh.&lt;br /&gt;
**Like his psycho version, his greatest advantage is a low points cost, paired with a durability upgrade; actually building him from a Captain is impossible, but his melee weapon is approximately as good as a chainsword (it&#039;s worse against anything with 0 or 1 penetrable save, such as Storm Shield MEQs or Genestealers, but better against anything with 2 or better, so is approximately a wash), and his ranged weapon is indisputably better than a combi-melta (a Captain with a Combi-Melta will run you 2 &#039;&#039;more&#039;&#039; points than Tycho), so if you were going to field a footslogging combi-melta no-melee-upgrades Captain, this is the way to go, but why would you do that?  His severe lack of mobility fails to impress.&lt;br /&gt;
**&#039;&#039;&#039;Tycho the Lost:&#039;&#039;&#039; Edgy Tycho now doesn&#039;t help his friends. He loses his re-roll aura (making him less accurate without external support), but gains the Black Rage for a 6+++ and +1A on the charge, and drops 25 points in cost - but why would you do that?  If your goal is paying HQ taxes cheaply, you can take a Sanguinary Priest for 1 point less, a Techmarine for 8 points less, or a Lieutenant for 10 points less, all of whom provide actual utility - and the Black Rage doesn&#039;t really impress on a model carrying a weapon that shabby. With the red thirst, black rage, and AP-2, he will surprise you. If you assault the same model you shot with your melta gun in the shooting phase you stand a good chance of killing it, unless its a vehicle or MC of course.&lt;br /&gt;
** Tycho the lost is a bargain no matter how you add things up; the problem is his questionable purpose in a BA army. Don’t use him as a frontline HQ or melee powerhouse, load him in a stormraven and place him behind your enemy or in an inconvient position. He will take dedicated effort for your opponent to remove him and will hamper their main effort. He’s great at snatching far off objectives. Also does a great job of preying on vehicles or other weaker units. He’s also a great distraction. Get creative with him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chief Librarian Mephiston:&#039;&#039;&#039; The only &#039;&#039;named&#039;&#039; Primaris character for BA&#039;s, Mephiston is similar to last edition, with 6 Wounds and 5s for S, T, and A instead of 6s like the days of yore (or 4s for a standard librarian), but he makes up for it in other ways. His Sanguine Sword is now a Power Fist with no to-hit penalty; his other benefits include M7 (although he has no jump pack), BS2+ with his Plasma Pistol, a 2+ save, a 5+++ FNP, Denying 2 powers instead of 1, and knowing 3 powers instead of 2, but that last is particularly lackluster, as he can still only cast 2; you&#039;ll probably want to take Unleash Rage (or Quickening, if you want him to buff himself better [[derp|since THERE CAN ONLY BE ONE MEPHISTON!]]), Shield of Sanguinius, and Wings of Sanguinius on him, then only cast the third power when you really need to get him into position.  All of those benefits will cost you 57 points over a normal Librarian, or 52 more than a Primaris Librarian (which has the same W and A as him).&lt;br /&gt;
**Mephiston has an excellent statline, lots of melee power (combined with a Sanguinary Priest, he can hit at S12!), can buff himself and/or others well, and is priced decently. He makes a good HQ (although his warlord trait is lackluster). His only weaknesses are no way to generate anything better than a 5++, allowing basic power swords to hurt him, and no means to deep strike with other choppy units. otherwise, he can perform any HQ role quite well. He&#039;s in direct competition with a librarian dreadnought, given how much of his special character oomph was directed into making him beatstickier.&lt;br /&gt;
**&#039;&#039;&#039;Chief Librarian Mephiston (Legends)&#039;&#039;&#039;: The now-outdated, non-Primaris version of Mephiston.  No point taking him even if allowed, as the new Mephiston is better &#039;&#039;and&#039;&#039; cheaper, unless you want to put him in an older transport.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Commander Dante:&#039;&#039;&#039; Despite being the &amp;quot;I&#039;m too old for this shit&amp;quot; character, Dante is still a beatstick. Coming in with the classic wargear of The Axe Mortalis (a relic blade that re-rolls failed wounds against {{W40Kkeyword|character}}s) and an Inferno Pistol, 2+, 4++, and a jump pack, Dante hasn&#039;t really changed much, but does have W6 and A6. A lucky lascannon can still kill him, but he is a whole bunch tougher against small or even medium arms fire. Dante loses out on his cool tactical and jump pack warlord rules and now has a 6&amp;quot; bubble of re-rolls of all failed to hits, which is... alright. But you&#039;re not taking him for those, you&#039;re taking him for the 6 inch bubble of giving morale rolls the middle finger from his built in Warlord Trait - meaning that whoever you select as his bodyguard won&#039;t break for shit - although it&#039;s worth noting you can put that trait on any unnamed Warlord you like. &lt;br /&gt;
** Unleash Rage and Red rampage. 10 Attacks. Nice &lt;br /&gt;
**For vanguards and assault marines, this is great, but since the most commonly used Dante bodyguard, Sanguinary Guard, get re-rolls to hit within 6&amp;quot; of your warlord already, this is kind of shit, so you probably don&#039;t want to take them - instead, take Company Veterans with Jump Packs, for the same job, or don&#039;t make Dante your Warlord.&lt;br /&gt;
***This boy is 25 pts cheaper as of Chapter Approved 2019 now only costing 150pts! He is not and should not be used like Calgar, Abbadon, a hive tyrant, an Avatar, etc. Dante&#039;s main draw is his exceptional alpha strike potential. For best results, consider not deep striking him. Instead work up the board normally using your character status as protection, or jump out of a stormraven. You need to damage your opponent as much as possible in one turn, that means getting very close in the movement phase, inferno pistol in shooting phase, successful charge in assault phase with those juicy 6 attacks and ideally red rampage for D3 more. Lower their damage bracket so they cant strike back as hard. If everything goes as planned, he is a top notch character assassin. Otherwise, Dante just doesn&#039;t have the staying power of other models in his weight class. &lt;br /&gt;
** Take a vanguard detachment with Dante and back him up with three standard dreads packing lascannons w/ fist/storm bolter (heavy flamer if you must). March them up the board, they will take a beating and will protect Dante, likewise they will throw out a lot of dakka thanks to re-roll all hits. Once you get close Dante can jump ahead, or swing around to slay the most opportune target, and dreads will dish out some hurt with all their re roll fists hits. &lt;br /&gt;
** Alternatively, he&#039;s a great buff for a gun-line.  Have him sit back with several lascannons and pop enemy vehicles, re-rolling all misses, and let Lemartes and DC charge in and wipe out everything else.&lt;br /&gt;
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*&#039;&#039;&#039;Lemartes:&#039;&#039;&#039; Lemartes is still the mad-capped berserker that we all know and love, with some differences in this edition. Gone is his crazy approach to getting wounded and getting angrier, but his wounds have gone from 2 to 4, and his base attacks are a respectable 5. As Death Company are no longer fearless (disappointing), you do have the option to use Lemartes’ Leadership of 9 (immunity until 4 models drop) if within 6”, should your crazy marines need to take a leadership test; note that Lemartes &#039;&#039;can&#039;t&#039;&#039; buff non-Death Company, unlike Astorath or normal Chaplains. The best thing here, though, is that Lemartes allows re-rolls of failed charges for Death Company, on top of providing them with re-rolls to hit in the Fight phase (which, again, he can&#039;t provide to non-Death Company). Quite handy when Jump Pack assaults will be at least 9” away to start with.  At only 100 points, this Death Company deep strike bomber is a bargain.&lt;br /&gt;
** Blood of Baal changes things up a bit. He still has Black Rage due to an FAQ put out on 01/06/20 and now knows Litany of Hate/1 Litany of Battle/Invocation of Destruction and can recite 1 each turn, on top of his natural aura to re-roll DC charges and melee hits. Consider taking Mantra of strength to turn him into even more of a beatstick.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Sanguinor:&#039;&#039;&#039; Our special snowflake is now a very pointy snowflake. Basically a copy of Dante for 20 points less now (since he dropped 20 and Dante dropped 25), with -1 wound (he is affected by his own aura, so his attacks match Dante&#039;s unless they&#039;re together, in which case Dante pulls ahead by 1), but his weapon is AP-4 vs Dante&#039;s AP-3 (and doesn&#039;t re-roll wounds against anything), and he retains his aura of fervour, granting +1 attack to BA infantry units within 6&amp;quot; (but &#039;&#039;doesn&#039;t&#039;&#039; grant re-rolling misses, making him better at buffing melee but worse at buffing ranged), making him a natural fit with Sanguinary Guard/Jump Company Veterans/Vanguard Veterans as warlord. He may also fall back from combat and still charge that turn, and is wearing a Death Mask. All this for noticeably less than Dante. So yeah, if you want a slightly less tough, more/differently buffy guy, pick the Sanguinor; otherwise, if you want a more focused killer, Dante is your man.&lt;br /&gt;
** Pretty solid warlord, and will make power fist sanguinary guard quite gnarly. A better take over Dante unless you really want an inferno pistol and/or improved 1v1 combat ability&lt;br /&gt;
** He does very well with Sanguinary guard... but also makes death company alarmingly good. With +1 A, they will hit 6 times with chainswords, or 5 times with power swords OR thunder hammers. Hey, where is the chaplain?&lt;br /&gt;
** Don&#039;t forget to throw his grenades, its not like they will kill much, but i`d be a shame to waste his awesome ballistic skill.&lt;br /&gt;
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====Successor Chapters====&lt;br /&gt;
*&#039;&#039;&#039;Gabriel Seth ([[Flesh Tearers]]):&#039;&#039;&#039; Thankfully moved from the LoW section, Gabriel is a Captain with +1W and the usual Chapter Master aura of re-rolling &#039;&#039;all&#039;&#039; failed hits (which doesn&#039;t matter for 2+ models, but is twice as good for 3+ models); his melee weapon is a Thunder Hammer with +1AP and +1WS (that is, no inaccuracy penalty, but only AP-2), and he carries a Bolt Pistol.  His aura also lets {{W40Kkeyword|Flesh Tearers}} (including himself, as always) who finish a consolidate within it roll a d6, and on a 6+, it can fight again.  RAW, technically if this happens the unit can never Fight again, but it [[skub|seems]] clear the RAI is simply that the second Fight&#039;s consolidate doesn&#039;t get to roll (the rule actually says the unit fights for a final time, but &amp;quot;probably&amp;quot; means a final time &#039;&#039;that phase&#039;&#039;).  He also has a personal rule that a 6+ to hit in the Fight phase for him inflicts an additional hit without rolling.  At only 135 points, he&#039;s pretty ok - since he&#039;s A4 base, his total expected attacks that hit are 5.83 after accounting for his automatic hitting and re-roll aura, up to 6.81 after his very low chance to do the entire thing a second time; a strictly theoretical Primaris Captain (to match Seth&#039;s Wounds count) with a Thunder Hammer would cost you 108 points, hitting at -1AP, and actually connecting only 3.89 times, and both would behave the same way at range. Cheap re-rolls like Seth cannot be overstated, seriously its like deathwatch watch masters. &lt;br /&gt;
**The biggest problem with him is that he cuts off your access to the good relics if he or any of his chapter are your Warlord, forcing you to make do with an only slightly upgraded power sword that&#039;s usually not even as good as a master-crafted power sword.  His aura is good, but it&#039;s not losing access to the Veritas Vitae or Standard of Sacrifice good; ultimately, his melee weapon is the Hammer of Baal at 1 worse AP, and his aura effectively combines Dante&#039;s with Corbulo&#039;s, so he doesn&#039;t bring much unique to the table, unfortunately.&lt;br /&gt;
***All that being said, if you&#039;re a Flesh Tearers player, you&#039;re used to getting fucked over. RIP AND TEAR&lt;br /&gt;
**Combine him with three lascannon/fist dreadnoughts in a vanguard detachment. He is a great way to bring a re-roll for all hits and makes three normal dreadnoughts brutal. They get re-rolls hits with the fists as if they had two, and your lascannons are re rolling hits as you slowly march up the field, plus 24 T7 wounds is a great bodyguard for a character/warlord. Add in reivers or Vang Vets deep striking to handle any hordes and you have a solid base for your army.&lt;br /&gt;
** For 110 points he does give re-rolls to all hits. Ironically, this makes him an affordable way to significantly boost a gun line, which you will send in counter charges and deep strikers overhead once the enemy breaks the final protective line. Playing BA reactively is difficult, but can work really well, who knew this dude is a prime candidate for the commander? Perhaps the flesh tearers are remodeling their combat doctrine... or perhaps not.&lt;br /&gt;
*&#039;&#039;&#039;Malakim Phoros ([[Lamenters]], Forgeworld):&#039;&#039;&#039; 115 Points for a +1W &amp;amp; A Captain and re-roll wounds, with a relic blade equivalent and 12&amp;quot; inferno pistol?????? THAT. IS. DAMN. GOOD. The Lamenters shit days are over with these guy. Simply plant him next to all the dakka you can muster and let rip! Perhaps not as scary as his 7th edition stats, the Lord of Ruin still dishes out the pain with the best of them. His pistol, Catechist, is still a 12&amp;quot; Inferno Pistol, and his Glaive of Lamentation is a Power Fist with -1S -1AP, which is practically speaking better without a Sanguinary Priest on hand, due to the Red Thirst; with one, you&#039;re actually at -2S relative to the Fist, which is a bit more noticeable, but nothing to get worked up over.  His special rule, &amp;quot;The Lord of Ruin&amp;quot;, turns him into a super-Lieutenant, allowing all {{W40Kkeyword|Lamenters infantry}}, {{W40Kkeyword|dreadnought}}s, and {{W40Kkeyword|biker}}s (i.e. all of your Red Thirst units) within 6&amp;quot; of him to re-roll &#039;&#039;all failed wound rolls&#039;&#039;, which is &#039;&#039;drastically&#039;&#039; better than re-rolling all failed hits, in practice. Due to how well the Red Thirst already buffs your melee wounding, if you use Malakim to buff melee wounding as well, you&#039;ll want to bring weaker but cheaper melee weapons, like power swords - he won&#039;t really help your Thunder Hammers more than a Lieutenant would, but your Power Sword infantry will go from wounding Land Raiders 58.33% of the time with both a Priest and Lieutenant on hand to 75% of the time with Phoros and a Priest - and they cost a &#039;&#039;lot&#039;&#039; less.  Combine him with a Captain on anything that has a 2+ to hit to functionally achieve re-rolling all failed hits and all failed wounds, or for melee, with a Chaplain or Terminator Ancient.&lt;br /&gt;
**There are basically two good ways to use Malakim.&lt;br /&gt;
***You can stuff him in a Stormraven to speed him up; his buff won&#039;t help anyone until he gets out, but you can more easily get him where he needs to go this way.  &lt;br /&gt;
****This is the only practical way to get him to buff melee combat; the best fellow buffer he can have for that is generally a Sanguinary Priest for +1S. A Librarian for Unleash Rage can also help, but buffs a single target, rather than employing an aura, on top of being able to fail the buff.  You should put a Dread on board and as many Company Veterans as you can, but, of course, be aware that melee units that can&#039;t {{W40Kkeyword|FLY}} may have trouble deleting units that can only be charged by models with {{W40Kkeyword|FLY}}; instead, since Phoros and the Priest are both auras, you may want to dump them somewhere, then deep strike in many small units of Jump melee troops to try and ensure charges get through.  If you want more room on board for more chargers, remember Priests, Librarians, and Captains can all take Jump Packs, and get to where they need to be themselves.&lt;br /&gt;
****You can also field this ranged style (see below), or mix the two; Sanguinary Guard can {{W40Kkeyword|FLY}}, carry both a melee weapon and a gun, and, near Phoros, re-roll all failed hits &#039;&#039;and&#039;&#039; wounds; give them plasma pistols, a &#039;&#039;Company&#039;&#039; Ancient, and a Sanguinary Priest, then combine the lot of it near something you want dead for deeply satisfactory plasma spam.  Not remotely as good with inferno pistols, due to short range and Malakim being slow, or angelus bolters, which have the range, but are insanely overcosted.  &lt;br /&gt;
***You can, instead, just walk him up the field, like how Codex Marines field Guilliman. This is clearly best with ranged; since Phoros can&#039;t buff most vehicles, you&#039;re looking to field Devastators, Hellblasters, and dakka Dreads (especially Leviathan Dreads), essentially.  Note that this is perfectly fieldable on a Stormraven - you can stuff Phoros, 2 Heavy Flamer Devastators squads, and a Leviathan Dreadnought on a Stormraven, with room to spare for an additional buffer if you want one on board.  You can&#039;t stuff Hellblasters on one, so for them, make sure you bring a Company Ancient to let them shoot twice when they die, and a Priest is still a good idea to stand them back up, on top of the Captain you&#039;ll definitely want.&lt;br /&gt;
**Since we&#039;re already using Forgeworld, remember that we can make use of Chaplain Dreadnoughts. The +1S buff from the Chaplain Dread stacks with the +1S from a Sanguinary Priest, which stacks with any x2 melee weapon for a net +4S on top of the weapon&#039;s buff (i.e. net +8, or S12, for all of those S4 guys you were bringing); between that and the Red Thirst, you can easily get Malakim up to wounding Land Raiders on a 2+ (he&#039;ll be at S9), and your S12 punchers will wound even the incredibly rare T9 and T10 targets out there on a 2+.&lt;br /&gt;
***Potentially Hilarious Idea: Put Malakim in a Vanguard Detachment with 3 Furioso Dreads armed with Heavy Flamers and Frag Cannons for self-contained 9D6 auto-hits, re-rolling wounds. Really who even needs Chapter Master?&lt;br /&gt;
**** You guys are looking at things the wrong way. Phoros and Aggressors (a full vanguard with 3 squads should suffice, maxed out even better!) are a match made in heaven. His very unique wounds re roll works better and better as volume increases. 6 mans squads of aggressors can pump 100 or more shots a turn, assuming 2/3s of those hit, re rolling the wounds allows you to engage anything from T4 to T8 and up. Basically, aggressors work wonders on hordes by themselves. Throw in re rolls to wounds and they can take on any target. Plus you have power fists to finish off T8... Aggressors like to hug cover and let the enemy come to them, a perfect match since Phoros is only 1&amp;quot; faster. Phoros makes a great unit (Aggressors are easily one of the best if not the best infantry in all of the Astartes codex) phenomenal.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Scout Squad:&#039;&#039;&#039; The Scout special rule Concealed Deployment may be the best troop rule space marines have. Since they deploy during the deployment phase, you can cut off huge swaths of the board from enemy deep strikes early in the game, and they count as deployed on the table for the purpose of legally holding all your Jump stuff back to Deep Strike. They have both a shooty build and a close combat build, and offensive wise are just as good as Tactical Marines at shooting and Assault Marines at assaulting. They can create early pre-screens so horde armies can&#039;t get a full move right off the bat. Worried about a Tyranid army getting a 30&amp;quot; move on turn one? Scouts make a fine speed bump. Camo Cloaks actually make Scouts cost more than Tactical Marines on a model by model basis, so skip them.  The Combat Knives look like a good idea, but they aren&#039;t - your Scouts hit harder in melee than they do at range, but after their deployment step, they&#039;re not particularly mobile at getting into charge range; remember, the primary reason you&#039;re bringing these guys is for Objective Secured. The shotguns have a similar problem of needing more mobility than you have to shine (contrast with Scout Bikes, where the shotguns are amazing).  Your best bets for the &amp;quot;mook&amp;quot; scouts are bolters to keep them cheap, but effective at range, or snipers if your meta has a lot of weak support characters running around - just be wary, as this makes the scout more than a third again as expensive.  The Sergeant is another matter entirely, due to his second attack and superior equipment access, particularly if you&#039;re deploying your Scouts in a Land Speeder Storm; a Power Sword on him costs as much as that sniper rifle would have, but murders more things more easily, and doesn&#039;t make him drop his bolter.&lt;br /&gt;
**Alternate take on combat knives: Scouts with knives are significantly more dangerous in melee than more expensive normal SM units and scouts with combat blades show up in Blood Angel lists that win tournaments (and play more than a few BA HQ units, the most successful lists are still Slamguinus, Mephiston, another Captain with the Hammer of Baal and a Guard Brigade. BA Battalions with Blade Scouts are a thing that do place though, more than some armies place at all), often the Sarge has a storm bolter and combat knife. Sniper scouts are not terribly competitive, they do not mesh with the BA advantages (which gravitate to melee), nor the scout advantages (being a cheap unit).&lt;br /&gt;
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*&#039;&#039;&#039;Tactical Squad:&#039;&#039;&#039; You know how these guys work. Squad size of 5-10, armed with Boltguns, Bolt Pistols, and Frag and Krak Grenades. As before, you can take one Heavy or one Special Weapon at five models, and one of each at ten, but because you&#039;re {{W40Kkeyword|blood angels}}, the heavy can be a heavy flamer. Your Sergeant may take items from the Sergeant Equipment List by dropping both his bolter and pistol; your strongest choices here will be a storm bolter and a power sword or thunder hammer (be aware, this will more than double this cost). Combat squads are still a thing, working much the same as they always have. They now have the Red Thirst that makes them better in melee, and when combined with other synergy units in the codex they can become surprisingly good melee units (though they will never become amazing in melee, so don&#039;t get any ideas - combat knife scouts will readily butcher them). Look, these guys are bread and butter, great at nothing, good at everything. They are neither as cheap and tricksy as Scouts or as Tough and effectively specialized as Intercessors, but are a reliable middle-ground between these two options, as they always have been. &lt;br /&gt;
**5 man squads in Twin Assault Cannon Razorbacks are pretty certainly your best bet; a Storm Bolter/Thunder Hammer Sergeant, 3 mooks, and a guy carrying your favorite of a Heavy Bolter, Heavy Flamer, or Lascannon will do a shockingly reasonable amount of work.&lt;br /&gt;
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*&#039;&#039;&#039;Intercessors:&#039;&#039;&#039; The Primaris addition to the Blood Angel infantry. Essentially a Tactical marine with an extra attack and wound, and packs Bolt Rifles for free (bolters at +6&amp;quot; range and -1AP), Auto Bolt Rifles for 1 point (Assault 3 bolters, for when mobility is needed), or Stalker Bolt Rifles for 0 points (36&amp;quot; Heavy 1 AP-2 2D Bolter). One squad member can take an auxiliary grenade launcher for 1 point to have 30&amp;quot; grenades, which is at least entertaining. Intercessors are better in close combat than their Tactical marine brethen, however this is not the reason you take them (you have better options in this Codex, though they aren&#039;t pushovers either). What you want from them is good good mid-field objective grabbers and frontal assualt fighters. They&#039;ve got good range, -1AP over Tacticals, and good staying power. While Tacticals may have more diverse weapon options (for now) Intercessors are better suited for contesting and holding objectives and dragging out fights with tougher adversaries that Tactical and Scout squads would prefer to avoid. Along with stock Intercessors being good at objective grabbing another effective loadout this has found is 10 of these guys with Auto Bolt Rifles (which are not entirely worse than regular Bolt Rifles, outputting more damage outside of 15&amp;quot;) or any variant really and a Lieutenant can make for a very effective mobile anti-infantry platform. Remember to play to their strengths, Tactical Squads (for now anyway, Intercessors will probably get their chance) are the ones who want to be the Jack-of-all-Trades Infantry that can do a little of everything, Intercessors job is geared toward anti-infantry and holding-the-line or contesting, be that against infantry, monsters or vehicle chargers (much easier now too thanks to Red Thirst, wounding Carnifexs on fours anyone?).&lt;br /&gt;
**Intercessor sergeants can now take a chain sword, power sword, a hand flamer (instead of a rifle, fluffy perhaps but keep the rifle for serious play,) a power fist, or a thunder hammer. Keep in mind you need to get intercessors INTO melee to use these. No reason not to take a chainsword, but the rest depends on how you are using them. Auto-rifle wielding intercessors could do well with a sword or fist, acting as a back-up if your squishier melee units (lookin at you, Death Company) die before making back their points. &lt;br /&gt;
**The other rifles recieved a buff from Codex Space Marines, and they&#039;re actually pretty good now. Having assault 3 bolters is never a bad thing, and increase the speed of the Primaris, something they lack a bit of with no cheap transports. Stalker rifles upgrade Intercessors with budget autocannons. Yes, they&#039;re only stregth 4, but D2 only occurs on a few guns in any SM codex. These rifles are definitely made for popping Nobs, Immortals, and Tyranid Warriors. (Or Primaris, interestingly enough.) (Side note that these rifles also have just enough AP to make cataphractii terminators use an invuln-save instead of armor.)&lt;br /&gt;
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*&#039;&#039;&#039;Infiltrator Squad:&#039;&#039;&#039; Same statline as Intercessors, but with +1Ld. Standard unit of one Sergeant and four Bodies, but unique in that it can take an additional four bodies and one Apothecary-Cadet that can only heal a model from this unit, or revive one on a &amp;lt;b&amp;gt;5+&amp;lt;/b&amp;gt;. Marksman bolt carbines are exactly the same as &amp;lt;b&amp;gt;boltguns&amp;lt;/b&amp;gt;, but unmodified hit rolls of 6 automatically hits and wounds, but your opponent still gets a save. Their smoke grenades work exactly as vehicle smoke launchers; sacrifice a round of shooting for a -1 hit modifier against opponents shooting attacks.  They can deploy when setting up anywhere on the battlefield that is more than 9&amp;quot; from an enemy unit or your opponent’s own deployment zone: this is during set-up only, not during any of your other turns. Finally, enemy units cannot arrive as reinforcements within 12&amp;quot; of this unit, making them excellent at area denial. &lt;br /&gt;
**Sadly, at 22 points a model (and 32 points for the Helix Adept), much of this needs to be judged against the flexibility of the Tactical Squad, the solidity of firepower from an Intercessor squad, and the cheapness of the Scout Squad. Bad? Maybe not. Overcosted? The jury is still out...but the verdict is likely yes.&lt;br /&gt;
**While they do cost as much as Reivers with grapple guns and grav shutes, they do deny deep strikes within 12&amp;quot; of them meaning the majority of rapid fire weapons can&#039;t rapid fire upon arriving and more importantly enemy units &#039;&#039;&#039; can&#039;t charge you out of deepstrike&#039;&#039;&#039; (crippling to armies and players that rely on it and makes their ability much more valuable against Orks, 1K Sons &amp;amp; GSC.) spread them about to maximize that bubble and watch them draw fire from your opponent (assuming their army relies on this tactic) possibly saving other key units. So weigh this against their staggering cost (230 for 9 plus a Hellix Adept) for a troops choice.&lt;br /&gt;
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*&#039;&#039;&#039;Incursor Squad:&#039;&#039;&#039; These models come in the infiltrator box set and have some nice benefits. Firstly, their shots ignore cover so you can feel like an Imperial Fist as a Blood Angel. Second, they ignore all negative modifiers to hit (eat your hearts out eldar and thousand sons). They start at 19 points per model and can take a haywire land mine for an additional 10 points.&lt;br /&gt;
**These guys you should take if you&#039;re playing an objective based game, once they throw down their land mine enemy units now can&#039;t get near an objective without taking D3 mortal wounds&lt;br /&gt;
**Their Paired Combat Knives synergize with the Blood Angels better than most other chapters, since the +1 to wound rolls helps ameliorate their relatively low Strength (never wound at less that 5+!), and exploding 6s to hit means that the 16 attacks from a five man squad on the charge (2 per base, +1 per from Shock Assault, +1 on the Sarge) will statistically become 18-19, so you&#039;ll have lots of chances for that +1 to make a difference. Leave backfield objective holding to the Infiltrators with their 12-inch anti-deepstrike bubble—these guys are probably better off using Concealed Positions to start close to entrenched enemy units, where their ability to ignore cover and other penalties will help make up for their S4 AP0 shooting, and then moving in for a Charge. AP-1 from the Assault Doctrine can also help make them viable.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Company Ancient:&#039;&#039;&#039; The old banner bearer, now an independent {{W40Kkeyword|Character}}. The banner adds +1L to any same Chapter {{W40Kkeyword|Infantry}} (sorry, bikers!) units within 6&amp;quot;. If a &#039;&#039;model&#039;&#039; from the Chapter dies within 6&amp;quot;, you get a 4+ chance for them to get off one more round of shooting (with &#039;&#039;one&#039;&#039; ranged weapon) or one more close combat attack, before your opponent can move on to something else. Note that this only affects &#039;&#039;models&#039;&#039; in the bubble, not units, so be mindful when picking who dies. Comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. When you proc his ability on a plasma gun wielder, remember to overcharge it.  Unfortunately, &#039;&#039;drastically&#039;&#039; better supporting guns (since you get the gun&#039;s full rate of fire) than melee (since any attacks above 1 are wasted), even though you&#039;re a melee focused army.&lt;br /&gt;
**&#039;&#039;&#039;Company Ancient with Jump Pack:&#039;&#039;&#039;  Give him a Jump Pack for 9 points, which also lets him Deep Strike.  This guy right here is a poster boy for carrying the Standard of Sacrifice into battle, as he&#039;ll provide a 5+++ FNP and then a 4+ attack one more time, drastically spiking the output of what he&#039;s supporting, and the Jump Pack will help him guarantee the bubble is where you need it to be.&lt;br /&gt;
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*&#039;&#039;&#039;Primaris Ancient:&#039;&#039;&#039; Same as a Company Ancient, but with +1W 1+A. Comes with a bolt rifle in addition to the pistol, and like most Primaris characters, cannot swap his war gear.&lt;br /&gt;
** Best used to support an Aggressor gunline, which can benefit from either the extra shooting or melee attacks. While certainly not a replacement for a Sanguinary Ancient, the larger base, better bolt rifle, additional attack and two wounds for a five point increase is nothing to snub at.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Ancient:&#039;&#039;&#039; A single Sanguinary Guard character holding a banner that grants +1 Ld and re-rolling of wound rolls of 1 in the Fight phase to all nearby Blood Angels. You have to ask yourself one question, &amp;quot;Is it viable for me to spend 63 points for a character that allows me to re-roll wound rolls of one and buffs my leadership, and gives the option for 5+++ fnp with the relic banner, resulting in that whoever he is with becoming more killy and more durable?&amp;quot; With right tools, this is a massive force multiplier, more so than jump lieutenant and jump ancient combined in a single package. This thing is meant to join with priests and what have you to make horribly dangerous armies that use the synergy of BA to the logical limitations that are offered.&lt;br /&gt;
**This model is the cheapest source of the Death Mask de-buff in the codex, should you be trying to stack negative leadership penalties.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Ancient:&#039;&#039;&#039; Can wield a Storm Bolter, Lightning Claw, or Thunder Hammer on top of the banner he wields - of which the correct choice is probably the Storm Bolter, so he doesn&#039;t get too close to the enemy and die, losing you your buff.  His banner, like the Sanguinary Guard one, simulates a Chaplain&#039;s accuracy buff, re-rolling all failed to-hits in the Fight phase within 6&amp;quot;, as well as providing +1 Ld.&lt;br /&gt;
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*&#039;&#039;&#039;Company Champion:&#039;&#039;&#039; Another former Command Squad guy now on his own. He has to make a Heroic Intervention if possible, and can re-rolls misses against {{W40Kkeyword|Characters}}. Comes with a master-crafted power sword, bolt pistol, frag and krak grenades, and combat shield for a 5++, but no other wargear options. Because his accuracy self-buff is so negligible, you&#039;ll usually be far better served shelling out the points for a buffing character instead of some sort - he&#039;s only 18 points shy of a Chaplain, for example.  Best stay away.&lt;br /&gt;
**&#039;&#039;&#039;Company Champion with Jump Pack:&#039;&#039;&#039; Same as above, just able to keep up with all your other jump units.&lt;br /&gt;
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*&#039;&#039;&#039;Company Veterans:&#039;&#039;&#039;  More or less the Command Squad from earlier editions, minus the Apothecary, (Company) Champion, and banner bearer (now a Company Ancient), which are all split off as independent Characters. You can still kit between 2 and 5 of them out however you like (except no special weapons on the Sergeant). They possess an ability similar to the old &amp;quot;Look out, Sir!&amp;quot; rule which lets them intercept a wound from a {{W40Kkeyword|CHARACTER}} on a 2+ in exchange for taking a mortal wound, so they&#039;re good bodyguards, especially with something nearby to give them FNP, like the Banner of Sacrifice.&lt;br /&gt;
**These are the veterans you really want to take. Why so? They are exactly the same as vanguard vets but have access to ranged weaponry. For 105 points you have 5 vets all with chainswords, stormbolters, and jump packs. This is a great option to counter all forms of infantry and hordes considering red thirst. And as Bodyguards can protect any character, including Librarian Dreadnoughts. The Jump Packs are a compelling choice here, the only downside is the Sergeant&#039;s hampered equipment choices (he can&#039;t have a Storm Shield or a Special Weapon), but you can just let his mook buddy carry a Storm Shield and overcommit to giving him output gear, like a Storm Bolter and Thunder Hammer.&lt;br /&gt;
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*&#039;&#039;&#039;Death Company:&#039;&#039;&#039; Death Company function as your high output melee assaulters. 15 points get you 4 attacks on the charge and a 6+ FNP along with the Black Rage keyword, though with LD 7 and full squads of 15. They can all take (should take) boltguns or plasma/inferno pistols alongside fists and power weapons. For the heavy hitting duties they can also take two handed thunder hammers, out swinging hammernators. Keeping chainswords and adding Savage Echoes brings you up to 6 attacks, which will be at a minimum of AP-1 along with your typical +1 to wound from Red Thirst. However, for all this offense they are fairly vulnerable compared to other elites choices and require dedicated HQ support as they will remain LD7. They have lost some of the durability and fearlessness compared to previous editions, but they are by no means any less deadly.  DC now seem to rely on support more than before specifically for morale. This does make some sense fluff-wise, mainly because these guys would be counter-productive and simply a hazard on the battle field without proper guidance. &lt;br /&gt;
**Tried and true play styles will still work: Sanguinary Priests will bring your attacks to S5, and Chaplains will allow for re-rolls to hit. Remember that, unless taking a Thunder Hammer, you can instead swap your Bolt Pistol for any of the available Power Weapons. Keep your chainsword! Hand flamers are an option for 1 point, but remember a bolter is also a free upgrade to your bolt pistol. Jump packs are always a good idea as these boys gain bonuses only when charging (or being charged) and you need maneuverability for that charge. However, you may forgo equipping them with jump packs in order to save points. Try a 5 man squad with a Chaplain in Razorback. Altogether these three can take on any foe and will last fairly long with the right weapons loadout. Thunder Hammers on these guys is incredible, with Sanguinary support, they&#039;re swinging at S10 (S4+1×2), which will reliably injure absolutely anything. &lt;br /&gt;
** DC and Lemartes will win you games. Don&#039;t puss around though... Take 15 with bolters and as many power weapons/fists/hammers as you can afford. Remember the jet packs and all of this gets re-rolls on charges. I&#039;m telling you little can stand up against them. Of course, deep striking 15 guys can get cumbersome due to screens and other soft ass bullshit requiring you to place your models roughly 12&amp;quot; away sometimes, but that&#039;s why you have the Descent of Angels stratagem for 3D6&amp;quot; re-rolled fucking charges baby. Blood Angels have always been the kings of deep strike assault, let it be known, and let our wrath go unquestioned.&lt;br /&gt;
** Compared to Vanguard and Company veterans, who are your main competition, for one point you gain 1A and 6+++ though you become LD7. This makes DC your deathball super unit rocking up with HQs. All of your other elites with the exception of Sang Guard are perfectly fine working independently in smaller skirmishes.&lt;br /&gt;
** DC, like Chaos Berserkers, have to worry about overkill. When you can generate 90 total attacks, you may find that most of the attacks are completely wasted. Try multi-charging, though be sure to mitigate overwatch whenever possible. &lt;br /&gt;
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*&#039;&#039;&#039;Death Company Intercessors:&#039;&#039;&#039; Apparently, Primaris Marines CAN fall to the Black Rage. Thanks a lot, &#039;&#039;Cawl&#039;&#039;. Essentially Intercessors that trade Combat Squads for the Black Rage. They also lose their Sergeant, but one marine in the squad can be equipped like one, ditching their rifle for a Chainsword or Hand Flamer and adding a Chainsword, Power Sword, Power Fist or Thunder Hammer (no double Chainsword). To be honest, they are probably of limited value for an extra point over normal Intercessors. Their main problem is redundancy. Normal DC with jump packs are an infinitely more versatile and customizable CC unit for the same base points cost, and normal Intercessors will help get you command points, something you&#039;ll be needing for all the fancy stratagems we have now. Our Elites slot is crowded enough already and these guys, at least in their current form, don&#039;t seem to make the grade.&lt;br /&gt;
** You could stick 8 in a Repulsor with an Apothecary and Ancient. Thats 18 wounds all with a 6+++ chance to dodge any D2 weapon hits, plus 37 attacks with all the usual BA enhancements (Red Thirst, Savage Echoes, Doctrines). Certainly a big overall combo, but should work well centered on the board taking on the brunt of your opponent while everyone else gets into position for charges. &lt;br /&gt;
** DC now have a stratagem to up their FNP to 5+++, which on a 2 wound 18 point model, becomes pretty damn tanky. &lt;br /&gt;
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*&#039;&#039;&#039;Death Company Dreadnought:&#039;&#039;&#039; Your normal Furioso but angry. 2 fists/talons, black rage, and can consolidate 6&amp;quot;. No one will expect this dreadnought to be as fast as it is. With an 8&amp;quot; move, a good charge roll, and increased consolidation after he murders the first group; your opponent will likely fail to answer the threat before it&#039;s too late. IF these guys do get Shock Assault, they are gonna demand serious attention with 6 attacks! &lt;br /&gt;
** A hidden gem here. At its cheapest they are 126 points (138 with double flamer). Kept at your front lines they should be rushed headlong at the biggest, nastiest enemy you can find and expect them to put in work with 6 attacks, on the charge, re rolls, and +1 to wound. The interesting part is their ability to survive a decent round of shooting when you combine smoke launchers, Duty Eternal stratagem, and black rage 6+++ making the run up the board bearable. They should work well in pairs, being well priced and requiring your opponent to devote a majority of his shooting at them or else they will hurt his units.  &lt;br /&gt;
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*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; This bad boy has received major improvements. At S6 T7 W8 A4 and 3+ Sv, the dreadnought is a durable elite choice. Its S6 assault cannon will mow down any T3 infantry, and will deal quite well with T4 too. Its melee weapon is something to be feared as well, at S12(!!!) AP-3 and 3 damage the dreadnought will smash through most things put in front of it, should you get it into melee combat. It can also equip a heavy flamer for the incredible D6 S5 AP-1 auto-hits on overwatch. Your opponent should think twice before charging ol&#039; dred.&lt;br /&gt;
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*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] Not as badass as a Relic Contemptor, but definitely a lot cheaper. Comes with the iconic Kheres Assault Cannon or a Multi-Melta.&lt;br /&gt;
** This guy can be a better idea than normal dreadnoughts or even furioso dreads considering 9&amp;quot; movement, 10W and 2+ WS and BS and 5++ Invulnerable save to if lucky ignore those dread poppers and get him close without escort&lt;br /&gt;
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*&#039;&#039;&#039;Furioso Dreadnought:&#039;&#039;&#039; Although a 2+ to hit would be nice, as well as more than T7 toughness to differentiate from all other dreads (these guys were front armor 13 before...) typical frag cannon loadout is still somewhat viable. Frag cannons are now 2D6 auto hit. Combined with S6 the frag cannon can tear up hordes, multi wound models, and light vehicles equally well. Pair with a heavy flamer and make sure to assault with your giant fist to guarantee entire squads get removed each turn. &lt;br /&gt;
** The Furioso is perhaps the most flexible unit in the game for Blood Angels, especially considering his 8&amp;quot; move and can be transported in a damn stormraven. This unit can move quickly and reliably, can bring both anti horde and tank dakka, and can do work in the shooting and fight phases, plus it is decently tough. Also possibly our best support unit. As mentioned it can shoot many different targets, move around quickly, carry many types of weapons, resist damage, and lend much needed heavy hitting melee support. Jack of all trades units are typically underwhelming, Furiosos, on the other hand, are genuinely dangerous all throughout the game and combine shooting and melee potential without sacrificing either. And 10pts cheaper now since Chapter Approved 2019!&lt;br /&gt;
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*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039; The vanilla dread&#039;s Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the redemptor dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armor-melting Macro Plasma Incinerator, &#039;&#039;and&#039;&#039; the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armor potential might be better handled by specialized units like Devastators, Hellblastors, or Predator variants. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is d6 damage compared to the normal Dreadnought CCW&#039;s d3. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. &lt;br /&gt;
** Equip it with a Plasma incinerator, use the Wisdom of the Ancients strategem and a big unit of Hellblasters and you can re-roll all those overcharges that might blow you to high heaven.&lt;br /&gt;
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*&#039;&#039;&#039;Invictor Tactical Warsuit:&#039;&#039;&#039; Dreadnought Lite—all the bulk, half the &amp;lt;s&amp;gt;calories&amp;lt;/s&amp;gt; points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors.&lt;br /&gt;
**Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible.&lt;br /&gt;
**You could also give it the Autocannons and either leave it in your backfield for long range fire support, or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.&lt;br /&gt;
**The Red Thirst is probably a little excessive on a S14 attack, but feel free to punch out most things smaller than a Lord of War. Thankfully, though, this Power Fist lacks the usual -1 to hit penalty, so you at least won&#039;t be wishing that you were a [[Space Wolves|furry]] instead.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Space Marine (Legends):&#039;&#039;&#039; Now a character rather than just something you can substitute any Space Marine model for, which is thankful because he&#039;s gotten much nastier since last edition. Compared to an average Tactical, he&#039;s gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it&#039;s his disintegrator combi-gun and disintegrator pistol you should watch out for. They&#039;re only 18&amp;quot; Rapid Fire 1 and 9&amp;quot; Pistol 1 (respectively), but with S5, AP-3, and d6 damage (basically a higher damage combi-grav and grav pistol) they have the potential to fuck up a lot of units if it manages to wound them. Fun idea: surprise an enemy who thinks being only armed with a CCW will leave you weak in an assault with that pistol of yours.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Guard:&#039;&#039;&#039; The latest iteration of Sanguinary Guard are 28 points in their cheapest form, which amounts to 112 points stock. They posses 2W, 2A, a 2+ save, and jump packs along with free Angelus Boltguns and access to power fists and force weapon equivalents. They are now genuinely cheaper and more cost effect than Terminators and only lack a 5++ and access to heavy weapons, Thunder Hammers, or Storm Shields. This places them into a niche role as a mid-weight, fast paced anti TEQs hunting squad ideally working in unison with your warlord. Vets and DC should form the bulk of your assaulting forces, Terminators and Aggressors serve as your heavy hitters, Sang Guard are your elite scalpels meant to take on other elite/scalpel type units in ruthless deep strike assaults. &lt;br /&gt;
**Sanguinary Guard cost 3 more than Jump Vanguard Vets before any other options; you lose the Sergeant, so they&#039;re relative cowards and lose an attack per unit, but you gain both +1W and +1Sv (i.e. 2+), which is incredible for the cost. Stock, they come with a free Angelus Boltgun, (12&amp;quot; Assault 2 S4 AP-1 D1), so there&#039;s a case to be made for swapping out to a pistol (plasma pistols aren&#039;t nearly as stupid on them as they look, provided you can trigger Heirs of Azkaellon - more on this in a moment), and their stock weapon is an 8 point Encarmine Sword, which they can swap out for an Encarmine axe or Power fist for 9 points. Finally, you can take Death Masks - although unfortunately(?) you have to take it on all or none, which shouldn&#039;t be too much of an issue because of the morale shenanigans you can pull off for all of them being in 3 inch range- all for just 2 points per model. Morale Shenanigans abound. &lt;br /&gt;
**Heirs of Azkaellon is the real the game-changer for these guys - i.e. they don&#039;t need a Chaplain or Captain (or Chapter Master) to help them with rolling to hit if they&#039;re near your Warlord, so you can build a Sanguinary Guard list around assuming you haven&#039;t got one, because they get re-rolls of all failed to-hits while near your Warlord.  Combined with a Jump Lieutenant and a Jump Sanguinary Priest, for example, either of whom can be the Warlord proper, they&#039;ll practically speaking have full re-rolls to hit and wound in melee with power fists, and have full re-rolls to hit with re-rolling 1s to wound with their Inferno Pistols. &lt;br /&gt;
*** Fists and Plasma Pistols is still 34 points a model, and frankly with Heirs of Azkaellon is one of the best TEQ busting units you can ask for, just remember the unit&#039;s effectiveness will drastically suffer if you ever leave the buffs of your warlord. &lt;br /&gt;
**The boltguns might serve you if you try to fly them across the board instead of deep-striking, since the extra wound and save make them more durable than most choices. With a jump-pack Librarian to unleash their rage you might have a stronger unit than you think. &lt;br /&gt;
** New rules have offered the Guard new stratagems. Taking masks can provide a -1 to hit against them in the Fight phase along with the -1 LD modifier, Angelus boltguns can now gain re rolls to wound and ignore cover, and a roll of 1 for damage can become 2. All are each 1 CP and make them far tougher and killier.&lt;br /&gt;
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*&#039;&#039;&#039;Sanguinary Novitiate (Apothecary with optional Jump Pack):&#039;&#039;&#039; Now a Character running on his own. Doesn&#039;t give out Feel No Pain, but if he&#039;s within 3&amp;quot; of a same chapter {{W40Kkeyword|Infantry}}/{{W40Kkeyword|Biker}} unit at the end of the Movement phase, he can heal D3 wounds on one model in it. If no-one&#039;s wounded, he gets a 4+ chance to bring 1 dead model back to life with a single wound, but if he fails, he can&#039;t do anything else that turn. Can&#039;t swap out his weapons, so he&#039;s stuck with a bolt pistol and chainsword. Combines great with high end infantry, shooty or assaulty. Combine with a Company Ancient to make a trade in death, although you might prefer the proper priest, both for the +1S and to help pay an HQ tax.  You should definitely shell out the 5 points for the Jump Pack if you take a Novitiate, though - his healing happens at the end of Movement, regardless of whether he moved and/or advanced, so he&#039;s far, far better with doubled movement so you can get him where he needs to be to heal.&lt;br /&gt;
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*&#039;&#039;&#039;Servitors:&#039;&#039;&#039; Now that they can be taken independently of a Techmarine, you could use them as a cheap way of adding more plasma cannons to your force, but with WS/BS 5+, Ld6, and only a 4+ armor save, they&#039;ll have trouble actually hitting things, die easily, and are likely to be lost to morale checks. Having a Techmarine nearby mitigates this a little by boosting them to Ld 9 and WS/BS 4+, but even then there are much better things you could be doing with your Elites slot. That said, a squad with servo arms is only 20 points, meaning 3 squads to fill out a brigade or a single to provide a close combat posse for a techmarine.&lt;br /&gt;
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*&#039;&#039;&#039;Sternguard Veteran Squad:&#039;&#039;&#039; Sadly, the special ammunition is gone- but on the bright side the Sternguard&#039;s bolters are 30&amp;quot; and come with built in AP-2 so they can threaten heavier armor without having to splurge on combi-weapons or special/heavy weapons, and the AP is now ALWAYS relevant since standard bolters don&#039;t ignore 6+ anymore. Speaking of which, since combi-weapons aren&#039;t one use only anymore there&#039;s no good reason to buy the special weapons- stick with the heavy weapons or the heavy flamer if you don&#039;t want to buy the combi-weapons, and remember that if you do you lose the -2 AP. The combi-weapons are always standard bolters. Apart from that, they&#039;re still just as flexible as ever.&lt;br /&gt;
** These guys are a MAJOR hidden gem... if used properly. One 5 man squad can take two heavy flamers, combi flamer on the sarge, and a power axe/sword. Now thats 126 points for 5 guys without jump packs and only 1 wound each, but this unit can deal a ton of damage. Place them in a transport, preferably a stormraven, and get them close to your enemies flanks. Let rip with all your guns, then charge. This author (got a little lucky admittedly) used tactic this to remove 9 immortals, then the last robot fled and prevented reanimation protocols. Great Success! and the Red Thirst is the sweet sauce on top. You have to be careful with a unit like this but if you can focus all your shooting on one enemy, than charge them first on the same turn... results will impress both players.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; Terminators still have to worry about high-AP weaponry, but since very few weapons have anything better than AP-4 they&#039;ll almost always be able to use the resulting 6+ armor save (though you could just use the 5++ instead); it&#039;s not much, but it helps. 5&amp;quot; movement means they&#039;re most effective when deep striking, but footslogging can still work if your opponent&#039;s lacking in anti-armor weaponry. Although Storm Bolters are still kind of iffy, the Assault Cannon is the clear winner for your heavy option, since even when moving you&#039;ll average the same number of hits as a Heavy Flamer at 3x the range and higher Strength, since you can&#039;t advance and fire the flamer anyway. Cyclone seems good but is overcosted as it&#039;s twice the price of a standard ML for less than twice the stats so only take it if you&#039;re really hurting for long range punch.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Assault Squad:&#039;&#039;&#039; Still the gold standard of heavy assault troops (though we do have Death Company as competition, they&#039;ve become less survivable), especially with the extra wound they&#039;ve gained. The hammernator setup is still great for smashing in vehicles and heavy infantry alike while taking little damage yourself, but the -1 to hit can be a problem at times. Take a Chaplain along to mitigate the lower hit rate. Lightning claws are more reliable and more effective against horde armies, so it may be a better idea than before to stick with them. But if you are taking lightning claws you may as well be taking Sanguinary Guard. Nah but for real though the changes in 8th means that if your enemy doesn&#039;t have mortal wounds, TH/SS Terminators will survive just about anything, and will delete what ever they come up against in the assault. I&#039;ve had these motherfuckers take 1500 points of combined Eldar shooting for a turn and lost 1 model. Put a chaplain near them for re-rolling failed hits and a librarian for additional attacks and nothing is safe.&lt;br /&gt;
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*&#039;&#039;&#039;Cataphractii Terminator Squad:&#039;&#039;&#039; [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] They probably will play like standard Cataphractii Terminators but with Red Rage. Not quite as useful here, however, due to the existence of Shield of Sanguinius (Which only gives a 5++ now). Even better for their Deep Strike charges thanks to the Red Thirst making their Twin Lightning Claws wounding average models on 3+ re-rolling failed. &lt;br /&gt;
**Really slow. Needs Deep Strike or transport in order to reach range (or opponent that comes to you).&lt;br /&gt;
**Getting amazing new Forgeworld models so if you&#039;re looking for a unit of these guys wait for these guys wait for them to drop. &lt;br /&gt;
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*&#039;&#039;&#039;Tartaros Terminator Squad:&#039;&#039;&#039; [[Awesome|Mentioned in the Warhammer Community as arriving for Blood Angels.]] With Shield of Sanguinius, treat them as fast Cataphractii with better options. [[Awesome|Including a reaper autocannon.]][[awesome|The Sergeant gets a plasma blaster. He can deep-strike and still fire it at full BS.]] [[lulz|#deepstrikeresponsibly]]. [[meme|Look at the strike of the archangels and back to me. Look at this squads weapon choices and back to me. Twin-linked reaper cannon and plasma blaster. Now look back to me. I am on a horse.]] Given that they can&#039;t move after deep striking, deep striking this unit means losing one of the main advantages that this armor grants. Tartaros Terminators are the best Terminator option for footslogging to the opponent. Not always a great plan, but that is where they excel. A hidden plus with these guys are point to point equivalent to your regular terminators so you can get some cool looking models that do the same job, for the same cost with 6&amp;quot; speed instead of 5&amp;quot; which can make a difference&lt;br /&gt;
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*&#039;&#039;&#039;Vanguard Veteran Squad:&#039;&#039;&#039; Praise to the Emperor! Vanguard Veterans are finally good. They now occupy a new role. Instead of being disappointing elite assault troops they are now more like straight upgrades over normal assault marines, gaining an additional attack and access to cool wargear.&lt;br /&gt;
** One of the best loadouts for these models using the Blood Angels +1 to wound is a 10-man squad. 5 SS, Power Axe and 5 Twin Lightning Claw. Stick these with a chaplain with no overwatch relic. Charge the chaplain first then the squad. Your opponent cannot overwatch you. Swing with the Vanguards and watch as the 16 (sergeant) lightning claws rerolling hits, wounds and with +1 to wound. The power axe marines also add some melee ability but mainly are there so that even when your opponent can fire powerful weapons at this unit you still have a 3+ save. Always allocate wounds to power axe, storm shield models. If you want add an apothecary to try and keep up. When the Storm Shields are spent fly them back to him and heal some up. It may not last very long but it will punch a hole through just about any gunline you can think of allowing other troops to reach the enemy while they shoot at the vanguards. &lt;br /&gt;
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*&#039;&#039;&#039;Primaris Reivers:&#039;&#039;&#039; These guys look great and are fairly versatile on the board, but are primarily assault troops, which fits right in with the whole Blood Angels theme. Sporting 2 wounds each and 2 attacks base (3 if equipped with the Crocodile Dundee knife) and the Sgt&#039;s 3 attacks base and 1 more for the knife (acts like a chainsword), you can deal a lot of attacks. Deployment is also varied and allows for grav chutes or grapnel launchers. Grav chutes allow typical jump pack deep striking with the cursory &amp;gt;9&amp;quot; minimum distance from enemy models. Grapnel launchers allow up to 6&amp;quot; deployment from any board edge but must be &amp;gt;9&amp;quot; from the enemy. They also negate vertical movement, which means (in theory) you could move into the bottom floor of a building and then shift your entire squad to the top floor without any penalty. Heavy bolt pistols are better than the standard bolt pistol due to -1 AP. A typical 10 man squad, with knives will chuck out 31 attacks. Lastly, Reivers cause -1 Ld for all enemy within 3&amp;quot;, and can throw stun grenades. If you successfully hit, the enemy can no longer overwatch and suffer -1 to hit in combat. Reivers deserve major consideration, especially when compared to assault marines and vanguard vets. They are 18 points compared to Vang Vets 16, but have 1 more wound and same attacks with da choppy knives. Grav chutes are 2 points for each model, as with jump packs, and give deep strike but do not grant a 12&amp;quot; movement.  They don&#039;t get power weapons or assault weapons, but do have upgraded bolt pistols, modify morale, and stun grenades. With a 10 man squad with grav chutes being exactly 200 points and with each model being two wounds you get a lot of bang and staying power for your buck. Tougher melee units that still have a lot of offensive potential are crucial to the blood angels maintaining momentum and surviving return fire. A ten man squad with shield of sanguinius can easily take out a squad of MEQ or GEQ on the charge and survive to do it again. Not to mention being able to survive failing a charge on the turn you come which can be just as valuable. Unfortunately they&#039;re only slightly better than Intercessors in melee (or not at all without knifes) while Intercessors also fill your valuable Troop slots, have ObSec and are still useful on their way into melee (if you really want to have them there). The lack of deep strike is not as bad as one might think considering deep strike for non-Jump Pack units (so we can&#039;t use our Stratagem) who want to get into melee is not that great anyway (9&amp;quot; charges are very unlikely even with re-rolls).&lt;br /&gt;
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*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; Gonna say this now these dudes are a saving grace for BA, read on. The goofy-looking lovechild of a Terminator and a Centurion. They come stock with auto boltstorm gauntlets (so assault instead of pistol) and a frag grenade launcher or you can trade all that in for Firebat pattern flamestorm gauntlets, which is a pair of flamers. Either you&#039;re going for 18 inches of 6+D6 (average: 9.5 shots, 6.33 of which hit) S4 or 8 inches of 2D6 (average: 7) auto hitting S4, and either way it allows them to put out a lot of short-range firepower, with power fists in melee. They&#039;ve got Gravis armor, which makes them T5, move 5&amp;quot;, and take up two slots in a Repulsor. Then there is the special rules: Fire Storm, which lets you shoot twice if you don&#039;t move (including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets), and Relentless Advance, which lets you advance and fire assault weapons without penalty (this has no effect on the flamers, as they autohit anyway). This makes them surprisingly fast since all their guns are assault. Run and gun for the Emperor! Aggressors are also strong at the front of your army for discouraging/punishing Deep Strikers. If you go 2nd, and someone deep strikes nearby, the Aggressors will count as having not moved. Pop the Auspex Scan so you can shoot the deep strikers, and shoot them twice due to Fire Storm special rule.&lt;br /&gt;
**These guys make a GREAT anchor for your army. Take as many as you can (18 in 3 six-man squads) plant them in front with Brother Corbulo and a Terminator Ancient wielding the Banner of Sacrifice, and let them clear the damn board of chaff and bullshit hordes. This setup is tough as nails and disturbingly cheap for its damage output. Later, let loose with lascannons mounted on basic buffed dreadnoughts and then drop in 15 DC and 10 Sang Guard (DC with power swords, SG with fists) to punish anything with more than 2 wounds or a decent armor save. Its an army template this author is using with exceedingly satisfying results. Aggressors are legit, and they play very well to the needs of a Blood Angels force. Plus we can buff them through the damn roof in terms of durability enabling us to extract incredible amounts of both firepower and melee output. Too good to pass up, now that they have 3 wounds!!!!&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Relic Contemptor Dreadnought:&#039;&#039;&#039; For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought and a 2+/5++. His Contemptor CCW is also guaranteed 3 wounds instead of D3, which makes him considerably more capable of ruining the afternoon of a whole host of multi-wound models. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. Generally speaking, here&#039;s a look at the new weapon options:&lt;br /&gt;
**&#039;&#039;&#039;Kheres Assault Cannon&#039;&#039;&#039;: Exactly as it was before, your go-to anti-infantry loadout.&lt;br /&gt;
**&#039;&#039;&#039;Fist Weapon Options&#039;&#039;&#039;: We get access to Meltaguns, Plasma Blasters, and Grav Guns now. Generally speaking, the Meltagun is probably the best option out of all of them, since it allows your Contemptor to do some outright crippling damage to enemy monsters or tanks just before charging. In one game, this editor has a Contemptor with a meltagun-chainfist-Kheres take 7 wounds off a Swarmlord in shooting, and then finish him off in two rounds of melee after it was critically weakened. &lt;br /&gt;
**&#039;&#039;&#039;Chainfists&#039;&#039;&#039;: Contemptor Chainfists gain +1 Rend, and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It&#039;s a must-take for all purposes.&lt;br /&gt;
**&#039;&#039;&#039;C-Beam Cannon&#039;&#039;&#039;: The new Heavy Conversion Beamer is a single-shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24&amp;quot; bracket of distance, totaling [[Awesome|S10 AP-3 3D3 Damage]] at anything over 48&amp;quot; range. If &#039;&#039;a model is removed from play as a result of wounds caused&#039;&#039; it will then automatically trigger 2D6 extra auto-hits on the target unit at S6 AP-0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.&lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Bolters&#039;&#039;&#039;: Don&#039;t bother. The Kheres does everything it can, but better. &lt;br /&gt;
**&#039;&#039;&#039;Twin Autocannon&#039;&#039;&#039;: Identical to the one on the normal Dread. Not bad, but you didn&#039;t take one of these to field something other Dreads could take.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lascannon&#039;&#039;&#039;: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Deredeo Dreadnought:&#039;&#039;&#039; The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won&#039;t cut it. Its armor save is slightly worse than the Contemptor&#039;s at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4++ in the Fight phase on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36&amp;quot; autocannon shots at S+1) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don&#039;t bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible to make the most of its firepower. It can supplement all of that with either an Aiolos Missile Launcher for extra fire support or an Automatic Pavaise to give everyone within 6&amp;quot; of itself a 5++ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo&#039;s firepower.&lt;br /&gt;
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*&#039;&#039;&#039;Deimos Pattern Relic Predator:&#039;&#039;&#039; Take a Predator, give it an extra wound, and slap a Plasma Destroyer as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can&#039;t be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 damage, it doesn&#039;t really need to be. While it can swap out the Plasma Destroyer for the standard Predator guns, that&#039;s a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicarian Battle Tank:&#039;&#039;&#039; The Sicaran&#039;s cannon looks weaker than the Pred&#039;s with 1 less point of damage, but it&#039;s the special rules that make it shine. First off, it has no penalties when attacking flyers, which makes it a useful anti-air unit in a pinch while keeping its well-known ability to counter skimmers. Second, a to-wound roll of 6 makes the cannon AP-3 for that hit. And since it&#039;s an Assault 8 gun, you have way more shots while getting rid of that penalty to fire on the move (and also there&#039;s the ability to fire while advancing too). Finally, it&#039;s got 2 more wounds so it can stay in the fight that much longer. &lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon&#039;s S12 AP-4 D6 damage hits (all 3 of them), it&#039;ll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn&#039;t get penalties for moving and firing its heavy weapons.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Punisher Assault Tank:&#039;&#039;&#039; A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36&amp;quot; hate life. And if you don&#039;t move or advance that turn, it re-rolls all to-hit rolls of 1. Enjoy deleting Orks and Tyranids.&lt;br /&gt;
**[[Rape|With Heavy Bolter Sponsons this will mathematically delete a 10 man squad of GEQs per turn.]]&lt;br /&gt;
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*&#039;&#039;&#039;Relic Javelin Attack Speeder:&#039;&#039;&#039; The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers&#039;&#039;&#039;(WTF)&#039;&#039;&#039;]], as well as losing the ability to take racks of hunter-killer missiles. They even lost their trademark Outflank ability. Overall this took what was already a mediocre relic slot item at best, into a shitty tool that&#039;s worse off than a generic land speeder. &lt;br /&gt;
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*&#039;&#039;&#039;Relic Whirlwind Scorpius:&#039;&#039;&#039; Relic Whirlwind Scorpius: The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind&#039;s rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Arcus Strike Tank:&#039;&#039;&#039; Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24&amp;quot; is a bit short-ranged for a vehicle weapon, it&#039;s still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you&#039;re forced to fight an extra-large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn&#039;t render itself defenseless after a missile massacre.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Rhino:&#039;&#039;&#039; 10 Wounds and a 3+ make the old [[METAL BOXES]] harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12&amp;quot; and 6&amp;quot; if it moves you back a step on the damage table. &lt;br /&gt;
*&#039;&#039;&#039;Razorback:&#039;&#039;&#039; Transports that produce offensive output, like a Razorback, are VERY strong this edition. 8 lascannons fired by devastators will not destroy a Razorback in one turn on average. That is a lot of Dakka to absorb. If you run them with Heavy Flamers, then no matter how injured your Razorback is, it will still always autohit, until said Razorback is dead.&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod:&#039;&#039;&#039; Grants a Power Armor unit deepstrike. Tactical Marines can use it to capture objectives, and hamper enemy movement.  Melta units can get in close for a hard strike.  Assault units can charge out of it if you can make 9 on 2D6.  No longer scatters and arrives at the turn you chose. He&#039;s now cheaper than a rhino as of Chapter Approved&lt;br /&gt;
** You may think these guys aren&#039;t good, here where you&#039;re wrong. These models are cheaper and now being the only unit in the entire game that can do this, but drop pods can now deep strike turn 1 and don&#039;t count towards your maximum tactical reserves&lt;br /&gt;
** Get a bunch of assault marines without jump packs, shove a librarian into one pod with them, drop turn one and Wings of Sanguinius your way into your enemies lines and smash whatever important guns he has hiding.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; The scout-only pimp-mobile is not a straw box. But on the other hand it is a lot shootier than the Rhino. Also open-topped so you can have the scouts add their fire. Better than a Rhino for scouts since it doesn&#039;t degrade and won&#039;t auto-die when a lascannon looks at it. Should you want to deploy it, give the scouts inside a heavy bolter so you can shoot two.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor:&#039;&#039;&#039; Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you&#039;re probably better off taking a Land Raider variant. It also has the FLY keyword with all of it&#039;s dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. &lt;br /&gt;
** If you&#039;re just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a Devastator Squad or Redemptor Dreadnought. Anti-armor setups in particular have the issue that the las-talon has only half the range of the twin lascannons, which means it&#039;ll only be able to unleash half its anti-armor firepower at its farthest range. At that matter, most of it&#039;s other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. Defensively, it&#039;s nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as a LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn&#039;t shoot.&lt;br /&gt;
*&#039;&#039;&#039;Impulsor:&#039;&#039;&#039; The dedicated primaris transport we&#039;ve all been waiting for. As it stands, minimum 79 points (which is including its 2 storm bolters) with a 14&amp;quot; flying movement (so, ignore terrain and Fall Back at will), holds up to 6 models (but can&#039;t transport Gravis Armor models), and as long as it didn&#039;t advance that turn it can disembark models &#039;&#039;after&#039;&#039; moving. However, said models can&#039;t charge that turn, so it still won&#039;t help you pull off a first turn charge. The unit can still shoot, though, so loading this up with Hellblasters and a Captain is a good way to get right up in your enemies face and start deleting something expensive.&lt;br /&gt;
** This model can also be equipped with a few special gear options: a pair of anti-air heavy stubbers that are pretty underwhelming, a frag/krak/flakk missile launcher if you&#039;re desperate for some more firepower, a 4++ invulnerable that will keep your boys safe if your opponent gets to go first, and a one-use orbital bombardment that can&#039;t be spammed but should let you get in a mortal wound or two.&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Infernum Pattern Razorback:&#039;&#039;&#039; Razorback with multi melta. That&#039;s all.&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Drop Pod:&#039;&#039;&#039; Costs 80 points, but worth it, especially when normal drop pods lost the ability to transport Dreads and you can charge out of it.&lt;br /&gt;
** Remember, that Lemartes gives re-rollable charge also to DC dreads, so you can create one of the strongest alpha-strikes with waves of Death Company backed up with dreads, re-rolling charges, and deep striking without scattering.&lt;br /&gt;
*&#039;&#039;&#039;Termite Assault Drill:&#039;&#039;&#039; It&#039;s neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to the enemy. Once deployed, however, the termite acts like a very slow Rhino. At 8 inches, this thing isn&#039;t going anywhere fast. Not to mention the melta cutter is so short-range its only real use is to fight back if it happens to be caught in the melee. So why bother? Well, the termite has some neat little things going for it. First is the transport capacity. At 12 standard marines(Not terminator, jump pack, or primaris) this little drill is quite the metal box. Add in that deployment and who cares if this thing only moves 8 inches a turn. Then there is the subject of weapons. Storm Bolters are the way to go most of the time due to the range and fire output. Heavy flamers are meh, though the increase in the movement has helped make the weapon somewhat more viable. Volkite chargers are iffy. They have more range and damage than the flamer but have a negative 1 to hit on the move. Honestly, the Storm Bolters are your best bet.  The termite also has a decent melee game, though this is more for protection than anything. That being said, the drill makes for a nasty anti tank melee weapon. Now for the bad news. This thing is expensive points-wise, way more so than the drop pod.&lt;br /&gt;
**Much, much better at blocking LOS for a squad than a Drop Pod. Consider using one to attack an exposed enemy, with the disembarking squad attacking and the Termite covering for them. With luck, you&#039;ll eliminate the target and leave your guys blocked off from retaliation.&lt;br /&gt;
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===Flyer===&lt;br /&gt;
*&#039;&#039;&#039;Stormhawk Interceptor:&#039;&#039;&#039; The Anti-Flying Flyer. Gets a +1 to hit any target with the Fly keyword, to mitigate the penalty for moving and firing heavy weapons. Comes stock with 2 Assault Cannons, 2 Heavy Bolters, and an Icarus Stormcannon. The bolters can be swapped with Skyhammers for more anti-flying or a Typhoon against ground targets, while the Icarus can be swapped for an anti-vehicle laser. Cannot hover unfortunately, but does get to re-roll any 1&#039;s for saves and has the normal Hard to Hit.&lt;br /&gt;
**A good choice if you are going up against Tau or Dark Eldar, due to the prevalence of Fly. Especially the icarus/skyhammer combo as it lets you hit anything with Fly on a 2+; with the drawback of hitting everything else only on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Stormtalon Gunship:&#039;&#039;&#039; This brand new addition to the blood angels arsenal is certainly intriguing. For 171 you get twin heavy bolters and a twin assault cannon on a T6 10W body with a 3+ save along with the standard rules and bonuses fliers get. Mobility is paramount to Blood Angels strategy as is fire power to support your units and this thing has both. When compared to a Predator armed with four lascannons to a Stormtalon armed with two lascannons and a twin assault cannon, the Stormtalon is 14 points more expensive, loses a point of toughness (tho toughness 7 isn&#039;t the biggest deal) and has one less wound. However the Stormtalon has a -1 to hit when not hovering (far more important than a point of toughness) and carries a more diverse loadout that can be split fired as you wish. The choice is yours but a Stormraven and two Stormtalons while close to 800 points will give you all the mobile firepower you could ask for while being very mobile and able to engage both infantry and all kinds of multi-wound models. While also fitting very snugly in an Air-Wing detachment providing +1 command Points.&lt;br /&gt;
**Don&#039;t forget to consider the fact that unlike the Predator, the Stormtalon does have a rule that technically counteracts the usual shooting penalties to Heavy through Strafing Run. Stopped in place, perhaps through Hover Jet, this means the Stormtalon has a 2+ to hit with its weapons.&lt;br /&gt;
*&#039;&#039;&#039;Stormraven Gunship:&#039;&#039;&#039; One of the many Space Marine units that have seen a big buff due to the changes to Twin-Linked, the Stormraven is now a gunship to be feared due having several sets of high power twinlinked weapons. Close to a flying Land Raider. T7 means S4 weapons can wound it on a 5+ compared to the Raider&#039;s T8, 2 fewer wounds, and a 3+ save instead of a 2+, but it&#039;s much faster and has -1 to be hit when zipping around. It&#039;s also a bit cheaper than a Land Raider, depending on what you arm it with. In addition to the -1 to hit it, it has the new normal flyer rules: can&#039;t charge, can only be charged/attacked by FLY units and has to move at least 20&amp;quot; in a straight line with 1 up to 90 degree turn before moving. It can shift into hover mode if it wants to move less then 20&amp;quot;, turn more, or ram something (to Fly away and shoot normally the next turn), but then it can be charged and attacked normally, and it loses the -1 Hard to Hit modifier. Comes stock with a twin assault cannon, twin heavy bolter, and two stormstrike launchers (72&amp;quot; heavy 1 S8 AP-3 3 damage). Can swap the assault cannon for a twin lascannon or twin heavy plasma (that only causes 1 mortal wound for a 1 to hit when supercharged instead of straight killing it). Can swap the heavy bolter for a twin multi-melta or typhoon missile launcher. It can also strap on a couple of hurricane bolter (Games Workshop fucked up, Hurricane Bolters are only 4 points. You can literally add 12 boltguns to your Stormraven for 8 points). It has the same Power of the Machine Spirit as a Land Raider, so it can shoot heavy weapons on the move at no penalty. Can carry 12 Infantry (and can carry Jump Infantry and Terminators but they take extra space) and 1 Dreadnought. With a 45&amp;quot; max normal move (up to 65&amp;quot; if you advance), you can get right in the face of something, then have an almost guaranteed charge the next turn. There&#039;s no restrictions on disembarking from it, so you don&#039;t even have to drop to hover if you don&#039;t want to. It starts on the board, and can&#039;t fly off of it. All in all, the Stormraven has gone from a sizeable points investment for a decent payoff, to a sizeable points investment for some of the most dakka you will see on a single model.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Xiphon Interceptor:&#039;&#039;&#039; A high-speed interceptor, the Xiphon is a heavily armed flyer that channels a strong Battlestar Galactica vibe. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It&#039;s armed with 2 Twin Lascannons as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the &amp;quot;FLY&amp;quot; keyword thus negating the effects of &amp;quot;Hard to Hit&amp;quot; and since a lot of units with &amp;quot;FLY&amp;quot; don&#039;t have the &amp;quot;Hard to Hit&amp;quot; bonus it will hit them on a 2+. With a huge 50&amp;quot; move and 4 lascannon and 3 missile shots, it&#039;ll put some major hurt on flyers and ground targets alike.&lt;br /&gt;
*&#039;&#039;&#039;Storm Eagle Assault Gunship:&#039;&#039;&#039; The big brother of the Storm Raven that vanilla marines know and love, this elongated flying brick of a hover jet boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines. Altogether, better than the Stormraven for a small price increase. Only take a stormraven if you want to transport a dreadnought (a feasible desire indeed), or you just don&#039;t have the models for this wild ride (also a legitimate reason for the raven). &lt;br /&gt;
*&#039;&#039;&#039;Fire Raptor Assault Gunship:&#039;&#039;&#039; For starters, its Twin Avenger Bolter fires 10 shots at S6  AP-2 and 2 damage. It has two quad heavy bolters throwing out 12 Heavy Bolter shots EACH and two twin Hellstrike launchers (no more limited use missiles)  two S8 AP-3 Dam3 missiles each. Now that&#039;s a LOT of firepowers. It also has Power of the Machine Spirit just like Land Raiders do, so it never suffers ballistic skill penalties for moving and firing heavy weapons. This thing is a pure hurricane of dakka that will cause carnage no matter what you point it at. Do Not Understate This Models Firepower, its an A-10 Warthog on crack and steroids.&lt;br /&gt;
** Note: &amp;quot;The Big April FAQ&amp;quot; made this flyer so expensive that it will most likely heat your shelf for the next 2 years. Don&#039;t expect to see this anywhere near a table this edition.&lt;br /&gt;
*&#039;&#039;&#039;Ceastus Assault Ram:&#039;&#039;&#039;  A flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a number of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. With the removal of the vehicle facing in 8th, the Caestus lost its 5++ against shooting from the front and is no longer outright immune to small arms fire, but it&#039;s much more durable against heavy weapons. It&#039;s armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, D6D, and increases to a +3 to hit (from its usual 5+) in melee against buildings when it charges. It&#039;s Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it&#039;s in not in hover mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50&amp;quot; movement (70&amp;quot; if you advance) and PotMS, it can reach out and touch people on turn one. For 370 points (post- Chapter Approved, for the hull and the Melta; missile batteries are free) it&#039;s pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it WILL deliver its cargo. It&#039;s unique troop bays can carry 10 infantry models in terminator armor or power armor, as well as scouts, with terminators taking up a single space instead of the usual 2. The Caestus helps overcome the low movement of Cataphractii Terminators, in particular, potentially delivering them closer than the 9&amp;quot; away they&#039;re required to teleport in, and enabling them to redeploy.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Assault Squad:&#039;&#039;&#039; The baseline alternative to the versatile Vanguards, your psychotic Death Company, and your elite Sanguinary Guard. This selection of jump infantry means you&#039;ll always have the right tool for the job, but you must know what you are coming up against. Assault marines will not best other dedicated assault units in combat. They don&#039;t have the weight of attacks the DC have, or the special equipment of the Vanguards or SG. Assault marines should be used as threat removal of enemy support elements. 2 attacks each doesn&#039;t sound like much, but up against the right targets you only need to inflict enough casualties to make them run in the morale phase. Just like the old days, these dudes can pack heat if you so desire. Double up on melta guns or plasma guns, with the matching pistol on the sergeant for roughly 100 points. Jump packs get you right into rapid fire range, but won&#039;t deep strike you close enough for melta bonuses or the inferno pistol, which sucks. Nevertheless, scrap the jet packs and ride in a razorback with a complimenting weapons loadout and you&#039;ve got some serious close-range firepower. Choosing between a decent harassment unit that can wreck infantry without spending TOO many points or a powerful gun-jumping squad is a little tricky. Assault Marines slightly above half the cost of an Inceptor Squad at equivalent strength, but are a bit more expendable. They won&#039;t take down dead &#039;ard enemy units or outfight top tier assault specialists, but what they *can* do is to tie up and mop up squishy shooters, and do it on the cheap. As of Chapter approved assault marines with jump packs are now a point cheaper as well as all the cheaper gear makes them an affordable and quick gear carriers&lt;br /&gt;
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*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Scout bikes got very interesting this edition. They lost scout but gained a second wound and a &#039;&#039;lot&#039;&#039; of firepower. Every rider comes loaded for bear. Each one has a combat blade, a shotgun and a bolt pistol plus the usual grenades. Add that to the twin bolter on the bike and that&#039;s every non-heavy weapon available to ground pounder Scouts. This also makes for SIX S4 shots at 12&amp;quot; two of which become S5 at 6&amp;quot;. This is good cause the grenade launcher got nerfed in the rate of fire, now Assault 1 instead of rapid fire. On the bright side, you can fire it plus the shotguns if you advance.&lt;br /&gt;
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*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Bikes got buffed this edition. They move 14&amp;quot; and advance 6&amp;quot; without random rolling, can put out twice the damage of normal a boltgun, &#039;&#039;and&#039;&#039; gained an extra wound. The cost of this increased speed, doubled firepower and doubled wounds? At 21 points. Not bad but wait there&#039;s more. You can still swap out your bolt pistol for a chainsword. Double attacks on a biker! Goes a long way to mitigating the trouble they used to have in combat. Two bikers can instead trade those pistols for special weapons. Special mention for meltaguns as your speed can close to half distance easier than nearly any other unit. Don&#039;t forget you can target the special weapon and the twin-bolter at separate targets.&lt;br /&gt;
** Then there&#039;s the attack bike which likewise got buffed and more expensive. Its heavy weapons aren&#039;t as accurate as before so a MM may not be the best choice, especially with meltaguns available.&lt;br /&gt;
** A Biker Priest riding around with a squad or two of Bikes is a unique Blood Angels combo that works surprisingly well. Used as a flanking unit your opponent will be forced to devote heavy firepower towards them in order to remove any models, all the while you will be restoring each hard-earned kill. Attack bikes work even well in this manner by possessing 4 wounds apiece. &lt;br /&gt;
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*&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; The attack bike got buffed and more expensive. Its heavy weapons aren&#039;t as accurate as before so a MM may not be the best choice, especially with meltaguns available. Cheapest FA unit available. &lt;br /&gt;
**This is a promising yet often ignored unit. For 37 points you&#039;ve got 4 wounds, T5, 14&amp;quot; movement with 6&amp;quot; advance, along with a heavy bolter and 4 S4 shots at 24&amp;quot;. That&#039;s cheaper and tougher than Aggressors and Inceptors while being faster yet shooty. Provides some excellent fast close range dakka on a remarkably tough platform, just what BA needs.  &lt;br /&gt;
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*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The confused offspring of an Assault Squad and a Seraphim Squad. The mortal wound caused by their pseudo-HoW might look good on paper, but when you only have 3 models in the unit and no melee weapons whatsoever the last place you want to be is in combat. Instead, take a page from the Seraphim&#039;s book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters- effectively Assault 3 Heavy Bolters. As Big game hunters Assault bolsters are the shit, these guys will crank out 18 S5 shots every turn. S5 fills a magical sweet spot in 8th, wounding toughness 6-9 on 5s and up. You can reliably use these guys to blast HQ units, Monstrous creatures, and some vehicles. With only -1 to armor, avoid 2+ saves though. This will require some skill and careful positioning, even though they are tough and fast they might get overwhelmed in CC with only 3 models. Used smartly, this tactic can whittle down the big nasty monsters out there and wound them to the point where they are critically wounded and are either slow or can&#039;t hit shit in CC and you can kill very dangerous enemies without taking much damage. If you have the spare points these guys in an outrider detachment are an excellent complement to the Blood Angels play style. Three squads of three will give you 54 S5 -1AP 1D shots on a highly mobile and reasonably tough platform. This kind of mobile close-range firepower is exactly what the Blood Angels need to pin down enemies while your melee units chew through squads.&lt;br /&gt;
**Plasma Exterminators are really expensive in terms of points and are only truly effective when fielded in a squad of 6. Yep, that&#039;s right. I said 6. So you&#039;re looking at 500+ points for the squad and £60 in Sterling. That being said, 6 guys throwing out (D3) a potential 36 plasma shots (optimistically) with an average of 12-24 shots per turn at -1 AP. That&#039;s a lot of hurt. Couple with their improved survivability over regular assault troops due to 2 wounds, 10&amp;quot; move and FLY, they&#039;re pretty effective. But each model lost is felt. Especially if you overcharge, you crazy bastard.  Though it&#039;s slightly mitigated if you overcharge near a captain, like usual.&lt;br /&gt;
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*&#039;&#039;&#039;Suppressor Squad:&#039;&#039;&#039; Three-man squad only, functionally a long-ranged version of an Inceptor since they come with AP-2 autocannons.  Can {{WH40Kkeyword|FLY}} and Deep Strike but lack the Inceptor&#039;s T5 or mortal-wounds-when-charging. They can, however, chuck out smoke grenades, and if they make a kill in the shooting phase, that unit cannot fire overwatch in your charge phase. This unit is all but purpose-built to wreck Tau face, allowing you to shut down they are obnoxious For the Greater Good rule and flood their gunlines with Assault Marines, Terminators, and melee Dreads, as the Emperor fully fucking intended.&lt;br /&gt;
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*&#039;&#039;&#039;Land Speeders:&#039;&#039;&#039; Zoom Zoom. fast and a whole lot tougher, but loses jink shenanigans. Though now base cost of 50 points without wargear it does its job for pretty cheap.&lt;br /&gt;
**Only T5 with 6W so taking hits is not meant for this guy, so use that speed to avoid harmful line of sight and fly to pop out suddenly to lay the hurt down. If you want maximum mobility and firepower out of this model, take three in one unit which increases their speed to 20&amp;quot; and equips two with heavy bolter assault cannon, and one multi-melta and typhoon missile launcher.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Tempest:&#039;&#039;&#039; A tiny drop in movement (well, sort of; see below) from the vanilla type, but has better T and Ld (not that the latter usually matters). Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36&amp;quot; Heavy 1d3 S6 AP-3 D2; at only 10 points each, drastically better as a pair than a Typhoon Missile Launcher against anything at all, but the Tempest itself is a good deal more expensive than vanilla). When Advancing, they must move between 20&amp;quot; and 35&amp;quot;; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them.&lt;br /&gt;
**Relative movement: These guys don&#039;t have Anti-grav Upwash, so a unit of 3 of them is 5&amp;quot; slower than a unit of 3 vanillas, rather than 1&amp;quot;, when not Advancing. When Advancing, they are much faster, regardless of unit size, since they can go their choice of 20-35&amp;quot; (no need to roll), instead of 16-21 for a small unit or 21-26 for a large unit of vanillas. Unfortunately, there&#039;s no option to take Assault weapons on them of any stripe.&lt;br /&gt;
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*&#039;&#039;&#039;Tarantula Sentry Gun:&#039;&#039;&#039; Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 20 point model before guns. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts:&lt;br /&gt;
**Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model. 37 points each&lt;br /&gt;
**Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank. 70 points each&lt;br /&gt;
**Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions and gain a whopping 12 shots each. 64 points each&lt;br /&gt;
**Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. 47 points each&lt;br /&gt;
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*&#039;&#039;&#039;Tarantula Air Defence Battery:&#039;&#039;&#039; As above, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, and otherwise the nearest enemy non-flyer, but you were probably already planning to do that when you took this unit.&lt;br /&gt;
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*&#039;&#039;&#039;Deathstorm Drop Pod:&#039;&#039;&#039;  A Drop Pod full of automated guns; it can choose either an 18&amp;quot; 2-shot gun with S8 AP-2 D3 D or a 12&amp;quot; 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they&#039;re the closest unit in range).&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Predator:&#039;&#039;&#039; The Predator Annihilator has seen a decent buff with the changes to twin linked but now the autocannons are the real hero. Normal autocannons are better than ever and the predator&#039;s autocannons now fire 2d3 shots, amping up the firepower a lot. Expect autocannon with lascannon sponsons all round. base costs are cheaper and now autocannon and twin lascannon are the point to point equivalent &lt;br /&gt;
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*&#039;&#039;&#039;Baal Predator:&#039;&#039;&#039; You thought Twin-Linked Assault Cannons were good before, now get ready for 12 shots! The dakka loadout of AC and heavy bolters now spits out 18 shots a turn. The flame version is okay. Overcharged engines are now better advancing, but you want to be shooting, so eh. Make no mistake this tank is FAST and likely faster than what your opponent expects. If you use lucifer pattern engines, your total movement is at a minimum 18&amp;quot; and at most 24&#039;, but also count as advancing per the recent errata. Cheaper now too as of Chapter approved.&lt;br /&gt;
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*&#039;&#039;&#039;[[Devastator Squad]]:&#039;&#039;&#039; Due to everyone getting Split-Fire, you can feel free to mix and match weapons however you like; that said, it&#039;s still a good idea to use weapons with similar ranges in case you need to focus your shots on a single opponent. Be sure to keep whoever has the best gun within 3&amp;quot; to the Sergeant, since his [[Signum]] will let that guy hit on a 2+. Finally, the Armorium Cherub has received a big buff- you can use it once per game to effectively give one model in the squad a second shooting phase. It&#039;s also an ablative wound for 5 points. Needless to say, you should always take the cherub. Unlike other Chapters, you can take Heavy Flamers on your Devastators (meaning the Sergeant will usually end up using his Signum on himself), turning them into close range specialists. Alternatively, give the sergeant a combi-flamer and pack the squad in rhino as a mobile flamer squad. Devastating against hordes such as [[Tyranids]] and [[Orks]]. Using the Signum on a Heavy Bolter Marine along with the armorium cherub and 1CP for hellfire shells will net you 2d3 mortal wounds hitting on a 2+. Per the new Faq, you can no longer do this. sad times.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hellblaster|Hellblaster Squad]]:&#039;&#039;&#039; Some pretty wicked [[dakka]] right here. Their Plasma Incinerators are 30&amp;quot; S7 AP -4 1 D normally, with the same boost as other plasma weapons if supercharged- more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. But with the same inability to use transports as other Primaris Marines, that&#039;ll be a difficult task in itself. &lt;br /&gt;
** Distinct from every other Chapter&#039;s Hellblasters in that they are not completely useless once they get locked in melee, thanks to the Red Thirst. Consider running a bubble of Hellblasters protected by the &#039;&#039;Standard of Sacrifice&#039;&#039; - you can fit close to 30x 32mm bases within a Primaris Ancient&#039;s 6&amp;quot; aura. Buff them with a Sanguinary Priest to make them even more stupidly durable (and wound MEQs that charge you on 2+...not a bad gunline for an assault-focused army).&lt;br /&gt;
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*&#039;&#039;&#039;Eliminator Squad:&#039;&#039;&#039; The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and their bolt sniper rifles get three different ammo to use: Executioners will be your go-to (AP-2, Dd3, mortal wound in addition to normal damage on a wound roll of 6), Mortis because fuck your stealth units (AP-1, D1, ignores line of sight, ignores cover, gains +2 to hit-rolls), and Hyperfrag for overwatch (AP0, D1, but are heavy d3). All ammo types can target characters without them needing to be the closest units. &lt;br /&gt;
** Consider a squad of 3 costing you 72 points. That gives you three shots that have the potential to put down the majority of characters in the game, and on average dice will kill a Commissar or Lord-Commissar (and equivalents) every turn. &lt;br /&gt;
**While sniper scouts may outperform them en masse regarding overall mortal wound generation, these guys appear to have some nasty stratagems. Take a single unit, be patient, then blow a hole in someone&#039;s head come turn 3. Then hug an objective and clap your hands :)&lt;br /&gt;
** When comparing them and Scout Snipers, two things weigh in an Eliminator&#039;s favor offensively: Their Executioner round has AP-2 and does D3 damage. Added with their two wounds, easy ability to get a 2+ even against AP-1 firepower, and a variety of rounds that enable them to find use in almost any targeting situation, they are better in this role than Scouts.&lt;br /&gt;
** Also, a single unit has 6 T4 wounds on a 3+ with +2 on cover saves. This makes for a remarkably tough little nugget, and quite possibly some easy bait for long-range dakka. leave your opponent wondering if he should target your Land Raiders full of nasty bruisers, or your heavily dug in snipers which can kill his nasty bruisers. If they waste their heavy firepower on a 72 point unit while your terminators got all the closer, you should be in a good position. &lt;br /&gt;
** As of the new codex release their base weapon now sits at S5 which increases your wound potential significantly. You also have access to Las-fusils which is a 36&amp;quot; range Thunder hammer as each shot sits at S8 AP-3 3 damage.&lt;br /&gt;
** This sergeant just got craftier as well as he can now forgo his shooting to add +1 to hit and to wound for the squad as well as after firing overwatch allow the squad to move before being charged which honestly if you&#039;re getting charged you did something wrong.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; Now that the vanilla Land Raider isn&#039;t forced to fire all its guns at the same target, it&#039;s gone from schizophrenic to an effective all-rounder. For example, you could use its lascannons to pop a vehicle and then follow up with the heavy bolters to wipe out an infantry squad. This is assisted further by the new Power of the Machine Spirit, which lets it ignore the normal penalties for moving and firing heavy weapons. While its transport capacity is still rather small compared to the other Land Raider variants, it still has just enough room to drop a 5-man squad of Assault Terminators. And with T8, 16 wounds, and a 2+ armor save it&#039;ll be a tough nut to crack even with anti-armor weaponry.&lt;br /&gt;
**277 points now with base gear after Chapter Approved 2019.&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Crusader:&#039;&#039;&#039; As ever, the Hurricane Bolters will shred any infantry within 12&amp;quot; - you practically have two Tactical Squads&#039; worth of bolter shots at that range, thanks to Rapid Fire. The Frag Assault Launchers also help in regards to transporting and supporting its cargo, since it causes D3 mortal wounds on a 4+ if it finishes a charge within 1&amp;quot; of an opponent. But whatever you do, take the multi-melta. Neither the assault cannons nor the hurricane bolters have enough AP to significantly reduce a MEQ&#039;s armor save, and anything with T7 or more (e.g. other vehicles) won&#039;t even get their paint scratched. It carries 16 models, so it&#039;s still your best choice for transporting Terminators and other larger units. Costs 264 points after Chapter Approved&lt;br /&gt;
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*&#039;&#039;&#039;Land Raider Redeemer:&#039;&#039;&#039; Similar to the Crusader, but trades off the hurricane bolters&#039; volume of shots for the flamestorm cannon&#039;s greater strength, higher AP, and improved damage per shot. While you&#039;ll have to get in close to make the most of it, the Frag Assault Launchers let you use this to your advantage as you burn down the heavier infantry. Though the flamestorm cannons can threaten lighter vehicles, you should still add the multi-melta to be on the safe side. Carries 12 models. Like all Land Raiders, the Redeemer has one massive Achilles heel - tarpits. Of course, anything that wants to charge this beast is going to get BBQ&#039;d, but a canny player has many ways to avoid overwatch entirely (charging from out of LOS, consolidating into melee, etc). Costs 284 points after Chapter Approved.&lt;br /&gt;
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*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039; Jury&#039;s out on this on. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-under half current M Value). One is a Heavy 2 72&amp;quot; Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you&#039;d expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliably mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armour reliably and the Macro Plasma can remove medium and heavy infantry. &lt;br /&gt;
**Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can&#039;t... Well, Marines are used to losing in 8th anyway-Don&#039;t be stupid, get the Lieutenant and bring a Techmarine!!!!&lt;br /&gt;
**Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank&#039;s weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed up standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters.&lt;br /&gt;
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*&#039;&#039;&#039;Vindicator:&#039;&#039;&#039; Changes to blast have hit vindicates hard. Very hard. Yes it still does a lot of damage, but gone are the days of playing &amp;quot;how much of your army will I be removing today.&amp;quot;&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind:&#039;&#039;&#039; Despite the changes that have hit the vindicator so hard, the whirlwind is improved, losing out on weight of hits and gaining improved strength and penetration.&lt;br /&gt;
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*&#039;&#039;&#039;Hunter:&#039;&#039;&#039;  Shoots flyers with a potent missile weapon. &lt;br /&gt;
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*&#039;&#039;&#039;Stalker:&#039;&#039;&#039; Shoots flyers with 2 tri-barreled autocannons.  &lt;br /&gt;
 &lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Deimos Pattern Vindicator Laser Destroyer:&#039;&#039;&#039; This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shots Lascannon with a few twists: they only have a range of 36&amp;quot; instead of 48, they do a fixed 3 damages (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damages. The trade-off is that if they shoot that way, they take 3 mortal wounds on each rolls of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also, note that it gets +1T and +1 wound compared to a predator but moves 2&amp;quot; less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full lascannon setup and can pump 4 shoots if it stands still, for an average amount of wounds slightly lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armor saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilitor and the Vindicator Laser destroyer in term of battlefield role, but the latter being clearly less efficient while on the move, you might want to invest your money in other Forge World models.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Relic Land Raider Proteus:&#039;&#039;&#039; The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There&#039;s also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus&#039; transport Capacity to 6, but it prevents anyone from deep striking within 12&amp;quot; of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won&#039;t be able to get near it.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Land Raider Helios:&#039;&#039;&#039; Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind&#039;s different missile types, and it can transport 6 models too.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Land Raider Prometheus:&#039;&#039;&#039; A fun toy for your Warlord- if he&#039;s embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn&#039;t reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 24!!!!!! heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.&lt;br /&gt;
** This is tantalizing, as the Blood Angels rely on unleashing many stratagems in the beginning of the game, while your terminator captain is cruizin up to the bad guys with his favorite blend of CC killers. &lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Land Raider Achilles:&#039;&#039;&#039; The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Mortis Dreadnought:&#039;&#039;&#039; Your go to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double down on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare.&lt;br /&gt;
**For the classic twin autocannon rifleman setup, you&#039;re usually better off with a regular dread. They have the same stats for a few points less, and it&#039;s the only gun the normal dread can double upon. Only take an autocannon Mortis if you really need heavy support instead of an elite. Unlike the Contemptor version, it has no degrading stats.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Siege Dreadnought:&#039;&#039;&#039; This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped-up heavy flamer (but costs more than a twin heavy flamer, for reasons) and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0&amp;quot;, its niche as a building killer should be obvious.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Contemptor Mortis Dreadnought:&#039;&#039;&#039; Better than the standard Mortis in every way, from the BS 2+ to the 5++. Apart from that, it can do everything the regular Mortis can, only better.&lt;br /&gt;
**Since the v1.1 FAQ/Update, Contemptor Mortises can once again take Cyclone Missile Launchers. The downside is, like their Terminator counterparts, they&#039;re still 50 fucking points for either Heavy 2D3 S4 AP0 D1 OR Heavy 2 S8 AP-2 D6D. With this in mind, however, it could be decent now that EVERYTHING has Split-Fire, and you&#039;re no longer hitting Flyers on 6s, but only 3+(!!) with at least 6W or more. Churn out some dakka with your two Kheres Assault Cannons (which, keep in mind, can ALSO fire at two different targets, as they are considered &#039;two identical weapons&#039;, and then slam a couple of Krak missiles at a Flyer that screams overhead. Or a tank, I guess, if that&#039;s your thing.&lt;br /&gt;
**The Contemortis (for short) with cyclone launcher and lascannons is basically superior to the Deredeo with its lascannon battery, costs less, and fires more shots. And a Predator annihilator, for that matter. But that&#039;s against vehicles, it&#039;s pretty much the same. &lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Relic Leviathan Dreadnought:&#039;&#039;&#039;  [[RAPE|&#039;&#039;&#039;I AM THE DESTROYER OF ALL THAT EXISTS, THE ANATHAEMA OF LIFE, HATRED AND WRATH GIVEN PHYSICAL FORM, I AM THE FUCKING LEVIATHAN DREADNOUGHT. POINT ME AT ANYTHING, AND IT WILL DIE, FROM THE LOWEST OF GUARDSMEN TO THE BIGGEST OF TITANS.&#039;&#039;&#039;]] &#039;&#039;ahem&#039;&#039;, enough of that nonsense! But Mr. Leviathan does have a few good points. The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual &#039;&#039;Titans&#039;&#039;, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. For Defenses, it packs a Strength and Toughness of 8, with a 2+/4++ saves the line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers or his rack of hunter-killers, but in exchange, his whole loadout has gotten huge buffs.&lt;br /&gt;
** &#039;&#039;&#039;The Cyclone Melta&#039;&#039;&#039; is capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight(Leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).&lt;br /&gt;
** &#039;&#039;&#039;The Storm Cannon&#039;&#039;&#039; now has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of Multi-wound models, without suffering from Overkill. This makes it the perfect weapon for dealing with models like Terminators.&lt;br /&gt;
** &#039;&#039;&#039;The Grav-Flux Bombard&#039;&#039;&#039;: Now your dedicated horde killer. It deals 1d3 shots and gains an additional 1d3 shots for every 5 models present in the target unit. Which means the Leviathan can get a whopping 11d3 shots when targeting a mob of Conscripts, or [[Rape|22d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn. Fair to note, however, being strength 9, and dealing 5 damage to vehicles and monsters, and no armor save is gonna be stopping it. So it functions quite well against large targets AND blobs.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Whirlwind Hyperios:&#039;&#039;&#039; While it&#039;s still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn&#039;t something to take lightly.&lt;br /&gt;
*&#039;&#039;&#039;(Forge World) Rapier Carrier:&#039;&#039;&#039;  A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to &amp;quot;light&amp;quot; superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment really nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.&lt;br /&gt;
**&amp;lt;s&amp;gt;Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns.&amp;lt;/s&amp;gt;&lt;br /&gt;
**The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won&#039;t make up the difference.&lt;br /&gt;
**As a result, hands down your best bet is always going to be the Quad Launcher.&lt;br /&gt;
***In Shatter mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding.&lt;br /&gt;
**In Thunderfire mode, this will shoot what amounts to 8 heavy bolter shots, losing a point of AP in exchange for indirect targeting and improved range. This is inferior to the Quad Heavy Bolter option, so you should regard it as a bonus to the Shatter mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Castellum Stronghold:&#039;&#039;&#039; In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2&#039; by 2&#039;) is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn&#039;t fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Angel Infernus (Open Play Only):&#039;&#039;&#039; Because it could always be MORE on fire. Pretty much a Land Raider Redeemer that swaps some of it&#039;s transport capacity in order to take a pair of Heavy Flamers and uses a Lord of War slot instead of Heavy Support. Use it in the same way as a Redeemer and cackle at 4D6 white-hot autohits directed at anyone stupid enough to charge anywhere near it. &lt;br /&gt;
*&#039;&#039;&#039;Land Raider Terminus Ultra (Open Play only):&#039;&#039;&#039; For 600 pts it will do a spectacular job of wrecking vehicles thanks to its 8 (!) lascannon shots per turn. 3 to hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it&#039;s unlikely to be an issue. Even if it does happen, it won&#039;t be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armor save that comes with being a Land Raider variant that&#039;s probably not going to be an issue. Just be sure to watch out for massed infantry- for this reason you should probably take a storm bolter over the multi-melta since any vehicle close enough to be in melta range is going to become a smoldering wreck either way.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
Forgeworld FAQ[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Adeptus_Astartes_ver_1.0..pdf] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the &#039;non-relic&#039; tax. On the other hand, [[That Guy|who would even need to bring 4 Lords of War into a game?]]&lt;br /&gt;
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*&#039;&#039;&#039;Relic Spartan Assault Tank:&#039;&#039;&#039; The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that&#039;s a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don&#039;t do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, and Jump Pack Infantry(but not Primaris), so fill it up with Death Company squads! If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. &lt;br /&gt;
*&#039;&#039;&#039;Relic Typhon Heavy Siege Tank:&#039;&#039;&#039; The Vindicator&#039;s big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24&amp;quot; or 48&amp;quot; if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it&#039;s 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Cerberus Heavy Tank Destroyer:&#039;&#039;&#039; An insane Titan-class laser weapon mounted on a Spartan chassis,  boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72&amp;quot;, and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Fellblade Superheavy Tank:&#039;&#039;&#039; The Baneblade&#039;s exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It&#039;s enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow re-rolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.  The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can&#039;t go wrong with the Fellblade.&lt;br /&gt;
*&#039;&#039;&#039;Relic Falchion Superheavy Tank Destroyer:&#039;&#039;&#039; A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120&amp;quot; away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it&#039;s objectively better at destroying superheavies than its Shadowsword counterpart in practically every way. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.&lt;br /&gt;
*&#039;&#039;&#039;Relic Mastodon Super-heavy Siege Transport:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s re-roll to kick in. &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Assault Gunship:&#039;&#039;&#039; The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50&amp;quot; move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48&amp;quot; Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96&amp;quot; Heavy D3 S16 AP-4 2D6D (6&#039;s to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72&amp;quot; Heavy 4 S8 AP-3 D3. It&#039;s Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it&#039;s hull wound be if it was at ground level and add 12&amp;quot; to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it&#039;s Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.      &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Transporter:&#039;&#039;&#039; A thunder hawk optimized to carry land raiders OR two rhino variant tanks, lacks major offensive weaponry&lt;br /&gt;
** Deep strike Land Raiders &lt;br /&gt;
*&#039;&#039;&#039;Sokar Pattern Stormbird:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (651... not too bad) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
*&#039;&#039;&#039;Astraeus Super Heavy Tank:&#039;&#039;&#039; This tank is a beast, 24 wounds, Toughness 8, 2+ Armour, Power of the Machine Spirit and Steel Behemoth are already bad enough, but then you look at its gear. Firstly, the Void Shield. Just like the titans, it&#039;s a degenerating shield that can block off any wound, mortal or not, and does not care about AP value. However, it cannot protect you from overheating Plasma Eradicators or melee attacks, so watch out for Knight Gallants and other heavy-hitting melee units that somehow get by the Enhanced Repulsor Fields. Said Enhanced Repulsor Fields not only reduce enemy charge rolls by 3&amp;quot;, but are also its form of &#039;&#039;&#039;&#039;&#039;close combat attack&#039;&#039;&#039;&#039;&#039;. Considering the fields give -2 AP and deals D3 damage per wound, this is surprisingly vicious, especially considering the 8 Strength 9 attacks the tank gets (albeit only at WS 5+, although it still benefits from auras like Litanies of Hate and Rites of Battle). Obviously, however, you&#039;re here for the guns and... oh boy. Its twin macro-accelerator cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting anything with the FLY keyword. Its other default weapons don&#039;t seem that threatening at first, however. The two las-rippers are slightly weaker las-talons with a new name, the twin heavy bolter is somewhat useful against infantry, and the storm bolter and ironhail heavy stubber can be augmented with another ironhail heavy stubber. However, the twin heavy bolter can be replaced by a twin Lascannon, and the las-rippers can be replaced by the new Plasma Eradicator, a +1 Strength, AP-4 Plasma Cannon that uniquely only causes one mortal wound per 1 to hit on Supercharge. 90% of the time the Eradicators are the better choice. Not only are they cheaper than Las-Rippers, but they have more range. Being within 24&amp;quot; will put the Astraeus in danger of being chopped up by enemy Knights and makes it a prime target for most Plasma weapons. The lone Storm Bolter won&#039;t be doing much of anything regardless. &lt;br /&gt;
**Compared to the Fellblade, its main gun is lacking in terms of pure power but has a more reliable number of shots which will be more effective against light to medium vehicles (especially flyers), as well as 3-wound infantry such as Tyranid Warriors, Grey Knight Paladins, and Custodes. The secondary armament is clearly inferior with the eight Lascannons and Demolisher Cannon of the Fellblade outgunning the Accelerator Cannon itself. In melee it is a mixed picture, the Enhanced Repulsor Fields make the Astraeus harder to engage and hit but it lacks the option to mount any flamer for point defense; the Fellblade can mount up to 3 heavy flamers which will inflict significant overwatch casualties on attacking infantry. The Void Shield gives it an important defensive tool that the Fellblade and most superheavy tanks lack, albeit on a more fragile (T8 not 9), less durable (2 wounds less at 24W) chassis. Most importantly, it&#039;s much cheaper than the Fellblade, and since it&#039;s not a Relic you can use it as a &amp;quot;non-Relic&amp;quot; tax in the unlikely chance you really want a full Super-Heavy Detachment as a Space Marine army.&lt;br /&gt;
&lt;br /&gt;
==Building Your Army==&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve decided the Boys from Baal are the army for you, but you&#039;re not sure where to start? &lt;br /&gt;
*Your first purchase should be the Start Collecting! Blood Angels box set. In days of yore the Battleforces were the way to go for a new army, but for savings, this is the best stop. With a decent discount (by GW standards) this will net you a Captain in Terminator Armour, ten Tactical Marines, and a Baal Predator. This sets you up off the bat with a Patrol Detachment, at either 25 or 26 Power depending on whether you chose one Tactical Squad of ten, or two of five. One squad of ten is probably best, since you only need one Troops choice, for a Patrol Detachment, and you can combat squad them anyway.&lt;br /&gt;
&lt;br /&gt;
*The Start Collecting! box is decent value for money (£60). To buy the contents separately (Captain, tactical squad, Baal Pred) would cost £81. Combine with the Space Marine Start Collecting! box for an additional tactical squad another Terminator Captain and a standard Dreadnought (as we can&#039;t use venerable dreds).&lt;br /&gt;
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*Devastator Squad. Okay, so heavy weapons aren&#039;t really our style, but they still have their place. Each Devastator boxed set comes with multiple options for heavy weapons. If you have spare bodies, you can actually make two 5-man devastator squads with one box. They won&#039;t all be armed with the same heavy weapons, but with split fire now a regular thing in 8th it&#039;s not such a problem now when mixing heavy weapons. Just try to use weapons with matching range, for example Missile Launchers+Lascannons, Heavy Bolters and Plasma Cannons or Heavy Grav Cannons and Multimeltas. &lt;br /&gt;
&lt;br /&gt;
*Sanguinary Guard. These guys are relatively cheap to obtain compared to their in-game capabilities. GW is currently selling a 5-man squad for £25.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re looking to buy Rhinos, don&#039;t bother. Spend a few more shekels for a Razorback, so you can swap between the Razorback and Rhino option. Obviously, don&#039;t glue the roof hatch in place. The boxed set comes with a choice of twin heavy bolters or twin lascannons. For added impact and versatility, if you already have a Land Raider Crusader armed with twin assault cannons, ensure you don&#039;t glue it in place, giving you the option to use it on your Razorback when not fielding the Land Raider.&lt;br /&gt;
&lt;br /&gt;
*Your next step should be to find any or all of the following box sets, if they are still available.&lt;br /&gt;
&lt;br /&gt;
Blood Angels Death Company Strike Force: Includes a Chaplain with Jump Pack, three 5-man Death Company units, and a Death Company Dreadnought. Now we&#039;re talking! &lt;br /&gt;
&lt;br /&gt;
Blood Angels Orbital Intervention Force: Includes two five man Assault Terminator Squads, and one Terminator Squad. This is probably the least preferable kit to go for, as Terminators are a huge pointsink. If you do choose this, you&#039;ll have enough for a Vanguard Detachment, and the extra Command Point that brings, but may Sanguinius have mercy on your soul.&lt;br /&gt;
&lt;br /&gt;
Golden Host: If the Sanguinary Guard is your thing, this is definitely the box for you.  Includes three 5-man units and the Sanguinor.&lt;br /&gt;
&lt;br /&gt;
Blood Angels Chapter Ancients: Includes three Blood Angels Dreadnoughts, any combination of Furioso, Furioso Librarian, and Death Company. If you go with this option consider building one of each, or two Furiosos and one Death Company. This and your Start Collecting! box gives you a Vanguard Detachment, for an extra Command Point.&lt;br /&gt;
This set now appears to be available again on the GW webstore, so don&#039;t pay 75 dollars over its retail price on ebay (or do, I don&#039;t want to tell you how to live your life).&lt;br /&gt;
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Blood Angels Crimson Spear Strike Force: Still on sale as of mid 2020 and is a pretty good buy as you get both a Sanguinary Guard unit, 5 Death Company, the extra Blood Angel special Jump Pack Chaplain and a Terminator Captain. Along with a Baal Predator and a squad of Intercessors.&lt;br /&gt;
This is well enough to form a pretty powerful Vanguard Detachment if you paint your Intercessors as some angry Death Company. But most importantly, 2 whole upgrade sprues and the Holy Blood Angel Transfer Sheet. &lt;br /&gt;
As it is on GW for £110, buying all the things individually would clock in round about £180.50 so you are saving a good £75.50&lt;br /&gt;
&lt;br /&gt;
Lastly, magnetize the backs of your HQs. Yes, you&#039;re often told to magnetize parts of your models, but this time we really, really mean it. Don&#039;t worry, backs and backpacks are a lot simpler than weapons. &lt;br /&gt;
Why bother?&lt;br /&gt;
Between the Index and Codex, almost all of your Character models can take multiple backpack options. From the plain backpack to the fluffy jump pack to the myriad of weapons available to Techmarine, you&#039;ll want to be able to swap them as your list du jour demands.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
Playing with Blood Angels can be a double-edged sword. Move too aggressively and you&#039;ll find some of your squads isolated and overwhelmed. Move too slowly and you&#039;ll struggle to make an impact. Here are some useful tactics to use in 8th edition. &#039;&#039;&#039;With Red Thirst returning we can pretty much ruin anything we face. Even a scout will wound Magnus on a 4+. How d&#039;you like them apples?&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
There&#039;s only really one tactic you need to know when playing Blood Angels, ABC &amp;quot;Always Be Charging.&amp;quot; You don&#039;t play BA to sit back and shoot, there are other Chapters that do it much better than we do. Blood Angels are at their best on the charge, so to that end, you should design your force with an emphasis on close combat and speed. &lt;br /&gt;
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*&#039;&#039;&#039;Sword and Shield&#039;&#039;&#039;: This tactic relies on combining decent firepower to pin an enemy force (or elements of that force) in place whilst your attacking squads advance and seize the objective or destroy other enemy squads and vehicles. This tactic is useful against highly mobile opponents, such as Ravenwing or Eldar. One or more squads or vehicles with heavy weaponry act as a stationary firing platform to prevent the enemy from exploiting that flank, while the remainder of the Blood Angels force advances. This tactic is less useful against hordes. Imagine a warrior holding a shield (that&#039;s the heavy weapons on the flank) and the sword, ready to thrust (that&#039;s the attacking force). Also useful for pinning enemy elements in place before assault.&lt;br /&gt;
*&#039;&#039;&#039;Hammer and Anvil&#039;&#039;&#039;: Compose an army with supporting troops such as sniper scouts or tacticals with heavy bolters, intercessors if you can spare points. Keep the troops on objectives and form a backline. Add in good amounts of durable high volume anti-horde ability such as inceptors, aggressors, terminators, or fragnoughts. These are your Anvil and should clear out the weaker foes. Then strap up and focus on four units: JP Captain with thunder hammer and Angels Wing, Sanguinary Guard with power fists and angelus boltguns, Lemartes, Death company with a 1:1 mix of thunder hammers and bolter chainsword marines. These are your Hammer&#039;s. The beauty of this army is that you can tackle early screens and hordes well, claim objectives and provide covering fire, while all of your deep striking units have a means of increasing your chances of charging from deep strike. Captain uses Angels Wing for re rolls, Sanguinary Guard use Descent of Angels, Lemartes and the Death Company all have re rolls on the charge.&lt;br /&gt;
*&#039;&#039;&#039;Steel and Flame&#039;&#039;&#039;: A tactic used specifically for hordes such as Tyranids or Orks. This calls upon the Blood Angels commander to field squads, vehicles and characters that specialise in killing scores of enemy troops. If used correctly, a seasoned commander will deploy with overlapping fields of fire, good line of sight and defensive positions designed to slow the enemy advance. Baal Predator tanks, Whirlwinds, flamers, rapid-fire weapons and characters that improve accuracy or penetration are best employed here. Each squad or vehicle should be able to both advance and retreat under covering fire from other supporting troops or vehicles. Deployment is key here. Position your forces too far forward and your squads will be overrun. Pull back too far and your range will be limited and you&#039;ll have nowhere to fall back to when things get hairy. Razorbacks armed with twin assault cannons should not be overlooked here, and each squad, vehicle or character must support and be supported by other elements. In this scenario, an isolated squad is a dead squad. It should be noted that this is primarily a defensive tactic, but counter-attacks can swing the outcome of the battle here. One example would be to utilise a Land Raider Crusader (with assault troops/terminators/Death Company inside) as a mobile shredding platform, continually pulling back as the enemy advances, keeping it out of range of assault. If the enemy get too close, and you have nowhere to move, that&#039;s when you counter-attack with whatever is inside the vehicle.&lt;br /&gt;
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To really blitz fuck your enemy and win the game in 3 turns or less, you need to be thinking about the charge after the charge. Essentially you need to anticipate where your models will be after you carefully win your first combat. Ideally, you want them to be in a position to get off another charge, or better yet an immediate consolidation. Try to take advantage of the DC Dreads 6&amp;quot; consolidation move, heroic interventions, jump packs 12&amp;quot; movement, and the Upon Wings of Fire stratagem. All of these will position your models well for more rounds of close combat; key here is repeating close combat often which triggers the Red Thirst repeatedly. Also consider units like terminators or dreadnoughts over softer 1 wound models for a charge that may result in prolonged combat. These units will last longer in the second turn of fighting. Utilize fully supported and buffed death company or sanguinary guard to wipe out entire units in one round. (And to be badass, its doesn&#039;t get much better in 40k than marching 15 Death Company Marines down your opponents throat with Astorath up front literally giving the most mind bending pep talk in the galaxy). Remember three things when your opponent attempts to counter you: 1) The more often you charge, the more often your are getting many important bonuses. 2) The more turns you spend in combat, the less firepower you take. 3) Avoid getting shot at in between and after combats when possible, and plan complex charges to mitigate or avoid overwatch altogether.&lt;br /&gt;
&lt;br /&gt;
With all this sexy talk about close combat, never forget fire support. Warfare typically revolves around a cycle of applying fire and movement. One option for the savvy son of Sanguinius is to tie up large portions of the enemy with carefully planned charges, not cumbersome frontal assaults; and utilize mobile medium ranged fire power to neutralize any models out of reach of your assault. As the game progresses use air support and your armies impressive mobility to adjust. Maneuver your firepower to avoid return fire, then remaining assault units switch to protecting your firepower. Units like razorbacks and baal predators do this well and can move very fast when needed, land raiders provide good anchors for your army. Stormravens have a gun for any target, and nearly your entire army has options for jump packs. Sometimes its best to sit back a turn or two, blast your opponent to shit, *cough Imperial Guard, then clean up in combat with very opportune and convenient charges.&lt;br /&gt;
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_____________&lt;br /&gt;
&lt;br /&gt;
Pretty sick army right here which has nearly tabled Orks and Nids:&lt;br /&gt;
&lt;br /&gt;
--Battalion-- &lt;br /&gt;
*Slamguinius, Artisan of War, JP, Angels Wing, Thunder Hammer (shield optional but helpful)&lt;br /&gt;
*Lemartes&lt;br /&gt;
*X3 sniper scouts &lt;br /&gt;
&lt;br /&gt;
--Vanguard--&lt;br /&gt;
*Corbulo&lt;br /&gt;
*X3 maxed out Bolter Aggressor squads&lt;br /&gt;
*15 DC, power swords, boltguns&lt;br /&gt;
*10 Sang Guard, fists, angelus bolters &lt;br /&gt;
*Company Ancient, Standard of Sacrifice &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*This list will usually leave your army or your opponents nearly wiped. Problem is, it all depends on landing 4 drop charges. Luckily each deep striking unit has a means of boosting the charge after dropping in all on turn two. Lemartes and his re-roll for DC. Slamguinus has Angels Wing, and Sang Guard have Descent of Angels. &lt;br /&gt;
*Everyone else (Scouts, Aggs, Ancient, Corbulo) simply kick back and unload the sweet sweet dakka. Enjoy.&lt;br /&gt;
*Ideally the scouts hug objectives and pop sniper mortal wounds on important things, Corbulo and the Ancient along with your ~18 aggressors form a big ball and demand your opponent to prioritize them. Even if the aggressors get shot up, the buffs make them very tough and they will unleash powerful return fire killing hordes. Finally everyone else drops in on turns 2 or 3 and kills the big stuff hanging around in the back or anything that couldn&#039;t be mowed down by the Aggressors.&lt;br /&gt;
*If you desire more command points, reduce DC to 10 men and remove 1 or 2 aggressors and turn the vanguard into a battalion with basic bolter scouts (maybe a HB for some hellfire mortal wounds).&lt;br /&gt;
*Keep Sang Guard cheap with angelus bolt gun and fists, they do very well with fists being cheaper than swords. If you have points and need a little more ranged dakka, give them plasma pistols and keep near warlord and they can easily kill tanks with a charge afterwards. &lt;br /&gt;
*This list makes for quick games; you will win or loose in spectacular fashion! I have found the key being to save the ancient and about 3-6 Aggressors. Otherwise you will loose board presence, scouts will get picked off somehow, and your deep strikers won&#039;t be able to win it all back. If you work patiently with the Aggressor ball and don&#039;t get them killed immediately, they can hold down the board and let other units focus on specific fights they can easily win. &lt;br /&gt;
____________ &lt;br /&gt;
&lt;br /&gt;
Vanguard Death Ball&lt;br /&gt;
10 vanguard Vets with storm shields and power swords and 2x 10 man squads of vets with 5x shield/chainsword, 4x double chainsword and the Sargent with power sword/chainsword. Shove a Chaplin/priest/banner with 5+++ and the sanguinor in the middle of your ball of fun and fly up the table in a orgy of death. You will be surprisingly survivable with the invuls and FNPs and with the benefit of being infantry you just hide in handy buildings before you charge in. Your looking at 1k points for this so in a 2k game you can still have a decent fire-base and support also.&lt;br /&gt;
&lt;br /&gt;
*A good all rounder Melee Unit is 12 Death Company with either Chainsword and Bolter or Power Fist and Inferno Pistol, with a ratio of 9:3. The Fist and Inferno Marines can easily deal with a Leman Russ or equivalent each turn, while the Chainsword and Bolter Marines can clear out any tarpits.&lt;br /&gt;
** Death company have access to thunder hammers, which for 7 points more significantly increase your damage output over power fists. This is perhaps the best delivery method for hammers.&lt;br /&gt;
**For mobility, consider either Jump Packs or a Stormraven.&lt;br /&gt;
**As Death Company rely on support, consider replacing some Marines with a Chaplain, Sanguinary Priest, Lieutenant, Librarian, or Librarian Dread (who can keep up with Jump Packers) for buffs. If in a Stormraven, you may also consider a Chaplain Dread for more buffs and anti-tank.&lt;br /&gt;
*Death Company vs Vanguard Vets: Death Company seem to have a one up over Vanguard vets vs hordes (and with the Black Rage fnp they really do), but on the charge they do almost every job cheaper. VV can take double chainswords, allowing 4 attacks regardless of charge. DC can take bolters along with chainswords, allowing decent shooting and surprising flexibility.&lt;br /&gt;
**Some off the cuff math says that Death Company kill vehicles with thunder hammers better and more cheaply than TH/SS Vanguard. But in that case VVs are a lot harder, in case 30-ish damage from DC doesn&#039;t kill a target.&lt;br /&gt;
*As an aside, I&#039;ve rated the units of normarines (as in non-primaris) from least to most expensive: Vanguard Vets, Death Company, Sanguinary Guard (with encarmine swords they cost roughly the same as terminators, but with one less man base they occupy middle-ground), Terminators, then TH/SS Terminators. &lt;br /&gt;
**Terminators and Sanguinary Guard are of similar durability, weapons (since SG power fists are a free swap) and deep-strike potential. But with Stratagems and Deathmasks SG kinda win the comparison.&lt;br /&gt;
***Reivers are also 2 wounds and while they aren&#039;t quite as durable you get a lot more for your points while still putting out a very respectable number of attacks. Something to consider when shopping for your more durable troops to accompany VVs and Death Company. &lt;br /&gt;
*BRING BATTALIONS! Even if you are focusing on the fast attack and elite slots. A battalion gives you &amp;lt;u&amp;gt;6&amp;lt;/u&amp;gt; elite slots for DC or whatever and 3 extra cp so you can [[Dawn of War|soar on wings of fire!]] Plus you need at least some troops to hold ground, and they let you bring extra HQs like chaplains, librarian or Priests. On this point, you can bring some effective Troop choices to the field while staying lean on points. Five Intercessors come in under a hundred points, and are great at running around and grabbing mid-field objectives. Consider five Scouts with a power sword too, even cheaper and put out a surprising amount of damage in close combat.&lt;br /&gt;
**Counterpoint:  Battalions, and all large formations, are quite expensive to field for marines of all kinds.  It&#039;s harder to just &amp;quot;sprinkle in&amp;quot; troops and HQs (around 25-40 power for just a &amp;quot;basic&amp;quot; battalion). You may still want anchors for all the deep-striking jump-pack-users in your army and battalions give the best CP investment without building a brigade, but it&#039;s still a meaty investment for an average game and has to be weighed against other options. A Vanguard Detachment is a decent alternative if you want to focus on a cheaper force.&lt;br /&gt;
***Counter-Counterpoint: Taking your support HQs and Scouts in a battalion is relatively cheap (clocking in around 400 points) and lets you spend the rest on all those big, flashy, and choppy units that entices every Blood Angels player. With our red lads being so CP hungry, it&#039;s absolutely worth starting with a Battalion.&lt;br /&gt;
*Scouts. Don&#039;t underestimate these fuckers. An entire essay can be penned about how useful they are! Keep them cheap, kitted out with boltguns and a chainsword on the sergeant, and have them pop in how you need them. The flexibility of this kit is a fantastic tool to have in any commander&#039;s arsenal. If your opponent is bringing a large assault force, you can have them sneak in and form a barrier in front of where your Death Company are dropping in and getting you some pretty nasty counter charges. If they are running their Cultists or other cheap screening unit up the board, use scouts to stop them from taking up the board by forcing them to get in a shootout right outside their deployment zone. Enemy is running a lot of things with Deep Strike, like expensive Terminators? Scout in your boys all spread out and give them no room to set up their unit. At a fairly cheap 55 points for 5, being so useful, and also being able to keep up with the fast strikes that Blood Angels like to be performing, Scouts are absolutely a fantastic choice to start a list with.&lt;br /&gt;
**Sniper Rifles. Need More? Okay, a Heavy Bolter and four rifles? Boltguns and a rocket launcher? Using the auspex in particular will help if you opponent can fit in a deep-strike. They&#039;re also useful if your choppy marines want to fall back from a bad fight to shoot the unit.&lt;br /&gt;
**Keeping scouts exactly 17-18&amp;quot; away from your other forces prevents deep-striking. &lt;br /&gt;
**Red thirst really makes them shine with or without bolters. Gives them just enough extra punch to threaten normal MEQ and other units typically regarded as stronger than them. &lt;br /&gt;
*ALLIES BABY! Imperial Guard have all the answers: Cheap bodies, Over powered tanks, And the best flyers around. Try two Leman Russ Annihilators with Lascannons and hull Lascannons and two punishers with punisher gatling cannons and 3 heavy bolters. Thats 696 points, and you&#039;ve got 10 lascannon shots with re roll 1s (Cadian doctrine) and 80 S5 shots and 18 S5 AP-1 all on very durable platforms! Seriously you cant go wrong with these two models. Let the Guard shoot everything while you handle the face to face confrontations. &lt;br /&gt;
** These two armies are a classic combo. Everything that one is lacking the other has twofold. Fluff wise, there is tons of room for narrative setups and sweet scenarios. There is nothing more a guardsman could ask for than Commander Dante himself swooping down to save his sorry ass. Or perhaps Flesh Tearers, who might kill the guardsman afterwards... Sounds interesting!!!!!&lt;br /&gt;
** Also, guard are the undisputed kings of command point accrual and abuse. We like that cuz guardsmen are our little buddies. Fill out brigades with mortar heavy weapons squads and bare bones infantry squads (maybe a heavy weapon or assault weapon here and there just to be cute) and use your best stratagems turn after turn after turn after turn after turn.&lt;br /&gt;
** Scions and Scion Command Squads provide a shit load of assault weapon spam at the same BS of 3+ as you, they can also deep strike to keep pace and shoot the right unit at the right time. They are only T3 of course, but are cheaper and provide denser firepower per squad compared to assault marines. As mentioned before, Blood Angels handle melee, Guard shoots everything to pieces. Goes together like potatoes and gravy. And let me tell you, the Emperor fucking loves potatoes and gravy.&lt;br /&gt;
*** The better option may be meltaguns, as you need the tempestor primes for re-roll safety and access to command squads which are basically an additional tax considering what you&#039;re using the units for.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Angry_Marines&amp;diff=1011580</id>
		<title>Angry Marines</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Angry_Marines&amp;diff=1011580"/>
		<updated>2026-05-20T15:08:56Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;ANGRY MARINES!!! ALWAYS ANGRY!!! ALL THE TIME!!!&#039;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;FUCKING SCREAM IT YOU XENOSFUCKING, ULTRASHIT-LOVING FUCKTARD!!!&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Angry marine battle against chaos demons.jpeg|800px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Angry Marines&lt;br /&gt;
|Heraldry = [[Image:Angry Marines SP.png|center|250px]] &lt;br /&gt;
|Battle Cry = ALWAYS ANGRY!!!!! ALL THE TIME!!!!!&lt;br /&gt;
|Number = ANGER CAN NEVER BE QUANTIFIED!!! But somewhere between Space Wolves and Pre Heresy legion.&lt;br /&gt;
|Founding = None/Unknown&lt;br /&gt;
|Successors of = [[Desert Fangs]]&lt;br /&gt;
|Successor Chapters = None&lt;br /&gt;
|Chapter Master = [[Temperus Maximus]]&lt;br /&gt;
|Primarch = [[Rachnus Rageous]]&lt;br /&gt;
|Homeworld = [[Ultramar|Angrymar / McRage]]/spaceborne&lt;br /&gt;
|Specialty = Close combat and assault with an overwhelming excess of brutality and profanity.&lt;br /&gt;
|Strength = 10,001 More than 1000 marines&lt;br /&gt;
|Allegiance = [[Imperium]] (&#039;&#039;&#039;AND DON&#039;T YOU FUCKING FORGET IT, SHITFAG&#039;&#039;&#039;)&lt;br /&gt;
|Colours = Bright yellow with a blood-red trim.&lt;br /&gt;
}}&lt;br /&gt;
[[Image:Angry Marine.jpg|thumb|right|GODMOTHERFUCKINGEMPERORPRAISEDBEHISNAMEDAMMIT!!]]&lt;br /&gt;
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{{Topquote|In any society, fanatics who hate don&#039;t hate only me - they hate you, too. They hate everybody.|Elie Wiesel}}&lt;br /&gt;
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{{Topquote|When angry, count to four; when very angry, swear.|Mark Twain}}&lt;br /&gt;
&lt;br /&gt;
{{Topquote|JUST HIT THE FUCKERS!!!|Chapter Master Temperus Maximus when asked what’s written in the Codex Angry Marines}}&lt;br /&gt;
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The &#039;&#039;&#039;Angry Marines&#039;&#039;&#039; are, in essence, what would likely happen if /tg/ [[Mary Sue|could magically turn themselves into Spess Mehreens]] and express their opinions towards [[Matt Ward|certain]] [[Robin Cruddance|aspects]] [[CS Goto|of]] the canon of 40K (and people who quote this exact line at the beginning of lore videos on the Angry Marines). They were in fact created by some guy using the Dawn of War army painter in ye olden days of yore &amp;lt;s&amp;gt;(suspected to be &amp;quot;Angry Joe&amp;quot;)&amp;lt;/s&amp;gt;. They are not the Alpha Legion; they symbolize the fa/tg/uy&#039;s love for 40K, as well as rage, which /tg/ has in copious (albeit impotent) amounts. &lt;br /&gt;
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The Angry Marines are a popular /tg/ homebrew Chapter of [[Space Marines]], and by far the most famous homebrew to gain fame outside the realm of /tg/. They are angry for the [[Emprah]] and skittles. All the time. Angry Marine tactics focus on getting into melee as quickly as possible, and proceeding to bust open several crates of [[Rage|FUCK YOU]] in the various directions of the Imperium&#039;s enemies. Due to this, Angry Marines tend to have low BS (by low, we mean Ork boy low), but have terrifically high WS/S/I, meaning anyone getting into CQC would be [[RIP_AND_TEAR|utterly annihilated]].&lt;br /&gt;
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There is a [[Codex - Angry Marines: /tg/&#039;s 9th Edition|9th edition Angry Marines codex]] you can use. The current iteration has come a long way since 7th edition, and hopefully won’t be a complete and utter mess.&lt;br /&gt;
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The Angry Marines employ a variety of weapons notably different to the standard Space Marine arsenal. These include power heavy bolters (for melee and ranged use), dual power fists, power feet, power bats, power wrenches, 2 by 4 adamantium planks with a nail forced through them and even the Predator Angrinator, a modified version of the Predator Whirlwind artillery tank that fires the Angry Marines themselves directly into the enemy ranks. They also possess a [[Legio Ruina|Titan Legion]], which is fully comprised of Angry Titans. These are detailed in Codex: ANGRY MARINES. The Angry Marines also think that pistols are for faggots who can&#039;t hit anything worth a damn, and so these marines rarely go into battle with the traditional &#039;&#039;pistol+CCW&#039;&#039; combo, opting instead to engage opponents in mêlée combat. Even when not in combat, the Angry Marines are so goddamn angry that even the words of their out-loud speech seem to be made with the CAPS LOCK key left on and with at least three exclamation marks at the end of each sentence.&lt;br /&gt;
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A lot of this is due to the fact that Space Marines feel emotions with a strength that normal people cannot even comprehend. The Angry Marines simply bypass the normal emotional range, allowing them to feel rage to an extent that leaves other Space Marines entirely speechless. You think you&#039;ve ever been angry? The most rage you&#039;ve ever felt is like a minor annoyance compared to what an Angry Marine feels all the time.&lt;br /&gt;
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At present, the prevailing belief is that, like the faggoty-ass [[Pretty Marines]], the Angry Marines are a First Founding Chapter and used to be the Second Legion. However, due to [[Roboute Guilliman|Rowboat Girlyman]] accidentally hitting the backspace key when he meant to copy and paste something while typing up the Codex Astartes, the Second Legion was struck from official records, as the Eleventh Legion was. Thus most of the Imperium, and indeed the Galaxy at large, doesn&#039;t know about them, even though they are not classified as secret in any way, shape, or form.   &lt;br /&gt;
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Should an Inquisitor ever find a planet to be rife with [[Heresy|HERESY]], the people of that world (as well as many of the adjacent ones) better hope that the nearest Chapter Fleet isn&#039;t one from the Angry Marines. Very often, the resultant fallout of their measures to purge Heresy results not only in the absolute destruction of the world where said Heresy was first detected, but all things within 10 sub-sector radius as well. Such fruits may be borne by the Angry Marines by, for example, ramming battle barge after battle barge upon the very surface of the world itself. The Angry Marines are however not fans of Exterminatus, seeing it as a wasted opportunity to punch heretics in the face, but it does result in some [[Ashes of Yggdrasil|unfortunate engagements]] where they would have been far better off nuking the site from orbit.&lt;br /&gt;
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&amp;lt;s&amp;gt;The most astonishing thing about the Angry Marines is that they need no testosterone to be in as foul a mood as they are. Despite the fact that - like all other Space Marines - their ability to produce sex hormones is completely removed as part of their induction, they are still very much able to act as if their blood was all replaced with testosterone. [[Just as planned]].&amp;lt;/s&amp;gt; Testosterone is a growth hormone and the massive amounts of it used in a Space Marine’s creation is one of the reasons female Space Marines cannot exist as it would simply kill any woman.&lt;br /&gt;
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= The Angry Marines =&lt;br /&gt;
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Varied as the many accounts of the Angry Marines are, some tend to shed more light on their nature than others and are thus recollected here. Among such tales you will find stories of titanic battles, the origin of the Chapter´s relics, biographies of key personnel, and (of course) lots of swearing. If you, after reading this, would like to join the Angry Marines, first get some help, then call 420-6969-FUCKOFF&lt;br /&gt;
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== The Guardsman&#039;s &amp;quot;Saviors&amp;quot; ==&lt;br /&gt;
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Guardsman &amp;quot;Church&amp;quot; of the 8th Cadian regiment was stranded with his battalion on an unknown planet surrounded by hordes of Chaos traitors. Church was almost certain he was going to die today. Nevertheless, he stood strong, unshaken by the hordes of the damned. Inspired by the presence of his Commissar, his focus held strong Aim, Fire. Aim, Fire. Aim, Fire. Church&#039;s battalion, or what was left of it, had been shooting for hours, burning through the last of their ammo cache in one final defiant stand, they would hold their ground until the last man but he knew their ammunition supplies wouldn&#039;t last much longer; in fact, he had estimated that they&#039;d run out half an earth hour ago. The final few dribbles of the cultists charge withered against their las fire, and the battle field fell silent. Another wave would follow soon, spurred on by their chaotic masters; Church doubted they could repel it. He murmured a litany under his breath.&lt;br /&gt;
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The powerful voice of Commissar Harper Cut through the acrid air. &amp;quot;Guardsmen... Steady your will, though our weapons may fault, our armour may break, and our bones may be split, our hearts will still burn, BURN BRIGHT WITH THE EMPOR...&amp;quot; The sharp crack of a sonic boom followed by a huge concussive impact echoed across the battlefield, Commissar Harper had disappeared, in his place lay a huge yellow gore splattered Space Marine drop pod. seconds passed, several more drop pods hit the surrounding landscape, Finally the doors blew open, sending a second round of jarring reverberations through Church&#039;s ears.&lt;br /&gt;
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All hell broke loose, as towering forms shot from the steel shell at lightning speed; most were howling seemingly random expletives, others were just simply screaming. For a second, Church thought they had been deep-struck by Khornate berzerkers; he savored what he thought would be his final breath and closed his eyes, ready to die... Church would not die this day, he would, however, break his right arm in several places and disintegrate most of his ribs and a good portion of his hips, for he was about to receive a very angry shove from a very angry marine. &amp;quot;OUT OF THE WAY RETARD&amp;quot;, one of the marines shoved guardsman Church aside and jumped over the rampart. Church hit the ground with almost as much force as the drop pods, Church was no longer scared, or inspired, he felt nothing but confused. &amp;quot;what in the emperors name was-?&amp;quot; he murmured, swiftly proceeding to pass out.&lt;br /&gt;
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== The Primarch of Rage ==&lt;br /&gt;
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&amp;quot;&#039;&#039;Lo, in the histories of the many Chapters of the Adeptus Astartes, every Primarch listed that has ever come across my sage and learned eyes, has found root and home upon a planet, which hath shaped and set in stone the character of that warrior of The Emperor that he would become.&#039;&#039;&lt;br /&gt;
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&#039;&#039;Therefore, one must give pause to the Primarch of our brothers, the Angry Marines, that great warrior of rage, for he hath never fell upon a planet. Nay! Legend has it he was borne upon the ethers and drifts of space, alone in his capsule save for a discarded copy of&#039;&#039; Battletoads &#039;&#039;that The Emperor had thrown out, a legendary artifact that hath fueled research into vast weapons of war that it might be unmade and erased from history.&#039;&#039;&lt;br /&gt;
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&#039;&#039;When the capsule had finally been rammed into a drifting hulk of an old Imperial battleship, it is said that the Primarch was so enraged and frustrated with the vile game that he headbutted out the Adam&#039;s apple of the first survivor that he encountered, and thereafter killed every inhabitant with the remnants of the dying initial combatant.&#039;&#039;&amp;quot;&lt;br /&gt;
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&#039;&#039;--- Historian Nwabudike&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;Histories of the Ill-favored Chapters&#039;&#039;&lt;br /&gt;
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== The Friendly Fire &amp;quot;Incident&amp;quot; of Klaxus XII ==&lt;br /&gt;
*From the historical records of Inquisitor Jangel, non-aligned investigator of Adeptus Astartes &amp;quot;Incidents&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
*Section #511: The &amp;quot;Friendly&amp;quot; Fire Incident of Klaxus XII&amp;lt;br&amp;gt;&lt;br /&gt;
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The records of this dire moment in Imperial history were (until I came upon them) known only to the two Space Marine Chapters that took part in the skirmish. However, only by putting the two records together is the truth found.&lt;br /&gt;
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The [[Pretty Marines]] tell of a conflict fraught with glory against the odds, and of dire betrayal:&lt;br /&gt;
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&amp;quot;&#039;&#039;Prior to the sortie against our enemy, our glorious Chapter Master graced us with a speech. With eloquence, he spoke before the resplendent lines of the Brother-Marines. Sparkling under the twin suns, he recounted for us the beautiful victory, and of the fates of our enemies. As one we cheered, as we awaited his inevitable dance number.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;But lo, from the skies fell a drop pod, smashing into our forward lines and engulfing the area with thick dust. It took us only a moment to clear the air with our blow-dryers, but it was a moment too late: the Chapter Master was verily embedded lying-down onto the desert&#039;s surface face-first!&#039;&#039;&amp;quot;&lt;br /&gt;
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The Angry Marines tell the other side of the story, though in far less words due to a lacking in vocabulary beyond many four letter utterances. Hastily inserted into the annals of their Chapter, glory is simply a picture with the words &amp;quot;OWNED&amp;quot; across it, and the image of the Pretty Marines&#039; Chapter Master unconscious on the ground, a crude mustache drawn on his face with paint, and what appears to be a set of testicles on his forehead.&lt;br /&gt;
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So began the greatest internal feud within the Imperium.&lt;br /&gt;
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Thought for the Day: &#039;&#039;Ruthlessness is the kindness of the wise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Astartes Most Unusual ==&lt;br /&gt;
*&#039;&#039;Excerpted from Hidden Imperial Histories by Adept Voliusnius Brouyt&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Of the many Space Marine Chapters that protect the good citizens of the Imperium, none are as well respected, nor admired, as the warriors of the Ultramarines. Such is the greatness of their deeds. Their stories are told on innumerable worlds, their repu&#039;that hold Guilliman&#039;s geneseed.&lt;br /&gt;
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This does, however, occasionally lead to friction amongst some of the more bellicose chapters of Astartes that still stubbornly refuse to yield to the wisdom of the blessed Codex Astartes. Such antagonism is best illustrated with an anecdote from an instance when the Ultramarines encountered an obscure and ill-recorded chapter whom records merely identify as the &amp;quot;Fowl Marines&amp;quot;.&lt;br /&gt;
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The Angry Marines had apparently chased a Tyranid splinter fleet into Ultramarine space to which they brought absolute devastation. Impressed by their sheer ferocity the blessed Calgar offered an invitation to their Chapter Master, a man identified in the records only as Temperus Maximus. However, the invitation to meet their spiritual liege was responded to with the head of the slain hive tyrant --  on which was crudely scrawled an insulting cartoon of the Ultramarines defense of Macragge as well as depictions of male genitalia -- and the message, &amp;quot;STILL NOT AS GOOD AS THE HEAD YOUR MOM GAVE ME, YOU POMPOUS FUCKING DOUCHEBAG FUCKTARDS!!!!!!&amp;quot;&lt;br /&gt;
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Infuriated by such a blatant and insulting snub, Calgar personally took it upon himself to demand an apology from the arrogant Temperus Maximus. He subsequently traveled to the offender&#039;s battlebarge throne room in person. Unfortunately, he little expected the animalistic temperament that would greet his justified demand for obeisance, from the maniacal Temperus Maximus. The exchange between the two soon escalated into an argument, before coming to blows.&lt;br /&gt;
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The clash between the two occurred behind closed doors, with no clue exactly what words were exchanged. Yet when the doors opened again it was Calgar that was battered and bruised, with the sacred Gauntlets of Ultramar torn from his shoulders. Only the wise counsel of the Inquisition prevented him from declaring immediate war against his unruly brethren, a war that would no doubt have cost the Imperium greatly before the &amp;lt;s&amp;gt;Ultramarines&#039;&amp;lt;/s&amp;gt; Angry Marines&#039; inevitable victory. The story stands as a clear example of how the refusal to follow the Codex only promotes discord and strife between erstwhile brothers. From the hostility of those who follow the Codex against those who do not who, for their part, mind their own business.&lt;br /&gt;
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As to what occurred in the Angry Marine chambers, few can know, the only clue perhaps the jeering cry raised by the Angry Marines whenever they cross paths with the Ultramarines during campaigns. A nonsensical mantra of &amp;quot;STOP HITTING YOURSELF STOP HITTING YOURSELF&amp;quot;, repeated ad infinitum. What such a bizarre and crude chant could mean, a scholar can only guess at. Ultimately, it is telling of the less than exemplary mental nature of non-codex Astartes.&amp;lt;br&amp;gt;&lt;br /&gt;
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Thought for the Day: &#039;&#039;Do not ask, &#039;&#039;&amp;quot;Why kill the alien?&amp;quot;&#039;&#039; rather, ask, &#039;&#039;&amp;quot;Why not?&amp;quot;&amp;lt;br&amp;gt; &lt;br /&gt;
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== Assist on Vesuvius ==&lt;br /&gt;
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*From the personal diaries of Brother R.C. Mongler, 4th Chanian Combat Group.&amp;lt;br&amp;gt;&lt;br /&gt;
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My Chapter had landed on a barren little ball of rock called Vesuvius. The Inquisition had ordered us to the planet on suspicion of Chaos corruption. Surely enough, we ran into a group of Chaos Marines within a day of landing. The fools, turning their backs on the God-Emperor for whatever sick rewards they received from the deceiving Warp fiends. The battle started the second morning. Their attack was especially fierce, and my brothers and I had great trouble keeping them at bay. It seemed that for every one of them we killed, three more showed up. Our own losses were of no small concern. In a rare moment of calm, Brother-Captain Morgan confided in me that if we were not killed by these berserkers, we would almost certainly be killed by the Inquisition for failure. As our numbers dwindled, I grew concerned: surely we would all be killed, and The Emperor&#039;s work would not be carried out. We prepared for a final assault, one which had been coming for near a week of the most intense fighting I had ever seen. We surrounded a small hill, atop which stood our last Dreadnought, Brother Klarr. We saw their force coming from below. We knew this was our end. But suddenly, a shadow passed over us. Some great demon come to finish us off? No. It was a drop pod. Out of it stepped a small company of our brethren. They wore bright yellow armor, a bizarre crest upon their shoulders, unlike any Chapter I had yet heard of. A circle, with two lines crossing it and two dots in the middle - almost as if to suggest a visage expressing the utmost contempt. They formed a line between us and the now charging Chaos Marines.&lt;br /&gt;
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The Chaos Marines&#039; bright red armor shone in the late afternoon sun, the spikes upon their shoulders menacing. The new arrivals stood fast. As the distance between the two forces began to close, there arose from these yellow warriors the loudest scream I had ever heard. It shook the ground. Even through my helmet, it made my ears ring and my skull ache. And it simply kept getting louder as their Captain&#039;s fist slowly rose into the air. As it rose to a nearly supersonic volume, I finally made out the words contained in the scream:&lt;br /&gt;
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&amp;quot;&#039;&#039;ALWAYS ANGRY!!!&#039;&#039;&amp;quot;&lt;br /&gt;
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In a chorus louder even than the Captain&#039;s scream, the soldiers returned:&lt;br /&gt;
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&amp;quot;&#039;&#039;ALL THE FUCKING TIME!!!&#039;&#039;&amp;quot;&lt;br /&gt;
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Then it began.&lt;br /&gt;
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...&lt;br /&gt;
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Without a word, the yellow Space Marines returned to their drop pod and were soon whisked away from the battlefield. There had been no more than a dozen of them, not a single word exchanged between our two Chapters. To this day, I have never seen any Marines fight with such rage and fury. The mass of enemy berserkers was reduced to mere chunks; legs, arms, heads, and craters full of blood. Bits of red armor lay strew about the field. We had not even had the chance to advance by the time the screaming - both theirs and the enemy&#039;s - was over. I turned to my Captain and asked, &amp;quot;&#039;&#039;Who were they?&#039;&#039;&amp;quot;&lt;br /&gt;
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&amp;quot;&#039;&#039;I had thought it was rumor, but no. Emperor bless us all, those were the Angry Marines.&#039;&#039;&amp;quot;&lt;br /&gt;
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Thought for the Day: &#039;&#039;The Emperor protects.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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== The Salvation of Calamitis Prime ==&lt;br /&gt;
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*Loading excerpt from &#039;&#039;Tales of Valor: Reports from the Ork Invasion of Calamitis Prime&#039;&#039;.&amp;lt;br&amp;gt;&lt;br /&gt;
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The PDF sold their lives dearly to stop the greenskin advance upon our primary Hive, but on the horde came. There would be no escape-- but for the Planetary Governor, whose escape shuttle was prepped to leave before the attack had even begun.&lt;br /&gt;
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As our leader left us to die, we prayed to The Emperor for deliverance while we continued risking our lives to protect his works. Glory be to his swift answer.&lt;br /&gt;
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A yellow Thunderhawk, identified as &#039;&#039;Necrogoth Fuckshit&#039;&#039;, descended like a falling star, the much larger transport vehicle crushing the smaller one as it demolished the landing pad, and through the fire and smoke the mighty figure of a Space Marine strode forth. I will never forget the seething expression on his face as he looked upon us, then upon the Hive, and then upon the xenos.&lt;br /&gt;
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The Marine did not pause, he drew his chainsword and charged down the stairs with a battlecry upon his lips, screaming &amp;quot;&#039;&#039;FFFFFFFUUUUUUUUUUUUUU-&#039;&#039;&amp;quot; or something of the sort, a cry with no end. Even as he disappeared into the Hive we heard him clearly, even as we saw the small yellow figure leap from the Hive into the throng of green below we heard him. &amp;lt;br&amp;gt;Drop pods followed as more Marines smashed into the horde, more yellow armored Marines echoing the endless cry.&lt;br /&gt;
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The xenos were crushed utterly, and still screaming in rage, the Space Marines ran up the Hive once more, to where the Governor still stood staring at the crushed wreckage of his escape shuttle in disbelief. The Marines poured into their Thunderhawk, but the Marine from before ran right up to the cowardly official, and his finger pressing painfully against the man&#039;s forehead, ended his warcry at last,: &lt;br /&gt;
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&amp;quot;&#039;&#039;-UUUUUUUCK YOOOOOOOOOU!&#039;&#039;&amp;quot;&lt;br /&gt;
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Rather unceremoniously, the Governor was then pitched off the top of the Hive, with his underwear pulled up over his head.&amp;lt;br&amp;gt;&lt;br /&gt;
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Thought for the Day: &#039;&#039;To question is to doubt.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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== They called me a Cunt I&#039;ll Fuck Their Shit Up == &lt;br /&gt;
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&#039;&#039;Extracted from the testimony of Inquisitor Seros&#039;&#039;&lt;br /&gt;
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&#039;&#039;Extract #420/69, as follows...&#039;&#039;&lt;br /&gt;
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During the 38th Millennium, a young scribe was tasked by the Adminstratum to launch a complete inventorial investigation into an Adeptus Astartes chapter listed as the ”Angry Marines”. For some reason the Chapter´s quartermasters had not supplied the Administratum on Holy Terra with copies of the Chapter´s procurements and requisitions. As the Mechanicum wasn&#039;t obliged to supply reports about deliveries to individual units, the Administratum had no idea of the current state of the chapters inventory, upkeep or even numbers of Astartes. The promising young scribe chosen for this task was named Arturius; he had a flawless record and knew instinctively how to deal with bureaucracy. &lt;br /&gt;
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As the chapter had not even supplied the Administratum with a home world, the scribe was sent to the commander of the “Somethingth” company, a marine named Shitkicker. After months of travelling aboard a supply vessel, Arturius could finally get on with his mission. The “Somethingth” company was currently deployed on the world Akdov Prime, and was in the final stages of liberating the planet from rebels and heretics. As the small craft boarded the battle barge “IDONTCAREYOUNAMETHEDAMNTHING”, Arturius braced himself for a meeting with a Chapter about which the elder scribes only talked in hushed whispers. &lt;br /&gt;
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But to his surprise, when the airlock doors opened there was no one there to greet him. He wondered if they might have misunderstood the ID signal he sent when he asked for permission to board the immense ship? Slowly he made his way through the corridors of the battle barge, walking intently towards sounds that sounded suspiciously like swearing and punching. The noises increased in strength and clarity as he stopped just in front of a large bulkhead with massive dents in the thick metal. He took a deep breath and pressed the button to open the bulkhead doors and before he knew it, he stood eye to eye with the quartermaster of the ship. “WHAT THE FUCK ARE YOU STARING AT YOU BATHROBE-WEARING SCROTUMGOBBLER?!” Arturius was taken aback by the sheer volume at which the yellow clad Astartes operated. “Oh, ehm well you see Sir, I&#039;ve been sent by the Adminis...” and before he could even finish his sentence the quartermaster had removed his helmet and planted it a mere inch from the young scribes head. “YOU COME FROM WHERE?! DON&#039;T FUCKING TELL ME THE DICKSNIFFERS FROM THE FUCKING &#039;LIBARY&#039; SENT YOU?!” he shouted at a deafening level, whilst spraying Arturius with spittle. &lt;br /&gt;
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“I&#039;m afraid that I am, oh thou protector of humanity, they&#039;ve sent me because...”; again he was interrupted. “I COULDN&#039;T GIVE A LUBE-SMELLING JIZZPOT AS TO WHY THOSE TAINTFONDLING NERDS WOULD SEND YOU HERE, I&#039;M NOT SORTING ALL OF THESE BOLTERS OUT JUST SO THEY HAVE SOMETHING TO JERK OFF TO”. Arturius had a feeling he would get nowhere with the quartermaster, who was now so annoyed that a vein throbbed alarmingly on the side of his bald head. With great haste he backed out of the disorganized arsenal and ventured further into the ship, towards the bridge. &lt;br /&gt;
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Unlike most of the Imperium&#039;s bigger vessels, this battle barge didn&#039;t have any markings to indicate as to which direction one would proceed to a certain location. The only thing close to it were lewd drawings and four letter cursewords scribbled on the walls. After almost an hour of guessing as to where the bridge might be, having only depictions of genitalia with jet-engines attached to them to go by, he had finally arrived. Again he heard muffled shouting behind the immense bulkhead, and thought that caution was needed for this possibly violent encounter. Never in his wildest nightmares could he have expected Adeptus Astartes to behave in this manner. With a trembling finger, he pressed the button to open the bulkhead and in an instant the shouting became clear. “I DON&#039;T GIVE TWO LUMPS OF SHIT ABOUT WHAT THE GOVERNOR ASSHAT THINKS, WE&#039;RE THROWING IN ALL OF THE ANGRY GANGS!!!”. “With all due respect my lord, we don&#039;t have enough pods for all t..”, “FUCK YOU BUTTPIRATE, THEN WE&#039;LL FUCKING LAND THIS PIECE OF DICKSPIT ON THAT SHITHOLE EXCUSE OF A PLANET!”. &lt;br /&gt;
&lt;br /&gt;
Captain Shitkicker had not even registered the arrival of the nervous scribe, and with a very unsteady voice he spoke, “Excuse me your excellency, may I have a word?”. The Captain sharply turned his head towards Arturius, and with only three strides he stood face to face to the trembling Administratum emissary. “AND WHAT THE FUCK DO YOU WANT?!” the Captain shouted, not even breaking eye contact for a millisecond. Almost soiling himself, Arturius spoke up; “Revered Captain of the glorious Adeptus Astartes, this humble scribe have ventured forth from the Administratum in order to f...” “YOU&#039;RE FROM THE FUCKING &#039;LIBARY&#039;?!” the captain roared, and now his eyes flashed with a rage even greater than when Arturius had arrived at the bridge. “THAT FUCKING DOES IT, I&#039;M COMPLETELY BLOODY SICK OF THIS!”. Seemingly from nowhere the furious Captain Shitkicker produced a melta-grenade, pulled the pin out, but kept his hand firmly on the safety latch. Again he took three angry strides towards the Mechanicum Officer that he had verbally abused before, stuck the grenade in his hand and screamed mere millimeters from the face of this Servant of the Omnissiah: “IF YOU EVEN MOVE AN INCH OR SPEW ANYMORE BULLSHIT FROM THAT CUM-ENCRUSTED SPHINCTER YOU CALL A MOUTH, THEN I WILL KICK THIS GRENADE FROM YOUR SHITSMEARED HANDS AND DESTROY THAT FUCKING CONSOLE CONTROLLING THE SHIP!!!”. Even under all the cybernetic modifications you could see the already pale Enginseer going full white, knowing full well that the Captain meant every word. &lt;br /&gt;
&lt;br /&gt;
“HEY PILOTING ASSWIPES, LAND THIS FUCKING OUTHOUSE ON THAT FUCKING SHITSTAIN!” Captain Shitkicker roared whilst pointing to Akdov Prime. Even from orbit you could see the massive fires in the hive-cities, where the Imperial Loyalists battled against the rebel scum. The servitors looked up and responded with a “Yes my lord” in that neutral voice of theirs. The mighty battle barge´s engines fired up and started to move the immense ship towards the planets surface, the void shields being calibrated on the move to account for the pressure of the atmosphere. The Captain had now retired to a large room adjacent to the bridge, and by the sounds and constant swearing, Arturius knew the mighty Space Marine was looking for something. “AH THERE IT FUCKING IS, THIS IS GOING TO BE MEGA-FUCKING-KICKASS-AWESOMESAUCE” the Captain gleefully exclaimed as he had found an ancient power-weapon of some description. &lt;br /&gt;
&lt;br /&gt;
Before Arturius could investigate the issue further, the ship was well on its way to the surface with the creaking sound making it abundantly clear that the ship wasn&#039;t too happy about the sudden atmospheric pressures and gravity pulling at its massive frame. After some serious piloting from the Servitors, the ship was stable a couple of kilometers above the surface of the battle scarred planet. Without even a single curse, obscenity or threat, Captain Shitkicker ran at full speed down the corridor that young Arturius had arrived from. Having given up on handling the situation as per any protocol he knew of, he ran after the Astartes to the best of his abilities. After almost losing the large Astartes in the corridors of the battle barge, he finally caught up with him, standing in front of a Vox-console trying to plug into the ships loudspeakers. “ALRIGHT YOU DICKBADGERS, WE&#039;RE OFF TO KICK ASS!” the Captain roared into the microphone he held in his right hand, violently gesturing with the other. “REPORT TO THE FUCKING DROPPODS ON THE FUCKING DOUBLE!”, after screaming the last order into the mic, Captain Shitkicker again made off towards the hangars of the mighty ship. Arturius had abandoned all pretense of knowing what to do at this point, thinking that it might be best to report his failings to the Administratum and receive his punishment instead of spending another minute aboard this floating madhouse. He knew he had come from the hangars when he arrived, so again he followed the mad Astartes. After just a minute of intense running he had arrived in the hangars, seeing Captain Shitkicker violently screaming at a group of Sergeants near the drop pods. He tried to make his way to his own craft, but after walking just a few paces he was lifted up by a pair of extremely strong hands, and he heard a voice bellowing behind him; “FUCK YOU NERD, YOU&#039;RE COMING WITH ME ON THE THUNDERHAWK, I NEED A SURFBOARD”. It was one of the Veterans of the chapter, adorned in the yellow and red livery with the strange crest upon their chests. Powerless to protest, Arturius was dragged towards on the Thunderhawks in the hangar, intensely praying for his life. &lt;br /&gt;
&lt;br /&gt;
Going through the flight checks - which basically consisted of banging on the craft´s instruments and swearing loudly - the pilot started the engines of the mighty Thunderhawk. Arturius was mushed in between two massive Space Marines and was holding on for dear life as the craft suddenly jerked forwards and started speeding up out of the hangar. Within a moment´s notice the mighty Thunderhawk was in a screaming descent towards one the main hives of Akdov Prime, and Arturius feared for his life. The Astartes on the other hand were just laughing manically or/and loudly screaming obscenities at each other, which must have been a bizarre pre-battle ritual of the Chapter. As the craft closed in for a landing, the Astartes suddenly started chanting their battlecry, “ALWAYS ANGRY, ALL THE TIME! ALWAYS ANGRY, ALL THE TIME!” as they rushed out of the landing craft. Not even having time to react, the poor scribe was again picked up by the grumpy Veteran, “LOOK, NOW THE FUCKING FUN STARTS!” he roared into Arturius&#039; ear as he carried him into battle like a sack of doorknobs. He had no idea why the mighty Astartes had picked him up in the first place, and was now properly starting to fear for his life. His purpose became clear after they entered a hastily set up base of operations in what used to be a beautiful plaza. “FIX MY FUCKING POWERBAT YOU SPHINCTER!” someone roared in his already ringing ears, and felt something being dropped in his lap. “I.. I don&#039;t know how to repair weaponry such as this!” the young man exclaimed, with the Astartes just staring at him. “USELESS FAGGOTROCIOUS CUNT!” he screamed as he threw the scribe right into a pillar. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He woke up days later in a hospital, dazed and confused. Next to his bed stood a man in inquisitorial livery. “I see you too have had a run-in with the... Angry Marines” the man said slowly. Without thinking he offered the man a seat next to his bed but the Inquisitor stated “Uh, no thanks. I would rather stand... My name is Seros, Inquisitor Seros. And I understand you have some information about the Angry Marines´ unwillingness to cooperate with Imperial officials. I am currently in dire need of such information.” the man said. Arturius could swear that the Inquisitors´ buttcheeks had tightened when he mentioned the name &#039;Angry Marines&#039;. “Now, let me write down your testimony, and together we might put an end to the madness that is the &#039;Angry Marines&#039;, these subhuman morons who dare to call themselves Astartes.”.... &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
The Inquisition never forgets&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Life of an Asshole ==&lt;br /&gt;
&lt;br /&gt;
* From the records of Governor Tamel of Pathos Secundus.&lt;br /&gt;
* File #34476A: Captain Asshole&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A boy was born in the year 895.M38, on Pathos Secundus. Little is recorded of his parentage. His father was a Guardsman, known only to be missing and presumed dead, and his mother died in childbirth. The pregnancy had no complications, and so an autopsy was conducted. Wounds throughout the mother&#039;s uterus and all along the birth canal indicated extreme trauma; video recording of the birth confirmed the medical examiner&#039;s suspicions: he had come out cuntpunching (sic).&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The child spent his youth in and out of various orphanages and foster homes. Several of his caretakers attempted to name him, but whenever anyone asked him his name, he responded only by punching them in the throat. He was regarded as mad and dangerous at the very least; many believed he harboured some mutation, or even the mark of Chaos. At the age of ten, however, he finally found a home. An Angry Marine Quartermaster had made planetfall to procure supplies, and the young boy happened to be in the area. The Marine shouted to him, &amp;quot;&#039;&#039;HEY, ASSHOLE, BRING ME THAT FUCKING HAND TRUCK IN THE CORNER!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The youth approached the hardened battle-brother and kicked him squarely in the groinplate, breaking two of his toes but making not a sound and shedding not a tear. The Angry Marines had found a new recruit.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the time Asshole was inducted, the Chapter Master of the Angry Marines had decreed that new recruits should become standard Codex scouts. The issue was put to a vote, and the chapter at large declared this decision to be &amp;quot;&#039;&#039;COMPLETELY FUCKING FAGGOTROCIOUS,&#039;&#039;&amp;quot; however the decree stood for a time on the basis that the Chapter Master did it &amp;quot;&#039;&#039;JUST TO PISS YOU OFF, YOU WORTHLESS TWATS!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This did not well accommodate young Asshole. The one thing they could never teach him to do was aim, and he spent far longer than normal languishing in the 10th Company. Finally, in 176.M39, during the Scouring of Erhlinger Prime, he proved himself. After emptying an entire magazine into an Ork horde with no effect, Asshole abandoned his cover, howled madly into the sky, and broke his sniper rifle neatly in half across his knee. He then charged the band, tearing limbs from any greenskin that stood in his way, until he was standing face-to-face with the Boss Mek. Asshole took the two halves of his ruined rifle and spitted the Ork from both ends of his digestive track-- right through his flash kustom &#039;ardpantz, no less. The remaining xenos turned tail and ran. For his heroism, Asshole was immediately inducted to the 5th Company and promoted to the rank of Sergeant. Nevertheless, the Chapter Master shortly thereafter judged that the newbies were &#039;pissed off enough&#039;, and reinstated the Angry Gangs.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Asshole rose quickly through the ranks, finally becoming Brother-Captain of the Battle Barge &#039;&#039;Killfuck Soulshitter&#039;&#039; in 722.M39. During his career, he developed a special hatred of Eldar, and would often be heard to claim that &amp;quot;&#039;&#039;THEY MAY AS WELL BE GODDAMN PRETTY MARINES FOR ALL THEIR FAIRYASSED PANTSHITTERY!!&#039;&#039;&amp;quot; In 756.M39, the &#039;&#039;Killfuck Soulshitter&#039;&#039; was called to push back an incursion on the Coluphid Sector by Eldar. The campaign was a terrifying success, and in its last moments, Captain Asshole confronted the Farseer Turiel and her daughter Sorith, one of the Seer Council, personally. Breaking Sorith and casting her blithely aside in one swift blow, the Captain approached the Farseer, shaking with rage. Before she could react, he slammed her to the ground, removed his groinplate, and raped the Eldar psyker with a brutality she no doubt ever imagined in her 424 years. As he finished, he rose, readjusted his armor, and looked the horrified Sorith in her eyes, saying &amp;quot;&#039;&#039;I FUCKED YOUR MOM!&#039;&#039;&amp;quot; He turned and left, letting the two witches steal into the Webway. A Marine in Asshole&#039;s retinue, puzzled, asked &amp;quot;&#039;&#039;WHY THE FUCK DID YOU LET THOSE DYKES GET AWAY, YOU RETARDED COCKSICKLE?&#039;&#039;&amp;quot; In an astonishing display of restraint, Asshole replied simply &amp;quot;&#039;&#039;THOSE SPACE WHORES AREN&#039;T THE ONLY ONES WHO CAN PLAN AHEAD, YOU DICKWEED!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 989.M39, Captain Asshole received a pizza with mushrooms instead of pineapple, and suffered an aneurysm while pummeling those responsible. Thus, his Battle-Brothers cybernetically mounted him into one of the Chapter&#039;s [[Dreadnought|Dreadnoughts]]-- or, as they prefer to call them within the Angry Marines, a [[Belligerent Engine]].&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thirty years later, the Chapter met the same Eldar again on the field of battle. The carnage played out much the same as before. All that remained were Farseer Turiel, and Sorith -- and the Belligerent Engine in which Captain Asshole was fused. A terrible din was heard. Suddenly, Captain Asshole&#039;s turgid member had punched right through the armor plating of the Dreadnought, with the Angry Marine himself in tow, and lodged itself between the buttocks of the Farseer with the force of 10 supernovae. He turned to Sorith and spoke his last words to her before slaughtering them both.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;EVEN IN DEATH, I STILL FUCKED YOUR MOM.&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Captain Asshole, victorious, then breathed his last on the field of battle.&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;Hatred is the purest expression of love for The Emperor.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== From the Flames of Furfaggotry ==&lt;br /&gt;
&lt;br /&gt;
*Imperial historical logs; as compiled by Commissar T.G. Wang, 137th Trondheim Regiment of the Imperial Guard&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;A synopsis of the events preceding the destruction of all heretical forces on Tertius Gamma follows&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planet of Tertius Gamma was besieged by mutants of Chaos, the insipidness of which had never been before seen in this sector of space. The furry abominations, committing the hideous blasphemy of wearing sacred power armor as if in service to the God-Emperor, had been leveling city after city for days. And now... they had advanced upon the capitol city, the last bastion of humanity.&lt;br /&gt;
&lt;br /&gt;
However, little did anyone realize that the incursion had been noticed by one of the greatest Chapters of all Space Marines -- whose mighty Battle Barge was even now entering orbit around the planet -- the Angry Marines.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&amp;gt;Unknown at the time to their &amp;quot;brothers&amp;quot;, another Company had set their sights on the grim scene below. &amp;lt;--&amp;gt;&amp;quot;&#039;&#039;GODDAMMIT, WHY AREN&#039;T WE ON THE GROUND YET?&#039;&#039;&amp;quot; screamed an armored visage. What remained of his face had been twisted recognizably by sheer rage.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Sir, we cannot enter the atmosphere that quickly. The friction woul bur-&#039;&#039;&amp;quot; The voice of the Servitor was cut short as he was crushed beneath the sheer weight of the Marine&#039;s armor as he jumped into the pilot terminal.&amp;lt;br&amp;gt;&lt;br /&gt;
Thus, the Battle Barge, the &#039;&#039;Litany of Litany&#039;s Litany&#039;&#039;, began its screaming descent towards the besieged planet.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All the while, a cacophony of sickly sounds continued to permeate from the murky planet below.&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&#039;&#039;Yiff... yiff... yiff... yiff...&#039;&#039;&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;It was maddening; sufficiently so that any lesser man would have taken his own life. But it had no effect on the stalwart Marines of rage save to infuriate them like never before.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time (and unknown to their brethren on the first Battle Barge, or vice versa), a second Battle Barge of the Chapter, the &#039;&#039;Maximum FUCK&#039;&#039;, hovered at the ready directly over the capital city.  Upon it, poised the payload of Adeptus Astartes Angry Marines, prepared to make planetfall.&lt;br /&gt;
&lt;br /&gt;
Captain Temperus of the 3rd Company watched and waited, his eyes fixed firmly on the screens showing a wave of mutants overrunning the planetary defense force positions. He felt his blood boil as he looked upon the livery adorning their armor, their mockery of everything they stood for. Their faces were an abomination. The heretical glee, visible on their faces even from space, angered the Brother Captain even moar.&lt;br /&gt;
&lt;br /&gt;
The comms-servant gave a silent nod, and although it seemed as though he hadn&#039;t seen it, Temperus was well aware. It was time-- but he hadn&#039;t the patience for any conventional strike this time.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;CUNT SNIFFING FAGGOT MOTHERFUCKERS!&#039;&#039;&amp;quot; He bellowed with rage. With the full force of his forehead, Captain Temperus struck the large red button on the console in front of him, destroying it in the process. Great shields on the side of the Battle Barge turned into place over the front of the craft, forming a giant battering ram shaped like a middle finger.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Maximum FUCK&#039;&#039; began its nose-first descent into the atmosphere.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fighting around the capitol city grew more and more fierce. The furred mutants were sending their numbers to die beneath the walls of the city, each one attempting to use their bladed weapon to try and chip away at the hardened rockcrete. At first the defenders jeered at their foolhardiness. But as more corpses piled around the walls, the more precarious became the city&#039;s chances.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Keep up that heavy bolter fire!&#039;&#039;&amp;quot; the Commissar screamed over the din of the gun emplacements.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;Bring up the flamers! Show these abominations the cleansing power of The Emperor!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Just then a Servitor scuttled up to the Commissar&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Milord, crafts from off-world are making planetfall. It appears to be the Adeptus Astartes.&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Ah, at last. Now we shall TRULY turn the tide against this filth!&#039;&#039;&amp;quot; beamed the Commissar.&lt;br /&gt;
&lt;br /&gt;
In revelry and decadence, the furries fought and continued to advance. The city would soon fall, there was none alive on Tertius Gamma who could stop them now.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Suddenly, all heads turned skywards, eyes scanning above to find the source of a terrible noise. The two Angry Marines Battle Barges collided sides-first against one another as they plummeted towards a single target. The mutants realized that target was them.&lt;br /&gt;
&lt;br /&gt;
The Commissar turned his eyes skywards as the enemy fell silent and a great shadow fell across the lands.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;What the fuck...&#039;&#039;&amp;quot; the Commissar uttered under his breath, in disbelief.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;FUCK YOU, I WAS HERE FIRST!!!&#039;&#039;&amp;quot; screamed the commander aboard the &#039;&#039;Litany of Litany&#039;s Litany&#039;&#039;, as he piloted his barge directly into the heart of the mutant hordes below.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;NO FUCK YOU, I DEPLOYED THE FINGER!!!&#039;&#039;&amp;quot; Captain Temperus cursed back.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Traitors fled, mutants hid, deviants cried out for their dark gods to save them. As one, then two Battle Barges slammed into the enemy lines.&amp;lt;br&amp;gt;&lt;br /&gt;
With a terrifying roar, the planet itself was torn asunder!&amp;lt;br&amp;gt;&lt;br /&gt;
Tertius Gamma was no more.&lt;br /&gt;
&lt;br /&gt;
All that remained was two Battle Barges, locked in fierce combat.&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;Suffer not the Furry to live.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tempting Rage ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Excerpted from personal correspondence addressed to PFC. Munchaussen, then stationed in the Argos sector&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The aspiring Champion of Khorne called out to the Angry Marines before him just as they prepared to charge his host of daemons and World Eaters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Can you not see the similarities between your battle prowess and ours? Khorne fills you with his wrath in battle, but you do not take time even to notice. Join us, and together we can destroy all within our path! Sink deeper into your anger with the full blessings of the Blood God!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The assembled Angry Marines took pause, and considered the words of the World Eater Champion. Chaplain Brusiarch then stepped from the front ranks of the Angry Marines&#039; line, turned, and backhanded the closest Angry Marine. The yellow-clad Battle-Brothers then turned their gaze to meet his.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Brusiarch gestured towards the aspiring Champion of Chaos, pointing to the bolt pistol that the Champion wielded in his left hand. The Chaplain shouted to his brother Marines, &amp;quot;&#039;&#039;YOU DON&#039;T LISTEN TO FAGGOTS, YOU COCKSICLES, YOU FUCKING KILL THEM!!!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The previously backhanded Space Marine then stood up, his faceplate shattered from the force of the blow, and shouted the battle cry of the Angry Marines, &amp;quot;&#039;&#039;ALWAYS ANGRY!!! ALL THE TIME!!!&#039;&#039;&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Angry Marines then realized their folly at listening -- even if only for a moment -- to an insufferable faggot. He dared consider himself as angry as they were but armed himself not with a second chainsword or power fist, but a pussified &#039;&#039;bolt pistol&#039;&#039;?? &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The next few seconds witnessed the roar of Cocknocker jump packs, the whoosh of battle-brothers being launched at the daemonic host from the Predator Angrinator&#039;s, and Brother Chaplain Brusiarch&#039;s battle cry of &amp;quot;&#039;&#039;FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-,&#039;&#039;&amp;quot; as he charged the World Eaters&#039; line.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Chaos was fucked.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;Zeal is its own excuse.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Acclimating to the Angry Marines ==&lt;br /&gt;
*&#039;&#039;A brief account of life with the &#039;&#039;Angry Marines&#039;&#039;, and their Reclusiarch,&#039;&#039; Mofo&lt;br /&gt;
*&#039;&#039;As lived by &#039;&#039;Brother-Sergeant Kollon&#039;&#039;, Imperial Fists&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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I, Brother-Sergeant Kollon, of the Imperial Fists have been attached to the Angry Marine Chapter. In my first week training with our brothers, I had the privilege, of sorts, to encounter none other than their chapter&#039;s Reclusiarch, Mofo. After completing the morning firing rites alongside the Angry Marines, I made for the closest lavatory to relieve myself before battle practice began. The firing rites, as dictated by the Codex Astartes, involve squads honing their skills with ranged weaponry. While my fellow Astartes of the Imperial Fists attained perfect accuracy and precision with our bolters and sniper rifles, our less restrained Battle-Brothers spent most of the time missing their targets with the few bolters they had on hand. After expending his ammunition, each marine would charge down the firing lane to smash the pristine target with his bolter, his hands, and anything else within reach. We began to suspect that this non-codex treatment of ranged weaponry was the cause of the shortage of bolters in the Angry Marines&#039; armory aboard the Litany of Litany&#039;s Litany. &lt;br /&gt;
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I had deactivated and removed the appropriate sections of my power-armor, noticing the raised dais in the center of the lavatory chamber about which all the commodes faced. Many print copies of the legendary Codex Astartes lay upon this dais, and I found it odd that the Angry Marines would partake in the custom of reading while relieving oneself like so many of the Imperium&#039;s cultures do. I had just sat down upon one of the commodes along the bulkhead when Reclusiarch Mofo entered the chamber. &lt;br /&gt;
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He wore his full set of armor, not even having removed his helm. He is larger than the average Space Marine and carried his signature Crozius, Fag-Basher. It is platinum, and shaped like a great fist holding an Imperial Aquila token with the middle finger extended. &lt;br /&gt;
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The Reclusiarch tilted his head slightly in acknowledgment of my presence and sat himself down upon a commode near the one I was seated upon. I quickly expelled the contents of my bowel, and experienced another tortured minute while the Reclusiarch violently did the same with much loud swearing and oath making. It was then that I realized that the commodes in this lavatory did not have a bidet function like most toilets of the modern Imperium. I had just turned to ask the Reclusiarch how his Chapter went about cleansing themselves when I saw him reach out to one of the copies of the Codex Astartes. He opened it, and Emperor preserve us all, ripped a page from it, and began cleaning his backside! I cried out,&lt;br /&gt;
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&amp;quot;This...THIS IS HERESY!!&amp;quot;&lt;br /&gt;
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The Reclusiarch became a blur, a lightning strike of motion. Instantly his crozius was alight in his hand, its power field sending blue energy flicking out from its surface. &amp;quot;HERESY!!! WHERE!!?? WHERE&#039;S THE HERESY, YOU FISTFUCK ARSE-STRUMMER!!??,&amp;quot; he shouted at max vox amp. He stood there, his head rapidly scanning the entire room for any sign of heresy, with the soiled page of Guilliman&#039;s life&#039;s work still wedged in his backside. It was the most astonishing sight I have ever seen in my centuries of service, and before my gen-enhanced senses could even register it, he had planted Fag-Basher in the bulkhead just centimeters from my head. &amp;quot;DON&#039;T FUCKIN&#039; STARTLE ME LIKE THAT, YOU FUCKING CUNTBREATHED, PISS-ENCRUSTED, ARSEWART!!!!!!&amp;quot; he roared right in my face. Mofo then turned back to his toilet and angrily finished cleaning himself with the torn codex page. He closed his armor and ripped Fag-Basher back out of the wall, causing me to duck. As he walked through the portal to the lavatory, he turned and shouted, &amp;quot;BATTLE PRACTICE STARTS IN THREE MINUTES FUCKFACE, SO BREAK IT OFF AND GET A FUCKING MOVE ON!!! IF YOU&#039;RE LATE, I&#039;M GONNA REPLACE ALL OF THIS TOILET PAPER,&amp;quot; as he gestured to the copies of the Codex Astartes &amp;quot;WITH YOUR HANDS!!!&amp;quot; &lt;br /&gt;
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He then stormed down the hallway, leaving me stunned on the toilet. I looked at the copies of the Codex Astartes, a holy work written by the Emperor&#039;s own loyal son and the basis for everything I have lived my long life for as a Space Marine. I had the choice of defacing the codex, or undergoing the foulest penance I had ever been threatened with. This was only the first week of a decades long deployment with this Chapter!! Had the Emperor abandoned me?&amp;lt;br&amp;gt;&lt;br /&gt;
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Thought for the Day: &#039;&#039;Heresy must be met with hatred.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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== Ruination of the Black Legion Warband on Tormus Octavion ==&lt;br /&gt;
*&#039;&#039;The Further Misadventures of Mofo, &#039;&#039;Reclusiarch&#039;&#039; of the &#039;&#039;Angry Marines&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Compiled from the Mission Logs of&#039;&#039; Commissar John Fuklaw&#039;&#039; of the &#039;&#039;Angry Marines&#039;&#039; Chapter of the Adeptus Astartes, by the Imperial Archiving Services Staff&lt;br /&gt;
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Mofo, Reclusiarch of the Angry Marines, finished his oaths to the Emprah. Promises, made to his God, as to just how badly he would RIP THE FUCKING COLONS RIGHT OUT OF THOSE PENULTIMATE FAGGOTS!&lt;br /&gt;
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Mofo recited his promise to himself as &#039;&#039;The Bird&#039;&#039;, the [[Thunderhawk]] they were riding in, jerked and swerved. They were flying close to the ground to avoid detection. Mofo recalled how the enemy had made the very serious mistake of taunting Brother-Captain Raeg, several hours earlier.&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;quot;Come and get us, striplings!&amp;quot; Their leader had said, his fat metal ass humming and whirring even through the pict feed. &amp;quot;You cannot penetrate our void shields from your precious battle barge, and your ground forces will not stop our ritual in time. The warp portal is nearly complete, and soon this whole planet shall be consumed by Chaos!&amp;quot; Then the faggot went on and on about how great he is and how he has such a FUCKING HARDON FOR HIMSELF!!!! &lt;br /&gt;
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&amp;quot;IMMA FUCKING RIP THAT COCKSUCKER IN PIECES, THEN EAT THOSE PIECES AND SHIT THEM OUT!!!!&amp;quot; Raeg had shouted. So loud was his exclamation, the techfags in the engine rooms had heard him. &amp;quot;FIRE UP THE ENGINES, WE&#039;RE RAMMING THE FUCK OUT OF THAT SHIELD WITH THE WHOLE SHIP!!!&amp;quot;&lt;br /&gt;
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&amp;quot;FUCK THAT SHIT, I&#039;VE GOT A BETTER IDEA,&amp;quot; Mofo politely interjected. &lt;br /&gt;
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The Captain respectfully disagree. &amp;quot;FUCK YOU, THAT FAGGOT IS GONNA REGRET THE DAY HE FIRST BELIEVED IN THOSE SHITEATING CHAOS GODS ALMOST AS MUCH AS HE IS GONNA REGRET THE DAY HE FUCKING CALLED ME!!!&amp;quot; &lt;br /&gt;
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It had been difficult to convince Raeg of his plan, but the chapter had already heavily damaged two battle barges in recent years during the Tertius Gamma campaign. The techno-cockgobblers on Mars said they were not gonna make any more for his chapter if they kept on wrecking them every time the enemy used a void shield. Mofo responded diplomatically, &amp;quot;WITH RESPECT CAPTAIN, FUCK YOU AND THE OBSCURA THAT BURST FROM THE CONDOMS YOU SWALLOWED!! IMMA GO DOWN THERE, WRECK THAT FAGGOT&#039;S SHIT, THEN OPEN THE SHIELDS SO YOU CAN LAUNCH THE DROP-PODS AND QUIT YOUR BITCHING!!!&amp;quot; &lt;br /&gt;
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Much back and forth arguing had occurred, but Mofo&#039;s plan was agreed upon. Soon the Reclusiarch was thundering down through the atmosphere with a techmarine and cockknocker squad in tow. &amp;quot;REMEMBER THE PLAN, ASSFAGGOT?&amp;quot; Mofo inquired. &lt;br /&gt;
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&amp;quot;FUCK YEAH I REMEMBER, YOU GO HAVE FUN, AND WE DO ALL THE FUCKING WORK!!!&amp;quot; Techmarine Techfucker replied. &lt;br /&gt;
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&amp;quot;YOU&#039;RE DAMN RIGHT I&#039;M GONNA HAVE FUN!!!&amp;quot; said Mofo.&lt;br /&gt;
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The thunderhawk closed in on the void shielded city. The Chaos Space Marines and logic engines detecting their low flying craft entirely too late. The pilot servitor aimed just above the wall surrounding the fortress as it had computed were its instructions from the screaming and shouting the Reclusiarch had done before takeoff. The top of the walls had a thin slot where the void shields did not extend, but this space was not big enough to permit passage of an aircraft the size of a thunderhawk. Facts like this did not deter Angry Marines. The thunderhawk smashed against the lowest extension of the void shield, the uppermost sections of the craft being sheared off from the collision. The flaming remains of the craft shot over the parade grounds, and into the crenelated walls of the fortress proper. &lt;br /&gt;
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&amp;quot;GET TO FUCKING WORK!!! THERE IS MUCH ASS TO BE BEATEN FOR THE EMPRAH THIS DAY!!!!&amp;quot; roared Mofo as he and his fellow Angry Marines removed themselves from the wreck. The Techmarine and cockknocker squad moved off to disengage or sabotage the void shields, whichever came first. Mofo had a different target.&lt;br /&gt;
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Thragarkis, the twice living, great servant of the Chaos, Warlord Triumphant of his warband of the Black Legion, gloated to himself in his throne room. &amp;quot;Oh this will be a mighty victory against the weak Imperium&amp;quot; he chortled. &lt;br /&gt;
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&amp;quot;Yes master,&amp;quot; said Aruel, his mortal savant. &lt;br /&gt;
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&amp;quot;I have heard a report of intruders in this fastness, go and watch over the ritual. Insure that no mistakes are made. I would be very angry should a mistake be made over worries about a single crashed thunderhawk.&amp;quot; &lt;br /&gt;
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&amp;quot;As you desire master, your great work shall be completed, the gods shall be honored!&amp;quot; Aruel hurried from the throne room to carry out his master&#039;s orders. &lt;br /&gt;
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Thragarkis looked through the fortress layouts in his tactical display, and compared them to the reports he was hearing over the vox channels his fellow Black Legionaries used. There was much fighting going on in the lower levels, and out upon the walls. Perhaps the rumors were true about this...&#039;Angry Chapter&#039;. No matter, there were no reports of violence in the passages leading to his sanctum or the ritual chamber beyond. He couldn&#039;t afford to let the psykers worry, they needed all their concentration for this. He would not allow his greatest work to be undone now, not when it was so close to completion. &lt;br /&gt;
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Suddenly, he heard a blast from the side of his chamber. He turned to see a black armored Space Marine approach him through a ragged hole in the wall, a chaplain, and yes, there was his Crozius alight and ready as well. Bizarre that the Crozius, normally a vaunted and holy relic to his loyalist &#039;brothers&#039;, be shaped to form so crude an insult rather than some divine symbol of his chapter. This was a different chapter indeed. &lt;br /&gt;
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&amp;quot;YOU, MECHANICAL DICKSUCKER, IMMA FUCKING BREAK YOUR METAL ASS!!&amp;quot; the figure roared. &lt;br /&gt;
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Yes, very different indeed.&lt;br /&gt;
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&amp;quot;Unlikely, little Chaplain. Soon, daemons will pour out from this fortress, you cannot stop them without getting through me, and I am Thragarkis! The twice living, ender of worl-.&amp;quot;&lt;br /&gt;
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&amp;quot;OH SHUT THE FUCK UP ALREADY!!!&amp;quot; The figure charged! Most approached his unholy sarcophagus with some trepidation, but not this one! &lt;br /&gt;
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Mofo let loose a horrid string of obscenities as he charged toward the pretentious faggot. Thragarkis fired off several rounds from its twin linked autocannons, but Mofo was so angry he nimbly dodged them, hellbent on getting at the metal bitch and letting him know just how much the Emprah hated him. Mofo dodged inside the dreadnought&#039;s guard, and planted his Crozius, Fag-Basher, into the front armor of the fucking thing. Thragarkis balled up his powerfist, and smashed Mofo solidly. Mofo was thrown back by the blow, but no sooner had he touched the ground than he was charging again. As the dreadnought launched another punch, Mofo leapt over the powerfist and threw himself on the front of the sarcophagus so he looked eye-to-eye with the vision port. &lt;br /&gt;
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&amp;quot;JUDGEMENT, MOTHERFUCKER, IT&#039;S COMING!!!&amp;quot; Mofo swore. With all his gene-enhanced strength, Mofo punched the vision block of Thragarkis&#039;s sarcophagus. Punch after punch, blow after blow he rained upon the dreadnought&#039;s vision port. All the while the dreadnought fired off autocannon rounds at random, his powerfist desperately trying to grab the chaplain and remove him from his chassis. &amp;quot;YOU&amp;quot; *punch* &amp;quot;PIECE&amp;quot; *punch* &amp;quot;OF&amp;quot; *punch* &amp;quot;SHIT&amp;quot; *punch* &amp;quot;GET&amp;quot; *punch* &amp;quot;OUT&amp;quot; *punch* &amp;quot;HERE!&amp;quot; &lt;br /&gt;
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At last, the vision block shattered, and Mofo&#039;s fist drove forward into the amniotic tomb of Thragarkis. Foul liquids gushed out around Mofo&#039;s arm as he fished around inside the tank. At last he found Thragarkis&#039; mortal form squirming around at the bottom. He grasped the fucker by the neck, and pulled his head out of the hole he made in the sarcophagus. It was a disgusting thing, like a wet white turd with the gratuitous number of 8 pointed fag marks carved and tattooed here and there. Thragarkis looked through hazy eyes at his killer, and trembled. How could the dark gods forsake their loyal servant like this?&lt;br /&gt;
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&amp;quot;I GOT A MESSAGE FROM THE EMPRAH!!!&amp;quot; said Mofo. He then reared back his free arm, as if to throw another punch. Like lightning his arm shot forward into an accusing finger pointed right in Thragarkis&#039; face, &amp;quot;FUCK YOU!!!&amp;quot; Then, grasping the fucker&#039;s neck with both hands, Mofo headbutted him repeatedly, his hardened helm smashing into Thragarkis&#039; skull, caving in his head. When the turd&#039;s face looked like a cereal bowl, Mofo stopped. The last neural stutters of the heretic&#039;s dying brain caused the dreadnought to stutter, and fall onto its back. &lt;br /&gt;
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Mofo neatly flipped forward, grabbing Fag-Basher on the way, and landing upright next to the dead faggot. Just as he landed, the set of doors leading into the adjoining ritual chamber opened. &amp;quot;My Lord, the void shields are down! Drop pods rain upon us. Your legion brothers await your words...Ohhhh-.&amp;quot; &lt;br /&gt;
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&amp;quot;TELL THEM THEY&#039;RE ABOUT TO GET THEIR SHIT PUNCHED IN!&amp;quot; Mofo roared, as he sprinted towards the stunned savant. &lt;br /&gt;
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Thought for the Day: &#039;&#039; My Armor is Contempt, my Shield is Disgust, my Sword is Hatred. In The Emprah&#039;s name, let none survive...&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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== The Fires of Forosia ==&lt;br /&gt;
*&#039;&#039;Excerpted from &amp;quot;The Rolls of Redemption through Ultimate Sacrifice&amp;quot;, an Ordo Xenos inventory of Exterminatus actions carried out in the Segmentum Pacificus&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039;Provided by Aerkon Pollock, last surviving adjutant to Planetary Governor Gorm Leass, 655.M42&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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In the middle of year 654.M41, the Forosian system was invaded by a large fleet of Draethri Xenos. The ships overwhelmed the orbital defenses in rapid fashion, and dropships swarmed over the hive cities and manufactorums in a fast and brutal raid. Fortunately for Forosia, astropathic messages pleading for aid were answered. However, the nearest response force consisted of two battle barges belonging to the &amp;quot;Angry Marine&amp;quot; Astartes Chapter. &lt;br /&gt;
The Astartes response to the alien incursion was so much swifter and so much more brutal than the initial Draethri invasion, that the Imperial forces who had been fighting a desperate defense against the Xenos suffered numerous casualties due to entire regiments standing dumbstruck and horrified by the violence they were witnessing. Such cases resulted in troopers forgetting to defend themselves or pay attention to the enemies left in front of them for fear of missing a second of the action. Such behavior seems believable given the reports of Angry Marine Terminator squads ripping off sections of their sacred armor and beating numerous aliens to death with them, and other reports of the Angry Marines force feeding Draethri captives their own bleeding innards. &lt;br /&gt;
It was later discovered that the Draetheri fleet was an amalgamation of ships from several worlds their race had inhabited in the southern reaches of Segmentum Pacificus. These worlds were in the path of a far flung tendril of Hive Fleet Leviathan, and were soon to be invaded and consumed. So badly were the Draetheri routed from Forosia, however, that they fled back to their home worlds to face the Tyranid hive fleet. Their leaders considered extinction by the Tyranids preferable to facing the Angry Marines again. &lt;br /&gt;
The Angry Marines are not known for their restraint, which leads to the subject of this record. One month after the last living Xenos died on Forosia, the planet was destroyed in Exterminatus. The Angry Marines described an insidious foe that could not be destroyed by any conventional means, and had apparently waited to ambush them just as the Draetheri force was destroyed. The following transcript has been provided by Aerkon Pollock, the last surviving adjutant to the Planetary Governor, Gorm Leass. &lt;br /&gt;
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Transcript Begins:&lt;br /&gt;
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&amp;quot;Brother Captain, the Forosian Planetary Council and I have a request to make of you and your Battle Brothers,&amp;quot; said Governor Leass. &amp;quot;WHAT THE FUCK DO YOU WANT NOW, COCK STINK!,&amp;quot; replied Brother-Captain Shit-Ripper, leader of the Angry Marine task force. &amp;quot;The Xenos are routed, and I speak for the entire planet when I express the deepest of gratitude for your help in preserving our fair planet,&amp;quot; Leass started. &amp;quot;But now we have a severe threat to our planet left behind by the Draetheri. Our Hives and Manufactorums have severely damaged municipal systems. Fires rage through two of our manufactorums completely unchecked. We have no capacity to put them out. Entire stocks of weapons and food rations made ready for nearby warzones and military campaigns are being destroyed in stockyards because of these infernos. We humbly ask if you could provide some assistance in neutralizing this threat?&amp;quot; Brother-Sergeant Fuckus-Them-Uppus replied for his Captain, &amp;quot;FUCK NO, I&#039;M NOT YOUR BITCH SERVITOR, YOU FUCKING PRICK.&amp;quot; &amp;quot;SHUT YOUR WHORE MOUTH, UPPUS,&amp;quot; said Captain Shit-Ripper. &amp;quot;FAGGOTS,&amp;quot; he said, turning to his assembled companies, &amp;quot;WE BEAT THE SHIT OUT OF ORKS, RIGHT!?&amp;quot; &amp;quot;FUCK YEAH WE DO!&amp;quot;, shouted a marine. &amp;quot;KICK THEIR COCKS IN!&amp;quot;, another chimed. Shit-Ripper continued &amp;quot;AND WE TEAR THOSE ELDAR CUNTS INTO CHUNKS, RIGHT?!&amp;quot; &amp;quot;I HATE THOSE FAIRY PANTSHITTERS&amp;quot;, a Belligerent Engine groaned. &amp;quot;WELL, THOSE FUCKERS BREAK SHIT WHICH BELONGS TO THE EMPRAH!!!&amp;quot;, announced the Captain,&amp;quot;AND THIS FIRE IS BREAKING HIS SHIT TOO! LETS RIP THIS FIRE A NEW ASSHOLE!!! ALWAYS ANGRY!!!!!&amp;quot; &amp;quot;ALL THE TIME!!&amp;quot;, answered the assembled Marines. &amp;quot;Thank you so much Captain, we will convene immediately with the Mechanicum and-&amp;quot; &amp;quot;FUCK THOSE WIND-UP ASSHOLES, WE KNOW HOW TO KILL FIRE!!! WITH FIRE!!!&amp;quot;, roared Captain Shit-Ripper.&lt;br /&gt;
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Transcript Ends;&lt;br /&gt;
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The Angry Marines attacked the fires as they would any other of the Imperium&#039;s foes-- with Power Wrench and Chainsword, Heavy Bolter and Melta Gun. That very day, the Fires sweeping through the Manufactorums grew by an order of magnitude. The next week saw the fires spreading into the hive cities. &lt;br /&gt;
Millions died trying to escape the blaze. Matters were not helped when the Angry Marines, growing alarmed at the Fire&#039;s refusal to die in the Emperor&#039;s name, resorted to tactics most extreme to kill it. The Angry Marines loaded explosives onto cargo ships, which had been previously delegated to evacuate refugees off-planet, and flown into the blazing spires. Even orbital bombardments did not cause the flames to abate. Ultimately, the Angry Marines resorted to Exterminatus-- to prevent this grave threat to the Imperium from spreading to other worlds.&lt;br /&gt;
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Thought for the Day: &#039;&#039;&amp;quot;Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane.&amp;quot; &#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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== A Day In the Life of an Angry Marine. ==&lt;br /&gt;
*&#039;&#039;Excerpted from Angry Marines Codex and further compiled from field-reports by P.Al. Nitschittery, Imperial Inquisitor, Junior Class&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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*4:00 - Morning INSULTS - Led by the Company Chaplain, the Space Marines BETTER GET THEIR PUSSY ASSES IN ORDER BEFORE I STICK A POWER FOOT SO FAR UP SAID ANUS THEY WISH THEY WERE A SQUAT YOU CUNT!.&amp;lt;br&amp;gt; &lt;br /&gt;
*5:00 - Morning Firing Rites - The Space Marines engage in target practice with their personal and squad weaponry, awards and punishments are dispensed FOR BULLSHIT OR A LACK THEREOF AND IF ANY FUCKING SHIT FUCKER THINKS OTHERWISE TOMORROWS PRACTICE WILL BE A ROUSING GAME OF LICK THE CATACHAN BARKING TOAD YOU FUCKING WANK STAINS.&amp;lt;br&amp;gt;&lt;br /&gt;
*6:00 - Early Morning Meal - A light meal is prepared by the Chapter serfs. OH YES WE FUCKING EAT EGG AND SAUSAGE BREAKFAST SANDWICHES BY THE FUCKING TRUCKLOAD! WE ALSO DRINK FUCKTONS OF SUNNY D BECAUSE THAT SHIT IS FUCKING SWEET! WE ALSO SEND THE PRETTY FAGGOTS AND ULTRASMURFS A THOUSAND DONUTS WHILE WE WATCH SOME HIGH FUCKING QUALITY CARTOONS.&lt;br /&gt;
*7:00 - Battle Practice - BEAT THE LIVING HELL OUT OF SHIT WITH YOUR POWER BAT, OR, BARRING THAT, JUST BEAT THE LIVING HELL OUT OF SHIT WITH WHATEVER&#039;S AVAILABLE. AND IF YOU&#039;RE TOO PANTS ON HEAD RETARDED TO FIND SOMETHING TO HIT THEN YOU BETTER FUCKING START BEATING THE SHIT OUT OF THE GROUND BECAUSE LAST TIME I CHECKED THIS PLANET HASN&#039;T CONFESSED ITS SINS AGAINST THE EMPRAH. &amp;lt;br&amp;gt;&lt;br /&gt;
*12:00 - Midday Prayer - ANY ONE NOT TOO STUPID TO HIT THEMSELVES PRACTICES SCREAMING AT SHIT. EVERYONE ELSE CAN GO SUCK THE APOTHECARY&#039;S DICK BECAUSE YOU DON&#039;T NEED ANY MEDICINE FOR THAT TINY LITTLE BOLTER WOUND YOU FUCKTARD. &amp;lt;br&amp;gt;&lt;br /&gt;
*13:00 - Midday Meal - Normally local wildlife killed during the morning activities. AND BELIEVE ME WE KILL A LOT OF FUCKING BUNNY RABBITS AND PEPPERS AND SHIT AND EAT ALL OF IT AND LEAVE NONE FOR YOU. BOO-HOO, BITCH. &amp;lt;br&amp;gt;&lt;br /&gt;
*13:15 - Tactical Indoctrination - THIS USUALLY DOESN&#039;T TAKE THIS LONG. I&#039;LL JUST PUT UP A BIG PICTURE OF THE NEXT THING WE&#039;RE GONNA SHOOT AND SAY &amp;quot;SHOOT THIS YOU FUCKERS&amp;quot; SERIOUSLY, WHO THE FUCK NEEDS AN HOUR AND FORTY FIVE MINUTES TO DO THAT. PUSSIES, THAT&#039;S WHO. &amp;lt;br&amp;gt;&lt;br /&gt;
*15:00 - Battle Practice - SEE ABOVE IF YOU&#039;RE NOT WEARING A NECKBRACE YOU INCOMPETENT LITTLE NIPPLE LICKER. WE HIT MORE SHIT WITH LARGER OBJECTS. &amp;lt;br&amp;gt;&lt;br /&gt;
*20:00 - Evening Prayer - I THINK YOU GET THE IDEA. I&#039;M NOT GOING OVER THIS AGAIN. FUCK YOU. &amp;lt;br&amp;gt;&lt;br /&gt;
*21:00 - Evening Meal - A feast (by normal human standards) is provided by the Chapter serfs, and some Chapter Masters may allow alcohol to be consumed. FUCK YEAH IT IS. WE&#039;LL ORDER LIKE A THOUSAND PIZZA&#039;S TO THE PRETTY MARINES HOME WORLD AND THEN WE&#039;LL STICK IN THE DVD&#039;S OF &#039;&#039;BLOSSOM&#039;&#039; OR &#039;&#039;7TH HEAVEN&#039;&#039; OR...REALLY HARDCORE PORN. FUCK YOU, LITTLE FAGGOT SHOW WATCHING SHOW WATCHERS. GO WRITE IN YOUR LIVE JOURNAL. &amp;lt;br&amp;gt;&lt;br /&gt;
*21:30 - Night Firing Exercises - WE SPEND MORE TIME. HITTING MORE THINGS. WITH LARGER OBJECTS. IN THE DARK, FUKKEN DUH. &amp;lt;br&amp;gt;&lt;br /&gt;
*23:15 - Maintenance Rituals - FIX YOUR SHIT OR I&#039;LL GRAB A TECH-PRIEST AND MAKE HIM FIX YOUR SHIT. ONE OF THOSE CLAUSES IS LITERAL. &amp;lt;br&amp;gt;&lt;br /&gt;
*23:45 - Free Time - Space Marines are permitted this time to reflect upon their duty to The Emperor, however many Chapter Masters regard free time as a frivolous waste, and a dangerous distraction in the extreme. EXCEPT WATCHING &#039;&#039;BLOSSOM&#039;&#039;. FUCK YOU. &amp;lt;br&amp;gt;&lt;br /&gt;
*00:00 - Rest Period - BUT YOU BETTER NOT SPEND FOUR WHOLE HOURS SLEEPING. IF YOU DO YOU ARE NOT ANGRY ENOUGH AND TOMORROW YOU GET THE FIRST CHANCE TO PLAY &#039;&#039;PIN THE TAU ON THE CARNIFEX&#039;&#039;. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;Ruthlessness is the kindness of the wise.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Rise of Librarian Moarfistin, the Extremely Cross ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Transcribed from the files of&#039;&#039; Vyler, Deviant Ecclesiastic of Holy Terra.&lt;br /&gt;
* &#039;&#039;Profile&#039;&#039; #d4fppg6&#039;&#039;: Librarian Moarfistin, the Extremely Cross&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some say that before being brought into the chapter for initiation Moarfistin was a proctologist&#039;s assistant on a far flung Imperial colony. It was on that colony that an experimental plague released by Nurgle cultists caused a widespread pandemic of deadly dysentery. &lt;br /&gt;
&lt;br /&gt;
The colony did not have a large population, and the colony&#039;s doctors, including his master, were the first targeted by the horrific disease. Being the only trained professional for his line of work, all the cases fell upon him. He slaved for months, mired in faeces and the corpses of his loved ones. A hellish life of failure and perpetual disgust eventually took its toll and he became increasingly violent and angry. One morning, he awoke to find that the last living colonists had shat themselves to death all over his equipment, and that the faeces had transformed into capering Nurglings. At this point his psychic powers manifested, and, records say, he &amp;quot;completely lost his shit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The cultists were absolutely gleeful that their plague had done its work and killed the entire population; little did they know that one man, reinforced by a healthy diet high in fibre and latent psychic powers, had survived. A furious Moarfistin (as he would become known, original records on his true identity have been lost) came screaming over the horizon surrounded in a nimbus of psychic energy and as angry as at least 25 motherfuckers. Caught off guard, and then caught with medical instruments up their colons, the cultists knew true despair. This unstoppable path of destruction continued among the heretics as the newly born Moarfistin continued to force larger and larger objects up each individual anus.&lt;br /&gt;
&lt;br /&gt;
[[File:Librarian_moarfistin_the_extremely_cross_by_vyler-d4fppg6(single_pose).jpg|thumb|right|&#039;&#039;To see the sculpture of Librarian Moarfistin from which this entry is based, [[Angry_Marines#Gallery|see the gallery]]&#039;&#039;.&amp;lt;br&amp;gt;&#039;&#039;For the deviantart page where Librarian Moarfistin was sculpted, click here [http://j.mp/uC7r7m].&#039;&#039;&amp;lt;br&amp;gt;]]&lt;br /&gt;
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Far away, an Angry Marine battle barge travelling the warp was buffeted by the waves of pure, seething, righteous rage. Impressed with this display of anger, and utterly furious that &amp;quot;pizza day&amp;quot; lunch had been interrupted, they diverted course to the world. There they found Moarfistin standing atop of pile of embarrassingly mutilated corpses; not a single daemon or cultist had survived. The scrawny, glowing figure was recorded as shouting: &amp;quot;THAT OUGHT TO SHUT YOUR FUCKING SHIT BOXES, YOU DRIBBLING CUNTS!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Although Space Marines usually recruit from feral worlds with hardy, muscular warriors, an exception was made for this otherwise scrawny butt doctor turned mad berserker. He was recruited immediately into the Librarium, where he would rise to a high rank.&lt;br /&gt;
&lt;br /&gt;
Armed with the terrifying &amp;quot;Fisting Stick&amp;quot; and traveling in his mighty battle-barge, &amp;quot;Considerable Shouting&amp;quot;, the Angry Marines [[Librarian]], Moarfistin is currently leading the Somethingth Company of Angry Marines on a Crusade to &amp;quot;COMPLETELY FUCK UP THOSE VAGINA HEAD TAU&amp;quot;. He decided to do this after accidentally viewing Gundam fanart of a particularly disturbing nature. Unfortunately (for all the enemies of the Imperium between point A and point B) he started the crusade while on the complete opposite end of the galaxy from the Tau Empire.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When an allied inquisitor questioned the sanity of plotting a course directly through the Eye of Terror, Moarfistin replied &amp;quot;IT WILL BE THE BLEEDING ASSHOLE OF TERROR WHEN I&#039;M DONE WITH IT!!&amp;quot;. To prove his point he then impaled a carnifex with its own head and gave the inquisitor a full body Apache burn as well as wedgie, all within the span of eleven seconds.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Somethingth Company&amp;quot; of Angry Marines is named as it is because the normally chaotic organization of the Chapter is compounded by fact that Moarfistin recruited for the Crusade by simply yelling &amp;quot;YOU STUPID SHITS DON&#039;T LOOK BUSY!! GET ON BOARD, WE&#039;RE KILLING SOME FUCKING XENOS!!&amp;quot;. Thus began what is anticipated to be a very long, bloody campaign.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Menacing as Librarian Moarfistin&#039;s appearance is, some would wonder why he lacks a psychic hood. To which he responds &amp;quot;I DON&#039;T NEED A GOOFY LOOKING MAGIC HAT TO PROTECT ME FROM HERETICAL BULLSHIT!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;Any problem can be solved with the proper application of power boots to the groin.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===continuation of Moarfistin&#039;s story===&lt;br /&gt;
&lt;br /&gt;
Moarfistin is the Chief Mindfucker of the Angry Marines, the equivalent of a Chief Librarian of an Astartes chapter. Due to a tragic incident involving a Nurgle cult unleashing a plague at his home colony, Moarfistin was driven to insanity, but this was also when he discovered his latent abilities as a psyker and was picked up and immediately recruited by the Angry Marines. Having risen very quickly up through the chapters ranks and now possessing his own battle barge (Considerable Shouting) Moarfistin decided to start his very own crusade against the Tau (FUCKING CHEESE LOVING CUNT HEADS!!!) and founded his very own company, the Somethingth Company, which was made up of all the Angry Marines nearby who didn’t have anything better to do and felt like a road trip to fuck up some xenos was an excellent idea.&lt;br /&gt;
&lt;br /&gt;
Unfortunately (or fortunately, it is all, after all, a matter of one’s perspective) for Moarfistin his route across the galaxy (an initially quiet and pleasant one as it only went straight through the EYE OF TERROR) has been made even more difficult due to the formation of the Cicatrix Maledictum, the galaxy wide shit hole which now bisects, intertwines and flat out covers Moarfistin’s route. This has him furious on multiple levels as firstly “FUCKING CHOAS SHIT EATING CUNTS!!!”, secondly “THE FUCKING NURGLINGS ARE GETTING IN THE WAY OF ME FISTING SOME VAGINA FISH!!! And thirdly “NOW I HAVE TO START ANOTHER FUCKING CRUSADE!!! I DON’T HAVE FUCKING TIME FOR THIS!!!” As it stands, Moarfistin and his crusade are sitting right in the middle of the galactic tear in the maelstrom, and has the choice of setting up camp and simply cruising up and down the Maledictum fighting anything and everything he finds, or to ignore the galaxy wide toilet and keep on ploughing through to tau territory.&lt;br /&gt;
&lt;br /&gt;
Being the smart and proactive psychic nut case that he is, Moarfistin has decided to do both, and currently has his crusade raiding and pillaging all nearby daemon worlds, cultist hideouts and chaos space marine vessels to build a brand new battle barge named the “Suicidal Insanity”, and has split his crusade down the middle (rather literally as there were an odd number of marines, said marine now has two bionic legs and an arm and his removed limbs were grafted onto a servitor), with the Suicidal Insanity staying behind to perform a crusade up and down the Maledictum, while Considerable Shouting continues onto the Tau worlds.&lt;br /&gt;
&lt;br /&gt;
This still leaves the issue of who is to command the Suicidal Insanity while Moarfistin goes vagina hunting, a problem with Moarfistin had another elegant solution to, and that is to make a copy of himself to command his new crusade, using his warp presence to power it, an idea he immediately dropped (AND WAS MOST CERTAINLY NOT THE MAIN PLOT POINT IN THE ORIGINAL DRAFT OF THIS STORY!!! NO HERESEY TO BE SEEN HERE!!!) as being too crazy even for him. That left his second (AND TOTALLY NON-HERETICAL!!!) last idea which would be to promote a likeminded Angry Marine to the rank of company captain, and too this end he gathered all the Angry Marines together under his command into the mess hall of the Considerable Shouting. “ALRIGHT YOU SACKS OF FUCKING GROZ MANURE!!!” He bellowed at the collected marines “LAST ONE STANDING GETS TO BE IN CHARGE OF THE NEW SHIP!!!” He had barely finished saying “in charge” before (in true Angry marine style) the Angry Marines started fighting, with broken bottles, power bats, honey badgers, power feet and even other Angry Marines being used as bludgeoning tools.&lt;br /&gt;
&lt;br /&gt;
Having seen this display plenty of times before, Moarfistin joined in for a few minutes to knock out a few marines that he just didn’t like then retired to his quarters, knowing that the entire company of marines would be fighting for quite a while, and even a good fight gets boring when it’s been going for several days. 2 days, 9 hours, 23 minutes, 6 seconds and three massive shits later, Moarfistin returned to the mess hall to see who was left standing, passing down the corridors filled with bruised, battered and swearing marines being patched up with duct tape, to find only two marines left still punching each other in their now shattered helmets. “WILL YOU FUCKING HURRY UP YOU CUNTS!!!” He shouted at the two remaining marines “I’VE GPT SOME WEEABOOS TO GO AND FIST BEFORE SLASNESHMAS COMES AROUND AGAIN!!!” The arrival of Moarfistin had roused the marines capable of being roused, who formed a circle around the fighters to add their insults to the fight “FUCKING KICK HIS NUTS!!!” “IVE SEEN ELDAR PANSIES PUNCH BETTER!!!” “CAN YOU FUCKING HURRY UP, SO WE CAN FUCKING EAT!!!” The added insults had the desired effect, as both fighters pulled back their right legs and simultaneously delivered savage kicks to the others privates, instantly knock both of them over into moaning heaps on the floor. “FUCK THIS SHIT!!!” Exclaimed Moarfistin “I CAN’T BE FUCKED WAITING ARPUND FOR YOU TO FIGHT AGAIN!!! YOUR NOW BOTH THE CAPTAINS OF THE NEW COMPANY NOW I’M OFF TO KICK SOME TAU IN THE CUNTS!!!”&lt;br /&gt;
&lt;br /&gt;
And just like that, Moarfistin continued his journey (he is now fighting his way through the outskirts of tau space) leaving the two new company captains (now named Tweedle Dick and Tweedle Cunt) on the Suicidal Insanity in charge of the (aptly named) “WHY DO WE HAVE TO FOLLOW THOSE CUNTS?!!!” Company. While Moarfistin’s crusade can be kept track of via the trail of destroyed (and fisted) tau worlds, nothing is currently known of the Suicidal Insanity and it’s two captains, but it is assumed that continued their crusade instead of punching each other for all eternity.&lt;br /&gt;
&lt;br /&gt;
++++++++++&lt;br /&gt;
&lt;br /&gt;
Thought for the day: Beware the Weeaboo, the waifu, the loli.&lt;br /&gt;
&lt;br /&gt;
++++++++++&lt;br /&gt;
&lt;br /&gt;
== Fuckew McHugerage ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Audio file #002521220, recovered from &amp;lt;s&amp;gt;Gamorax Colony&amp;lt;/s&amp;gt; Gamorax debris field&lt;br /&gt;
* &#039;&#039;Final notes of&#039;&#039; Inquisitor Phorik&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Great hero of the Angry Marines, Captain Fuckew &amp;quot;Nid-fucker&amp;quot; McHugerage, is Ranking Captain of the Second Company and imbued with the honorific title &amp;quot;SUPREME LARGE FURIOUS FUCKER OF THE TYRANIDS&amp;quot;, of which the Angry Marines only have one at a given time.&lt;br /&gt;
&lt;br /&gt;
This honorific is earned by a supreme act of absolutely unfettered rage that even the Angry Marines find impressive. Indeed, Fuckew Mchugerage is one of the most accomplished psychopaths of the Angry Marines.&lt;br /&gt;
&lt;br /&gt;
Fuckew was known in particular for his incredible anger whenever faced by any foe who had more than one leg. While his one weakness is that he is rather sedate when faced with one-legged foes (he only screams at a moderate volume and force-feeds his defeated foes only one or two of their own limbs), his rage is multiplied as the amount of legs on a foes increases to a level rivaling that of Temperus himself.&lt;br /&gt;
&lt;br /&gt;
This came to a boil in his first engagement with the Tyranids. As he and his second company, with him at the lead, fought the Tyranid hordes, he screamed with such rage that the Hive Mind itself recoiled and its control over the swarms was impaired. It was recorded that the day of the battle, a 9000-man Imperial Guard regiment in the nearby vicinity simply exploded as the wave of PURE ANGER hit them.&lt;br /&gt;
&lt;br /&gt;
Coming face to face with an eight-limbed Hive Tyrant, Fucke-&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;From the sheer force of anger and rage overwhelming shall be borne fire to cleanse heresy.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== An Inelegant Snub ==&lt;br /&gt;
*&#039;&#039;Excerpted from the diaries of Lieutenant Pretentiousness, beautiful servant of The Emperor and amazingly good looking soldier of the Pretty Marines&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The beautiful sun rose high above the glorious desert planet and I looked in wonder at the beauty The Emperor had graced us with. I turned to Brother Starr, his microphone held high as he prepared to give a beautifully arousing speech to all the brothers gathered there. I turned quickly to brush a speck of dust off that had landed on my armor, and breathed a sigh of relief that no one had seen that. As Brother Starr gave his address I looked into the sky and beheld a yellow Thunderhawk streaming toward the planet. It landed a few meters away kicking dust in all directions.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brothers, evasive action!&amp;quot; Each member of the chapter pulled out his industrial strength hair dryer, the flashes of purple lighting up the terrain below as the brothers tried in vain to keep the dust from dirtying their armor. It was of no avail, I heard wails of despair... there would be much washing tonight. I looked out over the landscape to see several yellow glints rushing toward the lines of our chapter. I looked closer and saw the figures of five yellow-clad Space Marines rushing toward us. Three of them held what looked like glorified wrenches, and the fourth carried a most unsightly banner. The fifth marine was hidden behind a mass of cardboard he carried with him. I heard their scream as they drew closer, drowning out all other sound, a horribly insensitive scream that rose above all other noise.&lt;br /&gt;
&amp;quot;SUCK ON THIS, YOU PANSIFIED FAGGOTS!!&amp;quot; The one carrying the cardboard dropped all of it and the five stood for a second.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ALWAYS ANGRY!&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ALL THE TIME!&amp;quot;&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The five turned and ran back the way they had come, and as their ship lifted off I saw several middle fingers on the side of the ship, still wet with new paint, and bearing the name, &amp;quot;The Bird&amp;quot;. I turned away in disgust, gracefully raising my chin.&lt;br /&gt;
&lt;br /&gt;
I stepped down toward the mass of cardboard, helping brothers remove dust from their hair on the way. &lt;br /&gt;
&lt;br /&gt;
I approached the mass of cardboard that had marred our beautiful desert landscape. Lying next to it was a small piece of paper. I knelt down and gingerly picked up the paper and turned it over. &lt;br /&gt;
&lt;br /&gt;
Printed on the paper was a receipt for 1001 pizzas with anchovies and pineapple, upon which was scrawled a crude imitation of my own signature. On the bottom one word was written in red ink, barely legible:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;OWNED&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
Thought for the Day: &#039;&#039;Consider the magnitude of your duty at leisure, but act without hesitation when action is required.&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
+++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Green-Hands Heresy ==&lt;br /&gt;
*&#039;&#039;From the historical records of&#039;&#039; Inquisitor Seros&#039;&#039;, investigator of Adeptus Astartes&#039;&#039; &amp;quot;Incidents&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
*Section #7193: &#039;&#039;The Green-Hands Heresy &amp;quot;Incident&amp;quot; of Kickass Prime&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I was sent to the planet of “Kickass Prime”, a planet claimed by a chapter of Battle Brothers known as the “Angry Marines”. This particular sector of the Marines had referred to themselves as the “Brawndo” sector of the Chapter due to their love of an energy drink from the Dark Age of Technology. This love of a drink, Emperor knows how they obtained some of the original in the first place, had caused them to complain to various sources until the item in question was mass produced. The drink spread across the Chapter like a Tyranid swarm and the sector was allowed to keep the name due to the drink being “&#039;&#039;ULTRA FUCKING SWEET!&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
The problem I was sent to solve, however, did not involve the drink. Rather, there were claims of Heresy amongst the ranks of the Angry Marines. It seems sometime during a cleansing of Ork, the Angry Marines took upon the “choppas” of the fallen Ork horde. While this itself is slightly Heretical, for they have slightly shunned the holy weapons of the Emperor, another blasphemy had occurred within the sector. One of the sergeants of the sector took great pride in felling a particularly large Ork and wanted its “Big Choppa” as a trophy. Unfortunately, the death-grip of the beast was too strong, even for a mighty Space Marine, and so the weapon remained in the clutch of the Ork. Not to be denied his prize, the sergeant proceeded to cut the hands off the Ork at the wrists. Afterward, when the beast was be-handed, as the case would be, the sergeant again tried to remove the hands to no-avail. This infuriated the already wrathful sergeant further. The sergeant subsequently summoned an apothecary to chop off his hands, and replace them with the Ork’s. This was Heresy beyond simply taking a fallen weapon; this was denying the hands given to him by the holy Gene-seed!&lt;br /&gt;
&lt;br /&gt;
When I arrived on the planet, one of my main questions was: &#039;Why was this not reported by the sector and instead reported by another Chapter?&#039;&lt;br /&gt;
&lt;br /&gt;
I was given the same reply from everyone I asked: “&#039;&#039;BECAUSE IT WAS REALLY FUCKING AWESOME, ASSHOLE!&#039;&#039;” Apparently in the time after the sergeant had committed this deed, others followed his example, taking not only the weapons of the Orks, but also other body parts. I’m more than certain there was a marine with an Ork head replacing a pauldron. This I could not stand, I demanded to see the sergeant responsible for the mess. They lead me to the sergeant now known as “Greenhands”. The name was suitable, for there he was, the giant Ork hands looking ridiculous attached to his comparatively normal marine arms. He had the Choppa hung over his back when he accosted me, asking “&#039;&#039;WHAT IN THE SERIOUS FUCK ARE ONE OF YOU INQUISITORS DOING HERE?!! SHOULDN’T YOU BE OUT LOOKING FOR CHAOS OR SOME SHIT?!&#039;&#039;” I replied to him that I was indeed here due to claims of Heresy. In retrospect, I should not have said that. From the moment I uttered &amp;quot;Heresy&amp;quot;, the whole of the camp within earshot began frantically running around cursing wildly, looking for any sign of Heresy they could find so they could stomp it out. This did please me, somewhat. It could very well have been that these Brothers were not Heretical, merely... simple-minded.&lt;br /&gt;
&lt;br /&gt;
After about half an hour and a few small mammals squashed and shot repeatedly at point-blank range with bolters, Sgt. Greenhands returned to me and assured me that any possible Heresy had been wiped out. I told him that the Heresy was due to his weapon and new appendages. He berated me and asked if anyone told me how “&#039;&#039;REALLY FUCKING AWESOME&#039;&#039;” it was. I assured him that his fellow Battle Brothers did indeed tell me this was the case, but carrying an enemy’s weapon instead of a holy weapon given to him by fellow servants of the Emperor and replacing his hands with an enemy’s was indeed Heresy. The sergeant thought on this for a minute before calling for one of the sector’s Chaplains. After explaining to him that I was here because of his new weapon and because I “&#039;&#039;WOULDN’T KNOW AWESOME IF IT BIT HIM&#039;&#039;[me]&#039;&#039;ON THE ASS&#039;&#039;” he asked if the Chaplain could do anything to “&#039;&#039;SHUT THIS PUSSY UP!&#039;&#039;” The Chaplain looked at me and commenced a verbal tirade that very possibly rivaled that of the sergeant&#039;s. At any rate, he then reached into his pouch for a Purity Seal. He took one out, wrote some words on the paper attached (which I can only hope were Holy Sermons of the Emperor), and then proceeded to place the Purity Seal onto the weapon. The Chaplain then stood before me and without looking back, pointed at the Choppa and said “&#039;&#039;SANCTIFIED, BITCH!&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
I then proceeded to take my leave of the Angry Marines, assuring them they would be cleared of all Heresy charges as long as they continued to cleanse the Ork weapons of taint but this would not be excused if such matters were extended to Chaos Weapons. The Chaplain agreed saying, “&#039;&#039;WE KNOW NOT TO TAKE ANYTHING FROM THOSE CHAOS FUCKS, ASSHOLE!&#039;&#039;” He then pulled my undergarments over my head and kicked me onto my transport.&lt;br /&gt;
&lt;br /&gt;
I have written this report standing up.&lt;br /&gt;
&lt;br /&gt;
+++++&lt;br /&gt;
&lt;br /&gt;
Thought for the Day: &#039;&#039;Faith in the Emprah is the strongest weapon we have.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
+++++ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Shitkicking Skirmish ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Extracted from the Imperial archives on Holy Terra.&#039;&#039; &lt;br /&gt;
* &#039;&#039;Dataport #55892B, Section 87D-3A, Adm.Sublevel 12.&#039;&#039;&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
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The pissed off Angry Marines on board the Cruiser ”IFUCKDURMOM” were rushing to the nearest drop pods, wanting to be the first one knocking the shit out of the Chaosfags attacking the imperial world &#039;Pandaemonium Prime&#039;. The Chaos Marines of the Emperors Children had begun an orgy of murder, rape and recording furry porn to please their dark masters.&lt;br /&gt;
&lt;br /&gt;
”&#039;&#039;COCKSUCKING FUCKING ARSEBISCUITS&#039;&#039;” one of the Angry Marines bellowed as a squad of Angry Marines rushed to the surface in a drop pod. This traditional pre-mission term of imminent shitkicking was hailed by roars and profanities as the pissed off death dealers started punching and headbutting the interior of the drop pod. &lt;br /&gt;
&lt;br /&gt;
The arrival on the surface of the planet was as violent as to be expected. &lt;br /&gt;
&lt;br /&gt;
Brother-Chaplain Smackface saw the reinforcements and immediately proceeded to give orders to the newcomers. ”&#039;&#039;TOOK YOU LONG ENOUGH YOU COCKGOBBLERS, WE HAVE ORDERS TO FUCK SHIT UP, KICK ASS AND MAKE SURE THE CHAOSFAGS TAKE THE FUCKING HINT THIS TIME!!!&#039;&#039;”. Even during a heated firefight Brother Chaplain Smackface was as usual more detailed in his description of the situation than most commanders in the Chapter. To which one marine remarked; ”&#039;&#039;OH JUST LET US AT THEM ALREADY YOU BITCHING ASSJOCKEY!!&#039;&#039;”. The Chaplain, cursing and infuriated, immediately picked up the marine and threw him in a perfect arch into the fray.&lt;br /&gt;
&lt;br /&gt;
The marine, nicknamed &#039;Shitkicker&#039;, found himself flying in a perfect arch into the fray and landing amidst a large group of cultists adorned in pink, chains, leather and fursuits. Before the cultists could even react to the surprising arrival of the yellow pissed off character, the Angry Marine let off a string of four-letter curses, infuriated with a burning rage by the pussypantsfaggotry. And within milliseconds he became a blur, tearing the cultists apart, limb by limb, still letting off violent tirades of obscenities at the chaos worshipers around him.&lt;br /&gt;
&lt;br /&gt;
After ripping off the heads of countless heretics, Chaplain Smackface arrived with the squad Shitkicker had arrived with. “&#039;&#039;SO YOU WORTHLESS CUNT MANAGED NOT TO WHINE, CRY AND DIE LIKE A BITCH? WELL IF YOU DON&#039;T STOP ARSING ABOUT AND FOLLOW ME I&#039;LL RAPE YOUR SKULL OPEN WITH A GIANT SPIKY DILDO, YOU DILDO!!!&#039;&#039;”. After given these new orders Shitkicker started to sprint with the other marines. Their objective soon became apparent after he heard the thumping sound of large chaos dreadnoughts. &lt;br /&gt;
&lt;br /&gt;
“&#039;&#039;THESE CHAOSFAGS DON&#039;T FUCKING GET THAT IF WE KILL YOU, YOU BETTER STAY DEAD AND BUTTFUCKED OR ELSE WE&#039;LL SKULLFUCK YOUR SORRY ASS SOME MORE!!&#039;&#039;” the chaplain calmly stated after seeing the dreadnoughts making their way towards the main body of the angry marine taskforce. Knowing that if the enemy would engage the other Angry Marines before they could get their hands on the chaosfags still pants-on-head retarded enough to be named the “&#039;&#039;EMPERORS&#039;&#039; children”, the other angry marines would rip them to pieces and not leaving any asskicking for Chaplain Smackface and his squad. &lt;br /&gt;
&lt;br /&gt;
While moving through the vast army of furryfuckers and pinktards, delivering some serious lecturing about what happens when you even think about heresy, the contingent of Angry Marines were closing in on the dreadnoughts. The chaplain quickly assessed the situation and exclaimed the mighty battlecry of the Angry Marines; &#039;&#039;FUUUUUUUUUUUUUU-&#039;&#039;&lt;br /&gt;
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+++++++&lt;br /&gt;
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Thought of the day: &#039;&#039;Heresy is the very definition of &amp;quot;Doing it wrong&amp;quot;.&#039;&#039;&lt;br /&gt;
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+++++++&amp;lt;br&amp;gt;&lt;br /&gt;
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== Recruitment By Fire ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;An excerpt from the Journal of Brother-Sergeant Josephus Corric, 6th Company of the Angry Marines, former Imperial Guard, Corporal of the 40th Infantry (Mechanized), Echo Company&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
*&#039;&#039; Regarding events during 995.M41 on Gudrun, Helican Segmentum Obscurus&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
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		&lt;br /&gt;
	We were moving forward to assault this Enemy held outpost when we were stopped by a company of Traitor Marines. Us softies, well, we’re no match for all that power armor and lets be candid, the standard IG issue lasgun is about as effective against power armor as harsh language.&lt;br /&gt;
&lt;br /&gt;
	The Enemy was dug in to this hillside deep and good. They had thrown up earthworks and camouflaged the area pretty well. Nothing had showed up on our auspex or geothermal imaging. We walked right into the area without warning and the Enemy began shooting.&lt;br /&gt;
&lt;br /&gt;
	It was not pretty. Textbook ambush that could have come right from basic tactics class. The Enemy waited until half of the company had passed them and then opened fire. They had at least two quad-linked heavy bolters hidden in those hills. The incoming fire was so thick I thought I could see individual bolter rounds as they were fired.&lt;br /&gt;
&lt;br /&gt;
	The first ranks of men were mowed down so quickly they didn&#039;t even have time to scream. One moment they were there, the next there were just steaming body parts oozing blood.  &lt;br /&gt;
&lt;br /&gt;
	The ranks farther back... well, I don’t think I’ll ever forget those screams. The Enemy swung those quads over the line of men and watched them fall. Farther back, the rounds weren’t as effective; that is, they did not kill cleanly. The Enemy seemed to take a perverse joy in shooting the wounded. Listening to them scream, watching them bleed...&lt;br /&gt;
We paid a heavy price for relying on those Adeptus Mechanicus instruments rather than our eyes. That won&#039;t happen again, I can tell you.&lt;br /&gt;
&lt;br /&gt;
	As we sought cover, I noticed that no one was giving orders. I expected some Commissar or officer to start rallying the men and when that didn’t happen it dawned on me that I was the ranking man. Talk about a weird sensation, being in charge and all. Surreal. &lt;br /&gt;
&lt;br /&gt;
	I figured that since the Astartes get all the credit, they might as well do the heavy lifting. So I made the command decision to call them in. Our company was supported by the Angry Marines and I got their vox frequency off my dead lieutenant.   &lt;br /&gt;
&lt;br /&gt;
	“This is 40th ID, Echo company, transmit to Astartes detachment. We are south south-east 22 clicks from debarkation and have had our advance halted by fortified Enemy located at coordinates 37 23.516 ...”&lt;br /&gt;
&lt;br /&gt;
“WHADDAYA WANT??!!”&lt;br /&gt;
&lt;br /&gt;
	I was startled by the abrupt reply that overrode my vox transmission. “Uh, well, we encountered some Traitor Marines dug in...”&lt;br /&gt;
&lt;br /&gt;
“WHAT??? PANSY ASSES HIDING IN THE GROUND?!! WHERE??!!”&lt;br /&gt;
&lt;br /&gt;
“37 23.516 -122 02.625&amp;quot; I said, giving the location of the GPS coordinates.  &lt;br /&gt;
&lt;br /&gt;
There was an uncomfortable pause on the vox.&lt;br /&gt;
&lt;br /&gt;
“WHERE THE FUCK IS THAT???!!!”&lt;br /&gt;
&lt;br /&gt;
	I reasoned they were experiencing mechanical difficulties with their instruments. So, I figured I&#039;d describe some landmarks. “Uh, well, we’re by this mountain and there is a stream near by...”&lt;br /&gt;
&lt;br /&gt;
“LIGHT A FUCKING FLARE, YOU ASSHOLE!!! MARK THE DZ AND GET OUT OF THE FUCKING WAY!!!”&lt;br /&gt;
&lt;br /&gt;
	I was a bit taken back. “Very well. Watch for the green flares.”  &lt;br /&gt;
&lt;br /&gt;
	There was no response from the vox.  &lt;br /&gt;
&lt;br /&gt;
	I got my troops to mark a zone a few hundred meters from our position and then we waited. I listened to the vox and gathered intel. Seems that there was some heavy atmospheric interference and that only sub orbital craft could be used.&lt;br /&gt;
&lt;br /&gt;
	I heard the sound of roaring engines at full thrust. Four Valkyries entered our airspace, their thrusters on full as they came in low. Was the rear hatch open?  I could see glints of red and yellow through the small gaps in the hatch. Were the occupants crouched and ready to ... jump? No, that had to be a mistake, no one inserts a ground assault at full throttle... &lt;br /&gt;
 &lt;br /&gt;
“GET OUTTA THE WAY, CUNTSICLE!!!” I heard through the vox. The Valkyries did not slow as they approached. In fact, they seemed to speed up. When the Valkyries were directly over our position, the marines ... jumped. I’d never seen anything like it.&lt;br /&gt;
&lt;br /&gt;
In seconds there were sixteen yellow and red figures raining from the sky, each armed with ... bats and wrenches?  &lt;br /&gt;
&lt;br /&gt;
“WE GOT US SOME HEADS TO CRACK!” We got out of the way, alright. The marines came down on the Enemy position mere meters from the redoubt. The Enemy was surprised too, they didn’t even fire. The yellow and red wave crashed over the redoubt and the combat was joined, hand to hand. Or wrench to head, as it were.&lt;br /&gt;
&lt;br /&gt;
	I stood up to get a better look at the battle. No, this was carnage and I wanted to join. I wanted payback for the ambush. “For the Emperor!!! For the Fortieth!!! FORWARD!!!” I yelled. Echo company sprang from their cover and rushed the redoubt. We took the position and mopped up what the marines left us. Literally. There was not much left and what was left could fit in a bucket.  &lt;br /&gt;
&lt;br /&gt;
	In the midst of the slaughter, I noticed a change in the battle. We were no longer moving up the redoubt. Fact was, we were not moving at all. We were taking cover from plasma bolts that were being shot from further within the hillside. I moved along side a Marine that was cleaning bits of a helmet from the jaws of his power wrench. &lt;br /&gt;
&lt;br /&gt;
“Status, Sir?” I asked after saluting.&lt;br /&gt;
&lt;br /&gt;
	The marine looked up from his cleaning, “WE’RE GETTING SHOT AT, ASSHOLE!!! YOU NEED ME TO TELL YOU THAT?!!!”  &lt;br /&gt;
&lt;br /&gt;
	Indeed, we were. The forces of the Enemy had established another system of redoubts and had fortified them with plasma emplacements. Which were laying down an impressive suppressing fire. The Angry Marines were, well, angry, but not stupid. No one charges into plasma guns fired from a fortified redoubt. So there we all were, taking cover in that trench, waiting for... Well, I was not sure what we were waiting for. I was sure that no one was going to charge into that plasma. &lt;br /&gt;
&lt;br /&gt;
	The marines conferred with one another. I heard snippets of their conversation: “TOO FUCKING FAR...OUT OF RANGE...THOSE FUCKING FUCKS...CANT GET THE FUCKING ANGRINATOR IN HERE...WHAT THE FUCK ARE YOU LISTENING TO, ASSHOLE??!!!” The last comment was directed at me. “Sorry.”&lt;br /&gt;
&lt;br /&gt;
“DAMN RIGHT, YOU ARE!!!” Just then the Marine with the power wrench stood at the redoubt’s edge and yelled, “FUCKING PANSIES!!! STOP SHOOTING!!! HONORLESS WIMPS!!!” He threw the piece of helmet he had freed from the wrench’s jaw. There was still something in that helmet...&lt;br /&gt;
&lt;br /&gt;
	Incredibly, the fire stopped. Even the Marines were surprised.  &lt;br /&gt;
&lt;br /&gt;
“Worshipers of the corpse-emperor! Surrender and welcome the embrace of Chaos!!!” The voice was silky smooth and deep, yet deadly. Like broken glass in ice cream.  &lt;br /&gt;
&lt;br /&gt;
	All of the marines began screaming insults in return. They were imaginative and dealt mainly with detailed instructions on how the Enemy could fornicate with a Catachan devil. This then progressed into fornication with plasma engines, then fornication with various edged weapons, and then fornication with their mothers and other ancestors. It was getting... repetitive.&lt;br /&gt;
&lt;br /&gt;
	I figured I should do something. I approached the Angry Marine with the wrench. He paused in his insults and took notice of my presence. “Let me try”, I said.  &lt;br /&gt;
&lt;br /&gt;
“YOU UP FOR THIS, FUCKFACE?!” He bellowed. I did not get the impression that he was purposely hostile toward me; this seemed to be his usual means of address. “Yessir!” I replied.&lt;br /&gt;
&lt;br /&gt;
“HAVE AT IT!!!” Grinning, he gestured rudely toward the Enemy ranks and stepped aside.&lt;br /&gt;
&lt;br /&gt;
	Incredibly, the Angry Marines stopped shouting. They were still seething, the air between them charged with heated rage, but they did not utter a word. All eyes were on me.&lt;br /&gt;
&lt;br /&gt;
“This is Corporal Josephus Corrick, 40th Imperial Guard Infantry, Mechanized, acting commander of Echo Company. You are surrounded. Surrender, and we will show you the Emperor’s mercy.” &lt;br /&gt;
 &lt;br /&gt;
“No. You are surrounded. You surrender and we won&#039;t wear your skin on our armor.” Came the reply.&lt;br /&gt;
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	The Angry Marines groaned. I remained unperturbed. “Look, no more blood need...”&lt;br /&gt;
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“BLOOD FOR THE BLOOD GOD!!!” Came the response. Angry Marines were shaking their heads and becoming impatient. I was feeling a bit irritated.&lt;br /&gt;
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“This is foolishness! You have no chance! This redoubt is the last point of resistance...”  &lt;br /&gt;
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“FFFUUUUUURRRRRRRRRRRPPPPPPPPPPPPP!!!” The Enemy blew me a raspberry. The Angry Marines were laughing now. At me.&lt;br /&gt;
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	I felt my face flush “Surrender now and we promise you...”&lt;br /&gt;
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“Worshipper of the corpse-emperor! We will wash you away from this planet in an unending tide of blood! Join us and you will know true glory in serving chaos!!!”&lt;br /&gt;
&lt;br /&gt;
	I froze in place. The world suddenly became very quiet and time froze. It was just me with my thoughts. After watching half of my company torn to shreds by the Enemy, they were asking me to &#039;&#039;join&#039;&#039; them? The screams of my brothers in arms, still fresh in my mind, came to the fore of my mind. Suddenly, something changed, igniting a deep rage within my self that surprised me. But I embraced it. The rage and anger gave me a strength I did not know I had. My voice boomed over the battlefield as if I were using a vox.  &lt;br /&gt;
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“Join ...you. Join...you. JOIN YOU???!!! Why in the FUCK WOULD I JOIN THE LOSING SIDE???!!! You traitor assholes turned your back on your legion, your species, YOUR EMPEROR to do what? TO BE ON THE LOSING SIDE??!!! You are on... what? The 11th, no, 12th , no, 13th Black Crusade? That’s an uninterrupted twelve time LOSING STREAK!!!  You would think that you fucks could get it right one time in TEN THOUSAND YEARS!!! &lt;br /&gt;
&lt;br /&gt;
	The Angry Marines fell silent and looked upon me, with respect. I was encouraged.&lt;br /&gt;
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“Power of Chaos? The only power I see is THE POWER TO FAIL!!! CHAOS MAKES YOU STUPID!!! FUCK&#039;N A! WHO THE FUCK JOINS SOMEONE WITH A TRACK RECORD LIKE THAT???&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	I was rolling now. The anger burned within me like a plasma drive at full power.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;RUINOUS POWERS&#039;??? THE ONLY RUIN I SEE IS YOU SHITTING YOUR PANTS!!! DUMBFUCKS!!! WHO IS THE ONE COWERING IN THE BOTTOM OF A FUCKING HOLE, BITCH???!!!”&lt;br /&gt;
	&lt;br /&gt;
	The Angry Marines broke out into a hearty applause. There was no response from the Enemy. Just an embarrassed silence. They started shooting again, but it was just filler.  &lt;br /&gt;
&lt;br /&gt;
	The Angry Marines were still clapping. I moved back from the rampart and the anger still burned within me. “Join them... chaos must make you stupid... fucking fucktards...”  &lt;br /&gt;
&lt;br /&gt;
	The Angry Marine with the power wrench approached me. He removed his helmet and spoke, “HEY ASSHOLE! THINK YOU CAN FIGURE OUT WHICH END OF THIS TO USE???” He handed me his power wrench. It was beautiful. A meter long of polished adamantium, perfectly balanced and the head still dripping with the blood of the Enemy.  &lt;br /&gt;
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“FUCK YEAH!” I bellowed back.&lt;br /&gt;
&lt;br /&gt;
“RIGHT!!! HERE&#039;S THE PLAN, I THROW YOU INTO THE ENEMY AND YOU KILL THEM. THINK YOU CAN REMEMBER THAT??!!!”&lt;br /&gt;
&lt;br /&gt;
	I did not even get to respond before he picked me up and threw me boldly over the rampart directly at the Enemy position. Thank the Emperor, the Enemy was just as surprised as I was, and didn&#039;t shoot me out of the sky. I landed a half a meter short of the twin linked plasma gun the Enemy had placed in the redoubt. Without thinking, I hit the mount with the power wrench as hard as I could. Then I felt the shock up my arms and nearly dropped it. Two things then occurred to me: 1) that I should turn it on, and, 2) I was going to die. Lucky (or not so lucky as I found out later) for me, the gun-operator assumed the wrench was on and dived away from the emplacement. I lit up the power wrench, let out a warcry, and triumphantly hit the gun. There was a bright flash of light and that was all I remember.&lt;br /&gt;
&lt;br /&gt;
	I woke up later. Much later. I was in a hospital ward surrounded by arcane instruments of unknown purpose. The Angry Marine was there; the one that gave me his power wrench. He saw I was awake.&lt;br /&gt;
&lt;br /&gt;
“WHAT KIND OF STUPID FUCKER USES A POWER WRENCH ON A PLASMA EMPLACEMENT???!!!&amp;quot;&lt;br /&gt;
  &lt;br /&gt;
He shook his head with incredulity.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;FUCKING CHAOS PUSSIES RUNNING AROUND, ON FIRE, SCREAMING, AND YOU SLEEPING THROUGH THE WHOLE THING!!!” He laughed. It was an angry laugh.&lt;br /&gt;
&lt;br /&gt;
“YOU OWE ME A NEW WRENCH, FUCKTARD. JUST SO I CAN KEEP MY EYE ON YOU, THIS APOTHECARY IS GOING TO RAM SOME GENESEED THROUGH YOUR FUCKING SKULL.”&lt;br /&gt;
&lt;br /&gt;
There was a hint of a smile in his eye as he walked out of the room.&lt;br /&gt;
&lt;br /&gt;
“WELCOME TO THE ANGRY MARINES... ASSHOLE.”&lt;br /&gt;
&lt;br /&gt;
== Assault Sergeant Dickface ==&lt;br /&gt;
* From the archives of Drywalker Fen&lt;br /&gt;
* File #61225A: Assault Sergeant Dickface&lt;br /&gt;
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Assault Marine Dickface was promoted to the rank of Sergeant during the Heresy of Drywalker Fen in 912.M41. His squad was to be deployed as an attack on the position of heretic leadership. Unfortunately the [[Thunderhawk]] that transported the squad was shot down by enemy fire and the brothers were scattered. During the attack Dickface had lost most of his equipment and had to make do with a weapon he found at the site of a bombed encampment; a two-handed [[chainsword]]. As he attempted to regroup with his squad, Dickface got his ass stuck in the fens of Drywalker. As he tried to pull himself free from the goop, Dickface had the idea of firing up his jump pack to full power. It eventually tore him free, but send him hurtling through the air. He noticed that by divine aid this was straight in the direction of his squad&#039;s target, and shouted &amp;quot;OPEN WIDE, MOTHERFUCKERS&amp;quot; before descending onto them like an angel of wrath.&lt;br /&gt;
&lt;br /&gt;
Pict footage later determined that upon landing, through a combination of luck and skill, Dickface managed to shove his chainsword through the mouth of the heretic commander all the way down out of his pelvis, impaling him in a single motion. Dickface then proceeded to beat enemy command to death with the impaled body of their commander, after which he cut the weapon free through the corpse&#039;s back. Dickface then proceeded to repeat this on six infantry platoons, a score of heavy weapon teams and a trio of [[Sentinel]] walkers, killing their operators by pouncing on the cockpit and forcing the weapon through the vehicles&#039; vision slits.&lt;br /&gt;
&lt;br /&gt;
For his heroics and skill, Dickface was elevated to the position of Assault Sergeant and was granted one of the Chapter&#039;s &amp;quot;Angry [[Beakie]]&amp;quot; Mark VI Corvus suits of [[Power Armor]]. While his position as a Sergeant allowed him to wield the traditional Power Bats and Power Wrenches of the Angry Marines; he opted to keep the weapon he found, dubbing it &amp;quot;Throatfucker&amp;quot;. While some Angry Marines believe him to be a &amp;quot;TAINTFONDLING SHOWOFF WHO THINKS HE&#039;S TOO FUCKING HARDCORE FOR A POWER BAT&amp;quot;. For this reason, Sergeant Dickface&#039;s skill with Throatfucker has been proven time and again.&lt;br /&gt;
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+++++++ &amp;lt;br&amp;gt;&lt;br /&gt;
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Thought for the day: do not wonder, as curiosity invites disaster.&lt;br /&gt;
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+++++++ &amp;lt;br&amp;gt;&lt;br /&gt;
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== Induction V2.0 ==&lt;br /&gt;
&lt;br /&gt;
Original version of the story was a mess and can be found [[Talk:Angry_Marines#original_Induction|here]]&lt;br /&gt;
&lt;br /&gt;
Alternate opinion: editing someone else&#039;s fiction into a barely literate parody of its former self is, well, fucking stupid. Read the original and make up your own mind.&lt;br /&gt;
 &lt;br /&gt;
The dimly lit troop section of the drop pod was filled with noises that could pass for grunts under the sustained G of the drop pod&#039;s separation engine. Nine Space Marines endured the invisible hand of inertia with outward &#039;patience&#039; and &#039;calm&#039; born as much of familiarity as of training, genetic engineering, surgery and simmering RAGE. Nine squad&#039;mates&#039;, and one other: even more calm, even if that was less attributable to experience.&lt;br /&gt;
&lt;br /&gt;
The squad sergeant unsubtly looked his new charge over with a practiced and twitching eye, assessing everything from bearing to attentiveness. Battle-Brother Ten was of course under significant pressure from acceleration, made worse by the necessity for the Primaris Marine to slump deeply in his crash couch to accommodate his elongated torso. His legs, too, were splayed out awkwardly on either side of the sergeant&#039;s knees, a sight which filled the sergeant with no end of angry amusement.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ARE YOU FUCKING COCKSUCKER TRYING TO HIT ON ME LIKE A SLANEESHY FAGGOT?!?&amp;quot; said the sergeant with what could pass as a grin among sharks and other species known for biting people&#039;s faces off. Shouts that could be laughter echoed around the drop pod as the G eased off, the squad adjusting their positions for re-entry.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Your customs and sense of humour are strange to me, sergeant.&amp;quot; replied the Primaris. &amp;quot;I cannot imagine that Primarch Guilliman would approve of your lack of focus ahead of such an important operation; nor of the...&amp;quot; he stopped suddenly, weighing whether his statement would be received as insubordinate. &amp;quot;... condition of your wargear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ten had, perhaps, a point. While his own Mark X power armour was gleaming, freshly painted in the livery of his new Chapter and hand-polished to a shine, the rest of the squad looked as if they&#039;d been dragged feet-first through a chainswords foundry. Pieces of half a dozen different armour marks adorned the squad, and while the detritus of previous warzones had been hosed off as part of ship&#039;s quarantine, battle damage was still evident on all.&lt;br /&gt;
&lt;br /&gt;
The sergeant in particular was a trainwreck. As Ten&#039;s eyes moved down from the sergeant&#039;s dented &amp;quot;beaky&amp;quot; helmet to the acid-scarred torso, to the axe-gouged thigh piece, he was perplexed to notice the sergeant&#039;s right hand resting with the thumb and forefinger joined to make a circle. As his head exploded with pain, swiftly dampened by his suit&#039;s autoapothecary, Ten felt anger rising at the stunning blow from the sergeant&#039;s other hand, its brutal strength belying the smaller marine&#039;s stature.&lt;br /&gt;
&lt;br /&gt;
The rest of the squad squirmed in their acceleration harnesses to watch the show, while the hull started to whine against the increasingly dense atmosphere.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;LISTEN WELL TO THE RULES OF THE FUCKING GAME, YOU CUMGOBBLER AMATEUR!!&amp;quot; said the sergeant almost pleasantly, resuming his casual stance of barely contained anger and resting one foot on a large reinforced sack full of something that gave a metallic clink under the weight; like gold bars in a concrete mixer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My name is Primaris Augustus.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOUR NAME DOESN&#039;T FUCKING MATTER!!!&amp;quot; retorted the sergeant, ejecting a round from his battered boltgun, &amp;quot;NOW LOOK AT THIS PIECE OF SHIT!!!&amp;quot; Ten glanced at it, noticing again that the sergeant had pinched it between thumb and forefinger to form a circle. Before Ten could react, the sergeant slammed him in the crotch with an armoured boot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;IF YOU ARE NOT AS BIG A FAGGOT AS YOU ACT LIKE, YOU&#039;LL GET A FUCKING NAME SOMEDAY!!!&amp;quot; barked the sergeant. &amp;quot;YOU ARE NOT ANGRY OR BLOODY MANLY ENOUGH TO BE ONE OF OURS!!!&amp;quot; indicating Ten&#039;s immaculately maintained bolt rifle and armor, &amp;quot;YOU ARE JUST A BIGGER PIECE OF SHIT THAN YOUR AVERAGE GIRLYMAN FANBOY!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ten&#039;s temper was rising now. &amp;quot;On Mars, such undisciplined rabble would be liquified and fed to the servitors. I&#039;m surprised that even works&amp;quot; he snarled through gritted teeth and eyes watering from the second blow, pointing furiously at the sergeant&#039;s dishevelled weapon. &amp;quot;And the next chaplain I see will hear of your insult to the Primarch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sergeant was visibly shaking with rage now, fully visible even in over the shaking of the re-entry fireball that was the drop pod. &amp;quot;IF YOU DON&#039;T SHUT YOUR FUCKING FAGGOTY COCKSUCKING MOUTH I&#039;LL LET THAT ASSHOLE MOFO HAVE A FIELD DAY WITH YOU!!!&amp;quot; he shouted. &amp;quot;HOW MANY FUCKING TIMES HAVE YOU DROPPED ON SOME FUCKER&#039;S HEAD, YOU AMATEUR?!?&amp;quot; he screamed, almost helmet to helmet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Two times including this one!&amp;quot; yelled Ten, no longer caring about maintaining discipline in the face of the open conflict that had been bubbling ever since his recent arrival with the reinforcement fleet.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THEN SHUT THE FUCK UP YOU FAGGOT!!!&amp;quot; retorted the sergeant. &amp;quot;I NEVER FUCKING BOTHERED REMEMBERING THE NUMBER OF CUNTS AND ASSHOLES I&#039;VE KICKED AND PUNCHED SO I DON&#039;T GIVE A SHIT ABOUT YOU OR YOUR OPINIONS!!! SO GET THE FUCK OUT OF OUR WAY WHILE WE KICK SOME MOTHERFUCKING ASS!!!&amp;quot; Cocking his chainsword as retro-thrusters slammed into life, the sergeant turned his attention to the exit ramps.&lt;br /&gt;
&lt;br /&gt;
Ten had never felt such rage at being treated so dismissively. As the pod crashed into the planet and the ramps deployed he burst furiously into the light and started laying into the swarm of Tyranid lifeforms swarming around the pod with the butt of his rifle. Shards of carapace and gouts of foul ichor flew in a maelstrom around him as he unleashed his boiling frustration.&lt;br /&gt;
&lt;br /&gt;
It was several moments before he noticed the Hierophant bio-titan standing over him and watching him curiously, like a child examining an ant. The lesser lifeforms stopped their assault and backed away as the great beast lowered its head towards him, before they were trampled by the maddened rush of his brutish squadmates. Transfixed, Ten barely registered the sergeant&#039;s voice on his suit comm as the great maw opened to sample a new morsel. What was that psychopath shouting at him?&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;ALWAYS ANGRY!!! ALL THE TIME!!!&#039;&#039;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
White hot rage exploded in Ten&#039;s brain as he leapt into the Heirophant&#039;s jaws, past the rows of monomolecular-edged teeth and deep into the back of its throat. There he hacked brutally at the soft flesh until the swallow reflex clenched bloody blankets of meat around him, forcing him down into the boiling acid in its gut.&lt;br /&gt;
&lt;br /&gt;
Sergeant Dickface and the rest of the squad whooped in joyous ire as they clambered up the legs of the great beast, carving footholds with chainaxes and driving their power wrenches deep into its joints. They hacked and mutilated tendons, flesh and carapace. And when the great beast finally collapsed to its knees they punched it further, revelling in the righteous rage they always felt.&lt;br /&gt;
&lt;br /&gt;
As the bio-titan slumped its distended belly to the battlefield, a gout of blood and meat ejected from what could only be its anus, coating the still fighting hordes of Tyranids and Marines in pitched battle around it. Dickface surveyed the dripping orifice with anger and rage, and maybe... expectation? As Ten emerged from it headfirst, he tossed a loose Carnifex talon at the Primaris&#039; head before running up to the beast&#039;s ruined &#039;face&#039;.&lt;br /&gt;
&lt;br /&gt;
Still raging, his armour half-dissolved by pungent fluids, Ten hacked into the sphincter until it released him and he fell to the earth trailing gibbets of innards. Landing hard he rolled and, noticing a yellow-armoured perimeter around the Titan&#039;s head, ran up the length of the Heirophant&#039;s destroyed body dragging the talon and opening the torso like a zipper.&lt;br /&gt;
&lt;br /&gt;
Sergeant Dickface was screaming obscenities and battering the Heirophant&#039;s head into a bloody mess with its own oversized (but rapidly getting smaller and smaller as it splintered) spine. Ten joined him with boot and fist until the last shudder had faded and the enormous biomachine was finally still.&lt;br /&gt;
&lt;br /&gt;
They regarded each other with blood-shot eyes, helmets discarded onto the filth around them, both bearing a closer resemblance to a half-cooked stew than Space Marines of the Imperium of Man.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WHERE&#039;S YOUR FUCKING PEASHOOTER YOU FAGGOT?!?&amp;quot; Dickface yelled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;THE BLOODY PIECE OF SHIT GOT IN MY WAY SO I THREW IT AT THE CUNT&#039;S FACE!!&amp;quot; replied the Primaris. &amp;quot;WAIT... WHAT IS THAT SHIT?!?&amp;quot; He bent down and reached into an unidentifiable mass of bloody muscle. Dickface watched as the marine&#039;s arm went in up to the elbow, freshly coating it in slick blood. When it emerged there was no bolt rifle, but a circle made of forefinger and thumb.&lt;br /&gt;
&lt;br /&gt;
The Primaris slammed his forehead into Dickface&#039;s face, sending the sergeant flying backwards and sprawling on the ground. Dickface lay there shaking with raging, flipping him the bird and screaming obscenities.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;WELCOME TO THE FUCKING ANGRY MARINES, SHITHEAD!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
+++++++ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thought for the day: The burden of failure is the most terrible punishment of all.&lt;br /&gt;
&lt;br /&gt;
+++++++ &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­♦­ ­♦­ ­♦­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Master of the Armoury, Enginseer Mightilypissedoff the third==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The latest addition to the Angry Marines command structure/brawl which makes decisions based on who’s left standing, Mightilypissedoff the third represents a step forward for the chapter as he is actually TRAINED for his job, as opposed to everyone else who simply out survived or out punched their competitors. Starting life as a boy by the name of Yarrick Smith the third from a family of comfortable standing in one of the many hive cities on Armageddon. His family&#039;s standing (Yarrick being an incredibly popular name on Armageddon being “da greatest humie eva!”) and Armageddon’s large levels of industry and mechanisation gave Yarrick the resources to pursue his hobby of engineering, with his father commissioning a shed to be built for him, which he filled to the brim with broken machines (broken servitors, vacuum cleaners, one of Vance Motherfucking Stubbs lost Baneblades, just general stuff). Yarrick even showed so much promise that he was head hunted by the Adeptus Mechanicus who started teaching him about the ways of the omnisiah (with the aim of eventually initiating him into the mechanicus), teachings which Yarrick excelled at to the point that he would be commissioned to repair complicated machinery.&lt;br /&gt;
&lt;br /&gt;
This happy existence continued for several years, right up until he reached the ripe old age of 11, when his hive was given a visit, by the Angry Marines who had gotten bored and had decided that they wanted a vacation killing orks (something which Armageddon has absolutely no shortage of). While other chapters might coordinate their arrival with the local planetary governor (or in thus case, commissar Yarrick) and bring their Marines down to the planet in an organised manner, the Angry Marines are far too impatient for such nonsense and just fired themselves down in drop pods and rhinos randomly towards the planet. One such Angry Rhino was fated however, to impact with the workshop/shed of Yarrick Smith while Yarrick was inside said shed. The resulting explosion blew Yarrick free of the wreckage and left him only with minor burns, but managed to destroy his family home (along with his family) and (more importantly) his workshop filled with his tools of the omnisiah.&lt;br /&gt;
&lt;br /&gt;
“FOR FUCKS SAKE!!!” Someone shouted from the wreckage “I FUCKING TOLD YOU TO AIM FOR THE FUCKING JUNGLE YOU PRICK, HOW CAN YOU MISS A CUNTING CONTINENT SIZED JUNGLE?!!!” This was followed by the sound of someone being hit over the head by a very large wrench (Yarrick was very good at recognising these things). “NEXT TIME YOU CAN FUCKING DRIVE YOU OMNISIAH CUNT, YOU TRY AIMING ONE OF THESE THINGS!!!” Shouted another, which was followed by a deep growl which Yarrick recognised as the whisperings of a machine spirit, the angriest he’d ever heard. After a few more moments the roar of an engine started and a red and yellow rhino slowly dragged itself from the wreckage, mounted by two Angry Marines fighting each other. Thankfully for histories sake, the driver of the rhino stopped his vehicle before it turned the shocked Yarrick into paste, a stop which dislodged the two fighting Marines off the tank to land at his feet, upon which they stopped fighting, stood up and glared at Yarrick as if this was all his fault. “OI KID!!!” Bellowed the one with the huge wrench “WHAT ARE YOU FUCKING LOOKING AT? HAVE YOU NEVER SEEK A FUCKING ANGRY MARINE BEFORE?!!!” This broke Yarrick out of his trance, what was the marine doing shouting at him? This man had just destroyed his shed, destroyed his life’s work, his gifts from the omnisiah, and he had the balls to swear and curse at HIM. All of a sudden, Yarrick was filled with a righteous fury and before he knew it he was pelting the marine with scattered wrenches and chunks of metal while screaming a stream of profanity which just melted into one long cry of “FFUUUUUUUUUUUUUUU!!!”&lt;br /&gt;
&lt;br /&gt;
After the two marines finally managed to pin Yarrick to the ground (after he had managed to dismantle a large chunk of their power armour) with some help from the ten other marines inside the rhino, the driver and the rhino itself, the first marine (which Yarrick later learned to be an Angry Tech Priest) asked “WHAT’S YOUR NAME YOU FUCKING ANKLE BITER?!!! DAMN I THINK HE BROKE MY FUCKING ARM!!!” After a bit more swearing Yarrick responded “Yarrick Smith the third YOU FUCKING CUNT LOOK WHAT YOU DID TO MY FUCKING SHED YOU FUCKING BASTARD!!!” “NOT ANOTHER FUCKING YARRICK!!!” bellowed the tech priest “YOU LOOK MORE MIGHTILYPISSEDOFF TO ME!!!” Which drew a round of laughter (if somewhat pained due to the assorted collection of broken bones). “YOU ARE NOW MIGHTILY PISSED OFF THE THIRD YOU PRICK, AND YOUR FUCKING COMING WITH US!!!”&lt;br /&gt;
&lt;br /&gt;
And thus, Yarrick Smith became Mightilypissedoff the third, and after being dragged kicking and screaming off Armageddon passed through all the Angry Marines rites and became an Angry Tech priest, powering himself along with his eternal loathing for his kidnappers/adopted family. Life after that was fairly quiet for pissed off for the next millennia or so, spending most of his time taming the Angry Marines more violent vehicles (something which he had an innate talent for) and fighting in the few hundred conflicts the chapter finds itself in at any given time. His chance to seek revenge against the Angry Marines, when the Master of the Armoury Enfurious Ragman announced that “WE’LL BE HAVING A FUCKING “CULTURAL EXCHANGE” WITH THE FUCKING TOASTER SHAGGERS, AND I NEED ONE OF YOU PRICKS TO GO TO FUCKING MARS!!!” Luckily and entirely coincidentally, all the other Angry Tech Priests were simultaneously hospitalised due to “BLUNT FORCE TRAUMA TO THE BALLS WITH A FUCKING WRENCH!!!” And thus, Mightilypissedoff was the only person available to go to Mars.&lt;br /&gt;
&lt;br /&gt;
Upon arriving on Mars, Mightilypissedoff was treated like a lost son who had finally returned to the fold, and for another happy millennia or so he was taught everything he did not yet now about the ways of the omnisiah, slowly (fast by mechanicium standards as his competitors would be found dead due to “BLUNT FORCE TRAUMA TO THE BALLS!!!” making his way up through the ranks until finally becoming the head of a titan manufactorum and earning the title of enginseer. It was however, realised by the council of mars that pissedoff was too Angry a person to truest become one of their own, despite his immense skill, a flaw which they blamed on the Angry Marines, a crime which they added to the chapters very long list of offences. But the mechanicium could not just simply get rid of pissedoff, it was not his fault he was corrupted and he was still equally talented if not more so than mar’s greatest priests.&lt;br /&gt;
&lt;br /&gt;
The chance for revenge came with the new of the death of the Angry Marines Master of the Armoury, creating an opening in their command structure. This was a golden opportunity for the mechanicium, an opportunity which Mightilypissedoff the third was perfectly placed to exploit, being both an Angry Marine and a child of the omnisiah, and so he was brought before the council of mars who explained their plans to him, to which pissed off replied “WHERE DO I FUCKING SIGN?!!!”&lt;br /&gt;
&lt;br /&gt;
So after a millennia or so away, Mightilypissedoff the third returned to the Angry Marines with a single task, either bring the chapter to heel, or destroy them, but how could they be sure that Mightilypissedoff would get the job? Because he&#039;s angrier than even the rank and file Angry Marine (let alone an Angry Tech Priest), a being who utterly despises the Angry Marines for what they have done so much, that the Angry Marines would take one look at him now and say &amp;quot;CALM YOUR BALLS YOU WALKING TOASTER, YOU CAN HAVE THE FUCKING JOB!!! IT&#039;S NOT AS IF ANY OF US CUNT WEASELS WANTED IT ANYWAY!!!&amp;quot; And just like that, Mightilypissedoff was the Master of the Armoury. But as pissedoff took up his new role he started to wonder whether he had been truly happy/ANGRY on mars, there you had to pray for 20 minutes just to open a vent on an air con unit, and had he really hated and despised the Angry Marines to the point that he wanted to destroy them, he’d had more freedom and fights with the Angry Marines than he could have had over the course of hundreds of millennia with the mechanicium.&lt;br /&gt;
&lt;br /&gt;
And so, instead of destroying the Angry Marines, Master of the Armoury Mightilypissedoff the third embraces/head locked them, and has been happy/ANGRY EVER SINCE. He now spends most of his time on the battlefield &amp;quot;FUCKING SMASHING ANY CUNT WHO OFFENDS THE OMNISIAH!!! THAT COCKSUCKING LEMAN RUSS JUST LOOKED AT ME FUNNY, YOUR NEXT DIPSHIT, FUUUUUUUUUUUUUUUU!!!&amp;quot;, so much time in fact that the Angry Tech priests are wondering if they should promote one of their own to the rank of Master of the Armoury (those who suggest that die mysteriously from BLUNT FORCE TRAUMA TO THE BALLS VIA A HUGE FUCKOFF WRENCH SMASHING THEM OVER AND OVER AGAIN!!!) Mars is somewhat surprised by the turn of events, and are so exasperated that the Angry Marines heretical actions are to be officially ignored until they do something really stupid, like filling a titan full of honey badgers and blowing it up for shits and giggles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The relics of the Angry Marines==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;the looted, looted, looted, Pretty Marines &amp;quot;WARGH MOTHERFUCKER!!!&amp;quot; Banner.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A banner which was once owned by the pretty marines, at the time called the &amp;quot;Notice Me Senpai&amp;quot; banner, it provided space warping properties of the same manner used by daemonettes to hide their crab claws, granting all pretty marines around it incredible beauty and two-inch-thick plot armour, as it effectively made all pretty marines within its range main characters in an anime, so how could they die. Unfortunately (for the pretty marines at least) the orks don&#039;t give a shit about anyone else&#039;s plot armour apart from their own (and yarricks, da greatist an orkiest humie eva!) and proceeded to brutalise the pretty marines with their long, hard shafts/choppas, and took the banner for themselves.&lt;br /&gt;
&lt;br /&gt;
The banner was used for quite some time by ork commandos, who used its powers to make them look absolutely fabulous (or at least good looking enough to a guardsman who hasn&#039;t had sexual contact with another human for months) and thereby sneak up on enemy positions. Those they snuck up on could still see the orks, but would be too busy having awkward boners etc to notice, boners which they would die with as the commandos chopped them to pieces. Over time however, the banner began to lose its strength, being replaced more and more by wargh energies, and although it still provided a healthy glow to the orks (5/10 while drunk), it was no longer enough to hypnotise the enemy, resulting in the commandos being curpstomped by a squad of storm troopers, and the banner was then taken by the inquisition.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the inquisitor in possession of the banner was well travelled and cunning enough to know that xenos tech should not be dismissed out of hand (do the, how do you say it? Funky monkey) and so started experimenting on the banner, to find out how it could be both orky and pretty at the same time. However, the inquisitor made a grave mistake of being within one hundred light years of the Angry Marines during the two years of the completion of the Codex Angry Marines, and thus became one of the many inquisitors who &amp;quot;WAS BEATEN OVER THE FUCKING HEAD BY THE LITERAL FUCKING BOOK!!!&amp;quot; And thus, finally, the banner fell into the hands of the Angry Marines, who used it (during their two year &amp;quot;book tour&amp;quot;) for their own amusement, as anyone within its range would start talking orky (DIS FUKIN BANNER IZ DA FLASHIEZT!!! WE SHODA KRUMPED DAT INQUISTOR GIT FOR IT BLOODY AGES AGO LADZ!!!).&lt;br /&gt;
&lt;br /&gt;
Over time however, like every other piece of influence before it, the orky powers around the banner started to diminish, to be replaced by &amp;quot;RAGE MOTHERFUCKER!!!&amp;quot; to the point that the Angry Marines started carrying their &amp;quot;FUCKIN FLASHY BANNER!!!&amp;quot; into battle, to great effect, as it carried Pretty, Wargh and Angry energies within it, making everyone around it &amp;quot;DA ANGRIEST, DA ORKIEST AND DA PRETTIEST SONS O FUCKIN BITCHES IN DA FUCKIN GALAXY!!!! WARGH MOTHER FUCKERS!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Codex Angry Marines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While most codices were written or printed by hand or machine, the codex angry marines, was forged (although it wouldn&#039;t be surprising if the codices of the iron hands or the salamanders are forged as well). Made from a slap of steel adamantium alloy which had been pissed on for seven days and seven nights and the pages and spine were carved from the block by a team of Angry Marine Mindfuckers, using nothing but profanity, and the occasional bolter round. The crude simulacrum of a book was then brought before the Angry Marine chapter master, Temperus Maximus, for he had been ordered by the inquisition, the adeptus ministorium and terra, the high lords and, worst of all, the ultramarines, to make the Angry Marines codex compliant.&lt;br /&gt;
&lt;br /&gt;
Maximus admired the slab of metal before him, it would be would be a fitting vessel for his rules to his battle brothers, and a giant middle finger to everyone else, as they never said whose codex the Angry Marines had to abide by. Flicking/snapping open the book with a quick curse which could still be heard in the cargo bays the chapter master glared at the metal page, melting words into it through sheer, undiluted contempt, drops of alloy dripping from the book to sizzle on the floor. Finally, his work done, Maximus leashed in his rage and closed the book, pausing only to read the rapidly cooling words, which said;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;JUST HIT THE FUCKERS!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Opening the doors to his chambers carrying the book, Maximus found a riot (one of the technical terms for a gathering of Angry Marines, another being an arse kicking) of silent Angry Marines outside. &amp;quot;SO WHAT DOES IT SAY?!!!&amp;quot; Shouted one with unaccustomed politeness and reverence, while the others waited for the chapter masters response. There was the pause as Maximus considered, only to get angry with himself for needing to pause, he raised the book high above his head, and brought it crashing down on the questioning marines armoured brow, sending him crashing through five floors to land in a wrathful heap. Then, fixing those amassed before him with a steely gaze which left a few temporarily blind, Temperus Maximus gave his response, in a bellow which could be heard back on terra, &amp;quot;YOU CUNTS SHOULD ALREADY KNOW WHATS WRITTEN IN THE FUCKING BOOK YOU COCKSUCKING, WEABOO, DEAMON FONDLING FAGGOTS!!!&amp;quot;. The assembled marines didn&#039;t hesitate in their response, even the marine who had been smashed through the floor &lt;br /&gt;
&lt;br /&gt;
&amp;quot;ALWAYS ANGRY, ALL THE TIME!!! ALWAYS ANGRY ALL THE MOTHER FUCKING TIME!!! SUCK ON IT YOU ULTRAMARINE BASTARDS!!! FFFFFFFFFFFFFFFUUUUUUUUUUUUUUCCCCCCCCCCCCKKKKKKKKKKKK!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The resulting fight lasted several years and resulted in a death toll in the billions, but the Angry Marines didn&#039;t care, and they carried the codex Angry Marines with them every cockshot of the way, as a reminder that they didn&#039;t need some ultrasmurf faggot to tell them who they are and what to do, but mostly to  &amp;quot;BEAT SOME FUCKING INQUISITORS WITH THE LITERAL FUCKING BOOK!!!&amp;quot; It has gotten to the point that the book itself hurls insults at the enemy, and the odd bolter shell, and maybe the odd lightning bolt, but that sort of thing stops once you apply a fresh purity seal.&lt;br /&gt;
&lt;br /&gt;
There is a worry however that, as the book contains at least twenty blank pages,  that the book may write in itself, an idea which has everyone, except the Angry Marines, absolutely shitting their collective pants. What might a book given semi sentience by an entire chapter’s rage write in itself? The main theory is that the book will write some brand-new curses (and by that, curses unknown to the Angry Marines, the galactic guardians of the offensive word), curses which will probably be specifically insulting to ultramarines, or perhaps the 40k universes equivalent of the word Belgium. Either way, any new words must remain unknown to the universe at large to prevent galactic level recreations of the  &amp;quot;Raiders of the lost ark&amp;quot; final scene, thankfully though, the book is protected/owned by the FUCKING ANGRY MARINES, meaning that a force the size of every black crusade combined would be needed to rest it from their adamantium grip.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Head of Ward&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A relic from before the unification wars, the shrunken head of the fifth (sixth) chaos god. The head sits impaled on a wooden stick and has a large cock and balls drawn on its forehead in permanent marker, from the remains of the heads neck droops a thick clump of fur, described by ancient texted as the &amp;quot;Crown of the neckbeards&amp;quot;, which is said to have been awarded to the fifth/sixth chaos god for fucking over an ancient table top game. The head has been in the possession of a number of different parties such as (but not limited to) the ultramarines (who built a shrine to it and masturbated to it), nurgle (as even he found it vile to gaze upon), the eldar (who used its space and time warping aura to be complete dicks) and the pretty marines (who put makeup on it). The last owner was slaanesh (who used it as a fleshlight) until it was swept up by the currents of the warp into the battle barge litany of litany’s litany, where the Angry Marines attempted to destroy it, only to find it indestructible.&lt;br /&gt;
&lt;br /&gt;
Ever since that day the Angry Marines have been trying to get rid of the disgusting head, but even something as terrifying as Matt Wards head, still has its uses, mostly by warping space and time around those chapters and species he had once fucked over.&lt;br /&gt;
&lt;br /&gt;
Disconcerting, the head also whispers heretical ideas in the dark of night, despite how much constructive criticism/rage the Angry Marines throw at it, things like &amp;quot;the Ultramarines are the only true space marines&amp;quot; and &amp;quot;why don&#039;t you guys team up with the necrons&amp;quot; or, worst of all &amp;quot;the baby carriers weren&#039;t a bad idea, it&#039;s not me who designed the fucking things&amp;quot;. The whispers can be heard in a hundred-mile radius (even in the vacuum of space) and resulted in many sleepless nights (WHO FUCKING NEEDS SLEEP!!!) for the nearby Angry Marines until someone came up with the bright idea of keeping the head next to the Codex Angry marines, an arrangement which results in the head crying softly, and while this crying can still be heard a hundred miles around, the moans of one of the imperiums greatest foes is a lullaby to everyone&#039;s ears.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The combi-combi flamer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before he died, Master of the Armory Enfurus Ragman (MAY HE KICK BALLS AND SCREAM FOR FUCKING ETERNITY!!!) had been working on improving the standard combi flamer, a weapon much admired/used excessively while screaming at the enemy, due to the large amounts of Dakka it could produce. Ragman desired to increased said amounts of Dakka (and maybe while he was at it add some blades or big steel rods to make it choppy as well), but was struggling to do so (like many who had come before him before they were killed by the mechanicus for crimes against the omnisiah).&lt;br /&gt;
&lt;br /&gt;
It was on a normal, rage filled night, Ragman was in the armoury holding a combi flamer and a roll of duct tape. He looked at the flamer, and then to the duct tape, then to the flamer, then back again, and that, is when genius struck. He took the flamer, and wrapped it in several rolls of duct tape and fired it at the nearest object (a servitor as it happens). The gun (although it was now definitely a better gun because it was covered in duct tape) was no more dakkery than before (even if it had annihilated the servitor), and so Ragman went on a &amp;quot;MOTHERFUCKING, AND TOTALLY JUSTIFIED RAMAGE!!!&amp;quot; Through the armoury. Later he realised he folly, and this time duct taped two combi flamers together, and thus, the Combi-Combi Flamer was born.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, Ragman died before achieving the ultimate goal of making the flamer also choppy (duct taping a chainsword to it) or before he could make more combi-combi flamers, otherwise the Angry Marines would have eradicated all heresy a long time ago.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Doom Guy gun&#039;&#039;&#039;&lt;br /&gt;
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A &amp;quot;gift&amp;quot; (left behind) weapon given to the Angry Marines by the honorary Angry Marine, Doom Guy, when he appeared on the battle barge maximum fuck while it was passing through the warp. The gun (after being analysed by angry tech priests) was found to have the highest density of Dakka per kilogram, but it only worked when the wielder was moving at top speed, and it fired even faster when firing at daemons.&lt;br /&gt;
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The Doom Guy gun was once brought to battle against the orks, who, upon seeing the gun and recognising its power, immediately surrendered to the Angry Marines (producing a level of confusion in the Angry Marines which created such a strong backlash of confusion in the warp that it prevented tzeench from pulling off a &amp;quot;Just as planned&amp;quot; large enough from destroying terra). When asked afterwards why they had surrender, the ork war boss replied &amp;quot;So much Dakka. What can one do against such flashy bitz.&amp;quot; [[Blood Ravens|Of course, the Angry Marines now have to keep it locked up to protect it from certain Red and Black Kleptomaniacs...]]&lt;br /&gt;
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&#039;&#039;&#039;The Storm Shield Surfboard&#039;&#039;&#039;&lt;br /&gt;
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The anger child between a squad of Angry Terminators and an Angry Tech Priest, while the Angry Marines were fighting deamons of Slannesh on an ice world. At the best of times terminators are slow and purposeful, put them on a planet which is covered in a metre and a half of snow, and they might as well make them stationary. Angry Terminators are not calm beings at the best of times, but dump them in a snow drift and have deamonettes dance around and taunt them, then you get to exploding levels of RAGE (many battle brothers were lost to such deviant tactics, MAY THEY KICK BALLS AND RAGE FOR FUCKING ETERNITY&amp;quot;). Such rage would also have a dramatic effect on the terminator armour, as marines would claw their way out in the nude to &amp;quot;FUCKING FIST THOSE DEAMONETTE SLUTS!!! HOW DO YOU LIKE BEING FUCKED BY A CHAINSWORD!!!&amp;quot; (Ow do it harder your making me so god damn horny BLAM). Terminator armour is rare at the best of times, even more so in a chapter which uses them to walk into lascannon fire for &amp;quot;SHITS AND GIGGLES MOTHERFUCKER!!!&amp;quot;, and such damage makes the Angry Tech Priests so angry that they can be used to melt glaciers.&lt;br /&gt;
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[[File:Storm Shield Surfboard.png|thumb|right|&#039;&#039; Call us today and you can get the first three seasons of Scooby Doo included free of charge! &#039;&#039;]]&lt;br /&gt;
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So an &amp;quot;alliance&amp;quot; was formed based on the desire to a. Get to the enemy faster and b. To not ruin terminator armour while doing so, between a five man terminator squad, and the tech priest Jordy Motherfucker, who was originally from the water covered agri world of Spectoris. After much arguing and fighting (the equivilent of a polite hello followed by tea and biscuits for the Angry Marines) Jordy suggested the use of one of the terminators storm shields as a sled to slide over the ice slopes, in imitation of a water based pastime from his home world. &amp;quot;But how do we make it travel uphill or over long distances?&amp;quot; Pondered Motherfucker out loud (being an Angry Techpriest, Jordy only spoke in lower case most of the time). &amp;quot;PUT SOME FUCKING ROCKETS OR MELTAS ON THE FUCKING BACK YOU IDIOT!!! YOUR SUPPOSED TO BE THE FUCKING CLEVER ONE AROUND HERE!!!&amp;quot; Replied one of the Angry Terminators, who proceeded to take his storm shield and hammer some rockets onto the back of his power hammer. Then, taking a run up, said terminator jumped onto his storm shield and powered up the rockets.&lt;br /&gt;
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When they found the terminator ten miles away (by following the trail of decapiated, mutilated and fisted deamonettes) at the bottom up an icy hole all he would say was &amp;quot;I&#039;M FUCKING DOING THAT AGAIN!!!&amp;quot; as he kept trying to remount his now drained storm shield. Since then, the Storm Shield Surfboard has been fitted with improved fuel tanks, more reliable/non-exploding rockets, an Angry levitation system (borrowed) from the Angry Repulsor tank, a front edge force field for added decapitation, cup holders and a tv which plays constant runs of an old earth show called &amp;quot;Scooby Doo&amp;quot;, a show which is believed to be the very same &amp;quot;FUCKING QUALITY CARTOONS!!!&amp;quot; That Reclusiarch Mofo has been watching for all this time. Nobody has yet been able to create more Storm Shield Surfboards, as the board is more owned by a single marine who refuses to let anyone else use/play with it, meaning that for someone else to use it, say a tech priest, he will either have to wait for the current &amp;quot;owner&amp;quot; to die, become incapacitated in some way, or have the board confiscated by a mob of Angry Tech Priests or a high ranking chapter member.&lt;br /&gt;
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&#039;&#039;&#039;Roll of Emergency Purity Seals&#039;&#039;&#039;&lt;br /&gt;
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One of the roles of a chief Reclusiarch is to ensure that the chapter remains full of nice, good, emperor bothering space marines, and not spikey, tentacle creatures wearing power armour. Chief Reclusiarch Mofo doesn&#039;t really give a shit as &amp;quot;ANY PUSSY WHO WOULD JOIN CHAOS IS A WORLD EATER WANNABE!!! NOT A FUCKING ANGRY MARINE!!! NOW PISS OFF IM WATCHING SOME FUCKING QUALITY CARTOONS!!!&amp;quot;&lt;br /&gt;
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However, despite the fact that Angry Marines are as likely to fall to chaos as a grot is likely to defeat a dreadnaught, the Chief Reclusiarch services are still required, mostly in the blessing of random shit the marines have found to make sure that the inquisitors don&#039;t get any exterminartus based ideas. Even this minor task is too much for Mofo&#039;s non-existent patience, so he took a roll of standard, two ply imperial toilet paper, screamed at it &amp;quot;YOU ARE BLESSED YOU INANEMATE PIECE OF SHIT!!!&amp;quot; And drew a small angry face on the first sheet.&lt;br /&gt;
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This roll of emergency purity seals/blessed bog roll was then slammed into the face of the first Angry Marine demanding his bolter or power wrench to be blessed and followed by a bellow which was felt by a nearby battle barge &amp;quot;BLESS IT YOURSELF YOU CUNT WEASEL!!!&amp;quot; Despite the rolls unassuming appearance, it does provide significant protection to anything a sheet is slapped onto, in fact, each sheet shouts &amp;quot;YOU HAVE BEEN BLESSED, NOW STOP FUCKING MOANING!!!&amp;quot; After being used, but what&#039;s most remarkable is that the roll hasn&#039;t run out, being destroyed after many millennia of use and still has the same angry face on the first sheet.&lt;br /&gt;
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In the direst of situations it can even be used to wipe your arse, and marines who have done so say that &amp;quot;MY SHIT HOLE HAS NEVER FELT SO CLEAN!!! IT WAS LIKE WIPING MY ARSE WITH A FIELD FULL OF BUNNIES!!!&amp;quot; Mofo refuses to create more rolls for chapter wide, even imperium wide, use, arguing that (after he had shoved fagbasher up the arse of the inquisitor stupid enough to ask) &amp;quot;ANY CUNT WHO NEEDS EXTRA PROTECTION FROM CHAOS IS A FUCKING TYRANID LOVING WHORE!!! NOW PISS OFF, IM STILL FUCKING WATCHING SOME QUALITY CARTOONS!!!&amp;quot;&lt;br /&gt;
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&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
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==A Literal Shit Storm==&lt;br /&gt;
Note, this story is a work in progress and thus the title and story elements will change over time, you have been warned. I have moved this from the discussions page so that a. I can work on this story from my phone, not just my computer and b. to free up space in the discussions page for other stories people might want to post and discuss.&lt;br /&gt;
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{{MattWard}}&lt;br /&gt;
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Chapter 1&lt;br /&gt;
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It was not originally realised what the greatest impact the Fiery Aggressors would have on the Angry Marines would be. If you’d asked the average Angry Marine (assuming he didn’t pick a fight with you, correction, after he had picked a fight with you) he would have said “THEY’D FUCKING SET STUFF ON FIRE!!! WHAT KIND OF RETARDED QUESTION WAS THAT?!!!” And this is actually correct, their greatest impact on the chapter was to set stuff on fire, more specifically, setting stuff on fire using flamethrowers utilising promethium laced ground up copies of the Codex Astartes. This didn’t make the flamethrowers any more burny, but it did make them far more FUCKING AWESOME.&lt;br /&gt;
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The only downside to this was that the Fiery Aggressors would get through a lot of copies of the codex Astartes, and as much as the Angry Marines despise the “FAGGOTY, GIRLYMAN FAP FICTION!!!”, it is still used by the chapter as toilet paper, resulting in a conflict of supply and demand on a galactic scale. As the Angry Marines attempted to gather more copies of the Codex Astartes to wipe their increasingly filthy arseholes, the Fiery Aggressors would steal those copies to use as fuel, leading the rest of the chapter to search ever more desperately for their dwindling supplies of shithole-wiping pages. Things became so desperate that the Angry Marine’s Chapter Master, Temperus Maximus, recalled all the Angry Marines command structure to one place to discuss/argue the crisis which was threatening the very existence (or at least hygiene) of the chapter, as the chapters astropaths could sense the attention of Nurgle being directed towards them.&lt;br /&gt;
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“FFFFFFFFUUUUUUUCCCCCCKKKKKK!!!” shouted the Chapter Master to bring the assembled marines before him to silence (or at least to swearing under their breath out of habit). He had chosen to hold the meeting in his private quarters aboard the battle barge Maximum Fuck. Around the large, circular table (already covered with pizzas and skittles) he had had constructed for this very purpose sat the galaxies angriest beings. Directly opposite him sat Commissar Fuklaw, glaring at a single point on the table so hard it had started to smoke and give off squeals of “please, I have a family, be merciful”. Around him sat and huddled a contingent of other commissars, their trigger fingers twitching in anticipation of the first sign of HERESEY!!! A few seats down sat the Chief Mindfucker, Moarfistin, who had been called back from his crusade into Tau space, making him even more pissed than usual. He was flanked on either side by his two seconds in command, Tweedle Dick and Tweedle Cunt, who were currently staring down Captain Satchel with beady, bloodshot eyes. Captain Satchel paid them no heed, he’d faced far worse than those cunts. Noticeably absent from the meeting were the Master of the Armoury, Enginseer Mightilypissedoff the third (who being mostly mechanical required no need to shit, except on special occasions, say to take a massive dump on an ultramarine) and Chief Reclusiarch Mofo (who was still locked in his quarters watching cartoons, and had access to the roll of emergency purity seals, and as such had no shortage of toilet paper).&lt;br /&gt;
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“NOW THAT YOU’VE STOPPED FUCKING ABOUT WE CAN GET TO THE CUNTING PROBLEM!!!” started the Chapter Master, “THANKS TO THE FLAME THROWER CUNTS WE’RE ALMOST OUT OF BOG ROLL TO SCRUB OUR ARSEHOLES FUCKING CLEAN!!! NURGLINGS HAVE BEEN SPOTTED FOLLOWING THE MORE SHIT SMEARED MARINES, WE NEED FUCKING BOG ROLL AND FUCKING FAST!!!” At the mention of Nurglings, Moarfistin let off several psychic bolts of pure fury which melted part of a nearby wall to slag. “HERESEY!!!” bellowed the group of commissars who had levelled their bolt pistols at the Chief Mindfucker out of sheer muscle memory. After a quick break to disarm the commissars and repair the wall the meeting continued with an Angry Veteran asking “LET’S JUST FUCKING USE MOFO’S PURITY SEALS!!! THAT SHITS SOFTER THAN UNICORN FUR THREADED WITH THE FINEST FUCKING SILK, AND IT NEVER FUCKING RUNS OUT!!!” There was a chorus of swearing in agreement at this until it was pointed out by ones of the Apothecaries present that “YOU CAN FUCKING TRY!!! BUT I’M NOT GOING TO BE THE ONE TO REMOVE FAGBASHER FROM YOUR BOI CUNT WHEN MOFO FUCKING CATACHES YOU!!!” There was a moment of silence as everyone present remembered what had happened to the last motherfucker who had been desperate enough to try and steal and use the roll of emergency purity seals from Mofo. It was the first time a lot of the marine’s present had ever heard a fellow Angry Marine beg for mercy.&lt;br /&gt;
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“WE COULD JUST USE NORMAL FUCKING BOG ROLL!!!” chipped in a lieutenant to break the silence, who was then immediately beaten to the ground by the marines surrounding him and dragged, kicking and swearing, from the room. “NOW THAT WE’VE GOT THE STUPID FUCKING QUESTIONS OUT OF THE WAY!!!” shouted the Chapter Master “DO ANY OF YOU CUNTS ACTUALLY HAVE A FUCKING GOOD IDEA?!!!” “LETS FUCKING INVADE MACRAG, THE ULTRACUNTS HAVE GOT PLENTY OF BOG ROLL!!!” shouted someone from the back, which got a cheer/war cry from all the Marines assembled who then charged to the door to prepare for a crusade against the ultramarines, not that they really needed an excuse to do so.&lt;br /&gt;
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“GET THE FUCK BACK HERE YOU PUSSIES I DIDN’T GIVE YOUR SORRY CUNTS PERMISSION TO LEAVE!!!” screamed Maximus at the now motionless pile of marines stuck in the doorway. “AS FUCKING NICE AS IT WOULD BE TO TAKE A HOLIDAY TO THE ULTRA CUNTS!!!” continued Maximus, reaching under the table and grabbing something “WE’D END UP WITH THE INQUISITION SO FAR UP OUR FILTHY ARSEHOLES THAT WE’D BE ABLE TO HEAR THEM SHOUT HERESEY OUT OF OUR MOUTHES!!!” And at that he pulled an inquisitor with a microphone out from under the table, and gave the man such a withering stare that his hair began to grey and char at the ends before everyone’s eyes.&lt;br /&gt;
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“AS INVADING OTHER CHAPTERS IS OUT OF THE FUCKING QUESTION!!!” shouted Fuklaw as the inquisitor was “politely” shown the way out of the room to the nearest airlock “WHAT FUCKING IDEAS DO YOU BASTARDS HAVE?!!!” The room erupted with swearing and fighting at this, as every single marine present tried to get his idea heard, throwing chairs, pizzas and other marines at each other. At some point Fuklaw lost his patience and began unleashing his withering gaze upon the room, which started to catch fire and melt, drops of metal landing on the fighting marines to eat away at power armour and just generally making them even more pissed off. At some point Maximus and the other heads of command finally lost their patience as well and joined in with the fighting, which actually helped, as at least half of the fighting marines were immediately knocked out as they e.g. Received a face full of Dick Haggard’s fists, or got catapulted into the ceiling after taking a swing from the back of Dylad.&lt;br /&gt;
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“I think I have an idea,” said a strong, yet quiet voice. Immediately, the fight stopped as a wave of unease spread across all those assembled, their minds suddenly becoming calmer, as if someone had put a large pillow over each man present. In unison, the fight (the official collective noun for a group of Angry Marines) turned their heads towards the door to the Chapter Masters chambers, where there now stood a marine clad in the same armour as everyone else, except for an ancient rope adorned with the colours of the desert fangs; a Silencer Ancient. For a moment, no one spoke, the Angry Marines normal desire to swear and curse abated by the presence of such a large, ancient psychic void. Even Fuklaw and Moarfistin’s rage abated somewhat as their otherwise uncalmable minds were also embraced by the cold void emanating from the incomprehensibly ancient figure before them. As one, the fight got itself up from the floor and stood (as much as an Angry Marine is capable of) respectfully towards the silencer, each marine holding his breath in anticipation.&lt;br /&gt;
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Sighing a sigh which somehow managed to communicate what it was like putting up with Angry Marines, the Silencer continued. “We could ask the head of Ward; such an ancient and vile creature must know of where we can acquire enough copied of the codex Astartes. He did after all, influence its creation.” A ripple passed through the crowd at the suggestion. They all hated and feared the head of Ward, even the Silencers, who were normally untouched by the warp, could feel its vileness and plot defying aura. Dropping the three unconscious marines he had forgotten he had been head locking, Maximus walked to the Silencer in the doorway, his head bowed in reverence and uncertainty. He never knew how to treat the Silencers, they were simultaneously his superiors, his subordinates, and his equals. Under normal circumstances he would have punched the man in the face just to break the ice, but his mind was still unnaturally calm, and incapable of its usual divisive fury.&lt;br /&gt;
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The Silencer rolled his eyes behind his helmet, as he reached deep into his mind for his rage, a rage built up over millennia of fighting demons and babysitting the red and yellow fucks, and threw it at the chapter master in the only form of communication the Angry Marines seemed to understand. “STOP GROVELLING LIKE A FUCKING GROT!!! GET YOUR FIST OUT OF YOUR SHIT HOLE AND MAKE UP YOUR FUCKING MIND YOU OVERSIZED MUSHROOM!!!” Instantly, all the eyes in the room were once again lit with fury again as they all straightened themselves up despite numerous broken bones and bruises and shouted their reply.&lt;br /&gt;
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“ALWAYS ANGRY!!! ALL THE TIME!!! FFFFFFFFFFUUUUUUUUUUUCCCCCCKKKKKKK!!!” And with a smile on his face honed over many centuries of bloodshed and swearing, the chapter master glared deep into the silencers eyes. “SO BE IT!!!” he shouted to those assembled, “INFORM THE TECH PRIESTS!!! TELL THEM TO PREPARE THE MAIN HANGAR, WE SHALL SPEAK TO THE FUCKING HEAD OF WARD!!!”&lt;br /&gt;
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A few hours later and the battle barge Maximum Fuck&#039;s main hangar had been cleared of ships to make a large space in which the chapter master, Reclusiarch Mofo (even he could not refuse being present for such an event), Moarfistin and Fuklaw now stood in a semi-circle. All other marines had been banished from attending this event (not that they would want to attend it, as even greater demons and machines do not suffer the... thing&#039;s presence willingly). “BRING IT IN!!!” shouted Mofo, wishing he could just go back to watching cartoons. The blast door at the far end of the cavernous room opened with a menacing thud, and three dreadnoughts strode through. The central one held something draped with a thick, black cloth, while another carried a large chunk of metal, which seemed to weigh down the dreadnought far more than its size would suggest. Behind them followed a looming, mechanical figure covered in servo arms and measuring devices, two red eyes shining from its yellow and red robes; Master of the Armoury, Enginseer Mightilypissedoff the third. The event would have been awe and fear inspiring, if it hadn’t taken the mechanical procession two minutes to reach the centre of the chamber, with the master of the armoury scuttling along to try and keep up with the lumbering dreadnoughts, but finally, they reached the centre of the room, and set down the object wrapped in cloth.&lt;br /&gt;
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“THIS HAD BETTER BE FUCKING WORTH IT!!!” complained Pissedoff, “WE LOST THREE TOASTER FUCKERS JUST GETTING THIS THING OUT OF THE FUCKING VAULT!!!” “YOU’LL FUCKING GET OVER IT!!!” countered Maximus as he stepped forward and tugged the black cloth away to reveal the dreaded Head of Ward. Immediately, the air of the hanger seemed to grow colder, and less awesome.  Every marine present felt the head began to whisper heretical thoughts, as if directly into his Codex, starting with “tseb eht era sthginkyerg”. Almost as immediately the dreadnought carrying the slab of metal (which was the Codex Angry Marines) began the smash the book repeatedly into the head, which began to scream and wail in pain. After several dozen or so strikes, the dreadnought stopped and slumped its shoulders in disappointment to see that the head was still whole, but at least it was no longer whispering vile heresy.&lt;br /&gt;
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“SPEAK, CUNTING CREATURE OF SHIT WRITING AND MARY FUCKING SUES!!!” started Fuklaw “FUCKING TELL US WHERE WE CAN FIND MORE COPIES OF THE CODEX ASTARTES, OR ELSE WE’LL GET TO FIND OUT WHICH OF THE TWO OF US WOULD WIN IN A FUCKING GLARING CONTEST!!!” (Fuklaw has yet to lose a staring contest, even Sly Marbo blinks under his gaze). “And why should I tell you anything?” replied the shrunken head, in a voice like sticky fingers being rubbed over a brand new codex. “You will only lock me back up with the vile chunk of metal you call a codex. I think you can go fu…” Chief Reclusiarch Mofo began the beat the head over and over again with Fagbasher. “FUCKING (smack) TELL (crack) US (crash) WHERE (punch) WE CAN (deep throating action with Fagbasher) GET MORE (kick) SHIT PAPER!!!” Mofo bellowed, followed up by several more impacts just to drive the point home, leaving the head softly moaning on the floor, then strided over to the dreadnought carrying the codex angry marines, snatched the impossibly heavy book and hefted it over the now quivering skull.&lt;br /&gt;
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“Alright!” screamed the head “I’ll tell you, please, just get that vile…” only to be interrupted as Mofo swung the Codex Angry Marines onto the head. Fuklaw instinctively shouted “HERSEY!!!” “TRY AGAIN YOU PRICK!!!” said Maximus “THIS TME WITH LESS FUCKING NECKBEARD HERETICAL SHIT!!!”. “There is a place,” whispered the head, “A shrine, built by the ultramarines, the Necrons, grey knights and Eldar for myself to sit in. They filled it with my greatest works, and a giant portrait of my beautiful face from when I was still whole (KICK) OW!!! (whimpering) One of the many things they put there was crate after crate of the codex Astartes. They built the shrine&#039;s foundations out of it, it is the centre of the word of ward and all that is goo… (repeated stomping my multiple people) (silence, whimper) There’s enough copies of the codex there for you for thousands of years now please, please just FUCK OFF!!!” There was a moment of silence as all those assembled considered this, or at least all except Moarfistin, who just stood there, steam pillowing from his ears and lighting trickling from his fingertips. “WHERE CAN WE FIND THIS MOST HERETICAL AND SHIT PLACE?!!!” Asked the Chapter Master, his tone mellowed somewhat by the thought of such a vile place even existing. “In a part of the web way which has been cut off. It is only accessible via a gate on the planet of…” pausing for dramatical effect “Solemnance!”&lt;br /&gt;
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After a moments pause Pissedoff almost gently placed the Codex Angry Marines on top of the head (which began to squeal) as the large blast doors behind the assembled group opened, to reveal a Warhound titan, which began to stride towards the squealing head on the floor. Backing away to watch the show, the Angry Marine high command watched as the titan stood looming over the book and the head, raised one of its gigantic feet, and brought it crashing down with a force to powerful enough to crack open tanks, on top of the book/head sandwich. “IS IT FUCKING DEAD?!!!” shouted the assembled marines hopefully as the Master of the Armoury scuttled towards the impact point, only to start cursing and kicking the Warhound’s leg. The head was, unfortunately, was still alive. As the three dreadnoughts escorted the now violently swearing and sobbing Pissedoff from the room, the remaining marines turned towards Temperus Maximus, awaiting his decision.&lt;br /&gt;
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“PACK YOUR SKITTLES AND YOUR FUCKING CHAINSWORDS!!!” shouted Maximus with a sinister grin on his face, “WE’RE GOING TO FUCKING SOLEMNANCE!!!”&lt;br /&gt;
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Chapter 2&lt;br /&gt;
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Behind the scenes however, the galaxy began to respond to the angry marine decision to go book hunting. Some, like the followers of Nurgle and Tzeentch had been planning for this for a long time, slowly guiding or anticipating the actions of the angry marines. The mortal follows of the word of ward felt the reveal of the shrine of ward&#039;s location as a psychic backlash, activating built in plot points and narrative arches which the fifth (sixth) chaos god had drilled into them. As the chapter master was making his proclamation of a grand, angry marine crusade to Solemnance, a death guard fleet was beginning to exit the warp into real space to surround the assembled angry marine fleet, led by the champion of Nurgle, bringer of Crotch Rot.&lt;br /&gt;
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“Our sorcerers have homed in on the scent of their festering anuses my lord, when we exit the warp we shall be right on top of them.” Said Crotch Rot’s second in command and Tallyman, Counter of Infectious Blessings, to his master, “The Angry Marines will be learning of the shrines location as we speak. They will be completely unprepared for a surprise attack, or at least as ill prepared for a fight as an Angry Marine can be.” Everything was going according to plan thought Crotch Rot. Grandpa Nurgle had seen fit to bless him with many mutations and gift him with his own flagship he had named “Free Hugs”, and now he was about to bring the blessings of Nurgle to the Angry Marines and prevent them from discovering the Shrine of Ward (shiver), ensuring that their anuses would putrefy for all eternity.&lt;br /&gt;
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“My Lord,” Counter of Infectious Blessings interjected into Crotch Rot’s thoughts “What are we to do with the… Head of Ward, once we have hugged all of the Angry Marines into submission? Even the chaos spa… (cough) that which will not be named are becoming nervous at being so close to such a relic.” “I have been informed by the Great Unclean ones that Nurgle wishes to possess the head for himself, that he might create even more gifts and blessings for the galaxy. The mild discomfort of it being aboard our ship will be repaid a thousand times over in the form of our father&#039;s love.” Replied Crotch rot, who was very much looking forward to receiving a bed time story from Nurgle himself, and maybe some pet nurglings.&lt;br /&gt;
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Counter of Infectious Blessings was about to say that he’d happily give up all of his pet nurglings if it meant that he didn’t have to be around the head for a prolonged period of time, when a sorcerer barged into the room. “My lord!” oozed and sputtered the mass of putrid flesh “We have just entered real space, but we have detected the presence of another fleet of ships also exiting the warp!” Crotch Rot and Counter of Infectious Blessings looked in confusion (or as confused as you can look when your facial muscles have rotted away eons ago), they were not expecting anyone else. Had papa Nurgle seen fit to provide reinforcements? “Who is it?” asked Crotch rot “is it more Angry Marines? We’ve got enough people to bless without more of them turning up.” “No, your infectiousness,” stammered the sorcerer, chunks of flesh flicking of his form in agitation “it’s far far worse its….”&lt;br /&gt;
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“JUST AS PLANNED!!!” cackled the champion of Tzeentch, Trololololol “THE FOOLISH DISEASE WORSHIPPERS HAVE FALLEN INTO OUR TRAP, WE SHALL SWOOP IN A STEAL THE VILE HEAD OF WARD AND I SHALL BRING IT TO TZEENTCH HIMSELF AND ACHIEVE DEMON PRINCEHOOD, JUST AS PLANNED!!!” Behind him, stood and sighed quietly his second in command, sorceress Elzbeth the Mind Shaper, who had frankly grown tired of all her masters scheming and plans. Once, his plans had been some of the finest around and his followers followed him not purely out of the power he had been granted by Tzeentch (although that is certainly part of it), but because of the brilliance of his plans. However, his insanity had begun to show more and more as the centuries had ground on, to the point that he would plan decades in advance the arrival of a cup of tea, screaming “JUST AS PLANNED!!!” when it was finally delivered after many years of manipulation, while neglecting to plan for major battles, merely stating that it was all “JUST AS PLANNED!!!” as his forces were slaughtered. In her youth, her ambition had had a razor edge to it, now, after centuries of following an insane genius, her ambition had dulled, although it still had enough weight to club someone to death (Tzeentch followers are big on analogies).&lt;br /&gt;
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“Are my troops ready Elzbeth? Don’t answer, I already know, they’re all assembled in their boarding torpedoes as I speak.” Said Trololololol, his hands moving their erratic spiders up and down his staff in excitement. Elzbeth smacked her palm into her face in exasperation. “You know that the troops are all assembled your allseeingness because you asked me that question two minutes and I told you the answer,” replied the exasperated sorceress, not even bothering to conceal her anger now, especially as she knew that all he was going to do was shout just as planned. “JUST AS PLANNED!!!” shouted Trololololol (“told you,” she thought) “give the signal for the assault to begin, the head of the fifth (sixth) chaos god shall be MINE!!!”&lt;br /&gt;
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 &lt;br /&gt;
Chapter 3&lt;br /&gt;
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The first thing the Angry Marines knew of the assault was when Moarfistin exploded into a scream of “FUCKING NURGLINGS!!!” which could be heard across the entire Angry Marine fleet (sound may not travel through a vacuum, but fury does), followed almost immediately by the detection of two separate fleets disgorging boarding torpedoes and unleashing barrages of void missiles and lance batteries at the angry marine battle barges. Immediately the battle barges began to return fire, with automated weapons and serf manned batteries firing upon the encroaching torpedoes. Those torpedoes that did meet their mark were greeted by a traditional angry marine welcome of Chainswords and kicks to the balls, but the combined pressure of two separate fleets backed up by demonic powers was clearly too much for the chapter, which now ran the risk of being annihilated.&lt;br /&gt;
&lt;br /&gt;
In the winding corridors of the Maximum Fuck, a squad of serfs were desperately trying to hold the corridor leading the main hangar as they were advanced upon by space marines of Nurgle from one side and Tzeentch on the other, bolter fire, warp lightning and gushes of oozing pox felling any serf who out of cover (and many who were in cover). But the Angry Serfs would not retreat, partly because they were all Angry pricks, one of these angry pricks (or ovaries in this case) was Ching Shin, once a special weapons expert for the imperial guard until she one day saw some demons and was scheduled to be sterilised. Until the Angry Marines rescued her and recruited her as an Angry Serf, where she had let a very angry but happy life, until a bunch of Tzeentch and Nurgle worshippers had decided to be a bunch of cunts and attack her ship. As it stands, her situation is hopeless, thankfully for her at least, Temperus Maximus will appear behind the Tzeentch worshippers and shout “SURPRISE MOTHERFUCKERS!!!” in about a paragraphs time.&lt;br /&gt;
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“Fuck these festering cunts!!!” shouted Ching to her commissar who was the last member of her squad left as she fired her plasma rifle down the corridor towards the cover camping Death Guard. As angry as she was she was glad they were staying put, and knew that the only reason why they were staying put was because they didn’t want to charge into the corridor of Tzeentch worshippers behind her. “STOP YOUR FUCKING COMPLAINING AND JUST SHOOT THE CUNTS!!!” screamed the commissar, who was too far into HERESEY!!! Mode to care what she was saying and simply kept firing their bolt pistol towards the hiding Tzeentch marines. Chunks of metal plating erupted from the walls as the bolt rounds missed their mark until finally, the commissars bolt pistol and Ching’s plasma rifle ran dry. A veil fell over the corridor as their foes all smiled behind their helmets, and began to advance on their position.&lt;br /&gt;
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&lt;br /&gt;
Or at least, the Death Guard marines got five metres down their corridor before arches of lightning began to spike between them, putrid flesh boiling and melting away as the marines embraced their inevitable demise. Through the puddles of bubbling puss, faecal matter and fleeing Nurglings, strode the Chief Mindfucker, Moarfistin, warp energy curling around his right hand while his left hand held his fisting stick, with a chaos marine suitable impaled up the backside upon it. At the sight of one of the galaxies most feared and brutal psykers the Tzeentch worshippers tried to flee the way they came, lest their behinds be subjected to a fisting, only to run straight into the adamantium chest and Cheshire grin of Temperus Maximus, each fist enclosed around the crushed heads of two marines. “SURPRISE MOTHERFUCKERS!!!” bellowed the Chapter Master, as he began to rein down his fists into screaming faces and power feet into soon to be obliterated genitals. It only took a few seconds, but as Ching walked from her cover she walked through ankle deep blood mixed with chunks of flesh and power armour, and what did she say to her two saviors?&lt;br /&gt;
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&lt;br /&gt;
“Took you fucking long enough you bunch of lazy cunts! Where were you earlier? Licking each other’s’ arseholes while you platted your hair! For fucks sake, even the fucking commissars dead now as well, we’d have about fifty angry bastards left if it wasn’t for you brown nosing bastards!”&lt;br /&gt;
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In most other chapters, this would have earned Ching a bolt round to the head, or perhaps Slow lobotomization into a servitor, but as she stared down one of the galaxies angriest beings and called him a cunt, the Chapter Master could only smile a grin so wide it showed all of his dirty brown teeth. “YOU!!!” he almost whispered at Ching “I THINK I MIGHT HAVE A FUCKING JOB FOR A CUNT AS ANGRY AS YOU!” Striding forward and grasping Ching by the scruff of her flak armour and lifting her into the air. “WHAT DO YOU KNOW, ABOUT THE HEAD OF WARD?!!!”&lt;br /&gt;
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Five minutes later, Ching found herself running down a long corridor carrying a black bag over her shoulder holding the Head of Ward, while Moarfistin kept up beside her carrying the Codex Angry Marines, barely taxing his superhuman form to keep up with the now panting Ching, as they both made their way towards the Maximum Fucks second hangar. The orders the Chapter Master had given Ching had been very clear, take the fucking head, get off the ship, and make her way to Solemnance and either find the Shrine of Ward, or meet up with the rest of the Angry Marines along the way after they had dealt with the ambushing fleets, as without the worry of protecting (preventing other cunts from stealing it) the Head of Ward from enemy hands the Angry Marines were free to simply run rampant through the enemies ranks, and it would be only a matter of time before the forces of chaos started fighting each other. But firstly, Ching and Moarfistin had to find a way off the Maximum Fuck without getting shot/stabbed/turned into that which will not be named/hugged, and although Moarfistin was more than capable of annihilating anything before him his sheer rage and psychic outbursts made him visible to any psyker within a mile, and thus the two adventures had become prime targets for anyone lacking a target to shoot at.&lt;br /&gt;
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“Why the fuck did you have to come along you pansy cunt?!” Ching shouted as she kicked Moarfistin in the shins hard enough to be felt through power armour “your fucking attracting every cunt nearby wanting to make their points cost back and you keep stopping to stamp on Nurglings!” “FUCKING NURGLINGS!!!” Moarfistin simply screamed in response as he stamped on yet another fleeing ball of adorableness and heresy but otherwise didn’t bother to respond to the “INSOLENT BITCHES” insults, he had been ordered by the Chapter Master to a. ensure that the serf fucker completed her job and b. hit the Head of Ward with the Codex Angry Marines whenever it wouldn’t shut up. He still wasn’t happy about it (he was furious about it, which also pleased him) but as long as he was able to purge all traces of Nurgle he found then he would do his job and only complain slightly more than usual. “You stink like a Death Guard toilet now as well, you fucking idiot! Emperor fucking save me the smells getting even shittier!” Gagged Ching as a wave of nausea overtook her, she tried clinging Moarfistin’s side to balance herself only to be hit by a fit of stomach cramps and vomiting which forced her to her knees, one hand clutching her stomach and the although desperately holding onto the Black sack which held the Head of Ward. “GET UP YOU FUCKY PUSSY!!!” Ordered Moarfistin as he took up a stance in the centre of the corridor “WE’VE GOT MORE SHIT FOR EVERYTHINGS INCOMING!!!” Ching managed to raise her head enough, vomit still dribbling down her chin, to gaze, eyes watering, towards where Moarfistin was facing and the source of the ever-encroaching stench.&lt;br /&gt;
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Advancing towards them from where they had come, strode (and oozed) the Champion of Nurgle, Crotch Rot, flanked on one side by Counter of Infectious Blessings, a pen in hand as he wrote in a huge human leather volume which dripped puss and bile as if it too were alive. Behind them scampered, rolled and chittered a mass of tentacles and mouths which Ching knew enough about to not even name them in her mind. Things would have gone rapidly downhill from there for Ching (probably starting with her face melting off), as without power armour, a super human constitution and some heavy weapons, an Angry Serf’s (no matter how angry) no match for a champion of chaos. But before Crotch Rot could say anything along the lines of “who would like a hug?” Moarfistin, instead of firing bolts of lightning or Bolter rounds, rested the spine of the Codex Angry Marines against his chest, and opened it towards the advance pile of bile and happiness. Immediately the corridor erupted into a long and impossibly load scream of “FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU....” which rattled the very skeleton of the ship, with chunks of metal plating being ripped from the walls to impale the advancing forces of Nurgle as chunks of rotten flesh were ripped from their forms, forcing the horde back the way they had come and forcing Moarfistin, despite his super human strength, to slide in the opposite direction, picking up speed as the longer books fury was unleashed. Almost as an afterthought, Moarfistin grabbed the still gagging and deafened Ching from the floor before she got out of reach, and as he slung her over his shoulder like a very ill rag doll, he fixed the somehow still standing Crotch Rot with a glare which communicated all of his disgust towards his very existence, stuck up his middle finger and screamed in a voice loud enough to be heard even over the books war cry “FUCK YOOOOOOOUUUUUUUUUUU....!!!” As he sped faster and faster down the corridor towards the second hangar.&lt;br /&gt;
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As the books screams became quieter and the wind abated somewhat, Crotch Rot straightened himself up and surveyed the destruction around him as his tally man picked himself up, having lost his book and an arm in the carnage. “You know,” started Crotch Rot in a weird voice as his cheeks had been ripped from his face “something tells me that they didn’t want any hugs for some reason.” “Better luck next time my lord,” replied Counter of Infectious Blessing, in an optimistic voice even as his other arm fell off “maybe they had an important appointment to get to, and look on the bright side, now we have the chance to grow some new limbs.”&lt;br /&gt;
&lt;br /&gt;
== A &#039;difficult&#039; beginning ==&lt;br /&gt;
&lt;br /&gt;
Battle-Brother Alfion of the Angry Marines Chapter was having one fucking shitty day. Because Battle-Brother Alfion had been part of the first batch of Primaris Marines sent - reluctantly - by Lord Commander Roboute Guilliman to the Angry Marines. The contingent had been small. For starters, there had not been many Desert Fangs Neophytes left at the end of the Heresy to be put in stasis by Archmagos Cawl until such time as he had perfected his modification of the Astartes creation process. Then there was the fact that Girly... Guilliman had been unwilling to reinforce a Chapter that so openly embodied what he viewed as the worst aspects of his tempestuous brother, Rachnus Rageus.&lt;br /&gt;
&lt;br /&gt;
Battle-Brother Alfion had at first looked forward to the reunion with those other sons of his gene-father, and to share with them the ideas he had about how to mix their headstrong culture with the precepts of the Codex Astartes, taught to him after his awakening from stasis and modification, to better wield their fury against the ennemies of the Empra... Emperor. He had started to worry when he had learned the name of his distant Bothers&#039; Chapter&#039;s name. He had understood as well as any member of the Desert Fangs Legion the need to erase the knowledge of the existence of their Legion, but surely they could have chosen a more dignified name? Then he had heard whispers among the crew of the ship ferrying his contingent to the Angry Marines Battle Barge, the Litany of Litany&#039;s Litany. The mortals were &#039;&#039;afraid&#039;&#039;, deathly so. So much, in fact, that they were planning on shooting the Primaris Marines at the Battle Barge. &#039;&#039;&#039;Literally&#039;&#039;&#039; shooting them. From their cannons. Then run away.&lt;br /&gt;
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Brother-Captain Medina had reassured them, reminding them that righteous fury was one of their greatest strengths and sources of pride, and that devoid of their other pride, the Silencers, their brothers had just given their rage a greater emphasis. The words of Brother-Captain Media, one of the very few experienced Desert Fangs Marines put in stasis at the end of the Heresy, inspired respect and faith among the men serving under him.&lt;br /&gt;
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And &#039;&#039;then&#039;&#039; came the actual meeting with the Angry Marines. As Brother-Captain Medina approached the nearest red-and-yellow clad Battle-Brothers to hail them, after dusting off the fragments of the hull they had been shot through, he was met by a thunderous yell of &amp;quot;WHO THE ACTUAL FUCK ARE YOU SPINELESS CUNTS SUPPOSED TO BE?!? MORE ULTRASMURFS FAGGOTS?!? IT&#039;S FUCKING BAD ENOUGH GIRLYMAN IS BACK WITHOUT COCK-SUCKING FANBOYS FUCKING AROUND OUR BATTLE BARGE!!&amp;quot;&lt;br /&gt;
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The contingent was stunned, to say the least, by this lack of respect. &amp;quot;What did you just say?&amp;quot; asked an incredulous Medina. &amp;quot;DO YOU HAVE SHIT IN YOUR EARS AS WELL AS IN YOUR BRAIN?!? I ASKED WHO YOU FUCKING FAGGOTS WERE!!&amp;quot; Medina regained enough of his composure to answer &amp;quot;We are the Primaris reinforcement sent from Mars by Lord Guilliman to strengh...&amp;quot; &amp;quot;SO YOU ARE GIRLYMAN&#039;S COCKSUCKING SPECIAL SNOWFLAKES?!? AND YOU&#039;RE SUPPOSED TO REINFORCE US?!? THAT&#039;S THE BEST FUCKING JOKE SINCE THAT TIME WE PLAYED PUNCH THE CUNT WITH THE SHIT-EATING BLUEBERRIES WEEABOOS!!&amp;quot;&lt;br /&gt;
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Things had only become worse from then. Alfion could not believe he was once ready to call those assholes brothers. They respected nothing but brute strength and loud yelling, litteraly shat on Guilliman&#039;s teachings, and made him and his brothers do all the menial jobs and things they didn&#039;t feel like doing. And now Medina was one of them, having snapped after one insult too many and decked the nearest cunt in his fucking face before going on a rampage in the shithole that was the Litany of Litany&#039;s Litany. When they came to, the fags had hailed him as Tantrumus Fuckingham, and he had since then stopped responding to &amp;quot;Medina&amp;quot;.&lt;br /&gt;
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Alfion wasn&#039;t sure why he hadn&#039;t done the same already. Maybe some lingering desire to improve this hellhole of a Chapter, a remnant of his new conditionning on Mars. He would give one last try at showing them how the Codex could be put to good use...&lt;br /&gt;
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&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
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Alfion tried to open his eyes but couldn&#039;t. He tried to shake his head but couldn&#039;t. He tried to get up but couldn&#039;t. He couldn&#039;t move. But somehow he could see. And what he saw was that fucker Mightilypissedoff III glaring at him. &amp;quot;WHAT THE FUCK HAVE YOU DONE TO ME, YOU SAD EXCUSE FOR A TOASTER?&amp;quot; He paused. &amp;quot;WHY IS MY VOICE BOOMING? WHAT THE SHIT IS HAPPENING?&amp;quot; &amp;quot;THE SILENT ANGRY CUNTS SENT US THIS PILE OF SCREWS AS A GIFT. APPARENTLY, THEY&#039;RE SO WEAK THE MACHINE SPIRIT WAS HAVING FUN KILLING EVERY FAGGOT THEY INTERED IN IT!!&amp;quot; answered Mightilypissedoff.&lt;br /&gt;
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&amp;quot;INTERED? YOU MANIACS HAVE PUT ME IN A FUCKING DREADNOUGHT BECAUSE I SAID WE COULD USE THE CODEX ASTARTES FOR SOMETHING ELSE THAN WIPE YOUR STINKING ASSES?&amp;quot;&lt;br /&gt;
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&amp;quot;I&#039;M NOT SOME LAME DREADNOUGHT, FAGGOT, I&#039;M A REDEMPTOR AND I&#039;LL FUCK YOUR SHIT!!&amp;quot; answered a mechanical voice.&lt;br /&gt;
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&amp;quot;WAIT... YOU PUT ME IN A WALKING COFFIN WHOSE MACHINE SPIRIT IS FUCKING INSANE?!&amp;quot;&lt;br /&gt;
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&amp;quot;YOU WOULDN&#039;T BE IN THERE IF YOU WEREN&#039;T ALREADY A WEAK PIECE OF SHIT. I&#039;M JUST FLUSHING!!&amp;quot; answered the Machine Spirit.&lt;br /&gt;
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&amp;quot;YOU FUCKING PIECE OF RUST! I&#039;LL KICK YOU IN YOUR NON-EXISTENT BALLS UNTIL YOU SCREAM FOR MERCY LIKE THE LITTLE BITCH YOU ARE!! I DIDN&#039;T ASK TO BE PUT IN STASIS AND EXPERIMENTED ON BY CRAWLY MCGUFFINFACE!! I DIDN&#039;T ASK TO BE SENT BY FUCKING GIRLYMAN TO YOU ANGSTY CUNTS!! I&#039;LL WRECK ALL OF YOU SHITS ONCE I&#039;M DONE WITH THIS FUCKING PIECE OF GARBAGE!!&amp;quot;&lt;br /&gt;
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At this, the Redemptor starting hitting itself while violently shaking, as if someone was punching it from the inside. Mightilypissedoff could only make out bits of the yelling coming from inside: &amp;quot;-THINK YOU&#039;RE TOUGH YOU FAGGOT?!? -I&#039;LL SHOW YOU TOUGH YOU FUCKING TOASTER!!&amp;quot; Having had enough of this emo cockslaping contest, the Master of the Armory picked up his wrench and started beating this new Redemptor Belligerent Engine - the first of its kind - into sullen unconsciousness.&lt;br /&gt;
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Thus started the story of Cunt Pounder, the first Redemptor Belligerent Engine of the Angry Marines.&lt;br /&gt;
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&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
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The feral world of Allanus was being set upon by a warband of the Black Legion. The locals, brave though they were, could not stand against the heretical Astartes. So when some keen-eyed warrior spotted a red and yellow vessel of the &amp;quot;Sky Angels&amp;quot;, hope grew. But nothing happened. No righteous demi-gods descended from the heavens to help them. Until &#039;&#039;something&#039;&#039; fell from the sky in a trail of fire and impacted in the middle of the Chaos Marines. From the crater rose a yellow and red Redemptor Dreadnought of a strange pattern. Looking at their sole opponent, the Legionnaires laughed and opened fire. The dreadnought started shaking before suddenly yelling &amp;quot;ALL RIGHT, WHY ARE YOU PIECES OF SHIT INTERRUPTING ME WHEN I&#039;M BUSY COCKSLAPING THIS FUCKING TOASTER TO DEATH?!?&amp;quot; before punching itself in the &#039;face&#039;.&lt;br /&gt;
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Recovering from their surprise at this outsburst, the traitors fired again at the Dreadnought. &amp;quot;THAT DOES IT!! I&#039;LL TEAR YOU FUCKERS A NEW ASSHOLE TO TEACH YOU NOT TO INTERUPT ME WHEN I&#039;M TRYING TO MURDERFUCK THIS CUNTSY BOLTPILE!!&amp;quot; yelled Cunt Pounder before charging the bemused Legionnaires and starting to punch their faces out and crotches in, in between violent blows to its own frame.&lt;br /&gt;
&lt;br /&gt;
Aboard the Litany of Litany&#039;s Litany, the Angry Marines were relaxing, downing cold ones and eating skittles while watching Cunt Pounder punch his way though the warband and their pet demons. They stopped and spat out their beers/skittles when they saw him start punching his way though the planet in sheer &#039;&#039;&#039;RAGE&#039;&#039;&#039;. &amp;quot;- FUCK!! YOU THINK WE SHOULD STOP THIS ASSHOLE?!? - SCREW THAT, I&#039;M NOT GETTING ANYWHERE NEAR HIM AND THAT CRAZY MACHINE OF HIS!!&amp;quot;&lt;br /&gt;
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So they sat back and resumed drinking while Cunt Pounder punched his way through the mantle of the planet, then its core, then back through as the planet exploded.&lt;br /&gt;
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&amp;quot;WELP, THAT WAS FUN WHILE IT FUCKING LASTED!! WAIT... WHAT THE FUCK IS THAT SHIT?!?&amp;quot; The sight of Cunt Pounder spiraling through the remains of Allanus, still punching itself and shaking with &#039;&#039;&#039;RAGE&#039;&#039;&#039;, exploding the rocks in its way, was enough to make the Angry Marines bring him back on board the Litany of Litany&#039;s Litany, where he proceeded to punch them, yelling &amp;quot;NOW IT&#039;S YOUR FUCKING TURN YOU PANSIES!!&amp;quot;. Only a repeated application of power bats to its frame managed to put him back to &#039;sleep&#039;. It was afterwards unanimously agreed to only deploy Cunt Pounder in the direst of emergencies. Or in proximity of Ultrasmurfs, to watch the ensuing hilarity.&lt;br /&gt;
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==Three way clusterfuck==&lt;br /&gt;
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In the 42nd millenium, there was only war. At least as far as the people living on Genericus III were concerned the world had fallen prey first to a wave of Chaos Cults uprisings amazingly well coordinated, and let by Space Marines clad all in blue and silver, with weird green-adorned pauldrons. The Loyalist forces were being pushed back by the sheer savagery and fanaticism of the damned slaves of the Ruinous Powers and the might of the Heretic Astartes when the situation took a turn for the worse: a pack of Blood Axes Kommandos made landfall on Genericus III. Nobody knew why the Greenskins had come. Maybe the battle had resonnated through their Waaaaaagh field, or maybe it had just been a coincidence. But there are no such things as coincidence in the grim and dark future of the 42nd Millenium…&lt;br /&gt;
&lt;br /&gt;
[[File:Sergeant Asshole McCuntsface art.jpeg|thumb|left|&#039;&#039; THAT’S A FUCKING LOVELY HEAD YOU HAVE THERE!!! IT WOULD BE A CUNTING SHAME IF SOMEONE MURDER STABBED IT!!!&#039;&#039;]]&lt;br /&gt;
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The sudden arrival of the Orks had thrown the carefully laid plans of the Alpha Legion commander, Duns Scottus. Fuming at the loss of certain victory, he began to plan anew, including the new arrivals in his strategy of misdirection, backstabbing and infiltration (although that last one might prove difficult to achieve with Xenos, unless he painted some of his men green and implanted big fangs in their mouths…).&lt;br /&gt;
Meanwhile, Boss Bestasnik was having the time of his life. He and his boys had come to this planet of humies out of sheer boredom and had found it already teeming with fun. Apparently, some of the pointy beakies were busy sneakin’ around already, so he had decided to join in on the fun and show them how to sneak properly!&lt;br /&gt;
&lt;br /&gt;
The locals of Genericus III, those loyal to the Imperium that had survived, could only hole up and defend what few strongholds they still held, all the while praying to the God-Emperor for help. Their prayers were answered when a yellow and red battle barge appeared over the war-torn planet. It broadcast a message saying ‘NOTHING TO SEE HERE!!! WE ARE DEFINITLY NOT THERE TO KICK SOME MOTHERFUCKING SNEAKY CUNTSY ASS !!!’ then shot down multiple drop pods that streaked towards the surface at a surprisingly (at least for those used to seeing such deployments) high speed.&lt;br /&gt;
&lt;br /&gt;
From those emerged Astartes taller than those the natives had been used to seeing over the millenia, clad in power armor matching in color the battle barge, and whose helmets were fashioned after skulls. They started to march forward, ready to blast the ennemies of the Imperium to pieces. But their stance was weird… It looked as if they were… tiptoeing?&lt;br /&gt;
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From the other side of the planet, Duns Scottus had heard the announcement and seen the drop pods falling. His anger at having to change his plans once more because of yet-other new arrivals faded when he was told that the followers of Emperor were tiptoeing around in plain sight, garbed in garish colours, and yelling at the top of their overpowered vox-broadcasters that they were ‘SNEAKING YOU CUNTS!!! NOTHING TO SEE HERE, WE’RE JUST SNEAKING BEHIND YOU TO KICK YOU CUNTSY ASS OFF-PLANET !!!’ He just could not believe that anyone would be stupid enough to broadcast to everyone on the planet that they were sneaking. It had to be a trap. He started ignoring every report of those loud Marines, dismissing them as a distraction, while he started looking for the real loyalist threat that had to be somewhere else.&lt;br /&gt;
&lt;br /&gt;
Bestasnik also could not believe it when told about the weird Marines, but not for the same reason: ‘Dos beakies are doin’ it wrong, dey are all yellow so dey should be ‘splodin’, not sneakin’. It’s purple dat’s da sneakiest!’ So dumbfounded was he by that illogical turn of event that he completly forgot to keep attacking the spiky Beakies or the squishy humies.&lt;br /&gt;
&lt;br /&gt;
Angry Reiver Sergeant Asshole McCuntsface was also having the time of his life. His infiltration technique, honed on multiple battlefields and brawls with those little shits that called themselves his brothers (or rather called themselves ‘FUCKING ANGRY MARINES YOU DUMB CUNT OF A GIRLYMAN’S TOY !!!’), was working perfectly. Neither the DUMB AS SHIT GREENSKINS or THOSE BLUE BELLIED WORM CUNTS OF THE WEAKASS BULLSHIT LEGION had noticed his men’s approach. They were now perfectly placed to launch a SNEAK ATTACK ON THOSE FUCKERS!!!&lt;br /&gt;
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&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
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Two days later, Duns Scottus turned in amazement to his second-in-command and banner bearer, Swiffer.&lt;br /&gt;
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‘- What in the name of Chaos just happened? How did our forces get crushed so easily? And I can’t even find a trace of the Greenskins…&lt;br /&gt;
&lt;br /&gt;
- My lord, it’s those weird Marines. The yellow and red ones. They have been picking out our forces and the Orks since their arrivals by tearing out their balls and hitting them with it, before making a gigantic ass statue out of the corpse so that they could, and I quote here ‘KICK THE COLLECTIVE ASS OF THE FUCKERS WHO THOUGHT THEY WERE BETTER AT SNEAKING THAN US’. And then they started taking turns kicking it until it exploded. And now they’re on their way here’.&lt;br /&gt;
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- What? We need to escape now ! Tell the men to withdraw from this planet immediatly!&lt;br /&gt;
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-There are no more ships for us to use, Lord. The Loyalists destroyed them all yelling ‘SNEAK ATTACK!!! WE’RE SNEAK ATTACKING THOSE SHIPS YOU FUCKERS!!!’&lt;br /&gt;
&lt;br /&gt;
-We’ll just use the locals’ ships then! I will not let one of the heads of the Hydra be crushed, even by Loyalists that are better at infiltration than us!&lt;br /&gt;
&lt;br /&gt;
- You really don’t get it, do you? They destroyed &#039;&#039;all&#039;&#039; the ships. Even the local ones. And they are not better at sneaking. They litteraly yelled that they were sneaking, but you refused to believe it. It’s really time for me to be going. I’ve stayed here to long, and my ‘Brothers’ could catch up to me at any time.&lt;br /&gt;
&lt;br /&gt;
-Swiffer, what are you saying? And why are you wearing the green of the Angels? And where did that giant sword come from? Swiffer, where are you? &#039;&#039;Swiffeeeeeerr!!&#039;&#039;’&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When the battle barge &#039;Whisper of Secrets&#039; of the Dark Angels Space Marines Chapter entered the Genericus system following the detection of the &#039;&#039;totally-not-fallen-Angel&#039;&#039; known as Cypher, they were quite surprised to find the Angry Marines Battle barge ‘FUCKYOURSHIT’ already in orbit above Genericus III. When transmissions from the planet finally reached them, they were even more astonished at learning their &#039;cousins&#039; had completely eradicated the Alpha Legion and Blood Axe forces on the planet. More concerning, however, was the fact that they had also anihilated every single ship on the planet, be they civilian or military, Orks, Traitors or Loyalists.&lt;br /&gt;
&lt;br /&gt;
Wary at the thought that their prey might still be on the planet, waiting to be found by anyone, especially the angry nutters, Brother-Captain Berith of the 5th Company decided to hail the &#039;FUCKYOURSHIT&#039; to demand they be handed over control of the campaign in the name of the hunt for Traitor Astartes, something they were far better equiped to do. No response was sent by the battle barge. Although it started to leave the orbit of Genericus III. Berith was initially relieved before being informed that it was now heading straight for the &#039;Whisper of Secrets&#039;. Every attempt to hail the rapidly approaching battle barge was met with silence, until it came to a sudden (and violent) halt in boarding range. A single message was sent: ‘OH NO YOU DON’T YOU COCKSUCKING KILLSTEALING FUCKTARDS !!!’&lt;br /&gt;
&lt;br /&gt;
The after-action report of the campaign of Genericus III, submitted by the local governor to the Estate Imperium, stated that the Angry Marines forces of the battle barge &#039;FUCKYOURSHIT&#039; had completly anihilated the Traitor Forces, as well as the vile Xenos that had assaulted the world. It also mentionned that the entire crew of the Dark Angels battle barge &#039;Whisper of Secrets&#039; had been unable to sit for two weeks straight after the official handover of power between the two Astartes Chapter. When asked by the Estate about the circumstances of the handover, the Unforgiven refused to comment.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­♦­&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Making of an Angry Marine==&lt;br /&gt;
&lt;br /&gt;
Shitforbrains stared at the console before him, his eyes not believing what he was seeing on the screen. Glancing around the room where the final initiation was to take place he saw similar looks of shock and welling anger on the other initiates while two Angry Chaplains watched over the scene before them, their furious gazes burning into the foreheads of the soon to be Angry Marines before them. “RIGHT YOU SACKS OF ORK CRAP!!!” bellowed one of the Chaplains “I DON’T NEED TO FUCKING TELL YOU WHAT TO DO!!! WHY THE FUCK AM I EVEN HERE WHEN I COULD BE FUCKING PUNCHING SOMETHING INSTEAD!!!” “BECAUSE YOUR A TAU WEEABOO PRICK WHO HAS TO MENTOR SHITS LIKE THESE!!!” shouted the other Chaplain at the first, swinging a pre-emptive punch, more as something to do than out of any real anger.&lt;br /&gt;
&lt;br /&gt;
The initiates ignored the two fighting Chaplain’s, they were all still too preoccupied by the screens before each of them. “Why did it have to be this?!” whispered one of the initiates, his hands visibly trembling over the ancient computers keypad while another initiate began to shed terrified and furious tears, an act which would normally have had the other initiates beating him over the head, but right now they all felt like crying, as on the screen before them, glowing on the screens which seemed to burn into their retinas was the green and white start up text of Battle toads. Shitforbrains thought back over his past five years he had been training and completing the Angry Marine trials to become a full battle brother, he had spent his time as an Angry Ganger, getting slowly furious while aiming down a sniper scope that he just wanted to swing like a bat into the nearest enemy, he’d shoved a grenade down a Homogaunt’s throat (after wrestling the terrified and retreating xeno to the ground), he’d shouted down a howling banshee and only suffered minor deafness as a result, he’d even survived for a couple of seconds under the withering glare of Commissar Fuklaw (the longest any initiate had ever done before catching fire), but this, this was the final, and most difficult, trial he and his fellow initiates had to complete.&lt;br /&gt;
&lt;br /&gt;
Their task, was to complete Battletoads, the hardest and most infuriating game in existence.&lt;br /&gt;
&lt;br /&gt;
Glancing over his shoulder, trying to delay the inevitable, Shitforbrains spotted the three Angry Tech Priests and Apothecary who were there to take away any initiate who completely lost his mind while playing the game so that he could be turned into a Kill-a-Tor, a proposition which Shitforbrains was seriously considering. He could just quit now, it would mean that he’d have to scrub out toilets and work in the battle barge MAXIMIUM FUCKS library for two years, but he’d be able to take the test again after those two years and he’d only receive a minor beating and cursing for doing so, the final initiation test still scared full battle brothers after all. “Fuck Fuck Fuckity Fuck!” screamed Shitforbrains in his head “You’re not fucking quitting now you pussy Tau weeaboo, get your dick out of your ass and getting fucking playing this stupid game!” And at that, he grasped the computers controls, and began to play.&lt;br /&gt;
&lt;br /&gt;
Four hours later and Shitforbrains was still only on the second level, the tech priests had seen fit to set the game to its highest possible difficulty, and had fitted the computer with the most unresponsive of keyboards, the keyboard alone had been enough to make one initiate flee the room screaming curse words, while another had fallen to the ground foaming at the mouth, swear words bubbling up through the foam as the tech priests carried him from the room. But Shitforbrains and the other initiates gave all this only passing thought and contemplation, they were too busy being furious at the games before them, to the point that the rage filling the room had become a palpable smell, like a mix of burnt pizza and junk mail. The two Chaplains had also stopped fighting by this point, and had started roaming the room, looming over the hunched shoulders of initiates and saying things like “YOU FUCKING IDIOT YOUR MEANT TO HIT THE FUCKER NOT ENGAGE IN LIGHT FOREPLAY!!!” and “GAME OVER YOU BASTARD!!! GAME FUCKING OVER!!!” as the gamers collided with enemies or sent their character tumbling to their deaths.&lt;br /&gt;
&lt;br /&gt;
Eight hours later and Shitforbrains had started getting twitchy, even with some of his gene seed implanted the long hours starring at the tiny screen before him was making his eyes hurt and he really needed a shit at this point, the rumours about the initiates being fed laxatives in their pre-test meals seemed to be true. Despite all this however, he’d managed to progress through the game to the point that he felt that he could (if given enough time) complete it, he’d got the hand of the clumsy keyboard and had noticed patterns in the ancient software’s programming, he could do this, it may take him days but he could do it, and it would be fucking wor… At this thought, a tiny avatar of an Angry Marine with a crude troll face wandered onto the display, grasped Shitforbrains character by the throat and began to repeatedly kick him in the balls, tiny pixels of blood erupting from the avatar until, in a violent and bloody coughing fit, he coughed up his own testicles. At this, the screen flashed “GAME OVER COCKSUCKER!!!” and went back to the start screen.&lt;br /&gt;
&lt;br /&gt;
For a full minute, Shitforbrains simply starred at the screen, his mouth slightly open, while, out of the corner of his eye, the two Angry Chaplains watched him. What was he supposed to do? The game was impossible, the cunts had modified it to be even more impossible than it already was. At the thought, Shitforbrains slowly raised his gaze to the two Chaplains. “Those cunts,” he thought “they had done this, they were doing this for their own entertainment, they were fUCKing  pLAYing WITh Him! WeLL NO FUCKing MoRE!! NO FUCKING MORE!!!” And at that moment, as finally his thoughts played out in his mind in caps locks, Shitforbrains realised that that had been the test all along, but that thought was but a fleeting one, drowned out by his scream of “FUUUUUUUUUUUUUUCCCCCCCKKKKKKK!!!!!!!!!” as he ripped the monitor before him off its adamantium housing, and (using his chair as a springboard) leapt into the air towards the two Chaplains to smash the accursed computer onto their skulls.&lt;br /&gt;
&lt;br /&gt;
At the sudden release of rage the remaining seven initiates mental damns also broke, and they too began screaming and cursing in caps lock and exclamation marks at maximum setting, ripping up their tables to swing around at any moving target, even themselves, anything to express the hours of pent up fury which had grown to explosive levels inside themselves. As if by predetermined signal (in reality its more  that battle brothers will hang around final initiations because they know that they’re always a good source of fights) all the doors to the test room exploded open and a tide of Angry Marines raged inwards, wielding any weapon they could carry, until the small space was a swell of swearing and fighting marines.&lt;br /&gt;
&lt;br /&gt;
Several hours later, the eight initiates were dragged, bruised, broken and swearing before the Chapter Master, Temperus Maximus, who simply glared down at the initiates, the Codex Angry Marines clasped under one giant, armoured arm. “YOU!!!” bellowed Maximus at Shitforbrains as he struggled to his feet on one broken leg, news about him being the first initiate to snap must have travelled “WHAT IS YOUR NAME YOU PIECE OF SHIT?!!!” Grimacing at the pain in his leg, the young initiate bellowed his response “SHITFORBRAINS YOU SHIT HEAD!!! YOU’D BETTER NOT BE THE CUNT WHO PROGRAMMED THAT GAME OTHERWISE I’LL SHOVE A CARNIFEX DOWN YOUR FUCKING THROAT!!!” The Chapter Master gave the smallest of smiles at this before responding “SHUT UP YOU WHINNING PRICK!!! NOW ALL OF YOU HAVE SHOWN THAT YOU’RE A BUNCH OF ANGRY BASTARDS, AND AS THE CHAPTER MASTER I…” pausing to think for a moment before continuing “AH FUCK IT YOUR ANGRY MARINES NOW!!! WELCOME TO THE BRAWL!!!” and with snarling, broken grins on their faces, Shitforbrains and the other new Angry Marines replied in kind.&lt;br /&gt;
“ALWAYS ANGRY!!! ALL THE TIME!!!”&lt;br /&gt;
&lt;br /&gt;
And at that, the eight initiates charged the Chapter Master, who welcomed the fight with open arms, and as Shitforbrains saw the Codex Angry Marines being swung towards him, in the moments before he was knocked unconscious, he realised that he was finally happy, for the first time in his life. “ITS FUCKING GOOD TO BE AN ANGRY MARINE!!!” he thought before the bliss of unconsciousness took him.&lt;br /&gt;
&lt;br /&gt;
+++++++&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thought for the day: Happiness is a... &#039;&#039;&#039;THUMP&#039;&#039;&#039; STOP TALKING AND JUST HIT THE FUCKERS!!!&lt;br /&gt;
&lt;br /&gt;
+++++++&lt;br /&gt;
&lt;br /&gt;
== Tyranids V Millennials V Angry Titans: A fucking novella, or something ==&lt;br /&gt;
&lt;br /&gt;
The Imperial world of Illis, located within the solar system Illis, within the Illis sub-sector (just in case there was any uncertainty about where rescuing Space Marines might have to go one day), was facing its destruction again. A shadow was cast across the Warp. Psykers began to go insane, raving about monsters and vast gulfs of time and space. Heathens on the planet thought their minor Chaos deity, Lord Cthulhu, was about to wake. The truth was much scarier: Hive Fleet Amemasu was coming, and it was hungry, and Planet Illis was going to be the main course. &lt;br /&gt;
&lt;br /&gt;
Worse news was to come. A previously small and ignored cult calling itself the Millennial Falcons had been on some kind of recruitment drive and had taken over more than half the planet. This wasn&#039;t a Chaos cult, they weren&#039;t being ruled by xenos puppeteers, they were just a bunch of morons who&#039;d never had to strive or suffer and were trying to make damn sure they never did. Why should they, when there were trillions of other Imperial citizens to do it for them? And yet, here was a request from the authorities to take up arms in defence of their world – to put their precious selves in harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
Instead of building defences or learning how to use a lasgun (since they felt that they didn&#039;t have to obey the fucking Planetary Governor), the Millennial Falcons sent a strongly-worded missive of protest to the Emperor himself, believing that He would put His battle against the Chaos Powers on hold and sort the Millenials&#039; shit out for them, because They Had Rights [TM]. When the Emperor did not magically solve all their problems, probably because He thought they were a bunch of lazy cunts, the Millennial Falcons turned completely against the Imperium; after all, this is how atheists have been created throughout human history. Heretical faggotry spread, and spread, and spread.&lt;br /&gt;
&lt;br /&gt;
Governor Mellitus remained loyal to the Throne. He wished to send a message through to the wider Imperium outlining his world&#039;s situation and pleading for help. The astropaths told him to send it him-fucking-self, they would no longer be discriminated against by being the only humans who sent psychic messages these days (ignoring the fact that they were the only humans who could). So Mellitus used a cogitator of considerable power, battling through the constant pop-ups and directories full of lascivious images that had begun to choke his planet&#039;s data-net thanks to the Millennials. &lt;br /&gt;
&lt;br /&gt;
Days passed without response. The Hive Fleet drew nearer. Rebellion flared. The outlook was grim. Then, at last, they received a reply.&lt;br /&gt;
&lt;br /&gt;
++ REINFORCEMENTS SANCTIONED ++&lt;br /&gt;
&lt;br /&gt;
++ DEPLOYING THE ANGRY MARINES ++&lt;br /&gt;
&lt;br /&gt;
===Fucking Warp Travel===&lt;br /&gt;
&lt;br /&gt;
The Angry Marines strike cruiser Cackumbabo roared through space at maximum realdrive. Its machine spirit was too pissed off to allow the Techmarines to engage its warp engine; fuck that Chaos crap, Cackumbabo was going into battle the old-fashioned way, even if it took 2000 years.&lt;br /&gt;
&lt;br /&gt;
“COME ON YOU FUCKING LUMP OF WORTHLESS ORKSHIT!” roared Captain Twatsplasher, whacking the sacred warp engine with his power-wrench. “WE&#039;VE GOT FACES TO RAPE!!!”&lt;br /&gt;
&lt;br /&gt;
“DON&#039;T FUCKING DO THAT, MY LORD!” cried Brother Terridyne, their chief Techmarine, trying to wrestle the weapon/tool/phallic symbol from Twatsplasher&#039;s white-knuckled grip. “FOR FUCK&#039;S SAKE, WE&#039;LL END UP GETTING BUMMED BY DAEMONS! BALANCE YOUR BLOODY HUMOURS!!”&lt;br /&gt;
&lt;br /&gt;
“NO-BOLLOCKS WASTREL!!! IF YOU DON&#039;T GET THIS SHIP INTO THE WARP IN FIVE SECONDS FLAT, I&#039;LL BLAST MYSELF OUT OF THE NEAREST FUCKING AIRLOCK, SWIM BACK TO YOUR HOME PLANET AND BALANCE YOUR WHITESHIELD-SUCKING MUM ON MY RAMROD YOU FAGGOT!!!!”&lt;br /&gt;
&lt;br /&gt;
The techmarine began to unclasp the front of his power-trousers.&lt;br /&gt;
&lt;br /&gt;
“WHAT THE FUCK ARE YOU DOING, BITCH?!!” screamed Twatsplasher.&lt;br /&gt;
&lt;br /&gt;
“INSTALLING MY SACRED MECHA-PENIS, THAT&#039;S WHAT THE FUCK I&#039;M DOING! I&#039;LL GIVE THIS MECHANICAL CUM-GOBBLER ALL THE THRUST IN THE FUCKING UNIVERSE!!”&lt;br /&gt;
&lt;br /&gt;
The ship panicked and threw itself into the warp with a jolt. Terridyne fell into Twatsplasher&#039;s arms.&lt;br /&gt;
&lt;br /&gt;
“ISN&#039;T THIS FUCKING ROMANTIC!” the Captain yelled. “ALL FUCKING YIFFERS KNOW THE PENALTY FOR HUGGING A COMMANDING OFFICER!”&lt;br /&gt;
&lt;br /&gt;
He turned Terridyne around and delivered the sacred punishment of pulling the Techmarine&#039;s undergarments over his head. If Terridyne suffered a broken neck or choked to death on his own knicker-elastic, that meant he was heathen scum who deserved it. If he lived, then he was redeemed and would have an opportunity to start fixing some shit around here. &lt;br /&gt;
&lt;br /&gt;
“TWATSPLASHER TO THE FUCKING CIRCUS ROUSTABOUTS CALLING THEMSELVES 3RD COMPANY,” the Captain voxed while the tech-marine stumbled around, arms flailing. “YOU EXCREMENTAL CUNTS CAN STOP TUGGING YOUR BELL-ENDS AND MEET ME IN THE FUCKING BRIEFING ROOM! WAR IS IMMINENT, BITCHES!!!”&lt;br /&gt;
&lt;br /&gt;
“YES YOUR FUCKING MAJESTY!” his men responded as they ran to the briefing room, pulling on helms and loading bolters as they ran. Twatsplasher was a singular Company Commander. His men didn&#039;t have to show the reverence he fucking deserved, as he wasn&#039;t some Slaaneshi faggot who lived on praise. Besides, the constant exchange of insults kept him sharp.&lt;br /&gt;
&lt;br /&gt;
===Briefing the Pussies from 3rd Company===&lt;br /&gt;
&lt;br /&gt;
Thirty Marines assembled. Only thirty, to face fucking shitloads of Nids. The company used to be 100 strong plus some Dreadnoughts and shit, but whatever happened to the others is not in the Angry Marines databank for some reason, and the last time an Inquisitor tried to check it, she was found hanging upside-down from a 600-foot-tall bastion by her undercrackers. The Angry Marines are equal opportunity psychos. &lt;br /&gt;
&lt;br /&gt;
Twatsplasher appraised the men. &lt;br /&gt;
&lt;br /&gt;
“SEEMS THESE &#039;MILLENNIAL FALCONS&#039; ARE FAGGOTS, CONTAMINATING OTHERS WITH SAID FAGGOTRY, WHILE EATING LENTILS AND TOUCHING EACH OTHERS&#039; FUCKING BUMS! IT&#039;S BECOME A WORLD OF SELF-RIGHTEOUS THUNDERCUNTS ABOUT TO GET CHEWED!”&lt;br /&gt;
&lt;br /&gt;
“LET ME GET THIS STRAIGHT, SIR,” Sergeant Dammiel said. “THEY&#039;VE GOT 35 MILLION PDF WANKERS FACING OFF AGAINST A HIVE FLEET AND THEY&#039;RE SENDING BLOODY  COMPLAINTS TO THE EMPEROR AND EXPECTING US TO FUCKING DIE FOR THEM?!”&lt;br /&gt;
&lt;br /&gt;
“THAT&#039;S ABOUT THE SIZE OF IT, CUNTYBAWS! IT&#039;S A CLUSTERFUCK OF GRIMDARK PROPORTIONS, TOO MANY LAZY WANKERS ABOUT THESE DAYS!!!”&lt;br /&gt;
&lt;br /&gt;
“DICK-EATING FURFAGGOTS!!!!!” yelled Brother Hammerhead. He was in a fine fury. Spittle flew from his vox-grille. “I&#039;LL KICK THEIR BOLLOCKS UP INTO THEIR THROAT!” &lt;br /&gt;
&lt;br /&gt;
Terridyne the Techmarine had recovered from his wedgie, exhibiting only a slightly shocked look and a yellow smudge on his head. &lt;br /&gt;
&lt;br /&gt;
“MY FUCKING LORD,” he said. “I WOULD NEVER GAINSAY YOU, FOR WE HAVE SERVED TOGETHER THROUGH MANY PERILS, BUT YOU MUST HAVE WRITTEN OUR BATTLE-PLAN WITH YOUR FUCKING COCK OUT! HOW IN THE NAME OF CALGAR&#039;S CRACK DO WE STOP A SODDING HIVE FLEET WITHOUT THOSE PDF WANK-BISCUITS COVERING US?!” &lt;br /&gt;
&lt;br /&gt;
Twatsplasher headbutted him with the force of planets colliding.&lt;br /&gt;
&lt;br /&gt;
“LIKE THAT, CYBER-EMO, HOW DO YOU FUCKING THINK!!!” &lt;br /&gt;
&lt;br /&gt;
“BUT THIS IS BOLLOCKS, BROTHER-CAPTAIN!” said Dammiel. “WHY ARE THOSE INBRED COCKS ALLOWED TO SIT ON THEIR ARSES? IT&#039;S FUCKING TREASON!!!!!”&lt;br /&gt;
&lt;br /&gt;
“THEY&#039;RE NOT FUCKING ALLOWED, YOU WASTE OF SPUNK! AS SOON AS WE&#039;VE RIPPED THE BOLLOCKS OFF HIVE FLEET AMEMASU, WE&#039;RE GOING AFTER THE MILLENNIAL FAGGOTS, AND MAKING SURE THE PUSSY GOVERNOR IS REPLACED BY SOME BASTARD WITH A FUCKING SPINE!”&lt;br /&gt;
&lt;br /&gt;
He looked to his men. The briefing had lasted over three minutes, surely a Chapter record, and they were ready to rip each other to pieces in frustration. &lt;br /&gt;
&lt;br /&gt;
“WE&#039;VE GOT A FUCKING TASK AHEAD!!!” said Twatsplasher. “BUT WHO ARE WE???”&lt;br /&gt;
&lt;br /&gt;
“THE ANGRY MARINES!” the men replied.&lt;br /&gt;
&lt;br /&gt;
“ALWAYS ANGRY!!!”&lt;br /&gt;
&lt;br /&gt;
“ALL THE TIME!!!” his men roared in one voice. &lt;br /&gt;
&lt;br /&gt;
Captain Twatsplasher might have been a horrible cunt, but he was also noble:&lt;br /&gt;
&lt;br /&gt;
“REMEMBER YOU FUCKING BUNCH OF PRATS! BETWEEN US, THE TYRANIDS AND THESE MILLENNIAL TOSSERS, THERE ARE SIXTEEN BILLION CIVILIANS WHO DON&#039;T KNOW WHAT THE FUCK&#039;S GOING ON! LAST ONE IN THE DROP POD&#039;S A FUCKING ULTRAMARINE!”&lt;br /&gt;
&lt;br /&gt;
===Making a Fucking Entrance===&lt;br /&gt;
&lt;br /&gt;
The Angry Marines didn&#039;t have to worry about the Shadow in the Warp as that only deterred pussies. Cackumbabo exploded into the Illis system with a sound like Slaanesh&#039;s whip cracking across Khorne&#039;s buttocks. This is not to imply the Angry Marines and their serfs have anything to do with Chaos, it&#039;s just what was going on in the warp at that moment. &lt;br /&gt;
&lt;br /&gt;
One Astartes vessel faced off against the incoming swarm of bio-ships. Red and yellow stood against star-bleached purple, scowling faces against faceless maws, human courage against implacable hunger. The Astartes vessel surged forward. Its course took it close to the planet, so close in fact that it nearly fucking landed at one point, and spat drop-pods at the surface. Then the Cackumbabo rocketed into the mass of Nid ships, blazing firepower in every direction, only to be seen again one hour later when its warp engines detonated and dragged a hundred bio-ships to hell. One last FUCK YOU from the Emperor&#039;s finest.&lt;br /&gt;
&lt;br /&gt;
Twatsplasher, Terridyne and the chaps landed directly on top of a vanguard swarm that was trying to eat a city. Roaring, frothing Space Marines emerged, screaming an endless “FUUUUUUUUUUUU-” and blizzarding fire into the hurricane of Gaunts, Gargoyles, Stealers and Lictors, creating their own fucked-up biosphere of destroyed bodies. The 3rd Company despised guns as much as the rest of their Chapter but when you were up against a fucking Hive Fleet on your own, you want some bullets for when the enemy is out of headbutting range. Despite applying such tactical prudence they ran out of bolter ammo almost straight away. Wrenches, steel bars, chainswords, foreheads, fists and believe it or not elbows did most of the killing. Twatsplasher was at 160 kills in the first two minutes. The rest of his men thinned the alien herd until only a few traumatised Hormagaunts remained. &lt;br /&gt;
&lt;br /&gt;
“-UUUUUK YOUUUUU!” the war cry ended. The battle was over but the war was only just kicking off. Thousands upon thousands more Nids were coming. Some of them were big bastards too. The Angry Marines formed a circle, pissed off beyond mortal measure that the Emperor&#039;s enemies had been allowed to defile this world, and realising that they were now trapped as three additional swarms closed in around them. Smoke and clouds of spores swirled in the air. The sun was almost eclipsed. &lt;br /&gt;
&lt;br /&gt;
“THIS IS IT YOU INBRED AMATEURS!” roared Twatsplasher. “IF THEY OVERRUN US HERE, WE&#039;RE THE CUNTS WHO DOOMED THIS SHITHOLE AND LOST A BLOODY GOOD SHIP IN SO DOING! WE HOLD!!! FIRST ONE TO DIE SUCKS ELDAR KNOBS!!!!!!”&lt;br /&gt;
&lt;br /&gt;
“Get your heads down, Astartes!” a human male said across the vox. He sounded in considerable pain. “This... is going... to be close.”&lt;br /&gt;
&lt;br /&gt;
Missiles the size of Land Raiders screamed through the air towards them, coming out of the smoke clouds. Explosion after explosion swept across the land. Buildings collapsed, dust and flames flew, two whole Tyranid swarms were reduced to purple smears. The survivors fell back to find more Synapse creatures or whatever those xenos pricks did when they&#039;d fucking lost.&lt;br /&gt;
&lt;br /&gt;
“BASTARD!” Twatsplasher roared. Shockwaves had thrown him over backwards and he had to pull his head out of a Mawlock&#039;s arsehole with a loud pop. “IF THERE WERE CIVILIANS IN THOSE BUILDINGS YOU&#039;RE GOING UNDER LIKE NECROMUNDA YOU ANONYMOUS FUCK-GRUBBER!”&lt;br /&gt;
&lt;br /&gt;
“Your gratitude... lightens... my soul,” the human panted. “This city was... abandoned.”&lt;br /&gt;
&lt;br /&gt;
The smoke began to thin. Twatsplasher saw their rescuer.&lt;br /&gt;
&lt;br /&gt;
“DORN&#039;S DICK!” he whispered at 90 decibels.&lt;br /&gt;
&lt;br /&gt;
The smoke drew back to reveal a Warlord Titan, Beetleback-class. Its legs were scratched and acid-scarred. Void shields flared as if the crew were having trouble keeping them up. A multiple rocket launcher mounted on its carapace belched burning gunpowder; the other carapace gun was some kind of giant assault cannon. Its right hand was a power fist painted with black and yellow stripes that seemed dangerously close to traitor colours, and its left was some kind of shitty short-ranged laser thing.&lt;br /&gt;
&lt;br /&gt;
“AT LEAST SOMEONE IN THIS FUCKING DUMP&#039;S GOT THE BALLS TO FIGHT!” said Brother Hammerhead. The other rank-and-file Marines agreed.&lt;br /&gt;
&lt;br /&gt;
“WHO THE FUCK ARE YOU?!” Twatsplasher voxed to the Titan&#039;s crew.&lt;br /&gt;
&lt;br /&gt;
“I am... Princeps Abnettius,” the Titan&#039;s controller replied. “I regret that I am... mortally wounded... There are survivors making... a last stand. They need... your help.”&lt;br /&gt;
&lt;br /&gt;
“WELL WE&#039;RE NOT HERE TO ENJOY THE FUCKING WEATHER!” roared Twatsplasher. “LEAD THE WAY PRINCEPS PANTSHITTER!”&lt;br /&gt;
&lt;br /&gt;
“I know... something of your... abilities,” Abnettius panted. “I cannot... make it. Perhaps you... could take... my place. My senior crew... have gone to join... the Emperor. I cannot control it... much longer.”&lt;br /&gt;
&lt;br /&gt;
“ACKNOWLEDGED, BITCH!” Twatsplasher said without fear. “OPEN UP, WE&#039;RE FUCKING EMBARKING! TERRIDYNE, DAMMIEL, HAMMERHEAD, WOGAN, I REQUEST THE FUCKING MISERY OF YOUR COMPANY – THE REST OF YOU TESTICULAR POLYPS FOLLOW ON FOOT AND STAY OUT OF THE FUCKING WAY, I&#039;M IN THE MOOD TO STOMP SOME FAGGOTS!”&lt;br /&gt;
&lt;br /&gt;
Abnettius opened a secret hatch in the Warlord&#039;s left leg and the Angry Marines ascended. The spiral staircase was narrow and sized for humans; it wobbled dangerously under the combined weight of the five rage-infused bastards clambering up it. The Titan was tall and the Marines had to spend at least two minutes staring at the sculpted bum-cheeks of the Brothers in front until they reached the Warlord&#039;s head.&lt;br /&gt;
&lt;br /&gt;
Princeps Abnettius didn&#039;t look wounded. He must have suffered some neural feedback shit that nobody understood. He peered vaguely at the Astartes, blinking, unfocused.&lt;br /&gt;
&lt;br /&gt;
“Thank the Emperor...” Abnettius whispered. “You possess the ability... to learn quickly... from others?”&lt;br /&gt;
&lt;br /&gt;
“YOU BET YOUR BLANK-FIRING BOLLOCKS WE DO,” said Twatsplasher, “BUT I DON&#039;T THINK YOU&#039;LL LIKE HOW IT FUCKING WORKS!”&lt;br /&gt;
&lt;br /&gt;
“I care not... just do it... save those people... end the xenos.”&lt;br /&gt;
&lt;br /&gt;
“YOU FUCKING ASKED FOR IT,” Twatsplasher warned. He broke the Princep&#039;s head open with a tap of his power-wrench as if it were some kind of egg and ate his brains.&lt;br /&gt;
&lt;br /&gt;
===How To Work a Motherfucking Titan===&lt;br /&gt;
&lt;br /&gt;
It took ten minutes for the Angry Marines to get ready. This involved Twatsplasher&#039;s men clambering into the gun positions with much swearing and grunting, then eating the brains of the dead crew they were replacing so they knew how to cover their positions, and reverentially chucking the bodies out of exhaust chutes. A number of lesser crew, human and servitor, remained alive, manning secondary systems. None of them were happy with recent events but followed orders to sit in their chairs and press some fucking buttons or something. &lt;br /&gt;
&lt;br /&gt;
The Angry Marines then did something that would surprise most people: they said a prayer to recognise the Titan crew&#039;s heroism. Unfortunately Angry Marine prayers cannot be printed here as they make people go blind. Twatsplasher might be an outright wanker but he was the most pious man in the galaxy and his like may never be seen again (hopefully). “YOU GROT-FONDLING DIPSHITS CAN&#039;T HANDLE THIS LEVEL OF FUCKING PIETY!” the Captain had roared a few years ago as he chased the Chaplains around, whacking them over the head with his self-made prayer book, entitled &amp;quot;KILL ALL XENOS FOR THE EMPRAH&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
There was some debate about who should replace Princeps Abnettius. Only Terridyne had sockets for direct neural interface.&lt;br /&gt;
&lt;br /&gt;
“SIR, I&#039;M THE FUCKING TECHMARINE,” he voxed. “I&#039;M THE ONLY ONE CAN COMMAND THE BASTARD THING!”&lt;br /&gt;
&lt;br /&gt;
“WHICH TWAT MADE YOU THE NEW PRIMARCH? MAN THE LAUNCHER YOU WHINGING TOSSER, I CAN HANDLE THIS CRAP!”&lt;br /&gt;
&lt;br /&gt;
“WITH ALL FUCKING RESPECT, THAT&#039;S BOLLOCKS, MY LORD! HOW ARE YOU GONNA GET THIS PIECE OF SHIT MOVING WHEN YOU CAN&#039;T EVEN PLUG YOUR ARSE INTO IT FOR FUCK&#039;S SAKE? YOU NEED MORE THAN A FRIGGING JOYSTICK AND SHITTY BREATH TO COMMAND A FUCKING TITAN!!”&lt;br /&gt;
&lt;br /&gt;
“I KNOW WHAT I&#039;M FUCKING DOING YOU BRONIE WANKER!!!!” roared the Captain with superior rage. “YOUR PROTESTS ARE SNOT SHOVELLED INTO MY FUCKING EARS SO SHUT YOUR GROT-LICKING GOB BEFORE I COME OVER THERE AND INTERFACE MY DICK WITH YOUR EYE-SOCKETS!!!!!!!!!!!!!1!11one”&lt;br /&gt;
&lt;br /&gt;
The Titan&#039;s human crew were shocked to hear this exchange. They weren&#039;t on the Angry Marine vox-net, they could literally hear the Marines yelling at each each other through hundreds of tons of ceramite. The humans had no idea that the Angry Marines 3rd Company “enjoyed” a brotherhood forged in fire, or that Twatsplasher encouraged “debate” as a middle finger to that Codex Astartes bullshit.&lt;br /&gt;
&lt;br /&gt;
The Captain might not have had neural implants but he did have something: mastery of his absolute fucking RAGE. His emotional control was so good he only spent 97% of the time in a state of frenzy, although if anyone made the mistake of raising this delicate matter, he broke their spines and made them eat their own bollocks, not always in that order. The Captain summoned all the rage his genhanced body could handle, then he summoned some more, and he roared with righteous fury as the rage moulded into a mental spear jabbed straight into the Titan&#039;s heart. The god-machine was too terrified to deny such a man and bent instantly to his will.&lt;br /&gt;
&lt;br /&gt;
“THERE&#039;S YOUR ANSWER, BITCH!” Twatsplasher said. “I WASN&#039;T MADE CAPTAIN FOR SUCKING THE FUCKING CHAPTER MASTER!!!!”&lt;br /&gt;
&lt;br /&gt;
The Titan jerked forward then stumbled, and fell sideways, landing on some buildings and knocking them down. Its Angry Marine crew cried out in rage and confusion.&lt;br /&gt;
&lt;br /&gt;
“FEELS LIKE A FUCKING HIPPO&#039;S SITTING ON MY DAMN FACE!” Hammerhead raged. His weapon, the power fist, was the only thing preventing the Titan from completely capsizing.&lt;br /&gt;
&lt;br /&gt;
“TRY NOT TO FUCKING FACEPLANT THE EPIC GOD-MACHINE YOU BLOODY ORK!” said Terridyne. “FRIGGING TOLD YOU I SHOULD BE DRIVING!”&lt;br /&gt;
&lt;br /&gt;
“FUCKING KNOBSACKS!!!” roared the Captain. “THIS IS HARDER THAN MY ADAMANTIUM COCK!”&lt;br /&gt;
&lt;br /&gt;
He concentrated on his rage, held onto it, made it flow, and the Titan clambered back to its feet. It swung around, instinctively knowing which way to go, which was pretty fucking excellent since the Angry Marines didn&#039;t. It stomped forwards with a swaying gait as if it had shat its pants. Over the internal vox Twatsplasher addressed his men:&lt;br /&gt;
&lt;br /&gt;
“STAY AWAKE YOU USELESS CUNTS, WE&#039;RE ABOUT TO ENGAGE THE FUCKING FOE! TERRIDYNE, IF THAT MISSILE LAUNCHER ISN&#039;T LOADED BY THE TIME WE SEE PURPLE, THERE WON&#039;T BE A TAPE MEASURE WIDE ENOUGH TO MEASURE YOUR FUCKING RING! &lt;br /&gt;
&lt;br /&gt;
“WOGAN, GET THAT FANNY-FACED WRECKING BALL YOU CALL A HEAD OUT OF TERRIDYNE&#039;S ARSE AND WARM THAT LASER BURNER OR I&#039;LL USE IT TO CUT YOUR BLOODY KNOB OFF! &lt;br /&gt;
&lt;br /&gt;
“HAMMERHEAD, UNTIL WE GET TOE-TO-TOE YOU&#039;RE GOING TO BE AS FUCKING WORTHLESS AS EVER. I WANT THAT POWER FIST READY TO RIP AND TEAR OR I&#039;LL SLAP YOUR MISERABLE FEATURES ROUND THE BACK OF THAT CORN-STUDDED TURD ON TOP OF YOUR NECK! &lt;br /&gt;
&lt;br /&gt;
“DAMMIEL, IF THAT ASSAULT CANNON STOPS FIRING FOR ONE MICROSECOND I&#039;LL DIP YOU IN SHIT AND FIRE YOU FROM THE FRIGGING MISSILE LAUNCHER!!! &lt;br /&gt;
&lt;br /&gt;
“RAAAAAAAAAAAAAARRRRRRRGHHHHH!!!!!!!!!!!”  &lt;br /&gt;
&lt;br /&gt;
This might have been the worst pep-talk in history but these weren&#039;t mere faggots, they were the fucking ANGRY MARINES, the biggest and meanest bastards in the Emperor&#039;s realm.&lt;br /&gt;
&lt;br /&gt;
“ALWAYS ANGRY!” Twatsplasher yelled.&lt;br /&gt;
&lt;br /&gt;
“ALL THE TIME!” replied the men.&lt;br /&gt;
&lt;br /&gt;
The cry was echoed by the remnants of 3rd Company milling around behind them. Twatsplasher couldn&#039;t be arsed to learn how the vox worked, and he was broadcasting everything from external speakers. The Titan, whose name they didn&#039;t even know (or care about, to be honest), stumbled into the smoke, trailing a wake of yellow-armoured psychos. Vengeance had never looked so terrifying.&lt;br /&gt;
&lt;br /&gt;
===Eat It, Motherfuckers===&lt;br /&gt;
&lt;br /&gt;
The Titan strode across a blasted landscape. Burned out tanks and personnel carriers were strewn around, but there were no bodies of either man or xenos; they&#039;d all been devoured, or dragged back to digestion pools. Speaking of which, the Titan passed dozens of rippling red pools which it cauterised with its laser burner, and kicked over a dozen strange growths that resembled hundred-foot-tall claws. Lightning struck their void shields due to a combination of dust in the atmosphere creating static, and the planet&#039;s biosphere being damaged somehow. Twatsplasher ended up ordering his crew to conserve ammo where possible until bigger, slower targets appeared, and let the fucking grunts outside deal with the scattered swarms of hunter-killers they encountered. The little bastards moved too fast for Terridyne and Dammiel to hit – Dammiel had already sent two thousand shells screaming over the horizon, the retarded fuck-cunt, claiming that Twatsplasher&#039;s odd way of walking the Titan was throwing off his aim.&lt;br /&gt;
&lt;br /&gt;
Where were the armies, the carpets of Rippers, the Bio-Titans? Didn&#039;t the fucking Nids care that the Emperor&#039;s most crazed servants had turned up? Twatsplasher might have been the ugliest human being currently deployed on Illis, but he wasn&#039;t thick. Either the Nids were up to something, or the human resistance was surrounded. It turned out to be the latter.&lt;br /&gt;
&lt;br /&gt;
Resistance remained in a single location. All human survivors had pulled back behind a mountain range which had been turned into an epic curtain wall. It was ablaze from end to end. Those Tyranid cunts could set fire to fucking rock, it was actually awesome, if you think the achievements of xenos scum have merit. Thousands of PDF troopers, and Guardsmen who had been stranded here by the Shadow in the Warp, still manned gun emplacements built into the wall, blazing away at an enemy even the Titan was not tall enough to see. A door made of solid adamantium was in the centre of the wall; dozens of tank companies assembled behind it, waiting for the xenos to break through, as there was now no chance of them sallying forth – the world was almost lost. This was a last stand, the enemy were at the final gate and the humans were about to get butt-fucked.&lt;br /&gt;
&lt;br /&gt;
“BROTHER-CAPTAIN,” voxed Terridyne, “WE ARE APPOROACHING THE MOTHERFUCKING FRONT LINE!”&lt;br /&gt;
&lt;br /&gt;
“I&#039;M NOT FUCKING BLIND YOU BALD TWAT! TIME TO SCARE THE SHIT OUT OF EVERY COCKGOBBLER IN RANGE!”&lt;br /&gt;
&lt;br /&gt;
Hundreds of human soldiers turned in shock and fear and, increasingly, in hope, as they heard salvation screaming abuse at them.&lt;br /&gt;
&lt;br /&gt;
“THIS IS CAPTAIN FUCKTIOUS TWATSPLASHER OF THE IMPERIAL ANGRY MARINES! GET OFF THE WALLS, COCKSICKLES, THE FUCKING 3RD COMPANY&#039;S COMING THROUGH!!!”&lt;br /&gt;
&lt;br /&gt;
Soldiers spilled down stairways and roped down walls. A Mechanicus contingent started trying to open the main doors, but doors are for whiteshields: Twatsplasher walked his rage-powered god-machine straight through the mountain as if it wasn&#039;t there. Rock, metal, gun emplacements with glowing barrels, all came down around the Titan. Dust ran like water from its flanks. A great cloud of smoke and dust flew up to join the shit already in the atmosphere. And still the Titan kept on going, towards the hordes of alien monsters heading for man&#039;s last bastion on this world.&lt;br /&gt;
&lt;br /&gt;
It was fucking hammertime.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
The Tyranids swarmed in their millions. Little purple fucks milled between the hooves of giant leader-beasts. The sky was full of flying vermin. Those Nids on the ground were led by a Dominatrix, a bio-titan that all other bio-titans tug themselves off about. It walked on four clawed legs, body bowed beneath the weight of a bio-cannon that was nearly as big as a Reaver Titan. The creature had a long neck ending in a head that was all teeth and blade-vanes. It peered into the dust-cloud, trying to see what last threat the humans had sent against it.&lt;br /&gt;
&lt;br /&gt;
A Warlord Titan emerged, right arm raised, power fist displaying a blazing middle finger.&lt;br /&gt;
&lt;br /&gt;
“THEY WILL NOT CON-FUCKING-TROL US, WE WILL BE FUCKING VICTORIOUS!!!” Twatsplasher&#039;s atonal bellow came from its speakers. And then: &lt;br /&gt;
&lt;br /&gt;
“THE HOUR IS FUCKING NIGH, XENOS!!!!!” &lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
“ACCELERATING TO A FUCKING LUMBER,” the Captain told his crew. “PREPARE TO RAPE FACE YOU WANKERS!”&lt;br /&gt;
&lt;br /&gt;
The Dominatrix reared up and gave vent to a scream that sounded like tearing metal. It began to charge towards them, not even bothering to use its cannon.&lt;br /&gt;
&lt;br /&gt;
“CAPTAIN TWATFACE HAS HIS USUAL EFFECT ON WOMEN!” said Wogan. “HERE SHE FUCKING COMES!”&lt;br /&gt;
&lt;br /&gt;
“FUCKING SHOOT HER THEN!” answered Terridyne. He opened up with the missile launcher. All his shots were turned aside by a field of purple force which flickered around the Dominatrix.&lt;br /&gt;
&lt;br /&gt;
“GET ME CLOSER,” Hammerhead raged. “FUCKING PANSY-ARSED TWATS PISSING AROUND! LET ME GIVE HER THE ASTARTES KISS! I&#039;D LIKE TO SEE HER FUCKING BLOCK THAT!!!”&lt;br /&gt;
&lt;br /&gt;
Dammiel&#039;s assault cannon was as loose and wild as a hosepipe dropped by incompetent fire-servitors. Not a single round was on target despite the Dominatrix&#039;s ginormous bulk. It was like watching the retarded Godzilla film from 1998.&lt;br /&gt;
&lt;br /&gt;
“BROTHER DAMMIEL,” said Twatsplasher, “YOU MUST BE THE MOST USELESS CUNT SINCE THE ANCIENT SCRIBE C.S. GOTO! WHEN I SAID FIRE THE ASSAULT CANNON, I MEANT AT THE FUCKING NIDS!!!”&lt;br /&gt;
&lt;br /&gt;
“WITH DUE REVERENCE, I CAN&#039;T HIT JACK SHIT WITH YOU WOBBLING LIKE A FUCKING 2ND MILLENNIUM KONG TOY! HOLD THIS BITCH STEADY!”&lt;br /&gt;
&lt;br /&gt;
Twatsplasher growled with the frustration of trying to make thousands of tons of metal and pistons run like a man. Wogan laughed in the exultation of near-death, watching on his scanner screen as the xenos queen came closer. She was going to fucking knock them over. The Titan&#039;s gyro-stabilisers were already struggling under the Captain&#039;s amateurish efforts, but now they could feel the ground shaking as the Dominatrix stomped towards them. Wogan watched as more missiles sailed into her defensive field. She was virtually in range of the laser burner. Would it do any good?&lt;br /&gt;
&lt;br /&gt;
“IT&#039;S FUCKING CHEATING TO HAVE VOID SHIELDS ON TOP OF ALL THE OTHER SHIT SHE&#039;S GOT,” Hammerhead said without irony. “I&#039;LL RIP HER ANOTHER FANNY!”&lt;br /&gt;
&lt;br /&gt;
“BRACE FOR IMPACT, FUCKTARDS!!!!!” Twatsplasher roared.&lt;br /&gt;
&lt;br /&gt;
Several things happened almost simultaneously. Dammiel finally hit the target, making confetti out of the Tyranid&#039;s bio-cannon; the Dominatrix pounced into the Titan&#039;s arms like a lost canid returning to its owner, bursting through the Warlord&#039;s void shields from sheer thundering bulk; the two lords of destruction fell backwards and began to wrestle; Hammerhead shat his pants from excitement as he repeatedly punched the Nid in its flank; lights went on and off throughout the Titan&#039;s structure; human crew members screamed with terror; the Titan&#039;s armour screamed also as it began to buckle beneath the Nid queen&#039;s weight. &lt;br /&gt;
&lt;br /&gt;
Twatsplasher jerked his head left and right as he tried to avoid the Dominatrix biting the Titan&#039;s face off. Wogan finally had something to contribute. He fired up his laser burner and shredded through tons of flesh and chitin. Ropes of intenstines and gallons of acid blood poured out, shorting his weapon&#039;s electronics; one of the human crew reported that the weapon was self-cleansing and should be back online in thirty seconds.&lt;br /&gt;
&lt;br /&gt;
Hammerhead gave them the necessary time. He slapped the Nid&#039;s face left, then right, then fucking chinned her with a straight punch. One of the Nid&#039;s claws closed around the power fist and wrenched it free, casting it away and killing the valiant Astarte with the shock of neural feedback.&lt;br /&gt;
&lt;br /&gt;
Twatsplasher somehow managed to headbutt the distracted Tyranid. She lurched backwards; the Titan was able to sit up through some miraculous act of gymnastic skill, only for the Dominatrix to roar in its face. Her neck snaked backwards; she was going to lunge forward and bite the Titan&#039;s head off.&lt;br /&gt;
&lt;br /&gt;
Wogan&#039;s laser burner came back online. &lt;br /&gt;
&lt;br /&gt;
“FOR THE FUCKING EMPEROR!”&lt;br /&gt;
&lt;br /&gt;
He swept the weapon across the Tyranid&#039;s neck, severing its head. The Dominatrix fell sideways and died with a series of explosive farts.&lt;br /&gt;
&lt;br /&gt;
It was a victory that went beyond stunning: every surviving crew member felt like the luckiest fucker in the galaxy. Yet though the Tyranid swarms reeled for a moment, there must have been a good number of leader-beasts still left, and they closed around the wounded Titan – to be repulsed by thousands of las shots, heavy-calibre gunfire and explosive tank rounds. Twatsplasher tried to turn. The Titan&#039;s peripheral sensors picked up hundreds of metallic signatures and thousands of human bio-signs.&lt;br /&gt;
&lt;br /&gt;
Twelve Angry Marines were still alive, riding on top of PDF Chimeras, chucking rocks, grenades and in at least one case, each other at the aliens. A vast crescent of tanks and personnel carriers followed, with waves of human infantry bringing up the rear on foot.&lt;br /&gt;
&lt;br /&gt;
“READY TO FINALLY FUCKING HIT SOMETHING, TOSSERS?” Twatsplasher yelled at his crew.&lt;br /&gt;
&lt;br /&gt;
“FUCK YEAH SIR!” replied Terridyne and Dammiel. They opened up. Dammiel brought down clusters of Gargoyles and other flying fucks. Terridyne&#039;s remaining missiles blew holes in the Tyranid swarm. It was too much even for the homicidal xenos shit-eaters. They turned and ran, but the Emperor&#039;s mercy is great, and every last critter was put out of its misery.&lt;br /&gt;
&lt;br /&gt;
“NOW THAT IS HOW THE FUCK YOU STOP A HIVE-FLEET,” said Twatsplasher before neural damage from the titan&#039;s damaged systems finally killed him.&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
“WHERE THE FUCK&#039;S CAPTAIN TWAT-KNUCKLE?” said Brother-Captain Wankel.&lt;br /&gt;
&lt;br /&gt;
The surviving members of 3rd Company stood to attention. They were all torn, battered, filth-covered, but stood proudly before the 2nd Company&#039;s commander.&lt;br /&gt;
&lt;br /&gt;
“SIR, HE&#039;S FUCKING DEAD, SIR!” said Terridyne. “ALONG WITH MOST OF THE OTHER FUCKING SODS!”&lt;br /&gt;
&lt;br /&gt;
“HOW FUCKING UNFORTUNATE!” Wankel said with as much empathy as any Angry Marine can be arsed to have. “GET YOUR FUCKING ARMOUR FIXED, ABADDON&#039;S AT IT AGAIN, THE GERIATRIC, DRIED-UP, SMELLS-LIKE-OLD-MILK PUSSY! WE SHIP OUT IN SIX POINT THREE MINUTES!”&lt;br /&gt;
&lt;br /&gt;
3rd Company ran headlong for the artificers, wondering how long point three of a minute was.&lt;br /&gt;
&lt;br /&gt;
“Please, sir,” the Planetary Governor begged, “I have learned the error of my weakness. Release me?”&lt;br /&gt;
&lt;br /&gt;
“FIFTEEN MORE MINUTES, BITCH!!” &lt;br /&gt;
&lt;br /&gt;
Governor Mellitus wept. Wankel&#039;s boot was pretty far up his arse and had been for the last half an hour.&lt;br /&gt;
&lt;br /&gt;
Wankel surveyed the devastation around them. Weeping civilians were thanking Angry Marines and human soldiers; Mechanicus recovery vehicles were hoisting burned-out tanks; shell-shocked Munitorium adepts were wandering round, wondering how the fuck they were going to organise this lot. Piles of Tyranid bodies were being burned. Alongside them were equally-sized piles of Millennial faggots, mostly still alive, each of them with their underpants pulled over their heads. &lt;br /&gt;
&lt;br /&gt;
“LIGHT THE FIRES, COCKSUCKERS,” Wankel said to the Inquisitors who&#039;d been called to root out all traces of Millennial Falcon heresy. “I WANT TO SMELL ROAST HEATHEN!!!”&lt;br /&gt;
&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
And that&#039;s how the Angry Marines conduct a fucking campaign. I, Addius Letch, have been your scribe; now fuck off because all this righteousness is giving me a hard-on.&lt;br /&gt;
&lt;br /&gt;
+++++++&lt;br /&gt;
&lt;br /&gt;
Thought for the day: Thought begets heresy. Heresy begets the fucking Angry Marines.&lt;br /&gt;
&lt;br /&gt;
+++++++&lt;br /&gt;
&lt;br /&gt;
==The Tale of Shitfucker the Mildly Disgruntled==&lt;br /&gt;
&lt;br /&gt;
Shitfucker the Mildly Disgruntled was not a happy man. Of course, he was an angry marine so he was never actually happy but he was angrier than ever right at that moment. “WHY WON’T THIS MOTHERFUCKING PIECE OF GUILLIMAN ASS WORSHIPING CUNT-TRASH FUCKING WORK!!!?” he pondered quietly to himself. This was because the angry marines were rapidly approaching the [[dakka]] limit. They were at the point where they physically couldn’t strap more weapons onto other weapons anymore, despite their general attitude that “PHYSICS IS FOR THOSE [[Mechanicus|TOASTER FUCKERS]]”. This was giving the [[techmarines]], especially Master of the Armoury Mightelypissedoff the Third, quite the headache as they were under increasing pressure from the other angry marines to “FIX A FUCKING FLAMER TO IT YOU CUNT WAZZOCK”. This had resulted in an increased number going to the apothecaries complaining of the illness commonly called “REPEATED BLUNT FORCE TRAUMA TO THE BALLS WITH A FUCKING SPANNER”. In order to try and remedy this, Shitfucker started work on a secret project. For years he slaved away in complete silence (silence, that is, for an angry marine. Anyone else would have heard something along the lines of “WHERE THE FUCK DID THAT SCREW GO!!!!? I SWEAR TO THE [[Emperor of Mankind|BIG FUCKER ON A GOLDEN CHAIR]] THAT IF ONE OF THOSE [[Chaos Gods|NAMBY-PAMBY GHOST BITCHES]] TOOK IT I’LL COME INTO THE WARP MYSELF AND SEE HOW THEY LIKE HAVING A TITAN’S POWER FOOT SHOVED UP THEIR ASS!!!” (as with most things, angry marines have a warped sense of volume).&lt;br /&gt;
After a millennia, and many test subjects being told “BUCKLE UP CHUCKLE-FUCKS”, his work was done. Shitfucker emerged from his workshop and made his way towards where the chapter master lived. Of course, being stuck in a workshop for a thousand years, many of the newer angry marines didn’t recognise him and so he responded to the many calls of “WHO THE FUCK ARE YOU YOU BALD HEADED CUNT!!!?” with a level and reasoned explanation “AND THE REPEATED INTRODUCTION OF THEIR FACE TO MY RIGHT FOOT AND THEN MY LEFT FOOT”. Barging into the command room (A very polite and reverential entrance for an angry marine), Shitfucker held up a power bat. It turned out that Shitfucker had added so much dakka that he had gone right past infinity and ended up with a melee weapon. Temperus Maximus, chapter master of the angry marines and probably the angriest cunt alive or dead, was so impressed that he picked it up and then smashed Shitfucker over the head with it “BECAUSE THE COCKGOBBLING LITTLE GIT INTERRUPTED THE DAILY MY LITTLE PONY VIEWING SESSION”. This blow shattered Shitfucker’s helmet which revealed the terrible cost that developing this weapon had wrought upon him. For when you experiment with dakka, dakka also experiments with you. Shitfucker had become an [[ork]]. The first marine to point this out then proceeded to find out that tens of meters of adamantium and void shielding do little to stop oneself when thrown towards a wall at a significant fraction of the speed of light by a very angry fucker. It was then decided that Shitfucker was indeed angry enough that his minor issue of becoming a xenos could be ignored. Ever since, Shitfucker the Mildly Disgruntled has been absolutely bloody livid alongside the rest of the chapter and all marines have been forbidden to break his denial of the fact that he is an ork “ON PAIN OF FINDING OUT WHAT HAPPENS WHEN A POWER CHAIR IS INSERTED INTO THE CRANIAL CAVITY THROUGH THE FACE”.&lt;br /&gt;
&lt;br /&gt;
+++++++&lt;br /&gt;
&lt;br /&gt;
Thought for the day: Most problems can be solved with reason, logic, and the repetitive application of hard objects into soft body parts&lt;br /&gt;
&lt;br /&gt;
+++++++&lt;br /&gt;
&lt;br /&gt;
==The Angry Marine Hall of Awesome Deaths/THE FUCKAWESOME WALL OF DEATH!!!==&lt;br /&gt;
&lt;br /&gt;
During the mid to late 30th millennium it was felt by the Angry Marines that there should be a special way to commemorate their most awesome dead. Angry Marine’s already commemorated their dead via any number of ways, anything from getting blind drunk, to inscribing the fallen’s name on the testicles of a chaos space marine, to something really insane like simply spending five minutes of time they could be using to punch something to instead contemplate the achievements of the dead marine.&lt;br /&gt;
&lt;br /&gt;
But after millennia of Angry Marines finding the most spectacular of ways to die (usually taking their foes with them) it was decided to set aside an entire  corridor (admittedly a ten metre high and hundreds of metres long) whereupon the name, means of death and last words of the mostly awesomely fallen marines would be graffitied upon. The list below however, is incomplete as there are still historic deaths yet to be commemorated with yellow spray paint, deaths so ancient that only the silencers know of their occurrence. This fact further complicates the updating of THE FUCKAWESOME WALL OF DEATH!!! as no angry marine can bear sitting down with a silencer to unearth such mysteries.&lt;br /&gt;
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&#039;&#039;&#039;Battle Brother Fuck Sore&#039;&#039;&#039;&lt;br /&gt;
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Died from organ failure brought on by radiation poisoning from using a lump of plutonium on the end of a 2x4 to beat Eldar to death.&lt;br /&gt;
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Last words: “LOOK, I’VE GROWN ANOTHER FUCKING ARM TO BEAT SHIT WITH!!!”&lt;br /&gt;
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&#039;&#039;&#039;Battle Brother Wang Cheese&#039;&#039;&#039;&lt;br /&gt;
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Died from drinking the blood of a Hive Tyrant after ripping its throat open.&lt;br /&gt;
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Last words: Unknown, as the acidic blood had destroyed his voice box before he could say anything.&lt;br /&gt;
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&#039;&#039;&#039;Battle Brothers Twice Shat On and Wife Beater Beater&#039;&#039;&#039;&lt;br /&gt;
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Died simultaneously during a pizza eating competition when their stomachs erupted from being filled with a tonne or so of compacted pizza.&lt;br /&gt;
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Last Words (Wife Beater Beater): “EAT PIZZA AND DIE, MOTHERFUCKER!!!”&lt;br /&gt;
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&#039;&#039;&#039;Servitor D277-89 (SHIT CLEANER)&#039;&#039;&#039;&lt;br /&gt;
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Died from infections brought on by using its internal machinery to compact collected waste to fire at a boarding party of Chaos Space Marines.&lt;br /&gt;
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Last Words (translated from binary): “Who cleaneth up the shit now?!”&lt;br /&gt;
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&#039;&#039;&#039;Private Guant Bait&#039;&#039;&#039;&lt;br /&gt;
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Died from wounds sustained fighting of ten Bloodletters using only a lasgun and bayonet.&lt;br /&gt;
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Last Words: “AFFIX BAYONETS, BITCHES!”&lt;br /&gt;
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&#039;&#039;&#039;Battle Brother Cunt Brained&#039;&#039;&#039;&lt;br /&gt;
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Died from wounds inflicted by a Tau plasma rifle. Cunt Brained ran a mile under constant plasma fire by the Tau wielding the weapon to then beat the xeno over the head with said weapon.&lt;br /&gt;
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Last words: “WHERE’S THAT COVER-CAMPING TWAT?!!! I’ll SHOVE HIS GUN UP HIS FUCKING ARSE!!!”&lt;br /&gt;
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&#039;&#039;&#039;Captain World Defiler&#039;&#039;&#039;&lt;br /&gt;
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Died while doing the chainsword swallowing trick (upon death he had three down his throat). His death occurred when he could not suppress a sneeze, resulting in the complete mulching of his insides.&lt;br /&gt;
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Last Words: “I BET YOU I CAN SWALLOW SIX OF THE FUCKING THINGS!!!”&lt;br /&gt;
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&#039;&#039;&#039;Techmarine Binary Bitch&#039;&#039;&#039;&lt;br /&gt;
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Died while experimenting how much dakka a Marine could use at once. He had managed to rig up a suit of Terminator armour with:&lt;br /&gt;
*Four Storm Bolters (two on each arm).&lt;br /&gt;
*Two Assault Cannons (one on each arm).&lt;br /&gt;
*Six Flamers (two on each leg and two on his back).&lt;br /&gt;
*Two missile racks (as opposed to the usual one).&lt;br /&gt;
*One Hurricane Bolter (chest mounted).&lt;br /&gt;
Unfortunately for Binary Bitch, he did not take into account the immense amount of recoil all the guns would produce, and while the Terminator armour&#039;s structural integrity was sufficient to hold all the guns in place (admittedly only after locking up the joints) the recoil was enough to pulp the Marine after a minute. It was concluded by the other Techmarines however that, with better armour, that a single Marine could carry twice as much dakka.&lt;br /&gt;
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Last Words: Unheard of the noise of all the dakka and awesome, but it was agreed by all that they must have been some spectacular last words.&lt;br /&gt;
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&#039;&#039;&#039;Black Brother Captain Turds of Fury&#039;&#039;&#039;&lt;br /&gt;
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Died from having a bucket of water thrown at him. Although physically unharmed it is believed that Black Brothers eventually consider themselves constantly on fire, making water psychologically lethal to them.&lt;br /&gt;
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Last Words: “I’M MELTING!!! I’M FUCKING MELTING!!!”&lt;br /&gt;
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&#039;&#039;&#039;Battle Brother Ballknocker&#039;&#039;&#039;&lt;br /&gt;
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Died while surfing a Landspeeder down a mountain whilst beating the shit out of an Ork Waaagh! that was advancing onto said mountain. He cut through all the Orks, until in a singularly glorious act of defiance, he yanked his power foot off, and flung it at the Warboss&#039; truck. The resulting explosion knocked Ballknocker off a cliff, and moments before he died he had taken a Nob by the horn and crammed a bolt pistol down his throat.&lt;br /&gt;
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Last Words: &amp;quot;EAT BOLTGUN YOU FAGGY EXCUSE FOR A BITCH!!!&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Seargent Shit Bucket&#039;&#039;&#039;&lt;br /&gt;
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Died from jumping out of the battle barge MAXIMIUM FUCK while in orbit to smash into a Greater Daemon of Khorne, who was refusing to die until someone came down to the planet&#039;s surface to fight it.&lt;br /&gt;
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Last Words: Nothing, as Shit Bucket was a Terminator Captain and thus never spoke while he was alive.&lt;br /&gt;
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&#039;&#039;&#039;Commissar Pleb Organiser&#039;&#039;&#039;&lt;br /&gt;
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Died from executing a heretical psyker with her bolt pistol. Upon death the psyker opened up a warp rift which allowed a Keeper of Secrets to enter reality. Pleb Organiser then executed the Greater Daemon while it was still transitioning, but died from multiple orgasms.&lt;br /&gt;
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Last Words: Incoherent pleased noises and gunshots.&lt;br /&gt;
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&#039;&#039;&#039;Battle Brother Knife Ears Shitter&#039;&#039;&#039;&lt;br /&gt;
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Died trying to enter into single combat with a Necron Lord with only a chainsword. Despite being desperately outmatched Knife Ears Shitter survived five minutes of combat before having his atoms wrought asunder, just enough time for an Angry Marine launcher to get into position and start pounding the Necron Lord with pissed off Battle Brothers.&lt;br /&gt;
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Last Words: “THE BASTARD’S STILL USING 7TH EDITION RULES!!! I’M IN WITH A FUCKING CHANCE!!!”&lt;br /&gt;
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&#039;&#039;&#039;Battle Brother Mister Dakka Man&#039;&#039;&#039;&lt;br /&gt;
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Died after using all of his Angrytalon Gunship’s ammunition fighting Fighta Bommas and deciding to use his craft to ram the remaining other planes.&lt;br /&gt;
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Last Words: “DAKKADAKKADAKKA, MOTHERFUCKER!!!”&lt;br /&gt;
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&#039;&#039;&#039;Apothecary “YOU&#039;RE NOT DYING ON MY FUCKING WATCH!!!&#039;&#039;&#039;&lt;br /&gt;
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Died bringing a Dreadnought back to life. Upon bringing it back to life the Apothecary was immediately punched on reflex by the Dreadnought, upon which the Apothecary shot the Dreadnought to death, also on reflex. Unfortunately for FUCKING WATCH, he had been trained mercilessly to revive his Battle Brothers, so brought the Dreadnought back to life, to only get punched and then shoot the Dreadnought. This continued until the poor Apothecary was pulped to death by the Dreadnought&#039;s claw.&lt;br /&gt;
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Last words: “THIS HURTS ME MORE THAN IT FUCKING HURTS YOU!!! (BLAM)”&lt;br /&gt;
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= List of Things the Angry Marines Hate With a Passion =&lt;br /&gt;
&amp;lt;center&amp;gt;[[Image:Angry_Marine_Desktop.jpg|800px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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There are very few things that the Angry Marines actually like.  There&#039;s the [[Emprah]], of course, along with [[cats]], Honey Badgers (when said badgers aren’t biting their balls off) and possibly skittles.  Angry Marines are also said to have a predilection for energy drinks, pizza and most anything resembling a [[choppa|cudgel]]. They hate the [[Iron Hands]] slightly less due to their intense self-hate and anger.&lt;br /&gt;
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However, while the Angry Marines may hate pretty much everything else, there are also those things that will cause any regular Angry Marine to fly into an unfathomable berserker rage in mere seconds: &lt;br /&gt;
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*[[Abaddon]] - He&#039;s a plot-armoured wanker who simply won&#039;t fuck off.&lt;br /&gt;
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*The [[Eldar]]/[[Dark Eldar]]/[[Elf|Anything related to elves]] - The regular spehss elves are stuck up, plot fucking faggots, the drug-addled spehss elfs are dickish, literal plot fucking faggots, and elves in general are just prissy, plot fucking faggots. Ergo, FUCK THOSE CUNTS!!!&lt;br /&gt;
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*The [[Tau]] - Weeaboo cock suckers who “JUST KEEP FUCKING RUNNING AWAY FROM MELEE THE FUCKING PUSSIES!!! THAT AND THEY HAVE VAGINAS FOR FOREHEADS!!!&lt;br /&gt;
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*The [[Ultramarines]] - They hate the Ultramarines for being a bunch of pompous douchebags / Mary Sues (may also hate the colour blue, which makes sense since blue is said to be a calming color and this is the &amp;quot;Angry Marines&amp;quot; we&#039;re talking about).&lt;br /&gt;
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*[[Pretty Marines]]/[[Chaos Pretty Marines]] - They&#039;re a chapter of faggots and the ones who defected to Chaos makes them DOUBLE FAGGOTS!!!&lt;br /&gt;
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*[[Emperor&#039;s Children]] - They&#039;re a chapter of faggots who defected to Chaos and still bear the name of the Emprah. TRIPLE FAGGOTS!!!&lt;br /&gt;
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*[[Furries]] - Daemonspawn of Slaanesh.&lt;br /&gt;
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*[[necron]] - BECAUSE IF I FUCKING TEAR YOU INTO PIECES YOU CAN&#039;T JUST STAND UP AGAIN!!!! STAY DEAD, DICKSUCKING SHITFUCKIGN XENO!!! &lt;br /&gt;
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*Anything [[Slaanesh|Slaaneshi]] - Slaanesh is the God of all that is faggotry in the Warhammer 40,000 universe.&lt;br /&gt;
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*[[Chaos]] as a whole - CHAOS IS FAKE AND GAY, GET OUT, STOP TALKING, FUCK. YOU.&lt;br /&gt;
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*Going to the planets [[Fenris]] and [[Valhalla]], for no other reason than THEY&#039;RE FUCKING COLD. SON OF A BITCH.&lt;br /&gt;
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*[[Avatar]] - Two and a half hours of furfaggotry in 3D is still two and a half hours of furfaggotry. Besides, furries are Slaaneshi, and Slaanesh is HERESY!&lt;br /&gt;
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*All the Highlander sequels&lt;br /&gt;
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*Battletoads - The original game that the Angry Marines Primarch had with him inside his stasis capsule. Is still unbeaten to this day.&lt;br /&gt;
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*[[EA]] - for being faggoty ass dick suckers that also suck the life out of other games developers. &lt;br /&gt;
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*[[Matthew Ward]] - Self-explanatory.&lt;br /&gt;
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*[[Grey Knights]]- A bunch of fucking Mary Sues who think they know what REAL hatred of daemons is.&lt;br /&gt;
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*[[Reddit]] - Have the nerve to steal all the good memes from 4chan, make them as unfunny as possible, and then shit them all over the rest of the Internet claiming they came up with them in the first place. They&#039;re also EMPRAH-DAMNED EVERYWHERE, THE RETARDED FUCKS.&lt;br /&gt;
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*[[World Eaters]] - What they try to pass off as &#039;anger&#039; is really just male insecurity in the extreme.&lt;br /&gt;
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*[[Primarch|Traitor primarchs]] - CHAOS FAGGOTS like the daemon primarchs who hide from the ANGRY MARINES in the Warp and won&#039;t even show up to get their testicles kicked up between their ears are the worst kind of pansy-ass CHAOSFAGGOTS. &lt;br /&gt;
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*[[Thousand Sons]] - They are CHAOS WORSHIPPERS, worship Tzeentch and THEY ARE FUCKING PSYKERS (which are basically faggots with greater range (but the emprah is a psyker... could it be that you are calling the emperor a long range faggot? well... ARE YOU?!?! I&#039;LL KICK SO HARD IN THE ASS, THAT YOU WILL ORBIT THE SUN IN A FRACTION OF A SECOND. YOU PUSSY ASS CHAOS WORSHIPING FAGGOT). That makes them TRIPLE FAGGOTS,too.&lt;br /&gt;
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*Bad grammar, because IF YOU’RE GOING TO FUCKING SCREAM YOU CAN FUCKING DO IT RIGHT (WHERE IS YOUR PUNCTUATION, YOU ANAL BITING, DONKEY RAPING FUCK-TARD? THERE SHOULD BE A FUCKING COMMA HERE INSTEAD OF THIS INTERJECTION, YOU HYPOCRITICAL ASS!) YOU BASTARD!!!&lt;br /&gt;
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*Smuckers Uncrustables - You spend twenty years on a voidship, the Skittles ran out seventeen years ago, and all you have is Uncrustables AND I GUARAN-GODDAMN-TEE THAT YOU WOULD WANT TO RAPE YOURSELF WITH A BAND SAW TOO, YOU NURGLE HUMPING FAG!&lt;br /&gt;
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* Facebook - if it isn&#039;t immediately obvious why, then they fucking hate you too. No Angry Marine ever needs to know how many minutes it is until your shuttle reaches St Sebastian&#039;s world.&lt;br /&gt;
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*[[Age of Sigmar]] - Because why play as a single cohesive army when you can have it split up into five different mini-factions with no synergy? A never-ending way to recharge your fucking RAGE. &lt;br /&gt;
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* The finale of Star Trek Enterprise - Captain Archer made some pretty fucking excellent speeches at times, but the grandest, the greatest, the ultimate... well, in the words of Captain Fucktious Twatsplasher, &amp;quot;WHAT THE FUCK HAPPENED TO THE ENDING YOU RETARDED, INBRED, STINKING, BRAINLESS, SOULLESS, DICK-GARGLING PAIR OF FUCKING FAGLORDS?!!!!!!&amp;quot; Many scribes died that day.&lt;br /&gt;
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* Losing - NO ONE BEATS THE ANGRY MARINES AND FUCKING GETS AWAY WITH IT!!!!&lt;br /&gt;
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Thought for the day: If something is worth doing, it&#039;s worth overdoing!&lt;br /&gt;
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= Things the Angry Marines wish for =&lt;br /&gt;
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There are some things the Angry Marines desire to happen, and if they did, it would make them slightly less angry, but nowhere nearly enough to make them less destructive. These include:&lt;br /&gt;
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* A good [[Warhammer Fantasy]] RTS that approaches Dawn of War&#039;s quality &amp;lt;s&amp;gt;(heads up, the guys behind Total War are apparently heading up something that looks promising)&amp;lt;/s&amp;gt; FUCK THAT! THOSE INEPT COCKSUCKING DICKWITS AT SEGA WENT AND MADE CHAOS A FUCKING DLC PREORDER BONUS! NOT THAT ANYBODY&#039;S DUMB ENOUGH TO PLAY CHAOS, IT JUST SETS A POOR CUNTING PRECEDENT {{Blam|That is heretical nonsense, only Chaos worshippers like that nonsense}}&lt;br /&gt;
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* A [[Doom]] movie made in the style of the doom comic, preferably with Bruce Campbell as the Doom Marine (Groovy!)&lt;br /&gt;
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*[https://www.youtube.com/watch?v=kjIVkl34Vig song dedicated to Honorary Angry Marine, Doom Guy]&lt;br /&gt;
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* &amp;lt;s&amp;gt;Better endings for Mass Effect 3, preferably restoring Drew Karpyshyn&#039;s original Dark Energy ending&amp;lt;/s&amp;gt;. The Extended Ending made them a bit less angry, then the skubstorm known as Mass Effect: Andromeda made them angrier than ever, cancelling this out.&lt;br /&gt;
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* A good [[Dungeons and Dragons]] movie&lt;br /&gt;
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* All loyalists, especially them, being upgraded Power Fists to Chainfists for free.&lt;br /&gt;
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* [[Samus]], she who ruins worlds every time of month (or every time Space pirates show up, Emperor help the Piratical Xeno who meets her during her time of the month) is an inspiration to Angry marines everywhere.&lt;br /&gt;
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* Warhammer, both versions, story actually going somewhere and not being stuck in status quo. [[The End Times]] is good progress on that...until [[Rocks fall, everyone dies|the Chaos Gods raped the world]] and then [[Age of Sigmar]] happened. At least 40k managed well [[Great Rift|on that]], but then, [[Primaris Space Marines|numarines]]...&lt;br /&gt;
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* A Warhammer 40K space shooter flight sim game. This kinda happened with Aeronautica Imperialis: Flight Command and may happen with Dakka Squadron depending on how it is made.&lt;br /&gt;
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* Being a canon chapter.&lt;br /&gt;
**Although they’ll accept a printed copy of their codex, scrolling through rules mid battle on your phone make the Angry Marines very Angry.&lt;br /&gt;
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* Having [[Anime|cabbits]] as pets, and the cabbits knowing how to turn into battle barges. &lt;br /&gt;
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* To beat the shit out of all Squat and non-Squat players&lt;br /&gt;
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* The executives at [[Games Workshop]]&#039;s heads all mounted on sticks&lt;br /&gt;
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* Neither of these, actually. BECAUSE ANGRY MARINES ARE NOT YOUR PERSONAL CHAPTER, FAGGOT!&lt;br /&gt;
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*The head of anyone who’s a dick for no good reason, as being a dick for no good reason is tzeentch worship and therefore HERESEY!!!&lt;br /&gt;
**Although overly Angry and aggressive, the Angry Marines would actually be a beacon of hope for the Imperium as they actually give a shit about people (not using people for target practice or guardsmen as human shields), which means that (ironically) they’re one of the least grimdark parts of 40k.&lt;br /&gt;
*Matt Ward to retire and never return. BECAUSE THAT GUY IS GARBAGE, PITSNIFFERS!!&lt;br /&gt;
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*Yet more Space Marine models of all kinds to be released at the expense of other factions, aka BUSINESS AS FUCKING USUAL, TOSSERS!&lt;br /&gt;
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*A 40k VR game that let&#039;s you punch Xeno pussies in the face IN 3D!&lt;br /&gt;
**This one might in the works in Battle Sister, an Oculus game controlling the furious Bolter Bitches. The quality of the final product is unknown&lt;br /&gt;
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=The Angry Marine Lexicon=&lt;br /&gt;
On the surface of things, Angry Marine speech and language may seem incredibly simple, containing a large number of (and sometimes containing nothing but) curse words. However, this superficiality can hide (sometimes that is, other times they may literally just be saying FUCK!!!&amp;quot;) a deeper meaning and subtly almost paradoxical to their brute appearance.&lt;br /&gt;
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==Grammar and Punctuation==&lt;br /&gt;
*CAPS LOCK: Used to define rank with Angry Marine “society” as a whole. In general, Serfs and the like will speak in lower case, with the exceptions being commissars and tech priests when they become very pissed off because something very expensive and rare has been broken, while normal Angry Marines and up will ALWAYS (AND I MEAN FUCKING ALWAYS) speak in caps lock, even in the presence of a Silencer.&lt;br /&gt;
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*Exclamation marks (!): The only real punctuation the Angry Marines use, Serfs and the like will usually use none or one, while your standard marine will always use at least one, usually three. From there, the number of additional exclamation marks increases with the amount of rage, with the usual jump being from 3 to 6/7. Beyond that however the exclamation marks blurr into a continuous stream of punctuation, and such use is only really used in war cry’s and in sentences where all the words have blurred into one.&lt;br /&gt;
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*Comma (,): A rarely used piece of punctuation, as pausing while speaking when you could instead just vomit up your speech like a pyrovore vomits acidic flames is frowned upon.&lt;br /&gt;
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==Words==&lt;br /&gt;
*&#039;&#039;&#039;Fuck (Noun, Verb, Adjective, Adverb, Pronoun, Preposition, Conjunctive, Determination, Exclamation):&#039;&#039;&#039;&lt;br /&gt;
:The most commonly used word in the Angry Marines possession, in someways it defines their very existence and purpose in the galaxy, and for such an important word it has a suitably large array of meanings and uses. It is also the only word which the Angry Marines draw out to express different meanings (exclamations will not be shown here but are an integral part to the word fuck):&lt;br /&gt;
:*&#039;&#039;&#039;FUCK (by itself):&#039;&#039;&#039;&lt;br /&gt;
::A general expletive and most commonly used form of the word fuck, can be used in any number of contexts, for example, an Angry Marine walks into the canteen and sees that there is no pizza left, he might shout FUCK as a general sign of annoyance. On the flip side, one Angry Marine might say to another &amp;quot;THE WEATHER IS FUCKING LOVELY TODAY ISN&#039;T IT?&amp;quot; and the other might reply &amp;quot;FUCK&amp;quot; in general agreement. As such, it is always important to pay attention to the context in which a single and lone &amp;quot;FUCK&amp;quot; is uttered, especially as lone angry marines may just shout fuck at random, just so that they don&#039;t get bored.&lt;br /&gt;
::*In addition, it is important to note that an Angry Marines rank will also determine (to a certain extent) the context of a fuck, as higher ranking angry marines (ie. angrier angry marines) are more likely to use the word fuck in a more aggressive manner.&lt;br /&gt;
:*&#039;&#039;&#039;FUCK (with other words):&#039;&#039;&#039;&lt;br /&gt;
::Simplifies the matter of understanding whether a fuck is uttered in a positive, negative or passive manner, for example, &amp;quot;YOU FUCKING IDIOT&amp;quot; is a general sign of annoyance, while &amp;quot;FUCK MAXIMUS IS COMING&amp;quot; is a sign of respect and a warning to others.&lt;br /&gt;
:*&#039;&#039;&#039;Fuuuuuuuuuuck:&#039;&#039;&#039;&lt;br /&gt;
::An angrier fuck, generally used by itself as a general expletive but still short enough to be uttered quickly.&lt;br /&gt;
:*&#039;&#039;&#039;FUUUUUUUUUUCCCCCCCCCCCK:&#039;&#039;&#039;&lt;br /&gt;
::An even angrier fuck, defined by the addition of extra c&#039;s, making it much longer to say compared to just adding extra u&#039;s and therefore a much angrier expletive.&lt;br /&gt;
:*&#039;&#039;&#039;FFFFFFFFFUUUUUUUUUUUUCCCCCCCCCK:&#039;&#039;&#039;&lt;br /&gt;
::The addition of additional FFFFFF&#039;s is a sign that the speaker has gone from simply furious to downright livid, especially as the marine in question may decide mid speaking to upgrade his FFFFFFFFFUUUUUUUUUUUUCCCCCCCCCK to a FFFFFFFFFFFFFFFFFFFFFUUUUUUU...&lt;br /&gt;
:*&#039;&#039;&#039;FFFFFFFFFFFFFFFFFFFFFUUUUUUU...:&#039;&#039;&#039;&lt;br /&gt;
::Generally uttered at the beginning, middle and end of a charge, and is a general sign that your ass is about to be handed to you, in a million pieces. An expression of purest hatred and fury, non angry marines should preferably be in another sector when they hear this noise, and the angry marine making the noise will only stop screaming (like the word wargh, no self respecting angry marine would ever just speak FFFFFFFFFFFFFFFFFFFFFUUUUUUU...) once his rage or the object of his rage has been vented/dealt with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bitch:&#039;&#039;&#039;&lt;br /&gt;
::A lighter swear word used at low anger levels, and is used as a greeting in polite conversation, for example, an angry marine might politely announce the arrival of another angry marines they like with the phrase “NOT THIS BITCH AGAIN”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cunt/Dick (Noun, Verb, Adjective, Adverb, Pronoun, Preposition, Conjunctive, Determination, Exclamation):&#039;&#039;&#039;&lt;br /&gt;
::An insult which refers to the general groin/genital region of a being anatomy, and therefore a prime target for a kick. It can however be used as a general directive, for example, &amp;quot;GO FUCKING PUNCH THAT CUNT&amp;quot; could be used as a direction to inflict grievous bodily harm via a strike to their genital region, but it&#039;s usually used as a general attack order with the additional implication that the target is also, say, an Ultramarine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultracunt, blueberry, ultrasmurf etc:&#039;&#039;&#039;&lt;br /&gt;
::A general derogatory word for ultramarine/s, all of which imply that the ultramarines are inferior in some/all ways. Most words/phrase can be made this way by simply adding “ultra” to the beginning of them, as long as said word is neutral or derogatory.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shit, crap, bullshit:&#039;&#039;&#039;&lt;br /&gt;
:A derogatory word for waste matter, used prolifically (the word, not the waste matter) to imply that a situation or person is somewhat lacking or disappointing, for example “THIS PINT TASTES LIKE SHIT!!!”&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Weeaboo, Weeb:&#039;&#039;&#039;&lt;br /&gt;
:Specifically refers to the Tau (or any being belonging to the T&#039;au Empire), also generally used to describe someone who uses Tau tactics (e.g, not charging at the enemy). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[That Guy]]:&#039;&#039;&#039;&lt;br /&gt;
::A general cunt etc, but refers more so to the person in question being a terrible person, while a cunt isn&#039;t necessarily a terrible person.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toaster:&#039;&#039;&#039;&lt;br /&gt;
:A derogatory word for a machine or those who maintain them, in the latter example is is usually followed by the word fucker as well for added implication.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Neckbeard]]:&#039;&#039;&#039;&lt;br /&gt;
:Not a commonly used insult in the 42nd millennium, but generally refers to the poor grooming habits/troglodyte nature of/absent social skills of something.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wardian prick, cunt, bastard etc:&#039;&#039;&#039;&lt;br /&gt;
:A normal insult, but with the prefix of “wardian” etc, which magnifies the insults effect by invoking the [[Matt Ward|name of the foulest being in the galaxy.]]&lt;br /&gt;
&lt;br /&gt;
==Angry Marine Name Generator==&lt;br /&gt;
Like all humans, Angry Marines have a birth name given by their parents. But usually these babies are fucking annoying and have to be disposed of. Angry Marines maintain Chapels of the Emperor in his Aspect as the Self-Righteous Customer Served Dry Steak just for these kinds of babies. Usually the children have card identifying the reason the child was discarded like the FUCKING TRASH THEY ARE, but they rarely give better descriptions than &amp;quot;Little Shitfuck,&amp;quot; &amp;quot;Lazy Ass Bastard Shits His Pants,&amp;quot; &amp;quot;Worthless Quadruple Malt Distilled Shitwater.&amp;quot; While these may seem like great names, when children are chosen to join the Chapter they get new names to symbolize their new life and because not all of them can be called &amp;quot;Fucking Lazy Ass Won&#039;t Clean His Room!&lt;br /&gt;
&lt;br /&gt;
After years of learning how to speak Angry, many Initiates choose their own name, other times they have names gifted to them by senior marines, and sometimes everyone is just too angry to be bothered. In those cases this rubric is used to determine their name using 2d6 for first and last. An optional middle name is 1d6.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! First Name !!  !! Middle Name !!  !! Surname !! &lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| Chunk  || 1 || Leslie || 11 || McFuck&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| Slab || 2 || Courtney || 12 || Asscrush&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| Rip  || 3 || Ashley || 13 || Breakface&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| Crunch || 4 || Stacey || 14 || Von Dicksmash&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| Bolt || 5 || Jordan || 15 || De Lividius&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| Io || 6 || Alice || 16 || Fleming&lt;br /&gt;
|-&lt;br /&gt;
! 21&lt;br /&gt;
| Hack ||  ||  || 21 || McShitstain&lt;br /&gt;
|-&lt;br /&gt;
! 22&lt;br /&gt;
| Stabby ||  ||  || 22 || Stomachabundus&lt;br /&gt;
|-&lt;br /&gt;
! 23&lt;br /&gt;
| Smash ||  ||  || 23 || O&#039;CAPSLOCK&lt;br /&gt;
|-&lt;br /&gt;
! 24&lt;br /&gt;
| Blast ||  ||  || 24 || Kawacocktwist&lt;br /&gt;
|-&lt;br /&gt;
! 25&lt;br /&gt;
| Buff ||  ||  || 25 || Fuckworth&lt;br /&gt;
|-&lt;br /&gt;
! 26&lt;br /&gt;
| Punch ||  ||  || 26 || Zhāng Sān Lǐ Sì&lt;br /&gt;
|-&lt;br /&gt;
! 31&lt;br /&gt;
| Lance ||  ||  || 31 || Smith&lt;br /&gt;
|-&lt;br /&gt;
! 32&lt;br /&gt;
| Billegerient ||  ||  || 32 || dàn téng&lt;br /&gt;
|-&lt;br /&gt;
! 33&lt;br /&gt;
| Iratus ||  ||  || 33 || commotus&lt;br /&gt;
|-&lt;br /&gt;
! 34&lt;br /&gt;
| Dementer ||  ||  || 34 || Faire le Con&lt;br /&gt;
|-&lt;br /&gt;
! 35&lt;br /&gt;
| Furiouse ||  ||  || 35 || Groinslap&lt;br /&gt;
|-&lt;br /&gt;
! 36&lt;br /&gt;
| Enojado ||  ||  || 36 || Cornhole&lt;br /&gt;
|-&lt;br /&gt;
! 41&lt;br /&gt;
| Aplastar ||  ||  || 41 || Cuntbridge-Stewart&lt;br /&gt;
|-&lt;br /&gt;
! 42&lt;br /&gt;
| Crujido ||  ||  || 42 || Une Civil&lt;br /&gt;
|-&lt;br /&gt;
! 43&lt;br /&gt;
| Overcooked ||  ||  || 43 || DeMierda&lt;br /&gt;
|-&lt;br /&gt;
! 44&lt;br /&gt;
| Kuharibu ||  ||  || 44 || Enfoiré&lt;br /&gt;
|-&lt;br /&gt;
! 45&lt;br /&gt;
| Ikaanguka ||  ||  || 45 || GifleSalope&lt;br /&gt;
|-&lt;br /&gt;
! 46&lt;br /&gt;
| Wreck ||  ||  || 46 || Herpeslip&lt;br /&gt;
|-&lt;br /&gt;
! 51&lt;br /&gt;
| Stumpy ||  ||  || 51 || Snarlington&lt;br /&gt;
|-&lt;br /&gt;
! 52&lt;br /&gt;
| Facebreak ||  ||  || 52 || ConBust&#039;em&lt;br /&gt;
|-&lt;br /&gt;
! 53&lt;br /&gt;
| Havoc ||  ||  || 53 || Shitonashitsammich&lt;br /&gt;
|-&lt;br /&gt;
! 54&lt;br /&gt;
| Torpedo ||  ||  || 54 || Grocerybill&lt;br /&gt;
|-&lt;br /&gt;
! 55&lt;br /&gt;
| Lick ||  ||  || 55 || Roommate&lt;br /&gt;
|-&lt;br /&gt;
! 56&lt;br /&gt;
| Froth ||  ||  || 56 || Houserepair&lt;br /&gt;
|-&lt;br /&gt;
! 61&lt;br /&gt;
| Tetchy ||  ||  || 61 || incuntvenience&lt;br /&gt;
|-&lt;br /&gt;
! 62&lt;br /&gt;
| Inflamed ||  ||  || 62 || Ballslappinstien-Snatch&lt;br /&gt;
|-&lt;br /&gt;
! 63&lt;br /&gt;
| Shitsnacks ||  ||  || 63 || Chupa-Tumadre&lt;br /&gt;
|-&lt;br /&gt;
! 64&lt;br /&gt;
| Damn ||  ||  || 64 || Von Poopants&lt;br /&gt;
|-&lt;br /&gt;
! 65&lt;br /&gt;
| Fucksnacks ||  ||  || 65 || Brokenface&lt;br /&gt;
|-&lt;br /&gt;
! 66&lt;br /&gt;
| Dave ||  ||  || 66 || Ward&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= See Also/Notable Angry Marine personnel =&lt;br /&gt;
*[[Commissar Fuklaw]]&lt;br /&gt;
*[[Badasious|Inquisitor Badasious]]&lt;br /&gt;
*[[Angry Marine-Bomb]]&lt;br /&gt;
*Sergeant El&#039;Jackson&lt;br /&gt;
*[[Temperus Maximus|Chapter Master Temperus Maximus]]&lt;br /&gt;
*[[Belligerent Engine]]&lt;br /&gt;
*[[Captain Titus]], an honorary Angry Marine in spite of being an [[Ultramarines|Ultrasmurf]]&lt;br /&gt;
*[[Mephiston]], also honorary, so angry he&#039;s calm&lt;br /&gt;
*[[Gabriel Seth]], DOUBLE honorary because that angry bastard is a crazy ball-busting killer&lt;br /&gt;
*[[Avitus]]&lt;br /&gt;
*The Hulk, he&#039;s always angry!&lt;br /&gt;
*[[Doom|the doom slayer]] (who might be their real primarch)&lt;br /&gt;
*[[Tyberos the Red Wake]] that mad man is TRIPLE honorary because he is so angry he makes no sound and is a master of [[rip and tear]].&lt;br /&gt;
*Dirty Harry&lt;br /&gt;
*[https://www.youtube.com/watch?v=67082yuPZ9o Angry Joe] Leads his own division of Angry Marines known as the Angry Army.&lt;br /&gt;
*[https://www.youtube.com/watch?v=M1tU61Nyv1w The Angry Video Game Nerd], a typical Angry Marine Techmarine&lt;br /&gt;
*[http://www.youtube.com/watch?v=bq7Vj3GMd1M&amp;amp;list=FLwvNufI5OJpxjH7BPfV0m_w Common Angry Marine marching cadence]&lt;br /&gt;
*[[Khador| Orsus Zoktavir]]&lt;br /&gt;
*[[Transformers|Grimlock]], his [[Rage]] is more powerful than programming built into him meant to restrain him.  Also, he&#039;s a robot dinosaur.&lt;br /&gt;
*Lucky The Foul Xenos Cat&lt;br /&gt;
*Gunnery Sergeant Hartman, rumor has it he is Commissar Fuklaw&#039;s brother (or an ancestor, even though the late Sgt R. Lee Ermey, who played Hartmann, considered Hartmann a failure of a sergeant)&lt;br /&gt;
*[[Codex - Angry Custodes]]&lt;br /&gt;
*Head serf Chef Gordon Ramsey, the only man angry enough to cook for the Angry Marines, although they consider him to be a pansy.&lt;br /&gt;
*Malcolm Tucker, Administratum liaison to the Angry Marines, the only one deranged enough to treat with them. They even speak the same language.&lt;br /&gt;
&lt;br /&gt;
= Gallery =&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:EWW XENOS.jpeg|EWW XENOS&lt;br /&gt;
[[File:Temperus Maximus.png]]&lt;br /&gt;
Image:Angrymarines8.jpg|DO. NOT. PISS. OFF.(Even if they are piss-coloured)&lt;br /&gt;
Image:Angry_7.jpg|The [[Dreadnought|Dreadnoughts]] of the Angry Marines are known better within the chapter as the [[Belligerent Engine|Belligerent Engines]]&lt;br /&gt;
Image:Original angry marines.jpg|In 1st Edition, [[beakie|ALL Marines]] were Angry Marines.&lt;br /&gt;
Image:Angrymarines tzeentch.jpg|The Angry Marines fuck up [[Tzeentch]]&#039;s shit.&lt;br /&gt;
Image:Angry Marine Smackdown.jpg|Angry Marines vs [[Kharn]].&lt;br /&gt;
Image:angrynerdrage.png|fffuuu--&lt;br /&gt;
File:BelligerentEngines.jpg|WHERE&#039;S YOUR GOD NOW YOU CHAOS FAGGOTS?&lt;br /&gt;
File:Brother Ripfist.png|FRIENDSHIP IS MAGIC, BUT MAGIC IS [[HERESY]]!&lt;br /&gt;
Image:Angry_marine_with_flag.jpg|Huh? Huh? WHERE? &lt;br /&gt;
Image:Angrymarines7.jpg|FFFFFFFFFFFFFFFF-&lt;br /&gt;
Image:IMPATIENTMARINES.jpg|There is NOTHING more badass than a pissed-off Angry Marine.&lt;br /&gt;
Image:Angrymotivator.jpg|Always angry, all the time.&lt;br /&gt;
Image:KILLITWITHFIREYOUFUCKS.jpg|Not shown offscreen: pack of furries being sent straight to Hell.&lt;br /&gt;
Image:1218823369945.jpg|You&#039;ll be so angry Chaos will be all like &amp;quot;slooooooow dooooooown&amp;quot;, and you&#039;ll be like &amp;quot;FUCK YOU&amp;quot; and kick Chaos in the face with your POWER FEET!&lt;br /&gt;
Image:FUCKINGANGRY.jpg|RAAAAAAAGEEE!&lt;br /&gt;
Image:ANGRY_TITAN.jpg|YOU&#039;RE GODDAMN RIGHT WE&#039;VE GOT A [[Legio Ruina|TITAN LEGION]].&lt;br /&gt;
Image:ANGRY-LCB.jpg|Angry Marine haet LCB.&lt;br /&gt;
Image:ANGRY_MINI.jpg|ANGRY TABLETOP ASSKICKING TIME.&lt;br /&gt;
Image:ANGRY-TAU.jpg|Angry Marine haet Tau.&lt;br /&gt;
Image:AM_WHAT.png|I&#039;M CONFUSED. CONFUSION MAKES ME ANGRY!&lt;br /&gt;
Image:Sisters_of_anger2.png|Yeah. It&#039;s a [[Female Space Marines|fucked-up Rule 63 version]].&lt;br /&gt;
Image:AngryMarine9.jpg|Masters of improvised weaponry.&lt;br /&gt;
Image:AngryMarine10.jpg|The core thought process of an Angry Marine depicted through the ANGRY METER.&lt;br /&gt;
Image:Chapter Master Leonidas.jpg|The Angry Marines are more badass than the guys in 300. Why? Because those guys LOST.&lt;br /&gt;
Image:AngryMarineModels.jpg|DID YOU [[THIN YOUR PAINTS]]? YOU BETTER HAVE THINNED YOUR GODDAMN PAINTS.&lt;br /&gt;
Image:AM_WHATMUTHERFUCKER.png|NOW I&#039;M FUCKING PISSED OFF!&lt;br /&gt;
Image:Predator_angrinator.PNG|The dreaded Predator &#039;&#039;Angrinator&#039;&#039;.&lt;br /&gt;
Image:Angry_n_cultist1.jpg|Cultist-chan versus the Angry Marine - Part1&lt;br /&gt;
Image:Angry_n_cultist2.jpg|Cultist-chan versus the Angry Marine - Part2&lt;br /&gt;
Image:Angry_n_cultist3.jpg|Cultist-chan versus the Angry Marine - Part3&lt;br /&gt;
Image:Hell_Yeah_by_Gannadene.jpg|And THIS is how you take out a fat slobbering cunt like Nurgle!&lt;br /&gt;
Image:Angry_dread.jpg|Gah, they just won&#039;t stay dead!&lt;br /&gt;
File:1289451061673.jpg|FUCK YEA!&lt;br /&gt;
Image:Lolcron3.jpg|They hate playing against Necrons.&lt;br /&gt;
Image:AMLMkIV.jpg|FOR THE EMPRA&#039;!&lt;br /&gt;
File:Dan_angry.jpg|Well it COULD be gayer...&lt;br /&gt;
Image:Angry_2.png&lt;br /&gt;
Image:Angry_FOK.png&lt;br /&gt;
Image:Angry_gets_shit_done.jpg|[[/tg/ gets shit done]]&lt;br /&gt;
Image:Angry_5.png&lt;br /&gt;
Image:Angry_Dreadnaught.jpg|FFFFFFFFFF- WHO THE FUCK UPLOADED THIS!? IT&#039;S A FUCKING BELLIGERENT ENGINE, YOU FUCK!!&lt;br /&gt;
Image:Angry.jpg|An Angry Marines Belligerent Engine fucking up the [[Pretty Marines]]&lt;br /&gt;
Image:Librarian_moarfistin_the_extremely_cross_by_vyler-d4fppg6(single_pose).jpg|Librarian Moarfistin the Extremely Cross&lt;br /&gt;
Image:Angry 3.jpg&lt;br /&gt;
Image:Angry 4.jpg&lt;br /&gt;
Image:Angry_Marines_by_wolvesofruss.jpg&lt;br /&gt;
Image:Angry_Marine_by_KillaKatana.jpg|Maximum FUCK&lt;br /&gt;
File:Folding_chair.jpg|Original file was 1280x2304px of pure win. But the fucking site wouldn&#039;t upload it! Original at: http://j.mp/p3jxvI&lt;br /&gt;
File:Yourwingmen.jpg|Fanart with Angry Marine and Necron. Possibly from [[HS40K]]. &lt;br /&gt;
File:Librarian_moarfistin_the_extremely_cross_by_vyler.jpg|Librarian Moarfistin, of the Angry Marines. Read more about him [[Angry_Marines#Librarian_Moarfistin.2C_the_Extremely_Cross|above]].&lt;br /&gt;
File:Angry marine in the kitchen.jpg|I thought I told you to get the fuck out of my kitchen&lt;br /&gt;
File:Angry doom.PNG|&amp;quot;Now bend over and [[RAPE|TAKE YOUR FUCKING MEDICINE]]&amp;quot;.&lt;br /&gt;
File:Jet-Propelled-Rage-Dispenser.jpg|Deep striking never felt so good.&lt;br /&gt;
File:AngryMarinesCommandSquad.jpg|From the creator of the [[Unyuufex]] comes the Angry Marines Command Squad!&lt;br /&gt;
File:EAT A DICK - Angry Marine.jpg|What it felt like and what it should be like.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=External Links=&lt;br /&gt;
*[[Codex - Angry Marines 8th Edition]]&lt;br /&gt;
*[[Codex - Angry Marines: /tg/&#039;s 9th Edition|Codex - Angry Marines 9th Edition]]&lt;br /&gt;
*[http://www.youtube.com/watch?v=0puigjMynxs/ ANGRY MARINES FUCK SHIT UP]&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/2753800/ ANGRY MARINES CODEX UPDATED!]&lt;br /&gt;
*[http://www.2shared.com/document/vtES35CD/CodexAngryMarines.html old ANGRY MARINES CODEX IN A CONVENIENT PDF!]&lt;br /&gt;
*[http://www.youtube.com/watch?v=VWIIdx483OE/ ANGRY MARINES NATIONAL ANTHEM!]&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive/7931028/images/1265355377893.jpg  ANGRY MARINES DO A QUEST]&lt;br /&gt;
*[http://angry-marines.spreadshirt.com/ ANGRY MARINES SHIRT STORE!]&lt;br /&gt;
*[http://warhammer40k.wikia.com/wiki/User_blog:Algrim_Whitefang/Angry_Marines ANGRY MARINES 40KWIKIBLOG. COPIED RIGHT FROM THIS PAGE. COCKNUGGET!]&lt;br /&gt;
*[http://www.mediafire.com/?m2861ceymxuvrbz Angry Marine Codex]&lt;br /&gt;
*[http://www.dakkadakka.com/dakkaforum/posts/list/323271.page Forum thread where poster showcases a kick-ass collection of Angry Marine customized models including vehicles]&lt;br /&gt;
*[https://www.shapeways.com/marketplace/games/tabletop-wargaming?q=Angry+Marines&amp;amp;sort=&amp;amp;facet%5BpdcId%5D%5B%5D=564&amp;amp;facet%5BpdcId%5D%5B%5D=655&amp;amp;facet%5BpdcId%5D%5B%5D=570&amp;amp;facet%5Bprice%5D%5Bmin%5D=1&amp;amp;facet%5Bprice%5D%5Bmax%5D=2500&amp;amp;facet%5Bprice%5D%5Bfrom%5D=1&amp;amp;facet%5Bprice%5D%5Bto%5D=2500 Angry Marines custom bits from Shapeways!] Unfortunately, the search caught some irrelevant pieces as well.&lt;br /&gt;
*[https://www.youtube.com/watch?v=VWIIdx483OE/ Angry Marines theme song]&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]][[Category:Warhammer 40,000]][[Category:Space Marines]][[Category:Awesome]][[Category:Stories]][[Category:Stories/Warhammer 40,000]] [[Category:Warhammer Homebrew]][[Category:/tg/ 40,000]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Orks&amp;diff=1011579</id>
		<title>Warhammer 40,000/9th Edition Tactics/Orks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Orks&amp;diff=1011579"/>
		<updated>2026-05-20T15:08:13Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Ork]] &amp;quot;taktics&amp;quot;. [[Warhammer_40,000/Tactics/Orks(8E)|8th Edition Tactics are here]]. &lt;br /&gt;
&lt;br /&gt;
Buckle up, it&#039;s going to be a bumpy ride.&lt;br /&gt;
&lt;br /&gt;
== Why Play Orks ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Everyone loves them and, of course, because &amp;lt;span style=&#039;color:green;font-size:130%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;GREEN&#039;S DA BEST!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt; Orks are pretty strong in melee, but their shooting phase can also be surprisingly potent mostly due to sheer number of shots (prepare buckets!). Combine this with their crazy gadgets and makeshift giant war machines, and the Orks have got you covered. In 9th Edition Orks tend not to rely overly much on powerful combos and rule interactions, but even their most basic troops (excluding grots) have a very solid statline. However, this increased reliability and scariness has come at the expense of the weird fun they had in previous editions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Pros ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green;font-size:150%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;&amp;quot;WAAAAAAAAAAAAGGGHHHH!!!!!!&amp;quot;&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Numbers are on your side. In a 2000-point game it&#039;s quite feasible to field over 100 models, and that&#039;s just from troops. It is of course another matter if you should. But you can.&lt;br /&gt;
&lt;br /&gt;
*Some Great kulturs and Warlord Traits. In 9th there is no clear winner amongst the kulturs (factoring in gubbinz, special stratagems and warlord traits), although Evil Sunz did get hit with a nerf bat compared to 8th Edition.&lt;br /&gt;
&lt;br /&gt;
*At a minimum, Ork models are WS 3+, Str 4, T5 and have 2 attacks. Army wide T5 is very nice indeed. This means massed bolters and the like need 5+ to wound a Boy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ghazghkull&#039;&#039;&#039; has finally evolved to something somewhat resembling a Primork, even if his armour makes him seem much larger than he would be without it. He is a beast nevertheless. Unfortunately you will never see him shoot again out of cc.&lt;br /&gt;
&lt;br /&gt;
*Your Slugga Boyz, Kommandos and Stormboyz will typically have at least 3 Attacks each, with getting 4 being very easy to do and 5 being achievable with some basic combos as well. No 6A for boyz like in 8th though.&lt;br /&gt;
&lt;br /&gt;
*Orks are the most customizable army in 40k.&lt;br /&gt;
**Many of the Ork infantry kits come with a ton of extra parts that make them great for kitbashing. &lt;br /&gt;
**Warhammer Fantasy and the Age of Sigmar Orruk ranges are very easy to kitbash with minimal converting needed, especially for &#039;&#039;&#039;Snakebites&#039;&#039;&#039; armies. &lt;br /&gt;
&lt;br /&gt;
*New models have been coming steadily for Orks in the last couple of years. The new buggies and Beast Snaggas are pretty epic.&lt;br /&gt;
&lt;br /&gt;
*The sheer number of options! Typically, no two Ork armies are the same.&lt;br /&gt;
&lt;br /&gt;
*Most people think of Orks as a melee-oriented army that also has a bit of shooting, and that&#039;s not untrue. However it&#039;s quite viable to run Orks as a shooty army that also has strong melee capability. Or you can run them as a fast mechanized army, an army full of big stompy/zappy fings, an army that ensures board control by drowning the table in a sea of boyz, or whatever else you want. Not all of those options are competitive of course but all are playable in casual games.&lt;br /&gt;
&lt;br /&gt;
*Orks are more fun to play than any other army in 40k. Full stop. Even if you get tabled, you&#039;re guaranteed to have fun while doing so.&lt;br /&gt;
&lt;br /&gt;
*Everyone will like you since there aren&#039;t that many salty Ork players, and if you&#039;re a salty Ork player then shame on you.&lt;br /&gt;
&lt;br /&gt;
* WAAAAAAAAAGH!!! Need declaration again since it is once per game ability (and decent one at that). So we can scream WAAAAAAAGH!!! Again with accordance to the rules :).&lt;br /&gt;
&lt;br /&gt;
*The venerable Boy is choppier than ever with a tasty -1 AP on his basic choppa.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Cons ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
KONZ, WOT&#039;Z DAT? DID YA MEAN KANZ?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Some playstyles require very large numbers of models to play properly and even vehicle lists require serious numbers of models. This can get extremely expensive.&lt;br /&gt;
&lt;br /&gt;
*Some models have a very poor money-to-points value (Mek Gunz, I&#039;m looking at you).&lt;br /&gt;
&lt;br /&gt;
*5&amp;quot; Movement across the board for most infantry. Orks are slow and heavily reliant on movement tricks to avoid getting shot to death. Unfortunately some of those shenanigans got nerfed in 9th (Evil Sunz, Da Jump).&lt;br /&gt;
&lt;br /&gt;
*Orks in general only have BS 5+, although this is partly mitigated by high volume.&lt;br /&gt;
&lt;br /&gt;
*Most Orks only have a 6+ Armour save. Therefore, even with their high toughness some Ork army builds are prone to taking excessive casualties if exposed to enemy fire for &amp;lt;strike&amp;gt;too long&amp;lt;/strike&amp;gt; &#039;&#039;any period of time&#039;&#039;; this is compounded by the previously mentioned slow movement rate and morale issues mentioned below.&lt;br /&gt;
&lt;br /&gt;
*Da Lads aren&#039;t nearly as safe from morale as they used to be, owing to changes to Mob Rule and removing or heavily nerfing all special rules concerning morale. Granted, it provides a little protection against the actual worry of Morale for giant ork blobs, Combat Attrition, but expect to actually have to roll these now. This creates  problems for mek gunz, killa kanz, deffkoptas, and those shiny new squighog boys where losing one model creates a chance of losing another expensive model or two. Currently our best morale mitigation is Breakin&#039; Heads. It is a stratagem now, instead of being a built in ability, so it now can only be used once per turn, it costs 2 CP, it still requires Warboss or Nob proximity AND it still causes d3 MW. Very bad indeed but that is all we have.&lt;br /&gt;
&lt;br /&gt;
*Cover means that MEQ armies now have 2+ in cover. While Orks do have access to high-AP guns, these tend to be concentrated in a few key units.&lt;br /&gt;
&lt;br /&gt;
*Very few Ork weapons have a range over 36&amp;quot;, and most have considerably less range than that. This is partially mitigated by 9th edition&#039;s smaller minimum table sizes (although there is nothing stopping you and your opponent from using the same 6x4 tables you&#039;ve had for years) but it is compounded by cover rules.&lt;br /&gt;
&lt;br /&gt;
*Moving large number of models is time consuming and can cause opponents to accuse you of slow playing. Some tournaments ban movement trays which help speed up play. This really limits the types of armies you can realistically play in a time-constrained setting unless you can grow an extra set of arms to help you move your 180+ troops with precise measurements...&lt;br /&gt;
&lt;br /&gt;
*To compound the previous point, Ork armies tend to be more effective when they have more models.&lt;br /&gt;
&lt;br /&gt;
*Some units are over-costed, most notably the iconic Stompa, which is about 30% more expensive than it should be. Recent price drop made it better tho as it was previously hilariously overcosted by close to 100%. still not really viable tho.&lt;br /&gt;
&lt;br /&gt;
* Similarly to Stompa Nauts got nerfed too while being good in 8th.&lt;br /&gt;
&lt;br /&gt;
*Grots are also stupidly overcosted clocking in at 5p per model, the same cost as a Guardsman while being inferior to them in literally every way. On top of that they got nerfed even more by losing obsec. They are T3 but that does not mean they will stay much longer on the board nor that they will do any damage at all (though really, how much damage were you expecting the little gits to do?).&lt;br /&gt;
&lt;br /&gt;
*Generally, the buffs from characters are weak in comparison to other armies.&lt;br /&gt;
&lt;br /&gt;
* VERY limited options to reroll hits and wounds.  This has always been the case but it means Orks rely on points efficiency and stratagems, which...&lt;br /&gt;
&lt;br /&gt;
*Orks stratagems are kind of mediocre in 9th. We lost most of our top stratagems like flying edbutt, green tide or fighting again and new ones are nowhere as potent. They are mostly overcosted and very situational.&lt;br /&gt;
&lt;br /&gt;
*[[Looted]] vehicles can&#039;t be played in Matched Play, outside of [[Counts As]]. They can be used in Narrative and Open Play via [[Chapter Approved]] 2018, but well, that was three years and an entire edition ago. Looted vehicles have effectively been squatted.&lt;br /&gt;
&lt;br /&gt;
*The craziness (read FUN!) of Ork stuff is currently far less than it used to be. This increased overall reliability, but took a lot of the random &#039;&#039;&#039;fun&#039;&#039;&#039; out of playing this army (looking at you, SAG and Ramshackle).&lt;br /&gt;
&lt;br /&gt;
*The new boyz set that is soon to be released is an exclusively mono-pose set. Which means that you will start to see A LOT of duplicates if you decide to field large amounts of them. Oh, and its probably going to land at around 40 dollars. Making this already expensive army even more costly&lt;br /&gt;
&lt;br /&gt;
*Hordes in general were hit hard in the edition change:&lt;br /&gt;
**Blast weapons get a guaranteed 3 shots against units of 6+ models, or max shots against units 11+ models, so your large mobs of Boyz are really going to suffer.&lt;br /&gt;
**Fighting in 2 rows is only possible if you&#039;re within 0.5&amp;quot; with your first line - which can be a real pain if your models tend to overhang their base. &lt;br /&gt;
** Nerf or removal of all morale mitigation rules hit them hard. There is no incentive to run hordes and they suffer to the point of suffering enough casualties to offset any benefits of T5.&lt;br /&gt;
**The new coherency rules severely punish poor positioning and conga lines in general - be mindful with your casualty removal!&lt;br /&gt;
***You now need to form a triangle at the tips of your line to stay in coherency.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Rules ==&lt;br /&gt;
*&#039;&#039;&#039;DAKKA:&#039;&#039;&#039; 9th give Orks a whole new weapon type, Dakka, that has replaced the profiles for a large number of Assault and Heavy weapons in the Ork list. A Dakka weapon is Rapid Fire, but instead of doubling at half range, it goes to an explicitly specified number which is usually less than (i.e. worse than) the 2x Rapid Fire provides.&lt;br /&gt;
** Some folks have complained that this change was apparently added at the last minute. There are several places in the Ork codex where an emphasis on assault weapons is retained - SPEEDWAAAAGH!!! and Evil Sunz clan culture, for example. However, this is now weird and inconsistent, as there are next to no assault weapons that are impacted by those rules (Kustom mega-blasta, a few others, and a buggy or two). It kind of seems like the original idea was that Dakka still counts as assault (which it arguably should be) but then the assault part was cut without any other adjustments.&lt;br /&gt;
**With as many RAW goofs and badly-interacting rules (Trukkboyz, Dakka, Speedwaagh!) as we&#039;ve seen in the first iteration of the new Codex, it seems possible that the Beast Snagga box and the early codex release was rushed out the door with little consideration. &lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;font-size:125%; color:green;&amp;quot;&amp;gt;WAAAGH!&amp;lt;/span&amp;gt;:&#039;&#039;&#039; Your most iconic feature remains a once-per-game affair. It&#039;s also become two-staged that is triggered in the Command Phase.&lt;br /&gt;
**Regular Warbosses who call the Waaagh! make {{W40kKeyword|Orks Core/Character}} units able to charge after advancing and add an additional attack on that turn, and as of recent, they also gain +1 to Strength and a 5++ Invulnerable, which drops to 6++ the round after. On the next Command Phase, these units keep that extra attack until the command phase after that, meaning you have two turns full of bashing.&lt;br /&gt;
**Bosses on Trikes and warbikes can call the SpeedWaagh! that makes all your units able to fire assault weapons after advancing without penalty (which is almost totally inconsequential as we have very few assault weapons left that aren&#039;t on certain buggies), you are adding +1 to dakka weapons number of shots and your biker and vehicle units all improve the AP of their guns by 1. On the next Command Phase, your vehicles and bikes keep the AP improvement on their guns until the Command Phase after that, making this more of a DakkaWaaagh.&lt;br /&gt;
***Of note is that Ghazzy can also call a &amp;quot;Great Waaagh!&amp;quot;, triggering both the basic and SpeedWaaagh at the same time.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Ere We Go!:&#039;&#039;&#039; A near-universal ability, this makes your orks all re-roll charge distances. You absolutely will be relying on this. As suspected in new codex it was changed to all or nothing reroll with always rerolling both dice instead of one or both in line with older codexes.&lt;br /&gt;
*&#039;&#039;&#039;Mob Rule:&#039;&#039;&#039; Sadly gone are the days of entire walls full of boyz, as this no longer incentivizes us to fill them to the brim or even go over MSU. Instead, this makes a unit within 6&amp;quot; of another {{W40kKeyword|&amp;lt;Klan&amp;gt; Mob}} unit not count as being below half-strength in regards to morale. A sad day indeed... this means that outside of one rather expensive and needing specific circumstances stratagem (so one unit per turn only) there is no way to save units from morale.&lt;br /&gt;
** It is also a problem for smaller units with relatively expensive models. It nerfs Mek gunz to oblivion as they do not split now and a loss of just one give you 50/50 chance you will lose another 45 point model. Same but to a somewhat lesser extent goes for squighog riders, deffkoptas and killa kanz. Each time you lose a model from one of these units, in 1/6 you will lose at least one more 25-50 point model, and Gork and Mork forbid you would lose 2 of them before morale!&lt;br /&gt;
&lt;br /&gt;
*{{W40kKeyword|Beast Snagga}}: Your new orks all have a special rule. Not only do they get a 6++ Invuln due to being more muscly, they also add +1 to hit enemy monsters and vehicles, their favored prey.&lt;br /&gt;
*&#039;&#039;&#039;Ramshackle:&#039;&#039;&#039; A rule tied to your vehicles. Rather than merely a gimped FNP like last edition, your cobbled-together vehicles now reduce any incoming damage from weapons below S8. Decent enough if you&#039;re trying to run over mobs with your trukk and they&#039;re getting feisty, but it&#039;s going to make the enemy want to focus fire their lascannons/plasma harder. It is present on almost all vehicles excluding LoW and battlewagon variants. With anti tank it is inconsequential but improves survivability of light vehicles immensely against things like heavy bolters or autocannons. This might force the enemy to spend anti-tank shots on light vehicles or risk letting them rampage.&lt;br /&gt;
*&#039;&#039;&#039;Specialist Ladz:&#039;&#039;&#039; Essentially makes sure that Ghazzy, Makari, Badrukk, Grotsnik, Wortsnagga and any {{W40kKeyword|Specialist Mobs}} can be taken in any detachment without breaking Kulturs, though they won&#039;t always benefit from them either. It is very nice and enables a lot of list building flexibility. Unfortunately there are also serious limits to it.&lt;br /&gt;
*&#039;&#039;&#039;I&#039;M DA BOSS!:&#039;&#039;&#039; You can only have one warboss or wartrike per detachment. Well, that&#039;s to be expected.&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|CORE}} units:&#039;&#039;&#039; Various rules like clan traits, secondaries etc. works just with the CORE units. There is no list of such units in the codex, so let&#039; s have it there: (it’s all your non-character infantry, plus Warbikers, minus Flash Gitz)&lt;br /&gt;
** Gretchin&lt;br /&gt;
** Boyz&lt;br /&gt;
** Beast Snagga Boyz&lt;br /&gt;
** Burna Boyz&lt;br /&gt;
** Tankbustas&lt;br /&gt;
** Kommandos&lt;br /&gt;
** Meganobz&lt;br /&gt;
** Nobz&lt;br /&gt;
** Warbikers&lt;br /&gt;
** Stormboyz&lt;br /&gt;
** Lootas&lt;br /&gt;
&lt;br /&gt;
== Clanz ==&lt;br /&gt;
&lt;br /&gt;
The six main Clans are all here, as well as Freebootaz who have been promoted to full Clan status.&lt;br /&gt;
&lt;br /&gt;
==== [[Bad Moons]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Bad Moon Icon.png|Border|75px|left]]&lt;br /&gt;
| We&#039;z da best cuz dere&#039;s nuffin teef can&#039;t buy! &amp;lt;br&amp;gt;&lt;br /&gt;
This clan is the richest because of how fast their teeth grow. When you can manufacture so much currency, there is no reason not to buy out the best Loot and Gubbinz from the Mek boys and Lootaz. Thus does the clan make very ostentatious displays of their wealth by buying the flashiest guns teef can buy.&amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop they are the shootiest of the orks, using their dakka from greater range. Overall they are middle of the road choices now. For shooting support Freebotas are better. Their main selling poit is the stratagem with Klan culture and warlord trait being decent but not amazing and relic being pretty meh. 5/10&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kultur – Armed to da Teef&#039;&#039;&#039;: All Dakka and Heavy weapons add +6&amp;quot; to their range. Any time a model rolls a natural 6 to wound when shooting, that shot&#039;s AP improves by 1.&lt;br /&gt;
**Sadly no longer makes shooting more reliable, but the boost to range makes your gunlines even less approachable and the extra AP on a wound is nice because it affects weapons that auto hit like Skorchas. &lt;br /&gt;
** Note that dakka weapons better profile also benefits from this. Shoota boyz hitting at 24 inches isn&#039;t half bad. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Da Best Armour Teef Can Buy&#039;&#039;&#039;: Your Warlord gets a 4++ invulnerable save and +1 to armour saves, so a proppa-flashy Bad Moons Warlord can be like Ghazghkull! (except nobody is as cool and deadly as Ghazghkull). &#039;&#039;Provides actual protekshun against power fists&#039;&#039;.&lt;br /&gt;
**  Note that this is one of the ways to give your megaarmoured warboss AS of 0 (effectively ignoring AP -1 and -2). This is also pretty good on the biker/wartrike/squigasaur bosses since it isn&#039;t infantry only. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbin - Da Gobshot Blunderbuss&#039;&#039;&#039;: Replaces a Kustom Shoota. Range 12&amp;quot;, S5 AP-1 D1 Heavy 2D6 auto-hits. Basically 2 scorchas.&lt;br /&gt;
** Decent if you go for shooty support character that needs to be relatively close to the enemy but there are better choices. This is also range 18&amp;quot; technically since the Bad Moon trait affects it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Showin&#039; Off (1 CP)&#039;&#039;&#039;: Use after any {{W40kKeyword|Bad Moons Core/Character}} unit shoots. Any Dakka weapons they use score an additional hit if they score a natural 6 to hit.&lt;br /&gt;
** In the same way that dem yellow marines make bolters scarier, this helps make gunlines of  more of a threat. This gives you at least a glimpse of how effective such an army can be as your lucky shots help mulch multi-wound enemies even faster than before.&lt;br /&gt;
** It is good but being stratagem it means only one unit will benefit from this so to maximize effect you need big unit that is very shooty. It&#039;s best for maxed Tankbustas or Lootas. (and it&#039;s likely you&#039;ll have these embarked, excluding them from being selected for it). This can be really good on a squad of Warbikers. Each one gets 12 shots if you WAAAGH!! and the extra range and AP makes this gross on them. Another funny combo is using it on a Big Mek with Da&#039; Ded Shiny Shoota relic for quite a lot of dakka. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Blood Axes]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
[[File:Blood Axes Icon.png|Border|75px|left]]&lt;br /&gt;
{|&lt;br /&gt;
| We&#039;z da best cuz we use Taktiks!&lt;br /&gt;
|-&lt;br /&gt;
| The Blood Axes are all about using tactics that other factions wouldn&#039;t expect them to use, anywhere from sneak attacks to covered advances. Truly, the pinnacle of orkish strategy. These orks tend to be the ones most likely to be hired out by other factions, and they&#039;ll tend to use them in their own flashy style.&lt;br /&gt;
|-&lt;br /&gt;
| On the tabletop, just imagine if the Ultramarines and Raven Guard were green. And dumb. And used tactics that may or may not be entirely ethical. Or tactical. They actually became much MUCH better. With the amount of movement and deepstrike shenanigans this clan can do it can be really hard to handle by their enemies. Overall it is strong mid tier clan. Suitable for several different lists but highly specialised. Kultur is middle of the road, useful but not super amazing, its warrior trait is good, relic is solid and can easily win you the game with tons of reserves shenanigans (3 Gorkanauts in reinforcements for 0 CP anyone?) and its stratagem enables redeployment of infantry across the table. Snikrot while cheap is unfortunately not amazing. Score of 6/10.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – Taktiks:&#039;&#039;&#039; When attacked from more than 18&amp;quot; away, always gain the benefit of being in cover. Additionally, they can either shoot or charge (but not both) after falling back. Per the current FAQ, if they&#039;re embarked when they try to do so, the transport they&#039;re on also has to have this Kultur.&lt;br /&gt;
**Cover extends to every model, including vehicles, which rarely get cover. 2+ Morkanauts, 2+ &#039;&#039;Stompas!&#039;&#039; (Super-heavy Auxiliary Detachments excluded). Even Dakkajets get cover while in mid-air!&lt;br /&gt;
**Shooty units get cover more reliably, forcing the enemy to &#039;&#039;get closer to orks on purpose&#039;&#039; or commit extra resources to deal with them. If your unit gets charged you can disengage and keep shooting. As for your melee units, they can guarantee going first (overwatch is rarely a big deal, and if it was, then just don&#039;t fall back), which will entice the enemy to burn up CP for Counter Attack.&lt;br /&gt;
** Cover part has very VERY nice synergy with kommandos giving them impressive 3+ save when they are over 18” from enemy,&lt;br /&gt;
**GREAT FOR TRANSPORTS, since they can fall back without preventing the units inside from shooting (if they are Blood Axes too).&lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;I&#039;ve Got A Plan, Ladz!:&#039;&#039;&#039; After the army is set up, you can choose up to three {{W40kKeyword|Blood Axes}} units and redeploy them or throw them into combat reserves without paying additional CP.&lt;br /&gt;
*** That&#039;s very good especially as you can go above your normal deep strikers limit and react to enemy deployment.&lt;br /&gt;
*** If you plan to put a lot of guys into reserves this is very cheap way to do it.&lt;br /&gt;
**&#039;&#039;&#039;Extra Kunnin&#039;:&#039;&#039;&#039; Once per battle round, reduce the CP cost of a Strategic Ploy Stratagem by 1 to a minimum of 1. Future usages of that Stratagem cost the normal amount of CP.&lt;br /&gt;
**&#039;&#039;&#039;Counta-Taktics:&#039;&#039;&#039; {{W40kKeyword|Blood Axes Core}} units within 6&amp;quot; may Heroically Intervene as if they were a Character.&lt;br /&gt;
**&#039;&#039;&#039;Duk N&#039; Covva:&#039;&#039;&#039; At the start of your opponent&#039;s Shooting phase, if the WL is wholly within a terrain feature, select one {{W40kKeyword|Blood Axes Boyz}} or {{W40kKeyword|Blood Axes Kommando}} unit wholly within the same terrain feature. Until the end of the phase, that unit can&#039;t be selected as a target by enemy models more than 12&amp;quot; away from the terrain feature.&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbinz:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Morgog&#039;s Finkin&#039; Cap:&#039;&#039;&#039; Each time during the command phase, you gain a bonus CP on a 4+. It&#039;s a bit gambling, but free CP is not something to easily deny, especially if they&#039;re big ones. 4+ is also more reliable than typical 6+ and it works even if you do not use any CP.&lt;br /&gt;
**&#039;&#039;&#039;Straight Shoota:&#039;&#039;&#039; Replaces a kustom shoota with a 24&amp;quot; Dakka 14/10 S5 AP-1 D1 shoota that ignores Look Out, Sir and inflicts an extra mortal wound on unmodified wound rolls of 6.&lt;br /&gt;
**&#039;&#039;&#039;Fight Detecta:&#039;&#039;&#039; If your opponent has set up Reinforcements within 12&amp;quot; of the bearer at the end of their movement phase, you may select one {{W40kKeyword|Blood Axes Core}} unit not within Engagement Range of enemy models and within 6&amp;quot; of the bearer. That unit may immediately charge the Reinforcements, adding 2 to their charge roll.&lt;br /&gt;
**&#039;&#039;&#039;Noise Box:&#039;&#039;&#039; Enemy units within 6&amp;quot; of the bearer must subtract 1 from their Leadership characteristic and Combat Attrition rolls. If the bearer has killed at least one enemy Character, subtract 3 from the Leadership characteristic instead of 1.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Youngbloodz (1 CP/2 CP):&#039;&#039;&#039; Add 1 to the strength of a {{W40kKeyword|Blood Axes Stormboyz}} unit selected to fight in the Fight phase. 1 CP for a unit with 10 or less models; 2CP otherwise.&lt;br /&gt;
*&#039;&#039;&#039;Got&#039;Em Trapped (2 CP):&#039;&#039;&#039; In the Fight phase, select one enemy unit within engagement range of two {{W40kKeyword|Blood Axes}} units, excluding Characters. Each time a {{W40kKeyword|Blood Axes}} unit makes an attack against that unit, unmodified hit rolls of 6 score one extra hit.&lt;br /&gt;
*&#039;&#039;&#039;Trigga Discipline (1 CP/2 CP):&#039;&#039;&#039; In the Shooting phase, select a {{W40kKeyword|Blood Axes Lootas}} unit and an enemy vehicle. That Lootas unit may reroll hits against that vehicle. 1 CP for a unit with 10 or less models; 2CP otherwise.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Speshul Ammo (1 CP/2 CP):&#039;&#039;&#039; Use when a {{W40kKeyword|Blood Axes}} is selected to shoot. Until the end of the phase, shootas in that unit including the shoota portion of a kombi-weapon are buffed to Dakka 4/2 and AP -1. 1 CP for a unit with 10 or less models; 2CP otherwise.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Ded Sneaky (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Blood Axes Infantry}} unit without the {{W40kKeyword|Mega Armour}} keyword that walks within 3&amp;quot; of the table edge can head right back into reserves. What&#039;s sneakier than walking your lootaz to one edge of the table just so you can dump them out in a much more advantageous edge of the table where they can blast apart something very vulnerable or drop them on enemy backline objective if he is not sitting on it.&lt;br /&gt;
*&#039;&#039;&#039;Surprize! (1 CP):&#039;&#039;&#039; At the start of the Fight phase, select one {{W40kKeyword|Blood Axes Kommando}} unit wholly within a terrain feature. Enemy units within Engagement range cannot fight first and never count as having made a charge, and must subtract 1 for hit rolls against that unit.&lt;br /&gt;
*&#039;&#039;&#039;Gloryboyz (1 CP):&#039;&#039;&#039; Select an enemy unit that was the target of a charge by a {{W40kKeyword|Blood Axes}} unit. Until the end of the phase, {{W40kKeyword|Blood Axes Stormboyz}} add 2 to charge rolls against that unit.&lt;br /&gt;
*&#039;&#039;&#039;Spotted Em&#039;! (1 CP):&#039;&#039;&#039; At the start of your shooting phase, select an enemy unit within 12&amp;quot; and visible to a {{W40kKeyword|Blood Axes Kommando}} unit. For the rest of the phase, that unit does not benefit from cover against shooting attacks by {{W40kKeyword|Blood Axes}} units.&lt;br /&gt;
*&#039;&#039;&#039;Taktical Awareness (2 CP):&#039;&#039;&#039; At the start of any phase, select a {{W40kKeyword|Blood Axes}} unit. Until the end of the turn, that unit may perform an action even if it advanced, shoot without failing any actions, and use aura abilities while doing an action if it&#039;s a Character.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Character:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Boss Snikrot]]:&#039;&#039;&#039; Can infiltrate like Kommandos, gives nearby gangs of them +1 to their hit rolls and gets +1 to his own wound rolls when close to scenery. He makes nearby enemy units suffer -2 Leadership. He&#039;s not threatening enough to fight alone, unless he&#039;s hunting lone and weak characters or shooty units (Don&#039;t waste 2 damage attacks on 1 Wound models). In cover, he gets a 3+ save, but otherwise he should be in melee - preferably while hiding next to some setpieces so he can add +1 to wound. He lacks ranged weapons apart from Stikkbombs. Most useful as a force multiplier for Blood Axe Kommando units. He is an extremely cheap HQ, at only 95 points. Take him and some Weirdboyz if you want to limit the HQ Tax.&lt;br /&gt;
***Don&#039;t make him your warlord. The CP refund is best for a guy in the back (like that one mek nobody notices).&lt;br /&gt;
***While many of the named characters are permitted to join armies outside of their klans, Snikrot sadly has been passed up. What a loss. It is weird as with amount of characters in specialist mobz section one would think Blood Axes, being famed for their ways as mercenaries, would actually get their man there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Deathskulls]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Death Skull Icon.png|Border|75px|left]]&lt;br /&gt;
| We&#039;z da best cuz we find all da shinyiez! &amp;lt;br&amp;gt;&lt;br /&gt;
This is the luckiest clan and the most eager to loot the battlefield. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, in addition to a guaranteed save and FNP against mortal wounds, they also get the best use out of special and single shot weapons with their per unit reroll. All your {{W40kKeyword|Infantry}}, both vanguard and backline shooters, are good at Stealing and Holding Objectives. Despite being heavily nerfed from previous codex 9ed Deathskullz are still strong. Clan Kultur is amazing with obsec and with very few rerolls overall this is even better. Warlord trait and stratagem are very situational and needs a lot of setup to use. Gubbinz is decent tho but limited to big mek. Overall 7/10&amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kultur – Lucky Blue Gitz&#039;&#039;&#039;: All Ork &#039;&#039;models&#039;&#039; get a 5+++ against Mortal Wounds, and all units can re-roll a single hit or wound roll each time they shoot or fight. In addition, all your {{W40kKeyword|Infantry}} units get ObSec. ALL OF THEM. Except the grots, sadly...&lt;br /&gt;
**Works better the fewer shots a unit throws. Maximum synergy with Big Meks with either Shokk Attack Guns or Kustom Mega-Blastas. A Mork(or possibly Gork)-send for lone special weapons in a squad, like a unit&#039;s Boss Nob&#039;s Kombi Rokkit AND to re-roll his Power Klaw punches.&lt;br /&gt;
** This one is good kultur. Having infantry get obsec is really funny and very useful, plus having the FNP save plus 1 extra re-roll per unit can be very good.&lt;br /&gt;
** This is &#039;&#039;the&#039;&#039; KMB Kultur. Not only can the reroll mitigate overheating or help to more reliably wound T8, but the 5+ against MW can prevent the bearer from exploding 1/3 of the time.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Opportunist&#039;&#039;&#039;: Gain 1 CP for each enemy vehicle destroyed within 6&amp;quot; of the Warlord. In addition, your Warlord can target enemy characters within 12&amp;quot; even if they are not the closest model. &#039;&#039;Like Big Killa Boss but with Sniper.&#039;&#039;&lt;br /&gt;
** This one is not that good as first part is situational and dependent on your build and enemy list working more often with cc boss. In contrast second part is obviously designed for shooty bosses. Seems like the best recipient would be a Deffkilla Wartrike; he’s fast enough to zip in close and finish off vehicles with his Klaw and meltagun-like shooting, and he has three boomsticks and a skorcha equivalent to snipe characters. It’s still not an ideal setup, but if you really want to use this trait this is the best way to do it.&lt;br /&gt;
**For ultimate cheese put this on a Big Mek in Mega Armour with the Ded Shiny Shoota and a Tellyport Blaster. Deepstrike him 9&amp;quot; away from an important character and light it up with 14 shots at S5, AP -1 and D2. If that doesn&#039;t gib the character then the Tellyport Blaster will.&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbin - The Fixer Uppers&#039;&#039;&#039;: Mek or Big Mek only. Any time they patch up a vehicle, they can restore an additional wound on a 2+ and deal d3 mortal wounds on an enemy vehicle within 12&amp;quot; at the same time.&lt;br /&gt;
**While sad that you can no longer use this to make meks out of warbosses, this does give you the means of dealing additional damage outside of another round of shooting wile also leaning into the repairs.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Wreckaz (2 CP)&#039;&#039;&#039;: Choose a {{W40kKeyword|Deathskulls Core/Character}} unit in your army during the fight or shooting phase. It gains +1 to wound enemy vehicles during this phase.&lt;br /&gt;
** Kind of on the expensive side for what it does, but can be very nice when cast on something with a lot of low S attacks tagging a vehicle.&lt;br /&gt;
*&#039;&#039;&#039;Special Character&#039;&#039;&#039;:&lt;br /&gt;
**[[Mad Dok Grotsnik]]: Only special character in Orks who isn&#039;t an HQ, instead relegated to Elites. He&#039;s a Painboy with T5, a 4+ save and personal 5+ FNP. &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; means he&#039;ll be forced to charge the nearest enemy if no allies are around; this almost never comes up. Unlike regular Painboyz, he can&#039;t bring a Grot Orderly with him or take a bike. Points-wise he&#039;s a little more expensive than a basic Painboy but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don&#039;t want your Boyz having their 6+ FNP picked off quite as easily.&lt;br /&gt;
*** His model is rather outdated and undersized. The plastic Painboy model is a great base for converting him.&lt;br /&gt;
*** 9E has seen him finally free to join whatever army he wishes but he will not get klan kultur. Aside form that this enables you to create Ghazz retinue... He will not be able to fix Ghaz for some reason tho.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Goffs]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
[[File:Goff Icon.jpg|Border|75px|left]]&lt;br /&gt;
{|&lt;br /&gt;
| We&#039;z da best cuz were da biggest and don&#039;t Muck about!!&lt;br /&gt;
|-&lt;br /&gt;
| The most brutal clan led by Ghaz smashes anything in front of them. This makes them the face of the army, and that is a role they perform well. Goff strategy doesn&#039;t tend to evolve far beyond the need to get stuck in and apply choppas to the forehead.&lt;br /&gt;
|-&lt;br /&gt;
| On the tabletop, they hyper-focus on melee. They also house the most named characters in the army. Their Kultur is brutal and will multiply the melee power of any squad significantly, and as orks can easily go 100% melee power... the warlord trait and relic are not amazing but ok. The stratagem, on the other hand, doubles down on the clan trait, potentially changing a scary melee unit into pure terror. The only downside is that it is all focused on melee and nothing else. Easily 8/10.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kultur - No Mukkin&#039; About&#039;&#039;&#039;: Add +1S whenever a unit attacks after charging or performing a Heroic Intervention. When a model rolls an unmodified 6 to hit when attacking with a melee weapon, it scores a bonus hit with the same weapon against its original target (using the same profile).&lt;br /&gt;
**&#039;&#039;Generates extra hits, so a Mega-Choppa using Slash generates 1 extra hit for every 6, not 3.&#039;&#039;&lt;br /&gt;
**The exploding hits is mathematically equivalent to +1 to hit, only with better synergy with things like full re-rolls to hit.  For &#039;&#039;melee&#039;&#039;, that makes this strictly better than the Freebooterz trait, as you don&#039;t need to murder a unit to turn it on &#039;&#039;and&#039;&#039; you get +1S on the charge.  &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Proper Killy&#039;&#039;&#039;: +1A, -1AP to melee attacks. Ghazghkull uses this to lethal efficiency.&lt;br /&gt;
**No longer a dud - makes your Power Stabba a proper Power Sword and gives the Big Choppa enough AP to work similarly to a Power Klaw without the hit penalty against T4. Doesn&#039;t say it doesn&#039;t affect relics...so it does. Eadwoppa&#039;s Killchoppa becomes AP-3. Power Klaws become AP-4, for truly denying 3+ saves.&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbin - Da Irongob&#039;&#039;&#039;: An off-turn weapon that deals d3 MWs to an unfortunate bastard on a 2+. Its fluff is hilarious and awesome. It is also good way to put some much needed mortal wounds on secondary characters. The fact that this is done after all the other attacks your bearer has can make this quite the funny idea, especially if you [[Grimgor Ironhide|manage to kill Abaddon with this thing]].&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Unbridled Carnage (2 CP)&#039;&#039;&#039;:  At the start of the fight phase, pick one {{W40kKeyword|Goff Core/Character}} using this kultur. The extra hits now trigger on a natural 5+, making your mobs even more brutal.&lt;br /&gt;
** This one can be really useful if you really want something dead right and propa. Typically it doubles number of extra hits but it is not good enough to use it every turn.&lt;br /&gt;
&lt;br /&gt;
=====Special Characters=====&lt;br /&gt;
Goffs get all the good stuff, the best Warboss, the only character with a Rokkit Pack, the only mob in Headquarters, and the only musician. Gitz...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull Mag Uruk Thraka]]&#039;&#039;&#039;: DA BIG ORK IS REAL!!! The Prophet of Gork and Mork himself, the Beast of Armageddon is an HQ choice and has been fully revamped as of Saga of the Beast. His fluff now portrays him as having survived decapitation--courtesy of a Mr. [[Ragnar Blackmane]] of the Space Wolves--and features him stitched up and piloting a massive new suit of Mega Armour equipped with &amp;quot;Looted Macro Capacitors.&amp;quot; Crunchwise, he sports an array of even more powerful rules than before (or in some cases exactly the same as before)! Firstly, he comes with a statline closer to that of a fucking &#039;&#039;Redemptor Dreadnought&#039;&#039; than a Warboss and carries the {{W40kKeyword|Monster}} Keyword as a result, and 9E amps up his ego by adding {{W40kKeyword|Supreme Commander}}. This means he can be taken in supreme detachment freeing some much needed HQ slots elsewhere for no extra cost. His new weapons include the Mork&#039;s Roar (a freakin&#039; Quad Heavy Bolter using Dakka, this unfortunately means you will rarely see him fire out of CC as he needs to be in CC to shine and you want to advance him every turn), Gork&#039;s Klaw (a 4 Damage Chainfist with no penalty to Hit) and... Stikkbombs? Sure, why not. Being the &#039;&#039;&#039;Prophet of Gork and Mork&#039;&#039;&#039; not only grants him a 4++ invulnerable save, but also ensures he can only suffer a maximum of 4 damage in a given phase (Shooting, Psychic and Assault). This gives him survivability for two to three turns despite having over 10 wounds but it also means enemy will not waste more shots on him than necessary to do those 4 wounds. His &#039;&#039;&#039;Great Waaagh!&#039;&#039;&#039; that combos the base Waaagh! and SpeedWaaagh!. He can further buff any Ork you take with Da Boss is Watchin&#039;, which negates combat attrition penalties for all nearby {{W40kKeyword|Orks}} (mediocre but it helps). On top of that, he also grants all {{W40kKeyword|Goff}} units within 6&amp;quot; of him a re-roll of to Hit with Melee attacks. That&#039;s right, it&#039;s not like how Chapter Masters, who now only pick ONE model, it&#039;s EVERYONE. And it is much needed as rerolls are now few and far between in our codex. On top of all that he can hilariously be put inside battlewagon, taking 18 out of 20 transport capacity no less. It is bonkers to even try to imagine his massive frame sitting on top of battlewagon or trying to squeeze himself inside XD.&lt;br /&gt;
** Overall Ghazghkull is now in a curious place. As a {{W40kKeyword|Character}} now with more than 10 Wounds, he can and obviously &#039;&#039;will&#039;&#039;  be targeted by everything on your opponent&#039;s board right from the get go. In addition, being a {{W40kKeyword|Monster}} now means the only way to get him anywhere in a hurry is your questionable battlewagon transport tactic. Note ghazz is no longer eligible for Tellyporta. On the flip side, he is a mortal terror when it comes to dealing out damage and his ability to hardcap the damage he takes each phase will ensure that unless your opponent is hyper aggressive with the Psychic Powers and closing into Melee, he will be difficult to delete outright. Ghazzy&#039;s no longer just a flat upgrade to a normal Mega-armoured Warboss but now something more akin to a Dreadnought or a Carnifex, and should be used accordingly. Time will tell how well this works out for him. Being a {{W40kKeyword|Supreme Commander}} also makes him impossible to ignore for enemies.&lt;br /&gt;
**{{W40kKeyword|Monster}} keyword is a big handicap to him as he is unable to gain most synergies with the rest of the army. Painboys or Painbosses cannot heal him at all for example (medi squig stratagem is gone).&lt;br /&gt;
**In regards to throwing him in non-Goff Armies: You&#039;d be perfectly fine to, though you&#039;re sacrificing his very important re-roll to hit aura in order to do so. If you&#039;re just looking for a massive motherfucker who wants to smash things and keep your lesser boyz in place, then he&#039;ll do that just fine.&lt;br /&gt;
**Note that if you decide to use him with Battlewagon there are risks involved. Always take two meks to accompany him and negate 1/6 chance of losing him when enemy shreds it. His big base also means that enemy surrounding battlewagon well can mean his demise even with use of emergency disembark.&lt;br /&gt;
*&#039;&#039;&#039;[[Makari]]&#039;&#039;&#039;: HOLY FUCK IS HE BACK. He&#039;s a modestly tough grot with 4 Wounds, and thanks to his 2+ invuln, he will be tanking everything...until you fuck up. Then you&#039;ll quickly learn the follies of being a Grot Character. Stick with some other grots because he&#039;ll let any such mob within 12&amp;quot; use his less-than-stellar Ld6 to keep in the fight (not worth it). Perhaps the most baffling piece of gear he has is his stabba, a piddly CCW using his S3 and 4+ WS, but if he rolls a 6 to hit that&#039;s an automatic d3 Mortal Wounds - Enough to down Primaris and Custodes. Honestly his best use might be just to tank Overwatch with that 2++ save. As an added bonus, if he&#039;s within 3&amp;quot; of his best pal Ghazzy, he projects a 6+ Feel No Pain aura for all {{W40kKeyword|Goff}} nearby, as well as a boost to his Movement speed which lets him to keep up da boss. He also do not take force org slot if Ghazzy is present.&lt;br /&gt;
**He counts as a {{W40kKeyword|Goff}}, but he will never get a Kultur. Silly Grots, abilities are for Boyz!&lt;br /&gt;
**If you run Ghaz he can easily replace a painboy if you are not too interested in healing those 2 wounds on something. Ghazz cannot be healed either way. Since he does not take a slot this might be quite viable.&lt;br /&gt;
** Funny enough right now there is a very weird exploit with him and grot shields. Since he is a grot he can use grot shields but since he is character with less than 10 wounds he is also a target for the Look Out, Sir! rule. This means that with proper setup whatever Makari is protecting cannot be targeted and Makari cannot be targeted either. Your opponent would have to kill whatever provides Look Out, Sir! to Makari rather than Makari (no easy feat due to 2+ inv) and only then could target the intended unit. However this looks like oversight from GW and will probably be FAQed sooner or later. Use only if you feel like being THAT guy.&lt;br /&gt;
**if you do use Makari just avoid Vindicares&lt;br /&gt;
*&#039;&#039;&#039;[[Boss Zagstruk]]&#039;&#039;&#039;:  He is a named Stormboy with 6W and 7A (6 standard plus Choppa) with a power axe tier set of Vulcha&#039;s Klaws for ripping up marines. Pretty decent considering the overall number of attacks and hitting on 2+. As with all Stormboyz he moves 12&amp;quot; and can advance 6&amp;quot; instead of rolling while risking a mortal wound. He is T6 now so pretty decent with 6W 4+ save and 5+++ Cybork body making him quite survivable. Nearby Stormboy units that fail their attrition checks while within 6&amp;quot; halve how many of those boys leg it, which make sure that your rocketboyz aren&#039;t completely hosed from a bad fight.&lt;br /&gt;
**As this morale thing is one of very few rules that really helps with those terrible morale tests it is very welcome and makes stormboyz that much useful. Note that it specifically states number is rounded down and there is no statement of minimum one. This means that if you would lose 1 stormboy to morale you lose none.&lt;br /&gt;
** It might be good idea to take multiple small Stormboy units with him instead of one big blob forcing enemy to split fire (and potentially waste shots) while retaining ability to mitigate losses and gain better manoeuvrability. If you can, take maximum of 3 Stormboy units.&lt;br /&gt;
**Codex replaces his Stikkbombs with Blitz Missiles, basically a d3 shot Range 18&amp;quot; S6 Ap-1 Dd3 Blast, a more direct way of blasting mobs. Note this weapon luckily retains Assault property.&lt;br /&gt;
**Relatively cheap at 110p.&lt;br /&gt;
*&#039;&#039;&#039;[[Mek Boss Buzgob]] (Forge World)&#039;&#039;&#039;: Clan {{W40kKeyword|Goff}}. Need update as all forgeworld stuff. Forge World Compendium&#039;s out, and Buzzgob has had some changes, the biggest of which are that he&#039;s LOST his Kustom Force Field, and gone up in price AGAIN to 100 points! A Big Mek with better BS, T, W, A, and LD. No wargear options, but he comes with Mek Arms as an alternate melee weapon (they generate 2 extra attacks per fight now instead of 3 hits per attack, and can only be used twice each fight for a max now of A4, but have S×2 D2 and still no AP though), and he has two Grot Oilers accompanying him for twice as many repair boosts/ablative wounds. His cost is now 40 points higher than a normal Big Mek with a Big Choppa and Grot Oiler. There is nothing really fancy about him, he&#039;s just a straight points-for-stats upgrade. If you were going to bring a Big Mek anyway, consider carefully spending the extra 40 or so points to get Buzzgob instead.&lt;br /&gt;
**&#039;&#039;&#039;Buzzgob&#039;s Dredheadz&#039;&#039;&#039;: A new addition, during the Command Phase he can let one friendly {{W40kKeyword|Goff}} {{W40kKeyword|Deff Dreads}}, {{W40kKeyword|Mega Dread}}, {{W40kKeyword|Meka Dread}}, {{W40kKeyword|Killa Kans}}, {{W40kKeyword|Gorkanaut}}, or {{W40kKeyword|Morkanaut}} unit within 6&amp;quot; of him add +1 to every To-Hit roll. Holy Mork this is bonkers! Really. Now that warbosses grant +1 to hit in melee this obviously should be used for shooting - slap this on 6 killa kans with rokkits (which now have d3 shots and vehicles don’t suffer for moving and shooting) for some ridiculously cheap and strong shooting&lt;br /&gt;
**&#039;&#039;&#039;Named Characters&#039;&#039;&#039;: Buzzgob MUST take the &#039;&#039;&#039;Inspiring Leader&#039;&#039;&#039; Warlord Trait from the Core Book. Nope, he doesn&#039;t even get an Ork Warlord Trait anymore.&lt;br /&gt;
**&amp;lt;strike&amp;gt;Something interesting to note is that his anti-horde capabilities can be quite ridiculous. With FAQ&#039;d Goff Warlord Trait and a Weirdboy with Fists of Gork and Lucky Stick, Buzzgob can put out 24 S4 AP-1 attacks, that will hit on 2+ while also generating additional attacks on 6s. Because why shouldn&#039;t Orks have a blender as a melee weapon?&amp;lt;/strike&amp;gt; Nerfed like crazy, someone doesn&#039;t want us having any fun.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Evil Sunz]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Evil Sunz Icon updated.png|Border|75px|left]]&lt;br /&gt;
| We&#039;z da best cuz wez da fastest and da reddest!&amp;lt;br&amp;gt;&lt;br /&gt;
The Evil Sunz are the fastest orks in all the galaxy. They&#039;re mean, green, and ready for some speed. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, they&#039;re fast... No, that&#039;s it. If you want to play a mobile ork army, then the Evil Sunz are for you, with basic boyz that move faster than marines, vehicles that move faster than eldar, and stratagems that make them go even faster than before! All with the sweet cherry of ignoring the Assault rule (that is rather inconsequential now). Evil sunz got hit hard in new edition. Their Clan Kultur is really bad now, however both relic and warlord trait are AMAZING. Stratagem is nothing to scoff at as well. Overall 5/10 &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kultur – Red Ones Go Fasta&#039;&#039;&#039;: Gain +1&amp;quot; of Movement (+2&amp;quot; for {{W40kKeyword|Speed Freeks}} instead), as well as +1 to advance rolls. All units ignore penalties to hit with Assault weapons after advancing. &lt;br /&gt;
** Gone is their main selling point of +1 to charge as well as most assault weapons so second part of their trait is almost totally inconsequential.&lt;br /&gt;
** They were hit the most by a nerf bat overall and dropped from top tier alongside Defskullz to low tier their only saving grace is their gubbinz.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Fasta Than Yooz!&#039;&#039;&#039;: During the command phase one {{W40kKeyword|Evil Sunz Core}} unit within 6&amp;quot; of the warlord can charge even if they advanced or fell back this turn.&lt;br /&gt;
**Synergizes with Kustom Boosta Blastas, Megatrakks, Deffkilla Wartrike&#039;s and any vehicle using Ramming Speed to reap some extra Mortal Wounds. Bonebreaka Battlewagons also want to always be charging, and fighting first is just great. &lt;br /&gt;
** Mediocre in comparison to other stuff but not useless. Note that during WAAAAGH!!! turn this is totally inconsequential for advancing units but can still allow stuff to fall back and charge.&lt;br /&gt;
** Relatively useful in combination with SPEEEDWAAAAGH!!! as it allows for mini WAAAAGH!!!like effect on top of shooty boost without taking Ghazghull.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbin - Rezmekka&#039;s Redder Paint&#039;&#039;&#039;: {{W40kKeyword|CHARACTER}}, it includes vehicles and bikes too. Add +2&amp;quot; to the bearer&#039;s Movement characteristic. In addition, if the bearer is engaged with enemy units, they now have to fight last, allowing you to get some retinue to fight first or at the very least munch another model or two before the enemy strikes back.&lt;br /&gt;
It CAN be taken on vehicle but doesn’t have to. Slap it on squig rider, or even boss in mega armour to make him run faster than Eldar. And obviously to freeze enemy units till he rips them apart. Fun stuff.&lt;br /&gt;
** This is hands down one of most powerful relics for close combat warboss and if you put it on that kill rig you can tag A LOT of units with this.&lt;br /&gt;
**Also decent on Wartrike due to its significant footprint.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Drive-By Dakka (1 CP)&#039;&#039;&#039;: Choose a {{W40kKeyword|Speed Freeks}} unit at the end of your shooting phase. It can move again, but it will be unable to charge this turn.&lt;br /&gt;
** Very good for objective grabbing or denial. Boosta Blastas can advance to get their flamers in position, then dash away; Wartrikes can do the same, but they do want to get in melee. Meanwhile, Shokkjump Dragstas can pull silly stunts like teleporting into a firing position from the other side of the table, shooting and teleporting back to wherever you want them on the field. Too bad its dakka is just so-so.&lt;br /&gt;
** For one CP it is Not bad. With things like deffkoptas or warbikes this lets them go almost anywhere on the table, which might be a game changer especially in later turns when you just have to grasp that objective to win. IF you take a full squad of 6 Deffkoptas, this can be really powerful just hopping forward to shoot rokkits, then hop back behind obscuring terrain all game long. That&#039;s 12d3 rokkitz every turn popping in and out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Zhadsnark|Zhadsnark Da Ripper]] (Forge World, Legends)&#039;&#039;&#039;: Clan {{W40kKeyword|Evil Sunz}}. As all things Forgeworld he needs an update before being usable in any semblance of coherent way. Now more of a sidegraded Warboss on a bike in the Forge World Compendium, with an almost identical statline to a generic biker boss but with 1 LESS Toughness; his unique PK &#039;Da Pain Klaw&#039; hits on 2+ unlike a regular Warboss&#039; 3+, is AP -4 instead of -3, and deals a Mortal Wound to {{W40kKeyword|Infantry}} and {{W40kKeyword|Monster}} targets on a 6 to hit, in addition to any other damage; and his Warbike (Da Beast) is equipped with Big Shootas instead of Dakkaguns giving him double range over a Warboss on Warbike. Additionally, he always Advances 6&amp;quot; rather than having to roll for distance when Advancing, which gives him an impressive 21&amp;quot; move. He has no wargear options of course, so no Attack Squig, though he does get Stikkbombs which a regular biker boss doesn&#039;t. But still, all that with near-Warboss-level abilities for only 5 more points than a regular biker boss with Killsaw.&lt;br /&gt;
**The guy isn&#039;t quite as much of a deal as he once was. A Combination of Da Killa Klaw Shiny Gubbin and either the &#039;&#039;&#039;Brutal But Kunnin&#039;&#039;&#039; or &#039;&#039;&#039;Best Armour Teeth Can Buy&#039;&#039;&#039; Warlord Traits can make a Warboss on Warbike vastly superior.&lt;br /&gt;
**On the down side; in 7th this guy was an awesome boost for Warbikers, giving them Skilled Rider and making them Troops. All of this&#039;s gone. The only way he helps Warbikers now&#039;s through his &#039;&#039;&#039;Speedwaaagh!&#039;&#039;&#039; Special Rule.&lt;br /&gt;
** Until he is updated skip him. Even his model from FW was just renamed Warboss on Warbike.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Snake Bites]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
|[[File:Snake Bites Icon updated.png|Border|75px|left]]&lt;br /&gt;
| We&#039;z da best cuz wez follow da old ways! &amp;lt;br&amp;gt;&lt;br /&gt;
The Snakebites are the closest thing in 40k that greenskins can get to their AoS counterparts. They&#039;re dumb, even for orks, and shun fancy technology for practicality - even though there&#039;s no stipulation against taking any mekaniaks. &amp;lt;br&amp;gt;&lt;br /&gt;
On the tabletop, the Snakebites received a nice power boost. Pretty convenient that those new Beast Snaggas just so happen to synergize with Snakebites, huh... Their abilities have been retooled to make them tankier and killier, while still being thematic as hell, so enjoy playing out scenarios of greenskins hunting down Imperial Knights like animals. Their clan kultur can be very powerful, but most of its punch comes from squigs (which is why you&#039;re taking it anyway). Warlord trait is very good letting your character stay on the table one more turn. Gubbinz is quite meh and stratagem, while situational, can be very useful in a pinch. Note that currently the most OP character in the book belongs to this clan. Overall 6/10. &amp;lt;br&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs – Da Old Ways&#039;&#039;&#039;: 9E&#039;s overhauled this to a considerable degree, making it less laughable than previously. Now any attacks below S8 will never wound on a 1-3, making them quite tanky against anything short of plasma and power mauls. In addition, all {{W40kKeyword|Squig}} models that charged or made a heroic intervention add +1 to wound.&lt;br /&gt;
** This one is kind of situational. First part resembling limited transhuman (transorky?) physiology means it works exclusively on weapons of S6 and S7 (only S7 in case of T6 models and largely inconsequential for T7+ models. The second bit benefits only a select few models, but considering they&#039;re all either solid picks or phenomenal ones, a detachment of squig cavalry is well worth considering.&lt;br /&gt;
**This makes squigs on the charge capable of wounding nearly everything in the game on no worse than a 4+&lt;br /&gt;
** It moved from not being used ever to situational. So low to mid tier.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Surly as a Squiggoth&#039;&#039;&#039;: The first time your warlord dies, they can get back up instead with d3 wounds and outside of engagement range. If your warlord is acting as your central beatstick, then this will at the very least give them another turn to fight on. Mozrog grabs this.&lt;br /&gt;
** Pretty decent stuff if enemy have tools to one shot your boss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbin - Brog&#039;s Buzzbomb&#039;&#039;&#039;: Once per game you can toss a 6&amp;quot; Grenade 3D6 S5 Ap-1 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039; that hits on a 2+. After you resolve the attack, all units within 6&amp;quot; of this target suffer a mortal wound.&lt;br /&gt;
** It is nice but one shot only makes it questionable and the splash damage is token. &lt;br /&gt;
** It is fluffy as hell but pretty meh otherwise.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Mystic Chanting (1 CP)&#039;&#039;&#039;: One unit can deny a psychic power as if they were a psyker. You&#039;ve seen it with the Templars, you&#039;ve seen it with the World Eaters, it&#039;s always welcome.&lt;br /&gt;
** Decent especially if you don&#039;t have weirdboy or he is out of range for that one crucial power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Characters:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mozrog Skragbad:&#039;&#039;&#039; The tamer of the  White Squig, a legendary squigosaur with a 4++ Invuln on top of the damage reduction native to such beasts. Aside from buying a thumpgun, this boss also carries a special S+1 AP-2 D3 claw, providing a decent enough answer to heroes.&lt;br /&gt;
** Frankly this guy is INSANE for measly 170 points. He will be extremely hard to kill, and than he can get back up. And he will positively murdefy anything he targets in CC (partly due to his great white squig being able to dish scary numbers of mortal wounds).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zodgrod Wortsnagga:&#039;&#039;&#039; A strange nutter who values grots as test subjects, this weirdo can take one mob of {{W40kKeyword|Core Gretchin}} and make them add +1 to hit for the entire game as well as be able to shoot on top of any objective actions. That first part there is actually quite powerful since you can make those grots a nasty surprise when grouped up. Also helping things is that he makes enemy monsters within 6&amp;quot; fight last, allowing him and his tiny terrors to wear down the beast - and as a {{W40kKeyword|Beast Snagga}}, that&#039;s what he does best.&lt;br /&gt;
** He is pretty situational. Grots have maybe only two uses, both of which involve dying, and his modest price isn&#039;t quite modest enough for the boost. His ability against monsters is okay, but he&#039;s not killy enough compared to other HQ options to go after this rule specifically.&lt;br /&gt;
** Furthermore, though he boosts grots&#039; effectiveness, he himself does little for them in the middle of the game. Beyond saving them from their in-built morale flaw, taking a second runtherd and having Zodgrod run ahead with the lads (where his weapon and other ability will be more useful) might be more beneficial. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== [[Freebooterz]] ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
[[File:Freebooterz Icon.png|Border|75px|left]]&lt;br /&gt;
{|&lt;br /&gt;
|  We&#039;z da best cuz wez piratez!! Nothin elsa ta say.&lt;br /&gt;
|-&lt;br /&gt;
| Freebooterz is all about showing off to each other, fighting for teef, and doing whatever they feel like. The Freebooterz are the outcasts of ork &amp;quot;polite&amp;quot; society; each one has been either banished from his tribe or simply wandered off and got lost. Over time, these wayward boyz get together into &amp;quot;krewz&amp;quot; and ply the stars to follow their own interests, blowing people up with kroozer kannons, hoisting the main sail, and wearing cool tricorn hats.&lt;br /&gt;
|-&lt;br /&gt;
| On the tabletop, Freebooterz build up their steam as they kill gitz, gaining more and more pluses to hit with each unit destroyed. Coupled with their warlord trait, they&#039;ll almost never miss in the fight phase, and even when they&#039;re shooting they can get more hits off than not. They strike a fine balance between the melee blender and the dakka with some interesting shenanigans on top of that. Those guys are awesome now competing with goffs. They are not as killy but they are much more rounded and have many more tricks. Their Clan Kultur is pretty amazing, their warlord trait is okish, and both their stratagem and relic are simply game-changing. 9/10.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kulturs –  Competitive Streak&#039;&#039;&#039;: Each time any other friendly unit with this Kultur destroys an enemy unit this phase, all units gain a +1 to hit&lt;br /&gt;
**&#039;&#039;Does&#039;&#039; work with Gretchin - the Gretchin themselves can&#039;t benefit from this kultur, but since they have the {{W40kKeyword|&amp;lt;Klan&amp;gt;}} keyword, their kills can be used to trigger this in units that &#039;&#039;can&#039;&#039; benefit.&lt;br /&gt;
**Note that as your game gets bigger, this gets exponentially better, as you&#039;re getting higher chances to kill something before the end of the phase.&lt;br /&gt;
** As many armies use MSU units to keep objectives, this can be easily triggered on them.&lt;br /&gt;
** A massive nerf to the previous version in the same edition.&lt;br /&gt;
**Got bought back to +1 to hit rolls again!&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Killa Reputation&#039;&#039;&#039;: Friendly units within 6&amp;quot; add +1 to their Leadership score while enemies within 3&amp;quot; take -1 Leadership and take a -1 to combat attrition checks. All very morale-based, and thus really dependent on you actually killing enough things to force them to break.&lt;br /&gt;
** With MASSIVE nerf to mob rule +1Ld is not inconsequential enabling Ld6 vehicle units not to risk morale losses after losing only 1 model.&lt;br /&gt;
*&#039;&#039;&#039;Shiny Gubbin - The Badskull Banner&#039;&#039;&#039;: Enemies within 6&amp;quot; of the bearer lose ObSec. That&#039;s right, this steals ObSec, breaking a pretty important task that most troops need to work: capping. &lt;br /&gt;
**This works on vehicles too, so you can throw this on a Wartrike for a MASSIVE bubble of anti-capping.&lt;br /&gt;
** It synergises very nicely with the stratagem below basically making your character able to sit on an objective and hold it regardless of circumstances. And since we can build pretty durable characters....&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Get Da Loot (1 CP)&#039;&#039;&#039;: Pick a {{W40kKeyword|Freebooterz Infantry}} unit. They have ObSec until your next command phase.&lt;br /&gt;
** This is awesome. You can make whatever you need ObSec for 1 turn, both denying and taking enemy objectives even if they have superior numbers.&lt;br /&gt;
*&#039;&#039;&#039;Special Character&#039;&#039;&#039;:&lt;br /&gt;
**&#039;&#039;&#039;[[Kaptin_badrukk|Kaptin Badrukk]]&#039;&#039;&#039;: Gives all nearby {{W40Kkeyword|Flash Gitz}} (&#039;&#039;not&#039;&#039; Freebooterz - he&#039;ll buff the Flash Gitz of other Klans, and won&#039;t buff his own klan if they&#039;re not Freebooterz) re-rolls on 1s to hit (including him, since he has the keyword).  He has the {{W40Kkeyword|warboss}} keyword but not the warboss rule, so he can declare a Waaagh! but doesn&#039;t have the +1 to melee hits aura a warboss normally has. With decent stats and a 3+/4++ save he can handle a fight in melee reasonably well for a shooty git, but you do &#039;&#039;not&#039;&#039; want him there. You want him running with Flash Gitz shooting stuff. Maybe a bit pricey (95-100, depending on if you buy him an ammo grunt), but if you&#039;re bringing a decent sized unit of Flash Gits already, considering how many dice they roll that re-roll-on-1s may be worth it.&lt;br /&gt;
***His extra-super-duper-cool-gun, [https://www.youtube.com/watch?v=aAychCCuDiY Da Rippa], is effectively a heavily modified Kustom Mega-Blasta: 24&amp;quot; Heavy 3 S7 AP-3 D2, overcharges to S8 D3 and if any 1s are rolled to hit in each burst of 3 shots, the shooter suffers a mortal wound. Fortunately, with 6 wounds Badrukk can tank it with ease, and he re-rolls 1s to hit, so the odds of him actually suffering the 1 mortal are negligible - slightly more than 8.1%.  That means if he shoots 5 times, he still only expects to suffer slightly more than a third of a mortal wound.  If you buy and use an ammo grunt, the danger goes up very slightly, because normally a 2 or 3 to hit is just a miss that doesn&#039;t hurt him, but with the grunt, you might re-roll into a 1, but it&#039;s just not that big a deal.&lt;br /&gt;
****If you&#039;re still worried about mortals from his gun, you can strap a painboy or painboss to him.&lt;br /&gt;
***Also worth noting his re-roll hit rolls aura applies to all attacks made by Flash Gitz, including melee. Flash Gitz are not a melee unit by any means, but if they do get into melee combat, it certainly helps.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Specialist Mobs===&lt;br /&gt;
&lt;br /&gt;
You can upgrade &#039;&#039;one&#039;&#039; unit &#039;&#039;per detachment&#039;&#039; into a specialist mob, replacing their {{W40kKeyword|&amp;lt;Klan&amp;gt;}} keyword with the appropriate subkultur. Since you can bring only one of them, you have to value which one is the one your army would benefit the most from. This also means that &#039;&#039;&#039;any subkultur Warboss will be alone&#039;&#039;&#039; [[Fail|unless you bring yet another detachment]]. Overall most of them are ok if you have an odd unit in a detachment that does not benefit from a clan trait the rest of the army uses.  For example, tankbustaz in a Goff detachment. Most are pretty meh and you will use them just because it is small boost here and there. Also keep an eye open for any Armies of renown, the Speed Mob for example are worded such that they don&#039;t get a Kultur but get another benfit instead, so it stakes with the specialist mobs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Krumpaz - Krumpin&#039; Time ({{W40Kkeyword|deff dread, morkanaut, gorkanaut, mega armour nobz, mega armour character}})&#039;&#039;&#039;: +1 to hit in melee, offsetting the penalty for using klaws or killsaws. Ouch. The big dread meks are all hitting on 2s now.&lt;br /&gt;
** This one is very nice and can be considered to replace even good klan traits, especially if said clan trait is shooting oriented, i.e. Bad Moonz or Freebootaz.&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Stikk_Bommas|Boom Boyz]] ({{W40Kkeyword|Big mek, mek, warboss, nob, tankbustas, deffkoptas, wagon}})&#039;&#039;&#039;: Blast weapons gain -1AP. Read &amp;quot;Tankbustas become AP-3&amp;quot;. There is effectively no reason not to give this to your Tankbustas, unless they&#039;re Freebootaz or maybe Bad Moons. &lt;br /&gt;
*&#039;&#039;&#039;[[Deff_Skwadron|Flyboyz]] ({{W40Kkeyword|Blitza-bommer, burna-bommer, dakkajet, deffkopta, wazbom blastajet}})&#039;&#039;&#039;: Gain light cover against being shot by anything greater than 6&amp;quot; away.&lt;br /&gt;
** None of these units particularly benefit from any Kultur, aside from Bad Moons or Freebootaz, especially the planes.&lt;br /&gt;
*&#039;&#039;&#039;[[Ork_Boy#Madboyz|Madboyz]] - Frantic ({{W40Kkeyword|biker, cavalry, character, mob}})&#039;&#039;&#039;: Roll a d3 at the start of each battle round, and your affected units get a buff for that turn. Can&#039;t be re-rolled.&lt;br /&gt;
*# Rash: Pile in 6&amp;quot; instead of only 3&amp;quot;.&lt;br /&gt;
*# Inspired: When this unit shoots or fights, you can re-roll &#039;&#039;one&#039;&#039; failed hit or wound roll.&lt;br /&gt;
*# Frenzied: +1S. Now we&#039;re talking! Unless it&#039;s Beastsnagga boys, then it may not matter.&lt;br /&gt;
**Fun but totally unreliable, because you&#039;re skipping on a kultur yet you don&#039;t know what you&#039;ll get. All of the effects can be reliably gained elsewhere, so it can be useful for, say, formerly Evil Sunz Squig riders, who&#039;d gain very little from their clan rules.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Orrible Gitz ({{W40Kkeyword|gretchin core}})&#039;&#039;&#039;: The unit gains ObSec, and any units that aren&#039;t Runtherds within 3&amp;quot; suffer a -1 to hit with a gun on account of their hideous stench.&lt;br /&gt;
**Adds some use to Grots, effectively making them an obsec blob that inflicts -1 to hit on melee enemies. You do have to get them all the way up there though. Besides who even uses grots anymore.&lt;br /&gt;
*&#039;&#039;&#039;Pyromaniacs ({{W40Kkeyword|Burna boyz, burna-bommer, boomdakka snazzwagon, kustom boosta-blastas, deffkilla wartrike, nob, warboss}})&#039;&#039;&#039;: When determining the number of shots made for burnas, skorchas, burna bottles, burna exhaust, Killa Jets, and skorcha missiles, the result can never be below 3. Flamers usually don&#039;t benefit from many kulturs, so this is okay for, say, a Burna Boyz unit.&lt;br /&gt;
**Supa-skorchas are not mentioned, because GW does not acknowledge FW products on their codices. Do &#039;&#039;not&#039;&#039; give it to a Snazzwagon: it literally has a single flame weapon to benefit.&lt;br /&gt;
*&#039;&#039;&#039;Sneaky Gitz ({{W40Kkeyword|Warbosses, Boyz, Nobs, Kommandos}})&#039;&#039;&#039;: -1AP in melee when the target is &amp;quot;receiving the benefit of cover&amp;quot;. AP-2 choppas! Good because it stacks with regular Kommando buffs. Justifiable for Kommandos in the same detachment as otherwise shooty kulturs, like Bad Moonz&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Trukk Boyz ({{W40Kkeyword|boyz, nob, warboss}}):&#039;&#039;&#039; Trukk Boyz can jump out of a trukk after it makes a normal move, and any Trukk carrying Trukkboyz has +1 to hit while shooting (which also affects the passengers because &amp;quot;any modifiers that apply to the transport also apply to the passengers&amp;quot;). This gives you extreme threat range: move 12&amp;quot;, disembark 3&amp;quot;, move another 5&amp;quot;. You just cleared 20&amp;quot; in one go and are going to begin the charge mere 4&amp;quot; away from the enemy deployment zone. Even further forwards when using Waaagh! Definitely the best Spec Mob we have. This our new Da Jump. Combine it with the old Da Jump, though.&lt;br /&gt;
**Page 197 (end of first paragraph) of the core book states that &amp;quot;The pluralization (or not) of keywords do not affect which units the rule in question applies to&amp;quot;, meaning this kultur affecting a &amp;quot;NOB&amp;quot; (Nob with Waaagh banner) also affects &amp;quot;NOBZ&amp;quot; (Nobz squad, Mega Armored Nobz squad). A full squad of those with klaws or saws is a lot scarier than boyz with choppas.&lt;br /&gt;
**Bear in mind that the &#039;&#039;riders&#039;&#039; become a specialist mob, not their ride.  That means the trukk is eligible for a custom job, and still benefits from the detachment&#039;s kultur: A Trukk Fortress on Wheels is harder to destroy, which any smart opponent would try to do ASAP, and Blood Axes, Snakebites and Deathskulls can further help with durability. Meanwhile, an Evil Sunz trukk goes fasta, and with Squig-hide Tyres becomes M14.&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
To be an army of renown, your (entire) army has to follow a set of restrictions when selecting units, but in exchange they get thematic benefits.&lt;br /&gt;
===Speed Freeks Speed Mob===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;10&amp;gt;&lt;br /&gt;
Speed Freak focus Mob. What the Evil Sunz wish they were. Bikers, Deffkoptas and Buggies with the support of two jets. No infantry. Huge amount of movement. A lot of shooting and mortal wounds in charge. And pretty simple rules thanks all the restrictions. Mostly played as Evil Sunz, Freebootas or Blood Axe.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Special Rules====&lt;br /&gt;
&#039;&#039;&#039;Restrictions&#039;&#039;&#039;&lt;br /&gt;
#Your army may only be {{W40kKeyword|Speed Freeks, Aircraft &amp;amp; Wagon}} units. Yes, [[Fail|&#039;&#039;empty wagons&#039;&#039;]]. And yes, Kannonwagon is not a wagon…&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039; &lt;br /&gt;
#The army gets access to one extra WT, six stratagems, and two kustom jobs. The army also gains the  {{W40kKeyword|Speed Mob}} keyword, but we&#039;re not going to list that as a benefit since all that does is unlock access to two kustom jobs, and we should always remember &amp;quot;Speed Mob&amp;quot; was a 8th edition rule that allowed speed freek vehicle units to act independently. [[Fail|Which is gone]].&lt;br /&gt;
#If the army is battle forged, the Outrider detachment (aka the only one you can take to remain battle forged) becomes &amp;quot;+3CP if your warlord is here&amp;quot;.&lt;br /&gt;
# {{W40kKeyword|Speed Freeks}} (Buggies, koptaz &amp;amp; bikers, but not aircraft) from your army gain the &#039;&#039;&#039;Adrenaline Junkies&#039;&#039;&#039; ability:&lt;br /&gt;
#*This unit never gains a Clan Kultur, but its inclusion in a Detachment does not prevent other units from that Detachment (excluding other adrenaline junkies) from gaining a Clan Kultur. AKA &#039;&#039;your Dakkajets can be Bad Moons&#039;&#039;, because  {{W40kKeyword|aircraft}} are the only clan units in your entire army that aren&#039;t also adrenaline junkies. All two of them, as aircraft were nerfed to be 0-2 in detachments.&lt;br /&gt;
#*+1A when this unit charges or makes a heroic intervention.&lt;br /&gt;
#*When this unit advances, until the end of your shooting phase, it counts as having made a Normal Move instead. Advance &amp;amp; Dakka! Dragsta teleport &amp;amp; shoot! [[Fail|Suck on that, Evil Sunz!]] Does count as having advanced for charge purposes, but at least Evil Sunz have a warlord trait to let a unit of bikes advance and charge. You can&#039;t bring a &amp;quot;normal&amp;quot; WAAAGH! in this list, only SpeedWAAAGH! is used. &lt;br /&gt;
#*Models in this unit have a 6++. Upgraded to 5++ until the start of your next movement phase if the unit advanced. Feel free to drive around the barrel to get better invuln.&lt;br /&gt;
# {{W40kKeyword|Speed freeks bikers}} gain Objective secured.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Speed King&#039;&#039;&#039;:  Friendly non-character {{W40kKeyword|speed freeks}} within 6&amp;quot; of this warlord re-roll 1s to wound.&lt;br /&gt;
&#039;&#039;&#039;Kustom Jobs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drag Chains&#039;&#039;&#039;:  Whenever this {{W40kKeyword|speed mob vehicle}} falls back, select one non- {{W40kKeyword|vehicle/monster}} unit it was engaged with and roll 1d6. On a 2-5 it suffers 1d3 MW, full 3 on a 6.&lt;br /&gt;
**You&#039;ll use this with the army of renown&#039;s fall back &amp;amp; shoot stratagem...but only there.&lt;br /&gt;
*&#039;&#039;&#039;Raised Suspenshun&#039;&#039;&#039;: An {{W40kKeyword|speed mob vehicle}} can still shoot at enemies that aren&#039;t engaged with it even when engaged by other enemies. &#039;&#039;Excellent&#039;&#039; on a Megatrack Scrapjet or Squigbuggy: vehicles can shoot guns in melee but cannot fire Blast at units they&#039;re engaged with. Now they can fire them at units they&#039;re &#039;&#039;not&#039;&#039; engaged with.&lt;br /&gt;
&lt;br /&gt;
====Stratagems====&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blitza dakka (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|speed mob}} unit fires at a unit within 12&amp;quot;, re-roll 1s to hit. Re-roll 1s &amp;amp; 2s for a Kustom Boosta Blasta. Holy shit, pay CP to get the aura a SM captain has but only on 1 unit and only within 12&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Chaaarge! (2CP)&#039;&#039;&#039; +1S and -1AP when a Warbiker unit chaaarges. Pseudo Nobs on warbikes! Specifically Warbikes btw.&lt;br /&gt;
*&#039;&#039;&#039;Crashin&#039; through (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|speed freeks}} unit charges, if it has a spiked ram, then it cannot use it this turn. Instead, roll 1d6 for every model in that {{W40kKeyword|speed freeks}} unit:&lt;br /&gt;
**If it is a {{W40kKeyword|biker}}, for every 4+ the enemy suffers a mortal wound&lt;br /&gt;
**If your {{W40kKeyword|speed freeks}} unit is also a {{W40kKeyword|vehicle}}, for every 4+ it does 1d3 mortal wounds&lt;br /&gt;
**If the charging unit is a Megatrakk scrapjet or Kustom Boosta-blasta, it does 1d3 MW on 2-5 instead, and 2d3 MW on a 6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;More Gitz over here! (1CP)&#039;&#039;&#039;: When a {{W40kKeyword|speed mob}} unit falls back it can still shoot. If it is a Boomdakka Snazzwagon, hit rolls of 6 score an additional hit&lt;br /&gt;
*&#039;&#039;&#039;Attack out o&#039; da sun&#039; (2CP)&#039;&#039;&#039;: At the end of your turn, remove a unit of Deffkoptas, and set them back up at the end of your next movement phase, with the usual restrictions.&lt;br /&gt;
**Do other factions have stratagems that allow their units to act normally for one turn, then completely dissapear during the enemy turn, &amp;lt;u&amp;gt;escaping all retaliation&amp;lt;/u&amp;gt;, then reappear the next turn and act normally?&lt;br /&gt;
**Yes and no. There are such cases but they were fixed soon in FAQ to either drop or disappear in a single turn to give opponent a chance. This is pretty much crazy. Expect the same in this case. Will be nerfed after the Christmas.&lt;br /&gt;
**So no nerf at all, despite couple of opportunities. GW really want to play this rule like it&#039; s written. And people play it like this. On the end, it is not so scary, because the strategem cost 2CP and the whole Speed Mob is terribly CP hungry. So you use it twice in the game and than come out of CPs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lotsa squigs!&#039;&#039;&#039;: Add 1 to the number of squigg mines a Rukkatruck squiggbuggy unit has remaining. Pure creative bankrupcy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Psychic Disciplines ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Power of the Waaagh! Discipline&amp;quot;&amp;gt;&lt;br /&gt;
This is the psychic discipline table your Weirdboys can use. You can either roll randomly, or choose one. Don&#039;t forget every psyker also automatically knows Smite.(WHAT DA ZOG?! WHERE IZ POWER VOMIT?!)&lt;br /&gt;
&lt;br /&gt;
The best in the list are typically Da Jump &amp;gt; Warpath &amp;gt; Fists of Gork; if you&#039;re taking more than 3 powers, you should probably start duplicating powers for redundancy.  Bear in mind each Weirdboy can use a second power if there are 20 friendly orks nearby. But no bonuses to casting sadly.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;&#039;Eadbanger (WC 5)&#039;&#039;&#039;: Targets any enemy unit within 18&amp;quot;. If you can &#039;&#039;beat&#039;&#039; their Toughness on 1d6, they eat 1d6 mortal wounds, but no more than 1 model can die to this - a second model will drop to 1 wound remaining, and then any remaining mortal wounds are lost.&lt;br /&gt;
#* Only better than Smite against Toughness 2 or less, and remember, the target unit needs multi-wound models in it to really suffer from this, meaning no unit in the game is worth casting this against.  Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Warpath (WC 6)&#039;&#039;&#039;: A friendly {{W40kKeyword|&amp;lt;KLAN&amp;gt; Core/Character}} unit within 18&amp;quot; increases the Attacks stat of each model by 1 until your next Psychic phase.&lt;br /&gt;
#* This is very good, especially on big boyz units. Meganobz or even Ghazzy will not scoff at extra attacks either. Overall very universal and there are very few situations you will not cast it on something.&lt;br /&gt;
#* Combo with Da Jump and potential 150A (on wAAAAAGH!!! turn) is nice indeed.&lt;br /&gt;
#&#039;&#039;&#039;Da Jump (WC 7)&#039;&#039;&#039;: A friendly {{W40kKeyword|&amp;lt;KLAN&amp;gt; CORE}} unit within 12&amp;quot; is removed from the table, and set back up anywhere more than 9&amp;quot; from enemy units. This used to be objectively one of the best Psychic Powers in the entire game. Now with the very low chance of succesful charge it&#039; s useful mostly on the shooting units.&lt;br /&gt;
#* Put any CORE unit you like in charge range of anything on the board - and with &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, you have a 48% chance to make the charge. Which is pretty bad. Also because Da Jump itself only has about a 50% chance to be cast it definitely makes no sense to build a gameplan around Da Jumping anything. Old times of Da Jumping boyz are definitely gone.&lt;br /&gt;
#* You can also use this to pull ranged units like Lootas out of melee if they get caught. They count as having moved, but it&#039;s better than using a Fall Back move and not being able to shoot at all that turn.&lt;br /&gt;
#* Because this does not happen in the movement phase, several skills and stratagems designed to punish deep strikers do not apply.&lt;br /&gt;
#&#039;&#039;&#039;Fists of Gork (WC 6)&#039;&#039;&#039;: A friendly &#039;&#039;visible&#039;&#039; {{W40kKeyword|ORKs}} {{W40kKeyword|CHARACTER}} model within 12&amp;quot; gains +2 Attacks and Strength until the next psychic phase, improving to +3 if you rolled an 11+ on the psychic test.  More effective than Warpath on characters, but ultimately Warpath is more versatile. Can be absolutely hilarious when slapped onto a melee-oriented Warboss or Ghazz.&lt;br /&gt;
#* &#039;&#039;Stacks&#039;&#039; with Warpath, if you find yourself in a situation where it makes sense to do so.&lt;br /&gt;
#* You might consider adding a dedicated Weirdboy to put this on your killiest Boss.&lt;br /&gt;
#* Works on {{W40kKeyword|GRETCHIN}} characters! You know you want to.&lt;br /&gt;
#&#039;&#039;&#039;Da Krunch (WC 6)&#039;&#039;&#039;: Targets an enemy unit within 18&amp;quot; of the user. Roll 1d6 for each model in the unit, inflicting a mortal wound for each 6 rolled, adding +1 to the roll if you rolled a 9+ when casting. Sadly, all the options for going again with this power have vanished, exchanged for making it slightly easier to cast in your pursuit of flattened hordes. &lt;br /&gt;
#* Skip this - you need to target a unit of 11+ models to beat Smite, at which point you should be solving your problems with Boyz.&lt;br /&gt;
#&#039;&#039;&#039;Jabbin&#039; Fingerz (WC 6)&#039;&#039;&#039;: One visible enemy unit within 18&amp;quot; of the Psyker gets -1 to hit until your next psychic phase. &lt;br /&gt;
#*Inarguably excellent, but hard to support grabbing over Da Jump and Warpath.  If you have two Weirdboys, this can be very good on your second one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beasthead Discipline&amp;quot;&amp;gt;&lt;br /&gt;
This is the discipline Wurrboys and Kill Rigs take.  Roar of Mork and Squiggly Curse are the best powers for the Kill Rig you probably took - use Squiggly Curse or Smite (or both) for murder depending on battlefield conditions, and use Roar of Mork to help prevent something you want to murder from either escaping or charging you before you can charge it. With the Kill Rig, Frazzle seems like another no brainer due to its massive footprint.&lt;br /&gt;
#&#039;&#039;&#039;Roar of Mork (WC 6)&#039;&#039;&#039;: One visible enemy unit within 18&amp;quot; of the Psyker gets -2 to advance and charge rolls, plus the Psyker gets an 18&amp;quot; aura that gives -1 Leadership to all enemy units.&lt;br /&gt;
#* Debuffing enemy mobility means you can g&lt;br /&gt;
#&#039;&#039;&#039;Frazzle (WC 6)&#039;&#039;&#039;: Roll 1d6 for every enemy unit within 9&amp;quot; of the Psyker; they take 1d3 mortal wounds on a 4+.&lt;br /&gt;
#* So slightly more than 2/3 of the time, every unit within 9&amp;quot; takes on average 1 mortal wound. You need 3 units in the bubble to surpass Smite, &#039;&#039;and&#039;&#039; you&#039;re forced to split the mortal wounds across multiple units - you&#039;re better off with Squiggly Curse.&lt;br /&gt;
#*The Kill Rig&#039;s enormous base and already impressive datasheet make this a solid pick for drifting straight into a group of enemies and rolling the dice. Give it the Scorched Gitbonez to really ensure you can get those d3 autohitting lascannon shots.&lt;br /&gt;
#&#039;&#039;&#039;Bitin&#039; Jawz (WC 6)&#039;&#039;&#039;: Pick a visible enemy model within 18&amp;quot; of the Psyker and draw a line between the two of them: every enemy unit touched by the line (including the model picked at the beginning) suffers a mortal wound.&lt;br /&gt;
#* Worse than Frazzle, on average - the same odds of going off and the same number of wounds per target unit, but an 18&amp;quot; line is usually fewer units than an 18&amp;quot; bubble.  Hard pass.&lt;br /&gt;
#&#039;&#039;&#039;Spirit of Gork (WC 6):&#039;&#039;&#039; One visible Squig unit within 12&amp;quot; of the Psyker gets 1 extra bite attack from its Squigs, and a 6 to wound inflicts a mortal wound &#039;&#039;on top&#039;&#039; of whatever damage it initially deals. &lt;br /&gt;
#*The wording of this power states that the unit gets an extra attack from &#039;&#039;each&#039;&#039; of the biting &amp;quot;weapons&amp;quot; that the unit is equipped with. A unit with three Squighog Boys would have three Squighog&#039;s Jaws, adding three attacks, and so on.&lt;br /&gt;
#&#039;&#039;&#039;Beastscent (WC 5):&#039;&#039;&#039; One enemy unit within 18&amp;quot; of the Psyker doesn&#039;t get any cover benefits against attacks from {{W40kKeyword|Beast Snagga}} units until your next Psychic phase.&lt;br /&gt;
#* This is primarily useful if you find yourself needing to ignore Dense Cover, simply because -1 to hit is a much bigger deal to you than +1 to enemy saves.  It does debuff a target unit instead of buffing a target unit, so your Beast Snaggas can stay embarked and still get the benefits when they shoot your chosen target, but Beast Snaggas are uniformly better in melee than at range, and if they do shoot, they want to shoot a monster or vehicle, which usually won&#039;t have cover.&lt;br /&gt;
#* Has some utility for your Kill Rig, because it&#039;s a WC 5 power like Smite is, meaning a Rig can try this and Smite for maximum odds of buffing the Wurrtower.&lt;br /&gt;
#&#039;&#039;&#039;Squiggly Curse (WC 7):&#039;&#039;&#039; Pick an enemy unit within 12&amp;quot; of the Psyker and roll 1d6 for each model in the unit (maximum of 6): the unit takes a mortal wound for each 4+ roll, plus if at least one model dies every other enemy unit within 6&amp;quot; of that one takes a mortal wound.&lt;br /&gt;
#* Worse than Smite against the target unit, but if you get even one spillover mortal wound, you&#039;re doing better than Smite, with the major caveat of your damage being split across multiple units.  The best offensive power in this discipline.&lt;br /&gt;
#* You should generally skip this - too hard to successfully cast for a rather minor benefit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Warlord Traits ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Generic&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Follow me, Ladz!&#039;&#039;&#039;: If your warlord charges, any {{W40kKeyword|&amp;lt;Klan&amp;gt; Core}} that charges an enemy engaged with the warlord also adds +1 to their charge rolls. Makari takes this...if anyone&#039;s insane enough to give him a WT.&lt;br /&gt;
#* Absolutely something to consider, as your boss shouldn&#039;t be alone in getting caught in a fight. &lt;br /&gt;
#&#039;&#039;&#039;Big Gob&#039;&#039;&#039;: Auras improve their range by 3&amp;quot; to a maximum of 9&amp;quot;. Zagstruk has this.&lt;br /&gt;
#* Sadly this is useless on KFFs. However, anything else you need works perfectly fine. There is better stuff here tho.&lt;br /&gt;
#&#039;&#039;&#039;&#039;Ard as Nails&#039;&#039;&#039;: Attacks against the Warlord suffer -1 to wound.&lt;br /&gt;
#* A massive switch compared to before, but this will mess up things like power axes, allowing you to even the field with equal enemies. Grotsnik has this trait.&lt;br /&gt;
#&#039;&#039;&#039;Brutal but Kunnin&#039;&#039;&#039;&#039;: Each time the warlord fights, if the warlord allocates all attacks to one enemy unit, then for each attack that did not make it to the Inflict Damage step they can make an additional attack. This behaves more like a second fight phase but in the same unit activation. Snikrot has this. &lt;br /&gt;
#* This is hands down the best trait for a killy warboss. With the way its worded, the rule also applies to any additional hits granted by the Goff Clan trait!&lt;br /&gt;
#* Note that things like Squigosaur jaws will not give extra attacks on Squighog jaws weapon (it is specifically stated they can do maximum of 3 attacks) but rather they will generate extra attacks for the Warboss himself.&lt;br /&gt;
#* Also note that if the Squigosaur rolls any 6&#039;s to wound (and do 3 mortal wounds), the attack sequence for that attack immediately ends which technically means that this wound generate an additional attack. XD.&lt;br /&gt;
#* Also procs off a foot-sloggin Warboss&#039; Attack Squig&#039;s extra attacks, allowing to turn your loveable rascals measly bites into proper Power Klaw blows.&lt;br /&gt;
#&#039;&#039;&#039;Kunnin&#039; but Brutal&#039;&#039;&#039;: At the start of the fight phase, if this Warlord is in engagement range of any enemy units, it can fight first that phase. &lt;br /&gt;
#* A bit situational since if you charge, you&#039;re fighting first usually. This is good for the next fight phase in the opponent&#039;s turn, but...they can just fallback and shoot your warlord. A bit meh. &lt;br /&gt;
#&#039;&#039;&#039;Might is Right&#039;&#039;&#039;: Grants your Ork Boss +1 Strength and Attack.&lt;br /&gt;
#*Great for a Wartrike or Big Mek, elevating them to proppa Warboss Strength.&lt;br /&gt;
#* It is decent but for power klaw Warboss Brutal but Kunning is better.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beast Snaggas&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bigkilla Boss&#039;&#039;&#039;: Your warlord gets +2 attacks and +1 to hit if they are targeting a vehicle or monster in melee.&lt;br /&gt;
#* As this got shoved to the Beast Snaggas, you can clearly see more uses for this. That on-foot beastboss&#039; claw? Now outpacing the power klaw they can&#039;t grab.&lt;br /&gt;
#* {{W40kKeyword|Blood Axes}} Warbosses get an extra mile out of it, as they can charge after falling back.&lt;br /&gt;
#* Stack with Fists of Gork power for maximum carnage!&lt;br /&gt;
#* This one is very good, but highly situational and dependent on enemy list.&lt;br /&gt;
#&#039;&#039;&#039;Beastgob:&#039;&#039;&#039; Squigs within 6&amp;quot; of the warlord add +1 damage to their attacks but not those of any riders. Best suited for cavalry-heavy forces. Zogrod and the Kill-Rig have this.&lt;br /&gt;
#*It is nice in squig heavy armies but there is much better stuff.&lt;br /&gt;
#&#039;&#039;&#039;Half-Chewed:&#039;&#039;&#039; Warlord gains 4+ FNP when fighting a monster or vehicle in melee.&lt;br /&gt;
#* Situational.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Speed Freeks&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Roadkilla:&#039;&#039;&#039; When the warlord charges, one enemy unit that was nearby eats d3 mortal wounds on a 2+.&lt;br /&gt;
#* Way to make MW dishing monstrocity with several overlaping skills to murdyfy most things he touches with tons of MW.&lt;br /&gt;
#&#039;&#039;&#039;Up in their Faces:&#039;&#039;&#039; The warlord can shoot after falling back.&lt;br /&gt;
#* Kinda redundant on Blood Axes, who can already do that with their Kultur.&lt;br /&gt;
#* Nope.&lt;br /&gt;
#&#039;&#039;&#039;Junkboss:&#039;&#039;&#039; Warlord gets a 4++ save.&lt;br /&gt;
#* 4++ is always good. Can be put on Wartrike or Warbike Warboss.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stratagems ==&lt;br /&gt;
&lt;br /&gt;
No more Kleverest Boss; most of the stuff that wasn&#039;t a patch from Psychic awakening was UTTERLY LOST. Same as Unstoppable Green Tide, Loot It, Mob Up, Fight again, Flying Edbutt and whatever thing you may have liked. Gone. Also, they said &amp;quot;{{W40kKeyword|beast snagga}} are not primaris orks&amp;quot;, yet a fifth of the stratagems are Snagga-only. Very CP hungry stratagems: &#039;&#039;&#039;only 7 out of 25 of them cost 1 CP&#039;&#039;&#039;. Overall, stratagems were heavily nerfed to be rather situational without many that are auto-include. Thank goodness we&#039;ve got some stellar relics and warlord traits to spend CP on.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Careen! (1-2 CP):&#039;&#039;&#039; When an ork vehicle that is &#039;&#039;not&#039;&#039; within engagement distance explodes, you can use this to move it up to 6&amp;quot; before resolving the explosion. Trukk of peace. Costs 2CP if the vehicle is either Titanic or, sadly, a {{W40kKeyword|Wagon}}.&lt;br /&gt;
** It is nice to snipe stuff or save your guys, but vehicle needs to explode first.&lt;br /&gt;
*&#039;&#039;&#039;Get stuck in, ladz! (1-2 CP):&#039;&#039;&#039; You know how other factions got their &amp;quot;fight twice&amp;quot; stratagem locked to a single unit? &amp;lt;U&amp;gt;Well you don&#039;t get that&amp;lt;/U&amp;gt;: When one of your {{W40kKeyword|Boyz}} or {{W40kKeyword|Beast snagga boyz}} unit gets selected to fight, move +3&amp;quot; when they pile in or consolidate, not cumulative with other sources of additional movement. 2 CP if the unit has 11 or more models.&lt;br /&gt;
** Frankly not worth it with exceptions of bodies on objectives situations. It would be most useful on big blobz but not for 2CP. Another proof GW is preferring MSU now.&lt;br /&gt;
*&#039;&#039;&#039;Ramming speed (2 CP):&#039;&#039;&#039; The vehicle rolls 3d6 for the charge (which is still locked to targets up to 12&amp;quot; away). Roll 1d6 for one unit within movement range of it, they suffer d3 MW on a 2+.&lt;br /&gt;
**The Megatrakk Scrapjet and Kustom Boosta Blasta both inflict MWs on the charge, which can stack with Ramming Speed&#039;s. The Scrapjet also has a melee weapon to actually fight with.&lt;br /&gt;
** Very solid and stacks with Er&#039; We Go.&lt;br /&gt;
*&#039;&#039;&#039;Gun crazy show offs (2 CP):&#039;&#039;&#039; A Flash Gitz unit can shoot twice, targeting the closest eligible enemy unit. &lt;br /&gt;
** Decent if you run big unit of Flashgitz.... which you probably do not.&lt;br /&gt;
*&#039;&#039;&#039;Hit &#039;em harder (2 CP):&#039;&#039;&#039; +1D to a Meganobz unit&#039;s power klaw or killsaw. Of use when attacking 3W targets, plague marines or when using killsaws so they can&#039;t do only D1. &#039;&#039;Bonk.&#039;&#039;&lt;br /&gt;
** Great stuff to make sure you kill entire models if they are 3W or have some FNP shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Tough as squig-hide (2 CP):&#039;&#039;&#039; Beastsnagga transhuman. A {{W40kKeyword|Beast snagga infantry}}, {{W40kKeyword|cavalry}} or {{W40kKeyword|monster}} can&#039;t be wounded on anything other than a natural 4+.&lt;br /&gt;
** The more obvious effect is reducing effectiveness of S6-S10 weapons against your snaggas, but keep in mind it will deny any &amp;quot;+x to wound rolls&amp;quot; modifiers as well.&lt;br /&gt;
*&#039;&#039;&#039;Breakin&#039; Heads:&#039;&#039;&#039; If a non-Gretchin unit fails a morale test next to a {{W40kKeyword|&amp;lt;clan&amp;gt; Warboss}} or {{W40kKeyword|nobz}} unit, it suffers D3 MW but the test is passed. Rip.&lt;br /&gt;
** This is rather terrible. We are limited to one Warboss per detachment, you need to pay 2 CP, you are hit with MW and you need to be close to Warboss or Nobz. We will use it as there are no other ways to stop losing models from morale, but man IT IS SOOO BAD! It has some mileage with Deathskulls as their 5+ against MW can make it so that multiwound models like Nobs or MANZ can take the hit without complication. It&#039;s still expensive but it&#039;s not useless given proper circumstances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Orks is never beaten (2 CP):&#039;&#039;&#039; Before one of your characters is removed from play, it can still attack (meaning if he already fought this will not work). Use the lowermost stats bracket when the character&#039;s profile changes as it takes damage. Like Ghazghkull&#039;s...or the Kill Rig.&lt;br /&gt;
** Not useless but another nerf.&lt;br /&gt;
*&#039;&#039;&#039;Da bigger dey iz... (2 CP):&#039;&#039;&#039; +2D for melee when the {{W40kKeyword|beast snagga warboss}} (Beastboss, Beastboss on Squiggosaur and the named Snakebites dude) fights a {{W40kKeyword|titan}} target.&lt;br /&gt;
** For all your imperial knights killing needs.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
Single use unless it&#039;s a Strike Force battle (where it&#039;s 2 uses) or an Onslaught battle (where it&#039;s 3).&lt;br /&gt;
*&#039;&#039;&#039;Extra gubbinz (1 CP per use):&#039;&#039;&#039; +1 relic.&lt;br /&gt;
*&#039;&#039;&#039;Big Boss (1 CP):&#039;&#039;&#039; Select a character that isn&#039;t your warlord, he gains a warlord trait.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tide of Muscle (1 CP):&#039;&#039;&#039; A non-gretchin core unit can ignore charge modifiers.&lt;br /&gt;
** For 1CP it is very good to negate terrain modifiers and or enemy shenanigans (cough... Custodes... cough).&lt;br /&gt;
*** It is reasonable and will help in places where &#039;Ere We Go nerf would hurt us the most.&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable momentum (1 CP):&#039;&#039;&#039; Now locked to the {{W40kKeyword|nob on smasha squig}}, so &amp;lt;U&amp;gt;you may no longer combine it with rammin&#039; speed&amp;lt;/U&amp;gt;. It allows the Nob on smasha squig to charge again if there are no models in engagement range of it, presumably because it dealt so many Mortal Wounds that it killed it on contact. &#039;&#039;Remember back then when GW assured us mortal wounds would be rare?&#039;&#039;&lt;br /&gt;
** Another element to MW killing machine.&lt;br /&gt;
*&#039;&#039;&#039;Grot shields (2 CP):&#039;&#039;&#039; At the start of the enemy shooting phase, that is, before they actually choose targets, select one of your infantry units within 6&amp;quot; of {{W40kKeyword|gretchin infantry}}. That unit cannot be chosen as a target if the gretchin unit is a closer eligible target. No &amp;quot;they take MWs as they intercept the shots&amp;quot;, they simply cannot be selected as a target, which would even screw with enemy snipers, hilariously.&lt;br /&gt;
** Decent if grots were only a little less crap. As is skip.&lt;br /&gt;
** RAW there is very THAT GUYish exploit involving MAKARI with it. Will be FAQed probably but for not do not do it.&lt;br /&gt;
*&#039;&#039;&#039;Tellyporta (2 CP):&#039;&#039;&#039; Select a non-{{W40kKeyword|monster}} (AKA not Ghazghkull) ork unit of 20 Power or less (Morkanauts are 19P), and you can deepstrike it, even if it is a transport full of orks.&lt;br /&gt;
**If you use this on a transport, it will often arrive on turn 2 due to mission restrictions. That means whatever is inside it will attack on turn 3 at best (unless trukkboyz), and &amp;lt;u&amp;gt;Boarding Plank is gone&amp;lt;/u&amp;gt;. Keep that in mind.&lt;br /&gt;
**You can deepstrike a whole Dread or Speedmob, and can use Ramming speed to net the charge. Megatrakk scrapjets are among the buggies that benefit the most out of it, as it&#039;s one of the two slowest buggies. Morka and Gorkanauts are also among the only Lords of War that can deepstrike.&lt;br /&gt;
*&#039;&#039;&#039;Lumbering strides (1 CP):&#039;&#039;&#039; &amp;lt;u&amp;gt;Pay 1 CP to use the old version of &#039;Ere We Go&amp;lt;/u&amp;gt; rule for Morkanauts, Gorkanauts and Stompas; they can reroll one of the dice for the charge roll instead of both, e.g.: you rolled a 1 and a 6, reroll just the 1. Unknown how it reacts when combined with Ramming Speed but RAW it does.&lt;br /&gt;
*&#039;&#039;&#039;Burn &#039;em all! (1 CP):&#039;&#039;&#039; When a Burna-Bommer attacks with its skorcha missile racks, each unit within 3&amp;quot; of the target (doesn&#039;t specify only foe) suffers 1 mortal wound.&lt;br /&gt;
** This actually is pretty good as you can bomb something after flying off the board, then come back and shoot a missile at something for mortal wounds. If you hit a unit of Termagants or something, that&#039;s 3 inches from the ENTIRE unit, so you can easily hit 5-6 other nearby units. That&#039;s a lot of mortal wounds from the 1st bomb and then this strat. &lt;br /&gt;
*&#039;&#039;&#039;Monster Hunterz (2 CP):&#039;&#039;&#039; Use at the start of any phase. Select one enemy {{W40kKeyword|Vehicle}} or {{W40kKeyword|monster}} and up to three friendly {{W40kKeyword|beast snagga}} units. +1 to the wound roll when the chosen units attack the target.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cuttin&#039; flames (1 CP):&#039;&#039;&#039; Burna Boyz melee becomes AP-2. &#039;&#039;Losing their melee weapon is price of having normal flamers.&#039;&#039;&lt;br /&gt;
** Previously burnas had it built in. Now it is strat... Probably tradeoff for d6 12&amp;quot; flamers but still paying CP for something he had build in previously. Not exactly a buff ey?&lt;br /&gt;
*&#039;&#039;&#039;More Dakka! (2 CP):&#039;&#039;&#039; A unit&#039;s Dakka weapons are considered to be in half range. &#039;&#039;Most Dakka weapons are mounted on fast vehicles and are 30&amp;quot;. That means &amp;lt;u&amp;gt;the slowest buggy has a Dakka range of 25&amp;quot;, 1&amp;quot; longer than no man&#039;s land&amp;lt;/u&amp;gt;. Niche. For 2 CP rather underwhelming and useful only on stuff with a LOT of dakka. So probably only some rare Dakkajet situation when you not have him fly close to the enemy.&#039;&#039;&lt;br /&gt;
** A little bit on expensive side but can be devastating on say Dakkajet. &lt;br /&gt;
*&#039;&#039;&#039;Cloud of Smoke (2 CP):&#039;&#039;&#039; Select a {{W40kKeyword|speed freeks vehicle}} at the beginning of your opponent&#039;s shooting phase. Until the end of the phase, any {{W40kKeyword|speed freeks vehicle}} within 6&amp;quot; of that one gets -1 to be hit. Especially good for protecting Deffkoptas, Squigbuggies, Boosta Blastas, Scrapjets and Dragstas, which do not have the inherent -1 to be hit Snazzwagons and Warbikers do.&lt;br /&gt;
** It is mostly useful for massed buggies lists obviously. Sadly do not work on Dread Mob guys.&lt;br /&gt;
*&#039;&#039;&#039;Tankbusta bomb (1 CP):&#039;&#039;&#039; A model in a unit with the {{W40kKeyword|tankbusta bombs}} unit can use one of these instead of attacking that turn. If the attack hits, inflict 2d3 MW to an enemy vehicle.&lt;br /&gt;
**not bad to take down something tough with only few wounds left.&lt;br /&gt;
**models with the {{W40kKeyword|tankbusta bombs}} are Boyz, Kommandos, Tankbustas&lt;br /&gt;
*&#039;&#039;&#039;Snagga Grapple (2 CP):&#039;&#039;&#039; Completely unrelated to the still-useless Wartrike&#039;s snagga klaw. Select a {{W40kKeyword|beast snagga boyz}} unit at the start of the enemy&#039;s movement phase; on a 4+ an enemy unit cannot fall back from it. Doesn&#039;t work on {{W40kKeyword|titanic}} or {{W40kKeyword|fly}} models, though it does work on tanks lol. So, &amp;lt;u&amp;gt;2 CP to fail half the time&amp;lt;/u&amp;gt;. Epic. &#039;&#039;Can be used with &#039;&#039;&#039;Get Stuck In&#039;&#039;&#039; to create a big mass of no-falling-back, half the time&#039;&#039;.&lt;br /&gt;
** Can be used for mind games against desperate breakout.&lt;br /&gt;
*&#039;&#039;&#039;Groundshaker Shells (1 CP):&#039;&#039;&#039; Halve the movement characteristic and substract 2&amp;quot; from advance and charge rolls of a non {{W40kKeyword|titanic/fly}} unit when attacked by a &#039;eavy lobba. &#039;&#039;What units have a &#039;eavy lobba? That is besides the NEW KILL/HUNTA RIG TM!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force Field Boosta (2 CP):&#039;&#039;&#039; Pay CP to have the old 5++ KFF. But at least it&#039;s not wholly within anymo- &amp;lt;u&amp;gt;AT THE END OF THE TURN THE KUSTOM FORCE FIELD OVERLOADS AND CAN NO LONGER BE USED FO&lt;br /&gt;
R THE REST OF THE BATTLE&amp;lt;/u&amp;gt; &#039;&#039;&#039;&amp;quot;Go get fucked. t. GW&amp;quot;&#039;&#039;&#039;.&lt;br /&gt;
** Frankly new KFF was heavily nerfed. Yes, it is for those inside 6&amp;quot; without wholly, but downgrade from 5++ to 6++ is terrible. We can&#039;t get new good things without nerfs it seems. This would be a way to mitigate it for a price, but making it one time only and then render the KFF useless is just a dick move. It can still reap some benefits first turn when enemy goes first and have a lot of firepower but you are paying basically cost of KFF mek on top of 2CP to do it once... Overkill if you ask me.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relics ==&lt;br /&gt;
Shiny Gubbinz made by the best Big Meks in galaxy for greater WAAAAAGH! This section is, unlike stratagems, very solid.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beasthide Mantle:&#039;&#039;&#039; Beastboss, Painboss, or Wurrboy only. The bearer adds +1 to attacks and a 5+++ FNP, making it more useful for the first two, who actually have melee weapons to work with. That said, an FNP is still welcome on the wurrboy.&lt;br /&gt;
** As if the squigosaur warboss wasn&#039;t tough enough! Very good stuff.&lt;br /&gt;
*&#039;&#039;&#039;Da Dead Shiny Shoota&#039;&#039;&#039;: This Ork-sized Uzi replaces a Kustom Shoota (but not Kombis), more than doubling its rate of fire up to 18&amp;quot; Dakka &#039;&#039;&#039;14/10&#039;&#039;&#039; S5 AP-1 D2.&lt;br /&gt;
** Generally not worth spending a slot on it except on a big mek. This plus a Tellyport Blasta can make for a surprisingly shooty boss.&lt;br /&gt;
*&#039;&#039;&#039;Da Killa Klaw&#039;&#039;&#039;: Replaces a Power Klaw, improving its AP, D, and accuracy by 1 each: Sx2 AP-4 D3.&lt;br /&gt;
**Solid choice for anything with a PK.&lt;br /&gt;
*&#039;&#039;&#039;Da Krushin&#039; Armour&#039;&#039;&#039;: Mega Armour only. This grants a 1+/4++ and a 5/6 (2+) chance to deal 1d3 mortal wounds charging. Megabosses will love it for the chance to hurt before you even swing your massive choppa, while mega-meks, who lack any invulns, will appreciate the chance to even protect themselves even better than the KFF ever could.&lt;br /&gt;
*&#039;&#039;&#039;Headwoppa&#039;s Killchoppa&#039;&#039;&#039;: Replaces a Big Choppa, &#039;Uge Choppa, or Beastchoppa. Sx2 AP-3 D2. Each roll of a natural 6 to wound inflicts a mortal wound on top of everything else. &lt;br /&gt;
**Cheap and useful. S12 without a hit penalty, useful AP, deletes [[Primaris Space Marines|2W models]], potentially even deleting the dreaded Gravis.&lt;br /&gt;
**The closing of the loopholes on rolling 6+ due to stratagems makes this a good bit less dangerous, but the massive hike in strength means that you can harm a good lot more without the drawbacks of a power klaw.&lt;br /&gt;
*&#039;&#039;&#039;Skorched Gitbonez&#039;&#039;&#039;: Psyker only. Gets +1 when casting witchfire powers. It also grants a 4+++ FNP against wounds lost during Perils, which is more important.&lt;br /&gt;
** Your entire set of Witchfires is &#039;Eadbanger (which is garbage), Da Krunch (which is mediocre at best), Bitin&#039; Jaws (which is garbage), Frazzle (which is bad unless put on killrig), and Squiggly Curse (which is downright ok, actually).&lt;br /&gt;
** Hard skip.  &lt;br /&gt;
** If you are taking Da Krunch for whatever reason, this does make it more likely you&#039;ll trigger the +1 to rolls on a psychic test result of 9+. Killing 1/3 of a unit of expensive 1W infantry might be worth it.&lt;br /&gt;
*&#039;&#039;&#039;[[Cyborks|Supa-Cybork Body]]&#039;&#039;&#039;: Infantry only, 4++ Invuln and halves all incoming damage, making you &#039;&#039;way&#039;&#039; more survivable than ever. Like seriously, your megaboss is now fucking Calgar-tier tanky and can shrug off lascannons.&lt;br /&gt;
** If you go for durability this is the stuff, but sadly can&#039;t go on a squigosaur.&lt;br /&gt;
&lt;br /&gt;
== Kustom Jobs ==&lt;br /&gt;
&lt;br /&gt;
Crucial part of any vehicle-dependent army. Improve your vehicles by spending points and PR. True Big Meks drive only Kustom Jobed buggies and Dreads :-)&lt;br /&gt;
&amp;lt;br&amp;gt;You can only use each Kustom Job once (or twice if you take a Mek Workshop) and the same vehicle can&#039;t have two kustom jobs. On top of that, you can&#039;t slap this on a {{W40kKeyword|Specialist Mob}} vehicle.&lt;br /&gt;
Overall kustom jobs took a big hit. Best ones were removed or nerfed. There are more limitations and you can put it only on singular model units. That last part is frankly the worst. I would understand if you have to pay for every model in unit being upgraded but as is it is quite bad and limits list building significantly if you want to use them. There are very few you will EVER consider now.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vehicle Jobs&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Da Booma&#039;&#039;&#039;: Replaces a Battlewagon&#039;s, Bonebreaka&#039;s or Gunwagon&#039;s Kill kannon with a 36&amp;quot; Heavy 2D6 S8 AP-2 D2 &#039;&#039;Blast&#039;&#039; gun, doubling your shots. &#039;&#039;Congratulations, your relic puts you on par with a baseline IG Russ&#039;&#039;.&lt;br /&gt;
** Combining it with the nerf to gunwagons... not worth it, really. Big &#039;&#039;big&#039;&#039; nerf.&lt;br /&gt;
*&#039;&#039;&#039;Fortress On Wheels&#039;&#039;&#039;: Gives a Trukk, Battlewagon, Bonebreaka, or Gunwagon a 5++.&lt;br /&gt;
** Good one for that crucial transport. Nothing crazy tho.&lt;br /&gt;
*&#039;&#039;&#039;Gyroscopic Whirlygig&#039;&#039;&#039;: A Shokkjump Dragsta (singular) no longer suffers a wound when teleporting. It does not actually guarantee the jump itself. No longer affects the whole speedmob, which no longer separates into different units, which can no longer shoot all their weapons when advancing, which can no longer charge after advancing.&lt;br /&gt;
** Nerfed to the ground.&lt;br /&gt;
*&#039;&#039;&#039;MOAR DAKKA!:&#039;&#039;&#039; Available to any vehicle. When shooting, roll a d6; on a 4+, each Dakka weapon on the vehicle fires 1 extra shot (&amp;quot;make one additional attack with each Dakka weapon this model is equipped with&amp;quot;). On a 6, they fire 2 extra shots. Half the time, nothing happens and the mek simply took you for a fool. Most &amp;quot;noticeable&amp;quot; (ork bs is 5+) on vehicles with four big shootas, like {{W40kKeyword|wagons}} and Dakkajets (6 supashootas).&lt;br /&gt;
**As above, only really worth taking on a Dakkajet, where it&#039;s effectively a seventh Supashoota that only works half the time.&lt;br /&gt;
** Underwhelming because you pay full points for something that will not work 50% of the time. Fluffy tho.&lt;br /&gt;
*&#039;&#039;&#039;Nitro Powered Squigs&#039;&#039;&#039;: Rukkatrukk Squigbuggy only. When resolving an attack made by this unit&#039;s squig launcher or heavy squig launcher, add 1 to the wound roll, meaning it &#039;&#039;wounds most infantry on a 2+, and vehicles on a 4+&#039;&#039;. Damn.&lt;br /&gt;
** Good one but forces you to take a singular Squigbuggy when they operate best in squads.&lt;br /&gt;
*&#039;&#039;&#039;Red Rolla&#039;&#039;&#039;: Makes the Bonebreaka Ram go from +1d6 A to +3+1d3 A on the charge. &#039;&#039;So +1.5 A on average, as many times the Bonebreaker gets to charge during the game (1 unless you play Blood Axes (which you don&#039;t))&#039;&#039;.&lt;br /&gt;
** Useless. Skip.&lt;br /&gt;
*&#039;&#039;&#039;Shokka Hull:&#039;&#039;&#039; Available to all vehicles. After an enemy attacks this unit in melee, they suffer d3 mortal wounds on a 4+. &#039;&#039;Not only does this work &#039;&#039;&#039;after&#039;&#039;&#039; you get hit, half the time it does nothing&#039;&#039;.&lt;br /&gt;
** Very situational. Mostly skip it.&lt;br /&gt;
*&#039;&#039;&#039;Souped Up Speshul&#039;&#039;&#039;: Boosts the Snazzwagon&#039;s Mek Speshul to Dakka 16/12, an increase of 14%. &#039;&#039;Eh&#039;&#039;.&lt;br /&gt;
** Nope.&lt;br /&gt;
*&#039;&#039;&#039;Squig-Hide Tires&#039;&#039;&#039;: Vehicles that aren&#039;t Walkers or Flyers only. Add 1&amp;quot; to the movement characteristic and +2&amp;quot; to advance distance... yet vehicles can&#039;t advance and charge. Or advance and shoot because their guns are Dakka/Heavy. Only useful for non-Evil Sunz Wartrikes/Biker bosses, who already move some 20&amp;quot; before charging anyways.&lt;br /&gt;
** Skip unless that +1M is crucial for some reason.&lt;br /&gt;
*&#039;&#039;&#039;Stompamatic Pistons&#039;&#039;&#039;: Deff Dreads, Gorkanauts, and Morkanauts only. Add 3&amp;quot; to Movement and +1 to advance rolls. &#039;&#039;Good for getting them into melee ASAP...but they&#039;re still slow enough that it&#039;ll be hard to do so before 2nd turn, at which point it&#039;d be easier to tellyport them in&#039;&#039;.&lt;br /&gt;
** Since you want to take a dread mob of deff dreads, and a Morkanaut is a shooty platform, this is only for the Gorkanaut... if you are willing to pay extra.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mek Jobs&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bionik Oiler&#039;&#039;&#039;: Makes the grot oiler usable twice in a game. If you&#039;re the sort that relies on this to be useful, then you know that you&#039;re buying this.&lt;br /&gt;
** Overcosted - don&#039;t pay 10 points for a 5-point oiler.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Runt-Sucker&#039;&#039;&#039;: Improves the Shokk Attack Gun to Heavy 2d3, in case you really want to show mobs what&#039;s what.&lt;br /&gt;
** Overcosted on a fundamentalt level because the gun already has blast - meaning you&#039;re paying about 14% more points for no improvement against a unit of 11+, a 2.78% improvement against a unit of 6-10, and a 14% improvement against a unit of 1-5.  Since it&#039;s fairly costed for small targets and then overcosted against bigger ones, and you can&#039;t know ahead of time what you&#039;ll be facing, hard pass.&lt;br /&gt;
*&#039;&#039;&#039;Extra-Kustom Weapon&#039;&#039;&#039;: Adds an additional shot to a Kustom Mega-Blasta/Kustom Mega-Slugga.&lt;br /&gt;
** Note this is &#039;&#039;allegedly&#039;&#039; only for spanners/meks, but no &#039;&#039;actual&#039;&#039; rule stops you from giving it to a Deff Dread.  Theoretically, you should be able to take this on a quadruple mega-blasta deff dread for 4d3+4 shots, but the RAI is pretty explicit here, so you&#039;ll be [[that guy]] if you do this.&lt;br /&gt;
** Skip it. 1 extra shot is not worth it.  If you &#039;&#039;are&#039;&#039; going to take it, only a Big Mek in Mega Armour has the BS4+ to make this possibly worth the cost.&lt;br /&gt;
*&#039;&#039;&#039;Smoky Gubbinz&#039;&#039;&#039;: Requires a Spanner. If the unit he is in sits stationary, then they gain light cover.&lt;br /&gt;
** Okish, but not amazing.  Clearly intended for Lootaz.&lt;br /&gt;
*&#039;&#039;&#039;Zzzapkrumpaz&#039;&#039;&#039;: Requires a Spanner. Any time a model in this unit attacks in melee, a natural roll of 6 to wound in melee deals a mortal wound on top of whatever damage is normally inflicted. &#039;&#039;Read, &amp;quot;For Burna Boyz&amp;quot;&#039;&#039;.&lt;br /&gt;
** Not worth it. Burna boyz or lootas do not have melee damage output nor inclination to be in melee to benefit from this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Specialist Detachments ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can&#039;t play Specialist Detachments in tournaments anymore as of Chapter Approved 2020, but they&#039;re still all good in casual play.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Kustom sets of WT + Shiny Gubbin + Stratagems behind a 1CP paywall to give your mob that extra fluffyness should you want it. A single detachment may pick a Specialization only once, so if you want (and can afford!) to use more than a single specialist detachment, you have to use them on different detachments.  &amp;lt;sub&amp;gt;source Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== General Stratagems ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. &amp;lt;u&amp;gt;This stratagem can be used once for each Specialist Detachment&amp;lt;/u&amp;gt;&lt;br /&gt;
**Orks become the faction with the most Warlord traits: Your Warlord, your {{W40kKeyword|Blood Axe}} Finkin&#039; Kap warlord, a Blitz Brigade Warlord, a Kult of Speed Warlord, a Dread Waaagh! Warlord and a Stompa Warlord. Not telling you pull a &#039;&#039;&#039;Tale of Six Warlords&#039;&#039;&#039; on your own (which you totally can, by the way), but you can easily have 2-3 simultaneous warlord traits. &amp;lt;span style=&#039;color:green;font-size:110%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;SHOW DEM [[Dark Eldar|SPIKY LONGEARZ]] WHO IZ DA MOST KUNNIN&#039; AN&#039; BRUTAL OF ALL!!! WAAAAGH!!!&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=== Blitz Brigade ===&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|Warbosses, Battlewagons, Gunwagons, &amp;amp; Bonebreaka}}s get the {{W40kKeyword|Blitz Brigade}} keyword.&lt;br /&gt;
* Remember that this also technically includes the {{W40kKeyword|Battlewagon with Supa-Kannon}} due to the {{W40kKeyword|Battlewagon}} keyword.&lt;br /&gt;
* Not amazing, but if you&#039;re taking a lot of Battlewagons anyway....&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Opening Salvo (1CP):&#039;&#039;&#039; Use it in your Shooting Phase of your FIRST battle round (so it&#039;s effectively One Use Only). Pick a {{W40kKeyword|Blitz Brigade Gunwagon}} and it doubles the range characteristic of its weapons until the end of the phase. &#039;&#039;All weapons, so its optional 4 Big Shootas benefit as well.&#039;&#039;&lt;br /&gt;
**Most useful for the Killkannon as it&#039;s the option with the lowest (24&amp;quot;) range. It goes without saying to use the Gunwagon&#039;s Periscope.&lt;br /&gt;
***Includes Da Boomer for a mighty 72&amp;quot; range.&lt;br /&gt;
**Technically this works on the Gunwagon&#039;s melee weapons, too, but that&#039;s meaningless, since the rules for weapon type melee don&#039;t pay any attention to the weapon&#039;s range.&lt;br /&gt;
*&#039;&#039;&#039;Krush &#039;Em (1CP):&#039;&#039;&#039; A {{W40kKeyword|Blitz Brigade Bonebreaka}} rolls 3d6 for its &#039;&#039;&#039;Bonebreaka Ram&#039;&#039;&#039; ability and chooses the highest result, which means this Strat can only be used if the Bonebreaka charged.&lt;br /&gt;
**You could use the Tactical Reroll instead of this (so this alone isn&#039;t reason enough to upgrade the detachment), but it also means you could save that to re-roll something better, like a Power Klaw punch. Or a second &#039;&#039;&#039;Bonebreaka Ram&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Hold On, Boyz! (2CP):&#039;&#039;&#039; Use it before you move a {{W40kKeyword|Blitz Brigade Battlewagon}}. Pick a friendly {{W40kKeyword|&amp;lt;Clan&amp;gt; infantry}} (doesn&#039;t make the usual Flash Gitz exception apparently) wholly within 3&amp;quot; of the Battlewagon. Remove that infantry unit from the field, move the Battlewagon, then set up that infantry unit within 3&amp;quot; of the Battlewagon and more than 3&amp;quot; away from enemy models. The unit that hitched a ride doesn&#039;t count as having been embarked (so it also wouldn&#039;t count as having disembarked either), cannot move that phase, cannot charge, and counts as having moved (but not advanced).&lt;br /&gt;
**A callback to the old rules where you could fit in as many Orks in a transport as it could physically hold, it does away with the transport capacity reduction a Battlewagon suffers when it takes a Killkannon. It also means a clean Battlewagon can &#039;&#039;&#039;move 60 Orkz&#039;&#039;&#039; (20 inside, a Mobbed Up 40-Ork unit holding on) on a single go! However, as Mob Up happens at the end of the movement phase, this is limited to turn 2 at the earliest.&lt;br /&gt;
** The lack of charging is kind of sad, but combine it with Da Jump and you can have 2 30-boy units in the enemy deployment zone turn 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Back-seat Driver:&#039;&#039;&#039; If the {{W40kKeyword|Blitz Brigade}} Warlord is embarked inside a {{W40kKeyword|Blitz Brigade transport}}, that transport gains +1&amp;quot; Movement speed, as well as the &#039;&#039;&#039;&#039;Ere We Go&#039;&#039;&#039; ability, which no Battlewagon type has.&lt;br /&gt;
*Combine it with the {{W40kKeyword|Evil Sunz}}&#039; Redder Armour to get a Battlewagon that moves 15&amp;quot;, advances ~4.5&amp;quot;, and then charges (near a Deffkilla Wartrike) the equivalent of (3d6 keep the two highest)+1&amp;quot;  while doing 1d3 mortal wounds on a 2+ plus another 1d3 mortal wounds on a 4+, while carrying 60 Orks. That&#039;s a &#039;&#039;&#039;33&amp;quot; threat range, aka a &amp;lt;u&amp;gt;TURN ONE CHARGE&amp;lt;/u&amp;gt;&#039;&#039;&#039;, 9&amp;quot; deep inside the enemy&#039;s deployment zone.&lt;br /&gt;
* &#039;Ere we go for Battlewagon is a big deal. Sadly, only one of your vehicles will get it, and it will have an enormous target painted on it instantly.&lt;br /&gt;
** Remember you can embark on a transport as long as you finish your move within 3&amp;quot; of it. If taking multiple Battlewagons, deploy your driver boss within running/embarking distance of all of them and watch your opponent sweat not knowing which wagon you plan to drive down their throat next turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Da Blitz Shouta:&#039;&#039;&#039; At the start of the Shooting Phase, if the {{W40kKeyword|Blitz brigade}} bearer is inside a {{W40kKeyword|blitz brigade battlewagon}}, pick an enemy that is visible to it. Until the end of phase re-roll 1s to hit for all attacks made by friendly {{W40kKeyword|Blitz Brigade}} units within 6&amp;quot; of that Battlewagon that target the enemy you picked.&lt;br /&gt;
*Naaah thanks. A 6&amp;quot; aura of {{W40kKeyword|Bad Moons}} kultur that only affects battlewagons, especially Gunwagons, and that only works when your warlord is unable to contribute to combat. Hard pass.  Plus, if you have multiple warbosses who are embarked on the same transport, doesn&#039;t hit the other warbosses.&lt;br /&gt;
**There&#039;s two ways to approach using this gubbin: barely at all or fully committed. Either you take a bunch of loaded up Gunwagons w/Killkannons an&#039; all da ova flash to create a pseudo-tank formation, or you blow your remaining points on a throw-away warboss to take the relic if you&#039;re already running a battle-taxi heavy list with sum extra gunz. The relic on its own isn&#039;t good enough, so you either go all in and structure your entire list around it, or you take it as an afterthought.&lt;br /&gt;
&lt;br /&gt;
=== [[Dred_Mob|Dread Waagh!]] ===&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|Big Meks, Gorkanauts, Morkanauts, Deff Dreads, &amp;amp; Killa Kans}} gain the {{W40kKeyword|Dread Waagh!}} keyword, for your inner Mekboy to unleash a whole army of truly ded &#039;ard Orks. Especially Gork(and possibly Mork)anauts, as this detachment&#039;s buffs are ranged for the most part; Goffs looking for melee buffs aren&#039;t going to find them here, but other clans, and especially {{W40kKeyword|Deathskulls}}, can make good use of the buffs.&lt;br /&gt;
* Worth taking if you&#039;re taking 3 of Gorky/Morkanauts, or a single SAG with the Shiny Gubbin, nearly useless on anything else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Kustom Ammo (2CP):&#039;&#039;&#039; Pick a {{W40kKeyword|Dread Waagh!}} unit in the Shooting Phase. It can shoot twice with all of it&#039;s ranged weapons in that phase.&lt;br /&gt;
**Like a {{W40kKeyword|Bad Moons}} &amp;quot;Showin&#039; Off&amp;quot; that works on a Morkanaut&#039;s Kustom Mega-Zappa/Gorkanaut&#039;s Deffstorm Mega-Shoota, so they can behave like the small Stompas they are, works for a Mek with Souped-Up Shokka as well if rolls are decent.. though Deff Dreads&#039;ve neither the BS nor the numbers to make much out of this Strat.&lt;br /&gt;
** A &#039;&#039;&#039;Deathskulls&#039;&#039;&#039; Big Mek with the &#039;&#039;&#039;Souped up Shokka&#039;&#039;&#039; can fire 2d6 shots, re-rolling 1s to hit, wound, and damage at AP-5, and then do it again with this Stratagem; you can also use a CP-reroll to bump the shots or S up. This will blow away Land Raiders by looking at them, and if lucky (cos Deathskull...) you can wreck an Imperial Knight. Also, as a Deathskull, if you&#039;re within 18&amp;quot;... you can snipe a character with enough ordnance to slag a titan.&lt;br /&gt;
** For an anti-infantry Mek, give a Bad Moons boss on a Warbike a Kombi-Skorcha with the Blunderbuss for 3D6 Heavy Flamer shots, or 2 Kombi-Flamers for 4D6 autohits.&lt;br /&gt;
** The recent FAQs now allow this to be used on Killa Kans to spurt out a decent amount of firepower from a 6 Kan unit. Still probably best used on a Naught.&lt;br /&gt;
*&#039;&#039;&#039;Mek Connections (1CP):&#039;&#039;&#039; Used at the end of the Movement Phase on a {{W40kKeyword|Dread Waagh!}} unit next to a &#039;&#039;&#039;Mek Workshop&#039;&#039;&#039;. If it gets a &amp;quot;Kustom Job&amp;quot;, the &amp;quot;Somethin&#039; Extra Special&amp;quot; ability triggers on a 4+ instead of a 6+.&lt;br /&gt;
**Very on the nose shilling by GW, yet of little value to both Deff Dreads or Killa Kans, which&#039;ll be too far away for it to matter, and lack the dakka to make it count. Morkanauts are worthy, and yet you&#039;re still paying 1CP for a 50% chance of nothing.&lt;br /&gt;
** And don&#039;t forget your expensive war machine will spend turn doing nothing waiting for the upgrade... Skip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Dread Mek:&#039;&#039;&#039; Can only be taken on a model with the &#039;&#039;&#039;Big Mekaniak&#039;&#039;&#039; ability. Whenever this ability&#039;s used on a {{W40kKeyword|Dread Waagh!}} model, it regains +1 Wound.&lt;br /&gt;
*Synergizes with the {{W40kKeyword|Deathskulls}} Da Fixer Upperz Shiny Gubbin, which together guarantee 4 Wound repairs. Da Fixer Upperz also confer the Big Mekaniak ability on their own, so you could give it to a Warboss and fluff him as a Mekboss. Not saying you should do it, only that you can.&lt;br /&gt;
* Weak in comparison to other, more viable stuff in the Codex. Skip it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Da Souped-Up Shokka:&#039;&#039;&#039; A Shokk Attack Gun with 2D6 shots instead of just 1D6.&lt;br /&gt;
*A {{W40kKeyword|Deathskulls}} Big Mek with maximum dakka (Warbike&#039;s 2xDakkaguns + Mega-Blasta + Souped-Up Shokka) can use the &#039;Opportunist&#039; WT to snipe SM Lieutenants and above. And he&#039;ll be extra difficult to fight against, because he&#039;ll be surrounded by big metal boyz he can repair.&lt;br /&gt;
* Unlike the stock SAG, this thing has a decent chance of actually working.  That is actually how a SAG should look like, stock, but alas.  Still very random, but finally worth its points. Unfortunately, that doesn&#039;t make it worth taking an entire detachment just for that, &#039;&#039;and&#039;&#039; paying CP. So if you took it for something else, take it, otherwise skip it. Alternatively, this&#039;s one of the best units Ork have to kill something scary like a Knight, unit of Dragoons or any big vehicle, and&#039;s almost considered a &#039;Must Take&#039; in competitive Ork army lists.&lt;br /&gt;
*Make the Big Mek your warlord and give him the Big Killa Boss Warlord Trait, so he&#039;ll get +1 to wound against vehicles. Then if you roll S2 he&#039;s still wounding your opponent&#039;s centerpiece model on a 5+, and with a 1 CP re-roll has decent odds of getting a 2+ to wound against Knights. Give him a Grot Oiler to eat sniper shots, because he&#039;s going to attract a lot of them.&lt;br /&gt;
* Although, this gun alone can take out a tank or equivalent in one turn, so for the threat alone it&#039;s worth having - watch your opponent turn inside out trying to get out of your Mek&#039;s eyeline whilst still being able to hit the rest of your army.&lt;br /&gt;
&lt;br /&gt;
=== [[Speed_Freek|Kult of Speed]] ===&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|Speed Freeks}} in the detachment (that is Deffkilla Wartrikes, Nobz on Warbikes, Warbikers [[RAGE|but not the Index character bikers]], Deffkoptas, and the 5 new Speed Freeks vehicles [[Derp|but not Wartrakks, Warbuggies, or Skorchas]]) all gain the {{W40kKeyword|Kult of speed}} keyword, so you can unleash the full Mad Max experience. While {{W40kKeyword|Evil Sunz}} are the first clan that comes to mind, in truth all clans can see the benefit of punching the enemy in the face as quickly as possible.&lt;br /&gt;
* Not really worth it considering how squishy all units that can take it are. Nobz on Warbikes are proverbial glass hammers and regular Warbikes are not able to be much more than distractions or objective grabbers. That leaves you with new stuff and Deffkoptas to work with. If Index stuff would work here, some kind of Warbike [[Deathstar_Unit|deathstar]] combo could be considered, as it is a nice way to give speed boost to your already externally fast units so they can get and be massacred that much faster. Could be used for some shenanigans with new Warbuggies probably.&lt;br /&gt;
*Judging by personal playtesting, this detachement is only really useful for one thing: the Deffkilla Wartrike. The Shiny Gubbin&#039;s a great durability buff, the Warlord Trait (while mostly useless) allows you to use Warbikes as a meatshield that never runs away, and both of the Stratagems are designed either to get you into close combat or tie up enemy units, which (unsurprisingly) is the whole shtick behind the Deffkilla Wartrike. TLDR; if you&#039;re bringing the Wartrike, take it. Otherwise, pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-Boostas (2CP):&#039;&#039;&#039; Use this Stratagem at the start of your Movement Phase. Pick a {{W40kKeyword|KULT OF SPEED}} unit from your army. If that unit advances this phase, double that unit&#039;s Move characteristic instead of rolling a die.&lt;br /&gt;
**28&amp;quot; move Bikers, 32&amp;quot; move for {{W40kKeyword|Evil Sunz}}. Since the most distance you can get on a Deffkilla Wartrike&#039;s 6&amp;quot; Speedwaaagh aura is 14&amp;quot;+6&amp;quot;+6&amp;quot; = 26&amp;quot; (28&amp;quot; for Evil Sunz), that means your Warbikers get to &#039;&#039;begin the charge INSIDE the enemy&#039;s deployment zone&#039;&#039;, all but guaranteeing a &amp;lt;u&amp;gt;&#039;&#039;&#039;Turn One Charge&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
**A Warboss on Warbike with the &#039;Follow Me, Ladz!&#039; WT can push his aura 14&amp;quot;+3.5&amp;quot;+&#039;&#039;9&amp;quot;&#039;&#039; = 26.5&amp;quot; (28.5&amp;quot; for Evil Sunz) from your own deployment zone, if you don&#039;t feel like giving GW your money for a Wartrike when you have a perfectly good Biker Boss.&lt;br /&gt;
*&#039;&#039;&#039;Charge Through &#039;Em! (2CP):&#039;&#039;&#039; Use this Stratagem before a {{W40kKeyword|KULT OF SPEED}} unit from your army makes a consolidation move. That unit Consolidates 2d6&amp;quot; instead of 3&amp;quot;.&lt;br /&gt;
**So not only are you reaching the enemy, but tying up the rest of his army as well. That&#039;s 5CP gone in the first turn, and yet it can also take away the enemy&#039;s Shooting Phase with it.&lt;br /&gt;
** Just make sure that whatever you consolidate into can&#039;t fight in melee. Also, useless against Smurfs, T&#039;au, and Aeldari - all the other stuff that can retreat and still shoot.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Quick, Ladz!:&#039;&#039;&#039; Friendly {{W40kKeyword|kult of speed}} units within 12&amp;quot; of the Warlord gain morale immunity (UGH) on the condition they Advanced in the same turn. Could be of some use when your Warbikers leave your footslogging Boyz squads well behind.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Skargrim&#039;s Snazztrike:&#039;&#039;&#039; Nooo, Skargrim&#039;s dead! Deffkilla Wartrike exclusive, it gets +1T and a 5++, so it effectively replaces the &amp;quot;&#039;Ard as Nails&amp;quot; WT. Or you can combine it and then you have a &#039;&#039;&#039;Toughness 8 Wartrike&#039;&#039;&#039;. &#039;&#039;&amp;quot;Fuck your Warboss on Warbike&amp;quot; -- GW&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Stompa Mob ===&lt;br /&gt;
&lt;br /&gt;
Can only be used in a super heavy detachment, so it&#039;s not possible in a 2000pts game unless you are playing Forge World stuff such as the Kill Tank and Gargantuan Squiggoth. Otherwise, the only super heavy you can field is a Stompa, and 3 of those is way more than 2000 pts.&lt;br /&gt;
* It is a nice little thing, but does not make Stompas viable. They&#039;re still overcosted by 300-400 points.&lt;br /&gt;
*Only the {{W40Kkeyword|Stompa}} actually gets the {{W40Kkeyword|Stompa Mob}} keyword, making this completely useless to our other, more cost-effective superheavies. Thanks, GW.&lt;br /&gt;
*However, any one model in the detachment, with no other restrictions, becomes a {{W40Kkeyword|Character}} who can only receive the Warlord Traits and Shiny Gubbin from this detachment.  This means you can legally make any other superheavy the character - it won&#039;t be allowed to receive the Warlord Traits or Shiny Gubbin since it won&#039;t have {{W40Kkeyword|Stompa Mob}}, but it &#039;&#039;will&#039;&#039; be a legal target for your Weirdboy to give +2S and +2A to. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stomp, Stomp, Stomp! (1 CP)&#039;&#039;&#039;: At the start of the fight phase, pick a Stompa in melee range of an enemy unit and roll 1d6 for each model within 3&amp;quot; of the Stompa. It causes a Mortal Wound for each 6 rolled. &lt;br /&gt;
** Waste of perfectly good CP.&lt;br /&gt;
*&#039;&#039;&#039;Stompa-Porta (4 CP)&#039;&#039;&#039;: Deep strike one of your Stompas, with all the usual limitations. Use your imagination, we shouldn&#039;t need to tell you how to use this.&lt;br /&gt;
** Yeah, nice. Its main use is protecting a Stompa if you do not get first turn, and skipping footslogging it to it&#039;s intended target. Its price cost is prohibitive, though, and the Stompa is so overcosted, it&#039;s not enough to compensate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gork&#039;s One&#039;&#039;&#039;: +1 to hit and wound rolls in the fight phase.&lt;br /&gt;
** So 2+ hitting and 2+ wounding on virtually anything, even with multiattacks. Decent.&lt;br /&gt;
** Combine this Warlord Trait with a Weirdboy using Fists of Gork on the Stompa... You now have 8 Attacks at Strength 12 on your top profile with +1 To Hit and To Wound. Maximum stompage!&lt;br /&gt;
***Remember, you&#039;re either hitting at Strength x 2 (Gork-damned Strength 24!) or you&#039;re &#039;just&#039; hitting at S: User but get to triple your attacks. 24 S10 Attacks definitely ain&#039;t bad. If you really wanna double down on the Choppy Stompa of Doom, upgrade your Weirdboy to a Warphead (or have him bring a friend), use Warpath on the Stompa to gain 9 Attacks (27 when Slashing) and run a Deffkilla Wartrike along with it so it can potentially move 18&amp;quot; in a single turn. Use the Ramming Speed strat to get a 3D6&amp;quot; charge and deal some Mortal Wounds. Whatever you charged is most likely dead now. Stomp.&lt;br /&gt;
*&#039;&#039;&#039;Mork&#039;s One&#039;&#039;&#039;: +1 to wound rolls in the shooting phase.&lt;br /&gt;
** Actually +1 to hit on BS 5+, with its array of weapons, could be a way for it to kind of approach being viable for a change... but NOOO, let&#039;s give it +1 to wound rolls that are already decent on its main guns.&lt;br /&gt;
**This actually really helps all your small arms. Your Big Shootas will force more saves on Marines while your Gatler will delete portions of infantry units each time it fires. Oh and it can actually wound other T8 units on 4s now, if you run out of footsloggers to shoot!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shiny Gubbin - Tezdrek&#039;s Stompa Power Field&#039;&#039;&#039;: A shiny 5++ Invulnerable Save for your Stompa, just what it needs to stay in the fight.&lt;br /&gt;
** Okay, 5++ that will work in melee, as well as shooting, is nice indeed; it basically means the Stompa is more like W53 instead 40 in practice. However, it&#039;s still not enough to compensate for the terrible overcosting of stompas.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
9th edition makes orks to be brutal, but kunnin&#039;. We need to choose and plan the secondaries right. And it is not easy, because a lot of them simply do not fit the ork army playstyle of any kind. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
One of these definitely works with your list.&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts:&#039;&#039;&#039; 2 VP if you have 3 units wholly within 3 quadrants of the board, 3 if it is all four and none of those units are within 6&amp;quot; of the center. Works good with buggy list and kommandos. The fact is, that Engage is counted on the end of your turn, so enemy can&#039;t stop you and it&#039;s ok to be in the midfield. Linebreaker makes you keep 2 units alive in enemy deploy. But gives you more VP.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker:&#039;&#039;&#039; 3 VP at the end of your turn if you have two non-AIRCRAFT in your opponents deployment zone. Now you can take this either two ways: place as many units as you can back there and completely outnumber him, or take two or three extremely tough things like g/morkanauts and have them wreak havoc from the backline. &lt;br /&gt;
** With Blood Axe shenaningans this is walk in the park.&lt;br /&gt;
*&#039;&#039;&#039;Domination:&#039;&#039;&#039; 3VP at the end of your turn if you control more than half (usually 4) of the objective markers. Perfect for when you are taking swarms. See the Milk Da Skullz! the tactic by yours truly (Just L) at the bottom.&lt;br /&gt;
*&#039;&#039;&#039;Green Tide:&#039;&#039;&#039; Similar to Engage On All Fronts, but requires a unit with 11 or more models to score, and only needs 2 of the table quarters to net 3 VP, and gets you 5 for all four. Not bad for footsloggers, but a more trukk or buggy-heavy list will probably prefer the former.&lt;br /&gt;
** Since GW is pushing hard for MSU units making maxed squads of infantry all but obsolete it will not see much play.&lt;br /&gt;
** Now, rules as written, you divide the board into four equal quarters when you select this one. Nothing saying you can&#039;t divide it up into four equal columns, perpendicular to your deployment zone, instead of four squares... and hypothetically, it&#039;d be reeeeeeal kunnin&#039; to have a big blob of whatever gitz you want running up the board while still remaining in each of those objective columns. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Thin their Ranks :&#039;&#039;&#039; You gain 1 VP for every ten destroyed models. Does not give you enough VP even against other orks. Only remotely worth if playing into Necrons with buckets of Warriors.&lt;br /&gt;
*&#039;&#039;&#039;Grind Them Down:&#039;&#039;&#039; You gain 3 VP if you kill more units than the enemy. Could work. If not you are losing either way.&lt;br /&gt;
*&#039;&#039;&#039;While We Stand, We Fight :&#039;&#039;&#039; This got changed to where it is now your top three most expensive &#039;&#039;units&#039;&#039;. Very useful when you have those 10 flash gitz in a battlewagon or you deepstrike a gorkanaut and don&#039;t bring it in until turn 3... If you play buggies, opponent need to kill all 3 of the buggies from the original unit. This could work...&lt;br /&gt;
*&#039;&#039;&#039;Stomp&#039;em Good:&#039;&#039;&#039; Gain 3 VP for destroying more units in melee than your opponent did each round, plus 1 VP if it&#039;s at least 2 units and double your opponent&#039;s total. Destroyed grots don&#039;t count.&lt;br /&gt;
** Okish for melee heavy goff armies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Titan Hunter:&#039;&#039;&#039; 10, 12, and 15 points if you kill 1, 2, and 3 TITANIC units, respectively. If there is even 1 titanic thing, take it.&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down :&#039;&#039;&#039; 1 point for every vehicle you kill with &amp;lt;10 wounds, 2 if it has 10-19 wounds, and 3 if it has 20+ wounds. It&#039;s pretty sucky now after FAQ 1/21, except pretty rare lists like Guard with 10 Leman Russes or something like that. Definitely not autotake anymore. On the other hand, this change boost our buggy lists and smashagun spam lists pretty well.&lt;br /&gt;
*&#039;&#039;&#039;Cut off the Head:&#039;&#039;&#039; Slay the Warlord. It has a different name, but you get a certain amount of points for killing the warlord, with the max you can get being 13. The VPs go down the longer it takes to kill them. If you play with 4 planes, or the enemy warlord is a Tank Commander and you have tons of long-range anti-tank, try it. Otherwise, skip.&lt;br /&gt;
*&#039;&#039;&#039;Assassinate:&#039;&#039;&#039; For each dead character, get 3 VPs. Only take this if you can&#039;t take anything else since your opponent usually won&#039;t have 5 characters, or if they do, they will be as tough as a grot&#039;s rear end.&lt;br /&gt;
*&#039;&#039;&#039;Da Biggest and Da Best:&#039;&#039;&#039; Get VP for letting your Warlord go ham on the enemy. Each task he completes in a turn is worth 3 VP, but you can only score a max of 5 VP per turn from this objective. That&#039;s Ork math for you. His to-do list includes killing a MONSTER or VEHICLE in melee, killing a CHARACTER in melee, and destroying 5 or more models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High:&#039;&#039;&#039; At the end of the movement phase, perform an action with {{W40kKeyword|INFANTRY}} at an objective marker that doesn&#039;t have any bad guys within range of it. You get 1 VP for every banner raised at the beginning of the Command Phase, and 1 for every banner raised at the end of the game. If the bad guys take control of the objective, it&#039;s bye-bye banner. Do you have enough lads to secure all your fancy flags?&lt;br /&gt;
*&#039;&#039;&#039;Investigate Sites :&#039;&#039;&#039; Sitting in the center of the battlefield with no enemies around for a couple of turns? Srsly? Skip&lt;br /&gt;
*&#039;&#039;&#039;Teleportation Homer :&#039;&#039;&#039; 4 VPs for pass the action with your INFANTRY in the enemy&#039;s deployment zone until the end of your next command phase. Sounds nice, but you need to do it 3 times at least to have enough VP. Really hard to do. Skip.&lt;br /&gt;
*&#039;&#039;&#039;Get Da Good Bitz:&#039;&#039;&#039; Up to three objective markers that aren&#039;t in deployment zones get a &amp;quot;Good Bitz&amp;quot; token, and da Boys can take an action to loot it for 3 VP. Only {{W40kKeyword|Orkz &amp;lt;CORE&amp;gt;}} units can pull this one off, which doesn&#039;t mean much with how much of your boyz have it. &lt;br /&gt;
** It is highly dependent on the misssion as it is definately not worth it if there are 1 or 2 objectives in the middle ground.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
(Note: Our psychic stuff kind of sucks, even though we are the best psykers around. You are going to want to skip all of these, but you should look at them anyway.)&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039; 2 points for killing a non-character PSYKER, 3 for killing a character PSYKER. Can&#039;t take it if you have a psyker. After 1/21 FAQ and CA2021 not so great even against GKnights and Thousand Sons. &lt;br /&gt;
*&#039;&#039;&#039;Mental Interrogation:&#039;&#039;&#039; Psykers fight 18” warp charge 4 and you have to pass it 4 times in 5 turns. Again the same story - how to do it with one Weirdboy? Skip.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Ritual:&#039;&#039;&#039; Choose a Weirdboy and complete this ritual 3 times within 6” of the center of the battlefield. Could work but it&#039;s hard to justify wasting one HQ Weirdboy&#039;s casting for 3 turns... Even worse if you grab a Kill-Rig, as now you&#039;re wasting artillery. &lt;br /&gt;
*&#039;&#039;&#039;Pierce the Veil :&#039;&#039;&#039; To get 15 VPs you need to get a psyker within 6” of the enemy edge and 6” away from any enemy unit. No idea how to do it with a single weirdboy. Skip.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Wargear ==&lt;br /&gt;
&lt;br /&gt;
Ork equipment is crude but it gets the job done.&lt;br /&gt;
&lt;br /&gt;
=== Infantry Weapons ===&lt;br /&gt;
&lt;br /&gt;
All the various guns and blades that your green hordes carry into battle.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Choppy&amp;quot;&amp;gt;&lt;br /&gt;
These are all the melee weapons for our {{W40kKeyword|INFANTRY}} models. This is NOT the Index Choppy Weapons List, which includes only the Big Choppa and the Power Klaw.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squig#Attack_Squig|Attack Squig]]&#039;&#039;&#039;: The standard Warboss&#039; best friend. S4 AP-1 D1, can make 2 extra attacks with this &amp;quot;weapon&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Beast Snagga Klaw:&#039;&#039;&#039; The Beastboss&#039; answer to the Power Klaw. It&#039;s effectively the same (S+4 on S6 still equals S10, but not as hobbled by any debuffs) but only deals D2. Again, quite a dangerous tool to have, and the weapon of choice for most enemies.&lt;br /&gt;
*&#039;&#039;&#039;Beastchoppa:&#039;&#039;&#039; The HQ version of the choppa, AP-2 D2 and still providing a bonus attack. It&#039;s slightly weaker than the big choppa, but at least your beastboss isn&#039;t paying for it.&lt;br /&gt;
*&#039;&#039;&#039;[[Choppa#Big_Choppa|Big Choppa]]&#039;&#039;&#039;: A significantly superior Power Maul, with S+2 AP-1 D2 for only 5 points. It is quite a nice upgrade to S7 for Nobz and to S8 for Warbosses (S9 with Might is Right), especially as it does not confer the -1 to hit of the conventional Power Klaw. AP-1 is quite decent for maiming things that are not TEQ or vehicles, too.&lt;br /&gt;
*&#039;&#039;&#039;[[Choppa#Choppa|Choppa]]&#039;&#039;&#039;: The Orky CCW, Classic Free Attack&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; and all. Better than ever in 9th edition with -1 AP like dem spehss mahreenz, except they need a motor-powered chainsaw and you just need a heavy blade and a lot of muscle! Your bread and butter, and what makes both Stormboyz and Boyz so good. Also has a lot of variety visually, as throughout the official Ork model range we have [[Sword]]s, [https://en.wikipedia.org/wiki/Serrated_blade Serrated Sword]s, [https://en.wikipedia.org/wiki/Baton_(law_enforcement)#Side-handle_baton Side-Handle Sword]s, [https://en.wikipedia.org/wiki/Hook_sword Hook Sword]s, [[Battleaxe]]s, Serrated Axes, [[Chain_Weapon#Chainaxe|Chainaxe]]s, [[Warhammer]]s, [[Chain_Weapon#Chain_Choppa|Chainsword]]s, actual chains, tyre irons, [[Miscellaneous_Weapons#Mek&#039;s_Fixa|Spanners, and Wrenche]]s which all share the same Choppa statblock, despite being vastly different weapons, similar to how [[Power_Weapon#Power_Sword|Power Sword]]s, [[Power_Weapon#Power_Maul|Power Maul]]s, and [[Power Axe]]s were all lumped under [[Power Weapon]] in previous Editions. This means that as long as you have the bitz, you can arm your mob in a way that best fits the theme of your army; Deathskulls could have [[Imperial]] [[Chain_Weapon#Chainsword|Chainsword]]s, etc.&lt;br /&gt;
**Most of your Nobz can now ditch their Slugga to go full on melee with an extra Choppa along side your main weapon!&lt;br /&gt;
*&#039;&#039;&#039;[[Runtherd_Equipment#Grabba_Stikk|Grabba Stikk]]&#039;&#039;&#039;: Only for Runtherd. A Choppa that gives +1S.&lt;br /&gt;
*&#039;&#039;&#039;[[Runtherd_Equipment#Grot-Prod|Grot-Prod]]&#039;&#039;&#039;: Only for Runtherd. A Big Choppa with only D1.&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin_Revolutionary_Committee|Icon of da Revolushun]] (Legends)&#039;&#039;&#039;: Da Red Gobbo&#039;s banner. SUser AP-1 D1, a To-Wound roll of 6+ throws an additional Mortal Wound at the target, better AP than Makari&#039;s Stabba but with less Mortal Wounds.&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Killsaw|Killsaw]]&#039;&#039;&#039;: Trades out the flat 2 damage of the Klaw for 1d3 damage and AP-4. If you can somehow take two, they give you an extra attack. Now available in pairs to a most Nobz. Bring a hurricane of BZZZZZZZZZZ to your enemy!&lt;br /&gt;
*&#039;&#039;&#039;[[Power_weapon#Power_Klaw|Power Klaw]]&#039;&#039;&#039;: Still our Swiss Army Knife after all these years. Will [[rip and tear]] gits of all sizes, doing the exact same as before at 3 less than in 8th. The con this edition is that a PK reduces the user&#039;s To Hit roll by -1.&lt;br /&gt;
** Notably in 9th a warboss gives all &#039;&#039;&#039;CORE&#039;&#039;&#039; and &#039;&#039;&#039;CHARACTERS&#039;&#039;&#039; +1 to hit in melee, including himself, nullifying the hit penalty and letting him still swing it with 2+ WS.&lt;br /&gt;
*&#039;&#039;&#039;Power Snappa&#039;&#039;&#039;: The beast snagga&#039;s alternative to the Klaw. It doesn&#039;t boost the user&#039;s strength as much (S+2 to Sx2), but it won&#039;t suffer the penalty to hit. Combined with the Beast Snagga&#039;s improved strength and you&#039;re pretty much getting an equivalent experience to the klaw.&lt;br /&gt;
* &#039;&#039;&#039;[[Power_weapon#Power_Stabba|Power Stabba]]&#039;&#039;&#039; The very Orky and very awesome version of a power weapon, available to almost every Nob, including Stormboyz and Boyz Boss Nobs. A simple weapon with Strength User and AP -2. Conversion opportunities galore. Seriously, use the ripped off arm of a Space Marine that&#039;s still holding his power weapon! The original bit is in the Nob kit if you want to use it, it&#039;s one of the Cybork bitz, namely the harpoon arm. Not worth it anymore, because for the same price and 1 less AP, you can get +2 strength and an additional damage. Stick with the big choppa if you can&#039;t afford double killsaw.&lt;br /&gt;
*&#039;&#039;&#039;[[Sonic_Weaponry#Rokker_Shoota|Rokker Choppa]]&#039;&#039;&#039;: A Rokker Shoota can be used in melee as a Choppa with S+1.&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Tankhammer|Tankhammer]]&#039;&#039;&#039;: Tankbustas&#039; weapon. You only get one attack with this weapon, if you hit you cause d3 mortal wounds, but the bearer is slain.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Uge Choppa&#039;&#039;&#039;: The Mega-Armour Boss&#039; new weapon, touting a monstrous S+3 AP-3 D2. Hooo boy, you&#039;re pretty much grabbing this because you want to splatter something massive, as the Big Choppa is a much more viable option in most cases. Would be a terrifying mulcher if bumped to D3, though it is still good - and it damn better better be as the megaboss has nothing else to use.&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#&#039;Urty_Syringe|&#039;Urty Syringe]]&#039;&#039;&#039;: For Painboys and Grotsnik himself. An extra attack that wounds non-Vehicle or Titanic models on a 4+, AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;[[Nob#WAAAGH!_Banner_Bearer|Waaagh! Banner]]&#039;&#039;&#039;: A Big Choppa with no AP.&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Wyrdboy_Stikk|Weirdboy Staff]]&#039;&#039;&#039;: A Big Choppa with Dd3 instead of flat 2 (making it worse against anything with 2 wounds, and equal against anything else).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shooty&amp;quot;&amp;gt;&lt;br /&gt;
These are all the range weapons for our {{W40kKeyword|INFANTRY}} models. This is NOT the Index Shooty Weapons List, which includes only the Shoota, Kustom Shoota, Kombi-Skorcha and Kombi-Rokkit and neither the Codex Shooty Weapons List which includes the same except for the Shoota.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Big_Shoota|Big Shoota]]&#039;&#039;&#039;: Range 36&amp;quot; Dakka 5/3 S5 AP0 D1. &lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Burnas|Burna]]&#039;&#039;&#039;: The orky flamer. Range 12&amp;quot; Assault d6 S4 AP0 D1. The melee capacity has been relegated to a stratagem, but it&#039;s finally a full flame-thrower now!&lt;br /&gt;
*&#039;&#039;&#039;Da Eyez of Mork:&#039;&#039;&#039; The Wurrboy&#039;s sole armament. Range 12&amp;quot; Assault 2 AP-3 D2. Not a bad implement for nailing a single goon, and as a Beast Snagga he has something to reliably nail monsters.&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Dakkagun|Dakkagun]]&#039;&#039;&#039;: This one is actually not for our Infantry models, but Bikes are not vehicles either, so here they are. Basically a Big Shoota with Range 18&amp;quot;, all Warbikes come with two of these.&lt;br /&gt;
*&#039;&#039;&#039;[[Deffguns|Deffgun]]&#039;&#039;&#039;: Lootas&#039; weapon. Range 48&amp;quot; Dakka 3/2 S7 AP-1 D2. Basically an Imperial autocannon, but better.&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Grot_Blasta|Grot Blasta]]&#039;&#039;&#039;: Gretchins&#039;s pistol. Range 12&amp;quot; Pistol 1 S3 AP0 D1.&lt;br /&gt;
*&#039;&#039;&#039;[[Combi-weapon#Kombi-Rokkit_Launcha|Kombi-Rokkit]]&#039;&#039;&#039;: A Kombi-Weapon made from a Shoota and a Rokkit Launcha. The new rules for Kombi-weapons allow these weapons to see a lot more use, as anyone who takes these doesn&#039;t have to be so tight-arsed about firing their anti-tank weaponry anymore. Unfortunate with Orky BS it is hard to justify the expense.&lt;br /&gt;
**Deathskulls meganobs and warbosses might benefit from one, since they get the one reroll in shooting. Ignore the shoota part and you&#039;ve got a 56% chance of hitting something with a rokkit. &lt;br /&gt;
*&#039;&#039;&#039;[[Combi-weapon#Kombi-Skorcha|Kombi-Skorcha]]&#039;&#039;&#039;: New Kombi-Weapons rules help here too, especially since the auto-hitting Skorcha isn&#039;t affected by the -1 To Hit for firing both weapon profiles. Notably, the shoota is a Dakka weapon so you can&#039;t fire with it when advancing. The skorcha&#039;s profile: Range 12&amp;quot; Assault d6 S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin_Revolutionary_Committee|Kustom Grot Blasta]] (Legends)&#039;&#039;&#039;: Da Red Gobbo&#039;s pistol. Range 12&amp;quot; Pistol d3 S5 AP-1 D2.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma#Kustom_Mega-Blasta|Kustom Mega-Blasta]]&#039;&#039;&#039;: The Orky equivalent of Plasma Guns. Orks of course &#039;&#039;only&#039;&#039; fire on the maximum charge (sayf-dee, wotz dat?), so you&#039;ll always be taking Mortal Wounds on 1&#039;s to hit. S8 AP-3 Dd6 means this packs a fierce punch.&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma#Kustom_Mega-Slugga|Kustom Mega-Slugga]] (Legends)&#039;&#039;&#039;: A Plasma Pistol by any other name. As above, but Pistol-class (Range 12&amp;quot; and you can shoot it in melee). Spannas (Index only), Big Meks (Legends) and Meks only.&lt;br /&gt;
*&#039;&#039;&#039;[[Combi-weapon#Twin-Linked_Shoota|Kustom Shoota]]&#039;&#039;&#039;: Essentially an Ork Storm Bolter. It is very cheap at 2 points and with 6/4 strength 4 shots you will usually hit at least once with Ork BS. Warbosses, Big Meks and Meganobz can use this. You can also give one to a Kommado, if that&#039;s what floats your boat.&lt;br /&gt;
*&#039;&#039;&#039;[[Sonic_Weaponry#Rokker_Shoota|Rokker Shoota]]&#039;&#039;&#039;: A sonic weapon that kills the enemy with &#039;&#039;&#039;Musik&#039;&#039;&#039;. Range 24&amp;quot; Assault 4 S4 AP-1.&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Rokkit_Launcha|Rokkit Launcha]]&#039;&#039;&#039;: One of the best weapon options at S8 AP-2 D3. Short range (24&amp;quot;) compared to almost all other missile/rocket weapons in the game. Can blast holes in almost anything, but generally it&#039;s a single shot at BS5+. Tankbustas special rule to re-roll against Vehicles can make this a devastating weapon.&lt;br /&gt;
**Deathskulls get one reroll per shooting phase, so tossing a single rokkit into any given squad isn&#039;t a bad option. It&#039;s a 56% chance to hit something with a reroll. If you happen to roll a 6 on the first try, your opponent may weep when you use the reroll to confirm the second hit!&lt;br /&gt;
*&#039;&#039;&#039;[[Ghazghkull_Mag_Uruk_Thraka#8th_Edition|Mork&#039;s Roar]]&#039;&#039;&#039;: Updated Ghazzy&#039;s personal gun. It&#039;s a quad heavy bolster, or a quad Big Shoota with an AP of -1, or 6 Shootas with an extra strength and AP and 36&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Pokkit_Rokkit_Launcha|Pair of Rokkit Pistols]]&#039;&#039;&#039;: Only for Tankbustas. Basically 2 Rokkit Launchas with one less S and Range 12&amp;quot;, but being Pistols you can shoot them in melee.&lt;br /&gt;
*&#039;&#039;&#039;[[Warp_Weapons#Shokk_Attack_Gun|Shokk Attack Gun]]&#039;&#039;&#039;: Still the same and still disappointing. Range 60&amp;quot; Heavy 1d6 S2d6 AP-5 D1d6 &#039;&#039;&#039;Blast&#039;&#039;&#039;. If the S roll is 11+ each hit causes d3 mortal wounds in addition to normal damage.&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Shoota|Shoota]]&#039;&#039;&#039;: Basic Bolter-type gun. 18&amp;quot; Dakka 3/2 S4 AP0. Sadly, this means that you can no longer use this after advancing, but close-quarters turns into more of a wall of bullets since this has less restrictions than being Rapid-Fire. Generally Slugga+Choppa is the preferable load-out for Boyz, but it&#039;s not bad on Evil Sunz or Bad Moons.&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Slugga|Slugga]]&#039;&#039;&#039;: It&#039;s a Bolt Pistol. Always remember to shoot in CC. Hitting on 5+ is not that great, but those few free wounds are always a good thing. Doubling down on the buckets of S4 dice the enemy has to make saves against is critical to Orky success. Dubiously useful on Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Snazzgun|Snazzgun]]&#039;&#039;&#039;: Flash Gitz&#039; shiny weapons. Range 24&amp;quot; Heavy 3 S6 AP-2 D2.&lt;br /&gt;
*&#039;&#039;&#039;[[Tankbustas#Crunch|Squig Bomb]]&#039;&#039;&#039;: Tankbustas&#039; kamikaze Squigs. Range 18&amp;quot; Assault 1 S8 AP-2 D1d6. Can not target models with FLY, after firing it the bearer (the Squig) is slain.&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Stikkbomb|Stikkbomb]]&#039;&#039;&#039;: Common grenade for almost every unit. Range 8&amp;quot; Grenade 1d6 S3 AP0 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Tankbusta_Bomb|Tankbusta bomb]]&#039;&#039;&#039;: No longer an actual weapon, tankbusta bombs is now a keyword that allows certain units to cough out some mortal wounds as a stratagem. Don&#039;t forget you have it; it&#039;s great for shaving a few wounds off a hard target.&lt;br /&gt;
*&#039;&#039;&#039;[[Warp_Weapons#Tellyport_Blasta|Tellyport Blasta]]&#039;&#039;&#039;: For Big Meks with Mega Armour. Range 12&amp;quot; Assault d6 S8 AP-2 D3 Blast.&lt;br /&gt;
*&#039;&#039;&#039;Thump Gun&#039;&#039;&#039;: Range 18&amp;quot; Assault d3 S6 AP-1 Dd3 with Blast. This allows your Beast Snaggas to pop through mobs like Necrons and Fire Warriors with relative ease.&lt;br /&gt;
*&#039;&#039;&#039;[[Combi-weapon#Twin-Linked_Shoota|Twin Big Shoota]]&#039;&#039;&#039;: Yes! You guessed it! a Big Shoota with double the shots and double the price.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Vehicle Weapons ===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Choppy&amp;quot;&amp;gt;&lt;br /&gt;
These are all the melee weapons for our {{W40kKeyword|Vehicle}} models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Deffrolla|Deffrolla]]&#039;&#039;&#039;: Battlewagons hit on 2+ in close combat with this? With AP-2 and D2? We can run over guys again! It might be decent idea to stick a Battlewagon into CC with something that is not dedicated vehicle killer after emptying its embarked infantry. It will be stuck, but it will be protected from shooting.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Power_weapon#Dread_Klaw|Dread Klaw]]&#039;&#039;&#039;: Deff Dread&#039;s standard weapon. Sx2 AP-3 D3, gives you an extra attack using this profile. Very effective at krumpin&#039; almost everything, and 9th allows you to take [[rip and tear|four of them]] again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Grabbin&#039;_Klaw|Grabbin&#039; Klaw]]&#039;&#039;&#039;: Hits only once, but at -3 AP and D3 damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Power_weapon#Kan_Klaw|Kan Klaw]]&#039;&#039;&#039;: 9th Edition simplified Killa Kans back to having only one weapon, so now all the [[Miscellaneous_Weapons#Drilla|drills]] and [[Miscellaneous_Weapons#Buzz_Saw|buzz saws]] have the same profile. It increases your Killa Kanz Strength by 3 (to S8) instead of doubling it, but still hits at AP-3 and 3 damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Power_weapon#Klaw_of_Gork/Mork|Klaw of Gork (or possibly Mork)]]&#039;&#039;&#039;: A huge Klaw for your Gorkanaut (or possibly Morkanaut). Comes with 2 attack profiles:&lt;br /&gt;
**&#039;&#039;&#039;Crush:&#039;&#039;&#039; Sx2 AP-4 D6 Dmg. Hits like a tonne of bricks.&lt;br /&gt;
**&#039;&#039;&#039;Smash:&#039;&#039;&#039; Doesn&#039;t boost the Naut&#039;s Strength, only has an AP of -2, but it does cause 2 guaranteed wounds per hit. Which is handy, since it lets you make 3 hit rolls for each base Attack, &#039;&#039;tripling&#039;&#039; your Attack output.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chain_Weapon#Mega-Choppa|Mega-Choppa]]&#039;&#039;&#039;: A Stompa&#039;s go-to carving weapon. Like the Klaw of Gork (or possibly Mork), it comes with 2 attack profiles:&lt;br /&gt;
**&#039;&#039;&#039;Smash:&#039;&#039;&#039; Sx2 AP-5 D9. This is for, obviously, smashing other huge, armoured foes such as Knights, Baneblades, or Gorka/Morkanauts wot dat triez to look more flash.&lt;br /&gt;
**&#039;&#039;&#039;Slash:&#039;&#039;&#039; S User AP-2 D2. Gives 3 attacks for each Attack roll (multiply Attack stat by 3 for each Slash). This is for krumpin&#039; tiny gitz that try to climb up ya feetz.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Nose_Drill|Nose Drill]]&#039;&#039;&#039;: For your new Scrapjet, S+2 AP-2 Dd3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Saw_Blades|Saw Blades]]&#039;&#039;&#039;: For some of the new Buggies, S+1 AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Power_weapon#Snagga-Klaw|Snagga Klaw]]&#039;&#039;&#039;: for your Deffkilla Wartrike, S+2 AP-2 Dd3, you can re-roll to wound. A kind of Power Klaw with the downside that can not be swapped for the new &amp;quot;Da Killa Klaw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Spiked_Ram|Spiked Ram]]&#039;&#039;&#039;: For some of the other Buggies that don&#039;t get Saw Blades, a Special Rule rather than a weapon, inflicts D3 Mortal Wounds on a 4+ against one enemy unit within 1&amp;quot; after it finishes a charge move.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Spinnin&#039;_Blades|Spinnin&#039; Blades]]&#039;&#039;&#039;: 3 hits for each attack with this weapon, at +1 Strength and AP -1. Deffkopta use only, good for mowing down GEQs.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Miscellaneous_Weapons#Wrecker|Wreckin&#039; Ball]]&#039;&#039;&#039;: Gives S+1 and AP-1 for a whopping 3 points. Can only hit with this weapon a maximum of 3 times, which is the maximum amount of attacks a Trukk can make, the unit most likely to have one anyway. At 3 points a pop, throwing them onto any Trukks you&#039;re running is not a bad way to spend floating points. Can help you actually deal damage if you decide to slam a Trukk into an opponent&#039;s shooty vehicles. Puts a Trukk up to S7 (in the first combat profile), which wounds most Space Marine vehicles on a 4+ and reduces their armour save to a 4+. If you charge a Dreadnought, don&#039;t expect the Trukk to survive the Dread&#039;s turn to fight. Frankly since Trukks die so fast it is probably better to get that extra Grot.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shooty&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Bigbomm|Bigbomm]] (Legends)&#039;&#039;&#039;: Droppables for Warkoptas, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to five dice, and inflict a Mortal Wound for each 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Big_Shoota|Big Shoota]]&#039;&#039;&#039;: Range 36&amp;quot; Assault 3 S5 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;[[Combi-weapon#Twin-Linked_Shoota|Twin Big Shoota]]&#039;&#039;&#039;: Get 6 instead of 3 shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Boom_Bomb|Boom Bomb]]&#039;&#039;&#039;: Droppables for Blitza-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to twelve dice, counting each {{W40kKeyword|VEHICLE}} or {{W40kKeyword|MONSTER}} as three models, and inflict a Mortal Wound for each 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bubblechukka]]&#039;&#039;&#039;: [[Recursion|A game inside a game.]] Distilling the Orks&#039; random-table &#039;&#039;&#039;FUN&#039;&#039;&#039; (individual definitions of FUN may vary) down to a single weapon. Roll 1D6 for the number of shots, Str, AP and damage respectivly. You re-roll the dice every time you fire it, and it has &#039;&#039;&#039;Blast&#039;&#039;&#039;. Still more useful than last Edition. Note that you have to pick the target you&#039;re shooting before you know the stats of the weapon, which makes this thing a risky affair. Its total lack of reliability is quite terrible (though very amusing).&lt;br /&gt;
**9E has shifted around the way this gun&#039;s randomied by having three random profiles. The first profile is a Heavy 3d3 blast with S6 AP-2, more prone to crush guardsmen and inconvenience marines. The second profile is a Heavy d6 blast with S8 AP-3 D3, making it more in line to crush marines of any sort and potentially harm tanks. The third profile is a single S10 AP-4 D3+d3, meaning its favored prey is more a tank or monster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Burna_Bomb|Burna Bomb]]&#039;&#039;&#039;: Droppables for Burna-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to ten dice, +1 to any rolls against {{W40kKeyword|INFANTRY}}, and inflict a Mortal Wound for each 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Burna_Bottle|Burna Bottles]]&#039;&#039;&#039;: Boomdakka Snazzwagon&#039;s grenades. Range 6&amp;quot; Grenade 2d6 S4 AP0 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;, ignores cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Burna_Exhaust|Burna Exhaust]]&#039;&#039;&#039;: Kustom Boosta-Blasta&#039;s burnas. Range 8&amp;quot; Assault d3 S4 AP0 D1, autohits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Deth_Kannon|Deffkannon]]&#039;&#039;&#039;: Stompa&#039;s big gun. Range 72&amp;quot; Heavy 3d6 S10 AP-4 Dd6 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Deffstorm_Mega-Shoota|Deffstorm Mega-Shoota]]&#039;&#039;&#039;: Gorkanaut&#039;s main gun. Range 36&amp;quot; Heavy 18 S6 AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Grot_Blasta|Grot Blasta]]&#039;&#039;&#039;: GW decided that, for some strange reason, some {{W40kKeyword|VEHICLES}} needed a Range 12&amp;quot; Pistol 1 S3 AP0 D1 that hits on 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Grot_Bomms|Grot-Guided Bomm]] (Forge World)&#039;&#039;&#039;: Range 72&amp;quot; Heavy 2d6 S8 AP-3 D2, can target hidden units, and&#039;s fired at BS2+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Grotzooka|Grotzooka]]&#039;&#039;&#039;: Only for Killa Kans. Range 18&amp;quot; Heavy 2d3 S6 AP0 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mek_Gunz#The_old_Big_Gunz|Kannon]]&#039;&#039;&#039;: Your day-to-day cheap-as-chips Kannon. Shells come in familiar Frag and Krak varieties, although the Frag equivalent is both &#039;&#039;&#039;Blast&#039;&#039;&#039; and S4 rather than 3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Multi-Melta|Killa Jet]]&#039;&#039;&#039;: It can be used either as a Skorcha (though it&#039;s called Burna) or as a Multi-Melta: range 8&amp;quot; Assault 2 S8 AP-4 Dd6, if the target is within 4&amp;quot; roll 2 dice for damage and keep the highest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Killkannon|Killkannon]]&#039;&#039;&#039;: Range 24&amp;quot; Heavy d6 S8 AP-2 D2 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Combi-weapon#Rack_of_Rokkits|Kopta Rokkits]]&#039;&#039;&#039;: 2D3 Rokkits and Blast  (basically a Rokkit Kannon but Heavy instead of Assault), meaning it&#039;s devastating against vehicles and heavy infantry alike. Only offset by that orky BS5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma#Kustom_Mega-Blasta|Kustom Mega-Blasta]]&#039;&#039;&#039;: Standard Ork Plasma Rifle. Range 24&amp;quot; Assault 1 S8 AP-3 Dd6, bearer suffers a mortal wound on a roll of 1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma#Kustom_Mega-Kannon|Kustom Mega-Kannon]]&#039;&#039;&#039;: A giant D6-shot Dd6 overcharged Plasma Gun with &#039;&#039;&#039;Blast&#039;&#039;&#039;. Mortally wounds itself on hit rolls of 1, because Orks don&#039;t fire Plasma Guns on low power. Definitely the best choice for Mek Gunz, and taking advantage of Grots&#039; BS4 a gun-line of these can threaten Terminators, Dreadnoughts, and other Heavy Infantry/Lighter Vehicles. Wimp out of late-game one-dozen-boyz VS 3-terminator brawls via disengaging, and have Mek Gunz loaded with these babies take care of the big, mean 2W 2+ Save kanned Humies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma#Kustom_Mega-Kannon|Kustom Mega-Zappa]]&#039;&#039;&#039;: Morkanaut&#039;s main gun. Range 36&amp;quot; Heavy 3d3 S8 AP-3 D6 &#039;&#039;&#039;Blast&#039;&#039;&#039;, on one or more rolls of 1 to hit the bearer suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warp_Weapons#Kustom_Shokk_Rifle|Kustom Shokk Rifle]]&#039;&#039;&#039;: The Shokk Attack Gun&#039;s baby brother and the Shokkjump Dragsta&#039;s signature weapon. Assault 2, 24&amp;quot;, S8 AP-3 D6 D, user takes a mortal wound on a hit roll of 1 but causes a mortal wound on wound rolls of 6+. Basically a stronger plasma gun, and the Dragsta&#039;s improved BS makes sure it can actually hit reliably.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tractor_Weapons#Lifta-Droppa|Lifta-Droppa]] (Forge World)&#039;&#039;&#039;: The weaponised tractor beam returnth! Range 48&amp;quot; Heavy 1d6 &#039;&#039;&#039;Blast&#039;&#039;&#039;, auto-hits and inflicts a Mortal Wound for each shot if 2d6 equals or exceeds the target&#039;s Strength. Average roll of 7 means this can deal with most things.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tractor_Weapons#Lifta-Droppa|Stompa Lifta-Droppa]] (Forge World)&#039;&#039;&#039;: Slightly different to the smaller Battlewagon-mounted version. Range 48&amp;quot; Heavy 4d3 AP-4 D1d3+3, roll 3d6 if you hit and successfully wound if the roll&#039;s higher than the target&#039;s Toughness. Average roll of 10 or 11&#039;s equal to or higher than anything in the game, even a [[Warlord Titan]]&#039;s only T9.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mek_Gunz#The_old_Big_Gunz|Lobba]]&#039;&#039;&#039;: Similar to other races&#039; Mortars: Heavy D6 &#039;&#039;&#039;Blast&#039;&#039;&#039; and indirect fire. The Lobba, however, has an above average Strength of 5 that should help offset your gunners&#039; terrible BS (even if it&#039;s still AP0). Ignoring line of sight helps with positioning it tremendously.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Mek_Speshul|Mek Speshul]]&#039;&#039;&#039;: Boomdakka Snazzwagon&#039;s main gun, Range 24&amp;quot; Assault 9 S5 AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Combi-weapon#Rack_of_Rokkits|Rack of Rokkits]] (Legends)&#039;&#039;&#039;: also known as Twin Rokkit Launcha, you get 2 shots instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Rattler_Kannon|Rattler Kannon]] (Forge World)&#039;&#039;&#039;: Warkopta&#039;s signature gun, but also available for Meka-Dreads, Range 24&amp;quot; Heavy 2d6 S5 AP-2 Dd3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Rivet_Kannon|Rivet Kannon]]&#039;&#039;&#039;: Kustom Boosta-Blasta&#039;s main gun, Range 36&amp;quot; Assault 6 S7 AP-2 D2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boombits (Forge World)&#039;&#039;&#039;: Identical statwise to the Lobba in almost every way, except a shorter range of only 12&amp;quot;, and auto-hit instead of ignore line of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Rokkit_Kannon|Rokkit Kannon]]&#039;&#039;&#039;: Megatrakk Scrapjet&#039;s main gun, Range 24&amp;quot; Assault 2d3 S8 AP-2 D3 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Rokkit_Launcha|Rokkit Launcha]]&#039;&#039;&#039;: Range 24&amp;quot; Assault 1 S8 AP-2 D3.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Shoota_Kannon|Shotgun]]&#039;&#039;&#039;: Range 12&amp;quot; Assault 2 S3 AP0 D1, +1 to hit if the target is within 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tractor_Weapons#Shunta|Shunta]] (Forge World)&#039;&#039;&#039;: Range 24&amp;quot; Heavy 1 S8 AP-2 D2, if a vehicle&#039;s wounded by this then it can&#039;t Advance during its next turn, would be good for keeping enemy armour out of range so they couldn&#039;t shoot back, but hampered by short range itself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Flamer#Skorcha|Skorcha]]&#039;&#039;&#039;: Range 12&amp;quot; Assault d6 S5 AP-1 D1, autohits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Skorcha_Missile|Skorcha Missiles]]&#039;&#039;&#039;: Range 24&amp;quot; Assault d6 S5 AP-1 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;, ignores cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grenades_&amp;amp;_Explosives#Bomm|Small Bomms]] (Forge World)&#039;&#039;&#039;: Droppables for Fightas and Fighta-Bommers, pick an enemy unit it flew over and roll 1d6 for each model in that unit up to five dice, and inflict a Mortal Wound for each 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tractor_Weapons#Smasha_Gun|Smasha Gun]]&#039;&#039;&#039;: D3 shots that wound if you equal or beat their T on 2d6 instead of rolling normally, and now have &#039;&#039;&#039;Blast&#039;&#039;&#039; too. Obliterates T6 and below, becomes ineffective at about T9 and up (and obviously can&#039;t hurt anything with a T&amp;gt;12). Statistically, compared to a regular D6 roll, this works out at the same wound probability vs T10 as an S5 weapon (6+ on 1d6, 16.67%) - but conversely, against T4, you&#039;ve got better odds of wounding than a 2+ on 1d6 (~91% compared to 83% - it&#039;s halfway to the 97% chance for 2+ with a reroll) and you&#039;re at better odds than a 3+ on 1d6 against T6. On top of this, it has the best non-random AP in the army alongside the Big Zzappa (-4),and has Damage d6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Power_weapon#Snagga-Klaw|Snagga Klaw]]&#039;&#039;&#039;: Range 8&amp;quot; Assault 1 S4 AP0 D1, you can re-roll to wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squig Launcha]]/[[Squig_Launcha#Heavy_Squig_Launcha|Heavy Squig Launcha]]&#039;&#039;&#039;: The signature weapon of the Rukkatrukk Squigbuggy. Sadly the different Squigs are gone. The launcher now comes as an 18&amp;quot; Assaut D6 S5 AP-2 D2 weapon. The Heavy version doubles range and shots and gains +1 to hit thanks to the vehicle&#039;s Grot Gunner, while the regular Squig Launcha uses BS 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stikkbomb_Launcha|Stikkbomb Chukka]]&#039;&#039;&#039;: Range 12&amp;quot; Assault d6 S3 AP0 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;, can only be used if there is a unit embarked.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stikkbomb_Launcha|Stikkbomb Flinga]]&#039;&#039;&#039;: Range 12&amp;quot; Assault 2d6 S3 AP0 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squig#&#039;Sploding_Squig|Stikksquig]]&#039;&#039;&#039;: Same as the Stikkbomb with a different name.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Supa-Gatler|Supa-Gatler]]&#039;&#039;&#039;: Stompa&#039;s gatling. Range 48&amp;quot; Assault 3d6 S7 AP-2 D1, see Psycho-Dakka-Blasta in the Stompa section.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Supa-Rokkits|Supa-Rokkit]]&#039;&#039;&#039;: Stompa&#039;s missile. Range 100&amp;quot; Heavy d6 S8 AP-3 Dd6 &#039;&#039;&#039;Blast&#039;&#039;&#039;, one use only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Supa_Shoota|Supa-Shoota]]&#039;&#039;&#039;: Our flyers&#039; basic gun, Range 36&amp;quot; Assault 3 S6 AP-1 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warp_Weapons#Tellyport_Blasta|Tellyport Mega-Blasta]]&#039;&#039;&#039;: Range 24&amp;quot; Assault 3 S8 AP-2 Dd3, if the target suffers an unsaved wound and survives roll a d6, if it&#039;s greater than the target&#039;s Wound Characteristic it is slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tractor_Weapons#Traktor_Kannon|Traktor Kannon]]&#039;&#039;&#039;: No longer specifically targeted at flyers. Now this weapon is a strength 8 -2 D6 damage beast that hits automatically. If targeting a {{W40kKeyword|VEHICLE}} with {{W40kKeyword|FLY}} you may roll 2d6 and pick the highest when rolling for damage, the flyer will also explode without needing to roll.&lt;br /&gt;
** Can wreck havoc against T&#039;au gunline making their vehicles (all of which have FLY) damage their not-at-all-gundam suits as well as their surrounding infantry screens.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Shootas&#039;an_Dakkas#Boomstikk|Twin Boomstick]]&#039;&#039;&#039;: Range 12&amp;quot; Assault 2 S5 AP0 D1, if the target is within 6&amp;quot; you get +1 to hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Plasma#Kustom_Mega-Kannon|Wazbom Mega-Kannon]]&#039;&#039;&#039;: Range 36&amp;quot; Heavy d3 S8 AP-3 Dd6 &#039;&#039;&#039;Blast&#039;&#039;&#039;, bearer suffers one mortal wound on one or more hit rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Rokkit_Launcha|Wing Missiles]]&#039;&#039;&#039;: Megatrakk Scrapjet&#039;s secondary gun, Range 24&amp;quot; Assault 1 S8 AP-2 D3, +1 to hit vehicles and -1 to hit anything else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Missile_Launcher#Rokkit_Launcha|Wing Rokkits]] (Legends)&#039;&#039;&#039;: Fighta&#039;s and Fighta-Bommer&#039;s secondary weapons if they don&#039;t go for Small Bomms. Identical statwise to the Rokkit Launcha in literally every way. Don&#039;t know why they didn&#039;t just give the aircraft a Rokkit Launcha?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Zzap_Weapons#Zzap_Gun|Zzap Gun]]&#039;&#039;&#039;: Range 36&amp;quot; 2d6 Strength, rolled on every shot. Normally does 3 Damage with AP-3, but if you get an 11+ on the Strength roll, it inflicts four Mortal Wounds instead - three to the target and one to itself. If you&#039;re feeling lucky, consider keeping a Mek with a heavy weapon nearby to fix the damage (buy him a snazzy Shoota so he can join in the long-range blasting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Zzap_Weapons#Big_Zzappa|Big Zzappa]] (Forge World)&#039;&#039;&#039;: Range 36&amp;quot; 2d6 Strength like its mini-me above, but with AP-4 and D4, the best non-random Damage in the army.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unit Analysis ==&lt;br /&gt;
In general, Orks&#039;ve a pretty good selection of units to choose from in every FOC slot. Except Fortifications, we don&#039;t talk about that...&lt;br /&gt;
&lt;br /&gt;
=== HQ ===&lt;br /&gt;
You get Big Meks, Warbosses, and Weirdboyz to lead your Waaagh!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warboss]]&#039;&#039;&#039;:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warboss&amp;quot;&amp;gt;&lt;br /&gt;
This Orky beat-stick automatically comes with a Kombi-Rokkit, PK, and two Sluggas (double shots while in melee lol), probably you want to change the Kombi-Rokkit for a Kombi-Skorcha if you have the points or for the very cheap Kustom Shoota (free). He has a high Strength value and the option to replace his Power Klaw with a Big Choppa. He also has access to an Attack Squig (Only costs 5 points). He also gets 5++ now.&lt;br /&gt;
* He has a 6&amp;quot; aura of +1 to hit for characters and core. Pretty good, but if you want the buff for everyone, then take the WAAAGH! Banner Nob.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mega-Armour&amp;quot;&amp;gt;&lt;br /&gt;
Back with a brand-new model. Like the big man above, only with a slightly reduced movement speed, an additional Wound, and a sweet 2+ save. Sadly, his loadout is static, toting only a &#039;Uge Choppa and his grot-mounted Big Shoota (which actually hits on a 4+). This pretty much forces him into being thrown at the biggest things that the choppa would need to be used on - and why would anyone want any different? 5++ is present as well.&lt;br /&gt;
*Want to have a save of 0+? All you have to do is take this dude, give him the Bad Moons WL trait (4++, +1 save) and Da Krushin Armour (same as Bad Moons WL trait, plus damage when you charge), and voila! A save of 0+. Can also be done with the MA Mek.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warbike (FW)&amp;quot;&amp;gt;&lt;br /&gt;
With the new FW update, this is a pretty cool dude. Gets the base stuff of your stock Warboss (4+/5++, S6, A5), and it comes with a few upgrades as well. It can take a killsaw (still go with PK for da killa klaw), toughness and wounds of 7, and the ability to auto advance 6&amp;quot;. This is one of the guys that are great to go around and smack everyone they want, but still take a bike squad to protect it while getting to combat.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Big Mek:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Big Mek (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
The deprecated Nob mechanic. Can replace its Slugga with anything from the Souped-Up or Choppy Weapons lists, or a Kustom Force Field. Additionally, he has access to the Killsaw. Note that he can replace &#039;&#039;both&#039;&#039; the slugga and the Choppa with a souped-up or Choppy weapon. Not point-efficient, but FUN nonetheless. Comes with the &#039;&#039;&#039;Big Mekaniak&#039;&#039;&#039; rule, allowing a friendly Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLE}} (there is nothing that states you cannot repair units with fly) within 3&amp;quot; of the Big Mek to regain D3 Wounds at the end of the movement phase (Better than Mek&#039;s 1 Wound repair). Taking a Grot Oiler automatically increases this roll by 1 once per battle. A vehicle may only be repaired once per turn. The rules require the Big Mek model to be &amp;quot;on the tabletop&amp;quot; to elect a vehicle within 3&amp;quot; to be repaired, so he can&#039;t use it inside transports.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kustom Force Field&amp;quot;&amp;gt;&lt;br /&gt;
Like the classic Big Mek, but comes with an obligatory Kustom Force Field at the same points as a Choppa Slugga Mek.&lt;br /&gt;
Units within 6&amp;quot; of the mek gain a 6++ invuln. Note this says units within, not wholly within, so you need only one model to touch the field. This makes it useless for Beast Snaggas and slightly useful for anyone else as it now works in melee as well as at range.&lt;br /&gt;
*This upgrade benefits smaller units more often than larger ones. It&#039;s a 6&amp;quot; bubble measured from the 1.5&amp;quot; base of a Big Mek means you have an effective diameter of approximately 22&amp;quot; - almost 2 feet of board space. Move your Big Mek before moving other units, to keep models inside the bubble. If Big Mek is embarked in a transport only the transport gets the benefit.&lt;br /&gt;
*6++ is not amazing in comparison to old 5++ but it is something.&lt;br /&gt;
** Note the stratagem to buff it to 9&amp;quot; and 5++ for one turn. It would be good stuff for 2CP if it did not destroy KFF afterwards. I am not entirely sure if the KFF stops functioning altogether or if the strat just cannot be used again, but in the case of the former, paying 2CP for that is not worth it outside of very specific circumstances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Mega-Armour&amp;quot;&amp;gt;&lt;br /&gt;
A heavier, more armoured version of the Big Mek. Comes with an extra Wound, a Kustom Mega-Blasta and the option to take either the Tellyport Blasta or a KFF. Probably the best version of Mek thanks to the good armour save (albeit without invulnerable saves). He can provide some utility thanks to the KFF, though its mostly useful for a single round. With the proper relic it can transform him in a dangerously shooty boss thanks to his improved BS of 4+. He&#039;s vulnerable in close combat though not a completely useless chump thanks to the high strength of the Power Klaw.&lt;br /&gt;
*The Tellyport Blasta got a serious reworking, making it unable to kill things as easily. Now it&#039;s a classic Assault d6 S8 AP-2 D3 Blast weapon, shifting the focus slightly from monsters more to mobs of Necrons or Space Marines, where that high strength would do more than just gib whatever it hits. Not that the gibbing hurts or anything, but you have better weapons to use for that.&lt;br /&gt;
* With Da Ded Shiny Shoota and a Tellyport Blasta and his improved BS of 4+, he can deal serious damage and make for an excellent secondary HQ.&lt;br /&gt;
** With proper warlord trait this guy can be made into interesting assassin unit, as he can drop in from a tellyporta inside 12&amp;quot; of characters and murdering them despite Look Out, Sir. This will of course only work against relatively squishy characters without significant invulns.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warbike (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Same as a normal Big Mek, except with the movement and guns of a Warbike. Comes with 1 additional toughness and wound. This Big Mek comes with the &#039;&#039;&#039;Big Biker Mekaniak&#039;&#039;&#039; rule, which means that he can only repair friendly Ork Non-{{W40kKeyword|FLYING}} {{W40kKeyword|VEHICLES}} (there is nothing that states you cannot heal repair units with fly) within 1&amp;quot;, and only if he didn&#039;t move more than 5&amp;quot; that turn. Also doesn&#039;t have the ability to take a Grot Oiler. Mostly useful for precise positioning of KFF and slightly longer base. Movement limit on fixing vehicles makes the normal Big Mek waaaay superior in that duty (and he can actually ride in those vehicles).&lt;br /&gt;
*...But now that you can&#039;t use a Big Mek to repair a vehicle when embarked, you need to keep it outside to be effective. This makes the BMonW much more useful as it can actually keep up with your vehicles, although you can still only repair if you moved 5&amp;quot;.&lt;br /&gt;
**One tactic to make the Deffskulls warlord trait viable is to give this guy two Kustom Mega Blastas, and watch as he melts enemy characters dumb enough to get close to him. With re-rolling one hit, wound, and damage roll, you can really put the hurt on some characters.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shokk Attack Gun&amp;quot;&amp;gt;&lt;br /&gt;
Proof that GW still doesn&#039;t understand statistics, or that none of the rules creators actually play Orks. No longer has the random table to roll on and instead fires D6 shots at a Strength of 2d6 and AP-5. Any Strength roll of 11 or higher makes each shot cause D3 Mortal Wounds. No longer has a chance of accidentally vaporising your Big Mek. On paper these changes seem nice; unfortunately this weapon is a serious victim of template removal. Though Blast makes it less likely to whiff and vaporise only one sad Cadian, BS4+ isn&#039;t exactly the most desirable for firing such a massive heap of random. Fun trivia: it does sport one of the longest ranges (60&amp;quot;) in the entire codex.&lt;br /&gt;
*This guy will cause 1 hit with d6 wounds and AP-5 on average, for 110 points. Skip him.&lt;br /&gt;
*The Souped Up Shokka is a kustom job that for 15 points changes d6 into 2d3... to say it is underwhelming it is understatement. Why would you pay 15 points for one more shot on average?&lt;br /&gt;
*A big downside is that you have to select a target first, so you cannot choose your target based on the strength rolled.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Deffkilla Wartrike]]&#039;&#039;&#039;: The shiny cousin to the Warboss on Warbike, which allows use of SPEEDWAAAGH!!! Currently it is the only non FW model to do that.&lt;br /&gt;
** His melee damage is lower than a PK; he only gets +2 Strength but does have rerolls to wound, so basically a not as good PK. He does throw down six S5 boom stick shots as an insurance policy, plus his exaust burna doubles as a flamethrower or meltagun equivalent, which he can shoot into melee bechause he&#039;s a {{W40kKeyword|vehicle}}. His melee damage potential is nothing to write home about and definitely worse than Warboss on Warbike.  However, its role is now different; he is now more the support character because:&lt;br /&gt;
*** SPEEDWAAAAAGH!&lt;br /&gt;
*** Pop-up Cloud of Smoke stratagem from its large base to get -1 to hit to your buggies.&lt;br /&gt;
*** Give him a Freebootaz relic Da Badskull Banna and you get a very nice 6” anti-obsec “not an aura” measured again - from its large base.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastboss:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beastboss&amp;quot;&amp;gt;&lt;br /&gt;
The {{W40kKeyword|Beast Snagga}} edition of the Warboss, meaning he&#039;ll only be useful if you focus your army on those newfangled greenskinz. He&#039;s not something to sneeze at, as while he only has a measly shoota that hits on a 4+, his melee weapons (a choppa with AP-2 and D2 and a power klaw-alike with S+4 AP-3 D2) are nothing to sneeze at, especially when focusing on what Beast Snaggas do best: Killing big things.&lt;br /&gt;
* He&#039;s kind of in a weird place in between regular warboss and mega-armoured or squigosaurus warboss.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Beastboss on Squigosaur&amp;quot;&amp;gt;&lt;br /&gt;
Man, sure sucks that Warbosses never got something like this. You&#039;re buying a slightly tougher but considerably beefier monstrosity, carrying not only 9 wounds (just enough to not be visible behind cover) but also reducing all incoming damage by 1. Probably central to this entire shindig is the squigosaur&#039;s jaws: three extra attacks which can practically gobble up terminators, especially if you roll a 6 to hit and score 3 mortal wounds. This guy is awesome. Cheap at 140p, killy as hell and very durable. Take him if you only have free slot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Weirdboy]]&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Weirdboy&amp;quot;&amp;gt;&lt;br /&gt;
Nob psyker. Has a melee weapon staff S+2 and Damage D3. Has the &#039;&#039;&#039;Waaagh! Energy&#039;&#039;&#039; rule which lets them cast a second power when there are over 20 friendly Ork models (counts vehicles but not Gretchin) within 10&amp;quot;. Bonuses to cast are gone so Da Jump will fail 50% of the time.&lt;br /&gt;
*&#039;&#039;&#039;Da Jump&#039;&#039;&#039; allows them to teleport entire {{W40kKeyword|INFANTRY}} units across the field, following normal deep strike rules, and can be used turn 1.&lt;br /&gt;
*If the older model doesn’t strike your fancy, then the Orruk Weirdnob from AoS is a perfect substitute.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wurrboy&amp;quot;&amp;gt;&lt;br /&gt;
The {{W40kKeyword|Beast Snagga}} edition. Unlike the base Weirdboy, this guy only has a ranged attack, the &amp;quot;Eyes of Mork&amp;quot;. Though fairly short-ranged, these beams are quite strong at S6 AP-3 D1d3. His powers are okay, but he will probably not see play as the Killrig is far superior and supports the same set of powers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Painboss:&#039;&#039;&#039; Da bigga Painboy. He&#039;s something of a stronger Painboy, but he also acts as a Warboss. That said, being a {{W40kKeyword|Beast Snagga}} (and gaining access to their 6++ Invuln and bonus to hit big things) can only go so far when you lack any shooting and have to rely on either your base power snappa or the bigger beast snappa klaw (Essentially a power klaw, but more scrappy) to defend yourself. To this end, you should be hiding behind your mobs, using your medical skills as best you can before finding your prey and ripping them to pieces.&lt;br /&gt;
** Note that unlike Painboy he is a HQ, which makes him a good pick if you do not have enough Elite slots available. And since you will spam Kommandos and Stormboyz like crazy....&lt;br /&gt;
** Word of warning, however. This gits&#039; sawbonez ability is designed only for Beast Snaggas and bikers. As a result, while he can still provide a FnP to all the lads around him, he can only HEAL other Snaggas and bikers. Which, unless you&#039;re spamming said options, drastically reduces his effectiveness.&lt;br /&gt;
&lt;br /&gt;
=== Troops ===&lt;br /&gt;
Now we have 3 choices instead of 2. Sadly, one of them is unusable so we are practically back to two.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Boyz]]&#039;&#039;&#039;: They&#039;re now 8 points. They hit on a 3+ and S4 in melee and are T5. Choppas got AP-1 so they are now vastly superior to taking shootas, to the point of shootas being totally obsolete - especially as they lost assault, and have not gained any range. The biggest problem with Boyz now is the massive nerf to morale with how Mob Rule works now. If they&#039;re within 6&amp;quot; of another {{W40kKeyword|&amp;lt;Klan&amp;gt; Mob}} unit, they&#039;ll never count as being below half-strength. This means that big blobz of Boyz will lose a lot of models to morale if the enemy kills only a few of them per turn. Granted, you will still lose them at 1/6 rate, but the enemy can just split fire and kill a few from every squad to force multiple morale checks, and you can save at best 2 units of them with CP. This in many cases will cause enough casualties to remove all the models we would have kept thanks to T5. With the nerf to &#039;Ere We Go as well, big blobz of 30 are not very viable anymore. It might be worth considering taking more MSU units of Boyz.&lt;br /&gt;
**As a counterpoint, it takes 10 Bolter shots (on average) to kill enough Boys to not automatically pass the Morale check. &lt;br /&gt;
**The Boyz will chew through any infantry in the game; armour, however, is a problem that a nob with dual killsaws will quickly remove for you. With Warpath, they are kicking out 4 attacks each and with WAAAGH!!! they can go up to 5. No 6A per model like in the old codex though.&lt;br /&gt;
**&#039;&#039;&#039;Sluggaz and Choppas&#039;&#039;&#039;: Pistols for everyone! And, of course, 3 S4 AP-1 attacks per model with WS3+. There are two ways to buff the amount of attacks (Weirdboyz, Goff trait).&lt;br /&gt;
**&#039;&#039;&#039;Shootas&#039;&#039;&#039;: Instead of Choppa/Slugga you get a Dakka 3/2 18&amp;quot; shoota, losing that extra attack in melee as well as AP-1. Also has synergy with some Kulturs, particularly Bad Moons. Sadly even that amount of shooting (60 shots from 30 boyz, or 90 when up close) is not that good against anything other than chaff due to lack of AP. Also don’t shoot what you intend to charge (unless it&#039;s a knight, but why would you charge a knight with boyz?), as you will make your charge harder.&lt;br /&gt;
*** Though the new Dakka type makes firing up close far much more dangerous, this cripples your Boyz&#039; mobility by the simple fact that they&#039;re no longer Assault, and thus can&#039;t fire after advancing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beast Snagga Boyz&#039;&#039;&#039;: A 2 point-per-model upgrade to the Slugga Boyz that gets you a bump to S5, all the other Beast Snagga perks like the 6++ save, and a free power snappa for the nob. Point for point, they tend to break even with Slugga Boyz unless you can take advantage of their special rule and stratagems. Their maximum mob size is 20 models to the Sluggas&#039; 30 though, so if you run big blobs do keep in mind you&#039;ll have notably less models make it to CC.&lt;br /&gt;
** One per 10 snaggas can trade his choppa for an Assault d3 S6 AP-1 Dd3 &#039;&#039;&#039;Blast&#039;&#039;&#039; Thump Gun. Given orky shooting, paying points for it on a purely CC unit is a wash in most situations, but it&#039;s definitely worth its weight if your opponent has any T5/T6 light vehicles that you can shoot at, since Beast Snaggas&#039; +1 to hit bonus &#039;&#039;does&#039;&#039; also affect shooting attacks.&lt;br /&gt;
** Keep their unique stratagems in mind to get the most use out of them:&lt;br /&gt;
*** &#039;&#039;&#039;Snagga Grapple&#039;&#039;&#039; is pretty expensive for what it does, but denying your opponent Fall Back on a coinflip might deter them from even trying.&lt;br /&gt;
*** &#039;&#039;&#039;Tough as Squig-Hide&#039;&#039;&#039; will deny any +to wound bonuses and reduce effectiveness of S6+ weapons, like Heavy Onslaught Gatling cannons and analogs, which are the preferred means of dealing with orky hordes.&lt;br /&gt;
*** Ordinary snagga boyz are not the best primary benefactor for &#039;&#039;&#039;Monster Huntaz&#039;&#039;&#039;, but do make a valid candidate one of for the stratagem&#039;s three targets - with it boyz will hit most vehicles on 2+ and wound on 4+, and with the sheer volume of cc attacks orks pump out you&#039;re guaranteed to shave a couple wounds off even with just AP-1. Consider pulling a surprise charge if any vehicle happens to be in range and one of your other Snagga units can benefit too.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin]]&#039;&#039;&#039;: They don&#039;t get &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, &#039;&#039;&#039;Clan Kulturz&#039;&#039;&#039;, &#039;&#039;&#039;Objective Secured&#039;&#039;&#039; or &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;, and Runtherds buff them a little but do nothing for their morale (which is an issue with their Ld of 4). With their cost still at 5ppm, they are probably the worst unit in the entire codex. They have no damage output, no staying power (despite bumping them to T3 and giving them 5+ AS in cover) and will run when someone farts in their general direction. Oh, and they are not ObSec unless you use your one-per-detachment specialist mob on one of their units... Why would anybody take them is beyond me. Especially as 5 Kommandos that are superior in literally every way cost exactly same points.&lt;br /&gt;
** The Grot Shields strat is only real use for them, but even that is not worth point investment or CP. It is better now that the protected unit cannot be targeted at all. But it is not like removing grots will be a problem so you probably only gained one turn. It is much easier to just hide the unit in question behind some building.&lt;br /&gt;
**20 grots runs a measly 100 points for a unit to squat on objectives in your backline while the units you actually care about are busy doing things up front. If the opponent bothers to do something about them then they&#039;ve taken time to kill off a unit whose sole purpose is to sit there and die. On the other hand, 110 points gets you a squad of ten Boys with a kombi-rokkit and a rokkit launcher, a hefty amount of firepower that&#039;s Trukk-portable.&lt;br /&gt;
&lt;br /&gt;
=== Dedicated Transports ===&lt;br /&gt;
Trukks. Yep. That is pretty much it these days.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Trukk]]&#039;&#039;&#039;: Only T6 and a 4+ makes it squishy for a light vehicle, but more durable than you&#039;d think thanks to ramshackle. Its capacity is 12 and this limits stuff somewhat. After they deposit their passengers they can tie up an enemy unit in melee for a turn (they might even get lucky if you put a Wreckin&#039; Ball on there) and has a good chance to survive assuming the target wasn&#039;t a dedicated melee unit. &lt;br /&gt;
** &#039;&#039;&#039;Mounted Gun&#039;&#039;&#039;: Comes with a Big Shoota that can&#039;t be removed, but you can swap for a Rokkit Launcha via Warhammer Legends.&lt;br /&gt;
** &#039;&#039;&#039;Melee&#039;&#039;&#039;: Can take either a Grabbin&#039; Klaw or Wrecking Ball. The trukk&#039;s number of attacks and strength degrades with wound loss, not it&#039;s recommended to take.&lt;br /&gt;
** Trukk Boyz looks promising. Especially for Nobz or Meganobz.&lt;br /&gt;
*&#039;&#039;&#039;[[Looted#The_Looted_Wagon|Kart]] (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: The first of the Looted Wagons. It can carry only a tiny mob of 10 boyz and lacks the beloved Trukk&#039;s open top, but it has a Big Shoota on top and the option to buy a fuckton of Shootas to compensate, and grab a Stikkbomb Launcha and either 2 Skorchas or 2 [[MOAR_DAKKA|more]] Big Shootas. While it&#039;s now a constant S6 T7 and rocks a spiffy 3+, it lacks &#039;&#039;&#039;Ramshackle&#039;&#039;&#039; and it loses BS as it takes damage.&lt;br /&gt;
**&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: Once per battle during shooting, you can roll a d3 to get one of three different results (Instant move 6&amp;quot;, +1S to all guns, regen 1d3 Wounds)&lt;br /&gt;
&lt;br /&gt;
=== Elites ===&lt;br /&gt;
Small note on Elites: It&#039;s now extremely easy to fill up an Ork Detachment relying on Elites, since you can simply fill the slots with Painboyz, Nobs with WAAAGH! Banners, or Meks.&lt;br /&gt;
&lt;br /&gt;
==== Da Lonerz ====&lt;br /&gt;
Your specialists (mechanics, standard-bearers, medics, and slavers) that are too cool to travel about in mobs, and thus strut across the battlefield all by their lonesome. Keep them close to other units so they don&#039;t get sniped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mekboy]]&#039;&#039;&#039;: Restores a lost wound to one {{W40kKeyword|Vehicle}} (there is nothing that states you cannot repair units with fly) within 1&amp;quot; at the end of each Movement phase (a vehicle can&#039;t be repaired more than once turn, so no stacking). Once per battle an accompanying &#039;&#039;&#039;Grot Oiler&#039;&#039;&#039; can assist to repair two wounds instead of one, and serves as an extra wound. Particularly handy around any of your {{W40kKeyword|Vehicles}} that might hurt themselves with Zzap Guns and Kustom Mega-Blastas. Being cheaper than a Big Mek he can&#039;t heal as well, but is a budget alternative if you don&#039;t have a lot of vehicles.&lt;br /&gt;
** Kustom Mega-Slugga can only be replaced by Legends weapons.&lt;br /&gt;
** He is pretty useless but there is one use for him. If you run Ghazzy in a battlewagon take 2 as they are the cheapest singular models in the codex and put them in the two remaining slots to protect Ghazghull from death due to the vehicle being destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nob#WAAAGH!_Banner_Bearer|Nob with WAAAGH! Banner]]&#039;&#039;&#039;: The banner gives {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} units within 6 inches +1 to hit in the Fight phase, meaning damn near everything in your army will be hitting on 2+ or 3+ if killa saws/PK&#039;s. Absolutely brutal on Slugga Boyz. The Nob is a character, so be sure to keep him bubblewrapped, as his save is pretty lackluster.&lt;br /&gt;
**It stacks with extra banners or Warboss ability but due to +1/-1 limit it will only remove negative modifiers imposed by the enemy, unless you are running PK/killsaws, than hitting with PKs on 2+ :).&lt;br /&gt;
** Removes penalty for using Power Klawz. Sadly, he can no longer grab one without Legends, making him a bit lackluster as a fighter.&lt;br /&gt;
** They are somewhat overcosted for what they do and in many cases just redundant when a warboss with his similar buff is around. However, do note his buff works even with non-CORE units, allowing a +1 to hit in melee for things which normally have no access to this, such as Killa kans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Painboy]]&#039;&#039;&#039;: {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} {{W40kKeyword|Infantry}} or {{W40kKeyword|&amp;lt;CLAN&amp;gt;}} {{W40kKeyword|Biker}} units within 3&amp;quot; ignore wounds suffered on a 6+ thanks to &#039;&#039;&#039;Dok&#039;s Tools&#039;&#039;&#039;. This save applies to any and all wounds - including mortal ones - not just those that would normally allow a save, such as those caused by perils of the warp. The save is applied to individual damage unlike with armour save or invul. He can attempt to heal a multi-wound model within 1&amp;quot; of 2 wounds on a 2+ (which you can rerolled once with the &#039;&#039;&#039;Grot Orderly&#039;&#039;&#039;). You want this guy near your big 20+ Boy mobs if you run any or as many key units as possible. In melee he has access to a Power Klaw and &#039;Urty Syringe (which always wounds on a 2+ for Infantry and 6+ for Vehicles/Monstrous Creatures).&lt;br /&gt;
**This guy lost a lot of his value due to nerf of big blobz of infantry. For smaller units he is not worth that much.&lt;br /&gt;
**Note that medi-squig strat is gone so no extra healing or healing Ghazghull.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Painboy|Painboy on Warbike]] (Legends)&#039;&#039;&#039;: Same as above, except with 14&amp;quot; Movement, T5 and 5 wounds. Pretty great to use with Bikers or Nob Bikers due to the extra wounds they now have, or for keeping up with Stormboyz or positioning properly to give 6+ to 3 units of Boyz. He&#039;s more expensive than a Warboss on a bike with PK.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Runtherd]]&#039;&#039;&#039;: He&#039;s got 4 wounds and has 3 attacks. He doesn&#039;t take up a Slot if you have some grots. At 40pts he is equal to ~8 Grots, so not that expensive either. To be worthwhile you need at least 3 units of Grots around him. Almost mandatory if you are using &#039;&#039;&#039;Grot Shields&#039;&#039;&#039;. Can take various crude implements such as Grot Prod gives {{W40kKeyword|Gretchin}} one of two 3&amp;quot; auras: &lt;br /&gt;
** Ignore modifiers for Combat Attrition checks(#FeedTheSquig)&lt;br /&gt;
** Add 1&amp;quot; to movement.&lt;br /&gt;
** Utterly useless due to how bad grots are and how much he costs. Skip. &lt;br /&gt;
** No longer an Elite. You can only bring one for each unit of {{W40kKeyword|Gretchin}} {{W40kKeyword|Infantry}} you have.&lt;br /&gt;
&lt;br /&gt;
==== Da Mobz ====&lt;br /&gt;
Aspect Orks that excel in their one particular field, but are pretty bad at everything else. Think of them as the &#039;shot&#039; to the Ork Boyz&#039; &#039;pike&#039; in your &#039;pike and shot&#039; formation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Burna Boyz]]&#039;&#039;&#039;: Their main downfall is lack of armour and high numbers to mitigate deaths by shooting. Burnas were changed to be d6 12&amp;quot; S4 but lost -2 AP in CC. This makes Burnas a dangerous to low save blobz of enemies but makes them ineffective against anything with half decent saves (though a large mob can make it up a bit in sheer volume). You also have to take 1 spanner for every 4 burnas taking away 3 burnas in maxed squad. And while you can give spanner other kinds of weapons (most notably KMB) this makes their role kind of unfocused. Spanners can repair nearby vehicles though. Spanners cannot have burnas. KMBs seem to be the best option here since they cost the same as Rokkitz, don&#039;t suffer from -1 to hit, and have better stats overall. The different weapon options are:&lt;br /&gt;
**Codex:&lt;br /&gt;
****Big Shoota - No AP.&lt;br /&gt;
****Kustom Mega-Blasta - probably best of codex choices. You don&#039;t care if spanner dies really.&lt;br /&gt;
****Rokkit Launcha - bad because of heavy.&lt;br /&gt;
***Legends:&lt;br /&gt;
****Slugga and Choppa&lt;br /&gt;
****Kombi-Weapon with Rokkit Launcha&lt;br /&gt;
****Kombi-Weapon with Skorcha - This one is the best by far but also pricey.&lt;br /&gt;
****Kustom Mega-Slugga&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Ork Kommando]]s&#039;&#039;&#039;: Slugga Boyz that come in a smaller mob with vanguard deployment (anywhere 9&amp;quot; away from enemy deployment zone) and gain massive bonuses while in cover, bringing their save to 3+ and gaining a bonus to wound rolls (consider making them a Sneaky Gitz specialist mob to double up on this one). These are now essential in 9th edition for grabbing objectives and doing your secondaries. Try and keep in cover the whole game to get more mileage out of them, as otherwise they&#039;ll drop as fast as any Boyz unit, and the smaller mob size does not do Kommandos any favours here.&lt;br /&gt;
**They have a number of wargear options available if you run 10-15 bodies in the mob (which you should, but not for these). Most are not worth taking as you can only take one of each per squad and they actively &#039;&#039;downgrade&#039;&#039; your boyz by taking away their choppas in exchange for something that doesn&#039;t fit the unit&#039;s purpose:&lt;br /&gt;
***&#039;&#039;&#039;Breacha Ram&#039;&#039;&#039;: A discount powerfist that has no hit penalties and denies enemies cover, excellent against MEQ and usually the only option actually worth the points.&lt;br /&gt;
***&#039;&#039;&#039;Burna&#039;&#039;&#039;: Your run of the mill flamer and the other one actually worth any consideration, although as with most flamers it&#039;s only really effective against GEQ.&lt;br /&gt;
***&#039;&#039;&#039;Shokka Pistol&#039;&#039;&#039;: A puzzling pistol with extra damage against vehicles. The only option that doesn&#039;t replace a choppa, but still hardly worth the points as you might go the entire game without shooting it even once due to 6&amp;quot; range and Blast (preventing it from being shot while in cc). If not for Blast, would otherwise be fairly straightforward upgrade to a slugga, although still not worth the points as it&#039;s half the price of another boy in the mob.&lt;br /&gt;
***&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: Fits poorly with the unit that&#039;s otherwise made to be entirely CC.&lt;br /&gt;
***&#039;&#039;&#039;Kustom Shoota&#039;&#039;&#039;: Same as the Warboss&#039;, essentially two shootas strapped together. Again, doesn&#039;t have much of a place in this unit.&lt;br /&gt;
***&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: Same deal as Boyz, 10 points for a Heavy weapon on a strictly cc infantry unit that hits on 5+. Hard pass.&lt;br /&gt;
** There are also two other special additions which you get at the same squad size, both of which are absolutely worth taking:&lt;br /&gt;
*** &#039;&#039;&#039;Distraction Grot&#039;&#039;&#039;: Count as being in cover and gain the +1 to wound rolls bonus, once per battle when selected to fight. This is for that important turn when your sneaky boyz finally get out of cover to punch something.&lt;br /&gt;
*** &#039;&#039;&#039;Squig Bomb&#039;&#039;&#039;: Orks are breeding them like crazy these days. Some extra mortal wounds on a 3+, which can also be released if you decide to fire Overwatch. Note that unlike Overwatch shots, this is a special ability, so it&#039;ll still hit on 3+ even then.&lt;br /&gt;
** The Nob gets his own choice from the usual Big Choppa or Power Klaw. Unlike other units, they cost the same for the Kommandos&#039; boss, so pick whichever you like.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Meganobz]]&#039;&#039;&#039;: 3 Wounds, T5 and a 2+ save (No invul save) and movement 5&amp;quot;. No longer slowest infantry unit in the game. They suffer against higher AP weapons. Kombi-Weapons can now fire both guns at the same time, at the cost of subtracting 1 from all To Hit rolls, which usually only matters if you take a Kombi-Rokkit. It&#039;s now possible to replace the default loadout for 2 Killsawz which gives an additional Attack. If you have CP to spare, the Tellyporta lets them take a page out of the Terminators&#039; book while also compensating for their slow movement.&lt;br /&gt;
** &#039;&#039;&#039;PK/Killsaw and Kombi-Skorcha:&#039;&#039;&#039; This provides decent shooting, a nice charge deterrent.&lt;br /&gt;
** &#039;&#039;&#039;PK/Killsaw and  Kustom Shoota:&#039;&#039;&#039; Keeps unit cheap, lose shooting reliability.&lt;br /&gt;
** &#039;&#039;&#039;Double Killsaws:&#039;&#039;&#039; Deprives them of their shooting and pricy, but they are better at killing TEQ and vehicles.&lt;br /&gt;
**Note they can use stratagem to get +1 to their damage with PK or Killsaws. This makes them very reliable against certain targets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nob]]z&#039;&#039;&#039;: Primaris boys before Primaris were cool. Nobs hit on 3&#039;s, are S5, and have a 4+ save. The main problem with Nobz is that their wargear can quickly make them very expensive.&lt;br /&gt;
** People struggle to find the Nobz the right place in the list. The only succesful way seems to be the combination of 2 squads of 10 Big Choppa + Choppa Nobz + 1 Warboss. All as Trukkboyz (so you need 3 detachments). Trukkboy Warboss gives +1 to hit to Trukkboy Nobz = you have 60 Big Choppa attacks + 30 Choppa S5 attacks all hitting on 2+ and all able to move (12+3+5)=20” + (advance) + charge in T1.&lt;br /&gt;
** &#039;&#039;&#039;Equipment&#039;&#039;&#039;: You can basically go for any combination of 2 weapons from the range Slugga, Choppa, Big Choppa, Power Klaw, Killsaw or Power Stabba. In fact, you take either 2 choppas or some big CC weapon like PK or BC in combination with Choppa. Killsaw and Power Stabba makes no sense right now. But if you want to waste some points, you can give a Nob a PK and a Big Choppa and choose which one to use according to the enemy. Or you can take one Kombi Weapon instead of both. &lt;br /&gt;
***Swapping weapons in the Codex requires swapping out both their Choppa + Slugga, but the Index requires swapping out a Choppa for a Melee weapon and/or Slugga for a Shooty weapon. If you take a shoota or kustom shoota you can&#039;t take an extra choppa or other wargear.&lt;br /&gt;
** &#039;&#039;&#039;Power Stabbas&#039;&#039;&#039;: Give AP-2 for cheap so they can hit like marines with power axes. Makes them Anti-MEQ.&lt;br /&gt;
** &#039;&#039;&#039;Kombi-Skorchas&#039;&#039;&#039;: Full squad of Nobz with Kombi-Skorchas is scary (and expensive). Put them in a Trukk and then fire from its &#039;&#039;&#039;Open Top&#039;&#039;&#039;. With added Trukk survivability this is even better. Then see your opponent cry when they burn his units to ash.&lt;br /&gt;
** &#039;&#039;&#039;Killsaws&#039;&#039;&#039;: Basically same as on meganobz but on faster, cheaper unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Nob#Biker_Nobz|Nobz on Warbikes]] &amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: As with all fW stuff pending update they are somewhat problematic. T5 and &#039;&#039;3 wounds&#039;&#039;. Also has &#039;&#039;&#039;Keepin&#039; Order&#039;&#039;&#039;. Deadly to vehicles or monsters but very squishy. Do not go near any kind of infantry, especially big squads or dedicated CC units. They will just destroy them outright. They suffer from the same problem as Warbikers being overcosted for both survivability or damage output. They can work as anti-vehicle but Meganobz or tankbustas are better.&lt;br /&gt;
** Can use &#039;&#039;&#039;Billowing Exhaust Clouds&#039;&#039;&#039; stratagem to give -1 to Enemy shooting To Hit rolls.&lt;br /&gt;
** Only available models for this unit are the expensive Forge World Ork Nob Warbikes upgrade kit, kitbash the normal Warbikers and Nobz kits, each Warbiker kit comes with one Nob so if you have a lot you can make a Nob Biker kit. Alternatively if you don’t mind giant Boars, then the Gore Gruntas from Ironjawz makes a good counts-as (this actually works really well if you’re doing a Snakebite army). Basically &amp;quot;konvert all yer shit&amp;quot; is the point here.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Tankbustas]]&#039;&#039;&#039;:  &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039; lets them get +1 to hit against anything with {{W40kKeyword|Vehicle}} (also works in melee, but you&#039;ll get most benefit from it while shooting). They are absolute monsters at killing {{W40kKeyword|Vehicle}}, but unreliable when shooting non-vehicles. High Strength and Blast makes your expensive tank hunters into surprisingly effective infantry-mulchers and a very dangerous objective-squatter. &lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launchas&#039;&#039;&#039;: Default weapon. Great for anti-vehicle, no need to swap out. Note it is Heavy d3 now so moving them will impair their shooting.&lt;br /&gt;
**&#039;&#039;&#039;Pair of Rokkit Pistols&#039;&#039;&#039;: One every 5 models. Doubles number of attacks for less range and threat. But can be used in melee, if the target doesn&#039;t die or kill them first.&lt;br /&gt;
**&#039;&#039;&#039;Tankhammer&#039;&#039;&#039;: One every 5 models. Exchange rokkit launcha for a suicide attack to cause massive damage, which adds to your morale tests. Since Tankbustas want to stay out of melee, not recommended.&lt;br /&gt;
**&#039;&#039;&#039;Bomb Squigs&#039;&#039;&#039;: You can get two Bomb Squigs for every five Boyz. You can release only one per shooting phase or overwatch and they can do d3 mortal wounds on 3+ or 2+ against vehicles. That&#039;s incredible. Overall, they are very good and a reliable sources of MW and I would always take the max.&lt;br /&gt;
&lt;br /&gt;
==== Special Characters ====&lt;br /&gt;
Not as crowded as Headquarters, both options are pretty good at what they do. Grotsnik&#039;s a {{W40kKeyword|Deathskulls}}-exclusive super-Painboy, the other&#039;s a Gretchin hero that buffs his fellow countrymen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mad Dok Grotsnik]]&#039;&#039;&#039;: Clan {{W40kKeyword|Deathskulls}}. Only special character in Orks who isn&#039;t an HQ. He&#039;s a Painboy with T5, a 4+ save and personal 5+ FNP. &#039;&#039;&#039;One Scalpel Short of a Medpack&#039;&#039;&#039; Changed significantly. He can always ALWAYS charge even if he advanced or fell back from CC, but he also HAS to charge if charge is at all possible. Unlike regular Painboyz, he can&#039;t bring a Grot Orderly with him or take a bike. Points-wise he&#039;s a little more expensive than a basic Painboy at 85pts, but cheaper than one on a bike. All that extra cost is in personal durability, not improving his aura or melee ability. Worth it if your opponent is bringing a lot of snipers, and you don&#039;t want your Boyz having their 6+ FNP picked off quite as easily.&lt;br /&gt;
** Can heal any Ork &#039;&#039;&#039;INFANTRY&#039;&#039;&#039; or &#039;&#039;&#039;BIKER&#039;&#039;&#039;, not just clan only. And he can be taken in any klan detachment without disrupting it. He will not get any kultur beside his own though.&lt;br /&gt;
** His model is rather outdated and undersized. The plastic Painboy model&#039;s a great base for converting him but with how weird this guy is you can let your imagination wild.&lt;br /&gt;
** Very unlorewise he is unable to heal; Ghazghull despite being his personal &amp;quot;physician&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gretchin_Revolutionary_Committee|Da Red Gobbo]] (Legends)&#039;&#039;&#039;: He may still be a Grot, but the leader of Da Revolushun can still take more of a beating than most Gretchin and can share his Ld score with any Grots that are nearby him. His Icon of Da Revolushun isn&#039;t strong but can still fish for Mortal Wounds and his Kustom Grot Blasta has just enough power in it to harass two-wound units. His most flavorful trick (befitting his Christmas-themed getup) is &amp;quot;Has yoo been a good little Grot this year?&amp;quot;: pick a unit of Gretchin (Kans and Mek Gunz included) within 3&amp;quot; after the movement phase, and on a 2+ they gain Stikkbombs for the rest of the battle. Granted, on a 1 they take a mortal wound instead, but let&#039;s be honest, that&#039;s not a big loss. I&#039;m just gonna leave this here, but he also benefits from the Grot Lash that Runtherdz carry, and surprisingly, with a 4+ WS (the coat must have some reality-bending drugs in it), he has an even better chance of decking the halls of everyone bigger than him.&lt;br /&gt;
**Also also, a 30-Grot unit is already hitting on 3+ and with &#039;&#039;&#039;Dakka Dakka Dakka&#039;&#039;&#039;, that&#039;s a lot of shots going through, and since they&#039;ll be more often than not close enough to throw grenades, you may as well give them some Stikkbombs. If they&#039;ve been good, that is. &lt;br /&gt;
** Bear in mind unit can throw only one stikkabomb so it is not like this is massive. At best 5 extra shots.&lt;br /&gt;
** Extremely good little Grots &amp;lt;s&amp;gt;can use Extra Stikkbomb strategem&amp;lt;/s&amp;gt; and throw 10D6 granades hitting on 4+ plus Dakka Dakka = cca 20 hits 3/0/1. Have 20+ grots in the unit? Even more!:) Sounds like a New Years party - loud, explosive, expensive and definitely fun! (Except no grots don&#039;t get no stinkin stratagemz)&lt;br /&gt;
** Since he is LD 6 improvement of ld is not like supermassive but it helps.&lt;br /&gt;
** He&#039;s slightly less useful as grot support than runthered for the same points. However, he additionally fills an Elites slot for cheap.&lt;br /&gt;
** Sadly he was immediately assigned to Legends. So in some setups like tournaments and stuff he&#039;ll be probably disallowed. Thanks GW.&lt;br /&gt;
&lt;br /&gt;
=== Fast Attack ===&lt;br /&gt;
Another FOC slot bursting at the seams, with a bunch of different ways you can arrange your army, which mostly fall into one of four subcategories for your convenience.&lt;br /&gt;
&lt;br /&gt;
==== Da Squiggly Fings ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Squighog Boyz:&#039;&#039;&#039; So for a long time, Warhammer Fantasy was the only place where Orcs had boars...well, now with the new Beast Snaggas da Orkz got some hogs as well. These goons are quite strong, with the squig&#039;s jaws and the ork stikkaz providing power able to overpower marines and dent monsters while the saddlegit weapons providing some annoyances. The stikkaz and also provide some short-ranged shooting that improves at 6&amp;quot;, meaning it&#039;s more worth it when charging. If you&#039;re facing a tank, you can buy bomb squigs to chuck at them. They are obviously subject to &amp;quot;new models&amp;quot; syndrome being very good and resilient (T6 3W no less) for 25p. They are also designed as backbone of squig heavy army.&lt;br /&gt;
**How do they compare to the bikers? Well, they&#039;re the same price, but are forced into smaller mob sizes (3-6). They are tougher but slower, more scary in CC but lack any serious shooting or protection against enemy shots and lastly they don&#039;t have nob with them which translated to no special weapons and Ld of 6 (so bettrer take them in MSU). That said, they&#039;re offered all the benefits that come with being Beast Snaggas. Of course, the welcome buffs to Strength and Toughness make them capable of splattering GEQ like nobody&#039;s business.&lt;br /&gt;
** Boar boyz from wFB/AoS can be VERY easily converted as alternative models.&lt;br /&gt;
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*&#039;&#039;&#039;Nob on Smasha Squig:&#039;&#039;&#039; Another new model. You can buy up to two nobz without taking a slot when taking squighog boyz. They are useful for keeping up with those oversized squigs and provide some mortal wounds on the charge (5 dice causing MW on 4+ each). His combat output suffers though, as he only has a slugga for shooting and the big choppa plus some squig attacs to add some variety in combat. Overall not bad for 65p.&lt;br /&gt;
** Note they can be outfitted with extra relics and warlord traits to turn them into MW missile with big gob and Edwoppa Killchoppa for example.&lt;br /&gt;
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==== Da Littla Buggies ====&lt;br /&gt;
Everything small and nippy on wheels, so your Warbikes and every variant of the OG Warbuggy. Some are good, some are less so.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warbikers]]&#039;&#039;&#039;: They look good now. For 25p per model you are getting solid amount of shooting back but not insignificant CC power. With their speed they can invoke their 5/3 Dakka gunz pretty easily for a total of 10 S5 shots per model at close range and then charge. That is A LOT of firepower. Each biker has 3 Choppa attacks, T5, 4+ AS, and 3W (4 on the Nob). They can also advance 6 inches automatically if need be and have built in -1 to hit them in shooting. Their max size was cut down to 9 tho.&lt;br /&gt;
** They can be taken in MSU for pretty good harass/objective grabbers or maxed squads for some serious Dakka, but than they are susceptible to morale and it sucks to lose 50-75 points to morale in one go.&lt;br /&gt;
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*&#039;&#039;&#039;Nobz on Warbikes (Forge World)&#039;&#039;&#039; A very similar unit to the warbikes, in term&#039;s of stat&#039;s it has +1 strength, attacks, and wounds and any  model can take a nob weapons (big choppa, choppa, killsaw, power klaw, power stabba). The draw back is the unit is 5 points more expensive base, the fancy toy&#039;s can be expensive to take on a whole unit, and you lack Big Red Button so your slower when you advance, and Cloud of Smoke so your easier to damage. So ironically there more of a glass cannon compared to the regular bikes, expensive if you go for a lot of toys but can do a heck of a lot of damage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Warbuggies]] (Legends)&#039;&#039;&#039;: T5 and 5 Wounds with 4+ armour. More like a cavalry unit with WS3+ and 4 melee attacks. Take the Twin Big Shoota to kill infantry and the Rack of Rokkits if you wish to threaten vehicles. The buggies can also arrive as reinforcements from a board edge thanks to &#039;&#039;&#039;Outriders&#039;&#039;&#039;, and dive straight into the enemy&#039;s back line. Buggies are extremely useful as a cheap distraction unit, and also have a high chance of stripping some Wounds to boot. Their speed and ability to provide support weapons are very useful to the Ork advance, but are rivaled by their cousin the Deffkopta, which isn&#039;t stuck in Legends. The Twin Big Shoota adds little beyond normal Ork shooting. The Skorcha or Rokkit Launcha remain the primary reasons to take these vehicles.&lt;br /&gt;
**&#039;&#039;&#039;Unit Synergy&#039;&#039;&#039;: Rokkit Warbuggies make good escorts for Battlewagons, on the accounts of being able to block off assaults, screen against mobile anti-tank elements, or to block enemy vehicles from moving away from the Deffrollas. Warbuggies provide much-needed anti-tank firepower for Zhadsnark lists, while maintaining a low enough profile that one can easily provide cover saves for the Buggies by using Bikes to screen them. &lt;br /&gt;
**[[Neckbeard]]s swore by them and so should you, no friendly game should be without some.&lt;br /&gt;
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*&#039;&#039;&#039;[[Wartrakks]] (Legends)&#039;&#039;&#039;: Warbuggies that trade 2&amp;quot; Movement for one more Wound, at a cost of 5 extra points, other than that no different so refer to above.&lt;br /&gt;
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*&#039;&#039;&#039;Skorchas (Legends)&#039;&#039;&#039;: Wartrakks that trade their Twin Big Shootas for a (surprise surprise) &#039;&#039;&#039;Skorcha&#039;&#039;&#039;. Their points costs and abilities are identical to Wartrakks (other than the gun, of course). Skorchas are awesome - and the Wartrakk&#039;s high Movement enables them to position well for a barbecue. You can freely Advance close to the enemy, flame them, and then do it again if they try to charge you. They are fragile and being charged from more than 8&amp;quot; denies their overwatch. A good tactic is to use two regular Warbuggies or Wartrakks with Twin Big Shootas, and two Skorchas. Any more Skorchas likely won&#039;t get in position and will waste their shot, whereas one or more Twin Big Shootas can continue to fire regardless and make the unit useful.&lt;br /&gt;
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*&#039;&#039;&#039;[[Grot Bomm Launcha]] (Forge World, Legends)&#039;&#039;&#039;: As with all things FW this needs and update. Now in the Forge World Compendium Legends PDF, giving it an actual points cost again. A Wartrakk equipped with nothing but a single use 72&amp;quot; Heavy 2D6 S8 Ap-3 D2 &#039;&#039;&#039;Blast&#039;&#039;&#039; Grot Bomb. You don&#039;t need line of sight and you get BS2+ when you&#039;re shooting it. Very cheap now at 50 points, and has the potential to nuke your enemy&#039;s armour from across the board turn 1, but becomes almost completely useless afterwards, except perhaps for holding back to contesting a late-game objective.&lt;br /&gt;
**If you actually want to make a couple of these (for whatever reason - no judging), just use some blitza-bombs and extra fins from the Ork Flyer kit and stick them onto some Wartrakks. Grots are also relatively cheap and easy to get - we&#039;ll let you figure out what to do from here.&lt;br /&gt;
**Some rumoured to have been converted from old 2oz liquor bottles (the kind drunks sneak on airplanes) The unit was named liquid courage! That&#039;s simply beyond [[The_Wonderful_Misadventures_of:_Inquisitor_Fob_and_the_Classy_Marines|class]].&lt;br /&gt;
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==== Da Bigga Buggies ====&lt;br /&gt;
The newer and bigger wheeled vehicles that replaced the old Warbuggies, all are pretty solid choices that will serve you well. All of those have new Ramshackle rule increasing their resilience against S7 or lower multiwound weapons. Their main downside is that they are static monobuild models without options. Not helping things is how the November 9th balance dataslate has locked each unit here to being 0-1, meaning that you can&#039;t group up on the ones you really need.&lt;br /&gt;
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*&#039;&#039;&#039;[[Boomdakka Snazzwagon]]&#039;&#039;&#039;: One of two units in the codex with a built-in -1 To Hit (other is warbikers). It no longer explodes on 4+ for 6&amp;quot; d3 Mortal Wounds, and now just explodes on a 6 like everything else.&lt;br /&gt;
** Don’t forget that the Snazzwagon can fire &#039;&#039;&#039;ALL&#039;&#039;&#039; of its weapons. Even though it’s at 5+ to hit (except for the Big Shoota and the Grot Blasta, which hit on 4+), the sheer amount of DAKKA will eat GEQ and some MEQ for breakfast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kustom Boosta-Blasta]]&#039;&#039;&#039;: Torch anyone within 8&amp;quot; or foolish enough to charge at that range with x4 Burnaz (no d6 12&amp;quot; sadly). Also brings to bear a 36&amp;quot; 6-shot Autocannon. Deals d3 Mortal Wounds to a charged enemy unit on a roll of 4+ (only use for close combat if you are doing so to primarily shut off that units shooting, then hopefully you do a couple of wounds in addition). &amp;lt;s&amp;gt;An important caveat: since the exhausts are 4 separate weapons they each score maximum (3) hits against units with 6 or more models.&amp;lt;/s&amp;gt; Generally flame weapons and these Burna Exhaust weapons do not have the Blast special rule, so they just shoot d6 times each. &lt;br /&gt;
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*&#039;&#039;&#039;[[Megatrakk Scrapjet]]&#039;&#039;&#039;: One of the most orky vehicles of all time - a salvaged jet fuselage with tank treads bolted on. The pilot retains his bomber jacket and flight goggles. Slower but tougher than its brothers, a decent anti-vehicle skirmisher due to 3d3 Rokkit shots, plus a single wing missile (also rokkit stats) per turn with a +1 to hit against vehicles but a -1 against non-vehicles. In addition, it can do some work against troops as well, due to it having two twin bigshootas with one firing 10 shots at 5+ and the other hitting on 4s with +1 to hit due to grots fora total of 20 shots from each buggy. In melee it has WS4+ with 4 attacks with its Nose Drill which gives S+2 to essentially make this thing a drive-able Powerfist (again, very orky) at S8 AP-2 Dd3. But it prefers range over melee.&lt;br /&gt;
** No splitting them into units now and only unit of 1 can take kustom job and of course corkscrew was removed...&lt;br /&gt;
** Point for point is probably the best of the new buggies.&lt;br /&gt;
*** Deff Skwadron boyz on the table is a happy happy sight indeed :).&lt;br /&gt;
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*&#039;&#039;&#039;[[Rukkatrukk Squigbuggy]]&#039;&#039;&#039;: Winner of 9th ed among the buggies. It got much cheaper at 90ppm. Its squig launchers lost multiple profiles but the new one is solid S5 AP-2 D2 Blast, and most importantly neither of those require line of sight. Heavy one have better range 2d6 instead of 1d6 and have +1 to hit due to grot gunner. Their kustom job adding 1 to to wound roll on heavy squig launcher is very good as well, unfortunately it requires it to be in unit of one... As with other buggies it can fire all its weapons including secondary, like shotgun and stikkbombz. Rukatrukk is also not terrible in CC with its 4 S7 AP-2 D2 attacks and WS of 4+.&lt;br /&gt;
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*&#039;&#039;&#039;[[Shokkjump Dragsta]]&#039;&#039;&#039;: This one was nerfed the most in 9th. M14&amp;quot; makes this one of the quickest Ork units. It also has one of the only weapons in the entire codex with BS3+ which also happens to be a 24&amp;quot; two shot Plasma Cannon. This is also one of few assault weapons left in the codex which lets it always shoot. On top of that this buggy supports single rokkit and sawblades similar to ones from rukatrukk. The other awesome ability is if its Advance roll is 4+ it teleports and can set up anywhere over 9&amp;quot; from an enemy model; on an additional 4+ the model receives d3 Mortal wounds. &lt;br /&gt;
** It has decent anti-armour capabilities due to its weapon. It hits on 3+ (4+ when it advances) and can go up to 2+ with freebootaz. Additionally, every 6 on to wound rolls causes extra mortal wounds on the target.&lt;br /&gt;
** This vehicle is probably best utilized with Deathskulls kultur as a re-roll to hit, to wound and for damage can be massive on those two shots. Potentially even better than the Bad Moons Clan Kultur.&lt;br /&gt;
** Evil Sunz Clan Kultur adds +1 to the advance roll, meaning you get to Back to the Future on a 3+. The main gun is assault, so an Evil Sunz Dragsta can teleport and still hit on 3+. &lt;br /&gt;
** Gyroscopic whirling can be applied only for unit of one which is pretty bad combined with number of MW being upped to d3 and loss of jump shoot jump stratagem.&lt;br /&gt;
** Overall for its cost this buggy do not support enough firepower and most of its shenanigans are very limited.&lt;br /&gt;
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==== Da Buzzy Fings ====&lt;br /&gt;
Anything that flies, be that by strapping a Rokkit to your back or replacing a Warbikes&#039; wheels with propellers.&lt;br /&gt;
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*&#039;&#039;&#039;[[Stormboyz]]&#039;&#039;&#039;: Slugga Boyz (including obligatory Nob) that fly 12&amp;quot;. They have built-in deepstrike 9&amp;quot; from enemy units. They can no longer advance and charge on their own, their full throttle rule instead giving them a flat advance of 6 with rolling a d6; a result of 4+ means 1 MW applied to the unit as one of rickety jump packs explodes (or implodes) and these losses count for morale. They are also limited to unit size 5-15 now with GW pushing hard for smaller units.&lt;br /&gt;
** Best use for them seem to be deepstriking MSU to hold objectives or bigger 10-15 squads to flank and attack infantry that is hiding outside of line of sight.&lt;br /&gt;
** Boss Zagstrukk is a nice add-on to them if you run a lot.&lt;br /&gt;
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*&#039;&#039;&#039;[[Deffkoptas]]&#039;&#039;&#039;: New models compatible with AoBR ones.... Finally! They can deepstrike using their &amp;quot;Swoopin&#039; Down&amp;quot; rule and interestingly enough are {{W40kKeyword|VEHICLES}} and {{W40kKeyword|SPEED FREEKS}}. They&#039;re still one of the fastest Ork units with M14&amp;quot; and auto advance of 6&amp;quot;. They are still very fragile. &amp;lt;br&amp;gt;They now come in squads of 3-6 models at 50 points each, meaning they are sadly no longer the cheap Fast Attack option they once were to grab objectives and such. &amp;lt;br&amp;gt;Kopta Rokkits are 2D3 now but became Heavy instead of Assault, so you can&#039;t fire them after advancing (but you also don&#039;t get a penalty for firing while moving either, because Vehicle).  &amp;lt;br&amp;gt;Heavy Shootas and Killsaws are gone (thanks a bunch GW from all those that painstakingly converted them or gods forbid have GorkaMorka models) but one in three models can take a Kustom Mega Blasta and Big Bomb for +5 points. &amp;lt;br&amp;gt;The Big Bomb comes with a pseudo Template rule, where you pick a spot the Kopta moved over and every unit (friend &#039;&#039;&#039;or&#039;&#039;&#039; foe) takes D3 mortal wounds on a 4+ (5+ for non Vehicle/Monster Characters). &amp;lt;br&amp;gt;Their Spinning Blades make 3 hit rolls per attack now at S5 AP-1 D1. Perfect against small squads of GEQs.&lt;br /&gt;
** Their cost means that they will have to be used differently. No longer objective grabbers, but fast anti tank.&lt;br /&gt;
** KMB+boom bomb combo does not seem like it is worth it. Losing shots is never a good thing on a BS5+ model and you can only swap 1 in 3 so you will almost never utilise its assault capability. We have better sources of mortal wounds (unfortunately it comes as a fixed loadout with the new kit, so hopefully you have enough unused Rokkits around to convert one).&lt;br /&gt;
** Great candidates for the Ramming Speed strat. Start them behind obscuring terrain, fly them up, then ramming speed, or put them in deepstrike for free and ramming speed for 3d6 charge. Should be an easy 9 inch charge. Their large bases make it easy to move block enemies too if you only take a squad of 5.&lt;br /&gt;
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==== Da Uvver Stuff ====&lt;br /&gt;
And last but not least, the slightly heavier stuff that still belongs in the Fast Attack category.&lt;br /&gt;
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*&#039;&#039;&#039;[[Grot Tanks]] (Forge World)&#039;&#039;&#039;: As with all FW stuff those guys are pending update. The Forge World Compendium is out, and they&#039;re still a weird unit - their Movement stat is 6+1d6 that changes every turn, which is more reliable than the 2d6 they had previously but can still hurt their short-ranged weaponry. They&#039;ve also lost their Invulnerable Save of 6+, which wasn&#039;t great but did help, though it&#039;s mitigated slightly by giving them &#039;&#039;&#039;Ramshackle&#039;&#039;&#039; instead, the same thing that keeps Trukks running. The Grotzooka is the only weapon that&#039;s different from other vehicle guns - with Heavy 2d3 and +1S over a Big Shoota. It&#039;s a better anti-infantry choice than a Big Shoota, but is 18&amp;quot; range.&lt;br /&gt;
**No longer need a Big Mek in the detachment in order to be taken, so all-Grot flotillas are back in business. Also once again in the Fast Attack slot, after inexplicably being moved into Heavy Support in the 2020 Munitorum Field Manual and 2020 Power Ratings Update.&lt;br /&gt;
** Minimum 7&amp;quot; Movement on a vehicle is unreliable for getting into position compared to other buggies you can take, but still a vast improvement over the previous system, as it actually gives them a chance to get their firepower out there.&lt;br /&gt;
** If you want Grotzookas in your army (They aren&#039;t great compared to other options), take Grot Tanks over Kanz. Grot Tanks are cheaper by 5 points, have &#039;&#039;&#039;Ramshackle&#039;&#039;&#039;, come in flocks of up to 8 instead of 6, and are at least a little bit faster (but swingy).&lt;br /&gt;
**Now for the cons - they can&#039;t melee like Kanz with 1 worse WS, S, W, and A, they have wonky movement (but you can re-roll if you REALLY need to), and they suffer from morale (which Kanz also do). If you want a cheap weapons platform with crap range use this, but if you want a better variant that&#039;s more reliable try a Grot Mega Tank.&lt;br /&gt;
***If you want Grot Tanks in your army, but think [[Forgeworld]] prices are too high, you can substitute them for [[Grot Trakbike]]s. Shown off in [[White Dwarf]] 452 as a [[Games Workshop]] employee&#039;s custom-job, each Trakbike is basically just one [[Chimera Transport|Chimera]] track unit, with a Gretchin driving it from a sidecar with a pintle-mounted gun. You can make two Trakbikes from a single Chimera, giving you four scratch-built Grot Tanks for only £60, instead of four purpose-built ones for £74, and the two spare Chimera hulls can be used as well once you patch up the holes in the walls, maybe as bunkers or something.&lt;br /&gt;
***If you want Grot Tanks in your army, but don&#039;t think Forgeworld prices are high enough, you can substitute them for Rebel Grot Cuttas and Big Luggas from [[Gorkamorka]], available occasionally on Ebay whenever a particularly [[Neckbeard|beardy]] individual has a clear-out. Not needing them to carry loads of Gretchin, they&#039;ve plenty of space for the big guns, and them being sail or pedal-powered still fits in with their random movement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Grot_MegaTank|Grot Mega-Tank]] (Forge World)&#039;&#039;&#039;: As with all FW stuff those guys are pending update. Forge World Compendium, Forge World Compendium, Forge World Compendium! With a wide variety of weapons and better stats than the normal Grot Tank, it&#039;s tougher, doesn&#039;t have to deal with morale, and now doesn&#039;t suffer from randomness overload either. &#039;&#039;&#039;Grot Revolt&#039;&#039;&#039; is gone, so no more rolling a d6 every Shooting Phase and on a 1, you can&#039;t shoot at all, and on a 6 you gain +1 to hit but all your guns can only target one unit. On the other hand &#039;&#039;&#039;Grot Revolt&#039;&#039;&#039; in itself was a fluffy rule, and it&#039;ll surely be missed by many a Rebel Grot player. Even its biggest drawback of random movement is sort of fixed, having 6+1d6&amp;quot; whilst at full health, though that progressively goes down after damage until you get to 1d6&amp;quot; in the lowest bracket, but by that point you&#039;re only on 2 Wounds anyway and aren&#039;t likely to last much longer.&lt;br /&gt;
**&#039;&#039;&#039;Important&#039;&#039;&#039;: Make sure to roll your movement before you declare your advancing. This is very useful because the guns are generally so close range that a bad movement roll will leave you unable to shoot anyway.&lt;br /&gt;
**&#039;&#039;&#039;Ramshackle&#039;&#039;&#039;: Just like the [[Weeaboo|chibi]] versions below, the Mega-Tank has this, improving its survivability a tad.&lt;br /&gt;
**Mek Gunz are a more reliable alternative for heavy firepower, especially as the Mega-Tank can only mount infantry-sized weapons, but it can mount a lot of them like a [[Land_Raider#Crusader|Land Raider Crusader]].&lt;br /&gt;
**Can choose to load up 7 Rokkits per turn at BS4+. Better at shooting TEQ units than Tankbustas, and thanks to a slight points drop, a Mega-Tank is now equivalent to 9 tank-hunting Orks. You lose 2 Rokkits, but you&#039;re more likely to hit with the ones you do have, and they&#039;re on a much tougher and faster platform.&lt;br /&gt;
**Grot Tanks and the larger Grot Mega-Tanks are some of the coolest models produced by Forge World (though you should save your precious teef and make them yourself out of hot wheels cars!) If you disagree, I sincerely recommend you consume a primed stikkbomb, [[Anal_Circumference|and you know how]].&lt;br /&gt;
***Just like the smaller Grot Tanks below, you can [[Counts_As|substitute]] Mega-Tanks with Trakbikes, using [[Baneblade]] track units instead of those of Chimeras. With two Mega-Trakbikes and a Supa-Kannon for a Battlewagon or something for £85, that&#039;s almost two Mega-Tanks for the price of one (£79).&lt;br /&gt;
&lt;br /&gt;
=== Heavy Support ===&lt;br /&gt;
This&#039;s now a very heavily-contested slot, with a whole host of different options to choose from. Generally speaking though, all these units fall into one of four rough categories, which can help when it comes to picking for synergy.&lt;br /&gt;
&lt;br /&gt;
==== Da Boyz ====&lt;br /&gt;
You&#039;ve got two mobs available here, Lootas and Flash Gitz, very different units that seem to be going after the same target but in their own unique ways. One&#039;s long-range and packing massed [[Autocannon]]s, and the other&#039;s short-range and totting suped-up [[Heavy Bolter]]s. Both are good anti-MEQ, but suit opposite playstyles, so pick whichever one fits in with your meta.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lootas]]&#039;&#039;&#039;: Lootas have always been polarizing- either players love them or hate them, and this didn&#039;t change much in 9E. Their Deffguns are Dakka 3/2. They&#039;re the best long range shooting infantry the Orks have at 48&amp;quot; but come at a hefty price of 14 pts per model. Tankbustas and Flashgitz are better in small squads, but with Lootas it&#039;s go big or go home - a max squads of 15 is near-mandatory. D2 is useful in Marine-heavy metas, bringing down Firstborn and Primaris marines with ease but less effective versus W3 targets like Terminators or anything in Gravis armour. They are a stationary backfield unit holding an objective - which sits somewhat ill with 9E missions where mobility is key. AP-1 is also kind of lackluster for  heavy firepower most people want them to provide.&lt;br /&gt;
**Possibly the best candidates for More Dakka! strat, especially with Bad Moons. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Flash Gitz]]&#039;&#039;&#039;: &#039;&#039;Dakka Nobz&#039;&#039;. They gained &amp;lt;CLAN&amp;gt; keyword this edition. Actual usable BS4+ (though Heavy means BS5+ if they move, which they will with that 24&amp;quot; range). Snazzguns got killier, can now threaten even light vehicles with S6, though their real target is infantry. [[Primaris Space Marines|Especially the 2W ones]]. &#039;&#039;&#039;Gun-crazy Showoffs&#039;&#039;&#039; is a stratagem now that allows them to shoot second time - but only closest enemy unit and it of course costs CP.&lt;br /&gt;
**Always get the Gitfinda Squig; it&#039;s five points and adds +1 to hit for da Kaptain. Also take Ammo Runts whenever you can afford them - the reroll is nice. Ammo runts are not separate models anymore so no soaking damage but no extra slots in transport either.&lt;br /&gt;
**These guys are Nobz. As such, they can break faces in a combat...but you can&#039;t shoot Snazzguns in melee, and their accuracy suffers on their way there. Conversely, if you don&#039;t close in, you&#039;re paying for 3A you&#039;re not using. So there best targets are enemies you soften up with shooting then can charge and kill off in the melee.&lt;br /&gt;
&lt;br /&gt;
==== Da Wheelz ====&lt;br /&gt;
&lt;br /&gt;
You&#039;ve got a lot, and I mean A LOT, of specialised Battlewagon variants, covering every base from troop transport to assault tank to mobile artillery. It&#039;s rivaling the [[Leman Russ Battle Tank]] in terms of mods, making a Spearhead Detachment blitz brigade all the more viable. There&#039;re also the Big Trakk and Looted Wagon knocking about, but they&#039;re not in the best place right now, having lost of lot of their former options of editions gone by. Battlewagon variants while interesting are basically artificial creations concerning 1 model kit. GW did this to inflate codex after cutting all the stuff that had no current models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Battlewagon]]&#039;&#039;&#039;: Like most other Ork vehicles it benefits from &#039;Ere We Go. The base Battlewagon is highly customizable and pretty tough (especially now with Ramshackle). It can be upgraded to deliver a fair amount of dakka on its own, and its melee capability can be upgraded to make it a serious threat as well. However, its most important qualities are that it&#039;s an Open-Topped vehicle that can transport up to 20 Boyz (or 10 Meganobz). (It can also now transport Ghazghkull Thraka who hilariously takes up 18 of 20 slots.) The Battlewagon can therefore function either as a rolling bunker for shooty Orks, or as a battle taxi for choppy Orks. The Battlewagon can also be upgraded with a variety of Kustom Jobs. However, a Battlewagon with no upgrades or weapons at all costs 105 points, and the price only goes up from there.&lt;br /&gt;
**Every weapon on the &#039;Wagon is an optional extra:&lt;br /&gt;
**&#039;&#039;&#039;&#039;Ard Case&#039;&#039;&#039;: It&#039;ll be more durable(+1 T), but your passengers can&#039;t shoot. More of a sidegrade, and a highly situational one at that.&lt;br /&gt;
**&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Choppy Bitz&amp;quot;&amp;gt;&lt;br /&gt;
**Choppy bitz: You can buy all three if you want, but the Deff Rolla is usually your best option. A Choppy Battlewagon should be used to ferry models, after which it can turn into a MEQ-chewing lawnmower that can also soak overwatch from something that would shred its occupants.&lt;br /&gt;
***&#039;&#039;&#039;Deff Rolla&#039;&#039;&#039;: It&#039;s AP-2, and any attacks with it are at WS 2+ at Str 9 and doing 2 wounds each. 15 points is a pretty decent price for this upgrade since it turns the Battlewagon from a &amp;quot;Meh&amp;quot; melee threat into a &amp;quot;holy crap&amp;quot; melee threat.&lt;br /&gt;
***&#039;&#039;&#039;Grabbin&#039; Klaw&#039;&#039;&#039;: The Klaw allows you to make one additional attack with this weapon, and this weapon only. It uses the base WS of 5+ which isn&#039;t great, but it does at least allow your wagon to make more attacks than it would otherwise be able to for only 5 points more. &lt;br /&gt;
***&#039;&#039;&#039;Wreckin&#039; Ball&#039;&#039;&#039;: Like the Grabbin&#039; Klaw, for 5 points the Wreckin&#039; Ball adds one additional attack that can only be made with this weapon. Compared to the klaw it has higher strength and lower AP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shooty Bitz&amp;quot;&amp;gt;&lt;br /&gt;
*Big Gunz: A Battlewagon may be equipped with either a Killkannon, Kannon or Zzap Gun. Be wary of the typical poor Ork BS, however, not to mention that the only gun worth taking (the Killkannon) also reduces the transport capacity to 12. If you want to take these weapons, use the Gunwagon instead. &lt;br /&gt;
**&#039;&#039;&#039;Killkannon&#039;&#039;&#039;: A hybrid Kannon that that fires heavy high-explosive shells similar in effect to a single shot from a [[Leman Russ Battle Tank]]. Again, save this for the Gunwagon.&lt;br /&gt;
**&#039;&#039;&#039;Kannon&#039;&#039;&#039;: The Frag shell is comparable to 1-6 Boys shooting Sluggas. The AP shell will only hit once every three turns. Don&#039;t waste the points.&lt;br /&gt;
**&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: Random strength is unreliable especially at low number of shots and BS of 5+.  Don&#039;t waste the points EVER.&lt;br /&gt;
*More Dakka: Due to their low cost and high shot output these are the guns you&#039;ll most likely equip your Battlewagon with.&lt;br /&gt;
**&#039;&#039;&#039;Big Shoota&#039;&#039;&#039;: While these aren&#039;t particularly powerful they have good range, and Dakka 5/3 means that they can spit out quite a few shots at half range or closer. Don&#039;t forget that they can shoot in melee due to Big Guns Never Tire.&lt;br /&gt;
**&#039;&#039;&#039;Lobba&#039;&#039;&#039;: Long range indirect fire. Can hit models out of line of sight and can be thrown on top of any other gubbinz you take. Almost worth it due to the fact that Orks have so few indirect fire options.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha (Index only)&#039;&#039;&#039;: 4 Rokkit Launchas opens up some tactical possibilities for this vehicle. However, let&#039;s face it, BS 5+ is still a problem, they&#039;re expensive, and you aren&#039;t going to convert your Battlewagon to have a Legends-only loadout anyway, so don&#039;t bother.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Gunwagon]]&#039;&#039;&#039;: Battlewagon variant 1. Designed in theory to be shooty. Comes with &#039;Ard Case and Kannon by default (Swap-able for a Killkannon or a Zzap Gun), cannot take a Deff Rolla and has a transport capacity of 12 by default. In exchange it has a Periscope that grants +1 to hit with its main weapon. Unfortunately it lost the ability to fire the main gun twice somewhere in the transition to 9th Edition. Waaaaay overcosted for what it does.  &lt;br /&gt;
**&#039;&#039;&#039;Killkannon/Da Booma:&#039;&#039;&#039; A Killkannon upgraded with a Kustom Job to Da Booma is virtually mandatory. Unfortunately all the other Big Gun options are garbage even with a conditional BS of 4+, so they can be skipped.&lt;br /&gt;
**The Gunwagon is otherwise a good platform for Big Shootas and if you&#039;re going to take a Lobba, it&#039;s going to be on here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Bonebreaka]]&#039;&#039;&#039;: Battlewagon variant 2. Designed for close combat. Takes &#039;Ard Case and Deff Rolla by default and again can transport only 12 models, but also gets D6 extra attacks in the turn it charges. Base cost 175 again. So kind of steep. Forget the ranged options, none of its weapons are assault and you want it to get into close combat asap. This thing only worth the +20 points compared to the regular Battlewagon if you gear it up to close combat with a kustom job, lest it becomes a huge point sink. &lt;br /&gt;
** &#039;&#039;&#039;Dedicated Melee:&#039;&#039;&#039; Skip Red Rolla it costs 20p and changes d6 into d3+3. Another casualty of kustom jobs nerf. Goffs may give additional hits, Blood Axes allow you to fall back and charge every turn until you&#039;re wrecked, while Evil Sunz allow you to close in the distance even faster. Naturally, it synergizes with the Deffkilla Wartrike and with the Evil Sunz warlord trait so you can still charge in after falling back. This thing is good at what it does: being tough as hell and mopping up infantry. If this thing gets the charge, it can AND WILL murder fuck anything not a TEQ. However, this setup also makes it a priority target so consider placing it in reserve (strategic, or Tellyporta) and even then you might want to spend on Ramming Speed to ensure your charge connects. This can easily cost you anywhere between 2 to 6 CPs so plan accordingly.&lt;br /&gt;
** Overall overcosted, probably to force Kill Rig down our collective throats.&lt;br /&gt;
** This is a prime candidate for Ramming Speed on turn 1 if you go second. Another option is to put it in reserves and drop it in and then ramming speed, but that&#039;s 4 cp worth of strats. Could be a good distraction, though. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunta Rig&#039;&#039;&#039;: So with all the stuff the Beast Snagga&#039;s got, the one slot they couldn&#039;t fill in was the Heavy Weapons slot. This gives you both a giant artillery platform and a wagon to carry your beast snaggas and NOTHING ELSE (but they are not primaris orks noooo...), all in a giant squig-powered chariot. It&#039;s chief weapons are the &#039;Eavy Lobba to smash hordes, even from behind any LOS-blocking terrain, while the Stikka Cannon gives you something specially tailored to nail the favored prey of the beast snaggas with a re-roll to hit and keeps them from running away. It&#039;s no slouch in melee either, as it not only has the squig itself fighting, but also a bunch of boyz to hack away. Its most dangerous weapons are the saws, but they&#039;re also the most affected as the rig decays in health.&lt;br /&gt;
**The Groundbreaker Shells stratagem halves the movement of whatever you hit, which can prove to be especially evil if you also have a mob of boyz waiting in the wings to sweep in and clear the herd afterwards. &lt;br /&gt;
**The rig is a particularly good target for the Ramming Speed stratagem, as it not only throws it at an enemy from further away but it also drops some MWs on top of that, which can help with wiping the mob.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kill-Rig:&#039;&#039;&#039; 30 points more than the Hunta Rig slaps a big ol&#039; Wurrboy Tower on there, eating up some transport slots (10 spaces instead of 15) and turning this wagon into a Character. On top of the two Beasthead powers you now get, you also get a special cannon that auto-hits with a ferocious S9 AP-3 but is hamstrung by being Dd6 - meaning that it could just dent a monster instead of outright blasting it to bits.&lt;br /&gt;
**Incidentally, while it&#039;s only Assault 1, it can improve to Assault d3 whenever the rig casts something - this can help a bit with mitigating the randomized damage.&lt;br /&gt;
** Superior to hunta rig due to amount of shenanigans one can take due to it being characters not to mention psychic powers potential.&lt;br /&gt;
** Note its warlord trait is set and cannot be changed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Big_Trakks|Big Trakk]] (Forge World)&#039;&#039;&#039;:Improved Trukk with a 14” move, T6, and W12, transport capacity of 12, &#039;&#039;&#039;Open-Topped&#039;&#039;&#039;, &#039;&#039;&#039;Spiked Ram&#039;&#039;&#039; dealing Mortal Wounds in charge, &#039;&#039;&#039;Ramshackle&#039;&#039;&#039; like an old good Trukk, plus 2 Big Shootas for the nice price tag of 85pts. Now you can rumble forward with the boyz faster and crush into the enemies in a more spectacular way than with old Trukk, and much cheaper than with a Battlewagon. Or take the Tankbustas for a ride!&lt;br /&gt;
**A Big Trakk can take a Killkannon and reduce its transport capacity to 6, or a Supa-Kannon and reduce it further to 0. But honestly, face to the fact, the Big Trakk has BS5+ and no dakka improving abilities, why take it? If you want the Killkannon, take a Gunwagon. Wanna Supa-Kannon? Take Kannonwagon. &lt;br /&gt;
**One of the coolest models we have btw.&lt;br /&gt;
**Good target for Ramming Speed stratagem. In combination with &#039;&#039;&#039;Spiked Ram&#039;&#039;&#039; and little bit of dakka from two Big Shootas, this annoying small light infantry units are finally dead and the reach is impressive. &lt;br /&gt;
**Should be Dedicated Transport. There is almost always better Heavy Support to take. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kannonwagon]] (Forge World)&#039;&#039;&#039;:  As with all FW models update is needed. This thing has had a major (40) points drop in the Forge World Compendium, going from 210pts in the 2020 Munitorum Field Manual to only 170, the cheapest it&#039;s been in quite a while! Transport capacity is reduced to just 6 when compared to a regular Battlewagon and you don&#039;t have the option for an &#039;Ard Case to give it T8, but in exchange you&#039;ve a big gun that&#039;s dead killy. The Supa-Kannon&#039;s 60&amp;quot; Heavy 2d6, S8, AP-2 and Damage 3 (DAMAGE 3 !!!) &#039;&#039;&#039;Blast&#039;&#039;&#039; - dead killy. It&#039;s kinda a better Ork [[Vindicator]]. This thing was made to bring down anything big, but &#039;&#039;&#039;Blast&#039;&#039;&#039; means it can also now delete blobs of heavy infantry once you&#039;ve eliminated enemy armour. 2D6 shots is however pretty random. &lt;br /&gt;
**&#039;&#039;&#039;Kannonwagon Grot Gunners&#039;&#039;&#039;: BS4+ when [[Meme|firing main cannon]], meaning you actually stand a chance of hitting something.&lt;br /&gt;
** Three &#039;&#039;&#039;Big Shoota&#039;&#039;&#039; for free for more fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Lifta Wagon]] (Forge World, Legends)&#039;&#039;&#039;: Everyone&#039;s favorite weaponized tractor beam now automatically hits its target D6 times, rolling 2D6 per hit. Each roll that equals or exceeds the target&#039;s Strength inflicts a mortal wound. The wagon itself can fire Heavy weapons (i.e. the Lifta-Droppa) while moving without penalty, and has access to the same melee and small gun options as the Battlewagon (Deff Rolla/Wreckin&#039; Ball/Grabbin&#039; Klaw, and up to two from the following: Rokkit Launcha, Big Shoota). Less shots, less damage, but you don&#039;t need to roll to hit with an Ork BS5+ and it inflicts mortal wounds.&lt;br /&gt;
**The effectiveness of the Lifta-Droppa damage output is limited by its number of hits. It can&#039;t do enough damage to threaten enemy vehicles, and it lacks the output to deal with any substantial hordes. Unless you are going against an elite heavy army with expensive 1W models, this thing is more of a point sink then a boon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Open and Narrative Play only:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Looted#The_Looted_Wagon|Wagon]] (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: Looted Wagon #2, and perhaps the most likely position for it. While it starts with just a Big Shoota (replaceable with a Skorcha or Zzap Gun), you know you really want more shit on this. Starting off is the big gun (Lobba, Killkannon, or Zzap Gun), then you got an option to get two more of the following (Big Shootas, Skorchas, Rokkits) and a Stikkbomb Launcha. Compared to the Battlewagon, it loses out on wounds, but it&#039;s T8 and exchanges its transport capacity for the ability to keep on firing.&lt;br /&gt;
***&#039;&#039;&#039;Mobile Fortress&#039;&#039;&#039;: PoMS, now orkified. Fire heavy weapons and drive without penalty!&lt;br /&gt;
***&#039;&#039;&#039;Shoot &#039;Em Again&#039;&#039;&#039;: If you move less than half its movement speed (or not at all), the Lobba or Killkannon can shoot again.&lt;br /&gt;
***&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: Once per battle during shooting, you can roll d3 for a random result (Instant move 6&amp;quot; which fucks shooting, +1S to all guns, heal d3 wounds).&lt;br /&gt;
&lt;br /&gt;
==== Da &#039;Ard Stuff ====&lt;br /&gt;
This is anything with legs, be they metal or fleshy, all are equally stompy. Your walkers range in size from [[Sentinel]]-class Killa Kans and [[Dreadnought]]-shaped Deff Dreads, giving you all the tools you might need to tackle any job. The Squiggoth&#039;s pretty solid too, but&#039;s more of a transport that can also krump, rather than a krumper that can also transport. Gorkanauts and Morkanauts were moved to Lords of War unfortunately, so now you either need 3 to fill out a Superheavy detachment or one in a Superheavy Auxiliary detachment for 1CP (and thereby forgoing your klan trait).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Killa Kan]]s&#039;&#039;&#039;: Lacks &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039;, &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; and &#039;&#039;&#039;Clan Kultur&#039;&#039;&#039;. Unlike Deff Dreads, these little guys don&#039;t split up on deployment so Leadership 6 and lack of &#039;&#039;&#039;Mob Rule&#039;&#039;&#039; can see things go very wrong very fast, especially as casualties that &#039;&#039;&#039;Explode&#039;&#039;&#039; will always wound their squad mates. Not even a Warboss&#039; &#039;&#039;&#039;Breakin&#039; Heads&#039;&#039;&#039; is an option to work around morale, since they have the {{W40kKeyword|Gretchin}} keyword. A minimum-sized unit is 3 now, so no singular Kans anymore. They are versatile in melee and at range, with their great (for Orks, anyway) BS4+, decent selection of weapons, and three S8 AP-3 D3 Kan claw melee attacks per Kan. They are admittedly WS 4+ but they also get +1A if there&#039;s more than two in a unit, thanks to &#039;&#039;&#039;Scrag &#039;Em&#039;&#039;&#039;. The lack of &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039; means these little guys might just fail the charge, but you want them at range. Have a Command Point handy. Each Kan has a &#039;&#039;&#039;Kan Klaw&#039;&#039;&#039;, and a &#039;&#039;&#039;Big Shoota&#039;&#039;&#039; which it can replace with one of the following:&lt;br /&gt;
**&#039;&#039;&#039;Grotzooka&#039;&#039;&#039;: Decent for mowing down infantry at range with 2d3 S6 shots per Kan, but the lack of AP will force you to rely on sheer volume of shots against Power Armour equivalents.  Its short-ranged (18&amp;quot;), making it pretty lackluster all things considered but it is at least free. Skip.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta (Index only)&#039;&#039;&#039;: As with the Deff Dread, S8 plasma goodness. Better AP than the Rokkit Launcha in exchange for 1d6 rather than 3 flat Damage, but you wound yourself on 1s.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: As with the Deff Dread, your alternative S8 firepower option. Flat 3 damage to the Mega-Blasta&#039;s 1d6 and no wounding yourself on 1s, but one less AP. Overall best choice if you want to capitalise on your 4+ BS and need anti-tank, but on the expensive side for extra 15p.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Your BS4+ isn&#039;t terrible, so not an auto take compared to other Orks units, but if you&#039;re going melee you might want to pack a Skorcha for guaranteed hits. Especially helpful for Overwatch if they get counter-charged, and it&#039;s also not that expensive at 5p per model.&lt;br /&gt;
** &#039;&#039;&#039;Big Shoota&#039;&#039;&#039; Default choice. It is kind of lackluster but its free. Probably the best choice if you want to shoot GEQs while heading towards CC.&lt;br /&gt;
** After some games I love those nasty rascals. Multiple wounds and some toughness makes them somewhat durable, and people tend to underestimate them. The lack of speed is a main disadvantage, but when in range, see all those MEQs die. If you&#039;re lucky with your attacks in CC they can rip most character models apart as their claw always inflicts 3 damage.&lt;br /&gt;
** They&#039;re still pretty cheap at 40 points with a Big Shoota. They hit on 4s in melee, but can get WS 3+ with a Waaagh! banner and make 4 (or 5 with WAAAAGH!!!) attacks each, which isn&#039;t bad considering they are T5 W5 Sv3+.&lt;br /&gt;
**They are also decent screen with their big bases and can even be distraction carnifex thing.&lt;br /&gt;
**Problem is in bigger units they suffer heavily from morale. Losing a 40p model due to morale after losing one or two others is really bad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Deff Dred]]s&#039;&#039;&#039;: Start organised as a 3-model unit, but split into individual units during deployment (as per &#039;&#039;&#039;Dread Mob&#039;&#039;&#039;). They are in a really good place now for their base cost of 85ppm. Keep them away from large groups of basic troops, as they will either tarpit the Dreads for eternity or straight up kill them. Their preferred targets are vehicles and monsters. Each Dread comes with two &#039;&#039;&#039;Dread Klaws&#039;&#039;&#039; and two &#039;&#039;&#039;Big Shootas&#039;&#039;&#039; as standard, and can replace any of them with these (and you typically will as big shootas are a bad choice for this guy):&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Blasta&#039;&#039;&#039;: 10 extra points per gun for d3 S8 plasma goodness. Better AP than the Rokkit Launcha and it is D6 rather than 3 flat Damage, but you wound yourself on 1s. An important note is that these weapons retained the Assault type, being one of only a few Ork weapons that did, and as such can be shot even if the Dred advances (potentially without loss of accuracy dependent on the klan).&lt;br /&gt;
*** You want to go all or nothing with this. A Kustom Mega Dredd with 4 of those is on the expensive side but 4d3 plasma shots is nothing to scoff at. &lt;br /&gt;
***If you&#039;re playing Deathskullz, always consider taking one of these. A single KMB perfectly utilizes every single one of the rerolls you get from the kultur, lowering your chance at overheating.&lt;br /&gt;
**&#039;&#039;&#039;Rokkit Launcha&#039;&#039;&#039;: 10 extra points per gun, your alternative d3 shots of S8 firepower. Flat 3 damage to the Mega-Blasta&#039;s D6 and no wounding yourself on 1s, but one less AP. Decent choice overall but we can get rokkits elsewhere with better chances to hit.&lt;br /&gt;
**&#039;&#039;&#039;Skorcha&#039;&#039;&#039;: Some close-range firepower for a close-combat Dread that wants auto-hits. Costs only 5 extra points and d6 S5 and AP -1 is a great deal. Frankly with BS5+ this is the best option as it both works as a Charge deterrent and can bbq some enemies on the Dred&#039;s way into CC or even after he&#039;s already TheRE.&lt;br /&gt;
**&#039;&#039;&#039;More Dread Klaws&#039;&#039;&#039; : These do not cost anything, so a 4-klaw Dred that will positively shred any hard target in CC is very viable option now. Each Klaw gives +1A to the Dred&#039;s three base attacks.&lt;br /&gt;
***With usage of Tellyporta stratagem they are decent anti-armour with their d3 Dread Klaws. Jumping 3 and then moving them up on, for example, an Imperial Knight, can do some damage and most importantly eat Overwatch for your character with Da Killa Klaw or even GHAZZY to let them get in  and wreck face!!!... though you are probably better off with 10 Meganobz anyway.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mega-Dread#Meka-Dread|Meka-Dread]] (Forge World)&#039;&#039;&#039;: As with all Forge World units, an update is needed. Lacks &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;. As of the Forge World Compendium, it has been stripped of almost everything, as it no longer has access to a Kustom Force Field, Mega Charga, Rokkit Bomms, Big Zzappas, Rattler Kannons, and Shuntas, so immediately it&#039;s less of an alternative to a Morkanaut. Hope you magnetised those arms... In exchange, it gets the same &#039;&#039;&#039;Ramshackle&#039;&#039;&#039; that Trukks get, and the ability to fix one friendly vehicle within 1&amp;quot; for 1d3 lost Wounds which can&#039;t be itself... yay?&lt;br /&gt;
**&#039;&#039;&#039;Dread Rippa Klaws&#039;&#039;&#039;: The basic weapon loadout consists of one of these and a Killkannon, but you can swap either for one of the other or a Dread Killsaw. It&#039;s an okay CCW with S×2, AP-3, and D1d3+3. Only 4 attacks base, though +1 if there are 2 Klaws.&lt;br /&gt;
**&#039;&#039;&#039;Dread Killsaws&#039;&#039;&#039;: The alternative melee option, only S+1 D2, but AP-4 and +1 attacks with this weapon when you fight. Only Strength 8 to the the Klaws&#039; Strength 14, but has an easier time of getting through thick armour.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mega-Dread|Mega Dread]] (Forge World)&#039;&#039;&#039;: As with all forge world update is needed. Once again a playable option in the Forge World Compendium, but functionally very similar to the Meka-Dread, with the same weapon options available. The difference between the two, is that instead of being able to fix things, this one can roll an additional dice for it&#039;s Charge distance and discard one of them. It also has a couple of Boombits, which are R12&amp;quot; Assault 1d6 S5 AP0 D1 auto-hit, which is nice I guess?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squiggoth]] (Forge World)&#039;&#039;&#039;: As with all forge world update is needed. More limited than the Trukk in what it can transport, but hits hard in melee and can take a beating with its 18 wounds. Units embarked on the Squiggoth as well as the Squiggoth&#039;s own gun can fire their weapons normally from it if an enemy is 1&amp;quot; or less away (i.e. in melee range with the Squiggoth), but can&#039;t target that particular enemy. &#039;&#039;&#039;Stampede!&#039;&#039;&#039; inflicts 1d3 Mortal Wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs. Also if you don&#039;t want to pay the outrageous Forgeworld price tag, the Stegadon from Age of Sigmar could make a great conversion.&lt;br /&gt;
&lt;br /&gt;
==== Da Gunz ====&lt;br /&gt;
Two classes of batteries to bring along to the fun, big and small. The smaller Big Gunz are your [[Heavy Weapons Squad]]s, able to provide close fire support for your Boyz and Grots, or rain down suppressive barrages from out of sight. The bigger Mek Gunz are your [[Basilisk Artillery Gun]]s and [[Griffon Heavy Mortar Carrier]]s, more aimed at engaging heavy armour whilst the footsloggers do their own thing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mek_Gunz#The_old_Big_Gunz|Big Gunz]] (Legends)&#039;&#039;&#039;: Benefit from Grots&#039; 4+ Ballistics Skill. Fewer points than the Mek Gunz selection, you get a maximum of six to a unit. They suffer from being the cheaper version, as they&#039;ve only got 3 Wounds to the Mek Gunz 6. The guns only cost 8 each, but are required to buy the type of gun (15 or 20 points) for each model. This works out to 23 (Kannons/Zzap Gun) or 28 (Lobba) points each.&lt;br /&gt;
**&#039;&#039;&#039;Kannon&#039;&#039;&#039;: Cheap and effective, with your standard D6 S4/1 S8 Frag/Krak rounds. It&#039;s one of the few sources of S8 shooting in the Index, and cheap too. Due to the FAQ they can not get the Deatskulls Clan Kultur anymore, and unfortunately GW did not even give them DakkaDakkaDakka! In exchange. Regardless of this they are a good point-for-point unit.&lt;br /&gt;
*** A single missile launcher heavy weapons team is 27 points, Kannon team is 23 points. Orks lack 12&#039; of range and access to orders (which are both important) but we have a much tougher platform. &lt;br /&gt;
**&#039;&#039;&#039;Lobba&#039;&#039;&#039;: D6 S5 hits that ignore line of sight and an impressive 48&amp;quot; range, but doesn&#039;t have AP. The appeal of these doesn&#039;t come from their potency on the battlefield, it comes from their dirt cheap utility. Now you have a 48&amp;quot; range poking stick, &#039;&#039;plus&#039;&#039; a rear-line screen against Deep Strikers or Infiltrators.  They can be hidden out of line of sight and still be effective. They can use their Grots to spread out and claim as much board space as possible, which is made especially useful by their ability to be anywhere and still hit targets. Not the most offensive choice, but a great trolling/denial Detachment.&lt;br /&gt;
**&#039;&#039;&#039;Zzap Gun&#039;&#039;&#039;: Its gun&#039;s random 2d6 Strength. If you roll 11+, you don&#039;t roll To-Wound, this model takes 1 Mortal Wound and inflict 3 Mortal Wounds to the target. The gun platform has to take the Mortal Wound, but you can keep a Mek nearby to fix up the damage.&lt;br /&gt;
**Take a look into Mek Guns to see some Mathammer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mek Gunz]]&#039;&#039;&#039;: Those guys were almost auto include in 8th. Now not so much. They benefit from Grots&#039; 4+ ballistics skill but not from Clan Kultur rules, which is a shame. The chassis and the crew are 45 points and operate as single models, then there&#039;s one of 4 variants applied for free on top of that. The model is expensive monetary for what it is, so kitbash or make your own models (You can easily make mek guns out of stompa parts). Currently they can be taken in units of 1 to 3 (sorry for all of you who sold a kidney to have 18). They are still decent but since they are Ld4 and do not split after deployment morale is a big issue. Losing only 1 cannon gives you 50/50 chance of losing second 45 point model or potentially even all 3 and limiting it costs CP and prevent you from saving other units.&lt;br /&gt;
**&#039;&#039;&#039;Bubblechukka&#039;&#039;&#039;: Random as hell. It now rolls once and this point to choose one of 3 profiles for its gun good against different things. The roll only occurs after a target has been picked so it&#039;s very tricky to ever get this right! It was made faster to play and slightly more reliable but still so random it is still questionable. Skip this gun, just go for the Kustom Mega-Kannon, the Smasha Gun or the Kannon.&lt;br /&gt;
**&#039;&#039;&#039;Kustom Mega-Kannon&#039;&#039;&#039;: It&#039;s fantastically lethal but lose some range in exchange (36&amp;quot;). If you are taking a battery of these, keep a Mek nearby to fix the guns when they inevitably overheat. Gun itself is typical plasma equivalent S8 AP-3 D6 damage. Could be a good idea to outflank these from reserves with 1 or 2 full squads. They come in, shoot with 3d6 super plasma, then die gloriously. &lt;br /&gt;
*** By far best of the mek gunz now.&lt;br /&gt;
*** Take few with Freebootaz buggies to trigger the clan culture.&lt;br /&gt;
**&#039;&#039;&#039;Smasha Gun&#039;&#039;&#039;: D3 shots, but it lost its cool unusual rule of wounding that circumvented transhuman. It is flat S8 AP-4 D6 blast weapon now. It wins over Kustom mega variant with its 48&amp;quot; range and lack of gets hot, but KMK is probably better overall.&lt;br /&gt;
**&#039;&#039;&#039;Traktor Kannon&#039;&#039;&#039;: No longer autohit. Now it is Heavy 1 but it adds 1 to hit or 2 if target is aircraft (so it typically negates rules like supersonic and add 1 to hit). It is S8 AP-2 and d3+3 or d6+3 against aircraft. Frankly 1 shot with 3+ is not great and should be skipped in favor of KMK.&lt;br /&gt;
&lt;br /&gt;
=== Flyers ===&lt;br /&gt;
Ork Flyers don&#039;t get &#039;&#039;&#039;&#039;Ere We Go!&#039;&#039;&#039; or &#039;&#039;&#039;Mob Rule&#039;&#039;&#039;. You&#039;ve a Flyer for every occasion; the Dakkajet, Fighta, and Fighta-Bommer are generalists, whilst the Burna-Bommer&#039;s anti-infantry, the Blitza-Bommer&#039;s anti-vehicle, the Wazbom Blastajet&#039;s anti-tank, and the Warkopta&#039;s a transport.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bomma#Burna-Bommer|Burna-Bommer]]&#039;&#039;&#039;: Anti-infantry firepower and bombs. For 135 ppm it is kind of affordable. Gone is &#039;Edbutt and exploding on 4+ with 3 flat MW. It was too much, admittedly, but they&#039;ve gone too far other way. You get two Burna Bombs, and can drop one per turn on a point you fly over. You roll a D6 for every model inside 6&amp;quot;. No restriction on the number, so if you can bomb a lot of units in close proximity to each other this can mean a lot of dice, but typically just reasonable amount. On a 5+, or 6+ vs {{W40kKeyword|CHARACTERS}}, units that those models belong to take mortal wounds. The Twin Big Shoota gets +1 to hit thanks to its &#039;&#039;&#039;Grot Gunner&#039;&#039;&#039;. You can also buy some supa shootas and scorcha missiles for an extra 15p (decent 2d6 blast weapon).&lt;br /&gt;
** Overall this guy is nowhere near as auto-include as it was, but it&#039;s also far from useless, especially against armies with significant chaff.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Bomma#Blitza-Bommer|Blitza-Bommer]]&#039;&#039;&#039;: A bomber that&#039;s a little more focused on attacking vehicles. Its guns are still anti-infantry (with the &#039;&#039;&#039;Grot Gunner&#039;&#039;&#039; giving it a +1 to hit with the Big Shoota), but its Boom Bombs count {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} as three models when working out how many dice they get to roll for Mortal Wounds - and they inflict Mortal Wounds to all targets on 4s, while Burna-Bommers&#039; Burna Bombs require 5s for non-{{W40kKeyword|Infantry}}. Bomb squadrons of smaller vehicles for maximum pain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Dakkajet]]&#039;&#039;&#039;: Your basic fighter. No bombs, but it instead has 4 supa shootas. You can get up to 2 more for 10 points each. It is very cheap for a flyer at 100p, but realistically you will always take the 2 extra super shootas for a total of 120p. Each super shoota is Dakka 6/4 S6 AP-1 D1, so at half range this one will get 36 shots. Pretty decent. It also has standard flyer abilities &#039;&#039;&#039;Airborne&#039;&#039;&#039;, &#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; and &#039;&#039;&#039;Supersonic&#039;&#039;&#039;. It hits on 5s and there is no way to make it +1 to hit outside of Freebootaz trait, but the volume of shots compensates for that.&lt;br /&gt;
** Combining it with Speedwaaagh bumps it to 42 shots at AP-2, which will positively shred most non-TEQ or non-vehicle units.&lt;br /&gt;
** Realistically, this model is the only viable target for the More Dakka kustom job.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Wazbom Blastajet]]&#039;&#039;&#039;: Your anti-tank plane. At base it costs 170p but it&#039;ll go as high as 200-210p if you pay for the extra gubbins. It has BS4+ since it&#039;s manned by a mek and they&#039;re all BS4+ now :). That is really nice considering how many guns it has. It has built-in smasha gun (heavy d3 S8 AP-4 damage D6 Blast) and 2 wazbomb mega kannonz (36&#039; Heavy d3 S10 AP-3 D6 blast and standard Gets Hot rule), and can take 2 supa shootas or swap the KMK for tellyporta mega-blastas.&lt;br /&gt;
**&#039;&#039;&#039;Tellyport Mega-Blastas&#039;&#039;&#039;: 20pts extra. You can replace both. It loses some range and 1 point of S and 2 points of AP for d6 shots and d3+3 damage which is more reliable. Probably worth it since this is a flyer so range is typically no issue.&lt;br /&gt;
**&#039;&#039;&#039;Blastajet Force Field&#039;&#039;&#039;: You can swap out the Stikkbomb Flinga (which is mostly useless) for one of these for 20pts. It is probably a good idea if you have multiple aircraft since it is 9&amp;quot; 5++ inv but works only for ORK AIRCRAFT. &lt;br /&gt;
**&#039;&#039;&#039;Supa Shootas&#039;&#039;&#039;: You can drop 20 points on a pair of these if you feel the need for even more dakka (6/3 S6 AP-1) which, let&#039;s face it, you probably do.&lt;br /&gt;
**It is quite decent but most expensive of all the flyers as you can easily take two Dakkajets for one of those but BS4+ and very good anti-tank weapons is worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fighta|Attack Fighta]] (Forge World, Legends)&#039;&#039;&#039;: As with all FW things it needs update to be in line with 9th age book. Same profile as other Ork flyers, now with 12 Wounds to bring it in line with the others. Comes with twin Twin Big Shootas, and either &#039;&#039;&#039;Small Bomms&#039;&#039;&#039; (roll 1d6 for each model in one unit you flew over in the Movement Phase up to a max of ten dice, and cause a Mortal Wound on every 5+, but can only be used twice per battle) or Wing Missiles (24&amp;quot; Assault 1 S8 Ap-2 D3).&lt;br /&gt;
**This&#039;s what happens when the Warboss gets too thrifty with his flyers. Overcosted and inferior to its counterparts, it&#039;s easily outperformed by every other Ork Flyer available. Only bring this for Narrative purposes, as it isn&#039;t even fun enough to bring to a friendly Open Play game.&lt;br /&gt;
**It basically looks like something between a proper Ork flyer and a Deffkopta, having the worst characteristics of both without most their benefits. When it eventually got points in the Forge World Compendium Legends PDF, its saving grace was that it was dirt cheap, at 120pts and 6PL.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Fighta-Bommer]] (Forge World, Legends)&#039;&#039;&#039;:  As with all FW things it needs update to be in line with 9th age book. 8PL instead of the 6PL for the Attack Fighta, but much more useful. Has three Twin Big Shootas, and you can switch out its &#039;&#039;&#039;Small Bomms&#039;&#039;&#039; for two Wing Missiles or two Grot-Guided Bombs. Still kinda mediocre, but it actually does the job of the Blitza-Bomba better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Warkoptas|&amp;quot;Chinork&amp;quot; Warkopta]] (Forge World, Legends)&#039;&#039;&#039;:  As with all FW things it needs update to be in line with 9th age book. No longer a Dedicated Transport as of the Forge World Compendium, even though its statline&#039;s much more in line with the Trukk it was once an alternative to, to the point that you can now proxy it by replacing a Trukk&#039;s wheels with propellers. You can use it to Deep Strike ten ladz, but weight limits mean they can&#039;t bring Mega Armour or Jump Packs with them. Movement of 16&amp;quot; plus 6&amp;quot; advancing gives a 22&amp;quot; movement. A much more worthwhile take than a Trukk, assuming your enemy doesn&#039;t have a strong anti-air presence. Now with &#039;&#039;&#039;Open-Topped&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Deffguns&#039;&#039;&#039;: Gets two of these Loota weapons for free.&lt;br /&gt;
**&#039;&#039;&#039;Rattler Kannons&#039;&#039;&#039;: Can swap the Deffguns for two of these, and they&#039;re now completely different weapons to the previous iteration. Heavy 1d6 24&amp;quot; S6 AP-2 D1 shots apiece. So the number of shots has halved but it&#039;s stronger. Sounds nasty. Two of them will generally average two saves for anything T4 or T3, which sounds meh, but AP-2 and D1 means that could leave a mark; just be careful what you aim at.&lt;br /&gt;
***Also comes with a Big Shoota, which can be swapped for a Skorcha, Rokkit Launcha, or Kustom Mega-Blasta. Sadly the Skorcha&#039;ll be out of range if you deep strike (8&amp;quot;R, must Deep Strike &amp;gt;9&amp;quot; away), but given that you can move it 22&amp;quot; then fire a Skorcha at full effect, you&#039;re obviously going to deploy it normally if you take these.&lt;br /&gt;
***No longer has to worry about moving and shooting thanks to &#039;&#039;&#039;Big Guns Never Tire&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Bigbomms&#039;&#039;&#039;: You can get two of these and they cost 10 points each. Drop them on units you move over, and they deal a Mortal Wound to each model in the unit on a 5+, up to a maximum of 5.&lt;br /&gt;
&lt;br /&gt;
=== Lords of War ===&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER:&#039;&#039;&#039; As it stands, virtually all Ork Super-Heavies are hilariously overpriced and underpowered in the current edition. Seriously, it&#039;s a zoggin&#039; mess. Those that do perform marginally well are either ludicrously overpriced in actual money or are locked into formats that are seldom used and even less likely to be openly accepted by &#039;&#039;certain others&#039;&#039; in a community setting. Unless you&#039;re just playing a friendly game with people in your own close group, it is generally advisable to avoid these choices altogether.&lt;br /&gt;
&lt;br /&gt;
Which is a shame, since they all look really Zoggin&#039; cool.&lt;br /&gt;
&lt;br /&gt;
==== Da Wheelz ====&lt;br /&gt;
All your Kill Tanks and Battlefortresses go here, as well as any super-heavy vehicles looted from other races.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kill Tank]] (Forge World)&#039;&#039;&#039;:  As with all FW things it needs update to be in line with 9th age book. Seemed nice and cheap for its T8 and 24 wounds at 365 pts plus wargear, which brought it up to about 420+ pts. [[Meme|But everything changed when the Forge World Compendium attacked.]] A 4+ save improved to a 3+. A transport capacity of 12 ladz remained but lost its patented pseudo-open-topped rule that lets ladz inside fire but hit on sixes. It&#039;s BS4 became BS5 with 1+ to hit when it&#039;s main gun is within half range. The main gun&#039;s still either a Bursta Kannon or a Gigashoota, and it comes with a Skorcha and a Twin Big Shoota as well. And the price for all of this? 275pts for the [[Kill_Tank#Kill_Blasta|Kill Blasta]], 325pts for the [[Kill_Tank#Kill_Bursta|Kill Bursta]].&lt;br /&gt;
**&#039;&#039;&#039;Bursta Kannon&#039;&#039;&#039;: A R36&amp;quot; Heavy 3d6 S10 AP-3 D3 creature that&#039;ll vaporise whatever you hit, having gained an additional dice worth of shots.&lt;br /&gt;
**&#039;&#039;&#039;Giga Shoota&#039;&#039;&#039;: A R48&amp;quot; Heavy 30 S6 AP-2 D1 monstrosity that&#039;ll likely be getting &#039;&#039;a lot&#039;&#039; more hits than it used to. Changing from Heavy 6d6 reduced its maximum number of shots slightly, but really improved its average and minimum. Should average seven wounds against T4 or T5, a little under nine against T3 or less. Along with saves at -2, expect to be removing three or four MEQs, or twice that many GEQs, each time you fire. Perhaps not the most points efficient weapon, but think of the feeling of firing all that dakka. This one is the most efficient for encouraging close combat for the tank. When you&#039;re stuck in cc, you can just back up and blast away hitting on 4s, or if you&#039;re stuck you&#039;re still hitting on 5s with the plus 1 to hit. Putting More Dakka on this doesn&#039;t feel so bad since you&#039;re guaranteed 30 shots instead of 3d6 which can be swingy.  &lt;br /&gt;
**&#039;&#039;&#039;Reinforced Ram&#039;&#039;&#039;: S+1 AP-1 D3, deals 1d3 Mortal Wounds to the charged unit on a 2+, which coupled with the 8 S9 attacks and the WS4+ makes close combat a friendly place to be for the Kill Tank.&lt;br /&gt;
**&#039;&#039;&#039;Kill Tank Grot Riggers&#039;&#039;&#039;: It can regain 1d3 Wounds each turn, which&#039;s neat, I suppose.&lt;br /&gt;
**All in all it&#039;s your cheap super-heavy (though not in money terms, FW being who they are), but since you&#039;re an Ork player just do as the Orks do; scratch-build one out of plasticard and spare parts like a true Mek would.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Kill_Tank#Kill_Krusha|Kill Krusha]] (Forge World, Legends)&#039;&#039;&#039;:  As with all FW things it needs update to be in line with 9th age book.It&#039;s a Kill Tank with a Krusha Kannon, which has four different firing profiles;&lt;br /&gt;
**&#039;&#039;&#039;Boom Shells&#039;&#039;&#039;: 60&amp;quot; Heavy 2d6 S8 AP-2 D2 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Tankhamma Shells&#039;&#039;&#039;: 60&amp;quot; Heavy 1 S10 AP-3 D6, re-roll To-Hit against {{W40kKeyword|Vehicles}}.&lt;br /&gt;
**&#039;&#039;&#039;Scrap Kanisters&#039;&#039;&#039;: 18&amp;quot; Heavy 3d6 S5 AP-1 D1, auto-hit.&lt;br /&gt;
**&#039;&#039;&#039;Blast Burnas&#039;&#039;&#039;: 48&amp;quot; Heavy 3d6 S5 AP-1 D1 &#039;&#039;&#039;Blast&#039;&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Grot Riggers&#039;&#039;&#039;: It regains 1 Wound every Command Phase, not as good as the regular Kill Tank&#039;s but better than nothing.&lt;br /&gt;
***It can also take any two of Twin Big Shootas, Rokkit Launchas, or Skorchas. Generally less effective than the Kill Bursta or the Kill Blasta at their respective specialties, but much more flexible than either, a jack-of-all-trades deal. In between the two in price at 290pts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Battlefortress#Deathrolla|Deff Rolla Battle Fortress]] (Forge World, Legends)&#039;&#039;&#039;:  As with all FW things it needs update to be in line with 9th age book.In all respects a bigger, badder, better brother of the Battlewagon. It has similar stats, but with 24W and built-in T8 with &#039;&#039;&#039;Open-Topped&#039;&#039;&#039;. Stock it has a pair of Zzap Guns and one Kannon that can be exchanged in any combination for Kannons, Lobbas or Zzap Guns, a Deffrolla which&#039;s the same as on the Battlewagon, so it ALWAYS hits on 2+ as its worst WS is 5+, and the Deffrolla adds 3 to it so unless enemy has some shenanigans you just do not care about damage as long as this thing&#039;s in CC.&lt;br /&gt;
**It also has two Twin Big Shootas, Skorchas or Rokkit-Launchas, and additionally up to five Big Shootas too.&lt;br /&gt;
**There&#039;re also &#039;&#039;&#039;Grot Riggers&#039;&#039;&#039;, but with the amount of Wounds this thing has, regaining one every Command Phase&#039;s nothing to write home about.&lt;br /&gt;
**Overall it seem to be designed do do exactly same thing as a Battlewagon, ferrying 20 models (or 10 if they&#039;re Meganobz) down the field while protecting them and shooting a lot of guns until it can disembark its occupants and charge into something jucy with its 8 S10 AP-3 d3 damage hits. It just does it better than a Battlewagon (better resilience, better shooting, no limits on the number of models due to weapons, more guns), but costs more.&lt;br /&gt;
**In comparison to the Battlewagon, it also doesn&#039;t have the option to take more or bigger guns to turn it into a moving artillery piece at the expense of carrying capacity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Open and Narrative Play only:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;[[Skullhamma|Battlefortress]] (Open Play, Chapter Approved 2018)&#039;&#039;&#039;: The third and biggest of the Looted Wagons. It&#039;s already starting off with a bundle of guns, mostly big shootas with a killkannon/twin big shoota/lobba/zzapgun and deffkannon/mega gatler on top. While the deffkannon option is the killy option, the mega gatler gives the rig 30 slots to transport a proppa mob of boyz. It&#039;s also special for getting legit sponsons for an extra zzap gun/rokkit and a twinned big shoota/skorcha for fun.&lt;br /&gt;
***&#039;&#039;&#039;Krushin&#039; Tracks&#039;&#039;&#039;: Unique to this wagon is a legit weapon. While its attacks dwindles alongside wounds, it always deals S9 AP-2 Dd3 pain.&lt;br /&gt;
***&#039;&#039;&#039;Battle Fortress&#039;&#039;&#039;: As expected, this thing can always fall back and then shoot or charge right after. It can also move and shoot without penalty and can shoot at enemies within 1&amp;quot; with the twinned guns. Unfortunately, don&#039;t expect cover to save it unless you have at least half the behemoth covered.&lt;br /&gt;
***&#039;&#039;&#039;Big Red Button&#039;&#039;&#039;: The random roll for all looted wagons, selected once per battle during shooting (move 6&amp;quot; with all cargo inside, +1S to all guns, heal d3 wounds).&lt;br /&gt;
&lt;br /&gt;
==== Da &#039;Ard Stuff ====&lt;br /&gt;
Just like in Heavy Support, you have a couple of different Stompas to suit your needs, as well as a larger version of the Squiggoth. Both &#039;nauts are now here which is unfortunate.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stompa]]&#039;&#039;&#039;: Yay, the Stompa got cheaper. It now runs a total of 675pts, which doesn&#039;t bring it to the point of being actually good (for that you would need to cut out 100-150 more points), but much closer. It was also somewhat buffed in some places, but it retains some of its problems. Has [[Awesome|FORTY WOUNDS]] with T8 and 3+ armour. Has Grot Riggers and can heal d3 Wounds at the end of Movement on a 2+, which could save it from going below a bracket (not likely with amount of shooting coming its way). It also has four levels of bracketing which is one of worst things about it, as that negates many of the benefits of having 40W. It can Fall Back over {{W40kKeyword|INFANTRY and SWARMS}} models and charge freely. At its top bracket, it boasts WS3+ and 6 attacks at S20, with its Mega-Choppa causing a flat 9(!) wounds per failed save at AP-5, or it can make the slash attack for triple the number of attacks at AP-2 and d3 damage. Points-wise it&#039;s probably still better to take two Gorka/Morkanauts but to go for a full Super-Heavy detachment you would need 3 of them (so around 1000 points). Its ranged weapon compliment is fairly impressive but inconsistent and less effective than it seems at a first glance due to BS5+.&lt;br /&gt;
** &#039;&#039;&#039;Supa-Gatler&#039;&#039;&#039; is an infantry-mulching Dakka 24/16 S7 AP-2 D1 (gone is psycho-dakka-blasta rule, which is sad if only due to epicness of its name).&lt;br /&gt;
** &#039;&#039;&#039;Supa-Rokkit&#039;&#039;&#039; No longer one-time use that can fire Heavy d6 100&amp;quot; at S8 AP-3 D6 Blast. Would be nice if it ignored LOS, but nope. &lt;br /&gt;
** &#039;&#039;&#039;Da Deffkannon&#039;&#039;&#039;, which clocks in at 72&amp;quot; Heavy 3d6 S10 AP-4 Dd6 Blast. Nice, but suffers from BS5+&lt;br /&gt;
** Aside from that, the Stompa supports an array of standard secondary weapons: 3 big shootas, a twin big shoota and a scorcha.&lt;br /&gt;
**&#039;&#039;&#039;Clan Kultur&#039;&#039;&#039;: Because of the changes to the Supreme Command detachment, the only way these guys give a command point bonus is if you take a Super Heavy detachment. And let&#039;s be honest, that ain&#039;t happening in a 2,000 point game. But for Apocalypse games, here is the rundown for each of the main kultures:&lt;br /&gt;
*** &#039;&#039;&#039;Goffs&#039;&#039;&#039;: Fair. Melee focus for being more stompy.&lt;br /&gt;
*** &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039;: Mediocre. Increases mobility.&lt;br /&gt;
*** &#039;&#039;&#039;Bad Moons&#039;&#039;&#039;: Mediocre. Increases shootiness.&lt;br /&gt;
*** &#039;&#039;&#039;Blood Axes&#039;&#039;&#039;: Good. Gives 2+ save at 18&amp;quot; or more and shooting after falling back (apparently it can then charge due to the bigger and stompier rule).&lt;br /&gt;
*** &#039;&#039;&#039;Deff Skulls&#039;&#039;&#039;: Good. Makes it slightly more durable with resistance to mortal wounds spam and slightly more reliable with To Hit and to wound.&lt;br /&gt;
*** &#039;&#039;&#039;Snakebites&#039;&#039;&#039;: Useless. No impact on T8 vehicle.&lt;br /&gt;
*** &#039;&#039;&#039;Freebootaz&#039;&#039;&#039;: Decent. +1 to hit on that amount of heavy weapons is not insignificant. However it requires a trigger, which can be problematic.&lt;br /&gt;
** It got a lot more affordable after 3 editions of being severely unplayable due to costing 200% of its real value in points, but it&#039;s still overcosted by around 150p. Still nowhere as bad as it was.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Gorkanaut]]&#039;&#039;&#039;: Clearly the winner of this edition despite being moved to Lords of War section. The halfway house between a Deff Dread and a Stompa. For 365 points it is not cheap, but 24W S8 T8 orky goodness is very nice indeed. More dakka edition with its Deffstorm Mega-Shoota which has a ridiculous rate of fire of Dakka 30/20! S6 AP-1 shots. It also comes with 2 Twin Big Shootas (another 20/12 shots), a couple of Rokkit-Launchas (2d6 rokkits) and a Skorcha (12&amp;quot; now) if you felt it didn&#039;t have enough guns. It lost 1 A but this giant metal abomination can still throw down 5 S16 AP-4 flat 6 damage (instead of previous d6) attacks or 15 S8 AP-2 D2 attacks per turn at WS3+. Be mindful that its melee ability degrades though. It also has a transport capacity of 6 for some Tellyporta fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Morkanaut]]&#039;&#039;&#039;: The Morkanaut had not fared as well as the Gorkanaut, which got almost exclusively buffs all around the board. It can take a Kustom Force Field for 30p, which is a steep price for 6++ aura. Previously, keeping all models within 9&amp;quot; of it was an issue, but it was worth it due to massive base size of the &#039;nauts. Nowadays, not so much - it is almost always better to take an extra Big Mek with KFF instead. Its ranged Plasma weapons put it at greater risk than its Gorkanaut counterpart. Its secondary guns got similar upgrades as Gorkanaut and general changes to the standard weapons (it comes with 2 Twin Big Shootas, 2 Rokkit-Launchas and a Kustom Mega-Blasta) but its main gun, unlike most stuff in the new codex had not been upgraded at all at 3d3 S8 AP-3 Dd6 shots. &#039;Big n Stompy&#039; means it can fall back and charge, but not shoot, which is unfortunate for gun platform. It can carry 6 regular infantry models. It is also somewhat overpriced for what it does in comparison to other stuff in the book Clocking at 350p or 380p with KFF, but high amount of wounds (24) and a solid 3+ armour save makes them durable. In close combat it has the same weapon as the Gorkanaut but with 1 less A (3 fewer if smashing)&lt;br /&gt;
** Nerfs to the KFF and not upgrading its 3d3 main gun hurt this model significantly, especially with it becoming a LoW, so the return on points has to be higher to justify the CP expenditure.&lt;br /&gt;
**&#039;&#039;&#039;Economical Consideration&#039;&#039;&#039;: The &#039;&#039;&#039;Stompa&#039;&#039;&#039; has almost the same monetary price. So - unless you are restricted either by points or by detachment - it may be better to go for a &#039;&#039;&#039;Stompa&#039;&#039;&#039;. Sadly Stompa is somewhat overcosted, so it is basically monetary value vs relative tabletop value. You could buy Stompa for extra bitz and convert a ‘nought.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Stompa#Mek&#039;s_Stompa|Kustom Stompa]] ([[Forge World]])&#039;&#039;&#039;: As with all FW things it needs an update to be in line with the 9th edition book. This thing is now stupid good with the FW update and you should always take this over the regular one, since it is much cheaper and has better guns (the one bad side is you can&#039;t take the Kustom Job, but screw that for how amazing this thing is). It has the Deffkannon, Supa-Gatler, and Kustom Stompa Rockets (same stats as regular but you have an infinite amount). You also have an absolute murder melee weapon as well, which is S x2 AP&#039;&#039;&#039;5&#039;&#039;&#039; D&#039;&#039;&#039;9&#039;&#039;&#039;, and you can also cause D3 mortal wounds on a wound roll of 4+. It can be swapped out with the Mega-Choppa, but you don&#039;t want to take that. Instead, take the Stompa Lifta Droppa, which is four smasha guns but you roll 3D6 to wound and the damage is D3+3. It still has the Belly Gun, which got nerfed against infantry, but buffed against everything else as it is now 3D6 shots instead of the 2/4D6. The best part? Having all of the guns and no melee weapons, this thing only costs 850 points, which is around 60-70 points cheaper than a regular Stompa, and it is more deadly. Always take this over a regular one.&lt;br /&gt;
** &#039;&#039;&#039;Evil Sunz&#039;&#039;&#039; &#039;&#039;&#039;Visions in the smoke&#039;&#039;&#039; psychic power gives you full reroll on hits and &#039;&#039;&#039;More Dakka&#039;&#039;&#039; makes your shooting exploding on 5+ and ignoring all -1 to hit modifiers. Pure shooting &#039;&#039;&#039;Kustom Stompa&#039;&#039;&#039; has 27-90 shots minimum, so it worth every teef!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Squiggoth#Gargantuan_Squiggoth|Gargantuan Squiggoth]] ([[Forge World]])&#039;&#039;&#039;: As with all FW things it needs an update to be in line with the 9th edition book. Ever wish your Battlewagon was bigger, &#039;arder, greener, killier and even more expensive? Well, here you go. Transport capacity of 20, two Twin Big Shootas, and two Supa-Lobbas, with the option to buy up to four Big Shootas and/or replace one or both Supa-Lobbas with a Killkannon or Big Zzappa. Absolute murder in melee with 8 attacks and an AP-4 D6 Damage melee weapon, and all of its guns can still shoot when it&#039;s in combat (except at the unit it&#039;s fighting) like the smaller Squiggoth. All for the low, low price of 450-500 points with guns, and don&#039;t forget you need to buy a unit to ride in it too (if you&#039;re going mad on points, try fifteen Tankbustas and 5 Bomb Squigs, fifteen Lootas, or two squads of ten Flash Gitz). &#039;&#039;&#039;Stampede!&#039;&#039;&#039; inflicts D6 mortal wounds on a 2+ to every unit within 1&amp;quot; at the end of a Charge as of the Forge World FAQs, rather than [[Fail|just on a 2 as originally written]].&lt;br /&gt;
&lt;br /&gt;
=== Fortifications ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Mekboy Workshop]]&#039;&#039;&#039;: The new codex changed a lot and almost made it worth taking. It would make it worth it if Kustom Jobz were not so heavily nerfed. Firstly, the costs were reduced by 15 points. Secondly the effects and special rules got an overhaul:&lt;br /&gt;
** (Big) Meks now repair an additional wound when within 1&amp;quot; of the main building. This one you will not used much as most of static gunline build is gone.&lt;br /&gt;
** Including a Mekboy Workshop lets you take each Kustom Job twice (still only one per Model). Not massive as Kustom jobs were heavily nerfed and mostly kind of meh, not being worth 70pt investment on top of their normal cost but could be useful in certain very specific builds... still probably not worth it.&lt;br /&gt;
** (Big) Meks within 1&amp;quot; gain a unique action. This lets them affix a Kustom job onto a vehicle within 3&amp;quot; without spending any points or increasing the Power Level. While it is stated that the restrictions of how many of each Kustom Job can be included in your army still apply, it says nothing about giving an additional Kustom Job to a vehicle. The only downside is that at the end of each round you roll a D6 for each Kustom Job gained that way and a 1 means you lose that job and also can&#039;t regain it again. This one is fluffy but requires one of your vehicles to stay behind. It might be viable on a stompa or something big or very, very fast to hang back a turn before zooming into the fight with it&#039;s new chrome rims. Very orky, but again kustom jobz are kind of crap now... So probably not.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Big&#039;ed Bossbunka]]&#039;&#039;&#039;: Because of course Orkz needed new setpieces. This is essentially a Gargant&#039;s head that got ripped off and turned into a fortress. It looks cool as hell and is as fluffy as they go. By default it comes with the Gaze of Gork - a dual-mode weapon that can either turn into a line-of-death that can reliably ding monsters and splatter anything below them at S9 AP-4 D3 or a massive blast that spills over to others nearby the initial target. Of course, this is also open-topped so you can throw a pack of boyz to bunker in here and open fire, and you have the option for big shootaz to pile it on.&lt;br /&gt;
** You can buy the Shoutin&#039; Pole, which can make an encamped Warboss&#039; aura become even bigger. While this is appreciated by covering more boyz, it also requires that you camp your boss in here - and that&#039;s not proppa orky.&lt;br /&gt;
** for 75pt it is quite nice piece to hide lootas or tankbustas in. However range is a problem as its most effective weapon is only 18&amp;quot;. Since ork Static gunline is non existent this limits its usability significantly.&lt;br /&gt;
** There&#039;s nothing stopping you from tellyporting this in for 2 CP and dropping a bunker full of Lootas behind your enemy&#039;s army or right smack in the middle of the table… except the enemy screening.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
=== General tips ===&lt;br /&gt;
It&#039;s easy to kill the Orks. You gain very much if you go first. So focus on how to survive going second. With Orks it&#039;s super easy to lose before you move.&lt;br /&gt;
*Cover your army in KFF&lt;br /&gt;
** This is much less viable with 6++ only. But it can help first turn if orks are going second. Be ready to burn that field off. &lt;br /&gt;
** … or play the list with the in-built invuln like Speed Mob or Beast Snagga&lt;br /&gt;
*Hide behind the terrain and make sure, you have enough terrain to play regular 9th edition game on the table.&lt;br /&gt;
*OVERSATURATE ENEMY FIRE with a lot of targets OF ONE TYPE. Look at the winning lists from large tournaments. All these armies tend to be one type of target. Wanna play Boyz? So play pure (or almost pure) INFANTRY and make enemies anti-tank fire useless. Wanna play buggies? Vice versa.&lt;br /&gt;
*Plan your casualities. Wanna keep your buggies safe? Block your opponent&#039;s movement with front deployed Kommandos and harass with the jets above their head. Buy your buggies a turn or two.&lt;br /&gt;
&lt;br /&gt;
Our new Stratagems mostly suck. Spent your Command points for extra detachements - specialists and WARBOSS CHARACTERS are great but limited to 1 per detachment. Plus you want most of the VEHICLE units in as small units as possible because of morale - buggies, mek guns, deffkoptas. So you need A LOT of slots.&lt;br /&gt;
&lt;br /&gt;
=== 9th ed tactical tips ===&lt;br /&gt;
9th edition and the new Nachmund GT mission pack changed the way how to do the proper Waaagh. The point is, you need to be more kunnin! &lt;br /&gt;
&lt;br /&gt;
Good list is just the half of the work. You must have a plan with secondaries. And build the list around this plan. Good old times of building the list and looking for some right secondaries after that are over. To do it right, follow few rules:&lt;br /&gt;
&lt;br /&gt;
*Do not bet on “selective killing” secondaries like killing the characters, vehicles or psykers. Most of the good opponents do not offer you enough easy VP. Have a plan for all 3 regardless on the opponent. &lt;br /&gt;
**Example is ES Speed Mob with 2 large squads of Koptas, squad 3 Squigbuggies, 3 x 6+ squad of warbikers and 2 jets. &lt;br /&gt;
***Koptas and Squigbuggies will be the most expensive but either sitting in back or running away via strategems - so really hard to kill. Great units for To The Last. That is the first secondary.&lt;br /&gt;
***Squads of Speed Mob Warbikers can move 20” and do the Nachmund Data with 100% sucess rate. So this is the second secondary.&lt;br /&gt;
***Jets and Warbikers will be in different quaters regularly = Engage all Fronts is your third secondary. &lt;br /&gt;
*General killing secondary No Prisoners is after last update however pretty cool for Orks. Because we kill mostly a lot. So you can be pretty sure, you score at least something. &lt;br /&gt;
*Do not forget, it is not necessary to score high or be alive on the end. Important is scoring MORE than your opponent. So valid tactics is to be focused on scoring denial - flooding the table with a lot of obsec models, screen the quaters to deny Nachmund data and occupy objectives in first turns. &lt;br /&gt;
*This is important especialy with the primaries. It&#039; s easy to score 4 every turn. And pretty much fine to score 8. But hard to score 12.  It is just 4 x 8 = 32VP from 45 you can score quite easily. But if you flood the table and manage to score 12 in first turns, you can be dead on the end, but with 2x12 + 2x8 = 40VP on primaries. And that is a lot. And this is the point of the second most common ork list of these times - Goff preasure list. &lt;br /&gt;
*Do not underestimate the mission specific “extra missions”. There is usually about 15 VP that can be scored. &lt;br /&gt;
*Only one of the Ork Codex secondaries is pretty much OK - Get da Good Bitz. Propably not the best secondary on the table, but can work. Do not bother with the rest. &lt;br /&gt;
&lt;br /&gt;
=== Most common lists Nachmund Spring 40.2022 ===&lt;br /&gt;
&lt;br /&gt;
We&#039; ve got a new Codex last summer and krumped a lot with the Freeboota Buggy spam until crescendo of nerfs before the Christmas. However, we&#039; ve got not only nerfs, but also the new extension in Warzone Octarius: Critical Mass. This changed our playstyle significantly. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*SPEED MOB - no infantry, super fast moving, obsec bikers, Koptas disappering into da sun and two jets for sure! One of the two most productive types of the list is based on Octarius extension. &lt;br /&gt;
**You can see Evil Sunz Speed Mob for extra moving sheneningas with two units od Deffkoptas.&lt;br /&gt;
**The second valid option are Blood Axe with less Koptas and more buggies for free reserves and deepstrike tricks protecting your valuable Wazbooms and Scrapjets and - of course - for extra CP&#039; s. All Speed Mobs are very CP hungry.&lt;br /&gt;
**Last but not least are the Freebootas. +1 to hit on 2 Wazbooms is very nasty and do a lot of damage. Keep them save in T1, mostly in reserves! Your obsec biker warboss will be able to score high with the anti-obsec freeboota Banner. &lt;br /&gt;
**Secondaries mostly based on TTL, Engage and some other stuff like Telyport Homers, Good Bitz or Nachmund Data&lt;br /&gt;
&lt;br /&gt;
*GOFF PREASURE LIST - point of this list is to charge and press your opponent deep in his part of the table and score and deny scoring early, because you will be propably dead on the end. You can see a huge ammount of the variation. Some of them are not even Goff, but Deathskull for extra obsec on MANz or Blood Axe. Some of them are very much pure infantry, some of them rely more on the vehicles. A lot of Trukkboyz, Squighog Boyz, mighty Beastboss on Squigosaur or a lot of footsloging Warbosses. There are generaly two subtypes:&lt;br /&gt;
**Alpha strike version relying on T1 charge = Trukkboyz, Killrigs, Warbikers, Kommandos, etc. The point is to get most of your army in close combat in T1. Preferably in opponents deployment zone. &lt;br /&gt;
**Beta strike version with more Squighog boyz, Battlewagons, MANz etc. trying to punch harder with stronger units in turn 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And now comes the list from the chapter called “interesting experiments with results”:&lt;br /&gt;
&lt;br /&gt;
*GOFF TRIPLE KILLTANK or variations with Squiggoths - take 3 Kill Tanks and Ghazzy. Fill the tanks with Beast Snagga Boyz and MANz, add some Warboss/Big Mek in MA with KFF. And put aside two squads of Squighog Boyz for objective grabbing. Declare and Great Waaagh and see what happens…&lt;br /&gt;
&lt;br /&gt;
Pretty clever. Kill Tanks are very cheap T8 wounds. Kill opponents anti-infantry while he&#039;s trying to kill your 72W with T8 and 6++/5++. &lt;br /&gt;
&lt;br /&gt;
Typical list by Marcus Robinson - 1st on Warhammer World Matched Play Event / Sep 21 &amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
++ Patrol Detachment -2CP (Orks) [46 PL, 9CP, 825pts] ++&lt;br /&gt;
&lt;br /&gt;
Clan Kultur: Goffs&lt;br /&gt;
&lt;br /&gt;
Detachment Command Cost [-2CP]&lt;br /&gt;
&lt;br /&gt;
+ No Force Org Slot +&lt;br /&gt;
&lt;br /&gt;
Nob on Smasha Squig [4 PL, 65pts]&lt;br /&gt;
&lt;br /&gt;
+ HQ +&lt;br /&gt;
&lt;br /&gt;
Big Mek in Mega Armour [6 PL, 115pts]: Kustom Force Field, Kustom Mega-Blasta&lt;br /&gt;
&lt;br /&gt;
Warboss in Mega Armour [6 PL, -1CP, 115pts]: 4. Brutal but Kunnin, Da Krushin’ Armour, Stratagem: Big Boss&lt;br /&gt;
&lt;br /&gt;
+ Troops +&lt;br /&gt;
&lt;br /&gt;
Beast Snagga Boyz [5 PL, 115pts] . 8x Beast Snagga Boy: 8x Choppa, 8x Slugga&lt;br /&gt;
. Beast Snagga Boy w/ Thump Gun: Thump Gun&lt;br /&gt;
. Beast Snagga Nob&lt;br /&gt;
&lt;br /&gt;
Beast Snagga Boyz [5 PL, 115pts] . 8x Beast Snagga Boy: 8x Choppa, 8x Slugga&lt;br /&gt;
. Beast Snagga Boy w/ Thump Gun: Thump Gun&lt;br /&gt;
. Beast Snagga Nob&lt;br /&gt;
&lt;br /&gt;
+ Elites +&lt;br /&gt;
&lt;br /&gt;
Meganobz [12 PL, 140pts] . Boss Meganob: Kustom Shoota, Power Klaw&lt;br /&gt;
. Meganob: Kustom Shoota, Power Klaw&lt;br /&gt;
. Meganob: Kustom Shoota, Power Klaw&lt;br /&gt;
. Meganob: Kustom Shoota, Power Klaw&lt;br /&gt;
&lt;br /&gt;
+ Fast Attack +&lt;br /&gt;
&lt;br /&gt;
Squighog Boyz [4 PL, 80pts]: Bomb Squig&lt;br /&gt;
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka&lt;br /&gt;
&lt;br /&gt;
Squighog Boyz [4 PL, 80pts]: Bomb Squig&lt;br /&gt;
. 3x Squighog Boy: 3x Saddlegit Weapons, 3x Squighog Jaws, 3x Stikka&lt;br /&gt;
&lt;br /&gt;
++ Super-Heavy Detachment -6CP (Orks) [45 PL, -6CP, 875pts] ++&lt;br /&gt;
&lt;br /&gt;
Clan Kultur: Goffs&lt;br /&gt;
&lt;br /&gt;
Detachment Command Cost [-6CP]&lt;br /&gt;
&lt;br /&gt;
+ Lord of War +&lt;br /&gt;
&lt;br /&gt;
Kill Tank [15 PL, 325pts]: Bursta Kannon&lt;br /&gt;
&lt;br /&gt;
Kill Tank [15 PL, 275pts]: Giga Shoota&lt;br /&gt;
&lt;br /&gt;
Kill Tank [15 PL, 275pts]: Giga Shoota&lt;br /&gt;
&lt;br /&gt;
++ Supreme Command Detachment +2CP (Orks) [15 PL, 2CP, 300pts] ++&lt;br /&gt;
&lt;br /&gt;
Clan Kultur: Goffs&lt;br /&gt;
&lt;br /&gt;
Detachment Command Cost [2CP]&lt;br /&gt;
&lt;br /&gt;
+ Primarch | Daemon Primarch | Supreme Commander +&lt;br /&gt;
&lt;br /&gt;
Ghazghkull Thraka [15 PL, 300pts]&lt;br /&gt;
&lt;br /&gt;
Total: 106 PL, 5CP, 2,000pts&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*GREENTIDE with 90+ boyz etc. - Does not work anymore. Morale kills you. Skip this at all costs. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== General Advice to Avoid Slow Playing ===&lt;br /&gt;
&lt;br /&gt;
*Make a sheet with all stats and CP counter. Don&#039; t be the guy, that spends most of the time looking in 3 different books the stat of his weapons…&lt;br /&gt;
&lt;br /&gt;
*Put weights in their bases to help them stay on their feet.&lt;br /&gt;
&lt;br /&gt;
*Use movement trays.&lt;br /&gt;
&lt;br /&gt;
*Get married and have kids so the children can help you move all your Ork Boyz.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Army Building ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Orks have possibly the greatest potential for conversions. &#039;&#039;Use this to your advantage.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To start off, pick up the Start Collecting! Orks, which will give you a Painboy, a unit of Boyz, some Nobz, and a Deff Dread. Now onto the conversions. Pick up the Start Collecting! Ironjaws or Ironjaws army, give the &#039;Ardboyz shootas from your Boyz/Nobz (counts as Boyz), pin a couple Space Marine Bolters together and pop them on top of your Gore-Gruntas for bikes, and give the Warchanta a suitably big shoota for a counts-as Warboss. If you got the army, give the Brutes shootas for Nobz in Mega Armour and slap some kinda Power Fist or Dreadnought gun onto the Megaboss for a Big Mek/Warboss. Now that you have a solid core of Infantry, a few HQs, a fast attack and a heavy support, it&#039;s time to bring in the big guns. Grab the Speed Freeks set for a whole lotta red &#039;uns, and pick up a Mek Gun or two. Everything after this can be made with fun kitbashes. Here&#039;s some popular examples:&lt;br /&gt;
&lt;br /&gt;
* Looted [[Tactical Squad]]/[[Guardian]]: Use as Boyz&lt;br /&gt;
&lt;br /&gt;
* Looted [[Assault Squad]]/[[Gargoyle#Warhammer_40,000|Gargoyles]]/[[Aspect_Warriors#Swooping_Hawks|Swooping Hawks]]: Use as Stormboyz&lt;br /&gt;
&lt;br /&gt;
* Looted [[Devastator Squad]]/[[Aspect_Warriors#Dark_Reapers|Dark Reapers]]: Use as Lootas&lt;br /&gt;
&lt;br /&gt;
* Looted [[Terminator Squad]]/[[Wraithguard]]: Use as Meganobz&lt;br /&gt;
&lt;br /&gt;
* Looted [[Dreadnought#Contemptor_Pattern|Contemptor Dreadnought]]: Use as a Warboss in Mega Armour&lt;br /&gt;
&lt;br /&gt;
* Looted [[Nemesis Dreadknight]]: Use as a Big Mek in Mega Armour for the lulz&lt;br /&gt;
&lt;br /&gt;
* Looted [[Roboute Guilliman]]: Use as a Warboss in Mega Armour&lt;br /&gt;
&lt;br /&gt;
* Looted [[Bike Squad]]/[[Thunderwolf Cavalry]]/[[Serberys Sulphurhounds]]: Use as Warbikes&lt;br /&gt;
&lt;br /&gt;
* Looted [[Invader ATV]]/[[Tauros]]/[[DOOMWHEELS]]/[[Steam Tank]]: Use as Warbuggies&lt;br /&gt;
&lt;br /&gt;
* Looted [[Sentinel]]/[[Ironstrider Ballistarius]]/[[Centurion Squad]]/[[Eldar War Walker]]/[[XV-8 Crisis Battlesuit]]: Use as Killa Kans&lt;br /&gt;
&lt;br /&gt;
* Looted [[Dreadnought]]/[[Onager Dunecrawler]]/[[Penitent Engine]]/[[Canoptek Spyder]]/[[XV88 Broadside Battlesuit]]/[[Wraithlord]]: Use as Deff Dreds&lt;br /&gt;
&lt;br /&gt;
* Looted [[Defiler]]/[[Triarch Stalker]]/[[Tyrannofex]]/[[XV104 Riptide Battlesuit]]/[[Wraithknight]]: Use as Gorkanauts&lt;br /&gt;
&lt;br /&gt;
* Looted [[Warhound Scout Titan]]/[[Hierophant]]: Use as Stompas&lt;br /&gt;
&lt;br /&gt;
* Looted [[Thunderfire Cannon]]/[[Rapier Armoured Carrier]]: Use as Mek Gunz&lt;br /&gt;
&lt;br /&gt;
* Looted [[Rhino]]/[[Taurox#Warhammer_40k|Taurox]]: Use as Trukks&lt;br /&gt;
&lt;br /&gt;
* Looted [[Ghost Ark]]/[[Leman Russ Battle Tank]]/[[Land Raider]]: Use as Battlewagons&lt;br /&gt;
&lt;br /&gt;
* Looted [[Baneblade]]/[[Cobra]]: Use as Battlefortress&lt;br /&gt;
&lt;br /&gt;
* Looted [[Tomb Blade]]/[[Reaver Jetbike]]/[[Age_of _Sigmar/Tactics/Order/Cities_of_Sigmar#Ironweld_Arsenal|Gyrocopter]]: Use as Deffkoptas&lt;br /&gt;
&lt;br /&gt;
* Looted [[Valkyrie#In_Warhammer_40000|Valkyrie]]/[[Stormraven]]/[[Archaeopter]]/[[Orca]]: Use as Warkoptas&lt;br /&gt;
&lt;br /&gt;
* Looted [[Doom Scythe]]/[[Thunderbolt Fighter]]/[[Heldrake]]/[[Xiphon interceptor]]/[[Nightshade Interceptor]]/[[Razorshark Strike Fighter]]/[[Tyranid Harpy]]: Use as Dakkajets&lt;br /&gt;
&lt;br /&gt;
* Looted [[Carnifex]]/[[Great Knarloc]]: Warboss/Ghazzy/Deffrolla/Deffdread. Google it. Do it.&lt;br /&gt;
&lt;br /&gt;
* [[Looted Emperor]]: Google it in google images.. hur hur&lt;br /&gt;
&lt;br /&gt;
* Looted Trukk: Looted Trukk&lt;br /&gt;
&lt;br /&gt;
* Here&#039;s a neat little trick! The Boyz box set includes enough bits to make 11 models, for a unit with a minimum size of ten. That extra Boy can be used for basically anything you want, given good enough kitbashing. Want a Mek or Weirdboy, but not willing to shuck our the 25-30 dollars for one? Boom, you just got one for free, and all you had to do was slap some extra gubbinz on a Boy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Xenos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Kult of Speed]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Dred Mob]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Feral Orks]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Goffs]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Space_Marines_Angry_Smurf_Edition&amp;diff=1011578</id>
		<title>Codex - Space Marines Angry Smurf Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Space_Marines_Angry_Smurf_Edition&amp;diff=1011578"/>
		<updated>2026-05-20T15:07:26Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Autism}}&lt;br /&gt;
&lt;br /&gt;
==INTRODUCTION==&lt;br /&gt;
&#039;&#039;&#039;Gather your army of genetically engineered super-soldiers from Chapters like the fierce Blood Angels, the zealous Black Templars, the ever loyal Ultramarines and &amp;lt;s&amp;gt;even the h&amp;lt;/s&amp;gt; the even more loyal Dark Angels. Although the Space Marines are ever outnumbered, you must bring the untold enemies of the Emperor to their knees Space Marines Warlord!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DISCLAIMER&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;THE ANGRY INITIATIVE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love, and punishing people as little as possible for making the &amp;quot;wrong&amp;quot; modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BALANCING&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos. &lt;br /&gt;
&lt;br /&gt;
Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti armour units should counter heavy armoured anti armour units and medium armoured anti armour units)  and get countered by all the things they should be countered by (light armoured anti armour units should get countered by light armoured anti light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calcuations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competetive players in 40k at the moment. &lt;br /&gt;
&lt;br /&gt;
The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ABOUT&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This codex was made by the 1d4chan community, and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex&#039; webpage on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5&amp;quot;, the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the fill with colour tool on the background. After some final minor revisions, the Word document was saved as a PDF.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;FEEDBACK&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Battle reports can be posted and read [[The Angry Initiative|here]]. General feedback of the Angry Codices can be made [[Talk:The Angry Initiative|here]]. Feedback on this codex can be made [[Talk:Codex - Space Marines Angry Smurf Edition|here]]. If you find grammar or spelling mistakes you can fix them yourself [[https://1d4chan.org/wiki/Codex_-_Space_Marines_Angry_Smurf_Edition#ARMOURY_OF_THE_SPACE_MARINES|here]], if you are unsure of whether or not something is clear or right you can bring it up [[Talk:Codex - Space Marines Angry Smurf Edition|here]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CHANGES&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
And They Shall Know No Fear has been replaced with Stubborn for the less elite units and Fearless for certain Elites and HQ choices, this is mainly to allow morale related special rules and psychic powers to have a place in the game given that Space Marines make up a large part of the player base. &lt;br /&gt;
&lt;br /&gt;
Veteran Sergeants, Captains and Chapter Masters can now issue Imperial Guard-esque orders, this was mainly implemented to give the option of Hit and Run as an option for Space Marines to fall back to replace And They Shall Know No Fear.&lt;br /&gt;
&lt;br /&gt;
Elites and HQ choices have had increases in WS, BS and sometimes I, Scouts have been lowered to WS and BS 3, all of this was done to make the disparity between veterans and Scouts more pronounced than an extra attack each round of close combat and access to better gear. &lt;br /&gt;
&lt;br /&gt;
The following weapons have been changed:&lt;br /&gt;
*Combi-bolter (Rapid Fire, Twin-linked -&amp;gt; Rapid Fire, Shred, Twin-linked)&lt;br /&gt;
*Hunter-killer missile (AP 3 -&amp;gt; AP 2 twin-linked)&lt;br /&gt;
*Plasma cannon (Heavy 1 -&amp;gt; Salvo 1/2)&lt;br /&gt;
*Heavy bolter (Heavy 3 -&amp;gt; Heavy 3, Salvo 2/3 for S 4 models)&lt;br /&gt;
*Hunter-killer missile (AP 3 -&amp;gt; AP 2 Twin-linked)&lt;br /&gt;
*Hurricane bolter (three twin-linked boltgun -&amp;gt; Salvo 3/6 Twin-linked boltgun, effectively Assault 6 Twin-linked for vehicles)&lt;br /&gt;
*Missile launcher (buy frag and krak for x pts or flakk, frag and krak for y pts -&amp;gt; buy 1/2/3 types of missiles for x/y/z pts)  &lt;br /&gt;
*Flakk missiles (S7 AP4 -&amp;gt; S 8 AP2)&lt;br /&gt;
*Flamestorm cannon -&amp;gt; inferno cannon (S 6 AP 3 -&amp;gt; S 5 AP 4 Torrent)&lt;br /&gt;
*Frag missiles (AP5 -&amp;gt; AP4)&lt;br /&gt;
*Krak missiles (AP 3 -&amp;gt; AP2)&lt;br /&gt;
*Gravgun (Salvo 2/3 -&amp;gt; Salvo 1/2)&lt;br /&gt;
*Grav cannon (Salvo 3/5 -&amp;gt; Salvo 2/3)&lt;br /&gt;
*Storm bolter (Assault 2 -&amp;gt; Assault 2, Assault 4 for Relentless and Slow and Purposeful models)&lt;br /&gt;
*Whirlwind multiple missile launcher (S 4 AP5 profile now has the Soul Blaze special rule)&lt;br /&gt;
*Weapons with multiple profiles (each model in a unit can now fire a different profile if it wishes)&lt;br /&gt;
&lt;br /&gt;
*note that grav-amps have been removed and all Space Marine shotguns are now Twin-linked.&lt;br /&gt;
&lt;br /&gt;
A comprehensive changelist is being made here: (It&#039;s not actually being made at this moment)&lt;br /&gt;
&lt;br /&gt;
==OPTIONS==&lt;br /&gt;
Note that when an option denotes that all models in a unit may do something, either all models must do it or no models may do it. For example the Dreadnought Squadron datasheet has the following option:&lt;br /&gt;
*All Dreadnoughts in the Squadron may be upgraded to one of the following: &lt;br /&gt;
:: - Ironclad Dreadnoughts...&#039;&#039;35 pts/model/model&#039;&#039;&lt;br /&gt;
:: - Venerable Dreadnoughts...&#039;&#039;25 pts/model/model&#039;&#039;&lt;br /&gt;
:You could have a unit where no Dreadnoughts are upgraded to Venerable Dreadnoughts or Ironclad Dreadnoughts, one where all Dreadnoughts are upgraded to Venerable Dreadnoughts, one where all Dreadnoughts are upgraded to Ironclad Dreadnoughts, but not one which contains a regular Dreadnought and a Venerable Dreadnought or one which contains a Venerable Dreadnought and an Ironclad Dreadnought. If the option had stated &amp;quot;to any of the following&amp;quot; instead of &amp;quot;to one of the following&amp;quot;, then you could have a mix of Ironclad Dreadnoughts and Venerable Dreadnoughts, but still no mix of regular Dreadnoughts with Ironclad Dreadnoughts or Venerable Dreadnoughts. &lt;br /&gt;
==SPACE MARINES WARGEAR LIST==&lt;br /&gt;
&#039;&#039;&#039;These lists detail the points values of various items of wargear available to Space Marines units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to &amp;quot;take items&amp;quot; from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix&#039;&#039;&#039;&lt;br /&gt;
===CHAPTER RELICS===&lt;br /&gt;
Only one of each Chapter Relic may be taken per army. A model can replace one weapon with one of the following: &lt;br /&gt;
:: - Teeth of Terra...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - The Primarch&#039;s Wrath...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - The Shield Eternal...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - The Burning Blade...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - The Armour Indomitus&amp;lt;sup&amp;gt;[[#space_marines_wargear_5|5]]&amp;lt;/sup&amp;gt;...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
===DREADNOUGHT WEAPONS===&lt;br /&gt;
A model may replace its multi-melta with one of the following: &lt;br /&gt;
:: - Twin-linked autocannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked heavy bolter...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Assault cannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
===HEAVY WEAPONS===&lt;br /&gt;
A model may replace its boltgun with one of the following:&lt;br /&gt;
:: - Multi-melta...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer&amp;lt;sup&amp;gt;[[#space_marines_wargear_6|6]]&amp;lt;/sup&amp;gt;...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Missile launcher with 1/2/3 missile types...&#039;&#039;13/17/20 pts&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Lascannon...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Gravcannon...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
===MELEE WEAPONS===&lt;br /&gt;
A model may replace his bolt pistol and/or Melee weapon with one of the following: &lt;br /&gt;
:: - Close combat weapon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Lightning claw...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power axe...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power maul...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power lance...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power sword...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Two lightning claws&amp;lt;sup&amp;gt;[[#space_marines_wargear_1|1]]&amp;lt;/sup&amp;gt;...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Power fist...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Thunder hammer...&#039;&#039;30 pts&#039;&#039; &lt;br /&gt;
:: - Two power fists&amp;lt;sup&amp;gt;[[#space_marines_wargear_1|1]]&amp;lt;/sup&amp;gt;...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
===RANGED WEAPONS===&lt;br /&gt;
A model may replace his Melee weapon or boltgun with one of the following: &lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts&lt;br /&gt;
:: - Combi-plasma...&#039;&#039;10 pts&lt;br /&gt;
:: - Combi-grav...&#039;&#039;10 pts&lt;br /&gt;
:: - Combi-melta...&#039;&#039;13 pts&lt;br /&gt;
:: - Plasma pistol...&#039;&#039;5 pts&lt;br /&gt;
:: - Grav pistol...&#039;&#039;10 pts&lt;br /&gt;
===SPACE MARINE STANDARDS===&lt;br /&gt;
A model may take up to one of the following:&lt;br /&gt;
:: - Company standard&amp;lt;sup&amp;gt;[[#space_marines_wargear_7|7]]&amp;lt;/sup&amp;gt; ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Chapter banner&amp;lt;sup&amp;gt;[[#space_marines_wargear_8|8]]&amp;lt;/sup&amp;gt; (one per army)...&#039;&#039;25 pts&lt;br /&gt;
:: - Standard of the Emperor Ascendant (one per army)...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
===SPACE MARINE VEHICLE EQUIPMENT===&lt;br /&gt;
A model may take up to one of each of the following: &lt;br /&gt;
:: - Dozer blade...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
:: - Extra armour...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
===SPECIAL ISSUE WARGEAR===&lt;br /&gt;
A model may take up to one of each of the following:&lt;br /&gt;
:: - Auspex...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Digital weapons...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Jump pack&amp;lt;sup&amp;gt;[[#space_marines_wargear_3|3]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#space_marines_wargear_4|4]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#space_marines_wargear_5|5]]&amp;lt;/sup&amp;gt;...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Space Marine bike and twin-linked boltgun&amp;lt;sup&amp;gt;[[#space_marines_wargear_3|3]]&amp;lt;/sup&amp;gt;&amp;lt;sup&amp;gt;[[#space_marines_wargear_4|4]]&amp;lt;/sup&amp;gt;...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
A model armed with Terminator armour may take cataphractii armour...&#039;&#039;free&#039;&#039;&lt;br /&gt;
===SPECIAL WEAPONS===&lt;br /&gt;
A model may replace his Melee weapon or boltgun with one of the following: &lt;br /&gt;
:: - Flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Grav-gun...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Plasma gun...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Meltagun...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
===TERMINATOR WEAPONS===&lt;br /&gt;
Any model wearing Terminator armour may replace his power sword with one of the following: &lt;br /&gt;
:: - Lightning claw...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Storm shield...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Power axe...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Power fist...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Power lance...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Power maul...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Chainfist...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Thunder hammer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
Any model wearing Terminator armour may replace his storm bolter with one of the following:&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Combi-plasma...&#039;&#039;3 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Lightning claw...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Thunder hammer...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_1}}&amp;lt;/sup&amp;gt; Replaces bolt pistol and Melee weapon. Can only be taken by models that can replace both weapons. &lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_2}}&amp;lt;/sup&amp;gt; Sternguard Veterans and Sternguard Veteran Sergeant only. &lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_3}}&amp;lt;/sup&amp;gt; May not be taken by models wearing Terminator armour. &lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_4}}&amp;lt;/sup&amp;gt; Note that these pieces of wargear are mutually exclusive. For example, a model riding a Space Marine bike may not also take a jump pack. &lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_5}}&amp;lt;/sup&amp;gt; Does not replace one of the character´s weapons. &lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_6}}&amp;lt;/sup&amp;gt; Sternguard Veterans only. &lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_7}}&amp;lt;/sup&amp;gt; Command Squad and Deathwing Command Squad only.&lt;br /&gt;
#&amp;lt;sup&amp;gt;{{anchor|space_marines_wargear_8}}&amp;lt;/sup&amp;gt; Honour Guard Squad only.&lt;br /&gt;
&lt;br /&gt;
==FORCES OF THE ADEPTUS ASTARTES==&lt;br /&gt;
===HQ===&lt;br /&gt;
====CAPTAIN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Captain&#039;&#039;&#039;...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace close combat weapon with relic blade...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take [[Codex_-_Space_Marines_Angry_Smurf_Edition#ARTIFICER_ARMOUR|artificer armour]]...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*May take a storm shield...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*Unless armed with Terminator armour or Decimator armour may select items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
*May replace power sword with relic blade...&#039;&#039;5 pts&#039;&#039; &lt;br /&gt;
*May replace his bolt pistol, close combat weapon, frag and krak grenades with Terminator armour, storm bolter and power sword...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*If armed with Terminator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#TERMINATOR WEAPONS|&#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
*May replace bolt pistol, close combat weapon, and krak and frag grenades with Decimator armour and one of the following: &lt;br /&gt;
:: - Hurricane bolter and twin-linked heavy bolter...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
:: - Twin-linked flamer, ironclad assault launchers, two siege drills...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
*May replace his twin-linked heavy bolter with one of the following:&lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Grav-cannon...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*May replace hurricane bolter with missile launcher with 1/2/3 missile types...&#039;&#039;0/5/10 pts&#039;&#039;&lt;br /&gt;
*May replace ironclad assault launchers with storm bolter...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*May replace his twin-linked flamer with meltagun...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*If armed with Decimator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
*The following special rules are unique, meaning you cannot include more than one model with the same unique special rule in an army. May take one of the following special rules:&lt;br /&gt;
:: - &#039;&#039;&#039;Master of the Fleet&#039;&#039;&#039;...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Master of the Arsenal&#039;&#039;&#039;...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Lord Executioner&#039;&#039;&#039;...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Master of the Relics&#039;&#039;&#039;...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Master of the Recruits&#039;&#039;&#039;...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====LIBRARIAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Librarian&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Librarian&#039;&#039;&#039;...&#039;&#039;65 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic hood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 1)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Librarian generates his powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology (Santic)&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to Psyker (Mastery Level 2)...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*Unless armed with Terminator armour may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists. &lt;br /&gt;
*May replace bolt pistol and frag and krak grenades with Terminator armour...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*If armed wtih Terminator armour may take one of the following:&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Storm shield...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*If armed with Terminator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
&lt;br /&gt;
====TECHMARINE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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|- &lt;br /&gt;
| Techmarine&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
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| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Servitor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
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| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Techmarine is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Techmarine&#039;&#039;&#039;...&#039;&#039;65 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Techmarine&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power axe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Servitor&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Techmarine&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Omnissiah:&#039;&#039;&#039; In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.&lt;br /&gt;
*&#039;&#039;&#039;Bolster Defences:&#039;&#039;&#039; After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Servitors&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mindlock:&#039;&#039;&#039; Unless it also contains a TechMarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Techmarine&#039;&#039;&#039;&lt;br /&gt;
*May replace servo-arm with one of the following:&lt;br /&gt;
:: - Conversion beamer...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Servo-harness...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists. &lt;br /&gt;
*May replace &#039;&#039;&#039;Independent Character&#039;&#039;&#039; with up to five Servitors...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servitor&#039;&#039;&#039;&lt;br /&gt;
*Up to two Servitors may replace their servo-arm with one of the following:&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CHAPLAIN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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|- &lt;br /&gt;
| Chaplain &lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
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| 2&lt;br /&gt;
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| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaplain&#039;&#039;&#039;...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace bolt pistol with one of the following:&lt;br /&gt;
:: - Boltgun...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Power fist...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists. &lt;br /&gt;
*May replace bolt pistol and frag and krak grenades with Terminator armour and storm bolter...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*May replace storm bolter with one of the following:&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*A Chaplain in Terminator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
&lt;br /&gt;
====CHAPLAIN DREADNOUGHT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaplain Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
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| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Chaplain Dreadnought&#039;&#039;&#039;...&#039;&#039;135 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Venerable:&#039;&#039;&#039; If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Dreadnought Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*May replace power fist and storm bolter with one of the following:&lt;br /&gt;
:: - Missile Launcher...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked autocannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Hurricane bolter...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace storm bolter with heavy flamer...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*May replace meltagun with heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may take extra armour...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take smoke launchers...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*May take a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====DAMOCLES RHINO====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Damocles Rhino&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Damocles Rhino&#039;&#039;&#039;...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Locator beacon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Comms Relay&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====RHINO PRIMARIS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Rhino Primaris&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Rhino Primaris&#039;&#039;&#039;...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked plasma gun&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-skull Hub:&#039;&#039;&#039; At the start of each of your shooting phases, you can select one friendly unit within 12&amp;quot; of this model and immediately apply one of the following effects:&lt;br /&gt;
*:&#039;&#039;&#039;Targeting Data Skull:&#039;&#039;&#039; The targeted unit can fire Snap Shots using Ballistic Skill 2. &lt;br /&gt;
*:&#039;&#039;&#039;Repair Skull:&#039;&#039;&#039; The targeted vehicle has the It Will Not Die special rule. &lt;br /&gt;
*:&#039;&#039;&#039;Vox Skull:&#039;&#039;&#039; The targeted unit changes its leadership value to 10. &lt;br /&gt;
*&#039;&#039;&#039;Orbital Array&#039;&#039;&#039;&lt;br /&gt;
*:At the start of each of your turns after the first if this vehicle is on the battlefield you can choose to Coordinate Reinforcements or once per game, fire an Orbital Strike. To Coordinate Reinforcements, select one friendly unit in Reserves; the unit automatically arrives from Reserves this turn. To fire an Orbital Strike, see the Orbital Strike entry in the Appendix. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules. &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Rhino Primaris has one Access Point on each side of the hull and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
===TROOPS===&lt;br /&gt;
====ASSAULT SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Assault Marine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Assault Sergeant &lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. The Assault Sergeant and Veteran Sergeant are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Assault Marines, 1 Assault Sergeant&#039;&#039;&#039;...&#039;&#039;55 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Assault Marines...&#039;&#039;9 pts/model&#039;&#039;&lt;br /&gt;
*The entire unit may be equipped with one of the following:&lt;br /&gt;
:: - Combat shields...&#039;&#039;2 pts/model&#039;&#039;&lt;br /&gt;
:: - Jump packs...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
*Up to two models may replace their bolt pistol with one of the following:&lt;br /&gt;
:: - Flamer...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma pistol...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*For every five models in the unit, one model may replace its bolt pistol and close combat weapon with an eviscerator...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May upgrade Assault Sergeant to Veteran Sergeant...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The Space Marine Sergeant or Veteran Sergeant may chose any of the following options: &lt;br /&gt;
:: - Take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] list. &lt;br /&gt;
:: - Replace bolt pistol with grav-pistol or plasma pistol...&#039;&#039;55 pts&#039;&#039;&lt;br /&gt;
:: - Take a combat shield...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The Veteran Sergeant may replace close combat weapon with relic blade...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====DEVASTATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Devastator&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Devastator Sergeant &lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Devastator Sergeants and Veteran Sergeants are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Devastators, 1 Devastator Sergeant&#039;&#039;&#039;...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Devastators...&#039;&#039;12 pts/model&#039;&#039;&lt;br /&gt;
*Up to four Devastators may take items from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*The unit may take an armorium cherub...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*May upgrade the the Devastator Sergeant to a Veteran Sergeant...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The Devastator Sergeant or Veteran Sergeant may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] list. &lt;br /&gt;
*The Devastator Sergeant or Veteran Sergeant may take melta bombs...&#039;&#039;3 pts&#039;&#039;&lt;br /&gt;
*If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====TACTICAL SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Marine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Tactical Sergeant &lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Tactical Sergeants and Veteran Sergeants are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Tactical Marines, 1 Tactical Sergeant&#039;&#039;&#039;...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Tactical Marines...&#039;&#039;12 pts/model&#039;&#039;&lt;br /&gt;
*If the squad numbers less than ten models, one Space Marine may take one item from either the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; or &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*If the squad numbers ten models, one Tactical Marine may take one item from either the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list, and other Tactical Marine may take one item from the  &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list.&lt;br /&gt;
*May upgrade the Tactical Sergeant to a Veteran Sergeant...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The Tactical Sergeant or Veteran Sergeant may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] lists.&lt;br /&gt;
*The Tactical Sergeant or Veteran Sergeant may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The Tactical Sergeant or Veteran Sergeant may take a teleport homer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod, Razorback or Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====SCOUT SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Scout&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Scout Sergeant &lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Scout Sergeant&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Scout Sergeants and Veteran Scout Sergeants are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Scouts, 1 Scout Sergeant&#039;&#039;&#039;...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Scouts...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
*The entire squad may take camo cloaks...&#039;&#039;2 pts/model&#039;&#039; &lt;br /&gt;
*Any model may replace its boltgun with a twin-linked Space Marine shotgun...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may replace its boltgun with a sniper rifle...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
*One Scout may replace boltgun with one of the following: &lt;br /&gt;
:: - Heavy bolter...&#039;&#039;8 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter with hellfire shells...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Missile launcher with 1/2/3 missile types...&#039;&#039;13/17/20 pts&#039;&#039;&lt;br /&gt;
*May upgrade the Scout Sergeant to a Veteran Sergeant...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The Scout Sergeant or Veteran Sergeant may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] lists.&lt;br /&gt;
*The Scout Sergeant or Veteran Sergeant may take any of the following:&lt;br /&gt;
:: - Melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Teleport homer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Land Speeder Storm as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
===ELITES===&lt;br /&gt;
====COMMAND SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Company Champion&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Company Champions and Apothecaries are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Veterans&#039;&#039;&#039;...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Company Champion only)&lt;br /&gt;
*&#039;&#039;&#039;Honour or Death:&#039;&#039;&#039; (Company Champion only) A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*One Veteran may take items from the &#039;&#039;&#039;Space Marine Standards&#039;&#039;&#039; list&lt;br /&gt;
*Any model may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] lists.&lt;br /&gt;
*One Veteran may be upgraded to Company Champion, replacing his close combat weapon with one of the following:&lt;br /&gt;
:: - Power axe and combat shield...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Power lance and combat shield...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Power maul and combat shield...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Power sword and combat shield...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*One Veteran may be upgraded to an Apothecary, taking a narthecium...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The entire squad may take one of the following:&lt;br /&gt;
:: - Space Marine bikes and twin-linked boltguns...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Jump packs...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*Any Veteran may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Any Veteran may take a storm shield...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====ASSAULT DECIMATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Decimator&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Decimator Sergeant&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Decimator Sergeant&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Decimator Sergeant and Veteran Decimator Sergeant are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Decimators&#039;&#039;&#039;...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ironclad assault launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two siege drills&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Decimator Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Assault Marines...&#039;&#039;55 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace its Ironclad assault launchers with a hurricane bolter...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace its twin-linked flamer with a twin-linked meltagun...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*One Decimator may be upgraded to one of the following:&lt;br /&gt;
:: - Decimator Sergeant...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Veteran Decimator Sergeant...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*The Decimator Sergeant or Veteran Decimator Sergeant may take an omniscope...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====VANGUARD VETERAN SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Veteran Sergeant is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Veterans, 1 Veteran Sergeant&#039;&#039;&#039;...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Vanguard Veteran Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Heroic Intervention:&#039;&#039;&#039; A unit with this special rule ignores the penalty for disordered charges.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Vanguard Veterans...&#039;&#039;14 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take melta bombs...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] lists. &lt;br /&gt;
*The Veteran Sergeant may replace close combat weapon with relic blade...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The entire squad may take jump packs...&#039;&#039;4 pts/model&#039;&#039;&lt;br /&gt;
*Unless armed with jump packs, the unit must take a Drop Pod, Razorback or Rhino as a dedicated transport.&lt;br /&gt;
&lt;br /&gt;
====STERNGUARD VETERAN SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Veteran Sergeant is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Veterans, 1 Veteran Sergeant&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun with special issue ammunition&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Sternguard Veterans...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] list. &lt;br /&gt;
*Two Sternguard Veterans may each take one item from either the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; or the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*The Sternguard Veteran Sergeant may replace bolt pistol and/or boltgun with one of the following:&lt;br /&gt;
:: - Close combat weapon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Lightning claw, power axe, power lance, power maul or power sword...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power fist...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*The Sternguard Veteran Sergeant may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Unless armed with jump packs, the unit must take a Drop Pod, Razorback or Rhino as a dedicated transport.&lt;br /&gt;
&lt;br /&gt;
====CONTEMPTOR DREADNOUGHT SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Contemptor Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Contemptor Mortis Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Deredeo Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 11&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Contemptor Dreadnought&#039;&#039;&#039;...&#039;&#039;175 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contemptor Dreadnought&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contemptor Mortis Dreadnought&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked heavy bolters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Deredeo Dreadnought&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked Anvilus autocannon battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039; (Contemptor Dreadnought only)&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Atomantic Shielding:&#039;&#039;&#039; A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks. Add +1&amp;quot; to the radius of ‘Vehicle Explodes’ damage results suffered by models with this special rule.&lt;br /&gt;
*&#039;&#039;&#039;Helical Targeting Array:&#039;&#039;&#039; (Contemptor Mortis Dreadnought and Deredeo Dreadnought only) If a model with this special rule remains stationary in the Movement phase, it gains the Skyfire and Interceptor special rules until the start of its next Movement phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to two additional Contemptor Dreadnoughts...&#039;&#039;175 pts/model&#039;&#039;&lt;br /&gt;
*May upgrade all Contemptor Dreadnoughts to one of the following:&lt;br /&gt;
:: - Contemptor Mortis Dreadnoughts...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Deredeo Dreadnoughts...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any Doredeo Dreadnought may replace his Anvilus autocannon battery with a twin-linked hellfire plasma cannonade...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*Any Doredeo Dreadnought may be armed with ceramite plating...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*Any Contemptor Dreadnought may replace his twin-linked heavy bolter with one of the following:&lt;br /&gt;
:: - Chainfist with built-in storm bolter...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power fist with built-in storm bolter...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked autocannon...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Kheres Pattern assault cannon...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Twin-linked assault cannon...&#039;&#039;15 pts/model&#039;&#039; &lt;br /&gt;
:: - Heavy conversion beamer...&#039;&#039;30 pts/model&#039;&#039;&lt;br /&gt;
*Any Contemptor Dreadnought may replace storm bolter with one of the following:&lt;br /&gt;
:: - Grav gun...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma blaster...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*Any Contemptor Mortis Dreadnought may replace its two twin-linked heavy bolters with one of the following:&lt;br /&gt;
:: - Two multi-meltas...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Two twin-linked autocannons...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Two Kheres pattern assault cannons...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Two twin-linked lascannons...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
:: - Searchlight...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
:: - Extra armour...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any Contemptor Dreadnought and Contemptor Mortis Dreadnought may take a cyclone missile launcher...&#039;&#039;35 pts/model&#039;&#039;&lt;br /&gt;
*Any Deredeo Dreadnought may take an Aiolos missile launcher...&#039;&#039;35 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====DREADNOUGHT SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
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| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Ironclad Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 13&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Mortis Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Siege Dreadnought&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Venerable Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Dreadnought&#039;&#039;&#039;...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dreadnought and Venerable Dreadnought:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ironclad Dreadnought:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Seismic hammer with built-in meltagun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortis Dreadnought&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two heavy bolters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Siege Dreadnought:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault drill with built-in heavy flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Helical Targeting Array:&#039;&#039;&#039; (Mortis Dreadnought only) If a model with this special rule remains stationary in the Movement phase, it gains the Skyfire and Interceptor special rules until the start of its next Movement phase.&lt;br /&gt;
*&#039;&#039;&#039;Venerable:&#039;&#039;&#039; (Venerable Dreadnought only) If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to two additional Dreadnoughts...&#039;&#039;100 pts/model &lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Dreadnought Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*Any model may replace power fist and storm bolter with one of the following:&lt;br /&gt;
:: - Missile Launcher...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked autocannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Hurricane bolter...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may replace two heavy bolters with one of the following:&lt;br /&gt;
:: - Two twin-linked autocannons...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - Two twin-linked missile launchers with 1/2/3 missile types...&#039;&#039;20/24/25 pts/model&#039;&#039;&lt;br /&gt;
:: - Two twin-linked lascannons...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*Any model may replace storm bolter with heavy flamer...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace meltagun with heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may take extra armour...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take smoke launchers...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Ironclad Dreadnoughts and Siege Dreadnoughts may take up to two hunter-killer missiles...&#039;&#039;12 pts/each&#039;&#039;&lt;br /&gt;
*All Dreadnoughts in the Squadron may be upgraded to one of the following: &lt;br /&gt;
:: - Ironclad Dreadnoughts...&#039;&#039;35 pts/model/model&#039;&#039;&lt;br /&gt;
:: - Siege Dreadnought...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Venerable Dreadnoughts...&#039;&#039;25 pts/model/model&#039;&#039;&lt;br /&gt;
*Siege Dreadnoughts may replace multi-melta with a flamestorm cannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====TERMINATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Terminator&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Terminator Sergeant&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Terminator Sergeant is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Terminators, 1 Terminator Sergeant&#039;&#039;&#039;...&#039;&#039;205 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two lightning claws&#039;&#039;&#039; (Terminator only)&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039; (Terminator Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039; (Terminator Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Terminator Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Terminators...&#039;&#039;37 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace two lightning claws with one of the following:&lt;br /&gt;
:: - thunder hammer and storm shield...&#039;&#039;8 pts/model&#039;&#039; &lt;br /&gt;
:: - Power fist and storm bolter...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - Chain fist and storm bolter...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
*For every five Terminators in the squad, one Terminator may replace two lightning claws with one of the following:&lt;br /&gt;
:: - Power fist and heavy flamer...&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
:: - Power fist and assault cannon...&#039;&#039;23 pts/model&#039;&#039;&lt;br /&gt;
:: - Two lightning claws and a cyclone missile launcher...&#039;&#039;25 pts/model&#039;&#039; &lt;br /&gt;
*The Terminator Sergeant may replace storm bolter and power sword with one of the following:&lt;br /&gt;
:: - Two lightning claws...&#039;&#039;2 pts&#039;&#039;&lt;br /&gt;
:: - Thunder hammer and storm shield...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*If no models are armed with thunder hammers, storm shields, heavy flamers, assault cannons or cyclone missile launchers, all models may take cataphractii armour, if they do they must replace storm bolters with combi-bolters and may replace a single lightning claw with a combi-bolter...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*A Terminator Sergeant armed with cataphractii armour may be armed with a grenade harness...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====LEXICANUM CONCLAVE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lexicanum&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Lexicanum&#039;&#039;&#039;...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Might of the Librarius:&#039;&#039;&#039; This unit has the Brotherhood of Psykers special rule. A unit containing 1-3 Lexicani is Mastery Level 1, a unit containing 4-6 is Mastery Level 2, a unit containing 7 or more is Mastery Level 3. If a unit’s Mastery level is reduced as the result of models being removed as casualties, randomly remove one psychic power known to the unit for each Mastery Level lost. This unit generates one Warp Charge point at the beginning of each Psychic phase for each Lexicanum in the unit, regardless of its current Mastery Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Lexicanum Conclave generates its powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology (Santic)&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039;, and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to nine additional Lexicani...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
*The entire unit may select one of the following: &lt;br /&gt;
:: - Replace bolt pistol and frag and krak grenades with Terminator armour and storm bolter...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Take Space Marine bike and twin-linked boltgun...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Take jump pack...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] list. &lt;br /&gt;
*Any model may replace storm bolter with one of the following:&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Combi-melta or combi-plasma...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Any model may be armed with melta bombs...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take a teleport homer...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The unit may select a Drop Pod, Razorback, Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
===FAST ATTACK===&lt;br /&gt;
====SCOUT BIKE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Scout Biker&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Scout Biker Sergeant&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Scout Biker Veteran Sergeant&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bike&#039;&#039;&#039;. Scout Biker Sergeant and Scout Biker Veteran Sergeant are &#039;&#039;&#039;Bike (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Scout Bikers, 1 Scout Biker Sergeant&#039;&#039;&#039;...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked boltgun&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Scout Biker Veteran Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to seven additional Scout Bikers ...&#039;&#039;16 pts/model&#039;&#039;&lt;br /&gt;
*The unit may take cluster mines ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*Up to three Scout Bikers may replace their twin-linked boltguns with Astartes grenade launchers ...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The Scout Biker Sergeant may be upgraded to Scout Biker Veteran Sergeant ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*The Scout Biker Sergeant or Scout Biker Veteran Sergeant may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] lists. &lt;br /&gt;
*The Scout Biker Sergeant or Scout Biker Veteran Sergeant may take any of the following:&lt;br /&gt;
:: - Melta bombs ...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Locator beacon ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====BIKE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Assault Marine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Biker Sergeant&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Biker Sergeant&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bike&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bike&#039;&#039;&#039;. Biker Sergeant and Veteran Biker Sergeant are &#039;&#039;&#039;Bike (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Bikers, 1 Biker Sergeant&#039;&#039;&#039;...&#039;&#039;63 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked boltgun&#039;&#039;&#039; (Assault Marine, Sergeant and Veteran Sergeant)&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; (Attack Bike only)&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mounted Assault:&#039;&#039;&#039; If a unit with this special rule is chosen as part of a Detachment that contains at least one independent character with the Space Marines Faction equipped with a Space Marine bike, the unit’s  Battlefield Role changes to Troops.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to seven additional Assault Marines...&#039;&#039;21 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace bolt pistol with close combat weapon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Up to two Bikers may each take one item from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*One Assault Marine may be upgraded to one of the following:&lt;br /&gt;
:: - Sergeant...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Veteran Sergeant...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*The Sergeant or Veteran Sergeant may take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]] and/or [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]] lists.&lt;br /&gt;
*The Biker Sergeant or Biker Veteran Sergeant may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may include one Attack Bike...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*Attack Bike may replace heavy bolter with multi-melta...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====ATTACK BIKE SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Attack Bike&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Attack Bike&#039;&#039;&#039;...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Attack Bikes...&#039;&#039;40 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace heavy bolter with multi-melta...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====LAND SPEEDER STORM====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Land Speeder Storm&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Fast, Open-topped, Skimmer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Land Speeder&#039;&#039;&#039;...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cerberus launcher&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jamming Beacon:&#039;&#039;&#039; Enemies that scatter when Deep Striking within 12&amp;quot; of a model with this special rule roll double the number of dice to determine the scatter distance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Five models. It can only carry models with a 4+ Sv. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its heavy bolter with one of the following:&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Assault cannon...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====LAND SPEEDER SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Land Speeder&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Land Speeder Javalin&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Land Speeder Tempest&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Fast, Skimmer)&#039;&#039;&#039;. Land Speeder Tempests are &#039;&#039;&#039;Vehicle (Flyer, Hover)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Land Speeder&#039;&#039;&#039;...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Speeder&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Speeder Javalin&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked cyclone missile launcher&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Speeder Tempest&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Missile launcher with flakk, frag and krak missiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; (Land Speeder Javalin only)&lt;br /&gt;
*&#039;&#039;&#039;Strike Craft:&#039;&#039;&#039; Whilst this unit includes three models this unit may shoot their weapons and move flat out in the same turn (this may be done in any order). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Land Speeders...&#039;&#039;40 pts/model&#039;&#039;&lt;br /&gt;
*All Land Speeders may be upgraded to one of the following:&lt;br /&gt;
:: - Land Speeder Tempests...&#039;&#039;70 pts/model&#039;&#039;&lt;br /&gt;
:: - Land Speeder Javalins...&#039;&#039;50 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace its heavy bolter with one of the following:&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*Any Land Speeder may take one of the following:&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Typhoon missile launcher...&#039;&#039;17 pts/model&#039;&#039;&lt;br /&gt;
:: - Assault cannon...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Replace heavy bolter with assault cannon and twin-linked missile launcher with frag, krak and flakk missiles...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*Any Land Speeder Javalin may take one of the following:&lt;br /&gt;
:: - Searchlight...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
:: - Up to two hunter-killer missiles...&#039;&#039;12 pts/each&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====RHINO====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Rhino&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Rhino&#039;&#039;&#039;...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Repair:&#039;&#039;&#039; If a Rhino is Immobilised, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilised. Note that a successful Repair does not restore a Hull Point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules. &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; Two models can fire from the Rhino´s top hatch. &lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Rhino has one Access Point on each side of the hull and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====RAZORBACK====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Razorback&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Razorback&#039;&#039;&#039;...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules. &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Razorback has one Access Point on each side of the hull and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list. &lt;br /&gt;
*May replace its twin-linked heavy bolter with one of the following:&lt;br /&gt;
:: - Twin-linked heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked Assault cannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Lascannon and twin-linked plasma gun...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====DEATHSTORM DROP POD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Deathstorm Drop Pod&lt;br /&gt;
| 2&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Open-topped, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Deathstorm Drop Pod&#039;&#039;&#039;...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind multiple missile launcher&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Drop Pod)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Drop Pod Assault:&#039;&#039;&#039; Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.&lt;br /&gt;
*&#039;&#039;&#039;Immobile:&#039;&#039;&#039; A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.&lt;br /&gt;
*&#039;&#039;&#039;Inertial Guidance System:&#039;&#039;&#039; If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.&lt;br /&gt;
*&#039;&#039;&#039;Automated Weapons:&#039;&#039;&#039; In the first Shooting phase after it lands each unit (friend or foe) within 12” and in line of sight comes under attack, the Deathstorm fires once at each target. Attacks against friendly units are resolved by your opponent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Ten models. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take a locator beacon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*May replace whirlwind multiple missile launcher with assault cannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====DROP POD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Drop Pod&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Dreadnought Drop Pod&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Open-topped, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Drop Pod&#039;&#039;&#039;...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drop Pod Assault:&#039;&#039;&#039; Models with this special rule and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your models with this special rule (rounding up) automatically arrive from Reserve (you choose which ones automatically arrive). The arrival of remaining models with this special rule is rolled for normally.&lt;br /&gt;
*&#039;&#039;&#039;Immobile:&#039;&#039;&#039; A model with this special rule cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilised result that cannot be repaired in any way. This does not cause it to lose a Hull Point.&lt;br /&gt;
*&#039;&#039;&#039;Inertial Guidance System:&#039;&#039;&#039; If a model with this special rule scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a model with this special rule scatters off the edge of the board, it suffers a Deep Strike Mishap.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; (Drop Pod only) Ten models or a single Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game. &lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; (Dreadnought Drop Pod only) One Walker. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to a Dreadnought Drop Pod...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*Drop Pods may replace storm bolter with deathwind launcher...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*May take a locator beacon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CAESTUS ASSAULT RAM====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Caestus&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Flyer, Hover)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Caestus&#039;&#039;&#039;...&#039;&#039;300 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked magna-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two firefury missile batteries&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Misericord:&#039;&#039;&#039; Models with the &#039;&#039;&#039;Bulky&#039;&#039;&#039; only take up a single transport capacity in a model with this special rule. &lt;br /&gt;
*&#039;&#039;&#039;Field Generator:&#039;&#039;&#039; A model with this special rule has a 5+ invulnerable save against all hits inflicted in its front arc.&lt;br /&gt;
*&#039;&#039;&#039;Assault Ram:&#039;&#039;&#039; The strength of a Caestus´ ram attack is increased by +2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Caestus has two access points at the front of its hull. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
:: - Frag assault launchers...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Auxiliary drive...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====STORMTALON GUNSHIP====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Stormtalon Gunship&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Stormtalon Gunship&#039;&#039;&#039;...&#039;&#039;110 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vectored Afterburners:&#039;&#039;&#039; When Zooming, a Stormtalon Gunship can move an additional 6&amp;quot; if it moves Flat Out. When Hovering, a model with this special rule has the Skilled Rider special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with one of the following: &lt;br /&gt;
:: - Skyhammer missile launcher...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Typhoon missile launcher...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====XIPHON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Xiphon&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Xiphon&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Xiphon rotary missile launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Rider&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supersonic&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===HEAVY SUPPORT===&lt;br /&gt;
====DECIMATOR SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Decimator&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Sergeant and Veteran Sergeant are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Decimators&#039;&#039;&#039;...&#039;&#039;165 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hurricane bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
*&#039;&#039;&#039;Very Bulky&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Decimators...&#039;&#039;55 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace hurricane bolter with missile launcher with 1/2/3 missile types...&#039;&#039;0/4/7 pts&#039;&#039;&lt;br /&gt;
*Any model may replace its twin-linked heavy bolter with one of the following: &lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Grav-cannon...&#039;&#039;25 pts/model&#039;&#039;&lt;br /&gt;
*One Devastator may be upgrade to one of the following: &lt;br /&gt;
:: - Decimator Sergeant...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Decimator Veteran Sergeant...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*The Sergeant or Veteran Sergeant may take an omniscope...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Dreadnought Drop Pod or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====SPACE MARINE RAPIER WEAPONS BATTERY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Rapier Carrier&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Space Marine Crew &lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Rapier Carrier, 2 Space Marine Crew&#039;&#039;&#039;...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Rapier Carrier&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Quad heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Space Marine Crew&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explosive Demise:&#039;&#039;&#039; When a Rapier Carrier armed with a weapon with a laser destroyer loses its last wound, roll a D6. If the result is 2+ then remove the Rapier Carrier as a casualty as normal. If the result of the roll is a 1 then place a Large Blast template onto the table, centred on the Rapier Carrier. All models (friend and foe) under the template take a single S3 AP- hit. Once these hits are resolved, remove the Rapier as a casualty as normal. &lt;br /&gt;
*&#039;&#039;&#039;Merged Targeting Arrays:&#039;&#039;&#039; Whilst this unit includes three Rapier Carriers, all Space Marine Crew in the unit have +1 Ballistic Skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Rapier Carriers (each including two Space Marine Crew)...&#039;&#039;60 pts/each&#039;&#039;&lt;br /&gt;
*Any Rapier Carrier may replace its quad heavy bolter with a laser destroyer...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
*If the unit contains no additional Rapier Carriers, it may take a Drop Pod as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====THUNDERFIRE CANNON BATTERY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Thunderfire Cannon&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Techmarine &lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery&#039;&#039;&#039;. Techmarine Gunner is &#039;&#039;&#039;Artillery (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Techmarine Gunner, 1 Thunderfire Cannon&#039;&#039;&#039;...&#039;&#039;100 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thunderfire Cannon&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Techmarine Gunner&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-harness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolster Defences&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Convergent Targeting:&#039;&#039;&#039; Whilst this unit includes three Thunderfire Cannons, all Techmarine Gunners in the unit have +1 Ballistic Skill. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Thunderfire Cannons (each including a Techmarine Gunner)...&#039;&#039;100 pts/each&#039;&#039;&lt;br /&gt;
*If the unit contains no additional Thunderfire Cannons, it may take a Drop Pod as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====FIRE RAPTOR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Fire Raptor&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Fire Raptor&#039;&#039;&#039;...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four hellstrike missiles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked autocannon turret&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked avenger bolt cannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked autocannon turret with two twin-linked quad heavy bolter turrets...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May take a locator beacon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====STORM EAGLE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Storm Eagle&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Storm Eagle&#039;&#039;&#039;...&#039;&#039;215 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vengeance launcher&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skies of Fury:&#039;&#039;&#039; If the Stormraven has moved more than 6&amp;quot;, passengers can still disembark, but they must do so as follows:&lt;br /&gt;
&lt;br /&gt;
Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 20 models. The Storm Eagle can carry Jump Infantry but they count as having the Bulky special rule.&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Stormraven has one Access Point at the front of its hull and one on either side and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with one of the following: &lt;br /&gt;
:: - Twin-linked multi-melta...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Typhoon missile launcher...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May replace its two side Access Points with side sponsons with hurricane bolters...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Four hellstrike missiles...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Two twin-linked lascannons...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Searchlight...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
:: - Extra armour...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Locator beacon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====STORMRAVEN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Stormraven Gunship&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Stormraven Gunship&#039;&#039;&#039;...&#039;&#039;190 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four stormstrike missiles&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&lt;br /&gt;
*&#039;&#039;&#039;Skies of Fury:&#039;&#039;&#039; If the Stormraven has moved more than 6&amp;quot;, passengers can still disembark, but they must do so as follows:&lt;br /&gt;
&lt;br /&gt;
Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; The Stormraven Gunship can carry two seperate units: 12 models in its cabin, plus 1 Dreadnought of any type in its rear grapples. If a Zooming Stormraven is wrecked or suffers a Crash and Burn result, the embarked Dreadnought suffers a Strength 10 hit on its rear armour; if the Stormraven Gunship is Hovering, the hit is Strength 4 instead. The Stormraven Gunship can carry Jump Infantry but they count as having the Bulky special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Stormraven has one Access Point at the front of its hull and one on either side and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked assault cannon with one of the following:&lt;br /&gt;
:: - Twin-linked plasma cannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with one of the following: &lt;br /&gt;
:: - Twin-linked multi-melta...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Typhoon missile launcher...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May replace its two side Access Points with side sponsons with hurricane bolters...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Searchlight...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
:: - Extra armour...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Locator beacon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====PREDATOR SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Predator&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Predator Infernus&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Predator&#039;&#039;&#039;...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Autocannon&#039;&#039;&#039; (Predator only)&lt;br /&gt;
*&#039;&#039;&#039;Flamecannon&#039;&#039;&#039; (Predator Infernus only)&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; (Predator Infernus only)&lt;br /&gt;
*&#039;&#039;&#039;Killshot:&#039;&#039;&#039; Whilst this unit includes three Predators, all Predators in the unit have the Monster Hunter and Tank Hunters special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Predators...&#039;&#039;75 pts/model&#039;&#039;&lt;br /&gt;
*May upgrade all Predators to Predator Infernuses...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any Predator may replace its autocannon with a twin-linked lascannon...&#039;&#039;25 pts/model&#039;&#039;&lt;br /&gt;
*Any Predator may take two side sponsons which are both armed with one of the following:&lt;br /&gt;
:: - Heavy bolters...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Lascannons...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*Any Predator Infernus may replace its autocannon with a magna-melta cannon...&#039;&#039;30 pts/model&#039;&#039;&lt;br /&gt;
*Any Predator Infernus may take two side sponsons which are both armed with one of the following:&lt;br /&gt;
:: - Heavy bolters...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Heavy flamers...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Lascannons...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====SICARIAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Sicarian&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank, Fast)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Sicarian&#039;&#039;&#039;...&#039;&#039;150 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked accelerator autocannon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked accelerator autocannon with a neutron laser...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*May take any of the following:&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
:: - Dozer blade...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Auxiliary drive...&#039;&#039;10 pts&#039;&#039; &lt;br /&gt;
:: - Ceramite plating...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take two side sponsons which are both armed with one of the following:&lt;br /&gt;
:: - Heavy bolters...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
:: - Lascannons...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====SENTRY GUN BATTERY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Sentry Gun&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Immobile)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Sentry Gun&#039;&#039;&#039;...&#039;&#039;15pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firing Modes:&#039;&#039;&#039; A sentry gun can fire in one of two modes. You must decide which mode the sentry gun will be set in before the start of the game. You cannot change the mode once you have decided, it remains in that mode for the rest of the game&lt;br /&gt;
:: - &#039;&#039;&#039;Point Defence Mode:&#039;&#039;&#039; The sentry gun is set up with a fixed fire arc, usually to provide covering fire over a particular area. In this mode, the gun will engage enemy targets up to 36&amp;quot; away which are within a fixed 90 degree arc.&lt;br /&gt;
:: - &#039;&#039;&#039;Sentry Mode&#039;&#039;&#039; In this mode, the gun is set up to fire at any enemy which comes near, and will always turn to fire at the nearest enemy target within range to which it can draw a line of sight. It can fire all around. &lt;br /&gt;
*&#039;&#039;&#039;Target Priority:&#039;&#039;&#039; Sentry Gun Batteries must shoot at the nearest enemy prime target within range and line of sight of all the Sentry Guns in the Sentry Gun Battery. If no prime target is within range or line of sight of all Sentry Guns in the Sentry Gun Battery then the Sentry Gun Battery will fire at the closes enemy model within range and line of sight of all Sentry Guns in the Sentry Gun Battery. &lt;br /&gt;
*&#039;&#039;&#039;Prime Target:&#039;&#039;&#039; If armed with twin-linked heavy bolter Sentry Guns treat unengaged infantry as prime targets, otherwise they treat unengaged non-swooping Monstrous Creatures and unengaged non-zooming vehicles as prime targets. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*The entire battery may replace its twin-linked heavy bolter with one of the following:&lt;br /&gt;
:: - Multi-melta...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked lascannon...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====HYPERIOS PLATFORM BATTERY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Command Platform&lt;br /&gt;
| -&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| Hyperios Platform&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Command Platform, 1 Hyperios Platform&#039;&#039;&#039;...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked missile launcher with flakk missiles (Hyperios Platform only)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aerial Scanner:&#039;&#039;&#039; Hyperios Air Defence Batteries must shoot at the closest enemy unit with the Flyer unit sub-type or Super-heavy Flyer unit type within line of sight of all the Hyperios Platforms. &lt;br /&gt;
*&#039;&#039;&#039;Remove Controlled:&#039;&#039;&#039; If the Command Platform is destroyed then all Hyperios Platforms lose 1 Hull Point. If all the Hyperios Platforms are destroyed the Command Platform loses 2 Hull Points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to 3 additional Hyperios Platforms...&#039;&#039;25 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====WHIRLWIND SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Whirwind&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Whirwind Scorpius&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Whirlwind&#039;&#039;&#039;...&#039;&#039;65 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scorpius multi-launcher&#039;&#039;&#039; (Whirlwind Scorpius only)&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind multiple missile launcher&#039;&#039;&#039; (Whirlwind only)&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Suppressive Bombardment:&#039;&#039;&#039; (Whirlwind only) Whilst this unit includes three Whirlwinds, each model´s Whirlwind multiple missile launcher in the unit has the Pinning and Shred special rules (regardless of which missile type it fires). &lt;br /&gt;
*&#039;&#039;&#039;Devastating Bombardment:&#039;&#039;&#039; (Whirlwind Scorpius only) Whilst this unit includes three Whilwind Scopiuses, each model´s Scorpius multi-launcher in the unit has the Pinning and Rending special rules.  &lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; (Whirlwind Scorpius only) &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Whirlwinds...&#039;&#039;65 pts/model&#039;&#039;&lt;br /&gt;
*May upgrade all Whirlwinds to Whirlwind Scorpiuses...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====WHIRLWIND HYPERIOS SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Whirwind Hyperios&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Whirlwind Hyperios&#039;&#039;&#039;...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked missile launcher with flakk missiles&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skies of Fury:&#039;&#039;&#039; Whilst this unit includes three Whirlwind Hyperioses, each model´s twin-linked missile launcher with flakk missiles become Heavy 2. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Whirlwinds Hyperioses...&#039;&#039;50 pts/model&#039;&#039;&lt;br /&gt;
*Any Whirlwind Hyperios may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====VINDICATOR SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Vindicator&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Vindicator&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demolisher cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment:&#039;&#039;&#039; If this unit contains three Vindicators that can all fire their demolisher cannons, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, nominate one model in the squadron as the firer; the firer’s demolisher cannon changes its type from Large Blast to Apocalyptic Blast and gains the Ignores Cover special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Vindicators...&#039;&#039;120 pts/model&#039;&#039;&lt;br /&gt;
*Any Vindicator may take a siege shield...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
*Any Vindicator may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====HUNTER SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Hunter&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Hunter&#039;&#039;&#039;...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skyspear missile launcher&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Savant Systems Interlocked:&#039;&#039;&#039; Whilst this unit includes three Hunters, each model´s skyspear missile launcher can re-roll the dice when resolving its Savant Lock special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Hunters...&#039;&#039;70 pts/model&#039;&#039;&lt;br /&gt;
*Any Hunter may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list. &lt;br /&gt;
&lt;br /&gt;
====STALKER SQUADRON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Stalker&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Stalker&#039;&#039;&#039;...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icarus stormcannon array&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skystorm:&#039;&#039;&#039; Whilst this unit includes three Stalkers, each model’s Icarus stormcannon array has the Ignores Cover special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Stalkers...&#039;&#039;75 pts/model&#039;&#039;&lt;br /&gt;
*Any Stalker may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====SPARTAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Spartan&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Spartan&#039;&#039;&#039;...&#039;&#039;300 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Two quad lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 25 models. &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Spartan has one Access Point on each side of the hull and one at the front. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with twin-linked heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace two quad lascannons with two laser destroyers...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take any of the following:  &lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
:: - Ceramite plating...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====LAND RAIDER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Land Raider Achilles&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Ares&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Crusader&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Excelsior&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Helios&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Phobos&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Prometheus&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Proteus&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Redeemer&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| Land Raider Terminus Ultra&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Fast, Tank, Transport)&#039;&#039;&#039;. Land Raider Terminus Ultra is &#039;&#039;&#039;Vehicle (Fast, Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Land Raider Proteus&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Achilles&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunderfire cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked multi-meltas&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Ares&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ares pattern demolisher cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked heavy flamers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Crusader&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Two hurricane bolters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag assault launchers&#039;&#039;&#039;&lt;br /&gt;
Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades. &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Excelsior&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grav-cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aquila Aegis Field:&#039;&#039;&#039; A model armed with an Aquila Aegis Field has a 6+ invulnerable save and ignores the effects of the Crew Shaken and Crew Stunned results on the vehicle damage table (but still loses a Hull Point). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Helios&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Missile launcher with flakk missiles&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Phobos&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Prometheus&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Comms relay&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Battle auspex&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked heavy bolters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Proteus&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explorator augury web&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Redeemer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Two inferno cannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag assault launchers&#039;&#039;&#039;&lt;br /&gt;
Any unit charging into close combat on the same turn as it disembarks from vehicle armed with frag assault launchers counts as having frag grenades. &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Terminus Ultra&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Three twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Achilles&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ferromantic Invulnerability:&#039;&#039;&#039; The Lance and Melta rules have no effect on a vehicle with this special rule. Unless the weapon is Strenght D, subtract 1 from the rolls on the Vehicle Damage Table made against a vehicle with this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Crusader&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Excelsior&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Helios&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Phobos&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Prometheus&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Proteus&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Redeemer&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Land Raider Terminus Ultra&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Massive&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tank Hunters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Systems Overload:&#039;&#039;&#039; All twin-linked lascannons and lascannons fired by a model with this special rule have the Gets Hot special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Six models. (Land Raider Achilles and Land Raider Helios only)&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Ten models. (Land Raider Excelsior, Land Raider Phobos and Land Raider Proteus only)&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Twelve models. (Land Raider Redeemer only)&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Sixteen models. (Land Raider Crusader only)&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; The Land Raider has one Access Point on each side of the hull and one at the front. Land Raider Proteus do not have an Access Point at the front. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to one of the following:&lt;br /&gt;
:: - Land Raider Achilles...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Ares...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Crusader...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Excelsior...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Helios...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Phobos...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Prometheus...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Redeemer...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Land Raider Terminus Ultra...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
*Land Raider Crusader, Land Raider Redeemer and Land Raider Phobos may take a multi-melta...&#039;&#039;8 pts&#039;&#039;&lt;br /&gt;
*Land Raider Excelsior may take a combi-plasma...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Land Raider Achilles, Land Raider Helios and Land Raider Prometheus may take a storm bolter...&#039;&#039;3 pts&#039;&#039;&lt;br /&gt;
*May replace missile launcher with flakk missiles with whirlwind multiple missile launcher...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Land Raider Achilles may take any of the following:&lt;br /&gt;
:: - Dozer blade...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Siege shield...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list. &lt;br /&gt;
&lt;br /&gt;
===LORDS OF WAR===&lt;br /&gt;
====CHIEF LIBRARIAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Chief Librarian&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;135 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Hood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Librarian)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Librarians generate their powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - &#039;&#039;&#039;Mental Fortress:&#039;&#039;&#039;...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
A model with this upgrade can re-roll results on the Perils of the Warp table. &lt;br /&gt;
:: - &#039;&#039;&#039;Hex Master:&#039;&#039;&#039;...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
Any &#039;&#039;&#039;Malediction&#039;&#039;&#039; manifested by a model with this upgrade lasts one additional turn. &lt;br /&gt;
:: - &#039;&#039;&#039;Emissary of Destruction:&#039;&#039;&#039;...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
Your opponent can only succesfully Deny the Witch on 6+ when attempting to Deny the Witch against a power manifested by a model with this upgrade. &lt;br /&gt;
*May take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
*May replace bolt pistol, frag and krak grenades with Terminator armour...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
*A Chief Librarian in Terminator armour may take one of the following:&lt;br /&gt;
:: - Storm Bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer, -melta or -plasma...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Storm Shield...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*A Librarian in Terminator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists. &lt;br /&gt;
*Chief Librarians add &#039;&#039;&#039;The Rod of Malcador&#039;&#039;&#039; and &#039;&#039;&#039;The Infernal Hood&#039;&#039;&#039; to their available[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] list.  &lt;br /&gt;
*&#039;&#039;&#039;The Rod of Malcador&#039;&#039;&#039;...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
The Rod of Malcador is a Master Crafted Force Mace with Soul Blaze special rule. &lt;br /&gt;
*&#039;&#039;&#039;The Infernal Hood&#039;&#039;&#039;...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
The Infernal Hood is a psychic hood which does not replace one of the Chief Librarians weapons. A model equipped with the Infernal Hood generates two additional warp charges each turn.&lt;br /&gt;
&lt;br /&gt;
====CHAPTER MASTER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Chapter Master&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace close combat weapon with relic blade...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take [[Codex_-_Space_Marines_Angry_Smurf_Edition#ARTIFICER_ARMOUR|artificer armour]]...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May take a storm shield...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*Unless armed with Terminator armour or Decimator armour may select items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#MELEE WEAPONS| &#039;&#039;&#039;Melee Weapons&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#RANGED WEAPONS|&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
*May replace his power sword with a relic blade...&#039;&#039;5 pts&#039;&#039; &lt;br /&gt;
*May replace his bolt pistol, close combat weapon, and frag and krak grenades with Terminator armour, storm bolter, and power sword...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
**If armed with Terminator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#TERMINATOR WEAPONS|&#039;&#039;&#039;Terminator Weapons&#039;&#039;&#039;]], [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
*May replace bolt pistol, close combat weapon, and krak and frag grenades with Decimator armour and one of the following: &lt;br /&gt;
**Hurricane bolter and twin-linked heavy bolter...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
***May replace his twin-linked heavy bolter with twin-linked lascannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
***May replace his twin-linked heavy bolter with grav-cannon...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
***May replace hurricane bolter with missile launcher with 1/2/3 missile types...&#039;&#039;0/5/10 pts&#039;&#039;&lt;br /&gt;
**Twin-linked flamer, ironclad assault launchers, two siege drills...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
***May replace ironclad assault launchers with storm bolter...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
***May replace his twin-linked flamer with meltagun...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
**If armed with Decimator armour may only take items from the [[Codex_-_Space_Marines_Angry_Smurf_Edition#SPECIAL ISSUE WARGEAR|&#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039;]] and/or[[Codex_-_Space_Marines_Angry_Smurf_Edition#CHAPTER RELICS| &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039;]] lists.&lt;br /&gt;
&lt;br /&gt;
====HONOUR GUARD SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Honour Guard&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Chapter Champion&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Chapter Champion is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2 Honour Guards, 1 Chapter Champion&#039;&#039;&#039;...&#039;&#039;140 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Artificer armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Chapter Champion only)&lt;br /&gt;
*&#039;&#039;&#039;Honour or Death:&#039;&#039;&#039; (Chapter Champion only) A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to seven additional Honour Guard...&#039;&#039;45 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace boltgun with close combat weapon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Chapter Champion may replace power sword with thunder hammer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*Any model may replace its power sword with one of the following:&lt;br /&gt;
:: - Relic blade...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Power axe...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Power lance...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Power maul...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*The entire squad may take one of the following:&lt;br /&gt;
:: - Space Marine bikes and twin-linked boltguns...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Jump packs...&#039;&#039;10 pts/model&#039;&#039; &lt;br /&gt;
*One Honour Guard may replace boltgun with the Chapter Banner...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Unique, you may not include multiple Chapter Banners in a single army. Friendly units within 12&amp;quot; of a model equipped with a Chapter Banner gain the Fearless special rule.&lt;br /&gt;
*The unit may take a Drop Pod, Land Raider, Razorback or Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====THUNDERHAWK GUNSHIP====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Thunderhawk Gunship&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Thunderhawk Gunship&#039;&#039;&#039;...&#039;&#039;900 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked heavy bolters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Three bomb pylon sets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 30 models.&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Thunderhawk Gunship has one Access Point at the front of its hull and one on either side. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace thunderhawk cannon with turbo-laser destructor...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May replace 3 bomb pylon sets with 6 hellstrike missiles...&#039;&#039;free&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====THUNDERHAWK TRANSPORTER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Thunderhawk Transporter&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Flyer, Tank, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Thunderhawk Transporter&#039;&#039;&#039;...&#039;&#039;450 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked heavy bolters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Clamps:&#039;&#039;&#039; A Vehicle with this special rule can transport other vehicles. To embark upon a vehicle with this special rule the model has to be wholly within 6&amp;quot; instead of wholly within 2&amp;quot; of one of this vehicle´s Access Points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; Two vehicles with FA 11, SA 11 and RA 10 or one vehicle with with FA 14, SA 14 and RA 14 &lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; Two sets of vehicle clamps beneath the Thunderhawk Transport. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace thunderhawk cannon with turbo-laser destructor...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take up to 6 hellstrike missiles...&#039;&#039;20 pts each&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====TYPHON HEAVY SIEGE TANK====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Typhon&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Typhon&#039;&#039;&#039;...&#039;&#039;350 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dreadhammer siege cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Two heavy bolters...&#039;&#039;20 pts&lt;br /&gt;
:: - Two lascannons...&#039;&#039;40 pts&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating...&#039;&#039;20 pts&lt;br /&gt;
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====CERBERUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Cerberus&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Cerberus&#039;&#039;&#039;...&#039;&#039;400 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked neutron laser battery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flare shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Reactor Blast:&#039;&#039;&#039; When a Cerberus loses its last Hull Point, it always suffers a Titanic Explosion! – there is no need to roll on the Catastrophic Damage table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Two heavy bolters...&#039;&#039;20 pts&lt;br /&gt;
:: - Two lascannons...&#039;&#039;40 pts&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====FALCHION====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Falchion&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Falchion&#039;&#039;&#039;...&#039;&#039;540 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked volcano cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====FELLBLADE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Fellblade&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Fellblade&#039;&#039;&#039;...&#039;&#039;540 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked Fellblade accelerator cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Demolisher cannon&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace Four twin-linked lascannons with two laser destroyers...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with twin-linked heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
:: - Storm bolter...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====FELLGLAIVE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Fellglaive&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Super-heavy Vehicle (Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Fellglaive&#039;&#039;&#039;...&#039;&#039;540 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Volkite Carronade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Four twin-linked lascannons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace four twin-linked lascannons with two laser destroyers...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with twin-linked heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Ceramite plating...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Hunter-killer missile...&#039;&#039;12 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==APPENDIX==&lt;br /&gt;
===LEVELS OF ALLIANCE===&lt;br /&gt;
Models with the Space Marines faction treat Allies of Convenience as Battle Brothers for the purpose of Warlord traits. &lt;br /&gt;
&lt;br /&gt;
Models with the Space Marines Faction have the following levels of alliance with other units from different Factions in the same army:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle Brothers:&#039;&#039;&#039; Space Marines drawn from the same Chapter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies of Convenience:&#039;&#039;&#039; Adepta Sororitas, Adeptus Mechanicus, Grey Knights, Imperial Guard, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines drawn from other Chapters, Space Wolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Desperate Allies:&#039;&#039;&#039; Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Harlequins, Orks, Tau Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Come the Apocalypse:&#039;&#039;&#039; Chaos Daemons, Chaos Space Marines, Dark Eldar, Genestealer Cults, Mutants and Heretics, Necrons, Tyranids.&lt;br /&gt;
&lt;br /&gt;
===SPACE MARINES SPECIAL RULES===&lt;br /&gt;
====COMBAT DOCTRINES====&lt;br /&gt;
An army including the following units includes a Demi-Company:&lt;br /&gt;
*3+ Tactical Squads&lt;br /&gt;
*1+ Assault Squads, Attack Bike Squads and/or Bike Squads &lt;br /&gt;
*1+ Decimator Squads and/or Devastator Squads &lt;br /&gt;
*1 Chaplain and/or 1 Captain &lt;br /&gt;
&lt;br /&gt;
An army including the following units includes a Battle Company:&lt;br /&gt;
*6 Tactical Squads&lt;br /&gt;
*2+ Assault Squads, Attack Bike Squads and/or Bike Squads (in any combination)&lt;br /&gt;
*2+ Decimator Squads and/or Devastator Squads (in any combination)&lt;br /&gt;
*1 Chaplain &lt;br /&gt;
*1 Captain &lt;br /&gt;
&lt;br /&gt;
You get to activate a single Doctrine of your choice once per game if your army includes a Demi-Company. This Doctrine affects all models (including Independent Characters) in Assault Squads, Attack Bike Squads, Bike Squads, Command Squads, Decimator Squads, Devastator Squads, Dreadnought Squadrons, Land Speeder Squadrons and Tactical Squads in Battle Companies and Demi-Companies. &lt;br /&gt;
&lt;br /&gt;
You get to activate an additional Doctrine of your choice once per game if your army includes a Battle Company, this Doctrine affects all models (including Independent Characters) in Assault Squads, Attack Bike Squads, Bike Squads, Command Squads, Decimator Squads, Devastator Squads, Dreadnought Squadrons, Land Speeder Squadrons and Tactical Squads in Battle Companies&lt;br /&gt;
&lt;br /&gt;
You may enact a single Doctrine at the start of each of your turns. &lt;br /&gt;
&#039;&#039;&#039;Assault Doctrine:&#039;&#039;&#039; Elligible models can re-roll To Hit rolls of 1 in the Assault phase of this turn. Affected models in Assault Squads, Bike Squads, Attack Bike Squads and Assault Decimator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the&lt;br /&gt;
Assault phase of this turn.&lt;br /&gt;
&#039;&#039;&#039;Devastator Doctrine:&#039;&#039;&#039; All elligible models can re-roll To Hit rolls of 1 in the Shooting phase of this turn. Affected models in Devastator Squads and Decimator Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting phase of this turn.&lt;br /&gt;
&#039;&#039;&#039;Tactical Doctrine:&#039;&#039;&#039; All elligible models can re-roll To Hit rolls of 1 in the Shooting and Assault phases of this turn. Affected models in Tactical Squads, including any affected models with the Independent Character special rule that have joined those squads, can instead re-roll all failed To Hit rolls in the Shooting and Assault phases of this turn.&lt;br /&gt;
&lt;br /&gt;
====COMBAT SQUADS====&lt;br /&gt;
At the start of the game, you may choose to separate any full-strength units with this special rule into two different units of the same size. These units may not join together at any point in the game. Two Combat Squads that were originally part of the same unit may be embarked on the same vehicle. If joined by an Attack Bike, Space Marine Bike squads split into one four man squad and one five man squad with the Attack Bike.&lt;br /&gt;
====ETERNAL CRUSADE====&lt;br /&gt;
Units composed entirely of models with this special rule may use their Sweeping Advance move to move within 1&amp;quot; of their enemy during your Assault Phase provided at least one model from the unit moves into base contact with an enemy model. Your unit counts as having made a disordered charge and may not strike in the ensuing combat. Overwatch may be performed against the unit as normal.&lt;br /&gt;
====HEROIC AUTHORITY====&lt;br /&gt;
Models with this special rule may attempt to &#039;&#039;&#039;Inspire&#039;&#039;&#039; a unit once per shooting phase. To &#039;&#039;&#039;Inspire&#039;&#039;&#039; a unit select one of the following special rules: Counter-attack, Fleet, Furious Charge, Hit and Run, Interceptor, Split Fire, Monster Hunter, Tank Hunters, Fearless. Then select a unit drawn from the same Chapter as the &#039;&#039;&#039;Inspiring&#039;&#039;&#039; model within 12” to receive the special rule. Take a leadership test using &#039;&#039;&#039;Inspiring&#039;&#039;&#039; model´s leadership, if successful the selected unit gains the selected special rule until the start of the next friendly shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; A retreating unit which receives the Fearless special rule automatically passes its next Regroup test.&lt;br /&gt;
====HEROIC INSPIRATION====&lt;br /&gt;
Any model with this special rule, may attempt to &#039;&#039;&#039;Inspire&#039;&#039;&#039; once per game during your shooting phase. To &#039;&#039;&#039;Inspire&#039;&#039;&#039; select one of the special rules: Counter-attack, Fleet, Furious Charge, Hit and Run, Interceptor, Split Fire. Then take a leadership test using &#039;&#039;&#039;Inspiring&#039;&#039;&#039; model´s leadership, if successful the &#039;&#039;&#039;Inspiring&#039;&#039;&#039; model´s unit gains the selected special rule until the start of the next friendly shooting phase. &lt;br /&gt;
====LORD EXECUTIONER====&lt;br /&gt;
Models with this special rule have the Rampage special rule.&lt;br /&gt;
====MASSIVE====&lt;br /&gt;
Add 2 to the Strength of hits inflicted by this vehicle when it rams or is rammed.&lt;br /&gt;
====MASTER OF BALLISTICS====&lt;br /&gt;
Models with this special rule may fire an additional 2 shots with bolt weapons and the Strength 4 Rapid Fire profile of combi-weapons.&lt;br /&gt;
====MASTER OF THE ARSENAL====&lt;br /&gt;
Your army includes an ammunition dump which must be placed at the same time as any other fortifications. Models within 2&amp;quot; of an ammunition dump re-roll failed To Hit rolls of 1 in the Shooting phase. A model in cover behind an ammunition dump has a 5+ cover save. &lt;br /&gt;
====MASTER OF THE FLEET====&lt;br /&gt;
While a model with this special rule is alive you may re-roll failed reserve rolls. &lt;br /&gt;
====MASTER OF THE RELICS====&lt;br /&gt;
You may include any number of models with the Relic Pattern special rule.&lt;br /&gt;
====MASTER OF THE RECRUITS====&lt;br /&gt;
All units in a detachment including a model with this special rule gain Ld 8 unless their leadership would normally be higher and the Acute Senses special rule.&lt;br /&gt;
====NAME====&lt;br /&gt;
This special rule is always followed by a name in brackets. Units with this special rule count their name as being the name in brackets in addition to their true name. &lt;br /&gt;
====RELIC PATTERN====&lt;br /&gt;
You may not have more models with this special rule in a detachment than you do models with the Blessings of the Omnissiah special rule. &lt;br /&gt;
====SUPREME AUTHORITY====&lt;br /&gt;
A model with this special rule &#039;&#039;&#039;Inspires&#039;&#039;&#039; all eligible units within 12&amp;quot; rather than a single unit when he uses his Heroic Authority special rule.&lt;br /&gt;
&lt;br /&gt;
==CHAPTER TACTICS==&lt;br /&gt;
The Chapter Tactics special rule represents a group of rules that are specific to a given Chapter. When choosing an army, you must make a note of which Chapter each unit with the Chapter Tactics special rule is drawn from. All models in the same Detachment or Formation must be drawn from the same Chapter. If a unit’s datasheet contains a Chapter in brackets after the Chapter Tactics special rule – for example, ‘Chapter Tactics (Ultramarines)’ – the unit must always be drawn from this Chapter, and therefore cannot be included in a Detachment or Formation with any units that are drawn from other Chapters. All Vehicles listed in this section may only be included in Detachments using the Chapter Tactic of the relevant Chapter.&lt;br /&gt;
&lt;br /&gt;
All models drawn from a given Chapter benefit from that Chapter’s Chapter Tactics rules, as described below. The rules will often refer to a model, character or unit by its Chapter; in all cases, this refers to a model, character or unit with the Chapter Tactics special rule that is drawn from the given Chapter. Note that this means that models without the Chapter Tactics special rule (such as a Rhino) never benefits from this special rule unless otherwise noted. If a unit contains models drawn from two different Chapters (including Space Wolves and Grey Knights), it benefits from neither Chapter Tactic.&lt;br /&gt;
===[[Angry Marines|ANGRY MARINES]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Rip and tear|RIP AND TEAR]]:&#039;&#039;&#039; Angry Marines models gain the Move Through Cover, Rage and Furious Charge special rules, However, they can never fire overwatch.  &lt;br /&gt;
&#039;&#039;&#039;COVER IS FOR PUSSIES:&#039;&#039;&#039; Subtract 1 from all cover saves made by Angry Marines models.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Astral Claws|ASTRAL CLAWS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reckless Courage:&#039;&#039;&#039; Astral Claws models may not use the Hit and Run special rule. In addition, Astral Claws units must re-roll failed leadership tests. &lt;br /&gt;
*&#039;&#039;&#039;Lethal Blow:&#039;&#039;&#039; Astral Claws models with this special rule with Bike unit type gain the Furious Charge special rule. Astral Claws Walkers gain the Rampage special rule. &lt;br /&gt;
*&#039;&#039;&#039;Rapid Attack and Encirclement:&#039;&#039;&#039; Astral Claws models with this special rule gain the Acute Senses and Outflank special rules. &lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Astral Claws:&#039;&#039;&#039; Detachments using Astral Claws Chapter Tactics gain access to the following HQ choices: &lt;br /&gt;
====THE BLOODY SCOURGE OF SHAPRIAS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
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|-&lt;br /&gt;
| Carnac Commodus&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Biter&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 5&lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cut Them Down!:&#039;&#039;&#039; Whilst your Warlord is alive all friendly units with the Space Marines faction may re-roll failed Sweeping Advance attempts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Astral Claws)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legion Overseer:&#039;&#039;&#039; Friendly units within 12&amp;quot; of a model with this special rule have leadership 10. &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
====CAPTAIN OF THE ASTRAL CLAWS&#039; 2ND COMPANY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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|-&lt;br /&gt;
| Corien Sumatris&lt;br /&gt;
| &lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;175 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Digital weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spectre pattern bolter&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
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! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
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| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted power sword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legendary Fighter:&#039;&#039;&#039; Your army gains 1 Victory Point for each enemy character slain by your Warlord in a challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Astral Claws)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Tyrant´s Champion:&#039;&#039;&#039; When attempting to &#039;&#039;&#039;Inspire&#039;&#039;&#039; a unit to give it the Counter-attack or Furious Charge special rule the order affects all elligible units within 12&amp;quot; of Corien Sumatris.&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
====THE ALCHEMANCER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
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|- &lt;br /&gt;
| Armenneus Valthex&lt;br /&gt;
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| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Armenneus Valthex is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;145 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Armenneus Valthex&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Conversion beamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Indynabula array&#039;&#039;&#039;&lt;br /&gt;
This grants Armenneus Valthex a 5+ invulnerable save. &lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Servitor&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Machines:&#039;&#039;&#039; Friendly Dreadnought Squadrons and Contemptor Dreadnought Squadrons within 12&amp;quot; of your Warlord have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Armenneus Valthex&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Omnissiah:&#039;&#039;&#039; In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.&lt;br /&gt;
*&#039;&#039;&#039;Bolster Defences:&#039;&#039;&#039; After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.&lt;br /&gt;
*&#039;&#039;&#039;Battle Alchemistry:&#039;&#039;&#039;&lt;br /&gt;
While part of Armenneus Valthex´ unit models armed with boltguns may use the following profile:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Servitors&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mindlock:&#039;&#039;&#039; Unless it also contains a TechMarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace the Independent Character special rule with up to five Servitors...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*Up to two Servitors may replace their servo-arm with one of the following:&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Legends of the Astral Claws:&#039;&#039;&#039; Detachments using Astral Claws Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
====CHAPTER MASTER OF THE ASTRAL CLAWS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lugft Huron&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;290 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Ghost Razors&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Shred, Shieldbreaker&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Shieldbreaker:&#039;&#039;&#039; All succesful invulnerable saves made against wounds/hullpoints suffered by weapons with this rule, must be rerolled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Counter-assault:&#039;&#039;&#039; While your Warlord is alive all Astral Claws units which have arrived from reserves have the Counter-attack special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Undying Will:&#039;&#039;&#039; While Lugft Huron has 1 wound left he has the Feel No Pain (3+) special rule. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Black Dragons|BLACK DRAGONS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dragon Claws:&#039;&#039;&#039; Black Dragons Vanguard Veterans gain the following close combat weapon:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Retractable Bone-Sabres:&#039;&#039;&#039; Non-vehicle Black Dragons models have the Shred special rule.&amp;lt;/div&amp;gt;&lt;br /&gt;
===[[Black Templars|BLACK TEMPLARS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade:&#039;&#039;&#039; Black Templars models may not be part of Detachments or Formations other than Combined Arms Detachments and Allied Detachments.  Psykers may not use Black Templars Chapter Tactics. &lt;br /&gt;
*&#039;&#039;&#039;Holy Crusaders:&#039;&#039;&#039; Black Templars models have the Crusader and Adamantium Will special rules, in addition models with Chapter Tactics (Black Templars) gain the Zealot special rule during any turn in which they declare an assault.&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Black Templars:&#039;&#039;&#039; Detachments using Black Templar Chapter Tactics gain access to the following HQ choices: &lt;br /&gt;
====THE EMPEROR&#039;S CHAMPION====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Emperor´s Champion&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;140 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Sword&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Armour of Faith&#039;&#039;&#039;&lt;br /&gt;
The Armour of Faith confers a 4+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Black Templars)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Honour or Death&#039;&#039;&#039; A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.&lt;br /&gt;
&lt;br /&gt;
====CHAPLAIN GRIMALDUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Chaplain Grimaldus&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Cenobyte Servitor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Chaplain Grimaldus is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;175 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Chaplain Grimaldus&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted plasma pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rites of War:&#039;&#039;&#039; (Chaplain Grimaldus only) All models in your primary Detachment are Leadership 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Chaplain Grimaldus&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Black Templars)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unmatched Zeal:&#039;&#039;&#039;&lt;br /&gt;
Friendly units with the Chapter Tactics (Dark Templars) special rule within 6&amp;quot; of Chaplain Grimaldus gain the Zealot special rule.  &lt;br /&gt;
*&#039;&#039;&#039;Name (Chaplain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Cenobyte Servitors&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relics of Helsreach:&#039;&#039;&#039; Friendly units with the Dark Templars units within 6&amp;quot; of one or more Cenobyte Servitors have the Feel No Pain special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace the Independent Character special rule with up to five Cenobyte Servitors...&#039;&#039;7 pts/model&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Troops of the Black Templars:&#039;&#039;&#039; Detachments using Black Templar Chapter Tactics gain access to the following Troops choices:&lt;br /&gt;
====CRUSADER SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Initiate&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Neophyte&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
| Sword Brother &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2 &lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Sword Brother is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Initiates&#039;&#039;&#039;...&#039;&#039;55 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Black Templars)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot (Sword Brother only)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Initiates...&#039;&#039;11 pts/model&#039;&#039;&lt;br /&gt;
*May include up to one Nephyte for each Initiate in the Squad...&#039;&#039;7 pts/model&#039;&#039;&lt;br /&gt;
*May upgrade one Initiate to a Sword Brother...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*One Initiate may take one of the following:&lt;br /&gt;
:: - One weapon from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; list.&lt;br /&gt;
:: - Power axe, power lance, power maul or power sword...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power fist...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*A different Initiate may take a weapon from the &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*Any Nephyte may replace its boltgun with a twin-linked Space Marine shotgun...&#039;&#039;free&#039;&#039; &lt;br /&gt;
*Sword Brother may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Sword Brother may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod, Rhino, Razorback or Land Raider Crusader as a Dedicated Transport. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Black Templars:&#039;&#039;&#039; Detachments using Black Templar Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
====HIGH MARSHAL HELBRECHT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| High Marshal Helbrecht&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;220 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted power sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Imperium´s Sword:&#039;&#039;&#039; All models in your Warlord&#039;s unit have the Furious Charge special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Black Templars)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legacy of Dorn:&#039;&#039;&#039; High Marshal Helbrech has a Charge Bonus of D3 Attacks instead of one. &lt;br /&gt;
*&#039;&#039;&#039;Crusade of Wrath:&#039;&#039;&#039; Once per game, at the beginning of your Assault phase, High Marshal Helbrech can grant all friendly models with Chapter Tactics (Black Templars) the &#039;&#039;&#039;Fleet&#039;&#039;&#039; and Zealot special rules. Any fleeing unit with Chapter Tactics (Black Templars) immediately regroup. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Angels|BLOOD ANGELS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Descent of Angels:&#039;&#039;&#039; Blood Angels models armed with the Jump unit type do not scatter when arriving from Deep Strike Reserve and may both Run and Shoot the turn they arrive from Deep Strike Reserve. &lt;br /&gt;
*&#039;&#039;&#039;Red Thirst:&#039;&#039;&#039; Blood Angels models have the Furious Charge special rule. &lt;br /&gt;
*&#039;&#039;&#039;Mental Instability:&#039;&#039;&#039; When a unit which contains one or more models with the Fearless special rule fails a round of combat, all models with the Mental Instability special rule in the unit fall to the Black Rage. When a unit with the Mental Instability special rule fails a Morale test you must take a Leadership test; if this Leadership test is failed, the unit counts as having passed the Morale test and all models in the unit with the Mental Instability special rule fall to the Black Rage. When a model falls to the Black Rage it gains the Fearless, Feel No Pain, Rage, and Black Rage special rules. &lt;br /&gt;
*:&#039;&#039;&#039;Black Rage:&#039;&#039;&#039; Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules. &lt;br /&gt;
*&#039;&#039;&#039;Overcharged Engines:&#039;&#039;&#039; Rhinos and Razorbacks taken as Dedicated Transports for a unit with Chapter Tactics (Blood Angels) may Flat Out an additional 2D6&amp;quot;. If they do they count as moving through Dangerous Terrain while performing the additional move. &lt;br /&gt;
====Heroes of the Blood Angels====&lt;br /&gt;
Detachments and Formations using Blood Angels Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
=====LIBRARIAN DREADNOUGHT=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Librarian Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Librarian Dreadnought&#039;&#039;&#039;...&#039;&#039;110 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furioso force halberd&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic hood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Pilot (Mastery Level 1)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Librarian Dreadnoughts generate their powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039; and &#039;&#039;&#039;Pyromancy&#039;&#039;&#039; disciplines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to Psychic Pilot (Master Level 2)...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May replace storm bolter with one of the following:&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Meltagun...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod or a Dreadnought Drop Pod as a Dedicated Transport. &lt;br /&gt;
=====THE GOLDEN ANGEL=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Sanguinor&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encarmine sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death mask&#039;&#039;&#039;&lt;br /&gt;
A model armed with a death mask has the Fear special rule. &lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Bearing:&#039;&#039;&#039; Friendly units within 12&amp;quot; of a model with this Warlord Trait have the Fearless special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aura of Fervour:&#039;&#039;&#039; All models in the Sanguinor´s unit add 1 to their Attacks. &lt;br /&gt;
*&#039;&#039;&#039;Avenging Angel:&#039;&#039;&#039; The Sanguinor re-rolls failed To Hit and To Wound rolls during challenges. &lt;br /&gt;
=====MASTER OF SACRIFICE=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS &lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain Tycho&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Tycho the Lost&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;160 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Digital weapons&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Song&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Rapid Fire, Boltstorm, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Rapid Fire, Master-crafted, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Boltstorm:&#039;&#039;&#039; Tycho may fire two additional shots whenever he shoots using this profile. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Red Rampage:&#039;&#039;&#039; Your Warlord has the Rampage special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Captain Tycho&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hatred (Orks)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tycho the Lost&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hatred (Orks)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Rage:&#039;&#039;&#039; Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules.&lt;br /&gt;
*&#039;&#039;&#039;Fallen to the Black Rage:&#039;&#039;&#039; You cannot include Tycho the Lost in an army that includes Captain Tycho. Tycho the Lost can only join a Death Company Squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May be upgraded to Tycho the Lost...&#039;&#039;free&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====REDEEMER OF THE LOST=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Astorath &lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Executioner´s Axe&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Decapitation, Rending, Two-handed, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Decapitation:&#039;&#039;&#039; Any Rending wounds caused by a weapon with this special rule also have the Instant Death special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soulwarden:&#039;&#039;&#039; Friendly models in your Warlord&#039;s unit ignore the Black Rage special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Liturgies of Blood:&#039;&#039;&#039; Astorath and any models with the Black Rage special rule in his unit gain the Shred special rule in a turn in which Astorath makes a non-disordered charge. &lt;br /&gt;
=====SANGUINARY PRIEST=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sanguinary Priest&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Sanguinary Priest&#039;&#039;&#039;...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Chalice&#039;&#039;&#039;&lt;br /&gt;
Models with &#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039; in a unit that includes one or more models armed with a blood chalice add 1 to their Weapon Skill.&lt;br /&gt;
*&#039;&#039;&#039;Narthecium&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take a bolt pistol...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039; lists. &lt;br /&gt;
=====KEEPER OF THE GRAIL=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Brother Corbulo&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heaven´s Teeth&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Red Grail&#039;&#039;&#039;&lt;br /&gt;
Models with &#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039; in a unit within 12&amp;quot; of the model carrying The Red Grail add 1 Weapon Skill. The Red Grail is not cumulative with a blood chalice. &lt;br /&gt;
*&#039;&#039;&#039;Narthecium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Sanguinary Priest)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Far-Seeing Eye:&#039;&#039;&#039; Once per game, as long as Corbulo has not been removed as a casualty, this ability may be used to do one of the following:&lt;br /&gt;
:: - Re-roll the dice to Seize the Initiative. &lt;br /&gt;
:: - Re-roll the dice to Seize the Initiative. &lt;br /&gt;
:: - Re-roll a single dice used in a To Hit or To Wound roll, or a single dice used in a saving throw. &lt;br /&gt;
:: - Re-roll a single scatter dice. &lt;br /&gt;
&lt;br /&gt;
====Nobles of the Blood Angels====&lt;br /&gt;
Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Elites choices:&lt;br /&gt;
&lt;br /&gt;
=====CONTEMPTOR FURIOSO DREADNOUGHT SQUADRON=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Contemptor Furioso Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Contemptor Furioso Dreadnought&#039;&#039;&#039;...&#039;&#039;175 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contemptor Dreadnought&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contemptor Mortis Dreadnought&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two twin-linked heavy bolters&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Atomantic Shielding:&#039;&#039;&#039; A model with this special rule has a 5+ invulnerable save against ranged attacks and a 6+ invulnerable save against melee attacks. Add +1&amp;quot; to the radius of ‘Vehicle Explodes’ damage results suffered by models with this special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to two additional Contemptor Furioso Dreadnoughts...&#039;&#039;175 pts/model&#039;&#039;&lt;br /&gt;
*Any Contemptor Furioso Dreadnought may replace his twin-linked heavy bolter with one of the following:&lt;br /&gt;
:: - Chain fist and storm bolter...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Power fist and storm bolter...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Twin-linked autocannon...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Kheres Pattern assault cannon...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Twin-linked assault cannon...&#039;&#039;15 pts/model&#039;&#039; &lt;br /&gt;
:: - Heavy conversion beamer...&#039;&#039;30 pts/model&#039;&#039;&lt;br /&gt;
*Any Contemptor Furioso Dreadnought may replace his power fist with built-in storm bolter and twin-linked heavy bolter with two blood talons...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any Contemptor Furioso Dreadnought may replace his storm bolter with one of the following:&lt;br /&gt;
:: - Heavy flamer...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
:: - Melta gun...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
:: - Searchlight...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
:: - Extra armour...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Magna grapple...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
=====FURIOSO DREADNOUGHT SQUADRON=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Furioso Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Furioso Dreadnought&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Power fist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Dreadnought Squadron)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to two additional Furioso Dreadnoughts...&#039;&#039;120 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace one power fist and either storm bolter or meltagun with a frag cannon...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Any model may replace two power fists with two blood talons...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Any model may replace storm bolter with heavy flamer...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*Any model may replace meltagun with heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may take extra armour...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Any model may replace smoke launchers with a magna-grapple...&#039;&#039;free&#039;&#039;&lt;br /&gt;
A unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle.&lt;br /&gt;
=====DEATH COMPANY DREADNOUGHT SQUADRON=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Death Company Dreadnought&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Death Company Dreadnought&#039;&#039;&#039;...&#039;&#039;125 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Power fist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Dreadnought Squadron)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;None Can Stay My Wrath:&#039;&#039;&#039; Models with this special rule ignore the effects of Crew Shaken or Crew Stunned damage results (but still lose a Hull Point).&lt;br /&gt;
*&#039;&#039;&#039;Black Rage:&#039;&#039;&#039; Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May add up to two additional Death Company Dreadnoughts...&#039;&#039;130 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace one power fist and either storm bolter or meltagun with a frag cannon...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 2, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*Any model may replace two power fists with two blood talons...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| - &lt;br /&gt;
| Blood Talon&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Shred, Rampage&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*Any model may replace storm bolter with heavy flamer...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*Any model may replace meltagun with heavy flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*Any model may take a magna-grapple...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
A unit containing a model with a magna-grapple can re-roll failed charges when attempting to charge a vehicle.&lt;br /&gt;
=====DEATH COMPANY SQUAD=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Death Company Marine&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Lemartes&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Lemartes is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Death Company Marines&#039;&#039;&#039;...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Blood Crozius (Lemartes only):&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Concussive, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius (Lemartes only)&#039;&#039;&#039;&lt;br /&gt;
A model armed with a Rosarius receives a 4+ invulnerable save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relentless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Black Rage:&#039;&#039;&#039; (Death Company Marine only) Models with this special rule automatically fail cover saves. Units which consist entirely of models with this special rule are immune to the effects of the Heroic Inspiration and Heroic Authority special rules. A model with this special rule cannot attempt make use of the Heroic Inspiration and Heroic Authority special rules.&lt;br /&gt;
*&#039;&#039;&#039;Zealot (Lemartes only)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fury Unbound (Lemartes only):&#039;&#039;&#039; If Lemartes would ever gain the Black Rage special rule he instead changes his Strength to 5 and his Attacks to 3 for the remainder of the game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to ten Death Company Marines...&#039;&#039;14 pts/model&#039;&#039;&lt;br /&gt;
*May add Lemartes...&#039;&#039;90 pts&#039;&#039;&lt;br /&gt;
*The entire unit may be equipped with jump packs...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*If the unit does not take jump packs the unit must take a Drop Pod, Razorback or Rhino as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Fire Support of the Blood Angels====&lt;br /&gt;
Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Heavy Support choices:&lt;br /&gt;
=====BAAL PREDATOR SQUADRON=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Baal Predator&lt;br /&gt;
| 4&lt;br /&gt;
| 13&lt;br /&gt;
| 11&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Fast, Tank)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Baal Predator&#039;&#039;&#039;...&#039;&#039;115 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Overcharged Engines&#039;&#039;&#039;&lt;br /&gt;
A model armed with Overcharged Engines may Flat Out an additional 2D6&amp;quot;. If they do they count as moving through Dangerous Terrain while performing the additional move.  &lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Killshot:&#039;&#039;&#039; Whilst this unit includes three Baal Predators, all Predators in the unit have the Scout special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Baal Predators...&#039;&#039;115 pts/model&#039;&#039;&lt;br /&gt;
*Any Predator may replace its twin-linked assault cannon with a flamestorm cannon...&#039;&#039;25 pts/model&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Torrent&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*Any Predator may take two side sponsons which are both armed with one of the following:&lt;br /&gt;
:: - Heavy bolters...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
:: - Heavy flamers...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Space Marines Vehicle Equipment&#039;&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
====Wings of the Blood Angels====&lt;br /&gt;
Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Fast Attack choices:&lt;br /&gt;
=====BLOOD RAPTOR GUNSHIP=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Fire Raptor&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover, Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Fire Raptor&#039;&#039;&#039;...&#039;&#039;195 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Revelation class warhead battery&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 4, Barrage, Large Blast, Blind, One Use, Descent Beacon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Descent Beacon:&#039;&#039;&#039; After the Revelation warhead battery attack has been fully resolved, the controlling player may place a beacon marker at the centre point of any one of the Large Blast (5&amp;quot;) markers placed as part of the weapon’s attack. This marker remains in place until the end of the&lt;br /&gt;
Blood Angels player’s next turn, and any friendly unit with the Descent of&lt;br /&gt;
Angels special rule that deploys using the Deep Strike rules within 6&amp;quot; of&lt;br /&gt;
the marker will not scatter.&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked autocannon turret&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked avenger bolt cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 7&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace two twin-linked quad heavy bolter turrets with two twin-linked quad heavy bolter turrets ...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 6, Independent Turret Fire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Independent Turret Fire:&#039;&#039;&#039; Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a separate target.&lt;br /&gt;
*May take a locator beacon ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Legends of the Blood Angels====&lt;br /&gt;
Detachments and Formations using Blood Angels Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
=====CHAPTER MASTER OF THE BLOOD ANGELS=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Commander Dante&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;300 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Inferno pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Death Mask of Sanguinius&#039;&#039;&#039; &lt;br /&gt;
Dante has the Fear special rule. Enemy units within 12&amp;quot; of Dante must use their lowest Leadership value, not the highest.&lt;br /&gt;
*&#039;&#039;&#039;The Axe Mortalis:&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strategic Genius:&#039;&#039;&#039; You add +1 to any Seize the Initiative roll. In addition, whilst your Warlord is alive, you can re-roll any Reserve Rolls (failed or successful).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A Hundred Campaigns:&#039;&#039;&#039; Whilst Dante is alive, you can discard up to 2 Active Tactical Objectives at the end of your turn instead of only 1.&lt;br /&gt;
*&#039;&#039;&#039;Sacred Duty:&#039;&#039;&#039; Dante has the Feel No Pain and It Will Not Die special rules. &lt;br /&gt;
*&#039;&#039;&#039;Vanquisher of Skarbrand:&#039;&#039;&#039; Your army gains 1 Victory Point for each enemy character slain by Dante in a challenge.&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====CHAPTER MASTER OF THE FLESH TEARERS=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gabriel Seth&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;250 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Reaver&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Rending, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blood Fuelled Rampage:&#039;&#039;&#039; Your Warlord has the Rampage special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flesh Tearers Chapter Tactics:&#039;&#039;&#039; You may not include any Unique named characters with the &#039;&#039;&#039;Chapter Tactics (Blood Angels) special rule without this special rule in the same army as this model. &lt;br /&gt;
*&#039;&#039;&#039;Whirlwind of Gore:&#039;&#039;&#039; Gabriel Seth gains a single additional attack at Initiative 1 for each casualty he caused at Intiative step 6. This special rule has no effect if Gabriel Seth is affected by an effect that reduces or increases his Initiative characteristic. &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
=====LORD OF DEATH=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Mephiston&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;210 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Hood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transfixing Gaze:&#039;&#039;&#039; Mephiston has the Fear special rule while fighting in a challenge. A failed Fear test caused by Mephiston only affects the model fighting Mephiston in a challenge.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mephiston always knows the &#039;&#039;Sanguine Sword&#039;&#039; psychic power. Mephiston generates three additional powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039; and &#039;&#039;&#039;Pyromancy&#039;&#039;&#039; disciplines. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sanguine Sword.... Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
Sanguine Sword is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; that targets Mephiston. Whilst the power is in effect, his force sword has Strength 10. &lt;br /&gt;
=====SANGUINARY GUARD SQUAD=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sanguinary Guard&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Sanguinary Guards&#039;&#039;&#039;...&#039;&#039;165 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted twin-linked boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Encarmine sword&#039;&#039;&#039; &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Master-crafted, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Blood Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Honour Guard Squad)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to seven additional Sanguinary Guards...&#039;&#039;55 pts/model&#039;&#039;&lt;br /&gt;
*The entire squad may take death masks...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
*One Sanguinary Guard may take the Chapter Banner...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Unique, you may not include multiple Chapter Banners in a single army. Friendly units within 12&amp;quot; of a model equipped with a Chapter Banner gain the Fearless special rule.&lt;br /&gt;
*Any model may replace master-crafted twin-linked boltgun with one of the following:&lt;br /&gt;
:: - Inferno pistol...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Plasma pistol...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*Any model may replace encarmine sword with one of the following: &lt;br /&gt;
:: - Encarmine axe...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Power fist...&#039;&#039;15 pts/model&#039;&#039;&lt;br /&gt;
=====WATCHER OF THE DEEPS=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Malakim Phoros&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
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|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;250 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Catechist&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| 6&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Glaive Encarmine&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1/User*&lt;br /&gt;
| 2/3*&lt;br /&gt;
| Melee, Master-crafted, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt; &lt;br /&gt;
*&#039;&#039;This weapon has two profiles for both Strength and AP. The first is used only on a turn in which the bearer charges; the second is used at all other times.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Ruin:&#039;&#039;&#039; Your Warlord has the Preferred Enemy special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lamenters Chapter Tactics:&#039;&#039;&#039; You may not include any Unique named characters with the &#039;&#039;&#039;Chapter Tactics (Blood Angels) special rule without this special rule in the same army as this model. &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explosion of Violence:&#039;&#039;&#039; Malakim Phoros adds 1 to his Strength characteristic each time he suffers an unsaved wound. Note that even if the wound is ignored by a Feel No Pain roll it still counts toward the number of unsaved wounds Malakim Phoros has suffered.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Blood Ravens|BLOOD RAVENS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Recovered Relics:&#039;&#039;&#039; Blood Ravens models gain access to  the Recovered Relics list. Only one of each relics of Recovered Relics may be taken in each army. A model can replace one weapon with one of the following: &lt;br /&gt;
:: - The Armour of Shadows...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Ex Tenebris ...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - The Raven Skull of Korvaad ...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Raven´s Fury ...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Swiftstrike and Murder ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - The Glaive of Vengeance ...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
:: - The Hunter´s Eye ...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Mantle of the Stormseer ...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Scimitar of the Great Khan...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Wrath of the Heavens...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Mysterious Axe...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Unwieldy, Unbound Fury, Mysterious Artefact&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unbound Fury:&#039;&#039;&#039; A model armed with the Axe of Unbound Fury gain the Counter-attack, Rage and Furious Charge special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mysterious Artefact:&#039;&#039;&#039; For each failed To-Hit roll the wielder makes in close combat inflict a single strength 5 AP2 hit on any friendly non-vehicle model within 3&amp;quot;. &lt;br /&gt;
:: - Curious Helmet...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
Does not replace a weapon. A model armed with the Curious Helmet may roll 2d6 at the start of your turn, during the Assault Phase you may use the roll you made at the start of the turn instead of rolling for your charge distance. A model armed with the Curious Helmet changes its number of attacks to 1. &lt;br /&gt;
:: - Strange Gauntlets...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
Does not replace a weapon. At the start of each round of close combat the wielder of the Strange Gauntlets may take an initiative test, if succesful the wielder may attack at normal initiative even if the wielder is attacking with a weapon with the Unwieldy special rule, if the test is failed the wielder may not attack at all. &lt;br /&gt;
:: - Peculiar Cape...&#039;&#039;30 pts&lt;br /&gt;
Does not replace a weapon. A model armed with the Peculiar Cape gains the &#039;&#039;&#039;Feel No Pain&#039;&#039;&#039; and Slow and Purposeful special rules. &lt;br /&gt;
*&#039;&#039;&#039;Legacy of Azariah:&#039;&#039;&#039; Add the following option to Blood Ravens Chapter Masters:&lt;br /&gt;
::*May take the Psyker (Mastery Level 3) special rule...&#039;&#039;75 pts&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Visions of Triumph:&#039;&#039;&#039; Add one to your rolls to see who chooses table sides and for seizing the initiative for each Blood Ravens psyker which generates one or more powers from the &#039;&#039;&#039;Divination&#039;&#039;&#039; discipline. Units with the Brotherhood of Psykers special rule count as a single psyker for the purpose of this special rule. &amp;lt;/div&amp;gt;&lt;br /&gt;
===[[Cardinal Knights|CARDINAL KNIGHTS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I Need Your &amp;lt;3:&#039;&#039;&#039; You may not include Devastator Squads and Decimator Squads in a Detachment or Formation using Cardinal Knights Chapter Tactics.  &lt;br /&gt;
*&#039;&#039;&#039;Terror Tactics:&#039;&#039;&#039; Cardinal Knights models have the Fear special rule.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Structure:&#039;&#039;&#039; You may not include Librarians and Chaplains in a Detachment or Formation using Cardinal Knights Chapter Tactics. In addition All Captains with Chapter Tactics (Cardinal Knights) must take one of the following upgrades:&lt;br /&gt;
:: - Psyker (Mastery Level 1)...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:: - Psyker (Mastery Level 2)...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Zealot...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
:A single Captain may instead take Psyker (Mastery Level 3) and change his Battlefield Role from HQ to Lord of War...&#039;&#039;75 pts&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Note:&#039;&#039;&#039; If upgraded to a Psyker the Captain generates his powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology (Santic)&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines.&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Specialists:&#039;&#039;&#039; All models in Tactical Squads, Scout Squads and Sternguard Veteran Squads must take a close combat weapon in addition to their Boltgun...&#039;&#039;free&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Cardinal Knights:&#039;&#039;&#039;&lt;br /&gt;
====HEART TAKER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Heart Taker&lt;br /&gt;
| 7&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in meltagun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealotry Eternal:&#039;&#039;&#039; Friendly models within 12&amp;quot; of your Warlord have the Zealot special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Cardinal Knights)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Venerable:&#039;&#039;&#039; If a model with this special rule suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Dark Angels|DARK ANGELS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
====Chapter Organisation====&lt;br /&gt;
Dark Angels do not have any special rule as part of their Chapter Tactics; instead, they have access to the following formations. &lt;br /&gt;
&lt;br /&gt;
=====DEATHWING REDEMPTION FORCE=====&lt;br /&gt;
&#039;&#039;&#039;Formation:&#039;&#039;&#039;&lt;br /&gt;
*1-3 of the following:&lt;br /&gt;
:: - 1 Belial or Captain&lt;br /&gt;
:: - 1 Interrogator-Chaplain &lt;br /&gt;
:: - 1 Librarian&lt;br /&gt;
*1-5 Deathwing Terminator Squads&lt;br /&gt;
*0-1 Deathwing Command Squad&lt;br /&gt;
*0-3 of the following:&lt;br /&gt;
:: - 1 Deathwing Knight Squad&lt;br /&gt;
:: - 1-3 Dreadnought Squadrons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Dreadnoughts in this Formation must be upgraded to Venerable Dreadnoughts. All units in this Formation must arrive via Deep Strike Reserve. This Formation may only include one of the following: 1 Captain or Belial. You may not include a Deathwing Redemption Force with Belial or a Captain and another Deathwing Redemption Force with a Captain. Any Captain that is part of a Deathwing Redemption Force may not take the Master of the Fleet, Master of the Arsenal, Lord Executioner, Master of the Relics or Master of the Recruits upgrade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Knight of Caliban:&#039;&#039;&#039; If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table. &lt;br /&gt;
*&#039;&#039;&#039;Hatred (Chaos Space Marines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wings of Death:&#039;&#039;&#039; Models with this special rule have the Split Fire special rule and they may Run and Shoot in the same turn in the turn they arrive from Deep Strike Reserve.  &lt;br /&gt;
*&#039;&#039;&#039;Deathwing Assault:&#039;&#039;&#039; Models with this special rule do not need to roll Reserve rolls, instead note down, during deployment, whether all units wish to arrive turn 1 or turn 2, all models in this Formation automatically arrive the noted turn. When they do arrive all of their weaponry gain the Twin-linked special rule until the end of the turn. Drop Pods in this formation lose the Drop Pod Assault special rule. &lt;br /&gt;
*&#039;&#039;&#039;Interromancy:&#039;&#039;&#039; Librarians from this Formation which generate their powers from the &#039;&#039;&#039;Telepathy&#039;&#039;&#039; discipline gain the Fear special rule. Enemy units must roll 3d6 when taking fear tests caused by a Librarian from this Formation. &lt;br /&gt;
&lt;br /&gt;
=====RAVENWING STRIKE FORCE=====&lt;br /&gt;
&#039;&#039;&#039;Formation:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*1 Captain or 1 Sammael or 1 Sableclaw&lt;br /&gt;
*0-1 Chaplain&lt;br /&gt;
*2-12 of the following:&lt;br /&gt;
:: - 1 Bike Squad&lt;br /&gt;
:: - 1 Attack Bike Squad&lt;br /&gt;
:: - 1 Land Speeder Squadron&lt;br /&gt;
:: - 1 Ravenwing Darkshroud&lt;br /&gt;
*0-1 Black Knights Squad&lt;br /&gt;
*0-3 Land Speeder Vengeances&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All models in this Formation must either have the Bike or Skimmer unit sub-type. This Formation may only include one of the following: 1 Captain or Belial. You may not include a Deathwing Redemption Force with Belial or a Captain and another Deathwing Redemption Force with a Captain. Any Captain that is part of a Deathwing Redemption Force may not take the Master of the Fleet, Master of the Arsenal, Lord Executioner, Master of the Relics or Master of the Recruits upgrade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Huntsman:&#039;&#039;&#039; If this Formation is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table. &lt;br /&gt;
*&#039;&#039;&#039;The Hunt:&#039;&#039;&#039; Independent Characters with this special rule gain the Skilled Rider special rule. &lt;br /&gt;
*&#039;&#039;&#039;Raven´s Flight:&#039;&#039;&#039; Models with this special rule may re-roll failed cover saves when it Jinks. &lt;br /&gt;
&lt;br /&gt;
=====RAVENWING ATTACK SQUADRON=====&lt;br /&gt;
&#039;&#039;&#039;Formation:&#039;&#039;&#039;&lt;br /&gt;
*1 Bike Squad or 1 Attack Bike Squad&lt;br /&gt;
*1 Land Speeder Squadron or 1 Land Speeder Vengeance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Land Speeder Squadrons in this Formation may only include one model. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Summon the Deathwing:&#039;&#039;&#039; All models in this Formation are armed with teleport homers. Friendly units consisting entirely of models armed with Terminator armour do not scatter when they Deep Strike, as long as the first model is placed within 6&amp;quot; of a model armed with a teleport homer. For this to work, the bearer of the teleport homer must have been on the battlefield at the start of the turn.&lt;br /&gt;
&lt;br /&gt;
====Heroes of the Dark Angels==== &lt;br /&gt;
Detachments and Formations using Dark Angels Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
=====MASTER INTERROGATOR CHAPLAIN=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Asmodai&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blades of Reason&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Instant Death, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Repentance:&#039;&#039;&#039; If your Walord slays the enemy Warlord in a challenge, you immediately score D3 extra Victory Points. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Dark Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Chaos Space Marines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Interrogator Chaplain)&#039;&#039;&#039; &lt;br /&gt;
=====GRAND MASTER OF THE DEATHWING=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! Ld&lt;br /&gt;
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|-&lt;br /&gt;
| Belial&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;190 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Specialist Weapon, Lethal Stroke&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lethal Stroke:&#039;&#039;&#039; When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Imperium´s Sword:&#039;&#039;&#039; All models in your Warlord&#039;s unit have the Furious Charge special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Dark Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marked for Retribution:&#039;&#039;&#039;Belial re-rolls failed To Hit rolls when fighting in a challenge. &lt;br /&gt;
*&#039;&#039;&#039;Perfection Will Do:&#039;&#039;&#039; A unit including at least one model with this special rule do not scatter when arriving from Deep Strike Reserve. This does not affect any Transport the unit is embarked upon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Master of the Ravenwing&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sammael&lt;br /&gt;
| 185 pts&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
| &#039;&#039;&#039;Jetbike (Character)&#039;&#039;&#039;&lt;br /&gt;
| 1 (Unique)&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
| Sableclaw&lt;br /&gt;
| 4&lt;br /&gt;
| 14&lt;br /&gt;
| 14&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| &#039;&#039;&#039;Vehicle (Chariot, Skimmer, Fast, Character)&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;110 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Specialist Weapon, Lethal Stroke&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lethal Stroke:&#039;&#039;&#039; When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapid Manoeuvre:&#039;&#039;&#039; Friendly Dark Angels models with the Bike unit type gain the Scout special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Dark Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift Vengeance:&#039;&#039;&#039; A model with this special rule can fire up to two ranged weapons in the shooting phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May ride Sableclaw changing his unit type to Vehicle (Chariot, Skimmer, Fast, Character) and replacing the Independent Character special rule, his plasma cannon and his twin-linked storm bolter with a twin-linked assault cannon and a twin-linked heavy bolter...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====INTERROGATOR CHAPLAIN=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Interrogator Chaplain &lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Interrogator Chaplain&#039;&#039;&#039;...&#039;&#039;70 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fear&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Chaos Space Marines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace bolt pistol with a power fist...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
*May take items from the &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;, &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039; lists. &lt;br /&gt;
*May replace bolt pistol and frag and krak grenades with Terminator armour and storm bolter...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*May replace storm bolter with one of the following:&lt;br /&gt;
:: - Combi-flamer...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Combi-melta or -plasma...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*An Interrogator Chaplain in Terminator armour may only take items from the &#039;&#039;&#039;Special Issue Wargear&#039;&#039;&#039; and/or &#039;&#039;&#039;Chapter Relics&#039;&#039;&#039; lists.&lt;br /&gt;
&lt;br /&gt;
====Nobles of the Dark Angels====&lt;br /&gt;
Detachments and Formations using Dark Angels Chapter Tactics gain access to the following Elites choices:&lt;br /&gt;
&lt;br /&gt;
=====DEATHWING COMMAND SQUAD=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
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|-&lt;br /&gt;
| Terminator&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Deathwing Champion&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Apothecary and Deathwing Champion are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5 Terminators&#039;&#039;&#039;...&#039;&#039;185 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two lightning claws&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039; &lt;br /&gt;
Honor or death&lt;br /&gt;
heroic inspiration&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Terminators...&#039;&#039;37 pts/model&#039;&#039;&lt;br /&gt;
*Any model may replace two lightning claws with one of the following:&lt;br /&gt;
:: - thunder hammer and storm shield...&#039;&#039;8 pts/model&#039;&#039; &lt;br /&gt;
:: - Power fist and storm bolter...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
:: - Chain fist and storm bolter...&#039;&#039;8 pts/model&#039;&#039;&lt;br /&gt;
*For every five Terminators in the squad, one Terminator may replace two lightning claws with one of the following:&lt;br /&gt;
:: - Power fist and heavy flamer...&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
:: - Power fist and assault cannon...&#039;&#039;23 pts/model&#039;&#039;&lt;br /&gt;
:: - Two lightning claws and a cyclone missile launcher...&#039;&#039;25 pts/model&#039;&#039; &lt;br /&gt;
*The unit may take a perfidious relic of the Unforgiven...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
A unit armed with a perfidious relic of the Unforgiven have the Fear and Adamantium Will special rules.&lt;br /&gt;
*One Terminator may take items from the &#039;&#039;&#039;Space Marine Standards&#039;&#039;&#039; list.&lt;br /&gt;
*One Terminator may be upgraded to the Deathwing Champion replacing two lightning claws with The Halberd of Caliban...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*One Terminator may be upgraded to a Deathwing Apothecary taking a narthecium...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
=====DEATHWING KNIGHT SQUAD=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deathwing Knight&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Knight Master&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Knight Master is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Deathwing Knights, 1 Knight Master&#039;&#039;&#039;...&#039;&#039;255 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mace of Absolution&#039;&#039;&#039; (Deathwing Knight only)&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Smash&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smash:&#039;&#039;&#039; A model armed with a weapon with this special rule has the Smash special rule.&lt;br /&gt;
*&#039;&#039;&#039;Flail of the Unforgiven&#039;&#039;&#039; (Knight Master only)&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Smash&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Smash:&#039;&#039;&#039; A model armed with a weapon with this special rule has the Smash special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Knight Master only)&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Name (Terminator Squad)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Fortress of Shields:&#039;&#039;&#039; Any model in a unit with one or more models with this special rule that is equipped with a storm shield has +1 Toughness while in base contact with at least two other models from the same unit. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Deathwing Knights...&#039;&#039;45 pts/model&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod or Land Raider as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
====Wings of the Dark Angels====&lt;br /&gt;
Detachments and Formations using Dark Angels Chapter Tactics gain access to the following Fast Attack choices:&lt;br /&gt;
=====BLACK KNIGHTS SQUAD=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Black Knight&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Huntsmaster&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Ravenwing Champion&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Apothecary &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bike&#039;&#039;&#039;. Apothecary, Huntsmaster and Ravenwing Champion is &#039;&#039;&#039;Bike (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3 Black Knights&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Corvus hammer&#039;&#039;&#039; &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| -&lt;br /&gt;
| Melee, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked plasma talon&#039;&#039;&#039; &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Rapid Fire, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Dark Angels)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Ravenwing Champion and Huntsmaster only)&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hit &amp;amp; Run&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Black Knights...&#039;&#039;40 pts/model&#039;&#039;&lt;br /&gt;
*One model may be upgraded to one of the following:&lt;br /&gt;
:: - Huntsmaster...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Ravenwing Champion, replacing corvus hammer with power sword...&#039;&#039;25&#039;&#039;&lt;br /&gt;
*Unless the squad includes a Huntsmaster or another squad in your army includes a Ravenwing Champion, one Black Knight in your army to an Apothecary, taking a narthecium...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
*For every three models in the unit, one Black Knight may replace his plasma talon with a Ravenwing grenade launcher...&#039;&#039;free&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Rapid Fire, Blast&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Rapid Fire, Blast, Poisoned (4+)&lt;br /&gt;
|-&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Blast, Stasis Anomaly&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stasis Anomaly:&#039;&#039;&#039; Any unit which is hit by one or more weapons with this special rule reduce their Weapon Skill and Initiative by 1 (to a minimum of 1) until the end of your turn. &lt;br /&gt;
*Ravenwing Huntsmaster may replace his corvus hammer with a power axe, power lance, power maul or power sword...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*Ravenwing Huntsmaster may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====RAVENWING DARKSHROUD=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Ravenwing Darkshroud&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Fast, Skimmer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Ravenwing Darkshroud&#039;&#039;&#039;...&#039;&#039;80 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Rider&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icon of Old Caliban:&#039;&#039;&#039; Friendly Dark Angels units within 6&amp;quot; of one or more models with this special rule have the Fear and Shrouded special rules. Enemy units cannot fire Overwatch at friendly Dark Angels units within 6&amp;quot; of a model with this special rule at the start of the Assault phase. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its heavy bolter with one of the following:&lt;br /&gt;
:: - Assault cannon...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====NEPHILIM JETFIGHTER=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Nephilim Jetfighter&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Nephilim Jetfighter&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Avenger mega bolter&#039;&#039;&#039; &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 5, Shred&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Six blacksword missile&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Missile lock&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Rider&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Hunter:&#039;&#039;&#039; Each time a model with this special rule causes a Weapon Destroyed result on the vehicle damage table you may replace it with an Immobilised result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace avenger mega bolter with twin-linked lascannon...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====RAVENWING LAND SPEEDER VENGEANCE=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Land Speeder Vengeance&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Fast, Skimmer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Land Speeder Vengeance&#039;&#039;&#039;...&#039;&#039;60 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma storm battery&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 3, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, Large Blast, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Deep Strike&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Rider&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its heavy bolter with one of the following:&lt;br /&gt;
:: - Assault cannon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=====RAVENWING DARK TALON=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Ravenwing Dark Talon&lt;br /&gt;
| 4&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 11&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Ravenwing Dark Talon&#039;&#039;&#039;...&#039;&#039;160 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two hurricane bolters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rift cannon&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Blast, Blind, Rift Vortex&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rift Vortex:&#039;&#039;&#039; If a double is rolled when rolling for the scatter of this weapon this weapon gains the Vortex special rule and is resolved at strength D. &lt;br /&gt;
*&#039;&#039;&#039;Stasis Bomb:&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Bomb 1, Large Blast, Vast Stasis Anamoly&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Vast Stasis Anamoly:&#039;&#039;&#039; Any unit which is hit by one or more weapons with this special rule reduce their Weapon Skill and Initiative by 3 (to a minimum of 1) until the end of your turn. Any model which suffers one or more wounds from this special rule must pass an Initiative test or be removed from play as a casualty. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skilled Rider&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Legends of the Dark Angels====&lt;br /&gt;
Detachments and Formations using Dark Angels Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
&lt;br /&gt;
=====GRAND MASTER OF THE LIBRARIANS=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ezekiel&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;185 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted force sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Hood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Book of Salvation:&#039;&#039;&#039; Models in Ezekiel´s unit with Chapter Tactics (Dark Angels) (including Ezekiel) add +1 to their Attack characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Courage of the First Legion:&#039;&#039;&#039; Your Warlord, and all friendly models with Chapter Tactics (Dark Angels) within 12&amp;quot; of your Warlord automatically pass automatically pass Pinning, Fear and Regroup tests and Morale checks.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Librarian)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ezekiel generate his powers from the &#039;&#039;&#039;Daemonology&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
=====SUPREME GRAND MASTER OF THE DARK ANGELS=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Azrael&lt;br /&gt;
| 9&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;290 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Specialist Weapon, Lethal Stroke&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lethal Stroke:&#039;&#039;&#039; When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.&lt;br /&gt;
*&#039;&#039;&#039;Lion Helm&#039;&#039;&#039;&lt;br /&gt;
The Lion Helm grants a 4+ invulnerable save. All models in the bearers unit gain the Adamantium Will and Fear special rules.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rites of War:&#039;&#039;&#039; All models in your primary Detachment are Leadership 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Dark Angels)&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Tactician:&#039;&#039;&#039; Once per turn when you generate a tactical objective you may choose to discard it and draw a new one.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[deathwatch|DEATHWATCH]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength Through Diversity:&#039;&#039;&#039; Before either side deploys roll a D6 and consult the first table, then roll another D6 and consult the second table.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D6&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| All Deathwatch models gain the Counter-attack special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| All Deathwatch models gain the Outflank and Acute Senses special rules.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| All Deathwatch models gain the Precision Shots and Precision Strikes special rules.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Deathwatch units with the Jump unit type may use their jump packs in both the Movement and Assault phases of the same turn. In addition, when they make Hammer of Wrath attacks, Deathwatch models can re-rolll failed To Wound rolls.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| All Deathwatch models gain the Skilled Rider special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| All Deathwatch models gain the Stealth special rule.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! D6&lt;br /&gt;
! Effect&lt;br /&gt;
|- &lt;br /&gt;
| 1&lt;br /&gt;
| All Deathwatch models gain the Feel No Pain (6+) special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| You gain 1 Assault Doctrine and 1 Devastator Doctrine, when activated they affect all Deathwatch models. &lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| All Deathwatch models gain the Furious Charge special rule.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| All Deathwatch models gain the Feel No Pain (4+) special rule but it may only be used against flame weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| All Deathwatch models may re-roll failed To Wound rolls and armour penetration rolls with flame weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| All Deathwatch models re-roll To Hit rolls of 1 when firing bolt weapons.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===EXECUTIONERS CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bitter Mettle:&#039;&#039;&#039; Executioners models have the Preferred Enemy (Characters), Preferred Enemy (Models that have gone to ground) and Preferred Enemy (Models that are falling back) special rules. &lt;br /&gt;
*&#039;&#039;&#039;Honour or Death:&#039;&#039;&#039; A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge. &lt;br /&gt;
*&#039;&#039;&#039;Headhunters:&#039;&#039;&#039; Characters with this special rule inflict Instant Death on any To Wound roll of 6 in a challenge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Executioners:&#039;&#039;&#039; Detachments and Formations using Executioners Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
&lt;br /&gt;
====RECLUSIARCH OF THE EXECUTIONERS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Thulsa Kane&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lifetaker&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Shred, Rending, Unwieldy, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Wrath of the Old Night:&#039;&#039;&#039; Friendly Executioners models gain the Zealot special rule while your Warlord is fighting in a challenge. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Executioners)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Exorcists|EXORCISTS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Empyrial Resistance:&#039;&#039;&#039; Models with this special rule have the Preferred Enemy (models with the Daemon special rule), Adamantium Will and Eternal Warrior special rules. &lt;br /&gt;
*&#039;&#039;&#039;Ruthless Training:&#039;&#039;&#039; Models with this special rule roll 1 additional when taking leadership tests and discard the highest dice roll. &lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Exorcists:&#039;&#039;&#039; Detachments and Formations using Exorcists Chapter Tactics gain access to the following HQ choices: &lt;br /&gt;
====CAPTAIN OF THE EXORCISTS 3RD COMPANY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Silas Alberec&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Hell Slayer&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Two-handed, Master-crafted, Concussive, Daemonslayer, Witchslayer&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Daemonslayer:&#039;&#039;&#039; When rolling To-Wound against a unit which includes one or more models with the Daemon special rule this weapon gains the Fleshbane and Instant Death special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchslayer:&#039;&#039;&#039; When rolling To-Wound against a unit which includes one or more models with the Psyker and/or Brotherhood of Psykers special rules this weapon gains the Fleshbane and Instant Death special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rites of War:&#039;&#039;&#039; All models in your primary Detachment are Leadership 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Exorcists)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hexagrammatic Wards:&#039;&#039;&#039; A unit which includes a model with this special rule has the Feel No Pain special rule against close combat attacks and Witchfire powers made by models with the Daemon or Psyker special rules and models with the Daemons of Chaos or Chaos Space Marines faction. &lt;br /&gt;
*&#039;&#039;&#039;Soul Seared Champion:&#039;&#039;&#039; If Silas Alberec or his unit is the target of a psychic power you may re-roll any dice that do not result in a 6+.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Fire Hawks|FIRE HAWKS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Meteoric Impact:&#039;&#039;&#039; Any unit within 6&amp;quot; of a Fire Hawks unit after the unit Deep Strikes suffers D6 Strength 4 AP- hits. Vehicles are hit on their side armour. In the case of Drop Pods distance is measured from the hull of the Drop Pod rather than the unit disembarking from the Drop Pod. &lt;br /&gt;
*&#039;&#039;&#039;On Wings of Fire:&#039;&#039;&#039; Models with the Chapter Tactics (Fire Hawks) use the following profiles for the listed weapons on the turn the unit arrives from Deep Strike reserve.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Hand Flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 1, Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:In addition models with Chapter Tactics (Fire Hawks) add the following option to the &#039;&#039;&#039;Ranged Weapon&#039;&#039;&#039; list:&lt;br /&gt;
:: - Hand Flamer...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; Assault Squads and Vanguard Veteran Squads, with Chapter Tactics (Fire Hawks) have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Fire Hawks:&#039;&#039;&#039; Detachments and Formations using Fire Hawks Chapter Tactics gain access to the following HQ choices: &lt;br /&gt;
====THE YOUNG MASTER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Knight-Captain Elam Courbray&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;140 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Sword of Exellus&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Rending, Soul Blaze, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Firefall:&#039;&#039;&#039; The Meteoric Impact made by your warlord and his unit is resolved at strength 8 AP-.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Fire Hawks)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Honour or Death&#039;&#039;&#039; A model with this special rule must issue and accept a challenge whenever possible. If there is more than one friendly model in a combat with this rule, you may select which model issues or accepts the challenge.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Galactic Partridges|GALACTIC PARTRIDGES]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Glory Hogs:&#039;&#039;&#039; Galactic Partridges models gain a bonus if they arrive from Reserves depending on the turn they arrive. &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Turn&lt;br /&gt;
! Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 1+&lt;br /&gt;
| &#039;&#039;&#039;The Partridges Have Arrived:&#039;&#039;&#039; The unit gains the Shrouded special rule the turn it arrives from Deep Strike Reserves. &lt;br /&gt;
|-&lt;br /&gt;
| 2+&lt;br /&gt;
| &#039;&#039;&#039;Explosive Arrival:&#039;&#039;&#039;The unit gains the Relentless special rule until the end of the game. &lt;br /&gt;
|-&lt;br /&gt;
| 3+&lt;br /&gt;
| &#039;&#039;&#039;To the Rescue:&#039;&#039;&#039; Any ranged weapons the unit has gains the Pinning special rule until the end of the game. &lt;br /&gt;
|-&lt;br /&gt;
| 4+&lt;br /&gt;
| &#039;&#039;&#039;Glory to the Partridges!:&#039;&#039;&#039; The unit gains the Feel No Pain special rule until the end of the game. &lt;br /&gt;
|-&lt;br /&gt;
| 5+&lt;br /&gt;
| &#039;&#039;&#039;Blinding Awesomeness:&#039;&#039;&#039; Any ranged weapons the unit has gains the Blind special rule until the end of the gme. &lt;br /&gt;
|-&lt;br /&gt;
| 6+&lt;br /&gt;
| &#039;&#039;&#039;It Ain&#039;t Over Till the Partridges Sing:&#039;&#039;&#039; The unit may assault the turn it arrives from Reserves.&lt;br /&gt;
|-&lt;br /&gt;
| 7+&lt;br /&gt;
| &#039;&#039;&#039;Glory and Gore:&#039;&#039;&#039; The unit gains the Rampage special rule until the end of the game.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Imperial Fists|IMPERIAL FISTS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Drill:&#039;&#039;&#039; Imperial Fists models can re-roll all To Hit rolls of 1 made with weapons with bolt in their name and combi-weapons that are firing as boltguns. &lt;br /&gt;
*&#039;&#039;&#039;Siege Masters:&#039;&#039;&#039; Imperial Fists models can re-roll armour penetration rolls against buildings that do not result in a glancing hit or penetrating hit, and add 1 to the result when rolling on the Building Damage table. In addition, Imperial Fists Devastator Squads and Decimator  Squads have the Tank Hunters special rule.&lt;br /&gt;
*&#039;&#039;&#039;Relics of Phalanx:&#039;&#039;&#039; Imperial Fists models replace access to the Chapter Relics list with access to the Relics of Phalanx list. Only one of each relics of Phalanx may be taken in each army. A model can replace one weapon with one of the following: &lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Imperial Fists:&#039;&#039;&#039; Detachments and Formations using Imperial Fists Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
====IMPERIAL FISTS 1ST COMPANY CAPTAIN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
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! S&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Darnath Lysander&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
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| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fist of Dorn:&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Concussive, Master-crafted, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icon of Obstinacy:&#039;&#039;&#039; All friendly Imperial Fists models within 12&amp;quot; of your Warlord may re-roll failed Morale checks, Pinning tests and Fear tests. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Imperial Fists)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Warrior&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
 &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Hands|IRON HANDS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Flesh is Weak:&#039;&#039;&#039; Non-vehicle Iron Hands models have the Feel No Pain (6+) special rule. If they have the Feel No Pain rule from another source (a narthecium, for example), they instead add 1 to the result of any Feel No Pain rolls.&lt;br /&gt;
*&#039;&#039;&#039;Machine Empathy:&#039;&#039;&#039; Iron Hands Characters and Walkers have the It Will Not Die special rule. Furthermore, Iron Hands Techmarines add 1 to their Blessing of the Omnissiah rolls.&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Iron Hands:&#039;&#039;&#039; Detachments using Iron Hands Chapter Tactics gain access to the following HQ choices: &lt;br /&gt;
&lt;br /&gt;
====HIGH ARTIFICER OF THE SONS OF MEDUSA====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Vaylund Cal&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
| Servitor&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 4+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Vaylund Cal is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;200 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vaylund Cal&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunder hammer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-harness&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Servitor&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Angel of Death:&#039;&#039;&#039; Your Warlord has the Fear special rule. In addition, enemy units locked in combat with your Warlord must take Fear tests on 3D6. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Vaylund Cal&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Iron Hands)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Omnissiah:&#039;&#039;&#039; In each of your Shooting phases, instead of firing his weapons, a Techmarine can choose to repair a single friendly vehicle that he is in base contact with or embarked upon. To repair a vehicle, roll a D6 and add +1 for each Servitor with a servoarm in his unit. If the result is a 5 or more, you may either restore a Hull Point lost earlier in the battle, or repair a Weapon Destroyed or Immobilised result suffered earlier in the battle; this is effective immediately.&lt;br /&gt;
*&#039;&#039;&#039;Bolster Defences:&#039;&#039;&#039; After deployment, but before Scout redeployments and Infiltrate deployments, nominate one piece of terrain in your deployment zone (this cannot be one you have purchased as part of your army). The terrain piece’s cover save is increased by 1 for the duration of the game (to a maximum of 3+). Note that a piece of terrain can only be bolstered once.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Servitors&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mindlock:&#039;&#039;&#039; Unless it also contains a Techmarine, an unengaged unit that contains at least one model with this special rule must roll a D6 at the start of its turn. On a 4+, this special rule has no effect this turn. On a roll of a 1, 2 or 3, the unit is mindlocked until the start of its following turn. A mindlocked unit may not voluntarily move, shoot or charge, but must still complete compulsory moves, such as Pile In and Fall Back moves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*Up to three Devastator Squads in the same detachment as this model may be upgraded to Cybernetic Warmachines...&#039;&#039;3 pts/model&#039;&#039;&lt;br /&gt;
Cybernetic Warmachines have a Toughness value of 5 but may not make Run moves or Sweeping Advances. &lt;br /&gt;
*May replace &#039;&#039;&#039;Independent Character&#039;&#039;&#039; with up to five Servitors...&#039;&#039;10 pts/model&#039;&#039;&lt;br /&gt;
*Up to two Servitors may replace their servo-arm with one of the following:&lt;br /&gt;
:: - Heavy bolter...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
:: - Multi-melta...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - Plasma cannon...&#039;&#039;15 pts/model&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Iron Snakes|IRON SNAKES]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Specialists:&#039;&#039;&#039; All models with this special rule may be armed with a close combat weapon and/or combat shield at no additional cost. &lt;br /&gt;
*&#039;&#039;&#039;A Single Marine Usually Does the Job:&#039;&#039;&#039; Iron Snakes units always regroup using their normal Leadership.&lt;br /&gt;
*&#039;&#039;&#039;The Fratery:&#039;&#039;&#039; Tactical Squads, Scout Squads and Assault Squads may not take Iron Snakes Chapter Tactics.&lt;br /&gt;
*&#039;&#039;&#039;Troops of the Iron Snakes:&#039;&#039;&#039; Detachments using Iron Snakes Chapter Tactics gain access to the following Troops choices:&lt;br /&gt;
====PHRATRY SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
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! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Petitioner&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Battle-brother&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Sergeant&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2 &lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Sergeant and Veteran Sergeant are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Battle-brothers, 1 Sergeant&#039;&#039;&#039;...&#039;&#039;55 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Iron Snakes)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to two additional Battle-brothers...&#039;&#039;11 pts/model&#039;&#039;&lt;br /&gt;
*May include up to three Petitioners...&#039;&#039;7 pts/model&#039;&#039; &lt;br /&gt;
*Up to two Battle-brothers may be upgraded to Veterans...&#039;&#039;9 pts/model&#039;&#039;&lt;br /&gt;
*The Sergeant may be upgraded to Veteran Sergeant...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*One Petitioner, Battle-brother or Veteran &#039;&#039;&#039;must&#039;&#039;&#039; select an item from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; or &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*Any Veteran and the Sergeant or Veteran Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Any Veteran and the Sergeant or Veteran Sergeant may take melta bombs...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod, Rhino or Razorback as a Dedicated Transport. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elites of the Iron Snakes:&#039;&#039;&#039; Detachments using Iron Snakes Chapter Tactics gain access to the following Elites choices:&lt;br /&gt;
====NOTABLES SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Elite Petitioner&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2 &lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Sergeant and Veteran Sergeant are &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Veterans, 1 Veteran Sergeant&#039;&#039;&#039;...&#039;&#039;105 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Iron Snakes)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five Elite Petitioners...&#039;&#039;13 pts/model&#039;&#039;&lt;br /&gt;
*Any Elite Petitioner may be upgraded to a Veteran...&#039;&#039;4 pts/model&#039;&#039;&lt;br /&gt;
*One Elite Petitioner or Veteran &#039;&#039;&#039;must&#039;&#039;&#039; select an item from the &#039;&#039;&#039;Heavy Weapons&#039;&#039;&#039; or &#039;&#039;&#039;Special Weapons&#039;&#039;&#039; list. &lt;br /&gt;
*Any Veteran and the Sergeant or Veteran Sergeant may take items from the &#039;&#039;&#039;Melee Weapons&#039;&#039;&#039; and/or &#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Any Veteran and the Veteran Sergeant may take melta bombs...&#039;&#039;5 pts/model&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod, Rhino or Razorback as a Dedicated Transport.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Knights Inductor|KNIGHTS INDUCTOR]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
You may include Silencers (Refer to [[Codex - Knights Inductor#Silencer_Primaris_-_95 pts|Codex Knights Inductor]] for points cost and rules) in Detachments and Formations with Chapter Tactics (Knights Inductor). A Silencer Primaris can never be your warlord. Replace the The Unseen and Tactical Fire Teams special rules with Chapter Tactics (Knights Inductor).&lt;br /&gt;
*&#039;&#039;&#039;Legendary Marksmen:&#039;&#039;&#039; Any model with Chapter Tactics (Knights Inductor) that does not move in the Movement Phase of their turn may choose to gain the Rending Special Rule when firing in the Shooting Phase with Bolters, Bolt Pistols, and Combi-Weapons fired as Bolters.&lt;br /&gt;
*&#039;&#039;&#039;Empyrean Anathema:&#039;&#039;&#039; All units with Chapter Tactics (Knights Inductor) that have not received any casualties generate a Null Charge in each psychic phase. Any unit that has suffered an unsaved wound in the same turn must roll a 4+ to generate a Null Charge in either psychic phase. Independent Characters and Dreadnoughts count as a separate unit, but ignore casualties unless they personally take either a wound or hull point. Null Charges are used to Manifest Silencer Powers, or can be used to deny psychic powers on an unmodifiable 5+.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Abomination:&#039;&#039;&#039; An army that includes any units with Chapter Tactics (Knights Inductor) may never include any unit with the Psyker, Daemon, or Brotherhood of Psykers Special Rule.&amp;lt;/div&amp;gt;&lt;br /&gt;
===[[Mantis Warriors|MANTIS WARRIORS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Children of Prohecy:&#039;&#039;&#039; If your Warlord is a Mantis Warriors model you may re-roll failed attempts to Seize the Initiative. In addition, any Mantis Warriors psykers may pick his powers rather than randomly rolling for them while generating powers from the &#039;&#039;&#039;Divination&#039;&#039;&#039; Discipline. &lt;br /&gt;
*&#039;&#039;&#039;Shadow Killers:&#039;&#039;&#039; Mantis Warriors models have the Move Through Cover and Hammer of Wrath special rules.&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Mantis Warriors:&#039;&#039;&#039; Detachments using Mantis Warriors Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
====THE DUST PROPHET====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ahazra Redth&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;165 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Hood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Talisman of Sundered Souls&#039;&#039;&#039;&lt;br /&gt;
The Talisman of Sundered Souls grants Ahazra Redth a 5+ invulnerable and allows him to re-roll results on the Perils of the Warp table, the second result must be kept, even if it is worse. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Whispers on the Wind:&#039;&#039;&#039; All models in your warlord´s unit have the &#039;&#039;&#039;Interceptor&#039;&#039;&#039; and Night Vision special rules. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Mantis Warriors)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ahazra Redth knows the &#039;&#039;Mirage&#039;&#039; psychic power and generates 3 more powers  from the &#039;&#039;&#039;Daemonology&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mirage.... Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Mirage&#039;&#039; is a &#039;&#039;&#039;blessing&#039;&#039;&#039; that targets the psykers unit and any vehicle he is embarked upon. The target counts as being armed with defensive grenades.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Minotaurs|MINOTAURS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Assault:&#039;&#039;&#039; Models with Chapter Tactics (Minotaurs) do not suffer Panic tests from shooting attacks and may re-roll failed Pinning tests. &lt;br /&gt;
*&#039;&#039;&#039;Trample and Crush:&#039;&#039;&#039; Models with Chapter Tactics (Minotaurs) gain the Crusader and Hammer of Wrath special rules.&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Minotaurs:&#039;&#039;&#039; Detachments using Minotaurs Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
====RECLUSIARCH OF THE MINOTAURS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Ivanus Enkomi&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;145 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked assault launcher&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Intimidating Presence:&#039;&#039;&#039; Enemy units within 12&amp;quot; of the Warlord must use their lowest Leadership value, not the highest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bane of Hatred:&#039;&#039;&#039; Models in a unit including a model with this special rule have the Rage special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take a jump pack...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
*May replace power maul and auxiliary grenade launcher with the Crozius Arkanos...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Specialist Weapon, Master-crafted, Concussive&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nobles of the Minotaurs:&#039;&#039;&#039; Detachments and Formations using Minotaurs Chapter Tactics gain access to the following Elites choices:&lt;br /&gt;
====TERROR OF BIFROST====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Hecaton Aiakos&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;225 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Minotaurs)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fleet&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Relic Pattern&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Venerable:&#039;&#039;&#039; If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.&lt;br /&gt;
*&#039;&#039;&#039;Groundstrike:&#039;&#039;&#039; Instead of making his usual attack in combat, Hecaton Aiakos may make a special groundstrike attack. All enemy units in base contact with Hecaton Aiakos suffer 1 Strength 6 AP4 hit with the Strikedown special rule for each model in base contact with Hecaton Aiakos at Initiative step 1. &lt;br /&gt;
*&#039;&#039;&#039;Improved Atomantic Shielding:&#039;&#039;&#039; A model with this special rule has a 4+ invulnerable save against ranged attacks and a 5+ invulnerable save against melee attacks. Add +1&amp;quot; to the radius of ‘Vehicle Explodes’ damage results suffered by models with this special rule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Support of the Minotaurs:&#039;&#039;&#039; Detachments and Formations using Minotaurs Chapter Tactics gain access to the following Heavy Support choices:&lt;br /&gt;
====ASSAULT GUNSHIP====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! BS&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Gale Roc&lt;br /&gt;
| 4&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Flyer, Hover Transport)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 Gale Roc&#039;&#039;&#039;...&#039;&#039;210 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked heavy bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ceramite plating&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked retribution launcher&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 4&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Four hellstrike missiles&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Strafing Run&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Skies of Fury:&#039;&#039;&#039; If the Stormraven has moved more than 6&amp;quot;, passengers can still disembark, but they must do so as follows:&lt;br /&gt;
&lt;br /&gt;
Nominate any point over which the Stormraven moved that turn and deploy the squad as if it were Deep Striking onto that point. If the unit scatters, every disembarking model must immediately take a Dangerous Terrain test. If any of the models cannot be deployed, the entire unit is destroyed. Models that disembark using the Skies of Fury special rule cannot charge on the turn they do so.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; 14 models. The Gale Roc can carry Jump Infantry but they count as having the Bulky special rule.&lt;br /&gt;
*&#039;&#039;&#039;Fire Points:&#039;&#039;&#039; None.&lt;br /&gt;
*&#039;&#039;&#039;Access Points:&#039;&#039;&#039; A Gale Roc has one Access Point at the front of its hull and one on either side and one at the rear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May replace its twin-linked heavy bolter with one of the following: &lt;br /&gt;
:: - Twin-linked multi-melta...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
:: - Typhoon missile launcher...&#039;&#039;35 pts&#039;&#039;&lt;br /&gt;
*May replace its two side Access Points with side sponsons with hurricane bolters...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May replace four hellstrike missiles with two twin-linked lascannons...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
*May take any of the following: &lt;br /&gt;
:: - Searchlight...&#039;&#039;1 pt&#039;&#039;&lt;br /&gt;
:: - Extra armour...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
:: - Locator beacon...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Minotaurs:&#039;&#039;&#039; Detachments and Formations using Minotaurs Chapter Tactics gain access to the following Lord of War choices:&lt;br /&gt;
====CHAPTER MASTER OF THE MINOTAURS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Asterion Moloc&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;270 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Black Spear&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, One Use&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Storm shield&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of the Scorpion&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sanctioned Fratricide:&#039;&#039;&#039; Minotaurs models have the Preferred Enemy (Space Marines and Chaos Space Marines) special rule while your Warlord is alive. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Minotaurs)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dark Fury:&#039;&#039;&#039; Any unit including a model with this special rule ignores any initiative penalties for charing through terrain. &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raptors (Chapter)|RAPTORS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tactical Operations:&#039;&#039;&#039; All units with Chapter Tactics (Raptors) gain the Shrouded special rule for the first game turn.&lt;br /&gt;
*&#039;&#039;&#039;Legendary Marksmen:&#039;&#039;&#039; Any unit with this special rule that does not move in the Movement Phase of their turn, gain the Rending special rule when firing in the shooting phase with bolters, bolt pistols, and combi-weapons fired as bolters.&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Raptors:&#039;&#039;&#039; Detachments using Raptors Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
====THE GRIM====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lias Issodon&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
| &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
| 1 Unique&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;250 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power Sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Locator Beacon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Malice&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Salvo 4/6&lt;br /&gt;
|-&lt;br /&gt;
| 30&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Salvo 4/6, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
| 30&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Salvo 4/6, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| Salvo 4/6, Gets Hot!&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legendary Operator:&#039;&#039;&#039; Before Deployment, select 3 non-bulky infantry units with Chapter Tactics: Raptors. These units may infiltrate up to 12&amp;quot; away from enemy models regardless of Line of Sight&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Raptors)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouded&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate, Isolate, Destroy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cunning Strategist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Marksman:&#039;&#039;&#039; Any unit with this special rule that does not move in the Movement Phase of their turn, gain the Rending special rule on all of their ranged weapons in the shooting phase of that turn. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Raven Guard|RAVEN GUARD]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Operations:&#039;&#039;&#039; All Raven Guard models gain the Shrouded special rule for the first game turn.&lt;br /&gt;
&#039;&#039;&#039;Winged Deliverance&#039;&#039;&#039; Raven Guard units with the Jump unit type may use their jump packs in both the Movement and Assault phase. &lt;br /&gt;
*&#039;&#039;&#039;Relics of the Ravenspire:&#039;&#039;&#039; Raven Guard models replace access to the Chapter Relics list with access to the Relics of the Ravenspire list. Only one of each relics of Ravenspire may be taken in each army. A model can replace one weapon with one of the following: &lt;br /&gt;
:: - The Armour of Shadows...&#039;&#039;40 pts&#039;&#039;&lt;br /&gt;
:: - Ex Tenebris...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - The Raven Skull of Korvaad...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
:: - Raven´s Fury...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
:: - Swiftstrike and Murder...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
:: - Nihilus...&#039;&#039;10 pts&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Raven Guard:&#039;&#039;&#039; Detachments using Raven Guard Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
&lt;br /&gt;
====RAVEN GUARD 3RD COMPANY CAPTAIN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Shadow Captain Shrike&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jump Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Raven´s Talons&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Master-crafted, Rending, Shred&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Princept of Deceit:&#039;&#039;&#039; At the start of your opponent&#039;s first turn, pick 3 units in the enemy army. Each of these units must take a Pinning test.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;See, But Remain Unseen:&#039;&#039;&#039; Shrike has the Stealth and Infiltrate special rules. Before deploying, he may only join Jump Infantry units.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Red Scorpions|RED SCORPIONS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Purity Above All:&#039;&#039;&#039; Red Scorpions Veteran Sergeants in Tactical Squads may be armed with a narthecium at no additional cost.  &lt;br /&gt;
*&#039;&#039;&#039;Fortitude and Contempt:&#039;&#039;&#039; Red Scorpions models may re-roll failed Pinning tests, but cannot voluntarily Go to Ground and cannot be equipped with camo cloaks.&lt;br /&gt;
*&#039;&#039;&#039;Nobles of the Red Scorpions:&#039;&#039;&#039; Detachments and Formations using Red Scorpions Chapter Tactics gain access to the following Elites choices: &lt;br /&gt;
====DREADNOUGHT-BROTHER HALAR====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Halar&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;??? pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flamestorm cannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Red Scorpions)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monster Hunter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A Glorious Death:&#039;&#039;&#039; If at any point Halar loses his last Hull Point, but does not suffer an Explodes! result on the Vehicle Damage table or is not struck by a weapon with the Destroyer special rule, he is not Wrecked. Instead he remains in play until the end of his next turn, after which he is Wrecked as normal. During this last turn Halar gains the Preferred Enemy (Everything) special rule, and any glancing hits or penetrating hits that do not result in an Explodes! result are ignored - he ignores Crew Stunned, Crew Shaken and Immobilised results on the Vehicle Damage table until he is Wrecked, including any that were incurred before he lost his last Hull Point. If he suffers an Explodes! result during the final turn, he is removed as normal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take a Dreadnought Drop Pod or Drop Pod as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Veteran Sergeant Haas:&#039;&#039;&#039; one Red Scorpions Veteran Sergeant in a Sternguard Squad may be upgraded to Veteran Sergeant Haas...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
::Veteran Sergeant is armed with a power sword, bolt pistol, frag and krak grenades and artificer armour. In addition all models in Veteran Sergeant Haas&#039; unit have the Relentless special rule but is otherwise a normal Veteran Sergeant in a Sternguard Squad. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Red Scorpions:&#039;&#039;&#039; Detachments and Formations using Red Scorpions Chapter Tactics gain access to the following Lord of War choices:&lt;br /&gt;
====CHAPTER MASTER OF THE RED SCORPIONS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Carab Culln&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;240 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blade of the Scorpion&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord High Commander:&#039;&#039;&#039; Friendly models with the Space Marines faction have leadership 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Red Scorpions)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smash&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Proud to Live, Proud to Die:&#039;&#039;&#039; Carab Culln may never benefit from the Look Out, Sir rule. Carab Culln has the It Will Not Die special rule.&lt;br /&gt;
 &lt;br /&gt;
====CHIEF LIBRARIAN OF THE RED SCORPIONS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sevrin Loth&lt;br /&gt;
| 6t&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;220 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Force axe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Hood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Armour of Selket:&#039;&#039;&#039;&lt;br /&gt;
Magister Sevrin Loth knows the &#039;&#039;Armour&#039;&#039; psychic power in addition to his other psychic powers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour.... Warp Charge 1&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Armour&#039;&#039; is a &#039;&#039;&#039;Blessing&#039;&#039;&#039; which targets the psyker. The psyker gains a 2+ Invulnerable save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Counter-attack&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Psyker:&#039;&#039;&#039; Models with this special rule can choose the result of their dice rolls when rolling psychic powers. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sevrin Loth generates his powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;,&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; discipline.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===RED HUNTERS CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mnemonic Redaction Protocols:&#039;&#039;&#039; Red Hunters models have the Adamantium Will special rule. Once per game at the beginning your turn, you may declare that a number of your units with Chapter Tactics (Red Hunters) equal to the current turn number (but no greater than half the remaining number of Red Hunters units) will have one of the following special rules, until the beginning of their next turn. &lt;br /&gt;
:: - &#039;&#039;&#039;Counter-attack&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Monster Hunter&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Tank Hunters&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Hatred&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Skyfire&#039;&#039;&#039;&lt;br /&gt;
:: - &#039;&#039;&#039;Interceptor&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Salamanders|SALAMANDERS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bathed in Flame:&#039;&#039;&#039; Salamanders models have the Feel No Pain (4+) special rule against Wounds caused by flamer weapons.&lt;br /&gt;
*&#039;&#039;&#039;Molten Fury:&#039;&#039;&#039; Melta weapons and flamer weapons carried by a Salamanders models have the Twin-linked special rule.  &lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Salamanders:&#039;&#039;&#039; Detachments and Formations using Salamanders Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
&lt;br /&gt;
====DEFENDER OF THE FINAL VAULT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Harath Shen&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Digital weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rites of War:&#039;&#039;&#039; All models in your primary Detachment are Leadership 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Salamanders)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Chirugery:&#039;&#039;&#039; All models in a unit including a model with this special rule have the Feel No Pain (4+) special rule. &lt;br /&gt;
*&#039;&#039;&#039;Pride of the Chapter:&#039;&#039;&#039; Harath Shen may re-roll any failed Look out, Sir rolls. In addition, whilst part of a friendly unit chosen from Codex: Space Marines or the Space Marine Siege Assault Vanguard army list with the Chapter Tactics (Salamanders) rule, the unit he is a part of adds +1 to its score in order to determine the result of an assault.&lt;br /&gt;
&lt;br /&gt;
====FORGEFATHER OF THE SALAMANDERS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Vulkan He´stan&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;175 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Gauntlet of the Forge&#039;&#039;&#039;&lt;br /&gt;
The Gauntlet of the Forge is a heavy flamer that incorporates a set of digital weapons.&lt;br /&gt;
*&#039;&#039;&#039;Kesare´s Mantle&#039;&#039;&#039;&lt;br /&gt;
Kesare´s Mantle confers a 3+ Invulnerable save. &lt;br /&gt;
*&#039;&#039;&#039;Spear of Vulkan&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Master-crafted, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Salamanders)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Forgefather:&#039;&#039;&#039; Any Thunderhammer carried by a Salamanders model in the same Formation or Detachment as Vulkan He´stan gains the Master-crafted special rule.&lt;br /&gt;
&lt;br /&gt;
====THE WINTER BLADE====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain Pellas Mir´San&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Close combat weapon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-flamer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cinder Edge&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenacity:&#039;&#039;&#039; Your Warlord has the Feel No Pain special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Salamanders)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Duellist:&#039;&#039;&#039; Any model fighting a model with this special rule in a challenge suffers a -1 To Hit modifier.&lt;br /&gt;
&lt;br /&gt;
====THE IRON DRAGON====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Bray´arth Ashmantle&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 13&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;225 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Power fist with built-in dreadfire flamers&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Rapid Fire, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engine of Destruction:&#039;&#039;&#039; The army gains 1 Victory point for each enemy vehicle destroyed by your Warlord. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Salamanders)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;It Will Not Die&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Venerable:&#039;&#039;&#039; If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.&lt;br /&gt;
*&#039;&#039;&#039;Name (Dreadnought Squadron)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Wrought By Vulcan:&#039;&#039;&#039; Ignore the Armourbane, Melta, Rending and Lance special rules while rolling for armour penetration against a model with this special rule. &lt;br /&gt;
*&#039;&#039;&#039;Fiery Rampage:&#039;&#039;&#039; Bray´arth Ashmantle may replace any number of his attacks with a singel Strength 5 AP4 hit for each attack he forfeits.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Space Sharks|SPACE SHARKS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reavers of the Outer Darkness:&#039;&#039;&#039; Factions which would usually be Allies of Convenience with Space Sharks models are Desperate Allies instead. Space Sharks models have the Fear special rule. &lt;br /&gt;
*&#039;&#039;&#039;Blood In the Water:&#039;&#039;&#039; After the first round of combat Space Sharks models gain +1 Attack until the combat ends.&lt;br /&gt;
*&#039;&#039;&#039;Close Combat Specialists:&#039;&#039;&#039; Add the following options to Tactical Squads:&lt;br /&gt;
:: - *The entire squad may exchange Boltgun for a close combat weapon...&#039;&#039;free&#039;&#039;&lt;br /&gt;
:: - *The entire squad may take a close combat weapon in addition to their Boltgun...&#039;&#039;1 pt/model&#039;&#039;&lt;br /&gt;
====LORDS OF WAR====&lt;br /&gt;
=====TYBEROS THE RED WAKE=====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyberos&lt;br /&gt;
| 9&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;230 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hunger (lightning claw)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slake (chain fist)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron halo&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Savage Beyond All Reason:&#039;&#039;&#039; All models in your Warlord&#039;s unit have the Hatred special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Space Sharks)&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Red Brethren:&#039;&#039;&#039; At the start of the game you may nominate a single Terminator Squad with Chapter Tactics (Space Sharks), armed with Lightning Claws, the chosen unit benefits from the Rampage special rule rather than +1 attack, after the first round of close combat. A formation or detachment which includes Tyberos may include a single Terminator Squad armed with Lightning Claws as a Troops choice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Star Phantoms|STAR PHANTOMS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Wave:&#039;&#039;&#039; You may re-roll failed reserved rolls for Star Phantoms units. Star Phantoms units also confers this special rule to any transport it is embarked upon. &lt;br /&gt;
*&#039;&#039;&#039;Hail of Destruction:&#039;&#039;&#039; Once per game at the start of any of your turns you may use this ability. For the remainder of this turn all Star Phantoms units treat all their weapons with Rapid Fire, Assault, Salvo and Heavy Weapons as being twin-linked.&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Space Phantoms:&#039;&#039;&#039; Detachments using Space Phantoms Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
====CAPTAIN OF THE STAR PHANTOMS 9TH COMPANY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zhrukhal Androcles&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;145 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combi-melta&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tenacity:&#039;&#039;&#039; Your Warlord has the Feel No Pain special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[Ultramarines|ULTRAMARINES]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Scions of Guilliman:&#039;&#039;&#039; If your army contains any Ultramarines models, you can choose to enact the Devastator Doctrine, Assault Doctrine and Tactical Doctrine (see the Combat Doctrines special rule) once each per game. When one of these Combat Doctrines is enacted using this rule, all Ultramarines models in your army are affected.&lt;br /&gt;
*&#039;&#039;&#039;Heroes of the Ultramarines:&#039;&#039;&#039; Detachments using Ultramarines Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
====ULTRAMARINES 2ND COMPANY CAPTAIN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain Sicarius&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;220 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Talassarian Tempest Blade&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Coup de Grâce&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Coup de Grâce:&#039;&#039;&#039; Captain Sicarius may exchange all of his attacks for a single attack with +2 Strength and the Instant Death special rule. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feel No Pain&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Battle-forged Heroes:&#039;&#039;&#039; During deployment, choose one friendly Ultramarines Tactical Squad. It gains one of the following special rules for the duration of the battle: Counterattack, Infiltrate, Scout or Tank Hunters.&lt;br /&gt;
*&#039;&#039;&#039;Surprise Attack:&#039;&#039;&#039; If Captain Sicarius is alive and on the Battlefield, you gain +1 to your Reserve Rolls.&lt;br /&gt;
====MASTER-IOCUM OF THE MARINES ERRANT====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Anton Narvaez&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted plasma gun&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Actinic Halo&#039;&#039;&#039;&lt;br /&gt;
The Actinic Halo provides a 3+ invulnerable save. If this save is failed on the roll of a 1 then The Actinic Halo ceases to provide an invulnerable save. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rites of War:&#039;&#039;&#039; All models in your primary Detachment are Leadership 10. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marines Errant Chapter Tactics:&#039;&#039;&#039; You may not include any Unique named characters with the &#039;&#039;&#039;Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model. &lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Dark Void Elite:&#039;&#039;&#039; All friendly Sternguard Veteran Squads and Vanguard Veteran Squads in an army that includes a model with this special rule have the Deep Strike special rule and do not scatter when arriving from Deep Strike reserve. &lt;br /&gt;
====ULTRAMARINES MASTER OF SANCTITY====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Chaplain Cassius&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power maul&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infernus&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Master-crafted, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Angel of Death:&#039;&#039;&#039; Your Warlord has the Fear special rule. In addition, enemy units locked in combat with your Warlord must take Fear tests on 3D6. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Tyranids)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Zealot&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====ULTRAMARINES 10TH COMPANY VETERAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
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! I&lt;br /&gt;
! A&lt;br /&gt;
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! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Sergeant Telion&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Camo cloak&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Infiltrate&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eye of Vengeance:&#039;&#039;&#039; Shots fired by Sergeant Telion (excluding Snap Shots) are always Precision Shots (see the Precision Shots special rule in Warhammer 40,000: The Rules).  &lt;br /&gt;
*&#039;&#039;&#039;Scout Sergeant:&#039;&#039;&#039; Sergeant Telion may only join Scout Squads.&lt;br /&gt;
*&#039;&#039;&#039;Legendary Mentor:&#039;&#039;&#039; Instead of shooting Sergeant Telion may give all Scouts in his unit BS 5 until the end of the turn.  &lt;br /&gt;
*&#039;&#039;&#039;Master Marksman:&#039;&#039;&#039; Sergeant Telion counts his sniper rifle as being range 36&amp;quot; and Heavy 2.&lt;br /&gt;
====SERGEANT CHRONUS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|- &lt;br /&gt;
| Sergeant Chronus&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;50 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Servo-arm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stubborn&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ultramarines Tank Commander:&#039;&#039;&#039; When adding Sergeant Chronus to your army, you must also take a single Rhino, Razorback, Predator, Whirlwind, Vindicator, Hunter, Stalker, Land Raider, Land Raider Crusader or Land Raider Redeemer, paying the points cost listed on that vehicle’s datasheet as well as the 50 points for Sergeant Chronus. The chosen vehicle is a character and has Ballistic Skill 5. In addition, it has the It Will Not Die special rule and ignores the effects of Crew Shaken and Crew Stunned results. &lt;br /&gt;
&lt;br /&gt;
If the tank is Wrecked or suffers an Explodes! result, Sergeant Chronus is treated as a passenger. (Note that if the vehicle does not have an Access Point, he will have to perform an emergency disembarkation). Assuming Sergeant Chronus survives his vehicle’s destruction, he uses his own characteristic profile and special rules as normal from that&lt;br /&gt;
point on.&lt;br /&gt;
====CONFESSOR OF THE HOWLING GRIFFONS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! FA&lt;br /&gt;
! SA&lt;br /&gt;
! RA&lt;br /&gt;
! I&lt;br /&gt;
| A &lt;br /&gt;
! HP&lt;br /&gt;
|- &lt;br /&gt;
| Chaplain Dreadnought Titus&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 12&lt;br /&gt;
| 12&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vehicle (Character, Walker)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;170 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power fist with built-in storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Twin-linked Lascannon&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Searchlight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Smoke launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extra armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Move Through Cover&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hatred&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Howling Griffon Chapter Tactics:&#039;&#039;&#039; You may not include any Unique named characters with the &#039;&#039;&#039;Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model. &lt;br /&gt;
*&#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Models with the Chapter Tactics (Ultramarines) special rule within 12&amp;quot; of a model with this special rule gain the Zealot special rule. &lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Venerable:&#039;&#039;&#039; If a Venerable Dreadnought suffers a penetrating hit, you can make your opponent re-roll the result on the Vehicle Damage table. You must accept the second roll, even if it is worse than the first.&lt;br /&gt;
*&#039;&#039;&#039;Name (Chaplain)&#039;&#039;&#039; &lt;br /&gt;
====THE HERO OF THE ASKERLON PLAINS====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain Tarnus Vale&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;140 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Melta bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted close combat weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm of Fire&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fire Angels Chapter Tactics:&#039;&#039;&#039; You may not include any Unique named characters with the Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model. &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tank Hunters&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Gunner:&#039;&#039;&#039; Any friendly vehicle with the (Tank) sub-type in which Captain Vale is being transported gains Ballistic Skill 5 and the Tank Hunters special rule.  &lt;br /&gt;
====THE STORMBREAKER====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain Mordaci Blaylock&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator armour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Storm bolter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Foe Ripper&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Unwieldy, Shred, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Champion of Humanity:&#039;&#039;&#039; All friendly units within 12&amp;quot; of your Warlord with a Faction that is part of the Armies of the Imperium (see &#039;&#039;Warhammer 40,000: The Rules), must re-roll failed Morale checks, Pinning tests and Fear tests.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nova Marines Chapter Tactics:&#039;&#039;&#039; You may not include any Unique named characters with the Chapter Tactics (Ultramarines) special rule without this special rule in the same army as this model. &lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Termination Imminent:&#039;&#039;&#039; Friendly Ultramarines Terminator Squads have the Objective Secured special rule. Models with the Objective Secured special rule can claim an objective while an enemy unit is within 3&amp;quot; unless that unit also has the Objective Secured special rule. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nobles of the Ultramarines:&#039;&#039;&#039; Detachments using Ultramarines Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
====TYRANNIC WAR VETERAN SQUAD====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannic War Veteran&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannic War Veteran Sergeant &lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry&#039;&#039;&#039;. Tyrannic War Veteran Sergeant is &#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4 Tyrannic War Veterans, 1 Tyrannic War Veteran Sergeant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Bolters&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (Ultramarines)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preferred Enemy (Tyranids)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hatred (Tyranids)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Inspiration&#039;&#039;&#039; (Tyrannic War Veteran Sergeant only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May include up to five additional Tyrannic War Veterans...&#039;&#039;20 pts/model&#039;&#039;&lt;br /&gt;
*The Tyrannic War Veteran Sergeant may take melta bombs...&#039;&#039;5 pts&#039;&#039;&lt;br /&gt;
*The unit may take a Drop Pod, Land Raider, Rhino or Razorback as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Legends of the Ultramarines:&#039;&#039;&#039; Detachments using Ultramarines Chapter Tactics gain access to the following Lords of War choices:&lt;br /&gt;
====CHAPTER MASTER OF THE ULTRAMARINES====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Marneus Calgar&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;280 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Power sword&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Orbital Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Two Gauntlets of Ultramar&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Supreme Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master Tactician:&#039;&#039;&#039; If Marneus Calgar is your Warlord, you may enact multiple Combat Doctrines in a single turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;God of War:&#039;&#039;&#039; Marneus Calgar may choose his Warlord Trait instead of rolling for it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;May replace frag and krak grenades with the Armour of Antilochus and a teleport homer...&#039;&#039;15 pts&#039;&#039;&lt;br /&gt;
The Armour of Antilochus is a suit of Terminator armour that does not prevent Sweeping Advances. &lt;br /&gt;
====ULTRAMARINES MASTER OF ARCANA====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Chief Librarian Tigurius&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;180 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Hood of Hellfire&#039;&#039;&#039;&lt;br /&gt;
The Hood of Hellfire is a psychic hood. Furthermore, it enables Tigurius to re-roll failed Psychic tests.&lt;br /&gt;
*&#039;&#039;&#039;The Rod of Tigurius&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Concussive, Force, Master-crafted, Soul Blaze&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psyker (Mastery Level 3)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PSYKER:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Librarians may choose any 3 powers from the &#039;&#039;&#039;Biomancy&#039;&#039;&#039;, &#039;&#039;&#039;Daemonology&#039;&#039;&#039;, &#039;&#039;&#039;Divination&#039;&#039;&#039;, &#039;&#039;&#039;Pyromancy&#039;&#039;&#039;, &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; and &#039;&#039;&#039;Telepathy&#039;&#039;&#039; disciplines.&lt;br /&gt;
&lt;br /&gt;
====PRIMARCH OF THE ULTRAMARINES====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
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! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Roboute Guilliman&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 2+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;400 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Cognis signum:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Arbitrator&#039;&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
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|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Assault 6, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Armour of Reason&#039;&#039;&#039;&lt;br /&gt;
The Armour of Reason confers a 4+ invulnerable save. Once per game you may re-roll a single failed invulnerable save for Roboute Guilliman.&lt;br /&gt;
*&#039;&#039;&#039;The Burning Blade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Hand of Dominion&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Concussive, Unwieldy, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Preternatural Strategy:&#039;&#039;&#039; When determining whether the Night Fighting special rule is in effect, you may choose to re-roll the dice. Your opponent must re-roll succesful attempts to Seize the Initiative. You may re-roll any reserve rolls and you may force your opponent to re-roll any reserve rolls. You may discard the first objective card you draw each turn and generate a new one. You may re-roll rolls when you are determining Mysterious Objectives and you may force your opponent to re-roll rolls for when determining Mysterious Objectives. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bulky&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Adapt and Overcome:&#039;&#039;&#039; Add +1 to Roboute Guilliman&#039;s Attacks characteristic at the end of each Fight sub-phase in which he has been fighting in a challenge. All bonuses from this special rule are reset when the challenge is over. &lt;br /&gt;
*&#039;&#039;&#039;Unyielding Will:&#039;&#039;&#039; You may re-roll failed Deny the Witch rolls for powers affecting Roboute Guilliman or his unit. &lt;br /&gt;
*&#039;&#039;&#039;Primarch:&#039;&#039;&#039; Models with this special rule have the Adamantium Will, Eternal Warrior, Fearless, Feel No Pain, Fleet, It Will Not Die, Precision Shots and Precision Strikes special rules.&lt;br /&gt;
*&#039;&#039;&#039;Sire of the Ultramarines:&#039;&#039;&#039; All Ultramarines models in your army change their Leadership characteristic to 10 while Roboute Guilliman is on the board. All Leadership tests for the Heroic Inspiration and Heroic Authority special rules are automatically passed for all Ultramarines models in your army while Roboute Guilliman is on the board.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[[White Scars|WHITE SCARS]] CHAPTER TACTICS===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Born in the Saddle:&#039;&#039;&#039; White Scars models with the Bike unit type have the Skilled Rider, Furious Charge, and Hit And Run special rules and add 1 to their Strength when resolving hits caused by the Hammer of Wrath special rule.&lt;br /&gt;
*&#039;&#039;&#039;Fight on the Move:&#039;&#039;&#039; White Scars models have the Relentless special rule. &lt;br /&gt;
*&#039;&#039;&#039;Relics of Ghogoris:&#039;&#039;&#039; White Scars models replace access to the Chapter Relics list with access to the Relics of Ghogoris list. Only one of each relics of Ghogoris may be taken in each army. A model can replace one weapon with one of the following: &lt;br /&gt;
:: - Mantle of the Stormseer...&#039;&#039;20 pts&#039;&#039;&lt;br /&gt;
Psyker only. Does not replace a weapon. The bearer has the Adamantium Will special rule and knows the &#039;&#039;Psychic Maelstrom&#039;&#039; power from the &#039;&#039;&#039;Telekinesis&#039;&#039;&#039; discipline in addition to any others he knows. This is not considered when determining if he has the Psychic Focus.&lt;br /&gt;
:: - Scimitar of the Great Khan...&#039;&#039;25 pts&#039;&#039; &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Warblessed, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Warblessed:&#039;&#039;&#039; When the bearer fights in a challenge, add +1 to the bearer&#039;s Weapon Skill characteristic. &lt;br /&gt;
:: - The Glaive of Vengeance...&#039;&#039;30 pts&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +3/+1*&lt;br /&gt;
| 2/3*&lt;br /&gt;
| Melee, Master-crafted&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;This weapon has two profiles for both Strength and AP. The first is used only on a turn in which the bearer charges; the second is used at all other times.&#039;&#039; &lt;br /&gt;
:: - The Hunter´s Eye...&#039;&#039;45 pts&#039;&#039;&lt;br /&gt;
Does not replace a weapon. A model equipped with the Hunter&#039;s Eye adds +1 to his Ballistic Skill characteristic. In addition,  all ranged weapons carried by models in the bearers unit have the Ignores Cover special rule.&lt;br /&gt;
:: - Wrath of the Heavens...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
&#039;&#039;Wrath of the Heavens&#039;&#039; is a Space Marine bike, and cannot be taken by models equipped with Terminator armour or a jump pack. When a model eriding &#039;&#039;Wrath of the Heavens&#039;&#039; Turbo-boosts it can move up to 18&amp;quot; and can pass over units and terrain as though it were a Jetbike. &lt;br /&gt;
*&#039;&#039;&#039;Banner of Ghogoris:&#039;&#039;&#039; White Scars models replace access to the Standard of the Emperor Ascendant with access to the following:&lt;br /&gt;
:: - The Banner of the Eagle...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Friendly White Scars units within 12&amp;quot; of the a model with the Banner of the Eagle have the Fleet and Furious Charge special rules. &lt;br /&gt;
*&#039;&#039;&#039;Heroes of the White Scars:&#039;&#039;&#039; Detachments using White Scars Chapter Tactics gain access to the following HQ choices:&lt;br /&gt;
====KOR´SARRO KHAN====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Kor´sarro Khan&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 3+&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;UNIT TYPE:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infantry (Character)&#039;&#039;&#039;. Kor´sarro Khan on Moondrakkan is &#039;&#039;&#039;Bike (Character)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UNIT COMPOSITION:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1 (Unique)&#039;&#039;&#039;...&#039;&#039;120 pts&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARGEAR:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frag grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Krak grenades&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Iron Halo&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Moonfang&#039;&#039;&#039;&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Rending, Lethal Stroke&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Lethal Stroke:&#039;&#039;&#039; When attacking with a weapon that has this special rule, a To Wound roll of 6 is resolved with the Instant Death special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WARLORD TRAIT:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Legendary Fighter:&#039;&#039;&#039; Your army gains 1 Victory Point for each enemy character slain by your Warlord in a challenge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;SPECIAL RULES:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fearless&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chapter Tactics (White Scars)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Crusade&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Heroic Authority&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Furious Charge&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Independent Character&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Ballistics&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Scout&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Name (Captain)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPTIONS:&#039;&#039;&#039;&lt;br /&gt;
*May take Moondrakkan and a twin-linked boltgun...&#039;&#039;25 pts&#039;&#039;&lt;br /&gt;
Moondrakkan is a Space Marine bike that makes D3 Hammer of Wrath attacks instead of 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ARMOURY OF THE SPACE MARINES==&lt;br /&gt;
===RANGED WEAPONS===&lt;br /&gt;
====ARES PATTERN DEMOLISHER CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====ASTARTES GRENADE LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Rapid Fire, Blast&lt;br /&gt;
|-&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====AUTO WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Accelerator autocannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 6, Rending, Rapid Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Anvilus autocannon battery&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Primary Weapon 4&lt;br /&gt;
|-&lt;br /&gt;
| Assault cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 4, Rending&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2&lt;br /&gt;
|-&lt;br /&gt;
| Autocannon turret&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, Independent Turret Fire&lt;br /&gt;
|-&lt;br /&gt;
| Kheres pattern assault cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 6, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Independent Turret Fire:&#039;&#039;&#039; Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.&lt;br /&gt;
::&#039;&#039;&#039;Rapid Tracking:&#039;&#039;&#039; Targets may not take Jink saves against damage from this weapon.&lt;br /&gt;
====BOLT WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Avenger bolt cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 7&lt;br /&gt;
|- &lt;br /&gt;
| Boltgun&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| Boltgun with special issue ammunition&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 30&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| Rapid Fire, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| Bolt pistol&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Heavy bolter&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 3, Monstrous Strength&lt;br /&gt;
|-&lt;br /&gt;
| Hurricane bolter&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Salvo 3/6, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| Storm bolter&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 2, Relentless Barrage&lt;br /&gt;
|-&lt;br /&gt;
| Quad heavy bolter turret &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 6, Independent Turret Fire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Independent Turret Fire:&#039;&#039;&#039; Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.&lt;br /&gt;
::&#039;&#039;&#039;Monstrous Strength:&#039;&#039;&#039; When fired by a model with Strength 4 or more, treat this weapon as Salvo 2/3.&lt;br /&gt;
::&#039;&#039;&#039;Relentless Barrage:&#039;&#039;&#039; When fired by a model with the Relentless or Slow and Purposeful special rule, treat this weapon as Assault 4. Note that vehicles have the Relentless special rule.&lt;br /&gt;
&lt;br /&gt;
====BOMB PYLON SET====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Bomb 6, Apocalyptic Barrage&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====CERBERUS LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 6&lt;br /&gt;
| Heavy 1, Blind, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====COMBI-WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|-&lt;br /&gt;
| Combi-bolter&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire, Shred, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| Combi-flamer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Combi-grav&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| *&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 1/2, Concussive, Graviton, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Combi-melta&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1, Melta, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Combi-plasma&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Rapid Fire&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Rapid Fire, Gets Hot, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====CONVERSION WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Conversion beamer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| up to 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 18&amp;quot;-42&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 42&amp;quot;-72&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Heavy conversion beamer&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|&lt;br /&gt;
| Up to 18&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Large Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 18&amp;quot; to 42&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Large Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 42&amp;quot; to 72&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Large Blast, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Divert Power:&#039;&#039;&#039; This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.&lt;br /&gt;
&lt;br /&gt;
====CYCLONE MISSILE LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, Blast&lt;br /&gt;
|-&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====DEATHWIND LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====DEMOLISHER CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| Ordnance 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====DREADHAMMER SIEGE CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Primary Weapon 1, Massive Blast, No Cover Saves Allowed&lt;br /&gt;
|-&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Primary Weapon 1, Divert Power, Massive Blast, No Cover Saves Allowed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Divert Power:&#039;&#039;&#039; This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.&lt;br /&gt;
====FELLBLADE ACCELERATOR CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 100&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
| 100&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Armourbane, Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====FIREFURY MISSILE BATTERY====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 4, Blast, Twin-linked, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====FLAMER WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Hand flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| Pistol&lt;br /&gt;
|-&lt;br /&gt;
| Heavy flamer&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
| Inferno cannon&lt;br /&gt;
| Template&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1, Torrent&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====FRAG CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Template&lt;br /&gt;
| 6&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 2, Rending&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====GRAV-WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Grav-pistol&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| *&lt;br /&gt;
| 2&lt;br /&gt;
| Pistol, Concussive, Graviton&lt;br /&gt;
|-&lt;br /&gt;
| Grav-gun&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| *&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 1/2, Concussive, Graviton&lt;br /&gt;
|-&lt;br /&gt;
| Grav-cannon&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| *&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 2/3, Concussive, Graviton&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====GRENADE HARNESS====&lt;br /&gt;
A model can fire its grenade harness in addition to its combi-bolter. In addition, models in the wearer&#039;s unit do not suffer the penalty to their Initiative for charging enemies through difficult terrai, but fight at their normal Initiative in the ensuing combat. &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 8&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 2, Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====HELLSTRIKE MISSILE====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Ordnance 1, One Use&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====ICARUS STORMCANNON ARRAY====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 3, Interceptor, Skyfire&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====LAS WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Lascannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1&lt;br /&gt;
|-&lt;br /&gt;
| Laser destroyer&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| Ordnance 1, Twin-linked, Explosive Demise&lt;br /&gt;
|-&lt;br /&gt;
| Turbo-laser destructor &lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Quad lascannon&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| Neutron laser&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Destroyer, Strikedown, Concussive, Shock Pulse, Dangerous Reactor Core&lt;br /&gt;
|-&lt;br /&gt;
| Neutron laser battery &lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Ordnance D3, Concussive, Feedback&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Feedback:&#039;&#039;&#039; This weapon has the Gets Hot special rule when firing against a vehicle facing with an armour value of 13 or greater. &lt;br /&gt;
::&#039;&#039;&#039;Shock Pulse:&#039;&#039;&#039; An enemy vehicle that suffers a penetrating hit from a weapon with this special rule automatically suffers the Crew Stunned result on the vehicle damage table in addition to any other damage (this cause it to lose an additional Hull Point). This special rule has no effect on super-heavy vehicles. &lt;br /&gt;
::&#039;&#039;&#039;Dangerous Reactor Core:&#039;&#039;&#039; When rolling on the vehicle damage table against a vehicle armed with a weapon with this special rule your opponent may re-roll results of a 1 on the Vehicle Damage table against this the vehicle. In addition should a vehicle armed with a weapon with this special rule suffer an Explodes! result, add +D3&amp;quot; to the explosion radius.&lt;br /&gt;
&lt;br /&gt;
====MELTA WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Magna-melta&lt;br /&gt;
| 18&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Large Blast, Melta&lt;br /&gt;
|-&lt;br /&gt;
| Meltagun&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Assault 1, Melta&lt;br /&gt;
|-&lt;br /&gt;
| Multi-melta&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Heavy 1, Melta&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====MISSILE WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Aiolos missile launcher&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 3, Pinning, Independent Tracking&lt;br /&gt;
|-&lt;br /&gt;
| Hunter-killer missile&lt;br /&gt;
| Infinite&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, One Use Only, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
| Skyhammer missile launcher&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 3&lt;br /&gt;
|-&lt;br /&gt;
| Skyspear missile launcher&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Armourbane, Savant Lock, Skyfire&lt;br /&gt;
|-&lt;br /&gt;
| Stormstrike missile&lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Concussive, One Use Only&lt;br /&gt;
|-&lt;br /&gt;
| Typhoon missile launcher&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2&lt;br /&gt;
|-&lt;br /&gt;
| Whirlwind multiple missile launcher&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 12&amp;quot;-48&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Ordnance 1, Barrage, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 12&amp;quot;-48&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| Ordnance 1, Barrage, Large Blast, Ignores Cover, Soul Blaze&lt;br /&gt;
|-&lt;br /&gt;
| Xiphon rotary missile launcher&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 2, Cluster Warhead, Terminal Tracking&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Cluster Warhead:&#039;&#039;&#039; : If the weapon successfully scores a Penetrating hit on a target with an Armour value, roll D3 times on the Vehicle Damage table and select the highest result to apply.&lt;br /&gt;
::&#039;&#039;&#039;Independent Tracking:&#039;&#039;&#039; This weapon may fire at a different target to that of the Deredeo’s other shooting attacks if desired and ignores intervening obstacles to line of sight in open terrain. When firing at vehicles, it attacks their Side Armour value.&lt;br /&gt;
::&#039;&#039;&#039;Savant Lock:&#039;&#039;&#039; If any shot from a weapon with this special rule misses a Flyer, Flying Monstrous Creature, Skimmer or Jetbike, roll a D6 at the start of the next friendly Shooting phase if the target unit is still on the battlefield and has not been destroyed. On a 5+, the target unit suffers a hit (using its rear Armour Value if it is a vehicle) with the profile above.&lt;br /&gt;
::&#039;&#039;&#039;Terminal Tracking:&#039;&#039;&#039; Succesful Cover saves against this weapon must be re-rolled. &lt;br /&gt;
====MISSILE LAUNCHER====&lt;br /&gt;
Note down on your army list which of the three options (krak missile, frag missile and flakk missile) you wish to have. &lt;br /&gt;
*Note that missile launchers are missile weapons. &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Flakk missile&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Skyfire&lt;br /&gt;
|-&lt;br /&gt;
| Frag missile&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
| Krak missile&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====ORBITAL STRIKE====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Infinite&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| Ordnance 1, Barrage, Large Blast, One Use Only, Orbital&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Orbital:&#039;&#039;&#039; If an arrow is rolled on the scatter dice when firing a weapon that has this special rule, the shot always scatters the full 2D6&amp;quot; regardless of the firing model’s Ballistic Skill. In addition, firing an Ordnance weapon that has this special rule does not prevent the firing model from declaring a charge against the target unit in the same turn.&lt;br /&gt;
====PLASMA WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! &lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Plasma pistol&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Pistol, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| Hellfire plasma carronade&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 4&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Gets Hot, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
| Plasma gun&lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Rapid Fire, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
| Plasma cannon&lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Salvo 1/2, Blast, Gets Hot&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====SCORPIUS MULTI-LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy 1, Blast, Barrage&lt;br /&gt;
|-&lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Heavy D3+1, Blast, Barrage, Divert Power&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Divert Power:&#039;&#039;&#039; This profile cannot be used if the vehicle using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule.&lt;br /&gt;
====SNIPER RIFLE====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 36&amp;quot;&lt;br /&gt;
| X&lt;br /&gt;
| 6&lt;br /&gt;
| Heavy 1, Sniper&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====SPACE MARINE SHOTGUN====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Assault 2&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====THUNDERFIRE CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 5&lt;br /&gt;
| Heavy 4, Barrage, Blast&lt;br /&gt;
|-&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| Heavy 4, Barrage, Blast, Ignores Cover&lt;br /&gt;
|-&lt;br /&gt;
| 60&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 4, Barrage, Blast, Strikedown&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====THUNDERHAWK CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 72&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 3&lt;br /&gt;
| Primary Weapon 1, Massive Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====VENGEANCE LAUNCHER====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| Heavy 2, Large Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====VOLCANO CANNON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 120&amp;quot;&lt;br /&gt;
| D&lt;br /&gt;
| 2&lt;br /&gt;
| Heavy 1, Destroyer, Large Blast, &lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====VOLKITE CARRONADE====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 48&amp;quot;&lt;br /&gt;
| 8&lt;br /&gt;
| 2&lt;br /&gt;
| Primary Weapon 1, Ignores Cover, Heavy Beam, Soul Blaze&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Heavy Beam:&#039;&#039;&#039; To fire a weapon with this special rule pick a point within the weapon´s firing arc and within the weapon´s range. Next draw a 1 mm thick line bewteen the weapon and the chosen point, all units take a single hit for each model in their unit beneath the line. You cannot pick a point that would result in a friendly model being hit. Super-heavy vehicles, buildings and Gargantuan Creatures hit suffer a strength D AP1 hit with the Soul Blaze special rule instead of the normal strength 8 AP2 hit. This attack has no effect on zooming flyers and swooping flying monstrous creatures as well as swooping gargantuan flying monstrous creatures. &lt;br /&gt;
===MELEE WEAPONS===&lt;br /&gt;
====ASSAULT DRILL====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Bunkerbuster, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Bunkerbuster:&#039;&#039;&#039; This weapon has the Armourbane special rule when used against a model or building that did not move in its previous turn. If one or more Penetrating hits are made with a weapon with this special rule against such a target, any unit inside the vehicle or building suffers D6 S 5 AP4 hits with no cover saves allowed for each Penetrating hit made.&lt;br /&gt;
====BLOOD TALON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| - &lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Shred, Rampage&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====CHAINFIST====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====CLOSE COMBAT WEAPON====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| -&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====ENCARMINE WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Encarmine axe&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Master-crafted, Two-handed, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Encarmine sword&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Master-crafted, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====EVISCERATOR====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Two-handed, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====FORCE WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Force axe&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Force, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Force stave&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Concussive, Force&lt;br /&gt;
|-&lt;br /&gt;
| Force sword&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Force&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====FURIOSO FORCE HALBERD====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Force&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====LIGHTNING CLAWS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====POWER WEAPONS====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Power axe&lt;br /&gt;
| -&lt;br /&gt;
| +1&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Power fist&lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
| Power lance&lt;br /&gt;
| -&lt;br /&gt;
| +1/User*&lt;br /&gt;
| 3/4*&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
| Power maul&lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 4&lt;br /&gt;
| Melee, Concussive&lt;br /&gt;
|-&lt;br /&gt;
| Power sword&lt;br /&gt;
| -&lt;br /&gt;
| User&lt;br /&gt;
| 3&lt;br /&gt;
| Melee&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
*&#039;&#039;Power lances have two profiles for both Strength and AP. The first is used only on a turn in which the bearer charges; the second is used at all other times.&#039;&#039;&lt;br /&gt;
====RELIC BLADE==== &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Two-handed&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====SEISMIC HAMMER==== &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Concussive, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====SERVO-ARM==== &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 1&lt;br /&gt;
| Melee, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====SIEGE DRILL==== &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Armourbane, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====THUNDER HAMMER==== &lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| x2&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Concussive, Specialist Weapon, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SPECIAL ISSUE WARGEAR===&lt;br /&gt;
====ARMORIUM CHERUB====&lt;br /&gt;
One use only. One model in a unit equipped with an armorium cherub can re-roll all failed To Hit rolls in one Shooting phase. An armorium cherub is represented by a separate miniature that will always remain as close as possible to the unit that selected it. The model itself is purely decorative and is always ignored for game purposes – just move it to one side if it gets in the way. Remove the armorium cherub once it has been used or once the unit that selected it has been completely destroyed.&lt;br /&gt;
====AUSPEX====&lt;br /&gt;
A model with an auspex can use it in place of making a shooting attack. If he does so, target an enemy unit within 12&amp;quot; (this does not count as choosing a target for his unit to shoot at). A unit that is targeted by one or more auspices has its cover save reduced by 1 until the end of the phase.&lt;br /&gt;
====CAMO CLOAK====&lt;br /&gt;
A model wearing a camo cloak has +1 cover save. If it does not already have a cover save, it gains a 6+ cover save.&lt;br /&gt;
====CHAPTER BANNER====&lt;br /&gt;
Friendly units within 12&amp;quot; of a model equipped with the Chapter banner, and drawn from the same Chapter, re-roll failed Morale checks, Pinning tests and Fear tests. In addition, all friendly models with the Space Marines Faction in the same unit as this banner have +1 Attack whilst the bearer is alive.&lt;br /&gt;
====CLUSTER MINES====&lt;br /&gt;
After your army deploys, Scouts redeploy and Infiltrators deploy, but before the roll to Seize the Initiative, each unit with cluster mines in your army may booby-trap a single piece of battlefield terrain on the table. The piece of battlefield terrain should be marked with a small marker to remind both players that it has been booby-trapped. Enemy models treat booby-trapped pieces of battlefield terrain as dangerous terrain. Note that having multiple units booby-trap the same piece of battlefield terrain has no additional effect. A unit with cluster mines which begins the game in Reserve may still booby-trap a piece of battlefield terrain.&lt;br /&gt;
====COMBAT SHIELD====&lt;br /&gt;
A combat shield confers a 6+ invulnerable save.&lt;br /&gt;
====COMPANY STANDARD====&lt;br /&gt;
Friendly units within 12&amp;quot; of a model equipped with the company standard, and drawn from the same Chapter, re-roll failed Morale checks, Pinning tests and Fear tests.&lt;br /&gt;
====DIGITAL WEAPONS====&lt;br /&gt;
A model armed with digital weapons can re-roll a single failed roll To Wound in each Assault phase.&lt;br /&gt;
====FRAG GRENADES====&lt;br /&gt;
&#039;&#039;&#039;Shooting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a unit armed with assault grenades makes a shooting attack, one model can choose to throw a grenade, if it does so it may not also fire another shooting weapon this phase.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 8&amp;quot;&lt;br /&gt;
| 3&lt;br /&gt;
| -&lt;br /&gt;
| Assault 1, Blast&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Models equipped with assault grenades don’t suffer the penalty to their Initiative for charging enemies through difficult terrain, but fight at their normal Initiative in the ensuing combat.&lt;br /&gt;
====HELLFIRE SHELLS====&lt;br /&gt;
Each time a weapon equipped with hellfire shells fires, the controlling player can choose whether to fire a hellfire shell or to use the ordinary profile for that weapon.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 1&lt;br /&gt;
| -&lt;br /&gt;
| Heavy 1, Blast, Poisoned (2+)&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====IRON HALO====&lt;br /&gt;
An iron halo confers a 4+ invulnerable save.&lt;br /&gt;
====IRONCLAD ASSAULT LAUNCHERS====&lt;br /&gt;
A model equipped with ironclad assault launchers does not suffer the penalty to its Initiative for charging enemies through difficult terrain. Furthermore, enemies charging a model equipped with ironclad assault launchers do not gain bonus Attacks from charging unless the model was already locked in combat from a previous turn.&lt;br /&gt;
====JUMP PACK====&lt;br /&gt;
Models equipped with jump packs gain the Jump unit type as described in &#039;&#039;Warhammer 40,000: The Rules.&#039;&#039;&lt;br /&gt;
====KRAK GRENADES====&lt;br /&gt;
&#039;&#039;&#039;Shooting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a unit armed with krak grenades makes a shooting attack, one model can choose to throw a grenade, if it does so it may not also fire another shooting weapon this phase.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 8&amp;quot;&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| Assault 1&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, krak grenades have no effect during the Assault phase. One model can choose to throw a grenade rather than attacking normally:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====LOCATOR BEACON====&lt;br /&gt;
Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6&amp;quot; of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.&lt;br /&gt;
====MELTA BOMBS====&lt;br /&gt;
&#039;&#039;&#039;Shooting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Melta bombs cannot be used to make a shooting attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unless used in assaults against vehicles, gun emplacements or Monstrous Creatures, melta bombs have no effect during the Assault phase. One model can choose to throw a bomb rather than attacking normally:&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| Armourbane, Unwieldy&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====NARTHECIUM====&lt;br /&gt;
As long as the bearer is alive, all models in his unit gain a special rule corresponding with their Save.&lt;br /&gt;
::5+ Sv or worse - no benefit&lt;br /&gt;
::4+ Sv - Feel No Pain (4+)&lt;br /&gt;
::3+ Sv - Feel No Pain (5+)&lt;br /&gt;
::2+ Sv - Feel No Pain (6+)&lt;br /&gt;
====OMNISCOPE====&lt;br /&gt;
A model with an omniscope has the Night Vision and Split Fire special rules. &lt;br /&gt;
====PSYCHIC HOOD====&lt;br /&gt;
Each time a unit or model is targeted by an enemy psychic power and is within 12&amp;quot; of a friendly model with a psychic hood, the wearer of the hood can attempt to Deny the Witch in their stead, as if he were in the target unit. If the Deny the Witch attempt is failed, the psychic power is resolved as normal, but effects only the initial target, not the wearer of the hood.&lt;br /&gt;
&lt;br /&gt;
If a model with a psychic hood is embarked in a vehicle or building, he can only use the hood to nullify powers targeting the vehicle or building he is embarked within.&lt;br /&gt;
====ROSARIUS====&lt;br /&gt;
A rosarius confers a 4+ invulnerable save.&lt;br /&gt;
====SERVO-HARNESS====&lt;br /&gt;
A servo-harness gives the bearer two servo-arms, a plasma cutter and a flamer. In the Shooting phase, the bearer can fire both harness-mounted weapons, or one harness-mounted weapon and another weapon.&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| Plasma cutter&lt;br /&gt;
| 12&amp;quot;&lt;br /&gt;
| 7&lt;br /&gt;
| 2&lt;br /&gt;
| Assault 1, Gets Hot, Twin-linked&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====SIGNUM====&lt;br /&gt;
At the start of the Shooting phase, a model with a signum can choose to use it instead of shooting. If he does so, all models in his unit add +1 to their Ballistic Skill characteristic for the remainder of the Shooting phase. Declare that the signum is being used before any rolls To Hit are made.&lt;br /&gt;
====SPACE MARINE BIKE====&lt;br /&gt;
Models equipped with Space Marine bikes change their unit type to Bike, as described in &#039;&#039;Warhammer 40,000: The Rules&#039;&#039;. &lt;br /&gt;
====STORM SHIELD====&lt;br /&gt;
A storm shield confers a 3+ invulnerable save. In addition, a model equipped with a storm shield can never claim the +1 Attack for being armed with two Melee weapons in an assault.&lt;br /&gt;
====TELEPORT HOMER====&lt;br /&gt;
Friendly units composed entirely of models in Terminator armour do not scatter when they Deep Strike, so long as the first model is placed within 6&amp;quot; of the teleport homer’s bearer. For this to work, the bearer of the teleport homer must have been on the battlefield at the start of the turn.&lt;br /&gt;
===ARMOUR===&lt;br /&gt;
====ARTIFICER ARMOUR====&lt;br /&gt;
Artificer armour confers a 2+ Armour Save.&lt;br /&gt;
====DECIMATOR ARMOUR====&lt;br /&gt;
Decimator armour confers a 2+ Armour Save. A model upgraded to have Decimator armour increases their Strength, Toughness and Wounds characteristics by 1. &#039;&#039;&#039;(these bonuses are already included in the profiles of models that have Decimator armour as part of their standard wargear)&#039;&#039;&#039;. Models in Decimator Armour have the Very Bulky and Slow And Purposeful special rules, and may fire up to two ranged weapons when shooting rather than one.&lt;br /&gt;
====TERMINATOR ARMOUR====&lt;br /&gt;
Terminator armour confers a 2+ Armour Save and a 5+ invulnerable save. Models in terminator armour have the Bulky, Deep Strike, and Relentless special rules, and may not make Sweeping Advances. A model upgraded to have terminator armour increases its Toughness characteristic by 1. &#039;&#039;&#039;(this bonus is already included in the profiles of models that have Terminator armour as part of their standard wargear)&#039;&#039;&#039;.&lt;br /&gt;
=====CATAPHRACTII ARMOUR=====&lt;br /&gt;
Cataphractii armour is terminator armour with the following changes:&lt;br /&gt;
*The invulnerable save granted is 4+, not 5+.&lt;br /&gt;
**A rosarius or iron halo worn with cataphractii armour allows rerolling failed invulnerable saving throws of 1.&lt;br /&gt;
*Models in cataphractii armour cannot fire Overwatch or make run moves.&lt;br /&gt;
&lt;br /&gt;
===SPACE MARINE VEHICLE WARGEAR===&lt;br /&gt;
====AUXILIARY DRIVE====&lt;br /&gt;
A model armed with an auxiliary drive ignores Immobilized results on the vehicle damage table on a D6 roll of 4+ (but still loses a Hull Point).&lt;br /&gt;
====BATTLE AUSPEX====&lt;br /&gt;
A model armed with a battle auspex has the Night Vision special rule. In addition, subtract one from cover saves taken against a shooting atack made by a model armed with a battle auspex. &lt;br /&gt;
====CERAMITE PLATING====&lt;br /&gt;
Melta weapons do not roll an extra D6 armour penetration when shooting a vehicle equipped with ceramite plating at half range or less.&lt;br /&gt;
====COMMS RELAY====&lt;br /&gt;
While you control a model armed with a comms relay you may re-roll failed reserve rolls. &lt;br /&gt;
====DOZER BLADE====&lt;br /&gt;
Vehicles equipped with dozer blades treat their front armour as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.&lt;br /&gt;
====EXTRA ARMOUR====&lt;br /&gt;
Vehicles equipped with extra armour count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead.&lt;br /&gt;
====FLARE SHIELD====&lt;br /&gt;
Any ranged attacks inflicted against a model armed with a flare shield´s front arc are resolved with a  -1 strength modifier and a further -1 modifier if it is a blast weapon. Attacks with strength D are unaffected by flare shields. &lt;br /&gt;
====FRAG ASSAULT LAUNCHERS====&lt;br /&gt;
Any unit charging into close combat on the same turn as it disembarks from a transport vehicle equipped with frag assault launchers counts as having frag grenades.&lt;br /&gt;
====IRONCLAD ASSAULT LAUNCHERS====&lt;br /&gt;
A model equipped with ironclad assault launchers does not suffer the penalty to its Initiative for charging enemies through difficult terrain. Furthermore, enemies charging a model equipped with ironclad assault launchers do not gain bonus Attacks from charging unless the model was already locked in combat from a previous turn.&lt;br /&gt;
====LOCATOR BEACON====&lt;br /&gt;
Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6” of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.&lt;br /&gt;
====SEARCHLIGHT====&lt;br /&gt;
Searchlights are used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its  weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may find it helpful to place coins, or other suitable counters, next to the units as reminders, and next to a vehicle to show it has used its searchlights this turn.&lt;br /&gt;
&lt;br /&gt;
Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting rule.&lt;br /&gt;
====SIEGE SHIELD====&lt;br /&gt;
A model armed with a siege shield counts as being armed a dozer blade. A model armed with a siege shield counts its front arc as being obscured, receiving a 5+ cover save against any hits inflicted in the front arc. &lt;br /&gt;
====SMOKE LAUNCHERS====&lt;br /&gt;
Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save.&lt;br /&gt;
&lt;br /&gt;
After the enemy’s Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons.&lt;br /&gt;
===CHAPTER RELICS===&lt;br /&gt;
====THE ARMOUR INDOMITUS====&lt;br /&gt;
The Armour Indomitus confers a 2+ Armour Save and a 6+ invulnerable save. Once per game, at the beginning of any phase, the wearer can choose to temporarily push the armour’s force field to its limit. For the duration of that phase, the Armour Indomitus confers a 2+ invulnerable save.&lt;br /&gt;
====THE BURNING BLADE====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +3&lt;br /&gt;
| 2&lt;br /&gt;
| Melee, Blind, Incandescent&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
::&#039;&#039;&#039;Incandescent:&#039;&#039;&#039; At the end of an Assault phase in which the bearer made one or more To Hit roll with the Burning Blade, roll a D6. On a roll of a 2+, nothing happens. On the roll of a 1, the bearer takes a Strength 4 AP2 hit.&lt;br /&gt;
====THE PRIMARCH&#039;S WRATH====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| 24&amp;quot;&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| Salvo 3/5, Master-crafted, Shred&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
====THE SHIELD ETERNAL====&lt;br /&gt;
The Shield Eternal is a storm shield. In addition, the bearer of the Shield Eternal gains the Adamantium Will and Eternal Warrior special rules.&lt;br /&gt;
====STANDARD OF THE EMPEROR ASCENDANT====&lt;br /&gt;
A model equipped with the Standard of the Emperor Ascendant has the Fear special rule. In addition, friendly models drawn from the same Chapter as a model equipped with the Standard of the Emperor Ascendant have +1 Attack and the Fearless special rule whilst they are within 12&amp;quot; of that model.&lt;br /&gt;
====TEETH OF TERRA====&lt;br /&gt;
::{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! Range&lt;br /&gt;
! S&lt;br /&gt;
! AP&lt;br /&gt;
! Type&lt;br /&gt;
|- &lt;br /&gt;
| -&lt;br /&gt;
| +2&lt;br /&gt;
| 3&lt;br /&gt;
| Melee, Concussive, Rampage, Specialist Weapon&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
[[Category: Angry Codices]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_/tg/%27s_8th_Edition&amp;diff=1011577</id>
		<title>Codex - Tyranids: /tg/&#039;s 8th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tyranids:_/tg/%27s_8th_Edition&amp;diff=1011577"/>
		<updated>2026-05-20T15:06:13Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This page is a translation of the [[Codex - Tyranids: /tg/ edition]] into 8th edition. Since the Tyranids are now a decent army this codex is basically useless but still a funny idea if you want to play Tyranids in a more extreme way. All the rules in this page are meant to be used alongside the normal Tyranids Codex. If a rule isn&#039;t explained, look it up on the Codex.&lt;br /&gt;
&lt;br /&gt;
==Expansions==&lt;br /&gt;
Here you can find extra rules for some of the most fearsome Hive Fleets ever encountered by the Imperium of Man, alongside sceneries for campaigns and special missions.&lt;br /&gt;
===[[Ashes of Yggdrasil]] (WIP Campaign)===&lt;br /&gt;
===[[Ghosts from Below]] (Coming Soon)===&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour:&#039;&#039;&#039; &#039;&#039;Unless controlled or coordinated by the domineering will of the Hive Mind, many Tyranid organisms will revert to their baser instincts.&#039;&#039;&lt;br /&gt;
::Unless a {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit with this ability is within synapse range of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|Synapse}} unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp:&#039;&#039;&#039; &#039;&#039;The unfathomable presence of the Hive Mind radiates out from its synapse creatures, smothering the ability of the psykers who stand before them to draw upon their mystic powers.&#039;&#039;&lt;br /&gt;
::Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make and from their Leadership characteristic if they are within 18&amp;quot; of any units with this ability. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synapse:&#039;&#039;&#039; &#039;&#039;Some Tyranids serve as synaptic conduits or nodal relays through which a portion of the Hive Mind’s iron will flows, overriding the natural instincts of the swarm.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units automatically pass Morale tests if they are within 12&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units with this ability. Also, {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units don&#039;t suffer from &#039;&#039;Instinctive Behaviour&#039;&#039; if they are within 24&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units with this ability.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;Extensions of the Hive Mind:&#039;&#039;&#039; &#039;&#039;The organisms that make up a Tyranid army are all extensions of the psychic gestalt known as the Hive Mind – its tendrils and its jaws, all working with a single purpose.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptations:&#039;&#039;&#039; &#039;&#039;Each of the hive fleets has its own distinct methods of predation, from the movement patterns of entire swarms to the behaviours and morphology of individual organisms.&#039;&#039;&lt;br /&gt;
::If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from, as shown in the table below. For example, a {{W40kKeyword|BEHEMOTH}} unit with the Hive Fleet Adaptation ability gains the &#039;&#039;Hyper-aggression&#039;&#039; adaptation.&lt;br /&gt;
&lt;br /&gt;
==Hive Fleet Adaptations==&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}}- Hyper Aggression:&#039;&#039;&#039; &#039;&#039;Driven by a frenzied hunger, Hive Fleet Behemoth unleashes the full might of its swarms in an overwhelming frontal assault.&#039;&#039;&lt;br /&gt;
::Whenever a unit with this trait charges, was charged or performed a heroic intervention it adds 1 to its attack characteristic for the duration of the following fight phase. In addition, units with this trait always count as having charged, even if they did not charge in the previous charge phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}}- Adaptive Toxins:&#039;&#039;&#039; &#039;&#039;The toxins produced by Hive Fleet Gorgon’s swarm-creatures adapt with terrifying speed to any foe, agonising and ravaging the bodies of their unfortunate victims.&#039;&#039;&lt;br /&gt;
::You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation. In addition, the effect of Toxic Sacs is activated on a roll of 5+ instead of 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}}- Swarming Instincts:&#039;&#039;&#039; &#039;&#039;Hive Fleet Hydra’s super-swarms overwhelm their prey with the sheer weight of numbers, drowning them in a tide of chitin, flesh and slashing claws.&#039;&#039;&lt;br /&gt;
::A unit with this trait adds 1 to its hit rolls if the total number of attacks or shots it directs at a unit in the fight, shooting or overwatch phases is greater than the total number of models in the unit it is targeting. Add 2 to the units hit rolls instead if the value is double or more instead of greater than.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}}- Tunnel Network:&#039;&#039;&#039; &#039;&#039;The warrior-organisms of Hive Fleet Jormungandr attack from subterranean tunnels, making them extremely difficult to target until it is far too late.&#039;&#039;&lt;br /&gt;
::Units with this trait count as being in cover as long as they did not advance in the movement phase. If a unit with this trait would gain the benefit of cover by another means (such as actually being in cover) it adds 2 to its armour save rolls instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}}- Questing Tendrils:&#039;&#039;&#039; &#039;&#039;The Kraken harries and unbalances its foes with lightning-fast flanking attacks, before encircling them for the final, bloody massacre.&#039;&#039;&lt;br /&gt;
::When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}}- Bio-Barrage:&#039;&#039;&#039; &#039;&#039;Hive Fleet Kronos obliterates its foes at range by unleashing devastating barrages of bio-plasma and living missiles.&#039;&#039;&lt;br /&gt;
::You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase. In addition, add 1 to the result of the roll when trying to block an enemy psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}}- Synaptic Imperative&#039;&#039;&#039; &#039;&#039;Hive Fleet Leviathan’s synaptic network is so strong that its organisms can be compelled by the Hive Mind to fight in spite of injuries that should have crippled or slain them outright.&#039;&#039;&lt;br /&gt;
::A unit with this trait within 6” of a Synapse creature gains a 6+ invulnerability save against ranged attacks and ignores damage received on a 6+.&lt;br /&gt;
&lt;br /&gt;
===Custom Adaptations===&lt;br /&gt;
If your chosen Hive Fleet does not have an associated Hive Fleet Adaptation in Codex - Tyranids: /tg/&#039;s 8th Edition, you can create its Hive Fleet Adaptation by selecting two different rules from the following list:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Exoskeleton&#039;&#039;&#039; &#039;&#039;The gaunt-derived creatures produced by some hive fleets secrete a waxy, resinous material that hardens into a slick layer of protection, deflecting or absorbing hits.&#039;&#039;&lt;br /&gt;
::Units with this adaptation add 1 to their armour save rolls but may not Advance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bestial Nature&#039;&#039;&#039; &#039;&#039;The monstrous organisms of this hive fleet embody a savage ferocity. When wounded near unto death, they lash out in animalistic fury, making taking them down a suicidal prospect.&#039;&#039;&lt;br /&gt;
::Units with this adaptation add 1 to their attack characteristic and hit rolls in a turn in which they charged, were charged or performed a heroic intervention. However, if the previous conditions are not fulfilled, this unit subtracts 1 from its hit rolls in the Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-metallic Cysts:&#039;&#039;&#039; &#039;&#039;Incubated within the bladed limbs of this hive fleet’s weapon-beasts are colonies of cysts whose bio-metallic edges can slice through armour.&#039;&#039;&lt;br /&gt;
::Improve the Armour Penetration characteristic of all &#039;&#039;Scything Talons Weapons&#039;&#039; that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biosphere Consumption:&#039;&#039;&#039; &#039;&#039;Parasitising upon the prey world itself, this hive fleet’s monstrosities delve osmotic tendrils into its biomass. Embedding themselves like a tumour and fuelling their metabolic resilience, they are nigh impossible to remove.&#039;&#039;&lt;br /&gt;
::Roll a die each time a {{W40kKeyword|Monster}} unit with this adaptation that is within an organic piece of terrain loses a wound; on a 5+ that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cranial Channeling:&#039;&#039;&#039; &#039;&#039;The craniums of this hive fleet’s psyker-beasts contain a clutch of symbiotic larvae whose entire life-cycle revolves around the channelling of the Hive Mind. With an instinctive impulse, the carrier will absorb one of these creatures into their swollen brain matter, thus becoming a more efficient and fluid extension of the hive fleet’s will.&#039;&#039;&lt;br /&gt;
::Once per turn, every {{W40kKeyword|Psyker}} unit with this adaptation may re-roll the result of one Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy&#039;&#039;&#039; &#039;&#039;With dormant glands that suddenly burst into life, and reinforced, adaptive cartilage powering headlong leaps, the swarms of this hive fleet feed their urge to close with their prey as quickly as possible.&#039;&#039;&lt;br /&gt;
::At the end of the Fight phase, in a turn in which it charged, was charged or performed a heroic intervention, a unit with this adaptation regains a number of previously lost wounds equal to the number of wounds it inflicted.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Horrors from Beyond:&#039;&#039;&#039; &#039;&#039;Whether due to some sickening aura of the Hive Mind or simply their terrifying size and predatory hunger, this hive fleet’s larger organisms are so monstrous that few are the heroic or insane who can stand before them and not be paralyzed by fear.&#039;&#039;&lt;br /&gt;
::Enemy units have to subtract 1 from their Leadership characteristic if within 12&amp;quot; of a {{W40kKeyword|Monster}} unit with this adaptation and have to subtract 1 from their hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hypermetabolic Acceleration:&#039;&#039;&#039; &#039;&#039;This hive fleet bio-engineers its horrors with multiple stimm-releasing glands. Surges of extragalactic chemicals drive them to frenzied rushes across the prey worlds.&#039;&#039;&lt;br /&gt;
::When a unit with this adaptation Advances, you can re-roll the Advance roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Membranous Mobility:&#039;&#039;&#039; &#039;&#039;This hive fleet’s skyswarm bioforms evince an unusually complex web of membranous tissue, allowing them to weave and jink with such astounding flexibility that lets them spread out like gusts of wind.&#039;&#039;&lt;br /&gt;
::A unit with this adaptation that can {{W40kKeyword|Fly}} can Advance in a turn in which it Falls Back.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Methamorphic Regrowth:&#039;&#039;&#039; &#039;&#039;Within the flesh of its limitless broods, this hive fleet has adapted strange conglomerate organs and pathogen-hunting spores that can rapidly reknit any damage.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Infantry}} models with this trait regain 1 previously lost wound at the start of each of your turns, while {{W40kKeyword|Monsters}} regain D3 previously lost wounds instead. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Morphic Sinews:&#039;&#039;&#039; &#039;&#039;Stabilised with fibrous cords of sinew and internal wells of viscous fluid, this hive fleet’s largest weapon symbiotes instinctively adjust to their host beast’s hulking advances.&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Monster}} models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pack Hunters:&#039;&#039;&#039; &#039;&#039;Submerging their prey in waves of talons and fangs, this hive fleet’s creatures use their weight of numbers to punch and tear their way through once-stout defences.&#039;&#039;&lt;br /&gt;
::As long as a unit with this adaptation is within 9” of another unit with this adaptation, it adds 1 to its movement distances and hit rolls during the Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prey-sight:&#039;&#039;&#039; &#039;&#039;Some hive fleets’ horrifying colossi close with the enemy while straining their multiple alien senses, the prey’s every movement and position noted. When it comes, the strike is inescapable.&#039;&#039;&lt;br /&gt;
::If a {{W40kKeyword|Monster}} unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Senses of the Outer Dark:&#039;&#039;&#039; &#039;&#039;Developed beyond the galaxy, this hive fleet’s organisms’ preternatural senses are triggered by surges of aggression as they close with the enemy. The prey’s fearful defensive fire is dodged with blinding speed.&#039;&#039;&lt;br /&gt;
::When a model with this adaptation would lose a wound to Overwatch fire, roll a D6. On a 4+, that wound isn’t lost. In addition, models with this adaptation don&#039;t suffer penalties to their hit rolls as a result of special rules such as &#039;&#039;Night Fighting&#039;&#039; or &#039;&#039;Dawn Raid&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shrewd Predators:&#039;&#039;&#039; &#039;&#039;This hive fleet’s synaptic coordination is so overwhelming that it compels its organisms to override their baser instincts, unnervingly moving in unexpected directions – all the while closing the snare on their prey.&#039;&#039;&lt;br /&gt;
::Units with this adaptation can re-roll all charge rolls and hit rolls in melee if they charged an enemy unit that is outside of their line of sight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sporemist Spines:&#039;&#039;&#039; &#039;&#039;Ejected with a muscular spasm from between carapace plates, these clouds of microscopic living spores create a dense and thick mist upon the battlefield, allowing this hive fleet’s broods to get closer without worrying too much of enemy fire.&#039;&#039;&lt;br /&gt;
::When enemies make a melee attack against a unit with this adaptation, subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Augmentation:&#039;&#039;&#039; &#039;&#039;This hive fleet has refined its conduits to the lesser organisms, allowing for subtle control and augmentation of their instincts. So directed, they are far more deadly.&#039;&#039;&lt;br /&gt;
::When an enemy unit declares a charge against a {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|psyker}} unit with this adaptation, a unit of the same {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} that is within 6&amp;quot; of it may fire Overwatch as if they were also targeted. A unit that does so cannot fire Overwatch again in this turn. When doing so, the unit may re-roll all hit rolls.&lt;br /&gt;
&lt;br /&gt;
==Adaptive Physiologies==&lt;br /&gt;
If a Tyranids {{W40kKeyword|CHARACTER}} is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one {{W40kKeyword|Tyranids}} unit from your army. To do so, before the battle begins, select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}}{{W40kKeyword|Monster}} model from your army (other than any unique character), and select an Adaptive Physiology from the corresponding list below. That Adaptive Physiology applies to the selected model or unit until the end of the battle. Write down any Adaptive Physiologies your models have on your army roster.&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
&#039;&#039;&#039;-Abhorrent Pheromones:&#039;&#039;&#039; &#039;&#039;The brood releases a complex chemical signature in the press of fighting that provokes fear responses in their prey. Confused and panicking, the enemy are easily torn down.&#039;&#039;&lt;br /&gt;
::Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 3&amp;quot; of this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Adrenal Webs:&#039;&#039;&#039; &#039;&#039;With battlefield knowledge gained from devouring the fleeter races of the galaxy, this brood’s glandular stimuli drives them forwards at an unprecedented speed, allowing none to escape.&#039;&#039;&lt;br /&gt;
::When this unit consolidates, it can move up to 2D6” instead of 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Dynamic Camouflage:&#039;&#039;&#039; &#039;&#039;Chromatospores in this brood’s skin and carapace adapt at a frightening pace, seamlessly blending their alien forms into their surroundings.&#039;&#039;&lt;br /&gt;
::When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Enhanced Resistance:&#039;&#039;&#039; &#039;&#039;The subcutaneous fibroid membranes of these bioforms are capable of absorbing even armour-piercing shots and blows.&#039;&#039;&lt;br /&gt;
::When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Unnatural Reactions:&#039;&#039;&#039; &#039;&#039;This brood uses unique alien senses and its connection to the Hive Mind to react instantly to prey attacking other Tyranids nearby.&#039;&#039;&lt;br /&gt;
::This unit can perform Heroic Interventions as if it were a {{W40kKeyword|CHARACTER}}. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6&amp;quot; of them instead of 3&amp;quot;, and when doing so can move up to 6&amp;quot; instead of 3&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Monster===&lt;br /&gt;
&#039;&#039;&#039;-Accelerated Digestion:&#039;&#039;&#039; &#039;&#039;The ravenous hunger of this monstrous creature is complemented by a dizzying array of consumption sacs and ferociously powerful digestive acids, fuelling its alien vitality with every screaming morsel of prey.&#039;&#039;&lt;br /&gt;
::In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Dermic Symbiosis:&#039;&#039;&#039; &#039;&#039;This bio-horror’s carapace is actually a symbiotic organism, capable of psychically repelling the fiercest attacks of the prey and boosting the metabolism of its host creature.&#039;&#039;&lt;br /&gt;
::This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Murderous Size:&#039;&#039;&#039; &#039;&#039;Whether enormous osseous blades, writhing lashes or oversized fangs, this colossus’ means of rending apart its prey have grown far beyond those of its kind. Fuelled by the bearer’s instinctive ability to slay, each hideous blow and crushing bite delivered by these bio-weapons hasten the prey world’s demise.&#039;&#039;&lt;br /&gt;
::Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Synaptic Enhancement:&#039;&#039;&#039; &#039;&#039;Adaptations to this organism’s cerebral architecture have enhanced its connection to the Hive Mind. Through this towering and deadly creature, the horrific control and influence of the Tyranid race is spread ever further.&#039;&#039;&lt;br /&gt;
::This model gains the &#039;&#039;Shadow in the Warp&#039;&#039; and &#039;&#039;Synapse&#039;&#039; special rules, and gains the {{W40kKeyword|SYNAPSE}} keyword.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-Voracious ammunitions:&#039;&#039;&#039; &#039;&#039;Either host to nests of ever-hungry bio-ammunition or unique organs generating a constant stream of biochemical substances, this xenos brute’s far-reaching touch continues to sear and consume long after it has moved on to other prey.&#039;&#039;&lt;br /&gt;
::At the end of your Shooting phase, all enemy unit that had one or more models destroyed this phase as a result of an attack made by this model suffer D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Abominal Mutations (2 CP):&#039;&#039;&#039; &#039;&#039;Twisted, turned, the Hive Mind can mutate her subjects to clusters of chitin and muscles if so the circumstances require.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one unit from your army that already has a Mutation, you can immediately purchase another mutation for that model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adrenaline Surge (3 CP):&#039;&#039;&#039; &#039;&#039;Tyranids will not cease their butchery until every living thing in their path has been torn to bloody shreds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army – that unit can immediately fight again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aggressive Adaptation (1 CP):&#039;&#039;&#039; &#039;&#039;Biomorphic resin sharpens at the touch of enemy blood.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model’s unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bounty of the Hive Fleet (1 CP/3 CP):&#039;&#039;&#039; &#039;&#039;Each hive fleet can create a number of powerful bio-artefacts and unique weapon symbiotes, to be grafted to its synapse beasts if its supremacy is threatened.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different {{W40kKeyword|Tyranids}} {{W40kKeyword|Characters}}. You can only use this Stratagem once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Buried Threats (1 CP):&#039;&#039;&#039; &#039;&#039;Burrowing feeder organisms can surge just beneath the surface, their advance shrouded in sprays of earth.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|RIPPERS}} unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Call the Brood (2 CP):&#039;&#039;&#039; &#039;&#039;Bounding from the dark corners of the battlefield come hulking figures with razor claws and ravenous eyes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers or Ymgarl Genestealers to your army and set them up as reinforcements wholly within 6&amp;quot; of a Patriarch, or Ymgral Patriarch in case of Ymgarl Genestealers, or infestation node from your army and more than 9&amp;quot; from any enemy models. This unit must belong to the same Hive Fleet as the Patriarch chosen from your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caustic Blood (1 CP):&#039;&#039;&#039; &#039;&#039;Even the act of slaying a Tyranid can prove fatal, as its corpse spews corrosive ichor capable of eating through power armour.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of a Fight phase. Select a {{W40kKeyword|Tyranids}} unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Conglomerated Adaptations (4 CP):&#039;&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one detachment from your army that is using Custom Adaptations; select one more Custom Adaptation for that Detachment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Frenzy (2 CP):&#039;&#039;&#039; &#039;&#039;Tyranids care nothing for self-preservation, and will fight on even when riven with mortal wounds.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Character}} from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Digestive Denial (2 CP):&#039;&#039;&#039; &#039;&#039;The process of digestion has already begun, and corrosive mucal slime is already turning this planet’s biospheres to a boiling slurry.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover. In addition, roll a die for each unit fully within that piece of terrain; on a 6 that unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encephalic Diffusion (2 CP):&#039;&#039;&#039; &#039;&#039;Glistening brain-arrays pulse with diffusive energies.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of the turn. Select one {{W40kKeyword|Maleceptor}} model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6&amp;quot; of that model, subtract 1 from that weapon’s Strength characteristic to a minimum of 1, for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils (1 CP):&#039;&#039;&#039; &#039;&#039;Feeder tendrils drain the victim’s skull, siphoning vital knowledge and memories with every scrap of brain matter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a model equipped with Feeder Tendrils from your army kills a {{W40kKeyword|Character}} in the Fight phase. Gain D3 Command Points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feeding the Hunger:&#039;&#039;&#039; &#039;&#039;The Haruspex’s instinctive need to consume is insatiable.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase, when a {{W40kKeyword|Haruspex}} unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Feral Instincts (1 CP):&#039;&#039;&#039; &#039;&#039;Talons are unconsciously directed at throats and eyes.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase. Select one {{W40kKeyword|Infantry}} unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tendrils (1 CP):&#039;&#039;&#039; &#039;&#039;None escape the deadly reach of these toxic appendages.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your opponent’s Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1&amp;quot; of any {{W40kKeyword|Velenthrope}}, {{W40kKeyword|Malanthrope}} or {{W40kKeyword|Toxicrene}} units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an {{W40kKeyword|Infantry}} unit; on a 3+ that enemy unit cannot Fall Back this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grisly Feast (1 CP)&#039;&#039;&#039; &#039;&#039;The sight of a comrade being devoured even as they fall can break the spirit of the hardiest warrior.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 12&amp;quot; of that unit in this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive Instincts (1 CP):&#039;&#039;&#039; &#039;&#039;With a psychic summons, the swarm is gathered.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase. Select one enemy unit that is within 1&amp;quot; of any {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|Synapse}} units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1&amp;quot; of that enemy unit, otherwise, the charge fails and no models in the charging unit move this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunter&#039;s Drive (1 CP):&#039;&#039;&#039; &#039;&#039;Saturating its kills with motes of synaptic energy, the leader-beast drives its minions towards any survivors.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|Synapse}} models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1&amp;quot; of at least one of those units, otherwise, the charge fails and no models in the charging unit move this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Implant Attack (1 CP)&#039;&#039;&#039; &#039;&#039;Some bio-weapons seed their victims with a lethal spore-cyst. This bloated parasite rapidly expands and bursts, tearing the unfortunate host apart in an eruption of gore.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model that was wounded by any of this unit’s attacks and not slain. On a 2+ the model suffers a mortal wound. If the target was a {{W40kKeyword|Vehicle}}, it instead suffers a mortal wound on a roll of 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Invisible Hunter (1 CP):&#039;&#039;&#039; &#039;&#039;Tyranid assassin organisms can melt away before the astonished faces of their foes, only to strike suddenly from an unexpected direction.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase. Select a {{W40kKeyword|Lictor}} from your army that is within 1&amp;quot; of an enemy unit. That model can Fall Back, shoot and charge in this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Leaper-beast (2 CP):&#039;&#039;&#039; &#039;&#039;With one jump the enormous creature leaps through the battlefield, eager to satiate its hunger with the unknowing prey.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of your turn. Choose a single Dimachaeron model from your army. That model can use its &#039;&#039;Leaper&#039;&#039; special rule both in the Shooting and Fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Metabolic Overdrive (1 CP)&#039;&#039;&#039; &#039;&#039;Potent chemicals pump through the bodies of the hive fleet’s warriors, granting them formidable reserves of stamina at the risk of total cellular breakdown.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, after moving a {{W40kKeyword|Tyranids}} unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Overrun (1 CP):&#039;&#039;&#039; &#039;&#039;A Tyranid assault maintains a fearsome momentum. No sooner is one foe butchered than the swarm moves on to the next kill.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} unit from your army destroys a unit in the Fight phase, and is not within 3&amp;quot; of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1&amp;quot; of any enemy models).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathogenic Slime (2 CP):&#039;&#039;&#039; &#039;&#039;Tyranid biological ammunition is often doused in a pathogenic mucus, which seeps into wounds and devours flesh.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} from your army. Increase the Damage of its attacks by 1 for this phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail (1 CP):&#039;&#039;&#039; &#039;&#039;Lictors release a trail of potent pheromones that guide fresh waves of bioforms to the slaughter.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army is set up on the battlefield as reinforcements if there is already a {{W40kKeyword|Lictor}} from your army on the battlefield. You can set up the unit wholly within 6&amp;quot; of the {{W40kKeyword|Lictor}} and more than 1&amp;quot; from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer’s Infestation ability, or that are added to your army due to a unit’s ability.	&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power of the Hive Mind (1 CP)&#039;&#039;&#039; &#039;&#039;The gestalt consciousness of the Hive Mind possesses a psychic might beyond mortal comprehension.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Psychic phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Psyker}} unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Progeny of the Hive (1 CP/3 CP):&#039;&#039;&#039; &#039;&#039;Nothing can hold back the terrifying speed at which the hive fleets adapt their diverse organisms.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Select one {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. If you so wish, you can then select another {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit or one {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle; if so, this Stratagem costs 3CP. You can only use this Stratagem once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Barrage (1 CP):&#039;&#039;&#039; &#039;&#039;By channelling the power of the Shadow in the Warp, Tyranid psyker-beasts can obliterate the minds of their prey.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6&amp;quot; of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase – instead, select a point on the battlefield within 18&amp;quot; of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3&amp;quot; of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ that unit suffers 3D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Fissure (2 CP):&#039;&#039;&#039; &#039;&#039;The Shadow in the Warp poses many dangers to those who would draw upon the immaterium’s energies.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your opponent’s Psychic phase. Until the end of the phase, every time an enemy psyker fails a psychic test within 18” of a {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Synapse}} unit from your army, it suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rapid Regeneration (2 CP):&#039;&#039;&#039; &#039;&#039;Some Tyranid bioforms possess bizarre organs that allow them to stitch together ruptured flesh and chitin.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select a {{W40kKeyword|Tyranids}} model from your army. It regains D3 wounds lost earlier in the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Savage Distraction (1 CP):&#039;&#039;&#039; &#039;&#039;With their comrades’ gore dripping from nearby talons, even disciplined warriors struggle to avert their guns.&#039;&#039;&lt;br /&gt;
::Use this stratagem during the Fight phase, when an enemy unit is killed by a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit from your army. In your opponent’s next Shooting phase, when an enemy unit within 12” of that {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit fires a ranged weapon, it has to subtract 1 from the hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scorch Bugs (1 CP):&#039;&#039;&#039; &#039;&#039;The thoraxes of these bulbous insectoids pulse with caustic chemicals.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Tyranids}} unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit’s Fleshborer, Fleshborer Hive or Shreddershard Beetles attacks in that Shooting phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Single-minded Annihilation (2 CP):&#039;&#039;&#039; &#039;&#039;The Hive Mind invests its warrior-forms with but a single imperative: kill.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Shooting phase. Select a {{W40kKeyword|Tyranids}} {{W40kKeyword|Infantry}} unit from your army – that unit can immediately shoot again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyswarm Fusillade (1 CP):&#039;&#039;&#039; &#039;&#039;The instinctive and fluid agility of skyswarm bioforms allow acidic shots to be fired at extreme close-quarters.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase. Select one {{W40kKeyword|GARGOYLES}} unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1 and add 1 to the wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sporefield (2 CP):&#039;&#039;&#039; &#039;&#039;Ahead of its invasion swarms, the hive fleet sows the prey world with vast clouds of living mines.&#039;&#039;&lt;br /&gt;
::Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12&amp;quot; from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surprise Ambush (1 CP):&#039;&#039;&#039; &#039;&#039;Lictors can approach within feet of their prey unnoticed.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase. Select one {{W40kKeyword|Lictor}} unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Devastation (1 CP):&#039;&#039;&#039; &#039;&#039;In thrall to its symbiote, the Exocrine obeys its every will.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of your Shooting phase. Select one {{W40kKeyword|Exocrine}} unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Channeling (1 CP):&#039;&#039;&#039; &#039;&#039;Individuality is a disadvantage that Tyranids surpass.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Psychic phase. Select one {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Psyker}} unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Psyker}} units that are on the battlefield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unexpected Incursion (1 CP):&#039;&#039;&#039; &#039;&#039;Mawlocs are capable of bursts of subterranean speed, catching more of their surface prey unawares.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase, when a {{W40kKeyword|Mawloc}} model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model’s Terror from the Deep ability that phase, add 2 to the roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Chitin (1 CP):&#039;&#039;&#039; &#039;&#039;At a synaptic stimulus, carapaces thicken to become as dense as stone.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Charge phase or your opponent’s Shooting phase, when a {{W40kKeyword|Tyranid}} {{W40kKeyword|Infantry}} unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voracious Appetite (1 CP):&#039;&#039;&#039; &#039;&#039;The hunger of the Tyranids can never be satiated.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase when a {{W40kKeyword|Tyranids}} {{W40kKeyword|Monster}} or {{W40kKeyword|Character}} from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.&lt;br /&gt;
&lt;br /&gt;
===Hive Fleet-Specific===&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}} - Brute Force (1 CP):&#039;&#039;&#039; &#039;&#039;Behemoth’s charge crushes all in its path to a bloody paste.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40Kkeyword|Behemoth}} unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1&amp;quot; of an enemy unit. For each roll of 6 (or 2+ for a {{W40Kkeyword|Monster}}), inflict one mortal wound on an enemy unit within 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}} - Hyper-Toxicity (1 CP):&#039;&#039;&#039; &#039;&#039;There is no defence against the toxins of Hive Fleet Gorgon.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the start of the Fight phase. Choose a {{W40Kkeyword|Gorgon}} unit from your army that has the Toxin Sacs biomorph. For the duration of the phase, consider the wound rolls as 1 point higher to determine the effect of the Toxin Sacs biomorph.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}} - Endless Swarm (2 CP)&#039;&#039;&#039; &#039;&#039;The swarms of the Hydra are numberless. Kill one organism, and two more will take its place.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts, Gargoyles or Simurghs (or any {{W40Kkeyword|Hydra}} {{W40Kkeyword|Infantry}} unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6&amp;quot; of any board edge, more than 9&amp;quot; from enemy models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}} - Opportunistic Advance (1 CP)&#039;&#039;&#039; &#039;&#039;Before the prey can even react, Hive Fleet Kraken’s swarms are already amongst them.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Movement phase when you roll the dice for an Advancing {{W40Kkeyword|Kraken}} unit (other than a unit that can {{W40Kkeyword|Fly}}). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}} - The Deepest Shadow (1 CP)&#039;&#039;&#039; &#039;&#039;Around the swarms of Hive Fleet Kronos, the Shadow in the Warp is at its most suffocatingly powerful.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy {{W40Kkeyword|Psyker}} attempts to manifest a psychic power within 24&amp;quot; of a {{W40Kkeyword|Kronos}} unit from your army. Your opponent can only roll a single dice for the Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}} - War on All Fronts (1 CP):&#039;&#039;&#039; &#039;&#039;Hive Fleet Leviathan brings death from land, sea and sky.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in the Fight phase. Select an enemy unit that is within 1&amp;quot; of at least two {{W40Kkeyword|Leviathan}} units from your army that, in any combination, can {{W40Kkeyword|Fly}}, cannot or that have the Amphibious Adaptations biomorph. You can re-roll hit and wound rolls of 1 in this phase for attacks for {{W40Kkeyword|Leviathan}} units that target that enemy unit.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;1: Alien Cunning:&#039;&#039;&#039; This Warlord possesses highly sophisticated neural pathways, allowing it to outwit even the most experienced generals of other races.&#039;&#039;&lt;br /&gt;
::At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll-off. The player that wins the roll-off decides who sets up their unit(s) first. In addition, roll a die every time you spend a Command Point; on a 5+ that Command Point is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Heightened Senses:&#039;&#039;&#039; &#039;&#039;Whether through rows of bristling antennae or clusters of glistening compound eyes, this Warlord can sense the location of its prey with unerring accuracy.&#039;&#039;&lt;br /&gt;
::Your Warlord never suffers any penalties to their hit rolls, even when firing Overwatch.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Synaptic Lynchpin:&#039;&#039;&#039; &#039;&#039;This Warlord’s cerebral cortex pulsates with the irresistible power of the Hive Mind, acting as a blazing synaptic beacon to the lesser creatures of the swarm.&#039;&#039;&lt;br /&gt;
::Add 6&amp;quot; to the range of the Warlord’s Synapse ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Mind Eater:&#039;&#039;&#039; &#039;&#039;This Warlord devours not only the flesh of the prey’s leaders but their thoughts as well, so that it may learn of their strategies and direct the movements of the swarm accordingly.&#039;&#039;&lt;br /&gt;
::Each time the Warlord slays an enemy {{W40Kkeyword|Character}} in the Fight phase, choose one of the aura abilities of that unit, until the end of the battle your Warlord gains that special rule. Replace all faction and sub-faction keywords with {{W40Kkeyword|Tyranids}} {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}} (for example, the rule &amp;quot;Re-roll wound rolls of 1 for friendly {{W40Kkeyword|&amp;lt;Dinasty&amp;gt;}} {{W40Kkeyword|Infantry}} units that are within 6&amp;quot; of this model&amp;quot; would become &amp;quot;Re-roll wound rolls of 1 for friendly {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40Kkeyword|Infantry}} units that are within 6&amp;quot; of this model&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Instinctive Killer:&#039;&#039;&#039; &#039;&#039;This Warlord has been bioengineered with genetic memories of how best to slay the myriad species which the Hive Mind calls prey.&#039;&#039;&lt;br /&gt;
::At the beginning of the battle but before the first turn begins, choose an enemy unit type. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same type (for example, all {{W40Kkeyword|Infantry}} units or all {{W40Kkeyword|Biker}} etc.).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Adaptive Biology:&#039;&#039;&#039; &#039;&#039;The same weapon rarely works against this Warlord twice, as its alien physiology adapts at an astonishing rate to counter the attacks of the foe.&#039;&#039;&lt;br /&gt;
::From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.&lt;br /&gt;
&lt;br /&gt;
====Hive Fleet-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}} - Monstrous Hunger:&#039;&#039;&#039; &#039;&#039;The Warlord embodies the Hive Mind’s eternal hunger, tearing great chunks out of its victims in a feeding frenzy, or even swallowing them whole.&#039;&#039;&lt;br /&gt;
::Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}} - Lethal Miasma&#039;&#039;&#039; &#039;&#039;The air around the Warlord throngs with microscopic organisms that invade the bodies of its foes, devouring them from the inside.&#039;&#039;&lt;br /&gt;
::At the end of the Fight phase, roll a D6 for each enemy unit within 2&amp;quot; of the Warlord. On a 4+ that unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}} - Endless Regeneration:&#039;&#039;&#039; &#039;&#039;Enemy soldiers are horrified to see the Warlord’s severed limbs and shattered plates regrowing before their eyes.&#039;&#039;&lt;br /&gt;
::At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 5+, your Warlord regains a wound lost earlier in the battle. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}} - Insidious Threat:&#039;&#039;&#039; &#039;&#039;This Warlord has lurked unseen on this world, developing such an intimate knowledge of its terrain that there is nowhere for its prey to hide.&#039;&#039;&lt;br /&gt;
::Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly {{W40Kkeyword|Jormungandr}} units within 3&amp;quot; of the Warlord. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}} - One Step Ahead:&#039;&#039;&#039; &#039;&#039;There is no move the prey can make that this Warlord has not foreseen.&#039;&#039;&lt;br /&gt;
::In each Fight phase, you can pick one friendly {{W40Kkeyword|Kraken}} unit within 6&amp;quot; of your Warlord. That unit can fight first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}} - Soul Hunger:&#039;&#039;&#039; &#039;&#039;This Warlord has an insatiable hunger for psykers, and can manipulate the Shadow in the Warp to isolate and overwhelm its prey.&#039;&#039;&lt;br /&gt;
::Whenever an enemy {{W40Kkeyword|Psyker}} fails a psychic test within 18&amp;quot; of your Warlord, they suffer D3 mortal wounds while your Warlord recovers 1 previously lost wound. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}} - Perfectly Adapted:&#039;&#039;&#039; &#039;&#039;This Warlord was created for one purpose, to completely eradicate the defenders of this world.&#039;&#039;&lt;br /&gt;
::Once per turn, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers== &lt;br /&gt;
Unless stated otherwise, all {{W40kKeyword|Tyranid}} {{W40kKeyword|psykers}} may generate their powers from any of the below Hivemind disciplines.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Control===&lt;br /&gt;
*&#039;&#039;&#039;1: Dominion&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 5&lt;br /&gt;
::&#039;&#039;Through this power, Tyranid organisms are able to extend the range at which they can influence other Tyranid organisms.&#039;&#039;&lt;br /&gt;
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 36&amp;quot; of the psyker that has the &#039;&#039;Instinctive Behaviour&#039;&#039; ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Catalyst&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;Many Tyranid psykers are known for their ability to make themselves and other Tyranids seemingly incognizant of even the most grievous of injuries, allowing them to fight on.&#039;&#039;&lt;br /&gt;
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 18&amp;quot; of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Onslaught&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;The hive mind is capable of giving additional energy to the creatures that comprise its vast &amp;quot;body&amp;quot;, allowing them to attack even while sprinting.&#039;&#039;&lt;br /&gt;
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 18&amp;quot; of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Unstoppable&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 8&lt;br /&gt;
::&#039;&#039;A more severe form of the energies put into an organism by Onslaught, this power fills a Tyranid creature with so much psychic power as to become a juggernaut, though the influx of energy is prone to killing the organism afterwards.&#039;&#039;&lt;br /&gt;
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 24&amp;quot; of the psyker. Until the start of your next Psychic phase, the target unit gains a 2+ save against any type of wounds, even mortal wounds and adds 1 to both its attack and strength characteristic in a turn in which he charged. It may also re-roll failed to-hit rolls in both shooting and close combat. At the start of your next Psychic phase, the target must immediately pass a Leadership test or be removed as a casualty. If the test is passed, it may not take any actions during any phase, make cover saves, and it&#039;s hit automatically in close combat until the start of the next Psychic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Fury&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 6&lt;br /&gt;
::&#039;&#039;The emotion of anger is like all emotions, a product of chemicals, chemicals that Tyranid psykers can stimulate into being with a thought to grant the benefits that animalistic rage can provide in battle.&#039;&#039;&lt;br /&gt;
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 12&amp;quot; of the psyker. Until the start of your next Psychic phase, the target unit adds 1 to both its attack and strength characteristic if it charged that turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: One Mind&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;Through this power, the Hive Mind is capable of turning even the most rudimentary of combat organisms into a formidable beast of battle as they receive the combat skills assimilated by the hive mind over the course of billions of years.&#039;&#039;&lt;br /&gt;
:: Select a friendly {{W40kKeyword|Tyranids}} unit within 12&amp;quot; of the psyker. Until the start of your next Psychic phase the target unit and the psyker add 2 to their hit rolls in both shooting and fighting phase.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Malice===&lt;br /&gt;
*&#039;&#039;&#039;1: The Horror&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::&#039;&#039;The terrifying psychic presence of the Hive Mind radiates from the synapse creature, flooding the minds of the Tyranids’ enemies and causing them to quail and panic.&#039;&#039;&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Paroxysm&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 5&lt;br /&gt;
::&#039;&#039;The Hive Mind debilitates its enemies by triggering every nerve and pain receptor in their bodies, overwhelming their senses with wracking fits of agony.&#039;&#039;&lt;br /&gt;
:: Choose an enemy unit within 18&amp;quot; of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn&#039;t have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Mutagenesis&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
:: Choose an enemy unit within 24&amp;quot; of the psyker. The target unit must pass a toughness test or suffer a -1 penalty to toughness, strength and attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: The Shadow Notices&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit reduces its leadership by D3. If the target is a {{W40kKeyword|Psyker}} it suffers an additional -1 to its rolls when trying to manifest or deny a psychic power. Finally, if the target has the {{W40kKeyword|Demon}} keyword it has to consider its invulnerable save as one point worse.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Optical Overload&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit only hits on 6s in both shooting and fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Stand and Die&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 8&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker. Until the start of your next Psychic phase, that unit can&#039;t benefit from cover, has to subtract 2 from all its hit rolls, can&#039;t fire overwatch and has to attack last in the fight phase.&lt;br /&gt;
&lt;br /&gt;
===Hivemind&#039;s Wrath===&lt;br /&gt;
*&#039;&#039;&#039;1: Cacophony&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::Select a unit within 12&amp;quot; that is visible to the psyker. That unit suffers D6 automatic hits with the profile below:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|8 || -2 || 1 || This weapon wounds on the leadership of the unit instead of the toughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Psychic Scream&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 5&lt;br /&gt;
::&#039;&#039;Through its vassal, the Hive Mind unleashes a piercing shriek of undiluted psychic energy that shreds the minds of those caught in its wake.&#039;&#039;&lt;br /&gt;
:: The nearest enemy unit within 18&amp;quot; suffers D3 mortal wounds. In addition, if that unit is a {{W40kKeyword|PSYKER}}, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Alien Voice&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
:: Select a unit within 18&amp;quot; that is visible to the psyker. Both the target and the Psyker must roll a D6 and add the result to their Leadership - if the Psyker gets a higher result, the target takes the difference in mortal wounds as their minds and souls are burnt out from being forcibly put in contact with the hive mind, while the result of a draw causes nothing to happen as the mental energies cancel each other out, but if the target gets a bigger result they manage to avoid forming a connection to the hive mind and the feedback instead afflicts the offending tyranid; the psyker&#039;s Synapse range is immediately reduced by 6&amp;quot; until the start of his next Psychic phase. Models without Leadership value cannot be affected by this psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Despair&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
:: Select a unit within 18&amp;quot; that is visible to the psyker. That unit suffers D3 automatic hits with the profile below:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|9 || -3 || 2 || This weapon wounds on the leadership of the unit instead of the toughness&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Hunger&#039;&#039;&#039; &lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::&#039;&#039;Through this power, the hive mind can force other living beings to experience a portion of the terrible hunger that the gestalt consciousness of the Tyranid race feels every day, a hunger far beyond the ability of lesser organisms to control, forcing them to try and eat their comrades to satiate this horrific desire to satiate an unfathomable hunger.&#039;&#039;&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker. Roll an opposed Leadership test against the highest Ld value in the targeted unit, if the target fails, the unit immediately suffers a number of hits equal to the number of models in that unit. These hits are resolved using the unit’s majority Strength (if drawn, use the highest) and AP-. Wounds are allocated by the owning player and armour saves or invulnerable saves if better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Warp Blast&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
::&#039;&#039;A blast of pure psychic energy either fired as a beam that can pierce the strongest armor, an orb that can rip apart terminators, or as a pulsating blast that can turn even the Astartes inside out, this is a signature ability of Zoanthropes.&#039;&#039;&lt;br /&gt;
::Select a unit within 24&amp;quot; that is visible to the psyker. You can immediately make a single shooting attack against that unit using one of the profiles below as if it was your shooting phase.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Blast&#039;&#039;&#039; || 24&amp;quot; || Assault 2D6 || 6 || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Orb&#039;&#039;&#039; || 24&amp;quot; || Assault D6 || 8 || -4 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Warp Lance&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 10 || -5 || D6 || You can re-roll all wound rolls if the target is a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Building}}. Treat damage rolls of 1 or 2 made by this weapon as 3 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hive Fleet-Specific===&lt;br /&gt;
These followings Psychic Powers can be taken by any {{W40Kkeyword|Tyranid}} {{W40Kkeyword|Psyker}} of that specific {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}}, regardless of the indications of one model&#039;s on which discipline to choose powers from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}}- Unstoppable Hunger&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
::Pick a friendly {{W40Kkeyword|Behemoth}} unit within 9&amp;quot; of the psyker. Until the end of the turn, add 1 to the wound rolls for that unit&#039;s melee attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}}- Poisonous Influence&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::Until your next Psychic phase, improve the AP characteristic of melee weapons for friendly {{W40Kkeyword|Gorgon}} units within 9&amp;quot; of this psyker by one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}}- Death Shriek&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 5&lt;br /&gt;
::Until your next Psychic phase, when a friendly {{W40kKeyword|Hydra}} unit that is within 6&amp;quot; of both this psyker and an enemy unit loses a model, roll a D6. On a 5+, the closest enemy unit suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}}- Lurking Maw&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::Pick an enemy unit that is visible to the psyker. Until the end of the turn, re-roll hit rolls against that unit from friendly {{W40Kkeyword|Jormungandr}} units set up on the battlefield this turn. During the first turn, units set up through conventional deployment can&#039;t benefit from this Psychic power.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}}- Synaptic Lure&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 5&lt;br /&gt;
::Pick an enemy unit. Until the end of the turn, re-roll charge rolls made by friendly {{W40Kkeyword|Kraken}} units that target that unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}}- Symbiostorm&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::Pick a friendly {{W40Kkeyword|Kronos}} unit within 12&amp;quot; of the psyker. Until the end of the turn, when that unit rolls a 6+ to hit with a ranged weapon, it scores an additional hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}}- Hive Nexus&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 6&lt;br /&gt;
::Until your next Psychic phase, the synapse range of friendly {{W40Kkeyword|Leviathan}} units is 18&amp;quot; instead of 12&amp;quot; (unless it would be already higher) and improve the save conferred by the {{W40Kkeyword|Leviathan}} Hive Fleet adaptation by 1.&lt;br /&gt;
&lt;br /&gt;
==Tyranid Biomorphs==&lt;br /&gt;
===Melee Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Maws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Maw&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Acid Maw&#039;&#039;&#039; || Melee || Melee || User || -5 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Melting Maw&#039;&#039;&#039; || Melee || Melee || User || -5 || 6 || Each time the bearer fights, it can give up all its attacks to make one single attack with this weapon. If this weapon kills a model the Viragon heals D3 wounds it had previously lost.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blinding Venom:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blinding Venom&#039;&#039;&#039; || Melee || Melee || 3 || 0 || 1 || If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bone Sabres:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Sabres&#039;&#039;&#039; || Melee || Melee || User || -3 || 6 || Each time you make a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Successful invulnerable save against wounds caused by this weapon must be re-rolled.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boneswords and Lash Whips:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || A model armed with boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lash Whips&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lash Whip and Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Boneswords&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || A model armed with monstrous boneswords can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Lash Whips&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lash Whip and Monstrous Bonesword&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || If the bearer is slain in the Fight phase before it makes it attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. Enemy models in base contact with a model equipped with this weapon have to subtract 1 from their hit rolls.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lashwhip Pods&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Make 3 hit rolls for each attack with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
::&#039;&#039;&#039;Parry:&#039;&#039;&#039; A model equipped with a single Bonesword has a 6+ invulnerable save in close combat. If it has two or three Boneswords, the save is improved to 5+. If it has four Boneswords, the save is improved to 4+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crushing Claws, Wrecker Claws and Bio-flail:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll. A model equipped with two pairs of &#039;&#039;&#039;Monstrous Crushing Claws&#039;&#039;&#039; gains +D3 additional attacks in close combat.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Crushing Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wrecker Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || Against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Buildings}}, re-roll all failed wound rolls with this weapon. If this model has two wrecker claws, it also re-rolls failed hit rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Buildings}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-flail&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || Each time the bearer fights, one (and only one) of its attacks can be made with this weapon. When the bearer fights with this weapon, make a number of hit rolls against one target unit equal to the number of models that the target unit has within 2&amp;quot; of the bearer.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diamond-tipped Teeth:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Diamond-tippped Teeth&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || When using this weapon, halve the attack characteristic of this model (rounding up). You can re-roll failed wound rolls for this weapon. If the target&#039;s Toughness is higher than this attack&#039;s Strength, this weapon always wounds the target on a wound roll of 4+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distensible Jaw:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Distensible Jaw&#039;&#039;&#039; || Melee || Melee || User || -3 || D6 || Each time the bearer fights, one (and only one) of its attacks must be made with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gigantic Shovel Limbs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Gigantic Shovel Limbs&#039;&#039;&#039; || Melee || Melee || +4 || -2 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tail:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grasping Tail&#039;&#039;&#039; || Melee || Melee || User || -1 || D3 || At the beginning of the Fight phase, instead of attacking with this model, you may choose one enemy model within 1&amp;quot; of it. Both players roll 1d6 and add it to the corresponding models&#039; Strenght characteristics. If the model wins, nothing happens. If it fails, reduce its attacks by half (rounding down), the model has to subtract 2 from all its hit rolls and may not disengage. If the models&#039; unit disengages, this model is removed from play as the helpless warrior is devoured by the creature. A model slain in this manner counts as slain by the Malanthrope for the purpose of the &#039;&#039;Prey Adaptation&#039;&#039; rule.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Talons and Thorax Spine-maw:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grasping Talons&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sinister Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grasping Talons and Thorax Spine-maw&#039;&#039;&#039; || Melee || Melee || 7 || -2 || 1 || When targeting {{W40kKeyword|INFANTRY}} units, each hit roll of 6+ made with this weapon is resolved at Strength x2 and Damage D6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Massive Feeder Tendrils:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Massive Feeder Tendrils&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || Make 4 hit rolls for each attack made with this weapon, instead of 1. Every model slain by this weapon or every 2 damage dealt by this weapon heals the bearer of this weapon for 1 wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Powerful Limbs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Powerful Limbs&#039;&#039;&#039; || Melee || Melee || User || -1 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Feelers and Mind Spikes:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Psychic Feelers and Mind Spikes&#039;&#039;&#039; || Melee || Melee || User || - || 1 || Make 3 hit rolls for each attack made with this weapon, instead of 1. Armour or invulnerability saves may not be taken against this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Maw:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ravenous Maw&#039;&#039;&#039; || Melee || Melee || User || -1 || D3 || Make 3 hit rolls for each attack made with this weapon, instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rending Claws&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4. If a model is equipped with two pairs of Rending Claws the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch&#039;s Claws the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; || Melee || Melee || User || -4 || D3 || You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3. If a model is equipped with two pairs of Monstrous Rending Claws or Patriarch&#039;s Claws the effect activates on a wound roll of 5+ instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shoveling Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Schoveling Claws&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Talons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scything Talons&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Giant Scything Talons&#039;&#039;&#039; || Melee || Melee || +3 || -3 || 3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of monstrous scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039; || Melee || Melee || User || -3 || D6 || You can re-roll hit rolls of 1 when attacking with this weapon. If the bearer has more than one pair of massive scything talons, it can re-roll all failed hit rolls and also make 1 additional attack with this weapon each time it fights.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Viragon Scything Talons&#039;&#039;&#039; || Melee || Melee || X2 || -4 || D3+6 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gargantuan Scything Talons&#039;&#039;&#039; || Melee || Melee || X2 || -5 || 2D6 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spore-cloud Scything Talons&#039;&#039;&#039;|| Melee || Melee || X2 || -5 || 5D3 || Attacks made against {{W40kKeyword|Infantry}} count as 3 hits instead of 1, but suffer a -1 to hit. You can re-roll hit and wound rolls of 1 when attacking with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Wings:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scything Wings&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || You can re-roll hit rolls of 1 when attacking with this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sickle Claws:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sickle Claws&#039;&#039;&#039; || Melee || Melee || 10 || -2 || D3 || If a hit roll with this weapon is a 6, resolve that hit with an AP of -4 and a Damage of D6. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tail Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biostatic Rattle&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Mace&#039;&#039;&#039; || Melee || Melee || 8 || -1 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Prehensile Pincer&#039;&#039;&#039; || Melee || Melee || User || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spike Tail&#039;&#039;&#039; || Melee || Melee || user || -2 || 1 || Each time the bearer fights, it make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks. A unit (that doesn&#039;t have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) that suffers an unsaved wound from this weapon has to always attack last in the fight phase and to subtract 1 from all its hit rolls and Leadership value. This effect lasts one game turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thresher Scythe&#039;&#039;&#039; || Melee || Melee || 4 || -1 || 1 || Each time the bearer fights, it can make one (and only one) attack with this weapon. Make D3 hit rolls for this attack instead of one. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin Spike&#039;&#039;&#039; || Melee || Melee || 1 || 0 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks. This weapon always wounds targets (other than {{W40kKeyword|Vehicle}}) on a 2+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxic Lashes:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Lashes&#039;&#039;&#039; || Melee || Melee || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn&#039;t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Toxic Lashes&#039;&#039;&#039; || Melee || Melee || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. A model armed with this weapon always attacks first in the Fight phase, even if it didn&#039;t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tresher Tendrils and Spikes:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tresher Tendrils&#039;&#039;&#039; || Melee || Melee || +2 || -2 || D3 || You may not use this weapon once you have used the &#039;&#039;Thresher Tendrils&#039;&#039; special rule. Make D3 hit rolls for each attack with this weapon in a turn in which the beared charged.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thresher Tendrils and Spikes&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Make 3 hit rolls with this weapon instead of 1 for each attack assigned to it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wicked Spur:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Wicked Spur&#039;&#039;&#039; || Melee || Melee || 8 || -3 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Spit and Pyro-acid Spit&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Spit&#039;&#039;&#039; || 24&amp;quot; || Assault 2D6 || 6 || -5 || 3 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pyro-acid Spit&#039;&#039;&#039; || 18&amp;quot; || Pistol 4D6 || 6 || -3 || 2 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acid Spray Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Spray&#039;&#039;&#039; || 18&amp;quot; || assault 2D6 || User || -1 || D3 || This weapon automatically hits its target. For each vehicle hit this weapon roll a D6 before rolling to wound. On a 3+ the vehicle loses one point of toughness for the rest of the game.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Acid Spray&#039;&#039;&#039; || 8&amp;quot; || Assault 2D6 || 6 || -2 || D3 || This weapon hits its target automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-cannons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-cannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 6 || 8 || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dire Bio-cannon&#039;&#039;&#039; || 48&amp;quot; || Macro 6 || 10 || -2 || 2D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydraphant Dire Bio-cannon&#039;&#039;&#039; || 96&amp;quot; || Macro 12 || 16 || -3 || 2D6 || Every wound roll of 6+ against {{W40kKeyword|Vehicles}}, {{W40kKeyword|Monsters}} or {{W40kKeyword|Titanic}} units inflicts an additional 3D3 mortal wounds in addition to its normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Pulse Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Electric Pulse&#039;&#039;&#039; || 12&amp;quot; || Assault 6 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 6+.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Electric Pulse with Containment Spines&#039;&#039;&#039; || 12&amp;quot; || Assault 12 || 5 || 0 || 1 || Against a {{W40kKeyword|Vehicle}} this weapon inflicts a mortal wounds on a wound roll of 6+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasma&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasmic Glob&#039;&#039;&#039; || 12&amp;quot; || Assault D3 || 7 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-plasmic Spit&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 7 || -3 || 1 || This weapon hits its target automatically.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasmic Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Plasmic Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 6 || 7 || -3 || 2 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-Plasmic Scream&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Plasmic Scream&#039;&#039;&#039; || 18&amp;quot; || Assault D6 || 7 || -4 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brainleech Hive&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brainleech Hive&#039;&#039;&#039; || 12&amp;quot; || Pistol 24 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Choking Cloud&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Choking Cloud&#039;&#039;&#039; || 12&amp;quot; || Assaul D6 || 3 || 0 || D3 || You can re-roll failed wound rolls for this weapon. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover. This weapon always wounds on a 2+ against non {{W40kKeyword|Vehicle}} models and {{W40kKeyword|Vehicle}}s that have suffered at least one wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cluster Spines&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cluster Spines&#039;&#039;&#039; || 18&amp;quot; || Assault 2D6 || 4 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathscreamer Hive&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deathscreamer Hive&#039;&#039;&#039; || 12&amp;quot; || Pistol 12 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathspitter Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deathspitter&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 5 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deathspitter with Slimer Maggots&#039;&#039;&#039; || 24&amp;quot; || Assault 3 || 7 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devourer Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devourer&#039;&#039;&#039; || 18&amp;quot; || Assault 3 || 4 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devourer with Brainleech Worms&#039;&#039;&#039; || 18&amp;quot; || Assault 6 || 6 || 0 || 1 || A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the turn.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drool Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Torrent&#039;&#039;&#039; || 8&amp;quot; || Assaul D6 || 6 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spit&#039;&#039;&#039; || 18&amp;quot; || Assaul 2 || 7 || -1 || 1 || Hits made against {{W40kKeyword|Flyers}} are resolved with an AP of -4 and can re-roll every wound rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamespurt Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamespurt Cannon&#039;&#039;&#039; || 10&amp;quot; || Assaul D6 || 5 || -1 || 1 || This weapon automatically hits its target. During the Fight phase a model equipped with this weapon may inflict D3 automatic hits with this weapon&#039;s Strength and AP.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleshborer&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039; || 18&amp;quot; || Heavy 20 || 5 || 0 || 1 || You can re-roll wound rolls when shooting with this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tongue&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Grasping Tongue&#039;&#039;&#039; || 12&amp;quot; || Assaul 1 || 6 || -3 || D3 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units. In addition, when a model is slain by this weapon, its bearer regains 1 lost wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 2 || 8 || -2 || D3 || This weapon can target unit that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaling Tendril&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Impaling Tendril || 18&amp;quot; || Heavy 1 || 9 || -4 || D6 || You may reroll failed hit rolls for this weapon. Models with the &#039;&#039;&#039;VEHICLE&#039;&#039;&#039; or &#039;&#039;&#039;MONSTER&#039;&#039;&#039; keyword which are damaged by this weapon are dragged 3D6&amp;quot; towards this model. On a 4+ on a D6, that model also suffers a mortal wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 3 || 10 || -3 || D6 || For every two hits resolve them at AP -5 and re-roll the failed wound rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shock Cannon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shock Cannon&#039;&#039;&#039; || 24&amp;quot; || Assault D3 || 7 || -1 || D3 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spike Rifle&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spike Rifle&#039;&#039;&#039; || 18&amp;quot; || Assault 1 || 3 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spine-Cloud Spray&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spike-Cloud Spray&#039;&#039;&#039; || 48&amp;quot; || Assault 6 || 7 || -2 || D3 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|Fly}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinefist Weapon&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spinefist&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 3 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Spinefist&#039;&#039;&#039; || 12&amp;quot; || Pistol * || 5 || 0 || 1 || When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinemaws&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spinemaws&#039;&#039;&#039; || 6&amp;quot; || Pistol 4 || 2 || 0 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || - || - || - || See &#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dactylis Birthing Cannon&#039;&#039;&#039; || - || - || - || - || - || Choose one of this weapons profiles before firing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Arching Shot&#039;&#039;&#039; || 24&amp;quot;-360&amp;quot; || Assault 1 || 4 || 0 || 1 || See “&#039;&#039;&#039;Launched Mines&#039;&#039;&#039;” ability. This attack can target units that aren&#039;t visible to the shooter.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;-Defensive Ejection&#039;&#039;&#039; || 36&amp;quot; || Heavy 20 || 5 || 0 || 1 || See “&#039;&#039;&#039;Launched Mines&#039;&#039;&#039;” ability. Subtract 1 from the hit rolls when using this weapon profile.&lt;br /&gt;
|}&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Spore Mine weapons can use a wide variety of different mines, which define weapon&#039;s Strength, AP and additional rules. The type is purchased before the battle begins.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin Mine&#039;&#039;&#039; || 1 || - || D3 || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability. Instead of inflicting mortal wounds this Mine inflicts D6 automatic hits on a 2-5 roll, 6 on a roll of 6. This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Mine&#039;&#039;&#039; || - || - || - || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Char Mine&#039;&#039;&#039; || - || - || - || See “&#039;&#039;&#039;Floating Death (Spore Mine)&#039;&#039;&#039;” ability. If the target has the {{W40kKeyword|Fly}} keyword, you can 1 to the hit rolls for this weapon, in attidion, duble the number of mortal wounds this weapon inflicts.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039; || 24&amp;quot; || Assaul 4 || 5 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strangler Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Strangle Web&#039;&#039;&#039; || 8&amp;quot; || Assault D3 || 3 || 0 || 1 || A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Great Strangler&#039;&#039;&#039; || 8&amp;quot; || Assault D3 || 4 || -1 || 1 || A unit that suffers one or more wounds from this weapon must subtract 1 from its movement, advance and charge distances.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -1 || 1 || You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 2 from its movement, advance and charge distances.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 7 || -1 || 2 || You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tentaclids&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tentaclids&#039;&#039;&#039; || 36&amp;quot; || Assaul 4 || 5 || 0 || 1 || You may re-roll failed hit rolls for this weapon against units that can {{W40kKeyword|FLY}}. In addition, if the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, it suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bloodseeker Flies&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || This weapon automatically hits its target. If any unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from hit rolls for that unit until the end of the turn.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Desiccator Larvae&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 1 || 0 || 1 || This weapon automatically hits its target. This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Electroshock Grubs&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 5 || 0 || 1 || This weapon automatically hits its target. If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mindflayer Worms&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target. A unit that receives an unsaved wound from one or more weapons with this special rule suffers a -1 Leadership penalty until the end of the phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shreddershard Beetles&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 3 || 0 || 1 || This weapon automatically hits its target. You can re-roll failed wound rolls for this weapon. Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxic Lashes Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Lashes&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Massive Toxic Lashes&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || User || -2 || D3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}, and can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom Cannon Weapons&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 8 || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Venom Cannon (Single Shot)&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 10 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Venom Cannon (Salvo)&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 9 || -2 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Venom mortar launcher&#039;&#039;&#039; || 36”-360” || Heavy 20 || 6 || -2 || 1 || This weapon does not require line of sight to hit its target and a unit targeted by this weapon does not gain the benefit of cover.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Bio-Artefacts===&lt;br /&gt;
====Universal====&lt;br /&gt;
*&#039;&#039;&#039;Arachnacyte Gland:&#039;&#039;&#039; &#039;&#039;The Arachnacyte Gland clutches the spine of its host bioform, its multi-limbed tendrils becoming wedded to the creature’s own flesh. Through these, the bio-artefact floods its host’s nervous systems and organs and lashes it with psychic stimuli, driving the beast on ever faster.&#039;&#039;&lt;br /&gt;
::Model with Adrenal Glands only. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maw Claws of Thyrax:&#039;&#039;&#039; &#039;&#039;During the destruction of Thyrax, the dread beast that spearheaded the assault bore a pair of symbiotic fang-lined pincers. These terrible claws consumed both the bodies and the memories of their victims, passing on the assimilated knowledge to the host creature.&#039;&#039;&lt;br /&gt;
:: Model with Rending Claws, Monstrous Rending Claws or Patriarch Claws only. Add the following to that weapon’s special rule: &#039;When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.&#039; In addition, consider the results of the wound rolls made by a model with the Maw Claws of Thyrax as 1 higher to see if the weapon&#039;s special rule activates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Norn Crown:&#039;&#039;&#039; &#039;&#039;First named by Inquisitor Kryptman, the Norn Crown is a unique parasitic organism that burrows needle-like cerebral bores directly into the brain of its host, forming a neuro-synaptic link that acts as a hyper-conduit for the Hive Mind. Through this abhorrent union, the Hive Mind’s indomitable will can pour forth to augment and control the hordes of lesser Tyranids that scuttle in the leader-beast’s wake.&#039;&#039;&lt;br /&gt;
:: Friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30&amp;quot; of this model. In addition, this model gains the {{W40kKeyword|Psyker}} keyword and can attempt to manifest one additional psychic power in its Psychic phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathogenesis:&#039;&#039;&#039; &#039;&#039;An organism like no other, Pathogenesis is perhaps a throwback to the Tyranids’ genetic origins or a shadow of things to come. Though its motes of psychic awareness are diffused throughout its carrier like a virus, it acts with a singular will. Subverting the body and symbiotes of its host, Pathogenesis causes rapid mutation: cartilaginous tubes and containment spines are lengthened; intercostal muscles are engorged; bio-ammunition are sheathed in a toxic dermis. With its host’s reach and lethality extended, fragments of Pathogenesis can reach out to the bodies of many more prey, by infesting the bio-ammunition or riding through the bio-electric charge. Whether it aims only to spread itself or is actively seeking something in the bodies of its fallen foes, perhaps only time will tell.&#039;&#039;&lt;br /&gt;
::Add 8&amp;quot; to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Resonance Barb:&#039;&#039;&#039; &#039;&#039;Within the crowning carapace of this creature are pulsing bundles of nerves, their tendrils driven irreversibly into the beast’s cortex. The Resonance Barb throbs at sympathetic frequencies with the Hive Mind, transmitting a portion of its cosmic might into the creature’s flesh-form.&#039;&#039;&lt;br /&gt;
:: {{W40kKeyword|Psyker}} model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent’s Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Hungering Carapace:&#039;&#039;&#039;&lt;br /&gt;
:: This model&#039;s armour save is improved by one step. Each time you roll a wound roll of 6+ for a melee attack made by its bearer, the target suffers a mortal wound in addition to any other damage; for every model slain by these mortal wounds, the bearer regains a wound lost previously in the battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Miasma Cannon:&#039;&#039;&#039; &#039;&#039;The Tyranids utilise all manner of bio-weapons, but none evoke more dread than the Miasma Cannon. Unlike other venom cannons, this weapon fires gobbets of toxin-laden slime so virulent that it reduces organic targets into shapeless puddles of goo in seconds.&#039;&#039;&lt;br /&gt;
:: Model with Heavy Venom Cannon only. The Miasma Cannon replaces the model&#039;s Heavy Venom Cannon.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Miasma Cannon&#039;&#039;&#039; || - || - || - || - || - || Choose one of this weapons profiles before firing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miasmic Spit&#039;&#039;&#039; || 36&amp;quot; || Assault D3 || 10 || -3 || 3 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Miasmic Spray&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 7 || -2 || 2 || This weapon always wounds on a 2+, unless the target is a {{W40kKeyword|VEHICLE}}. This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Psyleech Venom Cannon:&#039;&#039;&#039;&lt;br /&gt;
:: Model with Heavy Venom Cannon only. The The Psyleech Venom Cannon replaces the model&#039;s Heavy Venom Cannon.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Psyleech Venom Cannon&#039;&#039;&#039; || - || - || - || - || - || Choose one of this weapons profiles before firing.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Single Shot&#039;&#039;&#039; || 36&amp;quot; || Assault 1 || 9 || -3 || 2 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Salvo&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 5 || -2 || 1 || You can add 1 to the wound rolls if the target unit has the {{W40kKeyword|Psyker}}, {{W40kKeyword|Daemon}} or {{W40kKeyword|Chaos}} keyword. In addition, the enemy must subtract 2 from invulnerable saves made against hits caused by this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reaper of Obliterax:&#039;&#039;&#039; &#039;&#039;The Reaper of Obliterax, first encountered amongst the re-emergent swarms of Hive Fleet Jormungandr, is a sentient blade resembling a bonesword that discharges highly concentrated bursts of destructive energy. Even the lightest blow from this bio-weapon can result in its target being rent asunder.&#039;&#039;&lt;br /&gt;
:: Model with Lash Whip and Bonesword or Lash Whip and Monstrous Bonesword only. Add the following to that weapon’s Abilities: &#039;On a wound roll of 6+, this weapon inflicts double damage.&#039; In addition, a model equipped with the Reaper of Obliterax has a 4+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Venomthorn Parasite:&#039;&#039;&#039; &#039;&#039;These engorged bio-ammunition tubes are only the outer form of an ancient symbiotic intelligence that spreads its nerve endings like a fungus throughout both creature and weapon, neurally linking the three together. When it senses prey, the Venomthorn Parasite dominates its two hosts, pushing the weapon symbiote to its limit with pulses of hormonal stimuli until the target is eviscerated.&#039;&lt;br /&gt;
::Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead, it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks). In addition, add 1 to the wound rolls when firing with that weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Ymgarl Factor:&#039;&#039;&#039; &#039;&#039;The Ymgarl Genestealers have long been a cancerous blight on the worlds of the Imperium. Their insatiable voracity is legend amongst those that have had the misfortune to encounter them and live. Now, dark rumours have surfaced of Tyranid leader-beasts that appear to share the unfathomable adaptability of the Ymgarl Genestealers.&#039;&#039;&lt;br /&gt;
:: At the start of its movement phase, a model with the Ymgarl Factor must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; The model has +D3 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; The model has +D3 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscled Carapace:&#039;&#039;&#039; The model has +D3 Toughness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xenogenic Acid:&#039;&#039;&#039; &#039;&#039;This oily black substance continually seeps from the swollen cysts of its carrier. Splashes of the liquid have been seen to flow against gravity towards horrified eyes or compromised armour plates, giving rise to speculation that the acid itself is sentient. Within moments, the horrifying effluence finds its way inside its victims, breaking down the prey’s genetic structure and molecular cohesion until all that is left is a bubbling pile of black bio-matter.&#039;&#039;&lt;br /&gt;
::Model with Toxin Sacs only. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.&lt;br /&gt;
&lt;br /&gt;
====Hive Fleet-Specific====&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Behemoth}} - Scythes of Tyran:&#039;&#039;&#039; &#039;&#039;The few remaining records of the fall of Tyran speak of an alpha beast that led the assault upon Magos Varnak’s command bunker, tearing open the facility’s vast bulkhead doors with a single slash of its scything forelimbs. So sharp were these monomolecular-edged weapon-growths that several Skitarii defenders were bisected with the alpha beast&#039;s every frenzied swipe.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Behemoth}} model with Monstrous Scything Talons only. The Scythes of Tyran replaces the model&#039;s Monstrous Scything Talons.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scythes of Tyran&#039;&#039;&#039; || Melee || Melee || +2 || -3 || 3 || You can re-roll hit rolls of 1 when attacking with this weapon. This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Gorgon}} - Hyper-Adaptive Biology&#039;&#039;&#039; &#039;&#039;Leader-beasts spawned by Hive Fleet Gorgon possess an intricate array of bizarre, transmutative organs, each of which can reform itself in mere moments to respond to any internal trauma.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Gorgon}} model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness and roll a die each time the model suffers an unsaved wound; for the remainder of the battle, on a roll of 5+ that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Hydra}} - Slimer Maggot Infestation:&#039;&#039;&#039; &#039;&#039;Rather than individual organisms, this deathspitter fires a wad of self-replicating slimer maggots. Upon striking their target, these ravenous creatures burrow deep into its flesh before beginning the process of fragmentation and regeneration. Within moments, the host body is devoured from the inside by a wriggling mass of grubs.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Hydra}} model with two Deathspitters with Slimer Maggots only. The Slimer Maggot Infestation replaces the model&#039;s two Deathspitters with Slimer Maggots. In addition, this model and every {{W40Kkeyword|Hydra}} unit within 6&amp;quot; may re-roll every wound roll during the Shooting Phase.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Slimer Maggot Infestation&#039;&#039;&#039; || 24&amp;quot; || Assault 6 || 7 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Jormungandr}} - Infrasonic Roar:&#039;&#039;&#039; &#039;&#039;Some Jormungandr bio-colossi utilise a complex arrangement of acoustic organs to unleash fearsome infrasonic bellows. So powerful are these booming sonic emanations that they cause a primal terror and confusion in many sentient species.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Jormungandr}} model only. Enemy units within 12&amp;quot; of this model must subtract 1 from their Leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kraken}} – Chameleonic Mutation:&#039;&#039;&#039; &#039;&#039;This chitinous plate armour is an adaptation of the chameleonic carapace common to the Lictor bioform. Sub-dermal crystals capture and redirect light, projecting an ever-shifting mirage that masks the host creature’s movements.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Kraken}} model only. Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Kronos}} - Balethorn Cannon:&#039;&#039;&#039; &#039;&#039;This enormous bio-cannon spits out a web of hyper-adaptive microfilament. Upon contact with the target, this sentient substance begins to contract, its contra-empathic surface identifying and adapting to any defences it encounters, flaring white-hot to burn through kinetic shielding, or sharpening to a monomolecular edge to slice through even the thickest power armour.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Kronos}} model with a Stranglethorn Cannon only. The Balethorn Cannon replaces the model&#039;s Stranglethorn Cannon.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Balethorn Cannon&#039;&#039;&#039; || 36&amp;quot; || Assault D6 || 7 || -2 || 2 || You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. A unit that suffers one or more wounds from this weapon must subtract 3 from its movement, advance and charge distances. Invulnerable saves cannot be taken against this weapon.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;{{W40Kkeyword|Leviathan}} - Slayer Sabres:&#039;&#039;&#039; &#039;&#039;At the hilt of each of these enormous, curving blades is a shell of diamond-hard chitin. This houses the brain of the weapon-symbiote, a semi-sentient organism which forms a synaptic link with its bearer. With a mental command, the wielder can generate a powerful surge of psychic energy, a fraction of the full power of the Shadow in the Warp that incinerates the unfortunate victim from the inside out.&#039;&#039;&lt;br /&gt;
::{{W40Kkeyword|Leviathan}} model with Monstrous Boneswords only. The Slayer Sabres replace the model’s Monstrous Boneswords.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Slayer Sabres&#039;&#039;&#039; || Melee || Melee || User || -2 || 3 || A model armed with the Slayer Sabres can make 1 additional attack with them in the Fight phase. Each time you roll a wound roll of 6+ for this weapon, the target suffers a mortal wound in addition to any other damage. In addition, if an {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Biker}} model suffers damage from this weapon but is not slain, roll a D3 at the end of the Fight phase. If the result is greater than that model’s remaining number of wounds, it is slain.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood:&#039;&#039;&#039; If a model with this Biomorph suffers one or more unsaved wound(s) in close combat roll a die; on a 6+ the attacking unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Tusks:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 6+ one enemy unit with 1&amp;quot; suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands:&#039;&#039;&#039; If a model has this Biomorph, add 1&amp;quot; to the distance it can move when it Advances or charges.&lt;br /&gt;
*&#039;&#039;&#039;Amphibious Adaptations:&#039;&#039;&#039; A model with this Biomorph counts as being in cover if it&#039;s within a water type terrain and counts them as an open ground for the purpose of moving or charging.&lt;br /&gt;
*&#039;&#039;&#039;Antidote Glands:&#039;&#039;&#039; If a unit shoots with any Poison Weapon against a unit that has at least half of its models (round up) equipped with this Biomorph, it must subtract 2 from the wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Burrowing Limbs:&#039;&#039;&#039; During deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Carbonized Claws:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Dopamine Injectors:&#039;&#039;&#039; A model with this Biomorph ignores every wound on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Leg Muscles:&#039;&#039;&#039; When a model with this Biomorph advances roll two dices and pick the higher result.&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils:&#039;&#039;&#039; If the last model in an enemy unit is slain in the Fight phase by a model with this Biomorph, it can re-roll hit rolls of 1 against all models that share the same unit type keywords. For example, if a model with this Biomorph wins a combat against Chaos Bike squad, they can re-roll hit rolls of 1 against any {{W40kKeyword|Biker}}&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks:&#039;&#039;&#039; Models equipped with this Biomorph can move through solid walls or climb on ruins or basements without ladders. In addition, it can be fired as a ranged weapon with profile below:&lt;br /&gt;
:{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; || 6&amp;quot; || Assault 2 || User || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy Trigger:&#039;&#039;&#039; A model with this Biomorph receives D3 additional attacks if during the fight phase it&#039;s against a unit that has more model than its.&lt;br /&gt;
*&#039;&#039;&#039;Hive Mind Direct Link:&#039;&#039;&#039; A model with this Biomorph counts as always being within 12&amp;quot; of a {{W40kKeyword|Synapse}} creature. &lt;br /&gt;
*&#039;&#039;&#039;Implant Attack:&#039;&#039;&#039; During the fight phase a model with this Biomorph inflicts an additional mortal wound on the target on a to-wound roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Implanted Mechanism Disruption Instincts:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Vehicles}}.&lt;br /&gt;
*&#039;&#039;&#039;Implanted Organism Killing Instincts:&#039;&#039;&#039; A model with this Biomorph can reroll wound rolls against {{W40kKeyword|Monsters}}.&lt;br /&gt;
*&#039;&#039;&#039;Increased Muscle Density:&#039;&#039;&#039; When a model with this Biomorph attacks in the fight phase consider its strength characteristic as 1 higher.&lt;br /&gt;
*&#039;&#039;&#039;Insula Glands:&#039;&#039;&#039; A model with this Biomorph can reroll every hit roll in a turn in which it charged.&lt;br /&gt;
*&#039;&#039;&#039;Nonepinephrine Infusion:&#039;&#039;&#039; A model with this Biomorph gains 1 attack in a turn in which it charged.&lt;br /&gt;
*&#039;&#039;&#039;Overdeveloped Stabilizing Organs:&#039;&#039;&#039; A model equipped with this Biomorph doesn&#039;t suffer any penalties to its hit rolls for moving and shooting with Heavy weapons, or Advancing and shooting with Assault weapons.&lt;br /&gt;
*&#039;&#039;&#039;Pressure Detection Sensors:&#039;&#039;&#039; A model with this Biomorph may decide to shoot an enemy unit that has arrived from the reserves within 12&amp;quot;. If it does so hit must subtract 1 from the hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Deflection Bio-Crystals:&#039;&#039;&#039; A model with this Biomorph can attempt to deny one psychic power as if was a {{W40kKeyword|Psyker}}.&lt;br /&gt;
*&#039;&#039;&#039;Regeneration:&#039;&#039;&#039; At the end of each friendly turn, roll a D6 for each model with this Biomorph that has less than its starting number of Wounds, but has not been removed as a casualty. On a 4+, that model regains a single Wound lost earlier in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Reflexive Optimization:&#039;&#039;&#039; A model with this Biomorph gains 1 attack in a turn in which it was charged.  &lt;br /&gt;
*&#039;&#039;&#039;Serrated Blades:&#039;&#039;&#039; A model with this Biomorph can reroll all wound rolls during the fight phase if it targets a non {{W40kKeyword|Vehicle}}, non {{W40kKeyword|Titanic}} model.&lt;br /&gt;
*&#039;&#039;&#039;Snake Body:&#039;&#039;&#039; Add 3&amp;quot; to the movement characteristic of a model with this Biomorph. Also, during deployment, you can set up a unit whit this Biomorph underground instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can burrow to the surface - set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Spine Banks:&#039;&#039;&#039; A model with this Biomorph counts as being equipped with a weapon with the profile below:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spine Banks&#039;&#039;&#039; || 6&amp;quot; || Assault 4 || 5 || 0 || 1 || This weapon can be fired within 1&amp;quot; of an enemy, and can target enemies within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Spring Coil Musculature:&#039;&#039;&#039; A model with this Biomorph can Fall Back and charge in the same turn. &lt;br /&gt;
*&#039;&#039;&#039;Stonecrusher Ramshield:&#039;&#039;&#039; When a model with this Biomorph finishes a charge move, roll a dice; on a 4+ one enemy unit with 1&amp;quot; suffers a mortal wound. In addition, all shooting attacks against it suffer -1 penalty to Strength. &lt;br /&gt;
*&#039;&#039;&#039;Three-Dimensional Thought Patterns:&#039;&#039;&#039; During the Shooting phase, a model with this Biomorph may add 1 to its hit rolls if it targets a unit that can {{W40kKeyword|Fly}}.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Miasma:&#039;&#039;&#039; At the end of the Fight phase, roll a D6 for each enemy unit within 1&amp;quot; of any model equipped with this Biomorph. On a 5+, that unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs:&#039;&#039;&#039; Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.&lt;br /&gt;
*&#039;&#039;&#039;Warp Shield Projector:&#039;&#039;&#039; A model with this Biomorph has a 5+ invulnerable save while within Synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Wide-Spectrum Retinas:&#039;&#039;&#039; A model with this Biomorph ignores any penalty to its hit rolls cause by night fighting rules.&lt;br /&gt;
*&#039;&#039;&#039;Wings:&#039;&#039;&#039; If a model has this Biomorph, it gains the {{W40kKeyword|Fly}} keyword and adds 3&amp;quot; to its movement characteristic.&lt;br /&gt;
&lt;br /&gt;
===Titanic Upgrade Biomorphs===&lt;br /&gt;
*&#039;&#039;&#039;Cellular Bolster:&#039;&#039;&#039; While a model with this biomorph is within Synapse range, it halves the number of wounds suffered from any hit.&lt;br /&gt;
*&#039;&#039;&#039;Frag Spine Batteries:&#039;&#039;&#039;  This Biomorph can be fired as a ranged weapon with profile below:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Spine Batteries&#039;&#039;&#039; || 24&amp;quot; || Assault 12 || 6 || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Gargantuan Warp Shield:&#039;&#039;&#039; A model with this biomorph have 6+ invulnerable save, which is improved to 4+ if the model is within synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Greater Flesh Hooks:&#039;&#039;&#039; Models equipped with this Biomorph can fire it as a ranged weapon with profile below:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Greater Flesh Hooks&#039;&#039;&#039; || 12&amp;quot; || Assault 12 || User || -1 || 1 || This weapon can be fired within 1&amp;quot; of an enemy unit, and can target enemy units within 1&amp;quot; of friendly units.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Ichor:&#039;&#039;&#039; Each time a model with this Biomorph loses a wound in the Fight phase, roll a D6; on a 4+, the unit that inflicted the damage suffers D3 mortal wounds after all of their attacks have been resolved, D6 on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Psy-Catalyst:&#039;&#039;&#039; While a model with this biomorph is within Synapse range, its ranged weapons force rerolls to successful invulnerable and cover saves, and cause additional D3 mortal wounds on a wound roll of 6+.&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} model equipped with this Biomorph. In addition, at the end of the Fight phase, roll a D6 for each enemy unit within 3&amp;quot; of this model. On a 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Regeneration:&#039;&#039;&#039; If, at the start of its movement phase, a model with this biomorph is within Synapse range, roll a D6 for each wound lost previously; on each result of 5+ the model regains one Wound.&lt;br /&gt;
*&#039;&#039;&#039;Transport Chamber:&#039;&#039;&#039; A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 10 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 3 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|TYRANID PRIME}}, {{W40kKeyword|Genestealer Patriarch}} or {{W40kKeyword|Ymgarl Genestealer Patriarch}}.&lt;br /&gt;
*&#039;&#039;&#039;Transport Hooks:&#039;&#039;&#039; A model with this Biomorph gains the {{W40kKeyword|Transport}} keyword, and can transport up to 20 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Simurghs}} or {{W40kKeyword|SKY-SLASHER SWARMS}}, or a unit of up to 6 {{W40kKeyword|TYRANID Shrikes}}. It may also transport a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|TYRANID PRIME}} equipped with the &#039;&#039;Wings&#039;&#039; Biomorph.&lt;br /&gt;
&lt;br /&gt;
===Mutations===&lt;br /&gt;
In a unit&#039;s profile, there is a section called &amp;quot;Mutations&amp;quot;, followed by a set of model characteristics. For example: a Termagant is (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-). Each characteristic has an associated cost, indicated by the number after the characteristic. This indicates the cost &#039;&#039;&#039;per model&#039;&#039;&#039; to increase that characteristic. Each characteristic can only be improved once, and characteristics with no associated costs (a dash) cannot be improved.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;(M) - Optimized Muscular Tissues:&#039;&#039;&#039; +2&amp;quot; to Movement&lt;br /&gt;
*&#039;&#039;&#039;(WS) - Adaptive Motion Analysis:&#039;&#039;&#039; +1 Weapons Skill&lt;br /&gt;
*&#039;&#039;&#039;(BS) - Hyper-Reactive Pupils:&#039;&#039;&#039; +1 Ballistics Skill&lt;br /&gt;
*&#039;&#039;&#039;(S) - Muscle Fiber Density:&#039;&#039;&#039; +1 Strength&lt;br /&gt;
*&#039;&#039;&#039;(T) - Subdermal Chitin Sheathing:&#039;&#039;&#039; +1 Toughness&lt;br /&gt;
*&#039;&#039;&#039;(W) - Redundant Organ Systems:&#039;&#039;&#039; +1 Wounds&lt;br /&gt;
*&#039;&#039;&#039;(A) - Explosive Muscle Action:&#039;&#039;&#039; +1 Attack&lt;br /&gt;
*&#039;&#039;&#039;(Ld) - Fear Suppression Glands:&#039;&#039;&#039; +1 Leadership&lt;br /&gt;
*&#039;&#039;&#039;(Sv) - Impact-Deflective Carapace:&#039;&#039;&#039; +1 Armor Save&lt;br /&gt;
*&#039;&#039;&#039;(Psy) - Enhanced Neural Architecture:&#039;&#039;&#039; The model can learn and use an additional psychic power&lt;br /&gt;
*&#039;&#039;&#039;(Syn) - Reinforced Synaptic Links:&#039;&#039;&#039; Improves synapse range by 6&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The Genetic Pool==&lt;br /&gt;
===Basic Bio-cannons===&lt;br /&gt;
:: A model may replace its Devourer with one of the following:&lt;br /&gt;
::- Barbed Strangler - 10 pts.&lt;br /&gt;
::- Venom Cannon - 12 pts.&lt;br /&gt;
&lt;br /&gt;
===Basic Bio-weapons===&lt;br /&gt;
:: A model may replace its Devourer with one of the following:&lt;br /&gt;
::- Deathspitter - 5 pts.&lt;br /&gt;
::- Scything Talons - free&lt;br /&gt;
::- Spinefists - free&lt;br /&gt;
&lt;br /&gt;
===Biomorphs===&lt;br /&gt;
:: A model may take up to one of each of the following*:&lt;br /&gt;
::- Acid blood - 5/15 pts.&lt;br /&gt;
::- Adamantine Tusks - 5 pts.&lt;br /&gt;
::- Amphibious Adaptations - 1/3 pts.&lt;br /&gt;
::- Antidote Glands - 1/5 pts.&lt;br /&gt;
::- Burrowing Limbs - 7/15 pts.&lt;br /&gt;
::- Carbonized Claws - 5/15 pts.&lt;br /&gt;
::- Dopamine Injector - 10/30 pts.&lt;br /&gt;
::- Enhanced Leg Muscles - 5/10 pts.&lt;br /&gt;
::- Feeder Tendrils - 5/15 pts.&lt;br /&gt;
::- Feeding Frenzy Trigger - 3/15 pts.&lt;br /&gt;
::- Implanted Mechanism Disruption Instincts - 5/15 pts.&lt;br /&gt;
::- Implanted Organism Killing Instincts - 5/15 pts.&lt;br /&gt;
::- Increased Muscle Density - x/20 pts.&lt;br /&gt;
::- Insula Glands - x/15 pts. &lt;br /&gt;
::- Nonepinephine Infusion - 8/15 pts.&lt;br /&gt;
::- Overdeveloped Stabilizing Organs - 15/25 pts.&lt;br /&gt;
::- Pressure Detection Sensors - 5/10 pts.&lt;br /&gt;
::- Psychic Deflection Bio-crystals - x/15 pts.&lt;br /&gt;
::- Reflexive Optimization - 3/10 pts. &lt;br /&gt;
::- Regeneration - 10/30 pts.&lt;br /&gt;
::- Serrated Blades - 5/15 pts.&lt;br /&gt;
::- Spring Coil Musculature - 5/15 pts.&lt;br /&gt;
::- Three-dimensional Thought Patterns - 10/20 pts.&lt;br /&gt;
::- Warp Shield Projector - 10/20 pts.&lt;br /&gt;
::- Wide-spectrum Retinas - 3/8 pts.&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;Biomorphs have two points costs listed, the second is for&#039;&#039; {{W40kKeyword|Monsters}}&#039;&#039;, while the first is for all other types of units.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Melee Bio-weapons===&lt;br /&gt;
:: A model may replace any pair of scything talons with one of the following:&lt;br /&gt;
::- Boneswords - 2 pts.&lt;br /&gt;
::- Lash Whip and Bonesword - 2 pts.&lt;br /&gt;
::- Lash Whips - 2 pts.&lt;br /&gt;
::- Rending claws - 2 pts.&lt;br /&gt;
&lt;br /&gt;
===Monstrous Bio-cannons===&lt;br /&gt;
:: A model may replace any pair of Monstrous Scything Talons with one of the following:&lt;br /&gt;
::- Heavy Venom Cannon* - 18 pts.&lt;br /&gt;
::- Stranglethorn Cannon* - 15 pts.&lt;br /&gt;
::- Two Deathspitter with Slimer Maggots - 14 pts.&lt;br /&gt;
::- Two Devourers with Brainleech Worms - 14 pts.&lt;br /&gt;
::- Two Heavy Spinefist - 10 pts.&lt;br /&gt;
:::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;&#039;&#039;One per model. A model cannot have both a Stranglethorn Cannon and a Heavy Venom Cannon.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Monstrous Bio-weapons===&lt;br /&gt;
:: A model may replace any pair of Monstrous Scything Talons with one of the following:&lt;br /&gt;
::- Monstrous Boneswords - 20 pts.&lt;br /&gt;
::- Monstrous Lash Whips - 10 pts.&lt;br /&gt;
::- Monstrous Lash Whip and Monstrous Bonesword - 15 pts.&lt;br /&gt;
::- Monstrous Rending Claws - free&lt;br /&gt;
&lt;br /&gt;
===Thorax Biomorphs===&lt;br /&gt;
::A model may take up to one of the following:&lt;br /&gt;
::- Bloodseeker Flies - 10 pts.&lt;br /&gt;
::- Desiccator Larvae - 10 pts.&lt;br /&gt;
::- Electroshock Grubs - 10 pts.&lt;br /&gt;
::- Mindflayer Worms - 10 pts.&lt;br /&gt;
::- Shreddershard Beetles - 10 pts.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQ===&lt;br /&gt;
====Genestealer Patriarch====&lt;br /&gt;
This unit contains 1 Genestealer Patriarch (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Genestealer Patriarch || 8&amp;quot; || 2+ || 5+ || 6 || 5 || 6 || 6 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
* A pair of Patriarch&#039;s Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brood Telepathy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and one psychic power from the Hivemind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain.&lt;br /&gt;
*&#039;&#039;&#039;Extended Carapace:&#039;&#039;&#039; A Genstealer Patriarch with extended carapaces has a Save characteristic of 3+ but loses the &#039;&#039;Swift and Deadly&#039;&#039; special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-)&lt;br /&gt;
* A Patriarch may take the &#039;&#039;&#039;Death from the Shadows&#039;&#039;&#039; Upgrade - 15 pts&lt;br /&gt;
* A Patriarch may take the &#039;&#039;&#039;Extended Carapace&#039;&#039;&#039; Upgrade - 25 pts&lt;br /&gt;
* A Patriarch may take one of the following:&lt;br /&gt;
::- Monstrous Scything Talons - 15 pts.&lt;br /&gt;
::- Monstrous Rending Claws  - 20 pts.&lt;br /&gt;
*A Patriarch may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*A Patriarch may take any of the following:&lt;br /&gt;
::- Flesh Hooks  - 5 pts&lt;br /&gt;
::- Implant Attack  - 10 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Genestealer Patriarch}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Ymgarl Genestealer Patriarch=====&lt;br /&gt;
This unit contains 1 Ymgarl Genestealer Patriarch (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Genestealer Patriarch || 8&amp;quot; || 2+ || 5+ || 6 || 5 || 6 || 6 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Patriarch&#039;s Claws&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alter Form:&#039;&#039;&#039; At the start of its movement phase, a Ymgarl Genestealer Patriarch must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; The Ymgarl Genestealer Patriarch has +1 Toughness. &lt;br /&gt;
*&#039;&#039;&#039;Brood Telepathy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Highly Compatible:&#039;&#039;&#039; If given the Ymgarl Factor Bio-Artefact, a Ymgarl Genestealer Patriarch may choose the result of the D3 die roll for its alter form.&lt;br /&gt;
*&#039;&#039;&#039;Leftover:&#039;&#039;&#039; A Ymgarl Genestealer Patriarch may never be your Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Master of Mutation:&#039;&#039;&#039; In detachments with a Ymgarl Genestealer Patriarch, Ymgarl Genestealers count as {{W40kKeyword|Troops}}.&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*An Ymgarl Genestealer Patriarch can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and one psychic power from the Hivemind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Extended Carapace:&#039;&#039;&#039; A Ymgarl Genstealer Patriarch with extended carapaces has a Save characteristic of 2+ but lose the &#039;&#039;Swift and Deadly&#039;&#039; special rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:20/WS:5/BS:5/S:10/T:20/W:10/A:10/Ld:-/Sv:-/Psy:25/Syn:-) &lt;br /&gt;
* An Ymgarl Patriarch may take the Extended Carapace Upgrade - 25 pts &lt;br /&gt;
* An Ymgarl Patriarch may take one of the following:&lt;br /&gt;
::- Monstrous Scything Talons - 15 pts.&lt;br /&gt;
::- Monstrous Rending Claws  - 20 pts.&lt;br /&gt;
*An Ymgarl Patriarch may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*An Ymgarl Patriarch may take any of the following:&lt;br /&gt;
::- Flesh Hooks  - 5 pts&lt;br /&gt;
::- Implant Attack  - 10 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ymgarl Genestealer Patriarch}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hive Tyrant====&lt;br /&gt;
This unit contains 1 Hive Tyrant (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hive Tyrant || * || * || * || 6 || 7 || 12 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot;/16&amp;quot; || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot;/12&amp;quot; || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot;/8&amp;quot; || 4+ || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Barrier&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Hive Mind&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*An Hive Tyran can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and two psychic powers from the Hivemind&#039;s Control or Hivemind&#039;s Wrath disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hive Commander:&#039;&#039;&#039; For each Hive Tyrant in your army with this upgrade, choose a single {{W40kKeyword|Troops}} unit from the same detachment. Do not set up that unit. At the end of any of your Movement phases set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and within 6&amp;quot; of a board edge.&lt;br /&gt;
*&#039;&#039;&#039;Indescribable Horror:&#039;&#039;&#039; Enemy units within 12&amp;quot; subtract 1 from their leadership.&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Skies:&#039;&#039;&#039; If a Hive Tyrant with the Wings upgrade is your warlord, Gargoyles, Simurghs, Shrikes, and Sky-Slashers count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|TROOP}} choice.&lt;br /&gt;
*&#039;&#039;&#039;Old Adversary:&#039;&#039;&#039; This Hive Tyrant re-rolls all failed To Hit and To Wound rolls of 1 when fighting in close combat against an enemy {{W40kKeyword|Character}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15*/WS:10/BS:15/S:10/T:20*/W:20/A:10/Ld:-/Sv:30*/Psy:30/Syn:30)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;cannot be taken on a model with wings biomorph.&lt;br /&gt;
*May take items from the &#039;&#039;Monstrous Bio-cannons&#039;&#039;, &#039;&#039;Monstrous Bio-weapons&#039;&#039; and &#039;&#039;Thorax Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take up to three items from the &#039;&#039;Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
::- &#039;&#039;&#039;Hive Commander&#039;&#039;&#039; - 20 pts.&lt;br /&gt;
::- &#039;&#039;&#039;Indescribable Horror&#039;&#039;&#039; - 10 pts.&lt;br /&gt;
::- &#039;&#039;&#039;Old Adversary&#039;&#039;&#039; - 15 pts.&lt;br /&gt;
* May take any of the following:&lt;br /&gt;
::- Bio-Plasma - 15 pts.&lt;br /&gt;
::- Flesh Hooks - 15 pts.&lt;br /&gt;
::- Prehensile Pincer - 10 pts.&lt;br /&gt;
::- Wings and &#039;&#039;&#039;Lord of the Skies&#039;&#039;&#039; special rule - 27 pts/2 PP.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Malanthrope Brood====&lt;br /&gt;
This unit contains 1 Malanthrope (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Malanthrope (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Malanthropes (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Malanthrope || 6&amp;quot; || 4+ || 4+ || 4 || 5 || 9 || 4 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tail&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Toxic Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Prey Adaption&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouding Spores (Malanthrope)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:5/BS:-/S:5/T:10/W:15/A:10/Ld:-/Sv:25/Psy:-/Syn:35)&lt;br /&gt;
*May take up to two items from the &#039;&#039;Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Malanthrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Neurothrope====&lt;br /&gt;
This unit contains 1 Neurothrope (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Neurothrope || 6&amp;quot; || 4+ || 3+ || 4 || 4 || 5 || 1 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leech&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warp Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warp Siphon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and the &#039;&#039;Warp Blast&#039;&#039; powers plus one psychic power from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Overlord:&#039;&#039;&#039; This model adds 1 to the result of the dices when trying to manifest or deny a psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:-/BS:15/S:10/T:20/W:20/A:5/Ld:-/Sv:10/Psy:35/Syn:20)&lt;br /&gt;
*A Neurothrope may take the &#039;&#039;&#039;Psychic Overlord&#039;&#039;&#039; Upgrade.&lt;br /&gt;
*A Neurothrope may take up to two items from the &#039;&#039;Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Neurothrope}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Zoanthrope}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tervigon====&lt;br /&gt;
This unit contains 1 Tervigon (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tervigon || * || * || * || 7 || 8 || 14 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 8&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 6&amp;quot; || 5+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Stinger Salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brood Progenitor&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spawner:&#039;&#039;&#039; At the start of your Movement phase, a Tervigon can spawn Termagants. If it does so add a new unit of 10 Termagants to your army and set it up on the battlefield so that it is wholly within 6&amp;quot; of the Tervigon and more than 1&amp;quot; from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 10 models lost earlier in the battle in an existing unit of Termagants from your army that is within 6&amp;quot; of the Tervigon. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6&amp;quot; of the Tervigon and more than 1&amp;quot; from the enemy. Models created by this rule count as having the same upgrade biomorphs as the Tervigon, for the exception of Acid Blood and Adamantine Tusks.&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Backlash&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Tervigon can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and one psychic power from the Hivemind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spawn Hormagaunts:&#039;&#039;&#039; Replace Termagants with Hormagaunts in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Gargoyles:&#039;&#039;&#039; Replace Termagants with Gargoyles in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Simurghs:&#039;&#039;&#039; Replace Termagants with Simurghs in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Rippers:&#039;&#039;&#039; Replace Termagants with Rippers in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
*&#039;&#039;&#039;Spawn Sky-Slashers:&#039;&#039;&#039; Replace Termagants with Sky-Slashers in Spawner, Brood Progenitor and Synaptic Backslash rules.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:-/Sv:45/Psy:25/Syn:35)&lt;br /&gt;
*May take one item from the &#039;&#039;Thorax Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take up to three items from the &#039;&#039;Biomorphs&#039;&#039; lists.*&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Tervigons take all biomorph upgrades at double points cost (except Acid Blood and Adamantine Tusks).&lt;br /&gt;
*May take one of the following upgrades:&lt;br /&gt;
::- &#039;&#039;&#039;Spawn Hormagaunts&#039;&#039;&#039; - Free&lt;br /&gt;
::- &#039;&#039;&#039;Spawn Gargoyles&#039;&#039;&#039; - 40 pts.&lt;br /&gt;
::- &#039;&#039;&#039;Spawn Simurghs&#039;&#039;&#039; - 40 pts.&lt;br /&gt;
::- &#039;&#039;&#039;Spawn Rippers&#039;&#039;&#039; - 40 pts.&lt;br /&gt;
::- &#039;&#039;&#039;Spawn Sky-Slashers&#039;&#039;&#039; - 60 pts.&lt;br /&gt;
* May replace its Stinger Salvo with Cluster Spines - 5 pts.&lt;br /&gt;
* May replace its Massive Scything Talons with Massive Crushing Claws - 20 pts.&lt;br /&gt;
* May take Wings if it has taken the &#039;&#039;&#039;Spawn Gargoyles&#039;&#039;&#039;, &#039;&#039;&#039;Simurghs&#039;&#039;&#039;, or &#039;&#039;&#039;Sky-Slasher&#039;&#039;&#039; Upgrade - 20 pts./2 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tervigon}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Trygon Prime====&lt;br /&gt;
This unit contains 1 Trygon Prime (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Trygon Prime || * || * || * || 7 || 6 || 12 || 6 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric Pulse with Containment Spines&lt;br /&gt;
*Three pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrow&#039;&#039;&#039;: At the beginning of any of your Movement phases, any Trygon Prime that is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the &#039;&#039;Subterranean Assault&#039;&#039; ability. A Trygon Prime may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon Prime is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Serpent Lord:&#039;&#039;&#039; If a Trygon Prime is your warlord, Raveners count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|TROOP}} choice.&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lurker:&#039;&#039;&#039; A Trygon Prime with this upgrade can enter from Reserve on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Prepared Tunnel Network:&#039;&#039;&#039; Two units can emerge by the &#039;&#039;Subterranean Assault&#039;&#039; special rule with a Trygon Prime with this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Trygon Prime that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and one psychic power from the Hivemind&#039;s Malice discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)&lt;br /&gt;
*May take one item from the &#039;&#039;Thorax Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take up to three items from the &#039;&#039;Biomorphs&#039;&#039; lists.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
* May take any of the following upgrades:&lt;br /&gt;
::- &#039;&#039;&#039;Prepared Tunnel Network&#039;&#039;&#039; - 50 pts.&lt;br /&gt;
::- &#039;&#039;&#039;Lurker&#039;&#039;&#039; - 50 pts.&lt;br /&gt;
::- {{W40kKeyword|Psyker}} keyword - 50 pts.&lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Heavy spinefist - 10 pts.&lt;br /&gt;
::- Spine banks - 2 pts.&lt;br /&gt;
*May take one of the following tail biomorphs:&lt;br /&gt;
::- Biostatic Rattle - free&lt;br /&gt;
::- Prehensile Pincer - free&lt;br /&gt;
::- Toxinspike - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Trygon Prime}}, {{W40kKeyword|Synapse}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tyranid Prime====&lt;br /&gt;
This unit contains 1 Tyranid Prime (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Prime || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 4 || 10 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Prime Apex Strain || 6&amp;quot; || 2+ || 3+ || 5 || 5 || 7 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Tyranid Prim Apex Strain can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and one psychic power from the Hivemind&#039;s Control discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brood Leader:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Infantry}} units within 6&amp;quot; of this model can re-roll hit rolls of 1. If the unit is of Tyranid Warriors, Shrikes or Raveners, you can also add 1 to their hit rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:20/BS:25/S:5/T:15/W:15/A:10/Ld:-/Sv:20/Psy:25/Syn:20)&lt;br /&gt;
* May take items from the &#039;&#039;Basic Bio-weapons&#039;&#039;, &#039;&#039;Basic Bio-cannons&#039;&#039; and &#039;&#039;Melee Bio-weapons&#039;&#039; lists.&lt;br /&gt;
*May take one item from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
* May take the &#039;&#039;&#039;Brood Leader&#039;&#039;&#039; upgrade - 20 pts.&lt;br /&gt;
* May be upgraded to Tyranid Prime Apex Strain - 30 pts/ 1 PP.  &lt;br /&gt;
* May take one of the following:&lt;br /&gt;
::- Wings  - free&lt;br /&gt;
::- Snake body  - free&lt;br /&gt;
* May take any of the followings:&lt;br /&gt;
::-Flesh Hooks - 5 pts.&lt;br /&gt;
::-Prehensile Pincer - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Prime}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}} (Tyranid Prime Apex Strain Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Blind Horror====&lt;br /&gt;
This unit contains 1 Blind Horror (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Blind Horror || 12&amp;quot; || 3+ || - || 5 || 5 || 6 || 6 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Giant Scything Talons&lt;br /&gt;
*A pair of Rending Claws&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
*Spike Tail&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind Beast:&#039;&#039;&#039; This model can&#039;t be affected by any rules or stratagems that alter its hit rolls, except for its &#039;&#039;&#039;Monstruos Scything Talons&#039;&#039;&#039; special rule.&lt;br /&gt;
*&#039;&#039;&#039;Minor Synapse Link:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Swarm}} units consider this model has to have the &#039;&#039;Synapse&#039;&#039; special rule and keyword.&lt;br /&gt;
*&#039;&#039;&#039;Pheromones Detectors:&#039;&#039;&#039; This model can reroll failed charge and hit rolls against a unit which has previously lost at least one model due to a moral test.&lt;br /&gt;
*&#039;&#039;&#039;Psycological Horror:&#039;&#039;&#039; Enemy units between 12&amp;quot; of this model are forced to take a Morale test, regardless of any special rule or stratagem, and said test must be taken on 2D6, discarding the lowest result. In addition, every time an enemy unit (that doesn&#039;t have the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword) within 12&amp;quot; of this model tries to take an action (moving, shooting, charging, etc...) it must take a Leadership test with a -2 to its Leadership value. If the test is passed it can take the action as usual, if the test is failed the unit is paralyzed by fear and cannot take such action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Mind Eater&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Blind Horror}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Deathleaper====&lt;br /&gt;
This unit contains 1 Deathleaper (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Deathleaper || 9&amp;quot; || 2+ || 4+ || 6 || 4 || 6 || 4 || 10 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flesh Hooks&lt;br /&gt;
*Implant attack&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
*A pair of Sinister Talons&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assassin Lord:&#039;&#039;&#039; If the Deathleaper is your warlord, lictors count as {{W40kKeyword|Troops}} and may be taken as a {{W40kKeyword|Troop}} choice.&lt;br /&gt;
*&#039;&#039;&#039;Hidden Hunter:&#039;&#039;&#039; During deployment, you can set up this model in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, this model can spring from its hiding place - set it up anywhere on the battlefield that is more than D3+3&amp;quot; away from enemy models.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s After Me!&amp;quot;:&#039;&#039;&#039; At the start of the first battle round but before the first turn begins, pick a {{W40kKeyword|Character}} from the opposing army. You can re-roll hit and wound rolls in the Fight phase for any of Deathleaper&#039;s attacks that target that {{W40kKeyword|Character}}. Also, whilst Deathleaper is alive, that model’s Leadership is reduced by D3.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where is it?&amp;quot;:&#039;&#039;&#039; Your opponent must subtract 2 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for Deathleaper when it is in cover. Models may not fire overwatch against a Deathleaper.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Deathleap&amp;quot;:&#039;&#039;&#039; A Deathleaper does not roll for Charge distances - instead its Charge distance is always 12&amp;quot; unless improved.  The Deathleaper similarly does not roll for advancing, it always advances 6&amp;quot; and may charge after Advancing.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s too fast!&amp;quot;:&#039;&#039;&#039; The Deathleaper has a 4++ invulnerable save in melee and a 3++ invulnerable save against shooting. &lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s got my weapon!&amp;quot;:&#039;&#039;&#039; When attacking an enemy, the Deathleaper may force an opposed weapon skill test on each model wounded by the Deathleaper in either shooting or assault.  Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Deathleaper loses, nothing happens. If the Deathleaper wins then the designated item is disarmed and cannot be used for the remainder of the turn.&lt;br /&gt;
*&#039;&#039;&#039;Superior Chameleonic Skin&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;There is no escape&amp;quot;:&#039;&#039;&#039; Enemy {{W40kKeyword|Characters}} cannot disengage from a Deathleaper.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where are my guards?&amp;quot;:&#039;&#039;&#039; Enemy units can&#039;t intercept wounds made by this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Mind Eater&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Deathleaper}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Old One Eye====&lt;br /&gt;
This unit contains 1 Old One Eye (&#039;&#039;&#039;Power Rating 10&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Old One Eye || 7&amp;quot; || 3+ || 4+ || 7 || 7 || 9 || 5 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Monstrous Crushing Claws&lt;br /&gt;
*Monstrous Scything Talons&lt;br /&gt;
*Spine Banks&lt;br /&gt;
*Thresher Scythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alpha Leader:&#039;&#039;&#039; You can add 1 to hit rolls for friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Carnifex}} units that are within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Berserk Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immortal Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Is It Dead?&amp;quot;:&#039;&#039;&#039; When Old One Eye is removed as a casualty, leave the model on the table (it counts as battlefield debris, and provides cover to model that are at least half obscured by it). At the beginning of each of your turns roll a die; on a 4+ the Old One Eye returns to play with a single wound remaining.&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Living Battering-rams:&#039;&#039;&#039;  If the Old One Eye is your warlord, Carnifexes, Stone Crusher Carnifexes, Thornbacks and Screamer Killers count as {{W40kKeyword|TROOPS}} and may be taken as a {{W40kKeyword|TROOP}} choice.&lt;br /&gt;
*&#039;&#039;&#039;Metal-crushing Carapace:&#039;&#039;&#039; Old One Eye increases the result needed for an attack to wound it by one step (e.g a weapon that would usually wound on a 2+ needs a 3+, a weapon that would wound on a 3+, a 4+ and so on), to a maximum of 6+. Weapons that inflict multiple damage deal one damage less to a minimum of one.&lt;br /&gt;
*&#039;&#039;&#039;Regeneration&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;That Only Angered It!&amp;quot;:&#039;&#039;&#039; Each time the Old One Eye loses a wound, it gains +1 to its Attack value (to the maximum of 10), these attacks are not lost if it recovers wounds through Regeneration or other rules and stratagems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Adaptive Biology&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Old One Eye}}, {{W40kKeyword|Carnifex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Doom of Malan&#039;tai====&lt;br /&gt;
This unit contains 1 Doom of Malan&#039;tai (&#039;&#039;&#039;Power Rating 15&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Doom of Malan&#039;tai || 6&amp;quot; || 4+ || 2+ || 4 || 4 || 6 || 1 || 10 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Destroyer of Malan&#039;tai:&#039;&#039;&#039; {{W40kKeyword|AELDARI}} units suffer a -2 leadership penalty while within the Doom of Malan&#039;tai&#039;s synapse range or if targeted by the Doom of Malan&#039;tai with a power that wounds based on Leadership. It may also add 3 to its rolls when trying to deny a psychic power manifested by an {{W40kKeyword|AELDARI}} unit.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Ancestor:&#039;&#039;&#039; If the Doom of Malan&#039;tai is your warlord, zoanthropes count as {{W40kKeyword|TROOP}} and may be taken as a {{W40kKeyword|TROOP}} choice.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Apocalypse:&#039;&#039;&#039; When trying to manifest or block a psychic power, this model has a bonus to its rolls equal to half its wound characteristic (rounding up). Also, in every Psychic phase, this model may manifest a single psychic power for a number of times equal to half its wound characteristic (rounding up).&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Soul Eater:&#039;&#039;&#039; Each time an enemy model is removed as a causality due to the Doom of Malan&#039;tai attacks or psychic powers, the Doom of Malan&#039;tai gains one wound, to the maximum of 9.&lt;br /&gt;
*&#039;&#039;&#039;Spirit Leech&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse Overlord:&#039;&#039;&#039; {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units automatically pass Morale tests if they are within 18&amp;quot; of this model. The Doom of Malan&#039;Tai adds double its number of wounds to its synapse range.&lt;br /&gt;
*&#039;&#039;&#039;Warp Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warp Well:&#039;&#039;&#039; You can re-roll any of this model&#039;s rolls when trying to manifest or block a psychic power. In addition, friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Tyranids}} {{W40kKeyword|Psykers}} within 6&amp;quot; add 1 to their rolls when trying to manifest or block a psychic power, 2 if they are {{W40kKeyword|Zoanthropes}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*The Doom of Malan&#039;tai can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows every power from the Hive Mind&#039;s Wrath and Hive Mind&#039;s Malice disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Synaptic Lynchpin&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Doom of Malan&#039;tai}}, {{W40kKeyword|Fly}} {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Parasite of Mortrex====&lt;br /&gt;
This unit contains 1 Parasite of Mortex (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Parasite of Mortex || * || 2+ || 4+ || 6 || 4 || 5 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Implant Attack&lt;br /&gt;
*Spring Coil Musculature&lt;br /&gt;
*Two pairs of Rending Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Host Organism:&#039;&#039;&#039; Rippers count The Parasite of Mortex as having a 24&amp;quot; synapse range. &lt;br /&gt;
*&#039;&#039;&#039;Implant Parasite:&#039;&#039;&#039; Each model, removed as a casualty because of wounds inflicted in melee by the Parasite of Mortex, must roll a Toughness test before being removed. For each test failed, roll a D6. At the end of the Assault phase, place new Ripper Swarm Brood with a number of Ripper Swarm bases equal to the result or add them to a Ripper Swarm Brood within 3&amp;quot; of this model. All models must be within 3” of the unit with this rule. Any bases that cannot be placed because of enemies within 1” are lost.&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Instinctive Killer&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Parasite of Mortex}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Swarmlord====&lt;br /&gt;
This unit contains 1 Swarmlord (&#039;&#039;&#039;Power Rating 20&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Swarmlord || * || 2+ || 2+ || * || 7 || 14 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 9&amp;quot; || 8 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 7&amp;quot; || 7 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 6 || 4&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pair of Bone Sabres&lt;br /&gt;
*Prehensile Pincer&lt;br /&gt;
*Dopamine Injectors&lt;br /&gt;
*Regeneration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Aeons of Experience:&#039;&#039;&#039; If the Swarmlord is your warlord, it has two warlord traits.&lt;br /&gt;
*&#039;&#039;&#039;Blade Parry&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bullet Screening:&#039;&#039;&#039; Roll a dice each time this model loses a wound whilst any Termagant, Hormagaunt, Simurgh, or Gargoyle Brood is within 3&amp;quot; of this unit; on a 2+ a model from that unit can intercept that hit - the Hive Tyrant does not lose a wound but the unit suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hive Commander&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Old Adversary&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Barrier&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Monstrosity:&#039;&#039;&#039; The Swarmlord may never suffer perils and may reroll any number of dices when attempting to cast or deny a psychic power.&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Suppress Instincts:&#039;&#039;&#039; At the beginning of your turn pick a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Tyranids}} unit that would suffer from the &#039;&#039;Instinctive Behaviour&#039;&#039; special rule; that unit ignores the effect of the rule until the beginning of your next turn.&lt;br /&gt;
*&#039;&#039;&#039;Swarm Leader:&#039;&#039;&#039; At the beginning of your turn, pick one friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit within 6&amp;quot; of the Swarmlord. The unit can either choose to re-roll every wound roll against {{W40kKeyword|Monster}}s or {{W40kKeyword|Vehicle}}s, to re-roll every hit roll of 1, or to not suffer any penalties to the hit rolls for moving and shooting with Heavy weapons and Advancing and shooting with Assault weapons.&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Destroyer of Galaxies:&#039;&#039;&#039; The Swarmlord&#039;s leadership may never be negatively affected and moral tests made by enemy units within 18&amp;quot; are taken at a -2 leadership penalty.&lt;br /&gt;
*&#039;&#039;&#039;The Will of the Hive Mind&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*The Swarmlord can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; power and three psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Alien Cunning&#039;&#039; Warlord Trait and one more chosen from the remaining ones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|HQ}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Tyrant}}, {{W40kKeyword|The Swarmlord}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Genestealer Brood====&lt;br /&gt;
This unit contains 5 Genestealers (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 5 more Genestealers (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 10 more Genestealers (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or up to 15 more Genestealers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Genestealer || 8&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 3 || 9 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| Broodlord || 8&amp;quot; || 2+ || 4+ || 5 || 5 || 3 || 4 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*One pair of Rending Claws&lt;br /&gt;
*One pair of Monstrous Rending Claws (Broodlord Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flurry of Claws&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and &#039;&#039;The Horror&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
::- Mutations (Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-) &lt;br /&gt;
*The entire unit may take the &#039;&#039;&#039;Death from the Shadows&#039;&#039;&#039; Upgrade - 10 pts./model&lt;br /&gt;
*Any model in the brood may take one of the following:&lt;br /&gt;
::-Rending Claws  - 2 pts.&lt;br /&gt;
::-Scything Talons - free&lt;br /&gt;
*Any model in the brood may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Serrated blades - 3 pts.&lt;br /&gt;
::-Carbonized claws - 3 pts.&lt;br /&gt;
*One Genestealer every four can take one of the following biomorphs:&lt;br /&gt;
::-Acid Maw - free&lt;br /&gt;
::-Flesh Hooks - 2 pts.&lt;br /&gt;
*The unit may include a Broodlord - 50 pts./2 PP&lt;br /&gt;
*The Broodlord may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*The Broodlord may take one of the followings:&lt;br /&gt;
::- Monstrous Rending Claws - 10 pts.&lt;br /&gt;
::- Monstrous Scything Talons - 7 pts.&lt;br /&gt;
*The Broodlord may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Flesh Hooks - 5 pts&lt;br /&gt;
::-Implant Attack - 10 pts&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Genestealers}}, {{W40kKeyword|Psyker}} (Broodlord Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hormagaunt Brood====&lt;br /&gt;
This unit contains 10 Hormagaunts (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 10 more Hormagaunts (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 20 more Hormagaunts (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), up to 30 more Hormagaunts (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or up to 40 more Hormagaunts (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hormagaunt || 8&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 5 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| Hormagaunt Alpha || 8&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 3 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap:&#039;&#039;&#039; This unit moves an additional 3&amp;quot; when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Hungering Swarm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:1/BS:-/S:1/T:2/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Carbonized Claws - 2 pts.&lt;br /&gt;
::-Serrated Blades - 2 pts.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
*One every ten Hormagaunts in the Brood may be upgraded to a Hormagaunt Alpha for 6 points. The brood uses the Hormagaunt Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hormagaunt}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ripper Swarm Brood====&lt;br /&gt;
This unit contains 3 Ripper Swarms (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Ripper Swarms (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Ripper Swarms (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 9 more Ripper Swarms (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), or up to 12 more Ripper Swarms (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ripper Swarm || 6&amp;quot; || 5+ || 5+ || 3 || 3 || 3 || 4 || 4 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrowers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*The unit may take Spinemaws - 2 pts/base&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Carbonized Claws - 3 pts.&lt;br /&gt;
::-Serrated Blades - 3 pts.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 4 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Ripper Swarms}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Termagant Brood====&lt;br /&gt;
This unit contains 10 Termagants (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 10 more Termagants (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 20 more Termagants (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), up to 30 more Termagants (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or up to 40 more Termagants (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Termagant || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| Termagant Alpha || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 2 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Fleshborer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hail of Living Ammunition&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*For every ten Termagants, one may replace its fleshborer with a strangleweb - free&lt;br /&gt;
*Any model may replace its fleshborer with one of the following:&lt;br /&gt;
::-Spinefists  - free&lt;br /&gt;
::-Spike rifle  - free&lt;br /&gt;
::-Devourer  - 4 pts./model&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Overdeveloped Stabilizing Organs - 2 pts.&lt;br /&gt;
::-Pressure Detection sensors - 2 pts.&lt;br /&gt;
::-Wide-spectrum retinas - 1 pts.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
*One every ten Termagants in the Brood may be upgraded to a Termagant Alpha for 6 points. The brood uses the Termagant Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Termagants}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tyranid Warrior Brood====&lt;br /&gt;
This unit contains 3 Tyranid Warriors (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include up to 3 more Tyranid Warriors (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 6 more Tyranid Warriors (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Warrior || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 9 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Warrior Alpha || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 3 || 4 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Tyranid Warrior brood that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and one power from the Hive Mind&#039;s Control discipline. A Tyranid Warrior unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Tyranid Warrior unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6&amp;quot; will only suffer damage if the Perils of the Warp causes the last model in the Tyranid Warrior unit to be slain. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039; lists.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*For every three Tyranid Warriors in the brood, one may take one item from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenaline Glands - 2 pt.&lt;br /&gt;
::-Flesh Hooks - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*The unit may take the {{W40kKeyword|Psyker}} keyword - 10 pts./model&lt;br /&gt;
*One Tyranid Warrior in the Brood may be upgraded to a Tyranid Warrior Alpha - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Warriors}}&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====Cortex Leech Swarm Brood====&lt;br /&gt;
This unit contains 3 Cortex Leech Swarms (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 9 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), or up to 12 more Cortex Leech Swarms (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Cortex Leech Swarm || 6&amp;quot; || 3+ || 4+ || 3 || 3 || 3 || 4 || 10 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrowers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Cortex Command:&#039;&#039;&#039; When attacking, a cortex leech swarm base may choose to forego its normal attacks to instead make a Cortex Command check. This is a single attack that if it hits, both players must roll an opposed leadership check with both players rolling a d6 and adding it to their respective models&#039; leadership values.  If the Cortex Leech&#039;s player succeeds, that model must make either a shooting or a melee attack against a target chosen by the Cortex Leech&#039;s player at its full value (I.E a model so controlled that assaults another unit must do so as if it had charged them).   If an enemy unit in assault is wiped out by the cortex leech&#039;s unit, roll a d6; on a 3 or less nothing happens, but on a four or more the entire unit must charge or shoot a target of the Cortex Leech player&#039;s choosing, though after the turn the models are removed from play.&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.&lt;br /&gt;
|} &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:-/Sv:-/Psy:-/Syn:5)&lt;br /&gt;
*The unit may take Spinemaws - 2 pts/base&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Carbonized Claws - 3 pt.&lt;br /&gt;
::-Serrated Blades - 3 pt.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 4 pts./model&lt;br /&gt;
::-Toxin Sacs - 3 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Cortex Leech Swarms}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Crinis Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A horrid monstrosity tailor-made to assassinate, disrupt enemy formations, and destroy the precious equipment of its foes, the Crinis is named for the number of tendrils it possesses. Four long lash whip tendril arms, a maw ringed by yet more tentacles, and four flesh hooks that can burst from its chest, the Crinis is by all accounts an excessively horrid creature with remarkable regenerative abilities, bolstered by the fact that it is virtually a walking corrosives factory, producing acid in copious amounts to destroy equipment. &lt;br /&gt;
&lt;br /&gt;
The creature is remarkably quick, built more like a Hive Tyrant than a Carnifex, and may be an offshoot of that genus. Its strategy seems to be to engage targets already occupied by other Tyranids to strike at the targets it wishes to or drop in unannounced to sow havoc before inevitably perishing. It is theorized that the creature&#039;s regenerative powers are born out of a need to regenerate appendages quickly if they are cut off while it grapples, which translated into a body-wide healing factor. Some seem to further this regenerative power with special biomorphs that make it even harder to force an injury to remain. &lt;br /&gt;
&lt;br /&gt;
These creatures are understandably loathed by artificers and crafters the galaxy over for their wanton destruction of priceless artefacts, something which the Hive Mind seems to be keenly aware of, especially as many of these artefacts are very difficult to replace. These creatures even seem to enter a chemical high when they destroy what it is programmed to recognize as especially priceless relics such as Terminator or Artificer armour or master crafted weapons, meaning that even outside of synapse range they continue to hunt out items to destroy before messily devouring them.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modelling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A Crinis should be represented with a Hive Tyrant base body with at least four tentacles to represent the lash whips, where you get these tentacles is up to you, but they should be decently long (See Toxicrene for inspiration).  The head should come from a Lictor or similarly cthulhoid head, and it should have something to represent the Flesh Hooks.  If the result looks like a Hentai monster you should be hiding your Sisters of Battle, Fire Warrioresses, Guardswomen, Slaaneshi Daemons, and Eldar (Dark or Craftworld) from, you&#039;ve succeeded.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Crinis (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can contain 1 additional Crinis (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additional Crinises (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Crinis || * || * || * || 6 || 7 || 12 || 5 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Monstrous Lash Whips&lt;br /&gt;
*Flesh Hooks &lt;br /&gt;
*Acid blood&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
*Toxin Miasma&lt;br /&gt;
*Toxic Sacs&lt;br /&gt;
*Toxin Spike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap:&#039;&#039;&#039; This unit moves an additional 3&amp;quot; when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ruinous Touch:&#039;&#039;&#039;Non-{{W40kKeyword |Titanic}} models that had been hit by at least one Crinis close combat attacks suffer a -1 penalty to their armour save until the end of the game. In addition, if any model rolls at least one natural 1 (after all re-rolls) in close combat while trying to hit a Crinis, roll a die; on a 4+ the close combat weapon with which the model attacked is destroyed and cannot be used for the duration of the game. For attacks rolled for a group of models with the same weapons and Weapon Skill, treat each result of 1 as being rolled by a separate model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:10/BS:10/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Cluster Spines - 15 pts.&lt;br /&gt;
::- Stinger Salvo - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Crinis}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Haruspex Brood====&lt;br /&gt;
This unit contains 1 Haruspex (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can contain 1 additional Haruspex (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional Haruspexes (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Haruspex || 7&amp;quot; || * || * || * || 8 || 13 || 4 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! BS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 4+ || 4+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4+ || 5+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5+ || 5+ || 5&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid Blood&lt;br /&gt;
*Grasping Tongue&lt;br /&gt;
*Ravenous Maw&lt;br /&gt;
*Shovelling Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to a Haruspex attack (both ranged and melee), this model gains one &#039;&#039;Food Token&#039;&#039; at the end of the phase, to a maximum of six. At the start of the Movement phase, a Haruspex may spend up to three Food tokens to gain +2&amp;quot; bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Haruspex may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Haruspex may spend any number of Food tokens to recover one wound per food token spent.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rapacious Hunger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:20/A:15/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*Any model may take a Thresher Scythe - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Haruspex}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hive Guard Brood====&lt;br /&gt;
This unit contains 3 Hive Guards (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can include up to 3 more Hive Guards (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;), or up to 6 more Hive Guards (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hive Guard || 5&amp;quot; || 4+ || 3+ || 4 || 5 || 3 || 2 || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Impaler Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Targeting Network:&#039;&#039;&#039; An Hive Guard Brood can re-roll every hit roll against units in line of sight with any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Synapse}} model that is within synapse range.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:-/BS:15/S:5/T:15/W:15/A:5/Ld:5/Sv:20/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Every model may replace its Impaler Cannon with a Shockcannon - 21 pts./model&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hive Guard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lictor Brood====&lt;br /&gt;
This unit contains 1 Lictor (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include 1 additional Lictor (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), 2 additional Lictors (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 3 additional Lictor (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;), or 4 additional Lictors (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lictor || 9&amp;quot; || 2+ || 4+ || 6 || 4 || 4 || 3 || 9 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| Lictor Alpha || 9&amp;quot; || 2+ || 3+ || 6 || 4 || 5 || 4 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Flesh Hooks&lt;br /&gt;
*A pair of Grasping Talons&lt;br /&gt;
*A pair of Rending Claws&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assassins Pack:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 6&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Chameleonic Skin&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hidden Hunter&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Reflexes:&#039;&#039;&#039; Lictors have a 5++ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;It&#039;s got my weapon!&amp;quot;:&#039;&#039;&#039; (Lictor Alpha Only) When attacking an enemy, a Lictor may force an opposed weapon skill test on each model wounded by it in either shooting or assault. Upon announcing a disarm check and designating the weapon to be disarmed, both players roll 1d6 and add it to the opposite of their weapon skill (a 2+ WS means 6, 3+ means 5, etc...), if the Lictor loses, nothing happens. If the Lictor wins then the designated item is disarmed and cannot be used for the remainder of the turn.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;There is no Escape&amp;quot;:&#039;&#039;&#039; (Lictor Alpha Only) Enemy {{W40kKeyword|CHARACTERS}} cannot disengage from a Lictor Alpha.&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Where are my Guards&amp;quot;:&#039;&#039;&#039; Enemy units can&#039;t intercept wounds made by Lictors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ambush!&#039;&#039;&#039; - A Lictor Brood with this upgrade has to be placed at least D3+3&amp;quot; from any enemy unit the turn in which it arrives through the &#039;&#039;Hidden Hunter&#039;&#039; rule&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:-/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (Lictor Alpha): (M:10/WS:-/BS:10/S:5/T:15/W:20/A:10/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*The entire unit may take Ambush! upgrade - 20 pts./model&lt;br /&gt;
*One model in the Brood may be upgraded into a Lictor Alpha for 25 points./1 PP&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lictor}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Maleceptor Brood====&lt;br /&gt;
This unit contains 1 Maleceptor (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can contain 1 additional Maleceptor (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additional Maleceptors (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Maleceptor || 7&amp;quot; || * || 4+ || * || 7 || 12 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 4+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 5+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 6+ || 5&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*One pair of Massive Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Barrier&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Maleceptor can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039;, &#039;&#039;Psychic Overload&#039;&#039; and &#039;&#039;Psychic Void&#039;&#039; psychic powers. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind&#039;s disciplines. Whenever a Maleceptor attempts to manifest a psychic power, add 1 to its Psychic test.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Overload&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 8&lt;br /&gt;
:: Select a unit within 24&amp;quot; that is visible to the psyker; that unit suffers D3 automatic hits with the profile below (&#039;&#039;Psychic Overload&#039;&#039; may be manifested a number of times equal to the number of Malefactors currently on the board.):&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| - || - || - || Do not roll to wound against units hit by &#039;&#039;Psychic Overload&#039;&#039; - instead, this unit must roll a Leadership test on 3D6, adding +1 for each model within 12&amp;quot; of this model, and an additional +2 for each model within 6&amp;quot; of this model. If the test is failed, the unit suffers D3+3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychic Void&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge&#039;&#039;&#039;: 7&lt;br /&gt;
:: The Malefactor that manifested this power and any other friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Psyker}} within 12&amp;quot; can add 3 to the result of the dices when attempting to deny an enemy psychic power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:20/WS:10/BS:30/S:10/T:20/W:20/A:10/Ld:10/Sv:30/Psy:25/Syn:20)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Maleceptor}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Megakaryte Swarm Brood====&lt;br /&gt;
This unit contains 3 Megakarytes Swarms (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 9 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;), or up to 12 more Megakarytes Swarms (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Megakarytes Swarm || 7&amp;quot; || 6+ || - || 1 || 1 || 6 || 6 || 4 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Cutting Teeth&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cutting Teeth&#039;&#039;&#039; || Melee || Melee || user || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Minuscule Creatures:&#039;&#039;&#039; This unit treats cover as if it had the {{W40kKeyword|Infantry}} keyword. In addition, it takes twice the number of hits from weapons which automatically hit their target but gains +3 to its armour save when in cover and enemy units shooting this unit suffer a -1 to hit that becomes a -2 when this unit is in cover. Finally, this unit may never hold objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Surgical Biomorphs:&#039;&#039;&#039; At the beginning of your movement phase you may choose a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit (that doesn&#039;t have the {{W40kKeyword|&amp;lt;Swarm&amp;gt;}} keyword) within 3&amp;quot; of this unit. The unit heals D3 previously lost wounds (no model may be revived by this rule) while this unit suffers an equal amount of mortal wounds. If the unit has the {{W40kKeyword|Monster}} keyword it can heal D6 wounds instead of D3 but this unit automatically suffers 6 mortal wounds. Finally, if the model is {{W40kKeyword|Titanic}} it can also heal D6 wounds but this unit suffers 12 mortal wounds instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:3/BS:-/S:-/T:4/W:-/A:-/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 2 pts./model&lt;br /&gt;
::-Toxin Sacs - 1 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Megakarytes Swarm}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pyrovore Brood====&lt;br /&gt;
This unit contains 1 Pyrovore (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can 1 additional Pyrovore (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), 2 additional Pyrovores (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 3 additional Pyrovores (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), or 4 additional Pyrovores (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Pyrovore || 5&amp;quot; || 4+ || 4+ || 5 || 4 || 4 || 2 || 5 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid maw&lt;br /&gt;
*Flamespurt cannon&lt;br /&gt;
*Acid blood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Volatile&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:10/BS:-/S:-/T:15/W:15/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Pyrovores}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Synaptic Booster Spore Brood====&lt;br /&gt;
This unit contains 3 Synaptic Booster Spores (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Synaptic Booster Spores (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;) or up to 6 more Synaptic Booster Spores (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Synaptic Booster Spore || D3+3&amp;quot; || 6+ || 6+ || 1 || 1 || 1 || 1 || 10 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Bomb&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Resonator:&#039;&#039;&#039; Whilst a Synaptic Booster Spore is within 12&amp;quot; of a friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|SYNAPSE}} unit, the Synaptic Booster Spore has the {{W40kKeyword|SYNAPSE}} keyword and the &#039;&#039;Synapse&#039;&#039; ability.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:10)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Synaptic Booster Spores}}, {{W40kKeyword|Fly}},&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Laius Horror====&lt;br /&gt;
This unit contains 1 Laius Horror (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Laius Horror || 9&amp;quot; || 4+ || 4+ || 6 || 6 || 9 || 4 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Monstrous Scything Talons&lt;br /&gt;
*Thresher Scythe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;From The Inside:&#039;&#039;&#039; Laius Horror always starts the game in reserves. If your army includes the Laius Horror, secretly write one enemy {{W40kKeyword|Infantry}} and non-{{W40kKeyword|Character}} model with 1 wound as a Host. If there is no such model, pick a 2 wounds {{W40kKeyword|Infantry}} and non-{{W40kKeyword|Character}} model. When the Host loses its last Wound, reveal the note to your opponent, replace the Host with the Laius Horror. If there is no space to place the Laius Horror directly on top of where its host been, move other models in the Host&#039;s unit until it can be placed - from this moment the Laius Horror count as being locked in close combat with his Host&#039;s unit. This does not count as a Charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|The Laius Horror}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tyrant Guard Brood====&lt;br /&gt;
This unit contains 3 Tyrant Guards (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 3 more Tyrant Guards (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyrant Guard || 7&amp;quot; || 3+ || 4+ || 5 || 5 || 3 || 3 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Rending Claws&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Blind Fighting:&#039;&#039;&#039; As long as there is a friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Hive Tyrant}} within 6&amp;quot; of this unit, it can use the {{W40kKeyword|Hive Tyrant}}&#039;s Weapon Skill and Ballistic Skill rather than its own.&lt;br /&gt;
*&#039;&#039;&#039;Blind Rampage&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shieldwall&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10*WS:5/BS:-/S:5/T:10/W:20/A:10/Ld:5/Sv:25*/Psy:-/Syn:-)&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;can not be taken on a model with wings biomorph.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*Any model may swap its pair of Scything Talons with one of the following:&lt;br /&gt;
:: -A pair of Crushing Claws - 12 pts.&lt;br /&gt;
:: -A pair of Lash Whip and Bonesword - 2 pts.&lt;br /&gt;
* Entire brood may take one of the following:&lt;br /&gt;
::-Snake Body - 20 pts./model&lt;br /&gt;
::-Wings - 15 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyrant Guard}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Venomthrope Brood====&lt;br /&gt;
This unit contains 3 Venomthropes (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include up to 3 more Venomthropes (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or up to 6 more Venomthropes (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Venomthrope || 6&amp;quot; || 4+ || 4+ || 4 || 4 || 3 || 2 || 5 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Toxic Lashes&lt;br /&gt;
*Toxic Miasma&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shrouding Spores:&#039;&#039;&#039; Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units (excluding {{W40kKeyword|Monsters}}) within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Venomthropes. In addition, your opponent must subtract 1 from hit rolls that target {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Monsters}} whilst they are within 6&amp;quot; of any {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Venomthrope units that contain 3 or more models. Increase the range of both these effects to 9&amp;quot; whilst this unit contains 6 or more models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5:WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:5/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Venomthrope}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ymgarl Genestealer Brood====&lt;br /&gt;
This unit contains 5 Ymgarl Genestealers (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include up to 5 more Ymgarl Genestealers (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or up to 10 more Ymgarl Genestealers (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Genestealer || 8&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 3 || 9 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Ymgarl Broodlord || 8&amp;quot; || 2+ || 4+ || 5 || 5 || 3 || 4 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*One pair of Rending Claws&lt;br /&gt;
*One pair of Monstrous Rending Claws (Ymgarl Broodlord Only)&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Alter Form:&#039;&#039;&#039; At the start of its movement phase, a Ymgarl Genestealer Brood must alter their form into one of the three listed below. The bonus gained lasts until the start of its next movement phase. The same form cannot be chosen in two consecutive turns. &lt;br /&gt;
::*&#039;&#039;&#039;Slashing Claws:&#039;&#039;&#039; every model in the brood has +1 Strength.&lt;br /&gt;
::*&#039;&#039;&#039;Tentacled Limbs:&#039;&#039;&#039; every model in the brood has +1 Attack.&lt;br /&gt;
::*&#039;&#039;&#039;Muscle Carapace:&#039;&#039;&#039; every model in the brood has +1 Toughness.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Reflexes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift and Deadly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;A Ymgarl Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and &#039;&#039;The Horror&#039;&#039; power.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death From the Shadows:&#039;&#039;&#039; During deployment, you can set up this unit in the shadows instead of placing it on the battlefield. At the end of any of your Movement phases, you can set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models and inside a piece of terrain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:1/BS:-/S:3/T:4/W:-/A:2/Ld:-/Sv:5/Psy:-/Syn:-)&lt;br /&gt;
::- Mutations (Ymgarl Broodlord): (M:4/WS:5/BS:-/S:10/T:20/W:10/A:5/Ld:-/Sv:20/Psy:-/Syn:-) &lt;br /&gt;
* The entire unit may take Death from the Shadows upgrade - 15 pts./model&lt;br /&gt;
* Any model in a brood may take one of the following:&lt;br /&gt;
::-Scything talons - free&lt;br /&gt;
::-Rending claws  - 2 pts.&lt;br /&gt;
*Any model in the brood may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*All models in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Serrated blades - 3 pts./model&lt;br /&gt;
::-Carbonized claws - 3 pts./model&lt;br /&gt;
*May add a Broodlord - 55 pts./3 PP&lt;br /&gt;
*The Broodlord may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*The Broodlord may take one of the following:&lt;br /&gt;
::- Monstrous Scything Talons - 7 pts.&lt;br /&gt;
::- Monstrous Rending Claws  - 10 pts.&lt;br /&gt;
*The Broodlord may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Flesh Hooks - 5 pts&lt;br /&gt;
::-Implant Attack - 10 pts&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Ymgarl Genestealers}}, {{W40kKeyword|Psyker}} (Ymgarl Broodlord Only)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Zoanthrope Brood====&lt;br /&gt;
This unit contains 3 Zoanthropes (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Zoanthrope (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), 2 additional Zoanthropes (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 3 additional Zoanthropes (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 4 additional Zoanthropes (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;), 5 additional Zoanthropes (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;), or 6 additional Zoanthropes (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;),&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zoanthrope || 6&amp;quot; || 4+ || 3+ || 4 || 4 || 3 || 1 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warp Blast:&#039;&#039;&#039; When this unit manifests the Smite psychic power, it affects the closest visible enemy unit within 24&amp;quot;, instead of within 18&amp;quot;. In addition, it inflicts additional D3 mortal wounds on that enemy unit if this unit contains 4 or 5 Zoanthropes, an additional 3 mortal wounds if it contains 6-8 Zoanthropes or an additional D6 if it contains 9 Zoanthropes.&lt;br /&gt;
*&#039;&#039;&#039;Warp Field&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039; A Zoanthrope Brood can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039;, &#039;&#039;Warp Blast&#039;&#039; and one power from the Hive Mind&#039;s Wrath discipline. If it is upgraded to know one more power, it must generate one additional power from any of the Hivemind&#039;s disciplines. A Zoanthrope unit of 4 or more models can instead attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. A Zoanthrope unit of 7 or more models can instead attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. When manifesting or denying a psychic power with a Zoanthrope unit, first select a model in the unit - measure range, visibility, etc. from this model. If this unit suffers Perils of the Warp, it suffers D3 mortal wounds as described in the core rules, but units within 6&amp;quot; will only suffer damage if the Perils of the Warp causes the last model in the Zoanthrope unit to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:5/BS:10/S:5/T:15/W:15/A:10/Ld:-/Sv:-/Psy:20/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Zoanthropes}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attack===&lt;br /&gt;
====Dimachaeron Brood====&lt;br /&gt;
This unit contains 1 Dimachaeron (&#039;&#039;&#039;Power Rating 10&#039;&#039;&#039;). It can contain 1 additional Dimachaeron (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;) or 2 additional Dimachaerons (&#039;&#039;&#039;Power Rating +20&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Dimachaeron || * || * || 3+ || 6 || 6 || 14 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 12&amp;quot; || 2+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 9&amp;quot; || 3+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 6&amp;quot; || 4+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Grasping Talons and Thorax Spine-maw&lt;br /&gt;
*Sickle Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Digestion Spine&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Leaper:&#039;&#039;&#039; This model may choose to use this ability in either the Shooting phase or the Assault phase (they may not use both in the same turn)&lt;br /&gt;
**&#039;&#039;&#039;Shooting Phase&#039;&#039;&#039; - This model moves for 6 additional inches and counts as having the {{W40kKeyword|Fly}} keyword until the end of the turn. This model can then assault as normal.&lt;br /&gt;
**&#039;&#039;&#039;Assault Phase&#039;&#039;&#039; - This model rolls 3D6 when assaulting. At the end of the Assault phase roll a die for every model within 1&amp;quot; of this one; on a 6+ the model suffers a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Leaper-killer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:25/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Dimachaeron}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gargoyle Brood====&lt;br /&gt;
This unit contains 10 Gargoyles (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 10 more Gargoyles (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 20 more Gargoyles (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), up to 30 more Gargoyles (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or up to 40 more Gargoyles (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gargoyle || 12&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| Gargoyle Alpha || 12&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 2 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Fleshborer&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hail of Living Ammunition&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*For every ten Gargoyles, one may replace its Fleshborer with a Strangleweb - 5 pts.&lt;br /&gt;
*Any model may replace its fleshborer with one of the following:&lt;br /&gt;
::-Spinefists  - 4 pts.&lt;br /&gt;
::-Spike rifle  - 4 pts.&lt;br /&gt;
::-Devourer  - 8 pts.&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Overdeveloped Stabilizing Organs - 2 pts.&lt;br /&gt;
::-Pressure Detection sensors - 2 pts.&lt;br /&gt;
::-Wide-spectrum retinas - 1 pts.&lt;br /&gt;
*Any model may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal glands - 2 pts.&lt;br /&gt;
::-Toxin sacs - 2 pts.&lt;br /&gt;
* One every ten Gargoyles in the Brood may be upgraded to a Gargoyle Alpha for 6 points. The brood uses the Gargoyle Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Gargoyles}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Meiotic Spore Brood====&lt;br /&gt;
This unit contains 3 Meiotic Spores (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 3 more Meiotic Spores (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), or up to 6 more Meiotic Spores (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Meiotic Spore || 3&amp;quot; || - || - || 1 || 2 || 2 || 1 || 10 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Meiotic Spore)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Outriders of the Swarm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Meiotic Spores}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mucolid Spore Brood====&lt;br /&gt;
This unit contains 1 Mucolid Spore (&#039;&#039;&#039;Power Rating 1&#039;&#039;&#039;). It can include 1 additional Mucolid Spore (&#039;&#039;&#039;Power Rating +1&#039;&#039;&#039;), or 2 additional Mucolid Spores (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;)&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Meiotic Spore || 3&amp;quot; || - || - || 1 || 3 || 3 || 1 || 10 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Float Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Mucolid Spore)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Bombs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:3/WS:-/BS:-/S:-/T:5/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Mucolid Spores}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Ravener Brood====&lt;br /&gt;
This unit contains 3 Raveners (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 3 more Raveners (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 6 more Raveners (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ravener || 12&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 5 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| Ravener Alpha || 12&amp;quot; || 2+ || 3+ || 4 || 4 || 3 || 4 || 7 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death from Below&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrow&#039;&#039;&#039;: At the beginning of any of your Movement phases, any Ravener Brood that is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the &#039;&#039;Death from Below&#039;&#039; ability. A Ravener Brood may not burrow and return to the battlefield in the same turn. If the battle ends while the Ravener Brood is underground, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:7/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Mutations (Ravener Alpha): (M:8/WS:5/BS:5/S:5/T:10/W:10/A:10/Ld:-/Sv:6/Psy:-/Syn:15)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*Any Ravener may exchange one or both pair of Scything Talons for a pair of Rending Claws each - 2 pts.&lt;br /&gt;
*Any Ravener may take one of the following:&lt;br /&gt;
::- Spinefist - 1 pts.&lt;br /&gt;
::- Devourer  - 4 pts.&lt;br /&gt;
::- Deathspitter  - 5 pts.&lt;br /&gt;
*One Ravener in the Brood may be upgraded to a Ravener Alpha for 10 points. The brood uses the Ravener Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Raveners}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====The Red Terror=====&lt;br /&gt;
This unit contains 1 Red Terror (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Red Terror || 12&amp;quot; || 2+ || 3+ || 5 || 5 || 6 || 4 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Scything Talons&lt;br /&gt;
*Prehensile Pincer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; At the beginning of any of your Movement phases, if The Red Terror is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the Death from Below ability. The Red Terror may not burrow and return to the battlefield in the same turn. If the battle ends while The Red Terror is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death from Below&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Feeding Frenzy&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Instinctive Killer&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Raveners}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Red Terror}}, {{W40kKeyword|Synapse}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Simurgh Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A melee focused counterpart to the Tyranid Gargoyle, the Simurgh is quite simply a hormagaunt given wings.   Even faster than the already incredibly swift Hormagaunts, Simurghs rush into battle with the intent of tearing apart their enemies to feed their incredibly high metabolisms; their omnivorous digestive tracts able to consume plant and animal matter alike to predate on just about any species of xenos; even being able to eat of the flesh of xenos with wildly divergent biologies such as the Silicoid Dimanches of the federation of Xornthra or the Ammonia catalyzing Drunal of the Republic of Ikram.  Foul tempered and ferociously hungry, Simurghs are expended by the Hive Fleets in great numbers to achieve their objectives&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Take a gargoyle and give it hormagaunt scything claws, alternatively take a hormagaunt and give it gargoyle wings.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 10 Simurghs (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 10 more Simurghs (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 20 more Simurghs (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), up to 30 more Simurghs (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or up to 40 more Simurghs (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Simurgh || 12&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 5 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| Simurgh Alpha || 12&amp;quot; || 3+ || 3+ || 3 || 3 || 1 || 3 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
*Blinding venom&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Leap:&#039;&#039;&#039; This unit moves an additional 3&amp;quot; when advancing and charging. Also, whenever this unit piles in and consolidates, it can move up to 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Hungering Swarm&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:-/BS:1/S:1/T:1/W:-/A:1/Ld:1/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Carbonized Claws - 2 pts.&lt;br /&gt;
::-Serrated Blades - 2 pts.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
*One every ten Simurghs in the Brood may be upgraded to a Simurgh Alpha for 6 points. The brood uses the Simurgh Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Simurghs}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sky-Slasher Swarm Brood====&lt;br /&gt;
This unit contains 3 Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 9 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), or up to 12 more Sky-Slasher Swarms (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sky-Slasher Swarm || 12&amp;quot; || 5+ || 5+ || 3 || 3 || 3 || 4 || 4 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Claws and Teeth&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Consume:&#039;&#039;&#039; During the Shooting phase a unit with at least three bases with this rule may opt to devour an organic terrain piece (forests, bushes, swamps, etc) it touches. If it chooses to do so, you may move models in the unit to any point wholly within that piece of terrain before removing it from the field. This counts as advancing for all intents and purposes.&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Surge:&#039;&#039;&#039; In close combat, every model with this special rule can exchange all of its normal Attacks to make a single surge attack, which uses the following profile:&lt;br /&gt;
:{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. For each to-hit result of 1 or 2, the unit suffers a mortal wound.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:4/WS:2/BS:4/S:4/T:4/W:-/A:3/Ld:2/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*The unit may take Spinemaws - 2 pts/base&lt;br /&gt;
*Any model in the brood may take one of the following biomorphs:&lt;br /&gt;
::-Carbonized Claws - 3 pts.&lt;br /&gt;
::-Serrated Blades - 3 pts.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenal Glands - 4 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Swarm}}, {{W40kKeyword|Sky-Slasher Swarms}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spore Mine Brood====&lt;br /&gt;
This unit contains 3 Frag Mines (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Frag Mines (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Frag Mines (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), or up to 9 more Frag Mines (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Acid Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+&lt;br /&gt;
|-&lt;br /&gt;
| Char Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+&lt;br /&gt;
|-&lt;br /&gt;
| Frag Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+&lt;br /&gt;
|-&lt;br /&gt;
| Toxic Mine || D3+3&amp;quot; || - || - || 1 || 1 || 1 || 1 || 10 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Float Down&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Acid Mine):&#039;&#039;&#039; An Acid Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time an Acid Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Acid Mine is then destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Char Mine):&#039;&#039;&#039; A Char Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time a Char Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. If the enemy unit has the {{W40kKeyword|Flyer}} keyword, double the amount of mortal wounds it suffers. The Char Mine is then destroyed.&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Frag Mine):&#039;&#039;&#039; A Frag Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time a Frag Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Frag Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Floating Death (Toxic Mine):&#039;&#039;&#039; A Toxic Mine explodes if it is within 3&amp;quot; of any enemy units at the end of any Charge phase. Each time a Toxic Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. The Toxic Mine is then destroyed. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxin Mine&#039;&#039;&#039; || 1 || - || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Living Bombs&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hard to Hit&#039;&#039;&#039; (Char Mines Only)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:2/WS:-/BS:-/S:-/T:1/W:-/A:-/Ld:-/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May replace all Frag Mines in the cluster with:&lt;br /&gt;
::-Acid Mines - 2 pts./model&lt;br /&gt;
::-Char Mines - 3 pts./model&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Spore Mines}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Thing From Below====&lt;br /&gt;
This unit contains 1 Thing from Below (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Thing from Below || 9&amp;quot; || 2+ || 3+ || 6 || 5 || 6 || 5 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
*Diamond-tipped Teeth&lt;br /&gt;
*Toxin Spike&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Parasites Transmitter:&#039;&#039;&#039; At the start of the Fight Phase, if this model is within 1&amp;quot; of an enemy unit, it can make a shooting attack against that unit with the following profile:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Pistol 3 || User || 0 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound instead of the normal damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead. If the target isn&#039;t a {{W40kKeyword|VEHICLE}}, it suffers 1 mortal wound on a 6+. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Desperate Phagocytosis:&#039;&#039;&#039; At the start of any of your phases, The Thing from Below may decide to devourer its symbiotic parasite. If it does so, it regains one wound lost early in the game but loses the &#039;&#039;Symbiotic Parasite&#039;&#039; and &#039;&#039;Bio-electric Parasites Transmitter&#039;&#039; special rules.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mindless Monstrosity:&#039;&#039;&#039; If this model ever finds itself outside of a {{W40kKeyword|Synapse}} creature&#039;s {{W40kKeyword|Synapse}} radius, it has to move towards and charge the nearest unit (even if friendly). This model also suffers a -2 to its hit rolls and can only attack with its Scything Talons but doubles the number of attacks he makes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Predator from Below:&#039;&#039;&#039; If this model charges a unit incapable of firing overwatch, roll a die if the charge is successful; on a 2+ the enemy unit suffers D3 mortal wounds, 3 on a 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ripper Alpha:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Swarm}} units within 6&amp;quot; of this model can add 1 to their hit rolls in the Fight phase&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Parasite:&#039;&#039;&#039; When this model fights in the Fight phase, it can make an additional S:3 AP:0 D:1 attack that hits on a 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; Heightened Senses&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Character}}, {{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|The Thing From Below}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tyranid Shrikes Brood====&lt;br /&gt;
This unit contains 3 Tyranid Shrikes (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 3 more Tyranid Shrikes (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 6 more Tyranid Shrikes (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Shrike || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 9 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Tyranid Shrike Alpha || 6&amp;quot; || 2+ || 3+ || 4 || 4 || 3 || 4 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Devourer&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Shrike Warrior brood that has purchased the {{W40kKeyword|Psyker}} keyword can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and one psychic power from the Hivemind&#039;s Dominion discipline&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:6/WS:3/BS:5/S:4/T:7/W:8/A:4/Ld:-/Sv:6/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Basic Bio-weapons&#039;&#039;&#039; and &#039;&#039;&#039;Melee Bio-weapons&#039;&#039;&#039;lists.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*For every three Tyranid Shrikes in the brood, one may take items from the &#039;&#039;&#039;Basic Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
*Any model in the brood may take any of the following biomorphs:&lt;br /&gt;
::-Adrenaline Glands - 2 pt.&lt;br /&gt;
::-Flesh Hooks - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 3 pts.&lt;br /&gt;
*The unit may take the {{W40kKeyword|Psyker}} keyword - 10 pts./model&lt;br /&gt;
*One Tyranid Shrike in the Brood may be upgraded to a Tyranid Shrike Alpha for 10 points. The brood uses the Tyranid Shrike Alpha&#039;s leadership in place of its own as long as it is alive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tyranid Shrikes}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
====Biovore Brood====&lt;br /&gt;
This unit contains 1 Biovore (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can 1 additional Biovore (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), 2 additional Biovores (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), 3 additional Biovores (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 4 additional Biovores (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;), or 5 additional Biovores (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Biovore || 5&amp;quot; || 4+ || 4+ || 4 || 4 || 4 || 2 || 5 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Spore Mine Launcher with Frag Mines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Acid Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Acid Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Char Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Char Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Add 1 to the hit rolls when targeting units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Frag Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Frag Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher (Toxic Mines):&#039;&#039;&#039; Each time a Spore Mine Launcher equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Spore Mine Launcher misses its target, set up a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Toxic Mine model anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:-/WS:-/BS:10/S:-/T:15/W:15/A:-/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*Any model may exchange its Frag Mines for one of the following spores:&lt;br /&gt;
::-Acid Mines - free&lt;br /&gt;
::-Char Mines - free&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Biovores}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Carnifex Brood====&lt;br /&gt;
This unit contains 1 Carnifex (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Carnifex (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 2 additional Carnifexes (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;), 3 additional Carnifexes (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;), or 4 additional Carnifexes (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Carnifex || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may replace any pair of Monstrous Scything Talons with a pair of Monstrous Crushing Claws - 12 pts.&lt;br /&gt;
*Any model may replace a pair of Monstrous Scything Talons with a Stonecrusher Ramshield - 15 pts.&lt;br /&gt;
*Any model may take items from the &#039;&#039;&#039;Monstrous Bio-cannons&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Bio-plasma - 10 pts.&lt;br /&gt;
::-Enhanced Senses - 10 pts.&lt;br /&gt;
::-Monstrous Acid Maw - 10 pts.&lt;br /&gt;
::-Tusks - 10 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Spine Banks - 2 pts.&lt;br /&gt;
::-Spore Cysts - 10 pts.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Chitin Thorns - 4 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::-Thresher Scythe - 7 pts.&lt;br /&gt;
::-Bone Mace - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Carnifexes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Screamer-Killer Brood=====&lt;br /&gt;
This unit contains 1 Screamer-Killer (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Screamer-Killer (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 2 additional Screamer-Killers (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;), 3 additional Screamer-Killers (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;), or 4 additional Screamer-Killers (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Screamer-Killer || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasmic Scream&lt;br /&gt;
*Two pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Living Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terrifying&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Spine Banks - 2 pts.&lt;br /&gt;
::-Spore Cysts - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Screamer-Killers}}, {{W40kKeyword|Carnifexes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Stone Crusher Carnifex Brood=====&lt;br /&gt;
This unit contains 1 Stone Crusher Carnifex (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Stone Crusher Carnifex (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 2 additional Stone Crusher Carnifexes (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;), 3 additional Stone Crusher Carnifexes (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;), or 4 additional Stone Crusher Carnifexes (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Stone Crusher Carnifex || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two Wrecker Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Carapace Chitin Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may replace its pair of Wrecker Claws with a Wrecker Claw and a Bio-flail - 25 pts.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Bio-plasma - 9 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::-Thresher Scythe - 7 pts.&lt;br /&gt;
::-Bone Mace - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Stone Crusher Carnifexes}}, {{W40kKeyword|Carnifexes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Thornback Brood=====&lt;br /&gt;
This unit contains 1 Thornback (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Thornback (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), 2 additional Thornbacks (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;), 3 additional Thornbacks (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;), or 4 additional Thornbacks (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Thornback || 7&amp;quot; || 4+ || 4+ || 8 || 6 || 8 || 4 || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pairs of Monstrous Scything Talons&lt;br /&gt;
*Two Devourers with Brainleech Worms&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Chitin Thorns&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thorned Battering Ram&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vicious Hunter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:25/T:20/W:15/A:20/Ld:-/Sv:25/Psy:-/Syn:-)&lt;br /&gt;
*Any model may replace its pair of Monstrous Scything Talons with a Stranglethorn Cannon - 15 pts.&lt;br /&gt;
*Any model may replace its two Devourers with Brainleech Worms with two Deathspitter with Slimer Maggots - 14 pts.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 5 pts./model&lt;br /&gt;
::-Enhanced Senses - 10 pts./model&lt;br /&gt;
::-Spine Banks - 2 pts./model&lt;br /&gt;
::-Thresher Scythe - 7 pts/model&lt;br /&gt;
::-Toxin Sacs - 4 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Thornbacks}}, {{W40kKeyword|Carnifexes}}&lt;br /&gt;
&lt;br /&gt;
====Exocrine Brood====&lt;br /&gt;
This unit contains 1 Exocrine (&#039;&#039;&#039;Power Rating 11&#039;&#039;&#039;). It can contain 1 additional Exocrine (&#039;&#039;&#039;Power Rating +11&#039;&#039;&#039;) or 2 additional Exocrines (&#039;&#039;&#039;Power Rating +22&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Exocrine || 6&amp;quot; || * || * || 7 || 8 || 12 || * || 6 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 4+ || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4+ || 5+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5+ || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasmic cannon&lt;br /&gt;
*Powerful Limbs&lt;br /&gt;
*A pair of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Symbiotic Targeting&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapon Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (M:-/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
*Any model may take a Thresher Scythe tail biomorph - 7 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Exocrine}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Mawloc Brood====	&lt;br /&gt;
This unit contains 1 Mawloc (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can contain 1 additional Mawloc (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Mawlocs (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Mawloc || * || * || - || * || 6 || 12 || 7 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 4+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 5+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 6+ || 4&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Distensible Jaws&lt;br /&gt;
*Prehensile Pincer&lt;br /&gt;
*Three pairs of Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Burrow:&#039;&#039;&#039; At the beginning of any of your Movement phases, any Mawloc can burrow. Remove it from the battlefield – it can return as described in the Terror from the Deep ability. A Mawloc may not burrow and return to the battlefield in the same turn. If the battle ends while the Mawloc is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terror from the Deep:&#039;&#039;&#039; During deployment, you can set up a Mawloc underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Mawloc anywhere on the battlefield that is more than 1&amp;quot; away from any enemy models and more than 3&amp;quot; from any other Mawlocs set up this way this turn, then roll a D6 for each enemy unit within 2&amp;quot; of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers 1 mortal wound, on a 4-5 it suffers D3 mortal wounds and on a 6 it suffers 3 mortal wounds. The Mawloc cannot charge in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; If 4 or more of the Mawloc&#039;s Scything Talon attacks hit, instead of causing damage normally the Mawloc can attempt to swallow a victim whole. Roll a D6, and if the result is equal to or higher than the highest Wounds characteristic of the unit, one model from that unit is slain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;	&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:-/S:10/T:20/W:15/A:15/Ld:10/Sv:35/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 3 pts.&lt;br /&gt;
::-Toxin Sacs - 4 pts.&lt;br /&gt;
*Any model may replace its Prehensile Pincer with one of the following:&lt;br /&gt;
::-Biostatic Rattle - 10 pts.	&lt;br /&gt;
::-Toxinspike - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Mawloc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Toxicrene Brood====&lt;br /&gt;
This unit contains 1 Toxicrene (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can contain 1 additional Toxicrene (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additional Toxicrenes (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Toxicrene || 8&amp;quot; || * || 4+ || * || 7 || 12 || * || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 3+ || 7 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4+ || 6 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5+ || 5 || 4&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid blood&lt;br /&gt;
*Choking Cloud&lt;br /&gt;
*Two sets of Massive Toxic Lashes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Acid Blood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Entangle:&#039;&#039;&#039; During Shooting phase, Toxicrene may choose to Entangle one enemy model within 12&amp;quot; (the model must be the closest to the Toxicrene). Both players roll 1d6 and add it to the corresponding models&#039; Strenght characteristics. If the model wins, nothing happens. If it fails, it cannot move in any way and has to subtract 1 from all its hit rolls until your next Shooting phase.&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic:&#039;&#039;&#039; Any attack made by a Toxicrene cause an additional mortal wound on a 6+.&lt;br /&gt;
*&#039;&#039;&#039;Hypertoxic Miasma&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Overwork&#039;&#039;&#039;: During the Movement phase, a Toxicrene may choose to suffer D3 mortal wounds to add D6&amp;quot; to its Move, Advance and Charge characteristics.&lt;br /&gt;
&lt;br /&gt;
Options:&lt;br /&gt;
*Mutations: (M:10/WS:30/BS:10/S:5/T:20/W:20/A:20/Ld:10/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Toxicrene}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Trygon Brood====&lt;br /&gt;
This unit contains 1 Trygon (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). It can contain 1 additional Trygon (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or 2 additional Trygons (&#039;&#039;&#039;Power Rating +18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Trygon || * || * || * || 7 || 6 || 12 || 6 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-electric Pulse&lt;br /&gt;
*Three pairs of Monstrous Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ambusher Brood:&#039;&#039;&#039; The first time this unit is set up on the battlefield, all of its models must be placed within 9&amp;quot; of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.&lt;br /&gt;
*&#039;&#039;&#039;Burrow&#039;&#039;&#039;: At the beginning of any of your Movement phases, any Trygon that is not within 1&amp;quot; of an enemy unit can burrow. Remove it from the battlefield - it can return as described in the &#039;&#039;Subterranean Assault&#039;&#039; ability. A Trygon may not burrow and return to the battlefield in the same turn. If the battle ends while the Trygon is underground, it is considered to be slain.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lurker:&#039;&#039;&#039; A Trygon Prime with this upgrade can enter from Reserve on the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Prepared Tunnel Network:&#039;&#039;&#039; Two units can emerge by the &#039;&#039;Subterranean Assault&#039;&#039; special rule with a Trygon with this upgrade.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:35/Psy:25/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*The entire brood may take any of the following Upgrades:&lt;br /&gt;
::- Prepared Tunnel Network - 50 pts./model&lt;br /&gt;
::- Lurker - 50 pts./model&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Heavy Spinefist - 10 pts.&lt;br /&gt;
::- Spine banks - 2 pts.&lt;br /&gt;
*Any model may take one of the following tail biomorphs:&lt;br /&gt;
::- Biostatic Rattle - free&lt;br /&gt;
::- Prehensile Pincer - free&lt;br /&gt;
::- Toxinspike - 1 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Trygon}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tyrannofex Brood====&lt;br /&gt;
This unit contains 1 Tyrannofex (&#039;&#039;&#039;Power Rating 11&#039;&#039;&#039;). It can contain 1 additional Tyrannofex (&#039;&#039;&#039;Power Rating +11&#039;&#039;&#039;) or 2 additional Tyrannofexes (&#039;&#039;&#039;Power Rating +22&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannofex || * || * || * || 7 || 6 || 12 || 6 || 7 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 9&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 5&amp;quot; || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid spray&lt;br /&gt;
*Powerful Limbs&lt;br /&gt;
*Stinger salvo&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-tank&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapon Beast&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:20/S:10/T:20/W:20/A:10/Ld:10/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take one item from the &#039;&#039;&#039;Thorax Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;&#039;Biomorphs&#039;&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Acid Spray with one of the following: &lt;br /&gt;
::-Fleshborer hive - 15 pts.&lt;br /&gt;
::-Rupture cannon - 35 pts.&lt;br /&gt;
*Any model may take any of the following:&lt;br /&gt;
::-Adrenal Glands - 2 pts.&lt;br /&gt;
::-Toxin Sacs - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tyrannofex}}&lt;br /&gt;
&lt;br /&gt;
===Flyer===&lt;br /&gt;
====Erinyes Brood====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;These terrifying beasts are tailor-made to deliver fast and lethal attacks against the enemies of the hive fleet as well as to confound the machinery of the enemies of the Tyranids with constant generation of electromagnetic energy that can foul even the hardiest and most sophisticated of machinery.  With most of its enemies heavily dependent on technology, the Erinyes finds itself a feared opponent for enemy mechanized divisions and especially those foes who would entrust their defence to machinery.  They are especially feared by the Mechanicus, the Iron Warriors, the Tau, and hated by Ork mekboyz for their ability to render the creations that they rely so much on nearly inoperable.  Even non-mechanical foes, however, must beware as the Erinyes is a highly specialized and capable killer in close combat and can dive from the skies to immediately engage an opponent in a vicious melee that few enemies are likely to survive.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Modelling notes:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;If you&#039;re feeling lazy you could simply put a flying MUTO (from the 2014 Godzilla movie) toy on a base, if you&#039;re feeling a bit more up for hardcore converting, the model is meant to have a rather pronounced shield head (like said MUTOs) and the wings are more angular like the Harridan&#039;s than the more traditionally bat-like wings of the Harpy/Crone and Flyrant.  It should be about in between the size of a Harridan and a Harpy.   The tail is scythed so don&#039;t forget that.  This is  less of a shooty flying monstrous creature and more of a choppy one, so the melee biomorphs should be rather pronounced and it should have legs that look like they can function on land &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Erinys (&#039;&#039;&#039;Power Rating 12&#039;&#039;&#039;). It can contain 1 additional Erinys (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;) or 2 additional Erinyes (&#039;&#039;&#039;Power Rating +24&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Erinys || * || * || 4+ || 8 || 6 || 18 || * || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 9-18+ || 30&amp;quot; || 3+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 20&amp;quot; || 4+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 10&amp;quot; || 5+ || D3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Bio-plasma &lt;br /&gt;
*Electroshock Grubs &lt;br /&gt;
*Flesh Hooks&lt;br /&gt;
*Heavy Spinefist &lt;br /&gt;
*Scything Wings&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Electromagnetic Blast:&#039;&#039;&#039; At the start of your Shooting phase, the Erinyes may release a special pulse of electromagnetic energy. Every enemy model within 12&amp;quot; takes one automatic hit with the following profile ({{W40kKeyword|VEHICLE}} suffer 3 hits instead):&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 4 || -1 || 1 || If the target is a {{W40kKeyword|VEHICLE}} and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault:&#039;&#039;&#039; This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
*&#039;&#039;&#039;Wing Tearer&#039;&#039;&#039;: During the Fight phase, if an Erinys is against a unit with the {{W40kKeyword|Flyer}} keyword, roll 2D6 for every wound inflicted on that unit; on a 10+ that unit immediately suffers the effects of the &#039;&#039;Crash and Burn&#039;&#039; special rule, though this model doesn&#039;t suffer any mortal wounds from it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lone Hunter:&#039;&#039;&#039; This model is not affected by the &#039;&#039;Instinctive Behaviour&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:20/WS:10/BS:5/S:20/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::- Stinger Salvo - 8 pts.&lt;br /&gt;
::- Cluster Spines - 10 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; Upgrade - 25 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Erinyes}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
====Harpy Brood====&lt;br /&gt;
This unit contains 1 Harpy (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can contain 1 additional Harpy (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional Harpies (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || * || * || * || 6 || 6 || 12 || 3 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 30&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 10&amp;quot; || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Scything Wings&lt;br /&gt;
*Stinger Salvo&lt;br /&gt;
*Two Stranglethorn Cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Brood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sonic Screech&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Cysts (Acid Mine):&#039;&#039;&#039; A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ an Acid Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Acid Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time an Acid Mine misses its target, set up a single &amp;lt;HIVE FLEET&amp;gt; Acid Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Cysts (Char Mine):&#039;&#039;&#039; A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Char Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Char Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a Char Mine misses its target, set up a single &amp;lt;HIVE FLEET&amp;gt; Char Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the roll when targeting units that can {{W40kKeyword|Fly}}. Enemies that can {{W40kKeyword|Fly}} suffer double the number of mortal wounds from this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Cysts (Frag Mine):&#039;&#039;&#039; A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Frag Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Frag Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Frag Mine misses its target, set up a single &amp;lt;HIVE FLEET&amp;gt; Frag Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Cysts (Toxic Mine):&#039;&#039;&#039; A Harpy can drop Spore Mines as it flies over enemy units in the Movement phase. To do so, after the Harpy has moved, pick one enemy unit that it flew over and roll a D6 for each model in the unit, up to a maximum of 3 dice. Each time you roll a 4+ a Toxic Mine has hit the target and explodes. Roll a D6 to find out how much damage is inflicted; on a 1 the Toxic Mine fails to inflict any harm, on a 2-5 it inflicts D6 automatic hits on the nearest enemy unit, and on a 6 it inflicts 6 automatic hits on that unit. Each time a Toxic Mine misses its target, set up a single &amp;lt;HIVE FLEET&amp;gt; Toxic Mine anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault:&#039;&#039;&#039; This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lone Hunter:&#039;&#039;&#039; This model is not affected by the &#039;&#039;Instinctive Behaviour&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*Any model may replace its two Stranglethorn Cannons with two Heavy Venom Cannons - 50 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Stinger salvo - 8 pts.&lt;br /&gt;
::-Cluster spines - 10 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; Upgrade - 25 pts./model&lt;br /&gt;
*Any model may exchange its Frag Mines in its &#039;&#039;Spore Mine Cysts&#039;&#039; special rule for one of the following spores:&lt;br /&gt;
::-Acid Mines - free&lt;br /&gt;
::-Char Mines - free&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Harpy}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hive Crone Brood====&lt;br /&gt;
This unit contains 1 Hive Crone (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can contain 1 additional Hive Crone (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional Hive Crones (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Harpy || * || * || * || 6 || 6 || 12 || 3 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 30&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 20&amp;quot; || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 10&amp;quot; || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Drool cannon&lt;br /&gt;
*Scything Wings&lt;br /&gt;
*Tentaclids&lt;br /&gt;
*Wicked Spur&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swooping Assault:&#039;&#039;&#039; This model can only be charged by units that can {{W40kKeyword|Fly}}, and can only be attacked in the Fight phase by units that can {{W40kKeyword|Fly}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lone Hunter:&#039;&#039;&#039; This model is not affected by the &#039;&#039;Instinctive Behaviour&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:10/WS:10/BS:15/S:10/T:20/W:15/A:15/Ld:-/Sv:30/Psy:-/Syn:-)&lt;br /&gt;
*Any model may take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*Any model may take a second set of Tentacilids - 15 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::-Stinger salvo - 8 pts.&lt;br /&gt;
::-Cluster spines - 10 pts.&lt;br /&gt;
*May take the &#039;&#039;&#039;Lone Hunter&#039;&#039;&#039; Upgrade - 25 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Flyer}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Hive Crone}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
==== [[Malefactor]] ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A distinctive ground based transport organism for the Tyranid swarm, the malefactor is incredibly durable and is also well noted for its displeasing aesthetics.  While not particularly dangerous in combat, it is capable of absorbing obscene damage.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modeling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The malefactor isn&#039;t particularly hard to make, though if you have the old Armorcast minis; good for you!  Be warned, some people will probably sooner gouge out their eyes than gaze upon the...erm...&#039;&#039;beauty&#039;&#039; of the malefactor for too long.  A &#039;&#039;beauty&#039;&#039; so otherwordly that even the forces of Nurgle, Slaanesh, and the Haemonculi are driven to mass vomiting and find their eyes bursting into flames when they gaze upon the Malefactor&#039;s &#039;&#039;glory&#039;&#039;.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Malefactor (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Malefactor || * || 5+ || 5+ || * || 8 || 16 || * || 7 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 8&amp;quot; || 6 || 3&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4&amp;quot; || 5 || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 2&amp;quot; || 4 || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Adrenal Glands&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
*Enhanced Leg Muscles&lt;br /&gt;
*Scything Talons &lt;br /&gt;
*Two sets of Cluster Spines&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Transport Beast:&#039;&#039;&#039; When you set a Malefactor on the field, you can also set up a {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|INFANTRY}} unit of up to 20 models or a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|MONSTER}} with a Wounds characteristic of 14 or less inside it (this cannot be a Tyrannocyte or a Sporocyst). A Malefactor may disembark units while it is being assaulted or after it moved but may not disembark on a turn that it has chosen to advance.  If it is transporting a Synapse creature, then the synapse field continues to project from within the Malefactor, measuring the synapse field from the malefactor&#039;s base instead of the original model&#039;s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:15/WS:5/BS:10/S:5/T:20/W:20/A:5/Ld:5/Sv:-/Psy:-/Syn:-)&lt;br /&gt;
*May take take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 5 pts.&lt;br /&gt;
::-Toxin Sacs - 6 pts.&lt;br /&gt;
*May replace Electro-shock Grubs with any other item from the &#039;&#039;Thorax Biomorphs&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Malefactor}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tyrannocyte====&lt;br /&gt;
This unit contains 1 Tyrannocyte (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tyrannocyte || * || 5+ || 5+ || * || 6 || 12 || * || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 6&amp;quot; || 5 || D6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4&amp;quot; || 4 || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 2&amp;quot; || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Five Deathspitters&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Invasion Organism:&#039;&#039;&#039; During deployment, you can set up a Tyrannocyte in its hive ship instead of placing it on the battlefield. If you do so, the hive ship can launch the Tyrannocyte at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. Any models that are inside the Tyrannocyte (see right) must immediately disembark in the same manner as a unit disembarking from a transport, except that they must be set up more than 9&amp;quot; away from any enemy models. Any models that cannot be set up in this way are destroyed. This model and any units embarked aboard it are exempt from the &#039;&#039;Tactical Reserves&#039;&#039; matched play rule.&lt;br /&gt;
*&#039;&#039;&#039;Transport Spore&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May take take up to three items from the &#039;&#039;Biomorphs&#039;&#039; list.&lt;br /&gt;
*Any model take any of the followings:&lt;br /&gt;
::-Adrenal Glands - 1 pts.&lt;br /&gt;
::-Toxin Sacs - 1 pts.&lt;br /&gt;
*May replace all five Deathspitters with:&lt;br /&gt;
::- Five Barbed Stranglers - 50 pts.&lt;br /&gt;
::- Five Venom Cannons - 60 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Tyrannocyte}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
==== Cerebore ====&lt;br /&gt;
This unit contains 1 Cerebore (&#039;&#039;&#039;Power Rating 30&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Cerebore || * || * || 4+ || 8 || 8 || 30 || * || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 16-30+ || 18&amp;quot; || 3+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 9-15 || 12&amp;quot; || 3+ || D3+2 &lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 6&amp;quot; || 4+ || D3 &lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3&amp;quot; || 5+ || 1 &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Monstrous Lash Whips&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Feeder Tendrils &lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Bio-acid Spray&lt;br /&gt;
*Frag-spine Batteries&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
*Thresher Tendrils&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Instinctive behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thresher Tendrils:&#039;&#039;&#039; Once per battle at the beginning of your turn, this model may exhaust its Thresher Tendrils to provide an extra boost of speed. If you activate this ability this model advances and charges 3D6&amp;quot; discarding the lowest value, and may charge after advancing. Any models embarked inside it may disembark after it has advanced and may still charge themselves with a +1 to their charge distances. Once your turn finished, however, this model suffers D6 mortal wounds from overexerting itself and ripping itself to pieces.&lt;br /&gt;
*&#039;&#039;&#039;Living transport:&#039;&#039;&#039; This model can transport up to 20 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}} or {{W40kKeyword|HORMAGAUNTS}}, or a unit of up to 6 {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}}. It may also transport a single {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} {{W40kKeyword|TYRANID PRIME}}, {{W40kKeyword|Genestealer Patriarch}} or {{W40kKeyword|Ymgarl Genestealer Patriarch}}.&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::-Bio-cannon - 45 pts.&lt;br /&gt;
::-Cellular Bolster - 35 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::-Spore Cloud - 35 pts.&lt;br /&gt;
::-Spine-cloud Spray - 35 pts.&lt;br /&gt;
::-Synaptic Regeneration - 45 pts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Cerebore}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dactylis====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Fluff:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Hivemind&#039;s standard approach towards siege operations usually include subterranean or aerial distraction strike, followed by the massed frontal assault, lead by heavily armoured Carnifexes, meant to soak enemy firepower and ram through the gates or even walls. Though against the most heavily fortified points of the Imperium and Orks these attacks have proven to be too costly, mainly due to the absurd amount of heavy ordnance they deploy. To counter this, hive mind breed it&#039;s own heavy ordnance, in a form of Dactylis.&amp;lt;br&amp;gt;&lt;br /&gt;
Based on the simple and easy to produce Carnifex genus, Dactylis is nothing like its progenitor. Slow and sluggish, it prefers to keep itself as long distance from its foes as possible, and usually tries to hide and flee if left on its own. Its weapon limbs get transformed into massive plates of ablative armour, almost useless in close combat, but invaluable at protecting it from enemy firepower. Armed with a massive spore launcher biomorph on it&#039;s back, Dactylis uses its oversized chem glands to fill both the spores and the weapon&#039;s barrel with compressed bio-plasma, and then detonate it to launch the spore with a force, rivalled only by the heavy artillery of humans. Though neither the launching process nor the chem glands of the Dactylis proven to be stable, the usefulness of this siege beast and the ease with producing it totally compensate these weaknesses.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Modelling notes&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A Dactylis should be represented with a Carnifex base body with massive bio-cannon on its back, skin sacs, meant to represent bio-plasmic chem glands, sticking off its sides or back, and its weapon limbs replaced by the armour plates, covering the front of the model. The final result should look like [http://i282.photobucket.com/albums/kk260/jct5/Dactylis__1.jpg this]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Dactylis (&#039;&#039;&#039;Power Rating 40&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Dactylis || 6&amp;quot; || * || * || 8 || 9 || 30 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || 4+ || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || 5+ || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 6+ || 5+ || 1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Dactylis Birthing Cannon with Frag Mines&lt;br /&gt;
*Gigantic Shovel Limbs&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Birthing Overload:&#039;&#039;&#039; At the beginning of your shooting phase if this model did not move in the preceding movement phase, then you may have this model suffer D3+1 mortal wounds. If so, you may fire this model&#039;s Dactylis Birthing Cannon twice (and at different targets if you wish) until your next shooting phase but for each hit roll of 1, this model suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Acid Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Acid Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Acid Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Acid Mine cannot be placed it is destroyed). This then follows the rules for an Acid Mine that is part of your army, but it cannot move or charge during the turn it was set up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Char Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Char Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts D3 mortal wounds, and on a 6 it inflicts D6 mortal wounds. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Char Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Char Mine cannot be placed it is destroyed). This then follows the rules for a Char Mine that is part of your army, but it cannot move or charge during the turn it was set up. Add 1 to the hit rolls when targeting units that can {{W40kKeyword|Fly}}. Enemy {{W40kKeyword|Flyers}} suffer double the number of mortal wounds from this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Frag Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Frag Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Frag Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Frag Mine cannot be placed it is destroyed). This then follows the rules for a Frag Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Frag Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Mine&#039;&#039;&#039; || 4 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Launched Mines (Toxic Mine):&#039;&#039;&#039; Each time a Dactylis Birthing Cannon equipped with Toxic Mines hits the target, roll a D6 to find out how much damage is inflicted on the target; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 6 automatic hits with the profile below, D3+6 on a 6. Each time a Dactylis Birthing Cannon misses its target, set up D3 {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} Toxic Mine models anywhere within 6&amp;quot; of the target unit and more than 3&amp;quot; from any enemy model (if the Toxic Mine cannot be placed it is destroyed). This then follows the rules for a Toxic Mine that is part of your army, but it cannot move or charge during the turn it was set up. Use the profile below to resolve the hits inflicted by a Toxic Mine:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Mine&#039;&#039;&#039; || 1 || 0 || D3 || This weapon always wounds on a 2+ unless the target is a {{W40kKeyword|Vehicle}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruptured Birthing Sack&#039;&#039;&#039;: When this model is slain roll a D6. On a 1 nothing happens, remove this model as usual. On a 2+ place 3D6 Spore Mines (the one it had equipped) in base contact with this unit (or with an enemy unit in base contact with this model), then remove it from the battlefield. On a 6, however, the fatal blow has caused the remaining spore mines in the Dactylis’ birthing chamber to explode, causing a massive shower of lethal components. All units with 2D6” of this model suffer 6 automatic hits from the type of Spore Mines it was equipped with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;: A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unsubtle Attack’s:&#039;&#039;&#039; When this model attacks in the Fight phase, you may add 1 to the hit rolls if the targeted unit has 10 or more models in it or it has the {{W40kKeyword|Titanic}} keyword. However, it subtracts 1 from its hit rolls against units with less than 5 models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May exchange its Frag Mines for one of the following spores:&lt;br /&gt;
::-Acid Mines - free&lt;br /&gt;
::-Char Mines - free&lt;br /&gt;
::-Toxic Mines - free&lt;br /&gt;
*May take any of the followings:&lt;br /&gt;
::-Cellular Bolster - 50 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 50 pts.&lt;br /&gt;
::-Psy-Catalyst - 60 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction: {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Dactylis}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dominatrix====&lt;br /&gt;
This unit contains 1 Dominatrix (&#039;&#039;&#039;Power Rating 110&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Dominatrix || * || * || * || 12 || 10 || 65 || 4 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Casting Bonus&lt;br /&gt;
|-&lt;br /&gt;
| 46-65+ || 18” || 2+ || 2+ || +3&lt;br /&gt;
|-&lt;br /&gt;
| 36-45 || 12” || 2+ || 2+ || +2&lt;br /&gt;
|-&lt;br /&gt;
| 20-35 || 6” || 3+ || 3+ || +2&lt;br /&gt;
|-&lt;br /&gt;
| 5-19 || 4” || 4+ || 4+ || +1&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 2” || 5+ || 5+ || 0&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Gargantuan Scything Talons&lt;br /&gt;
*Two Dire Bio-cannons&lt;br /&gt;
*Back-mounted Digestion Cannon&lt;br /&gt;
*Psychic Feelers and Mind Spikes&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Back-mounted Digestion Cannon || Macro 6 || 96” || 16 || -3 || 2D6 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-titan Warp Field&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Metabolism:&#039;&#039;&#039; When firing this its Dire Bio-cannons, this model may choose to suffer D6 mortal wounds. If it does so, double the strength of its Dire Bio-cannons.&lt;br /&gt;
*&#039;&#039;&#039;Massive Psychic Backlashing:&#039;&#039;&#039; When this model is slain all {{W40kKeyword|Tyranids}} units (including those in reserve) suffer D3 mortal wounds and all {{W40kKeyword|Psykers}} on the battlefield suffer D6 mortal wounds. If the Dominatrix had also the &#039;&#039;&#039;Norn Queen&#039;&#039;&#039; upgrade then all {{W40kKeyword|Tyranids}} suffer D6 mortal wounds, all {{W40kKeyword|Tyranids}} model in reserve are instantly slain and all {{W40kKeyword|Psykers}} on the battlefield would suffer 2D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Monster in the Warp:&#039;&#039;&#039; Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make if they are within 36&amp;quot; of any units with this ability. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected.&lt;br /&gt;
*&#039;&#039;&#039;Monstrous Progenitor:&#039;&#039;&#039; At the start of your Movement phase, a Dominatrix can spawn a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit of maximum 20 models of {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}}, {{W40kKeyword|HORMAGAUNTS}}, {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}} If it does so add the new unit on the battlefield so that it is wholly within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing unit of {{W40kKeyword|GENESTEALERS}}, {{W40kKeyword|Ymgarl GENESTEALERS}}, {{W40kKeyword|TERMAGANTS}}, {{W40kKeyword|HORMAGAUNTS}}, {{W40kKeyword|HIVE GUARD}}, {{W40kKeyword|TYRANT GUARD}} or {{W40kKeyword|TYRANID WARRIORS}} from your army that is within 6&amp;quot; of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Beacon:&#039;&#039;&#039; {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units automatically pass Morale tests if they are within 36&amp;quot; of this model. In addition, Instinctive Behaviour effects only activate if the unit is more than 72” away from this model.&lt;br /&gt;
*&#039;&#039;&#039;Titanic monster:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|INFANTRY}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|INFANTRY}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Dominatrix can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
*A Dominatrix that has the &#039;&#039;&#039;Norn Queen&#039;&#039;&#039; upgrade can attempt to manifest five psychic powers in each friendly Psychic phase, and attempt to deny four psychic power in each enemy Psychic phase. It knows the Smite power and five psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Norn Queen:&#039;&#039;&#039; A model with a Norn Queen has a 4+ invulnerable save and adds +1 to its casting rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace its Back-mounted Digestion Cannon for the &#039;&#039;&#039;Norn Queen&#039;&#039;&#039; upgrade - 400 pts.&lt;br /&gt;
*May take up to four Biomorphs from the following list:&lt;br /&gt;
::- Incendiary Ichor - 40 pts.&lt;br /&gt;
::- Greater Flesh Hooks* - 30 pts. &lt;br /&gt;
::- Frag Spine Batteries* - 30 pts.&lt;br /&gt;
::- Cellular Bolster - 80 pts. &lt;br /&gt;
::- Spine-cloud Spray* - 40 pts.&lt;br /&gt;
::- Spore Cloud - 50 pts.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;may be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Dominatrix}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Harridan====&lt;br /&gt;
This unit contains 1 Harridan (&#039;&#039;&#039;Power Rating 32&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Harridan || * || * || * || 7 || 7 || 30 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 16-30+ || 30” || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 10-15 || 20&amp;quot; || 3+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 5-9 || 15” || 4+ || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 10” || 5+ || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two Bio-cannons&lt;br /&gt;
*A pair of Massive Sything Talons&lt;br /&gt;
*Transport Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;	&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Harridan)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Flying Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Metabolism&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sky Attack&#039;&#039;&#039;&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take any biomorph from the following list:&lt;br /&gt;
::-Cellular Bolster - 15 pts.&lt;br /&gt;
::-Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::-Frag Spine Batteries - 30 pts.&lt;br /&gt;
::-Gargantuan warp shield - 40 pts. &lt;br /&gt;
::-Regeneration - 45 pts.&lt;br /&gt;
::-Psy-Catalyst - 50 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Viragon}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hierodules====&lt;br /&gt;
=====Barbed Hierodule=====&lt;br /&gt;
This unit contains 1 Barbed Hierodule (&#039;&#039;&#039;Power Rating 22&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Barbed Hierodule || * || 3+ || * || 10 || 8 || 22 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 11-22+ || 12” || 4+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 8” || 5+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 4” || 6+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Bio-cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Hierodule)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport Chamber - 15 pts.&lt;br /&gt;
::- Cellular Bolster - 15 pts.&lt;br /&gt;
::- Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::- Spore Cloud - 40 pts.&lt;br /&gt;
::- Synaptic Regeneration - 45 pts.&lt;br /&gt;
::- Psy-Catalyst - 50 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Barbed Hierodule}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Scythed Hierodule=====&lt;br /&gt;
This unit contains 1 Scythed Hierodule (&#039;&#039;&#039;Power Rating 18&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Scythed Hierodule || * || * || 4+ || 10 || 8 || 22 || * || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 11-22+ || 12” || 3+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 8” || 4+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-5 || 4” || 5+ || 3&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Bio-acid Spray&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Agile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Hierodule)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
 		&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport Chamber - 15 pts.&lt;br /&gt;
::- Cellular Bolster - 15 pts.&lt;br /&gt;
::- Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::- Spore Cloud - 40 pts.&lt;br /&gt;
::- Synaptic Regeneration - 45 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Scythed Hierodule}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hierophant====&lt;br /&gt;
This unit contains 1 Hierophant (&#039;&#039;&#039;Power Rating 100&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hierophant || * || * || 3+ || 10 || 8 || 50 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 35-50+ || 12” || 3+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || 9” || 3+ || 5&lt;br /&gt;
|-&lt;br /&gt;
| 5-19 || 6” || 4+ || 4&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3” || 5+ || 3&lt;br /&gt;
|}	&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*A pair of Gargantuan Scything Talons&lt;br /&gt;
*Bio-plasma Torrent&lt;br /&gt;
*Gargantuan Warp Shield&lt;br /&gt;
*Lashwhip Pods&lt;br /&gt;
*Synaptic Regeneration&lt;br /&gt;
*Two Dire Bio-cannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes (Hierophant)&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Frenzied Metabolism&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm Incubation Chamber&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Titanic Monster&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swarm Incubation Chamber&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to four biomorphs from the following list:&lt;br /&gt;
::- Cellular Bolster - 40 pts.&lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Greater Flesh Hooks - 30 pts. &lt;br /&gt;
::- Psy-Catalyst - 80 pts.&lt;br /&gt;
::- Spine-cloud Spray - 40 pts.&lt;br /&gt;
::-Spore Cloud - 50 pts.&lt;br /&gt;
*May take one of the following:&lt;br /&gt;
::-Incendiary Ichor - free&lt;br /&gt;
::-&#039;&#039;&#039;Swarm Incubation Chamber&#039;&#039;&#039; Upgrade - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Hierophant}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hydraphant====&lt;br /&gt;
This Unit contains 1 Hydraphant (&#039;&#039;&#039;Power Rating 350&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hydraphant || * || * || * || 16 || 15 || 80 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! Attacks !! Casting bonus !! Invulnerable Save&lt;br /&gt;
|-&lt;br /&gt;
| 65-80+ || 18” || 2+ || 2+ || 6 || +3 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 40-64 || 14” || 3+ || 3+ || 5 || +2 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 20-39 || 12” || 4+ || 4+ || 4 || +2 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 10-19 || 10” || 5+ || 5+ || D3 || +1 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-9 || 8” || 5+ || 6+ || 1 || +1 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Two Hydraphant Dire Bio-cannons&lt;br /&gt;
*Massive Feeder Tendrils&lt;br /&gt;
*A pair of Spore Cloud Scything Talons&lt;br /&gt;
*Pyro-acid Spit&lt;br /&gt;
*Venom Mortar Launcher&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
*Synaptic Regeneration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-Titan Psychic Field:&#039;&#039;&#039; This model has an invulnerable save equal to the one in the table on top. Subtract 1 from the invulnerable save rolls against attacks made in the Fight phase.&lt;br /&gt;
*&#039;&#039;&#039;Clouds of Death and Despair:&#039;&#039;&#039; Enemy units targeting friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units within 24” of this model subtract 1 from their hit rolls. In addition, enemy units, that don&#039;t possess the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}} keywords, within 24” of this model subtract 3” from their movement characteristic and suffer 1 wound mortal at the end of their movement phase on a 4+ on a D6.&lt;br /&gt;
*&#039;&#039;&#039;Horror in the warp:&#039;&#039;&#039; Enemy {{W40kKeyword|Psykers}} must subtract 1 from any Psychic tests they make if they are within 36&amp;quot; of this model. {{W40kKeyword|Tyranid}} {{W40kKeyword|Psykers}} are not affected. In addition, this model does not suffer perils in the warp for rolling greater than 12 when manifesting or denying psychic powers.&lt;br /&gt;
*&#039;&#039;&#039;Impossible entity:&#039;&#039;&#039; This model ignores all damage on a 6+ except damage dealt by {{W40kKeyword|Macro}} weapons. In addition, all enemy units within 36” subtract 2 from their leadership characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Synapse Titan:&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units within 36” automatically pass morale tests and are not affected by Instinctive Behaviour.&lt;br /&gt;
*&#039;&#039;&#039;Titanic monster:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they don&#039;t possess the {{W40kKeyword|Titanic}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|Infantry}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Hydraphant can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite power and three psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Attention of the Norn Queens:&#039;&#039;&#039; This model adds an additional +1 to its psychic tests and +1 to its invulnerability saves.&lt;br /&gt;
*&#039;&#039;&#039;Gigantic Swarm Incubation Chamber:&#039;&#039;&#039; This model gains the {{W40kKeyword|Transport}} keyword and may transport up to 40 {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} {{W40kKeyword|Genestealers}}, {{W40kKeyword|Termagaunt}} or {{W40kKeyword|Hormagaunt}}, or two units of up to 6 {{W40kKeyword|Hive Guard}}, {{W40kKeyword|Tyrant Guard}} or {{W40kKeyword|Warriors}}. It may also transport a single {{W40kKeyword|Hive Tyrant}} or two {{W40kKeyword|Broodlords}}. At the start of your Movement phase, a Dominatrix can spawn a single {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} unit of maximum 20 models of any {{W40kKeyword|Tyranid}} unit that possess the {{W40kKeyword|Infantry}} keyword. If it does so add the new unit on the battlefield so that it is wholly within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy. These models have their normal Biomorphs. Alternatively, you can replace up to 20 models lost earlier in the battle in an existing {{W40kKeyword|Infantry}} unit from your army that is within 6&amp;quot; of the Dominatrix. These models count as having the same upgrades as the unit they take part in. Models placed in this way must be within 6&amp;quot; of the Dominatrix and more than 1&amp;quot; from the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Ichor and Acidic Flesh:&#039;&#039;&#039; When an enemy unit within 18” of this model inflicts one or more wounds on this model on a 5+ that model suffers a mortal wound. If this damage was dealt by a melee attack then attacking unit suffers 2D3 mortal wounds on a 2+ instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*An Hydraphant may choose one of the following three upgrades:&lt;br /&gt;
::-&#039;&#039;&#039;Incendiary Ichor and Burning Flesh&#039;&#039;&#039; - free&lt;br /&gt;
::-&#039;&#039;&#039;Gigantic Swarm Incubation Chamber&#039;&#039;&#039; - 500 pts./25 PP&lt;br /&gt;
::-&#039;&#039;&#039;Attention of the Norn Queens&#039;&#039;&#039; - 300 pts./15 PP&lt;br /&gt;
May take up to six Biomorphs from the following list:&lt;br /&gt;
::-Frag Spine Batteries* - free&lt;br /&gt;
::-Cellular Bolster - free&lt;br /&gt;
::-Psy-Catalyst - free&lt;br /&gt;
::-Spine-cloud Spray* - free&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;may be taken multiple times.&lt;br /&gt;
&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Hydraphant}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}, {{W40kKeyword|Synapse}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Nautiloid====&lt;br /&gt;
This unit contains 1 Nautiloid (&#039;&#039;&#039;Power Rating 30&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Nautiloid || 9&amp;quot; || * || 4+ || * || 8 || 30 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! WS !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 16-30+ || 2+ || 10 || 6&lt;br /&gt;
|-&lt;br /&gt;
| 7-15 || 3+ || 9 || 5&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 4+ || 7 || 4&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Amphibious Adaptations&lt;br /&gt;
*A pair of Massive Scything Talons&lt;br /&gt;
*Feeder Tendrils&lt;br /&gt;
*Greater Flesh hooks&lt;br /&gt;
*Impaling Tendril&lt;br /&gt;
*Lashwhip Pods&lt;br /&gt;
*Synaptic Regeneration&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armoured Shell:&#039;&#039;&#039; This model treats weapons of ap -1 or -2 as being ap 0.&lt;br /&gt;
*&#039;&#039;&#039;Anaphylactic Shock:&#039;&#039;&#039; Ever time a unit suffers an unsaved wound from this model roll a D6. On a 4+ the unit suffers a -1 to all its hit rolls and -1 to its movement characteristic until the next turn. Vehicles are effected on a 5+ and &#039;&#039;&#039;TITANIC&#039;&#039;&#039; units are unaffected by this ability unless they suffer 7 or more damage from this model in a single phase, in which case they are affected on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Fuel for Rampage:&#039;&#039;&#039; For each model removed as a casualty due to a Nautiloid attack (both ranged and melee), this model gains one &#039;&#039;Food Token&#039;&#039; at the end of the phase, to a maximum of six. At the start of the Movement phase, a Nautiloid may spend up to three Food tokens to gain +2&amp;quot; bonus to its maximum movement distance for each token spent. At the start of the Fight phase, a Nautiloid may spend any number of Food tokens to gain +1 bonus Attack for each token spent.  At the start of the movement phase, a Nautiloid may spend any number of Food tokens to recover one wound per food token spent.&lt;br /&gt;
*&#039;&#039;&#039;Unstoppable and stable:&#039;&#039;&#039; This model may not advance, but it does not suffer hit penalties for moving and firing heavy weapons and may not suffer any negative modifiers to its movement characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take up to three Biomorphs from the following list:&lt;br /&gt;
::-Transport Chamber - 25 pts.&lt;br /&gt;
::-Cellular Bolster - 25 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::-Spore Cloud - 40 pts.&lt;br /&gt;
::-Spine-cloud Spray - 25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Nautiloid}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viciator====&lt;br /&gt;
This unit contains 1 Viciator (&#039;&#039;&#039;Power Rating 30&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Viciator || * || * || * || 10 || 8 || 28 || 8 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS&lt;br /&gt;
|-&lt;br /&gt;
| 13-28+ || 18” || 2+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 12” || 2+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-6 || 6” || 3+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Monstrous Acid Maw&lt;br /&gt;
*A pair of Gargantuan Scything Talons&lt;br /&gt;
*Brainleech Hive&lt;br /&gt;
*Thresher Tendrils and Spikes&lt;br /&gt;
*Greater Flesh Hooks&lt;br /&gt;
*Spore cloud&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death incarnate:&#039;&#039;&#039; All units (other than this model) within 18&amp;quot; suffer a -1 to their leadership characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Unholy speed:&#039;&#039;&#039; This model rolls 3D6 dices when advancing and charging and discards the lowest result value. This model may charge after advancing.&lt;br /&gt;
*&#039;&#039;&#039;Bonded exoskeleton:&#039;&#039;&#039; This model treats all weapons with an ap value of -2 or less as being ap 0.&lt;br /&gt;
*&#039;&#039;&#039;Titanic monster:&#039;&#039;&#039; A model with this rule can Fall Back in the movement phase and still shoot and/or charge during its turn. When this model Falls Back, it can even move over enemy models as long as they possess the {{W40kKeyword|Infantry}} keyword and as long as it ends it&#039;s moving more than 1” from enemy models. This model may still shoot if there are enemy models within 1” of it as long as they possess the {{W40kKeyword|Infantry}} keyword. In this case, it can shoot at enemies within 1” of itself or any other visible enemy unit that is not within 1” of a friendly unit. Finally, this model only gains a bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May replace its Brainleech Hive with a Deathscreamer Hive - 25 pts&lt;br /&gt;
*May take up to three biomorphs from the following list:&lt;br /&gt;
::- Transport chamber - 25 pts.&lt;br /&gt;
::- Cellular bolster - 35 pts.&lt;br /&gt;
::- Frag Spine Batteries - 30 pts.&lt;br /&gt;
::- Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::- Spine-Cloud Spray - 40 pts.&lt;br /&gt;
::- Synaptic Regeneration - 45 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Viciator}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Viragon====&lt;br /&gt;
This unit contains 1 Viragon (&#039;&#039;&#039;Power Rating 100&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Viragon || * || * || * || * || 12 || 55 || 6 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! WS !! BS !! S&lt;br /&gt;
|-&lt;br /&gt;
| 45-55+ || 18” || 2+ || 2+ || 9&lt;br /&gt;
|-&lt;br /&gt;
| 35-45 || 14&amp;quot; || 2+ || 3+ || 9&lt;br /&gt;
|-&lt;br /&gt;
| 20-34 || 10” || 3+ || 3+ || 8&lt;br /&gt;
|-&lt;br /&gt;
| 5-19 || 8” || 4+ || 4+ || 7&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 6” || 5+ || 5+ || 6&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Acid Spit&lt;br /&gt;
*Melting Maw&lt;br /&gt;
*A pair of Viragon Scything Talons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Burrowing:&#039;&#039;&#039; At the beginning of any of your Movement phases, any Viragon can burrow. Remove it from the battlefield - it can return as described in the Underground Reaper ability. A Viragon may not burrow and return to the battlefield in the same turn. If the battle ends while the Viragon is underground, it is considered to be slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Caustic Vomit:&#039;&#039;&#039; When this model slays a model that doesn&#039;t have the {{W40kKeyword|Titanic}} keyword with its Melting Maw (the Swallow Whole rule counts), instead of healing D3 lost wounds, it can make a shooting attack against an enemy unit between 18&amp;quot; (even between 1&amp;quot; of this model but not of other friendly units) with the following profile:&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| 18&amp;quot; || Assault X || * || -5 || D3 || X is the number of wounds the slain model had (if the model had the {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} keyword then it&#039;s half the wounds that he had). In addition, this weapon wounds on a roll equal to the slain model&#039;s armour save (If its armour save was 2+ then this weapon wounds on a 2+ and so on). This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dense Muscular Tissue:&#039;&#039;&#039; This model has a 6+ saves against any damage, mortal wounds included. If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield; on a 4+, it lashes out in its death throes, and each unit within 6&amp;quot; suffers D6 mortal wounds, D6+3 on a 6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Subterranel Tunnels:&#039;&#039;&#039; During deployment, you can set up a Viragon underground instead of placing it on the battlefield. At the same time, you can set up a maximum of two {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} unit in the Viragon&#039;s tunnel. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 9&amp;quot; away from any enemy models. If there are other units in the Viragon&#039;s tunnel, set them up at the same time wholly within 6&amp;quot; of the Viragon and more than 9&amp;quot; away from any enemy models. Any models that you cannot place in this way are destroyed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Swallow Whole:&#039;&#039;&#039; If an enemy model suffers any damage from this model Acid Maw it has to take a Strenght test (unless it has the {{W40kKeyword|Titanic}} keyword). If the result is equal or higher than this model&#039;s strength characteristic then nothing happens, if the result is lower then that model is slain, remove it from the game without making saves of any kind. This model then regains D3 lost wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underground Reaper:&#039;&#039;&#039; Instead of following the Subterranean Tunnels rule you can set up a Viragon alone underground instead of placing it on the battlefield. At the end of any of your Movement phases, set up the Viragon anywhere on the battlefield that is more than 1&amp;quot; away from any enemy models and more than 6&amp;quot; away from any other Viragons set up this way this turn, then roll a D6 for each enemy unit within 2&amp;quot; of it; on a 1 the unit escapes unharmed, on a 2-3 it suffers D3 mortal wound, on a 4-5 it suffers D6 mortal wounds, and on a 6 it suffers D6+3 mortal wounds. The Viragon cannot charge in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Viragon that has purchased the &#039;&#039;&#039;Synaptic Spinal Node&#039;&#039;&#039; Upgrade can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from any of the Hivemind&#039;s disciplines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hardened Carapace:&#039;&#039;&#039; Subtract 2&amp;quot; from this model&#039;s movement and charge distance. Also, consider the AP of the weapons that wound this model has two points worse (-4 become -2, -2 becomes 0 and so on). &lt;br /&gt;
*&#039;&#039;&#039;Iper-Acid Sacs:&#039;&#039;&#039; You can re-roll all wound rolls for this model and on a wound roll of 6 the enemy unit suffers 3D3 mortal wounds. Also, consider the AP of every weapon of this model (included the Caustic Vomit) as one point better. In addition, each time this model loses a wound, roll a D6; on a 4+ every unit between 6&amp;quot; suffers 2D3 mortal wounds, 2D6 on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Spinal Node:&#039;&#039;&#039; This model receives the {{W40kKeyword|Synapse}} and {{W40kKeyword|Psyker}} keywords, the Shadow in the Warp special rule and a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take one of the following upgrades:&lt;br /&gt;
::-&#039;&#039;&#039;Hardened Carapace&#039;&#039;&#039; Upgrade - 50 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Iper-Acid Sacs&#039;&#039;&#039; Upgrade - 150 pts.&lt;br /&gt;
::-&#039;&#039;&#039;Synaptic Spinal Node&#039;&#039;&#039; Upgrade - 100 pts.&lt;br /&gt;
*May take up to two of the followings:&lt;br /&gt;
::-Cellular Bolster - 25 pts.&lt;br /&gt;
::-Gargantuan Warp Shield - 40 pts.&lt;br /&gt;
::-Psy-Catalyst - 40 pts.&lt;br /&gt;
::-Spine-cloud Spray - 25 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}}&lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Viragon}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
===Fortification===&lt;br /&gt;
====Capillary Towers====&lt;br /&gt;
This unit contains 1 Capillary Tower (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can include 1 additional Capillary Tower (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;), or 2 additional Capillary Towers (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;). A Capillary Tower is a Battlefield Debris no more large than 4&amp;quot;x4&amp;quot; and as high as you want (count as unlimited height). These pieces must be deployed at the same time once both players have finished setting their armies on the table, but they don&#039;t need to be set near each other. When a Capillary Tower loses its last wound it loses its Biomass Transponder special rule and becomes regular Battlefield Debris, and the Tyranid Player who controls it loses D3 Victory Points.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Capillary Tower || - || - || - || - || 9 || 16 || - || - || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Biomass Transponder&#039;&#039;&#039;: If you have at least one functioning Capillary Tower on the board, each time one of your units with the &#039;&#039;Instinctive Behavior&#039;&#039; special rule destroys an enemy unit in close combat, give a Biomass Token to that unit. Units with a Biomass Token count friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Capillary Towers as Objective Markers which grants 3 Victory Points at the end of each of the controlling player&#039;s turns. Each time it grants Victory Points, remove one Biomass token from one of the units scoring the Capillary Tower.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Capillary Tower}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spawning Pools====&lt;br /&gt;
This unit contains 1 Spawning Pool (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include 1 additional Spawning Pool (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), or 2 additional Spawning Pools (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;). A Spawning Pool is a swamp terrain no larger than 6&amp;quot;x6&amp;quot;. When a Spawning Pool loses its last wound it loses its Ripper Spawner special rule and becomes a regular Swamp.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Spawning Pool || - || - || - || - || 5 || 6 || - || - || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ripper Spawner&#039;&#039;&#039;: At the start of each of your Movement phases roll a D3, and add an equal number of Ripper Swarm bases anywhere within 3&amp;quot; of the Spawning Pool - these bases could be included into an already existing friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Ripper Swarm Brood, if they can be placed in unit a coherency with it, or form a new Ripper Swarm Brood. If any of these models cannot be placed, because there is no available place, remove them as causalities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spawning Pool}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Spore Chimneys====&lt;br /&gt;
This unit contains 1 Spore Chimney (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Spore Chimney (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), or 2 additional Spore Chimneys (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;). A Spore Chimney is a Battlefield Debris no more large than 3&amp;quot;x3&amp;quot;x10&amp;quot;. These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other. When a Spore Chimney loses its last wound it loses its Spore Cloud special rule, and becomes a regular Battlefield Debris.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Spore Chimney || - || - || - || - || 8 || 10 || - || - || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Cloud&#039;&#039;&#039;: Your opponent must subtract 1 from hit rolls for ranged weapons that target {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} units within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}} Spore Chimneys. At the beginning of each turn, roll a D6 for each enemy unit within 6&amp;quot; of any Spore Chimneys. On a 4+, that unit suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Spore Chimney}}, {{W40kKeyword|Building}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sporocyst Brood====&lt;br /&gt;
This unit contains 1 Sporocyst (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include 1 additional Sporocyst (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;), or 2 additional Sporocysts (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;). These pieces must be deployed at the same time once both players have finished to set their armies on the table, but they don&#039;t need to be set near each other.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sporocyst || * || 5+ || 5+ || * || 6 || 12 || * || 7 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! S !! A&lt;br /&gt;
|-&lt;br /&gt;
| 7-12+ || 6&amp;quot; || 5 || D6&lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 4&amp;quot; || 4 || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 2&amp;quot; || 3 || 1&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Biomorphs:&#039;&#039;&#039;&lt;br /&gt;
*Five Deathspitters&lt;br /&gt;
*Spore Node&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bio-fortress&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bombardment Organism&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Throes&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Immobile&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Psychic Resonator&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spawn Spore Mines&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Spore Node&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Mutations: (M:5/WS:5/BS:10/S:5/T:20/W:10/A:5/Ld:5/Sv:15/Psy:-/Syn:-)&lt;br /&gt;
*May replace all five Deathspitters with:&lt;br /&gt;
::- Five Barbed Stranglers - 50 pts.&lt;br /&gt;
::- Five Venom Cannons - 100 pts.&lt;br /&gt;
*May upgrade it&#039;s &#039;&#039;Spore Node&#039;&#039; to launch a different type of spore mine - 10 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|&amp;lt;Hive Fleet&amp;gt;}}, {{W40kKeyword|Tyranids}} &lt;br /&gt;
*{{W40kKeyword|Fortification}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Sporocyst}}&lt;br /&gt;
&lt;br /&gt;
==Points Cost==&lt;br /&gt;
===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Genestealer Patriarch&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ymgarl Genestealer Patriarch&#039;&#039;&#039; || 1 || 155&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hive Tyrant&#039;&#039;&#039; || 1 || 133&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Malanthrope&#039;&#039;&#039; || 1-3 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Neurothrope&#039;&#039;&#039; || 1 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tervigon&#039;&#039;&#039; || 1 || 162&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trygon Prime&#039;&#039;&#039; || 1 || 138&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tyranid Prime&#039;&#039;&#039; || 1 || 70&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blind Horror&#039;&#039;&#039; || 1 || 165&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deathleaper&#039;&#039;&#039; || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Old One Eye&#039;&#039;&#039; || 1 || 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Doom of Malan&#039;tai&#039;&#039;&#039; || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Laius Horror&#039;&#039;&#039; || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Parasite of Mortex&#039;&#039;&#039; || 1 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Red Terror&#039;&#039;&#039; || 1 || 50&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Swarmlord&#039;&#039;&#039; || 1 || 400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Thing from Below&#039;&#039;&#039; || 1 || 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Genestealer Brood&#039;&#039;&#039; || 5-20 || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hormagaunt Brood&#039;&#039;&#039; || 10-50 || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ripper Swarm Brood&#039;&#039;&#039; || 3-15 || 11&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Termagant Brood&#039;&#039;&#039; || 10-50 || 4&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tyranid Warrior Brood&#039;&#039;&#039; || 3-9 || 18&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cortex Leech Swarm Brood&#039;&#039;&#039; || 3-15 || 13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crinis Brood&#039;&#039;&#039; || 1-3 || 160&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Haruspex Brood&#039;&#039;&#039; || 1-3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hive Guard Brood&#039;&#039;&#039; || 3-6 || 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lictor Brood&#039;&#039;&#039; || 1-5 || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Maleceptor Brood&#039;&#039;&#039; || 1-3 || 150&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Megakaryte Swarm Brood&#039;&#039;&#039; || 3-15 || 15&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pyrovore Brood&#039;&#039;&#039; || 1-5 || 25&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Synaptic Booster Spore Brood&#039;&#039;&#039; || 3-9 || 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tyrant Guard Brood&#039;&#039;&#039; || 3-6 || 35&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Venomthrope Brood&#039;&#039;&#039; || 3-9 || 30&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ymgarl Genestealer Brood&#039;&#039;&#039; || 5-15 || 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zoanthrope Brood&#039;&#039;&#039; || 3-6 || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fast Attacks====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dimachaeron Brood&#039;&#039;&#039; || 1-3 || 200&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gargoyle Brood&#039;&#039;&#039; || 10-50 || 6&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Meiotic Spore Brood&#039;&#039;&#039; || 3-9 || 18&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mucolid Spore Brood&#039;&#039;&#039; || 1-3 || 20&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ravener Brood&#039;&#039;&#039; || 3-9 || 23&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Simurgh Brood&#039;&#039;&#039; || 10-50 || 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sky-Slasher Swarm Brood&#039;&#039;&#039; || 3-15 || 11&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spore Mine Brood&#039;&#039;&#039; || 3-12 || 8&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tyranid Shrikes&#039;&#039;&#039; || 3-9 || 26&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavy Supports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biovore Brood&#039;&#039;&#039; || 1-6 || 36&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Carnifex Brood&#039;&#039;&#039; || 1-5 || 67&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Screamer-Killer Brood&#039;&#039;&#039; || 1-5 || 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stone Crusher Carnifex Brood&#039;&#039;&#039; || 1-5 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Thornback Brood&#039;&#039;&#039; || 1-5 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Exocrine Brood&#039;&#039;&#039; || 1-3 || 216&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mawloc Brood&#039;&#039;&#039; || 1-3 || 104&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Toxicrene Brood&#039;&#039;&#039; || 1-3 || 157&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Trygon Brood&#039;&#039;&#039; || 1-3 || 108&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tyrannofex Brood&#039;&#039;&#039; || 1-3 || 181&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Flyers====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Erinyes Brood&#039;&#039;&#039; || 1-3 || 174&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Harpy Brood&#039;&#039;&#039; || 1-3 || 105&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hive Crone Brood&#039;&#039;&#039; || 1-3 || 135&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Malefactor&#039;&#039;&#039; || 1 || 130&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tyrannocyte&#039;&#039;&#039; || 1 || 98&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lords of War====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Barbed Hierodule&#039;&#039;&#039; || 1 || 430&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cerebore&#039;&#039;&#039; || 1 || 700&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dactylis&#039;&#039;&#039; || 1 || 1000&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dominatrix&#039;&#039;&#039; || 1 || 2200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Harridan&#039;&#039;&#039; || 1 || 640&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hierophant&#039;&#039;&#039; || 1 || 2000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Hydraphant&#039;&#039;&#039; || 1 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Nautiloid&#039;&#039;&#039; || 1 || 650&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scythed Hierodule&#039;&#039;&#039; || 1 || 370&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viciator&#039;&#039;&#039; || 1 || 700&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Viragon&#039;&#039;&#039; || 1 || 2100&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fortifications====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Capillary Towers&#039;&#039;&#039; || 1-3 || 160&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spawning Pools&#039;&#039;&#039; || 1-3 || 70&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spore Chimneys&#039;&#039;&#039; || 1-3 || 110&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sporocyst Brood&#039;&#039;&#039; || 1-3 || 79&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Shooting Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Spray&#039;&#039;&#039; || 20 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bio-Electric Pulse&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bio-Electric Pulse with Containment Spines&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bio-Plasma&#039;&#039;&#039; || 9 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bio-plasmic Cannon&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bio-Plasmic Scream&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Choking Cloud&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deathspitter&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deathspitter with Slimer Maggots&#039;&#039;&#039; || 7&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devourer&#039;&#039;&#039; || 4 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Devourer with Brainleech Worms&#039;&#039;&#039; || 7 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Drool Cannon&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Electroshock Grubs&#039;&#039;&#039; || 10 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flamespurt Cannon&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fleshborer&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039; || 2 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grasping Tongue&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Heavy Spinefist&#039;&#039;&#039; || 5 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039; || 30 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Massive Toxic Lashes&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stinger Salvo&#039;&#039;&#039; || 8 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039; || 15 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tentaclids&#039;&#039;&#039; || 0 &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Toxic Lashes&#039;&#039;&#039; || 0 &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Acid Maw&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blinding Venom&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Claws and Teeth&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Distensible Jaw&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grasping Tail&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grasping Talons&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Grasping Talons and Thorax Spine-maw&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Massive Toxic Lashes&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monstrous Lash Whips&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monstrous Rending Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Patriarch&#039;s Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Powerful Limbs&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Ravenous Maw&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rending Claws&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Schoveling Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scything Talons&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scything Wings&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sickle Claws&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Toxic Lashes&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wicked Spur&#039;&#039;&#039; || 0&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Wrecker Claw&#039;&#039;&#039; || 9&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Tyranid]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Drafts&amp;diff=1011576</id>
		<title>Nobledark Imperium Drafts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Nobledark_Imperium_Drafts&amp;diff=1011576"/>
		<updated>2026-05-20T15:05:33Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: Replaced content with &amp;quot;{{cleanup}} {{Autism}}  &amp;#039;&amp;#039;&amp;#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the Nobledark Imperium Introduction and Main Page for more information on the alternate universe&amp;#039;&amp;#039;&amp;#039;  It is the 41st millennium. For more than a hundred centuries the Eternal Emperor and Empress have been joined in their holy union. He is the last relic of a lost age when hope and wisdom ruled the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page is part of the Nobledark Imperium, a fan re-working of the Warhammer 40,000 Universe. See the [[Nobledark Imperium|Nobledark Imperium Introduction]] and [[Nobledark Imperium|Main Page]] for more information on the alternate universe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It is the 41st millennium. For more than a hundred centuries the Eternal Emperor and Empress have been joined in their holy union. He is the last relic of a lost age when hope and wisdom ruled the galaxy, still clinging to his purpose of forging a better future, and she is the last remnant of an ancient pantheon, a mother watching over dying children brought low by their own hubris. Together, they are the Masters and Guardians of Mankind and Eldar, the keepers of the Last Alliance, the embodiments of the Imperium to which a hundred sapient species swear their fealty.&lt;br /&gt;
&lt;br /&gt;
At the core of the Imperium is Humanity, its teeming multitudes ever resilient, stubbornly carving out a future amongst the hostile stars. The greatest of Man’s allies are the Eldar, ancient and wise, their shared bond forged in battle and sealed in blood millennia ago. Since then, others have been judged worthy to join in the light of the Imperium, to stand with Men and Eldar as fellows: the industrious Demiurge, enigmatic Tau, countless strains of Abhumans, and many more.&lt;br /&gt;
&lt;br /&gt;
Yet for all the Imperium’s numbers, it is barely enough to stave off the forces that would tear it down. United under savage Beasts, the Orkish hordes throw themselves at the great edifice of the Imperium. The Necrons are awakening to a changed galaxy, and seeth at the primitives who would dare harbor their greatest foes the Eldar. From the galactic east, the Tyranids have made landfall and sweep over countless worlds in their hungering tide. In the shadows lurk the Dark Eldar, reveling in the carnage of a galaxy at war. And from the Immaterium, the Chaos Gods brood and plot their eternal vengeance, served by the twisted Chaos Eldar.&lt;br /&gt;
&lt;br /&gt;
To be a man in such times is to be one amongst untold trillions. It is to live in the last bastion of civilization as the darkness draws near. These are the tales of those times. Forget the stories of peace and harmony, for they are fables of a gentler time, when the world still made sense. Remember the stories of struggle and defiance, full of brotherhood and sacrifice, for those are the ones that really matter. Peace is a distant dream growing ever fainter, and there is only war as Men and Eldar hold the line for the promise that has been whispered through the generations, from father to son, from mother to child: that there is good left in the world, and that is worth fighting for.&lt;br /&gt;
&lt;br /&gt;
== To-do List ==&lt;br /&gt;
&lt;br /&gt;
*Finish Primarchs&lt;br /&gt;
*Establish timeline and events, and how similar they are to canon 40k&lt;br /&gt;
**Origins of Warlord/Steward/Emperor, and his own timeline&lt;br /&gt;
**Unification of Terra&lt;br /&gt;
**Great Crusade&lt;br /&gt;
**Rescue of Isha&lt;br /&gt;
**War of the Beast (replacing Horus Heresy)&lt;br /&gt;
**Armageddon?&lt;br /&gt;
**Tyranids? Have they fully arrived yet&lt;br /&gt;
**Other SMs? Only the original legions, or others? Chapters?&lt;br /&gt;
&lt;br /&gt;
*When is present day?&lt;br /&gt;
*Repercussions of Imperium/Eldar alliance?&lt;br /&gt;
*add new canon from gathering storm and 8th e&lt;br /&gt;
&lt;br /&gt;
== The Imperium: Then ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Of course we are at war. Why on Old Earth&#039;s green soil would you believe we are not at war. We are in what is essentially a siege position, with an unfortifiable border stretching an entire 360 degrees for several light years in every conceivable direction. [[Chaos|Our]] [[Orks|enemy]] has no concept of &amp;quot;rest&amp;quot; or &amp;quot;armistice&amp;quot; and can pop up at any time, on any side, in any position within the massive amounts of space between the mud marbles that we call the worlds of the Imperium. The Imperium is always going to be at war. Why would you ever believe otherwise?&amp;quot;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
- Primarch Rogal Dorn, showing his usual level of tact&lt;br /&gt;
&lt;br /&gt;
=== A Brief History of the Early Days ===&lt;br /&gt;
&lt;br /&gt;
Maps of Old Earth, circa M30&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Old_Earth_before_the_Unification.png|Pre-Unification&lt;br /&gt;
Image:Old_Earth_after_Unification.jpg|Post-Unification&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Ursh ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &#039;&#039;&#039;&#039;&#039;The Nightmare of Old Earth:&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Of all the national entities that existed when the Warlord emerged on Old Earth, none is perhaps as infamous as the Empire of Ursh. The Tyrant of Gredbriton consorted with the Ruinous Powers and used horrific chemical weaponry, but few others in Gredbriton actually worshipped Chaos and thus his ability to do widespread damage was limited. The Pan-Pacific Empire was an absolute nightmare to its own people, but seemed largely unconcerned with the world outside its borders. The Yndonesian Bloc was a brutalistic theocracy, but also tended to be rather isolationist. The Merican junta was an expansionistic, nationalistic military state, but at the very least it did not treat its citizens as disposable, if only to protect the investment, and the people there had at least some standard of living. Ursh, by contrast, shared all of these negative features with its contemporary empires and suffered none of the limitations. The Empire of Ursh was a major influence in the histories of numerous other Unification-era countries, including Terrawatt-Uralia, Duscht Jemanic, Bania, the former components of the Everlasting Tharkian Empire (including Macedonia and Achaemenidia), the Nord Afrik conclaves, the Afrique League, Merika, Ind, Sibar, Sino-Japan, and the Khanate. In many ways, the Unification of Earth can be directly tied to the rise and fall of the Empire of Ursh.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Empire of Ursh was originally founded in northeastern Azia, on the banks of the Amyur River. Despite containing fertile riverlands, this area was never an important center of industry and agriculture during the Dark Age of Technology, and so was spared from some of the worst of the horrors of the Old Night. The ancestors of the people who would come to form the Empire of Ursh came from such ancient, long-forgotten countries as Russia or China, but they nation they ended up founding would become a completely different entity altogether. The first ruler of Ursh was a rather eccentric man named Kalagann the Great, who in spite (or more likely because) of his eccentricity, was able to unite the various pocket kingdoms, city states, and villages around the Amyur River into an actual nation-state. Early historians often described Kalagann as nothing more than a prelude to the infamous cruelty of the Despots, but later historians have found that there was nothing to suggest that Kalagann was as evil as his successors. Indeed, Kalagann seemed to be genuinely concerned for the welfare of his people, and there is no evidence that Ursh had yet been corrupted by the Ruinous Powers. Ursh was one of the first nation-states to rebuild from the metaphorical and literal fallout of the rebellion of the Men of Iron and the beginning of the Age of Strife, and for a while it seemed like Ursh was going to be the pinnacle of civilization on Earth, an illustration that society could rebuild from the Age of Strife. However, a few years after Kalagann’s death, it all started to go wrong.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
As they expanded from their initial cradle of neo-civilization, the Urshii found themselves surrounded on three sides by tribal hunter-gatherers (Sibar), steppe nomads (the steppe nomads of the future Khanate), and subsistence farmers that seemed to have no aspirations of greater empire (Sino-Japan). Over time, the Urshii began to see themselves as the sole remaining carriers of the torch of civilization that stretched all the way back to ancient Sumeria, and as “enlightened” people it was their job to shepherd the rest of the uncivilized masses back into the light. Urshii art and architecture was heavily influenced by this concept, being consciously modeled after imperial China or ancient Mesopotamia, two of the great cradles of civilization, despite Ursh itself have very little direct connection with either. These included a lot of ziggurats, which were seen as stairways to the heavens and often the site of important, and often unsavory, political or religious functions. The rulers of Ursh, the infamous Despots, believed that they had been given the divine mandate to bring civilization back to the people of Earth, granted to them by the four great heavenly powers, which were represented by the four directional winds. These four gods were, of course, the Ruinous Powers, who just loved to subvert and co-opt local cultural and religious beliefs for their own purposes. The Despots were educated from birth that they were god-kings, and that they and they alone knew what was best for Ursh and humanity. This, along with the systematic dehumanization of the serfs and non-Urshii, was one of the reasons for the infamous brutality of the Despots of Ursh. In their view, questioning the Despots or making a request was tantamount to saying the &amp;quot;god-kings&amp;quot; didn&#039;t know what they were doing.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Despite seeing the usefulness of advanced weapons of war, the Empire of Ursh was downright backwards technologically when compared to the other major empires of that time such as Merika, Hy Braseal, and the Pan-Pacific Empire. Indeed, one of the major reasons the Empire of Ursh invaded the Afrique League and the Nord Afrik conclaves in M28, one of the largest military engagements on Earth prior to the Unification Wars themselves, was primarily for technology to use against their larger neighbors. Instead, the Urshii preferred to look inwards, focusing more on religion and the occult rather than technological advancement. To the Urshii, technology was only useful if it could further aid them in their goal of conquest.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
The Empire of Ursh had the largest fleet of any pre-Unification power with over twelve ships, but these ships were so derelict as to be borderline space hulks and could not even leave low Earth orbit. Indeed, because these ships were so decrepit and spread over such a wide area of territory they were used more for denying the orbital high ground than to actually fight. Records indicate that when a ship was too damaged to fly or an enemy ship was actually shot down the Urshii would swarm over the wreckage like scavengers on a Void Whale carcass, salvaging the ship&#039;s weapons to attach to ground vehicles to turn them into overbuilt weapons platforms. This was about the limits of Urshii technological aptitude.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Ursh was perhaps best known for its army, which despite its limited technology was the terror of Old Earth for many years. At the center of the army were the Nobleborn, elite warriors who were born of the upper class and given the best weapons and training the Urshii could afford. However, there were never enough Nobleborn to make a full-scale army large enough to take on Ursh&#039;s neighbors, even with Ursh&#039;s massive population. Additionally, although the Nobleborn made good shock troops, they had little tactical flexibility and could not perform specialist roles. Therefore, the Urshii often supplemented the Nobleborn core of their army with various auxiliaries, drawn from the numerous enslaved people and vassal states around the empire. Ursh primarily controlled its auxiliaries through mutual fear. The Red Engines feared the steppe nomads, who feared the Tupelov Lancers, who in turn feared the Roma, and so on and so forth. All feared the wrath of the Despot of Ursh.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Urshii society could be divided into three major groups. On the one hand, there were the various vassals and conquered peoples, who were seen as less than human and treated poorly. On the other, there were the serfs, who despite being Ursh-born were not “chosen”, and therefore also considered to be subhuman and treated poorly. And finally, there was an upper class, composed of a combination of the military, scientific, religious, mystic, and cultural elite. One of the only good things one could say about the Empire of Ursh is that they valued personal ability when they saw it, though admission into the nobility was only available to those who were both skilled and truly indoctrinated in the Urshii philosophy and religion. Urshii high courts were often a web of treachery and deceit, with nobles plotting against each other for power. The Despots encouraged this behavior, particularly among the Urshii lords of far-off conquered territories, as it kept them fighting among themselves for the Despot’s favor rather than deciding to secede and form their own petty empires.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
After the fall of Ursh, this class system was thoroughly dismantled, though few of the nobility actually survived. Most of the nobility had been so indoctrinated in the superiority of Ursh and their gods that they would rather charge unarmed at a group of soldiers outnumbering them a hundred to one than accept defeat at the hands of “lesser peoples”. It was this attitude that led to the Urshii insurgency in Sibar, which was a thorn in the side of the Imperium for nearly twenty years after the fall of Ursh itself. The various freed vassals and serfs, on the other hand, were in some ways brought together by the shared experiences of the horrors of the tyrants, leading to the use of the term “Children of Ursh” to refer to those who had suffered at the hands of the Despots.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== The Khanate ====&lt;br /&gt;
&lt;br /&gt;
See [[Nobledark_Imperium_Notable_Planets#Pastoral_Worlds|The Pastoral Worlds]]&lt;br /&gt;
&lt;br /&gt;
=== The Great Crusade ===&lt;br /&gt;
&lt;br /&gt;
==== The Fable of Djerba ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Today the world of Djerba in the Segmentum Solar is not particularly notable. But it’s Crusade-era history is well-known. Like many worlds during the Age of Strife, the original population included a significant number of people who were touched by the Warp, which increasing manifested itself as the Age of Strife went on. Unfortunately, like many worlds during the Age of Strife, including Barbarus, the psykers on Djerba went mad with power and set themselves up as god-kings over the common people. On Djerba, these psykers called themselves Cognoscynths.&lt;br /&gt;
&lt;br /&gt;
The psychic abilities of the people of Djerba primarily manifested as a form of mind control. Cognoscynths could invade and control the mind of an ordinary person on a whim, rewriting memories, suppressing morality and self-preservation, and forcing any who could not surpass their willpower and psychic might to be their slaves. Before long, although the surface of Djerba was nominally made up of numerous warring nation-states, the leadership of these nations were little more than puppets to the Cognoscynths. The Cognoscynths erected their City of Sight above Djerba, from which they controlled the people below like marionettes on strings. They forced the people below them to go to war for their amusement, laughing as man slaughtered man at their whim.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to legend, the Imperium sent three emissaries to the Cognoscynths. The first was the [[Nobledark_Imperium_Primarchs#Magnus_the_Red|Scholar]], a giant clad in red, who came bearing words of warning. He had come to Djerba hearing rumors of a society where outcasts such as he could co-exist in peace with normal men without fear of persecution. What he saw disheartened him. Here was a society which embodies the worst nightmare of the most closed-minded and hateful of mankind, who feared the witch and hated the psyker.&lt;br /&gt;
&lt;br /&gt;
The Cognoscynths psychically commanded him to bow. The Scholar said no. In that moment, the Cognoscynths realized that they were to the man before them as hills were before a mountain. With rage burning in his one eye, the Scholar said he would give the Cognoscynths one warning. Dismantle their oppressive society and free the ordinary men and women they had enslaved, or face the consequences. For if they did not he would to return with his liege, and his liege was not as forgiving as he.&lt;br /&gt;
&lt;br /&gt;
The second was the Shepherd, clad in gold, who brought words of doom. The Cognoscynths had ignored the warning of the Scholar, and had not changed their ways since he had left. The Shepherd was the Scholar’s liege, and came before the Cognoscynths much as the Scholar had. He said that he had seen the world the Cognoscynths had wrought. The Cognoscynths had been judged, and found wanting. Once more, the Cognoscynths were enraged at being judged by an outsider, and attempted to psychically compel him to bow. They failed. Whereas the Scholar had been a mountain, the Shepherd was like a monolith of adamantium, only gold instead of grey.&lt;br /&gt;
&lt;br /&gt;
Their prodigious psychic powers failing them, the Cognoscynths turned to words. They scoffed at the idea of the Shepherd bringing judgement up&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=World_of_Warcraft&amp;diff=1011575</id>
		<title>World of Warcraft</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=World_of_Warcraft&amp;diff=1011575"/>
		<updated>2026-05-20T15:05:02Z</updated>

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{{topquote|Too many cooks spoil the broth.|John Hooker &amp;quot;The Life and Times of Sir Peter Carew&amp;quot; (also applicable to WoW&#039;s dev team)}}&lt;br /&gt;
[[File:Warcraft.jpg|thumb|right|500px|Experience the sense of wonder, exploration, hilarity, and adventure... before the stat-crunching, addons, memes, [[/d/|ERP]], [[RAGE|retcons]], [[FAIL|Matt-Ward-when-he-is-being-forced-to-shill-in-codices-and-not-having-fun-with-game-dialogue-tier writing]] and grinding chips away at your soul leaving you wondering where ten years went.]]&lt;br /&gt;
&#039;&#039;&#039;World of Warcraft&#039;&#039;&#039; is a [[MMORPG|Massively-Multiplayer Online Roleplaying Game]] created by [[Blizzard]], based on their popular series of [[Warcraft]] real-time strategy games. It is often suggested that [[Wizards of the Coast]] was strongly influenced by World of Warcraft (and possibly other similar MMOs) when designing the [[Dungeons &amp;amp; Dragons 4th Edition|4th edition]] of [[Dungeons &amp;amp; Dragons]] - in particular the power-based combat system. Whether or not this is a good or bad thing depends on what you think about World of Warcraft and/or 4th edition. As one can guess, Warcraft&#039;s popularity and history have led to it being a popular target of hate and bile, especially among its greatest fans. Expect a fair amount of rhetoric and [[Skub]] to follow.&lt;br /&gt;
&lt;br /&gt;
Note that if you&#039;re serious about actually learning about Warcraft&#039;s lore, you should probably go to Wowpedia (Not WoWWiki, that shit sucks) for less lackluster information. But be warned: Wikia&#039;s dumbfuck UI is slowing eating that wiki.&lt;br /&gt;
&lt;br /&gt;
This page covers the information about World of Warcraft. For info on the specific [[/tg/]] related media, see [[World of Warcraft: The Board Game]] and [[World of Warcraft: The Roleplaying Game]]. &lt;br /&gt;
&lt;br /&gt;
==Setting information==&lt;br /&gt;
[[File:Warcraft magic.jpg|thumb|How the setting&#039;s planes and forces connect ([[Retcon|according to the Titans]])]]&lt;br /&gt;
===Light and Void===&lt;br /&gt;
&amp;lt;s&amp;gt;The two primary forces in the setting.&amp;lt;/s&amp;gt; Retcon time!  Two of a myriad of forces, &amp;lt;s&amp;gt;these two were nailed down as the Big Bang of Warcraft.&amp;lt;/s&amp;gt; MORE RETCON TIME! The six forces in the image may be equal with Death as the top dog. In earlier versions of the plot, the Void also used to be called the Shadow, and was a part of the Twisting Nether. The Holy Light of Creation is drawn to and bolstered by faith and positive feelings, not inherently good (despite human religion thinking of it as a god; however in the RTS games the Light &#039;&#039;&#039;was&#039;&#039;&#039; the big-G God, maybe even the Judeo-Christian God.  Retcons strike again), now it&#039;s an unspecified holy power which can be called upon if you assume that you can and grants courage and willpower (unless you&#039;re drawing on another power besides Arcane). The Void eats things and can turn you insane, yet also grants creativity to living beings. Both can give prophecy and visions of the future, but neither has the full picture (the Light causes zealous certainty while the Void causes maddening doublethink).  &lt;br /&gt;
&lt;br /&gt;
Originally the Light vs Void conflict was Good vs Evil, but Blizzard made some of the Light&#039;s followers ruthless and having people listening to the Void fighting its corrupting influence.  Despite Blizzard bending over backwards to try and give the Light a bad side, the Light is still much better than the Void (Light nurtures while Void consumes, the Void&#039;s endgame is to corrupt a Titan and destroy everything else while the Light at worst just wants to stabilize and rule everything).&lt;br /&gt;
&lt;br /&gt;
====Naaru====&lt;br /&gt;
The angels of the setting and Vorlon knock-offs, the Naaru are glowing windchimes/energy beings with crystal &amp;quot;bodies&amp;quot;.  Their mission is to keep the other cosmic forces in check and bring hope, they are (supposedly) powerful and (mostly) benevolent but do not do much.  Their names all have apostrophes in them.  Despite the Light&#039;s primary enemy being the Void, the highest-ranking Naaru encountered thus far, Xe&#039;ra, concentrated her efforts on fighting the Burning Legion until her story turned to [[Skub]] and she was jobbed to shill Illidan (more on him below).  They can also reproduce somehow and some have genders.&lt;br /&gt;
&lt;br /&gt;
Most of them try to heal worlds ravaged by the Legion or the Void, with the ones encountered so far helping or assist the player characters and heroic factions.  When a Naaru dies or gets infused with Void, it becomes a void god and starts eating things, unless it is completely destroyed (since Xe&#039;ra didn&#039;t turn into a Void God during or after her jobbing death) or can be reset to being a Naaru if they&#039;re not killed.  A Void Naaru that&#039;s killed goes to the Void.  Naaru can build crystalline spaceships, which the draenei then crash.&lt;br /&gt;
&lt;br /&gt;
Originally the Naaru were all good except when they got void-infused, but Blizzard decided they needed an edgelord retcon and suddenly undermined their [[Lawful Good|good guy status]] to make some &amp;quot;Extreme order/religious extremist&amp;quot; villains ([[Lawful Neutral]] but the story treats them like [[Lawful Evil]]; pay no attention to their valid complaints, such as the Iron Horde or Old Gods) because it wouldn&#039;t be a Blizzard game without [[Edgy|a force of Order getting the villain bat]] (they set up the Titans for this in Wrath, then the Naaru in Legion, though the Titans are getting it again in Dragonflight).&lt;br /&gt;
&lt;br /&gt;
====The Old Gods====&lt;br /&gt;
Giant Cthulhu space cancer sent by the Void Lords to consume planets and find and corrupt a Titan worldsoul. They corrupt everything they touch and that serves them. In older lore they acted on their own, but they go retconed into being creations of the Void Lords. Their primary purpose is to corrupt a titan world-soul and become unstoppable universe-eaters. Chained beneath Azeroth due to presumed indestructibility (and the very bad side effects if they are killed) by the Titans. They are breaking out one by one. The four Old Gods (on Azeroth) are:&lt;br /&gt;
&lt;br /&gt;
* C&#039;Thun - Imprisoned in a massive desert in the southwest of Azeroth, this Old God commands an army of insect creatures that infested the research station that was built around its body (it had arachnid minions, but they were separated during a war and became atheists before they all died; Northrend&#039;s Nerubians are descended from them). It consists of a fleshy body covered in eyes with a mouth on top and tentacles everywhere. Feigning death after a battle with a titan, it was able to heal enough to pose a threat yet again until it was killed once again.&lt;br /&gt;
* Yogg-Saron - Imprisoned in the far north of Azeroth, this Old God corrupted the leadership of the remaining titan minions on Azeroth before almost breaking out. It was only imprisoned because at that point the Titans learned killing Old Gods had very bad side effects for the world, so it was imprisoned and its power contained. Its body is covered in mouths, even where it looks like there should be eyes, and it also has a tentacle theme going. Its blood can be strip-mined and made into decently powerful things. This stuff, called Saronite, on the other hand is one of the most corruptive substances on the planet and only the Undead can actually use it safely, due to the Lich King overriding Yogg-Sarons whispers. Claims to have invented Death, and was implied to be fighting the Lich King for control of the Scourge (or subtly drove Arthas down his road when he was in Northrend, it&#039;s not really clear). Has minions called the faceless ones (think Illithid, but with no mouth).  Killed during Wrath, but Legion hints it&#039;s either making a comeback or manifesting something like the Sha.&lt;br /&gt;
* N&#039;Zoth - Imprisoned somewhere under an ocean, this Old God corrupted the Emerald Dream into the Emerald Nightmare and commanded Deathwing to blow up Azeroth. Has different faceless one minions. Looks like a multi-eyed octopus with a crown of teeth around its head. Also invented Naga and worked with Azshara to escape his prison.  Raised the city-throne of &amp;lt;s&amp;gt;R&#039;yleh&amp;lt;/s&amp;gt; Nya&#039;lotha (by summoning it to the past from a future where he had already built it) and started driving people around the world insane for a few hours, only to get promptly Kamehameha&#039;d by the player.  &lt;br /&gt;
* Y&#039;Shaarj - The former Old God king. Got one-shot by Aman&#039;thul, the leader of the titans, leaving the Well of Eternity as a bleeding wound in the world. &amp;quot;Imprisoned&amp;quot; in the center of Pandaria, this Old God died in the war with the titans, leaving only its heart instead of a giant mass of flesh embedded into the planet. Had some bro-ish mantis minions. Its death caused negative emotions in Pandaria to turn into monsters that look like spiky tentacle monsters covered in oil. After the destruction of its heart, it went from dead-dead to dead-dead-dead.&lt;br /&gt;
* Something somewhere - There used to be a fifth Old God, but Blizzard seemed to have decided/realized they had no plans for it so they retconned it out of existence. It might have been Xal&#039;atath, who was an Old God that got eaten except for a single claw that became a dagger her essence inhabits. May have originally intended to be Azeroth itself (check the name; Azeroth -&amp;gt; Azathoth).  Later retconned to be G&#039;huun. &lt;br /&gt;
** G&#039;huun - After trying to make a substance that kills the Old Gods without harming their surroundings (see Y&#039;Shaarj), the titans ended up accidentally making a fifth one, themed after rot, so they put the facility into lockdown to keep it contained there.  Imprisoned in the swamps to the north of the Zandalari Empire, a corpulent slug with stubby legs and a lamprey-like mouth. He teaches the secret of Blood Magic, and had corrupted several of the titan&#039;s creations.&lt;br /&gt;
&lt;br /&gt;
====Voidlords====&lt;br /&gt;
The Voidwalkers are void-elementals that act like demons but are not. &lt;br /&gt;
&lt;br /&gt;
It turns out that the voidwalkers, with their secret leaders called the &#039;Voidlords&#039;, are now part of the primary evil force in the setting. Not just the Void being the source of metaphysical evil, but the Voidlord leadership disturbing Sargeras into creating the Burning Legion in order to stop them, and inventing the Old Gods as planet-eating, people-corrupting probes.&lt;br /&gt;
&lt;br /&gt;
Even less is known about the Voidlords themselves, though according to Xal&#039;atath (so already dubious), the &amp;quot;faintest echos&amp;quot; of one of them led to the destruction of the Space Mummies&#039; (Ethereals&#039;) planet. Major deal danger until the next retcon.&lt;br /&gt;
&lt;br /&gt;
===Twisting Nether===&lt;br /&gt;
Basically the [[Warp]], but much less inherently evil if you factor out the locals. The line between the flow of the Light and the ebb of the Void. Full of demons, ones that are actually flesh and blood rather than ethereal-turning-temporarily-corporeal monsters. Also full of magic that nearly all generic magical spells use. There&#039;s even only one instance of the Twisting Nether in the Warcraft multiverse, just like the Warp (maybe).&lt;br /&gt;
&lt;br /&gt;
===The Titans===&lt;br /&gt;
Heavy-metal terraformers. [[Lawful Neutral]] beings that benevolently order planets to promote life throughout the cosmos, these metallic space-giants are based on the Norse and Greek pantheons (with a little bit of Egyptian, and an even smaller bit of Chinese). Born from planets with souls, those planets eventually hatch (without destroying the planet) and the titan goes off and does whatever. Their creations tend to either be apathetic or outright [[Lawful Stupid]] (their highest-ranking servant Exterminatus-ing a &#039;million million&#039; lives [or one trillion for a better idea] because they were flawed), but they usually mean well (&#039;flawed&#039; can mean being eaten by giant sentient space cancer; see above). The Titans themselves can grow large enough to wield blades that cleave planets in half. In earlier lore they were still running about, but in the current they are all dead at the hands of their champion turned traitor Sargeras (who was killed during the War of the Ancients due to a portal closing on either his main body or his primary avatar, but his soul survived).  &lt;br /&gt;
&lt;br /&gt;
The Titans souls survived, dwelling in the Titanic watchers of Azeroth for a time until Sargeras got the Burning Legion to capture the other Titans&#039; souls.  He had already turned the unborn Titan Argus into fuel so the demons can come back from things that would otherwise permanently kill them.  Legion revealed that Sargeras&#039; master plan was to restore the Titan Pantheon to their full power with the others under his control - he succeeded in turning his former understudy in demon-killing - Aggramar, birth the Titan Azeroth, [[/d/|make her his consort]] and finish his work of killing everything in the universe.  The Nathrezim had also subverted Sargeras&#039; plans and corrupted Argus to use his soul as a weapon against the Arbiter in the Shadowlands.&lt;br /&gt;
&lt;br /&gt;
===Elune===&lt;br /&gt;
Elune (or Mu&#039;sha, as she is called by the tauren) is the primary goddess of the night elf pantheon and a major goddess of the Tauren. She is associated with the larger of Azeroth&#039;s two moons, the White Lady, and is widely considered to be the mother of Cenarius, the forest lord and patron god of all druids.  Speculation about what Elune is and her nature abound throughout the lore and the fandom (the most popular fan theories call her a Naaru or another name for the titan Azeroth).  Confirmed miracles include protecting Tyrande from Archimonde, empowering Moonwells and purifying Ysera&#039;s spirit and the Tear of Elune. &lt;br /&gt;
&lt;br /&gt;
Recent lore indicated that Elune made the Naaru and is connected to the Light.  Khadgar states it as a theory, the Tear of Elune unlocks Light&#039;s Heart and the Prime Naaru Xe&#039;ra stated she and other Naaru were made during something called &amp;quot;the Ordering of the Cosmos&amp;quot;, making Xe&#039;ra at least as old as the Titans.  This could make Elune either the Light-based counterpoint of the Void Lords or the Warcraft universe&#039;s version of God.  Interestingly, in Warcraft 3 Elune was referred to as Azeroth&#039;s &amp;quot;only true deity&amp;quot;, at a point when the Light was already part of the setting and she was introduced alongside the Titans, the Tauren&#039;s Earth Mother and the Wild Gods like Cenarius... until that lore was retconned too.&lt;br /&gt;
&lt;br /&gt;
Leaks from Shadowlands suggested that Warcraft would go the DnD route with levels of gods, and Elune is a god - known as one of the &amp;quot;First Ones&amp;quot; - who&#039;s ranked just below the ultimate big-G God of the setting.  This seemed further reinforced when Elune&#039;s champion Tyrande soundly defeated the Jailer&#039;s champion Sylvanas.  Then she was revealed to be the sister of the Shadowlands entity the Winter Queen, making Elune just a &amp;quot;Life Titan&amp;quot; (which raises more questions than answers).&lt;br /&gt;
&lt;br /&gt;
===The Wild Gods===&lt;br /&gt;
Eventually, a planet with life on it will just start producing giant immortal animals. If they hang out with night elves, they are Ancient Guardians. If they hang out with trolls, they are Loa. If they hang out with pandas, they are August Celestials. Their children can either be [[beastmen|humanoid animals]] or just intelligent animals. On Azeroth, the servants of the titans connected them to the Emerald Dream and taught some of them to talk.&lt;br /&gt;
&lt;br /&gt;
===The Emerald Dream===&lt;br /&gt;
Basically the [[Feywild]], despite possibly pre-dating it.&lt;br /&gt;
&lt;br /&gt;
The Emerald Dream is an unchanging copy of Azeroth&#039;s natural world, untouched by civilization. It serves as the afterlife for plants and animals. It is a universal force, but the titan&#039;s nailed down Azeroth&#039;s after the Old Gods messed with it, making it somewhat separate. Through the surreal Dreamways, this blueprint is connected to the subconscious mind of every living thing on the planet. It exists so that if the Old Gods break out and Azeroth goes to shit, it can be copy-pasted onto the world via the Re-Origination procedure, completely wiping out all previously existing life on the planet.&lt;br /&gt;
&lt;br /&gt;
A force called the Nightmare emerged after the Third War to mess things up and make the entire dream twisted and surreal, driving wildlife and green dragons insane, promoting deviation and mutation in lifeforms, and severing the souls of sleeping druids from their bodies. The responsible party turned out to be Xavius working for the Old Gods.&lt;br /&gt;
&lt;br /&gt;
===The Shadowlands===&lt;br /&gt;
Basically the [[Shadowfell]], despite possibly pre-dating it. The Shadowlands are a grey echo of the living world as it is, inhabited by the ghosts of intelligent creatures and the spirit healers (feral titan creations who send back souls that died before their time). That is i- &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Suddenly, &#039;&#039;&#039;RETCON VIA EXPANSION PACK!!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Oh wait, it is actually a series of floating afterlife-continents that souls are sorted into. Also contains a whirlpool/black hole called The Maw, which is Warcraft&#039;s equivalent of hell. All other places in the Shadowlands give the dead soul an afterlife where they will be transformed into a part of that afterlife, though it may not happen quick - as in, within the first two millennia of you being there. All of it is supposedly created by [[Old Ones|&amp;quot;The First Ones&amp;quot;]] who predate even the Titans.&lt;br /&gt;
&lt;br /&gt;
In the metaphysical middle of the deathly pea-soup is the Oribos, a floating city-tower/airport where souls are sent to be judged before being sent off to the appropriate afterlife. It&#039;s the &amp;quot;city&amp;quot; of the Shadowlands expansion.&lt;br /&gt;
&lt;br /&gt;
===The First Ones===&lt;br /&gt;
Remember the Titans above? These long-dead gods have their whole deal but one metaphysical level higher. From their HQ under the Shadowlands, they mixed the six forces of the universe in a giant factory and built the six planes and reality in the center. Afterlives are smelted in a big ball and sent off to float wherever. Then they 3D-printed the gods of the Shadowlands and had some secret plan that we don&#039;t know. The Jailer thought that plan was doomed to fail for reasons we don&#039;t know, so he tried to break the system through unspecified means.  For his actions, the other secretly robotic gods subdued him, evicted him and locked him in the Maw.&lt;br /&gt;
&lt;br /&gt;
===The Burning Legion===&lt;br /&gt;
A militarized demonic army created when Sargeras, a titan tasked with defending creation, saw the ever-respawning, ever-dickish, and ever-hungry nature of demons and went nuts to embrace nihilistic violence.  Now they systematically unmake the multiverse to undo the metaphysical flaw that allowed them to exist in the first place. Azeroth is the only known world where they failed.&lt;br /&gt;
&lt;br /&gt;
The aforementioned flaw turns out to be the Void, but demons were a secondary problem, not the problem: the Old Gods corrupting fetal titans was. Now the universe has to be unmade without the Void, but Light + Void = matter with fel as a by-product of that, but demons hate the Light too so no idea how that works.&lt;br /&gt;
&lt;br /&gt;
Azeroth is so far the only world to ever withstand one of the Burning Legion&#039;s invasions. They did not take well to this and have been plotting to get even, but since just marching in failed they made plans to create another army to soften up any defenses that could impede them. &#039;&#039;&#039;Revenge Plan A&#039;&#039;&#039; was the Orc Horde, which nearly worked until the Orcs lost, and settled down and became among the defenders of the world they were supposed to destroy. Oops. &#039;&#039;&#039;Revenge Plan B&#039;&#039;&#039; (their second invasion) was the Undead Scourge, led by the Lich King, which succeeded in obliterating the human kingdoms of Lordaeron and Alterac; almost obliterating the elf kingdom of Quel&#039;thalas; corrupting the Sunwell; forcing the human kingdoms of Gilneas, Dalaran, and Kul Tiras into hibernation; sapping Stromgarde&#039;s military forces just enough for it to be destroyed by ogres; and generally making a mess of the only organized military force in the eastern hemisphere. By the time they were done, Stormwind was the only human kingdom (out of the original seven) still in existence and in contact with the outside world. This plan hit a snag due to three factors: an extremely large faction of Scourge, led by Sylvanas Windrunner, broke free from the Lich King&#039;s control, signed a pact with the Horde, and became a resistance force just as powerful as the kingdoms it replaced; Lich King freed from its prison after Illidan (who was forced to re-fulfill Kil&#039;jaeden&#039;s request to destroy the lich king after his first failure) beaten in a duel against Arthas and allowed him to merge and become the Lich King&#039;s host; The Invasion of Kalimdor was going well until in the final phase when Archimonde the defiler was met with the combine forces of night elves, humans and orcs, who were buying time for Malfurion to dealt the final blow against Archimonde and made the invaders run between their tails with their leader dead. &#039;&#039;&#039;Revenge Plan C&#039;&#039;&#039; was to funnel their forces through Outland, which became a portal hub when Ner&#039;zhul made it into one to escape the Alliance. Retroactively, this is not seen as an invasion because they never made it to Azeroth in force. &#039;&#039;&#039;Revenge Plan D&#039;&#039;&#039; was just to show up again using the Tomb of Sargeras (a second portal was buried there and sealed, and they went through one of two Gul&#039;dans before they managed to open it).&lt;br /&gt;
&lt;br /&gt;
Also, for another retcon, one of the higher-ranking types of demon in the Burning Legion, the Nathrezim, turn out to &amp;quot;actually&amp;quot; be the agents of a death titan-equivalent who&#039;s playing 5d chess trying to infiltrate and defeat the other cosmic forces and screwed some of them over.&lt;br /&gt;
&lt;br /&gt;
===The War of the Ancients===&lt;br /&gt;
The most important event in the backstory. Exactly 10,000 years before the Dark Portal opened and the orcs invaded Azeroth, the night elf empire ruled nearly all of the old super-continent of Kalimdor. Their leader, Queen Azshara, was the most vain, egotistical jerk that you can imagine, but her public face was that of the perfect queen. Wanting to kill off everything that was ugly, not an elf, or poor and become queen of everything forever she and her chief advisor Xavius found Sargeras and she decided that a massive omnicidal giant of molten bronze would make a good husband. She helps the demons invade and many heroes are killed. A resistance movement forms, mostly Night Elves and dragons but there are other participants, that eventually blows up the Well of Eternity. The aftereffects were many: The super-continent was split into &amp;lt;s&amp;gt;two&amp;lt;/s&amp;gt;&amp;lt;s&amp;gt;three&amp;lt;/s&amp;gt;four smaller continents and some islands that all lost contact with each other, Sargeras essentially died, Queen Azshara and her servitors became the naga, Xavius&#039; followers became the satyr, the black dragonflight turned evil, and the remaining night elves became druids and left their old cities to rot and went from a nepotistic monarchy to a meritocracy/theocracy combo society. Also, the Old Gods tried to break out by first rewriting history to make sure that they never lost to the titans in the first place (which they failed at, but fixing that took the bronze dragon leader Nozdormu out of the war), and then by redirecting Sargeras&#039; summoning portal to their prisons (which almost worked, and nearly happened again in &#039;&#039;Legion&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
===The Undead Scourge===&lt;br /&gt;
An army of undead made by the Burning Legion to act as a replacement for the orcs.  The demon Kil&#039;jaeden, second in command of the Burning Legion under Sargeras, made this army when he took an Orc named Ner&#039;zhul and used unholy tortures to force him into forming this undead force.  After Ner&#039;zhul agreed to serve Kil&#039;jaeden again, his disembodied soul was put into a suit of armor frozen in a block of ice known as the Lich King.  During this time he experimented with dark magic and plagues, his main creation being a magical plague that turned creatures (mainly humans) into undead minions that were telepathically controlled by the Lich King.  After warring with some spider-people called Nerubians, he turned many of them into his undead minions and adopted their architectural style for the Scourge.  From then on he sent forces to Lorderaen.  There the plague was distributed by Kel&#039;Thuzad, a mage from the human kingdoms who was fascinated with necromancy, went mad with power and made a deal with the Lich King that led to him becoming a lich.  They took over Northrend and Lordaeron. &lt;br /&gt;
&lt;br /&gt;
They were also kept on a short leash serving the Burning Legion by a subfaction of demons called the Dreadlords, since Ner&#039;zhul was helping the Legion under duress and knew they considered him expendable.  He made an escape plan, using Arthas, a former human prince and paladin turned into an undead [[Blackguard|Death Knight]], as a pawn/host.  After helping Kel&#039;thuzad and Ner&#039;zhul uphold their end of the deal serving the Burning Legion, Ner&#039;zhul got the Scourge to indirectly undermine the Legion.  With the dreadlords focused on helping their fellow demons and not paying attention to the undead, the Scourge went AWOL and started doing their own evil things.&lt;br /&gt;
&lt;br /&gt;
After the Burning Legion&#039;s second defeat, Kil&#039;jaeden was mad at the Lich King for going rogue so he looked for someone to kill him.  He eventually found and gave the task to Illidan Stormrage, a roguish Night Elf and light BDSM enthusiast, now turned to a renegade half-Night Elf, half-demon light BDSM enthusiast. (Though Illidan had no stakes in this game, this task was of the &amp;quot;offer you can&#039;t refuse&amp;quot; variety, the deal sweetened by Kil&#039;jaeden offering to feed his magic crack addiction) Illidan gathered up his followers and used an artifact to melt the Lich King from two continents away, but Illidan was stopped halfway when his brother Malfurion &amp;lt;s&amp;gt;beat him up&amp;lt;/s&amp;gt; nicely asked him to stop. Illidan was now forced to go to Northrend and finish the job in person, but he got his ass handed to him by &amp;lt;s&amp;gt;Spiderman&amp;lt;/s&amp;gt; the undead leader of the spider-people and Arthas, now the Lich King&#039;s champion and the protagonist of the Undead campaign.&lt;br /&gt;
&lt;br /&gt;
During all this, the Lich King&#039;s ice had cracked open and he wasn&#039;t feeling too well. Because he wasn&#039;t in top shape, about half of the Scourge woke up and threw off the Lich King&#039;s control, becoming a new faction called the Forsaken. The Forsaken took control of Lordaeron and would go on to do lots of evil of their own, but would maintain the image of being the edgy, morally-ambiguous faction. The Lich King got better by getting himself a new body by possessing/fusing with Arthas.  Arthas then preceded to beatdown Ner&#039;zhul&#039;s spirit so he was calling the shots instead.  Though he would have to consolidate, this whole fiasco was more or less over, and the Lich King decided he needed some rest and took a nap for several years.  Though they were mostly quiet until the Wrath of the Lich King expansion, the Scourge continued actions to keep their hold on their half of Lordaeron, occasionally made some noise to remind the player base that they were still a thing, and also expanded to include such things as undead dragons and elf vampires.  &lt;br /&gt;
&lt;br /&gt;
By the time the  Burning Legion showed up in... &#039;&#039;Legion&#039;&#039;, the Lich King was now a former paladin named Bolvar, and he made an alliance with the Death Knights of the Ebon Blade (now led by the player characters) and has started to bolster his forces (angering the Red Dragonflight and stepping on the toes of the Paladin order in the process) to fight the demons.  However, there were rumblings that Lich King Bolvar wouldn&#039;t keep the Scourge passive for much longer, but these have been waylaid as Sylvanas made a deal with a major death entity and her Grim Reaper sugar daddy gave her powers that allowed her to plot armor her way to victory over the Lich King.  He was last seen chained up on Icecrown while Sylvanas shattered the helm, destroying the Lich King as an entity but still keeping undead Bolvar as the Scourge boss-man.&lt;br /&gt;
&lt;br /&gt;
===Dragonflights===&lt;br /&gt;
On Azeroth, to counter the five Old Gods, the titans empowered five colors of dragons each lead by an Aspect to watch over various things on Azeroth. The God-Aspect relationship is not 1:1.&lt;br /&gt;
* Reds led by the Dragonqueen Alexstrasza the Life-Binder protect life, and generally only kill mortals when the Reds are enslaved or acting as giant &#039;keep out&#039; signs when the mortals are doing something stupid. Tied with Greens in terms of how much they suck at their job, being subjugated, corrupted and killed at every turn for the PC to step in and save the day. &lt;br /&gt;
* Greens led by Ysera the Dreamer watch over a giant blueprint of the planet called the Emerald Dream, which is an alternate plane or even a series of planes tied into the planet. They are more savage than the reds, but also sleepier.  Mercy killed by Tyrande and the Night Elves after infected with the Emerald Nightmare by Xavius, but Elune cleansed her soul which resides in the purified part of the Emerald Dream.&lt;br /&gt;
* Blues led by Malygos the Spell-Weaver protect mortals from magic, and magic from mortals. After getting slaughtered in the War of the Ancients, Malygos went crazy and into a deep depression, which kept him from doing his job for about 10 millennia. With time travel fixing their numbers and some delicious nether dragons fixing their unstable leader, Malygos decided to make up for lost time by killing all mortal spellcasters and blasting all magic into space (which is bad).  Killed in Wrath by the player characters and red dragons on the orders of the remaining Aspects after failing to show up for his trial.  &lt;br /&gt;
* Bronzes led by Nozdormu the Timeless One keep time from being altered. They are nice enough, but their primary character trait of &amp;quot;stoicism&amp;quot; tends for them be pretty boring as individuals, then the one who wasn&#039;t like that turned out to be an idiotic megalomanic who was quickly killed off.  Norzdomu&#039;s still alive, but fated to turn evil and die in the future.  &lt;br /&gt;
* Blacks led by Neltharion the Earth-Warder to keep geology stable. Having a sucky job that was right next to the Old Gods caused their leader to go insane and become Deathwing, the Aspect of Death and a Saturday morning cartoon villain. He was actually a plenty good schemer until he got made so powerful in the Cataclysm expansion that the only thing keeping him from winning was that he just... didn&#039;t get around to doing it.  Killed by the combined efforts of the players, the Dragon Aspects and Thrall.  Only two uncorrupted black dragons remain in Azeroth (not counting player mounts and pets) are Wrathion and Ebyssian (both of who were purified of Old God influence by the power of the Titans).  &lt;br /&gt;
** Chromatic dragons are evil mixtures of all types of dragons, made by Deathwing&#039;s eldest son Nefarian.  Chromatus was a five-headed example and the most powerful one produced, nearly defeating the Aspects themselves in battle; he was eventually incapacitated and his body locked in a magic vault since his artificial nature and combined draconic powers have rendered him unkillable (enough magic will turn him on again).&lt;br /&gt;
** Nether dragons are black dragons corrupted by the Twisting Nether which turned them into weird ethereal dragons made of magic, though they turn sane (feral at worst) at the cost of their lifespan. Mostly there to be used by evil forces but the player characters can befriend some. Led by Neltharaku.&lt;br /&gt;
** Twilight dragons are any color infused with nether dragon essence and the energies of the Old Gods. Replacements for the chromatics. Dargonax was the first, Ultraxion was the biggest and strongest, but they work directly for Deathwing.  Some of them got infused with even more Void power and became Void dragons, who have tendrils on their heads and radiate Void energy.  The most powerful Void Dragon was Vexonia, who wanted to make all dragons serve N&#039;Zoth and was worshipped by a cult as a demigod under N&#039;Zoth.&lt;br /&gt;
In a particularly derp moment, it turns out that the Aspects knew little of the Old Gods, and were created based on a vague vision of a single break-out attempt (via Deathwing, who only came to power via the vision). After Deathwing was extinguished, the Aspects became mortal and [[Rage|all dragons became &#039;&#039;&#039;somehow&#039;&#039;&#039; incapable of reproducing]].&lt;br /&gt;
&lt;br /&gt;
==Geography==&lt;br /&gt;
===Azeroth===&lt;br /&gt;
Azeroth is the kingdom/subcontinent/continent/planet that the series mostly takes place on. The planet&#039;s most apparent feature is the perpetual war where generic humans and their friends fight alien orcs and their friends. The planet&#039;s most notable feature is that this perpetual war makes both sides very prepared to temporarily ally and fight threats much worse than each other... before going right back to fighting over land.&lt;br /&gt;
&lt;br /&gt;
Formerly a world with a single ocean and a pangaeic continent, the &amp;quot;perfect&amp;quot; continent exploded during the last phase of the War of the Ancients between the night elves and a demonic army known as the Burning Legion. This caused the middle section to sink leaving only a few islands and a giant magical hurricane-whirlpool while the outer sections became separate continents.&lt;br /&gt;
&lt;br /&gt;
Apparently the determination and plot armor of the planet&#039;s residents comes from the dead titan soul of the world manifesting inside of the player characters.&lt;br /&gt;
&lt;br /&gt;
====Eastern Kingdoms====&lt;br /&gt;
A generic Medieval fantasy continent in about as much [[Medieval Stasis]] as Warhammer Fantasy was. There is not much that is not a kingdom on this continent. As far as &amp;quot;unclaimed&amp;quot; areas go, there are the orc territories around Blackrock Mountain. They stole Blackrock Spire from the Dark Irons, banishing them to their own basements. The titular kingdoms are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Human Kingdoms&#039;&#039;&#039;&lt;br /&gt;
* Stormwind: The first kingdom to be attacked by the orcs and the only human kingdom to remain as a major power after it was rebuilt. It serves as the seat of the Alliance&#039; power and the capital (also called Stormwind) is among the most cosmopolitan and rich cities on the planet. Stormwind city proper serves as the de facto captial of the Alliance and Stormwind in general serving as the main staging ground and backbone of the the Alliance war machine (as of BFA also home to the bulk of the Gilneas and Dark Elf refugees).  The Kingdom also houses the infamous Goldshire, the greatest [[Star Wars|den of scum and villany in the Eastern Kingdoms]]&lt;br /&gt;
* Lordaeron: The biggest and most religious kingdom. It took center stage in the plot after Stormwind fell, but was eventually corrupted and driven to ruin by Arthas after being turned into a Death Knight in the third game. Now called &amp;quot;The Plaguelands&amp;quot;, it&#039;s now a barren hellscape dotted with undead strongholds and a miasma-filled atmosphere, with only a few crusader factions still staying inside. Its capital city, also named Lordaeron was taken over by the Forsaken Undead for a long time, but was recently bombed by the Plague by the [[Wat|Forsaken&#039;s leader herself in a gambit.]] and is now an actually dead ruin. Given everything thats happened to it the plague bombing was almost a mercy kill.&lt;br /&gt;
* Gilneas: The second largest kingdom themed after an industrialized Regency-era England. They walled themselves off from being taxed by a rival sovereign power and the subsequent undead. Then they became werewolves, lost all of their land to different undead and climate change on bathsalts, and became a part of night elves culturally. Lore-wise, they&#039;re slowly rebuilding their capital of... Gilneas. See a pattern here?&lt;br /&gt;
* Dalaran: A single citystate full of mages. After being invaded by Arthas for a magical tome and subsequently nuked by an Eredar lord named Archimonde in the third game, the remaining citizens walled themselves off from the outside world... Until WoTLK, where they not only restored Dalaran to its shining self, but made it [[Awesome|airborne]]. Currently hovering around the Broken Isles and acting as a hub city for all factions. Neutral to the two factions, though they do take more of a shine to the Alliance.&lt;br /&gt;
* Kul Tiras: A naval kingdom loosely based on pre-industrial Britain or Denmark. They had an enormous navy. &amp;lt;s&amp;gt;Its navy was last seen in the WC3,&amp;lt;/s&amp;gt; being led by its &amp;quot;Lord Admiral Daelin Proudmoore&amp;quot;, where he attempted to wage war again against the newly formed Horde and lost. A sovereign state, but technically not a kingdom due to the Lord Admiral being a noble but not royalty somehow (there are four houses, none of which rule). Featured prominently in BFA; extremely [[Pirate|Cornish]] and very maritime in all things they do.&lt;br /&gt;
* Stromgarde: A kingdom made from those who stayed behind to defend the aging capital of the first human kingdom. Things didn&#039;t go so well as Stromgarde became ruined and infested with criminal scum, ogres, and trolls. BY WOWBFA it had become a major warzone between the Alliance and Horde both wanting to use it as a staging ground to attack the other. Lore-wise the Alliance was victorious and Stromgarde and its capital was reclaimed and is finally in the process of rebuilding.&lt;br /&gt;
* Alterac: The weakest kingdom. A kingdom of rogues that allied with the Horde, only to be crushed by the other human kingdoms. Now a criminal syndicate in Stromgarde&#039;s lands with their capital as a frozen, ogre-infested wasteland.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Dwarf Clans&#039;&#039;&#039;&lt;br /&gt;
* The Bronzebeards: Generic dwarves based in the city of Ironforge. Famous for their smithing and their Mountaineers; [[Ranger|rangers with huge guns]] that patrol the peaks of the Khaz Modan, the Empire of the Dwarves.&lt;br /&gt;
** Gnomeregan: Tinker gnomes that do not do much beside trying to regain their lost city. BFFs with the Bronzebeards and technically a protectorate.&lt;br /&gt;
* The Wildhammers: Dwarves that ride gryphons. They don&#039;t really have a city (having lost Grim Batol). They have the aviary of Aerie Peak and various other peaks and villages, but tend to avoid civilization in favor of the freedom of nature. Has actual Shamans.&lt;br /&gt;
* The Dark Irons: Shadowy dwarf sorcerers that live in Shadowforge City under Blackrock Mountain. Played with powers they shouldn&#039;t have and summoned Ragnaros, the lord of the Fire Elementals, who created Blackrock Mountain and enslaved them until his defeat. Originally kind of like discount Chaos Dwarfs but somewhat less evil, until Cataclysm, where their then-new Queen made attempts to improve relations with the two other clans. They are now considered to be a part of the Alliance, though they still work hard to show they actually aren&#039;t evil anymore. Well, not &#039;&#039;that&#039;&#039; evil... &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Troll Empires&#039;&#039;&#039;&lt;br /&gt;
* Amani Empire: Giant forest trolls with Cuban accents. Originally part of the Horde in the olden days, they&#039;ve fallen on hard times after the High Elves and human kingdoms drove them off, leaving their cities in ruins. Their leader, Zul&#039;jin, was revealed to be alive and is highly pissed off at the Horde for allying with the Blood Elves before subsequently getting murderized by the Horde in their capital of Zul&#039;aman. Later allied with the Zandalari to take over the world but were once again defeated, this time by the Darkspear Tribe(Jungle Trolls that joined the Horde.)&lt;br /&gt;
* Gurubashi Empire: Jungle trolls with Jamaican accents. Had a massive flood followed by a civil war over excessive blood sacrifices to an evil god. Also in ruins. Also joined the Zandalari to take over the world, then some guy tried to eat the aforementioned god but got eaten instead due to the intervention of adventurers.&lt;br /&gt;
&lt;br /&gt;
And the ones that aren&#039;t part of the Eastern Kingdoms...&lt;br /&gt;
&lt;br /&gt;
*  Drakkari Empire: Trolls native to Northrend. Pretty much everyone was killed and raised by the Scourge, only to regain free will after the Lich King&#039;s defeat. Probably the second least relevant troll empire after the Farraki (sand trolls) these days. When it became apparent that they were going to lose the war against Arthas and the Argent Crusade, they [[RIP AND TEAR|killed their gods to take their powers]], which is pretty fucking metal if you think about it. &lt;br /&gt;
* Zandalari Empire: The only troll empire to remain remotely intact (and relevant for that matter) in the present day. First introduced when they sought aid in helping the Gurubashi overthrow their evil blood-drinking god. Later, the Cataclysm caused their home-island to start sinking into the sea, so some guy named Zul tried to unite the trolls of the world to take new lands to live on, only to fail. They tried to do the same later when they went to Pandaria and allied with the Mogu, but once again failed. Will ultimately throw their lot in with the Horde in the BFA expansion. Also they have dinosaurs and can functionally be Paladins through worship of the Loa Rezan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elven Kingdoms&#039;&#039;&#039; &lt;br /&gt;
* Quel&#039;thalas: The main stronghold of the High Elves. It housed the primary capital city of the elves named &amp;quot;Silvermoon&amp;quot; and also the Sunwell; the High Elves primary source of magic. In the third game, Arthas curbstomped Silvermoon and corrupted the Sunwell to resurrect a Lich named &amp;quot;Kel&#039;Thuzad&amp;quot;, leaving the majority of the High Elves dead and the rest went into hiding. By the first expansion, Silvermoon was partially rebuilt by the survivors, who renamed themselves Blood Elves, and are currently using it as their main capital city again. Its still, however, a shadow of its former glory. The majority of Quel&#039;thalas is still infested by blight, undead remnants of the previous invasion, and grumpy Amani trolls. Allied with the Horde for pragmatic reasons in Burning Crusade, but has since come to consider the Horde as true allies.&lt;br /&gt;
&lt;br /&gt;
====Kalimdor====&lt;br /&gt;
A less civilized continent (how are Night Elves less civilized? They shit in the woods that&#039;s why!), preserving elements from the old super-continent. It has the forests of the night elves to the north, the orc-conquered Barrens in the center, and largely unclaimed deserts to the south. The orcs, living in a sucky climate and loving conquest, are constantly trying to take lumber and land from the night elves. Major groups:&lt;br /&gt;
&lt;br /&gt;
* Orgrimmar - Capital of the Nation of Durotar, as well as the Horde. A clanless group of united orcs made of mostly Blackrock, Warsong, and Frostwolf. Has a running talent of being besieged multiple times but always seems to avoid destruction thanks to truces and plot-armour.&lt;br /&gt;
* Thunder Bluff - Capital of Mulgore. All the tauren tribes live here except the evil Grimtotem clan.&lt;br /&gt;
* Darkspear Tribe - Banished by the other jungle troll tribes to an island, they are trolls who are also Jamaican and allied with the Horde, currently residing in Kalimdor after Thrall led his clan&#039;s mass exodus to the west. &amp;lt;s&amp;gt;They&#039;re led by a Shadow Hunter named Vol&#039;Jin.&amp;lt;/s&amp;gt; More or less lack a leader following the death of Vol&#039;jin because Blizzard doesn&#039;t think they&#039;re important enough to have a representative.&lt;br /&gt;
* Ashenvale - A large forest on the north of the continent and homeland of the Night Elves.  They had a vicious foreign policy, which was relaxed during the Third War, except when hostilities reignited with the Horde.  This culminated in the War of Thorns where the Night Elves were ousted by the Horde, but then regrouped to take back their ancestral lands.&lt;br /&gt;
* Teldrassil - The main home of the Night Elves. Its capital is named &amp;quot;Darnassus&amp;quot; and is where the seat of Night Elf power is located in. Burnt down by Sylvanas using Azerite-infused siege weapons in the latest expansion. Teldrassil and its surrounding areas remained a burned out ruin until the Night Elves retook it for the most part in BFA war of thorns. As of the ending of the fourth war the Night Elves are anxious to begin rebuilding Teldrassil.&lt;br /&gt;
* Exodar - A crashed spaceship where the draenei live.&lt;br /&gt;
* Theramore - A newer city-state made up of survivors of Lordaeron led by Jaina Proudmoore. Was the (rather small in the game) capital of the Alliance, but eventually ceded more and more authority to Stormwind until Garrosh nuked it.&lt;br /&gt;
&lt;br /&gt;
====Northrend====&lt;br /&gt;
Basically the South Pole of Azeroth, except in the North (there is actual land in Northrend like Antarctica unlike the Artic). Way before Lich King&#039;s domination, it was the battlefield of Aegwynn, the guardian of Azeroth and Sargeras, the leader of the burning legion. The battle ended with Sargeras defeated but somehow cursed her by possessing her infant son Medivh before he was even conceived.&lt;br /&gt;
&lt;br /&gt;
It used to be populated by the Nerubians, a race of intelligent arachnids who evolved from Aqir that had survived the continent cracking event known as Sundering, that had split Kalimdor from Northrend. [[Q&#039;Orl| Nerubians like their Aqir ancestors are a cruel, xenophobic and hyper-isolationist species with a hard on for culture and engineering, as well as architecture and magic so juicy the Lich King killed them for it]]. Basically Arachnid Nazi Eskimo Egyptian, though there are like 12 still alive and they are willing to pay people to help them get revenge.&lt;br /&gt;
&lt;br /&gt;
Nerubians used to have an extensive amount of [[fluff]] covered in the Warcraft RPG series before Blizzard [[Exterminatus|nuked]] the project and subsequently any development from it (like finding &#039;worship&#039; to be confusing and suicidal, a plot point that later made sense when players met their god). They made a comeback in Legion, as refugees this time on an island only to be killed by the player, and there is no explanation for this provided, not even when we [[That guy|bring the corpse]] of their leader to the few living Nerubians.&lt;br /&gt;
&lt;br /&gt;
Northrend was also a good place for dragons to die which many dragons will fly to the Dragonblight at Northrend when they are near their life&#039;s end. &lt;br /&gt;
&lt;br /&gt;
The Lich King (Ner&#039;zhul) landed here when he was thrown to Azeroth by Kil&#039;jaeden as a [[exterminatus|WMD]] to further the demon&#039;s plan. He fought the Nerubians and were won through attrition warfare with a little help from dreadlords. Many Nerubians were mostly killed by the Lich King and made into spider mummies with their king Anub&#039;arak turned into his slave. The Lich King, who was working for the Burning Legion at the time, spread his undead plague southward into human lands. By doing so, he infected and mind controlled some humans into his ranks creating his very own undead army: the Scourge. The Scourge&#039;s purpose is to follow the Lich King&#039;s will, kill all humans, and find a way to bring the Burning Legion in full force to Azeroth. During the conflict with humans, Prince Arthas came to Northrend to hunt down Mal&#039;Ganis (the Lich King&#039;s demon overseer) and decided to take this totally-evil-sword Frostmourne because it gives him the strength to kill Mal&#039;Ganis. Obviously, it turned Arthas so evil that he killed his own father, finished off his kingdom, and brought doom to the high elves.&lt;br /&gt;
&lt;br /&gt;
Illidan had tried to destroy Northrend with The Eye of Sargeras with his fish people (Naga), but he was interrupted by his brother and his bitch of a warden. It did however weaken the Lich King due to the earthquakes Illidan had caused, forcing Arthas to come to Northrend and abandon Lordaeron to the Forsaken. When Arthas came to Northrend to save the Lich King, Illidan and his friends were there to stop him and they had an epic fight. Illidan lost like a bitch and Arthas became one with the Lich King. Also, an Old God called Yogg-Saron lives below Northrend in a massive titan facility built around main body.&lt;br /&gt;
&lt;br /&gt;
====Pandaria====&lt;br /&gt;
Land of pandas and Chinese things. Once a region dominated by a titan-created race of lion statue-men called the mogu, the pandaren broke free with booze, martial arts, and friendship. The &amp;quot;death&amp;quot; of the Old God Y&#039;Shaarj left the land cursed by emotion-creatures called the sha. After giving form to and kicking the asses of (with harmony, not ass-kicking) the sha, the last emperor of Pandaria used the magic mists of pride to isolate the region from the exploding super-continent, forming the island-continent as it is.&lt;br /&gt;
&lt;br /&gt;
====Islands====&lt;br /&gt;
* Zandalar - True homeland of the trolls. Home of the last intact troll empire and cities of gold... until Deathwing sank it. Now it has sent out a golden fleet to screw over other troll tribes for resources (under the guise of helping them) and begging the remaining mogu for a home.  Retconned into a continent.&lt;br /&gt;
* Broken Isles - The ancient night elf city of Suramar was used to house the remains of the Avatar of Sargeras when he was killed as part of a convoluted gambit to infiltrate the planet (his soul possessed the unborn child of the one who was supposed to be keeping demons away and who defeated said Avatar, then used that child to summon the orcs). The island was later raised by orc warlocks seeking power from the body.  Retconned into a continent.&lt;br /&gt;
* Kezan - The industrialized home of the goblins. It was where Pandaria is, but that was changed. Had the trade-capital of Undermine. Destroyed when Deathwing set off its volcano.&lt;br /&gt;
* Plunder Isle - Has pirates.&lt;br /&gt;
* Tel&#039;Abim - Has bananas. Some letters in bottles findable by fishing will explain that the Tel&#039;Abim Bananas are actually alive and malevolent, although the shipwrecked author could have just been going insane.&lt;br /&gt;
* Tol Barad - A tiny, fallen kingdom turned into maximum-security prison that keeps changing hands. The ledger must look like used bogroll a this point&lt;br /&gt;
&lt;br /&gt;
===Draenor===&lt;br /&gt;
The other planet visited in the setting. Savage homeworld of the orcs, the ogres, and (adopted by) the draenei. The orcs were recruited here by the Burning Legion to kill the draenei (rebel aliens and their descendants who rejected demonhood), and then were redirected for round two of trying to kill Azeroth. Too many escape portals opened after the orcs&#039; defeat by the humans caused the planet to explode, leaving habitable chunks in the Twisting Nether called Outland. Much of its ecosystem was killed by Orc warlocks playing with dark magic.&lt;br /&gt;
&lt;br /&gt;
====Orc Clans====&lt;br /&gt;
Rivaling the human kingdoms were the orc clans. Currently, most are defunct. They were savage and semi-peaceful hunter-gatherers on their home world before Warlocks gave them new magic, some technology and the unity of genocidal goals.&lt;br /&gt;
* Blackrock clan - Basic militant orcs, led by Blackhand the Destroyer. Later led by his ambiguously noble second-in-command Ogrim Doomhammer. Most were folded into the new Horde, but those who retained the name eventually merged with the Black Tooth Grin and maintained the Blackrock name.&lt;br /&gt;
* Stormreaver clan - Main Warlock clan, led by Gul&#039;dan.&lt;br /&gt;
* Twilight&#039;s Hammer clan - Doomsday cult seeking any means they can destroy the world. After the war they broke off from the warlocks and became Old God worshipers. Led by the ogre Cho&#039;Gall, formerly Gul&#039;dan&#039;s right hand man.&lt;br /&gt;
* The Shadow Council - Gul&#039;Dans hand picked secret society of Warlocks and dark magicians. Pulled the strings behind the scenes that eventually lead up to the invasion of Azeroth by the Orcs. Their Azeroth branch was murderfucked out of existence when Doomhammer learned of the Council&#039;s machinations and their sway over the Horde, and their Draenor branch was also almost driven to extinction due to the Alliance forces that crossed the Dark Portal fighting them, Illidan and his followers occupying most of their original strongholds (like the Black Temple) and they themselves accidentally summoning a gargantuan exdimensional being that they couldn&#039;t control. Small of pockets of them still remain on both Azeroth and Outland, but they are far from being a unified or even significant force anymore. &lt;br /&gt;
* Black Tooth Grin clan - Blackhand&#039;s kids got their own clan due to Doomhammer killing him and seizing control of the Blackrock clan. Punching out a tooth is the rite of passage to give yourself their signature grin. Absorbed back into the Blackrocks at some point after Doomhammer&#039;s defeat, which would in turn become the &amp;quot;Dark Horde&amp;quot; under Nefarian.&lt;br /&gt;
* Bleeding Hollow clan - Rips out an eye to view their deaths. Lead by Kilrogg Deadeye.&lt;br /&gt;
* Dragonmaw clan - [[Dragoon|Dragon Riders]]. Maintained one of the last Orc hold-out strongholds after the original Horde&#039;s defeat until some scheming by Deathwing, and things going [[Not As Planned]] released the dragons. Some hold-outs later joined the modern Horde.&lt;br /&gt;
* Burning Blade clan - [[Eversor|Psychotic Berserkers]] with a Samurai theme ([[Awesome|even using Sashimono!]]). Eventually nearly wiped out, but the survivors became badass mercenaries. Later refounded by Demon-worshipers from the Shadow Council who tried to subvert the modern Horde from within before they too were wiped out.&lt;br /&gt;
* Shadowmoon clan - Shamans who were corrupted into becoming Warlocks, [[Retcon|but later said to be Shadow Priests]]. Led by Ner&#039;zhul.&lt;br /&gt;
* Frostwolf clan - &amp;quot;Good&amp;quot; wolfrider orcs. Makes up the majority of the modern Horde along with the Warsong and Blackrock clans. Thrall is from this clan.&lt;br /&gt;
* Warsong clan - Crazy wolfriders and warmongers with the most overt Mongolian theme. Led by Grom Hellscream.&lt;br /&gt;
* Shattered Hand clan - Former gladiator-slaves. Replaces a hand with a blade. Formerly led by Kargath Bladefist. Later became a multi-racial spymaster clan of Rogues and the like in the new Horde.&lt;br /&gt;
* Thunderlord clan - Hunts giants. Tames giant things.&lt;br /&gt;
* Laughing Skull clan - Pyromaniacs. Previously led by an ogre and sided with humans.&lt;br /&gt;
* Bonechewer clan - Savage Cannibals.&lt;br /&gt;
* Flowerpicker clan - A gag name for the unused blue team color for the Horde in the campaign of Warcraft II. Made possibly canon as Orc ninjas in Warlords Of Draenor.&lt;br /&gt;
&lt;br /&gt;
====Alternate Draenor====&lt;br /&gt;
In the past of an alternate universe, orcs were given a simple coal engine, hydraulics and a warning about the price of deals with the Burning Legion, so they never made any deals with any demons. These orcs try to invade modern Azeroth anyway while simultaneously trying to conquer their own planet. After the orcs&#039; defeat, they go back to the demons. When the demons are defeated, the planet is freed and the remaining orcs are friendly to all parties and the Draenei don&#039;t ask for reparations regarding the Iron Horde &amp;lt;s&amp;gt;[[Derp|(for reasons)]]&amp;lt;/s&amp;gt; because Blizzard messed up the expansion and decided to end it prematurely to move on to Legion, leaving behind things such as an entire continent supposed to house the Ogre empire, and the island of Farahlon which was originally supposed to be where the Primals hang out.&lt;br /&gt;
&lt;br /&gt;
It&#039;s visited again but somehow 30 years in the future (Except it&#039;s just catching up to the present for reasons) despite nobody ever wanting to touch it again (except avid Orc roleplayers because holy shit is Draenor gorgeous).  The resident Draenei, led by Yrel and some naaru, form a Light army and waged war on the Orcs who refused to join, getting dubbed &amp;quot;Lightbound&amp;quot; by the Orcs (protip, you&#039;re expected to pretend the Iron Horde never happened and the Draenei are just Light fanatic villains now).  AU Draenor is dying for unknown reasons, with both Mag&#039;har and Lightbound blaming the other &amp;quot;he said, she said&amp;quot; style, and the surviving Ogres either joined the Lightbound or are stuck in Mag&#039;har-led prison camps.&lt;br /&gt;
&lt;br /&gt;
Durotan died offscreen but produced a rule 63 Thrall called Geya&#039;rah.  AU Grom is both still alive and unpunished for his Iron Horde war crimes, but managed to have a son that joins the Lightbound for unspecified reasons (popular theories range from shame over the Iron Horde to wanting a piece of sweet Draenei booty).   All of this for the two reasons of adding the Mag&#039;har allied race - since the Mag&#039;har from Outland already joined the Horde - and [[Edgy|trying to give the Light a bad side]].  &lt;br /&gt;
&lt;br /&gt;
Following the recruitment of the AU Mag&#039;har, Draenor seems to be shut off until Blizz brings back Yrel and her group as future villains, much to the chagrin of Orc roleplayers (who love the place and just want to hang out there) and Draenei or pro-Light roleplayers (who hate the villain-batting of their groups).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;savage&amp;quot; geography of this Draenor is shaped by three warring factions of giants: the desert-loving Breakers (made of rocks and lava), the jungle-loving Primals (made of plants), and a third faction that showed up called the Zangar (aquatic fungus that used to be Primals). The Primals seem to be wiped out by the Orcs come Battle for Azeroth.&lt;br /&gt;
&lt;br /&gt;
==Factions and races==&lt;br /&gt;
In WoW, you have the option of siding with either the Alliance or Horde. The different factions have different races available to them. Everything else is &#039;other&#039;.&lt;br /&gt;
&lt;br /&gt;
===Alliance===&lt;br /&gt;
[[File:Elfbutt Gnome.JPG|thumb|right|300px|The main draw.]]&lt;br /&gt;
The Alliance are portrayed as the &amp;quot;more-civilized-than-thou&amp;quot; faction in the game. While they have a lot of the same bigotry as the Horde, Horde bigotry leads to threats and murder while in the Alliance its segregation and insults. Despite this the Alliance remains the more united faction, and the general theme is races trying to reclaim what was lost (always at the hands of the races of the Horde, leading to the question of forgiveness or justice as the way to move forward). &lt;br /&gt;
&lt;br /&gt;
====Humans====&lt;br /&gt;
Your bog-standard humans. As far as it&#039;s known, humanity worships a vaguely defined entity comprised of collective will called the Holy Light (which may or may not be an actual sentient being). Pre-WoW continuity was basically Catholic, later continuity made their faith extremely vague with suggestions that they had a polytheistic background that became godless. Humans originally came from 7 kingdoms, although by the time of WoW all but two (one of which is comprised of Elves and Gnomes as well) have been destroyed with very few survivors. Humans are descended from robots created by the Titans, which later became fleshy viking Giants who started giving birth to tiny and softer-skinned children that were the ancestors of mankind. Apparently, many humans share a sever case of inward directed victim blaming. Thanks, Chris.  Other species like to complain about humans not doing enough for them, humans like to be a hero wherever possible, and they&#039;re kinda like sand in an Anakin Skywalker way.  Given this, you won&#039;t be surprised to learn the humans created the first paladins in Azeroth.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warcraft Human 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Dwarves====&lt;br /&gt;
They&#039;re [[Dwarf|Dwarves]]. They like shooting with guns and hitting stuff with hammers. They&#039;ve also perfected steam technology, bringing tanks onto the battlefield for the Alliance. Dwarves come in three subraces; Bronzebeard Dwarves, Dark Iron Dwarves, and Wildhammer Dwarves. This mattered a great deal early on in Warcraft, but after a series of events all three have finally united into one race again. Originally a race of robots designed to keep the world being shaped into the designs decided on by the Titans, they gradually turned fleshy until going dormant and waking up not knowing who or what they were while in an underground cavern. The city they turned the cavern into became their holiest site, Ironforge.&lt;br /&gt;
&lt;br /&gt;
They are ruled by three major clans:&lt;br /&gt;
* &#039;&#039;&#039;Bronzebeards:&#039;&#039;&#039; The primary playable and standard Warcraft Dwarves that neatly fit the standard Dwarf archtypes, save for their love of technology (especially &#039;&#039;guns&#039;&#039;) and archaeology. As the name suggests, they have a tendency towards brownish-gingerlike beards although all beard colors are found in the commonfolk of the Bronzebeards. They used to own Ironforge and ruled it alone until Cataclysm, when King Magni accidently turned himself into a giant living diamond and in the power vacuum the Dwarf Council was formed with the two other clans, uniting the Dwarf race for the first time in most of recorded history. These guys are the clan that actually has alliances with the rest of the Alliance; the two others are mostly just in it with them. Their current leader is Muradin Bronzebeard, Magni’s brother. &lt;br /&gt;
* &#039;&#039;&#039;Wildhammers:&#039;&#039;&#039; Aesthetically knock-offs of [[Slayers]] from [[Warhammer Fantasy]] although it can be argued that Wildhammers have even more development than their inspiration, they are barbarian dwarves that fly griffons into battle, wield Stormhammers (a WARCRAFT DORF version of Mjolnir), and they also get cool blue tattoos. They are so Scottish their accent actually is fitting, and their homes resemble Hobbit Holes. Their skin tends to be ruddier and they have a fair amount more red hair than the other Dwarves. They live in a mountain carved like an eagle, and are not fond of staying inside mountains, weirdly. The Dorfs got Shamans when they reconnected with the Wildhammers, who have a more natural affinity for the world around them. Their main emissary is Falstad Wildhammer - they might not actually have leaders per se.&lt;br /&gt;
* &#039;&#039;&#039;Dark-Irons:&#039;&#039;&#039; Once the token EVIL dorfs, they used to scurry inside Blackrock Mountain and were controlled by [[Archomental|Ragnaros the Fire Lord]]. These days many of them are reformed and are part of the Alliance with the rest of the dorfs, and during the Draenor expansion they show that they are pretty cool people (even pranking Yrel). They like magic and even teach new dwarves how to be Warlock and a Mage (or at least used to, until the players learned to do that by themselves). They have [[Salamanders|charcoal-black skin and burning red eyes]], giving them a sort of demonic look. Their leader is Moria Thaurissan, once a Bronzebeard princess who was thought to have been kidnapped by the king of the evil Dark Irons Dagran Thaurissan. Turned out she actually went of her own will and was legit in love with him... Kinda sucked that we killed him, then. Moira is technically regent, ruling until her infant son can take the combined Bronzebeard/Dark Iron throne. When evil they tended to be dirty slavers lead by a refined aristocracy and insane cultists, the ones who have sided with the Council tend more towards aristocrats and tradesmen. &lt;br /&gt;
&lt;br /&gt;
There are also many varieties of Iron Dwarves, the pre-flesh robot form of Dwarves scattered throughout the world. Some have personalities and cultures, others are mere robot slaves to their programming. &lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warcraft Dwarfs.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Night Elves====&lt;br /&gt;
Purple-skinned [[Elf|elves]]. Their ancestors were [[Troll]]s, who discovered a massive source of magic - the Well of Eternity - and lived near it so long that it turned them into the first Elves. The nobility became hedonistic assholes who suckled the arcane magic, while the peasant classes tapped into the magic of nature and the priesthood that worships the moon goddess Elune discovered Light magic. Their [[Morathi|queen, Azshara, became drunk on power and hubris]] and hatched a plan to tap the Well of Eternity for enough mojo to wipe out the other races. Drawing all that power drew the attention of the Burning Legion, who started sweet talking Azshara into letting them in to do the job for her. Azshara accepted, and she would become infatuated with the Legion leadership, deluding herself that she was betrothed to Sargeras.&lt;br /&gt;
&lt;br /&gt;
The rest of the Night Elves, who were still sane and also seeing that they weren&#039;t on demons&#039; &amp;quot;do not kill&amp;quot; list, united with the other races and started a civil war, which would later be known as the War of the Ancients. The leaders of the sane side were: a young elf named Malfurion Stormrage, a student of the demigod Cenarius and the first Druid; Tyrande Whisperwind, the high priestess of Elune, and Malfurion&#039;s lover; and Illidan Stormrage, Malfurion&#039;s brother and a magic-addicted douchebag mage.  Despite fighting for years against endless hordes of daemons, the Azerothian races realized they would need to invade the old Night Elf capital and destroy the Well of Eternity to beat back the daemons permanently. In this time, Illidan would defect to the nobility&#039;s side; originally it was due to his magic addiction/obsession and envy of his brother, then [[retcon|he was trying to bring down the Legion from the inside as a double-agent without telling anyone, then the latest retcon merged the two; he went to join the Legion for real out of envy and addiction but had a last-minute change of heart and worked to bring them down]].  In every version Illidan also wanted to close to the Well of Eternity to bottle some of its waters to keep for himself.  Eventually the Azerothian side reached the well, and a climactic fight between Malfurion and Azshara ended with the spellworks summoning in the demons to implode and cause a chain reaction which was going to destroy the Well.  The Azerothian forces fled for as long and as hard as they could before the Well exploded, ripping the world into four continents and leaving a gaping hole in the planet in the middle.&lt;br /&gt;
&lt;br /&gt;
As for the nobility, during this time they&#039;d been slowly whittled down by the war, but were relatively untouched enough that they evenly divided into three general groups. The first group had realized that Azshara was well and truly fucking everybody with her vanity and hubris, and defected to the other side; after the war, their views on aristocracy and the commons - plus their addiction to arcane magic - would force them to split with the surviving elves again, and they sailed East and would become the ancestors of the High Elves. The second group would be founded by Xavius, Azshara&#039;s chief mage who was killed and resurrected by the Legion as a demonic Satyr, and he would seduce Azshara&#039;s other minions into Legion service exclusively and corrupt them into other Satyrs. The third group was lead by Azshara, who survived her duel with Malfurion, but refused to abandon her palace as it survived the Well collapsing and started to fall into the new ocean. Azshara got a bit of divine help again, but from an old god who refused to see her potential go to waste, so kept her and her followers alive as the Naga.&lt;br /&gt;
&lt;br /&gt;
After the war, the Azerothian side split into separate peoples again, and the Night Elves opposing the Legion would form their own society in the forests of Kalimdor. Illidan - who survived and managed to get back into his brother&#039;s good will but not off the shit list - took three of the vials from the Well of Eternity and dumped them into a lake to try to remake the Well.  While having the Well in the first place is what drew the demons, Illidan said they would need arcane magic again should the demons come back (and while he did kind of have a point, everybody could see that the bigger factor in his decisionmaking was that he was a junkie trying to get his fix, which was even clearer when he killed some of the people who tried to stop him). For being an idiot, a murderer and a traitor, they put Illidan in jail for an Eternal Sentence.  Not letting a good catastrophe go to waste, the Night Elves and the dragons planted a tree over the new well as a means of protection, making them immortal again so long as the tree stood. In the new society, the male Night Elves became druids who would go into hibernation to protect the spiritual side of the world called the Emerald Dream (more accurately, they did this when needed and most recently was hundreds of years ago, not millennia), while female Night Elves became rangers and clerics who stayed behind to guard the world (meaning staying in their forest doing nothing and then attacking humanity for trying to save the world purely because they believed only Night Elves can do that among other nonsensical reasons). Because this state of affairs wasn&#039;t friendly to MMO character creation, it was eventually retconned that gender roles weren&#039;t so strict or segregated, and only all the male Druids went to hibernate, while everybody else stayed awake to watch over their ass.&lt;br /&gt;
&lt;br /&gt;
The first time they appeared in WarCraft III, they were a more hardcore version of Amazon/Celtic [[Wood Elves]], to the point that Grom Hellscream was delighted in fighting them due to their savagery and determination (and got something of a WhyBoner watching them kill his men). Yes. [[AWESOME|The Night Elves used to be hardcore, savage, moon-worshipping, druidic elves with bitchin leather, cool weapons, sweet powers, and would royally obliterate your ass with nature&#039;s wrath if you so much as sneezed at a tree in their home that is Ashenvale Forest]]. &lt;br /&gt;
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As of Battle for Azeroth&#039;s War of Thorns, the Night Elves&#039; tree house burned down by the superweapons of an undead edgelord and humanity welcomed them into their homes.  Then many elves went to retake their lands and Darkshore along with their Gilnean allies while complaining about Stormwind doing nothing to help them (rather purposely ignoring the fact that they were well busy fighting the Horde on other battlefronts).  They still manage to have a presence in other battlefields, though.&lt;br /&gt;
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Image:NightElfHuntress.jpg&lt;br /&gt;
Image:Night_elf_druid_by_shadowpriest-d4g28of.jpg&lt;br /&gt;
Image:MoonPriestess.jpg&lt;br /&gt;
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&lt;br /&gt;
====Gnomes====&lt;br /&gt;
[[Gnome]]s are basically shorter, more agile dwarves, with voices as if helium was their only source of air. They&#039;re Alliance&#039;s resident Tech-heads, being paired with their more drunken brethren responsible for the faction&#039;s overall technological progress, often tending towards weird Science-esque inventions like shrink rays, death rays, mind control helmets, [[what|robot ostrich mounts]], and [[awesome|spider tanks]] [[fail|which you never get to use]], as opposed to more practical steampunkish shit their dwarf relatives pack. Blizzard is notorious for sweeping Gnomes under the rug, leaving them with next to no lore or culture besides standing in the shadow of other Alliances races, metaphorically and literally. &lt;br /&gt;
&lt;br /&gt;
While they get to appear quite often, its almost always just for a tech-related fetch quest and little else. [[Derp|That might, JUST MIGHT be due to all the tanks, walkers, attack choppers armed with actual machine guns and missile launchers, bombers and a freaking power armour that these guys make in no small quantities, which the Alliance NEVER use against the Horde (or anyone else, for that matter, other than making VERY occasional short cameos in some quests and cinematics), FOR SOME REASON.]] Because magic beats technology - tanks, machine guns and power armor aren&#039;t effective against beings who can summon volcanoes (shaman), tsunamis (mage), or meteor showers (mages and warlocks) at will. Well that is until the plot needs technology to beat magic and then a laser or supertank tears through everything in its path or some device basically just materializes whatever&#039;s needed just like magic.&lt;br /&gt;
&lt;br /&gt;
Anyway... in yon olde days of classic WoW, gnomes were the power-gamer PvP choice.  They had a racial root breaker, and they were short enough that they could literally hide in the underbrush in Stranglethorn Vale like short, cute Vietcong before hitting you with a PoM-Pyroblast and making half your health disappear in a second.  &lt;br /&gt;
&amp;lt;gallery&amp;gt; &lt;br /&gt;
Image:Warcraft Gnome 1.jpg&lt;br /&gt;
Image:Warcraft Gnome 2.jpg&lt;br /&gt;
Image:Warcraft Gnomes 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Draenei====&lt;br /&gt;
[[Draenei]] are squid-faced, holier-than-thou hippie space goats who worship angel-equivalent aliens made of pure light called Naaru. Technically called Eredar, two thirds of their race joined the Legion as Manari (corrupt) Eredar and became the leadership of the Legion after Sargeras&#039; &amp;quot;death&amp;quot;, the Draenei (exile) Eredar have been fleeing from the Legion and trying to combat the forces of evil in between ever since. Have been slaughtered by just about everyone they&#039;ve met in their history. The exception was the Alliance who welcomed them at the behest of the Night Elves, making them extremely eager and friendly members, though they had to clear up a case of mistaken identity since many Eredar serve the Burning Legion. Speak in vaguely Russian accents. Technically the most scientifically advanced race who can produce electricity, holograms, instant communication, teleportation, and even what can generously be called computers using their crystal magic technology (all of said technology is actually magic and so doesn&#039;t remotely count as scientific advancement), although they&#039;ve lost so much over the many holocausts they&#039;ve suffered that little of it remains. You&#039;d think this would give them plots with the Gnomes, but Draenei are the single most forgotten race in Warcraft to the point that a story involving a meeting of all the racial leaders of the Alliance left out the Draenei completely, which Metzen later had a good laugh about and added references to it later. &lt;br /&gt;
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Confused?  Okay.  The reality is that the Draenei are a fantasy adaptation of the Protoss aesthetic from Blizzard&#039;s other franchise &#039;&#039;Starcraft&#039;&#039;.  They&#039;d had Eredar and Broken as far back as &#039;&#039;Beyond the Dark Portal&#039;&#039;, but they&#039;d never fleshed out a visual style for their stuff.  All their technology, buildings, weird crystal shit, etc, is pretty much just Protoss in a &amp;quot;I&#039;m not saying it was aliens, but it was aliens&amp;quot; kind of way.  &lt;br /&gt;
&lt;br /&gt;
One should note that [[neckbeards]] get [[Slaanesh|ROCK HARD]] over [[Monstergirl|Draenei]] [[-4_Str|women]], and would give up all of their [[dice]] and their favorite [[40k]] army to fuck one. Often said to possess [[Dickgirl|massive horse cocks]], but these rumours tend to originate from [[/d/]] (in particular the MASSIVE amount of futanari porn that has been produced for them, which was probably inspired by the fact that they have hooves instead of human-like feet).&lt;br /&gt;
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Image:Warcraft Draenei 1.jpg&lt;br /&gt;
Image:Warcraft Draenei 2.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Worgen====&lt;br /&gt;
Cockney [[werewolf|werewolves]]. While the image of Michael Caine transforming into a dire wolf sounds awesome, it&#039;s more along the lines of Dick Van Dyke&#039;s chim-en-ney sweep with some fur glued on. Formerly humans of Gilneas, their kingdom was ravaged by a bunch of werewolves, then conquered and occupied by the Forsaken of the Horde being warmongering assholes, causing them to join up with the Alliance, after the successful reclamation of the capital city of their nation resulted in Sylvanas killing the king&#039;s son and shit-bombing the entire kingdom with so much of her New Plague that it has made the place uninhabitable even by Forsaken standards. Taught to connect to Druidism by Night Elves to control their werewolf side, they&#039;ve reclaimed their monocle+top hat and blunderbuss+hound ways and even enlisted feral Worgen into their faction as well as some remaining human populace of Silverpine and Hillsbrad - apparently being a Big Bad Wolf with little to none shortcoming, strong enough to rip orks to pieces and beat his tauren friend to death with the meaty chunks, and nigh immune to the Plague of Undeath is quite an enticing idea when you live in a country infested with undead who&#039;d like nothing more than to test some of their new and exiting stamms of chlamydios shit on you only to raise you from the dead for their army when you finally die. Currently, full speed ahead on becoming furry Night Elves themselves, at least culturally, embracing druidism and often abandoning the Church of Light altogether in favour of mixed Elune and Goldrinn worship.&lt;br /&gt;
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Their king, Genn Greymane (named thus back in the days of Warcraft II, when worgen did not yet even existed, ironically), formerly one of the loudest decriers of the Alliance of Lordaeron, has become one of the most stalwart supporters of the Alliance of Stormwind (basically during the course of a short story and some of the books) and, due to the aforementioned events, is not at all fond of the Forsaken and especially the Banshee Queen (to be fair, Sylvanas did kill his son and mock him about it).  Since then Genn strived to ensure Sylvanas&#039; timely arrival on a date with Arthas in that special place in hell/the Maw, ever more vehemently with Varian&#039;s death and the Burning of Teldrassil, quickly earning the admiration and ire of the respective fanbases (sorta, even Horde players fantasize about brutally torturing Sylvanas to death for being a total fucking monster).&lt;br /&gt;
&lt;br /&gt;
 [[/d/|&#039;&#039;&#039;The&#039;&#039;&#039; most popular characters of shorstories involving any sort of befriendment of female elves (even surpassing the previous holder of that title that were the orcs).]]&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warcraft Worgen 1.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Horde===&lt;br /&gt;
[[File:Warcraft Horde.jpg|right|thumb|300px]]&lt;br /&gt;
Despite what some people believe, according to devs there is (dubiously in the case of many Forsaken plotlines) no evil playable faction. [[DERP|Which is why half the Horde chiefs went mad with power and go full genocide while the Alliance has at best been harsh]]. The Horde is in some ways as good or bad as the [[Grimdark|sometimes racist and oppressive Alliance]], although the Horde tends to have the most bad seeds in their faction due to poor writing and character handling. The general theme of the Horde is races that have lost a great deal, usually to those within their faction who have also fucked the Alliance, causing them to stop and re-evaluate themselves while building an entirely new path forwards while dealing with the partially justified and partially overzealous vengeance of the blue faction. &lt;br /&gt;
 &lt;br /&gt;
====Orcs====&lt;br /&gt;
The [[orc]]s of Warcraft are shamanistic warriors who live in the city of Orgrimmar and greater savanna region of Durotar and who, unlike [[Warhammer Fantasy|Warhammer]] or [[Warhammer 40000|40k]] [[Orcs &amp;amp; Goblins|Orcs]]/[[Ork|Orks]], are not entirely made ta fight an’ win, with the added benefit of primary (and not-so-bad-either secondary) sex characteristics, which means they have to reproduce by methods other than scratching their asses. Basically all that &amp;quot;Storm, Earth, and Fire&amp;quot; shit combined with &amp;quot;Victory or Death&amp;quot; mentality. They tend live in edgy and spiky all over black metal buildings with red lighting. The backstory for their place in the world is that their planet was like Vietnam hatefucked death metal album art, then some douchebags in their race sold them out to Demons and tricked them into wiping out every race they encountered before leaving the next generation to pick up the pieces and deal with those among them that have decided being a dumb asshole is a cultural value. Brown-skinned Orcs are natural untainted Orcs, Orcs with grey skin are a subrace of brown Orcs and tend to be highly aggressive (an alternate universe where formerly brown Orcs have grey skin instead of the green they got in the main timeline suggests this isn&#039;t a natural occurrence), Orcs with green skin have been exposed to a large amount of Demon magic, Orcs with red eyes and green skin are currently empowered by Demon magic, Orcs with red skin have consumed Demons and are becoming Demonic themselves. &lt;br /&gt;
&lt;br /&gt;
Ever since their first attempts to make friends have been misunderstood for an attempted genocide by the Alliance races, have been chased down by said Alliance races to be properly forgiven for that. Still trying to vehemently befriend everyone around them, but get promptly forgiven time and time again, so it&#039;s cool.&lt;br /&gt;
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Most of their history was retconned in the shitfests known as &#039;&#039;Mists of Pandaria&#039;&#039; and &#039;&#039;Warlords of Draenor&#039;&#039; to make them more [[Grimdark|evil]], then zig-zag on this depending on which part of the fanbase whines the loudest.  In a manner of speaking.  Them being genocidal monsters has always been canon.  The only point of contention is them &#039;&#039;choosing&#039;&#039; to continue being mass-murdering monsters.  But Horde players who actually &#039;&#039;[[Heresy|read the quest text]]&#039;&#039; as they level throughout the game will notice that the Horde quests get more and more vile and less and less justifiable until by the end the Horde quests are often just evil just because they think its funny.  Some players might see this as a new Horde adventurer gradually having his eyes opened that although he is a noble savage who believes in the Horde&#039;s redemption, &#039;&#039;&#039;[[Grimdark|the Horde might not]] &#039;&#039;[[Grimdark|want]]&#039;&#039; [[Grimdark|redemption]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
 [[/d/|&#039;&#039;&#039;The&#039;&#039;&#039; most popular characters of shorstories involving any sort of befriendment of female night elves (&amp;lt;s&amp;gt;projection much? eww. just eww. you sick Horde! you fucking sick.&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt;PROCEED...&amp;lt;/span&amp;gt;). Scratch that, Tauren and worgen are more popular for that nowadays]]&lt;br /&gt;
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Image:Warcraft Orc 1.jpg&lt;br /&gt;
Image:Warcraft Orc Fishing.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Tauren====&lt;br /&gt;
Fairly peaceful [[Minotaur]]s that were in a losing war for existence with Centaurs until the Orcs took them on as a welfare case, helping them establish their own land as Mulgore and their capital city of Thunder Bluff which sits on top of massive plateau connected by rope bridges and elevators. Basically HUEG beastly, American-Indian bulls and cows who walk on two legs. Unfortunately, have an &#039;&#039;extremely&#039;&#039; passive outlook in the Horde, which has grown even more so ever since the cool old guy Cairn Bloodhoof kicked it after loosing the election to national-socialist candidate and being poised by some douche named Magatha. His son [[Fail|only exiled her]] allowing and has since been a worthless self hating leader in between exiling his people for attacking military targets, breaking his oaths to the Horde and declaring tauren towns devoid of military forces worthy targets for firebombing by the Alliance. Its widely considered tauren lore died with Cairne. A good way to describe Tauren is they were initially just there to serve as fucking MASSIVE sidekicks to Orcs, inviting all sorts of Forsaken out of the goodness of their hearts into the fold (even though even the super racist Alliance military leader in Warcraft III joined forces with the Forsaken and the monster murdered him and his men once they took Capital City and went to the Horde because they feared the Alliance wouldn&#039;t accept them...because they murdered an Alliance army that &#039;&#039;had&#039;&#039; given them the benefit of the doubt.  [[Horus Heresy|Surely this could never possibly go wrong for the Horde]].) and not much else, then afterwards functioning only as pawns for Baine&#039;s pining for humanity.  Not helped by the fact other lore suggested the Tauren originally wanted help from the Alliance but was busy not being murdered by the Horde and so had to settle for accepting the Horde&#039;s help with the Centaurs ([[Derp|instead of joining the Alliance in exchange for protection from said centaurs just like they did with the Horde who was also in the same war the Alliance was]]).&lt;br /&gt;
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The Tauren used to be different. Back in WarCraft III they were the &amp;quot;good is not soft&amp;quot; type. Sure, they were peaceful already back then, but if you threatened their home and their allies then you&#039;d be pulverized so hard with their fancy totems that not even bone chunks would be left after you.&lt;br /&gt;
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====Forsaken Undead====&lt;br /&gt;
Mostly the humans of the kingdom of Lordaeron and the Elves of Silvermoon, plus others that fell to the Undead Scourge Plague since then, which were originally mostly just mindless zombies or ghosts. After Illidan began a spell to weaken and destroy the Frozen Throne and trapped spirit of Ner&#039;zhul while Arthas rushed to save him (before they merged into one being), Sylvanas and the undead Elves regained their free will and used it to start a rebellion, eventually freeing many Undead and returning their souls to them resulting in them going from mindless zombies back to ordinary undead people. &lt;br /&gt;
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Among the gray area morality of the races in the game (the humans for enslaving the omnicidal monsters that tried to exterminate them, the gnomes for being short, the Night Elves for being psychopaths, the High Elves for being sociopaths, the dwarves for not being dwarfs, the orks for being mass murdering monsters unwillingly and later eagerly, the tauren for being couch-potatos, the trolls for being tall), Forsaken come furthest on the &#039;evil&#039; end of the spectrum (due to being more evil than the &#039;&#039;[[Dark Eldar]]&#039;&#039;) as either through damage to brain/soul, the traumatic unlife they&#039;ve had or the fact that they were evil people in life, many have become psychopathic sadists. They would be counted still on the grey spectrum were it not for an utterly [[Skub]]tastic minor faction called the Royal Apothecary Society, basically a bunch of completely monstrous [[Fabius Bile]]s of Warcraft.&lt;br /&gt;
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Said society has a fully funded mad scientist corps devoted to creating a &#039;perfect plague&#039; as well as perfecting and exercising already existing ones; among its other duties, performs numerous, horrific experiments (Mengele spectrum) on enslaved POW&#039;s (this includes a mind-broken (&#039;&#039;&amp;quot;A little torture, a pinch of magic, and an ample helping of invasive surgery. She was conscious, of course.&amp;quot;&#039;&#039;) human slave named Theresa that wanders the city doing the errands of a minor mad (fucked-up is a better description) scientist, just to show off his &amp;quot;talents&amp;quot;), dissecting living Alliance prisoners, turning them into monsters, and trying to perfect a particular plague formula that will render their enemies into undead like themselves with no side effects (although this last one was considered by some Forsaken to be a means of &amp;quot;reproduction&amp;quot; of sorts to keep up their fight against the Lich King, while it lasted). &lt;br /&gt;
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Even at the early game content, said society had quests like &amp;quot;shackle the human farmers and drag them to Hillsbrad Fungus Plantation&amp;quot; where they&#039;ll be worked to death and made torture subjects for plagues, which the players gladly took to drag refugees to their certain doom in chains. (See Sylvanas&#039; character story below)&lt;br /&gt;
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As a result of these atrocities, the Forsaken are on the back foot, being at war with just about everything (including a militant priestly organization that represented the last living Lordaeron humans left in their homeland called the Scarlet Crusade) that wasn&#039;t the Horde and smack dab in the middle of all invasion routes back then, which was often used as justification for your daily dose of nightmare fuel both in and out of universe. Undercity has basically a population of slaves being experimented upon, tortured and killed slowly for years with no attention from any Horde leader, each arguing about hating the alliance and extolling &amp;quot;honor&amp;quot; while ignoring an ongoing atrocity Thrall would be horrified of.&lt;br /&gt;
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The aforementioned mad scientist organization turned against Sylvanas (allegedly) and into the ranks of the Burning Legion (she kept a demon around as an advisor who unsurprisingly was waiting for the chance to turn on her) in a short one-battle civil war that destroyed any hope for peace between factions left at the time as Varian Wrynn, by sheer coincidence - the King of Stormwind, saw their fucked up experiments done under his childhood home away from home, and were put onto probation as a race by the rest of the Horde up until a change of Warchief (and the following untimely demise of all Kor&#039;kron overseers, presumably - due to the fatal overdose of the Audrey&#039;s Thrice-Spiced Crunchy Stew) unwittingly resulted in a green flag to do whatever the fuck they wanted. With the Lich King dead and the Scarlet Crusade mostly wiped out, the Forsaken were left free to explore their new and wonderful nature as undead, sliding ever further into the &#039;evil&#039; side of the spectrum as they plotted against the rest of the whole world of living and waged open war on neutral factions, and generally kept their sick experiments on enslaved POW&#039;s.&lt;br /&gt;
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Their initial (dubious) claims that as the last humans of Lordaeron they rightfully inherit the kingdom and that the humans down south had no right to conquer and purge them suddenly became &amp;quot;let&#039;s claim the entire northern continent, supposedly minus the Blood Elf parts (definitely plus surviving High Elf lodges on the southern borders of aforementioned parts, regardless of their affiliation (or lack thereof) with the Alliance), and just fuck up humans in ways many and hilarious wherever they are to be found.&amp;quot; &lt;br /&gt;
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That isn&#039;t to say that all Forsaken by definition are evil bastards, non-Apothecary aligned Forsaken are socially between a grungy Goth and a metalhead, and are generally loyal to the Horde. The player character is generally left up to the player to decide as far as alignment goes beyond some basic quests pushing you in the general direction of your faction story (that any player on your faction can do), as well as an occasional Forsaken NPC who isn&#039;t a complete fucking asshole appear throughout the game, a notable example would have been Leonid Barthalomew, an ex-Paladin (a Warrior, actually, but good luck convincing the fandom) who didn&#039;t put up with the bullshit of the Forsaken faction and became a ranking leader in the Argent Crusade - the amalgamation of various &amp;quot;Holy Orders&amp;quot; (such as Argent Dawn and parts of Scarlet Crusade) as well as formerly independent champions of the just, currently devoted to the restoration of the Plaguelands and, amusingly, &amp;quot;watching&amp;quot; Sylvanas (Mission Accomplished!). While Horde Forsaken became more evil as a group, more Forsaken were depicted as relatively friendly to both factions in NPC organizations (although this is true of all races; organizations that were previously filled with the races that wore the hat the proudest now have any race than can be that class popping up, plus Goblins for everyone). &lt;br /&gt;
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Forsaken have long been hated in the Alliance community for the fact that they were a favored race for PvP (immunity to fear has often been criticized as being [[Cheese]]), [[Edgy]] botched writing that makes them come across as dickheads who never suffer any kind of karmic payback for their actions, and their lore is the most openly aggressive towards all &amp;lt;s&amp;gt;non-Night Elf and&amp;lt;/s&amp;gt; non-Draenei factions (Pandaren not being tied to anyone&#039;s story but their own and a vague connection to the Alliance and Horde as a whole). However, there&#039;s also a great deal of skub regarding the direction of their story and the reason (neckbeards and fangurlz) obsessing over their faction leader Sylvanas), which we absolutely refuse to speak of here because dumbasses think this article is a good place to argue about it. &lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warcraft Undead 1.jpg&lt;br /&gt;
Image:Warcraft Undead 2.jpg&lt;br /&gt;
Image:Warcraft Forsaken 2.jpg&lt;br /&gt;
Image:Warcraft Undead 3.jpg&lt;br /&gt;
Image:Warcraft Forsaken 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Trolls====&lt;br /&gt;
No, no, not the [[Troll (Internet)|internet kind]], the mythical [[Troll]]s. Very tall, have two toes and three fingers, have large tusks that come in different shapes and come from the back of their mouth like boars or the front of their mouth like Oni, tend to favor a mohawk or dreadlocks as a hairstyle, have a dewclaw, and their skin differs from subrace to subrace because their bodies are adaptive and become anything from treebark-like to full of magic to covered in a soft and almost invisible velvet (all of which basically just gives them a different color). Are into Voodoo and worship Loa, tend towards being Mesoamerican in culture even if they come from an Egypt or Black Forest expy. The Darkspear tribe aka the Horde trolls sound like they have bad Jamaican accent, while the other tribes seem to prefer Cuban. Used to be allies of the Old Horde (there was a time before Green Jesus...), sharing the orcish worldviews regarding their neighbours and dreaming of the rebirth of their once world-spanning empire, presumably to fuck shit up for everyone once again with their... enthusiastic approach to the worship of their gods. During Green Jesus&#039;s Exodus, the Darkspear tribe became the Horde&#039;s first official allies, being another charity case Orcs took up in order to gain a race of sidekicks. Has been almost-but-not-quite as passive as Tauren in their overall relevance to the plot up until the time when their leader took over the Horde for a whole expansion. Then said leader died in an idiotic way, the more you think about it, and with him - the hopes of ever being relevant again, as trolls of all colours are being excluded from the plot and placed into pandaren limbo, alone and forgotten by devs...&lt;br /&gt;
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Until Battle for Azeroth.  Their patron god of death is now the king of all Loa and the coolest NPC in the game, Bwonsamdi.  And yes, he is literal Troll Baron Samedi... and he&#039;s a total troll too.  He&#039;ll bring you back from the dead and make your wildest wishes come true, for a price.  &lt;br /&gt;
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Image:Warcraft Trolls 1.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Blood Elves====&lt;br /&gt;
As already mentioned, Night Elves are [[Wood Elves]] and the Blood Elves are straddling the midpoint between [[High Elves]] and [[Dark Elves]] without the matriarchal or BDSM undertones. They had a culture-wide addiction to arcane magic thanks to their ancestors leaving the Night Elves over the banning of non-hippie magic and all the generations since being bathed in constant magical radiation from a gigantic well of energy in their capital city. The Horde nearly exterminated them once or twice or something.  Then they began hating humans because the Alliance more or less abandoned them when Arthas came knocking. Makes more sense when some human captain can command their fucking leader and his retinue to go die on the frontlines.  Once that was done (as well as roughly more than half of their race killed or otherwise... &amp;quot;indisposed&amp;quot;, supposedly only one percent of their entire species still exist.), they split into those that figured that Kael&#039;thas idea of consuming Demons to sustain their magic fix or else the withdrawal turns them into an Elf version of a meth addict in short order was fucking ingenious, the ones that that didn&#039;t think that munching on demons was healthy for their perfect skin, hair, and eye colour and the ones that got hippie all the way, mirroring their ancestors. The former majority, now calling themselves Sin&#039;dorei, gradually became more and more evil out of desperation and supposed betrayal by their twice former allies (first when a High Marshal decided their Prince fighting beside Naga, who had been pillaging and destroying human villages and ships for years, was really fucking suspicious, probably because the Naga were in zero danger from the Scourge so it looked like the High Elves were in cahoots with them, the second time was when the Alliance supposedly sent agents to sabotage the High Elves&#039; defenses while also negotiating for them to rejoin the Alliance even though said Alliance had negative numbers of reasons to even considering any actions against them...or maybe they figured the elves basically becoming a bunch of warlocks and demonic magic addicts was not k) and the aforementioned remaining percentage of the populace (that were &#039;&#039;&#039;very&#039;&#039;&#039; not chill about the whole demonic blood margaritas and allying with the people who were gleefully slaughtering them just a decade prior and mostly left Quel&#039;Thalas in self-imposed (or forced) exile, usually ending up under human protection and almost invariably casting away everything from their culture to their clothing to willfully become basically point-eared humans and notable for their almost fanatical devotion to said species, which is hilarious considering normal elf relations with humans in fantasy), even keeping an abused angel in the basement they&#039;d molest for paladin powers. After The Burning Crusade expansion, said Naaru was destroyed after being corrupted and restored their magical well with its goodness thereby turning the well into a font of both arcane and holy energy the elves feed on; their paladins are now able to draw power from the Light directly like everyone else and the Blood Elves are returning to being a dickish but generally decent (more or less) race that for some reason is still loyal to the Horde even though the lore heavily implies the whole reason for that was because their fel magic addiction had made them just shy of evil and so now they don&#039;t even have a reason to be in the Horde (and they mind-controlled nay-sayers in their populace to sing the Horde&#039;s praises and hate the Alliance). While they remain mostly Caucasian with blond hair, the Demon-suckling has turned the eyes of their race permanently green (except now with the holy light in their well they feed from, players can choose gold glowing eyes instead of green glowing eyes for their Blood Elf characters). However, due to their lands still being extremely vulnerable to the undead invasion (courtesy of Arthas), be it by remaining Scourge or Forsaken forces, their leader, the self-proclaimed Regent Lord Lor&#039;themar Theron, is forced to play Sylvanas&#039; sidekick and expected to act accordingly, which he&#039;s not happy about, but won&#039;t do anything about it either, other than attempted defection to the Alliance that failed because eldar don&#039;t have a standing monopoly on status quo (their attempt was ruined due to an attack on Darnassus enabled/executed by a faction of Blood Elves in Dalaran which made Lor&#039;themar&#039;s attempt at defection seem like a trick/trap at worst or like he couldn&#039;t control his own subjects and therefore his nation couldn&#039;t be relied on at best). Amusingly, over 50% (closer to 70% on RP servers) of the Horde population on most servers goes to this guys, despite Horde fandom claims to the contrary and overall standing on their hat, and not just because their story occasionally progresses forwards (&#039;&#039;unlike certain others&#039;&#039;), mind you.&lt;br /&gt;
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Image:Warcraft Blood Elf 1.jpg&lt;br /&gt;
Image:Warcraft Blood Elf 2.jpg&lt;br /&gt;
Image:Warcraft Blood Elf 3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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====Goblins====&lt;br /&gt;
[[Goblin]]s are basically [[gnome]]s, but green and Swiss capitalist and with a [[Skaven|general disregard for the safety of whoever&#039;s using their creations (including themselves)]]. To make the obligatory comparison to Warhammer, they are basically a fluffy hybrid of [[Skaven]], [[Orcs &amp;amp; Goblins|Plains Goblins]], and [[Ork]] [[Mekboy|Mekboyz]] all rolled into one with their minds only revolving around money/gold, excitement, and sex (usually in that order), that is never the less still more stable then its component parts. Technically as a race they&#039;re free agents that refuse to ally with or against any of the superpower factions, but the Horde happens to be the highest bidder usually and the Alliance doesn&#039;t usually want them when they already have one race of technologically inclined midgets in the Gnomes (who have a rivalry with Goblins based on engineering philosophy although how violent this rivalry depends on the individual since they&#039;ve been seen both engaging in attempted genocide, or working together to create a fucking permanent podrace track in the middle of the desert (which after being flooded became about hovercraft races)). They&#039;re also WAAAAAAAAY too into holidays, either because its a great money maker or because they&#039;re just obsessive and things like &amp;lt;strike&amp;gt;Christmas&amp;lt;/strike&amp;gt; Winterveil lights and fireworks make their (usually short) lives worth living. &lt;br /&gt;
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The Goblins that joined the Horde are only a part of their race called the Bilgewater Cartel who tend to be New Jersey expies complete with bad pop culture and a combination of 1800&#039;s industrialization and 1980&#039;s pop culture living in a fantasy world. &lt;br /&gt;
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In the short-lived RPG, [[hobgoblin]]s were goblins transformed into giant, super-strong but dimwitted purple-skinned versions of themselves through alchemy. Of course, the transformation killed them after, like, 3 years, but their goblin masters didn&#039;t see the downfall in that.&lt;br /&gt;
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There was a plotline involving the goblins basically having gained sapience and genius-level intelligence from a chemical when they used to be monkey-like critters that the troll empire used as slaves, but now the chemical that gave them their brains is all running out because they&#039;ve squandered it, but it was dropped.&lt;br /&gt;
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Goblin women are one of the foundations of the [[shortstack]] meme.&lt;br /&gt;
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Image:Warcraft Goblins 1.jpg&lt;br /&gt;
Image:WoW Goblin Fem.jpg&lt;br /&gt;
Image:Warcraft Goblin Player Male.jpg&lt;br /&gt;
Image:Kezan.png&lt;br /&gt;
Image:Goblin Easter.png&lt;br /&gt;
Image:Goblin femSapper.jpg&lt;br /&gt;
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===Allied Races===&lt;br /&gt;
Introduced in BFA, Allied Races are lesser races that joined the Alliance and Horde during the Fourth War. Most are based on previous races or a variant of them.&lt;br /&gt;
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====Alliance-Aligned====&lt;br /&gt;
*Dark Iron Dwarves: As described in the above sections, the Dark Irons formerly got introduced to the game. [[Salamanders|Darker skinned with flaming hot eyes]] and hair, they joined with their own personal drill transports, magma monsters and eternally cool dark iron armor and weapons (with other surprisingly advanced technology). Technically joined all the way back in Cataclysm where they were present as NPCs, but the canon explanation for them being playable only with BfA was that with all the shit going on at the time with Deathwing (and with everyone expecting the Dark Iron to backstab them at the first opportunity) [[Derp|no one bothered to actually fully officialize their joining]] until BfA. Led by Queen Moria Thaurassian-Bronzebeard.&lt;br /&gt;
*Void Elves: A small cult within the Blood Elves who researches [[Chaos|Void-related stuff]] and got exiled for their troubles when they nearly corrupted the Sunwell by accident.  They turned to Alleria and the Alliance took them under their wing. Seem to be the Alliances long-term solution to what will become of high elves, as they are currently getting new recruits from both high elves and even blood elves that wish to embrace the void.  At least they got shiny purple tentacle hair out of it... Led by Magister Umbric. Canonically, there numbers are relatively small though gradually growing, but that hasn&#039;t stopped blizzard from giving millions of players access to them, while still [[FAIL|remaining notoriously iron-fisted about players wanting to make proper High Elf characters for no particular reason.]]&lt;br /&gt;
*Kul Tiran Humans: Again as described above, portly humans a few feet taller than their cousins. Come fully equipped with sailor gear, cool mustaches and one hell of a right uppercut.  Led by Katherine Proudmoore, then later Jaina Proudmoore.&lt;br /&gt;
*Mechagnomes: Sadly not fully robotic Gnomes. Magitek-esque cyborg gnomes who loves progress and science and resisted their insane king, who attempted to [[Necron|remake the entire world in metal]].  Led by Prince Erazmin of the Rustbolt Resistance, later the Kingdom of Mechagon. Notable for having one of the more interesting racial capitals.&lt;br /&gt;
*Lightforged [[Draenei]]: Originally made from Draenei soldiers given a Light supercharge by the naaru Xe&#039;ra millennia ago (side effects include glowing tattoos and immortality), they formed a [[Space Marines|spacefaring holy army]] and spent 25,000 years fighting the Burning Legion and helped defeat them in the final battle.  Led by Xe&#039;ra, then by High Exarch Turalyon (a Lightforged Human originally from the Alliance), with the highest-ranking Draenei being Captain Fareeya, because of course millennia old Draenei need to be overshadowed by decades old humies.  Currently controlling the single greatest military asset on Azeorth, the Vindicaar - a magic spaceship with a magic laser and teleportation... which the writers swept under the rug because otherwise the Alliance would ROFLstomp the Horde.&lt;br /&gt;
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====Horde-Alligned====&lt;br /&gt;
*Highmountain Tauren: An offshoot of the tauren race living in the Highmountain region of the Broken Isles. Moose-headed instead of cow-headed.  Divided into three tribes (formally four), they are based more off tribes from the Pacific Northwest.  In Legion both Alliance and Horde and quest for them, but join the Horde at the urging of their Mulgore cousins. Haven&#039;t done much lore-wise lately but have apparantly been stealing some thunder from the common tauren among the player base who like their look.  Lead by High Chieftain Mayla Highmountain.&lt;br /&gt;
*Nightborne Elves: An offshoot of the Night Elfs, these guys are like what the Night Hippies were like in the golden age of their empire.  Duing the War of the Ancients they locked themselves behind a magic shield and stayed their for 10,000 years until the events of Legion.  Players will join and build up a rebel group lead First Arcanist Thalyssra, who was exiled for a previous rebellion.  After saving them from their magic addiction and withdrawal induced zombiefication, they join the Horde out of gratitude and protection from vengeful Night Elves, who made no secret how they felt about their cousins due to most Nightborne leaders signing on with the Burning Legion......Though beyond that it was a bit of stretch of them joining the horde completely since most memebers of the alliance not really minding them (but horde needed more Elven races so there it is).  Lead by First Arcanist Thalyssra.&lt;br /&gt;
*Mag&#039;har Orcs: Refuges from alternate Dreanor.  Many of them used to be part of the Iron Horde - [[Ork|a militarized empire of Orc supremacists who wanted to conquer or kill everyone else]] - while some never joined.  They were forced to flee alt-Draenor after the Draenei there somehow became Lightforged fanatics killing those who would not convert to Light worship [[Skub|and the writers pretend the anti-Draenei Iron Horde never happened]] to push [[Edgy|yet another ham-fisted &amp;quot;dogmatism bad&amp;quot; story]].  Alternate Grommash Hellscream sacrificed himself giving them time to escape.  Lead by Overlord Geya&#039;rah, the alternate universe sister to Thrall.&lt;br /&gt;
*Zandalari Trolls: The first trolls they once had the greatest empire on Azeroth, but have fallen hard from the glory days.  Initially lead by God King Rastakahn, his death at the hands of the Alliance during the Battle of Dazar&#039;alor is what led the Zandalari to formally join the Horde, now led by his daughter Queen Talanji.  The Zandalari live very close to their Loa (gods), because most of them are huge, intelligent magic people or animals who hang out down the street.  Bwonsamdi, Loa of Death, is the current patron loa of the Empire, due to their former patron loa Rezan getting killed/banished and a secret bargain struck between him and Rastakahn. &lt;br /&gt;
*Vulpera: A race of goblin sized fox people(For those who like both [[Furry|Furries]] and [[Shortstack]]s, but don&#039;t like the Sonic The Hedgehog fandom.) native to the deserts of Vol&#039;[[Dune|dun]], they make a living traveling in caravans across the sands scavenging and trading relics from the many ruins that dot the landscape.  Friendly to the Horde after their race is saved from slavery and stew pots belonging to the serpentine Sethrak, they are pushed closer to the Horde after Alliance invasions of Vol&#039;dun lead to vulpera thrown in cages and their caravans got burned by Alliance &amp;quot;heroes&amp;quot;. A bit of a stretch in all honesty on the behavoir on the alliances part, not that the Alliance are always the good guys but it was a little forced just to justify them joining the horde, still a cute race in the horde isn&#039;t necessarily a bad thing. Furry Jawas, expect [[PROMOTIONS]].&lt;br /&gt;
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===Pandaren===&lt;br /&gt;
Introduced in the Mists of Pandaria were the Pandaren, who uniquely get a choice on if they want to be Alliance or Horde since until then they had been neutral to the conflict between the two factions. The Pandaren perform the double duty of being a Far East analog and a race for furries who didn&#039;t like wolves or cows.&lt;br /&gt;
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A hyper-evolved version of Furbolgs, a bear-like primitive race that&#039;s friends with the Night Elves. Pandaren live on their own highly magical (thanks to many MANY Titan creations) continent alongside fishmen called Jinyu who are hyper-evolved Murlocs, and Hozen who are somewhat evolved monkey people. A small number of their race, which all of the player character (but not all since Pandarian Pandaren later join thanks to the players) Pandaren come from, live on the back of a gigantic turtle who was the companion of the last Pandaren Emperor. &lt;br /&gt;
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Pandaren are culturally incentivized to be &#039;&#039;fucking chill&#039;&#039; at all times, which reflects in all they do; brewing, cooking, farming, travelling and that dumb smile on their faces. Though few of them know it, this idea comes from centuries of living with the Sha (embodiments of dark emotions) below them at all times, and any time a sour emotion breaks out, you suddenly have a few blobby nightmares to deal with. Don&#039;t mistake their relaxed nature and fat asses for complacence; all of them know some sort of martial arts and their lands are invaded by giant sapient insects that want to eat all other life about once every hundred years, so they tend to be sharper than they look.&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:Warcraft Pandaren 1.JPG&lt;br /&gt;
File:Pandarens playable.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dracthyr===&lt;br /&gt;
Le new scaly bois&lt;br /&gt;
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==Classes==&lt;br /&gt;
[[Image:4e MOREPIG.jpg|thumb|right|The proof is in the black pudding.]]&lt;br /&gt;
The classes of WoW are the staple of just about every role-playing game ever. Though each version has three different builds to them, in practice only one of the three is used with any level of frequency.&lt;br /&gt;
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===Warrior===&lt;br /&gt;
You hit things until they die with extreme prejudice and/or alternatively take hits for the guys who can&#039;t take them. Warriors are pure melee combatants who are designed to be in the thick of it, either marmalizing everyone with their weapons, or getting priority-targets to focus on them so that other people can do their jobs. They run on [[rage]], [[Khorne|essentially warriors get to use more of their skills, the angrier they get]]. &lt;br /&gt;
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They come in three HIT THINGS UNTIL THEY DIE specs:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arms&#039;&#039;&#039;: You have a single weapon, which you need to hold with both hands to use. You hit things with it until they die.&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Fury&#039;&#039;&#039;: You have a weapon in each hand. You hit things with both of them until they die. This spec used to be limited to one-handed weapons, but then Blizzard decided that this made them too similar to Rogues and Frost Death Knights, so they gave Fursy warriors the ability to wield [[Awesome|a two-handed weapon in each hand]]. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protection&#039;&#039;&#039;: In Soviet Russia, things hit YOU until they die. Works best with a one-handed weapon and a shield. In a rare bit of class diversification during the universally regarded as awful Warlords of Draenor Expansion, Protection also became a decent damage spec that smashes people with its shield until it dies via the Gladiator stance. What&#039;s that? Interesting ideas? Blizzard can&#039;t have that and it was removed.&lt;br /&gt;
&lt;br /&gt;
===[[Paladin]]===&lt;br /&gt;
The classic warrior of light, healing and buffing allies as he smites his enemies with divine power. Originally an Alliance only class, The Burning Crusade expansion gave this ass kicking holy warrior to the Horde. They are also known for signature spells, like their infamous &amp;quot;Bubble&amp;quot; a Divine Shield that protects the caster from ANY damage.&lt;br /&gt;
&lt;br /&gt;
Used to be quite sucky until Wrath of the Lich King finally fixed them (mainly because Blizzard pushed the game out a good 6 months early and the Paladin Talent trees and skills being last-second rush jobs that took years to bring into a remotely functional state); Protection Paladins were tanks that could not keep the attention of mobs glued to themselves and grossly limited tools for damage mitigation and threat generation, Retribution Paladins were so bad that people were kicked out of Guilds if someone dared to play one and Holy Paladins, while actually being decent tank healers in their own right were simply overshadowed by Priests, who do everything a Holy Paladin could do better, except for one thing: Applying some of the best buffs in the game to the raid. Said buffs lasted only 5 minutes, and a typical raid in ye olde days consisted of 40 people and Paladins being demoted to the sole role of buff machines. It also didn&#039;t help that their only active combat ability that could be used on all mobs was withheld from them until the Burning Crusade Expansion. &lt;br /&gt;
&lt;br /&gt;
For REASONS Pallys get some of the best looking armors in the game, with Judgement Armor being one of the most cosplayed and draw armors of all the fandom.&lt;br /&gt;
&lt;br /&gt;
They come in three specs:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Retribution&#039;&#039;&#039;: Historically one of the WORST DPS specs in the game, to the point that people used to level up with Protection because it was better at causing damage.  Then for a while it was a spec that did damage by being hit, which was different and unique but not very flexible. These days Retribution uses a combination of a big weapon and magic, and each spell give you a unit of Holy Power and then you can spend it on better spells.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Holy&#039;&#039;&#039;: The healing spec. Used to be the most efficient single-target healing specialization in the game and little else up until Cataclysm gave them some tools to also do group healing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Protection&#039;&#039;&#039;: Basically the same thing as prot warrior, except you get Avenger Shield, which throws a magic bouncing shield at your enemies. Yes, exactly like Captain America.&lt;br /&gt;
&lt;br /&gt;
===Death Knight===&lt;br /&gt;
Now the DK is what you get if you combined the Paladin and Warrior and got a [[Blackguard]]. A lulzy combination of spell-spamming and melee-skill spamming, all the while having damage that would put both two classes to shame (and used to be a decent enough tank), the only difference is that they can only heal themselves. They also have the ability to pull casters into melee range and shield themselves from magic damage.  In-universe, they were the undead elite soldiers of Arthas but managed to regain their free will. &lt;br /&gt;
&lt;br /&gt;
Just below paladins, and rival to mages, for the best transmogs.&lt;br /&gt;
&lt;br /&gt;
Also they can [[Awesome|MAGICALLY STRANGLE PEOPLE, DARTH VADER-STYLE!!]]&lt;br /&gt;
&lt;br /&gt;
Their three skill trees are:&lt;br /&gt;
* &#039;&#039;&#039;Blood&#039;&#039;&#039;, which focuses on self-healing and having a really fucking massive health pool, making it an idea tank. Ironically, it cannot use shields, so it relies on a single big two-handed weapon.  &lt;br /&gt;
* &#039;&#039;&#039;Frost&#039;&#039;&#039;, the dual-wielding cancer that was considered a tank build (focused on parrying), until someone discovered it can top all DPS meters with just the starting gear the class gets.&lt;br /&gt;
* &#039;&#039;&#039;Unholy&#039;&#039;&#039;, focused on inflicting diseases and summoning undead minions. This build was completely broken on the release - the DK could make his ghoul jump you, summon gargoyles to your position, pull you to himself and slow you massively, and if you managed to kill the DK, he turned into a ghoul himself for about 30 seconds, while his pets kept on tickling you with their massive claws; did I mention killing a ghoul would make it explode for fuckton of damage? PvP was super [[RAGE|fun back then]]&lt;br /&gt;
&lt;br /&gt;
===Hunter===&lt;br /&gt;
A different name for the D&amp;amp;D Ranger, although they don&#039;t have the dual-wielding gimmick anymore (unless you&#039;re playing Classic WoW) and have a better choice of pets. Also one of the best classes to solo in-game content due to their utility, pet companion (who tanks most of the damage), decent survivability, and dominance on ranged combat. Has, until rather recently, been infamous for being the class most new players felt attracted to. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Be(a)stmaster, aka The Bearshagger, aka [http://wowwiki.wikia.com/wiki/Rexxar Rexxar-wannabe]&#039;&#039;&#039;, like the name suggests, focuses on empowering the pet more than the hunter. Back when WoW still had shoddy netcode and dodgy servers, a pet empowered this way could take on 5-man party in PvP and win. Arguably one of the best builds for soloing in-game content due to your portable tank pet, if a bit boring.&lt;br /&gt;
* &#039;&#039;&#039;Marksman&#039;&#039;&#039; focused on dealing massive damage using range weapons with high critical hit chance; most known for its aura which increased ranged damage, and generally being able to kill/maim people in a single ability burst.&lt;br /&gt;
* &#039;&#039;&#039;Survival&#039;&#039;&#039; used to be the PvP-focused, annoying build with focus on traps, poisons and sleep darts. That was back when melee weapons and ranged weapons had their own inventory slots, and hunters could (and were expected to) swap between both. When that system went away, Beast and Marks became the &amp;quot;ranged&amp;quot; hunter specs, and Survival became the melee hunter spec.&lt;br /&gt;
&lt;br /&gt;
===Rogue===&lt;br /&gt;
Basically, they&#039;re D&amp;amp;D Rogues, except they aren&#039;t utterly worthless in combat. They excel in burst damage, having one of the greatest melee damage outputs of any class (although later updates took them down a few notches), at the cost of having very little in physical defense, which is compensated by having a good number of escape tricks up their sleeve to escape combat if they find themselves outclassed. They&#039;re also thieves and assassins, being the only class able to pick locks and coat their weapons with a variety of debilitating poisons.&lt;br /&gt;
&lt;br /&gt;
They have three specializations to choose from:&lt;br /&gt;
* &#039;&#039;&#039;Assassination&#039;&#039;&#039;, focuses on critical hits, finishing moves, and poisons, allowing you to finish off your targets quick and clean like, well, an assassin. &lt;br /&gt;
* &#039;&#039;&#039;Combat&#039;&#039;&#039; focuses on making you a [[Gork|cunningly brutal]] berserker, who focuses on beating someone with a sharp stick as much as possible by augmenting basic attacks to hit more efficiently. The go-to PvE spec as its the best at giving rogues the best damage output in straight-up combat.&lt;br /&gt;
**&#039;&#039;&#039;Outlaw&#039;&#039;&#039; is the same thing but with a new name.&lt;br /&gt;
* &#039;&#039;&#039;Subtlety&#039;&#039;&#039;, focuses on stealth combat and survival, making you the most [[Mork|brutally cunning]] git in all the realms. Fights revolve around you striking the killing blow when your opponents are unaware of you, and keeping it that way.&lt;br /&gt;
&lt;br /&gt;
===Druid===&lt;br /&gt;
Nature-oriented shapeshifters whose abilities are dependent on their different forms. They have one form each for healing, casting, tanking, and straight-up melee combat but you can only be in one at a time. They&#039;re pretty flexible and can fill out just about any party class, but are outdone by dedicated classes.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Balance&#039;&#039;&#039;: magic DPS caster, comes with a Moonkin form (ugly, fat owlbear, could Bli$$ be taking a piss at otherkin?). These are also known as &amp;quot;Laser Chickens&amp;quot; or &amp;quot;Boomkins&amp;quot;, and used to be known as &amp;quot;Oomkins&amp;quot; because of their tendency to go &#039;&#039;&#039;o&#039;&#039;&#039;ut &#039;&#039;&#039;o&#039;&#039;&#039;f &#039;&#039;&#039;m&#039;&#039;&#039;ana early and often.&lt;br /&gt;
* &#039;&#039;&#039;Feral&#039;&#039;&#039;: You are cat or a bear. Melee DPS/Tank depending on the form it takes and talents it invests into - cat for is for damage (uses rogue&#039;s mechanics, with self-renewing energy), bear form is for taking hits (uses warrior&#039;s rage mechanics)&lt;br /&gt;
** In Mists of Pandaria, the bear form was split off into its own dedicated spec, &amp;quot;Guardian&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;Restoration&#039;&#039;&#039;: healer, with wide variety of Healing over Time spells, can transform into a walking tree-of-life, aka a treant&lt;br /&gt;
&lt;br /&gt;
===Shaman===&lt;br /&gt;
Similar to [[Shadowrun]] shamans, in that they use totems and spirits to empower their abilities. Shamans are also a flexible class like the druid in that they can be a caster, healer, melee, and tank class (sort of. Even in the best of circumstances and setups, they&#039;re pretty sub-par tanks) but are more focused on augmenting their and their party&#039;s abilities and equipment through their various totems.&lt;br /&gt;
* &#039;&#039;&#039;Elemental&#039;&#039;&#039;: the ranged caster, spamming a variety of lightning and magma/fire spells&lt;br /&gt;
* &#039;&#039;&#039;Enhancement&#039;&#039;&#039;: melee caster; has the ability to use Windfury, a buff granting a chance for extra attack with a melee weapon - back in the Classic version, this worked with two-handed weapons, meaning the shaman could jump you and take 4-6 massive swings at you before you&#039;d finish casting one spell. It was [[rape|hilarious]]&lt;br /&gt;
* &#039;&#039;&#039;Restoration&#039;&#039;&#039;: healing build, its signature spell being Healing Wave, an inverted Chain Lightning.&lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&amp;lt;S&amp;gt;You heal people. That&#039;s it.&amp;lt;/s&amp;gt; Today people see WoW priest as the default priest archetype, but at the time of creation they were quite exotic with all the mind-rapey and buddhist discipline stuff. Out of D&amp;amp;D classes they are closer to the psion than to cleric.&lt;br /&gt;
As everything in WoW, they&#039;re in three flavors:&lt;br /&gt;
* &#039;&#039;&#039;Discipline&#039;&#039;&#039;, used to be completely shit, solely complementing other trees, then changed into PvP mind control build, then into a hybrid between dealing holy damage, buffing and applying shields; the shield part has become the staple of this spec&lt;br /&gt;
* &#039;&#039;&#039;Holy&#039;&#039;&#039;, the go-to healing spec, allowing the priest to keep entire parties alive&lt;br /&gt;
* &#039;&#039;&#039;Shadow&#039;&#039;&#039;, for those who rolled priest, but wanted to be more edgy and play DPS. Bit of a mix between Mages and Warlocks, supplementing strong damage spells that have long cooldowns with a plethora of various DoT spells to keep track of. In Legion they got the most lore-significant legendary weapon, one of only three that are supposedly sentient and whisper to the player.&lt;br /&gt;
&lt;br /&gt;
===Mage===&lt;br /&gt;
The classic wizard, minus the Vancian spellcasting system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcane&#039;&#039;&#039;: [[meme|I CAST... MAGIC MISSILE]]! Sacrifices raw damage for utility, giving you better mana efficiency, greater mobility in the form of teleportation and invisibility spells, and versatility with damage by giving you an array of AoE and single-target non-elemental spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fire&#039;&#039;&#039;: Fireball solve everything, especially when you cast half a dozen of them. Focuses on DoT and AoE attacks, at the cost of utility.  Long running rivalry with rogues for top DPS.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frost&#039;&#039;&#039;: Stay cool and kick some ice. Focuses on crowd control with stuns and slows, survivability using protective frost magic, and is unique for letting you have a water elemental pet, making them the better choice for solo content as mages are pretty bad at surviving getting punched in the face. [https://www.youtube.com/watch?v=YkTHtWX7CCY Mr. Freeze puns] are not necessary, but encouraged.&lt;br /&gt;
&lt;br /&gt;
===Warlock===&lt;br /&gt;
Casters who use fel magic to drain and capture the souls of their enemies, then use those captured souls as fuel for other spells, which typically involve summoning demons, inflicting diseases, and/or setting things on fire. In lore they are generaly distrusted and feared, and are considered one of the most powerful individuals.  In gameplay, they&#039;re basically hunters with more evil looking armor sets and a DoT tree instead of a melee tree.  &lt;br /&gt;
&lt;br /&gt;
They are divided into 3 specialisations:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demonology&#039;&#039;&#039;: Specializes in summoning better demons, and then making those demons even better. This spec also used to have the ability to turn yourself into a demon, but then that ability was given to demon hunters in Legion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Destruction&#039;&#039;&#039;: Hit a thing with a lot of damage all at once. Then do it again until the thing is dead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Affliction&#039;&#039;&#039;: Put a bunch of damage-over-time effects on the thing, then run around and wait for it to die.&lt;br /&gt;
&lt;br /&gt;
===Monk===&lt;br /&gt;
All the kung-fu gimmicks that you&#039;d expect from this class. Also, they can tank as a drunken master or heal using weird mist magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Windwalker&#039;&#039;&#039;: The damage spec, full of punches, kicks, and magically summoned tigers, basic attacks build chi points that are spent on more powerful spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mistweaver&#039;&#039;&#039;: The healing spec, uses mana to control magical mist the flows from player to player healing them. Formerly used chi but that was too hard for some people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Brewmaster&#039;&#039;&#039;: The tank sec, it focuses on damage mitigation from the stagger effect and dodging attacks.  Primarily known for throwing beer on a mob then breathing fire on it.&lt;br /&gt;
&lt;br /&gt;
===Demon Hunter===&lt;br /&gt;
The other melee warlocks, but different. High mobility, fel empowered damage dealers or meatshields, whose wings allow them to double-jump or glide by default. In-universe, they are the elven followers of Illidan who imprison demons in their bodies to draw power from them and risk corruption.  They got thrown in magic-jail along with their master, but have been pulled out of stasis to help fight the Burning Legion. Even edgier than Death Knights, if you can believe that. Like warlocks, they get an in-universe bad rep for using Fel magic.&lt;br /&gt;
&lt;br /&gt;
Also they get [[Awesome | SWEET MOTHERFUCKING EYE LAZORS PEW PEW PEW!!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Havoc&#039;&#039;&#039; The damage spec and the one with eye lasers, makes heavy use of movement boosting effects to deal damage.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vengeance&#039;&#039;&#039; The tank spec, focused around self healing and dodging.&lt;br /&gt;
&lt;br /&gt;
==Plot summaries==&lt;br /&gt;
WoW is notorious for its use of expansion packs, which add on lore not or loosely hinted at, sometimes coming with retcons. These are recieved about [[Skub|as well]] as you might expect from any other retcon. &lt;br /&gt;
&lt;br /&gt;
===Important Characters===&lt;br /&gt;
Before we get started here, let&#039;s take awhile to go over who all these people are. &lt;br /&gt;
&lt;br /&gt;
===Alliance===&lt;br /&gt;
&lt;br /&gt;
====Humans====&lt;br /&gt;
* &#039;&#039;&#039;Varian Wrynn:&#039;&#039;&#039; (Former) King of the playable human faction Stormwind and former High King of the Alliance. A well-intentioned but bull-headed, warmongering widower. Was initially one of the main characters of a long-running comic-book where he was attempting to find his weaker-willed half and merge with it, after it got split from him by a dragon disguised as a noblewoman. It&#039;s a long story. A proper warrior and quite popular among players, he got an awesome last stand against the Burning Legion (while the Horde counterpart got speared by a random goon).  His son, Anduin Wrynn, has taken his place as the High King of the Alliance.&lt;br /&gt;
* &#039;&#039;&#039;Anduin Wrynn:&#039;&#039;&#039; Son of Varian, recently crowned King after his father untimely demise. A Priest of the Light, he&#039;s less impulsive and hot-headed than his father. Also, he kinda looks like a young Brad Pitt in the new cinematics. Obsessed with peace, compromise and finding the good in everyone - even his enemies - but the strain of leadership and war has begun to take a toll on him. The Alliance, while fairly happy with him, is slowly splintering, since several forces (Genn Greymane, Turalyon and Tyrande chiefly) are pushing and pulling to get him to open up to more aggressive methods in dealing with the Horde.  Briefly imprisoned and under the control of Sylvanas&#039; former sugar daddy, the Jailer, he&#039;s freed by the combined efforts of Jaina, Uther, Thrall, the PCs, the Primus and Sylvanas.&lt;br /&gt;
* &#039;&#039;&#039;Jaina Proudmoore:&#039;&#039;&#039; Current Lord Admiral of Kul Tiras, and the most powerful human mage in Azeroth... Or maybe it&#039;s Khadghar. It&#039;s difficult to say. She led the survivors of Lorderaen away from the undead invasion and helped fight the Burning Legion back in Warcraft 3. One of the key proponents of Alliance-Horde peace in setting, until Theramore was nuked by Garrosh Hellscream, followed by some [[Derp|more than a little questionable behavior]] of Dalaran resident blood elves, [[Grimdark|at which point she did a complete 180 in her opinion towards the Horde as whole and orcs in particular]]. Recently mellowed out (but did not forgive) the Horde for the atrocities, and got to succeed her mother as the Lord Admiral of her kingdom, the naval-based Kul Tiras.&lt;br /&gt;
* &#039;&#039;&#039;Mathias Shaw:&#039;&#039;&#039; Spymaster of the Kingdom of Stormwind and WoW James Bond - except he&#039;s monogamous and likes the men instead. Was replaced by a Dreadlord during Legion (which partly explained why the Horde and Alliance was at each other&#039;s throats again during an alien invasion) and was the Alliance MVP during the Fourth War. He&#039;s got a great moustache and is in love with WoW Captain Jack Sparrow.&lt;br /&gt;
* &#039;&#039;&#039;Taelia Fordragon:&#039;&#039;&#039; Hammer-wielding daughter of Bolvar Fordragon, who used to be the Steward of Stormwind before Varian came back to take the throne. Joins the Alliance as a hero after Kul Tiras is cleansed of pirates, witches and old god-worshipping cultists in BFA.&lt;br /&gt;
* &#039;&#039;&#039;Flynn Fairwind:&#039;&#039;&#039; Drunken privateer/mercenary/rogue from Kul Tiras. Every DnD Rogue packed into one character with a bit of Jack Sparrow thrown in and a frequently-used agent to go where Alliance agents can&#039;t go. Has a thing for Shaw thighs apparently, but was into Taelia as well for a spell.&lt;br /&gt;
* &#039;&#039;&#039;Turalyon:&#039;&#039;&#039; Light infused immortal paladin champion, pretty cool guy and Alleria&#039;s partner and baby daddy.  Was part of the Lightforged, a Light Crusade against the Legion, where he got a Light supercharge form their lead Naaru and became immortal.  Now serves the Alliance again, until another threat in need of some LUX VULT! comes along, but has PTSD due to his experiences fighting the Legion.  Currently minding Stormwind&#039;s throne until Anduin returns, and a popular candidate for future fanatical villain among [[Edgy|certain fans]] despite him moving further away from fanaticism as the story progresses.&lt;br /&gt;
&lt;br /&gt;
====Dwarves====&lt;br /&gt;
* &#039;&#039;&#039;Dwarven Council:&#039;&#039;&#039; Ruling council of ALL DORFS ever King Magni got turned into diamond in Cataclysm. Again, it&#039;s a long story.&lt;br /&gt;
** &#039;&#039;&#039;Muradin Bronzebeard:&#039;&#039;&#039; taught Arthas how to fight, then was rescued by the same dick on Northrend. Instead of dying, he lost his memory and became the leader of frozen beard bois. After some years singing &amp;quot;Let It Go&amp;quot; in DORFISH, he was found by the Alliance and was reunited with his brothers Magni and Brann. These days he represents the Brozenbeard Clan of Ironforge.&lt;br /&gt;
** &#039;&#039;&#039;Falstad Wildhammer:&#039;&#039;&#039; Gryphon rider with cool tats and a scottish accent thicker than your mom. Longs to just fly around in the Hinterlands, but responsibilities forces him to play politician in Ironforge.&lt;br /&gt;
** &#039;&#039;&#039;Moira Bronzebeard:&#039;&#039;&#039; Daughter of Magni, and next in line of succession of Ironforge. She was captured by Dagran Thaurissan (then-leader of the Dark Iron Clan), and rescued by the players. Or so we thought, until she revealed she was in love with the guy and in fact had a baby with him. When she came back to get her throne, she brought the Dark Iron Dwarves with her. She&#039;s come around as a real force for the Dwarves and may actually rival Muradin in political power on the council. Used to have problems with daddy Magni, but they&#039;re figuring it out, now that he&#039;s a live again.&lt;br /&gt;
* &#039;&#039;&#039;Magni Bronzebeard:&#039;&#039;&#039; Former King of Ironforge, but was relieved from duty when he was turned into diamonds attempting to save Ironforge from succumbing to the Cataclysm. Was awakened as the Legion attacked and is now a sort-of messenger for the planet itself, though he&#039;s also liable to hear whispers from old gods... Can he still be categorized as a dwarf if he&#039;s made of diamond?... Also became a memelord in Battle for Azeroth as he would constantly send you on daily quests to close azurite fissures. So much so Blizz would even parody it in Shadowlands if your character joins the Night Fae covenant. &amp;quot;OCH, CHAMPION! AZEROTH&#039;S BLEEDIN&#039; AAL OVER THA PLACE! YE&#039;VE GOT TAE HEAL HER WOONZ!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
====Night Elves====&lt;br /&gt;
* &#039;&#039;&#039;Tyrande Whisperwind:&#039;&#039;&#039; &amp;lt;s&amp;gt;Queen&amp;lt;/s&amp;gt; Leader of the Night Elves, Malfurion&#039;s wife and High Priestess of the moon goddess Elune. Cares deeply for her people but is slow to trust foreigners. Formerly their military leader as well for several thousand years, though she was left to do nothing for almost the entirety of WoW, and had a strange Jamaican accent out of nowhere. In Legion she started to return to her old self except for getting over her xenophobia.  That is, until the Night Elf parts of Kalimdor were invaded by the Horde. One dangerous, eldritch ritual later, she received new powers from Elune, becoming the first &amp;quot;Night Warrior&amp;quot; in thousands of years, and then leading a guerilla resistance against the Horde in the Fourth War. ABSOLUTELY NOT FUCKING FINE with the peace agreement with the Horde and literally walks out of an Alliance meeting of representatives due to Anduin disallowing her to try and regain her people&#039;s homeland or take out Sylvanas and her loyalists.  Attempted to do that, starting with Sylvanas&#039; undead concubine Nathanos before going on a killing spree in Torghast and fighting her way out to Ardenweald where she got her showdown with Sylvanas... [[Fail|only for Sylvanas&#039; plot armor to break Tyrande&#039;s kill streak as Elune withdrew her power when Tyrande &#039;&#039;&#039;literally had Sylvanas by the throat&#039;&#039;&#039;, which Sylvanas uses to flee]].  Then Tyrande loses her Night Warrior powers helping make a new seal for Ardenweald, but is still Elune&#039;s High Priestess.&lt;br /&gt;
* &#039;&#039;&#039;Malfurion Stormrage:&#039;&#039;&#039; Leader of the Night Elf druids and Tyrande&#039;s husband. Spent most of his time trapped in a corrupted part of the Emerald Dream, but is brought back in WoW. He now leads the druids to protect the balance of nature. Will work with the Horde but won&#039;t make small talk with them. Shows up Legion when the Emerald Nightmare and his nemesis Xavius make a return. The player characters rescue him from Xavius and help him purge the Emerald Nightmare (except for one Void-corrupted flower nearly everyone missed...).  Helped defend Teldrassil when the Horde invaded and nearly beat Sylvanas until he got an axe in the back from Saurfang. He barely survived and Tyrande took him to safety but didn&#039;t do much beyond a few cameos in Darkshore.&lt;br /&gt;
* &#039;&#039;&#039;Maiev Shadowsong:&#039;&#039;&#039; Royally pissed off prison warden of Illidan Stormrage and leader of the Night Elf Wardens. A real menace that just can&#039;t sit still without antagonizing someone; that someone usually being Tyrande. Now that Illidan is kept locked away, she assists the Night Elves as a general and agent when possible.  Kinda made peace with Tyrande during the Battle for Darkshore.&lt;br /&gt;
* &#039;&#039;&#039;Shandris Feathermoon:&#039;&#039;&#039; Leader of the Night Elf military and adopted daughter of Tyrande Whisperwind.  Helped fight the Legion as a teenager during the War of the Ancient, Tyrande took Shandris under her wing after Shandris&#039; parents were killed.  Sees Tyrande as her mother, and is neither racist nor anti-technology so she&#039;s a very sis-tier Night Elf (&amp;lt;s&amp;gt;does the term bro-tier count if the person is female...&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt; Manliness is unisex ! &amp;lt;/s&amp;gt; No, it&#039;s not. But femaleness has a quality all of its own).  She&#039;s also a leader of Azeroth&#039;s order of rangers/best hunting club The Unseen.  Fears for Tyrande&#039;s life when she becomes the Night Warrior and works to help save her, tracking her down in Torghast and also being present when Tyrande&#039;s Night Warrior powers are removed.&lt;br /&gt;
&lt;br /&gt;
====Gnomes====&lt;br /&gt;
* &#039;&#039;&#039;Gelbin Mekkatorque:&#039;&#039;&#039; Elected king of the Gnomes. Has his mittens full trying to reclaim the lost gnomish capital of Gnomeragon. Was a part of the Alliance attack on Dazar&#039;alor, where he was dealt a vicious, lifethreatening blow that was later cured by the Mecha-Gnomes. Has a spiffin&#039; Gnome Battle-mech!&lt;br /&gt;
&lt;br /&gt;
====Draenei====&lt;br /&gt;
* &#039;&#039;&#039;Velen:&#039;&#039;&#039; Immortal prophet of the draenei and Blizzard&#039;s second Moses reference after Thrall.  He was co-leader of the Eredar alongside of Kil&#039;Jaeden and Archimonde before the latter two (and a portion of their race) made a deal with Sargeras and became demons. Arguably the settings most powerful non-Naaru light user.  He was tricked into fighting his long-lost son to the death in &#039;&#039;Legion&#039;&#039;, had a crisis of faith and planned to storm back to Argus and give the Legion a righteous butt-whipping.  Velen sort-of forgave Kil&#039;Jaeden after he was killed in a raid, and led the assault to Argus where he swung between delivering that butt-whipping and arguing with Illidan about fate and faith.  Serves as an advisor for the young Anduin when daddies Genn and Turalyon aren&#039;t around.&lt;br /&gt;
&lt;br /&gt;
====Worgen====&lt;br /&gt;
* &#039;&#039;&#039;Genn Greymane:&#039;&#039;&#039; [[Furry|King of the werewolf faction]], the Worgen. Definitely written to be a whipping boy of the story, with a lot of his woes being self-inflicted. Was apart of the original Alliance before building a wall between his Kingdom and the others when the Scourge reared their very undead heads. [[Not as Planned|Ended up killing off most of his people doing so because he forgot to invite them in after building the wall]]. Ended up freeing the Worgen from their Prison in another dimension by having Archfurry himself, Argul, bring them from the Emerald Dream. The Worgen shortly turned against his people and turned them all into [[Lovecraft|furries but British]]. During the Cataclysm expansion, Sylvanas raided his Kingdom (possibly in revenge for him leaving the world to deal with the Scourge) and killed his son. Lately he is trying to serve as parental figure to Anduin, as the new king just lost his own father. Thwarted Sylvanas&#039; plan to enslave a Super Val&#039;kyr into making more Val&#039;kyr but took a poison arrow for it. Frequently advocates for increasing pressure on the Horde and is becoming a real power-player in the Alliance, in a &amp;quot;power-behind-the-scenes&amp;quot; kind of way.  Given his anti-Horde policies and how the Night Elves aided the Gilneans, he gets along well with Tyrande.&lt;br /&gt;
&lt;br /&gt;
====High Elves====&lt;br /&gt;
* &#039;&#039;&#039;Alleria Windrunner:&#039;&#039;&#039; Long-lost sister of Sylvanas Windrunner, former leader of Silvermoon&#039;s army and partner and baby mama of Turalyon.  After helping win the second war and leaving her son Arator on Azeroth, she and Turalyon went crusading with the Army of Light for several hundred years before being discovered again by the people of Azeroth.  Willingly began to dabble in the Void and, with the aid of her Ethereal teacher Locus-Walker, now uses her affinity for these dark powers to guide the Void Elves.&lt;br /&gt;
* &#039;&#039;&#039;Umbric:&#039;&#039;&#039; Actual leader of the Void Elves. Unnotably apart from his sweet, bassy voice.&lt;br /&gt;
&lt;br /&gt;
===Horde===&lt;br /&gt;
&lt;br /&gt;
====Orcs====&lt;br /&gt;
* &#039;&#039;&#039;Thrall/Go&#039;el:&#039;&#039;&#039; The current leader of the Orcs and original creator of the current iteration of the Horde. A part-Moses, part-Spartacus orc shaman raised by humans who leads the Horde to freedom. Was awesome for awhile until the main dev got a hard-on for him and made him give up Warchief to become saviour of the world in Cataclysm. This died down and now he&#039;s leader of the Orcs, but ceded becoming the Warchief again, and gave it to Vol&#039;jin. Wallowed in despair at drinking his own cool-aid after the elements abandoned him in &#039;&#039;Legion&#039;&#039;, until Saurfang found him and his family in Outland and brought him back to boot out Sylvanas. Is the current leader of the Orcs.&lt;br /&gt;
* &#039;&#039;&#039;Varok Saurfang:&#039;&#039;&#039; An awesome Orc warrior. Lost his son who was killed by the Lich King, encounters his son as an undead servant of the Lich King and is forced to watch him die again. The fanbase holds him as the most badass motherfucker in the franchise, seeing him as the Chuck Norris of Warcraft (or Chuck Norris as the Saurfang of real life). Was the &amp;quot;main character&amp;quot; of sorts of &#039;&#039;BFA&#039;&#039;, and the first to rebel against Sylvanas. [[RAGE|Killed by her in Mak&#039;Gora in front of the entire Horde]] with mysterious Death magic, but [[Awesome|not before calling her out as a selfish edgelord and getting her to admit this, destroying her credibility as Warchief and making her flee]].&lt;br /&gt;
* &#039;&#039;&#039;Garrosh Hellscream:&#039;&#039;&#039; Son of Grom Hellscream and rivals Sylvanas for &amp;quot;most divisive character in the game&#039;s history&amp;quot;. A weak and sickly orc who joined the army, got exiled, was rediscovered, then became Warchief. After being shown that Grom was partly the cause and wholly the solution to the Orcs&#039; corruption, he became obsessed with his father&#039;s legacy. He was initially meant to be Thrall&#039;s sidekick and the character who encompassed Orc id and overaggression as a counterpoint to everyone&#039;s favorite shaman. When the writers eventually realized they&#039;d botched his character and killed any interest in him having a sympathetic character arc into becoming a better person with a power drill, they took his character to the logical extreme instead. He eventually decided &amp;quot;Orcs is da best!&amp;quot; and obsessed over Orc racial purity, considering non-Orcs Untermenschen; he created an Orc-only faction of enforcers, killed and/or imprisoned dissenters, gathered an organized army and turned nearly the whole world against him when he nuked the Alliance-allied fortress port of Theramore. He had a few allies and sought to achieve victory by any means necessary, including occult research. [[Nazi|Sound familiar]]? Was overthrown, and stupidly given a fair trial (stupidly because less evil villains are often summarily executed in this setting), then disappeared on a time-travel jaunt to try and re-write history. Thrall kills him with a gigantic lightning bolt in a Mak&#039;gora on alternate Draenor, though not before Garrosh spits some hard-hitting truths at him.  His soul ended up in the Afterlife Revendreth where the Venthyr try to redeem him, milk him like a cow for anima (&amp;quot;Old Reliable&amp;quot; indeed) and later throw him into the Maw when he didn&#039;t break.  There the Jailer&#039;s servant Soulrender Dormazain tried to break him and milk his anima.  Garrosh instead freed himself when the adventurers beat Dromazain and, unrepentant to the last, used all his anima in an attack that destroyed both his soul and Dromazain, meaning Garrosh is gone for good.&lt;br /&gt;
&lt;br /&gt;
====Trolls====&lt;br /&gt;
* &#039;&#039;&#039;Vol&#039;jin:&#039;&#039;&#039; Leader of the Darkspear trolls after his father&#039;s death. Led the rebellion against Garrosh and his Orc-Nazis and was nominated as the next Warchief by Thrall and all other candidates went along with it. Highlights of being Warchief include and limited to: invading the alternate timeline of a parallel universe&#039;s orc homeworld and dying like a bitch. Was fatally wounded during the latest attempt of the Burning Legion to invade, and nominated Sylvanas Windrunner as Warchief as he passed away. Being dead didn&#039;t stop him, as he worked hard trying to figure out who the &#039;&#039;fuck&#039;&#039; would tell him to put a genocidal, sociopathic undead in the seat of Warchief.  Now the new troll Loa of Kings with the destruction of his predecessor Rezan.&lt;br /&gt;
* &#039;&#039;&#039;Queen Talanji:&#039;&#039;&#039; Young Queen of the Zandalari Trolls after her papi die - Wow there&#039;s a lot of father-figures that die in this franchise, huh?  Inherited a declining kingdom and a bond to the Loa of Death Bwonsamdi, so, like Anduin up above, she&#039;s really fucking stressed about the whole thing; especially since Sylvanas tried to have her assassinated. Hates the Alliance since they attacked her capital city and killed her fadda in &#039;&#039;BFA&#039;&#039;, especially Jaina.&lt;br /&gt;
* &#039;&#039;&#039;Zekhan:&#039;&#039;&#039; The [[Meme|ever-famous &amp;quot;Zappy Boi&amp;quot;]] that inexplicably became one of the key characters for &#039;&#039;BFA&#039;&#039;. Held Saurfang as a father-figure until he was killed, and is now kind of a roaming agent for the Trolls and the Horde at large.  Bit of a horndog for Horde ladies of all races, especially Blood Elf women and Queen Talanji (he sure aims high).&lt;br /&gt;
* &#039;&#039;&#039;Rokhan:&#039;&#039;&#039; Old-ass character that has been in the series since Warcraft III, he is currently the leader of the trolls in the Horde.&lt;br /&gt;
&lt;br /&gt;
====Undead====&lt;br /&gt;
* &#039;&#039;&#039;Sylvanas Windrunner:&#039;&#039;&#039; Undead former high elf who leads the Forsaken - Undead that broke free of the Lich Kings&#039;s control and became independent - and possibly the most divisive character in Warcraft&#039;s history. Very recently also nominated leader of the Horde as a whole by her dying predecessor Vol&#039;Jin. She&#039;s Sarah Kerrigan from Starcraft, but as an elf with every instance of &amp;quot;alien&amp;quot; replaced with &amp;quot;undead&amp;quot;. Unlike Thrall, rather than being too trusting for her own good, she has far too much of an &amp;quot;ends justify the means&amp;quot; mindset coupled with motive decay/shitty writing. The writers like using her to [[Grimdark|create easy conflict]].  Abandons the position of Warchief after Saurfang exposes her selfish agenda to everyone in-universe, but not before killing him with death magic from her not-Grim-Reaper sugar daddy Zovaal the Jailer.  Retconned into going full-retard nihilist, thinking that free will doesn&#039;t exist so she&#039;ll help the Jailer tear down the unjust cosmos... [[What|only to turn on him years later after he says the word &amp;quot;serve&amp;quot;, despite seeing many similarities between him and the Lich King beforehand.]] Currently is being force to free the souls she helped damned in the Maw. Like Illidan, Sylvanas is being removed from the chess board until Blizzard feels they can bring her back. She also simps for some dude from Lorderon named Nathanos.   &lt;br /&gt;
* &#039;&#039;&#039;Nathanos Marris/Blightcaller&#039;&#039;&#039;: A human who was trained by Sylvanas to be a ranger and [[PROMOTIONS|served her]] as an undead.  Had the surname Marris in life, but took Bligtcaller in undeath.  Decent ranger but a colossal, obnoxious jerk to everyone not named Sylvanas Windrunner.  Was originally ridcude as an absolute simp towards Sylvanas, but this was retconned to the other way around (She abused her position in the High Elf Military and later Horde/Forsaken to keep him around) though Nathanos is still a a lapdog towards his elven meal ticket (Never underestimate the power of Elven Pussy).  Ganked by Tyrande in the latest expansion but likely ended up somewhere in the Shadowlands.  Sylvanas somehow didn&#039;t know about his death until Tyrande told her. Currently missing though Sylvanas promised to find him and confirming she still loves him. At least she is loyal to some guy&#039;s cock. &lt;br /&gt;
&lt;br /&gt;
Notes from the Sylvanas Novel and recent developments: The one time Blizzard makes a good &amp;quot;Recton&amp;quot; his character was a major player in several recent books. One thing that is noted is a conversation between Garona and Nathanos where he admits to feeling betrayed by the Alliance for the cruel treatment of the Forsaken people. It does offer insight to how a man like Nathanos would stand aganist a Alliance he once fought for. It is also made clear that despite his tendencies to go along with Sylvanas Windrunner&#039;s worse plans, he does not seem to enjoy it. In Shadows Rising he despises actions like killing children and it is made clear that his loyalty does have limits. For the most part he comes across not as a simp, but a really fucked up person with a form of pusedo-stockhome syndrome. Nathanos also seem to have a unhealthy martyr complex, willing to throw his life away to protect family and Sylvanas Windrunner. In The Sylvanas &amp;quot;We need to fix Sylvanas character so she can rejoin the Horde and become a hero again&amp;quot; novel, Nathanos is &#039;&#039;actually&#039;&#039; not as big of dick. For one he was not fully on board with Sylvanas actions but did it outo of a fuck up obligation to her (Implied as a coping method for his death) and a duty to her since she is all he has left. He apparently was a &amp;quot;ugly&amp;quot; man by Elven standards, but made up for it by having some wit. Interestly it is implied Lorthemar was a rival of Nathanos because he was thirsting after those Windrunner Dommie Mommy Milkers. Lorthemar is basically confirmed to be the Jorah Mormont of the High Elven Military. In that way Nathanos character was Improved to be funny as fuck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lillian Voss:&#039;&#039;&#039; An anti-undead assassin from the Scarlet Crusade in life, but was turned into one of the Forsaken and began to take on her new charge and life doing what she does best - Stabbing people (starting with every Scarlet Crusader she can find). Currently the de facto leader of the Forsaken despite only being forced to join the faction in &#039;&#039;Battle for Azeroth&#039;&#039;, since they lack leadership in the form of Sylvanas.&lt;br /&gt;
* &#039;&#039;&#039;Calia Menethil:&#039;&#039;&#039; Last heir to the Lorderean throne and older sister of Arthas Menethil, who ended up killed by Sylvanas in a failed peace-meeting between the Forsaken and some of their living relatives from Stormwind. The very first undead reanimated with the Light instead of Undeath, which is very fucking strange since lorewise, using the Light hurts the Forsaken as if their bodies were filled with acid (healing their souls until they flip to regular dead) and the Light is able to properly resurrect people. Is positioned to take over leadership of the Forsaken, but many (both in-and-out of universe) still dislike the idea given to the fact that she&#039;s Arthas&#039; sister. Definitely a Public Relations problem, though Blizzard seem set on making her the new Leader of the Forsaken (she is leaning on her father&#039;s good name), though the Forsaken made a council and she&#039;s just one of its members (albeit sympathetic to the Alliance). Really unpopular in the Horde community as many see her as a Alliance Bitch, a Light-aligned spy, and not [[Neckbeard|even as hot as Sylvanas, let alone a Blood Elf Twink.]]&lt;br /&gt;
&lt;br /&gt;
====Tauren====&lt;br /&gt;
* &#039;&#039;&#039;Cairne Bloodhoof:&#039;&#039;&#039; Former chief of the Tauren. United the Tauren with the help of the Orcs, and then became besties with Thrall. Grandfatherly and all around cool guy. Ends up getting killed in a cage match with Garrosh after Cairne&#039;s token evil subordinate poisoned Garrosh&#039;s axe by pretending she was blessing it. And he was winning before the poison got him.&lt;br /&gt;
* &#039;&#039;&#039;Baine Bloodhoof:&#039;&#039;&#039; Current chief of the Tauren, the controversial son of fan-favourite Cairne Bloodhoof from Warcraft 3. Was a two-bit NPC until he was made racial leader following Cairne&#039;s death. Had a bit of development in &#039;&#039;BFA&#039;&#039; where he attempts to resist Sylvanas&#039; edginess through sort-of-passive resistance but ends up being rescued by the actual resistance later. Often disliked by players who find him to be too &amp;quot;human&amp;quot; and unwilling to stand up for the Horde to the point that he once [[FAIL|banished tauren for fighting the Alliance, said Alliance who were invading their lands in a war between Horde and the Alliance]]. Incidentally is a close friend of Anduin and this is his most developed relationship rather than anyone on the Horde.&lt;br /&gt;
* &#039;&#039;&#039;Mayla Highmountain:&#039;&#039;&#039; Leader of the Highmountain Tauren who the Horde picked up in &#039;&#039;Legion&#039;&#039;. A barbarian warchief who takes no guff... When she&#039;s allowed to do something. Apparently has a thing for Baine booty.&lt;br /&gt;
&lt;br /&gt;
====Blood Elves====&lt;br /&gt;
* &#039;&#039;&#039;Lor&#039;themar Theron:&#039;&#039;&#039; Current leader of the blood elves after Kael&#039;thas was hit with the Villain Ball. Hates politics, loves battle, but is a good leader. [[Awesome|An elf who has facial hair besides eyebrows and is not a pansy or a Mary Sue]]. Has begun to claw his way out of obscurity through his new model and more and more plotlines involving him.  Has a mid life crisis in Mists of Pandaria, which ends when he hooks up with Thalyssra. He also was a Sylvanas simp and was implied to be jealous that Sylvanas was fucking Nathanos. &lt;br /&gt;
* &#039;&#039;&#039;Lady Liadrin:&#039;&#039;&#039; Badass female priest-turned-paladin. A rare case of well written female character, starting of as the leader of the Blood Knights, the Blood Elven paladins in the Burning Crusade. At first she was kinda of a bitch, teaching the blood knights how to use the Light by taking the power of a Naaru (basically torturing what is an angelic-like being in-game). Originally she took power from the Na&#039;aru they had BDSMed up in SIlvermoon&#039;s basement, is a proper Light Paladin now. She shows up more consistently than even Lor&#039;themar, being part of the Draenor campaign, then becoming one of the Paladin Champions in Legion, and even beating the crap out of the Death Knight strike team that snuck into the Paladin Order Hall to steal the body of Tirion Fordring and resurrect him as one of their own (Light-infused sacred halls of the hall were a big help, though).&lt;br /&gt;
&lt;br /&gt;
====Nightborne====&lt;br /&gt;
* &#039;&#039;&#039;Thalryssa:&#039;&#039;&#039; Leader of the Nightborne in the Horde and a former resistance fighter who, with the help of the players, manage to overthrow the oppressive regime that controlled Suramar, their only city and capital. Decided to side with the Blood Elves instead of their closer cousins the Night Elves, since 1) Lady Liadrin was an understanding person who knew all about making unpalatable choices to survive, and 2) Tyrande was such a posturing bitch about union with the Alliance that she almost wanted to invite the Burning Legion back into her city just to make her shut up.  Despite Sylvanas&#039; being as evil as the Suramar tyrant Thalyssra rebelled against, she stays in the Horde.  Really thirsty for Lor&#039;themar, which he reciprocates after Sylvanas is overthrown, culminating in a big offscreen wedding (in a tie-in short story).&lt;br /&gt;
&lt;br /&gt;
====Goblins====&lt;br /&gt;
* &#039;&#039;&#039;Gallywix:&#039;&#039;&#039; Former leader of the Goblins. A corporate asshole who left his people to die when a volcano destroyed their home then tried to enslave them when they escaped. Forgiven by Thrall and allowed to lead them for reasons instead of doing the sensible thing (offing him and making the Goblin who fixed everything for everyone (aka the player) the new leader). JUST managed to get a new model before he was found to be in cahoots with Sylvanas and fled Orgrimmar while burning every shred of evidence he could find of his connections to her. Current whereabouts are unknown.&lt;br /&gt;
* &#039;&#039;&#039;Gazlowe:&#039;&#039;&#039; Mayor of Ratchet and is now also the Goblin leader in the Horde. Helped build Orgrimmar but wasn&#039;t a big fan of the politics so he kept to himself in the southern trade port of Ratchet.  New leader of the Goblins with Gallywix gone.&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
====Pandaren====&lt;br /&gt;
* &#039;&#039;&#039;Chen Stormstout:&#039;&#039;&#039; The original hard-drinking panda boy and posterboy for all Pandaren. Fat old fuck made of about 16% beer and 184% awesome, he&#039;s in-universe recognized as a memetic badass that can outfight the best brawler, tell a better story than the best braggart and drink more beer than the largest drunkard. Is a bit closer to the Horde than the Alliance as he worked with them to safeguard Orgrimmar in W3.&lt;br /&gt;
* &#039;&#039;&#039;Lorewalker Cho:&#039;&#039;&#039; Soft-spoken historian and a bit of a troll. Turned out to be the envoy and spy of the Emperor, who no one knew still existed.&lt;br /&gt;
* &#039;&#039;&#039;Taran Zhu:&#039;&#039;&#039; I&#039;VE HAD IT WITH THESE MOTHERFUCKING WARMONGERS ON MY MOTHERFUCKING ISLAND! Leader of the Shadopan, ninja pandas who defend the Pandaren from a swarm of locust people. Hated both the Alliance and Horde so much that he got possessed by an eldritch embodiment of hatred that he had to be purified/exorcised of.  Mellowed out over time, but his &amp;quot;eye for an eye&amp;quot; moral speeches apparently did seep into the minds of the two factions... Until BFA that is.&lt;br /&gt;
* &#039;&#039;&#039;Emperor Shaohao:&#039;&#039;&#039; Ancient old fucker who seemed to disappear many centuries ago after surrounding the island in mist, but he survived as a spirit on the top of the largest mountain in Pandaria.  Secretly guides his people from behind the scenes.&lt;br /&gt;
&lt;br /&gt;
====The Argent Crusade====&lt;br /&gt;
Organization of paladins across factional lines who prefer to fight the dark forces intent on consuming and destroying the world rather than each other.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Tirion Fordring&#039;&#039;&#039;: Paladin classic, a knight and veteran who gave up a comfortable life as a lord after becoming close friends with an orc, Eitrigg, before it was cool after the latter saved his life after a duel just because it was the right thing to do, and Tirion decided to repay the favor when Eitrigg was arrested despite that meaning committing treason and losing everything. The Light didn&#039;t abandon him for this, and Tirion hid away as a hermit before learning his own son, gone astray without Tirion there to guide him, had become the head of the fanatical and genocidal Scarlet Crusade, something that would ultimately cost the kid his life.  Events galvanized him to come out of retirement, creating a faction-neutral organization of paladins to protect the world that ended up being some of the first responders against the Lich King during his eponymous expansion alongside the Ebon Blade. After helping in the boss fight against Arthas and being mostly-forgiven by the Alliance that cast him out, he then did fuckall for multiple expansions until Blizzard killed him to bribe straying players into staying with his shiny, special magic sword.&lt;br /&gt;
&lt;br /&gt;
====The Ebon Blade====&lt;br /&gt;
Where Death Knights and other undead with free will go to safeguard the living and be totally goth about it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bolvar Fordragon:&#039;&#039;&#039; The current Lich King; once the Lord Protector of Stormwind until Varian Wrynn recovered from his short but really fucking intense period as two people, he led the charge against the Lich King in Northrend. Things went tits up and he was nearly killed, kept alive by being engulfed in flames from a Red Dragon. Due to these wounds, he volunteered to take on the Helm of Domination after the Lich King was defeated, and held back the Scourge through sheer willpower until Shadowlands, where Sylvanas whooped him and broke his hat. Chill but incredibly emo guy.&lt;br /&gt;
* &#039;&#039;&#039;Thassarian:&#039;&#039;&#039; Incredibly bro-tier Death Knight and one of the few of their number to openly declare loyalty for one of the factions, here for the Alliance. Shares a Frenemy-type of relationship with his Horde counterpart, Koltira. &lt;br /&gt;
* &#039;&#039;&#039;The Four Horsemen:&#039;&#039;&#039; Because of course the undead army has four horsemen as its leaders.&lt;br /&gt;
** &#039;&#039;&#039;Nazgrim:&#039;&#039;&#039; Once a loyal general of the Horde, players killed him because of his loyalty to Garrosh Hellscream.&lt;br /&gt;
** &#039;&#039;&#039;Thoras Trollbane:&#039;&#039;&#039; A former lord of the destroyed human nation of Stromgarde.&lt;br /&gt;
** &#039;&#039;&#039;Sally Whitemane:&#039;&#039;&#039; The deceased leader of the Scarlet Crusade, a group of Light-worshipping, anti-undead fanatics. Since she had been manipulated by the Burning Legion, death actually made her much saner.&lt;br /&gt;
** &#039;&#039;&#039;Darion Morgraine:&#039;&#039;&#039; The leader of the Horsemen and the son of Alexandros Mograine, a famous Paladin.&lt;br /&gt;
&lt;br /&gt;
====Aqir====&lt;br /&gt;
The first species native to Azeroth. They are a very numerous species of intelligent insectoids organized in casts who were in the very distant past subservient to the Old Gods and built a world spanning Empire under their guidance, until the Titans showed up and royally shat on their parade by locking their bosses away. After the titans left, their Empire was left weakened and was crushed in a great war with the Trolls. This lead to the Aqir hiding from the world in great underground burrows and being forgotten about for countless millennia, where the four largest splinter groups of the Empire eventually assumed own identities and started to deviate from the original Aqir quite significantly. Most of them still serve the Old Gods and are their footsoldiers. &lt;br /&gt;
*Aqir: Crabs, Crayfish and Lobsters. A portion of the original Aqir somehow survived the fall of their Empire and waited until the time was right to reemerge during the events of Battle for Azeroth, where they were revealed to be the Insectoids affiliated with N&#039;Zoth. &lt;br /&gt;
*Qiraji: Scarabs and Locusts. The Qiraji are affiliated with C&#039;Thun and hail from the deserts of Silithus. C&#039;Thun taught them how to twist native insects from their homelands into monstrous sizes using dark magic, making them into Silithids, with which they tried once to take over the World from their Capital of Ahn&#039;Qiraj and were barely stopped by the Night Elfs and the Bronze Dragonflight. Despite being sealed away by powerful magic, they could use their Silithid servants to dig large caverns under the seal and prepare a new assault on Azeroth, by the time this was discovered the Bronze Dragons and the Cenarion Druids assembled a large combined force of both Alliance and Horde heroes to break the seal, get into Ahn&#039;Qiraj and kill C&#039;Thun for good. &lt;br /&gt;
*Mantid: Mantisses, if you couldn&#039;t guess that by the name. The insectoids that used to be affiliated with Y&#039;Shaarj in Pandaria. Their main deal is that they are brutal, unwavering warmongers for the sake of it, starting assaults against the rest of Pandaria every century or so to weed out the strong and smart of their very numerous offspring and, by their philosophy, to strengthen their civilizaion as a whole in this manner. They were caught in a tough spot when the Sha of Fear got released and possessed their Queen who as a result turned unaturally paranoid. This caused her to start the next invasion of Pandaria prematurely and, as the rest of the Mantid leadership, called the Klaxxi, doom their race since she sends more Mantid to die in pointless fights against the &amp;quot;lesser&amp;quot; races as they see it than they could replenish. Players interact with the Klaxxi quite a lot in Mists of Pandaria, who task them with keeping the Sha corruption at bay to save their race, only for the Klaxxi to double-cross the PC in the Siege of Orgrimmar. &lt;br /&gt;
*Nerubians: Spiders, mainly. They used to be affiliated with Yogg-Saron, but have long since forgotten about it because his seal was the only one to be kept intact and are now the only Aqir race to openly defy the Old Gods. They built a vast subterrenean Empire called Azjol-Nerub and were a very successful civilization. Unfortunately, the Lich King dropped right into their turf and has since subjugated them by the means of Necromancy and Genocide. As part of the scourge, they were the Lich Kings favored shock troops. A precious few Nerubians managed to escape the Scourges clutches and have since been trying to get their Empire back; by BFA it is strongly hinted that this succeeded, but they prefer to remain isolationist xenophobes that don&#039;t care a whole lot about what is going on on the surface. &lt;br /&gt;
&lt;br /&gt;
====Other====&lt;br /&gt;
* &#039;&#039;&#039;The Lich King:&#039;&#039;&#039; One of Warcraft&#039;s better villains.  Started off as a noticeably popular and powerful Orc chieftain called Ner&#039;zhul. Being manipulated by Gul&#039;dan and Kil&#039;jaeden (in the guise of the spirit of his deceased smoking hot wife), was effectively responsible for the formation of the original Horde, genocide of the draenai and overall orcish subsequent fall into demonic servitude. However, after being exposed to the method of the manipulation by the real spirit of his wife, was horrified and ashamed of his actions and attempted to put an end to the events taking place... but ultimately succeeded only in warning Durotan and his Frost Wolves about it all, after being captured and tortured into submission by Gul&#039;dan and his Shadow Council. Skipping to after the failure of orcish conquest of Azeroth, in which Ner&#039;zhul had no participation, as per Gul&#039;dan will, the gradually descending into madness from grief and anger old shaman was approached by Teron Gorfiend with a solution to the problem that plagued Ner&#039;zhul these past years - orcs fighting each other while their world died around them - reformation of the Horde and creation of portals into many a world, ripe for conquest. Driven further still into madness by the skull of Gul&#039;dan, acquired in the process, he, with some help, was able to do just that, which had an unintentional side effect of literally tearing Draenor asunder, and after entering one of the resulting portals, Ner&#039;zhul suddenly found himself in the Twisting Nether, right in Kil&#039;jaeden&#039;s hands. After some subjective eternity of torture, he was given another chance to serve the Burning Legion, lest he wished to remain demon&#039;s plaything for the rest of forever. He lost his body and was encased in a suit of armour (specifically - the Helm of Domination), frozen in a block of ice. With newfound telepathic powers and necromancy, he slowly built up an army of undead - his Scourge. However despite his agreement with Kil&#039;jaeden, his hatred of the latter born of the previously described events, has driven him to covertly arrange to, successfully, undermine him. He also nabs himself a host by corrupting the spoilt prince and paladin Arthas in Warcraft 3 and then fusing their minds together. Then he builds up the Scourge to make his own bid for world domination until the players and paladin Tirion Fordring manage to defeat him. Then another much more bro-tier paladin decides to play out the greatest story never told and willingly becomes the new Lich King to keep the Scourge under control. tl-dr; He&#039;s Warcraft&#039;s answer to [[Nagash]], but with honor and compassion (yes, really!)&lt;br /&gt;
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* &#039;&#039;&#039;Illidan Stormrage:&#039;&#039;&#039; Another one of Warcraft&#039;s long-running characters, a night elf turned elf-demon hybrid and brother of current Night Elf co-leader Malfurion Stormage.  Originally a selfish trickster, Blizzard did some slipshod retcons to his back story &#039;&#039;after killing him off&#039;&#039; to try and make him a hero.  This resulted in an edgy anti-hero, emphasis on edgy; at best he&#039;s rough around the edges at worst he gives Sylvanas a run for her money.  He could serve as a cautionary tale about fan demand.  All versions of his story share the following two traits: He&#039;s the younger brother of Malfurion Stormrage, and shared a crush on their childhood friend Tyrande Whisperwind.  So how&#039;s his story go?  Illidan lusted for power and studied Arcane magic, eventually becoming addicted.  When Azshara decided that a Titan and his world-destroying demon army was just what Azeroth needed, Illidan signed on with the Burning Legion, but soon turned against them.  He took some water from the Well of Eternity before it exploded, and after the resulting cataclysm made a new one.  For risking the return of the demons and his apparent betrayal, Illidan was sentenced to life in prison (keep in mind he&#039;s immortal) while the Dragon Aspects fixed his mistake.  Millennia later Tyrande freed him to get his help fightng the Burning Legion who had once again returned.  Illidan, helped along by Arthas&#039; suggestion, took in more demonic power to the point that his transformation was completed and used it to defeat a powerful demon Tichondrius.  Horrified at Illidan&#039;s actions, his brother and Tyrande banished him.  Later, Kil&#039;jaeden contacted Illidan and commissioned him to kill the Lich King.  Illidan accepting, enlisting several Naga into his service and raiding the Tomb of Sargeras but the Night Elves - including Illidan&#039;s former jailer Maiev - and some Blood Elves intervened.  After trying to mend fences with his brother and Tyrande, Illidan fled to Outland - along with the Blood Elves who left the Alliance due to a genocidal racist human CO - to avoid Kil&#039;jaeden&#039;s wrath, seeking to establish himself as a power there.  But Kil&#039;jaeden found him and gave him one more chance to kill the Lich King, which Illidan tried and failed to do thanks to the efforts of Arthas and the Scourge.  Illidan retreated to Outland to lick his wounds and plan his next move, but a lack of communication with his followers meant several turned on him, and in the end he looked like a mad tyrant and was killed by the combined efforts of the player characters.  &lt;br /&gt;
** Everything here is post-retcon; after getting curbstomped by the players Maiev threw what was left of him back in jail.  Gul&#039;dan steals Illidan&#039;s remains and tries to use them to resurrect Sargeras, but this plan is disrupted by Khadgar, the player characters, a naaru named Xe&#039;ra and several class-related NPCs who restore Illidan&#039;s soul to his body.  Illidan [[rip and tear|thanks Gul&#039;dan for retrieving his body]] and joins the Adventurers in the Tomb of Sargeras where they [[Rip and tear|convince Kil&#039;jaeden the Legion is a bad idea]].  Then he and his fan-club joins Velen, the PCs and an army of Light worshippers for a two-pronged attack on Legion HQ at Argus, arguing with Velen to pass the time.  When they regroup on Argus, Illidan once again meets Xe&#039;ra, who attempts to lightforge Illidan, but Illidan [[rip and tear|politely declines her offer]] and later invites himself to the Titans&#039; intervention/group therapy for Sargeras so he can [[rip and tear|rehabilitate him]].&lt;br /&gt;
* &#039;&#039;&#039;Gul&#039;Dan&#039;&#039;&#039;: The settings resident Orcish [[Erebus]]. Irredeemable bastard that was the catalyst for almost all things wrong with the worlds of Draenor and Azeroth. Used to be a sickly, weak Orc cast out from his tribe until he was taken in by the Burning Legion and made into the first Warlock. While not as instrumental in the founding of the original Horde as Ner&#039;Zhul, he and his secret society of Warlocks were for a long time the guys (and gals) secretly pulling the strings of the Hordes first Warchief Blackhand in service of his demonic masters. His deeds include: Leading the Orcs into demonic slavery by tainting them with fel magic, severing the Orcs connection with their home planet by corrupting its very soil, making life on Draenor unsustainable, therefore giving the final push for the first Hordes invasion of Azeroth, carrying out the Draenei Genocide on Kil&#039;jaeden&#039;s orders in an effort to open the Black Portal on the Draenor side and tons of other shit. Like Erebus or Nagash from their respective settings, sociopathic and self-serving to an extreme degree, until it backfired when he attempted to find the Eye of Sargeras on the Broken Isles and bit off quite a bit more than he could chew. Came back as his past version in Warlords of Draenor to kickstart the last invasion of the Burning Legion and to re-purpose Illidan, which failed and subsequently saw his end.&lt;br /&gt;
* &#039;&#039;&#039;Medivh&#039;&#039;&#039;: Human mage and the last of the order of the Guardians of Tirisfal. Held the title of the most powerful mage in existence and served (unbeknownst to him or the Alliance) as a sleeper agent posessed by none other than Sargeras himself. Under Sargeras influence, he opened the Dark Portal for the Horde to invade Azeroth for the first time and was seemingly killed by his close friend Anduin Lothar, later came back on some occasions as an omniscient prophet to warn the people of Lordaeron from the Scourge and impending Third War, however to no avail. Has been dropping in and out of the happenings of the world over the course of the entirety of the Warcraft universe. Appointed Khadgar as his successor. No one quite knows for sure even more what his motives are or even where he is.&lt;br /&gt;
&lt;br /&gt;
===Classic===&lt;br /&gt;
The story of World of Warcraft begins four years after Warcraft 3&#039;s final campaign ends with the death of Admiral Daelin Proudmoore, after Orgrimmar has been established as the city of the modern horde. Stormwind&#039;s king is missing, with a paladin named Bolvar Fordragon and a woman named Katrana Prestor (oldfag Warcraft fans recognize the name immediately) ruling in his stead. The game&#039;s plot didn&#039;t really build toward a single story, rather most zones were independent with quite a few questlines leading you all over the world ten times over. Each race and faction had a story, which you stumbled into rather than being yanked by an invisible collar to. Many of the biggest in scale however were actually unfinished, ending seemingly in the middle of the plot (this was because several different writing teams worked on the game, and there were inter-department communication issues). &lt;br /&gt;
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At the start of the storytelling, the Warcraft team gave two important things to rely on for creating content; the first was to avoid typical fantasy situations that make players feel very unimportant at the start like killing rats in sewers, and the second was a general direction for the storytelling. The Horde is a bunch of outcasts and former (with some present) sinners who must build a civilization from scratch and survive, while the Alliance was a group of strongly united allies who have fallen on hard times working to retake their hard-won territory from usurpers and to rebuild what&#039;s been lost. Each starting area sets up this feel along with giving players a strong incentive to continue onwards (other than Trolls and Gnomes who shared plots with Orcs and Dwarfs for the most part respectively) and the trend continued on until they found themselves saving the world and plumbing ancient sites of antiquity. The players are members of their faction&#039;s armed forces whose quests are oftentimes taking orders from members of their faction, or allied factions. Each class had quests beyond that which gave players a sense of place in the world; Warlocks straddled the line between control and their own destruction while increasing their power via risks and generally keeping their activities secrets from the populace, Shamans connected themselves to the world and sought deeper understanding of balance, Druids fought against the enemies of nature and attuned their spirits to the wild, Warriors tested themselves against powerful enemies, and even in professions players would undertake long and perilous journeys to learn another recipe to make a robot squirrel or fry an omelet. Players actually had to finish the plotline that lead into most dungeons before they could even enter them as well. The fact that many, many plots left very little explanation as to where to go or what to do required players to actually read any and all flavor text. &lt;br /&gt;
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The initial buildup lead the plot in two directions. In the first, the king of Stormwind was kidnapped by the the Defias bandits, and in the meantime his son and the regent were being manipulated by the dragon villain Deathwing&#039;s daughter Katrana Prestor/Onyxia who had organized his kidnapping. He later finds his way back in a comic book. The quest to rescue him on Alcaz Island is never finished, leaving players wondering why he just showed up. In the second, a third of the Dwarf race (the original inhabitants of Blackrock Mountain, which has meant Orcs since Warcraft: Orcs and Humans) called the Dark Iron clan had started a three-way civil war over three hundred years ago and when they were losing had summoned the fire servant of the mysterious Old Gods named Ragnaros who incinerated their foes, fucked up their land until it was nothing but volcanoes and lava with animals made of fire, and turned their skin gray, hair black, and eyes red. They then worshiped him as a god. Players invade Blackrock Mountain in it&#039;s three wings, then the actual pit itself where Ragnaros regenerates himself for a war on the rest of the world. An unfinished plot point involved gaining favorship with his opposite, Neptulon of the water elementals (you gain the help in killing Ragnaros, but the politics and aftermath are ignored, even when Neptulon shows up later). &lt;br /&gt;
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After that, Warcraft added giant corrupted dragons and Demons that randomly wander the world to kill. &lt;br /&gt;
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Player VS Player content (other than grinding as fast as possible to the level cap of 60 and violently violating new players doing their very first quests in the game) was added, involving a capture the flag and king of the hill mode each that represented skirmishes breaking out between the Horde and Alliance (who were at an armistice after the end of Warcraft 3) in the home of the Night Elves due to Orcs building a whole fucking civilization needing more wood than their desert and prairie home provided, and a war between the Dwarves of Alterac Valley (devoid of humans since Warcraft 2) and the Frostwolf Orcs with the former having been there first and wanting to rediscover their past via archeology and the latter having settled there during Warcraft 2. &lt;br /&gt;
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A further addition to Blackrock Mountain involved Onyxia&#039;s brother Nefarian who was in charge of the remaining Warcraft 2 Orcs in the mountain (and has sired incest babies with her due to the low numbers of the black dragons left alive). He was attempting to create a master race of dragons like his father wanted, although his methods included misunderstood blood transfusions, magical metal, and the general Frankensteining of dragon corpses. &lt;br /&gt;
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Another battle location was added, Arathi Basin which featured battles between humans and undead from the same region over who had the rights to the farmland. It was accompanied by a new raid and plotline involving the Trolls of the jungles south of Stormwind, which were worshiping what was probably a servant of the Old Gods named Hakkar (this mention of which meant players would come to expect more Old God nonsense in each update, and be correct time and time again). Players were tasked by the most civilized race of Trolls, the Zandalar who come from an island in the ocean, to wipe out the Gurubashi tribe and the smaller tribes they&#039;d absorbed. Hakkar required blood and soul sacrifice, and his followers had taken control of the Loas (gods) of the jungle. &lt;br /&gt;
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More Dragons and Demons were added to the game, and soon after the first event began. In Gates of Ahn&#039;Qiraj, players fought back against the unnatural insectoid worshipers of the Old Gods called Silithid who had been invading the rest of the world via their Starcraft Zerg style of spread. Sealed away in ancient times by the Night Elves and their natural allies (plus Dragons), the Gates needed to be opened with a magic hammer which had to be forged through a fucklong questline. After the gates opened, the Horde and Alliance as well as the Druids of the world battled back the insect threat which was represented by players server-wide completing quests of gathering supplies, then handing them over to NPC&#039;s. Upon the Gates being opened, the Ruins and Temple of Ahn&#039;Qiraj raids were added. In Ruins, players fight the leadership of the Qiraji armies including their general and spiritual leader. In Temple, players descend to kill the source of the Silithid and finally the very wounded but recovering Old God named C&#039;thun, who consists of eyestalks and tentacles surrounding a giant eyeball that shoots lasers inside a giant black pyramid hundreds of miles below the surface of a giant black pyramid. All of the above was hinted at, very vaguely, in the expansion pack to Warcraft 3 where the undead somehow got a hold of mysterious obsidian Egyptian statues that ate magic (from the insect people&#039;s northern spider-cousins). &lt;br /&gt;
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After that, Naxxramas was added. Furthering the plot of Warcraft 3 with the Scourge, Naxxramas was the single greatest of the flying magical pyramids/castles the Scourge use as bases. It floated above the remains of Lordaeron&#039;s kingdom, not far from the capital city, and unleashed hell on the remaining defenders both living (crazy, sane, and asshole alike) and undead. Players venture inside and kill powerful creatures representing the Scourge forces in a War quarter containing the Death Knights and skeletons, a Spider quarter, a quarter dedicated to the spread of the Blight and general ickyness, and finally a quarter dedicated to the patchwork golems called Abominations. This was followed by a giant ice dragon skeleton boss, and finally the second-in-command of the Scourge, Kel&#039;Thuzad. &lt;br /&gt;
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The Dark Portal event ended Classic World of Warcraft and lead into Burning Crusade, as Demons spread throughout the world and invaded a fair number of zones at random. At launch, the Dark Portal became a swirling vortex again and Burning Crusade launched. &lt;br /&gt;
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====Classic Relaunch====&lt;br /&gt;
For a long time many WoW oldfags have dreamt of the good ol&#039; days of foot slogging and having adventures that actually forced you to pay attention lest you die to a monster five levels below you. A number of independent classic servers free to play and open to the public sprang up, such as Molten Core, Emerald Dream, Nostalrius, Elysium, Light&#039;s Hope and others in order to remedy that thirst. Some got the Blizzard banhammer for obvious reasons (not least because several of them starting selling services on their servers for cash) while others continue to persist, holding as true as possible to the original experience. While major gameplay experiences are typically the same in terms of leveling, looting, monster stats, etc. each server tends to enact their own small fixes in terms of balance and bugs that nevertheless deviate from that original Blizzard build. &lt;br /&gt;
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At Blizzcon 2017, Classic WoW was finally announced as being a future thing, with a timeframe of [https://en.wikipedia.org/wiki/Duke_Nukem_Forever &amp;quot;when it&#039;s done&amp;quot;]. This was accompanied by an insane amount of [https://www.youtube.com/watch?v=pO2YC0mYkAE applause, cheering, crying, screams of &amp;quot;OH MY GOD&amp;quot;, shit-flinging, and possible Mountain Dew-fueled orgies], though only time will tell how well or how badly this implementation of &amp;quot;vanilla&amp;quot; WoW will play out. Expect lots of RAGE from newbies who were softened by the luxuries of modern-day WoW and can&#039;t even with the 1000 gold epic mounts and more. &lt;br /&gt;
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A year later, at Blizzcon 2018, the release date was specified as being Summer 2019. As of the moment, Classic is already out, and only requires you to pay the $15 subscription fee, and the game itself is free. True to it&#039;s name, it starts when WoW was at it&#039;s earliest (albeit, the future technical improvements such as bug and glitch fixes, class balancing....etc, are already implemented), so unlike the current game: its a lot more slow-paced, unforgiving, and grindy: a true MMORPG experience straight out of the early 2000s. Past server-wide events that took place in old WoW will also be implemented down the line.&lt;br /&gt;
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After release, WoW Classic has been considered a hit and a fan favourite, drawing in legions of resubbed players... for about a couple months. Predictably, the first to fall were the players spoiled rotten by the quality of life approach of modern WoW (AoE looting, not having to wait minutes between fights for your health to regenerate, traversing the world rather quickly etc.) and weren&#039;t prepared for the absolute grindfest ahead of them. Next to quit were old fans who realised that now, with full time jobs and/or families to take care of, grinding for hours just to access, let alone finish a dungeon wasn&#039;t sustainable if they wanted to keep taking care of these things. Finally, the playerbase - after almost two decades of playing Warcraft and facing more and more difficult challenges, have cleared in days the content that took weeks, if not months to finish in 2004. This split the playerbase in two: one part took it casually and attempted to clear the previously challenging content (seriously, one BfA boss encounter had more mechanics in it than the entirety of Molten Core) at their leisure, and the other went cuckoo about optimising every single aspect of their character builds, complete with farming buffs in the open world and hoarding world buffs, mostly given to characters present when somebody cashes in the head of a raid boss for a reward. The latter part eventually became prevalent, to the point of people making schedules of who is supposed to finish their quests when (and given those quests tended to give decent loot, that made everybody not next in the schedule majorly pissed) and flipped a gasket whenever someone popped one of those and didn&#039;t announce it. By the end of the &amp;quot;expansion&amp;quot; and when the Burning Crusade Classic was announced (because of course it was), the gameplay loop of a tryhard raider consisted of logging in for world buffs, heading to the zone in which it was awarded, waiting for it to be given out and then logging off to await either a next buff pop or the weekly raid. Thrilling gameplay. To prevent that, Blizzard later added an item that made world buffs not lose uptime and give their benefits until cancelled. So much for their promises of no changes.&lt;br /&gt;
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There were some other less than desireable sideeffects that the Classic servers plagued as time went on; bot farmers that are very prevalent in other MMOs and had been nearly extinct in retail Wow due to Blizzard making in-game currency much more accessible over the years became a downright plight that destroyed any notion of a fair and balanced player driven economy with solid sources of money being much harder to come by (Repeatable Quests that gave gold weren&#039;t a thing until the Burning Crusade, and even in TBC they were largely limited to PvP and a large hub very late into the expansion, so the only ways to generate gold without interacting with the ingame economy was the finite supply of one-time quests and gruelling grinding). You could, at peak hours, see hundreds of bots running around in automated patterns in front of Dungeon entrances. Said bots created a lot of money that way, which, like the old days, were offered for real world money on dubious sites, a big no-no according to Blizzards TOS. Unlike in the OG days however, crafty players came up with a loot allocation system called GDKP (basically every raid becomes a big auction, where players would bid on items that dropped off bosses, a way to alleviate the awful loot systems of Vanilla Wow) where people who bought gold off these bots could not only easily launder their Dollar-bought ingame-money (the game lacks the technical means to track every transaction that happens between players) but effectively break one of the core tenets of Wow game design, namely that you would never be able to buy specific items with real money. Blizzard has proven repeatedly that they are either unable or unwilling to resolve these issues and even explicitly declared that GDKP was not against their Terms of Service, [[skub|a statement that was expectedly met with furious arguments.]] The bot epidemic has somewhat lessened over the course The Burning Crusade Classic, but Blizzards poor handling of a genuinely problematic situation soured the mood of the Classic community to a great degree.&lt;br /&gt;
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Despite that, WoW Classic has seen reasonable success, enough to announce a re-release of the Burning Crusade (creatively called Burning Crusade Classic), and a re-release of &amp;quot;Vanilla&amp;quot; Classic, called Seasons of Mastery. What it means is that everybody starts from level 1 on new servers, with some changes implemented to make the experience different in theory. In practice, it was mostly the same. However, in a show of brilliance, [[FAIL|Blizzard forgot to turn realm transfers off for those worlds]], which meant people in full endgame gear absolutely decimating whole battlegrounds alone if they decided to pay and bring their OP mains to them.&lt;br /&gt;
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Later, Blizzard also announced the release of Wrath of the Lich King Classic. Because of course they did.&lt;br /&gt;
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===Burning Crusade===&lt;br /&gt;
BC was the first expansion of WoW and was centered around a couple of quasi-goat-alien creatures known as the &amp;quot;Draenei&amp;quot;, a race of peaceful, holier-than-thou squid-faced goats who were devout to the Light but mutated whenever constantly exposed to Demon-energies. The other race was the &amp;quot;Blood Elves&amp;quot;, a race of magically addicted, metro-sexual elves who crave magic like crack-whores. It also featured the Outland from Warcraft 3, which is the remnants of Draenor from Warcraft 2, which is a world of floating rock after a giant magic explosion caused by opening too many portals near each other ripped the planet apart. The game used a fair number of things from past Warcraft content, including heroes (and villains) from the RTS Warcrafts long since forgotten like Danath Trollbane and Kargath Bladefist. &lt;br /&gt;
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When BC was released was when many players felt the loreraep came into play. &amp;lt;del&amp;gt; BC practically abused the lore, pinned it down, had dirty BDSM-themed buttsecks with it, and threw it aside like a used glove. &amp;lt;/del&amp;gt; Draenei, previously the vaguely humanoid whale-faced tribal monsters from Warcraft 3 became &amp;quot;Eredar&amp;quot;.  &amp;quot;Eredar&amp;quot; went from being a race of demons who helped corrupt Sargeras into a race of magitek extraterrestrial tiefling-lookalikes weren&#039;t evil until Sargeras found them.  Eredar were apparently not even early in the Legion&#039;s history (having not even been demons when the Legion was founded), but simply made themselves the ones in charge after joining due to being fuckstrong in magic and magiteck.  Those Eredar who didn&#039;t sign on with Sargeras became Draenei, space Jews that split from their evil cousins as a subrace of Eredar that became 45% paladins, 45% priests and 10% shamans that learned magic from Orcs while the original mutated ones became mindless morlock mutant versions of the Draenei.  Oh, and the anti-heroes from Warcraft 3 went mustache-twirling evil to justify villains who weren&#039;t the Legion (not like you don&#039;t fight a metric fuckton of them in the expansion anyway though), and a couple of them even signed on with the Legion (like Kael&#039;thas, whose story was so badly messed up that Blizzard themselves apologized for it).&lt;br /&gt;
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The game also become a lot more enjoyable with numerous aspects of the game revolving around points and badges, rather than raiding for gear your faction could never even use (paladin and shaman gear). Basically, re-tuned for &amp;lt;s&amp;gt;casualfags&amp;lt;/s&amp;gt; normal people who have a life outside the game. That is, right up until you had to grind for your netherwing drake (sparkly former black dragons) because that shit takes months.&lt;br /&gt;
On the good side, with the previously faction-exclusive Paladin and Shaman classes now open, you didn&#039;t have to worry about doing raids and getting Paladin/Shaman gear as a Horde/Alliance character. You also had the magnificence of Draenei &amp;lt;del&amp;gt;horsecock&amp;lt;/del&amp;gt; booty shaking, and a simple way to track who the tryhards in the game were; they were the ones playing Barbie elves. &lt;br /&gt;
Oh, and you could FLY. That alone was a huge deal back then.&lt;br /&gt;
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The plot began with the two new races; Draenei, a mostly-extinct race, were attacked by Blood Elves (the ones you played back in Warcraft 3) because...reasons, and took their...one of their five magical flying crystal castles called the Exodar (okay, not a TERRIBLE idea since the same thing was used a fair amount in the 80&#039;s where Chris Metzen got stuck developmentally) in which they&#039;d been hiding from the Orcs in since the Orcs tried to genocide them (being so successful they managed to pave a road halfway across the world two-columns wide with their bones), and flew it away. Actually, the castles belonged to the Naaru and the Draenei were hiding in a swamp, but it was theirs in the initial drafts and nothing says how they got from the swamp to the ship. As the Blood Elves slaughtered the fuck out of everyone like SS in Paris, the ship careened out of control and ended up above Azeroth. The ship continued careening across the majority of the planet until it finally crashed onto a small island off the coast of the Night Elf home. The Draenei set about finishing off the invading Blood Elves, then cleaning up the environmental effects of their ship crash (which includes riding elephants for some reason), which earned them the respect of the hippie elves and an invitation to join the Alliance despite the fact they looked like Demons and explained the fucking Burning Legion is lead by their distant cousins (it helped that the Draenei are the Eredar who turned down Sargeras&#039; offer to join the Buring Legion and have been fighting them even more than the Night Elves have). Meanwhile, the Blood Elves who stayed in the ruins of Silvermoon get in contact with the Forsaken to join the Horde because they need allies to survive until the rest of their race rejoin them and bring back whatever vague &amp;quot;salvation&amp;quot; was hinted at by their prince. To sustain their racial addiction to magic, they have been suckling at the blood and energy of captive Demons while controlling the citizenry, who need to keep themselves focused at all times or they&#039;ll devolve into Elf Ghouls that chew on magic wands just to suck out the last bit of magic, with propaganda and more than a little bit of mind control when someone gets uppity. As Blood Elves have lost their connection to the Holy Light, Kael&#039;thas had (shortly after the end of Warcraft 3, and as we find out shortly after attacking the Draenei) sent Silvermoon City a gift of a strange living being made of light named M&#039;uru, who the Blood Elves also drained to utilize holy magic again.&lt;br /&gt;
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The plot kind of goes on hold as new Draenei and Blood Elves go about experiencing original content as if they had been there all along (an awkwardness that would continue in each expansion), until reaching Classic level cap (60). There, they are directed to the Dark Portal which has JUST reopened (despite quite a bit of time passing for Draenei and Blood Elf players) after it opened for some reason (a demon used an artifact to open it, but the artifact was never mentioned, instead, his minion leads a counterattack to find an unrelated sword that was never mentioned again). Demons have streamed out, so the Horde and Alliance have pushed in and rejoined their long lost kin from Warcraft 2. &lt;br /&gt;
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You reach a continent called Hellfire Peninsula best described as the surface of Mars, but with green fire and lava everywhere. After a brief skirmish, the old Alliance and new Horde come to a ceasefire in order to deal with the Demons. Players muck about for a bit here, coming into conflict with birdmen called Arakkoa who are apparently users of shadow magic which is all the explanation you need that they&#039;re bad, kill a lot of Demons and the mutated wildlife, and probably get stepped on five or six times by the giant Demon robot that wanders the zone. The Horde learn that the natural Orc skin color is actually brown after meeting a small group of tribal isolationist Orcs, and the green skin that&#039;s always been seen so far is the result of Demonic taint which carries generation to generation. The bulk of the zone fighting is against &amp;quot;Fel Orcs&amp;quot;, which you come to find out are Orcs which have suckled the blood of a very powerful Demon players beat as Illidan back in Warcraft 3 named Magtheridon to mutate even further than their green-skinned red-eyed kin into hulking brutes with red skin and spikes painfully sticking out of their bodies. The area is home to a massive fortress players assaulted back in Warcraft 2 called Hellfire Citadel, containing multiple wings (Ramparts to the fortress, a lab where they inject Orcs against their will with Demon blood, the garrison within where you kill their leader Kargath, and finally the room where the Demon is kept as a raid where you kill him once and for all). &lt;br /&gt;
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Players are then lead to Zangarmarsh, a giant mushroom swamp hearkening back to Warcraft 2 where giant mushrooms were everywhere and you harvested them for lumber. If you had gotten sick of the colors red and green, you&#039;re in for a treat; everything is now blue and yellow for the next several weeks of your life! Players meet mushroom men called Sporeggar who look like mushroom Gnomes and are about as capable of defending themselves as the Polish. They also reconnect with the Druid organization which has for some reason decided to defend the animals of this world too. Like the last zone, the player spends most of the area killing wildlife without much progress towards the main plot other than &amp;quot;you were here&amp;quot;. Horde players find that the Trolls have established a town for the purpose of hunting, and the Alliance find some Draenei who built a small town on top of one of the giant mushrooms to hide from the Orcs. The main plot involves the Naga of Warcraft 3, who have drained most of the water out of the surrounding area to make themselves a giant steam-powered underwater facility because...reasons. To control water supplies. Really. One dungeon against plant monsters within the steam machine, one against the slavers taking captive mutated Draenei, and one against the garrison of Naga leading to the raid where players kill Lady Vashj. &lt;br /&gt;
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After that, players find themselves in Terokkar Forest. Filled with more animals to kill, and the Arakkoa make a reappearance (as well as a few friendly ones that fled from their kin, with still little to no explanation as to why either group behave the way they do). The players meet back up with the members of their faction who are actually trying to get shit done with the Blood Elves and Humans having both established towns to strike at some evil Orcs in the area. Also in the zone, two giant mostly-destroyed Draenei cities. Auchindoun being a giant Draenei mausoleum city full of their ghosts, which thanks to the mucking about of the Orcs back in Warcraft 2 was filled with Demons. A few years earlier, it had blown up for no known reason (except the sound god they summoned, but the area was there before that, so whatever) leaving a giant ash and bone strewn waste around it. Inside are four dungeons, one being fighting against insane Draenei priests and ghosts, one against...energy mummies who are interested in commerce, one against Arakkoa in which you collect relics of a mysterious god-king named &amp;quot;Terokk&amp;quot; to prevent his resurrection which would apparently be a bad thing, and finally a wing against Demons and Demon worshipers. The second Draenei city is Shattrath, which was retaken from the Orcs by Draenei not long ago. An army of Blood Elves were dispatched to take it from them, but after receiving a vision of the future their prince was leading them to they swore loyalty to the Sha&#039;tar, the Naaru (giant angelic living runes made of pure light) who guard the city. Shattrath was the first in a long tradition of a single city where Horde and Alliance both use, with a buff preventing them from fighting each other within the city (although not preventing rude emotes). Players pick between two factions, the Blood Elf Scryers or the Draenei Aldor to grind rep with representing a political divide in the city. No matter your choice, you still work on reputation with the Lower City refugees of all races from Dwarf to Arakkoa, and the Sha&#039;tar defenders of the city. At level cap, after learning to fly in Outland, players could access cliffs where Arakkoa have set up a city and attempt to do vague shadow magic which is a threat to Shattrath for reasons, slaughtering the fuck out of them every day and bombing their village to earn enough reputation to buy a pet, a mount, and cosmetic tabard (great life lesson). &lt;br /&gt;
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Players then progress to Blades Edge Mountains, the dominant feature of which is giant dead Dragons impaled on giant spikes everywhere. Also, more volcanoes and some forest. The area is mostly populated by Ogres, which players discover are actually the devolved kin of giants called Gronn, the first of which was a mountain that came to life (no explanation given beyond that) named Gruul which players kill in a raid. Alliance sees their own Druid forces take an interest in the wildlife, while the Horde gets the bulk of the story as they reconnect with the lost Thunderlord Clan, which is now lead by the old Warcraft 3 favorite Rexxar. At level cap, players can access a mountain range where the minds of the Ogres have been uplifted by mysterious Apexis Crystals. Calling themselves &amp;quot;Ogri&#039;la&amp;quot;, they seek to bring the Ogre race to Nirvana. Players get involved in the action by collecting large bunches of the crystals by killing everything that moves, then either using them to bait down large monsters to kill or by playing a game of Simon on mysterious ancient devices where you get electrocuted if you fuck up. The energy mummy Ethereals are also here, because reasons. &lt;br /&gt;
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Players then progress to Netherstorm, resembling a giant purple Hellfire Peninsula but with lightning instead of lava. Once again, you will hate the color by the time you&#039;re done. Here players take their missions either from Goblins who have established a town called Area 52 dedicated to launching rockets and having Men In Black Goblins wiping your memories periodically (if you don&#039;t take a flying mount in anyway), and Ethereals which have set up &amp;quot;Eco Domes&amp;quot; and created jungles within because reasons although players finally learn some of the backstory of the Ethereals; creatures of the void called Voidwalkers (which Warlock players use as their damage-taking pet) destroyed their home planet ages ago, and only by becoming beings of pure energy could they survive and thanks to all the magic everywhere have taken an interest in Outland. Most of the fighting (that isn&#039;t mutant animals) is against the Blood Elves of Kael&#039;thas, which by now you have found out are up to something shadowy and against the interests of Shattrath and the Horde/Alliance. At the culmination of the zone is another set of grouped dungeons and a raid, which are the four floating crystal castles (the Exodar was the fifth in the set). One is Blood Elves with a botanical garden growing abominations with magic for reasons, the second is a giant prison for Demons and other monstrosities, and the third is a garrison full of Demons and Blood Elves. In the raid, players find that Kael&#039;thas has separated himself from Illidan (although both are utilizing Demons and have the plan of wiping out everyone else, Kael&#039;thas has apparently decided that Illidan&#039;s plan is stupid and has relied more on magitek to...do all of jack shit other than siding with the Burning Legion itself over Illidan and his rebellion against it). Players kill him. You may have noticed by now that most of Outland follows a pattern. &lt;br /&gt;
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Players then hoof it to Nagrand, which by polls from Blizzard was proven to be the best zone in the entire game according to the player base. Looking mostly like Africa except with floating rocks and beams of magic in the sky, Nagrand is home to the bulk uncorrupted Orcs called the Mag&#039;har. Thrall travels to Outland and sees how his people once lived, and while there meets a whiny little emo kid named Garrosh that players have been trying to cheer up. Thrall, after finding out Garrosh is the son of Grom Hellscream, takes him back to Azeroth and appoints the sad crying hunter boy to be a member of his cabinet. Meanwhile, the Alliance quest for a group of Draenei in a city called Telaar. The zone continues the tradition of fighting Orcs, Ogres, animals, Demons, and Ethereals on behalf of other Ethereals as apparently the GIANT diamond ship the Draenei first used to reach Draenor, the Oshu&#039;gun, draws Voidwalkers and enterprising Ethereals like a magnet. In the center of the map is a ruined Draenei city on a hilltop surrounded by cliffs called Halaa, which Horde and Alliance fight over for...reasons. &lt;br /&gt;
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The final zone is Shadowmoon Valley, the place where the original Orc Warlocks originated. The entire land is dark gray/black and green with molten green lava on almost every surface. Kurdran Wildhammer, the Warcraft 2 crazy Dwarf riding a gryphon, runs the Alliance garrison in the area while the Horde are a newly established site. Demons and mutated wildlife are almost the entirety of the zone, with evil Blood Elves making up the last bit. The area is full of Draenei ruins as the bulk of their race once lived there. Scryers and Aldor both have towns in the area, and fight against the Blood Elves loyal to Illidan. In the southeast, a floating rock is home to a race of Dragons which were the mutated eggs left by Deathwing in Warcraft 2 which were cleansed of their &amp;quot;Always Chaotic Evil&amp;quot; curse as well as mutated by the magic radiation bathing the land. These &amp;quot;Netherwing Drakes&amp;quot; represent the single longest grind most players would undertake, doing multiple daily quests and hunting for their eggs to return for reputation in order to earn some as mounts. In the easternmost part of the zone is the Black Temple, once the Draenei equivalent to the Vatican which was taken over by Orc Warlocks when the genocides began and has since become the single most evil place anyone could visit, with the golden crystals turning black from pure evilness. Here Illidan has made his palace, and has given fully into insanity. Players undergo a long quest chain, starting with Akama and Maiev Shadowsong from Warcraft 3, and ending in gaining access to the temple via a broken hole in the courtyard where players slip in while the Sha&#039;tar and a Naaru bolstered by both Aldor and Scryter battle the endless waves of Demons as a distraction. Beginning in the sewers, players slaughter their way through the remaining Naga, then wipe out the command of the remaining Fel Orcs from behind, and make their way into the temple where the kill the reborn Teron Gorefiend as well as a harem full of succubi and inebriated Blood Elves, finally working their way up to Illidan himself where players kill him. Logically, this would be the end of the expansion; all of the main villains dead, every single plot thread explored and finished. &lt;br /&gt;
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Blizzard then released one addition; a zone existing north of Silvermoon was added, Sunwell Plateau consisting of an island full of Blood Elf buildings plus the building containing the Sunwell. The Blood Elves of Kael&#039;thas regrouped and attacked the Well, slaughtering all of their player-faction Blood Elf kin they met and stole M&#039;uru along the way. Here they seek to summon Kil&#039;jeaden into the world through the Well, effectively fucking over Azeroth in it&#039;s entirety; all in a bid to save the Blood Elves loyal to him from what he sees as inevitability by signing up with the guys who wrecked his homeland and messed his people up in the first place (full-retard reliant storytelling). The Aldor and Scryers finally unite into one faction, the Shattered Sun Offensive, and fight to take back the Sunwell. Each day players would complete daily quests, and each contributed towards an unlock point where players would take more and more of the city, eventually pushing the Demons back to the Sunwell itself. A dungeon on the island contained more Demons and Blood Elves, the final boss of which was none other than the partially undead Kael&#039;Thas himself. After his defeat (whereupon he apparently used magic to trick players into thinking they&#039;d CUT OFF HIS FUCKING HEAD AND PRESENTED IT TO THE SHA&#039;TAR) he wound up with magical crystals embedded in his body, keeping him barely alive. Players kill him again, permanently this time, then move onto the raid. After fighting your way through a metric fuckload of Demons and Blood Elves, players come to the Sunwell room proper. The plot that follows is completely reliant on a Warcraft manga that had wrapped up not long before, where [[What|the Sunwell energy had formed into a human girl named Anveena with amnesia who fell in love with the crown prince of the Blue Dragons Kalecgos]]. Players fight M&#039;uru, who was drained so much of his magic that he reversed polarity and became a being of pure darkness instead of light. Upon entering the Sunwell chamber, players find Anveena suspended in midair. Kil&#039;jeaden claws his way through the portal and his upper half fights the players (one can&#039;t help but imagine his army on the other side of the portal watching his legs flop about as he fights) before they defeat him and he is pulled back through the Sunwell. The girl sacrifices herself to once again become the Sunwell, which is purified by the leader of the Draenei Velen and the leader of the Blood Elf Blood Knight Paladins Lady Liadrin by adding what remains of M&#039;uru to it, making it both a source of holy and magical magic (arcane is the generalized unflavored magic of the setting). Thanks to being bathed in magic once again, the Blood Elves no longer drink from Demons and the Demonic taint is burned from them thanks to the holy magic of the Sunwell (although they keep the green eyes, as apparently that&#039;s permanent; note that the Orcs kept their green skin). Both races kiss and make up, then none of this is ever mentioned again except in one quest chain for a fucking magic sword later that just kind of goes &amp;quot;yeah, that happened&amp;quot; as Blizzard mainly focuses on the new groups before reverting back to Orcs and Humans being the main characters of the setting. &lt;br /&gt;
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Of course, there was a side diversion where in the old Warcraft world the &amp;quot;Caverns of Time&amp;quot; was opened in which players were sent by the Bronze Dragonflight (guardians of time) to go back in time to important events in disguise and prevent shadowy mysterious Dragons from mucking up time. Thrall&#039;s initial escape from the Humans, Medivh opening the Dark Portal, and finally the big climactic Warcraft 3 battle where the Night Elves, Alliance, and Horde fight the Burning Legion. &lt;br /&gt;
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Maiev Shadowsong becomes free again in the aftermath of the expansion and appears to have schizophrenia as she spends half her time teamkilling and half her time thinking about teamkilling.&lt;br /&gt;
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The plot continues in a comicbook series (western this time, although really REALLY shitty) when the king of Stormwind named Varian Wyrnn came back and acted like a whiny little bitch causing there to be tension between the two factions when they had already done everything except SIGN a fucking treaty (A trade agreement consisting of lumber and food from the alliance for ore and exotic goods from the horde specifically. It&#039;s seriously that fucking simple apparently to have world peace). In the time between Nagrand and this, Garrosh has completely abandoned his weepy persona and has instead become a roid-rage dick who spends half his time openly criticizing his leader in front of foreign dignitaries, who he greets by telling them they are inferior to Orcs and threatening them if they don&#039;t line up to lick the boots of Orcs. Despite this, Thrall just shrugs his behavior off. &lt;br /&gt;
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In another post-expansion patch, the giant tower of Medivh (guy who kickstarted the entire plot of Warcraft off) which exists as a giant mindfuck of magic temporal anomalies and undeath was added to the game as a raid. Inside players fight ghosts, Demons, Ethereals, and numerous other things before reaching the top of the tower which instead of leading to the top of the tower leads to the fucking asteroid void of evil where the Burning Legion makes their home. Yikes. Hints existed that like Castlevania, there was a second inverse tower underneath the first one (this was in one of the novels, but in-game the final boss is in the aforementioned fucking asteroid void of evil which the top of the tower overlaps with). Similarly, there was a creepy as shit crypt out back which players could bug their way into (usually exploring a bit before receiving a big fat ban for breaking the rules) although it was never implemented. &lt;br /&gt;
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The expansion ended with a lead in event to Wrath of the Lich King (which was covered in the comics as well) where the giant floating pyramids of death used by the undead appear outside of racial capitals and spew undead (as well as a zombie plague that affected players). Eventually, the king of Stormwing rides a gryphon and crashes the one outside his city while Thrall (pissed his duel for leadership of the Horde with the uppity Garrosh was interrupted) simply throws the Doomhammer at it causing it to blow up. Both factions remember who the main villain of the setting has been built up to be. The Alliance sends Bolvar Fordragon, the regent in charge of the city while Wyrnn was away that players remember fondly for being the guy to turn in those fuckhard dailies to in Classic while for some reason Thrall appoints Garrosh to a position of authority over the Horde forces (alongside the Horde&#039;s Bolvar equivalent, Varok Saurfang). Que Wrath.&lt;br /&gt;
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===Wrath of the Lich King===&lt;br /&gt;
WotLK was the second expansion of WoW and centered around the North po....I mean Northrend, tons of undead gubbins, Norse mythology, and Death Knights.&lt;br /&gt;
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Follows the main plot of Warcraft 3 when the Scourge, sick of the Legion and random fucking jungles in the middle of nowhere getting all the attention, attacks both Stormwind and Orgrimmar by releasing another undead plague and using giant flying castles (which in the comics are killed by one fucking gryphon, and Thrall getting pissed and throwing a hammer at it). Both factions then remember who the main bad dude of Warcraft is (With the Burning Legion dead or MIA and the Old Gods still a footnote in lore, Arthas) and invade Northrend. But along the way, a new fuckwad son of Grom that Thrall met in Outland was promoted to a fucking command post, and he immediately attacked the Alliance which at that point was pretty on board with the Horde...which is another retard ball when you realize your captured humans never re-appear or get ransomed. (Read below for what happened)&lt;br /&gt;
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Then, after players manage to get everything important done FOR the entire armies of their faction (which consists of 70% humans/orcs and 29% dwarfs and trolls and 1% everyone else except the Draenei and Night Elves, the latter pretty much sit in the corner and hum quietly).  The main two leaders of the horde and alliance forces (the son of a very important and popular horde character, Varok Saurfang, and good old Bolvar Fordragon) call a truce and try to take the Lich King on themselves. This goes about as well as one would expect, with Arthas curbstomping Saurfang JR without much build up then making it clear he&#039;s about to kill the shit out of two whole armies for lulz. Then a group of Forsaken attack both sides, teamkilling everyone. And that just is the tip of the shit iceberg the Forsaken have been cooking to the detriment of both sides. &lt;br /&gt;
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Wrynn, invading the Undercity, realizes the horrid truth when he sees human prisoners, who disappeared in captivity all these years had been tortured, experimented on and used as meat and disease resources, and attacks the city while Thrall is told by Sylvanas &amp;quot;Yeah, we did a lot of evil shit you told us not to do and it&#039;s biting us in the ass, we need halp plox ty&amp;quot;. Wrynn sees the massively fucked up shit that the Forsaken have been doing, and declares war on the Horde while Thrall stands there wondering why his faction is so fucked up. (Hint: Sylvanas and her fucked up snuff surgeons might have a hand in that.)&lt;br /&gt;
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Then come a subplot that eats up about six months of player&#039;s lives where you find out that Titans created Dwarfs and Gnomes, and viking giants named vrykul who are the ancestors to humans, as robots to help them keep the natural races of the world (mostly trolls, plus a group that mutated and became the first elves; night elves) in line. Then Cthulhu monsters (which before were just some minor thing not really important to the plot) made them fleshy for reasons and the robots forgot their entire purpose and started having sex and building castles instead. Then you kill another Old God locked in the Titan city Ulduar (one of Warcraft&#039;s most well-loved raids) made of mouths and tentacles, this one being responsible for apparently most of the bad shit that&#039;s happened in the world. Here&#039;s where most fans agree the lore rape really starts to pop in as a result.&lt;br /&gt;
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Then another detour where you help establish a jousting tournament right outside the Lich King&#039;s castle. Yeah. That goes about as well as you&#039;d expect.&lt;br /&gt;
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Then, you finally help the Death Knights and Paladins of the world kill the Lich King...nah, not really. Turns out he was baiting you along the whole time trying to lure the best and brightest in the world directly to his doorstep to make a new generation of Death Knights capable of fucking EVERYTHING. Oh, but then Tirion Fordring (a character important to a Classic WoW questline, and had two books involving him from the Warcraft 2 era) gets empowered by the light, goes all &#039;DEUS EX MACHINA!&#039; and breaks Frostmourne. The newly-freed spirits rebel and weaken him to the point that the players can deal a finishing blow. Arthas&#039;s father forgives him for killing him, then he dies. Meanwhile, MASSIVE amounts of undead that apparently Arthas was holding back on using for reasons are still around for no reason. Your friend and mine Bolvar Fordragon, charred to a crisp and barely alive/undead, puts the helmet on and condemns himself to a personal hell of keeping those undead from doing anything forever. &lt;br /&gt;
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Players then fuck off back home, with the Death Knights keeping vigil in case Lich King Bolvar turns evil. [[Derp|However, expanded lore stated that Lich King Arthas&#039; body and the pieces of Frostmourne mysteriously went missing, along with the phylactery of his right-hand Lich, Kel&#039;Thuzad, who&#039;s the Smithers to Arthas&#039; Mr Burns... in a plot thread that Blizzard has left hanging]].&lt;br /&gt;
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Wrath continued the badge/point system introduced in TBC, and &#039;&#039;would have been&#039;&#039; one of the best expansions for fixing many of the problems in Burning Crusade (primarily HUGE amounts of grinding and availability of gear), if it hadn&#039;t gotten rid of the original versions of Naxxramas and Onyxia&#039;s Lair and all the sweet-looking armor and weapons that dropped from them, especially Corrupted Ashbringer.&lt;br /&gt;
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The expansion was notable for doing something not seen before in an MMO where it would have the main villain appear through the main story to make it look like the player was making progress in defeating him prior to the final raid against him. While this worked in most players eyes, it also pretty well de-fanged the Lich King as a threat since all his appearances had him getting driven off or defeated and just shrugging instead of vaporizing you on the spot (something he does to his own minions literally standing RIGHT next to you for the price of failure), sometimes because of him being uncharacteristically dumb, and supposedly this was all part of some master plan to use the heroes that fight him the raid as new champions, even though the plan involved sacrificing a bunch of powerful minions he already had that could have killed the heroes if he sent them all after them at once. Then again, since undeath is his M.O, after reanimating the heroes as his new champions he could&#039;ve brought back those powerful minions the heroes killed as well. After all, he apparently does bring back Anu&#039;barak (one of his lieutenants from Warcraft 3 and leader of the undead spider-people) ,an old dungeon boss as a raid boss so it&#039;s clearly something he can do.&lt;br /&gt;
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Whatever.&lt;br /&gt;
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===Cataclysm (Otherwise Known as TRYING TO BE &amp;quot;World of Warcraft 2&amp;quot;)===&lt;br /&gt;
[[File:El Presidente.jpg|thumb|right|300px|The world is partially destroyed, 1/5 of the city is sent into the ocean while on fire, the front gates are fucked halfway to hell, all of the forces of evil are trying to end the world in different ways, the entire world is at war with itself again, but the Alliance managed to build a bridge and put up a statue of the king.]]&lt;br /&gt;
Cataclysm is the third expansion of WoW and centered around the &amp;lt;del&amp;gt;revival of a brood of EEEEEEVVVIL dragons known as the Black Dragonflight&amp;lt;/del&amp;gt; the return of the black dragons&#039; big daddy: Deathwing; a business SO FUCKING serious that said returning [[Exterminatus|tore the Classic continents apart]]... Or at least that was the excuse to revamp the &amp;quot;Old World&amp;quot; and try to make questing easier, and update the plot so you aren&#039;t reliving everything from Classic WoW every time you roll a new character.&lt;br /&gt;
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The main plot of this expansion was that the Twilight Cult, who appeared in every expansion as some crazy cultist fucks worshiping the Old Gods, have finished healing another very important villain from Azeroth&#039;s past (for all the information about him, and his defeat, refer to an external novel; seriously, Warcraft by this point had made a habit of making the gameplay more in-game, while driving the setup for in-game plot into novels and comics). Deathwing then fucked up magnets in the Elemental Plane of Earth pissing off the main earth elemental Therazane, brought back Ragnaros from the Elemental Plane of Fire to fuck the world for lulz, and involved the Naga in their bid to take over the Elemental Plane of Water from Neptulon, the poppa water elemental. Also the Elemental Plane of Air guy Al&#039;akir was there for some reason. He never really got much plot.&lt;br /&gt;
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Players then drag their ass all over the world again, from the bottom of the sea to ancient Egypt populated by cat-taurs (not even joking), many of whom turned evil because they want to be robots (again, not making this up). You visit Mount Hyjal (meaning Blizzard finally remembered the Night Elves, as Hyjal&#039;s their turf and Ragarnos popped up there with plans to turn the World Tree into kindling to burn Azeroth), which is awesome, then visit the Twilight Highlands, which is even MORE awesome since it brought the Wildhammer Dwarfs (crazy CRAZY shirtless gryphon riders) and Dragonmaw Clan (crazy CRAZY grey-skinned dragon riding Orcs) into the game. &lt;br /&gt;
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You fight a shit ton of elemental monsters, Twilight Cultists, Lovecraftian beasts, and dragons leading up to Deathwing himself. Also, a detour (which is fine for once since it &amp;lt;del&amp;gt;involves Trolls, and Warcraft Trolls are awesome&amp;lt;/del&amp;gt; ties into an ongoing plot for once).&lt;br /&gt;
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Thrall gives up Warchief-hood, but becomes an even bigger Mary Sue in the process by becoming the savior of the world. He decides to put that fuckhead son of Grom, Garrosh, in charge for reasons (apparently it&#039;s because the horde is mostly full of jackass racist Orcs, and Garrosh was the only non-old Orc he trusted). Garrosh proceeds to turn the end of the world into one giant war against the Alliance where he begins somewhat noble and wanting more land for Orcs (though said land belongs to the Night Elves), and quickly goes into baby-eating insane when he imposes martial law, going from &amp;quot;get more land for orcs&amp;quot; to &amp;quot;kill all Night Elves&amp;quot;.&lt;br /&gt;
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The game also brought two new races into the game. Worgen, werewolves that are humans half the time and speak in a Cockney accent, and Goblins (long demanded by fans), who push that even further and have essentially a toxic wastedump of a racial home covered in neon signs, rockets, cars and giant robots everywhere. Surprisingly, this isn&#039;t lore rape so much as it is a complete sidetrip into comedy (it was still considered one of the best parts of the expansion by fans however, with MANY angry that the Worgen and Goblin plots, like the Draenei and Blood Elves before them, simply stop in favor of more Human/Orc bullshit). &lt;br /&gt;
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In the end, you kill Deathwing and severely cripple another Old God who never shows whatever passes for its face (if it has one). The Dragon Aspects relinquish their demigod powers to mortals, with Thrall becoming the new Aspect of Earth, pretty standard &amp;quot;the magic goes away so now mortals have to fend for themselves&amp;quot; trope. He also gets married and becomes a father. Yay, that was sure important. &lt;br /&gt;
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Now all that said, Deathwing does manage to be the threat the Lich King should have been. His appearances have the NPCs of note trying all failing to kill him throughout the story and prior to the patch that introduced the raid where you kill him, he would randomly show up in the sky and autokill everything in an entire region of the world in flames.&lt;br /&gt;
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Thanks to all of the revamping (removing one-sided hills and broken textures in areas players weren&#039;t meant to go) you could finally fly in the &amp;quot;old world&amp;quot;, something players had wanted since Burning Crusade. &lt;br /&gt;
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It made the game more challenging (until &amp;lt;del&amp;gt;the dreaded patch 4.2.0, which took the game&#039;s difficulty straight to hell, hell being piss-easy and brainless grind tailored for mouthbreathers. Remember gearscore? THAT&#039;S the kind of retardedness I am talking about...and I don&#039;t want to even mention patch 4.3.0...&amp;lt;/del&amp;gt; patch 4.2.0 which broke down the barriers keeping players who spend all day on the game from reaching the level of players who do not by streamlining class mechanics and implementing the ability to simply queue for dungeons rather than actually have to find a group for them). Excellent expansion for the MOST casual of players, whose mindset is simple enough to withstand mindless grinding in the same &amp;lt;s&amp;gt;six&amp;lt;/s&amp;gt; TWO instances day after day for months, doing the same daily quests over and over, watching those same bots in the auction house cut out your auctions over and over without Blizzard ever responding to your reports, and playing those two new battlegrounds to the point of madness...&lt;br /&gt;
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Unfortunately, as great as some of the newer features were, Blizzard ran into a BIG snag; by spending the time of the devs working only on the revamped Old World, they only ended up with a small amount of endgame content which reused assets as much as possible along with a big update-less gap where players simply continued the same course of action (same few dungeons and dailies) for months. Many players disliked the new plots, and wanted to replay the content they knew and loved. Furthermore, playing a new character and feeling like a new part of the world was great until level 58 where they suddenly went back in time to Outland, and back in time to Northrend at level 68. Many fans considered Cataclysm as the worst expansion as a result not of actual mistakes, but of dropping the ball on content so badly. Later, Warlords of Draenor would show everyone what a REAL fuck-up looked like, and make everyone realize that Cataclysm was actually not that bad.&lt;br /&gt;
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===Mists of Pandaria===&lt;br /&gt;
The fourth expansion for WoW, Alliance fans regard it as the best thing to happen to it since Burning Crusade, Horde fans regard it as the shit that killed &amp;lt;strike&amp;gt;the game&amp;lt;/strike&amp;gt; the plot of the game, even they agree the content was dope. Turned the game slightly less easy and ensured the complete death of [[SWTOR|Star Wars: The Old Republic]] and [[Warhammer Online]], leading to even more rage from nerds and neckbeard hipsters who hated the popular thing. &lt;br /&gt;
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The continent of Pandaria was surrounded by mists for ages, which just decided to part a few months after Deathwing was killed. This place is full of drunken, happy, jumpy, fat-arse panda people, which are a playable race consequently leading to every goddamn furry who plays to spend $25 to race change on release so they can stare at a fat jiggly arse while their character engages in the horrid ritual of Caramelldansen. Alongside these disgusting creatures live some magic fish people (who are re-skinned Wood... Night Elves, and plot-wise are the evolved form of those annoying fish monsters that have been raping your corpse since your first day playing Classic WoW), talking monkeys that are obsessed with feces, rabbits who have replaced those annoying fish monsters in the exact same role that like carrots but not turnips for some reason, Lizardme.. err...&amp;quot;Sarlok&amp;quot;-I mean &amp;quot;SAUROK&amp;quot;-who kill and torture shit for fun, some race of all-male statue dudes called Mogu (except for two females hidden in a raid where you kill their leader Lei Shen, who stole titan power and used lightning to become God-Emperor of the Mogu) that like to torture pandas because they&#039;re ANOTHER RACE OF TITAN ROBOTS who are gigantic douchebags because they were supposed to be Robocops but lost the plot and became ED-209s, some unimaginative AZN style dragons, and yet another Tauren reskin. &lt;br /&gt;
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While the whole thing was certainly more interesting than it sounded, with the storylines actually bringing players in to a degree not seen since Classic WoW, many players were left pining for high resolution models that Blizzard teased would come (as the face of the Pandaren female had as many polygons and moving parts as the entire Human model did). &lt;br /&gt;
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While in Pandaria you find out that the place has an infestation of these Sha monsters which appear as black and white smoky-tar skeletons, which manifest in negative emotions. Stub your toe and next thing you know a bunch of black and white crawly bitches will be flying out of you and ripping up your shit. You find out quickly that they are the mortal remains of the only Old God that was ever killed prior to Classic WoW, and kill each of the papa emotions (pride, fear, anger, doubt, hatred, despair, [[Skub|and violence; which is not an emotion as Spite or Malice would&#039;ve made a better sha and with a T-for-teen rating Blizzard wouldn&#039;t make a Sha of Lust and change the others so they could go for a &#039;seven deadly sins&#039; reference]]) which results in mostly having finished off the still-living corpse of Y&#039;Shaarj. The Horde and Alliance are at full out war by the end, and you the player are manipulated by the last surviving black dragon (who Blizzard flat out said is meant to be morally gray and neutral, and something of a mob boss personality. Way to let your players figure shit out of their own Blizzard). &lt;br /&gt;
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Garrosh changes characterization for no reason aside from shitty reason and steals up the heart of an Old God and fucking up a huge amount of Pandaria just to for the sake of a shitty plot. After spending the entire leveling experience committing warcrimes for Garrosh, the Horde player revolts against him for no given reason, with the Alliance joining along as an ally in the crappy civil war. You massacre a very large chunk of the Orc population (which has massacred a large chunk of the rest of the Orcs) before defeating Garrosh himself. &lt;br /&gt;
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Vol&#039;jin, the old fan favorite Horde leader, is appointed the new Warchief while the Alliance (who&#039;s king had a huge chunk of plot development to become not as much of an asshole at the cost of good ol&#039;Jaina Proudmoore flipping her shit and damn near starting an anti-Orc KKK while Night Elf military leader Tyrande Whisperwind somehow forgets her thousands of years of military experience to become purple Leeroy Jenkins with boobs) finally suggests peace between the two factions again. Of course we know that won&#039;t last, since they forgot that old lumber for tiger pelt agreement they had way the fuck back when.&lt;br /&gt;
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Wrathion is FURIOUS, as he wanted the Alliance to crush the Horde then admit its leaderless races into its ranks to become one faction. He flies off, saying he will be more direct next time. Then players get sidetracked to visit an island that exists outside time to...fuck around. Kill shit, get loot. Like Valhalla, kind of. &lt;br /&gt;
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The plot continues in a book (you were doing SO good there Blizzard...) in which the Horde and Alliance try Garrosh for war crimes (despite the fact that more redeemable villains, such as Nazgrim, were killed for less, and let&#039;s not even start with Sylvanas...). Garrosh is then given a time amulet you the player helped forge on the Timeless Island by a dragon who likes experimenting with time magic because reasons. He uses it to go back in time, and sideways into an alternate universe, where he prevents the Orc race (specifically his own father) from joining the demons prior to Warcraft 1. He gives them modern blueprints for warmachines used by Goblins along with techniques for modern armor and firearms, then after a few years uses the amulet to connect the Dark Portal to our present day Azeroth where the Iron Horde (the Warcraft 1 Horde, but with advanced technology and no demon worship) attacks seeking to conquer all timelines and universes for...reasons. Fuck, what a mess, and after such a good expansion too...&lt;br /&gt;
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Since both the Horde and Alliance want Pandaria to be theirs, negative emotions are hardly a rarity, which leads to most of the expansion where you aren&#039;t fighting back the giant insects of tigers of the Vietnamese national forest being fights against big black and white crawly bitches popping up everywhere along the way or possessing other races to fight you. The first area in the continent has a reasonably nice storyline about said war but that only lasts for the first level, and then you&#039;ll just be killing bugs and picking up carrots until level 90 (this is actually fucking fun though, as the immersion and plot threads were well-done). You are also expected to listen to one &amp;lt;s&amp;gt;shitty and mediocre&amp;lt;/s&amp;gt; cool and relaxing Chinese restaurant backround track set at different pitches for every new area until you crave Asian food and by the end of the expansion plump up and don&#039;t shave until you LOOK like a Pandaren. Blizzard seems to think this is amazing and endlessly makes forum posts titled something like &amp;quot;You have your in-game music turned OFF?!?!&amp;quot;. But still, Blizzard really saved the entire franchise with this game after the retardness that was post-4.2.0 Cataclysm. &lt;br /&gt;
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The game implemented new systems everywhere, from new &amp;quot;for fun&amp;quot; items found all over the fucking place to hidden items which give you a few paragraphs of storyline info to Pokemon-style minigames involving cosmetic pets (not making this up, it was literally created just to keep players playing...and it somehow fucking worked). Most players find themselves giving up on being an adventurer, and retire for months on end to farm like it&#039;s Harvest Moon (again, not kidding). So many changes were made to the game it&#039;s hard to even list them, most of which were positive. Content (as in, the story) can now be experienced by even the most casual while the REAL challenge (and cosmetic rewards) still exists for hardcore gamers. But thanks to the ease by which players can simply que for content (including role-less, short three-man dungeons) players are now socially interacting at a minimum, seeing the game as mostly single player with multiplayer cooperation needed to attain their own goals. Players don&#039;t even fight over loot anymore, as you are automatically awarded something only you get (usually gold). In addition, Pandaria&#039;s plot was never fully clear; the Sha are bad, but you more or less stumble on them and kill them as they appear. The Horde/Alliance conflict was widely considered to be shit that appealed to few players. There were several major patches - one where you help your leaders create a base on the south of Pandaria and where WAR happens once more on Warcraft (oh, and Dalaran is purged because REASONS), the next where you prepare with Vol&#039;jin the Darkspear Rebellion, and start attacking Kor&#039;kron units in the Barrens, and the last patch where you besiege Orgrimmar. &lt;br /&gt;
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In addition, the Pandaren themselves, while adorable mixed with kickass, flip between condescending about their fully neutral attitudes and entirely reliant on you to wipe their asses for them.&lt;br /&gt;
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=== Warlords of Draenor (Otherwise Known as &amp;quot;World of Warcraft 2&amp;quot;)===&lt;br /&gt;
After a clusterfuck of a lead-in, Blizzard rolled out the 2014 Warlords of Draenor. &lt;br /&gt;
The expansion is mostly noteable in it&#039;s massive increase in visual quality for the game, and the fact Horde and Alliance have separate storylines for the bulk of the questing. Side-stories are also tied directly into most player quests, so players aren&#039;t left wondering why they put off their orders of destabilizing the Lich King to participate in jousting or forgetting they&#039;ve been ordered to the frontlines against the other faction in favor of growing turnips a mountain range over. &lt;br /&gt;
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The lead-in event brought players to the Blasted Lands where the Dark Portal had been closed off from Outland and was rippling with new magic. The portal had been reconnected to parts unknown, and out of it charged Orcs with brown skin (meaning 100% free from any past Demonic taint in them or their parents, a rarity among all known Orc populations barring a small number in Outland) bearing weapons forged from unknown metal and utilizing advanced warmachines. They struck fast and hard, taking over outposts as well as making a beeline for Blackrock Mountain. &lt;br /&gt;
The Horde and Alliance, now formally at truce, quickly determine these mysterious Orcs are being lead by Garrosh. Khadgar, the expert on all things pre-Warcraft 3, determines the portal now leads to an alternate timeline Draenor. The Horde and Alliance pick a team of heroes (mostly representing players) lead by the big name characters Thrall, Maraad, Khadgar, Vereesa, Baine, and others including YOUR character who is in charge of the entire expedition. Specialists are also brought, who become the subordinates of the player. After fighting your way to the other side of the portal, you find the Iron Horde has near limitless reinforcements. You quickly shut down the Dark Portal by freeing the evil warlocks (same old faces from Cho&#039;gall, Gul&#039;dan, and pre-Death Knight Gorefiend) who were being used as living batteries to power it. &lt;br /&gt;
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After taking massive casualties, the bulk of the player stand-in NPC&#039;s are left to make a final stand so everyone with a useful skill or action figure can escape into the jungles. After making your way through you encounter each of the Warlords of Draenor and fuck up their plans. Alliance players along the way meet Yrel, described by Blizzard as &amp;quot;Draenei Joan of Arc&amp;quot; whom you eventually use as your second in command after several shared experiences as well as a Draenei Exarch (governor paladin) who brings you into meet and become an ally of the undestroyed Draenei race, while Horde players save Drek&#039;thar&#039;s past self and he brings you in as savior to the Frostwolf clan as it faces extinction. &lt;br /&gt;
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After blowing up the Dark Portal structure and ensuring the Iron Horde cannot invade Azeroth without going through you, Horde and Alliance go their separate ways via commandeered battleships (as this Draenor has oceans rather than outer space between it&#039;s continents). The Alliance sail to Shadowmoon Valley, a deep foresty place bathed in both holy and void magic due to the presence of many Naaru as well as one fallen Naaru in a stationary place in the sky over the area who causes it to always appear to be nigh. Shadowmoon is where the bulk of the Draenei race are settled and as a result much of the early questing involves proving the Alliance is not only trustworthy, but the only ones who can defeat the Iron Horde. After accomplishing this they supply your growing army, and you establish a garrison (which grows with the player until it&#039;s a fortress with a castle). Before long you encounter Ner&#039;zhul, who split his clan along a faction that swears loyalty to the Alliance (yes, delicious chocolate Orcs in the Alliance) and his own clan which looks to void magic through the fallen Naaru to destroy not only the Horde and Alliance, but the Iron Horde as well to ensure his people&#039;s safety forever. He tries to accomplish this by sacrificing the souls of the bulk of the Shadowmoon Orc ancestors, and his own to take control of the Naaru before the Velen of the past sacrifices himself to cleanse the fallen Naaru after deputizing Yrel as a Vindicator (minor paladin). The player, their army, and that newly reborn Naaru travel to Karabor (the past version of the Black Temple, before being taken over by Orc Warlocks and becoming Dark) where the bulk of the Iron Horde&#039;s navy destroys itself trying to take it.&lt;br /&gt;
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The Horde travel to Frostfire Ridge, the half-volcanic half-tundra home of the Frostwolf clan. Thrall meets his alternate parents, although he keeps his identity a secret (at one point Drek&#039;thar compliments himself by saying that Thrall&#039;s teacher did his job well). &lt;br /&gt;
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Both factions then progress to Gorgrond, the past version of the Blade&#039;s Edge Mountains and Netherstorm. Gorgrond is essentially if Australia and Vietnam had a baby which was raised by Mount Doom, being a place of savage jungle complete with treemen worshiping GIANT treemen who grow from GIANT GIANT lizard-taur tree hybrids called Genesaurs who want to mulch all intelligent life and in possession of very potent mind control fungus, the a large chunk of the Ogre (and almost all of their derivatives, the Tarrasque-level Gronn and the chubby Xenomorph Gronnlings) race, and finally the Blackrock Clan of Orcs. After establishing an outpost (or two) and pushing back the wild, players mount an attack on the Blackrocks and damage their infrastructure enough that their ability to replenish the rest of the Iron Horde is greatly diminished. Horde players ally themselves with the old Laughing Skull clan, which has experienced a change of leadership as a result of the attacks from the Iron Horde after their refusal to join. Alliance players find the Dark Iron Dwarfs are not only allies of the Alliance, but active members of it as they do the bulk of the non-Draenei heavy-lifting in the zone.&lt;br /&gt;
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Players then travel to Taledor, part of the past version of Terokkar Forest. Here, players fight to repel Iron Horde invaders that have besieged Shattrath (which players sadly cannot enter and use as a city) while an alternate Burning Legion summoned by Gul&#039;dan lay siege to past Auchindoun (the massive burial complex and artificial purgatory for the Draenei) for the purpose of eating Draenei souls. Most Draenei towns and cities have been destroyed by one faction of villains or the other, and players find themselves with a fair number of friendly Draenei refugees (yep, Horde gets delicious blueberry monstergirls... Draenei now). At the culmination of the zone story, the Horde and Alliance big name character regroup and lead an attack on the Iron Horde spearpoint force, fighting their way through to Blackhand&#039;s own battleship. The past version of Orgrim Doomhammer realizes that Blackhand will only lead the (Iron) Horde to ruin and challenges him for leadership of the Horde (just like in the original timeline). This time however, he faced a Blackhand armed with magical Truesteel armor and was killed. He is immediately engaged by Yrel, Maraad, and Thrall&#039;s father Durotan while the players and the other big names take a battleship nearby. The player is teleported to the main battleship, where Blackhand defeats everyone present (and kills Maraad) before grabbing Yrel and giving a monologue. Before he can snap her neck she throws her weapon to Durotan, who attacks Blackhand from behind allowing the characters to be teleported to the second ship which blows up Blackhand&#039;s (Blackhand somehow survives despite falling into the ocean while being clad in ALL the metal). The Horde and Alliance reaffirm their truce. A subplot in the zone involves the player helping Arakkoa refugees, who in Burning Crusade were &amp;lt;strike&amp;gt;Tzeentchian&amp;lt;/strike&amp;gt; Dark Crystal Skeksis you slaughtered wholesale because of a vaguely described plot involving them using shadow magic and dark powers which was a threat to Burning Crusade is Shattrath. The Arakkoa form you&#039;ve seen since then is a devolved state due to a curse, and you see in Warlords that the uncorrupted Arakkoa use the curse as a means of weeding out undesirables in their society which gives them an excuse to commit genocide on them periodically.&lt;br /&gt;
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Players are then sent to the Spires of Arak, making up the other half of old Terokkar Forest (and more). Players enter the zone by walking along a path with refugees they saved in Taledor, and upon reaching a ridge where a visible ornate city/nest sits on a mountain spire in the distance, a laser shoots from it burning away a large section of the forest in a literal localized [[Exterminatus|exterminatus]]. The refugees flee to the city, where you meet a scholarly Arakkoa named Reshad along with his Kaliri (owl-things the Arakkoa use as companions you used to slaughter literally in hundreds in Burning Crusade) named Percy. Shortly after meeting him, the city is attacked by uncorrupted Arakkoa, slaughtering every defenseless civilian they can find. Until the player steps out of Reshad&#039;s hut, and reverses the situation (as well as finding relics of Terokk, old quest items tied to an instance in Burning Crusade). The zone questing continues along these lines, helping the corrupted Arakkoa and fighting the uncorrupted Arakkoa who seek to wipe them out. Many of the terms vaguely given in the old expansion, as well as characters who served only as boss fights, are fully elaborated on and the Arakkoa mythology and history is told.&lt;br /&gt;
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Originally the race had three deities; Sethe (the name given to the undefined birdy evils in BC), Rukhmar (new term, mentioned once), and Anzu (old BC secret boss that Druids had to kill to earn the ability to turn into a bird who also later dropped a mount version of himself). Rukhmar was a sun-loving giant Arakkoa, Anzu was the god of giant ravens that only roosted in the dark, and Sethe was a being of evil and misery caught between both where he was chilled by the dark and burned by the light. Sethe one day chose to kill Rukhmar, and enlisted Anzu&#039;s aid; Anzu had a crush on Rukhmar and instead informed her and together they fought to defeat Sethekk. To stop the spread of Sethekk&#039;s dying curse, Anzu ate his body leaving him only a giant skeleton surrounded by cursed pools of his blood. Rukhmar then created the Arakkoa race players have been fighting which harnessed the power of giant crystals called Apexis (another old term from Burning Crusade that meant nothing until now) to run their great technology including giant robots (because it&#039;s fucking Warcraft, of course it has giant robots somewhere). Eventually the Apexis civilization exploded but the arakkoa lived on. The newborn Arakkoa fought constantly with most other races. At one point, the greatest king of the Arakkoa named Terokk lead his people into a golden age but his subordinates grew jealous and threw him into the cursed pools of blood near Sethekk&#039;s body. There, he lost the sun-blessed powers he once possessed and crawled through the muck trying to think straight with his addled mind. The rest of his followers were thrown in, and the council flew back to their nest-cities to lead the remaining Arakkoa into a decadent lifestyle which abandoned the knowledge of the Apexis. Upon finding the broken body of his daughter within one of the pools, Terokk surrendered to the curse of Sethekk. Anzu, observing the fall and abandonment of the greatest of his sister&#039;s followers, took pity and blessed them with clarity and shadow magic to replace their lost faculties and holy magic (seems dark/light is a theme of the expansion) while those too damaged to ever be sane again where taken by his wife Ka&#039;alu to live among the giant ravens who were their mortal devotees. Terokk lead his people to establish nests on the ground, far from the eyes of their uncorrupted kin before losing his mind many years later and becoming the aspect that the player would one day fight against the resurrection of in the original timeline.&lt;br /&gt;
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But in this new altered timeline, the player saves the refugees and gathers them into an army. After summoning Anzu and Ka&#039;alu, players recover the artifacts of Terokk and by both reliving his life and at the same time forcing him into reliving yours, his spirit is cleansed. Together he and the player deal a crippling blow to the assassin forces of the Kargath Bladefist (one of the Warlords). Terokk, having lost the bulk of his remaining power, appoints the player as leader of his people. You then lead the ravens and corrupt Arakkoa to conquer two cities of the uncorrupted Arakkoa and destroy the giant sun lasers they use to burn the cities of the corrupted Arakkoa, invading the final city and putting the thread of Rukhmar&#039;s people down for good. You also establish a town for your faction, and save a town full of Goblins from their own fuckups. Tying back to the major plot, the groups you saved (Arakkoa and Goblins) now aid your faction. Players also find that the Alliance town established by their own quest-giver Admiral Taylor has been destroyed by Necromancers in service to the Cult of the Damned (yes, they apparently still exist). He joins the players as a follower posthumously (in the end, you wind up with a total of three ghosts wandering your garrison saluting you).&lt;br /&gt;
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In the final zone available at launch, Nagrand (which largely resembles the original albeit without floating rocks and bands of evil light in the sky) players establish a final outpost. Players find the original Alliance town of the zone, Telaar, destroyed by the past Warsong clan who are intent on destroying every race and clan not their own and taking Draenor and all other lands for themselves. After stopping a plot to use the Oshu&#039;gun (giant crystal spaceship the Draenei first used to reach Draenor) to summon Demons via void magic (as if you didn&#039;t know that was coming), calming the elements of the zone, destroying the leadership and the bulk of the Burning Blade clan of samurai Orcs before finally breaking their spirit by taking out their greatest champions in single combat (barring their new female leader who swears she will be the one to kill you), saving the souls of the Orcish ancestor spirits of the Warsong, and finally participating in gladiatorial arenas (the first because the prize money will aid your garrison, the second because the Ogres once had an empire here which they are trying to rebuild and it teaches the dumber clans not to rejoin out of fear of having their shit slapped by you personally) you reach the zone finale. Your faction gathers a fuckhuge army and assaults the Warsong clan base, wiping out most of the resistance and taking Garrosh prisoner. Garrosh and Thrall challenge each other to finish the duel to the death they started immediately before Wrath. After a beating back and forth, Garrosh hulks out and claims that only a warrior can lead the Orcs to their rightful place as masters of all creation. Thrall responds &amp;quot;fuck you, mono-faction development settings are shit!&amp;quot; and causes a giant fist to rise out of the ground to hold him in place while he&#039;s electrocuted by a massive lightning strike from the sky. The action of using magic in this kind of duel (called mak&#039;gora by the orcs) is [[Skub|contentious]] among the players, as depending on the sources, magic is either strictly prohibited for the duration and Thrall outright cheated, allowed in the shape of a weapon blessing by a shaman and Thrall still outright cheated, or entirely allowed and everything was fair and square. Notable is the fact that most of the sources claiming magic is allowed during Mak&#039;gora have been written &#039;&#039;&#039;after&#039;&#039;&#039; Warlords launched, so make of that as you will. The Horde and Alliance big name characters once again meet and affirm &amp;quot;yep, we&#039;re still working together in a friendly way&amp;quot; before deciding their next moves. To prove Garrosh really is dead, his corpse is actually left in-game within the giant stone fist only feet away.&lt;br /&gt;
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Then a new patch added the truly final zone. There&#039;s lots of burnt trees and tainted ground because the blood of Mannoroth (the demon introduced in Warcraft 3 whose blood corrupted the orcs) has been seeping into the ground since Grom killed him. Gul&#039;dan, sick of the player characters messing up his plans, confronts Grom. He spills the beans about Garrosh being Grom&#039;s son and overthrows Grom before corrupting the Orcs with demon blood. He takes Hellfire Citadel and taints it with even more demonic magic. Players fight their way through several bosses. First are demonic versions of Goblin machinery including a giant goblin mecha powered by demonic energy and the father of the Gronn race (a giant hybrid of ogre, gorilla, cyclops and rock). Then players fight Teron Gorefiend, who gorged on so many souls he&#039;s now a soul-eating fat bastard with a mouth on his belly. Then there&#039;s a council of corrupted Orcs and Kilrogg Deadeye, where you finally give him the death he foresaw. Then you fight your way through corrupted Draenei, including the ghost of a Draenei engineer with his own [[Wraithlord]] ([[Awesome|which you can commander in the fight]]) and their leader, a fallen paladin who, going by her raid mechanics, really hates healers. You free Grom from being tortured by demons, fight a corrupted Void Lord then fight your way through Arrakoa to Gul&#039;dan. He resurrects Mannoroth and you defeat him. Then you get to the portal where Gul&#039;dan summons alternate timeline Archimonde and you fight him for a second time (this time without Wisp help). While dying, Archimonde blasts Gul&#039;dan before dying and the Legion&#039;s plans for alternate timeline Draenor have been thwarted, for now. Khadgar thinks Gul&#039;dan will be back and flies off while Yrel appears to forgive Grom despite his orcs killing a lot of Draenei including her sister.&lt;br /&gt;
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The expansion changed quite a bit of the game&#039;s dynamic by focusing all professions on items that can only be made once per day, giving players access to NPC&#039;s who can craft the minor recipes of any other profession whether the player has it or not, and giving players renewable sources of raw crafting materials which made gear much more accessible to the community and ensured the players who have no life aren&#039;t as much above the players who do. The focus on a garrison with a fair number of different options as they are built added a choice and specialization dynamic to characters outside their fighting style. &lt;br /&gt;
The most drastic gameplay changes were the addition of a &amp;quot;toybox&amp;quot; which converts old &amp;quot;for fun&amp;quot; effect items into spells rather than something to carry, a readjustment of stats in the game to reduce the numbers of some stats (which were approaching and surpassing millions) down into three digits without causing an effect on the actual PLAYING (so the simplification was to make gear easier to understand) which came with retooling abilities across the board. Each class was given more survival abilities while healers were nerfed to the point of having to choose when to heal rather than just spamming healing at all timies. Players were given new storage spaces for crafting materials of all kinds in their bank and items were made to stack in bunches of 200 rather than 20. Garrisons replaced any centralized city players would use, and gave the player a heightened sense of importance in the world. Rare spawns were retooled greatly, respawning quite often and being a somewhat expected part of the playing experience. &lt;br /&gt;
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Oh, and flying mounts cannot be used in Draenor to promote exploration to find hidden treasures and quests rather than flying from point A to point B. Player reaction was mixed greatly. &lt;br /&gt;
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Perhaps the most popular part of the new expansion, players received high resolution models, where player faces have a look and can emote rather than being a painted face on a flat model with flapping lips resembling a rhombus. Cut scenes make up a large part of the game&#039;s storytelling, with models which can actually make facial expressions like a Steam Film Maker model.&lt;br /&gt;
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Ultimately Warlords of Draenor proved to be one of, if not the least popular WoW expansion to date. While the updated character models and sleeker cutscenes were definitely well received, they were overshadowed by a variety of issues that began to crop up as the expansion developed. The city of Karabor (an uncorrupted Black Temple) and the Bladespire citadel were initially planned as the Alliance and Horde hub cities of the expansion, though midway through the beta, these hub locations were hastily crammed onto the relatively controversial PvP island of Ashran, much to the chagrin of many players. The role of places players hanged out in was taken over by player-made garrisons, which only allowed other players in them after a party invite from the garrison&#039;s owner, unintentionally making it a good spot for roleplayers to hang out in (especially [[Slaanesh|a certain kind]] of them). Said garrisons also served as the main base of operations for the players, have had plentiful gathering nodes (almost entirely eliminating the need to go farm resources in the open world and tanking the market for metal ores specifically, the herb nodes in the garrison were few compared) and sending NPCs out into the world to do quests and bring you back loot from them, which ranged from garrison resources to [[Wat|literal raid loot]], turning the players into glorified questgivers for most of the expansion.&lt;br /&gt;
Additionally, WoD has the fewest amount of content patches between &#039;&#039;all&#039;&#039; WoW expansions to date, only ever reaching patch 6.2 before Blizzard announced Legion (Most other expansions reach some iteration of either X.3 or even X.4 before the next expansion launches). At this point, what little development wasn&#039;t already focused on the upcoming expansion shifted over into full gear, leaving players high and dry for several months without any new content to tide them over until then. Because of the rushed development cycle, many of the features and raids that were planned (A raid on Shattrath City and the highly anticipated Farahlon zone are two major features) were axed due to time constraints or &amp;quot;story flow conflicts&amp;quot;. Finally, the narrative became slightly disjointed and nonsensical midway through the expansion; while Grom Hellscream was announced and initially set up to be the final boss of the expansion, the role and theme was shifted to a demon-centric focus while Grom was &amp;quot;redeemed&amp;quot; (despite being personally responsible for all of the Iron Horde&#039;s atrocities up till just recently and having done nothing to atone for that). Part of the reason is that Blizzard actually acknowledged that people were getting sick of everything Orc related (Didn&#039;t help that Garrosh was making everything extra orcy at the end of the prior expansion either), which is definitely saying something considering Blizzard&#039;s hard-on for everything orc. The other primary factor was simply that Blizzard likely acknowledged that between the dwindling subscriber count and mounting complaints regarding the expansion, it would simply be best to dismiss WoD as a lost cause and focus on churning out the next expansion to revitalize the diminishing interest in the game.&lt;br /&gt;
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===Legion=== &lt;br /&gt;
A tiny island from the previous games is now an entire continent. Each zone is dedicated to a former crowd-pleaser, including the vrykul (viking giants), the Emerald Dream, and a fourth race of elves: ones descended from good Highborne that locked themselves under a magic dome for 10,000 years because they thought the demons won (making the decision to give Night Elves mages to represent the original Highborne even more redundant). The Lore is based mostly on the War of the Ancients novels with a sprinkling of Warcraft 3.&lt;br /&gt;
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After being sent to the main timeline, AU Gul&#039;dan (we&#039;ll call him Gul&#039;dan because it&#039;s easier) was charged by Kil&#039;jaeden with opening a demonic portal in the Tomb of Sargeras and retrieving Illidan&#039;s corpse for the Legion to use (which had been take by Maiev so she could trap his soul for eternity), and with the help of a brainwashed Night Elf warden, he succeeds.  Later, forces from the Horde and the Alliance attack the Tomb of Sargeras, and make it to the beachfront despite heavy losses.  At the gate to the Tomb of Sargeras, Gul&#039;dan stands with every major demon they&#039;ve killed throughout the raids (except Archimonde, Kil&#039;jaeden and Mannoroth) comes back at once.  After a vicious fight, the Horde army gets overwhelmed, forcing Sylvanas to gather the Horde and retreat. The Alliance sees the retreat but not the crushing defeat, so some (especially Genn) assumed the worst.  The Alliance tried to retreat to a gunship, but Gul&#039;dan summoned a giant Fel Reaver to grab it. Then Varian [[AWESOME|jumped off the ship to stab the Fel Reaver in the head so the others could escape]].  Stranded but alive, Varian tried to cut this way through them to Gul&#039;dan, but was backstabbed by demons and blown up by Gul&#039;dan (with Varian&#039;s dying words being a defiant&amp;quot; &#039;&#039;&#039;&#039;&#039;&amp;quot;For the Alliance!&amp;quot;&#039;&#039;&#039;&#039;&#039;).&lt;br /&gt;
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The Alliance mourn the loss, while Genn and Jaina called for payback against the Horde, which makes no sense as they should know the Horde prefers death over retreat and they saw the giant demon army.  Genn plans revenge and Jaina literally rage-quits when none of the other leaders side with her (even Horde-hating Tyrande can see the bigger picture). Among the Horde, Vol&#039;jin was killed by a [[Fail|random mook]] as part of a warped attempt by the writers to even the scales, even though Varian was leader since Wrath whilst Vol&#039;jin only got the last expansion to be war chief and even then got to do nothing.  He summoned the faction leaders and named Sylvanas Warcheif with his dying breath (To huge fan uproar.  He cited it as the will of the spirits/Loa, though some fans suspected otherwise). The Burning Legion attack both to try and assassinate all the faction leaders, but two of Illidan&#039;s demon hunters head to Stormwind and Orgrimmar respectively and reveal the ambush, thwarting the attacks. The Alliance and Horde go to Dalaran, which the Kirin Tor teleport to the Broken Isles to serve as a staging area for combined (loosely) forces invasion. From there, the players lash out in search of the Pillars of Creation, artifacts the Titans used when they remade Azeroth, &amp;lt;s&amp;gt;to free N&#039;Zoth&amp;lt;/s&amp;gt; to defeat the Burning Legion, of course.&lt;br /&gt;
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During this,  Lich King Bolvar broke his self-imposed exile and allied with the Death Knights of the Ebon Blade against the Legion, offering help against the Legion in exchange for keeping the Scourge contained (which is the reason Bolvar took up the mantle in the first place.  Could plans for skulduggery be afoot?).  The player Death Knight becomes his champion, getting (up to) three sweet weapons stolen from the Burning Legion ([[AWESOME|including one forged from the pieces of Frostmourne]]), with the other Death Knights making the player character their leader. Understandably leery of the Lich King, the Death Knights keep an eye on the player character for everyone&#039;s sakes. Things get even shadier as the Lich King tries to reform the Four Horsemen (stealing the corpse of a Horde hero, an Alliance hero, an Ensemble Darkhorse and raid the paladin Class Hall for Tirion&#039;s body... the latter only failed because of Liadrin&#039;s defense and the Light itself burned the Death Knights and forced them to flee) and sends the player Death Knight to raid the Red Dragonshrine (making enemies of the Dragons, who don&#039;t die off due to a retcon following massive fan backlash over how Blizzard have been dragging them through the mud) to find the location of a powerful dragon&#039;s corpse to raise it as a special mount.  The red dragons mostly stay out of the war because they, along with all other dragons, have become sterile and can&#039;t replenish their losses.  On one hand, your race being the extinction clock is a good reason to avoid danger.  On the other hand, the blue, black and bronze dragons are willing to join the fight despite being in the same situation.  Meanwhile, Illidan&#039;s soul, on the run in the Twisting Nether, communicates with the Illidari, naming Demon Hunter PCs as the acting leaders. &lt;br /&gt;
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Later, a powerful Light-infused object smashes into the ocean outside the Tomb of Sargeras.  After retrieving it at the behest of Khadgar, it contains a magical message from Turalyon, presumed long lost, revealing the existence of a holy army called the Army of the Light and containing information vital to combating the Legion, which Velen needs to see.  Upon arriving, it&#039;s revealed the Exodar is under attack by a demonic army, sent by Kil&#039;jaeden and commanded by a cruel Eredar named Rakeesh.  When Velen sees the object, he reveals what it is and rushes to bring it to the naaru O&#039;ros.  The object is called Light&#039;s Heart, and is the sentience core of a naaru (re: a brain, but it can be effectively detached and re-attached).  This core is belongs to a powerful type of Naaru, a Prime Naaru, and this one&#039;s named Xe&#039;ra.  The information can only be accessed by a Naaru descended from Xe&#039;ra, and O&#039;ros is the last.  Unfortunately, they encounter Rakeesh and a big battle occurs. Things get even worse when Velen recalls a repressed memory of a prophecy, and realizes Rakeesh is his long-lost son, abducted back on Argus and and corrupted into a demonic Eredar. Following the deaths of both O&#039;ros and Rakeesh, Velen is devastated and has a crisis of faith, with Light&#039;s Heart stored in the Class Hall until an alternative can be found.&lt;br /&gt;
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Over time, all but one Pillar of Creation, the Eye of Aman&#039;thul, is retrieved.  The Hammer of Khaz&#039;gorath is retrieved after resolving a war between local tauren tribes and the power-hungry Drogbar with the help of a hidden uncorrupted black dragon.  The Tidestone of Golganneth is retrieved from the clutches of the Naga in a city haunted by ancient elven ghosts after almost weaponized to destroy the Broken Isles by Queen Azshara (who has her own plans).  The Tear of Elune is retrieved in Val&#039;sharah, but not before it&#039;s corrupted by the satyr Xavius, who not only spreads the Emerald Nightmare across the Broken Isles, but briefly captures Maulfurion and also corrupts several guardians of nature including Cenarius and Ysera.  It takes direct intervention from Elune herself to save Ysera&#039;s soul after death and purify the Tear.  The Aegis of Aggramar is retrieved from Stormheim, after overcoming several challenges from a fractious group of titan Keepers who are pretty much expies of Norse mythology (revealing the Ulduar keepers&#039; estranged leader, who has two pet ravens and is named Odyn, seriously, Blizzard? Odyn?).  Things here are occasionally disrupted by Genn abandoning the fight against the Burning Legion to pursue his revenge against Sylvanas and the Forsaken.&lt;br /&gt;
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A conversation with the Naaru Prime Xe&#039;ra hints that Elune may have made the Naaru at the beginning of the universe. Elune is also hinted to be a light-based counterpart of the Void Lords (making her either an angel-equivalent or Warcraft&#039;s post-retcon version of God). Xe&#039;ra states that it seeks the &amp;quot;Child of Light and Shadow&amp;quot; who is destined to defeat the Burning Legion and that person is Illidan (dun-dun-DUN!)&lt;br /&gt;
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There are several areas, Azsuna, Highmountain, Val&#039;sharah, Stormheim, Suramar and the Broken Shore. &lt;br /&gt;
In Suramar (a sunken but raised city in Warcraft 3 retconned into a city either ruined or protected under a magic dome), Gul&#039;dan offered the Nightborne (some of the original elven race who weren&#039;t Highborne mutated by arcane titan magic) an alliance, asking for access to their Nightwell (very similar to the High Elves Sunwell, but better) in return for their lives and power. Its implied he uses magic to send their leader false visions of all of them dying if they refuse and most of the Nightborne government decide to ally with the Legion. Some refuse, and the player allies with those who survive to aid the rebellion. &lt;br /&gt;
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To resolve the situation, the player characters later enter the Emerald Nightmare as a raid. Apart from corrupted dragons and Wild Gods the only other bosses are Xavius himself and a sentient Lovecraftian tumor made of eyes, mouths and tentacles that looks like a brain smushed with a heart (the latter spouting some foreshadowing). Eventually Xavius himself is reached and killed with the help of Ysera&#039;s spirit. The Emerald Nightmare recedes and the Emerald Dream is cleansed, except for a Void-corrupted flower hidden in a cave, which the Shadow Priest dagger Xal&#039;atath (Knaifu to fans) comments is a sign that &amp;lt;s&amp;gt;N&#039;zoth&#039;s prison is weakening so it must make preparations&amp;lt;/s&amp;gt; everything is fine...&lt;br /&gt;
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They&#039;re in a war with a Hel-expy called Helya who is making a deal with Edge Queen Sylvanas to take control the good, titan-based Val&#039;kyr. Genn Greymane, leader of the Worgen, thwarts Sylvanas&#039; plan by freeing the Val&#039;kyr leader Sylvanas captured (some say: long live the Werewolf King!). The conflict is resolved in the &amp;quot;Trial of Valor&amp;quot; raid where the players kill Helya, who is the final boss, at Odyn&#039;s behest and break her curse on him... though Helya did it because Odyn wanted to conscript the dead in an elite army and force someone into a shadowy undead existence to facilitate the recruitment: forcing the latter on Helya herself, despite him being her adopted father, when she opposed his plan. The morality of Odyn&#039;s actions is never addressed, but then Blizzard is not known much for giving a hoot about details and any logic consistency nowadays (keep in mind how they tried to sweep Sylvanas&#039; war crimes under the rug)... unless Odyn is a future raid boss, but he is written as a jolly bro-king, or not. At this point anyone that knows a bit of him dislikes the dude, mostly because HE KEEPS DEMANDING YOU SHOW YOUR WORTH TO HIM. ALL. THE. FUCKING. TIME. Its even WORSE if you are Warrior, because you are supposed to ALREADY be WORHTY (since it&#039;s a warrior culture, maybe Odyn doesn&#039;t want the player character to become complacent or rest on their laurels).&lt;br /&gt;
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* The Nighthold, the palace of Suramar, is raided. The Nightborne leader is killed but briefly returns to life through time travel, realizes the error of her ways and uses her remaining power to help the players fight Gul&#039;dan (who is trying to use Illidan&#039;s body as a vessel for Sargeras). After the players defeat Gul&#039;dan, Illidan returns to life and kills Gul&#039;dan while the players get the last Pillar of Creation, before ordering the players to follow him as he wants to raid the Eredar capital of Argus (it was a KILL STEAL like Thrall, but better because at least we get some good imagery with Illidan holding the asshole skull like in the BC cinematics). The Nightwell is shut off (dooming everyone in the city who can not eat a piece of slowly-growing fruit from one magic tree outside the city to a slow and painful death).&lt;br /&gt;
* Later on the Tomb of Sargeras is entered which contains, among other things, an avatar of Sargeras himself and Kil&#039;jaeden, current leader of the Burning Legion with Sargeras in limbo (revealing that Kil&#039;jaeden wasn&#039;t at full strength when fought in Burning Crusade, which is kinda obvious his legs were still inside the Sunwell, so he was at half his power...because that is how magic works). Fighting Kil&#039;jaeden takes place on some interdimensional Burning Legion vessel alongside Velen (who&#039;s had enough of running and wants payback regarding Rakeesh). When you defeat Kil&#039;jaeden the vessel starts to dive to Argus and crash-land. But Khadgar teleported everyone away after Illidan opened a huge portal between Argus and Azeroth. Kil&#039;jaeden and Velen share some parting words, where Kil&#039;jaeden admits his motives and admiration for Velen, who touches his forehead and disappears. Kil&#039;jaeden dies, exploding and taking his vessel with him, and since it was in the Twisting Nether this means Kil&#039;jaeden is gone for good, cutting the head off the Burning Legion. Back on Azeroth it&#039;s revealed the huge portal is stuck open, doing the Legion&#039;s work for them instead of just sending raids to Argus. Even Dadghar got pissed at that, and that guy is cool as a cucumber. &lt;br /&gt;
* Everyone heads to Argus to take out the rest of the Burning Legion&#039;s command center. Once there, they find the remnants of the Army of the Light (including pre-WoW favorites Turalyon and Alleria; the latter being conflicted about her skubby sister&#039;s &amp;quot;Queen of the Undead&amp;quot; power trip). They revive the Prime Naaru Xe&#039;ra and bring Illidan to her. She thanks him for what heroic stuff he has done (a first), and tries to imbue him with the Light and purge him of the Fel, forcing it on him when he said he wasn&#039;t interested.  Illidan refused and after being forceful Xe&#039;ra got jobbed by Illidan (to the outrage of Turalyon), her death cutting the head off the Army of the Light (and unintentionally making the Burning Legion&#039;s job easier), which can come across as [[Skub|hypocritical given that Illidan did worse to Akama for similar reasons]].  On further SKUB, Alleria was imprisoned by Xe&#039;ra because she was using the Void - the Light&#039;s archenemy whom Xe&#039;ra loathes at a personal and fundamental level.  While Velen himself seems conflicted about Xe&#039;ra death, as he says himself that he has been forced to do the Naarus bidding before (which is either an expansion or contradiction of the lore about the Naaru).&lt;br /&gt;
* It&#039;s revealed that Sargeras has &#039;&#039;&#039;spoiler:&#039;&#039;&#039; captured all the other Titans save Eonar and Azeroth and is trying to force them to serve him in this titan fortress on Argus called Antorus, the Burning Throne. He successfully swayed Aggramar, is hunting Eonar and had enslaved a hitherto unknown Titan which was hiding in Argus, called Argus the Unmaker, to power the Burning Legion.&lt;br /&gt;
* After Argus is defeated Sargeras himself shows up and engulfs Azeroth in cloud form. The Titans souls and Illidan band together to imprison Sargeras at the Seat of the Pantheon forever. Illidan gives a farewell message to the player, Furion and Tyrande. Back on Azeroth we find out Sargeras has stabbed Silithus, which is leaking Azeroth&#039;s blood, potentially becoming a second Well of Eternity.&lt;br /&gt;
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Remember, we are definitely NOT being manipulated into opening N&#039;Zoth&#039;s prison. Not one bit. There is no traitor, don&#039;t be paranoid. Your friends WILL NOT betray you.&lt;br /&gt;
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===Battle for Azeroth=== &lt;br /&gt;
[[File:Battle for azeroth diorama.jpg|thumb|right|500px|As a celebration for their next [[Games Workshop|money grabbing expansion]], Blizzard construct a massive diorama of countless miniature to portray the battle between the Horde and the Alliance. You know you want them. And for more pics, here. [[https://web.archive.org/web/20181008173847/https://www.wowhead.com/gallery=689/diorama]]]]&lt;br /&gt;
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Surprise! The next expansion &amp;lt;del&amp;gt;isn&#039;t&amp;lt;/del&amp;gt; is eventually Old God-centered. We&#039;re going back to the faction war. Each major faction tries to claim their continent.  As the Horde move to claim the Night Elf lands in what will be called the War of Thorns, the shitstorm is in full swing.  The Horde sneak around the mountains and defeat the Night Elves army, whose forces are spread thin across Azeroth.  Their druid leader Malfurion tried to solo Sylvanas but after nearly killing her, he was downed by an axe in the back from SAURFANG of all people.  It was an accident, though, as he couldn&#039;t see clearly through the smoke and all.  When he realized the dishonorable blow he&#039;d dealt, Saurfang had a BSOD and did not resist Tyrande when she arrived, but Tyrande chose to spare him in favor of getting Malfurion out.  Originally planning to occupy the giant tree Teldrassil, Sylvanas went and ordered it burnt down [[Grimdark|even though the Horde had won the War and there were only non-combatants in Teldrassil at the time]] due to various reasons that kept getting retconned.  The first two were to demoralize the Alliance and spite the dying Night Elf commander who said Sylvanas can&#039;t kill hope.  Of course, there&#039;s also the practical fact that occupying a giant druidic tree from a druidic people who created the damn thing is pretty much guaranteed suicide (though this is never indicated in-universe).  A handful of people are evacuated from Teldrassil but the majority die (well, sort of, it&#039;s completely unclear how many died because they had escape plans, but the fire spread quickly due to the magical ammunition the Horde used, and in the Alliance rescue mission even the best players can only save 50/1000 NPCs max &#039;&#039;from Darnassus&#039;&#039;, never mind the rest of Teldrassil).  After Sylvanas went full terrorist on Teldrassil, the displaced Night Elves are forced out of Kalimdor and head to the Eastern Kingdoms, reminding Night Elf players what their place is in case any had the scandalous notion that the Night Elves are anything more than exposition or the Horde&#039;s punching bag.  Azuremyst Isle Draenei become the last Alliance holdout in Kalimdor, and the humans welcome the Night Elves into their homes, reminding all the players of who the big good is supposed to be in case anyone had the blasphemous idea that their own faction/race was in any way special or good if they aren&#039;t Alliance humans. &lt;br /&gt;
[[File:WoW_New_Mount.jpg|right|300px]]&lt;br /&gt;
However, Anduin evolved into MANduin!  The Alliance bands together to retaliate, attacking Lorderaen to deal with the Forsaken once and for all.  Strangely, the faction leaders most effected by the Horde&#039;s actions are absent, since even though one got an axe in the back, both he his wife have healing magic plus the latter&#039;s also the champion of a literal goddess.  The Horde forces lose and are forced to retreat.  However, in a show of plot armor, none of the Horde leaders turn on Sylvanas, not even dishonor-hating Saurfang (who was so disillusioned with the Horde he nearly committed suicide by Alliance army).  Sylvanas heads further into villain territory when she flooded the battlefield with the Blight and Horde soldiers were caught as collateral damage... but then JAINA made a comeback on an arcane-empowered ship (which could now fly), dispersed the Blight and breached the walls.  When Anduin, Genn, Jaina and Alleria confronted Sylvanas, Sylvanas flooded Lorderaen with the Blight which would&#039;ve killed them if Jaina didn&#039;t teleport them out.  The end result is that the Blood Elves are the last Horde holdout in the Eastern Kingdoms and hilariously they don&#039;t even have a reason to be the Alliance&#039;s enemy but a lot of genocidal reasons to be the Horde&#039;s enemy along with having been cleansed of their fel-magic induced insanity - with Alliance help, no less - back in the first expansion.&lt;br /&gt;
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Seeking to gain more allies, Jaina and the player characters head to Kul&#039;Tiras, but Jaina&#039;s on bad terms with her mother Katherine for letting the Horde&#039;s army kill Daelin, Katherine&#039;s husband/Jaina&#039;s father, because Jaina believed the new Horde back when it was forming would be different from the one controlled by demons and so helped them defeat her father who was trying to purge said Horde.  Good thing it only took a few world-wars and near apocalypse events to convince Jaina that the Horde was beyond saving as a whole... then she spared them like, twice or something.  So Katherine disowned Jaina and sentenced her to death, refused Anduin&#039;s request and imprisoned the Alliance PCs.  After being broken out of jail, Alliance players have to get Kul&#039;trias&#039; allegiance by solving problems in Kul&#039;Tiras and helping fix the Proudmoore family&#039;s issues.  After ousting the traitor, Lady Ashvane, Jaina is now in charge of Kul&#039;Tiras, but Ashvane later gets sprung from jail by Sylvanas to help her.  Meanwhile, the Night Elves mobilize the majority of their army under their faction leaders to try and take Kalimdor home back from the Horde&#039;s forces, retaking enough to establish a base and are starting to push the Horde occupiers out, but both sides get bogged down in a guerilla war.  Sylvanas responds by going full Arthas and raising the dead against their will to serve as commanders and reinforcements - including the aforementioned Night Elf commander - while the Tyrande becomes an avatar of her goddess Elune&#039;s wrath.   &lt;br /&gt;
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The Horde travels to Zandalar, to met god-king Rakastan of the Zandalari trolls and help him fight a rebellion against his rule. The Horde learns about G&#039;huun, a blood god trapped in an abandoned Titan facility; the Titans used the facility to experiment on the Old Gods to learn about them and accidentally created a new Old God-like being, at which point they promptly closed the facility and buried their mistake.  During this, King Rastakhan&#039;s advisor Zul is revealed to be a traitor and kills Rastakhan&#039;s Loa, so he made a deal-with-the-devil type arrangement with the loa of death Bwonsamdi, [[Ungrim Ironfist|which will also follow his bloodline forever]].  After Jaina took control of Kul Tiras, she led an attack on Zandalar which resulted in the death of King Rastakhan, shoving the Zandalari into the arms of the Horde.  Princess Talanji became queen and also inherited her dad&#039;s pact with Bwonsamdi.  Meanwhile Sylvanas continues to raise dead Alliance soldiers and heroes into undeath, some of them against their will, which is provoking resentment if not outright dissent among Baine when this is done to Derek Proudmoore - despite the fact that Sylvanas has done this many times before and that Baine didn&#039;t dissent nor lift even a finger about the slaughtering of Night Elves and raising tauren despite these crimes being far worse. &lt;br /&gt;
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New races join both factions: the Horde gets the Highmountain Tauren and Nightborne from Legion as well as Zandalar trolls (the Horde being more familiar than the Alliance with how a few bad seeds can make the whole faction look bad, yet that doesn&#039;t always mean that&#039;s the case) and Mag&#039;har orcs (unaltered Orcs from alt-Draenor seeking refuge as their world has become a desolate wasteland and the Draenei formed an army of Light extremists seeking to settle old scores with the Orcs or convert them).  The Alliance gets Void Elves (a &amp;quot;small number&amp;quot; of elves Alleria trains to use void powers, which sounds more like a class than a race but whatever), Dark Iron Dwarves (who have been working with the Alliance since Cataclysm), and Lightforged Draenei (an army of Light-infused Draenei who joined the Alliance because Illidan jobbed their CO and the second-in-command is Alliance) and Kul&#039;Tirans (burly or chubby humans with an affinity for sailing and the ocean).  Major gameplay features include Warfronts, which are &amp;lt;s&amp;gt;nostalgia bait for fans of the actual Warcraft RTS games&amp;lt;/s&amp;gt; focused around building bases and units and gathering resources in enemy territory to fight back against the incursions that both factions have made, and some randomly generated islands that players will &amp;lt;s&amp;gt;figure out the optimal way to clear in a week&amp;lt;/s&amp;gt; enjoy for the entire expansion.  &lt;br /&gt;
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You might be wondering why the Nightborne would join the faction that has a tendency to start wars of annihilation, has multiple attempted genocides under their belt for at least three member factions, is just plain ugly to contrast the Nightborne valuing beauty and largely disdains magic.  The reason the fans were fed is that the Nightborne feel kinship with the Blood Elves even though the Blood Elves are the antithesis of everything the Nightborne pride themselves on (self-control, not being highborne, hating the Burning Legion, no demonic bullshit allowed, not really all that big on the Holy Light, etc.) and Tyrande&#039;s distrust of the Nightborne because they sided with the Burning Legion twice (even though the Blood Elves are recovering fel addicts whose entire civilization proved Tyrande&#039;s point).&lt;br /&gt;
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Queen Azshara stepped back into the spotlight as a major villain with a new and tentacled form. She might have married N&#039;Zoth, who looks like [[/d/|an octopus with more tentacles and a head made of mouths and eyes]].  Azshara uses arcane magic and one of the Pillars of Creation - which she somehow stole - to raise her homebase of the past ten millennia, Najzatar, from the seabed (a story element mostly used for gameplay reasons, since Vash&#039;jir from Cataclsym had underwater mechanics which proved complex and unpopular).  This involved a move from Sylvanas which implies she knew what was coming and led the Alliance fleet there to decimate it at the cost of her flagship (either [[Just As Planned]] or Sylvanas is being used since Xal&#039;atath&#039;s blade is involved).  The players explore this realm while finding allies from the locals and learning that Ashvane had ultimately allied with Azshara.  In the raid the player fight alongside Jaina, Shandris, Thalyssra and Lor&#039;themar (Tyrande and Furion are busy retaking Kalimdor for the Night Elves, thus don&#039;t show up despite some fans hopes) to clear Azshara&#039;s palace (including killing Ashvane who, big surprise, gets double-crossed by Azshara and killed by the players).  Then we face Azshara herself and learn her master plan during the fight; she wanted the players to come to her so she could co-opt the power from the Heart of Azeroth necklaces to break the chains of N&#039;Zoth&#039;s prison.  Though Azshara is beaten into submission by the players, her plan succeeded and N&#039;Zoth is freed, [[Waifu|grabbing Azshara with his tentacles before disappearing to parts unknown]] and leaving the characters with an vague but ominous warning.&lt;br /&gt;
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N&#039;Zoth proceeded to raise the city of Nyalotha from the depths and spread his corruption across Azeroth.  The adventurers go there, with a link to channel all the power the Titan Azeroth can muster through them and the Titan defences to kill N&#039;Zoth (and according to the story, this is Hail Mary pass - or a desperate last shot to those who don&#039;t know U.S football - and if it fails, N&#039;Zoth wins).  In Nyalotha, a lot of thing are learned about Azshara.  For one, she&#039;s still alive.  Two, she was planning to betray N&#039;Zoth and take his power for herself.  Three, N&#039;Zoth knew of her treachery, so Azshara is found imprisoned and being tortured by N&#039;Zoth&#039;s servants to punish her treachery and mind break her into being loyal to N&#039;Zoth.  After N&#039;Zoth&#039;s servants are killed, Azshara is freed and offers Xal&#039;atath, saying it&#039;s vital to killing N&#039;Zoth before saying she seeks the true throne of power and teleporting out (with neither Wrathion nor the player characters trying to stop or kill her for some weird reason).  Then N&#039;Zoth nearly mind-controls the players and wins before getting hit with lazers channelled through the necklaces and has a defeat cinematic which in no way resembles Sauron&#039;s defeat from the Peter Jackson version of &amp;quot;Return of the King&#039;.  &lt;br /&gt;
&lt;br /&gt;
Patch 8.3 brought two new allied races.  On the Horde&#039;s side, the Alliance warfront campaign in Vul&#039;dun had a nasty habit of treating the Vulpera as Horde collaborators, which drove the fox people to go full mujahideen and join the Horde out of spite.  Meanwhile, because allied races are traditionally added in pairs, the gnomes discovered an isolated island of gnomes fighting a civil war over what degree of turning gnomes into cybermen is going too far, but was really just a mount and xmog grindfest with rayguns and chainswords.&lt;br /&gt;
&lt;br /&gt;
===Shadowlands=== &lt;br /&gt;
Sylvanas is revealed to be a chief agent for the Jailer, a powerful death being who resides in the afterlife and is responsible for her increased powers.  With her newfound powers, Sylvanas [[Plot Armor|solos Icecrown and defeats Lich King Bolvar]], chained him up and shattered the Helm of Domination, which somehow made a giant hole in the sky that leads to the afterlife.  Frankly after the Cataclysm, several years of attacks by legion space fleets, a planet-sized fel portal, a planet-sized demonic titan stabbing his sword into Silithus and it being stuck there, burning down the nelf city tree... seeing a hole in the sky to a nightless hellscape wouldn&#039;t get a second glance from the typical Azerothian.&lt;br /&gt;
&lt;br /&gt;
There are different afterlives, such as various purgatory-type places, afterlives for reincarnation and a place called the Maw which is post-retcon Warcraft&#039;s version of hell.  The most influential being in the Shadowlands is the Arbiter, an ancient being who assesses a person&#039;s deeds then sends them to an afterlife based on that.  But she&#039;s unconscious and unable to judge (Sylvanas and Helya were chief suspects, it was later revealed to be Dreadlord meddling and Argus&#039; soul) and the Jailer is sucking the souls of everyone who dies into the Maw.  Meanwhile, the rulers of the other afterlives only know that there&#039;s an absence of new souls and an anima drought in addition to their own issues. &lt;br /&gt;
&lt;br /&gt;
In a weird way, the Shadowlands harvests soul energy and uses those people in their armies.  Many of the actions taken are ruthless, though some have good reasons.  Just like how Warlords let Blizzard use long-dead characters again without retcons, the expansion features constant reminders of old characters, quests, dungeons, raids, and anything else that has a reference fans will recognize. Big hit A-listers like Draka....remember her she was Thrall&#039;s mom? What a perfect and relevant character to bring back, Shadowlands is sure to succeed with such a star. /s   Thankfully, major characters like Uther, Kael&#039;thas - a blood elf prince introduced in Warcraft 3 whose story was screwed so badly Blizzard themselves apologized for it, and Kel&#039;Thuzad appear and have significant story roles.  Garrosh only appeared in a trailer and as a raid boss&#039; captive in the Jailer&#039;s base... where he literally yeeted himself out of the story just as quickly to destroy his captor with him.  Also Lady Vashj is there too.  Anyone remember Lady Vashj?  &lt;br /&gt;
&lt;br /&gt;
After the Jailer, with Sylvanas&#039; help, mind-controlled Anduin into wielding his finest weapon, the Jailer starts his endgame (yes, that word was chosen for a reason).  The expansion turns out to have been the final part of plot by the Jailer to gather the five &amp;lt;strike&amp;gt;Infinity Stones&amp;lt;/strike&amp;gt; covenant sigils and enter Zereth Mortis: the origin point of the cosmos and the true heart of the Realm of Death. Home and grave of the SUPER GODS that were even better then that Titans! There, he plans on rewriting the rules of reality. To what? Literally no one knows, including Sylvanas who sacrificed everything to help this guy do whatever it was he was trying to do to fate and reality and death. It is kind of weird to have a whole arc to go by without a motive for the villain, but I&#039;m sure it will be evil!  With the help of the newly-returned Primus, we try to fight back against the Jailer, and Tyrande&#039;s &amp;quot;Night Warrior&amp;quot; story is sloppily ended with an Elune cameo and Tyrande losing said powers.  Even &amp;quot;better&amp;quot;, we fail and Sylvanas, who has literally seen him have so much in common with Lich King Arthas - to the point of turning Anduin&#039;s sword into Frostmourne 2.0 and making her do to Anduin what Arthas did to her - [[Wat|turns on the Jailer after he says the word &amp;quot;serve&amp;quot;]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s at this point that things turn meta.  The sloppy Sylvanas double-cross was frankly the last straw for a large and vocal segment of the WoW userbase.  Multiple prominent streamers and bloggers very visibly left for [[Final_Fantasy#Eorzea_Races|Final Fantasy XIV]], in turn causing Square Enix to temporarily freeze digital sales in order to bring more servers online.  By the start of 2022 it&#039;s clear that Shadowlands was not a bold new direction for the WoW franchise, but rather part of a holding pattern - one previously hidden behind fanservice and nostalgia-bating - for a writing team that has no long term story and is scraping the dirt under the barrel for ideas.  The Jailer, the main villain of Shadowlands, ends not with a bang, but literally a whimper, his whispered dying words used as a vague cliffhanger to set up a future expansion; showing that not even Warcraft&#039;s version of heaven and hell can end the infinite regression of the bigger evil.&lt;br /&gt;
&lt;br /&gt;
Once the dust is settled and the Jailer dead, there&#039;s still the matter of what to do with Sylvanas (the Jailer having given her half of her soul back to let her feel guilt and torment her after she turned on him). In a surprisingly actually-not-badly written ending, Tyrande decides that Sylvanas&#039;s fate will be to spend however long she needs to rescue every single soul she&#039;s been responsible for sending to the Maw, and only &#039;&#039;then&#039;&#039; will she be judged by the new Arbiter (Pelagos, a Kyrian who stepped up to replace the previous one).  Which gives Tyrande a say over Sylvanas&#039;s fate while also removing the banshee from the game&#039;s plot for the forseeable future &#039;&#039;and&#039;&#039; still allows the potential &amp;quot;redemption&amp;quot; (since souls that doomed entire planets are shown to still be given the chance to atone in Revendreath, completely refusing any such opportunity to the now-fully-souled and regretful Sylvanas would have been odd)&lt;br /&gt;
&lt;br /&gt;
===Dragonflight=== &lt;br /&gt;
We&#039;re finally going to the Dragon Isles.  Looks like the love-child of Northrend and the Broken Isles.  New playable race are the freshly made-up Dracthyr (rather than one or two of a dozen already fleshed out and existing races fans actually wanted such as Ogres and Tuskarr, though they do seem to be based on old concept art for WoW creatures), veering between monstergirls/monsterboys and scalies via a Worgen-like transformation power.  Lots of new dragon models (though the aforementioned Drachtyr&#039;s mortal forms use retextured blood elf models with spikes and scales added here and there), including dragon characters such as Kalecgos and Alexstraza and Ysera ([[Skub|the latter two showing less skin as part of Blizzard&#039;s push to clean their image after a massive sex scandal]]). &lt;br /&gt;
&lt;br /&gt;
Plot seems similar to Mists of Pandaria, where there&#039;s no clear huge evil guy at first and instead will be mostly about exploring the islands.  But radually moving to the forefront as the expansion goes on is the Primalists, a faction of Proto-dragons. Unlike the ones seen in Northrend which were like the neanderthal ancestors to Dragons, the Primalists were separate from Galakrond (the giant Dragon skeleton in Northrend) and pretty much the evil elemental equivalent of the Dragon Aspects.  They fought against the Dragons and Titans for control of the world and lost, getting imprisoned [[Derp|for some reason]] in Thaldraszus, which turns out to be the physical location of the fucked up timespace the Bronze Dragons use to police time that you enter from Tanaris. The Titan Tyr, patron of humanity (and the reason Lordaeron or more specifically Tirisfal was so messed up) did the bulk of the work there, building the Chekhov&#039;s gun Titan facilities. &lt;br /&gt;
&lt;br /&gt;
Deathwing, before he was evil, created the Dracthyr to be the soldiers among the Dragonkin races and fight the Primalists.  Though he made them more independent and intelligent (one Dracthyr even comments on Dragonkin aesthetic not having changed at all in the millennia) he controlled them with a Titan-knockoff of Thanos&#039; glove, which Razageth destroyed.  After the Primalists&#039; defeat,the Dracthyr were sealed underground, basically having the same backstory as the Dwarf ancestor robots that became Ironforge, although he activated a device left by Tyr to put the entire island including the Primalists into stasis and unreachable until the Titan Watchers deactivated it, though they remained still and died over the years until the last surviving one finally woke up, allowing the Dragons to return and waking up the Dracthyr who are quite confused and angry to have found out they were abandoned for so long. Of course, the Primalists also woke up and one was freed by her followers.  &lt;br /&gt;
&lt;br /&gt;
The Dracthyr wandered off rather than fight them to either join the Horde or Alliance depending on their disposition (and just like the Pandaren your patron faction leaders are &amp;quot;the patient planning nerd&amp;quot; and &amp;quot;the moron who met the Horde first&amp;quot;). Within the Horde they take the position of powerful allies that nobody trusts and have no idea what is going on in the world they are in that the Draenei did in Burning Crusade, and likewise the Alliance ones become the arrogant and somewhat racist sophisticated former isolationists realizing they need friends that the Blood Elves did for the Horde. &lt;br /&gt;
&lt;br /&gt;
Apparently as a result of seeing two faction wars (one that got a town nuked with a neutral continent &#039;&#039;and an alternate timeline&#039;&#039; being dragged in, the other starting with a genocide and ending with an Old God almost destroying the planet), another Legion invasion that got the planet fucking stabbed by a continent-sized demonic sword, a powerful Old God&#039;s servant - Azshara - freed with all her planet-wrecking power doing who knows what, and the very concept of death and the afterlife goddamn breaking, the Dragonflights decided that this &amp;quot;Age of Mortals&amp;quot; thing might not have been a good idea after all and they&#039;re gonna regain their powers to return as protectors of Azeroth and we&#039;re along to help them - which is important, given they have also been mortal since Cataclysm.  Hopefully they get their sterility issue fixed while at it, because being on the extinction clock is a bit of a problem.&lt;br /&gt;
&lt;br /&gt;
Meanwhile Wrathion has been accepted by the other Dragons as the best chance they have at Black Dragons not being evil and all the other non-evil Black Dragons who thought they were the rest of their race and only sane member, including the ones in Outland, have united in an awkward family reunion to decide the pecking order.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Pauldrons]]&lt;br /&gt;
*[[Warcraft]]&lt;br /&gt;
*[[World of Warcraft: The Roleplaying Game]]s&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Plasma&amp;diff=1011574</id>
		<title>Plasma</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Plasma&amp;diff=1011574"/>
		<updated>2026-05-20T15:03:57Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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[[File:Warhammer Plasma.jpg|thumb|right|250px|It&#039;s like &amp;lt;s&amp;gt;Russian&amp;lt;/s&amp;gt; Vostroyan roulette every time you shoot. You survive, you&#039;re awesome. You die, well, shit happens.]]&lt;br /&gt;
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{{Topquote|Never was anything great achieved without danger.|Niccolo Machiavelli}}&lt;br /&gt;
{{Topquote|You humans are weak! See the strength of my arm, the might of my armor! How can you hope to match me?|Magnus Thrice-fated, moments before his death by plasma fire}}&lt;br /&gt;
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&#039;&#039;&#039;Plasma&#039;&#039;&#039; is the fourth state of matter, beyond gas. It is a sea of ions, or charged particles exposed to so much energy, such as nuclear fusion or lightning, that the bind between electrons and nuclei become weakened and the electrons freely flow through the plasma as a current just like through a metal. Plasma emits truly heroic amounts of energy, both as heat and light, because the free electrons within the mass are frequently caught in the attractive pull of the nuclei, resulting in circular motion around the nuclei, which decelerates the electron, causing it to emit a photon in order to maintain conservation of energy (Bremsstrahlung emission). This means plasma is incredibly hot and incandescent, though unless it is optically dense (thick enough to reabsorb the vast majority of emitted photons), it cools rapidly. Seeing as it is a mass of charged particles, it is also highly susceptible to influence from electromagnetic fields. Plasma is the most common state of (regular) matter in the universe; this is because intergalactic space consists mostly of low-density plasma, and stars are giant balls of high-density plasma. Nuclear fusion requires hydrogen gas to be heated to the plasma state to overcome the Coulomb barrier between nuclei.&lt;br /&gt;
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Plasma is produced by applying a very strong electromagnetic field to a gas, such as hydrogen. The plasma is then contained within an electromagnetic field, keeping it out of contact with the weapon&#039;s components which it would almost certainly damage. The tokamak, the most promising candidate for a working fusion reactor, exploits this by accelerating plasma in an intense electromagnetic torus until it becomes so pressurized, hot and fast enough that fusion is achieved, although the cost of power outweighs the possible electrical production benefits in the current generation of the technology. Don’t worry about explosions. Contrary to what most sci-fi has convinced people, fusion reactions that overload or are otherwise disrupted simply stop reacting. It can only exist under very specific circumstances, so anything messing that up causing the fusion reaction to end immediately.&lt;br /&gt;
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In fantasy sci-fi, &amp;quot;plasma&amp;quot; weapons fire insubstantial ammunition that imparts extreme heat on impact, or just as with [[Gauss|gauss weapons]], plasma guns can be anything that sounds cool. Hard sci-fi plasma weapons come in types: &amp;quot;[[Flamer|flamethrowers]]&amp;quot; or cannons that expel stored plasma, Fusion cannons, [[melta]] weapons where so much energy is expelled from a weapon that it turns the air outside into plasma, lightning guns such as Tesla coils, with a large pulse of energy sending a huge electrical charge that produces plasma conduits across the air, or Ion Cannon like the ones that [[GDI]] uses as its signature superweapon.&lt;br /&gt;
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In the grim, dark, dark, horrible, grim, dark grimdark future of [[Warhammer 40,000]], plasma weapons are a type of heavy weapon used by the [[Imperium]], [[Chaos Space Marines|Chaos forces]], the [[Tyranids]], the [[Tau]], and the [[Leagues of Votann]]. A few variants are also used by the [[Eldar]] and [[Dark Eldar]], and the [[Orks]] have a few that they no doubt [[Looted|stole]] from the Imperium. They operate by firing a bolt of superheated energy that&#039;s hot enough to melt virtually anything in proportion to its size (pistols and guns can take out heavies while cannons can take out super-heavies and titans), with its primary drawback being the massive amount of heat generated per shot. Imperial and Chaos players like to use plasma weaponry for its raw, balls-out power and point efficiency. Although “bolt” applies to the games and much art. The written lore has notably described the shot as looking like a solar flare.&lt;br /&gt;
&lt;br /&gt;
[[File:Plasma_is_the_answer.png|thumb|right|99% of self-vaporization incidents can be explained this way.]]&lt;br /&gt;
&lt;br /&gt;
Plasma technology is relatively rare in the Imperium as it is incredibly hard to produce and maintain properly in large quantities, and is thus scarce in both Imperial and Chaos forces. However, it&#039;s power makes these forces use it every chance they get. Fortunately, the Imperium actually has a good (not great, but good) understanding of plasma tech and although making it in large quantities is hard the knowledge and tech needed is widespread enough that pretty much everywhere more advanced than a Feudal World makes them. The combined numbers ensures the Imperial Guard and Space Marines are often pretty well-equipped with plasma weaponry among other special weapons.&lt;br /&gt;
&lt;br /&gt;
The Tau are so advanced their basic &amp;quot;pulse&amp;quot; rifles are &amp;lt;s&amp;gt;plasma-based&amp;lt;/s&amp;gt; particle accelerators, which Tau fans will insist are plasma weapons. Their actual plasma guns are called “ion” weapons and don’t even come from the Tau but their [[Squat|Not!]][[Leagues of Votann|Dwarf]] [[Demiurg|allies.]]&lt;br /&gt;
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Due to their high firepower, plasma weapons are a go-to choice for most players dealing with heavily-armored infantry, eg. Terminators or Tyranid Warriors.&lt;br /&gt;
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There is also &amp;quot;blood plasma,&amp;quot; a form of liquid money you can have extracted from your body to pay for forgeworld minis, but otherwise is only of interest to [[Vampire: The Masquerade|Vampire]] players. The idea of a blood-plasma rifle is kinda gross, but can be made exceptionally awesome if done right such as sucking the life force of an individual. It is however possible that [[Derp|it&#039;s just another]] [[Matt Ward|Bloodstrike Missile]]-esque thing. [[Nurgle|Pus-rifles on the other hand? Ew.]]&lt;br /&gt;
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==A Small Notice to all Devou/tg/uardsmen on Plasma Weaponry==&lt;br /&gt;
Due to a recent modeling discrepancy with man-portable Imperial plasma weaponry (and GW making the errors canon), two things need to be said:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;First&#039;&#039;, the Plasma Pistol, Gun, and Cannon only have one barrel. The bottom &amp;quot;barrel&amp;quot; is actually the access port to the main accelerator coil of the weapon. The accelerator coil is a ferromagnetic electromagnet, and thus loses magnetic potency as its molecules shift due to the powerful charges and pulses it experiences. This means it wears out with frequency, and needs to be replaced every so often, or at least often enough for the designers to add an access hatch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Second&#039;&#039;, handheld plasma weaponry has a very small opening for the plasma to escape from. The large space that everybody seems so fond of drilling out to make an enormous-caliber barrel is in fact a magnetic plate shaped like a parabolic dish. The &#039;&#039;actual&#039;&#039; barrel hole, inside that plate, is small enough to get drilled with an in-universe pin vice(!) so you can see why no one tries to mould it (soft sci-fi weaponry is SRS BZNESS!) This is because the plasma, when it is being charged, is compressed to what is almost a dense gas in order to increase heat retention. The tiny plasma reactor (a maintained micro fusion reaction, holy shit look at a nuclear power plant and think of this) within the weapon is breached for a quick moment, and the spill is immediately drawn along the length and through a narrow tube in a large, ferrometalic block. The block is supercooled to avoid catastrophic burnout, but it is mainly a focusing and directing mechanism. Through the tiny pinhole runs the plasma charge, but it does not touch the sides due to the block&#039;s strong magnetic field. When it reaches the muzzle, it is going so fast and is under so much pressure that the parabolic disk shape is necessary in order to focus the plasma as it nearly explodes out of the barrel. The disk face is also magnetized to avoid touching the plasma. The &#039;&#039;&#039;&#039;&#039;one&#039;&#039;&#039;&#039;&#039; exception to this is the latest Pattern of Plasma Cannon, which borrows design elements heavily from the Mars-pattern Plasma Destroyer mounted upon the [[Leman Russ Battle Tank|Leman Russ Executioner]]. It should be noted that all Mars Pattern vehicle-mounted plasma weapons use the &amp;quot;newer&amp;quot; huge-caliber devices, while Ryza Patterns use the pinhole-barrel devices. This can be seen in the Mars-pattern Plasma Blastguns, and conversely on the Ryza-pattern Plasma Annihilator mounted on the Emperor-class [[Titan]]. Perhaps this is part of the reason why Ryza plasma technology does not overheat nearly as easily as Mars-pattern plasma tech?&lt;br /&gt;
&lt;br /&gt;
=== Gets Hot ===&lt;br /&gt;
This is basically the &#039;&#039;ONE&#039;&#039; downside of plasma weapons. They have a chance to overheat to the point where it explodes in the user&#039;s face. If any of a plasma weapon&#039;s shooting dice come up 1, the model has to make a save (armor or invulnerable) or take a wound. To multi-wound models, this is a noticeable dent, and to most models, which only have one wound, it&#039;s potentially deadly. Vehicles were immune to this rule until 6th Edition; with the advent of Hull Points, they now lose one Hull Point unless they save on a 4+.&lt;br /&gt;
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Still, a lot of players aren&#039;t really concerned with this because of the simple fact that plasma is one of the most easily-accessible anti-armor weapons there is to IG, SM, and CSM players. Besides, it&#039;s not like you&#039;re rolling a 1 every turn, right? In any event, if your plasma gunner(s) are power armored, you usually won&#039;t care, although bad luck can cause a pretty nasty waste of points sometimes. If they are guardsmen, you have reserves so, again, you won&#039;t care, other than about the gun itself a bit.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a common belief that when a plasma weapon gets hot it always explodes and like many common beliefs, it&#039;s totally wrong. What happens most of the time is the weapon&#039;s fail-safe mechanism makes an emergency heat dump in order to avoid the containment breach and explosion (sometimes, albeit rare, plasma guns do experience meltdown and an explosion). Unfortunately for the wielder, this &amp;quot;heat dumping&amp;quot; takes the form of a cloud of superheated steam, hot enough to boil the unfortunate wielder&#039;s flesh alive. While such occurrences are almost guaranteed to be lethal to unarmored shooters, a Space Marine&#039;s power armour could provide some measure of protection from it.&lt;br /&gt;
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Note that all of the previous paragraph is nullified in 8th edition; see the section below:&lt;br /&gt;
&lt;br /&gt;
===8th edition crunch===&lt;br /&gt;
8th edition rulebook makes a rather radical departure in terms of how imperial plasma guns work in tabletop&#039;s crunch (as per fluff the overheating issue of most imperial plasma guns, barring some experimental models, remains as it was). Now a player can choose to fire his plasma weapons in normal or supercharged mode. Essentially, the ordinary overheat is not simulated for the sake of gameplay, but the overcharge fuck ups are, and you are out of the battle/the tank takes some bad damage if that happens.&amp;lt;br&amp;gt;&lt;br /&gt;
- On &#039;&#039;&#039;normal&#039;&#039;&#039; firing mode the gun functions normally and doesn&#039;t have any equivalent to &amp;quot;gets hot&amp;quot; rule and is safe to fire.&amp;lt;br&amp;gt;&lt;br /&gt;
- On &#039;&#039;&#039;supercharged&#039;&#039;&#039; mode, however, the gun gains +1 Strength and +1 Damage, but on &amp;quot;to hit&amp;quot; roll of one it suffers catastrophic meltdown that either slays the shooting model with no armor or invulnerable save allowed or inflicts mortal wounds, depending on the unit and the gun. [[wat|Due to how modifiers work in]] [[derp|8th edition this happens]] [[FAIL|more at night]], [[Awesome|but sometimes never happens at all]]. This has been fixed in 9th edition by changing the rule to specifically say &amp;quot;unmodified ones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the idea of an overheat-less normal mode appears in the fluff before the 8th Edition. The Fantasy Flight RPGs included the option for Plasma Guns to use an alternate fuel type that would stop them from Overheating, at the cost of not being able to Overcharge at all. On a similar note, Dawn of War 2 portrays some instances of plasma guns being able to be temporarily overcharged at the cost of overheating it (though the overheating drawback isn&#039;t potentially killing its user).&lt;br /&gt;
&lt;br /&gt;
==Imperial Plasma Weapons==&lt;br /&gt;
Imperial (&#039;&#039;and by extension, Chaos&#039;&#039;) Plasma weapons are powerful and point-efficient. They are easily capable of taking out light and medium tanks without the need to flank and target rear armor, and they can go through any infantry armor as well as being rapid-firing. However, Imperial/Chaos players are not terribly fond of Plasma weapons due to the &amp;quot;Gets Hot&amp;quot; rule. The overheating issue is likely caused by unreliable electromagnetic field generators failing to properly contain the Plasma, or perhaps that the Plasma is worth several thousands of kelvin in temperature and can easily melt the operator&#039;s face off in the event where the weapon needs to vent excess heat. According to the fluff, Imperial Plasma weapons are extremely rare and most are at least a few centuries old. This is due to the difficulty in mass-producing Plasma weapons on any Forge World other than Ryza, whose hat is that they Plasma the shit out of everything, and the difficulty in properly maintaining/using Plasma weaponry in light of the massive amounts of heat it gives off.&lt;br /&gt;
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However, since ALL [[Space Marine]] [[Space Marine Chapter|Chapters]], many Imperial Guard Regiments, and even Underhive Gangs seem to have access to them, this admonition comes across a little flat. They might just be extremely expensive and the [[Adeptus Mechanicus]] just says that they are &amp;quot;relics&amp;quot; so people will take better care of them. The official reason seems to be that they are &amp;quot;rare&amp;quot; in terms of numbers, a million Plasma Guns being made per year would be &amp;quot;small&amp;quot; compared to billions of Lasguns made per year. Fun fact: the Adeptus Mechanicus does have Plasma weapon patterns that do not overheat, but boggarts them as usual with [[Titan (Warhammer 40,000)|the good shit]]. Seriously, even their Skitarii forces have to deal with the Gets Hot. Then again, given how frequent Imperial forces turn traitor ranging from said Chapters, Regiments, and even Gangs, taking whatever Post-Heresy tech they had with them; the Mechanicus should be understandably paranoid about how and what tech they choose to share like this with their allies (&#039;&#039;or more specifically, how they refuse to share&#039;&#039;) since their allies are notoriously unreliable and volatile, and their main enemy is a [[Chaos|malevolent bunch of crazies]] who are more than happy to reverse-engineer and mass-produce their venerable machines with reckless abandon.&lt;br /&gt;
&lt;br /&gt;
Supposedly an entire regiment of Death Korps was given a general issue of plasma guns to fight the Necrons in the new awakening going on. Guess the &#039;crons scared the Imperium.&lt;br /&gt;
&lt;br /&gt;
Note that prior to 3rd Edition of 40k, there was a split between Good Guy–Bad Guy Plasma technology, with team Imperium having the safer MkII Plasma weapons that required recharging between firing, and team Chaos being stuck with the older MkI Plasma weapons which were bulkier, covered in pipes, and able to spit out [[Awesome|up to three shots per turn compared with the MkII&#039;s one every other turn]], but with the [[Skaven|chance of overloading and leading you to roll on a random table to see whether it just gets hot, vents plasma over the bearer, or blows up and takes out everyone in the squad]]. Even Dreadnoughts were not immune to this, with the MkI Heavy Plasma Gun able to spit out three smaller (&#039;&#039;coin sized&#039;&#039;) blast markers, but runs the risk of the weapon taking out the arm and possibly the entire chassis. When the ludicrous volumes of bookkeeping were scrubbed for 3rd Edition, the recharging mechanic was removed along with the stacks of counters, and all Plasma weapons then developed the Gets Hot rule as below, playing into that Edition&#039;s general theme of larger armies with more expendable and easy to kill models.&lt;br /&gt;
&lt;br /&gt;
And 8th edition shakes things up again. Plasma can now choose between the Standard profile which does not have the Gets Hot rule, and the Supercharge profile which does – and that Gets Hot instantly kills the shooter, no saving rolls or multi-wound shenanigans allowed save for specific units and weapons (&#039;&#039;and even those take mortal wounds should Gets Hot trigger&#039;&#039;). Worth to be noted, however, that Supercharge also means you are getting an eight in Strength (&#039;&#039;wounding most tanks on 4+ or wounding MEQ on 2+&#039;&#039;) and dealing a two in Wounds per successful attack (&#039;&#039;capable of taking down a Terminator with a single shot or wrecking a Leman Russ battle tank with just six successful attacks&#039;&#039;). Between that and the heavy nerfs the Grav-weapons got, Plasma has re-established itself as a viable option in the metagame.&lt;br /&gt;
&lt;br /&gt;
===Sollex-Aegis Energy Blade===&lt;br /&gt;
[[File:Sw40k_ls.JPG|200px|right|thumb|Sollex-Aegis Energy Blade (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Although classed as a power weapon in-game, instead of a power field in its crunch, the energy blade actually uses hot plasma to cut things up in its fluff. This thing is a [[Star Wars|literal 40k Lightsaber]]. Seriously, even the way it functions is a [[Original character, do not steal|copypasta of a Lightsaber]] (More details can be read below). How the proverbial fuck GW avoided a copyright lawsuit from &#039;&#039;Lucasfilm&#039;&#039; of all things, we have no idea. Probably because a lightsaber uses a crystal to focus and shape light and has no container for gas and no mechanism for transferring or emitting gas. Which means it cannot be a plasma weapon no matter how much the retcon stuff tries to claim it is. No gas = no plasma. Since this means lightsabers are laser swords, a plasma sword is technically not a lightsaber and so isn’t “really” copyright infringement.&lt;br /&gt;
&lt;br /&gt;
A product of information obtained from the Aegis Data Fragment – an STC database discovered in the Calixis Sector, the setting of Dark Heresy – and utilizing the properties of the Sollex focusing crystals, this is one of the rarest types of weapons in the Imperium – a blade of coherent high-energy plasma which materializes from the armored hilt as a blazing, roaring column of blue-white fire. [[Star Wars|Sounds familiar?]] Devastatingly powerful, only a few Sollex-Aegis energy blades are held by individuals outside of the Mechanicus, and their secrets are little understood even by their makers in the mysterious Tech-Priest sect of Sollex. Although potent beyond even most power weapons, they can also prove treacherous to the unwary as the energy blade can fluctuate, the laser containment fail or the insubstantial blade slip unexpectedly. While Power and Force weapons do not have the novelty of a Plasma blade, they are at the very least more reliable and won&#039;t stop working for arbitrary reasons. So if the battery fails for some reason. A Power/Force Weapon can still be used like the one it&#039;s based on to kill [[Cultist]]s, [[Genestealers]] or anyone else without access to gear like Carapace or Power Armor. As it still has a sharp edge without it.&lt;br /&gt;
&lt;br /&gt;
In the tabletop RPG, if your character uses an energy blade to parry, and with a hint of luck, you may destroy the enemy weapon like a Jedi would. Speaking of space wizards with laser (&#039;&#039;plasma, but whatever&#039;&#039;) swords, you can totally play as a Jedi in Dark Heresy by playing as an Imperial Psyker, and they most likely knew it too when they decided to add the weapon into &#039;&#039;The Inquisitor&#039;s Handbook&#039;&#039;. Back to the topic, if you &#039;&#039;&#039;fail&#039;&#039;&#039; at parrying with this energy blade, your character takes damage from the lightsaber.&lt;br /&gt;
&lt;br /&gt;
Owing to the harsh actinic light and furnace-blast roar that the blade produces, the wielder cannot attempt to be stealthy while it is switched on. Additionally, the blade consumes canister fuel, just as a plasma pistol below does, with each canister worn on the belt and fed via a cable to the hilt. Note that this is an almost exact description of a Protosaber from Star Wars.&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
BlueLightsaberHorizontal.png|Yeah, it&#039;s basically that.&lt;br /&gt;
Darth Dreadnought.jpg|How a simple artistic change can turn a [[Stormtrooper#Star Wars|Fail]] into [[Awesome|Win.]]&lt;br /&gt;
Bxm47xz8aer41.jpg|The crossover we never knew we needed. Courtesy of Concubot.&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;Class&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Range&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Dmg&#039;&#039;&#039;&lt;br /&gt;
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|&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
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|-&lt;br /&gt;
| Melee&lt;br /&gt;
| —&lt;br /&gt;
| 1d10 + 6E&lt;br /&gt;
| 7&lt;br /&gt;
| Balanced, Power Field&lt;br /&gt;
| 1 kg&lt;br /&gt;
| 5,000&lt;br /&gt;
| Very Rare&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Pistol===&lt;br /&gt;
[[File:Plasma_Pistol.jpg|200px|right|thumb|Plasma Pistol]]&lt;br /&gt;
The Plasma Pistol: theoretically doubles as a Plasma Grenade provided that it&#039;s your last fuel cell, your really need that explosion, or you roll a 1.&lt;br /&gt;
&lt;br /&gt;
Now, despite the significantly reduced size, the Plasma Pistol still has all the punch of the regular-sized Plasma Gun. What&#039;s the trade-off for a nuclear reactor that fits your holster, you ask? None... is what we&#039;d like to say. You just have to cope with shooting slower and at a reduced range. Commonly carried by officers from both the Space Marines side and the Imperial Guard side, some specialized assault units such as Assault Marines may also at times be armed with Plasma Pistols, likely as an alternative to Inferno Pistols to shoot at tanks. Logically speaking, the Plasma Pistol should be the safest of the bunch since the gun is (&#039;&#039;should be&#039;&#039;) held away from your body when firing instead of being held up to your face while looking down the sights. Even if the gun were to actually melt down, you&#039;re likely to lose just your hand. Unless it explosively ruptured with the force of a grenade, it is unlikely for you to lose something critical. One of the latest pattern of Plasma Pistols available to the armed forces of the Imperium of Man is the Mark III &amp;quot;Sunfury,&amp;quot; but only a handful of Chapters including the Novamarines are capable of manufacturing the new model. On the other side, Chaos Space Marines love to live dangerously by using hydrogen fuel in a higher quantum state. Surprisingly we actually have an idea what that really means. In terms of physics, a &#039;Quantum state&#039; is a set of math equations, but a Quantum means how much energy a thing can release at once since particles can release their energy only in discrete units. Which is simultaneously a way to say &#039;it&#039;s just hotter&#039; scientific and a way to make a physicist cry from the butchered explanation of what a Quanta is, but we don&#039;t have time to get into literal Quantum physics.&lt;br /&gt;
&lt;br /&gt;
Also, Techmarines have access to the Plasma Cutter, which seems to be an allusion to our real-life tool. This Plasma Cutter, however, is better than ours since it also doubles as a rather effective weapon and is the Techmarine&#039;s version of a Plasma Pistol. [[Plasma Cutter|More can be read below]]. Finally, there is [[Cypher|Cypher&#039;s]]. His Plasma Pistol seems to be an ancient (&#039;&#039;as in, really good&#039;&#039;) kind since it doesn&#039;t get hot in 7th, and it uses Supercharge stats in 8th without the blowing up part.&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaPistolHouseEscher.jpg|&amp;lt;center&amp;gt;House Escher&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolHorusHeresy.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolMarkIII.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolMarkIV.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolHero.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolLegionMoritat.jpg|&amp;lt;center&amp;gt;Legion Moritat&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolCommissar.jpg|&amp;lt;center&amp;gt;Commissar&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolColonelStraken.jpg|&amp;lt;center&amp;gt;Colonel Straken (&#039;&#039;Holstered&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolAssaultMarine.jpg|&amp;lt;center&amp;gt;Assault Marine&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Ultramarines&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolBAAssault.jpg|&amp;lt;center&amp;gt;Assault Marine&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Blood Angels&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolDAAssault.jpg|&amp;lt;center&amp;gt;Assault Marine&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Dark Angels&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolBloodClaw.jpg|&amp;lt;center&amp;gt;Blood Claw&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolGreyHunter.jpg|&amp;lt;center&amp;gt;Grey Hunter&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolDamnedLegionnaire.jpg|&amp;lt;center&amp;gt;Damned Legionnaire&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolHelblaster.jpg|&amp;lt;center&amp;gt;Primaris Hellblaster&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolBASternguard.jpg|&amp;lt;center&amp;gt;Sternguard Veteran&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Blood Angels&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolThunderwolfCavalry.jpg|&amp;lt;center&amp;gt;Thunderwolf Cavalry&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolSanguinaryGuard.jpg|&amp;lt;center&amp;gt;Sanguinary Guard&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCutter.jpg|&amp;lt;center&amp;gt;Plasma Cutter&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolLibrarian.jpg|&amp;lt;center&amp;gt;Librarian&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolRunePriest.jpg|&amp;lt;center&amp;gt;Rune Priest&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolCompanyCommand.jpg|&amp;lt;center&amp;gt;Captain&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolZameonGydrael.jpg|&amp;lt;center&amp;gt;&#039;&#039;Zameon Gydrael&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolZakariah.jpg|&amp;lt;center&amp;gt;&#039;&#039;Zakariah&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;Primaris Lieutenant&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolSicarius.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Cato Sicarius]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolMephiston.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Mephiston]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PrimarisMephistonPistol.png|&amp;lt;center&amp;gt;&#039;&#039;Primaris Mephiston&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolUlrikSlayer.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Ulrik the Slayer]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolLukasTrickster.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Lukas the Trickster]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolGrimaldus.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Grimaldus]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolFallen.jpg|&amp;lt;center&amp;gt;Fallen&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolCypher.jpg|&amp;lt;center&amp;gt;Cypher&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolChaosSpaceMarine.jpg|&amp;lt;center&amp;gt;Chaos Space Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolRaptor.jpg|&amp;lt;center&amp;gt;Raptor&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolPlagueMarine.jpg|&amp;lt;center&amp;gt;Plague Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolKhorneBerzerker.jpg|&amp;lt;center&amp;gt;Khorne Berzerker&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolChaosSorcerer.jpg|&amp;lt;center&amp;gt;Chaos Sorcerer&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolChaosLord.jpg|&amp;lt;center&amp;gt;Chaos Lord&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolScribbusWretchTallyman.jpg|&amp;lt;center&amp;gt;&#039;&#039;Scribbus Wretch&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;center&amp;gt;(&#039;&#039;[[Tallymen]]&#039;&#039;)&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolNoxiousBlightbringer.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Noxious Blightbringer]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaPistolKharnBetrayer.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Kharn|Khârn the Betrayer]]&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Plasma Pistol&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=12&amp;quot;|strength=7|ap=2|type=Pistol, Gets Hot}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=12&amp;quot;|strength=7|ap=-3|damage=1|type=Pistol 1}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Supercharge&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=12&amp;quot;|strength=8|ap=-3|damage=2|type=Pistol 1|abilities=On a hit roll of 1, the bearer is slain.}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Cypher&#039;s Plasma Pistol&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=7|ap7=2|type7=Pistol|r8=12&amp;quot;|s8=8|ap8=-3|d8=2|type8=Pistol 2}}&lt;br /&gt;
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===Plasma-Caster===&lt;br /&gt;
[[File:PlasmaCasterProfile.png|200px|right|thumb|Plasma-Caster]]&lt;br /&gt;
Proof that you don&#039;t need to make your hand gigantic with a Power Fist to have a free hand while still having a side weapon like a Plasma Pistol.&lt;br /&gt;
&lt;br /&gt;
The Plasma-caster is a vambrace fitted with what seems to be a Plasma Pistol with a bayonet attached to it, but is it? No! It&#039;s a smaller version of the [[Plasma#Plasma_Burner|Plasma Burner]]. Although the stats might be different from how the weapon is fired (&#039;&#039;wrist vs. grip&#039;&#039;), this version here may just be the hand-portable kind to complete the small-medium-large trinity. Since these things here are only for the best in the First Legion wearing Terminator Armor, there&#039;s the possibility of the it being more than just smaller. Anyway, so unlike the [[Bolter#Guardian_Bolter|Bolt Caster]] with two Bolters on a Power Sword, the similarly-named Plasma-caster has an armor piece and a combat blade (&#039;&#039;if not powered&#039;&#039;) complementing the Plasma-flamer part.&lt;br /&gt;
&lt;br /&gt;
As stated, it is equipped by the Inner Circle Knights of the Dark Angels during the Legion days, specifically the Cenobium whose members are composed of Dark Angels who have attained the rank of cenobite. These cenobites are temporarily chosen to wreak havoc in their Terminator Armor for a deployment that requires their unique skills, whatever they may be. They are elite, and the Plasma-caster is their signature weapon. The cenobites all carry one on their left arm, while their right arm carries a Terranic greatsword. So not only do these Terminators get a larger vambrace that might as well be a bladed buckler. they also get a plasma flamethrower on that same wrist in exchange for radiation exposure that will hasten their journey into being a Dreadnought.&lt;br /&gt;
&lt;br /&gt;
On the other hand, the original purpose of what eventually became Tactical Dreadnought Armor was to work in hostile environment which also include high radiation, so these Terminators should be alright, unless they take off their helmet...&lt;br /&gt;
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===Plasma Exterminator===&lt;br /&gt;
[[File:Plasma Exterminator.png|170px|right|thumb|Plasma Exterminator]]&lt;br /&gt;
For a name with a word like that, you&#039;d think it&#039;s a huge cannon or something. This gun is an &amp;quot;Exterminator&amp;quot; on a more local scale, like pest control.&lt;br /&gt;
&lt;br /&gt;
The Plasma Exterminator is another Primaris-only gun, this time for the [[Inceptor|Inceptors]]. It is likely another variant of the Plasma Incinerator. Hellblasters don&#039;t use these and stick with their regular Plasma Pistols. Like the more standard twin Assault Bolters that usually comprise their weapons loadout, Inceptor Marines may wield two Plasma Exterminators together as an alternative to the maximization of ass-rape.&lt;br /&gt;
&lt;br /&gt;
While rather short-ranged because the rule of common sense states that smaller guns don&#039;t shoot very far, the Plasma Exterminator packs as much power as a [[Rape|Plasma Cannon]] despite that compact size. This may have something to do with additional safety features in order to make room for a much more destructive blast. The wiring adjacent to the feeding cable connected to the backpack is indicative of that. Perhaps the power requirement of this weapon makes it exclusive to Gravis Armor, which would allow non-Inceptors who happen to wear one to use one, unless the Plasma Exterminator completely relies on some system which is only present within the Inceptors&#039; variant of Gravis Armor. Also, the part at the back may either be a spare hydrogen flask just in case the backpack runs out, or it&#039;s a high-speed autoloader crucial in maintaining the firepower of this overclocked Plasma Pistol.&lt;br /&gt;
&lt;br /&gt;
Because it has a cabling which will likely take some time to disconnect, it is not recommended to use this weapon as a Plasma Grenade.&lt;br /&gt;
&lt;br /&gt;
And yes, they made a pistol with the power of a plasma cannon but not a rifle with even greater power or a cannon with yet greater might.&lt;br /&gt;
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PlasmaExterminatorCabling.jpg|&amp;lt;center&amp;gt;Cabling&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Plasma Talon===&lt;br /&gt;
[[File:PlasmaTalonProfile.jpg|200px|right|thumb|Plasma Talon]]&lt;br /&gt;
This weapon is the Plasma cherry garnished at the top of the Dark Angels&#039; [[Ravenwing]] smoothie.&lt;br /&gt;
&lt;br /&gt;
While Space Marine Bikes usually have either Bolters or Grenade Launchers as their primary armament, the upper echelons of the Dark Angels have access to something more... esoteric. And by the upper echelons, we specifically mean the Black Knights of the Ravenwing and its associated officers such as Apothecaries who may pimp their bikes out with the Plasma Talon, which is essentially a twin sawn-off Plasma Guns instead of the usual twin Boltguns. Indeed, the Plasma Talon seems to be an archaic weapon since only a notable few may attach one on their bikes in a Plasma-heavy Chapter. Given the size and firepower, it seems to be a Plasma &amp;quot;carbine&amp;quot; if there ever should be one.&lt;br /&gt;
&lt;br /&gt;
In fact, its effectiveness is at about the same spectrum as the [[Plasma#Plasma_Exterminator|Plasma Exterminator]] of the Inceptors, and it might as well be the same in design concept if the Black Knights/Bikers can tear off those two sawn-off Plasma Guns and use them when they crashed their bikes. By the looks of it, Cawl or his colleagues might have been responsible for a few &amp;quot;missing&amp;quot; Ravenwing bikes. In battle, the Ravenwing Black Knights drive at top speed upon their Mark IV Raven Pattern Assault Bikes towards the foe. On their approach, their Plasma Talons tear holes in the enemy lines before they ride over their quarry, cracking armor and sundering flesh with their Corvus Hammers as they go.&lt;br /&gt;
&lt;br /&gt;
Speculations aside, the fact is that the Plasma Talon is a couple of short-ranged Plasma Guns used by the Black Knights of the Ravenwing.&lt;br /&gt;
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PlasmaTalonFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
Plasma_Talon.jpg|&amp;lt;center&amp;gt;Bit&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaTalonPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Proteus Plasma Projector===&lt;br /&gt;
[[File:Plasma_Projector.jpg|200px|right|thumb|Proteus Plasma Projector]]&lt;br /&gt;
Unlike most Plasma weaponry – or usual Flamers for the matter – the Proteus Plasma Projector doesn&#039;t shoot out plasma, instead it sprays the hot stuff out like a Flamer.&lt;br /&gt;
&lt;br /&gt;
Hell, it even acts like a Flamer; it just uses Plasma as fuel. And who gets to use this awesome weapon? It&#039;s the Custodes, and not just some random Custodians either, you&#039;ve got to be that guy who got mangled enough to warrant a Dreadnought internment first and even just that&#039;s not good enough. You&#039;ve got to be that guy who&#039;s good enough to probably have his own novel to warrant the expensive [[Telemon Heavy Dreadnought]] before you have access to this thing; that is what it takes to have a couple of plasma-throwers attached to your special Telemon Caestus (&#039;&#039;Dreadnought Power Fist&#039;&#039;) and create a recipe of absolute [[Rape]]. Now, we can infer the Proteus name with a couple of meanings. Proteus itself is likely a Forge World/Moon by Neptune that our Forge World uses to designate a number of retro weapons and vehicles, which opens up the possibility that this thing is also another blast from the past, assuming that there actually is a plasma-thrower back then. This Proteus shares its last two parts of the name with the kind that is found on a starship&#039;s weapons battery. That big Plasma Projector does a lot of damage, but loses potency as the range increases, a reasonable explanation to this is that as the giant plasma ball travels over the cold space, it cools down, and a hot plasma is not as effective as when it was hotter.&lt;br /&gt;
&lt;br /&gt;
With instances such as the Melta Cannon proving that two different weapons may be designated the same name, it is likely that these Plasma Projectors are another of such cases.&lt;br /&gt;
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===Plasma Cutter===&lt;br /&gt;
[[File:Plasma_Cutter.PNG|200px|right|thumb|Plasma Cutter]]&lt;br /&gt;
Nothing more than an oversized wielding torch. The Plasma Cutter is one of the primary weapons/tools that is carried around by either a [[Techmarine]] or a [[Squat]] [[E-COG]]. Appearance-wise, it looks just like two Plasma Pistols attached together.&lt;br /&gt;
&lt;br /&gt;
Although it is used as a cutting/repair tool, the high heat and sheer cutting power means that the wielder can just as easily use it as a unothordox weapon; the range of the plasma itself is enough actually to classify this as an oversized and clunky Plasma Pistol. Seriously, you do not want to fuck with a Techmarine in close range, it is the equivalent of eating a face full of Plasma without &#039;&#039;overheating&#039;&#039;. This is due to the fact that the Plasma Cutter ain&#039;t discharging a blob of barely contained fusion but a controlled stream of superheated charged ions. Nevertheless, crunch indicate that one &#039;&#039;can&#039;&#039; &#039;overcharge&#039; a Plasma Cutter for the same risk, although why any Techmarine would want to do that, we have no idea.&lt;br /&gt;
&lt;br /&gt;
The [[Leagues of Votann]]&#039;s [[E-COG]]s on the other hand, has the smaller Plasma Torch, which is more of a Plasma melee weapon that is a S+4, AP -4 and D2 Plasma Dagger. No where near that of the Plasma Cutter and remains one of the few [[Squat]] tools worse than their Imperial counterparts.&lt;br /&gt;
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PlasmaCutter2.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
Plasma_Torch.PNG|&amp;lt;center&amp;gt;E-COG&#039;s Plasma Torch&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Plasma Gun===&lt;br /&gt;
[[File:Plasma_Gun.jpg|200px|right|thumb|Plasma Gun]]&lt;br /&gt;
Everyone&#039;s favorite walking death trap.&lt;br /&gt;
&lt;br /&gt;
An uncommon weapon even in the ranks of the Imperial Guard or Space Marines as mentioned above, most extant Plasma Guns are hundreds if not thousands of years old because, well, they tend to blow up without proper handling/luck. As a testament to their design, they remain as deadly today as the day of their fabrication. Aesthetically speaking, they look stubby and also rather clunky, with a ribbed back and flared cooling vents along the front. Hydrogen flasks stick out of the butt and bottom of the weapon. These generally contain enough fuel for at least ten shots before you need to swap it out with a new one just like a magazine. If you don&#039;t like to carry lots of hydrogen canisters because you don&#039;t have Power Armor that can mag-lock stuff as well as handle the weight, an alternative is a backpack that can hold more hydrogen with a feed line to the gun. Plasma guns can generally be fired in two modes: the Standard mode which is not only normal, but also the safest and practically a flat-out upgrade over the conventional Boltgun; or the higher-powered Supercharge mode with a longer range and higher temperature, which is definitely not the safest, possibly lethal, and powerful enough to potentially one-shot a Terminator or Primaris Marine (or both if they&#039;re standing next to each other when it cooks off). The latter requires a short time to replenish the plasma back to firing levels after firing. Ryza plasma weapons don&#039;t have a safety issue if you don&#039;t over-charge. So, follow the instructions on your death gun and you won&#039;t get death gunned by your death gun.&lt;br /&gt;
&lt;br /&gt;
But here&#039;s the twist for not following safety procedures and why it is possibly lethal – firing in such a high-power mode may result in catastrophic plasma containment breach, that is, crunch-wise, represented by the user being automatically slain on a hit roll of 1. No saves of any kind are allowed and it doesn&#039;t matter how many wounds they have left, the wielder gets removed from the table.&lt;br /&gt;
&lt;br /&gt;
There is a huge variety of plasma guns, though. Even patterns that fire weaker bolts rapidly. By &amp;quot;weaker&amp;quot; I mean &amp;quot;smaller&amp;quot; so it&#039;s still going to melt through powered armor instantly just the hole in your body will be smaller. If you&#039;re not a space marine, the heat transfer would fry your body inside-out anyway.&lt;br /&gt;
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PlasmaGunCadian.jpg|&amp;lt;center&amp;gt;Cadian&amp;lt;/center&amp;gt;&lt;br /&gt;
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PlasmaGunBloodAngels.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunDarkAngels.jpg|&amp;lt;center&amp;gt;Dark Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunRhinoPrimaris.jpg|&amp;lt;center&amp;gt;Rhino Primaris&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunRazorback.jpg|&amp;lt;center&amp;gt;Razorback&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunMarkIII.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunMarkIV.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunFallen.jpg|&amp;lt;center&amp;gt;Fallen&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunChaosSpaceMarine.jpg|&amp;lt;center&amp;gt;Chaos Space Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaGunPlagueMarine.jpg|&amp;lt;center&amp;gt;Plague Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
Nhg-plasma-gun-escher.png|&amp;lt;center&amp;gt;House Escher&amp;lt;/center&amp;gt;&lt;br /&gt;
Nhg-plasma-gun-upgraded_burning-sun.png|&amp;lt;center&amp;gt;Upgraded&amp;lt;/center&amp;gt;&lt;br /&gt;
Streumon-studio-nhg-w-01j-plasmagun-games-workshop.jpg|&amp;lt;center&amp;gt;&amp;quot;Burning Sun&amp;quot;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=8|ap=-3|damage=2|type=Rapid Fire 1|abilities=On a hit roll of 1, the bearer is slain after all of this weapon&#039;s shots have been resolved.}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Twin Plasma Gun&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=7|ap=-3|damage=1|type=Rapid Fire 2}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=8|ap=-3|damage=2|type=Rapid Fire 2|abilities=On a hit roll of 1, the bearer is slain after all of this weapon&#039;s shots have been resolved.}}&lt;br /&gt;
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===Plasma Caliver===&lt;br /&gt;
[[File:PlasmaCaliver.jpg|200px|right|thumb|Plasma Caliver]]&lt;br /&gt;
On the Plasma side, the Skitarii do not use the same Plasma Guns like the Space Marines and Imperial Guard. They have something better.&lt;br /&gt;
&lt;br /&gt;
For your information, &amp;quot;Caliver&amp;quot; is not a made-up word. It is a corruption of the word &amp;quot;Calibre/Caliber&amp;quot; which literally refers to the bore size of a firearm. Indeed, the Plasma Caliver here doesn&#039;t seem to have anything to do with bore size at all, so-so compared to the larger available sizes in fact. Historically speaking, the Caliver is a standardized form of the arquebus, an early form of the firearms we know of. This definition fits very well with the whole steampunk vibe the Mechanicus maintains for their Skitarii, which is not surprising because pretty much W40K&#039;s whole shtick is &amp;quot;Putting obsolete aesthetics on super space tech&amp;quot;. As volatile as it is deadly, the Plasma Caliver boasts a terrifying rate of fire, making it a [[Awesome|Plasma machine gun]]. A squad of Skitarii armed with several Plasma Calivers lights up the night sky with each volley, which should say a lot on how much Plasma this thing spews out. The Plasma Caliver seems use three fuel cells attached together at a time, which we may allude to how it shoots three times on the board. If we assume as such, then the Plasma Caliver probably shoots pretty damn fast, emptying all the three fuel cells at the given moment. To say they risk life and limb in the process is a grave understatement, yet to their Tech-Priest masters, such collateral damage matters not at all. Either the Plasma Calivers are cheap to produce to be disposable, or the gun itself may be salvaged somehow after blowing up.&lt;br /&gt;
&lt;br /&gt;
One would assume that the [[Iron Hands]] and [[Salamanders]], being the tech masters of the Astartes, along with Dark Angels the experts on Plasma weaponry among the Space Marines, would have a few Plasma Calivers in their arsenals by the end of the [[Indomitus Crusade]]. Or at least get authorized to build their own. But sharing would make things less [[GrimDark]]. The Mechanicus themselves [[Blood Ravens|are known for hoarding the good shit.]]&lt;br /&gt;
Emperor forbid that humanity have the ability to wipe out huge swaths of their enemies at once. Calivers are basically slightly worse Incinerators, with their range now matching that of the standard variant and exceeding its rate of fire.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaCaliverSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCaliverSide2.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCaliverFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCaliverBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCaliverPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Plasma Repeater===&lt;br /&gt;
[[File:Custom_Plasma_Repeater.jpg|200px|right|thumb|Plasma Repeater (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Dark Angels are well-known for their array of Plasma weaponry in 40k. Wind the clock back about ten thousand years or so, and this is in their arsenal.&lt;br /&gt;
&lt;br /&gt;
The Plasma Repeater is a 30K weapon for the Dark Angels, the smallest Plasma weapon to apply the principle of More Dakka. Spewing enough firepower at Melta range to make Traitor Terminators regret their life choices up to that point. As the First, Dark Angels have access to a panoply of war not from the forges of Mars, but from their equipment cache back from the Unification Wars on our Ancient Terra. This means the Plasma Repeater is one of the relics that are often difficult to replicate and mass produce, and/or possessing too much firepower to be reliable to handle. Thankfully, the Plasma Repeater isn&#039;t too much to handle, and it is one of the few weapons from the Age of Strife which the Dark Angels were exclusively sanctioned to deploy with. In fact, there are certainly a lot of these around back then too, since despite being relics which you&#039;d expect the notable few such as commanders to carry like the Plasma Blaster with the Tartaros Terminator Sergeant, the Dark Angels may fit entire squads with Plasma Repeaters instead of the usual Plasma Guns. We do not know what the Plasma Repeater actually looks like, but judging from the strength, rate of fire and weapon type it&#039;ll most likely resemble a scaled down version of the [[Plasma#Phased_Plasma_Fusil|Phased Plasma Fusil]], albeit with a second barrel making it a [[Awesome|double-barrelled Plasma submachine gun]]; [[Cheese|sweet mother of cheese]] [[Rape|does that sound fucking rapetastic]].&lt;br /&gt;
&lt;br /&gt;
Sadly, the crunch doesn&#039;t match that rapetastic prospect. Despite Gets Hot being a non-issue 90% of the time, their primary failing is a short range, comparable to what the Plasma Pistol can pull off, but since it&#039;s salvo it lowers to a meager 6&amp;quot; if the unit moves, so infantry units will rarely benefit from having them except on the smallest/densest battlefields or you spend a few points and cash on a Rhino/Drop Pod and hope that your opponent is blind or stupid enough to let them get near whatever&#039;s toughest/priciest. On the other hand, they are cheaper than Twin-Linked Plasma Guns on Outrider squads, so with Relentless will always fire at full effect and essentially have saved five points to gain an extra shot that is just as effective against T4.&lt;br /&gt;
&lt;br /&gt;
For a distinctive tabletop representation, you will probably have to make do with something like painting your Plasma Guns differently or something. You may have the marines carry [[Plasma#Plasma_Incinerator|Plasma Incinerators]] to differentiate, or you may get these [https://www.shapeways.com/product/PRKF69H2Q/plasma-repeating-shotgun Plasma Repeating Shotguns made by White Wyvern Designs].&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaRepeaterShotgunModel.jpg|&amp;lt;center&amp;gt;Plasma Repeating Shotgun&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=12&amp;quot;|strength=6|ap=2|type=Salvo 2/3, Twin-linked, Gets Hot}}&lt;br /&gt;
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===Plasma Burner===&lt;br /&gt;
[[File:Plasma Burner.png|170px|right|thumb|Plasma Burner]]&lt;br /&gt;
The Plasma Burner is another fuel to the [[Dark Angels]]&#039; [[/d/|fetish on plasma]] (which we mere mortals will never understand), and this one has an actual fuel canister attached to it like a Flamer.&lt;br /&gt;
&lt;br /&gt;
Used during the legion days of the [[Great Crusade]] and [[Horus Heresy]], the First Legion had the capability to arm anyone normally equipped with a Plasma Gun with a Plasma Burner instead, though they had dedicated Interemptor squads armed with them exclusively. As the name suggests, [[Awesome|it&#039;s a plasma flamethrower.]] While not a new concept – with the Custodians strapping a couple on a fist attached to a behemoth of a Dreadnought called Telemon – it is likely produced in a much greater volume since the [[Interemptor]]s all carry one and the Dark Angels were able to equip them on other units as standard upgrades.&lt;br /&gt;
&lt;br /&gt;
The Plasma Burner is a dangerous offshoot of a more common plasma technology. These things vent plasma gas through a magnetic bottle in high-speed jets. Any poor sods getting hit by such a spray is quickly reduced to a molten slag. What do you expect from getting coated in raw plasma? On the other hand, the magnetic fields that keep the super-heated gas contained are actually fragile and emit a low-intensity field of radiation. So what does that mean? On top of the fact they still use Rad Grenades like any good Destroyer Squad, the Interemptors who use them WILL get cancer, that&#039;s what it means. On average, they&#039;re good for combat only for a few short decades before requiring augmetic replacements and/or straight into the casket, the Dreadnought kind.&lt;br /&gt;
&lt;br /&gt;
Interemptors are kinda like Destroyers, and a flamethrower that throws out star fuel certainly sounds like having a decent amount of destruction to it. Appearance-wise, it looks a lot like the Plasma Repeater bit we got from Google above there. However, the fuel canister and the tube feeding said fuel to the mouth of the barrel aside, the barrel of the Plasma Burner does seem similar to the Phased Plasma-Fusil, specifically how the bottom coil is exposed. And as an option, other than a missile launcher, an Interemptor may carry the heavy version of the Plasma Burner. It is not called the Heavy Plasma Burner as one would expect from a Flamer-lookalike. The &#039;&#039;&#039;[[Plasma_Incinerator|Plasma Incinerator]]&#039;&#039;&#039; is essentially a bigger version of the Plasma Burner, identical in all but the fact that you have to hold it with a chainsaw grip. Aside from the nominal possibility of a more solid relationship between this Plasma Incinerator and the Plasma Incinerators used by the Primaris Space Marines, there is one unit other than the new Interemptors which is most fitting to carrying it one-handed, possibly safely, and a bigger output than what the Hand Flamer size can give – the Cenobium Terminators.&lt;br /&gt;
&lt;br /&gt;
The only other weapon that is similar to the Plasma Burner here is the [[Flamer#Splash_Burna|Splash Burna]] used by the Orks, and do note that the thing&#039;s from the &#039;&#039;Eternal Crusade&#039;&#039; game. Now, back to the fuel, we can infer that the Plasma Burner is actually a Combi-Plasma-Flamer. The fuel from the canister goes to the end of the barrel where the plasma comes out. And by now the reader should have already noticed that this thing does not have the usual pilot light to light the fuel up. Instead, it seems to be the plasma that&#039;s going to light the fuel up. Oh, and do note as well that the Splash Burna does not work that way. The Orks just used their plasma coils to heat up their fuel before discharge. The Plasma Burner here actually discharges plasma with the fire. For all intents and purposes, it is the SPESS MEHREEN&#039;s equivalent of the [[Ork|Ork&#039;s]] [[Flamer#Skorcha|Skorcha]] with the blowtorch mode permanently enabled, only you know, far more fucking reliable. As you can imagine, [[Powergamer|having the flamer template mix in with the AP bonus of a plasma gun]] sounds fucking ridiculous, just imagine having a squad of these facing off against horde armies; [[Rape|you can kiss those hordes goodbye.]]&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
InteremptorSquad.png|&amp;lt;center&amp;gt;Interemptors&amp;lt;/center&amp;gt;&lt;br /&gt;
30kPlasmaIncineratorProfile.png|&amp;lt;center&amp;gt;30k&#039;s Plasma Incinerator&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBurnerSideMarine.png|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBurnerBottom.png|&amp;lt;center&amp;gt;Bottom View&amp;lt;/center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Plasma Burner&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=12&amp;quot;|strength=4|ap=2|type=Assault D3+1, Ignores Cover, Plasma Flame}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Plasma Incinerator&lt;br /&gt;
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===Plasma Blaster===&lt;br /&gt;
[[File:HHPlasmaBlaster.jpg|200px|right|thumb|Plasma Blaster]]&lt;br /&gt;
The Plasma Blaster is an ancient weapon, and it&#039;s really ancient. Sure this weapon goes back to the Great Crusade, but &#039;&#039;&#039;&#039;&#039;[[meme|what if we told you]]... [[Warhammer 40,000 2nd edition|it goes way back to 2nd Edition?]]&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At that time, the Plasma Blaster is essentially a Combi-weapon that is two Plasma Guns joined together. It is not a linked weapon, which means you do not fire both of them at the same time, but one at a time. And because of the massive power drain, the Terminator Armor with its bigger power pack is the perfect candidate to carry it. A Plasma Blaster was wielded by Saul Invictus, Captain of the Ultramarines 1st Company, before he was nommed by the Tyranids (&#039;&#039;Rest in Pieces&#039;&#039;) and [[Severus Agemman]] took his place, but sadly not his Plasma Blaster. The Plasma Blaster was later revamped into a Great Crusade / Horus Heresy era weapon-relic depending on which millennium you&#039;re in.&lt;br /&gt;
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During the Horus Heresy, one may find Terminators carrying them – mostly [[Tartaros Pattern Terminator Armour|Tartaros]] – and [[Contemptor Dreadnought|Contemptor Dreadnoughts]] having one installed in their claw. Though the range is rather short compared to standard Plasma Guns, the higher rate of fire the Plasma Blaster affords gives it a tactical edge when engaging in assaults. What differentiates this &amp;quot;Combi-Plasma&amp;quot; from other Combi-Plasmas is that this thing is literally two fully-functional Plasma Guns that can last the entire battle or more if you still have flasks left, while the Plasma Guns fitted to general Combi-weapons are only worth a single shot. Naturally, you are wondering why the combi-plasma doesn&#039;t just take a plasma-blaster (or combi-bolter or stormbolter) and replace one of the boltguns with an actual plasmagun or even plasma pistol or even just put the ammo outside of the attachment instead of inside so you can reload a combi-plasma in combat easily. The reason is that GW has to gimp the Imperium as much as possible with sheer stupidity or else they wouldn&#039;t have a grimdark setting and their itchy ball sacks would never get that sadistic scratch they crave.&lt;br /&gt;
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May or may not actually be based on the [[Plasma#Plasma_Repeater|Plasma Repeater]] of the [[Dark Angels]], which is a similar and (&#039;&#039;likely&#039;&#039;) much older weapon used in the same age.&lt;br /&gt;
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PlasmaBlasterSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlasterFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlasterInvictus.jpg|&amp;lt;center&amp;gt;&#039;&#039;Invictus&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=18&amp;quot;|strength=7|ap=2|type=Assault 2, Gets Hot}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=18&amp;quot;|strength=7|ap=-3|damage=1|type=Assault 2}}&lt;br /&gt;
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===Phased Plasma-Fusil===&lt;br /&gt;
[[File:Phased-Plasma_Fusil.PNG|200px|right|thumb|Phased Plasma Fusil]]&lt;br /&gt;
Fusil is a type of light flintlock musket, hence the term for a person using one, &amp;quot;Fusilier&amp;quot;. The word &amp;quot;Fusil&amp;quot; itself is derived from &amp;quot;Foisil&amp;quot; which means &amp;quot;Flint&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Unlike the previous Plasma Caliver, the Phased Plasma-Fusil is the proper Plasma Gun equivalent of the Mechanicum in terms of application beyond infantry. The 30k Mechanicum&#039;s favorite weapon in a [[Meme|40 watt range]], the Phased Plasma-Fusil is tremendously effective against Marines as you might expect. While the Plasma Caliver is only carried by the [[Skitarii]], the Phased Plasma-Fusil is also mounted on vehicles apart from being an option for [[Thallax|Thallaxii.]] The most distinctive features of this gun is the fact that it has two barrels, and the fact that it is slender.&lt;br /&gt;
&lt;br /&gt;
You can probably tell that it looks pretty unremarkable when not carried by the relatively smaller Thallaxii and Tech-Priests (&#039;&#039;and their Servitors&#039;&#039;). So, vehicles: the [[Minotaur Artillery Tank]] of the Ordo Reductor may use the Phased Plasma-Fusil as its side weapon; and although technically not exclusively Mechanicum, the [[Questoris Knight Magaera|Magaera variant of the Questoris Knights]] has one in place of where the [[Heavy Stubber]] or [[Meltagun]] should be. It is typically treated as an Assault 3 weapon because most troops equipped with the Phased Plasma-Fusil are Relentless and have at least two wounds or more. So you won&#039;t care if you lose a few to &amp;quot;Gets Hot&amp;quot;. Extremely solid choice to increase the fire rate of Thallaxii or to make a death star of Myrmidon Secutors roll up in a Triaros and start tearing into Marines with two or more Fusils each.&lt;br /&gt;
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Also shares the name with a [[Hrud]] (&#039;&#039;Warp&#039;&#039;) Plasma weapon weapon favored by mercenaries and Inquisitors, although this is likely coincidence or owed to naming conventions, as the two weapons are quite different.&lt;br /&gt;
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PhasedPlasmaFusilThallax.jpg|&amp;lt;center&amp;gt;Thallax&amp;lt;/center&amp;gt;&lt;br /&gt;
PhasedPlasmaFusilBit.jpg|&amp;lt;center&amp;gt;Myrmidon&amp;lt;/center&amp;gt;&lt;br /&gt;
PhasedPlasmaFusilMyrmidon.jpg|&amp;lt;center&amp;gt;Myrmidon&amp;lt;/center&amp;gt;&lt;br /&gt;
PhasedPlasmaFusilPict1.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PhasedPlasmaFusilPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=24&amp;quot;|s7=6|ap7=3|type7=Salvo 2/3|r8=24&amp;quot;|s8=6|ap8=-3|d8=2|type8=Rapid Fire 2}}&lt;br /&gt;
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===Plasma Incinerator===&lt;br /&gt;
[[File:PlasmaIncinerator.jpg|200px|right|thumb|Plasma Incinerator]]&lt;br /&gt;
Because, apart from the [[Dark Angels]], Space Marines are rather lacking in terms of Plasma weaponry, Primaris Marines have their own dedicated squad composition with its very own Plasma weaponry.&lt;br /&gt;
&lt;br /&gt;
Imperium-produced Plasma weapons all fire searing bursts of energy, but the Mark III Belisarius-pattern Plasma Incinerator primarily used by the Primaris [[Hellblaster]] Marines is the most advanced of its kind, firing a potent armor-melting blast with no risk of overload for the first time since the days of the Horus Heresy. The same cannot be said when the Plasma Incinerator is fired on its deadly overcharged setting, however. So, this Plasma Incinerator here can fire at more or less the same potency as an overcharged Plasma Gun and a little extra range without any safety concerns to trouble you with, but still has an Overcharged mode just in case that Hellblaster Marine is feeling a little lucky for that extra punch. The Plasma Incinerator distinctively features a part which looks to be a high-speed autoloader similar to the Assault Bolter as well as the Auto Bolt Rifle. Unlike most Plasma Guns out there, the Plasma Incinerator uses two hydrogen flasks at a time instead of the conventional one at a time. Perhaps the high-speed autoloader is there to push the extra plasma out. On the other hand, the one of the two might be the actual flask that is used, while the other is a spare attached close by to improve reloading speed. Distinctively, the gun also comes with a handle for you to carry with convenience while you wait for the thing to cool down.&lt;br /&gt;
&lt;br /&gt;
Possibly either Mark I or Mark II of the Belisarius-pattern, the &#039;&#039;&#039;Assault Plasma Incinerator&#039;&#039;&#039; is more at home with the regular Plasma Gun where range is concerned. It is, however, a little bit different in terms of capability when compared to the regular Plasma Incinerator. The fuel flask intake is tilted clockwise possibly for a better grip. The Assault Plasma Incinerator is also fitted with presumably laser and another sophisticated targeting sights because for the reduced rate of fire, you&#039;ve got to be doubly sure of making that hot shot count.&lt;br /&gt;
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Possibly either Mark I or Mark II of the Belisarius-pattern, the &#039;&#039;&#039;Heavy Plasma Incinerator&#039;&#039;&#039; is at about the same level as a Plasma Cannon in terms of punch. Presumably, the extra range comes from the juices of the power pack which is connected to the gun. Shunning magazines altogether, this gun/cannon uses a feed line connected to a backpack/fuel tank that is stuck right on top the power pack. The backpack also features three extra ports. These are possibly additional hydrogen flasks for the Hellblaster Marine to swap the Heavy Plasma Incinerator into a regular Plasma Incinerator when the backpack runs out of fuel.&lt;br /&gt;
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HellblasterPlasmaIncinerator.jpg|&amp;lt;center&amp;gt;Ultramarines&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaIncineratorStandard.jpg|&amp;lt;center&amp;gt;Ultramarines 2&amp;lt;/center&amp;gt;&lt;br /&gt;
HellblasterPlasmaIncineratorPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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Assault_Plasma_Incinerator.jpg|&amp;lt;center&amp;gt;Profile&amp;lt;/center&amp;gt;&lt;br /&gt;
AssaultPlasmaIncineratorFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaIncineratorAssaultBA.jpg|&amp;lt;center&amp;gt;Blood Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaIncineratorAssaultDA.jpg|&amp;lt;center&amp;gt;Dark Angels&amp;lt;/center&amp;gt;&lt;br /&gt;
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Heavy_Plasma_Incinerator.jpg|&amp;lt;center&amp;gt;Profile&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyPlasmaIncineratorFront.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyPlasmaIncineratorSide.jpg|&amp;lt;center&amp;gt;Carrying&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyPlasmaIncineratorBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyPlasmaIncineratorCloseUp.jpg|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=24&amp;quot;|strength=6|ap=-4|damage=1|type=Assault 2}}&lt;br /&gt;
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===Plasma Cannon===&lt;br /&gt;
[[File:PlasmaCannonProfile.jpg|200px|right|thumb|Plasma Cannon]]&lt;br /&gt;
We can now see that early in the list, our next Plasma gun is already a full-fledged vehicle-mounted weapon because it&#039;s too large to carry around. Originally called a &amp;quot;Heavy Plasma Gun&amp;quot; in 1st (Rogue Trader) and 2nd Editions, it was promoted to &amp;quot;Cannon&amp;quot; status beginning with 3rd Edition.&lt;br /&gt;
&lt;br /&gt;
The exceptions to that rule are the Space Marines because they&#039;re big and wear Power Armor. Although the Sisters of Battle do wear Power Armor as well, we can probably infer that the power packs carried by the Sisters are not enough to charge the Plasma Cannon up, while the larger Space Marines with larger power packs may afford to do so (also because Space Marines are genetically engineered super soldiers, while the Soritas is comprised of MOSTLY mortals). Outside of the Power Armor ring, the Plasma Cannon remains a weapon to be installed on vehicles. Apart from the Servitors and influential/fortunate Hive World gangs, you won&#039;t see a Heavy Weapons Team with Plasma Cannons because you have to remember that this technology is pretty rare, and it shouldn&#039;t be installed on something less protective than in the hull of a Leman Russ Battle Tank and, strangely enough, an Armored Sentinel. Of course, Dreadnoughts may use this also because they&#039;re Space Marines made even larger. By being a larger Plasma Gun, the Plasma Cannon delivers destruction over a much larger area; several individuals may be caught in a single blast. The blast itself is also a little different from the usual Plasma Guns. Instead of a small &amp;quot;pulse,&amp;quot; the Plasma Cannon fires out a larger &amp;quot;ball&amp;quot; of boiling nuclear energy which looks more or less like a miniature star, hence the &amp;quot;Sun Gun&amp;quot; moniker.&lt;br /&gt;
&lt;br /&gt;
8th Edition introduces a couple more of Plasma Cannon variants mostly for representing a different effect when things go wrong just because the safety is turned off.&lt;br /&gt;
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PlasmaCannonServitor.jpg|&amp;lt;center&amp;gt;Servitor&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonDevastator.jpg|&amp;lt;center&amp;gt;Devastator Marine&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonHeresy.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonHeresyBack.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonMars.jpg|&amp;lt;center&amp;gt;Heresy Era&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonDreadnought.jpg|&amp;lt;center&amp;gt;Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonContemptor.jpg|&amp;lt;center&amp;gt;Contemptor Dreadnought&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonArmoredSentinel.jpg|&amp;lt;center&amp;gt;Armored Sentinel&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonLemanRuss.jpg|&amp;lt;center&amp;gt;Leman Russ&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonLongFang.jpg|&amp;lt;center&amp;gt;Long Fang&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonTerminator.jpg|&amp;lt;center&amp;gt;Terminator&amp;lt;/center&amp;gt;&lt;br /&gt;
AST_Erasmus_Pattern_PlasmaCannon_MKI.png|&amp;lt;center&amp;gt;&#039;&#039;Deathwing&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonSammael.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[Sammael]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCannonStormraven.jpg|&amp;lt;center&amp;gt;Stormraven&amp;lt;/center&amp;gt;&lt;br /&gt;
Streumon-studio-shdw-w-plasma-cannon-games-workshop.jpg|&amp;lt;center&amp;gt;[[Space Hulk: Deathwing]]&amp;lt;/center&amp;gt;&lt;br /&gt;
Streumon-studio-shdw-w-spear-of-caliban01-games-workshop.jpg&lt;br /&gt;
Streumon-studio-shdw-w-spear-of-caliban02-games-workshop.jpg&lt;br /&gt;
Streumon-studio-shdw-w-spear-of-caliban03-games-workshop.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=36&amp;quot;|strength=7|ap=2|type=Heavy 1, Blast, Gets Hot}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=7|ap=-3|damage=1|type=Heavy D3}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Supercharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=8|ap=-3|damage=2|type=Heavy D3|abilities=On a hit roll of 1, the bearer is slain after all of this weapon&#039;s shots have been resolved.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Heavy Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Heavy Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=36&amp;quot;|strength=7|ap=2|type=Heavy 1, Blast, Gets Hot}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=7|ap=-3|damage=1|type=Heavy D3}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Supercharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=8|ap=-3|damage=2|type=Heavy D3|abilities=For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Twin Heavy Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=36&amp;quot;|strength=7|ap=2|type=Heavy 1, Blast, Gets Hot, Twin-linked}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=7|ap=-3|damage=1|type=Heavy 2D3}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Supercharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=8|ap=-3|damage=2|type=Heavy 2D3|abilities=For each hit roll of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Culverin===&lt;br /&gt;
[[File:PlasmaCulverin.jpg|200px|right|thumb|Plasma Culverin]]&lt;br /&gt;
Continuing the early firearms theme at the size of what we would call cannons for the Mechanicus is the Plasma Culverin.&lt;br /&gt;
&lt;br /&gt;
There seems to be a running theme between the Mechanicus and rapid-firing Plasma weaponry, because the Plasma Culverin is also the Dakka-friendly kind on a bigger scale. In fact, the whole thing looks just like the Plasma Caliver in design concept. Since it is much bigger, it will be too unwieldy for an average Skitarius to carry around. Unless said Skitarius happens to be an Ogryn or something, the Plasma Culverin currently sees sole usage with Servitors, specifically [[Kataphron Battle Servitors]], more specifically the Destroyer kind that actually carries around the big guns like this or the Heavy Grav Cannon. Plasma Culverins sacrifice the range of their cannon-pattern equivalents in exchange for a higher rate of fire.&lt;br /&gt;
&lt;br /&gt;
Only the Adeptus Mechanicus dare coax such rampant destruction from their Plasma weaponry, and even they put it on a essentially disposable unit, yet to the adepts of Ryza in particular, the scars they leave on wielder and war zone alike are considered quite normal. Since it is essentially a larger Plasma Caliver, and Skitarii usually handle with weapons which are also usually outright lethal to people who aren&#039;t half-machine, the Plasma Culverin might actually be that much dangerous to the wielder, and so it is carried by Servitors who are half-dead along with already being half-machine.&lt;br /&gt;
&lt;br /&gt;
Because of its low damage per high rate of fire, the Plasma Culverin is applied as a [[Awesome|Plasma Gatling]] to &amp;quot;accommodate&amp;quot; horde armies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaCulverinSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCulverinFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaCulverinPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
KataphronDestroyerPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=24&amp;quot;|strength=7|ap=2|type=Heavy 2, Blast, Gets Hot}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=7|ap=-3|damage=1|type=Heavy D6}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Supercharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=8|ap=-3|damage=2|type=Heavy D6|abilities=On a hit roll of 1, the bearer is slain after all of this weapon&#039;s shots have been resolved.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Destroyer===&lt;br /&gt;
[[File:Plasma_Destroyer.PNG|200px|right|thumb|Plasma Destroyer]]&lt;br /&gt;
What makes the Plasma Destroyer different from your regular Plasma Cannons is that it is big enough to be considered a main gun.&lt;br /&gt;
&lt;br /&gt;
Certainly, the Plasma Destroyer is too big to be carried by Space Marines or mounted on flimsy walkers like Sentinels. The only pattern we know so far for this class of Plasma weaponry is the Executioner-pattern Plasma Destroyer mounted on the [[Leman Russ Executioner|eponymous Leman Russ loadout;]] Space Marines used to install this same type of cannon on their Deimos Predators too, but those tanks have been reduced to relics by the present age. The following is why plasma tanks are so hard to come by here. The Plasma Destroyer is produced at Ryza, a Forge World that is the capital of plasma and magnetic containment field, both of which an essential component when you want to make Plasma weapons. Concerning the performance, the Plasma Destroyer is a rather volatile for a cannon with only 12 shots worth of plasma before running out of juice; to recharge, it uses photonic fuel cells, one at a time. Heat management is a critical factor when handling this weapon. In fact, the Leman Russ needs to be modified to accommodate heat vents as such to not melt the insides out. There is also an emergency coolant system by the rear of the cannon, but since the damn tube is outside and vulnerable to damage by stray fires or something, the fail-safe usually doesn&#039;t work, so most tank crews usually ditch the tank when it starts to get too hot and the Commissar isn&#039;t watching.&lt;br /&gt;
&lt;br /&gt;
There seems to be a distinct difference between a couple of Plasma Destroyers: the Executioner Plasma Cannon that is mounted on the [[Leman_Russ_Battle_Tank|Leman Russ]] chassis deployed by the Imperial Guard (&#039;&#039;that we have taken liberty to refer as &amp;quot;Plasma Destroyer&amp;quot; since it is at about the same size anyway&#039;&#039;), and the Plasma Destroyer that is mounted on the [[Predator]] chassis used by Space Marines. We can see that by appearance alone, where the Executioner Plasma Cannon looks to be a giant Plasma Cannon, the Plasma Destroyer seems to be more like the next size of the [[Plasma#Plasma_Blaster|Plasma Blaster]]. What makes the Plasma Destroyer more reliable? It doesn&#039;t get hot. Recently, this translates to not letting you take your chances and overcharge its shots.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
LemanRussPlasmaDestroyer.jpg|&amp;lt;center&amp;gt;Leman Russ&amp;lt;/center&amp;gt;&lt;br /&gt;
DeimosPredatorPlasmaDestroyer.jpg|&amp;lt;center&amp;gt;Deimos Predator&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Executioner Plasma Cannon&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=36&amp;quot;|strength=7|ap=2|type=Heavy 3, Blast, Gets Hot}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=7|ap=-3|damage=1|type=Heavy D6}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Supercharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=8|ap=-3|damage=2|type=Heavy D6|abilities=For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Plasma Destroyer&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=36&amp;quot;|s7=7|ap7=2|type7=Heavy 3, Blast (3&amp;quot;)|r8=36&amp;quot;|s8=7|ap8=-3|d8=2|type8=Heavy 2D3}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Storm Battery===&lt;br /&gt;
[[File:PlasmaStormBatteryProfile.jpg|200px|right|thumb|Plasma Storm Battery]]&lt;br /&gt;
Just like the Plasma Talon, the Plasma Storm Battery is also a twin-linked Plasma weapon of sort.&lt;br /&gt;
&lt;br /&gt;
Unlike the Plasma Talon, this thing is a much bigger talon used by the Ravenwing on their much bigger Land Speeder Vengeance for an occasion where there is a much bigger prey that needs a much bigger Plasma bombardment. Yes, complementing the [[Heavy Bolter]] or [[Assault Cannon]] of the Vengeance is a couple of Plasma Cannons. Like a supernova born amid the fire of battle, the blast of the Plasma Storm Battery annihilates anything it touches. Whether spitting multiple bolts of energy or loosing a single, monstrous blast, this weapon spells death to all before it. A Plasma Storm Battery is a relic weapon long held in the armory of The Rock. Normally a [[Land Speeder]] shouldn&#039;t be able to bear the weight of two Plasma Cannons and another Astartes controlling the turret, but not only is the chassis of the [[Land Speeder Vengeance]] much bigger, it also has superior lift-engines to carry the heavy weaponry. By service records, the Plasma Storm Battery is the senior equipment compared to the Land Speeder it is mounted on, which was discovered recently at around M36. The Dark Angels just noticed that the new big Land Speeder can carry the Storm Battery and promptly installed it. The original purpose of the Plasma Storm Battery is unknown (we&#039;re guessing it was for killing stuff), though we can perhaps suppose that it used to be mounted on larger relic vehicles such as Deimos Predators.&lt;br /&gt;
&lt;br /&gt;
Do note that it is not recommended to fire this weapon on Supercharge; since all Imperial armies ran out of vehicle weapon-coolant somewhere during 4th Edition, firing this baby in that mode will likely result in multiple mortal wounds, quickly killing the land speeder itself. Well, until 9th edition at least, when they finally found the cooling packs and now only 1 mortal wound takes place.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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PlasmaStormBatterySide.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaStormBatteryFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PSB.jpg|&amp;lt;center&amp;gt;Top View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaStormBatteryPict1.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaStormBatteryPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Hellfire Plasma Cannonade===&lt;br /&gt;
[[File:HellfirePlasmaCannonadeProfile.jpg|200px|right|thumb|Hellfire Plasma Cannonade]]&lt;br /&gt;
As the Devastator of Dreadnoughts, of course, the Deredeo chassis has access to a true Plasma Cannon equivalent, and it shoots like a machine gun.&lt;br /&gt;
&lt;br /&gt;
Alright, that is probably an exaggeration. The Hellfire Plasma Cannonade is a development from existing Plasma-based weapons technology. It was in its experimental, field-testing stage by the onset of the Horus Heresy. The Hellfire is clearly the Imperium&#039;s attempt on making Plasma cannons that can fire a lot of miniature stars at a time. It sacrifices range which is something of a standard quality for the Deredeo&#039;s armaments for increased armor penetration as well as the aforementioned rate of fire. As a bonus, it may also a fire a one huge blast like what a Plasma weapon should be able to.&lt;br /&gt;
&lt;br /&gt;
Fast-forward to 40k with 8th Edition, however, the Hellfire Plasma Cannonade has lost its ability to fire one huge blast, which isn&#039;t really as bad as it seems since the Hellfire is supposed to be a Plasma cannon battery that shoots out a lot of Plasma in a short period of time. And for some reason in the present age, [[Derp|it is referred to as Carronade instead of Cannonade.]] The present rendition is likely a typo, since Carronade is a short but powerful cannon mounted on 18th–19th century warships, while the Cannonade refers to a continuous discharge of heavy gunfire. Clearly, despite being short-ranged like a Carronade, the Hellfire is a Cannonade with its high rate of fire.&lt;br /&gt;
&lt;br /&gt;
This weapon system might be based on the relatively similar Dark Angel&#039;s [[Plasma#Plasma_Storm_Battery|Plasma Storm Battery]] mounted on their [[Land_Speeder#Land_Speeder_Vengeance|Land Speeder Vengeance]].&lt;br /&gt;
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HellfirePlasmaCannonadeSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
HellfirePlasmaCannonadeFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
HellfirePlasmaCannonadeBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=36&amp;quot;|strength=7|ap=2|type=Heavy 4}}&lt;br /&gt;
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===Plasma Eradicator===&lt;br /&gt;
[[File:Plasma_Eradicators.JPG|200px|right|thumb|Plasma Eradicator]]&lt;br /&gt;
Another Primaris-exclusive Plasma weapon since a couple of this can be mounted on a Primaris-exclusive vehicle.&lt;br /&gt;
&lt;br /&gt;
Possibly a derivative from the Plasma Incinerator family along with the Plasma Exterminator, the Plasma Eradicator with a similarly intimidating name is perhaps a cousin to the Macro- variant. The Plasma Eradicator may be installed on both side turrets of the [[Astraeus Super-heavy Tank]] favored by the Primaris Space Marines as an alternative to the [[Las-Ripper]]s. Concerning firepower, the Plasma Eradicator is more or less similar, but not the same compared to the Macro Plasma Incinerator with a similar size, but the super-heavy tank makes up for that by being so heavy enough to mount two on its sponsons.&lt;br /&gt;
&lt;br /&gt;
Since the design of the Astraeus was actually based from a recovered STC with some additions here and there from Cawl&#039;s part, it is likely that the Plasma Eradicator was one of such additions, modified a little to become a weapon fitting for a heavy hovering tank and not a heavy Redemptor Dreadnought. Since the Plasma Eradicators are not only cheaper than the Las-rippers, but also provide more range that is a whopping extra 12&amp;quot;, they are 90% of the time a better choice for you to live with; being within the 24&amp;quot; range will put the Astraeus in danger of being chopped up by enemy Knights or other equivalents, not to mention making it a prime target for most Plasma weapons from the other side.&lt;br /&gt;
&lt;br /&gt;
You&#039;d think a tank that big would be able to feed more juice into its Plasma Eradicators.&lt;br /&gt;
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PlasmaEradicatorSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaEradicatorFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=36&amp;quot;|strength=8|ap=-4|damage=1|type=Heavy D3}}&lt;br /&gt;
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===Macro Plasma Incinerator===&lt;br /&gt;
[[File:MacroPlasmaIncinerator.jpg|200px|right|thumb|Macro Plasma Incinerator]]&lt;br /&gt;
The Plasma Cannon size of the Plasma Incinerator family alongside the Heavy variant, notice the &amp;quot;Macro&amp;quot; prefix if the looks of it is not obvious enough for you.&lt;br /&gt;
&lt;br /&gt;
In a similar fashion to how the Heavy Plasma Incinerator is a relatively smaller for better handling by the Primaris Hellblasters, the Macro Plasma Incinerator is just simply a bit too large to carry alone. In their army, if Space Marines can&#039;t carry the weapon, then the Dreadnoughts will. For this particular cannon, not just every Dreadnought will do. It has to be the new Redemptor chassis which is also exclusive for the new Primaris Marines possibly due to being designed exclusively for it; regular Dreadnoughts can probably carry it, but likely don&#039;t have enough juice to fire the thing.&lt;br /&gt;
&lt;br /&gt;
The [[Redemptor Dreadnought]] and [[Repulsor Tank]] are the current wielders of the Macro Plasma Incinerator, with the latter getting it for it&#039;s heavier firepower Executioner varient. Appearance-wise, it has a total of five flask-like objects attached to it. The three big ones are likely the fuel cells which are also likely used one at a time. The other two flasks might either be spares or possibly some sort of coolant. Since Primaris Hellblasters tend to handle with Plasma weaponry for the most part, the Macro Plasma Incinerator is a great familiar option for a Redemptor Dreadnought who was a Hellblaster back when he still had more limbs to speak of.&lt;br /&gt;
&lt;br /&gt;
The Macro Plasma Incinerator is essentially a giant plasma gun made for harder hitting Dreadnoughts and tanks. With a little adjustment, other bigger present Dreadnoughts might be able to use it.&lt;br /&gt;
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MacroPlasmaIncineratorSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
MacroPlasmaIncineratorFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
MacroPlasmaIncineratorBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Omega Plasma Array===&lt;br /&gt;
[[File:Sicaran_Omega_Plasma_Array.JPG|200px|right|thumb|Omega Plasma Array]]&lt;br /&gt;
The Omega Plasma Array is a type of Plasma Weapon mounted on Space Marine [[Sicaran Battle Tank#Sicaran Omega|Sicaran Omega Tanks]] as its primary weapon. Imagine if you will, a Plasma Destroyer that is [[Awesome|twin-linked]] and is just as able to [[Rape|rapid fire.]]&lt;br /&gt;
&lt;br /&gt;
The plasma array mounted on the Sicaran Omega is capable of focusing and projecting a highly pressurized stream of volatile and highly charged plasma, vaporizing outer armour layers and literally burning through an enemy tank’s defences. This crude application of plasma technology is rarely capable of the elegant destruction of weapons of the same calibre as the ubiquitous [[lascannon]], but is capable of eventually reducing even the toughest enemy vehicles to molten ruin.&lt;br /&gt;
&lt;br /&gt;
However, despite the awesomeness of the concept, gameplay wise, the Omega Plasma Array is in some tough competition as it is not as armour-fucking as the Venator&#039;s [[Neutron Laser Projector]] nor does it has the same [[Dakka]] as the Punisher&#039;s [[Punisher Rotary Cannon|Rotary Cannon]]. Its biggest competitor however, is the [[Arcus Launcher]] as it does everything the Omega does in its niche as a versatile weapon that could switch its firing mode depending on the type of enemies it is facing.&lt;br /&gt;
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99560101551 OmegaTankDestroyer01.jpg&lt;br /&gt;
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===Hellex Plasma Mortar===&lt;br /&gt;
[[File:HellexPlasmaMortarProfile.jpg|200px|right|thumb|Hellex Plasma Mortar]]&lt;br /&gt;
Instead of the usual cannon, the Hellex is a mortar, which means it shoots the Plasma up instead of the usual front.&lt;br /&gt;
&lt;br /&gt;
Now, Plasma Mortars are certainly not new. Starforts for one may have them as part of their collection of batteries. In fact, it isn&#039;t that strange for an actual mortar or two to be used on naval ships of the past – the bomb ketch is a good example. As shown in &#039;&#039;Eternal Crusade&#039;&#039;, the Plasma Cannon may also double as a Plasma Mortar by aiming significantly higher, which is probably why there isn&#039;t a Plasma Mortar proper available. What makes the Hellex much more in line as a mortar is its payload. Deployed by Siege-Automata of the [[Legio Cybernetica]] under the [[Legio Cybernetica#Thanatar-Class Robot|Thanatar class,]] the Plasma coming from the Hellex they carry comes in a shell, but not the regular kind. Shunning the crude shells favored by most siege guns, the Hellex Plasma Mortar fires high-density charges of burning Plasma in programmed trajectory arcs timed to detonate over their targets. These airbursts create rolling waves of incinerating energy which engulf the surrounding area, burning through anything they encountered. The Hellex doesn&#039;t fire out raw Plasma. It shoots out a shell filled with raw Plasma, and detonate that over its targets – it fires out a star that promptly explodes. This results in a Plasma Wave that will definitely do a lot of damage over the perimeter. Though a debris might be able to cover you from regular mortar shells, you might need to pray to your god(s) for this one.&lt;br /&gt;
&lt;br /&gt;
There are some additional points for the Hellex Plasma Mortar. On tabletop, the Plasma Wave essentially means you (&#039;&#039;or your opponent if you&#039;re the one who fired it&#039;&#039;) have to re-roll your successful cover saves. Because being stationary means more time to probably balance itself, the Thanatar will be able to shoot with the Hellex doubly further if it didn&#039;t move at that moment. Finally when assembling the model, the end of the barrel may be flared out if you prefer the sight of a blooming flower that shoots out miniature stars a few moments before going supernova over the poor sods over at the other side.&lt;br /&gt;
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HellexPlasmaMortarSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
HellexPlasmaMortarFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
HellexPlasmaMortarBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
Hellex_Plasma_Mortar.JPG|&amp;lt;center&amp;gt;The Plasma Flower&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=12&amp;quot;–48&amp;quot;|strength=8|ap=2|type=Ordnance 1, Barrage, Large Blast (5&amp;quot;), Plasma Wave}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Fired on the Move&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=12&amp;quot;–24&amp;quot;|strength=8|ap=2|type=Ordnance 1, Barrage, Large Blast (5&amp;quot;), Plasma Wave}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Plasma Decimator===&lt;br /&gt;
[[File:PlasmaDecimator.jpg|200px|right|thumb|Plasma Decimator]]&lt;br /&gt;
8th Edition brought out a lot of new Plasma weapons, and the Plasma Decimator is another one of them.&lt;br /&gt;
&lt;br /&gt;
The Plasma Decimator is mounted as one of the two primary weapons of the [[Imperial Knight#Dominus Knight Castellan|Knight Castellan, Dominus-class chassis.]] It is a huge and obliterative weapon capable of bathing swathes of the battlefield in searing energies and reducing the enemy to glowing ashes. Because it is a Dominus Knight, it possesses dual plasma cores, which translates to more energy to feed into more and larger weapons these Knights carry to battle. Appearance-wise, this cannon seems to be the next size after the [[Plasma#Plasma_Culverin|Plasma Culverin]]. It is one of the few instances where a rather Mechanicum-exclusive weapon makes its way to other Imperium forces, Imperial-aligned Castellan Knights for this case.&lt;br /&gt;
&lt;br /&gt;
Pilots of the Knight Castellan are adept at regulating the flow of that abundance of plasmic energy to this potent weapon, [[Rage|even if it risks rustling the Machine Spirits&#039; jimmies in order to unleash an especially ferocious blast should the situation demand it]]. Simply put, it&#039;s just a fancy description for the signature Supercharge affiliated with most Plasma weaponry. Fundamentally speaking, the Plasma Decimator is one of the smaller, pseudo-Titan-sized middle finger graciously-signed to an entire horde of MEQs charging up their way. With the Plasma Decimator, you will be shit-firing plasma from your Knight Castellan at up to 48&amp;quot; across the board.&lt;br /&gt;
&lt;br /&gt;
Of course and as stated, like all Plasma should be, even Knights have to deal with the volatility of that class of weaponry, so supercharge this gun at your own risk and volition.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaDecimatorFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaDecimatorPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=48&amp;quot;|strength=7|ap=-3|damage=1|type=Heavy 2D6}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=48&amp;quot;|strength=8|ap=-3|damage=2|type=Heavy 2D6|abilities=For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
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====&#039;&#039;Cawl&#039;s Wrath&#039;&#039;====&lt;br /&gt;
[[File:PlasmaDecimatorCawlsWrath.jpg|200px|right|thumb|&#039;&#039;Cawl&#039;s Wrath&#039;&#039; (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
Unlike the usual kind, this Plasma Decimator is exclusive to Mechanicum-aligned Knights Castellan.&lt;br /&gt;
&lt;br /&gt;
So, why is it named after a certain Tech-Priest we know? You see, while our illustrious Archmagos Belisarius Cawl was working on some advanced Plasma weapons technology that ended up with the Primaris Marines – particularly to reduce the size to increase portability – some time around the centuries that took the work, he made this singular Plasma Decimator. Its enhanced containment fields and Machine Spirit data-shackles allow it to generate even more lethal volumes of energy than a typical example of such a weapon. The cannon itself was likely assembled as a testing bed for the containment fields which are crucial to Plasma weaponry, and/or the data-shackles that supposedly keep the Machine Spirit in line so that the system doesn&#039;t break down and explode or something. After confirming his results after a session or two of test firing, Cawl probably went back to his labs and told the Knight Castellan to take &#039;&#039;Cawl&#039;s Wrath&#039;&#039; home in a show of generosity, or the Knight just went home with &#039;&#039;Cawl&#039;s Wrath&#039;&#039; because his/her House sponsored that part of the project for the better Plasma Decimator. Since Cawl spent most of his working hours over the thousands of years on Mars, the Knight House in question is likely House Taranis, or any other unknown Houses that just so happens to be on Mars.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, it is simply a more potent Plasma Decimator available to Knights Castellan whose loyalties lie to the Machine God.&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=48&amp;quot;|strength=8|ap=-4|damage=2|type=Heavy 2D6}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=48&amp;quot;|strength=9|ap=-4|damage=3|type=Heavy 2D6|abilities=For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Plasma Blastgun===&lt;br /&gt;
[[File:PlasmaBlastgunProfile.jpg|200px|right|thumb|Plasma Blastgun]]&lt;br /&gt;
With a seemingly less intimidating name, the Plasma Blastgun is where we jump to the super-heavy class of this kind of weaponry. It also seems to be the next size after the [[Plasma#Plasma_Destroyer|Plasma Destroyer]].&lt;br /&gt;
&lt;br /&gt;
The Plasma Blastgun is, by all means, sized for a Titan. In fact, [[Warhound Scout Titan|Warhound Titans]] may carry these as one – or both – of their primary armaments, and the larger sizes such as the [[Reaver Battle Titan|Reaver]] and the [[Warlord Battle Titan|Warlord]] may mount them as secondary weapons by what we anatomically call the shoulders. Continuing the tradition, the Imperium unsurprisingly straps this gun on tanks as well. The [[Stormblade]], a [[Shadowsword]] variant, distinctively uses it as its main gun. The Macharius chassis, though smaller in size, also mounts the gun in a similar manner, though [[Macharius Heavy Tank#Macharius Omega|that variant in question is a little inferior.]]&lt;br /&gt;
&lt;br /&gt;
It was discovered relatively recently as a Plasma Blastgun that is more compact and easier to maintain. The prospect of churning out more tanks with guns that fire out hot plasma came with a drawback – only about three Forge Worlds know how to make the damn thing. Speaking of variants, the Plasma Blastgun on the Stormblade was exactly the same Plasma Blastgun used by Titans. Recently, a distinction has been made since it is obvious that the colossal Titans have more room to accommodate support systems such as that of power and cooling than a super-heavy tank. The Plasma Blastgun on Titans are obviously much better to shoot with. Despite being less powerful, the difference made by the one on Stormblades is surprisingly range when compared by overcharging.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to stand near a Plasma Blastgun unprotected since when this thing vents out heat with you standing nearby, fourth-degree burns will probably be the least of your worries.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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PlasmaBlastgunStormbladeSide.jpg|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunStormbladeSide2.jpg|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot;| Macharius Omega&lt;br /&gt;
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PlasmaBlastgunMachariusBack.jpg|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunMachariusFront.jpg|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunMachariusSide2.jpg|&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Plasma-blastgun-mars.jpg|&amp;lt;center&amp;gt;Warhound Titan&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunWarhoundFront.jpg|&amp;lt;center&amp;gt;Warhound Titan&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunWarhound.jpg|&amp;lt;center&amp;gt;Warhound Titan&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunReaverFront.jpg|&amp;lt;center&amp;gt;Reaver Titan&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaBlastgunReaverSide.jpg|&amp;lt;center&amp;gt;Reaver Titan&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=72&amp;quot;|s7=8|ap7=2|type7=Primary Weapon 2, Massive Blast (7&amp;quot;)|r8=72&amp;quot;|s8=8|ap8=-3|d8=2|type8=Heavy 2D6}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=60&amp;quot;|s7=7|ap7=2|type7=Ordnance 3, Large Blast (5&amp;quot;), Primary Weapon|r8=60&amp;quot;|s8=8|ap8=-3|d8=2|type8=Heavy 2D6}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=72&amp;quot;|s7=9|ap7=2|type7=Ordnance 1, Massive Blast (7&amp;quot;), Primary Weapon, Gets Hot|r8=60&amp;quot;|s8=9|ap8=-3|d8=3|type8=Heavy 2D6|abil8=On a hit roll of a 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=96&amp;quot;|s7=10|ap7=2|type7=Primary Weapon 1, Apocalyptic Blast (10&amp;quot;)|r8=72&amp;quot;|s8=10|ap8=-4|d8=4|type8=Macro 2D6|abil8=When using this firing mode, for each hit roll of a 1, the Titan suffers a mortal wound after all of this weapon’s shots have been resolved. These mortal wounds may not be stopped by the Titan’s own void shields.}}&lt;br /&gt;
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===Plasma Destructor===&lt;br /&gt;
[[File:New Plasma Destructor.JPG|200px|right|thumb|Suzerain Class Plasma Destructor]]&lt;br /&gt;
The Plasma Destructor is an even bigger Plasma cannon that seems to have been forgotten and mothballed with the [[Plasma#Plasma_Annihilator|Plasma Annihilators]]. However, with the released of the [[Warmaster Titan]], the Destructor returns with a fresh new coat of paint. The new Suzerain class Plasma Destructor is now a [[Rape|quad-barrelled Plasma Annihilator of death]] and the Warmaster [[Anal circumference|wields &#039;&#039;two&#039;&#039; of them]].&lt;br /&gt;
&lt;br /&gt;
While the smaller Titan classes such as the Warhound and the Reaver are stuck with the Plasma Blastgun, [[Warlord Battle Titan]]s and [[Warmaster Heavy Battle Titan]]s have the Plasma Destructor here as an option. Fun fact: way back in the ancient days with &#039;&#039;Adeptus Titanicus&#039;&#039;, this gun was called Plasma Cannon, and the smaller Plasma Blastgun was just Plasma Gun. Later on to the 2nd Edition of &#039;&#039;Epic&#039;&#039; with &#039;&#039;Codex Titanicus&#039;&#039;, they acquired themselves the new names we have here.&lt;br /&gt;
&lt;br /&gt;
The Plasma Destructor is so powerful that even for a Titan, it cannot do anything else after firing for a while; it takes that much power to fire the Plasma Destructor. As of recent, this quality isn&#039;t mentioned in its &#039;&#039;Apocalypse&#039;&#039; incarnation, though the high power demand should secure its place with nothing less than the Warlord size. And since the Plasma Destructor is considered to be at the size for Warlord Titans, some has suspected that the modern Sunfury Plasma Annihilator to be equipped as a primary weapon for the modern Warlord Titan is in fact a Plasma Destructor.&lt;br /&gt;
&lt;br /&gt;
Footnote: unlike its incarnation in &#039;&#039;Apocalypse&#039;&#039;, the Plasma Destructors back in those distant days may also be shoulder-mounted as well.&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaD.jpg|Oldschool Plasma Destructor&lt;br /&gt;
PlasmaDestructor1.jpg&lt;br /&gt;
PlasmaDestructor2.jpg&lt;br /&gt;
PlasmaDestructor3.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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&amp;lt;table style=&amp;quot;border: 1px ridge black; border-collapse: collapse&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;caption style=&amp;quot;font-weight: bold&amp;quot;&amp;gt;{{{name|}}}&amp;lt;/caption&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Range&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Note&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Attack Dice&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Target&#039;s Sv. Mod&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;To Hit Roll&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;text-align: center&amp;quot;&amp;gt;&lt;br /&gt;
     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;100&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;May not fire other weapon or move next turn&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;4&amp;lt;/td&amp;gt;&lt;br /&gt;
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     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;3&amp;lt;/td&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Rapid&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=72&amp;quot;|strength=8|ap=2|type=Ordnance 3, Blast (7&amp;quot;), Primary Weapon}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=96&amp;quot;|strength=10|ap=2|type=Ordnance 2, Blast (10&amp;quot;), Primary Weapon}}&lt;br /&gt;
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===Plasma Obliterator===&lt;br /&gt;
[[File:PlasmaObliteratorProfile.jpg|200px|right|thumb|Plasma Obliterator]]&lt;br /&gt;
This is the point where the gun is big enough to be worth [[Plasma Obliterator Platform|mounting as an emplacement on a bastion.]]&lt;br /&gt;
&lt;br /&gt;
The Plasma Obliterator is just at about that size. It may be mounted on [[Aquila Strongpoint]]s. These things are really, really rare. Although Plasma weapons are established to be pretty rare on their own, this one has a special garnish on its cake. [[Plasma Obliterator Platform|Aquila Strongpoints with Plasma Obliterators]] installed on were designed by Rogal Dorn during his fortification spree for the Horus Heresy. Because Plasma weapons are pretty good at killing traitor Space Marines, the man himself made sure to pop out some huge varieties on defense lines. Sadly, ten thousand years is a heck of a long time, and the Mechanicus doesn&#039;t seem to be building new ones to replace the old ones which were destroyed. Those cogboys are probably more at peace with reserving giant Plasma guns for their God-Machine Titans.&lt;br /&gt;
&lt;br /&gt;
Since the Plasma Obliterator is only about second to the Plasma Annihilator below in terms of sheer power, the size of this cannon might be that of a Plasma Destructor. Plasma Destructors are also kind of short for something that big, and this relatively short cannon fits that criterion as well. Although a Primarch, we don&#039;t really hear that much about Dorn&#039;s engineering prowess; he probably is not at the same level as Manus and Vulkan. The Plasma Obliterator is less likely a new weapon entirely designed by Dorn, but more of a Plasma Destructor appropriated for fortification by Dorn.&lt;br /&gt;
&lt;br /&gt;
Since Aquila Strongpoints are reserved for things that are big and bold like Macrocannons, the Plasma Obliterator is perhaps also similar to the Plasma Projectors similarly mounted on voidships like said Macrocannons.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaObliteratorAngled.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaObliteratorTop.jpg|&amp;lt;center&amp;gt;Top View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaObliteratorFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaObliteratorView.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaOliberator.jpg|&amp;lt;center&amp;gt;Aquila Strongpoint&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=72&amp;quot;|s7=7|ap7=2|type7=Primary Weapon 1, Massive Blast, Gets Hot|r8=72&amp;quot;|s8=8|ap8=-3|d8=2|type8=Heavy 2D6|abil8=Each time you roll a hit roll of 1 when firing this weapon, this model suffers a mortal wound after all of its shots have been resolved.}}&lt;br /&gt;
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|}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Plasma Annihilator===&lt;br /&gt;
[[File:Sunfury_Plasma_Annhilator.png|200px|right|thumb|Sunfury Plasma Annihilator]]&lt;br /&gt;
Walking cathedrals deserve no less than a gigantic cannon that fires out giant gouts of Plasma on one arm (&#039;&#039;or both&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
A weapon of terrifying and indiscriminate power, the Plasma Annihilator is capable of incinerating entire cityscapes and rendering the strongest armor into steaming vapor. Developed from designs intended for the broadside batteries of void warships, Plasma Annihilators are able to be mounted only on the largest of the Imperium&#039;s war machines. Since the Plasma Blastgun is already the limit for super-heavies such as the Shadowsword chassis, the Plasma Annihilator seems to be reserved to nothing less than a building, or the kind that moves such as the bigger Battle Titans, as they have both the reactor-strength required to charge them and the motive power to wield them into the fighting.&lt;br /&gt;
&lt;br /&gt;
The blatantly intimidating name is also not just for show: the Plasma Annihilator annihilates. Not only is its payload big and bold, creating humongous craters as well as turning surrounding sands into glass, it also has a high rate of fire to keep that payload coming. Indeed, the weapon is so loud that those glass might as well shatter few moments after being made by the previous shot. [[Emperor Battle Titan|Emperor-class Battle Titans]] can afford that much destructive capability simply because they have a &amp;quot;dynamic&amp;quot; reactor, which essentially means they have much more power than lower-tier Titans.&lt;br /&gt;
&lt;br /&gt;
The Sunfury pattern is a recent rendition of the Plasma Annihilator mounted as the primary gun of Warlord Titans.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
PlasmaAnn.jpg|&amp;lt;center&amp;gt;Emperor Battle Titan&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaAnnihialtorFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaAnnihilatorPictCapture2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaAnnihilatorPictCapture1.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaAnnihilatorPictCapture3.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PlasmaAnnihilatorPictCapture4.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Emperor Battle Titan&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 2nd&lt;br /&gt;
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    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Range&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Firepower&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Str&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Acc&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;Rof&amp;lt;/th&amp;gt;&lt;br /&gt;
   &amp;lt;/tr&amp;gt;&lt;br /&gt;
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     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;24&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;8&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;-1&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;td style=&amp;quot;padding: 5px; border-style: ridge&amp;quot;&amp;gt;6&amp;lt;/td&amp;gt;&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | 4th&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Rapid&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=96&amp;quot;|strength=8|ap=2|type=Ordnance 6, Blast (7&amp;quot;), Primary Weapon}}&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=120&amp;quot;|strength=10|ap=2|type=Ordnance 3, Blast (10&amp;quot;), Primary Weapon}}&lt;br /&gt;
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|+style=&amp;quot;white-space: nowrap;&amp;quot; | Sunfury Plasma Annihilator&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=72&amp;quot;|type=Macro 2D6|strength=10|ap=-4|damage=2D6|abilities=After resolving all damage on the target unit, roll a D6 for every other unit within 6&amp;quot; of the target unit; on a 4+ that unit also suffers D3 hits using the weapon’s profile.}}&lt;br /&gt;
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{{Template:40k-Imperial-Weapons}}	&lt;br /&gt;
{{40k-GenestealerCults-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Squat Plasma Weapons==&lt;br /&gt;
Unlike the Imperium&#039;s failed attempts at trying to revive the Sollex-Aegis Energy Blade and to generalise the use of plasma-based firearms, the [[Leagues of Votann]] manage to maintain their vast armoury of [[Star Wars|lightsabers and blasters]] for both mining and warfare purposes.The colour of the Kin&#039;s plasma blades depends on which League forged it, with the Greater Thurian League&#039;s glowing orange while the Trans-Hyperian Alliance&#039;s are teal. Though since the Leagues regularly trade with one another it isn&#039;t uncommon to see Kin wielding weapons with the colors of other Leagues.&lt;br /&gt;
===Plasma Knife===&lt;br /&gt;
[[File:Plasma_Knife.JPG|200px|right|thumb|Plasma Knife]]&lt;br /&gt;
The smallest critter of the family. The Plasma Knife as its name implies, is the standard-issue combat knife of the [[Leagues of Votann]] [[Hearthkyn Warrior]]s. Short, light-weight and having a collapsible plasma blade which makes it even &#039;&#039;smaller&#039;&#039;, the Plasma Knife could just as easily slice through ceramite as it is a piece of wood or flesh. The only issue of course, is the energy usage before this thing goes off combat to a normal combat knife which just needs to be sharpened.&lt;br /&gt;
&lt;br /&gt;
They are also cultural weapons too, as they are carried as a badge of office by almost all of the Leagues of Votann&#039;s [[Kâhl]]s and [[Grimnyr]]s. They denote their wielder speaks with the authority of the League&#039;s First Ancestors and are rarely used in combat - except as a weapon of last resort.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, the Plasma Knife [[Wat|just acts as a regular old combat knife]], so you better off trade it with something better if you have the points to spare. Guess GW decided we needed a new [[Counts As|counts as]] tier weapon now that Chainswords are actually better than bare fists.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Plasma Blade Gauntlet===&lt;br /&gt;
[[File:Plasma_Blade.JPG|200px|right|thumb|Plasma Blade Gauntlet]]&lt;br /&gt;
A mix between that of a lightning claw and a power sword. The Plasma Blade Gauntlet is a fist-mounted plasma sword that is largely used by the [[Hearthguard|Einhyr Hearthguards]] as their primary form of close-quarters assault. It&#039;s plasma-induced blade means that the weapon, like all CQC plasma weapons, could collapse when deactivated; saving space and overall weight of the weapon.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Blade Gauntlet is a S+1 AP-3 D1, +1 attack weapon. An alternative option for Einhyr Hearthguard, who wields them well since it somewhat offsets the lower number of attacks made per model.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Plasma Sword===&lt;br /&gt;
[[File:Plasma_Sword.JPG|200px|right|thumb|Plasma Sword]]&lt;br /&gt;
The most basic of the basic, the Plasma Sword is the lovechild of a lightsaber and a power sword. Although it activates its plasma blade like a lightsaber, it still has the physical skeletal structure of a sword. Allowing one to collapse the blade into a more compact form. It is a definite step-up to the smaller Plasma Knife.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, it is a S:User AP-3 D1, +1 Attack. An Astartes [[Chainsword]] but better. The premiere can-opener for the Votann, you&#039;ll make every Space Marine around you green with envy with this.&lt;br /&gt;
&lt;br /&gt;
===Plasma Axe===&lt;br /&gt;
[[File:Plasma_Axe_2.PNG|200px|right|thumb|Plasma Axe]]&lt;br /&gt;
The Plasma Axe is used if you also want to lob off heads as easy as you can chop up some firewood. The Plasma Axe is a one-handed CQC weapon used by Squats if they want to opt for a better armour-piercing dismemberment weapon than the Plasma Sword. Like all plasma weapons, the blade itself is collapsible, making the weapon lighter and more compact for storage.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this thing is a S+1 AP-3 D1 weapon, one of the two basic CQC weapons used by the Leagues. A power sword by another name. Good for enemies with high armour saves.&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Plasma_Axe.JPG&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Forgewrought Plasma Axe===&lt;br /&gt;
[[File:Forge_Plasma_Axe.JPG|200px|right|thumb|Forgewrought Plasma Axe]]&lt;br /&gt;
An upgrade to your regular Plasma Axe.&lt;br /&gt;
&lt;br /&gt;
The Forgewrought Plasma Axe is a mastercrafted plasma axe that is only used by the [[Kâhl]]s of the [[Leagues of Votann]]. The Plasma Axes boasts much higher intensity in heat; offering stupendous cutting power as a result.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, Forgewrought Plasma Axes are a master-crafted plasma axe, with +1 damage. A Kahl has this by default and it is one of his primary close combat weapons. Very nasty against even TEQs due to the extra bonus damage.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Plasma Axe===&lt;br /&gt;
[[File:Heavy_Plasma_Axe.jpg|200px|right|thumb|Heavy Plasma Axe]]&lt;br /&gt;
The Plasma Axe&#039;s bigger cousin.&lt;br /&gt;
&lt;br /&gt;
Heavy Plasma Axes are among the Leagues of Votann&#039;s most robust mining equipment, that [[Chthonian Beserks]] use to extract precious minerals. However, when called to battle, they will also use these upsized Plasma Axes as effective weapons against the Leagues&#039; foes as well. Given the existence of its collapsible blade, the &#039;Heavy&#039; part of the Heavy Plasma Axe isn&#039;t as massive as one would expect.&lt;br /&gt;
&lt;br /&gt;
Tabletop wise, this weapon has 2 profiles, a Strike at S+1 AP-3 D2, and a Sweep at S:User AP-3 D1, with every attack roll making 2 attack rolls. Beserks get these by default, and they&#039;re no slouches with them.&lt;br /&gt;
&lt;br /&gt;
===EtaCarn Plasma Pistol===&lt;br /&gt;
[[File:Etacarn_Plasma_Pistol.JPG|200px|right|thumb|EtaCarn Plasma Pistol]]&lt;br /&gt;
The EtaCarn Plasma Pistol is one of the chief primary products produced by the guilds of the [[Leagues of Votann]]. Possibly named in reference to the Eta Carinae star system.&lt;br /&gt;
&lt;br /&gt;
These Squat Plasma Pistols are orders of magnitude superior to their Imperial counterparts; allowing one to [[Rape|fire overcharged plasma bolts without the worry of it exploding in your face.]] The sheer [[Awesome|awesome firepower and technical sophistication]] do come at a price, however. The sheer safety features needed to overcompensate for its ridiculous firepower means that its range is cut dramatically short than its equivalent.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these little monsters are a permanently charged plasma pistol that doesn&#039;t overload, but with half the range at only 6&amp;quot;. Don&#039;t expect to fire this too often. Still will pack a nasty surprise for enemies wanting to charge into CQC though.&lt;br /&gt;
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Try with Ymyr for a bit more use cases because of that extra 4&amp;quot; range.&lt;br /&gt;
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===EtaCarn Plasma Gun===&lt;br /&gt;
&lt;br /&gt;
[[File:SquatPlasmaGun.jpg|200px|right|thumb|EtaCarn Plasma Gun]]&lt;br /&gt;
The EtaCarn Plasma Gun is one of the chief primary products produced by the guilds of the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
Like their smaller brothers, the Plasma Gun provides much superior performance than their Imperial or Chaos counterparts; easily rivalling that of both the [[Eldar]] and [[Dark Eldar]] when it comes to efficiency, safety, maintenance and power. But whereas the Eldar cuts down on its raw balls-out power for increased range and firepower, the Squats does the opposite and overclocks it at the expanse of range.&lt;br /&gt;
&lt;br /&gt;
Crunchwise, these things are a 24&amp;quot; HunTR 1, S8 AP-4 D2 plasma gun. The default weapon for the [[Hearthguard|Einhyr Hearthguard]] and packs a wallop of a punch at range.&lt;br /&gt;
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===EtaCarn Plasma Beamer===&lt;br /&gt;
[[File:EtaCarn_Plasma_Beamer.JPG|200px|right|thumb|EtaCarn Plasma Beamer]]&lt;br /&gt;
The [[Dick|big dick assault rifle]] of the Leagues range of plasma products.&lt;br /&gt;
&lt;br /&gt;
The EtaCarn Plasma Beamer is a Plasma Gun that behaves somewhat like a [[Lascutter]]; as in, it fires a continuous stream (Or drill) of plasma that vaporizes, melts and burrows through basically anything it contacts with. Since the EtaCarn Guild originally designed this monster as a mining equipment, it does its job quite well in punching through boulders to get that sweet, sweet &#039;&#039;moolah.&#039;&#039; Likewise, the Squats, being as pragmatic as usual, also found it just as useful in boring [[Terminator Armour]] a [[Anal circumference|new asshole.]] This awesome power does come at a price however, as the immense power upkeep means that its effective range is decreased to prevent overload.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, these goddamned monsters are 18&amp;quot; HunTR 1, S8 AP-3 D2 Plasma Guns with &#039;&#039;&#039;Beam&#039;&#039;&#039;. Overcharged plasma that won&#039;t ever blow up, proving that the Imperium got the junk left behind after the dwarfs left. Its short range makes it awkward to use, however.&lt;br /&gt;
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[insert Ymyr rebuttal]&lt;br /&gt;
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==Squat Ion Weapons==&lt;br /&gt;
You want to know where the [[Tau|Weeaboos]] got their Ion weapons, now you know.&lt;br /&gt;
===Ion Pistol===&lt;br /&gt;
[[File:Ion_Pistol_Side_Model.PNG|200px|right|thumb|Ion Pistol]]&lt;br /&gt;
The Ion Pistol is the smallest Ion weapon issued by the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
These pistols pretty much contain the power of an Ion Blaster in a more compact and pistol-whipping form at the expanse of maximum effective range. Used only by [[Theyn]]s of a [[Hearthkyn Warrior]] squad, the Ion Pistol is effectively like having a near lightspeed [[EtaCarn Plasma Pistol]] without the risk of residue plasma burns being washed back into your face.&lt;br /&gt;
&lt;br /&gt;
Crunchwise on the tabletop, the Ion Pistol is, in a nutshell, a pocket-sized Ion Blaster at 12&amp;quot; S5 AP-2 D2. Comes somewhat close to the Ion Blaster&#039;s range, so it&#039;s not a bad choice to give to your Theyns if you&#039;ve gone all in on Ion.&lt;br /&gt;
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===Ion Blaster===&lt;br /&gt;
[[File:IonBlaster.jpg|200px|right|thumb|Ion Blaster]]&lt;br /&gt;
The Ion Blaster is one of the standard-issue weapons used by the [[Leagues of Votann]].&lt;br /&gt;
&lt;br /&gt;
Orders of magnitude more advance, compact and powerful than their shoddy knock-off counterparts used by the Tau. The Ion Blaster is an assault weapon-type plasma weapon that fires repeated ionised particles at near light-speed. Funnily enough, whilst the League, specifically the [[Demiurg|Seran-Tok Mercantile League]] do trade with the Tau, the Squats deliberately gave the Tau their second-hand junk material whilst keeping most of their goodies for themselves.&lt;br /&gt;
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On the tabletop, the Ion Blaster is an 18&amp;quot; HunTR 1, S5 AP-2 D2. A 1 point upgrade for Hearthkyn, bumping their ppm to 12. Tailor-made for wrecking power armour of almost any variety, but the single shot is a bit underwhelming.&lt;br /&gt;
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===Ion Beamer===&lt;br /&gt;
[[File:Ion_Beamer.JPG|200px|right|thumb|Ion Beamer]]&lt;br /&gt;
The Ion Beamer is the EtaCarn Plasma Beamer&#039;s Ion cousin.&lt;br /&gt;
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This supped-up Ion weapon is mounted as one the primary weapons of the [[Magna-Coil Bike]]s and one of the secondary weapons for your [[Hekaton Land Fortress]]. Like the Plasma Beamer, the Ion Beamer acts as a &#039;drill&#039;; boring its way through armoured vehicles as easily as the boulders it was originally intended for.&lt;br /&gt;
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On tabletop, these are an alternative upgrade for your Pioneers and Land Fortresses, this is a souped-up Ion Blaster with the Beam keyword, HunTR 2 and 2 extra strength. Might be a viable pick, since Pioneers can easily get into a position where they&#039;ll take full advantage of Beam weapons. A Land Fortress can replace either 2 or all 4 of their Bolt Cannons with these for oodles of laser-spewing death.&lt;br /&gt;
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===Cyclic Ion Cannon===&lt;br /&gt;
[[File:CyclicIonCannon.PNG|200px|right|thumb|Cyclic Ion Cannon]]&lt;br /&gt;
No. Despite the name, they are in no way related to the [[Tau]]&#039;s [[Cyclic Ion Blaster]] or [[Cyclic Ion Raker]]. Although knowing the Squats, they might as well be where those aforementioned [[Weeaboo]] [[Original character, do not steal|weapons came from.]]&lt;br /&gt;
&lt;br /&gt;
One of the largest known Dorf Ion weapons. The Cyclic Ion Cannon is a type of heavy Ion Weapon used by the [[Leagues of Votann]]. They are known to be mounted on the [[Hekaton Land Fortress]] as one of its primary weapons. The weapon unleashes high-powered blasts that can make [[Terminator Armour]] look to be as effective as [[Flak Armour]].&lt;br /&gt;
&lt;br /&gt;
Crunchwise, this monster Ion Blaster is 24&amp;quot; Heavy 3d3, S8 AP-2 D2 with Blast. The default primary weapon of the Land Fortress, this is tailor-made to ruin a Space Marine&#039;s day. Though remember [[Bullshit|Armor of Contempt]] makes them noticeably less effective at their job.&lt;br /&gt;
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==Chaos Plasma Weapons==&lt;br /&gt;
&lt;br /&gt;
{{heresy}}&lt;br /&gt;
&lt;br /&gt;
Chaos Plasma Weapons are basically the same as the Imperium&#039;s but with more spikes, skin, Chaos decorations and they fire [[Star Wars|crimson red plasma rather than the Imperium&#039;s blue.]] With the possible exception of Death Guard plasma guns, which... you see it, right? it&#039;s not just us?&lt;br /&gt;
&lt;br /&gt;
However they do have a few Plasma weapon exclusively designed by Chaos, for Chaos.&lt;br /&gt;
&lt;br /&gt;
===Æther-Fire Cannon===&lt;br /&gt;
[[File:AetherFireCannonProfile.jpg|200px|right|thumb|Æther-Fire Cannon]]&lt;br /&gt;
A Plasma-ish weapon that doesn&#039;t seem to settle on whether it wants to be called &amp;quot;Æther-Fire&amp;quot; or &amp;quot;Æther-Flame&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Either way, the Æther-Fire Cannon is an option for the [[Castellax-Achea Class Battle-Automata|Castellax-Achea Battle-Automata]] to take instead of the usual [[Mauler Bolt Cannon]] loaded with psychoreactive toxins (&#039;&#039;also known as nerve agents&#039;&#039;). While the Castellax-Achea itself was developed by a Forge World with a Chaos Dwarfs-ish name, Zhao-Arkhad, the Æther-Fire Cannon is a later development by the Techmarine artificers of the Pyrae Cult – Bright Wizards of the Thousand Sons. This obviously modified Plasma weapon was developed with occult lore as well as the unique &amp;quot;techno-arcana&amp;quot; of the aforementioned Zhao-Arkhad. Aside from the psychic robots, Thousand Sons who happen to carry a Plasma Cannon may switch to this Æther-Fire Cannon instead.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Æther-Fire Cannon basically adds ten points of Soul Blaze to a Plasma Cannon. If this is bought, all such guns in the unit must be upgraded in the same manner. Although it is nice of them to push the under-used Soul Blaze rule, a whole squad of 5+ Plasma Cannons is likely going to erase or cripple anything remotely susceptible to Soul Blaze anyway. Given that a whole squad of Plasma-Cannoneers will fork out 100pts for what is basically a one or three of Bolter hits a turn... [[Derp|you can see why Soul Blaze is under-used in the first place]]. If you&#039;ve got a Castellax-Achea rolling around with 15pts to spare, you might want to consider this.&lt;br /&gt;
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It is unknown whether the present Thousand Sons still have this psychic-Plasma Cannon at their disposal, or what kind of work a thousands of years in the Warp has done to it.&lt;br /&gt;
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===Ectoplasma Cannon===&lt;br /&gt;
[[File:EctoplasmaCannon.jpg|200px|right|thumb|Ectoplasma Cannon]]&lt;br /&gt;
GW wanted to give Chaos Plasma a distinctive name. Thankfully, there&#039;s already a &amp;quot;Plasma&amp;quot; in &amp;quot;Ectoplasma&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For the most part, an Ectoplasma Cannon can be found as a weapon on the [[Forgefiend]] [[Daemon Engine]] when the guys who make it want to try something else instead of the usual [[Hades Autocannon]]s. The pulsing energies of a Forgefiend’s furnace are not always employed to produce solid ammunition. Some sport flex-sheathed Plasma weapons of ancient design, weapons so large they would look more at home on a light aircraft than a land-bound walker. Those Daemon-beasts the Imperium have nicknamed Cerberites bear no less than three of these Ectoplasma Cannons, one mounted on each weapon-limb and one jutting out from their maws. Gargoyle-mouthed and drizzling balefire, the searing energies these devastating weapons hurl outwards are a hybrid of Plasma and burning ectoplasm channeled straight from the Forgefiend’s tainted heart consisting of raw daemonic energy from the Warp and fire tortured, screaming souls. Presumably, the Forgefiend eats stuff to make bullets for the Hades, so it wouldn&#039;t be too far-fetched to say that Forgefiends with Ectoplasma Cannons eat, well, people. The Ectoplasma Cannons were once prized artifacts, dating back to before the Heresy, but the Warpsmiths have perverted them into something far worse. In practice, it certainly has become better in regard of not getting hot as of recent.&lt;br /&gt;
&lt;br /&gt;
The Hellwrights themselves seem to also have access to the Ectoplasma technology. A couple of variants, both of which notable weapons hardly found in the present age, have been corrupted into an Ectoplasma alternative. Although we do not know for sure what exactly the Ectoplasma Cannon used to be, we are certainly sure for the following two. The Ectoplasma Blaster is just that, corrupted Plasma Blasters mounted in the fists of Contemptor Dreadnoughts. There is also the Ectoplasma Battery, which is a warped variant of the Hellfire Plasma Cannonade mounted on Deredeo Dreadnoughts. Unlike the Ectoplasma Cannon, these two will still overheat if you&#039;re not careful/lucky with it. Perhaps it has something to do with how Dreadnoughts are not Daemon Engines.&lt;br /&gt;
&lt;br /&gt;
And yeah, yeah, cue the [https://www.youtube.com/watch?v=4MjuEqaSWmk Ghostbusters theme].&lt;br /&gt;
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EctoplasmaCannon1.jpg|&amp;lt;center&amp;gt;Right Arm&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Chaos-Weapons}}&lt;br /&gt;
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==Tau Plasma Weapons==&lt;br /&gt;
&lt;br /&gt;
The Tau make extensive use of Plasma technology. In fact, almost all of their weapons are plasma-based in one form or another. Tau plasma weapons generally shoot the same globes of magnetically- shielded overheated plasma as imperial ones, but do not suffer from the &amp;quot;Gets Hot&amp;quot; rule as they are less powerful than Imperial models and are somewhat lighter. Unlike imperial plasma weapons Tau ones only rely on energy to fire, rather than a combination of energy supply and chemical fuel.&lt;br /&gt;
&lt;br /&gt;
Many, &#039;&#039;&#039;&#039;&#039;many&#039;&#039;&#039;&#039;&#039; people somehow mistake pulse weapons with plasma weapons. Pulse weapons are below this section on this page for...some reason.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fun With Fluff&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Back in 8th edition, T&#039;au plasma weapons got a substantial nerf. The lower power was a reflection of the fact that T&#039;au weapons didn&#039;t Overheat. That meant people could choose whether or not their weapons overheated through the overcharge profile, and T&#039;au having a lower Strength was both a meaningless and secondary nerf to Crisis and Broadside suits who have already suffered nerfs via cost increases. This made them utter ass in 8th.&lt;br /&gt;
&lt;br /&gt;
9th edition fixed this so instead of having to overcharge and risk death, T&#039;au plasma rifles are effectively always overcharged compared to their imperial equivalents without suffering any of the ill effects. Think of it as the difference between the plasma rifle in Doom versus the plasma rifle in Fallout to note the differences between the Imperial and T&#039;au plasma long guns.&lt;br /&gt;
&lt;br /&gt;
===Plasma Rifle===&lt;br /&gt;
[[File:PlasmaRifleProfile.jpg|200px|right|thumb|Plasma Rifle]]&lt;br /&gt;
Before 9th edition, the Plasma Rifle was essentially a Plasma Gun with its safety engaged. If players wanted their &amp;quot;Plasma&amp;quot; weapon that does blow up like a Plasma should with the reward of extra strength and wounds accompanying the dakka, check out their Ion arsenal below.&lt;br /&gt;
&lt;br /&gt;
Indeed, the Plasma Rifle is the Plasma Gun equivalent for the [[Battlesuit]]s. The only difference it has to our usual Plasma Gun is that this thing is actually safe, relatively speaking, which translates to a smaller volume of shots compared to the Plasma weaponry of their oppositions. In practice, this is the only Plasma proper weapon widely available to the Tau since their Plasma Cannon below were in its field-testing stage by the time of the Taros Campaign. It seems the Earth Caste has been busy lately incorporating the lessons learned from building their own plasma cannons into the humble plasma rifle, updating it into one of the most potent plasma weapons for its size.&lt;br /&gt;
&lt;br /&gt;
For the [[XV-8 Crisis Battlesuit|XV8 Crisis Battlesuit]], the Plasma Rifle is available as a primary weapon option and it packs a wallop! Sure it only kicks out one shot, but that one shot now has a 30&amp;quot; range and when it hits? It&#039;s a one-hit TEQ kill: S8 AP-4 D3. A couple of Plasma Rifles may be installed instead of the [[Smart Missile System]] over the shoulder of the [[XV88 Broadside Battlesuit]] – the same can be said for the [[XV104 Riptide Battlesuit]] as well. Commander Longknife also has his own experimental variant to complement the experimental Battlesuit, and his comes with two barrels. Commander Farsight also has a &amp;quot;High-intensity&amp;quot; plasma rifle, differentiating himself from the other Battlesuits.&lt;br /&gt;
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The High-intensity Plasma Rifle is a much better variant overall, powerful, with the same range as the Plasma Incinerator as well.&lt;br /&gt;
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PlasmaRifleRiptide.jpg|&amp;lt;center&amp;gt;XV104 Riptide&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Plasma Accelerator Rifle===&lt;br /&gt;
[[File:PlasmaAcceleratorRifleProfile.jpg|200px|right|thumb|Plasma Accelerator Rifle (&#039;&#039;Placeholder&#039;&#039;)]]&lt;br /&gt;
The lack of &amp;quot;Plasma&amp;quot; weaponry with the Tau does not mean they neglect working on this branch of their tech tree. The Plasma Accelerator Rifle is one of the recent developments available on the field.&lt;br /&gt;
&lt;br /&gt;
In fact, the Plasma Accelerator Rifle is also one of the deadliest inventions from Bork’an’s renowned science divisions, blending pulse-induction technology with a high-yield plasma generator. No, the gun does not have a metal detector mounted on it, probably. &amp;quot;Pulse-induction&amp;quot; most likely refers to their Pulse technology below which also shoots Plasma, though indirectly since it&#039;s not Plasma that comes out of the barrel. The Plasma Accelerator Rifle, on the other hand, uses Pulse technology in conjunction with proper Plasma technology. The result is a long-range armor-piercing weapon that is highly effective against both infantry and light vehicles. Now, plasma acceleration is actually a thing, and it does so through an electric field which we may correlate to the embedded Pulse tech. This E-field in particular is also special in its own way, since it also must be associated with the electron plasma wave (&#039;&#039;plasma oscillation&#039;&#039;) or other kinds with &amp;quot;high-gradient plasma structures&amp;quot; as well. Do not actually take any of our word for this, though, since the closest thing most of us get to being scientists is using a search engine. Relatively speaking since the Tau practically steamrolls through achievements, it really took the Earth Caste quite a while to figure out that they should try to combine two similarly &amp;quot;Plasma&amp;quot; weapon systems together. Although, since said “achievements” were due to the Eldar who abandoned them, it’s unsurprising their tech stagnated, takes a long time by modern standards to make advancements, and their advancements since said abandonment are mostly using what they already have in different ways rather than actual invention.&lt;br /&gt;
&lt;br /&gt;
It seems to be a matter of time before those nerds figure out how to incorporate their Ion technology as well in order to unite the Plasma trinity together in a single frame. Right now, the Plasma Accelerator Rifle is probably still under the early stages of field-testing – a single Battlesuit may be found with one attached in a Bork&#039;an force, and its effectiveness is at about the same level as Farsight&#039;s High-intensity Plasma Rifle with a little difference.&lt;br /&gt;
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===Tau Plasma Cannon===&lt;br /&gt;
[[File:TauPlasmaCannonProfile.jpg|200px|right|thumb|Tau Plasma Cannon]]&lt;br /&gt;
This is basically the Plasma Rifle, an enlarged Plasma Rifle grown a tad bit too big.&lt;br /&gt;
&lt;br /&gt;
Because of this, they are more powerful than their little kinder and also fire more rapidly. However, a Plasma Cannon sacrifices some of its armor penetration power for this advantage, making it similar in damage output to an Ion Cannon. Unlike Imperial Plasma Cannons, this Plasma Cannon does not cover a small (&#039;&#039;or large&#039;&#039;) area with a Plasma blast; it fires in bursts, which means it is more suited for vaporizing singular big targets rather than groups of heavy infantry stupid enough to clump up. Since the Tau Plasma Cannon is essentially a main gun for a tank which is the [[Hammerhead Gunship|TX7 Hammerhead Gunship,]] a more proportionate comparison over the Imperium&#039;s side should be a Plasma cannon that is also worthy for their tanks – the Plasma Destroyer. No matter the weapon, the Tau Plasma Cannon is clearly better than any of the &#039;&#039;Gorilla&#039;&#039; counterparts in one factor other than not getting hot from playing it safe. For the size, it shoots pretty far. The smallest size over the Imperium that can shoot as far as their Plasma Cannon is the Plasma Decimator, which is fitted on the larger Dominus-class Knights. Along with the Fusion Cannon, their Plasma Cannon saw first blood during the Taros Campaign where it was [[Just As Planned|&#039;coincidentally&#039; being field tested there]]. This gave the Tau much needed boost in their little Weeaboo hands to counteract against heavy Imperial firepower at the time.&lt;br /&gt;
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[[Forge World]] used to produce a variant turret for the Hammerhead Gunship for the twin-linked Plasma Cannon option. But since it &amp;quot;used to,&amp;quot; your only choices of getting one are either finding people who sell it, finding alternative bits that look just close enough, whipping out your conversion expertise, or the [[Proxy|universal solution]].&lt;br /&gt;
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==Tau Pulse Weapons==&lt;br /&gt;
Most Tau plasma weapons are &amp;quot;pulse weapons,&amp;quot; which shoot a particle that super heats the air in its immediate vicinity due to its extreme level of excitement. Unlike what many people think, it does &#039;&#039;not&#039;&#039; fire plasma. It shoots individual, energized particles pre-charged and stored in magazines (presumably to save on energy and heat for the weapon as it doesn&#039;t need to charge the particles itself). Each barrel fires one particle. The same thing as a Disruptor Macrocannon except in fires a single particle instead of a shell of particles. The glow is from the particle hitting the air, effectively turning it into plasma. Pulse weapons are as much of a &amp;quot;basic&amp;quot; weapons as shuriken weapons are basic eldar guns, or bolt weapons are basic non-cannon fodder Imperium guns, but they are superior to both in terms of power and effective range, with only balancing point being they are mounted on rather human-like Fire Warriors and that they have zero tactical flexibility unlike the ammo options of shuriken, splinter, bolt, and other kinetic weapons. (And Bladestorm.)&lt;br /&gt;
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===Pulse Pistol===&lt;br /&gt;
[[File:Pulse_Pistol.jpg|201px|right|thumb|Pulse Pistol]]&lt;br /&gt;
Predictably a pistol-sized Pulse weapon, the Pulse Pistol is a far smaller version of the Tau Pulse Rifle.&lt;br /&gt;
&lt;br /&gt;
As a pistol-sized Pulse weapon, it is only used by certain Tau personnel as a basic defense and hold-out weapon to be applied in desperate situations. The only time you&#039;ll ever see one of these on the board is if a [[Battlesuit]] equips an ejection system and the pilot bails out (&#039;&#039;5th Edition&#039;&#039;), on a Sniper Drone spotter (&#039;&#039;6th edition&#039;&#039;), or carried by a Fire Warrior. Even Drones are armed with Pulse Pistols, specifically [[Escort Drone|Escort Drones]] used by the Water Caste. That one is understandable since you can&#039;t really make a pacifistic impression when a bodyguard robot with two cannons is right besides you. Hilariously, this thing manages to retain the same shot-for-shot power ratio of a full-sized Pulse Rifle.&lt;br /&gt;
&lt;br /&gt;
As hilarious is a part of 40k fluff (&#039;&#039;[[Skub|depending on whether you find a dead Fishface turned into a Fishcake hilarious]]&#039;&#039;): a lone Tau Water Caste was trying to secretly kill a [[Ultramarine|Smurf]] [[A Game of Pretend|by pretending to talk the angry blueman down through the use of]] [[Diplomacy]]. This includes speaking to him of Ultramarine culture and whether it would be considered honorable to kill an [[Bullshit|&#039;unarmed&#039;]] woman and what [[Roboute Guilliman|Papa Smurf]] would think of this dishonor. Her weapon of choice? [[FAIL|A Pulse Pistol.]] Yes you heard us right – a Tau bred to be diplomats first and soldiers later actually thought it was a good idea to kill a supersoldier with lightning fast reflexes at &#039;&#039;close range&#039;&#039; with what counts as a really powerful [[Laspistol|flashlight]]. And if she&#039;d succeeded the entire freaking Legion would probably have ganged up on the Tau and erased their existence in time for lunch.&lt;br /&gt;
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Suffice to say, in a rare stroke of [[Awesome]], [[Cato Sicarius]] [[Derp|of ALL people]] saw through her [[Bullshit]] [[/d/|and proceeded to flatten and crush her to death with his hueg augmented blueberry muscles]].&lt;br /&gt;
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PulsePistolModel1.jpg|&amp;lt;center&amp;gt;Model&amp;lt;/center&amp;gt;&lt;br /&gt;
PulsePistolModel2.jpg|&amp;lt;center&amp;gt;Holstered Model&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=5|ap7=5|type7=Pistol|r8=12&amp;quot;|s8=5|ap8=0|d8=1|type8=Pistol 1}}&lt;br /&gt;
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===Pulse Blaster===&lt;br /&gt;
[[File:PulseBlasterArt.jpg|200px|right|thumb|Pulse Blaster]]&lt;br /&gt;
Unlike the other handheld variants we&#039;ve seen so far, the Pulse Blaster is actually a later development over that area which came along with the Breacher Teams.&lt;br /&gt;
&lt;br /&gt;
Back when the Tau were starting up their expansion game, most fights they encountered had them being on the defense since their enemies were more on the aggressive side such as the Orks. Everything changed when they attacked the Imperium. Hive Worlds and bunkers are usually narrow and at times not quite accommodating for Battlesuits, and Space Marines are really good at boarding ships which similarly have little room for maneuvering. This is where the suicidal Breacher Teams and their Pulse Blasters come in. As their signature weapon, the Pulse Blaster exchanges the reach and consistency of its rifle equivalent for sheer destructive punch. It uses a two-stage process to enhance the lethality of its Plasma-based ammunition. When the trigger is halfway depressed, an invisible volley of negatively charged particles paint the target, priming it for the killing shot to come. Such victims glow with a ghostly light for a moment before their doom is delivered. A twitch of the trigger, and the Plasma payload is shot out, dragged unerringly to its destination with shocking force – far more than a conventional infantry-borne weapon could hope to achieve. At close quarters the Pulse Blaster&#039;s every shot is powerful enough to slam a gory hole through an enemy&#039;s chest or even punch clean through the side of a transport vehicle.&lt;br /&gt;
&lt;br /&gt;
Crunch wise, they are a recent Pulse tool for the Fire Caste to play with, and it resembles nothing more than an over-under shotgun married to an assault rifle. With the same rate of fire as the Pulse Carbine, this weapon is the Tau&#039;s answer to close quarters combat, acting as a Pulse scattergun that grows more powerful the closer the target is. At its longest range, it won&#039;t even put a dent in Ork or Kroot &amp;quot;armor&amp;quot;, while at point blank range it&#039;ll tear through a Space Marine&#039;s armor along with the Space Marine inside it.&lt;br /&gt;
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PulseBlasterSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlasterFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlasterPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Carbine===&lt;br /&gt;
[[File:Custom_Taupulse_carbine_by_tallguy-d31r7fu.jpg|200px|right|thumb|Pulse Carbine]]&lt;br /&gt;
Now this is the smallest Pulse gun you may hold your trigger with (at least without melting down the Pistol or the Blaster breaking your shoulder).&lt;br /&gt;
&lt;br /&gt;
The Pulse Carbine exchanges the range enjoyed by the Pulse Rifles for more Dakka. Aside from the reduced range which is almost half, it also looks like a sawn-off Pulse Rifle as the Pulse Carbine is more compact as the name suggests – a shorter barrel goes a long way in portability. The Pulse Carbine seems to be exclusively used by the Tau over the suicidal infantry section that has to close in in order to use this gun. Tau personnel who are not infantry such as vehicle crew does not seem to have access to the Pulse Carbine, being stuck with a small (&#039;&#039;but still deadly&#039;&#039;) sidearm that is the Pulse Pistol above.&lt;br /&gt;
&lt;br /&gt;
Available as an alternative for Strike Teams, for the Pathfinder Teams and also Darkstrider, the size of the Pulse Carbine makes it perfect for their mode of operation whose keyword is scouting. The smaller size also makes room for a Markerlight or an underslung grenade launcher for Photon Grenades. Outside of [[Fire Warrior]]s, the Pulse Carbine also sees plenty of application by the [[Gun Drone|Gun Drones]] in a pair, while [[Exploratory Drone|Exploratory Drones]] are one Pulse Carbine short since it probably needs more juice diverted to additional equipment to help in exploration such as sensors. After all, it is supposed to look at stuffs like Space Hulks, not shoot stuffs up like mean and green football hooligans. In Layman&#039;s terms, an assault rifle for the Tau.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;All Guardsman Party&#039;&#039;, they are a favored weapon due to the punch and full auto. They were disguised as lasguns, but as of the latest, they lost them.&lt;br /&gt;
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PulseCarbineSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseCarbineFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseCarbineDrone.jpg|&amp;lt;center&amp;gt;Gun Drone&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseCarbineDarkstrider.jpg|&amp;lt;center&amp;gt;&#039;&#039;[[El&#039;Myamoto|Darkstrider]]&#039;s&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Rifle===&lt;br /&gt;
[[File:PulseRifle6.jpg|200px|right|thumb|Pulse Rifle]]&lt;br /&gt;
The Pulse Rifle is the basic firearm used by [[Fire Warrior]] squads, and occasionally [[Gue&#039;vesa]] and [[Kroot]] who have earned the trust of their Tau comrades.&lt;br /&gt;
&lt;br /&gt;
The Pulse Rifle used by the [[Cadre Fireblade]]s in particular have a larger scope, while [[Shaper|Kroot Shapers]] forgo the scope entirely. The [[Tetra|Tetra Scout Speeder]] used by [[Pathfinder Team|Pathfinders]] also mounts two of these as the means for self-defense or perhaps something more offensive. In terms of crunch, these things have better range and power than Lasguns and even regular Bolters. The fluff tends to respect this too, and the first [[Ravenor]] novel mentions a Guardsman who (&#039;&#039;rightly&#039;&#039;) ditched his own weapon in favor of a scavenged Pulse Rifle. Whilst it can fire on automatic, the Pulse Rifle is not that good at it.&lt;br /&gt;
&lt;br /&gt;
It is not something like an assault rifle that anyone can go trigger happy with, so the gunner is expected to pick and choose his shots rather than fill the air with energy rounds despite one power cell being worth fifty shots before needing to reload. The Pulse Rifle also gives us the explanation to the increased range. It appears to be due in part of the built-in gyro-stabilizer allowing the gunner to shoot further in a more accurate sense – that little spherical gizmo at the end of the barrel (&#039;&#039;at least, according to [[Fantasy Flight Games]]&#039; [[Rogue Trader (RPG)|Rogue Trader]] RPG&#039;&#039;). The Longshot variant used by the [[Sniper Drone|MV71 Sniper Drones]], on the other hand, puts further emphasis in the sniping part along with having the range increased even further.&lt;br /&gt;
&lt;br /&gt;
So, it is less likely to be the matter of recoil for the ineffectiveness of the Pulse Rifle in automatic firing. The issue might be in the rate of fire itself.&lt;br /&gt;
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PulseRifleStrikeTeam1.jpg|&amp;lt;center&amp;gt;Strike Team&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseRifleStrikeTeam2.jpg|&amp;lt;center&amp;gt;Strike Team&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseRifleKroot.jpg|&amp;lt;center&amp;gt;Kroot Shaper&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseRifleFireblade1.jpg|&amp;lt;center&amp;gt;Fireblade Cadre&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseRifleFireblade2.jpg|&amp;lt;center&amp;gt;Fireblade Cadre&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseRifleTetra.jpg|&amp;lt;center&amp;gt;Tetra Scout Speeder&amp;lt;/center&amp;gt;&lt;br /&gt;
Longshot Pulse Rifle.PNG|&amp;lt;center&amp;gt;Longshot Pulse Rifle&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Burst Cannon===&lt;br /&gt;
[[File:Burst_Cannon.jpg|200px|right|thumb|Burst Cannon]]&lt;br /&gt;
Developed during their steamrolling through the tech tree, application of the Burst Cannon is quite prolific among the armies of the Tau. That is to say, these things are EVERYWHERE.&lt;br /&gt;
&lt;br /&gt;
Shortly after the Tau perfected their Pulse induction technology which is what makes Pulse weapons work, the Fire caste was provided with early prototypes of Pulse Rifles; though excellent weapons, they lacked the rate of fire to be repurposed as a support weapon apart from the Sniper Drones that use a variant with increased range. The [[Ethereal]]s tasked the Earth caste with developing a weapon that would enable Tau warriors to engage with foes many times their number. The result was the creation of the Burst Cannon, which produced impressive results in combat trials where the subjects on the receiving end might have been Orks green with jealously of the amount of Dakka the gun spews out, tearing apart enemy infantry and light armor with equal ease. Now, almost every Tau vehicle has a mounting for a Burst Cannon, and it remains a favored weapon system for all marks of [[Stealthsuit Team|Stealth]] and [[Battlesuit|Crisis Battlesuits]]. Appearance-wise, it is that of a quad-barreled Gatling gun – XV9 Hazard Battlesuits as well as Ghostkeel Battlesuits over the shoulders may carry double that number since they use a variant with two barrels. Burst Cannons may also have an armored sheathing over the barrels as shown on the picture. This extra bit in particular is widely attached with Stealth Battlesuits.&lt;br /&gt;
&lt;br /&gt;
Enemies of the Tau have developed a healthy proportion of respect and fear for the Burst Cannon. The weapon makes a distinctive sound when fired, the induction chamber crackling with energy as a stream of charged particles hisses across the battlefield. Imperial Guardsmen that come under fire from Burst Cannons often speak of the sound, each shot cleaving the air with a distinctive whiz-hum, not unlike the sound of solid bullets buzzing past their ear, but multiplied hundredfold as dozens of bursts are fired each second just like our Minigun. Unlike the [[Heavy Bolter]]s and [[Heavy Stubber|Stubbers]] of the Imperium with their rhythmic thumping fire, a Burst Cannon makes a continuous tearing wail, with individual shots nearly indistinguishable from each other. With heavy mountings and large plasma coils powering them, Burst Cannons are a degree more deadly than smaller Pulse weapons. Like these smaller weapons, a Burst Cannon can punch straight through most infantry armor as if it wasn’t there. Given that a Burst Cannon fires a great many of these shots each minute, it is fully capable of clearing an area of infantry in the space of a few bloody seconds. Stealth suits especially favor this weapon, its sudden storm of fire making it an ideal weapon for short ranged ambushes. The XV86 Coldstar Battlesuits used by Tau Commanders have access to a High-output variant which has double the firepower just like there&#039;s another Burst Cannon next to it.&lt;br /&gt;
&lt;br /&gt;
Burst Cannons are also well suited to combating light armor, which cannot defend against the powerful hail of high-speed plasma. Walkers, armored transports and recon vehicles all stray within range of a burst cannon at the risk of having their thin armor plating torn from them bit by bit. Even Imperial battle tanks are not immune to the burst cannon: a sustained burst directed at weaker rear armor is capable of rupturing an engine or setting off ammunition stores. Burst Cannons are found on many Tau vehicles, from the [[Devilfish|Devilfish APC]] to the [[Hammerhead Gunship]]. Often slaved to Drone control, a Burst Cannon makes for an ideal point-defense weapon, keeping infantry and light vehicles away from a tank hunter like the Hammerhead, or giving a squad of [[Fire Warrior]]s cover as they deploy from their transport. This is where the Burst Cannon trades the range and accuracy of weapons like the pulse rifle for the ability to saturate an area with Plasma fire. For this reason, Burst Cannons are used extensively as part of established defenses. When guided by Drones, they make effective sentry guns, silently tracking back and forth, scanning for threats. Again, this thing is everywhere, sometimes in conjunction with a variant with two extra barrels below.&lt;br /&gt;
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BurstCannonXV25Stealth.jpg|&amp;lt;center&amp;gt;XV25 Stealth&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonXV8Crisis.jpg|&amp;lt;center&amp;gt;XV8 Crisis&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonXV9Hazard.jpg|&amp;lt;center&amp;gt;XV9 Hazard&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonXV8586EnforcerColdstar.jpg|&amp;lt;center&amp;gt;XV86 Coldstar&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonXV95Ghostkeel.jpg|&amp;lt;center&amp;gt;XV95 Ghostkeel&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonKV128Stormsurge.jpg|&amp;lt;center&amp;gt;KV128 Stormsurge&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonTX4Piranha.jpg|&amp;lt;center&amp;gt;TX4 Piranha&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonTY7Devilfish.jpg|&amp;lt;center&amp;gt;TY7 Devilfish&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonHammerhead.jpg|&amp;lt;center&amp;gt;Hammerhead&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonTX78Skyray.jpg|&amp;lt;center&amp;gt;TX78 Skyray&amp;lt;/center&amp;gt;&lt;br /&gt;
BurstCannonAX3Razorshark.jpg|&amp;lt;center&amp;gt;AX3 Razorshark&amp;lt;/center&amp;gt;&lt;br /&gt;
High Output BC.JPG|&amp;lt;center&amp;gt;High-output Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
High_Output_Burst_Cannon.PNG|&amp;lt;center&amp;gt;High-output Variant&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Submunitions Rifle===&lt;br /&gt;
[[File:Submunition_Rifle.jpg|200px|right|thumb|Pulse Submunitions Rifle]]&lt;br /&gt;
Because it&#039;d be rather unfair for the Fire Warriors to get all the shotgun fun with their Pulse Blasters, there is the Pulse Submunitions Rifle.&lt;br /&gt;
&lt;br /&gt;
Hell, since the Pulse Blaster is relatively the newer gun, it might have been based on this cannon-sized rifle here. And despite being a rifle, its range is not that great, but impressive nonetheless considering that it is more of a shotgun rather than a rifle in the first place. The Pulse Submunitions Rifle is a primary weapon used by the XV9 Hazard Battlesuits, and it fires what can be described as a &amp;quot;Pulse shrapnel&amp;quot; shot that explodes above the enemy targets, covering quite an area with cover-ignoring pulse shots. While it does have a decent range as well as killing power, the trade off for spreading shots is its lack of armor-piercing capabilities, as even Flak Armor used by the Imperial Guard has a decent chance of brushing off a Pulse submunitions shot.&lt;br /&gt;
&lt;br /&gt;
Nevertheless it has proven to be an awesome tool for clearing out trenches and buildings of infantry, and wiping out tightly packed Ork and Tyranid hordes swarming at the position. The XV9 Hazard Battlesuit of Shas’O Vesu’r Ra’lai in particular sports an experimental rendition of the Pulse Submunitions Rifle as its primary armament. It sacrifices a degree of damage and blast radius in favor for a higher rate of fire, and the ability to be loaded with several potent, limited-issue warheads. Whilst powerful, these warheads are currently equally experimental as their barely-contained power can damage the Battlesuit itself.&lt;br /&gt;
&lt;br /&gt;
Shas&#039;o R&#039;alai is also your only source for a Pulse Submunitions Rifle model if you want to get one for your Hazard team.&lt;br /&gt;
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PulseSubmunitionsRifleSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Long-Barrelled Burst Cannon===&lt;br /&gt;
[[File:Long_Barrelled_Burst_Cannon.PNG|200px|right|thumb|Long-Barrelled Burst Cannon]]&lt;br /&gt;
Continuing their tradition of making a bigger variant of a weapon by making it longer, the Long-barrelled Burst Cannon is a Burst Cannon given a metaphorical penis extension.&lt;br /&gt;
&lt;br /&gt;
Unlike with their similarly-sized Fusion Cannon and Plasma Cannon, the Tau&#039;s Long-barrelled version for their Burst Cannon sees a healthy application on a number of vehicles other than on a turret in a pair for the [[Hammerhead Gunship|TX7 Hammerhead Gunship.]] In fact, all of these vehicles are atmospheric aircraft, which probably says a lot on the primary reason this weapon was developed. The firepower given by the Burst Cannon is so phenomenal that the Tau attach the guns on many, many of their war engines such as Battlesuits and other ground-based craft. The problem, however, lies in the short range of the Burst Cannon, which does not sit well with air-based craft which would have to fly dangerously close to the ground/target to unleash the regular Burst Cannon.&lt;br /&gt;
&lt;br /&gt;
Along with being more powerful, the Long-Barrelled Burst Cannon has double the range of the usual Burst Cannon, giving an aircraft equipped with one or two the room it needs to deliver the payload. The smallest aircraft to mount this gun so far in a pair is the [[Remora|DX-6 Remora,]] a Drone stealth fighter which provides fire support for vanguard units such as [[Pathfinder Team|Pathfinders]] and [[Stealthsuit Team]]s. The [[Barracuda|Barracuda AX-5-2,]] the Tau&#039;s air superiority fighter, mounts two of these on its wings, while the [[Orca]] and the [[Manta]] also possess these for self-defense, with the Manta sporting sixteen of them compared to the Orca&#039;s couple on a single turret.&lt;br /&gt;
&lt;br /&gt;
The Hammerhead itself used to have the Long-barrelled variant as a main gun alternative, but recent rules have that said main gun being the Heavy Burst Cannon below instead.&lt;br /&gt;
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LongBurstCannonHammerhead.jpg|&amp;lt;center&amp;gt;Hammerhead&amp;lt;/center&amp;gt;&lt;br /&gt;
LongBurstCannonDX-6Remora.jpg|&amp;lt;center&amp;gt;DX-6 Remora&amp;lt;/center&amp;gt;&lt;br /&gt;
LongBurstCannonAX-5-2.jpg|&amp;lt;center&amp;gt;AX-5-2 Barracuda&amp;lt;/center&amp;gt;&lt;br /&gt;
LongBurstCannonManta.jpg|&amp;lt;center&amp;gt;Manta&amp;lt;/center&amp;gt;&lt;br /&gt;
LongBurstCannonManta2.jpg|&amp;lt;center&amp;gt;Manta&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Heavy Burst Cannon===&lt;br /&gt;
[[File:HeavyBurstCannonProfile.jpg|200px|right|thumb|Heavy Burst Cannon]]&lt;br /&gt;
With the evolution of larger and more powerful armored vehicles and Battlesuits, it was inevitable that larger versions of the Burst Cannon would be created.&lt;br /&gt;
&lt;br /&gt;
Currently the biggest and most powerful weapon from the Burst Cannon line, the Heavy Burst Cannon is capable of a ferocious rate of fire that can mow down hordes of enemies like a neckbeard on a diet consisted of cheez whiz and crackers. Even in broad daylight, this giant Gatling gun produces a blinding muzzle flash, the barrels a blur of motion with the only sound the enemy is capable of hearing is a constant noise of &amp;quot;&#039;&#039;&#039;&#039;&#039;BRRRRRRRRRRRT!&#039;&#039;&#039;&#039;&#039;&amp;quot; rather than the more soothing &amp;quot;&#039;&#039;&#039;&#039;&#039;DAKKA DAKKA DAKKA DAKKA!&#039;&#039;&#039;&#039;&#039;&amp;quot;. Developed during the Tau Empire&#039;s Third Sphere Expansion, it can be primarily found on Riptide Battlesuits as well as a couple of aircraft which are the Barracuda and the Tiger Shark. The Heavy Burst Cannon incorporates multiple induction chambers, and six rather than four barrels, allowing them to fire even faster than their smaller variants. The Heavy Burst Cannon is able to project Plasma rounds much further and with greater force, making it substantially more dangerous to face in the battlesphere. By opening up the in-built Pulse induction inhibitors, a Heavy Burst Cannon can also draw upon the XV104’s Dark Matter Nova Reactor to go Super Saiyan, making possible a devastating storm of Pulse rounds so ridiculously huge that it can crack even the toughest of armor with ease and make reinforced ceramite to cave in and bend over.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Heavy Burst Cannon fires more powerful rounds at the same rate of fire and range as the Long-barrelled one, and also able to overcharge with the Nova reactor to double it&#039;s firing rate and gain Rending at the cost of overheating and potentially damaging the suit. As of 8th, it has lost the ability to do so. The Heavy Burst Cannon is now a Heavy 12 S6 AP-1 2 D, making it much better at wiping out two-wound infantry and gives it a secondary role of killing light vehicles with sheer number of shots.&lt;br /&gt;
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Heavy_Burst_Cannon.jpg|&amp;lt;center&amp;gt;XV104 Riptide&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBurstCannonAX-5-2Barracuda.jpg|&amp;lt;center&amp;gt;AX-5-2 Barracuda&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBurstCannonAX-5-2BarracudaDetached.jpg|&amp;lt;center&amp;gt;AX-5-2 Barracuda&amp;lt;/center&amp;gt;&lt;br /&gt;
HeavyBurstCannonTigerShark.jpg|&amp;lt;center&amp;gt;Tiger Shark AX-1-0&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Submunitions Cannon===&lt;br /&gt;
[[File:PulseSubmunitionsCannonProfile.jpg|200px|right|thumb|Pulse Submunitions Cannon]]&lt;br /&gt;
Imagine going Rambo on a kill streak with an automatic shotgun on both hands. The Pulse Submunitions Cannon is the shotgun, a rather big one to boot.&lt;br /&gt;
&lt;br /&gt;
A deadly experimental weapons system, the Pulse Submunitions Cannon fires micro-cluster projectiles capable of saturating the target area in a storm of Plasma pulses just like the smaller Pulse Submunitions Rifle. Additionally, larger targets such as bulky infantry, monstrous creatures, and vehicles inevitably suffer proportionally greater harm from the Pulse Submunitions Cannon, as they can be struck with a wave of near-simultaneous detonations, amplifying the blast and turning them inside out. Exceptionally handy when it comes to fending off [[Tyranids]], some have even consider calling it as the Tyranid Bug Spray, because it kills them &#039;&#039;that&#039;&#039; easily.&lt;br /&gt;
&lt;br /&gt;
This plays on tabletop as firing considerably more powerful shots at considerably longer range with a Cluster Fire effect, which means the bulkier the target is, the harder it gets hit. While the Pulse Submunitions Rifle&#039;s role is anti-infantry, the Pulse Submunitions Cannon&#039;s primary purpose is killing light to medium vehicles as well as monstrous creatures, and as we have stated, it is ridiculously good at it. Like the Heavy Burst Cannon, the Pulse Submunitions Cannon can also nova-charge itself via the Dark Matter Nova Reactor and double its rate of fire. This is applied when you absolutely must murder-fuck an entire horde army up to and including hordes of gargantuan creatures.&lt;br /&gt;
&lt;br /&gt;
It&#039;s a giant shotgun that shoots Plasma. Any Ork who happens to loot this boy will be a very happy Ork.&lt;br /&gt;
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PulseSubCannon.PNG|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Bomb Generator===&lt;br /&gt;
[[File:PulseBombGeneratorProfile.jpg|200px|right|thumb|Pulse Bomb Generator]]&lt;br /&gt;
Though it doesn&#039;t sound like one, the Pulse Bomb Generator is the Tau&#039;s general solution to artillery strikes.&lt;br /&gt;
&lt;br /&gt;
That is, they rely on air support to carry out the explosions, and their choice of bombs come from the Pulse Bomb Generator. As the name suggests, a pulse induction field is used to generate a single bomb made up into a Plasma ball. This ball is then dropped to where it is supposed to explode. It is the primary weapon system for a [[Sun Shark Bomber]], mounted underneath the aircraft’s rear hull. The Pulse Bomb Generator gives the Sun Shark a fairly potent level of firepower capable of blasting ground targets and possibly really unlucky airborne targets. As you might have guessed from the appearance, the Pulse Bomb Generator works by rapidly spinning, building up the Pulse energy until a ball of plasma can be unleashed, and leaving nothing but glowing craters and drifting ashes at the point of impact. Oh, and this thing does not just drop a bomb and recharge. It keeps the bomb coming almost indefinitely, though at times minor malfunctions can occur due to battlefield debris or something, so reconfiguration is required for that case for optimal alignment to recommence Plasma ball production. Until then, the Sun Shark Bomber is forced to maneuver and use its rocket systems, Markerlight and a pair of nimble Interceptor Drones as its means for self-defense to avoid enemy fire until the reactor recharging is completed.&lt;br /&gt;
&lt;br /&gt;
How does the Pulse Bomb work exactly? Well, for up to ten models in an enemy unit, you get to roll a six-sided die. For each roll of 5+, the target unit gets a mortal wound. Enemy infantries get an extra one in their results because they are not tanks.&lt;br /&gt;
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===Pulse Blastcannon===&lt;br /&gt;
[[File:Blastcannon.jpg|200px|right|thumb|Pulse Blastcannon]]&lt;br /&gt;
You think the Pulse shotgun range ends at the Pulse Submunitions Cannon? Think again, and say hello to the Pulse Blastcannon, the proper big brother to the Pulse Blaster.&lt;br /&gt;
&lt;br /&gt;
Also known as the Pulse ARC Cannon on the store page for some reason – another &amp;quot;Pulse Arc Cannon&amp;quot; shows up in the Tau&#039;s fluff where it is heavily modified to combine its beam with five others like the Death Star and tear a hole into a Gargant – the Pulse Blastcannon is one of the largest Pulse Weapons at the Tau&#039;s disposal, employing superheated Plasma/accelerated particles on a scale that leaves only glowing craters to mark where its targets once stood. Pioneered by the finest of Tau&#039;s Earth Caste weapons scientists, the Pulse Blastcannon is a weapon so massive in size and power that it can only be borne into battle by a dedicated artillery Battlesuit with another generator attached to exclusively power the cannon such as the KV128 Stormsurge. As one of the two options for the Stormsurge&#039;s primary armament, the Pulse Blastcannon is simply the version with more Dakka compared to the Pulse Driver Cannon and its emphasis on range. The Pulse Blastcannon uses Aggressive Reactive Charge technology (A.R.C) to hyper-accelerate plasma energy. A stream of negatively-charged particles is fired from the gun milliseconds before the main plasma charge, accelerating the plasma blast into the target to explosive effect; a shot that disperses over a wider area the further away the target. Technically, it does not use plasma as Tau pulse weapons are particle accelerators, but the charged particles could easily create plasma from the atmosphere and at the point of impact.&lt;br /&gt;
&lt;br /&gt;
It is common for some people to confuse the Blastcannon with the Pulse Driver Cannon due to their similarities in appearance. The most distinct feature you may pick out of it is that the Blastcannon has two barrels at the end compared to the Driver&#039;s one. Only slightly smaller than the alternative option for the Stormsurge, the Pulse Blastcannon is an upscaled Pulse Blaster in practice. It even shares the relatively short range, rapid rate of fire, and &amp;quot;the closer the target, the more powerful it is&amp;quot; shtick with its smaller cousin; all are turned up to eleven save perhaps the range part, with the &amp;quot;weakest&amp;quot; Long Range mode being an S9, AP5 large blast, and the &amp;quot;strongest&amp;quot; being the almighty D.&lt;br /&gt;
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PulseBlastcannonUp.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlastcannonSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlastcannonBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlastcannonPict1.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlastcannonPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlastcannonPict3.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseBlastcannonPict4.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Driver Cannon===&lt;br /&gt;
[[File:PulseDriverCannon.jpg|200px|right|thumb|Pulse Driver Cannon]]&lt;br /&gt;
Pioneered by the finest of Tau&#039;s Earth Caste weapons scientists, this XBAWXHUEG Pulse Driver Cannon mounted on the KV128 Stormsurge Battlesuit is a weapon so massive in size and power consumption, it can only be borne to battle by a dedicated artillery suit that carries another generator dedicated to the damn thing.&lt;br /&gt;
&lt;br /&gt;
Emitting a deep bass thrum that rises in pitch as its particle accelerator relays spool up – that is, the circular thing by the base of the cannon – the cannon builds up force enough to level a building before the volley is released. Once the pent-up energies are let fly, an incandescent beam of blinding intensity stabs out with a buzzing roar. Anything in its path is obliterated in a column of superheated Plasma, cast into its component atoms as if a solar flare had lashed from the heart of a sun to scour them from history in one terrifying second. And do not disregard the name, this thing drives its Pulses pretty far with its Pulse accelerators, really far. The phenomenal amount of heat generated in that process is emitted through huge heat sinks built into the weapon. The Pulse Driver Cannon was originally developed in response to the gargantuan war engines of the Orks. In the latter stages of the Arkunasha War a stationary prototype mounted on the Argap Plateau sent searing columns of white force through the guts and torsos of Ork war effigies time and time again. In recent decades the weapon&#039;s deadly power has been matched instead against the Titans of the Imperium; though these boast far more sophisticated technologies than the walkers used by the Ork race, the result of a sustained barrage from a Pulse Driver Cannon has proven to be much the same.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, it goes way overboard with its firepower, launching [[Rape|S10 AP2 pie-plates]] with enough range to hit anywhere on the board unless you play Apocalypse. On top of that, as it is mounted on top of a very high platform, it always has the high ground advantage.&lt;br /&gt;
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PulseDriverCannonBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseDriverCannonOpened.jpg|&amp;lt;center&amp;gt;Plasma Coils&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseDriverCannonPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse Ordnance Multi-Driver===&lt;br /&gt;
[[File:PulseOrdnanceMulti-driverProfile.jpg|200px|right|thumb|Pulse Ordnance Multi-Driver]]&lt;br /&gt;
Though the Tau rely on the Sun Shark and their Pulse bomb delivery as their means of artillery, this thing comes pretty close to conventional artillery.&lt;br /&gt;
&lt;br /&gt;
Hey you! The Pulse Driver Cannon not doing enough Shoop Da Woop for you? Is it not killing enough super-heavies fast enough for you? Do you need to compensate even further for your lack of manly parts? Fear no longer, for the Tau have got your back! Take a regular Pulse Driver Cannon and than triple the amount whilst supercharging it at the same time. You want a Weeaboo [[Turbo-laser|Turbo-Laser]]? You got one. You want a Weeaboo [[Turbo-Laser Destructor]]? Well you already have it! The Pulse Ordnance Multi-Driver is a set of three extra-long Pulse Drivers mounted on the back of the Ta&#039;unar Supremacy Armor. Judging from appearance alone, they are not exactly the same breed as the ones on the back of Stormsurges, but the range and name make it close enough to be at least related to the regular Pulse Driver Cannon.&lt;br /&gt;
&lt;br /&gt;
This triple-barreled system is designed to combat super-heavy enemies such as Imperial Knights and Tyranid beasts. It can either fire in volleys consisting of high explosive and kinetic projectiles that will reduce entire city blocks to dust with a ridiculously accurate bombardment, or concentrate the fire of all three Drivers into one ridiculously powerful titan-killing volley to saturate a single target or in arcing trajectories to shower a wider area to equally devastating effect because sometimes no kill is better than overkill.&lt;br /&gt;
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Unlike other Titan weapons we&#039;ve seen, this one takes the cake in looking like someone just tore the thing off from a starship and installed it on a giant walker.&lt;br /&gt;
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PulseOrdnanceMulti-driverBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseDriver.jpg|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
PulseOrdnanceMulti-driverCloseUp.jpg|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
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==Tau Ion Weapons==&lt;br /&gt;
Ion weapons are not specifically called plasma guns, but seeing as how they shoot a stream of ions at their targets, they meet the scientific definition of &amp;quot;plasma&amp;quot;. Fluff says it doesn&#039;t so much fire Plasma, but shoots a stream of Ionizing particles that reduce what ever the stream hits to Plasma like a bastard hate child of laser and plasma weapons, and it&#039;s [[Grimdark|pretty horrific if you think about it.]] Originally, Ion weapons technology came from the Srry-tok Brotherhood of the Tau Empire member race known as the [[Demiurg]] (who are actually a Tau-friendly Prospect of the Squats/Kin), but then the Earth caste tinkered with it for a bit, and replaced the power source with a more compact one that could also now be &amp;quot;overcharged&amp;quot; by removing its radiation shielding - this results in the weapon firing single powerful blast shots instead of a torrent of weaker ones, but also runs the risk of wounding the weapon operator or damaging his suit/vehicle with a burst of ionizing radiation from the power source. Ion weapons evolved the way opposite to pulse weaponry, which started as small arms and then evolved into bigger and bigger weapons. Ion weapons started from the biggest of the big (spaceship cannons, analogues to imperial lances), and then were miniaturized down to vehicle weapons, to battlesuit weapons, and finally to compact rifles. One wonders when we would finally get ion pistols as things go. Due to their origin, this makes Ion weapons a &#039;&#039;very&#039;&#039; rare case of collaboration between humans and Xenos.&lt;br /&gt;
&lt;br /&gt;
===Ion Rifle===&lt;br /&gt;
[[File:IonRifleProfile.jpg|200px|right|thumb|Ion Rifle]]&lt;br /&gt;
The aforementioned new power source, called Mor&#039;tonium (a form of hyper-enriched Iridium that quickly decays when exposed to an atmosphere), allowed Earth caste engineers to create a portable Ion weapon.&lt;br /&gt;
&lt;br /&gt;
The resulting weapon that is the Ion Rifle combines the man-portable size of a Pulse Rifle and the firepower equivalent to an Imperial Autocannon in one deadly package. Now, Tau Ion weapons are typically found on heavy vehicles and void craft, and this lightweight man-portable variant is still considered highly experimental. The weapon operates by creating a stream of highly ionized particles and using advanced electro-magnetic fields to direct them at a target. Where the particles strike the target, they react explosively, causing massive trauma.&lt;br /&gt;
&lt;br /&gt;
Currently, the Ion Rifle is carried by [[Pathfinder Team]]s as a variant sniper/anti-materiel weapon to vaporize heavy infantry and light vehicles alike. As an Ion weapon should be capable of, the Ion Rifle’s safety measures can be temporarily shut off, allowing the ion stream to reach dangerous levels of energy before being released. If done correctly, the resulting damage can be spectacular. However, if left active for too long, the Mor&#039;tonium power source will emit to much ionic radiation and cook the user like a popcorn shrimp. Aside from the Pathfinders, the [[Interceptor Drone]]s used by [[Sun Shark Bomber]]s are also armed with a set of twin-linked Ion Rifles as their standard armament, which they use in conjunction with their advanced targeting systems to blow incoming aircraft looking to do harm to the bomber out of the sky.&lt;br /&gt;
&lt;br /&gt;
Ion Rifles are basically the Tau&#039;s quintessential [[Lascannon]] or Rocket Launcher equivalent; and like its big brother, the Ion Rifle can be overcharged for an S8 AР4 small blast, but in order to do so a soldier must expose the gun&#039;s power source to air. This is not a good idea, considering that said power source is highly radioactive. As a result, Pathfinders equipped with this weapon usually die from [[cancer]], unless they get killed in action before that happens (&#039;&#039;and considering the high risk of their job, there is a good chance they will&#039;&#039;.)&lt;br /&gt;
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IonRifleArt.jpg|&amp;lt;center&amp;gt;Profile&amp;lt;/center&amp;gt;&lt;br /&gt;
IonRiflePathfinder.jpg|&amp;lt;center&amp;gt;Pathfinder&amp;lt;/center&amp;gt;&lt;br /&gt;
IonRifleInterceptorDrone.jpg|&amp;lt;center&amp;gt;Interceptor Drone&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Quad Ion Turret===&lt;br /&gt;
[[File:QuadIonTurretSide2.jpg|200px|right|thumb|Quad Ion Turret]]&lt;br /&gt;
While the [[Interceptor Drone]] carries two Ion Rifles, the Quad Ion Turret carries four as its name implies as the primary weapon of the [[Razorshark Strike Fighter]].&lt;br /&gt;
&lt;br /&gt;
If you know how anti-tank a single Ion Rifle can be, imagine four of them synchronizing their shots for maximum &#039;&#039;&#039;FUCK&#039;&#039;&#039;. For some reason, it is never given to ground vehicles and the larger Battlesuits despite it its ludicrous anti-tank capabilities. While it lacks the range and armor-piercing qualities of the Ion Cannon mounted on the Barracuda, it packs pretty much the same power per shot and even a slightly higher rate of fire. Due to it&#039;s rather compact size, it may be mounted on a 360° turret, making the Razorshark an excellent ground attack aircraft, as opposed to more of a dogfighter that is the Barracuda which can only lay hate on Groundpounders in strafing runs. This recently translates to an extra one to a hit roll on the poor sods that can&#039;t fly.&lt;br /&gt;
&lt;br /&gt;
As with all Tau Ion weapons, the Quad Ion Turret can be overcharged by exposing the reactive Mor&#039;tonium power source to the environment, though this also exposes the vehicle to the dangerous ionizing radiation emitted by the Mor&#039;tonium, not to mention the risk of overloading its primary power cells. Overcharging the Quad Ion Turret allows it to generate a massive and explosive blast with increased damage compared to the normal firing mode, &#039;cause why not limit yourself in the overkill department? Just don&#039;t get too surprised when all your little Tau pilots turn out with cancer at every end of a battle.&lt;br /&gt;
&lt;br /&gt;
By the transition to 8th Edition, the Quad Ion Turret was hit with an equally massive [[Nerf|nerf bat]], basically reduced to a Reaper Autocannon, which are not even any good over the CSM army, though Overcharge helps it out a bit, granting +1 S D3 damage and D6 shots&lt;br /&gt;
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QuadIonTurretProfile.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
QuadTurret.jpg|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
QuadIonTurretPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Cyclic Ion Blaster===&lt;br /&gt;
[[File:CyclicIonBlasterProfile.jpg|200px|right|thumb|Cyclic Ion Blaster]]&lt;br /&gt;
The smallest Ion weapon mounted on Battlesuits – that is, the Crisis – is the Cyclic Ion Blaster here.&lt;br /&gt;
&lt;br /&gt;
The Cyclic Ion Blaster is an Ion weapon that combines the designs of the Burst Cannon and the Ion Rifle. This quad barreled weapon fires a rapid stream of ion radiation capable of annihilating lightly armored troops at pretty much the same power as the Ion Rifle, but with a considerably reduced effective range. The design, however, is not perfect. Although the rate of fire is stable, the ion radiation is still quite unpredictable, resulting in an uneven performance when deployed against armor. The original design has a static block of four barrels firing in cycles, while the modern rendition uses a new power source with a rotating three-barrel block in an even smaller package. As a result, the Cyclic Ion Blaster&#039;s role changed to one more similar to the more stable Ion Rifle design, and now features a moderately high rate of fire with immensely more damage output per shot.&lt;br /&gt;
&lt;br /&gt;
For quite a while it was stuck in development hell as the Earth caste constantly worked to improve it and then re-worked it with a new power source, so the number of working models available to field personnel was rather scarce, but as of recent (&#039;&#039;999M41–recent, aka five minutes till advancing the storyline&#039;&#039;) the Cyclic Ion Blaster has finally made it out of experimental stage and gone into mass production.&lt;br /&gt;
&lt;br /&gt;
As of the Damocles rematch, it is one of the standard weapons of Crisis Battlesuits, and also available to the Barracudas AX-5-2.&lt;br /&gt;
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CyclicIonBlasterBarracuda.jpg|&amp;lt;center&amp;gt;Barracuda AX-5-2&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Cyclic Ion Raker===&lt;br /&gt;
[[File:Ion_Raker.jpg|200px|right|thumb|Cyclic Ion Raker]]&lt;br /&gt;
Because the Ghostkeel is a much bigger Battlesuit, it would look silly with just the regular Cyclic Ion Blaster.&lt;br /&gt;
&lt;br /&gt;
As the fancy new Ion weapon for the new XV95 Ghostkeel Suit, the Cyclic Ion Raker acts as an advanced version of the Cyclic Ion Blaster (&#039;&#039;along with looking like a bigger version&#039;&#039;) of the Crisis Battlesuits. Just like the smaller Ion Rifles used by Pathfinder Teams, the Cyclic Ion Raker uses a slab of Mor&#039;tonium as its power source. However, due to its role as the Ghostkeel&#039;s principal weapon system, the Raker is calibrated to fire with a complete lack of sound. Yes, you read that right. This is a weapon that rakes through a group of enemies, and neither will they see it coming because the Ghostkeel is a ninja, nor will they hear it coming because the gun has a built-in suppressor. Those caught in its intense high-energy streams suddenly melt away, their flesh vaporizing with such suddenness they often do not even have time to scream.&lt;br /&gt;
&lt;br /&gt;
As with all Tau Ion weapons, the Ion Raker can be overcharged by exposing the unstable alloy inside to the atmosphere. The resultant burst of radiation is so powerful it can destroy entire platoons of the foe – though regrettably the pilot may also sign his own death warrant in the process... yeah, they&#039;re getting [[cancer]] for free! Not a particularly good trade off, mind you, but maybe just enough if you can look at the enemy&#039;s face once you blow up his precious super-heavy with this cheesemonger of a gun.&lt;br /&gt;
&lt;br /&gt;
The Cyclic Ion Raker features one of the highest rates of fire of any Ion Weapon in its normal firing mode (R 24&amp;quot;,S:7, AP4, Assault 6) which can overcharge to a devastated explosion of ionizing radiation (R 24&amp;quot;, S:8, AP4, Heavy 1, Large Blast, Gets Hot!).&lt;br /&gt;
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CyclicIonRakerPict2.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
CyclicIonRakerPict3.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Phased Ion Gun===&lt;br /&gt;
[[File:Phased_Ion_Gun.jpg|200px|right|thumb|Phased Ion Gun]]&lt;br /&gt;
The Ion option for the experimental XV9 Hazard Battlesuit is the Phased Ion Gun, which you can probably tell from the looks of it because it doesn&#039;t really look like one, or act like one for the matter.&lt;br /&gt;
&lt;br /&gt;
This equally experimental weapon seeks to develop the rapid-firing technology of the Cyclic Ion Blaster and vehicle-mounted Ion Cannon into a stable Battlesuit system. That&#039;s right. Despite not having the Cyclic prefix, this gun is at the Dakka side of the spectrum. The Earth caste probably tried to miniaturize the Ion Cannon and incorporate the Cyclic part without the rotation. The result we have seems to be a &amp;quot;Phased Ion&amp;quot;, which might be related to the stuff used by the Gatling flamethrower of the XV109 Y&#039;Vahra. The long accelerators of the Phased Ion Gun allow the pilot to engage the enemy at range with a storm of projectiles that react explosively on an atomic level, decimating heavily-armored infantry as well as vehicles.&lt;br /&gt;
&lt;br /&gt;
It is a prototype weapon system for use with the XV9 Hazard Battlesuit because the advanced power cores allow the Battlesuit itself to most effectively use these weapons. While the rate of fire is stable and very high, the ionization effect remains unpredictable and varies due to the developing nature of this still-experimental technology. At its peak, a Phased Ion Gun&#039;s energy streams are able to bypass virtually all forms of armor. Whilst a Phased Ion Gun is similar in its tactical role to a Cyclic Ion Blaster, it sacrifices some of the latter’s rate of fire for extra damage per shot.&lt;br /&gt;
&lt;br /&gt;
Strangely for an Ion weapon, the Phased Ion Cannon doesn&#039;t get hot – that is, it cannot Overcharge. Perhaps &amp;quot;Phased Ion&amp;quot; is already considered overcharged, or a different breed entirely that cannot overcharge in the first place.&lt;br /&gt;
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===Ion Cannon===&lt;br /&gt;
[[File:IonCannonProfile.jpg|200px|right|thumb|Ion Cannon]]&lt;br /&gt;
Listen up, Shas&#039;saals. This point is where things become blurry, because the sizes from here on are all considered Ion Cannons.&lt;br /&gt;
&lt;br /&gt;
The Ion Cannon itself operates by generating a stream of high-energy ionized particles and launching them at a target using an electromagnetic field. These particles react explosively with the target, transferring tremendous energy at the atomic level. The resulting vaporization only magnifies the amount of damage dealt, with starship-based models comparable to Imperial Lances (More can be read below). You see that main gun on the Hammerhead? That&#039;s an Ion Cannon. You see those huge guns on the Custodian Battleship? Ion Cannons. Indeed for an Ion weapon, the Ion Cannon sees fairly wide application over the Tau Empire&#039;s military; that is, more than two different vehicles use it.&lt;br /&gt;
&lt;br /&gt;
Aside from being an alternative cannon for the [[Hammerhead Gunship]], Ion Cannons may also be found on their aircraft. The [[Barracuda]] may sport one as its big gun, while the bigger [[Tiger Shark]] has double that number, which is two. The huge [[Manta]] in particular does not sport the regular Ion Cannons since it is just that big, but a total of six Long-barreled variant to complement its sixteen Burst Cannons. Originally, this variant is just a better variant with no Overcharge just like the other Long-barreled renditions, but recently we can now do so with an extra effect of being more lethal against numerically large units just in case where the Burst Cannons are not enough or out of reach.&lt;br /&gt;
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Another notable fact about the Ion Cannon is its range which is a whopping double to what their rifles are capable of, which is likely the reason why their aircraft use it.&lt;br /&gt;
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|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Tau_Ion_Cannon.jpg|&amp;lt;center&amp;gt;Hammerhead Gunship&amp;lt;/center&amp;gt;&lt;br /&gt;
IonCannonHammerheadPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
IonCannonBarracuda.jpg|&amp;lt;center&amp;gt;Barracuda AX-5-2&amp;lt;/center&amp;gt;&lt;br /&gt;
IonCannonBarracudaDetached.jpg|&amp;lt;center&amp;gt;Detached&amp;lt;/center&amp;gt;&lt;br /&gt;
IonCannonBarracudaPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
IonCannonTigerShark.jpg|&amp;lt;center&amp;gt;Tiger Shark&amp;lt;/center&amp;gt;&lt;br /&gt;
IonCannonTigerSharkCloseUp.jpg|&amp;lt;center&amp;gt;Close-up View&amp;lt;/center&amp;gt;&lt;br /&gt;
LongIonCannonManta.jpg|&amp;lt;center&amp;gt;Manta&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Ion Cannon&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=60&amp;quot;|strength=7|ap=3|type=Heavy 3}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Overcharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=60&amp;quot;|strength=8|ap=3|type=Heavy 1, Gets Hot, Large Blast}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=60&amp;quot;|strength=7|ap=-2|damage=2|type=Heavy 3}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Overcharge&lt;br /&gt;
|-&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=60&amp;quot;|strength=8|ap=-2|damage=3|type=Heavy D6|abilities=If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Long-barreled Ion Cannon&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=90&amp;quot;|strength=7|ap=3|type=Heavy 3}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=96&amp;quot;|strength=7|ap=-2|damage=2|type=Heavy 3}}&lt;br /&gt;
|}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Overcharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=96&amp;quot;|strength=8|ap=-2|damage=3|type=Heavy D3|abilities=Change the weapon’s Type to Heavy 2D3 against units containing 10 or more models. If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ion Accelerator===&lt;br /&gt;
[[File:IonAcceleratorProfile.jpg|200px|right|thumb|Ion Accelerator]]&lt;br /&gt;
While the Tau are still working on accelerating Plasma as with the case of the Plasma Accelerator Rifle above, they seem to already have a knack in accelerating Ion streams.&lt;br /&gt;
&lt;br /&gt;
And while the Long-barreled variant maintains its superiority over range by about ten inches, the Ion Accelerator overshadows the cannon in all other aspects. The blast of an Ion Accelerator&#039;s blast is more akin to a torrent, melting its targets entirely. This massive weapon rips through armored fortifications with ease, and can amplify its killing power even further by drawing extra power from an XV104’s Nova Reactor. Indeed, available as an alternative primary armament to the Heavy Burst Cannon, XV104 Riptide Battlesuits may choose to instead sport an Ion weapon that fires a wide stream of volatile energy capable of rupturing the thickest armor-plating and tearing great chunks out of reinforced bunkers and fortress walls.&lt;br /&gt;
&lt;br /&gt;
The cannon is massive, and capable of turning entire squads of heavily armored soldiers into molten slag in mere moments. It would be a fool’s errand to attempt to mount such a weapon on any frame or chassis smaller than an XV104 Riptide. Appearance-wise, it looks to be a double-barreled Ion cannon with not much change length-wise. While it does have double the barrels, it does not have double the rate of fire despite what the fluff seems to suggest, and neither does it count as Twin-linked – both fire simultaneously, combining their streams to increase weapon&#039;s armor-piercing capabilities (&#039;&#039;to AP2&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
The Nova Reactor can empower its Overcharged blast shot even more, turning it into an S9 and an Ordnance, a potential that could rival the almighty Railgun in its ability to bring down heavy armor.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Ion_Accelerator.PNG|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
IonAcceleratorBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 7th&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=72&amp;quot;|strength=7|ap=2|type=Heavy 3}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Overcharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=72&amp;quot;|strength=8|ap=2|type=Heavy 1, Gets Hot, Large Blast}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Nova-charge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile|range=72&amp;quot;|strength=9|ap=2|type=Ordnance 1, Gets Hot, Large Blast, Nova-charge}}&lt;br /&gt;
|}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | 8th&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=72&amp;quot;|strength=8|ap=-3|damage=D3|type=Heavy D6}}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Overchage&lt;br /&gt;
|-&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-8|range=72&amp;quot;|strength=9|ap=-3|damage=3|type=Heavy D6|abilities=If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
|}&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Nova-charge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=72&amp;quot;|strength=8|ap=-3|damage=D3|type=Heavy 6}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Overcharge&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-8|range=72&amp;quot;|strength=9|ap=-3|damage=3|type=Heavy 6|abilities=If you roll one or more hit rolls of 1, the bearer suffers a mortal wound after all of this weapon’s shots have been resolved.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ionic Discharge Cannon===&lt;br /&gt;
[[File:Ionic_Discharge.PNG|200px|right|thumb|Ionic Discharge Cannon]]&lt;br /&gt;
Another Ion weapon that is capable of tapping into a Nova Reactor, but this one is mounted on the XV109, not XV104.&lt;br /&gt;
&lt;br /&gt;
Also known as the EMP Discharge Cannon on the store page for some reason we will get to right now, the massive Ionic Discharge Cannon designed to incapacitate enemy war engines. For a most relatable example, imagine the Ion Cannons from Star Wars. Yes, the Discharge Cannon is exactly that, but in a smaller package at the size just right for the Y’vahra.&lt;br /&gt;
&lt;br /&gt;
Appearance-wise, it is little more than a sawn-off Ion Cannon. Possibly due to the lack of barrel length, the Discharge Cannon has one of the lowest effective ranges among Ion weapons on top of not being able to Overcharge. On the bright side, its shots have the aforementioned EMP effect as they likely ionize vehicles at close range with a Haywire hit on top of the damage it does, making it extremely deadly against said vehicles. The alternate name might suggest this cannon to be a Pulse (&#039;&#039;of Electromagnetic breed&#039;&#039;) weapon. Indeed that unlike its relative, the Ion Accelerator, the Discharge Cannon does not possess the distinctive Overcharge profile alongside the Nova Reactor profile. At its size, it would be one of the only Pulse cannons that is not rapid-firing along with the Pulse Submunitions family. Nevertheless, since the official prefix according to its profile is &amp;quot;Ionic,&amp;quot; we are sticking with it and assume that it does fire Ions.&lt;br /&gt;
&lt;br /&gt;
While the usual Ion Cannons may not be found on usual Battlesuits, the Ionic Discharge Cannon fills in that gap nicely in an exclusive manner.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; style=&amp;quot;white-space: nowrap&amp;quot;|&#039;&#039;&#039;Profile&#039;&#039;&#039;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
IonicDischargeCannonSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
IonicDischargeCannonBack.jpg|&amp;lt;center&amp;gt;Back View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Stats&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Standard&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=3|type7=Heavy 3, Blind, Haywire Burst|r8=12&amp;quot;|s8=8|ap8=-3|d8=1|type8=Heavy 3|abil8=When targeting this enemy VEHICLE, the target suffers a mortal wound in addition to all other damage for each wound roll of 6+ made for this weapon.}}&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot; | Nova Reactor&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=3|type7=Heavy 3+D3, Blind, Haywire Burst|r8=12&amp;quot;|s8=10|ap8=-3|d8=3|type8=Heavy 3D3|abil8=When targeting this enemy VEHICLE, the target suffers D3 mortal wounds in addition to all other damage for each wound roll of 6+ made for this weapon.}}&lt;br /&gt;
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&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Tri-Axis Ion Cannon===&lt;br /&gt;
[[File:Tri-axisIonCannonProfile.jpg|200px|right|thumb|Tri-Axis Ion Cannon]]&lt;br /&gt;
You can probably tell that this Ion Cannon is a big gun because it comes with three barrels.&lt;br /&gt;
&lt;br /&gt;
As the biggest of the big Ion Cannons you are likely going to find on the ground because spaceships get most of the big guns, this multi-chambered – specifically triple-barreled – possibly Gatling Ion Cannon is a rapid-firing variant of the standard Ion Cannon at a much bigger scale whose firepower is unmatched for its size in the Tau arsenal. The Tri-axis Ion Cannon is particularly designed to reap through enemy formations, though that doesn&#039;t stop it from doing a good damage to something more specific by making its beams actually coherent with precisely controlled lethality after some power adjustments.&lt;br /&gt;
&lt;br /&gt;
Seriously this thing is just like the more Dakka version of the Pulse Ordnance Multi-Driver above. But whereas the Pulse Ordnance Multi-Driver is the Tau&#039;s Turbo-laser equivalent, the Tri-axis Ion Cannon is the Tau&#039;s [[Gatling Blaster]] equivalent... Dakka indeed. Mounted only on the Ta&#039;unar Supremacy Armor as its standard armament over the arms, this... thing can fire either the unholy barrage of standard Ion cannon shots, or slightly less rapid firing torrent of powered up shots that surprisingly for Ion technology are not blasts, but a single-targeted tank-busting coherent beam that may rival the bigger Imperial Lascannons in its potential.&lt;br /&gt;
&lt;br /&gt;
This is the weapon you want to fuck that [[Stompa]] formation quick and clean. This is the weapon you want to give a [[Warhound Scout Titan]] a good pause in its merry run on stomping your forces. This is the weapon you want to shower those pesky [[Tyranid|Nid]] hordes in a good bath of irradiated plasma. Ladies and gentlemen, this is the Tri-axis Ion Cannon.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
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{|align=center border=0 cellspacing=0 cellpadding=10&lt;br /&gt;
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{|class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;background: white;&amp;quot;&lt;br /&gt;
|+style=&amp;quot;white-space: nowrap;&amp;quot;| Gallery&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;gallery class=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
Tri-Axis_Ion_Cannon.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
Tri-axisIonCannonFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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=== Ar&#039;Ka Cannon ===&lt;br /&gt;
[[File:Ar&#039;Ka_cannon.jpg|200px|right|thumb|Ar&#039;Ka Cannon]]&lt;br /&gt;
&lt;br /&gt;
So far only featured in &#039;&#039;Soulstorm&#039;&#039;. The largest known Tau weapon built on a planetary surface. The Ar&#039;Ka Cannon was the one-of-a-kind brainchild of [[Commander Or&#039;es&#039;Ka|Shas&#039;O Or&#039;es&#039;Ka]], and the centrepiece of his WMD-based combat doctrine used in the [[Kaurava System]].&lt;br /&gt;
&lt;br /&gt;
It was built in Orridune, one of Kaurava II&#039;s moons, at the heart of the stronghold of Nan Yanoi (&amp;quot;Sword Moon&amp;quot; in blueberry moonspeak, as they intended to rename the entire moon in honour of the cannon). From there, it could strike at any inhabitable place in the system.&lt;br /&gt;
&lt;br /&gt;
It worked by firing a high-density ion beam that was tuned to only melt the brains of advanced lifeforms, leaving its target&#039;s infrastructure and plantlife intact, and free for the taking. That would be good enough for systemwide defence and for risk-free looting of more advanced Xenos&#039; stuff, but there&#039;s more than that. The Ar&#039;Ka Cannon acted as the heart of the Ar&#039;Ka System, a satellite array of smaller versions of the weapon that could quickly slaughter any sieging force from orbit.&lt;br /&gt;
&lt;br /&gt;
Nan Yanoi should&#039;ve been unassailable. Unfortunately, it had a few issues that proved lethal:&lt;br /&gt;
&lt;br /&gt;
1.: The base was unfinished. Despite the Earth Caste&#039;s best efforts, Nan Yanoi had serious gaps in its defences, which were hastily plugged in with Tau infantry, Kroot and drone squads. If they couldn&#039;t hold the line, there was nothing that could stop enemies from pouring into the stronghold itself.&lt;br /&gt;
&lt;br /&gt;
2. &#039;&#039;[[Derp|The entirety of the Ar&#039;Ka System could be hijacked]]&#039;&#039; if the control terminal in front of the Ar&#039;Ka Cannon was captured by non-Tau, and it&#039;s so user-friendly that [[Fail|even an Ork could turn their]] &amp;quot;unassailable&amp;quot; defences [[EPIC FAIL|against their creators]]. This perfectly shows Or&#039;es&#039;Ka&#039;s infamous hubris, as he never imagined that enemies could reach the cannon and placed little to no defences around its immediate area (a couple of barracks, Fire Warrior teams and a squad of XV88s won&#039;t be enough to hold such an important location against a tide of enemy forces. They will hurt a lot before they go down, though).&lt;br /&gt;
&lt;br /&gt;
3. The Ethereal Aun&#039;Ro&#039;Yr was inspecting the base around the time it was attacked. His death left the Tau so demoralized they promptly retreated from the system, [[FAIL|leaving the cannon and what remained of its array behind.]]&lt;br /&gt;
&lt;br /&gt;
4. They built Nan Yanoi above [[Gorgutz &#039;Ead &#039;Unter]]&#039;s stronghold, [[RAGE|pissing off the Warboss]] (If you play as him, [[Lulz|you can reach Nan Yanoi in only 2 turns]]). No base, no matter how well-built or prepared, will be able to resist [[Rape|the full brunt of an angered WAAGH!]], much less so an incomplete one like Nan Yanoi.&lt;br /&gt;
&lt;br /&gt;
As canonically Gorgutz won the Kaurava conflict and abandoned the system afterwards, the Cannon was either looted by the Orks for his WAAGH! or lies abandoned in Nan Yanoi&#039;s ruins, surrounded by the star-bleached bones of Aun&#039;Ro&#039;Yr and his escorts and the Ethereal&#039;s skull adorning the Warboss&#039; armor. And if it&#039;s the first case, the cannon will probably [[Awesome|fire much faster now]] due to Ork beliefs and its red colors.&lt;br /&gt;
&lt;br /&gt;
===Heavy Ion Cannon===&lt;br /&gt;
[[File:HeavyIonCannon.jpg|200px|right|thumb|Heavy Ion Cannon]]&lt;br /&gt;
Remember the Starship-grade Ion Cannons we talked about earlier? Yeah, here it is in all its glory.&lt;br /&gt;
&lt;br /&gt;
Resembling more like an oversized Tri-axis Ion Cannon, the Heavy Ion Cannon usually come in Batteries and are mounted on Tau Navy ships in the [[Kor&#039;Vattra]], both Merchant Fleets and Warfleets.&lt;br /&gt;
&lt;br /&gt;
As aforementioned before, these things are the Tau equivalent of a [[Lance Weapon]], as such, it is a great weapon when it comes to punching through [[Void shield]]s and armour. Unlike other races&#039; lance weapons which are either fixed in-place like the [[Orks]], [[Tyranids]] and [[Eldar]] or semi-turreted like the [[Imperial Navy]] and [[Chaos]], the Tau aren&#039;t stupid and put theirs on an actual turret. This gives it full firing coverage, leaving no blind spots for the vessel. The catch is, of course, the limitation of weapons. The largest Tau Battleship could only carry around three to six of these things before it runs out of space, so it&#039;s gonna get out-[[Dakka|Dakka&#039;ed]].&lt;br /&gt;
&lt;br /&gt;
[[Tl;dr]], it is the biggest Ion weapon ever fielded, USE IT.&lt;br /&gt;
{{40k-Tau-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Eldar Plasma Weapons==&lt;br /&gt;
&lt;br /&gt;
While limited as the [[Eldar]] prefer their more stable and accurate [[Eldar Laser Weapons|laser-based weaponry]], they still make use of a few plasma-based weapons.&lt;br /&gt;
&lt;br /&gt;
===Plasma Grenade===&lt;br /&gt;
[[File:PlasmaGrenadeEldarProfile.jpg|200px|right|thumb|Plasma Grenade]]&lt;br /&gt;
Though the signature feature of Eldar Plasma technology is its reliability to the point of being cool to the touch, that does not mean they don&#039;t appreciate exploding Plasma.&lt;br /&gt;
&lt;br /&gt;
Also known as Sunburst Grenades possibly to differentiate, the Plasma Grenades of the Eldar kind are deployed by all three factions of their kind: Craftworlders throw them; Commorraghites toss them; Harlequins juggle them. For Craftworlders, the Plasma Grenades are issued to Guardian Defenders as well as a some of Aspect Warriors – Dire Avengers, Striking Scorpions, and Shadow Spectres – and by extension, Autarchs. For their darker cousins, usage is limited to Wyches and Scourges, and also Corsairs. Harlequin Troupes along with the accompanying Masters are equipped with Plasma Grenades. Though Plasma Grenades are represented over tabletop only by these Eldar factions, that does not mean the notion itself has not strike the other factions of the grimdark future. The Imperium of Man actually uses Plasma Grenades as well, seeing how Rogue Traders as well as Deathwatch Astartes for one may have in possession. If the Orks in general do toss Plasma Grenades, they are likely limited to the Meks who have access to the higher tier of their tech tree. On the other hand, the Tau seems to be content with just Photon Grenades, though Battlesuits tossing grenades might be an interesting prospect. The Necrons and the Tyranids do not seem to deploy Plasma Grenades, or any grenade for the matter.&lt;br /&gt;
&lt;br /&gt;
While the Imperium relies on deliberate Plasma containment breach for their Plasma Grenades, those of the Eldar apply a different design principle like having an actual miniaturized star in there ready to go nova by the grenade pin or something.&lt;br /&gt;
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===Starcannon===&lt;br /&gt;
[[File:Starcannon.jpg|200px|right|thumb|Starcannon]]&lt;br /&gt;
It may not look like one, but the Starcannon is the smallest Plasma weapon deployed by Craftworld Eldar.&lt;br /&gt;
&lt;br /&gt;
The Starcannon fires Plasma in many smaller pulses as opposed to single stronger ones, using sophisticated electromagnetic pulses to guide bolts of destructive plasma to a target. Though its Plasma core produces the incandescent heat of a star, unlike its crude and clumsy Imperial counterparts the Starcannon uses sophisticated containment fields to not only prevent the weapon overheating, but going as far as to keep it cool to the touch. Unless you count their Sunburst Grenades, this is as small as it gets for the category. Though its shape is somewhat similar to a few other weapons, there are a couple of ways for you to tell a Starcannon apart.&lt;br /&gt;
&lt;br /&gt;
Most distinctive is the Plasma coil, but since that part is sometimes covered by a shroud, the second most distinctive part you may look for is the trinity of canisters at the very back of the weapon. As practically the Plasma Cannon for the Craftworld Eldar, the Starcannon sees a healthy militaristic application. [[Guardian|Guardian Defenders]] may mount one on their [[Support Weapon Battery|Heavy Weapons Platform,]] and Wraith constructs may similarly do so as well on their shoulders. Smaller vehicles such as [[Vyper]]s and [[Eldar War Walker|War Walkers]] may also has the gun attached. Larger vehicles such as the [[Wave Serpent]] and the [[Falcon]] may have one as part of their turrets. Finally, [[Crimson Hunter]] Exarchs may swap the usual pair of Bright Lances with Starcannons.&lt;br /&gt;
&lt;br /&gt;
Since the Starcannon doesn&#039;t blow up ever, the fact that humanity uses a weapon that could maim and/or kill the wielder is seen by the Eldar as a testament to [[Derp|our idiocy]]. That said, if they&#039;re so reliable, it begs the question as to why the Eldar never created a handheld version of the Starcannon for use by their infantry like the Imperium and the Tau.&lt;br /&gt;
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StarcannonWarWalker.jpg|&amp;lt;center&amp;gt;War Walker&amp;lt;/center&amp;gt;&lt;br /&gt;
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StarcannonCrimsonHunterPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Disintegrator Cannon===&lt;br /&gt;
[[File:Disintegrator_Cannon.png|200px|right|thumb|Disintegrator Cannon]]&lt;br /&gt;
Plasma weapons are often described as striking with the force of a sun. Because of the pathological need to make everything [[Grimdark|dark and edgy]], Disintegrator Cannons of the [[Dark Eldar]] are powered by a stolen sun. &lt;br /&gt;
&lt;br /&gt;
To be specific, the Disintegrator Cannon fires particles of unstable matter harnessed from a stolen sun, each shot capable of atomizing the most heavily armored warrior. Far more sophisticated than the conventional breed, it maintains a high rate of fire and always remains cool to the touch even in the fiercest battles despite the ravening energies housed within. Indeed that unlike the crude Plasma-weaponry of more primitive races, Dark Eldar Disintegrators are able to maintain a phenomenal rate of fire without suffering an overload or reducing themselves to slag through excess heat. The [[Raider]] combat skimmer may use on as its turret.&lt;br /&gt;
&lt;br /&gt;
Likewise, the [[Ravager]] variant with its two additional side turrets may mount up to three Disintegrator Cannons. While the Suncannon is limited to only Exarchs for the Crimson Hunters, [[Razorwing Jetfighter]]s all have access to Disintegrator Cannons. Another large vehicle with Disintegrator Cannons is the [[Tantalus]]. The two cannons mounted on the nose of the Tantalus are actually stock parts. They are commonly found on Commoraghite starships. In a space-borne environment, they were considered somewhat low-powered. In the confines of the Dark City, however, they are ridiculously strong. Anyone struck by the Tantalus’s Disintegrators is killed instantly, exploding as the water in their cells turned to superheated steam.&lt;br /&gt;
&lt;br /&gt;
That starship-grade breed of Disintegrator Cannons on the Tantalus is called Pulse-disintegrator, by the way. More can be read below.&lt;br /&gt;
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DisintegratorCannonRavagerFront.jpg|&amp;lt;center&amp;gt;Ravager&amp;lt;/center&amp;gt;&lt;br /&gt;
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DisintegratorCannonRavagerTurret.jpg|&amp;lt;center&amp;gt;Turret Side&amp;lt;/center&amp;gt;&lt;br /&gt;
DisintegratorCannonRavagerTurretFront.jpg|&amp;lt;center&amp;gt;Turret Front&amp;lt;/center&amp;gt;&lt;br /&gt;
DisintegratorCannonRazorwingJetfighter.jpg|&amp;lt;center&amp;gt;Razorwing Jetfighter&amp;lt;/center&amp;gt;&lt;br /&gt;
Pulse-disintegrator.jpg|&amp;lt;center&amp;gt;Pulse-disintegrator&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Pulse-Disintegrator===&lt;br /&gt;
[[File:Pulse-Disintegrators.JPG|200px|right|thumb|Pulse-Disintegrator]]&lt;br /&gt;
The bigger cousin of the Disintegrator Cannons.&lt;br /&gt;
&lt;br /&gt;
Pulse-Disintegrators are Dark Eldar weapons mounted on vehicles, for example - on the front hull of a [[Tantalus|Tantalus grav-tank.]] These weapons fire rapid pulses of unstable subatomic matter, vaporizing their targets. Unlike crude Plasma Weapons of primitive races, Dark Eldar disintegrators are able to maintain a high rate of fire without overheating. [[Awesome|It is for all intents and purposes, a rapid-firing Plasma Cannon without the need in gimping its firepower.]]&lt;br /&gt;
&lt;br /&gt;
On tabletop, these things are a Dark Angels player&#039;s wet dream, these monsters are essentially an [[Powergamer|overcharged Plasma Cannon,]] [[Cheese|but with a cooling system that actually works]] [[Dakka|and the rate of fire of an Assault Cannon]]...[[Anal circumference|Oh, and the Tantalus comes with two of them.]] [[Rape|You couldn&#039;t catch a bus back to &#039;overkill&#039;.]]&lt;br /&gt;
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===Suncannon===&lt;br /&gt;
[[File:Suncannon.jpg|200px|right|thumb|Suncannon]]&lt;br /&gt;
While the Starcannon is at just the right size to be viable for many installations, 40K being 40K, bigger vehicles need bigger guns.&lt;br /&gt;
&lt;br /&gt;
For this particular case, the vehicle in question is the [[Wraithknight]], and only the Wraithknight so far. The Suncannon is the souped-up version of the Starcannon above with notably more oomph. It is a larger and also noticeably longer Eldar Plasma weapon. A Suncannon is a rapid-firing weapon and its wide and potent blasts are able to pierce all but the heaviest types of armor worn by enemy infantry – that is, this thing wipes out whole platoons. It is also hauntingly accurate due to the use of a sophisticated electromagnetic pulse to guide its lethal blasts to enemy targets. Really, it has all the properties of a Starcannon, only in a much bigger scale.&lt;br /&gt;
&lt;br /&gt;
As with all Eldar Plasma weapons, it is far superior to its Imperial counterparts – which for now is only the Plasma Decimator since the Imperial Knights are kinda lacking in variety of weaponry over the Plasma spectrum – as the core of the weapon is protected by a sophisticated series of electromagnetic containment fields to ensure the weapon will never overheat in the hands of its wielder despite producing the incandescent heat of a sun. Unlike the Starcannon, the Suncannon does not come with an exposed Plasma coil for us to identify. But do not worry, because the Suncannon retains the distinctive triple canisters by the top side.&lt;br /&gt;
&lt;br /&gt;
The Suncannon is identical in pretty much every way to the Starcannon except that it dispenses pie plates instead of ho-hum boring-old hits.&lt;br /&gt;
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===Heavy Starcannon===&lt;br /&gt;
[[File:HeavyStarcannon.jpg|200px|right|thumb|Heavy Starcannon]]&lt;br /&gt;
The Absolute UNIT of plasma weapons and possibly one of the biggest one to date.&lt;br /&gt;
&lt;br /&gt;
The much &amp;lt;u&amp;gt;LARGER&amp;lt;/u&amp;gt; brother of the standard Starcannon (Larger being a &#039;&#039;massive&#039;&#039; understatement). The Heavy Starcannon works in much the same way as its tinier sibling, just on the scale to match Battlefleet Gothic. These things are commonly mounted on Eldar starships and are very much the equivalent of the Imperial [[Macrocannon]]s we know and love.&lt;br /&gt;
&lt;br /&gt;
As noted, it is notorious for the fact that [[Derp|it is not mounted on a turret,]] meaning that the entire ship needs to steer in order to aim. While one could argue that it frees up internal space and eases construction. The problem is that the ships are in space, a 3-dimensional void where you really, &amp;lt;u&amp;gt;&#039;&#039;REALLY&#039;&#039;&amp;lt;/u&amp;gt; need a turret to hit anywhere given its three dimensions &#039;&#039;and&#039;&#039; the sheer vastness of it. Although 40k is just one of many Sci-Fi franchises guilty of designing their warships like WW1-era battleships, the design of Eldar vessels in general is one of the more notorious examples.&lt;br /&gt;
&lt;br /&gt;
You might think it would be easy to turn the whole ship in vacuum, so turrets wouldn&#039;t be important, but you&#039;d be dead wrong. Space is big... really, really mind-bogglingly big, even in combat, spacecraft aren&#039;t likely to be very close at all, and the sheer precision required to hit anything at those kinds of ranges goes well beyond minutes or even seconds of angle. While turning and orienting any object with great precision is hard, doing so with a massive object is orders of magnitude harder, even if that big heavy something is &amp;quot;extremely maneuverable&amp;quot;. Good luck turning that kilometer-long cruiser with single-molecule precision. Once you realize that, you know that you need to turn as small a mass as possible to get the job done, and if your super-advanced space elf technology isn&#039;t up to the challenge of fitting an effective anti-spacecraft weapon in a turret, then it sure as hell isn&#039;t going to be up to the much tougher challenge of pointing things at other things in space. For Cegorach&#039;s sake, even the mon-keigh figured out turrets, and once they invented them, were smart enough to stop using fixed gun mounts altogether.&lt;br /&gt;
&lt;br /&gt;
Compared to the [[Naval Lascannon]]s used by Craftworlders, Heavy Starcannons are shorter-ranged and have a lower projectile speed in contrast to the literal lightspeed of the Lascannon. However, Corsairs are able to mount a metric shit ton more Starcannons than the few diddly Lascannons of the Craftworlders.&lt;br /&gt;
&lt;br /&gt;
Both Eldar and their [[Dark Eldar|Edgier cousins]] use Heavy Starcannons as their secondary ship weapons. The former fires blue plasma bolts while the latter fires pinkish-purple bolts for your convenience.&lt;br /&gt;
&lt;br /&gt;
{{40k-Eldar-Weapons}}&lt;br /&gt;
{{40k-DEldar-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Necron Plasma Weapons==&lt;br /&gt;
&lt;br /&gt;
Necron Plasma Weapons hit like railguns with the searing heat of a plasma. [[Rape|What do you honestly expect?]]&lt;br /&gt;
&lt;br /&gt;
===Tesseract Singularity Chamber===&lt;br /&gt;
[[File:SingularityChamber.jpg|200px|right|thumb|Tesseract Singularity Chamber]]&lt;br /&gt;
[[Pretend|No, despite its name, it has nothing to do with it being a]] [[Grav-Weaponry|black hole cannon.]]&lt;br /&gt;
&lt;br /&gt;
The Tesseract Singularity Chamber is the main armament of the [[Tesseract Ark]]. It is essentially a shielded device which holds a sliver of a dying star within it, akin to a miniature Æonic Orb. When activated, the Singularity Chamber is capable of a variety of [[Rape|rapetastic]] effects such as &#039;&#039;&#039;Solar Fire&#039;&#039;&#039;, &#039;&#039;&#039;Particle Hurricane&#039;&#039;&#039;, and &#039;&#039;&#039;Seismic Lash&#039;&#039;&#039;. However, like the Æonic Orb, should the chamber be sufficiently damaged, there may be a [[FATAL|catastrophic chain reaction.]]&lt;br /&gt;
&lt;br /&gt;
Crunch wise, the three modes of firing are as-is: &#039;&#039;&#039;Solar Fire&#039;&#039;&#039; is basically a meltagun, but it trades a point of AP for more shots, gaining a very respectable statline of S8, AP-3, and D6 damage for D6 shots. &#039;&#039;&#039;Particle Hurricane&#039;&#039;&#039; (Which yes, [[Lolwut|actually causes a fucking hurricane despite essentially being a sun gun]]) auto-hits everything and wounds anything outside of vehicles on a 2 (Vehicles are wounded on 6s, always), and &#039;&#039;&#039;Seismic Lash&#039;&#039;&#039; (because it wouldn&#039;t be 40k if sun guns didn&#039;t cause earthquakes as well) which is D6 attacks at S5, AP-3, flat 3 damage.&lt;br /&gt;
&lt;br /&gt;
===Doomsday Cannon===&lt;br /&gt;
[[File:Doomsday_Cannon.jpg|200px|right|thumb|Why is it unsurprising that this gun is shaped like a [[Anal circumference|particularly painful dildo?]]]]&lt;br /&gt;
&lt;br /&gt;
Aaaahhhh...the Doomsday Cannon....the sweet, sweet Doomsday Cannon. This one part [[Lascannon]], one part [[Plasma|Plasma Cannon]], one part [[Autogun|Battle Cannon]] and one part [[Gauss|Railcannon]] is noted to be one of the most ridiculous guns available to the [[Necrons]].&lt;br /&gt;
&lt;br /&gt;
Only found mounted on a [[Doomsday Ark]], which is in itself nothing less than an [[Lulz|enormous self-propelled Doomsday Cannon]]. This is a Plasma weapon that can win a battle with a single shot. And most often, this can play through on even tabletop. Even fired at low power, a Doomsday Cannon is a fearsome weapon; when firing at full effect, its searing Plasma beams burn many times hotter than more conventional Plasma Weapons. Infantry squads caught in the Doomsday Cannon’s fury are obliterated instantly whilst armored vehicles are reduced to glowing slag. In the face of a shot from a Doomsday Cannon, nothing less than a Titan’s Void Shields can hope to offer more than a fool’s hope of protection.&lt;br /&gt;
&lt;br /&gt;
As overwhelming as the Doomsday Cannon is, fortunately there is a crutch, the weapon requires immense amounts of energy to fire. Due to the energy constraints that are inherent in the design of a Doomsday Ark, a Doomsday Cannon can only be fired at full power whilst the vehicle is not moving. This is because the weapon draws on the same power reserves as the repulsor engines of the vehicle.&lt;br /&gt;
&lt;br /&gt;
Any systems not directly pertaining to the Doomsday Ark’s main armament are part of the motive units that power its anti-gravitic engines and propel it into position, or the shielding arrays that give the vehicle some measure of protection from enemy fire. Each of these secondary systems draws power from the same source as the Doomsday Cannon, and much of the pilot’s concentration is taken up ensuring that the energy distribution is appropriate to the tasks at hand. As a result, a Doomsday Cannon is somewhat less effective when fired during or immediately following any significant movement of the craft, due to the need for the pilots to redistribute power to the dimensional repulsor motive units that keep the Doomsday Ark aloft. This forces the Doomsday Cannon to receive less power and fire a weaker, though still powerful, blast. Then again, even a low-power blast from a Doomsday Cannon rivals the most hallowed of Adeptus Astartes Plasma Cannons for destructive potential.&lt;br /&gt;
&lt;br /&gt;
=== Doomsday Blaster ===&lt;br /&gt;
[[File:Doomsday_Blaster.JPG|200px|right|thumb|Doomsday Blaster]]&lt;br /&gt;
&lt;br /&gt;
A cousin of the Doomsday Cannon, the Doomsday Blaster is a heavy Necron weapon mounted on the top of the [[Canoptek Doomstalker]]. Unlike the regular Doomsday Cannon, the Doomsday Blaster has a more dial-a-yield effect that allows it to switch from a wide-spread anti-blob exterminator to a more focused, &amp;quot;turn-a-[[Land Raider|Land-Raider]]-inside-out&amp;quot; beam of [[Rape|assfuckery]]. This makes the weapon extremely versatile and &amp;lt;u&amp;gt;&#039;&#039;&#039;lethal&#039;&#039;&#039;&amp;lt;/u&amp;gt; to anything not wearing Void Shields as standard issue.&lt;br /&gt;
&lt;br /&gt;
On the tabletop, the Doomsday Blaster&#039;s crunch is actually pretty accurate to the fluff. There are two modes for the weapon. The first is the &#039;&#039;&#039;Low Power&#039;&#039;&#039; profile, which has a short-range of 24&amp;quot;, much like a particle shotgun. It is a S8, AP-2 D3 weapon that would easily cleanse a blob of tarpitters, although TEQs and Light Vehicles should be able to survive just fine if the dice gods are in your favour.&lt;br /&gt;
&lt;br /&gt;
The second is the &#039;&#039;&#039;High Power&#039;&#039;&#039; profile, which has an increased range of 48&amp;quot;. This more focused shot has a [[Rape|whopping S10, AP-5 D6 statline,]] allowing you to punch holes through even superheavy units as that nasty AP value makes any unit, even ones with Sv2+, absolutely impotent. However, it can only be utilised when the Doomstalker is standing completely still, limiting its overall utility of the Doomstalker.&lt;br /&gt;
&lt;br /&gt;
=== Æonic Orb ===&lt;br /&gt;
[[File:AE_Orb.JPG|right|200px|thumb|Æonic Orb]]&lt;br /&gt;
&#039;&#039;For the actual vehicle, see here: [[Æonic Orb]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;actual&#039;&#039; orb of the [[Æonic Orb]]. This orb is an entire star shrunk via spacial manipulation and is all around, a [[Awesome|batshit insane piece of wargear.]] An Æonic Orb is usually crafted from the living metal of the Necrons&#039; own undying bodies, [[Necrodermis]]. This was the only material that has the properties both strong enough to withstand the gravitational force generated by the fragment of a star and regenerates fast enough to self-repair from the raging plasma of that star.&lt;br /&gt;
&lt;br /&gt;
The orb can open a small corridor, allowing the raw heat of a star to be projected over a wide area. [[Anal circumference|You can imagine the results from that proverbial assrape.]] The Imperium boasts that its plasma weapons fire miniature suns, the Necrons laugh at that pitiful notion. Also, if that containment field is destroyed, the entire star goes out, [[Exterminatus|&#039;&#039;on top of the planet&#039;&#039;.]]&lt;br /&gt;
&lt;br /&gt;
The orb has two firing modes: &lt;br /&gt;
*&#039;&#039;&#039;Solar Flare&#039;&#039;&#039;, an artificial solar flare, the Solar Flare is a more direct, anti-armour approach with long-range. The damage is unmatched, making [[Void shields]] role for critical existence failures and giving [[Emperor Battle Titan|Emperor Titans]] [[Anal circumference|a new asshole.]] But such a blast will force the Orb to recharge for a significant period of time before it can be unleashed again.&lt;br /&gt;
*&#039;&#039;&#039;Solar Burst&#039;&#039;&#039;, the more anti-infatry and anti-horde approach. This is a less-damaging, shorter-ranged plasma blast otherwise identical to the full solar flare. However, the solar burst&#039;s beam will sweep across a wider area as a result of its greater accuracy and the increased second-order radiation effects. Good for roasting [[Tyranids]] on a Sunday morning.&lt;br /&gt;
&lt;br /&gt;
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[[Category: Warhammer 40,000]][[Category: Xenos]][[Category: Necrons]][[Category: Weapons]][[Category: Warhammer Weapons]]&lt;br /&gt;
{{40k-Necron-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Ork Plasma Weapons==&lt;br /&gt;
The [[Orks]] have only three plasma weapons, but that&#039;s all they need. It comes in many different shapes and sizes.&lt;br /&gt;
&lt;br /&gt;
===Kustom Mega-Slugga===&lt;br /&gt;
[[File:Kustom_Mega_Slugga.jpg|200px|right|thumb|Kustom Mega-slugga]]&lt;br /&gt;
This is the weapon for a [[Mekboy]] to use when he finds himself in a pinch and wants to have a weapon that can tear Terminators a new one, and yet still has a convenient enough size to be wielded with one hand.&lt;br /&gt;
&lt;br /&gt;
While the &amp;quot;rare&amp;quot; Plasma Pistols used by the Imperium may be found in the hands of a lot of people, the Kustom Mega-slugga may only be found in the hands of a Mekaniak, specifically not the ones wearing Mega Armor because those have outgrown the compact size given by a Slugga. Appearance-wise, the cooling vent looks exactly like it was ripped off from a Sunfury pattern of Plasma Pistols. Accompanying that is the pilot flame-looking thing that certainly makes the Slugga look like a Hand Flamer on top of a Plasma Pistol. The spherical Plasma canister is attached to the back, which raises the question to what the rectangular object attached to where a magazine might be might be. Considering the existence of what appears to be an ejection, it wouldn&#039;t be too far-fetched to say that the Kustom Mega-slugga doubles as an actual Slugga. But if this is actually the case, it probably is not represented on tabletop. Since it is a &amp;quot;Kustom&amp;quot; gun, there should exist at least some variants made by some Meks that can do just that. The Kustom Mega-slugga has a couple wiring attached to the power pack carried by the same Mek. The wires end right at the handle where a tube seems to combine whatever came from those two and send the mixture to the Slugga proper.&lt;br /&gt;
&lt;br /&gt;
Despite a lesser range, it is a Pistol, meaning that you can fire whilst in [[FATAL|&#039;&#039;melee&#039;&#039;]]. So, happy hunting!&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=8|ap7=2|type7=Pistol, Gets Hot|r8=12&amp;quot;|s8=8|ap8=-3|d8=D6|type8=Pistol 1|abil8=If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon’s attacks have been resolved.}}&lt;br /&gt;
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===Kustom Mega-Blasta===&lt;br /&gt;
[[File:Kustom_Mega_Blasta.jpg|200px|right|thumb|Kustom Mega-blasta]]&lt;br /&gt;
A while back, some random Mek took a plasma gun from some dead Imperial and thought to himself &amp;quot;&#039;&#039;We needs us sum ov dese&#039;&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Perhaps due to how Ork Meks generally prefer the &amp;quot;&#039;&#039;Go big or go home&#039;&#039;&amp;quot; approach, the Kustom Mega- family skips the comfortably handheld Shoota generation and straight to the slightly more cumbersome that is Blasta. In practice, the Kustom Mega-blasta is essentially a Plasma Gun equivalent for the Orks; though whatever comes out of the barrel can pretty much be anything, the common feature that binds these guns together is the fact that it can and will explode at some point.&lt;br /&gt;
&lt;br /&gt;
[[Big Mek]]s clad in [[Mega Armour]] tend to carry a Kustom Mega-blasta instead of their usual smaller Mega-slugga. But since &amp;quot;Kustom&amp;quot; gears are pretty much exclusive to the Meks who make them, beyond their workshops, the Kustom Mega-Blaster is typically found on those Orks who can afford one. Orks abundant with material wealth such as [[Lootas]] may be found sporting a Kustom Mega-blasta. Likewise for some reason, some [[Burna Boyz]] may also be found using one of the same breed as well. Slightly bigger machines such as [[Deff Dred]]s on the good side of the Meks may also have a Kustom Mega-blasta on the side as well as [[Morkanaut]]s. [[Grot Tanks]] along with the bigger [[Grot Mega Tank|Mega Tanks]] may also have a Mega-blasta turret. Understandably as a rather curious piece of machinery, the [[Warkoptas|&amp;quot;Chinork&amp;quot; Warkopta]] has a Kustom Mega-blasta as its big gun option.&lt;br /&gt;
&lt;br /&gt;
As far as the &amp;quot;Gets Hot!&amp;quot; rule is concerned in 8th Edition, Orks naturally don&#039;t give a fuck – firing at maximum power is their default setting, so they also always have the danger of the weapon blowing up (&#039;&#039;which is also more fun for everybody involved&#039;&#039;).&lt;br /&gt;
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KustomMega-blastaMorkanaut.jpg|&amp;lt;center&amp;gt;Morkanaut&amp;lt;/center&amp;gt;&lt;br /&gt;
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===Kustom Mega-Kannon===&lt;br /&gt;
[[File:KustomMega-KannonProfile.jpg|200px|right|thumb|Kustom Mega-kannon]]&lt;br /&gt;
Ork philosophy dictates any weapon to be inevitably bigger for the sake of Dakka, no exceptions, not even the Kustom Mega- family.&lt;br /&gt;
&lt;br /&gt;
The Meks seem to have again skipped a size and went straight to vehicle-grade weight of a Kannon. Despite the increase in load, the Kustom Mega-kannon is typically seen only on two things. First is a [[Mek Gunz|Mek Gun]], which we all know is a giant gun on wheels manned by Grots. In terms of appearance at least for the specimen we have, it looks just like an [[Inferno Cannon]], particularly the breed mounted on the [[Malcador Infernus]], but in a much smaller package and not fueled by Promethium, of course; also, nothing screams &amp;quot;&#039;&#039;bigga and betta&#039;&#039;&amp;quot; better than having two barrels in addition to being much bigger.&lt;br /&gt;
&lt;br /&gt;
Unlike the smaller Kustom Mega- weapons we&#039;ve seen so far, the Kustom Mega-Kannon does not seem to have a distinct Plasma sphere. We can probably speculate that the Plasma in question is built into the gun, if at all. Another vehicle that has the Mega-kannon is the [[Morkanaut]]. Now, the one on the Morkanaut is obviously special since recently, it is now a &#039;&#039;&#039;Kustom Mega-zappa&#039;&#039;&#039;. Of course, looking at it, the Kustom Mega-zappa does have a few notable differences from the kind mounted on wheels. Morkanauts obviously have more space to install auxiliary equipment to make the Mega-zappa fire better. The armor provided by the Morkanaut should also provide the volatile Mega-zappa some protection as well.&lt;br /&gt;
&lt;br /&gt;
Practically, as in tabletop-speaking, the Mega-zappa is simply a more powerful version of the Mega-kannon in all aspects but range, where it remains the same.&lt;br /&gt;
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KustomMega-kannonSide.jpg|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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KustomMega-zappaProfile.jpg|&amp;lt;center&amp;gt;Kustom Mega-zappa&amp;lt;/center&amp;gt;&lt;br /&gt;
KustomMega-zappaFront.jpg|&amp;lt;center&amp;gt;Front View&amp;lt;/center&amp;gt;&lt;br /&gt;
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KustomMega-zappaPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ork-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Tyranid Plasma Weapons==&lt;br /&gt;
&lt;br /&gt;
===Bio-Plasma===&lt;br /&gt;
[[File:Bio-Plasma.PNG|200px|right|thumb|Bio-plasma]]&lt;br /&gt;
Revolving entirely around being organic, Plasma weaponry among Tyranids are few. The Bio-plasma Biomorph is exclusive the [[Carnifex|Carnifexes]], its shots equivalent in deadliness to that of a Plasma Cannon.&lt;br /&gt;
&lt;br /&gt;
To do so, the Carnifex with this Biomorph regurgitates an unstable series of chemicals from its innards, which it then spews from its mouth, ignited using electrical impulses along the Tyranid&#039;s throat – much in the same way that a Venom Cannon works. Once launched, the glob of biochemicals go off in an incandescent explosion of Plasma. Because it does not actually burn until passing the throat, it will not overheat inside the user, negating any heat related issues that would have surfaced otherwise. Massive Bio-plasma-emitting spines can also be found on Tyranid Bio-ships. Bio-plasma spines serve as effective short-range weapons batteries in void combat, emitting gargantuan balls of Bio-plasma that can devastate enemy voidcraft, more of which can be read below. Recently, Bio-plasma-specialized Carnifexes have begun to surface with only an additional suffix along with different stats, the &#039;&#039;&#039;Bio-plasmic Scream&#039;&#039;&#039; possessed by the Screamer Killer brood. This type was originally used to designate Carnifexes with Bio-plasma because of their terrible ululating shriek, caused by rasping plates in their esophagus that were used to energize the Bio-plasma. On the other hand, it is reported that these Screamer Killers use an electrical field around their claws to build up an incandescent Bio-plasma ball before launching it at a target over longer ranges – imagine a [[Anime|Rasengan]], but over the mouth.&lt;br /&gt;
&lt;br /&gt;
Since Monstrous Creatures can only fire two of their ranged weapons per Shooting Phase, and you should already have two sets of twin-linked Brainleech Devourers on your &#039;Fex, AND it has only a 12-inch range, so you&#039;ll never get the chance to use this Biomorph and shouldn&#039;t waste the points to begin with. While 8th Edition lifts that restriction, it is still held back by its short range, limited number of shots (&#039;&#039;Assault D3 12&amp;quot; S7 AP-3 1 D&#039;&#039;), and exclusivity with the more useful Enhanced Senses and Tusks. The option is not terribly popular as far as upgrades go since players in general prefer Venom Cannons, which are both safer and longer-ranged for their anti-armor purposes, though Bio-plasma can prove quite useful against heavily-armored infantry. The Scream, on the other hand, is an Assault D6, 18&amp;quot; range, and AP-4 which make this a much better weapon overall than the standard Bio-plasma, allowing the Screamer Killer to soften things up before it charges.&lt;br /&gt;
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10th_Ed_Bio-Plasmic_Scream.PNG|&amp;lt;center&amp;gt;10th Edition of the Bio-Plasmic Scream&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile-7-8|r7=12&amp;quot;|s7=7|ap7=2|type7=Assault 1, Blast|r8=12&amp;quot;|s8=7|ap8=-3|d8=1|type8=Assault D3}}&lt;br /&gt;
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===Bio-Plasmic Cannon===&lt;br /&gt;
[[File:Bio-plasmicCannonProfile.jpg|200px|right|thumb|Bio-plasmic Cannon]]&lt;br /&gt;
Of course, when it comes to Bio-plasma, the Tyranids aren&#039;t limited to puking it out like some feral beast.&lt;br /&gt;
&lt;br /&gt;
The Bio-plasmic Cannon is pretty much the only weapon of note on the Exocrine apart from its Powerful Limbs. This massive gun is pretty much the brain that controls the [[Exocrine]] because that hulk pretty much serves only as its transport. Only when the larger beast remains still can the symbiote focus all of its mental resources into targeting and destroying its prey. This great weapon can channel Bio-plasma through a series of different ventricles to ensure the destruction of its prey. Now don&#039;t let the fancy word fool you, &amp;quot;ventricle&amp;quot; is simply a cavity inside an organ. Get it? &#039;Cause the Bio-plasmic Cannon is a Biomorph.&lt;br /&gt;
&lt;br /&gt;
It has organs that make Bio-plasma as well as launching the hot stuff. Initially, the Bio-plasmic Cannon was essentially the Tyranid&#039;s equivalent for the Plasma Gun, but instead of the chance to explode, it had two modes to fire with – either a vast ball of roaring energy to cover a small area with Marine-melting goop, or several focused streams of death from its multiple barrels. Appearance-wise, the Bio-plasmic Cannon looks pretty much like a scaled-up version of the Spore Mine Launcher on the back the Biovore. As mentioned, it has a total of six eyes, one for each of the smaller barrels surrounding the big one. The chimneys over the back probably has something to do with making the Bio-plasma to shoot out of.&lt;br /&gt;
&lt;br /&gt;
8th Edition morphed its application into a practical cannon with only a single mode to fire with just like a lot of other weapons out there, specifically a heavier stream.&lt;br /&gt;
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Bio-Plasmic_Cannon.PNG|&amp;lt;center&amp;gt;Side View&amp;lt;/center&amp;gt;&lt;br /&gt;
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Bio-plasmicCannonPict.jpg|&amp;lt;center&amp;gt;Pict Capture&amp;lt;/center&amp;gt;&lt;br /&gt;
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{{40k-Ranged-Weapon-Profile|range=24&amp;quot;|strength=7|ap=2|type=Assault 1, Large Blast}}&lt;br /&gt;
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===Bio-Plasma Battery===&lt;br /&gt;
[[File:Bio-Plasma_Battery.JPG|200px|right|thumb|Bio-Plasma Battery]]&lt;br /&gt;
The big mama of the Bio-Plasmic Cannon.&lt;br /&gt;
&lt;br /&gt;
The Bio-Plasma Battery, also known as the Bio-Plasma Spine works in the same way as other Tyranid Bio-Plasmas, just on an obviously &#039;&#039;larger&#039;&#039; scale. These monsters are the closest thing the Nids get to a [[Lance Weapon]] barrage as they shoot out giant glops of plasma at enemy warships.&lt;br /&gt;
&lt;br /&gt;
Whilst the [[Pyro-Acid Battery]] acts as a sort-of close-range [[Macrocannon]]/[[Flamer]], the Bio-Plasma is much longer ranged thanks to the fact that the plasmic bolts actually travel a distance rather than acting as a spaceborne chem-thrower. Granted, the range on the thing is still shit given the fact that the Nids can&#039;t aim and they don&#039;t have the same level of [[Dakka]] as the other races. But it is your only ranged-weapon so are you gonna complain?&lt;br /&gt;
&lt;br /&gt;
The weapon comes in two forms like the Pyro-Acids. There is the much larger Discharge Artillery which is mounted on the front hull of the ship. That gives it longer range at the expanse of fire rate. Then these are the batteries which are mounted on the starboard and port of the vessel. They have greater firepower at the expanse of range.&lt;br /&gt;
&lt;br /&gt;
{{40k-Tyranid-Weapons}}&lt;br /&gt;
&lt;br /&gt;
==Other Plasma Weapons==&lt;br /&gt;
&lt;br /&gt;
===Drone Pulse===&lt;br /&gt;
[[File:Drone_Pulse.JPG|200px|right|thumb|Drone Pulse]]&lt;br /&gt;
The basic and primary weapon of the [[Spindle Drones|Spindle Drones.]] &lt;br /&gt;
&lt;br /&gt;
It is actually unknown what type of weapon these are. The only reason why these weapons are here is based merely on extrapolation from the Tau&#039;s own Pulse Weapons terminology, although its true nature remains hidden.&lt;br /&gt;
&lt;br /&gt;
It is extremely likely that the weapon is actually the &#039;eye&#039; of the drone, given the lack of any other external equipment that resembles a weapon&lt;br /&gt;
&lt;br /&gt;
Drone Pulse aren&#039;t particularly powerful weapons, given the fact that a Spindle Drone is meant to come in swarms. However, a unique ability for the Drone itself is that it has a special ability called &#039;&#039;&#039;Threat Level Rising&#039;&#039;&#039;, which allows any remaining Spindle Drones to gain +1 to their strength, damage, and AP for every Spindle Drone that is wounded or destroyed. Alternatively, the presence of a Guardian Drone simply adds +3 to all of those.&lt;br /&gt;
&lt;br /&gt;
The weapon itself, as aforementioned, isn&#039;t really that impressive, being a S3, D1, 18&amp;quot; pistol with zero AP. But when Threat Level Rising starts to kick in, it becomes much more dangerous.&lt;br /&gt;
&lt;br /&gt;
===Destroyer Pulse===&lt;br /&gt;
[[File:Destroyer_Pulse.JPG|200px|right|thumb|Destroyer Pulse]]&lt;br /&gt;
&lt;br /&gt;
An even bigger variant of the Drone Pulse.&lt;br /&gt;
&lt;br /&gt;
The Destroyer Pulse is the primary weapon of the [[Guardian Drones (Blackstone Fortress)|Guardian Drones.]] It is actually unknown what type of weapon these are. The only reason why these weapons are here is based merely on extrapolation from the Tau&#039;s own Pulse Weapons terminology, although its true nature remains hidden.&lt;br /&gt;
&lt;br /&gt;
It is extremely likely that the weapon is actually the &#039;eye&#039; of the drone, given the lack of any other external equipment that resembles a weapon&lt;br /&gt;
&lt;br /&gt;
Unlike the lacklustre Drone Pulse, the Destroyer Pulse actually packs a hefty punch. At S9, Ap-3 and D4 with an 18&amp;quot; range, this weapon is impressive as it still shares the Pistol profile as its little brother. However, a big trade-off with its stronger attacks is that the Guardian Drone lacks the Threat Level Rising ability, making the weapon more suitable for powerful individual targets.&lt;br /&gt;
&lt;br /&gt;
It is best used in conjunction with the [[Guardian Salvo Launcher|Guardian Salvo Launchers,]] which is a weapon suited for horde armies.&lt;br /&gt;
&lt;br /&gt;
==A Weapon that Beats Spess Mehreens? NEVAR!!==&lt;br /&gt;
{{MattWard}}&lt;br /&gt;
When you have a weapon that&#039;s good at killing Marines, it&#039;s only a matter of time before you draw the ire of the [[Matt Ward|spiritual liege]]. Infuriated that there were units in the 41st Millennium which actually had the firepower and weaponry to pop asshole units like Terminators, Matt decided it would be a lovely idea to give the Grey Knights a piece of Wargear for the Ordos Xenos inquisitor that functionally renders any unit using a Plasma weapon within 12&amp;quot; of that unit completely worthless, as its plasma weaponry is treated as BS1. The Ulumeathi [[Plasma Syphon]] is supposedly hindered by its short range, but in practice, /tg/ has found it quite easy to get the Inquisitor carrying it into the enemy&#039;s midst (often with allied units protecting it) in order to keep high-threat units like nests of Fire Warriors or a Leman Russ Executioner completely locked down. It&#039;s particularly nasty against Chaos (which as a rule lacks high-AP weapons except for the [[Vindicator]]&#039;s Demolisher Cannon and Plasma Weaponry) and [[Tau]], who rely extensively on plasma weapons as described above. Apparently Ward forgot that there is a difference between fluff making Marines unstoppable juggernauts and actually making them that way on the tabletop. 6th Edition ameliorated this somewhat with the advent of the Inquisition Codex giving more Imperial Armies (and a handful of xenos armies as well) access to this broken tool and making the thing only affect Plasma weapons as described in the BRB, thus giving the Tau a fighting chance. Everyone else (Chaos as a whole, basically), though, is still right fucked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
But still grav-guns.&lt;br /&gt;
&lt;br /&gt;
In 8th is no longer a thing. As the Syphon has been replaced in favor of Inquisitors in Terminator Armor and the Telethesia physic discipline. And since there’s a way to use one without risking being blown up now, the Plasma Weapons are arguably better than before.&lt;br /&gt;
&lt;br /&gt;
[[Category:Chaos]][[Category:Tyranid]] [[Category:Squats]]&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Imperial_Guard&amp;diff=1011573</id>
		<title>Warhammer 40,000/7th Edition Tactics/Imperial Guard</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/7th_Edition_Tactics/Imperial_Guard&amp;diff=1011573"/>
		<updated>2026-05-20T15:03:15Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{Cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the [[Warhammer_40,000/7th Edition Tactics|previous Edition&#039;s]] Imperial Guard tactics. The [[Warhammer_40,000/Tactics/Imperial_Guard(8E)|8th Edition Tactics are here]] while [[Warhammer_40,000/6th_Edition_Tactics/Imperial_Guard|the 6th Edition Tactics are here.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Last one alive, lock the door!&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;--[[Hats|The Soldier]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Guard==&lt;br /&gt;
[[File:AM Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
When recruits are inducted into the Imperial Guard, they are given four things. Their regulation flashlight (commonly referred to by the troops as &amp;quot;lasguns&amp;quot; for some reason), their regulation cardboard box (which certain regiments have taken to cutting up and wearing into battle, calling it &amp;quot;flak armor&amp;quot;), a large stack of toilet paper (which the recruiters refer to as the &amp;quot;Imperial Infantryman&#039;s Uplifting Primer&amp;quot;), and &#039;&#039;the regulation extra large wheelbarrow&#039;&#039; that allows them to cart their &#039;&#039;Dead&#039;&#039; out of battle.&lt;br /&gt;
&lt;br /&gt;
From a gameplay perspective, the Imperial Guard army is a flexible force known for having either hordes of cheap infantry to blast the heretic swine, waves of tanks to flatten the bastards, or a medium in between. The army is easy to learn while having a lot of options and tactics being discovered frequently (melta veterans in Chimeras are not the sole option in the Guard army after all). That&#039;s why you play the Imperial Guard. &lt;br /&gt;
&lt;br /&gt;
Additionally, you are one of most powerful armies in Apocalypse, and the standard by which all other apocalypse armies are measured. You are absolutely spoiled for Forge World choices with everything from the dinky little Lightning Fighter to the unholy death machine that is the Imperator Class Titan.&lt;br /&gt;
&lt;br /&gt;
Another win is the Escalation expansion for regular 40k. IG can now take one Baneblade or one of its variants. No Fortress of Arrogance however. But hey, with the most Lords of War choices out of all the armies &#039;&#039;&#039;AND&#039;&#039;&#039; you don&#039;t have to pay Forge World prices, why argue?&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Orders===&lt;br /&gt;
This is the signature feature of Guard armies; At the start of your Shooting Phase, your Commanders can issue Orders to non-vehicle Guard units within 12&amp;quot;; choose an Order, and make a Leadership Check to determine whether the Order is successfully issued. If successful, that unit immediately performs a specific action, usually with a secondary buff. (do note that you can&#039;t Order a unit multiple times in the same turn of course...) Orders make Guard one of a small number of armies capable of &amp;quot;double-buffing&amp;quot; their army; that unit of Conscripts may look unassuming, but when they throw down a wall of Prescience-boosted Lasgun shots via &#039;&#039;&#039;First Rank Fire, Second Rank Fire&#039;&#039;&#039; your opponent will not be laughing!&lt;br /&gt;
&lt;br /&gt;
There are two special rules for rolling doubles of certain kinds on the &#039;&#039;ordered&#039;&#039; unit&#039;s leadership test: &lt;br /&gt;
*&#039;&#039;&#039;Inspired Tactics:&#039;&#039;&#039; Roll 2D6 like you would for any Orders test. On a double one, all Orders for the rest of the turn automatically pass.&lt;br /&gt;
*&#039;&#039;&#039;Incompetent Command:&#039;&#039;&#039; Roll 2D6. On a double six, you cannot issue orders for the rest of your turn. It is not pretty when a blob squad fails to issue remaining orders when Genestealers/Boyz/melee deathstar units are bearing down on you.&lt;br /&gt;
&lt;br /&gt;
Note that some Orders can only be issued by Senior Oficers. The orders are as follows:&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down! (Senior Officer)&#039;&#039;&#039; - The ordered must shoot at an enemy Monstrous Creature/Vehicle, gaining Tank Hunters/Monster Hunters in the process.&lt;br /&gt;
*&#039;&#039;&#039;Fire on my Target! (Senior Officer)&#039;&#039;&#039; - The ordered unit must fire at an enemy unit, with their weapons gaining Ignore&#039;s Cover. Flush out enemy units from Ruins, or wipe out enemy Bikers without them getting a Jink Save; Irony is beating Ravenwing Black Knights at the Plasma game. This ability is at a premium.&lt;br /&gt;
*&#039;&#039;&#039;Get Back in the Fight! (Senior Officers Only)&#039;&#039;&#039; - Lets you basically get a squad that&#039;s falling back or gone to ground to instantly regroup. If the unit was falling back, it does not make a 3&amp;quot; move like it normally would. &lt;br /&gt;
*&#039;&#039;&#039;First Rank, FIRE! Second Rank, FIRE!&#039;&#039;&#039; - Your most frequently issued order, Rank Fire basically gives your Guardsmen an additional shot if they are using Lasguns or Hot-Shot Lasguns. There are few things that match the expression of the opponent&#039;s face when you get to roll 40+ dice at the same time (150 tops or 28 with Hotshots) which means that regardless of BS and Strength 3, the enemy is in the sea of possible pain. Use with combined squads or conscript blobs for max hilarity, and don&#039;t forget to ask your opponent if you can borrow his dice. Make sure you use this on the biggest squad with highest LD that is within range (Rapid OR Max, doesn&#039;t matter) of an important target, and don&#039;t ever use this on Veterans unless everyone else is useless. Wasteful order are [[Heresy]].&lt;br /&gt;
*&#039;&#039;&#039;Move! Move! Move!&#039;&#039;&#039; - The targeted squad must Run, and chooses the highest result of three dice when doing so. For example, you want to run with a big blob and contest an objective? Your odds of making it within 3&amp;quot; are now better. &lt;br /&gt;
*&#039;&#039;&#039;Smite at Will!&#039;&#039;&#039; - The Targeted Squad makes a shooting attack with the Split Fire special rule. Useful if you forgot to make a separate Heavy Weapon Squad with a specialized weapon set. &lt;br /&gt;
*&#039;&#039;&#039;Forwards, for the Emperor!&#039;&#039;&#039; - The Targeted Squad makes a shooting attack and must immediately Run after making it. This ability is surprisingly versatile, as it allows you do perform Bounding Overwatch, &lt;br /&gt;
*&#039;&#039;&#039;Suppressive Fire!&#039;&#039;&#039; - The Targeted Squad makes a shooting attack with the Pinning special rule. This order is generally unreliable, but sometimes every little bit helps. &lt;br /&gt;
*&#039;&#039;&#039;Take Aim!&#039;&#039;&#039; - The Targeted Squad makes a shooting attack with the Precision Shots special rule. With 7th edition, it has been clarified to need a 6 to land a precision shot. Useful for piling up large amounts of wounds on a sergeant or model with a special weapon you don&#039;t want near your stuff, or pick out Chariot drivers in case someone was playing Daemons and thought that seeker cavalcade was a good idea.&lt;br /&gt;
&lt;br /&gt;
===Warlord Traits===&lt;br /&gt;
# &#039;&#039;&#039;Grand Strategist&#039;&#039;&#039;: [[Creed|d3 units of the primary detachment can Outflank]].&lt;br /&gt;
# &#039;&#039;&#039;Old Grudges&#039;&#039;&#039;: Choose one codex; warlord and unit have Preferred Enemy against units of said codex. Pask starts with this one.&lt;br /&gt;
# &#039;&#039;&#039;Draconian Disciplinarian&#039;&#039;&#039;: Friendly Astra Militarum units within 12&amp;quot; of the warlord don&#039;t have to test after 25% of casualties. Yarrick starts with this trait.&lt;br /&gt;
# &#039;&#039;&#039;Implacable Determination&#039;&#039;&#039;: Warlord and his unit have Relentless. Straken starts with this.&lt;br /&gt;
# &#039;&#039;&#039;Bellowing Voice&#039;&#039;&#039;: Warlord can give Orders; if he could already do so, their range is boosted to 18 inches. &lt;br /&gt;
# &#039;&#039;&#039;Master of Command&#039;&#039;&#039;: Warlord can give Orders; if he could already do so, he can use an extra Order each turn.&lt;br /&gt;
&lt;br /&gt;
Overall, not bad. A bit of a toss up between this and the Command list if you&#039;re trying to buff your units, which is the case with most Guard HQs. Tank Commanders, however, only get this list and only roll a d3 on it, but that&#039;s okay - on a &#039;&#039;tank,&#039;&#039; all three of the available traits are pretty solid buffs.&lt;br /&gt;
&lt;br /&gt;
===Tactical Objectives===&lt;br /&gt;
# &#039;&#039;&#039;Armored Assault&#039;&#039;&#039;: Get a VP if an enemy unit was completely destroyed during your turn by a unit with the Tank unit type.&lt;br /&gt;
# &#039;&#039;&#039;Fix Bayonets!&#039;&#039;&#039;: Get a VP if you successfully charge in your turn.&lt;br /&gt;
# &#039;&#039;&#039;Strength in Unity&#039;&#039;&#039;: 1 VP for successfully issuing three orders, d3 VP for successfully issuing six or more.&lt;br /&gt;
# &#039;&#039;&#039;Hold Your Ground&#039;&#039;&#039;: Score a VP if half your units, rounding up, are in your deployment zone.&lt;br /&gt;
# &#039;&#039;&#039;Overwhelming Numbers&#039;&#039;&#039;: Score 1 VP for controlling more objectives than your opponent, d3 VP for controlling three or more. &lt;br /&gt;
# &#039;&#039;&#039;Storm of Fire&#039;&#039;&#039;: Score 1 VP for destroying an enemy unit in the shooting phase. D3 if you kill three units, and d3+3 for killing six or more.&lt;br /&gt;
&lt;br /&gt;
===Fighter Aces===&lt;br /&gt;
In Skies of Death, you now have a bonus rule allowing you to pay 35 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable, but you don&#039;t have any of those so don&#039;t worry about it).  The Tempestus can use the same traits, so their Valkyries can be just as handy as yours.&lt;br /&gt;
#&#039;&#039;&#039;Covert Deployment&#039;&#039;&#039; - Arrive from any edge when arriving from reserves.  Great for a surprise drop.&lt;br /&gt;
#&#039;&#039;&#039;Defensive Flyer&#039;&#039;&#039; - +1 Front Armor.  Jivin&#039;.&lt;br /&gt;
#&#039;&#039;&#039;Inspiring Presence&#039;&#039;&#039; - Fellow models within 12&amp;quot; of a Fighter Ace with the same codex gain Fearless.  Save those Guardsmen, bring them to the front.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
===Heirlooms of Conquest===&lt;br /&gt;
Note that only an unnamed Company Commander from a Company Command Squad or an unnamed Lord Commissar can buy heirlooms and you are limited to one of each Heirloom per army, and only 1 relic may be taken by a model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Benediction:&#039;&#039;&#039; This Lord Commissar-only MC Bolt Pistol has Precision Shot to make him better at BLAMming certain enemies from range as well as being as strong as a Heavy Bolter. With BS5 on a Lord-Commissar, the master-crafted rule means it is almost guaranteed to hit something. Also, it&#039;s a 5 point upgrade. On an aggressive Lord-Commissar this GLORIOUS HEAVY SNIPER PISTOL OF THE EMPEROR is basically an auto-include, but if the squad he&#039;s attached to is gonna be mostly sitting back and shooting the higher range and rapid fire of the (free!) boltgun should probably be considered instead (though one could argue that babysitting the shooty units is a job for a junior commissar and a waste of a Lord).&lt;br /&gt;
*&#039;&#039;&#039;The Tactical Auto-Reliquary of Tyberius:&#039;&#039;&#039; CCS only, 25 points. If the bearer issues an order and rolls doubles for the Ld test, &#039;&#039;and succeeds&#039;&#039;, he gains Inspired Tactics for that turn. But if it&#039;s a double 1, you lose its benefits for the rest of the game (the order you rolled double 1s on still counts as Inspired Tactics). Seeing how broken orders can be, especially with the new Cadian Battlegroup granting 3D6 discard highest result, this is troll-tastic.&lt;br /&gt;
*&#039;&#039;&#039;Laurels of Command:&#039;&#039;&#039; CCS only. Giving friendly units within 6&amp;quot; the ability to choose whether or not they pass a morale test is good. Having those same units make a pinning test if the bearer dies is not. Hide out of sight like a bitch, and you won&#039;t ever worry about getting killed. In summary: costs as much as a Priest, has a 6&amp;quot; range, makes everybody panic if the bearer dies.  Hmmm... no.&lt;br /&gt;
*&#039;&#039;&#039;The Blade of Conquest:&#039;&#039;&#039; [[Lord Solar Macharius]]&#039;s personal sword is AP 3, S+1, and master-crafted. It costs as much as a power fist, while not being that much better than a power axe, since you generally won&#039;t be hitting first with your I3. Again, costs as much as a Hatred+Fearless, war hymn giving Priest which will fare you 10x better in close combat. You&#039;re investing quite a lot into a Lord Commissar/Company Commander who is doubled out by S6 or higher. Keep scrolling.&lt;br /&gt;
*&#039;&#039;&#039;The Deathmask of [[Ollanius Pius|Ollanius]]:&#039;&#039;&#039; It may look creepy as hell, but you will use it anyway because it gives you a 4+ invulnerable save, Fear, and It Will Not Die.  Also, using it is, in-universe and out, keeping the story of [[Ollanius Pius]] alive. However, given the fact that you already have a 5++, and IWND on a T3 character doesn&#039;t make much difference, it&#039;s not an auto-take.&lt;br /&gt;
*&#039;&#039;&#039;Kurov&#039;s Aquila:&#039;&#039;&#039; CCS only. The user and all friendly units within 6&amp;quot; have Preferred Enemy and the bearer can reroll one failed Leadership test per turn. That means Template and blast template overspill. Whoops.&lt;br /&gt;
**Just remember you can&#039;t give orders while embarked (unless in a Chimera, but the PE isn&#039;t emitted while embarked, period.). Also, it&#039;s 60 points, the same price as a bare bones CCS. It is the most expensive of the heirlooms, and you should only take it if you&#039;re running a Plasma heavy list (it&#039;s not like your list isn&#039;t point-sinking anyway).&lt;br /&gt;
**To get the most out of this item, consider blobbing your squads and making a line with basic guardsmen from the main blob to the edge of the aquila range and concentrating big guns around the CCS: this way you are pretty much extending your preferred enemy field to almost your whole army. Can get hilarious when, say, you have 8 squads with plasmas and 3 squads of 3 punishers with preferred enemy.&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
Solid choices overall for the Imperial Guard, this is the list Lord Commissars and Company Commanders may take from in addition to the Heirlooms of Conquest.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camo Gear&#039;&#039;&#039; +1 to Cover Saves, 6+ Cover in the open. Stacks with Stealth, Shrouded, Going to Ground, intervening models, etcetera.  It&#039;s not very expensive at 5 points, so is usually an auto take. The Company Command Squad except for the Commander can take this at like 2 points per model.&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; - While a step up by granting a 4+, being 5 per model makes it a rather pricey method, so ignore the idea unless you absolutely need a team on the field. Of course, Company Command Squads except for the Company Commander get it at a discount price, so there is indeed that to consider.(15pts for 10 vet&#039;s carapace isn&#039;t that bad- especially for taking objectives)&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenades&#039;&#039;&#039; - Because Guardsmen aren&#039;t Space Marines they have to shovel out an extra points to get these things. A squad of Guardsmen with these can glance AV12 (and have a reasonable chance to penetrate AV10) and below to death in a heartbeat though! Lord Commissars start out with these by default, be mindful of that.&lt;br /&gt;
*&#039;&#039;&#039;Melta bombs&#039;&#039;&#039; - 5 points for a S8 AP1 Armorbane attack on a vehicle or Monstrous Creature. Both Company Commanders, Lord Commissars, and Sergeants/Veteran Sergeants get these. If you&#039;re taking a Priest with your blobs, it&#039;s recommended you take these to deter any Walkers/MCs your opponent will inevitably throw at you to slow them down. Also makes Knights think twice before they come to stomp on you.&lt;br /&gt;
&lt;br /&gt;
===Armor and Invulnerable===&lt;br /&gt;
*&#039;&#039;&#039;Flak Armor&#039;&#039;&#039; - The basic cardboard armor with an excellent and manly 5+ save.&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armor&#039;&#039;&#039; - See Special Issue Wargear above.&lt;br /&gt;
*&#039;&#039;&#039;Power Armor&#039;&#039;&#039; - The standard MEQ 3+ Armor Save. Only Techpriests have it. Straken also has a 3+ Armor save but his wargear say he has Flak armor, when all he has is an Adamantium bionic right arm...and abs of steel. Yes, that&#039;s why his Flak Armor is 3+!&lt;br /&gt;
*&#039;&#039;&#039;Refractor Field&#039;&#039;&#039; - 5+ Invulnerable Save. Company Commanders, Lord Commissars, and Primaris Psykers get these. Colonel &amp;quot;Iron Hand&amp;quot; Straken and Creed also have this by default.&lt;br /&gt;
*&#039;&#039;&#039;Rosarius&#039;&#039;&#039; - 4+ Invulnerable Save. Only the Ministorum Priest gets this.&lt;br /&gt;
&lt;br /&gt;
===Ranged Equipment===&lt;br /&gt;
This is the gear Commanders, Commissars, and Veteran/normal sergeants can take from.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - At 1 point, this is almost universally a better choice than the Laspistol your guys come with. It allows your guy to keep his multiple attacks while getting 1 S4 AP5 shot. Compare that to S3 AP- and you&#039;re jumping for this. However since Guard tend to abhor Melee, weigh carefully against its big brother below.  Commissars and Lord Commissars get these by default.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; - Yeah, now we&#039;re talking! The primary small-arm of Space Marines is also available to Imperial Guard sergeants, Commissars, Lord Commissars and Platoon/Company Commanders. It costs the same as the pistol variant. So 1 measly point for rapid fire S4 AP5 shots. Not much, but far surpasses the crappy pistol-sized Flashlight your Sarge usually comes with. [Lord] Commissars can swap out their Pistols with this for free. If you don&#039;t mind losing the extra attack, adding to a unit&#039;s ranged Dakka is never a bad idea.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; - Guaranteed to wreck the shit of a TEQ who gets too close. However, unlike Space Marines, Guardsmen lack the good saves unless you get Carapace Armor, so Gets Hot! is more likely to kill Guardsmen. Also costs as much as 3 normal guardsmen, and the exact same cost as its rifle counterpart. How about no. &lt;br /&gt;
*&#039;&#039;&#039;Shotguns&#039;&#039;&#039; - Not to be confused with the Space Marine Shotgun (which has bolter Strength), the regular old shotgun is available to Imperial Guard veterans and Company Commanders, and has the Range, Strength, and AP of a laspistol with Assault 2. Basically, your Commander is trading an extra attack for an extra shot, your Vets are trading single shot range for the ability to assault after shooting. Probably too situational in use and too marginal in effect to be worth it, especially compared to the other available weapon options, unless you&#039;re planning something very specific.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
Often taken alongside lasguns for extra firepower, one can be taken per squad. [[Dakka|Command Squads can take up to 4 of these.]] Veterans and Special Weapon squads can take 3 of these. Both Tempestus Scions and Rough Riders can take 2 of these.&lt;br /&gt;
&lt;br /&gt;
====Heavy====&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle:&#039;&#039;&#039; Always wounds on 4s and is AP6. It&#039;s the cheapest option at 2 points, but with mediocre BS Ratlings can do it much better because they can run after shooting which Guardsmen cannot do. Also, thanks to 7th Edition Sniper Rifles no longer have Rending or pinning. However rolls of 6 to-wound are still AP2, and the weapon is S4 when resolved against vehicles. Not good unfortunately, but with some luck you can find your guardsmen shooting down a terminator and earn 5 times his points back (7-point model kills 35 point model). It&#039;s good idea to equip your PCS with these since they are going to sit with their thumbs up their asses behind their platoon anyway, but then again, flamers can at least offer some kind of defense via WoD. Can&#039;t be taken by Rough Riders or Tempestus Scions.&lt;br /&gt;
====Salvo and Rapid Fire====&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Volley Gun:&#039;&#039;&#039; Exclusive to Stormtrooper units, the Volley Gun is Salvo 2/4 and AP3 but is S4 so it&#039;s good if you&#039;re using the Stormtroopers as a defensive fire base or for camping on an objective with them.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; Your primary anti-TEQ gun. However, unlike Space Marines, Guardsmen lack the good saves unless you get Carapace Armor, so Gets Hot! is more likely to kill Guardsmen; on the other hand, you get more guardsmen so the real cost is the loss of the gun. In a vet squad, these are brutal. I&#039;ve seen a single squad of guardsmen rip apart 2 carnifexes in 2 turns. [[Dakka|THEY have been overrun!]] Just make sure to give your Veterans/Command Squads Carapace Armor.&lt;br /&gt;
====Assault====&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; Guaranteed to wreck the shit of mass infantry (Orks, I&#039;m looking at you). It doesn&#039;t roll to hit so the 1 option a basic infantry squad can use better while veterans usually can take much more effective gear to capitalize on BS4. Also allows for some very painful Overwatch. Minimum of one should be taken in multi-squad blob.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; Only Platoon/Company Command Squads and Veterans can take them but I&#039;ll leave this here. S5 AP4 template weapon which makes Orks and Tyranids cry as their infantry fall like a house of cards in the wind. As with the flamer, superior BS of CCS and Veterans is wasted here unless you have a specific plan for them (like anticipating hordes, and lots of them). The Heavy Flamer takes up one of your 3 special weapons choices nowadays, so it stands as an effective niche choice. However, it is a powerful &amp;quot;surprise barbecue&amp;quot; choice if you kit your PCS with heavy flamer and flamers and drop them from a vendetta among enemy infantry.&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; Basically a smaller, lighter missile launcher, grenade launchers can throw boltgun-ranged pain at both blobs and light armor with either an S3 AP6 blast frag grenade or an S6 AP4 krak grenade. A good all-rounder choice for infantry squads that either need to stay mobile, or if you&#039;re just not sure exactly what they&#039;re going to be going up against.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; As with all Imperium Armies, it&#039;s your close range anti-tank or anti-TEQ if you don&#039;t have plasma. Always remember to check if the vehicle is 6&amp;quot; away so you can use the melta rule (Roll 2D6 for vehicle damage if you&#039;re within 1/2 the gun&#039;s range, applies to Multi-melta too).&lt;br /&gt;
*&#039;&#039;&#039;Demolition Charge:&#039;&#039;&#039; It&#039;s Special Weapons team exclusive or comes with the Demolitions Doctrine. Pricey and powerful; it&#039;s an S8 AP2 large blast, and one of the few sources of high-AP blasts that isn&#039;t artillery or plasma. Used to soften up tanks with the Demolitions doctrine, since strangely enough it&#039;s an Assault weapon, so you can get stuck in with meltabombs afterwards; also, it&#039;s not specified as a grenade, even though it does have &#039;throw&#039; range, meaning if you give a special weapons squad 3 of them they can use them &#039;&#039;all at once&#039;&#039;. Hilarious if it scatters back onto the user&#039;s squad. Also, it&#039;s expensive as shit at 10x the cost of a sniper rifle.&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
Can be taken by Heavy Weapon teams, so 3 in a Heavy Weapon Squad, and 1 per Command/infantry/Veterans squad on the table. You can stick the Heavy Weapons in with normal squads since a HWS is pretty fragile for its points value.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mortars&#039;&#039;&#039; - A S4 AP6 Blast with Barrage so it&#039;s good for killing things out of line of sight and it has a solid range. Effective at taking out footslogging infantry like Orks, Tyranids and Daemons. Unfortunately, the Wyvern is literally 5 points more than a full Heavy Weapon Squad of 3 Mortars, and does the same job with Twin-link and Shred. Meaning it is almost three times as effective per point value. At least Mortars don&#039;t take up a Heavy Support slot.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; - It&#039;s good at anti-infantry in general but against light tanks the Autocannon serves you better (in fact, statistically, the Autocannon is better against everything T5+ (T3 if Instant Death matters) and only 16% less effective against T4. Also it&#039;s available on every vehicle you have, and doesn&#039;t have particularly good range, which is a problem for fragile HW squads. Decent in infantry blobs, but look elsewhere for Weapons teams.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon&#039;&#039;&#039; - Costs as much as a heavy bolter at the same AP without the extra shot. However, S7 means it&#039;s great at wounding infantry and stands a fair chance at penetrating light vehicles. Well rounded and versatile option that often finds a home in Imperial Guard lists; better than a lascannon against AV12 and down, and, as noted above, better than a heavy bolter against T5+ and T3 when Instant Death matters.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher&#039;&#039;&#039; - The most versatile of the heavy weapons choices, on the surface at least. Can choose between an S4 AP6 blast or an S8 AP3 single shot. Infantry or vehicles will suffer! A bit &#039;jack of all trades, master of none&#039; though; S8 will struggle vs heavy vehicles, and S4 AP6 is lousy against anything better than GEQ, meaning you&#039;re better off settling for autocannons or lascannons unless you&#039;re fighting other guard often.&lt;br /&gt;
**&#039;&#039;&#039;Flakk Missiles&#039;&#039;&#039; - For extra points you can get missiles with the skyfire rule. But don&#039;t do it since they&#039;re too expensive. Just take more Autocannons or a Hydra. &lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039; - The Lasgun&#039;s big brother. It&#039;s your main source of long ranged anti-tank, as it is in the Space Marine Codex. This is probably your go-to heavy weapon, alongside the Autocannon.  48 inches of S9 AP 2.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; Surprisingly can be taken by Forgeworld Drop Sentinels, and by Servitors. It&#039;s a 24&amp;quot; melta.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; Available to Servitors, Sentinels, and as a potentially expensive sponson on the Leman Russ. Costs the same as a Plasma Gun ([[Fail|and Pistol...]]) for an S7 AP2 blast that can get hot. Still useful to take out clumped squads of Space Marines.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
Usually this is not where you want your Guardsmen to be since they&#039;re I3, S/T3 and with 1 attack, but being an Imperium army they too get access to Imperium-standard gear. Company/Platoon Commanders, and any types of Sergeants and/or Commissars can take these, except for the hunting lance. They&#039;re just here because why not?&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039; - Comes in standard Axe, Lance, Sword, and Maul forms.  Honestly, if you&#039;re looking here, you should probably grab an Axe. At I3, you&#039;re probably striking last already and having S4 and AP2 will probably serve you well. Can be funny taking a bunch in a combined squad.&lt;br /&gt;
*&#039;&#039;&#039;Power Fists&#039;&#039;&#039; - Despite how expensive it is after a price hike, Power Fists are usually the better options since I3 means a majority of armies strike before your guys do. But, weigh carefully against Power Axes. 10 points extra for S6, or slightly cheaper at S4 and have an extra attack? A reasonably important thing to remember is that on guardsmen fists provide much lower utility, as strength 6 has a much harder time punching through vehicles than strength 8 and you don&#039;t even get the chance to instant death T4 characters, so think hard about taking them. Be warned, non-Veteran Sergeants can&#039;t take these.&lt;br /&gt;
*&#039;&#039;&#039;Force Weapons&#039;&#039;&#039; - Primaris Psyker only. Comes in 3 flavors: Axe, Sword, or Staff. All grant the Psyker the Force power so he can charge it up before hopefully trying to instant-death someone. The Staff is probably the best choice to go with because S+2 makes up for AP4. The Force Axe allows you to strike at S+1 AP2 and you generally won&#039;t be hitting first at I3 so unwieldy isn&#039;t as much a downside to ignoring all armor. The Force Sword being only S:User in spite of AP3 seems like the worst choice, but if you get Iron Arm or Hammerhand, it becomes oh so much more attractive. At least Primaris Psykers get any one of these for free.&lt;br /&gt;
*&#039;&#039;&#039;Hunting Lances&#039;&#039;&#039; - Rough Riders get these by default, single use EXPLOSION lances which let them strike at S+2, Initiative +2 and AP3 but good luck getting into close combat in the Dakka days of 40k with such a fragile unit. Would be better if you weren&#039;t forced to give them to the whole squad, presumably driving up the cost of the bastards in front who are just going to die anyway.&lt;br /&gt;
&lt;br /&gt;
===Standards===&lt;br /&gt;
Banners/Flags for your army.  Have a parade before you drown your enemy in fire.  Technically considered Special-Issue Wargear by the codex, but can only be taken by specific squads.  Funnily only available to units that don&#039;t need them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Platoon Standard&#039;&#039;&#039; - Platoon Command Squad and Militarum Tempestus Command Squad only.  Counts as causing an additional wound in close combat for the purpose of calculating assault results.  Nigh useless, as either Command Squad cannot be reliably equipped for Assault, (Partially true. Normal PCS can have any member grab a Laspistol+Chainsword for 2 attacks/model base, not any better off in CC to be frank) nor will you be reliably winning close combat with a PCS/MTCS, even with the help of a blob Infantry Squad loaded for bear.  Keep your points, spend on bodies and guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regimental Standard&#039;&#039;&#039; - Company Command Squad only.  In addition to the Platoon Standard rules, the Regimental Standard also creates a 12&amp;quot; re-rollable Morale/Pinning/Fear test bubble.  Useful for the Morale test re-roll, and could win you a sweeping advance or two with a Straken CCS.  May give you overlapping results with a Lord Commissar, Kurov&#039;s Aquila, or the Draconian Disciplinarian Warlord Trait.&lt;br /&gt;
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===Other===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vox-Caster&#039;&#039;&#039;&lt;br /&gt;
**Failed Leadership tests for orders issued to a unit with a vox-caster can be re-rolled, provided the officer’s unit also has a vox-caster. An officer may not use a vox-caster’s ability on his own unit.&lt;br /&gt;
*&#039;&#039;&#039;Desert Raiders (Forge World)&#039;&#039;&#039; - Not so much of an item as an upgrade for command squads and infantry.  It allows you to emulate the [[Tallarn Desert Raiders]] by getting Move Through Cover and re-roll 1s to-hit on shooting, but may never take Carapace.  This is a cool idea if not expensive at 20 per unit, as it allows you to hop around cover like no tomorrow while pissing off anything without Ignores Cover. Take plasma guns and laugh as you&#039;ll die of gets hot less often than a space marine.&lt;br /&gt;
**Alternate take: Get a 50 man blob, give them all desert raiders, and laugh as your soldiers are almost as good as veterans in shooting and moves through cover, allowing even more FRFSRF!&lt;br /&gt;
&lt;br /&gt;
===Vehicle Equipment===&lt;br /&gt;
On top of the standard dozer blade, smoke launchers, extra armour and pintle mounted weapons, the guard also got some neat new wargear for vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers:&#039;&#039;&#039; A one use, instant 5+ cover save vehicles can use instead of shooting. Good for Rhinos, but in a Guard army, unless you’re using the Strike and Shroud! order or being targeted by something you can’t shoot back at, you probably won’t use it much. Smoke Launchers are available from the vehicle wargear list, but most Guard vehicles already have them, so unless you want to use them twice, this is only really relevant to the Taurox, Sentinel, and Hellhound.&lt;br /&gt;
*&#039;&#039;&#039;Augur Array:&#039;&#039;&#039; Basically prevents deep striking units from scattering around the vehicle. Considered how little the guard has in the way of deep striking units and the cost of the equipment, this can be a pass. If you do take it, put it on a vehicle that has [[Leman Russ (tank)|good armor]] or [[Hellhound Tank|can move fast]]. Useful if you have a [[Dark Angels|deep strike heavy]] [[Blood Angels|ally detachment]] or you play LOTS of Scions in your list. &lt;br /&gt;
*&#039;&#039;&#039;Camo netting:&#039;&#039;&#039; Gives the vehicle a +1 to cover saves. Useful on just about everything. Put on a Leman Russ to maximize the survivability of tank. Also note that cover save is no longer restricted to just staying still. Note that it stacks both with Stealth and Shrouded, meaning that Psychic mindfuckery can lead you to 3+ cover on open ground. It also stacks with the 5+ cover save from the smoke launchers, giving you a 50% chance of the shots missing. Must have for all your vehicles, no excuses.&lt;br /&gt;
*&#039;&#039;&#039;Enclosed Crew Compartment:&#039;&#039;&#039; A must for your arty. Makes open-topped vehicles no longer open-topped. Your Basilisk is no longer one hit by a missile launcher! ...Wait why did you have your Basilisk out in the open? Stuff it behind rocks ASAP! &lt;br /&gt;
*&#039;&#039;&#039;Fire Barrels:&#039;&#039;&#039; This is a neat piece of wargear. Basically gives the vehicle a one time use flamer against charging units. At the low cost of 10 points, the barrels will generally not disappoint, although the lack of Soul Blaze is interesting. Sentinels can&#039;t take them. Meh on the longer ranged Leman Russes. Autoinclude on Hellhounds (specifically if you opt for Heavy Flamer) and other Hellhound variants. &lt;br /&gt;
*&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; This is basically a one shot krak missile with unlimited range at ten points. This is useful since its an alpha-strike option for mech/tank guard that needs some additional long range firepower to take out enemies vehicles. In fifth edition it helped established Imperial guard as king of mechanized armies since it could potentially destroy enemy [[Metal_Boxes|MEHTAL BAWKS]] at turn one. Now it&#039;s often overlooked option since it shoots only ONCE at guards mediocre ballistic skill, and the [[Wave_Serpent|thing you would like to target the most]], has a cover save (damn those jink saves) with  AV12, meaning to reliably destroy it you would need around 20 missiles. That said it is still viable option for flanking Sentinels or Chimeras to take out other key transport or MC, and can give short range Russes something to do for turn one. Pask gets better mileage out of it than anyone else, with his BS4, preferred enemy and reroll to pen.&lt;br /&gt;
*&#039;&#039;&#039;Recovery Gear:&#039;&#039;&#039; For 5 points, you get a 1 in 6 chance to make a vehicle no longer immobilized. Take it, do not even argue. Watch your opponent&#039;s face when your Demolisher tank he just immobilized comes back into action. Use with tech priest to get a second (if not worse) chance to get the vehicle moving again. With how many vehicles the guard has, a 1 in 6 chance is better then no chance. Be warned that it does not restore a Hull Point. Still useful if you have some points to spare and can&#039;t plug in a Techpriest with a couple of Servitors.&lt;br /&gt;
*&#039;&#039;&#039;Relic Plating:&#039;&#039;&#039; 3 points for Adamantium Will, protecting your tanks from annoying Technomancy psychic powers like Subvert Machine, Machine Curse, Fury of Mars, or Machine Flense. Except that only one vehicle DOES receive the rule - but RAW, other vehicles get to benefit from it as well. Still a auto-include on any mechanized unit that you&#039;re sinking points into, particularly LR squadrons with Pask or a generic tank commander. If vehicles are used in squadrons, best to give all tanks the upgrade. Having the squadron rely on one vehicle to have Adamantium Will is risky, as that tank will be automatically singled out for attacks.&lt;br /&gt;
*&#039;&#039;&#039;Pintle Weapons:&#039;&#039;&#039; Though not an auto-include, the pintle weapons do need to be noted. For 5 points, most vehicles (meaning everything but sentinels) can take either a storm bolter or a heavy stubber. Avoid getting the storm bolter. Heavy stubbers have an extra attack, longer range, and cost just the same as a storm bolter. Yes, storm bolters have better AP, but is AP5 really worth more over range and number of attack? Also, pintles are only really worth having on Chimeras and Leman Russes. Putting a pintle weapon on a Basilisk or Emperor forbid, a Deathstrike missile launcher is a waste of points. The only reason you would put a pintle on those vehicles is to avoid losing the main weapon to weapon destroyed rolls. If that is the case, just take camo netting instead.&lt;br /&gt;
*&#039;&#039;&#039;Mine Plough:&#039;&#039;&#039; - Dozer Blade on steroids. Not only does it help passing dangerous terrain on any speed, it also allow you to smash a few unlucky soldiers with tank shock. Though, its nowhere near destroyer blades or the (formerly, Defrollas got nerfed in 7th) almighty defrolla, with S2 and only D3+1 hits. Costs different points for different vehicles: 10 points for Chimera; 15 points for Hellhound, Devil Dog, and Bane Wolf; 10 for Leman Russ and variants; 5 for the Hydra, Atlas, and Trojan.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ=== &lt;br /&gt;
*&#039;&#039;&#039;Company Command Squad:&#039;&#039;&#039; This squad provides leadership to the many. It orders around those who can order around others. This unit gets orders. It gets an ample selection of gear, and some nice buff bodies. This includes a 20pt large blast, penalize the enemy reserve rolls and bonuses to your own. This unit can have its leader switched out with other named leaders with awesome powers and gear. Simply because most other HQ choices lack the capability to survive on their own, either due to lack of invulnerable save and/or relatively weak statline in comparison to HQs of other factions, this should be your HQ of choice. If you want to kit out one, do note that the Company Commander buys his equipment (Krak grenades, carapace armor, camo gear) separately from the veterans, and for a different - more expensive - price. Do not skip this because it may invalidate your army list. Also NEVER forget buying camo gear for the commander! You can attach the following to your Command Squad:&lt;br /&gt;
**&#039;&#039;&#039;Officer of the Fleet:&#039;&#039;&#039; An Officer of the Fleet lets you manipulate Reserves, provided you pass a Leadership check (on a measly Leadership 7); should you pass, you can either add +1 to your Reserve rolls or subtract one from your opponent&#039;s rolls. Generally considered inefficient, since Guard armies tend towards jamming the board instead of starting off it.&lt;br /&gt;
**&#039;&#039;&#039;Astropath:&#039;&#039;&#039; 25 points for a one-wound ML 1 Psyker, that only has access to Telepathy (and incidentally is the only Guard Psyker with it). The Astropath&#039;s main draw is that he lets your Command Squad throw out an extra Psychic Shriek.&lt;br /&gt;
****&#039;&#039;&#039;Errata Update:&#039;&#039;&#039; With the new FAQ, Psychic Shriek now autohits (it lacks a profile, so isn&#039;t actually an &#039;&#039;attack&#039;&#039;; simply channel the power and the target is affected, no to-hit roll necessary), even against flyers, making this guy an incredibly cost-effective little beast if you want to REALLY ruin some MC&#039;s day. He can scream flyrants off the board (though you&#039;ll need to toss some SERIOUS dice at them to beat that 4+ DtW), and even do some damage to Wraithknights.&lt;br /&gt;
**&#039;&#039;&#039;Master of Ordnance:&#039;&#039;&#039; This guy is like a tiny Basilisk. Once per turn he is able to call down a Basilisk-type attack on the enemy, always subject to scatter - 3D6&amp;quot; and &amp;quot;only&amp;quot; 2D6&amp;quot; when scoring a hit - through you can still substract his BS if you have LoS. Not very good unfortunately, but can be fun for spamming pie plates unless you want to have a Primaris Psyker them with prescience - which is a viable option, but you are bound to resent the inflated point cost and hassle of it all &amp;lt;s&amp;gt;(Prescience does not work on weapons which do not roll to hit, as it is not worded as granting Twin-Linked)&amp;lt;/s&amp;gt; This is incorrect per page 33 of the BRB, which states that if a model has the ability to re-roll its rolls To Hit and chooses to do so after firing a Blast weapon, the player re-rolls both the scatter dice and the 2d6, so it not being granted Twin-Linked doesn&#039;t matter. However, since the bombardment has an unlimited range, if you place Master of Ordnance ANYWHERE, it can be used to troll Ork and Tyranid swarms with a Strength 9 plate of instant death (which can now ignore cover with orders), since it&#039;s likely to land on something or other. If the Master of Ordinance wants to put the big guns on something else, the Order &amp;quot;Smite At Will!&amp;quot; provides split fire to allow him to do so. Again, once in close-combat or perhaps, if your Company Command Squad gets dismounted or shot at, just push him in front of a bullet. He&#039;s useless if there&#039;s nothing to shoot at or if you have to run around since it can&#039;t be fired on the move. Something worth considering is dropping an Inquisitor with a Psyoccolum into the squad. Use the Master of Ordinance to snipe Psykers, reducing the scatter by 10 when having LoS will help make up for the poor accuracy.&lt;br /&gt;
***&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Without Ballistic Skill manipulation or twin-linking, even with LoS you&#039;ve got about a 5.5% chance to score a direct hit on what you were aiming at, with around a 13% of just hitting your target at all with LoS. Feeling lucky? No, you&#039;re not, so if you&#039;re going to take this guy make sure you have a way of making him pay off. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord Commissar:&#039;&#039;&#039; Lord Commissar is a Independent buffed out Commissar, the key ability of him makes everyone around him LD10 and Stubborn. And that is [[awesome]]. The main issue is that he is a kill point himself and he takes away a slot of HQ for more Company Command Squads. Let it not be said that he doesn&#039;t have his own uses, though. You want a blob-platoon to do REALLY well? Bind &#039;em into one giant squad, put a Lord Commissar in there and run it all over the place killing everything in sight. Seriously. 30 guys means 3 Sergeants with Power Weapons, 60+ attacks on the charge and a Lord Commissar with a Power Weapon as gravy. Combined Squad of 50 lead by Lord Commissar is likely to make the opponent cry. It&#039;s also Stubborn, so watch your friends complain about how the squad is still coming at them despite missing half of the guys once in it. If you&#039;re feeling particularly threatened, stick him in the middle of a Combined Squad so he will never be shot at (except by Snipers and Precision shots. Also, Independent Character grants 2+ LoS! just in case...), and you can ignore challenges in favor of a slightly less potent Leadership of generic Commissars in the squad - particularly useful, as unlike Chaos Champions and such, you will lack the capability to take damage that will easily go through your armor (Initiative 3 forcing you to take first hits doesn&#039;t help much, either). For this same reason, using Lord Commissar to keep Conscript Squads useful is not a good idea due to lack of distraction sergeants and poor Ld. Just be aware that he can&#039;t be Warlord if you&#039;ve taken any Company Command Squads. If you consider taking him - Priest buffs better and you can buy two instead of one LC. So, yeah, just take the Priest.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; He&#039;s the only Independent Character you have, aside from an Enginseer, that can take Meltabombs. With his WS5, he&#039;s probably the man to use them with, since per the new FAQ you get the one grenade per phase. Give him a power fist and stick him in a squad of Ogryns/Bullgryns to give them some sorely-needed Anti-Tank and AP2; he can generally be relied upon to hit, and at S6 he&#039;ll reliably wound anything short of the tougher Monstrous Creatures...which is what the Meltabomb is for. In addition, being an Independent Character, he&#039;s harder to snipe out of his blob, and is the cheapest option for an HQ if you want to build an army on a budget.&lt;br /&gt;
**&amp;lt;b&amp;gt;Important notes regarding Summary Execution! -&amp;lt;/b&amp;gt; Firstly, Summary Execution allows you to automatically count as passing your leadership test, *after* you have used up any re-rolls you maybe entitled to when you fail a moral/pinning/fear check. So a Regimental Standard works wonders by staving this ability off a little longer. However, now when you use it, you have to roll a d6 - on a 1-2, your opponent gets to choose who gets BLAMed instead of you. It&#039;s not a pretty sight when you accidentally execute the guy with the meltagun right when a tank is bearing down on you. &lt;br /&gt;
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*&#039;&#039;&#039;Tank Commander:&#039;&#039;&#039; The Tank Commander is a whole bucket of fun for mechanized armies. You buy a normal Leman Russ squad (detailed in the Heavy Support Section) save for buying a minimum of two tanks in the squadron (because the commander needs an underling), and for the cost of a Platoon Command Squad, the whole squad counts as an HQ slot and one of the tanks now has a Commander, thus becoming BS 4 and a Character (note that this does NOT confer Look Out, Sir!).&lt;br /&gt;
**&#039;&#039;&#039;Tank Orders:&#039;&#039;&#039; Note that RAW, Tank Orders are not actually Orders. At the start of the Shooting phase, the Tank Commander may issue a Tank Order his own unit. This is similar to a Leadership Check (Roll 2d6 and get equal or less than 9), but RAW is not actually a Leadership Check. This notably means that you do not benefit from any Warlord Traits that boost Leadership, nor the Cadian Battlegroup&#039;s ability to roll 3d6-drop highest when taking Orders. The Tank Orders in question are:&lt;br /&gt;
***&#039;&#039;&#039;Full Throttle!&#039;&#039;&#039; - Tank commander&#039;s unit moves Flat Out, moving 6+d6 (ignoring the limitation from being Heavy vehicles). Nice if some unit ended up catching your tanks by surprise and you need to get out of there fast.&lt;br /&gt;
***&#039;&#039;&#039;Gunners, Kill on Sight!&#039;&#039;&#039; - Tank Commander&#039;s unit shoots and the Tank commander must shoot at a different target from the rest of the unit. Pretty much Split-Fire, but for tanks. Has potential. Useful for Punisher Pask with Vanquisher wingmen so you don&#039;t waste its lascannon and armorbane cannon on infantry or light armor.&lt;br /&gt;
***&#039;&#039;&#039;Strike and Shroud!&#039;&#039;&#039; - Tank Commander&#039;s unit makes a shooting attack, and then all vehicles that have not used their smoke launchers previously must use their smoke launchers. Useful if you haven&#039;t used your smokes, and enemy has caught your unit off-guard but you don&#039;t want to sacrifice your shooting for 4+ cover.&lt;br /&gt;
**&#039;&#039;&#039;Analysis:&#039;&#039;&#039; For Tank-based armies, he can actually be a points saver. If you were planning on taking a Leman Russ of any kind and did not wish to pay for the mandatory HQ choice of either a Lord Commissar or Command Squad, the Tank Commander effectively fulfills the HQ tax for a mere 30 points, and unlike a baseline command squad or Commissar, that 30 points is going to be useful. In addition, his boosted BS is much better used in a Tank that uses regular shooting rather than relying on a blast template, as he only reduces deviation by 1 inch which still means at least 3 inches of deviation on average, while on a per-shot weapon, he will give you 1/6th more hits due to now hitting on a 3+. With just the Punisher Cannon, he is statistically able to get 3 more hits than a regular Punisher Russ, which helps against everything except flyers; snapshots don&#039;t care about your BS4. If you took Pask, however, Preferred Enemy &#039;&#039;does&#039;&#039; help.&lt;br /&gt;
*** Due to the Cadian Battle Group only requiring 1 Command Choice to be a legal formation, and because the Tank Commander can alone be legal for that, you can now field a Tank Commander (and by extension any squadron of 2 or 3 Leman Russes) without using up a slot anywhere else. For CAD-based armies, this is a godsend as you lose nothing from not being part of another detachment while being able to free up your HS slots with superior Leman Russes. Note that doing this means you don&#039;t actually get any of the Cadian Battle Group&#039;s special rules (as they all either reference units in that detachment, Company Command Officers, or Lasguns, none of which the Tank Commander is or has). Excellent choice for some Battle Brother armies who benefit from taking Guard tanks but otherwise would rather not pay the tax for an infantry platoon or veteran squad that comes with an Allied Detachment.&lt;br /&gt;
**&#039;&#039;&#039;Loadout:&#039;&#039;&#039; The improved BS on the Tank Commander means you will want Sponsons to take advantage; although you could run a trio of Heavy Bolters, in practice anti-infantry is something you should have throughout your army anyway, whether via Wyverns or a mass of Lasguns. Plasma usually means explosions and thus is generally not worth taking unless you have easy access to Preferred Enemy (read: are running a Steel Host); this usually means that Multimelta Sponsons are your best choice, while the hull Lascannon completes the ensemble. As a result, you want to avoid an Ordnance turret, and preferably take a direct-fire one. This means that practically, the Vanquisher and Exterminator Autocannon are your main choices; if you wish to use a Punisher, then you&#039;re best-served with taking Pask instead.&lt;br /&gt;
&lt;br /&gt;
=====Special Characters=====&lt;br /&gt;
*&#039;&#039;&#039;[[Commissar Yarrick]]:&#039;&#039;&#039; Awesome, fluffy man. Costs quite a bit but far less than what he cost in 5th ed codex, making him fairly cheap for what he brings. Very close combat oriented. He can come back from the dead... a lot. He has some nifty gadgets. He has a Stormbolter for shooting up stuff before charging, comes with Preferred Enemy: Orks, and confers it to any unit he joins. Yarrick also has a reputation of being nasty as crap in close combat; he can take on Ghazghkull Mag Uruk Thraka one-on-one and have a fighting chance of coming out on top. He&#039;s got an official Power klaw, a decent WS, he&#039;s got Eternal Warrior and his come back from the dead bullshit, and is a senior officer. Additionally, his Baleful Eye (counts as an Heirloom) now acts like a hotshot laspistol, and he carries a power field for a much-needed 4+ invulnerable save (also an Heirloom). However, he is no longer Fearless (and doesn&#039;t get Stubborn in return) and can be overrun in close combat with some bad Ld rolls. But if he is your warlord he has the Draconian Disciplinarian warlord trait, negating somewhat the loss of the &#039;&#039;Fearless&#039;&#039; rule. Furthermore, he can now issue orders like an officer. However, as per the FAQ rough draft for Imperial Guard, Yarrick &#039;&#039;&#039;cannot&#039;&#039;&#039; be the warlord if there&#039;s another model in the army with the Senior Officer special rule, but to get around that you take Creed as well, as he has a different rule. He can also Summarily Execute (not that it fits his fluff, but whatever), so use that to your advantage as well. If you take Yarrick, you&#039;d better take him as a warlord. Otherwise he ends up as an expensive Commissar with few of the perks of a Commissar.&lt;br /&gt;
** A good unit to place Yarrick in is the Platoon command squad. Give the squad a medipack and vox caster, and watch as Yarrik spews orders and keeps on fighting. Adding the standard and las pistols is nice, but not necessary. I say this because Yarrick is good in both defensive and offensive builds. Do you have him sit back and issue orders, protecting himself if attacked, or do you have him charge forward into assault, ripping enemies to shreds? Either way, Yarrick with a platoon command squad will please.&lt;br /&gt;
*&#039;&#039;&#039;[[Creed|Ursarkar E. Creed]]:&#039;&#039;&#039; For a decent point cost, one Company Commander may be upgraded to Creed. Creed is pretty nifty for a couple of things now, although he can&#039;t do his classic Tactical Genius-ing any longer (at least, not without the right Warlord Trait). Instead, he can issue 3 orders per turn, AND gets two Warlord Traits (which he can roll on two different charts for), &#039;&#039;AND&#039;&#039; rerolls all failed orders. His two hotshot laspistols now mean that he benefits from Gunslinger. Do note that since a roll cannot be rerolled more than once, his special rule prevents him from benefiting from vox-casters. Thus, if you have no other officer in your army (full vet or mechanized), from his cost of 80 can be deducted the cost of all the vox-casters you would have taken, making him fairly cheap in this configuration.&lt;br /&gt;
**&#039;&#039;&#039;Sergeant Kell:&#039;&#039;&#039; Kell now can only be used by a force that already contains Creed and acts more like a bodyguard than a support unit. He can still allow units to use his leadership (8 - useful when trying to order squads without leaders that wouldn&#039;t otherwise benefit from a commissar, like special/heavy weapon teams, Conscripts, or ratlings) in an Order test and he now automatically succeeds LoS! rolls if the wound is allocated to him instead of another member in the unit (i.e. Creed). He can also auto-pass Glorious Interventions (which he must perform when possible). His cost includes a Regimental banner,a power fist and power sword, and 2 wounds.&lt;br /&gt;
*&#039;&#039;&#039;[[Colonel &amp;quot;Iron Hand&amp;quot; Straken]]:&#039;&#039;&#039; The new Codex gave Straken a couple of nice buffs with Monster Hunter and Smash he can now hold his own against armored units and MCs, and all units within 6 inches of him gain Furious Charge and Counter-Attack. &#039;&#039;(Keep a few Ogryns or Bullgryn near him to make the most of this bubble.)&#039;&#039; With 3+1 attacks basic, at S6, I3 and AP2: Straken makes Hammernators crap their metal pants. Of course, he is unlikely to survive unless his squad is optimized for such an occasion, so it would be a good idea to have 3-4 Melta Guns (being able to bring down some terminators before an assault far outclasses the extra attack from the pistol), a Ministorum Priest, and Nork Deddog to accompany him. Alternatively with Implacable Determination, his command squad has Relentless (allowing Relentless Snipers/ Plasma Gunners or a Relentless Lascannon/ Autocannon for some dakka then charge action, or better yet, a master of ordnance for a Baslisk blast before charging!) This way, you can charge most CC units and get away with it. Eldar, Dark Eldar and Necrons may give you trouble though. Also, you may have to bite your tongue if you come up against a squad full of power weapons, i.e Grey Knights, Howling Banshees, Incubi. Instead, pull back, shoot them to pieces, and then throw a pie plate on top of them because otherwise, you&#039;ll be forced to challenge them and he&#039;s not gonna survive that. Don&#039;t forget you can always measure their threat distance to be sure.&lt;br /&gt;
*&#039;&#039;&#039;Nork Deddog:&#039;&#039;&#039; Nork is one o&#039; da smartest Ogryns. He and da commanda have a bond. When he dies, he attacks every bad guy trying to hurt the commander. If your command squad is going to be in the fray of battle, take this somewhat expensive body guard. Now gets along well with Commissars (although using Summary Execution in a CCS is a VERY bad idea) to the point they can never execute him. Now he also gets FnP, HoW, Stubborn, and can sacrifice his regular attacks (including the ones he gets when he dies) to perform a headbutt that has a profile of S+3, AP3, and Concussive. Yes, this means he can now ID a Space Marine Captain. Like Kell, he also has to make Glorious Interventions and automatically passes them. However due to majority unit toughness his toughness is essentially 3 so don&#039;t expect great things from him, except if you expected him to not die from S6 shot.&lt;br /&gt;
*&#039;&#039;&#039;Knight Commander Pask&#039;&#039;&#039;: The Guard&#039;s tank ace has some new tricks that give whatever tank he&#039;s riding in a bigger boost than that of a basic Tank Commander. Pask&#039;s tank can reroll to penetrate armour, and it also gains additional bonuses depending on the tank:&lt;br /&gt;
**Leman Russ, Vanquisher, Demolisher, and Eradicator can reroll to-hit rolls. In the case of all but the Vanquisher, this will be the scatter dice.&lt;br /&gt;
**Exterminator and Punisher gain Rending. A rending Punisher ( 20 S5 shots, benefitting from Pask even more if he&#039;s warlord) with him is so popular it is known as a Pasknisher.&lt;br /&gt;
**Executioner gains an alternate firing profile: 36&amp;quot; S7 AP2, Heavy 1, Large blast, Blind, Gets Hot! &lt;br /&gt;
**Just be warned, what ever his Tank is, make sure he is &#039;&#039;used&#039;&#039;. If you search forums and all the Facebook groups and shit there is a 99.9% chance that it has Pask as the warlord in army lists. He&#039;s an extra 40 points on top of the points you already paid for a generic Tank Commander, plus the Russes you must buy. He&#039;ll bloat the cost of a squad so it cannot be emphasized enough; make sure you get your point&#039;s worth!!!&lt;br /&gt;
**Friendly reminder! When in a Vanquisher, firing against an AV14 opponent, pask has a 72% chance of doing damage to it.&lt;br /&gt;
**Murder machine that he is, FAQ has restricted Pask&#039;s inclusion in formations. He can only be taken if a formation &#039;&#039;specifically says he can be taken in it;&#039;&#039; since there aren&#039;t any that say this at the moment, in practice this means he&#039;ll only show up in CAD&#039;s, Ally detachments, and as the Battle Group Command choice in a Cadian Battlegroup.&lt;br /&gt;
*&#039;&#039;&#039;General Myndoras Odon (Forge World):&#039;&#039;&#039; Patton of 40k, updated in the new Doom of Mymaera. Killed a bunch of Eldar on some ice ball then died next campaign when his transport flipped (Patton died in a car crash after the war). Now costs 55 to replace a senior officer in a command squad, but at least the squad is now fully customisable. He&#039;s sorta a poor man&#039;s Creed. With the same standard orders, the same Ld &amp;amp; can give up to 3 orders per turn. He&#039;s not a tactical genius but he re-rolls Seize the Initiative if he&#039;s the army warlord. To further compare him to Creed, despite being armed with a power fist he is only wearing flak armour, so he&#039;s far less likely to survive a game than Creed too, but he&#039;s still a flat upgrade to a regular company commander, just be aware that&#039;s 55 points for an extra order and a power fist, when you already had the commander in your squad. If you have points to spare, give whatever you plan to order a vox. Oh &amp;amp; he can take a dedicated Chimera or VALKYRIE! Take the Valk &amp;amp; let some vet/spec wep squad jack it. Take him as one CCS &amp;amp; Creed/Kell in another for two massive order bubbles with bubbles of re-roll morale/pinning.&lt;br /&gt;
**There&#039;s a slight rules collision with him; he has the same special rule as Creed, &#039;&#039;Supreme Commander&#039;&#039;, but the FW&#039;s version only allows him to issue two more orders (up to three, somehow), and lacks the &amp;quot;is a Senior Officer&amp;quot; and &amp;quot;can re-roll any failed orders&amp;quot; parts. If you go by RAW, he&#039;s worthless, if you don&#039;t, then he&#039;s a cheaper Creed with a predetermined Trait in place of &#039;&#039;Tactical Genius&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Colonel &#039;Snake&#039; Stranski (FW - IA1, 2°E):&#039;&#039;&#039; Mechanised, scoring Company Command Squad. 225 points for the Colonel, 4 vets and their Chimera (Heavy Flamer turret, hull mounted Heavy Bolter, extra armour) and, as above, you can&#039;t choose the upgrades for the squad or transport (Med-pack, vox operator and 2 meltaguns). The Colonel has a nice little rule - when firing from the Chimera, his 2 plasma pistols count as Twin-Linked. He also doesn&#039;t block models from using the Chimera&#039;s fire points by using the top hatch...but that&#039;s back from when Chimeras had 5 firing points, so... (albeit his CCS&#039;s 2 meltaguns should mean this is aimed to let them all shoot...but [[Derp|FW]]).&lt;br /&gt;
**Note: It&#039;s IA, his rules are outdated as hell. He can&#039;t issue Orders because he doesn&#039;t have the &#039;Voice of command&#039; rule (but he&#039;s a CCS, assume he has it). His WT &#039;Scoring&#039; means nothing in 7th Edition, it&#039;d become &#039;Objective Secured&#039; at best. So, if your opponent feels he&#039;s being lenient enough to let you use FW and says he won&#039;t concede anymore then he has no Warlord Trait and can&#039;t issue Orders, being completely dependent on gentlemant agreements.&lt;br /&gt;
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====Regimental Specialists====&lt;br /&gt;
0-3 of each of these units that don&#039;t take up any slots. All are independent characters (except the Commissar, see below). All of them are effective as unit buffers and all of them are as cheap as chips for what they do. If you take an allied detachment of the Guard, they might be worth consideration since they can fill roles that would otherwise be taken up by HQ choices such as a librarian or a techmarine. Note that Imperial Agents supersedes a lot of these rules, as allying in the Agents versions via the Enginseer Congregation, Psykana Division, and Ministorum Delegation is better in almost every way, with all having expanded special rules and wargear options. The main disadvantages relate to normal Battle Brother issues of not being able to start inside allied transports, and detachment limits if you&#039;re playing in a group that uses old ITC-hammer restrictions.&lt;br /&gt;
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*&#039;&#039;&#039;Primaris Psyker:&#039;&#039;&#039; Can upgrade to Mastery Level Two, comes with free force weapon, cheap and adds +1 to a Squad&#039;s Deny rolls. What&#039;s not to like? Keep in mind that the new Force Staff rules make the Psyker strike at Strength 5, with AP 4, and with Concussive Force (Power Maul rules). Gone are Lightning Arc and Nightshroud making him even more of a support character. He can take from Pyromancy, Biomancy, Telekinesis, Daemonology and now he gets access to Divination. With the Guard&#039;s capacity for enormous blobs of dudes, this guy&#039;s buffs can go a long way. Gets executed in case of Perils of the Warp if there is a Commissar(-lord/Yarrick) in the same squad, so no FnP save and the fact he has 2 wounds ( His stats are surprisingly good, maybe because GW forgot to change them with the step down from the HQ FoC slot ? ) won&#039;t save him.  Also, don&#039;t forget he&#039;s Ld 9.  If you fancy using Heavy Weapon Teams, but [[Rage|hate]] how often they ignore your orders, just attach and [[Troll|enjoy]].&lt;br /&gt;
**&#039;&#039;&#039;Tactical Thought:&#039;&#039;&#039; Your two best disciplines are likely going to be Divination and Telekinesis. Divination grants Prescience, which is &#039;&#039;amazing&#039;&#039; for Guard  (BS3 gets the biggest bonus from twin linking -  a whopping 25% improved chance to hit - which you can apply to entire &#039;&#039;squadrons&#039;&#039; of vehicles, or a 50-man blob of lasguns &amp;amp; heavy weapons), along with some other neat tricks, while Telekinesis grants some nice offensive stuff and Assail, which helps keep enemies out of melee (note that Strikedown does not require an unsaved wound to work; you channel the power and the bad guys are slowed, regardless of damage dealt).&lt;br /&gt;
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*&#039;&#039;&#039;Ministorum Priest:&#039;&#039;&#039; These guys are your cheap unit buffers. They are Zealots (Fearless and Hatred) and they can use war hymns in the assault phase to additionally augment their unit (reroll to wound, reroll failed saves, or grants the Preacher Smash, which is hilarious, albeit for the most part impractical). Rerolling Saves in assault is really handy in fact, since re-rolling 5+ saves is nearly equivalent to power armour, anything without a Power Weapon (Orks without Choppas / Berserkers without Chainaxes) will find the Guardsmen tough to shift. The hymns now affect Ogryns - and bullgryns. These guys are best used in offensive units, since Fearless does prevent you from going to ground (don&#039;t put them in a blobs hiding in cover with objective or units behind aegis lines). Don&#039;t rely too heavily on those hymns, because he can only choose one hymn at the beginning of the Assault Phase and the war hymns are tested on his Ld7. Comes with a Laspistol, but can upgrade to a Plasma gun for a few extra points or an Autogun for free. Unless you care about the Priest getting an extra attack in Close Combat along with an hymn, adding to the unit&#039;s ranged dakka isn&#039;t a bad idea. The wording on the upgrade never says replace so you keep the pistol. &lt;br /&gt;
**&#039;&#039;&#039;Tactical Thought:&#039;&#039;&#039; Ministorum priests are also no-brainers if you plan on sticking Space marine/Grey Knight ally characters (like Khaldor Draigo or ML3 GK Librarian) since the armor and wound reroll and the zealot melee reroll bonuses carry over to Battle Brothers (so you&#039;d end up with rerollable 2+, rerollable 3++ (, S10 rerollable hits with Instant Death and metric buttload of wounds in case something big lands and your blob takes twat-ton of hits)&lt;br /&gt;
**&#039;&#039;&#039;Imperial Agents Alternative:&#039;&#039;&#039; With the Ministorum Delegation your priests get Shield of Faith (6+ Invuln Save and Adamantium Will) via the formation, and the added options of bolt pistols, boltguns, melta bombs, and access to the Sororitas Ranged, Melee, and Ecclesiarchy Relics wargear lists.&lt;br /&gt;
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*&#039;&#039;&#039;Techpriest Enginseer:&#039;&#039;&#039; Costs like a Terminator, stats like a Guardsman. The Techpriest Enginseer has Power Armor, an Axe and Servo Arm, but you are not using the Techpriest for holding the line. Rather, the Techpriest has three main uses.&lt;br /&gt;
** &#039;&#039;&#039;Awaken the Machine Spirit&#039;&#039;&#039; grants Power of the Machine Spirit to a nearby Guard vehicle within 12&amp;quot;. This lets the Leman Russ function with both Sponsons and an Ordnance turret, but the other benefit is letting otherwise-slow Guard vehicles (meaning the Taurox) get better flank shots, or to get around targeting restrictions with squadroned vehicles. Worst comes to worst, an extra 6&amp;quot; inches on a Chimera&#039;s Heavy Flamer can dislodge an enemy unit. The main thing to note is even with 12&amp;quot; range, most Guard vehicles are slow enough to keep up with, while Forward For the Emperor can be useful in a pinch to let the Techpriest run after buffing. Note as per the FAQ that this does not combowombo with Manticores.&lt;br /&gt;
** &#039;&#039;&#039;Blessing of the Omnissiah&#039;&#039;&#039; lets a Techpriest attempt to repair a vehicle, either for a Hull Point, destroyed weapon, or Immobilization. This tends to be worse than the first option for three reasons: This requires the Techpriest to be in base-to-base contact with the vehicle being repaired, there&#039;s a chance it can fail, and your opponent will generally focus-fire vehicles to ensure their destruction beforehand. Furthermore, for the cost of two Techpriests and accompanying servitors, you could just buy more vehicles. Where this ability really comes into play though? Super-Heavies. Between their improved armor, hull points, and immunity to Immobilization or destroyed weapons, a Baneblade or allied Knight might actually survive long enough to be an eligble repair target.&lt;br /&gt;
**The third option is to add them as a budget character for a combined Guard squad. One could do worse, as they do add +1 Leadership to a unit, which will help with Orders. This is a tertiary choice compared to taking a Priest or Commissar, which only really comes up when playing around with Formations.&lt;br /&gt;
**&#039;&#039;&#039;[[Servitors]]:&#039;&#039;&#039; Well-armored and start with servo-arms (which operate identically as powerfists but at &#039;&#039;AP 1&#039;&#039;, which are actually viable since they also increase the Techpriest&#039;s chances at repairing shit. A cheap way to put some plasma cannons onto the field. But there&#039;s a catch- if the Servitor squad doesn&#039;t have a Techpriest in it, the Servitors have a 50-50 chance of being unable to move, shoot, or assault that turn (though they will still fight if already locked in close combat).&lt;br /&gt;
**Fun thing, take servitors with plasmacannons and use the order Fire on my target to get 2 S7 AP2 Ignores Cover blasts, it&#039;s fun against [[Devastator_Space_Marine_Squad|heavily armored gloryboys]] and [[Imperial_Guard|ruin camping]] [[Stealthsuit#XV15_Stealthsuit|blueberry]] [[CRIMINAL_SCUM|scum!]]  &lt;br /&gt;
**&#039;&#039;&#039;Trojan Support Vehicle (Forge World):&#039;&#039;&#039; This ammo carrier can be purchased as the Techpriest&#039;s dedicated transport. It has cardboard armor despite being built on a Chimera chassis, and is armed with only a hull-mounted heavy bolter, but that&#039;s not the point. The point is that it can bestow the Preferred Enemy (Everyone!) rule to a single tank or artillery model within 6&amp;quot;. This works best with things which pack a lot of dakka - like a Leman Russ Punisher. Also good for re-rolling gets hot on plasma Russes. As a happy consequence of Preferred Enemy applying to a whole unit in 7th (which the 6th edition Trojan didn&#039;t take into account), you can effectively pay 10 points a model for PE on a tank squadron.&lt;br /&gt;
**If you do not plan on giving your techpriests orders or Trojan Support Vehicles, then consider taking them as detachments from the Imperial Agents codex. Per detachment, you are getting a techpriest with servitor options. What this nets you are the Canticles of the Omnissiah which while nothing to lose your mind over, can do marvelous things like allowing re-roll to hits in shooting and melee as well as buffing cover saves and strength. Something to consider if you are taking techpriests anyway. &lt;br /&gt;
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*&#039;&#039;&#039;Commissar:&#039;&#039;&#039; Not &#039;&#039;exactly&#039;&#039; 0-3 like the other advisors, nor are they Independent characters, however you get one per &#039;&#039;&#039;Company&#039;&#039;&#039; or &#039;&#039;&#039;Platoon&#039;&#039;&#039; Command squad in your army for 25pts. He can be attached to pretty much any squad other than Ratlings or Psykers but has to stay there for the entire battle. He grants the squad Stubborn (so don&#039;t bother with Ogryns) and can &#039;&#039;&#039;OPT&#039;&#039;&#039; to summarily execute a squad member to automatically pass a Ld test after rolling for one. Only problem is you have to roll a D6. On a 3+, you choose, 1 or 2, your opponent chooses. Not great if this happens to a squad with one melta-gun when a land raider full of terminators is bearing down on them. The freedom to put them in any unit you like gives you the flexibility to add a little melee / morale boost to any squad that you might not put a different advisor in.  Don&#039;t forget that Commissars can swap their bolt pistol out for a bolter at no extra point cost.  Unless you want your Commissar getting an extra attack in melee, adding to the squad&#039;s ranged dakka isn&#039;t a terrible idea. On the other hand, he can take a Power Fist, making him a surprisingly mean melee fighter.&lt;br /&gt;
**&#039;&#039;&#039;Challenge Buckets&#039;&#039;&#039; For the same point cost you can grab an inquisitor to retain the morale bonus (not quite as good though) and will get a character with better armor, a higher initiative and an additional attack. He also gets discounts on power swords and plasma pistols allowing you to kit him out for cheaper. Just food for thought when facing melee heavy and challenge heavy lists.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; Unlike Priests, your other go-to blob buffer, Commissars are a) &#039;&#039;not&#039;&#039; Independent Characters, and b) don&#039;t have a 4++ save, making them a &#039;&#039;lot&#039;&#039; more vulnerable to enemy Precision Shot attacks. If you can only afford one Regimental Specialist for your blob, and you don&#039;t intend on them taking cover, go for the Priest, every time. He&#039;ll survive Precision Shots 11/12 times, vs the Commissar, who&#039;ll do it...2/3 times (which drops to 1/2 if the shooter has AP5 weaponry...&#039;&#039;which they will&#039;&#039;).&lt;br /&gt;
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===Troops=== &lt;br /&gt;
All Imperial Guard Troop Choices are so versatile, you can write whole separate articles on tactics for any bit of the following alone which we eventually will at this rate! &lt;br /&gt;
*&#039;&#039;&#039;A note on Sergeants:&#039;&#039;&#039; Every Infantry and Veteran Squad of ten men, with the sad exception of Conscripts, replaces the tenth man with a Sergeant. Sergeants have slightly higher Leadership and an extra attack and eschew the army&#039;s preferred longarm (in this case a lasgun) for a pistol-CCW combo. Like many squad leaders, they are also Characters, meaning that a 50-man blob with an attached Regimental Specialist actually has &#039;&#039;six&#039;&#039; Characters instead of one; this is useful for challenges, since for the most part you want to keep your Priest &#039;&#039;out&#039;&#039; of close combat with that Ork Warboss. Also note that guard sergeants are apparently selected not just for their ability to not piss themselves at the first sign of trouble, but also for their aptitude in melee; Sergeants get &#039;&#039;two&#039;&#039; attacks base, which usually goes to three with their pistol-CCW combo. On the charge, they have &#039;&#039;four;&#039;&#039; this makes them &#039;&#039;surprisingly&#039;&#039; mean if you kit them out with power weapons and make sure they actually get into melee.&lt;br /&gt;
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*&#039;&#039;&#039;Infantry Platoon:&#039;&#039;&#039; The backbone of the Imperial Guard army, the Infantry Platoon is akin to having a mini-Force Organization Chart inside a single Troops Choice. Beyond a mandatory Platoon Command Squad and two Infantry Squads, an Infantry Platoon can include up to three additional Infantry Squads, up to three Special Weapon Squads, up to five(!) Heavy Weapon Squads, and a Conscript Squad on top! &lt;br /&gt;
**&#039;&#039;&#039;Platoon Command Squad:&#039;&#039;&#039; The Platoon Squad is a weaker Company Command Squad in that they are only BS 3 instead of 4 and cannot take Advisors, Camo or Carapace. Furthermore, the Platoon Commander can issue a single Order but does NOT have Senior Officer. Remember that their main advantage is they can be kept relatively cheap, free your Company Command Squad to issue the bigger orders and that they can serve in a pinch as a pseudo-Special Weapon Team, providing a cheap concentration of Flamers or Grenade Launchers (or Sniper Rifles if you&#039;re feeling cute).&lt;br /&gt;
**&#039;&#039;&#039;Infantry Squad:&#039;&#039;&#039; (2-5) The basic Guardsman squad gives you nine Guardsmen with Lasguns, and a Sergeant with Pistol and Melee Weapon. With cardboard armor and shots that miss half the time, the basic Guard squad does not amount to much. However, their real strength lies in the &#039;&#039;&#039;Combined Squads&#039;&#039;&#039; special rule, letting multiple Infantry Squads from the same Platoon join together into a single larger unit of up to 50 models; this lets them benefit more from Blessings, Orders, attached Commissars and Priests, and the many other ways that they can be buffed. Assuming two squads can get into rapid-fire range, a single First Rank Fire/Second Rank Fire order would provide 56 lasgun shots, for a whole lot of diddly.&lt;br /&gt;
***&#039;&#039;&#039;Loadout:&#039;&#039;&#039; An Infantry Squad can take a Special Weapon and a Heavy Weapon; Heavy Weapons become more attractive in larger combined squads, since they let a unit maintain a larger coherency chain with heavy weapons in the backfield as the main line advances. That said, due to their BS 3 and inefficiency with Split Fire, the Autocannon/Grenade Launcher is the &#039;most&#039; efficient option for this unit. For one, the Autocannon and Grenade Launcher cost the same as a single Plasma Gun, will not blow up in the hands of your troopers, and they can become a credible threat against Rhinos&amp;amp;Razorbacks via Bring It Down. A more assault-oriented unit can skip the Heavy Weapons, and just give the Sergeants Power Axes; Unwieldy doesn&#039;t hurt as much with base Initiative 3, and Sergeants become surprisingly effective murder machines when assisted by a Priest with Battle Hymns. Finally, it &#039;is&#039; possible to spend a point to replace a Sergeant&#039;s laspistol with a Boltgun, which can help with adding just a little bit of extra punch to your unit.&lt;br /&gt;
**&#039;&#039;&#039;Conscripts:&#039;&#039;&#039; (0-1) Conscripts are tied with Grots for being the cheapest non-Forgeworld models in the game point-wise. 3 points gives you a Guardsman with reduced Weapon Skill, Ballistic Skill and Leadership, such that they NEED a Character with good Leadership attached to them should you wish to do much with them. However, being able to field 50 models for every 30 regular Guardsmen has its own advantages, whether you wish to use them as mobile cover, or as a throwaway assault screen. &lt;br /&gt;
**&#039;&#039;&#039;Choosing a Character:&#039;&#039;&#039; Since Conscripts don&#039;t get any loadout options, the main choice you face with them is which character to attach to them. In general, the Priest is the best choice for this unit, since Fearless removes their main weakness to being routed, while Zealot and War Hymns can make them somewhat-threatening in melee. An honorable mention should instead go to the Commissar for smaller squads, on account of having better Leadership, and retaining the ability to Go to Ground on account of Stubborn. Though a Techpriest &amp;quot;can&amp;quot; raise their Leadership to 8, his melee profile is not strong enough compared to the buffs provided by a Priest, and he lacks the Stubbornness.&lt;br /&gt;
**Alternate Tactic: Take 50 of them plus a Commissar for 175 points. Don&#039;t use them as much for shooting, try to get them as fast as possible close to the biggest, meanest close combat unit the enemy has. Now just sit in front of them. Charging into them means taking 100 lasgun shots in Overwatch (where their shitty Ballistic skill doesn&#039;t matter) and spending several turns punching through them. If the opponent doesn&#039;t take the bait, throw a frag grenade and charge in. Take two squads with Commissars for 350 points. They will quickly earn their points back tying up those nasty CC threats.&lt;br /&gt;
****Building on that alternate tactic above: Having experimented with this I find this is a very effective tactic, especially when up against melee deathstar formations like the Lucifer Armoured Task Force with 48 Assault Terminators. However I would recommend switching out the Commissars for Priests and attaching the Commissars to your Infantry Squads. The reasons being that, firstly, Ministorum Priests will make the unit straight up fearless, good for melee roadbumps and you don&#039;t have to bother with the execution. Secondly, you are far, far more likely to be issuing orders to the Infantry Squads rather than the Conscripts. The Priest is an upgrade to Conscript LD but not Infantry Squad LD, where Commissars improve the LD of both, and by switching these around you thereby ensure that both units have better order reliability and that the buffs in question are proportional to their value, as here the Conscripts are only roadbumps. Finally, with the Commissar in the Infantry Squad you can still go to ground in a pinch. Do so behind your conga line of Priest-led Conscripts for a nice cover save if need ever be.&lt;br /&gt;
***Alternate Tactic 2: Make them into deathstar. Add allied Liberius Concave with tigrus and 2 terminator Librarians, add 2 Primaris Psykers, 3 Ministorium Priests and here you go: invisible 50 man squad that hits 100 S3 attacks on charge, rerolling hits (zealot), rerolling wounds (prayer), haves 2+ rerollable save (terminator armor hit allocation plus prayers), 3++ rerollable save, 4+ FNP (biomancy) and Rending (Misfortune). There are few melee units that are more deadly than Conscripts. Beware tarpit walkers with AV13 though, they can be problematic but there are few of them, and even fewer that could not be taken out with ranged weapons fire.&lt;br /&gt;
***Alternate Tactic 3: You don&#039;t have to sink 700+ points into them as suggested above. Take 50 conscripts, add 2 ministorum priests and a single white scars character. My preference is for a techmarine on a bike. At 285 points, think of them as a multi-purpose tool. They can bubble wrap, tarpit, throw a ton of dakka at FMCs or light infantry, or (my favorite) hit and run right into an opponent&#039;s backfield with the techmarine&#039;s servo arm ready to swing at some sweet rear armor. Think of them as a delivery system. And also consider attaching a Xenos inquisitor with some wacky grenades. You want your opponent shooting at them - if they&#039;re shooting at conscripts they&#039;re killing 3-point models instead of shooting something else, and all your independent characters can just jump ship onto another squad.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Weapon Squad:&#039;&#039;&#039; (0-5) This is where the awesome firepower comes from. Some don&#039;t like them because they die rather quickly if they are in front of the Squad. (AND WHY THE FUCK WOULD YOU HAVE THEM THERE?) This can be solved by putting them in ruins or other such cover. But if you buy Heavy Weapon Squad instead of putting heavy weapons in your Infantry Squad, they can target big things and not waste the lasgun fire. On top of this, there is a split fire order to get around this restriction. Lascannons are nice here. Missile Launchers on the surface are good, but Autocannons do their job better due to not scattering and being able to take orders better with more quantity meaning you have 6 shots at S7 instead of 3 shots at S8, and if you need it for anti Armor, Lascannons are universally better for that job anyways. Autocannons are universally good, great for giving Monstrous Creatures and MEQs a hard time (your opponent can only make so many armor saves when your guns wound on 2s for the latter and the former isn&#039;t known for fantastic armor) and can put up a good fight against your average transport (especially if you can get a side or rear hit in) and if you kit out a whole HWS with them, they put out enough shots to not make a basic Guardsman&#039;s BS3 too terrible and actually have a chance at damaging AV13 with a few lucky hits. In fact the only one that isn&#039;t that good to take here is the heavy bolter which not only is already provided by almost every vehicle you can field, costs the same as the Autocannon, and while it does give an extra shot, it has a foot less range and is two strength lower than the autocannon. They&#039;d be worthwhile if they were only 5 points, but they aren&#039;t, so pass. They are slower than Sentinels, but they are cheap for what they do (per-model), can be modified to engage any threat, and don&#039;t take up an important Force Organization slot by themselves. Don&#039;t forget that you can give them a normal commissar or PP and pass checks for those tasty and delicious orders. Also with prescience or BRING IT DOWN order, a full lascannon or Autocannon squad can reliably bring down flyers from the sky. If you are indeed using some combined with orders to boost them, you might as well take a Company standard because they will have to pass a Ld7 ( Unless you stick a PP with them, but it quickly gets expensive ) morale check with their first loss ( Don&#039;t be fooled by W2 : Most things that will target you will Instant Death T3 ).&lt;br /&gt;
***&#039;&#039;&#039;Alternate Tactic&#039;&#039;&#039;: For the commander on a budget, look to the new Cadian Heirlooms of Conquest for a little gem called Volkov&#039;s Cane. for 10 points, orders to units within 6&amp;quot; fail only on a double 6. Your Ld 7 squad now has an effective Leadership of &#039;&#039;&#039;11!&#039;&#039;&#039; Combine with a Regimental Standard (for a combined upgrade value of 25 points), and the HWS tests on an effective Leadership value of 10/11 on every test that matters. They&#039;ll listen, they won&#039;t run, and they&#039;ll do their job &#039;&#039;properly&#039;&#039;.&lt;br /&gt;
***Don&#039;t take flakk missiles if you weren&#039;t going to take a missile launcher normally. They are only slightly better than a group of autocannons against flyers (a squad of autocannons averages 1 hit, flakk missiles 1.5), at a cost of  45 points extra points. That&#039;s only 5 points short of a primaris to add on and make those autocannons twin-linked (averaging around 2 hits) and more able to receive orders. Take a Hydra tank instead.&lt;br /&gt;
**&#039;&#039;&#039;Special Weapon Squads:&#039;&#039;&#039; (0-3) A distraction. Six models, three which must take Special Weapons. They lack the Ballistic Skill, ablative wounds or Carapace that Veterans get, meaning this unit has two main uses: As a throwaway piece-trading unit, or as a cheap objective holder. 45 points gets three flamers or Grenade Launchers, or the option exists to give them up to three Demolition Charges, tripling their base price. However, little can compare to three S8 AP 2 Large Blasts causing havoc in the enemy backfield. As they do not get a Sergeant or Vox-Caster, they do not take well to Orders, so plan accordingly. Note that they overlap a lot in cost and loadout choice with the Platoon Command Squad, but are less flexible.&lt;br /&gt;
*&#039;&#039;&#039;Sabre Gun Platforms (Forge World):&#039;&#039;&#039; These guys can replace Heavy Weapon Teams in your platoon. They cost more, but with twin-liked guns they are also deadlier, have skyfire/interceptor, and being artillery, they can [[Tankred|endure]] absurd amount of enemy shooting. On the other hand, they are immobile (but can somehow scout move), and die like bitches when charged by ANYTHING (even Fіre Warriors). Sabre platforms require careful positioning, because of their zero mobility, but they are great source of anti-air and fire support. ALWAYS take a second guardsman for each gun: your enemy can and will outflank Sabres to shoot down lightly armored crew instead of T7/W2/Sv3+ guns.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Squad:&#039;&#039;&#039; Key to most mech lists. Slightly superior to regular guard due to a higher BS of 4 and have an even better selection of gear and options. Stick them in chimeras and try to see where Lady Luck will take them. Only downside to this choice is that you only have six troop choices if you go full Vet before reaching 2000 points (with 60 points for a stock squad, it&#039;s a point which can be reached very easily). You could also do the smart thing and mix 2-3 Veteran Squads with an Infantry Platoon, giving you unholy amounts of Melta (Veterans), Chimeras, and bodies everywhere (Everyone). They&#039;re generally less specialised than storm troopers, but they score with Objective Secured benefits and can get much more gear. Always take at least two. If you want to make Tyranids players cry more than they already do, take 3 squads, footslog them, and give them each 2 Flamers and a Heavy Flamer; give the other 6 vets shotguns and take the Forward Sentries doctrine, setting them up as assault screens. Your opponent will think twice about sending Genestealers (or, Emperor Forbid, Hormagaunts) anywhere near you. You can also swap out two vets for a single heavy weapons team, so if you love your lascannons and autocannons but hate how often they miss when taken in an infantry platoon, you can stick them here so long as you don&#039;t mind wasting lasgun fire. But that&#039;s why you have an order that gives a unit Split Fire, isn&#039;t it? &lt;br /&gt;
**Note about 6th: Doctrines became even cheaper. If you didn&#039;t include them before you have no excuse now.&lt;br /&gt;
**Speaking of Doctrines, let&#039;s review the choices!&lt;br /&gt;
***&#039;&#039;&#039;Grenadiers:&#039;&#039;&#039; Gives the Veterans Carapace Armor (4+ Save) for 15 points. Increases survivability. Don&#039;t even argue, just take it if you&#039;re going Mech or using them offensively. Auto-include, however, if you&#039;re taking Plasma with your Veterans since 4+ save ensures you don&#039;t die if your gun explodes nearly as often.&lt;br /&gt;
***&#039;&#039;&#039;Forward Sentries:&#039;&#039;&#039; For 10 points the squad has Camo gear, which increases their cover save, and snare mines, which cause any enemies charging them to make a disordered charge (so no extra attacks and no furious charge, anathema to Orks, Blood Angel, and Khorne units, they&#039;ll die brutally but better them than your 300 point Leman Russ Squadron). Good for for defensive playstyles, holding objectives while maximising your cover saves, and most importantly screening units. You may have to bite your tongue the moment your opponent brings Ignores Cover weaponry.&lt;br /&gt;
***&#039;&#039;&#039;Demolitions:&#039;&#039;&#039; The entire squad gets melta bombs. Remember that only one model can use a Meltabomb per Assault Phase, but having the entire squad carry them means they are safe from having a single model &#039;sniped out&#039;. Furthermore, the squad gains a single Demolition Charge for additional carnage against a close-up enemy unit. &lt;br /&gt;
**&#039;&#039;&#039;Gunnery Sergeant Harker:&#039;&#039;&#039; One Veteran Squad can take Harker, and his old buffs have been completely altered. Harker prevents his unit from using the Grenadiers doctrine, making his unit lack the survivability to exploit its massive firepower since Bolters will negate their save. The only thing you&#039;re getting is a 55pt relentless Heavy Bolter that has Heavy 3 Rending and a very slightly buffed Sergeant - +1 WS/S and Krak grenades, though using Krak means he doesn&#039;t fire his RENDING Heavy Bolter -  which could make for a good frontline Veteran Squad if it wasn&#039;t for their lack of a better save than the average 5pts guardman. The one thing that made him just about playable in the old codex was his ability to have veterans that infiltrated and get a 2+ cover save in ruins with forward sentries. In this codex, he has lost this rule completely and swapped his feel no pain for rending - total waste of points.&lt;br /&gt;
***&#039;&#039;&#039;Note:&#039;&#039;&#039; you can nearly take an entire heavy weapons squad of Heavy Bolters or Autocannons for his points cost (Harker hits 2 shots per turn, Heavy Bolter squad hits 4.5, Autocannons statistically have 3 hits but are almost guaranteed to wound). This is better in any circumstance unless playing a list with no platoons.&lt;br /&gt;
***&#039;&#039;&#039;Another Note:&#039;&#039;&#039; If you are the type to use fortifications, nothing is stopping you from using the forward sentries doctrine with Harker. Take him, another Heavy Weapon Team, 3 Snipers, Forward Sentries and park behind an Aegis using one of your remaining 4 vets as the gunner. 3+ Cover, 2 Heavy weapons (3 if you bought one for the ADL), and the safetly of range. Whats not to love?&lt;br /&gt;
&lt;br /&gt;
===Dedicated transports=== &lt;br /&gt;
*&#039;&#039;&#039;[[Chimera Transport|Chimera]]:&#039;&#039;&#039;  This is the gem of the [[Metal_Boxes|MEHTAL BAWKS]] world. It makes the Guard competitive at high end play. Heavy Bolter Snap firing with Multilaser? This has become the hate machine it was supposed to be. But nothing stops you from Snap Firing Multilaser with Flamethrower. Or use Hunter-Killers to demolish enemy vehicles. Saw a small price increase and got a new rule Lasgun Arrays: 6 models can use the 2 arrays to fire lasgun shots regardless of the chimera&#039;s movements (they can still only fire snap shots in case of crew shaken/stunned) using the transport&#039;s BS, with each array able to fire independently from the other or the Chimera itself. Still amazing. Other points of this fine vehicle: &lt;br /&gt;
** Good value (point-wise). You can spam them, get lots and lots of multilasers (it will please you), and a solid wall of AV12 metal in front.&lt;br /&gt;
** Makes otherwise-slow Guardsmen mobile.&lt;br /&gt;
** You can fire all your important shit (special weapons, which is, Melta and Plasma) out the top hatch, but only 2 models can fire according to new rules. Letting you fry while staying safe from retaliation. Heck, Commanders can even give orders measured from any point of the Chimera&#039;s hull (p. 39).&lt;br /&gt;
** They also count as tanks, meaning that once your troops are in position, you can tank shock the enemies off the point and even crush some Ork vehicles and scare off the mobs.&lt;br /&gt;
** Forge World blessed us with two extra turret weapon options - TL Heavy Bolter and... Autocannon! Rejoice!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Taurox]]&#039;&#039;&#039; A new [[Metal_Boxes|metul bawks]]. It&#039;s got 11/10/10 (With armor like that, it&#039;s more like a glass bawks.  Thankfully it can reroll Dangerous Terrain, so that your troops might still have some chance to actually get to where they&#039;re needed),  but it comes standard with BS3 [[Dakka|Twin linked Autocannons]] while being 15 points cheaper than a Chimera.  Don&#039;t use it for your command squads because it isn&#039;t a command vehicle.&lt;br /&gt;
**Mobile fire support: Use Taurox as a Autocannon HWT for your squad if you want to keep your squad moving, and use the taurox as mobile cover once your squad has left the bawks (Interfering models give 5+ cover save, combine with Camo net vets for 4+ cover on open ground)&lt;br /&gt;
**Two fire points &#039;&#039;on each side&#039;&#039;, so a total of 4 making it good for vets after all. They are also not a tank or a fast vehicle (except Taurox Prime, which is limited to Stormies &#039;&#039;&#039;ONLY&#039;&#039;&#039;). Instead, give it to every squad, so they all have a cheap box to block enemy movement and an Autocannon to support them. If Chimera&#039;s goal is to get you closer to the enemies so you can [[meme|hit them with a sword]], Taurox is a wonderful fire support unit. Also, it only allows for 10 models to be transported, so you cannot have ICs accompanying the squad.&lt;br /&gt;
**Alternative take: These are excellent little vehicles for melta-vets to spring out of. With it&#039;s small profile, it can hide behind a few chimera or hellhounds as it rushes towards the enemy, and still fire the autocannon over the top of them. Once in range, the melta vets can either stay in the [[Metal_Boxes|metul bawks]] to use it&#039;s FOUR side fire points to fire 3 meltas and a demo charge against large targets like super-heavies, or jump out of the side doors to gain an extra 2 inches of move distance on what would be possible from a chimera&#039;s rear door. This lets them get close enough to take full advantage of that 6&amp;quot; melta range more quickly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taurox Prime&#039;&#039;&#039; The more [[dakka]] version of Taurox (appropriate, considering it looks like an ork battlewagon). Comes default with a weaker version of Leman Russ Gun (S7, AP4, blast). Can be upgraded to be a LR Punisher&#039;s weaker brother (10 shots at S4), or be armed with a Missile Launcher that shoots twice. Also comes with a twin-linked volley gun (which can be replaced by a TL autocannon). Can only be taken by new Stormies, but comes with a BS4 out of the box and it&#039;s Fast (Move at Combat Speed means it fires all weapons at full BS, Cruising Speed fire 2 weapons at full BS, but it&#039;ll only have more than 2 weapons if you take a storm bolter pintle). More expensive than its Guardsman-friendly brother, but can be worth the points, if you need to plug in a point hole in your list, and you just can&#039;t fit a Leman Russ.&lt;br /&gt;
&lt;br /&gt;
===Elites=== &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ogryn Squad:&#039;&#039;&#039; Big meaty man-things with pretty awesome assaulting guns. And we &#039;&#039;do&#039;&#039; mean big; these meatheads are some of the toughest infantry in the game,  in terms of toughness score and wound count; they&#039;re almost as tough as Hive Guard, only with one more wound a man, and at 10 points less a model. Assaulty wall of meat that crumples most things it collides with, including blobs and tarpits. Lovable to the end, which will be soon, seeing as these guys are a firing magnet, lack a good armor save, and usually don&#039;t fit into Chimeras - expect them to footslog if you take a full squad. Keep them the fuck away against anything that could Instant-Death them (which isn&#039;t much; they can power through anything short of S10), and get them into melee as soon as possible. However, even there they might have some problems against opponents like Necron Warriors, but at least they will be keeping them busy and away from glancing your Leman Russ tanks into scrap. Your priests&#039; war hymns work on Ogryn, so attaching one can potentially grant Ogryn rerolls to wound, rerolls to save, or smash for the preacher. This makes a high toughness squad tougher &#039;&#039;(a reroll of a 5+ save is a 44.4..% pass, more or less the same as a 4+ [50.0%])&#039;&#039; though it easily negated as it&#039;s ignored by AP5 and is only rerollable in assault.  For a relatively cheap preacher it could go some way towards improving some of the issues with Ogryn - namely lack of AP close combat weaponry.  Leave them at home against the Tau as pulse rifles will devour them, ignoring their saves and wounding them on 4s and Tau overwatch will ensure they&#039;ll never get to assault. &lt;br /&gt;
**Also worth noting are the special rule changes. On the one hand, Ogryn are still Stubborn (Not Bad) and they&#039;ve gained Hammer of Wrath but they&#039;re now Very Bulky and have lost Furious Charge (Fuck). This means that Ogryn can&#039;t gib T3 models on the charge anymore. It also means that Ogryn can&#039;t use transports reliably. If you know you will be up against Tau, NEVER bring Ogryn. They will be shot to pieces and with no cost effective way of getting them to charge Tau, Ogryn just can&#039;t kill them like they used to.    &lt;br /&gt;
**If you do want to take Ogryn, it&#039;s best to take a squad of 4 Ogryn, fit them behind and ready to embark into a Chimera you jacked from a Platoon Infantry Squad and rush them towards the enemy, hopefully through some cover. Drop the Ogryn next to their goal, torch the designated squad/secondary squad that supports your designated target, and let the Ogryns crumple their way through. With toughness 5, most infantry weapons will have hard time wounding, provided they do hit (which can be a godsend against Tau). Remember that once you win the combat, Ogryn can be fired at, so try using the Chimera to catch bullets.&lt;br /&gt;
**Or have a ten Ogryn blob with 2 Primaris Psykers (Biomancy and/or Divination) and watch them kick the enemy&#039;s ass so hard, that their grandchildren are gonna feel it. Mind you, at such a point cost it&#039;s likely that the enemy could do quite a bit of damage before you get to them. &lt;br /&gt;
**Odd tactic: use Creed to get a reliable outflank warlord trait and have them come in on the side of the table. Have your big meaty squad park in, or near, some terrain where some shooty squad will likely be sitting, and shoot them up with some solid S5 shots. Sure you&#039;ll suffer from return fire, but you&#039;ve already done some damage to begin with and you&#039;re likely to survive, especially if you have a cover save. Next turn you can charge what&#039;s left of the squad you shot at and push forward.&lt;br /&gt;
**Interestingly enough, Straken now gives units within 6&amp;quot; of him Furious Charge, meaning that you can still gib T3 models on the charge so long as they&#039;re close enough. To really apply this tactic you need both squads to be reasonably intact and for them both to be near each other. To put it bluntly, one of two things will happen: both squads will die horrible deaths or both squads will charge your opponent&#039;s front lines and wreck shit up &#039;&#039;(Even Space Marines will struggle to save the many S6/4 wounds you can inflict doing this)&#039;&#039; A risky tactic, but one that can catch people off guard. &lt;br /&gt;
*&#039;&#039;&#039;Bullgryn Squad&#039;&#039;&#039;: The Ogryn Squad&#039;s more melee-oriented relatives if equipped with mauls and brute shields or mobile cover with grenade launchers and slabshields. Enhanced with a 4+ armor save and comes with Hammer of wrath, relentless, and very bulky. Their slabshields gives +1 to cover for anything behind them and improves their armor save by one if they are in b2b with another model from the unit. Mobile Aegis line. Use them to give your advancing armor column, which of course has camo netting, a 3+ cover (Taking into account the expendable guardsmen you require) and screen incoming enemies. The power maul version is for smashing skulls and the Brute Shields give the Bullgryns a 5+ Invulnerable Save (FAQ removed the close combat only restriction) and the ability to re-roll Hammer of Wrath hits. Right now the Maul/Shield combo appears to be the better option if you&#039;re willing to pay the extra points per Bullgryn.&lt;br /&gt;
**With our new access to divination, this squad can become quite the melee deathstar they should be! Take a 6 man bullgryn squad, add a cheap priest and a ML2 primaris psyker and roll on divination. Bam, for 380 points, you have a fearless, 3+ armour (when stacked), hopefully 4+ invul save unit with 24 T5 wounds, puts out 25 S5 attacks on the charge, that rerolls hits and can either reroll armour and invul saves or wounds. This unit in combat will NOT die if kept away from Str 10 atacks.&lt;br /&gt;
**&#039;&#039;&#039;Alternate take&#039;&#039;&#039;: Bullgryns with the default items have a 3+ default save when in base contact with another Slabshield Bullgryn, the same as Space Marines. Only AP2 weapons can hope to shift them in close combat when a 3+ is combined with Toughness 5. For extra cheese, simply keep two Bullgryns with the default kit, and upgrade the rest to the BruteMaul combo. Then your screening Bullgryns can take the hits and roll the easy 3+&#039;s, and when in combat your S7 Bullgryns can take over and punish enemy deathstars. Just beware of pie plates and power klaws!&lt;br /&gt;
**&#039;&#039;&#039;Counterpoint:&#039;&#039;&#039; There&#039;s two major things wrong with Bullgryns, and Ogryns too. While they can deal with their own lack of armor pretty well (they get a big pile of wounds apiece and need s10 to be killed in one hit), they can only ever get AP4 (excepting attached characters like a Commissar with a Power Fist). This forces them to power through 3+ and better saves with sheer wound count, which at 4 attacks on the charge per man isn&#039;t necessarily impossible, but will result in a lot of trouble against TEQ. Also, they have no anti-tank options &#039;&#039;at all&#039;&#039;. With s7 at best and no vehicle-effective AP, they&#039;ll struggle against walkers (most of which are AV 12 and 13), and AV14 rear armor units like Land Raiders and Monoliths are completely immune to them. Make no mistake, they&#039;re as pricey as Terminators but they &#039;&#039;cannot&#039;&#039; go toe-to-toe with them; point them at crowds and light vehicles &#039;&#039;only.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; You can compensate for their lack of good AP with attached characters (and in 7th edition this is stupidly easy; Inquisition, anyone?), but they&#039;re not supposed to be &#039;pointed&#039; at &#039;&#039;anything.&#039;&#039; Bullgryns are a unique type of unit in 40k: a &#039;&#039;defensive&#039;&#039; melee unit. Their job isn&#039;t to wreck the enemy in close quarters, it&#039;s to keep them from charging your tanks and flimsier infantry, and to draw fire away from them. Their sheer toughness and wound count, combined with the slabshield armor save, means it&#039;ll take pretty much anti-tank weaponry to shift them in significant numbers, and that&#039;s anti-tank weaponry NOT going into the Demolisher/Medusa you&#039;re creeping up the field behind them, and if the enemy decides to prioritize the tank instead, it enjoys a 3+ cover save with camo netting.&lt;br /&gt;
***Also note that because of the way the Slabshield&#039;s rule is written, it stacks with any and all cover effects. Thus, putting your Bullgryns behind an Aegis Line and a line of tanks with camo netting behind &#039;&#039;them&#039;&#039; (or similar, really any unit that can take camo of some type) results in a unit with...well, let&#039;s count them out. Aegis grants a 4+. Camo adds 1. Slabshield adds 1. That&#039;s right. A&#039;&#039; &#039;&#039;&#039;2+&#039;&#039;&#039; &#039;&#039;cover save. Pricey, but between the save and the dedicated melee unit screening them from enemy close combat troops, your tanks &#039;&#039;will not die.&#039;&#039; Moreover the height of a Guard Tank&#039;s turret allows them to shoot back without the slabshield working both ways (or just use Barrage weapons).&lt;br /&gt;
*&#039;&#039;&#039;Ratling Squad:&#039;&#039;&#039; Your dedicated snipers. Bump up the squad to 10 BS4 Sniper Rifles for 100 points, and you&#039;ll get a pretty good payoff. By simple statistics, you should land at least 6 shots, and at least one AP 2 shot and 1 wound that you can choose to allocate to priority targets. Use this to take out high-point, low-numbered enemy squads. Despite what AP6 may make you think, shooting Gaunts and Grots is just a waste of time. To lessen the problem of T2, place ratlings into Ruins for a 3+ &#039;&#039;(with stealth)&#039;&#039; cover save, but try to have them cover as much firing area as possible. Don&#039;t send them into close combat - despite what I4 may make you think, they don&#039;t have a Close Combat Weapon, so their pistol does not give them an additional attack. Place them on a second floor of a ruined building and laugh how enemy keeps scattering off harmlessly into the air. They can also run after shooting, so you can run them from cover to cover. Ratlings do have another usage other then just snipers. Placed these halflings on a aegis defense line or Bastion. Their BS skill of 4 is pretty average for the weapons they will be manning. More importantly, is their cost. At 30 points for a three man squad with BS 4, this is practically a steal. Granted you won&#039;t be using much of their running ability. All and all, ratlings can a good cheap way of taking out sergeants and other models with weapons you don&#039;t want near (or far) from your forces.&lt;br /&gt;
**For 100 points, 10 ratlings have BS4 and sniper Rifles. This makes them powerful monstrous creature killers. No matter the target&#039;s, toughness, these little hobbits will always wound on a 4. Multi wound you say? 10 ratlings with that ballistic skill and sniperweapons are bound to shave off some wounds. And if things go south, simply shoot and run.&lt;br /&gt;
**Another fun trick is to stick a Primaris Psyker (or other psyker you need protected) in the squad, then plop them in ruins. Your Psyker can hand out blessings, such as the all-important Prescience, to nearby vehicle squadrons, and the Ratlings can cover-tank for him with a 2+ GtG save! You can do the same thing with Veterans &amp;amp; the Forward Sentries doctrine, but this is cheaper (unless you want 8 Ratlings or more) and more weapon-efficient, since it gets you more sniper rifles.&lt;br /&gt;
*&#039;&#039;&#039;Wyrdvane Psykers:&#039;&#039;&#039; Wyrdvane Psykers are a &amp;quot;utility&amp;quot; unit with an awkward amount of utility. A ML 1 Brotherhood of Psykers, they can roll on the Biomancy, Divination, Pyromancy, Telekinesis and Daemonology disciplines. As a ML 1 Psyker unit, this means they always know the Primaris and one random power. Keep them out of melee: Although they have a pistol/ccw combo, WS and S2 make them fold fast!&lt;br /&gt;
**Wyrdvanes are generally in an awkward position, especially since they compete with the Primaris Psyker whom has access to the same Disciplines, while having better WS/BS, a Force Weapon, being able to hide in a unit and being 10 points cheaper. The main advantage the Wyrdvanes have is that they get more wounds per point, and so you can afford to lose a model or two to Perils. However, they really gain most their mileage from their Formation. &lt;br /&gt;
*&#039;&#039;&#039;Tempestus Platoon:&#039;&#039;&#039; They&#039;ve got the same stats, but now come in platoons, if you so choose. For 1 Elite slot you can get up to 4 squads, that&#039;s a lot of boots on the table! &lt;br /&gt;
**&#039;&#039;&#039;Tempestus Scions (1-3):&#039;&#039;&#039; AKA, &#039;&#039;Storm Trooper Squad&#039;&#039;. They lost infiltration, but kept deep strike and move through cover and they got 4 points cheaper. And they can take orders.  Yeah.  First Rank Fire, Second Rank Fire with hot-shot lasguns.  Hell yes. (Adam Troke future proofed it.) They can take more special weapons too! Also, now can take a power fist, but at an increased cost and the troopers no longer carry pistols and CCWs with their lasguns, making them less viable for CC. They can take a Chimera, a Taurox, or a Taurox Prime. Now these guys are one of the best at capturing enemy back field objectives, just like their fluff, but a Taurox Prime makes them fast (if you need that for a Deep Striking shooty unit) and gives them a hell of a punch.  But it&#039;ll cost you. Cost you plenty. A Veteran Squad is 7.5 points per pop with Grenadier doctrine while a Scion squad is 12 per dude plus 10 extra for deep strike. Aside from the Hotshot lasgun, they have comparable statline but the vets can take a heavy weapon, 3 special weapons and a voxcaster plus objective secured. That&#039;s nearly 5 points per head for deep strike and move through cover with vastly inferior upgrade options (and ap3 HS-lasguns which can really hurt if you manage to wound with them). Worth it? Depends but remember that you&#039;re essentially a GEQ that is only 2 points cheaper than a MEQ. But even so, your more likely to inflict greater casualties then the same amount of Bolter armed MEQs on anything with armor that&#039;s 4+ or better. &lt;br /&gt;
**&#039;&#039;&#039;Tempestus Command Squad (0-1):&#039;&#039;&#039; Like Platoon Command Squad, but with stormtroopers: can issue Junior Officer orders in a 12&amp;quot; bubble, but also Deep Strike, Move Through Cover and has BS4 and Carapace Armour AND can pack four special weapons (but cannot increase it&#039;s size). They can also get the same options as a Platoon Command Squad (Medic, Voxcaster, Platoon Standard). May give stormies the support they always lacked or threaten dug up units with four meltas/plasmas. Also, the Tempestor Prime (Stormtrooper Captain) strikes at Initiative four and any Ld tests for Stormtroopers are taken on his Ld9 within 12&amp;quot; of the CS. Has potential.&lt;br /&gt;
**At the end of the day, however, it&#039;s usually a better choice to take your scions as an Allied detachment instead of an FoC choice. In exchange for the &#039;tax&#039; of taking a Tempestus Command Squad (with the associated Militarum Tempestus Order list) you get Objective Secured on the Scions you were going to take normally anyway, AND you free up an Elite slot for other stuff. In short, if you&#039;re going to take more than a single squad of scions, do it in a separate detachment. Keep in mind though: Scions taken in a separate detachment can only take Tempestus Scion orders from their own command squad, while Scions taken as an elites choice can receive orders from your CCS, and that includes the orders that Tempestus Scions can&#039;t issue.&lt;br /&gt;
*&#039;&#039;&#039;[[Sly Marbo]]:&#039;&#039;&#039; In an interesting twist of Fate, GW&#039;s brought back a fan favorite... a month before 8th edition drops and invalidates his datasheet. Still, we&#039;re happy! Sly Marbo takes 25 points as his fee for hanging with your gay-ass army list. He&#039;s faster than a normal Guardsman (WS/BS/I5), and comes with some special tools to get the job done. His Ripper Pistol is a [[Awesome|Sniper Pistol]] with &#039;&#039;AP3&#039;&#039; (because fuck Mary Sues in pauldrons), and he also gets a Poisoned 2+ Envenomed Blade. He comes with Frag Grenades, Krak Grenades, and Meltabombs. Special-rules wise, he has Fearless, Fleet, Hit &amp;amp; Run, Feel No Pain (as though that matters when he&#039;s getting doubled out with anything S6 or better), Move Through Cover, and Stealth. He must always be placed in Reserves and may be placed up to 1&amp;quot; away from an enemy model. Also, he can immediately enter ongoing reserves upon consolidating, sweeping a unit, or using H&amp;amp;R to get out of combat and can set up within 18&amp;quot; of his previous location when he left the field. More importantly he can make 3 pieces of terrain dangerous terrain for the enemy (which is why you include him in your army). His Ld 7 is not much of an issue due to &#039;&#039;Fearless&#039;&#039;, but is an issue if he deals with attacks that force a leadership test. Also, his blade is AP-, so you better hope he hits on that 2+. Lastly his CQC ability is hindered by the fact that nothing can assault out of reserves. (It is rumored that this is why GW is making 8th edition.) Much like old Marbo, you want to use this guy as a melee suicide attacker to ruin some expensive squad&#039;s day before dying gloriously. If he draws the fire of even one unit for one turn, he&#039;s made his points back. If you want him to more reliably survive, have him go after lone small model count objective campers.&lt;br /&gt;
{{40k-Nonvehicle-Model-Profile|Sly Marbo|25|5|5|3|3|2|5|4|7|5|fnp=5|type=Infantry (Character)|composition=1 (Unique)|clear=Yes}}&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Hades Breaching Drill]] (Forge World):&#039;&#039;&#039; Recent update hit it hard. No more S10 goodness, no more melta cutter shots, and if it fails to wreck a vehicle or the building its popping from under, it would just die. You can no longer ride vets (and therefore score objectives with them) using Hades - it comes with its own shotgun-armed veteran team, and they even cannot charge from the hole it leave behind. On the bright side, Hades is no longer lumbering, meaning it actually can ram something, and it gets Chimera armor instead of Rhino.&lt;br /&gt;
*&#039;&#039;&#039;Field Artillery (Forge World):&#039;&#039;&#039; There are two kinds of Artillery units in the Guard arsenal: small squad-sized units whose job it is to deal with a specific enemy very, &#039;&#039;very&#039;&#039; well, and larger, platoon-sized units whose job it is to deal with &#039;&#039;everything,&#039;&#039; though not perfectly. Field Artillery falls into the former category. They&#039;re immobile, dirt cheap, durable, and eat blobs for breakfast. Heavy mortars are what you expect them to be - stronger mortars with bigger blasts. Like the ones on the Griffon, but without Accurate Bombardment. Quad guns on the other hand spam enormous amounts of weaker anti-infantry blasts with extra -1Ld for the pinning test penalty (for total -2). 12 S5 blasts would kill a ton of bugs/orks/other guard (especially under «fire on my target»), and have a good chance to pin down heavier infantry (like, say, terminators). Take them to nostalgia about the passed times of Thudd Guns.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; The choice between taking these and a squadron of Wyverns is largely down to you; Wyverns offer a weaker base profile but get rerolls on everything, making them better against most targets (except other vehicles, since the heavy mortar&#039;s ordnance power can punch through the side armor on some units; the Wyvern doesn&#039;t reroll vs AV). On the other hand, as vehicles, they&#039;re vulnerable to assault and high-AP weaponry, whereas your artillery crew are just vulnerable to assault and tend to stick around if given cover, given their high shooting toughness. In terms of actual money, however, the Wyvern is by far the easier option; as a Forge World model, Field Artillery will gouge you.&lt;br /&gt;
*&#039;&#039;&#039;Salamander Command Vehicle (Forge World):&#039;&#039;&#039; Fast scouting open-topped vehicle with Chimera armor. It can burn some infantry with flamers, but it&#039;s not a Hellhound - the main reason to use the command Salamander is it&#039;s ability to reduce enemy cover save by one. This works great with heavy tank/artillery lists.&lt;br /&gt;
*&#039;&#039;&#039;Atlas Recovery Tank (Forge World):&#039;&#039;&#039; Basically a Leman Russ tractor - this thing is designed to tow immobilized tanks and help Techpriests in their field repairing attempts. Towing is fun but mostly useless, but double repair rolls per turn is good in a heavy mech list. Also the &amp;quot;transport&amp;quot; rule have been removed from the Atlas in FAQ. So no cheap AV 14 transport for primaris psyker.&lt;br /&gt;
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===Fast Attack=== &lt;br /&gt;
Imperial Guard have a surprising amount of options, including a large selection of flyers. With Imperial Armor:Aeronautica, the IG is the most flyer-happy army in the game, with only the Orks seriously threatening their title. Fliers can be divided into two categories: &amp;quot;Gunships&amp;quot; and &amp;quot;Jetplanes&amp;quot; - Gunships get a beefy AV of 12, Hover Mode and Vector Dancer USRs, while jet planes get supersonic. In 40k games it is best to stick with gunships as the extra mobility of Jetplanes mainly comes into play only in abnormally large or apocalypse maps. For information on how this selection interacts with the new Death From the Skies book, see the Tactics section.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sentinel|Scout Sentinel Squadron]]:&#039;&#039;&#039; With such weak armor, most likely they are going to die on the second turn. Fun choice of weapons. Key part here is that they have Scout - so three Sentinels outflanking from the side or scouting into cover blasting away, causing havoc in the enemy ranks, is a good idea. But still - they are going to die. They are open topped. They are going to die. They have 10 armor. They are going to die. They have two Hull Points. They are going to die. But they may as well take a tank or two down with them. If you want to be insane, having Heavy Flamers all around can result in hilarious infantry murder. Otherwise, most of the time you&#039;ll take them as a 40 point autocannon on legs since they are cheap and effective against most things.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sentinel|Armored Sentinel Squadron:]]&#039;&#039;&#039; Armored Heavy Weapons Team, except you can move around and fire, unlike Heavy Weapon Teams. Plus you can take 2 Sentinels with lascannons for a single Heavy Weapons squad with 3 lascannons. Can do decent in close combat, stomping on or bogging down the enemy. Now this works only with fearless units without krak grenades or other S6+ weapons (like, say Thousand Sons, gaunts, or Ork boys without klawnob). Even better choice of awesome weapons when compared to Scout Sentinels, such as plasma cannons - though, you can overheat and lose one of the two Hull Points you have, making you even more dangerously paper-thin. Use Lascannon against vehicle, Rocket Launcher or Autocannon if you can&#039;t decide what you want to do with them. Never hurts to take Hunter-Killers in case you end up fighting vehicles. Take in threes so they can be generally more efficient in anything you want them to do. Officially made amazing (150 points for three Armoured Sentinels with Plasma Cannons.)&lt;br /&gt;
** Amazing when going for an army with lots of vehicles as they are both a cheap way to bring devastating weapons on the field ( You may lack in number of weapons if using a lot of vehicles ) and will inevitably need AV to be taken down, AV that will be crucial to your opponent. They have the same AVs as Chimeras and will offer a tough choice to your opponent as to which they should take down.&lt;br /&gt;
** Grab full squadron of of them. Don&#039;t buy any upgrades, multilasers are everything they need.  If you use them this way, don&#039;t buy them anything (maybe HKM to piss off your opponent and focus his attention on them). Camo netting only makes them more expensive, while they are here to be a cheap (as in 120 points cheap) annoyance and disstraction. Set them on flank and send to hunt down enemy obsec units. One of two things will happen: Enemy player does ignore them, so you can pepper his transports and units with 9 S6 shots OR Enemy player doesn&#039;t ignore them, and dedicates this sweet S6/7 weaponry after them,  wasting a turn or three. Don&#039;t forget to change front Sentinel so squad as a whole can survive a bit longer. These little shits are anoying as without some high strength guns they WILL stay there, and focusing them with such is quite a dilemma when you got Leman Russ, Basilisk, or angry Chimeras bearing down on you.&lt;br /&gt;
** Forge World allow both scout and armored Sentinels to take Multiple Rocket Pods. Big frak blasts does horrible things to infantry blobs, but with 24&amp;quot; range it&#039;s too risky even on armored.&lt;br /&gt;
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*&#039;&#039;&#039;Rough Rider Squad[https://www.youtube.com/watch?v=cQYyLiZwosQ]:&#039;&#039;&#039; Guardsmen on Horseback, Rough Riders are generally not worth their points in 7th for many reasons. Their selling points are that they&#039;re Cavalry, and they can take Hunting Lances. However, between their low attacks and weapon skill as well as suffering inevitable casualties during Overwatch, they tend to bounce off targets more often than not. Do not even dare to engage Terminators or units with Defensive Grenades, for it will end badly for you. In short, Rough Riders are a fairly bad unit in general.&lt;br /&gt;
** Despite this, should you still wish to use Rough Riders then they do have things that other units cannot do. For one, they can replace two of their Hunting Lances with Special Weapons (meaning Flamers), giving Guard access to 12-inch flamers which normally require Hellhounds or a Techpriest. With proper conga-line shenanigans, they can maintain range to benefit from Forwards For the Emperor, letting them move 12&amp;quot;, flame a target, then run back while benefiting from Fleet. However, a minimum-sized unit with two flamers costs the same as a Wyvern, which is far superior in terms of durability, range, and killing. However, what the Rough Riders provide is a distraction and unit for capping objectives. &lt;br /&gt;
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*&#039;&#039;&#039;[[Hellhound Tank|Hellhound]] Squadron:&#039;&#039;&#039; The Hellhound tank variants give you access to Fast Tanks. This has a lot of advantages, as you use them for movement-blocking, tank-shocking, or simply blasting enemies to oblivion. A low profile makes finding cover for it relatively easy, though cover-hugging isn&#039;t exactly the best use of this tank. There are three variants, each with a unique turret weapon, and the choice of hull-mounted Heavy Bolter, Heavy Flamer, or Multi-melta. Also, now with 7th Edition, Template weapons passing over fire points on buildings or touching an Open Topped vehicle inflict D6 randomly allocated wounds that are resolved at the strength and AP of the template weapon to units embarked in those transports. Now a must include if you want a cup of your Dark Eldar or Ork opponent&#039;s tears.&lt;br /&gt;
**The standard &#039;&#039;&#039;[[Hellhound Tank|Hellhound]]&#039;&#039;&#039; is a very handy infantry-killer. If they&#039;re not Marine-equivalents (and even they will be hurting once the wounds pile up and they start failing saves) they will die. What&#039;s that? You opponent has Rangers/Heavy Weapons Teams/snipers holed up in a building somewhere giving your commanders and high-value units a hard time? The Inferno Cannon laughs at cover. The range of the IC means that you can expect them to hit enemy infantry starting on turn 1 (move 12&amp;quot;, fire 12&amp;quot;, cover another 8&amp;quot; with flame template). Run in support of longer-ranged anti-tank weapons for popping enemy transports, Hellhounds can also serve to finish off units from disembarked vehicles. In 7th edition fast vehicles can now fire 2 weapons at full BS at cruising speed, so enjoy the possibilities of hull weaponry combinations. Using a Company Commander with Grand Strategist warlord trait to outflank a squadron of these is hilarious against horde armies. Do it - that&#039;s an order.&lt;br /&gt;
**The &#039;&#039;&#039;[[Banewolf]]&#039;&#039;&#039; sacrifices the extra range of the Hellhound&#039;s template for its own poisoned AP3 flamer template. Banewolves will kill any infantry short of Terminators or similarly well-armored units. Their armor and speed give them unparalleled ability to be used for flushing enemy infantry from cover. This said and done, this may be the one variant you can afford to specialize; having a hull mounted flamer gives you the chance to throw two really mean flame-templates. This tank is the epitome of offence over defense - on one hand it can destroy an entire SM tactical squad in one turn. If there is an independent character in the squad, force them to take all the hits for the squad by attacking from their side, melting them alongside anyone else who &amp;quot;Look Out Sir&amp;quot; into their own gooey death. On the other hand - it can easily be put down by a Lascannon head-on. They are well known for making Tyranid and Chaos daemon players cry as you gib their monstrous creatures with as much ease as their cannon fodder.&lt;br /&gt;
**The &#039;&#039;&#039;[[Devil Dog]]&#039;&#039;&#039; is the last one out, eschewing a short-range flamer, for a Melta Cannon, a blast weapon with the Melta rule. These tanks are great for sending into the center of an enemy armored formation and intimidating your opponent into breaking up, lest he find himself losing multiple tanks! Alternatively, assuming one has reliable long-ranged anti-tank, the Devil Dog can be used for finishing off survivors of destroyed enemy transports. Add a hull-mounted Heavy Flamer, and the Devil Dog can flush troops out of cover (though not as efficiently as the Banewolf). While not a flashy vehicle, it gets the job done. Probably the best variant for most games that includes vehicles on both sides. Alternatively, replace the hull heavy bolter for a multi-melta for some insurance tank busting. &lt;br /&gt;
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*&#039;&#039;&#039;[[Valkyrie|Valkyrie Assault Carrier Squadron:]]&#039;&#039;&#039; (Attack Flyer) Goddamnit, why don&#039;t you have one (because it&#039;s inferior to Vendetta, below)? Valkyrie seems like a relatively expensive flying Chimera, but it is well worth it. It has BY DEFAULT Extra Armor in its profile, which means the bad bitch can never be stunlocked. If you keep your Valkyries zooming around the table, it&#039;s rare for them to die. Keep them alive to support your armor with a hard-hitting blast from its Multiple Rocket Pods. Valkyries eat infantry and shit brass and work best with Stormtroopers or Veteran Squads, deep-striking the squad in the most annoying place possible, and then flying off to rain hell on the enemy. Unfortunately, it&#039;s totally outclassed for anti-infantry by the Hellhound. That said, it does upgrade (sort of) to the...&lt;br /&gt;
*&#039;&#039;&#039;[[Valkyrie|Vendetta Gunship Squadron]]:&#039;&#039;&#039; As of the new book, the points cost of the Vendetta went up, so it isn&#039;t the glorious auto-include it used to be.  Its transport capacity also dropped to 6 because while you could clearly fit as many in there as you could a Valkyrie, the Machine Spirits will sodomize you if you do so (in the fluff the space is taken up by the power cells and cabling of the Lascannons but Forgeworld was just too lazy to also make an interior upgrade for the Vendetta). In the end, it&#039;s still basically a flying Predator.  Will you still use it?  Depends on how you like your anti-air. There are a few tricks you can pull with the reduced transport capacity, though: see the Tactics section for details.&lt;br /&gt;
*** It should be noted that both the Valkyrie and the Vendetta can take a pair of Heavy Bolter side sponsons. In most cases, these heavy bolters will rarely be used. In both aircraft, the Heavy Bolters give some protection on the sides. With Valkyries, the sponsons add an extra bit of anti infantry firepower. On Vendettas, the Heavy Bolters add weapons that can be disabled in place of the Lascannons. In either case, Heavy Bolter sponsons are not auto include for either craft.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Sentinel|Drop Sentinel Squadron:]] (Forge World)&#039;&#039;&#039; Scout Sentinels lack of survivability with Armored Sentinel point cost. Why? Because they can deepstrike! Or for even more hate, ride on Sky Talon Valkyrie. Skip all weapon choices and take Multimelta - Scout Sentinels and Tauroses are better at killing things with fire.&lt;br /&gt;
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*&#039;&#039;&#039;[[Tauros]] (Forge World):&#039;&#039;&#039; Dirt cheap buggies with a heavy flamer and Scout USR. If you want to scout flamer sentinels to ruin someone’s day, this guys would do it much better, for they are faster and deadlier for only +5 pts each. Though, don’t expect them to survive any longer: with AV10 all-round, open-topped and only two Hull Points, they are dead men riding. The Tauros can be upgraded to a Tauros Venator, adding two extra wheels, +1 front armor and a twin-linked [[Multilaser]] or [[Lascannon]]. You are likely to be able to trick enemies into running after you, while you are blasting a Lascannon at them. Then you die because even AV11 is still laughable.&lt;br /&gt;
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*&#039;&#039;&#039;Centaur Carrier Squadron (Forge World):&#039;&#039;&#039; Fast small transports, they can fit only 5 men inside each, and are designed to quickly move immobile artillery and it&#039;s crew through the field. Thanks to them being open topped these are your only assault transports outside of the LoW slot, and are dirt cheap too, unfortunately Ogryn squads won&#039;t fit so you probably won&#039;t ever use these for assault. Sadly,you don&#039;t need to move your artillery carriage that often and keeping a squadron of towing machines totally compromise a whole point of &#039;&#039;cheap&#039;&#039; ordnance.&lt;br /&gt;
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*&#039;&#039;&#039;Salamander Recon Squadron (Forge World):&#039;&#039;&#039; Fast scouting tanks, they comes with AV12/10/10, Autocannon and HB. Being Fast, they can fire both on cruising speed, so a squadron of them can threaten any light vehicle in great range. Being Scout and Fast they as well as AV12 they can do Sentinel job - but unlike sentinels they are better riding in the open rather then wandering through terrain.&lt;br /&gt;
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**&#039;&#039;&#039;[[Valkyrie|Valkyrie Sky Talon (Forge World):]]&#039;&#039;&#039; Dedicated flying transport for Tauroses and Drop Scout Sentinels. For 70 pts each they are cheapest fliers in the entire game, and they don&#039;t even take any force chart slots, as they are treated as dedicated transports. Swap their rockets for MRLs, and mow down infantry. Just remember, that you probably should not deploy them with their cargo inside.&lt;br /&gt;
**&#039;&#039;&#039;[[Valkyrie|Vulture Gunship (Forge World):]]&#039;&#039;&#039;Essentially a 40k Apache Gunship, comes with strafing run USR, nose mounted heavy bolter, and 4 wing pylons that are divided into two sets of 2 pylons that give space for one twin-linked weapon (one pylon on each side) and one set of missiles. This machine is very modular, able to adapt to ANY situation; Green Tide getting you down? Well, instead of two twin-linked weapons, you can actually attach a twin-linked punisher cannon! The ammo boxes do take up the other missile pylons, but twin-linked and BS4 against ground targets means 18 shots hit instead of Leman Russes 10 (on average without Pask). I would personally recommend &amp;lt;s&amp;gt;buying&amp;lt;/s&amp;gt; spending too much on all possible weapons and not gluing them in place - maybe use magnets or some other such method, just make sure you can change the Vulture&#039;s armament easily to ensure it is never left wanting in a battle. Because the main strength of the Vulture is its adaptability.&lt;br /&gt;
**&#039;&#039;&#039;[[Thunderbolt Fighter]] (Forge World):&#039;&#039;&#039; The Imperium&#039;s standard for Fighter craft, this workhorse of the Imperial Small Craft Fleet is meant to be able to do any job asked of it, whether it be bombing, ground attack, interception, or air superiority. But it is a bit pricey, and properly kitted Vendetta or Vulture could do ONE of it&#039;s jobs better. But this neglects the true strength of the Thunderbolt, sheer immediate versatility, while the Vulture can claim to be versatile, it&#039;s likely going to be kitted out to do one role on the battlefield, while a Thunderbolt can do four simultaneously. But the place where Thunderbolts really shines is in Apocalypse, where they are the bane of superheavy fliers (be wary of Harridans, they&#039;ll laugh at your Autocannons and the Lascannons are at best only going to take one wound off.)  &lt;br /&gt;
**&#039;&#039;&#039;[[Lightning Fighter]] (Forge World):&#039;&#039;&#039; A nippy little air fighter, it defines the trope of &amp;quot;fragile speedster&amp;quot; with a small armament, paper-thin armor and only two HP. It is supposed to the cheaper and longer ranged companion of the Thunderbolt, carrying more missiles to compensate for a fewer number of guns to allow it to (briefly) pack the same amount of firepower, it does however, has serious survivability issues, and even the Big Shootas on an Ork Bomma will send one crashing down. And of course once it blows it&#039;s missile load it&#039;s firepower drops dramatically, but hey - do you expect this thing to last for much more than one turn?  (Alternate take) This fighter once again suffers from people not realizing it&#039;s purpose on a battlefield. It&#039;s not designed to be a knock down-drag out fighter, it&#039;s meant to zip in, kill something, and zip out.  In order to do this, it has a few special rules that help it in it&#039;s job, specifically Deep Strike, Flare and Chaff launchers, and Agile.  If an enemy flyer is giving you grief, deep strike this guy right behind it. Since it is a flyer, it ignores all models and terrain below it (and thus, can&#039;t mishap due to terrain or enemy models), so typically you will get a shot on the enemy&#039;s rear armor with Sky strikes (TL against flyers thanks to heat seeking), the autocannon, and your lascannon (TL). A solid 4 shots at 7 and 1 at 9 is usually enough to force an enemy flier to jink (rendering it mostly useless) and could quite easily kill it. If not, you are in the perfect position to A: Fly off the board and try again or B: dogfight with the knowledge that 90% of fliers don&#039;t have rear or side facing weapons (unless they have vector dancer, then all you have to worry about is snap shots). In your defense, you have the 3+ agile jink save, and a one use 4+ invul against missile weapons (take that seeker missiles!). While it&#039;s true you are vulnerable to lucky shots or bad rolls, everyone in the game is. This little guy just happens to have a better shot at survival than most. &lt;br /&gt;
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**&#039;&#039;&#039;Aquila Lander (Forge World):&#039;&#039;&#039; Who the hell designed this piece of shit? For 15 points less than Valkyrie you get an all around worse transport flyer with pathetic armor, weak guns and a claustrophobic transport capacity of 7,but also supersonic. It could be taken as dedicated transport for a Company Command Squad, but without the &amp;quot;Command Vehicle&amp;quot; rule there is no reason to do so. Conversely, can be used as a very immersive (expensive) objective marker, along with the Arvus Lighter below, for an &#039;evacuation&#039; scenario or similar.&lt;br /&gt;
**&#039;&#039;&#039;Arvus Lighter (Forge World):&#039;&#039;&#039; Oh, you thought the Aquila was a piece of shit? Meet the Arvus: No armor. No weapons. No supersonic. And no fucking role on the battlefield - it is quite literally the worst flier in the whole of 40k. It looks pretty however, so it&#039;s likely meant to be more of a shelf-warmer/display piece than anything you would actually bring onto the battlefield. Again, can also be used as a pretty objective marker for specific scenarios involving having to get people/objects off-planet.&lt;br /&gt;
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*&#039;&#039;&#039;Mukaali Rough Rider Squad: (Forgeworld)&#039;&#039;&#039; Objectively better Rough Riders for two main reasons: &#039;&#039;&#039;1:&#039;&#039;&#039;  they have Toughness 4 which means that they have a 50% chance of surviving being punched by a space marine rather than a crappy 33% chance that normal rough riders get. and &#039;&#039;&#039;2:&#039;&#039;&#039; they have two wounds each, which practically doubles their survivability on anything S7 or less. Of lesser note, they do have a S5 Hammer of Wrath attack which means that charging is with them is slightly improved, they fall back shorter distances, which will rarely factor into anything and their Initiative is lowered to 2, but that means nothing since Hunting Lances always strike at I5. They still suffer the same downsides as regular rough riders though, such as paper-thin armour that won&#039;t help against the majority of weapons out there and their hunting lances only work once, so they still have no use after the very first charge. Their cost is appropriate for 2-wound cavalry though, just don&#039;t build your strategies around them, they will still die against any half-decent melee unit.&lt;br /&gt;
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===Heavy Support=== &lt;br /&gt;
*&#039;&#039;&#039;[[Leman Russ Battle Tank|Leman Russ Squadron]]:&#039;&#039;&#039; The Leman Russ is your big tank. Each tank is a Heavy Vehicle, with Front Armor 14 and Side Armor 13; as a result they are remarkably resilient against conventional anti-tank, though they&#039;re still vulnerable to melee, D, Haywire and Grav so keep them protected! Fundamentally, the main difference between each tank is its turret, and whether it has rear armor 11 or 10. &lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Battle Tank:&#039;&#039;&#039; Though it comes in many flavors, the basic tank is the most useful. With its S8 AP3 72&amp;quot; gun and thick armor, it is good against anything for decent points. This is your runner-and-gunner, your go-to tank, and the majority of your Leman Russ pool at any time should be these. Kit &#039;em out with heavy bolters all around, since you are going to be forced to snap fire non-cannon weapons, so up the volume of fire. Or save the points and leave it bare-bones. With only AP3 and relatively weak strength as far as Guard ordnance goes, its main job nowadays is to smoke MEQ and Necrons from across the field, which puts it in competition with the Basilisk. Your choice if the loss of Barrage and the extra armor is worth the 25 point difference.&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Exterminator:&#039;&#039;&#039; Armed with a 4 shot twin-linked Autocannon means this thing is death incarnate for 4+ armour and light vehicles. Kit it with 3 extra Heavy Bolters for beautiful infantry shredding, or turn it into a true jack-of-all-trades with a set of multi-meltas and a lascannon. If you feel like it, add Pask - and watch it destroy Predators and Falcon grav tanks with ease, while standing a chance to &amp;lt;s&amp;gt;glance&amp;lt;/s&amp;gt; rendingly penetrate Land Raiders (&#039;&#039;&#039;!&#039;&#039;&#039;). It&#039;s also the only Russ that can semi-competently do AA duty; while nearly twice the points and not as long-ranged as a Hydra, it&#039;s got &#039;&#039;much&#039;&#039; better armor, isn&#039;t open-topped, and isn&#039;t hindered by the lack of the Interceptor special rule (so it can shoot at things on the ground, where majority of enemy forces usually are). It doesn&#039;t have Skyfire or a Targeting Computer, so it may be lacking in roles usually occupied by Hydra, but you will still put a big dent on anything you do end up hitting.&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Vanquisher:&#039;&#039;&#039; A Melta (which always provides +1d6 armor penetration) with a devastating range. Thus a bit costly for 1 shot at BS3. Not very useful really considering the amount of melta you should already have, if you use it primarily against vehicles. However, it can be made a beast! If you want to get the most out of this tank, some way of giving it BS 4 is a must, if only to remove the unreliability of the main gun. This can be done through either giving this tank to a tank commander or putting it in the Emperor&#039;s Fist formation from Mont&#039;ka. Give it a Lascannon as well as Plasma Sponson - and you get a unit perfectly fit to fight against heavy infantry AND tanks, turning the Vanquisher into a reliable source of AP 2 and long-range tank-killing goodness.  Combine with Pask for further murder. Suddenly you have guaranteed preferred enemy, ensuring he and his buddy don&#039;t cook themselves with plasma and giving the hull gun a further accuracy boost. More importantly, he essentially gives the V-cannon twinlinked and tank hunter. Nightmarish for vehicles and sure to put a hell of a dent in most monstrous creatures. Don&#039;t forget to take a Heavy Stubber to remove that last wound off the enemy Trygon. (why the regular russ doesn&#039;t carry different types of rounds is anyone&#039;s guess)&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Eradicator:&#039;&#039;&#039; Kind of a Hellhound that hits worse, is slower but better armored. And you can add a Lascannon for versatility. Strange tank that has a weaker version of Battle Cannon that eats your enemies&#039; cover saves. Consider for Cities of Death games or when fighting cover-camping Tau/Eldar. Can be useful for gunline enemies hiding behind fortifications as well. Now at 120 points making it cheapest Russ off them all. (If you&#039;re thinking of taking this for shooting horde units behind cover, scroll down and take a look at the Wyvern. In exchange for 2 less S and AP and a smaller blast, you get 4 shots that reroll to hit &#039;&#039;and&#039;&#039; to wound). However, the Eldar Fast Vehicled and Bikes will suffer dearly if they get hit - Eradicators make Dark Eldar cry (as they at best get a 5++ to protect themselves).&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Demolisher:&#039;&#039;&#039; For +20 pts. to the basic Russ you get a cannon that lays waste of everything on the battlefield and immunity vs S4 melee units - though sometimes 24&amp;quot; is too close to the enemy. The Demolisher is tried and true, and should ALWAYS lead the armored charge into the enemy. Works great alone, works even better in threes. You don&#039;t really need to upgrade it, since fucking &#039;&#039;&#039;DEMOLISHER CANNON&#039;&#039;&#039; doesn&#039;t get much assistance from other weapons, but being able to finish off the scattered survivors by hail of ill-aimed gunfire can also be useful.&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Punisher:&#039;&#039;&#039; Shares the cons but only few of the pros with the Demolisher (it does keep the additional back armor, which helps). Heavy 20 may sound cool, but on average, you end up with 10 S5 hits with no AP (making it difficult to even glance vehicles to death, but why would you target vehicles anyway?), and only 24&amp;quot; range so while you do demolish what ever you shoot at, you&#039;re now within Melta/assault range. Everything except Grots is butchered better with the cheaper and better ranged Battle Tank. However, unlike most Russes, it gets better if you sink the points in it: Add a tank commander, and now 13 and 1/3 of those shots hit.  Have a psyker and divination nearby, and that goes up to 17 and 7/9ths hits with a commander, 15 without. Add Pask and now you have rending and the ability to reroll penetration, meaning it is easy to glance AV 12 to death. Add on a full triple Heavy Bolter set and a Heavy Stubber, and the machine will reduce to dust anything, from Terminator Squads to full-size Ork Mobs every turn, and will stop &#039;Nidzilla in it&#039;s tracks through sheer dice output. Well, that or you&#039;ll be killed by the enemies anti-tank and waste 250 points on something the rest of your army should be doing anyway. Also, by far the coolest looking Russ.&lt;br /&gt;
***Can also be a fun choice against fliers, if much less cost-effective than the Hydra or Fortifications&#039; Emplacements. When driven by Pask the Punisher becomes an extremely versatile machine, able to successfully engage just about anything, and on average, glance most things AV14 to death.&lt;br /&gt;
***Mathhammer- Target: 5 man Terminator Squad. Battle Cannon, 3 hits on a good roll? 2.5 wounds. ~40% of a kill. Punisher cannon. 10 hits. 6.66 Wounds, 1.11 kills. Demolisher would likely score 1.6 kills, .8 vs Storm Shield Termies. T6, 3+ Monsterous Creature: Battle cannon, 1 hit, .83 unsaved wounds. Punisher, 10 hits, 3.333 wounds, 1.11 unsaved wounds. Blob of GEQ in cover. Battle Cannon, 5 hits? 7 if it&#039;s dense? 4.1-5.8 wounds. ~3.2 unsaved. Punisher 8.33 wounds, 5.55 unsaved. Battle Cannons and Demolishers will out perform it vs Vehicles perhaps (At least without Pask), against marines in the open (And if that was a common target, everyone would love Rubric Marines, and yes, in the open. 5 marines with a 5+ cover save will suffer more casualties from a Punisher than a Battle Cannon), and non-jinking MEQ Bikers, but against most everything else the Punisher lives up to it&#039;s name BEFORE boosts. The Punisher benefits far more from BS boosts than a battle cannon. Just keep that in mind.&lt;br /&gt;
**&#039;&#039;&#039;Leman Russ Executioner:&#039;&#039;&#039; Not quite as god tier as it once was because the main cannon now has Gets Hot (since the Techpriests on Ryza got drunk and forgot how to make good Plasma weapons that don&#039;t overheat one day during the hangover), but still capable of chucking down sizeable amounts of Anti-TEQ hate. However it&#039;s now only 155 points, a significant reduction from the last book. Pair with Pask for a blinding plasma blast (see Pask above) for even more hate (though this is ill advised, given your HQ will easily bloat itself up to (and possibly past) 500 points since Tank Commanders must take a Squadron of Russes with them)  All that said, while no longer the auto-include Russ anymore that it was in the last book, it is still capable of making TEQ heavy armies weep. To be taken with caution as part of a healthy balanced diet of Russes.&lt;br /&gt;
***&#039;&#039;&#039;Important Note:&#039;&#039;&#039; You&#039;ll get that re-roll from Pask and vehicles get a 4+ &#039;save&#039; to resist the lost hull point from a &#039;Gets Hot&#039; result which should make this Russ more survivable. Keep this in mind, because your Executioner is statistically likely to Get Hot by the end of turn 2; with the extra roll the tank can go 4 turns without glancing itself (this drops to just over 2 if you took sponsons). Twin-Linking is still helpful, of course.&lt;br /&gt;
***Alternative take: Use Executioner as Tank Commander&#039;s co-tank. If you take Pask as the main tank, you get to reroll &amp;quot;Gets Hot&amp;quot; results due to having preferred enemy (Final GW FAQ confirms this), so it rerolls 1&#039;s for to hit and to wound rolls. Also due to S7 you wound basically everything with 2+, making it rerollable if you fail any wound rolls.&lt;br /&gt;
***Alternative 2: Add Trojan with Techpriest to the mix, giving everyone within 12&amp;quot; bubble Preferred enemy. See above, except for your whole heavy ordnance. Ouch!&lt;br /&gt;
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*&#039;&#039;&#039;Leman Russ Conqueror Squadron (Forge World):&#039;&#039;&#039; It&#039;s kinda light version of Leman Russ Battle Tank - Conqueror turret cannon comes with less range and less blast radius, but it is heavy and has in-built co-axial storm bolter to boost accuracy in the short range firefights. And unlike regular Lemans it&#039;s not heavy, meaning it is not slow as hell. Overall not a good choice, unless you have a lot of BLoS terrain pieces in the table. Though, due to its speed and non-ordnance nature of main gun it totally rock in Cities of Death missions, where regular Ruses tend to stuck in deployment zones doing nothing. &lt;br /&gt;
**&#039;&#039;&#039;Second Opinion&#039;&#039;&#039;: Siege of Vraks updated this to 7th making it 35 points cheaper and fast. Cheap surprise carniflex that can charge forward to eat troops or act as mobile cover. Very fun to use. Infuriatingly only available to Kriegers by RAW. Ally them in or convince your opponent to let you use them in a mainline Guard army.&lt;br /&gt;
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*&#039;&#039;&#039;Leman Russ Annihilator Squadron (Forge World):&#039;&#039;&#039; Another &amp;quot;non-heavy&amp;quot; Leman - this time with twin-lascannon turret. Just like his Predator namesake tend to be overpriced for what it do. Only superior to the LR Vanquisher against MC&#039;s, and in that case it actually loses out to the Exterminator, which is much better against everything else. Leave the lascannons on your hull, they don&#039;t belong in the turret.&lt;br /&gt;
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*&#039;&#039;&#039;Destroyer Tank Hunter Squadron (Forge World):&#039;&#039;&#039; IMMA CHARGIN MAH LAZOR! Ordnance 60&amp;quot; twin-linked lascannon seems tempting, but like LR Annihilator it&#039;s just too expensive. Just take Basilisk instead - its tank busting is almost the same, backed with indirect fire and ability to rape infantry blobs. Has a slight advantage over the Vanquisher against all armor values except 14, and is more durable (though significantly less flexible) than a Medusa with breacher shells. &lt;br /&gt;
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**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; It&#039;s  25 points more expensive than the Vanquisher and 35 more than the basilisk, but it&#039;s small (for a tank), and it&#039;s probably the most reliable long-range anti-tank the Guard has. Against AV14 it has a 41% chance of doing damage without any support; most other long-range Guard ordnance has MUCH worse than this due to BS3 (The Vanquisher, for example, has a 36% chance if you include BS), and you&#039;ll need to pay 50 points for a Primaris Psyker to compensate for that. The only way to get more effective AT (equal or greater damage at equal or greater accuracy) for LESS is to either take a Medusa Siege Gun artillery carriage and attach a Primaris Psyker rolling on divination (150 for one gun with no extra crew), or take Rapier batteries (132 for three guns with extra crew), and in either case you lose range and mobility (the Medusa will cap out at 48&amp;quot; with Bastion Breacher shells, and the Rapier caps out at 36&amp;quot;). Something to consider if you&#039;re fighting enemy armor at long range.&lt;br /&gt;
***&#039;&#039;&#039;Counterpoint:&#039;&#039;&#039; It&#039;s only a good idea if you want to run PURE guard. Otherwise it loses out to an allied Vindicare Assassin; he&#039;s 10 points cheaper, can snap up 3+ cover saves in terrain (while the Destroyer can only get them by the 25% rule and must buy camo netting to get a save that good), more effective against armor (he has a 46% chance to damage AV14 and a better chance than the Destroyer to hurt anything else), MUCH more effective against things that aren&#039;t armor, and ignores cover saves. 7th edition is ally edition; USE them!&lt;br /&gt;
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* &#039;&#039;&#039;Thunderer Siege Tank Squadron (Forge World):&#039;&#039;&#039; It&#039;s a Leman Russ chassis with a hull-mounted demolisher cannon. Unlike LR Demolisher it has no front/side sponsons (which, thanks to Ordnance, you probably weren&#039;t using anyway), and the lack of that turret weighing it down means it&#039;s also NOT heavy - meaning you can move it 12&amp;quot; and even flat out another 6&amp;quot; to get round two shot. Obviously this is your Vindicator, and like all IG vehicles its all around better then the SM analog: it&#039;s slightly smaller (important for vehicles, since you want that cover save), has access to camo netting, and has better armor on every facing (including the rear, since it&#039;s a siege tank chassis; enjoy plowing through piles of S4 models laughing like the treadhead you are).&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; Any player who knows what a pain in the ass a Vindicator is will put an enormous amount of firepower towards bringing this tank down, since it&#039;s more dangerous in literally every way that matters. As with all Russes, don&#039;t let it get flanked (AV11 is nice but won&#039;t save you from a squad of Sternguard with combi-meltas), and get it in close early so it can do its job and make back its points. Also note that since its front armor is 14, it can ram at S8, while the Vindicator only rams at S7, making Thunderer rams dangerous to anything AV13 and worse. Any penetrating hit that doesn&#039;t also immobilize you will cost you that demolisher shot, so be prepared to do so.&lt;br /&gt;
*&#039;&#039;&#039;[[Imperial_Ordnance_Pieces|Ordnance Battery]]:&#039;&#039;&#039; &amp;quot;Infantry win firefights. Tanks win battles. Artillery wins wars,&amp;quot; or so the old saying goes. The Imperial Guard is noted for being able to bring really big guns to the battlefield, their firepower able to remove small sections of the opponent from the playing field. This said and done, the Imperial Guard artillery units are slow (sometimes outright static) and fragile for their cost due to being Open-Topped, a drawback which becomes increasingly noted should one wish to take artillery in a Squadron (and with the exception of the Griffon, Ordnance has the same cost issues with squadron up vehicles); this said, one can remove the Open-Topped Status. Artillery in itself will not make a Guard army due to its fragile nature, but they provide excellent firepower should the rest of the army be able to protect them. On a side note, almost all artillery tanks can replace their hull-mounted heavy bolter with a heavy flamer for free. While this is more of a choice with tanks like the Russ and Chimera, on Artillery tanks you should almost always go with the flamer. If enemies are close enough that you have to resort to the secondary weapons, a heavy bolter with guardsmen BS isn&#039;t going to save you against much of anything, but a heavy flamer shot to the face will ruin just about anybody&#039;s day. There are numerous artillery-pieces available, including the following:&lt;br /&gt;
**&#039;&#039;&#039;[[Basilisk]]:&#039;&#039;&#039; Jokingly called the penis-enlargement gun by veteran Guard Players, the Basilisk is noted for having a really big gun. This gun is also known for being long-ranged, having the option for direct or indirect fire, and having AP 3 (meaning it can kill Marines in the open, or pummel Crisis Suits). However, having the worst minimum-range requirements has the potential to often relegate the Basilisk as a direct-fire weapon, a task the Medusa tends to do better in most cases for a marginal upgrade in cost; this said, the Basilisk&#039;s direct-fire does have a longer range than the Medusa. Unless it&#039;s apocalypse, you don&#039;t need more than 36&amp;quot; though, so get a Medusa, or a Leman Russ Battle Tank, which can do the same or even better job, considering that either way, you are dropping S8 AP3 Big Blast at the enemy within &#039;72 at most. Now in new codex earthshaker cannon has a range of 36-240&amp;quot; enabling you to hit kids at the next table.&lt;br /&gt;
***&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; Like many Guard heavy support units, the Basilisk needs support to really shine. Give it twin-linking with a Primaris Psyker (or the Emperor&#039;s Wrath formation, see below) and Ignore Cover from the same and suddenly it&#039;s the most dangerous unit on the field, able to delete entire squads of &#039;&#039;anything&#039;&#039; that&#039;s not TEQ/MC. 3 of these with an ML2 psyker is the same price as the Leman Russ squadron you&#039;d get otherwise, and you get better strength and two powers from the Divination table.&lt;br /&gt;
***The choice between the Earthshaker cannon versus the Medusa cannon, both as Artillery units and self-propelled guns, became a bit more complicated in 7th Edition; as the Earthshaker is a Barrage weapon and Medusa is not. Barrage weapons determine cover saves and wound allocation from the blast marker&#039;s hole, even when firing directly, and Multiple Barrages scatter tighter than separate Large Blasts. This means the Earthshaker cannon has more chances to snipe a particular model, deny cover saves to enemy vehicles and monsters (tip: use the Tank/Monster Hunters order on a full Earthshaker artillery battery and watch parking lots and Nidzillas explode), and more chances to hit other enemy units even when one of its blast markers scatters than the Medusa cannon, and it can also fire indirectly, so it has more utility.&lt;br /&gt;
*** praise the Emperor, with formations now available in regular games the issues normally faced by the Basilisk are removed by the direct fire support battery, and even better, it can be fielded as a good old squadron of three (or you can take five but really [[Death_Korps_of_Krieg|who would do that]]) &lt;br /&gt;
**&#039;&#039;&#039;[[Imperial_Ordnance_Pieces|Colossus]]: (Forgeworld IA:1)&#039;&#039;&#039; Games Workshop has a checkered history when it comes to Marine-Killer weapons. Their emphasis on certain units being designed for killing Marines in the open, has lead to horridly inflexible units like Vespids, Flash Gitz, Thousand Sons, and now the Colossus. At first glance, the Colossus looks like a fun gun. With the ability to ignore cover, and Marine Power Armor saves, it will utterly devastate Marines should it land properly. On the other hand, having a wide minimum range and the inability to fire directly means the Colossus falters against a lot of Marine Armies. With the exception of some foot-slogging Space Wolf armies, many Marine armies are very fast, and noted either for operating as a mechanized army, fighting by Drop Pods, speeding forth towards your lines on Bikes, deepstriking in by Jump Packs, or otherwise excelling at fighting at short range. While the Colossus can be used for indirect-combat if kept isolated from the rest of the battleline with an infantry unit or two to watch over it, it isn&#039;t too popular in tournament armies for this reason.&lt;br /&gt;
***&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; Much of the above gets &#039;&#039;completely&#039;&#039; turned on its head if you take the Colossus as part of a Death Korps Siege regiment. Kriegers use supercharged shells in their Colossi, giving them more explosive-no, probably not, it&#039;s more likely an errata error of some kind, but Death Korps Colossi have S8 instead of S6. So it&#039;s effectively a slightly weaker Basilisk with better minimum range and Ignores Cover, though it still can&#039;t fire directly.&lt;br /&gt;
**&#039;&#039;&#039;[[Imperial_Ordnance_Pieces|Griffon]]: (Forgeworld IA:1)&#039;&#039;&#039; The cheapest artillery-piece the Guard get, the Griffon is also the most accurate on most accounts; the ability to reroll Scatter Dice is a handy ability in most cases. Like the Colossus, the Griffon is unable to fire directly, yet its shorter minimum range makes it more usable against rapidly advancing armies. Should a player wish to take a Griffon (or a pair of them, which isn&#039;t as point-intensive as squadding other artillery), they work as part of a handy one-two combo for finishing off infantry from a destroyed transport, or in support of Hellhound-equivalents being used to Tank-shock enemy infantry into clustered formations.&lt;br /&gt;
***&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; Due to the way Barrage weapons are resolved in 7th edition, using a Griffon in a squadron of heavier artillery pieces, such as Basilisks or Colossi allows you to fire &#039;tracer shots&#039;, improving the accuracy of your other artillery pieces . Open a shooting attack with the Griffon, and twin-link the shot if it doesn&#039;t go where you want it. Then fire the &#039;&#039;big&#039;&#039; guns, and scatter them off your precision-guided mortar shell.&lt;br /&gt;
**&#039;&#039;&#039;[[Medusa_Siege_Gun|Medusa]]: (Forgeworld IA:1)&#039;&#039;&#039; A pure direct-fire weapon, noted for having Strength 10 and AP 2, the Medusa is arguably the most popular form of Ordnance on account of its raw firepower. While having the same issues with accuracy most blast weapons have, whatever it hits will suffer on account of it. For those who wish to trade accuracy and flexibility for raw tank-busting firepower, the regular firing mode can be replaced with Siege Shells, turning the Medusa into a heavy tank hunter. With an AP 1 blast template, and the normal Ordnance bonus replaced by rolling 2d6 for armor penetration, the potential to kill enemy vehicles is incredible, and the threat of losing multiple vehicles to a well-placed shot does a lot to intimidating opponents into spreading their vehicles out. This said, like with the Devildog&#039;s Melta Cannon, the accuracy issues inherent with the Medusa mean it tends to work best in support of, rather than being the primary source, of ranged anti-tank.&lt;br /&gt;
***&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; The Medusa also has the &#039;&#039;shortest&#039;&#039; range of the Imperial artillery pieces: a piddling 36&amp;quot;, leaving it out-ranged by man-portable &#039;&#039;lascannons.&#039;&#039; Keep this in mind when throwing out those S10AP2 blasts of doom; you&#039;ll be a lot more likely to suffer counter-battery fire with such poor range &#039;&#039;and&#039;&#039; the need to direct-fire.&lt;br /&gt;
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* &#039;&#039;&#039;Heavy Artillery Carriage Battery (Forge World):&#039;&#039;&#039; This is artillery variants of the Basilisk and Medusa and in 7th edition, artillery is awesome (until someone charges it). They are immobile and need crew, which can be killed (though, they use gun&#039;s Toughness 7 against enemy shots, so unless they get charged they&#039;re liable to stick around), but they are also cheap. And for being non-vehicles, they &#039;&#039;can&#039;&#039; take orders. Earthshakers and Medusas with &amp;quot;Bring it down!&amp;quot; and &amp;quot;Fire on my target!&amp;quot; could make for miracles on the battlefield if used properly. Or die pointlessly, if used incorrectly. Oh, and don&#039;t forget that they only have ld7 with no Sergeant or Commissar options, so you NEED a Lord-Commissar, Primaris Psyker (which is maybe the best option, since he can try to twin-link the battery with Divination; also the only way to move the battery without towing due to Levitation) or Creed/Kell to make them listen to your orders most of the time. You can also buy Camo Netting, but beware of [[Rules Lawyer]]: by RAW, camo netting only works on vehicles. Then plop the whole battery behind an Aegis line and get that sweet 3+ save.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; These guys can be &#039;&#039;beastly&#039;&#039; if you kit them out properly and support them. A trio of these, with their combined crew of 12, is 225 points, and is a &#039;&#039;24-wound unit.&#039;&#039; With max crew the unit has &#039;&#039;36&#039;&#039; wounds and is under 300 points-and they&#039;re still T7 in shooting. A skeleton-crew battery with a Primaris psyker to buff leadership and roll on Divination is 275, and a nearby CCS in a chimera makes a combined total of 400 points even, for a unit that can drop 3 twin-linked, cover-ignoring S9AP3 Ordnance Barrage pieplates anywhere on all but the largest of Apoc boards. Anything short of Terminators will be pasted in short order by these guys, and as long as you keep them out of melee they&#039;ll stick around to deliver pain for the whole game, and if you toss in some meltavets in a Chimera the whole FoC can be a 550-point Allied Detachment to support any Imperial Army. Hammer of the Emperor indeed.&lt;br /&gt;
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*&#039;&#039;&#039;[[Hydra Flak Tank]]:&#039;&#039;&#039; The tank offers 2 Twin Linked Hydra Auto Cannons [72&amp;quot; range S7 AP4 Heavy 2 Skyfire] and a hull mounted Heavy Bolter (or HV Flamer) on an Open Topped Chimera frame. For 5 bolt pistols more than a Chimera. There is contention as to whether Skyfire is a benefit or not within the community to a degree that boils down to differences in local meta. It is good at hitting Flyers and FMCs, Average at hitting Skimmers, and bad at hitting everything else [4 TL BS 1 = 1.22 hits]. No longer ignores Jink. Extended [72&amp;quot;] Range is nice for 2 out of 3 deployments.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Thought:&#039;&#039;&#039; Combined with an Techpriest a single hydra [total points 110] can have a nearly guaranteed chance [avg 1.5 hits] of forcing grounding tests on two enemy FMCs. Seeing that each said test should fail roughly 1/3 of the time and the fact that a 72&amp;quot; turret weapon can aim nearly anywhere on the board gives this unit some use.&lt;br /&gt;
***&#039;&#039;&#039;Counterpoint:&#039;&#039;&#039; You need an unsaved wound to force a grounding test, and most FMC&#039;s that you actually need to bring down, such as Flyrants, have a 3+ armor save, which takes your 1.5 hits...to 0.5 wounds. This doesn&#039;t make the hydra useless; you simply can&#039;t afford to split fire with it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Wyvern Suppression Tank]]:&#039;&#039;&#039; BLOB ARMIES BEWARE! The new tank for 6th edition. Shoots two twin-linked Stormshard Mortars: 48&amp;quot; Str 4 AP6, Heavy 2 with Blast, Barrage, Ignores Cover, and Shred. That&#039;s right, rerolls to hit AND wound.  And for even more fun, they can come in squadrons of 1-3! The cherry on top? They&#039;re dirt cheap. Gaunts/Boyz Beware!&lt;br /&gt;
**&#039;&#039;&#039;Tactical Thought:&#039;&#039;&#039; Before thinking the Wyvern is only useful against blobs, remember what this tank brings to the field. A single tank fires 4 blast templates that are twin-linked and shred. Even with their saves, MEQs will have to roll real well to not lose a large number of troops. A well spread out MEQ Squad will probably lose 2-3 wounds per tank, making the Wyvern redeem its point cost by turn two. Also barrage, what it does is focus all blasts from a single unit (that is 12(!) blasts with reroll to wound and to hit from 3 wyverns) in a small area. Go ahead and force some unlucky squad to take a fuckton of potential wounds (remember, it&#039;s a blast weapon so  more like 60 potential wounds if Small Blasts cover 5 models per blast) with Look out sir! for their leader, with some luck you can snipe enemy commander on turn 1. Many say broken. I say fantastic. Even TEQ will shudder at having to roll potentially 40 saves.&lt;br /&gt;
***&#039;&#039;&#039;Counterpoint:&#039;&#039;&#039;No, I&#039;m not about to argue this isn&#039;t good. In fact, the Wyvern is the meanest, most cost-effective unit in the IG codex right now. But it can be a pain to use; large numbers of blast attacks, with rerolls for everything, mean it&#039;s easy to lose track of what attack you&#039;re making, how many wounds your opponent has to roll for what unit, et cetera. Bring a notepad if you have an entire battery of these things; you&#039;ll need it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Manticore Rocket Launcher|Manticore Launcher Tank]]:&#039;&#039;&#039; Mixed-bag. Good for the points, bigger blast range than hell, but can&#039;t deal with marines, and has an infuriatingly long minimum range. Drop it back by your Basilisks or Heavy Weapons, since it&#039;s not gonna do any good at the front lines. Good points are simple: They&#039;re not open-topped, compared to artillery. They have HUGE blast ranges and they can virtually ensure that you&#039;re going to be making people spread out their firepower - great for you to focus on one group at a time. Downsides are just as bad as the upsides, though. Limited ammo CAN be a problem (rarely, either because either the Manticore or the enemy ends up demolished; if your manticore has fired all four rockets, have it tank shock everything in sight, because &#039;&#039;it has already won&#039;&#039;). If enemy is spreading their units out, it causes you to lose a lot of rocket&#039;s effectiveness. Seriously, it can only shoot 4 out of 5-6 turns (if your opponent is stupid enough to let it do its thing, but at an event you can&#039;t always guarantee playing against Orks). Overlooked a lot, but can be powerful on those first few crucial turns. On a high note, Manticores DEMOLISH Necron Warrior elements or Ork/Nid/Guard blobs; with the new Necron codex, hitting Necrons with Instant Death-level attacks is invaluable for suppressing their Reanimation Protocols.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Consider throwing your Storm Eagle rockets at enemy Super-Heavy vehicles. The D3 shots and large pie plates (combined with a large target) means you&#039;re going to hit on average 2 or so times; 3 if you&#039;re lucky. S10 Ordnance will reliably glance and even penetrate AV14; with AP4 the vehicle damage roll won&#039;t do anything, but that doesn&#039;t matter, because you&#039;ve brought that Necron monolith to half HP in one shooting attack. What other armies hope to do with precision shooting, melta-style weapons and other high-BS low-AP trickery, the Guard accomplish with simple overwhelming firepower!&lt;br /&gt;
** Forgeworld finally allow to squadron Manticores up to 3. Not like it&#039;s always a wise decision, as squadron must fire at one target, which can lead to overkill. &lt;br /&gt;
** Standard Storm Eagle rockets now can be swapped for Manticore Missiles and Sky Eagle Rockets - both come with 15 pts discount. First are the massive S9 AP2 7&amp;quot; blasts of pure rape, which is almost as devastating as Medusa, have Basilisk range, and one of the few 7&amp;quot;-blasts outside of Apocalypse. Second are crunch wise long range twin-linked ordnance lascannons - great for busting [[Caestus Assault Ram|heavily armored flyers]], otherwise almost invulnerable to Hydra fire.&lt;br /&gt;
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*&#039;&#039;&#039;[[Deathstrike Missile Launcher|Deathstrike]]: &#039;&#039;&#039; The Deathstrike Missile Launcher tends not to be taken in a lot of tournament builds, being viewed as too unreliable a weapon. Its main selling point is that it (eventually) fires a Strength 10 AP 1 APOCALYPTIC BLAST (y&#039;know, the type of thing you would expect from a Titan), ignoring cover, and operating at full Strength against any and all vehicles caught in the explosion; should it go off, it has a high chance of devastating the opponent. On the other hand, it&#039;s chances of properly firing are random at best, it won&#039;t be firing on turn 1, and the Deathstrike is a one-shot weapon. It mostly gets used either for casual games on account of this unreliability, as a gamble, or for psyching the opponent out into spreading his forces out. But if you&#039;re a favored champion of the dice gods, received the blessing of Admiral Awesome, the benediction of Lady Luck and have balls of ceramite, you might just hilariously wipe half of your opponent&#039;s forces early in the game. In 2k+ games, combine 3 Deathstrikes with 4 units of Demo Charge-packing Special Weapon Squads in Vendettas, and watch your enemy&#039;s face drop as he realizes the the might of pie plates - as he has to deal with either 3 nukes or 12 S9 AP2 large blasts + 12 twin linked Lascannons on turn 2 at the earliest. Unless you get first turn of course, in which case he has to deal with 3 nukes having already been hit by 12 large blasts. And from then on, it only gets better...&lt;br /&gt;
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*&#039;&#039;&#039;Gun Platforms:&#039;&#039;&#039; Short was our rejoicing with unstunnable and durable automated artillery - now they are back to AV10-round 2HP immobile vehicles, and suddenly all stops buying Hydra Platforms. Though there is still saving grace - platforms got cheaper camo-netting, so they can be nearly as tough as they was before if parked in thick cover or behind fortifications.&lt;br /&gt;
**&#039;&#039;&#039;Earthshaker Artillery Platform (Forge World):&#039;&#039;&#039; Cheaper Basilisks. Good as long as they are away from enemy, but if you don&#039;t feel enough tactical foresight to keep enemy in distance, stick with old mobile Basilisks.&lt;br /&gt;
**&#039;&#039;&#039;Hydra Flak Platform (Forge World):&#039;&#039;&#039; No more interceptor, so this is just more fragile immobile discounted Hydra. Low model height now become a big problem, as it would cause LoS problems, and when now you need to keep platforms in cover, you can not solve LoS problem just by putting platforms on top of the hill.&lt;br /&gt;
**&#039;&#039;&#039;Manticore Rocket Platform (Forge World):&#039;&#039;&#039; Unlike Regular Manticores, this comes stock with Manticore Missiles, and can only swap them for Sky-Eagles. Unlike the Hydra platform, it&#039;s still viable, since it comes with the biggest discount, at 75 points; less than &#039;&#039;half&#039;&#039; the price of the tank-mounted version. Use them to spam 7&amp;quot; blasts of hell; it&#039;s even worth it to hide them behind Bastion/Aegis lines for camo net improved cover saves.&lt;br /&gt;
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*&#039;&#039;&#039;Tarantula Sentry Gun Battery (Forge World):&#039;&#039;&#039; - You get a battery of three immobile twin linked Heavy Bolters, with the option to add three more and swap them for a Multi-melta for free, or pay for TL assault cannons or TL Lascannons. Being automated, you have very little control over what they actually do in the battle, they select their own targets based on pre-set criteria, you basically just get to choose at deployment what their arcs are: 360 degrees but at 18&amp;quot; range, or 90 degrees at 36&amp;quot; range, so you&#039;re rarely going to be blasting things across the table with these things. Unlike gun platforms they remain to be automated artillery, but got their toughness lowered to 6. Overall a terrible choice, as while cheap it packs very little firepower yo don&#039;t even control, and competes with much more potent choices for HS slot.&lt;br /&gt;
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*&#039;&#039;&#039;Rapier Carrier Battery (Forge World):&#039;&#039;&#039;- The Heavy Support version of the lascannon, which means four of them strapped together. This IS the shit. Cheap in both points and money, it is treated as artillery with the extremely bulky rule now, making them Toughness 7 in shooting. Between extra crew and some good cover, they &#039;&#039;will&#039;&#039; stick around. No sticking them in Chimeras, though; only Infantry units can embark inside transports (even superheavies) and the Rapier is an artillery unit. But that doesn&#039;t matter, since as non-vehicles they can accept orders, like &#039;Bring It Down!&#039; (Ordnance isn&#039;t a reroll; enjoy your 4 chances at armor pen &#039;&#039;per shot&#039;&#039;) and &#039;Fire on My Target!&#039; (which, combined with AP2, sends your hapless opponent straight to invuln/FNP saves). And the best part? The Rapier is &#039;&#039;twin-linked&#039;&#039; making it a decent ad-hoc anti-air weapon (3 of these will average 1.167 hits, which at S9 AP2 Ordnance &#039;&#039;will&#039;&#039; hurt anythig that flies) Remember: Ordnance may fire snapshots, as long its not a template/blast weapon. Downsides include (relatively) short range and a chance of exploding when one of the guns is destroyed, but at 40 points and £30, why in the name of Slaanesh&#039;s self-removing pants are you not taking at least one? You want to reliably kill tanks?! Knock yourself out.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; With 7th edition in full swing, many armies have codices dripping with high-toughness Monstrous Creatures, and though on the face of it the Rapier appears to be designed for anti-tank work, it does not underperform against MC&#039;s, either. A battery of them will reliably inflict at least one wound on everything short of T10 (though this drops to T8 if the target has a 5+ FNP), and with orders you can ignore cover, denying that [[Wraithknight|manbarbie]] his toe-on-ruins bullshit (or, if he&#039;s in the open, give them Shred and average 1.28 wounds a turn instead of 0.96). And if he swings the D at you? Congrats, you killed two guardsmen (&#039;&#039;less&#039;&#039;, if you put them behind cover). The squad can have &#039;&#039;six&#039;&#039;, and can lose &#039;&#039;half&#039;&#039; of those before they actually start losing firing capability. Just keep them out of melee.&lt;br /&gt;
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*&#039;&#039;&#039;[[Sentinel|Sentinel Power Lifter Squadron]] (Forge World):&#039;&#039;&#039; Assault sentinels... wooo! They are the cheapest of all sentinels and come with basically close-combat autocannons. Funny and fluffy, but it&#039;s not really worth spending HS slot on them.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; There&#039;s many, &#039;&#039;many&#039;&#039; ways to get around FOC limitations these days due to formations, so let&#039;s look at these boys on their merits alone. They&#039;re S7AP4 models with 2 attacks (as stated above, essentially an autocannon in melee) and AV 10/10/10, with I3. Not a dreadnought. Not even close. But you shouldn&#039;t expect them to be, because they&#039;re 30 points a model. 3 of these can put the pain on GEQ hordes for a bargain. Or course, you have to get them into melee first.&lt;br /&gt;
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*&#039;&#039;&#039;Cyclops demolition squad (Forge World):&#039;&#039;&#039; Small kamikaze remote controlled tanks. They count as infantry (but extremely bulky), so you can put yo tanks in yo tanks, to play mech while yo play mech. For extra lulz find some homerules for Capitol Imperialis and put Chimera with Cyclops in it into Capitol. Not like it&#039;s a valid strategy - Cyclops are fragile and their operators are even more fragile (thank [[Emperor|god]], you can hide them inside Chimera). If you get lucky, enjoy suicide-bombing a cover-ignoring Basilisk shell into some Space marine squad, but otherwise stick with more conventional big guns.&lt;br /&gt;
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*&#039;&#039;&#039;[[Avenger Strike Fighter]] (Forge World):&#039;&#039;&#039; Your dedicated AtG Jet Plane with a tasty Strafing Run rule. It comes stock with an absolutely useless defensive rear-mounted Heavy Stubber (can help knock a flying monster out of the sky tho...), two Lascannons, and the AVENGER BOLT CANNON, which is basically half of a VULCAN MEGABOLTER. This means it packs SEVEN Megabolter and two Lascannon shots at BS4 for only 150 pts, to ruin the day of anything with less than AV14 or a 2+ armour save. And if it&#039;s not enough, you could fit additional guns, missiles or bombs under it&#039;s wings. Do you really need any other reason to buy it? (It&#039;s also a sexy model on the table.)&lt;br /&gt;
**&#039;&#039;&#039;Tactical Thought:&#039;&#039;&#039; Like all Imperial AtG attack aircraft that haven&#039;t been updated in two editions, it still has Deep Strike, so plop it behind that enemy tank you&#039;re so worried about and chew him a new asshole with 7 S6 shots, 2 S9 shots, and whatever else you felt like strapping on, all at BS4. Then jink your way through a turn of enemy shooting, and supersonic your way off the board to do it all again in a turn. Guard rule the skies, and this is why.&lt;br /&gt;
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===Fortifications=== &lt;br /&gt;
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Here are the general tactics for [[fortifications]].&lt;br /&gt;
*&#039;&#039;&#039;Aegis Defense Lines:&#039;&#039;&#039; In case you forgot to get a Hydra or chose to actually get Anti Air with an Interceptor rule, Aegis will help you out with the annoying fliers. Always choose the flak gun (it&#039;s statistically better against everything, and the model comes with the kit, anyway), and always have your Platoon Commander fire it so you don&#039;t waste his BS4 on a las weapon. In addition, you get a nice piece of cover for Guardsmen, which you can use as a forward assault base of sorts, or to hide behind (argue with your opponents that your Leman Russ gets a cover save as well). Pretty cheap point-wise, and can be a good choice if you want to have some basic foothold without turning into Gunline Guard. Combined with &amp;quot;Get back in the fight&amp;quot; orders and GTG for 2+ cover guardsmen. &lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; While we&#039;re on the subject of orders, if you hold off on that interceptor shot, you can order the unit firing the flak cannon, turning those 4 S7 shots into something &#039;&#039;really&#039;&#039; mean. Against FMC&#039;s and anything with better than a 4+ save, you&#039;re better off ordering &#039;Bring it Down&#039;, since he&#039;ll never jink anyway. With a BS4 shooter this will statistically &#039;&#039;guarantee&#039;&#039; a grounding test. Against vehicles, &#039;Bring it Down&#039; can serve the purpose of scaring your opponent into jinking, since 4 BS4 shots with rerolls on &#039;&#039;everything&#039;&#039; is capable of putting out a &#039;&#039;lot&#039;&#039; of pain. Remember that if that gunship spends the entire game jinking and zooming around the field, it&#039;s not a serious threat.&lt;br /&gt;
*&#039;&#039;&#039;Skyshield Landing Pad:&#039;&#039;&#039; On one hand, you practically give your Guardsmen an &#039;&#039;Invulnerable Save&#039;&#039;(!) - on the other, you don&#039;t have many units that can Deep Strike. Could be worth it, if you have some Deep Striking allies. Park your basilisks or manticores on it, or alternatively a deathstrike missile launcher if you feel your trollface isn&#039;t getting enough use. The Aegis defence line also provides an awesome forward base that you can load with heavy weapons team for instant 4+ cover and never have to move!&lt;br /&gt;
**With the &amp;quot;Ready For Take-Off&amp;quot; upgrade ( Only 5 points ), this becomes a very good fortification that is probably a must have if you planned to use it and a Vendetta. Deploy the Vendetta(s) in it ( In Hover mode for the first turn ) and don&#039;t move it/them : You got yourself AV12 4+ Invuln Twin-Linked full-BS lascannons all around with a very good LOS. Next turn ( It is quite unlikely a Vendetta has been taken down by now ), zoom out and do Vendetta stuff as you would normally. This gets you a guaranteed 2nd turn Vendetta for the &amp;quot;cost&amp;quot; of having it sitting on the landing pad with a 4+ invulnerable save on first turn, during which it will still be able to fire its payload at full BS. If you plan on taking Vendettas but don&#039;t like spending points on reserve roll trickery ( Which puts you on par with Skavens concerning reliability ) you can easily rationalise incorporating that Skyshield into your army ( Park your officers, heavy weapons teams, tanks, artillery on it, whatever : 4++ is GOOD - AV14 4++ isn&#039;t going anywhere ) for a fine piece of fortification that will act as an excellent Vendetta force multiplier.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Bastion:&#039;&#039;&#039; Ridiculously cheap, can mount a Quad Gun that can pop transports and flyers, gets 4 free heavy bolters which can be legally placed all on one facing, gives your men the advantage of height and cover, and if you play air cavalry the Comms upgrade is a must, letting you modify your reserve rolls by +1. Place Veterans inside and use it to overlook most of the battlefield, while the rest of your army is moving about/shattering your enemy&#039;s sky. &lt;br /&gt;
*&#039;&#039;&#039;[[Fortress of Redemption]]:&#039;&#039;&#039; Expensive both in points and actual kit price, this huge model doesn&#039;t exactly bristle with guns as you would expect. But now, you are able to dominate everything on the table - tanks will be sniped with the &#039;96 twin-linked lascannon, fliers will be decimated by BS4 AA guns (you did garrison Veterans in there, right?), and everything else will have to eat Heavy Bolters. And that thing launches Missiles (fragstorm and krakstorm pieplates). Oh, and all Imperial units get various buffs and saves, meaning that this thing is the ultimate say in the world of Gunline Guard. On the negative side, this thing turns the field into a giant clusterfuck the moment at least one of it&#039;s sections breaks apart.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Strongpoint:&#039;&#039;&#039; Can&#039;t decide whether you want the Imperial Bastion or Aegis Defense Line? Why not take both. With the Stronghold Assault expansion, you can take both and more. For just one Fortification slot, you get a required Aegis Defense Line, a Imperial Bastion, a optional Skyshield Landing Pad, optional Honoured Imperium, and options to include more of the listed. For IG gunline armies, this is beautiful. This is basically the poor man&#039;s [[Fortress of Redemption]]. The major problem though is the standard Guardsman&#039;s ballistic skill. With all this heavy ordnance, you want to get as many BS4 Vets as possible to man these guns. Also, don&#039;t expect to move that far. With most of your cover and weapons unmovable, you will just have to wait for the enemy to reach you. &lt;br /&gt;
*&#039;&#039;&#039;Honoured Imperium:&#039;&#039;&#039; Ok, no. While it might be nice to place a giant statue or church rubble and receive Stubborn for your Guard and Imperial Allies, think about your choice. For your ONE fortification choice, you would take one statue that CANNOT fire back over fortifications THAT CAN FIRE BACK! And while fearless is nice for guard, units have to be within 2 inches to even benefit from the Stubborn rule. Best used with gun-line guard and even then you will have the problem of blast templates. You do get a 3+ cover save if behind the fortification, but chances are you are using the giant statue that breaks LOS making the cover save basically unnecessary. Use your points on a Commissar. If you are truly wanting to use this fortification, then go all in and get the Imperial Strongpoint. In fact, if you want Stubborn, get a Commissar!&lt;br /&gt;
**This might be slightly useful with vehicles, if you have a predator positioned just right that you don&#039;t ever plan on moving for example, otherwise you will never use this cover save ever.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Obliterator:&#039;&#039;&#039; Oh my...a simple building at AV14 all around, but has a Plasma Obliterator which fires a 7&amp;quot; Massive Blast at S7 AP2. Want to obliterate its point cost in heavy infantry? Look no further. However, it still gets hot (luckily since it&#039;s a fortification it gets a 4+ save against it), and it has a new rule called &#039;&#039;&#039;Plasma Overheat&#039;&#039;&#039; which means if it takes a glancing hit due to Gets Hot!  a unit embarked takes D3 randomly allocated wounds (just as with classic gets hot! allow saves). You&#039;d think a building the size of a Bastion would have an external cooling system to prevent this fucking rule...still,  at 230 points it&#039;s quite an expensive Fortification, but oh man will this thing melt hordes, regardless of how good their save is. Just do yourself a favour an keep it occupied at all times, lest it being taken by the enemy or it starts firing with automated fire. Believe me the last thing you want is a 7&amp;quot; blast of fiery plasma death going off and scattering about anywhere near your units.&lt;br /&gt;
*&#039;&#039;&#039;Promethium Relay Pipes:&#039;&#039;&#039; 4+ Cover save, like the Aegis but with a special bonus, if a model is armed with a Flamer weapon then it becomes Torrent if a non-vehicle model&#039;s within 2&amp;quot; of a pipe, by plugging into a valve and spewing out more burning fuel than usual. Using it for Cover  does have the slight inconvenience of the pipes venting an explosion and causing 1d6 S4AP5 hits on the unit taking cover, 1/6th of the time the unit makes its Cover save (meaning 1/6th of the time a shot hits the pipe). This could be be quite distressing for T3 5+ Guardsmen squads if the 1d6 hit happens to roll high.&lt;br /&gt;
**&#039;&#039;&#039;Tactical Note:&#039;&#039;&#039; You can bypass the problem of taking cover behind flammables by buying a few barricades and having your men take cover behind &#039;&#039;those,&#039;&#039; with the pipe behind them (the rule specifies that the unit is only at risk if its using the &#039;&#039;pipe&#039;&#039; for its cover save). This not only allows them to take the 4+ cover save with impunity, it also gives them some protection against flanking.&lt;br /&gt;
*&#039;&#039;&#039;Void Shield Generator:&#039;&#039;&#039; Big ol&#039; AV12 bubble to hide behind and shoot with impunity. 50pts. Want two more layers? 100pts. Goody gumdrops.&lt;br /&gt;
*&#039;&#039;&#039;Void Relay Network:&#039;&#039;&#039; 3 layers of AV12 bubbles not good enough for you? How about 9 layers? Plus 1 to 3 Promethium Relay Pipes to provide your squads with flamers some cover when the void shields inevitably collapse? Might be good for a gunline though the points inevitably add up.&lt;br /&gt;
*&#039;&#039;&#039;Munitorum Armoured Container Cache:&#039;&#039;&#039; GWs newest Fortification is actually a collection of seperate objects. Namely 1 container 4 ammo boxes and 3 fuel drums, which all need to be placed within a 12&amp;quot; radius but other than that can be placed any way you like. The ammo boxes give the standard 5+ cover save and rerolls of 1s within 2&amp;quot;. The fuel drums work similar to the pipelines except they only give a 5+ cover save but you also only risk 1D3 S4AP5 hits. They also give the same torrent upgrade to any non-vehicle Flamer weapon within 2&amp;quot;. The containers are big armoured containers (duh) you can hide behind [[What|but not inside]]. They can take two optional Storm Bolters that can both be fired by any unit in base contact. The first time any unit has base contact with a container you roll a D6 just as with Mysterious Objectives. The Containers can in fact also be used as Mysterious Objectives. In both cases they use the following table. 1: you take 1d6 S4AP6 hits, 2: Nothing (better luck next time); 3: every Armies of the Empire unit within 6&amp;quot; gets +1 Ld, 4: all Assault and Rapid Fire weapons within 6&amp;quot; get +1S (this includes the containers own Storm Bolters), 5: 4+ invul. for every model within 6&amp;quot;, 6: a single use orbital strike that scatters 4D6 on an arrow.&amp;lt;br&amp;gt; You can take up to two additional Muntorum Armoured Container Caches at 40 points each with this fortification. Each cache can then be set-up seperately.&lt;br /&gt;
**For 40-120 points this is a nice collection of buffs and cover, which can be spread over quite an area. The rerollable 1s are a godsend for static squads with gets hot, like Plasma Devastators.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
Thanks to the Escalation rules and Forge World, Guard have more Lord of War choices than any other army. Most of these can be found in Imperial Armor, Volume One (2nd edition), and they start at the surprisingly cheap price of 235 points (though by no means do they &#039;&#039;stop&#039;&#039; there...this is the army that allows you to take Imperial &#039;&#039;&#039;titans&#039;&#039;&#039;). You can still only take one per Combined Arms Detachment, so choose wisely.&lt;br /&gt;
====Malcador family====&lt;br /&gt;
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These are the Guard&#039;s entry-level super-heavies. They&#039;re cheap enough that you could reasonably bring one to a 1850-point game, and you (probably) won&#039;t even lose any friendships over it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Malcador Heavy Tank|Malcador]]:&#039;&#039;&#039; At first glance, the vanilla Malcador doesn&#039;t seem to stack up well against a Leman Russ.  You&#039;re spending 50% more for similar armament and less armor; worse, the battle cannon is in a weird limited-traverse casemate, and the sponsons can&#039;t train forward.  Sure, it&#039;s got twice the hull points, but still, why would you buy this stupid thing?&amp;lt;br /&amp;gt;&#039;&#039;You&#039;d buy it because it&#039;s a super-heavy, dumbass.&#039;&#039;  It can fire each of its guns at different targets with full BS, it can&#039;t be immobilized, and Rams/Tank Shocks are terrifying.  It also ignores most of the Vehicle Damage Table, and an Explodes! roll just strips more hull points instead.  It&#039;s also cheap enough to fit into reasonably-sized games where you&#039;d usually forget you even HAVE a Lord of War slot. &lt;br /&gt;
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*&#039;&#039;&#039;Malcador Defender:&#039;&#039;&#039; Instead of a Battle Cannon, has a bunker on the top with five Heavy Bolters all around and a Demolisher Cannon in the hull.  &lt;br /&gt;
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*&#039;&#039;&#039;Malcador Annihilator:&#039;&#039;&#039; Has a twin-linked Lascannon turret weapon, and a hull-mounted Demolisher Cannon. May feel a bit schizophrenic despite seeming like a mainly anti-vehicle platform.&lt;br /&gt;
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*&#039;&#039;&#039;Malcador Infernus:&#039;&#039;&#039; Take a Malcador, throw out the turret, and give it a Titan-sized Inferno Cannon. It&#039;s a GIANT flamethrower tank, like a Hellhound on steroids. [[Great Crusade|Back in the day]], the [[Solar Auxilia]] knew how to make this bad boy fire Torrents; in modern times, the Adeptus Mechanicus has, appropriately, forgotten what &#039;torrent&#039; means. Undaunted, the tank&#039;s machine spirit steps up its game and performs &#039;&#039;better&#039;&#039; than a Torrent weapon; instead of using the Torrent rule, the weapon&#039;s description instructs you to place the enormous S7 AP3 Hellstorm template up to &#039;&#039;18&amp;quot;&#039;&#039; from the gun&#039;s muzzle, with the wider end no closer than the narrow end. AP3 not good enough for you? Swap it out for the chemical variant for the same Hellstorm attack but at AP2 with Poisoned 2+. This thing is a nightmare for your opponent, but will justifiably draw fire due to its lower-than-a-Russ armor values. If you can maneuvre it well, however, it will earn its relatively low points cost back in a heartbeat. Also has sponson weapon options, which are good for finishing up the burned up squads.   &lt;br /&gt;
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*&#039;&#039;&#039;[[Dohohoho|Valdor]] Tank Hunter:&#039;&#039;&#039; Like a smaller Shadowsword, or specifically, like a bigger Destroyer Tank Hunter. It has a massive laser cannon. Has a single sponson mounted awkwardly on one side, firing arcs make it only useful for self-defense. Suffers slightly from the Vanquisher Syndrome of not being able to target enough things fast enough and having only has BS3. It does possess primary weapon D3 which vastly increases chances of successful penetration (Or Primary weapon 1 if you go by IAA rather than IAIG2nd), and AP1 highly increases chance of of the enemy vehicle being destroyed outright.&lt;br /&gt;
*&#039;&#039;&#039;Minotaur Artillery Tank:&#039;&#039;&#039; Basilisk on crack. Carries two [[Basilisk]] cannons on a Malcador hull. Don&#039;t ask why. Ask: &amp;quot;Why not?&amp;quot; Its blast is 7&amp;quot; and twin-linked with the drawback of being unable to fire directly (meaning 24&amp;quot; minimum range always). Also is [[Derp|built backwards]] meaning it has higher rear armour than on its front or sides, perhaps one of the few examples of Imperial technology which implies retreat is a valid tactic. &lt;br /&gt;
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====Macharius family====&lt;br /&gt;
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A step up from the Malcador, and not quite so full of weird quirks.  About twice as expensive as a Russ, but you could make a reasonable argument that they&#039;re twice as powerful.&lt;br /&gt;
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*&#039;&#039;&#039;[[Macharius Heavy Tank]]:&#039;&#039;&#039; Comparable to the Malcador, except with moar [[dakka|gunz]]. Standard Macharius has two sponsons and a [[rape|MASSIVE. BLAST. BATTLE. CANNON.]] Unlike the Malcador, the Macharius has a full 360-degree traverse, so it can fire in any direction from its position. Also has hull-mounted twin linked heavy Stubbers in the front. If you somehow can afford a 50 pts increase you should seriously consider buying the Macharius Vanquisher below instead, as it can fire in exactly the same way [[Awesome|PLUS]] it can also fire like a twin-linked Vanquisher.&lt;br /&gt;
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*&#039;&#039;&#039;Macharius Vanquisher:&#039;&#039;&#039; TWIN. LINKED. VANQUISHER. CANNONS. Also has sponsons on either side. Hull-mounted Heavy Stubbers also. Hilarious anti-tank firepower. It can fire either like a twin-linked Vanquisher or like a 7&amp;quot; blast battle cannon; making it by far the most versatile of the Macharius variants.&lt;br /&gt;
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*&#039;&#039;&#039;Macharius Vulcan:&#039;&#039;&#039; Mother of god. For ultimate cheese, get a Stormlord with Vulcan Mega Bolter, and get a couple of these to roll with it. This Macharius has a Vulcan Mega Bolter on its turret, plus the sponsons and hull Heavy Stubbers. Removes Tyranid players from the Apocalypse games in the radius of a few miles.&lt;br /&gt;
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*&#039;&#039;&#039;Macharius Omega:&#039;&#039;&#039; A Macharius assault tank, basically. Has no turret for its PLASMA BLASTGUN. There are no hull-mounted heavy stubbers but it can take autocannon sponsons. It is also an open topped vehicle and therefore more vulnerable to enemy fire. The main gun can either fire 3 plasma pie plates at 60&amp;quot; or one massive 7&amp;quot; blast at S9 and 72&amp;quot; but at the risk of Meltdown (like Gets Hot but with D3 Glancing hits/wounds). Burns through bio-titans and monstrous creatures like they&#039;re nothing. Also great of taking out squadrons of medium/light armour or hordes of TEQs.&lt;br /&gt;
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*&#039;&#039;&#039;Gorgon Assault Carrier:&#039;&#039;&#039; The ultimate party bus. The Gorgon can transport entire platoons instead of just a single squad. Has two twin-linked Heavy Stubber turrets on the very back, and has the option of either sponson-mounted weapons (four of &#039;em, two forward and two rearward) or a one-shot mortar array. It&#039;s tough as nails; AV14 on the front and sides, and the solid ceramite prow gives you a 4+ invuln on the front facing. In short, this thing will NOT be killed from the front. But not so fast - the rear plate is AV10, and the Gorgon is Open-Topped (with no fire points...no, really, you can&#039;t fire out of it), so if it gets caught in melee it&#039;s pretty much scrap metal. It&#039;s also the &#039;&#039;only&#039;&#039; IG Assault Transport aside from the Centaur Tractor (by RAW, anyway; see below), by virtue of being Open-Topped. Pack two 8-man squads of Bullgryn into it and add a Priest to each; the Gorgon has the capacity to transport &#039;&#039;fifty&#039;&#039; models, and can disembark two at once. Then scratch your head in wonder at what sort of game could possibly require &#039;&#039;fifteen hundred points&#039;&#039; worth of melee and transportation.&lt;br /&gt;
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*&#039;&#039;&#039;[[meme|CRASSUS ARMORED ASSAULT TRANSPORT]]:&#039;&#039;&#039; Picks up where the Gorgon slacked off. Has two Heavy Bolters (which you should replace with better guns) on its nose, sponsons with more bolters and it&#039;s completely closed. Carrying capacity of 35 (compare to Gorgon&#039;s 50).  It&#039;s pretty much the IG&#039;s equivalent of a Land Raider (it costs exactly the same point-wise), and in grand Guard tradition, the CRASSUS ARMOURED ASSAULT TRANSPORT is more powerful, more durable (in terms of hull points, but &#039;&#039;not&#039;&#039; in terms of armor; the rear armor is still the Guard Super-Heavy standard of 12), can carry more than &#039;&#039;three times&#039;&#039; as many models, and is generally better at its job. &#039;&#039;This&#039;&#039; is how you get your Ogryn into melee; with all the transport capacity, you can fit a full squad (with up to &#039;&#039;five&#039;&#039; additional characters), or, since it&#039;s a Super-Heavy, a squad of five &#039;&#039;and&#039;&#039; a squad of six, both with Ministorum Priests. &#039;&#039;&#039;Get stuck in!&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; The one advantage the Land Raider has over this sexy beast is that it&#039;s been updated in the last two editions, so it actually knows what the Assault Transport rule is. The CRASSUS ARMORED ASSAULT TRANSPORT doesn&#039;t &#039;&#039;specifically&#039;&#039; have the rule, and unlike the Gorgon it&#039;s &#039;&#039;not&#039;&#039; Open-Topped and thus doesn&#039;t have it by default, so by RAW your boys can&#039;t charge right out of the door, but &#039;&#039;come on.&#039;&#039; Do I need to write the name a fourth time? Discuss this with your opponent, of course.&lt;br /&gt;
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*&#039;&#039;&#039;Praetor Armored Assault Launcher:&#039;&#039;&#039; CRASSUS ARMORED ASSAULT TRANSPORT with its transport capacity replaced with a huge rocket launcher. Like the Minotaur is a super-[[Basilisk]], the Praetor is a super-[[Whirlwind]]. Its backside houses a Multiple-Rocket Launcher, armed with one of three types of ammunition; in all modes it fires two twin-linked Primary Weapon missiles per turn. You&#039;re required to choose armament at the game start, but this is after all the models are on the table, allowing you to choose the best loadout to counter your opponent, making the Praetor very versatile. Facing the Flying Circus? Load Pilum SAM&#039;s and introduce them to the dirt. Lots of blobs? Load Firestorm missiles and eat cover saves for breakfast with a side of your opponent&#039;s tears. Enemy Super-Heavies got you down? The Foehammer is ready to smack a bitch up. It also has two sponsons on the nose, just in case.&lt;br /&gt;
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*&#039;&#039;&#039;Dominus Armored Siege Bombard:&#039;&#039;&#039; Another Crassus-with-huge-gun. This time it packs a battery of three giant mortars on its back, which could fire a S10 AP3 pieplate on the move or three of them while static. This thing is &#039;&#039;mean&#039;&#039;; compared to a Basilisk, it has better minimum range (and unlike a Colossus, has no restriction against firing within it; presumably the mortars can be aimed straight up), better strength, and is &#039;&#039;much&#039;&#039; more durable; if kept still, it&#039;s more cost-effective than an entire battery of Basilisks, and this is probably the only place in 40k you&#039;ll see that written. Worth noting, there is no model of this thing, nor is there any official art; get kitbashing!&lt;br /&gt;
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====Baneblade family====&lt;br /&gt;
&lt;br /&gt;
Thoroughly awesome, but very pricey, at least in terms of points.  Ironically, they cost less &#039;&#039;money&#039;&#039; than the smaller super-heavies because you get them from GW instead of Forge World.&lt;br /&gt;
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*&#039;&#039;&#039;[[Baneblade]]:&#039;&#039;&#039; The Baneblade is one of the most feared tanks the Imperium (and Chaos posers) have to offer. Sporting a Baneblade cannon (which shits out 10&amp;quot;wide lascannon pie plates at six feet), co-axial Autocannon, Demolisher Cannon, two Lascannons, three twin-linked heavy bolters, optional pintle mounts, AND optional Hunter-killer missile, its a rolling fortress of death. Comes standard with nine hull points, AV14 front, AV13 side, and AV12 rear armor. Can be commandeered by a Commissar to REALLY motivate your troops. With 7th edition, IG players can take one Baneblade or one of its variants.&lt;br /&gt;
**&#039;&#039;&#039;Fortress of Arrogance:&#039;&#039;&#039; This special Baneblade gets to cart Yarrick&#039;s ass along for a hefty 940 pts (even counting the old man&#039;s cost), which he can embark and disembark like an open-topped vehicle without any of the damage penalties.  It&#039;s armed with lascannon sponsons, a Hunter-Killer, heavy bolters on the sponsons and hull, and a storm bolter (For Yarrick to shoot out the single firing point).  In addition, this is made for Ork stomping by halving Ork charge ranges while giving all Guard units within 12&amp;quot; of him Ld10.&lt;br /&gt;
**&#039;&#039;&#039;Baneblade 212 &amp;quot;Arethusa&amp;quot;:&#039;&#039;&#039; A special Baneblade from IA1, this is a BS4 Baneblade with a co-axial autocannon with the main cannon, TL Heavy Bolters with the Demolisher cannon, two sponsons with Lascannons and TL Heavy Bolters, and a pintle heavy bolter (yes, &#039;&#039;heavy&#039;&#039; bolter; herr Weissman doesn&#039;t believe in anything less than AP4).  While the ability to ignore Shaken and Stunned on a 4+ is nice (though the new 7th ed &#039;Invincible Behemoth&#039; rule makes it redundant), the main gift is the ability to make one weapon TL every turn, which with BS4 makes it irresistible (this stacks with the Co-Axial rule on the autocannon, which &#039;&#039;Arethusa,&#039;&#039; having its own statline, retains).  Seriously, the only caveat is that you can&#039;t use it on stuff that&#039;s &#039;&#039;already&#039;&#039; twin-linked, so that means a twin-linked Demolisher &#039;&#039;and&#039;&#039; A TWIN-LINKED BANEBLADE CANNON. It&#039;s 75 points more than a plain one, but DAMN if it doesn&#039;t make you moist. Play it using the shorter Mars-Pattern FW model for more easily-acquired cover saves for extra fun.&lt;br /&gt;
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*&#039;&#039;&#039;Hellhammer:&#039;&#039;&#039; Baneblade without the Baneblade cannon. The Hellhammer cannon is shorter ranged and has a smaller template, but better strength and AP, &#039;&#039;and&#039;&#039; it ignores cover. But why take this when the Stormsword right down the corner is so much better?  Well, unlike all of the other Baneblade variants, the Hellhammer has a turret.  The extra flexibility offered by being able to engage any target while keeping the thicker armor pointed towards the main threat could swing your decision.&lt;br /&gt;
**&#039;&#039;&#039;Traitor&#039;s Bane:&#039;&#039;&#039; the king of Hellhammers, found in Warzone: Pandorax, this is a [[Catachan]] superheavy. On top of all the usual Hellhammer kit it comes with two extra sponson guns with lascannons as a matter of course and all heavy flamers are &amp;quot;Synched&amp;quot;, which are still twin-linked, but are also S6 AP3, so when this tank gets close to things short of TEQ they are all dead. As an added bonus, it is a [[Derp|Stealth Tank]]!!! Which gives it a 6+ cover save when not in cover, and when against aircraft or flying creatures it gets Shrouded instead!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Banehammer:&#039;&#039;&#039; Holds great potential for fun in trolling Mech armies with it&#039;s Tremor cannon. With a 60&amp;quot; range and S8 AP3, the Tremor cannon may not seem like much - but that&#039;s when it&#039;s special rule &amp;quot;Earthshock&amp;quot; comes in. All surviving models under its 7&amp;quot; blast gets caught within a shockwave zone which forces them to immediately take a dangerous terrain test after the normal damage from the blast is doled out. Not the best super heavy to take, but is fun. Shoot it at hordes or any large clusters of enemy models. It can also cart around 25 models, 10 of which can fire from the troop bay.&lt;br /&gt;
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*&#039;&#039;&#039;Banesword:&#039;&#039;&#039; Designed especially to reach out and ruin someone&#039;s day. With a range of 180&amp;quot; on it&#039;s main cannon (called the Quake Cannon) as well as S9 AP3, and 10&amp;quot; Blast, someone is going to have a really bad day. And for shits and giggles, you can kill that annoying Tau player&#039;s army 2 tables over, instead of wasting the shots of your Deathstrike Missiles. In previous versions, the Quake Cannon was a Barrage weapon, making this variant the largest artillery piece a Guard player could field without resorting to titans. Sadly it&#039;s lost that magic, but kept the minimum range, so it&#039;s not the best choice for a super-heavy; you&#039;re probably better off bringing an entire &#039;&#039;battery&#039;&#039; of Basilisks (which ends up being &#039;&#039;cheaper...&#039;&#039;).&lt;br /&gt;
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*&#039;&#039;&#039;Stormsword:&#039;&#039;&#039; Best at street fighting and siege warfare, what this bad boy lacks in range (a sort of pathetic (for Apocalypse) range of 36&amp;quot;) is made up for in firepower. Its cannon launches a shell that packs roughly the same destructive power as a Deathstrike Missile&#039;s plasma warhead; an enormously painful S10 AP1 10&amp;quot; blast primary weapon shot which denies cover saves and instagibs vehicles on a 5+ (which goes to &#039;&#039;3+&#039;&#039; vs those annoying drop pods). It will also turn anything with less than T6 or Eternal Warrior inside out. So, in other words, it&#039;s a great way to say &amp;quot;Screw you!&amp;quot; to that annoying Vindicare Assassin, who is camping in the ruins. The blast template is in fact so huge that it is actually physically incapable of missing it&#039;s original target with its main cannon - which is &#039;&#039;&#039;awesome&#039;&#039;&#039;. Firing this thing once can wipe it&#039;s cost in units off of the gameboard, which is even &#039;&#039;&#039;more awesome&#039;&#039;&#039;. Pretty much everything you love about the Leman Russ Demolisher is taken up to eleven on this baby. If you can get these guys in range, they will never fail to impress with the incredible amounts of destruction they will unleash upon the enemy.&lt;br /&gt;
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*&#039;&#039;&#039;Doomhammer:&#039;&#039;&#039; This super heavy isn&#039;t sure if it&#039;s supposed to be a scary ass tank or dedicated transport... so it does a decent job as both. With a transport capacity of 25 models, it certainly isn&#039;t too shabby, especially with it&#039;s fire points (well, fire point, really) allowing 10 models to blast away from it. Its primary cannon (named the Magma Cannon - yeah, it&#039;s the Volcano Cannon&#039;s baby brother) has a range of 60&amp;quot; and is S10 AP1 5&amp;quot; blast. So yeah... Something caught between a Stormsword, Stormlord and a Shadowsword. For a jack of all trades, this is a decent choice (the Baneblade is probably better at it, but it can&#039;t transport people).&lt;br /&gt;
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*&#039;&#039;&#039;Shadowsword:&#039;&#039;&#039; Much alike the Baneblade, but instead of a turret and hull weapon, mounts a huge Volcano Cannon (yes, it is as powerful as it sounds). The Volcano Cannon stats are simple: 120&amp;quot; S:D AP2 5&amp;quot; blast. Yup. It is the Titan Killer and is possibly one of the most useful Baneblade-based vehicles, due to the combination of power and it&#039;s massive &#039;&#039;ten-foot&#039;&#039; range. Only Vortex Deathstrike missiles and titans can send the D farther afield than this baby. Can trade a pair of lascannons for targeters to boost its BS by one (not so useful, since you&#039;re shooting a blast weapon, and most of the time you&#039;ll be aiming at such a large target that you&#039;ll only miss on an 11-12&amp;quot; scatter anyway). This is a very useful unit, especially when combined with lots of tanks in a non-apocalypse game, because it becomes the king of distraction carnifexes in this configuration : 120&amp;quot; range D weapon, 9 HP, rather cheap by Baneblade variant standards, and needs heavy firepower to bring down; even in melee, krak grenades will only barely damage it. For just over 1000 points, you can get yourself 3 Demolisher russes and this baby : Either your opponent focuses the russes and gets blown off the table ( If you bought the targeters, it has over 50% chance to hit its initial target, almost certainly bringing it down with Strength D), or he/she tries to get the Shadowsword and gets in range of the Demolisher cannons, and that deepstriking unit not being that useful as they will strike against AV12 backed by 9 HP and most likely suffer a nasty retaliation.&lt;br /&gt;
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*&#039;&#039;&#039;Stormblade (FW):&#039;&#039;&#039; Taking the Shadowsword chassis and sticking the Plasma Cannon from a Titan on it. They call it a Plasma Blastgun, but that sounds pathetic; what it &#039;&#039;does,&#039;&#039; however, is not. The gun allows for two firing modes: Rapid and Full (power, presumably). Rapid gives you 2 shots at 72&amp;quot;, S8 AP2 with a 7&amp;quot; Blast, and Full drops it down to 1 shot with 96&amp;quot; range S10 AP2 Apocalyptic Blast; either way, anything without an invuln save will melt. All attacks are Primary Weapon, so enemy vehicles will feel the pain, too. Also one of the few sources of plasma these days that won&#039;t Get Hot; Mars builds shit right.&lt;br /&gt;
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*&#039;&#039;&#039;Stormlord:&#039;&#039;&#039; It&#039;s a Doomhammer chassis with more transport capacity and a Vulcan Mega bolter instead of a Magma cannon (Yes, the Mega Bolter is as insane as it sounds: Imagine a Vulcan Minigun with Heavy Bolters for each barrel), the Mega Bolter is: 60&amp;quot; S6 AP3 Heavy 15, AND if the Stormlord doesn&#039;t move, it can fire at two different targets or twice at the same target! However, the most lulzy thing about this beast is that it can transport FORTY models. Don&#039;t get too worried about this, as the rules say it only counts as open topped &#039;&#039;&#039;ONLY&#039;&#039;&#039; for embark/disembark purposes, so you can not ally with some nasty melee units like assault terminators and get an awesomely massive charge out of it, sadly. However, up to twenty models can fire from the top-bay on the top, so you can also count this as a mobile firebase for your shooty infantry, though moving the tank still counts as movement for your units &#039;&#039;(though pivoting doesn&#039;t, when you want to point that Vulcan cannon at stuff).&#039;&#039;&lt;br /&gt;
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====Marauder family====&lt;br /&gt;
&lt;br /&gt;
The [[Imperial Navy]] will occasionally lend the Guard a hand with these big-assed bombers.&lt;br /&gt;
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*&#039;&#039;&#039;Marauder Bomber:&#039;&#039;&#039; Flying Fortress of 40k. Imagine the massive bombers that dropped massive amounts of bombs on cities during the Second World War - the Marauder is basically the same thing, but with much bigger and less dinky and useless guns (for the setting). It also happens to share the same name as one too. It&#039;s not good for its point cost though, even in apocalypse. Those bombs just don&#039;t hurt tanks, and that&#039;s something you need to be able to kill. Does come with the ability to switch out the heavy bomb payload for two &amp;lt;b&amp;gt;Hellstorm Bombs&amp;lt;/b&amp;gt;, big Inferno templates full of Str7 Ap3 goodness. Useful for when that annoying guy brings a whole company of Space Marines and you want them to [[Exterminatus|DIE NOW]]. Unfortunate side effect is the tiny payload size. [[Deal with it|Oh well]]. As per new Apoc rules super heavy tend to explode in hilariously high range (with D strengths in the 5&amp;quot; epicenter)  you can just keep this thing zooming above enemy forces and [[Troll|dare him to kill it]].&lt;br /&gt;
*&#039;&#039;&#039;Maurauder Destroyer&#039;&#039;&#039; Heavy Attack Plane. While the standard Maurauder is the Imperium&#039;s B-17 (if thats a B-17, I would love to the imperium&#039;s lancaster. imagine a bouncing demolisher shell!!!), this one is the AC-130. Regardless, with a load out like this it&#039;s more akin to the bastard forbidden love child of a Manticore and a Hydra flak tank that&#039;s trying too hard, since it&#039;s armed with eight massive hellstrike missiles on the wings and three twin-linked autocannons in its nose. In addition to bombing, this sucker flies in and strafes anything unlucky to be on the ground, with hellstorm of fire, and then flies away. Better than the bomber in every way (looks, &amp;lt;s&amp;gt;armor values&amp;lt;/s&amp;gt;, possession of actual AA mounted guns and glorious bombing runs).&lt;br /&gt;
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====Titans====&lt;br /&gt;
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&#039;&#039;&#039;TITANIC GOD-MACHINES OF PURE RAPE&#039;&#039;&#039;. They pack awesome firepower on ungodly durable platforms, but hell they are expensive. One thing you should remember: Titans are NOT indestructible. Despite being TITANS they are quite fragile for such point cost. Their void shield could soak a lot of anti-tank shooting, but they work only against shots from 12&amp;quot; and more, not anywhere near close combat. KEEP YOUR TITANS AS FAR FROM ENEMY AS POSSIBLE -  a lot of things could kill them if they come close enough. Meltaguns are problem. Hummershield/chainfist terminators are big problem. Warscythe Lychguards are a massive problem. Daemon lords and Revenant Titans with swords are death. Wraithknights and Imperial Knights will chop you into little bits of metal confetti. Hell, I once saw a single veteran squad with meltabombs grav-shuted near a Reaver titan and kill it in one turn. Also, keep in mind that all titan weapons (except Mega Bolter) are blasts, so they cannot hurt fliers (not even Manta - snapshots or not, blasts cannot hit flyers, guess that&#039;s why the Tau used aircraft as their main anti-titan weapons).&lt;br /&gt;
*&#039;&#039;&#039;[[Warhound Scout Titan]]:&#039;&#039;&#039; &amp;lt;s&amp;gt;Buy three!!!&amp;lt;/s&amp;gt; Make three (if you want your titan to look stupid)!!! Can equip two arm weapons: Give it two Turbo-Laser Destructors and watch the fireworks as it kills everything else on the field.&lt;br /&gt;
*&#039;&#039;&#039;[[Reaver Battle Titan]]:&#039;&#039;&#039; &amp;lt;s&amp;gt;Buy&amp;lt;/s&amp;gt; Make one! Gets two reaver-class arm weapons and one warhound-class carapace weapon or giant Rocket Launcher/Vortex Missile on its back.&lt;br /&gt;
*&#039;&#039;&#039;[[Warlord Battle Titan]]:&#039;&#039;&#039; BUY ONE &amp;lt;s&amp;gt;(if you want your titan to look stupid)&amp;lt;/s&amp;gt; shut up, it&#039;s [[awesome]]!!! OR SCRATCH BUILD TO SAVE YOURSELF $2500USD (or buy it from China)!!! One of these will obliterate its cost in, say, Predator Annihilators or Baneblades, without a single scratch. It mounts two of the Reaver&#039;s weapons on its back and two of its own weapons on its arms, which pack more range and fire more shots each turn.&lt;br /&gt;
*&#039;&#039;&#039;[[Imperator Battle Titan]]:&#039;&#039;&#039;If you play against one of these, just give up... I mean, the other Titans scale up by adding on guns, but this God-Machine carries &#039;&#039;&#039;six&#039;&#039;&#039; carapace weapons (use the Warlord&#039;s weapons for that, there&#039;s no point using the Warhound&#039;s), it has two arm weapons - and even it&#039;s weakest arm gun will at the least let out 6 strength 8 AP3 shots. There is no safe place against it, its weapon&#039;s range allows it to hit anything 36&amp;quot; away and beyond. Even if the enemy team fills every square inch of the board with anti-tank weapons, this thing will come out on top without taking so much as a glancing hit to it&#039;s armor, with all the void shields they need to get through first. Load up on Laser Blasters for the carapace and Vengeance Cannons for arms and this can let loose an insane TWENTY-SIX destroyer shots. You still should beware close combat monsters and meltahouses - with minimum fire range of 36&amp;quot; Imperator cannot shoot down any approaching TEQ&#039;s, scarab swarms, or those overpowered deepstriking corsair Fire Dragons (unless you put some good fire support units into his leg-bastions, which you really should). You will never get a model for this thing, not in a thousand years, but you can [[proxy]] one, just ask your two meter (seven foot) pal over and get him to cosplay. &amp;lt;s&amp;gt;And remember - chicks dig giant robots&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;&#039;&#039;You&#039;re not fooling anyone Princeps&#039;&#039;.&amp;lt;/s&amp;gt; FUCK YOU I CAN TRY!&lt;br /&gt;
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Note that Tau have some really nasty Apocalypse fliers which are due for an update soon and already seem designed to destroy anything you can field (which they kind of were in fluff). See [[http://1d4chan.org/wiki/Warhammer_40,000/6th_Edition_Tactics/Tau]] for details. Counter with Praetor Armoured Launcher using Pilums&lt;br /&gt;
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==Supplements==&lt;br /&gt;
===Cadia: A Codex Astra Militarum Supplement===&lt;br /&gt;
[[File:Cadia Cover.jpg|300px|right|thumb|]]&lt;br /&gt;
Taking content from &#039;The Red Waaagh!&#039;, &#039;Warzone Damocles: Mont&#039;ka&#039; and &#039;Echoes of War: Last Step Backwards&#039;, this book gives the Cadians both a Decurion and some special tools for a Cadia-themed army, which is one of the most common themed IG armies. Do note that the only named characters available for a Cadian army are Creed, Kell and Pask.&lt;br /&gt;
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====Cadian Warlord Traits====&lt;br /&gt;
&lt;br /&gt;
The detachment can use this table, or the ones in the main rulebook, OR the one in the IG codex. However, a Tank Commander can&#039;t use this table because his entry restricts him to only use the IG one (and even then, he only rolls a D3). Also, the decurion &#039;&#039;doesn&#039;t&#039;&#039; grant a reroll of WTs, so be prepared for anything. However you can still name a sergeant in your blob a warlord and have zealot +1BS, making a bombardment or giving an order.&lt;br /&gt;
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# &#039;&#039;&#039;Master Orator&#039;&#039;&#039;: Warlord gains Zealot. This is why there are no options for Priests in the Battlegroup. This is the one your Lord Commissars want, but Chain of Command would mean you took no CCSs at all, and the Decurion is made for those anyway. And CCSs shouldn&#039;t be in melee anyway. Overall, actual Priests would have been better.&lt;br /&gt;
# &#039;&#039;&#039;Dead-eye Shot&#039;&#039;&#039;: Warlord gets +2 BS, his unit gets +1 BS. CCS&#039;s Veterans hitting on 2s? Yes please! Can be awesome with that 50 man squad, but Commanders aren&#039;t ICs, having a Commissar as warlord is too restrictive and making a random sgt the warlord is asking for trouble. &lt;br /&gt;
# &#039;&#039;&#039;Artillery Veteran&#039;&#039;&#039;: Warlord gets a ONE use artillery bombardment, like a Master of Ordnance. Because of the scatter you absolutely need line of sight.&lt;br /&gt;
# &#039;&#039;&#039;Unflappable Stoicism&#039;&#039;&#039;: aka Draconian Disciplinarian. Cadian units within 12&amp;quot; of warlord don&#039;t take morale tests for suffering 25% or more casualties.&lt;br /&gt;
# &#039;&#039;&#039;Above the Thundering Gun&#039;&#039;&#039;: Warlord can give Orders; if he could already do so, he can issue one more command each turn - &#039;&#039;Don&#039;t you love Creed&#039;s WT is having 2 WTs, as well as +1 order?&#039;&#039;.&lt;br /&gt;
# &#039;&#039;&#039;Staunch Traditionalist&#039;&#039;&#039;: Cadian characters must issue and accept challenges and can re-roll failed to hit and to wound in challenges. Comboes nicely with most of your heirlooms - &#039;&#039;It&#039;d see good use in a combined squad led by a LORD Commissar (who doesn&#039;t need to be the warlord here), the sgts &amp;quot;sacrificing&amp;quot; themselves for him in challenges against multiwound characters so he can battle a weakened adversary&#039;&#039;. You still suck on melee though.&lt;br /&gt;
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====Heirlooms of Cadia====&lt;br /&gt;
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Not overpriced bullshit like regular heirlooms (&#039;&#039;I&#039;m looking at you, Kurov&#039;s Aquila&#039;&#039;, which is worth its points only in a mechanised plasma party of veterans). In fact, the detachment can take heirlooms from both this and the regular IG table (p.166 Mont&#039;Ka and p.87 of the supplement), which is good since some players could find some of these relics a little too CC oriented to their taste.&lt;br /&gt;
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*&#039;&#039;&#039;Wrath of Cadia:&#039;&#039;&#039; It&#039;s a super-cheap laspistol that always wounds on a 4+, while forcing armor saves taken against hits from this weapon to always fail if they roll under a 4. Wielded by a Lord Comissar, this means any non-vehicle/fortification will take a wound...20% of the time. So, not &#039;&#039;amazing,&#039;&#039; but for 5 points, it&#039;s a fun bit of fluff. A good way to represent the prodigious laspistol skills of someone like [[Ciaphas Cain|Ciaphas Cain]] or [[Commissar Lord Bernn|Commissar LORD Bernn]].&lt;br /&gt;
*&#039;&#039;&#039;Celeritas:&#039;&#039;&#039; Not your average MC CCW. In a challenge, character gets +4 invulnerable save, and for each successful save made by the wielder in a challenge it can make an auto hit with Rending, even if character dies from failed saves at the same time. Dirt cheap, it&#039;s an auto include. Combine this with a way of rerolling to wound and you&#039;re settled. Keep in mind that you still need a 6 to Rend, even with the autohit, so don&#039;t expect this to make your nameless Lord Commissar come out on top with Abbadon. &#039;&#039;Do&#039;&#039; expect to leave the armless freak with a few less wounds than he started.&lt;br /&gt;
*&#039;&#039;&#039;Volkov&#039;s Cane:&#039;&#039;&#039; Here&#039;s the mean one, for 10 points. A Company Commander-exclusive AP4 CCW with Concussive...yay. But the real boon is that, when ordering a unit within 6&amp;quot;, the Ld test will only fail on a double 6. That&#039;s akin to Ld&#039;&#039;11&#039;&#039;, which is &#039;&#039;epic&#039;&#039;. Stick this on the Company Commander babysitting your heavy weapons to make them almost as killy as Centurion Devastators (!!).&lt;br /&gt;
*&#039;&#039;&#039;Kabe&#039;s Herald:&#039;&#039;&#039; Give to a Tank Commander to allow any other Leman Russ squadrons within 12&amp;quot; to benefit from his orders as if they were part of his unit (if the TC orders &amp;quot;Gunners, Kill on Sight!&amp;quot; the affected squadrons get Split Fire). So, this 20 point relic behaves almost as well as 60 points&#039; worth of Tank Commanders &#039;&#039;or more&#039;&#039; (mind your cohesion and BS3)...as long as the bearer doesn&#039;t get wrecked and you lose all of it. When bolstered with a few tank teams, it becomes the most unfair relic ever (Punisher overkill can quickly get you outmaneuvered, spread the firepower!), and sees even better use in the Emperor&#039;s Fist formation. Combined with &amp;quot;Strike and Shroud!&amp;quot; would triple the markerlights those Tau would need to spend, so give them Camo netting.&lt;br /&gt;
**RAW, this Relic may be even better than it appears. See, a Tank Order is not an Order, and thus does not have the same restriction that a unit cannot receive more than one Tank Order. However, nothing prevents Kabe&#039;s Herald from affecting another Commander&#039;s squadron, for a Leman Russ Squadron is a Leman Russ Squadron. It would be a [[That Guy]] interpretation, but if Pask is dangerous, imagine Pask getting to fire twice.&lt;br /&gt;
*&#039;&#039;&#039;The Iron Left:&#039;&#039;&#039; Cadia&#039;s version of [[Straken]]. An S+2 AP3 Power Sword bionic arm. Hits harder (but slower) than a Space Marine for the price of an actual Power Fist. Can be useful against anything slower than a marine (read: not against much things). Buy a proper powerfist instead. Hey, they can&#039;t &#039;&#039;all&#039;&#039; be great.&lt;br /&gt;
*&#039;&#039;&#039;Standard of the Lost 113th:&#039;&#039;&#039; A buffed Regimental Standard. At the start of the movement phase, the bearer can plant the standard so that any Cadian units within 18&amp;quot; gain Fearless, but after planting, his unit cannot move, run, or charge for the rest of the game. This is a massive gamble, and the price tag is more than likely to turn away a few heads, especially given how many other ways Guard have to compensate for their lousy leadership, but it&#039;s also a massive area of effect. Place it on the center of the map to cover the most important third of it.&lt;br /&gt;
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==Formations==&lt;br /&gt;
===Cadian Battle Group Detachment (Warzone Damocles: Mont&#039;Ka)===&lt;br /&gt;
The Imperial Guard now get a Decurion-style Detachment of their very own. Unlike those that have come before, the Cadian Battle Group leans heavily on its chain of command, as your 1 Command choice is both your unlocking choice and your limitless choice. Each Battle Group Command Formation you take unlocks up to 3 Core choices, so cannon fodder or tanks, which in turn grant you up to another 3 Auxiliary Choices. Your &#039;&#039;Battle Group Command&#039;&#039; Company Commanders can shout [https://www.youtube.com/watch?v=XbGs_qK2PQA&amp;amp;feature=youtu.be&amp;amp;t=265 faster and louder] than most Company Commanders, issuing up to three orders and doubling their command range to 24&amp;quot; when commanding units from the Battle Group.  On top of that, [[AWESOME|all orders issued by any officer in the detachment to any unit in the detachment is always tested on 3d6 drop highest]], which certainly works on Creed (in fact, &#039;&#039;&#039;ANY&#039;&#039;&#039; officer, including PCS ones). To add onto this, everyone re-rolls 1s to Hit with Lasguns and Hot-shot Lasguns, because years of live-fire drills make Cadians better shots.&lt;br /&gt;
&lt;br /&gt;
Your Command choice has to be this:&lt;br /&gt;
====Battle Group Command (1+)====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You theoretically have an unlimited number of command choices. As hilarious as an entire army of plasma or melta spewing CCS is, an unlimited number of BS4 Punisher or Exterminator Leman Russ tanks can be even more trollsy.&lt;br /&gt;
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*A &#039;&#039;&#039;Company Command Squad&#039;&#039;&#039;, optionally with &#039;&#039;&#039;Creed&#039;&#039;&#039; and/or &#039;&#039;&#039;Kell&#039;&#039;&#039;. Note that only this squad benefits from the BGC Command Benefit (3 orders at 24&amp;quot;); the other CCSs do not. &lt;br /&gt;
**&#039;&#039;&#039;A note on Relics:&#039;&#039;&#039; As you can see on the table below, while the TART benefits any CCS, added to a BGC CCS it raises your odds of Inspired Tactics to greater than 1 in 5; unfortunately, because the BGC benefit drastically increases your odds of double ones, it also means you are far more likely to lose your TART.  Remember that it costs 25 points, and make your decision accordingly; Volkov&#039;s Cane is better, at only 10 points, out to 6 inches, but only out to 6 inches.&lt;br /&gt;
* A &#039;&#039;&#039;Tank Commander&#039;&#039;&#039;, which may be &#039;&#039;&#039;Pask&#039;&#039;&#039;.&lt;br /&gt;
* A single &#039;&#039;&#039;Lord Commissar&#039;&#039;&#039;. Nothing too fancy, but remember that the Lord Commissar &#039;&#039;is a valid Order target&#039;&#039; and will propagate orders out to any unit he is attached to, due to a combination of the wording of the rules on orders and the FAQ clarifying that a mixed Faction unit has every Faction of every unit member.  This means you can ally a BGC into any Imperium army, strap the LC to any unit you want to buff, and have the CCS issue that unit orders!  In addition, both the LC and the CCS have access to the relics list; aside from the obvious, if you brought Cawl or Celestine, there are some choice options you may want to strap to your LC to get them into the unit.&lt;br /&gt;
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{| border=1 cellspacing=0 cellpadding=4 align=left style=&amp;quot;text-align:center;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Order Probabilities&lt;br /&gt;
! rowspan = 2 | Modifiers !! rowspan = 2 | LD !! rowspan = 2 |  Success !! colspan = 3 | Inspired Tactics !! rowspan = 2 |  Incompetent Command&lt;br /&gt;
|-&lt;br /&gt;
! TART Retained !! Tart Lost !! Total&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 4 | Base&lt;br /&gt;
| 7 || 58.33%|| rowspan = 4 colspan = 4 | 02.78%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72.22%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 83.33%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 91.67%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 4 | Battle Group Command (BGC)&lt;br /&gt;
| 7 || 80.56% || rowspan = 4 colspan = 3  | 07.41% || rowspan = 4 | 00.46%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 89.35%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 94.91%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 98.15%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 4 | Volkov&#039;s Cane (VC)&lt;br /&gt;
| 7 || rowspan = 4 | 97.22% || rowspan = 4 colspan = 4 | 02.78%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 4 | Tactical Auto-Reliquary of Tyberius (TART)&lt;br /&gt;
| 7 || 58.33% || 05.56% || rowspan = 4 | 02.78% || 08.33% || rowspan = 4 | 02.78%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 72.22% || rowspan = 2 | 08.33% || rowspan = 2 | 11.11%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 83.33%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 91.67% || 11.11% || 13.89%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 4 | BGC + TART&lt;br /&gt;
| 7 || 80.56% || 10.65% || rowspan = 4 |  07.41% || 18.06% || rowspan = 8 | 00.46%&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 89.35% || rowspan = 2 | 13.89% || rowspan = 2 |  21.30%&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 94.91%&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 98.15% || 15.74% || 23.15%&lt;br /&gt;
|-&lt;br /&gt;
! rowspan = 4 | BGC+VC&lt;br /&gt;
| 7 || rowspan = 4 | 99.54% || rowspan = 4 colspan = 3 | 07.41%&lt;br /&gt;
|-&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| 9&lt;br /&gt;
|-&lt;br /&gt;
| 10&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Core(0-3 per Command)====&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Shield Infantry Company:&#039;&#039;&#039; Made up of 3 &#039;&#039;&#039;Emperor&#039;s Shield Infantry Platoons&#039;&#039;&#039; (see the Auxiliary section) plus a Company Command Squad, which means 170 Guardsmen and 3-27 Sentinels, along with whatever support units you want from the Infantry Platoon entry in the Codex. Man, that&#039;s a lot of dudes: 900 pts &#039;&#039;bare bones&#039;&#039;. In addition to the buffs from the Emperor&#039;s Shield Platoon (see below), this formation&#039;s CCS can order any number of units from the same formation to FRF!SCF! on a single order. Before you start ordering all your units at once keep in mind two things: the ordered units must shoot &#039;&#039;at the same target&#039;&#039;, and 300 S3 BS3 shots that reroll ones only translate into ~19 MEQ wounds, is that the best use of +750 pts of infantry? 40 guardsmen in rapid fire range can deliver enough dakka to delete a 10 marine squad - there&#039;s no prize for overkill after all.&lt;br /&gt;
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*&#039;&#039;&#039;Emperor&#039;s Fist Armoured Company:&#039;&#039;&#039; A Tank Commander (not Pask) leading 3 Russ squads, and 1-3 Enginseers. The TC has a 12&amp;quot; aura of BS 4 for his Russes, and Enginseers keep things running by forcing Pens on Russes within 6&amp;quot; to be rolled twice and have the lower applied, no &amp;quot;keep the last result&amp;quot; bullshit. The more Russes run things over, the stronger the buffs gets: Toughness units are more likely to run (-1Ld per Tank after the first when resolving Tank Shock), while enemy armour crumples the same (+1 to ramming Str for each subsequent ramming Tank, which is great, as this will buff your S8 ram to S10.) That is, if you manage to ram using these lumbering behe-&#039;&#039;WHAT YOU CANNOT CRUSH WITH WORDS YOU CAN CRUSH WITH IMPERIAL TANKS&#039;&#039;. No transport provisions for the Enginseers but they don&#039;t need that, because Russes can&#039;t move more than 6&amp;quot;, and the bonus works near Enginseers, not near transports carrying them. Still, their Trojan DTs from IA1 are always useful because it&#039;s a cheap way of giving your tanks Preferred Enemy.&lt;br /&gt;
**If you&#039;re on a budget or want to fill up on more Auxiliary formations take note this is the cheaper Core choice: 670 minimum, but a Kabe&#039;s Herald would be recommended so those Tank Orders aren&#039;t wasted, plus the compulsory Command formation takes the cost up to 750 pts, much more manageable than the ESIC&#039;s 1005 pts without anything better than S3 (plus 3 Sentinels, &#039;&#039;ugh&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
====Auxiliaries (0-3 per Core)====&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Shield Infantry Platoon:&#039;&#039;&#039; 1 Infantry Platoon (5 Infantry squads minimum, no DTs) supported by 1-3 Sentinel units, either Scout or Armoured. The platoon has Move through Cover within 9&amp;quot; of the Sentinels and the PCS can issue &amp;quot;Fire and Advance!&amp;quot;, making them shoot while counting as stationary, which is ultimately a reverse, more reliable version of &#039;Forwards, for the Emperor!&#039;. He can issue this for free, meaning he still has an order left for a &#039;FRF!SRF!&#039; or something.&lt;br /&gt;
** On Regimental Specialists in the Cadian Battle Group: FAQ states that Ministorum Priests, Primaris Psykers and Enginseers can&#039;t be added to formations, while the Commissar unit entry states &amp;quot;You may include on Commissar for every [CCS] or [PCS] in your &amp;lt;b&amp;gt;army&amp;lt;/b&amp;gt;.&amp;quot; Exception proves the rule, where the exclusion of Commissars in that FAQ of specialists implies that they can be added per their usual 1 per CCS/PCS rule.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Platoon:&#039;&#039;&#039; Regular Infantry Platoon, to make ends meet, which is an important thing. If you want to use more than one Commissar or Conscript squad while still having some points for Russes this could be it. Otherwise pay the ESIP&#039;s &amp;quot;+1 Sentinel &amp;amp; +3 Infantry squads&amp;quot; tax and get the bonuses.&lt;br /&gt;
*&#039;&#039;&#039;Superheavy Support Element:&#039;&#039;&#039; Baneblade Variants. Or Lots of Baneblade variants, via Emperor&#039;s Fury Super-Heavy Company (did Baneblades just become legal for tournaments?). &lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Fury Super-Heavy Company:&#039;&#039;&#039; [[Apollo Diomedes|IT IS THE BEEEHNBLEDS!]] &#039;&#039;&#039;3 Baneblades&#039;&#039;&#039; (or its variants), plus an attending Enginseer, who gains +2 to his repair rolls. If the enemy is hit by 3 Primary weapons it tests Ld on 4D6 unless it has gone to ground, and enemies within 12&amp;quot; of the formation move as if they were in difficult terrain, for they cannot withstand the sheer awesomeness of so much imperial armour. And that&#039;s all. Yeap, those special rules suck, because if something is hit by 3 Baneblades, it&#039;s probably dead or fearless anyway; the &#039;&#039;real&#039;&#039; reason this formation exists is so you can have 3 baneblades in your army (or AS an army, since as a Decurion-style detachment all choices within the Cadian Battlegroup are formations on their own). &#039;&#039;Now this is where you want a transport so your lone, unprotected Engie doesn&#039;t slow the formation (Superheavies move up to 12&amp;quot;). A Trojan can confer PE to a vehicle. It won&#039;t matter much on Primary weapons, but those other 12 barrels will notice it&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Blade Assault Company:&#039;&#039;&#039; Aka &amp;quot;The MechVet&amp;quot; formation. A Company Command Squad joins 3 Veteran Squads (all four units mounted in Chimeras or Tauroxes) and 1-3 Hellhound Squadrons (of any kind). They get PE against enemies within 6&amp;quot; of an objective, and the infantry gets &#039;&#039;&#039;Objective Secured&#039;&#039;&#039;, your only source of it. PE makes this formation scream &amp;quot;Plasma Vets!&amp;quot;, although with Hellhound support it can also lend itself to melta or flamer spam. All in all, a sound alternative to Emperor&#039;s Shields, and a formation worth running standalone. &#039;&#039;I came, I saw, I burned&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Spear Aerial Company:&#039;&#039;&#039; 3 Valkyrie or Vendetta squads in any combination, so the entire formation rolls as one squad for reserves. Also, at the start of Movement they can declare a Low Altitude drop, where they lose Jink and have to test dangerous terrain when flying over obstacles 3&amp;quot; high, but units disembarking through Grav Chutes won&#039;t scatter. Sadly, thanks to the recent FAQs and Errata, you can no longer put your battle brothers in these.&lt;br /&gt;
*&#039;&#039;&#039;Ogryn Auxilla:&#039;&#039;&#039; 1 Commissar leading 2 Ogryn squads and 2 Bullgryn squads, that gain Fearless while within 12&amp;quot; of the Commissar, and they inflict HoW at S7 if they charge a squad who has been succesfully charged by another Ogryn/Bullgryn of this formation. Leading with Slabshield Bullgryn makes this nasty. Remember though that Ogryns and Bullgryns are still overpriced. Are you ready to pay that much for a footslogging mob almost every dedicated melee unit will crush?&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; While most dedicated melee units will crunch these guys in CC, the ogryms/bullgryns have some pretty decent anti infantry firepower, especially the ripper guns. If this whole group (in bare minimum numbers) manages to get a turn of shooting in before CC, you&#039;ll still inflict roughly 9 wounds on MEQ&#039;s. And then they&#039;ll charge you, then the enemy melee unit will have to deal with the other 3 squads charging in retaliation next turn. &lt;br /&gt;
**1 word: &#039;&#039;&#039;Gorgon&#039;&#039;&#039; Even with being open-topped, this is the perfect set of units to go riding around it, for those times when you just want to crush something.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Wrath Artillery Company:&#039;&#039;&#039; 1 CCS in a Chimera or Taurox commanding 2 chosen artillery units (Basilisk, Hydra, Wyvern) and 1 unit of either Manticores or Deathstrikes, and supported by 1-3 Enginseers. The CCS can issue &amp;quot;Smite at Will&amp;quot;, &amp;quot;Suppressive Fire&amp;quot; and &amp;quot;Fire on my target&amp;quot; to the vehicles of the formation (they count as Ld8). Furthermore, the formation gains Twin-linked against an enemy unit spotted (in line of sight, within 18&amp;quot;) by a friendly unit with a Vox caster. &#039;&#039;This is one of the best formations in the whole book. Twin-linked Ignores Cover Basilisks, anyone? Maybe Jink ignoring Hydras if you&#039;re going against a flyer-heavy list, but meh, bring moar Basilisks.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Your CCS can only issue two orders, so a good setup for this formation might be a squadron of wyverns and a squadron of basilisks. The basilisks and the manticore get orders and twin-linking, while the wyverns happily beat everything they see into dust without the need for support. Or you can order them to have pinning. Because that&#039;s totally better than a twin-linked, cover-ignoring manticore.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Talon Recon Company:&#039;&#039;&#039; 6-12 Sentinels of either flavor. They all gain Outflank, and PE against a unit chosen at the start of your first turn for the whole game. Furthermore, one Sentinel becomes a Character that can issue &amp;quot;Take Aim!&amp;quot;, &amp;quot;Forwards, for the Emperor!&amp;quot;, or &amp;quot;Move! Move! Move!&amp;quot; to units from the Formation, at Ld 8.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; A fast nuisance is a good nuisance. Also, with &amp;quot;F,ftE!&amp;quot; they become akin to Crisis Suits with JSJ, but more resilient. Not to mention they can Outflank and put the hurt on their PE target, or pummel it with HK Missiles at any range. For a fun twist that no one expects, you can make the command sentinel your warlord ,and due to him gaining the character keyword, he can have a trait. That&#039;s right, with the cadian detachment rules you can have a BS 5 Sentinel and BS 4 escorts.&lt;br /&gt;
*&#039;&#039;&#039;Psykana Division:&#039;&#039;&#039; 1 Primaris Psyker leading 3 Wyrdvane units &amp;quot;[[Blam|supported]]&amp;quot; by 1-3 Commissars. The Primaris knows any powers known by Wyrdvanes of the same division within 12&amp;quot;, and receives +1 to his mastery level for each 5 Wyrdvane models in the same distance, until the end of your psychic phase. This doesn&#039;t cause him to generate more powers, but does generate more charges. Scared by their attached Commisars, the Wyrdvanes harness charges on a 2+, but if they fail the psychic test, one Wyrdvane model is blammed ({{BLAM|mutant AND incompetent!}}). If they Peril, one of them is blammed BEFORE the peril actually manifests, which is nice. Outright means that when combined with Daemonology, you can get free warp charges AND harness them on 2+, ignoring perils.&lt;br /&gt;
*&#039;&#039;&#039;Militarum Tempestus Platoon:&#039;&#039;&#039; Vanilla Tempestus Platoon. Just don&#039;t. They&#039;d do better in an Allied detachment, where they get OS and MT orders. Only take it if you can&#039;t take second detachments.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Umm, in order to take them as allies, you&#039;d have to run an HQ and at least a troop of them. While a cheap commissar isn&#039;t bank breaking, it&#039;s still a waste of points and an easy kill at best. This formation is just a simple way to pop in a deepstriking melta squad or three, or some extra-accurate Hotshot rounds if you&#039;re feeling saucy. Don&#039;t forget that the Imperial Guard Scion Platoons DO NOT need a Command Squad or Commissar. Take a cheap squad for popping expensive enemy targets. And don&#039;t forget they can be issued AM orders (and the 24&amp;quot; Order range means you might actually get to order them), so feel free to ignore jinks with those deepstriking meltas.&lt;br /&gt;
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===Castellans of the Imperium===&lt;br /&gt;
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Found in Gathering Storm: Fall of Cadia, this detachment skirts the line between using no force org, and being battle forged. Basically, take Imperial Guard, Sisters of Battle, Space Marines (Vanilla Space Marines with Black Templars mind you),Imperial Knights, Assassins, and Militarum Tempestus. Then build the army around the units in there different unit organizations. Ok, so its not that clear cut. The detachment basically lists what units (by name) can be used in what position. In the case of the Guard, they offer up cheap units to fill the troop choice, as well as some nasty vehicles in heavy support. Lets not forget Lord of War as well. However, Elite and Fast attack force org are contested with Space Marine standard. That being said, the detachment does list Vendettas in Fast Attack. Aside from giving open reign with you army construction, the detachment gives you some other nice benefits. &lt;br /&gt;
&lt;br /&gt;
* Hatred for all. Yep, everyone in the detachment gains hatred. Even better, if you fill out the force org chart, all the units gain Zealot instead. &lt;br /&gt;
* Chenkov fun. Yep, if a troop unit is destroyed, it has the chance to be in on-going reserves. Add in that you have no upper limit on the number of troops you may take, and you have some combat staying power. Just hope its not a kill point battle.&lt;br /&gt;
* Build a Imperial Crusade. Basically, take what you want to create the perfect army that you always wanted.&lt;br /&gt;
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The detachment has some problems, though.&lt;br /&gt;
&lt;br /&gt;
* Points cost. You think getting that Zealot is cheap? You are wrong. Three Lord of War Choices ain&#039;t cheap. Not to mention the number of heavy support, HQ, elite, and fast attack choices you need to fill out that Force Org. &lt;br /&gt;
* Multiple armies. For this detachment, you need at least two of the armies listed. So if you are starting out, this is not the detachment for you.&lt;br /&gt;
* LARGE!! This Detachment is large if you plan on filling it out. Having all those books, rules, and units can be daunting. &lt;br /&gt;
*Restrictions. Sorry, unless later FAQed, no Forgeworld for you (Except Vendettas, long story). Except that from Forgeworld Emails, all of their &#039;dreadnoughts&#039; count as Dreadnoughts for the purposes of formations(just remember that the Leviathan&#039;s Relic of Darkness rule means that he can&#039;t claim the formation benefits, even if you put him in there). In addition, all of their Badab War Characters count as their respective type for formations. Sevrin Loth is a Librarian, while Captain Tarnus Vale is a Captain. That being said, units in armies such as Space Wolves, Dark Angels, Blood Angels, and the like cannot be taken in this detachment.&lt;br /&gt;
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Tactical Note: A lot of the short comings of this formation can be overcome, very simply. For 10 meltaguns take Inquisitor Coteaz as one of your HQ choices. Bam. You&#039;ve not only fulfilled the &amp;quot;two armies rule&amp;quot;, all of your non-vehicles model are also ObSec. Furthermore, as a Guard player specifically, any Commissar or Militarum Tempestus squad can fulfill the second army rule for this detachment, so the argument that this detachment isn&#039;t for new players is weaker for new Guard players. If you do decide to do this, consider having Chaplain Grimaldus as the second HQ and make him your Warlord, since his WT gives your entire detachment LD 10.&lt;br /&gt;
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===Dataslate Formations===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armoured Shield (Start Collecting!)&#039;&#039;&#039; - Requires a commissar, infantry squad, and Leman Russ tank. Russ Gives a +4 cover to infantry in this formation, if they are within 6 inches of the Russ. While its not as game breaking as other formations, this formation does allow you to run a pseudo Tank company. Just take multiples of this formation. Now to be fair, you will have access to dedicated transports (Infantry Squadron has the option of 2 Dedicated Transports). Not to mention, these are regular guard, not Vets. So no 3+ cover saves with forward sentries. Also, the formation specifies One Russ, not a squadron. Still, 4+ is pretty good, plus the commissar means these apes won&#039;t be falling back without a fight. Have the Russ do most of the heavy lifting when it comes to fighting. Use the guardsmen to keep units from assaulting the Russ. &lt;br /&gt;
*&#039;&#039;&#039;Catachan Ambush Patrol (Apocalypse)&#039;&#039;&#039; - An Infantry Platoon and 1-3 Vet Platoons, preferably all modeled as Catachans.&lt;br /&gt;
** They all get Shrouded until such a point where they either move through cover, shoot, or charge, when they lose it.  They also make anyone who charges them through difficult terrain to make dangerous terrain.  In short, they&#039;re still redshirts, with a little better use when camping.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;Emperor&#039;s Fist&#039; Tank Company (Apocalypse)&#039;&#039;&#039; - A Leman Russ leads three full Leman Russ Squadrons.  Tank Commander optional.&lt;br /&gt;
** All the Squads are Armoured Spearheads of their own, making each one get a leader.  Also, the lone russ gets BS4 and can give it to anyone within 12&amp;quot; of him.  The last rule is the ability to let them roll Thunderblitz if more than two of them all ram/tank shock the same guy before rolling anything else once per turn.&lt;br /&gt;
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*&#039;&#039;&#039;Emperor&#039;s Talons&#039; Recon Company (Apocalypse)&#039;&#039;&#039; - A lone Scout Sentinel leads 3 full squadrons of Sentinels of any other make.&lt;br /&gt;
** Like the formation above, the lone one acts as leader with BS4 and Stealth, and anyone within 12&amp;quot; of him gets both of these, helping survival slightly.  Also, they get Preferred Enemy against one enemy when they deploy.&lt;br /&gt;
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*&#039;&#039;&#039;&#039;Emperor&#039;s Wrath&#039; Artillery Company (Apocalypse)&#039;&#039;&#039; - A Chimera leads three full Ordinance Squadrons full of either Colossi or Basilisks.&lt;br /&gt;
** When the Arty is within 6&amp;quot; of the Chimera, they can exchange their shots for a single 24-240&amp;quot; S9 AP3 Ordinance X (X being the number of Colossi or Bassies firing), Apocalyptic, Cover-ignoring, Pinning blasts.  It&#039;s a risky measure, but it does make big blasts.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;Imperial Shield&#039; Infantry Company (Apocalypse)&#039;&#039;&#039; - A CCS commands 3+ Infantry platoons.&lt;br /&gt;
** At the end of each break, every company can regain d3 casualties up to their starting strength.  In short, it&#039;s a weaker form of Chenkov at the command of this group.  Then again, this is pretty much how normal people play the AM.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lord Castellan&#039;s Supreme Command (Apocalypse)&#039;&#039;&#039; - Creed and Kell join a CCS with two guards, an Astropath, an Officer of the Fleet, and a Master of Ordinance in an Imperial Bastion and laugh it up.&lt;br /&gt;
** This thing is essentially like a [[Dawn Of War]] HQ on board.  Creed can order anyone on the field (ANYONE), Ordinance can make d3+1 bombardments each time he shoots, and they get two assets each break.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sanctioned Psyker Battle Elite (Apocalypse)&#039;&#039;&#039; - A Primaris Psyker controls 4+ regular Battle Psykers (Replace with Wyrdvanes?).&lt;br /&gt;
** This formation gives one thing: A unique Warp Charge 3 power called  &#039;&#039;Temporal Distort&#039;&#039;.  It&#039;s a power with 36&amp;quot; range that can either bar enemies from charging or add +6 to an ally&#039;s run and +2d6 to their charge.  It&#039;s...a useful power, especially for support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;Steel Fury&#039; Baneblade Company (Apocalypse)&#039;&#039;&#039; - 3-5 BANEBLAAAADES!&lt;br /&gt;
** When in Arrowhead pattern, they gain a Combined Fire Bonus (Measured by how many Baneblades shot their main cannon at a target) when rolling vehicle damage.  Rest assured that any non-superheavy in their way will DIE.&lt;br /&gt;
** When in Broadsword Pattern, anyone stupid enough to charge them must take a Morale test, with a -1 bonus for each Baneblade in formation. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vortex Deathstrike Missile (Apocalypse):&#039;&#039;&#039; This may or may not have been errata&#039;d into the Warzone Pandorax version (see below), but firing one of these off will lead to an ass-kicking even a titan would be jealous of. Literally, nothing in the game hits as hard as this. It&#039;s a Deathstrike missile launcher with the plasma warhead replaced with the 40k version of a nuke: a &#039;&#039;vortex&#039;&#039; warhead. While being fragile in the extreme, unable to go off in turn 1, having to take a lord commissar, an entire infantry platoon, and a 200-point tax on top of that to keep it safe, &#039;&#039;and&#039;&#039; being a single shot wonder, it is still completely worthwhile. A 10&amp;quot; blast of &#039;&#039;&#039;fuck you&#039;&#039;&#039; that will remove anything it touches. No, no saves of any kind. No, you don&#039;t get Reanimation Protocols. &#039;&#039;No,&#039;&#039; you don&#039;t get Eternal Warrior. If it&#039;s not flying, a Super-Heavy or Gargantuan creature, it&#039;s &#039;&#039;gone,&#039;&#039; and even baneblades and bio-titans will be seriously ass-fucked when this says hello. And the cherry on top? The sheer size of the template makes it &#039;&#039;very&#039;&#039; good at hitting what it&#039;s aiming for; if you&#039;re direct-firing, anything with a base the size of a large blast template or bigger is &#039;&#039;impossible&#039;&#039; to miss; even firing blind (full scatter) you have a 50% chance of hitting the point you were aiming at.Take only if you think your balls are as brazen as an imperial guardsman&lt;br /&gt;
&lt;br /&gt;
===Warzone Armageddon===&lt;br /&gt;
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*&#039;&#039;&#039;&#039;Imperial Vengeance&#039; Armoured Company (Apocalypse)&#039;&#039;&#039; - A CCS and 3 Infantry Platoons (each with a PCS and two Infantry squads), all with Chimeras.&lt;br /&gt;
** An economical formation with economical uses.  The men get Stubborn and Counter-Attack within 12&amp;quot; of an objective, and any friendly vehicles within 12&amp;quot; of the CCS Chimera can move 12&amp;quot; Flat-Out on open ground.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armageddon Stompa Hunters (Apocalypse)&#039;&#039;&#039; - 3-5 Armoured Sentinels.  That&#039;s models, not squads.&lt;br /&gt;
** When in Arrowhead pattern, these Sentinels can elect to aim at a superheavy and fire twice at them,giving up the ability to fire the next turn.  They also get bonuses on superheavies by giving all Armoured Sentinels within 12&amp;quot; of the lead Sentinel +1 on all pen rolls against superheavies.&lt;br /&gt;
&lt;br /&gt;
===Warzone Damocles===&lt;br /&gt;
*&#039;&#039;&#039;Hellstorm Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Hellhounds, and only Hellhounds.&lt;br /&gt;
** Combining these hounds together gives them the option to replace their shots with their cannons with a single ID hellstorm template so long as it&#039;s within 12&amp;quot; and within the lead Tank&#039;s LoS.  It&#039;s pretty clear from this that they&#039;re here to murderize entire blobs, and they&#039;re all gonna die.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Steel Phalanx Tank Squadron (Apocalypse)&#039;&#039;&#039; - 3-5 Leman Russes of any sorts can join this group.&lt;br /&gt;
** The ability to make squads out of all these Russes lets them roll Thunderblitz if more than two of them all ram/tank shock the same guy before rolling anything else once per turn.  But we all know that the odds of this being your reason for taking this isn&#039;t that high.  You just want all that glorious Dakka together.  The Emp&#039;s First is a better one by far.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;Rain of Fire&#039; Direct Support Battery (Apocalypse)&#039;&#039;&#039; - 3-5 Basilisks.  Sense a pattern here?&lt;br /&gt;
** First off, this gives you rerolls on the scatter die, which is always a plus.  However, in doing so, the Basilisks now have no minimum range and half the max range, making them meant for close range fire, making the reroll on scatter a blessing when your army tends to rely on blobs of doom. This is a strong formation for Bassies, since half of &#039;&#039;twenty feet&#039;&#039; isn&#039;t really a serious loss; they&#039;ll still reach across all but the largest of Apoc boards.&lt;br /&gt;
&lt;br /&gt;
===Warzone Pandorax===&lt;br /&gt;
*&#039;&#039;&#039;Deathstrike Vortex Missile Battery (Apocalypse)&#039;&#039;&#039; - 3-5 Deathstrikes are armed up with vortex warheads.&lt;br /&gt;
** The formation is unusual in that they can only fire one single-use missile (A 12-960&amp;quot; Ordinance 1 S:D AP1 Large Blast Vortex) a turn starting with turn 2, with the option to save missiles for another turn.  Smell that D...and at intercontinental ranges, too! But these babies carry a major risk: if the vehicle gets a weapon destroyed, its warhead goes off and the vehicle blows up immediately, replacing the model with a Vortex as if it were fired on the vehicle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;Emperor&#039;s Mercy&#039; Commissariat Squad (Apocalypse)&#039;&#039;&#039; -A Lord Commissar gets a retinue of 3+ lesser Commissars.&lt;br /&gt;
** As is fitting for Commissars, they all get fearless, since they do not want to blam themselves.  They also ups the Aura of Command to 12&amp;quot;, giving everyone within it Furious Charge and Hatred.  But if someone does fail morale within 12&amp;quot; of the group, they get to blam someone, just like they were within the unit.  It&#039;s a very helpful command squad.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Xerxes Airborne Support Wing (Apocalypse)&#039;&#039;&#039; - 3-5 Valkyries are grouped in, all with Multi-Missile Pods in exchange for any transport capacity.&lt;br /&gt;
** In exchange for their transport capacities, at least two of the Valkyries can combine their shots into one Heavy X 72&amp;quot; S4+X AP6 Apocalyptic Barrage (X being the number of participating Valkyries), meant for melting hordes everywhere. IF you&#039;ve got 5 Valkyries participating, the barrage goes off at strength &#039;&#039;9,&#039;&#039; making it effective against light and medium vehicles, too.&lt;br /&gt;
&lt;br /&gt;
===Sanctus Reach - The Red Waaagh!===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Steel Host&#039;&#039;&#039; - A Tank Commander goes leading three Russ squadrons and a Hydra.&lt;br /&gt;
** This is more meant for ranged Russes, but the ability to confer Preferred Enemy to anyone within 12&amp;quot; of the Commander is a good gift no matter what you equip.&lt;br /&gt;
**  Alternate Take:  This formation allows you to take 12 battle tanks and 3 Hydras, all in a very legal non-Apocalypse formation. In other words, consider this formation an army list for an armoured company that doesn&#039;t need Forge World. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rampart Detachment&#039;&#039;&#039; - A PCS leads two 5-manlet Bullgryn squads.&lt;br /&gt;
** Plain and simple, this is a force with major defense, with Fearless, Fear, Counter-Attack, and +1 to cover for anyone covered even partially by the formation and their meaty shields. Meaning anything behind a unit of badass space ogres with those manly shields get a 3+ cover save, extra camo cloak trolling gives you a 2+!&lt;br /&gt;
**Tactical Note: Since most of the Guard&#039;s big stuff is either a) not infantry, or b) not mobile, this formation doesn&#039;t seem so great on paper. But then you note that the wall protects &#039;&#039;friendly&#039;&#039; infantry. This opens up the &#039;&#039;entire Imperial armed forces&#039;&#039; as potential benefactors of that meaty 3+ cover save. Sneak in some Stealth or Shrouding for a 2+ on &#039;&#039;any Imperial infantry unit.&#039;&#039; 7th edition is ally edition.&lt;br /&gt;
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==Allies==&lt;br /&gt;
&lt;br /&gt;
With 7th edition rules, any Imperium army can ally perfectly with Guard. Every single Space Marine (all variants) and Sisters of Battle unit is available to back up your Guard, and Eldar, Tau, Orks, and Chaos (in case you&#039;re feeling heretical) can be used as well, but no one likes them. You can also ally with Necrons if you&#039;re don&#039;t care about logic and just want to make opponents cry at the amount of firepower you&#039;re going to put out every turn.&lt;br /&gt;
&lt;br /&gt;
====Battle Brothers====&lt;br /&gt;
Every army of the Imperium, which is as follows:&lt;br /&gt;
&lt;br /&gt;
*Blood Angels - Nice because you can get death company to go rip people&#039;s head off while they&#039;re at it. Stick a Sanguinary Priest in there for FNP for your guardsmen.  Mephiston can do everything your army can&#039;t. Love it.&lt;br /&gt;
*Grey Knights: If all you want is tough marines, Deathwing Termies (from the Dark Angels) are probably better since they&#039;re more gun-tastic anyway, after CC has been nerfed so much over the past 2 editions. However, value is found with an excellent beat-stick to save your asses in case it comes to assault. Also, Hammerhand on a squad of Guardsmen from a Librarian, who should also be armed with a Nemesis Daemonhammer, coupled with Force. Any monster will think twice before charging your blob.&lt;br /&gt;
*Dark Angels - BS2 Overwatching, Stubborn, green SPEHS MUHREENS that can stand in front of your gunline and force the enemy to charge them first and get shot to shit by the Angelic Dakka. Their Terminators and Bikes are still the best in their categories ever.&lt;br /&gt;
**SWEET MERCIFUL EMPRAH, AZRAEL &#039;&#039;Ahem,&#039;&#039; if you&#039;re feeling particularly trolltastic, you can attach Azrael to a 50-man blob of guardsman for [[AWESOME|50 4++ invul saves]] fearless, and either Furious Charge or Feel No Pain within 3&amp;quot; of an Objective. Then just grab some deathwing termies (or ravenwing if you&#039;re kinky like that) and deepstrike them behind enemy lines, and watch the madness ensue. Throw in a psyker with prescience for rerolls to hit, or better yet a priest to reroll the 4++, giving you better saves than storm shields and making your opponent weep bitter tears. This cheese has officially upped Dark Angels to the number one allies for IG (in this writer&#039;s opinion at least).&lt;br /&gt;
**Throw in a priest with some Deathwing you don&#039;t plan to deepstrike (at least without a drop pod) for a cheap set of rerolls. A bit fragile, but they are much cheaper and provide better buffs than a chaplain.&lt;br /&gt;
**Can be done with any Marine list, but I&#039;ll put this here. With 7th edition, Battle Brothers can take allied transports. You can fit 5 Ogryns/Bullgryns and one priest in a land raider crusader--with all the fun that only an assault vehicle can offer. Inquisition get access to Land Raiders too, so if you want, do it with them as allies.&lt;br /&gt;
*Space Wolves - If you don&#039;t mind the yiffing, they&#039;ve got some nice firepower to add in the form of Longfangs. Grey Hunters/Thunder Wolves are a nice option too with counter-attack to save your gunline&#039;s ass when it comes to close combat.&lt;br /&gt;
*Space Marines - The new book gives you loads of new options. Librarians now have Divination, and the new Gladius Strike Force looks insane.&lt;br /&gt;
**The Skyhammer Formation absolutely drips with cheese. Combine with Elysian Allies for Deepstrike upon Deepstrike insanity.&lt;br /&gt;
**Fun thing to try with non-Imperial Fist Devastators: pop a Primaris Psyker with them. Have him cast Divination, and then order &amp;quot;Bring it Down!&amp;quot;, since Monster/Tank Hunter applies to everyone in the unit if a single model has it. Watch as light-medium Tanks and Monstrous Creatures go pop, and if you have Lascannons, even Land Raiders melt (explosively) like butter in a furnace.&lt;br /&gt;
** Bring the Libraius Conclave formation for some utter, utter cheese. Casting loads of powers on a 2+? Yes please. Have some 4++, rerolling, full BS Overwatch, Invisible 50 man guard blob.&lt;br /&gt;
** Techmarines can be better than Guard Techpriests, especially if they&#039;re Iron Hands and tooled up with a Servo-Harness. Put one on a bike and he can keep up with tanks, and the combination of T5, W2, 2+, 6+ FNP and Jink should keep him alive to keep your tanks alive.&lt;br /&gt;
*Skitarii - Brand new Adeptus Mechanicus robot soldiers. You bring armored support, they bring the 4+ save infantry with excellent weapons, for cheap too. These guys can also make great use of your Chimeras and other armored transports, something that the Skitarii codex has none of. Also the Skitarii can be very effective in melee, where the Guard usually aren&#039;t.&lt;br /&gt;
*Cult Mechanicus - Like the Skitarii, the Martian death robot army lacks transports which you can provide. Also artillery, large blast templates and air cover. So what do they bring then? The HQ Techpriest Dominus is essentially one of your 0-3 enginseers on steroids. Taking a mechanized army? A tank army? Bring him. He will please you with his repair on 2+ ability and his ability to fire two weapons. The real cheese comes with the formations. Many of them are excellent and have something to offer the Guard. The Cohort Cybernetica can pack so many heavy phosphor blasters that those cover camping jinking space elves look like disco balls. The Tau turn blue(r) with envy as you steal their markerlight shenanigans. MEQ barbecue is also on the cards as each Kastelan fires 6 S6AP3 shots, half of which are twin-linked. Bring an Elimination Maniple, add some Divination and drink the tears of your opponents as you fry their TEQs with cover ignoring plasma or crunch their vehicles with heavy grav cannons.&lt;br /&gt;
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However, the best source now has to be new Inquisition. Why?&lt;br /&gt;
*You only need to take an Inquisitor minimum in the detachment, it may as well be like selecting special and generic characters from this Codex.&lt;br /&gt;
*Have a ton of absurdly useful goodies, including:&lt;br /&gt;
**Servo Skulls that prevent the enemy from scouting or infiltrating within 12 inches, as well as reducing scatter on your pie plates by D6 when shooting at units within 12&amp;quot; of them. Only 3 points each.&lt;br /&gt;
**The Liber Heresius, which can give your blob hilarious shit like splitfire, counterattack, hatred, fear, or scout, though only once per USR.&lt;br /&gt;
**The Psyoccolum for giving an ENTIRE UNIT OF 50 GUARDSMEN/CONSCRIPTS BS10 when shooting at units with Psykers inside, so say fuck you to Joe Schmoe with the Daemon Prince or the faggot with Spiritseers.&lt;br /&gt;
**Ordo Xenos Inquisitor, equipped with a conversion beamer. He can benefit from the split fire orders when attached to a guardsmen squad, meaning that you are free to make full use of the S10 AP1 blast. He gives them stubborn and they can use his Ld 10 for orders, so he basically acts as a commissar as well. Spend another 30 points, and he is a primaris psyker with +1 ld, too. Overall, he can kick some serious ass.&lt;br /&gt;
**In fact, all the Ordo Inquisitors are Commissar-primaris psyker combos, but better, more customizable, and cheap.&lt;br /&gt;
*The henchmen selection is mental and incredibly varied, allowing for a warband that pumps out enough firepower to drop jaws. Up to 3 Servitors with Multi Meltas, a Jokaero Weaponsmith, 3 SW Acolytes, and priests that can also take various shit like combi-weapons, meltabombs and Eviscerators!&lt;br /&gt;
*Spam divination inquisitors, with a full allotment of primaris psykers, and say fuck my shitty BS. Followup with 2-3 Land Raiders filled to the brim with crusaders and/or (definitely and) death cult assassins, with a priest or 2 for shits and giggles (and eviscerators) and rush them forward. Suddenly the other player has stopped focusing on that rerolling gunline full of inquisitors and psykers and is worried about getting hatefucked by a bunch of death-cultists.&lt;br /&gt;
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People who can&#039;t give you divination but might be worth a look:&lt;br /&gt;
*Sisters of Battle: Cool, but tricky. Acts of faith are always fun. Their priests are better than yours (well, can get more shinies, anyway), and Dominions make tanks cry. You can give their Exorcists Divination buffs, or attach a Primaris Psyker and use some orders to make their basic infantry hit hard. (Ignore Cover or Pinning, re-roll to hit from Divination, re-roll 1s to wound from Faith - infantry rapetrain with no brakes.)&lt;br /&gt;
*Knights: Nothing much to say except yes.  You&#039;ve already got the firepower to back it up, meaning you can send your knight into the center of your enemy&#039;s formation to crush things in CC.&lt;br /&gt;
** Alternatively run an oathsworn detachment of Knight Crusaders and surround them with meatshields. For the cost of a stock Land Raider, you can field 50 guardsmen. For the cost of a Leman Russ you can field 50 conscripts. For a minimium-sized terminator squad in a tin can, you can have a screen of 100 bodies plus their overworked platoon commander. Bring blobs supported by shooty knights and watch your opponent&#039;s eyes go very, very wide.  &lt;br /&gt;
*Officio Assassinorum: While not an official army, this dataslate gives the guard some specialized killers. Vindicares have the range and firepower to pick off specific threats (Hidden Powerfists, Nobs, Priests), Callidus to pop out, Culexus for anti psyker killing, and Eversor for just plain killing.&lt;br /&gt;
&lt;br /&gt;
There is a very, very unfriendly way to do allies: from the FAQ on Forgeworld, any type of Guard can ally with each others with Battle Brother level, which means Codex Guard can now allies with Death Korps of Krieg: Siege Regiments, Death Korps of Krieg: Assault Brigade or Elysian Drop Troops and as well as... Death Korps of Krieg: Armoured Battle Group and Armoured Battle Group to get a maximum of 8 more tanks! Use this as your advantage so you can field bunch of artilleries in your Codex IG FOC while another bunch of tank in your ally ABG FOC in high point battles. Beware this may result in a loss of friends in your local community.&lt;br /&gt;
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====Allies of Convenience====&lt;br /&gt;
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*Cheldar: The Kraftworld Mozarelldar are better than ever! They can get powers your psykers can&#039;t give you (Telepathy better than Astropaths) but they can&#039;t come within an inch of you and you can&#039;t benefit from warlord traits. Good for providing very fast [[DISTRACTION CARNIFEX|threats]] like Jetbikes, Wraithguard with D weapons in a Wave Serpent and, worst of all, the dreaded Munster (now a Gorgonzolean creature) called the Wraithknight.&lt;br /&gt;
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*Genestealer Cults: Provide you with melee units like Genestealers that could solve your problems with such, especially if Cult ambush goes well. That being said, if you are running other Armies with the cults, remember that they will be operating at CtA level.&lt;br /&gt;
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====Desperate Allies====&lt;br /&gt;
&lt;br /&gt;
*Tau: Not much reason here to be honest. Youre not exactly lacking for shooting, and Tau cant offer CQC abilities or psychics. Now Crisis suits and Riptides can be fun, but theres better options than the bluies.&lt;br /&gt;
&lt;br /&gt;
*Dark Eldar: Meet the emo cousins of your Ally of Convenience. Poison weapons are cool, as well as Dark Lances. Don&#039;t use them for line holding, they at best get a 5+ with a Feel No Pain. Also, they&#039;re very speedy and very scary. Maybe take them for a hammer and anvil type of attack, your guard can hold the line until turn 6 when the Deldar get the full power of power from pain making them very scary especially when you think about combat drugs. Imagine a swarm of jetbikes with rage, furious charge, feel no pain, fearless and whatever you get from combat drugs. Give them cluster caltrops and you get 3 strength 4 attacks on the charge, plus cluster caltrop attacks plus combat drug effects (plus strength or plus attack if you are lucky). think about deploying wyches and incubi into the mess of combat with all the power from pain.&lt;br /&gt;
&lt;br /&gt;
====Come the Apocalypse====&lt;br /&gt;
&lt;br /&gt;
*Orks: Assault monsters! Best used by shuffling them up the board as a good distraction while your Arty and tanks blow the enemy to pieces as they try and kill the Green tide. Remember you must deploy at least 12&amp;quot; apart and can&#039;t come within 6&amp;quot; of them without having to stop and quiver, wondering if the Ork Warboss changed his mind and [[Anal Circumference|wants to test his Powerklaw on your metal box.]] In all honesty though, make sure the Orks are wiped out before they get into Close Combat, otherwise the Guardsmen can&#039;t shoot the enemy and you&#039;ve nullified the Guard&#039;s main strength.&lt;br /&gt;
*Necrons: Put out so much Anti-tank firepower that your Opponent&#039;s tears will satiate your thirst for days.&lt;br /&gt;
*Tyranids: Like Orks, your big shooty units cover their advance but ensure they die just before getting into Assault while the Guardsmen pound the enemy into dust, but you can&#039;t come within 6&amp;quot; of them without stopping, like a worse version of One Eye open.&lt;br /&gt;
*Chaos Space Marines: These guys have many fun options, but Blood Angels and Space Wolves do everything these guys do, and better, while allied at the Battle Brothers level.&lt;br /&gt;
*Chaos Daemons: Yep. That&#039;s right. You can ally with Chaos while staying 6&amp;quot; away while the Daemons spawn utter clusterfucks. Extra lols if you &amp;quot;allied&amp;quot; the daemons with few squads of Malefic Daemonology Wyrdvane Psykersquads acting as mediums.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
Tactics for the Imperial Guard have been expanded upon through out the years resulting in a plethora of different stratagems. First to explain a few of the different rules of the IG and their different uses. As well as some army compositions and strategies.&lt;br /&gt;
*&#039;&#039;&#039;General Tips:&#039;&#039;&#039; Guard are a shooty army, with an emphasis on top-down command and high-strength, long-range firepower. You will find a few ways to run melee in the codex, but for the most part they&#039;re more expensive and less reliable than equivalent units from other codices, and your HQs (with a few exceptions) are comparatively weak, built more to support the rest of the army than fight it out in the front. Your real strength is in turning the battle into a straight slugfest in any way you can, because you WILL win that slugfest - no army puts out more hurt at greater range than the Guard.&lt;br /&gt;
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===Army variants===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blob Guard:&#039;&#039;&#039; Blob Guard is a rather simple concept: Have more bodies than your opponent has bullets. The fact is, IG has access to grunts that can be as cheap as 3 points (Conscripts, lots of conscripts). You will overwhelm them in model count, in deaths a turn, in shots fired, you will have at least twice as many Heavy Weapons as they will. All of their Anti-Tank weaponry that was meant to take out the 150 point Leman Russ? It killed a few guardsmen with lasguns, good job. The problems that come with such an awesome army composition is the lack of speed and how effective the enemy Anti-Infantry weaponry will be against you. A decent thousand point list might consist of 2 20 man Combined Squads with a Commissar and Priest each, about 9 or so Heavy Weapon Units, and your three or so Command Squads (2 Platoon Command/1 Company Command) loaded out with Special Weapons. Works best in a Cities of Death games: All that cover, all those cover saves, your men will live a bunch longer, and confound the enemy to no end.&lt;br /&gt;
*&#039;&#039;&#039;Gunline:&#039;&#039;&#039; This is a sub-list of Blob guard because of the way Infantry Platoons work; you need to take a PCS and a 20-man blob to get access to those delicious Heavy Weapon Squads. Kit out a CCS with a Chimera, regimental standard and some way of improving the effectiveness of his orders (options include Creed + Kell, a Lord Commissar, Volkov&#039;s Cane, et cetera; pick your poison), and plop said chimera behind an Aegis line along with at least two HWS&#039;s, usually with lascannons or autocannons. With &#039;Bring it down!&#039; and &#039;Fire on my target!&#039; your BS3 guardsmen become seriously dangerous; six cover-ignoring/tank-hunting lascannons can put out a &#039;&#039;lot&#039;&#039; of pain. Combine that delicious 2+ GtG save with &#039;Get back in the fight!&#039; to keep your fragile dudes alive and shooting, and prioritize enemy cover-ignoring assets for maximum effectiveness.&lt;br /&gt;
**&#039;&#039;&#039;Warning:&#039;&#039;&#039; New FAQ specifies that a unit (and therefore their AoE buffs) are not on-field if they&#039;re embarked on a transport. While the Company Commander doesn&#039;t give a shit (the Chimera specifically specifies he can issue orders while embarked), this doesn&#039;t bode well for your Regimental Standard. You&#039;ll have to rely on Commissars, Lord Commissars, and other morale trickery if you don&#039;t want to disembark your CCS and make them vulnerable to decapitation strikes.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take - The Embedded Gunline:&#039;&#039;&#039; Heavy Weapon squads are powerful, but flimsy; a single S6 or better hit can have the squad making morale rolls not to turn tail and run, and without a sergeant they have only a 60% chance to make the roll without help. Besides buffing the squad, the alternative solution is to embed the heavy weapons in your infantry blob instead. A 30-man blob with those 3 autocannons you were GOING to put into a HWS can turn any infantry in range into pancake batter, &#039;&#039;and&#039;&#039; keep their heavy guns alive, both in a ranged firefight and in melee (with a Commissar, 30 attacks can give even space marines second thoughts about charging you, and if you bought flamers they have to eat a Wall of Death to get into melee). Swell the blob to 50 and you get &#039;&#039;5&#039;&#039; heavy weapons, all in a single unit, and unlike the HWS they can take a vox-caster to improve your chance of getting off that order. Add in a Primaris Psyker rolling on the Divination table and you can get off 5 twin-linked, cover-ignoring/tank-hunting lascannon shots a turn; even a Land Raider will have trouble surviving that kind of pain. The one downside to this is that you&#039;re going to be wasting a lot of firepower if you have more than one kind of target in range. Even Smite at Will! won&#039;t save you; the Split Fire rule only allows one model to shoot at a different target, so 4 of your lascannons are going to be popping grots while only 1 actually points at that wartrukk bearing down on you.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take 2 - The Forge World Gunline:&#039;&#039;&#039; If you&#039;re not going to use your Heavy Support slots for tanks (which you can fit into the HQ slot now, thanks to Tank Commander), or were going to take formations for that anyway, you can bypass the &#039;blob tax&#039; by taking Guard artillery units. Heavy Mortars, Quad guns, Heavy Artillery Carriages, and the mighty Rapier Laser Destroyer are all options, and in 7th edition they&#039;re tough as nails in shooting. Special note goes to the Rapier, which is actually &#039;&#039;cheaper&#039;&#039; than taking a squad of lascannons with an attached Primaris Psyker, and has Ordnance too, which can be combined with &#039;Bring it down!&#039; for a jaw-dropping &#039;&#039;four&#039;&#039; penetration attempts...&#039;&#039;per shot.&#039;&#039; Sure, they can&#039;t move too good (or at &#039;&#039;all&#039;&#039; if you took Earthshaker carriages without any towing vehicles), and they&#039;re still squishy as always in assault, and you&#039;ll need to sacrifice your arm, your leg, and your wallet upon the altar of Forge World to get the models, but the taste of your opponent&#039;s tears when you wipe his units off the board from &#039;&#039;across&#039;&#039; the board might just be worth it.&lt;br /&gt;
*&#039;&#039;&#039;Mech Guard:&#039;&#039;&#039; Mech explores the wonders of armored vehicles. The core of the army would be a Company Command Squad and 2 squads of Vets, all in Chimeras. And the rest would consist of anything from Leman Russ tanks to Vendettas, to artillery, Fast Attack choices, or more troops in Chimeras. There are few sublists:&lt;br /&gt;
*&#039;&#039;&#039;Tanks Strong:&#039;&#039;&#039; Leman Russes. Leman Russes of all kinds, everywhere. If it exists, there is a Leman Russ created specifically to murder the ever-living shit out of it. Punishers and Exterminators reap infantry blobs. Vanquishers remove tanks from the battle. Eradicators make cover useless. Executioners melt terminators into slag. Demolishers and Battle Tanks are omnivorous in their diet of destruction. Oh, and you can mix and match tanks within their respective squadrons. All squadron members must shoot the same target, remember, so kit them accordingly!! If you want to, add Pask to any of the squadrons for instant HQ. Remember to point your front armor towards the opponent, don&#039;t get flanked, don&#039;t get too close to melta, and enjoy removing parts of the enemy army every turn. You can keep at least one Heavy Support slot for the sake of Hydras, or if you&#039;re feeling ballsy, just rely on the Aegis Defense line.&lt;br /&gt;
*&#039;&#039;&#039;The Rolling Fortress:&#039;&#039;&#039; The capstone of a mechanized army is a Baneblade variant, but if your opponent has any sense he&#039;s going to be focusing that machine with everything he&#039;s got. So why not make it &#039;&#039;almost invincible?&#039;&#039; Take a Doomhammer or Stormlord (Which you want should depend on whether you want crowd-mulching power or a bit more anti-tank), and pack in three enginseers, all attached to a squad of four servitors. Then load up an entire platoon&#039;s worth of heavy weapons teams; lascannons, autocannons, and missile launchers are all options. All nine of your heavy weapons can fire out of the back of the tank (they&#039;re single models) and the combined three squads and the enginseer team takes up...drumroll please...twenty-five slots. Now you have a super-heavy, AV14/13/12, 9HP tank with a main gun, five twin-linked heavy bolters, four lascannons, another NINE heavy weapons (which can, in batteries of 3, fire at different targets), and to put the cherry on top, the whole thing regenerates &#039;&#039;&#039;3 HP a turn.&#039;&#039;&#039; &#039;&#039;(Don&#039;t worry if your opponent says a roll of 1 is always a failure, no matter what; BRB states this is for &#039;&#039;saves,&#039;&#039; and the only other roll that has this restriction - Feel no Pain - has a specific FAQ ruling saying so) &#039;&#039; Springing for the Stormlord nets you the capacity and fire points for another two squads of heavy weapons and three gun servitors for a combined total of &#039;&#039;twenty-seven&#039;&#039; guns, on a nearly invincible armored platform. Even D-weapons will have trouble bringing you down. The entire bag will run you just over 900 points (which goes to 965 if you sprang for more lascannons, and more than that with the Stormlord), but it&#039;ll take mountains of punishment and deal it out in equal measure. This trick works with any Super-Heavy Transport and anyone who can repair vehicles from inside, but Guard can do it best with their Baneblades&#039; high numbers of fire points and transport capacity, as well as their Techpriests (The Dominus Techpriest is better at it, but as an Allied unit he has to start disembarked).&lt;br /&gt;
*&#039;&#039;&#039;Flight of the Valkyries/Vendettas:&#039;&#039;&#039; &lt;br /&gt;
::[[File:Bols-dp-0426.jpg|300px]]&lt;br /&gt;
::You will confuse your opponent when he realizes that on turn one, you will have little more than a Company Command Squad/Tank Commander and Veterans in Chimeras. Maybe you&#039;ll shoot an Artillery Strike during your turn. But that doesn&#039;t matter. Because, once the second turn comes in, you roll that die, look at your opponent, smirk, and turn on the [https://www.youtube.com/watch?v=zPf_PJlJsJQ music]. Vendettas and Valkyries come in squadrons, unlike most other flyers, and you roll for squadrons on one die; the Master of the Fleet, an Aegis Comms Array, and Primaris Psyker with Divination can all help you with the roll. They can&#039;t be mixed, unfortunately, so you have to pick either Valks or Vendettas, and with the amount of AAA these days you must make your flyers count; &#039;&#039;don&#039;t&#039;&#039; send a flyer onto the board with an empty hold.&lt;br /&gt;
**&#039;&#039;&#039;On Transport Capacity:&#039;&#039;&#039; The Vendetta&#039;s reduced transport capacity may have a few new players scratching their heads. You&#039;ll want to get the most out of that plane, but 6 models is a really odd number. Fortunately, Guard is ever a versatile army and offers a few possibilities, and more than one of them are viable!&lt;br /&gt;
**&#039;&#039;&#039;Company Command Squad (5 models):&#039;&#039;&#039; Load up with plasma, melta, or flamers and ruin someone&#039;s day. Orders make you extra killy, especially since they&#039;re Senior Officer orders. However, this is also probably the priciest thing to stuff into the plane; even four flamers is 80 points, and you could do the same thing with a PCS, see below. You&#039;re sending a senior officer to die; &#039;&#039;make it count!&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Tempestus Scions:&#039;&#039;&#039; Yeah, they can deep strike on their own, but the fewer times you roll for reserves, the less your forces are staggered out, and their Move Through Cover ability prevents casualties from a bad drop. Besides that, you get all the benefits of Scion BS and armor, and if you brought the Command Squad, they can throw out an order, too. Sadly you can&#039;t do this with Codex Scions, since as Battle Brothers they can&#039;t use Vendettas, but otherwise a decent option. &lt;br /&gt;
**&#039;&#039;&#039;Platoon Command Squad (5 models):&#039;&#039;&#039; Cheaper than a CCS by a good margin, but has some downsides: you don&#039;t get Senior Officer orders, you don&#039;t get BS4, and you have to have an Infantry platoon somewhere else in your army. As far as command squads go, this is the &#039;budget&#039; option; give them 3 flamers, a heavy flamer, and a copy of the Imperial Infantryman&#039;s Uplifting Primer, and kick &#039;em out the door.&lt;br /&gt;
**&#039;&#039;&#039;Special Weapons Squad (6 models):&#039;&#039;&#039; This is most likely what the Vendetta&#039;s new carrying capacity was designed for. 6 men, 3 lasguns, 3 special weapons, no regrets. The cheapest way to drop a lot of flamer templates on an unsuspecting blob, but if you&#039;re willing to shell out the points, give them all Demolition Charges. The Demo Charge is &#039;&#039;not&#039;&#039; a grenade, so it&#039;s not limited to one per shooting phase. This also means it scatters 2d6&amp;quot;-BS, so there&#039;s a good chance your heroic troopers will blow themselves sky-high, but hey, they&#039;re Guardsmen. They&#039;re used to it.&lt;br /&gt;
**&#039;&#039;&#039;Cyclops Demolition Vehicle (&#039;2&#039; models):***A subtle option from Forge World. The Cyclops is Extremely Bulky, so with its operator it counts as 6, making it air-droppable - once. Pray you don&#039;t fuck up the scatter roll, run this bomb on treads into close quarters during the shooting phase (it &#039;&#039;can&#039;&#039; be ordered, so &#039;Move! Move! Move!&#039; can help you here), and then set it off during the Assault phase. Then, when your opponent sputters about Assault Transports, remind him that the Cyclops didn&#039;t &#039;&#039;charge&#039;&#039; anything - it&#039;s a &#039;&#039;bomb&#039;&#039;, it can explode whether it&#039;s in close combat or not. Good for mulching anything that&#039;s not TEQ. There is no official ruling on whether or not the explosion allows cover saves, though; the closest you&#039;ll find is the ITC FAQ, which also allows a bunch of other bullshit, so discuss it with your opponent beforehand.&lt;br /&gt;
**&#039;&#039;&#039;Death from the Skies:&#039;&#039;&#039; Valkyries face some changes (and one non-change change). First off, the &#039;&#039;non-change&#039;&#039; is that you can now take them in a Flyer Wing of up to &#039;&#039;&#039;four planes&#039;&#039;&#039; per Fast Attack Slot, that deploy all at once (which, sadly, means that the Guard trick of rolling for three planes at once in reserves is no longer unique), but don&#039;t need to maintain Coherency during the game (not that that&#039;s a bad idea). So now your paratrooper drops don&#039;t end up deleting each other, and do what they&#039;re supposed to, e.g.: grab objectives quickly, which brings us to change number 2: when taken as part of an Air Superiority Detachment, they, being Transports with the Hover subtype, gain Objective Secured. &#039;&#039;Gunships on station, anyone?&#039;&#039; Like most things Guard, Valks have a fairly average Agility of 3, meaning that you have a fair chance of getting in those Break Turns and performing OK in a Dogfight. Pursuit, however, is a stinking 1, so Flat Out moves aren&#039;t as satisfying as cooler planes, and Engagement is where you truly lack style, but at least you go before Bombers. Choice of Attack Pattern and Wing Leader Abilities can vastly improve the performance of your aircraft. As Attack Flyers, their Wing bonuses are as follows:&lt;br /&gt;
**&#039;&#039;&#039;Vigilance Attack Pattern:&#039;&#039;&#039; Just a basic BS and Jink booster for your Wing Leader, at the &#039;&#039;cost&#039;&#039; of flying in a diagonal line with both planes flying in the same direction in loose coherency. The other formations give you more to work with, but if you really want to get Air Superiority on the cheap, the bonuses to your Wing Leader aren&#039;t a bad deal.&lt;br /&gt;
**&#039;&#039;&#039;Vehemence Pattern:&#039;&#039;&#039; Makes your flying buses Tank Hunters. With 3 Vendettas this is &#039;&#039;terrifying.&#039;&#039; Nothing that flies can survive 9 twin-linked Lascannons that re-roll armor pen; even AV14 will take 3 HP worth of damage, and with AP2 the potential for explosion threatens even Land Raiders and Monoliths.&lt;br /&gt;
**&#039;&#039;&#039;Intolerance Pattern:&#039;&#039;&#039; An extension of Vigilance, adding a third plane to the slash and giving them all Ignores Cover against ground targets. You want this for Valks with lotsa dakka, and your Vendettas can punch through Jink saves.&lt;br /&gt;
**&#039;&#039;&#039;Unmerciful Pattern:&#039;&#039;&#039; Your 3-plane conga line of death, making your Valks marginally faster by doubling their Pursuit value for Flat-Out purposes, and letting you fire 4 weapons with each plane (not really relevant, as you only get 3 unless you spring for Heavy Bolter sponsons) while making a Flat-Out move, at the cost of having to attack the same Ground Target. Each plane after the first adds 1 to it&#039;s BS when shooting at the same target, so consider the potential of this for countering Invisibility and other forced Snap-shooting scenarios.&lt;br /&gt;
**&#039;&#039;&#039;Indomitable Pattern:&#039;&#039;&#039; Basically 3 Attack Patterns in 1, granting the benefits of the Vigilance, Vehemence and Intolerance Patterns to your larger flying V. Like most of the big Patterns, this one works best with a mixed loadout.&lt;br /&gt;
**&#039;&#039;&#039;Omniscience Pattern:&#039;&#039;&#039; Probably the most &amp;lt;s&amp;gt;straightforward&amp;lt;/s&amp;gt; {{BLAM|HERESY!}}{{BLAM}} simple Pattern in the book, where you line up all your planes abreast, pick what ever unit your opponent brought extra of, and shoot them until their all dead with a tasty Preferred Enemy bonus. Wash, rinse, repeat. Wasted on Multiple Rocket Pods, but great for getting the most out of Hellstrikes and Lascannon.&lt;br /&gt;
**&#039;&#039;&#039;Fortitude Pattern:&#039;&#039;&#039; Form up in a tight box and get a 4++, It Will Not Die and Interceptor. Great for Transporting HVTs, but the Interceptor is wasted on a Flyer without turrets.&lt;br /&gt;
**Forge World picks up where GW left off and has errata&#039;d the Vendetta in, bringing it into line with the Valkyrie. It has the same Pursuit and Agility values as its lighter-armed brother.&lt;br /&gt;
*&#039;&#039;&#039;Vets Meltaspam:&#039;&#039;&#039; Put Vets in Chimeras. Give them Meltas. Fill up Force Organization chart under Troops. Do same with Company Command Squads and Storm Troopers. Despite what you may think, you shouldn&#039;t really use Gunships for this, since you can&#039;t employ the melta drive-bys with them. Unless you predict really high value target with flying transport, in which case take vendetta and put your other CCS in it, loaded up with more meltas. This can be suprisingly cheap; A chimera with a dozer blade carrying a vet squad with two meltaguns is 150 points. For dealing with TEQ and nids, give your vets carapace armor and plasma guns instead, bringing the cost per box to 170 points.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Your vets won&#039;t be getting out of the Chimera unless they need to sit on an objective for the rest of the game or something&#039;s gone wrong, so give a thought to filling that third special weapon slot with a heavy flamer. For the same price as a meltagun, the squad suddenly has some &#039;&#039;serious&#039;&#039; cover hate, and can overwatch for the Chimera with improved effectiveness (a bolter in the hands of your sergeant can also help here, for just one point), giving that horde of gaunts trying to swarm your metal box some trouble. Then, when they bring down the transport anyway, disembark into a nice favorable position, remind your opponent that he can&#039;t consolidate after attacking a vehicle, and &#039;&#039;burn him alive.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hammer and Anvil:&#039;&#039;&#039; This army is what the majority of pure IG armies will actually look like; a mix. This is fielding a combination of large and small units, infantry and tanks, artillery and aircraft. As they say, hit from the air, sea, and ground. A list in this category looks like a combination of other types of lists mashed together: a CCS with at least one infantry blob to order around, a few Veterans in Chimeras, and a smattering of heavy support; Leman Russes, either with or without the Tank Commander upgrade, a Wyvern, a Manticore, et cetera; a Vendetta might join the fun carrying a Special Weapons squad (or other stuff, see above). Guard are an army with a &#039;&#039;lot&#039;&#039; of viable options at low point levels, and at higher point levels these options stack together very well. With 7th edition and the advent of Allied and Formation detachments, armies like this have become less prevalent, but that doesn&#039;t mean they don&#039;t work.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Spam:&#039;&#039;&#039; Three squads of two Executioners all with plasma cannon sponsons and you&#039;re looking at 30 plasma cannon shots a turn.  If you&#039;re playing 1500 points you&#039;ll have enough room for two squads of vets and a command squad with some upgrades (Hint: Kurov&#039;s Aquila fits very nicely here. If you  throw that command squad in a chimera and keep your Executioners fairly close you can go from loosing 2.5 hullpoints a turn on average to Gets Hot to less than one.) If you run 1850 you can throw in two more Executioners or  two squads of three armored sentinels, with plasma cannons of course. Hell, throw a Techpriest with some plasma servitors in there for shits and giggles. Fuck it give those vets some plasma guns. You&#039;re already making every Grey knight player fall to their knees in agonizing pain. Max you&#039;re looking at 38 plasma cannon shots under 2000 points. Only thing you&#039;re missing is anti AV 14, which can be solved by switching those hull mounted heavy bolters for lascannons.&lt;br /&gt;
*&#039;&#039;&#039;My Maneaters got lost on the way to Age of Sigmar:&#039;&#039;&#039; Space Ogres are cool and due to being able to take them in high squad numbers you &#039;&#039;can&#039;&#039; build a list around them (not a particularly competitive one though). Take a tank commander as HQ along with a squad of Leman Russ Vanquishers with Lascannons, camo Veterans as troops to camp objectives, some Rapier Laser Batteries in HS, and Ogryn&#039;s, lots of big fucking Ogryn&#039;s! With 3 Elite slots you can fill the majority of your list with ogryn&#039;s, though bare in mind that bullgryn&#039;s don&#039;t have a lot to provide cover for so Power maul/ Vanilla Ogres are best. The tables have turned, your Guardsmen serve Ogryn now! Use your Vanquishers and Laser Batteries to snipe off any Vindicators or S10 blasts in general and to pop transports so your Ogres can get to the supple manflesh that hides inside. A 5-man strong Ogryn squad can put out 40 S5 hits from shooting and charging into combat, so even if your squad get whittled down you can still stomp most tiny humans you encounters and even against TEQ, assuming they have powerfists/thunderhammers and the same unit size, you&#039;re ogres will &#039;statistically&#039; kill 3 of them without losing a single ogre. Don&#039;t try this shit again Tau though, with the amount of high strength low AP shooting they innately get you will get your arse handed to you. Can be hillarious against a marine Grav list though. Also, you&#039;ll want to add some Psykers and Priests. You need atleast 1 Psykers for Divination on the vanquisher squad, and a Priest in each Ogryn squad you take is a pretty good idea.&lt;br /&gt;
*&#039;&#039;&#039;FUCK YOU AND YOUR LOGIC:&#039;&#039;&#039; This is for all those who have played all or most of the above styles. What you want to do is what you normally wouldn&#039;t do, that only just falls short of effective. Then with the last 200 points that you so kindly spared, you have spammed cavalry. Why? Because fuck you and this game. Remember to play [https://www.youtube.com/watch?v=yVg28azacaM this] if it works.&lt;br /&gt;
&lt;br /&gt;
===The Enemies of Man===&lt;br /&gt;
&lt;br /&gt;
Here, we&#039;ll talk about what tactical and list-building considerations you&#039;ll need to make with regards to your opponent. You won&#039;t always know who you&#039;re fighting, or what they&#039;re bringing to the fight, but when you do, make sure to capitalize on it!&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;At present, this list is incomplete. Feel free to add to it!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The tinheads are a hard sell if you like tanks. Their uncharacteristic toughness and ability to eat through Hull Points like popcorn makes a mechanized army a bad idea. However, their lack of range (with a few exceptions, such as the Doomsday Ark) and difficulty with cover saves (they only have a few really good ways around it) makes infantry-heavy armies a reliable alternative. In addition, their Reanimation protocols can be suppressed with high-strength artillery, such as the Leman Russ (Battle Tank and Demolisher, though you REALLY should be wary of getting within two feet of a necron blob with any vehicle), Basilisk, and Manticore/Deathstrike. The Wyvern isn&#039;t strong enough to suppress RP, but works around it with sheer wound count. Keep your artillery behind your infantry, keep your infantry in cover, and buy lots of camo netting; your AV won&#039;t save you, but your cover saves will!&lt;br /&gt;
**Your high-strength Ordnance weapons pull double duty against Necrons thanks to their Reanimation Protocols and Quantum Shielding. Both are powerful defensive abilities that fold easily before heavy enough ordnance; the RP thanks to the above-mentioned Instant Death effect and Quantum Shielding which pops if you manage to penetrate it (meaning a penetration roll of 14). S9 Ordnance/Tank Hunters (Lascannon w/orders) has a 55.5% chance to do so, and S10 Ordnance a 75% chance.&lt;br /&gt;
**There are several Necron formations and detachments that grant an army-wide buff to Reanimation Protocols; Decurion, for example. Make no mistake, this is &#039;&#039;bad news&#039;&#039; - it makes every infantry unit, and some vehicles and Monstrous Creatures, 16% tougher against everything you throw at it. You will &#039;&#039;never&#039;&#039; table a Decurion army, and you will need to prioritize your firepower to have control of the game. Bring as much cheese as you can to fight this; your opponent certainly is.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Main things to beware of: Drop pods, Thunderfire Cannons, Vindicators, and Land Raiders. &lt;br /&gt;
**The Drop pod can put a squad of meltaguns right behind your tanks, where their armor&#039;s weakest; as long as there&#039;s one in enemy reserve, keep an eye on the space BEHIND your precious Leman Russes. Keep them hull-down against terrain and other obstacles to force the enemy to work through their much heavier front and side armor, or space out your force to invalidate the flank entirely; a drop pod can&#039;t mishap unless it scatters off the board, so be wary. &lt;br /&gt;
**The Thunderfire Cannon can chew through your infantry with terrifying speed, and will ususally enjoy a 3+ cover save thanks to its Techmarine operator. In addition, it&#039;s Toughness 7 in shooting; a tough nut to crack. Lascannons, Basilisks, and Battle Cannons are all recommended, hopefully with some orders/divination trickery to beat that cover save. If you somehow get close enough, you can also kill it in melee; the techmarine is tougher than a guardsman, but he&#039;s not tougher than &#039;&#039;ten&#039;&#039; guardsmen.&lt;br /&gt;
**The Vindicator&#039;s danger comes from the fact that it&#039;s AV13 on the front, automatically passes Dangerous Terrain tests with its Siege Shield, and packs a Demolisher Cannon, which can reliably punch through the front armor on a Leman Russ, and turn everything else you can field to paste. Put them down before they put YOU down. Also note their side armor is MUCH weaker than their front (full profile 13/11/10) so make use of your long range and mobility. Barrage weapons work too, since they also hit side armor.&lt;br /&gt;
**Finally, the Land Raider, which isn&#039;t dangerous on its own but is invariably carrying some sort of melee deathstar that&#039;ll eat your poor troopers alive. Immobilize or destroy it at the first opportunity, then rain hell on whatever comes out. &#039;&#039;Unless&#039;&#039; it&#039;s an Ares or other assault-gun-type variant, in which case &#039;&#039;kill it. Kill it now.&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; An Inquisition Chamber Militant force which relies on their psychic prowess, and their monstrous close combat ability. What hits them hard is that they are even more expensive and elite than regular marines, and each loss counts. The presence of a Plasma-wielding Veteran squad in a Chimera would ruin their day, as well as any massed AP2 fire. Against Paladins, bring Meltaguns or a Leman Russ Demolisher to Instant-death the two-wound bastards. In spite of this, beware their psychic powers, especially &#039;&#039;Cleansing Flame&#039;&#039; (dear lord, keep Purifiers at an arm&#039;s length) and &#039;&#039;Vortex of Doom&#039;&#039;, for both respectively eat infantry and tanks alive.&lt;br /&gt;
**&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Like Grey Knights, they bring elite and expensive Terminators, while they have the best bikers in the imperium. Bring Plasma to deal with their inefficiently expensive deathwing and make sure you can get ignores cover on your plasma guns so their Bikers with re-rollable cover saves become fish in a barrel.&lt;br /&gt;
**&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; The Red Marines of go-fast were built to take on the Guard with their Blitzkrieg tactics. The Lucifer strike force can grant a Land Raider Redeemer with 2 Flamestorm cannons the Fast Vehicle rule. Kiss goodbye to your infantry squads. Their Baal Predators can also do it naturally. Their basic marines get angry when you kill half of their squads, and the survivors will effortlessly curbstomp entire platoons in one round of combat. Again, bringing Plasma weapons against MEQ is key.&lt;br /&gt;
**&#039;&#039;&#039;Space Wolves:&#039;&#039;&#039; Longfangs are pretty brutal with their ability to split-fire, but the biggest threats are the Thunderwolf Cavalry or the Wulfen. A Leman Russ Demolisher will hopefully make quick work of the T5 W2 Thunderwolves, but watch out for the Wulfen! If the Wulfen get into close combat, your units are dead and are too stupid to realize it. Keep wulfen at an arm&#039;s length and get them!&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; Oh, God-Emperor, what did you do to piss &#039;&#039;him&#039;&#039; off? Unless you have Lords of War of your own, a Knight in most casual games is a rarity, and multiple Knights is almost unheard of. That being said, don&#039;t be intimidated. In spite of their size and fearsome D melee weapons, Knights have middling initiative and average attack and WS stats. Throw enough men with meltabombs at them and they &#039;&#039;will&#039;&#039; Crumple. It&#039;ll be a lot of men, though; even a crusader hits at S10AP2 in melee and gets the pie-plate-dropping Stomp ability, so you&#039;ll take a beating bringing it down. Alternatively, hit them with anti-tank guns from two directions. the Ion Shield can only cover one facing per phase, so simultaneous attacks from multiple sides can work around it. Slugging it out at range, however, will expose you to the Knight&#039;s guns, which are powerful &#039;&#039;and&#039;&#039; long-ranged. Avoid using armour against Knights if you can - their weapons are geared towards fighting things as big and nasty as they are (your Russes&#039; AV14 won&#039;t help you when your foe can &#039;&#039;pick up the tanks and throw them&#039;&#039;). Finally, remember the shield doesn&#039;t work in melee. The bigger they are, the harder they...explode, taking a good chunk of your army with them. But hey, at least you killed one!&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; The bugs have a couple of glaring weaknesses that you can exploit quite easily; first, their lack of really good ranged anti-tank weaponry; the Heavy Venom Cannon and Impaler Cannon are hard to field and can&#039;t reliably punch through the front plate of a Leman Russ, The Rupture Cannon has poor AP, and the Zoanthrope&#039;s powers are short-ranged and must be correctly channeled first. Second, Synapse. Synapse creatures usually have multiple wounds, but with a couple of exceptions they don&#039;t reach into the truly difficult-to-kill area of Toughness 6; your tanks and heavy artillery can cut the head off the encroaching swarm from across the board, while flamers, heavy flamers, and rank fire can keep the scuttling masses out of melee. Also, &#039;&#039;always bring AA!&#039;&#039; A Tyranid player that doesn&#039;t field a Flyrant is doing it wrong, and that winged terror can wreak havoc on your back line. Hydras, Aegis Quad-Guns, and your friendly every day Vendetta can keep the skies clear.&lt;br /&gt;
**&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; &#039;&#039;Where the hell did THEY come from!?&#039;&#039; Like Tyranids, they rely on cover saves. Unlike Tyranids, they like keeping a bit of a distance so they can return to the shadows and infiltrate onto key objectives. Even worse, their Cult Ambush gives them some &#039;&#039;serious&#039;&#039; mobility, including the possibility of popping up within 3&amp;quot; of a unit and assaulting the turn they arrive. I think I don&#039;t need to explain how deadly that can be to instantly tie up a Guard squad, and considering their Acolytes are I4, so even though they&#039;re as squishy as you are they are faster, and have rending even if they did not take any close combat weapons. Use large blobs to bubble-wrap your important stuff, and bring that ignores cover to the table via the Leman Russ Eradicator, &amp;quot;Fire on my Target!&amp;quot; orders, and Wyverns.&lt;br /&gt;
***A useful trick to help you here is an allied Inquisitor, specifically one Torquemada Coteaz. In addition to being a cheap ML2 psyker and melee beatstick (and his high LD is good, too), he has the ability &#039;I&#039;ve been Expecting You&#039;, which allows him (and his attached unit) to make an off-turn, full-BS shooting attack against any unit that arrives from reserves within 12&amp;quot; of him. Unlike other anti-reserves trickery this ability doesn&#039;t limit itself to Deep Strike or Outflank; it works if you show up near Torquemada, regardless of how. Combine with a 50-man lascannon gunline and watch that 3&amp;quot; Cult Ambush evaporate in a torrent of las-fire. And the cherry on top? He can do this an &#039;&#039;unlimited&#039;&#039; number of times!&lt;br /&gt;
***Another potentially useful trick is to take a bare-bones unit of Conscripts and wrap them around your Infantry Platoon or other useful stuff. Unlike the above, the Conscripts will fold the moment the enemy charges them - &#039;&#039;and that&#039;s the point.&#039;&#039; Now that squad of Genestealers is right in the open within rapid fire range of your 50-man gunline. &#039;Light &#039;em up!&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tau:&#039;&#039;&#039; &#039;&#039;Beware the markerlight, my son! The BS boosted, the cover save denied!&#039;&#039; By far your biggest threat against any Tau player is his markerlights. Most Tau weaponry is AP5 and better, so without your cover saves your troopers will drop like flies. Identify the sources of markerlights and focus them down. Like you, the Tau love cover; get some Orders out and deny them their saves (or, if you fancy some blueberry tears, bring along a Wyvern). Battlesuits are your other major threat, especially the Riptide; massed lascannons, meltaguns, and plasma can wear them down, or a tarpit of troopers with meltabomb-wielding sergeants can overwhelm them. Tau are one of the very few armies you&#039;re generally &#039;&#039;better&#039;&#039; than in melee. You&#039;ll have a hard time getting &#039;&#039;into&#039;&#039; melee, but when it happens, make the most of it!&lt;br /&gt;
**If you&#039;re willing to fight cheese with cheese, Riptide spam is handily countered by an allied Armored Battlegroup. The Company Command Vanquisher can take Beast Hunter shells, which are AP2 and inflict Instant Death as a USR; Toughness 6 or no, nothing short of a Stormsurge can take a canister of weapons-grade acid. A co-axial heavy stubber can help you hit, and ABG tank orders can help you deal with cover saves. Give it some cover, camo netting, and a Thunderer Siege Tank as its Troops choice, and the ABG Vanquisher can make back its points in blueberry tears in one or two shots.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Play the ranged game against the Greenskins because melee is going to hurt like a rancid beast. Orks tend to come in two flavours (which often are mixed to some degree): infantry and mechanized. **Against most foot-slogging orks, you want to take volume of shots, blasts, and templates. Anything that can force pinning/leadership/morale tests will help you immensely because mob rule is an ork opponent&#039;s greatest friend. Ap 1-3 tend to not be necessary unless your foe is feeling moxious and rolling with mega armour. If mega armour does happen to grace the battlefield, melta and lascannons work better than plasma because Instant Death from doubling toughness not only makes multi-wounds useless but also negates any FnP Painboys can give. If you find yourself in a position where a mob of boyz are preparing to charge, weigh the possibility of how much damage you can do in shooting vs how much you can do in charging them instead. Orks thrive on the first round of assaults and denying them those boons via a preemptive charge can be a very risky but worthwhile maneuver to save your other units. &lt;br /&gt;
**Ork vehicles tend to be rather cheap and soft or hideously expensive and decently armoured. There&#039;ll be times when you will think your dedicated anti-armour is overkill and you&#039;d be right. The only vehicles with AV higher than 12 are the (m/g)orkanauts&#039; front and side 13 and the battlewagon&#039;s front 14. Their flyers are universally AV 10 all around, so a couple of Hydras will do the job beautifully.&lt;br /&gt;
**One of the Orks&#039; most glaring weaknesses, besides being a melee army in a shooting game, is that their ability to deal with high AV vehicles is pretty much limited to melee. Their reliably highest strength guns are 8 with a few variable strength guns that tend not to be taken due to their unreliability. Powerklaws and tankbusta bombs will pose the most dangerous threat to your tanks, but be forewarned that a mob of boyz can wreck most of your vehicles with a fortunate charge against the rear armour. Tankbustas may pose a threat through sheer volume of strength 8 shots they can bring, so deal with them accordingly. Their Lootas have the chance to do horrible things to your lighter armour since they field autocannons en masse. If you can manage to nix their anti-armour early, then the rest of the game should be nothing but a clean up job. That&#039;s assuming you are using a mech-list.&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; &amp;quot;Fire at my target&amp;quot; on anti-tank and FRFSRF on lasguns are your best friends here. All Dark Eldar vehicles are squishy, but your basic weapons are S3, so no reliable glancing the Marines enjoy. Buy Aegis and do not leave cover for three reasons: both basic Warriors with Splinter Racks and Venoms are capable of inflicting too many casualties on your infantry, most of DE infantry lack Assault Grenades (even Incubi), allowing Guardsmen to strike before them and DE have a lot of Haywire, low AP meltas, lances etc Guard vehicles are vulnerable to. Forget all the jokes about Wyches gathering dust on the shelves - they ARE bad news and with some AP5 weapons they pack can munch even through Combined Squad, especially with a good roll on drugs. If your opponent&#039;s playing Covens, you&#039;re fucked, because lasguns can&#039;t even scratch T7, so best tactics is bringing Psykers with you and give them Force Axes (but you&#039;ll wound Taloses and Cronoses on 6&#039;s, sooo) or bring a small allied detachment of either Inquisition or Grey Knights with Nemesis Hammer IC to hide in your 50-man blob and introduce those  monstrosities to Force ID, that utterly ignores both their armor and FNP saves. ALternative - a great number of ranged firepower, but those fuckers are &#039;&#039;&#039;really&#039;&#039;&#039; durable.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039; They play like their 30k Legionary counterparts, but they&#039;re much more schizophrenic in that they&#039;re both choppy and shooty but cannot commit to one path at once. However, in spite of the fact that they can be overrun, it is much more likely they&#039;ll overrun you. Take any AP3 or AP2 you can, and make sure to take an Aegis Quad gun or a Vendetta since the infamous Heldrake will fly on and threaten your infantry and rear AV with its infamous S6 torrent Bale flamer. Chaos Space Marines now often come in specific legions, similar to Space Marine Chapter Tactics. Here&#039;s what each legion in particular brings, alongside their designated Cult units:&lt;br /&gt;
**&#039;&#039;&#039;Alpha Legion:&#039;&#039;&#039; Hordes of cultists and infiltrators galore. You will have a tough time finding the Warlord due to their &amp;quot;kill current warlord and that random champion&#039;s the new general&amp;quot; special rule. Get Flamers and ignores cover to deal with the cultist spam.&lt;br /&gt;
**&#039;&#039;&#039;Black Legion:&#039;&#039;&#039; Vanilla Chaos with a bit more of an elite spin on their army. Armless jokes and failure jokes aside, Abaddon the Despoiler is a horrific beatstick and will carve through everything you can throw at him.&lt;br /&gt;
**&#039;&#039;&#039;Crimson Slaughter:&#039;&#039;&#039; Possessed spam out the ass. Also they lack VotLW so forcing pinning tests through orders can help. &lt;br /&gt;
**&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Tough as nails with universal +1T and Feel No Pain on all their infantry units. The catch is, they&#039;re very slow. Take advantage of that and kite them from a distance, then take the objectives at the last minute.&lt;br /&gt;
**&#039;&#039;&#039;Emperor&#039;s Children:&#039;&#039;&#039; A cross between World Eaters and Death Guard in that they&#039;re even better in close combat and can be durable as hell thanks to natural 6+ FnP (improved to 4+ with Icon of Excess). Noise Marines are perhaps the biggest threat to your army in the entire Chaos Space Marines Codex since they ignore cover like no tomorrow. Sonic blasters and Doom Sirens pulverize blobs while the S8 Blastmasters do nasty things to tanks. Hit them with Meltaguns and Battlecannons to get around that Feel No Pain quickly!&lt;br /&gt;
**&#039;&#039;&#039;Night Lords:&#039;&#039;&#039; Raptor spam with a penchant for Night fighting and forcing fear tests with a -2 modifier to your leadership. Take searchlights and Ignores Cover to get around the stealth bonuses, and Commissars and Priests are vital to mitigate that -2Ld on Fear tests.&lt;br /&gt;
**&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Very expensive, but good lord they pack a psychic punch! Their AP3 bolters are kind of irrelevant since regular bolters would ignore a guardsman&#039;s armor anyway. But that&#039;s not what makes the 1K sons a threat; they all have 4+ Invulnerable saves base, your anti-MEQ sources will have to pull double-time in order to eliminate them. Also, Magnus the Red is probably the only named character that can do more damage to you than Abaddon can.&lt;br /&gt;
**&#039;&#039;&#039;Word Bearers:&#039;&#039;&#039; Possessed spam out the ass, with bonuses to using Daemons as allies or to summon through Daemonology. Take some Psykana divisions running Sanctic to counter-act the Daemons. Who needs Grey Knights anyway?&lt;br /&gt;
**&#039;&#039;&#039;World Eaters:&#039;&#039;&#039; Make no mistake, Khorne is still very much relevant. If they get into close combat with you, be prepared to sell yourself dearly. Keep them at arm&#039;s length, blow up their transports, and shower them with Plasma guns and Battle Cannons.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; &amp;quot;A Daemon...they have a daemon!!!&amp;quot; Chaos Daemons are perhaps the Imperial Guard&#039;s biggest challenge in that all your high-strength shooting can be nullified by the natural Invulnerable saves gracing the army. Like Tyranids, they field big monsters in the form of Greater Daemons, and their entire army is quasi-fearless across the board. A few universal units to watch out for: Furies, Soul Grinders, and Daemon Princes. The former since in spite of their shit stats they&#039;re still quasi-fearless and can force Fear on you. Soul Grinders are a cross between Dreadnoughts and Leman Russes, being a walker that can take a terrifying main gun (Phlegm Bombardment&#039;s a Battle Cannon with 1/2 the range, and the Warp Flamer is nasty against infantry). Daemon Princes are scary for the obvious reasons. Here&#039;s how you handle specific chaos god units:&lt;br /&gt;
**&#039;&#039;&#039;Khorne:&#039;&#039;&#039; Kill them, ASAP. These guys hit extremely hard on the charge, and come with Power Swords by default. Lock them down and flame them. On the other hand, Fleshhounds of Khorne and Bloodcrushers are really fast and tough multi-wound thickies, but S8+ shooting from Meltaguns,Battle Cannons, Earth Shaker cannons, and/or Lascannons will Instant-Death them. Bloodthirsters are terrifying, but it must be on the ground in order to do anything. Bring anti-air like Vendettas/Hydras/Quad guns and then throw as many bullets at it as you can.&lt;br /&gt;
**&#039;&#039;&#039;Nurgle:&#039;&#039;&#039; These guys are slow, but they&#039;re tough and rely on Cover saves due to Daemon of Nurgle&#039;s shrouded bonus. Get cover-ignoring weapons out there as fast as you can! Beware of the Great Unclean One and its T7 statline, your lasguns cannot even touch it. &lt;br /&gt;
**&#039;&#039;&#039;Tzeentch:&#039;&#039;&#039; Psychic power spam par excellence. They cannot fire off that annoying Flickering Fire when locked in combat so this may be one of the few groups of Daemons you want to move up and charge into. Fair warning, it will quickly turn into a battle of attrition as Pink Horrors split into Blue Horrors who split into Brimstone Horrors. Their big unit, the Lord of Change, is a powerful flying sorcerer. Bring that AA and shoot it down.&lt;br /&gt;
**&#039;&#039;&#039;Slaanesh:&#039;&#039;&#039; Terrifyingly quick and terrifyingly powerful. They&#039;re even more squishy than Khorne Daemons and cannot easily ignore your armor saves, but with Rending a deep-striking unit of Daemonettes will tear apart your tanks in short order. Bring some flamers to pile on those saves. Their Keeper of Secrets is surprisingly cheap and mobile for a T6 Monstrous Creature, and will kick your shit in if it closes the gap.&lt;br /&gt;
&lt;br /&gt;
===What to buy===&lt;br /&gt;
&lt;br /&gt;
Always start out with what 1̶d̶4̶c̶h̶a̶n̶  literally everyone recommends, 1 HQ 2 Troop Choices, that is, a Company Command Squad or a Lord Commissar (The Power Fist Commissar will suffice for cheap HQ) and 2 separate Squads kitted out as Veterans. However, bundles are your best friend, namely the &amp;lt;s&amp;gt;battle force&amp;lt;/s&amp;gt; Defence Force. This gives you two squads of 10 and a leader pack, as well as heavy weapons and a Leman Russ which can be customized into &amp;lt;s&amp;gt;any&amp;lt;/s&amp;gt; 4 of its variations and a Chimera. This will be helpful if you are going blob or mech. You can make them vets for a quick 500pt army. You can even save the heavy weapons for vehicle modifications later when you buy tanks if you go for mech.&lt;br /&gt;
Next thing would most likely be another Leman Russ and another Chimera if going mech, and another defence force if you are going blob. If you truly want to go mech though, the Steel Host set gives you 5 Leman Russ Battle Tanks, 1 Hydra Flak Tank and 2 Leman Russ Demolishers if you&#039;re willing to sell your arm, leg, kidney, and testicle. Also, the cheap 5-man Guardsmen packs are great for building a 50-man horde (Conscripts anyone?)!&lt;br /&gt;
The Armored Fist bundle gives you a discount price for a mechanized Squadron of Veterans too. &lt;br /&gt;
&lt;br /&gt;
Also if you dip, or one of your friends dip, ask them for the metal lids to the tobacco containers. These are the exact size of the heavy weapons base. Making it extremely easy to take advantage of all the heavy weapons in the pack. Just use the bending knee for the dude shooting, and put the other dude as a standing man. Green stuff some sandbags or a wall to take place of the tripod stand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As far as organizing your army, you ought to know better that you don&#039;t have to pimp out every platoon FULL of men. Usually, two large Platoons decked out will do the job, BUT you can take smaller platoons in order to get more Junior officers on to the table for more orders. That all said, let&#039;s calculate the body count if you spammed every slot.&lt;br /&gt;
&lt;br /&gt;
HQ: CCSx2 (18 models; Commissar, Chimera, and all Advisors: Officer of the Fleet, Astropath and Master of Ordnance which are MANDATORY)&amp;lt;br/&amp;gt;&lt;br /&gt;
Priest x3&amp;lt;br/&amp;gt;&lt;br /&gt;
Enginseer x3 (With 15 servitors 5 each. Give two per Enginseer plasma cannons. Because you can.)&lt;br /&gt;
&lt;br /&gt;
Primaris Psyker(ML-2) x3&lt;br /&gt;
&lt;br /&gt;
Elites: 3x FULL Militarum Tempestus platoons, plus Taurox Primes for all. Bitches (117 models)&lt;br /&gt;
&lt;br /&gt;
Troops: 6x FULL Infantry platoons (6x5-man PCS + Chimeras, 30x10-man Infantry squads + Chimeras, 30x6-man Heavy squads (it&#039;s two guys on one base, be glad I&#039;m not counting the gun model), 18x6-man Special squads, 6x50-man Conscript squads, and 6x Commissars. 960 models, bitch)&lt;br /&gt;
&lt;br /&gt;
Fast: 3x Rough Rider squads (30 models)&lt;br /&gt;
&lt;br /&gt;
Heavy Support: 9x Leman Russ EXECUTIONERS WITH FULL PLASMA-SPONSONS (STFU. You want them)&lt;br /&gt;
&lt;br /&gt;
Grand total: 1,158 models, INCLUDING Chimeras. Yes. You can have one-thousand models on the table. THIS IS THE GUARD. OUR INFANTRY ARE BLOBS.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But unless you&#039;re a millionaire or you&#039;ve been in the Guard since 2nd edition, you aren&#039;t pulling this off. ALSO IT COSTS ~13,870 POINTS TO FIELD ALL THIS SHIT [[Emperor|JESUS]] AAAND you&#039;re looking at $7,500+ USD(2015) for all this shit. Start buying lottery tickets if you want to even think about doing something like this.&lt;br /&gt;
&lt;br /&gt;
Ideal generalized army list that you should start with:&lt;br /&gt;
&lt;br /&gt;
HQ: 1x CCS&lt;br /&gt;
&lt;br /&gt;
TROOPS: 2 Infantry Platoons of two Infantry Squads each&lt;br /&gt;
&lt;br /&gt;
When playing Maelstrom:&lt;br /&gt;
&lt;br /&gt;
FAST ATTACK: Scout Sentinel x2, Valkyrie and Hellhounds if you wish.&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
When playing standard:&lt;br /&gt;
&lt;br /&gt;
HEAVY SUPPORT: your choice flavor of Leman Russ &lt;br /&gt;
&lt;br /&gt;
This way, you have fast stuff to grab objectives during Maelstrom, but if you&#039;re playing standard missions you have some good backup fire to take out anyone trying to touch your infantry. Once your army has reached this point, start looking at where you want to go with it. You&#039;ll have a decent base for starting the typical MechVet army that is shining right now. If you want to get Leman Russes, get three, split between two Battlecannons and a Demolisher. Max out melta. It&#039;s the best thing in the game currently. Just do it.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(7E)]]&lt;br /&gt;
[[Category: Imperial Guard]]&lt;br /&gt;
[[Category: Warhammer Tactics/Old]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Dark_Angels&amp;diff=1011572</id>
		<title>Warhammer 40,000/8th Edition Tactics/Dark Angels</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Dark_Angels&amp;diff=1011572"/>
		<updated>2026-05-20T15:02:48Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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Please note that this is the tactics for 8th edition Dark Angels. Their current tactics can be found [[Warhammer 40,000/Tactics/Dark Angels (9E)|here.]]&lt;br /&gt;
==Why Play Dark Angels==&lt;br /&gt;
:{{Blam|+++INNER CIRCLE ACCESS GRANTED+++}}&lt;br /&gt;
&lt;br /&gt;
You like:&lt;br /&gt;
&lt;br /&gt;
1. [[Lion El&#039;Jonson|Recognising that Loyalty is its own reward]].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Secrets,shady organizations, and [[rage|hate]] [[Inquisition|outsider curiosity]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. [[Awesome|Cool looking models and rules]].&amp;lt;br&amp;gt;&lt;br /&gt;
4. Seven choices to play: [[Space Marines|Greenwing]], [[Ravenwing]], [[Deathwing]], all three at once, or a combination of any two of them.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Colors green, black, bone white, all in perfect coordination.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Hunting the [[Fallen Angels]]&amp;lt;br&amp;gt;&lt;br /&gt;
7. [[Plasma]]. A lot.&amp;lt;br&amp;gt;&lt;br /&gt;
8. [[Horus_Heresy|Some of the best fluff of any Adeptus Astartes chapter]].&amp;lt;br&amp;gt;&lt;br /&gt;
9. Full [[Dakka|shooting]] and [[Rip and tear|little to no weakness in melee]].&amp;lt;br&amp;gt;&lt;br /&gt;
10. [[Awesome|Exclusive army models with unique wargear, like Company Veterans, Plasma bikes, Plasma Land Speeders, Plasma JETBIKE,&amp;amp;nbsp;&amp;amp;nbsp; flyers, Deathwing Knights and Terminators with unique wargear]].&amp;lt;br&amp;gt;&lt;br /&gt;
11. Probably the fanciest helmets in the whole Imperium. &amp;lt;br&amp;gt;&lt;br /&gt;
12. Like other chapters of Adeptus Astartes - Angels of Death, they will be Jack-of-all-trades-Master-at-none.&lt;br /&gt;
&lt;br /&gt;
13. Playing space marines on &#039;Hard mode&#039;.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t mess with the&amp;amp;nbsp;[[Lion El&#039;Jonson|first]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You essentially have three different Chapter Tactics in your force, so if you like combined arms, Dark Angels are your kind of marines.&lt;br /&gt;
**Deathwing Terminators that can mix-match gear, never need to take morale checks and gain bonuses against the &#039;&#039;&#039;Fallen&#039;&#039;&#039;.&lt;br /&gt;
**Ravenwing bikes and Lands Speeders with cool gear, and can provide blanket buffs.&lt;br /&gt;
**&amp;quot;Greenwing&amp;quot; benefit from Grim Resolve meaning your units rarely suffer at all from Morale, and can form gun-lines without requiring Company Masters.&lt;br /&gt;
*As Grim Resolve implies, Dark Angels are slightly more geared towards standing still and shooting, but there are enough options for assaulting your enemies after you&#039;re through putting holes in them.&lt;br /&gt;
*Plasma! Plasma Bikers, plasma Land Speeder, plasma Dreadnoughts, with +1 damage to that plasma too for 1 CP, which for a 10 man squad of Hellblasters is one of the better Vehicle busters in the game. &lt;br /&gt;
*You get a number of cool special units that nobody else gets, like Black Knights, Talonmasters, Deathwing knights, Deathwing Ancients, Darkshroud and Land speeder Vengeance and two unique planes which are both pretty good.&lt;br /&gt;
*Primaris Dark Angels are great, as they combine well with either Grim Resolve or the &#039;Weapons from the Dark Age&#039; stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Lots&#039;&#039;&#039; of different overlapping bubbles that buff your units and debuff your enemy.&lt;br /&gt;
*Mathhammer wise, Deathwing Knights are still the best duelists during the Assault phase. Just remember to let everyone else take on infantry blobs.&lt;br /&gt;
*Everything still looks awesome. Dark Angels have some of the best looking models.&lt;br /&gt;
*Ravenwing Black Knights are the baddest bikegang in 40k. They look cool AND their rules are good.&lt;br /&gt;
*Interromancy is quite good, with psychic powers that let you mess with your opponents minds, handing out de-buffs and mortal wounds. &lt;br /&gt;
*Decent Relics, decent warlord traits, a few good stratagems and very good named characters that are quite different from the other Space Marine chapters.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Deathwing/Ravenwing buffs have little to no benefit for Primaris/Greenwing units, meaning your force will have to synergise based on their own merits rather than relying on stackable buffs.&lt;br /&gt;
*Your Terminators may have twice as many wounds, but most anti-terminator weapons now do twice as much damage. As cool as all-terminator Deathwing armies sound, they are not very effective at the moment. Primaris Aggressors and Inceptors getting +1W (because of course &#039;&#039;they&#039;&#039; did) is not helping their status either.&lt;br /&gt;
*Lots of [[Neckbeard|people]] still think implying the Dark Angels are traitors is the [[Fail|height]] of comedy, and they will be sure to remind you every other turn. Using the Photoshopped picture of Gav Thorpe as evidence.&lt;br /&gt;
*You still get [[Troll|trolled]] by the [[Fallen]]. And [[Fail|they still haven&#039;t caught Cypher]].&lt;br /&gt;
*Speaking of [[Fallen]], while Dark Angels have cool bonuses against them and hunt them relentlessly, actually finding an opponent who&#039;s going to field [[Fallen]] against Dark Angels will be harder than capturing [[Cypher]].&lt;br /&gt;
*Speaking of fluff, seems like the 2nd company employs no Chaplains/Librarians/Techmarines within their ranks, as none of the bike-equipped versions of these HQs are in the codex. While from a fluff point of view, this is ok for techmarines because of the whole mars thing, and crunch wise it&#039;s ok for Librarians, (as otherwise they&#039;d get both Ravenwing and Deathwing keywords) but neither makes sense for the Chaplain. The Legends rules have helped them a bit by giving them the jink rule (And even this doesn&#039;t help the chaplain with a natural 4++), but they&#039;ll never get any further support.&lt;br /&gt;
*While you do get most of the toys normal marines have, Dark Angels miss out on some units like centurions, vanguard veterans, the thunderfire cannon, and most notably an interceptor aircraft. The Xiphon is an option, but get a second job as it&#039;s a Forge World model.&lt;br /&gt;
*Everything that troubles codex marines applies here.  Namely, detachments are hard to fill cheaply so CP will lower and marines are the most popular flavor of army, so every opponent will have some tools to deal with what you bring.&lt;br /&gt;
*Prepare to be the abused eldest child of the Space Marine chapters especially in regards to updates, such as fewer psychic disciplines, less unit choices (as mentioned above), Weird rules that swap widely between being fluff friendly and not, and an unchanged unique doctrine with a very specific role which is now fairly pointless after a significant nerf to them.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;: Reroll failed morale tests. Not going to come into play that much given your generally good Ld scores as well as Grim Resolve and Inner Circle, but it can be helpful.The best part is you don&#039;t have to think. There are only two results from your morale tests: you lose a model or you don&#039;t lose any model. If you have the first result reroll, if you have the second one, don&#039;t do it.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; We 2nd Edition now. Astartes and Heretic Astartes models aside from non-dreadnought vehicles using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
** Target is in half range&lt;br /&gt;
** If the model didn&#039;t move during the previous Movement Phase&lt;br /&gt;
** If the firing model is a {{WH40Kkeyword|Terminator}}, {{WH40Kkeyword|Biker}}, {{WH40Kkeyword|Centurion}}, {{WH40Kkeyword|Dreadnought}} or {{WH40Kkeyword|Helbrute}}.&lt;br /&gt;
**Out of all the space marine armies, The Dark Angels probably benefit from this most (closely followed by the Imperial Fists). Having Deathwing Terminators and Ravenwing Bikers fire off at full auto the second they are in range definitely makes them a lot scarier to face off against as well as Grim resolve making this rule even more effective. Park a 5 man squad of Intercessors on an objective and watch them fire off 10 shots while re-rolling one&#039;s to hit. Ouch. &lt;br /&gt;
*&#039;&#039;&#039;Shock Assault:&#039;&#039;&#039; We 6th and 7th Edition now. If a unit with this rule makes a charge move, is charged or performs a Heroic Intervention, add 1 to its attack characteristic for all models in the unit until the end of the turn. Your Deathwing and Assault squads will thank you. Also, Ravenwing squads with Chainswords and Black Knights combined with an ancient will be pure murder.&lt;br /&gt;
*&#039;&#039;&#039;Combat Squads&#039;&#039;&#039;: 10-man squads can be split into 2x 5-man squads pre-game. Agressors and Inceptor units of 6, can split into units 3. Ravenwing bikers in units of 9 can split into units of 3+attack bike and 5. (The Tactical Flexibility stratagem (below) can be used to split the units during the game in the same manner, however it can&#039;t be used on Aggressor/Inceptor/Bikers etc like the Deathwatch version, as their&#039;s is specifically worded to include them, so this rule is your only chance to split them unless it gets FAQ/Erata&#039;d)&lt;br /&gt;
**Notable that combat squads doesn&#039;t normally restrict how weaponry in the squad is divided (RW bikers&#039; attack bike is the exception). So DW terminators, for example, can use combat squads to make a unit 5 with 2x heavy weapons and a second unit of 5 with no heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve&#039;&#039;&#039;: Re-roll ones to hit when a model shoots &#039;&#039;(including Overwatch)&#039;&#039; so long as it did not move this turn, and units with this rule can never lose more than one model as a result of a failed morale test. No more Company Master babysitting needed, add Lieutenants + plasma overcharge for more [[Awesome|Fluffy purging]]. Not bad, just don&#039;t compare it with regular marines chapter tactics. The rewording to THIS TURN as of Psychic Awakening, is a big difference, previously if you moved on your turn, you wouldn&#039;t re-roll 1s&#039; in overwatch or from ancient banners going off, now, even if you moved your turn, you&#039;re still re-rolling 1s&#039;. Unless you moved in your enemies movement phase... which you didn&#039;t...&lt;br /&gt;
**Using pistols while locked in melee got a little bit more vicious; so long as you remain engaged you&#039;ll always re-roll ones on successive turns when shooting your opponent point blank in the face. Don&#039;t forget this - Cypher didn&#039;t.&lt;br /&gt;
**Naturally, the profusion of Plasma weaponry available to the Dark Angels just adores the free rerolls to 1s. Overcharging has never been more reliable.&lt;br /&gt;
**Per an FAQ if you get 2nd turn and get charged or do something else to shoot that turn (Company Banner going off) you count as not having moved and will get to re-roll ones&lt;br /&gt;
*&#039;&#039;&#039;Inner Circle:&#039;&#039;&#039; Given to all {{W40Kkeyword|[[Deathwing]]}} units, Ravenwing Black Knights, and several high-ranking characters, they automatically pass morale checks and may reroll fails to-hit against anything with the {{W40Kkeyword|FALLEN}} keyword. This is why the latter effect of Grim Resolve doesn&#039;t apply to Deathwing. Only Primaris unit that gets this is the Librarian because what&#039;s the use of keeping secrets from a mind reader?.&lt;br /&gt;
*&#039;&#039;&#039;Jink:&#039;&#039;&#039; Your {{W40Kkeyword|[[Ravenwing]]}} units (bikers, speeders, and aircraft) all gain a 4+ invulnerable save against shooting, as long as they advance in the movement phase. Remember, you can still fire assault weapons after advancing at a -1 BS penalty. Good for meltaguns, flamers and all bikes with plasma talons. Just don&#039;t overcharge after advancing.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity:&#039;&#039;&#039; Objective Secured on all Troop Choices in a detachment comprised entirely of {{W40kKeyword|Dark Angels}} . If a unit with this rule is within 3&amp;quot; of an objective, they count as holding it regardless of how many enemy models are within 3&amp;quot; unless the enemy models have a similar rule.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine&#039;&#039;&#039;: Feel like it&#039;s 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039;, and once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP&#039;d in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter.&lt;br /&gt;
**On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs.&lt;br /&gt;
**These nifty rules will make your marines more efficient killers, but their now forced rotation makes them predictable - devastator -&amp;gt; tactical -&amp;gt; assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you&#039;re still under the ranged doctrines, then fall back when you&#039;re finally under the assault one, scale buildings, etc.  The predictability is no longer avoidable as while before you didn&#039;t need to switch doctrines on the same turn they became available now you have the forced system with only one optional choice during round 3. The doctrines and their order are as follows:&lt;br /&gt;
*#On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too though the flamers will almost definitely be out of range for the single round you&#039;ll get to use this doctrine. The boost to Grenades matters only to Intercessors for the most part.&lt;br /&gt;
*#On the 2nd turn you switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and plasma guns work wonders here.  &lt;br /&gt;
*#On the 3rd or 4th turn you shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039; (with a choice between the tactical or assault on the 3rd turn, you MUST change to assault on the 4th turn) giving the extra AP to your Pistol and Melee attacks. Don&#039;t. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive. Being a shooting army, this is the least useful, but can still help the melee units we do have such as Deathwing Knights who become full fledged hammernators.&lt;br /&gt;
**As of the 02/27/20 FAQ, you MUST change from Devastator to Tactical on turn 2, and then change to Assault on turn 3 or 4. This will force you to keep at least a few units that are capable of fighting in CQC, as you can no longer just bum around in Devastator or Tactical doctrine and persist on blasting things from across the map.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Hunt&#039;&#039;&#039;: While the Devastator Doctrine is active, all Heavy and Rapid Fire weapons increase their range by 6&amp;quot;, and Assault/Pistol weapons increase their range by 3&amp;quot;. Establishes your niche as the shooty Chapter quite nicely, and it&#039;s active right away. While the range bonus to non-Heavy weapon may look strange, it&#039;s plenty useful on meltaguns, which care a lot more about +3&amp;quot; than -1AP.  As for Heavy weapons, you&#039;ll notice the +6&amp;quot; the most on your shortest range Heavy weapons, so Heavy Flamers (now 14&amp;quot;!), Incendium Cannons, Multimeltas, and so on, but since your chapter tactic has no synergy with weapons that automatically hit, and the Doctrine bonus is better on something with poor AP, perhaps the single most noticeable winner is the assault cannon (Kheres or not). Just be wary that with the 02/27/20 Errata, this will at most give you a strong alpha strike in the first turn&#039;s shooting phase for what little that&#039;s worth.&lt;br /&gt;
**Due to the recent doctrines nerf FAQ our chapter doctrine has questionable usefulness. It already wasn&#039;t very good compared to codex marines and more of a buff to our shooting theme. Now however we only get the one turn of it and this is bad for some of the reasons below:&lt;br /&gt;
***If you play to the extra range and assuming your opponent doesn&#039;t move (which is entirely likely as they&#039;ll know your army relies on generally not moving), you&#039;ll be out of range the next turn and forced to move into range. This completely invalidates our chapter tactic forcing us to lose our reroll of 1&#039;s. &lt;br /&gt;
***Following on from above this is made worse for any unit you wanted to sit still in the first place, like snipers, devastators or objective camping intercessors/tacticals. With the nerf you probably won&#039;t bother placing them with the extra range in mind as they&#039;ll be out of range in the next turn. This means you&#039;ll just place them at their default range or not at all, especially if they&#039;re just going to cover camp. Overall the changes make you either play more aggressively, or completely ignore the rule (which would indicate it already needs an update/rework) which is ironically very conflicting with the Dark Angels over all stoic gun line/ highly strategic theme and so makes our doctrine exceptionally situational and mostly useless for the single round it&#039;s active.&lt;br /&gt;
***If you hadn&#039;t noticed this is less of a useful playing rule and more a thematic rule, and that would, and was, great for the 20 odd days we had it before the nerf which made it almost completely useless, it now really needs a revision or a rework of some kind. Such a revision could be being moved to a more useful doctrine like the tactical or even splitting up the ranges on weapons through all the doctrines. For example it affects heavy in the devastator doctrine, rapid fire and assault in the tactical, and pistols in the assault. This would still keep it thematic but also &#039;&#039;actually&#039;&#039; useful on par with the Ultrasmurfs not counting as moved chapter doctrine.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
===Codex Space Marine copy-pastes===&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1CP):&#039;&#039;&#039; used whenever a {{W40kKeyword|Dark Angels Vehicle}} suffers a mortal wound. Roll a D6 for that mortal wound, and any other mortal wounds suffered by that vehicle for the rest of the phase. Those wounds are ignored on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2CP):&#039;&#039;&#039; Used when an enemy unit arrives from Tactical Reserves within 12&amp;quot; of one of your Infantry units. Your infantry unit may fire on the enemy unit that arrived with a -1 to-hit penalty. &lt;br /&gt;
*&#039;&#039;&#039;Cluster Mines (1 CP):&#039;&#039;&#039; Use when a Scout Bike squad falls back. On a 2+, one unit you fell back from takes D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Datalink Telemetry (1 CP):&#039;&#039;&#039; When shooting with a Whirlwind, if you have a Land Speeder within 12&amp;quot; of the target, the Whirlwind&#039;s shots automatically hit. Fluffy if fairly ineffective unless you have a Whirlwind Hyperios.&lt;br /&gt;
**Dark Angels benefit from larger Land Speeder units, the darkshroud and land speeder vengeance, and 2 landspeeder characters that can make this stratagem a little more usable than for regular marines.&lt;br /&gt;
*&#039;&#039;&#039;Empyric Channelling (1 CP):&#039;&#039;&#039; If you have a {{W40Kkeyword|Dark Angels Psyker}} within 6&amp;quot; of 2 other {{W40Kkeyword|Dark Angels Psykers}}), it can manifest an extra power and you can add 2 to the roll.&lt;br /&gt;
**Interromancy powers cost a lot of WCs, so they can use the boosts to Psychic Tests. Also good for Spectacular Smite Spam, which requires a test score of 11+.&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1CP):&#039;&#039;&#039;  Used when a Dark Angels Infantry model with a Missile Launcher fires at an enemy unit with the Fly keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the regular damage.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1CP):&#039;&#039;&#039; Used when firing an Infantry model’s Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target instead of the regular damage. Use this to get past tough units like Daemons, damaged vehicles, and units with a good Invuln save. Remember your Signum if you need to guarantee that hit.&lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (3CP):&#039;&#039;&#039; Used at the end of the fight phase. Select an Infantry or Biker unit that had already fought. That unit may fight a second time. Use this on Deathwing Knights sitting next to a DW Ancient and/or Asmodai to absolutely crush anything they&#039;re in close combat with.&lt;br /&gt;
*&#039;&#039;&#039;Killshot (1 CP):&#039;&#039;&#039; Use in the shooting phase if you have a Predator within 6&amp;quot; of two other Predators. Add 1 to the wound and damage for all of the trio&#039;s attacks against Monsters and Vehicles.  Split fire those 12 Lascannons away, and remember to buy those Hunter Killer missiles. Can also make autocannon/heavy bolter predators into surprisingly effective monsterhunters.&lt;br /&gt;
** Now only effects baseline Predators, not Deimos patterns. Apparently the crews are too full of themselves to coordinate fire anymore.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment (1 CP):&#039;&#039;&#039; Use in the shooting phase if you have a Vindicator within 6&amp;quot; of two other Vindicators. Instead of shooting their Demolisher Cannons, pick a spot within 24&amp;quot; of all three and roll a d6 for each unit within 3&amp;quot; of it (+1 if the unit has 10+ models, -1 if it&#039;s a {{W40Kkeyword|Character}}). On a 4+, the unit takes 3d3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. Doesn&#039;t combo with the Banner abilities on Ancients. Does apply to Samael in land speeder getting another 5 attacks or 18 shots off, or Chaplain dreadnoughts.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP):&#039;&#039;&#039; &#039;&#039;One use only&#039;&#039;. If your warlord is a Space Marine (this could be your secondary detachment) and didn&#039;t move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6&amp;quot; of it (subtract 1 if it&#039;s rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Flexibility (1 CP):&#039;&#039;&#039; At the start of your movement phase, pick a 10 model unit with the Combat Squads rule and split it into two 5 model units as if they had been deployed as two Combat Squads. &lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; At the start of any phase, pick a Dreadnought. Any Dark Angels units within 6&amp;quot; can re-roll hits of 1 that phase, including itself.&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Exclusive===&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Assault (2/3CP):&#039;&#039;&#039; Used when a friendly {{W40kKeyword|Deathwing}} unit is set up on the board from Teleport Strike. If the unit contains 5 or less models it costs 2CP, if it contains 6 or more it costs 3CP, so most cost effective on [[skub|10-man deathwing squads]]. This unit can immediately make an out-of-phase shooting attack that does not count toward the Shooting Phase. A bit overpriced considering Deathwing can really only bring stormbolters and one or two assault cannons or cyclone missile launchers, but it can be useful for clearing out some bubblewrap if you get the jump on someone. Strategy: A 5 or 10 man Deathwing teleport in, clearing the bubblewrap, for other units can deepstriking closer to the main targets IN THE SAME TURN.&lt;br /&gt;
** Measure its cost against the enemy you want to get rid of. At best you&#039;ll get 40 bolter rounds + 2D6 frag hits from a full squad, producing roughly 15 armor saves against T4 opponents and 21 against T3 ones. This can open up enough space for your Inceptors or a smash-captain. &lt;br /&gt;
** This thing worth its weight in gold against pesky T&#039;au drones and their savior protocols - clean them off table before your shooting / psychic phase, then your big guns&#039; shot won&#039;t be wasted.&lt;br /&gt;
**Remember that you can use combat squads to split a 10-man into a 5-man, and in doing so, can put all the heavy weapons in a single 5-man unit. So you can get 2x plasmacannons or assault cannons into a single drop at the 2cp level. &lt;br /&gt;
**You can also take advantage of the Land Raider Prometheus, combat squad up your heavy weapons, and then fire twice for 1 command point. Although, it is annoying keeping your warlord in a transport when he is likely needed buffing and adding to the ensuing combat. &lt;br /&gt;
*&#039;&#039;&#039;Fortress of Shields (1CP):&#039;&#039;&#039; Used at the start of the fight phase. If a Deathwing unit contains at least 3 Storm Shields, all attacks suffer a -1 to wound modifier against that unit. This is better than what the Deathwing Knights had as -1 to wound affects more Strengths. Imperial Knight with a Reaper Chainsword? Wounding on 3+. MEQs without Strength boosting melee weapons? Wounding on 5+. With this, you&#039;re never wounded on a 2+ (unless the enemy has a way to add a positive wound modifier) and you&#039;d have to throw at least a S8 weapon to be wounding on a 3+. This is [[Awesome]], but becomes pricey if you want to use this for 3 or 4 consecutive combat rounds. Very good considering that the best weapons against storm shield termies are massed attacks like Orks or Gaunts, with S3-4. Generally best used against huge numbers of attacks since the Deathwing Knights usually survive and kill whatever they&#039;re against in combat and they have 3+ Invulns to stop less voluminous but more potent attacks..&lt;br /&gt;
*&#039;&#039;&#039;Hunt the Fallen (1CP):&#039;&#039;&#039; Used before the battle starts. Pick an enemy {{W40kKeyword|Character}}; it gains +1 Attack but all Dark Angel units re-roll all failed hits in Close Combat against them. In addition, all {{W40kKeyword|Deathwing}} and {{W40kKeyword|Ravenwing}} units re-roll all failed charge rolls against that character. May wanna be careful who you give to. Someone such as Ghazghkull would love an extra attack, so this is best used on a character that is a pain in the ass to deal with, but isn&#039;t so good in combat as the other boosts are [[awesome]]. Tricky, because the characters against which you actually need this bonus are exactly the characters that you don&#039;t want to get an extra attack.&lt;br /&gt;
**Ideal target is on that will be close to the front of their deployment, so you can use it for securing charges via deep strike units. As long the character in question is eligible to get included in your charge, re-rolling charges is awesome. You can combine this with the Inner Circle stratagem below, to allow Dreadnoughts arriving in Lucius Pattern Dreadnought Drop Pods to have a more reliable charge.&lt;br /&gt;
*&#039;&#039;&#039;Inner Circle (1CP):&#039;&#039;&#039; Use this before the start of the game; target a {{W40Kkeyword|Dark Angels Master}},  {{W40Kkeyword|Dark Angels Dreadnought}}  or  {{W40Kkeyword|Dark Angels Land Raider}}. They gain the {{W40kKeyword|Deathwing}} &#039;&#039;(important for interacting with characters and banners)&#039;&#039; and {{W40kKeyword|Inner Circle}} keywords. Ven Dreads do exist, but it could always be used on a Redemptor or a Contemptor. As for Land Raiders, they don&#039;t like combat, so ancient abilities don&#039;t really affect them, and as for shooting, Belial already gives a re-roll 1s aura, but full re-roll for models with the Deathwing keyword, which is pretty great for Land Raiders, especially the Crusader, and Contemptors. &lt;br /&gt;
**Also can be used to give a generic or Primaris Master the Deathwing keyword, as unfluffy as that may be right now. Or a Chaplain Dreadnought. &lt;br /&gt;
*&#039;&#039;&#039;Intractable (2CP):&#039;&#039;&#039; Used when a {{W40Kkeyword|Dark Angels}} unit has fallen back. They can still shoot this turn. One thing: &#039;&#039;never&#039;&#039; use this with units that can fly (Sammael, Talonmasters, Land Speeders, or the Repulsor) since they can already shoot after falling back. Black Knights still get Plasma shooting after falling back and if your Predators or Land Raiders stuck in combat, move them out and get some Lascannon shots off. In short, it is overpriced for basic units, but letting a valuable ranged unit fire after falling back can well be worth 2CP.&lt;br /&gt;
*&#039;&#039;&#039;Never Forgive, Never Forget (1CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|Dark Angels}} unit is chosen to attack in the Fight phase you can activated this ability. Whenever that unit rolls a 6+ to hit against {{W40kKeyword|Heretic Astartes}} they make an additional attack against the same target using the same weapon. If you use this stratagem on a {{W40kKeyword|Deathwing}} unit, then the extra attacks are generated on a 4+ when targeting {{W40kKeyword|Fallen}} unit. Essentially the Dark Angels version of the vanilla SM Stratagem &#039;&#039;Death to the Traitors&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Rock (1/3CP):&#039;&#039;&#039; That typical &amp;quot;take 1 extra relic for 1CP or 2 extra relics for 3CP&amp;quot; stratagem that all armies with Codices get. Dark Angel relics are alright so using multiples of them isn&#039;t that bad. With the Shroud of Heroes, the Heavenfall Blade and maybe the Foe-Smiter? Then a CP is certainly worth it.&lt;br /&gt;
*&#039;&#039;&#039;Secret Agenda (1CP):&#039;&#039;&#039; When playing Maelstrom of War missions, before the game begins you can spend one command point to make your tactical objectives secret, and you only reveal them when scoring victory points. In Maelstrom of War, this is amazing as your opponents will never know what you&#039;re trying to achieve and therefore be less able to interfere with your ability to complete those objectives. Pretty [[awesome]], if a bit situational as if you&#039;re not playing Maelstrom of War, then it does absolutely nothing. &lt;br /&gt;
*&#039;&#039;&#039;Speed of the Raven (1CP):&#039;&#039;&#039; Used when a {{W40kKeyword|Ravenwing}} unit has advanced this turn. That unit may still shoot and charge this turn. The recent FAQ on the Warhammer Community site also says that the unit does not suffer the -1 to hit penalty for firing assault weapons. Combine that with the 4+ Invulnerable and some Black Knight Plasma Talons? Darktalon with -1 hard-to-hit and 4+ Invulnerable save? YES!!!. This also works on Land Speeders, so a pack of three or more speeders can hit a unit 29&amp;quot; to 34&amp;quot; from where they started with heavy flamers. IF you use it on speeders, it works well with the Master of Maneuver warlord trait.  &lt;br /&gt;
** Since the Jink save lasts until your next turn, you&#039;ll get the 4++ even if the enemy you charged retreats from close combat in its own turn to shoot your bikes. Corner case: you&#039;ll get the 4++ against the pistol shots, if they stay engaged with you.&lt;br /&gt;
*&#039;&#039;&#039;Stasis Shells (1CP):&#039;&#039;&#039; Used when a {{W40kKeyword|Ravenwing}} model fires its Grenade Launcher at an enemy {{W40kKeyword|Character}}. Make a single hit roll with +1 to hit, and if it scores a hit the target takes d3 Mortal Wounds. OK, does anyone use Ravenwing Grenade Launchers? No? Yeah. Plasma Talons are so much better, but this stratagem makes them somewhat viable - provided you have the CP. It might help you to finish off low-wound high-invu targets like Smash Captains, but it still won&#039;t exempt you from the character targeting restriction. &lt;br /&gt;
*&#039;&#039;&#039;Weapons From the Dark Age (1CP):&#039;&#039;&#039; Used when a unit&#039;s weapons fire. Increase the damage characteristic of all Plasma weapons (plasma pistol, plasma gun, plasma cannon, plasma incinerator, and plasma talon) by 1. Super-charged plasma that can 1-shot 3-wound thickies like Paladins, Custodes, and Warriors? Yes please. Hellblasters in particular will be able to erase entire TEQ squads and wreck vehicles. Don&#039;t forget black knights or the Land Speeder Vengeance either. Damage 4 Plasma? (And possible blowing yourself up?) Yes PLEASE!!!&lt;br /&gt;
**Sadly you can use it only in your own shooting phase, so you must skip it in Overwatch, or when you want to shoot back at the enemy via the Ancient&#039;s banner.&lt;br /&gt;
**Though there&#039;s a limited number of units that can take lots of plasma weaponry, Hellblasters, Ravenwing Black Knights, and Inceptors are still great units for this. If looking for higher damage per shot plasma, the LS Vengeance, the Deredeo Dreadnought and the Sicaran Omega Tank Destroyer is also an option.&lt;br /&gt;
**If you want to give a Plasma Repulsor Exicutionor Cawl&#039;s wrath (albeit with half the shots if you move above half movement and 12&amp;quot; less range but made up for by having ALL THE GUNS), then look no further!&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
*&#039;&#039;&#039;The Lion and the Wolf (1CP):&#039;&#039;&#039; Use before the battle begins if your army contains any {{W40Kkeyword|[[Space Wolves]]}} units. These must be taken in a different detachment, else you can&#039;t use Dark Angel stratagems. Choose one  {{W40Kkeyword|Dark Angels Infantry}} model and one  {{W40Kkeyword|Space Wolves Infantry}}  model and roll a D6 for each. On a 4+ those models take a mortal wound. Each model that survives then receives +1 Weapon Skill, Strength, Attack and Leadership for the duration of the battle. This is simultaneously considered one of the best and one of the worst Stratagems out there, as most Dark Angel Players don&#039;t field Space Wolves (for good reason, see below), but it&#039;s also easy to abuse:&lt;br /&gt;
**Gives you a crunchy excuse to field these two famous rivals together. The combinations are phenomenal, particularly since there seems to be no limit on who can be your champions. HQ choices and named characters can comfortably soak a 50% chance of a wound before the battle begins if it means getting extra attacks and strength for the &#039;&#039;whole battle&#039;&#039;. Get an apothecary on the job and restore that wound so it barely even matters.&lt;br /&gt;
**If you want to use Mind Wipe, use this stratagem for the +1 Ld. Among the other bonuses turns your librarian into a fearsome character. Target your Interrogator chaplain with this and keep your librarian within 6&amp;quot; to also gain the Ld 10 for Mind Wipe. &lt;br /&gt;
**Best option is an auxilliary detachment with just one character, but it will cost you an extra CP. Good options are: Lucas the Trickster or Krom Dragongaze for leadership fuckery. Arjac Rockfist is a good character-hunter with deep strike, that benefits from S12 and 7 attacks on the charge with re-rolls against characters. A rune priest can manifest Tempest&#039;s Wrath, which is basically Aversion with a different name so it stacks for -2 to hit on that knight or daemon primarch.&lt;br /&gt;
**A Supreme Command detachment is the most efficient way to use this stratagem without losing a command point, and would look nicely thematic. A supreme command detachment of three Space Wolves HQ&#039;s also gives you access to the Space Wolf stratagems. You can also build a Supreme Command detachment of Adeptus Astartes with 1 Space Wolf and 2 Dark Angel characters or any other detachment with Dark Angel units with 1 space wolf character. You do need another Dark Angel only detachment to get access to this stratagem.&lt;br /&gt;
**If you do want to take a bigger detachment of SW, go for a decent space wolf detachment and look at the SW tactics page for advice on how to build a SW army, you [[Furry|closet wolf]].&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Ritual of the Damned Space Marine copy pastes===&lt;br /&gt;
*&#039;&#039;&#039;Big Guns Never Tire (1 CP):&#039;&#039;&#039; A vehicle UNIT ignores heavy for a turn. Choice units for this can be:&lt;br /&gt;
**Leviathan dreadnought in devastator doctrine with 3 hunter killer missiles and extra range guns hitting on 2&#039;s with wisdom of the ancients anyone? &lt;br /&gt;
**Forget your Leviathan, the wording is &#039;Vehicle unit&#039; so take 5 speeders in your Ravenwing Landspeeder UNIT and zoom around without penalty.&lt;br /&gt;
***This sounds great on paper but there&#039;s a few flaws, primarily the saves. Landspeeders have to advance to get the Jink 4++, to then shoot you now have to add in speed of the Raven AND then include Big guns never tire, assuming they manage to survive the entire battle that&#039;s 10cp. Now the Leviathan also uses 10 cp on Wisdom and BGNT however now lets include characters, the leviathan can ignore wisdom simply by having a captain nearby so that brings it to 5cp. The Landspeeders are still on 10, solution? Ignore this strategem for them and take a Talonmaster, why? Because the Talonmaster can take the impeccable mobility warlord trait which lets them ignore the heavy penalty, and if you don&#039;t want him as a warlord, you can pay 1 cp for hero of the chapter to get it, bringing the Landspeeders down to 5/6cp for the whole battle while also gaining ignore cover and rerolling wounds of 1. Not saying this isn&#039;t a bad unit choice but it has alternative solutions to fix it&#039;s -1 for heavy problem&lt;br /&gt;
**There&#039;s also no one saying that the unit needs to expensive, need to reposition that predator? Go for it. Really need that Lasorback to shoot something? Go for it. Want that Nephilim/Dark Talon to hit on 2&#039;s? GO FOR IT! &lt;br /&gt;
*&#039;&#039;&#039;Boltstorm (1 CP):&#039;&#039;&#039; Useable only during your shooting phase, Auto-bolt rifles within half range automatically hit their target.&lt;br /&gt;
*&#039;&#039;&#039;Duty Eternal (1 CP):&#039;&#039;&#039; Affects a dreadnaught when targeted in shooting or combat and cuts all damage by 1 (to a minimum of 1). It&#039;ll keep that dread alive, but it&#039;s not immune to mass lascannon fire.&lt;br /&gt;
*&#039;&#039;&#039;Fury of the First (1 CP):&#039;&#039;&#039;  Add 1 to the hit rolls for a {{W40kKeyword|Deathwing}} squad in shooting or combat. Combine this with &amp;quot;Never forgive, never forget&amp;quot; and you can have exploding attacks on 5+ against CSM and 3+ against the fallen, as rare as they are. Ensure you have some rerolls available through Belial or Righteous Repugnance to make the most of it.&lt;br /&gt;
*&#039;&#039;&#039;Gene Wrought Might (1 CP):&#039;&#039;&#039; Affects a primaris infantry squad in combat a 6+ to hit is an auto hit and wound.&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; Give a non-unique character a warlord trait, but you cannot double up on the same trait. Also only the warlord counts as a VP for &amp;quot;Slay the Warlord&amp;quot; and the like. Only one use per battle, this may sound bad for a 3-wings army. &lt;br /&gt;
*&#039;&#039;&#039;Honored by The Rock (1 CP):&#039;&#039;&#039; Give a Successor Chapter a relic of the Rock. A space marine copy, the place name simply changes. Pretty much pointless for non-codex marines as we don&#039;t get to pick successor tactics like they do in the new supplements, so all our successor chapters just play as counts-as-dark angels because otherwise you&#039;re just nerfing yourself, unless a That Guy is around being all pedantic and whiny.&lt;br /&gt;
**It has some really niche utility as a way to get 3 relics for just 2 CP instead of 3 (1 is free, 1 is with the old stratagem, another one with this), but 2 of them must be from the special wargear (or be the Heavenfall blade) and one must be a &amp;quot;Dark Angels&amp;quot; relic. &lt;br /&gt;
*** It&#039;s interesting to point out that Codex compliant Marines can pay the same amount of CP for 3 relics without this ridiculous limitations. &lt;br /&gt;
*&#039;&#039;&#039;Monster Slayer Missile (1 CP):&#039;&#039;&#039; Used on a repulsor, shoot at a vehicle or monster within 48&amp;quot; and if it hits it does d3 mortal wounds. Interesting, probably won&#039;t be used often but don&#039;t forget about it, as an average extra two mortal wounds on that charging Mortarion might be really helpful.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire (2 CP):&#039;&#039;&#039; Turns bolt rifles into rapid fire 2 for a shooting phase. 2cp is kind of steep but if you have objective camping intercessors about to be overrun by a horde, turning their guns into 30&amp;quot; S4 AP-1 (-2 in Tactical doctrine) 1D storm bolters with instant rapid fire and rerolls to 1 for not moving is pretty decent. &lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; Affects any infantry squad, they count as remaining stationary for bolter discipline. Storm bolter toting veterans are a good choice for this especially in the tactical doctrine.&lt;br /&gt;
*&#039;&#039;&#039;Target Sighted (3 CP):&#039;&#039;&#039; Stalker Bolt rifles become snipers for a turn, being able to target characters and doing a mortal wound on a 6+. Very unlikely to be worth it for 3CP even on a squad of 10. Most effective against linchpin T3 characters like Guard and Eldar where the S4 and volume of fire actually means something in comparison to the Eliminators S5&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (2 CP):&#039;&#039;&#039; Works on any non-vehicle unit in combat, that unit can never be wounded on a 1-3. It&#039;s nice this isn&#039;t exclusively Primaris, makes us remember that old marines are still Damn Space Marines.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; Any vehicle with power of the machine spirit can do one of the following when it dies, shoot a single weapon, auto explode or attack again in combat. It will always use the top of its wound chart when it does this. For 2CP you&#039;re probably making it explode.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Intercessors (1/2 CP):&#039;&#039;&#039; Turns a 5 man unit of intercessor into vets for 1 CP but if the squad has 6 or more models it costs 2 CP, a veteran intercessor gets an extra attack and Ld. This will be better on the upcoming chainsword intercessors, (assuming it works on them) now that they&#039;ve stopped being Tau-level whimps about joining in honourable melee combat.&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Ritual of the Damned Dark Angel exclusives===&lt;br /&gt;
*&#039;&#039;&#039;Combined Assault (2 CP):&#039;&#039;&#039; Lets you resurrect some Teleport Homer tricks from prior editions. When using Teleport Strike to set up a {{W40kKeyword|Deathwing}} unit, you can place them within 6&amp;quot; of a {{W40kKeyword|Ravenwing Biker}} unit that hasn&#039;t advanced that turn, so long as the unit is also more than 6&amp;quot; away from an enemy. that&#039;s really close&lt;br /&gt;
*&#039;&#039;&#039;Evasive Assault (1 CP):&#039;&#039;&#039; Pick a ravenwing bike squad in combat, they get a 5++ for the phase.&lt;br /&gt;
*&#039;&#039;&#039;Full Throttle (1 CP):&#039;&#039;&#039; Pick a Ravenwing unit to move again in the movement phase, it can advance if it did not already but the unit cannot shoot or charge this turn. Great for repositioning early game and grabbing objectives late game. You can also combo this with Combined Assault for some reliable turn 1 6&amp;quot; charges but thats 3 CP. Can be worth it though.&lt;br /&gt;
*&#039;&#039;&#039;High Speed Focus (1 CP):&#039;&#039;&#039; A ravenwing unit can jink during your opponents shooting phase when targeted by an attack. Great reactionary Ravenwing stratagem. Easily spammable on a big unit of bikes, knights or land speeder squadrons.&lt;br /&gt;
*&#039;&#039;&#039;Out Numbered but Never Out Matched (1 CP):&#039;&#039;&#039; Target a {{W40kKeyword|Deathwing}} squad in combat with a unit of 10 or more, until the end of the phase, models in the unit get +1 attack. Gives your Deathwing Knights some of their horde clearing abilities back. &lt;br /&gt;
*&#039;&#039;&#039;Stand Firm (1 CP):&#039;&#039;&#039; Target a Deathwing Squad in shooting or combat, they get +1 Toughness. If you have the CP to burn, combine this with Fortress of Shields to have some Deathwing Knights with REAL staying power.&lt;br /&gt;
**If you have a lot of CP, you could protect 2 units of Deathwing. Use Transhuman Physiology on one and this on the other to make it difficult for your opponent to deal with them.&lt;br /&gt;
*&#039;&#039;&#039;Targeting Guidance (1 CP):&#039;&#039;&#039; Pick a unit within 12&amp;quot; of any {{W40kKeyword|Ravenwing}} land speeder and your whole army gets to reroll all hits against the target. It does sound pretty good but you still need to be within 12&amp;quot; which is pretty close. Ideally whatever you targeted will die since EVERYTHING in your army can reroll their hits. Keep in mind that Darkshrouds, Vengeances and Talonmasters count as Ravenwing Land Speeders, so keep this stratagem in the back of your mind if you field any of them&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Not One Step Back&lt;br /&gt;
: When generated, decide which turn you want this to trigger: the next turn, the next two turns, or the next three turns. If the Objective is still active after that time, gain 1/d3/d3+3 VP, respectively. The objective will be discarded if the battle ends before that time or if you ever Fall Back or fail a Morale test. &lt;br /&gt;
;12 - No Forgiveness&lt;br /&gt;
: 1 VP for destroying any enemy unit controlling an objective.&lt;br /&gt;
;13 - Confess!&lt;br /&gt;
: 1 VP if an Interrogator-Chaplain got a kill in the Fight phase, or if an Interromancy power was manifested successfully.&lt;br /&gt;
;14 - Seize and Interrogate&lt;br /&gt;
: 1 VP if an enemy character was slain in the Fight phase by a Dark Angels unit. d3 VP if it was the opponent&#039;s Warlord.&lt;br /&gt;
;15 - Flawless Strategy&lt;br /&gt;
: 1 VP for deep striking Deathwing Terminators within 12&amp;quot; of an enemy unit. If they&#039;re also within 6&amp;quot; of a friendly Ravenwing unit, this is upped to d3 VP. &lt;br /&gt;
;16 - The Path of Redemption&lt;br /&gt;
: Score 1 VP for charging a unit whose Power Level is higher than what it&#039;s being charged by. Try to make it something that the charging unit won&#039;t regret being in melee with.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
Solid choices overall with Brilliant Strategist and Master of Maneuver being the stand outs.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Lion:&#039;&#039;&#039; Any time your Warlord charges, was charged, or performed a heroic intervention this turn, friendly Dark Angels within 6&amp;quot; add 1 to their strength for that fight phase. Not bad. Asmodai has this trait if he&#039;s your warlord.&lt;br /&gt;
#* Stacks with Chappy Dread&#039;s existing +1 strength aura, which is cool if the dread is your warlord. Good if you want a &#039;Smash-Master&#039; with Jump Pack &amp;amp; TH/SS on par with a Blood Angel&#039;s smash-captain vs toughness up to 5, and 8 though 10.&lt;br /&gt;
#&#039;&#039;&#039;Courage of the First Legion:&#039;&#039;&#039; All friendly Dark Angels within 12&amp;quot; of the Warlord automatically pass Morale tests. Considering Morale isn&#039;t an issue at all for Dark Angels, you may give this one a pass. Ezekiel has this if he&#039;s your warlord. &lt;br /&gt;
#*Unless you are ThatGuy doing Azrael, Lieutenant, Darkshroud, Ancient and spamming Sniper/Heavy weapon Scout all the way to spam Mortal Wounds, Hellfire Shell and Flakk Missile...&lt;br /&gt;
#&#039;&#039;&#039;Brilliant Strategist:&#039;&#039;&#039; Once per game, you can re-roll a single failed hit, wound, or saving throw roll, if your warlord is alive. In addition, if your army is battleforged, roll a d6 each time you use a stratagem. On a 5+, you gain a command point. You can never go wrong with more CP. Azrael starts with this one, naturally.&lt;br /&gt;
#&#039;&#039;&#039;Huntsman:&#039;&#039;&#039; Your Warlord can fire Pistols, Assault, Rapid Fire, and Grenades (but not Heavy) at enemy characters even if they aren&#039;t the closest model. In addition, when he piles in or performs a Heroic Intervention, he can move towards the closest enemy Character instead of the closest enemy model. No hiding behind meatshields for your foes&#039; characters now! Belial starts with this one. &lt;br /&gt;
#*This is almost useless, as the chances of taking out a character with the guns available is very slim. Characters have 4 or more wounds generally, and your only real options are a combi-melta or plasma talons/lion&#039;s roar relic. With needing to hit, to wound and get past invulnerable saves your chances are very slim of actually killing a character with this. Has some merit against support characters, such as apothecaries or tau ethereals.&lt;br /&gt;
#*Techmarines with Servo harness (for the plasma cutter) and combi-plasma (or lion&#039;s roar) can pump out 3x overcharging plasma shots at 12&amp;quot;, and with the Relics of the Dark Age, up to 9 damage. Put him on a bike for 4 more bolter rounds. Chappy Dread can also take 2x storm bolters for 8x BS2+ shots in double tap range, up to 8 damage. Could also pair well with the Bolts of Judgement special issue wargear.&lt;br /&gt;
#&#039;&#039;&#039;Master of Maneuver:&#039;&#039;&#039; Re-roll the dice to determine how far a Dark Angels unit advances and CHARGES when they&#039;re within 6&amp;quot; of the Warlord. As with last edition, Sammael starts with this one. Kind of pointless on him since biker units automatically advance 6&amp;quot;, and you&#039;re not using Sammy correctly if he&#039;s not next to Bikes and/or Land Speeders. &lt;br /&gt;
#*That second bonus is top notch though, as it basically turns your Dangles into Ork Boyz. Give this to a Deathwing Ancient and deepstrike in with your Deathwing Knights. Your DW Knights now have +1 Attacks and make that 9&amp;quot; charge roughly 47% of the time now. Since it says &amp;quot;reroll the dice to determine Advance/Charge distance&amp;quot;, You can reroll 1 or both dice when Charging/Advancing, your Deathwing Terminators or even your melee Veterans can go with Sammael or your warlord with this trait to do the nasty things in close-quarter combat.&lt;br /&gt;
#&#039;&#039;&#039;Stubborn Tenacity:&#039;&#039;&#039; Roll a die each time your warlord loses a wound. Add 1 to the result if the Warlord did not move during his last movement phase. On a 6, that wound is ignored. Never take the BBB one, as this does exactly the same with a flat upgrade.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Available with the new Ritual of the Damned book, Warlords can draw from one of two new trait tables. Lay Low the Mighty and Impeccable Mobility are the standouts.&lt;br /&gt;
====Deathwing====&lt;br /&gt;
#&#039;&#039;&#039;Lay Low the Mighty:&#039;&#039;&#039; {{W40kKeyword|Deathwing}} units within 6&amp;quot; of the warlord can re-roll wound rolls for attacks made with melee weapons against {{W40kKeyword|CHARACTERS}} or units with a wound characteristic of 8 or more.  Great for a Deathwing Deathstar as this can buff multiple units&lt;br /&gt;
#&#039;&#039;&#039;Inexorable:&#039;&#039;&#039; When resolving attacks against the warlord, wound rolls of 1-3 fail irrespective of any abilities the weapon has. I mean, if your warlord&#039;s gonna be in the thick of it this could help. If Chaplain Dreadnoughts can make use of it, they&#039;ll love this.&lt;br /&gt;
#&#039;&#039;&#039;Watched:&#039;&#039;&#039; Once per battle in the psychic phase, the warlord can automatically deny a single enemy power regardless of whether or not he&#039;s in 24&amp;quot; denial range. Pretty good overall WT when facing psychic heavy armies like Chaos, Grey Knights and Tyranids. The unlimited range allows you to deny crucial powers like miasma of pestilence on Mortarion.&lt;br /&gt;
&lt;br /&gt;
====Ravenwing====&lt;br /&gt;
#&#039;&#039;&#039;Impeccable Mobility:&#039;&#039;&#039; {{W40kKeyword|Ravenwing}} units within 6&amp;quot; of the warlord ignore the penalty for moving and firing Heavy weapons, and do not suffer the penalty for advancing and firing Assault weapons. Now &#039;&#039;that&#039;&#039; is awesome. &amp;lt;s&amp;gt;It got changed up in the most recent FAQ with 9th edition in the pipeline. It&#039;s now even better since you can fire off those Heavy weapons without penalty after advancing as far as you can.&amp;lt;/s&amp;gt; The FAQ only affects 9th Edition to update now redundant abilities and stratagems ect. In 8th Edition you still have to use the rule as worded for heavy weapons only ignoring the -1 penalty. Otherwise you&#039;d also have to also follow the rest of the FAQ such as deleting the power of the machine spirit ability on landraiders ect while not getting the heavy weapon penalty only applying to infantry rule, but when there&#039;s a 9th Edition tactics page, you&#039;ll be correct to add this because it&#039;ll mostly be a copy paste.&lt;br /&gt;
#*By far and away &#039;&#039;the&#039;&#039; best warlord trait for a Ravenwing army as you can give it to a Talonmaster and he&#039;s never the getting a -1 for moving with his heavy weapons (Something he&#039;s criticised for in his section), your landspeeders don&#039;t get the -1, the attack bikes don&#039;t get the -1, your planes are now hitting on a 2+ with the strafing run rule. And it gets better, your Blackknights are now jinking and shooting as if they hadn&#039;t. Add this altogether with Sammael and an Apothecary and you&#039;re going to be scary.&lt;br /&gt;
#&#039;&#039;&#039;Tactically Flexible:&#039;&#039;&#039; Once per battle, at the start of the Battle Round you can select a Combat Doctrine that isn&#039;t active. All {{W40kKeyword|Ravenwing}} units within 6&amp;quot; treat that Doctrine as the active one until the end of that Battle Round.&lt;br /&gt;
#&#039;&#039;&#039;Outrider:&#039;&#039;&#039; Warlord and one {{W40kKeyword|Ravenwing}} unit get a free 12&amp;quot; move after the Battle begins but before the first turn starts. You cannot come within 9&amp;quot; of any enemy units, naturally.&lt;br /&gt;
&lt;br /&gt;
===Vanguard Space Marines===&lt;br /&gt;
Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn&#039;t stealthy.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shoot and Fade:&#039;&#039;&#039; Immediately after doing a shooting attack (except Overwatch), this warlord can move. If he does, he also has to advance.&lt;br /&gt;
#*Imperial stealthy Jump-Shoot-Jump baby! There are better things to do than to play with ONE model&#039;s positioning, but this trait does enable your buff characters to be at many places at once, repositioning at max speed: be near one unit, those guys shoot, your captain shoots, then he dashes over to buff another unit&#039;s shooting. Can also enable him to get back behind his troops/break LoS and avoid retaliation. By the 2019 Spring FAQ you can also use this in conjunction with the Auspex Scan strategem, potentially allowing your warlord to move 3 times during a round, or bait your enemy deep striking his forces near your warlord, and scurry away without fear of getting charged. Note that this only triggers on the Librarian or Lieutenant, the Phobos Master can never use the auspex scan stratagem due to his omni-scrambler.&lt;br /&gt;
#&#039;&#039;&#039;Princeps of deceit:&#039;&#039;&#039; At the start of the first round but before the first turn begins, you can remove and redeploy up to 3 {{W40kKeyword|&amp;lt;Chapter&amp;gt;}} {{W40kKeyword|phobos}} {{W40kKeyword|Infantry}} units present on the battlefield. Results depend on the mental games you can play on your enemy - it&#039;s not going to be a surprise to your opponent, but being able to make corrections after your enemy&#039;s cemented his choice instead of being part of the simultaneous deployment process can be an amazing benefit, and one that Eldar pay 2CP for.&lt;br /&gt;
#*It happens after the Seize the initiative rolls, so it is perfect to be prepared to either getting or losing the first turn because of a lucky 6.  &lt;br /&gt;
#&#039;&#039;&#039;Master of the Vanguard:&#039;&#039;&#039; Friendly {{W40kKeyword|chapter}} units within 6&amp;quot; of the warlord gain +1&amp;quot; to both their move, advance AND &#039;&#039;charge&#039;&#039; rolls.&lt;br /&gt;
#*Again, this works on non-{{W40kKeyword|Phobos}} units, though Master of Maneuver works better if you just want a better charge success rate.&lt;br /&gt;
#&#039;&#039;&#039;Stealth Adept:&#039;&#039;&#039; -1 from hit rolls that target the warlord. Not just at range so he can prove he&#039;s the better sniper around, but it also works in melee; useful since the warlord lacks an invuln save.&lt;br /&gt;
#*Combine with Shroud of Heroes for -2 to hit.&lt;br /&gt;
#&#039;&#039;&#039;Target Priority&#039;&#039;&#039;: The Warlord can skip shooting in the shooting phase to select a friendly Dark Angels PHOBOS unit within 3&amp;quot; and a visible enemy. The selected friendly unit gets +1 to hit against the enemy in question until the end of the phase.&lt;br /&gt;
#&#039;&#039;&#039;Marksman Honours:&#039;&#039;&#039; +1D to &#039;&#039;all&#039;&#039; of the warlord&#039;s guns, and he can reroll all failed hit and wound rolls for ranged attacks. Explicitly does not apply to relics nor grenades.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Like all 8E factions, in addition to Smite you have access to a faction-specific table of powers. In true non-codex marines neglect, since the introduction of chapter supplements all the codex chapters got access to their own specific table while also keeping access to the overall Librarius discipline, where as we get nothing meaning we&#039;re an entire discipline down.&lt;br /&gt;
&lt;br /&gt;
===Interromancy===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mind Worm:&#039;&#039;&#039; WC 6. An enemy unit within 12&amp;quot; of the Psyker takes a mortal wound, just like that. In addition, the targeted unit is forced to fight last in the following Fight Phase and must wait until all other units have taken their turn. Not bad.&lt;br /&gt;
*&#039;&#039;&#039;Aversion:&#039;&#039;&#039; WC 6. An enemy unit within 24&amp;quot; must subtract 1 from all their To-Hit rolls until the next psychic phase. Stacks nicely with other penalties, like the powerfist/powerklaw, the hard-to-hit rule on your flyers, or the Darkshroud&#039;s aura, but because it debuffs an enemy instead of buffing an ally, best used to help shut down a big incoming threat.&lt;br /&gt;
*&#039;&#039;&#039;Engulfing Fear:&#039;&#039;&#039;WC 6.  Doesn&#039;t do anything overt by itself. However, any enemy unit within 6&amp;quot; of the Psyker that takes a morale check must roll two dice and discard the lowest result, which is only slightly worse than a +1 penalty, making this power deeply underwhelming.&lt;br /&gt;
*&#039;&#039;&#039;Mind Wipe:&#039;&#039;&#039; WC 7. Choose a visible enemy model within 18&amp;quot; of the psyker; both players roll a d6, adding their leaderships.  If you tie or your opponent beats your roll, nothing happens. If you win, that model must subtract 1 from WS, BS, and Ld for the rest of the game, which stacks with itself.  Note that this lets you single models out of units, letting you do things like debuff just the special weapons guy in a target unit.&lt;br /&gt;
*&#039;&#039;&#039;Trephination:&#039;&#039;&#039; WC 7. Roll 2d6, add the result together; if you roll a 10 or higher add another 2 to the roll. The closest visible enemy unit to the psyker takes mortal wounds from the difference of their leadership and your roll. Mind Wipe can help you push that difference up higher for more mortal wounds, and remember that Imperial armies of all types have plenty of Ld debuffs to stack up in order to make the final difference ridiculously large, but without said help, this power won&#039;t do nearly as well as Smite.&lt;br /&gt;
*&#039;&#039;&#039;Righteous Repugnance&#039;&#039;&#039;. WC 7. Select a {{W40Kkeyword|DARK ANGELS}} unit within 12&amp;quot; of the psyker; they now re-roll &#039;&#039;all&#039;&#039; failed hits and wounds in melee. WOW. Deathwing Knights will love you for putting this on them. Anybody carrying simple power swords becomes &#039;&#039;far&#039;&#039; more deadly; especially in squads, say like veterans of some sort? Works wonderfully with the +1S warlord trait, and it lasts until your next psychic phase.&lt;br /&gt;
&lt;br /&gt;
===Obscuration===&lt;br /&gt;
These powers can only be used by Vanguard Librarians. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Temporal Corridor (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 3&amp;quot;. It can move as if it was the movement phase; it must advance and cannot fall back, but when advancing it rolls 3d6 and picks the highest for the distance it advances. Cannot be used on a given unit more than once per psychic phase.&lt;br /&gt;
**Slightly more situational than Warptime, but no less amazing for it.&lt;br /&gt;
**A RAW/RAI corner case, but if you want to use your chapter tactics 1 to-hit re-roll, and still want to move, you can do this with your {{W40kKeyword|Phobos}} units, as the movement happens in the Psychic phase instead of the Movement phase.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scryer&#039;s Gaze (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons. Also allows attacks from ranged weapons to ignore cover. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shrouding (WC6)&#039;&#039;&#039;: Pick a friendly {{W40kKeyword|Adeptus Astartes}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of the next psychic phase, enemies can only shoot that unit if they&#039;re the closest target.&lt;br /&gt;
** If you put it onto a Phobos character, it takes precedence over the Sniper rules and abilities that allow targeting your character even if he&#039;s not the closest one. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hallucination (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. Its Ld is reduced by 1. The opponent must also roll 2d6, and if the result is higher than the unit&#039;s Ld all its hit rolls take a -1 penalty.&lt;br /&gt;
** Stacks nicely with Aversion and the faction-present Ld de-buffs. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tenebrous Curse (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot; that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound. Additionally, its Movement stat is halved, as is all of its advance and charge rolls. &lt;br /&gt;
**Won&#039;t stop Smash Captains, or flying Daemon Princes, but can be crippling for biker and terminator armored characters. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mind Raid (WC6)&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. It takes a Mortal Wound. If your army is Battle-Forged and the power targeted a character, roll 3d6. If the result is greater than or equal to the target&#039;s Ld, you get a free Command Point. &lt;br /&gt;
**Excellent for Specialist Detachments (see below), as they&#039;re tend to be low on CP anyway.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
Now litanies are like the Dark Apostle&#039;s prayers, going off on a 3+. Before the game starts, generate the litanies your chaplain knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Chaplain won&#039;t have an active litany on the turn he deepstrikes, as he can&#039;t chant while not on the table. The same rules apply if he rides a transport, so you&#039;ll need to come up with other ways to make him fast, like giving him a Jump Pack or putting him on a bike.&lt;br /&gt;
&lt;br /&gt;
:*&#039;&#039;&#039;Litany of Hate&#039;&#039;&#039;: Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your chapter.&lt;br /&gt;
:*&#039;&#039;&#039;Stoic Prosecution&#039;&#039;&#039;: Your chapter-exclusive prayer, this grants a 6&amp;quot; aura that lets {{W40Kkeyword|&amp;lt;Chapter&amp;gt;}} {{W40Kkeyword|Infantry}} units that didn&#039;t fall back or advance shoot as if they never moved at all. This is especially worthwhile for your heavies and rapid-fire guns, since your squad&#039;s effective range is even greater when combined with your doctrine. Also, Stoic Prosecution pairs well with the Dark Angels Chapter Tactic, allowing units to reroll hit rolls of 1&#039;s. Another unit that greatly benefits from this Litany are the Primaris Aggressors, who shoot twice if they stood still that turn. This is especially worth taking if you&#039;re running a Gunline army. It gives a relatively static army more movement options and makes repositioning your castle much easier.  &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith&#039;&#039;&#039;: 6&amp;quot; aura of FnP 5+++ vs mortal wounds for friendly &amp;lt;CHAPTER&amp;gt; units. Not cumulative with other rules, as per usual (but stated regardless).&lt;br /&gt;
#*Extra protection vs witchery. Also makes your plasma vehicles more durable when firing plasma, and your company vets more durable when bodyguarding. A 2/3 chance of a 1/3 chance to ignore damage is equal to 2/9, so this is slightly (4/3) better than a 6+++ FnP, with the caveat that it only works on Mortal Wounds.&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire&#039;&#039;&#039;: Select a friendly &amp;lt;CHAPTER&amp;gt; unit within 6&amp;quot;. +1 to the wound roll when &amp;quot;resolving a shooting attack&amp;quot; against the closest enemy unit, meaning it affects Overwatch, too.&lt;br /&gt;
#*It&#039;s best to increase what you have the least of: Space Marines hit on 3+ but bolters wound on 4+. But compared to a Lieutenant, it only affects a single unit and, most importantly, only against the closest target, on top of the usual litany conditionals. Useful to flamer Vets/Aggressors - generally better the less the gun relies on S or range to get work done.&lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage&#039;&#039;&#039;: Select a friendly DA unit within 6&amp;quot;. Their unmodified 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Master/Azzy/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain&#039;s.&lt;br /&gt;
#*If you&#039;re already betting on exploding 6s, use it alongside Death to the Traitors or even Gene-wrought Might.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength&#039;&#039;&#039;: He&#039;ll show you how it&#039;s done. +1A +1S to the Chaplain, and +1D to his melee weapons. D3 Crozius!&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus&#039;&#039;&#039;: Select a friendly chapter unit within 6&amp;quot;. +1 to their hit rolls when shooting. Even during overwatch, meaning you no longer have any excuses for why you didn&#039;t answer enemy charges with supercharges...if you even had any. You&#039;re Dark Angels!&lt;br /&gt;
#*While +1 to hit is better than a Captain&#039;s re-roll, this alone isn&#039;t a replacement for it (since it has a 1/3 chance to fail, affects single unit and doesn&#039;t work in melee or when the chaplain doesn&#039;t start on the field). Instead, it&#039;s better used when a unit cares about +1 to hit beyond improving BS by 1, most notably Plasma units. If you just want a second HQ to support a gunline bring a Lieutenant instead.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate&#039;&#039;&#039;: Non-cumulative 6&amp;quot; aura of +2 to charge rolls, as well as +3&amp;quot; to pile in and consolidation moves. In all cases, the friendly unit in question has to be within the aura by the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge. Amazing for those of us who re-roll charges, increasing the odds of a successful 9&amp;quot; charge up to 85% (58.3% for non-rerolling lads).&lt;br /&gt;
#*Do keep in mind the chaplain has to be on the field at the beginning of the battle round. A Jump Pack or Biker Chaplain is fast enough, but if you are patient, you can use an Impulsor or Drop Pod to get him in position in the first turn, and use the litany for your deepstrikers in the second turn.&lt;br /&gt;
&lt;br /&gt;
==Specialist Detachments==&lt;br /&gt;
Specialist Detachments are an upcoming type of Detachment that will be added starting in the Vigilus Defiant campaign supplement by use of stratagems that costs CP. These Detachments are custom made for specific sub-factions which grant them access to a new key word as well as additional Stratagems, Warlord Traits, and Artifacts. &lt;br /&gt;
====General stratagems====&lt;br /&gt;
*&#039;&#039;&#039;Field Commander (1 CP):&#039;&#039;&#039;&#039; This stratagem bears special mention. For one command point, you can designate a character with a Specialist Detachment keyword and they gain the warlord trait associated with that detachment. Can&#039;t be used on named characters or to give your warlord a second warlord trait. Usefulness may vary.&lt;br /&gt;
&lt;br /&gt;
===Attack Squadron===&lt;br /&gt;
Pick a Dark Angels Detachment, all RAVENWING units gain the Attack Squadron keyword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swift Strike (2 CP):&#039;&#039;&#039; Use this Stratagem in the Fight phase after an ATTACK SQUADRON unit from your army has fought. That unit can immediately make a move (and Advance) as if it were the Movement Phase. If there are any enemy units within 1&amp;quot; it can Fall Back instead.&lt;br /&gt;
*&#039;&#039;&#039;Signal the Attack (1 CP):&#039;&#039;&#039; Use this Stratagem after an ATTACK SQUADRON unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other ATTACK SQUADRON units from your army that target the same enemy unit in this phase. Meaning you can graze something big with a jetfighters or talonmasters twin heavy bolters to allow your land speeder vengeances and black knights to safely overcharge their plasma without risk of blowing up. (provided they didn&#039;t move or advance respectfully)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait - Lighting-fast Reactions:&#039;&#039;&#039; You can always choose your Warlord to fight first in the Fight phase, even if they didn&#039;t charge. If the enemy has units that have charged, or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artifact - Monster Slayer of Caliban:&#039;&#039;&#039; Replaces Power Sword +2S -3AP D3 Damage. Add 1 to wound rolls for attack that target enemy monster or enemy vehicle units. It doesn&#039;t suck anymore! Now your character can wound Vehicles/Monsters with Toughness &amp;lt;5 on 2+, T6 on 3+, T7 to T11 on 4+.&lt;br /&gt;
&lt;br /&gt;
==Space Marine Armoury==&lt;br /&gt;
===Melee Weapons=== &lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; - Now actually has a use! Still the basic CCW profile, but allows for one extra attack. Cost nothing and good at clearing out hordes.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons&#039;&#039;&#039; - Each type of Power Weapon has its own profile now, so pick the right one for the situation. All Power Weapons have a damage value of 1:&lt;br /&gt;
**&#039;&#039;&#039;Power Maul/Power Lance:&#039;&#039;&#039; S+2, AP-1. This is the one you want to use against lightly armoured or high armour, high invuln units that rely on toughness to shrug off hits scuh as Orks and Custodes.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S User AP-3. No direct boosts to Strength, but good enough against SoBs and other T3 units with good armor saves.&lt;br /&gt;
**&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; S+1 AP-2. A good enough compromise between the Sword&#039;s armor negation and the Maul&#039;s brute force.Your best bet for dealing with MEQs and TEQs.&lt;br /&gt;
***Note: Power weapons, aside from the Power Fist and Thunder Hammer, are very cheap now, and with the ability to charge after firing, it isn&#039;t a bad idea to give Sergeants a melee weapon if they&#039;re going to be close to the front, e.g. a Tactical squad in a rhino, Ravenwing squad, etc.&lt;br /&gt;
*&#039;&#039;&#039;Relic Blade&#039;&#039;&#039; - Available to Captains. A S+2 AP-3 weapon that deals d3 damage per attack, you can think of them as bare-bones Heavenfall Blades. Company Champions get superior Blades of Caliban &#039;&#039;(see below)&#039;&#039; but Captains can at least choose something else if they want to. Relic Blades fall somewhere between fists and claws in effectiveness as it&#039;s good at fighting both infantry and vehicles/monsters, though not to the point of weapons designed for that specific task. This weapon is notably best used with Challenger characters: It&#039;s solid combination of High-strength, High-rend, High-Damage with no penalty to swinging makes it outright deadly to characters that rely on large numbers of wounds to stay in combat.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Take:&#039;&#039;&#039; Your Captain/Lieutenant can just upgrade to a Heavenfall Blade for free or 1CP, and get the same profile with +1A at 4 points instead of 9. However, you can only take one Heavenfall in your entire army, as the rest are owned by named characters.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Caliban:&#039;&#039;&#039; Available to Company Champions and Ravenwing Champions in place of the Master Crafted Power Sword. Good, because these masterpiece weapons are S+3, AP-3 and d3 damage, making them superior to every basic power weapon and are better even than Relic Blades. While they are a little less reliable than the MC sword&#039;s flat 2 damage, but wound everything up to toughness six on a 3+. It keeps this edge up to T13 (still wounding on 5+), the cost of the blade is now free, and comes built in to the cost of the Champion.&lt;br /&gt;
*&#039;&#039;&#039;Corvus Hammer:&#039;&#039;&#039; S+1 AP-1 damage 1. Equipped by Black Knights and Ravenwing officers. At first glance it looks like a poor man&#039;s Power Axe or Maul, slightly inferior to both, though remember that the whole unit gets access to this and now strikes at S5 and drop power armour saves back to 50%. Furthermore, if you roll a 6+ to wound then the wound becomes damage d3 instead of 1. For some strange reason now, the Ravenwing Apothecary/Ancient don&#039;t have this unlike the index rules, and the Black Knights can optionally take one (might as well as they cost absolutely nothing). Huh.  &lt;br /&gt;
*&#039;&#039;&#039;Lightning Claws:&#039;&#039;&#039; S User AP-2 D1. Allows you rerolls to wound and gain an extra attack if you have two of them. Needless to say, always bring them along in pairs. Which they won&#039;t because Deathwing players will take DW Knights for melee instead. Unless they&#039;re idiots and want to miss out on Cyclones and Plasma Cannons. [[Rage|As even Cataphractii will cost three points less than a Deathwing Knight.]]&lt;br /&gt;
*&#039;&#039;&#039;Power Fist&#039;&#039;&#039; - Sx2 AP-3 d3 damage. Unwieldy has been replaced with a -1 penalty on to hit rolls, which can be annoying but does mean you&#039;re no longer screwed by being forced to attack last all the time. As with last edition bringing a lightning claw is still a viable option, using the claw for shredding lightly armoured units without the -1 to hit, however the -1 to hit is also the reason that this isn’t needed any more, as you aren’t screwed by attacking last any more. In short it’s a situational upgrade where you value quantity of hits over quality of hits. Which in this blob heavy edition is worth considering.&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; - Like a Power Fist, but deals 3 damage instead of d3. All the strengths &#039;&#039;(and the -1 to hit modifier)&#039;&#039; of the Power Fist, with none of the random damage but more points, damn it. Cheapskates will take Deathwing Knights for free Maces of Absolution instead.&lt;br /&gt;
*&#039;&#039;&#039;Chainfist&#039;&#039;&#039; - Like a Power Fist, but AP-4 and a fixed 2 damage. Better at punching through armour, and more damage against W2 models. You also pay a hefty tax for the extra reliability, because the Power Fists dropped to 12 points [[Fail|but the Chainfist didn&#039;t change in price at all]].&lt;br /&gt;
*&#039;&#039;&#039;Eviscerator&#039;&#039;&#039; - Unlike his baby brother, this heavy chainsaw sword is a two-handed chainfist: Sx2 &#039;&#039;(S8 for Marines)&#039;&#039; AP-4 D3 damage -1 to hit which actually makes it a less reliable but potentially more damaging Chainfist. Since the option in the Assault Squad states that any one in five models may equip it, you can give it to the Sergeant who has 2A to get better use from the expensive weapon.&lt;br /&gt;
*&#039;&#039;&#039;Force Weapons&#039;&#039;&#039; - Librarians come with these. Identical to their Power Weapon counterparts (with Force Staves filling in for the Power Maul), but deal d3 damage instead of 1 damage.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weaponry===&lt;br /&gt;
*&#039;&#039;&#039;Boltgun&#039;&#039;&#039; - You know what a bolter is. S4 AP-0 Dmg 1 24&amp;quot; Rapid Fire 1. The loss of AP hurts, but if your opponent has a brain he&#039;ll be keeping his 5+/6+ units in cover anyway.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; - It&#039;s a bolter pistol. Like other pistols, has a shorter range but can be fired when locked in close combat, so it&#039;s useful enough for choppy units. You can also fire it into close combat if you are not locked in one, but only if the target is the nearest unit out there. That is true for all the pistols, and something to remember, if you want to help out your engaged units with some additional firepower.&lt;br /&gt;
*&#039;&#039;&#039;Combi-Weapon&#039;&#039;&#039; - Now infinite use, can be fired independently of the bolter or at the same time. Firing both the bolter and the special weapon causes a -1 to hit. Special mention to Combi-flamers, since the flamer part auto-hits.&lt;br /&gt;
*&#039;&#039;&#039;Storm Bolter/Combi-Bolter&#039;&#039;&#039; - Cheap as chips Rapid Fire 2 boltgun. Typically seen on Terminators. The new change in weapon type means that a whole squad of these can fire a buttload of bullets at close range, nearly guaranteeing wounds somewhere. Characters should only take it if you don&#039;t want to spend the points on anything better.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; - Fairly effective against MEQs when fired normally, and when supercharged it hits harder and deals more damage but kills the user on a roll of 1 to hit. Cheaper and more effective than the Grav-Pistol against units with high toughness, but the warning about supercharging applies here too- you do &#039;&#039;not&#039;&#039; want to get your expensive character killed just because of one bad roll. That said, given that a Captain lets Marines around him, &amp;lt;u&amp;gt;including himself&amp;lt;/u&amp;gt; reroll those bad 1s To Hit away, don&#039;t be too worried. 1/36 chance of killing yourself are acceptable odds.&lt;br /&gt;
*&#039;&#039;&#039;Grav Pistol&#039;&#039;&#039; - 12&amp;quot; S5 AP-3, and deals d3 Damage instead of 1 against targets with an armor save of 3+ or higher. Slightly less useful than the Plasma pistol, since the latter usually wounds better and can reliably cause 2 damages with overcharge against any opponent (if you don&#039;t mind the risk of blowing up). &lt;br /&gt;
*&#039;&#039;&#039;Plasma Talon&#039;&#039;&#039; - An Assault 2 Plasma gun with 18&amp;quot;. Comes standard on the Ravenwing Black Knights as well as the Apothecary, Champion, and Ancient. You can still fire this thing after advancing (albeit at -1 to hit) and claim the 4++ invuln from jinking.&lt;br /&gt;
====Special Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Flamer&#039;&#039;&#039; - An S4 AP-0 1 D Assault d6 weapon with 8&amp;quot; range which automatically passes rolls to hit. A classic anti-horde option, most useful when up against Tyranids, Orks, and blob Imperial Guard. The changes to how Flamers work give them a bit of effectiveness against small, lightly armored units as well- the number of hits they can score means that a single unit can be hit more than once. [[Derp|They are a surprisingly decent AA option too]], given they auto-hit even &#039;&#039;Hard to Hit&#039;&#039; models.&lt;br /&gt;
*&#039;&#039;&#039;Grav-gun&#039;&#039;&#039; S5 AP-3 1 D, with 18&amp;quot; range and Rapid Fire 1. Its short range and lower strength is usually a deal-breaker over the plasma gun. Just like all the grav weapons it does d3 damage when it wounds an enemy with an armor save of 3+ or higher so it can still be decent against heavy infantry. Use against vehicles only in times of need - S5 is usually not enough to reliably wound those targets which fly around in 3+ armor anyway. &lt;br /&gt;
** Grav-gun still has it&#039;s niche due to the fact it does D3 damage to 3+Sv and with the prevalence of MANY elite units coming with two wounds or more the D3 damage certainly works and without worrying of having to roll ones. Not game breaking as in 7th but still has it&#039;s use.  &lt;br /&gt;
*&#039;&#039;&#039;Meltagun&#039;&#039;&#039; - S8 AP-4 d6 Dam Assault 1 with 12&amp;quot; range, best used with Drop Pods. If within half its range (so 6&amp;quot; or closer) it rolls 2D6 for damage and selects the higher number, so it&#039;s good against Monsters as well as vehicles now. It&#039;s worth noting that Drop Pods and its passengers cannot disembark closer than 9&amp;quot; from an enemy, so you won&#039;t be in Melta range on the drop. Try Multimeltas for that.&lt;br /&gt;
*&#039;&#039;&#039;Plasma gun&#039;&#039;&#039; - It now has two firing profiles, both Rapid Fire 1 and a 24&amp;quot; range. In its normal mode, it&#039;s S7 AP-3 1 that does a good job of taking out MEQs and TEQs. In its supercharged mode, it has one extra point of Strength and Damage that lets it one-shot Terminators. But be careful: firing the supercharged mode kills a model on a to hit roll of 1. It&#039;s not a wound, or a point of damage; you&#039;ll flat-out remove the model, be it a single-wound Tactical marine, or your W5 Terminator Librarian. Your chapter tactics somewhat mitigates these mishaps if you don&#039;t move, but still, only fire the supercharged mode when the boosts are worth the risk of killing the user on the spot.&lt;br /&gt;
&lt;br /&gt;
====Heavy Weapons====&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;- S5 AP-1 Dam 1 with Heavy 3 and 36&amp;quot; range. Good against hordes at long range due to its high number of shots, and not too bad against lighter vehicles either. Your heavy-bolter armed infantry may also get access to the Hellfire Shells strategem if you need to throw around more Mortal Wounds.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039;- A flamer with an extra point of Strength and AP -1. While being a Heavy weapon the -1 to-hit penalty is irrelevant since it always hits, it just can&#039;t be used after advancing like its smaller brother can. Though with its better profile it will generate more damage. &lt;br /&gt;
**Best used on land speeders thanks to their large movement distance so you can get them where they need to be, whereas Terminators will have to teleport outside of its range on top of moving a slower so it will be all but useless for them other than overwatch protection.&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039; like a bigger meaner Heavy Bolter but a 24&amp;quot; range. Fires six shots at S6 AP-1 dam 1. It synergises well with Terminator Storm Bolters but can be used for plinking wounds off of vehicles thanks to its high rate of fire.&lt;br /&gt;
*&#039;&#039;&#039;Grav-cannon with grav-amp&#039;&#039;&#039;- Identical to the Grav-gun&#039;s profile, but with Heavy 4 and 24&amp;quot; range. Its role is heavily contested by other choices, like the lascannon&#039;s and missile launcher&#039;s superior strength and range, but its rate of fire is higher than any of them. If you expect lots of LOS blocking terrain with shorter firing corridors and/or a fast enemy with good armor save, the grav-cannon may have place in your army.&lt;br /&gt;
**Most reliable DA heavy weapon option for moving fire. &lt;br /&gt;
*&#039;&#039;&#039;Lascannon&#039;&#039;&#039;- S9 AP-3 d6 D, with Heavy 1 and a range of 48&amp;quot;. Your primary anti-vehicle / anti-monster weapon.&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher&#039;&#039;&#039;- Can fire either Frag Missiles that act like d6 bolter shots, or a Krak Missile with S8 AP-2 d6 D. Not quite as good as a heavy bolter or a lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. With its D6 damage and AP-2 it can still make a nasty surprise for a HQ caught in the open. Also, the Flakk missile strategem can put a dent reliably into flying models, and between the +1 to hit and your chapter tactics, it becomes some of the more reliable AA guns if you did not move.  &lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta&#039;&#039;&#039;- A meltagun, but with Heavy 1 and 24&amp;quot; range. Cooks vehicles and monsters from a slightly safer range than the regular meltagun, but unlike the meltagun you can&#039;t advance and then shoot with this unless it&#039;s on an attack bike and you use the Speed of the Raven strategem. The Multi-melta can fulfill a role previously filled by the Meltagun: Drop Pod threat removal due to the new 9&amp;quot; arrival restriction. Thanks to the Multi-Melts&#039;s 12&amp;quot; Melta range, your D6 damage dice will be more reliable on the turn you come in, at the price of a 16% decrease in accuracy. To offset that you have the Armorium Cherub and the Sergeant&#039;s Signum. &lt;br /&gt;
*&#039;&#039;&#039;Plasma cannon&#039;&#039;&#039;- Identical to the Plasma gun, but has a 36&amp;quot; range and is Heavy d3. The larger number of shots it has the potential to fire make it more useful against larger groups of enemies than other heavy weapons like missile launchers or Lascannons, while remaining effective against harder targets thanks to its high strength and armour penetration. Bear in mind the -1 on to-hit rolls if you move prior to firing heavy weapons, meaning you will suffer instant death on a 1 or 2 when you overcharge plasma. &lt;br /&gt;
** In Rapid fire range, the plasma cannon has only potentially 1 more shot than a plasmagun, and potentially less shots. &lt;br /&gt;
** Though Terminators can take this, you are almost always better served by taking a Cyclone Missile Launcher, since the two S8 shots plus a storm bolter&#039;s four S4 shots are always there, whereas you&#039;ll have to rely on the dice to get that D3 S7 shots. With Deathwing Assault + the Weapons of the Dark Age strategems you can theoretically dish out the same damage level as the CML, but unless you take a CP farming detachment, you&#039;ll rarely have the extra command point to even the chances out.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: Plasma cannon variant for dreadnoughts. Only difference over the regular Plasma Cannon is that the model isn&#039;t slain on 1s to hit, but instead suffers 1 mortal wound. &lt;br /&gt;
**Notable that the FW faq gave Chappy dread access to the regular plasma cannon, not this one, so it slays itself on 1s.&lt;br /&gt;
&lt;br /&gt;
====Primaris Weapons====&lt;br /&gt;
A category to themselves because as of right now unit that have them don&#039;t have any choice but to keep them, so there are no Special/Heavy distinctions. No other army &#039;&#039;(so far)&#039;&#039; has access to them either, so where there is no difference between a human-scaled Boltgun and a regular Astartes Boltgun; Primaris weapons are always improved in some way. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolt Rifle:&#039;&#039;&#039; the bigger brother to the standard Boltgun &#039;&#039;(or Bolter if you prefer)&#039;&#039;, comes as standard on Intercessors. Has a 30&amp;quot; range, S4 and AP-1. Good all rounder and basically negates the cover bonus your enemy could have (unless they get some bonus for it from abilities or wargears like Camo Cloaks and so on).&lt;br /&gt;
**&#039;&#039;&#039;Auto Bolt Rifle:&#039;&#039;&#039; 24&amp;quot; ranged Assault 3 bolter with AP0. For units that you want advancing.&lt;br /&gt;
**&#039;&#039;&#039;Stalker Bolt Rifle:&#039;&#039;&#039; 36&amp;quot; Heavy 1 AP-2 now with D2 after the update.&lt;br /&gt;
*&#039;&#039;&#039;Assault Bolter:&#039;&#039;&#039; Assault 3 -1 AP 18&amp;quot; so basically a hand held heavy bolter. Only guys who get this are Inceptor squads (who notably get 2x per model). They tear up hordes, plus as they are assault weapons on a 10&amp;quot; moving gun-platform unit, their threat range lags behind only slightly when compared to the standard heavy bolter.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Exterminator:&#039;&#039;&#039; Assault d3, S7/8 AP -3, D1/2.The Inceptor&#039;s alternative to the Assault Bolter, essentially a half-ranged plasma cannon, much fluffier than the bolter anyway but because it&#039;s on a fast unit, you aren&#039;t likely to gain much benefit from your built in rules.  &lt;br /&gt;
**2x per model and they are not heavy weapons, so if you want deep strike plasma for that weapons of the dark age stratagem, this is the best single unit option in the codex. 6x inceptors have 12x of these weapons and can deep strike. &lt;br /&gt;
*&#039;&#039;&#039;Plasma Incinerator:&#039;&#039;&#039; 30&amp;quot; S7/8 &#039;&#039;&#039;-4AP&#039;&#039;&#039; Rapid Fire 1 Super duper plasma gun. Exclusive to Hellblaster squads, pretty much a half and half weapon. You move forwards? fire it in regular mode; if you stand still? OVERCHARGE.&lt;br /&gt;
**&#039;&#039;&#039;Assault Plasma Incinerator:&#039;&#039;&#039; Shorter ranged 24&amp;quot; S6/7 Assault 2 version, probably of less use to Dark Angels because you&#039;d rather have your gun-line standing still to gain the benefit of &#039;&#039;Grim Resolve&#039;&#039; and it will only wound MEQs on 3+ regardless of the mode. This one probably deserves a pass in Dark Angels lists, though with the Weapons of the Dark Age strategem you can dish out an unholy number of damage, once the enemy is in range. Like the Auto-bolt Rifle, its usefulness depends on how fast you want to be moving this unit. If you plan to advance them every turn, this is your gun choice.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Incinerator:&#039;&#039;&#039; 36&amp;quot; S8/9 Heavy 1 version. While it has half of the shots of the other two versions, it will always be wounding MEQs on a 2+ no matter what mode you fire it on. Because it&#039;s Heavy you really don&#039;t want to be moving it, which is fine because by standing still you get to reroll ones anyway, and with the longest range you have less need to move it.&lt;br /&gt;
***According to mathhammer you have no reason to take this unless you know you won&#039;t be getting your Hellblasters close enough. Even without overcharging, the second shot from an Assault version statistically deals more wounds. The Rapid Fire version fares even better but only within 15 inches.&lt;br /&gt;
***Following Ritual of the Damned this is due a second look. With the new bonuses in the Devastator Doctrine this thing now hits at 42&amp;quot; AP-5. Combine this with Weapons of the Dark Age to make this a serious threat against enemy armor pretty much anywhere on the table (especially if they lack an invulnerable save).  &lt;br /&gt;
*&#039;&#039;&#039;Las fusil&#039;&#039;&#039; The Eliminators lascannon. 36&amp;quot; range, S8 and flat 3 damage. It&#039;s cool, but you&#039;ll only get it in squads of 3 and it doens&#039;t have the damage potential of a lascannon. &lt;br /&gt;
*&#039;&#039;&#039;Bolt Sniper Rifle&#039;&#039;&#039; Eliminators sniper rifles. 3 fire modes, all of which can target characters hiding behind units. The Mortis rounds make these a viable threat against characters with D3 damage and -2 AP with a bonus mortal wound on 6+ to wound. The very funny executioner rounds can target characters without line of sight for hilarity when picking on wounded characters out of bunkers. &lt;br /&gt;
*&#039;&#039;&#039;Instigator bolt carbine&#039;&#039;&#039; Assault 1, range 24, strength 4, -1 AP and 2 damage is pretty cool, but it is expensive. You can only get one on your Eliminator sergeant if you don&#039;t give him a las fusil or bolt sniper rifle, but it does open up the ability to move after overwatching. The Phobos Master carries the mastercrafted version for damage 3. &lt;br /&gt;
*&#039;&#039;&#039;Accelerator Autocannon&#039;&#039;&#039; It&#039;s a D2 autocannon. &lt;br /&gt;
*&#039;&#039;&#039;Occulus bolt carbine&#039;&#039;&#039; Incursors have this. A boltgun that ignores cover.&lt;br /&gt;
*&#039;&#039;&#039;Master-crafted occulus bolt carbine&#039;&#039;&#039; The damage 2 version of the occulus bolt carbine.&lt;br /&gt;
*&#039;&#039;&#039;Marksman bolt carbine&#039;&#039;&#039; Infiltrators have this. A boltgun that auto-hits and auto-wounds on an unmodified 6 to hit.&lt;br /&gt;
&lt;br /&gt;
===Relics &amp;amp; Special Issue Wargear===&lt;br /&gt;
8e Relics have no points or power level cost. If your Warlord is Dark Angels, 1 relic is free for any Dark Angels Character  (doesn&#039;t have to be the warlord). Up to 2 additional relics may be purchased via the Relics of the Rock Stratagem, which can be used even if your Warlord isn&#039;t a Dark Angel. Relics that replace weapons must have the weapons they replace be paid for as normal.     &lt;br /&gt;
*&#039;&#039;&#039;Lion&#039;s Roar&#039;&#039;&#039;- Replaces a Combi-Plasma. [[awesome|The rules state right out state it is a Combi-Plasma blaster]]. This turns the Plasma gun into an 18&amp;quot; Assault 2 weapon, giving up some of its max range and rapid fire synergy with the Bolter part for a higher number of shots in the 13-18&amp;quot; range and the ability to fire it while advancing. It&#039;s also a nice way to give a Ravenwing HQ an equivalent to the Plasma Talon. [[fail| As the biker HQs in the Index don&#039;t have them.]] However, its usefulness is debatable as it isn&#039;t too different from an original Combi-Plasma. This gun is only really useful if you plan to take the &#039;Huntmaster&#039; warlord trait as this and a combi-melta are the only guns that can actually snipe enemy characters dead, and it&#039;s still not likely to succeed.&lt;br /&gt;
**Lion&#039;s Roar stacks well with a Plasma Cutter on a Techmarine, as the two are both assault weapons. So you can advance and still hit on 3s. &lt;br /&gt;
**Reminder that Bolter Discipline is now a thing. This means that of all the Combi-Plasmas, this is one of the few if not the only one to fully benefit from the increased range of the Bolter&#039;s double shot. Use it wisely!&lt;br /&gt;
*&#039;&#039;&#039;Foe Smiter&#039;&#039;&#039; - Replaces a Storm Bolter. 24&amp;quot; S4 AP-1 D2 Rapid Fire 2. Straight upgrade from a Storm Bolter thanks to AP-1 and 2 damage. &lt;br /&gt;
**The Lion&#039;s Roar and Foe Smiter have a bit of an overlap in their roles. Typically players would have the super Storm Bolter IC support a short ranged gunslinger squad, such as Heavy Flamer/Assault Cannon Deathwing, Melee Vets, or Ravenwing. The Lion&#039;s Roar, with it&#039;s somewhat longer range, will be better on a character buffing a Plasma squad, such as Devastators, Plasma Vets, Black Knights, Plasma Cannon Deathwing, or Tartaros. There is also nothing stopping you from using the &amp;quot;Relics of the Rock&amp;quot; Stratagem, taking both on different ICs and have them a share an LR Crusader with a six member Deathwing squad. You could also use them as &amp;quot;the 11+ squad members&amp;quot; to buff a Ravenwing or Deathwing unit.&lt;br /&gt;
**DW Apothecary can notably take this weapon, which makes this support character a little more impressive.&lt;br /&gt;
**Even better now that Bolter Discipline provides more opportunities for double shots. &lt;br /&gt;
*&#039;&#039;&#039;Mace of Redemption&#039;&#039;&#039; - Replaces a Power Maul. S+3 AP-3 D1d3, re-roll all failed wounds against units with the {{W40kKeyword|Heretic Astartes}} keyword. Good on any Dark Angel&#039;s character that can give rerolls to hit. You can give it to Interrogator-Chaplain, Company Master, Lieutenant or Company/Chapter Ancient, since they are the only ones can swap their weapon to a Power Maul. Also, you must buy a power maul for the chaplains &#039;&#039;beside&#039;&#039; the stock Croesius Arcanum, as you are allowed to change only a maul, not the Croesius.&lt;br /&gt;
**S7 base, becomes S8 with Fury of the Lion Warlord Trait (or Chappy Dread aura). At S8, it&#039;s a powerfist without any penalty to hit and for half the point cost.  &lt;br /&gt;
** A funny thing about this weapon is that despite the fact it re-rolls all failed to-wound rolls against Heretic Astartes, [[Fail|this doesn&#039;t include Cypher and the Fallen]]. Fuck Me.&lt;br /&gt;
**Not to mention the colossal stupidity of not giving the Mace for killing heretics to Deathwing leaders, since they&#039;re the ones up close and personal with the heretics ninety-odd percent of the time. &lt;br /&gt;
*&#039;&#039;&#039;The Eye of the Unseen&#039;&#039;&#039; - Enemy units within 3&amp;quot; of the bearer subtract 1 from their Leadership value, and any enemy Characters within 3&amp;quot; of the bearer that are chosen to attack in the fight phase must fight after all other eligible units have fought, even if they charged in the Charge Phase. Basically slaps enemy Characters with Always Strikes last. They really want you to go character hunting. Good on an Interrogator chaplain, then combo with Ezekiel or a Librarian for all the negative leadership, then blow their minds up with Interromancy.&lt;br /&gt;
**Can be put on Interogator Chappy to stack leadership debuff auras. &lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes&#039;&#039;&#039; - All attacks allocated against the bearer have -1 to-hit. Nice protection if your warlord&#039;s gonna get down and dirty in the fight phase, but if you&#039;re using this when the enemy&#039;s shooting at you, you&#039;ve fucked up royally. However, combos well with Aversion (psychic power) and the Ravenwing Dark Shroud.&lt;br /&gt;
**Can be taken by the Land Raider Excelsior...-1 to hit vs a land raider is pretty annoying, especially as the character already has too many wounds to be protected by other means. Stacks with smoke launchers.&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade&#039;&#039;&#039; - Replaces a Power Sword or Master Crafted Power Sword with a S+2 AP-3 D1d3 weapon. Gives +1 attack like a Chainsword. The more versatile successor to the [[Skub|Monster Slayer of Caliban]]. (Now an artifact restricted to a detachment.) You could give it a Master in Powered Armor to represent their Inner Circle badge of office (note: 5th Company Master Balthazar died during the Indomitus Crusade and has been replaced by Lazarus) or a Jump Pack or Termi-Master to get into charge range. Rather it would be better served on a Ravening Talonmaster, to take advantage of his 16&amp;quot; movement, which is much cheaper than fielding Sableclaw.&lt;br /&gt;
**Between the Heavenfall Blade and the Mace of Redemption. The Heavenfall is better on Ravenwing units and will be useful fighting just about everything. While the Mace works better against Chaos Marines. It&#039;s also easier to take the Heavenfall Blade as more units get a Power Sword compared to a Power Maul.&lt;br /&gt;
*&#039;&#039;&#039;Key of Achrabael&#039;&#039;&#039;: Deathwing only. Your guy now gets +1 to Strength and Attacks, which can make them quite the smashing beast, especially if you sprung your Interrogator-Chaplain with Mantra of Strength for double the splatting.&lt;br /&gt;
*&#039;&#039;&#039;Blade of Burden&#039;&#039;&#039;: Deathwing Master with a power sword only. Replaces your sword with S+2 Ap-4 D2 but a 6 to wound is 2 mortal wounds instead of normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Pennant of Remeberance&#039;&#039;&#039;: Deathwing Ancient only, does not replace the normal banner, instead it adds another aura to it, 5+++ for Deathwing Infantry within 6&amp;quot; of the ancient.&lt;br /&gt;
*&#039;&#039;&#039;Reliquary of the Repentant&#039;&#039;&#039;: Ravenwing Biker only, worsen the invulnerable save of enemies within 3&amp;quot; of the bearer. Incredible on a ravenwing champion.&lt;br /&gt;
*&#039;&#039;&#039;Corvus Oculus&#039;&#039;&#039;: Talon Master only, add 6&amp;quot; to the range of all the talon master&#039;s guns and +1BS.&lt;br /&gt;
*&#039;&#039;&#039;Standard of the Unforgiving Hunt&#039;&#039;&#039;: Ravenwing Ancient only, add 1 to the advance and charge rolls for ravenwing within 6&amp;quot; of the bearer. Like the Pennant of Remeberance it does not replace the normal banner, it just adds another aura to the ancient.&lt;br /&gt;
&lt;br /&gt;
As of Ritual of the Damned, Dark Angels gained access to the second table of relics just like every single other chapter. Some of these are viable candidates for the extra relic stratagem. These cannot be given to named characters just like the regular relics but are also  not allowed on VEHICLES. (AKA screw your Talonmaster.)&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Adamantine Mantle:&#039;&#039;&#039; 5+ Feel No Pain. &lt;br /&gt;
# &#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; 2+/5++. Useful on a character that does not have an Invulnerable save base, such as a Lieutenant or a Librarian.&lt;br /&gt;
# &#039;&#039;&#039;Master-Crafted Weapon:&#039;&#039;&#039; Add 1 to the damage characteristic of a single weapon the relic caddy is equipped with.&lt;br /&gt;
# &#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; 1 extra attack that does a mortal wound if it scores a successful hit.&lt;br /&gt;
# &#039;&#039;&#039;Arbiter&#039;s Gaze:&#039;&#039;&#039; Model with this relic ignores negative hit roll and Ballistic Skill modifiers. In addition, the bearer fires overwatch at full ballistic skill. Now you can remember when Dark Angels were good and had this as an army-wide trait in 7th edition, before scarfing another tub of ice cream and bawling.&lt;br /&gt;
# &#039;&#039;&#039;Angel&#039;s Gambit:&#039;&#039;&#039; Increase the range of aura abilities by 3&amp;quot;.&lt;br /&gt;
# &#039;&#039;&#039;Bolts of Judgement:&#039;&#039;&#039; Make a single shot with a bolt weapon at AP-2 and flat 3 damage that wounds on a 2+ (6s required for vehicles and monsters). I mean, you can combo this with the Hunt warlord trait to make a semi-decent sniper.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Master:&#039;&#039;&#039; Not to worry, your Company Masters haven&#039;t gone anywhere - unfortunately &#039;&#039;Grim Resolve&#039;&#039; doesn&#039;t do anything for him since he already has a built-in reroll aura. Hitting on 2+ re-rolling 1&#039;s with 5 wounds 4 attacks and all the build-a-fighter options we&#039;ve always loved, and now comes default with a Master-crafted Bolter (AP:-1 D:2). You can also give him a jump pack to go hopping along with some assault marines, but his Rites of Battle ability which allows 1&#039;s on hit re-rolls means you probably want to keep him near your deadliest shooting unit. For Assault Marine support, look to the chaplain instead for all failed hit re-rolls. Unfortunately your Company Master &#039;&#039;&#039;does not&#039;&#039;&#039; have the {{W40kKeyword|Deathwing}} keyword by default so won&#039;t benefit from deathwing ancients for example. Grim Resolve provides very nearly army-wide re-roll 1&#039;s, and if you&#039;re footslogging, you really may as well just spring for Azrael.&lt;br /&gt;
**&#039;&#039;&#039;Master in Terminator Armour:&#039;&#039;&#039; Has the  {{W40kKeyword|Deathwing}} key word and the &#039;&#039;Inner Circle&#039;&#039; special rule. Your move drops to 5&amp;quot; and your save jumps to 2+/5++, and you can Deep Strike. Can also take Combi-weapons and a Power Fist mounted Grenade Launcher, so make the most of it. The launcher&#039;s range is short but Assault D3 makes for some decent additional hits during Overwatch. Again, with Rites of Battle the Captain wants to support your shooty units, like 5 land speeder typhoons. If you&#039;re looking to support your teleporting terminators, go for a chaplain and/or ancient. Take Belial instead if you don&#039;t wish to spend points on a relic caddie.&lt;br /&gt;
***Alternate Option: If you&#039;re running Primaris marines with Dark Angels (Why? Cuz Dark Angel Hellblasters are awesome), he can work decently with his extra point of T and A. He works well as a counter attack unit or simply moving and advancing up the map while supporting other nearby units. With his extra attack he can target small, elite units rather well just watch out for those with good invulnerable saves or 3+ wounds. &lt;br /&gt;
**&#039;&#039;&#039;Master in Cataphractii Armour:&#039;&#039;&#039; Yes, some actual retro-tech for the Dark Angels. Like the regular Terminator Master, he also comes with the  {{W40kKeyword|Deathwing}} key word and the &#039;&#039;Inner Circle&#039;&#039; rule. The change in armour unfortunately reduces his movement all the way down to 4&amp;quot; and it also halves advance rolls, but at least you can still Teleport and hang out with your Deathwing bros. Best part is that it provides a whopping 3+ Invuln without having to take up an arm slot,. Starts with a power sword and combi-bolter, but unlike the Gravis Captain you can swap these out for some cool goodies.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Master:&#039;&#039;&#039; As with all Primaris marines, he comes with a extra A and W. However, he is poor in melee with his only melee option being a power sword. Not saying he can&#039;t bully other units like tactical squads or anything that&#039;s poor in melee and can be cut down quickly by him. What he does do well is being a long range character as he can snag a Master Crafted Stalker Rifle which lets him stay useful while supporting other units in the backfield.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Master in Gravis Armour:&#039;&#039;&#039; You&#039;re losing 1&amp;quot; of Move to gain 1 point of Toughness and 1 Attack. For wargear all you can take is Boltstorm Gauntlet (power fist that can also count as three bolt pistols for shooting attacks) and a master-crafted power sword. Fits the theme of the rest of the Primaris Marines: powerful but inflexible. A close range fighter, so make the most of him. He doesn&#039;t provide much benefit to Deathwing or Ravenwing themed armies, he doesn&#039;t Deep Strike and as a Primaris Marine he doesn&#039;t fit into any of their transports save for the Repulsor so he can be difficult to get into support distance with the Dark Angels special units. So you would be better off taking a Terminator or Bike HQ instead or better yet Belial or Sammael. &lt;br /&gt;
***Using this guy with the Relic sword, he&#039;s very capable as a bodyguard for Aggressors. Load up in a Repulsor with an Apothecary and have fun.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Master in Phobos Armour:&#039;&#039;&#039; A Primaris Captain with a combat knife (+1A), and a sniper rifle equivalent (30&amp;quot;, Assault 1, S4, AP-2, D2, can target characters, but does NOT cause mortal wounds on a wound roll of 6). Also has a camo-cloak (+2 to saves when in cover instead of +1), an omni-scrambler (no enemy deepstrikes within 12&amp;quot;), and concealed positions (deep strike, but before first turn). You&#039;ll want him to give his re-rolls to your Eliminator teams or Infiltrator squads. Compared to a regular Master, this guy is fairly overcosted if you don&#039;t want to use the Vanguard warlord traits, or his Omni Scrambler to secure the back of your deployment zone by himself.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Librarian]]:&#039;&#039;&#039; Like the previous edition, the Librarian is not the combat master that the captain is, but he&#039;s no slouch. His Force-weapon is just a basic power weapon (axe, sword or stave) that deals D3 wounds. More expensive than the chaplain and without any direct bonuses for nearby troops you will only take this guy for the psychic powers and deny-the-witch rolls. His psychic hood gives him +1 to deny the witch, and he can deny 1 psychic power. Realistically there&#039;s no need to take more than 1 librarian unless facing Eldar or [[That Guy|sick fuck IG players]]. Give him a jump pack to make sure you can target SMITE or Mind Worm properly or make maximum use of Engulfing Fear with its 6&amp;quot; bubble.&lt;br /&gt;
**&#039;&#039;&#039;Librarian in Terminator Armour:&#039;&#039;&#039; an extra wound, a 2+ save and a 5++ will keep this guy alive longer, but since Force Weapons no longer auto-kill OR completely negate saving throws there is less reason to get your librarian stuck in combat with something dangerous in the first place. It does give him &#039;&#039;Teleport Assault&#039;&#039;, which is nice but for psychic mayhem you&#039;re better off with a more mobile librarian. Only worth taking over Ezekiel if you need something better than his dinky pistol if the enemy unit can somehow survive after a cast of both SMITE, Mindworm &amp;amp; the Deathwing have used up all their attacks or to fill up a Land Raider slot.&lt;br /&gt;
***The index version of this is +1 Power Level and has the option to swap his storm bolter for terminator melee weapons (which includes the stormshield)&lt;br /&gt;
**&#039;&#039;&#039;Primaris Librarian:&#039;&#039;&#039; It&#039;s a librarian, but a head taller, so +1 wound. Most notable for being the only primaris marine inducted into the INNER CIRCLE. &lt;br /&gt;
**&#039;&#039;&#039;Librarian in Phobos Armour:&#039;&#039;&#039; Primaris Librarian with a camo-cloak (+2 to saves when in cover instead of +1) that makes him extra durable in cover, and concealed positions lets him deploy with your other sneaky marines. Has access to a special psychic discipline focusing on stealth, of which he knows two and can cast two. (Including one that&#039;s basically Warptime!) Comes stock with psychic hood, force sword, and bolt pistol.&lt;br /&gt;
*** Frankly, this option seems to be the only Vanguard HQ worth the points. The others look cool, but neither has a single melee attack with an AP value, and the captain has a single bolter shot at AP-2!?! This guy can genuinely hurt people with smite and his force weapon while providing tactical viability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Chaplain]]:&#039;&#039;&#039; A good support choice to back a choppy squad. He lets same Chapter units in 6&amp;quot; use his leadership and reroll all failed hits in melee. Particularly useful helping hammernators mitigate their -1 to hit, or to buff melee fighters and help with their higher morale vulnerability. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at +1S and -1, but 2D. Can swap his bolt pistol for a bolter, fist, pistol, of combi-weapon, and can strap on a jump pack.&lt;br /&gt;
**&#039;&#039;&#039;[[Primaris Chaplain]]:&#039;&#039;&#039; Oh boy you get 1 extra wound and an AP-1 Bolt pistol.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Interrogator-Chaplain]]:&#039;&#039;&#039; The basic Interrogator is much like before; an upgraded Chaplain. He gets an extra wound over his lower ranked brother, and comes with the ability to reduce the leadership of any enemy within 6&amp;quot; of him by one point, which is actually a very good boost this edition since losing men by morale is much more commonplace. His weapon and wargear options differ, too. Firstly, he may take a Power Fist without having to swap his Bolt Pistol for it, so you can rock around with a Crozius and a Fist and a Pistol if you really want to (although this is &#039;&#039;extremely&#039;&#039; inefficient). Also, you may swap that pistol for a weapon on the &#039;&#039;melee weapons list&#039;&#039;, something regular chaplains are unable to do, though this is rather redundant unless you are looking for something very specific, like a sword or hammer, since simply adding more weapons does not grant you any more attacks; if you want to swap it, buy a better pistol.&lt;br /&gt;
**&#039;&#039;&#039;Interrogator Chaplain in Terminator Armour:&#039;&#039;&#039; Your regular Chaplains cannot get Terminator Armour but your Interrogators can. That means you get a model with six wounds and a 2+/4++ save. They can only switch out their storm bolter for a combi-weapon. As this boy is made for close combat and close combat support this is of dubious usefulness, but does give the option for the Lion&#039;s Roar relic.&lt;br /&gt;
***Legends provides the option to swap the storm bolter for terminator melee weapons (which includes a storm shield). Though the shield has merit, the rest of the options do not bear repeating.&lt;br /&gt;
***Debatably the worst of all the chaplains, as with the new Litanies not working out of deep strike (For whatever stupid reason, why he can&#039;t just chant to the guys in the teleportarium next to him is any ones guess) means that he can&#039;t do anything until round 3 by which point the guys you dropped him with have either charged or taken casualties making him much less effective than a power armoured jump pack/bike/drop pod version who can get into position turn 1 (or 2 at the latest) and still chant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain Venerable Dreadnought (Forgeworld) &#039;&#039;&#039;. The Chaplain Dreadnought is the go-to answer for players wishing to run an All-dreadnought army. This is one of the best models space marines can currently use in 8th, and arguably the best outside of special characters. This is because, as a character with less than 10 wounds. It can&#039;t be shot at unless it&#039;s by snipers (which it&#039;ll shrug of anyway) or it&#039;s the closest model. Think about it. A dreadnought that CANNOT BE SHOT AT. It possesses a 5++ save and also adds +1 to the strength of friendly models fighting the same unit as the dreadnought (but doesn&#039;t grant re-rolls to hit for allied units as the other chappys do). This means that your Deathwing Knights can how wound enemy Land Raiders on 3+, and enemy bikes on 2+!. The Chaplain Dreadnought has a heroic intervention, and the Venerable special rule, which means that every wound it takes it ignores on the roll of a 6 on 1 D6. The Chaplain Dreadnought is also rather reasonably priced considering its many advantages. 204 points buys you a vanilla Chap, but it can be cheaper or more expensive depending on your wargear choices (taking an assault cannon makes it cost 183 as an example). Despite its strengths, ultimately it&#039;s buff may be considered somewhat weak for lists that aren&#039;t heavily melee based. The strength increase provided by the Dreadnought is more of a bonus than something your entire army can rely on. If you want an HQ that buffs, then the Chaplain Dreadnought may not be your first choice. However, if you were planning to bring a dreadnought and/or want a tough and killy HQ, then the Chaplain Venerable Dreadnought is a fantastic option that also saves you an elite or heavy support slot.&lt;br /&gt;
** Sadly, as per the FAQ of September 28th[https://whc-cdn.games-workshop.com/wp-content/uploads/2018/04/imperial_armour_index_forces_of_the_adeptus_astartes.pdf], 2018, Chaplain Dreads can no longer take Relics. It was fun while it lasted.&lt;br /&gt;
***FAQ also granted access to the Plasma Cannon, but not the dreadnought&#039; Heavy Plasma cannon, so if taken, Chappy dreads are slain if they rolls 1s to hit.....&lt;br /&gt;
**Still has access to Warlord Traits, if you make it your warlord. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lieutenants:&#039;&#039;&#039; They allow friendly {{W40kKeyword|Dark Angels}} units re-roll to wound rolls of 1. This is significant because most other HQ characters grant to-hit rerolls and don&#039;t benefit from overlap meaning you&#039;ll receive little to no benefit from them supporting each other. You can have two Lieutenants for one HQ slot and both have to be set up at the same time, but don&#039;t need to be in unit coherency and are treated as separate units, great for small games as warlords and good support for bigger ones, considering that with &#039;&#039;Grim Resolve&#039;&#039; you don&#039;t need more than one Company Master you could fill the spaces with lieutenants instead. PRO-TIP: for a little more money instead of buying Primaris lieutenant Zakariah buy the company veterans and make your own cool loyal Officers. It might cost a bit, the best use for them is giving them a Combi-Weapon, a Jump Pack and a Power Weapon. The Jump Pack will free up valuable transport space and allows them to keep up with Ravenwing and Interceptors.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Lieutenants:&#039;&#039;&#039; For slightly less than 2 vanilla Captains you can get up to two Primaris Marine officers with -1 BS and Ld compared to a vanilla Captain, but one extra attack and wound over a regular lieutenant meaning they are a beefier officer &#039;&#039;(The Ld drop is largely irrelevant on on a single model unit)&#039;&#039; They&#039;re armed with Assault 2 bolters that do 2 damage which can and probably should be swapped for Power Swords for the better chance to hit and as is the case with all Primaris Marines, they&#039;re rather inflexible but are good enough at passing out buffs since they&#039;re effectively two Characters in a single FOC slot. &lt;br /&gt;
***Can now take a plasma pistol either by replacing their Bolt Pistol or just simply taking the Plasma Pistol along with the other wargear.&lt;br /&gt;
***&#039;&#039;&#039;Alternate Option:&#039;&#039;&#039; With only a 6&amp;quot; move and no transport capacity a good way to use them is equipping the Stalker Boltgun and chilling in the back with shooty Dangles. Especially Devastators, Hellblasters, &amp;lt;u&amp;gt;Aggressors&amp;lt;/u&amp;gt;, and Predators. Can do okay in melee but watch out as he has no invulnerable save and only has a normal power sword. Works either in a counter attack role or moving and advancing up the field, camping a fortification or riding in a Repulsor.&lt;br /&gt;
**&#039;&#039;&#039;Lieutenant in Phobos Armor:&#039;&#039;&#039; This Primaris variant has a D2 boltgun that ignores cover and the standard Lt. bonus. Also has deep strike and a unique Knife Fighter ability; unmodified hit rolls of 6 count as 2 hits instead of 1. Not like it&#039;ll matter much because he only has a basic CCW. Still, if you want access to Vanguard warlord traits, he&#039;s the cheapest way to get it. &lt;br /&gt;
*&#039;&#039;&#039;Talonmaster:&#039;&#039;&#039; Lieutenants of the Ravenwing, Talonmasters fly in Land Speeders with a Twin Assault Cannon and a Twin Heavy Bolter, much like Sableclaw. In addition to the re-roll 1s to wound aura, all friendly {{W40kKeyword|RAVENWING}} units ignore an opponent&#039;s cover saves within 6&amp;quot; to the Talonmaster. This is particularly nasty with overcharged Black Knight Plasma Talons, who are now practically guaranteed to wound and ignore saves of 4+ or worse. They are also {{W40kKeyword|character}}s, meaning that despite being {{W40kKeyword|vehicles}}, with only six wounds they cannot be shot at in the shooting phase unless they are the closest target.&lt;br /&gt;
** Though 18 AP-1 shots ain&#039;t something to sneeze at, consider that they&#039;re all Heavy weapons with a max reach of 36&amp;quot;, meaning that you&#039;ll shoot with basically BS4+ most of the time. If you fight against enemies who confer further penalty on your BS (Alaitoc Craftworld, Raven Guard, Stygies VIII, etc), you will hit only with an ork-ish BS5+. You must also skip Grim Resolve. You have Jinx, but if you need it you&#039;re either going for a last-turn objective grab, or screwed anyway.&lt;br /&gt;
** The Talonmaster carries the same firepower as 2 landspeeder Tornadoes, for 24 points more (since CA2018 hit the shelves). You basically pay the extra for the improved melee capability, the wounding-1 re-roll and the no-cover aura. Consider, whether or not you&#039;ll need &#039;&#039;&#039;all&#039;&#039;&#039; of that. A barebone lieutenant with jump pack can tag along your force almost as nicely for the wound re-roll. The price drop of the speeders also mean that there is no reason to take more than 1 Talonmaster anymore.&lt;br /&gt;
***&#039;&#039;&#039;Alternate opinion:&#039;&#039;&#039; The comparisons here are a bit skewed, as you&#039;re essentially comparing him to BOTH a regular Lieutenant AND the two typhoons but only factoring in the costs once, as having both would cost more than a Talonmaster but if you do them separately you can see some merits to him in comparison to them. Yes the typhoons are basically the same price and bring more dakka, but they&#039;re still relatively squishy landspeeders that you put a fair amount of points into, whereas the Talonmaster being a character makes him immune (especially if he&#039;s buffing and being screened by the Ravenwing units his no cover rules applies to) except to snipers which T6 can shrug off while still delivering solid firepower &#039;&#039;AND&#039;&#039; a decent melee profile &#039;&#039;WITH&#039;&#039; the ability to take relics and warlord traits (as mentioned later). In comparison to the regular Lieutenant, yes he&#039;s cheaper, but he&#039;s also slightly slower, not as tough and has WAY less firepower even without a -1 for moving.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; Skip the Huntmaster warlord trait, as it affects none of the Talonmasters&#039;s twin heavy weapons. Give him either the Brilliant Strategist or Master of Maneuver for recycling command points or making footsloggers around you faster, if you want a Talonmaster Warlord.&lt;br /&gt;
*** As of psychic awakening the best trait to give him is Impeccable mobility as it completely counters his draw back of moving and firing while also massively buffing most of the Ravenwing units you&#039;ve likely brought him to assist. And even if you don&#039;t want him as your warlord, theirs a stratagem that can give it to him anyway!&lt;br /&gt;
** As a character armed with a Power Sword, they can take Relics of Caliban if you want something similar to Sammael-lite. He can replace the sword with a Heavenfall Blade, giving him five attacks at S6 &#039;&#039;(actually better than Sammael if he wasn&#039;t charging)&#039;&#039; or Shroud of Heroes to partly make up for the fact that they don&#039;t have an invulnerable save, which might be the better option if the Talonmaster is your only HQ choice. If you go for the Attack Squadron Specialist Detachment, consider taking the Monster Slayer of Caliban; the +1 to-wound roll and your re-roll aura adds nicely up.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Techmarine]]:&#039;&#039;&#039; The cheapest HQ you have. The Techmarine is a mediocre character with a good ballistic skill of 2+. He can take a servo harness which gives an additional servo arm plus the mandatory plasma cutter and flamer. He comes with a power axe and a servo arm, which gives him a power fist for 1 of his attacks.  The Techmarine has become more useful now that the Blessing of the Omnissiah repairs D3 wounds AND vehicles rarely go from 11 to 0 wounds in 1 turn. He does have to be within 1&amp;quot; though, so mobility or careful deployment is key. Each vehicle can only be repaired once per turn so multiple Techmarines are only useful if you have a lot of vehicles. The servo harness does give this boy some great close-range firepower, but then you can&#039;t repair shit.&lt;br /&gt;
**The Warhammer Legends Datesheets has given back him the ability to take the Conversion Beamer. So now he can hang out with Devisators and Hellbasters again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damocles Command Rhino:&#039;&#039;&#039; Another expensive rhino with satellite television on board. Can call down 1 orbital strike per game, transport 1 model (supposedly the commander). If your warlord is embarked in it, you can roll 2d6 at the start of your turn and if you roll UNDER his leadership, you gain a command point. Not bad, but you might want to make your commander a cheap-as-dirt company champion or master without equipment, if all you want him for is generating 3 or 4 command points. No, this tank is not worth the effort most likely, even though the concept is cool. &lt;br /&gt;
**Non-character HQ. &lt;br /&gt;
**Orbital Strike Stratagem affects a d6&amp;quot; radius, while this unit&#039;s orbital strike is a flat 6&amp;quot; radius. Additionally, there&#039;s no cap on these, so with 3x Command Rhinos, without needing line of sight, you can affect every unit in a 1 foot diameter circle with an average of 3 mortal wounds dealt to each non-character unit and 2 mortal wounds per character. It would be 366pts to do this, but depending on densely deployed the opponent was, this could rather impactful. Tau, in particular, are very vulnerable to this attack due to this being able to reliably damage drone units.&lt;br /&gt;
***Noteworthy that if your warlord is an allied Inquisitor, they can ride in this transport (because inquisitors ignore faction requirements of imperium transports) and still benefit from the discounted stratagems, as the ability merely requires your warlord to be embarked, not a chapter specific warlord. And Inquisitors are much cheaper than most SM characters.&lt;br /&gt;
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====Warhammer Legends====&lt;br /&gt;
&lt;br /&gt;
As of the errata of July 2, 2017,  all the following bikers can now turbo-boost. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian on Bike:&#039;&#039;&#039; A 14&amp;quot; move, +1 T and +1 W. The extra wound could come in handy when suffering Perils attacks, since at 5 wounds he can on average survive 2 perils of the warp. Probably the best combination of maneuverability and protection in the current edition. No, he cannot take a force-lance, cool as that would be. Especially useful for directing SMITE or using Mind Worm as you&#039;ll need to get close to the enemy to use it.&lt;br /&gt;
*&#039;&#039;&#039;Techmarine on Bike:&#039;&#039;&#039; +1T and +1W the bike grants a little more survivability, but more importantly it grants enough movement to race to the rescue of damaged vehicles. You can still strap a Conversion Beamer or Servo-harness to his back for [[Awesome|doc-oc-on-wheels]]. Sadly he doesn&#039;t get a Plasma Talon so his bike is stuck with twin linked Boltguns. Though you can replace his bolt pistol with a Combi-Plasma and upgrade to the Lion&#039;s Roar to make up for it, but you might want to spend your relic on something more usefull. This guy is a great option for following landspeeders, talonmasters and/or sammael around and repairing them. &lt;br /&gt;
**The last bastion of the classic Conversion Beamer, if you still want to use one. If you take this, due to how shooting works he can fire any non pistol weapon in the same phase. So the first thing  you want to do is replace his Bolt Pistol. However there really aren&#039;t any option that matches the Beamer&#039;s range. So a Combi-Flamer would be good against those who charge him and any vehicle he shares with another unit. If you pick the Servo Harness, pairing it with Combi-Plasma gives him three plasma shots. Since Grim Resolve allows him to reroll 1s if he doesn&#039;t move. It&#039;s really not that much of a risk. The Flamer won&#039;t come into play all that often. Anything that somehow gets within eight inches of his transport and fellow Astartes is probably going to be tabled in the next overwatch regardless. &lt;br /&gt;
** For just 94 points, if you give this guy a servo harness and combi-plasma and removing the power axe, you have a pretty good 2+ BS character with a &amp;lt;s&amp;gt;boat&amp;lt;/s&amp;gt; &#039;&#039;BIKES&#039;&#039; load of guns who can also fix up whatever else you brought. Additionally he makes a decent target for the huntsman warlord trait as you&#039;ll have 1 or 3 plasma shots (depending on range), a flamer (although probably won&#039;t see that much use) AND 4-6 bolt shots (depending on if you fire both parts of the combi). And with 14&amp;quot; move he&#039;s likely to be in range of at least some kind of character especially with a dandy dreadnought bodyguard or land raider full of other guys to protect him.&lt;br /&gt;
*&#039;&#039;&#039;Chaplain on Bike:&#039;&#039;&#039; It&#039;s a Chaplain. On a bike. He has greater movement, the same wounds and +1 toughness over an Interrogator on foot losing out only on the leadership debuff for 15 points less base, though if you want it, the bike Interrogator exists below.&lt;br /&gt;
*&#039;&#039;&#039;Interrogator Chaplain on Bike:&#039;&#039;&#039; It is an Interrogator Chaplain. On a bike. Gains an extra T and W from the bike putting him back above his bike chaplain brother. However unless you want the leadership debuff, the regular bike chaplain might be better being 22 points cheaper base with only one less wound. Still better than the terminator armour equipped version and in competition with a jump pack equipped version. &lt;br /&gt;
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*&#039;&#039;&#039;Rhino Primaris:&#039;&#039;&#039; &#039;&#039;(Warhammer World Model)&#039;&#039; An expensive rhino with a lot of antennea on top that can call down an orbital strike once per game. It also comes equipped with a twin plasma gun. Where it becomes brilliant is with it&#039;s buff, which can grant a single unit within 12&amp;quot; a +1 to hit with shooting. Combine this with your plasma-toting primaris marines or black knights and you can always shoot supercharged plasma as the &#039;on a 1 to hit&#039; counts AFTER modifiers, so you have no chance of overheating your plasma weaponry. Great against &#039;nids or other armies that spam 2-wound models like other primaris marines or terminators. Combine with a chapter master and/or Primaris Lieutenant re-rolls for extra [[Awesome|fun]]. It does have 2 other options for buffs you could use, Repair Skull lets a vehicle within 12&amp;quot; regain a wound, and Vox Skull you a bonus to nearby morale tests which is practically useless with ATSKNF and Unforgiven.&lt;br /&gt;
**Non-character HQ. &lt;br /&gt;
**Dropped by almost 100 points with it&#039;s final Datasheet in warhammer legends, it&#039;s now a fairly cheap and sturdy HQ for it&#039;s cost and the utility it&#039;s buffs provide. It&#039;s particular useful for Dark Angels, as they presently lack many of the BS buffing skills and auras available to codex marines.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Excelsior:&#039;&#039;&#039; &#039;&#039;(Warhammer World Model)&#039;&#039; The other HQ tank. A basic land raider with the heavy bolters replaced with a grav cannon, a 5++, the master&#039;s Rites of Battle rule and it gets a +1 to hit if you have a rhino primaris within 24&amp;quot;. Expensive, so only really useful if you were planning on fielding a land raider anyway and really want the rites of battle bonus, for example because you are transporting 5 company veterans with combi-meltas or something. While the 5++ may seem great on a Land Raider, the normal 2+ save means you already save against lascannons on a 5+, so it&#039;s only usefull against AP-4 weapons which are a little more scarce.&lt;br /&gt;
**&#039;&#039;&#039;Alternate Option:&#039;&#039;&#039; Take this, give it the Shroud of Heroes and run a Darkshroud and Talonmaster alongside it. That&#039;s a -2 to hit for everything in the game (and -3 with smoke launchers).&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; Successor chapters (including custom successor chapters) lack access to special characters as explained on page 74 of the DA codex. &lt;br /&gt;
*Interestingly though, if you include Belial and Sammael in their own supreme command detachment (with say, a jump pack Librarian or beat stick Master) then their Grandmaster abilities still affect the custom chapters Deathwing and Ravenwing as you only replace the Dark Angels keyword in creating successors. This means you can use them to boss around their successors first and second companies at the chapter master level as well as having their fighting prowess (assuming there&#039;s been no FaQ), very fluffy.&lt;br /&gt;
*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039;Azzy is no slouch in melee, and can slug it out with all but the best of the enemy combatants. His Sword of Secrets gets five attacks that strike on a re-rollable &#039;&#039;(see below)&#039;&#039; 2+ at S6 AP-3 D1d3, plus deals &#039;&#039;additional&#039;&#039; Mortal Wound each time any to-wound roll results in a 6+. The Lion&#039;s Wrath is an improved combi plasma with a D2 AP-1 bolter part that can be fired in both modes endlessly and at the same time, &#039;&#039;without&#039;&#039; overheating if you don&#039;t overcharge it &#039;&#039;(which you should refrain from doing anyway)&#039;&#039;, only causing him a -1 to hit if you do decide to fire both; so that&#039;ll be a 3+ re-rolling 1&#039;s then thanks to his aura. he also carries a bolt pistol but that&#039;s for show only, if he&#039;s been bogged down in melee, that one S4 shot will rarely make the difference.&lt;br /&gt;
**As Chapter Master, he gives his army +1 command point if they are battle forged and he is the warlord, and grants a re-roll to all {{W40Kkeyword|Dark Angels}} units within 6&amp;quot;, including himself, of course, and speaking of auras, the lion helm is still there, granting a 4++ invulnerable save to every {{W40Kkeyword|Dark Angels infantry}} and {{W40Kkeyword|biker}} &#039;&#039;&#039;&#039;&#039;model&#039;&#039;&#039;&#039;&#039; within 6&amp;quot;, which is a slight change to how it used to apply to only his squadmates (and sadly does not include guardsman blobs, but you can get a lot of Tactical Marines inside a 6&amp;quot; bubble). Since you cannot attach him any more, just hug him to a couple of units you need to keep safe and create a bubble of protection. As of the Codex, vehicles do not benefit from his 4++ invuln anymore. RIP the Las Predator bubble of unkillable death. Because he no longer gives as much of a benefit to vehicles anymore, this is an opportunity to take advantage of new potential strategies, such as running Azrael up the board with a squad of Hellblasters. Or Aggressors! Terminators work well, but Aggressors are perhaps the greatest &amp;quot;walk up the board&amp;quot; unit, as they can blast things with a ton of shots and still roll with power fists when its time to finish off stragglers. Finally they can walk and shoot free of penalties, and fire twice once you find a choice position. Bring some apothecary/ancient backup and hold the center of the table with confidence!&lt;br /&gt;
*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039; He&#039;s still an excellent duelist, the Sword of Silence wounds non-vehicles on a 2+, but also grants +1 Strength which means hes gets to wound those T8-T9 vehicles on a 5+. The Sword has the stats AP:-3 Damage:2 so its role has a TEQ slayer has come to the fore, and it also reduces the WS of any attacks coming his way by 1, a handy little buff considering that all those guys with Fists and Hammers already reduced their WS by another 1. Combine with Aversion on a TH/PF terminator unit, or PK toting Meganobs, and watch them trying to hit you on 6+. Belial should now really only choose the claws if he has no intention of fighting characters and needs to focus on large groups, while the Thunder Hammer should be taken if you really need the 3+ invulnerable save from the Storm Shield, since it even the sword beats it for wounding potential against Toughness 5 or higher. His Storm Bolter is more of a &amp;quot;sidearm&amp;quot;, firing 4 shots all the time that gives him a little bit of ranged power and Overwatch protection if someone tries to charge at him.&lt;br /&gt;
**Belial also buffs his army a little bit: {{W40Kkeyword|Dark Angels}} units within 6 inches re-roll to-hit rolls of 1, or all failed to-hit rolls if they&#039;re part of the {{W40Kkeyword|Deathwing}}. Consider the Inner Circle strategem.&lt;br /&gt;
**As of the codex, Belial &amp;lt;s&amp;gt;no longer has access to the TH/SS or Lightning Claw combinations&amp;lt;/s&amp;gt; download the Warhammer Legends datasheets and tell your opponent that Thunder hammer is totally legal. And RAW &amp;quot;Parrying Blade&amp;quot; now affects Belial no matter what he&#039;s running &amp;amp;mdash; why yes, I &#039;&#039;would&#039;&#039; like to [[Awesome|force my opponents into a -1 to hit while still rocking a 3++]].&lt;br /&gt;
*&#039;&#039;&#039;[[Sammael]] on Corvex:&#039;&#039;&#039; Sammael is most definitely the fastest and shootiest hero in the Dark Angels army and is a very comfortable melee combatant too. On his Jetbike he can fire off a magnificent [[Awesome|EIGHT]] bolter shots every turn AND 1d3 plasma cannon shots all on rerollable 2+, meaning he can throw out the same firepower as a five man tactical squad all by himself. In melee: he has a bolt pistol for point blank shooting and can swing the Raven Sword five times on a rerollable 2+, which acts like a +1 strength master crafted power sword &#039;&#039;(so S+1, AP-3, D2)&#039;&#039; that has the additional effect of increasing his strength to eight any time he charges and wounding those MEQs on a 2+. Also, for the fact of being on a jetbike he can move 14&amp;quot; and gains toughness 6. Yes he has poor old power armour but with a 4+ iron halo it&#039;s not a huge deal. Also, the Corvex is still sexy AF, so go ahead as you wish! The plasma cannon is kind of meh, since it almost always gets penalized by moving, and overchargeing it on the move invokes almost straight-up death due to the combined penalty of moving with a heavy weapon.&lt;br /&gt;
**&#039;&#039;&#039;Sammael on Sableclaw:&#039;&#039;&#039; A bit more expensive than the Jetbike, but comes with a lot more dakka: a twin Heavy Bolter and a Twin Assault Cannon for 6/12 shots respectively. He also still fights just as well with the Raven Sword if he gets engaged.  Enemies can no longer shoot at him even if he is not the closest target, as he has 7 wounds now, and still has the 4++ invulnerable save to protect himself with. The primary issue he has is that the weapons he fires are all Heavy, so if he moves he drops down to hitting on a re-rollable 3+ &#039;&#039;(and with the FAQ to re-rolls, he can&#039;t re-roll 2&#039;s to hit when moving)&#039;&#039;, and he &#039;&#039;cannot&#039;&#039; advance and shoot (unless you use the Strategem), so he doesn&#039;t have the same reach as Corvex.&lt;br /&gt;
***Sammael in either form grants a re-roll failed to-hit aura to any {{W40Kkeyword|RAVENWING}} unit within 6&amp;quot;, and grants the ability to re-roll 1s to regular {{W40Kkeyword|DARK ANGELS}} within 6&amp;quot;, too. Even if you don&#039;t take much Ravenwing, he puts out so much hurt by himself and is so comparatively resilient that it might be worth taking him in any army.&lt;br /&gt;
**When compared to Kor&#039;sarro Khan, Sammael is now &#039;&#039;slightly&#039;&#039; inferior in a straight up fight, due to Khan&#039;s double strength modifier allowing him to wound Sammael on a 3+, but Sammy&#039;s extra attack pulls him back up, so the difference between them adds up to a 0.16 wound/turn difference, assuming Khan rolls average damage. This is not a true test though, since Sammael has more than twice the shooting potential of Khan &#039;&#039;(and pretty much any other character in the game too)&#039;&#039;, does better against the &amp;quot;average&amp;quot; mook, and can {{W40Kkeyword|FLY}}.&lt;br /&gt;
** Often overlooked but stated above, Sammael has the {{W40Kkeyword|FLY}} keyword, meaning he can cruise over enemy units and to get to weaker units and fuck up enemy flyers as nearly almost all of them are T7 and below. Not to mention to fall back and unload his range arsenal on some heretics. Thanks to him flying he has some great utility that is nearly always forgotten. &lt;br /&gt;
*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039; As an individual, the Master of Repentance still has problems finding his place. The Blades of Reason still suck, doing D6 damage for each unsaved wound, but still only strike at S:User and AP:0, so you are better served using the Crozius, unless you are doing something crazy, like going mano-e-mano with Imperial Knights or heavy tanks, where the Crozius&#039; strength bonus and armour penetration doesn&#039;t really matter as much, and you&#039;re fighting with luck and sheer balls, rather than anything else. Asmodai does have one trick up his sleeve in this edition: the &#039;&#039;Litanies of Hate&#039;&#039; that Chaplains usually get has been replaced with &#039;&#039;Exemplar of Hate&#039;&#039;, which still grants the reroll to-hit bubble within 6&amp;quot;, but also grants {{W40Kkeyword|Dark Angels}} within that bubble an extra attack. When coupled with his aura of dread, Asmodai acts as real force multiplier in assault, rather than doing anything useful himself.&lt;br /&gt;
**The Blades of Reason aren&#039;t as bad as they seem. They are, on average, better than the crozius against anything that is t3, t6 or t7, doesn&#039;t have 2+ armor, and, obviously, has more than two wounds. They are also better against anything with an invuln matching the armour. This includes many vehicles (because Asmodai is so batshit sadistic that he&#039;ll manage to torture a rhino to death), basically all greater demons and demon princes, and many of the vile Xenos.&lt;br /&gt;
*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039; Even better than last edition and the same points cost as well. He no longer gives friendly Dark Angels within 6&amp;quot; +1 attack. Instead, if a friendly Dark Angel dies in the fight phase while they are within 6&amp;quot; of Ezekiel, they get to make a single attack (this is especially funny as aura abilities now target the characters who have them, so if Ezekiel dies in melee, he can go down swinging. Another good use of this power is on Deathwing Knights). He got himself a 4++, while also getting weapon upgrades. His sword, Traitor&#039;s Bane, is S+1 AP-3 D1d3, but against {{W40Kkeyword|psyker}}s it has +1 damage. Then his pistol, The Deliverer, got an upgrade: it&#039;s a bolt pistol with AP-1 and D2, which is not too shabby. Finally, he can cast 2 psychic powers a turn from interromancy, of which he knows 3 powers; the new powers are amazing, and he can try to deny the witch 2 times a turn. This pairs well with his psychic hood. Overall, not the psychic powerhouse that the ultramarines or space wolves have, but he is great in his own right, he is great in combat too, has an invulnerable save unlike the aforementioned (although one can get one for some points, while this guy comes stock with it) and has some sturdy psychic potential of his own.&lt;br /&gt;
*&#039;&#039;&#039;Master [[Lazarus]]:&#039;&#039;&#039; While his fluff &amp;lt;s&amp;gt;absolutely sucks&amp;lt;/s&amp;gt; is complete dog shite, Lazarus is good in melee, especially against psykers. Enmity&#039;s Edge gets five attacks that strike on 2+ and re-roll 1&#039;s at S6 AP-4 D1d3, plus re-rolling wound rolls and damage rolls against psykers. As a Master he grants re-roll to hit rolls of 1 to all {{W40Kkeyword|DARK ANGELS}} units within 6&amp;quot;, including himself, and speaking of auras, Lazarus has the Spiritsheild Helm (which is not at all a replacement in waiting for when they kill off Azrael), granting Lazarus a 4+ save against all mortal wounds and 5+ save against all mortal wounds to all {{W40Kkeyword|DARK ANGELS}} models within 6&amp;quot; of him. A potential strategy would be to run Lazarus with Azrael, Veterans and a Deathwing Ancient with the Pennant of Remembrance. This would provide a 4++ invulnerable save, 5+ feel no pain, then bodyguards on 2+. The Veterans can then ignore the mortal wounds on 5&#039;s. Add in Transhuman physiology &amp;lt;s&amp;gt;or +1 toughness stratagem to Deathwing models&amp;lt;/s&amp;gt; (While he gets the inner circle rule, thankfully he doesn&#039;t get the Deathwing keyword, so he doesn&#039;t get to completely shit all over regular Masters in the rules department) for some extra durability!&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;[[Tactical Squad]]:&#039;&#039;&#039; The same jack-of-all-trades as always. The changes to core rules allow them to charge after firing, although with only one attack each and no close combat weapons on anyone other than the sergeant this should only be used to tie up a unit that might hit you back hard if you can&#039;t kill it. Other changes allow you to fire your heavy/special weapon at a different target from anyone else, turning them into a genuine &amp;quot;tactical&amp;quot; unit that can deal with multiple threats at once. This also means there is less need to combat squad since taking the heavy weapon doesn&#039;t force his companions to waste their fire on things they can&#039;t hurt. They now benefit from cover, upping their save to a strong 2+. While they are not particularly great at any one role, they can fill in any gaps in your army that might need to be addressed and while some FOCs don&#039;t require troops slots anymore, some of the larger ones still do, so these guys are solid choices, particularly when accompanied by characters granting various retools.&lt;br /&gt;
**Similar to how Blood Angels can have three flamers, in a 10 man squad you can have three plasma weapons. A Combi-Plasma on the sergeant, a plasma gun, and a plasma cannon. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Scout Squad]]:&#039;&#039;&#039; The Scout special rule Concealed Deployment may be the best troop rule space marines have. Since they deploy during the deployment phase, you can cut off huge swaths of the board from enemy deep strikes early in the game. They have both a shooty build and a close combat build, and offensive wise are just as good as Tactical Marines at shooting and Assault Marines at assaulting. They can create early pre-screens so horde armies can&#039;t get a full move right off the bat. Worried about a Tyranid army getting a 30&amp;quot; move on turn one? Scouts make a fine speed bump. Camo Cloaks actually make Scouts cost more than Tactical Marines on a model by model basis.  &lt;br /&gt;
**With the new codex. Your Dark Angel Scouts now have the option of taking a Land Speeder Storm. Opening up some new strategies. Such as taking two Land Speeder Storms and a full squad. Rather you could also Combat Squad them, have half the squad leg it to the nearest objective while the other half goes for the next one. The Heavy Bolter also offers synergy with your other heavy weapons. Allowing dirty tactics such as arming eight with sniper rifles. Give half Camo Cloaks and Sniper Rifles.  Load the other half with a heavy weapon. Give the Sergent two Plasma Pistols and three others with either Shotguns, Boltguns or SRs. Split them up with Combat Squad for long range campers and use the other as a mobile attack squad. The latter with three heavy weapons (including the Storm&#039;s own Heavy Bolter and Cerberus Launcher) and two Plasma shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Intercessor]] Squad:&#039;&#039;&#039; The Primaris counterpart to the Tactical Marine with an extra attack and wound per model and packs some variant on a Bolt Rifle with longer range and better AP than the standard Bolter. At first glance this makes them look like a flat upgrade over the basic Tacticals, but if you look closely you start to see a few problems. First, a minimum sized Intercessor squad costs 25 points over a minimum-sized Tactical Squad for the same number of S4 bolt shots &#039;&#039;(with the range and AP boost mentioned earlier)&#039;&#039; but least the Tacticals get to bring along a heavy or special weapon at that size and Tactical squads can be put in a cheap Rhino/Razorback for objective grabbing, while Intercessors would have to fork out for a floating Land Raider to do the same job. While Intercessors are capable of securing objectives, they simply aren&#039;t as efficient as aggressive objective grabbers because they have no inherent rules advantage for moving forward and no significant heavy/special weapons to deal with unexpected vehicles or really tough models. What Intercessors do really well in Dark Angels lists is form gun lines using their increased range to let other squads advance up the table, pretty much everything the updated Codex Astartes suggests they are for. With longer range and more wounds than a tactical squad, they can easily be set up on objectives in their own deployment zone, taking advantage of &#039;&#039;Grim Resolve&#039;&#039; to just stand and shoot while Ravenwing or Deathwing do the heavy lifting. If you&#039;re looking purely for bolter shots then compared to Tactical Marines the Intercessors seem better on paper. And the Sergent can get additional power sword, power fist or chainsword. Remember to take the Chainsword, it free. So your sergeant can have 4 attacks.&lt;br /&gt;
**Deciding whether to use the regular bolt rifle, or the auto-bolt or stalker variants really depends on the size of the table and how far back you intend to keep them. &lt;br /&gt;
**The Regular Bolt Rifle is probably the best bet. For a basic Troops choice armament it has increased range compared to the &amp;quot;standard&amp;quot; 24&amp;quot; boltgun or lasgun that most other armies make do with so you can start firing &#039;&#039;(and rapid firing)&#039;&#039; from earlier in the game with greater effectiveness than most opponents thanks to -1 AP. When things get closer you can then rely on the enhanced durability of Primaris to keep them standing. With the introduction of Bolter Discipline, there&#039;s now even less reason to use the other options for Intercessors as you can now rapid fire &#039;&#039;and&#039;&#039; reroll 1&#039;s by standing still. If you aren&#039;t sure what to do with Intercessors, then the basic load-out works just fine.&lt;br /&gt;
** Auto-Bolt Rifles offer a mobility upgrade for 1 point per model and the loss of AP. For six points more than a regular Tactical marine you fire double the number of shots at 12&amp;quot;-24&amp;quot; though those advantages diminish up the closer the Auto-Rifles get to their opponent, since they fire the same number of shots as a regular boltgun at ranges of less than 12&amp;quot; and are worse at shooting at ranges of less than 15&amp;quot; compared to a Primaris bolt rifle. This means your min-sized 90 point Auto-Bolt squad falls between 85 points regular Intercessor squad and a 65 point Tactical Squad in terms of shooting effectiveness depending on range. The trick to Auto-Bolt rifles is to go cheap with them and take advantage of the ability to advance and still shoot to maintain that sweet spot of 12&amp;quot;-24&amp;quot;, or play mop up to other units by dashing into mutual weapons range and taking out the few remaining stragglers. Though by doing this you are losing the benefit of &#039;&#039;Grim Resolve&#039;&#039; and are mostly playing with a vanilla squad.&lt;br /&gt;
** Stalker Bolt Rifles offer some long range armour penetrating shots at the cost of 0 points per model. This makes them great for sitting back and camping an objective while forcing wounds on high armor units with its -2 AP. Greatly benefits from &#039;&#039;Grim Resolve&#039;&#039; increasing accuracy by 11% of the unit. Even so, its output lacks much to be desired however with just 5 shots for 85 points when the other basic weapons can force double the number of saves at shorter ranges. Take Stalkers if you absolutely need the additional range or you are certain they will be shooting high-value targets, anything else is generally a poor expenditure of points.&lt;br /&gt;
** Auxiliary Grenade Launchers are the Intercessors &amp;quot;special weapons&amp;quot; in that one in five models may take one for free. They extend the grenade range to 30 inches. This means that you have the choice between one S6 AP-1 D1d3 damage or d6 S3 AP0 D1 shots. For 0 point it&#039;s hardly a bad deal and can add some capability to your squad with the Krak grenade being usually better unless you&#039;re shooting at low toughness/low save units. Just let the Sarge take it anyways since it free!&lt;br /&gt;
*** Current rules have altered the above in several ways.  To keep the other bolt weapons competitive now Bolter Discipline is a thing auto bolt rifles are now assault 3 and stalkers now do two damage.  Also, the aux grenade launcher now costs one point.&lt;br /&gt;
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*&#039;&#039;&#039;[[Infiltrator]] Squad:&#039;&#039;&#039; Same statline as Intercessors, but with +1Ld. A standard unit of one Sergeant and four Bodies, but unique in that it can take an additional four bodies and one Apothecary-Cadet that can only heal a model from this unit, or revive one on a &amp;lt;b&amp;gt;5+&amp;lt;/b&amp;gt;. Marksman bolt carbines are exactly the same as &amp;lt;b&amp;gt;boltguns&amp;lt;/b&amp;gt;, but unmodified hit rolls of 6 automatically hit and wound, but your opponent still gets a save. They are subject to Bolter Discipline, so double tap out to 24&amp;quot; when stationary. Their smoke grenades work exactly as vehicle smoke launchers; sacrifice a round of shooting for a -1 hit modifier against opponents shooting attacks. They can deploy when setting up anywhere on the battlefield that is more than 9&amp;quot; from an enemy unit or your opponent’s own deployment zone: this is during set-up only, not during any of your other turns. Finally, enemy units cannot arrive as reinforcements within 12&amp;quot; of this unit, making them excellent at area denial. &lt;br /&gt;
**Sadly, at 22 points a model (and 32 points for the Helix Adept), much of this needs to be judged against the flexibility of the Tactical Squad, the solidity of firepower from an Intercessor squad, and the cheapness of the Scout Squad. Bad? Maybe not. Overcosted? The jury is still out...but the verdict is likely yes.&lt;br /&gt;
**While they do cost as much as Reivers with grapple guns and grav shutes, they do deny deep strikes within 12&amp;quot; of them meaning the majority of rapid-fire weapons can&#039;t arrive within RF range, and more importantly enemy units &#039;&#039;&#039; can&#039;t charge you out of deepstrike&#039;&#039;&#039; (crippling to armies and players that rely on it and makes their ability much more valuable against Orks, 1K Sons &amp;amp; GSC.) spread them about to maximize that bubble and watch them draw fire from your opponent (assuming their army relies on this tactic) possibly saving other key units. So weigh this against their staggering cost (230 for 9 plus a Hellix Adept) for a troops choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Incursor]] Squad:&#039;&#039;&#039; Cheaper infiltrators that trade their auto-wounding on 6 rifles for ignores cover. Also trade their fancy electronic warfare kit for sensors that can ignore hit penalties, and carry knives to get an extra hit on 6s. They can set a single haywire mine per game and... that&#039;s about it. They lose the ability to take a Helix Adept or comm array, which I guess makes them the jocks to the Infiltrators nerds, complete with explosive football to toss. With concealed positions and the mine, these guys function as a your front line brawlers along with veteran intercessors. Scouts/Infiltrator/dakka intercessors kick back and shoot people, tacticals are your middle of the road specialist weapon troopers.&lt;br /&gt;
**What these guys do excel at is board control - they are a mere +2ppm compared to Intercessors, yet have Concealed Positions and can thereby flood the midfield (and its objectives) before the game even starts. Smoke grenades + cover makes them hard to shift without heavier firepower, the optional mine and above-average CC are additional deterrents.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
====Regular====&lt;br /&gt;
*&#039;&#039;&#039;[[Aggressor]] Squad:&#039;&#039;&#039; You get access to these and can stand in for the Centurions you don&#039;t get. They come stock with auto boltstorm gauntlets and a frag grenade launcher, or you can trade all that in for [[Starcraft|Firebat]] pattern flamestorm gauntlets, which is a pair of flamers. Combine either with the &#039;&#039;Fire Storm&#039;&#039; special rule which lets you shoot twice, re-rolling ones, if you don&#039;t move &#039;&#039;(including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets)&#039;&#039; and put out a &amp;lt;u&amp;gt;lot&amp;lt;/u&amp;gt; of short-ranged firepower; a &#039;&#039;&#039;minimum&#039;&#039;&#039; sized three man squad throws out 36+6D6 S4 bullets or 12D6 S4 flame autohits in a single round of shooting if they don&#039;t move. They&#039;ve got Gravis armor, which makes them T5, move 5&amp;quot;, take up two spaces in a Repulsor  and come with Power Fists for when they get close. Then there&#039;s &#039;&#039;Relentless Advance&#039;&#039; which lets you advance and fire assault weapons without penalty &#039;&#039;(this has no effect on the flamers, as they autohit anyway).&#039;&#039; This means when you do decide to move them you might as well run as far as you can since all of their guns are assault. Run and gun for the Lion! &lt;br /&gt;
**Aggressors are also strong at the front of your army for discouraging/punishing Deep Strikers. If you go 2nd, and someone deep strikes nearby, the Aggressors will count as having not moved. Pop the Auspex Scan so you can shoot the deep strikers, and shoot them twice due to Fire Storm special rule.&lt;br /&gt;
**The default bolter/frag loadout receives the most benefits from the built-in rules, especially &#039;&#039;Grim Resolve&#039;&#039;. As mentioned earlier, flamers hit automatically so there is no gain from advancing; but conversely, with such a short range you are likely to be moving most turns so there are fewer opportunities to double your shooting output.&lt;br /&gt;
** Run a squad or two of these bad boys, supported by Azzy for rerolls to hit and a 4++. Add a Chaplain rap battling Stoic Prosecution so they can move and still fire twice with the effects of the Chaplain. Not to mention the extra 3&amp;quot; of range for being in the Heavy Doctrine.&lt;br /&gt;
*&#039;&#039;&#039;[[Apothecary]]:&#039;&#039;&#039; Now a Character running on his own. Doesn&#039;t give out Feel No Pain, but if he&#039;s within 3&amp;quot; of a same chapter Infantry/Bike at the end of the Movement phase, he can heal D3 wounds on a model. If no-one&#039;s wounded, he gets a 4+ chance to [[Awesome|bring 1 dead model back to life with a single wound,]] but if he fails, he can&#039;t do anything else that turn. Can&#039;t swap out his weapons, so he&#039;s stuck with a bolt pistol and chainsword, but that means they can hit his melee opponent about five times across several phases if you need him to.&lt;br /&gt;
**&#039;&#039;&#039;[[Primaris Apothecary]]:&#039;&#039;&#039; 13 points for +1W and improved pistols: the reductor pistol, which is a 3&amp;quot; S4 AP-3 D2 pistol, and the Absolvor Pistol, which is 16&amp;quot; S5 AP-1 D1. He&#039;s meaner than the Deathwing Apothecary because he can use those pistols in combat in addition to his attacks though he still has no business being in combat. He&#039;ll do just fine popping off shots with his pistol and keeping nearby units alive. &lt;br /&gt;
***Probably the least useful Apothecary to Dark Angels, due to his limited deployment options: he can’t fit in any transport other than a Repulsor. He also can’t Deep Strike &#039;&#039;(either as a Terminator or in a Drop Pod)&#039;&#039; or move quickly &#039;&#039;(with a Bike)&#039;&#039; all meaning that if you take him, he’s probably going to be clinging to your other Primaris Marines, potentially far away from your Deathwing/Ravenwing or your special characters and veteran squads who would benefit from him more.&lt;br /&gt;
*&#039;&#039;&#039;Company Ancient:&#039;&#039;&#039; The old banner bearer, now an independent Character. The banner adds +1Ld to any Dark Angels Infantry units in 6&amp;quot;. If a model from the Chapter dies in 6&amp;quot;, you get a 4+ chance for them to get off one more round of shooting or close combat right there and then, before your opponent can move on to something else. Note that this only affects models in the bubble, not units, so be mindful when picking who dies. It also sadly doesn&#039;t affect bikes. Note that this is a similar ability to what Ezekiel has, although the Chief Librarian&#039;s one works automatically but only in the Fight Phase, whereas this works half the time, but in either phase. The Ancient comes with a bolt pistol that you can swap for a different pistol, combi, or melee weapon. Out of phase shooting is great, especially if it lets you put two fingers up to the guy that killed you. ML/Grav/Las/Multi Melta Devastators can still earn back their points with a lucky shot, also vets with combi-plasma that killed themselves due to overcharge can fire again; combined with weapons of old age, bye bye [[Fallen]].&lt;br /&gt;
**&#039;&#039;&#039;Chapter Ancient:&#039;&#039;&#039; Dark Angels have now been given access to the Sacred Standards again, which is basically an upgraded version of the regular company standard, doing everything that a Company Ancient can do but granting those marines WS 2+ or BS 2+ when they get their free attacks before they die. This is still a power armoured marine, so he is allowed to swap his bolt pistol from a weapon from the regular lists.&lt;br /&gt;
**&#039;&#039;&#039;[[Primaris Ancient]]:&#039;&#039;&#039; Same as a Company Ancient, but with +1W 1+A. Comes with a bolt rifle in addition to the pistol, and can&#039;t ride anything other than a Repulsor or swap his wargear.&lt;br /&gt;
*&#039;&#039;&#039;Company Champion:&#039;&#039;&#039; Like the champions of vanilla Marine chapters, you can buy a combat shield to have access to a terminator-level invulnerable save, and unlike them, you get the superior Blade of Caliban. His price is a mere 44 points &#039;&#039;(the Blade of Caliban is free, the only extra cost is the Combat Shield)&#039;&#039;. Compared to the other DA champions, you can have multiple of them in your army, and you can ride in most of the transports, taking up only a single space. The other choices might beat you in mobility (teleport strike, or the bike&#039;s sheer speed), and the Ravenwing champion is also superior at ranged combat, but he is the most cost effective way of including a character mulcher in your army. In fact, for 44 points, this is point-for-point the most effective model in the codex. A real bargain.&lt;br /&gt;
**In an example of GW [[Fail|fail]]ure, the Codex does include points values for a &amp;quot;Chapter Champion&amp;quot;, although the datasheet doesn&#039;t exist... but clearly someone in the design team uses a lot of CTRL-C, CTRL-V without paying attention. This is FAQed; you can ignore the chapter champion.&lt;br /&gt;
**A good and fluffy model to use for this guy, if you&#039;re willing to snort resin, is the [https://www.forgeworld.co.uk/en-US/Dark-Angels-Legion-Praetor-2019 Forge World Dark Angels Praetor]&lt;br /&gt;
*&#039;&#039;&#039;Company Veterans:&#039;&#039;&#039; Your most flexible unit, as they can be configured any way you want.  Besides that, the squad can be equipped pretty much any way you want, just bear in mind that Storm Shields won&#039;t help against mortal wounds. Every veteran has access to the &#039;&#039;Melee, Pistols, Combi-weapons&#039;&#039; and &#039;&#039;Special&#039;&#039; weapons list if they swap their standard Bolt Pistol or Chainsword and one can take a heavy weapon (FAQ). Though with the changes to Combi weapons firing infinitely for only 2 points more than the base weapon, there will never be any need to choose a regular special weapon anymore, &#039;&#039;EVER&#039;&#039;. These guys can do the old &amp;quot;Look out, Sir!&amp;quot; rule which lets them intercept a wound from a character within 3&amp;quot; on a roll of 2+ in exchange for taking a mortal wound. However they kinda suck for protecting anything that isn&#039;t Green Wing. As they lack options for Bikes and Artificer Armor that their equivalents from other chapters get. &lt;br /&gt;
**What&#039;s interesting about the Dark Angels version of Company Veterans is that they may also take Combat Shields &#039;&#039;(for only 1 points each!)&#039;&#039; granting them a 5+ invulnerable save &amp;lt;u&amp;gt;on top&amp;lt;/u&amp;gt; of their regular gear, rather than having to swap out their chainsword or bolt pistol. So it can be a good and cheap way of granting them a modicum of additional protection without sacrificing any combat effectiveness so go for it.&lt;br /&gt;
**In a nice touch from the FAQ, one Dark Angels Veteran may take a weapon from the Heavy Weapons list, something other chapters can&#039;t. Note they can still take other options, so stick a flak board on that that Grav Cannon and get an invulnerable save.&lt;br /&gt;
**If you found the Black Templars&#039; las-plas Crusader spam tempting, go nuts with 2-men Veteran squads, toting both a heavy AND a special weapon.&lt;br /&gt;
**Dark Angels never had access to Sternguard/Vanguard, and now there is practically no loss. The individual veteran costs exactly the same in all cases, but if a Sternguard swaps his Special Issue Bolter he loses the benefit of his ammunition.  Where the Vanguard just get access to Jump Packs and one Relic Blade. But with access to more options for yourself, Dark Angels no longer have to feel like they missed out on something.&lt;br /&gt;
***Don&#039;t bother using them to protect your Warlord if not Green Wing. Combat Shields are nowhere as good as actual Storm Shields. They are best used as a scalpel to table units that you want removed from the table. So kit them out, load them up in a Rhino or Razorback. Add an HQ or an Elite independent character or two for some shooting, melee or vehicle repair buffs, and have them hunt down the most dangerous targets instead.[[Derp| Just remember to choose an IC that can actually upgrade their guns and melee weapons to something better.]] Company Veterans however present some of the very few ways for DA to shrug off sniper fire, in particular, the sniper fire of the Vindicare Assassin, whom otherwise ignores invulnerable saves and is -3 ap (and ignores modifiers to hit, like those from the Shroud of Heroes).  However a Land Raider (ie. Deathwing) or Jink for Ravenwing character is better for DA. Which begs the question. Why are you wasting points on non-shooty HQ&#039;s instead of Dakka boosting (Master, Lieutenant, Azrael, etc.) Greenwing characters?&lt;br /&gt;
***TLDR version: Along with Hellblasters and Devastators, Company Veterans carve out a niche as a unit for spamming Plasma. Yes the guns of the other two units have longer range and have higher damage potential. At twelve inches your Plasma guns will keep the heat off troops. Allowing them to defend objectives. Unlike Ravenwing Black Knights and Deathwing Company Vets are a lot more expendable. Though if you don&#039;t like Plasma spam why are you playing Dark Angels in the first place?&lt;br /&gt;
*&#039;&#039;&#039;Imperial Space Marine:&#039;&#039;&#039; &#039;&#039;(Warhammer Legends)&#039;&#039; Dark Angels finally get access to this newly lone wolf killer that was restricted to us before 8th. Compared to an average Tactical, he&#039;s gained 3 extra wounds, 2 more attacks, and one extra Ld point. But it&#039;s his disintegrator combi-gun and disintegrator pistol you should watch out for. They&#039;re only 18&amp;quot; Rapid Fire 1 and 9&amp;quot; Pistol 1 (respectively), but with S5, AP-3, and D1d6 (basically a higher damage combi-grav and grav pistol), they have the potential to fuck up a lot of units if it manages to wound them. Fun idea: surprise an enemy who thinks being only armed with a CCW will leave you weak in assault with that pistol of yours.&lt;br /&gt;
*&#039;&#039;&#039;[[Reiver]] Squad:&#039;&#039;&#039; They have a heavy bolt pistol with -1 AP compared to a normal one and a combat blade that functions identically to a chainsword and can be traded for a bolt carbine, but their main draw is their Shock Grenades. They&#039;re Grenade d3 weapons that don&#039;t deal direct damage, but instead disable the Overwatch of INFANTRY they hit in addition to penalizing their hit rolls by 1. This added advantage in the Fight phase works well with the Reivers&#039; Terror Troops rule, which reduces the Ld of all enemy units within 3&amp;quot; of any model in the Reiver Squad by 1. As a result, they can debuff the Ld of units they&#039;re not actually in combat with, which can lead to a nasty chain reaction if they&#039;re stationed near units that are already likely to break in the Morale phase. They&#039;re also the cheapest of the Primaris Marines Elites so far by a long shot as well. They can also buy grav chutes which lets them deep strike anywhere more than 9&amp;quot; away from the enemy. Alternatively, you can buy grapnel launchers, which negate vertical movement when calculating how far Reivers can move and allows for them to Outflank.&lt;br /&gt;
**The batman melee specialists of the Primaris Marines have some steep competition in the Dark Angels slot and are unfortunately beaten in almost every regard due to them not really benefiting from any special rules inherent to Dark Angels and the fact that you will almost certainly be taking something else because you are &#039;&#039;playing&#039;&#039; Dark Angels. Yes, they are a melee unit that can Deepstrike/Outflank, but you have Deathwing for that. Yes, they are kitted out for mobility, but they won&#039;t really benefit from &#039;&#039;Grim Resolve&#039;&#039;, and you have Ravenwing for outmaneuvering your opponent. However, Reivers &#039;&#039;do&#039;&#039; make excellent shock troops for supporting something else. Their Leadership debuff stacks with the Eye of the Unseen and interrogator chaplains, and will assist with several of your Interromancy psychic powers, while their ability to nerf overwatch will allow consequence free charging of enemies with other heavier units.&lt;br /&gt;
*&#039;&#039;&#039;[[Servitors]]:&#039;&#039;&#039;  Cheapest model in the game, at 2 points. WS5+ and BS5+, or 4+ on both if a techmarine is nearby. They no longer help you repair stuff and at T3 they will fall over in a stiff breeze. They come standard with a Power fist, so without a techmarine they hit on 6&#039;s in melee. Hurray. 2 of them can take a heavy weapon, but since you&#039;re paying space marine prices on the weapons this gets expensive fast. A unit of 4 with 2 heavy bolters is still fairly cheap at a little over 50 points, but consider the fact that you need a techmarine close by AND need to stand still to hit anything AND your opponent can now split fire a few guns to take them out quickly that&#039;s just 50 wasted points. To bad you can&#039;t leave the servo-arms at home as the 2 servo arms cost almost half the points of the unit. With that in mind. You have better things in the Elite Slot if you pine for walking death machines. With that in mind, keep your eyes peeled for the sections below this one.&lt;br /&gt;
&lt;br /&gt;
====Deathwing====&lt;br /&gt;
*&#039;&#039;&#039;[[Deathwing]] Terminators:&#039;&#039;&#039; Elite Terminators with the ability to customize their loadout to suit your needs. So you can have a combination of ranged guys with melee dudes and have a squad for all occasions and being &#039;&#039;Inner Circle&#039;&#039; they thankfully pass all morale checks they are required to make, so they don&#039;t have to worry about losing extra guys as a result of a poor leadership check. What&#039;s more is that even the basic guy is the same points cost as a normal &amp;quot;codex&amp;quot; terminator &#039;&#039;(23 points before wargear, 34 with the standard Bolter/Fist combo)&#039;&#039;. However, they don&#039;t have the ability to deploy Teleport Homers to the battlefield and leap to it in an &amp;quot;emergency&amp;quot; as vanilla Terminators do; but the benefits available to Deathwing outweigh any lost rules from core Terminators. Thanks to the codex they can now combat squad, so you can essentially have Terminator Assault squad and a regular Terminator squad in the same slot if you like, although any Watcher in the Dark has to be assigned to one unit or the other.&lt;br /&gt;
**The changes to power weapon rules means that the Sergeant may actually want to keep his sword in this edition, rather than it being a useless hunk of crap. It is worth giving him LC to make use of his 3 attack base or giving him a TH/SS combo. &lt;br /&gt;
**One dude in every five can take a heavy weapon as normal, but their list also includes the Plasma Cannon, which doesn&#039;t overheat in this edition unless you overcharge it. Option wise though: Don&#039;t take the Heavy Flamer. If you&#039;re Deep Striking these guys (which you really should!) then having an 8&amp;quot; range isn&#039;t helpful if you have to be more than 9&amp;quot; away. For the Plasma Cannon, it&#039;s okay compared to the Cyclone Missile Launcher, due to being half the cost, and thanks to Grim Resolve, you have easy access to re-rolling 1s to help keep him alive. However, the -1 to hit when moving prevents you from overcharging unless you want your precious plasma cannon to blow up immediately. If you have the points, then taking a Cyclone would be better since you still get a Storm Bolter too. The Assault Cannon is also a good choice, at only 1 point pricier than the Plasma Cannon, excelling at cutting through hordes, which the rest of the squad is forced to equip itself to fight, with their storm bolters.&lt;br /&gt;
**Note that by taking a 5 man Terminator Assault Squad and 5 man Terminator Squad as a Combat Squaded 10 man squad, the Terminator Squad will be able to take an additional Heavy Weapon, courtesy of the five models in the Assault Squad.&lt;br /&gt;
**Actually, you can mixmatched anything. Say hello to 10 men Hammernator with 2 of them carry Cyclone Missile Launcher.&lt;br /&gt;
**Deathwing Terminators can take a Watcher in the Dark, allowing them to negate an incoming psychic power on a 3+ once per game. It&#039;s pretty cheap for only 5 points and it can really be useful against armies that excel in psychic such as &#039;Nids or Chaos. However, it&#039;s pretty useless against armies with little to no psychic such as Tau or Necrons.   &lt;br /&gt;
*&#039;&#039;&#039;Deathwing Cataphractii Terminator Squad:&#039;&#039;&#039; A cross between the dakka of normal terminators and the defensiveness of Storm Shields, these Deathwing Terminators bear a 4+ Invulnerable save, but are stuck with a 4&amp;quot; move and must halve all advance rolls. Either keep them in a Land Raider/Stormraven or Deep Strike them to get anywhere, never footslog these guys. Sadly can only take a Heavy Flamer as a Special weapon, but the Sergeant can have a Grenade Harness, and they can all take a pair of Lightning Claws or swap their Power Fists for Chainfists.&lt;br /&gt;
**They can swap their power fist to a single Lightning Claw, so they can clear out hordes by shooting their Combi-Bolter and still hit hard with accuracy S4 ap2 d1 with reroll failed wound from the claw.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Tartaros Terminator Squad:&#039;&#039;&#039; This time the Deathwing get an all-important extra inch of movement. However, your weapon options have changed and you&#039;re stuck with a 5++. You can only take a Heavy Flamer and Reaper Autocannon for a special weapon. One in five can have a grenade harness without replacing a Storm Bolter, and the entire squad can take Chainfists, or single or doubled up Lightning Claws, but the Sarge gets access to a Volkite Charger([[derp|which can&#039;t do extra damage on a 6+ like Admech or Forgeworld Volkites]]) or a Plasma Blaster for busting caps in other TEQs. Effectively giving you five special weapons in a squad of ten. To get the most out of their firepower, it&#039;s best to Teleport Strike your Tartaros or load them into a Storm Eagle.&lt;br /&gt;
**Fastest Terminator variant (6&amp;quot; move). Best if used with a transport they can disembark from or footslogging. Otherwise, alternate terminator variants are superior.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039; They lost a whole bunch of special rules this edition but Deathwing Knights are still excellent melee specialists. They lost their Fortress of Shields ability, but they gained an extra wound for being Terminators. Their Maces of Absolution are still scary, striking at S8 AP-2 and doing [[Rip and Tear|THREE damage each]], basically losing out to Thunder Hammers by a point of armour penetration but with no drawbacks to accuracy. This means a squad of these guys can theoretically take out any high-value target in one turn of combat. The problem is their mediocre number of attacks and since damage does not carry over from dead models it means they are liable to become swamped by hordes. What they really need is back up from external abilities that grant rerolls, dice modifiers or additional attacks. Strangely enough, compared to the last edition these badass Knights aren&#039;t effective as hordes as they use to be. Let their brothers deal with chaff and let these guys deal with the heavy stuff. &lt;br /&gt;
**The Knight Master&#039;s Flail of the Unforgiven is an exception to the normal rule, excess wounds inflicted on one model do carry over to the rest of the unit, and with his base value of 3 attacks at S6 AP-3 and 2 damage, he has the potential to take out six guys all by himself; making him the guy to deal with hordes while the rest of his unit knock lumps out the biggest thing in front of them.&lt;br /&gt;
**Deathwing Knights also get a Watcher in the Dark for the ability to nullify a psychic power affecting them once per game. The same tactics for the watcher apply here as well. &lt;br /&gt;
**An argument could be made as to whether a squad of Knights is any better than a squad of TH/SS Terminators in the long run, now that Thunder Hammers no longer need to strike last: They both have the same basic profiles and a 2+/3++ save and hit at S8 and do three damage. A squad of Deathwing Terminators generally &#039;&#039;hits harder&#039;&#039; due to the increased armour penetration and can also customize itself to varying purposes, such as by adding a Cyclone Missile Launcher. Deathwing Knights do have the advantage of accuracy; being able to hit on 3+ and cost four points less per man &#039;&#039;(the Mace &amp;amp; Flails are free, so that&#039;s 35 points per man plus 2 for the storm shield for a total 37, whereas Hammernators cost 23 points per man, plus 18 for the hammer and shield for a total 41)&#039;&#039; Maces do absolutely fine against enemies with either poor regular saves or good invulnerable saves, as the increased penetration of the Hammer is lost against anything with a save of 5 or worse &amp;lt;u&amp;gt;OR&amp;lt;/u&amp;gt; an invulnerable save of 4+ or better, so in those cases the Deathwing Knights are undoubtedly better.&lt;br /&gt;
**These guys are great but do need some support from characters. An Interrogator-Chaplain will make them even more deadly with his rerolls and if you don&#039;t mind the investment, you could get a Deathwing Ancient to follow them too. All of the above can teleport in together, or you could fit them in a Land Raider Crusader/Redeemer or a Storm Raven for more mobility and firepower support.&lt;br /&gt;
***Consider running a Librarian (terminator armour or otherwise) with the knights. Righteous Repugnance gives you re-roll to hit AND to wound, which is actually better than the chaplain&#039;s aura! Just remember, casting isn&#039;t guaranteed to succeed (unlike the aura, which is always on) and even if you pass, your opponent can attempt to deny the power with a psyker of their own.&lt;br /&gt;
**With Ritual of the Damned, cackle like a madman when you place a Deathwing Knight squad outside of 6&amp;quot; of an enemy unit. Unlike the similar Grey Knight teleportation doctrine, but much like the Custode Vexillia Teleport Homer, Combined Assault makes &#039;&#039;&#039;no restriction on charging&#039;&#039;&#039;. Have fun!&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Champion:&#039;&#039;&#039; The 1st Company Champion is still here, and capable of cutting guys in half with that halberd of his, though his rules have turned him into a bit of an inconsistent oddball, so his focus has changed. He strikes three times at S7 AP-4 and does D3 damage, that S7 means he wounds T4 on a 3+ &#039;&#039;(rather than a 2+ back in 7th)&#039;&#039;. He can reroll failed to-hit rolls against Characters, but his halberd grants him D3 extra attacks if his target unit contains 5 or more models, so it&#039;s as if he can&#039;t decide whether he wants to take on single opponents in honourable combat, or get stuck into bodyguards. But he&#039;s pretty good at both though.&lt;br /&gt;
**Deathwing Champions are a one-per-army deal, so you can&#039;t have multiples. &lt;br /&gt;
**In terms of close combat damage against lone characters, the three Champions fall pretty close to each other. The Deathwing Champion has one higher AP, but often a character has some form of invulnerable save, that will make AP less of a concern beyond 3+. The deciding factor will be mainly their prices and the rest of the army; you can field almost 2 Company champs for the price of a single RW/DW champion. However, it would be a waste of a Rhino/Razorback trying to keep up with a RW HQ and pairing the Greenwing champion in with guys in Termi-armor would just look retarded.&lt;br /&gt;
**If for some reason you -really- want his 2+ to wound against MEQs again, pair him with a Chaplain Dreadnought. Be mindful of the cost, though.&lt;br /&gt;
**Waste of points and slot. Costs as much as most Terminator HQs, doesn&#039;t fill required HQ slots, no ranged attack, only 5++ invulnerable save, bonuses against characters look good until you realize that he hits on 2s anyway, so re-rolling hits is the same as re-rolling 1s. Weapon is basically equal to to the DA Relic Heavenfall Blade. A Master in Terminator Armor with Heavenfall Blade and Storm Shield costs less points, has 2 more attacks than the base DW champion, and this model&#039;s re-rolls apply to all attacks, not just those against characters.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Apothecary:&#039;&#039;&#039; So somehow being a member of the 1st Company makes Deathwing Apothecaries inferior. They may have gained a better save and an extra wound, but they lost an attack somewhere while putting on that suit of terminator armour and [[Fail|this is still the case in the latest codex.]] This coupled with the fact that they have no melee weapon at all means these guys just suck in close combat. But that just means you aren&#039;t tempted to do anything that an apothecary shouldn&#039;t be doing in the first place, his job is to heal allies, not get stuck in with the beatsticks.&lt;br /&gt;
**, Unlike Champions, you can have as many Deathwing Apothecaries in your army as points/slots allow.&lt;br /&gt;
**The Deathwing Apothecary does have some advantages over other Apothecaries. While the movement is much slower, it can Deep Strike, has a more reliable Invulnerable save and more importantly, has a 2+ save rather than a 3+.He also has a stormbolter, letting him add some ranged firepower to whatever unit he&#039;s supporting. &lt;br /&gt;
**The challenge to viability is that he doesn&#039;t heal anymore than a regular apothecary, yet costs more. And since the cost of the apothecary limits your inclusion of other models (because you could buy them instead), he has to heal a lot more to justify himself. &lt;br /&gt;
*&#039;&#039;&#039;Deathwing Ancient:&#039;&#039;&#039; In addition to the traditional banner bearers, you get Deathwing and Ravenwing standard bearers. So comparatively, the Deathwing version is equipped with Terminator Armour, granting him an extra wound, 2+/5++ saves and the ability to Teleport Strike as well as coming with a Storm Bolter &amp;amp; Power Fist as standard, but is able to swap his gear for a pair of lightning claws or Thunder Hammer / Storm Shield combination. Note that the codex Chapter Ancient only comes with a Power Sword and some grenades, so immediately the Deathwing Ancient is more threatening and more customizable, however, this obviously comes at a greater cost. Furthermore, the Deathwing Standard has a more specific purpose; granting +1 attack to all Deathwing unit within 6&amp;quot; of himself, so if you play with a few squads of Deathwing Terminators or Knights you&#039;ll definitely want this guy to hover around in the background. Weapon wise, keep him with his stock Power Fist/Storm Bolter. The chainfist is 10 points more expensive and isn&#039;t really worth the ten points and then the LC/TH+SS takes away your shooting which is quite important, especially if you stick him next to some Deathwing Knights who don&#039;t have any shooting anyway. Yes, it&#039;s only a Storm Bolter but it&#039;s better than nothing. &lt;br /&gt;
**When moving into charge range it can be a challenge to keep your units inside his buff-bubble. When your unit goes charging off and this guy doesn&#039;t make the charge you may find your unit suddenly out of his banner range. Take care.&lt;br /&gt;
***A way to avoid leaving his buff bubble is to play with pile-ins. Remember, you only need one guy from the squad in base-to-base. As long as all the other members are within 1&amp;quot; of him, they can attack as well. Use this to your advantage to stay in the range of the banner and still get all your attacks!&lt;br /&gt;
**Note all major characters &#039;&#039;(except Sammael and traditional Chaplains)&#039;&#039; have the Deathwing keyword, so they&#039;ll benefit from the extra attack as well.&lt;br /&gt;
&lt;br /&gt;
====Ravenwing====&lt;br /&gt;
*&#039;&#039;&#039;[[Ravenwing]] Apothecary:&#039;&#039;&#039; Hands down the best Apothecary available to any space marine army. You get the ultimate rapid response warrior-medic, capable of moving 20&amp;quot; &#039;&#039;(by advancing)&#039;&#039; to heal wounds where required, getting a 4+ invulnerable save from jinking, while &#039;&#039;&#039;still&#039;&#039;&#039; able to shoot someone with an 18&amp;quot; plasma gun. Yeah, always take the Plasma Talon with this guy, never the Grenade Launcher; even with Stasis Shells. What&#039;s best about this edition is that there is no Black Knight tax for taking them, which is a relief since they are 97 points a pop, though that&#039;s pretty good for a T5 model with 5 wounds. Apparently, the Codex says they don&#039;t have Corvus Hammers, but the Index does. &lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Champion:&#039;&#039;&#039; The do-it-all champion. He gets the same Blade of Caliban that the regular champion gets, so wounds everything up to T6 on a 3+, slightly inferior to the Deathwing Champion overall but still does &#039;&#039;exactly&#039;&#039; the same job against marine-or-lower level opponents which are most common. He also comes with the Black Knight bike for a 14&amp;quot; move and armed with the Plasma Talon which can still be fired after Advancing unlike the twin bolters that other bikes get. With a higher toughness and better armament than most HQ characters get, the only problem with the Ravening Champion is that he doesn&#039;t have an invulnerable save the same as the Company/Deathwing Champions do in, putting him at a disadvantage compared to them against anything with AP-2 or better. Though in a straight fight against a standard &amp;lt;Codex&amp;gt; Company Champion on a bike, the Ravenwing Champion still does more wounds overall, simply because of his increased chance of wounding thanks to his higher strength and toughness.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Ancient:&#039;&#039;&#039;The Ravenwing version of the Deathwing Ancient. Grants +1 attack to Ravenwing units in 6&amp;quot;. Not as useful as the Deathwing Ancient since the majority of Ravenwing are more shooty than fighty although it&#039;s great for keeping near black knights as he comes with plasma talons and corvus hammer as well. As with all assault bubbles, the trick is to make sure that he is still in 6&amp;quot; range after charges, so keep him REALLY close to the unit you want in combat or you&#039;ll have to leave some black knights behind to make sure the unit still gets the benefit. His 20&amp;quot; move means you can quickly move his bubble around if you want those extra attacks somewhere else. Stick him near Sammael for 6 S8 (on the charge) attacks at Ap-3 D3 hitting on 2+ rerolling. A Heavenfall Blade Talonmaster works too. That&#039;s [[fun]]. Again, the Codex says they don&#039;t have the Corvus Hammer but that doesn&#039;t stop you. Also, similar to the Ravenwing Apothecary, always have Plasma Talon and not Grenade Launcher.&lt;br /&gt;
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====Dreadnoughts====&lt;br /&gt;
*&#039;&#039;&#039;[[Dreadnought]]:&#039;&#039;&#039; You know them, you love them, but Dreadnoughts sure do love the changes! Being at 8 Wounds and Toughness 7 makes them bulkier than what they were the last edition and they still pack a punch. [[Awesome|4 S12 ATTACKS WITH NO -1 TO HIT MODIFIER!]] They also enjoy the changes to Twin-Linked Weapons, now being able to fire possibly up to 8 Autocannon shots, 2 lascannon shots or 3D6 Heavy Flamer shots. Now the classic dreadnought may see more light on the table as it will enjoy kicking ass. One of the few downsides of them is now you can&#039;t deep strike them in normal drop pods now, only in the Lucius pattern FW drop pod, but I&#039;ll take the buffs he got.&lt;br /&gt;
** Download the Warhammer Legends datasheet to get its old-school weapon options back. The Multi Melta and the Plasma Cannon are basically budget Twin Lascannons as the Lascannons are generally better, the Twin Heavy Bolter is usually inferior to the Assault Cannon, the Twin Heavy Flamer isn&#039;t so useful since you have to get down and dirty and could have 1 Heavy flamer underneath your fist and the Autocannons are again, budget Lascannons. So, take Lascannon or Assault Cannon for the main weapon if you have the points. Heavy Flamer under Power Fist is useful as well, assuming you have the points (you could keep the Storm Bolter is you wished). And finally, Missile? Cheaper than the Fist, but depends whether you want to go full-ranged, or hybrid.&lt;br /&gt;
*&#039;&#039;&#039;Venerable Dreadnought:&#039;&#039;&#039; Similar to a classic dreadnought but with WS2+ and BS2+ and a new rule where it can ignore unsaved wounds on a 6+. Not too shabby. Apparently, something went wrong in the Codex where the Ven Dreadnoughts got demoted and [[Fail|they&#039;re only Deathwing and Inner Circle if we spend a CP.]] &amp;lt;s&amp;gt;Unless you use the Index Venerable dread which comes with the Deathwing keyword allowing it to benefit from Belial&#039;s rerolls, the Deathwing Ancients bonus attack and a bunch of other stratagems.&amp;lt;/s&amp;gt; Not anymore since the legendary data sheets which is basically the index. Sigh. But otherwise, you get all this for only a slightly higher price tag. Oh, Yeah. Weapon options for the regular Dreadnought apply here too.&lt;br /&gt;
*&#039;&#039;&#039;[[Redemptor Dreadnought]]:&#039;&#039;&#039; See GW Redemptor dreadnought store page, DA can take the primaris redemptor dreadnought. DA have plenty of solid dakka options, but this bad boy could actually be more effective for a few reasons. The Macro Plasma Incinerator is actually pretty awesome as you only take a Mortal Wound on failed Supercharged attempts and you have high Strength and AP. On the other hand, you have the Heavy Onslaught Gatling Cannon which is essentially 4 Heavy Bolters strapped together to form a weapon. Great for shredding Infantry. Also has [[Awesome|13 motherfuckin&#039; wounds]] so he&#039;s a pretty sturdy Dreadnought. Nice One.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Dreadnought:&#039;&#039;&#039; As per the new Codex, Contemptors are also an option for DA. They are an overall better regular dreadnought with a 5+ Invulnerable save, a stat line of 2+ WS and BS, more wounds, an extra point of strength and are overall faster until it takes damage, which will cause it to have the stats of a regular Dreadnought. By the time it reaches its lowest profile, the regular Dread would be dead so its stats get an increase no matter what. The only downside is that it has fewer weapon options (Multi Melta and +1 Strength assault cannon as its only shooting weapons) and no option for a Missile Launcher or Autocannon on other arm.&lt;br /&gt;
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*&#039;&#039;&#039;[[Invictor Tactical Warsuit]]:&#039;&#039;&#039; Dreadnought Lite—all the bulk, half the calories points. T6 and W13 help keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped-up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors.&lt;br /&gt;
**Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible.&lt;br /&gt;
**You could also give it the Autocannons and either leave it in your backfield for long-range fire support or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close-range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Relic Contemptor Dreadnoughts (Forge World):&#039;&#039;&#039; While Dark Angels now have access to the &amp;quot;standard&amp;quot; Contemptor Dreadnought. It lacks the options of the relic version. Two more wounds compared to the standard Contemptor, ignore wounds received on a 6+ AND have a 2+ save, but Attacks also degrade with damage now. You also get access to way more options than any other Dreadnought. For your convenience, they&#039;re all listed below:&lt;br /&gt;
**&#039;&#039;&#039;Fist Weapon Options&#039;&#039;&#039;: We get access to Storm Bolters, Heavy Flamers, Plasma Blastguns, and Graviton Blasters now. Plasma Blasters are Assault 2 plasma guns, and the graviton blaster is just a grav-gun with a different name. It&#039;s also worth mentioning that Relic Contemptor Dreadnoughts have the &#039;&#039;Unstoppable Fury&#039;&#039; rule, while allows them to reroll 1s to-hit if they are armed with two melee weapons, but doesn&#039;t specify in which phase. So you have less concern about overcharging your plasma weapons now that you hit on a rerollable 2+. Combine two of these with the Weapons From The Dark Age stratagem and you&#039;ll be have a lot better shooting than you&#039;d expect from a melee Dreadnought, perfect for softening up vehicles before you charge or killing off high wound infantry or characters. &lt;br /&gt;
**&#039;&#039;&#039;Chainfists&#039;&#039;&#039;: Contemptor Chainfists gain +1 Rend, and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It&#039;s a must-take for all purposes. Better yet, give it 2, because it re-rolls to hit rolls of 1 whenever it has 2 melee weapons. So much for Blood Angels getting a monopoly on double-fisting Dreads, huh? &lt;br /&gt;
**&#039;&#039;&#039;C-Beam Cannon&#039;&#039;&#039;: The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24&amp;quot; bracket of distance, totaling [[Awesome|S10 AP-3 3d3 Damage]] at anything over 48&amp;quot; range. If &#039;&#039;a model is removed from play as a result of wounds caused&#039;&#039; it will then automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. Against single model units (like vehicles) at the full range the initial hit will likely knock the crap out it, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but since you&#039;ve now killed the model, those additional hits will be wasted. Since it won&#039;t be going anywhere in a hurry. You may as well take two of them.&lt;br /&gt;
***If stationary Grim Resolve allows &amp;quot;Dreadnoughts&amp;quot; to re-rolls 1s to hit.&lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Bolters&#039;&#039;&#039;: Don&#039;t bother. The Kheres does everything it can, but better, albeit at a shorter range.&lt;br /&gt;
**&#039;&#039;&#039;Kheres Assault Cannon&#039;&#039;&#039;: Six shots at S7 AP-1, so is better than the twin heavy bolter at virtually anything. Its only real limitation is its 24&amp;quot; range.&lt;br /&gt;
**&#039;&#039;&#039;Twin Autocannon&#039;&#039;&#039;: Identical to the one on the normal Dread. Not bad, but you didn&#039;t take one of these to field something other Dreads could take.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lascannon&#039;&#039;&#039;: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1.&lt;br /&gt;
**&#039;&#039;&#039;Cyclone Missile Launcher&#039;&#039;&#039;: Per the FAQ, can take one of these, but it&#039;s 50 points for two missile launchers at only 36&amp;quot; range - two actual missile launchers would cost you 50, and have 48&amp;quot; range and the ability to split fire if you wanted.  But it doesn&#039;t replace an arm option. It pairs best with dual Plasma Blasters, two Assault Cannons or twin Autocannons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Deredeo Dreadnought:&#039;&#039;&#039; The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won&#039;t cut it. Its armor save is slightly worse than the Contemptor&#039;s at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36&amp;quot; autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gun shots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don&#039;t bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6&amp;quot; of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo&#039;s firepower. The 8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are great, the 12&amp;quot; range reduction is very painful, especially for the plasma carronade. 24&amp;quot; max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option.&lt;br /&gt;
**Combining the Hellfire Plasma Carronade with the stratagem Weapons from the Dark Age means that those 5 shots that were doing 3 damage, are now doing 4 damage a shot. It&#039;s to the point where this thing effectively causes Land Raiders to shit themselves as a good turn of shooting (Bring the Lieutenants for those re-rolls to wound, Grim Resolve helps with the To-Hits.) could take them out with a single volley. There&#039;s no longer any reason to select the other weapon options as the stratagem will easily outclass their best results.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deimos Pattern Relic Predator&#039;&#039;&#039;: Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can&#039;t be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage, it doesn&#039;t really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that&#039;s a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Javelin Attack Speeder]]:&#039;&#039;&#039; The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part, these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers&#039;&#039;&#039;(WTF)&#039;&#039;&#039;]]. They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that&#039;s worse off than a generic land speeder. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Sicaran Battle Tank]]:&#039;&#039;&#039; The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14&amp;quot; move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It&#039;s armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48&amp;quot; Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. It&#039;s also armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka. The Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon&#039;s S12 AP-4 D6 damage hits (all 3 of them), it&#039;ll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn&#039;t get penalties for moving and firing its heavy weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Punisher Assault Tank:&#039;&#039;&#039; A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36&amp;quot; hate life. And if you don&#039;t move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Whirlwind Scorpius:&#039;&#039;&#039; The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind&#039;s rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Sicaran Arcus Strike Tank:&#039;&#039;&#039; Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24&amp;quot; is a bit short-ranged for a vehicle weapon, it&#039;s still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you&#039;re forced to fight an extra large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn&#039;t render itself defenseless after a missile massacre.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;[[Rhino]]:&#039;&#039;&#039; Your standard transport. As vehicles now take some dedicated effort to get rid of them it is now viable to park it in front of the enemy loaded with assault troops and weather a turn of shooting before charging out. Just don&#039;t forget to fire those smoke launchers! It repairs itself every turn, which is nice. A good CC unit to troll enemy shooting units once it is empty as they will need to spend a turn falling back instead of shooting or stay in combat and put effort into destroying it. If you can, take the Razorback since it has much more firepower for a little extra cost. A side note on characters, since transports can now have multiple units inside them it may seem like a nice idea to put Azrael in the same rhino as his company veterans, but if a transport is destroyed you roll a dice for every model inside and on a 1 that model is [[FATAL|SLAIN]], no saves, so be very careful of putting characters in transports. (This is not quite correct, you roll a dice for each model in the transport but you are free to assign wounds to whichever model you want. As long as Azrael isn&#039;t in there on his own then everything should be ok.) Be careful about getting your transport mobbed. The disembarking unit has to be placed before the transport is removed so if the Rhino is destroyed whilst completely surrounded then everyone dies. You also can&#039;t just drive out of trouble anymore. &lt;br /&gt;
*&#039;&#039;&#039;[[Razorback]]:&#039;&#039;&#039; Your transport for small units, but mostly just fire support as it is a cheap platform for a twin heavy bolter. As any unit can now use any transport you can use this to &#039;save&#039; a depleted assault unit or ferry a unit to an objective. 10 assault Marines without jump packs down to 3 guys? Rush the Razorback in and fall back inside the transport to keep them safe from destruction. And rush out the next turn! The same warning about characters applies here also.&lt;br /&gt;
**What you really want a Razorbacks for are its guns. Replace the twin Heavy Bolters to support the squad you put in it. Plasma Company Veteran squad? Pick the Twin Plasma gun+LC for a total of fourteen plasma bursts and one extra S9 shot.  Need to support your  Plasma Cannon/Las/Grav Devastators? Twin Lascannons/Twin Assault Cannons can lay down the fury. Add a Storm Bolter and a Hunter Killer missile to aid in your alpha strike. Give the sixth spot to a Techmarine for a Conversion Beamer or a Servo Harness to make sure your Razorback lasts more than one turn. If [[That_guy|anyone]] complains, remind them that GW said that transports can hold more than one unit each.&lt;br /&gt;
*&#039;&#039;&#039;[[Drop Pod]]:&#039;&#039;&#039; It grants a unit deep strike. That&#039;s it basically. No longer allows you to air-drop dreadnoughts, so you&#039;ll have to use the FW Lucius Pattern pod for that. It does allow mixing of units in 1 drop pod, so you can put 5 assault marines, 4 company veterans and a chaplain inside a single drop pod. You disembark immediately, so no risk of dying when the drop pod is destroyed. You can add a deathwind launcher for some added short-range firepower but as you deploy 9&amp;quot; from the enemy with a 12&amp;quot; range weapon you may have a hard time finding targets after the first shot. Also, the Storm Bolter gives you 4 shots at 12&amp;quot; so D6 shots at +1 Strength is probably not worth it. You cannot embark again, unfortunately. It seems a little expensive at 85 points (for Storm Bolter, 87 for Deathwind Missile Launcher), and with Tactical Reserves nerfed by the Big FAQ 2 2018 so that they can no longer arrive on turn 1[https://whc-cdn.games-workshop.com/wp-content/uploads/2018/11/warhammer_40000_the_big_faq_2_en-2.pdf], Drop Pods are primarily a question of taste rather than efficiency.&lt;br /&gt;
**You can also just deploy the drop pod in your deploy zone in this edition. Deep striking is optional. They still can&#039;t move, but it&#039;s pretty easy to cover an objective with a drop pod and they are really cheap for how durable they are. &lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Storm:&#039;&#039;&#039; Now you can taxi your Scouts and get them out of hot zones, reposition to more tactical places or just support an Alpha Strike with Scouts and Bikes. It doesn&#039;t have the Jink rule like your other Land Speeders. However, you are not taking it for that. The Land Speeder Storm&#039;s purpose is supporting your Scouts. Such as carting them to the objective or driving Shotgunners into range for maximum damage.&lt;br /&gt;
*&#039;&#039;&#039;[[Repulsor Tank]]:&#039;&#039;&#039; Holds 10 Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you&#039;re probably better off taking a Land Raider variant. Though it does come in cheaper than even the basic Land Raider. It also has the FLY keyword with all of it&#039;s dis-/advantages (Advantages. Let&#039;s not kid ourselves. Next to no one invests in anti-air. It&#039;s really not worth it in 8th Edition.) Using the &amp;quot;Weapons from the Dark Age&amp;quot; stratagem, the Repulsor can transport (10) Hellblasters, and easily drop them off within rapid-fire range, dealing absurd amounts of damage, especially if supercharged. That&#039;s (20) S8 -4AP 3D shots at 15&amp;quot;. Also consider substituting a couple of Hellblasters for the Gravis Captain and/or a Stalker Boltgun Primaris Lieutenant for rerolls of 1 for hits, wounds, or both. Scary. &lt;br /&gt;
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*&#039;&#039;&#039;[[Impulsor]]:&#039;&#039;&#039; The inbred spawn of a Razorback and a Repulsor. Has 1 more wound than a Rhino and can be upgraded with a 4++, but lacks Self-Repair and Smoke Launchers. Comes stock with two Storm Bolters with the option of taking  Ironhail Heavy Stubber and swapping the storm bolters for fragstorm grenade launchers. 14&amp;quot; movement and FLY, combined with the ability to disembark a unit after moving and the penalty to enemy charges that the Repulsor also inflicts makes the Impulsor one of the better transports... in theory. In practice:&lt;br /&gt;
**It has a transport capacity of 6 but can&#039;t carry JUMP PACK or GRAVIS models, so it&#039;s only good for moving MSU squads.&lt;br /&gt;
**Passengers can&#039;t charge after it&#039;s special disembark, so it&#039;s no help for assault armies. &lt;br /&gt;
**So, what is it good for? &#039;&#039;Hellblasters.&#039;&#039; Whack 5 of them and a Captain into this Primaris pick up and enjoy your 38&amp;quot; rapid-fire threat range.&lt;br /&gt;
**It can take the following upgrades:&lt;br /&gt;
***&#039;&#039;&#039;Shield Dome:&#039;&#039;&#039; A 4++ invulnerable save. Generally, this is the one you want. &lt;br /&gt;
***&#039;&#039;&#039;Ironhail Skytalon Array&#039;&#039;&#039;: The cheapest way to field it. Two more heavy stubbers that get +1 to hit and to wound if they target a flyer, and -1 if they target anything else. Only use if you expect to be up to your armpits in flying enemies or to skimp out. &lt;br /&gt;
***&#039;&#039;&#039;Bellicatus Missile Launcher:&#039;&#039;&#039; Yep, it&#039;s a missile launcher. Could technically work as a knockoff Whirlwind, but an actual Whirlwind would probably be better. &lt;br /&gt;
***&#039;&#039;&#039;Orbital Comms Array&#039;&#039;&#039;: The orbital bombardment you know and love from the Damocles Rhino and the Stratagem. One use only, but being able to crap out mortal wounds wherever you like is still nice. As long as you can keep it alive to use it, of course. &lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Dreadnought Drop Pod:&#039;&#039;&#039; It&#039;s a drop pod...for dreadnoughts. Stats are a little better, but it lacks weapons entirely. Good for delivering dreads right into multi-melta range or putting Leviathans into a good position for a charge. Noteworthy that this transport doesn&#039;t restrict against the primaris dreadnoughts, so your redemptors are allowed in too.&lt;br /&gt;
**Can also use this to deep strike Dreads with Auras to get their auras where you need them, like the Chappy Dread (+1 strength aura) or the Atomantic Pavise on the Deredeo Dreadnought (5++ aura).  &lt;br /&gt;
**You can also just deploy the drop pod in your deploy zone in this edition. Deep striking is optional. They still can&#039;t move, but it&#039;s pretty easy to cover an objective with a drop pod and they are really cheap for how durable they are.&lt;br /&gt;
*&#039;&#039;&#039; Infernum Pattern Razorback:&#039;&#039;&#039; A Razorback with a Multi-Melta. Don&#039;t forget it gets -1 to hit when it moves.&lt;br /&gt;
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===Flyer===&lt;br /&gt;
8th Edition brings our vehicles in line with the other Codex-adherent armies.&lt;br /&gt;
*&#039;&#039;&#039;[[Nephilim Jetfighter]]:&#039;&#039;&#039; The Nephilim moved away from being an general purpose aircraft to a solid ground-attack fighter. In previous editions this was pretty much your primary source of anti-aircraft, although thankfully that&#039;s not such a huge problem these days. The Nephilim got a nice little buff to its Blacksword missiles this edition; they are no longer one-use items, now exist as launchers which never run out, and fire a pair of S7 AP-3 D2 shots each turn. However, ALL of its weapons are Heavy, so the Nephilim suffers a -1 for firing them while moving, and it cannot cease moving. On the plus side, it still has &#039;&#039;Strafing Run&#039;&#039; granting it +1 on to-hit rolls against anything which doesn&#039;t &#039;&#039;&#039;FLY&#039;&#039;&#039;, meaning it essentially negates the Heavy penalty on to-hit against ground targets, firing on a 3+ at the start of the game. Of course as a member of the &#039;&#039;&#039;Ravenwing&#039;&#039;&#039; it has the ability to Jink, for that 4+ invulnerable save so long as it advances in the movement phase, though it cannot then fire any weapons at all, However if you use the Speed of the Raven Stratagem, then it can still shoot normally. Other slight changes tend to come from the surrounding meta than anything else; it has three attacks in the close combat phase &#039;&#039;(you know, just in case another flyer decides to have a go)&#039;&#039; but these do not diminish as the vehicle takes wounds like they do with other flyers, for whatever that is worth, and the Avenger Mega Bolter now behaves like a longer ranged Assault Cannon with 10 shots, since the latter weapon lost any ability to &#039;&#039;Rend&#039;&#039;. Or you could swap that for a Twin Lascannon for some vehicle hunting. All of this wrapped in a solid flyer statline with T6 and 10W with a 3+ save and Hard to Hit, which forces enemies to shoot with -1 to hit, means that the Nephilim is still a fine support unit with plenty of reach on the battlefield.&lt;br /&gt;
**Additional Note: The Darkshroud can add a further -1 to hit, meaning this thing will mostly be hit on a 5+/6+ as long as the base is touching that 6in radius. Got to be care of movement, though. &lt;br /&gt;
*&#039;&#039;&#039;[[Dark Talon]]:&#039;&#039;&#039; The Dark Talon got an interesting set of changes to its unit in 8th, with the dropping of templates the fundamentals of the Rift Cannon and Stasis Bomb completely change. The former is now a Heavy D3 &#039;&#039;(Heavy forces you to -1 to hit while moving, but is negated against ground targets by the Strafing Run rule.)&#039;&#039; S10 AP-3 Dam3, and any damage causes a roll on the Rift Vortex chart &#039;&#039;(Degrading with wounds)&#039;&#039; and on a 3+/4+/5+ you&#039;ll inflict D3 Mortal Wounds which is much more reliable than getting doubles on scatter and then luckily scattering onto an enemy. The end of templates now allows you to fire at enemy flyers with the Rift Cannon, although the Dark Talon does not gain any hit bonuses for fighting Flyers. The one-use Stasis Bomb activates as you fly over a unit, then you roll a D6 for each model in the unit, &#039;&#039;&#039;Up to a MAXIMUM of 10.&#039;&#039;&#039; on a 4+ the target &amp;lt;u&amp;gt;unit&amp;lt;/u&amp;gt; suffers a mortal wound. &#039;&#039;(Not each model as the wounds have to be allocated to one model until it dies, then you choose another.)&#039;&#039; The average being 5 Mortal wounds on a single unit is a big deal. The Dark Talon also has two [[Hurricane Bolters]] which means [[Awesome|24 SHOTS at close range]]!!! While just the standard Bolter profile they are still excellent for clearing out light infantry units, and are no longer useless against the vehicles the [[Dark Talon]] often hunts. The Hover Jet special rule will prevent the Dark Talon from flying off the board and allow you to bring it back into the fight after flying off away from the fight. Now a total 185 points.&lt;br /&gt;
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*&#039;&#039;&#039;[[Stormraven]] Gunship&#039;&#039;&#039; FINALLY!!! Ahem... Dark Angels get access to one of the better supporting unit that Space Marines have had for a while now. Some interesting combos can be transporting plasma vets and a lieutenant for more punishment were you need it. Also Terminators can be deposited to their destinations extremely quickly, where before you could only rely on Forgeworld vehicles to do this &#039;&#039;(see the Storm Eagle below)&#039;&#039;; this goes double for your new Cataphracti Terminators who really benefit from a fast transport vehicle, though surgical charges from Deathwing Knights can be devastating. Unfortunately no Inner Circle or Ravenwing rules for this vehicle, guess they can&#039;t trust the Techmarine pilot (cool little fluff bit, the Dark Angels don&#039;t trust techmarines with their secrets due to their pledge to the Omnissiah). The transport capacity; being able to transport 12 regular guys (or 6 terminator, 1 squad and 1 TA character) AND a Dreadnought meaning you can now pop that thing where you wish now, rather that it walking a long distance.&lt;br /&gt;
** Weapon wise, the Twin Multi Melta is generally your better lower option. The Twin Heavy Bolter isn&#039;t that useful since more stuff gets Heavy Bolters than Multi-Meltas and compared to the Typhoon, for 4 points more, you&#039;re halving its range (no big deal for a flyer) while making its AP stronger by 2 and having a chance of higher damage. Upper wise, Assault Cannons are for taking out Infantry, Lascannons for Monsters/Vehicles and Plasma Cannons for somewhere in the middle. Supercharging them also doesn&#039;t insta-kill you, which is a nice bonus. &lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Storm Eagle]] Gunship (Forge World):&#039;&#039;&#039;  It&#039;s a transport gunship armed with a Vengeance Launcher amongst other wing and nose mounted weaponry. The Vengeance Launcher this edition is practically a Heavy Bolter that fires 2D6 shots and is the only thing you cannot change about the weapon loadout. The nose can have either a twin heavy bolter, twin multi-melta or a Typhoon Missile Launcher, allowing you to customise for ground clearance, vehicle hunting or a combination of both. While the wings are armed with with either Hellstrike Launchers or Twin Lascannons. The whole thing has a transport capacity of 20 so is one of the only transports that can carry a full Deathwing Squad, so makes for a great alternative to teleporting to battle since you can get right in the enemy&#039;s face before disembarking. The Eagle also has the Power from the Machine Spirit rule, so does not suffer penalties to hit when moving, great considering all the heavy weapons it is packing.&lt;br /&gt;
**Unlike the previous edition the Vengeance Launcher can now target other aircraft though with S5 it might not cause a whole bunch of wounds, either way considering it&#039;s other armaments, the Storm Eagle makes for a pretty good interceptor once it has delivered it&#039;s transport payload.&lt;br /&gt;
**Hellstrike Missiles in the wings might be worth keeping this edition. They used to be limited-use Ordnance which meant they hindered all of your other shooting, but now they are unlimited weapons that sit between Lascannons and Krak missiles in effectiveness: they have a longer range of 72&amp;quot; so can reach further over the table and they also do fixed 3 points of damage which means you can more comfortably rely on them, rather than risking the higher strength Lascannon fluffing a critical shot and doing 1-2 damage. &lt;br /&gt;
**The ROC pattern has the Minotaurs key word, so isn&#039;t for us. It can&#039;t transport our men anyway.&lt;br /&gt;
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*&#039;&#039;&#039;[[Fire Raptor]] Gunship (Forge World):&#039;&#039;&#039;  A flyer that pointedly puts out &#039;&#039;&#039;more&#039;&#039;&#039; than double what the Nephilim is capable of. For starters, the Twin Avenger Bolter fires 10 shots at S6 just like the Nephilim Avenger Bolter, but is AP-2 and 2 damage. It has two quad heavy bolters throwing out [[Rape|12 Heavy Bolter shots EACH]] and two twin Hellstrike launchers &#039;&#039;(no more limited use missiles)&#039;&#039; that are better than Blacksword launchers by firing two S8 AP-3 Dam3 missiles each. Now that&#039;s a LOT of firepower. It also has Power of the Machine Spirit just like Land Raiders do, so it never suffers ballistic skill penalties for moving and firing heavy weapons. This thing is a pure hurricane of dakka that will cause carnage no matter what you point it at.  It also can&#039;t get the &#039;&#039;&#039;Ravenwing&#039;&#039;&#039; key word, so you can&#039;t get the full benefit of Sammael&#039;s rerolls or the &#039;&#039;Jink&#039;&#039; rule.&lt;br /&gt;
**It probably won&#039;t be a massive shock to find out that before you spaff ropes of nerdy jism all over the place that this pointedly puts out &#039;&#039;&#039;more&#039;&#039;&#039; than double the dakka of the Nephilim unit pointedly costs &#039;&#039;&#039;more than double&#039;&#039;&#039; the points.  About a hundred more than double, in default loadout.  Pew!&lt;br /&gt;
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*&#039;&#039;&#039;[[Xiphon pattern interceptor]] (Forge World):&#039;&#039;&#039; The essential anti-aircraft interceptor. Thankfully changes to the rules this edition means that the Nephilim and the Xiphon do not stand on each others toes as much. Firstly, for shooting, the Xiphon does not suffer penalties for moving and firing heavy weapons &#039;&#039;and&#039;&#039; gains +1 when shooting at other flyers: So hits aircraft on a 3+ even after you factor &#039;&#039;Hard to Hit&#039;&#039;. It&#039;s two twin Lascannons now fire four shots altogether and it&#039;s rotary missile launcher fires three shots that are weaker than black sword missiles; S6 means it can only wound most other vehicles on a 4+ or worse, but can do three damage if they inflict unsaved wounds. So the Xiphon is really built for taking out high value targets whether on the ground or air, where the Nephilim can deal with hordes or double down if it takes the lascannon and go after bigger targets, but generally only on the ground. Secondly, in some strange reversal, the Xiphon is actually more resilient than the Nephilim, having T7 and 11 wounds. It is &#039;&#039;&#039;not&#039;&#039;&#039; &#039;&#039;Ravenwing&#039;&#039; so it cannot benefit from certain auras or the &#039;&#039;Jink&#039;&#039; ability. But Jinking is hardly as useful this edition as in previous, so that&#039;s not actually a problem. The Xiphon really has its place in Dark Angels lists because the Nephilim is a general purpose flyer and they don&#039;t have their own interceptor like the Stormhawk. Sure, Stormhawks are more customisable, but the Xiphon really does stick to its job of high damage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Caestus Assault Ram]]:&#039;&#039;&#039; The Caestus is a bizarre cookie this edition. Though it does exactly what it sets out to do. It transports ten infantry men, irrespective of (terminator) bulkiness &#039;&#039;(no Jump Packs though)&#039;&#039; and if a building needs assaulted, then this flyer will take men there. The Ram itself is S8 AP-3 D6 and hits buildings multiple times on a 2+, so has a decent chance of punching a hole in a wall for your disembarked troops to assault through. But all of this happens in the assault phase &#039;&#039;(rather than being a &amp;quot;Ram&amp;quot; action like before)&#039;&#039; so your men disembark and you both have to charge your targets at the same time and even if your Caestus does destroy the building, any survivors can crawl away and need not necessarily be engaged any more. Leaving your close-assault troops standing around for a while.&lt;br /&gt;
**The other big consideration is that it&#039;s &amp;quot;Airborne Ram&amp;quot; special rule doesn&#039;t allow it to charge buildings. To charge a building, you&#039;d have to go into hover mode.&lt;br /&gt;
**For ranged weapons, it has the twin magna-melta which will likely punch the crap out of its target, doing 2D3 shots &#039;&#039;(average 4)&#039;&#039; at S10 AP-4 and a rerollable D6 worth of damage. This is what will pop open those buildings for your troopers to get a go at. It also has a pair of Firefury Missile Launchers, which are no longer one-use and now behave like a four shot assault cannon &#039;&#039;(remember you have two, so eight shots altogether)&#039;&#039;. So can be good for clearing out hordes of infantry around your landing zone.&lt;br /&gt;
**Note the Caestus gets no bonus to hit against vehicles -only buildings- which means it only gets four attacks that hit on a 5+, So it doesn&#039;t really do so well as a bludgeoning tool for knocking other flyers out if the sky, save your ranged weapons for that.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;[[Assault Squad]]:&#039;&#039;&#039; With the overall reduction in army wide special rules, Dark Angels assault squads are no different from vanilla marines. They are extremely unlikely to gain the benefit of &#039;&#039;Grim Resolve&#039;&#039; unless they are stuck in a protracted combat, so you&#039;ve got less need to take them when you can have Ravenwing except for the fact they are cheaper. For their part, they come with traditional gear for the same 13 points as a tactical marine, so you get a bolt pistol and chainsword which means they can perform comfortably at close ranges. The chainsword means each marine gets two attacks each hitting at 3+, making them equivalent to a rapid firing bolter to the face. When considering the change of edition, this can actually be an improvement in some cases since they used to hit equal WS opponents on a 4+. Meaning you have become more accurate, but have lost an extra attack on the charge &#039;&#039;(you strike first on the charge now)&#039;&#039; However, now that bolt pistols can shoot at enemies &amp;lt;u&amp;gt;within&amp;lt;/u&amp;gt; the 1&amp;quot; range, so if they were already engaged in combat on their turn then they can shoot their opponent in the face before the Charge/Fight phases begin, which allows you to charge something else if you can free the unit up. Also with Grim Resolve if you are locked in combat you technically have not moved in the movement phase so you can reroll those ones to hit with your pistols, handy if you have plasma pistols in the squad. &lt;br /&gt;
**Jump Packs are an optional extra at 3 points per marine and increase your move distance to 12&amp;quot; while granting the ability to Deep Strike unerringly so long as you are outside of 9&amp;quot; of the enemy, as well as the &#039;&#039;&#039;FLY&#039;&#039;&#039; key word, meaning you can assault aircraft and ignore terrain. &#039;&#039;(no more dangerous terrain checks either!)&#039;&#039; However there is no free transport if you choose not to take them and in fact it is now MUCH cheaper to buy jump packs for your squad than a transport.&lt;br /&gt;
***When taking jump packs (which you will, I know you&#039;ve glued those on already) stay away from AAA units, at they get a bonus to hit your flying guys now. Icarus autocannons, hydra&#039;s, hunter/stalker, you name it, AND flyers can suddenly assault them as well.&lt;br /&gt;
***RAW means that Jump Pack Marines can take Land Raiders as Dedicated Transports.  However, LRs are around 240 points each. Something to consider for a high points game. Otherwise too expensive.&lt;br /&gt;
*&#039;&#039;&#039;[[Inceptor]] Squad:&#039;&#039;&#039; The confused offspring of an Assault Squad and a Seraphim Squad. The mortal wound caused by their pseudo-HoW might look good on paper, but when you only have 3 models in the unit and no melee weapons whatsoever the last place you want to be is in combat. Instead, take a page from the Seraphim&#039;s book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters- effectively Assault 3 Heavy Bolters. Also, remember that the assault bolters are the assault-type so if you got to move in a hurry you can advance and still put out a good number of shots. Like Assault Marines with Jump Packs, Inceptors have the FLY keyword, with all the strengths and weaknesses that entails. (On the other hand, that does mean you can be a very good distraction if you force an enemy flyer into melee...) They won&#039;t get much benefit from Grim Resolve on your turn, but they&#039;re scary during Overwatch.&lt;br /&gt;
**Plasma Exterminators are a hard sell; you average 2 fewer shots per Inceptor in exchange for higher strength and AP -- according to mathhammer, plasma is a &#039;&#039;slight&#039;&#039; damage upgrade (with the impact most notable against stuff like Death Guard/Scarab Occult Terminators and vehicles) that will cost you 14 points per Inceptor. But the real problem is overcharging: while it helps make up that point investment, they will almost certainly kill themselves along with their target. Having Sammael nearby definitely helps out.&lt;br /&gt;
**As before, don&#039;t charge recklessly to try and get those mortal wounds (3 models, 1/6 chance, that&#039;s 58% chance of getting ZERO mortal wounds). But don&#039;t forget it entirely, assaulting with this unit can be a strategic choice. Charging a unit that is weak in CC will allow the Inceptors to avoid getting shot or to tie up the enemy unit for the next turn. Since the Inceptors have the &#039;&#039;&#039;FLY&#039;&#039;&#039; keyword, they can disengage next turn with no penalty and resume shooting. This is a tactical decision and will vary greatly depending on the enemy army.&lt;br /&gt;
**Inceptors are excellent fire support for Ravenwing given their weapons are assault meaning unlike a heavy bolter land speeder or HB bike squad they won&#039;t suffer for moving at the trade-off for shorter range and not having the Ravenwing keyword. Still, re-rolling ones from Sammael are good enough and the fact they can deepstrike and mobility alleviates their short-range weaponry. Run a pair of them to help support your Ravenwing anywhere on the table by taking out hordes or weakening heavier units with plasma. Hell, they can even work with Deathwing as they can deepstrike with them and gun down hordes while the Deathwing take on the bigger units. A great unit for all three wings with the price reduction they received. 135 points is a good price point for what they bring. &lt;br /&gt;
*&#039;&#039;&#039;[[Suppressor]] Squad:&#039;&#039;&#039; Three-man squad only, functionally a long-ranged version of an Inceptor since they come with AP-2 autocannons.  Can {{WH40Kkeyword|FLY}} and Deep Strike but lack the Inceptor&#039;s T5 or mortal-wounds-when-charging. They can, however, chuck out smoke grenades, and if they make a kill in the shooting phase, that unit cannot fire overwatch in your charge phase. This unit is all but purpose-built to wreck Tau face, allowing you to shut down they&#039;re obnoxious For the Greater Good rule and flood their gunlines with Assault Marines, Terminators, and melee Dreads, as the Emperor fully fucking intended.&lt;br /&gt;
*&#039;&#039;&#039;Scout Bike Squad:&#039;&#039;&#039; Dark Angels now get access to Scout Bikes after never having them. For any vanilla chapter, they are GORGEOUS. For the Dark Angels though, you might want to think about including them. &lt;br /&gt;
** Being only 23 pts per body after CA 2018, they pack an INCREDIBLE amount of anti-infantry punch supported by some incredible speed and good, point effective resilience. For 23 pts you get a scout, which moves 16&amp;quot;, has T5 and W2, protected by 4+ armour save. That allows them to soak up a good amount of firepower-per-point, guarantee to reach melee for their melee attacks and close range for their rapid fire double-boltguns and their astartes shotgun. Each scout biker is packed with twin boltguns (24&amp;quot; S4 rapid fire 2), Astartes Shotgun (range 12 S4 Assault 2, half-range S5) and little pretty combat knife, functioning like a chainsword (bonus attack). That&#039;s 8 attacks in total per body, two of them at S5, because 16&amp;quot; movement will most likely let you reach the enemy and secure a charge. &lt;br /&gt;
** Their weapon options enable you to exchange 3 models&#039; twin boltgun for an Astartes Grenade Launcher, allowing you to lob frag and krak grenades up to 40&amp;quot; (46&amp;quot; with turbo boost) right from turn 1. Though sounds tempting throwing Krak grenades against multi-wound models or 3D6 S3 wounds against hordes, you cause more wounds against T3-T4 enemies with your 4 standard bolter shots at the same range than with frag grenades. Against tougher targets the bolter&#039;s damage output equals (or against single wound stuff, supersedes) the Krak grenade, and the Krak only gets better against T8 multi wound targets. You can also swap the Sergeant&#039;s bolt pistol to a storm bolter for a ridiculous 2 pts for even more dakka.&lt;br /&gt;
** Why would you EVER choose the regular bikes over them? Because they&#039;re lacking the RAVENWING keyword, meaning that they&#039;ll miss out not only on the 4++ save from Jinx, but also the sweet-sweet strategems, the cover-negating goodness of the Talonmaster plus the full re-roll offered by Sammael (meaning they&#039;ll have to settle with the regular, captain-equivalent Rites of Battle).&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing [[Bike Squad]]:&#039;&#039;&#039; Typically the first thing that Dark Angels players look at when deciding on Fast Attack choices. Bikes got upgrades in general this edition as they have a move distance of 14&amp;quot;, which the ability to advance another 6&amp;quot; &#039;&#039;(without rolling)&#039;&#039; and grant an extra wound as well as toughness 5. Their twin boltguns also have twice the damage potential as regular boltguns, firing an impressive four shots each up to 12&amp;quot;. They are quicker and beefier than assault marines, although at 23 points per bike (twin bolters are 2pts) you can get a jump pack Assault marine for 15. As Ravenwing you gain the &#039;&#039;&#039;Jink&#039;&#039;&#039; rule, granting a 4+ invulnerable save against shooting attacks if you advance in the movement phase, and also if you advance you cannot shoot those bolters in your following shooting phase though with the Speed of the Raven stratagem you can shoot and assault. &lt;br /&gt;
**As for close combat, any member can have chainswords for free - trading your bolt pistol for a CC attack with exactly the same profile. It is still advised to make this change, even though bikers are not really made for getting bogged down in close combat. If the enemy gets you with a charge, you&#039;ll still get to fight back with the survivors&#039; 2 attacks. If you land a charge, you probably don&#039;t want to stay for turn 2 either.&lt;br /&gt;
**When going to use the Jink to its maximum efficiency, add 2 Flamers and a combi flamer &#039;&#039;(from the Index)&#039;&#039; to a minimum unit, and enjoy delivering 3D6 auto-hitting attacks up to 28&amp;quot; away.&lt;br /&gt;
**When going melta, equip 2 melta-guns and a combi-melta on the sarge and attach an attack bike with multi-melta for maximum output. It is best to soften up your target or have some heavy weapon support on standby as a single bad roll can leave that enemy dreadnought or carnifex just alive enough to eat you. The Attack Bike is still constrained by the Heavy rule and thus would also hit 50% of the time and cannot shoot when advancing. *Cough* Signal The Attack *Cough*&lt;br /&gt;
**When going Plasma, equip 2 plasma-guns and combi-plasma, you will have a dakka-dakka bike squad with 102 pts (34pts per bike) can deal 12 bolter shot and 6 plasma shot at 12&amp;quot; range, and go melee with 7 attack S4 ap0 d1, cheaper than a same-size Black Knight squad 114 pts (38pts per bike) deal 6 plasma shot at 18&amp;quot; range even advancing, and hit harder in melee with 7 attacks S5 ap1 d1-d3.&lt;br /&gt;
***ALAS, TWICE NAY!  In another Sneaky McSneakerly move, GW have binned Ravenwing&#039;s access to the Sarge Weapons List so the Ravenwing Sarge can only choose from Melee Weapons &amp;amp; Pistols.  Booooo!&lt;br /&gt;
****YAHA, GW have confirmed that you can use index entries if the selection is not in the Codex. Basically, if a unit/selection is not in the codex but is in the Index, look to the Index for your unit selection but pay the points and use the rules as detailed in the Codex. GW just want to simplify force creation for newbies by only including wargear available in the box.  &lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Attack Bike Squad:&#039;&#039;&#039; Now at 4 wounds, these bikes are still amazing to use. Just pop 2 or 3 together with Multi-Meltas and watch three S8 AP-4 D1d6 shots take down your opponent&#039;s precious monsters in no time at all. Just be careful about the bike&#039;s placement, as they suck in melee (Don&#039;t be afraid to use the &amp;quot;Intractable&amp;quot; Stratagem), and the meltas, while amazing, are only 1 shot each, hitting on a 4+ after moving, because there is no more &#039;&#039;Relentless&#039;&#039; mitigation this edition. This is easy to work around, but it &#039;&#039;does&#039;&#039; require an HQ, such as Sammael, to help them out, but taking down an opponent&#039;s Hive Tyrant or Dreadknight with meltas is very satisfying, albeit statistically unlikely, unfortunately. Even with an under half range re-roll, with 2 hits out of 3 you&#039;re going to struggle to inflict 10 wounds. Soften up your targets and send these in to finish them off.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039; These guys are in a constant battle with the [[White Scars]] for the crown of best bikers in the Imperium - well, in the fluff, anyway; in 8E, Ultramarines are the best Codex marines at bikes, so that&#039;s the comparison that it makes sense to draw: Ultramarines bikes can Fall Back from melee and still let loose with their guns. Now Deathwatch is also in the running as their bikes get access to special ammunition. Ravenwing Black Knights are roughly on the same level. Let&#039;s start with the bike: they come equipped with Plasma Talons, which are Assault 2 plasma guns that fire at 18&amp;quot; range that will only overheat if you decide to overcharge the weapon. Being an Assault weapon means they can advance in the movement phase and still fire their weapons at -1 to hit, so no having to choose between moving fast or shooting, Black Knights can do both whiles also gaining the 4+ invulnerable save that Ravenwing get. In close combat, they are no slouch, either: being a form of veteran, they have two attacks each, and strike with Corvus Hammers, which are S+1 AP-1 D1 weapons that cause d3 damage on a wound roll of 6+, so they can quite happily punch apart heavy targets up close and personal if they need to; this is on top of the fact that they &#039;&#039;also&#039;&#039; carry a bolt pistol, so where other bikers have the choice between a pistol &#039;&#039;&#039;OR&#039;&#039;&#039; a close combat weapon, Black Knights can have both, and can shoot their opponent at point blank range after tearing them apart with those pick-hammers. Bizarrely, the Corvus Hammer is an optional upgrade, but it&#039;s free so there is no point in not taking them. - just remember, you can&#039;t advance and charge, so don&#039;t try to go TOO fast. Also, the Huntsmaster can take a Meltabomb. Given its rarity, you&#039;ll probably never wanna spare on that 5 points. Black Knights are &#039;&#039;&#039;also&#039;&#039;&#039; members of the &#039;&#039;Inner Circle&#039;&#039; now as well, meaning they are now completely immune to morale issues and re-roll fails to hit against {{W40kKeyword|Fallen}}.&lt;br /&gt;
**One in three Black Knights can take a grenade launcher instead of their Plasma Talon. This has less usefulness than in previous editions because of the loss of stasis grenades &#039;&#039;(guess they eventually ran out of irreplaceable ammunition)&#039;&#039;. HOWEVER, there is a Stratagem that allows a Ravenwing Grenade Launcher that can cause D3 Mortal wounds to an enemy, similar to Hellfire Shells although it probably isn&#039;t worth it as the Plasma Talon is overall better.  The grenades still have some utility, since Frag grenades can hit d6 target allowing you to attempt to tackle low toughness/armour hordes, while Krak does d3 damage per wound allowing you to take down big enemies even more quickly. Both grenades can also fire out to a range of 24&amp;quot;, which is important to remember if you find yourself out of range of the plasma talons, or better yet, decide to shoot some grenades off at a different target more suitable to the weapon.  As of the codex, Plasma Talons and Grenade launchers are free; built into the cost of the Black Knight.&lt;br /&gt;
**This unit got some high-quality promotions in Chapter Approved 2018 and VIGILUS DEFIANT, becoming one of the sweetest, fastest and deadliest (both in melee and range) units in the entire codex. CA dropped their price by 8 points per model, making them 38 pts. Vigilus Defiant has given them (and whole Ravenwing) their own Detachement, which gives them abilities to safely overcharge their plasma (also upping their accuracy) and to move after fighting in close combat, making them able to charge-wreck faces-drive behind LoSblocks, before enemy can even try to shoot you back. These bonuses make White Scars moist and jealous at the same time.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing [[Land Speeder]]s:&#039;&#039;&#039;Just like regular land speeders, they lost deep striking, but gain the Jink rule that gives you a 4++ if you advance instead of shooting, as all of their weapons are Heavy. You can take 5 in a unit, and get the anti-grav upwash rule from 3, giving you a Movement of 20&amp;quot;. You can go nuts and field 5 with a captain or Sammael and a rhino primaris to be nearby for almost auto-hits. Please note that a unit with 3 typhoons, 2 assault cannons and 5 heavy bolters, with re-roll 1&#039;s to hit from a captain, will still on average only score about 6 wounds on a rhino in a single shooting phase, and cost over 700 points, or 13,4 conscripts in cover. They are no longer the cheapest way to get lots of heavy weapons, especially with the [[Awesome|awesome]] but expensive typhoon missile launcher. Index users can equip with double heavy flamers for short range auto-hit trolling. 10D6 S5 AP-1 hits? Great for clearing up GEQ units like conscripts or even hurt characters if you can get them to be the closest target.&amp;lt;/s&amp;gt;  Not anymore! At T5 they are quite easy to destroy with infantry weapons like lasguns or bolters, so the long-range fire support option of heavy bolter/typhoon is probably your best bet. But honestly, these are a bit overpriced at the moment. A 150 points for a typhoon landspeeder, I&#039;d spent another 50 points and get that fully equipped predator instead.&lt;br /&gt;
**The absence of &#039;&#039;Relentless&#039;&#039; USR hurts these guys real bad.  Despite their large movement radius and potential reach with their guns, everything is a &amp;quot;Heavy&amp;quot; type weapon and will only hit on a 4+ when you move (except for Flamers). Due to their speed it may not be possible to get a captain&#039;s re-roll aura to cover them at all times, particularly if they&#039;re chasing something. If it&#039;s just heavy weapons you want it would be cheaper to consider Devastators or even Razorbacks.&lt;br /&gt;
** These guys are also heavily contested by the Attack Bikes. For +2 wound and +2&amp;quot; movement you&#039;ll pay 38 points more apiece at the cost of losing Grim Resolve (If you want to REALLY stay still) and losing out on things that don&#039;t affect vehicles such as with Apothecary healing. A unit of 3 Land Speeder with stock heavy bolter is as expensive as 5 attack bikes with the same load-out (plus the 5 TL bolter on them).&lt;br /&gt;
** Oddly enough, Land Speeders are your most accurate non-walker vehicles, hitting on 3+ with their S4. 2 attack apiece is not much, but if it is all you&#039;ve got to remove that last Conscript from an objective, why not go for it? &lt;br /&gt;
** With the new Speed of the Ravenwing strategem letting you pay 1cp to Advance and Shoot, a full size squad can gain the benefits of the 4++ and still get to shoot. For 1 CP. Probably your best target for it if you loaded up a full size squad of Land Speeders to give them a &#039;free&#039; invuln save. Probably best on Heavy Bolter(97 per model) or Multi-Melta(114 per model)/Heavy Flamer models due to the Flamers negating part of the movement penalty which makes it quite an expensive unit at 485 - 570 points.&lt;br /&gt;
**NATCH, THERE IS A TRAP!  You min/maxes out there who rushed out to spam Speeders with double weapons might have to get your clippers out; there&#039;s no overlap between gunner and underslung weapons anymore.  In some sneaky-bastardly move from Index to Codex, GW binned heavy flamers from the top-mount plus heavy bolters &amp;amp; multi-meltas from underneath.  HB/MM up top only, AS/HF/TML down low only and it wasn&#039;t just us who got this.  Booooo!&lt;br /&gt;
***This falls under the same precedent as the autocannons on the Vendread. Index equipment, codex rules, and points.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Darkshroud:&#039;&#039;&#039; A souped-up Land Speeder, having +1T and +3W over the regular ones. Its main shlick is the Icon of old Caliban rule, that provides a -1 to-hit aura for Dark Angel units within 6&amp;quot; against shooting - including the Darkshroud itself. You&#039;ll pay minimum 138 points to get almost the same defensive bonus that several sub-factions get by default, but hey, it&#039;s still better than nothing. Plus it&#039;s damn fluffy. Not much in the way of offensive potential though; it comes with a stock heavy bolter, which is almost never worth to upgrade to an assault cannon. Most of the time you&#039;ll want to advance for the 4++ save anyway, and since its 12&amp;quot; speed makes it a tad bit slower than the RW bikers, Knights and Land Speeders it supposed to protect. Stacks nicely with other penalties of all kind (Shroud of Heroes, Aversion, Hard to Hit, advancing, moving with heavy weapons, etc), as well as other bubble-characters like Ezekiel and Asmodai for old-fashioned [[Derp|prefix-star]] [[That guy|shenanigans]]. The &#039;Icon of old Caliban&#039; rule does not stack, so no -4 to-hit if you take 4 of these babies. Watch out for long range guns that hit on fix numbers (Dark Reapers), or those who get bonus against models with the FLY keyword (Onager Dunecrawlers with the Icarus array)- your Darkshroud will be a primary target for them.&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing [[Land Speeder Vengeance]]:&#039;&#039;&#039;This is Fast Attack now. At T6 and 9 wounds this is more survivable than the basic land speeder, as anti-infantry weapons only wound it on a 5+/6+. The plasma storm battery is a Heavy D6 Plasma cannon with 2 damage &#039;&#039;(or 3 on supercharge)&#039;&#039; which you can supercharge at the risk of suffering 3 mortal wounds and burning out the weapon for the rest of the game. This is probably the one plasma weapon you want to overcharge regularly so getting some re-rolls nearby might be a good idea. Very good for hurting big multi-wound models. The Land Speeder Vengeance also lasts longer with the 8th edition vehicle changes, as its own weapon no longer has a good chance to kill itself (unless you move and supercharge it). But the Ravenwing Support Squadron shall be missed and mourned. &lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;[[Tarantula]] Sentry Guns:&#039;&#039;&#039; Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds, which makes them fairly sturdy for a 30 point model. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts:&lt;br /&gt;
**Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model&lt;br /&gt;
**Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank.&lt;br /&gt;
**Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions, and gain a whopping 12 shots each at only a measly 45 points per model. These can be a goddamn steal for what they do, and can be considered practically mandatory.&lt;br /&gt;
**Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want... on the incredibly rare occasions that you wouldn&#039;t want your multi-meltas firing at the closest enemy vehicle, such as when fighting tyranids or daemons.&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Air Defense Battery:&#039;&#039;&#039; As above, but stuck with S8 AP-2 D3 D anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, but you were probably already planning to do that when you took this unit. &lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Tempest:&#039;&#039;&#039; A tiny drop in movement from the vanilla type, but has better toughness and Ld. Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36&amp;quot;, Heavy d3, S6 AP-3 2 D; shorter ranged and not as hard-hitting as a krak missile but more likely to get past armor saves). When Advancing, they must move between 20&amp;quot; and 35&amp;quot;; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them. &lt;br /&gt;
*&#039;&#039;&#039;Deathstorm Drop Pod:&#039;&#039;&#039; A Drop Pod full of automated guns; it can choose either an 18&amp;quot; 2-shot gun with S8 AP-2 D3 D or a 12&amp;quot; 6-shot S6 AP-1 1 D gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they&#039;re the closest unit in range).&lt;br /&gt;
**Notable that drop pods in 8e no longer have to deep strike. You could just start them on the table. If your opponent is coming to you, this can have merit.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;[[Devastator Squad]]:&#039;&#039;&#039; Are whom you want in your Razorback. Good for plunking on a objective and raining death from afar. While not wholly the best option due to the changes of being able to split fire everything in the game, they have become slightly weakened by regular Tacticals and Company Veterans who can add a heavy weapon and not stress about choosing targets. Devastators do still have their place though; while mix and matching can work it is still generally best to all go with the same weapon and concentrate your firepower where you think you need it most. Grim Resolve helps them greatly, because a Devastator squad doesn&#039;t want to be moving during the game.&lt;br /&gt;
**A couple of notes regarding extra gear this edition. The Sergeant has a signum which grants +1 on shooting hit rolls to a model in the unit within 3&amp;quot;, which is ideal when used on a Plasma weapon as it then becomes impossible to commit suicide by overcharge. It also means that one weapon is incredibly likely to hit thanks to &#039;&#039;Grim Resolve&#039;&#039; &#039;&#039;(2s can&#039;t be rerolled, but become 3s anyway)&#039;&#039;. The Signum no longer precludes his own shooting either, so feel free to give the Sergeant a Combi-Weapon and join in with whatever the squad is doing. &lt;br /&gt;
***Note that you &#039;&#039;do&#039;&#039; have to choose the model to buff &#039;&#039;before&#039;&#039; shooting - you can&#039;t roll and then decide.&lt;br /&gt;
**Armorium Cherubs now behave differently: They can allow one model in the unit to fire twice in the shooting phase as long as you remove the cherub afterward. However, this might be best saved as a last resort, seeing as the cherub itself is now an squad member with a stat line rather than being just a marker, if you tend to go minimum sized units then this flying baby can be an ablative wound that can save you from losing one of your heavy weapons, and can be removed without any resulting hindrance to your morale, not that Dark Angels had any problems with that in the first place. And in FAQ, Hellfire Shell and Flak Missile stratagems still benefit from this little guy here. With Signum, a Missile Launcher can deal 2D3 MW at 2+ to hit, and rerolling 1s from Grim Resolve!&lt;br /&gt;
**Despite the fact that they now share a slot with Hellblasters, Devastators still come out on top in plasma-based MSU: A minimum sized squad of Devastasors with four Plasma Cannons and Combi-Plasma comes out one point cheaper than five regular Hellblasters, but Devastators have more range, the same number or more shots &#039;&#039;(depending on range)&#039;&#039;, more accuracy &#039;&#039;(thanks to the Signum)&#039;&#039;, and can fit into a larger variety of transport options. Primaris Marines can fall back on their increased longevity, improved melee and depending on the weapon loadout can have more mobility. The difference also starts going sharply the other way when Hellblaster squads get bigger, since very few squads in the entire game have the ability to throw out 20 S8 shots, where Devastators can only add more bolter-bros.&lt;br /&gt;
***Since Devastators benefits less from an HQ that allows them to reroll hits. Any character that enhances their firepower or longevity is a better choice in the sixth Razorback slot rather than another Bolter. A Techmarine has more utility than a Librarian. As the longest range attack Interromancy has is 18 inches. Take the Conversion Beamer and Twin Lascannons over the Servo Harness and the other Razorback options unless your running them with Multi-Meltas.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellblaster]] Squad:&#039;&#039;&#039; For murdering high armor units accept no other as these fuckers come with &#039;&#039;&#039;-4AP&#039;&#039;&#039; super plasma guns. These guys will shit on anything that relies on armor saves. Only units that can be a challenge are T8 units but even then get close enough and/or use supercharge mode they can disintegrate most targets. Just don&#039;t waste them on hordes and have other units covering them from melee. Now they can be ferried about in T8 16W Sv3+ comfort thanks to the Repulsor transport!  Combine this with plasma incinerators or the assault version and have your very own Fish of Fury but without the Tau-player stigma!  Rejoice! Also one of the best units for your &#039;Weapons of the Dark Age&#039; stratagem, for when you really need something dead.&lt;br /&gt;
** Foot slogging can be a issue but with their 30 inch guns they can do some work as long as they&#039;re super charged and supported with re-rolls to hit. Be surprised how much of a difference three inches comes into play with rapid fire too.&lt;br /&gt;
** Synergies abound with Dark Angels strategems. 3 damage on Overcharge makes vehicles shit themselves. Shooting after falling back &#039;&#039;with no penalty&#039;&#039; (on the odd chance they actually survived) makes Ultramarines jealous.&lt;br /&gt;
*&#039;&#039;&#039;[[Eliminator]] Squad:&#039;&#039;&#039; The Primaris scalpel compared to the Primaris sledgehammer that is the Hellblasters. They have the same +2-for-being-in-cover camo-cloaks that Scouts get, and their bolt sniper rifles get three different ammos to use: Executioners will be your go-to (AP-2, Dd3, mortal wound in additional to normal damage on a wound roll of 6), Mortis because fuck your stealth units (AP-1, D1, ignores line of sight, ignores cover, gains +2 to hit-rolls), and Hyperfrag for overwatch (AP0, D1, but are heavy d3). All ammo types can target characters without them needing to be the closest units. They can alternatively be equipped with las fusils, giving them some anti-tank capabilities at S8 and 3 damage, but &#039;only&#039; 36&amp;quot; range means they are somewhat easier to avoid than lascannon devastators. A nice tactical option is 2 las fusils and 1 instigator bolt carbine, giving the las fusils +1 to hit and wound and giving them deep-strike protection as they can move after firing overwatch.  &lt;br /&gt;
** Consider a squad of 3 costing you 72 points. That gives you three shots that have the potential to put down the majority of characters in the game, and on average dice will kill a Commissar or Lord-Commissar (and equivalents) every turn. &lt;br /&gt;
**While sniper scouts may out perform them en masse regarding overall mortal wound generation, these guys appear to have some nasty stratagems. Take a single unit, be patient, then blow a hole in someones head come turn 3. Then hug an objective and clap your hands :)&lt;br /&gt;
** When comparing them and Scout Snipers, two things weigh in an Eliminator&#039;s favor offensively: Their gun has AP-2 and does D3 damage. Added with their two wounds, easy ability to get a 2+ even against AP-1 firepower, and variety of rounds that enables them to find use in almost any targeting situation, they are better in this role than Scouts.&lt;br /&gt;
** Also, a single unit has 6 T4 wounds on a 3+ with +2 on cover saves. This makes for a remarkably tough little nugget, and quite possibly some easy bait for long range dakka. leave your opponent wondering if he should target your Land Raiders full of nasty bruisers, or your heavily dug in snipers which can kill his nasty bruisers. If they waste their heavy firepower on a 72 point unit while your terminators got all the more closer, you should be in a good position.&lt;br /&gt;
*&#039;&#039;&#039;[[Whirlwind]]:&#039;&#039;&#039;Not great, not bad, but fairly cheap. The real toss-up is what launcher to put on it. 2D3 S7 AP-1 D2 shots, or 2D6 S6 AP0 D1 shots. As you are wounding on 3+ vs T3-5 or 4/5+ vs T7 anyway it&#039;s probably better to go for the the average 7 shots instead of average 4, and it is cheaper too. But it all depends on what you are facing. Not much damage potential, but sticking it behind a big rock it can lend a few hits where ever you want them and stay safe. If you&#039;re planning to take the vengeance launcher for the extra damage, consider the vindicator instead. &lt;br /&gt;
** Stating that the Whirlwind is the cheapest way to get anti horde on the table. Supported by a long range character and in pairs they can knock down hordes rather quickly and decently. The Vengeance launcher shouldn&#039;t be underestimated as D:2 and -1 AP allows it to reach far and knock out medium to light infantry units hiding way in the back like Guard weapon teams or wear down a unit in the open. &lt;br /&gt;
*&#039;&#039;&#039;[[Predator Tank]]:&#039;&#039;&#039;Your basic battle tank. Its Predator Autocannon has gone from mediocre to great in one swoop. With 2D3 shots at S7 AP-1 and 3 D this is arguably better than the twin lascannon turret since it will fire twice as many shots on average. The low AP is a handicap VS 2+ save units though, but against units with good invulnerable saves that doesn&#039;t matter. The Predator autocannon is the [[just as planned|PERFECT]] weapon against [[Roboute Guilliman|Rowboat Girlscout]] or custodes with storm shields. Srsly. Take cheap heavy bolter side sponsons for anti-horde or two lascannons for vehicle destruction. Note that it is not much more survivable than a rhino since its only T7 and a 3+ save, so keep it in cover or out of range of dedicated anti-tank weapons. Or just take three with lascannons to mess with anyone fielding Imperial Knights or titans, especially with the Kill-shot stratagem to help. It is more expensive than devastators, but it is a lot more survivable even without being able to use cover much. &lt;br /&gt;
*&#039;&#039;&#039;[[Vindicator]]:&#039;&#039;&#039; Heavy D6 is pretty okay, but can vary wildly so save some re-rolls for this. If you roll a 6, it&#039;s great, but 1 or 2 shots not going to cut it. re-rolls from captains and lieutenants will help a lot, especially since it often needs to move to get things in range. At T8 it is quite resilient, S4 bolters only wound on 6&#039;s and missile launchers and autocannons wound on 4+ and 5+ which is quite an improvement over the T7 other rhino variants. At it&#039;s point cost it can now be quite effective if you roll well enough and can get it in range standing still. The Intractable stratagem makes it more useful to DA as you can get charged just to pull out of combat and fire away.&lt;br /&gt;
*&#039;&#039;&#039;[[Hunter]]:&#039;&#039;&#039; Finally the Dark Angels get access to a dedicated anti-aircraft weapon without having to resort to Forgeworld. Unfortunately it came an edition too late and shooting at aircraft no longer requires dedicated weaponry. In any case this weapon delivers a high strength hit equal to a lascannon, gaining +1 to hit against targets that can &#039;&#039;&#039;FLY&#039;&#039;&#039; &#039;&#039;(including skimmers and/or jump infantry)&#039;&#039;, though this bonus is largely irrelevant considering that it re-rolls missed hits whether the model is flying or not, but you are otherwise guaranteed to hit things hard with this vehicle, until it starts taking damage and becomes less accurate. As it has a 60 inch range, no penalty when firing on ground targets, and respectful firepower, it can also act as long range anti-tank artillery.&lt;br /&gt;
*&#039;&#039;&#039;[[Stalker]]:&#039;&#039;&#039; The other dedicated anti-aircraft weapon; though Stalker has more dedication to anti-aircraft since it suffers a -1 to hit against non-fliers on the flip side to its +1 against flyers. For a Stalker to be worth taking, it likely needs to be buffed by an HQ to make it more accurate, otherwise other weapon systems on other vehicles are more productive. &lt;br /&gt;
**The Stalker &#039;&#039;could&#039;&#039; be valuable in other roles as well, providing a 48&amp;quot; range and 2 Damage with 6 shots at plasma strength and a Heavy Bolter&#039;s AP. The poor AP is mitigated by the Damage done per shot. The tank is tougher than its own weapon, a rare T8 Rhino chassis. However, the weapon is comparable to a Whirlwind Vengeance Launcher, which has longer range for the same strength, AP and damage profile, albeit with a random of shots, but considering the Vengeance launcher is more accurate and doesn&#039;t actually need to see its target, the Whirlwind may be a better all-round tank if that&#039;s all you need.&lt;br /&gt;
*&#039;&#039;&#039;[[Land Raider]]:&#039;&#039;&#039; The classic Land Raider turned from an outclassed fortress to a fortress that gets shit done. With a total of 4 lascannon shots, 6 heavy bolter shots on top of [[Awesome|16 WOUNDS]], and a 2+ save. Add a multi melta on top of that for even more firepower. Vehicle changes make some vehicles move from obscurity to being a force to be reckoned with, and the regular land raider is no exception. Remember, it doesn&#039;t suffer the -1 penalty for moving and firing its heavy weapons. Unfortunately there is no such thing as a &amp;quot;Deathwing&amp;quot; Land Raider this edition, so you can&#039;t have venerable tanks any more. Still, the Land Raider makes itself become a force to be reckoned with with its sheer amount of firepower and long lasting ability. Still has its transport of 10 models to zip guys to wherever you want. So, use it how you want! &lt;br /&gt;
**&#039;&#039;&#039;Land Raider Crusader:&#039;&#039;&#039; Just like the regular, the Crusader version gains all of the cool bonuses of before but now has the ability to fire up to [[Awesome|24 Bolter shots]] when in rapid-fire range. Still works well as a Terminator transport especially as those guys lost an inch of movement. Great for horde killing and Termie transporting. Go nuts. &lt;br /&gt;
**&#039;&#039;&#039;Land Raider Redeemer:&#039;&#039;&#039; Still isn&#039;t a bad unit but a LRC may be a bit better. While the flame storm cannons are good and all you have to roll D6 each time meaning it can fuck you over when you need a good hit. The Crusader puts out a ton more shots and at longer range AND it has greater transport capacity. Although the flame storm cannons are auto-hit and have higher strength and AP but a much shorter range and much less shots. Certainly not a bad unit but the crusader may be better, especially with a larger transport capacity; very important for a terminator army. Also, much like the heavy flamer, the flamestorm cannons are not Assault weapons either, so you cannot shoot after you advanced.&lt;br /&gt;
***&#039;&#039;&#039;Math Hammer:&#039;&#039;&#039; 24 bolters vs 2 Flamestorms, a surprisingly close match in certain cases. Less so in others. Vs normal, 1 wound, T4, 3+ MEQs, the Flamestorm&#039;s very slightly win out (3.11 to 2.88 wounds), but obviously have far less range. However, things start to perk up at T5, and multi-wounds. Against TEQs (T4, 2+, 2W), Hurricane Bolters only do 1.33 wounds. Flamestorms do 2.33x2 (or 4.6). Against bikers (T5, 3+, 2W), it&#039;s a similar result. Bolters doing 1.77, while Flamestorms do 3.11x2 (or 6.22) wounds on average. If you expect elites, go Redeemer, but in an edition all about the horde, the Crusader will tend to win out. It does still have it&#039;s niche.&lt;br /&gt;
***If the Bolter Discipline beta rule is in effect, the Crusader is just insane. 24 bolter shots (28 if you have a storm bolter strapped on) at 24&amp;quot; all day, every day. You still have a twin assault cannon on top of this... The Redeemer has its niche, but the Crusader with beta rules is quite great!&lt;br /&gt;
**&#039;&#039;&#039;Land Raider Solemnus Aggressor (Chapter Approved):&#039;&#039;&#039; For when two Hurricane Bolters just aren&#039;t enough. It&#039;s a Crusader pattern that drops its transport capacity to 11 in exchange for getting two Heavy Bolters on top of its normal armaments. Currently restricted to Open Play only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner:&#039;&#039;&#039; Jury&#039;s out on this on. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move 0-under half current M Value). One is a Heavy 2 72&amp;quot; Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you&#039;d expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy Laser Destroyer can tear through enemy armor reliably and the Macro Plasma can remove medium and heavy infantry. &lt;br /&gt;
**Properly supported, this thing can annihilate swathes of the enemy army. A Captain (better yet, a Chapter Master) and Lieutenant will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and dollars. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can&#039;t... Well, Marines are used to losing in 8th anyway-Don&#039;t be stupid, get the Lieutenant and bring a Techmarine!!!!&lt;br /&gt;
**Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank&#039;s weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters. &lt;br /&gt;
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====Forge World====&lt;br /&gt;
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*&#039;&#039;&#039;Whirlwind Hyperios:&#039;&#039;&#039; While it&#039;s still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn&#039;t something to take lightly. Combine with &#039;Data Link Telemetry&#039; and RW land speeders (of all types) to automatically hit ground targets once you have scoured the skies.  &lt;br /&gt;
*&#039;&#039;&#039;Rapier Carrier:&#039;&#039;&#039; A dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to &amp;quot;light&amp;quot; superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter at 3/4 of what you pay for a devastator squad armed with same, on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.&lt;br /&gt;
**&amp;lt;s&amp;gt;Quad Heavy Bolters are terrible, costing more than 2 twin heavy bolters for the same guns.&amp;lt;/s&amp;gt;&lt;br /&gt;
**The average damage from a laser destroyer is less than its weight in lascannons - 183.33% of the damage for 240% of the price; the difference in strength will never matter against practical targets, while the improvement to AP will come up and won&#039;t make up the difference.&lt;br /&gt;
**As a result, hands down your best bet is always going to be the Quad Launcher.&lt;br /&gt;
***In Shatter mode this will, for 45 points, outdo two lascannons for 50 points, as losing a point each in strength and AP is more than made up for in doubling its attacks, and the difference in damage is not only slight, it also deals predictable damage, making it invaluable in many contexts, such as shooting Quantum Shielding.&lt;br /&gt;
**In Thunderfire mode, this will shoot what amounts to 8 heavy bolter shots, losing a point of AP in exchange for indirect targeting and improved range.  This is inferior to the Quad Heavy Bolter option, so you should regard it as a bonus to the Shatter mode, rather than a good gun in its own right, and take this gun for the purpose of killing off enemy heavies, not massacring enemy lights.&lt;br /&gt;
*&#039;&#039;&#039;[[Mortis Dreadnought]]:&#039;&#039;&#039; Your go-to dakka dread. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double up on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, Multi-Meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. &lt;br /&gt;
**For the classic twin Autocannon rifleman setup, you&#039;re usually better off with a regular dread. They have the same stats for a few points less, and it&#039;s the only gun the normal dread can double up on. Only take an Autocannon Mortis if you really need a heavy support instead of an elite. As the Relic Deredeo can do the same job.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor Mortis Dreadnought:&#039;&#039;&#039; It can do everything the regular Mortis could but is superior in just about every way, with BS 2+ and Atomantic Shielding. It can also take a Cyclone Missile launcher just like the Relic Contemptor. Making twin Heavy Plasma Cannons a little redundant. So always take Cyclones if you have the leftover points. Unless running with Multi-Meltas. As it won&#039;t benefit as much from the extra shots if the Contemptor Mortis is within twelve inches of the target.&lt;br /&gt;
**One of these with a pair of twin Heavy Bolters (yes, that&#039;s 4 Heavy Bolters total) will, by and large, outperform its weight in Heavy Bolter Devastators, which is very rare in the vehicle world. The Contemptor Mortis is serious contender in a Dreadnought-heavy army for the non-relic slot you&#039;re using to let you bring a Leviathan or Relic Land Raiders (see below).&lt;br /&gt;
*&#039;&#039;&#039;Siege Dreadnought:&#039;&#039;&#039; This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped up heavy flamer and a seismic hammer with built-in Meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0&amp;quot;, its niche as a building killer should be obvious. &lt;br /&gt;
*&#039;&#039;&#039;Relic Leviathan Dreadnought:&#039;&#039;&#039;The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual &#039;&#039;Titans&#039;&#039;, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, with a 2+/4++ saves line, and a whopping 14 wounds. In addition, it actually received a fairly decent points decrease in 8th edition, having dropped in cost by 50 whole points even after all wargear is accounted for. A few things were lost though, as the Leviathan no longer has his frag-launchers but in exchange his whole loadout has gotten huge buffs.  Mix this up with a company master / chaplain to boost those hits. It comes stock with 2 Heavy flamers and 2 Leviathan Siege Claws (Sx2 AP-3 D3 Re-roll failed wounds against Infantry) with in-built meltaguns stock.&lt;br /&gt;
**The Claws can be swapped out (without losing the meltaguns) for Drills, which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry.&lt;br /&gt;
**The Claws can also be swapped out along with their meltaguns for:&lt;br /&gt;
***&#039;&#039;&#039;Cyclonic Melta Lance:&#039;&#039;&#039; Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).&lt;br /&gt;
****Note that this actually has worse AP than the Bombard (although it will usually only matter against Land Raiders and the like, as against any Invuln save at all or a 3+ save or worse they&#039;ll tend to equal out), with better rate of fire against 4 or fewer model units and worse damage against Monster/Vehicle/Titanic models but better damage otherwise.  A Leviathan with 2x Bombards costs 275, while 2x Lances costs 325, which means that against a Land Raider, the Lances are only better inside melta range. The Lance will do better against vehicles where the difference in AP doesn&#039;t matter, regardless of range (such as any 3+ vehicle, or a 2+ vehicle with an invuln), provided the target unit has 4 or fewer models.  It will also do better against infantry units of 4 or fewer models, but as soon as the target unit has 5 or more models in it, the Bombard will simply take over.&lt;br /&gt;
***&#039;&#039;&#039;Storm Cannon Array:&#039;&#039;&#039; Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators.&lt;br /&gt;
****This is basically a seriously up-gunned heavy plasma cannon, with &#039;&#039;quintuple&#039;&#039; the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge.  Costs 5/6 the amount two of the cannons would cost you, though.  It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually outdamage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that&#039;s assuming the target has enough wounds left that no damage gets wasted.&lt;br /&gt;
*****For serious, take this gun seriously.  It is far and away the most generally useful of the lot; a pair of them will murder most anything foolish enough to get in your way.&lt;br /&gt;
***&#039;&#039;&#039;Grav-Flux Bombard:&#039;&#039;&#039; Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 7d3 shots when targeting a mob of Conscripts, or [[Rape|14d3]] if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn.  It also does more damage (5, rather than 2) against Vehicles, Buildings, and Titans, making it more useful than the Lance in many cases.&lt;br /&gt;
****A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets.  The gun is only 18&amp;quot; and you&#039;ll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, &#039;&#039;usually&#039;&#039; one wound per target is all it will take; assuming you&#039;re up against T4 or less without an invuln save, you&#039;re looking at 2 7/9 or 2 2/9 (after moving) dead &#039;&#039;for every 5 models in the target&#039;&#039;, or around 50% casualties.   Hopefully Morale will do the rest of the work for you, or you can just bring two of these things.&lt;br /&gt;
*&#039;&#039;&#039;Deimos Vindicator Laser Destroyer:&#039;&#039;&#039; This thing brings to the battlefield the unique Laser Volley Cannon, which is a 2 shots Lascannon with a few twists: they only have a range of 36&amp;quot; instead of 48, they do a fixed 3 damages (so a little less than the average you do with 1D6) and can be overcharged to go to S10 AP-5 with a fixed 6 damages. Trade-off being that if they shoot that way, they take 3 mortal wounds on each rolls of 1. If it does not move, however, it can shoot twice, but not in overcharged mode. Also note that it gets +1T and +1 wound compared to a predator, but moves 2&amp;quot; less. All in one, this tank is kind of odd. It costs roughly the same as a classic predator with a full Lascannon setup, and can pump 4 shoots if it stands still, for an average amount of wounds slighty lower. Its overcharged mode might give you an edge on T5/T9-10 opponents or target with extremely high armor saves, so what you lose in range you get it back in versatility, at price: 2 shots against 4 and the risk of wounding yourself. Between increased durability, shorter range and movement, and varying fire modes, it is hard to draw a clear line between the Predator Annihilitor and the Vindicator Laser destroyer in term of battlefield role, but the later being clearly less efficient while on the move, you might want to invest your money in other Forge World models.&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Land Raider Proteus]]:&#039;&#039;&#039; The old school Land Raider. This is actually the first of the &amp;quot;pure dakka&amp;quot; Land Raiders. It&#039;s small amount of internal space means that it performs poorly as a transport. Rather you take the Proteus as &amp;quot;the leader&amp;quot; of your armored spearhead. Comes standard with two Twin Lascannons. It&#039;s weapon upgrades are: a Heavy Bolter, Multi-Melta, Twin Heavy Bolter and Twin Heavy Flamers. Take either the Multi-Melta or the Heavy Flamers. As the Heaver Bolters lack the damage output of the other weapon options. Equipment enhancement are Heavy Armor or the Explorator Augury Web. Reducing its space to six models. Still enough room for a Devastator Squad or Pseudo-Sternguard Company Vets and the HQ to buff them or the Proteus. The Augury Web is better as it prevents enemy units from deploying from within 12 inches of the Proteus. &lt;br /&gt;
*&#039;&#039;&#039;[[Land Raider Helios]]:&#039;&#039;&#039; Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind&#039;s different missile types, and it can transport 6 models too.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Prometheus:&#039;&#039;&#039; A fun toy for your Warlord- if he&#039;s embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn&#039;t reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Achilles:&#039;&#039;&#039; The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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*&#039;&#039;&#039;Castellum Stronghold:&#039;&#039;&#039; In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2&#039; by 2&#039;) is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn&#039;t fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Solemnus Aggressor (Open Play Only):&#039;&#039;&#039; Because the Land Raider Crusader still isn&#039;t enough dakka, your Angels slapped a couple of Heavy Bolters on for good measure. Still has enough room to transport a single 10 man Squad of your choice plus a character to escort, and it will brutally punish anyone who dares to deploy light infantry against you. &lt;br /&gt;
*&#039;&#039;&#039;Land Raider Terminus Ultra (Open Play only):&#039;&#039;&#039; For 600 pts it will do a spectacular job of wrecking vehicles thanks to its 8 (!) lascannon shots per turn. 3 to hit rolls of 1 in one turn will cause you to take 6 mortal wounds, but the chances of that are so small that it&#039;s unlikely to be an issue. Even if it does happen, it won&#039;t be enough to decrease your base stats until you drop to 8 wounds or below, and with the toughness and armor save that comes with being a Land Raider variant that&#039;s probably not going to be an issue. Just be sure to watch out for massed infantry- for this reason you should probably take a storm bolter over the multi-melta since any vehicle close enough to be in melta range is going to become a smoldering wreck either way.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
Forgeworld FAQ[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Adeptus_Astartes_ver_1.0..pdf] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the &#039;non-relic&#039; tax. On the other hand, [[That Guy|who would even need to bring 4 Lords of War into a game?]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Spartan Assault Tank]]:&#039;&#039;&#039; The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that&#039;s a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don&#039;t do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, and Jump Pack Infantry (but not Primaris). If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. &lt;br /&gt;
*&#039;&#039;&#039;Relic [[Typhon Heavy Siege Tank]]:&#039;&#039;&#039; The Vindicator&#039;s big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24&amp;quot; or 48&amp;quot; if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it&#039;s 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Cerberus Heavy Tank Destroyer]]:&#039;&#039;&#039; An insane Titan-class laser weapon mounted on a Spartan chassis,  boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72&amp;quot;, and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Fellblade]] Superheavy Tank:&#039;&#039;&#039; The Baneblade&#039;s exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It&#039;s enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow rerolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.  The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can&#039;t go wrong with the Fellblade.&lt;br /&gt;
*&#039;&#039;&#039;Relic Falchion Superheavy Tank Destroyer:&#039;&#039;&#039; A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120&amp;quot; away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it&#039;s objectively better at destroying superheavies than its Shadowsword counterpart in practically every way. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka.&lt;br /&gt;
*&#039;&#039;&#039;Relic [[Mastodon]] Super-heavy Siege Transport:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s reroll to kick in. &lt;br /&gt;
*&#039;&#039;&#039;[[Astraeus Super-Heavy Tank]]:&#039;&#039;&#039; This beast of a tank now has its rules released... and it&#039;s frankly more nasty than anyone gave it credit for. 24 wounds, Toughness 9, 2+ Armour, Power of the Machine Spirit and Steel Behemoth are already bad enough, but then you look at its gear. Firstly, the Void Shield. Just like the titans, it&#039;s a degenerating shield that can block off any wound, mortal or not, and does not care about AP value. However, it cannot protect you from overheating Plasma Eradicators or melee attacks, so watch out for Knight Gallants and other heavy-hitting melee units that somehow get by the Enhanced Repulsor Fields. Said Enhanced Repulsor Fields not only reduce enemy charge rolls by 3&amp;quot;, but are also its form of &#039;&#039;&#039;&#039;&#039;close combat attack&#039;&#039;&#039;&#039;&#039;. Considering the fields give -2 AP and deals D3 damage per wound, this is surprisingly vicious, especially considering the 8 Strength 9 attacks the tank gets. Obviously, however, you&#039;re here for the guns and... oh boy. Its twin macro-accelerator cannon is a vicious Heavy 12, S8, AP-2, Damage 3 that ignores all abilities that impose negative hit modifiers when targeting flyers. Its other default weapons don&#039;t seem that threatening at first, however. The two las-rippers are slightly weaker las-talons with a new name, the twin heavy bolter is somewhat useful against infantry, and the storm bolter and ironhail heavy stubber can be augmented with another ironhail heavy stubber. However, the twin heavy bolter can be replaced by a twin Lascannon, and the las-rippers can be replaced by the new Plasma Eradicator, a +1 Strength, AP-4 Plasma Cannon that uniquely only causes one mortal wound per 1 to hit on Supercharge. 90% of the time the Eradicators are the better choice. Not only are they cheaper than Las-Rippers but they have more range. Being within 24&amp;quot; will put the Astraeus in danger of being chopped up by enemy Knights and a prime target for most Plasma weapons. The lone Storm Bolter won&#039;t be doing much of anything regardless. The base vehicle is 705 points and a whopping $291 USD, so while it&#039;s expensive as hell the the durability it boasts when compared to any Imperial vehicle short of a Titan is second to none.&lt;br /&gt;
*&#039;&#039;&#039;[[Thunderhawk]] Assault Gunship:&#039;&#039;&#039; The standard air support and transportation workhouse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50&amp;quot; move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48&amp;quot; Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96&amp;quot; Heavy D3 S16 AP-4 2D6D (6&#039;s to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72&amp;quot; Heavy 4 S8 AP-3 D3. It&#039;s Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it&#039;s hull wound be if it was at ground level and add 12&amp;quot; to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it&#039;s Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.      &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Transporter:&#039;&#039;&#039; A Thunderhawk variant designed for airlifting tanks, this unusual vehicle shares the statline of the Thunderhawk (with the exception of 26W - 4 fewer than the Gunship). In addition to 15 models including TERMINATORS, JUMP PACK models, and BIKES, it can hoist vehicles into battle in one of the following configurations: &lt;br /&gt;
**1 model with the LAND RAIDER or SPARTAN ASSAULT TANK keyword.&lt;br /&gt;
**Up to 2 of the following: RHINO, RAZORBACK, INFERNUM RAZORBACK, PREDATOR, DEIMOS PREDATOR, WHIRLWIND, WHIRLWIND HYPERIOS, HUNTER, STALKER, DAMOCLES, VINDICATOR, VINDICATOR DESTROYER, WHIRLWIND SCORPIUS.&lt;br /&gt;
These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the movement phase. Transported vehicles can carry units at no additional transport cost to the Thunderhawk, so feel free to deep strike 25 dudes in a Spartan PLUS 15 dudes in the Thunderhawk itself. The cost of this unusual ability is the loss of ranged firepower - the Thunderhawk Transporter is armed with &#039;only&#039; 4 Twin heavy bolters and a Hellstrike missile battery. It&#039;s much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be. &lt;br /&gt;
*&#039;&#039;&#039;Sokar Pattern [[Stormbird]]:&#039;&#039;&#039; Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points (2000 in Chapter Approved, before wargear, yikes.) and tangible money alike, it can ferry entire demi companies onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
&lt;br /&gt;
==Fallen==&lt;br /&gt;
Placed here separately, because: &amp;lt;br&amp;gt;&lt;br /&gt;
1. They&#039;re Dark Angels, whether or not they have the key word.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Because Deathwing units and characters get bonuses against them.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Because there is actually nothing stopping you from taking Fallen in your army any more, since they have &#039;&#039;&#039;IMPERIUM&#039;&#039;&#039; keyword.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is actually not as heinously abusive of the fluff as it sounds, bear in mind that Cypher and the occasional Fallen &#039;&#039;&#039;(cough - Astelan)&#039;&#039;&#039; have been let out of their cells to go on missions with the Dark Angels from time to time, though usually under excessively heavy guard and threat of death and torture if they step out of line. Cypher even shows up to offer snarky pointers every now and then.&lt;br /&gt;
&lt;br /&gt;
Now as of Vigilus Ablaze, your edgy older brothers have gotten a much needed buff, in the form of the Fallen Angels Specialist Detachment. Sorcerers and Chaos Rhinos that are part of an exclusively Fallen Vanguard detachment lose their {{W40Kkeyword|HERETIC ASTARTES, LEGION}} and {{W40Kkeyword|CULT}} keywords, as well as the Sorcerer&#039;s &#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039; rule and gain the {{W40Kkeyword|IMPERIUM}} and {{W40Kkeyword|FALLEN}} keywords and the Sorcerer gains the &#039;&#039;&#039;Fallen Angels&#039;&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Fallen Angels&#039;&#039;&#039;: Though they lack the keyword to allow for the Dark Angel&#039;s Grim Resolve, this is basically same thing. You know what this does: reroll 1s in the Shooting phase if you held still in the previous movement phase and you can never lose more then 1 model to a failed Morale check. The only difference is that it&#039;s directly attached to your datasheets.&lt;br /&gt;
*&#039;&#039;&#039;Agent of Discord&#039;&#039;&#039;: A special rule Cypher gains if he is part of a Fallen Angel Specialist Vanguard Detachment. Enemies withing 12&amp;quot; of Cypher may not benefit from any rule that allows them to gain, recycle or refund CP for your opponent. The range of this ability jumps to 18&amp;quot; if there are at least 10 friendly &#039;&#039;&#039;Fallen Angel&#039;&#039;&#039; models are within it&#039;s area of effect and up to 24&amp;quot; if there are at least 20. Note this is &#039;&#039;&#039;NOT&#039;&#039;&#039; a warlord trait, Cypher simply gains it automatically.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Without a Trace (1 CP)&#039;&#039;&#039;: At the start of the enemy&#039;s Shooting phase, a selected {{W40Kkeyword|FALLEN ANGEL}} unit entirely on or within a terrain feature inflicts a -1 penalty on any Shooting attacks targeting them. This lends more to the Fallen&#039;s old strategy of backline camping in cover, but it&#039;s still nice to have Raven Guard tactics on tap when needed.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Enmity (1 CP)&#039;&#039;&#039;: When a {{W40Kkeyword| FALLEN ANGEL}} unit fights, they may reroll Wound rolls made against {{W40Kkeyword|DARK ANGELS}}. Fluffy, but obviously super situational. If you&#039;re actually playing Fallen against Dark Angels, give yourself a pat on the back, you wonderful madman, you. While Fallen can be built to be a very competent melee squad, don&#039;t think for a second this will let you go toe-to-toe with Deathwing Terminators and come out on top. This will, however, let you cheekily punk an out of position unit that wasn&#039;t expecting your plasma gunners to suddenly charge them.&lt;br /&gt;
&lt;br /&gt;
===Relic===&lt;br /&gt;
*&#039;&#039;&#039;Caliban Steel Blade&#039;&#039;&#039;: A Force Sword whose damage increases from D3 to D6 on a To Wound roll of 6+. It&#039;s ass, but if you are playing a game with just Fallen, it&#039;s your only option.&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
*&#039;&#039;&#039;[[Cypher]]&#039;&#039;&#039;:  Yes, this most loyal servant of The Emperor and oldest living Dark Angel can now be fielded with a Dark Angel army. While not sharing the Dark Angel keyword, he does have the Imperium faction keyword so no reason not to take him for massive amounts of [[Rage|RAGE]] and [[Skub|fun]]. Just so you know. Take him with a squad of [[Fallen|ANCIENT LOST DARK ANGELS WHOSE LOYALTY WAS NEVER IN QUESTION]] for [[Extra Heresy|extra heresy]], he gives them re-rolls To Hit of 1 anyways. He can shoot 5 pistol shots per turn; 3 are AP-1 Bolt Pistol shots and 2 are plasma that is always overcharged with no risk of blowing up on a 1, and combined with his brand new Agent of Discord rule, he&#039;s really encouraged to lead a pack of Fallen from the front. 5 shots coming out of 1 dude is scary, especially when he most likely will not miss. He lacks a melee weapon, but throwing him into combat with stuff that likely won&#039;t kill him can tie them up without issue, as he can fall back with no penalty anyway. Then when/if he dies, laugh as he grants no victory points (in the cases where that is relevant). Quick reminder that despite being a {{W40Kkeyword|CHAOS CHARACTER}}, he specifically cannot use &#039;&#039;&#039;Daemonic Ritual&#039;&#039;&#039;. And while he&#039;s almost certainly going to be your Warlord if you are playing a pure Fallen list, remember that he specifically cannot take a Warlord trait, though between Agent of Discord and Mysterious Protection, you can be forgiven for not noticing. If you are running a pure Fallen list, however, you may wish to look to the next entry if you are hankering for a trait.&lt;br /&gt;
*&#039;&#039;&#039;[[Sorcerer]]&#039;&#039;&#039;: A fresh face to the roster, giving the Fallen a boost in the form of Psyker support. Functionally identical to a Librarian, except for his wargear. He is forced to take a Force Weapon of some kind (Sword is the default if you want your crumby free relic, but if you want an Axe or Stave then it&#039;s no real loss), but notably his Bolt Pistol can not only be dropped for the usual Plasma Pistol or Combi-weapon, but also a Chainsword, Chainaxe or any Power Weapon (which notably grants access to the murder sword and black mace) , including a Thunder Hammer! Thanks, Index! He can even take a Jump Pack, if that&#039;s something you want to do. He can also be your warlord if you so choose, &amp;lt;s&amp;gt;but since he lacks the {{W40Kkeyword|HERETIC ASTARTES}} keyword, he&#039;ll only be able to select from the stock 3 Warlord Traits&amp;lt;/s&amp;gt; The Chaos Space Marine codex states &amp;quot;In the rules described in this section we often refer to ‘Chaos Space Marine units’. This is shorthand for any unit that has one of the following Faction keywords: {{W40Kkeyword|LEGION}}, {{W40Kkeyword|BLACK LEGION}}, {{W40Kkeyword|WORD BEARERS}}, {{W40Kkeyword|IRON WARRIORS}}, {{W40Kkeyword|ALPHA LEGION}}, {{W40Kkeyword|NIGHT LORDS}}, {{W40Kkeyword|WORLD EATERS}}, {{W40Kkeyword|EMPEROR&#039;S CHILDREN}}, {{W40Kkeyword|FALLEN}} or {{W40Kkeyword|RED CORSAIRS}}. A Chaos Space Marine Detachment is therefore one which only includes units with one of these keywords.&amp;quot; With that being said, this means that you can (when applicable) take any relics/warlord traits/use stratagems from the codex etc, as long as all of the other prerequisites for using said features are met. With all of that opening the door for the Fallen sorcerer, the best warlord traits for him are with the &amp;quot;daemonkin&amp;quot; codex in shadowspear. Warp lord and Daemon-Bound Power are probably the best bets; making the Steel Blade of Caliban slightly better with the former and just making a better sorcerer with the latter. Sadly the Vigilus Ablaze FAQ no longer allows you to take the Fallen sorcerer with imperials, because the fallen aren&#039;t already the abused step-children of space marine rules. &lt;br /&gt;
**&#039;&#039;&#039;Infernal Gaze&#039;&#039;&#039; (Warp Charge 5): Pick an enemy unit within 18&amp;quot; and roll 3 dice; any results of a 4+ cause a mortal wound. This will probably be your Power of choice most of the time, alongside Smite. It&#039;s easy to cast and can target a {{W40Kkeyword|CHARACTER}} hiding behind a blob. And honestly, there&#039;s nothing wrong with then having this guy be a Mortal Wound spewer.&lt;br /&gt;
**&#039;&#039;&#039;Death Hex&#039;&#039;&#039; (Warp Charge 8): Target an enemy unit within 12&amp;quot;; they cannot take invulnerable saves. A bit difficult to get off, but considering that you&#039;ll be running a pile of Plasma as the Fallen, this can be a death knell for units that rely on their invuln saves. Eat shit, Knights of Absolution! We don&#039;t give a fuck about your storm shields!&lt;br /&gt;
**&#039;&#039;&#039;Gift of Chaos&#039;&#039;&#039; (Warp Charge 6): Target an enemy unit within 6&amp;quot; and roll a D6. If you roll higher than the unit&#039;s highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos gribbly to your army. A bit of an odd one, especially since its a little hazy if Imperial armies can even reserve points for the beasties (25 each, if you were wondering). Can be devastating against GEQs, but very swingly, since even then its a 50% chance to do fuck all.  Not a bad choice if you&#039;re running against an army with few good targets for Death Hex.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Ritual&#039;&#039;&#039;: While Cypher may not summon Daemons, this guy has no such stipulations. If you didn&#039;t move your loyal-ish heretic this turn, you may roll up to 3D6 and summon that many Power Levels worth of daemons, limited by your points reserve. Rolling doubles deals a Mortal Wound to the summoner, rolling triples deals D3 of them. A pretty solid option if you&#039;re playing straight Fallen; a small squad of Bloodletters or a couple of Fiends of Slaanesh can provide a useful burst of utility to tie up troublesome squads. If you are running an Imperial Soup mix, however, this might cause... [[HERESY|issues.]] Check with your opponent on this and be very, &#039;&#039;very&#039;&#039; careful about bringing such madness to something more competitive. Be very cautious with rolling all 3 dice if your sorcerer is your only character capable of using Daemons, since there is no way to heal him.&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
*&#039;&#039;&#039;[[Fallen]]&#039;&#039;&#039;: Basically Chaos Chosen with the &#039;&#039;&#039;IMPERIUM&#039;&#039;&#039; keyword and built-in Dark Angel tactics. They are objectively better than Chosen in every way. Unfortunately, they lack the &#039;&#039;&#039;HERETIC ASTARTES&#039;&#039;&#039;/&#039;&#039;&#039;ADEPTUS ASTARTES&#039;&#039;&#039; keywords and the &amp;lt;&#039;&#039;&#039;LEGION&#039;&#039;&#039;&amp;gt;/&amp;lt;&#039;&#039;&#039;CHAPTER&#039;&#039;&#039;&amp;gt; keywords, meaning they lack a lot of synergy with either army and the only buffs they can benefit from are Cypher (whose bonus can be redundant if you didn&#039;t move), Inquisitors (shared Ld 10, a bit meh due to Fallen Angels&#039; Morale buff and exceptional existing Leadership) and the Custodes&#039; Vexilla Defensor (an actually pretty solid 5++ bubble.) As per usual for Dark Angels, Plasma is your Fallen&#039;s best friend. Up to four plus the Champion can take Combi-plasmas and an additional one can take a regular Plasma Gun.  They can, however, be built in a wide variety of ways. The whole squad can ditch their boltguns for chainswords, if you so wish. Four members can build themselves in a variety of different ways, such as adding a melee weapon, replacing their bolt pistol with a plasma pistol, their bolter with a combi-weapon or special weapon or ditching everything for a pair of lightning claws. A fifth squaddie can take either a special or a heavy weapon (choices include a Autocannon, Heavy Bolter, Lascannon or Missle Launcher) and the Champ can be built in most any way you see fit. Now that they&#039;ve been given something to ride in, their usefulness as something other then a backline coverhumper has skyrocketed, and can be used as close ranged blasters or even as assault troops! They won&#039;t carry the game for you, but they are solid unit and will serve you well in most any task you put them to.&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Rhino]]&#039;&#039;&#039;: The saving grace for the Fallen; now they can actually make it across the board in good time! Note that this is the CHAOS Rhino, not the loyalist version, so it packs a better wargear selection. Instead of a Hunter-Killer Missile, for the same price, it can carry Havoc Launcher, a Heavy D6 S5 AP-0 D1 rocket rack. In addition, aside from the usual combi-bolter, it can take a combi-flamer, plasma or melta, lending some potentially much needed firepower to a small force. Generally though, a Havoc Launcher and a pair of Combi-bolters will cost a cool 80 points and lend some very efficient anti-hoard firepower (Doubly so if you&#039;re using the Bolter Discipline Beta Rule), allowing the Fallen it just dropped off to blast awat at heavier targets. A discount Razorback that still haul 10 marines, if you will.&lt;br /&gt;
&lt;br /&gt;
===Tactics===&lt;br /&gt;
*Cypher and Fallen-spam in a Vanguard Detachment is both effective and cheap, and can be used to supplement both Chaos and Imperium armies without changing a single thing about it. On a hilarious side note, there is no longer any rule preventing you from taking Dark Angels and Fallen in the same army, if you want to be a heretic on par with [[Dawn of War|bringing Sorcerers with World Eaters.]]&lt;br /&gt;
*While their new ability to take Rhinos have granted them much improved mobility, Fallen can still serve you well as a backline anchor. 5 Combi-plasma and a Lascannon will give most units pause, more so if you stick them in an Imperial Bastion or something similar.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
While essentially space marines with a twist, the Dark Angels do have some different tactics, mainly because of the ravenwing and the named characters. Look for this section to be updated with the Codex.&lt;br /&gt;
*&#039;&#039;&#039;General tactics&#039;&#039;&#039; Dark Angels are space marines first, so anything that goes for normal marines applies more or less to Dark Angels. What makes Dark Angels different are a few of their unique units and their stratagems. Dark Angels are great all-rounders, not being focused on either shooting or close combat. They have great options for either, and a few options for both. When playing Dark Angels, it is therefore usually better not to focus on just one aspect (like Ravenwing or Deathwing) but to see which units complement each other. You will want to include, in varying degrees, enough anti-infantry firepower, enough anti-tank firepower, and enough close combat power. How you balance these three aspects, and what units you use depends on personal preference and the local meta. I think a few units deserve special mention for Dark Angel tactics:&lt;br /&gt;
**Talonmaster: a lot of anti-infantry firepower on mobile chassis, and a decent close combat character, especially if equipped with the relic Heavenfall Blade.  Provides the complementary re-roll your Chapter Tactics need.&lt;br /&gt;
**Sammael: like the Talonmaster, but better for Ravenwing and often worse for everything else. Also combines well with a Talonmaster.&lt;br /&gt;
**Company champion: Very cheap close combat character.&lt;br /&gt;
**Black knights: expensive, but they are good all-rounders with their plasma weapons and decent attacks. They also combine well with a few stratagems and with Sammael.&lt;br /&gt;
**Deathwing: expensive, and terminators are vulnerable to certain weaponry like overcharged plasma, but they do pack a punch. Combine well with Deathwing ancients.&lt;br /&gt;
**Assault squads: These I mention because they are NOT that great for Dark Angels. They don&#039;t have a lot of attacks, nor high strength or AP. They are fine for taking down smaller light infantry squads, but will struggle against tougher opponents. Don&#039;t expect too much from them. Unlike Blood Angels or normal marines, who have access to things like Red Thirst or veteran jump pack assault marines, Dark Angel Assault marines or very basic. If you need a good punch, company veterans in a transport will do much more damage. Or Deathwing.&lt;br /&gt;
**Company Veterans: as mentioned above, if you need a close combat punch, these guys are great as they can also have a few combi-weapons to boost shooting power. Add power weapons and a company champion and you have a dangerous but fairly cheap hitting machine.&lt;br /&gt;
Use the above mentioned units and some of the Dark Angel named characters to enhance your army, but don&#039;t rely on just the Dark Angel only units. A predator, intercessor squad, normal lieutenant or dreadnought is still a great unit and will serve you well.&lt;br /&gt;
*&#039;&#039;&#039;Plasma overcharge:&#039;&#039;&#039; This tip is valid for other marine chapters as well, but since Dark Angels use more plasma than an other Astartes force it should be mentioned here. If your unit is equipped with 2 or more plasma weapons that will fire multiple shots, always remember to roll them separately on overcharge, a model at a time. This can be quite time consuming for plasma-equipped Inceptors with their separate 2D3 shots, but can mean the difference between losing a whole unit, or just a single model.&lt;br /&gt;
**Also remember that Plasma weapons kill the wielder after the weapon fires all of its shots; this means a model firing overcharged plasma from a plasma gun at 12&amp;quot; gets to fire both shots even if 1 of them rolls a 1, and it will die afterward.  However, the same model firing 2 plasma pistols has to shoot one at a time, and if the first pistol kills the model, the second pistol does not fire.  In general, for the same amount of plasma shots, you want to try and use as few distinct guns as possible, so the math on this will be as forgiving as possible.&lt;br /&gt;
** Example: you&#039;re within rapid-fire range with your 3 remaining Hellblasters and go for overcharge. You roll 1,1,3,3,5,6. If you didn&#039;t roll separately, your opponent can assume that the two 1s were rolled for 2 separate models, meaning you&#039;ll lose 2 figures. If you roll separately, you&#039;ll see if 2 models had a 1 in their shot, or only one of them rolled two 1s, saving your other 2 Hellblasters.&lt;br /&gt;
*&#039;&#039;&#039;Character buffing:&#039;&#039;&#039; Dark Angels have a few tricks for massive bubble-wrapping (by which I mean stuffing as many units in as many buff-bubbles as possible. Azrael is the most obvious first choice because of his 2 bubbles, namely the 4++ save bubble and the re-roll hits bubble. Expect to see him used a lot. Second on the list is the primaris lieutenant with his re-roll 1&#039;s to wound bubble. Great when using high-strength weapons. &lt;br /&gt;
**Make sure if you bring Belial or Sammael to bring Deathwing and Ravenwing respectively to make the most out of their re-rolls to hit for their respective DW and RW brothers. Sammael is a special case as he is far more shooty than Belial, has great mobility, and excellent close combat ability meaning he can perform well in nearly any Dark Angel list. &lt;br /&gt;
*&#039;&#039;&#039;The ass-hole 1500:&#039;&#039;&#039; A past favorite for trolling players that don&#039;t use the &#039;LOTS OF INFANTRY&#039; tactic has been taken down a peg due to the Codex, but can still be effective. Take Azrael, a primaris lieutenant and a Darkshroud for the 6&amp;quot; bubble and stuff a dreadnought with assault cannon, 4 predators with full lascannons or autocannons and 2 techmarines in the bubble for massive damage output. Knights, terminators, squadrons of tanks and infantry units will vaporize every turn. Anything comes close, the dread and azrael can cut it to pieces. This is a spearhead and supreme command detachment, plus Azrael for 6 command points. Don&#039;t use against your friends, as you won&#039;t have many left after. As of the new Codex, this mound of cheese is not as potent as it was in the Index. As per Azrael&#039;s new rules, his 4+ invuln bubble only works on Infantry and Biker models. While all of your vehicles still benefit from his full rerolls, gone are the days where you can have an entire gunline of 4+ invuln tanks and dreads. Not only that, but Grim Resolve making models that stand still reroll hit rolls of 1 have made characters with a reroll bubble less important for static gunlines. It is still recommended to bring your Primaris Lieutenant to reroll wound rolls of 1 though.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility is key:&#039;&#039;&#039; If you&#039;re playing DA be sure to make use of all three of your Wings as needed: Deathwing, Ravenwing, and Greenwing. Pure Deathwing armies are going to struggle like Grey Knights, since Termies as a whole just aren&#039;t &amp;lt;s&amp;gt;&#039;&#039;quite&#039;&#039;&amp;lt;/s&amp;gt; pulling their weight at all in 8th edition. Less is more. Unless your willing to shell out extra cash for Forge World Dreadnoughts, Land Raiders and Flyers. Which everyone and their mother have by now. Keep in mind you can only give Inner Circle to no more than one choice. Ravenwing are faster and more coldly vicious than ever, and Greenwing have lots of Ultramarine-flavored toys to help out with their plasma gunline. Pick one and flavor with the others as needed, keep your opponent on their toes. No matter which style army you pick, make sure to provide them with the meat shields or long range fire support they will need to survive. &lt;br /&gt;
*&#039;&#039;&#039;Ravenwing &amp;amp; Deathwing:&#039;&#039;&#039; With the buffs to Terminators and Bikes DW and RW have outright double their small arms survivability but weapons do now cause damage beyond one so it evens out. Make sure to focus down those high damage dealing weapons as both RW &amp;amp; DW have the capability to deal with hordes with SB and TWB being fierce against hordes with the right buffs. Let Deathwing &amp;amp; DW Knights and Ravenwing Black knights deal with heavy units or elite units while Ravenwing Bikes, attack bikes, and land speeders deal with chaff (TWBs, HB, Flamers + HF, and Chainswords) or weaken heavier units (melta guns). Saying that both lack long range weapons in good quantity or for cost effectiveness so make sure you have predators, whirlwinds, Dreadnoughts, flyers etc. to help support. &lt;br /&gt;
*&#039;&#039;&#039;Belial the Unsmackable:&#039;&#039;&#039; Are you about to rush the Grand Master of the Deathwing into combat, and want to pretty much guarantee that he never gets hit by anything but the best CC? Well, here&#039;s how you pull that off. With the Sword of Silence, Belial causes those he fights in the Fight Phase to be at -1 to hit. Next,  grab a Librarian, and have them cast Aversion on the target of your aggression. If you make the required rolls, your unlucky opponent is now at -2 to hit. Now, in an ideal world, having an enemy be at -2 to hit is just fine, but remember that opponents with Power Fists / Thunder Hammers usually suffer an inherent -1 on top of all that, totaling a -3 in these cases, meaning he can just wade into squad of Terminators and [[Awesome|only be hit on a 6+]]. Just remember that many characters have auras that provide rerolls to hit, which are little to no use against Belial in many cases. Thanks to the skubtastic FAQ/errata that stated that re-rolling happens before you apply modifiers, [[Roboute Guilliman|some]] [[Abaddon|characters]] will simply not be able to hit Belial on 2s or 3s.&lt;br /&gt;
**This also works with any non-named character equipped with the Shroud of Heroes relic. &lt;br /&gt;
**If you&#039;re thinking about using a Darkshroud, Belial doesn&#039;t get anything special, just the normal awesome bonus. Darkshrouds only work against shooting attacks, while the &#039;&#039;Parrying Blade&#039;&#039; rule only works in close combat. You should probably use the Darkshroud anyways. Than pull it back to cover a Vengeance or something once he reaches base contact. As Uncle Roboute, Moloc and any other shooty character with a decent melee weapon will bust a few caps in Belail&#039;s ass. Knocking a few wounds off before the charge if the other player isn&#039;t a moron. You would think he would have something better than a standard issue Storm Bolter by now. Nor does his conflicting rules in the Codex and Index help matters either.&lt;br /&gt;
*&#039;&#039;&#039;Follow Designer Commmentary in Rule Erata on GW website, if your unit have Codex and Index datasheet, then you must use Codex version for datasheet, but you still can use Wargear Options in Index (but if your weapon(wargear) has new abilities/rule in Codex, you must use it new abilities/stats). So there will be something like this:&amp;lt;br&amp;gt;&lt;br /&gt;
**Ravenwing Biker Sergent still can access to Sergent Equipment List... So there will be a squad of 3 with RapidFire 6 Bolter shots and RapidFire 3 Plasma shots (2 Plasma Gun and 1 Combi-Plasma for the Sergent)&lt;br /&gt;
**Ravenwing Land Speeders still can have dual Heavy Flamer, Heavy Bolter ... Say hello to 10D6 heavy flamer shots for a unit of 5 R.LandSpeeders&lt;br /&gt;
**Ravenwing Apothecary, Ancient still can use their Corvus Hammer. Hit hard my friend.&lt;br /&gt;
**Belial still can use his Thunder Hammer and Stormshield, BUT, with NEW Ability Parrying Blade that give him the buff &amp;quot;-1 to hit&amp;quot; for any attack against him in Fight phase WITHOUT the requirement of carrying his Blade of Silent. So, your Belial more and more durable in combat.&lt;br /&gt;
**But beware, my friends, there are reasons that GW remove or change their wargear options, so your Wargear Option Index Version will be gone in the near future, I believe. So I think we still okay to use both version, but as I do, I recommend you following the Codex Version.&lt;br /&gt;
*&#039;&#039;&#039;Azrael&#039;s Combi-Plasma Lawnmower:&#039;&#039;&#039; Here&#039;s something dirty you can try: Stuff Azrael and five Company Vets armed with Combi-Plasmas into a Razorback upgraded to Twin Assault Cannons and Storm Bolter. You now have 26 ranged shots during the shooting phase, or more at closer range or with Bolter Discipline up (which it generally won&#039;t be). Don&#039;t forget to replace yours Vet&#039;s Bolt Pistols with Storm Shields, [[rage|because your opponent is going to shoot the shit out of them after you dropped a load of PEW &amp;amp; BRRRRT on his Deathstar unit]]. You won&#039;t have to worry about being charged during the Assault Phase as Grim Resolve and Azrael&#039;s auras cover that (assuming you held still). Azrael&#039;s buffs mean you can save Weapons of the Dark Ages for a unit with better Plasma, allowing you to use overcharged Overwatch without having to fire the Bolters nor worry much about losing wounds. The Bolter half will hardly be needed, except for Overwatch, as long as he is on the table - unless this unit is somehow charged by an infantry blob. This setup gets even more brutal if you substitute a Vet with a Tech Marine equipped with Lion&#039;s Roar or Foe Smiter and a Servo Harness. &lt;br /&gt;
*Personally I recommend checking out the old 6th edition page here on Dark Angel tactics as the page contains still relevant information on list building and tactics that still work today. Here is  the link: https://1d4chan.org/wiki/Warhammer_40,000/6th_Edition_Tactics/Dark_Angels#Building_your_army&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:Dark Angels]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(9E)_Imperium&amp;diff=1011571</id>
		<title>Warhammer 40,000/Tactics/Kill Team(9E) Imperium</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(9E)_Imperium&amp;diff=1011571"/>
		<updated>2026-05-20T15:02:07Z</updated>

		<summary type="html">&lt;p&gt;192.42.116.56: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
{{Kill Team Tactics (9E)}}&lt;br /&gt;
&lt;br /&gt;
==Space Marines==&lt;br /&gt;
===Why Play Space Marines===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Space Marines are very flexible and forgiving all-rounders, great for beginners or for when you don&#039;t know what you&#039;re playing against.&lt;br /&gt;
**Each model is a massive mountain of wounds. They can reliably tank lasguns and things like that fairly easily, and their armour can mitigate quite a bit beyond that.&lt;br /&gt;
**All of your marines have at the very least a 3+ WS/BS with their weapons and their sergeants are usually at a 2+. They&#039;ll usually hit their marks.&lt;br /&gt;
**Your average marine has 3 APL, allowing them to handle objectives while gunning down the opposition.&lt;br /&gt;
**Low model count typical to marines makes teams relatively quick and easy to build and play.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**As generalists, you&#039;ll find that other Kill Teams with a more dedicated focus towards Melee or Range might have better toys than you. Bolters are nothing out of the ordinary.&lt;br /&gt;
***Even Reivers, lacking melee AP, will struggle against other dedicated melee units. They can definitely deal with the enemy, but the point here is that you have to actually think in order to do it.&lt;br /&gt;
**Low model count typical to marines means any casualties will &#039;&#039;hurt.&#039;&#039; Most of your fire teams will max out at just five models.&lt;br /&gt;
**Only get one fire team deployment. They lack the ability to mix and match (which makes the specific rule that scouts and tacticals can&#039;t be in a Deathwatch affiliated team, while flavorful, kind of pointless) despite your massive range of models compared to other kill teams, especially the ones with only one fire team deployment. &lt;br /&gt;
**A lot of your primaris models are locked in their loadouts. While your firstborn aren&#039;t so stuck to a specific loadout, their melee capabilities are a little lacking without using the Deathwatch.&lt;br /&gt;
**No options for firstborn veterans outside of simply [[count_as|count as]]&#039;ing them as a Deathwatch team. Which, to be fair, you were probably going to do anyway, but it&#039;s the principle of the thing.&lt;br /&gt;
**Chapter affiliation has no tangible effect.&lt;br /&gt;
**Being one of the most popular and common armies means everyone is going to be familiar with what you can bring and what you can do, and build their teams with killing Marines as a baseline requirement.&lt;br /&gt;
**Compendium Space Marines have largely fallen into obsolescence for Primaris, with everything except Heavy Intercessors now being grouped into the Intercession Squad and Phobos Strike Team respectively.&lt;br /&gt;
&lt;br /&gt;
===SM Wargear===&lt;br /&gt;
*&#039;&#039;&#039;0-1 Auspex (3 EP):&#039;&#039;&#039; Provides a unique action that costs 2 AP. They allow one friendly marine within square/3&amp;quot; to shoot as though they have the No Cover rule, making it incredibly useful for certain guns that otherwise suffer from cover.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Auxiliary Grenade Launcher (1 EP):&#039;&#039;&#039;  {{W40kKeyword|Intercessor}} operatives only. It radically changes the way to use grenades, from risky to an actual primary weapon. While the bearer can fire a grenade, this doesn&#039;t replace the Intercessor&#039;s weapon. Instead, this lets them throw out a frag or krak grenade, ignoring the range cap as well as the Indirect rule they have. Also helpful is that this lets grenades be used twice, giving you an extra shot with them.&lt;br /&gt;
**&#039;&#039;&#039;Frag Grenade (2 EP):&#039;&#039;&#039; Frag grenades have limited damage, but Blast lets them hit multiple people at once. As a grenade, this also carries a range cap and Indirect to go through cover - if you grab an AGL for an intercessor, you can make it a more direct blast.&lt;br /&gt;
**&#039;&#039;&#039;Krak Grenade (3 EP):&#039;&#039;&#039; Krak grenades are more dangerous than the frag grenade and use AP1 to punch past armor. This makes it a more viable option for the intercessor&#039;s AGL if you need to break armor as the typical intercessor lacks that sort of power.&lt;br /&gt;
*&#039;&#039;&#039;Grapnel Launcher (1 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. This allows the reivers to traverse up and down terrain far more easily, making your drop distance count as half the distance while climbing far higher.&lt;br /&gt;
*&#039;&#039;&#039;Grav-Chute (1 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. Like the grapnel launcher, this allows the spooky marines to float down from a vantage point as if they had Fly. In addition, if they&#039;re within your DV during the Scouting step of the game, they can fly 2 circles/4&amp;quot; around, giving them a chance to get better ground immediately.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Haywire Mine (3 EP):&#039;&#039;&#039; {{W40kKeyword|Incursor Warrior}} operatives only. This allows the bearer to drop the mine and flee. During any shooting phase, they can trigger the mine on any enemies close to the mine, a Silent explosion that also deals Stun on a crit.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Helix Gauntlet (2 EP):&#039;&#039;&#039; {{W40kKeyword|Infiltrator Warrior}} operatives only. This grants the marine a {{W40kKeyword|Medic}} keyword as well as a special action that allows them to restore 2d3 wounds to a nearby marine if they&#039;re not dealing with enemy combatants.&lt;br /&gt;
*&#039;&#039;&#039;Purity Seal (3 EP):&#039;&#039;&#039; Allows the bearer to trigger the Command Re-Roll tactical ploy once for free when using it on a fight, shoot or save roll. This is pretty important and will likely be used to preserve a vital part of your team.&lt;br /&gt;
*&#039;&#039;&#039;Shock Grenade (3 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. This is another single-use grenade that allows them to potentially rob AP from an enemy on a 4+ (-1 if the enemy is concealed) if within the blast zone.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Grenade (3 EP):&#039;&#039;&#039; {{W40kKeyword|Infiltrator}}, {{W40kKeyword|Incursor}}, {{W40kKeyword|Reiver}} or {{W40kKeyword|Scout}} operatives only. This permits the user to throw a single-use grenade to make a bubble with a radius of 2&amp;quot;/circle, allowing your team some protection from enemy fire for the turn. Note that this is for any lines of fire going THROUGH the smoke cloud, not just those inside it.&lt;br /&gt;
*&#039;&#039;&#039;Suspensor (3 EP):&#039;&#039;&#039; Allows an operative with a Heavy weapon to move three circles/6&amp;quot; before shooting, providing some more flexibility for a weapon that seriously needs it like a heavy intercessor&#039;s heavy guns or a heavy bolter.&lt;br /&gt;
&lt;br /&gt;
===SM Units===&lt;br /&gt;
&#039;&#039;&#039;NOTE&#039;&#039;&#039; Tactical Marines and Scouts cannot be used in kill-teams that pick {{W40kKeyword|Deathwatch}} for their chapter keyword. Similarly, Deathwatch Veterans can only be used in kill-teams that pick {{W40kKeyword|Deathwatch}} for their chapter keyword.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Intercessor Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of the free PDF this fire team has largely been superseded by the Intercession Squad below&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**A modest bit of flexibility in firepower with the different bolt rifles.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Melee is an absolute joke outside of the sergeant.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of the following:&lt;br /&gt;
*1 Intercessor Sgt &lt;br /&gt;
*5 Intercessor Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Sergeant (Staunch, Marksman):&#039;&#039;&#039; The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing.&lt;br /&gt;
** All of your pistols remain confined by the 6&amp;quot;/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds. Of course, you could instead just grab the regular bolt rifles available to intercessors for full ranged firepower.&lt;br /&gt;
** Aside from the chainsword, you&#039;ve got more melee options as well. Power weapons are all mothballed into one generalized &amp;quot;power weapon&amp;quot;, which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy&#039;s defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Warrior (Staunch, Marksman):&#039;&#039;&#039; As a primaris marine, you get a good lot of wounds over your firstborn brethren, letting them tank some punishment. Of course, your strong Defense and armour save also lets you ignore a few hits in the process.&lt;br /&gt;
**Your base bolt rifle has P1, allowing crits to puncture armor. The auto bolt bolt rifle have Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The stalker bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assault Intercessor Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of the free PDF this fire team has largely been superseded by the Intercession Squad below&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Chainswords are quite powerful for melee weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Get used to the chainswords and bolt pistols. You can&#039;t do crap about them.&lt;br /&gt;
**All of your guns have range limitations.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of:&lt;br /&gt;
*1 Assault Intercessor Sergeant &lt;br /&gt;
*5 Assault Intercessor Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Sergeant (Combat, Staunch):&#039;&#039;&#039; The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing.&lt;br /&gt;
** All of your pistols remain confined by the 6&amp;quot;/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds.&lt;br /&gt;
** Aside from the chainsword, you&#039;ve got more melee options as well. Power weapons are all mothballed into one generalized &amp;quot;power weapon&amp;quot;, which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy&#039;s defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Warrior (Combat, Staunch):&#039;&#039;&#039; Assault Intercessors are specially geared for fighting up-close. Their chainswords are a good deal more effective than the base intercessor&#039;s fists and you get one attack over even the intercessor sarge who grabs one. Their ranged game suffers though, as their bolt pistol has range limits despite P1 making crits breach defenses.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Incursor Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Warzone: Moroch this fire team has largely been superseded by the Phobos Strike Team below&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**No Cover is a very powerful buff to slap upon their guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Melee is only slightly better than punching.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of the following:&lt;br /&gt;
*1 Incursor Sergeant&lt;br /&gt;
*5 Incursor Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Sergeant (Marksman, Scout):&#039;&#039;&#039; Phobos armor actually only provides a minor downside in Kill Team by docking your marines by a wound compared to Tacitus armor. Aside from that, these sergeants aren&#039;t any different than the base incursor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Warrior (Marksman, Scout):&#039;&#039;&#039; Your basic incursor is relying upon their oculus bolt carbine to pick out the opposition, as it has the ability to circumvent cover wherever it shows. Rather than base fists, your incursor gets a combat blade, which merely deals an extra hit on a crit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Infiltrator Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Warzone: Moroch this fire team has largely been superseded by the Phobos Strike Team below&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**A bit of sniping power on their guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Melee is absolutely disposable.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of the following:&lt;br /&gt;
*1 Infiltrator Sergeant&lt;br /&gt;
*5 Infiltrator Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Sergeant (Marksman, Scout):&#039;&#039;&#039; Phobos armor actually only provides a minor downside in Kill Team by docking your marines by a wound compared to Tacitus armor. Aside from that, these sergeants aren&#039;t any different than the base infiltrator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Warrior (Marksman, Scout):&#039;&#039;&#039; Your basic infiltrator is pretty much reliant upon their marksman bolt carbine, a base bolt rifle with Lethal 5+ to ensure a better number of crits than usual.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reiver Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of Warzone: Moroch this fire team has largely been superseded by the Phobos Strike Team below&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Flexibility in going between ranged and melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your weapons are a bit limited when compared to others.&lt;br /&gt;
**Most of the gadgets that give Reivers their special abilities and mobility (grapnels, grav-chutes, smoke and shock grenades) have to be bought with EP.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of the following:&lt;br /&gt;
*1 Reiver Sergeant&lt;br /&gt;
*5 Reiver Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Sergeant (Combat, Marksman, Scout):&#039;&#039;&#039; As with the other Phobos marines, this guy doesn&#039;t come with as many wounds as his Tacitus brethren. As the leader, this guy gets to cart around both of the weapons his troops have access to on top of his bolt pistol for some short-ranged AP1. If you go for the knife and not bolt carbine you get Lethal 5+, allowing for a bit of extra sting up close.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reiver Warrior (Combat, Marksman, Scout):&#039;&#039;&#039; All reivers come with a short-ranged bolt pistol with AP1 to rip through enemy armor. From there, they&#039;re split between two forms of fighting: The combat knife gives you an extra attack over the base fists, and unlike the sergeant there is no Lethal to make it any more enticing. The bolt carbine is effectively as same as the base bolt rifle given to intercessors.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Intercessor Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Gravis armour makes them literal mountains of wounds.&lt;br /&gt;
**A bit of variety in your guns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Melee remains pointless.&lt;br /&gt;
**The smallest Marine fire team, capping off at just five models. &lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of the following:&lt;br /&gt;
*1 Heavy Intercessor Sergeant &lt;br /&gt;
*4 of the following:&lt;br /&gt;
**2-4 Heavy Intercessor Warriors&lt;br /&gt;
**0-1 Heavy Intercessor Heavy Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Sergeant (Staunch, Marksman):&#039;&#039;&#039; Unlike most sergeants, your heavy intercessor sarge is pretty much a normal guy with an extra wound and better accuracy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Warrior (Staunch, Marksman):&#039;&#039;&#039; The bulk of gravis armor limits your heavy intercessors to only a poor APL of 2. Thankfully, these guys have all the wounds to prove their worth. Their guns also deal more damage than the basic intercessor.&lt;br /&gt;
**Your base heavy bolt rifle has P1, allowing crits to puncture armor. The hellfire bolt rifle have Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The executor bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Intercessor Heavy Gunner (Staunch, Marksman):&#039;&#039;&#039; Heavy gunners are hardcapped to only one model for your kill-team. With the sorts of shenanigans you have, you&#039;re pretty keen to find out why. All of your guns have heavy, meaning that they&#039;ll probably confined to camping in order to rain fire upon your opposition.&lt;br /&gt;
**Your base heavy bolter has P1 and Fusillade, letting you re-roll as many hits as you want to guarantee some extra crits. The hellstorm heavy bolter have Ceaseless and Fusillade, letting you at least guarantee that you can hit whoever you split your firepower to. The executor heavy bolter provides AP1 and Lethal 5+, a pretty deadly combination.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Marine Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**The most flexible loadouts in the list short of the Deathwatch.&lt;br /&gt;
**Your sergeant has access to hand flamers and inferno pistols regardless of chapter choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**You were expecting your melee situation to get better? Fat chance.&lt;br /&gt;
**Some particular bits of wargear and combos on your sergeant haven&#039;t made it over to Kill Team. No melee weapons paired with combi-weapons or storm bolters, no thunder hammer.&lt;br /&gt;
**Your heavy weapons are limited to just a missile launcher or heavy bolter. No multi-meltas or grav/las/plasma cannons.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of the following:&lt;br /&gt;
*1 Tactical Marine Sgt&lt;br /&gt;
*5 of the following:&lt;br /&gt;
**3-5 Tactical Marine Warriors&lt;br /&gt;
**0-1 Tactical Marine Gunner&lt;br /&gt;
**0-1 Tactical Marine Heavy Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical Marine Sergeant (Combat, Staunch, Marksman):&#039;&#039;&#039; The base tactical marine is about on level with Phobos marines with less wounds when compared to intercessors but the same good defenses and improved APL. Where the firstborn excel is in their more diverse loadouts, where primaris are mostly static in their equipment.&lt;br /&gt;
**If you go barehanded, you can pick up the basic bolter or grab one of the combi-weapons. As we&#039;re rolling with pre-8E combi-weapons, you&#039;ll have to be very judicious in picking when to blow your singular use of that alternate weapon and unlike Deathwatch, you&#039;re not getting special ammo.&lt;br /&gt;
**Picking pistols obviously limits you in range. Aside from that limitation of range (which will also hinder the spread of your hand flamer), these guns all remain as deadly as their full-sized counterparts. They also provide the choice of actual melee weapons: The chainsword gives you better damage than your basic fists, as does the power weapon thanks to including Lethal for more crits. Power fists lay down serious hurt with Brutal to overwhelm defenses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical Marine Warrior (Staunch, Marksman):&#039;&#039;&#039; Your basic beakie, given only a boltgun and a slap on the back. The bolter is statistically the same as a bolt rifle, dealing 3 damage or 4 on a crit. With 4 shots at a 3+ BS, they can easily gun down a weaker enemy and ding up anything close to their level of tankiness.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical Marine Gunner (Staunch, Marksman):&#039;&#039;&#039; Your special weapons marines, given the most potent of arms. The flamer deals the least damage and suffers range caps, but it has a 2+ BS and Torrent lets it spread through clumps of enemies. The grav-gun can handle most armor with AP1 but it&#039;s especially dangerous against 3+ saves, where it becomes Lethal 4+. The meltagun has issues with range too, but between AP2 and a guaranteed 4 mortal wounds on a crit, you can easily demolish the competition. The plasma gun also deals a lot of damage and AP1 lets it weaken armour, though if you want to play dangerous you can overcharge it for AP1...just be careful not to suffer from Hot and lose wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tactical Marine Heavy Gunner (Staunch, Marksman):&#039;&#039;&#039; Sadly, your heavy gunners don&#039;t get to carry some of the fancier guns like plasma cannons and heavy flamers. All you&#039;re stuck with is the heavy bolter and missile launcher. In either case, you&#039;re likely going to be camping behind the rest of your team, blowing up enemies like there&#039;s no tomorrow. &lt;br /&gt;
**The heavy bolter lets you mow down gunlines with Fusillade letting you split fire across visible targets. The missile launcher has two profiles to pick between. The frag missiles do less damage, but get Blast to cover crowds in the open. Krak missiles do more damage and pierce armour with AP1, making it more keyed to nailing enemy marines.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Your most numerous Fire Team&lt;br /&gt;
**Scouts are the most capable of utilizing cover to their advantage&lt;br /&gt;
**Between bolters, shotguns, sniper rifles, heavy bolters, and missile launchers, Scouts offer a surprisingly decent choice of shooting.&lt;br /&gt;
**Sniper rifles allow you to hit things while still hiding&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your weakest fireteam, being only slightly better than basic humans&lt;br /&gt;
**While you &#039;&#039;can&#039;&#039; specialize in melee with Scouts, it&#039;s probably not a good idea, considering your combat knife and pistol are little better than a power armored marine&#039;s fists with an extra attack. Decent shooting is the Scout&#039;s strength, use it.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of the following:&lt;br /&gt;
**0-1 Scout Sergeant or Scout Sniper Sergeant&lt;br /&gt;
*9 of the following:&lt;br /&gt;
**4-9 Scout Warriors&lt;br /&gt;
**0-2 Scout Heavy Gunners&lt;br /&gt;
**0-3 Scout Sniper Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Sergeant (Combat, Marksman, Scout):&#039;&#039;&#039; Your scouts are sadly little better than hampered humans with APL2, GA1, and only 9 wounds compared to the Krieger&#039;s 7. What you do have is the best WS/BS to crush the opposition as well as the numbers to actually compete with the enemy. In addition, this guy has various equipment loadouts.&lt;br /&gt;
**The shotgun is short-ranged, but Balanced lets you re-roll one of your hits. This is pretty handy as the shotgun deals the most damage without regard to crits.&lt;br /&gt;
**The Boltgun offers no range limitations, dealing 3 damage normally but 4 damage on a crit.&lt;br /&gt;
**The bolt pistol has limited range, but comes with the chainsword, which has a 2+ WS and deal more damage than barehanded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Sniper Sergeant (Marksman, Scout):&#039;&#039;&#039; This sergeant only has the sniper rifle as a gun, but this rifle has Balanced to re-roll a hit and Silent lets you shoot it while concealed, an option even Phobos marines lack. A crit even stacks on a Mortal Wound on top of everything else. In addition, you also get a Camo Cloak to add another roll to your defenses when he gets shot at behind cover.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Warrior (Combat, Marksman, Scout):&#039;&#039;&#039; The scout is the most like the average human with APL2, a 4+ save and 8 wounds, but a GA of 1 means that you&#039;ll often be outpaced by actual guardsmen and gaunts.&lt;br /&gt;
**The shotgun is short-ranged, but 2+ BS makes it an accurate choice. This is pretty handy as the shotgun deals the most damage without regard to crits.&lt;br /&gt;
**The Boltgun offers no range limitations, dealing 3 damage normally but 4 damage on a crit.&lt;br /&gt;
**The bolt pistol has limited range, but comes with the combat knife, which gives an extra attack over the fist.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Heavy Gunner (Marksman, Scout):&#039;&#039;&#039; The heavy gunner can&#039;t pick up a knife, but will often sit in the back lines, firing with their heavy weapons.&lt;br /&gt;
**The heavy bolter has P1 so crits can rip through armour. Fusillade lets you re-roll as many hits as you want, allowing you to perhaps turn misses into crits. The missile launcher has two profiles to pick between. The frag missiles do less damage, but get Blast to cover crowds in the open. Krak missiles do more damage and pierce armour with AP1, making it more keyed to nailing enemy marines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scout Sniper Warrior (Marksman, Scout):&#039;&#039;&#039; Like the sniper sergeant, you will make use of the camo cloak for better defenses while in cover. Their lone implement is the sniper rifle, a Heavy gun with Silent to fire while concealed and deals a mortal wound on a hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deathwatch Veteran Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**High variety of potent special and heavy weapon choices, both melee and ranged, allows Deathwatch to be customized for any situation.&lt;br /&gt;
**Special ammo bolters + power weapons makes a team of regular warriors not only viable, but &#039;&#039;powerful&#039;&#039;.&lt;br /&gt;
**If you want to represent a team of firstborn veterans, of &#039;&#039;any&#039;&#039; chapter, [[count_as|Deathwatch is the best way to do it]] in Kill Team.&lt;br /&gt;
**Even with the limitations, Kill Team is a game that &#039;&#039;really&#039;&#039; plays to the Deathwatch&#039;s strengths. These are the operations they were meant for, rather than the open battlefields of 40k.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Some particular bits of wargear and combos haven&#039;t made it over to Kill Team. No melee weapons paired with combi-weapons or storm bolters, no guns alongside a storm shield, etc.&lt;br /&gt;
**No more frag cannon spam, though that&#039;s probably for the best. Nobody (except possibly the asshole running Custodes) deserves that.&lt;br /&gt;
**Only two of your dudes can truly specialize in melee. Not that you &#039;&#039;really&#039;&#039; need more than that, when everyone else can be running with a power weapon.&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of the following:&lt;br /&gt;
*1 Deathwatch Veteran Watch Sergeant&lt;br /&gt;
*5 of the following:&lt;br /&gt;
**1-5 Deathwatch Veteran Warrior&lt;br /&gt;
**0-1 Deathwatch Veteran Fighter&lt;br /&gt;
**0-1 Deathwatch Veteran Gunner&lt;br /&gt;
**0-1 Deathwatch Veteran Heavy Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veteran Watch Sergeant:&#039;&#039;&#039; Your most widely-equipped veterans. Literally, all the weapons available to the base DW team are available to him and then some. For sake of expediency, the following bullets are of particular loadouts available to him.&lt;br /&gt;
**The heavy thunder hammer is so powerful that it&#039;s capped to only one per kill-team if you didn&#039;t grab it on a fighter. This weapon can easily splat most enemies, with Stun allowing crits to overpower those that survive. Of course, you&#039;d need him to actually make it into the fight first.&lt;br /&gt;
**Paired lightning claws naturally provide a step up from the base fists in regard to damage, with Lethal giving you a lower barrier for crits. As if that&#039;s not enough, there&#039;s Relentless to make sure you can re-roll any rolls you want to guarantee those crits. Again, the lack of shooting requires that he be protected enough to rip into the opposition.&lt;br /&gt;
**Going with fists provides you all the guns available to the gunner. Combi-weapons sound like a really tempting option, but since we&#039;re counting on pre-8E combi rules, that other gun will only be usable once before being just another bolter. Consider your use carefully.&lt;br /&gt;
**Going for the melee weapon will restrict you to the loadout of the warrior, though at an improved WS/BS. Unique among the options is the xenophase blade, a power weapon that also includes Brutal to utterly crush the opposition without impacting WS.&lt;br /&gt;
**The one thing the Sergeant &#039;&#039;can&#039;t&#039;&#039; be equipped with is a combi-weapon and melee weapon, which is ironic considering [[derp|the model example pic &#039;&#039;in the fucking datasheet&#039;&#039; has that loadout]]. Even the most recent FAQ has overlooked this, only letting you grab a power weapon and bolter as a separate option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veteran Warrior:&#039;&#039;&#039; Standing out amongst other marines, your veterans have two loadouts capable of levying different types of mayhem depending on how you use it.&lt;br /&gt;
** Taking the bolter also includes a welcome power weapon for easy crits. The deathwatch bolter is mostly a base bolter with a few minor tweaks depending on which ammo type you utilize: the Dragonfire bolts ignore all cover, the Hellfire bolts add a bonus crit on top of any other crits you have thanks to Rending, the Kraken shells pack P1 for more dangerous crits, and the Vengeance shells make the bolter&#039;s base damage equal to its crit damage.&lt;br /&gt;
**Going barehanded allows access to other guns. The stalker boltgun lacks the ammo types and is limited by Heavy, but AP 1 lets it rip through armor. The storm bolter has Relentless, allowing you to guarantee all the hits you can get. The shotgun, like the base bolter, has different ammo types: Cryptclearer shells lack a range restriction and deal serious damage at the cost of a 3+ BS, Wyrmsbreath shells carry Torrent and a bundle of shots but suffer the shortest range and pitiful damage, and Xenopurge shells get decent range and P1 at a basic bolter&#039;s statline.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veteran Fighter:&#039;&#039;&#039; Fighters carry the most melee weapons, though they&#039;re not the only source of melee power with warriors carrying power swords. This makes fighters more specialized in facing off in melee, likely against other warriors.&lt;br /&gt;
**The heavy thunder hammer is so powerful that it&#039;s capped to only one per kill-team if you didn&#039;t grab it on your sergeant. This weapon can easily spat most enemies, with Stun allowing crits to overpower those that survive. Of course, you&#039;d need him to actually make it into the fight first.&lt;br /&gt;
**Paired lightning claws naturally provide a step up from the base fists in regard to damage, with Lethal giving you a lower barrier for crits. As if that&#039;s not enough, there&#039;s Relentless to make sure you can re-roll any rolls you want to guarantee those crits. Again, the lack of shooting requires that he be protected enough to rip into the opposition.&lt;br /&gt;
**Most of your loadouts will usually compose of a pistol and hand weapon:&lt;br /&gt;
***All of your pistols will all have to contend with range limitations. Grav-pistols have good damage with AP1, and Grav makes it the most effective against 3+ saves or better by making it Lethal 4+. Hand flamers have the worst damage, but are the easiest to hit and have Torrent to cover groups. The inferno pistol has the shortest range, but AP2 makes armor a non-issue and crits deal mortal wounds. Plasma pistols provide good damage and AP1, but you can overcharge for AP2 if you feel lucky. If you don&#039;t care about shooting at all, you can instead grab a shield to improve your save to 2+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veteran Gunner:&#039;&#039;&#039; As with the warrior, you have access to the ever-versatile bolter ammo. However, the gunner lacks access to power weapons. They compensate by allowing access combi-weapons, allowing a single use of a flamer/plasma/grav/melta.&lt;br /&gt;
**Flamers are short-ranged and deal miserable damage, but Torrent lets them cover plenty of enemies and scores hits the easiest. The grav-gun deals decent damage and AP1 manages some armor, but Grav makes its preferred prey obvious: Space Marines and other 3+ saves make it Lethal 4+. The meltagun is devastating despite its range, with AP2 to negate most armor and crits dealing a LOT of mortal wounds. Plasma guns deal quite a lot of damage at AP1 with the option to gamble overloading for AP2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Veteran Heavy Gunner:&#039;&#039;&#039; Unless you tote the frag cannon, Heavy will force this guy to hunker down at a certain point just to unleash hell upon whoever he sees.&lt;br /&gt;
**The frag cannon lacks Heavy, allowing you to use it while carrying out other tasks: The frag rounds deal Blast to cover blobs and crowds while shell rounds deal more damage at AP1 for direct fire. The heavy bolter lets you mow down gunlines with Fusillade letting you split fire across visible targets. The heavy flamer lacks range and damage, but has a lot of attacks and Torrent. The infernus heavy bolter, naturally, combines both the heavy flamer and heavy bolter without the worried of limited ammo like combi-weapons. The missile launcher lets you switch between Frag missiles for limited-strength crowd coverage with Blast or high-damage AP1 krak missiles.&lt;br /&gt;
**Without points, there really isn&#039;t any practical reason &#039;&#039;not&#039;&#039; to take an infernus over a regular heavy bolter or flamer, unless you just really want to use a model that&#039;s already been built with one or the other.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SM Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline (1 CP):&#039;&#039;&#039; This allows any of your non-scout marines to fire all their bolt weapons twice until the end of their turning point so long as they don&#039;t fight up-close. This is especially powerful for your heavy bolters so they can clean up anything they don&#039;t blast the first time around.&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault (1 CP):&#039;&#039;&#039; This allows any of your non-scout marines to fight twice until the end of their turning point so long as they don&#039;t shoot. A lot of your weapons are quite dangerous, and this is especially the case for some of the more attack-laden ones like what your fighters and sergeants wield. If you&#039;re stuck with your hands, then this might let a lone marine still nail one enemy in the fight.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Precision (1 CP)&#039;&#039;&#039; Anyone within square/3&amp;quot; of a visible {{W40kKeyword|Leader}} operative (Read: Sergeants) can re-roll one hit die when shooting or fighting, which can be a bit helpful.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear (1 CP):&#039;&#039;&#039; The chosen marine ignores all penalties to AP and won&#039;t count as injured for their activation. Helpful if you need to shut off a battle scar for a critical moment.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Spectrum Array (1 CP):&#039;&#039;&#039; When activated, your chosen {{W40kKeyword|Incursor}} can ignore the obscured condition in case terrain is being annoying.&lt;br /&gt;
*&#039;&#039;&#039;Omni-Scrambler (1 CP):&#039;&#039;&#039; Pick an enemy within pentagon/6&amp;quot; of an  {{W40kKeyword|Infiltrator}}. This operative can&#039;t be activated until the enemy activates someone else.&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (1 CP):&#039;&#039;&#039; Any time a marine dies, you can pull this and let them stay up a little longer until your next activation ends. Even after that, they won&#039;t count as injured, which can help avoid the more crippling battle scars.&lt;br /&gt;
*&#039;&#039;&#039;Terror Troop (1 CP):&#039;&#039;&#039; The stratagem for your {{W40kKeyword|Reivers}}. Any operatives that pick up something while within square/3&amp;quot; of your chosen reiver must spend an additional AP to block out the spoopy noises. In addition, when determining control over an objective, Reivers count enemies as having one less APL.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (1 CP):&#039;&#039;&#039; Your {{W40kKeyword|Primaris}} operatives can reduce one critical hit to a basic hit after rolling for saves. This can be useful considering how you&#039;ll run into guns that fire enough times to overwhelm your defenses.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SM Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SM Killteams:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fireteams. Instead of mixing fire teams and/or operative types like most other factions, you get only one pick from a single type of marine. the Firstborn and 2 out of the 6 Primaris Fire teams have the flexibility to pick gear, with the rest being identical static outside of wargear.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Intercessors&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assult Intercessors&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Heavy Intercessors&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Incursers&amp;quot;&amp;gt;&lt;br /&gt;
now getting into the Phobos primaries, the guys that are supposed to specialize in stealth. All geared the same being Intercessors with rifles that ignore cover and have +1 on crit damage in melee.  Don&#039;t get that superior firepower or melee of an Intercessor, but gets additional tools. They play the mid-game while on the move, a theme of denying enemy things, Removing the benefit of an enemy shooting behind cover, while denying sight with a smoke grenade and area with a Haywire Mine.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Infiltrators&amp;quot;&amp;gt;&lt;br /&gt;
The sneaky marksmen of primaries. Will get lots of crits on their ranged attacks and some good abilities like the rare ability to heal each turn and prevents an enemy within a pentagon/6&amp;quot; from acting, especially stops them from doing something important before gunning them down. While also getting that smoke grenade, and Primarius Transhuman Physiology, make this a durable and allrounder fire team as long your using your resources correctly, but more focused on keeping distance than Incursers or Reivers due to only having fists.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Reivers&amp;quot;&amp;gt;&lt;br /&gt;
Infiltrators but way more in your face. Less strong than Incursers or Infiltrators in firefights as they lack special rules on their guns, but prefers to get close up with their heavy pistols and more so if you picked knife on your operatives. Your wargear tools make you the most mobile of marines as the Grapnel Launcher and Grav-Chute when it comes to the verticality encouraged in kill team terrain pieces. while also having Terror Troop and shock grenade to prevent the enemy from fulfilling objectives while your close by. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Scout&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deathwatch&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The best way to deal with SM is experience. Really, once you see the opponent&#039;s list, you may know what he can do, but SM are the ultimate jack of all trades in KT, and can adapt well enough to most situations. Generalist lists only get you so far, though, and will leave the player using them rather exposed to the strategy of his opponent. &lt;br /&gt;
Weapon-wise, marines are strong against basic weapons, particularly when wielded by BS4+ models since they can reliably save most hits and have the wounds to soak a bolter shot before feeling the effects. A single shot from something like a meltagun or overcharged plasma gun however has a high likelihood of causing critical existence failure, and those weapons are often powerful enough that any cover a marine uses to protect his ass ends up mostly irrelevant. Any team that can get plenty of AP should also enjoy good success against marines, as those guns will very reliably whittle the marines down in just a few shots.&lt;br /&gt;
The main weakness off a marine team is the low number of activations. With the exception of scouts, which are a whole nother deal to the rest of their brothers, marines cap out at 6 operatives. This means that for every additional model you have on the table above that, you can keep a hard-hitting gunner concealed and ready to strike until after each marine has moved. &lt;br /&gt;
Marines can use their 3APL to do some cool tricks, but if you conceal your operatives - especially behind heavy cover if there is a high ground for the marines to abuse - they will be forced to engage to clear out your operatives from objectives eventually. Once they do, they will be exposed to whatever horrors you have in store for them. Wait until your last activation possible to ensure you do not eat any overwatch on the return. Even if your gunner dies on return fire, this is a positive trade for most teams; once a marine team loses two or three operatives this way, they&#039;ll no longer have the presence on the board required to contest objectives effectively against even your basic models.&lt;br /&gt;
&lt;br /&gt;
There are three big tricks that marines can use against you if you don&#039;t stay aware of them. &lt;br /&gt;
First, always remember that 3APL lets a model move up, shoot, and dash away. In combination with either the right kind of heavy terrain or a vantage point, this lets a marine stay invulnerable while still going on the attack. If at all possible, do not let a marine player do this.&lt;br /&gt;
Another trick of the increased actions of a marine is the ability to pop the heads of two enemies in one turn. This is where bolter discipline becomes a problem, especially when those bolters are more than just your standard D3/4 basic gun. Furthermore, this sort of 2 kills in one activation can be done even without the strategic ploy by charging, fighting, and then shooting from the new position. Be careful if you have a model weak on wounds within charging distance of a marine. &lt;br /&gt;
Fortunately, any marine that goes on the offensive only has one more action for movement for that turn. If it has to move out of concealment for this, then you can earn compensation by taking the marine out later in the turn. However, just about the biggest loss you can take is to expose two models to a marine waiting with a conceal order. This lets them kill or injure both and then move away back into cover.&lt;br /&gt;
Finally, Only In Death Does Duty End can be a serious tool for vengeance in their hands. You cannot easily avoid this, but it is good to keep it in mind so you don&#039;t get taken by surprise. It allows the marine to potentially go out guns blazing for one or even two kills, or to run up and press an objective to deny VPs.&lt;br /&gt;
tl;dr use plenty of conceal early in the game, use higher number of models to force the marine player to engage first, don&#039;t let them cheese you, and then start trading your gunners one-for-one for marine lives. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SM Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Intercession Squad (PDF)==&lt;br /&gt;
===Why Play Intercession Squad===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Each model is a massive mountain of wounds. They can reliably tank lasguns and things like that fairly easily, and their armour can mitigate quite a bit beyond that.&lt;br /&gt;
**All of your marines have at the very least a 3+ WS/BS with their weapons and their sergeants are usually at a 2+. They&#039;ll usually hit their marks.&lt;br /&gt;
**Your average marine has 3 APL, allowing them to handle objectives while gunning down the opposition.&lt;br /&gt;
**Low model count typical to marines makes teams relatively quick and easy to build and play. Doubling this is the rather cut-and-dry roles available to them.&lt;br /&gt;
**Doubling onto this, Shock Assault and Bolter Discipline mean that you&#039;re literally fighting at twice the combat output.&lt;br /&gt;
**Your entire ruleset comes as [https://www.warhammer-community.com/wp-content/uploads/2022/08/5a7RlS5vbFWvaWZD.pdf a single PDF], you don&#039;t need to buy either a full boxset, the Compendium or a limited-release White Dwarf just to access them.&lt;br /&gt;
**Being able to mix and match regular and assault intercessors gives you a healthy choice of shooting and melee options. Not overly &#039;&#039;strong&#039;&#039; ones, mind, but good as far as Primaris goes.&lt;br /&gt;
**You get chapter tactics. Of a sort.&lt;br /&gt;
**Free grenades and grenade launcher on the grenadier and gunner, respectively. And this grenade launcher is &#039;&#039;miles&#039;&#039; better than what the Compendium has.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Low model count typical to marines means any casualties will &#039;&#039;hurt.&#039;&#039; Your fire team will max out at just six models.&lt;br /&gt;
**A lot of your primaris models are locked in their loadouts. While you can swap out the guns for the Intercessors, they won&#039;t do much beyond their basic roles. All of them are stuck to their specific roles.&lt;br /&gt;
***Unlike most bespoke Kill Teams from the boxes or WD, this team is a very distilled list that lacks any of the fun stuff like Comms-fuckery or medics.&lt;br /&gt;
**Being one of the most popular and common armies means everyone is going to be familiar with what you can bring and what you can do, and they will build their teams with killing Marines as a baseline requirement.&lt;br /&gt;
**The Intercession Squad is a true jack of all trades, master of none. They can be decent at anything, but &#039;&#039;excel&#039;&#039; in nothing in particular, beyond just being ded &#039;ard.&lt;br /&gt;
&lt;br /&gt;
===IS Wargear===&lt;br /&gt;
*&#039;&#039;&#039;0-1 Auspex (2 EP):&#039;&#039;&#039; Provides a unique action. One enemy within 6&amp;quot;/pentagon is no longer obscured and can&#039;t rely on cover for automatic saves.&lt;br /&gt;
*&#039;&#039;&#039;Combat Blade (1 EP):&#039;&#039;&#039; A slight step up from bare hands with 3/5 damage, this only has some use on the shooty Intercessors.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP):&#039;&#039;&#039; Frag grenades have limited damage, but Blast lets them hit multiple people at once. As a grenade, this also carries a range cap and Indirect to go through cover.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP):&#039;&#039;&#039; Krak grenades are more dangerous than the frag grenade and use AP1 to punch past armor.&lt;br /&gt;
*&#039;&#039;&#039;Purity Seal (3 EP):&#039;&#039;&#039; Allows the bearer to trigger the Command Re-Roll tactical ploy once for free when using it on a fight, shoot or save roll. This is pretty important and will likely be used to preserve a vital part of your team.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Reclusiam-Blessed Bolts (3 EP):&#039;&#039;&#039; Improves one bolt weapon by adding +1 to their damage profiles.&lt;br /&gt;
*&#039;&#039;&#039;Tilting Shield (3 EP):&#039;&#039;&#039; Prevents enemies from scoring a crit on the bearer on anything less than a 6, negating Lethal and anything like it. Vital against snipers and anything else twith mean crit effects.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance-Class Scope (3 EP):&#039;&#039;&#039; One bolt rifle or stalker bolt rifle gains Lethal 5+ for a little edge in its lethality.&lt;br /&gt;
&lt;br /&gt;
===IS Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; Your Intercessors can shoot twice in a turn, but only if they shoot with a bolt weapon at least once. Thie will only matter if you grab a plasma pistol on your Intercessor Sergeant.&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault:&#039;&#039;&#039; Your Assault Intercessors can fight twice in a turn without restrictions.&lt;br /&gt;
&lt;br /&gt;
====Chapter Tactics====&lt;br /&gt;
Contrary to what one may think, this gives you more mutable rules to customize your Intercessor&#039;s traits to better emulate a specific chapter. Each Kill Team can only pick two special rules from these lists, though some ploys let you swap off. This doesn&#039;t require you to pick from two different lists, but it might be recommended due to how the Adaptive Tactics ploy works.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Discipline of Iron&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Accurate:&#039;&#039;&#039; When an operative shoots and scores any crits, the rest of the attacks gain No Cover. A great way to capitalize on a crit, as cover is something your enemy will desperately want to avoid you. Pairs well with the Vengeance-Pattern Scope.&lt;br /&gt;
*&#039;&#039;&#039;Methodical:&#039;&#039;&#039; Your operatives ignore any modifiers to their WS and BS. Useful if you expect to deal with something like the Death Guard, who inflict something similar to Injured just by being next to them.&lt;br /&gt;
*&#039;&#039;&#039;Deadly Sharpshooter:&#039;&#039;&#039; All bolt weapons reduce their critical damage by 1 but gain the MW1 crit effect. Pointless on anything with already poor saves, but it can punch through anything with Invulnurables (Daemons, Wyches) or good saves (Marines, Custodes).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gene-Wrought Resilience&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Durable:&#039;&#039;&#039; Critical hits reduce their damage by 1. Very helpful against anything with MW.&lt;br /&gt;
*&#039;&#039;&#039;Hardy:&#039;&#039;&#039; When rolling for defense, you score a critical save on a 5+ instead of a 6. Can be helpful in blocking out a lot more than just crits.&lt;br /&gt;
*&#039;&#039;&#039;Unyielding:&#039;&#039;&#039; +1 Wound to all operatives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Martial Zealotry&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aggressive:&#039;&#039;&#039; Your operatives&#039; melee weapons gain Rending when they charge.&lt;br /&gt;
*&#039;&#039;&#039;Dueller:&#039;&#039;&#039; When this operative fights and scores a critical parry, it can now discard an additional hit (so either three normal hits or a crit and a normal hit).&lt;br /&gt;
*&#039;&#039;&#039;Rapid:&#039;&#039;&#039; +1&amp;quot;/Triangle Movement to all operatives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Evasion&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mobile:&#039;&#039;&#039; The Fall Back action costs 1 AP less for your operatives. More useful for your shooty Intercessors, but equally valuable to all.&lt;br /&gt;
*&#039;&#039;&#039;Raider:&#039;&#039;&#039; Your operatives can charge while engaged with an enemy. They can also move within an enemy&#039;s threat range without provoking any attacks, preventing things like the Legionary Butcher from barring their path.&lt;br /&gt;
*&#039;&#039;&#039;Stealthy:&#039;&#039;&#039; When an enemy shoots at one of your operatives from over 6&amp;quot;/pentagon away and your operative is behind cover, you can have them either score an additional cover save or upgrade one save into a crit save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IS Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Champions of Mankind:&#039;&#039;&#039; Revealed whenever you kill an enemy. You gain 1 VP if the operative that triggered this Tac Op kills more than any friendly operative and another if this operative has killed more than any enemy operative.&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Superiority:&#039;&#039;&#039; Revealed at the end of the game. You score 1 VP if you control objectives while the enemy doesn&#039;t and 1 VP if there are more friendly operatives than there are enemy operatives.&lt;br /&gt;
**This one is incompatible with Tac Ops that require an operative to flee the field for reasons other than death, such as Interloper.&lt;br /&gt;
*&#039;&#039;&#039;Shock and Awe:&#039;&#039;&#039; Score 1 VP for each turn where you wrest objectives from enemy control.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Defenders of Humanity&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Secure District Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Establish Superiority&#039;&#039;: Finish five games where you scored VP from the Protect Assets, Indomitable Superiority, or Hold the Line Tac Ops. Lots of tanking and survival necessary, but you&#039;ve got tough guys.&lt;br /&gt;
#&#039;&#039;Shock Elimination&#039;&#039;: Finish one last game where you win VP through any Security Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 2 RP and you also get either one piece of Rare Equipment or improve your Asset cap by +1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Mankind&#039;s Vengeance&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Strategic Dominance&#039;&#039;: Finish five games where you scored VP from any of your unique Tac Ops.&lt;br /&gt;
#&#039;&#039;Targeted Destruction&#039;&#039;: Finish one last game where you score at least 2 VP from any Seek &amp;amp; Destroy Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op lets you get either one piece of Rare Equipment or improve your Asset cap by +1. You also score 10 XP that you can distribute among all your operatives, with a cap of 3 XP for each one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Marksman&#039;s Honour:&#039;&#039;&#039; Improve the BS of one of this operative&#039;s guns by 1, to a max of 2+.&lt;br /&gt;
#&#039;&#039;&#039;Bladesman&#039;s Honour:&#039;&#039;&#039; Improve the WS of one of this operative&#039;s weapons by 1, to a max of 2+. Not worth it for a fist, maybe for a combat blade.&lt;br /&gt;
#&#039;&#039;&#039;Chapter Exemplar:&#039;&#039;&#039; This operative can select an additional Chapter Tactic, but it must be from one of the lists where it had already chosen one.&lt;br /&gt;
#&#039;&#039;&#039;Spiritual Resolve:&#039;&#039;&#039; This operative can re-roll Recovery checks and roll twice when determining battle scars, picking which one fucks you over the least.&lt;br /&gt;
#&#039;&#039;&#039;Specialised:&#039;&#039;&#039; This operative can take a Battle Honour from one of the CRB specialisms. Note that this doesn&#039;t have to be one the operative can already select, which can be very handy.&lt;br /&gt;
#&#039;&#039;&#039;Honoured by the Armoury:&#039;&#039;&#039; This operative can take one piece of equipment for 1 EP less, meaning a grenade or combat blade can be free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Artificer-Wrought Weapon (1 RP):&#039;&#039;&#039; After any game where an operative of Ace rank or higher gains XP, you can pull this to give your operative a unique piece of Rare Equipment that is exclusive to them. Nobody else can take this equipment and if the operative dies or is otherwise removed from the roster, so is his gear.&lt;br /&gt;
*&#039;&#039;&#039;Solemn Oath (1 RP):&#039;&#039;&#039; An operative takes an Oath of Moment, giving a special objective to either score the most kills, score the most VPs, or move into the enemy&#039;s DZ. They score 2 XP for fulfilling this Oath but failing it auto-inflicts the Cerebral Affliction Battle Scar. In any case, you can only have one operative take one Oath at a time, with each operative only able to take each oath once.&lt;br /&gt;
**Some of these tasks are a bit of a gamble depending on the game&#039;s setup, but the XP boost is a worthwhile reward to consider, especially for those behind the curve.&lt;br /&gt;
*&#039;&#039;&#039;Tribute to Noble Duty (1 RP):&#039;&#039;&#039; When you win a game with 16+ VP, you can spend 1 RP to gain a piece of Rare Equipment, a nice trophy for your victory.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arsenal Sub-Vault:&#039;&#039;&#039; Lets you re-equip your operatives when setting up your team, allowing you to save Requisition that would&#039;ve been spent on hiring new troops.&lt;br /&gt;
*&#039;&#039;&#039;Hypnoindoctrination Shrine:&#039;&#039;&#039; Only usable if you have an operative of Veteran rank or higher. At the end of a game, one operative that didn&#039;t fail a Casualty check and has the lowest XP of the lot gains 1 free XP to keep up.&lt;br /&gt;
*&#039;&#039;&#039;Intel-Cache Uplink:&#039;&#039;&#039; Your operatives can now be set up within 1&amp;quot;/triangle of your DZ instead of having to be deployed in it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Bastion Field Generator (2 EP):&#039;&#039;&#039; Grants a 4++ Invuln. Not many high-AP guns are out there, but you&#039;ll be thankful for this the moment you run into one.&lt;br /&gt;
#&#039;&#039;&#039;Adamantine Mantle (2 EP):&#039;&#039;&#039; Once per turn, the bearer can degrade one incoming critical hit to dealing normal damage. This doesn&#039;t say anything about any other effects like Stun or MW.&lt;br /&gt;
#&#039;&#039;&#039;Targeting Ocular (2 EP):&#039;&#039;&#039; When the bearer shoots, they can easily disregard the Obscured condition. Not quite the power of the Auspex or anything with No Cover, but an equally vital edge.&lt;br /&gt;
#&#039;&#039;&#039;Servo-Cherub (3 EP):&#039;&#039;&#039; Once per turn, the operative can perform an objective action at a 1 AP discount, which can be helpful if you intend to flee afterwards.&lt;br /&gt;
#&#039;&#039;&#039;Artificer Armour (3 EP):&#039;&#039;&#039; Improves the bearer to a 2+ save. Breathe it in because not much else can ever reach this power.&lt;br /&gt;
#&#039;&#039;&#039;Chapter Artefact (1 EP):&#039;&#039;&#039; Essentially a standard for other armies, this makes the bearer&#039;s APL count as one higher for the sake of capping objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IS Units===&lt;br /&gt;
This Security/Seek &amp;amp; Destroy Fireteam is composed of the following:&lt;br /&gt;
&lt;br /&gt;
*1 Assault Intercessor Sergeant or Intercessor Sergeant&lt;br /&gt;
*5 of the following:&lt;br /&gt;
**0-5 Assault Intercessor Warriors&lt;br /&gt;
**0-1 Assault Intercessor Grenadier&lt;br /&gt;
**0-5 Intercessor Warriors&lt;br /&gt;
**0-1 Intercessor Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Sergeant (Staunch, Marksman):&#039;&#039;&#039; The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing. In particular, this sergeant is actually capable of fighting in melee with something besides their hands, thus making them a decent backup combatant.&lt;br /&gt;
** No pistols for you, only rifles.&lt;br /&gt;
** Aside from the chainsword, you&#039;ve got several melee options. Power weapons are all mothballed into one generalized &amp;quot;power weapon&amp;quot;, which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy&#039;s defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Sergeant (Combat, Staunch):&#039;&#039;&#039; The sarge gets to utilize a bunch of other weapons - something the rest of the lot is incapable of doing.&lt;br /&gt;
** All of your pistols remain confined by the 6&amp;quot;/pentagon range for shooting. Aside from the base bolt pistol, you also have the hand flamer, which has Torrent to handle multiple foes but deals pitiful damage. The potent plasma pistol grants the more reliable AP1 that punches armor on any hit, as well as the ability to overcharge for more AP but the risk of overheating and eating three mortal wounds.&lt;br /&gt;
** Aside from the chainsword, you&#039;ve got more melee options as well so long as you don&#039;t pick up the plasma pistol. Power weapons are all mothballed into one generalized &amp;quot;power weapon&amp;quot;, which deals a bit more damage on a crit, which is triggered on a 5+ thanks to Lethal. The thunder hammer does more damage at the cost of WS, though crits let you overpower an enemy&#039;s defenses and rob an enemy of precious AP with each successive crit. The power fist also provides major pain at the cost of WS, with the addition of Brutal in case you really just want to murder the enemy - crits are the only way to parry it.&lt;br /&gt;
**You &#039;&#039;can&#039;&#039; be gunslinger and take two pistols if you want, but keep in mind that pistols have no special rules in 9th. You don&#039;t get any special benefits or extra attacks for having two, and you can&#039;t shoot them in close combat like in last edition, so [[fail|your space marine can&#039;t fight in melee &#039;&#039;at all&#039;&#039; if you don&#039;t take some kind of melee weapon]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Warrior (Combat, Staunch):&#039;&#039;&#039; Assault Intercessors are specially geared for fighting up-close. Their chainswords are a good deal more effective than the base intercessor&#039;s fists and you get one attack over even the intercessor sarge who grabs one. Their ranged game suffers though, as their bolt pistol has range limits despite P1 making crits breach defenses.&lt;br /&gt;
**Shock Assault is an incredibly powerful ability to consider, as your Assault Intercessors are the only things that should be fighting. Being able to fight twice means that even if you have one bad turn, you can immediately follow up with an additional round of attacks and guarantee that you rip the enemy to pieces.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Intercessor Grenadier (Combat, Staunch):&#039;&#039;&#039; Identical to the Warrior in every way, except he gets free frag and krak grenades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Warrior (Staunch, Marksman):&#039;&#039;&#039; Your base bolt rifle has P1, allowing crits to puncture armor. The auto bolt bolt rifle has Ceaseless, re-rolling all 1s to hit - a decent insurance policy. The stalker bolt rifle hobbles your guy with Heavy, but AP1 lets them punch through armor on any hit. Whichever one you pick, you can guarantee plenty of hits thanks to Bolter Discipline letting them shoot twice. Whether this means taking down two targets at once or nailing something that didn&#039;t die the first time, you&#039;re making more than plenty of firepower.&lt;br /&gt;
**While we do insist that these guys shouldn&#039;t be in melee, it&#039;s not like they&#039;re absolutely garbage at it. With 3/4 damage, it&#039;s about as effective as a bolter. However, you have absolutely no benefits for doing it, especially when you have Assault Intercessors ready to do the dirty work instead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Gunner (Staunch, Marksman):&#039;&#039;&#039; Identical to the Warrior in every way, except he gets an auxiliary grenade launcher. Unlike with the Compendium Intercessors, this is an infinite-use infinite-range gun so you can always cover crowds with frag grenades or smash armor with krak. The one holdup with this launcher is that it can&#039;t be used for overwatch, but that&#039;s what the main gun&#039;s for.&lt;br /&gt;
**Bolter Discipline will absolutely be useful for the Gunner, as it lets them shoot twice so long as one of those times is with a bolt weapon. This means that you can pop a grenade to clear up a crowd or soften up an enemy enough for the bolt rifle to finish the job or vice versa.&lt;br /&gt;
&lt;br /&gt;
===IS Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
Warning: You can only use one Doctrine ploy each turn. All of them also let you re-roll one hit die in case you scored a nat 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Doctrine (1 CP):&#039;&#039;&#039; When your operatives charge, you can re-roll one hit.&lt;br /&gt;
*&#039;&#039;&#039;Devastator Doctrine (1 CP):&#039;&#039;&#039; When your operatives shoot at an enemy over 6&amp;quot;/pentagon away, you can re-roll one hit.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Doctrine (1 CP):&#039;&#039;&#039; When your operatives shoot at an enemy within 6&amp;quot;/pentagon, you can re-roll one hit.&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear (1 CP):&#039;&#039;&#039; Your operatives ignores all penalties to APL and won&#039;t count as injured for their activation. Helpful if you need to shut off a battle scar for a critical moment.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Tactics (1 CP):&#039;&#039;&#039; When the game begins, you can swap one of your two chapter tactics for another one in the same list as the one you&#039;re replacing.&lt;br /&gt;
*&#039;&#039;&#039;Angel of Death (1 CP):&#039;&#039;&#039; At the end of the Firefight phase, one of your operatives can fight again. Very important for your Assault Intercessors since they&#039;re your only fighty boys.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (1 CP):&#039;&#039;&#039; One of your operatives can reduce one critical hit to a basic hit after rolling for saves. This can be useful considering how you&#039;ll run into guns that fire enough times to overwhelm your defenses.&lt;br /&gt;
*&#039;&#039;&#039;Wrath of Vengeance (1 CP):&#039;&#039;&#039; When one of your operatives dies, you can have them shoot before going down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IS Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SM Killteams:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The best way to deal with SM is experience. Really, once you see the opponent&#039;s list, you may know what he can do, but SM are the ultimate jack of all trades in KT, and can adapt well enough to most situations. Generalist lists only get you so far, though, and will leave the player using them rather exposed to the strategy of his opponent. &lt;br /&gt;
Weapon-wise, marines are strong against basic weapons, particularly when wielded by BS4+ models since they can reliably save most hits and have the wounds to soak a bolter shot before feeling the effects. A single shot from something like a meltagun or overcharged plasma gun however has a high likelihood of causing critical existence failure, and those weapons are often powerful enough that any cover a marine uses to protect his ass ends up mostly irrelevant. Any team that can get plenty of AP should also enjoy good success against marines, as those guns will very reliably whittle the marines down in just a few shots.&lt;br /&gt;
The main weakness off a marine team is the low number of activations. With the exception of scouts, which are a whole nother deal to the rest of their brothers, marines cap out at 6 operatives. This means that for every additional model you have on the table above that, you can keep a hard-hitting gunner concealed and ready to strike until after each marine has moved. &lt;br /&gt;
Marines can use their 3APL to do some cool tricks, but if you conceal your operatives - especially behind heavy cover if there is a high ground for the marines to abuse - they will be forced to engage to clear out your operatives from objectives eventually. Once they do, they will be exposed to whatever horrors you have in store for them. Wait until your last activation possible to ensure you do not eat any overwatch on the return. Even if your gunner dies on return fire, this is a positive trade for most teams; once a marine team loses two or three operatives this way, they&#039;ll no longer have the presence on the board required to contest objectives effectively against even your basic models.&lt;br /&gt;
&lt;br /&gt;
There are three big tricks that marines can use against you if you don&#039;t stay aware of them. &lt;br /&gt;
First, always remember that 3APL lets a model move up, shoot, and dash away. In combination with either the right kind of heavy terrain or a vantage point, this lets a marine stay invulnerable while still going on the attack. If at all possible, do not let a marine player do this.&lt;br /&gt;
Another trick of the increased actions of a marine is the ability to pop the heads of two enemies in one turn. This is where bolter discipline becomes a problem, especially when those bolters are more than just your standard D3/4 basic gun. Furthermore, this sort of 2 kills in one activation can be done even without the strategic ploy by charging, fighting, and then shooting from the new position. Be careful if you have a model weak on wounds within charging distance of a marine. &lt;br /&gt;
Fortunately, any marine that goes on the offensive only has one more action for movement for that turn. If it has to move out of concealment for this, then you can earn compensation by taking the marine out later in the turn. However, just about the biggest loss you can take is to expose two models to a marine waiting with a conceal order. This lets them kill or injure both and then move away back into cover.&lt;br /&gt;
Finally, Only In Death Does Duty End can be a serious tool for vengeance in their hands. You cannot easily avoid this, but it is good to keep it in mind so you don&#039;t get taken by surprise. It allows the marine to potentially go out guns blazing for one or even two kills, or to run up and press an objective to deny VPs.&lt;br /&gt;
tl;dr use plenty of conceal early in the game, use higher number of models to force the marine player to engage first, don&#039;t let them cheese you, and then start trading your gunners one-for-one for marine lives. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IS Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Phobos Strike Team (Moroch)==&lt;br /&gt;
===Why Play Phobos Strike Team===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Each model is a massive mountain of wounds. They can reliably tank lasguns and things like that fairly easily, and their armour can mitigate quite a bit beyond that.&lt;br /&gt;
**All of your marines have at the very least a 3+ WS/BS with their weapons and their sergeants are usually at a 2+. They&#039;ll usually hit their marks.&lt;br /&gt;
**Your average marine has 3 APL, allowing them to handle objectives while gunning down the opposition.&lt;br /&gt;
**Free-reign combination between all of your various Phobos marines.&lt;br /&gt;
**Lots of fuckery between special actions given to the various sorts of operatives and the ability to freely swap between Conceal and Engage orders.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your entire force is stuck to their basic bolters. Sure, some have bells and whistles to them, but they&#039;ll still deal 3/4 damage and nothing you can do changes that.&lt;br /&gt;
***While your army is capable in melee, your Infiltrators are the least-equipped to handle it, with Incursors only being slightly better. Even your Reivers, your best melee boys, are pretty barebones with their tools.&lt;br /&gt;
**No Silent, so you can&#039;t stay hidden while shooting. You&#039;re relying on Guerilla Warfare for that.&lt;br /&gt;
**The absence of Ony in Death Does Duty End means that any deaths you suffer won&#039;t have any chance for revenge if you lack a helix adept to revive them.&lt;br /&gt;
&lt;br /&gt;
===PST Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP):&#039;&#039;&#039; Frag grenades have limited damage, but Blast lets them hit multiple people at once. As a grenade, this also carries a range cap and Indirect to go through cover.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP):&#039;&#039;&#039; Krak grenades are more dangerous than the frag grenade and use AP1 to punch past armor.&lt;br /&gt;
*&#039;&#039;&#039;Grapnel Launcher (1 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. This allows the reivers to traverse up and down terrain far more easily, making your drop distance count as half the distance while climbing far higher.&lt;br /&gt;
*&#039;&#039;&#039;Grav-Chute (2 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. Like the grapnel launcher, this allows the spooky marines to float down from a vantage point as if they could fly. In addition, if they&#039;re within your DZ during the Scouting step of the game, they can fly 2 circles/4&amp;quot; around, giving them a chance to get better ground immediately.&lt;br /&gt;
*&#039;&#039;&#039;Purity Seal (3 EP):&#039;&#039;&#039; Allows the bearer to trigger the Command Re-Roll tactical ploy once for free when using it on a fight, shoot or save roll. This is pretty important and will likely be used to preserve a vital part of your team.&lt;br /&gt;
*&#039;&#039;&#039;Shock Grenade (2 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. This is another single-use grenade that allows them to potentially rob AP from an enemy on a 4+ (-1 if the enemy is concealed) if within the blast zone.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Grenade (3 EP):&#039;&#039;&#039; Throw a single-use grenade to make a bubble with a radius of 2&amp;quot;/circle, allowing your team some protection from enemy fire for the turn. Note that this is for all lines of fire going THROUGH the smoke cloud, not just those inside it.&lt;br /&gt;
*&#039;&#039;&#039;Throwing Knife (2 EP):&#039;&#039;&#039; A single-use throwing weapon. While it does little damage normally and has a short range, it has Silent and its crits can be particularly nasty.&lt;br /&gt;
&lt;br /&gt;
===PST Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Guerilla Warfare:&#039;&#039;&#039; A special action for all of your stealth marines, this lets them all spend an action to swap orders after the first turn so long as they aren&#039;t within 6&amp;quot;/pentagon of an enemy. You&#039;ll be relying on this a lot as your supposedly snipey guns lack Silent.&lt;br /&gt;
*&#039;&#039;&#039;Multi-Spectrum Array:&#039;&#039;&#039; Part of the reason why Incursors make cover into a joke. Not only do targets need to be further away from obscuring terrain to count as being behind cover, but smoke grenades mean nothing to these marines.&lt;br /&gt;
*&#039;&#039;&#039;Omni-Scrambler:&#039;&#039;&#039; An activation-denial tool given to your Infiltrators. Once per turn you can shut down an enemy visible to an operative with this rule, locking them to GA1 and denying them from activating until they either activate ALL of their operatives or just activate as many operatives as operatives you have with this rule, whichever comes first.&lt;br /&gt;
*&#039;&#039;&#039;Saboteurs:&#039;&#039;&#039; A special action tied to a specific Tac Op. All of your operatives can pick up a nearby Saboteur token as an action, but only the Infiltrator Saboteur and Incursor Minelayer can do this while engaged with the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Terror:&#039;&#039;&#039; The Reiver&#039;s totally-not-a-banshee-mask, now made an action. When used, enemies within 3&amp;quot;/square of this operative must spend another AP to accomplish objective actions, which can shaft APL2 enemies hard. In addition, enemies count their APL as 1 less when trying to contest an objective against your Reivers.&lt;br /&gt;
&lt;br /&gt;
===PST Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shock and Awe:&#039;&#039;&#039; Score 1 VP for each turn where you wrest objectives from enemy control.&lt;br /&gt;
*&#039;&#039;&#039;Saboteurs:&#039;&#039;&#039; You and your opponent help set up three special Sabotage tokens on the board that are at least 6&amp;quot;/pentagon away from your DZ and 3&amp;quot;/square away from the board edges at the beginning of the game. Your operatives have a special Saboteurs action to let them snag these tokens, scoring 1 VP if you remove at least two of them and another VP if you take the third.&lt;br /&gt;
*&#039;&#039;&#039;Guerilla Tactics:&#039;&#039;&#039; Score 1 VP for each turn where you score more kills than the enemy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Tormentus Doctrine&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Shock and Destruction&#039;&#039;: Finish five games where you scored VP from the Shock and Awe, Rout, or Saboteurs Tac Ops. Lots of ground to cover, lots of things to steal.&lt;br /&gt;
#&#039;&#039;Wrath of Angels&#039;&#039;: Finish one last game where you win VP through the Execution or Guerilla Tactics Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 4 XP to share among your operatives and 2 RP. You also get either one piece of Rare Equipment or improve your Asset cap by +1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Scout and Sabotage&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Demolition Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Strategic Scrying&#039;&#039;: Finish five games where you scored VP from the Plant Signal Beacon, Triangulate, or Vantage Tac Ops. All of these require covering ground to reach certain spots, so be sure you can get there with minimal interference from the enemy.&lt;br /&gt;
#&#039;&#039;Sabotage Strike&#039;&#039;: Finish one last game where you score VP from the Saboteurs or Sabotage Tac Op. &lt;br /&gt;
&lt;br /&gt;
Finishing this Spec Op scores you 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. One of your operatives who accomplished that last Tac Op also gains a hefty 6 XP as a reward.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Ghost:&#039;&#039;&#039; This operative can use the Guerilla Warfare at a 1AP discount once per game, usually meaning that they can pull it off for free after sniping the head off a leader.&lt;br /&gt;
#&#039;&#039;&#039;Assassin:&#039;&#039;&#039; This operative can charge while under the Conceal order. This is best saved for your Reivers with their big knives.&lt;br /&gt;
#&#039;&#039;&#039;Mobile:&#039;&#039;&#039; This operative can fall back at a 1AP discount, which is incredibly handy if you intend to kite enemies around or keep them away from fighting.&lt;br /&gt;
#&#039;&#039;&#039;Raider:&#039;&#039;&#039; This operative can charge while engaged with another enemy. Best used if your guy&#039;s up against something you&#039;re sure can kill them immediately and you know there&#039;s someone nearby that&#039;s easier to wipe.&lt;br /&gt;
#&#039;&#039;&#039;Guerilla:&#039;&#039;&#039; Reduces the minimum range enemies must be for this operative to use the Guerilla Warfare action from 6&amp;quot;/pentagon to 3&amp;quot;/square.&lt;br /&gt;
#&#039;&#039;&#039;Dynamic:&#039;&#039;&#039; This operative ignores all APL and movement modifiers. There&#039;s a lot of these out there, so this can easily trigger plenty of enemies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adaptation in the Field (1 RP):&#039;&#039;&#039; Before or after a game, you can replace one operative with another. While they can re-select any Battle Honours they earned, they retain any Battle Scars they suffered and set their XP to the lowest amount needed for their rank. Way more useful for lower-ranked operatives, but a lot harder to justify as campaigns go on and especially as the XP piles up.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Resupply (1 RP):&#039;&#039;&#039; Lets you either replace 1+ piece of equipment with extra equipment of equal or lesser value or replace 1+ assets with an equal number. Pretty much lets you re-shuffle all that you have available to guarantee a perfect counter to whatever your foe has set up.&lt;br /&gt;
**Does not count Rare Equipment, but that&#039;s because it&#039;s really hard to find that stuff anyways.&lt;br /&gt;
*&#039;&#039;&#039;Solemn Oath (1 RP):&#039;&#039;&#039; An operative takes an Oath of Moment, giving a special objective to either score the most kills, score the most VPs, or move into the enemy&#039;s DZ. They score 2 XP for fulfilling this Oath but failing it auto-inflicts the Cerebral Affliction Battle Scar. In any case, you can only have one operative take one Oath at a time, with each operative only able to take each oath once.&lt;br /&gt;
**Some of these tasks are a bit of a gamble depending on the game&#039;s setup, but the XP boost is a worthwhile reward to consider, especially for those behind the curve.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lodestar-Class Auspex:&#039;&#039;&#039; Lets you use either the Vanguard or Elite Reconnaisance ploys at the beginning of the game without spending CP. Neat setup tricks.&lt;br /&gt;
*&#039;&#039;&#039;Shroud Skulls:&#039;&#039;&#039; Lets you add +1 to one Casualty or Recovery check, helping ensure that your troops remain operational.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Surveillance System:&#039;&#039;&#039; Lets you re-roll when determining who is the attacker who is the defender.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Artificer&#039;s Blade (3 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} or {{W40kKeyword|Incursor}} operatives only. Their knives gain +1 critical damage and Lethal 5+ to see it happen more often.&lt;br /&gt;
#&#039;&#039;&#039;Umbra Shroud (3 EP):&#039;&#039;&#039; Enemies must re-roll critical hits when shooting the bearer of this gear. Expect to see a lot of anger when facing snipers.&lt;br /&gt;
#&#039;&#039;&#039;Exogheist Scrambler (2 EP):&#039;&#039;&#039; {{W40kKeyword|Infiltrator}} operatives only. This improves the Omni-Scrambler by now making it ignore LOS when targeting enemies and the bearer will count as 2 operatives for the sake of determining how many can go before the targeted foe can finally act. Absolute dickery taken to a whole new scale.&lt;br /&gt;
#&#039;&#039;&#039;Aerial Tracking Augur (3 EP):&#039;&#039;&#039; Infiltrator Commsman only. Lets you re-roll initiative once per game.&lt;br /&gt;
#&#039;&#039;&#039;Enhanced Optic (2 EP):&#039;&#039;&#039; Improves the BS of one gun to 2+. Useless for Sergeants, save for somebody else. The Infiltrator Veteran&#039;s variable bolter is a pretty easy pick, as are any of the Incursors with their cover-denial.&lt;br /&gt;
#&#039;&#039;&#039;Reaper Rounds (3 EP):&#039;&#039;&#039; {{W40kKeyword|Reiver}} operatives only. Their bolt pistols gain Silent and AP1, making them far more dangerous whether they&#039;re hidden or not.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PST Units===&lt;br /&gt;
This Recon/Security/Seek &amp;amp; Destroy Fireteam is composed of:&lt;br /&gt;
*1 Infiltrator Sergeant or Incursor Sergeant or Reiver Sergeant&lt;br /&gt;
*5 of the following:&lt;br /&gt;
**0-1 Infiltrator Commsman&lt;br /&gt;
**0-1 Infiltrator Helix Adept&lt;br /&gt;
**0-1 Infiltrator Saboteur&lt;br /&gt;
**0-1 Infiltrator Voxbreaker&lt;br /&gt;
**0-1 Infiltrator Veteran&lt;br /&gt;
**0-5 Infiltrator Warriors&lt;br /&gt;
**0-1 Incursor Marksman&lt;br /&gt;
**0-1 Incursor Minelayer&lt;br /&gt;
**0-5 Incursor Warriors&lt;br /&gt;
**0-5 Reiver Warriors&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Sergeant (Marksman, Scout):&#039;&#039;&#039; Your elite Incursor, complete with the mandatory bonus wound and a 2+ BS, oddly not giving a 2+ to WS despite having a legitimate weapon. They gain a unique action that lets them generate 1 CP when not around any enemies, which can help free up a re-roll when necessary.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Sergeant (Marksman, Scout):&#039;&#039;&#039; Your elite Infiltrator, complete with the mandatory bonus wound and a 2+ BS. They gain a unique action that lets them generate 1 CP when not around any enemies, which can help free up a re-roll when necessary.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Sergeant (Combat, Marksman, Scout):&#039;&#039;&#039; Your elite Reiver, complete with the mandatory bonus wound and a 2+ WS/BS. They gain a unique action that lets them generate 1 CP when not around any enemies, which can help free up a re-roll when necessary.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Incursor Marksman (Marksman, Scout):&#039;&#039;&#039; The marksman&#039;s bolter is a bit more capable of handling the competition with AP1 and Lethal 5+ but it&#039;s ultimately still just a bolter. The reason you take him is because he has a special action that lets him immediately shoot overwatch to interrupt an enemy&#039;s action, foiling whatever it is they were doing. Whether that&#039;s objective actions or just attempting to charge an exposed operative, this can offer a bit of extra security in wasting turns, especially when using Terror as well. Just beware that your gun lacks No Cover like the other Incursors, so you&#039;ll require that vantage point.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Minelayer (Staunch, Scout):&#039;&#039;&#039; An Incursor with a mine that you can set up and then explodes when the enemy moves within 3&amp;quot;/square of it. This mine relies on Lethal 5+ to deal serious damage and trigger Interference, not only stopping targets dead in their tracks but also robbing them of 1 AP - even if it has to come out of their next activation. If you&#039;re using the Saboteurs tac op, then you might want to consider taking him to at least handle that while also being able to fight.&lt;br /&gt;
*&#039;&#039;&#039;Incursor Warrior (Marksman, Scout):&#039;&#039;&#039; Your base Incursor comes with a bolt carbine that can see through any cover. Combine that with the Multi-Spectrum Array and you can pretty much hunt down the enemy from wherever. While their knives are a little better than bare fists, they aren&#039;t going to be able to do a lot more when compared to the Compendium.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Commsman (Marksman, Scout):&#039;&#039;&#039; This Infiltrator comes with a Comms Array to feed other operatives an AP. Unlike most Comms operatives, this can be done anywhere on the board, allowing them to hide wherever they have to while supporting the rest of the squad.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Helix Adept (Staunch, Scout):&#039;&#039;&#039; The mini-apothecary of the group. Not only does he get the revival ability offered to other medics, he also gets to heal 2d3 wounds to a nearby operative if he didn&#039;t resurrect them. Considering the mountain of wounds your operatives are, you&#039;ll likely only use it to keep them out of the Injured state and little else.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Saboteur (Staunch, Scout):&#039;&#039;&#039; This Infiltrator comes with more dangerous explosives, dealing 5 damage with AP1 on a normal hit. Unlike the minelayer, this bomb has to be manually detonated and will hit friendlies, so you&#039;ll need to plan out the explosion a little better.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Veteran (Marksman, Scout):&#039;&#039;&#039; For some reason, this Infiltrator is able to tinker with their gun. Fortunately, this gives you a decent range of mods from which you can pick two of: Balanced, Lethal 5+, No Cover, MW1, P1 and Rending. This allows you to tailor your weapon to the opposition and pick out what matters the most to you.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Voxbreaker (Marksman, Scout):&#039;&#039;&#039; The debuffer of the Infiltrators with an aura that bars an enemy within 6&amp;quot;/pentagon from re-rolling any hits. Their special ability marks a concealed enemy within 6&amp;quot;/pentagon and lets an ally within 3&amp;quot;/square to shoot them as if the enemy used the Engage order. While this will likely require the voxbreaker to accompany another operative in their goings-on, their debuffs will be vital in flushing out any snipers and other cover-campers.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrator Warrior (Marksman, Scout):&#039;&#039;&#039; The Infiltrators are the more efficient in shooting, as their bolters come with Lethal 5+ for extra crits. While not as capable up close, they can still fight and their Omni-Scramblers can help shut down a key enemy from accomplishing anything until it&#039;s too late to remedy the situation.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Warrior (Combat, Marksman, Scout):&#039;&#039;&#039; While their bolt carbines are little better than mere bolters, their melee loadouts are more deserving of being the dedicated melee warriors. Their knives are not only more dangerous than the Incursors&#039;, but they also have AP1 on their pistols to compensate for their limited range. Combined with Terror, they can handily overpower nearby enemies while they try to accomplish objectives.&lt;br /&gt;
&lt;br /&gt;
===PST Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline (1 CP):&#039;&#039;&#039; This allows any of your marines to fire all their bolt weapons twice until the end of their turning point so long as they don&#039;t fight up-close. &lt;br /&gt;
*&#039;&#039;&#039;Deadly Shots (1 CP):&#039;&#039;&#039; A whole new ploy introduced in the Q3 2022 Balance Dataslate. If an operative scores a crit while shooting and hasn&#039;t moved, charged or fallen back, that crit gains the P1 rule if it doesn&#039;t already have that rule or AP. Especially dangerous on your Infiltrators with their Lethal 5+ bolters.&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault (1 CP):&#039;&#039;&#039; This allows any of your marines to fight twice until the end of their turning point so long as they don&#039;t shoot. A lot of your weapons are quite dangerous, and this is especially the case for your Reivers and Incursors, who carry something more than mere fists.&lt;br /&gt;
*&#039;&#039;&#039;Vanguard (1 CP)&#039;&#039;&#039; Whenever any operative is activated, they add 1&amp;quot;/triangle to their movement, auto-pass jump tests and ignore the first 2&amp;quot;/circle of climbing, making your forces a good bit more mobile.&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear (1 CP):&#039;&#039;&#039; Your operatives ignore all penalties to APL and can ignore the Injured condition, letting you handle key objectives and surmount any AP debuff auras your enemy might impose.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stealth Assault (1 CP):&#039;&#039;&#039; When an operative under the Conceal order is activated, your first two hits in melee (no shooting) are registered at the same time, circumventing any attempts to parry them.&lt;br /&gt;
**Note that again, you&#039;ll need Guerilla Warfare to make use of this unless you have the Battle Honour to charge while concealed.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (1 CP):&#039;&#039;&#039; Your operatives can count one normal save into a critical save, negating Brutal weapons like power fists. This can be useful considering how you&#039;ll run into guns that fire enough times to overwhelm your defenses.&lt;br /&gt;
*&#039;&#039;&#039;One Step Ahead (1 CP):&#039;&#039;&#039; You can swap out one operative for another. Arguably one of the most meta, as it gives you free license to just make one slot your floating member. Better hope you have everything magnetized though...&lt;br /&gt;
*&#039;&#039;&#039;Elite Reconnaissance (1 CP):&#039;&#039;&#039; During the Scouting phase, you can immediately deploy two operatives and select a different Scouting option, though initiative will be determined by your first option.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PST Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactics:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Phobos marines are unique in that they can get more CP back over the course of a game, in theory your likely to get 1 or two  CP with your strategizing leader. As such it can often be very worth it to play somewhat passivily during the first turning point, so that when you go into the second you have a CP advantage letting you pop off more ploy&#039;s and rerolls then your opponent.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The best way to deal with SM is experience. Really, once you see the opponent&#039;s list, you may know what he can do, but SM are the ultimate jack of all trades in KT, and can adapt well enough to most situations. Generalist lists only get you so far, though, and will leave the player using them rather exposed to the strategy of his opponent. &lt;br /&gt;
Weapon-wise, marines are strong against basic weapons, particularly when wielded by BS4+ models since they can reliably save most hits and have the wounds to soak a bolter shot before feeling the effects. A single shot from something like a meltagun or overcharged plasma gun however has a high likelihood of causing critical existence failure, and those weapons are often powerful enough that any cover a marine uses to protect his ass ends up mostly irrelevant. Any team that can get plenty of AP should also enjoy good success against marines, as those guns will very reliably whittle the marines down in just a few shots.&lt;br /&gt;
The main weakness off a marine team is the low number of activations. With the exception of scouts, which are a whole nother deal to the rest of their brothers, marines cap out at 6 operatives. This means that for every additional model you have on the table above that, you can keep a hard-hitting gunner concealed and ready to strike until after each marine has moved. &lt;br /&gt;
Marines can use their 3APL to do some cool tricks, but if you conceal your operatives - especially behind heavy cover if there is a high ground for the marines to abuse - they will be forced to engage to clear out your operatives from objectives eventually. Once they do, they will be exposed to whatever horrors you have in store for them. Wait until your last activation possible to ensure you do not eat any overwatch on the return. Even if your gunner dies on return fire, this is a positive trade for most teams; once a marine team loses two or three operatives this way, they&#039;ll no longer have the presence on the board required to contest objectives effectively against even your basic models.&lt;br /&gt;
&lt;br /&gt;
There are three big tricks that marines can use against you if you don&#039;t stay aware of them. &lt;br /&gt;
First, always remember that 3APL lets a model move up, shoot, and dash away. In combination with either the right kind of heavy terrain or a vantage point, this lets a marine stay invulnerable while still going on the attack. If at all possible, do not let a marine player do this.&lt;br /&gt;
Another trick of the increased actions of a marine is the ability to pop the heads of two enemies in one turn. This is where bolter discipline becomes a problem, especially when those bolters are more than just your standard D3/4 basic gun. Furthermore, this sort of 2 kills in one activation can be done even without the strategic ploy by charging, fighting, and then shooting from the new position. Be careful if you have a model weak on wounds within charging distance of a marine. &lt;br /&gt;
Fortunately, any marine that goes on the offensive only has one more action for movement for that turn. If it has to move out of concealment for this, then you can earn compensation by taking the marine out later in the turn. However, just about the biggest loss you can take is to expose two models to a marine waiting with a conceal order. This lets them kill or injure both and then move away back into cover.&lt;br /&gt;
Finally, Only In Death Does Duty End can be a serious tool for vengeance in their hands. You cannot easily avoid this, but it is good to keep it in mind so you don&#039;t get taken by surprise. It allows the marine to potentially go out guns blazing for one or even two kills, or to run up and press an objective to deny VPs.&lt;br /&gt;
tl;dr use plenty of conceal early in the game, use higher number of models to force the marine player to engage first, don&#039;t let them cheese you, and then start trading your gunners one-for-one for marine lives. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PST Example Teams===&lt;br /&gt;
&lt;br /&gt;
==Grey Knights==&lt;br /&gt;
===Why Play Grey Knights===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**One of only two factions in the game (so far) that can make use of Kill Team&#039;s psychic actions.&lt;br /&gt;
**With every model having access to the psychic phase, guns that lets them handle teams many times their size, and blades that can reliably deliver true kills Grey Knights don&#039;t have to worry about crippling overspecialization and predictability.&lt;br /&gt;
**The Storm Bolter is among the best base guns out there.&lt;br /&gt;
**Small model count makes teams quick and easy to build and manage.&lt;br /&gt;
**Psyk-Out Grenades give you an easy venue to fuck up daemons and psykers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your entire fireteam composes of three different unit selections, and one is hardcapped to 0-1 for the entire kill-team.&lt;br /&gt;
**Your Kill Team will be more of a Kill &#039;&#039;squad&#039;&#039; of 5 models at most, meaning &#039;&#039;each&#039;&#039; casualty is going to hurt &#039;&#039;hard&#039;&#039;. Good luck in objective games.&lt;br /&gt;
**GA 1 means that many forces will outmaneuver you with ease.&lt;br /&gt;
&lt;br /&gt;
===GK Wargear===&lt;br /&gt;
*&#039;&#039;&#039;0-1 Hexagrammic Ward (2 EP):&#039;&#039;&#039; Once per game this can be used to deny an enemy&#039;s psychic power. Absolutely priceless when dealing with Thousand Sons, otherwise it&#039;s worth stowing.&lt;br /&gt;
*&#039;&#039;&#039;Purity Seal (3 EP):&#039;&#039;&#039; A free use of the Tactical Re-Roll ploy when fighting, shooting, or rolling a save.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Psybolt Ammunition (3 EP):&#039;&#039;&#039; The bearer&#039;s storm bolter deals +1 more damage, which is handy enough.&lt;br /&gt;
*&#039;&#039;&#039;Psyk-Out Grenade (3 EP):&#039;&#039;&#039; A pitiful fart of a grenade whose value only shines against {{W40kKeyword|Daemon}} and {{W40kKeyword|Psyker}} enemies, where it&#039;ll deal more respectable damage and has Lethal 5+ for more crits.&lt;br /&gt;
*&#039;&#039;&#039;Santic Blessing (2 EP):&#039;&#039;&#039; The bearer can cast twice once per game, which is a big deal with how precious it is.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Truesilver Armour (3 EP):&#039;&#039;&#039; 2+ Save. That&#039;s an extreme gift.&lt;br /&gt;
&lt;br /&gt;
===GK Psychic Powers===&lt;br /&gt;
Rather than needing to roll for anything like in Bighammer, you only need to spend an action to cast any of these powers. Unlike forces like the Warp Coven, you don&#039;t have any inherent limits on how much you can cast these powers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armoured Resilience:&#039;&#039;&#039; The caster&#039;s save improves by 1, which will be very helpful if you&#039;re dealing with any weapons with P1 or AP1.&lt;br /&gt;
*&#039;&#039;&#039;Hammerhand:&#039;&#039;&#039; Deals +1 additional damage the first time the caster hits in combat. Fortunately, all of your weapons deal some decent damage.&lt;br /&gt;
*&#039;&#039;&#039;Astral Aim:&#039;&#039;&#039; The caster&#039;s guns gain No Cover, which is absolutely valuable for all your storm bolters.&lt;br /&gt;
&lt;br /&gt;
===GK Units===&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of the following:&lt;br /&gt;
*1 Grey Knight Justicar&lt;br /&gt;
*5 of the following:&lt;br /&gt;
**4-5 Grey Knight Warriors&lt;br /&gt;
**0-1 Grey Knight Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Knight Justicar (Combat, Staunch, Marksman):&#039;&#039;&#039; Grey Knights are just as impressive as any other marine, equipped with 11 wounds and a 3+ save as well as some of the most dangerous weapons out there. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Knight Warrior (Combat, Staunch, Marksman):&#039;&#039;&#039; As with the Justicar, you&#039;re a very powerful force. Most armies would kill to have force weapons on every soldier, much less actual psykers. The nemesis daemonhammer is extremely powerful and can rob an enemy of AP with stun, as does the nemesis warding stave. The nemesis force weapon offers Lethal 5+ to give you more crits, making it a good fallback. The nemesis falchions do slightly less damage than the base force weapon, but Relentless lets them re-roll for more hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grey Knight Gunner (Staunch, Marksman):&#039;&#039;&#039; Your big guns are stuck onto a guy who&#039;s hardcapped to one per kill-team. As all of these guns are Heavy, you&#039;re likely to be relying on your storm bolter if you plan on having him move anywhere. The incinerator does poor damage, but it scores a lot of hits between a 2+ BS and Torrent spreading fire. The psilencer deals decent damage and has Fusillade so you can split your precious shots on many targets. The psycannon is your real heavy weapon, dealing the most damage of the lot without any frills.&lt;br /&gt;
&lt;br /&gt;
===GK Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline (1 CP):&#039;&#039;&#039; So long as your knights don&#039;t fight, they can shoot twice this turn, which is a great tool for all the storm bolters you have running around.&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault (1 CP):&#039;&#039;&#039; So long as your knights don&#039;t shoot, they can fight twice this turn. You got force weapons on most of your guys, so this will see tons of use.&lt;br /&gt;
*&#039;&#039;&#039;Tide of Shadows (1 CP):&#039;&#039;&#039; Even if an enemy on a vantage point, they cannot fire at one of your knights who&#039;s using the conceal order, behind cover and more than 6&amp;quot;/pentagon away. It&#039;s a lot of conditions, but it can help keep you from an annoying sniper from across the field.&lt;br /&gt;
*&#039;&#039;&#039;Tide of Celerity (1 CP):&#039;&#039;&#039; Your knights can add another triangle/1&amp;quot; when they charge, which is a neat little addition.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does End (1 CP):&#039;&#039;&#039; Even if your knight is killed, they&#039;ll stay around for one more activation and won&#039;t count as injured - and you&#039;ll need him alive because you will almost always be at a numbers disadvantage.&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear (1 CP):&#039;&#039;&#039; One of your knights will ignore any penalties to APL and won&#039;t count as injured, which will help for dealing with the more crippling ones.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GK Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;GK Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Grey Knights are a high risk, high reward team of elites. Every model counts, and you will need every scrap of cover you can find to keep your dudes alive. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Grey knight are still 1 wound space marines. Ignore cover and AP2 will remove them in short order. With only 5 guys, a loss removes 1/5 of the damage they can do. Playing on a low line of sight blocking board, or with objectives in the open, gives a Grey Knights player few options for hiding their few units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GK Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Talons of the Emperor==&lt;br /&gt;
===Why Play Talons of the Emperor===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**You&#039;ll be fielding some of the most game-breakingly overpowered motherfuckers in all Kill Team, with the most durable baseline troops in the game - you&#039;ll have WS, BS, Sv 2+, W18 on all your troops even before you equip them with their fearsome weapons.&lt;br /&gt;
**&#039;&#039;Almost&#039;&#039; all of the things that might give your golden boys trouble in 40k, hordes, heavy weapons, tanks, most mortal wounds sources, flyers, etc, are out of the equation in Kill Team. This is the game that &#039;&#039;really&#039;&#039; plays to the Custodes&#039; strengths.&lt;br /&gt;
***9th has further patched a lot of what threatened Custodes in the last edition, nerfing heavy and special weapon spamming (no more frag cannon or plasma spam in particular) and adding Sisters of Silence to your roster to shut up any psykers.&lt;br /&gt;
**You enjoy making people yell &amp;quot;What the hell am I supposed to do about &#039;&#039;that&#039;&#039;?&amp;quot; when they see your team.&lt;br /&gt;
**Custodes get APL3, letting them carry out a lot in an activation.&lt;br /&gt;
**You get to play the [https://www.youtube.com/watch?v=CI0tY5PRuHs Juggernaut&#039;s theme song] as your Custodes are carving their way through the enemy team.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**You&#039;ll be seen as a major [[that guy]].&lt;br /&gt;
***No seriously, a guy that fields a [[Warlord Titan]] in 40k will have more people willing to go up against him than you will with your golden boys.&lt;br /&gt;
***To compensate some, your bananas have only two loadout choices.&lt;br /&gt;
**You&#039;ll be able to tally off your entire list with one hand, with a normal sized Kill Team of only 4 if running pure Custodes (and why wouldn&#039;t you).&lt;br /&gt;
**Swarms &#039;&#039;can&#039;&#039; still a problem. If you can&#039;t break a large team for one reason or another, you may have trouble killing them fast enough. Which leads to the next problem...&lt;br /&gt;
**Your low model count and relatively slow movement will likely see your 4-man squad being outmaneuvered. Controlling objectives &amp;lt;s&amp;gt;could be&amp;lt;/s&amp;gt; will be a problem.&lt;br /&gt;
**Everyone is scared of you. Everyone will be brainstorming a way to counter you. Odds are every team you go up against &#039;&#039;will&#039;&#039; be optimized to give you as hard, and annoying, of a fight as possible. Don&#039;t expect victories to be quick or fun.&lt;br /&gt;
&lt;br /&gt;
===TotE Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Oath Parchment (3 EP):&#039;&#039;&#039; Once per battle, you can give them a free use of the Command Re-Roll ploy.&lt;br /&gt;
*&#039;&#039;&#039;Tanglefoot Grenade (3 EP):&#039;&#039;&#039; {{W40kKeyword|Adeptus Custodes}} A thrown weapon with short range that robs the target of 1 AP, which can be absolutely hampering to lesser operatives and inconvenient to marines.&lt;br /&gt;
*&#039;&#039;&#039;Misericordia (2 EP):&#039;&#039;&#039; {{W40kKeyword|Adeptus Custodes}} without storm shield only. when they fight, they deal a addtional 2 MW on a 3+.&lt;br /&gt;
*&#039;&#039;&#039;Psyk-out Grenade (2 EP):&#039;&#039;&#039; {{W40kKeyword|Anathema Psykana}} only, meaning your sisters. Like with the Grey Knights it&#039;s utterly meaningless without {{W40kKeyword|Daemon}} or {{W40kKeyword|Psyker}} targets to make it worth something.&lt;br /&gt;
*&#039;&#039;&#039;Vratine Faceplate (2 EP):&#039;&#039;&#039; {{W40kKeyword|Anathema Psykana}} only, meaning only your sisters. Once per battle, a sister can subtract 3 damage from any injury they take, effectively giving her 11/12 wounds.&lt;br /&gt;
&lt;br /&gt;
===TotE Units===&lt;br /&gt;
This kill-team consists of two Fire teams.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Custodian Guard Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of 2 of the following:&lt;br /&gt;
*0-1 Custodian Guard Leader (if there are no other leaders)&lt;br /&gt;
*1-2 custodian Guard Warrior&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Custodian Guard Leader (Combat, Staunch, Marksman, Scout):&#039;&#039;&#039; The leader of your Custodes is little different from the basic one, and that&#039;s fine. With an OP template to work from, you won&#039;t find much else to improve upon without breaking stuff. Hell, they ignore Injured and any APL penalties! Not even space marines can brag about that anymore!&lt;br /&gt;
*&#039;&#039;&#039;Custodian Guard Warrior (Combat, Staunch, Marksman, Scout):&#039;&#039;&#039; Your golden banana is the apex of all that there is to offer in the entirety of Kill-Team. 2+ save, 19 wounds and an APL3 means that they can easily carry out a job by themselves. Of course, you are the least-numerous force in all of the game, so you&#039;re gonna likely expect nothing but people running circles around you.&lt;br /&gt;
**Your weapon loadouts are locked to only two: The classic guardian spear, giving better damage and infinite shooting range, and the sentinel sword, which is weaker and has range limitations on the gun but also has a 4+ invulnerable save and improved parrying power for tanking.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sister of Silence Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy/Security/Recon fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Sister of Silence Superior (if there are no other leaders)&lt;br /&gt;
*0-5 Sister of Silence Prosecutor&lt;br /&gt;
*0-5 Sister of Silence Witchseeker&lt;br /&gt;
*0-5 Sister of Silence Vigilator&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister of Silence Superior (Marksman, Scout):&#039;&#039;&#039; The Sisters of Silence aren&#039;t as tanky as the custodians. Though they only have 8/9 wounds, they get the 3+ save of space marines and plenty of different weapons. Also helping them is the Psychic Abomination rule, which shuts off psykers and makes them untouchable by psykers. The Sister Superior can pick up whatever weapons her sisters can, though she&#039;ll lack any of the honours better suited for melee in a longer-term game.&lt;br /&gt;
*&#039;&#039;&#039;Sister of Silence Prosecutor (Staunch, Marksman, Scout):&#039;&#039;&#039; The sister with the boltgun. While not capable of covering all the space, she can fire from any distance and can deal more damage than the witchseeker&#039;s flamer.&lt;br /&gt;
*&#039;&#039;&#039;Sister of Silence Witchseeker (Marksman, Scout):&#039;&#039;&#039; The flamer has limited range, but can cover crowds due to Torrent and has a 2+ BS. This allows you to overcome the numbers issues your sisters will likely encounter.&lt;br /&gt;
*&#039;&#039;&#039;Sister of Silence Vigilator (Warrior, Staunch):&#039;&#039;&#039; This particular picks up a greatblade, a rather potent power sword with Lethal 5+ to grant more crits. That said, she does it at the cost of her gun, meaning that she&#039;ll need cover in order to close the distance with the opposition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TotE Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aegis of the Emperor (1 CP):&#039;&#039;&#039; Degrades any crits your operatives cover into normal hits. With how valuable these guys are, you&#039;ll absolutely be needing them to avoid the serious damage.&lt;br /&gt;
*&#039;&#039;&#039;Creeping Dread (1 CP):&#039;&#039;&#039; For the turn, any operatives within square/3&amp;quot; of a {{W40kKeyword|Anathema Psykana}} unit see their WS/BS suffer as if they were injured. This is especially helpful for your vigilator, who&#039;ll need those WS penalties to avoid injury.&lt;br /&gt;
*&#039;&#039;&#039;Peerless Warriors (1 CP):&#039;&#039;&#039; For this turn, your {{W40kKeyword|Adeptus Custodes}} units can shoot and fight twice in their activations, which will be crucial when you only have two to four models.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Genetic Alchemy (1 CP):&#039;&#039;&#039; When rolling saves, you can trigger this for a {{W40kKeyword|Adeptus Custodes}} operative and make one save into a crit save and negate a serious crit like a melta.&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Demigods (1 CP):&#039;&#039;&#039; At the end of the firefight phase, one {{W40kKeyword|Adeptus Custodes}} operative makes one free Fight or overwatch action (it won&#039;t count as activation). Getting in that one more jab in before points are scored up.&lt;br /&gt;
*&#039;&#039;&#039;Talons (1 CP):&#039;&#039;&#039; Triggered when your operatives are within pentagon/6&amp;quot; of an enemy operative or within circle/2&amp;quot; of an objective. This allows one custodian and sister within square/3&amp;quot; of each other to be activated simultaneously, giving a sort-of GA 2.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AC Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Let&#039;s all just be honest here, AC players don&#039;t actually need to be given strategies to win with Adeptus Custodes. This is why you&#039;re really looking at this section - figuring out how to &#039;&#039;try&#039;&#039; and fight Custodes with everyone else.&lt;br /&gt;
As a general rule, be prepared to pull out every last bit of underhanded [[Powergamer]] [[That Guy]] [[Cheese]] you can if you want any chance of victory. This isn&#039;t about about &amp;quot;fun&amp;quot; or &amp;quot;fair.&amp;quot; Those ideals were thrown out the window by the guy that’s sending Custodes against you. You cannot &#039;&#039;afford&#039;&#039; to fight fair.&lt;br /&gt;
*A good general bit of advice for fighting against Custodians is to play using the Narrative Play missions from the Kill Team: Elites codex, which all have a 125 point limit. Because the cheapest Custodian model is 33 points, they&#039;ll be unable to spend any of the additional points, essentially giving you a 25 point advantage (&#039;&#039;which still won&#039;t guarantee a win for you, just raise the odds in your favor a bit&#039;&#039;). If they complain, just point out that the elites codex also includes the rules for their kill team, so if they want to use some parts of the book they should be prepared to use all of it. Plus they&#039;ll start with two extra CPs.&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; The jack of all trades faction invariably suffers against the custodes. The basic model isn’t strong enough to ever stand a chance against a custodian, while their “relatively” high cost and lack of invulnerability saves outside of commanders means that each loss you take will hurt. Your only real option is to play like the imperial guard, take as many special weapons as you can and stay in cover/on the run. This tactic works exceptionally well with the primaris psykers, who are not only accurate with great guns, but are also exceptionally tough and hard to hit in cover. If you prefer a melee set up then your best bet is to grab a captain in gravis armour to ignore their strength 5 and 8 weapons. Either loadout you’ll want to bring psykers to both fire mortal wounds and the boost your guys to the point that they’re not horribly outclassed. &lt;br /&gt;
*&#039;&#039;&#039;Deathwatch:&#039;&#039;&#039; &#039;&#039;This&#039;&#039; is where you bring your four frag cannons. And nobody will begrudge you for it, but be careful, as chances are you’ll only have one more model than your opponent and if the custodies catch you in melee you&#039;re doomed.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; Considering that you&#039;re budget custodes (admittedly not by much) your fighting strategy doesn’t change too much. Mortal wound spam them from afar along with as much psi bolt ammunition as you can possibly throw. Melee will be a close call (most likely being down to who charges first) as the custodes and grey knights have very similar weapons, with the custodes having better weapons and more attacks, but the grey knights have more bodies. Overall, probably the “fairest” matchup in kill team.&lt;br /&gt;
*&#039;&#039;&#039;Astra Militarum:&#039;&#039;&#039; Even in swarms you&#039;re too weak to fight custodes, so your only choice is to spam special and heavy weapons. Meltas, plasma, or call in storm troopers for their special weapons, hide in cover, obscure yourself, plant explosives, just do everything you can to avoid a straight up fight against all the custodes strength 6 weapons.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Mechanicus:&#039;&#039;&#039; This is where you want all that minus one toughness goodness. The ad mech punch above their weight category in melee with strength 5 melee weapons, an invulnerability save and numerous buffs, so you&#039;re the best GEQ for fighting custodians. Just don’t expect a lot of your guys to live.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Death Guard have two options (more than most factions). Firstly, pour everything you have into a Plague Marine (or termie) fighter with the Flail. Give him Grandfather&#039;s Blessing, bring a pair of PMs with big guns and a Champion with a Fist along for the ride and curse the errata that dropped its damage down to 1. Also, bring poxwalkers and use Cloud of Flies to stop him being sniped. If you feel like properly picking on custodes like they’re small children with milk money then there’s option two, which is to take two death shroud terminators (although only in an elite game) and something to make up the cost for a three man minimum team. Deathshrouds are the toughest thing in the game after custodes, with toughness 5, 2+/4++/5+++ and weapons which deal a straight 3 damage. They are the only thing in the game which can fight a custodes and win without cheating, making this tactic a simple matter of playing a game of tag (embarrassing for the custodes, exhausting for you with your 4” move and cataphracti armour).&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Your Brotherhood of Psykers special rule can allow you to simply overwhelm the Custodes with psychic casts. However, you&#039;re slow and you won’t get get all is dust against the custodes multi damage weapons so you’ll need to get lucky with the dice rolls.&lt;br /&gt;
*&#039;&#039;&#039;Eldar:&#039;&#039;&#039; For games with commanders, Farseers have multiple casts per turn, letting you reliably get at least one power off without a hitch. Use it to either spam Psybolt and/or buff one of your dudes with a Fusion Gun or a Bright Lance platform. Your Warlock&#039;s/Spiritseer&#039;s Jinx power can be incredibly useful, as it&#039;s one of the precious few ways to &#039;&#039;reduce&#039;&#039; their invuln saves. Alternatively, Wraithguard with Wraithcannons or D-Scythes can potentially kill a Custodes model with a few lucky shots. Defensively, use your slightly superior speed to attempt to kite them or at the very least duck behind cover.&lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; All your poison weaponry with some reasonable ap gives you a better chance of wounding a custodian than most factions, but you&#039;re extremely squishy and not as good in melee as you need to be to 1.kill a custodian or 2. Actually survive the encounter. Stay at range, stay mobile and stay hidden.&lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; 4+ invulnerability saves and large numbers of high quality attacks will serve you well, but unfortunately that’s your only option as your ranged weapons are not up to the task of fighting a custodian. Make your pistols as cheap as possible, take your best melee weapons and get the charge, which, admittedly, is precisely what the space clowns are good at.&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; Take full advantage of how resilient necrons are, the multiple damage custodes deal combined with buffs to reanimating protocols means that it will be disproportionately difficult for a custodian to kill a necron warrior. With this you either have the choice of buffed hordes, swamping your foe with all that beautiful ap-1 fire you have, or close in with necrons with pseudo storm shields and melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Tell the Custodian player that a Meganob costs one point more than a custodian guard despite having a worse movement, weapon skill, ballistic skill, toughness, and leadership, no invulnerable save, a worse shooting attack, worse special rules, and a comparable melee weapon that actually costs points. That way, when you inevitably lose, you might make the other guy feel a bit guilty. Seriously, there&#039;s not much you can do. You don&#039;t have any of the tools necessary to beat the bananas. Maybe just take 16 boyz and 1 grot to drown them in dice rolls before your team gets broken by morale, but even then it&#039;s a long shot.&lt;br /&gt;
**Counterargument: Orks are some of the best armies to play against Custodes, simply because the amount of bodies they can throw at the Emperor&#039;s caretakers. A Kommando Boss, Two Kommandoes, a Burna Boy, a Boy Gunner with the Rokkit Launcher and 15 gretchins are more than six times the amount of bodies the Custodes can kill. If you send the gretchins to block the custodes&#039; movements by keeping them in melee, the kommandoes to get the &amp;quot;Kunnin’ Infiltrators&amp;quot; stratagem to move behind enemy lines and take difficult objectives, and the boy with the rockit just in case you get lucky and manage to get one down in one shot, you can have uncontested control of the battlefield. They can kill three of your units at most each turn (and you can improve those odds with &amp;quot;Just a Flesh Wound&amp;quot; stratagem, so your team will hardly be broken by morale before getting all of the objective points and winning the game. Throw garbage at them, one gretchin at a time, keep them from moving, and keep your leader hidden. [[lulz|That&#039;s the way the cheapest unit in the game can win against the most elite of teams]].&lt;br /&gt;
***This assumes that you&#039;re dedicating your entire roster to just fight AC and only works in missions that don&#039;t have killing victory conditions.&lt;br /&gt;
*&#039;&#039;&#039;T&#039;au Empire:&#039;&#039;&#039; Mobility is your only option. The tau have excellent guns, but if a custodian gets into melee with any of your units (anything from warrior to battle suit) you&#039;re dead. Period. Instead, fill up on battle suits or stealth suits and keep the custodes at a distance, make maximum use of cover, line of sight and any additional buffs and hope that the boys in gold don’t catch up.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039; Did someone say lictors? We did, and they’re right behind you. Take four lictors and dog pile the two or three custodians you’ll be fighting. The lictors high attacks count, strength 6 and good ap means that one or two lictors on the charge (which you will have) have a “good” chance of killing a banana. Downside, lictors are very squishy, if you&#039;re caught in the open, wait too long to charge or get stuck in melee you’ll be dead, 4 wounds is not enough against 4 strength 6 ap-3 DD3 attacks. As they want to get into melee range as well, if the terrain allows save your CP you normally might use for Veteran or Metabolic Overdrive and use it instead on Adrenaline Surge to try and get whoever you gang up on first dead before the other 2 join the fray. Caustic Blood and Implant Attack are less useful but given your entire battle is likely to be decided entirely in 2 or 3 fight phases, it can be worth spending the CP. &lt;br /&gt;
** Pretty much uniquely, the nids have access to the only commander capable of going toe-to-toe with custodes and coming out on top: the broodlord. Make him a level 3 melee specialist, and you get 7 WS2+ attacks rerolling ones, wounding on 4s, also rerolling ones, and with AP-3 Dd3. The clincher here, however, is that on a wound roll of 6 your damage is upped to 3 (courtesy of the claws) and turned into MORTAL wounds (courtesy of the level 3 melee ability). This means if you roll one 6 out of 7 hits (and the maths is firmly in your favour here) you INSTAKILL CUSTODES. Two 6s and you&#039;re instakilling shield captains. Plus you&#039;re faster than them so they can&#039;t run away, and you can cast catalyst on yourself for a 5+++. However, your defence is far weaker than theirs, so if they charge first you can take some serious damage, and they can whittle you down in the shooting phase as well. Stick to cover and let them come close to you before charging (charging happens in the movement phase in kill team, after all, so if they want to get closer they won&#039;t be able to swing first). &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Rock Cutters. You have 4 of them and they&#039;re your best hope, but pray to the great devoured in the sky that the dice gods are merciful. Alternatively go as cheap as possible on your models to take one patriarch as your commander and go to town with your 6 multi damage attacks at strength 6 rerolling failed wounds. In both scenarios however you’ll need to dodge from cover to cover to avoid being blown to pieces by the custodes shooting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;TotE Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
OK fine, we&#039;ll talk about how best to use your Golden Boys.&lt;br /&gt;
First, its key to keep in mind that with 2-3 unit kill teams you can fit every possible kill team combination possible in 100pt games on your Roster. There&#039;s no real reason not to take the perfect list.&lt;br /&gt;
Second, you&#039;re godlike in melee. That is where you live. But outside of it, your D2 AP-1 might look attractive but it&#039;s low strength and there&#039;s only 3 of you putting out fire. If all three of you fired at a lowly guardsman theres a 10% he walks away. Sounds good until you realize theres 8 of them, averaging 5+W of damage against you a around, because don&#039;t doubt they&#039;ll resort to plasma spam if they&#039;re facing you. And guardsmen aren&#039;t even particularly good shots compared to some of the other things out there.&lt;br /&gt;
But in melee, you&#039;re safe. They can&#039;t run any more, their buddies can&#039;t shoot you and you&#039;re dishing out between 3 up to 5 attacks with a WS2+ and a strength and damage equivalent to a Supercharged Plasma Gun plus an extra attack with the Misercordia.&lt;br /&gt;
Terrain use is key, as is using the Balistus&#039;s Concussion Grenades if you&#039;re taking an Allarus. When losing one model is 1/2 of your team, you don&#039;t want to be at the whims of the RNGod. Coupling Take Forward Positions and the Veterans Adaptive Tactics and a first round Charge can lock down several models early and end the game before it begins. A scout can also help but keep in mind that with 2 or 3 models, Take Forward Positions 20% only applies to 1 model. &lt;br /&gt;
&lt;br /&gt;
Also while your golden boys are harder thenall the sailors lineing up to meet your mum, you still only have four of them and objective games will be a struggle. As such don&#039;t discount the Sisters of Silence. A kill team of five sisters and two Custodes strikes a balance between numbers and toughness and increases range firepower with just more bolter bodies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Guard==&lt;br /&gt;
===Why Play Imperial Guard===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Kill Team is where the variety of the Imperial Guard can &#039;&#039;really&#039;&#039; shine, allowing you play obscure or custom regiments (those fancy conversions shown off in the codex for example) that would be too troublesome to convert or too expensive to buy for a full 40k army.&lt;br /&gt;
**Orders let your guardsmen shoot better, stand firmer, move faster, and fight harder than the cultists they otherwise share stats with.&lt;br /&gt;
**You have the most options for accuracy buffing of most teams, dirt cheap units and special weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**No Ratlings or Ogryns, despite them being perfect for Kill Team operations.&lt;br /&gt;
**Most of your units will drop like flies.&lt;br /&gt;
**No access to heavy weapons.&lt;br /&gt;
**Losing your leader, and thus CP and orders, is much like Tyranids losing synapse. The rest of the match after that is probably going to be very brief and very painful.&lt;br /&gt;
**Sergeants don&#039;t have access to boltguns in Kill Team. If you regularly model yours with a real man&#039;s gun in 40k you&#039;ll have to make a new one with something else for Kill Team.&lt;br /&gt;
**No [[Sly Marbo]]&lt;br /&gt;
**You&#039;re SOL for melee, considering that your only unit capable of doing any damage up close and personal is also the one unit you depend on for orders and will want to keep out of harm&#039;s way.&lt;br /&gt;
&lt;br /&gt;
===IG Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; (2 EP): Rather useless for your gunners with a grenade launcher, but this does give your other guardsmen the ability to toss out a Blast to cover some enemies.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039; (2 EP): Another weapon for your other guardsmen, though this one is better suited for popping armor with high damage and AP1.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Medkit&#039;&#039;&#039; (2 EP): Grants your operative the {{W40kKeyword|Medic}} keyword and a special action that lets them heal a friendly operative 2d3 wounds, which is pretty major.&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armour&#039;&#039;&#039; (3 EP): {{W40kKeyword|Guardsman}} operatives only. Gives the average guardsman a 4+ save.&lt;br /&gt;
*&#039;&#039;&#039;Scion Blade&#039;&#039;&#039; (1 EP): {{W40kKeyword|Tempestus Scion}} operatives only. This provides the guy slightly more powerful weapon with 3/4 damage.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Regimental Standard&#039;&#039;&#039; (3 EP): Grants the bearer a bigger boost, providing +1 APL to this model when capping objectives. They also get a new action where they plant the standard, letting any operatives of the same {{W40kKeyword|&amp;lt;Regiment&amp;gt;}} or {{W40kKeyword|&amp;lt;Tempestus Regiment&amp;gt;}} within square/3&amp;quot; to re-roll one defense die until the end of the turn.&lt;br /&gt;
&lt;br /&gt;
===IG Units===&lt;br /&gt;
You may take two from the following list of fire teams.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Guardsman Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
This Security fireteam is composed of 7 of the following:&lt;br /&gt;
*0-1 Guardsman Sergeant (if you don&#039;t have another leader)&lt;br /&gt;
*1-7 Guardsman Troopers&lt;br /&gt;
*0-1 Guardsman Comms&lt;br /&gt;
*0-3 Guardsman Gunners&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardsman Sergeant (Warrior, Staunch, Marksman):&#039;&#039;&#039; The sergeant is likely going to be your go-to melee guy, as all your other operatives are stuck with mere bayonets while you get chainswords...or power weapons that do everything the chainsword does but better and costs nothing because NO POINTS LOL. &lt;br /&gt;
**Of course, this fighting style limits you to only pistols, with their limited range. In this regard, don&#039;t bother with the laspistol. There&#039;s no use when the bolt pistol does its job but better. The plasma pistol does better than the other ones but getting the most out of it might prove dangerous with overcharging.&lt;br /&gt;
**All this talk, however, discards the real reason you grab him - ORDERS! That&#039;s right, this guy is the only one who can issue orders by taking a Strategic Ploy and distributing it to all your friends within pentagon/6&amp;quot; of him. This is critical considering how many guys you&#039;ll be taking care of, and a guardsman comms becomes indispensable in that regard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardsman Trooper (Marksman, Scout):&#039;&#039;&#039; Your average steadfast guardsman, stuck with his ever-trusty lasgun and bayonet. Being one of the few units with GA 2, this means that you&#039;ll compensate for their obvious frailty by being able to activate twice for every single space marine or tyranid and compensate for their measly APL 2. Don&#039;t be fooled by the 7 wounds you get, those 7 wounds means that this guy can take about 2-3 lasgun shots before going down&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardsman Comms (Staunch, Scout):&#039;&#039;&#039; A trooper with the vox-caster, something made very important in the new edition. Not only can this device let the guardsman sacrifice an AP to grant a fellow {{W40kKeyword|Guardsmen}} operative within 6&amp;quot;/pentagon a free AP, but they can also spend an AP to relay any orders a leader issues to all {{W40kKeyword|Guardsmen}} operatives in the field. All of them. For that reason, you should be keeping this guy at least within ordering range of the sergeant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardsman Gunner (Marksman):&#039;&#039;&#039; The value of this guy is apparent - You can only bring one of each gun for your team, so each choice has to be used to perform a specific goal.&lt;br /&gt;
**The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - and in here, overheating won&#039;t kill you outright! The sniper rifle comes with plenty of caveats (Heavy means you can&#039;t move and shoot, damage isn&#039;t the greatest) but it comes with a better BS than any other gun short of the flamer, has Silent so you can hide and shoot, and deals a mortal wound on a crit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tempestus Scion Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
This Security/Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Tempestor (if you don&#039;t have another leader)&lt;br /&gt;
*1-5 Tempestus Scion Troopers&lt;br /&gt;
*0-1 Tempestus Scion Comms&lt;br /&gt;
*0-2 Tempestus Scion Gunners&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempestor (Warrior, Staunch, Marksman):&#039;&#039;&#039; The Tempestor comes as your most powerful warrior, acting as a slightly stronger guardsman. As with the sergeant, he has an unnecessary chainsword, leaving you an option between the power weapon&#039;s easier crits and the stronger but unwieldy power fist.&lt;br /&gt;
**As with the sergeant, your melee weapon limits you to only pistols, with their limited range. In this regard, don&#039;t bother with the laspistol. There&#039;s no use when the bolt pistol does its job but better. The plasma pistol does better than both of the other ones, but getting the most out of it might prove dangerous with overcharging.&lt;br /&gt;
**The standout feature of the tempestor is its ability to be a mini-Rambo. Each turn lets him pull off a Tactical Ploy without wasting a CP. This alone can give you a lot of mileage to make him a big badass.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempestus Scion Trooper (Marksman, Scout):&#039;&#039;&#039; Slightly better than the guardsman, but not by much. Each scion gets a spare wound, a 4+ save and their hotshot lasguns are a step up from the base guardsman&#039;s lasgun. In exchange, however, your scions are all GA 1. You&#039;re going to need all the advantages you can take if you want to nail a space marine.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempestus Scion Comms (Staunch, Scout):&#039;&#039;&#039; Unlike the guardsman, this vox-caster isn&#039;t quite as vital. What this provides is an AP exchange to a friendly {{W40kKeyword|Tempestus Scion}} Operative nearby. This means that they aren&#039;t as dependent on hanging around a Tempestor, so their purpose is more to support their fellow not-stormtroopers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tempestus Scion Gunner (Marksman):&#039;&#039;&#039; Your gunners are largely similar in options compared to the guardsman answer, though at a slightly stronger baseline.&lt;br /&gt;
**The flamer is held back by its range and poor damage, but Torrent means that it can hit multiple targets and hit multiple times. The grenade launcher essentially gives you infinite grenades, but these fire directly rather than indirectly in a short range - The frag grenade compensates its damage with Blast while the krak grenade deals AP1 with plenty of damage. The meltagun is short-ranged but provides lots of damage with AP2 and crits deal lots of lots of mortal wounds. The plasma gun deals plenty of damage with AP1, with an option for overcharging to get AP2 - and in here, overheating won&#039;t kill you outright!  Your one unique weapon is the hot-shot volley gun, which is your closest answer to a heavy weapon with Fusillade to offer covering fire and some mild armor-punching with P1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IG ploys===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
Unique among the entirety of Kill-Team is that these can be shared among your team. When your leader takes one of these ploys, he shares that ploy with any fellow operatives within pentagon/6&amp;quot;. Of course, using this with a guardsman comms makes that effect board-wide too.&lt;br /&gt;
On the other hand, all {{W40kKeyword|Tempestus}} operatives always get orders map-wide regardless of a Sergeant or comms. I guess all that fancy academy training really does pay off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Take Aim! (1 CP):&#039;&#039;&#039; Any operatives affected by this order can re-roll 1s to hit while shooting.&lt;br /&gt;
*&#039;&#039;&#039;Take Cover! (1 CP):&#039;&#039;&#039; Any operatives affected by this order can re-roll 1s when rolling saves.&lt;br /&gt;
*&#039;&#039;&#039;Fix Bayonets! (1 CP):&#039;&#039;&#039;  Any operatives affected by this order can re-roll 1s to hit while fighting in melee.&lt;br /&gt;
*&#039;&#039;&#039;Move! Move! Move! (1 CP):&#039;&#039;&#039; Any operatives affected by this order can add a triangle/1&amp;quot; to their movement, which lets them slide a little bit further.&lt;br /&gt;
*&#039;&#039;&#039;Special Forces (1 CP):&#039;&#039;&#039; The only non-order tactical ploy, and it&#039;s made for the scions. This allows any {{W40kKeyword|Tempestus Scion}} operative to use the &#039;&#039;&#039;Pick Up&#039;&#039;&#039; or any other mission-based action at one less AP. This has no minimum, meaning that you can have any scion to fulfill missions at the same rate as space marines.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down! (1 CP):&#039;&#039;&#039; The one thing guardsmen are known for - being a massive wall of lasfire. Whenever one operative shoots an enemy, any successive guardsmen that fire on this same enemy can re-roll their hit rolls. This is how you compensate for the weaknesses of your basic guardsmen by making each one support each other.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IG Strategies===&lt;br /&gt;
&lt;br /&gt;
===IG Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Veteran Guardsmen (Octarius)==&lt;br /&gt;
===Why Play Veteran Guardsmen===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Kill Team is where the variety of the Imperial Guard can &#039;&#039;really&#039;&#039; shine, allowing you play obscure or custom regiments (those fancy conversions shown off in the codex for example) that would be too troublesome to convert or too expensive to buy for a full 40k army. Veterans in particular are perfect for representing super characterful Guard teams like the Last Chancers or Gaunt&#039;s Ghosts.&lt;br /&gt;
**Assets allow you to be more flexible with your tactical choices with an option between artillery or some spare bodies.&lt;br /&gt;
**Your Orders do not take up CP, unlike the Compendium guardsmen.&lt;br /&gt;
**Confidants give you a little breathing room so that your order-eggs aren&#039;t all in one basket. &lt;br /&gt;
**Real men&#039;s guns! Sergeants and Confidants can both bring boltguns, giving you some extra shooting power and letting your officers contribute to the fight if you&#039;d rather keep them away from danger.&lt;br /&gt;
**Between hand axes, confidant, bruiser and hardened veterans, you have quite a few more melee options than Compendium guard do.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your entire army is pretty much guardsmen with their less than effective 5+ saves.&lt;br /&gt;
**Still no heavy weapons.&lt;br /&gt;
**Just like in real life, your assets are rather inaccurate compared to your lasguns.&lt;br /&gt;
***Speaking of, your lasguns remain the same flashlights as ever, meaning you&#039;ll need to mass fire if you want to nail things like marines.&lt;br /&gt;
**Even with more melee options, your guardsmen are nothing spectacular up close and personal, and heavy hitting options like power weapons are still coming from your main source of orders. &lt;br /&gt;
**Vets lack the numbers of regular guardsmen and the armor of tempestus.&lt;br /&gt;
**You can&#039;t bring as many special weapons as regular guardsmen, and are stuck with just one of each while they can double up with their second fire team.&lt;br /&gt;
&lt;br /&gt;
===VG Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Boots on the Ground:&#039;&#039;&#039; At end of a Turning point and subsequent turning points after revealing it, you gain a 1VP you have more operatives within Pentagon/6&amp;quot; of both drop zones.&lt;br /&gt;
*&#039;&#039;&#039;Stand Fast:&#039;&#039;&#039; At end of a Turning point&#039;s reveal Tac Ops step and subsequent end of turning points after revealing, you gain a 1VP you control 2+ objectives and control more than your opponent.&lt;br /&gt;
*&#039;&#039;&#039;Glory in Death:&#039;&#039;&#039; At end of a game, gain 2VP if your operative was incapacitated but earned more VP from mission objective.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Victory or Death&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Honor-Bound Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;In Life, War&#039;&#039;: Win six games. Unlike most Spec Ops, you need to actually WIN your games, though you have free reign on Tac Ops.&lt;br /&gt;
#&#039;&#039;In Death, Peace&#039;&#039;: Finish one last game where you win VP through the Glory in Death Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 XP for all operatives who took part of this last match, 1 XP for all operatives who died in this game, and an additional 1 XP if they got downed after completing any objective actions or controlling an objective. Any operatives that pass their recovery checks can gain all 3XP from these commendations, regardless of any limitations applied to XP gain because of being incapacitated.&lt;br /&gt;
*Doing this will demand that you actually pick winning goals for the first step, but if you pull it off, you&#039;ll manage to score hefty XP gains for each operative in the team. Just hope you&#039;ve got everything in order to win.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Grand Offensive&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Secure District Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Secure Approaches&#039;&#039;: Finish five games where you scored VP from the Boots on the Ground or Stand Fast Tac Ops. Both require your guardsmen to cover ground quickly and get their goals quickly.&lt;br /&gt;
#&#039;&#039;All-Out Offensive&#039;&#039;: Finish one last game where you score VP from the Plant Banner Tac Op. &lt;br /&gt;
&lt;br /&gt;
Finishing this Spec Op scores you 3 RP and the option of either a piece of rare equipment or improving your asset cap by +1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Capable Under Fire:&#039;&#039;&#039; When this operative is using the Conceal order and hiding behind Light cover, enemies can&#039;t shoot them - even when they&#039;re sitting on a vantage point. Snipers are now not gonna be able to wipe out your sniper or other key operative while being protected.&lt;br /&gt;
#&#039;&#039;&#039;Brash:&#039;&#039;&#039; When this operative receives an order, you can make them use a completely different order than the rest of their teammates. Especially helpful for someone like the Bruiser or Confidant who won&#039;t focus as much on shooting.&lt;br /&gt;
#&#039;&#039;&#039;Siege Specialist:&#039;&#039;&#039; One of this operatives&#039; guns gains No Cover. Now that flashlight is now one that can ALWAYS plink off the enemy, regardless of what&#039;s in the way.&lt;br /&gt;
#&#039;&#039;&#039;Grit and Determination:&#039;&#039;&#039; While this operative is within 2&amp;quot;/circle of an objective, they gain +1 to their defense. If you need to keep ana objective out of enemy hands, you might as well be the tankiest mofo there is.&lt;br /&gt;
#&#039;&#039;&#039;Decorated Veteran:&#039;&#039;&#039; This operative improves their BS by +1 to a max of 3+. The most basic of Battle Honors and also one of the most effective.&lt;br /&gt;
#&#039;&#039;&#039;Final Litany:&#039;&#039;&#039; When this operative dies, you can use the In Death, Redemption tactical ploy on them for free - doing so also improves their WS and BS to 2+ so you can guarantee that they go down swinging.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unending Manpower (1 RP):&#039;&#039;&#039; Whenever at least one of your operatives fails their casualty test and dies, you can use the Operative Assigned Requisition action to replace each dead guy with a fresh Veteran Guardsman. This unfortunately means that if you lose an operative, you&#039;ll need to spend that extra requisition to get their replacement on board.&lt;br /&gt;
*&#039;&#039;&#039;Field Promotion (1 RP):&#039;&#039;&#039; You can turn an Ace, Grizzled, or Revered-rank Trooper Veteran into a different operative that isn&#039;t a Veteran Sergeant. They even get to keep the XP they had before the promotion, allowing you to pick out new Battle Honors. While this can somewhat compensate for Unending Manpower&#039;s lack of specialists, you likely won&#039;t be seeing this until you&#039;ve gone for quite a while in a campaign.&lt;br /&gt;
*&#039;&#039;&#039;Accolade of Distinction (1 RP):&#039;&#039;&#039; When an operative reaches Revered rank, you can give them a special Battle Honour rather than using the list(s) they&#039;d normally be using. This new Battle Honour improves the operative&#039;s APL to 3, which gives you a whole load of options in setting them up. If you stack this with the Focused Battle Honor, you can even cap points from under a Custodian&#039;s nose.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Preliminary Bombardment:&#039;&#039;&#039; When setting up your models, you can mark one piece of terrain with Heavy; nobody can be set up within 1&amp;quot;/triangle of it on account of all the artillery that just shelled that place. However, this forces you into using the Fortify action during the scouting phase unless you set up a Spotter Veteran on the board.&lt;br /&gt;
*&#039;&#039;&#039;Munitorum Supply Lines:&#039;&#039;&#039; During the first turn, you gain +1 CP. Feel free to spend it as you wish.&lt;br /&gt;
*&#039;&#039;&#039;Expanded Engineering Bay:&#039;&#039;&#039; Incidentally doesn&#039;t need the basic one from the CRB. If you pick the Fortify option during the Scouting phase or set up a Demolitions Veteran, you can place a Fortify marker within 6&amp;quot;/pentagon of your DZ. Any time an operative Dashes, they can&#039;t cross within 3&amp;quot;/square of this token, and even operatives that fly can&#039;t land within that same range. Any operative that charges within 3&amp;quot;/square of the token must take 2&amp;quot;/circle from their charge distance, and operatives that fly still suffer that penalty if they land within that range. You now have a total no-fly zone that keeps your enemies from charging through an exposed venue.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Relic Sidearm (2 EP):&#039;&#039;&#039; One laspistol or bolt pistol gains +1 to BS and attacks, making it a bit more accurate and more than just a sidearm.&lt;br /&gt;
#&#039;&#039;&#039;Prized Saber (1 EP):&#039;&#039;&#039; One power weapon gains the Balanced rule, giving a bit of reliability...which is also possible using the CRB. Only take this if you spent Perfectly Balanced on a chainsword.&lt;br /&gt;
#&#039;&#039;&#039;Vid-Capture Relay (2 EP):&#039;&#039;&#039; Comms Veteran only. This expands the range of their Signal ability to infinity, letting you further manage AP to operatives at any part of the table.&lt;br /&gt;
#&#039;&#039;&#039;Litany of Sacrifice (3 EP):&#039;&#039;&#039; Zealot Veteran only. The bearer gains a special action that motivates a friendly operative within 6&amp;quot;/pentagon of them, giving them the ability to reduce one critical hit they suffer into a normal hit.&lt;br /&gt;
#&#039;&#039;&#039;Regimental Heirloom (2 EP):&#039;&#039;&#039; Whenever the bearer does not shoot during an activation, they count their APL as +1 higher and halve any damage they suffer until their next activation. This is especially handy for melee veterans as this makes them incredibly tanky for a guardsman.&lt;br /&gt;
#&#039;&#039;&#039;Diagnosticator (2 EP):&#039;&#039;&#039; Medic Veteran only. Their medkit now restores 3+d3 wounds rather than 2d3 and allows you to re-roll two casualty tests. Both of these are incredibly handy as it gives a major boost to the survivability of your troops.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Guardsman Orders===&lt;br /&gt;
Whenever you use your ploys in the Strategy Phase, you can also have your {{W40kKeyword|Leader}} operative issue an order to fellow operatives within 6&amp;quot;/pentagon of them. This order remains in effect for the rest of the turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Move! Move! Move!:&#039;&#039;&#039; Your operatives get +1&amp;quot;/triangle to their movement. Double up with the dash or charge action to cover greater distances.&lt;br /&gt;
*&#039;&#039;&#039;Take Aim!:&#039;&#039;&#039; Your operatives can re-roll 1s to hit while shooting. However, this does nothing for assets nor can it be used on the remote mine or mortar barrage weapons.&lt;br /&gt;
*&#039;&#039;&#039;Hold Position!:&#039;&#039;&#039; When the enemy fires upon your operatives while they&#039;re in cover, they can re-roll save rolls of 1. This comes with the drawback of barring your operatives from using the Dash or Charge actions.&lt;br /&gt;
*&#039;&#039;&#039;Fix Bayonets!:&#039;&#039;&#039; Your operatives can re-roll 1s to hit when fighting.&lt;br /&gt;
&lt;br /&gt;
===VG Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Hot-shot Capacitor Pack&#039;&#039;&#039; (2 EP): The bearer&#039;s lasgun and laspistol adds +1 to all damage dealt. This will help almost everyone except for the sniper, who instead uses the incompatible long-las.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Rosary&#039;&#039;&#039; (2 EP): Once per game, the bearer can trigger this to ignore the damage dealt by one hit in shooting or combat. While this means the bearer will still be kicking after a bad hit, any critical effects like Stun or Rending will still be in effect.&lt;br /&gt;
*&#039;&#039;&#039;Hand Axe&#039;&#039;&#039; (2 EP): A slightly stronger melee weapon with 3/5 damage, so crits mean more. Perhaps useful for any operative meant for combat and a useful target for a zealot veteran to boost.&lt;br /&gt;
*&#039;&#039;&#039;Trench Shovel&#039;&#039;&#039; (2 EP): While within your DZ, this operative can count as if they are in light cover when shot at by enemies further than 2&amp;quot;/circle away, making for a decent fortified position for a sniper or spotter veteran. However, the instant this operative moves, that trench is gone, so you&#039;d best make sure that this cover is used to its fullest.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP)&#039;&#039;&#039;: A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP)&#039;&#039;&#039;: Stronger than the frag grenade with higher damage and AP1, but still limited by range.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Chronometer&#039;&#039;&#039; (3 EP): Once per game, you can re-roll your initiative die. Useful if you really need that first hit on the turn.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Topographical Chart&#039;&#039;&#039; (3 EP): During the Scouting step, you can pick a second option to use alongside your initial choice. However, your initiative is still determined by the first choice.&lt;br /&gt;
&lt;br /&gt;
===VG Units===&lt;br /&gt;
This Security fireteam is composed of the following:&lt;br /&gt;
*1 Sergeant Veteran&lt;br /&gt;
*9 of the following:&lt;br /&gt;
**0-9 Trooper Veterans&lt;br /&gt;
**0-1 Confidant Veteran&lt;br /&gt;
**0-1 Zealot Veteran&lt;br /&gt;
**0-1 Medic Veteran&lt;br /&gt;
**0-1 Comms Veteran&lt;br /&gt;
**0-1 Demolition Veteran&lt;br /&gt;
**0-1 Bruiser Veteran&lt;br /&gt;
**0-1 Hardened Veteran&lt;br /&gt;
**0-1 Sniper Veteran&lt;br /&gt;
**0-1 Spotter Veteran&lt;br /&gt;
**0-4 Gunner Veterans (Each weapon can be selected only once)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sergeant Veteran (Combat, Staunch, Marksman):&#039;&#039;&#039; Comes with an extra wound and the vastest selection of loadouts short of the gunner. As your sole means of issuing Orders, the sarge&#039;s survival is paramount to ensuring your team&#039;s survival.&lt;br /&gt;
**Unlike your guardsmen, your sergeant can go fully ranged by grabbing a bolter. While you can&#039;t overcharge it like your lasguns, it offers a bit of extra damage.&lt;br /&gt;
**If you plan to go more melee, you have options. The laspistol is a shorter-ranged lasgun (and thus can&#039;t be overcharged), the bolt pistol offers bolter-tier damage at shorter range, and the plasma pistol does the most damage and comes with AP1 (as well as an option for AP2 at the risk of triggering Hot). For melee, your chainsword offers bolter-tier damage and Balanced for a re-roll to hit while the power sword does big damage with Lethal 5+ to guarantee crits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trooper Veteran (Marksman, Scout):&#039;&#039;&#039; Each of your guardsmen remain modestly durable, with 7 wounds allowing them to take about 2-3 bolter rounds before exploding. However you can grab a bunch of them and they have GA2 to let them swarm around the enemy, especially if you grabbed extra troopers from the Ancillary Support.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sniper Veteran (Marksman):&#039;&#039;&#039; Comes with a long-las, a special lasgun that does 3/3 damage on a 2+ BS. While this looks like the damage remains constant regardless of whether or not you crit, it also has MW3 so you can score some lasting damage on a lucky shot. Also interesting is that this doesn&#039;t come with Heavy, meaning that you have some very mobile snipers. Also helping is that if they remain stationary, their gun also gets Silent so they can fire while using the Conceal order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gunner Veteran (Marksman):&#039;&#039;&#039; The gunner is your only means to get guns that aren&#039;t that flashlight, so be sure to pick your weapon choices with care. The flamer is short-ranged, but Torrent allows it to cover crowds of enemies fairly easily. The grenade launcher doesn&#039;t have any way of circumventing cover, but has the option between frag&#039;s Blast to pop mobs or krak&#039;s high damage and AP1 for tough targets. The plasma gun deals a lot of damage with AP1, but you can risk Hot in order to make it AP2 and nail high-save units like space marines with ease and use the Take Aim! order to mitigated that risk. The melta gun is your extreme measures gun, dealing insane amounts of damage with AP2 as well as dealing MW4 on critical hits, but at very short range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Confidant Veteran (Combat, Staunch, Marksman):&#039;&#039;&#039; As the second in command of the detachment, your options for the confidant almost mirror the options available to the sergeant. Indeed, if your {{W40kKeyword|Leader}} operative ever dies, you can make this guy take their place and gain the ability to issue orders. If they aren&#039;t made the {{W40kKeyword|Leader}} operative though, they can mark a friendly operative within 6&amp;quot;/pentagon of them to immediately activate after them (though they act as if their GA is 1 so you can&#039;t nominate a base trooper and have two of them immediately move), giving you a means to further assert your numbers superiority. &lt;br /&gt;
**Going full ranged gives them two options: the basic guardsman&#039;s lasgun (enabling them to use the overcharge ploy) or the sergeant&#039;s stronger bolter.&lt;br /&gt;
**For melee, your only melee option is the chainsword, a decent tool with Balanced for a re-roll. Shooting gives you either the laspistol or the bolt pistol, without the sergeant&#039;s option for a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolition Veteran (Staunch, Scout):&#039;&#039;&#039; This guardsman&#039;s special tool is the remote mine. Using 1 AP, they can plant the mine anywhere within 1&amp;quot;/triangle of them and then immediately make a Dash move out of the way. At any point afterwards, the operative can detonate the mine, attacking any operatives within 3&amp;quot;/square of the mine for incredible damage and AP1. As this is an indirect attack, this has Silent so you can trigger it while using the Conceal order.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zealot Veteran (Staunch):&#039;&#039;&#039; The ballsiest of all guardsmen, gaining the ability to re-roll all their saves thanks to their faith in the Emperor. In addition, they can spend 1 AP to inspire a friendly operative within 3&amp;quot;/square, letting them score crits on a 5+ regardless of whether they fight or shoot. This makes for especially good times for weapons with high crit damage like the gunner&#039;s or special crit effects like the bruiser&#039;s.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Medic Veteran (Staunch, Scout):&#039;&#039;&#039; A guardsman whose duty is to save lives. Once per turn they can immediately save a friendly operative within 3&amp;quot;/square who just went down, putting that operative at 1 wound and then sending them scurrying away for the cost of 1 AP for both the medic and the patient. Unfortunately, this ability can&#039;t be used while in engagement range with the enemy, which limits their uses. In addition, on a turn where they didn&#039;t already resurrect an ally, they could also spend 1 AP to heal a friendly operative by 2d3 wounds, which is handy for those who are on death&#039;s door or to counter the injured status.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Comms Veteran (Staunch, Scout):&#039;&#039;&#039; This guy is likely to be an auto-take just because of their effects on orders. If this operative is issued an order, they can spend 1 AP to broadcast it, making it spread to ALL operatives on the board. On top of this, they can transfer 1 AP to a friendly operative within 6&amp;quot;/pentagon to give a means of compensating the limitations of APL2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bruiser Veteran (Combat, Staunch):&#039;&#039;&#039; A trooper with a trench club, a slightly stronger weapon compared to the bayonet with Stun to knock aside one attack. Interestingly, this operative has the ability to ignore the damage dealt by one normal hit made against them in combat. This might just amount to surviving a random swing, but it&#039;s one more turn you can have this guy make their worth.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hardened Veteran (Combat, Staunch):&#039;&#039;&#039; A guardsman with a bionic arm, making for a powerful melee weapon AND a badass fashion statement! Even better is that this guy has a 5+++ FNP on any wounds lost and ignores APL modifiers, allowing them to keep on fighting as long as possible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spotter Veteran (Scout):&#039;&#039;&#039; This guardsman gets both a mortar and a pair of magnoculars to spot for his comrades. The mortar&#039;s not much more dangerous than a lasgun and Unwieldy makes it impossible to use on overwatch, but it&#039;s got Barrage to ignore most cover and Blast to hit crowds of foes. Silent also helps the spotter by letting them hide while shooting. The magnoculars are used for a special action costing 2 AP, letting you mark an enemy operative and a friendly operative with GA1 within 2&amp;quot;/circle. Your friend can now treat that target as if they have the Engage order on their next activation, ignoring any attempts to be sneaky.&lt;br /&gt;
&lt;br /&gt;
====Ancillary Support====&lt;br /&gt;
Alongside your troopers, you can also choose one of the following options based on what you think you&#039;ll need for the fight..&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Trooper Veterans:&#039;&#039;&#039; Four spare {{W40kKeyword|Trooper Veteran}} operatives, all ready to go and open fire in His name.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Guardsmen Tactical Assets:&#039;&#039;&#039; Rather than any manner of troops, you gain two artillery/bombardment options you can trigger once per battle each. You activate one of these assets in place of one of your operatives, which also means that your enemy can immediately fire back after you go and use it.&lt;br /&gt;
**&#039;&#039;Artillery Barrage:&#039;&#039; You open fire with something like a mortar, using one of your operatives to draw line of sight. While the damage isn&#039;t spectacular, Barrage and Indirect let it ignore most forms of cover while Blast lets it hit groups of foes.&lt;br /&gt;
**&#039;&#039;Marked Air Strike:&#039;&#039; A friendly bomber blasts a location, using one of your operatives to draw line of sight. The attack is slightly better with a 4+ BS and better damage, but sacrifices Indirect. Aside from that, it remains a good way to flush out creeps hiding behind a wall with Blast and Barrage.&lt;br /&gt;
**&#039;&#039;Guided Missile:&#039;&#039; Guessing one of your guys got a single-use rocket launcher. This is another shooting attack using one of your operatives to draw line of sight. This option deals the most damage out of all your assets and AP1 lets it demolish enemy armor. However, cover is an issue for them and you&#039;re only targeting one enemy.&lt;br /&gt;
**&#039;&#039;Strafing Run:&#039;&#039; Your operative first has to mark an enemy to target. Then they have to place a strafing run token anywhere on the map, so long as it&#039;s not closer to the table edge than the mark is. Then draw a line from this token to the target, firing upon them and any other operatives in light cover (Drawing LoS from the token). While this isn&#039;t more powerful than the artillery barrage, it can hit a very wide swathe of foes with the right positioning.&lt;br /&gt;
&lt;br /&gt;
===VG ploys===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Overcharge Lasguns (1 CP):&#039;&#039;&#039; Your operatives can pick a new statline for their lasguns, giving them a means for AP1 on those flashlights but risking Hot in order to get them. It&#039;s best to save this option only for taking down marines or units that have ways to improve their AP while in cover as it doesn&#039;t improve the lasgun&#039;s damage.&lt;br /&gt;
*&#039;&#039;&#039;Take Cover (1 CP):&#039;&#039;&#039; Operatives shot at while in cover improve their saves by 1. You&#039;ll be needing that because of how weak your save is.&lt;br /&gt;
*&#039;&#039;&#039;Into the Breach (1 CP):&#039;&#039;&#039; Operatives in your DZ can make a free Dash action, but that movement has to push them closer to the enemy DZ than your own. Especially favorable for your melee operatives or for gunners with limited range.&lt;br /&gt;
*&#039;&#039;&#039;Clear the Line (1 CP):&#039;&#039;&#039; When your operatives fight, they can immediately score one hit without rolling.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Inspirational Leadership (1 CP):&#039;&#039;&#039; When your {{W40kKeyword|Leader}} operative is activated, they can issue a second order, allowing you to adapt a little faster to a sudden change in the situation.&lt;br /&gt;
*&#039;&#039;&#039;In Death, Atonement (1 CP):&#039;&#039;&#039; If your guardsman dies, they won&#039;t leave the board until the end of your next activation and will ignore the injured status for this single moment.&lt;br /&gt;
*&#039;&#039;&#039;Combined Arms (1 CP):&#039;&#039;&#039; After one operative fires, you can use this to make sure another operative firing upon the same operative your first one did hits by letting them re-roll all their hit die. As ever, the wall of guns remains the guardsman&#039;s best strategy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===VG Strategies===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;VG Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing &#039;&#039;&#039;against&#039;&#039;&#039; this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kasrkin (Shadowvaults)==&lt;br /&gt;
===Why Play Kasrkin===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**You&#039;ve always favored the Kasrkin of old Cadia over those Tempestus Usurpers.&lt;br /&gt;
**Simple rules make this one of the easiest bespoke Kill Teams to pick up and play.&lt;br /&gt;
**Guns! The Kasrkin seem able to carry around more special weapons than the other Guardsmen teams&lt;br /&gt;
**Elite dice mitigate the risk of plasma overcharge.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your entire team is, with few exceptions, 4+ saves and 4+ BS despite being the best of the best.&lt;br /&gt;
**Still no heavy weapons.&lt;br /&gt;
**There aren&#039;t many specialists, you are going to be lugging at least one basic trooper along per game.&lt;br /&gt;
**Your numbers won&#039;t be the expected tides of green like the guardsmen.&lt;br /&gt;
**Elite dice being limited to changing one dice does not completely remove overcharge risk unless combined with CP rerolls.&lt;br /&gt;
&lt;br /&gt;
===K Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Vital Objective:&#039;&#039;&#039; When you reveal this Tac Op, mark one objective that you don&#039;t control as a Vital Objective. You score 1 VP for each turn you control this Vital Objective.&lt;br /&gt;
*&#039;&#039;&#039;Secure Zone:&#039;&#039;&#039; At the target reveal step of each Turning Point, you can set one temporary marker over 6&amp;quot;/pentagon of your DZ and 2 circles/4&amp;quot; from any enemies. You score 1 VP for each turn where you have an operative within 2 circles/4&amp;quot; of that marker but no enemies.&lt;br /&gt;
*&#039;&#039;&#039;Stand Fast:&#039;&#039;&#039; 1 VP for each turn where you control 2+ objectives and have more objectives than the enemy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Neutralize Threat&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Engage on Sight&#039;&#039;: Finish five games where you scored VP from the Secure Zone, Rout, or Execution Tac Ops.&lt;br /&gt;
#&#039;&#039;Cripple Base&#039;&#039;: Finish one last game where you win VP through the Secure Ground Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. In addition, you get 5 XP to share among your operatives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Special Forces&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Secure District Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Advanced Warfare&#039;&#039;: Pick one Kill Team archetype. Finish six games and score VP from every Tac Op on that list. Unconventional, but it will require you to focus on a particular task. Unlike other Spec Ops, this is all you need to do.&lt;br /&gt;
&lt;br /&gt;
Finishing this Spec Op scores you 2 RP and 5 XP to split across all your operatives. On top of that, any incapacitated operatives auto-pass all casualty and recovery checks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;War-hardened:&#039;&#039;&#039; The first time this operative kills an enemy, you regain an Elite point.&lt;br /&gt;
#&#039;&#039;&#039;Vengeful:&#039;&#039;&#039; Whenever this operative shoots or fights a non-{{W40kKeyword|Imperium}} enemy, you can auto-score one hit. Situational due to how many Imperial teams there are out there.&lt;br /&gt;
#&#039;&#039;&#039;Resolute:&#039;&#039;&#039; Whenever this operative is carrying an objective or within 2 circles/4&amp;quot; of an objective, you auto-score one defense roll.&lt;br /&gt;
#&#039;&#039;&#039;Kill shot:&#039;&#039;&#039; One of this operative&#039;s gun gains +1 critical damage.&lt;br /&gt;
#&#039;&#039;&#039;Sharp Instincts:&#039;&#039;&#039; Enemies must be over 2 circles/4&amp;quot; away from this operative to be considered in cover. Awesome for foiling close-quarters campers.&lt;br /&gt;
#&#039;&#039;&#039;Independent Equipage:&#039;&#039;&#039; When selecting gear for this operative, one piece gets a 1 EP discount.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Assess and Optimize (1 RP):&#039;&#039;&#039; When you select a Spec Op, you can use both the Asset Acquired and Equipment Drop actions for free. Helpful, but you&#039;d best hope that this will last you for the rest of the Spec Op.&lt;br /&gt;
*&#039;&#039;&#039;Deeds of the Fallen (1 RP):&#039;&#039;&#039; Whenever an operative gains a Battle Scar and dies for good, the rest of the team gains 1XP as they mourn their lost comrade.&lt;br /&gt;
*&#039;&#039;&#039;Elite Compatriots (2 RP):&#039;&#039;&#039; When you acquire a new operative, you can spend this to kick-start their experience with 6XP right off the bat.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Field Recovery Unit:&#039;&#039;&#039; Each operative can re-roll a recovery check in between battle. However, whenever you fail one check, this item shuts down until the next game.&lt;br /&gt;
*&#039;&#039;&#039;Mission Command:&#039;&#039;&#039; Start the game with d3 extra Elite points. Great to offset a bad first turn.&lt;br /&gt;
*&#039;&#039;&#039;Shrine to lost Cadia:&#039;&#039;&#039; Your operatives can only gain up to 4XP whenever they pass a casualty check. Your operatives also all count as having one less Battle Scar and consider the Cerebral Affliction result as a passed check.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Plasteel Armour Enhancement (1 EP):&#039;&#039;&#039; Kasrkin Demo Trooper only. Any crits the bearer suffers deals only normal damage.&lt;br /&gt;
#&#039;&#039;&#039;Tactical Vox-Net (3 EP):&#039;&#039;&#039; Kasrkin Vox-Trooper only. Whenever you spend an Elite point during the firefight phase, you can roll a d6 and regain it when you roll a 6.&lt;br /&gt;
#&#039;&#039;&#039;Memento of Cadia (4 EP):&#039;&#039;&#039; Once per game, you can trigger this item on the operative and gains the ability to shoot twice on this activation.&lt;br /&gt;
#&#039;&#039;&#039;Diagnosticator (2 EP):&#039;&#039;&#039; Kasrkin Combat Medic only. This lets them heal d3+3 wounds instead of 2d3 and lets you re-roll 2 casualty checks when updating datasheets. Both of these are incredibly handy as it gives a major boost to the survivability of your troops.&lt;br /&gt;
#&#039;&#039;&#039;Emperor&#039;s Light (3 EP):&#039;&#039;&#039; One hot-shot lasgun gains AP1 for the fight, which is flat-out incredible for your workhorse gun.&lt;br /&gt;
#&#039;&#039;&#039;Kasrkin Surveyor (2 EP):&#039;&#039;&#039; Kasrkin Recon-Trooper only. Once per turn, the bearer can perform one objective action with a 1 AP discount.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
The Kasrkin are among the best of the best of the Cadians, and this here proves it. At the start of each game, you get 10 Elite Points you can spend to influence rolls. In particular, you can spend one point to improve the roll of one of your operatives&#039; attack dice by one.&lt;br /&gt;
*While you need to be judicious about usage, you aren&#039;t completely limited. You get 2 Elite points each turn and so long as your Kasrkin Sergeant is alive, you gain an edditional Elite Points each Strategy phase.&lt;br /&gt;
&lt;br /&gt;
===K Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Adrenaline Shot&#039;&#039;&#039; (1 EP): A single-use item that lets the bearer ignore any APL or movement mods for a turn. Handy for any suicide runs you might need to make.&lt;br /&gt;
*&#039;&#039;&#039;Combat Blade (1 EP):&#039;&#039;&#039; The Q4 2022 Dataslate gave you a basic 3/4 damage knife as a consolation prize so your troops can fight back with something more than the butts of their lasguns.&lt;br /&gt;
*&#039;&#039;&#039;Foregrip&#039;&#039;&#039; (2 EP) Hot-shot lasgun only. The bearer will never degrade their AP when firing this gun in Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Long-Range Scope&#039;&#039;&#039; (2 EP): Hot-shot lasgun or Hot-shot marksman rifle only. This adds an additional crit effect when hitting an enemy over 6&amp;quot;/pentagon away. Any crits that are made from past that range gain No Cover, letting you flush out any campers that might show up.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP)&#039;&#039;&#039;: A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP)&#039;&#039;&#039;: Stronger than the frag grenade with higher damage and AP1, but still limited by range.&lt;br /&gt;
*&#039;&#039;&#039;Decoy Grenade (2 EP)&#039;&#039;&#039;: A special grenade with a spread of two circles/4&amp;quot;, giving a chance to prevent the target from taking Overwatch. Might see use for a bumrush of Kasrkin smacking things with their guns.&lt;br /&gt;
*&#039;&#039;&#039;Stun Grenade (3 EP)&#039;&#039;&#039;: Seen elsewhere, this gives a grenade that can sap away AP from nearby enemies if you need to force an enemy to pick between capping or shooting.&lt;br /&gt;
&lt;br /&gt;
===K Units===&lt;br /&gt;
This Recon/Security/Seek &amp;amp; Destroy fireteam is composed of the following:&lt;br /&gt;
&lt;br /&gt;
*1 Kasrkin Sergeant&lt;br /&gt;
*0-9 of the following: &lt;br /&gt;
**0-9 Kasrkin Troopers&lt;br /&gt;
**0-4 Kasrkin Gunners&lt;br /&gt;
**0-4 Kasrkin Sharpsooters&lt;br /&gt;
***The You can only take up to 4 between Gunners and Sharpshooters&lt;br /&gt;
**0-1 Kasrkin Combat Medic&lt;br /&gt;
**0-1 Kasrkin Demo-Trooper&lt;br /&gt;
**0-1 Kasrkin Recon-Trooper&lt;br /&gt;
**0-1 Kasrkin Vox-Trooper&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Sergeant (Combat, Staunch, Marksman):&#039;&#039;&#039; While not stronger than the rest of his squad, the sergeant is incredibly vital by dint of his Leadership ability granting Elite points each turn. The other vital detail is that he will most likely be stuck with a melee weapon as, unlike with the Breachers or even the Veterans, this is your only melee operative.&lt;br /&gt;
**In regards of melee weapons, you have either the power weapon or the chainsword. The chainsword is quite powerful and carries ceaseless, but you are stuck to the plasma pistol, a dangerous gun with AP1 stock, but risking AP2 might cost you. The power weapon has more crits thanks to Lethal 5+, but your pistol choices are limited to the bolt pistol and hot-shot laspistol - a matter of cosmetics before counting on upgrades/ploys.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Trooper (Marksman, Scout):&#039;&#039;&#039; The Kasrkin are about on level with the Tempestus in regard to stats. A 4+ save means that they won&#039;t have to worry so much about going down easily, but not enough to become reckless with them. In addition, each one carries a hot-shot lasgun for the firepower of a bolter, bolstered by a special action letting them spend a free Elite point each turn for an effective 3+ BS on one shot.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Combat Medic (Staunch, Scout):&#039;&#039;&#039; If you&#039;ve seen the medic anywhere else, you&#039;ve seen him here - One action heals 2d3 wounds on an ally, a special action that costs 1 AP for both medic and patient as the patient survives death. Having a 4+ save just means that they&#039;re not utterly hosed if they get caught in the middle of a firing line.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Demo-Trooper (Staunch):&#039;&#039;&#039; Rather than a lasgun, this guy just gets a hot-shot laspistol and insulated armor that lets them re-roll saves against Blast weapons and renders them immune to Splash attacks. Their special weapon is the Melta Mine, a remote mine that goes off the moment someone approaches it. With 4/2 damage with AP2 and MW3, this is a terrifying weapon that you don&#039;t want anyone to be near.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Gunner (Marksman):&#039;&#039;&#039; Your trooper, but now with special guns. Flamers help give wide coverage against crowds, grenade launchers allow for versatility between crowd-covering frags and armor-popping kraks, hot-shot volley guns give you crowd control with Fusillade, the meltagun demolishes anything super-tough, and the plasma gun gives you high-power anti-armor with a risky means to pop more armor.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Recon-Trooper (Marksman, Scout):&#039;&#039;&#039; While a basic trooper, the Recon-Trooper does provide a second Recon option so you can set up a second opinion. On top of that, they can spend an action on the Warden Auspex, which can mark an enemy and make them count attacks on them as having No Cover, as well as not having cover for the sake of any ploys. &lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Sharpshooter (Marksman):&#039;&#039;&#039; This Kasrkin has a Camo-Cloak, allowing them auto-score one cover save. Their weapon of choice is a hot-shot marksman rifle, quite accurate whether used in the basic Sharpshoot mode or the Snipe mode with 3/3 damage but 2+ BS, Sniper and MW3 to blow away leaders.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin Vox-Trooper (Staunch, Scout):&#039;&#039;&#039; Basic trooper with a vox-caster to let them share an AP with any allies. Unlike certain Compendium vox-troopers, this can be spread anywhere on the board without concern for range and can be used twice per activation if you really need to support multiple fronts.&lt;br /&gt;
&lt;br /&gt;
===K ploys===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Clearance Sweep (1 CP):&#039;&#039;&#039; Place a token on the board. When a friendly operative within 4&amp;quot;/2 circles shoots at an enemy within that range, you can spend a free Elite point on their shooting. This lasts for the rest of the turn before vanishing, meaning that trapping an enemy within prime firing range of a couple operatives can spell their doom.&lt;br /&gt;
*&#039;&#039;&#039;Elimination Pattern (1 CP):&#039;&#039;&#039; When your operatives fire their hot-shot weapons (barring the sniper profile of the marksman rifle), any attacks against enemies not in cover gain P1 for some slightly more effective crits.&lt;br /&gt;
*&#039;&#039;&#039;Reposition (1 CP):&#039;&#039;&#039; When you have an operative further than 3&amp;quot;/square of any enemies, they and any others within 3&amp;quot;/square that also qualify can make a free Dash action. Very helpful for any backline supports, but it can only work after the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Safeguard (1 CP):&#039;&#039;&#039; When your operatives are behind cover, they can re-roll any saves of 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cover Retreat (1 CP):&#039;&#039;&#039; Whenever an operative is activated within 6&amp;quot;/pentagon of a fellow operative that isn&#039;t engaged, they can fall back with a 1 AP discount, helping the survivability of your troops.&lt;br /&gt;
*&#039;&#039;&#039;For Cadia! (1 CP):&#039;&#039;&#039; Your troopers gain a 5+ FNP save, which means a lot to your 4+ save goons. They also add +1 to the damage of any melee weapons they have. Rather pointless for their lasguns, but spending a few equipment points on some combat blades makes this a lot more palatable.&lt;br /&gt;
*&#039;&#039;&#039;Neutralize Target (1 CP):&#039;&#039;&#039; When an operative shoots a target that has the Engage order or isn&#039;t in cover, you can re-roll all hits.&lt;br /&gt;
*&#039;&#039;&#039;Seize the Initiative (1 CP):&#039;&#039;&#039; Lets you re-roll your initiative dice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===K Strategies===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;K Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing &#039;&#039;&#039;against&#039;&#039;&#039; this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Imperial Navy Breachers (Into the Dark)==&lt;br /&gt;
===Why Play Imperial Navy Breachers?===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Guardsmen with decent armor and chainfists.&lt;br /&gt;
**Absolutely brutal in close quarters.&lt;br /&gt;
**Breach and Clear effectively makes your entire army GA2.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**While excellent in tight spaces, open spaces see their advantages fade.&lt;br /&gt;
**Those shotguns adhere to vidya logic where their effectiveness fades after a certain range.&lt;br /&gt;
**the range limitations of Breach and Clear might leave them vulnerable to Blast/Torrent weapons and massed charges. &lt;br /&gt;
&lt;br /&gt;
===INB Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Storm Target:&#039;&#039;&#039; Your enemy marks one permanent objective. You gain 1 VP if you control this objective at the end of a turn, with another if you control it by the end of the game.&lt;br /&gt;
*&#039;&#039;&#039;Into the Breach:&#039;&#039;&#039; Revealed at the end of turn 4. Score 1 VP if an operative (barring the Gheistskull or C.A.T.) are within 6&amp;quot;/pentagon of the enemy&#039;s board edge, and another if you got more operatives there.&lt;br /&gt;
*&#039;&#039;&#039;Breach and Clear:&#039;&#039;&#039; Requires use of the Breach and Clear ability. You gain 1 VP for each time you use this and have one operative kill an enemy while another kills a second enemy or scores an objective you didn&#039;t already own.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Breach, Clear and Secure&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Rapid Push&#039;&#039;: Finish five games where you scored VP from any of the exclusive Tac Ops. All of them require covering a lot of ground quickly.&lt;br /&gt;
#&#039;&#039;Secure Breach&#039;&#039;: Finish one last game where you win VP through the Seize Ground Tac Op. This is pretty much the finale after all the territory-snagging you&#039;ve made.&lt;br /&gt;
&lt;br /&gt;
Finishing this Spec Op scores you 1 RP and the option of either a piece of rare equipment or improving your asset cap by +1. You also get 5 XP you can distribute among all your operatives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Scorched Deck&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Demolition Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Discern and Destroy&#039;&#039;: Finish five games where you scored VP from the Execution, Headhunter, Rob &amp;amp; Ransack or Rout Tac Ops. Note that you need to have scored with at least three of these Tac Ops in order to move on.&lt;br /&gt;
#&#039;&#039;Call for Extraction&#039;&#039;: Finish one last game where you score VP from the Plant Signal Beacon Tac Op. &lt;br /&gt;
&lt;br /&gt;
Finishing this Spec Op scores you 3 RP and all operatives auto-pass any Casualty and Recovery tests.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Gutsy:&#039;&#039;&#039; This operative is always under the benefits of the Close Assault ploy for extra hits.&lt;br /&gt;
#&#039;&#039;&#039;Assured:&#039;&#039;&#039; When this operative is shot at while within range of an objective or carrying one, they count one save as an auto-pass for guaranteed protection.&lt;br /&gt;
#&#039;&#039;&#039;Deckhand:&#039;&#039;&#039; When operating a hatch, there&#039;s a 50% chance that your AP is refunded.&lt;br /&gt;
#&#039;&#039;&#039;Bruiser:&#039;&#039;&#039; Melee weapons gain Brutal. Now nobody&#039;s laughing when your basic armsman&#039;s hatchet is cutting them down as well as any slasher movie.&lt;br /&gt;
#&#039;&#039;&#039;Scrapper:&#039;&#039;&#039; This operative improves their WS by +1 to a max of 2+. The most basic of Battle Honors and also one of the most effective.&lt;br /&gt;
#&#039;&#039;&#039;Gallant:&#039;&#039;&#039; When this operative fights or shoots within 6&amp;quot;/pentagon of the enemy&#039;s DZ or board edge, they can re-roll one hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reinforcements (1 RP):&#039;&#039;&#039; Two new Navis Armsmen enter your roster.&lt;br /&gt;
*&#039;&#039;&#039;Mission Critical (1 RP):&#039;&#039;&#039; This can let your operatives ignore any Battle Scars they suffer for the upcoming game. After the battle, roll a d6 for any operatives that failed a Casualty check, passing on a 4+. Pretty necessary if you had a bad game and really need to catch back up with the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Hero in the Ranks (1 RP):&#039;&#039;&#039; Used when a Navis Gunner or Navis Endurant rank up. This operative can select a number of operatives (barring other Gunners and Endurants) equal to twice their rank to distribute 1 XP to.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Colours:&#039;&#039;&#039; Requires an operative of Veteran rank or higher. This allows you to give 1 XP to one operative you fielded and has the least XP, helping you normalize any newcomers on the roster. &lt;br /&gt;
*&#039;&#039;&#039;Extended Supply Bay:&#039;&#039;&#039; INFINITE GEAR. Sure, you still have to contend with the relay being 0-1 and your EP limits, but you can now give fucktons of grenades to  anyone you want or give everyone slugs and rebreathers.&lt;br /&gt;
*&#039;&#039;&#039;Void Augur:&#039;&#039;&#039; Pick one turn after the first. When rolling for initiative on that turn, you can re-roll to seize.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Relic Cutlass (1 EP):&#039;&#039;&#039; Navis Sergeant-at-Arms with power weapon only. This improves the weapon with Balanced for a re-roll and potentially another crit.&lt;br /&gt;
#&#039;&#039;&#039;Navis Cuirass (2 EP):&#039;&#039;&#039; Navis Sergeant-at-Arms only. Any incoming damage is reduced by 1, which makes this redundant with the Brace for Counter-Attack ploy. Still vital for keeping the leader alive.&lt;br /&gt;
#&#039;&#039;&#039;Enhanced Energy Cell (2 EP):&#039;&#039;&#039; Navis Gunner with Navis Las-Volley only. The heavy gun gains Rending, so now your crits hurt a little harder.&lt;br /&gt;
#&#039;&#039;&#039;Remote Access Device (2 EP):&#039;&#039;&#039; You get a remote. A remote that lets the bearer shut a hatch from 6&amp;quot;/pentagon away. Skip unless you&#039;re in a space hulk.&lt;br /&gt;
#*Does not work with the Deckhand Battle Honour or when using the Hatchcutter action.&lt;br /&gt;
#&#039;&#039;&#039;Auspiciator (3 EP):&#039;&#039;&#039; Once per turn, the bearer can perform one objective action at a 1 AP discount, which can help keep them moving when picking up the goods.&lt;br /&gt;
#&#039;&#039;&#039;Auto-Medicae Unit (2 EP):&#039;&#039;&#039; Not quite a medic, but it can help just as much. If this operative survives a game, you can re-roll one casualty test.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===INB Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP)&#039;&#039;&#039;: A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP)&#039;&#039;&#039;: Stronger than the frag grenade with higher damage and AP1, but still limited by range.&lt;br /&gt;
*&#039;&#039;&#039;Stun Grenade (2 EP)&#039;&#039;&#039;: Another grenade, roll a 4+ (-1 if they&#039;re behind cover) to rob an AP for any enemy within 2&amp;quot;/circle of the grenade&#039;s explosion.&lt;br /&gt;
*&#039;&#039;&#039;Rebreather (1 EP)&#039;&#039;&#039;: Ignore all APL penalties and Stun, which can be brutal for APL2 armsmen.&lt;br /&gt;
*&#039;&#039;&#039;Slugs (1 EP)&#039;&#039;&#039;: Operative with Navis Shotgun only. You gain a second set of ammo you can use instead of the standard ammo in a shotgun, spending 1 AP to alternate between the basic shells and slugs. The Slugs only work on the long-range profile of the shotgun, but the shotgun adds +1 to both damage profiles and +1 to BS so it&#039;s more effective as a weapon. Thankfully, this cheapness makes this a decent decision for any operatives that are going to be relying on their shotguns.&lt;br /&gt;
*&#039;&#039;&#039;Stimm (1 EP)&#039;&#039;&#039;: Gives a bonus wound.&lt;br /&gt;
*&#039;&#039;&#039;0-1 System Override Device (2 EP)&#039;&#039;&#039;: During the Scouting step, you can open one hatchway before the game begins. As expected, this only has use when you have any hatches on the board.&lt;br /&gt;
&lt;br /&gt;
===INB Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Breach and Clear:&#039;&#039;&#039; The big rule for your guys, letting you effectively give some goons GA2 alongside the basic armsmen. Once per turn, one activated operative has to mark a second one within 3&amp;quot;/square of them to then be activated afterwards. Of course, this comes with the drawback of requiring your force to crowd around each other and that makes them easy prey for any Blast or Torrent weapons.  &lt;br /&gt;
*&#039;&#039;&#039;Void Armour:&#039;&#039;&#039; Your basic armsman only has a 4+ save, but you can re-roll one save when dealing with Splash or Torrent weapons and they aren&#039;t the primary target. It also renders your armsmen immune to Splash crits.&lt;br /&gt;
**This is your compensation against the obvious weaknesses of Breach and Clear&#039;s setup. This won&#039;t make you immune to these effects, but it will make them a bit less effective.&lt;br /&gt;
&lt;br /&gt;
===INB Units===&lt;br /&gt;
This Security/Seek &amp;amp; Destroy fireteam is composed of the following:&lt;br /&gt;
*1 Navis Sergeant-At-Arms&lt;br /&gt;
*11 of the following:&lt;br /&gt;
**0-11 Navis Armsmen&lt;br /&gt;
**0-1 Navis Axejack&lt;br /&gt;
**0-1 Navis Endurant&lt;br /&gt;
**0-1 Navis Grenadier&lt;br /&gt;
**0-2 Navis Gunners&lt;br /&gt;
**0-1 Navis Hatchcutter&lt;br /&gt;
**0-1 Navis Surveyor&lt;br /&gt;
***0-1 Navis C.A.T if you include a Navis Surveyor&lt;br /&gt;
**0-1 Navis Voidjammer&lt;br /&gt;
***0-1 Navis Gheistskull if you include a Navis Voidjammer&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Sergeant-At-Arms (Combat, Staunch, Marksman):&#039;&#039;&#039; Comes with the requisite extra wound and improved BS/WS. While you lack orders, the sergeant can pick between Attack Order and Defense Order ploys and use only one for free each turn. Of course, you can just keep him as an amped-up Voidsman with their navis shotgun to alternate between a high-damage but limited-reach Close Range profile or the infinite-range but puny Long Range profile. You&#039;re not utterly defenseless here either, as the Navis Hatchet gives him a decent weapon for fighting back in melee.&lt;br /&gt;
**If you plan to go more melee, you have options. The heirloom autopistol gives you low damage but reliability in Balanced and Lethal 5+, the bolt pistol offers better damage at shorter range. For melee, the chainsword offers higher damage with Ceaseless for re-rolls while the power weapon gives better crits than the chainsword but only Lethal 5+ for more crits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Armsman (Staunch, Marksman):&#039;&#039;&#039; Your most basic trooper is akin to a stormtrooper with a 4+ save and 7 wounds. However, you have two major advantages over the Tempestus: 1. Armsmen are GA2 and Breach and Clear can let you activate other nearby operatives. 2. Your Armsmen come with 3/4 damage hatchets as standard issue, so they can actually put up a fight in combat. They also come with Navis Shotguns, which come with two different profiles: At Close Range (around 6&amp;quot;/pentagon), this gun deals quite a good bit of damage with good accuracy. However, past that they need to rely on an unreliable and ineffective Long Range profile, which will usually lock your forces into close quarters.&lt;br /&gt;
**Slugs are a very vital item to buy if you can. Especially if you don&#039;t grab the Voidjammer/Surveyor and their pets, you&#039;ll be needing something more reliable for long-range conflicts. While the Slug&#039;s improved profile aren&#039;t better than the Close Range profile, it makes them more reliable as marksmen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Axejack (Combat, Staunch):&#039;&#039;&#039; While lacking the shotgun, the Axejack comes with a dangerous power axe with Lethal 5+ for more frequent crits. They live off charging into the fray, as they gain a 5+ FNP every turn they charge. On top of that, they gain a special charge action that lets them immediately fight afterwards, adding Reap 2 to the axe for some potential splash damage in a fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Endurant (Staunch):&#039;&#039;&#039; A big bloke carrying a heavy shotgun with Relentless for re-rolls. While his shield can be used as a weapon, it&#039;s trash there and better used as a parrying weapon that can block two hits with each parry. Thankfully, he has a special action that lets him immediately fall back.&lt;br /&gt;
**The Endurant&#039;s key role is blocking friendlies from enemy fire. If this operative is under the Engage Order, they can shield one ally that moves next to them. Placed as such, the shielded operative is not considered within enemy LoS unless they have some elevation over that shield.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Grenadier (Staunch):&#039;&#039;&#039; This armsman not only comes with Frag and Krak Grenades like other grenadiers, but they also get a single-use Demolition Charge, an explosive with short range but a decent Blast radius and AP1 so it can pop through armor. Simply put, this guy will only see uses in cases where they can exploit close quarters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Gunner (Staunch, Marksman):&#039;&#039;&#039; An armsman with a unique gun. The meltagun straight-up deletes most things it can go up against with high damage and AP2 with MW4 but is held back by its range. The plasma gun gives decent damage and AP1 with the chance to risk bodily harm for AP2. The Navis Las-Volley is their version of a multi-las, a Heavy gun with rapid-fire bolter strength and the extra coverage of Relentless and Fusillade to guarantee hits no matter who you target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Hatchcutter (Combat, Staunch):&#039;&#039;&#039; You&#039;ve got a fucking chainfist. A stormtrooper with a &#039;&#039;&#039;FUCKING CHAINFIST&#039;&#039;&#039;. This motherfucker can straight-up DELETE an enemy in melee, because this chainfist has a decent WS, gives no drawbacks and with Rending and Brutal, nobody can even stop you from ripping them to bits.&lt;br /&gt;
**The real goal of a Hatchcutter is taking care of the many hatches and halls that show up in in a space hulk. They never need to spend more than 1 AP to open hatches, but they can weld a closed hatch shut so enemies need to spend extra AP in order to open it. In addition, they have a second action that lets them place a breach token on a wall that lets friendly operatives march right through that wall as if it weren&#039;t there.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Surveyor (Scout):&#039;&#039;&#039; This operative&#039;s not much better than a basic armsman, but they have special actions that require a C.A.T unit to work. One lets the nearby C.A.T unit add +1 to its APL for the turn for extra zoom. The other action slaps a special Surveillance token within 6&amp;quot;/pentagon of the C.A.T unit. Anyone within 3&amp;quot;/square of the token is now spotted, counted as under the Engage order. This makes the Surveyor great at flushing out hiding threats, but this does require...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis C.A.T Unit:&#039;&#039;&#039; A tiny drone that&#039;s not very strong. It&#039;s super-nimble with 4-circle movement and a pregame Dash, but with a flimsy DF2 and 5+ save and only 5 wounds, any smart enemy that sees an unattended C.A.T will smash it, channeling the frustration of ancient Space Hulk games gone south. It&#039;s not really meant to fight either, as it&#039;s got no weapons and can&#039;t even fight - all it can do is move, dash or fall back (at a 1 AP discount), and unless the owning Surveyor spends an action, you&#039;ve only got APL1 to contend with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Voidjammer (Scout):&#039;&#039;&#039; Another generic armsman with some special tricks. One such trick lets the Voidjammer zap an enemy within 6&amp;quot;/pentagon of the Gheistskull, robbing them of an AP on a 3+ (+1 if the enemy&#039;s within the skull&#039;s LOS).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Navis Gheistskull:&#039;&#039;&#039; The Voidjammer&#039;s charge is a fancy servo-skull, just as exposed and as zippy as the C.A.T unit. It can only move, dash, fall back (with a 1 AP discount) or use its own unique action, Boost. Boost lets it mark a single spot within LOS and let it immediately zoom on over to anywhere within 1&amp;quot;/triangle of that spot.&lt;br /&gt;
**Unlike the C.A.T unit, this servo-skull isn&#039;t entirely defenseless. The Voidjammer can let the skull self-destruct, hitting anyone within 2&amp;quot;/circle of the skull. While it&#039;s not very dangerous, EMP makes it have a Lethal equal to the enemy&#039;s armor save - very irritating for MEQ, less so for GEQ.&lt;br /&gt;
&lt;br /&gt;
===INB ploys===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Attack Order (1 CP):&#039;&#039;&#039; Place an Attack Token on the board. When your operatives attack within 3&amp;quot;/square of this token, you can re-roll all hit rolls of one result. Cannot be used alongside Defense Order. &lt;br /&gt;
*&#039;&#039;&#039;Close Assault (1 CP):&#039;&#039;&#039; When an operative fights or shoots an enemy within 3&amp;quot;/square of them and scores two hits, you can make a miss into a hit. Great for guaranteeing that someone dies on that turn without climbing back up.&lt;br /&gt;
*&#039;&#039;&#039;Brace for Counter-Attack (1 CP):&#039;&#039;&#039; When an enemy attacks an operative that hasn&#039;t moved, charged or fallen back, any damage they take is reduced by 1 to a minimum of 3. &lt;br /&gt;
*&#039;&#039;&#039;Defense Order (1 CP):&#039;&#039;&#039; Place an Defense Token on the board. When your operatives roll for saves within 3&amp;quot;/square of this token, you can re-roll all save rolls of one result. Cannot be used alongside Attack Order.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blitz (1 CP):&#039;&#039;&#039; Used when an operative fights or shoots an enemy within 6&amp;quot;/pentagon. If this operative is the first one activated, they can make one attack an insta-crit, but if the operative&#039;s just the first one to fight/shoot, they can make one attack an instant hit.&lt;br /&gt;
**The Q1 2023 Dataslate adds a major provision to this, namely that if you use this, you can&#039;t re-roll or adjust any other rolls you make, meaning that you&#039;ll need to make sure that you make the other attacks count.&lt;br /&gt;
*&#039;&#039;&#039;Calm Head (1 CP):&#039;&#039;&#039; This operative ignores all movement and WS/BS penalties, always handy if you lack rebreathers.&lt;br /&gt;
*&#039;&#039;&#039;Lock It Down (1 CP):&#039;&#039;&#039; Mark one objective. Until the end of the game, this operative counts their APL as one higher when capping this particular objective.&lt;br /&gt;
**This is a very tricky ploy to work with - Not only is this only usable once for each operative, but you also run the risk of spreading your forces too thin just to cap something.&lt;br /&gt;
*&#039;&#039;&#039;Overwhelm Target (1 CP):&#039;&#039;&#039; When using Breach and Clear, one of the recipients of the ability gains +1 to their APL to guarantee a capped objective or a kill.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===INB Battle Honours===&lt;br /&gt;
&lt;br /&gt;
===INB Strategies===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;INB Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing &#039;&#039;&#039;against&#039;&#039;&#039; this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Forge World==&lt;br /&gt;
As of the Q1 2022 Dataslate, this kill-team has been superseded by the Hunter Clade kill-team below.&lt;br /&gt;
&lt;br /&gt;
===Why Play Forge World===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**A versatile middle spot between IG and SM, with units that can hit hard at long range, move fast into melee, and cause all kinds of pain everywhere in between.&lt;br /&gt;
**You have some of the best guns in the whole setting, and you can take a lot of them.&lt;br /&gt;
**Ruststalkers provide some serious melee hurt.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Everyone in your team is extremely specialized: Your dedicated shooters suck in melee, and your rustalkers have great melee but no shooting.&lt;br /&gt;
**Skitarii Vanguard can&#039;t use their rad saturation power in Kill Team for some reason.&lt;br /&gt;
**Strategic Ploys are all single-use.&lt;br /&gt;
**Tyranids and Harlequins, in general, can shut you down HARD with multiple super fast melee fighters murdering your expensive models turn by turn. You do have counters against the spammable or the big fast ones (Sicarians, Plasma), but the thing is you &#039;&#039;have&#039;&#039; to prepare for it. It&#039;s not like you aren&#039;t putting out the firepower of a kill-team twice your size, though.&lt;br /&gt;
&lt;br /&gt;
===FW Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Cense Bearer (2 EP):&#039;&#039;&#039; Any friendly operatives activated within circle/2&amp;quot; of the bearer can move as if it isn&#039;t injured, which can be useful for escape strategies.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Data Tether (4 EP):&#039;&#039;&#039; Absurdly expensive for equipment, but it&#039;s quite powerful. For the cost of 1 AP, you can get 1 CP. The use of this can be easy to find, especially if you&#039;re making very liberal use of ploys.&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Bionics (2 EP):&#039;&#039;&#039; The bearer can re-roll any saving throws of 1.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Omnispex (2 EP):&#039;&#039;&#039; This provides its own action. When used, the bearer marks a friendly operative within square/3&amp;quot; as well as one enemy operative. The ally can shoot the enemy operative, ignoring obscuration and gaining No Cover on their gun. This is all quite powerful, so much so that the bearer can&#039;t shoot or fight on their own until their next activation.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Servo-Skull (2 EP):&#039;&#039;&#039; The bearer of this thing reduces the AP cost of any objective actions by 1, meaning that you can perform certain tasks for free - incredibly useful depending on the case.&lt;br /&gt;
*&#039;&#039;&#039;Uplinked Video Feed (2 EP):&#039;&#039;&#039; {{W40kKeyword|Ranger}} or {{W40kKeyword|Vanguard}} only. This allows the bearer to fire overwatch without any penalty to their BS, a vital implement considering how their guns are all they focus on.&lt;br /&gt;
&lt;br /&gt;
===FW Units===&lt;br /&gt;
You my take two from the following list of fire teams.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skitarii Ranger Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
This Recon/Security fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Skitarii Ranger Alpha (if you don&#039;t have another leader)&lt;br /&gt;
*2-5 Skitarii Ranger Troopers&lt;br /&gt;
*0-2 Skitarii Ranger Gunners with either Arc Rifle, Plasma Caliver, or Transuranic Arquebus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Alpha (Warrior, Marksman, Scout):&#039;&#039;&#039; Unlike most leaders, the alpha has the option to go primarily shooting with the galvanic rifle. However, you can bring it into line with other leaders with a pistol+melee weapon.&lt;br /&gt;
**The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit.&lt;br /&gt;
**The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Trooper (Marksman, Scout):&#039;&#039;&#039; The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The galvanic rifle it comes with is inconvenienced by having Heavy on a gun that&#039;s about as strong as a bolter with P1 for slightly meaner crit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Gunner (Marksman):&#039;&#039;&#039; All of the guns the gunner can use are more effective at nailing enemies and two of them are going to be more mobile than the base troopers.&lt;br /&gt;
**The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skitarii Vanguard Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
This Security fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Skitarii Vanguard Alpha (if you don&#039;t have another leader)&lt;br /&gt;
*2-5 Skitarii Vanguard Trooper&lt;br /&gt;
*0-2 Skitarii Vanguard Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Alpha (Warrior, Marksman, Scout):&#039;&#039;&#039; Unlike most leaders, the alpha has the option to go primarily shooting with the radium carbine. However, you can bring it into line with other leaders with a pistol+melee weapon.&lt;br /&gt;
**The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit.&lt;br /&gt;
**The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Trooper (Stanch, Marksman):&#039;&#039;&#039; The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The radium carbine it comes with is pretty pitiful damage-wise, but Rending means you can get multiple crits out of just one. Compared to the rangers, these are the ones more likely to be up-front as they can shoot after moving.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Gunner (Marksman):&#039;&#039;&#039; All of the guns the gunner can use are far and away more dangerous compared to the base radium carbine.&lt;br /&gt;
**The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sicarian Fire Team&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of 4 of the following:&lt;br /&gt;
*0-4 Sicarian Ruststalker&lt;br /&gt;
*0-4 Sicarian Inflitrator&lt;br /&gt;
*1 of the following(if you don&#039;t have another leader):&lt;br /&gt;
**0-1 Sicarian Ruststalker Princeps&lt;br /&gt;
**0-1 Sicarian Infiltrator Princeps&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalker Princeps (Warrior, Scout):&#039;&#039;&#039; The ruststalker princeps is basically a copy-paste of the base ruststalker, which is a fine enough option if you&#039;re looking for an elite beatstick with that beastly 2+ WS to guarantee hits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalker (Warrior, Scout):&#039;&#039;&#039; Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. This is especially vital for the ruststalker, who is your dedicated melee machine. This means that they will favor mobility over anything else. &lt;br /&gt;
**The only choice for loadout is between how you plan on cutting up the enemy. The chordclaw+transonic razor comes with Balanced, providing a chance to re-roll one hit die. The transonic blades deal more damage on a crit - something that it&#039;s built around thanks to Rending providing more crits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Inflitrator Princeps (Warrior, Marksmen, Scout):&#039;&#039;&#039; The infiltrator princeps is the same as the normal one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Infiltrator (Warrior, Marksmen, Scout):&#039;&#039;&#039; Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. While still important to the infiltrator, they aren&#039;t quite as dependent as going up-close and personal.&lt;br /&gt;
**The taser goad does rather modest damage, but has Stun to rob AP on a crit. The power weapon is the weapon of choice for straight-up damage.&lt;br /&gt;
**The stubcarbine has infinite range and Ceaseless for accuracy, and its output is decent. The flechette blaster has poor damage and limited range, but Relentless and Fusillade means that you&#039;re laying down all sorts of suppressive fire.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FW Ploy===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Imperative (1 CP):&#039;&#039;&#039; Once per game, your operatives add 1&amp;quot;/triangle when moving or charging but you must re-roll one successful save roll. For the most part, this is keyed towards the Sicarians, who are primarily focused on getting up-close and personal.&lt;br /&gt;
*&#039;&#039;&#039;Bulwark Imperative (1 CP):&#039;&#039;&#039; Once per game, your operatives can re-roll one failed save roll but sacrifice 2&amp;quot;/circle in movement. This won&#039;t mean much if your team&#039;s already in place, but this will hurt for your melee-focused operatives.&lt;br /&gt;
*&#039;&#039;&#039;Conqueror Imperative (1 CP):&#039;&#039;&#039; Once per game, you can let your operatives re-roll one hit roll when fighting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful hit when shooting as well. This is meant for the Sicarians who live to get in the fight.&lt;br /&gt;
*&#039;&#039;&#039;Protector Imperative (1 CP):&#039;&#039;&#039; Once per game, you can let your operatives re-roll one hit roll when shooting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful hit when fighting as well. Skitarii will mostly be unaffected by this, as they need to be at range anyways.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Control Edict (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Forge World Leader}} is activated, you can trigger this and activate another friendly operative within 3&amp;quot;/square. As GA2 is fairly minimal in this game, you&#039;ll be needing whatever advantage you can get to speed up certain tasks.&lt;br /&gt;
*&#039;&#039;&#039;Electrostatic Interference (1 CP):&#039;&#039;&#039; When an enemy operative is within pentagon/6&amp;quot; of an {{W40kKeyword|Infiltrator}}, they can&#039;t be activated until another enemy operative is activated first. This is primarily for area denial, especially when dealing with objectives or trying to eliminating a choice target.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AdMech Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;AdMech Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Admech are a very versatile team. You need to have a list in your rooster to appropriately deal with every type of opponent you might encounter. To start with, a Vs GEC/horde list (highest number of attacks per model) and Vs MEC list (most powerful weapons), is probably enough, then you can expand later.&lt;br /&gt;
You also have the choice of whether to go full on shooty, full on melee or a mixture of the two depending on your playstyle, which needs deciding before building your rooster - you won&#039;t have enough models to effectively vary this. Although be aware, for example, you&#039;re not going to win against Tau in a straight out shooting match.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a shooty one, you better make sure you pick an Arquebus as a sniper. Hell, even melee teams would want one of this as fire support. Choose Ranger as you don&#039;t want this thing to ever, EVER, go to melee. Well placed and protected, the sniper will become your best friend, and the best bet you could have at killing heavy units in one hit. Rerolling ones and with the hyper penetrative shot stratagem that makes it ignore injury and cover, and it will pretty much hit all the time. After that, S7 AP-2 will make sure the shot actually wounds, and with D3 and a mortal wound after 6+, it has a chance of taking a unit each turn. With that, you should take three things into consideration:&lt;br /&gt;
*The transuranic arquebus is expensive, so you&#039;ll probably have just one. Two or more is just inviting trouble. &lt;br /&gt;
*It&#039;s a heavy weapon that can&#039;t fire after moving, even with the Heavy speciality. As such, you better put it on a location where it can do the most from the very beginning.&lt;br /&gt;
*Anyone who&#039;s played against AdMech before will immediately try to kill it, shooting it or going melee against it fast. Keep it protected.&lt;br /&gt;
&lt;br /&gt;
The Arquebus is also useful against Custodes, due to having the potential of killing them in one hit while also being so far away from them they&#039;l need a turn or two to actually reach it. BS3+ or more with comn/stratagems, S7 vs T5 and 3/4++, it has a decent chance of hitting, and once it hits, a roll of 3 (or a 2 + mortal wound) could do it. Considering the range of the gun, it could be interesting to bring at least two of them to a fight against Custodes, but assume that once they start reaching shooting range, your snipers won&#039;t be save. Plasmas are also interesting, but they are withing shooting range of the custodes&#039; weapons, so do it at your own risk.&lt;br /&gt;
Against MEQs you might want to drop that Arquebus. Why? Plasma. They are 2 points cheaper, can shoot after moving (and running), have more shots and the better AP is vital against 2+ saves. It&#039;s not unreasonable for one Plasma to take out a 38point Terminator in a single round. &#039;&#039;&#039;Take 6 of them&#039;&#039;&#039;, or as many as you can squeeze in point and $$$ wise (maybe you might want to try proxying your Arc Rifles as Plasma). [[that guy|For more relaxed beer and pretzel games don&#039;t go above four]]. Make one a sniper and always overcharge it, overcharge the others if you have spare CPs. Consider taking one as heavy too.&lt;br /&gt;
&lt;br /&gt;
One or two Omnispex&#039;s, with one as scanner, are good at helping get the Arquebus/Plasmas off. Take a shooty Ranger Alpha as your leader and then put him as far away from the enemy as possible, either out of enemy range or totally hidden - those extra CPs are too valuable to risk. Data Tether? Meh, too expensive.&lt;br /&gt;
&lt;br /&gt;
After that, a shooty kt has to choose between vanilla Rangers or Vanguards. Rangers have 4S compared to Vanguard&#039;s 3S, but vanguards are Assault 3 in comparison to Rapid Fire 1. Vanilla vanguards are better spamming attacks, while the rangers are better with the specialisms. Rangers are better for shooting GEQ from long distances, while vanguards are more versatile and flexible overall. Against the bigger MEQs Rangers and Vanguards are mostly irrelevant - even taking account your superior numbers and number of shots, you might as well be firing paper darts against those high saves, don&#039;t even bother.&lt;br /&gt;
&lt;br /&gt;
For melee, Skitarii melee Alphas and Corpuscarii should be ignored. Rustalkers and Fulgurites should only be considered if you can work with melee only units effectively.&lt;br /&gt;
&lt;br /&gt;
Infiltrators are our standard melee units, with decent pistols to back them up. Taser against GECs and squishier for the exploding number of attacks to wipe them out, Powersword against MECs for that sweet AP. Give you standard Infiltrators Combat speciality, so both him and your Princeps have 3 attacks each (making the Princeps a combat specialist just makes him too much a target). The -1 to enemy leadership in melee is also a decent plus.&lt;br /&gt;
&lt;br /&gt;
A melee AdMech list will run into the problem of having low unit count, considering the price of the Sicarians, W2 is not a safe number when having only S3. With that said, a good use of cover will make this team into a rather striking force, considering how fast they are, plus the 6++ can always come in handy. Just don&#039;t push your luck and don&#039;t send them alone. Mixing them with shooters with help your numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
You want to &#039;&#039;defeat&#039;&#039; the followers of the Omnissiah? Well read on...&lt;br /&gt;
&lt;br /&gt;
Admech are good on the attacking, pumping out lots of attacks and/or high damage in both shooting and melee. But they can&#039;t take the damage and will fall apart quickly when attacked back. In general against Admech you want to get to them before they get to you. &lt;br /&gt;
&lt;br /&gt;
Admech is also vulnerable to bringing the wrong &amp;lt;s&amp;gt;trousers&amp;lt;/s&amp;gt; list. If you&#039;ve got MECs and they bring standard Vanguard/Rangers then just wade in, soaking up the bullets and laughing. If you&#039;ve got GECs/hordes and they bring plasma/sniper spam or Sicarians, then take the numbers and spread out and spray with as many attacks as you can. Expect the Admech player have fixed this the next time they play you. The following assumes the Admech player hasn&#039;t fallen to that trap.&lt;br /&gt;
&lt;br /&gt;
A 4+/6++ save means you don&#039;t need anything better than AP -2, and in most cases AP -1 is plenty, especially if it allows you to bring something with more attacks. 2 damage is useful to give the double injury roll dice, but 1 is fine, and you certainly don&#039;t need anything higher. Universal 3T means you can mostly not care about your own strength. Flamers are an interesting proposition, but a smart Admech player won&#039;t charge against a flamer that can hit the charging unit, so there&#039;s that.&lt;br /&gt;
&lt;br /&gt;
Admech are good at hiding via abilities and model sizes. Bring as many +1s to hit as you can.&lt;br /&gt;
&lt;br /&gt;
They also have no psykers or psychic defense, not in vanilla KT, not in Elites, so they will be victim to smite and other mortal wounds caused by them.&lt;br /&gt;
&lt;br /&gt;
A single Plasma or Arquebus can take down the biggest guy. Protect your expensive guys - a hit at the beginning of the match can cripple a good team. Low model count MECs teams can be especially vulnerable here.&lt;br /&gt;
&lt;br /&gt;
Where possible, shoot the Sicarians and Electro Priests, but get into Melee against the Skitarii. Remember the Admech player will be trying the opposite. And also anything below a super MEC should still be wary of any guns on a Sicarian or Electro Priest.&lt;br /&gt;
&lt;br /&gt;
The Arquebus can be especially difficult to take out. Plasma spam is more likely to be moving forward giving chance to take them out. But the Arquebus will be most likely sat on the back lines, and its range means nowhere is safe from the risk. Its value and killing potential means that it will be defended tooth and nail before something can use CQC against it. &lt;br /&gt;
*Trying to counter this sniper with another sniper is difficult, considering the arquebus practically doubles the range of every other sniper weapon. SM Scout sniper with missile launcher could do it if it rolls enough attacks, but has no AP whatsoever, and the krack missile has to hit first (considering it could have -2 hit modifiers from cover and range, the krack is somewhat unreliable, though rather deadly if it actually hits). Tau could use markerlights to deal with it, though for once the blueberries will be outranged in this endeavour. Units like the AM&#039;s ratling sniper can give the transuranic arquebus a run for its money, especially in sniper duels. Assuming they both have the sniper speciality:&lt;br /&gt;
**Reim can move after shooting, has Raus as backup for repeating failed rolls, has two wounds, gets extra protection in cover and has has a BS2+. On the other hand, it crumbles like paper in melee, T2 and 6+ is ridiculously low (and considering how annoying it is to shoot down, they will go to kick him out from his sniper&#039;s nest hand to hand) and needs Raus to be deployed as well, which makes the Reim &amp;amp; Raus combo 18p compared to the 15p a ranger sniper costs. Plus, it can only make 2 damages for shot at the very best (regular attack plus the 6+ mortal wound), meaning some tankier units can brush its attacks off if they so wish.&lt;br /&gt;
**The transuranic sniper has a BS3+ with a decent amount of stratagem options to boost him, and the weapon in question has the longest range in the whole game (seriously, 60&amp;quot; means it will never be out of reach), has S7, AP-2 and D3 damage, meaning it only needs one hit to cripple units with multiple wounds. Any character with 3 wounds or less will be at risk of dying to this guy early on, and even 4 wound characters are at risk of that extra mortal wound. Not that many units can really be safe of that kind of firepower. Plus, the 4+/6++ of the unit means it can actually resist some attacks decently enough. If it&#039;s a vanguard sniper, it gets the sweet radiation effect against enemy toughness in melee, but this is pretty much something of a last resort, only really useful when locked in melee alongside a support unit of the sniper. Alone, it&#039;s not going to do much with one S3 attack. And there&#039;s the chance of actually having more than one arquebus on the team, even without the Sniper speciality. The problem comes with the inability of shooting after moving, meaning if you want to use it, it will be a sitting duck.&lt;br /&gt;
**TLDR: Reim is the more precise sniper, and can actually move around the map, but the arquebus is better at everything else.&lt;br /&gt;
*Other ways to deal with the sniper are fast units with a decent invulnerable save, though you&#039;ll have to consider the chance of the mortal wound getting in. Cheap melee units like genestealers are also a good option: even if one falls on the way, other is bound to reach it, though it will have to actually go through the rest of the team if the AdMech player is smart. Tau players could use the battlesuits protected by drones to tank the sniper hits as well, but considering how expensive those are, that&#039;s a considerable risk if the dron fails to take the hit. The lictor is also a decent bet, but mostly as a Distraction Carnifex, as its high point cost and W4 means that the AdMech are going to fire everything at it. Again, one lucky shot of the arquebus will put the sneaky lictor down, but those are risks you have to deal with. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunter Clade (WD 468)==&lt;br /&gt;
===Why Play Hunter Clade===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**The combination of Skitarii and Sicarians in combinations otherwise impossible for base kill-teams.&lt;br /&gt;
**Special units that offer new strategies otherwise impossible for the base AdMech kill-team.&lt;br /&gt;
**Your Doctrina Imperatives last for the entire game rather than one turn.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**The units remain as vulnerable as ever, with Rangers stuck in the backline.&lt;br /&gt;
**You can&#039;t have a kill-team entirely made of Sicarians, as you NEED to take more Skitarii than Sicarians.&lt;br /&gt;
&lt;br /&gt;
===Doctrina Imperatives===&lt;br /&gt;
Unlike the base Mechanicus, you can use the Doctrina Imperatives for the entire battle rather than just one turn, being able to swap them off once per turn instead of once per game thanks to the Q2 2022 balance dataslate. While each of them has a drawback, they don&#039;t take effect unless they&#039;re active for more than 1 turn&lt;br /&gt;
&lt;br /&gt;
This can also be used on top of any other ploys you utilize.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aggressor Imperative:&#039;&#039;&#039; Your operatives add 1&amp;quot;/triangle when moving or charging but you can&#039;t retain any saves due to cover. For the most part, this is keyed towards the Sicarians, who are primarily focused on getting up-close and personal.&lt;br /&gt;
*&#039;&#039;&#039;Bulwark Imperative:&#039;&#039;&#039; Your operatives can re-roll one failed save roll if you failed at least two saves but sacrifice 2&amp;quot;/circle in movement. This won&#039;t mean much if your team&#039;s already in place, but this will hurt for your melee-focused operatives.&lt;br /&gt;
*&#039;&#039;&#039;Conqueror Imperative:&#039;&#039;&#039; You can let your operatives re-roll one hit roll when fighting without regard of hit or miss if you need a crit. However, your operatives need to re-roll one successful crit when shooting as well. This is meant for the Sicarians who live to get in the fight.&lt;br /&gt;
*&#039;&#039;&#039;Protector Imperative:&#039;&#039;&#039; You can let your operatives re-roll one hit roll when shooting if you miss two or more shots. However, your operatives need to re-roll one of your crits when fighting as well. Skitarii will mostly be unaffected by this, as they need to be at range anyways.&lt;br /&gt;
*&#039;&#039;&#039;Equalized Imperative:&#039;&#039;&#039; AKA It&#039;s Fucking Nothing. No stat changes.&lt;br /&gt;
&lt;br /&gt;
===HC Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Pursuit:&#039;&#039;&#039; Score 1 VP if there are no enemies beyond 6&amp;quot;/pentagon of your operatives, with another VP if you accomplish this past the first turn. This is a Tac Op specially crafted for your Sicarians, who want to be that close, so make sure that they are covered.&lt;br /&gt;
*&#039;&#039;&#039;Calculated Eradication:&#039;&#039;&#039; Revealed whenever you activate a Doctrina Imperative. At end of any turn where you dealt more wounds than the enemy dealt to your operatives, you score 1 VP. You score an additional VP on a turn where you activated a different Doctrina.&lt;br /&gt;
*&#039;&#039;&#039;Assassination Order:&#039;&#039;&#039; Revealed in the first turn. Score 1 VP for killing an enemy before the last turn, scoring another if you have an operative within 3&amp;quot;/square of that target. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Dauntless Pursuit&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Pursuit&#039;&#039;: Finish five games where you scored VP from the Boots on the Overrun, Rout or Relentless Pursuit Tac Ops. All of these focus on closing in and taking out the enemy as you take their ground.&lt;br /&gt;
#&#039;&#039;Execution&#039;&#039;: Finish one last game where you win VP through the Execution of Calculated Eradication Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and a choice between one piece of Rare Equipment or expanding your Asset cap by one. In addition, you gain 5 XP to share between your operatives, letting you bump up any laggards in the team.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Expeditious Assassinations&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Assassinations&#039;&#039;: Finish five games where you scored VP from the Assassination Order or Headhunter Tac Ops. Both require your skitarii to kill quickly.&lt;br /&gt;
#&#039;&#039;Signal Lander for Extraction&#039;&#039;: Finish one last game where you score VP from the Vantage Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and a choice between one piece of Rare Equipment or expanding your Asset cap by one. In addition, your operatives will immediately pass any recovery and casualty checks they make.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Fixated:&#039;&#039;&#039; The first time this operative rolls to attack and does not score a crit, you can turn a normal hit into a crit for some early-game damage. While helpful, this can&#039;t be used for scoring further crits, like on a Rending weapon.&lt;br /&gt;
#&#039;&#039;&#039;Faith in the Machine:&#039;&#039;&#039; Ignores all penalties to APL when activated.&lt;br /&gt;
#&#039;&#039;&#039;Blessed Components:&#039;&#039;&#039; This operative can re-roll recovery checks, prolonging their value to the team.&lt;br /&gt;
#&#039;&#039;&#039;Enhanced Bionics:&#039;&#039;&#039; Provides a 6+++, which is a bit of added insurance to survive.&lt;br /&gt;
#&#039;&#039;&#039;Consecrated Cybernetics:&#039;&#039;&#039; Each turn this operative can ignore the penalties of their Doctrina on a 4+. Considering the very visible drawbacks each one comes with, you&#039;ll have plenty of reason to consider this.&lt;br /&gt;
#&#039;&#039;&#039;Autonomic Cortex:&#039;&#039;&#039; This operative can use the Command Override Tactical Ploy once per game for free.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Archaeotech Vault (1 RP):&#039;&#039;&#039; Allows you to swap one piece of Rare Equipment for another. Of course, this will only see use after you actually get a piece of Rare Equipment.&lt;br /&gt;
*&#039;&#039;&#039;Recycled (0 RP):&#039;&#039;&#039; When removing an operative from the team, you gain a number of RP equal to their rank minus the number of battle scars they had upon death. Waste not what the Omnissiah provides.&lt;br /&gt;
*&#039;&#039;&#039;Mark Assigned (1 RP):&#039;&#039;&#039; Mark one enemy operative for your team to kill. All your operatives now hate that guy so much that they re-roll one hit die when attacking them, with the lucky son of a servitor who kills the mark gaining an extra 2 XP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Electromagnetic Spectra-Storm:&#039;&#039;&#039; For the first turn your models count as being in cover when fired at from over 6&amp;quot;/pentagon range. This gives you a decent amount of protection at the start, allowing your sicarians to close in to kill or claim objectives.&lt;br /&gt;
*&#039;&#039;&#039;Repair Repository:&#039;&#039;&#039; Whenever an operative rests (read: isn&#039;t on the field for a game), they automatically pass recovery checks so you don&#039;t need to worry as much about long-term injuries.&lt;br /&gt;
*&#039;&#039;&#039;Data-Augur:&#039;&#039;&#039; Lets you pick two Tac Ops in one draw.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Thorium Rounds (2 EP):&#039;&#039;&#039; One radium pistol (Meaning only the Ranger Alpha or Vanguard Alpha can use this) gains Lethal 5+ and deals 3/4 damage. This unfortunately doesn&#039;t stack with Enriched Rounds, but it&#039;s a bit of a bump up to the effectiveness of your pistol.&lt;br /&gt;
#&#039;&#039;&#039;Technodermic Weave (3 EP):&#039;&#039;&#039; 3+ Save is hard to deny.&lt;br /&gt;
#&#039;&#039;&#039;Auto-Repair Appendage (2 EP):&#039;&#039;&#039; Allows the bearer to use Motive Force Vitality for free, which is pretty crazy since it can make them almost immortal.&lt;br /&gt;
#&#039;&#039;&#039;Amplified Data Emitter (3 EP):&#039;&#039;&#039; {{W40kKeyword|Diktat}} operative only. The bearer can now use their enhanced data-tether on anyone on the table, providing all manner of AP support to the team.&lt;br /&gt;
#&#039;&#039;&#039;Omnispectral Analyzer (3 EP):&#039;&#039;&#039; {{W40kKeyword|Surveyor}} operative only. Their Omnispex now allows their chosen ally to gain Relentless, making for an incredible asset to support your team.&lt;br /&gt;
#&#039;&#039;&#039;Arc Grenade (3 EP):&#039;&#039;&#039; A frag grenade with Stun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HC Models===&lt;br /&gt;
This Recon/Seek &amp;amp; Destroy fireteam is composed of 10 of the following:&lt;br /&gt;
*1 of the following:&lt;br /&gt;
**Skitarii Ranger Alpha&lt;br /&gt;
**Skitarii Vanguard Alpha&lt;br /&gt;
**Sicarian Infiltrator Princeps&lt;br /&gt;
**Sicarian Ruststalker Princeps&lt;br /&gt;
*10 of the following:&lt;br /&gt;
**0-10 Skitarii Ranger Marksmen&lt;br /&gt;
**0-10 Skitarii Vanguard Shocktroopers&lt;br /&gt;
**0-1 Skitarii Ranger Surveyor or Skitarii Vanguard Surveyor&lt;br /&gt;
**0-1 Skitarii Ranger Diktat or Skitarii Vanguard Diktat&lt;br /&gt;
**0-3 Skitarii Ranger Gunners or Skitarii Vanguard Gunners&lt;br /&gt;
**0-4 Sicarian Ruststalker Assassins&lt;br /&gt;
**0-4 Sicarian Infiltrator Trackers&lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; - You cannot have more {{W40kKeyword|Sicarian}} operatives than you do {{W40kKeyword|Vanguard}} or {{W40kKeyword|Ranger}} operatives. &lt;br /&gt;
* &#039;&#039;&#039;NOTE&#039;&#039;&#039; - If you have four or fewer {{W40kKeyword|Sicarian}} operatives, you can acquire an additional operative, so you have 11 operatives total.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Alpha (Marksman, Scout):&#039;&#039;&#039; Unlike most leaders, the alpha has the option to go primarily shooting with the galvanic rifle. However, you can bring it into line with other leaders with a pistol+melee weapon. Unique to this team is the ability that allows you to activate a friendly operative within square/3&amp;quot; of them if another one activates within that same range - making your army close to having GA2 without having it.&lt;br /&gt;
**The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit.&lt;br /&gt;
**The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Marksman (Marksman, Scout):&#039;&#039;&#039; The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The galvanic rifle it comes with is inconvenienced by having Heavy on a gun that&#039;s about as strong as a bolter with P1 for slightly meaner crit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Gunner (Marksman):&#039;&#039;&#039; All of the guns the gunner can use are more effective at nailing enemies and two of them are going to be more mobile than the base troopers.&lt;br /&gt;
**The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Diktat (Scout):&#039;&#039;&#039; A base Skitarii Ranger with a Vox-Caster from the guardsmen. This means that they can spend an AP to grant it to another operative within pentagon/6&amp;quot; of them. Given the right setup, you might provide some major advantages for your team. Of course, you&#039;re gonna need to build your team around getting this guy to support you as the gun remains Heavy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Ranger Surveyor (Scout):&#039;&#039;&#039; A base Skitarii Ranger with an Omnispex. For 1 AP, this means that they can mark a friendly operative within square/3&amp;quot; and an enemy operative. For the rest of the turn, the enemy isn&#039;t obscured and can&#039;t hide behind smoke. In addition, the ally you marked counts their gun as having the No Cover rule when firing upon the enemy you marked. For a Ranger, there&#039;s not much that can top this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Alpha (Staunch, Marksman):&#039;&#039;&#039; Unlike most leaders, the alpha has the option to go primarily shooting with the radium carbine. However, you can bring it into line with other leaders with a pistol+melee weapon - and that latter option has more uses thanks to the Rad-Saturation aura. Unique to this team is the ability that allows you to activate a friendly operative within square/3&amp;quot; of them if another one activates within that same range - making your army close to having GA2 without having it.&lt;br /&gt;
**The arc pistol is limited in range like other pistols, but it deals decent damage with AP1 and has Stun on a crit. The phosphor blast pistol provides a means to circumvent cover with Blast. The radium pistol does pitiful damage, but Rending does give you an extra crit.&lt;br /&gt;
**The taser goad does the least damage of all the dedicated melee weapons, but it has Lethal 5+ for more crits and to make Stun even more of a pain to deal with by robbing AP. The arc maul does more damage but deals Stun without any help from Lethal. The power weapon is the strongest but simplest with Lethal 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Shocktrooper (Stanch, Marksman):&#039;&#039;&#039; The basic Skitarius is about as protected as a guardsman but has a slightly better 4+ save. The radium carbine it comes with is pretty pitiful damage-wise, but Rending means you can get multiple crits out of just one and it&#039;s mobile. The big change here is Rad-Saturation, a circle/2&amp;quot; aura that forces enemies inside it to suffer the movement penalties as if they were injured. This is helpful for tying up enemies so that your allies don&#039;t need to move as far to attack them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Gunner (Staunch, Marksman):&#039;&#039;&#039; All of the guns the gunner can use are far and away more dangerous compared to the base radium carbine.&lt;br /&gt;
**The arc rifle is the least hindering of the set, providing good damage at AP1 and has Stun on a crit. The plasma caliver is the strongest with AP1, and you can risk overheating for AP2 if you want to flatten high saves. The transuranic arquebus is essentially a louder sniper rifle, hindered with Heavy and Unwieldy but does good damage with AP1 and inflicts mortal wounds on a crit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Diktat (Staunch):&#039;&#039;&#039; A base Skitarii Vanguard with a Vox-Caster from the guardsmen. This means that they can spend an AP to grant it to another operative within pentagon/6&amp;quot; of them. Given the right setup, you might provide some major advantages for your team. The issue here is that the Rad-Saturation aura will conflict with the ability to provide AP. You&#039;ll likely need to build upon one purpose and make full use of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skitarii Vanguard Surveyor (Staunch):&#039;&#039;&#039; A base Skitarii Ranger with an Omnispex. For 1 AP, this means that they can mark a friendly operative within square/3&amp;quot; and an enemy operative. For the rest of the turn, the enemy isn&#039;t obscured and can&#039;t hide behind smoke. In addition, the ally you marked counts their gun as having the No Cover rule when firing upon the enemy you marked. The ranges aren&#039;t such an issue for the Vanguard, as the range seems to only apply to marking an ally. This allows you to boost a friendly infiltrator or vanguard so they can shoot without fear of reprisal or help a ranger ignore cover on their sniping.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalker Princeps (Warrior, Scout):&#039;&#039;&#039; The ruststalker princeps is basically a copy-paste of the base ruststalker stuck with a chord-claw and transonic blades, providing the best of both worlds on an elite beatstick with that beastly 2+ WS to guarantee hits. Unique to this team is the Wasteland Stalkers rule, allowing them to retain an additional save when hiding behind cover - incredibly useful. Couple with the Optimised Gait and cover becomes nothing but a benefit for you as you can step out of cover and into the fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Ruststalker Assassin (Warrior, Scout):&#039;&#039;&#039; Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. This is especially vital for the ruststalker, who is your dedicated melee machine. Between this and Wasteland Stalkers improving the benefits of cover, they will favor mobility over anything else. &lt;br /&gt;
**The only choice for loadout is between how you plan on cutting up the enemy. The chordclaw+transonic razor comes with Balanced, providing a chance to re-roll one hit die. The transonic blades deal more damage on a crit thanks to Rending and a slightly higher damage on crits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Inflitrator Princeps (Warrior, Marksmen, Scout):&#039;&#039;&#039; The infiltrator princeps is the same as the normal one. They gain a special ability that lets them perform a mission action at a discount of 1 AP, though this won&#039;t stack with a Servo-skull. This might make this guy into your go-to guy for capping objectives. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sicarian Infiltrator (Warrior, Marksmen, Scout):&#039;&#039;&#039; Compared to the Skitarii, the Sicarians come with 10 wounds for some extra tankiness. While still important to the infiltrator, they aren&#039;t quite as dependent as going up-close and personal.&lt;br /&gt;
**The taser goad does rather modest damage, but has Stun to rob AP on a crit. The power weapon is the weapon of choice for straight-up damage.&lt;br /&gt;
**The stubcarbine has infinite range and Ceaseless for accuracy, but its output is decent. The flechette blaster has poor damage and limited range, but Relentless and Fusillade means that you&#039;re laying down all sorts of suppressive fire.&lt;br /&gt;
&lt;br /&gt;
===HC Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Accelerant Agents (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Hunter Clade Ruststalker}} can either make a free fight action (If you spend your actions on running or grabbing something) or fight twice in a turn when they would otherwise be limited to only once.&lt;br /&gt;
*&#039;&#039;&#039;Calculated Approach (1 CP):&#039;&#039;&#039; Whenever an operative is more than pentagon/6&amp;quot; away from an enemy that&#039;s shooting them, they can turn a failed save into a pass if they also score a critical save as well.&lt;br /&gt;
*&#039;&#039;&#039;Martial Protocol (1 CP):&#039;&#039;&#039; Any time a {{W40kKeyword|Hunter Clade Vanguard}} is within 2&amp;quot;/circle of an objective or within pentagon/5&amp;quot; of an enemy drop zone, they can re-roll one hit die. Similarly, whenever a {{W40kKeyword|Hunter Clade Ranger}} does not move and shoots, they can re-roll one hit die.&lt;br /&gt;
*&#039;&#039;&#039;Neurostatic Interference (1 CP):&#039;&#039;&#039; When an enemy operative is within pentagon/6&amp;quot; of an {{W40kKeyword|Hunter Clade Infiltrator}}, they can&#039;t re-roll any hits in melee or shooting. A pretty considerable step down from the base kill-team&#039;s ploy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Command Override (1 CP):&#039;&#039;&#039; When you activate your operative, you can force it to accept the effects of a different Doctrina rather than the one activated for the whole team. This is only effective for one turn, which might help that Sicarian close the distance for the kill or provide some emergency protection for a lone operative facing a sniper.&lt;br /&gt;
*&#039;&#039;&#039;Concealed Positions (1 CP):&#039;&#039;&#039; When deploying a {{W40kKeyword|Hunter Clade Infiltrator}}, you can give them the Hide order when they&#039;re within 1&amp;quot;/triangle of some heavy cover and more than 5&amp;quot;/pentagon from any enemies or their drop zone. In return, this operative is stuck under this order for this entire turn, even if using Infiltrate during the Scouting step.&lt;br /&gt;
*&#039;&#039;&#039;Motive Force Vitality (1 CP):&#039;&#039;&#039; One operative gains d3 wounds upon activation. Booyah.&lt;br /&gt;
*&#039;&#039;&#039;Pursuers (1 CP):&#039;&#039;&#039; During the Scouting step, you have two options. If you use Recon, two {{W40kKeyword|Hunter Clade Rangers}} can make a free dash if they&#039;re within their DZ. IF you use Infiltrate, two {{W40kKeyword|Hunter Clade Rangers}} can choose to swap their orders upon their activation on their first turn.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HC Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Cense Bearer (2 EP):&#039;&#039;&#039; Any friendly operatives activated within squaree/3&amp;quot; of the bearer can move as if it isn&#039;t injured, which can be useful for escape strategies. Note that this isn&#039;t effective on those models using the Bulwark Imperative.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Command Uplink (4 EP):&#039;&#039;&#039; Absurdly expensive for equipment, but it&#039;s quite powerful. For the cost of 2 AP, you can get 1 CP. Unlike the Data-Tether of the base kill-team, this is a lot more of a cost and will only be worth it if you really need to pull off a certain ploy.&lt;br /&gt;
*&#039;&#039;&#039;Enriched Rounds (2 EP):&#039;&#039;&#039; Pick one Radium Carbine or Master-Crafted Radium Pistol the bearer has. That gun adds +1 to their base damage.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Mechadendrites (2 EP):&#039;&#039;&#039; Allows the bearer to perform the Pick Up action with the AP cost reduced by 1. As with the Servo-Skull, the use of this is dependent on the mission you have, but this can ease the cost if your enemy pulls something to jack up the AP cost of picking up an object.&lt;br /&gt;
*&#039;&#039;&#039;Optimised Gait (1 EP):&#039;&#039;&#039; {{W40kKeyword|Ruststalker}} only. Allows them to ignore the first circle/2&amp;quot; of distance spent climbing, falling, or running over terrain.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Refractor Field (3 EP):&#039;&#039;&#039; {{W40kKeyword|Leader}} only. This grants the bearer a 4+ Invulnerable save, a pretty useful boost when facing enemies that carry plenty of AP or P on their guns.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Servo-Skull (2 EP):&#039;&#039;&#039; The bearer of this thing reduces the AP cost of any objective actions by 1, meaning that you can perform certain tasks for free - incredibly useful depending on the case.&lt;br /&gt;
*&#039;&#039;&#039;Uplinked Video Feed (2 EP):&#039;&#039;&#039; {{W40kKeyword|Ranger}} or {{W40kKeyword|Vanguard}} only. This allows the bearer to fire overwatch without any penalty to their BS, a vital implement considering how their guns are all they focus on.&lt;br /&gt;
&lt;br /&gt;
==Ecclesiarchy==&lt;br /&gt;
===Why play Adepta Sororitas===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Bolter Bitches (Now in plastic!)&lt;br /&gt;
** Actual bolters, 3+ armor and 10 models means you get the best of both elite and horde teams.  Both IG and marines will envy you!&lt;br /&gt;
** Divine Intervention Tactical Ploy lets you no-sell a crit at a crucial moment&lt;br /&gt;
** Have some strong shooting (meltas, storm bolters, heavy bolter)&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Aren’t actually female space marines (Not really a con tho - )&lt;br /&gt;
** Can&#039;t take a Heavy Gunner without giving up melee options&lt;br /&gt;
** Strategic Ploys are a little lackluster - getting a reroll only when you crit is pretty meh, Arco ploy is only usable if half your team can&#039;t take mission actions.&lt;br /&gt;
**No miracle dice mechanic means [[fail|the SoB in KT are left without their best tool. Seriously, what the fuck]]...&lt;br /&gt;
&lt;br /&gt;
===SoB Wargear===&lt;br /&gt;
*&#039;&#039;&#039;0-1 Rosarius (2EP):&#039;&#039;&#039; Provides a 4++. Yeah, you can see how this can come in handy, especially for a leader.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Phial of Restoration (2EP):&#039;&#039;&#039; A single-use item to restore 2d3 wounds. Save this for a model that you cannot afford to lose.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2EP):&#039;&#039;&#039; A single-use thrown weapon with a short range, but has Blast and Indirect to get through cover.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3EP):&#039;&#039;&#039; A single-use thrown weapon that has a short-range, but Indirect allows you to ignore cover. This makes for a particularly deadly weapon as it has high damage and AP1.&lt;br /&gt;
*&#039;&#039;&#039;Purity Seal (3EP):&#039;&#039;&#039; Once per game, this allows your operative to get a free use of the Command Re-roll Tactical Ploy.&lt;br /&gt;
*&#039;&#039;&#039;Scourging Barbs (2EP):&#039;&#039;&#039; {{W40kKeyword|Sister Repentia}} only. This allows your naked sisters to re-roll one hit die, but if that re-roll lands on a 1 or 2, that sister takes a mortal wound. It&#039;s one of several way to make sure this repentia can actually kill.&lt;br /&gt;
&lt;br /&gt;
===SoB Units===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Sister Fire team&amp;quot;&amp;gt;&lt;br /&gt;
This Security fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Battle Sister Superior (if you don&#039;t have another leader)&lt;br /&gt;
*0-5 Battle Sister Warrior&lt;br /&gt;
*0-1 Battle Sister Icon Bearer&lt;br /&gt;
*0-1 Battle Sister Gunner&lt;br /&gt;
*0-1 Battle Sister Heavy Gunner (only if including 2 Battle Sister Fire teams)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Sister Superior (Combat, Staunch, Marksman):&#039;&#039;&#039; Your leader is a melee-focused one, but she&#039;s just as versatile in any role. Quite frankly, she can pick up a distressing number of loadouts.&lt;br /&gt;
**Your base bolter can be made into a combi-weapon, each of them only being single-use before going away. Unique among the lot is the condemnor boltgun, providing Silent as well as P1 MW1 on crits, making it more effective if no longer effective against psykers.&lt;br /&gt;
**Your pistols all face issues with range, with the bolt pistol providing decent damage. The hand flamer has a small spread for its Torrent but can stack up damage with a good BS. The plasma pistol deals plenty of damage with AP1, and risking overheating gives AP2.&lt;br /&gt;
**For melee weapons, just ignore the gun butt - You have no need to even use it. The chainsword is a bit better, but still is lacking compared to other options. The power weapon deals better damage and has Lethal to make more crits. The power maul deals 1 point less damage on a crit, but can Stun on a crit to knock off AP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Sister Warrior (Staunch, Marksman):&#039;&#039;&#039; Your basic bolter bitch. Each comes with a 3+ save and 8 wounds, making them about as tanky as a space marine, but their melee prowess absolutely leaves something to be desired. In most cases, they should be not even humor the idea of punching something. That bolter is their lifeline, and without it she is dead.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Sister Icon Bearer (Staunch, Marksman):&#039;&#039;&#039; A warrior who carries with her a holy icon. This allows her to count as having +1 APL when capping objectives and she can plant it for a turn, allowing any friendly sisters within square/3&amp;quot; to count one 5+ to hit in melee or shooting to count as a crit. This can have several uses depending on what the rest of your team is built around, and some are particularly nasty.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Sister Gunner (Staunch, Marksman):&#039;&#039;&#039; A gunner is quite vital in that they can pick up specialized weapons that can fit niches otherwise undoable to basic boltguns. Of course, if boltguns are fine you can grab a storm bolter with Relentless to guarantee some hits. The flamer and meltagun are inconvenienced by range, with the meltagun dealing massive damage to compensate while the flamer spreads to others with Torrent and is very easy to hit with.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Sister Heavy Gunner (Staunch, Marksman):&#039;&#039;&#039; To even grab this one requires a serious commitment as you can&#039;t even grab a heavy gunner without dedicating two fireteams to the base sisterhood. In this case, both weapons have Heavy to limit their mobility.&lt;br /&gt;
**Is taking this sister worth it? Well, the heavy bolter provides some decent damage with Fusillade to spread fire. The heavy flamer has short range, but Torrent lets it spread to other enemies. As for the multi-melta? Not a sight to be seen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Repentia Fire team&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Repentia Superior (if you don&#039;t have another leader)&lt;br /&gt;
*4-5 Sisters Repentia&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Repentia Superior (Combat, Staunch):&#039;&#039;&#039; Unlike her subordinates, the superior is equipped with a 3+ as befits power armor as well as 9 wounds. Their whips are the stars of the show, as they&#039;re your superior&#039;s gun, melee weapon, and implement for supporting these insane bitches.&lt;br /&gt;
**The whips aren&#039;t any different in melee or shooting, though their range is pitiful, only at square/3&amp;quot;. Lethal 5+ means that crits are more prone to going off. It also allows them to spend an AP to whip one of her Repentia, adding +1 to their APL and circle/2&amp;quot; to their movement for the activation. This can make the sisters she tends to much more dangerous as they can suddenly just run straight into the enemy to rip them apart.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sister Repentia (Combat, Scout):&#039;&#039;&#039; While absolutely fragile, the Repentia get a 5+++ FNP save, which no amount of AP is going to affect, allowing a modicum of tankiness most sisters won&#039;t get. That said, their options as operatives are few - their singular weapon is the eviscerator, an insanely dangerous weapon with Brutal to overwhelm defenses and Reap to spray some damage onto nearby opponents.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Arco-Flagellant Fire team&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy fireteam is composed of 5 Arco-Flagellants&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arco-Flagellant (Combat, Scout):&#039;&#039;&#039; You&#039;re getting a bunch of angry bastards, all packing 10 wounds and a much-needed 5+++ FNP considering how pitiful their defense is. Their singular purpose is to go apeshit, as they can&#039;t do any mission stuff. Their weapons are quite effective at the job too, dealing 3/4 damage with Ceaseless to guarantee hits and Reap dealing splash damage on crits.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SoB Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Guidance (1 CP):&#039;&#039;&#039; For the rest of the turn, any {{W40kKeyword|Adepta Sororitas}} operative can re-roll one die to hit when shooting or fighting in melee - if they retain a critical hit. &lt;br /&gt;
*&#039;&#039;&#039;Divine Shield (1 CP):&#039;&#039;&#039; For the rest of the turn, any {{W40kKeyword|Adepta Sororitas}} can re-roll one failed saving throw - if they retain a critical save.&lt;br /&gt;
*&#039;&#039;&#039;Extremis Trigger Word (1 CP):&#039;&#039;&#039; Usable once per game. For the rest of the turn, all Arco-Flagellants add +1&amp;quot;/triangle when they dash or charge and their weapons gain the Lethal 5+ rule. This makes your kill-bots even scarier because those terrifying flails are now able to get much closer.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Penance Through Death (1 CP):&#039;&#039;&#039; Any time a Sister Repentia or Arco-Flagellant dies in combat, they can make one last swing before going down. This is going to be pretty necessary because you need these units to make every hit they can, especially when they die.&lt;br /&gt;
*&#039;&#039;&#039;Storm of Retribution (1 CP):&#039;&#039;&#039; when a Battle Sister Gunner and Heavy Gunner is activated, their guns lose heavy and gain No Cover, letting them unload quite a lot of punishment.&lt;br /&gt;
*&#039;&#039;&#039;Divine Intervention (1 CP):&#039;&#039;&#039; This allows a {{W40kKeyword|Adepta Sororitas}} operative to ignore damage from one successful attack roll, which can be helpful depending on the circumstance.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SoB Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;SoB Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Sisters of Battle finally get their chance of being playable in Kill Team after their renewal in holy plastic. And after all of the wait for this army, the results are... dissapointing. Similar to the way GW released the Daemon rules, the Adepta Sororitas get very little in terms of in-depth rules, and even less in mechanics similar to their own in 40k. It feels like it was a rushed afterthought, and while it&#039;s understandable they are focusing on the main 40k game first, it&#039;s rather infuriating to see the poor sisters limited in such a way. &lt;br /&gt;
&lt;br /&gt;
But let&#039;s start with the beginning. As a leader, you have two options, the Sister Superior, and the Sister Repentia. Right of the bat, you&#039;ll see neither option is particularly tanky, though considering the leader is usually best on the back of your army, it should not be a problem at first. The problems come when you look at the options a bit more carefully and realize you can only have one of each. That is crippling from the get go. Only one Sister Superior means you can&#039;t put the only sister with access to combi-weapons as specialist of any kind, either Sniper or Demolitions, which would help a lot with their firepower. And a limit of only one Repentia means that you can say goodbye to any Repentia spam strategy you might have concocted. Oddly enough, you are probably going to want the Repentia as leader, as the Sister Superior is too good as the aforementioned specialisms. 7+/6++/5+++ is not the best defensive power, but you could always buff it through other means.  &amp;lt;span style=&#039;color:green&amp;gt;&#039;&#039;&#039;Counterpoint - the Repentia is very fragile, and is so good in melee that you really want to keep her there. This means you&#039;re constantly risking your source of CP. Meanwhile you can keep your Superior to the rear, limiting exposure and use tactical rerolls to save her from her own combi-plas&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
  &lt;br /&gt;
Now, for the regular gals. The regular Battle Sister is similar to the vanilla tactical marine, but with less toughness. S3 A1 won&#039;t get them anywhere in melee, thus you want them shooting. On the defensive, T3 3+/6++ is quite decent, being slightly better than similar priced units such as regular Skitarii. The bolter is its basic weapon, and it&#039;s the only weapon she can have, and with S4 AP0 D1, it&#039;s not a very intimidating gun. Plus the obligatory frag/krack grenades, but those are always very situational. &lt;br /&gt;
&amp;lt;span style=&#039;color:green&amp;gt;&#039;&#039;&#039;Keep in mind that while the Battle Sisters innate ability to deny Psykers cost you nothing, it is also basically useless. Not only are Psykers relativity rare, the chances of successfully resisting a power with 1d6 is vanishingly small. The value has to be GREATER than their Psychic test. This means to successfully deny a psybolt, the most common power in the game and the only one outside of Commanders, you have to roll a 6 AND your opponent has to roll a 5 exactly. In all other cases, they either pass anyway, or would have failed anyway. Only in 1.85% of psybolts does it actually affect the outcome. Against GK, that drops to 1.38%. &#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
The real reason you want a regular SoB going around is the Simulacrum Imperialis, a relic that gives &amp;lt;s&amp;gt;all units&amp;lt;/s&amp;gt; &amp;lt;span style=&#039;color:green&amp;gt;&#039;&#039;&#039;all &#039;&#039;SISTERS&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; at 6&amp;quot; from it 5++. This greatly increases the survivability of all of your gals, but by that same reason, it&#039;s going to be targeted by the enemy. FAST. So keep her protected. &lt;br /&gt;
&lt;br /&gt;
The Sister Superior has access to a lot of weapons, both melee and ranged, though it should always focus on ranged since her options on that front are way better, plus S3 is not going to impress anyone on the tabletop anyway. Now, there are many options for it, the best ones being the combis: combi-flamer, combi-melta and combi-plasma. &lt;br /&gt;
*Combi-flamer will disuade charges and work well as a demolitions, though it still takes the risk of being too close to the enemy. &lt;br /&gt;
*Combi-melta is the best choice of this team against heavy armour (&amp;lt;span style=&#039;color:green&amp;gt;&#039;&#039;&#039;assuming you are unwilling to supercharge and willing to get up close to use it&#039;&#039;&#039;&amp;lt;/span&amp;gt;) and multiple wound characters, and having the bolter as well is always a plus.&lt;br /&gt;
*Combi-plasma is the most well rounded choice, considering you can always give her the Sniper specialism and just have her always overcharge for extra damage. Though if you want plasma, you could always take the combi-flamer and the plasma pistol, thus having the option for extra AP and the dissuasive power of the flamer. &lt;br /&gt;
The other interesting choice is the condemnor boltgun, with is just a regular bolter that does D3 damage to psykers. And it&#039;s... rather bad, when you think about it. The most frequent psykers in KT are Thousand Sons&#039; Rubrics, and they are not going to reliably fall for a S4 AP0 gun. Grey Knights? The same. It&#039;s pretty much only effective against T4 or lower and low saves, like the Tzeench&#039;s daemons, imperial navegator, eldar spiritseer, the SotA&#039;s Rogue Psyker... And, with S4 and AP0, it&#039;s going to struggle against those. Considering you can pretty much get the same effect with any of the combi weapons, and against a much wider arrange of units, I feel this is useless. &lt;br /&gt;
&lt;br /&gt;
The Battle Sister Gunner is interesting. Limited to two gunners. Access to basic guns like flamers and meltaguns is self-explanatory, you know what they do and how to use them if you&#039;ve played any other team before. Heavy Bolter is your best ranged option, though as a Heavy 3 gun, it tends to limit the mobility of the user. Heavy Flamer is stronger and with better AP, but you can&#039;t run and shoot, so only better if you pick the heavy (A regular flamer with demolitions will pretty much accomplish the same thing offensively, and cheaper). The Storm Bolter can be buffed immensely by the &amp;quot;Blessed Bolts&amp;quot; stratagem, adding AP-2 D2 to the shots, which increases quite a lot its killing potential, though its 2CP, so make it count. Overall it&#039;s good, but it&#039;s shocking the lack of general access to plasma, multimeltas or other hard hitting options.&lt;br /&gt;
&lt;br /&gt;
Sister Repentia are a missed opportunity. Only one Repentia per squad is not very effective, considering it needs all of the support of the Simulacrum Imperialis to arrive safely to melee. At a regular WS3+ S3 A2, it needed to be faster than 6&amp;quot; to be really effective alone. The eviscerator, while a beast, only really hits at 4+ without extra need. If you want melee, you want Arco-Flagellants: 7&amp;quot; S4 T3 A2 W2... it outclasses the Repentia in all stats but save throws, and you can just pile in a bunch of arco-flagellants &amp;lt;s&amp;gt;with the Simulacrum Imperialis giving them 5++/5+++, which is quite good,&amp;lt;/s&amp;gt;  &amp;lt;span style=&#039;color:green&amp;gt;&#039;&#039;&#039;no you can&#039;t. Simulacrum only buffs models with the Shield of Faith ability, which Flagellants don&#039;t have. &#039;&#039;&#039;&amp;lt;/span&amp;gt; and the flail can do D3 hits for each attack. And even more so with the special Flagellant, the Endurant, with an extra attack. The &amp;quot;Frenzied Thrashing&amp;quot; is quite a power multiplier, giving it an extra attack for each unit, though this means you&#039;ll be attack by multiple enemies. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&#039;color:green&amp;gt;&#039;&#039;&#039;Counterpoint - Even hitting on 4+ and with no exploding hits, the Repentia is incredibly deadly. After a charge, she&#039;s likely the deadliest model you have on the field. Against any single model without an invuln, she&#039;s significantly deadlier than an Endurant worth 1 pt more. Against invulns she&#039;s at worst on par with a base model flagellant that she costs the same as, and is usually better. The extra 1&amp;quot; of movement on the flagellants is nice, but niche and has no affect on charge range where it&#039;d be most useful. The Repentia also benefits more from both her specialism and her unique tactic as many weak attacks offer diminishing returns. She can be squishy with only 1W and an iffy save, but at least has a save unlike the flagellants. If you have CP to spare for rerolls, this makes her much more durable. In short, you want her when you absolutely must delete a given unit, and to sucker punch other factions heavy melee hitters by striking first. Keep the flagellants as well for general melee support and for crowd control when you can lock down multiple units and split attacks. Keep both out of view from flamers&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The SoB list has two commanders: the Canoness and the Repentia Superior. The Repentia Superior is pretty much useless due to the one Repentia limit, unless you have a good strategy, avoid her. The Canoness is a buffed Sister Superior, with better invul 4++, and access to the relics.&lt;br /&gt;
&lt;br /&gt;
Overall, this team needs buffing fast. It has little to no AP firepower, and it can&#039;t compensate for this through numbers. Lack of weapon variety, limited numbers and very small save options makes this team a challenge to have for those interested in making it competitive. If only we had the miracle dice mechanic here, things would be really different.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Countering the SoB is relatively easy for any army with access to decent AP weapons. They are easily outranged by armies such as Tau, IG, AdMech, Astartes teams... If you have access to multiple plasmas, you can deal with them easily. On the other hand, if you have a melee focused team, you still have a decent shot at dealing with them: Orks will win through sheer numbers, CSM will have Khornate Berserkers, Nids will just spam genestealers... The problem will come with teams with little to no AP. A natural save of 3+ is quite good, and as such teams like Rogue Traders, SotA and Kroot (of course the poor kroot can&#039;t catch a break) will struggle. It&#039;s not a lost fight, though, since all of those teams still have an ace in the hole, like the use of the Specialist Retainers and the Assassin Cultist, Negavolt Spam and Hit and Run Krootox. &lt;br /&gt;
&lt;br /&gt;
But really. The Best strategy to counter SoB is killing the gal with the Simulacrum first. That general 5++ will be used as much as possible to move whole squads to the frontlines, you take that away and the general invulnerable becomes 6++ or lost entirely. Arco-Flagelants are tough, though. T3 and W2 with a 5+++ is quite tough, so you&#039;ll need to focus on them to avoid letting them close to your dudes. If you add the 5++ of the Simulacrum, you actually face a quite threatening unit, more so if you face a whole spam of them. So, once again, kill the Battle Sister with the Simulacrum, then deal with the Arco-Flagellants and the Repentia, then the rest.&lt;br /&gt;
&lt;br /&gt;
Here are a couple of recommendations for other teams to put into practise this:&lt;br /&gt;
*SM teams have all the tools in the toolbox to deal with the SoB, both in melee and in range. Plasma, Grav-gun, Power Swords... Anything with S4+ and decent AP will do the job. Plus, they can resist the ocasional wound with their auto-save stratagem, Death Denied, so even numbers won&#039;t be an issue. &lt;br /&gt;
*DeathWatch will work in a similar way, but with access to extra weapons and with less bodies around. The Deathwatch Frag Cannon is still the best option against SoB, it will wreck havoc in their lines.&lt;br /&gt;
*Grey Knights are too tough for SoB, though they might be able to stop the ocasional psychic attack due to their Shield of Faith. The Daemonhunters can just go through Sororitas to recreate the [[Matt Ward]] days for a bit of a [[Khornate Knights|refreshment]].&lt;br /&gt;
*Imperial Guards have both the bodies and the tools for the job. Plasmaspam will be enough to hit them where it hurts, though they have to be careful as most IG units are not tough enough to survive in melee against the Flagellants. Bullgrins with shield will do the job for that, but it&#039;s still recommended to charge first, to avoid possible risks.&lt;br /&gt;
*AdMech is pretty similar to SoB, but with much better tools. Skitarii have an almost identical statline than Battle Sisters, but with slightly lower save, only 4+ against SoB 3+. In exchange, the Vanguard has the radiation effect of T-1 when close, and the Ranger/Vanguard unit compensate this with much better weapon choices: Plasma Calibers are great Assault 2 weapons, and the Transuranic Arquebus can just stay in the background sniping any enemy that might need a mortal wound or D3 damage. Compare this with the melta and the flamer, which need to be quite close to the enemy, and the Heavy Bolter as the best sniper weapon, with not nearly enough AP to hurt heavier units and 36&amp;quot; range, practically half of the Transuranic Arquebus. To be fair, Skitarii and Infiltrators are all T3, so the regular Bolter still poses a threat, and no unit is really safe from a Flagellant&#039;s charge, so be aware. The sollution? [[HERESY|Play like Tau]]. A Plasmaspam team can have a similar number of units than a full Arco-Flagellants team, deal with the gal with the Simulacrum from afar using the Sniper Arquebus, and just shower the Flagellants with plasma until they fall. Maybe have one or two Ruststalker/Infiltrator to deal with strugglers in melee, or to contest objectives. Once you have their whole team within range, just choose the Canticle of repeating 1s during Shooting, and OVERCHARGE EVERYTHING. Just be aware that, once the Battle Sister with the Simulacrum falls, the Flagellants are going to start desperately running towards you, so keep your distances. &lt;br /&gt;
*Adeptus Custodes are a match the Sororitas can&#039;t win. Seriously, they can only do anything to the golden bananas is with the melta, and even having three of those means you have to be pretty fucking close to them, and the same with the Repentia. If the enemy decides to go with 3++ shields, it&#039;s over.  They can try to overwhelm them with Arco-Flagellants, though. 3 Flagellants and a Repentia are bound to get something in eventually.&lt;br /&gt;
*Euclidian Starstriders just don&#039;t have enough AP to deal with them. Once the Death Cultist is gone, the rest of the team will have to desesperately resist until the Sisters get in close, and by then, it&#039;s game over.&lt;br /&gt;
*Harlequins will do what harlequins do best: move and charge in melee. Though considering the amount of flamers the Sororitas can handle, it will be best to charge from afar: flamers are 8&amp;quot; after all, and you can use 3D6 dice to charge, so you still have a great chance of reaching them from 9&amp;quot; or further. In melee, try taking down the Simulacrum first, and after that the invulnerable of the Flagellants will be gone, and you will only have to deal with the 5+++. Though be aware, harlequin teams will probably be outnumbered, and if you are close to them, they can just charge back and demolish you. You are too frail to survive to an eviscerator or the flails, so you better hope the 4++ of the player works. Seriously, D3 attacks for each attack plus the &amp;quot;Frenzied Thrashing&amp;quot; (which means another D3 attacks for every unit close) will wipe out any clown anyday.&lt;br /&gt;
*Necrons are an interesting match, as neither of them are ready to deal with the other, due to the lack of general AP in both armies. However, the necrons do have the advantage due to slightly better weapon variety and reanimation protocols. Just avoid being dragged into melee with non-melee units, the flagellants are no joke.&lt;br /&gt;
*Orks have more than enough bodies to drown the SoB, though be aware of flamers, they pack quite a punch. Plus, regular Bolters are quite effective against the orks, with only T4 6+ they can actually hurt them and put them down fast. Also, be aware of the Flagellants and the &amp;quot;Frenzied Thrashing&amp;quot;, D3 extra attacks for each unit close means 3-4 orks near it can translate into a monstruous slaughter of greenskins.&lt;br /&gt;
*Tyranids&#039; reliable Full Genestealer strategy can struggle against the SoB due to flamers and Flagellant&#039;s counterattacks. A ranged strategy might not be the best either due to poor AP on the part of the Nids. Lictors with genestealers might be a better combo to deal with the enemies from the start.&lt;br /&gt;
*Tau can just snipe everyone from their deployment zone and stop any attempt of counter with drones. The Simulacrum can only do so much if they still can&#039;t arrive in one piece through sheer firepower.&lt;br /&gt;
*Kroot can try and snipe the Simulacrum and the Flagellants from afar, while the rest of the chickens pile in and focus fire of an enemy unit ibe by one to try and hurt them. Otherwise, the SoB will go full KFC on them.&lt;br /&gt;
*CSM have both Plasma and Khornate Berserkers, both of them can deal horrible damage to the SoB.&lt;br /&gt;
*Death Guard is prepared to deal with them, considering they have many disgusting tools to destroy the SoB, and they in turn can&#039;t really compensate the general T5 of the Plague Marines plus their 5+++. Be aware that poxwalker spam is not recommended here, the SoB will go through them like butter.&lt;br /&gt;
*SotA can have their Psyker attack them quite reliably, Smite is activated at 5+, so SoB will only be able to stop the barely successful ones. After that, the lack of AP will hurt them once again, though the sheer number of attacks the negavolt cultists can do means something is bound to get in (nd don&#039;t forget the chance of mortal wound when charging), plus being quite resilient themselves with their 5++(4++ when using a stratagem)/5+++. Protect your psyker, hunt down the Simulacrum, and the rest will fall, but not without casualties.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===SoB Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Example teams for regular points values - 100pt&amp;amp;125pt in Core/Elites and Arena here.&lt;br /&gt;
&lt;br /&gt;
8 Models, 99 Points&lt;br /&gt;
*[&#039;&#039;&#039;Leader&#039;&#039;&#039;] Sister Superior (Boltgun &amp;amp; Chainsword, or spend the last point on a Powersword vs. Power Armor) - 10 Points&lt;br /&gt;
*[&#039;&#039;&#039;Heavy&#039;&#039;&#039;] Battle Sister Gunner (Heavy Bolter) - 13 Points&lt;br /&gt;
*Battle Sister Gunner (Flamer or Melta) - 13 Points&lt;br /&gt;
*Battle Sister (Simulacrum) - 14 Points&lt;br /&gt;
*Battle Sister (Boltgun) - 9 Points&lt;br /&gt;
*[&#039;&#039;&#039;Combat&#039;&#039;&#039;] Sister Repentia - 13 Points&lt;br /&gt;
*[&#039;&#039;&#039;Zealot&#039;&#039;&#039;]Arco-flagellant Endurant - 14 Points&lt;br /&gt;
*Arco-flagellant - 13 Points&lt;br /&gt;
&lt;br /&gt;
Melee Spam 100p&lt;br /&gt;
&lt;br /&gt;
8 Models, 100 Points&lt;br /&gt;
*[&#039;&#039;&#039;Leader&#039;&#039;&#039;] Sister Superior (Combi-Melta/Flamer) - 13 Points&lt;br /&gt;
*[&#039;&#039;&#039;Veteran/Comms&#039;&#039;&#039;] Battle Sister (Simulacrum Imperialis) - 14 Points&lt;br /&gt;
*[&#039;&#039;&#039;Combat&#039;&#039;&#039;] Sister Repentia - 13 Points&lt;br /&gt;
*[&#039;&#039;&#039;Zealot&#039;&#039;&#039;]Arco-flagellant - 13 Points&lt;br /&gt;
*Battle Sister - 9 Points&lt;br /&gt;
*Battle Sister (Storm Bolter) - 12 Points&lt;br /&gt;
*Arco-Flagellant x2 - 26 Points&lt;br /&gt;
&lt;br /&gt;
The idea is simple: Get as close to the enemy, and shoot/charge. You have everyone move in unison, like a procession, around the Simulacrum. That will give everyone a decent 5++, allowing you to move relatively safe. The vanilla Battle Sister can stay back and take objectives, the rest will move forward. The Superior with melta will be needd for those cases that need extra AP, and combined with the Comms, it will actually wound most of the time. Then, the Repentia and the Flagellants will move in and charge everyone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Noviatiates (Chalnath)==&lt;br /&gt;
===Why play Noviatiates===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** A whole set of models never before seen&lt;br /&gt;
** Your flamers deal some lasting damage&lt;br /&gt;
** Acts of Faith are actually usable here, and not for the Compendium sisters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Aside from your superior, your operatives are going to be operating on the guardsman-strong 4+ save&lt;br /&gt;
** Your guns will mostly be unimpressive autoguns&lt;br /&gt;
&lt;br /&gt;
===Acts of Faith===&lt;br /&gt;
Unique to your faction are the Faith Points that your codex have and what your power-armored superiors should have had. As before, you can spend these Faith Points to perform various miracles for your sisters. &lt;br /&gt;
&lt;br /&gt;
You gain 3 Faith Points each turn and gain more through the following:&lt;br /&gt;
*A friendly Combat operative kills an enemy in close combat&lt;br /&gt;
*A friendly Marksman operative kills an enemy with their gun&lt;br /&gt;
*A friendly Staunch operative performs an objective action&lt;br /&gt;
*A friendly Scout operative activates within pentagon/6&amp;quot; of the enemy&#039;s edge of the table.&lt;br /&gt;
&lt;br /&gt;
As in Bighammer, your points are cumulative and you aren&#039;t forced to spend them on the turn they&#039;re generated. The only major restriction is that you can only use one act (unless otherwise noted) once per activation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Faithful Blessing:&#039;&#039;&#039; 1 FP. Your most utilitarian act, which is why it&#039;s the only one you can use multiple times in an activation, even if you&#039;ve used another act. Each use lets you re-roll one attack or defense die in combat or shooting. While trying to turn a bad roll will cost you Faith, it can be vital in making a merely good turn of combat turn into one that kills the enemy. On the plus side, it also lets you save Command Re-roll for the operatives that need it.&lt;br /&gt;
*&#039;&#039;&#039;Guiding Light:&#039;&#039;&#039; 2 FP. Turns one bad hit roll in combat or shooting into a normal hit. Likely the one to turn to if you really just want something dead and don&#039;t care about crits.&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Strike:&#039;&#039;&#039; 3 FP. Turns a hit into a critical hit in combat or shooting. This is incredibly useful for those weapons with special effects like Reap or Stun.&lt;br /&gt;
*&#039;&#039;&#039;Divine Shield:&#039;&#039;&#039; 2 FP. Turns a bad saving throw into a successful one, which you&#039;d like since your women aren&#039;t as untouchable as their betters.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt:&#039;&#039;&#039; 3 FP. Turns a good saving throw into a crit, which can render them immune to one crit.&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Protection:&#039;&#039;&#039; 1 FP. Negates one mortal wound, which can offset something like the auto-chastiser but is less useful against things like meltaguns and snipers. Fortunately, you can use it multiple times in an activation so you can cancel out snipers.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Rejuvenation:&#039;&#039;&#039; 2 VP. An operative restores d3 wounds, something so unexpected that you may want to use it two times to save an injured or dying sister&#039;s life.&lt;br /&gt;
*&#039;&#039;&#039;Blinding Light:&#039;&#039;&#039; 2 VP. When shot at by an enemy over 2&amp;quot;/circle of the operative, that operative counts as hiding within cover for the activation.&lt;br /&gt;
&lt;br /&gt;
===Nov Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Adamantine-Weave Surplice (2 EP):&#039;&#039;&#039; The bearer gets a 3+ save, which will go a decent way in protecting your sisters.&lt;br /&gt;
*&#039;&#039;&#039;Auto-Chastiser (2 EP):&#039;&#039;&#039; The bearer can re-roll any 1s to hit when shooting or fighting, but if that re-roll also ends up as a 1 the bearer will instead suffer a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Chaplet Ecclesiaticus (2 EP):&#039;&#039;&#039; Every time the bearer is activated, roll a d6. On a 6, they gain +1 to their APL for this activation, which can help them complete an objective a little faster.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (1 EP):&#039;&#039;&#039; Frag grenades give you a way of popping enemies that hide behind cover, though your range is limited.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Icon of Faith (1 EP):&#039;&#039;&#039; Once per game, the bearer can use an Act of Faith without blowing Faith Points. This won&#039;t be of much use when pulling off any of the re-rolls, but more for the ones that guarantee that one extra hit/save or for converting a hit to critical.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (1 EP):&#039;&#039;&#039; Krak grenades also have Indirect to go past cover, but they will only hit one enemy.&lt;br /&gt;
*&#039;&#039;&#039;Sainted Reliquae (2 EP):&#039;&#039;&#039; The bearer scores 1 Faith Point for every crit they trigger.&lt;br /&gt;
&lt;br /&gt;
===HC Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Purge with Flame:&#039;&#039;&#039; Score 1 VP if you kill two or more operatives by a weapon with the Inferno crit effect. You score a VP it you manage to down an enemy {{W40kKeyword|Leader}} with the weapon. This requires you to field either the Purgatus or Exactor, who are your only sources of this effect if you lack the Inferno Rounds Rare Equipment.&lt;br /&gt;
*&#039;&#039;&#039;Reconsecrate Ground:&#039;&#039;&#039; Revealed during the first turning point. Mark an objective not within 6&amp;quot;/pentagon of your DZ. You win 1 VP if you take this objective at the end of any turn and score a second if the game ends with you claiming the objective.&lt;br /&gt;
*&#039;&#039;&#039;Glory to the Martyrs:&#039;&#039;&#039; Revealed when one of your operatives die within 2&amp;quot;/circle of an objective. If another operative is within 2&amp;quot;/circle of that same objective, you score 1 VP. The upside is that this can be repeated, though for obvious reasons this shouldn&#039;t be something to aspire to, fluff be damned.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Purge the Unclean&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Track Down the Heretic&#039;&#039;: Win six games. While you can pick out which spec ops you want to accomplish, you need to actually &#039;&#039;win&#039;&#039; these games.&lt;br /&gt;
#&#039;&#039;Purge with Fire&#039;&#039;: Finish one last game where you win VP through the Purge with Flame Tac Op. Better keep the flamers handy for this one.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP for each enemy that died while suffering from Inferno and 1 XP for each operative that you used. In addition, you gain 1 XP to share between your operatives with the Inferno rules if you managed to kill the enemy leader by a weapon with the Inferno rule.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Reclamation Sweep&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Extraction Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Recon Sweep&#039;&#039;: Finish five games where you scored VP from the Reconsecrate Ground or Triangulate Tac Ops.&lt;br /&gt;
#&#039;&#039;Collect and Keep Safe&#039;&#039;: Finish one last game where you score VP from the Retrieval Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores either up to three pieces of Rare Equipment or expand your Asset cap by one. In addition, you gain a relic if you have a Sanctum Asset.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Devout:&#039;&#039;&#039; During your first turn, this operative can spend an action to gain an extra CP for an additional ploy.&lt;br /&gt;
#&#039;&#039;&#039;Pious:&#039;&#039;&#039; Whenever you use an Act of Faith on this operative, you can regain a Faith Point on a 5+.&lt;br /&gt;
#&#039;&#039;&#039;Righteous Purpose:&#039;&#039;&#039; Whenever this operative suffers a crit, you can degrade that hit to deal normal damage.&lt;br /&gt;
#&#039;&#039;&#039;Glare of Condemnation:&#039;&#039;&#039; Whenever an enemy within 3&amp;quot;/square of this operative casts a psychic power, this ability forces the target to spend an additional AP to channel their power. While highly situational based on your opponent, this can be very powerful in limiting your enemy&#039;s options for their psyker.&lt;br /&gt;
#&#039;&#039;&#039;Determined:&#039;&#039;&#039; This operative gains +1 to their APL when activated within 2&amp;quot;/circle of an objective, giving them a necessary push to claim something.&lt;br /&gt;
#&#039;&#039;&#039;Quick of Thought and Action:&#039;&#039;&#039; This operative can gain a free Dash action when not engaged with an enemy. Note that this triggers at the start &#039;&#039;of the turning point&#039;&#039;, allowing you to cut off an enemy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blessed Martyrdom (1 RP):&#039;&#039;&#039; Whenever an operative dies and fails their casualty check, another operative gains 1XP in honor of their sacrifice. This repeats for every operative that fails their casualty check, saving you some RP.&lt;br /&gt;
*&#039;&#039;&#039;Field Punishment (1 RP):&#039;&#039;&#039; When you have an operative that died and did not perform an objective action, you can turn them into a Novitiate Penitent. This operative will retain her XP and Battle Scars, but their Battle Honors have to be reselected.&lt;br /&gt;
*&#039;&#039;&#039;Saint Potentia (1 RP):&#039;&#039;&#039; When you have an operative reach Revered rank, you can slap on the {{W40kKeyword|Saint Potentia}} keyword if you don&#039;t already have one with it. This operative gives +1 Fate Point each turn while alive and gives an extra relic for the Sanctum Asset. Considering how critical your Acts of Faith are, having a spare point to blow on the repeatable ones is pretty big deal while also slapping on a fancy badge of &amp;quot;Baddest Bitch on the Team&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Incendiary Bombs:&#039;&#039;&#039; When setting up operatives, you can bomb one Vantage Point or Punishing Vantage Point terrain. Anyone on top of that point eats a mortal wound for their arrogance.&lt;br /&gt;
*&#039;&#039;&#039;Sanitorium:&#039;&#039;&#039; Requires both a Med Bay asset and a Novitiate Hospitaller on your roster. This asset rides off both of these by letting you remove a Battle Scar from an operative after rolling recovery checks.&lt;br /&gt;
*&#039;&#039;&#039;Sanctum:&#039;&#039;&#039; After a battle where you used your Novitiate Pronatus, you can roll a d6, adding +1 if the operative did any mission actions; on a 6 you count as having dug up a (functionally useless) relic for the collection. Whenever you start any future games, you add in a number of Faith Points equal to how many relics you own, which can build up to be quite powerful, especially late game with a {{W40kKeyword|Saint Potentia}} for another relic.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Relic Gunsight (3 EP):&#039;&#039;&#039; One autogun improves its BS by +1 and provides the bearer with a special action that lets them count a visible enemy as having the Engage Order. This might be some good incentives to pick up a ranged Novitiate Warrior, which is the only person who can use this item.&lt;br /&gt;
#&#039;&#039;&#039;Blessed Blade (2 EP):&#039;&#039;&#039; One novitiate blade (Meaning melee Novitiate Warriors only) improves its WS by +1 and adds +1 to their critical damage.&lt;br /&gt;
#&#039;&#039;&#039;Blessed Incense (2 EP):&#039;&#039;&#039; Novitiate Preceptor only. Their big mace gains both Rending and Brutal, a lethal combination that makes it hard to ignore.&lt;br /&gt;
#&#039;&#039;&#039;Inferno Rounds (3 EP):&#039;&#039;&#039; One autopistol or autogun gains the Inferno 1 crit effect.&lt;br /&gt;
#&#039;&#039;&#039;Saint-Touched Cloth (2 EP):&#039;&#039;&#039; Novitiate Reliquarius only. Their not-Shroud of Turin boosts the range of their aura by 3&amp;quot;/square.&lt;br /&gt;
#&#039;&#039;&#039;Proclamation Broadcaster (2 EP):&#039;&#039;&#039; Once per game the bearer can turn this on, immediately scoring a number of Faith Points equal to the number of friendly operatives within 3&amp;quot;/square of the bearer to a max of 4.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Nov Units===&lt;br /&gt;
Your Security/Recon kill team can take 10 the following:&lt;br /&gt;
*1 Novitiate Superior&lt;br /&gt;
*9 of the following:&lt;br /&gt;
**0-9 Novitiates Militant&lt;br /&gt;
**0-1 Novitiate Penitant&lt;br /&gt;
**0-1 Novitiate Pronatus&lt;br /&gt;
**0-1 Novitiate Exactor&lt;br /&gt;
**0-1 Novitiate Reliquarius&lt;br /&gt;
**0-1 Novitiate Hospitaller&lt;br /&gt;
**0-1 Novitiate Preceptor&lt;br /&gt;
**0-1 Novitiate Dialogus&lt;br /&gt;
**0-1 Novitiate Duelist&lt;br /&gt;
**0-1 Novitiate Condemnor&lt;br /&gt;
**0-2 Novitiate Purgatus&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Superior (Combat, Staunch, Marksman):&#039;&#039;&#039; Your designated leader among the lot, gifted with actual power armor for that 3+ save. Aside from being just a better leader, they&#039;re also one who works best by being active in the field and fulfilling objectives. Whenever she does an objective action or kills an enemy, you can then activate another operative within 6&amp;quot;/pentagon of her right after, giving you the ability to press an advantage. &lt;br /&gt;
**Going full-ranged gives you only the bolter as an option, offering decent damage but lousy melee prowess. Going melee gives you a power weapon for strong melee as well as the option for either a bolt pistol or a plasma pistol.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Militant (Combat, Marksman, Scout):&#039;&#039;&#039; The basic novitiate is about as powerful as a tempestus scion, given 7 wounds on a 4+ save for modest protection. The autogun is as unremarkable as a lasgun and provides infinite range. The novitiate blade, however, is considerably stronger and has Balanced to re-roll to hit and only suffers having an autopistol for short-ranged harassment.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Penitent (Combat, Staunch):&#039;&#039;&#039; Rather than being a crazed nudist running around in strips of cloth and purity seals, your penitent here is merely a novitiate carrying the vicious eviscerator, complete with Reap to cut through nearby foes. This skill is improved by both a special action that lets her fight twice for 1 AP and the ability to re-roll the first attack.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Purgatus (Staunch, Marksman):&#039;&#039;&#039; Of course the sisters love their flamers, which is why this operative is 0-2 rather than the basic 0-1. While their flamers don&#039;t look much different than the ones the Compendium slaps sisters with, these come with a special crit effect. After scoring a crit, the enemy gets marked and at the end of each turn the target takes a mortal wound on a 4+, spending the mark. This can make flamers into a recurring menace most wouldn&#039;t expect, even against better-armored foes. Even more helpful is that she can dash and shoot for 1 AP, making her very mobile in flushing out the opposition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Pronatus (Staunch, Scout):&#039;&#039;&#039; While useless in combat, she is your operative of choice for carrying out objectives. She can perform any one mission action without spending her precious APL and can spend an action to provide you with extra Faith Points. For this reason, she shouldn&#039;t be sent alone to any task without giving her at least one other sister to support her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Exactor (Combat, Scout):&#039;&#039;&#039; A lesser version of the Repentia Superior, given a 4+ save. As with the repentia, these girls come with neural whips, very short-ranged weapons that don&#039;t do much damage, but have Lethal 5+ and Stun in order to rob enemies of AP. In addition, she has a special action that lets her (harmlessly) whip a friendly operative to add +1 to their APL and, for {{W40kKeyword|Novitiate Penitent}} operatives, add +2&amp;quot;/circle to their movement on their next activation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Reliquarius (Staunch, Scout):&#039;&#039;&#039; Another sister stuck with only an autopistol. Her icon is made for the purpose of letting her sisters get one last shot off before dying, which for most of them is...not really the best use of their dying breaths. However, unlike most icon bearers who boost the APL of nearby allies, you can plant her standard as an action in order to halve the APL of any enemy operatives within 2&amp;quot;/circle of it, which will foil an overconfident player expecting to cap a point just by bringing a marine over to flex their 3 APL.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Hospitaller (Staunch, Scout):&#039;&#039;&#039; This sister&#039;s stuck with an autopistol and a saw that&#039;s not far removed from simply punching aside from Lethal 5+. Their important role is for keeping your sisters from dying, letting you resurrect a fallen sister and then letting them Dash away at 1 wound. Even when nobody&#039;s dying, you can use her special action in order to heal 2d3 wounds on a nearby operative, possibly pushing them back from the injured status.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Preceptor (Combat, Staunch):&#039;&#039;&#039; This sister hauls a pretty hefty mace, dealing 5 damage and carrying Stun and Inferno 2 to make crits extra vicious. While she lacks an autopistol for shooting, she offers her own style of support for your sisters that is hard to replicate. Any operatives within 3&amp;quot;/square of her can re-roll one saving throw when shot at and she has another action that allows a friendly operative within 6&amp;quot;/pentagon to re-roll any hit rolls of 1 or 2 in melee, improving their output by a considerable margin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Dialogus (Scout):&#039;&#039;&#039; A pistol-toting sister carrying her staff as a weapon. That said, her role isn&#039;t for fighting, it&#039;s to be the comms officer for your forces. As with any like her, you can give an AP to a nearby operative to help them carry out a task faster, which is especially handy if you set up your superior to then activate another operative right after. Her other ability is to set down a Condemning Sermon, providing a small bubble to debuff enemy BS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Duelist (Combat, Staunch):&#039;&#039;&#039; Your choppa-crazy sister. Rather than the big sword the novitiates militant carry, the duelist carries a paired set of blades that aren&#039;t as powerful but have Lethal 5+ and makes any parries you make in melee also count as critical hits - not critical parries, but your parries actually deal damage in return. This alone makes her a force to be reckoned with in any combat, as the only weapon that can overcome her are things with Brutal like power fists.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Novitiate Condemnor (Combat, Marksman):&#039;&#039;&#039; It&#039;s unconventional to see a sister acting as a sniper, but she comes with the ability to defend herself in melee as well. The condemnor stakethrower she carries isn&#039;t any stronger than the basic autogun, but it has Silent so she can shoot while concealed and P2 and MW2 can capitalize on any hits to rip past any protection she faces. Her null rod gives her a slightly stronger hit in melee and Stun, but its biggest role is forcing any {{W40kKeyword|Psyker}} operatives within pentagon/6&amp;quot; to spend an additional AP in order to cast a spell as well as capping the APL of all enemy operatives at 2. While the psyker-nerfing only affects 2(3 if you count Warpcoven) different kill teams, the APL-capping positively cripples space marines and can foil the use of any other comms who transfer their AP to another foe.&lt;br /&gt;
&lt;br /&gt;
===Nov Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aegis of the Emperor (1 CP):&#039;&#039;&#039; Whenever an enemy within 6&amp;quot;/pentagon of an operative tries to cast a psychic power, you can immediately inflict a mortal wound on them. This is mostly to scare of those psykers who need to be at a fixed range - meaning the Thousand Sons. That said, it can give breathing room when dealing with the Grey Knights too...if you think it&#039;ll make a difference.&lt;br /&gt;
*&#039;&#039;&#039;Defenders of the Faith (1 CP):&#039;&#039;&#039; For this turn, one operative within 2&amp;quot;/circle of each objective can make a free shoot and fight action if they get the Engage order, giving you a fighting chance at keeping your objectives.&lt;br /&gt;
*&#039;&#039;&#039;Eyes of the Emperor (1 CP):&#039;&#039;&#039; Your sisters with pistols ignore the range limitations for this turn. A nice little trick if you plan on harassing an enemy before closing in for combat.&lt;br /&gt;
*&#039;&#039;&#039;Sanctified Rounds (1 CP):&#039;&#039;&#039; Your autoguns and autopistols add +1 to their damage characteristics. This will see the most use for those militants that keep to their autoguns and the occasional specialists that need to shoot their autopistols.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Burning Wrath (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Novitiate Purgatus}} operative amps up their flamer during their activation, improving its damage to 3/4 and Inferno 2. If you&#039;re planning on killing tougher foes like tyranid warriors or just want to finish off a crowd of softer enemies before they dare to run.&lt;br /&gt;
*&#039;&#039;&#039;Glorious Martyrdom (1 CP):&#039;&#039;&#039; Use when an operative dies. All enemies within 2&amp;quot;/circle of them take a mortal wound and you get d3 Faith Points, offering a token advantage for triggering another act of faith.&lt;br /&gt;
*&#039;&#039;&#039;Righteous Condemnation (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Novitiate Condemnor}} operative can re-roll their hit rolls while shooting.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Elucidian Starstriders (Annual 2022)==&lt;br /&gt;
===Why play Elucidian Starstriders===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** You have last edition&#039;s Rogue Trader box.&lt;br /&gt;
** Warrant of Trade gives you some unique ways to gain a leg up on the enemy.&lt;br /&gt;
** Constant orbital death-beams.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Static team comp. No other Rogue Traders from BSF, no other specialists.&lt;br /&gt;
*** This static team comp also means static loadout. Don&#039;t like a gun? Tough luck.&lt;br /&gt;
** Only two truly dedicated melee operatives and a third that can pull some weight but has other non-combat uses.&lt;br /&gt;
&lt;br /&gt;
===Warrant of Trade===&lt;br /&gt;
Three times per game, you can open up a big box of diplomatic options that let you mess around with the game, but all of them only work in specific points.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coerce:&#039;&#039;&#039; Lets you re-roll to determine whether you are the attacker or defender.&lt;br /&gt;
*&#039;&#039;&#039;Coordinate:&#039;&#039;&#039; Adds an additional CP at the start of the game.&lt;br /&gt;
*&#039;&#039;&#039;Adaptable Terms:&#039;&#039;&#039; Lets you pick Tac Ops from two of your Kill-Team archetypes.&lt;br /&gt;
*&#039;&#039;&#039;Consideration:&#039;&#039;&#039; Gain 6EP right off the bat for more costly gear.&lt;br /&gt;
*&#039;&#039;&#039;Explore:&#039;&#039;&#039; Lets you pick a second scouting option, but you are only deemed the winner or loser determined by your first action.&lt;br /&gt;
*&#039;&#039;&#039;Seize:&#039;&#039;&#039; Lets you re-roll to seize the initiative.&lt;br /&gt;
&lt;br /&gt;
===Privateer Support Assets===&lt;br /&gt;
Similar to the Veteran Guardsmen, you can spend an activation to instead fire a number of spectacular bombardments, drawing LOS from any Voidsman, Voidmaster or Elucia herself. While all of them have a 3+ BS thanks to the Q4 2022 Balance Dataslate, they can&#039;t benefit from any other ploys aside from Command Re-Roll and can&#039;t be used on two consecutive turns.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Archaeotech Beam:&#039;&#039;&#039; A high-damage AP2 death-laser with Barrage, so most cover can be ignored. Best for eradicating single targets like Nightmare Hulks or anything with high wounds and some other form of damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Cluster Bombs:&#039;&#039;&#039; Less damage than the Guided Shell, but has Barrage and a wider Blast range to cover more enemies.&lt;br /&gt;
*&#039;&#039;&#039;Guided Shell:&#039;&#039;&#039; More traditional artillery with decent damage and Barrage and Blast to cover crowds.&lt;br /&gt;
&lt;br /&gt;
===ES Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Carapace Armour (2 EP):&#039;&#039;&#039; Voidsman or Voidmaster only. Gives the operative a 4+ save.&lt;br /&gt;
*&#039;&#039;&#039;Concussion Grenade (2 EP):&#039;&#039;&#039; A flash/photon grenade type weapon, able to rob AP from enemies on a 4+ (-1 if the enemy&#039;s behind cover) if they&#039;re near the grenade..&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (1 EP):&#039;&#039;&#039; Frag grenades give you a way of popping enemies that hide behind cover, though your range is limited.&lt;br /&gt;
*&#039;&#039;&#039;Hot-Shot Capacitor Pack (2 EP):&#039;&#039;&#039; Operative with a lasgun or laspistol only. This deals +1 damage to both statlines for these guns, making them a bit more dangerous.&lt;br /&gt;
*&#039;&#039;&#039;Flash Visor (1 EP):&#039;&#039;&#039; Ignores all APL penalties and the effects of Stun. Pretty important for operatives with APL2 like the Voidsmen.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (1 EP):&#039;&#039;&#039; Krak grenades also have Indirect to go past cover, but they will only hit one enemy.&lt;br /&gt;
&lt;br /&gt;
===ES Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reputation to Maintain:&#039;&#039;&#039; Revealed when either {{W40kKeyword|Leader}} first shoots or fights. Both leaders must now keep a &amp;quot;negotiation&amp;quot; tally for each wound they inflict for the game. You gain 1 VP if you deal 12+ wounds, with a second coming if you beat the enemy&#039;s tally.&lt;br /&gt;
*&#039;&#039;&#039;Claim for House Vhane:&#039;&#039;&#039; Revealed during the first turning point. Your enemy marks one objective that can&#039;t be permanently removed. You win 1 VP if you take this objective at the end of any turn and score a second if the game ends with you claiming the objective.&lt;br /&gt;
*&#039;&#039;&#039;Investigate the Motive Force:&#039;&#039;&#039; A Tac Op dedicated to your Lectro-Maester. He gains a new action he can take when he controls an objective outside of your DZ. Score 1 VP if you investigate two different objectives, and another VP for any more.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Eliminate Obstacles&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Remove Support&#039;&#039;: Finish five games where you scored VP from the Claim for House Vhane, Reputation to Maintain or Challenge Tac Ops. &lt;br /&gt;
#&#039;&#039;Final Blow&#039;&#039;: Finish one last game where you win VP through the Headhunters Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 5 XP for the operative that finished the Tac Op and another 5 XP to share among your other operatives. In addition, all operatives can immediately pass any Casualty and Recovery checks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Glory and Profit&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Extraction Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Investigate Sources&#039;&#039;: Finish five games where you scored VP from the Investigate Motive Force, Upload Signal Beacon or Upload Viral Code Tac Ops. &lt;br /&gt;
#&#039;&#039;Retrieve Prize&#039;&#039;: Finish one last game where you score VP from the Retrieval Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores either 1 RP and 5 XP for either Elucia Vhane or the Lectro-Maester. In addition, you can pick between a piece of Rare Equipment or increasing your asset capacity by one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Loyal to House Vhane:&#039;&#039;&#039; Whenever this operative is within 6&amp;quot;/pentagon of Elucia Vhane, you auto-score one hit. Big question is if the boss can use this on herself...?&lt;br /&gt;
#&#039;&#039;&#039;Close-Quarters Composure:&#039;&#039;&#039; Any shots against enemies within 6&amp;quot;/pentagon gain No Cover. Excellent on the Voidmaster and Elucia.&lt;br /&gt;
#&#039;&#039;&#039;Voidmaster&#039;s Commendation:&#039;&#039;&#039; All guns gain Balanced.&lt;br /&gt;
#&#039;&#039;&#039;Discretionary:&#039;&#039;&#039; This operative can use the Daring ploy for free once per game.&lt;br /&gt;
#&#039;&#039;&#039;Veteran of the Frontier:&#039;&#039;&#039; Whenever this operative is over 3&amp;quot;/square from any friendly operatives and an enemy within 6&amp;quot;/square shoots them, one save can be upgraded to a critical save to block out a lucky crit. &lt;br /&gt;
#&#039;&#039;&#039;Well Prepared:&#039;&#039;&#039; Pick one item. Any operative with this Battle Honour that can take this item can do so at a 1 EP discount. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Negotiate (1 RP):&#039;&#039;&#039; When you finish a Spec Op, you can replace one of the rewards you get for completing it for one from another Spec Op you have access to so long as it doesn&#039;t give RP or anything you&#039;d already have gotten. Great for spinning any Spec Op to your direct advantage.&lt;br /&gt;
*&#039;&#039;&#039;Hand-Picked Retinue (1 RP):&#039;&#039;&#039; When you have Elucia Vhane at Ace rank or higher, you can hire a new {{W40kKeyword|Navis}} operative (the Voidsmen, Canid or Voidmaster) with 6 XP right off the bat. Excellent in bouncing back from losing some of your most important linemen.&lt;br /&gt;
*&#039;&#039;&#039;Trade (1 RP):&#039;&#039;&#039; This lets you either swap off one asset for another or trade off any amount of non-rare equipment for extra gear of equal or lesser value. Why would you want this? Because this lets you do tricks that would normally only be possible once you&#039;ve maxed out your assets.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Envoy Strategium:&#039;&#039;&#039; You get four uses of Warrant of Trade.&lt;br /&gt;
*&#039;&#039;&#039;Fleet Uplink Booster:&#039;&#039;&#039; Allows you to use the same fleet asset for two consecutive turns once per game, only needing to wait one turn before firing again.&lt;br /&gt;
*&#039;&#039;&#039;Family Chronicle:&#039;&#039;&#039; Whenever Elucia Vhane gains a rank, you can share an amount of XP equal to twice her rank among all of the operatives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Archaeotech Grenade (4 EP):&#039;&#039;&#039; A super grenade with Lethal 4+. While its damage is poor, crits deal MW4, which is a lot more than you&#039;d expect and it pops through any armor.&lt;br /&gt;
#&#039;&#039;&#039;Decksweeper (3 EP):&#039;&#039;&#039; Voidsman only. Their gun gains the Relentless rule for more re-rolls.&lt;br /&gt;
#&#039;&#039;&#039;Medicae Servo-Unit (2 EP):&#039;&#039;&#039; Rejuvenat Adept only. This expands the range of their wound-restoration ability to anyone within 6&amp;quot;/pentagon of them rather than adjacent models.&lt;br /&gt;
#&#039;&#039;&#039;Aggression Serum (2 EP):&#039;&#039;&#039; Canid only. This angers the dog, as it now ignores any movement penalties and gains Relentless on their bite, making combat a bit less of a hassle.&lt;br /&gt;
#&#039;&#039;&#039;Relic Voltagheist Generator (4 EP):&#039;&#039;&#039; Lectro-Maester only. Gain a 3++ Invuln save, huzzah.&lt;br /&gt;
#&#039;&#039;&#039;Support Uplink (1 EP):&#039;&#039;&#039; Allows this operative to be a vector for the support assets, even if they aren&#039;t anything that would normally be allowed to do so.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ES Units===&lt;br /&gt;
Your Security/Recon kill team &#039;&#039;&#039;must&#039;&#039;&#039; take 10 the following, you don&#039;t get to pick or customize:&lt;br /&gt;
*1 Elucia Vhane&lt;br /&gt;
*1 Canid&lt;br /&gt;
*1 Death Cult Executioner&lt;br /&gt;
*1 Lectro-Maester&lt;br /&gt;
*1 Rejuvenat Adept&lt;br /&gt;
*1 Voidmaster&lt;br /&gt;
*4 Voidsmen, three with a lasgun and one with a rotor cannon&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Elucia Vhane (Combat, Marksman, Scout):&#039;&#039;&#039; Madam Vhane got a bit more of a combat edge to her this edition, as she not only gets a 4++ save, but also a free fight or shoot option each turn, complete with one re-roll to hit when attacking an enemy who has been damaged. This isn&#039;t just dressing either, as she&#039;s got both a sword-cane that gets some wicked crits on a Lethal 5+ as well as an heirloom pistol with decent damage, P1 and Indirect but limited by its range. On top of this is also her single-use super short-range Digital Laser, which requires Lethal 3+ in order to trigger and deal MW2 - it&#039;s not much but it can give you a guaranteed death blow against an enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canid (Combat, Scout):&#039;&#039;&#039; Yes, you have a pupper on your team. One with 6 wounds and a 4-circle movement speed. While it can&#039;t take most equipment and can&#039;t perform most objective actions, it can spend a special action to move and Pick Up something like the kroothound and has an easier time with movement actions. &lt;br /&gt;
**This dog is a very good boy. He can take blows for other operatives if they&#039;re engaged with the same enemy in combat and can counter-charge if an enemy charges an operative within 3&amp;quot;/square of the canid. Man&#039;s best friend won&#039;t rest until the enemies of man are stopped.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death Cult Executioner (Combat, Scout):&#039;&#039;&#039; A genuine killing machine with APL3, a 5++ Invuln and 6+ FNP. Her power sword is as dangerous as any other, but she can also automatically use a successful hit in melee to instead parry an enemy attacker. Aside from that, she also has a mask-mounted dartgun that does poor damage and has limited range, but Lethal 5+ and Stun give it some use. Best of all is her special action that lets her switch her order at any point. This can be very useful for blasting out of cover in order to kill the enemy or for falling back and becoming invisible.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lectro-Maester (Staunch, Marksman):&#039;&#039;&#039; The resident electro-priest of the retinue, this guy only gets a decent Voltaic Pistol for combat, short-ranged but with okay damage and Rending with Splash for some coverage. His value lies in his support assets, as he spends one less AP for objective actions and the ability to let friendly operatives within 2 circles re-roll a save.&lt;br /&gt;
**He gets two mutually exclusive special actions, both of which are now free thanks to the Q4 2022 Balance Dataslate. One of them lets him electrocute one enemy performing an objective action within 2 circles, dealing d6 MW. The other amps up his pistol with Lethal 4+, making those splashes a bit more reliable.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rejuvenat Adept (Staunch, Scout):&#039;&#039;&#039; Your dedicated medic of the lot, armed with a laspistol and a pretty gnarly scalpel claw with Rending. Alongside the emergency revival action typical of most medic types (such as the Veteran Medic and Pathfinder Medic) that costs 1 AP from both healer and patient, you also get a special action that restores d3+3 wounds to a nearby operative and an aura that lets operatives within 6&amp;quot;/pentagon ignore the Injured status.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidmaster (Staunch, Marksman):&#039;&#039;&#039; A support leader for your Voidsmen. Any Voidsmen within two circles add Balanced to their guns, which is especially handy on the split-firing Rotor Cannon. While not very tanky at 8 wounds with a 5+ save, he does have a once-per-game ability to negate damage from one attack.&lt;br /&gt;
**Just like the Voidsmen, the Voidmaster has no place in combat. All he has is a laspistol and a shotgun with an absolutely devastating close-range profile and an average long-range profile. While he can fire either on any turn, he has a special action that lets him fire the laspistol and shotgun at the same time if there&#039;s an enemy within close range.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidsman (Staunch, Marksman):&#039;&#039;&#039; Essentially guardsmen. Three of them come with lasguns, complete with all the things you can do with them, but a fourth comes with a rotor cannon, a Heavy gun that has slightly better damage with Relentless and Fusillade to spread that firepower across multiple foes.&lt;br /&gt;
&lt;br /&gt;
===ES Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Lethal Proximity (1 CP):&#039;&#039;&#039; All operatives that shoot at an enemy within 6&amp;quot;/pentagon can re-roll one hit.&lt;br /&gt;
*&#039;&#039;&#039;New Frontier (1 CP):&#039;&#039;&#039; All operatives except the Canid gain +1&amp;quot;/triangle to normal movement, but this movement must push them closer to the enemy DZ. Better for Tac Ops that require you there or for an early game rush.&lt;br /&gt;
*&#039;&#039;&#039;Stake Claim (1 CP):&#039;&#039;&#039; Mark one spot of the board. Any operatives that fight within 3&amp;quot;/square of it can score one automatic hit. Mostly important for defending a key objective.&lt;br /&gt;
*&#039;&#039;&#039;Undaunted Explorers (1 CP):&#039;&#039;&#039; Whenever your enemies hit your operatives while they&#039;re within 2&amp;quot;/circle of an objective or within 6&amp;quot;/pentagon of the enemy&#039;s DZ, you can halve the damage of one hit. Save that for the unlucky crit if you can.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Combined Arms (1 CP):&#039;&#039;&#039; When one operative finishes shooting at a target, another operative can re-roll any hits when they shoot that same target during the same turn. Very handy if you want a specific enemy to drop dead, especially if you&#039;re pulling out the Digital Laser.&lt;br /&gt;
*&#039;&#039;&#039;Daring (1 CP):&#039;&#039;&#039; When one {{W40kKeyword|Navis}} operative is activated, they gain +1 to their APL.&lt;br /&gt;
*&#039;&#039;&#039;Survivalist (1 CP):&#039;&#039;&#039; If an operative is activated over 3&amp;quot;/square from an enemy, they can heal 4 wounds off the bat. This gives you a vital boost, but it&#039;s also single-use on each one so you&#039;ll need to be careful when choosing when to use it.&lt;br /&gt;
*&#039;&#039;&#039;Well-Drilled (1 CP):&#039;&#039;&#039; When one {{W40kKeyword|Navis}} operative is activated, another such operative within 6&amp;quot;/pentagon can immediately be activated after them. Especially handy in supporting the dog and Voidmaster.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Adeptus Arbites Exaction Squad (Soulshackle)==&lt;br /&gt;
===Why play Exaction Squad===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** YOU ARE! THE LAW!&lt;br /&gt;
** The best dog ever.&lt;br /&gt;
** Ruthless Efficiency helps out ignore issues of fighting in very tight quarters or shooting into melee.&lt;br /&gt;
** Shieldwalls are incredibly powerful defensive tools.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** You are effectively as good as guardsmen or Kasrkin.&lt;br /&gt;
** Your army lives and dies on shotguns, and unlike the Breachers you don&#039;t have Slugs for a fallback.&lt;br /&gt;
** You&#039;ll be very envious of the armies that get cool shit like plasma guns and flamers when all you can field are webbers and grenade launchers.&lt;br /&gt;
&lt;br /&gt;
===Ruthless Efficiency===&lt;br /&gt;
The special rule for your not-Dredds. Whenever they fire with a non-blast non-grenade weapon, they can always target any valid enemies within 6&amp;quot;/pentagon and ignore any friendly operatives they&#039;re engaged with. This really matters more in close-quarters match like the one they&#039;re packed with.&lt;br /&gt;
&lt;br /&gt;
===AAES Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Manacles (2 CP):&#039;&#039;&#039; You&#039;re cops, you should&#039;ve expected this. Using the manacles is a special action that&#039;s used in a fight against an enemy with 7 or fewer wounds. If both sides are still standing at the end of the fight, the enemy is now arrested, making them unable to do anything so long as they&#039;re fighting your cops, making this massively crippling on a melee unit like a Legionary Butcher or Kabalite Flayer.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Mirror-Visor (1 EP):&#039;&#039;&#039; Ignores the Stun property and any other APL penalties.&lt;br /&gt;
*&#039;&#039;&#039;Shotpistol (1 EP):&#039;&#039;&#039; Gives you only the short-range profile on the shotgun at 3/3 damage. Only handy for the Subductor or shield Proctor-Exactant, who don&#039;t get guns to begin with.&lt;br /&gt;
*&#039;&#039;&#039;Strobing Phosphor-Lumen (1 EP):&#039;&#039;&#039; When an enemy shoots a friendly operative within 2&amp;quot;/circle of the bearer, they can&#039;t re-roll to hit by any means. Handy, but won&#039;t help against rapid-fire weapons.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP):&#039;&#039;&#039; A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP):&#039;&#039;&#039; Stronger than the frag grenade with higher damage and AP1, but still limited by range.&lt;br /&gt;
*&#039;&#039;&#039;Stun Grenade (3 EP):&#039;&#039;&#039; Seen elsewhere, this gives a grenade that can sap away AP from nearby enemies if you need to force an enemy to pick between capping or shooting.&lt;br /&gt;
&lt;br /&gt;
===AAES Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Seize or Incapacitate:&#039;&#039;&#039; Mark one enemy to be the Criminal at the start of the game. When you kill that enemy and score 1 VP, they drop an Criminal token that any operative aside the Cyber-Mastiff can pick up. Though you score an additional VP for picking up the criminal and holding it at the end of the game, it&#039;s not that easy since the enemy&#039;s heavy enough that the operative&#039;s movement is reduced by 2&amp;quot;/circle while carrying that enemy.&lt;br /&gt;
*&#039;&#039;&#039;Contain Threat:&#039;&#039;&#039; Score 1 VP each turn where you have every enemy either within 6&amp;quot;/pentagon of their own DZ or within 2&amp;quot;/circle of any of your operatives.&lt;br /&gt;
*&#039;&#039;&#039;Gather Evidence:&#039;&#039;&#039; The Malocator, Revelatum and Cyber-Mastiff gain a special action they can perform at objectives to score VP. Though this sound easy, they also need to stay alive until the game&#039;s end.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Seize Lawbreaker&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Investigate Leads&#039;&#039;: Finish five games where you scored VP from the Gather Evidence, Upload Viral Code or Plant Signal Beacon Tac Ops. &lt;br /&gt;
#&#039;&#039;Capture or Kill&#039;&#039;: Finish one last game where you win VP through the Seize or Incapacitate Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 5 XP for the operative that finished the Tac Op and another 5 XP to share among your other operatives. In addition, You get your choice of either a piece or Rare Equipment or improve the Asset capacity by 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Crush Dissent&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Secure District Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Take Control&#039;&#039;: Finish five games where you scored VP from the Contain Threat, Protect Assets or Central Control Tac Ops. &lt;br /&gt;
#&#039;&#039;Implement the Lex&#039;&#039;: Finish one last game where you score VP from either the Execution or Rout Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores either 1 RP and lets all operatives auto-pass any Casualty or Recovery checks. In addition, you can pick between a piece of Rare Equipment or increasing your asset capacity by one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Obstinate:&#039;&#039;&#039; Rolling a 5+ on a save counts as a critical save. Might be worth it to make super-tanky shieldwalls.&lt;br /&gt;
#&#039;&#039;&#039;Precinct Champion:&#039;&#039;&#039; Improves the WS of any melee weapons by +1 to a max of 2+.&lt;br /&gt;
#&#039;&#039;&#039;Rigid Determination:&#039;&#039;&#039; This operative can ignore all penalties to movement, WS and BS. Not worth it on the Castigator since they already get this.&lt;br /&gt;
#&#039;&#039;&#039;No Lenience:&#039;&#039;&#039; Ranged attacks against enemies outside of cover get the Lethal 5+ quality. Expect to use this a lot with a shotgun.&lt;br /&gt;
#&#039;&#039;&#039;Judicious Efficiency:&#039;&#039;&#039; Ruthless Efficiency can be used on any enemies. Excellent for the Marksman and Revelatum since they got sniper weapons.&lt;br /&gt;
#&#039;&#039;&#039;Priority Endowment:&#039;&#039;&#039; Pick one item. Any operative with this Battle Honour that can take this item can do so at a 1 EP discount. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Focused Adaptation (1 RP):&#039;&#039;&#039; You can replace one Vigilant or Subductor with any other operative (aside from the dog, of course). Though they keep their Battle Scars and lose any XP that puts them over the minimum of their Rank, you can reselect any Battle Honours they get.&lt;br /&gt;
*&#039;&#039;&#039;Monopoly On Justice (1 RP):&#039;&#039;&#039; Good ol&#039; [[Retcon|historical revisionism]]! If you&#039;re in a Spec Op but fail to score any VP that would have contributed to the first step of that Spec Op, you can spend 1 RP to go &amp;quot;Nuh-uh! I totally did that thing!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Terminus Decree (1 RP):&#039;&#039;&#039; When using a Spec Op, you can use this before or after a game to permanently mark one enemy for the Exaction Order ploy. This doesn&#039;t necessarily block you from using that ploy during the game, but it should be used just the same: On an enemy that&#039;s been such a pain in the ass that you need it dead pronto.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Portable Bibliocrypt:&#039;&#039;&#039; When updating dataslates, you can give d6 operatives a +1 to their recovery checks.&lt;br /&gt;
*&#039;&#039;&#039;Scrutineer-Class Detection Suite:&#039;&#039;&#039; Whenever you&#039;re the defender in a game or whenever you use the Fortify option in the Scouting step, you get +1 CP for early ploys.&lt;br /&gt;
*&#039;&#039;&#039;Writ of Judgment:&#039;&#039;&#039; Roll a d6 after each game, adding +2 if you won. You gain 1 CP on a 6+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Flak-Weave Greatcoat (2 EP):&#039;&#039;&#039; Proctor-Exactant only. Reduces any damage they take by 1, making this great for keeping them alive.&lt;br /&gt;
#&#039;&#039;&#039;Executioner Rounds (1 EP):&#039;&#039;&#039; Operative for Combat Shotgun only. They gain an alternate ammo they can use for their shotgun that&#039;s long-range but has 3/4 damage with No Cover and +1 to BS. Sucks that you can only give one guy this, but damn if it doesn&#039;t offset the issues with shotguns.&lt;br /&gt;
#&#039;&#039;&#039;Relic Silencer (2/3 EP):&#039;&#039;&#039; Operative with Scoped Shotpistol (meaning the Revlatum) or Shotpistol only. Grants Silent, which is great for any close-range skirmishes. Costs 3 EP for the Scoped Shotpistol.&lt;br /&gt;
#&#039;&#039;&#039;&#039;Last Breath&#039; Gas Bomb (2 EP):&#039;&#039;&#039; Tear gas. Slightly bigger blast at 3&amp;quot;/square instead of 2&amp;quot;/circle, but its damage is pretty poor unless you score the Lethal 5+ crits.&lt;br /&gt;
#&#039;&#039;&#039;Volition Inhibitor (3 EP):&#039;&#039;&#039; Enemies within 3&amp;quot;/square of the bearer suffer a -1 penalty to WS and BS. Excellent for trying up enemies, especially when you throw this on a shield.&lt;br /&gt;
#&#039;&#039;&#039;CX-19 Web Agent (1 EP):&#039;&#039;&#039; Gunner with Webber only. The Webber gains Torrent 2&amp;quot;/circle, allowing it to tie up more enemies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AAES Units===&lt;br /&gt;
Your Security/Recon kill team can take 11 the following:&lt;br /&gt;
* 1 Arbites Proctor-Exactant&lt;br /&gt;
* 10 models from the following:&lt;br /&gt;
** 0-10 Arbites Vigilant&lt;br /&gt;
** 0-1 Arbites Castigator&lt;br /&gt;
** 0-1 Arbites Chirurgant&lt;br /&gt;
** 0-2 Arbites Gunner&lt;br /&gt;
** 0-1 Arbites Malocator&lt;br /&gt;
** 0-1 Arbites Marksman&lt;br /&gt;
** 0-1 Arbites Revelatum&lt;br /&gt;
** 0-4 Arbites Subductor&lt;br /&gt;
** 0-1 Arbites Vox-Signifier&lt;br /&gt;
** 0-1 Arbites Leashmaster&lt;br /&gt;
*** 0-1 R-VR Cyber-Mastiff&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Proctor-Exactant (Combat, Staunch, Marksman):&#039;&#039;&#039; Your leader. Comes with either the base Vigilant&#039;s shotgun and repression baton or a melee-dependent dominator maul and a reprssion shield, making them a meaner Subductor thanks to the maul having Lethal 5+ and Stun and a super-defensive shield.&lt;br /&gt;
**Their bigger specialty is the Nuncio-Aquila they can deploy as an extra action, forcing anyone within 3&amp;quot;/square of it performing objective actions to spend another AP to pull it off. Though the combat potential is something that hinges on loadout, this does give consistent denial for any objectives since it can&#039;t be hurt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Vigilant (Staunch, Marksman):&#039;&#039;&#039; Your basic goons are as tough as the Breachers and Kasrkin, though they&#039;re more akin to the former thanks to their shotguns. These shotguns are the same in that they have dedicated range bands, but these pack more of a punch, with its close-range profile being locked on 4 damage and short-range being locked to 2 damage. The compromise is that their melee weapon, a mere baton, is now much weaker at only 2 damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Castigator (Combat, Staunch):&#039;&#039;&#039; The hard-ass of the group, gaining not only a 6+ FNP but also the ability to ignore any penalties to their stats. Their Excruciator Maul is more than a step up from the base Vigilant&#039;s baton with 4/4 Damage with Rending and Stun for some fierce crits. They also come with their own special manacles they can use to effectively arrest enemies with 10 wounds or fewer as if they had that item. This makes them excellent for locking down melee monsters like Legionary Butchers and Tyranid Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Chirurgant (Staunch, Scout):&#039;&#039;&#039; Your dedicated medic, complete with the ability to heal 2d3 wounds on a nearby operative. Also comes with the basic ability to resurrect a fallen ally, restoring them to 1 wound before sending them off. Considering your troops are only as strong as guardsmen, keeping them alive is a big deal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Gunner (Staunch, Marksman):&#039;&#039;&#039; Your special-weapons goon, sadly without the cool shit like meltas and plasma. Your strongest weapon is instead the Grenade Launcher, which provides decent damage and AP1, but sadly doesn&#039;t benefit from Ruthless Efficiency. The Heavy Stubber has Fusillade and Ceaseless, making it ideal for covering a lot of things but Heavy means that the gunner will be stuck in the backlines. The Webber is your most accurate gun and has Lethal 5+ to set off Stun more easily, but it&#039;s short-ranged and has abysmal damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Leashmaster (Staunch, Scout):&#039;&#039;&#039; Specially tasked for leading the Cyber-Mastiff since they can be activated at the same time. The Leashmaster can set their dog to one of three different attack modes (Relentless on weapons, +2&amp;quot;/circle movement or +1 to saves) when the game begins and can swap out the mode for free if the dog&#039;s within 6&amp;quot;/pentagon of them, making it more versatile than you&#039;d expect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites R-VR [[Cyber-Mastiff]] (Staunch, Scout):&#039;&#039;&#039; Fuck. Yes. Cyber-doggo. Even better is that they&#039;re as tough as any cop out there and have a pretty strong bite. Though they can&#039;t take any gear and can&#039;t perform any objective actions aside from a single Spec Op-related one, they do have a special they can utilize. This action deals d3 MWs and forces enemies trying to fall back from them to roll a d6 (+1 for every wound the enemy has over the dog) and try to roll over the dog&#039;s current wounds or else be trapped in a fight.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Malocator (Staunch, Scout):&#039;&#039;&#039; Comes with some sort of auspex they can use as an action to mark an enemy they can see, letting any other operatives score an automatic hit when they attack the mark. This combined with the 1 AP discount when they perform one objective action makes them the go-to guy when you&#039;re on a mission that requires a lot of special actions. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Marksman (Marksman):&#039;&#039;&#039; Your dedicated sniper, with a literal fucking sniper-shotgun. While Heavy and a bit lacking at 3+ BS and 3/1 damage, it packs a punch with MW3 crits and if you spend an action with aim you can also give it Balanced and No Cover so you can aim at anything anywhere. As such, they&#039;re not really there to straight-up kill something outright, but more to finish off an injured enemy so that the others can move on and get to the next target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Revelatum (Marksman, Scout):&#039;&#039;&#039; Some sort of scouting cop, meaning that they can make a free flying move before the game starts. They&#039;re equipped with a scope-pistol, giving you a long-ranged gunner that deals 3/1 damage with MW2 on crits. They also have a special mark that lets them pick out enemies within 6&amp;quot;/pentagon and let other operatives within 3&amp;quot;/square of them count the marked enemy as being under the Engage order, which is great for flushing out any cover-campers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Subductor (Combat, Staunch):&#039;&#039;&#039; The big wall of the team, given a shock maul and riot shield for high defense against guns. In combat, it&#039;s better than the base Vigilant with a 4/4 damage and your pick between either Stun for offensive edges or a defensive mode that treats you as the attacker and makes each parry block two hits so you can bat aside power fists. With the fact that you can grab so many of them, you can easily set up a good wall to block early firing lines while your other troops cover other objectives before closing in to lock down enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arbites Vox-Signifier (Staunch, Scout):&#039;&#039;&#039; A basic comms trooper. Has the ability to feed an AP to any other operative on the board aside from the cyber-mastiff anywhere across the board. You&#039;ll be needing it considering how you&#039;re dealing with merely slightly better guardsmen with shotguns.&lt;br /&gt;
&lt;br /&gt;
===AAES Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dispense Justice (1 CP):&#039;&#039;&#039; Operatives can re-roll one hit in melee if they don&#039;t move more than their basic movement speed. Expect to use this more once everyone&#039;s stuck in.&lt;br /&gt;
*&#039;&#039;&#039;Guilt Reveals Itself (1 CP):&#039;&#039;&#039; When an enemy hides behind cover, they need to be over 4&amp;quot;/2 circles from a piece of terrain to benefit from the cover, which helps flush out any stealthy foes.&lt;br /&gt;
*&#039;&#039;&#039;Inviolate Jurisdiction (1 CP):&#039;&#039;&#039; Your operatives can re-roll a save when they&#039;re within 2&amp;quot;/circle of an objective.&lt;br /&gt;
*&#039;&#039;&#039;Terminal Decree (1 CP):&#039;&#039;&#039; Your operatives can re-roll a hit against an enemy within 4&amp;quot;/2 circles of them. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Brutal Backup (1 CP):&#039;&#039;&#039; When one operative fights with combat support, that supporting operative can also fight that same enemy, meaning you can make for some incredible backup.&lt;br /&gt;
*&#039;&#039;&#039;Exact Punishment (1 CP):&#039;&#039;&#039; When an enemy fights an operative or shoots an operative within 3&amp;quot;/square of them, the targeted operative can immediately fight back or fire overwatch in retribution.&lt;br /&gt;
*&#039;&#039;&#039;Exaction Order (1 CP):&#039;&#039;&#039; When you activate your Proctor-Extant, you can mark one enemy they can see. Anyone who attacks this enemy can re-roll to hit. While this all sounds excellent, it is a single-use ploy so you need to save this for taking down a leader or some other key operative.&lt;br /&gt;
*&#039;&#039;&#039;Long Arm of the Emperor&#039;s Law (1 CP):&#039;&#039;&#039; During the Scouting step, you can block the enemy from making their choice. Unfortunately this won&#039;t stop them from using any other means for a second scouting choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Inquisitorial Agents (Ashes of Faith)==&lt;br /&gt;
===Why play Inquisitorial Agents===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** The most customizable team out there&lt;br /&gt;
** You can bring in small detachments of other armies to supplement your own&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** You are carrying a bunch of barely-armored madmen, protected by faith more than armor.&lt;br /&gt;
&lt;br /&gt;
===IA Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Manacles (2 CP):&#039;&#039;&#039; You&#039;re cops, you should&#039;ve expected this. Using the manacles is a special action that&#039;s used in a fight against an enemy with 7 or fewer wounds. If both sides are still standing at the end of the fight, the enemy is now arrested, making them unable to do anything so long as they&#039;re fighting your cops, making this massively crippling on a melee unit like a Legionary Butcher or Kabalite Flayer.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Mirror-Visor (1 EP):&#039;&#039;&#039; Ignores the Stun property and any other APL penalties.&lt;br /&gt;
*&#039;&#039;&#039;Shotpistol (1 EP):&#039;&#039;&#039; Gives you only the short-range profile on the shotgun at 3/3 damage. Only handy for the Subductor or shield Proctor-Exactant, who don&#039;t get guns to begin with.&lt;br /&gt;
*&#039;&#039;&#039;Strobing Phosphor-Lumen (1 EP):&#039;&#039;&#039; When an enemy shoots a friendly operative within 2&amp;quot;/circle of the bearer, they can&#039;t re-roll to hit by any means. Handy, but won&#039;t help against rapid-fire weapons.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP):&#039;&#039;&#039; A basic single-use grenade. Though weak and limited in range, Indirect lets it ignore cover and Blast hits crowds.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade (3 EP):&#039;&#039;&#039; Stronger than the frag grenade with higher damage and AP1, but still limited by range.&lt;br /&gt;
*&#039;&#039;&#039;Stun Grenade (3 EP):&#039;&#039;&#039; Seen elsewhere, this gives a grenade that can sap away AP from nearby enemies if you need to force an enemy to pick between capping or shooting.&lt;br /&gt;
&lt;br /&gt;
===IA Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Seize or Incapacitate:&#039;&#039;&#039; Mark one enemy to be the Criminal at the start of the game. When you kill that enemy and score 1 VP, they drop an Criminal token that any operative aside the Cyber-Mastiff can pick up. Though you score an additional VP for picking up the criminal and holding it at the end of the game, it&#039;s not that easy since the enemy&#039;s heavy enough that the operative&#039;s movement is reduced by 2&amp;quot;/circle while carrying that enemy.&lt;br /&gt;
*&#039;&#039;&#039;Contain Threat:&#039;&#039;&#039; Score 1 VP each turn where you have every enemy either within 6&amp;quot;/pentagon of their own DZ or within 2&amp;quot;/circle of any of your operatives.&lt;br /&gt;
*&#039;&#039;&#039;Gather Evidence:&#039;&#039;&#039; The Malocator, Revelatum and Cyber-Mastiff gain a special action they can perform at objectives to score VP. Though this sound easy, they also need to stay alive until the game&#039;s end.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Seize Lawbreaker&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Investigate Leads&#039;&#039;: Finish five games where you scored VP from the Gather Evidence, Upload Viral Code or Plant Signal Beacon Tac Ops. &lt;br /&gt;
#&#039;&#039;Capture or Kill&#039;&#039;: Finish one last game where you win VP through the Seize or Incapacitate Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 5 XP for the operative that finished the Tac Op and another 5 XP to share among your other operatives. In addition, You get your choice of either a piece or Rare Equipment or improve the Asset capacity by 1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Crush Dissent&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Secure District Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Take Control&#039;&#039;: Finish five games where you scored VP from the Contain Threat, Protect Assets or Central Control Tac Ops. &lt;br /&gt;
#&#039;&#039;Implement the Lex&#039;&#039;: Finish one last game where you score VP from either the Execution or Rout Tac Op. &lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores either 1 RP and lets all operatives auto-pass any Casualty or Recovery checks. In addition, you can pick between a piece of Rare Equipment or increasing your asset capacity by one.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Obstinate:&#039;&#039;&#039; Rolling a 5+ on a save counts as a critical save. Might be worth it to make super-tanky shieldwalls.&lt;br /&gt;
#&#039;&#039;&#039;Precinct Champion:&#039;&#039;&#039; Improves the WS of any melee weapons by +1 to a max of 2+.&lt;br /&gt;
#&#039;&#039;&#039;Rigid Determination:&#039;&#039;&#039; This operative can ignore all penalties to movement, WS and BS. Not worth it on the Castigator since they already get this.&lt;br /&gt;
#&#039;&#039;&#039;No Lenience:&#039;&#039;&#039; Ranged attacks against enemies outside of cover get the Lethal 5+ quality. Expect to use this a lot with a shotgun.&lt;br /&gt;
#&#039;&#039;&#039;Judicious Efficiency:&#039;&#039;&#039; Ruthless Efficiency can be used on any enemies. Excellent for the Marksman and Revelatum since they got sniper weapons.&lt;br /&gt;
#&#039;&#039;&#039;Priority Endowment:&#039;&#039;&#039; Pick one item. Any operative with this Battle Honour that can take this item can do so at a 1 EP discount. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Focused Adaptation (1 RP):&#039;&#039;&#039; You can replace one Vigilant or Subductor with any other operative (aside from the dog, of course). Though they keep their Battle Scars and lose any XP that puts them over the minimum of their Rank, you can reselect any Battle Honours they get.&lt;br /&gt;
*&#039;&#039;&#039;Monopoly On Justice (1 RP):&#039;&#039;&#039; Good ol&#039; [[Retcon|historical revisionism]]! If you&#039;re in a Spec Op but fail to score any VP that would have contributed to the first step of that Spec Op, you can spend 1 RP to go &amp;quot;Nuh-uh! I totally did that thing!&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Terminus Decree (1 RP):&#039;&#039;&#039; When using a Spec Op, you can use this before or after a game to permanently mark one enemy for the Exaction Order ploy. This doesn&#039;t necessarily block you from using that ploy during the game, but it should be used just the same: On an enemy that&#039;s been such a pain in the ass that you need it dead pronto.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Portable Bibliocrypt:&#039;&#039;&#039; When updating dataslates, you can give d6 operatives a +1 to their recovery checks.&lt;br /&gt;
*&#039;&#039;&#039;Scrutineer-Class Detection Suite:&#039;&#039;&#039; Whenever you&#039;re the defender in a game or whenever you use the Fortify option in the Scouting step, you get +1 CP for early ploys.&lt;br /&gt;
*&#039;&#039;&#039;Writ of Judgment:&#039;&#039;&#039; Roll a d6 after each game, adding +2 if you won. You gain 1 CP on a 6+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Flak-Weave Greatcoat (2 EP):&#039;&#039;&#039; Proctor-Exactant only. Reduces any damage they take by 1, making this great for keeping them alive.&lt;br /&gt;
#&#039;&#039;&#039;Executioner Rounds (1 EP):&#039;&#039;&#039; Operative for Combat Shotgun only. They gain an alternate ammo they can use for their shotgun that&#039;s long-range but has 3/4 damage with No Cover and +1 to BS. Sucks that you can only give one guy this, but damn if it doesn&#039;t offset the issues with shotguns.&lt;br /&gt;
#&#039;&#039;&#039;Relic Silencer (2/3 EP):&#039;&#039;&#039; Operative with Scoped Shotpistol (meaning the Revlatum) or Shotpistol only. Grants Silent, which is great for any close-range skirmishes. Costs 3 EP for the Scoped Shotpistol.&lt;br /&gt;
#&#039;&#039;&#039;&#039;Last Breath&#039; Gas Bomb (2 EP):&#039;&#039;&#039; Tear gas. Slightly bigger blast at 3&amp;quot;/square instead of 2&amp;quot;/circle, but its damage is pretty poor unless you score the Lethal 5+ crits.&lt;br /&gt;
#&#039;&#039;&#039;Volition Inhibitor (3 EP):&#039;&#039;&#039; Enemies within 3&amp;quot;/square of the bearer suffer a -1 penalty to WS and BS. Excellent for trying up enemies, especially when you throw this on a shield.&lt;br /&gt;
#&#039;&#039;&#039;CX-19 Web Agent (1 EP):&#039;&#039;&#039; Gunner with Webber only. The Webber gains Torrent 2&amp;quot;/circle, allowing it to tie up more enemies.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===IA Units===&lt;br /&gt;
Your Security/Recon kill team can take 11 the following:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Interrogator Agent:&#039;&#039;&#039; You were probably expecting more, right? They&#039;re not very well-armed, carrying only an autopistol that&#039;s more accurate up close. Their main value is in setting up the Tome-Skull with one of two settings at the start of the game (Giving an extra attack to a friendly operative within 2&amp;quot;/circle or making enemies lose an attack when fighting within 2&amp;quot;/circle of it) that you can change when walking right next to them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Autosavant:&#039;&#039;&#039; Likely to be useless in combat, but can have better uses on objectives.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death World Veteran:&#039;&#039;&#039; Seems to lack any shooting, but they get a knife and a polearm that has a mace on the other end of it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enlightener:&#039;&#039;&#039; A knife-wielding lunatic. Those knives are likely coated with poison or he&#039;s just that precise that he can cripple foes.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hexorcist:&#039;&#039;&#039; Don&#039;t know why he&#039;s called that, but he&#039;s got a shotgun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mystic:&#039;&#039;&#039; Likely to be your only psychic asset for the team.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Penal Legionnaire:&#039;&#039;&#039; What better agent to field than a man who&#039;s already slated for death?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pistoleer:&#039;&#039;&#039; Carries two pistols of any type.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Questkeeper:&#039;&#039;&#039; Carries a chainsword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Servitor:&#039;&#039;&#039; Your only means of getting heavy weapons on the board, be it a plasma cannon or a heavy bolter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tome-Skull:&#039;&#039;&#039; An asset of value for an Interrogator because this is how the Tome abilities work.&lt;br /&gt;
&lt;br /&gt;
====Ancilliary Support====&lt;br /&gt;
Similar to the Veteran Guardsmen, you have the ability to replace five of your operatives with five operatives from one of the following armies, with the support agents replacing their faction keyword with {{W40kKeyword|Inquisitorial Agents}}. To support this, your campaign roster size is upped from 20 operatives to a full 30.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Exaction Squad:&#039;&#039;&#039; If you&#039;re stuck in close quarters and need either shotguns or riot shields, the Arbites are a good choice to work with.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Navy Breachers:&#039;&#039;&#039; While their Boarding Drills abilities won&#039;t transfer to your guys, this does make them more mobile than you&#039;d expect. You&#039;ll need that since they&#039;re also stuck with shotguns.&lt;br /&gt;
*&#039;&#039;&#039;Kasrkin:&#039;&#039;&#039; Elite gives them the ability to handle themselves a bit without needing Inquisitorial assistance, which is just as well because their firepower will do more than most of your goons.&lt;br /&gt;
*&#039;&#039;&#039;Veteran Guardsmen:&#039;&#039;&#039; It&#039;s uncertain how their orders will operate without a Sergeant Veteran at the helm, but they&#039;re still more lasguns at the end of the day, and some of the more unique operatives aren&#039;t available anywhere else.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Silence:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Tempestus Scions:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===IA Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dispense Justice (1 CP):&#039;&#039;&#039; Operatives can re-roll one hit in melee if they don&#039;t move more than their basic movement speed. Expect to use this more once everyone&#039;s stuck in.&lt;br /&gt;
*&#039;&#039;&#039;Guilt Reveals Itself (1 CP):&#039;&#039;&#039; When an enemy hides behind cover, they need to be over 4&amp;quot;/2 circles from a piece of terrain to benefit from the cover, which helps flush out any stealthy foes.&lt;br /&gt;
*&#039;&#039;&#039;Inviolate Jurisdiction (1 CP):&#039;&#039;&#039; Your operatives can re-roll a save when they&#039;re within 2&amp;quot;/circle of an objective.&lt;br /&gt;
*&#039;&#039;&#039;Terminal Decree (1 CP):&#039;&#039;&#039; Your operatives can re-roll a hit against an enemy within 4&amp;quot;/2 circles of them. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Brutal Backup (1 CP):&#039;&#039;&#039; When one operative fights with combat support, that supporting operative can also fight that same enemy, meaning you can make for some incredible backup.&lt;br /&gt;
*&#039;&#039;&#039;Exact Punishment (1 CP):&#039;&#039;&#039; When an enemy fights an operative or shoots an operative within 3&amp;quot;/square of them, the targeted operative can immediately fight back or fire overwatch in retribution.&lt;br /&gt;
*&#039;&#039;&#039;Exaction Order (1 CP):&#039;&#039;&#039; When you activate your Proctor-Extant, you can mark one enemy they can see. Anyone who attacks this enemy can re-roll to hit. While this all sounds excellent, it is a single-use ploy so you need to save this for taking down a leader or some other key operative.&lt;br /&gt;
*&#039;&#039;&#039;Long Arm of the Emperor&#039;s Law (1 CP):&#039;&#039;&#039; During the Scouting step, you can block the enemy from making their choice. Unfortunately this won&#039;t stop them from using any other means for a second scouting choice.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>192.42.116.56</name></author>
	</entry>
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